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NarutoD20 Redux v1.0

Consolidation and reorganization of the Naruto d20 RPG

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100% found this document useful (2 votes)
940 views461 pages

NarutoD20 Redux v1.0

Consolidation and reorganization of the Naruto d20 RPG

Uploaded by

Psychicman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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NARUTOD20 REDUX VERSION

A reformatting of the original work of Frankto


Created by Athildur

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.

If you find any flaws in this file, either aesthetic or functional,


please do not hesitate to contact me and I will rectify it as soon as I am able.
INTRODUCTION BY ATHILDUR
Welcome to this special edition of the NarutoD20 core BASIC RULES INFORMATION
rulebook. This project was born from a love for the sys-
tem, and the acceptance that many people find the D20 MODERN
rules to be incredibly daunting not just because of how
The NarutoD20 system is based on the D20 Modern
vast the system is, but because the rulebook itself isn't
rules. This book is written with the expectation that
always as clear or well organized as it could be.
you are fairly familiar with those rules. If there is a
This 'redux' version aims to condense the information
mention to a mechanic, spell, ability, skill, class, etc
contained within the NarutoD20 core rulebook without
that you cannot find in this book, it is likely contained
losing any clarity and, where possible, improve the
in the D20 Modern rules.
clarity of text and the organisation of information so
Similarly, this book tries to avoid repeating infor-
that it is easier to find.
mation in the D20 Modern system. If explanations re-
However, to do this, some sacrifices had to be made.
garding certain things seem to be missing, they are like-
The amount of fluff (little bits of descriptive text here
ly part of the D20 Modern rules (for example, the chap-
and there) has been reduced. I have also opted not to
ter containing the six base classes will not list any in-
incorporate any of the book's original artwork because
formation already listed in the D20 Modern rules).
it was not made for me and I have no right to it.
I hope you thoroughly enjoy playing NarutoD20, and GENERAL RULES VS SPECIFIC RULES
if this book can help you do just that I am happy my
Sometimes, a new mechanic or rule might tell you to
work was able to aid someone in enjoying a system I
do something in a way that the general rules don't al-
know is amazing and expansive.
low or do differently. In this case, you always follow
CONTACT AND COMMUNITY the specific rule. It will override the general rule tem-
porarily (if it's an effect with a duration) or permanent-
NarutoD20 depends on its community, as do many
ly for whomever the ability or effect belongs to or af-
multiplayer games. If you enjoy this system, join the
fects.
forums at www.narutod20.com, or join our community
Following this section are parts of the original file, as
discord server (https://discord.gg/6nC3wpx) for discus-
written by Frankto, updated to allow for credits to the
sions, or to ask any questions you may have about this
people who aided me in this project.
file or the NarutoD20 system.

This project is distributed for free.


If you purchased this, you have been the victim of fraud.

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.

Visit us online at www.narutod20.com!


CREDITS
NARUTO D20: SCROLLS OF KNOWLEDGE
Design and Managing Editor Translations
Frankto Vinneti. Frankto Vinneti. Geoffrey Beeson.

Design Advisor Cover Artist


Frederick Cross, Harold R. Nichols, Jr., John Mantyk, Jon Grasseschi
Matthew McDonnel, Saigo Nazuki, Kraken's Ghost,
Interior Artists
Christopher Kawasaki, Malek Deneith, Keldon
Julie Douglas, Destiny, Jon Grasseschi.
Draconian, Athildur, Sir Shadow, Alex Rovinski,
William Casey, Benjamin "Zeronos Vega" McPherson. Proofreaders
Frankto Vinneti, Frederick Cross, Harold R. Nichols,
Editor
Jr., Matthew McDonnell, Christopher Kawasaki,
Frankto Vinneti.
Keldon Draconian, Malek Deneith, Athildur, Alex
Playtesters Rovinski.
Frankto Vinneti, Frederick Cross, Harold R. Nichols,
Special Thanks
Jr., Matthew McDonnell, Christopher Kawasaki,
Frederick Cross, Jon Grasseschi, Wizards of the Coast,
Athildur, Alex Rovinski.
Skip Williams (The Sage!), Charles Ryan, Viladin,
Kishimoto Masashi, Kubo Tite, Watsuki Nobuhiro, and
the entire community of the Naruto: d20 forums!

NARUTO D20 REDUX


First and foremost, a big thank you to Frankto Vinneti, Last but certainly not least, a thank you to the major
the creator of NarutoD20, without whose dedication contributors who helped proofread this file and provid-
and cleverness I would not be sitting here typing this, ed some needed insight and, in some cases, helped im-
and Christopher 'CMKawasaki' Kawasaki for so skilful- prove the look of this book:
ly leading the few long campaigns I have been lucky
RinVindor, Nex, Cross, Naruto20D20, ZeronosVega
enough to play in, because those games were so enjoya-
ble that I could do nothing but love this game for what If you have helped me bring this book to life and you
is capable of. are not mentioned here, I sincerely apologize. Please
Of course, I must also thank the members of the send me a message and I will rectify the situation as
community, many of whom have helped me in small soon as I can.
ways, adding up to a significant contribution to the
project.

Thank you!
OPEN GAME LICENSE Version 1.0a any Open Game Content that you Use. No terms may
The following text is the property of Wizards of the be added to or subtracted from this License except as
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Inc ("Wizards"). All Rights Reserved. ditions may be applied to any Open Game Content dis-
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2. The License: This License applies to any Open originally distributed under any version of this License.
Game Content that contains a notice indicating that the 10. Copy of this License: You MUST include a copy of
Open Game Content may only be Used under and in this License with every copy of the Open Game Con-
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12. Inability to Comply: If it is impossible for You to termination of this License.
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You may not Use any Open Game Material so affected. able.
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 DAMAGE 361 40 20 -15

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

TABLE 1-5: SPEED RANKS


Speed Rank Jump Dodge Attack Speed Hide Kawarimi Defense Extra Attacks * Cost
1 +2 +1 - +10ft +1 - - 1 / 5 rounds
2 +3 +2 +1 +15ft +2 - - 2 / 5 rounds
3 +4 +3 +1 +20ft +3 - - 3 / 5 rounds
4 +5 +4 +2 +25ft +4 1 - 4 / 5 rounds
5 +6 +5 +2 +30ft +5 2 - 1 / round
6 +7 +6 +3 +35ft +6 3 1 3 / 2 rounds
7 +8 +7 +3 +40ft +7 3 1 2 / round
8 +9 +8 +4 +45ft +8 4 1 5 / 2 rounds
9 +10 +9 +4 +50ft +9 5 1 3 / round
10 +10 +10 +5 +60ft +10 6 2 5 / round
Extra Attacks: You can make additional attacks dur- OPTIONAL RULES
ing a full-attack action, using your highest attack bonus
-5. At Speed Rank 7 the -5 penalty is removed. At The following are a number of additional mechanics
Speed Rank 10, you gain a second extra attack, at your and systems you may decide to add.
highest attack bonus -5.
VARIANTS
STRENGTH RANKS The following are variants: optional rules that change
In addition to the benefits as shown below, Strength
existing rules in some way.
Ranks permanently increase your carrying capacity as
though your Strength were increased by 1 per Strength
Rank you have obtained. STARTING PROFICIENCIES VARIANT
Combat: You roll attack and weapon damage as You may choose to have characters gain bonus profi-
though your Strength modifier was increased by this ciency feats based on their class selection at level 1:
amount. TABLE 1-6: OPTIONAL STARTING FEATS
Actions: This bonus applies to Climb, Jump, and Class Armor Proficiency
Swim checks, as well as Disarm, Trip, Grapple, Bull Strong Light, Medium
Rush and Overrun checks. It also applies to Strength Fast Light
checks.
Tough Light, Medium, Heavy
Ignore Hardness: You may ignore an object's hardness
Smart Light
if its hardness is equal to or lower than this number.
DR: You gain this Damage Reduction, which can be Dedicated Light, Medium
overcome by Dark Iron. Charismatic Light

HIGH SPEED SIGHT RUN SPEED VARIANT


Heroic characters running all-out run at 5 times their
A character with this ability gains a bonus to Spot run speed, rather than 4 times. An encumbered charac-
checks against creatures using their Hide skill, up to +X ter runs all-out at four times their run speed.
(where X is the value of the ability, such as ‘High Speed
Sight 4’). This bonus cannot exceed the current Speed
REACH VARIANT
A creature with reach cannot attack a target if it is
Rank creatures are moving at. For example, High Speed
blocked by a creature or object in the way, unless the
Sight 2 grants a +2 bonus to Spot a hiding creature if it
creature with reach is at least twice as tall as the obsta-
is moving at speed rank 2 or greater, a +1 bonus if it is
cle.
moving at speed rank 1, or no bonus if it has no active
speed ranks at all. NONLETHAL DAMAGE VARIANT
Instead of nonlethal damage requiring a Fortitude save,
it is added to a separate pool. While your nonlethal
damage equals your current HP, you act as though dis-
abled, but do not take damage after an action. While
your nonlethal damage exceeds your current HP, you
fall unconscious.
TABLE 1-7: STRENGTH RANKS
Strength Rank Combat Actions Carry Ignore Hardness Damage Reduction Cost
1 +1 - - - - 1 / 5 rounds
2 +1 +2 x1.5 2 - 2 / 5 rounds
3 +2 +4 x2 4 - 3 / 5 rounds
4 +2 +6 x2 6 - 4 / 5 rounds
5 +3 +8 x2.5 8 - 1 / round
6 +4 +10 x2.5 8 2 3 / 2 rounds
7 +4 +10 x3 8 3 2 / round
8 +5 +11 x3 8 5 5 / 2 rounds
9 +5 +11 x3.5 8 6 3 / round
10 +6 +12 x4 10 8 5 / round
Nonlethal damage heals at 1 point per character level NEW OPTIONAL MECHANICS
per hour. Special effects that heal hp damage also heal HOSTAGE MANEUVER
as many points of nonlethal damage. The hostage maneuver allows you to use someone as a
Regeneration: As part of this rule, creatures with the human shield, or threaten to kill them before oppo-
Regeneration ability treat all damage they are not vul- nents have a chance to react (unless they cooperate
nerable to (e.g. a troll is vulnerable to fire and acid) as with you).
nonlethal damage instead of ignoring damage equal to Initiating a Hostage Maneuver: A creature can be-
its massive damage threshold. As mentioned above, come a hostage if it is helpless, prone, grappled or
regeneration healing also removes nonlethal damage. pinned. You can only hold creatures hostage who are
REFLEX PENALTIES VARIANT your size and up to two sizes smaller, or up to two size
For a better sense of realism, the following conditions categories larger and prone.
apply additional penalties. Conditions that say 'cannot At Sword Point: As a full-round action, you may ini-
use evasion' refer to all types of evasion: Evasion, Im- tiate a hostage maneuver by hitting a creature who is
proved Evasion and Evasion X. unaware of you with a touch attack and succeeding at a
level check (DC 11 + target's level).
 Cowering: -2 Reflex saves. While Grappling: While grappling someone, you may
 Dazed: Cannot use Evasion.
initiate the hostage maneuver with a successful Grapple
 Disabled: -1 Reflex saves.
 Flat-footed: -4 Reflex saves (Uncanny Dodge ne- check as a full-round action. If the target has a light
gates) weapon, natural attack or lethal unarmed attack, it may
 Grappled: -2 Reflex saves, cannot use Evasion. make an attack of opportunity against you. If it hits, the
 Panicked: -1 Reflex saves. maneuver has a 50% chance to fail. You gain a +4 bonus
 Staggered: -2 Reflex saves, reduce Evasion ability to the Grapple check if the target is pinned. Cannot be
by one level (Improved Evasion → Evasion → no
used if you are being grappled by someone else.
Evasion)
 Stunned: -2 Reflex saves, cannot use Evasion. Maintaining the Maneuver: Maintaining a hostage is a
full-round action each round, and provokes attacks of
SAVE SCORES VARIANT opportunity. If the hostage is not resisting, it is an at-
Instead of having targets roll saves against your DC, in
tack action instead.
this variant you instead roll to hit a target's Defense(s).
While Keeping A Hostage: Attacks aimed against you
Any time an ability, attack or effect requires a saving
have a 75% chance to target the hostage instead, unless
throw, instead have the effect's origin make an attack
the attack misses by 10 or more. If you're unaware of
roll against the appropriate Defense.
the attack, this chance is only 25%.
Attack Roll: 1d20 + (ability's save DC – 11). Certain Death: You can make an attack of opportuni-
Fortitude, Reflex and Will Defenses: 11 + save bonus. ty against the hostage at any time you have attacks of
opportunity remaining. These attacks against a hostage
UNARMED LETHAL DAMAGE
are always considered a coup de grace. If you hit with
This optional rule allows all player characters to count
an attack while the hostage was attempting to perform
as though armed while using unarmed attacks, and deal
an action, the action is interrupted and wasted.
lethal damage with them. This does not affect the
If you take more than 1 damage per character level in
Brawl line of feats, which will still deal nonlethal dam-
a round you are sustaining the hostage maneuver, you
age.
becomes staggered and unable to make attacks of op-
portunity against the hostage for the remainder of the
round. If the hostage was grappled or pinned, it may
make an opposed Grapple check to break free as a free
action.
While Taken Hostage: A creature that is taken hos-
tage may make attacks of opportunity against the captor
only if they are able to retain their Dexterity bonus to
Defense. If this attack hits, the hostage has a 50%
chance to break free. While taken hostage, you can still
take any action, though the captor may interfere (as
above).
EMPATHIC LEARNING
Using the Empathic Learning variant, characters can
instantly learn techniques on the spot in dramatic situa-
tions.
Awarding Empathy Points: In addition to the situa-
tions below, you may wish to award players with EP
(Empathy Points) when a character is particularly clev-
er or useful. Award the following points when charac-
ters:

 Gain a level (2 EP).


 Defeat an encounter (1-3 EP).
 Defeat a Boss creature (1-2 EP) or Solo creature (2-
3 EP).
 Reach an adventure landmark (2-5 EP).

Spending EP: In dramatic situations, EP can be spent


to learn a technique relevant to the situation in an in-
stant, and to then immediately perform it. In other sit-
uations, it takes 1 minute to learn a technique by
spending EP. Learning a technique with EP requires
spending an amount of EP equal to the technique's skill
threshold. EP cannot be spent to obtain mastery levels
in a technique.
Optional: You might also allow a player to spend EP
to perform a technique without paying a Chakra Cost,
and empower it at half or no cost. The EP cost is the
same as if trying to learn the technique.
POWER UNITS (PU)
Power units are a custom way to increase the power of
a character without changing their level. Power units
can be given out by the GM. Power units have the po-
tential to skew the balance of the game, so any GM
should be mindful about using these.
Each Power Units grants the following bonuses,
which stack with all other bonuses:

 +0.5 dodge bonus to Defense (rounded down).


 +0.5 hp per level (rounded down).
 +1 to Learn checks, attack rolls and saving throws.
 +2 to Chakra Pool, Initiative and movement speed
(rounded to nearest 5-ft increment).
 +2 to Balance, Climb, Hide, Jump, Listen, Move Si-
lently, Spot, Swim and Tumble.
 Optional: +0.5 ECL modifier (rounded down).
CHAPTER 2 – RACES
The following are new races presented for use, most of Level Adjustment (LA): Some races may carry a Level
which are varieties of humans found around the world. Adjustment. The character is treated as a number of
levels higher for the purpose of how much XP it re-
UNUSUAL SIZES quires to level up and how much XP it would grant
Some of the races in this chapter are not of Medium when defeated in combat. For all other purposes, these
size, like humans are, which affects their equipment 'added levels' are not counted (you do not select class
and statistics. levels, do not increase your maximum skill rank, do not
Small: Small characters gain a +1 size bonus to De- count the adjustment to determine feats or ability score
fense and attack rolls, a +4 size bonus to Hide checks modifiers gained by levels, and any level-based effects
and suffer a -4 penalty to Grapple checks. Their carry- of spells, techniques, abilities, etc do not count your
ing capacity is only ¾ of a Medium sized character, and level adjustment).
their unarmed and natural attack damage dice are one When creating characters at a level higher than 1, re-
size smaller (a d6 becomes a d4). duce your starting level by your Level Adjustment.
Large: Large characters gain the reverse (-1 penalty to Example: In a level 8 party, a Gigantic character (LA
Defense and attack, -4 to Hide and +4 to Grapple). +2) would start at level 6, selecting only six class levels.
Their carrying capacity is twice that of a Medium char- The maximum number of skill points they could spend
acter, and their unarmed and natural attack damage on any one skill would be 9, they would gain two feats
dice are one size category larger (a d6 becomes a d8). from levels (levels 3 and 6), and would gain a single
Equipment: Equipment for characters of a size differ- ability score increase (at level 4). The XP required for
ent from Medium will have different statistics. Armor them to level up would be the same as the XP required
can be resized to fit a creature one size larger or smaller by other characters to get to level 9.
than its original intended wearer. Large size armors are
50% more expensive than Medium size ones. See GIGANTIC
Weapons (p58) and Armor (p62). These humanoids are larger than normal humans,
growing up to become between 8 and 14 feet tall.
HUMANS AND NON-HUMANS Size: Large.
The basic D20 Modern rules are based on characters all Ability Modifiers: +8 Strength, +4 Constitution, -2
being a 'normal' Human, but the races listed below are Dexterity
not. When you create a non-Human, you select one less Natural Armor: Gigantic humans gain a +2 natural
feat at first level, and reduce the basic skill point gain of armor bonus to Defense.
every class by 1 (meaning you get 4 fewer skill points at Challenge Rating: +1
level 1, and 1 fewer skill point at each level afterwards). Level Adjustment: +2
Size: The size category of characters of this race. If
not listed, the race is Medium size. HUMAN/EARTH
Speed: The base land movement speed of the race. If Humans native to the Earth country. They tend to be
nothing is listed, its speed is 30 ft. tougher and heavier than other humans.
Ability Modifiers: These are racial bonuses (or penal- Ability Modifiers: +2 Constitution, -2 Wisdom.
ties) to your ability scores. They are applied after you Tremorsense (Ex): Once per day as a swift action that
have determined your ability scores. requires concentration, you gain Tremorsense (30 ft)
Elemental Affinity: If this entry is included with a that lasts for 1 minute or until the end of your current
race, then characters of that race will automatically encounter, whichever is shorter. (See p357)
have the listed element as their primary affinity. Skills: +2 racial bonus to Climb checks.
Languages: All characters start with Read/Write Saving Throws: +1 racial bonus to save against earth-
Common and Speak Common, in addition to any listed based attacks.
here. Elemental Affinity: Earth.
Other Languages: If this entry is present, these lan- Languages: Add Speak Earth.
guages are commonly learned by members of this race. Other Languages: Sign Earth Common, Sign Com-
Challenge Rating: Increase the character's Challenge mon, Fire, Lightning, Water, Wind.
Rating by this amount (this is a statistic for your GM).
HUMAN/FIRE HUMAN/WIND
Humans native to the Fire country. They tend to have Humans native to the Wind country. They are leaner
somewhat lighter hair and skin. than normal humans, with golden skin and pale-blond
Ability Modifiers: +2 Charisma, -2 Strength. hair.
Inspire Courage(Sp): Once per day as a swift action, Ability Modifiers: +2 Dexterity, -2 Wisdom.
you can inspire yourself and allies within 30 feet, grant- Quickness (Su): You may activate this ability as an in-
ing them a +1 morale bonus to attack rolls, saves and stant action when making a Reflex save for half dam-
skill checks, as well as a +4 morale bonus to saves age, up to once per day. If you succeed at the save, you
against fear effects. This bonus lasts for 1 minute or take no damage instead.
until the end of the encounter (whichever comes first). Skills: +1 racial bonus to Balance and Tumble checks.
At 10th and 20th level, you can use this power an addi- Saving Throws: +1 racial bonus to save against wind-
tional time per day. based attacks.
Skills: +1 racial bonus to Diplomacy and Gather In- Elemental Affinity: Wind.
formation checks. Languages: Add Speak Wind.
Saving Throws: +1 racial bonus to save against fire- Other Languages: Sign Wind Common, Sign Com-
based attacks. mon, Earth, Fire, Lightning, Water.
Elemental Affinity: Fire.
Languages: Add Speak Fire. MONSTROUS
Other Languages: Sign Fire Common, Sign Common, These creatures were born with extreme deformations
Earth, Lightning, Water, Wind. due to some birth defect or unusual experimentation.
Type: Monstrous Humanoid.
HUMAN/LIGHTNING Ability Modifiers: +4 Strength, +2 Constitution, -2
Humans native to the Lightning country. They tend to Dexterity, -2 Charisma.
be shorter and feature darker hair and rougher skin. Deformities: Choose two deformities from the list be-
Ability Modifiers: +2 Dexterity, -2 Charisma. low, gaining the benefit of each. If you choose two nat-
Grounded (Su): As an instant action once per day, you ural attacks, specify which one will be your primary
take half damage from a single electric attack, before natural weapon.
damage resistance and saves are applied. Must be used Advanced Immune System (Ex): Gain a +8 bonus to
while directly contacting the ground, before damage. Fortitude saves against poisons and diseases.
Skills: +2 racial bonus to Tumble checks. Amphibious (Ex): You can breathe normally when
Saving Throws: +1 racial bonus to save against light- underwater.
ning-based attacks. Lithe (Ex): Your ability modifiers change to -2
Elemental Affinity: Lightning. Strength, +4 Dexterity, +2 Constitution and -2 Charis-
Languages: Add Speak Lightning. ma, and you gain a +2 racial bonus to Balance, Escape
Other Languages: Sign Lightning Common, Sign Artist and Tumble checks.
Common, Fire, Lightning, Water, Wind. Natural Weapon (Bite): You have vicious fangs and
gain a single bite attack that deals 1d4 Piercing damage.
HUMAN/WATER Natural Weapon (Claws): You gain 2 claw attacks,
Humans native to the Water country. They tend to be dealing 1d4 Slashing damage. Your hands become claw-
leaner, with longer limbs and darker hair. like.
Ability Modifiers: +2 Strength, -2 Charisma. Natural Weapon (Gore): You grow one or more horns
Hold Breath (Ex): You can hold your breath twice as and gain a gore attack that deals 1d6 Piercing damage.
long as normal before suffocating or drowning. Natural Weapon (Tail Whip): You grow a tail and
Skills: +2 racial bonus to Swim checks. gain a tail whip attack that deals 1d6 Bludgeoning dam-
Saving Throws: +1 racial bonus to save against water- age.
based attacks. Nocturnal (Ex): You gain low-light vision, and
Elemental Affinity: Water. darkvision up to 60 feet.
Languages: Add Speak Water. Powerful Legs (Ex): Your base speed increases by 10
Other Languages: Sign Water Common, Sign Com- feet. Your feet might be capable of grasping and manip-
mon, Earth, Fire, Lightning, Wind. ulating objects as if they were hands (discuss with your
GM).
Scales (Ex): You have scales covering your entire
body, granting a +4 natural armor bonus to Defense.
Bonus Feat: You gain Archaic Weapons Proficiency
or Simple Weapons Proficiency as a bonus feat.
Challenge Rating: +1
Level Adjustment: +2

The following feat is available to Monstrous Humans:


MUTATION
Prerequisite: Monstrous human, must be level 1.
Benefit: You gain one additional deformity.

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.

TABLE 2-1: AGING EFFECTS


Age Category Gigantic Human Monstrous Smallfolk Trueblooded Ability Adjustments
Child 1 to 8 1 to 11 1 to 11 1 to 8 1 to 11 -3 Str, Con; -1 to Dex, Int, Wis, Cha
Young Adult 9 to 13 12 to 15 12 to 15 9 to 13 12 to 16 No changes
Adult 14 to 35 16 to 39 16 to 29 14 to 35 17 to 50 No changes
Middle Age 36 to 50 40 to 59 30 to 39 36 to 50 51 to 75 -1 Str, Dex, Con; +1 Int, Wis, Cha
Old 51 to 60 60 to 79 40 to 59 51 to 60 76 to 99 -1 Str, Dex, Con; +1 Int, Wis, Cha
Venerable 61 and up 80 and up 60 and up 61 and up 100 and up -1 Str, Dex, Con; +1 Int, Wis, Cha
CHAPTER 3 – BASIC CLASSES
Everything listed in this chapter is added to the D20
Modern basic classes of the same name, or have been TALENTS
updated with new rules. Optional: You may opt to swap Uncanny Dodge 1 and
Evasion, making Uncanny Dodge 1 available at level 1,
Optional Proficiency: If your GM decides to use this
and adding Uncanny Dodge 1 as a prerequisite for Eva-
rule, you receive these feats as bonus feats, but only if
sion.
the class is selected at level one.
DEFLECTION TALENT TREE
STRONG HERO This talent tree improves your Defense against ranged
attacks, but not ballistic weaponry.
Strong Heroes excel at Taijutsu and melee combat. Deflect: Gain a +1 deflection bonus to Defense against
ranged, non-ballistic weapon attacks. This bonus is de-
Class Skills: Genjutsu (Cha), Knowledge (ninja lore)
nied if you are denied your Dexterity bonus to Defense.
(Int) and Taijutsu (Str) are added to the class skill list.
Improved Deflect: The bonus increases to +2.
Optional Bonus Feats: Light Armor Proficiency, Me-
Prerequisite: Deflect.
dium Armor Proficiency.
Advanced Deflect: The bonus increases to +3.
TALENTS Prerequisite: Improved Deflect.
TAIJUTSU TALENT TREE Sense Chakra: You gain the ability to Sense Chakra
This talent tree improves your skill with both unarmed (p10). Prerequisite: Any one talent from the Deflection
combat and the taijutsu skill. talent tree.
Taijutsu: Gain a +1 bonus to unarmed attack rolls and Suppress Chakra: You gain the ability to Suppress
Taijutsu skill checks. Chakra (p11). Prerequisite: Any one talent from the
Improved Taijutsu: The bonus increases to +2. Deflection talent tree.
Prerequisite: Taijutsu. BONUS FEATS
Advanced Taijutsu: The bonus increases to +3, and The following feats are added to the bonus feat list:
you gain a +2 bonus to Learn checks when learning Genin, Improved Chakra Pool, Nin Weapons Proficien-
taijutsu techniques. Prerequisite: Improved Taijutsu. cy, Retrieval Expert, Taijutsu Adept, and Training.
Sense Chakra: You gain the ability to Sense Chakra
(p10). Prerequisite: Any one talent from the Taijutsu TOUGH HERO
talent tree.
Suppress Chakra: You gain the ability to Suppress With great endurance and stamina as well as large
Chakra (p11). Prerequisite: Any one talent from the stores of Chakra, Tough Heroes are excellent defensive
Taijutsu talent tree. ninja that can use many techniques to overcome their
foes without exhausting themselves.
BONUS FEATS
The following feats are added to the bonus feat list: Ex- Class Skills: Knowledge (Ninja Lore) (Int), Ninjutsu
otic Melee Weapon Proficiency, Genin, Improved (Int) and Taijutsu (Str) are added to the class skill list.
Chakra Pool, Nin Weapons Proficiency, Retrieval Ex- Optional Bonus Feats: Light Armor Proficiency, Me-
pert, Taijutsu Adept, and Training. dium Armor Proficiency, Heavy Armor Proficiency.

FAST HERO TALENTS


ENERGY RESISTANCE TALENT TREE
The Fast Hero is an adept ranged combatant. Its defen- Add the following talents to the existing talent tree.
sive abilities are a boon to any shinobi, and they tend to Earth Resistance: You gain your Constitution modifi-
have an aptitude for Taijutsu, though often not the er in Earth resistance.
same kind as Strong Heroes do. Water Resistance: You gain your Constitution modifi-
er in Water resistance.
Class Skills: Genjutsu (Cha), Knowledge (ninja lore)
Wind Resistance: You gain your Constitution modifi-
(Int) and Taijutsu (Str) are added to the class skill list.
er in Wind resistance.
Optional Bonus Feats: Light Armor Proficiency.
UNBREAKABLE TALENT TREE Prerequisite: Ninjutsu.
Add the following talent to the existing talent tree. Advanced Ninjutsu: The bonuses increase to +3 to
Second Chance: You may spend an Action Point and perform, +6 to identify, and 6 reserves. You also gain a
gain the benefits of a short rest, and recover twice your +2 bonus to Learn checks when learning Ninjutsu tech-
Constitution modifier in Chakra. niques, and a +1 enhancement bonus to your effective
Prerequisite: Second Wind, Robust. skill threshold with Ninjutsu techniques.
STAMINA TALENT TREE Prerequisite: Improved Ninjutsu.
This talent tree increases your Chakra Pool. Sense Chakra: You gain the ability to Sense Chakra
Endurance: Your Chakra Pool increases by 5. (p10). Prerequisite: Any one talent from the Ninjutsu
Improved Endurance: The bonus increases to 10. talent tree.
Prerequisite: Endurance. Suppress Chakra: You gain the ability to Suppress
Advanced Endurance: The bonus increases to 15, and Chakra (p11). Prerequisite: Any one talent from the
you gain a +2 bonus to saving throws against Chakra Ninjutsu talent tree.
drain and Chakra exhaustion. BONUS FEATS
Prerequisite: Improved Endurance. The following feats are added to the bonus feat list:
Sense Chakra: You gain the ability to Sense Chakra Craft Armor Seals, Craft Puppets, Craft Sealed Item,
(p10). Prerequisite: Any one talent from the Stamina Craft Weapon Seals, Genin, Improved Chakra Pool,
talent tree. Ninjutsu Adept, Nin Weapons Proficiency, Retrieval
Suppress Chakra: You gain the ability to Suppress Expert, Talented Shinobi, and Training.
Chakra (p11). Prerequisite: Any one talent from the
Stamina talent tree. DEDICATED HERO
BONUS FEATS
Dedicated Heroes are often scouts and trackers, or take
The following feats are added to the bonus feat list:
supportive roles in combat through use of chakra con-
Empowered Resilience, Genin, Improved Chakra Pool,
trol techniques and medical ninjutsu.
Nin Weapons Proficiency, Retrieval Expert, Taijutsu
Adept, and Training. Class Skills: Chakra Control (Wis), Craft (Calligraphy)
(Int), Knowledge (Ninja Lore) (Int) and Ninjutsu (Int)
SMART HERO are added to the class skill list.
Optional Bonus Feats: Light Armor Proficiency, Me-
Smart Heroes focus on Ninjutsu, tactics and planning.
dium Armor Proficiency.
Those that advance their career as shinobi may also
become sealing experts or puppeteers, though many TALENTS
take the more popular route of elemental mastery. CHAKRA CONTROL TALENT TREE
Class Skills: Chakra Control (Wis), Craft (Calligraphy) This talent tree improves your ability to control your
(Int), Knowledge (Ninja Lore) (Int) and Ninjutsu (Int) Chakra.
are added to the class skill list. Chakra Control: Gain a +1 bonus to Chakra Control
Optional Bonus Feats: Light Armor Proficiency. checks. Your Chakra Reserve increases by 2.
Improved Chakra Control: The bonus increases to +3
TALENTS to checks and 4 reserves. Prerequisite: Chakra Control.
RESEARCH TALENT TREE Advanced Chakra Control: The bonus increases to +5
Change the following talent, as described. to checks and 6 reserves. You also gain a +2 bonus to
Trick: The save DC is changed to a Will Save rather Learn checks when learning Chakra Control tech-
than a Reflex save, and it is a Mind-Affecting ability. niques, and a +1 enhancement bonus to your effective
NINJUTSU TALENT TREE skill threshold with Chakra Control techniques.
This talent tree improves your ability to identify and Prerequisite: Improved Chakra Control.
perform Ninjutsu techniques. Sense Chakra: You gain the ability to Sense Chakra
Ninjutsu: Gain a +1 bonus to Ninjutsu checks to per- (p10). Prerequisite: Any one talent from the Chakra
form a technique, and a +2 bonus to identify them. Control talent tree.
Your Chakra Reserve increases by 2. Suppress Chakra: You gain the ability to Suppress
Improved Ninjutsu: The bonuses increase to +2 to Chakra (p11). Prerequisite: Any one talent from the
perform, +4 to identify, and 4 reserves. Chakra Control talent tree.
BONUS FEATS
The following feats are added to the bonus feat list:
Genin, Harmony, Improved Chakra Pool, Nin Weapons
Proficiency, Retrieval Expert, Talented Shinobi, and
Training.

CHARISMATIC HERO
Charismatic Heroes are highly persuasive. Their focus
tends to lie in the field of spy work and Genjutsu tech-
niques.

Class Skills: Chakra Control (Wis), Craft (Calligraphy)


(Int), Genjutsu (Cha) and Knowledge (Ninja Lore) (Int)
are added to the class skill list.
Optional Bonus Feats: Light Armor Proficiency.

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.

TABLE 5-1: SKILL SYNERGIES


Primary Skill Synergy bonus to
Diplomacy, Disguise (when acting in character), Intimidate, Sleight of Hand,
Bluff
+1 enhancement bonus to meet Perform Requirements of Compulsion techniques
Computer Use Navigate and Research when using a computer
Craft (any) Checks to appraise an item related to the specific craft skill
Craft (electrical of mechanical) Disable Device and Repair when used on objects related to the craft skill
Craft (structural) Demolition checks to place explosives
Decipher Script Fuinjutsu when double-checking or identifying seal arrays
Escape Artist Dexterity checks to bind someone with rope
Gather Information Knowledge (current events)
Handle Animal Ride
Jump Tumble
Knowledge (art) Craft (visual art), Perform
Knowledge (behavioral sciences) Diplomacy
Knowledge (business) Profession
Knowledge (civics) Forgery when forging official documents
Knowledge (E & L sciences) Craft (pharmaceutical), Investigate, Treat Injury
Knowledge (history) Decipher Script when deciphering ancient writings
Knowledge (physical science) Craft (chemical, electronic, mechanical, structural)
Knowledge (streetwise) Gather Information
Knowledge (technology) Craft (electronic)
Search Survival when looking for or following tracks
Sense Motive Diplomacy
Sleight of Hand +1 enhancement bonus to meet Perform Requirements of techniques requiring hand or half seals
Tumble Balance, Jump, Special*
Slow Fall: Make a Tumble check (DC 15) to treat a Poison Cost DC Time
fall as if it were 20 feet shorter. Byoukiyuge 17 19 8 hr
Tumble Past Opponents: Make a Tumble check (DC Chakra Mantle 11 20 4 hr
15) to move at half your speed, provoking no attacks of
Chakra Sponge 15 22 4 hr
opportunity while doing so. Make one check for each
Dokutengu 15 19 2 hr
opponent you move past, adding 2 to the DC for each
enemy after the first. Failure means you provoke at- Fireseed Essence 13 17 1 hr
tacks as usual. Fireseed Spice 24 26 4 hr
Tumble Through Opponents: Make a Tumble check Ghostly Chains 14 22 4 hr
(DC 25) to move at half your speed, tumbling through God's Will 13 17 2 hr
squares occupied by opponents, provoking no attacks of Hachidoku 16 20 3 hr
opportunity for doing so. Failure means you stop before
Heartroot Powder 16 19 16 hr
entering the opponent's square and provoke an attack
Ketsuekigyouko 18 21 8 hr
of opportunity from them. Add +2 to the DC for each
opponent after the first, and check separately for each Leach Dust 19 23 4 hr
of them. You may take a -10 penalty to this check to Lotus Perfume 17 21 2 hr
move at your full speed instead. Nemuri 16 19 2 hr
Stand from Prone: If you are prone and want to take a Nevoa Goas 20 22 6 hr
move action, you may attempt a Tumble check (DC20) Nightlily Paste 14 17 4 hr
to stand from prone as a free action immediately before
Ocean Breeze 15 19 4 hr
taking the action. Does not provoke attacks of oppor-
Saruhire 16 23 2 hr
tunity. If you fail, the move action is wasted.
Tosha Pills 11 15 2 hr
NEW USES FOR EXISTING SKILLS Turtle's Dexterity 12 16 1 hr

CRAFT (CHEMICAL) (INT)


Trained Only
CRAFT (PHARMACEUTICAL) (INT)
You can craft a variety of new chemicals and poisons Trained Only
(as shown in the table to the right). A character with- Special: A character without a chemical kit suffers a -
out a chemical kit suffers a -4 penalty to Craft (Chemi- 4 penalty to checks when attempting these new skill
cal) checks to make the items listed below. uses.
Poison or Consumable: A successful check produces 4 Antidote: You can craft 3 doses of antidote from 1
doses of poison or 5 uses worth of consumables. See dose of poison. Antidotes must be administered in a
Chapter 7 (p53 and p65) for more information on these manner similar to the poison (i.e. injury, contact, in-
items. hale, etc). When administered, the recipient can imme-
diately save against one dose of poison. If successful,
Consumable Cost DC Time they are immune to any further effects of that dose, and
Adrenaline Boost 18 20 4 hr recover twice as fast from any damage already suffered
Blood Increasing Pills 14 19 4 hr from it. A failed save does not incur any negative ef-
Ice Bombs 12 23 2 hr fects, and does not replace any secondary saves you
Perception Oil 19 25 4 hr must still make.

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.

PERFORM (MARTIAL ARTS) (CHA) INDIVIDUAL AND GROUP TACTICS


You can perform special demonstrations with martial Tactics offer additional benefits in combat and come in
arts, such as special show arts and war dances. various different categories: expertise, formation, mar-
Special: You take a -4 penalty when using a weapon tial and movement. Any character can learn any tactic.
you are not proficient in, or when performing unarmed Expertise: These tactics expand on the skills they ap-
without the Combat Martial Arts feat. ply to, giving new ways to use them.
Synergy: You add one-half your base attack bonus as Formation: Increase your ability to work as a team,
a synergy bonus to Perform (Martial Arts) checks. these tactics add bonuses when used in combination
with teammates who also know the formation. Clones
SIGN LANGUAGE (NONE) can apply formation bonuses to your teammates, but
Trained Only not to you.
The Sign language skill works like the Speak Lan- Martial: Usually used in combat as part of an attack,
guage skill, but covers Sign Language. Sign languages is feint or maneuver. Tends to make use of skills like
not spoken, requires line of sight and enough lighting Bluff, Jump, Knowledge (tactics), Sense Motive or
to be understood, and you need at least one free hand Tumble, or even feats. Favored by characters who are
to speak it. If you cannot move your hands, you cannot on the offensive.
speak sign languages. Movement: Involve moving, dodging around obsta-
Once per round as a free action, you can relay around cles or recovering from forced movement or being
eight to twelve words in sign language. Blind characters knocked down. Makes use of skills like Balance, Jump,
suffer a 20% chance to fail each time they attempt to Move Silently and Tumble.
sign.
Available languages are Sign Common, Sign Earth,
LEARNING A TACTIC
Fire, Lightning, Water and Wind Common. Country Learning a tactic costs 2 skill points, and characters may
specific languages are usually only employed by shinobi learn any tactic they meet the requirements for, but a
of that nation and are closely-guarded secrets. character can only learn one tactic per level, and may
know a total number of tactics equal to half his charac-
ter level (rounded up). Tactics cannot be learned more
than once, and their effects do not stack.
Learning a tactic takes 3 days, minus 1 day for every
ally learning the same tactic (minimum 1 day). One day
of training takes 8 hours, and can be interrupted for up FROG'S LEAP [FORMATION]
to 4 hours. Prerequisite: Jump 5 ranks.
If at any point you no longer meet the requirements Benefit: You gain a +10 bonus to Jump checks made
of a tactic you know, you cannot make use of it until while Land Hopping, and you can do so for 6 hours
you meet the requirements again. instead of 4 without suffering penalties.
PINCER ATTACK [FORMATION]
USING TACTICS Prerequisite: Knowledge (ninja lore or tactics) 8 ranks.
A tactic is used as part of an action you are taking, or Benefit: When flanking an opponent with a different
requires the use of an action as specified in the tactic. character that knows this tactic, you gain a +2 bonus to
Using tactics does not provoke attacks of opportunity melee damage.
unless specifically stated. STRENGTH IN NUMBERS [FORMATION]
CHEAP SHOT [FORMATION] Prerequisite: Knowledge (tactics or ninja lore) 6 ranks,
Prerequisite: Improved Initiative. 8 or more ranks in at least 3 skills.
Benefit: Each successful attack made against a flat- Benefit: While within 30 feet of allies using this tac-
footed target increases the attack bonus of every ally tic, you can take 10 on skill checks while stressed or
using this tactic against that target by +1 for 1 round threatened.
(maximum +3).
COVER MY BACK [FORMATION]
Prerequisite: Knowledge (tactics or ninja lore) 5 ranks
or Spot 5 ranks.
Benefit: When within 30 feet of allies using this tac-
tic, you gain a +1 bonus to Spot checks per ally (maxi-
mum +3) and characters flanking you take a -1 penalty
to attack rolls. You must be able to communicate with
each other to benefit from this formation.
CANNY DEFENSES [FORMATION]
Prerequisite: Knowledge (ninja lore) 10 ranks or Gen-
jutsu 14 ranks.
Benefit: When you make a check to identify or ana-
lyze a genjutsu, an ally within 30 feet that has learned
this tactic may make the check for you if they are able
to communicate with you clearly. Can be used once per
round.
DEATH MARCH [MOVEMENT]
Prerequisite: Concentration 5 ranks, Endurance.
Benefit: You can run or charge while fatigued, but
you take 2 damage each round you do. Checks made to
avoid running out of breath are made at a -6 penalty
while fatigued.
FIELD SURGERY [EXPERTISE]
Prerequisite: Treat Injury 8 ranks.
Benefit: When you make a treat injury check to re-
store hit points, cure poison or disease, revive someone
who is stunned, dazed or unconscious or stabilize a dy-
ing character, you suffer no penalty for not using a
medical kit.
CHAPTER 6 – FEATS
Feats in this chapter are divided into several categories: A successful Fortitude save (DC 10 + 1 per 10 points
of your Chakra Pool, maximum DC 30) will negate this
 Updated feats are feats from D20 Modern with new
or changed rules, and effectively replace them. penalty while they remain in range. If your Chakra
 General feats cover feats not in the other catego- Pool increases enough to increase the save DC, all crea-
ries. tures within range that aren't yet affected must make
 First level feats cover feats that can only be taken at another save.
first level. This ability can be used up to three times per day.
 Weaponry feats allow you to use new weapons, or
enhance your ability to use weapons. CHAKRA RESTORATION
 Technique feats are about enhancing your tech- Benefit: You now recover double your character level's
niques or allowing you to learn new technique worth of Chakra Reserve per evening of rest, and can
types. use a short rest to recover Chakra one additional time
 Meta-Chakra feats offer a new mechanic to em-
per day.
power your techniques in various ways.
 Class-based feats require and/or improve abilities CHUUNIN
gained only by certain classes. Prerequisite: Heroic character level 6, Genin. Know at
 Item Creation feats allow you to craft specialist least 9 techniques or have finished at least 8 C-Rank (or
items and/or become more proficient at crafting.
higher) missions, Cha 12.
Feats that require you to be a specific race or requir- Benefit: You get a “Restricted” license in your Ninja
ing a specific bloodline are listed with the race or village, a +3 Wealth bonus and a +2 bonus to one of the
bloodline to which they belong. following: Bluff, Chakra Control, Diplomacy, Disable
Device, Gather Information, Genjutsu, Hide, Investi-
UPDATED FEATS gate, Knowledge (ninja lore), Move Silently, Ninjutsu
or Taijutsu. You may gain the ability to Sense Chakra
HEROIC SURGE (D20 MODERN, P84)
(p10) or Suppress Chakra (p11) instead of the skill bo-
Prerequisite: Heroic character.
nus.
Benefit: The action granted by Heroic Surge is now a
Gaining this feat does not grant you the Chuunin ti-
quickened (p12) move or attack action.
tle. Likewise, getting the title does not grant you this
UNBALANCE OPPONENT (D20 MODERN, P88) feat.
Prerequisite: Dex 15, Combat Throw, Defensive Martial
Arts, base attack bonus +6.
EMPOWERED RESILIENCE
Prerequisite: Chakra Control 6 ranks, Chakra Pool 16.
Benefit: The benefits remain unchanged. Only the
Benefit: You may spend an instant action and 1 point
prerequisites have been changed.
of Chakra to gain a +4 resistance bonus to all saves until
WEAPON FINESSE (D20 MODERN, P89) your next turn. Must be declared before rolling a save.
Prerequisite: base attack bonus +1.
Benefit: This feat offers the same benefit, but applies
FORCE OF PERSONALITY
Prerequisite: Cha 13.
to all eligible weapons, as long as you are proficient
Benefit: You may use your Charisma modifier for
with them. The feat also applies to the one-handed kat-
your Will saves instead of your Wisdom modifier.
ana, kusari-gama and ninja-to. If you carry a shield, its
armor check penalty applies to your Dexterity-based FORENSICS TRAINING
attack rolls. Prerequisite: Knowledge (earth and life sciences) 6
ranks, Treat Injury 6 ranks.
GENERAL FEATS Benefit: You can perform autopsies by using the
Knowledge (earth and life sciences) skill (See p32). You
CHAKRA PRESENCE
can only perform an autopsy on subjects of the same
Prerequisite: Chakra Pool 50+.
creature type as you. For every 3 ranks in the
Benefit: If your Chakra Pool is above 25, you may
Knowledge (earth and life sciences) skill you have be-
spend a move action to activate this ability. For 1 mi-
yond 6, you learn to autopsy an additional creature
nute, any creatures that come within 10 feet of you
type. (Skill ranks gained after this feat was acquired can
suffer a -2 penalty to attack rolls, Defense and skill
still add additional creature types)
checks for as long as they remain within 10 feet of you.
TABLE 6-1: GENERAL FEATS
General Feat Prerequisite Benefit
Chakra Presence Chakra Pool 50+ Your impressive Chakra can weaken nearby foes
Chakra Restoration - Your natural Chakra recovery rate doubles
Chakra Control 6,
Empowered Resilience Use an instant action to improve your saves for a round.
Chakra Pool 16
Force of Personality Cha 13 You use Cha for your Will saves instead of your Wis
Knowledge (E & L sciences) 6
Forensics Training You can use Knowledge (earth and life sciences) to perform autopsies.
Treat Injury 6
You gain wealth and a skill bonus,
Genin Know at least 4 techniques
as well as the 'Licensed' license in your village.
Heroic, level 6, Genin, You gain wealth and a skill bonus,
Chuunin
Cha 12, special* as well as the 'Restricted' license in your village.
Heroic character level 12,
You gain wealth and a skill bonus,
Jounin Cha 13, Genin, Chuunin,
as well as the 'Military' license in your village.
Special *
Improved Chakra Pool – Gain +3 Chakra Pool and +1 Chakra Reserves.
Int 13, BaB +6,
Improved Combat Expertise You can substitute a greater amount of attack with Defense
Combat Expertise
Improved Feint Int 13, Combat Expertise You can feint as a move action
Improved Grapple Str 13, Combat Throw You can grapple without provoking attacks of opportunity
Insightful Reflexes Int 13 You apply your Int modifier to Reflex saves instead of your Dex
Heroic character level 6,
Keen Senses You are better at Sensing Chakra
Wis 13, Sense Chakra ability
Light Sleeper Con 13 You can rest and recover with only 4 hours of sleep
Resist Poisons – You gain a +4 bonus to resist poisons and diseases
Skilful Assault Wis 13, Heroic character You can avoid killing opponents with weapon attacks
Specialist's Gaze Counter Wis 13, BaB +3 You are better at Averting One's Eyes
Talented Shinobi – You gain extra skill points to use
GENIN IMPROVED GRAPPLE
Prerequisite: Know at least 4 techniques. Prerequisite: Str 13, Combat Throw.
Benefit: You get a “Licensed” license in your Ninja Benefit: You do not provoke attacks of opportunity
village, a +1 Wealth bonus and a +1 bonus to one of the when trying to start a grapple, and gain a +4 compe-
following: Chakra Control, Gather Information, Gen- tence bonus to all grapple checks.
jutsu, Hide, Investigate, Move Silently, Ninjutsu or INSIGHTFUL REFLEXES
Taijutsu. You may substitute the skill bonus for the Prerequisite: Int 13.
Sense Chakra (p10) or Suppress Chakra (p11) ability. Benefit: You may use your Intelligence modifier for
Gaining this feat does not grant you the Genin title, your Reflex saves instead of your Dexterity modifier.
and getting the title does not grant you this feat.
JOUNIN
IMPROVED CHAKRA POOL Prerequisite: Heroic character level 12, Genin.
Benefit: Your Chakra Pool increases by 3, and your Chuunin, Know at least 17 techniques or have finished
Chakra Reserves increase by 1. at least 20 B-Rank (or higher) missions, Cha 13.
Special: You may select this feat multiple times. Benefit: You get a “Military” license in your Ninja vil-
IMPROVED COMBAT EXPERTISE lage, a +4 Wealth bonus and a +2 bonus to any two of
Prerequisite: Int 13, Combat Expertise, base attack bo- the following: Balance, Bluff, Chakra Control, Demoli-
nus +6. tion, Diplomacy, Disable Device, Disguise, Gather In-
Benefit: When using Combat Expertise, you may formation, Genjutsu, Hide, Investigate, Knowledge
lower your attack bonus by any number up to your base (ninja lore), Move Silently, Ninjutsu, Search, Sleight of
attack bonus, and increase your Defense accordingly. Hand, Survival, Taijutsu or Tumble. You may substitute
IMPROVED FEINT the skill bonus for the Sense Chakra (p10) or Suppress
Prerequisite: Int 13, Combat Expertise. Chakra (p11) ability.
Benefit: You can make a Bluff check to feint in com- Gaining this feat does not grant you the Jounin title,
bat as a move action rather than as an attack action. and getting the title does not grant you this feat.
KEEN SENSES FIRST LEVEL FEATS
Prerequisite: Heroic character level 6, Wis 13, Sense
Chakra. ADVANCED BLOODLINE
Benefit: Once per encounter, you can Sense Chakra as Prerequisite: Can only be taken at first level.
a swift action (unlimited out of combat). Your Sense Special: Circumstances may allow you to select this
Chakra now lasts as long as you concentrate plus 1d4+1 feat at a later time, such as having a doujutsu eye im-
rounds, and you gain a +2 competence bonus to Wis- planted.
dom and Spot checks made while using the ability. Benefit: You gain a bloodline of your choice (see
Chapter 10 for the available bloodlines).
LIGHT SLEEPER
Prerequisite: Con 13. ADVANCED STUDY
Benefit: You can sleep only 4 hours, recovering half Prerequisite: Can only be taken at first level.
the HP, Chakra and Chakra Reserves you normally Benefit: You are capable of learning a single tech-
would during a full night's rest, but no ability damage. nique of up to rank 3. Gain a +2 competence bonus to
You decrease the penalty to Listen checks while asleep Learn checks to learn or master that technique.
by 2. AKIMICHI TOUGHNESS
RESIST POISONS Prerequisite: Con 13, Heroic character, can only be tak-
Benefit: You gain a +4 bonus to Fortitude saves made en at 1st level. (GM's discretion)
against poisons and diseases. Benefit: You gain 5 HP and the ability to consume
Akimichi Food Pills (p67) without dying. You still suf-
SKILFUL ASSAULT
fer the normal after effects of consuming the pills.
Prerequisite: Wis 13, Heroic character.
Benefit: At the start of your turn, you may designate CHAKRA AFFINITY
one opponent. Attacks you make against that opponent Prerequisite: Can only be taken at first level.
suffer a -2 circumstance penalty to attack and damage Benefit: Gain a +2 to Learn checks when learning
rolls, but will not reduce the opponent below 0 hit techniques of a specific type (Chakra Control, Genjutsu,
points. Fuinjutsu, Ninjutsu or Taijutsu). You suffer a -1 penalty
to all Learn checks for a second type of your choice.
SPECIALIST'S GAZE COUNTER
Prerequisite: Wis 13, base attack bonus +3. DETERMINED GENIUS
Benefit: When Averting One's Eyes (D20 Modern, Prerequisite: Wis 13, can only be taken at first level.
p227, Gaze (Su)) to defend against gaze attacks, you Benefit: You are incapable of learning and performing
may reroll the success chance once if you fail and the Chakra Control, Genjutsu, Fuinjutsu and Ninjutsu
opponent does not gain a concealment bonus against techniques, though you can still identify them. You
you. cannot Sense Chakra, but can still Suppress Chakra if
you know how. Techniques gained by the Harmony
TALENTED SHINOBI
and/or Innate Control feats ignore this limitation, as do
Benefit: Gain (5 + your Intelligence modifier) skill
the Hachimon Tonkou techniques, if you are otherwise
points (minimum 4). Spend these points only on class
capable of learning and using them.
skills and/or the following: Balance, Chakra Control,
You gain a +4 bonus to learn Taijutsu techniques if
Concentration, Craft (calligraphy, chemical, mechani-
you take one-half again the normal time to learn it (be-
cal), Fuinjutsu, Genjutsu, Hide, Jump, Knowledge (ninja
fore any time reduction from beating the DC by
lore, tactics), Listen, Move Silently, Ninjutsu, Search,
enough), and a +4 bonus to perform and identify Taijut-
Sign Language, Sleight of Hand, Spot, Survival, Taijutsu
su techniques. In addition, the save DC of your Taijutsu
and Tumble.
techniques increases by 2.
Lastly, you gain a +2 bonus to Will saves against fear.
FACE MASKING
Prerequisite: Disguise 2 ranks, heroic character, can
only be taken at first level.
Benefit: You gain a +2 bonus to disguise checks to as-
sume the identity of a specific person. This feat is re-
quired to learn Kao Utsushi no Jutsu (p277).
TABLE 6-2: FIRST LEVEL FEATS
1st Level Feats Prerequisite Benefit
Advanced Bloodline 1st level character You can take levels in a bloodline of your choice
Advanced Study 1 level character
st
You can learn a single rank 3 technique
1st level character, Con 13,
Akimichi Toughness You gain 5 HP and can consume Akimichi Food Pills
Heroic character
Chakra Affinity 1st level character You can more easily learn one type of technique
Determined Genius Wis 13, 1st level character You are incapable of using Chakra, but are very talented at Taijutsu
Face Masking Disguise 2, heroic 1 level character
st
You can learn Kao Utsushi no Jutsu and gain a +2 bonus to Disguise
Heroic 1st level character, You are a prodigy at a specific type of jutsu,
Genius Ninja
Relevant ability 13 and are unusually advanced for your age
Heroic 1st level character,
You gain elemental affinity for Ice as well as Water or Wind
Hyouton Primary Elemental Affinity
(whichever you didn't have), but no longer gain affinities with levels.
(Water or Wind)
Keen Sight Heroic 1st level character You gain low-light vision
Heroic 1 level character,
st
When you gain a secondary affinity to Earth or Water
Mokuton Primary Elemental Affinity
(whichever you didn't have), you also gain the Mokuton affinity.
(Earth or Water)
Moujuu Aishou 1st level character You gain an animal companion
Skilled 1 level character
st
You gain more skill points every level
Will Over Flesh 1st level character You can use your Wis modifier to determine your Chakra Pool size

GENIUS NINJA MOKUTON


Prerequisite: Can only be taken as a first level heroic Prerequisite: Heroic first level character, primary ele-
character. Relevant ability score 13+. mental affinity (earth or water).
Benefit: Choose a technique type (Chakra Control, Benefit: While you have both the earth and water af-
Fuinjutsu, Genjutsu, Ninjutsu or Taijutsu). When learn- finities, you become able to perform Mokuton tech-
ing techniques of that type, you can learn techniques of niques.
a Rank 1 higher than normal, and you gain a +2 bonus
MOUJUU AISHOU
to Learn checks. You count as 5 years older when meet-
Prerequisite: Can only be taken at first level.
ing requirements or determining your age category
Benefit: You are granted the Moujuu Aishou (p341)
(max age 15). In addition, your Reputation in your
template.
home village is increased by 2.
Special: You can select this feat more than once. SKILLED
Choose a different technique type every time you do. Prerequisite: Can only be taken at first level.
The age reductions do not stack. (Optional: Your GM Benefit: You gain an additional 4 skill points at first
may decide to have Genius Ninja apply to all technique level, and an additional skill point every level after-
types) wards.

HYOUTON WILL OVER FLESH


Prerequisite: Heroic first level character, primary ele- Prerequisite: Can only be taken at first level.
mental affinity (water or wind). Benefit: You can use your Wisdom modifier instead
Benefit: You gain affinity for water or wind (which- of your Constitution modifier to determine the total
ever one you didn't have) and an affinity to ice. You amount of Chakra you may have, as well as when de-
may choose to have ice replace your primary affinity. termining the amount of Chakra you recover while
You no longer gain elemental affinities with levels. resting.

KEEN SIGHT WEAPONRY FEATS


Prerequisite: Heroic first level character.
Benefit: You gain low-light vision (you can see twice ADVANCED TWO-WEAPON DEFENSE
as far in poor lighting conditions; D20 Modern, p227). Prerequisite: Improved Two-Weapon Defense, Two-
Weapon Defense, Two-Weapon Fighting.
Benefit: As Two-Weapon Defense, but the bonus in-
creases to +3, or +6 when fighting defensively or using
the total defense action.
TABLE 6-3: WEAPONRY FEATS
Weaponry Feats Prerequisite Benefit
Improved Power Attack Str 17, Power Attack, BaB +6 You can use power attack with greater efficiency
BaB +3, Combat Expertise,
Kusari-gama Style Nin Weapons Proficiency, You can make more efficient use of a kusari-gama
Int 13
BaB +11, Weapon Focus, You get a +1 attack and damage bonus when using
Melee Mastery
Weapon Specialization melee weapons of a particular type.
Monkey Grip Str 13, BaB +1 You can use larger weapons than normal
Oversized Weapons Proficiency Str 13, Monkey Grip, BaB +1 You can wield larger weapons without penalty
Str 15, Monkey Grip, BaB +11,
Oversized Weapons Mastery You can wield certain larger weapons
Oversized Weapons Proficiency
Nin Weapons Proficiency – Gain proficiency in various ninja weapons
Oversized Two-Weapon Fighting Str 13, Two-Weapon Fighting Treat one-handed weapons in your off-hand as light weapons
Power Critical BaB +4, Weapon Proficiency You are better at confirming critical hits with a weapon of choice
BaB +11, Weapon Focus, You get a +1 attack and damage bonus when using
Ranged Mastery
Weapon Specialization ranged weapons of a particular type.
Rapid Shot Dex 13, Point Blank Shot You make an extra attack when using ranged or thrown weapons
Superior Combat Martial Arts Combat Martial Arts, BaB +3 You deal increased unarmed damage.
You can use certain weapons as a substitute for the material focus
Tactical Implements Weapon Focus
in Taijutsu techniques with the Armed descriptor
Two-Weapon Defense Two-Weapon Fighting You gain a +1 Shield bonus to Defense.
Two-Weapon Fighting,
Improved Two-Weapon Defense As Two-Weapon Defense, but the shield bonus increases to +2
Two-Weapon Defense
Two-Weapon Fighting,
Advanced Two-Weapon Defense Two-Weapon Defense, The Two-Weapon Defense shield bonus increases to +3
Improved Two-Weapon Defense
Weapon Adaptation Training Int 13 You can retrain weapon-specific feats and abilities
IMPROVED POWER ATTACK MELEE MASTERY
Prerequisite: Str 17, Power Attack, base attack bonus +6 Prerequisite: Weapon Focus, Weapon Specialization,
Benefit: When using Power Attack, increase the bo- base attack bonus +11.
nus damage by 50% (rounded down) when wielding a Benefit: Choose a damage type (bludgeoning, piercing
weapon with one hand, or by 100% when wielding a or slashing) of a melee weapon for which you have the
weapon with both hands. Weapon Focus and Weapon Specialization
IMPROVED TWO-WEAPON DEFENSE feats/abilities. When using a melee weapon that inflicts
Prerequisite: Two-Weapon Defense, Two-Weapon the chosen damage type, gain a +1 bonus to attack and
Fighting. damage rolls.
Benefit: As Two-Weapon Defense, but the bonus in- Special: You may select this feat multiple times, ap-
creases to +2, or +4 when fighting defensively or using plying it to a different (eligible) damage type each time.
the total defense action. MONKEY GRIP
KUSARI-GAMA STYLE Prerequisite: Str 13, base attack bonus +1.
Prerequisite: Int 13, Combat Expertise, proficiency with Benefit: You can wield one-handed and two-handed
the kusari-gama. weapons one size larger than you as a one-handed or
Benefit: You may wield the kusari-gama as a two- two-handed weapon (respectively), though you still
handed weapon, allowing you to attack with either end suffer the -2 penalty for wielding a weapon one size too
(though not both) with a reach of 10 ft. Unlike normal large. In addition, you can perform techniques with a
reach weapons, you do not threaten a larger area, and half seal component or cast spells with somatic compo-
can still attack adjacent opponents. The chain end can nents while wielding a two-handed weapon, as you
be used to trip or disarm opponents within reach. If the temporarily free one of your hands.
attempt fails and the opponent would trip or disarm NIN WEAPONS PROFICIENCY
you, you may drop the kusari-gama to avoid it. Benefit: You gain proficiency in all weapons from the
In addition, while using the Combat Expertise feat, if Nin Weapons group.
you exchange 2 or more points, the bonus to Defense
increases by 1. If you exchange 4 or more points, the
penalty to attack is reduced by 1.
OVERSIZED TWO-WEAPON FIGHTING TACTICAL IMPLEMENTS
Prerequisite: Str 13, Two-Weapon Fighting. Prerequisite: Weapon Focus.
Benefit: You may treat one-handed weapons in your Benefit: Choose a weapon for which you have the
off hand as light weapons when two-weapon fighting. Weapon Focus ability. For any Strike technique with
OVERSIZED WEAPONS MASTERY the Armed descriptor that requires that weapon as a
Prerequisite: Str 15, Monkey Grip, Oversized Weapons Material Focus, you may substitute for it any other
Proficiency, base attack bonus +11. weapon (including improvised ones) of a similar shape
Benefit: You can wield oversized weapons as though and size.
they were their normal size. In addition, you can treat TWO-WEAPON DEFENSE
one-handed weapons as light weapons, and will not Prerequisite: Two-Weapon Fighting.
suffer a penalty if the weapon was not specifically made Benefit: While wielding a weapon in both hands (not
for a creature of your size. counting unarmed attacks), you gain a +1 shield bonus
OVERSIZED WEAPONS PROFICIENCY to Defense, which increases to +2 while fighting defen-
Prerequisite: Str 13, Monkey Grip, base attack bonus +1. sively or taking a total defense action.
Benefit: You no longer suffer the -4 nonproficiency WEAPON ADAPTATION TRAINING
penalty when wielding oversized weapons. Prerequisite: Int 13.
POWER CRITICAL Benefit: You may attempt to retrain a single weapon-
Prerequisite: Base attack bonus +4, Weapon Focus. specific feat or ability to have it apply to a different
Benefit: Choose a weapon for which you have Weap- weapon you are proficient with.
on Focus. Gain a +4 bonus to attack rolls to confirm Doing so requires you to succeed at an Intelligence
critical hits with that weapon. check (DC 10), for which you cannot take 10. You may
Special: You may select this feat more than once, ei- make as many attempts as you need, but each attempt
ther for the same weapon or a different one. takes 4 hours.
If after retraining an ability, you lack any prerequi-
RANGED MASTERY sites it might have, it becomes unusable until you gain
Prerequisite: Weapon Focus, Weapon Specialization,
the required abilities. Similarly, if you retrain an ability
base attack bonus +11.
that is required for other abilities you know, those abil-
Benefit: Choose a damage type (ballistic, bludgeoning,
ities become unusable until you either retrain them to
piercing or slashing) of a ranged weapon for which you
the new weapon type, or learn the required ability
have the Weapon Focus and Weapon Specialization
again.
feats/abilities. When using any ranged weapon that
You can only retrain abilities that offer a choice of
inflicts the chosen damage type, gain a +1 bonus to at-
weapon type when they are learned.
tack and damage rolls.
Special: You may select this feat multiple times, ap- TECHNIQUE FEATS
plying it to a different eligible damage type each time.
RAPID SHOT ADVANCED SEAL PROFICIENCY
Prerequisite: Fuinjutsu 6 ranks.
Prerequisite: Dex 13, Point Blank Shot.
Benefit: You can learn techniques of the Advanced
Benefit: When making a full-attack action with a bow
Seal subtype, but cannot learn other Fuinjutsu tech-
or thrown weapon, you may make an additional attack
niques.
at your highest attack bonus. All attacks you make dur-
ing the action take a -2 penalty. Does not stack with BLOOD PACT
other abilities that grant an extra attack (such as the Prerequisite: Various (see table on the next page). To
Renzuki technique or the Storm of Blows class ability). sign a blood pact, you must find the appropriate Con-
tract. See Chapter 9 for details on obtaining contracts
SUPERIOR COMBAT MARTIAL ARTS
and details on the various summon tribes.
Prerequisite: Combat Martial Arts, base attack bonus +3
Benefit: You can summon creatures of the chosen
Benefit: Your unarmed attacks deal 1d6 damage, in-
creature type, and gain a +4 bonus to Charisma-based
creasing to 1d8 at level 9 and 1d10 at level 17 (based on
skill checks used on such creatures. You also gain a spe-
a Medium-sized creature). If you have the Feral Com-
cial bonus while within 50 feet of a summoned creature
bat, Living Weapon, Sacred Fist Stance or Unarmed
of your chosen type, as shown in Table 6-5: Blood Pact
Strike class ability, you count as four class levels higher
Requirements on the next page. If the bonus is of a spe-
to determine the bonus it grants you.
cific type, it is noted in the table.
TABLE 6-4: TECHNIQUE FEATS
Technique Feats Prerequisite Benefit
Advanced Seal Proficiency Fuinjutsu 6 ranks You can learn Advanced Seal techniques
Blood Pact Various You can summon creatures of a specific type.
Chakra Penetration – Gain a +2 bonus to overcome Chakra resistance
Greater Chakra Penetration Chakra Penetration Gain an additional +2 bonus to overcome Chakra resistance
Combat Tactics - +4 Concentration when using a technique defensively
Dense Chakra Con 13, Chakra Pool 20+ Your techniques are harder to dispel and disrupt
You can ignore the material components for
Elemental Specialization Chakra Control 12, Ninjutsu 15
techniques of a chosen element.
Eyes of Divination Sense Motive 8, Attentive You can learn the Kaigan technique
Fuinjutsu Adept - You are especially adept at Fuinjutsu techniques
Genjutsu Adept - You are especially adept at Genjutsu techniques
Gouken Taijutsu 4 You can learn Gouken techniques without penalty
Grand Master Technique-related skill 4* +6 to all attempts to master techniques
Hand Seals Proficiency You can perform hand seals while holding a small object
Harmony Chakra Control 5 You are especially adept at Chakra control techniques
Initiate of the Eight Celestial Gates Str, Dex or Con 15 You can learn Hachimon Tonkou techniques
Ninjutsu Adept – You are especially adept at Ninjutsu techniques
Retrieval Expert Ninjutsu 9 You can learn spacetime techniques without penalties
Sealweaver Int 13 You can learn Fuinjutsu techniques without penalty
Shadow Arts Hide 5, Ninjutsu 5 You can learn Shadow ninjutsu techniques
Taijutsu Adept – You are especially adept at Taijutsu techniques
Technique Focus 6 ranks in relevant skill You are more proficient with one specific technique
Training – You can learn Training techniques without penalty

TABLE 6-5: BLOOD PACT REQUIREMENTS


Summon Required Bonus
Bear Str 15 +2 to Grapple checks (sacred)
Boar Con 13 Trample (slam or unarmed) 1/day
Dog - +4 to Survival checks (insight)
Dragon Cha 15, Intimidate 6 +4 to Intimidate checks (morale)
Hare - +1 to all saves (luck)
Hawk Spot 6 +2 to Spot checks (competence)
Hivemind Int 15 +4 to Will saves vs mind-affecting (resistance)
Horse - +4 to Ride checks (competence)
Imperial Wyrm Wis 15, Cha 13 +2 Diplomacy and Sense Motive (sacred)
Lizard Dex 13 +2 Hide and Move Silently (competence)
Monkey Climb 6 +4 to Climb checks (morale)
Ogre Str 15 or Con 15 +2 to Fortitude saves (morale)
Ox Str 13 +2 to Fortitude saves (resistance)
Ram - +1d6 damage on charge attacks
Rat - +4 to Hide checks (competence)
Raven Listen 4, Spot 4 +2 to Spot and Listen checks (sacred)
Salamander Swim 6 +4 to Swim checks (competence)
Shark Survival 4, Swim 4 Smell blood in the air (up to 200 ft.)
Slug - +4 to Escape Artist (competence)
Snake Cha 13 +4 to Fortitude vs poison (resistance)
Spider Int 13 +2 to save vs poison and mind-affecting (resistance)
Tiger Dex 15 Pounce 1/day
Toad Wis 13 +4 to Jump checks (luck)
Turtle - +2 to Fortitude saves (resistance)
War Hero Cha 15 +1 to weapon attack and weapon damage rolls (morale)
CHAKRA PENETRATION GREATER CHAKRA PENETRATION
Benefit: Gain a +2 bonus to level checks to overcome Prerequisite: Chakra Penetration.
Chakra Resistance. Benefit: You gain an additional +2 bonus on checks to
COMBAT TACTICS overcome Chakra resistance.
Benefit: Gain a +4 bonus to Concentration checks when HAND SEALS PROFICIENCY
performing a technique defensively. Benefit: You can perform hand seals while holding a
DENSE CHAKRA Small or smaller object in one hand, with no penalties.
Prerequisite: Con 13, Chakra Pool 20+. HARMONY
Benefit: The difficulty of dispelling or disrupting your Prerequisite: Chakra Control 5.
techniques is increased by 1. Benefit: You get +1 to Chakra Control checks, and the
ELEMENTAL SPECIALIZATION save DC for your Chakra control techniques increases
Prerequisite: Chakra Control 12 ranks, Ninjutsu 15 by 1. You also immediately learn the Kinobori (p109)
ranks. and Tadayou (p111) techniques and pass all future per-
Benefit: You can ignore the material focus of tech- form checks for them.
niques of the element of your choice (Doton, Fuuton, INITIATE OF THE EIGHT CELESTIAL GATES
Hyouton, Katon, Raiton or Suiton). Any materials the Prerequisite: Str, Dex or Con 15.
technique might create dissipate immediately after the Benefit: Required to Learn techniques of the Ha-
technique ends. chimon Tonkou subtype (p232).
Special: You may select this feat multiple times. NINJUTSU ADEPT
Choose a different element each time. Benefit: Gain +2 to Ninjutsu checks, and the save DC of
EYES OF DIVINATION your Ninjutsu techniques increases by 1. In addition,
Prerequisite: Sense Motive 8 ranks, Attentive. you may make 1 additional attempt when learning
Benefit: This feat is required to learn the Kaigan Ninjutsu techniques, and your effective skill threshold
technique (p285). when performing Ninjutsu techniques is increased by 1.
FUINJUTSU ADEPT RETRIEVAL EXPERT
Benefit: Gain +2 to Fuinjutsu checks, and the save DC Prerequisite: Ninjutsu 9 ranks.
of your Fuinjutsu techniques increases by 1. In addi- Benefit: You do not take a -8 penalty to learn checks
tion, you may make 1 additional attempt when learning or take double the time when learning Spacetime tech-
Fuinjutsu techniques, and your effective skill threshold niques.
when performing Fuinjutsu techniques is increased by SEALWEAVER
1. Prerequisite: Int 13.
GENJUTSU ADEPT Benefit: You can learn Fuinjutsu techniques without
Benefit: Gain +2 to Genjutsu checks, and the save DC of penalties to learn checks or learning time. If selected at
your Genjutsu techniques increases by 1. In addition, first level, whenever Craft (calligraphy) is a class skill
you may make 1 additional attempt when learning for you, you also gain Fuinjutsu as a class skill.
Genjutsu techniques. Increase your effective skill SHADOW ARTS
threshold when performing Genjutsu techniques by 1. Prerequisite: Hide 5 ranks, Ninjutsu 5 ranks.
GOUKEN Benefit: You can now learn Shadow ninjutsu tech-
Prerequisite: Taijutsu 4 ranks. niques, most of which can be found with Special Styles
Benefit: You can learn Gouken techniques without (p238) and Hijutsu and Kinjutsu (p245).
penalty, and gain a +2 bonus to confirm critical hits TAIJUTSU ADEPT
with unarmed attacks. Benefit: Gain +2 to Taijutsu checks, and the save DC of
GRAND MASTER your Taijutsu techniques increases by 1. In addition,
Prerequisite: 4 ranks in one of Chakra Control, Fuinjut- you may make 1 additional attempt when learning
su, Genjutsu, Ninjutsu or Taijutsu. Taijutsu techniques, and your effective skill threshold
Benefit: You gain a +6 bonus to learn checks when at- when performing Taijutsu techniques is increased by 1.
tempting to master techniques. TECHNIQUE FOCUS
Benefit: Choose a Ninjutsu or Genjutsu technique sub-
type. You are treated as one level higher when per-
forming techniques of that type, and gain a +1 en- quirement of 7 ranks or DC 19, and apply Efficient
hancement bonus to your skill threshold for those Technique.
techniques. You may choose Universal, which applies Spend the meta-Chakra charge and increase Hasami-
to all Ninjutsu or Genjutsu without a subtype. uchi's Perform Requirements by 4, increasing the skill
Special: May be selected more than once, applying to threshold by 4 (to 11 total) and the complexity rating
a different subtype each time. from C (a +3 modifier) to SS (a +15 modifier), meaning
TRAINING the perform DC is increased by 12 to a total of 31. If
Benefit: You can learn techniques of the Training type you successfully perform the technique, reduce the
without taking a penalty or requiring additional suc- Chakra cost by 50% (Efficient Technique).
cesses.
FEAT DESCRIPTIONS
META-CHAKRA FEATS ADEPT PUPPETEER
Prerequisite: Ninjutsu 12 ranks, Int 15, Advanced Pup-
Meta-chakra feats allow you to modify a technique you petry class ability.
perform in certain ways, such as making it more pow- Benefit: As a free action, you may spend a meta-
erful or changing its range or area of effect. Chakra charge to reanimate a puppet that was dean-
imated due to a failed Concentration check, without
META-CHAKRA CHARGES the need to spend Chakra. This can be done even when
Using a meta-Chakra technique must be declared when it's not your turn, but must be done within 1 round of
you perform a technique, and costs 1 meta-Chakra the puppet becoming deanimated.
charge. Characters have two charges per meta-Chakra BLOOD MAGE
feat they have, and these charges are fully recovered Prerequisite: Fuinjutsu 6 ranks, Con 13.
after 8 hours of rest, no more than once per day. Benefit: You can spend a meta-Chakra charge and
deal yourself up to 5 points of damage to reduce the
INCREASE PERFORM REQUIREMENTS cost of a technique by the same amount. This feat is
Many of these feats increase the 'Perform Require- required to learn Ketsuyoujutsu techniques (p277), and
ments'. To do so, increase the technique's Skill Thresh- you may do so without penalty (even if they are Fu-
old by the indicated amount, and increase its Complexi- injutsu techniques).
ty Rating by the indicated number of steps to modify its
BLURSTRIKE
perform DC, as shown in the table on the right (This is
Prerequisite: Quick Draw, Blinkstrike +1 class ability,
different from how you normally increase Perform Re-
Kenjutsu: Iaido (5).
quirements). See Performing Techniques in Chapter 10
Benefit: While in the Blinkstrike stance, you can
(p101) for information on these terms.
sheathe a weapon as a free action, without provoking
Complexity Perform DC attacks of opportunity. In addition, you may spend 1
Extremely Easy -10 meta-Chakra charge to increase your Blinkstrike bonus
by +2 for one round while making a full-attack action.
Very Easy -5
Can be used three times per encounter. This bonus
Easy -1
cannot be active at the same time as that of True
E-Class +0 Blinkstrike.
D-Class +1
CHAKRA WEAVING
C-Class +3 Benefit: You gain an additional meta-Chakra charge.
B-Class +5 Special: You can take this feat multiple times.
A-Class +7 CONCEALED TECHNIQUE
S-Class +10 Prerequisite: Efficient Technique, Chakra Control 12
SS-Class +15 ranks.
Epic +20 Benefit: When applied to a non-Taijutsu technique,
Each step past Epic +3 the cost of the technique is completely concealed and
the cost is reduced by 1 point of Chakra for every 4
For example, we take the Hasamiuchi technique ranks it has (minimum 1). The Perform Requirements
(p124), with complexity rating C and a Perform Re- increase by 6.
TABLE 6-6: META-CHAKRA FEATS
Meta-Chakra Feats Prerequisite Benefit
Adept Puppeteer Ninjutsu 12, Int 13, Advanced Puppetry II You can reanimate puppets instantly
Blood Mage Fuinjutsu 6, Con 13 You can learn Blood Sorcery techniques, and convert HP to Chakra
Blood Mage, Con 15, Fuinjutsu 9, You can learn Fiendfire techniques and
Path of the Fiendfire
Knowledge (Ninja Lore) 9 spend meta-Chakra charges for a bonus to fire resistance
Quick Draw, Blinkstrike +1, You can sheathe and draw your weapon for free in
Blurstrike
Kenjutsu: Iaido (5) the Blinkstrike stance
Chakra Weaving – Gain an extra meta-Chakra charge
Critical Stare Any 2 meta-Chakra specializations You gain the ability to See Chakra for 1 minute
Efficient Technique Any 1 meta-Chakra feats, Chakra Control 9 You can reduce the cost of a technique
Concealed Technique Efficient Technique, Chakra Control 12 You can completely conceal the cost of a technique
Genius Ninja, Ninjutsu 9,
Elemental Mastery You gain an additional secondary elemental affinity
Any 1 meta-Chakra feat
Elemental Shaping Any 1 meta-Chakra feat, Ninjutsu 12 You can make certain elemental ninjutsu techniques shapeable.
Empower Summoning Retrieval Expert Your summons are more powerful
Any 2 meta-Chakra feats,
Empower Technique You can empower a ninjutsu technique by 50%
Chakra Pool 40, Chakra control 12
Empower Technique,
Maximize Technique You can have a technique inflict its maximum possible effect
Chakra Pool 60, Chakra Control 15
Enlarge Technique – You can double the range of a technique
Extend Technique – You can extend the duration of a technique by 50%
Flawless Form Taijutsu 4 You can gain a combat bonus after performing a Taijutsu technique
Heighten Technique Any 1 meta-Chakra feat You can increase a technique's effective rank
Hidden Gaze Genjutsu 15 You can deliver gaze attacks more effectively
You can use a defensive maneuver or avoid an attack
Improved Avoidance Str or Int 13
without it counting against your daily maximum
Innate Control Chakra Control 15 You can stick to walls or walk on water or snow as a reaction
Ninjutsu 9, Sleight of Hand 6, You can turn hand seals into half-seals at a penalty,
One-Handed Seals
Genius Ninja allowing you to perform techniques one-handed
Ninjutsu 15, Sleight of Hand 12,
Hand Seals Mastery You can perform techniques without making hand seals
Genius Ninja, One-Handed Seals
Any 1 meta-Chakra feat,
You are especially adept at performing
One-Man Army Kage Bunshin no Jutsu (3),
(Tajuu) Kage Bunshin no Jutsu
Tajuu Kage Bunshin no Jutsu
Protective Technique Amy 1 meta-Chakra feat, Con 13 You can gain a protective shroud after performing a technique
Sturdy Illusion Any 1 meta-Chakra feat, Genjutsu 12 You can make your genjutsu resistant to dispelling
You can substitute a technique's elemental damage
Supercharged Technique Any 1 meta-Chakra feat
with force damage
Any 2 meta-Chakra feats, You can substitute a technique's damage
Vile Technique
Wis 16, evil allegiance with negative energy damage
Widen Technique – You can increase a technique's area of effect by 50%

CRITICAL STARE ELEMENTAL MASTERY


Prerequisite: Any 2 meta-Chakra Specializations (class Prerequisite: Genius Ninja, any 1 meta-Chakra feat,
ability), Spot 6 ranks. Ninjutsu 9 ranks.
Benefit: As a full-round action that provokes an at- Benefit: You gain one extra secondary elemental af-
tack of opportunity, you may spend a meta-Chakra finity, allowing use of another element of ninjutsu.
charge and gain the ability to See Chakra for 1 minute. ELEMENTAL SHAPING
EFFICIENT TECHNIQUE Prerequisite: Any 1 meta-Chakra feat, Ninjutsu 12
Prerequisite: Any 1 meta-Chakra feat, Chakra Control 9 ranks.
ranks. Benefit: When applied to an elemental ninjutsu tech-
Benefit: When applied to a technique, you decrease nique with a cone, line, emanation or burst area of ef-
its base cost by 50% or its total Chakra Cost by 25%. Its fect, you add the Shapeable (S) component to it. The
Perform Requirements increase by 4. Perform Requirements increase by 2, and the Chakra
Special: If you apply this feat to a technique, you can- Cost increases by 1 for every 2 Ranks of the technique
not apply other meta-Chakra feats to it. (rounded up).
EMPOWER SUMMONING consume a meta-Chakra charge, though you may spend
Prerequisite: Retrieval Expert. a charge to ignore the Perform Requirements increase
Benefit: When applied to a technique that summons for one technique.
creatures, those creatures gain 1d8 HP, +1 per Level of Special: A technique enhanced in this way cannot be
the summon, and a +1 bonus to attack and damage rolls. enhanced by other meta-Chakra feats.
The perform requirement increases by 3 and the Chak-
ra Cost increases by 10.
HEIGHTEN TECHNIQUE
Prerequisite: Any 1 meta-Chakra feat.
Special: Can be selected twice, increasing the bonus
Benefit: When applied to a technique, you can in-
by another +1 HP per level of the summon, and an ad-
crease a technique's effective rank by up to 5. This in-
ditional +1 bonus to attack and damage rolls.
creases the technique's perform requirement and saving
EMPOWER TECHNIQUE throw DC by 1 per additional rank (among other
Prerequisite: Any 2 meta-Chakra feats, Chakra Pool 40, things). Effects that depend on the technique's rank
Chakra Control 12 ranks. will count its heightened rank. The Perform Require-
Benefit: When applied to a Fuinjutsu, Genjutsu or ments increase by an additional 3, and the Chakra Cost
Ninjutsu technique, increase all of its random variable, increases by 3, plus 1 for every 2 Ranks of the tech-
numerical values by 50%. Weapon damage and opposed nique (round up).
rolls are unaffected. Increase the Perform Requirements Special: A technique enhanced in this way cannot be
by 3, and the Chakra Cost by 1 per Rank of the tech- enhanced by other meta-Chakra feats.
nique.
Special: An Empowered technique cannot be en-
HIDDEN GAZE
Prerequisite: Genjutsu 15 ranks.
hanced by other meta-Chakra feats.
Benefit: When applied to a Doujutsu technique, it
ENLARGE TECHNIQUE cannot be avoided by Averting One's Gaze and affects
Benefit: When applied to a technique, double the range the target as long as you are in their line of sight. The
it gains per two levels (For example, a technique with Perform Requirements increase by 2, and the Chakra
Long range gets a range of 30ft. + 30ft./two levels). If Cost increases by 1 for every 2 Ranks of the technique
the technique has a maximum range, it is not increased. (rounded up)
Increase the Perform Requirements by 2, and the Chak- Special: A technique enhanced by this feat cannot be
ra Cost by 1 per 2 Ranks of the technique (rounded up). enhanced by other meta-Chakra feats.
EXTEND TECHNIQUE IMPROVED AVOIDANCE
Benefit: When applied to a technique, increase its dura- Prerequisite: Str or Int 13.
tion by 50%. Does not affect techniques with a duration Benefit: Up to three times per day, you can spend a
of Concentration. The Perform Requirements increase meta-Chakra charge when performing a 'defensive ma-
by 2, and the Chakra Cost increases by 1 for every 2 neuver' or 'avoiding an attack'. If you do, the action's
Ranks of the technique (rounded up). use does not count against your daily limit or against
FLAWLESS FORM that technique's uses per day (if any).
Prerequisite: Taijutsu 4 ranks. Special: Can be selected a second time to get two ad-
Benefit: Apply only to Strike taijutsu techniques. If ditional uses per day. The prerequisite increases to Str
you perform the technique successfully, gain a +2 en- or Int 15.
hancement bonus to attack and damage rolls for 1 INNATE CONTROL
round. The technique's Perform Requirements increase Prerequisite: Chakra Control 15 ranks, Harmony.
by 2, and the Chakra Cost increases by 1 for every 2 Benefit: Once per round as a free action, you can
Ranks of the technique (rounded up). spend a meta-Chakra charge to automatically perform
HAND SEALS MASTERY the Kinobori, Tadayou or Yukigutsu technique without
Prerequisite: Ninjutsu 15 ranks, Sleight of Hand 12 needing to make a perform check, concentrate or spend
ranks, Genius Ninja (Genjutsu or Ninjutsu), One- any Chakra, even if you don't know the technique. This
handed Seals. can be done even if it isn't your turn.
Benefit: You can increase the Perform Requirements MAXIMIZE TECHNIQUE
of any Fuinjutsu, Genjutsu or Ninjutsu techniques you Prerequisite: Empower Technique, Chakra Pool 60,
perform by 3 to ignore their hand seals and half-seals Chakra Control 15 ranks.
components. Using this feat in this manner does not
Benefit: When applied to a Fuinjutsu, Genjutsu or tempt is resisted). The technique's Perform Require-
Ninjutsu technique, all random, numerical variables are ments increase by 2, and the Chakra Cost increases by 1
counted as though you rolled the highest amount possi- for every 2 Ranks of the technique (rounded up).
ble. Saving throws, weapon damage and opposed rolls Special: A technique enhanced by this feat cannot be
are not affected. The Perform Requirements increase by enhanced by other meta-Chakra feats.
3, and the Chakra Cost increases by 3, plus 1 for every SUPERCHARGE TECHNIQUE
Rank of the technique. Prerequisite: Any 1 meta-Chakra feat.
Special: A technique enhanced in this way cannot be Benefit: When applied to an elemental Ninjutsu
enhanced by other meta-Chakra feats. technique, half the elemental damage of the element's
ONE-HANDED SEALS type dealt by the technique is changed to force damage.
Prerequisite: Ninjutsu 9 ranks, Sleight of Hand 6 ranks, The technique's Perform Requirements increase by 3,
Genius Ninja (genjutsu or ninjutsu). and the Chakra Cost increases by 3, plus 1 for every 2
Benefit: You may change the hand seal component of Ranks of the technique (rounded up).
Fuinjutsu, Genjutsu and Ninjutsu techniques you per- Special: A technique enhanced by this feat cannot be
form to half seals by increasing its Perform Require- enhanced by other meta-Chakra feats.
ments by 2. Using this feat in this manner does not con- UNDERHANDED TECHNICIAN
sume a meta-Chakra charge, though you may spend a Prerequisite: Sneak attack +2d6.
charge to ignore the perform requirement increase for Benefit: When applied to a Chakra Control or Ninjut-
one technique. su technique that either has a single target or is shaped
ONE-MAN ARMY to target a number of creatures up to your Intelligence
Prerequisite: Any 1 meta-Chakra feat, Kage Bunshin no modifier (maximum 3), you may apply your sneak at-
Jutsu (3), Tajuu Kage Bunshin no Jutsu. tack damage dice to the total damage dealt if you quali-
Benefit: When applied to (Tajuu) Kage Bunshin, you fy for sneak attack damage. In addition, you gain a +4
suffer 1 less damage per clone created (minimum 1 bonus to checks to conceal the technique's Chakra Cost.
damage). The technique's Perform Requirements increase by 6,
PATH OF THE FIENDFIRE and the Chakra Cost increases by 3, plus 1 for every 2
Prerequisite: Blood Mage, Knowledge (ninja lore) 9 Ranks of the technique (rounded up).
ranks, Fuinjutsu 9 ranks, Con 15. Special: A technique enhanced by this feat cannot be
Benefit: As a swift action, you can spend a meta- enhanced by other meta-Chakra feats.
Chakra charge to gain Fire Resistance 5 for 3 rounds. VILE TECHNIQUE
This feat is also required to learn Path of the Fiendfire Prerequisite: Any 2 meta-Chakra feats, Wis 16, evil al-
techniques (p338), and you may do so without penalties legiance.
(even if they are Fuinjutsu). Benefit: When applied to any Ninjutsu technique that
PROTECTIVE TECHNIQUE deals direct damage, convert half of the damage it deals
Prerequisite: Any 1 meta-Chakra feat, Con 13. to negative energy damage. The technique's Perform
Benefit: When applied to a Chakra Control or Ninjut- Requirements increase by 2, and the Chakra Cost in-
su technique used on yourself, you gain a +4 deflection creases by 1 for every 2 Ranks of the technique (round-
bonus to Defense for 1 round. The technique's Perform ed up).
Requirements increase by 2, and the Chakra Cost in- Special: A technique enhanced by this feat cannot be
creases by 1 for every 2 Ranks of the technique (round- enhanced by other meta-Chakra feats.
ed up). WIDEN TECHNIQUE
Special: A technique enhanced by this feat cannot be Benefit: When applied to a technique with a burst, em-
enhanced by other meta-Chakra feats. anation, line or spread shaped area of effect, you in-
STURDY ILLUSION crease any numerical values of the technique's area by
Prerequisite: Any 1 meta-Chakra feat, Genjutsu 12 50% (but not its range). The technique's Perform Re-
ranks. quirements increase by 3, and the Chakra Cost increas-
Benefit: When applied to a Genjutsu technique, it has es by 2, plus 1 for every 2 Ranks of the technique
a 20% chance to resist being dispelled (when some- (rounded up).
one attempts to dispel it, roll to determine if the at-
CLASS-BASED FEATS base damage or your sacred fist damage, whichever is
higher. (Other abilities that affect unarmed attacks will
BLOODTHIRST not apply)
Prerequisite: Rage or Frenzy ability.
Benefit: You can use your rage or frenzy abilities an
MULTIPUPPET FIGHTING
Prerequisite: Advanced Puppetry class ability, Dex 13.
additional time per day.
Benefit: You can animate multiple puppets with an
CONTROL FRENZY attack action. When animating or fighting with more
Prerequisite: Frenzy ability. than one puppet, you can increase the amount of hit
Benefit: Once per day, you can reroll a failed save or dice of puppets you can control by half, but doing so
check to avoid entering a Frenzy. This feat can be taken lowers the maximum hit dice any puppet can be ani-
more than once. Each instance adds an additional reroll mated with by 3.
per day.
PUPPET MULTIATTACK
EMPOWER SEALING SWORD Prerequisite: Advanced Puppetry class ability.
Prerequisite: Int 15, Sealing Sword (Superior) ability, Benefit: When making attacks with a puppet's sec-
base attack bonus +10. ondary natural weapon, reduce the attack penalty to -2.
Benefit: Your Chakra State weapon gains a +1 bonus If your puppet doesn't have a secondary natural weap-
to its critical threat range while the containment effect on, instead you may make a second attack with its pri-
of the sealing sword ability is full. Does not stack with mary natural weapon at a -5 penalty.
other critical threat range increasing effects.
PUPPETEER INSIGHT
GREATER STREET SAVVY Prerequisite: Advanced Puppetry II class ability, Int 13.
Prerequisite: Street Savvy class ability. Benefit: Once per round, you can use an attack action
Benefit: You gain a +2 bonus to Street Savvy checks. and make a Concentration check (DC 20) and become
ILLUMINATED PROFICIENCY focused until the end of the encounter. As an instant
Prerequisite: Sacred Fist Stance, Buddhist Palm (Chak- action, you can spend your focus to do one of the fol-
ra), Wis 15. lowing:
Benefit: You may treat attacks with a quarterstaff, Analyze: You automatically know the hit dice of any
tonfa, nunchaku or kama as a sacred fist attack while in puppets an opponent controls for the next three rounds.
sacred fist stance. Your Buddhist Palm ability is also Counter: Gain a +2 insight bonus to attack and dam-
conferred to such weapons. You may use the weapon's age against puppets of an opponent for three rounds.

TABLE 6-7: CLASS-BASED FEATS


Class-Based Feats Prerequisite Benefit
Bloodthirst Rage or Frenzy ability You can rage or frenzy an additional time per day
Control Frenzy Frenzy ability You can control your frenzy more easily
Int 15, BAB +10, Your Chakra state weapon scores critical hits more easily
Empower Sealing Sword
Sealing Sword (Superior) while its containment effect is full
Greater Street Savvy Street Savvy ability +2 to Street Savvy checks
Wis 15, Sacred Fist Stance, You can apply Buddhist Palm and Sacred Fist stance
Illuminated Proficiency
Buddhist Palm (Chakra) to various monk weaponry
Multipuppet Fighting Advanced Puppetry, Dex 13 You are able to fight with multiple puppets
Puppet Multiattack Advanced Puppetry Your puppets gain Multiattack
Puppeteer Insight Advanced Puppetry II, Int 13 You are adept at fighting other puppeteers
Reverse Doctor Chakra Scalpel You can use Dex or Int when using your Chakra Scalpel as a weapon
Dex 13, Sacred fist stance (1d6), You can get an extra attack when using a full-attack
Sacred Flurry
BaB +6, Buddhist Palm (Chakra) in the sacred first stance
Soul Edge ability, Ghost Edge, You gain weapon specialization with your soul edge,
Soul Edge Specialization
Weapon Focus (Soul Edge), Wis 13 adding +2 to damage rolls with your soul edge.
Educated, Knowledge (Nin Lore) 9, You gain a bonus when developing or creating techniques,
Technical Knowledge
any 1 meta-Chakra specialization and grant others higher bonuses when teaching them techniques
Blinkstrike +3, Quick Draw, You can turn your defensive Blinkstrike bonuses into offensive ones,
True Blinkstrike
Dodge, Mobility, Agile Riposte and move normally when making a full-attack
Dex 15, Soul Edge class ability,
Twin Soul Style You can form a second soul edge in your off-hand
Two-Weapon Fighting
Defend: You and your puppets gain a +2 insight bo- ously occupied that turn. These bonuses only apply
nus to Defense and saves against an opponent's puppet while you are in the Blinkstrike stance.
attacks. TWIN SOUL STYLE
You may gain focus when an encounter starts, as long Prerequisite: Soul Edge class ability, Two-Weapon
as you were not caught by surprise. Fighting, Dex 15.
REVERSE DOCTOR Benefit: When forming a Soul Edge, you may form an
Prerequisite: Chakra Scalpel class ability. additional Soul Edge in your off-hand as a free action.
Benefit: You can use your Dexterity or Intelligence The Shape Soul Edge class ability cannot be used for
modifier to attack rolls when attacking with your this second weapon.
Chakra scalpel. You may also add your Dexterity or
Intelligence modifier to damage rolls with that weapon ITEM CREATION FEATS
(up to +3).
The prerequisites Calligraphy, Electrical and Mechani-
SACRED FLURRY cal in the table on the next page refer to the Craft skill
Prerequisite: Sacred Fist Stance (1d6), Buddhist Palm of that type.
(Chakra), base attack bonus +6, Dex 13.
Benefit: Once each round, you may spend a swift ac-
CRAFT ARMOR SEALS
Prerequisite: Craft (calligraphy) 4 ranks, Craft (mechan-
tion to gain sacred flurry, gaining an additional sacred
ical) 6 ranks, Chakra Control 4 ranks, Heroic character.
fist attack at your highest attack bonus when making a
Benefit: You can add Armor Seals to eligible equip-
full-attack action, but all attacks made that round suffer
ment. Any penalties to Learn Fuinjutsu are decreased
a -2 penalty to attack rolls. Does not stack with other
by 4.
abilities that grant additional attacks (such as the Ren-
zuki technique or the Storm of Blows class ability). CRAFT LIVING PUPPETS
Prerequisite: Craft (mechanical) 12 ranks, Knowledge
SOUL EDGE SPECIALIZATION
(earth and life sciences) 9 ranks, Craft Puppets.
Prerequisite: Soul Edge class ability, Ghost Edge, Weap-
Benefit: You can craft human and animal puppets. See
on Focus (Soul Edge), Wis 13.
the Puppet chapter.
Benefit: You receive the Weapon Specialization abil-
ity for the Soul Edge, gaining a +2 damage bonus with CRAFT POISONS
it. Benefit: You can craft poisons without penalty, and can
poison weapons without risking poisoning yourself.
TECHNICAL KNOWLEDGE
Prerequisite: Educated, Knowledge (ninja lore) 9 ranks, CRAFT PUPPETS
one Meta-Chakra Specialization class ability. Benefit: You can use the new Craft Puppet and Modify
Benefit: You gain a +1 bonus to Learn checks when Core uses of the craft (mechanical) skill.
developing or creating Chakra Control, Fuinjutsu, Gen- CRAFT SHINOBI DRUGS
jutsu or Ninjutsu techniques. When you teach others Benefit: You can craft new shinobi drugs (see the new
techniques of those types, you grant an additional +2 uses for Craft (Pharmaceutical)), and gain a +2 bonus to
bonus to Learn checks, though you still cannot grant saves to resist the initial and secondary damage of such
more than a +5 bonus total. drugs.
TRUE BLINKSTRIKE CRAFT SEALED ITEM
Prerequisite: Blinkstrike +3 class ability, Quick Draw, Prerequisite: Chakra Control 4 ranks, Craft (calligra-
Dodge, Mobility, Agile Riposte. phy) or Fuinjutsu 4 ranks.
Benefit: As a free action, you may upgrade your Benefit: You can use the craft (calligraphy) skill to
Blinkstrike stance for one round. While upgraded, you create the new Chakra inscriptions and explosives
lose your Blinkstrike bonus to Defense, but gain a bo- without increasing the craft time. You are also able to
nus to attack and damage equal to half your Blinkstrike craft Sealed Items.
level, rounded up. In addition, you may make a full-
CRAFT WEAPON SEALS
attack action and still move up to your speed (you may
Prerequisite: Craft (calligraphy) 4 ranks, Craft (mechan-
tumble normally or use Blink Step as part of this move),
ical) 6 ranks, Chakra Control 4 ranks, Heroic character.
though you must move at least 5 ft. between each at-
Benefit: You can add Weapon Seals to eligible equip-
tack, and you cannot move to a square you have previ-
ment. The penalty to learn Fuinjutsu is reduced by 4.
TABLE 6-8: ITEM CREATION FEATS
Item Creation Feats Prerequisite Benefit
Calligraphy 4, Mechanical 6,
Craft Armor Seals You can add Armor Enhancement Seals to armor items
Chakra Control 4, Heroic character
Knowledge (E & L sciences) 9,
Craft Living Puppets You can create puppets from the corpses of animals or humans
Mechanical 12, Craft Puppets
Craft Poisons – You can craft poisons without penalty, and apply them expertly
Craft Puppets – You can craft puppets and puppet parts
Craft Sealed Item Calligraphy 4, Chakra Control 4 You can craft various implements and sealed items without penalty
Craft Shinobi Drugs – You can craft new drugs, and can resist their effects better
Calligraphy 4, Chakra Control 4,
Craft Weapon Seals You can add Weapon Enhancement Seals to a weapon
Mechanical 6, Heroic character
Grandmaster Craftsman Any item creation feat Reduce base material costs when crafting by 25%
Legendary Craftsman Any item creation feat Reduce XP costs when crafting by 25%
Master Craftsman Any item creation feat Reduce the time needed to craft items by 25%
Mastercrafter Electrical 9 OR Mechanical 9 You can craft mastercrafted objects

GRANDMASTER CRAFTSMAN MASTERCRAFTER


Prerequisite: Any item creation feat. Prerequisite: Craft (electrical) 9 ranks, Craft (mechani-
Benefit: Decrease the cost of base materials for any cal) 9 ranks, or both.
items you craft by 25% (if the cost is a purchase DC, Benefit: You can create Mastercraft quality items,
reduce it by 2). XP costs are not affected. grant an existing object a Mastercraft bonus, or improve
an object's Mastercraft bonus, as long as you have 9 or
LEGENDARY CRAFTSMAN
more ranks in the Craft skill used to make such an item.
Prerequisite: Any item creation feat.
See the D20 Modern rules (p94) for information on
Benefit: When you craft items requiring an XP cost,
Mastercraft objects. Crafting such an item takes twice
you may reduce those costs by 25% (one quarter).
as long as it would to create a normal version of the
MASTER CRAFTSMAN item, and the purchase DC for the materials increases
Prerequisite: Any item creation feat. by the bonus you want to impart.
Benefit: Reduce the required time to craft items by The craft check DC increases by +3 for a +1 bonus, by
25%. This does not affect the brew time for shinobi +5 for a +2 bonus, and by +10 for a +3 bonus. In addi-
drugs, and crafting enhancement seals or sealed objects tion, you must pay 250 XP per point of the bonus,
cannot take less than 4 hours. which is paid when starting the attempt. If you would
drop a level due to this payment, you cannot pay the
cost. Modifying an existing object does not decrease the
cost or the required time.
Generally speaking, weapons, armor and equipment
that grants some kind of bonus to a specific skill check
(such as a metal detector granting a bonus on Search
checks to find metal objects) can be mastercrafted.
When you mastercraft an item, choose which numeri-
cal quality of the item to improve (such as attack rolls
or damage rolls for weapons, or armor bonus or skill
check penalty for armor). The mastercraft quality will
either reduce a penalty (if the item carries any) or grant
a bonus to d20 rolls that the item is typically used for.
An object can only have one mastercraft bonus.
CHAPTER 7 – EQUIPMENT
This chapter covers all varieties of new items, armors, round instead of 2, the penalty to Chakra Control
weapons and tools you may use. If an item is marked checks increases to -15, and you cannot tap your re-
with an asterix ( * ), see its description for special rules. serves while the GCRAP is in effect. If you have fewer
Note regarding item size and object size: All equip- than 10 hit dice, you suffer 4d6 damage each round the
ment listed in this chapter has a size. This 'item size' chemical is in effect.
indicates how easy each item is to use and conceal and Chakra Storing Gem: These gemstones are covered in
carries some clue about its general dimensions. An tiny seals, ready to absorb and release Chakra. Chakra
item's size is two sizes larger than it's object size, and in these gems is undetectable to creatures Sensing
any item with an item size equal to your size (or small- Chakra, though it glows brilliantly to those who can see
er) can be handled with one hand. Generally speaking, Chakra. Once per day per gem, you can make a Chakra
object size is similar to creature size. (Medium object Control check (DC 25) to pour any amount of Chakra
size is roughly the same as the size as a Medium crea- into a gem as a full-round action. Failure by less than 5
ture. That means an item listed as Huge in this chapter allows you to proceed, but you spend 50% more Chakra
is roughly the same size as a Medium creature) if you do so. You can draw from a Chakra gem's stores
Size: The size of an item. by making skin contact with it just before or after per-
Weight: The item's weight. Altering a weapon's size forming a technique. You can only draw Chakra from
doubles its weight (for each size increase) or halves its Chakra storing gems once every 24 hours (no matter
weight (for each size decrease) which gem was used).
Cost: The DC of the Wealth check you must succeed After you draw Chakra from any Chakra gem, that
at to buy the item. gem can no longer be filled with Chakra. When a gem's
Res: The restriction rating of the item (if any) and its stores are emptied, it crumbles to dust. A Chakra stor-
purchase DC modifier to acquire it on the black market. ing gem can hold 5 (Least), 10 (Lesser) or 20 (Greater)
Chakra
GENERAL EQUIPMENT Perception Oil: This vial of rare, translucent oil can
be applied to the skin. For 1d4+1 hours, you suffer a -1
ACCESSORIES penalty to Search, Spot, and Survival checks, attack
Adrenaline Boost: Comes in a ready-to-use syringe. rolls and Defense. In return, you gain a 50 ft. range in-
As a move-equivalent action, you can inject yourself, crement to your Sense Chakra ability, and a 15 ft. in-
gaining a +2 bonus to Strength and Dexterity for one crease to your Dormant Senses. You also gain a +3 bo-
hour, during which you can also act as normal while nus to Spot and Wisdom checks made while using
below 0 hit points. Once the effect ends, you become Sense Chakra. A single dose is enough to cover one
fatigued and suffer 1 temporary Constitution damage. Medium or Small creature, or two Tiny or smaller ones.
Chakra Restoration Amplifier: This potion, often jok- Utility Pills: These pills cover various purposes a field
ingly referred to as the 'crap' (Chakra Restoration Am- operative routinely needs, and take effect immediately.
plifying Potion) can force your body to produce Chak- Blood Clotting Pill: You heal 1 hit point, and gain a
ra. For 1d4+1 rounds, you will recover 2 points of +2 bonus to Fort saves against massive damage for
Chakra per round, which cannot exceed your maxi- 1d4+1 rounds. Anyone attempting to restore your hit
mum Chakra. While this effect lasts, you take a -8 pen- points with the Treat Injury skill restores an additional
alty to all Chakra Control checks. If you ingest a CRAP 2 hit points. If you consume more than one pill within
while another is still in effect, reduce its duration by 2 an hour, you must make a Fort save (DC 20, +1 per ex-
rounds (this penalty stacks if you ingest another before tra pill) or become nauseated for 1 minute.
the second one ends). Ration Pill: You will not suffer from the effects of
If you consume more craps in 24 hours than your In- Starvation and Thirst for 6 days (144 hours). Once the
telligence modifier (max 3), your Chakra recovery from effect ends, you suffer 1d4 temporary Con damage. Eat-
all sources is halved for 2 days. If you consume at least ing three full meals and resting a full day heals this
twice as much, this penalty lasts for 2 weeks instead. damage. Ration pills can only be consumed if you've
Chakra Restoration Amplifier, Greater: As its normal eaten and drunk as normal for at least a week before-
counterpart, but you recover 4 points of Chakra per hand.
TABLE 7-1: GENERAL EQUIPMENT
Object Size Weight Cost Res Object Size Weight Cost Res
ACCESSORIES CLOTHING
Adrenaline Boost Tiny 1 lb. 18 +4 (Ill) Conical Hat Small 1 lb. 2 -
Chakra Restoration Amp Tiny 1 lb. 10 +2 (Res) Forehead Protector * Small 1 lb. 25 +4 (Ill)
“ ”, Greater Tiny 1 lb. 18 +3 (Mil) Ninja Outfit, Casual Med 2 lb. 8 -
Chakra Storing Gem Ninja Outfit, Standard Med 3 lb. 9 -
Least Tiny - 15 +1 (Lic) Travel Cloak Med 2 lb. 6 -
Lesser Tiny - 20 +2 (Res) NINJA TOOLS
Greater Tiny - 25 +3 (Mil) Calligraphy Kit Small 2 lb. 8
Perception Oil (vial) Tiny 0,5 lb. 19 +1 (Lic) Caltrops Small 2 lb. 5 +1 (Lic)
Utility Pills (per 5) Combat Puppets
Blood Clotting Pill Tiny - 14 +2 (Res) Small Large 25lb 18 +1 (Lic)
Ration Pill Tiny - 9 +1 (Lic) Medium Huge 50 lb. 23 +1 (Lic)
Sense Tablet Tiny - 12 +4 (Ill) Large Garg 100 lb. 28 +1 (Lic)
Soldier Pill Tiny - 10 +3 (Mil) Disposal/Forensics Kit Small 3 lb. 12 +1 (Lic)
BOOKS AND SCROLLS Gas Mask Small 2 lb. 9 +1 (Lic)
Blank Scroll Tiny 0,5 lb. 3 - Inscriber's Kit, Basic Med 6 lb. 8 -
Blank Scroll, Short Tiny 0,5 lb. 2 - Inscriber's Kit, Deluxe Med 10 lb. 13 -
Blank Scroll, Long Small 3 lb. 4 - Iron Wire (per 20 ft.) Small 1 lb. 4 -
Elemental Scroll Small 0,5 lb. 8 +2 (Res) Portable Radio (CD) Tiny 0,5 lb. 14 +1 (Lic)
Encyclopedia Shinobi Large 25 lb. 15 +2 (Res) Puppet Crafter's Kit
Scroll of Seals, Lesser Tiny 0,5 lb. 7* * Basic Med 20 lb. 13 -
Scroll of Seals, Greater Small 1 lb. 10* * Deluxe Med 25 lb. 17 -
Sealing Scroll Tiny 1 lb. 5 - Rebreather Small 2 lb. 12 +1 (Lic)
Sealing Scroll, Long Small 3 lb. 8 - Sound Amplifier Small 1 lb. 14 +2 (Res)
Summoning Scroll, Lesser Tiny 0,5 lb. 8 +1 (Lic) Utility Puppets
Summoning Scroll, Greater Tiny 0,5 lb. 15 +2 (Res) Small Large 30 lb. 15 +1 (Lic)
Technique Scroll Small 2 lb. * +2 (Res) Medium Huge 60 lb. 20 +1 (Lic)
CONTAINERS Large Garg 120 lb. 25 +1 (Lic)
Belt Pouch Small 1 lb. 4 - Training Weights
Belt Pouch, Large Med 5 lb. 5 - Type I Small 50 lb. 8 -
Preservation Container Type II Small 75 lb. 10 -
Tiny Tiny 0,5 lb. 5 - Type III Small 100 lb. 13 -
Small Small 1 lb. 7 - Type IV Small 125 lb. 15 -
Medium Med 5 lb. 10 - Type V Small 150 lb. 18 -
Large Large 25 lb. 15 - Type VI Small 300 lb. 21 -
Shuriken Holster Tiny 1 lb. 3 - Type VII Med 500 lb. 24 -
Shuriken Holster, Large Small 1 lb. 4 - Type VIII Med 1,000 lb. 27 -
Trap Kit, Basic Med 10 lb. 13 +1 (Lic)
Trap Kit, Deluxe Large 25 lb. 22 +2 (Res)

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.

WEAPONS WEAPON MATERIALS


A weapon's hardness and HP are based on what type of
The weapons are organized by category, based on
weapon it is (see table below). Increasing the size of a
which Weapon Proficiency feat they belong to.
weapon by one step doubles its HP (conversely, de-
Bows and ammunition: Bows are projectile weapons.
creasing its size by one step will halve its HP, rounded
When you attack with such weapons, you can draw the
down).
ammunition as part of the attack, as long as it is readily
available to you (such as being carried in a quiver). Weapon Hardness HP
Ammunition can be crafted with the Small blade 10 2
Craft(mechanical) skill as normal, but a single attempt Medium blade 10 5
creates twenty pieces. Ammunition is destroyed on hit,
Large blade 10 10
and has a 50% chance of being destroyed if it misses.
Small metal-hafted weapon 10 10
Attacking with thrown weapons: When making at-
tacks with most thrown weapons (such as kunai or shu- Medium metal-hafted weapon 10 20
riken), add your Strength modifier to the damage roll. Small hafted weapon 5 2
To throw a weapon, it must be ready in your hand Medium hafted weapon 5 5
unless you have the Quick Draw feat. Some weapons Large hafted weapon 5 10
may allow you to draw one or more of them freely Projectile weapon 5 5
when attacking.
Special materials will modify this value, and may confer
WEAPON SIZE some special abilities to items crafted out of them. If a
Weapons can be made for creatures of a different size. weapon's damaging parts can't be crafted out of metal,
To do so, adjust the weapon's size accordingly. these materials confer no benefit. When buying or
A Kodachi made for a Large character, for example, crafting a double weapon, you can use a different mate-
would be a Medium-sized Kodachi. Changing a rial for each head, although doing so adds the purchase
weapon's size also changes its weapon damage (see the modifier of both materials to the base weapon.
table below for examples of weapon damage, based on Cold Iron: This iron is forged at low temperatures and
the creature size it was made for). Increasing an item is mined deep underground. Applying an enhancement
one size category roughly doubles its weight. seal to a cold iron weapon increases the cost by 2.
A character can wield weapons made for a different Dark Iron: This heavy iron is mined deep within the
size character, but its effort changes based on its size in earth. When sundering weapons or attacking objects,
relation to you: a weapon of the same size as you is a ignore any hardness of 15 or lower.
one-handed weapon, and a weapon one size smaller or Heavy Dark Iron: This material is extremely rare and
larger than you is considered a light or two-handed heavy. Weapons made of this material count as though
weapon (respectively) . one size larger than usual, but only for the purpose of
If a weapon's size causes its effort to become less than the effort required to wield it. When sundering, ignore
TABLE 7-2: WEAPON DAMAGE BY SIZE
Weapon Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
Throwing Needle - - - - 1 1d2 1d3 1d4 1d6
Shuriken - - 1 1d2 1d3 1d4 1d6 1d8 2d6
Kunai - 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6
Chisa-gatana 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
Daikunai 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6
Katana 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8
Kanabo 1d4 1d6 1d8 1d10 1d12 3d6 4d6 6d6 8d6
Large Katana 1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6
Fullblade 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8 8d8
Material Hardness HP Weight Cost Res Throwing Spear: Can be used as a melee weapon, but
Cold iron - - - +2 - at a -4 penalty.
Dark iron x1.5 - x1.5 +5 -
Dark iron, heavy x2 x0.66 x8 +18 +2 (Res) NIN WEAPONS
Ironium - - +3 - Battle Wire: A leather glove with a metal back plate
Silver x0.6 x0.33 x0.75 +2 - and small holes near each knuckle. This is a ranged
Thorium x0.8 x0.66 x0.5 +8 +1 (Lic) weapon with a maximum range of 30 ft., but it cannot
Special be used as a weapon unless you are in the Kousen Ryu
Nonlethal x0.5 x0.33 x0.25 -3 stance (p215). Battle wire grants a +2 equipment bonus
Oversized - - * +4 to enter the Kousen Ryu stance.
Battle Wire, Long: As battle wire, but its range is ex-
ignore any hardness of 20 or lower. The critical hit
tended to 40 ft.
multiplier of such weapons increases by 1. Crafting
Blowgun: This weapon cannot be used when you
these items takes six times the normal amount of time,
can't use your mouth, and is used to deliver certain poi-
and crafting these items without a heavy dark iron tool
sons.
kit incurs a -8 penalty to the craft check.
Chakra Gauntlets: These heavy, metal-plated gloves
Ironium: This material confers no special benefits to
allow you to deal lethal damage with unarmed attacks,
weapons crafted with it beyond hardness and hit
but cannot be worn with knuckles, knuckle blades,
points.
shuko and ashiko or similar weapons. You suffer a -2
Nonlethal: These weapons are made of wood, rubber
penalty to meet the Perform Requirements of tech-
and/or plastic and deal nonlethal damage without pen-
niques with the Half Seals or Hand Seals Component.
alty, but trying to deal lethal damage with them incurs
Chisa-Gatana: Due to its oddly long grip, you can
a -4 penalty to attacks. A nonlethal weapon's critical hit
wield it two-handed to deal additional damage.
multiplier is always 2. Certain weapons may not be
Daikunai: You gain a +2 equipment bonus to resist
available as nonlethal versions, such as explosives and
being disarmed. Can be used as a melee weapon.
firearms.
Fuuma Shuriken: Can be collapsed, reducing its size
Silver: These weapons confer a -1 penalty to damage
by one step and allowing it to be used as a melee weap-
rolls.
on. Doing so reduces its damage die accordingly, and
Thorium: This silvery-gold metal is quite rare and can
incurs a -4 penalty to attack rolls made with it.
help to focus Chakra more easily, but does not confer
Garrote Wire: If you can catch a foe defenseless
any special benefits to a weapon.
(when it is denied its Dexterity bonus to Defense), you
Oversized: These weapons are crafted to be larger
can attempt a grapple check with a +4 equipment bonus
than normal. Such a weapon is counted as one size larg-
to attempt to strangle them.
er in all respects, though it does not deal increased
Hand Crossbow: Loading this crossbow is a move ac-
damage. If you can treat the weapon as a two-handed
tion that provokes an attack of opportunity.
weapon, it gains reach. If it already has reach, its dam-
Knuckle Blade: You may have your unarmed attacks
age die increases by one step.
deal slashing damage. You cannot use these weapons
If you do not have the Oversized Weapons Proficien-
with the Brawl feat. Feats that improve unarmed at-
cy feat, you suffer a -4 nonproficiency penalty to attack
tacks and those that improve attacks with the knuckle
rolls, in addition to any penalties for wielding an im-
blades do not stack. Critical threat range or damage
properly sized weapon.
multiplier modifiers for unarmed attacks do not affect
SIMPLE WEAPONS the knuckle blade.
Kodachi: When fighting defensively, you gain an ad-
Quarterstaff: Can be used as a double weapon, count-
ditional +1 bonus to Defense per Kodachi you wield.
ing as though fighting with a light weapon in your off-
hand.
TABLE 7-3: SIMPLE WEAPONS
Damage Range Purchase
Simple Weapon Damage Critical Type Increment Weight Size DC Restriction
Quarterstaff * 1d6/1d6 20 Bludgeoning - 4 lb. Large 3 -
Throwing Spear * 1d6 20 Piercing 30 2 lb. Med 4 -
TABLE 7-4: NIN WEAPONS
Damage Range Purchase
Nin Weapon Damage Critical Type Increment Weight Size DC Restriction
Battle Wire* 1d4 20 Slashing 10 0.5 lb. Small 7 +1 (Lic)
Battle Wire, long * 1d4 20 Slashing 10 1 lb. Medium 7 +1 (Lic)
Blowgun * 1* 20 Piercing 10 0.5 lb. Small 3 -
Darts (5) - - Piercing - 1 lb. Tiny 2 -
Chakra Gauntlets * * * Bludgeoning - 2 lb. Small 9 +1 (Lic)
Chisa-gatana * 1d6 19-20 Slashing - 1.5 lb. Small 8 -
Daikunai * 1d8 19-20 Piercing - 4 lb. Medium 11 +1 (Lic)
Fuuma Shuriken * 1d8 19-20 Slashing 10 2 lb. Medium 5 +1 (Lic)
Garrote Wire * * - * - 1 lb. Small 6 -
Hand Crossbow * 1d4 20 - 30 2 lb. Small 8 +1 (Lic)
Bolts (20) - - Piercing - 2 lb. Tiny 4 -
Kama 1d6 20 Slashing - 2 lb. Small 5 -
Knuckle Blade * - 20 Slashing - 0.5 lb. Tiny 3 -
Kodachi * 1d6 20 Slashing - 2.5 lb. Small 8 -
Kunai (5) 1d4 19-20 Piercing 10 2 lb. Tiny 6 -
Kunai, Curved * 1d4 18-20 Slashing 5 0.5 lb. Tiny 7 -
Kusari-Gama * 1d6/1d6 20 S/B - 2 lb. Large 9 +1 (Lic)
Ninja-to / Chokuto * 1d8 19-20 Slashing - 3 lb. Medium 11 -
Nunchaku 1d6 20 Bludgeoning - 2 lb. Small 3 -
Shuriken (5) * 1d3 20 Piercing 10 1 lb. Tiny 3 -
Sword-Cane * 1d6 18-20 Piercing - 2 lb. Medium 9 -
Tessen * 1d4 20 Bludgeoning 10 1.5 lb. Small 4 -
Throwing Knife (5) * 1d4 19-20 Piercing 10 2 lb. Tiny 4 -
Throwing Needle (10) * 1 20 Piercing 10 1 lb. Tiny 3 -
Kunai: If you make a ranged attack with one or more Shuriken: Shuriken is the name for any thin, bladed,
kunai, you can draw one as a free action. Can be used as throwing weapon, such as a throwing star or small
a melee weapon. throwing blades. Shuriken count as ammunition for the
Kunai, curved: As kunai, but when thrown, you suffer purpose of drawing them, crafting them or applying
a -2 penalty to attacks with this weapon. enhancement seals to them, as well as for what happens
Kusari-Gama: This weapon is a kama and a weighted after they are thrown.
end, connected by a length of chain. You can wield it as Sword-Cane: A light sword concealed inside the shaft
a kama (1d6 slashing), a chain with a weighted end of a cane or umbrella (for example). The blade is auto-
(1d6 bludgeoning), or as a double weapon, in which matically concealed (Spot DC 18), though the object
case you treat it as though wielding two light weapons. serving as its sheath is not.
Weapon specific feats do not apply unless they specifi- Tessen: A normal tessen can be collapsed to reduce its
cally affect the kusari-gama, and weapon-specific feats size by one category. Reduce its damage die accordingly
you take for the kusari-gama do not affect attacks with when doing so. A non-collapsible tessen is called a
a kama or a chain. The Kusari-Gama Style feat (p42) gunbai, and is sometimes used for battlefield communi-
offers additional benefits. cations.
Ninja-to / Chokuto: This weapon's sheath can be used Throwing Knife: These knives can be used in melee,
to conceal 5 throwing needles without having to make but you suffer a -4 penalty to attack rolls when doing
a Sleight of Hand check (Spot DC 15), and can be used so. Counts as ammunition for the purpose of crafting
as a blowgun or as a breathing tube (such as when un- them, applying enhancement seals to them and what
derwater but near the surface). Without the sheath, the happens after they are thrown.
weapon is referred to as a chokuto.
TABLE 7-5: ARCHAIC WEAPONS
Damage Range Purchase
Archaic Weapon Damage Critical Type Increment Weight Size DC Restriction
Battleaxe 1d8 20/x3 Slashing - 7 lb. Med 11 -
Dagger 1d4 19-20 Piercing 10 1 lb. Tiny 3 -
Daikyuu * 1d8 20/x3 Piercing 120 3 lb. Large 14 -
Arrows (20) - - - - 3 lb. - 6 -
Fullblade * 2d8 19-20 Slashing - 23 lb. Huge 14 +1 (Lic)
Greatbow * 1d10 20/x3 Piercing 80 10 lb. Large 15 +1 (Lic)
Arrows (20) - - - - 3 lb. - 6
Greathammer 1d12 20/x3 Bludgeoning - 20 lb. Large 14 -
Greatsword 2d6 19-20 Slashing - 9 lb. Large 11 +1 (Lic)
Hankyuu * 1d6 20/x3 Bludgeoning 100 2 lb. Med 10 -
Arrows (20) - - - - 3 lb. - 6 -
Kanabo 1d12 20/x3 Bludgeoning - 7 lb. Large 10 -
Katana * 1d10 19-20 Slashing - 6 lb. Large 12 +1 (Lic)
Kodachi 1d6 20 Slashing - 2.5 lb. Small 8 -
Large Katana 2d6 19-20 Slashing - 9 lb. Large 13 +1 (Lic)
Longsword 1d8 19-20 Slashing - 3 lb. Med 11 -
Naginata * 1d10 20/x3 Slashing - 12 lb. Large 14 +1 (Lic)
Sabre * 1d6 18-20 Slashing - 3 lb. Med 8 -
Shortsword 1d6 19-20 Piercing - 2 lb. Small 5 -
Throwing Axe 1d6 20 Slashing 10 2 lb. Small 4 -
Wakizashi 1d6 19-20 Slashing - 1.5 lb. Small 6 -
War Fan * 1d8 20 Bludgeoning - 6 lb. Large 7 -
Warhammer 1d8 20/x3 Bludgeoning - 6 lb. Med 12 -
Throwing Needle: When making a full-attack with Greatbow: Functions as a Daikyuu, but there is no
only throwing needles, you can make an additional limit to the Strength modifier you may apply to dam-
attack at your highest attack bonus -5. If you do, all age.
attacks you make as part of the action take a -2 penalty Hankyuu: Functions as a Daikyuu, but you cannot
to attack. The extra attacks do not stack with similar add your Strength modifier to damage.
abilities, such as the Rapid Shot feat. When you throw Katana: This weapon can be wielded as a one-handed
one or more needles, you can draw one needle per at- weapon with the Exotic Weapons Proficiency feat.
tack as a free action (maximum 4). (The Large Katana does not receive this benefit)
Do not add your Strength modifier to damage when Naginata: This is a reach weapon, allowing you to at-
using throwing needles. tack foes 10 feet away, but not those adjacent to you.
Sabre: Gain a +4 bonus to opposed checks to avoid be-
ARCHAIC WEAPONS ing disarmed.
Daikyuu: You can apply your Strength bonus to at- War Fan: This weapon functions like the Tessen
tacks made with this weapon (max +4). The Daikyuu (p60), but was made specifically for combat.
has a Single rate of fire (D20 Modern rules, p95).
Fullblade: This enormous sword can be wielded as a EXOTIC WEAPONS
two-handed weapon despite its size, incurring the Daigama: A cross between a spear and a scythe. Gain
normal -2 penalty due to its improper size unless you a +2 bonus to trip attempts.
have the Exotic Weapon Proficiency feat for it, without Double Katana: A hilt with two blades, which leaves
which you are not considered proficient with the grievous wounds. The DC of Treat Injury checks to
fullblade for any abilities, feats or techniques. restore HP to a creature wounded by this weapon is
The Monkey Grip feat does not allow you to wield increased by 5 for one day after being hit.
this weapon one-handed.
TABLE 7-6: EXOTIC WEAPONS
Damage Range Purchase
Exotic Weapon Damage Critical Type Increment Weight Size DC Restriction
Daigama * 1d10 20/x3 P/S - 5 lb. Med 11 +1 (Lic)
Double Katana * 1d10 18-20 Slashing - 9 lb. Large 14 +1 (Lic)
Fullblade ** 2d8 19-20 Slashing - 23 lb. Huge 14 +1 (Lic)
Hansori * 1d10/1d4 19-20 Slashing - 7.5 lb. Large 13 +1 (Lic)
Hooksword * 1d8 20/x3 Slashing - 4 lb. Med 12 +1 (Lic)
Katana ** 1d10 19-20 Slashing - 6 lb. Large 12 +1 (Lic)
Large Shuriken (3) * 1d8 19-20 P/S 10 2 lb. Med 10 +1 (Lic)
Mancatcher * 1d8 20 Bludgeoning - 8 lb. Large 10 -
Scythe 2d4 x4 P/S - 12 lb. Large 8 -
Scythe, hand 1d10 x3 P/S - 6 lb. Med 13 -
Shuko and Ashiko * 1 20 Piercing - 1 lb. Small 7 -
Spiked Greatmace 1d12 20/x3 B/S - 16 lb. Large 15 +1 (Lic)
Two-bladed Sword 1d8/1d8 19-20 Slashing - 10 lb. Large 15 +1 (Lic)
** See Archaic Weapons
Hansori: Sometimes called shackle-blade, this double Shuko and Ashiko: Your unarmed attacks count as
weapon is a katana with a spiked chain at its end, and armed, deal lethal damage and gain a +1 piercing dam-
can be used as either or both. A hansori can be wielded age bonus. You can freely perform hand seals and hold
one-handed or two-handed. Using it as a double weap- objects, and gain a +2 bonus to Climb checks. Shuko
on counts as though you had a light weapon in your and ashiko consists of two gloves and two boots, so they
off-hand. Having proficiency in the hansori does not cannot be dual-wielded.
automatically make you proficient in the katana or
spiked chain. ARMOR
Hooksword: You gain a +2 bonus to opposed disarm
The armors described here are generally available to
checks. The hooksword can be used to make a trip at-
the public, and not exclusively for shinobi.
tack. If you would be tripped during the attempt, you
can drop the hooksword to avoid being tripped. ARMOR MATERIALS
Large Shuriken: A larger version of the basic shu-
An armor's hardness is based on its material. Special
riken, which cannot be substituted for normal Shuriken
materials may grant some special abilities to items
for techniques or special attacks (unless specified oth-
crafted out of them. Items that cannot be primarily
erwise), but can be used to attack in melee at a -4 pen-
made of metal cannot be crafted out of these special
alty to attack rolls. Counts as ammunition for the pur-
materials. Regular armor has 5 HP per point of armor
pose of crafting and applying enhancement seals to
bonus it grants to Defense with its proficiency bonus.
them.
Special materials may increase this number.
Mancatcher: A pole with a U-shaped head, which is
Light/Medium/Heavy/Shield: The purchase DC for
used to capture or hinder opponents. You can make trip
armors of this type is increased by the indicated
attempts with this weapon. In addition, you can make
amount if it is crafted from the given material.
grapple attempts with this weapon if the opponent is
Dark Iron: Armor made of this material grants you
prone or adjacent to a surface larger than it. During a
fire resistance: 1 for light armor, 2 for medium armor
pin, you can deal weapon damage rather than unarmed
and 3 for heavy armor. Items made of dark iron weigh
damage. The mancatcher has reach. It can be used to
50% more than usual.
attack opponents 10 feet away, but not adjacent ones.
TABLE 7-7: ARMOR MATERIALS
Material Hardness Weight Light Medium Heavy Shield Res
Dark iron x1.5 x1.5 +2 +4 +6 +2 -
Ironium - - +1 +3 +5 +1 -
Thorium x0.66 x0.5 +3 +6 +9 +3 +1 (Lic)
TABLE 7-8: ARMOR
Equipment Nonprof. Max Dex Armor Speed Purchase
Armor Type Bonus Bonus Bonus Penalty (30 ft.) Weight DC Res
Light Armor (Light Armor Proficiency)
Armored Suit Tac +4 +1 +4 -2 30 20 lb. 18 -
Battle Vest Conc +2 +1 +5 - 30 5 lb. 12 -
Heavy Vest Tac +3 +1 +5 -2 30 8 lb. 14 +1 (Lic)
Ninja Vest Tac +2 +1 +6 -1 30 7 lb. 10 +2 (Res)
Reinforced Suit Impr +1 +0 +7 -0 30 10 lb. 10 -
Medium Armor (Medium Armor Proficiency)
Battle Armor Arch +5 +2 +2 -2 20 40 lb. 19 -
Battlefield Unit Tac +5 +2 +3 -4 20 30 lb. 22 +2 (Res)
Heavy Armor (Heavy Armor Proficiency)
Battle Armor, Heavy Arch +7 +3 +1 -6 20 50 lb. 23 -
O-yoroi Arch +7 +3 +2 -5 20 45 lb. 28 +1 (Lic)
Samurai Armor Tac +6 +3 +3 -4 20 50 lb. 25 +1 (Lic)
Ironium: Armor made of this steel and thorium alloy back, large rectangular shoulder plates (sode), a plated
grants a +1 equipment bonus to checks to tap your apron to cover the thighs and knees (haidate), a great
Chakra Reserves (p34). helmet with a face mask (kabuto) and shin guards made
Thorium: The maximum Dexterity Bonus is increased of metal splints (sune-ate). O-yoroi is a badge of honor
by 1, the armor check penalty is reduced by 2 (mini- to samurai, and they do not take kindly to non-samurai
mum 0) and you gain a +2 equipment bonus to checks wearing it.
to tap your Chakra Reserves (p34). Thorium reduces Reinforced Suit: Normal clothing, crafted with pro-
weight by half and HP by one third. tective lining, padding or reinforcement. Any set of
normal clothing can be made into a reinforced suit:
ARMOR simply increase the purchase DC of the base clothing by
Armored Suit: Includes a tunic, trousers, boots, gaunt- 2. The clothing will still provide its usual benefits, if
lets, an armored helmet with forehead protector plate any.
and a chest piece, all made of thick fabric, leather and Samurai Armor: A more modern version of the o-
chainmail. yoroi, it is made of thick fabric covered with reinforced
Battle Armor: A very archaic design including a metal plating and allows for more mobility than the o-
breastplate, shin guards, vambraces, tassets and spauld- yoroi, even though it is heavier.
ers, all made of iron The full set includes a great helmet and mask (func-
The Heavy variant of this armor includes an apron to tions as a rebreather), shoulder plates, a chest plate,
cover the thighs and a small helmet, and is made of iron gauntlets and a body suit (functions as a cold-
much heavier material. weather outfit), granting a +2 bonus to saves against
Battle Vest: Simple armor plating bound together. cold weather.
Easily concealed and popular with ANBU personnel.
Older designs may include lamé-style tassets and EXPLOSIVES
spaulders, which make the battle vest an archaic armor.
The listed explosives are all high-quality explosives
Battlefield Unit: Consists of an armored ninja vest,
crafted and used by shinobi. They require a license to
shoulder plates, tassets and an armored helm with fore-
acquire, and are illegal to craft or possess for those not
head protector plate.
licensed.
Ninja Vest: A flak jacket commonly worn by chuunin
Ice Bomb: A small sphere holding a liquid that creates
and jounin. Offers six pockets that can hold up to one
a zone of sharp spikes within its radius. The spikes pro-
pound of material. Each hidden village tends to have its
vide cover, but will melt after 1d4 minutes (or 1d4
own design, which is easy to differentiate and identify.
rounds if the ambient temperature is greater than 50 F).
O-yoroi: Made of leather, reinforced with small metal
Can be used on water.
or ceramic plates, a complete set includes a corselet (the
do-maru) covering the stomach, chest, shoulders and
TABLE 7-9: EXPLOSIVES
Damage Burst Reflex Range Purchase
Explosive Damage Type Radius DC Increment Size Weight DC Restriction
Ice Bomb (3) 4d6 Cold / P 10 15 20 Tiny 0.5 lb. 12 +2 (Res)
Paper Bombs
Firecracker Tags (5)* 1 Fire * 15 - Tiny - 5 +1 (Lic)
Lesser 1d6* Fire 10 15 - Tiny - 6 +1 (Lic)
Superior 3d6* Fire 10 15 - Tiny - 12 +2 (Res)
Greater 5d6* Fire 10 18 - Tiny - 15 +3 (Mil)
Trap Note 4d6* Fire 10 15 - Tiny - 13 +2 (Res)
Sealing Tag * - - - - Tiny - 15 +3 (Mil)
Smoke Bomb (5) - - * - 10 Tiny * 4 +1 (Lic)
High-Powered (2) - - - - 10 Tiny * 8 +2 (Res)
Poisoned * * * - 10 Tiny * * +3 (Mil)
Sunburst Tag (4) * 15 * - Tiny - 12 +2 (Res)
Paper Bomb: These staple items are pieces of paper the primary bomb. A link is broken when one of its
covered in sealing arrays, and are also known as explod- bombs is moved or loses its charge.
ing tags. Paper bombs come with an adhesive on their Linked bombs are set off all at once by detonating
back, allowing them to stick to surfaces. one of the linked bombs, creating one giant explosion
They can be attached to a surface, attached to a centered on the primary bomb. The explosion is cen-
thrown weapon (if the weapon hits, the target takes a - tered around the primary bomb, which will explode as
4 penalty to its save against the explosion) or directly normal, but its damage increases by 1 charge per linked
attached to a creature by succeeding at a grapple at- bomb, which can exceed the normal charge limit, and
tempt (or grapple check if already grappling; if success- its blast radius increases by 5 ft. per linked bomb (up to
ful, the creature does not get a save against the explo- a limit, see below).
sion). Alternatively, you can create a 'long link'. Such a link
Charging: As a move action while touching a paper functions like normal, but instead of all connecting to a
bomb, you can add up to five charges to it, which re- primary bomb, you create a long chain where bombs
quires a Chakra Control Check, the base DC for which can be linked at any distance, as long as they are placed
depends on the type of paper bomb used (see below). within the blast radius of an 'adjacent' bomb (based on
Adding more than one charge costs 1 Chakra per addi- its explosion radius after the new bomb been linked).
tional charge, and increases the DC for the Chakra Linked bombs only gain increased damage and explo-
Control check by 1 per additional charge. Once a paper sion radius for each other bomb 'adjacent' to them in
bomb has at least one charge, it is charged for 1 minute the link.
per character level. Firecracker Tag: Normally only used for training, a
Detonating: To detonate a paper bomb, it must be single tag affects only one 5ft square. Five tags can be
charged. You can either set a timed delay of up to 1 charged at once and set off in close proximity, function-
minute when charging a paper bomb (which increases ing as a Lesser paper bomb, but with a 5ft radius. The
the Chakra Control DC by 5) to let it detonate after the DC to charge this bomb is 5, +1 per charge. It deals 1
selected time, or you can set off a paper bomb within 50 damage, +1 per charge, and cannot be linked.
ft. of you as an instant action. You can only set off Lesser Paper Bomb: The DC to charge this tag is 10, +
bombs if you have the same Chakra Signature as the 1 per additional charge. The tag deals 1d6 damage, +1d6
creature who charged the bomb, and you must know its per charge, and can be linked to increase the blast radi-
approximate location. us up to 30 feet total.
Linking: It is possible to link up to 1 paper bomb per Superior Paper Bomb: The DC to charge is 15, +1 per
level together, as long as they are all charged by crea- additional charge. It deals 3d6 damage, +1d6 per charge,
tures with the same Chakra Signature, and are all the and can be linked to increase the blast radius up to 40
same type of paper bomb. One charged bomb will be feet total.
the primary bomb, and you can spend an attack action Greater Paper Bomb: The DC to charge is 20, +1 per
to add a second charged tag, placing it within 10 ft. of additional charge. It deals 5d6 damage, +1d6 per charge,
and can be linked to increase the blast radius up to 50 POISONS
feet total.
Trap Note: Functions like a Superior paper bomb, but These poisons (as shown in the table on the next page)
cannot be set to a delay. It explodes when it is damaged can be crafted via the Craft (Chemical) skill, and are a
or moved after it is placed. A trap note that suffers fire useful tool for many shinobi.
damage greater than the number of charges it has is Type: Poison types affect how someone can be poi-
destroyed before it can explode. These tags can be soned by this chemical (unchanged from D20 Modern).
linked normally. If they explode while linked, the en- Inhaled: Usually contained within vials or globes that
tire link explodes. can be thrown as a ranged attack with a range incre-
Sealing Tag: This tag can be attached to a creature ment of 10 feet. When it strikes a hard surface (or is
that is helpless, or one that has been pinned by you. struck hard), it releases a cloud of poison covering a
The tag must be charged before use with a Chakra Con- 10ft cube. Any creature within the area is affected
trol check (DC 20). As a swift action, you can set off a (holding one's breath is ineffective against inhaled poi-
charged sealing tag within 10 feet that you've charged. sons).
A sealing tag imposes a -30 penalty to meet the Per- Chakra Mantle: If a creature with a Chakra Pool of 10
form Requirements of Chakra Control, Fuinjutsu, Gen- or lower is affected, it must save against 2d4 hours of
jutsu and Ninjutsu techniques, applies a -30 penalty to unconsciousness.
checks to activate Chakra-activated objects (such as Ghostly Chains: If a target fails both saves, it also
paper bombs) and reduces the affected creature's Chak- gains a -1 stacking speed rank penalty, which counts as
ra Signature by 2 steps (minimum Faint, see p10). Strength damage for medical techniques and natural
An activated sealing tag lasts for 1 week or until it is healing.
removed, at which point it crumbles to dust.
Smoke Bomb: A common diversion and concealment
SHINOBI DRUGS
tool, a smoke bomb releases smoke in a 5ft radius upon
These drugs are high-grade pharmaceuticals that can
being thrown. Each round, the radius increases by 5 ft.
permanently enhance a user's physical or mental per-
(maximum total radius 15ft). Smoke bombs are availa-
formance, but they are rare and difficult to acquire. The
ble in many colors, and weigh 1 lb. per 5.
price of these drugs may vary between suppliers.
The smoke obscures sight, and grants total conceal-
ment to any creature within its area of effect. The TAKING SHINOBI DRUGS
smoke dissipates after 10 rounds. A moderate wind (11+
When you ingest a shinobi drug, you must immediately
mph) disperses it in 4 rounds, while a strong wind (21+
make a Fortitude save against its initial damage. One
mph) disperses it in 1 round.
minute after ingesting it, you must make a second For-
High-Powered: As a normal smoke bomb, but the
titude save, this time against its secondary damage. Eve-
bomb affects a 10ft radius on impact, and expands to a
ry drug you have taken permanently increases the DC
maximum radius of 25 feet.
of future saves against shinobi drugs by 1.
Poisoned: As smoke bomb, but can be created with
Save bonuses against poisons or diseases apply to
any contact or inhaled poison, which will affect anyone
saves against drug effects, though you may apply only
within the area of effect, though the save DC of the
one of those. Drugs imbibed while immune to poisons
poison is reduced by 3. The price of this bomb is equal
and/or diseases have no effect (positive or negative) on
to the cost of a regular smoke bomb plus two doses of
you.
the poison used.
A drug's positive effects will come into effect once
Sunburst Tag: These tags function like paper bombs.
any damage suffered by the drug is fully healed. If no
The DC to charged them is 15. Sunburst Tags are deto-
damage was taken, it will take effect immediately after
nated as a swift action. Instead of exploding, the tag
you succeed at your save against the secondary damage.
releases a blinding flash of light, forcing creatures with-
Damage taken by failing saves can only be healed by
in the burst radius to succeed at a Fortitude save (DC
characters of a level higher than half the save DC, Med-
15) or be dazed for 1d4 rounds. Blind creatures or crea-
ical techniques that specifically heal poison or disease-
tures without vision are immune to this effect.
based damage cannot be used to reverse the damage
taken from drugs.
All damage is temporary unless marked with *, in
which case it is permanent damage. Unconsciousness
TABLE 7-10: POISONS
Save Initial Secondary Purchase
Poison Type DC Damage Damage DC Res
Byoukiyuge Inhaled 14 1d2 Con 1 Con** 18 +2 (Res)
Chakra Mantle Contact 17 * - 19 +2 (Res)
Chakra Sponge Contact 19 1d4 Chakra 1d6 Chakra 20 +2 (Res)
Dokutengu Contact 13 1d4 Str 1d4 Wis 15 +2 (Res)
Fireseed Essence Ingested 12 1d6 Wis 1d6 Wis 21 +2 (Res)
Fireseed Spice Ingested 18 2d4 Chakra 2d4 Chakra 22 +2 (Res)
Ghostly Chains Injury 17 1d4 Dex 1d4 Str 15 +2 (Res)
God's Will Ingested 16 1d6 Int 1d6 Cha 21 +3 (Mil)
Hachidoku Injury 18 2d8 HP 1d4 Con 20 +1 (Lic)
Heartroot Powder Inhaled 16 1d4 Con 2d4 Con 16 +1 (Lic)
Ketsuekigyouko Injury 17 1d4 Con 1d4 Con 16 +1 (Lic)
Leach Dust Ingested 15 1d6 Str Paralysis 17 +1 (Lic)
Lotus Perfume Inhaled 17 1d3 Cha 2d4 Cha 19 +2 (Res)
Nemuri Injury 16 Unconscious Unconscious 13 +1 (Lic)
Nevoa Goas Inhaled 14 1d3 Wis Unconscious 28 +3 (Mil)
Nightlily Paste Injury 18 1d3 Dex 1d6 Wis 16 +3 (Mil)
Ocean Breeze Contact 14 Paralysis Paralysis 19 +2 (Res)
Saruhire Inhaled 13 2d4 Int 1d6 Int 22 +3 (Mil)
Tosha Pills Ingested 11 1d4 Cha Nausea 1hr. 17 +1 (Lic)
Turtle's Dexterity Injury 14 1d4 Dex 1d4 Str 18 +2 (Res)
TABLE 7-11: SHINOBI DRUGS
Shinobi Drug Save DC Initial Damage Secondary Damage Purchase DC Restriction
Ability-enhancing Drug *
B-Class 18 1d6 Ability 1 Ability * 30 +2 (Res)
A-Class 22 2d6 Ability 3 Ability * 37 +3 (Mil)
S-Class 28 3d6 Ability 5 Ability * 45 +3 (Mil)
Akimichi Food Pills
Green - - - - +2 (Res)
Yellow - - - - +2 (Res)
Red - - - - +2 (Res)
Blackweed Elixir 18 2d6 Chakra Coil 6 Chakra Coil * 30 +4 (Ill)
Chakra Growth 20 1d6 Chakra Coil - 22 +2 (Res)
Death God Pill 29 Unconscious 2d6 hrs. 3d6 Constitution * 20 +3 (Mil)
Fireseed Extract 22 2d4 Wisdom 2d4 Wis, 2d6 Cha 30 +4 (Ill)
Lotus Extract 20 1d4 Cha, 1d3 Wis 2d4 Cha, 1d6 Wis 28 +3 (Mil)
Muscle Growth, Type I - - - 20 +2 (Res)
“ “, Type II - - - 22 +3 (Mil)
Nevoa Infusion 20 1d4 Int, 1d3 Cha 2d4 Int, 1d6 Cha 28 +3 (Mil)
Swiftwind Elixir 19 1d6 Wis, 1d6 Chakra Coil 2 Wis, 2 Chakra Coil * 25 +3 (Mil)
Tengu Elixir 20 1d4 Dex, 1d3 Con 2d4 Dex, 1d6 Con 28 +3 (Mil)
Tosha Liquor 20 1d4 Wis, 1d3 Int 2d4 Wis, 1d6 Int 28 +3 (Mil)

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

Devastator Master of Genjutsu or Ninjutsu Elementalist, Genjutsu Master Smart, Charismatic

Elementalist Specializes in a Ninjutsu element Devastator, Technique Analyst Smart

Exarch Master of medical techniques Medical Specialist Smart, Dedicated

Exemplar Masters of melee combat Shinobi Swordsman, Taijutsu Master Strong, Fast, Tough

Genjutsu Master Specialist in Genjutsu Technique Analyst, Devastator Charismatic

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

Samurai Master of traditional weaponry Weaponmaster, Exemplar Strong, Fast, Tough

Shade Ninja assassin Ninja Hunter, Master Strategist Fast, Smart

Shinobi Adept Basic technique specialist Summoner, Technique Analyst Smart Dedicated Charismatic

Shinobi Bodyguard Frontline defenders Samurai, Exemplar, Squad Captain Tough

Shinobi Swordsman Powerful masters of the blade Sword Savant, Exemplar, Weaponmaster Strong, Fast

Shuriken Expert Thrown Weapon expert Ninja Hunter, Weaponmaster 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

Weaponmaster Master of a single weapon Shinobi Swordsman, Livewire Strong, Fast


TABLE 8-2: THE BLINKSTRIKE
Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +1 +0 +2 +0 Blinkstrike +1 +1 +0 +1 / +2
nd
2 +2 +0 +3 +0 Blink Step 2/day +2 +0 +2 / +4
rd
3 +3 +1 +3 +1 Blinkstrike +3 +2 +0 +3 / +6
th
4 +4 +1 +4 +1 Evasion X, Blink Step 4/day +3 +0 +4 / +8
th
5 +5 +1 +4 +1 Blinkstrike +5, Warp Charge +4 +0 +5 / +10

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.

TABLE 8-4: THE ELEMENTALIST


Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +0 +0 +1 +2 Elemental Specialization +1 +1 +1 / +4
nd
2 +1 +0 +2 +3 Elemental Fury +1 +1 +3 / +8
rd
3 +2 +1 +2 +3 Limitless Fury +2 +1 +5 / +12
4 th +3 +1 +2 +4 Bonus Feat +2 +2 +7 / +16
th
5 +3 +1 +3 +4 Rage of the Elements +3 +2 +9 / +20
th
6 +4 +2 +3 +5 Elemental Focus +3 +2 +11 / +24
th
7 +5 +2 +4 +5 Elemental Surge +4 +3 +13 / +28
BONUS FEAT CLASS SKILLS
Choose a bonus feat from among the following, for The Exarch's class skills are Balance (Dex), Chakra Con-
which you meet the prerequisites: Chakra Penetration, trol (Wis), Concentration (Con), Craft (all) (Int), Fu-
Chuunin, Elemental Shaping, Genin, Retrieval Expert, injutsu (Int), Genjutsu (Cha), Hide (Dex), Jump (Str),
Greater Chakra Penetration, Improved Chakra Pool, Knowledge (all) (Int), Listen (Wis), Move Silently
Insightful Reflexes, Jounin, Supercharged Technique, (Dex), Ninjutsu (Int), Profession (Wis), Read Language
Technique Focus and Vile Technique. (None), Speak Language (None), Spot (Wis), Survival
RAGE OF THE ELEMENTS (Wis), Treat Injury (Wis) and Tumble (Dex).
You can spend an action point to improve your next Skill Points: 5 + Int modifier.
technique of the chosen element. The technique's dam-
age is increased by 50%, and its save DC increases by 1
CLASS FEATURES
MEDICAL SPECIALIST
for every odd-numbered Elementalist level you have
Exarch levels stack with your Medical Specialist levels
(doesn't stack with Elemental Focus).
when determining Chakra scalpel damage and your
This ability can be used once per day per odd-
ability to discharge or concentrate on Medical Ninjutsu.
numbered elementalist level, and does not stack with
the Empower Technique of Heighten Technique meta- CHAKRA SCALPEL OVERCHANNEL
Chakra feats. The first use per day does not cost an ac- Your Chakra scalpel damage increases by one die.
tion point. When creating your Chakra scalpel, you can spend an
action point to imbue it with elemental power. If you
ELEMENTAL FOCUS do, the extra damage die is energy damage matching
You gain a +1 bonus to the save DC for techniques of
your primary elemental affinity, but you cannot deal
your chosen element, but the save DC for techniques of
nonlethal damage with the scalpel this way.
the element your chosen element is weak to are de-
creased by 1. EXARCH ARCANA
Choose one of the following each time you gain this
ELEMENTAL SURGE ability. The same Arcana cannot be chosen twice unless
As a quickened action up to three times per day, you
specifically mentioned.
can perform a Ninjutsu technique of your chosen ele-
Arm of Justice (Su): Whenever you have to make a
ment with a perform time no longer than a full-round
melee touch attack, you can make a ranged touch at-
action. You automatically meet the perform require-
tack instead, with a range of 30 feet. This also applies to
ments of the technique, and performing the technique
Medical ninjutsu techniques and Chakra scalpel attacks.
does not provoke an attack of opportunity.
Bonus Feat: Advanced Seal Proficiency, Chakra Res-
EXARCH toration, Chakra Weaving, Combat Tactics, Craft Poi-
sons, Craft Shinobi Drugs, Efficient Technique, Em-
power Technique, Empowered Resilience, Extend
REQUIREMENTS Technique, Forensics Training, Grand Master, Hand
Skills: Chakra Control and Ninjutsu 16 ranks, Seals Proficiency, Improved Chakra Pool, Insightful
Knowledge (Earth and Life Sciences) and Treat Injury Reflexes, Maximize Technique, Reverse Doctor, Train-
12 ranks. ing.
Feats: Harmony, any meta-Chakra feat. Exarch Smite (Su): When you use Chakra Scalpel
Special: The Chakra Scalpel Expertise ability. Overchannel, your Chakra scalpel's critical threat range
is increased by one, and it deals an additional 1d10 el-
CLASS INFORMATION emental damage on a critical hit. Selecting this ability
Hit Die: 1d6 permanently costs you one meta-Chakra charge.
Action Points: 7 + ½ character level, rounded down.

TABLE 8-5: THE EXARCH


Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +0 +2 +0 +2 Medical Specialist, Chakra Scalpel Overchannel +1 +1 +1 / +4
2nd +1 +3 +0 +3 Exarch Arcana +2 +1 +3 / +8
rd
3 +1 +3 +1 +3 Exarch Arcana +2 +1 +5 / +12
th
4 +2 +4 +1 +4 Exarch Arcana +3 +2 +7 / +16
th
5 +2 +4 +1 +4 Exarch's Blessing +3 +2 +9 / +20
Exarch's Retribution (Su): You can perform any of the EXEMPLAR
Iryou Ninjutsu: Chiyu techniques and deal damage to
the target as though they suffered from Chakra over- REQUIREMENTS
load. You must succeed on a touch attack, and the tar-
Skills: Taijutsu 16 ranks.
get receives a saving throw for half damage. Targets
Feats: Defensive Martial Arts, Taijutsu Adept, Weapon
damaged do not enjoy any benefits targets of your heal-
Focus (any) and one of the following: Archaic Weapons
ing techniques usually receive (such as Exarch's Bless-
Proficiency, Combat Martial Arts, Exotic Melee/Ranged
ing's fast healing).
Weapons Proficiency or Nin Weapons Proficiency.
Lay on Hands (Su): When you perform a Medical
Special: Weapon Specialization ability, effective skill
ninjutsu of rank 6 or higher on a character, you can
threshold 18 for Strike Taijutsu techniques.
spend a meta-Chakra charge to grant the target Chakra
equal to your Wisdom modifier. Cannot be used more CLASS INFORMATION
than twice on the same target in a 24 hour period, and
Hit Die: 1d10
cannot be used on yourself. Selecting this ability per-
Action Points: 7 + ½ character level, rounded down.
manently costs you one meta-Chakra charge.
Maximized Healing (Su): Twice per day, you can em- CLASS SKILLS
power a Medical Ninjutsu technique as though using The Exemplar's class skills are Balance (Dex), Climb
the Maximize Technique feat, but doing so costs no (Str), Drive (Dex), Jump (Str), Knowledge (history, nin-
additional Chakra and does not consume a meta-Chakra ja lore, tactics) (Int), Listen (Wis), Move Silently (Dex),
charge. Profession (Wis), Read Language (None), Ride (Dex),
Medical Miracle (Su): Once per day as an attack ac- Speak Language (None), Taijutsu (Str) and Tumble
tion, you can spend an action point and 1 Chakra per (Dex).
HD of the target to use this ability on a character that Skill Points: 3 + Int modifier.
died within the last 3 rounds, allowing them to make
an immediate Fortitude save (DC 20) to be brought
CLASS FEATURES
MASTER STRIKE
back to 0 HP. A character can be revived like this only
Once per day, you can declare an attack to be a Master
once per week.
Strike before you roll damage. The attack must be made
Rejuvenating Touch (Su) (Requires 2 Arcana): When
with a weapon for which you have the Weapon Focus
you perform a Medical Ninjutsu of rank 8 or higher on
feat, and ignores all hardness and damage reduction.
a target, you can spend a meta-Chakra charge to restore
1d4 ability damage (permanent or temporary) and re- HIGH MASTERY
move 1 negative level from the target. Cannot be used Choose one of the following each time you gain this
more than twice on the same target per day, and cannot ability. The same Mastery cannot be chosen twice un-
be used on yourself. Selecting this ability permanently less specifically mentioned.
costs you one meta-Chakra charge. Bonus Feat: Choose one from the following: Ad-
vanced Two-Weapon Defense, Advanced Two-Weapon
EXARCH'S BLESSING Fighting, Chakra Presence, Flawless Form, Hachimon
When you automatically discharge a Medical Ninjutsu
Tonkou, Improved Two-Weapon Defense, Improved
technique, its target gains a fast healing effect for 5
TwoWeapon Fighting, Grand Master, Monkey Grip,
rounds, depending on the technique used. Fast healing
Oversized Weapons Mastery, Oversized Weapons Pro-
from multiple techniques do not stack, but will extend
ficiency, Power Critical, Skilful Assault, Tactical Im-
the duration to 5 rounds. Chiyu – Shodan Jutsu grants
plements, Training, Two-Weapon Defense or Two-
fast healing 2; Nidan Jutsu – 3; Sandan Jutsu – 4, Yon-
Weapon Fighting. Can be selected twice.
dan Jutsu – 5 and Godan Jutsu – 8.

TABLE 8-6: THE EXEMPLAR


Level BaB Fort Ref Will Special Def Rep
st
1 +1 +2 +1 +0 Master Strike +1 +1
2nd +2 +3 +2 +0 High Mastery +2 +1
rd
3 +3 +3 +2 +1 High Mastery +2 +1
th
4 +4 +4 +2 +1 High Mastery +3 +2
th
5 +5 +4 +3 +1 Last Stand +4 +2
Defensive Stance (Su): You gain Damage Reduction LAST STAND
2/- while in a Stance. Reduce your maximum hit points Once per day, when taking damage that reduces you to
by 5. Can be selected more than once, increasing the -10 hit points or lower, you remain conscious and are
DR and HP cost by the same amount each time. able to stay alive despite being at -10 hit points or be-
Fearless (Su): Gain +1 to your saves against fear effects low until the end of the attacker's next turn. While in
per Exemplar level you have. The duration of such ef- effect, you become immune to ability damage, ability
fects on you is halved. If the duration was 1 round, you drain, death effects, diseases, negative levels, poisons
are not affected. and any effects that cause the loss of actions or con-
Improved Evasion (Ex): Whenever you can roll a Re- sciousness (sleep, stun, dazed, etc.). Additionally, while
flex save for half damage, you suffer no damage on a this ability is in effect, your attacks ignore all hardness
successful save, and only half damage on a failed save. and damage reduction, and you do not automatically
Only functions while wearing light or no armor. Re- miss when rolling a 1. All Chakra costs are reduced by
duces your maximum HP by 5. 50%.
Insightful Defense (Ex): Add your Intelligence modi- When this ability ends, roll a percentile die. On a roll
fier to your Defense as an insight bonus while not of 90 or more, you heal up to -9 hit points and become
wearing any armor. stable. On a roll of 99 or 100, the ability's duration ex-
Last Man Standing (Ex): You can remain conscious tends by one round. If the duration has been extended,
while below 0 hit points. You can act normally while any subsequent percentile die rolls for this ability au-
disabled and do not take damage for taking actions tomatically result in a 90 or more (unless you roll a 99
while disabled. or 100, in which case the process repeats again).
Rampage (Su): When you score a critical hit, gain a
bonus to attack and damage rolls on your next attack
GENJUTSU MASTER
equal to your Exemplar level. Reduces your maximum
HP by 5.
REQUIREMENTS
Storm of Blows (Su): While unarmored and making a Skills: Genjutsu 9 ranks.
full-attack action, you gain an extra attack at your Feats: Genjutsu Adept.
highest attack bonus, though all attacks made that Special: Must know at least 6 Genjutsu techniques.
round suffer a -2 attack penalty. Once per day per Ex-
emplar level, you can increase the penalty to -5 and
CLASS INFORMATION
gain two additional attacks instead. Does not stack with Hit Die: 1d6
other abilities granting extra attacks (such as the Ren- Action Points: 6 + ½ character level, rounded down.
zuki technique). Usable only once per round. Reduces CLASS SKILLS
your maximum HP by 5. The Genjutsu Master's class skills are Bluff (Cha), Chak-
Supreme Melee Mastery (Su) (Requires 2 Masteries): ra Control (Wis), Concentration (Con), Craft (calligra-
You gain the Melee Mastery feat. For you, the Melee phy, chemical) (Int), Decipher Script (Int), Genjutsu
Mastery feat affects all melee damage types. (Cha), Hide (Dex), Knowledge (behavioral science, cur-
Supreme Ranged Mastery (Su) (Requires 2 Masteries): rent events, earth and life science, history, ninja lore,
You gain the Ranged Mastery feat. For you, the Ranged physical science, popular culture) (Int), Listen (Wis),
Mastery feat affects all ranged damage types. Move Silently (Dex), Profession (Wis), Read Language
(None), Research (Int), Search (Int), Speak Language
(None), Spot (Wis) and Tumble (Dex).
Skill Points: 5 + Int modifier.
TABLE 8-7: THE GENJUTSU MASTER
Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +0 +1 +0 +2 Genjutsu Mastery +1 +1 +1 / +4
nd
2 +1 +2 +0 +3 Bonus Feat +2 +1 +3 / +8
rd
3 +2 +2 +1 +3 Genjutsu Mastery, Sneak Attack +1d6 +2 +1 +5 / +12
4 th +3 +2 +1 +4 Bonus Feat +3 +2 +7 / +16
th
5 +3 +3 +1 +4 Genjutsu Mastery +3 +2 +9 / +20
th
6 +4 +3 +2 +5 Quicken Illusion +4 +2 +11 / +24
th
7 +5 +4 +2 +5 Genjutsu Mastery, Sneak Attack +2d6 +4 +3 +13 / +28
Focused, Genin, Retrieval Expert, Greater Chakra
CLASS FEATURES Penetration, Chuunin, Jounin, Meticulous, Nin Weap-
GENJUTSU MASTERY ons Proficiency, Sturdy Illusion, Talented Shinobi or
Choose one of the following Masteries. A Mastery can- Technique Focus.
not be chosen twice unless specified:
Doujutsu Proficiency (Requires 1 Mastery): When an SNEAK ATTACK
opponent is Averting their Eyes to defend against your You gain the listed amount of sneak attack dice (see
gaze attacks, their chance to be unaffected is reduced to Sneak Attack, p14).
35%. QUICKEN ILLUSION
Eternal Genjutsu (Requires 2 other Masteries): You As a quickened action up to three times per day, you
can spend an action point to increase the duration of a can perform a Genjutsu technique with a perform time
technique by 50% (including techniques with a Con- no longer than a full-round action. You automatically
centration-based duration). meet the perform requirements of the technique, and
Genjutsu Counter (Requires 1 Mastery and the Gen- performing the technique does not provoke an attack of
jutsu Kai technique): When you become affected by a opportunity.
Genjutsu technique that you have identified, you can
spend an action point to perform the Genjutsu Kai or LIVEWIRE
Genjutsu Joukai technique as an instant action. May
provoke attacks of opportunity as normal. REQUIREMENTS
Genjutsu Flow: Improve the range of your Genjutsu Skills: Sleight of Hand 6 ranks.
techniques by 50%. Feats: Weapon Focus (Battle Wire).
Genjutsu Knowledge: Gain a +4 bonus to detect and Special: Must have achieved the third step of mastery in
identify Genjutsu. You can learn Genjutsu Training Kousen Ryu.
techniques without penalty.
Genjutsu Proficiency: Gain a +2 bonus to Genjutsu CLASS INFORMATION
checks to perform techniques, as well as a +1 enhance- Hit Die: 1d8
ment bonus to your effective skill threshold and Learn Action Points: 6 + ½ character level, rounded down.
checks for Genjutsu techniques.
Greater Mastery (Requires 2 Masteries): Increase the
CLASS SKILLS
The Livewire's class skills are Balance (Dex), Chakra
Save DC of your Genjutsu techniques by 1.
Control (Wis), Drive (Dex), Hide (Dex), Listen (Wis),
Hide in Plain Sight (Requires 2 Masteries): You can
Move Silently (Dex), Perform (sing, string instruments)
use the Hide skill while being observed, and can Hide
(Cha), Profession (Wis), Read Language (None), Sleight
as long as you are within 10 feet of some kind of shad-
of Hand (Dex), Speak Language (None), Spot (Wis),
ow (not counting your own), even if there is nothing to
Taijutsu (Str) and Tumble (Dex).
hide behind.
Skill Points: 3 + Int modifier.
Sneak Attack +1d6 (Requires 2 Masteries): Increase
your sneak attack dice by +1d6. CLASS FEATURES
Resilient Genjutsu (Requires 1 Mastery): The DC to LIVEWIRE
dispel your Genjutsu techniques is increased by 1 for You can enter the Kousen Ryu stance as a move action,
every odd-numbered Genjutsu Master level you have. and never risk taking damage when rolling a natural 1
Subdued Illusion (Requires 1 Mastery): The DC to while in the stance.
identify your Genjutsu increases by 5. WIRE TRICK
BONUS FEAT Select one of the following Tricks. A Trick cannot be
Choose one of the following feats, for which you must selected twice unless specified:
meet any prerequisites: Alertness, Attentive, Blood Battle Wire Specialization (Requires any 1 Trick):
Pact, Chakra Penetration, Educated, Extend Technique, Gain a +2 bonus to damage rolls when using battle
TABLE 8-8: THE LIVEWIRE
Level BaB Fort Ref Will Special Def Rep
st
1 +1 +0 +2 +0 Livewire, Wire Trick +1 +1
nd
2 +2 +0 +3 +0 Bonus Feat, Wire Trick +2 +1
rd
3 +3 +1 +3 +1 Wire Trick +2 +1
wire. Does not stack with other other weapon spe- CLASS INFORMATION
cialization abilities. Hit Die: 1d6
Diamond Wire: The damage you deal with a battle Action Points: 7 + ½ character level, rounded down.
wire increases to 1d6.
Efficiency: You spend 1 less Chakra to enter the Kou-
CLASS SKILLS
The Master Strategist's class skills are Chakra Control
sen Ryu stance (minimum 0). Can be chosen more than
(Wis), Concentration (Con), Craft (calligraphy, chemi-
once.
cal) (Int), Decipher Script (Int), Demolitions (Int), Di-
Great Reach: You suffer only half the penalties per
plomacy (Cha), Forgery (Int), Fuinjutsu (Int), Gather
range increment when you attack foes at range.
Information (Cha), Genjutsu (Cha), Intimidate (Cha),
Improved Critical (Requires any 2 Tricks): Increase
Investigate (Int), Knowledge (all) (Int), Listen (Wis),
the critical threat range of your battle wire by 1.
Navigate (Int), Ninjutsu (Int), Profession (Wis),
Sneak Attack +1d6 (Requires any 1 Trick): You gain
Read/Write Language (none), Research (Int), Search
the listed amount of sneak attack dice (see Sneak At-
(Int), Sense Motive (Wis), Speak Language (none), Spot
tack, p14).
(Wis) and Taijutsu (Str).
Webspinner: As an attack action, you can create a
Skill Points: 9 + Int modifier.
web of wires forming a 5ft.-radius circle, 5ft. square or
10ft. equilateral triangle, as long as there are at least 3 CLASS FEATURES
anchor points within that area. The web can hold up to
15 pounds of weight per character level before break- IMPROVED PLAN
ing, or can be broken with a Break check (DC 14, +1 When using the Plan ability, you may add your Master
per Livewire level). A web requires a battle wire or 5 Strategist level to your Smart Hero and Ninja Hunter
lengths of kousen to be formed. level when making the Intelligence check. Increase the
You must concentrate on maintaining the web and resulting bonus of the plan by 1. This direct increase
remain within 5 feet of it. When the web is broken, it does not stack with Plan X.
returns to being a battle wire or 5 lengths of kousen BONUS FEAT
(whichever you used to create the web). Choose a feat from among the following, for which you
BONUS FEAT must meet any prerequisites: Chakra Penetration,
Choose a feat from among the following, for which you Chuunin, Combat Tactics, Combat Throw, Deceptive,
must meet any prerequisites: Defensive Martial Arts, Defensive Martial Arts, Educated, Genin, Great Forti-
Dodge, Improved Initiative, Improved Two-Weapon tude, Improved Combat Expertise, Improved Avoid-
Fighting, or Two-Weapon Fighting. ance, Improved Feint, Improved Initiative, Insightful
Reflexes, Iron Will, Jounin, Technique Focus, Training,
MASTER STRATEGIST Trustworthy, Unbalance Opponent or Weapon Finesse.
STRATEGIC TIMING
REQUIREMENTS You can use your Intelligence modifier for initiative
Skills: Knowledge (Tactics) 9 ranks. rolls instead of your Dexterity modifier.
Feats: Combat Expertise SWIFT PLANNING
Special: Plan or Plan X ability. You can formulate a plan during combat. Doing so is an
attack action that provokes attacks of opportunity, and
you suffer a -4 penalty to the Intelligence check.

TABLE 8-9: THE MASTER STRATEGIST


Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +0 +1 +0 +2 Improved Plan +1 +1 +1 / +2
nd
2 +1 +2 +0 +3 Bonus Feat, Strategic Timing +2 +1 +2 / +4
rd
3 +1 +2 +1 +3 Swift Planning 1/day +2 +1 +3 / +6
4 th +2 +2 +1 +4 Bonus Feat, Declaration of War, Tactical Assessment +3 +2 +4 / +8
th
5 +2 +3 +1 +4 Swift Planning 2/day +3 +2 +5 / +10
th
6 +3 +3 +2 +5 Bonus Feat, Tactical Focus +4 +2 +6 / +12
th
7 +3 +4 +2 +5 Checkmate +4 +3 +7 / +14
DECLARATION OF WAR CLASS INFORMATION
You can study a group of foes for at least one round
Hit Die: 1d6
before combat begins. If you do, you can ready an ac-
Action Points: 6 + ½ character level, rounded down.
tion that triggers when either side (your party or the
foes) takes a hostile action. This action will be taken CLASS SKILLS
before initiative is rolled. The Medical Specialist's class skills are Balance (Dex),
Chakra Control (Wis), Concentration (Con), Craft
TACTICAL ASSESSMENT
(chemical, pharmaceutical) (Int), Fuinjutsu (Int), Gen-
By observing an individual or obstacle for one round,
jutsu (Cha), Hide (Dex), Jump (Str), Knowledge (earth
you can make an Intelligence check with a bonus equal
and life science, current events, ninja lore, popular cul-
to your Master Strategist level (DC 20) to reveal its
ture) (Int), Listen (Wis), Move Silently (Dex), Ninjutsu
strength relative to yourself or another nearby creature
(Int), Profession (Wis), Read Language (None), Speak
or obstacle: stronger (higher level or hit dice), on par
Language (None), Spot (Wis), Survival (Wis), Treat In-
(same level or hit dice) or weaker (lower level or hit
jury (Wis) and Tumble (Dex).
dice).
Skill Points: 5 + Int modifier.
TACTICAL FOCUS
Select up to 3 skills, +1 per point of Intelligence modifi- CLASS FEATURES
er you have. For each of those skills, you may take 10 CHAKRA SCALPEL
even when stressed or distracted. You can create a Chakra scalpel as a move action that
CHECKMATE does not provoke attacks of opportunity, covering your
Once per day, as a swift action that costs an action hand in a thin but sharp layer of Chakra. The scalpel
point, your Plan bonus is doubled for one round, and remains until dismissed or until your Chakra Pool is
grants 25% of the bonus as a bonus to the save DC of reduced to 0. Attacks with the scalpel are melee touch
their techniques, spells, powers and abilities (rounded attacks that deal slashing damage and count as Chakra-
down). Checkmate affects all characters that benefit enhanced for the purpose of overcoming damage reduc-
from your Plan bonus, as long as they can hear you. tions. Its damage is shown in the table. You do not add
When this ability ends, the Plan ability also immediate- your Strength modifier to the damage, and can deal
ly ends. lethal or nonlethal damage without any penalties.
You can only use this ability when your Plan bonus is MEDICAL ABILITY
at its maximum (before it decays over time). You can learn Medical Ninjutsu techniques without the
usual penalties, and gain a +1 bonus to Learn and Per-
MEDICAL SPECIALIST form checks dealing with such techniques per two
Medical Expert levels you have (minimum +1).
REQUIREMENTS When you use any of the Iryou Ninjutsu: Chiyu
Base Attack Bonus: +2 techniques, you halve their duration, but increase the
Skills: Chakra Control, Knowledge (Earth and Life Sci- rate of healing to once per 5 rounds. In addition, every
ences), Ninjutsu and Treat Injury 6 ranks. even-numbered Medical Specialist level you gain the
Feats: Harmony and Medical Expert. ability to discharge Chiyu techniques of increasing
ranks to offer burst healing, and any Chakra Overload
TABLE 8-10: THE MEDICAL SPECIALIST
Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +0 +0 +1 +2 Chakra Scalpel (1d4), Medical Ability +1 +1 +1 / +4
nd
2 +1 +0 +2 +3 Bonus Feat, Expert Healer +1 +1 +3 / +8
rd
3 +2 +1 +2 +3 Sneak Attack +1d6 +2 +1 +5 / +12
th
4 +3 +1 +2 +4 Bonus Feat +2 +2 +7 / +16
th
5 +3 +1 +3 +4 Chakra Scalpel Expertise +3 +2 +9 / +20
th
6 +4 +2 +3 +5 Bonus Feat +3 +2 +11 / +24
th
7 +5 +2 +4 +5 Medical Mastery +4 +3 +13 / +28
th
8 +6 +2 +4 +6 Sneak Attack +2d6 +4 +3 +15 / +32
th
9 +6 +3 +4 +6 Chakra Scalpel (1d6) +5 +3 +17 / +36
th
10 +7 +3 +5 +7 Empower Healing +5 +4 +19 / +40
caused by your use of a Chiyu technique has its dura- NINJA HUNTER
tion reduced by 1 per Medical Specialist level (see their
descriptions). REQUIREMENTS
BONUS FEAT Skills: Knowledge (Ninja Lore) 8 ranks, Survival 7 ranks
Choose a feat from among the following, for which you and Genjutsu, Ninjutsu and Taijutsu 5 ranks.
must meet any prerequisites: Builder, Cautious, Feats: Improved Initiative and Track.
Chuunin, Defensive Martial Arts, Dodge, Educated,
Forensics Training, Genin, Retrieval Expert, Improved CLASS INFORMATION
Initiative, Nin Weapons Proficiency, Reverse Doctor, Hit Die: 1d8
Surgery or Unbalance Opponent. Action Points: 7 + ½ character level, rounded down.
EXPERT HEALER CLASS SKILLS
Whenever you use the Treat Injury skill to restore hit The Ninja Hunter's class skills are Balance (Dex), Chak-
points or perform surgery, the target restores an extra ra Control (Wis), Climb (Str), Concentration (Con),
HP per level of Medical Specialist you have. In addi- Disable Device (Int), Drive (Dex), Escape Artist (Dex),
tion, you gain a +1 enhancement bonus to your effec- Fuinjutsu (Int), Genjutsu (Cha), Hide (Dex), Investigate
tive skill threshold for Medical Ninjutsu techniques. (Wis), Jump (Str), Knowledge (current events, ninja
SNEAK ATTACK lore, popular culture, streetwise, tactics) (Int), Listen
You gain the listed amount of sneak attack dice (see (Wis), Ninjutsu (Int), Move Silently (Dex), Read Lan-
Sneak Attack, p14). guage (None), Pilot (Dex), Sleight of Hand (Dex), Speak
Language (None), Spot (Wis), Survival (Wis), Swim
CHAKRA SCALPEL EXPERTISE
(Str), Taijutsu (Str) and Tumble (Dex).
When you deal Sneak Attack damage with your Chakra
Skill Points: 7 + Int modifier.
scalpel, you can exchange your Sneak Attack damage
dice to deal temporary Strength or Dexterity damage. CLASS FEATURES
One die becomes one temporary ability damage (maxi-
mum 6). You must choose to use this ability before you NINJA HUNTER
make the attack roll. The temporary damage lasts 1 mi- You gain the indicated bonus on Bluff, Listen, Sense
nute per Medical Specialist level you have. Motive, Spot and Survival checks made against or in-
volving shinobi (a creature with at least 4 ranks in
MEDICAL MASTERY Chakra Control, Fuinjutsu, Genjutsu, Ninjutsu or
You can take 10 with Treat Injury skill checks even
Taijutsu).
when stressed or distracted. When healing a target with
SENSE CHAKRA
an Iryou Ninjutsu: Chiyu technique, you apply the
You gain the Sense Chakra ability (p10).
healing every round instead, reducing its duration to
one-tenth (each minute becomes one round). BATTLE ANALYSIS
You and all allies within 30 feet that can see you gain
EMPOWER HEALING the indicated bonus (competence) to identify Chakra
When you perform a Medical Ninjutsu technique, you
Control, Genjutsu, Ninjutsu and Taijutsu techniques.
may spend an action point to automatically meet its
perform requirements, and perform it as though em- COMBAT SUPPORT
powered by the Empower Technique meta-Chakra feat You gain a +4 bonus to checks made to Aid Another
(see p48). and to dispel checks when using the Genjutsu Joukai
technique or a similar technique or ability.
TABLE 8-11: THE NINJA HUNTER
Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +0 +1 +1 +1 Ninja Hunter (+2), Sense Chakra +1 +1 +1 / +2
nd
2 +1 +2 +2 +2 Battle Analysis (+2), Combat Support, Plan X +1 +1 +2 / +4
rd
3 +2 +2 +2 +2 Trap Sense, Uncanny Dodge +2 +1 +3 / +6
4 th +3 +2 +2 +2 Technique Counter +2 +2 +4 / +8
th
5 +3 +3 +3 +3 Ninja Hunter (+4) +3 +2 +5 / +10
th
6 +4 +3 +3 +3 Battle Analysis (+4), Evasion X +3 +2 +6 / +12
th
7 +5 +4 +4 +4 Greater Technique Counter, Improved Uncanny Dodge +4 +3 +7 / +14
PLAN X IMPROVED UNCANNY DODGE
You gain the Plan ability (D20 Modern, p27). If you You can no longer be flanked, and opponents cannot
already have that ability, you may add your Ninja apply Sneak Attack damage to you unless they are at
Hunter level to your Smart Hero and Master Strategist least 4 levels or hit dice stronger than you.
level when making the Intelligence check. Increase the
resulting bonus of the plan by 1. NINJA POLICE
TRAP SENSE REQUIREMENTS
You gain a +2 bonus to Defense and Reflex saves against
traps and trap-based attacks. Skills: Investigate 6 ranks, Gather Information 3 ranks,
and 8 ranks distributed among Chakra Control, Genjut-
UNCANNY DODGE
su, Ninjutsu and/or Taijutsu.
You retain your Dexterity bonus to Defense when you
Feats: Attentive.
are caught flat-footed or struck by an unseen opponent.
TECHNIQUE COUNTER CLASS INFORMATION
After an opponent uses a technique or spell-like ability Hit Die: 1d6
for the first time during an encounter, you can make an Action Points: 6 + ½ character level, rounded down.
Intelligence check to identify it, gaining a bonus equal
to your Ninja Hunter level (DC 11 + technique's Rank).
CLASS SKILLS
The Ninja Police's class skills are Balance (Dex), Bluff
You may add your Ninja Hunter bonus to this check.
(Cha), Chakra Control (Wis), Concentration (Con),
On a failed check, you cannot try to identify the
Drive (Dex), Forgery (Int), Fuinjutsu (Int), Genjutsu
technique or ability again for the rest of the encounter.
(Cha), Gather Information (Cha), Hide (Dex), Intimi-
On a successful check, you gain a +1 bonus per odd-
date (Cha), Investigate (Wis), Jump (Str), Knowledge
numbered Ninja Hunter level you have to saves against
(all) (Int), Listen (Wis), Move Silently (Dex), Ninjutsu
that technique or ability for the rest of the encounter.
(Int), Pilot (Dex), Profession (Wis), Read Language
EVASION X (None), Research (Int), Ride (Dex), Search (Int), Sense
You gain Evasion (D20 Modern, p22). If you already Motive (Wis), Sleight of Hand (Dex), Speak Language
have the Evasion ability, you take only half damage (None), Spot (Wis), Survival (Wis), Taijutsu (Str) and
when you fail a Reflex save for half damage. This ability Tumble (Dex).
does not function if you are encumbered or are wearing Skill Points: 7 + Int modifier.
medium or heavy armor.
GREATER TECHNIQUE COUNTER CLASS FEATURES
When you make a save to which you gain a bonus PROFILE
granted by Technique Counter, you can spend an ac- When talking to a witness of a crime, you can make a
tion point to grant the same Technique Counter bonus Gather Information check (DC 15) to compile an accu-
to all allies within 30 feet. rate mental image of the suspect as remembered by the
witness, including a physical description. This includes
any distinguishing marks and visible mannerisms, if the
witness has seen them (GM's discretion). By making an

TABLE 8-12: THE NINJA POLICE


Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +0 +1 +1 +1 Profile, Street Savvy +1 +1 +1 / +2
nd
2 +1 +2 +2 +2 Contact (Low-level) +1 +1 +2 / +4
rd
3 +2 +2 +2 +2 Bonus Feat +2 +1 +3 / +6
th
4 +3 +2 +2 +2 Sneak Attack (+1d6) +2 +2 +4 / +8
th
5 +3 +3 +3 +3 Bonus Feat +3 +2 +5 / +10
6th +4 +3 +3 +3 Contact (Mid-level) +3 +2 +6 / +12
7th +5 +4 +4 +4 Bonus Feat +4 +3 +7 / +14
8th +6 +4 +4 +4 Sneak Attack (+2d6) +4 +3 +8 / +16
9th +6 +4 +4 +4 Contact (High-level) +5 +3 +9 / +18
10th +7 +5 +5 +5 Anticipate +5 +4 +10 / +20
Investigate check (DC 15), you combine information and contacts within the underworld or street scene will
from eyewitness accounts and forensic evidence to de- also demand money for their services (DC 10 for low-
velop an idea of the suspect's mode of operation, level, 15 for mid-level or 20 for high-level contacts).
providing a +2 circumstance bonus to all further skill Contacts who are not paid or treated well may stop
checks made to uncover additional evidence, as well as supporting a Ninja Police character.
checks made to locate and/or capture the suspect. BONUS FEAT
STREET SAVVY Choose a feat from among the following, for which you
You can make an Intelligence check with a bonus equal must meet any prerequisites: Alertness, Armor Profi-
to your Ninja Police level to uncover information re- ciency (Light, Medium), Brawl, Chuunin, Deceptive,
garding local people of interest, legends, items or plac- Defensive Martial Arts, Educated, Genin, Retrieval Ex-
es. The DC for such a check is: pert, Greater Street Savvy, Meticulous, Nin Weapons
Proficiency, Renown, Studious, Track and Trustwor-
Knowledge Type DC
thy.
Known by most people on the street 10
Known by a minority among locals, but not secret 20
SNEAK ATTACK
You gain the listed amount of sneak attack dice (see
Known by few locals (ancient legends, folk tales) 25
Sneak Attack, p14).
Extremely obscure 30
ANTICIPATE
A successful check only relays what information At the beginning of a round, you may choose an enemy
those among the local populace could know. You can- with which you are familiar or have fought for at least
not take 10 or take 20 on this check. Your GM may 3 rounds and, as a free action that does not provoke
choose to grant a +2 bonus to the check if you have 5 or attacks of opportunity, spend an action point to act on
more ranks in a relevant Knowledge skill. their initiative count for that round only. When you
CONTACT do, you gain a +4 insight bonus to attack, damage, De-
You gain an associate, contact or informant of the indi- fense and skill checks used against the chosen opponent
cated level range. The GM should develop an NPC to for the round.
represent such a contact. You can suggest what kind of
contact you'd like to gain, but the contact is always
NINJA SCOUT
ordinary (non-heroic). A contact can be called on no
more than once a week, and may require compensation
REQUIREMENTS
based on the assistance you ask for. Contacts will not Skills: Knowledge (Ninja Lore) 6 ranks, Survival 3
accompany you on missions or risk their lives for you, ranks, and 10 ranks distributed among Chakra Control,
but they can, provide information for you or perform a Genjutsu, Ninjutsu and Taijutsu.
service (make one or more skill checks for you). Feats: Nin Weapons Proficiency.
In general, a professional associate (such as a fellow
police officer) will consider you owe them a favor. Ex-
CLASS INFORMATION
perts in the use of specific skills will ask to be paid (DC Hit Die: 1d8
10 + the number of ranks they have in the skill used), Action Points: 6 + ½ character level, rounded down.

TABLE 8-13: THE NINJA SCOUT


Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +0 +0 +2 +1 Track +1 +0 +1 / +2
nd
2 +1 +0 +3 +2 Sneak Attack (+1d6) +2 +0 +2 / +4
rd
3 +2 +1 +3 +2 Bonus Feat +2 +0 +3 / +6
th
4 +3 +1 +4 +2 Increased Speed (5 ft.) +3 +0 +4 / +8
th
5 +3 +1 +4 +3 Hide in Plain Sight +4 +1 +5 / +10
th
6 +4 +2 +5 +3 Bonus Feat, Sneak Attack (+2d6) +4 +1 +6 / +12
7 th +5 +2 +5 +4 Evasion X +5 +1 +7 / +14
th
8 +6 +2 +6 +4 Increased Speed (10 ft.) +6 +1 +8 / +16
th
9 +6 +3 +6 +4 Bonus Feat +6 +2 +9 / +18
th
10 +7 +3 +7 +5 Quicken Technique, Sneak Attack (+3d6) +7 +2 +10 / +20
CLASS SKILLS of shadow (not counting your own), even if there is
The Ninja Scout's class skills are Balance (Dex), Chakra nothing to hide behind.
Control (Wis), Concentration (Con), Disable Device
(Int), Drive (Dex), Fuinjutsu (Int), Gather Information
EVASION X
You gain Evasion (D20 Modern, p22). If you already
(Cha), Genjutsu (Cha), Hide (Dex), Jump (Str),
have the Evasion ability, you take only half damage
Knowledge (current events, ninja lore, popular culture)
when you fail a Reflex save for half damage. This ability
(Int), Listen (Wis), Move Silently (Dex), Ninjutsu (Int),
does not function if you are encumbered.
Pilot (Dex), Profession (Wis), Read Language (None),
Ride (Dex), Search (Int), Sleight of Hand (Dex), Speak QUICKEN TECHNIQUE
Language (None), Spot (Wis), Survival (Wis), Taijutsu Once per day per odd-numbered Ninja Scout level, you
(Str) and Tumble (Dex). can spend an action point to perform a Chakra Control,
Skill Points: 5 + Int modifier. Genjutsu or Ninjutsu technique with a perform time no
longer than an attack action as a quickened action.
CLASS FEATURES The first use of this ability on any given day does not
TRACK cost an action point.
You gain the Track feat, and can Track at your normal
speed without taking the usual -5 penalty. PUPPETEER
SNEAK ATTACK
You gain the listed amount of sneak attack dice (see REQUIREMENTS
Sneak Attack, p14). Skills: Ninjutsu 6 ranks, Repair 6 ranks, Concentration 3
ranks.
BONUS FEAT Special: Must be able to create C-Class Chakra Threads
Choose a feat from among the following, for which you
(or better) using the Ninpou: Chakra no Ito technique.
must meet any prerequisites: Agile Riposte, Armor Pro-
ficiency, Athletic, Brawl, Chuunin, Combat Expertise, CLASS INFORMATION
Combat Martial Arts, Combat Reflexes, Defensive Mar-
Hit Die: 1d6
tial Arts, Dodge, Elusive Target, Focused, Genin, Gen-
Action Points: 6 + ½ character level, rounded down.
jutsu Adept, Retrieval Expert, Improved Chakra Pool,
Improved Disarm, Improved Feint, Improved Trip, CLASS SKILLS
Lightning Reflexes, Ninjutsu Adept, Stealthy, Street- The Puppeteer's class skills are Chakra Control (Wis),
fighting, Taijutsu Adept or Talented Shinobi. Craft (chemical, mechanical) (Int), Concentration
(Con), Disable Device (Int), Drive (Dex), Escape Artist
INCREASED SPEED (Dex), Hide (Dex), Knowledge (earth and life science,
Increase your base movement speed by the indicated
ninja lore, popular culture, streetwise, technology)
amount (total), as long as you are unencumbered.
(Int), Listen (Wis), Ninjutsu (Int), Perform (Cha), Pilot
Stacks with the Increased Speed talent (Fast Hero).
(Dex), Profession (Wis), Read Language (None), Repair
HIDE IN PLAIN SIGHT (Int), Ride (Dex), Search (Int), Speak Language (None)
You can use the Hide skill while being observed, and and Spot (Wis).
can Hide as long as you are within 10 feet of some kind Skill Points: 5 + Int modifier.

TABLE 8-14: THE PUPPETEER


Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +0 +1 +1 +1 Puppetry +1 +0 +1 / +2
nd
2 +1 +2 +2 +2 Puppeteer Skill +1 +0 +2 / +4
rd
3 +1 +2 +2 +2 Advanced Puppetry +2 +0 +3 / +6
th
4 +2 +2 +2 +2 Puppeteer Skill +2 +0 +4 / +8
th
5 +2 +3 +3 +3 Advanced Puppetry II +3 +1 +5 / +10
th
6 +3 +3 +3 +3 Puppeteer Skill +3 +1 +6 / +12
7th +3 +4 +4 +4 Advanced Puppetry III +4 +1 +7 / +14
8th +4 +4 +4 +4 Puppeteer Skill +4 +1 +8 / +16
9th +4 +4 +4 +4 Advanced Puppetry IV +5 +2 +9 / +18
10th +5 +5 +5 +5 Puppeteer Skill +5 +2 +10 / +20
CLASS FEATURES Puppet Evasion: Whenever your puppets succeed at a
PUPPETRY Reflex save for half damage, they take no damage in-
As an attack action that provokes attacks of opportuni- stead.
ty, you can use Chakra Threads (made by Chakra no Puppet Flight (Requires any 2 Skills): While you re-
Ito) to animate and control a single Small, Medium or main stationary, your puppets gain a Fly speed equal to
Large puppet within reach for 5 minutes, plus 1 minute half their normal speed, with Poor manoeuvrability.
per character level. The puppet cannot move further Puppet Mastery: You gain a +1 attack bonus when at-
than the range of your Chakra threads. tacking with puppets, and your puppets can make extra
A puppet is animated with 1 HD per Chakra spent to attacks as though they had a base attack bonus 1 point
animate it. You cannot control puppets whose total HD higher than yours. These bonuses increase to +2 at 5
outnumber yours, and no single puppet you animate or levels of Puppeteer, and to +3 at 10 levels of Puppeteer.
control can have more HD than you. As with all Chak- Puppet Specialization (Requires Puppet Mastery):
ra-created constructs, puppets have a Chakra Pool equal Your puppet attacks gain a +1 competence bonus to
to the Chakra spent to create them. damage, which increases to +2 at 5 levels of Puppeteer,
At the beginning of each of your turns, if you've tak- and to +3 at 10 levels of Puppeteer.
en damage since your last turn, make a Concentration Resilient Puppets (Requires any 1 Skill): Your puppets
check (DC 10 + damage taken) to avoid the puppet be- gain 1 additional maximum hit point per hit die when
coming disabled. See (p393) for more information on animated.
puppets and puppet combat. Skilled Puppeteer (Requires Weapon Finesse feat or
Exploit Weakness ability): Attacks you make with pup-
PUPPETEER SKILL
pets can now benefit from either Weapon Finesse or
Choose one of the following. Unless specified, a Skill
Exploit Weakness, using your own Dexterity or Intelli-
cannot be chosen more than once.
gence.
Bonus Feat: Choose a feat from among the following,
Sneak Attack (+1d6) (Requires any 2 Skills): See p14.
for which you must meet any prerequisites: Alertness,
Trap Expert (Requires any 1 Skill): The Save DC of
Armor Proficiency (Light, Medium), Brawl, Builder,
your puppet's components increases by 1. You gain a +4
Chuunin, Craft Living Puppets, Craft Poisons, Craft
bonus to Repair checks made to reload or install puppet
Puppets, Deceptive, Educated, Focused, Gearhead, Gen-
components.
in, Mastercrafter, Meticulous, Multipuppet Fighting,
Nin Weapons Proficiency, Puppeteer Insight, Puppet ADVANCED PUPPETRY
Multiattack, Stealthy, Studious or Trustworthy. Can be You can control two Small puppets simultaneously.
selected multiple times. When animating multiple puppets, you can animate
Efficient Puppetry (Requires any 4 Skills): Whenever them simultaneously by using the Puppetry ability
you animate a puppet with a number of HD equal to or once, paying the cost for each puppet. When animating
greater than your puppeteer level, you can reduce the puppets with the Puppetry ability, increase its duration
Chakra cost by half your puppeteer level. to 5 minutes, plus 2 per character level.
Energize Puppet: You can animate a puppet with up ADVANCED PUPPETRY II
to twice as much Chakra as normal: Its hit dice do not The time needed to activate the Puppetry ability is re-
change, but its Chakra Pool increases accordingly. duced to a move action. If you fail a Concentration save
Improved Speed: The base movement speed of your after having taken damage, your puppets can be reani-
puppets increases by 10 feet. mated as though your Chakra threads were severed or
Intense Concentration: You no longer need to make cancelled.
Concentration checks to maintain your Chakra threads
ADVANCED PUPPETRY III
after you've taken damage.
You can control two Medium-sized puppets, or one
Master Puppeteer (Requires any 4 Skills): You increase
Medium and one Small puppet, at the same time, and
the maximum HD worth of puppets you can control by
when animating puppets with the Puppetry ability,
5. You still cannot control any single puppet which has
increase its duration to 5 minutes, plus 5 per character
more HD than you do.
level.
Puppet Defense (Requires any 1 Skill): Puppets you
control within 30 feet gain a +2 dodge bonus to De- ADVANCED PUPPETRY IV
fense, increasing to +3 at 8 levels of Puppeteer. You can control four Small puppets, three Medium
puppets or one Large and one Medium puppet at the
TABLE 8-15: THE SACRED FIST
Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +0 +2 +2 +2 Sacred Fist Stance (1d6) +1 +0 +0 / +1
nd
2 +1 +3 +3 +3 Bonus Feat +1 +0 +1 / +2
rd
3 +2 +3 +3 +3 Enlightened Defense +2 +0 +1 / +3
th
4 +3 +4 +4 +4 Evasion +2 +0 +2 / +4
th
5 +3 +4 +4 +4 Sacred Fist Stance (1d8) +3 +1 +2 / +5
th
6 +4 +5 +5 +5 Buddhist Palm (Chakra) +3 +1 +3 / +6
th
7 +5 +5 +5 +5 Devotion +4 +1 +3 / +7
th
8 +6 +6 +6 +6 Bonus Feat +4 +1 +4 / +8
th
9 +6 +6 +6 +6 Buddhist Palm (Dark Iron), Sacred Fist Stance (1d10) +5 +2 +4 / +9
th
10 +7 +7 +7 +7 Ageless Body +5 +2 +5 / +10

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.

SHADE POISON EXPERT


When applying poison to a weapon, you do not risk
poisoning yourself.
REQUIREMENTS
Skills: Hide 9 ranks, Move Silently 9 ranks, Listen 6
SAVE AGAINST POISON
You gain the indicated number as a natural bonus to
ranks, Spot 6 ranks.
saves against poison.
Feats: Improved Initiative, and Alertness or Stealthy.
Special: Must be able to Sense Chakra or Suppress SNEAK ATTACK
Chakra. See Sneak Attack, p14.

TABLE 8-17: THE SHADE


Level BaB Fort Ref Will Special Def Rep
st
1 +0 +0 +2 +0 Death Attack, Poison Expert, Sneak Attack (+1d6) +1 +0
nd
2 +1 +0 +3 +0 Save Against Poison (+1) +1 +0
rd
3 +2 +1 +3 +1 Sneak Attack (+2d6) +2 +0
4 th +3 +1 +4 +1 Save Against Poison (+3) +2 +0
th
5 +3 +1 +4 +1 Sneak Attack (+3d6) +3 +1
th
6 +4 +2 +5 +2 Save Against Poison (+5) +3 +1
th
7 +5 +2 +5 +2 Sneak Attack (+4d6), Sure Kill +4 +1
TABLE 8-18: THE SHINOBI ADEPT
Level BaB Fort Ref Will Special Def Rep Chakra
1st +0 +1 +1 +1 Combat Tactics +1 +1 +1 / +4
2nd +1 +2 +2 +2 Bonus Feat, Technique Adept +1 +1 +3 / +8
3rd +1 +2 +2 +2 Chakra Endurance, Evasion +2 +1 +5 / +12
SURE KILL Adept, Improved Avoidance, Improved Chakra Pool,
The first time per encounter you miss with a Death Ninjutsu Adept or Technique Focus.
Attack, make a Concentration check, gaining a bonus to
TECHNIQUE ADEPT
the check equal to your Shade level (DC 20). If success-
You gain a +2 bonus to all Genjutsu and Ninjutsu
ful, the Death Attack attempt is not wasted, and can be
checks to identify, analyze or apply knowledge, as well
applied to your next Sneak Attack with a melee weapon as a +1 enhancement bonus to your effective skill
against the same target within the next 3 rounds. threshold for Genjutsu and Ninjutsu techniques. When
learning Genjutsu and Ninjutsu techniques, you gain a
SHINOBI ADEPT +1 bonus to Learn checks.

REQUIREMENTS CHAKRA ENDURANCE


Gain a +2 bonus to Chakra Control checks made to tap
Skills: Knowledge (Ninja Lore) 6 ranks, Genjutsu or your reserves.
Ninjutsu 6 ranks.
Special: Must have acquired the third step of mastery in
EVASION
As the Fast Hero ability (D20 Modern, p22).
one Genjutsu or Ninjutsu technique.

CLASS INFORMATION SHINOBI BODYGUARD


Hit Die: 1d6
Action Points: 6 + ½ character level, rounded down.
REQUIREMENTS
Base Attack Bonus: +2
CLASS SKILLS Skills: Concentration 6 ranks.
The Shinobi Adept's class skills are Chakra Control
Feats: Great Fortitude.
(Wis), Concentration (Con), Decipher Script (Int), Dis-
able Device (Int), Drive (Dex), Demolitions (Int), Fu- CLASS INFORMATION
injutsu (Int), Genjutsu (Cha), Hide (Dex), Listen (Wis),
Hit Die: 1d12
Knowledge (behavioral sciences, earth and life science,
Action Points: 6 + ½ character level, rounded down.
history, ninja lore, physical sciences, popular culture,
tactics, theology and philosophy) (Int), Move Silently CLASS SKILLS
(Dex), Ninjutsu (Int), Perform (sing, string instruments) The Shinobi Bodyguard's class skills are Climb (Str),
(Cha), Profession (Wis), Read Language (None), Search Concentration (Con), Drive (Dex), Hide (Dex), Jump
(Int), Sign Language (None), Sleight of Hand (Dex), (Str), Intimidate, Knowledge (ninja lore) (Int), Listen
Speak Language (None), Spot (Wis) and Taijutsu (Str). (Wis), Move Silently (Dex), Profession (Wis), Read
Skill Points: 7 + Int modifier. Language (None), Search (Int), Sense Motive (Wis),
Speak Language (None), Spot (Wis), Swim (Str) and
CLASS FEATURES Taijutsu (Str).
BONUS CHAKRA Skill Points: 3 + Int modifier.
You gain 1 Bonus Chakra, +2 per Shinobi Adept level
beyond the first, as well as 4 Bonus Reserve per Shinobi CLASS FEATURES
Adept level. REMAIN CONSCIOUS
While you are dying, you do not fall unconscious and
COMBAT TACTICS can take actions as though you were disabled, though
You gain the Combat Tactics feat. If you already have
you may choose to lose consciousness at any time while
the feat, gain a Bonus Feat instead (see below).
under the benefit of the ability.
BONUS FEAT HARM'S WAY
Choose a feat from among the following, for which you At any time before combat or just after rolling for initi-
must meet any prerequisites: Chuunin, Enlarge Tech- ative, choose an ally to protect. Once per round, if the
nique, Extend Technique, Focused, Genin, Genjutsu chosen ally is adjacent and is targeted by a melee or
TABLE 8-19: THE SHINOBI BODYGUARD
Level BaB Fort Ref Will Special Def Rep
st
1 +0 +2 +1 +0 Remain Conscious +1 +1
nd
2 +1 +3 +2 +0 Harm's Way +1 +1
rd
3 +2 +3 +2 +1 Bonus Feat, Damage Reduction (1/-) +2 +1
th
4 +3 +4 +2 +1 Uncanny Dodge +2 +2
th
5 +3 +4 +3 +1 Cover +3 +2
th
6 +4 +5 +3 +2 Damage Reduction (2/-) +3 +2
th
7 +5 +5 +4 +2 Mettle +4 +3
th
8 +6 +6 +4 +2 Improved Uncanny Dodge +4 +3
th
9 +6 +6 +4 +3 Bonus Feat, Damage Reduction (3/-) +5 +3
th
10 +7 +7 +5 +3 Adapt, Undying Shinobi +5 +4
ranged attack with a single target, you can intercept the UNDYING SHINOBI
attack. If the attack hits you, you take damage normal- As Remain Conscious, but you act normally while disa-
ly, but if the attack misses, it also misses the ally. You bled and no longer suffer damage for taking strenuous
must declare your use of this ability before the enemy actions while disabled. Once per day, you can spend an
rolls for its attack. action point to stabilize immediately.

BONUS FEAT SHINOBI SWORDSMAN


Choose a feat from among the following, for which you
must meet any prerequisites: Blood Pact, Chuunin, REQUIREMENTS
Cleave, Focused, Jounin, Power Attack or Toughness.
Base Attack Bonus: +3
DAMAGE REDUCTION Skills: Taijutsu 6 ranks, Hide 3 ranks, Move Silently 3
You gain the listed damage reduction. Stacks with the ranks
Tough Hero Damage Reduction talents. Feats: Stealthy
UNCANNY DODGE Special: Must be proficient in the weapon you choose
You retain your Dexterity bonus to Defense when you for Weapon Focus (see below) and know at least 3
are caught flat-footed or struck by an unseen opponent. Strike or Stance Taijutsu techniques.
COVER CLASS INFORMATION
You can now use Harm's Way to protect an adjacent
ally from area attacks, so long as such attacks have a Hit Die: 1d10
duration of Instantaneous. You roll to save as normal, Action Points: 6 + ½ character level, rounded down.
and the ally is protect from its effects regardless of the CLASS SKILLS
result, though you may suffer damage or effects. The Shinobi Swordsman's class skills are Balance (Dex),
METTLE Climb (Str), Concentration (Con), Drive (Dex), Hide
When you make a successful Fortitude or Will save (Dex), Jump (Str), Knowledge (ninja lore, streetwise,
against a spell, power, technique or ability that allows tactics) (Int), Listen (Wis), Move Silently (Dex), Profes-
such a save for a reduced effect (such as Fortitude sion (Wis), Read Language (None), Ride (Dex), Sleight
halves or Will partial), you suffer no damage or other of Hands (Dex), Speak Language (None), Spot (Wis),
effects instead. Cannot be used if you are unconscious. Survival (Wis), Swim (Str), Taijutsu (Str) and Tumble
(Dex).
IMPROVED UNCANNY DODGE Skill Points: 3 + Int modifier.
You can no longer be flanked, and opponents cannot
apply Sneak Attack damage to you unless they are at CLASS FEATURES
least 4 levels or hit dice stronger than you. WEAPON FOCUS
ADAPT Choose a weapon to which you will apply all Shinobi
As a free action on your turn, you may change the ally Swordsman class abilities. You receive the Weapon
chosen for Harm's Way. Focus feat for that weapon. If you already have that
feat, you may select a Bonus Feat instead (see below).
TABLE 8-20: THE SHINOBI SWORDSMAN
Level BaB Fort Ref Will Special Def Rep
st
1 +1 +2 +0 +0 Weapon Focus +1 +0
nd
2 +2 +3 +0 +0 Quick Draw +1 +0
rd
3 +3 +3 +1 +1 Bonus Feat, Invisible Strike +2 +0
th
4 +4 +4 +1 +1 Sneak Attack (+1d6) +2 +0
th
5 +5 +4 +1 +1 Weapon Specialization +3 +1
th
6 +6 +5 +2 +2 Bonus Feat, Greater Weapon Focus +3 +1
th
7 +7 +5 +2 +2 Power of the Elite +4 +1
th
8 +8 +6 +2 +2 Sneak Attack (+2d6) +4 +1
th
9 +9 +6 +3 +3 Bonus Feat, Improved Critical +5 +2
th
10 +10 +7 +3 +3 Greater Weapon Specialization +5 +2
QUICK DRAW IMPROVED CRITICAL
You receive the Quick Draw feat. Increase the critical threat range of your chosen weap-
on by one.
BONUS FEAT
Choose a feat from among the following, for which you GREATER WEAPON SPECIALIZATION
must meet any prerequisites: Advanced Two-Weapon The bonus granted by any Weapon Specialization abil-
Defense, Advanced Two-Weapon Fighting, Athletic, ity for your chosen weapon increases to +4.
Blind Fight, Blood Pact, Chakra Presence, Chuunin,
Cleave, Combat Expertise, Combat Reflexes, Dodge,
SHURIKEN EXPERT
Exotic Melee Weapon Proficiency, Flawless Form,
Genin, Improved Two-Weapon Defense, Improved REQUIREMENTS
Two-Weapon Fighting, Monkey Grip, Nin Weapons Base Attack Bonus: +2
Proficiency, Power Attack, Power Critical, Specialist's Skills: Sleight of Hand 6 ranks, Tumble 6 ranks.
Gaze Counter, Taijutsu Adept, Training, Two-Weapon Feats: Archaic Weapons Proficiency or Nin Weapons
Defense, Two-Weapon Fighting. Proficiency, Point Blank Shot.
INVISIBLE STRIKE CLASS INFORMATION
You gain a +1 bonus to attack and damage rolls against
opponents unaware of you. Hit Die: 1d6
Action Points: 6 + ½ character level, rounded down.
SNEAK ATTACK
See Sneak Attack, p14. CLASS SKILLS
The Shuriken Expert's class skills are Balance (Dex),
WEAPON SPECIALIZATION Climb (Str), Disable Device (Int), Drive (Dex), Escape
Gain a +2 bonus to damage rolls with your chosen
Artist (Dex), Hide (Dex), Jump (Str), Knowledge (be-
weapon. If you already have a Weapon Specialization
havioral science, civics, ninja lore, popular culture,
ability for this weapon, you may choose to apply it to
streetwise) (Int), Listen (Wis), Move Silently (Dex),
another weapon, or gain a Bonus Feat instead (see
Pilot (Dex), Profession (Wis), Read Language (None),
above).
Ride (Dex), Search (Int), Sleight of Hand (Dex), Speak
GREATER WEAPON FOCUS Language (None), Spot (Wis), Taijutsu (Str) and Tumble
The bonus you are granted by the Weapon Focus feat (Dex).
for your chosen weapon increases to +2. Skill Points: 5 + Int modifier.

POWER OF THE ELITE CLASS FEATURES


You may spend an action point to increase your damage THROWN WEAPON FOCUS
with your chosen weapon by half of your Strength You gain the benefit of the Weapon Focus feat for all
modifier and increase the save DC for your Strike thrown weapons.
Taijutsu by 2 for one round. This ability can be used
once per day per two Shinobi Swordsman levels. The
RAPID SHOT
You receive the Rapid Shot feat. If you have the feat
first use per day does not cost an action point.
already, gain a Bonus Feat instead (see below).
TABLE 8-21: THE SHURIKEN EXPERT
Level BaB Fort Ref Will Special Def Rep
st
1 +0 +0 +2 +0 Thrown Weapon Focus +1 +0
nd
2 +1 +0 +3 +0 Rapid Shot +2 +0
rd
3 +2 +1 +3 +1 Bonus Feat, Sneak Attack (+1d6) +2 +0
th
4 +3 +1 +4 +1 Quick Draw +3 +0
th
5 +3 +1 +4 +1 Precision (+1d4) +4 +1
th
6 +4 +2 +5 +2 Bonus Feat, Greater Thrown Weapon Focus +4 +1
th
7 +5 +2 +5 +2 Thrown Weapon Specialization +5 +1
th
8 +6 +2 +6 +2 Sneak Attack (+2d6) +6 +1
th
9 +6 +3 +6 +3 Bonus Feat, Precise Throw +6 +2
th
10 +7 +3 +7 +3 Bullseye, Precision (+2d4) +7 +2
BONUS FEAT  A +5 insight bonus to damage rolls with ranged at-
Choose a feat from among the following, for which you tacks
must meet any prerequisites: Alertness, Armor Profi-  Ignore all cover and concealment other than total
concealment/cover with ranged attacks
ciency (light), Athletic, Chuunin, Combat Expertise,
Dead Aim, Dodge, Elusive Target, Far Shot, Genin, These benefits apply only when attacking with
Mobility, Nimble, Precise Shot, Shot on the Run or thrown weapons.
Stealthy.
SNEAK ATTACK SOUL EDGE
See Sneak Attack, p14.
REQUIREMENTS
QUICK DRAW
You receive the Quick Draw feat. If you have the feat Base Attack Bonus: +2
already, gain a Bonus Feat instead (see above). Skills: Chakra Control 6 ranks.
Feats: Archaic Weapons Proficiency.
PRECISION Special: Must have the third step of mastery in the
Your thrown weapons deal bonus damage as indicated
Seireiha technique.
in the table against targets within 30 feet. This bonus
damage is not multiplied on a critical hit. Creatures CLASS INFORMATION
without discernible anatomy or those immune to criti-
Hit Die: 1d10
cal hits are not affected by this damage.
Action Points: 6 + ½ character level, rounded down.
GREATER THROWN WEAPON FOCUS CLASS SKILLS
The bonus you gain from the Weapon Focus feat for all
The Soul Edge's class skills are Balance (Dex), Chakra
throwing weapons increases to +2.
Control (Wis), Concentration (Con), Craft (calligraphy)
THROWN WEAPON SPECIALIZATION (Int), Jump (Str), Listen (Wis), Move Silently (Dex),
You gain a +2 bonus to damage rolls with thrown Profession (Wis), Read Language (None), Ride (Dex),
weapons. Speak Language (None), Spot (Int) and Tumble (Dex).
PRECISE THROW Skill Points: 3 + Int modifier.
When attacking an enemy behind any cover (except
full cover), you ignore 4 points of the cover bonus to
CLASS FEATURES
Defense the enemy receives. You may also reroll any
BONUS CHAKRA
You gain Bonus Chakra equal to half your Soul Edge
miss chance with your thrown weapons against any-
level (rounded down), and 1 Bonus Reserve per soul
thing other than total cover or total concealment.
Edge level.
When you attack a grappling opponent, you automati-
cally strike the right target. SOUL EDGE
This ability functions as the Seireiha technique, but:
BULLSEYE
Once per encounter, you gain one of the following  It can be used as a move action that does not pro-
benefits for 1 round: voke attacks of opportunity.
 It does not have any perform requirements and
 A +10 insight bonus to ranged attack rolls does not cost any Chakra.
TABLE 8-22: THE SOUL EDGE
Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +1 +0 +1 +2 Soul Edge, Weapon Focus (Soul Edge) +1 +0 +0 / +1
nd
2 +2 +0 +2 +3 Empower Soul Edge (Minor) +1 +0 +1 / +2
rd
3 +3 +1 +2 +3 Bonus Feat +2 +0 +1 / +3
th
4 +4 +1 +2 +4 Increased Speed (5 ft.) +2 +0 +2 / +4
th
5 +5 +1 +3 +4 Shape Soul Edge (Longsword), Swift Blade +3 +1 +2 / +5
th
6 +6 +2 +3 +5 Bonus Feat, Empower Soul Edge (Superior) +3 +1 +3 / +6
th
7 +7 +2 +4 +5 Shape Soul Edge (Bastard Sword) +4 +1 +3 / +7
th
8 +8 +2 +4 +6 Increased Speed (10 ft.) +4 +1 +4 / +8
th
9 +9 +3 +4 +6 Bonus Feat, Empower Soul Edge (Greater) +5 +2 +4 / +9
th
10 +10 +3 +5 +7 Ghost Edge +5 +2 +5 / +10
 Does not require Concentration and can be dis- SWIFT BLADE
missed as a free action. Once per round, you can create a Soul Edge as a swift
 The blade's hardness increases to 10, and it's hit action.
points increase to 5, plus 1 per Soul Edge level.
GHOST EDGE
WEAPON FOCUS (SOUL EDGE) If your Chakra Pool is at least 50% full, your Soul Edge
You gain the Weapon Focus feat for the Soul Edge. If can hit incorporeal enemies without the usual miss
you already have the feat, choose a Bonus Feat instead chance. If your Chakra Pool is lower than 50%, you can
(see below) still do so at the cost of 2 Chakra. This bonus lasts until
EMPOWER SOUL EDGE the end of the encounter or until your soul edge is de-
You can transfer the benefits of weapon seals inscribed stroyed or dismissed.
on a pair of Chakra gauntlets you wear to your active
Soul Edge, up to the indicated seal rank. In addition, if SQUAD CAPTAIN
you wear Chakra gauntlets of a special material, your
Soul Edge ignores damage reduction as though it were REQUIREMENTS
made of the same material. Base Attack Bonus: +2
BONUS FEAT Skills: Knowledge (tactics) 6 ranks, Diplomacy or Pro-
Choose a feat from among the following, for which you fession 6 ranks.
must meet any prerequisites: Advanced Two-Weapon Feats: Genin, Nin Weapons Proficiency.
Fighting, Alertness, Armor Proficiency (light),
Chuunin, Dodge, Efficient Technique, Empowered Re-
CLASS INFORMATION
silience, Exotic Melee Weapon Proficiency, Genin, Hit Die: 1d8
Harmony, Improved Two-Weapon Fighting, Innate Action Points: 6 + ½ character level, rounded down.
Control, Jounin, Keen Senses, Mobility, Soul Edge Spe- CLASS SKILLS
cialization, Twin Soul Style or Two-Weapon Fighting. The Squad Captain's class skills are Chakra Control
INCREASED SPEED (Wis), Craft (calligraphy, chemical, pharmaceutical)
Increase your base movement speed by the indicated (Int), Diplomacy (Cha), Disguise (Cha), Gather Infor-
amount (total), as long as you are unencumbered and mation (Cha), Genjutsu (Cha), Hide (Dex), Intimidate
are wearing light armor or no armor. Stacks with the (Cha), Jump (Str), Knowledge (all skills taken individu-
Increased Speed talent (Fast Hero). ally) (Int), Move Silently (Dex), Listen (Wis), Ninjutsu
(Int), Profession (Wis), Read Language (None), Sense
SHAPE SOUL EDGE
Motive (Wis), Sign Language (None), Speak Language
You can concentrate for a full-round action to change
(None), Spot (Wis) and Taijutsu (Str).
the shape and size of your Soul Edge, turning it into the
Skill Points: 5 + Int modifier.
equivalent of one of the indicated weapons as made for
your size, though it still benefits from your normal Soul CLASS FEATURES
Edge effects. COMMAND
You can make a Diplomacy check (DC 10) to grant an
ally who can hear and see you a competence bonus to a
TABLE 8-23: THE SQUAD CAPTAIN
Level BaB Fort Ref Will Special Def Rep
1st +0 +1 +0 +1 Command +1 +1
2nd +1 +2 +0 +2 Forced March, Sneak Attack (+1d6) +1 +1
3rd +2 +2 +1 +2 Bonus Feat +2 +1
4th +3 +2 +1 +2 Tactical Expertise +2 +2
5th +3 +3 +1 +3 Sneak Attack (+2d6) +3 +2
6th +4 +3 +2 +3 Bonus Feat +3 +2
7th +5 +4 +2 +4 Mettle, Improved Command +4 +3
8th +6 +4 +2 +4 Sneak Attack (+3d6), Tactical Mastery +4 +3
9th +6 +4 +3 +4 Bonus Feat +5 +3
10th +7 +5 +3 +5 Lead By Example +5 +4

skill check equal to your Charisma or Reputation bo- IMPROVED COMMAND


nus, whichever is greater, but the bonus can be no The bonus granted by your Command ability is in-
more than 3 plus half your Squad Captain level. creased to your Charisma modifier plus your Reputa-
tion bonus, up to 5 plus half your Squad Captain level.
FORCED MARCH In addition, up to once per day per two Squad Captain
You gain a bonus equal to half your Squad Captain level
levels, you can use an attack action to allow an ally to
to make a Constitution check to continue running or
negate one of the following conditions: cowering,
enduring a Forced March, as well as to Jump checks to
dazed, fatigued, nauseated, panicked, shaken or
halve or ignore terrain penalties while Land Hopping.
stunned. The ally must be within line of sight, but can-
You also grant this bonus to a number of allies within
not be used on yourself.
30 feet, equal to half your Squad Captain level plus your
Reputation bonus. TACTICAL MASTERY
You can use Tactical Expertise as an attack action in-
SNEAK ATTACK stead of as a full-round action.
See Sneak Attack, p14.
LEAD BY EXAMPLE
BONUS FEAT You can spend an action point to ignore the effects of
Choose a feat from among the following, for which you
cowering, dazed, exhaustion, fatigue, nausea, panicked
must meet any prerequisites: Alertness, Armor Profi-
and shaken, as well as delay the secondary effects of
ciency (light, medium), Combat Expertise, Chuunin,
poisons until this effect ends. The ability lasts until the
Dodge, Educated, Endurance, Force of Personality, He-
end of the current encounter, until you fall uncon-
roic Surge, Jounin, Improved Disarm, Improved Feint,
scious or for 5 minutes (whichever comes first), and can
Improved Initiative, Iron Will, Light Sleeper or Re-
be used up to three times per day. The first use per day
nown.
does not cost an action point.
TACTICAL EXPERTISE
As a full-round action, you can grant a bonus equal to SUMMONER
half your Squad Captain level plus your Reputation
bonus to attack rolls and Defense for 1 round. This bo- REQUIREMENTS
nus is granted to a number of allies equal to half your Base Will Save: +4
Squad Captain level. Only affects allies within 50 feet Skills: Ninjutsu 9 ranks.
that can see, hear and understand you are affected by Feats: Blood Pact, Retrieval Expert.
this ability, but does not affect yourself. Special: Must know the Kuchiyose no Jutsu technique.
METTLE
When you make a successful Fortitude or Will save to CLASS INFORMATION
avoid part of an effect (such as a partial save or a save Hit Die: 1d6
for half damage), you instead completely negate all of Action Points: 7 + ½ character level, rounded down.
its effects. Only applies while conscious. CLASS SKILLS
The Summoner's class skills are Chakra Control (Wis),
Concentration (Con), Craft (calligraphy) (Int),
TABLE 8-24: THE SUMMONER
Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +0 +1 +1 +2 Empower Summoning +1 +1 +1 / +4
nd
2 +1 +2 +2 +3 Might of the Summoner (+1) +1 +1 +3 / +8
rd
3 +1 +2 +2 +3 Bonus Feat +2 +1 +5 / +12
th
4 +2 +2 +2 +4 Extend Summoning +2 +2 +7 / +16
th
5 +2 +3 +3 +4 Bonus Feat +3 +2 +9 / +20
th
6 +3 +3 +3 +5 Might of the Summoner (+2), Will of the Summoner +3 +2 +11 / +24
th
7 +3 +4 +4 +5 Bonus Feat, Pride of the Summoner +4 +3 +13 / +28
summon (rounded down). This ability cannot reduce
Diplomacy (Cha), Drive (Dex), Ninjutsu (Int), Know-
the cost of a summon to less than half of its normal
ledge (behavioral science, current events, ninja lore,
cost.
theology and philosophy) (Int), Profession (Wis), Read
Language (None), Ride (Dex), Speak Language (None), PRIDE OF THE SUMMONER
Search (Int) and Spot (Int). Once per round, you can reduce the perform time of a
Skill Points: 3 + Int modifier. Summoning Ninjutsu technique from a full-attack or
full-round action to an attack action, or from an attack
CLASS FEATURES or move action to a quickened action. You automatical-
EMPOWER SUMMONING ly meet the perform requirements for a technique per-
You gain the Empower Summoning meta-Chakra feat.
formed this way, and a technique performed this way
MIGHT OF THE SUMMONER does not provoke attacks of opportunity. Can be used
When you fight on the same battlefield as one of your up to three times per day.
summoned creatures, both you and any creatures
you've summoned gain a morale bonus to attack rolls, SWORD SAVANT
weapon damage rolls and skill checks as indicated in
the table. REQUIREMENTS
BONUS FEAT Base Attack Bonus: +6
Choose a feat from among the following, for which you Skills: Genjutsu or Ninjutsu 12 ranks, Taijutsu 12 ranks.
must meet any prerequisites: Chuunin, Craft Sealed Feats: Taijutsu Adept, as well as Genjutsu Adept or
Item, Empower Summoning, Genin, Harmony, Im- Ninjutsu Adept.
proved Chakra Pool, Insightful Reflexes, Jounin, Nin Special: Must be proficient with at least one archaic,
Weapons Proficiency, Ninjutsu Adept or Talented exotic or ninja weapon.
Shinobi.
CLASS INFORMATION
EXTEND SUMMONING
The duration of your summoning techniques increases Hit Die: 1d8
by 50%. Action Points: 7 + ½ your level, rounded down.
CLASS SKILLS
WILL OF THE SUMMONER The Sword Savant's class skills are Balance (Dex), Chak-
You reduce the cost of any soldier, protector or guardi-
ra Control (Wis), Climb (Str), Concentration (Con),
an summoned creature by 1 per level of the summon. A
Genjutsu (Cha), Jump (Str), Knowledge (ninja lore, tac-
noble or champion costs 1.5 Chakra less per level of the
tics) (Int), Listen (Wis), Move Silently (Dex),
TABLE 8-25: THE SWORD SAVANT
Level BaB Fort Ref Will Special Def Rep Chakra
1st +0 +0 +1 +1 Chakra State, Weapon Focus +1 +0 +1 / +2
2nd +1 +0 +2 +2 Bonus Feat +1 +0 +2 / +4
3rd +2 +1 +2 +2 Sword Weaving +2 +0 +3 / +6
4th +3 +1 +2 +2 Sealing Sword (Minor) +2 +0 +4 / +8
5th +3 +1 +3 +3 Weapon Specialization +3 +1 +5 / +10
6th +4 +2 +3 +3 Bonus Feat, Heightened Chakra State +3 +1 +6 / +12
7th +5 +2 +4 +4 Sealing Sword (Superior) +4 +1 +7 / +14
Ninjutsu (Int), Profession (Wis), Read Language (None), or held by you. This effect can be recharged once per
Speak Language (None), Taijutsu (Str) and Tumble day.
(Dex). WEAPON SPECIALIZATION
Skill Points: 3 + Int modifier. You gain a +2 weapon bonus with the weapon you
chose for Weapon Focus. Does not stack with other
CLASS FEATURES Weapon Specialization effects. If you already have a
CHAKRA STATE
Weapon Specialization ability for this weapon, gain a
You can focus for 1 hour and spend 1 point of Chakra
bonus feat instead.
per Sword Savant level to imbue a single weapon with
the Chakra State. The Chakra State lasts until it is ap- HEIGHTENED CHAKRA STATE
plied to another weapon or the imbued weapon is more When this ability is obtained before you are 21st level
than 5 feet away from you for longer than 24 hours. If or higher, you gain a +2 bonus to attack rolls with your
you have the Two-Weapon Fighting feat, you can im- Chakra State weapons, and your base attack bonus
bue two weapons with the Chakra State at once. A counts as though it were 2 points higher to determine
Chakra State weapon counts as a Chakra weapon to how many extra attacks you get during a full-attack
overcome damage reduction. using only your Chakra State weapon(s).

WEAPON FOCUS TAIJUTSU MASTER


Choose a weapon. You gain the Weapon Focus feat for
this weapon. If you already have the feat, you gain a
bonus feat instead.
REQUIREMENTS
Base Attack Bonus: +3
BONUS FEAT Skills: Taijutsu 6 ranks.
Choose a feat from among the following, for which you
Feats: Combat Martial Arts.
must meet any prerequisites: Chakra Penetration,
Special: Must know at least 4 Taijutsu techniques.
Chakra Restoration, Combat Reflexes, Dodge, Ele-
mental Specialization, Enlarge Technique, Extend CLASS INFORMATION
Technique, Flawless Form, Greater Chakra Penetration,
Hit Die: 1d10
Monkey Grip, Technique Focus or Training.
Action Points: 6 + ½ half your level, rounded down.
SWORD WEAVING CLASS SKILLS
Choose Genjutsu or Ninjutsu. While holding a Chakra
The Taijutsu Master's class skills are Balance (Dex),
State weapon, you can substitute half seals or hand seals
Climb (Str), Drive (Dex), Jump (Str), Knowledge (ninja
components of techniques of the chosen kind with a
lore) (Int), Profession (Wis), Read Language (None),
simple wave your your Chakra State weapon(s), but
Speak Language (None), Taijutsu (Str) and Tumble
doing so still provokes attacks of opportunity unless the
(Dex).
technique was performed defensively.
Skill Points: 3 + Int modifier.
SEALING SWORD
Your Chakra State weapon(s) acts as a containment seal
(see p406) of the indicated rank (see table) while worn

TABLE 8-26: THE TAIJUTSU MASTER


Level BaB Fort Ref Will Special Def Rep
st
1 +1 +2 +1 +0 Unarmed Attack (1d6) +1 +0
nd
2 +2 +3 +2 +0 Taijutsu Mastery +2 +0
rd
3 +3 +3 +2 +1 Bonus Feat +2 +0
th
4 +4 +4 +2 +1 Taijutsu Mastery, Unarmed Attack (1d8) +3 +0
th
5 +5 +4 +3 +1 Sneak Attack (+1d6) +4 +1
th
6 +6 +5 +3 +2 Taijutsu Mastery +4 +1
th
7 +7 +5 +4 +2 Unarmed Attack (1d10) +5 +1
th
8 +8 +6 +4 +2 Taijutsu Mastery +6 +1
th
9 +9 +6 +4 +3 Bonus Feat +6 +2
th
10 +10 +7 +5 +3 Taijutsu Mastery, Unarmed Attack (2d6) +7 +2
CLASS FEATURES age, rather than your normal damage, though these
UNARMED ATTACK weapons do not otherwise count as unarmed attacks.
You can make unarmed attacks even when your hands Weapon Specialization (Requires Weapon Focus [Un-
are full, and an unarmed strike is never considered an armed]): You gain a +2 damage bonus to attacks and
off-hand weapon. Your unarmed damage increases as damage done by Strike techniques, which does not
indicated. A Small character's damage die will be one stack with other abilities of the same kind.
step smaller (starting at 1d4), while a Large character's BONUS FEAT
damage die will be one step larger, though it ends at Choose a feat from among the following, for which you
2d8 at level 10, rather than at 3d6. must meet any prerequisites: Advanced Combat Martial
TAIJUTSU MASTERY Arts, Athletic, Chuunin, Cleave, Combat Expertise,
Choose one of the following. Unless specified, a Mas- Combat Reflexes, Defensive Martial Arts, Flawless
tery cannot be chosen more than once. All Masteries Form, Genin, Gouken, Improved Combat Martial Arts,
listed below apply only to unarmed attacks. Power Attack or Taijutsu Adept.

Critical Strike (Requires any 2 Masteries): Whenever


SNEAK ATTACK
See Sneak Attack, p14.
you threaten a critical hit, you can spend an action
point to automatically confirm it as a critical hit. TECHNIQUE ANALYST
Flying Kick: Add your Taijutsu Master level as bonus
damage to charge attacks.
Martial Arts Master: You gain a +2 bonus to all Taijut-
REQUIREMENTS
su checks to perform Taijutsu techniques, as well as a Skills: Chakra Control 9 ranks, 6 ranks in any 2 among
+1 enhancement bonus to your effective skill threshold the following: Concentration, Genjutsu, Knowledge
and Learn checks regarding such techniques. In addi- (Ninja Lore), Ninjutsu or Taijutsu.
tion, you can learn Taijutsu Training techniques with- Feats: Any 2 meta-Chakra feats.
out the usual penalty.
Uncanny Critical (Requires any 4 Masteries, Weapon
CLASS INFORMATION
Focus [Unarmed]): Your attacks can deal critical damage Hit Die: 1d6
as normal against creatures normally immune to critical Action Points: 7 + ½ character level, rounded down.
hits. CLASS SKILLS
Stance Mastery (Requires any 2 Masteries): You can The Technique Analyst's class skills are Balance (Dex),
enter any Stance at half the normal Chakra cost Chakra Control (Wis), Concentration (Con), Fuinjutsu
(rounded down). (Int), Genjutsu (Cha), Knowledge (earth and life sci-
Sneak Attack (Requires Sneak Attack (+1d6)): Increase ence, history, ninja lore, physical science) (Int), Listen
your sneak attack damage by +1d6. This also affects (Wis), Ninjutsu (Int), Profession (Wis), Read Language
your attacks that aren't unarmed. (None), Research (Int), Search (Int), Speak Language
Way of Preservation (Requires any 2 Masteries): (None), Spot (Wis) and Taijutsu (Str).
When you perform a Strike Taijutsu technique, you can Skill Points: 5 + Int modifier.
spend an action point to reduce its cost by half your
Taijutsu Master level (cannot reduce to less than 1). CLASS FEATURES
Weapon Focus: You gain the Weapon Focus (Un- CHAKRA THEORY
armed) feat. You gain a +1 enhancement bonus to your skill thresh-
Weapon Mastery (Requires any 2 Masteries): When old to perform Genjutsu and Ninjutsu techniques.
using tonfa or nunchaku, you deal your Unarmed Dam-

TABLE 8-27: THE TECHNIQUE ANALYST


Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +0 +0 +0 +2 Chakra Theory, Meta-Chakra Specialization +1 +1 +1 / +4
2 nd +1 +0 +0 +3 Bonus Feat +2 +1 +3 / +8
rd
3 +1 +1 +1 +3 Meta-Chakra Specialization +2 +1 +5 / +12
th
4 +2 +1 +1 +4 Bonus Feat +3 +2 +7 / +16
th
5 +2 +1 +1 +4 Meta-Chakra Specialization, Meta-Chakra Application +3 +2 +9 / +20
META-CHAKRA SPECIALIZATION Supercharged Technique (Requires any 1 Specializa-
Choose one of the following. Unless specified, a Spe- tion): The Chakra cost increases only by 1 every 2 ranks
cialization cannot be chosen more than once. Each Spe- (rounded up).
cialization requires the meta-Chakra feat with the same Underhanded Technique (Requires any 2 Specializa-
name, and its effects apply only to uses of that feat: tions): The Chakra cost increases only by 1 every 2
Adept Puppeteer: When reanimating a puppet this ranks (rounded up).
way, ignore any penalties the puppet receives for previ- Vile Technique (Requires any 1 Specialization): The
ous defeats for a single round. backlash is reduced to 1 damage per rank.
Blood Mage: You increase the maximum amount of Widen Technique (Requires any 1 Specialization): The
health converted to 8. technique's perform requirements do not increase.
Blurstrike: You can now use this feat 5 times per en-
counter.
BONUS FEAT
Choose a feat from among the following, for which you
Concealed Technique (Requires any 1 Specialization):
must meet any prerequisites: Alertness, Chakra Weav-
The perform requirements now only increase by 3.
ing, Chuunin, Critical Stare, Efficient Technique, Ele-
Critical Stare: You can See Through Chakra instead.
mental Shaping, Empower Technique, Enlarge Tech-
Efficient Technique: The Perform Requirements in-
nique, Extend Technique, Flawless Form, Heighten
crease by only 2.
Technique, Jounin, Maximize Technique, Sturdy Illu-
Elemental Shaping (Requires any 1 Specialization):
sion, Technical Knowledge or Widen Technique.
When shaping a technique, you can shape to avoid spe-
cific creatures, rather than entire squares. META-CHAKRA APPLICATION
Empower Summoning: The summoned creature gains Once per encounter when you apply a meta-Chakra
an extra 1d8 hit points. feat to a technique, you may either spend no meta-
Empower Technique (Requires any 1 Specialization): Chakra charges, or spend double the amount of meta-
The Chakra cost increase changes to 3, plus 1 per 2 Chakra charges to reduce the technique’s total cost (af-
ranks (rounded up, no higher than the technique's ter modifying it with the feat) by half.
rank)
Enlarge Technique: The technique's perform re-
WEAPONMASTER
quirements do not increase.
Extend Technique: The technique's perform require- REQUIREMENTS
ments do not increase. Base Attack Bonus: +6
Flawless Form: The Chakra cost increase changes to 1 Skills: Knowledge (tactics) 9 ranks, Jump or Tumble 9
every 3 ranks (rounded up). ranks.
Heighten Technique (Requires any 1 specialization): Feats: One of the following: Archaic Weapons Profi-
The technique can be heightened by up to 7 ranks (in- ciency, Combat Martial Arts, Exotic Melee Weapons
stead of 5). Proficiency or Nin Weapons Proficiency.
Hidden Gaze: You can still deliver gaze attacks when
blind, though blind creatures are still unaffected. CLASS INFORMATION
Improved Avoidance: You gain a +4 bonus to checks Hit Die: 1d10
made with avoidance and defensive maneuvers when Action Points: 7 + ½ your level, rounded down.
using this feat. CLASS SKILLS
Maximize Technique (Any 2 Specializations): The cost The Weaponmaster’s class skills are Climb (Str), Drive
increases by only 1 per rank. (Dex), Jump (Str), Listen (Wis), Knowledge (tactics)
One-Man Army: You can spend an additional meta- (Int), Read Language (None), Perform (Martial Arts)
Chakra charge to reduce the damage taken when creat- (Cha), Profession (Wis), Ride (Dex), Sleight of Hand
ing a clone by 1 (minimum 1). (Dex), Speak Language (None), Spot (Wis), Swim (Str)
Path of the Fiendfire: The fire resistance gained be- and Tumble (Dex).
comes 8 instead of 5. Skill Points: 3 + Int modifier.
Protective Technique: The duration of the protection
increases to 2 rounds. CLASS FEATURES
Sturdy Illusion: The chance to resist being disrupted WEAPON FOCUS
increases to 30%. Choose a melee weapon that you’re proficient with,
which becomes your “chosen weapon”. You gain the
TABLE 8-28: THE WEAPONMASTER
Level BaB Fort Ref Will Special Def Rep
st
1 +1 +2 +0 +0 Weapon Focus +1 +1
nd
2 +2 +3 +0 +0 Bonus Feat +1 +1
rd
3 +3 +3 +1 +1 Weapon Specialization +2 +1
th
4 +4 +4 +1 +1 Greater Weapon Focus +2 +2
th
5 +5 +4 +1 +1 Bonus Feat +3 +2
th
6 +6 +5 +2 +2 Improved Critical +3 +2
th
7 +7 +5 +2 +2 Greater Weapon Specialization +4 +3
Weapon Focus feat for this weapon. If you already have
the feat for this weapon, you may select a bonus feat
from the Weaponmaster’s bonus feat list instead.
BONUS FEAT
Choose a feat from among the following, for which you
must meet any prerequisites: Advanced Two-Weapon
Defense, Advanced Two-Weapon Fighting, Blind-
Fight, Cleave, Combat Expertise, Combat Reflexes,
Dodge, Improved Two-Weapon Defense, Improved
Two-Weapon Fighting, Monkey Grip, Power Attack,
Two-Weapon Defense, Two-Weapon Fighting, Weap-
on Adaptation Training.

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.

PROVIDE COMPONENTS RESOLVING A TECHNIQUE


Each technique requires at least one component, which Once you have successfully performed the technique, it
must be provided at the time you perform it. is time to handle its effects.
(C) Concentration: A shaken character has a 20%
chance to fail a technique requiring Concentration. RANGE
(E) Empower: This is not a component as such, but Personal: Unless otherwise noted, the technique has
indicates the technique can be made more powerful by Target: You, Save: None and CR: No.
investing more Chakra into it as part of performing it. Close: The range is 10 feet, plus 5 feet per 2 character
See the technique's text description. levels you have.
(F) Material Focus: For reference, a cubic foot of Medium: The range is 20 feet, plus 10 feet per 2 char-
snow, ice or water weighs 60 pounds and is about 8 acter levels you have.
gallons. Long: The range is 30 feet, plus 15 feet per 2 character
(H) Hand Seals: The technique requires you to form a levels you have.
series of hand seals. Blind characters have a 20% chance
to fail a technique requiring Hand Seals. Requires two AREA
free hands, and cannot be used while grappled or Line: A straight line with a certain given width that
pinned. extends out from the user, up to the technique's range.
A solid barrier in a Line’s path will limit its length.
DURATION descriptor, this includes your unarmed and/or natural
A duration indicates what amount of time a technique attacks.
will remain in effect. Most durations will use short- Mastery: Lists any additional effects you are granted if
hand: r indicates rounds, h indicates hours, d indicates you have certain steps of Mastery in the technique.
days, w indicates weeks. Scribe: This entry is specific to Fuinjutsu, and will be
Stance: A Stance technique lasts until broken by a explained further in its section (p113).
technique, the user enters a different Stance or the user Weapon Damage: A technique that deals weapon
decides to end it. Extended periods of non-combat also damage will deal damage as though you hit with a regu-
end a Stance's duration. lar attack, including all bonuses and penalties you
would normally receive.
SAVE
If the entry is empty or not listed, no saving throw can
DERIVED AND SIMILAR TECHNIQUES
be made. Occasionally, a technique's descriptive text will say it
Saving Throw DC: The DC of a saving throw is 10 + functions 'as' or 'like' another technique. In such cases,
the technique's Rank + the user's relevant ability score. any entries omitted from the technique's statistics
Optional: Change the DC to 10 + ½ the technique's (Rank, Perform Time, etc.) are the same as the tech-
Rank (rounded up) + the user's relevant ability score. nique named. The technique's effects (including mas-
teries, empowering, material focus, etc.), except for any
CR differences listed in the descriptive text, are the same as
The entry in the technique's description lets you know the technique named. A technique's type, subtype, re-
whether Chakra Resistance can be used to resist the quirements and descriptors (if any) are always listed.
technique. If the entry is missing, Chakra Resistance Note: Though techniques may function similar, ef-
does not apply. Chakra Resistance functions like Spell fects that apply to one technique but are not in its de-
Resistance (D20 Modern, p228), except it only protects scription (for example, a feat, class ability or item) do
against Chakra-based abilities. not apply to techniques that function like it, unless that
technique happens to meet all criteria of the feat, abil-
DESCRIPTIVE TEXT ity or item in question. Mastery in a technique only
Below the Technique's various components is its de- ever applies to the technique itself, unless it specifically
scriptive text, explaining how the technique works and mentions that it may affect another technique.
what it does. If one of the technique description's en- To illustrate, we will examine the Iryou Ninjutsu:
tries specifies 'see text' or an asterix (*), it will be pre- Chiyu – Yondan Jutsu technique (p161), which men-
sented here. tions it functions As Iryou Ninjutsu: Chiyu – Shodan
Avoiding an Attack: The technique can be used to Jutsu' (p160). Since Yondan Jutsu lists Rank, Learn DC,
avoid the effects of incoming attacks. See Avoidance, Perform Requirements and Cost, those values are as
below. listed. Any remaining statistics (Perform Time, Compo-
Bonus Damage: Sometimes, techniques will add bonus nents, Range, Target, Duration, Saves and CR) are iden-
damage or additional damage to an unarmed or weapon tical to those of Shodan Jutsu.
attack. Unless specifically mentioned, such damage is Now we examine descriptive text: Yondan Jutsu says
not multiplied when you score a critical hit. 'The healing is increased to 1d10+4 HP per minute.
Defensive Maneuver: The technique can be used to Discharging the technique can be done only by a char-
help yourself and/or an ally avoid or mitigate the effects acter with Medical Specialist level 8 or higher, and
of an attack. See Avoidance, below. heals 5d10 HP, +1 per level (maximum +20).' This
Empower: When you perform the technique, you can means the technique functions as Shodan Jutsu in most
spend additional Chakra to empower its effects. If such ways: you must concentrate while healing, you cannot
an entry includes two comparative values (for example, move if you concentrate on someone that isn't you, the
it says 'up to 1d6 per level or 10d6 total'), the lower of target is healed every minute, and if a target is healed
the two is used to determine the maximum possible more than three times per use of the technique, it suf-
effect. (At level 7, this would be 7d6. At level 15, it fers from Chakra Overload for 20 minutes. Since Yon-
would be 10d6) dan Jutsu says the healing is increased, the healing it
Held Weapon: Refers to the weapon you hold in your specifies will be applied each minute when it is per-
(main) hand. If the technique has the Punch or Kick formed.
Shodan Jutsu further explains a Medical Specialist of Some techniques will allow you to defend against
level 2 or higher can discharge it for 2d4 healing (+1 techniques or effects that allow for a save (usually a
per level, up to +5, and that discharging three times per Reflex save) to avoid some of its effects. Any technique
encounter on a target also leads to Chakra Overload. whose avoidance can do so will specifically say so. The
Yondan Jutsu mentions that 'Discharging the technique Perform DC is opposed by the effect's Save DC (plus 5 if
can be done only by a character with Medical Specialist it is a technique, as above).
level 8 or higher, and heals 5d10 HP, +1 per level (max- SUCCESS
imum +20)'. This means discharging it follows the rules If you succeed, the attack is either negated (Avoiding
of Shodan Jutsu (can be done as a free action, ends the an Attack, usually by moving away before the attack
technique, immediately heals, causes Chakra Overload can connect) or partially mitigated (Defensive Maneu-
if used too often), but doing so heals more, and requires ver, usually by raising obstacles or barriers to absorb
you to have more levels in Medical Specialist. some or all of the attack). Each technique will specify
Last, we can see a Mastery effect for Shodan Jutsu. the exact effect.
Since Yondan Jutsu shares the same Components
(which includes Mastery), and it does not provide its
FAILURE
If you fail, the technique is not performed and you are
own Mastery description, it is identical to that of Sho-
affected by the attack as normal (it still needs to hit
dan Jutsu, meaning that if you achieve the fifth step of
you). Any Chakra spent is wasted.
mastery in Yondan Jutsu, it can be used at 5 ft. range,
but doing so increases the Perform Requirements by 10. LIMITATIONS
While useful, these abilities are not all-powerful. Tech-
AVOIDANCE niques can only help you defend against sources up to a
Techniques that can Avoid an Attack or which can be certain CR (listed in the technique's description), and
used as a Defensive Maneuver are few and far between, offer Mastery effects to increase the CR against which
but they are a useful staple in many a shinobi's arsenal they can defend. Techniques can never defend against
of techniques. These techniques work on the same basic attacks from sources with a CR higher than your level
principle, as described below. or HD, unless they specifically say they can. Creatures
can willingly lower their own CR to allow lower-level
PERFORMING
creatures to avoid their attacks (useful when teaching a
When a technique's descriptive text contains an
student, for example), but must do so explicitly for each
'Avoiding an Attack' or 'Defensive Maneuver' entry, it
attack that could be avoided.
can be performed as an instant action when you are
Furthermore, you are limited to five attempts per day
targeted by an attack or effect requiring an attack roll
to Avoid an Attack and another five attempts per day to
of any kind. The use of a technique in this way must be
use a Defensive Maneuver. These uses per day are a
declared before the result is known (though under-
total, not per technique (for example, if you use Ka-
standably many GM's may not wish to slow down play
warimi no Jutsu to Avoid an Attack five times in a giv-
by declaring attacks, in which case they may allow you
en day, you can't use Shundou to Avoid an Attack for
to do it after the hit is confirmed, but before damage is
the rest of the day).
known). If you are caught flat-footed or denied your
Dexterity bonus to Defense against the attack, you can- TECHNIQUES
not use a technique in this manner.
To successfully perform the technique this way, you The techniques in this chapter are divided by their type
must roll a Perform check for the technique, opposed (Chakra Control, Fuinjutsu, Genjutsu, Ninjutsu, Taijut-
by the result of the attack roll made against you. If the su) to make finding them easier. The techniques within
attack was a Chakra Control, Genjutsu or Ninjutsu ef- the sections will be given in alphabetical order, preced-
fect, the required result increases by 5. If the attack roll ed by an index table listing all available techniques con-
was a natural 20 or a confirmed critical hit, the re- tained within the section, usually sorted by Rank. This
quired result increases by 5 (stacks with the other in- index table will also show you where to find the tech-
crease). A technique will list a minimum required re- nique (on which page it is).
sult, if there is one. Not meeting this minimum result Not all techniques are contained within these initial
will mean the attempt fails, even if you scored higher categories:
than the attack roll. The techniques themselves will
 Special Styles or Schools requiring specific feats,
explain what will happen if you succeed.
and some styles derived from non-Naruto sources
(such as the Muryou Saikyo Ryu from Rurouni The sections below will start listing the techniques,
Kenshin) will be listed separately. See p231 organised by their type. Each section is headed by a
 Modern Day techniques are also separated, as
table, organising techniques by Rank and subtype
they only apply in certain campaign settings. See
p244 (techniques before the first subtype do not have a sub-
 Hijutsu and Kinjutsu have their own section: type).
These are secret and forbidden techniques, which A small example is shown below. On the left, we can
have some additional rules of their own (ex- see the Rank of the techniques (everything before
plained in their section). See p245 ‘Gamiyari’ is a Rank 1 technique), as well as the sub-
Some techniques will be listed in different chapters: types (Chouyaku no Jutsu, Inuhana no Jutsu and Ki-
nobori are ‘Body’ techniques, but Doku Hakken no Jut-
 Chapter 10 includes techniques that require a su is a ‘Spirit’ technique). Each Rank ‘resets’ the sub-
specific bloodline, template, subtype or related
types, so any technique that’s listed before any subtypes
ability. The techniques are listed with the
bloodline, template or subtype they require. within its Rank does not have a subtype (such as Saihou
 Chapter 13 includes a few techniques that re- no Jutsu in the example below).
quire specific Relic items to work, and are Lastly, the numbers on the right show what page the
listed with them. technique can be found on. If you are reading this file
 Chapter 14 contains all Epic techniques, which digitally (on a computer or tablet, for example), click-
have some additional rules and are not accessi-
ing or tapping on a technique name or page number
ble to characters below level 20.
will jump to the technique in question.

TABLE 9-1: TECHNIQUE LIST EXAMPLE


RANK 1 Saihou no Jutsu (Sewing Technique) 110
Body Chouyaku no Jutsu (Jump Technique) 107
Inuhana no Jutsu (Dog's Nose Technique) 109
Kinobori (Tree Climbing Technique) 109
Spirit Doku Hakken no Jutsu (Poison Detection Technique) 107
RANK 2 Gamiyari (Paper Lance) 107
CHAKRA CONTROL
RANK 1 Saihou no Jutsu (Sewing Technique) 110
Body Chouyaku no Jutsu (Jump Technique) 107
Inuhana no Jutsu (Dog's Nose Technique) 109
Kinobori (Tree Climbing Technique) 109
Spirit Doku Hakken no Jutsu (Poison Detection Technique) 107

RANK 2 Gamiyari (Paper Lance) 107


Unki Tate no Jutsu (Warmth Shield Technique) 111
Body Chakra no Kogasu (Chakra Burn) 106
Hakken no Jutsu (Detection Technique) 108
Kawa no Yoroi (Skin Armor) 109
Seishou Bakuha (Energy Explosion) 111
Tadayou (Water Strider) 111
Spirit Chakra no Hikari (Chakra Light) 106
Genjutsu Kai (Illusion Dispel) 108

RANK 3 Chakra Utsushi no Jutsu (Chakra Revealing Technique) 106


Body Daichouyaku no Jutsu (Greater Leap Technique) 107
Gishi no Jutsu (Feign Death) 108
Yukigutsu (Snow Walking) 111
Spirit Seireiha (Soul Edge) 110

RANK 4 Dai Gamiyari (Great Paper Lance) 107


Body Kakusu Nioi (Conceal Odor) 109
Shinobi Hiken: Chakra Toushi (Shinobi Secret: Chakra Sight) 111
Spirit Bouenkyou Shikaku no Jutsu (Telescopic Vision Technique) 106
Densetsu no Reiki (Aura of Legend) 107
Sumi Namaru no Jutsu (Ink Concealment Technique) 111

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.

ZENSHIN FUZUI NO JUTSU (COMPLETE PARALYSIS TECHNIQUE)


Chakra Control (Spirit;
Requires Chakra Control 12 ranks)
Rank: 8 (S); Learn DC: 24, 5 successes; Perform: 12
(DC 28); Time: Attack action; Components: C; Range:
Melee touch; Target: One creature; Duration: 1r/level
(D); Save: Fortitude negates; CR: Yes; Cost: 6
The target is completely paralyzed. This technique im-
mediately ends once the target has taken 1 damage per
level or more.
FUINJUTSU
Some Fuinjutsu techniques mention seal slots. A crea- If special materials are required, they will be listed.
ture's body has 6 seal slots. Once a slot is occupied by a The person who scribes the seal need not be the same
seal, it will not be available for use by other techniques. person who will perform the Fuinjutsu technique.
If a seal is dismissed, removed, or if its duration expires, The scribing process must be completed without in-
any seal slots it occupied will be freed. A technique terruption, but once the seal is scribed, you can return
always occupies seal slots on the target’s body, unless to it at any time to perform the technique it belongs to
otherwise specified. (assuming it was not disturbed by other creatures, the
Scribe: Many Fuinjutsu include this entry in their de- weather, or other circumstances).
scriptive text. A typical entry looks like this (partial You do not automatically know whether an attempt
descriptive text, taken from Jou no In, p117): to scribe such a seal was successful: Characters can
make a Fuinjutsu check with the same DC once the
A seal holds the closable object shut (such as a book, a scribing attempt is complete to verify whether it was
pouch, a door, etc.), preventing it from being opened successful. If you succeed at this check, you know
by anyone. whether it was done correctly or not. If this check fails,
Scribe – Fuinjutsu DC 16, 1 Round. you cannot accurately determine whether the attempt
was successful or not. (A GM may have you misinter-
Before you can perform a technique that has the pret the result if your 'double check' was a particularly
Scribe entry, a seal must be scribed on the intended terrible roll)
target or location. To do so, a Fuinjutsu check must be If the seal was incorrectly scribed, then the Fuinjutsu
made with a DC as indicated, taking a certain amount technique automatically fails, though you will not no-
of time (also indicated). tice until you finish performing it. Any Chakra spent
Though most Fuinjutsu will not list a Material Com- will be wasted. Some Fuinjutsu may have additional
ponent, you must have the appropriate materials to effects on failure.
scribe a seal (a calligraphy kit and ink).

RANK 1 Jou no In Kai (Locking Seal Release) 117


Youso Fuuin no Jutsu (Elemental Seal Technique) 120

RANK 2 Teiryoku no In (Energy Anchor Seal) 119

RANK 3 Jou no In (Locking Seal) 117


Adv Seal Advanced Seal: Bakudan (Advanced Seal: Bomb) 114

RANK 4 Kaikken no In (Cancellation Seal) 117


Suihado (Way of Flowing Water) 119
Adv Seal Advanced Seal: Hyouhou (Advanced Seal: Ice Daggers) 114
Misshi (Message Carrier) 118

RANK 5 Gesouin (Minor Storage Seal) 116


Seihouken Fuuin (Life Preservation Seal) 118
Adv Seal Tsuyome no In (Strengthening Seal) 120

RANK 6 Genkai Fuuin (Limiter Seal) 116


Gouriki Genkai (Power Limiter) 117
Kairai Engeki: Kengakuryokou (Puppet Theater: Field Trip) 117
Ketsukai Houjin (Joint Seal Square Bind) 118
Adv Seal Genzou no In (Illusion Seal) 116

RANK 7 Chakragakure no Waza (Chakra Concealing method) 115


Fuuja Houin (Evil Suppressor) 115
Fuujiru no Koe (Sealing the Voice) 115
RANK 7 Fuuka Houin (Fire Suppressor) 116
Usagido (Way of the Rabbit) 120
Adv Seal Kekkai no In (Barrier Seal) 118
Seiha Fuuin (Soul Domination Seal) 118
Shiketsu no In (Medical Stabilization Seal) 119
Soukubaku Fuuin (Imprisonment Seal) 119

RANK 8 Fuki no In (Movement Seal) 115


Keiyaku Houjin (Ally Contract) 117
Adv Seal Advanced Seal: Ryokuin (Advanced Seal: Energy Seal) 114
Shinsei Kekkai (Life Barrier) 119

RANK 9 Chuuzouin (Storage Seal) 115

RANK 10 Chacha no In (Disruption Seal) 114


Chakra no Souin (Chakra Containment Seal) 115
Shuntori Fuin (Instant Retrieval Seal) 119

RANK 11 Gogyou Fuuin (Five Element Seal) 117

RANK 14 Tobikiri Saisei no Jutsu (Greater Rebirth Technique) 120

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.

USAGIDO (WAY OF THE RABBIT)


Fuinjutsu
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10
(DC 24); Time: 30 Minutes; Components: C, H; Range:
Melee touch; Target: One willing creature; Duration:
1d/level; CR: Yes; Cost: 16
This seal is designed to conceal and contain a portion of
a creature's strength. The target takes a -2 penalty to
Strength and Speed Ranks, Fortitude and Reflex saves,
Defense and attack and weapon damage rolls. Its maxi-
mum Chakra Pool is reduced by 10. The can be dis-
pelled by its bearer by concentrating for a move action.
Seal Slots: 1.
Scribe – Fuinjutsu DC 22, 1 minute.
GENJUTSU
RANK 1 Shitsukentou no Jutsu (Disorientation Technique) 133
Comp Ikaku no Jutsu (Intimidation Technique) 124
Shitsunen no Jutsu (Mind Lapse Technique) 133
Douj Kyougaku no Jutsu (Fright Technique) 126

RANK 2 Juuki no Jutsu (Animal Mind Technique) 125


Magen: Jigoku Tenshi no Jutsu (Demonic Mirage: Hell's Element Technique) 128
Comp Onwaku no Jutsu (Aural Delusion Technique) 131
Douj Kuchijouzu no Jutsu (Diplomacy Technique) 126
Shinheki no Jutsu (Mind Rend Technique) 133
Phant Douta no Jutsu (Hand Motion Confusion Technique) 123
Esagashi no Jutsu (Hidden Verse Technique) 123
Magen: Shitsuenjou no Jutsu (Demonic Mirage: Reality Revision Technique) 130
Shougenzou no Jutsu (Minor Illusion Technique) 134

RANK 3 Jukusui no Jutsu (Sleep Technique) 125


Comp Magen: Narakumi no Jutsu (Demonic Mirage: Living Hell Technique) 129
Shikisosou no Jutsu (Demotivation Technique) 132
Douj Shinkujuu no Jutsu (Mental Affliction Technique) 133
Taibakudou no Jutsu (Body Binding Stare Technique) 134

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 5 Magen: Shinkei Nigai (Demonic Mirage: Nervous Convulsions) 129


Ninsei (Semblance of Personality) 131
Tsutakazura Genzou no Jutsu (Illusory Vines Technique) 134
Comp Ishikika Kasseika no Jutsu (Subconscious Trigger Technique) 125
Juusuji (Animal Fury) 125
Kankiwamaru no Jutsu (Overwhelming Emotions Technique) 126
Kensei no Jutsu (Diversion Technique) 126
Mikkai no Jutsu (Privacy Field Technique) 130
Shinodoku (Poison of the Mind) 133
Douj Memai no Jutsu (Vertigo Technique) 130
Phant Jisoku no Jutsu (Pretense of Speed Technique) 125
Jougenzou no Jutsu (Advanced Illusion Technique) 125
Magen: Mugen Doutei (Demonic Mirage: Endless Journey) 129
Onpa Bunshin no Jutsu (Sound Wave Clone Technique) 131
Saimin Jutsu: Musou no Jutsu (Hypnotism Technique: Mind Blank Technique) 132

RANK 6 Funran no Jutsu (Confusion Technique) 124


Magen: Gousenjin (Demonic Mirage: Torture of a Thousand Swords) 127
Nehan Shouja no Jutsu (Temple of Nirvana Technique) 130
Shinshin Funkyuu no Jutsu (Mind and Body Disorder Technique) 133
Comp Byouretsu no Jutsu (Violent Sickness Technique) 123
Douj Nouya Shouretsu no Jutsu (Mind Disruption Technique) 131
Saimin no Jutsu (Hypnotism Technique) 132
Sakuragenzou no Jutsu (Mirage of Cherry Blossoms Technique) 132
Phant Hasamiuchi (Flanking Strike) 124
Kagekomu no Jutsu (Shadowmeld Technique) 126
RANK 6
Phant Magen: Jigoku Kouka no Jutsu (Demonic Mirage: Hell's Descent Technique) 128
Magen: Shiromane no Jutsu (Demonic Mirage: Castle Imitation Technique) 129

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 8 Choufunran no Jutsu (Great Confusion Technique) 123


Hichishi Kyoubu no Jutsu (Nonlethal Brutality Technique) 124
Kouri Saimin no Jutsu (Autohypnosis Technique) 126
Magen: Kuchiraku no Jutsu (Demonic Mirage: Mouth of Hell Technique) 128
Comp Chiyokubou no Jutsu (Bloodlust Technique) 123
Esefukashi no Waza (Method of False Invisibility) 124
Kaigo no Jutsu (Remorse Technique) 126
Muon Junan no Jutsu (Soundless Agony Technique) 130
Phant Ninpou: Kagemuku Genjutsu no Waza (Ninja Art: Double-Layered Method of Genjutsu) 131

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.

The subject tries its best to follow this behavior, but


SHITSUNEN NO JUTSU (MIND LAPSE TECHNIQUE)
Genjutsu (Compulsion; Requires Genjutsu 6 ranks)
will not put itself in danger to do so. If forced to take an
Rank: 1 (C); Learn DC: 14, 2 successes; Perform: 2
action involving the thing it is averse to, it takes a -2
(DC 14); Time: Attack action; Components: C, H;
penalty to attack rolls, ability checks and skill checks
Range: Medium; Target: One creature; Duration: 1
for that action. The aversion counts as a weak source of
Round; Save: Will negates; CR: Yes; Cost: 3
fear for the purpose of the Magen: Narakumi no Jutsu
The subject's thoughts loop around, forcing it to repeat
technique (p129). This technique can be dispelled.
the actions it took on its previous turn during its next
turn. If the situation no longer allows the subject to do
so (no room, its previous target is dead or gone, etc.), it
will simply take no action instead. The subject can still
defend itself normally.
SHOUGENZOU NO JUTSU (MINOR ILLUSION TECHNIQUE) If the confused creature is prompted to attack a crea-
Genjutsu (Phantasm) [Mind-Affecting] ture, it will do so unarmed or with any held or carried
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 weapon, ranged or melee. It will only use attacks with
(DC 13); Time: Full-round action; Components: H; which it is proficient and skilled, unless such attacks or
Range: Close; Area: 50 ft. Emanation (S); Duration: weapons are unavailable. A confused character can still
1m/level (D); Save: Will disbelieves; Cost: 3 defend itself normally. If attacked, it will automatically
You can make minor, illusory modifications within the attack its most recent attacker on its next turn (provid-
area to trick or deceive others. You may make up to one ed it is still affected by this technique at that time).
minor change per level. The technique can only affect- The subject will make attacks of opportunity as nor-
ed unattended objects or create the illusion of such ob- mal against any creature it has attacked in its previous
jects. A minor change is a small detail, such as the in- turn or any creature it will attack next (due to the sub-
scription on a door or plaque, making a Small sized ob- ject having been attacked by that creature), but will not
ject appear or disappear, etc. Such a change cannot di- make attacks of opportunity against any other creature.
rectly cause harm. This technique can be dispelled.
A creature interacting with an object created by the
technique will immediately notice that something is
TSUTAKAZURA GENZOU NO JUTSU (ILLUSORY VINES TECH-
NIQUE)
not quite right, and can only make a save to disbelief
Genjutsu
after it has identified or studied the illusion.
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
This technique can be dispelled, which renders the
(DC 18); Time: Full-round action; Components: H;
affected creature immune to that instance of the tech-
Range: Close; Area: 20ft Emanation (D); Duration:
nique.
1r/level (D); Save: Will disbelieves *; CR: Yes; Cost: 3
TAIBAKUDOU NO JUTSU (BODY BINDING STARE TECHNIQUE) Up to one creature per level inside the area will see
Genjutsu (Doujutsu) [Fear, Mind-Affecting] vines bursting forth from all around, causing them to
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 act as though entangled. This effect lasts for as long as
(DC 16); Time: Attack action; Components: C, H; those creatures remain within the area. This technique
Range: 20 ft.; Effect: Gaze attack; Duration: 1 Round; can be dispelled.
Save: Will negates; CR: Yes; Cost: 3
Any creature that is caught in your frightful gaze will
ZOKUYUUIN NO JUTSU (CROWD ENTICEMENT TECHNIQUE)
Genjutsu (Compulsion; Requires Bluff 9 ranks or
cower for 1 round. You cannot use this technique if you
Diplomacy 9 ranks)
are blinded.
[Language-Dependent, Mind-Affecting]
TENKYOU NO JUTSU (INSANITY TECHNIQUE) Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10
Genjutsu (Compulsion) [Mind-Affecting] (DC 24); Time: Attack action; Components: C, E, S;
Rank: 11 (S); Learn DC: 27, 5 successes; Perform: 15 (DC Range: Close; Target: One creature *; Duration:
31); Time: Attack action; Components: C, H; Range: 30m/level (D); Save: Will negates; CR: Yes; Cost: 4
Close; Target: One creature; Duration: 1r/level (D); You create a sound-based illusion that allows you to
Save: Will negates; CR: Yes; Cost: 10 charm a creature that can hear and understand you
The subject's mental state becomes highly unstable, clearly, and whose HD does not exceed yours. If a tar-
causing it to act unpredictably. Each round, roll a d20 get is being attacked by you or your allies, it receives a
and consult the table below to determine its behavior +5 bonus to its save. Charmed creatures perceive your
that round. If the subject cannot perform the indicated words very favorably, and you can make an opposed
action(s), it will stand still and babble incoherently. Charisma check against them to attempt to give them
orders, which they will follow unless they are suicidal
D20 Behavior
or obviously harmful to the creature. If you fail an op-
1-2 Attacks you *, or moves closer if out of range posed check, you cannot retry it.
3-4 Acts normally If you or your allies threatens or harms a charmed
5-10 Stands still and babbles incoherently creature, the effect on them is immediately ended.
11-15 Flees from you at its highest speed Empower – Spend 2 Chakra to charm an additional
16-20 Attacks the nearest creature * creature within range (up to 1 target per 2 levels total).
NINJUTSU
Note: There are several techniques marked 'Elemental', These techniques each have six elemental techniques
despite this subtype not existing, and this 'subtype' has linked to them, with special mechanics allowing you to
been inserted out of alphabetical order. learn one of these varieties at a time. See the technique
descriptions for more information.

RANK 1 Bunshin no Jutsu (Duplication Technique) 143


Fukurougan (Owl's Eyes) 150
Gyoukou (Good Fortune) 155
Henge no Jutsu (Transformation Technique) 155
Kakureimino no Jutsu (Mythical Invisibility Cloaking Technique) 170
Kawarimi no Jutsu (Body Substitution Technique) 171
Nawanuke no Jutsu (Escaping Technique) 178
Ninpou: Kunai Shouwana (Ninja Art: Minor Kunai Trap) 180
Shou Rakumugai no Jutsu (Minor Harmless Fall Technique) 188
Doton Chihou no Jutsu (Earth Compass Technique) 144
Genwakudoro no Jutsu (Blinding Mud Technique) 151
Toujun no Jutsu (Earth Shield Technique) 196
Fuuton Kazegama no Jutsu (Wind Scythe Technique) 172
Kuuryuuken no Jutsu (Air Current Detection Technique) 175
Sarutobi no Jutsu (Flying Monkey Technique) 186
Hyouton Nagarei no Jutsu (Cold Spell Technique) 178
Katon Kaen Shuriken (Blazing Shuriken) 168
Takitsuke (Fire Igniter) 194
Tsuufuuka no Jutsu (Gout of Fire Technique) 198
Medical Iryou Ninjutsu: Ryoji – Kekki (Medical Ninjutsu: Treatment – Vigor) 163
Raiton Hekiden no Jutsu (Electrical Split Technique) 155
Raishuriken no Jutsu (Lightning Shuriken Technique) 183
Suiton Katsutai no Jutsu (Slippery Body Technique) 171
Mizudama no Jutsu (Water Sphere Technique) 177

RANK 2 Fukumihari (Hidden Needles) 150


Hikiro Renken (Flying Demon Strike) 156
Jisatsu no Jutsu (Suicide Technique) 167
Kaisoku no Jutsu (Nimble-footed Technique) 170
Mutsutenshi no Shuriken (Elemental Prism) 178
Ninpou: Chakra no Ito (Ninja Art: Chakra Threads) 179
Shinobi no Jutsu (Infiltration Technique) 188
Tsuku no Jutsu (Vomit Technique) 198
Doton Douheki no Jutsu (Earth Split Technique) 149
Ishi Shuriken no Jutsu (Stone Shuriken Technique) 164
Shindo no Jutsu (Quaking Earth Technique) 187
Shinjuu Zanshu no Jutsu (Inner Decapitation Technique) 187
Tsuchi no Jutsu (Earth Mallet Technique) 197
Fuuton Reppushou (Gale Crusher) 184
Tobi Kunai (Flying Kunai) 195
Torihane no Jutsu (Bird's Wings Technique) 196
Hyouton Hyousou no Jutsu (Ice Claws Technique) 159
Hyoutan no Jutsu (Ice Point Technique) 159
Toudo no Jutsu (Frozen Ground Technique) 196
Katon Enkounebai no Jutsu (Sticky Fire Technique) 149
Hisen no Jutsu (Ray of Fire Technique) 157
Shoukakyuu no Jutsu (Minor Fireball Technique) 188
RANK 2
Medical Iryou Ninjutsu: Iji – Mashujutsu (Medical Ninjutsu: Practice – Mystical Surgery) 162
Iryou Ninjutsu: Iji – Shinryou Jutsu (Medical Ninjutsu: Practice – Diagnosis Technique) 162
Iryou Ninjutsu: Iji – Shousen Jutsu (Medical Ninjutsu: Practice – Mystical Palm Technique) 163
Raiton Dengan no Jutsu (Stungun Technique) 146
Jakuden (Minor Electric Current) 165
Raikousen no Jutsu (Ray of Lightning Technique) 182
Raite no Jutsu (Hands of Thunder Technique) 183
Spacetime Shunkoku Meihoujin: Bushi (Momentaneous Ally Formation: Soldier) 189
Suiton Suisendan no Jutsu (Drilling Water Bullet Technique) 193

RANK 3 Chakra Shori no Waza (Method of Chakra Reading) 143


Jou Rakumugai no Jutsu (Greater Harmless Fall Technique) 167
Kairai Engeki: Shichihenge (Puppet Theater: Costume Change) 169
Mikan Seiha no Jutsu (Lesser Domination Technique) 176
Neko no Me (Cat's Eyes) 178
Ninpou: Chakra Nagashi (Ninja Art: Chakra Flow) 178
Ninpou: Kunai Wana (Ninja Art: Kunai Trap) 181
Shunshin no Jutsu (Body Flicker Technique) 190
Tokage no Kawa (Lizard's Skin) 196
Tsuushin no Jutsu (Information Relay Technique) 199
Utsusemi no Jutsu (Projection Technique) 199
Elemental Godai Taigeki: Shodan Jutsu (Elemental Beatdown: Rank One Technique) 153
Doton Dochuu Engyou no Jutsu (Underground Displacement Technique) 147
Doronami no Jutsu (Mud Wave Technique) 147
Ninpou: Makibishi no Jutsu (Ninja Art: Earth Caltrops Technique) 181
Shusen: Chibounushi (Defensive Technique: Rising Mud Guardian) 191
Fuuton Bifuu no Jutsu (Zephyr Technique) 143
Gufuuran no Jutsu (Tornado Slicer Technique) 154
Tengukaze (Sudden Gust of Wind) 194
Tobigetsu (Flying Moon) 195
Hyouton Hyoukaimen no Jutsu (Ice Crusher Technique) 158
Katon Goukakyuu no Jutsu (Grand Fireball Technique) 154
Medical Iryou Ninjutsu: Chiyu – Shodan Jutsu (Medical Ninjutsu: Healing – First Rank) 160
Iryou Ninjutsu: Ryoji – Juuki (Medical Ninjutsu: Treatment – Paralysis) 163
Iryou Ninjutsu: Ryoji – Kentai (Medical Ninjutsu: Treatment – Fatigue) 163
Raiton Denha no Jutsu (Static Burst Technique) 146
Keiren no Jutsu (Cramp Technique) 172
Seidenki Reiki no Jutsu (Static Electricity Aura Technique) 186
Spacetime Yaibaki no Kuchiyose (Blade Spirit Summoning) 199
Suiton Issui Suberi no Jutsu (Currents Sliding Technique) 164
Kaihoudan (Pressure Cannon) 169
Mizu no Muchi (Water Whip) 176
Mizuame Nabara (Syrup Capture Field) 177
Mizurappa (Crushing Water Wave) 177
Suizou no Jutsu (Water Forming Technique) 193
Tobikomi no Jutsu (Diving Technique) 196
Yutsuba no Jutsu (Oily Spit Technique) 200

RANK 4 Bakuretsu Kawarimi no Jutsu (Exploding Body Substitution Technique) 142


Chakra Jirai no Jutsu (Chakra Landmine Technique) 143
Damashiuchi no Jutsu (Sneak Attack Technique) 146
Houseki Bakudan (Gem Bomb) 157
Ikketsu no Jutsu (Hemorrhage Technique) 160
RANK 4 Kairai Engeki: Kamideteru (Puppet Theater: Exit Stage Left) 169
Kairai Engeki: Senken no Mai (Puppet Theater: Dance of a Thousand Blades) 169
Mukidou Sanpo no Jutsu (Trackless Step Technique) 177
Rousuro Onpa no Jutsu (Deafening Sound Wave Technique) 185
Suitai no Jutsu (Weakening Technique) 193
Teichou no Jutsu (Slowing Technique) 194
Elemental Godai Taigeki: Nidan Jutsu (Elemental Beatdown: Rank Two Technique) 153
Doton Doroga no Jutsu (Mud Fang Technique) 147
Iwa ni Fubatsu (Steady as a Rock) 165
Fuuton Enma Ibuki no Jutsu (Hades' Breath Technique) 149
Fuukakoi no Jutsu (Wind Enclosure Technique) 151
Gufuuken no Jutsu (Tornado Slash Technique) 154
Ichijin no Jutsu (Gust of Wind Technique) 160
Kazeboe (Howling Winds) 172
Kuukiheki no Jutsu (Air Wall Technique) 175
Sarubou no Mai (Dance of the Wild Monkey) 186
Shurikenjutsu: Reppurenshou (Shuriken Skill: Fierce Gale Crusher) 190
Zankidan (Slicing Demon Blast) 200
Hyouton Hyounomi no Jutsu (Swallowing Ice Technique) 159
Hyourento (Fierce Ice Daggers) 159
Touketsu Koushou no Jutsu (Frozen Arsenal Technique) 196
Toushou (Frostbite) 196
Katon Bakuretsu Junjiru no Jutsu (Explosive Sacrifice Technique) 142
Enga no Jutsu (Fire Fangs Technique) 149
Kaengiri (Blazing Slash) 168
Medical Iryou Ninjutsu: Ryoji – Dokukeshi (Medical Ninjutsu: Treatment – Poison Purge) 163
Raiton Denpo no Jutsu (Static Bullet Technique) 146
Houden no Jutsu (Electrical Discharge Technique) 157
Jinrai no Jutsu (Thunderclap Technique) 166
Raikoudan no Jutsu (Lightning Projectiles Technique) 182
Spacetime Kyuushin no Jutsu (Message Carrier Technique) 175
Shunkoku Meihoujin: Hogosha (Momentaneous Ally Formation: Protector) 189
Suiton Hakisuitoge no Jutsu (Spitting Water Spines Technique) 155
Kirigakure no Jutsu (Concealing Mist Technique) 172
Mizuteppo (Water Bullets) 177

RANK 5 Kan Rakumugai no Jutsu (Perfect Harmless Fall Technique) 170


Meisaigakure no Jutsu (Concealing Camouflage Technique) 176
Mimisen no Jutsu (Earplug Technique) 176
Ninjouryoku no Jutsu (Empathy Power Technique) 178
Onmyou Hyouka Tenchi (Principles of Duality) 181
Zentenkou no Waza (Weather-Proof Technique) 200
Elemental Godai Taigeki: Sandan Jutsu (Elemental Beatdown: Rank Three Technique) 153
Doton Chi Katame no Jutsu (Harden Earth Technique) 144
Dorodan no Jutsu (Mud Blast Technique) 147
Ishi Nanka no Jutsu (Soften Stone Technique) 164
Iwa Bakuha no Jutsu (Rock Explosion Technique) 164
Iwa no Sho (Rockbite) 165
Iwagakure no Jutsu (Rock Concealment Technique) 165
Kinfuku no Jutsu (Metal Mending Technique) 172
Fuuton Gufuudan no Jutsu (Tornado Blast Technique) 154
Junkaze no Jutsu (Shielding Winds Technique) 167
Kamaitachi (Sickling Wind Blast) 170
Soushuuha (Advanced Blade Manipulation) 191
RANK 5
Hyouton Hyourindan no Jutsu (Ice Ring Blast Technique) 159
Tsubame Fubuki (Swallow Storm) 197
Katon Chakra no Bakudan (Chakra Bomb) 143
Enkoudate no Jutsu (Blazing Shield Technique) 149
Enkouu no Jutsu (Fiery Rain Technique) 149
Entou no Jutsu (Flame Sword Technique) 150
Gehidama no Jutsu (Minor Fireball Technique) 151
Haisekishou (Burning Ash Cloud) 155
Kasumi Enbu no Jutsu (Blazing Mist Technique) 170
Ryuuka no Jutsu (Dragon Fire Technique) 185
Medical Iryou Ninjutsu: Chiyu – Nidan Jutsu (Medical Ninjutsu: Healing – Second Rank) 160
Iryou Ninjutsu: Iji – Shiketsu (Medical Ninjutsu: Practice – Hemostasis) 162
Iryou Ninjutsu: Ryoji – Nanroume (Medical Ninjutsu: Treatment – Eye and Ear Disorder) 164
Iryou Ninjutsu: Ryoji – Ryoukudou (Medical Ninjutsu: Treatment – Chakra Pathways) 164
Raiton Denshindou no Jutsu (Static Shock Technique) 147
Kuuden Myaku no Jutsu (Static Pulse Technique) 174
Raidate no Jutsu (Lightning Shield Technique) 182
Raikou no Tsurugi (Thunder Sword) 182
Rakurai no Jutsu (Lightning Bolt Technique) 184
Suiton Mizudan no Jutsu (Water Blast Technique) 177
Suibouheki no Jutsu (Water Shield Technique) 192

RANK 6 Chijimu no Jutsu (Shrinking Technique) 144


Choumetsu no Jutsu (Pitch Destruction Technique) 145
Dokukiri no Jutsu (Poison Mist Technique) 147
Dokutsume no Jutsu (Poison Claw Technique) 147
Fuke no Jutsu (Aging Technique) 150
Hisaji no Mai (Dance of the Flying Spoons) 157
Jitousha no Jutsu (Ear Projection Technique) 167
Kage Bunshin no Tate (Shadow Replication Shield) 168
Kousen Shibari no Jutsu (Iron Wire Bind Technique) 173
Kugutsu Teishi no Jutsu (Puppet Deanimation Technique) 174
Ninpou: Kunai Jouwana (Ninja Art: Greater Kunai Trap) 180
San Ibuki no Jutsu (Acidic Breath Technique) 186
Shinobi Hiken: Kamikakushi (Shinobi Secret: Spirited Away) 187
Tanchi no Shikai (Detection Field) 194
Doton Chirou no Jutsu (Earth Prison Technique) 144
Doryuudan (Mud Dragon Cannon) 148
Shouchihou no Jutsu (Flying Earth Spikes Technique) 188
Tsuchi no Yoroi (Earthen Armor) 197
Fuuton Hiryuu (Soaring Dragon) 157
Kaze no Kogoe (Whispering Wind) 171
Kuuha Touran no Jutsu (Air Wave Blade Storm Technique) 175
Shurikenjutsu: Shippurenshou (Shuriken Skill: Hurricane Crusher) 190
Hyouton Hyoukodan (Ice Tiger Missile) 158
Hyoukoretsu no Jutsu (Violent Ice Tiger Technique) 158
Hyouran no Jutsu (Hailstorm Technique) 159
Joushou Hyoukouken (Rising Ice Guardians) 167
Katawa Haijin no Jutsu (Crippling Frostbite Technique) 170
Kyougetsu no Jutsu (Wailing Moon Technique) 175
Soukou no Jutsu (Frost Armor Technique) 191
RANK 6
Katon Gouka no Jutsu (Hellfire Technique) 154
Housenka no Jutsu (Mythical Phoenix Fire Technique) 158
Karyuudan (Fire Dragon Projectile) 170
Tobiendan no Jutsu (Soaring Blast Technique) 195
Medical Iryou Ninjutsu: Hiken – Fujimi (Medical Ninjutsu: Secrets – Pain Numbing) 161
Iryou Ninjutsu: Hiken – Katawa Juushou (Medical Ninjutsu: Secrets – Crippling Injury) 161
Raiton Denkai no Jutsu (Electrolysis Technique) 146
Koudenishoku no Jutsu (High Voltage Touch Technique) 173
Kyuuden no Jutsu (Lightning Ball Technique) 175
Kyuuten no Raikiri (Heavenly Lightning Cutter) 176
Raisoku (Lightning Speed) 183
Spacetime Doton: Tsuiga no Jutsu (Earth Release: Tracking Fang Technique) 148
Jikuukan Shousatsu (Spacetime Observation) 166
Kuchiyose no Jutsu (Summoning Technique) 174
Ninshoukan no Jutsu (Empathy Bond Summon Technique) 181
Shunkoku Meihoujin: Shugorei (Momentaneous Ally Formation: Guardian) 190
Shunten Kaihou (Instant Release) 190
Suiton Gekirou no Jutsu (Raging Sea Technique) 151
Kirigakure Shuriken no Jutsu (Shuriken Hidden in the Mist Technique) 172

RANK 7 Hijou Kawarimi no Jutsu (Heartless Body Substitution Technique) 156


Tenkou Bunshin no Jutsu (Clone Shift Technique) 195
Tobikiri Kawarimi no Jutsu (Greater Body Replacement Technique) 195
Tsuihou no Jutsu (Banishment Technique) 198
Doton Doroku Gaeshi (Land Wall Flip) 147
Doryou Dango (Oversized Rock Dumpling) 147
Doryuu Taiga no Jutsu (Mud River Technique) 147
Juuryoku Kihan (Gravity Shackles) 168
Juuryoku Myaku (Gravity Pulse) 168
Ryuusa no Jutsu (Quicksand Technique) 185
Shouchite no Jutsu (Rising Earth Hand Technique) 188
Fuuton Dai Tatsumaki no Jutsu (Great Tornado Technique) 145
Fuudou no Jutsu (Wind Tunnel Technique) 150
Fuukadan no Jutsu (Wind Flower Missile Technique) 151
Kuuha Bukigakure no Jutsu (Air Current Weapon Concealment Technique) 174
Mugen Sajin Daitoppa (Infinite Sandstorm) 177
Renku Dan (Compressed Air Blast) 184
Reppuutsuki no Jutsu (Violent Wind Thrust Technique) 184
Hyouton Daikodan no Jutsu (Great Tiger Projectile) 146
Fubuki no Jutsu (Blizzard Technique) 150
Hyouheki no Jutsu (Ice Wall Technique) 158
Hyourou no Jutsu (Ice Prison Technique) 159
Sensatsu Suishou no Jutsu (Flying Water Needles Technique) 187
Katon Dairyuudan no Jutsu (Great Dragon Projectile) 146
Gamayu Endan (Toad Oil Blast) 151
Hidama no Jutsu (Fireball Technique) 156
Raiton Raikouono (Thunderstrike Axe) 182
Rairyuudan no Jutsu (Lightning Dragon Blast Technique) 183
Seishinko no Jutsu (Celestial Arc Technique) 186
Shuurai no Jutsu (Lightning Strike Technique) 191
Spacetime Jigen Ugoku no Jutsu (Dimensional Shift Technique) 165
Shunda (Blink Attack) 189
Shuntou no Jutsu (Instant Escape Technique) 190
RANK 7
Suiton Suibaku no Jutsu (Water Explosion Technique) 192
Suigadan no Jutsu (Water Fang Blast Technique) 192
Suiryuudan no Jutsu (Water Dragon Blast Technique) 193
Teppoudama no Jutsu (Water Bullet Technique) 195
Unagitsume no Jutsu (Eel Talon Technique) 199

RANK 8 Gokan Ranchou no Jutsu (Senses Confusion Technique) 154


Ninpou: Kibaku Fuuda no Wana (Ninja Art: Paper Bomb Trap) 180
Tai'intoku no Jutsu (Body Concealment Technique) 194
Doton Chitenkyou no Jutsu (Bridge of Heaven and Earth Technique) 144
Doryuuheki (Mudslide Barrier) 148
Iwayado Kuzushi (Cave-in Crusher) 165
Juuryoku Gachan (Gravity Slam) 168
Ninpou: Chisendou Tanchi (Ninja Art: Tremorsense) 180
Rakunuma no Jutsu (Decaying Swamp Technique) 184
Tsuchiryuu no Jutsu (Earth Dragon Technique) 197
Yomi Numa (Hell Swamp) 200
Fuuton Fuuchoudan no Jutsu (Wind Bird Missile Technique) 150
Kuuhazan (Air Wave Slash) 175
Hyouton Koori Tanjou no Jutsu (Ice Formation Technique) 173
Katon Joushou Ootori no Jutsu (Rising Phoenix Blast Technique) 167
Medical Iryou Ninjutsu: Chiyu – Sandan Jutsu (Medical Ninjutsu: Healing – Third Rank) 160
Iryou Ninjutsu: Hiken – Katou Saisei (Medical Ninjutsu: Secrets – Minor Rebirth) 161
Iryou Ninjutsu: Ryoji – Dokuyoke (Medical Ninjutsu: Treatment – Poison Ward) 163
Shukketsushi no Jutsu (Profuse Bleeding Technique) 189
Raiton Raikuisha no Jutsu (Lightning Devourer Technique) 183
Rairyuuretsu no Jutsu (Violent Lightning Dragon Technique) 183
Tsuiraimou no Jutsu (Tracking Thunder Web Technique) 198
Spacetime Jigensuu no Jutsu (Dimensional Door Technique) 166
Jikuukan Roken (Spacetime Detection) 166
Jikuukan Roshutsushou (Spacetime Disclosure) 166
Kuchiyose: Shunkoku Kasei (Summoning: Instant Reinforcements) 173
Shunkoku Meihoujin: Seihei (Momentaneous Ally Formation: Noble) 189
Suiton Goshokuzame (Five Hungry Sharks) 154
Suijinheki no Jutsu (Water Wall Technique) 192
Suikoudan no Jutsu (Shark Water Blast Technique) 192
Suirou no Jutsu (Water Prison Technique) 192
Suiryuuretsu no Jutsu (Violent Water Dragon Technique) 193

RANK 9 Furoufushi no Jutsu (Perpetual Youth Technique) 150


Ninpou: Kunai Kanwana (Ninja Art: Perfect Kunai Trap) 180
Shishiku no Jutsu (Lion's Roar Technique) 188
Tsukigakure Toukai no Jutsu (Hidden Moon Concealment Technique) 198
Doton Chi Hakaiha no Jutsu (Earth Destruction Wave Technique) 143
Dai Tsuchiryuu no Jutsu (Great Earth Dragon Technique) 145
Douka Dorodomu no Jutsu (Vampire Mud Dome Technique) 149
Retsudo Tenshou (Earth Splitting Force) 184
Fuuton Dai Kamaitachi no Jutsu (Great Sickling Wind Blast Technique) 145
Kaze no Yaiba (Blade of the Wind) 172
Hyouton Haryuu Muukou (Devastating Ice Tiger) 155
Hyouki no Jutsu (Ice Age Technique) 158
Katon Gouka Kasui no Jutsu (Hellfire Spike Technique) 154
Karyuu Endan (Fire Dragon Blast) 170
RANK 9
Raiton Kousen Jizan Rendan (Iron Wire Killer Magnet Combo) 173
Raikodan (Lightning Tiger Missile) 182
Spacetime Kuchiyose: Kirikiri Mai (Summoning: Spinning Whirl) 173
Suiton Bakusuihou (Exploding Water Cannons) 142

RANK 10 Gugenjuu no Jutsu (Beastly Manifestation Technique) 154


Elemental Godai Ransatsu: Shodan Jutsu (Elemental Destruction: Rank One Technique) 152
Doton Tsuchi Yadori no Jutsu (Earth Haven Technique) 197
Tsuchihoudan (Earth Destruction Blast) 197
Fuuton Shinkuudan no Jutsu (Air Void Burst Technique) 187
Hyouton Hyouseidan no Jutsu (Ice Nova Technique) 159
Rouga Nadare no Jutsu (Wolf Fang Avalanche Technique) 185
Katon Kaen Houdan no Jutsu (Blazing Cannonball Technique) 168
Mashouheki (Devil's Barrier) 176
Medical Iryou Ninjutsu: Ryoji – Mannouyaku (Medical Ninjutsu: Treatment – Panacea) 164
Raiton Chitenraisou (Thousand Heavenly Spears) 145
Raiseidan no Jutsu (Lightning Nova Technique) 183
Spacetime Shigarasugan (Death in the Eye of a Crow) 187
Shunkoku Meihoujin: Shingen (Momentaneous Ally Formation: Champion) 189
Shunzeki (Blink Gate) 190
Suiton Daibakufu no Jutsu (Great Waterfall Technique) 145
Kiritai no Jutsu (Mist Body Technique) 172
Suiseidan no Jutsu (Water Nova Technique) 193

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

RANK 13 Hito Ningyougeki no Jutsu (Living Human Puppetry Technique) 157


Doton Jishin no Jutsu (Earthquake Technique) 167
Kaigeki Chite no Jutsu (Large Crushing Earth Hand Technique) 169
Hyouton Seihyourou no Jutsu (Eternal Ice Prison Technique) 186
Yukinomori (Snow Forest) 200
Medical Iryou Ninjutsu: Hiken – Idenshi Taisha no Jutsu (Medical Ninjutsu: Secret – Genetic Reconstruction) 161
Suiton Ryoutou Suiryuudan no Jutsu (Two-headed Water Dragon Blast Technique) 185
RANK 14
Elemental Godai Ransatsu: Sandan Jutsu (Elemental Destruction: Rank Three Technique) 152
Godai Ransatsu: Yondan Jutsu (Elemental Destruction: Rank Four Technique) 152
Doton Chimetsu Daigeki (Earth-Shattering Blast) 144
Doton: Touriki (Earth Release: Tower of Might) 148
Sekijun Hayashi no Jutsu (Stalagmite Forest Technique) 187
Shingen no Jutsu (Localized Earthquake Technique) 187
Fuuton Kuusetsume no Jutsu (Reaping Air Talons Technique) 175
Shippuken (Hurricane Sword) 188
Hyouton Hyoumetsudan (Ice Ruin Burst) 158
Ikaku Hakugei no Jutsu (One-horned Snow Whale Technique) 160
Shiroiyari no Jutsu (White Ice Spear Technique) 188
Katon Enbuarashi no Jutsu (Firestorm Technique) 149
Karyuu Entou no Jutsu (Blazing Vengeance Technique) 170
Shinryuudan no Jutsu (Ultimate Dragon Blast Technique) 188
Medical Iryou Ninjutsu: Hiken – Kyoui Saisei (Medical Ninjutsu: Secrets – Miracle Rebirth) 162
Raiton Dendousoku no Jutsu (Conductor Shock Technique) 146
Kouheki no Jutsu (Roaring Thunder Technique) 173
Taifuugan (Eye of the Storm) 194
Spacetime Jimon no Jutsu (Time Gate Technique) 166
Ninjutsu Hiken: Jikuukan Ingoku (Ninjutsu Secret: Spacetime Seclusion) 178
Suiton Suidoutai no Jutsu (Water Jet Technique) 192
Tsunami no Jutsu (Tidal Wave Technique) 198

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.

FUBUKI NO JUTSU (BLIZZARD TECHNIQUE) FUROUFUSHI NO JUTSU (PERPETUAL YOUTH TECHNIQUE)


Ninjutsu
Ninjutsu (Hyouton) [Cold]
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
(DC 26); Time: 1 Minute; Components: C, H; Range:
(DC 22); Time: Attack action; Components: H; Range: 0
Personal; Duration: Instant *; Cost: 10
ft.; Area: 50 ft. radius, 30 ft. tall Cylinder; Duration:
You physically change your body, making it younger
Concentration (up to 1r/level); Save: Fortitude halves;
by 1 or 2 age categories, changing your appearance and
CR: Yes; Cost: 8
replacing your age penalties with those of the new age
You unleash a fierce storm of frozen winds. Other crea-
category. This may include changing your size.
tures take 4d6 cold damage each round they remain
This technique lasts until 1d4+1 rounds after your
within the storm. Any bonuses to saves against cold
Chakra Pool falls below 10%, or it can be dismissed as
weather also apply to saves made for this technique.
any dismissible technique can.
FUKE NO JUTSU (AGING TECHNIQUE)
Ninjutsu
FUUCHOUDAN NO JUTSU (WIND BIRD MISSILE TECHNIQUE)
Ninjutsu (Fuuton; Requires Ninjutsu 14 ranks and
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
Chakra Control 14 ranks) [Wind]
(DC 21); Time: 1 Minute; Components: C, H; Range:
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 (DC
Personal; Duration: Permanent (D) *; Cost: 8
25); Components: H; Cost: 15
You physically age your body by 1 or 2 age categories,
As Daikodan no Jutsu (p146). Instead of a snow tiger
changing your appearance and incurring the associated
you control a bird-shaped missile made of powerful air
penalties with the new age category.
currents that deals 10d6 wind damage to the primary
This technique lasts until 1d4+1 rounds after your target, and has is no secondary effect.
Chakra Pool falls below 10%, or it can be dismissed as
any dismissible technique can.
FUUDOU NO JUTSU (WIND TUNNEL TECHNIQUE)
Ninjutsu (Fuuton) [Wind]
FUKUMIHARI (HIDDEN NEEDLES) Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
Ninjutsu (DC 22); Time: Attack action; Components: H; Range:
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3 25 ft./level *; Effect: A corridor of air *; Duration: Con-
(DC 15); Time: Full-round action *; Components: H, M; centration, plus 1 round; Cost: 6
Range: Personal; Duration: 1h/level; Cost: 1 per needle You create a tunnel of air that's large enough to fit one
You focus Chakra in your throat, allowing you to store Medium-sized creature (8 ft. tall and 5 ft. wide). The air
needles in it that can be fired one at a time as an attack inside the tunnel causes no friction, allowing creatures
action at your highest attack bonus (or as an attack in a moving through the tunnel to move at triple their nor-
full-attack action, though you cannot use more than mal speed. All thrown weapons that pass through the
one hidden needle per round). If the needles as poi- tunnel for at least half of their trajectory have their
soned, you suffer no chance of accidentally poisoning range increment tripled as well.
yourself. The tunnel starts at your location and can have as
many turns as you like until it reaches maximum range.
Only you and creatures able to See (Through) Chakra GEKIROU NO JUTSU (RAGING SEA TECHNIQUE)
can detect the exact path of the tunnel. Ninjutsu (Suiton) [Water]
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
FUUKADAN NO JUTSU (WIND FLOWER MISSILE TECHNIQUE) (DC 21); Time: Attack action; Components: H, E; Range:
Ninjutsu (Fuuton) [Wind]
0 ft.; Area: 25 ft. Emanation; Duration: Concentration
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
(up to 1r/level) plus 3 rounds; Save: None *; Cost: 8
(DC 22); Time: Attack action; Components: H; Range:
You agitate the waters around you, creating a whirlpool
Medium; Area: One 10 ft. square; Duration: Instant;
that has effects based on the state of the water when
Save: Reflex halves; CR: Yes; Cost: 10
this technique was performed (See the Swim skill, D20
You unleash an almost invisible bird of Chakra-infused
Modern p74, for information on water conditions):
air that dives onto the area, inflicting 7d6+5 wind dam-
Calm: The water worsens and becomes rough. If you
age.
spend a full-round action concentrating on the tech-
FUUKAKOI NO JUTSU (WIND ENCLOSURE TECHNIQUE) nique, the water becomes stormy instead that round.
Ninjutsu (Fuuton) [Wind] Rough: The water becomes stormy.
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 If the water conditions are made stormy in the round
(DC 17); Time: Attack action; Components: H; Range: this technique is performed, creatures walking on water
Close; Target: One creature; Duration: 1 round *; Save: within the area must make a Reflex save to avoid being
Reflex negates; CR: Yes; Cost: 4 pushed down 5 ft. into the water.
Powerful winds rise around the target, restricting its While on stormy water, you can spend a full-round
movements and preventing it from moving from its action to concentrate instead of an attack action each
square by physical means. If the target moves out of its round to push down all creatures currently in the water
current square, it will be freed of the effect. While re- below the area by 1d6x5 ft. unless they succeed at a
stricted, the target cannot use Evasion or Improved Swim check (DC 30). Creatures with a natural swim
Evasion, and any thrown or projectile weapons fired at speed automatically succeed at this check. This tech-
them (other than ballistic weapons) suffer a 75% nique cannot push creatures down into solid surfaces.
chance to be deflected. You must be standing on or swimming in water when
performing this technique, and must remain within the
FUURENSETSU NO JUTSU (REAPING WINDS TECHNIQUE) affected area to be able to concentrate on it. You are
Ninjutsu (Fuuton) [Wind] unaffected by the technique's effects.
See Godai Taigeki: Nidan Jutsu (p153). Empower – Spend 1 Chakra to increase the radius by
GAMAYU ENDAN (TOAD OIL BLAST) 5 ft., up to 100 ft. total.
Ninjutsu (Katon; Requires Blood Pact (Toad) (f)) [Fire] GENWAKUDORO NO JUTSU (BLINDING MUD TECHNIQUE)
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10 Ninjutsu (Doton) [Earth]
(DC 24); Time: Attack action; Components: H; Range: *; Rank: 1 (E); Learn DC: 12, 1 success; Perform: 1
Area: Cone; Duration: Instant; Save: Reflex halves; CR: (DC 11); Time: Attack action; Components: F, S; Range:
Yes; Cost: 8 Close; Target: One Large or smaller creature; Duration:
To use this collaborative technique, you must have Instant; Save: Reflex negates; CR: Yes; Cost: 2
summoned a Toad with the Spit Oil ability, and said You fling a patch of mud at the target's eyes, blinding it
summon must be within 5 ft. of you, both of you ready for 1d6 rounds. The target can remove the mud as a
to act on the same initiative. The toad spits out a long move action that requires one hand free and provokes
cone of oil, which you ignite with your Chakra to cre- attacks of opportunities. The target suffers a -1 penalty
ate a blazing cone of destruction. Any creature in the to Spot checks and attack rolls for 1 round after the
area suffers 8d8 fire damage. If the Toad is Gargantuan, blindness ends.
this technique deals 8d10 damage instead, and a Colos- Material Focus – 1 lb of earth, sand or mud nearby.
sal one increases it further to 8d12.
The cone's length is based on the Toad's size: Medium
(30 ft.), Large (50 ft.), Huge (80 ft.), Gargantuan (100
ft.) or Colossal (120 ft.).

GEHIDAMA NO JUTSU (MINOR FIREBALL TECHNIQUE)


Ninjutsu (Katon) [Fire]
See Godai Taigeki: Sandan Jutsu (p153).
GODAI RANSATSU: NIDAN JUTSU (ELEMENTAL DESTRUCTION: Empower – Spend 1 Chakra to increase the damage
RANK TWO TECHNIQUE) by 1d6, up to 1d6 per level or 24d6 (whichever is low-
Ninjutsu ( * ) [ * ] er).
Rank: 12 (A); Learn DC: 26, 4 successes; Perform: 15 Material Focus – Varies (see above).
(DC 29); Time: Attack action; Components: H, E, Mas *;
Range: Medium; Area: 15 ft. Burst *; Duration: Instant;
GODAI RANSATSU: SHODAN JUTSU (ELEMENTAL DESTRUCTION:
Save: Reflex halves; CR: Yes; Cost: 11
RANK ONE TECHNIQUE)
Ninjutsu ( * ) [ * ]
This technique works like Godai Taigeki: Shodan Jutsu,
Rank: 10 (B); Learn DC: 23, 3 successes; Perform: 12
except you launch a series of powerful missiles against
(DC 25); Time: Attack action; Components: H, E *;
up to 5 separate creatures or objects within the area,
Range: 60 ft.; Area: Cone; Duration: Instant; Save: Re-
dealing 8d6 damage. This technique has the following
flex halves; CR: Yes; Cost: 8
variants, each of which requires you have learned at
This technique works like Godai Taigeki: Shodan Jutsu,
least 4 techniques of its subtype.
but has you fire a cone of elemental energies, dealing
 Doryuuga Sougakari (Doton) [Earth]: Material Focus 6d6 damage of the appropriate type. This technique has
– At least 50 lbs of earth, stone or mud nearby. the following variants.
 Fuurensetsu no Jutsu (Fuuton) [Wind]
 Karyuuga no Jutsu (Katon) [Fire]  Hyouseidan no Jutsu (Hyouton) [Cold]: Material Fo-
 Raitsume no Jutsu (Raiton) [Electric] cus – At least 15 cubic ft of snow or ice nearby.
 Shinhyoukodan no Jutsu (Hyouton) [Cold]: Material  Kaenhoudan no Jutsu (Katon) [Fire]
Focus – At least 50 cubic ft of snow or ice nearby.  Raiseidan no Jutsu (Raiton) [Electric]
 Suiryuuga Sougakari (Suiton) [Water]: Material Fo-  Shinkuudan no Jutsu (Fuuton) [Wind]
cus – At least 50 liters of water nearby.  Suiseidan no Jutsu (Suiton) [Water]: Material Focus
– At least 250 liters of water nearby.
Empower – Spend 1 Chakra to increase the damage  Tsuchihoudan (Doton) [Earth]: Material Focus – At
by 1d6, up to 1d6 per level or 20d6 (whichever is low- least 250 lbs of earth, stone or mud nearby.
er).
Empower – Spend 1 Chakra to increase the damage
Mastery – Each step increases the number of possible
by 1d6, up to 1d6 per level or 16d6 (whichever is low-
targets by 1. The first, third and fifth step increase the
er).
radius by 5 ft each.
Material Focus – Varies (see above).
Material Focus – Varies (see above).

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.

KAZEBOE (HOWLING WINDS) KIRIGAKURE NO JUTSU (CONCEALING MIST TECHNIQUE)


Ninjutsu (Fuuton) [Wind] Ninjutsu (Suiton) [Water]
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: Full-round action; Components: C, E, H,
Close; Area: Cone; Duration: Instant; Save: Fortitude M; Area: 50 ft Spread, centered on you; Duration:
partial *; CR: Yes; Cost: 7 1m/level (D); Cost: 4
You release an ear-splitting blast of wind that deals 2d6 You fill the area around you with a thick mist, reaching
damage (half wind, half sonic; Fortitude halves). On a up to 30 ft high, which disperses in 5 rounds by a mod-
failed save, creatures are also deafened for 1d4+1 erate wind (11+ mph) or 1 round in a strong wind (21+
rounds. Exposed brittle or crystalline objects take 1d6 mph). The fog completely obscures all vision beyond 5
damage per level. Creatures holding them can make a feet, and creatures within 5 ft of each other gain con-
Reflex save to negate the damage to the objects. cealment (20%).
Empower – As an attack action while standing inside
KAZEGAMA NO JUTSU (WIND SCYTHE TECHNIQUE) the fog, you can spend up to 5 Chakra to expand its
Ninjutsu (Fuuton) [Wind]
radius by 20 ft and have it reach 10 ft higher (up to 1
Rank: 1 (D); Learn DC: 13, 1 successes; Perform: 1
Chakra per level's worth of total empowerment).
(DC 12); Time: Attack action; Components: E, H; Range:
Expendable Components – 20L of water per 10 ft
Close *; Area: Line; Duration: Instant; Save: Reflex
square turned to mist.
halves; CR: Yes; Cost: 1
You fire a curved blade of wind, dealing 1d8 wind KIRIGAKURE SHURIKEN NO JUTSU (SHURIKEN HIDDEN IN THE
damage. The line cannot reach beyond 30 ft range. MIST TECHNIQUE)
Empower – Spend 1 Chakra to increase the damage Ninjutsu (Suiton) [Water]
by 1 (maximum 1d8+5 damage total). Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7
(DC 19); Time: Attack action; Components: F, S; Range:
KEIREN NO JUTSU (CRAMP TECHNIQUE) Long; Target: One creature; Duration: Instant; CR: Yes;
Ninjutsu (Raiton) [Electric]
Cost: 2
Rank: 3 (D); Learn DC: 15, 1 success; Perform: 3
You create a projectile out of mist. The projectile can-
(DC 14); Time: Attack action; Components: S; Range:
not leave the area of the mist, and you must know the
Melee touch; Target: One living creature; Duration: *;
square the target is in. The projectile always hits, deals
Save: Fortitude negates; CR: Yes; Cost: 3
damage as a kunai, and sneak attack (and other damage
The subject is knocked prone, becomes staggered and
bonuses) applies.
cannot run or charge, all for 1 round. You can delay the
Material Focus – Some mist to form the projectile.
effects for up to 3 rounds, chosen when you perform
the technique. The effects will take place during your KIRITAI NO JUTSU (MIST BODY TECHNIQUE)
turn in the chosen round. Ninjutsu (Suiton) [Water]
Rank: 10 (A); Learn DC: 25, 4 successes; Perform: 13
(DC 27); Time: Full-round action; Components: C, H;
Range: Personal; Duration: 1r/level (D); Save: *; Cost: 8
Your body turns to mist, allowing you to fly with per- KOUSEN SHIBARI NO JUTSU (IRON WIRE BIND TECHNIQUE)
fect maneuverability, but you cannot go further than 5 Ninjutsu
ft from the ground. This gaseous form suffers double Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7
damage from Fuuton techniques, and you take 4d6 (DC 19); Time: Full-attack action; Components: F, H;
damage from Ichijin no Jutsu, as well as being pushed Range: 20 ft; Target: One Large or smaller creature; Du-
back three times as far by it. While gaseous, strong ration: Concentration; Save: *; Cost: 5
winds may affect your movement (GM's discretion). You make a ranged touch attack, which binds the target
This technique puts a lot of strain on your body, and to a nearby object or suface, immobilizing it as iron
you suffer 1d4 temporary Constitution damage when wires wrap tightly around them. Though flying targets
the technique ends (Fortitude DC 20 halves). relying on wings will fall, they will be held at maxi-
mum range unless you decide to let them go. A bound
KOORI TANJOU NO JUTSU (ICE FORMATION TECHNIQUE) creature also suffers a -4 penalty to Defense while it is
Ninjutsu (Hyouton) [Cold]
bound.
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
The target remains that way as long as you keep the
(DC 23); Time: Attack action; Components: H; Range:
wire used in your hand and concentrate, though they
Close; Area: One 5 ft square per level; Duration: Instant
can make an Escape Artist check (DC 30) or a Strength
*; Cost: 8
check (DC 25) to break free. As an attack action while
You freeze water, covering its surface with a thick
holding a creature in Kousen Shibari no Jutsu, you can
sheet of ice. Each 5 ft square of ice has 15 HP and can
pull on the wires to deal 1d4+1 slashing damage to the
support up to 500 lbs. Creatures on the ice must make a
target as the wires cut into their flesh (an opposed
Balance check (DC 12) at the start of each of their turns
Strength check can negate this damage).
to avoid falling prone.
Material Focus – One battle wire or iron wire.
KOUHEKI NO JUTSU (ROARING THUNDER TECHNIQUE) KUCHIYOSE: KIRIKIRI MAI (SUMMONING: SPINNING WHIRL)
Ninjutsu (Raiton) [Electric]
Ninjutsu (Spacetime; Requires Kamaitachi no Jutsu (t))
See Godai Ransatsu: Sandan Jutsu (p152).
[Summoning]
KOUDENISHOKU NO JUTSU (HIGH VOLTAGE TOUCH TECHNIQUE) Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
Ninjutsu (Raiton) [Electric] (DC 26); Time: Full-attack action; Components: H, M *;
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 Range: Medium; Area: Cone; Duration: Instant; Cost: 14
(DC 21); Time: Attack action; Components: C, H; This unique summoning technique calls forth a white
Range: Melee touch; Target: One living creature; Dura- weasel, carrying a Gargantuan-size kama, with which it
tion: 1r/level (D) *; Save: *; CR: Yes; Cost: 8 will rush forward and spin viciously. You may swing a
You focus a large amount of Chakra in your hand, tessen or war fan to ignore the hand seal component.
charging it with a high voltage. When the charge hits, The weasel makes a single attack against each creature
the target must make a save vs massive damage. Hold- in the area, at a +16 attack bonus. These attacks deal
ing the charge will not impede your normal functions. 2d8+10 slashing damage, and have a critical of (20, x2).
Expendable Component – Some of your blood.
KOUSEN JIZAN RENDAN (IRON WIRE KILLER MAGNET COMBO)
Ninjutsu (Raiton; Requires Kousen Shibari no Jutsu (t)) KUCHIYOSE: SHUNKOKU KASEI (SUMMONING: INSTANT REIN-
[Electric] FORCEMENTS)
Rank: 9 (B); Learn DC: 23, 3 successes; Perform: 11 Ninjutsu (Spacetime; Requires Ninjutsu 12 ranks
(DC 24); Time: Attack action; Components: C, S; Range: and Retrieval Expert (f)) [Summoning]
Wires *; Duration: Instant; Save: *; CR: Yes; Cost: 8 Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
You focus your Chakra into the wires coiled around a (DC 23); Time: Full-round action; Components: E, H,
creature trapped by Kousen Shibari no Jutsu, creating a M; Range: *; Effect: Summons a creature; Duration: In-
powerful magnet that attracts all unattended metal ob- stant; Cost: *
jects of a Small or smaller size within 30 ft. Attracted This technique is a sister to Fuinjutsu: Keiyaku Houjin,
objects deal damage as though the target was struck by and allows you to summon a creature marked by it if it
falling objects. is within range (determined by the Fuinjutsu: Keiyaku
Houjin seal when it was made), which appears in a
square adjacent to you. The technique costs 2 Chakra,
plus half the level or HD of the summoned creature can apply this technique to the same puppet, up to a
(minimum 6 Chakra). maximum number based on the puppet's size: Small (2),
A creature cannot be summoned by this technique Medium (4) or Large (8).
more than once per week. You may choose to make this technique dormant
Empower – You can summon up to one additional when you perform it. If you do, the technique has no
creature per 6 levels by spending the appropriate cost. immediate effect and you need not concentrate or
Expendable Component – Some of the target's blood. spend actions to maintain it until you choose to activate
it as a swift action. However, each round of this
KUCHIYOSE NO JUTSU (SUMMONING TECHNIQUE) dormant state does count against the technique's maxi-
Ninjutsu (Spacetime; Required Blood Pact (any) (f))
mum duration.
[Summoning]
Mastery – The second and fourth step reduce the
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC
penalties you suffer while controlling a puppet by -2.
21); Time: Full-round action; Components: C, H, M;
The fifth step increases the penalties suffered by the
Range: Close; Effect: One summoned creature; Dura-
target by 1 (to -5, or -7 and -3).
tion: Instant (D) *; Cost: *
This technique summons a single creature, which ap- KUUDEN MYAKU NO JUTSU (STATIC PULSE TECHNIQUE)
pears at a location within range and will start acting on Ninjutsu (Raiton) [Electric]
your next turn. If the summoned creature has an Intel- Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
ligence score of 4 or lower, it cannot follow any com- (DC 20); Time: Attack action *; Components: H *;Range:
plicated orders, though it can always be ordered to at- Close *; Target: *; Duration: *; Save: *; CR: *; Cost: *
tack a specific enemy, to not attack at all, or to perform This highly versatile technique creates a short but pow-
some basic action. If the summoned creature cannot erful magnetic field, which can have various effects.
speak, a Sense Motive check (DC 20) can decipher the Immobilize (7 Chakra): Target a single creature to
creature's body language if it is trying to communicate magnetically hold all metal-based equipment it has. It
something. This check can only be made by you. cannot wield any metal-based weapons, and cannot
If the creature you intend to summon refuses to be move if its armor is mostly metal. Lasts 1 round, Forti-
summoned, nothing happens, and no Chakra is paid. tude negates, CR applies.
This technique's duration and Chakra cost, as well as Defensive Pulse (12 Chakra): You create an aura
the statistics of the summoned creature, are covered in around yourself, making you immune to any metallic
Chapter 12. weapon of up to Large size, which are held in place
Expendable Component – Some of your blood. before reaching you.
This pulse lasts 1 round, and during that time any met-
KUGUTSU TEISHI NO JUTSU (PUPPET DEANIMATION TECHNIQUE) al-based weapons you try to use are also stopped by the
Ninjutsu (Requires Ninpou: Chakra no Ito (5),
aura.
Puppetry (a) and Advanced Puppetry IV (a))
Instant Defensive Pulse (3 Chakra): This is a defensive
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
maneuver, which can be activated as an instant action
(DC 21); Time: Attack action; Components: C; Range:
no more than once per round against an attack made
Close; Effect: Ray; Target: One animated puppet; Dura-
with a (mostly) metallic weapon. If successful, you suf-
tion: Concentration (up to 1r/level) *; Cost: 6
fer no damage from the attack. Using the technique this
You attach Chakra threads to a puppet in an attempt to
way requires Half Seals rather than Hand Seals.
hinder its movement. If you currently control no pup-
pets, the duration is Concentration (up to 1 KUUHA BUKIGAKURE NO JUTSU (AIR CURRENT WEAPON CON-
round/level). If you are currently controlling a puppet CEALMENT TECHNIQUE)
you animated, you can forego the concentration and Ninjutsu (Fuuton; Requires Chakra Control 9 ranks and
instead spend a move action each round to maintain Genjutsu or Hide 6 ranks) [Wind]
this technique. Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
The target suffers either a -4 penalty to attack rolls, (DC 22); Time: Attack action; Components: F, S; Effect:
skill checks and Defense, or a -6 penalty to attack rolls Conceals held weapon *; Duration: 1r/level (D) *;Cost: 8
and a -2 penalty to skill checks and Defense, chosen as You distort the air around a held melee weapon, mak-
you perform this technique. If you control a puppet, ing it difficult to detect. This concealment lasts for one
you suffer a -4 penalty to attack rolls, Defense and skill attack per 4 levels (maximum 5), regardless of the result
checks (also affects your puppets). Multiple characters of the attack. When you attack a target, you may
choose to discharge this technique, or not. If you Gases and gas-based attacks cannot pass through the
choose to discharge, the attack is made as normal, but wall, nor can any creature in a gas-like form.
deals 1d6 bonus wind damage on hit per attack left on The wall is vertical, but can be shaped in any contin-
the concealment effect (not multiplied on critical hits). uous path along the ground. It cannot be made to com-
If you do not discharge the technique, the target of pletely enclose a location on its own.
the attack must make a Spot check (DC 20 or attack
roll, whichever is lower) to avoid losing its Dexterity
KUURYUUKEN NO JUTSU (AIR CURRENT DETECTION TECH-
NIQUE)
bonus to defense.
Ninjutsu (Fuuton) [Wind]
Material Focus – A held melee weapon.
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
KUUHA TOURAN NO JUTSU (AIR WAVE BLADE STORM TECH- (DC 12); Time: Attack action; Components: C, S; Range:
NIQUE) Personal; Duration: Instant; Cost: 4
Ninjutsu (Fuuton; Requires Ninjutsu 12 ranks and As long as there is at least a breeze (3+ mph wind) in
Kazegama no Jutsu (t)) [Wind] the area around you, you can determine which direc-
Rank: 6 (A); Learn DC: 21, 4 successes; Perform: 9 tion is North with perfect accuracy, though techniques
(DC 23); Time: Attack action; Components: E, H; Range: that create an artificial airflow may disrupt that ability.
Medium; Area: 5 ft wide Line; Duration: Instant; Save: This technique may aid you in detecting an environ-
Reflex halves; CR: Yes; Cost: 10 ment-changing illusory effect (GM's discretion).
You create a blade of wind that cleaves through all en-
emies in the area, dealing 7d8 wind damage. The line
KUUSETSUME NO JUTSU (REAPING AIR TALONS TECHNIQUE)
Ninjutsu (Fuuton) [Wind]
cannot extend further than 100 ft.
See Godai Ransatsu: Sandan Jutsu (p152).
Empower – Spend 1 Chakra to increase the damage
by 4 (up to 7d8+20 damage total). KYOUGETSU NO JUTSU (WAILING MOON TECHNIQUE)
Ninjutsu (Hyouton) [Cold]
KUUHAZAN (AIR WAVE SLASH)
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
Ninjutsu (Fuuton) [Wind]
(DC 21); Time: Attack action; Components: C, S; Range:
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
Medium; Area: One 5 ft square per level (up to 10)*;
(DC 23); Time: Attack action; Components: C, F; Range:
Duration: Instant; Save: Fortitude half; CR: Yes; Cost: 8
30 ft; Area: 5 ft wide Line; Duration: Instant; CR: Yes;
You can only affect squares directly exposed to (natu-
Cost: 6
ral) moonlight. Creatures within the area take 2d6 cold
You focus Chakra onto the edge of your weapon and
damage. A creature occupying more than one square
swing, releasing a slashing wind. Make a single attack
may be hit more than once.
roll against all creatures in the area, which deals normal
damage and ignores concealment. KYUUDEN NO JUTSU (LIGHTNING BALL TECHNIQUE)
Material Focus – A held slashing weapon. Ninjutsu (Raiton; Requires Raishuriken no Jutsu (t))
[Electric]
KUUKIHEKI NO JUTSU (AIR WALL TECHNIQUE)
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
Ninjutsu (Fuuton) [Wind]
(DC 21); Time: Attack action; Components: E, H; Range:
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
Medium; Area: 20 ft Spread; Duration: Instant; Save:
(DC 17); Time: Full-round action; Components: C, H;
Reflex halves; CR: Yes; Cost: 5
Range: Close; Effect: 5 ft/level wide wall (S) *; Duration:
You throw a sphere of volatile, electric energy at the
1r/level (D); Save: *; Cost: 6
area, which explodes to deal 3d10 electric damage.
You create a curtain of powerfully gusting winds,
Empower – Spend 2 Chakra to increase the damage
which reaches up to 1 ft per level high and is 2 ft thick.
by 1d10 (up to 6d10).
The roaring gale tears paper and similar light materials
out of people's hands (Reflex negates). Any Small or KYUUSHIN NO JUTSU (MESSAGE CARRIER TECHNIQUE)
smaller creatures cannot pass through the barrier. Loose Ninjutsu (Spacetime) [Summoning]
items may be sent flying upward when caught in the Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
wall, and arrows and bolts passing through are deflect- (DC 17); Time: Full-round action; Components: C, E, F,
ed upwards, missing entirely. Other ranged weapons H; Effect: Summoned creature; Duration: 8 hours (D);
passing through the wall have a 30% miss chance, Cost: 4
though exceptionally large or heavy weapons (such as You summon either a messenger lizard or a messenger
siege weapons) are immune, as are ballistic weapons. bird (your choice). The lizard is slower, but can more
easily conceal itself and can carry a Small or smaller Hide while moving at your normal speed, and the pen-
item of up to 3 lbs to its destination. The bird can carry alty to Hide while running or charging is reduced to -
a Small or smaller item of up to 15 lbs and travels up to 10. If you remain still for at least 1 minute, you gain an
9 miles an hour, but can only be sent to a location you additional +1 bonus to Hide checks every round (up to
have visited before. It has a Defense of 13, and has 8 +10 extra), and your current Hide result (if you are cur-
HP. See p361 for the statistics of these summons. rently hiding) improves by the same amount.
Empower – Spend 1 Chakra to increase the duration If you perform an offensive action of any kind, the
by 2 hours, up to a number of hours equal to twice your technique is dispelled. If you move from your current
level, plus 8. environment, the benefits of the camouflage are lost. If
Material Focus – A non-specific summoning scroll, you are damaged, you must make a Concentration
which becomes blank after it is used. check (DC 15 + damage taken) to maintain the tech-
nique.
KYUUTEN NO RAIKIRI (HEAVENLY LIGHTNING CUTTER) A creature that can See Chakra gains a +4 bonus to
Ninjutsu (Raiton) [Electric]
Spot checks against you, and creatures that can See
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
Through Chakra gain a +8 bonus to do the same.
(DC 21); Time: Attack action; Components: H; Range:
Personal; Effect: One lightning blade; Duration: 1r/level MIKAN SEIHA NO JUTSU (LESSER DOMINATION TECHNIQUE)
(D); Save: Fortitude partial *; CR: Yes; Cost: 5 Ninjutsu
You focus Chakra into your hand, turning it into a Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
blade of lightning, with which you are proficient. The (DC 16); Time: Attack action; Components: C, Mas, S;
blade has the same statistics as a katana, deals 1d4 bo- Range: 10 ft; Target: One Medium-sized or smaller an-
nus electric damage and counts as Chakra-enhanced for imal or vermin *; Duration: Concentration (up to
the purpose of bypassing damage reductions. If you 1r/level); Save: Will negates; CR: Yes; Cost: 4
score a critical hit with the blade, the target is para- The target must have no more than 4 HD and an Intel-
lyzed for 1 round (Fortitude negates). ligence score of 2 or lower for this technique to work.
When the blade is destroyed or leaves your grasp, it You take control of the creature's mind, and can make
disappears immediately. one very simple mental command each round, which
the subject follows to its best ability. Suicidal or self-
MASHOUHEKI (DEVIL'S BARRIER) destructive commands are not followed.
Ninjutsu (Katon) [Fire, Force]
Mastery – The first and fifth step increase the number
Rank: 10 (A); Learn DC: 25, 4 successes; Perform: 13
of HD the animal may have by 1 each.
(DC 27); Time: Full-round action; Components: C, H;
Range: 5 ft; Effect: 10 ft tall, 10 ft wide wall; Duration: MIMISEN NO JUTSU (EARPLUG TECHNIQUE)
1r/level (D); Save: Fortitude partial *; CR: Yes *; Cost: 12 Ninjutsu
You create a transparent barrier in front of you that Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
deals 1d6 Chakra damage and 1d6 fire damage per (DC 18); Time: Attack action; Components: C, Mas, S;
round to any creature touching it (Fortitude negates, Range: Personal; Duration: 1r/2 levels (D); Cost: 4
CR applies). The barrier blocks all creatures and ani- You focus Chakra into your ears, gaining sonic re-
mated objects from passing through, as though an inde- sistance equal to your level + 5 (up to 20), but suffering
structible, invisible wall (CR does not apply). a -10 penalty to Listen checks.
Creatures that can See (Through) Chakra can make a Mastery – The second step allows you to reduce the
Spot check (DC 20) to detect the barrier. resistance gained by 5 to halve the penalty to Listen
checks.
MEISAIGAKURE NO JUTSU (CONCEALING CAMOUFLAGE TECH-
NIQUE) MIZU NO MUCHI (WATER WHIP)
Ninjutsu (Requires Disguise or Hide 6 ranks) Ninjutsu (Suiton) [Water]
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7 Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
(DC 20); Time: Attack action; Components: H; Range: (DC 16); Time: Attack action; Components: C, F, H;
Personal; Duration: 1m/level (D); Cost: 5 Effect: One water whip; Duration: 1r/level (D); Cost: 4
You camouflage yourself expertly, gaining a bonus to You form a whip out of water, holding it together with
Hide checks equal to your ranks in either the Disguise Chakra. It functions as a normal whip, with which you
or Hide skill, up to +15, and can hide while being ob- are automatically proficient. If you use Raite no Jutsu
served no matter the situation. You suffer no penalty to while holding a water whip, you can make its attack
with the whip, adding the whip's damage and treating MIZURAPPA (CRUSHING WATER WAVE)
the attack as though the target were wearing metal ar- Ninjutsu (Suiton) [Water]
mor (see Raite no Jutsu). See the Godai Taigeki: Shodan Jutsu technique (p153).
The whip immediately loses its form if it leaves your
grasp.
MIZUTEPPO (WATER BULLETS)
Ninjutsu (Suiton) [Water]
Material Focus – At least 5 Litres of water nearby.
See the Godai Taigeki: Nidan Jutsu technique (p153).
MIZUAME NABARA (SYRUP CAPTURE FIELD)
Ninjutsu (Suiton; Requires Yutsuba no Jutsu (t))
MUGEN KUUHAZAN (INFINITE AIR WAVE SLASH)
Ninjutsu (Fuuton; Requires Kuuhazan (t)) [Wind]
[Water]
Rank: 12 (A); Learn DC: 27, 4 successes; Perform: 15
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
(DC 29); Time: Full-attack action; Components: C, F;
(DC 16); Time: Attack action; Components: Mas, S;
Range: 30 ft; Area: 5 ft wide Line *; Duration: Instant;
Range: 10 ft; Area: One 10 ft square (S); Duration: 3
CR: Yes; Cost: 12
Rounds; Save: Reflex negates *; Cost: 4
This technique functions as Kuuhazan (p175), except as
You spit out a large quantity of sticky liquid that covers
above, and you make a full-attack action instead of a
the area. Creatures within the area cannot run or
single attack.
charge, and move at half their speed during their turn.
Material Focus – A held slashing weapon that is of
They also suffer a -2 penalty to Defense and Reflex
your size or larger.
saves. Characters that use the Tadayou technique be-
fore moving through the area remain unaffected MUGEN SAJIN DAITOPPA (INFINITE SANDSTORM)
Mastery – The third step allows you to increase the Ninjutsu (Fuuton) [Wind]
Cost to 6 and increase the area to a 15 ft square. Rank: 7 (C); Learn DC: 20, 2 successes; Perform: 8
The third step allows you to increase the Cost to 8 and (DC 20); Time: Attack action; Components: F, H; Range:
increase the area to a 20 ft square. 30 ft; Area: Cone; Duration: Instant; Save: Reflex halves;
CR: Yes; Cost: 6
MIZUDAMA NO JUTSU (WATER SPHERE TECHNIQUE)
You exhale a blast of wind that whips up dirt and sand,
Ninjutsu (Suiton) [Water]
dealing 5d8 wind damage. Creatures who fail their save
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
are also knocked back 1d4x5 ft.
(DC 12); Time: Attack action; Components: E, H; Range:
Material Focus – At least 9 ft3 of dirt or sand nearby.
Close; Target: One creature; Duration: Instant; CR: Yes;
Cost: 1 MUGEN UGOKU NO JUTSU (INFINITE SHIFT TECHNIQUE)
You focus Chakra into your salivary glands, producing a Ninjutsu (Spacetime; Requires Chakra Control 15 ranks,
large amount of saliva and hardening it to a mud-like Ninjutsu 15 ranks, Retrieval Expert (f) and
consistency which you spit at the target, making a Jigen Ugoku no Jutsu (t)) [Teleportation]
ranged attack roll which deals 1d4 water damage on Rank: 12 (S); Learn DC: 28, 5 successes; Perform: 16
hit. Alternatively, you can target small fires such as (DC 32); Time: Attack action; Components: C, H, Mob,
torches or candles, and extinguish them if you hit. P; Range: 120ft/level; Cost: 10
If you know the Toushou technique, you may per- This technique is identical to Jigen Ugoku no Jutsu. You
form both Toushou and this technique in quick succes- can shift through up to 15 ft of concrete per level.
sion as a full-attack action. Doing so has the standard
effects of Toushou, and changes the damage of this MUKIDOU SANPO NO JUTSU (TRACKLESS STEP TECHNIQUE)
technique to 1d4+2 (half cold, half water), cannot put Ninjutsu
out small fires, but may break fragile objects. Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
Empower – Spend 2 Chakra to fire an additional (DC 17); Time: Full-round action; Components: C, H;
sphere (up to 1 sphere per 2 levels total). Each sphere Range: Personal; Duration: 1m/level (D); Cost: 4
can affect the same target, or a different one. The DC required to follow any tracks you've made
while under the effects of this technique is increased by
MIZUDAN NO JUTSU (WATER BLAST TECHNIQUE) 1 per level (maximum +10). The tracks made remain
Ninjutsu (Suiton) [Water] difficult to follow even after the technique ends.
See the Godai Taigeki: Sandan Jutsu technique (p153).
MUTSUTENSHI NO SHURIKEN (ELEMENTAL PRISM) dodge bonus to Defense and Reflex saves,. You can
Ninjutsu [Varies] double the bonus by increasing the technique's cost to
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 4.
(DC 13); Time: Move action; Components: S; Range: A creature cannot be affected by this technique more
Touch; Target: One shuriken; Duration: 1r/level; CR: than once at the same time.
Yes; Cost: 1
You imbue a shuriken with entropic, elemental ener-
NINJUTSU HIKEN: JIKUUKAN INGOKU (NINJUTSU SECRET:
gies, having it deal 1d4 additional energy damage,
SPACETIME SECLUSION)
Ninjutsu (Spacetime; Requires Ninjutsu 18 ranks and
which is not multiplied on critical hits. Roll a 1d6 to
Technique Focus (Spacetime) (f)) [Teleportation]
determine the type of energy damage dealt: 1 (Cold), 2
Rank: 14 (SS); Learn DC: 31, 8 successes; Perform: 19
(Earth), 3 (Electric), 4 (Fire), 5 (Water) or 6 (Wind).
(DC 39); Time: Attack action; Components: C, E, H;
This technique gains a descriptor based on the dam-
Range: Melee touch *; Target: One creature *; Duration:
age type gained.
1r/level (D); Save: Will negates; CR: Yes; Cost: 15 *
NAGAREI NO JUTSU (COLD SPELL TECHNIQUE) The touched creature becomes trapped in a separate
Ninjutsu (Hyouton) [Cold] dimension shaped like a 15 ft cube. While trapped, it is
Rank: 1 (E); Learn DC: 12, 1 success; Perform: 1 as though it were completely removed from the world,
(DC 11); Time: Attack action; Components: C, H; becoming entirely unaware of anything happening
Range: Touch; Target: One living creature; Duration: 1 around it, and completely unable to affect or be affect-
Minute; Save: Fortitude negates; CR: Yes; Cost: 1 ed by any object, creature or effect in 'the real world'.
The subject takes 1 cold damage and takes a -1 penalty When the effect ends, the subject reappears in the
to Strength and Dexterity-based skill checks for 1 mi- square it was when it became affected, in the exact
nute. If the target recovers HP due to any Medical same condition as it was previously. If there is no space
technique, the penalty is removed. for it, it will reappear in the nearest unoccupied square
(determined at random). While trapped, the subject can
NAWANUKE NO JUTSU (ESCAPING TECHNIQUE) attempt to end the technique by attempting to perform
Ninjutsu
a Spacetime technique with the Teleportation de-
Rank: 1 (E); Learn DC: 12, 1 success; Perform: 1
scriptor, but such an attempt fails unless it succeeds at a
(DC 11); Time: Attack action; Components: C; Range:
Will save.
Personal; Duration: 1r/level; Cost: 1
You may use this technique on yourself, but doing so
You improve your range of motion, gaining a +4 bonus
increases the Cost to 25 Chakra.
to Escape Artist or Dexterity checks made to free your-
Empower – Spend 5 Chakra to allow the subject to be
self from bonds or confinement (such as handcuffs).
able to see everything it would normally see from its
NEKO NO ME (CAT'S EYES) original posision, though it still cannot detect anything
Ninjutsu (Requires Ninjutsu and Spot 4 ranks) with its other senses or affect/be affected by anything.
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
NINPOU: CHAKRA NAGASHI (NINJA ART: CHAKRA FLOW)
(DC 16); Time: Full-round action; Components: C, H;
Ninjutsu [Varies]
Range: Personal; Duration: 1m/level; Cost: 2
Rank: 3 (D); Learn DC: 15, 1 success; Perform: 3
You gain Darkvision with a range of 60 ft, and gain a +4
(DC 14); Time: Attack action; Components: C, F, S;
bonus to Spot checks if it is daytime.
Range: Touch; Target: Held weapon; Duration: 1m/level
NINJOURYOKU NO JUTSU (EMPATHY POWER TECHNIQUE) (D) *; Cost: 2
Ninjutsu You imbue a single held melee weapon or five thrown
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7 or projectile ammunitions with Chakra, having them
(DC 20); Time: Attack action; Components: C, H; count as Chakra enhanced for the purpose of bypassing
Range: Close; Target: One creature *; Duration: Encoun- damage reductions and having them deal 1d6 additional
ter; Save: Will negates (harmless); CR: Yes (harmless); force damage to any creature or object made entirely of
Cost: 2 * Chakra. The effect ends one round after such an im-
You shape your Chakra, sending it to a creature you bued weapon is no longer held by you.
have been bonded to by the Fuinjutsu: Ninjou Kan Mastery – The first step allows weapons to remain
technique in order to strengthen it. The bonded crea- imbued as long as they are within 5 ft of you.
ture gains a +1 bonus to attack and damage rolls or a +1
The third step allows you to replace the Material Fo- (DC 13); Time: Attack action; Components: C; Range:
cus with any object or weapon. Personal *; Effect: Chakra strings; Duration: Permanent
The fifth step requires ECL 12 to learn, but allows (D) *; CR: Yes; Cost: *
you to imbue the weapon with an effect based on your You create invisible Chakra threads which can be used
primary elemental affinity (see below). Doing so in- to manipulate objects with varying degrees of control.
creases the Chakra cost of the technique to 6 and adds Creatures that can See (Through) Chakra can make a
the appropriate descriptor to the technique: Spot check (DC 10) to see the threads. Using such
Earth (Crushing) – The weapon has hardness 20, by- threads requires you have both hands free. To attach
passes dark iron damage reduction and ignores any your threads to an object, you must hit it with a ranged
hardness of 8 or lower, and gains a +2 bonus to attack touch attack. For each range increment beyond the first
rolls made against targets affected by the Suibouheki no a controlled object is distanced from you, you take a -2
Jutsu technique, or those vulnerable to earth damage. penalty to all checks and rolls made through or with it.
Imbued objects do not gain the increased hardness. Each time a controlled object is used to deliver damage,
Fire (Searing) – Creatures or objects struck by the you must make an Intelligence check (DC 20) to avoid
weapon have their hardness and damage reductions losing your grip on the object until your next turn.
reduced by 2 for 3 rounds, stacking up to 10 times. Lasts Chakra threads come in various classes, each with its
for 5 attacks. Any creature suffering more than 25% of own Chakra cost and statistics:
its HP in damage from a searing weapon takes a 50%
Range Spot
penalty to any healing received by Medical techniques,
Class Increment HP Trip DC Objects Cost
healing spells or Treat Injury skill use for 24 hours.
Lastly, the weapon gains a +2 bonus to attack against a D 10 ft 7 10 ft 10 2 1
creature vulnerable to fire, or one affected by the C 20 ft 11 15 ft 15 3 2
Junkaze no Jutsu technique. B 30 ft 15 20 ft 20 4 3
Ice (Freezing) - Creatures or objects struck by the A 50 ft 20 30 ft 25 5 4
weapon have their hardness and damage reductions
reduced by 1 for 5 rounds, stacking up to 10 times. The A chakra thread can reach up to five range incre-
weapon gains a +2 bonus to attack against a creature ments and can be used to deliver a Trip or Disarm at-
vulnerable to cold, or one affected by the Soukou no tempt at range (as indicated). You do not risk getting
Jutsu technique. tripped or disarmed if you fail such an attempt.
Lightning (Vibrating) – The weapon ignores all hard- More powerful threads become increasingly difficult
ness and 5 points of damage reductions. The weapon to spot (as shown) and can be used control multiple
gains a +2 bonus to attack against a creature vulnerable objects, though each object is controlled individually
to lightning, or a +4 bonus against a creature affected and a puppeteer is still limited by its (Advanced) Pup-
by the Tsuchi no Yoroi technique (choose one). petry ability in how many puppets it can control.
Water (Slowing) – Creatures hit by the weapon take a Chakra threads have a Defense of 10 plus your Dex-
-1 penalty to Defense for 2 rounds, stacking up to 5 terity modifier, and can only be damaged by slashing
times. Lasts for 5 attacks. The weapon gains a +2 bonus attacks that can bypass Chakra-based damage reduc-
to attack against a creature vulnerable to water, or one tion. A thread that is destroyed will disconnect you
affected by the Enkoudate no Jutsu technique. from whatever object that thread controlled. Severed
Wind (Slicing) – The weapon ignores 15 points of threads can be reformed as a swift action while this
hardness and/or damage reductions, and automatically technique is still active, but you will have to pay the
confirms critical hits. Lasts for 4 hits. The weapon gains cost again.
a +2 bonus to attack against a creature vulnerable to Although they can manipulate objects at range, you
wind, or one affected by the Raidate no Jutsu tech- still use your Strength score to determine the total
nique. weight of items you can carry, lift or move.
Material Focus – A thorium or ironium object or The basic use of this technique creates D-class
weapon, or one with a containment seal. threads. Mastery allows you to create higher class
threads.
NINPOU: CHAKRA NO ITO (NINJA ART: CHAKRA THREADS)
 D-Class: These threads manipulate object as
Ninjutsu (Requires Chakra Control 5 ranks)
though they were a rope. You gain a +2 circum-
Rank: 2 (D); Learn DC: 14, 1 successes; Perform: 2 stance bonus to Trip or Disarm attempts made
with them, and you suffer a -4 penalty to attacks
rolls and skill checks requiring precision made can See (Through) Chakra can make a Spot check in-
with or through the objects. stead of a Search check to find it.
 C-Class: These threads manipulate object as
To properly trigger the trap, you must have an attack
though using a weak telekinetic force, allowing
you to nudge it in any direction, and you suffer a action ready when a creature moves to or over the
-2 penalty to attacks rolls and skill checks requir- trap's area, after which the paper bombs attempt to
ing precision made with or through the objects. crawl up the target's legs. The target may make a Reflex
 B-Class: These threads manipulate objects as save, but takes a -4 penalty if it was not aware of the
though they were a telekinetic force, and in- trap. If the creature fails, it is unable to make a save
crease your effective Strength score by 2 when
against the primary damage.
lifting or moving objects.
 A-Class: These threads can manipulate objects as The trap, once sprung, must be set off as a free action,
though using your own hands and increase your which can be done even if it is not your turn, and the
effective Strength score by 5 when lifting or resulting explosion deals 10d6 fire damage to the target
moving objects. and all adjacent creatures (primary), and a half as much
damage as a 30 ft Burst centered on the creature that
Mastery – Each step grants a +1 bonus to the touch at-
triggered the trap (secondary). A successful Reflex save
tack made to attach threads to an inanimate object.
will halve the damage.
The first step requires five times as long to learn, and
Empower – Spend 1 Chakra to increase the primary
allows you to create C-Class threads.
damage by 1d6, up to 1d6 per level or 16d6.
The second step allows you to perform this technique
Mastery – Each step increases the duration by 1 mi-
as a move action up to three times per encounter.
nute and reduces the perform time by 1 round (mini-
The third step requires ten times as long to learn, and
mum 1 round).
allows you to create B-class threads.
The third step allows you to activate the trap as an in-
The fourth step allows you to perform this technique
stant action, rather than an attack action.
as a swift action up to three times per encounter.
The fifth step allows you to perform this technique as
The fifth step takes twenty times as long to learn, and
an attack action, gaining a range of Close.
allows you to create A-Class threads.
Expendable Components – 12 exploding tags.
NINPOU: CHISENDOU TANCHI (NINJA ART: TREMORSENSE)
Ninjutsu (Doton; Requires Primary Affinity (Earth))
NINPOU: KUNAI JOUWANA (NINJA ART: GREATER KUNAI TRAP)
Ninjutsu (Requires Knowledge (Ninja Lore) or Craft
[Earth]
(Mechanical) 9 Ranks and Ninpou: Kunai Wana (t))
Rank: 8 (C); Learn DC: 21, 2 successes; Perform: 9
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
(DC 21); Time: Attack action; Components: C, H, Mas;
(DC 21); Time: 5 Minutes *;
Range: Personal; Duration: Concentration (up to
As Ninpou: Kunai Wana. You set a Greater Kunai Trap
1r/level), plus 1 minute (D); Cost: 4
instead.
You gain the Tremorsense ability (p357), with a 30 ft
Expendable Components – 6 Kunai and a trap kit
range.
(consumes 1 use).
Mastery – The first, third and fifth steps increase the
range of the Tremorsense by 10 ft each. NINPOU: KUNAI KANWANA (NINJA ART: PERFECT KUNAI TRAP)
Ninjutsu (Requires Knowledge (Ninja Lore) or Craft
NINPOU: KIBAKU FUUDA NO WANA (NINJA ART: PAPER BOMB
(Mechanical) 12 Ranks and Ninpou: Kunai Jouwana (t))
TRAP)
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
Ninjutsu (Requires Kakureimino no Jutsu (3)) [Fire]
(DC 26); Time: 10 Minutes *;
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
As Ninpou: Kunai Wana. You set a Perfect Kunai Trap
(DC 23); Time: 5 Rounds *; Components: C, E, M, Mas;
instead.
Range: 0 ft; Area: Four adjacent squares; Duration: 5
Expendable Components – 8 Kunai and a trap kit
Minutes (D) *; Save: Reflex partial *; Cost: 10
(consumes 1 use).
You set a trap with paper bombs in four adjacent
squares, which remains active for 5 minutes or until NINPOU: KUNAI SHOUWANA (NINJA ART: MINOR KUNAI TRAP)
activated. The trap is plainly visible, but you can extend Ninjutsu (Requires Knowledge (Ninja Lore) or
the perform time by 1 round to conceal the trap by Craft (Mechanical) 4 Ranks)
making a Hide check at a +4 bonus, modified by your Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
Intelligence (instead of your Dexterity). The result of (DC 12); Time: 3 Minutes *;
the check is the Search DC of the trap. A creature that
As Ninpou: Kunai Wana. You set a Minor Kunai Trap This technique can only be used once per day, and
instead. once it ends you become fatigued. You also take 1d6
Expendable Components – 4 Kunai and a trap kit temporary Intelligence damage (Fortitude DC 18 ne-
(consumes 1 use). gates).

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.

RAIKODAN (LIGHTNING TIGER MISSILE) RAIKOUSEN NO JUTSU (RAY OF LIGHTNING TECHNIQUE)


Ninjutsu (Raiton; Requires Ninjutsu 15 ranks) [Electric] Ninjutsu (Raiton) [Electric]
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12 Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
(DC 26); Time: Full-attack action; Components: C, H; (DC 15); Time: Attack action; Components: S; Range:
Range: Medium; Target: One creature; Duration: In- Medium; Effect: Ray; Duration: Instant; Save: Fortitude
stant; Save: Fortitude half and partial *; CR: Yes; Cost: partial; CR: Yes; Cost: 3
15 You fire a ray of lightning that deals 2d6 electric dam-
You send forth a glimmering yellow tiger to leap at the age. If hit, the target is stunned for 1 round (Fortitude
target, dealing 4d8 electric damage (Fortitude halves). negates).
After one to five rounds (your choice), the target suffers
another 3d8 electric damage and must make a Fortitude
RAIKOUONO (THUNDERSTRIKE AXE)
Ninjutsu (Raiton; Requires Chakra Control and
save or take 1d4 Chakra Coils damage.
Taijutsu 12 ranks) [Electric]
RAIKOU NO TSURUGI (THUNDER SWORD) Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10
Ninjutsu (Raiton) [Electric] (DC 24); Time: Attack action; Components: C, M;
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 Range: 10 ft; Target: One creature; Duration: Instant;
(DC 18); Time: Attack action; Components: S; Effect: Save: Reflex halves, Fortitude partial; CR: Yes; Cost: 10
One thunder sword; Duration: 1r/level (D); Save: *; CR: You call forth lightning, shaping it into a large axe that
Yes; Cost: 8 you smash into the target, dealing 6d8 electric damage
You mold Chakra in your hand, turning it into a blade (Reflex halves). A target taking any amount of damage
of electricity that is wielded like a ninja-to. Attacks from this technique is paralyzed for 2 rounds (Fortitude
with the blade are touch attacks, dealing 1d6 electric negates). This technique does not provoke attacks of
damage, +1 per three levels (up to +5). Since the blade is opportunity when performed in another creature's
made of energy and not physical matter, you do not threatened area.
apply your Strength modifier to damage.
RAIKUISHA NO JUTSU (LIGHTNING DEVOURER TECHNIQUE) RAISOKU (LIGHTNING SPEED)
Ninjutsu (Raiton; Requires Seidenki Reiki no Jutsu (t)) Ninjutsu (Raiton) [Electric]
[Electric] Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 (DC 21); Time: Attack or instant action *; Components:
(DC 25); Time: Attack action; Components: H; Area: 5 ft C, Mas; Range: Medium; Duration: Instant; Cost: 3
Emanation, centered on you; Duration: 1r/5 levels (D); You charge your body with lightning, and instantly
Save: Reflex halves ; CR: Yes; Cost: 16 move to any location within range, as long as it is not
You use your Chakra to form a powerful electric aura behind a barrier through which you could not ordinari-
around you, which crackles with energy. Each round, ly move (i.e. you could not move through a wall that
other creatures caught within the area during your turn only has a small drain, but you could move to the top of
suffers 8d4 electric damage. While active, you gain a +2 the wall if it is within range). The movement makes no
bonus to Reflex saves against electric effects, but suffer sound or visual effect. This movement is instantaneous,
a -8 penalty to Hide and Move Silently checks, as well and counts as though it were a teleportation effect,
as taking a -4 penalty to saves against any Water effects. though any effect that interacts with teleportation ef-
fects will not interact with Raisoku.
RAIRYUUDAN NO JUTSU (LIGHTNING DRAGON BLAST TECH- You can use this technique up to once per encounter
NIQUE)
(uses to avoid an attack, as below, do not count toward
Ninjutsu (Raiton) [Electric]
this limit).
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
Avoiding an Attack (1/day): Minimum DC 21. If you
(DC 22); Time: Attack action; Components: C, H;
succeed, you use the technique as normal, (though in
Range: Close; Area: 10 ft square; Duration: Instant; Save:
this case the range is limited to 50 ft) and you can make
Reflex halves; CR: Yes; Cost: 12
a Hide check to hide. You can use this technique to
You launch a dragon of yellow lightning, which charg-
avoid an attack against a source with a CR of up to 10.
es to the area to deal 7d6+5 electric damage.
Mastery – Each step allows you to use the technique
RAIRYUURETSU NO JUTSU (VIOLENT LIGHTNING DRAGON to avoid an attack an additional time per day.
TECHNIQUE) The first, third and fifth steps each increase the max-
Ninjutsu (Raiton; Requires Chakra Control and imum CR you can avoid attacks from by 5.
Ninjutsu 14 ranks) [Electric] The third step also allows you to use this technique
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 when not avoiding an attack up to three times per en-
(DC 25); Components: C, H, F; counter.
This technique functions as Daikodan no Jutsu (p146). The fifth step allows you to use this technique when
The projectile is the shape of a yellow dragon of light- not avoiding an attack as many times per encounter as
ning, dealing 8d6 electric damage to primary targets, you wish, though no more than once per round.
and half that to secondary targets.
RAITE NO JUTSU (HANDS OF THUNDER TECHNIQUE)
RAISEIDAN NO JUTSU (LIGHTNING NOVA TECHNIQUE) Ninjutsu (Raiton) [Electric]
Ninjutsu (Raiton) [Electric] Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
See the Godai Ransatsu: Shodan Jutsu technique (p152). (DC 13); Time: Attack action; Components: S; Range:
Melee touch; Target: One creature; Duration: Instant;
RAISHURIKEN NO JUTSU (LIGHTNING SHURIKEN TECHNIQUE) CR: Yes; Cost: 4
Ninjutsu (Raiton) [Electric] You charge your hands with crackling electricity, deal-
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1 ing 2d6 electric damage, +1 per level (up to 2d6+5 total)
(DC 12); Time: Attack action; Components: E, S; Range: against the target on hit. If the target wears a lot of
Close; Target: One creature; Duration: Instant; Save: metal (such as metal armor), you gain a +2 bonus to the
Reflex halves; CR: Yes; Cost: 1 attack roll (GM's discretion).
You throw a shuriken of lightning at the target, dealing
1d6 electric damage. RAITSUME NO JUTSU (LIGHTNING CLAW TECHNIQUE)
Empower – Spend 1 Chakra to increase the damage Ninjutsu (Raiton) [Electric]
by 1, up to a total of 1d6+5. See the Godai Ransatsu: Nidan Jutsu technique (p152).
RAKUNUMA NO JUTSU (DECAYING SWAMP TECHNIQUE) Violent Thrust – Make a ranged touch attack against a
Ninjutsu (Doton; Requires Chakra Control 14 ranks Medium-sized or smaller target, throwing it 1d6 x 5 ft
and Yomi Numa (t)) [Earth] in a direction of your choice (halved upwards, doubled
Rank: 8 (S); Learn DC: 24, 5 successes; Perform: 12 (DC downwards). If the subject collides with an object of its
28); Time: Attack action; Components: C, S, F; Range: own size or larger, it suffers 3d6 fall damage. A Large
Touch; Duration: *; CR: Yes; Cost: 10 creature can be affected as well, though it is only
You touch a swamp you've created with the Yomi Nu- thrown 1d4 x 5 ft. A successful save halves the distance
ma technique, reducing its duration to 1r/level and the subject is thrown, and halves the collision damage
having it deal 1d6 acid damage each round to creatures (if any). The collision can be made to do nonlethal
trapped in it. Creatures walking on the swamp without damage, though you incur a -4 penalty to the touch
protective footwear take only 1 acid damage per round. attack and save DC if you choose to do so.
The swamp does not affect any creature with your Empower – Spend 2 Chakra to gain a +2 bonus to ei-
Chakra signature. ther the disarm check (Disarm) or to the roll to deter-
mine the distance the target is thrown (Violent Thrust),
RAKURAI NO JUTSU (LIGHTNING BOLT TECHNIQUE) up to +10 total. Each such bonus also increases the col-
Ninjutsu (Raiton) [Electric]
lision damage by 1d6 (maximum 1d6 per level).
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
(DC 20); Time: Attack action; Components: E, H, Mas; REPPUSHOU (GALE CRUSHER)
Range: Long; Area; 5ft wide Line; Duration: Instant; Ninjutsu (Fuuton) [Wind]
Save: Reflex halves; CR: Yes; Cost: 5 Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
You fire a bolt of lightning from your hand, dealing 3d6 (DC 15); Time: Attack action; Components: E, H; Range:
electric damage. You can reduce the length of the Line Medium; Target: One creature or thrown weapon *;
as you see fit. Duration: Instant; Cost: 3
Empower – Spend 1 Chakra to increase the damage You create a small but powerful sphere of spinning
by 1d6, up to 1d6 per level or 12d6 total. wind, ready to target either a creature or a thrown
Mastery – The third step reduces the base cost to 3. weapon. Either way, you must succeed at a ranged
touch attack against the target.
RENKU DAN (COMPRESSED AIR BLAST) If directed against a creature, the attack deals 2d6
Ninjutsu (Fuuton) [Wind]
wind damage, knocks the target back 5 ft and has it fall
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10
prone.
(DC 24); Time: Attack action; Components: E, H; Range:
If directed against a thrown weapon, the technique
Long; Area: 20ft Burst; Duration: Instant; Save: Reflex
must be made as a readied action to respond to the
halves; CR: Yes; Cost: 10
weapon being thrown. You can either hinder the
You gather and multiply air inside your lungs, expelling
weapon, throwing it 2d6x5 ft in a random direction
it as a nearly solid sphere that deals 7d8 wind damage.
from its intended target (thus making it miss), or aid
Empower – Spend 2 Chakra to increase the damage
the attack, having it gain a +4 bonus to the attack roll
by 1d8, up to 1d8 per character level or 14d8 total. Each
and having it deal 2d6 additional damage on hit (not
die also increases the burst radius by 5 ft (up to 50 ft).
multiplied on critical hits). If the touch attack misses
REPPUUTSUKI NO JUTSU (VIOLENT WIND THRUST TECHNIQUE) the weapon, nothing happens.
Ninjutsu (Fuuton) [Wind] You gain a +8 bonus to the touch attack if you are ad-
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 jacent to the creature or throwing the weapon, or a +4
(DC 22); Time: Attack action; Components: E, H; Range: bonus if you are within 10 ft of them.
Medium; Target: One creature or object; Duration: In- Empower – Spend 3 Chakra to either increase the
stant; Save: Fortitude partial *; Cost: 4 knockback by 5 ft or to target two thrown weapons
You concentrate Chakra in the air, creating a potent fired by the same creature, at the same target.
gust of wind that can do one of two things:
RETSUDO TENSHOU (EARTH SPLITTING FORCE)
Disarm – Make a ranged touch attack against a target
Ninjutsu (Doton) [Earth]
weapon. If it hits, you may make a disarm attempt,
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
gaining a +4 circumstance bonus to the check, without
(DC 26); Time: Attack action; Components: C, H;
risking being disarmed yourself. The gust of wind
Range: Medium; Area: 30 ft Spread (S); Duration: 1
counts as though you wield a Medium-sized weapon.
Round; Save: *; Cost: 12
You must be in contact with the surface you wish to RYOUTOU SUIRYUUDAN NO JUTSU (TWO-HEADED WATER
affect, or a surface directly connected to it. You can DRAGON BLAST TECHNIQUE)
only affect open ground and structures within the area. Ninjutsu (Suiton; Requires Suiryuudan no Jutsu (2))
The ground in the area trembles and cracks. Each [Water]
creature within has a 25% chance to fall into a fissure Rank: 13 (A); Learn DC: 28, 4 successes; Perform: 16
(Reflex negates). Creatures traveling underground have (DC 30); Time: Full-attack action; Components: F, H;
only a 20% chance to be caught in a fissure. When the Range: Medium; Area: Two 15ft squares; Duration: In-
technique ends, the fissures close, killing any creatures stant; Save: Reflex halves; CR: Yes; Cost: 17
inside. This advanced technique creates two large dragon
Structures standing on open ground in the target area heads, each dealing 7d6+3 water damage to creatures
suffer 100 damage (enough to collapse a typical wooden within their respective areas. Both dragon heads can
or non-reinforced masonry building), which ignores target the same square, though a creature must save
hardness. Creatures within a collapsing structure take against each of them seperately.
8d6 earth damage (Reflex halves) and are pinned be- Material Focus – At least 200 Liters of water nearby.
neath the rubble, suffering 1d6 nonlethal damage each
minute, increasing by 1d6 each minute. If it falls un-
RYUUKA NO JUTSU (DRAGON FIRE TECHNIQUE)
Ninjutsu (Katon) [Fire]
conscious, it must make a Constitution check (DC 15)
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
each round or take 1d4 points of damage.
(DC 20); Time: Attack action; Components: S; Range: 40
ROUGA NADARE NO JUTSU (WOLF FANG AVALANCHE TECH- ft; Target: One creature *; Duration: Instant *; Save: For-
NIQUE) titude partial; CR: Yes; Cost: 8
Ninjutsu (Hyouton) [Cold] The target creature must be caught by the Kousen Shi-
Rank: 10 (A); Learn DC: 25, 4 successes; Perform: 13 bari no Jutsu technique, or bound in a similar way with
(DC 27); Time: Attack action; Components: H, M; you holding the bindings that lead directly to the tar-
Range: Close; Area: 25 ft wide, 100 ft long Line; Dura- get. You release a powerful stream of fire that flows
tion: Instant; Save: Reflex and Fortitude partial *; CR: along the bindings holding the target, engulfing it and
Yes *; Cost: 14 dealing 6d6 fire damage. The target must make a Forti-
You send a pack of snow wolves tearing through the tude save to avoid catching fire for 2d6+1 rounds.
area, dealing 6d8 cold damage (Reflex halves), as well as The bindings holding the target are disintegrated,
4d8 slashing damage. Creatures of Large or smaller size freeing the them.
are pushed back 1d6 x 5 ft (Fortitude negates). The
technique's range only limits the point where you can
RYUUSA NO JUTSU (QUICKSAND TECHNIQUE)
Ninjutsu (Doton) [Earth]
have the line start. The line can go in any direction you
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
choose.
(DC 22); Time: Attack action; Components: C, H;
Expendable Component – At least 12503 ft of snow or
Range: Close; Area: 20 ft Emanation (S); Duration: Con-
ice nearby.
centration, plus 1 round; Save: *; Cost: 8
ROUSURO ONPA NO JUTSU (DEAFENING SOUND WAVE TECH- This technique must be used on soft ground, and cre-
NIQUE) ates an area of quicksand.
Ninjutsu [Sonic] A character approaching the patch of quicksand at a
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 walking pace can make a Survival check (DC 18) to
(DC 17); Time: Attack action; Components: C, H; detect it before it steps in.
Range: Close; Area: 10 ft Square (Spread); Duration: A running or charging character does not receive
Instant; Save: Fortitude partial; CR: Yes; Cost: 6 such a check, and if it passes through, it will be carried
You manipulate sound waves in the area, creating a 1d2 x 5 ft into the quicksand before coming to a stop.
blast of sound that deals 2d6 sonic damage. Any crea- A character caught in quicksand must make a Swim
ture in the area is also deafened for 1d6+1 rounds (For- check (DC 10) every round to prevent itself from sink-
titude negates). ing, or it can attempt a DC 15 Swim check to move 5 ft
in any non-vertical direction of their choice. Characters
who fail a Swim check sink below the surface, and will
have to hold their breath and/or start drowning. A suc-
cessful Swim check (DC 15, +1 per round spent sunk increasing the bonus to the check by +10 per additional
below the surface) allows you to resurface. air charge spent.
A character outside the quicksand may use a pole of
some sort (a spear shaft, a sturdy branch) or a length of
SARUTOBI NO JUTSU (FLYING MONKEY TECHNIQUE)
Ninjutsu (Fuuton) [Wind]
rope to pull a creature out, as long as that item can
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
reach the target. The rescuer makes a Strength check
(DC 12); Time: Move action; Components: C, H; Range:
(DC 15) as a full-round action. The trapped creature
Personal; Duration: Instant; Cost: 1
must make a Strength check (DC 10) to hold on to the
You create a sudden updraft to guide you into the air.
pole or rope. If they fail, they must make a Swim check
Make a Jump check, gaining a +10 competence bonus to
(DC 15) to avoid sinking (as above). If both Strength
the roll and ignoring the need for a 10 ft move before
checks succeeded, the trapped creature is pulled 5 ft
jumping. This technique can be used a second time
towards the rescuer.
while mid-air from jumping, jumping even further, but
SAN IBUKI NO JUTSU (ACIDIC BREATH TECHNIQUE) you cannot use this technique while falling.
Ninjutsu
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
SEIDENKI REIKI NO JUTSU (STATIC ELECTRICITY AURA TECH-
NIQUE)
(DC 21); Time: Attack action; Components: C, H;
Ninjutsu (Raiton) [Electric]
Range: Personal; Effect: 10ft square cloud (Spread); Du-
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
ration: Instant *; Save: Fortitude halves; CR: Yes; Cost: 6
(DC 16); Time: Attack action; Components: S; Area: 10ft
You expel a cloud of acid from your lungs, filling and
Emanation centered on you; Duration: 1r/level (D);
adjacent 10 ft square. The cloud grows to a 15 ft square
Save: Reflex halves; CR: Yes; Cost: 4
the second round, and a 20 ft square the third, and will
This basic technique forms an aura of static electricity
disperse four rounds after that. A moderate wind (11+
around you, delivering static discharges that deal 1d3
mph) disperses it in three rounds, and a strong wind
damage each round to creatures caught inside it.
(21+ mph) disperses it in a single round. Creatures
within the cloud take 3d8 acid damage each round they SEIHYOUROU NO JUTSU (ETERNAL ICE PRISON TECHNIQUE)
remain within. Ninjutsu (Hyouton) [Cold]
Rank: 13 (S); Learn DC: 29, 5 successes; Perform: 17
SARUBOU NO MAI (DANCE OF THE WILD MONKEY)
(DC 33); Time: Attack action; Components: H, M;
Ninjutsu (Fuuton; Requires Primary Affinity (Wind),
Range: Close; Target: One creature *; Duration: 1d/level
Sarutobi no Jutsu (5), Torihane no Jutsu (2)) [Wind]
(D); Save: Reflex negates; CR: Yes; Cost: 18
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
This technique is identical to Hyourou no Jutsu (p159).
(DC 17); Time: Attack action; Components: C, H, Mas;
The Strength check DC to break the prison is 35, and
Range: Personal; Duration: 1h/level (D); Cost: 4
instead of suffocating the target will fall unconscious
You imbue yourself with five air charges, which may
after being trapped for 1d4+1 rounds, remaining so un-
be used to perform the following tricks. Each trick re-
til freed.
quires you to spend an air charge:
Expendable Components – At least 2503 ft of snow or
Air Dance (Free Action) – You stand up from prone as
ice nearby.
a free action without provoking attacks of opportunity.
Freestyle (Instant Action) – You slow your falling SEISHINKO NO JUTSU (CELESTIAL ARC TECHNIQUE)
speed to 10 ft for a single round. Ninjutsu (Raiton) [Electric]
Monkey Charge (Swift Action) – Increase your base Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
land speed by 10 ft for 3 rounds. (DC 22); Time: Attack action; Components: H; Area: 20
Uplift (Free Action) – Only usable while jumping. ft semicircular Spread, centered on your hands; Dura-
Make an immediate second jump, gaining a +10 circum- tion: Instant; Save: Fortitude partial, Reflex halves *;
stance bonus to the check and ignoring height re- CR: Yes; Cost: 7
strictions for that jump. You send forth a surge of bright white electrical ener-
Mastery – The third step allows you to spend 1 addi- gy, dealing 6d6 electric damage (Reflex halves), and
tional Chakra to gain 2 additional air charges, up to a stunning any creature damaged for 1d3 rounds (Forti-
maximum of 11 air charges. Each step also allows you tude negates).
to expend additional air charges when using Uplift,
SEKIJUN HAYASHI NO JUTSU (STALAGMITE FOREST TECHNIQUE) SHINDO NO JUTSU (QUAKING EARTH TECHNIQUE)
Ninjutsu (Doton) [Earth] Ninjutsu (Doton) [Earth]
Rank: 14 (S); Learn DC: 30, 5 successes; Perform: 18 Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
(DC 34); Time: Full-round action; Components: C, H; (DC 15); Time: Attack action; Components: S; Range:
Range: Close; Area: 60 ft Burst (S); Duration: Instant (D) Close; Area: One 10ft square (S); Duration: Instant;
*; Save: Reflex halves; CR: Yes; Cost: 16 Save: Reflex negates; Cost: 4
This difficult and powerful technique has you focus a You press your hand into the ground and cause tremors
large amount of Chakra into your hands and touch the to shake the area, making creatures within fall prone.
ground, sending forth a seemingly subtle shockwave.
Immediately after, 15 ft tall stalagmites erupt through-
SHINGEN NO JUTSU (LOCALIZED EARTHQUAKE TECHNIQUE)
Ninjutsu (Doton) [Earth]
out the area, dealing 8d12 earth damage and leaving a
See the Godai Ransatsu: Yondan Jutsu technique (p152)
forest of stony trees that resemble a thick forest, not
providing enough space for Small-sized or larger crea- SHINHYOUKODAN NO JUTSU (ULTIMATE ICE TIGER BLAST
tures to fight in. The stalagmites remain for one day, or TECHNIQUE)
until dismissed. Ninjutsu (Hyouton) [Cold]
This technique cannot be performed on water. See the Godai Ransatsu: Nidan Jutsu technique (p152)

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.

SHUURAI NO JUTSU (LIGHTNING STRIKE TECHNIQUE) SOUSHUUHA (ADVANCED BLADE MANIPULATION)


Ninjutsu (Fuuton) [Wind]
Ninjutsu (Raiton) [Electric]
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
(DC 18); Time: Attack action; Components: E, F, Mas, S;
(DC 22); Time: Attack action; Components: H; Range:
Range: Close; Target: One creature; Duration: Instant;
Long; Effect: Bolts of lightning; Duration: 1r/level (D);
Cost: 2
Save: Reflex halves; CR: Yes; Cost: 12
You can lift and throw a barrage of Tiny or smaller
You call down a bolt of lightning which deals 5d6 elec-
throwing weapons towards your enemies. Make a
tric damage in a 5 ft wide, 50 ft high Cylinder. The
ranged attack roll at your maximum attack bonus. On
damage is increased to 5d8 when outdoors in stormy
hit, the weapon deals damage as though thrown by you.
weather. Starting on the next round, while the tech-
You cannot apply any special feats or abilities to the
nique lasts you may call down another bolt of lightning
attack other than weapon focus and weapon specializa-
tion.
Empower – Spend 2 Chakra to throw an additional Material Focus – At least 50 L of water nearby.
weapon, up to one per 2 levels or 5 total, whichever is
lower. Each weapon may target a different creature.
SUIJINHEKI NO JUTSU (WATER WALL TECHNIQUE)
Ninjutsu (Suiton) [Water]
Mastery – The third step increases the maximum
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11
number of thrown weapons to 6. The fifth step increas-
(DC 25); Time: Attack action; Components: F, H; Range:
es it to 7.
Close; Area: 10 ft high and up to 5 ft/level long wall (S);
Material Focus – The weapons to be thrown.
Duration: Concentration (up to 1r/level); Cost: 8
SUIBAKU NO JUTSU (WATER EXPLOSION TECHNIQUE) You create a wall of water taking any wall-like shape,
Ninjutsu (Suiton) [Water] even as a circle around your square. Once placed, it
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 cannot be moved. The wall grants protection against
(DC 22); Time: Attack action; Components: H; Range: ordinary ranged attacks, as well as cone, line and ray
Medium; Area: 50 ft long, 5 ft wide Line (S); Duration: attacks as though it were a solid, physical barrier, and
Instant; Save: Reflex negates; Cost: 10 any ballistic or siege weapons suffer a 20% miss chance
The area must be on the surface of a body of water. to hit any creature behind the wall. This protection
Creatures caught in the area take 3d6 bludgeoning only applies to attacks whose trajectory would pass
damage, increased to 5d6 if the creature occupies more through the wall.
than one square within the area. Objects and structures A creature attempting to move through the wall must
take twice as much damage. If an affected creature is of make a Strength check (DC 25) to do so, which breach-
Medium size or smaller, it is knocked up 1d6 x 5 ft and es the wall just long enough for the creature to pass
will be prone when they land. A Large or larger crea- through. If a Raiton technique is used targeting the wall
ture will simply fall prone. A second Reflex save will or whose area also hits the wall, it is electrified for
negate this effect. 1d4+1 rounds, dealing 1d4 electric damage per rank of
the Raiton technique used to any creatures making di-
SUIBOUHEKI NO JUTSU (WATER SHIELD TECHNIQUE) rect contact with it.
Ninjutsu (Suiton) [Armor, Water]
Material Focus – At least 100L of water nearby.
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
(DC 20); Time: Attack action; Components: C, H; SUIKOUDAN NO JUTSU (SHARK WATER BLAST TECHNIQUE)
Range: Personal; Duration: 1r/level; CR: Yes *; Cost: 5 Ninjutsu (Suiton) [Water]
You surround yourself with Chakra-infused water, Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
which grants you a +2 deflection bonus to Defense and (DC 23); Time: Attack action; Components: F, H; Range:
water resistance 5. Creatures striking you with un- Medium; Target: One creature; Duration: Instant; Save:
armed or natural melee weapons take 1d4 water dam- Reflex halves; CR: Yes; Cost: 8
age per attack (CR applies to this damage). You create a large shark of water that speed towards
In addition, you receive a +4 bonus to saves against the target and explodes, dealing 7d8 water damage.
water-based attacks. If such an attack allows a save for Material Focus – At least 20L of water within range.
half damage, you take no damage on a successful save
instead.
SUIROU NO JUTSU (WATER PRISON TECHNIQUE)
SUIDOUTAI NO JUTSU (WATER JET TECHNIQUE) Ninjutsu (Suiton) [Water]
Ninjutsu (Suiton) [Water] Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11
See Godai Ransatsu: Yondan Jutsu technique (p152). (DC 25); Time: Attack action; Components: F, H; Range:
Melee Touch; Target: One creature *; Duration: Con-
SUIGADAN NO JUTSU (WATER FANG BLAST TECHNIQUE) centration, up to 1r/level *; CR: Yes; Cost: 7
Ninjutsu (Suiton) [Water]
This technique creates a sphere of water 1 ft in diame-
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
ter per level, centered on the target. If the sphere is not
(DC 22); Time: Attack action; Components: F, H; Range:
big enough to completely engulf the target, it automati-
Close; Area: 15 ft Square (S); Duration: Instant; Save:
cally fails. In addition, the target must be at least half-
Reflex halves; CR: Yes; Cost: 8
way submerged in water. If hit, the target is engulfed,
You send your Chakra into the water and have it surge
becomes unable to take any action and will start
into the area from all sides, dealing 5d8 water damage
drowning. The target can see outside the sphere, but it
to any creature within the area. Creatures surrounded
takes a -4 penalty to Spot and Listen checks. When
on all sides by a physical barrier are unaffected.
freed, it will be flat-footed until the start of its next SUISHOUHA NO JUTSU (GREAT WATER WAVE TECHNIQUE)
turn. Ninjutsu (Suiton) [Water]
If you lose contact with the sphere, the technique Rank: 11 (A); Learn DC: 26, 4 successes; Perform: 14
ends. The sphere is immune to damage, and objects (DC 28); Time: Attack action; Components: F, H; Range:
cannot pass into, out of or through it. Any hand used to 15 ft / level; Area: 35 ft wide, 15 ft tall Line *;
maintain the prison cannot be used for anything else. Duration: Concentration (up to 1r/level); Save: Reflex
Material Focus – At least 100 L of water nearby. negates; Cost: 10
You create a massive wave of water, ready to destroy
SUIRYUUDAN NO JUTSU (WATER DRAGON BLAST TECHNIQUE) anything in it's path. The wave travels outward from
Ninjutsu (Suiton) [Water]
your location at a speed of 60 ft per round until it
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
reaches its maximum range. The waters in the wave
(DC 22); Time: Attack action; Components: F, H; Range:
continually rush out in force, causing any Large or
Close; Area: 10 ft Square; Duration: Instant; Save: Reflex
smaller sized creature in its area to be pushed back 2d6
halves; CR: Yes; Cost: 10
x 5 ft and suffer 2d6 water damage. Huge or larger crea-
You create a small, watery dragon that crashes down,
tures are unaffected. Structures are always affected, and
dealing 7d6+5 water damage to creatures caught in the
take triple damage, though they are not pushed back.
area.
If a Raiton technique is used targeting the wave or
Material Focus – At least 20 L of water within range.
including the wave inside it's area of effect, the wall is
SUIRYUUGA SOUGARAKI (FOCUSED WATER DRAGON FANG) electrified for 1d4+1 rounds, causing it to deal 1d4 elec-
Ninjutsu (Suiton) [Water] tric damage per rank of the Raiton technique used to
See the Godai Ransatsu: Nidan Jutsu technique (p152). any creature or structure caught inside the wave.
If this wave collides with another Suishouha, a De-
SUIRYUURETSU NO JUTSU (VIOLENT WATER DRAGON TECH- ishouha or a Daibakufu wave, they will cancel each
NIQUE) other out.
Ninjutsu (Suiton; Requires Chakra Control and Material Focus – At leas 10,000 L of water nearby.
Ninjutsu 14 ranks) [Water]
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 SUITAI NO JUTSU (WEAKENING TECHNIQUE)
(DC 25); Components: C, H, F; Ninjutsu
This technique functions as Daikodan no Jutsu (p146), Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
except as above, and the projectile is a watery dragon, (DC 17); Time: Attack action; Components: H; Range:
dealing 8d6 water damage to primary targets, and half Close; Target: One living creature; Duration: Concen-
that to secondary targets. tration (up to 1r/level), plus 1r/level; Save: Fortitude
Material Focus – At least 100 L of water within range. negates; CR: Yes; Cost: 4
The subject takes a -1 penalty to its Strength Ranks.
SUISEIDAN NO JUTSU (WATER NOVA TECHNIQUE)
Ninjutsu (Suiton) [Water] SUIZOU NO JUTSU (WATER FORMING TECHNIQUE)
See the Godai Ransatsu: Shodan Jutsu technique (p152). Ninjutsu (Suiton) [Water]
Rank: 3 (D); Learn DC: 15, 1 success; Perform: 3
SUISENDAN NO JUTSU (DRILLING WATER BULLET TECHNIQUE) (DC 14) *; Time: Attack or swift action *; Components:
Ninjutsu (Suiton) [Water] C, H, Mas; Range: 5 ft; Effect: Creates water; Duration: 3
Rank: 2 (D); Learn DC: 14, 1 successes; Perform: 2 Rounds (D); Cost: 4 *
(DC 13); Time: Attack action; Components: F, H; Range: You spit out 10 Litres of water per level. The water is
5 ft/2 levels; Area: 5 ft wide Line; Duration: Instant; pure and drinkable, and can be used as any normal wa-
Save: Reflex halves, Fortitude partial; CR: Yes; Cost: 3 ter could, but it lasts for only 3 rounds (As such, drink-
You create a ball of water that bursts outward in a spi- ing it will not quench your thirst). If used as a swift
raling wave, dealing 2d6 water damage to creatures action, increase the Perform Requirements by 8 and the
caught in the area. Creatures damaged are knocked Cost by 2.
back 5 ft (Fortitude negates). If a creature is knocked Using this technique in a hot and dry environment
back into another creature, both creatures fall prone (like a desert) causes you to take 2d6 damage.
(Balance or Dexterity check DC 10 negates). The range This technique can be used once per day.
of this technique cannot exceed 30 ft. Mastery – The second and fourth step each allow you
Material Focus – At least 15 L of water nearby. to use this technique an additional time per day.
TAI'INTOKU NO JUTSU (BODY CONCEALMENT TECHNIQUE) TAKITSUKE (FIRE IGNITER)
Ninjutsu (Requires Disguise or Hide 11 ranks and Ninjutsu (Katon) [Fire]
Meisaigakure no Jutsu (3)) Rank: 1 (E); Learn DC: 12, 1 success; Perform: 1
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 (DC 11); Time: Attack action; Components: H; Range:
(DC 25); Time: Attack action; Components: H; Range: Melee Touch; Target: One creature or object; Duration:
Personal; Duration: 1r/level (D); Cost: 8 Instant *; Save: Reflex negates *; CR: Yes; Cost: 2
You become invisible, along with any objects you are This is among the most basic of Katon techniques, often
holding or carrying. Light emitted by objects made in- used to light fires when circumstances would otherwise
visible will not become invisible, and any part of an make that difficult. The target takes 1 fire damage, and
object that sticks out more than 10 ft from you will also will catch fire for 1d4 rounds. A successful Reflex save
become visible. If an object leaves your grasp or is no negates both. Objects do not get a save, and will burn
longer carried by you, it instantly becomes visible. You until they are completely consumed or until the fire is
gain a +30 bonus to Hide checks, and cannot be seen by extinguished.
any creature that cannot See (Through) Chakra. This
does not conceal your Chakra Signature, smell or
TANCHI NO SHIKAI (DETECTION FIELD)
Ninjutsu
sounds you make. A creature that can See (Through)
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
Chakra can Spot you, and the DC for doing so is 30 if
(DC 21); Time: Attack action; Components: C, H;
you are not attempting to Hide. A creature that can See
Range: Close; Area: 30 ft Emanation *; Duration:
Through Chakra gains a +15 bonus on its Spot checks to
10m/level (D); CR: Yes; Cost: 3
see you.
You establish a lingering field of Chakra shaped like a
Each time you attack, perform a technique or directly
sphere, which is designed to pick up the passage of
cause harm to a creature or object, you must make a
creatures with Chakra. When a creature with a Chakra
Concentration check (DC 30, +5 per check made) to
Pool of at least 10 enters the area, the field is dispelled
avoid having the technique end immediately. If you
and you are automatically aware of that fact (and, if
make a second directly offensive action against any
you have multiple fields, you know exactly which one
creature or object, the technique ends regardless of the
was dispelled). The field detects other creatures even if
result of the check. If you take damage while affected,
they are hiding, invisible or underground, though if
the technique ends.
they can shield their Chakra Signature completely, it is
This technique only functions while you remain in
unable to detect them.
the same environment the technique was used in. If
Creatures that can See (Through) Chakra can make a
you move to a different environment, the technique
Spot check (DC 20) to see the field and be able to de-
will not provide any benefit until you return to the
termine its exact area.
correct kind of environment.
Mastery – The first, third and fifth increase the TEICHOU NO JUTSU (SLOWING TECHNIQUE)
amount of offensive actions that can be made before the Ninjutsu
technique ends by one each (provided you succeed at Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
the Concentration checks). (DC 17); Time: Attack action; Components: H; Range:
Close; Target: One living creature; Duration: Concen-
TAIFUUGAN (EYE OF THE STORM)
tration (up to 1r/level), plus 1r/level; Save: Fortitude
Ninjutsu (Raiton) [Electric]
partial; CR: Yes; Cost: 4
Rank: 14 (S); Learn DC: 30, 5 successes; Perform: 18 (DC
You focus and inhibit the target's speed, causing the
34); Time: Full-round action; Components: C, H; Range:
subject to suffer a -1 penalty to its Speed Ranks.
Long; Area: 50 ft wide, 50 ft high Cylinder; Duration:
Instant; Save: *; CR: Yes; Cost: 30 TENGUKAZE (SUDDEN GUST OF WIND)
Using a large amount of Chakra, you can intensify the Ninjutsu (Fuuton) [Wind]
power of an existing storm for a short time. Creatures Rank: 3 (D); Learn DC: 15, 1 success; Perform: 3
in the area suffer 6d10 slashing damage from violent (DC 14); Time: Attack action; Components: H; Range:
winds, 3d8 bludgeoning damage from flying debris, and Close; Area: 10 ft radius, 10 ft high Cylinder; Duration:
4d8 electric damage from flashes of lightning. Struc- Instant; Save: Fortitude partial; CR: Yes; Cost: 2
tures take double damage. Three Fortitude saves can be You create a sudden but potent updraft, dealing 1d6
made to halve the damage, one save for each damage wind damage to creatures in the area. In addition, crea-
type. tures in the area are blown upward 1d4 x 5 ft (Fortitude
negated), and may take falling damage on landing if performed as a full-round action). You can only fly in a
they were blown upward enough. straight line, and cannot travel upwards at an angle
greater than 45 degrees. When traveling downward at
TENKOU BUNSHIN NO JUTSU (CLONE SHIFT TECHNIQUE) an angle greater than 45 degrees, your speed is doubled.
Ninjutsu
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 TOBIGETSU (FLYING MOON)
(DC 22); Time: Move action; Components: H; Range: Ninjutsu (Fuuton; Requires Chakra Control 6 ranks
Close; Target: You *; Duration: Instant; Cost: 2 and Tobi Kunai (t)) [Wind]
You must have at least one clone of any kind active to Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
use this technique. Choose a clone within range and (DC 16); Time: Attack action; Components: C, Mas, S;
immediately trade places with it. Onlookers must suc- Range: Medium; Target: One creature *; Duration: Con-
ceed at a Spot check (DC 20) to notice the exchange. centration (up to 1r/2 levels, maximum 5r); Cost: 4
You take control of an inanimate, unattended object of
TEPPOUDAMA NO JUTSU (WATER BULLET TECHNIQUE) Tiny or smaller size to use as a weapon. The weapon
Ninjutsu (Suiton; Requires Mizudama no Jutsu (t) or
can be directed to attack any target within range, and
any Suiton variant of the Godai Taigeki techniques.
allows you to make ranged attack rolls against your
You must be at least of Large size) [Water]
target (maximum attack bonus +10). For each 20 feet
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10
between you and the target, you take a -1 penalty to
(DC 24); Time: Attack action; Components: C, H;
the attack roll. On hit, the weapon deals normal dam-
Range: Long; Target: One creature *; Duration: Instant;
age for an object its size (or for the appropriate weapon
CR: Yes; Cost: 4 *
of that size), but you cannot apply your Strength modi-
A specialized version of Mizudama no Jutsu, this tech-
fier to damage.
nique has you produce large amounts of saliva, which is
If the object leaves your line of sight, the technique
spit out and hardened. Make a ranged attack roll, which
ends and you immediately lose control of it.
deals damage on hit based on your size category: Large
Mastery – The first step increases the maximum at-
(2d4 water damage), Huge (2d8 water damage), Gargan-
tack bonus to +11, and you can now control a Small
tuan (4d6 water damage) or Colossal (4d8 water dam-
object.
age).
The third step increases the maximum attack bonus
You may fire additional bullets (up to 1 bullet per 4
to +13, and you can now control a Medium object.
levels total). Each bullet requires an attack roll, can
The fifth step increases the maximum attack bonus to
target any creature within range (even creatures al-
+16, and you can now control a Large object.
ready targeted by other teppoudama), and increases the
Cost by 2 Chakra. TOBIKIRI KAWARIMI NO JUTSU (GREATER BODY REPLACEMENT
TECHNIQUE)
TOBI KUNAI (FLYING KUNAI) Ninjutsu
Ninjutsu (Fuuton) [Wind]
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10
Rank: 2 (E); Learn DC: 13, 1 success; Perform: 2
(DC 24); Time: Instant action; Components: H, Mas;
(DC 12); Time: Attack action; Components: F, H; Range:
Range: Personal; Duration: Instant; Cost: 5
Personal; Duration: 1 round; Cost: 1
This technique functions as Kawarimi no Jutsu. When
The next attack you make with a thrown weapon of
avoiding an attack, the minimum DC increases to 24
Small or smaller size has its range increment (and, as a
and the technique can be used to defend against tech-
result, its maximum range) doubled.
niques allowing a Reflex save for half or no damage. If
Material Focus – One appropriate thrown weapon.
used to avoid a technique, the Perform DC further in-
TOBIENDAN NO JUTSU (SOARING BLAST TECHNIQUE) creases by 2 per Rank of the incoming technique (max-
Ninjutsu (Katon) [Fire] imum 10). The CR limit increases to 10.
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 Mastery – Each step allows you to use this technique
(DC 21); Time: Move or full-round action; Components: an additional time per day.
C, H; Range: Personal; Duration: Instant; Cost: 3 The first step increases the maximum CR to 13.
You are able to fly through the air, as though you have The second step allows you to increase the Cost to 7
a flight speed with clumsy maneuverability. The dis- to increase the maximum CR to 16.
tance you can fly is equal to either your base land speed The third step allows you to increase the Cost to 9 to
(if performed as a move action) or your run speed (if increase the maximum CR to 19.
The fourth step allows you to increase the Cost to 11 smaller (5 lbs for Medium creatures). For Large crea-
to increase the maximum CR to 22. tures, the shield weighs 10 lbs, and larger creatures in-
The fifth step allows you to increase the Cost to 13 to crease that weight by 10 lbs per additional size catego-
increase the maximum CR to 25. ry.
Material Focus – The required weight's worth of dirt,
TOBIKOMI NO JUTSU (DIVING TECHNIQUE) earth, sand, mud or rock, nearby.
Ninjutsu (Suiton; Requires Swim speed) [Water]
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 TOUDO NO JUTSU (FROZEN GROUND TECHNIQUE)
(DC 16); Time: Swift action; Components: C, S; Range: Ninjutsu (Hyouton) [Cold]
Personal; Duration: 1 Round; Cost: 2 Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
Your Swim speed increases by 10 ft, and you gain a +3 (DC 13); Time: Attack action; Components: C, H;
bonus to Swim checks. Range: Close; Area: One 5 ft square; Duration: 1 Round;
Mastery – Each step increases your swim speed by an Save: Reflex negates; Cost: 2
additional 5 ft, and improves the bonus to Swim checks You temporarily freeze the surface of the target square,
by +1. causing all creatures to lose their Dexterity bonus to
Defense. If an affected creature leaves the area, it im-
TOKAGE NO KAWA (LIZARD'S SKIN) mediately recovers from this penalty. Creatures not
Ninjutsu (Requires Henge no Jutsu (3))
standing on the surface are unaffected.
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
(DC 16); Time: Attack action; Components: C, H; TOUKETSU KOUSHOU NO JUTSU (FROZEN ARSENAL TECHNIQUE)
Range: Personal; Duration: 1m/level; Cost: 4 Ninjutsu (Hyouton) [Cold]
Your skin assumes reptilian qualities, becoming scaled Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
and sickly green. This new skin grants a +2 natural ar- (DC 17); Time: Attack action; Components: H, M;
mor bonus to Defense, but you suffer a -2 penalty to Range: Personal; Effect: A weapon of ice; Duration:
Fortitude saves against cold weather and cold attacks or 1r/level (D); Cost: 2
techniques. You freeze a small amount of water, shaping it into any
weapon of Large or smaller size, as long as you are pro-
TORIHANE NO JUTSU (BIRD'S WINGS TECHNIQUE) ficient with it. The icy weapon carries all characteris-
Ninjutsu (Fuuton: Requires Primary Affinity (Wind)
tics of the original, but deals 1 bonus cold damage on
and Sarutobi no Jutsu (2)) [Wind]
hit and has no hardness.
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
Expendable Components – At least 10 Litres of water
(DC 13); Time: Instant action; Components: C, Mas, S;
nearby.
Range: Personal; Duration: Concentration (up to 2
rounds); Cost: 4 TOUSHOU (FROSTBITE)
You create a globe of rapidly spinning winds around Ninjutsu (Hyouton) [Cold]
you, limiting your fall speed to 10 ft per round, and you Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
will not suffer damage when landing. This technique (DC 17); Time: Attack action; Components: C, H;
can be used once per day, even while in mid-air, to Range: 10 ft; Area: Cone; Duration: Instant; Save: Forti-
slow your descent and land safely. tude partial; CR: Yes; Cost: 4
Mastery – The third and fifth steps each allow you to You breathe out a gust of freezing air that deals 3d6
use this technique an additional time per day. cold damage. Each creature in the area also suffers 1d4
temporary Strength damage (Fortitude negates). If used
in very cold environments, the damage is reduced to
TOUJUN NO JUTSU (EARTH SHIELD TECHNIQUE) 2d6 cold. A strong wind may, at your GM's discretion,
Ninjutsu (Doton) [Armor, Earth]
nullify this technique. Creatures immune to cold are
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
also immune to the Strength damage.
(DC 12); Time: Move action; Components: C, F, S;
Range: Personal; Duration: 1r/level (D) *; Cost: 2
You cover yourself with a thin layer of earth, which
provides you with a +1 natural armor bonus to Defense
and a +1 deflection bonus to Defense against the next
melee or ranged attack aimed at you. The shield weighs
1 lb per size category for creatures of Medium size or
TSUBAME FUBUKI (SWALLOW STORM) speed of 20 ft. It grants you DR 2/- and weighs 80 lbs.
Ninjutsu (Hyouton) [Cold] The DR stacks with the one granted by the Fortify
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7 bloodline.
(DC 20); Time: Attack action; Components: C, H, M; The armor crumbles into nothing when the tech-
Range: Long; Effect: Swarm of icy birds; Duration: Con- nique ends.
centration (up to 1r/level); Save: Reflex halves *; CR: Mastery – The fifth step allows you to not count the
Yes; Cost: 7 armor's weight against your carrying capacity.
You create a swarm of small birds from ice and snow, Material Focus – 80 lbs of earth, sand, rock or mud
which will occupy a 5 ft wide, 10 ft long area, and ap- nearby.
pears within 10 ft of you. Each round, you can have the
swarm move as you choose. It has a flight speed of 50 ft,
TSUCHI YADORI NO JUTSU (EARTH HAVEN TECHNIQUE)
Ninjutsu (Doton) [Earth]
with Perfect maneuverability, and it provokes no at-
Rank: 10 (B); Learn DC: 24, 3 successes; Perform: 12
tacks of opportunity for moving into, out of, or through
(DC 25); Time: 1 Minute; Components: C, E, H, Mas;
threatened areas. If the swarm flies through an area
Range: 10 ft; Effect: Earth shelter; Duration: 1d/level
occupied by one or more creatures, those creatures take
(D); Cost: 12
2d6 cold and 2d6 slashing damage (Reflex halves).
You must be in direct contact with the earth of rock
The swarm can be attacked, but is immune to attacks
you intend to use, which will rise up into a sturdy and
that target only a single creature. It has 10 HP and a
simple hut that is 20 ft long, 20 ft wide, and 10 ft high.
Defense score of 18. It shares your Reflex save bonus,
It has no windows and a single entrance, sized to fit a
and if you have evasion (or a variation thereof), the
Medium-sized creature easily. The opening in will ap-
swarm also benefits from it. The swarm cannot be flat-
pear in whatever wall of the structure you desire.
footed, is immune to being entangled, stunned, diseased
The shelter looks like an ordinary stone building of
or poisoned, cannot suffer ability damage or ability
its size (not counting the obvious lack of windows), and
drain, and is unaffected by any effect requiring a Will
counts as though it were made of stone regardless of the
or Fortitude save.
material actually used. As such, it resists fire and is im-
If the swarm moves out of the technique's range or is
mune to normal projectiles (except siege weaponry),
destroyed, the technique ends.
and will retain heat well enough to provide a comfort-
Expendable Component – At least 10 ft3 of snow or
able shelter even in colder environments if a simple fire
ice nearby.
is lit within.
TSUCHI NO JUTSU (EARTH MALLET TECHNIQUE) The shelter contains no furniture or other features,
Ninjutsu (Doton) [Earth] and lasts until dispelled or its duration expires, after
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 which it will crumble to nothingness.
(DC 13); Time: Move action; Components: C, F, S; Empower – Spend 1 Chakra to increase the duration
Range: Personal; Duration: 1r/level (D) *; Cost: 4 by 1 day (up to 10 extra days).
You cover your hand with earthen materials, creating a Mastery – The first step allows you to increases the
large sledgehammer. For your next 1 unarmed attack shelter size to 30ft by 30 ft.
per 2 levels, the attacks count as armed, deal lethal The third step adds basic furniture to the shelter,
damage, and gain 1d4 bonus earth damage. While in such as tables, chairs and a fireplace you can cook in.
effect, the hand used cannot hold objects. The fifth step allows you to increases the shelter size
Material Focus – 1 lb of earth, rock, sand or mud to 40ft by 40 ft.
nearby.
TSUCHIHOUDAN (EARTH DESTRUCTION BLAST)
TSUCHI NO YOROI (EARTHEN ARMOR) Ninjutsu (Doton) [Earth]
Ninjutsu (Doton) [Armor, Earth] See Godai Ransatsu: Shodan Jutsu technique (p152).
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
(DC 21); Time: Attack action; Components: H, M, Mas;
TSUCHIRYUU NO JUTSU (EARTH DRAGON TECHNIQUE)
Ninjutsu (Doton) [Earth]
Range: Personal; Duration: 1m/level (D); Cost: 12
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
You cover yourself with a heavy, earthen layer of ar-
(DC 23) *; Time: Attack action; Components: F, H;
mor, which counts as heavy armor granting a +8 armor
Range: *; Area: *; Duration: Instant; Save: Reflex halves;
bonus to Defense (+3 nonproficient), has a maximum
CR: Yes; Cost: *
Dexterity bonus of +1, an armor penalty of -6 and a
You create an earthen dragon of a certain size, whose TSUKIGAKURE TOUKAI NO JUTSU (HIDDEN MOON CONCEAL-
Perform Requirements, Range, Area, Cost and damage MENT TECHNIQUE)
change based on the dragon's size. In all cases, the dam- Ninjutsu
age is dealt to all creatures in the area, and a Reflex save Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
can be made to halve the damage. (DC 26); Time: Full-round action; Components: C, H;
A Small dragon has the listed Perform Requirements, Range: Personal; Duration: 1m/level (D); Save: *; Cost: 7
Close Range, its Area is a 5 ft square, its Cost is 6 and it This technique originated in the Hidden Village of
deals 3d6+1 earth damage. Steel, which was destroyed long ago. You cover your-
A Medium dragon increases the Perform Require- self and your equipment in a cold, steel-like substance
ments by 1, has Medium Range, its Area is a 10 ft that provides protection and camouflage, without hin-
square, its Cost is 10 and it deals 6d6+3 earth damage. dering your movement. You gain a +20 bonus to Hide
A Large dragon increases the Perform Requirements checks while in complete darkness and a +4 bonus to
by 3, has Long range, its Area is a 15 ft square, its Cost Move Silently checks. The DC to track you increases by
is 13 and it deals 9d6+5 earth damage. 5, and the 'mantle' removes your scent, making it im-
Material Focus – 50 (Small), 100 (Medium) or 150 possible for creatures to detect or track you by scent.
(Large) lbs of earth, sand, rock or mud nearby. When exposed to sunlight (or light of similar
strength), every creature within 30 ft of you (including
TSUIHOU NO JUTSU (BANISHMENT TECHNIQUE) yourself) with a direct line of sight to you is blinded for
Ninjutsu
1d6 rounds (Fortitude DC 15 negates). In addition, you
Rank: 7 (S); Learn DC: 23, 5 successes; Perform: 11
suffer a 25% miss chance, and creatures within
(DC 27); Time: Attack action; Components: H; Range:
30 ft suffer a 25% miss chance when attacking you.
Melee Touch; Target: One summoned creature or ob-
Blind creatures are not blinded and do not suffer a miss
ject; Duration: Instant; Save: Will negates *; CR: Yes;
chance.
Cost: 8
Original author's note: This technique was directly
This technique is an effective way of countering oppo-
taken from the fanfiction Foxhound, which I find ex-
nents who use summoning techniques. If hit, the target
tremely entertaining. Its name was changed from Kage
must make a save or be immediately banished as
Jutsu: Yabun no Fukemen, which I found inappropri-
though its duration had ended. Objects are not allowed
ate.
a save. If a banished creature is Unique, Elite or Para-
gon, it cannot be summoned again for 1 day. TSUKU NO JUTSU (VOMIT TECHNIQUE)
Ninjutsu
TSUIRAIMOU NO JUTSU (TRACKING THUNDER WEB TECHNIQUE) Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2
Ninjutsu (Raiton) [Electric]
(DC 13); Time: Move action; Components: C, Mas, S;
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
Range: Personal; Duration: 1d4 Rounds *; Cost: 1
(DC 23); Time: Attack action; Components: C, H;
You force yourself to vomit, regurgitating whatever
Range: Personal; Area: 5ft/level Emanation; Duration:
you've recently eaten or drunk. You become nauseated
Concentration; CR: Yes; Cost: 4
for 1d4 rounds, and gain a +4 bonus to secondary saves
You must keep your hand in direct contact with the
against ingested poisons for 1 minute.
ground while concentrating on this technique. Alterna-
Mastery – The fifth step reduces the duration of the
tively, you may touch the ground with a Small or
nausea by 2 rounds (minimum 1 round).
smaller sized metal object. You spread your Chakra
throughout the area as a low voltage pulse, which will TSUNAMI NO JUTSU (TIDAL WAVE TECHNIQUE)
alert you to the presence and position of all creatures of Ninjutsu (Suiton) [Water]
at least Tiny size that are within the area. The web de- See Godai Ransatsu: Sandan Jutsu technique (p152).
tects only creatures in direct contact with the ground,
and as such the web does not extend up surfaces such as
TSUUFUUKA NO JUTSU (GOUT OF FIRE TECHNIQUE)
Ninjutsu (Katon; Requires Takitsuke (t)) [Fire]
walls or trees.
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1
You can only identify the size and number of crea-
(DC 12); Time: Full-round action; Components: C, Mas,
tures within the area, and know the exact square they
S; Range: 0 ft; Area: Line; Duration: Concentration (up
are in.
to 10 rounds); Save: Reflex negates *; CR: Yes; Cost: 3
You focus Chakra in your mouth, breathing out a very
short stream of fire against a creature within the same
square of you, or an object within 1 ft of you. A crea- scrolls, allowing them to get a general sense of which
ture takes 1 fire damage per round (Reflex negates, one direction the scrolls are.
save per round), while objects are affected differently
and receive no save:
UNAGITSUME NO JUTSU (EEL TALON TECHNIQUE)
Ninjutsu (Suiton; Requires Tadayou (t) and
 First Round – Combustible and easily flammable Issui Suberi no Jutsu (t)) [Water]
materials catch fire. Meat can be cooked 'very rare'. Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
 Second Round – Metal becomes warm and uncom-
(DC 22); Time: Attack action; Components: H, Mob;
fortable to touch. Meat can be cooked 'medium'.
 Third Round – Metal becomes hot, dealing 1 fire Range: Personal; Duration: 1r/level; Cost: 8
damage when touched. Meat can be cooked 'well This oddly named technique does not actually have
done'. anything to do with eels or talons, and was often used
 Fourth Round – Metal becomes searing, dealing 1d4 by shinobi of the Hidden Mist when traveling or
fire damage when touched. Meat is severely over- fighting over water. You gain the effects of the Tadayou
cooked and is barely edible.
and Issui Suberi no Jutsu techniques, without needing
 Fifth Round and up – Metal can be used for crafting
purposes such as smithing. Meat is carbonized and to make any checks. You also benefit from Speed Rank
entirely inedible. 1 while you are on water. The technique ends when
you step on land. On the round the technique would
Heated metal will cool within one round. Especially end, you can spend 1 Chakra to extend its duration by 1
well-crafted or reinforced metallic items may be able to round.
resist being melted down (GM's discretion).
Mastery – Each step increases the maximum duration UTSUSEMI NO JUTSU (PROJECTION TECHNIQUE)
by 1 round. Ninjutsu
Rank: 3 (D); Learn DC: 15, 1 success; Perform: 3
TSUUSHIN NO JUTSU (INFORMATION RELAY TECHNIQUE) (DC 14); Time: Attack action; Components: S; Range:
Ninjutsu Medium; Duration: 1 Round; Cost: 1
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 You project your voice to a location within range, mak-
(DC 16); Time: Full-round action; Components: C, H; ing it seem as though you were speaking from that loca-
Range: 200 ft; Target: One scroll *; Duration: Concentra- tion.
tion, plus 10m/level *; Cost: 2 *
YAIBAKI NO KUCHIYOSE (BLADE SPIRIT SUMMONING)
You scribe your thoughts onto one or more scrolls at a Ninjutsu (Spacetime) [Summoning]
distance by sending delicate manipulations of Chakra Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
towards them. You may decide to target any number of (DC 16); Time: Move action; Components: C, F, M;
blank scrolls (up to 1 per level) by spending an addi- Range: Close; Effect: Summoned weapon; Duration:
tional 2 Chakra per scroll beyond the first. You must 10m/level (D); Cost: *
know the exact location of each scroll, and must have This very basic summoning technique conjures a bladed
made physical contact with it within the last 8 hours. weapon, which rises from the ground at a location
For a scroll to receive information, it must be laid open, within range. The weapon functions like normal, but
and there must be an open path for the Chakra to reach disappears when the duration runs out or when the
it (a very small hole would suffice). duration runs out. The weapon you choose to summon
Each round you concentrate, you can burn up to one determines the Cost (see table below). You may double
page's worth of information into the scrolls (one page is the cost to increase the weapon's size by one size cate-
the equivalent of 250 words). You may only transmit gory.
writing or very basic visual patterns (such as a simple You may increase the Perform Requirements by 10 to
floorplan). A faint orange glow accompanies the writ- omit the expendable components.
ing, as your words are burned into the page. The infor-
mation is permanent and cannot be erased (save by de- Weapon Cost Weapon Cost
stroying the entire scroll). Battle Wire 2 Kunai 1
Concentrating on this technique provokes attacks of Battleaxe 2 Kunai, curved 1
opportunity. Chisa-gatana 1 Kusari-gama 3
Creatures that can See (Through) Chakra will see
Daigama 2 Naginata 2
tendrils of Chakra emanating from you towards the
Daikunai 2 Longsword 2
Weapon Cost Weapon Cost YUTSUBA NO JUTSU (OILY SPIT TECHNIQUE)
Dagger 1 Ninja-to 2 Ninjutsu (Suiton) [Water]
Double Katana 3 Nunchaku 1 Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
(DC 16); Time: Attack action; Components: H; Range:
Fullblade 4 Quarterstaff 3
10 ft; Target: One creature *; Duration: Instant *; Save:
Greatsword 3 Scythe 4
Reflex negates *; Cost: 4
Hansori 2 Shortsword 1 You gather Chakra in your mouth, generating a huge
Kama 1 Spear 3 amount of saliva that you spit out as an oily substance.
Katana 2 Sabre 2 The subject will be covered by the oily saliva. If they
Katana, Large 3 Spiked Greatmace 3 come into contact with fire, they will catch fire for
Knuckle Blade 1 Tessen 1 1d6+1 rounds.
Alternatively, you can spit onto a 10 ft square, creat-
Kodachi 1 Wakizashi 1
ing a slippery surface. Any creature that is in the area
Expendable Components – One summoning scroll, or steps on it must make a Reflex save to avoid becom-
not specific to any one blood pact. ing prone and suffering 1d4 nonlethal damage.
The saliva will dry after 1 hour, losing any of its spe-
YOMI NUMA (HELL SWAMP) cial effects.
Ninjutsu (Doton) [Earth]
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 ZANKIDAN (SLICING DEMON BLAST)
(DC 25); Time: Attack action; Components: H; Range: Ninjutsu (Fuuton) [Wind]
Close; Area: One 10ft square/level (S) (D); Duration: Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
1m/level; Save: Reflex negates *; Cost: 10 (DC 17); Time: Attack action; Components: C, S; Range:
You turn all natural, unworked earth and stone in the Close; Target: One creature *; Duration: Instant; Save:
area into a thick mud, to a depth of 1 ft per level Reflex halves; CR: Yes; Cost: 6
(which may be reduced based on the ground's tough- You fire a drilling blade of air that deals 4d6+4 wind
ness or resilience, GM's discretion). Creatures caught in damage to the target, and continues onward to affect all
the mud must save each round to avoid sinking in and other creatures in the target's square and the square
becoming immobilized for 1d6 rounds. If a creature is behind it (relative to you), dealing half damage to all
small enough, it may start drowning as well. other creatures hit.
You have full control over the shape, size and depth
of each patch of mud (within the technique's limits).
ZENTENKOU NO WAZA (WEATHER-PROOF TECHNIQUE)
Ninjutsu (Requires Unki Tate no Jutsu (2))
Creatures can use Tadayou or similar effects to walk
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
on the mud without a chance of any ill effects.
(DC 20); Time: Attack action; Components: C, H;
YUKINOMORI (SNOW FOREST) Range: Personal; Duration: 10m/level (D); Cost: 8
Ninjutsu (Hyouton) [Cold] You cover yourself with a protective cocoon of energy,
Rank: 13 (SS); Learn DC: 30, 6 successes; Perform: 18 granting 5 energy resistance to either cold, earth, elec-
(DC 38); Time: 1 Minute; Components: C, H; Range: tric, fire, water or wind. No more than one instance of
Personal; Area: 10 ft circle *; Duration: 1h/level (D); this technique can be active at a time.
Cost: 1 *
This technique can only be used in areas covered in ice
and snow, and causes a sea of snowy/icy trees to rise up
around you. The trees are Medium to Huge size, resem-
bling a forest of a few decades old. The trees do not
have foliage, but otherwise act like trees, and will im-
pose movement penalties like a normal forest would.
The trees, while made of snow or ice, are not especially
slippery.
You can dismiss the forest partly or entirely, as pre-
cise as a single tree (or any number of specific trees) at a
time.
TAIJUTSU
To ease in your search for potential techniques, the jutsu (Swords), Kyujutsu (Bows), Shurikenjutsu
following terms in names are related to certain weapon (Thrown weapons), Soujutsu (Polearms), Taijutsu (Un-
types: Gouken (unarmed), Hokojutsu (Any weapon armed) and Tsuijutsu (Axes, Hammers, Maces and
except unarmed), Juuryu (Unarmed and Grapple), Ken- Clubs).

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.

YONDAN KOUSOKU (RANK FOUR SPEED)


Training (Taijutsu; Requires Speed Rank 3 (a),
Taijutsu 11 ranks, Taijutsu Adept (f) and Training (f))
Rank: 8 (A); Learn DC: 23, 4 successes;
As Shodan Kousoku. You gain the Speed Rank 4 ex-
traordinary ability. Mastery in this technique applies to
Speed Rank 4 instead.
Expendable Components: Muscle Growth Type I
drug.

YUKINADARE NO WAZA (METHOD OF SNOW STRIDING)


Training (Chakra Control)
Rank: 9 (B); Learn DC: 23, 3 successes
You gain a +1 bonus to Chakra Control checks to tap
your reserves, and a +2 bonus to your maximum Chakra
Pool and Chakra Reserves. If you did not know the
Yukigutsu technique (p111), you learn it immediately.
SPECIAL STYLES AND SCHOOLS
The following techniques all belong to a special style or Inclusion of such techniques in a campaign is entirely
school that either requires a specific feat to learn (such up to your GM's discretion. Each style or school will
as the Hachimon Tonkou) or originate from sources have its techniques presented as a separate group.
that are not 'canon' to the Naruto universe.
Rank Type Subtype Name Page
HACHIMON TONKOU
3 Kai-mon Kai (Initial Gate Release) 232
4 Kyu-mon Kai (Heal Gate Release) 232
6 Sei-mon Kai (Life Gate Release) 233
8 Shou-mon Kai (Harm Gate Release) 233
8 Training Taijutsu Shuugyou: Renge Henshou (Training: The Lotus Blooms Twice) 234
10 To-mon Kai (Limit Gate Release) 233
12 Kei-mon Kai (View Gate Release) 233
14 Kyo-mon Kai (Wonder Gate Release) 234
HITEN MITSURUGI RYU
3 Taijutsu Strike Do Ryu Sen (Earth Dragon Flash) 234
3 Taijutsu Stance Shi Ryu Sen (Piercing Dragon Flash) 237
4 Taijutsu Strike Hi Ryu Sen (Flying Dragon Flash) 234
4 Taijutsu Strike Ryu Shou Sen (Rising Dragon Flash) 236
4 Taijutsu Strike Ryu Sou Sen (Double Dragon Flash) 237
6 Taijutsu Strike Ryu Kan Sen (Coiling Dragon Flash) 236
6 Taijutsu Strike Ryu Mei Sen (Deafening Dragon Flash) 236
6 Taijutsu Strike Ryu Tsui Sen (Dragon Hammer Flash) 237
6 Taijutsu Strike Sou Ryu Sen (Twin Dragon Flash) 238
6 Taijutsu Strike Sou Ryu Sen Ikazuchi (Twin Dragon Thunder Flash) 238
7 Taijutsu Strike Ryu Kan Sen Kogarashi (Withering Coiling Dragon Flash) 236
7 Taijutsu Strike Ryu Sou Sen Garami (Deadly Double Dragon Flash) 237
8 Taijutsu Strike Ryu Kan Sen Tsumuji (Coiling Dragon Spinning Flash) 236
8 Taijutsu Strike Ryu Tsui Shou Sen (Rising Dragon Hammer Flash) 237
Hiten Mitsurugi Ryu: Hiken – Kuzu Ryu Sen (Hiten Mitsurugi Style: Secret
9 Taijutsu Strike 235
Technique – Nine-Headed Dragon Flash)
Hiten Mitsurugi Ryu no Hiken: Ama Kakeru Ryu no Hirameki (Hiten Mitsurugi
9 Taijutsu Strike 235
Style Succession Technique: Heaven's Soaring Dragon Flash)
9 Taijutsu Strike Ryu Tsui Sen Zan (Slaying Dragon Hammer Flash) 237
SHADOW
3 Ninjutsu Shadow Kagehouyou no Jutsu (Shadow Embrace Technique) 238
5 Ninjutsu Shadow Onibuyou (Demon's Dance) 238
7 Ninjutsu Shadow Ninpou: Kage Nui (Ninja Art: Shadow Needles) 238
SHINMEI RYU
3 Taijutsu Strike Hi: Fuujin Ranbu (Ranged: Dust Dance) 239
3 Taijutsu Stance Ken: Gurenken (Fist: Red Lotus Fist) 239
3 Taijutsu Strike Ken: Zanganken (Sword: Stone Cutter) 239
3 Taijutsu Strike Sen: Zankuusen (Flash: Severing Air Flash) 241
3 Taijutsu Strike Shou: Zankuushou (Palm: Crushing Air Palm) 242
4 Taijutsu Strike Nagewaza: Ukigumo Tsumujiisen (Grapple: Floating Cloud Twisting Flash) 240
4 Taijutsu Strike Sen: Jakuzankuusen (Flash: Weak Severing Air Flash) 240
4 Taijutsu Strike Sen: Zankousen (Flash: Severing Light Flash) 241
4 Taijutsu Strike Zan: Samidarekiri (Slash: May Rain Strike) 243
5 Taijutsu Strike Ken: Zanganken Ni no Tachi (Sword: Stone Cutter Second Strike) 240
5 Taijutsu Strike Ken: Zanmaken (Sword: Demon Slaying Sword) 240
5 Taijutsu Strike Sen: Zantetsusen (Flash: Severing Steel Flash) 241
5 Taijutsu Strike Shou: Zanmashou Ni no Tachi (Palm: Demon Crushing Palm Second Strike) 243
SHINMEI RYU (cont.)
5 Taijutsu Strike Zan: Hienbattou Kasumikiri (Slash: Flying Sparrow Mist Cut) 243
6 Taijutsu Strike Ken: Raimeiken (Sword: Lightning Cutter) 239
6 Taijutsu Strike Sen: Hyakkaryouran (Flash: Hundred Warring Flowers) 240
6 Taijutsu Strike Sen: Kakusan Zankousen (Flash: Scattered Severing Light Flash) 241
6 Taijutsu Strike Sen: Zankuusen Kai (Flash: Revised Severing Air Flash) 241
7 Taijutsu Strike Shou: Zankuushou San (Palm: Scattered Crushing Air Palm) 242
8 Taijutsu Strike Ken: Zanmaken Ni no Tachi (Sword: Demon Slaying Sword Second Strike) 240
8 Taijutsu Strike Zan: Ryuuhazan (Slash: Dragon Wave Slash) 243
9 Taijutsu Strike Ken: Raimeiken Ni no Tachi (Sword: Lightning Cutter Second Strike) 239
Shinmei Ryu Ougi: Sen – Messetsu Zankuu Zanmasen (Voice of Heaven Style
9 Taijutsu Strike 242
Secret Skill: Flash – Demon Crushing Air Void Flash)
9 Taijutsu Strike Sen: Zankuusen Ni no Tachi (Flash: Severing Air Flash Second Strike) 241
9 Taijutsu Strike Sen: Zanmaken Ni no Tachi Issen (Flash: Thousand Demon Slaying Sword Second Strike) 241
9 Taijutsu Strike Zan: Hyakuretsu Oukazan (Slash: Hundred Raging Cherry Blossoms Strike) 243
Shinmei Ryu Kessen Ougi: Shin Raikouken (Voice of Heaven Style Absolute
12 Taijutsu Strike 242
Fighting Skill: True Lightning Slash)

HACHIMON TONKOU KAI-MON KAI (INITIAL GATE RELEASE)


Hachimon Tonkou
Hachimon Tonkou, The Eight Celestial Gates, are spe-
Rank: 3 (C); Learn DC: 16, 2 successes; Time: Attack
cific nodes that regulate and limit the flow of Chakra
action; Components: C, Mas; Range: Personal; Duration:
within the body. Practitioners of this style learn to
1r/level (D)
'open' their Gates, allowing them to (temporarily) sup-
You open the Initial Gate, gaining a +2 enhancement
press their regulatory functions, which increases the
bonus to Strength and Dexterity scores and a 10 ft in-
flow of Chakra and grants heightened physical strength
crease to your land speed. You are unable to suppress
and speed, but can deal substantial internal damage to
your Chakra Signature while gaining these bonuses. At
the body.
the start of each of your turns while the technique lasts,
These techniques require the Initiate of the Eight Ce-
you take 2 damage (which bypasses DR). If the damage
lestial Gates feat to learn (with the exception of the
would reduce your HP below 1, the technique will end
Hyuuga style technique). Using a Hachimon Tonkou
instead.
technique requires no Skill Threshold or Perform
When the technique ends, you are fatigued for the
check, and have no Chakra Cost. When Learning them,
rest of the encounter, and for 1 minute afterward (For-
use your best skill (Chakra Control, Fuinjutsu, Genjut-
titude DC 15 negates). The technique automatically
su, Ninjutsu or Taijutsu) to determine the number of
ends when the encounter ends, unless you specify oth-
attempts you get. You do not receive any synergy or
erwise.
Learn bonuses from said skill.
Mastery – The third step allows you to activate this
The Eight Gates, in order (from first to eighth) are:
technique as part of opening a greater Gate. Doing so
Kai-mon (Initial Gate), Kyu-mon (Healing Gate), Sei-
will not grant you its benefits, nor will it have you suf-
mon (Gate of Life), Shou-mon (Harm Gate), To-mon
fer from any of its penalties.
(Limit Gate), Kei-mon (View Gate), Kyo-mon (Wonder
Gate) and Shi-mon (Death Gate). The techniques are KYU-MON KAI (HEAL GATE RELEASE)
listed in that order (not alphabetically). Hachimon Tonkou (Requires Kai-mon Kai (t))
Opening a Gate requires you to have the previous Rank: 4 (B); Learn DC: 18, 3 successes; Time: Full-round
Gate(s) open. Sufficient mastery in the Hachimon action
Tonkou techniques will allow you to bypass this limit. As Kai-mon Kai, except as above, and you open the
Opening a Gate closes any previous Gates and ends Heal Gate, gaining Fast Healing 2 in addition to the
their effects. If you use a Hachimon Tonkou technique bonuses of Kai-mon Kai. You also ignore any fatigue or
within 1 minute of having used another one, you dou- exhaustion you may suffer from while the Heal Gate is
ble the damage and/or Chakra damage you take from open, and any Strength or Dexterity damage is tempo-
the most recent Gate you have opened, while it is in rarily ineffective (it will return when this technique
effect. ends). The damage you take increases to 2 damage per
round and 3 Chakra damage per round.
Mastery – The first, third and fifth steps increase the TO-MON KAI (LIMIT GATE RELEASE)
Fast Healing value by 1 (each). The fifth step also re- Hachimon Tonkou (Requires Shou-mon Kai (t))
duces the Chakra damage taken to 2 per round. Rank: 10 (A); Learn DC: 25, 4 successes
The second step allows you to activate this technique As Seii-mon Kai, except as above, and you open the
as part of opening a greater Gate. Doing so will not Harm Gate, improving the bonuses to +6 Strength and
grant you its benefits, nor will it have you suffer from Dexterity, and +20 ft land speed. Your Chakra Signa-
any of its penalties. ture increases by two steps, and the temporary Chakra
gained increases to 12. In addition, you gain a +4 bonus
SEI-MON KAI (LIFE GATE RELEASE) to Initiative, as well as Balance, Climb, Jump, Swim and
Hachimon Tonkou (Requires Kyu-mon Kai (t))
Tumble checks. The damage you take increases to 5
Rank: 6 (B); Learn DC: 20, 3 successes; Components: C,
damage per round, and the fatigue lasts for 10 minutes
P, Mas
after the encounter ends. The save DC is unchanged
As Kai-mon Kai, except as above, and you open the Life
(20), but even on a successful save you will be fatigued
Gate, improving the bonuses to +4 Strength and Dex-
until the end of the encounter. If the Gate was open for
terity, and +15 ft land speed. Your Chakra Signa-ture
more than 1 round, you take a cumulative -2 penalty to
increases by one step, and you gain 8 temporary Chak-
all ability scores for 24 hours after the Gate closes.
ra. Each use halves the Chakra gained from opening
Mastery – The second step allows you to activate this
any further Gates within the next 24 hours. The dam-
technique as part of opening a greater Gate. Doing so
age you take increases to 4 damage per round, and the
will not grant you its benefits, nor will it have you suf-
fatigue lasts for 5 minutes after the encounter ends,
fer from any of its penalties.
with the save DC to negate it increasing to 20.
The fifth step reduces damage taken to 4 per round,
Mastery – The second step allows you to activate this
limits the penalty to ability scores to -4, and you recov-
technique as part of opening a greater Gate. Doing so
er from the penalty to ability scores after 8 hours of
will not grant you its benefits, nor will it have you suf-
rest.
fer from any of its penalties.
The fifth step reduces damage taken to 3 per round. KEI-MON KAI (VIEW GATE RELEASE)
Hachimon Tonkou (Requires To-mon Kai (t))
SHOU-MON KAI (HARM GATE RELEASE) Rank: 12 (S); Learn DC: 28, 5 successes; Time: Full-
Hachimon Tonkou (Requires Sei-mon Kai (t))
round action
Rank: 8 (A); Learn DC: 23, 4 successes
As To-mon Kai, except as above, and you open the
As Seii-mon Kai, except as above, and you open the
View Gate, improving the bonuses to +8 Strength and
Harm Gate, improving the bonuses to +6 Strength and
Dexterity, +30 ft land speed, and the temporary Chakra
Dexterity, and +20 ft land speed. Your Chakra Signa-
gained increases to 20. You also gain 3 temporary Chak-
ture increases by two steps, and the temporary Chakra
ra each round, but the bonuses to Initiative or skill
gained increases to 12. In addition, you gain a +4 bonus
checks from To-Mon Kai are not applied. The damage
to Initiative, as well as Balance, Climb, Jump, Swim and
you take increases to 7 damage per round. When the
Tumble checks.
View Gate closes, make a Fortitude save (DC 28). If you
The damage you take increases to 5 damage per
succeed, you are exhausted until the end of the encoun-
round, and the fatigue lasts for 10 minutes after the
ter. Otherwise, your HP is reduced to 0 and you are
encounter ends. The save DC is unchanged (20), but
exhausted until you rest for 8 hours.
even on a successful save you will be fatigued until the
If the Gate was open for more than 1 round, you take
end of the encounter. If the Gate was open for more
a cumulative -6 penalty to all ability scores for 24 hours
than 1 round, you take a cumulative -2 penalty to all
after the Gate closes, and you take 50% increased dam-
ability scores for 24 hours after the Gate closes.
age from all sources for 1 minute after it closes.
Mastery – The second step allows you to activate this
Mastery – The second step allows you to activate this
technique as part of opening a greater Gate. Doing so
technique as part of opening a greater Gate. Doing so
will not grant you its benefits, nor will it have you suf-
will not grant you its benefits, nor will it have you suf-
fer from any of its penalties.
fer from any of its penalties.
The fifth step reduces damage taken to 4 per round,
The fifth step reduces damage taken to 6 per round,
limits the penalty to ability scores to -4, and you recov-
reduces the penalty to ability scores to -2 (still cumu-
er from the penalty to ability scores after 8 hours of
lative), and you will not suffer extra damage once the
rest.
Gate closes.
KYO-MON KAI (WONDER GATE RELEASE) This style is somewhat famous among enthusiasts, but
Hachimon Tonkou (Requires Kei-mon Kai (t)) relatively unknown because there can only ever be a
Rank: 14 (S); Learn DC: 30, 5 successes; single Master and a single Student of the style at a time.
As Kei-mon Kai, except as above, and you open the As such, a Knowledge (history) check (DC 15) may be
Wonder Gate, improving the bonuses to +10 Strength required to even identify the name of the style when
and Dexterity, +30 ft land speed, and the temporary witnessed. The master of this style is called Hiko Seiju-
Chakra gained increases to 24. You do not gain tempo- ro, and whenever the mantle passes on to a new master,
rary Chakra per round, but do gain a +8 bonus to Initia- they will assume that name for the rest of their life.
tive, as well as to Balance, Climb, Jump, Swim and In addition to the techniques presented in this style,
Tumble checks, and are covered in a cloak of blazing the following basic techniques are often also taught to
Chakra, causing you to fail all Hide checks. When the Student, using slightly different names:
opening the Wonder Gate, adjacent creatures take 1d10
 Kenjutsu: Iaido (as Battoujutsu (Art of Sword
force damage, and are knocked back based on their size: Draw))
Medium-size or smaller (30 ft), Large (20 ft), Huge (10  Kenjutsu: Kiritsuki (as Ryu Mou Sen (Fierce Dragon
ft), Gargantuan or larger (no knockback). Slash))
The damage you take increases to 8 damage per  Kenjutsu: Tsuki (as Tsuki (Cut))
round. When the Wonder Gate closes, you are exhaust-  Kenjutsu: Ougi – Zankenteki (as Jiki Ryu Sen Zan
(Devouring Dragon Slash))
ed until the end of the encounter, plus 1 hour afterward
 Ryuutsuki (as Ryu Sai Sen (Crushing Dragon
(Fortitude DC 30 negates). Flash))
If the Gate was open for more than 1 round, you take
a cumulative -8 penalty to all ability scores for 24 hours DO RYU SEN (EARTH DRAGON FLASH)
after the Gate closes, and you take 50% increased dam- Taijutsu (Strike; Requires BaB +2) [Armed, Earth]
age from all sources for 1 minute after it closes. Rank: 3 (D); Learn DC: 15, 1 success; Perform: 3
Mastery – The fifth step reduces damage taken to 7 (DC 14); Time: Attack action; Components: F, Mas,
per round, reduces the penalty to ability scores to -4 Mob; Range: 30 ft; Area: 5 ft wide Line *; Duration:
(still cumu-lative), and you will not suffer extra damage Instant; Save: Reflex halves; Cost: 3
once the Gate closes. You must be standing on a firm or hard earthen surface
to use this technique (such as rock or stone). You slam
SHUUGYOU: RENGE HENSHOU (TRAINING: THE LOTUS BLOOMS your weapon into the ground, sending out a burst of
TWICE) debris that deals 1d4 earth damage per 2 levels (maxi-
Training (Taijutsu) mum 4d4) to the creature in the area that is closest to
Rank: 8 (B); Learn DC: 22, 3 successes; Components: you.
Mas Mastery – The first step increases the range to 40 ft.
Whenever you would suffer an ability score penalty The fifth step allows you to increase the Perform Re-
when closing a Gate, you can spend 3 Chakra to reduce quirements by 5 to make the technique 'safe': It will not
the penalty by 1. You may do this up to two times each reduce a creature below 0 HP. However, doing so also
time such a penalty is gained. incurs a -1 penalty to damage per damage die.
Mastery – The first, third and fifth steps allow you to Material Focus – A held weapon that you can wield
repeat this process two additional times each (up to 8 normally without penalty, but which is not considered
times total). a light weapon for you.
HITEN MITSURUGI RYU HI RYU SEN (FLYING DRAGON FLASH)
The following techniques are part of the Hiten Taijutsu (Strike; Requires Kenjutsu: Iaido (4)) [Armed]
Mitsurugi Ryu (Flying Heaven Honorable Sword) style, Rank: 4 (D); Learn DC: 16, 1 success; Perform: 4
as featured in Rurouni Kenshin. This unique style is (DC 15); Time: Attack action; Components: F, Mas,
based on the concept of ichi no tachi, meaning that Mob; Range: 20 ft; Target: One creature; Duration: In-
your first strike is also a decisive one for the battle, and stant; Save: Fortitude partial; Cost: 4
the style was made to allow single combatants to face This technique requires that the weapon used be
an army (of imperial forces) and come out victorious. sheathed inside a hard sheath (such as wood or metal).
Techniques in this style often require bladed weapons With your hand on the sheath, you flick your thumb
of at least average size, and many of its practitioners and send the weapon flying. Make a ranged attack
were masters of the katana. against the target, which deals 1 die of damage per 2
levels (up to 4 dice). The damage die is either d3 is the HITEN MITSURUGI RYU NO HIKEN: AMA KAKERU RYU NO
weapon is Small or smaller, or d4 otherwise. In addi- HIRAMEKI (HITEN MITSURUGI STYLE SUCCESSION TECHNIQUE:
tion, the target is stunned for 1 round on hit (Fortitude HEAVEN'S SOARING DRAGON FLASH)
negates). Taijutsu (Strike; Requires Speed Rank 4 (a),
On a hit, the weapon used will fall to the ground in Kenjutsu: Iaido (5) and Iainuki (5) and
the target's square: If you move to an adjacent square in Hiten Mitsurugi Ryu: Hiken – Kuzu Ryu Sen (t))
the same round and are moving at Speed Rank 1 or [Armed]
higher, you may catch the weapon by making a melee Rank: 9 (SS) *; Learn DC: 27, 6 successes; Perform: 14
touch attack against a touch Defense of 15, which will (DC 34); Time: Full-attack action; Components: C, F,
not provoke attacks of opportunity. If the attack Mas, Mob; Range: Melee attack; Target: One creature;
missed, the weapon falls in a square 10 ft directly be- Duration: Instant; Saves: Fortitude halves and partial,
hind the target (relative to you). Reflex partial; Cost: 18
Mastery – The second step allows you to increase the This ultimate technique of the Hiten Mitsurugi style is
Perform Requirements by 4 to make the technique deal the reason why there is only one master and one stu-
non-lethal damage. dent at any time, as the technique is passed on only in a
Material Focus – A sheathed chisa-gatana, katana, ko- fight to the death between master and student. Should
dachi or wakizashi. the student live, they are the new master. Should the
student fail, they die, and the master will find a new
HITEN MITSURUGI RYU: HIKEN – KUZU RYU SEN (HITEN student to teach.
MITSURUGI STYLE: SECRET TECHNIQUE – NINE-HEADED You muse be moving at Speed Rank 4 or higher, and
DRAGON FLASH) your weapon must be sheathed in a solid sheath. Make
Taijutsu (Strike; Requires Speed Rank 3 (a), at least
an attack against the target, which must make a Forti-
three steps of mastery in any 8 Hiten Mitsurugi tech-
tude save. If the target fails, it is slain immediately. If
niques and Ryuutsuki (5)) [Armed]
the target succeeds, it suffers 8d6 damage of a type ap-
Rank: 9 (S); Learn DC: 25, 5 successes;
propriate for your weapon, and an additional 5d6 dam-
Perform: 13 (DC 29); Time: Full-attack action;
age of the same type on its next turn (Fortitude halves
Components: F, Mas, Mob, P; Range: Charge;
the additional damage). If the attack misses, the target
Target: One creature; Duration: Instant; Cost: 10
loses its Dexterity bonus to Defense (Reflex negates),
The penultimate technique of the Hiten Mitsurugi
and you make a second attack at a -5 penalty, whose
style, the Kuzu Ryu Sen uses speed and precision to
effects are as the first attack, but the save DC is de-
place nine strikes at the target's vital spots (as defined
creased by 5, and the damage suffered on a successful
by traditional swordsmanship techniques). To properly
save is reduced to 6d6, plus 4d6 additional damage the
use this technique, you must be moving at Speed Rank
next turn.
3 or higher.
You become fatigued once this technique has fin-
You make nine attacks against the target, at your
ished, and your katana will be unsheathed and held in
highest attack bonus. Only the first attack benefits from
hand. If used while fatigued, you take a -4 penalty to
any charge bonuses, and every other attack suffers a
meet the Perform Requirements. If used while exhaust-
cumulative -1 penalty to attack (-1 for the second at-
ed, you take a -8 penalty to meet the Perform Require-
tack, -2 for the third, etc). The attacks gain Kawarimi
ments, fall unconscious for 1d4 hours after using the
Defense 2, which increases by 1 each time an attack
technique, and will be exhausted once you wake.
hits (up to Kawarimi Defense 9).
If you fail to meet the Perform Requirements when
Each hit deals 1d8 damage of a type appropriate to
attempting to perform this technique, you provoke at-
the weapon used (doubled on critical hits). The ninth
tacks of opportunity, fall prone, and lose your Dexterity
attack's critical threat range increases by 4, and it deals
bonus to Defense until your next turn.
triple damage on a confirmed critical hit.
This technique's Rank counts as 12 for the purpose of
You may continue to move past your opponent once
its Learn DC and identifying it.
the attacks are made (if you have any movement left),
Mastery – Each step reduces the attack penalty to the
without provoking any attacks of opportunity from it.
second attack by -1, and increases the save DC of the
Mastery – The fourth step increases the base damage
second attack by 1 (thus improving it to be identical to
per hit to 1d10.
the first attack at the fifth step).
Material Focus – A double katana, hansori, large kat-
Material Focus – A katana and its sheath.
ana or katana.
RYU KAN SEN (COILING DRAGON FLASH) attack, but when you reach the target you spin rapidly
Taijutsu (Strike; Requires Tumble 6 ranks) [Armed] and make a Kenjutsu: Iaido attack (with any charge
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 bonuses), which deals 1d6 additional damage per 3 lev-
(DC 21); Time: Attack or instant action; Components: F, els (maximum 4d6). In addition, if the target is hit it
Mas, Mob; Range: Melee Attack; Target: One creature; will be thrown upward 1d4 x 5 ft.
Duration: Instant; Cost: 4 You cannot deal non-lethal damage with this tech-
You make a melee attack against the target with your nique.
held weapon, suffering a -4 penalty to attack and dam- Mastery – The second, fourth and fifth steps grant a
age rolls. You may take a 5 ft step before or after the +1, +2 and +3 bonus (respectively) to the attack roll
attack. This can be done even if you've already moved made for this technique.
this turn, and will not prevent you from moving nor- Material Focus – A double katana, hansori, large kat-
mally this turn. ana or katana.
Once per round, if an opponent misses you with a
melee attack, this technique can be used as an instant
RYU MEI SEN (DEAFENING DRAGON FLASH)
Taijutsu (Strike; Requires Speed Rank 2 (a) and
action to counter-attack. Doing so works as above, but
3 Hiten Mitsurugi Ryu techniques) [Armed]
the penalties are halves. This attack counts as an attack
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
of opportunity (and so cannot be used if you have none
(DC 21); Time: Attack action; Components: C, F, Mob;
remaining this round).
Range: Personal; Area: 20 ft Burst; Duration: Instant;
You cannot use both this technique and an avoid an
Saves: Fortitude halves and partial *; Cost: 6
attack or defensive maneuver technique in response to
This technique is the style's only noutoujutsu (sword-
the same attack.
sheathing technique), which allows you to sheathe
Mastery – The fifth step reduces the normal penalties
your weapon at incredible speed, creating a shockwave
to -2 (and thus, the instant action penalties to -1).
that is amplified by your Chakra. As such, the weapon
Material Focus – A double katana, hansori, large kat-
used must be unsheathed when using this technique,
ana or katana.
and will be sheathed once the technique has been per-
RYU KAN SEN KOGARASHI (WITHERING COILING DRAGON formed.
FLASH) The shockwave deals 1d6 sonic damage per 2 levels
Taijutsu (Strike; Requires Tumble 10 ranks and (maximum 5d6; Fortitude halves). Creatures damaged
Ryu Kan Sen (1)) [Armed] are stunned for 1 round (Fortitude negates).
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 (DC Creatures within 50 ft suffer a -2 penalty to Listen
22); Components: F, Mob; Cost: 6 checks for one round (Fortitude DC 15 negates).
This technique functions as Ryu Kan Sen, except as Material Focus – A double katana, hansori, large kat-
above. The penalty is reduced to -2 when used as an ana or katana.
attack action. If used as an instant action, you suffer no
penalties. The attack will deal an additional d6 damage
RYU SHOU SEN (RISING DRAGON FLASH)
Taijutsu (Strike; Requires at least two steps of mastery
on hit (of a type appropriate for the weapon used).
in any 2 Hiten Mitsurugi Ryu techniques) [Armed]
Material Focus – A double katana, hansori, large kat-
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
ana or katana.
(DC 17); Time: Attack action; Components: F, Mob;
RYU KAN SEN TSUMUJI (COILING DRAGON SPINNING FLASH) Range: Melee Attack; Target: One creature *; Duration:
Taijutsu (Strike; Requires Speed Rank 2 (a), Instant; Cost: 4
Ryu Kan Sen (3) and Kenjutsu: Iaido (3)) [Armed] To use this technique, the target must be of the same
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 size category as you, and you must wield the weapon
(DC 25); Time: Full-attack action; Components: F, Mas, used with two hands. The technique cannot be used on
Mob; Range: Charge; Target: One creature; Duration: a moving (or falling) target. Make a melee attack
Instant; Cost: 8 against the target, which will deal 1d4 additional slash-
While based on Ryu Kan Sen, this technique is not a ing damage per 2 levels (up to 5d4) on hit. In addition,
counter-attack, but simply a powerful offensive attack. the target is thrown upwards 1d3 x 5 ft, losing its Dex-
If you are moving at a Speed Rank lower than 2, you terity bonus to Defense and becoming unable to act
take a -5 penalty to meet the Perform Requirements per until it starts falling on its next turn.
Speed Rank you are below 2. You initiate a basic charge Material Focus – A large katana or katana.
RYU SOU SEN (DOUBLE DRAGON FLASH) hit, the target will fall prone (Fortitude negates). You
Taijutsu (Strike) [Armed] cannot make this attack if there is not enough room to
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 Jump, based on the Jump result (D20 Modern, p65, high
(DC 17); Time: Full-attack action; Components: F, Mob; jump; p29 ND20).
Range: Melee Attack; Target: One creature; Duration: Mastery – The third step allows you to use this tech-
Instant; Save: Fortitude partial; Cost: 4 nique (and make the jump) without a charge. Doing so
You must be proficient in the weapon used in order to increases the Perform Requirements by 8.
use this technique. You make a full-attack against the Material Focus – A double katana, hansori, large kat-
target, gaining an additional attack at your highest at- ana or katana.
tack bonus. All attacks made this round suffer a -2 pen-
alty to the attack roll. Additional attacks do not stack
RYU TSUI SEN ZAN (SLAYING DRAGON HAMMER FLASH)
Taijutsu (Strike; Requires Ryu Tsui Sen (3)) [Armed]
with other non-permanent additional attacks (such as
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
from other techniques).
(DC 26); Cost: 12
Material Focus – A large katana or katana.
This technique functions as Ryu Tsui Sen, but is much
RYU SOU SEN GARAMI (DEADLY DOUBLE DRAGON FLASH) more powerful, increasing its results (as below) and
Taijutsu (Strike; Requires Speed Rank 1 (a) and increasing the limit of the bonus damage to 1d6 per 2
Ryu Sou Sen (2)) [Armed] levels.
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 (DC
Jump Damage Attack Jump Damage Attack
212); Cost: 12
This technique functions as Ryu Sou Sen, except as ≤ 14 2d6 +1 30-34 6d6 +4
above. You must be moving at Speed Rank 1 or higher 15-19 3d6 +2 35-39 7d6 +4
to use this technique. You attack the target (as per Ryu 20-24 4d6 +2 40-44 8d6 +5
Sou Sen). Your critical threat range increases by 1 for 25-29 5d6 +3 ≥ 45 9d6 +6
these attacks, and the damage die of your weapon in-
creases by one size (d6 becomes d8, 2d6 becomes 2d8, RYU TSUI SHOU SEN (RISING DRAGON HAMMER FLASH)
etc). Taijutsu (Strike; Requires BaB +8, Ryu Shou Sen (3) and
Material Focus – A large katana or katana. Ryu Tsui Sen (3)) [Armed, Combination]
Rank: 8 (A); Learn DC: 28, 2 successes; Perform: 11
RYU TSUI SEN (DRAGON HAMMER FLASH) (DC 25); Time: Full-attack action; Components: F, Mob;
Taijutsu (Strike; Requires Jump 6 ranks and Range: Charge; Target: One creature; Duration: Instant;
Daichouyaku no Jutsu (t)) [Armed] Save: Fortitude partial; Cost: 14
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 This simple yet powerful combination attack starts with
(DC 19); Time: Full-attack action; Components: F, Mas, you executing an attack as though performing Ryu Tsui
Mob; Range: Charge; Target: One creature; Duration: Sen. On hit, the target is not knocked prone, however,
Instant; Save: Fortitude partial; Cost: 6 but loses its Dexterity bonus to Defense against the sec-
You perform a powerful leaping strike, harnessing your ond hit of this combo (no save). Immediately after the
momentum for increasing damage. You must wield first attack, you follow up with a second one (even if
your weapon with two hands in order to use this tech- the first attack missed), this time making an attack as
nique properly. Make a charge attack against the target, though performing Ryu Shou Sen, though you suffer a -
and make a Jump check while doing so. The attack 5 penalty to the attack roll. The distance the target is
gains a bonus to the attack rolls and bonus damage thrown increases to 1d4 x 5 ft, and it will end up prone
based on the result, as shown on the left. once it lands.
Material Focus – A large katana or katana.
Jump Damage Attack
≤ 14 1d6 +1 SHI RYU SEN (PIERCING DRAGON FLASH)
15-24 2d6 +2 Taijutsu (Stance; Requires BaB +2 and Speed Rank 1 (a))
25-34 3d6 +2 [Armed]
Rank: 3 (D); Learn DC: 15, 1 success; Perform: 3
35-39 4d6 +3
(DC 14); Time: Swift action; Components: C, Mob; Cost:
≥ 40 5d6 +4
3
The additional damage cannot exceed 1d6 per 3 lev- As long as you are moving at Speed Rank 1 or higher,
els, and is of a type appropriate to the weapon used. On you gain the benefits of the Cleave feat (D20 Modern,
p. 81). This stance does not end if you move at a lower KAGEHOUYOU NO JUTSU (SHADOW EMBRACE TECHNIQUE)
Speed Rank, though it offers no benefit until you start Ninjutsu (Shadow)
moving at Speed Rank 1 or higher again. Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
(DC 16); Time: Attack action; Components: H; Range:
SOU RYU SEN (TWIN DRAGON FLASH) Personal; Duration: 1r/level (D); Save: Will negates *;
Taijutsu (Strike; Requires Kenjutsu: Iaido (2)) [Armed]
Cost: 4
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
You make your own shadow wrap around your body
(DC 21); Time: Attack action; Components: F, Mob;
and make erratic movements, confusing your foes and
Range: Melee attack; Target: One creature; Duration:
granting you 15% concealment against melee attacks
Instant; Cost: 6
unless the attacker makes a save to keep focused
To use this technique, your katana must be sheathed in
enough to ignore the shadow. A successful save makes
a solid sheath (such as wood or metal). You make an
the attacker immune for a single round, after which it
attack against the target, as though performing Kenjut-
must save again when it attacks.
su: Iaido. Regardless of the result, you make a second
Blind creatures are immune to this technique.
attack with the sword's sheath at a -4 penalty, which is
treated as a katana of one (metal) or two (wooden) sizes NINPOU: KAGE NUI (NINJA ART: SHADOW NEEDLES)
smaller than the katana it is paired with. Ninjutsu (Shadow; Requires 2 Shadow techniques)
Unlike Iaido, this technique cannot be used as part of Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
a charge. When this technique has been performed, (DC 22); Time: Attack action; Components: H, Mas;
your katana will be unsheathed, and you will hold the Range: Long; Target: One or more creatures; Duration:
sheath in your off-hand. Instant; CR: Yes; Cost: *
Material Focus – A katana and its sheath. You manipulate a shadow within range, forming shad-
owy needles that can attack once, with a range of 10 ft.
SOU RYU SEN IKAZUCHI (TWIN DRAGON THUNDER FLASH) A shadow needle has a +10 attack bonus, and deals
Taijutsu (Strike; Requires Kenjutsu: Iaido (4) and
1d6+1 damage (half slashing, half piercing). If a crea-
Sou Ryu Sen (1)) [Armed]
ture affected by Kage Mane no Jutsu is damaged by a
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
shadow needle, this damage is not shared or transferred
(DC 21); Components: F, Mas, Mob; Cost: 7
to any other creature caught in the technique, nor to
This technique functions as Sou Ryu Sen, except as
the technique's user.
above, and you swap the attacks, making the sheath
A single shadow can be used to create 1 shadow nee-
attack first. If the sheath attack hits, the target is denied
dle, plus 1 per size category it is larger than Fine. Each
its Dexterity bonus to Defense against the Iaido attack.
needle costs 2 Chakra. You cannot create more than 1
Mastery – The third step allows you to increase the
needle per level.
Perform Requirements by 8 and the Cost by 5 to have
Mastery – The fifth step increases the needles' attack
the Iaido attack also target any creatures adjacent to the
bonus to +15.
target, though doing so will cause you to suffer a -4
penalty to hit with that attack. If you fail to meet the ONIBUYOU (DEMON'S DANCE)
higher Perform Requirements but do meet the normal Ninjutsu (Shadow)
ones, you perform this technique as normal, without its Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
enhanced effects (at the normal Cost). (DC 18); Time: Attack action; Components: C, H;
Range: 10 ft; Target: One held, unanimated weapon;
SHADOW Duration: 1r/level; Cost: 4
Shadow techniques are a unique branch of ninjutsu You animate your shadow, which grasps the object and
which very few have mastered. The techniques can will attack with it, using your attack bonus(es), though
manipulate shadows to great effect. Most Shadow tech- the shadow does not add any damage bonuses (except
niques are Hijutsu or Kinjutsu, which will therefor be those that belong to the weapon itself). The shadow
listed in that section (p245). will not stray further than 5 ft from you, but will dean-
imate if you die or become unconscious. While the
shadow is animated, you can grab the weapon it holds
as a free action, though doing so will immediately
deanimate the shadow. You cannot control more than
one shadow created by this technique at the same time.
SHINMEI RYU You must be outside to use this technique, and most (or
The following techniques are part of the Shinmei Ryu all) of the sky must be covered in clouds for this tech-
(Voice of Heaven) style, as featured in the anime Love nique to work. You call forth lightning to surge into
Hina and Negima. It is up to the GM to decide whether your weapon, which allows you to deal 3d6 bonus elec-
these techniques are allowed in a campaign. tric damage the next time you hit with it. If you hit a
This unique style is based on the concept of infusing creature that is soaking wet or wearing a lot of metal, it
your attacks (often sword-based) with energy, offering is also stunned for 1d3 rounds (Fortitude negates). CR
up powerful attacks which may be enhanced by ele- applies to the entire effect.
mental damage. Unless otherwise noted, all Shinmei Mastery – The third step allows you to ignore the re-
Ryu techniques have a Material Focus of a bladed quired weather conditions. The fifth step also allows
weapon which you can wield normally (it is a light, you to use this technique indoors.
one-handed or two-handed weapon to you). If a differ- The mastery for Raimeiken also affects Raimeiken Ni
ent Material Focus is presented, or if the technique does no Tachi, and vice versa.
not have a Material Focus, such a weapon is not re- KEN: RAIMEIKEN NI NO TACHI (SWORD: LIGHTNING CUTTER
quired. SECOND STRIKE)
HI: FUUJIN RANBU (RANGED: DUST DANCE) Taijutsu (Strike; Requires Chakra Control 12 ranks and
Taijutsu (Strike) [Armed] Ken: Raimeiken (t)) [Armed, Electric]
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
(DC 16); Time: Swift action; Components: F, Mob; (DC 26); Time: Full-attack action; Components: C, E, F,
Range: *; Target: *; Duration: Instant; Cost: 8 Mas, Mob; Range: Close; Effect: Ray; Duration: Instant
You throw three projectiles of Small or smaller size. *; Save: *; CR: Yes *; Cost: 6
The attacks are made at your highest attack bonus, This technique is an advanced version of Raimeiken,
though the second and third attacks suffer a -5 and -10 and carries the same limitations as it does. However,
penalty to hit, respectively. The range depends on the instead of enhancing your next attack, you fire a ray of
weapon(s) used. Each attack may target a different crea- lightning at the target, which deals 4d6 electric damage
ture, if you wish. on hit. If the target is soaking wet or wearing a lot of
You may throw objects or non-throwing weapons as metal, it is stunned for 1d3 rounds (Fortitude negates).
improvised weapons, which will have a range incre- If the target is possessed by a spell, technique or abil-
ment of 5 ft, suffer a -4 penalty to hit, and will deal ity, you may choose to damage the creature pos-sessing
damage based on their size category (thrown weapons it instead. If you do, the target is automatically stunned
that aren't throwing weapons do not deal their normal (as above), without gaining a chance to save against it.
damage). Empower – Spend 2 Chakra to increase the damage
Material Focus – The weapons or objects to be by 1d6, up to 10d6 total.
thrown. Mastery – This technique's mastery is identical to
Raimeiken's. The mastery of this technique also affects
KEN: GURENKEN (FIST: RED LOTUS FIST) Raimeiken, and vice versa.
Taijutsu (Stance; Requires Chakra Control 8 ranks and
Seishou Bakuha (t)) [Kick or Punch] KEN: ZANGANKEN (SWORD: STONE CUTTER)
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 Taijutsu (Strike) [Armed]
(DC 16); Time: Swift action; Components: C, Mob; Cost: Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
6 (DC 16); Time: Attack action; Components: F, Mob;
You hold potent Chakra in your extremities. Your un- Range: Melee attack; Target: One creature or object *;
armed attacks count as armed and deal lethal damage, Duration: Instant; Save: *; Cost: 4
plus an additional 1 bonus force damage on hit. Make an attack against the target. If the attack hits, it
will ignore 5 hardness or DR, and its base damage die
KEN: RAIMEIKEN (SWORD: LIGHTNING CUTTER) increases by one size (d6 becomes d8, etc). If used
Taijutsu (Strike) [Armed, Electric] against an object, it must be inanimate and unattended.
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 The object must make a Fortitude save to avoid suffer-
(DC 21); Time: Full-round action; Components: F, Mas, ing 1d6 damage per level (maximum 10d6) which ig-
Mob; Range: Touch; Target: One bladed weapon; Dura- nores all hardness.
tion: 1r/level (D) *;
Save: *; CR: Yes *; Cost: 6
KEN: ZANGANKEN NI NO TACHI (SWORD: STONE CUTTER SEC- NAGEWAZA: UKIGUMO TSUMUJIISEN (GRAPPLE: FLOATING
OND STRIKE) CLOUD TWISTING FLASH)
Taijutsu (Strike; Requires Chakra Control 8 ranks and Taijutsu (Strike) [Grapple]
Ken: Zanganken (t)) [Armed] Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7 (DC 17); Time: Full-round action; Components: Mob;
(DC 20); Time: Full-attack action; Components: F, Mob; Range: Melee; Target: One creature *; Duration: Instant;
Range: Melee attack *; Cost: 4 Save: Reflex partial *; Cost: 4
This technique functions as Zanganken, but you can In order to use this technique, you must be grappling
make a second Zanganken attack against any inanimate with the target, the target must be within 1 size catego-
object(s) in the square directly behind the target. You ry of you, and neither of you can be prone or pinned.
may choose to leave the target completely unharmed, Both you and the target twist several times in midair,
only attacking the object(s) behind them. both falling prone. As a result, the target will be pinned
by you, and suffers 1d4 bludgeoning damage per 5 lev-
KEN: ZANMAKEN (SWORD: DEMON SLAYING SWORD) els (Reflex halves the damage).
Taijutsu (Strike) [Armed, Force]
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6 SEN: HYAKKARYOURAN (FLASH: HUNDRED WARRING FLOW-
(DC 18); Time: Attack action; Components: C, E, F, ERS)
Mob; Range: Close; Effect: Ray; Duration: Instant *; Taijutsu (Strike; Requires Taijutsu 12 ranks and
Save: Fortitude halves; CR: Yes; Cost: 3 any 4 Shinmei Ryu techniques) [Armed]
You gather Chakra into your weapon, refining it into a Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
spiritual edge that you swing down, creating a shim- (DC 21); Time: Full-attack action; Components: C, F,
mering, golden ray. If it hits an animal, elemental, hu- Mob; Range: Medium; Area: 15 ft radius, 20 ft high Cyl-
manoid, magical beast, monstrous humanoid or outsid- inder; Duration: Instant; Save: Fortitude partial; Cost: 10
er, it deals 2d6 force damage. You may use this tech- You swing your Chakra-infused blade in a downward
nique as a full-attack action instead. If you do, instead motion, creating a blast of wind carrying your Chakra,
of firing a ray, you swing your sword and make a melee which takes the shape of numerous cherry blossom
attack that will deal 2d6 additional force damage if it petals. Once it arrives at its destination, it turns into a
hits a creature of the appropriate creature type. whirlwind that slashes everything within.
Empower – Spend 1 Chakra to increase the damage Make a melee attack against each creature in the area,
by 1d6, up to 10d6 damage total. which deals 3d6+3 slashing damage on hit. Any crea-
ture in the area (even if missed) is also blown upward 5
KEN: ZANMAKEN NI NO TACHI (SWORD: DEMON SLAYING ft per two levels (Fortitude negates), and will begin to
SWORD SECOND STRIKE) fall until their initiative count (even if they do not get a
Taijutsu (Strike; Requires Chakra Control 11 ranks and
turn).
Ken: Zanmaken (t)) [Armed, Force]
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 6 SEN: JAKUZANKUUSEN (FLASH: WEAK SEVERING AIR FLASH)
(DC 18); Time: Full-attack action; Components: C, E, F, Taijutsu (Strike; Requires Seishou Bakuha (t) and
Mob; Range: Long; Effect: Ray; Duration: Instant; Save: Sen: Zankuusen (t)) [Armed]
Fortitude halves; CR: Yes; Cost: 6 Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
This technique functions as Zanmaken, except if a ray (DC 17); Time: Attack action; Components: C, Mob;
is fired, it may pass through any organic matter (includ- Range: Touch or Close; Target: One M-sized or smaller,
ing creatures) to reach its intended target, though you non-living creature or object; Duration: Instant; Cost: 4
suffer a -1 penalty to hit for each creature it passes You make a (ranged) touch attack against the target. If
through. The damage (or bonus damage if used as a me- it hits, the target is thrown back 1d6 x 5 ft if you used a
lee attack) increases to 4d6 force damage. Using this melee touch attack or 1d4 x 5 ft if you made a ray at-
technique as a melee attack will not increase its per- tack. If the target collides with an object larger than it,
form time. it suffers 1d4 bludgeoning damage per 10 ft travelled,
Empower – Spend 2 Chakra to increase the damage and falls prone in front of the object, not travelling fur-
by 1d6, up to 1d6 per level or 15d6 damage total, ther.
whichever is lower.
SEN: KAKUSAN ZANKOUSEN (FLASH: SCATTERED SEVERING increases to 10 ft, and the DC to avoid being stunned
LIGHT FLASH) increases to 12.
Taijutsu (Strike; Requires Chakra Control 9 ranks and
Sen: Zankousen (t)) [Armed, Force]
SEN: ZANKUUSEN NI NO TACHI (FLASH: SEVERING AIR FLASH
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
SECOND STRIKE)
Taijutsu (Strike; Requires Chakra Control 12 ranks and
(DC 21); Time: Full-attack action; Components: C, Mob;
Sen: Zankuusen Kai (t)) [Force]
Range: 15 ft; Target: One creature; Duration: Instant;
Rank: 9 (B); Learn DC: 23, 3 successes; Perform: 11
Save: Fortitude partial; CR: Yes; Cost: 3 per attack
(DC 24); Time: Full-attack action; Components: C, Mob;
You make a full-attack, converting any number of at-
Range: Medium; Effect: Ray; Duration: Instant; Save:
tacks into Zankousen attacks at the cost of 3 Chakra per
Fortitude partial *; CR: Yes; Cost: 4 per ray
attack. This technique cannot benefit from additional
This technique functions like Zankuusen. The maxi-
attacks by the use of techniques like Renzuki or Tsu-
mum number of rays is 1 per 4 levels, and each ray
baki no Mai.
deals 1d6+2 force damage. The knockback increases to
SEN: ZANKOUSEN (FLASH: SEVERING LIGHT FLASH) 15 ft and the DC to avoid being stunned increases to 14.
Taijutsu (Strike; Requires Seishou Bakuha (t)) You may have the rays pass through any organic matter
[Armed, Force] (including creatures) on their way to their intended
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 target(s), though each creature they pass through will
(DC 17); Time: Attack action; Components: C, Mob; apply a cumulative -1 penalty to the attack roll for that
Range: 15 ft; Target: One creature; Duration: Instant; ray attack.
Save: Fortitude partial; CR: Yes; Cost: 3
You focus Chakra into your weapon, allowing you to
SEN: ZANMAKEN NI NO TACHI ISSEN (FLASH: THOUSAND DE-
MON SLAYING SWORD SECOND STRIKE)
make a melee attack at a target at range. If the attack
Taijutsu (Strike; Requires Chakra Control 15 ranks and
hits, it deals 1d4 force damage, and the target must
Ken: Zanmaken Ni no Tachi (t)) [Armed, Force]
make a save to avoid their held weapon(s) take 1 dam-
Rank: 9 (S); Learn DC: 25, 5 successes; Perform: 13
age per level (maximum 10), which bypasses all hard-
(DC 29); Time: Full-attack action; Components: C, E, F,
ness. Weapons with mastercraft qualities or weapon
Mob; Range: Long; Effect: Ray; Duration: Instant; Save:
seals are unaffected.
Fortitude halves; CR: Yes; Cost: 8
SEN: ZANKUUSEN (FLASH: SEVERING AIR FLASH) This technique functions as Zanmaken Ni no Tachi,
Taijutsu (Strike; Requires Seishou Bakuha (t)) [Force] except that when the ray hits, it bounces to the nearest
Rank: 3 (D); Learn DC: 15, 1 success; Perform: 3 creature that meets its criteria, and will continue to
(DC 14); Time: Attack action; Components: C, Mob; bounce until there are no more available targets, until it
Range: Close; Effect: Ray; Duration: Instant; Save: Forti- has hit 1 target per 4 levels, or until it would deal no
tude partial *; CR: Yes; Cost: 2 per ray damage. The damage is rolled once. Each bounce, the
You focus Chakra through your body or through a held damage is halved (rounded down). You must still make
weapon, firing off swirling rays of condensed air. Each an attack roll for each bounce.
'flash' is a ray attack that will deal 1d4 force da-mage If a bounce misses, it will still bounce to another tar-
on hit. In addition, each hit will throw the target back get. The ray will not bounce to creatures it has already
5 ft (Fortitude negates). In addition, targets hit must (tried to) hit. The penalty to hit for passing through
make a Fortitude save for each ray to avoid being other creatures still applies.
stunned for 1 round by the pain (non-cumulative). You Empower – Spend 2 Chakra to increase the damage
can make up to 1 ray attack per 2 levels. by 1d6, up to 1d6 per level or 18d6 damage total,
whichever is lower.
SEN: ZANKUUSEN KAI (FLASH: REVISED SEVERING AIR FLASH)
Taijutsu (Strike; Requires Sen: Zankuusen (t)) [Force] SEN: ZANTETSUSEN (FLASH: SEVERING STEEL FLASH)
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 Taijutsu (Strike; Requires Taijutsu 10 ranks and
(DC 19); Time: Attack action; Components: C, Mob; Ken: Zankuusen (t))
Range: Medium; Effect: Ray; Duration: Instant; Save: Rank: 5 (A); Learn DC: 20, 4 successes; Perform: 8
Fortitude partial; CR: Yes; Cost: 3 per ray (DC 22); Time: Full-attack action; Components: C, Mob;
This technique functions as Zankuusen, except as Range: 5 ft; Area: Semi-circle; Duration: Instant; Save:
above. The maximum number of rays is 1 per 3 levels, Fortitude partial; Cost: 4
and each ray deals 1d6+1 force damage. The knockback
Make a melee attack against all creatures in the area, will center around the target, but you will be unaffect-
which will deal half damage and knock back targets hit ed. If the target was hit, it suffers a -4 penalty to its Re-
for 1d3 x 5 ft. Targets hit are also knocked prone (Forti- flex save. If the attack missed, the save DC is decreased
tude negates). You may use this technique against inan- by 2, and you suffer a -2 penalty to Defense until your
imate, unattended objects of Medium-size or smaller. next turn.
Empower – Spend 4 Chakra to increase the damage of
SHINMEI RYU KESSEN OUGI: SHIN RAIKOUKEN (VOICE OF each type by 1d6, up to a maximum of 5d6 damage per
HEAVEN STYLE ABSOLUTE FIGHTING SKILL: TRUE LIGHTNING damage type.
SLASH) Material Focus – A bladed weapon, which you must
Taijutsu (Strike; Requires Chakra Control 15 ranks and
be able to wield with two hands at no penalty.
2 or more Shinmei Ryu 'Ken' techniques)
[Armed, Electric] SHOU: ZANKUUSHOU (PALM: CRUSHING AIR PALM)
Rank: 12 (A); Learn DC: 27, 4 successes; Perform: 15 Taijutsu (Strike) [Force, Punch]
(DC 29); Time: Full-round action; Components: F, Mob; Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
Range: Touch; Target: One held weapon; Duration: In- (DC 16); Time: Attack action; Components: C, E, Mob;
stant; Save: Reflex halves *; CR: Yes *; Cost: 16 Range: Medium; Effect: Ray; Duration: Instant; CR: Yes;
One of the most destructive techniques of the Shinmei Cost: 3
Ryu style, it combines various techniques with advan- You fire a small bullet of shimmering, white Chakra
ced Chakra Control to imbue your weapon with exces- from your palm. Make a ray attack against the target,
sive amounts of energy. The next attack you make with suffering a -2 penalty to hit if you do not have at least
the weapon is greatly enhanced, striking with extreme two hands free. The bullet deals 2d6 force damage,
velocity and unleashing a burst of power. The attack though you may choose to have it deal non-lethal dam-
will gain Kawarimi Defense 3. Whether the attack hits age without the usual penalties.
or misses, a burst of energy is unleashed, dealing 4d8 Alternatively, you may use this technique to enhance
electric and 4d8 force damage to all creatures and unat- an unarmed melee attack, causing it to deal an addi-
tended objects in a 40 ft radius sphere around you, tional 1d6 force damage and push the target back 10 ft.
which does not affect you. If performed this way, you suffer a -4 penalty to meet
A Reflex save can be made to halve each type of dam- the Perform Requirements, and the technique cannot
age. If the target was hit by the first melee strike, it be empowered.
receives a -4 penalty to those saves. Empower – Spend 2 Chakra to increase the damage
by 1d6, up to 5d6 damage total.
SHINMEI RYU OUGI: SEN – MESSETSU ZANKUU ZANMASEN
(VOICE OF HEAVEN STYLE SECRET SKILL: FLASH – DEMON SHOU: ZANKUUSHOU SAN (PALM: SCATTERED CRUSHING AIR
CRUSHING AIR VOID FLASH) PALM)
Taijutsu (Strike; Requires Chakra Control 14 ranks and Taijutsu (Strike) [Force, Punch]
6 or more Shinmei Ryu techniques) Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
[Armed, Force, Aoyama Motoko Hijutsu] (DC 22); Time: Full-attack action; Components: C, E,
Rank: 9 (A); Learn DC: 24, 5 successes; Perform: 12 Mob; Range: Medium; Effect: Ray; Duration: Instant;
(DC 26); Time: Full-attack action; Components: C, E, F, CR: Yes; Cost: 1 per bullet *
Mob; Range: Medium; Area: 15 ft square; Duration: In- As Zankuushou. You can fire one bullet for each attack
stant; Save: Reflex halves *; CR: Yes *; Cost: 16 your BaB would allow you to make during a full-attack
This technique combines various skills of the Shinmei (maximum 1 per two levels). Each bullet deals 1d4
Ryu styles and has you fire a condensed blast of Chakra. force damage, and each successful hit will knock back
If you are not wielding the weapon used in two hands, the target 10 ft once all attacks are made. You cannot
the Perform Requirements increase by 4. You wave make both melee and ranged attacks with a single use
your weapon, sending forth a wave of energy that ex- of this technique.
plodes, dealing 3d6 slashing, 3d6 bludgeoning and 3d6 Empower – Spend 1 Chakra to increase the damage of
force damage to creatures within the area. This blast a single bullet by 1d4, up to 3d4 per bullet.
damages unattended objects and completely ignores
cover.
Alternatively, you can make a melee attack against
the target, dealing normal damage. The area of the blast
SHOU: ZANMASHOU NI NO TACHI (PALM: DEMON CRUSHING
PALM SECOND STRIKE)
Taijutsu (Strike; Requires Chakra Control 12 ranks and
ZAN: RYUUHAZAN (SLASH: DRAGON WAVE SLASH)
Taijutsu (Strike) [Armed]
any 6 Shinmei Ryu techniques)
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
Rank: 5 (S); Learn DC: 21, 5 successes; Perform: 9
(DC 23); Time: Full-attack action; Components: F, Mob;
(DC 25); Time: Full-attack action; Components: C, Mob;
Range: Melee attack; Target: One creature; Duration:
Range: Touch; Target: One creature; Duration: Instant;
Instant; Cost: 8
CR: Yes; Cost: 8
Make a melee attack against the target, which deals
Despite its fearsome name, this technique is reasonably
normal damage unless the target is a reptilian creature
harmless. You gather Chakra in your palm and push it
or draconic in nature. If the creature is, the attack deals
forward with force, shredding the target's clothing.
additional damage based on the creature's size (as
Any piece of equipment that can be considered cloth-
shown below), and provokes a save against Massive
ing, which includes fabric and plastic armor, is com-
Damage.
pletely destroyed.
The bonus damage is as follows: 4d4 (Small or small-
Leather equipment and mastercraft equipment is un-
er), 4d6 (Medium), Large (4d8), Huge (4d10), Gargan-
affected, as is more resilient gear.
tuan or larger (4d12).
ZAN: HIENBATTOU KASUMIKIRI (SLASH: FLYING SPARROW
MIST CUT) ZAN: SAMIDAREKIRI (SLASH: MAY RAIN STRIKE)
Taijutsu (Strike) [Armed]
Taijutsu (Strike) [Armed]
Rank: 4 (B); Learn DC: 18, 3 successes; Perform: 6
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7
(DC 19); Time: Attack action; Components: F, Mob;
(DC 20); Time: Full-attack action; Components: F, Mas,
Range: Melee Attack; Target: One airborne creature or
Mob; Range: Melee Attack; Target: One 5 ft square;
object; Duration: Instant; Cost: 4
Duration: Instant; Cost: 6
Make a single attack that deals 1d6 damage per 3 levels
You must be wielding two weapons to use this tech-
if it hits (maximum 5d6).
nique. Make a normal attack with each weapons (incur-
ring normal penalties for doing so), which will target
all creatures in the target square.
Mastery – The second step grants the attacks Ka-
warimi Defense 1, and allows you to use the technique
if both weapons are sheathed, though the Perform Re-
quirements increase by 4 when doing so.
Material Focus – Two bladed weapons you can wield
normally, used for two-weapon fighting.

ZAN: HYAKURETSU OUKAZAN (SLASH: HUNDRED RAGING


CHERRY BLOSSOMS STRIKE)
Taijutsu (Strike; Requires 3 or more Shinmei Ryu: Ken
and/or Zan techniques) [Armed]
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
(DC 26); Time: Full-attack action; Components: F, Mob;
Range: Personal; Area: 15 ft radius, 10 ft high Cylinder;
Duration: Instant; Cost: 14
You focus your Chakra around you, into razor-sharp
cherry blossom petals that create a swirling, destructive
storm that can shred your enemies to bits. Make a me-
lee attack against all creatures inside the area, which
deals 2d6 x 1d4 damage, increasing to 2d6 x 1d4+1 on a
critical hit. The attack benefits from Kawarimi Defense
2.
MODERN DAY TECHNIQUES
The following techniques were designed to interact maneuver bonus is reduced by 2, but its initiative bonus
with modern day technology. As such, their use is rec- increases by 2.
ommended only when running a campaign set in mod-
ern times (mid-20th century and further).
SHINJUN DENKOU NO JUTSU (INFILTRATION CURRENT TECH-
NIQUE)
KANEGAKURE NO JUTSU (METAL CONCEALMENT TECHNIQUE) Ninjutsu (Raiton) [Electric]
Ninjutsu (Doton) [Earth] Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 (DC 21); Time: Full-round action; Components: C, S;
(DC 13); Time: Full-round action; Components: C, S; Range: Personal; Area: 5ft Emanation; Duration: Con-
Range: Touch; Target: One metal object weighing up to centration (up to 1r/level); Cost: 8
2lbs/level; Duration: 1h/level (D); Cost: 2 Creatures and objects within the area become nearly
You sheathe the object in Chakra, making it undetecta- undetectable to devices of all kinds, though this effect
ble to devices used to detect metal. This also nullifies only extends to video and audio. Any video recordings
any equipment bonuses to Spot and Search checks peo- are reduced to a faint outline, and any sound is reduced
ple may get to find the object, if they use such kind of to a low, almost imperceptible crackling noise.
device. As a result, affected creatures and objects are invisible
to creatures relying on electronic devices to see (such as
KANSOU SENTAKU NO JUTSU (DRY CLEANING TECHNIQUE) robotic creatures), but also makes it impossible to speak
Ninjutsu (Katon; Requires Chakra Control 6 ranks)
through devices (such as phones or radios) and makes
[Fire]
various sensors ignore you (such as automated sliding
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
doors, stoplight sensors at an intersection, etc).
(DC 15); Time: *; Components: C, H; Range: Touch; Tar-
Any offensive action taken by any creature within
get: *; Duration: Instant; Saves: Fortitude negates (harm-
the area will end the technique immediately, and it will
less); Cost: *
end if any creature in the area is attacked.
You clean a target room, object or creature, removing
any dirt, grime and bacterial contaminants from it. For TOUKA KANSEI NO JUTSU (BLACKOUT TECHNIQUE)
objects and rooms, it will also remove any other mate- Ninjutsu (Raiton) [Electric]
rials a thorough mundane cleaning would clear up, Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5
which will render most evidence collection impossible. (DC 17); Time: Attack action; Components: C, S; Range:
If used on a creature, there is a 20% chance its wounds Medium; Effect: Ray; Target: One electronic device (up
are disinfected, increasing its effective level by 2 for the to 5 lbs/level); Duration: *; Save: Will negates (object);
purpose of determining its natural healing rate and re- Cost: 4
moving its scent for 2 rounds. Using this technique on You fire a beam of static electricity, which renders the
worn objects or very thin materials may damage or de- target device nonfunctional for 1d4 rounds, plus one
stroy them (GM's discretion). per two levels (up to 1d4+5 rounds). The same object
This technique is a full-round action if used on a can only be affected once per hour.
creature or object, or requires 1 minute to perform if
used on a room. Its Cost is 3, 6 or 12 Chakra when tar-
geting a creature, object or room (respectively). A tar-
geted creature or object can weigh no more than 25 lbs
per level, and a targeted room can be no more than 10
square feet per level.

KYOUSOKU NO JUTSU (SPEED BURST TECHNIQUE)


Ninjutsu
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
(DC 18); Time: Attack action; Components: C, S; Range:
Touch; Target: One Large or smaller vehicle; Duration:
1m/level (D); Cost: 4
You increase the speed of the vehicle by 2 squares per
level, and its chase speed by 1 square per 5 levels. Its
HIJUTSU AND KINJUTSU
Not all techniques in the ninja world are easily accessi- its effects enough (GM's discretion). Hijutsu take more
ble and approved by the shinobi governments. Some- time to learn than ordinary techniques, and they re-
times, techniques are among the secret traditions of a quire 1 more success than normal (already listed in
clan, or have been deemed too dangerous for public their statblock). In addition, if you are not affiliated
use. These are commonly referred to as Hijutsu (Secret with the technique's source (such as being a member of
Techniques) and Kinjutsu (Forbidden Techniques). the clan it comes from) you suffer a -2 penalty to Learn
When you encounter a Hijutsu or Kinjutsu in the field, checks. Being affiliated with a Hijutsu's source (such as
it may be difficult or impossible to properly identify it being a member of the clan it comes from) reduces the
(GM's discretion). number of successes required to learn it by 1.
A Hijutsu or Kinjutsu has its affiliated individual or Mastering Hijutsu is done as normal, though the
organisation listed as part of its descriptor (a [Hyuuga Learn DC increases by 2 when doing so.
Clan Hijutsu] belongs to the Hyuuga Clan). Lost Hijutsu KINJUTSU
and Lost Kinjutsu are a special category of techniques Kinjutsu are extremely dangerous, either to the user,
whose origins have been lost to the ravages of time. the target, or both. As such, these techniques have been
Encountering these techniques or finding a source to branded as forbidden by the government and/or the
learn them from is extremely unlikely. A Hijutsu or people or organisations that created it. Though forbid-
Kinjutsu without a specific source or affiliation is den, high-level operatives are often granted permission
known by most ninja villages, and is considered secret to learn some of these techniques, with the strictest
and/or forbidden by all of them. guidelines concerning when and where they are al-
This section contains all hijutsu and kinjutsu that do lowed to use them.
not require a specific bloodline or template, and the Being caught learning, knowing or performing such
techniques are sorted by their source. Techniques be- forbidden techniques if you do not have the proper
longing to a bloodline or template can be found in authorization is very likely to lead to imprisonment or
Chapter 10 (Bloodlines and Templates), with their re- even execution, and many organisations will dedicate a
spective bloodline or template. Hijutsu and Kinjutsu fair amount of resources to make sure you are brought
that have an Epic complexity rating can be found in to justice.
Chapter 14 (Going Beyond Level 20). Learning Kinjutsu requires a source to learn from
In order, the chapter will first list all 'general' hijutsu (such as a teacher who knows it or a scroll from a clan's
and kinjutsu, followed by all Lost Hijutsu and Kinjutsu, vaults). Kinjutsu take more time to learn than ordinary
followed by all other hijutsu and kinjutsu, organised by techniques, and they require 2 more success than nor-
individual, organisation or required feat. mal (already listed in their statblock).
HIJUTSU Mastering Kinjutsu is done as normal, though the
Hijutsu are secret techniques, often developed by clans, Learn DC increases by 5 when doing so.
organisations or individuals and not taught to the gen- CREATING HIJUTSU OR KINJUTSU
eral public. Knowing and performing Hijutsu without When Creating a Hijutsu or Kinjutsu technique, you
having been granted authorisation by its clan or organi- suffer a -4 penalty to Learn checks in addition to any
sation may lead to animosity, or even being hunted by other penalties you might take when learning them,
them. and must roll additional successes despite being affiliat-
Learning Hijutsu usually requires a source to learn ed with the technique's source (yourself).
from (such as a teacher who knows it, or a scroll from a
clan's vaults), but can be Developed if you have studied
R Type Subt Name Pg
GENERAL (No specific source)
1 Ninjutsu Ktn Hiakahou (Blazing Red Cannon) 252
3 Ninjutsu Shin Kasoku no Jutsu (Mental Acceleration Technique) 256
4 Genjutsu Douj Seisaku no Jutsu (Life Disruption Technique) 256
5 Fuinjutsu Ninjoukan (Empathic Connection) 255
5 Ninjutsu Gisou no Jutsu (Camouflage Technique) 252
6 Genjutsu Douj Magen: Shinsenjou no Jutsu (Demonic Mirage: Metaphysical Battleground Technique) 254
6 Ninjutsu Esemono no Jutsu (Impostor Technique) 251
6 Ninjutsu Gekata no Fuukatsu (Lesser Seal Breaking) 252
6 Ninjutsu Kanashibari no Jutsu (Body Binding Technique) 253
7 Fuinjutsu Chakra Hankai no Jutsu (Chakra Disruption Technique) 251
7 Genjutsu Comp Retsu Hassai (Violent Outbreak) 255
7 Genjutsu Comp Shinkai Satsujin no Jutsu (Deep Sea Murder Technique) 257
7 Genjutsu Douj Makai Kyuudou: Hakkyou Gyoushi (Hell's Enlightenment: Insanity Glare) 254
7 Ninjutsu Nan Kaizou no Jutsu (Body Alteration Technique) 255
7 Ninjutsu Ktn Jousan no Jutsu (Evaporation Technique) 253
8 Fuinjutsu Juurakuin (Brand of the Beast) 253
8 Genjutsu Douj Magen: Kyounomen (Demonic Mirage: Visage of Death) 254
8 Genjutsu Douj Magen: Kyuuten Jikaichou (Demonic Mirage: Palace of True Enlightenment) 254
8 Training * Shuugyou: Saikitsui no Waza (Training: Ability Imbuing Art) 257
9 Genjutsu Douj Saimin Jutsu: Shinteiryuu no Jutsu (Hypnotism Technique: Mind Block Technique) 256
9 Ninjutsu Ransoutengai no Jutsu (Heavenly Displacement Technique) 255
9 Ninjutsu Med Iryou Ninjutsu: Hiken – Taisha no Jutsu (Medical Ninjutsu: Secret – Regeneration Technique) 252
10 CControl Spr Chakramane no Jutsu (Chakra Imitation Technique) 251
10 Fuinjutsu Ryuusatsu no In (Flow Suppression Seal) 256
10 Ninjutsu SpT Jikuukan Igami (Spacetime Distortion) 252
11 Fuinjutsu Chikara no In (Energy Seal) 251
11 Ninjutsu Joukata no Fuukatsu (Greater Seal Breaking) 252
12 Genjutsu Comp Shinbuki no Jutsu (Mental Override Technique) 256
13 Ninjutsu Ktn Tenma Mukurode (Hand of the Devil) 257
14 Fuinjutsu Juuin Jutsu (Cursed Seal Technique) 253
14 Fuinjutsu Kaiyaku Fuuin (Contract Cancelling Seal) 253
14 Fuinjutsu Katou Shin Fuuin (Lesser Soul Seal) 254
14 Fuinjutsu Keiyaku Fuuin (Contract Seal) 254
14 Fuinjutsu Shinsubu no Jutsu (Soul Binding Technique) 257
14 Fuinjutsu Yuukaifuu (Fusion Seal) 258
14 Ninjutsu Reikibutsu no Jutsu (Soul Receptacle Technique) 255
14 Ninjutsu Shinji Henkou no Jutsu (Mind Alteration Technique) 256
LOST HIJUTSU AND KINJUTSU
3 CControl Reiki (Lay on Hands) 266
3 Ninjutsu Haradou: Hakutou (Way of Purification: White Sword) 259
4 Ninjutsu Youton: Kusa Juuji (Demonic Release: Chain Cross) 270
4 Ninjutsu Ktn Homura Dama (Blazing Sphere) 260
4 Ninjutsu Shdw Kagebaku Shuriken no Jutsu (Shadow Binding Shuriken Technique) 261
5 Ninjutsu Kirite no Jutsu (Edged Hands Technique) 262
5 Taijutsu Strk Kodachi Nittouryu: Onmyou Hasshi (Dual Kodachi Style: Dual Hair Killer) 262
5 Taijutsu Strk Kodachi Nittouryu: Onmyou Kousa (Dual Kodachi Style: Dual Cross) 263
5 Taijutsu Strk Kodachi Ryu: Kaiten Kenbu (Kodachi Style: Swirling Sword Dance) 263
6 Genjutsu Pha Genryuudan (Illusory Dragon Blast) 259
6 Ninjutsu Haradou: Seikoujin (Way of Purification: Sacred Life Barrier) 260
6 Ninjutsu Tetsushin no Jutsu (Heart of Steel Technique) 270
6 Ninjutsu Youton: Ou no Me (Demonic Release: Eye of the Emperor) 270
6 Taijutsu Mob Ryuusui no Ugoki (Deceitful Water Movement) 266
LOST HIJUTSU AND KINJUTSU (cont.)
7 CControl Spr Shinobi Hiken: Sakki Jutsu (Shinobi Secret: Killing Intent) 268
7 Genjutsu Magen: Goukyou Genmu no Jutsu (Demonic Mirage: Phantasmal Torture Technique) 264
7 Ninjutsu Shinobi Hiken: Ikusa – Denraisei (Shinobi Secret: War – Ancestral Spirit) 268
7 Ninjutsu Shdw Shikon no Jutsu (Dead Soul Technique) 268
7 Taijutsu Strk Kodachi Nittouryu: Kaiten Kenbu Rokuren (Dual Kodachi Style: Six Swirling Sword Dances) 262
8 CControl Spr Chounouryoku (Extra-sensory Perception) 258
8 Fuinjutsu Ketsumei no Tsurugi (Blade Blood Oath) 262
8 Fuinjutsu Adv Ninjutsu no Wana (Ninja Art Trap) 265
8 Genjutsu Pha Sougouki no Jutsu (Mind Synthesis Technique) 269
8 Ninjutsu Youton: Ibara no Kanmuri (Demonic Release: Crown of Thorns) 270
8 Ninjutsu Med Iryou Ninjutsu: Hiken – Kyoui Chuushi (Medical Ninjutsu: Secrets – Miracle Stasis) 260
8 Ninjutsu Med Seigae no Waza (Method of Life Exchange) 267
9 Fuinjutsu Fuzen Shinrui Fuuin (Minor Blood Bond Seal) 259
9 Genjutsu Kyoushitsu no Jutsu (Dreadful Reality Technique) 264
9 Genjutsu Douj Saimin Jutsu: Kage Gugen no Jutsu (Hypnotism Technique: Shadow Incarnation Technique) 266
9 Ninjutsu Haradou: Aku no Soushiki (Way of Purification: Funeral for the Wicked) 259
9 Ninjutsu Haradou: Seikoujin (Way of Purification: Sacred Life Barrier) 260
9 Ninjutsu Sanmai no Jutsu (Absorption Technique) 266
9 Ninjutsu Ftn Kuuryuusan no Jutsu (Airflow Manipulation Technique) 263
9 Ninjutsu Shdw Kage Ansatsu no Jutsu (Shadow Assassination Technique) 261
9 Taijutsu Stan Kensoku: Ougi – Shin Iaiken (Swift Fists: Secret Skill – True Undodgeable Fist) 261
9 Taijutsu Strk Futae no Kiwami (Double Punch) 258
10 Genjutsu Comp Majutsu: Kaibaku (Mystical Arts: Mystical Bind) 265
10 Genjutsu Pha Shin Genryuudan (True Illusory Dragon Blast) 268
10 Ninjutsu Naijin Ouka no Jutsu (Inner Self Absorption Technique) 265
10 Ninjutsu Sandangamae Tenshi (Elemental Trinity) 266
10 Ninjutsu Ktn Tsui no Hiken: Kaguzuchi (Succession Secret Technique: God of Fire) 270
10 Taijutsu Mob Hirameku (Flicker) 260
11 Genjutsu Magen: Mugen Onsa (Demonic Mirage: Thrall of Infinite Melodies) 264
11 Ninjutsu Doton Tetsukawa no Jutsu (Iron Skin Technique) 269
11 Taijutsu Strike Shukuchi Higi: Shuntensatsu (World Belittling Secret Technique: Fatal Heaven Flash) 269
12 Genjutsu Pha Genhina no Jutsu (Illusory Doll Technique) 259
12 Genjutsu Pha Kaizan Shinjutsu: Enma no Kesshin (World Ending Supreme Technique: Avatar of the King of Hell) 261
12 Ninjutsu Ktn Majutsu: Bakuhatsu (Mystical Art: Explosion) 264
12 Taijutsu Mob Hiryuusen (Soaring Dragon Flash) 260
13 Ninjutsu Kuu Bunshin no Haetori (Void Clone Death Trap) 263
14 Fuinjutsu Fushi no In (Seal of Immortality) 258
14 Fuinjutsu Seishinkugi (Immortal Soul Sacrifice) 267
14 Ninjutsu Sekitai no Jutsu (Astral Body Technique) 267
14 Ninjutsu Ktn Tennoizou: Hakushouka (Heaven's Legacy: Searing White Flame) 269
AKATSUKI
14 Ninjutsu Shouten no Jutsu (Shapeshifting Technique) 271
AKIMICHI CLAN
2 Ninjutsu Baika no Jutsu (Multi-Size Technique) 271
4 Taijutsu Strk Nikudan Sensha (Meat Tank) 272
6 Ninjutsu Bubun Baika no Jutsu (Partial Multi-Size Technique) 272
9 Ninjutsu Chou Baika no Jutsu (Mega Multi-Size Technique) 272
AMEGAKURE
3 Ninjutsu Stn Kouryuu no Jutsu (Rain Dragon Technique) 272
3 Ninjutsu Stn Kuudenkouu no Jutsu (Static Rain Technique) 273
5 Ninjutsu Stn Sanseiu no Jutsu (Acid Rain Technique) 273
7 Ninjutsu Stn Tetsukouu no Jutsu (Iron Rain Technique) 273
6 Ninjutsu Ftn Kasumi Bunshin no Jutsu (Mist Replication Technique) 272
AMEGAKURE (cont.)
11 Ninjutsu Stn Ame no Kiseki (Miracle of Rain) 272
ANBU
5 Ninjutsu Ninpou: Shigai Kaijin (Ninja Art: Body Destruction) 273
DEIDARA
13 Ninjutsu Dtn Kibaku Nendo (Exploding Clay) 274
14 Ninjutsu Dtn Kibaku Nendo: C3 no Bakuhatsu (Exploding Clay: C3 Explosion) 274
HATAKE KAKASHI
5 Ninjutsu Rtn Chidori (Thousand Birds) 274
8 Ninjutsu Rtn Raikiri (Lightning Edge) 274
HOSHIGAKE KISAME
10 Ninjutsu Stn Suikousandan no Jutsu (Triple Shark Water Blast Technique) 275
HYUUGA CLAN
6 Ninjutsu Rakuinshou no Kizu (Wounds of the Branded) 275
12 Fuinjutsu Itami no Rakuin (Brand of Pain) 275
ISHIMARU CLAN
1 Ninjutsu Dtn Ishi no Teashi (Limbs of Stone) 275
1 Taijutsu Stan Ishimaru Ryu: Shodan Dachi (Ishimary Style: First Stance) 276
3 Taijutsu Stan Ishimaru Ryu: Nidan Dachi (Ishimaru Style: Second Stance) 275
5 Taijutsu Stan Ishimaru Ryu: Sandan Dachi (Ishimary Style: Third Stance) 276
IWAGAKURE
6 Ninjutsu Dtn Ishi Bunshin no Jutsu (Stone Replication Technique) 276
JIRAIYA
1 Ninjutsu Touton no Jutsu (Peeping Technique) 277
3 Ninjutsu Ftn Daisukebei no Kaze (Wind of the Great Lecher) 276
6 Ninjutsu Hari Jizou (Hair Needle Guardian) 277
6 Ninjutsu Ktn Enka Rasengan (Blazing Fire Spiral Blast) 276
KAZAHANA CLAN
5 Ninjutsu Htn Kokuryuu Boufuusetsu (Black Dragon Snowstorm) 277
7 Ninjutsu Htn Souryuu Boufuusetsu (Rising Dragon Snowstorm) 277
KEDOUI CLAN
6 Ninjutsu Kao Utsushi no Jutsu (Face Copy Technique) 277
KETSUYOUJUTSU (BLOOD SORCERY)
2 Fuinjutsu Ketsuyoujutsu: Hebigan no In (Blood Sorcery: Snake Eye Seal) 279
3 Fuinjutsu Ketsuyoujutsu: Getekki (Blood Sorcery: Lesser Mastery) 278
3 Fuinjutsu Ketsuyoujutsu: Ryoku no You (Blood Sorcery: Blade of Power) 280
4 Fuinjutsu Ketsuyoujutsu: Anshi (Blood Sorcery: Night Vision) 277
4 Fuinjutsu Ketsuyoujutsu: Kaisoku (Blood Sorcery: Celerity) 279
4 Fuinjutsu Ketsuyoujutsu: Kuuin (Blood Sorcery: Void Seal) 280
4 Fuinjutsu Ketsuyoujutsu: Seiryoku (Blood Sorcery: Potence) 281
5 Fuinjutsu Ketsuyoujutsu: Eibin (Blood Sorcery: Acuity) 278
5 Fuinjutsu Ketsuyoujutsu: Fujutsu (Blood Sorcery: Thaumaturgy) 278
5 Fuinjutsu Ketsuyoujutsu: Gouki (Blood Sorcery: Fortitude) 278
6 Fuinjutsu Ketsuyoujutsu: Joutekki (Blood Sorcery: Greater Mastery) 279
6 Fuinjutsu Ketsuyoujutsu: Ketsueiki (Blood Sorcery: Blood Vigor) 279
6 Fuinjutsu Ketsuyoujutsu: Ma'endou (Blood Sorcery: Path of the Fiendfire) 280
8 Fuinjutsu Ketsuyoujutsu: Inkatsu (Blood Sorcery: Seal Breaker) 279
8 Fuinjutsu Ketsuyoujutsu: Kudou (Blood Sorcery: Path of Pain) 279
KIRIGAKURE
4 Ninjutsu Stn Mizu Bunshin no Jutsu (Water Replication Technique) 281
KONOHA
2 Taijutsu Strk Sennen Goroshi (Thousand Years of Pain) 284
5 Ninjutsu Kage Bunshin no Jutsu (Shadow Replication Technique) 282
6 Ninjutsu Kage Bunshin Sai (Shadow Replication Destruction) 282
KONOHA (cont.)
6 Ninjutsu SpT Sennei Jashuu (Hidden Snake Hands) 284
6 Taijutsu Strk Gouken Ougi: Omote Renge (Iron Fist Secret Skill: Initial Lotus) 281
7 Ninjutsu SpT Souja Sousai no Jutsu (Double Snake Assassination Technique) 284
8 CControl Spr Kyouka Kage Bunshin no Jutsu (Shadow Replication Reinforcement Technique) 283
8 Genjutsu Kokuangyou no Jutsu (Absolute Darkness Technique) 283
8 Ninjutsu Ktn Kyuukyoku Enkoudate (Ultimate Flame Shield) 283
8 Ninjutsu Shdw Ninpou: Kagemusha (Ninja Art: Shadow Warrior) 283
8 Taijutsu Strk Gouken Ougi: Ura Renge (Iron Fist Secret Skill: Extreme Lotus) 282
9 Ninjutsu Tajuu Kage Bunshin no Jutsu (Multiple Shadow Replication Technique) 285
9 Ninjutsu SpT Sennei Tajashuu (Many Hidden Snake Hands) 284
10 Ninjutsu Jikoku Kage Bunshin no Jutsu (Instant Shadow Replication Technique) 282
10 Ninjutsu Mkt Mokuton: Shichuuka no Jutsu (Wood Release: Four Pillar Home Technique) 283
KUMOGAKURE
5 Ninjutsu Htn Yuki Bunshin no Jutsu (Snow Replication Technique) 286
8 Ninjutsu Rtn Raijin Riki: Raijuu no Sou (Might of the Thunder God: Raijuu's Claw) 285
9 Ninjutsu Rtn Tenchuu (Wrath of Heaven) 285
10 Ninjutsu Kaigan (Eyes of Divination) 285
11 Fuinjutsu Saido Kaiin (Redemption Unsealer) 285
KUSAGAKURE
4 Ninjutsu Kusa Kasui no Jutsu (Grass Spikes Technique) 286
4 Ninjutsu Ochiba Ame no Jutsu (Rain of Falling Leaves Technique) 287
5 Ninjutsu Mkt Mokuton: Tsutakazura Zoudai no Jutsu (Wood Release: Vine Growth Technique) 287
6 Ninjutsu Mkt Mokuton: Tsutakado no Jutsu (Wood Release: Vine Capture Technique) 287
7 Ninjutsu Mkt Mokuton: Kiugoku no Jutsu (Wood Release: Tree Displacement Technique) 286
10 Ninjutsu Mkt Mokuton: Futorisugi no Jutsu (Wood Release: Plant Overgrowth Technique) 286
MAITO GAI
6 HachimonT Seishun no Chikara!!! (Power of Youth!!!) 287
10 Taijutsu Strk Taijutsu: Gouken Ougi – Asa Kujaku (Taijutsu: Iron Fist Secret Skill – Morning Peacock) 287
MIBU CLAN
5 Ninjutsu Ftn MSR: Seifuu Mouko (Wild Wind Tiger Incarnation) 288
5 Ninjutsu Stn MSR: Suiha Ryuugokutou (Raging Water Dragon) 289
6 Ninjutsu Ktn MSR: Rekka Koha (Blazing Dark Wings) 288
8 Ninjutsu Ftn MSR: Seifuu Hoeko (Roar of the Wind Tiger) 288
8 Ninjutsu Stn MSR: Seifuu Shichihouryuu (Seven Flowing Water Dragons) 289
9 Genjutsu Douj Sekireigan (Wagtail Eye) 290
9 Ninjutsu Ktn MSR: Rekka Shirohane (White Feathery Blast) 288
12 Ninjutsu Ftn MSR: Tsui no Hiken – Byakko (Succession Technique - Byakko) 289
12 Ninjutsu Stn MSR: Tsui no Hiken – Seiryuu (Succession Technique - Seiryuu) 289
13 Ninjutsu Ktn MSR: Tsui no Hiken – Suzaku (Succession Technique - Suzaku) 290
NARA CLAN
4 Ninjutsu Shdw Kage Mane no Jutsu (Shadow Imitation Technique) 290
7 Ninjutsu Shdw Kage Kubishibari no Jutsu (Shadow Neck Bind Technique) 290
8 Ninjutsu Shdw Kage Mane Yusou no Jutsu (Shadow Imitation Transportation Technique) 291
OROCHIMARU
9 Ninjutsu SpT Edo Fuumetsu (Sealed Apocalypse) 291
10 Ninjutsu Shoushagan no Jutsu (Body Mold Technique) 292
14 Fuinjutsu Fuuja Saisei (Art of Snake Rebirth) 292
OTOGAKURE
3 Ninjutsu Onbyou no Jutsu (Sound Wave Nausea Technique) 292
7 Ninjutsu Otobakuha no Jutsu (Sound Blast Technique) 292
5 Ninjutsu Kyoumeisen (Vibrating Sound Drill) 292
9 Ninjutsu Banka no Jutsu (Rhapsody for the Fallen) 292
SAITOU HAJIME
9 Taijutsu Strk Gatotsu: Zeroshiki (Piercing Fang: Zero Form) 293
SANDAIME HOKAGE
4 Ninjutsu Shuriken Kage Bunshin no Jutsu (Shuriken Shadow Replication Technique) 294
5 Ninjutsu Kubikiri Shuriken no Jutsu (Decapitating Shuriken Technique) 293
Hokage Izou Hijutsu: Kubikiri Shuriken – Nihan! (Hokage's Secret Legacy Technique:
10 Ninjutsu 293
Decapitating Shuriken – Mark II!)
Hokage Shiki Jijun Jutsu: Kakuan Nitten Suishu (Hokage Style Retirement Tech-
13 Fuinjutsu 293
nique: Darkness Sealing Palm)
14 Ninjutsu Tomegane no Jutsu (Telescope Technique) 294
SANDAIME KAZEKAGA
14 Fuinjutsu Satetsu (Iron Sand) 294
SARUTOBI ASUMA
4 Ninjutsu Ftn Hien Jutsu: Ippo (Flying Swallow Technique: First Step) 294
SHIROIKUMO SUZUYOSHI
8 Ninjutsu Stn Shiroi Kumo no Jutsu (White Cloud Technique) 295
SHISEITEN NO AKIRA
10 Ninjutsu Htn Hyoukenseisou (Eternity Trapped in Ice) 295
12 Ninjutsu Htn Muhyougeten (Mirage of a Frozen Moon in the Heavens) 295
SUNAGAKURE
7 Ninjutsu Daisan no Me (Third Eye) 296
14 Ninjutsu Ftn Tatsumaki no Jutsu (Tornado Technique) 296
TAKIGAKURE
6 Ninjutsu Stn Mizukiri no Yaiba (Water Edge Blade) 296
TENSHUNREIKEN CLAN
11 Ninjutsu Rtn Tenshunreiken (Heavenly Spiritual Fist) 296
TSUNADE
7 Taijutsu Strk Uke Rendan (Lucky Combo) 298
8 CControl Tenshu Kyaku (Sky-Splitting Heel Drop) 297
8 CControl Body Kairiki (Superhuman Strength) 297
12 Taijutsu Strk Senninriki (Strength of a Thousand) 297
UCHIHA ITACHI
9 Ninjutsu Ktn Gouenkyuu (Great Blazing Sphere) 298
UCHIHA SASUKE
3 Ninjutsu Rtn Chidori Senbon (Thousand Birds Needles) 298
4 Taijutsu Strk Shishi Rendan (Lion Combo) 299
8 Ninjutsu Rtn Chidori Nagashi (Thousand Birds Current) 298
UZUMAKI NARUTO
5 Taijutsu Strk Uzumaki Naruto Rendan (Naruto Uzumaki Combo) 300
7 Ninjutsu Naruto Ryu: Senjutsu – Hiryaku (Naruto Style: Tactics – Evasive Maneuver) 299
9 Ninjutsu Ktn Kuroi Rasengan (Dark Spiral Blast) 299
10 Ninjutsu Oodama Rasengan (Great Sphere Spiral Blast) 299
YAMANAKA CLAN
4 Ninjutsu Shintenshin no Jutsu (Mind Transfer Technique) 300
8 Ninjutsu Shinmetsu no Jutsu (Mind Ruin Technique) 300
11 Genjutsu Comp Shinranshin no Jutsu (Betrayal Technique) 300
YONDAIME HOKAGE
7 Ninjutsu Rasengan (Spiral Blast) 301
11 Ninjutsu SpT Hiraishin no Jutsu (Flying Thunder God Technique) 301
13 Fuinjutsu Adv Shikei no In (Capital Punishment Seal) 301
YUUHI KURENAI
6 Genjutsu Pha Sakura Kaihou no Jutsu (Cherry Blossom Escape Technique) 302
HIJUTSU AND KINJUTSU TECHNIQUES CHIKARA NO IN (ENERGY SEAL)
Fuinjutsu [Kinjutsu]
These techniques belong to no specific clan or individ-
Rank: 11 (A); Learn DC: 26, 6 successes; Perform: 14
ual, and are known in most villages, where they are
(DC 28); Time: 1 minute; Components: C, H, X; Range:
taught only to serve a specific purpose.
Personal; Duration: 1 year; Cost: *
CHAKRA HANKAI NO JUTSU (CHAKRA DISRUPTION TECHNIQUE) You scribe a tattoo-like seal onto your body using your
Fuinjutsu (Requires Dense Chakra (f) and Chakra Con- blood as ink. Once complete, the seal starts draining
trol, Fuinjutsu and Ninjutsu 10 ranks) [Hijutsu] your Chakra until it has absorbed 100 Chakra. You con-
Rank: 7 (A); Learn DC: 22, 5 successes; Perform: 10 trol the rate of absorption, and the seal cannot reduce
(DC 24); Time: Attack action; Components: C, H; you below 0 Chakra. Once full, you can activate the
Range: Melee touch; Target: One creature or object; seal as a swift action to gain a +2 bonus to attack and
Duration: Instant; Cost: 5 damage rolls, Defense, saving throws and skill checks,
You attempt to disrupt an ongoing Chakra Control or as well as increasing your current and maximum Chak-
Ninjutsu effect, a sealed item or a Spell-like ability by ra by 5. The bonuses last for 10 minutes, after which
touching a creature and trying to destabilize the energy the seal fades and you become fatigued.
flow. When you hit with the touch attack, you must Seal Slots: 1.
make a disruption check of 1d20 plus your ranks in the Scribe – DC 26, 1 minute.
Fuinjutsu skill, up to your level or +5 (whichever is
lower). The effect is based on the target:
ESEMONO NO JUTSU (IMPOSTOR TECHNIQUE)
Ninjutsu (Requires Disguise 4 ranks, Ninjutsu and
Spell-like, Chakra Control or Ninjutsu effect: You
Chakra Control 9 ranks, Henge no Jutsu (5) and
must have witnessed the target creating the effect or
Koemane no Jutsu (t)) [Hijutsu]
becoming affected by it, or have identified the effect
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8
with a successful skill check. The DC of the disruption
(DC 21); Time: 1 Minute; Components: C, H, Mas;
check is 11 + the level of the creature who created the
Range: Personal; Duration: 1d/2 levels (D); Cost: 12
effect. If successful, the effect ends immediately. Does
Usually reserved for a village's top spies, this technique
not affect anything with a duration of 'Permanent'.
serves as a very convincing disguise. You change your
Sealed Item: The DC is 11 + the level of the item or
physical appearance, voice and Chakra Signature into
enhancement seal. If successful, the touched item or
that of a persona you imagine or those of another crea-
seal will not function for 1d4 rounds. Such an item can
ture you have interacted with, though those very famil-
only be successfully disrupted once per day.
iar with that creature can still sense that your Chakra
Empower – Spend 1 Chakra to increase the maximum
Signature is not quite right. When using this technique
bonus by +1, up to a total of your level or +20 (which-
to disguise yourself as someone else, you make a Dis-
ever is lower). Spend 5 Chakra to increase the duration
guise check with a +5 bonus.
of the disruption to an item or seal to 1d6+1 rounds.
The creature whose persona you take on must be the
CHAKRAMANE NO JUTSU (CHAKRA IMITATION TECHNIQUE) same gender and size category as you, and the tech-
Chakra Control (Spirit) [Kinjutsu] nique does not alter your clothing or equipment.
Rank: 10 (S); Learn DC: 26, 7 successes; Perform: 14 (DC For the first half hour, you take 50% additional dam-
30); Time: Full-attack action; Components: C; Range: age from all sources as the transformation leaves your
Personal; Duration: 1m/level (D); Cost: 1 body in a weakened, painful state.
Highly forbidden in most villages, this technique lets Creatures that can See (Through) Chakra can make a
you scramble your own Chakra Signature to become spot check (DC 25) to notice a strange Chakra pattern
unrecognizable, or change it into one of a creature you around you, after which a Ninjutsu check (DC 21) can
are familiar with, as long as you both are of the same identify it as a transformation technique.
type (and subtype). A creature that senses your Signa- Mastery – The first step allows you to change your
ture can make a Wisdom check (DC 18) to look past the scent to one appropriate to your new appearance.
deception. The third step allows you to change your gender.
GEKATA NO FUUKATSU (LESSER SEAL BREAKING) (DC 29); Time: 10 Minutes; Components: C, H, M, XP;
Ninjutsu [Hijutsu] Range: 5 ft; Target: One living creature; Duration: In-
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8 stant; Save: Fortitude negates (harmless); CR: Yes
(DC 21); Time: 1 Minute; Components: C, H; Range: 10 (harmless); Cost: 12
ft; Target: One willing or helpless living creature; Dura- You can regenerate non-vital organs or appendages that
tion: Instant; Save: Will negates; CR: Yes; Cost: 15 the target lost no more than 1 day ago per point of Con-
You attempt to remove a single seal of Rank 5 or lower stitution modifier it has, as long as the target's Chakra
from the target, of which you must be aware. You make Pool is full when you use this technique. The target
a Chakra Control check (DC 15), which is increased by regenerates two simple body parts (such as a toe or fin-
the complexity rating of the technique that made the ger) or one complex organ (such as an eye or tongue). If
seal: E (+0), D (+1), C (+3), B (+5), A (+7), S (+10) or SS the target lost an organ that was implanted and accept-
(+15). ed by its body, such an organ is regrown as the im-
Removing a seal requires one person using this tech- planted one and not its original organ.
nique simultaneously per seal slot it occupies on the As a result, the target takes 3d6 Chakra coils damage,
target's body. and its Chakra Pool is reduced to 0. In addition, both
you and the target suffer 2 negative levels, which heal
GISOU NO JUTSU (CAMOUFLAGE TECHNIQUE) by themselves after 24 hours.
Ninjutsu (Requires Hide and Survival 6 ranks) [Hijutsu]
This technique can be used only once per year on the
Rank: 5 (C); Learn DC: 18, 3 successes; Perform: 6
same creature. If it is used more often, it does not work,
(DC 18); Time: Attack action; Components: C, H;
but the target's negative levels become permanent un-
Range: Personal; Duration: 1m/level (D); Cost: 5
less it succeeds at a Fortitude save (DC 27).
You erect a layer of Chakra around you that blends into
XP Cost – 500 XP.
the environment, granting you a +8 bonus to Hide
checks while you remain in the same type of environ- JIKUUKAN IGAMI (SPACETIME DISTORTION)
ment, and allowing you to make a Hide check even Ninjutsu (Spacetime) [Hijutsu]
while being observed if you stand still for at least one Rank: 10 (S); Learn DC: 26, 6 successes; Perform: 14 (DC
round. Creatures who can See (Through) Chakra gain a 30); Time: Attack action; Components: C, H; Range:
+8 bonus to Spot checks against you. If you take any Personal; Duration: 1 Round; Cost: 15
hostile action, the technique ends. You ignore difficult terrain and can move through ob-
stacles and other creatures. While moving, you do not
HIAKAHOU (BLAZING RED CANNON) trigger traps or provoke attacks of opportunity, as
Ninjutsu (Katon) [Fire, Hijutsu]
though you were incorporeal. Though you remain af-
Rank: 1 (E); Learn DC: 12, 2 successes; Perform: 1
fected by gravity, you do not fall through surfaces un-
(DC 11); Time: Attack action; Components: E, H; Range:
less you wish to. If your movement ends in an occupied
Close; Area: 5 ft Burst; Duration: Instant; Save: Reflex
square, you are shunted to an adjacent square, taking
halves; CR: Yes; Cost: 3
1d6 damage. If all adjacent squares are occupied, you
You create a head-sized sphere of fiery Chakra in front
return to where you started the movement and take
of your hands, and then fire it towards the area to deal
5d8 damage instead.
1d4 fire damage. If you wish to target a very small ob-
ject or send the sphere through a small passage, you JOUKATA NO FUUKATSU (GREATER SEAL BREAKING)
must make a ranged touch attack in order to hit it (it Ninjutsu [Hijutsu]
has a Defense of 5 + size modifiers). In that case, the Rank: 11 (A); Learn DC: 26, 5 successes; Perform: 14
sphere has a range increment of 10 ft and cannot ex- (DC 28); Time: 10 Minutes; Components: C, H; Range:
ceed the technique's range. 10 ft; Target: One willing or helpless living creature;
Empower – You can spend 1 Chakra to increase the Duration: Instant; Save: Will negates (unwilling); CR:
damage by 1d4 (maximum 3d4). Yes; Cost: 25
You attempt to remove a seal of Rank 10 or lower from
IRYOU NINJUTSU: HIKEN – TAISHA NO JUTSU (MEDICAL the target by making a Chakra Control check (DC 25 +
NINJUTSU: SECRET – REGENERATION TECHNIQUE) complexity rating of the seal). You must be aware of
Ninjutsu (Medical; Requires Treat Injury 12 ranks
the seal's presence before you can attempt to remove it.
and 4 or more Iryou Ninjutsu techniques) [Kinjutsu]
This technique must be performed simultaneously by as
Rank: 9 (S); Learn DC: 25, 5 successes; Perform: 13
many people as the number of seal slots the seal takes
up on the target's body (i.e. all performers must start You bind a target to their blood pact, solidifying their
and complete the technique on the same turn and initi- connection to it permanently. The process is painful,
ative count). and the target suffers 1d6 temporary Strength and Dex-
terity damage, as well as having to make a save (DC 20)
JOUSAN NO JUTSU (EVAPORATION TECHNIQUE) to avoid falling unconscious for 1d6 hours. Once suc-
Ninjutsu (Katon) [Fire, Hijutsu]
cessfully completed, the target can summon creatures
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9
of their Blood Pact as though using a Greater Summon-
(DC 22); Time: Attack action; Components: C, H;
ing Scroll (see p56). In addition, they can ignore the
Range: Close; Target: *; Duration: Instant; Save: Forti-
hand seals component when summoning a creature by
tude or Reflex partial; CR: Yes; Cost: *
increasing the Perform Requirements of the summon-
You attempt to instantly heat the water inside a 5 ft
ing technique by 5.
cube or a target creature to a boiling point, having a
Seal Slots: 1.
Cost and effect based on the target. You can select 1
Scribe – Fuinjutsu DC 23. 1 minute. If the technique
target per 5 levels, each of the same type, but you must
is performed with a failed seal, the target is knocked
pay the cost for each target you choose.
unconscious for 1 hour.
5 ft Cube (4 Chakra): You target a square to evaporate
water from. If there is sufficient water (at least 3 inch- KAIYAKU FUUIN (CONTRACT CANCELLING SEAL)
es), a burst of steam deals 6d6 fire damage in a 5ft wide, Fuinjutsu (Requires Sealweaver (f) and
10 ft high Cylinder (Reflex halves). Fuinjutsu 19 ranks) [Kinjutsu]
Creature (10 Chakra): You temporarily make the tar- Rank: 14 (SS); Learn DC: 31, 8 successes; Perform: 19
get's bodily fluids boil, dealing 6d6 fire damage to it and (DC 39); Time: 1 Minute; Components: C, F; Range:
requiring it to make a Fortitude save to avoid 1d6 Con- Melee touch; Target: One creature or object *; Duration:
stitution damage and becoming fatigued. Instant; Save: Will negates; CR: Yes; Cost: 10
You make a touch attack against a target bound by the
JUUIN JUTSU (CURSED SEAL TECHNIQUE) Keiyaku Fuuin technique, a target who has bound a
Fuinjutsu [Kinjutsu]
creature using said technique, or against a creature who
Rank: 14 (SS); Learn DC: 31, 8 successes; Perform: 19
has the Blood Pact feat. The subject's Keiyaku Fuuin is
(DC 39); Time: Full-round action; Components: C, H;
broken, and any creature bound by it is freed from its
Range: Melee touch *; Target: One living creature; Du-
effects. If the target has the Blood Pact feat, it becomes
ration: Permanent; Save: Fortitude negates *; CR: Yes;
unable to summon creatures from its blood pact(s) for
Cost: 20
1d4 hours, and any creatures they have summoned
You make a bite-like touch attack against the target (a
from their blood pact(s) must make a Will save or be
nonproficiency penalty may apply), forcing a cursed
banished.
seal onto its body and granting it the Cursed Seal tem-
Alternatively, you can use this technique on an object
plate with you as its origin, and the Cursed Seal Level 1
with a seal made by the Fuinjutsu: Shuntori Fuin tech-
ability (p334). Ths subject is initially unwilling, and
nique to break the seal. The object can make its save as
will gain a level adjustment (see template). The subject
though it was held by the creature that created said
must make one Fortitude save (DC 15) per day for ten
seal. This technique cannot be used on the same target
days. If they fail two in a row, they die.
more than once per day.
You suffer 2 negative levels and must make a Forti-
Material Focus – A bit of blood from the creator of
tude save (DC 23) after 24 hours. If it succeeds, the neg-
the Keiyaku Fuin seal and/or from a target that has
ative levels are cured. If not, they become permanent.
signed a blood pact.
Once per day per subject, you can use a gaze attack
against subjects carrying 'your' cursed seal to have vari- KANASHIBARI NO JUTSU (BODY BINDING TECHNIQUE)
ous effects (see Cursed Seal Template). Ninjutsu [Hijutsu]
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8
JUURAKUIN (BRAND OF THE BEAST) (DC 21); Time: Attack action; Components: C, E, H;
Fuinjutsu (Requires Kuchiyose no Jutsu (1),
Range: Long; Target: One creature *; Duration: 1r/3 lev-
Blood Pact (f) and Craft Sealed Item (f)) [Kinjutsu]
els (up to 5r) (D); Save: Will negates *; CR: Yes; Cost: 4
Rank: 8 (A); Learn DC: 23, 6 successes; Perform: 11
A technique almost exclusively used by ANBU forces,
(DC 25); Time: 1 Minute; Components: C, H, M; Range:
you send your Chakra into the target, mixing it with
Touch; Target: One willing creature; Duration: Perma-
nent; Save: Fortitude partial *; CR: Yes; Cost: 20
their own, causing the target to become paralyzed, and You pour a powerful surge of killing intent into a melee
allowing it a single save every round to break the effect. attack you make against the target. If the attack hits,
Empower – Spend 4 Chakra to target an additional the subject suffers such a powerful surge of fear that it
creature, up to 1 per 5 levels or 5 (whichever is lower). is immediately reduced to -1 HP and starts dying. If the
target succeeds at their save, they are instead cowering
KATOU SHIN FUUIN (LESSER SOUL SEAL) for 1 round.
Fuinjutsu [Kinjutsu]
Rank: 14 (SS); Learn DC: 31, 8 successes; Perform: 19 MAGEN: KYUUTEN JIKAICHOU (DEMONIC MIRAGE: PALACE OF
(DC 39); Time: 1 Minute; Components: C, F, H, M, XP; TRUE ENLIGHTENMENT)
Range: 5 ft; Target: One immobilized or helpless crea- Genjutsu (Doujutsu) [Mind-Affecting, Kinjutsu]
ture; Duration: Permanent; Save: Will negates; CR: Yes; Rank: 8 (SS); Learn DC: 25, 8 successes; Perform: 13 (DC
Cost: 30 33); Time: Attack action; Components: C, F, H; Range:
This truly fearsome technique must be used when the 10 ft; Target: One creature; Duration: 1r/level (D); Save:
target is still conscious, with its Chakra Pool and HP at Will negates *; CR: Yes; Cost: 8
least 80% of their maximum. The subject's soul is The target must have an attitude towards you that is
drawn into an object that resembles it well, and is indifferent or better for this technique to affect it. The
sealed there. The subject's body dies, and its soul is subject truly believes it is in no danger, and as such it
bound to the item, unable to be called upon by effects will not take any actions. Each round, the subject will
such as Edo Tensei. If the seal or object is destroyed, answer one question truthfully, though it can make a
the soul is freed. Will save each time to simply not answer. If the sub-
XP Cost: 10,000 XP. ject's attitude towards you changes to something worse
Material Focus – An object that represents the target. than indifference, the technique ends. This technique
Scribe – Fuinjutsu DC 23, 1 round. can be dispelled.

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.

SANSEIU NO JUTSU (ACID RAIN TECHNIQUE) DEIDARA


Ninjutsu (Suiton) [Acid, Amegakure Hijutsu, Water]
An extremely powerful missing-nin, formerly a mem-
Rank: 5 (B); Learn DC: 19, 4 successes; Perform: 7
ber of Iwagakure's Explosion Corps. His unusual ability
(DC 20); Time: Attack action; Components: C, H;
to infuse and mold clay with explosive Chakra allowed
Range: Medium; Area: 20 ft radius, 40 ft high Cylinder;
him to become a member of the terrorist organisation
Duration: Instant; Save: *; CR: Yes; Cost: 6
Akatsuki.
This technique can only be used if it is raining within
the area of effect, and it turns the rain into acid for a KIBAKU NENDO (EXPLODING CLAY)
short time, dealing 4d6 acid damage to creatures and Ninjutsu (Doton; Requires Craft (Visual Arts) 15 ranks)
structures in the area. Structures take double damage, [Earth, Fire, Deidara Kinjutsu]
and creatures can make a save for half damage. Rank: 13 (S); Learn DC: 29, 7 successes; Perform: 17 (DC
33); Time: Attack action; Components: C, M, S; Range: 5
TETSUKOUU NO JUTSU (IRON RAIN TECHNIQUE) ft; Effect: A sculpture; Duration: 1r/level *;
Ninjutsu (Suiton) [Water, Amegakure Hijutsu]
Save: Reflex negates *; CR: Yes; Cost: *
Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 9
A secret technique of the powerful Deidara of Akatsuki,
(DC 22); Time: Full-attack action; Components: C, H;
this skill allows you to use your finesse and artful na-
Range: Medium; Area: 40 ft radius, 80 ft high Cylinder;
ture to create animated clay figurines that can take any
Duration: Instant; Save: Fortitude halves *; Cost: 7
animal form, such as a bird or a spider, and are highly
Rainfall within the area turns to iron for a short time,
explosive. The power, Chakra cost and the amount of
dealing 6d8 damage to all creatures and structures in
clay required vary based on the size of the sculpture.
the area (if there is no rain, nothing happens). Struc-
The technique costs 2 Chakra per d8 of damage:
tures cannot make a save for half damage, and they take
Tiny (3 lbs): The sculpture deals up to 7d8 fire dam-
double damage if their entire width is encompassed by
age in a single 5 ft square. It has a +15 bonus to Hide
the area.
and Move Silently, a Defense of 17 and 6 HP.
ANBU Small (6 lbs): The sculpture deals up to 9d8 fire dam-
age in a 10 ft Burst. It has a +9 bonus to Hide and Move
Ansatsu Senjutsu Tokushu Butai (Special Assassination
Silently, a Defense of 14 and 9 HP.
and Tactical Squad), or ANBU for short, are special
Medium (9 lbs): The sculpture deals up to 11d8 fire
covert operatives that are dispatched by their Kage and
damage in a 20 ft Burst. It has a +4 bonus to Hide and
work in secret, with only the Kage truly knowing what
Move Silently, a Defense of 11 and 17 HP.
each squad of operatives is doing at any given time.
The sculptures a created in your square or an adjacent
Almost all ANBU wear special masks to conceal their
one, and the sculptures can move up to 30 ft per round,
identity, even within their own village.
by your mental command. You can spend three times
NINPOU: SHIGAI KAIJIN (NINJA ART: BODY DESTRUCTION) the amount of clay required to allow a sculpted bird to
Ninjutsu [ANBU Hijutsu] fly 30 ft per round with clumsy maneuverability.
Rank: 5 (B); Learn DC: 19, 4 successes; Perform: 7 As chakra constructs, the sculptures carry as much
(DC 20); Time: Full-round action or 1 minute; Compo- Chakra as was used to create them. If a sculpture is
nents: F, Mas, Mob; Range: Touch; Target: One inani- killed, drained of all Chakra or if its duration expires, it
mate corpse *; Duration: Permanent; Cost: 2 becomes an inanimate, harmless clay sculpture. Sculp-
tures are immune to mind-affecting effects, sneak at- When active, the bright light and loud 'chirping'
tacks and critical hits. noise the technique makes allows enemies to easily de-
As a free action on your turn, you can make any tect the user with a Spot or Listen check (DC 5). When
sculpture(s) you see explode, dealing their exploding used in conjunction with Taijutsu: Ougi – Rendan
damage. Creatures are allowed a Reflex save for half Kidouki, you gain a +3 damage bonus.
damage. A chidori can be used to make a charge attack with
Expendable Components – Enough clay to create the the Ryuutsuki technique. Doing so makes you suffer
desired sculpture. from the usual -2 penalty to Defense despite of
Ryuutsuki, and you are denied your Dexterity bonus to
KIBAKU NENDO: C3 NO BAKUHATSU (EXPLODING CLAY: C3 Defense until your next turn.
EXPLOSION) In return, you can empower Chidori (see below). The
Ninjutsu (Doton; Requires Kibaku Nendo (t))
chidori used for the attack is discharged if the attack
[Earth, Fire, Deidara Kinjutsu]
hits, and you cannot score a critical hit for this attack.
Rank: 14 (SS); Learn DC: 31, 8 successes; Perform: 19
Empower – If you use the Ryuutsuki technique to
(DC 39); Time: Attack action; Components: C, M, S;
make a charge attack with a chidori, you can spend 3
Range: 5 ft; Effect: A sculpture; Duration: 5 Rounds *;
Chakra to increase its damage by 1d8 piercing and 1d6
Save: Reflex negates *; CR: Yes; Cost: 25
electric (maximum 1 damage die per level or 7d8 pierc-
You focus immense destructive power into a Small,
ing and 8d6 electric, whichever is lower).
flying bird sculpture, having statistics according to
Kibaku Nendo, but its flight speed is doubled, and the RAIKIRI (LIGHTNING EDGE)
explosion is a 100 ft Burst that deals 13d8 fire damage. Ninjutsu (Raiton; Requires Chidori (t))
Expendable Components – 36 lbs of clay. [Electric, Hatake Kakashi Hijutsu]
Rank: 8 (S); Learn DC: 24, 6 successes; Perform: 12
HATAKE KAKASHI (DC 28); Time: Attack action; Components: H; Range:
A prominent member of Konoha's shinobi forces, of- Personal *; Duration: 1r/3 levels (D) *; CR: Yes*; Cost: 6
tentimes referred to as 'Copy Ninja Kakashi' due to the Though weaker than Chidori, this technique is more
fact that his left eye was an implanted Sharingan, with practical as it lasts longer and is easier and cheaper to
which he gained a great degree of skill. Kakashi would perform. The effects are similar to those of Chidori (ex-
eventually become the Sixth Hokage for more than a cept as noted above), with the following exceptions:
decade before handing over the position to Uzumaki Attacks with a Raikiri deal 1d8+1 piercing, 1d6+1
Naruto. sonic and 1d4+1 electric damage, and have a critical of
(18-20, x2).
CHIDORI (THOUSAND BIRDS) Raikiri does not gain special bonuses when used with
Ninjutsu (Raiton) [Electric; Hatake Kakashi Hijutsu]
Taijutsu: Ougi – Rendan Kidouki.
Rank: 5 (A); Learn DC: 20, 5 successes; Perform: 8
When combined with Ryuutsuki, a Raikiri cannot be
(DC 22); Time: Full-round action; Components: E, H;
empowered, but it will deal triple damage on hit, or
Range: Personal *; Duration: 1r/4 levels (D) *; CR: Yes;
quadruple damage if it is a critical hit.
Cost: 6
This powerful assassination technique focuses lightning HOSHIGAKE KISAME
Chakra into one of your hands, which will be unable to
An unusual ninja with unknown heritage, Kisame was
hold items while charged, but can still be used to make
once one of Kirigakure's Seven Swordsmen of the Mist,
hand seals or half seals without danger. You can apply
but defected to join Akatsuki. His unusually large stores
the weapon focus feat to the chidori. Wielding it in
of stamina and Chakra earned him the dubious title
your off-hand incurs a -4 penalty to attack rolls (halved
'Tailed Beast without a tail', and his signature weapon,
with Two-Weapon Fighting feat). A chidori can be
Samehada, is as infamous as it is powerful.
used for two-weapon fighting, counting as a light
weapon. Attacks made with the charged hand are touch
attacks dealing 1d8 piercing and 2d6 electric damage,
not adding your Strength modifier. On a critical hit,
only the piercing damage is doubled. A chidori can be
used to make sneak attacks.
SUIKOUSANDAN NO JUTSU (TRIPLE SHARK WATER BLAST This technique was created by the main house of the
TECHNIQUE) Hyuuga clan in conjunction with Itami no Rakuin to
Ninjutsu (Suiton; Requires Suikoudan no Jutsu (3)) keep the branch house(s) serving loyally. It is mainly
[Hoshigake Kisame Hijutsu, Water] taught to those of the main house once they reach the
Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 13 rank of Chuunin. The target must be affected by Itami
(DC 27); Time: Attack action; Components: F, Mas, S; no Rakuin, and suffers one of the following effects
Range: Long; Targets: Up to three creatures; Duration: (your choice):
Instant; Save: Reflex halves; CR: Yes; Cost: 10
 Headache: The subject is dazed for 1 round.
This advanced version of Suikoudan no Jutsu creates
 Intense Pain: The subject is stunned for 1d4 rounds
three sharks of water, each targeting one creature (not
(Fortitude negates).
necessarily a different creature). The sharks each deal  Severe Pain: The subject suffers 5d6 damage (Forti-
7d6 damage. tude halves).
Mastery – The fifth step increases the damage per  Death Penalty: The subject must make a save
shark to 8d6. against massive damage.
Material Focus – At least 60 L of water nearby.
ISHIMARU CLAN
HYUUGA CLAN The Ishimaru clan is one of the most prominent clans of
The Hyuuga Clan are the bearers of the Byakugan Iwagakure, whose special techniques are a unique
bloodline, and have always been one of the most noble blend of unarmed combat and doton ninjutsu.
and high profile clans within Konoha. Their unique
structure contains a Branch House, which commands ISHI NO TEASHI (LIMBS OF STONE)
the Branch House. The following techniques are used Ninjutsu (Doton; Requires Ninjutsu 6 ranks)
by the Main House to ensure the Branch House's servi- [Earth, Ishimaru Clan Hijutsu]
tude. A number of Hyuuga techniques require their Rank: 1 (C); Learn DC: 14, 3 successes; Perform: 2
signature bloodline, the Byakugan, and are listed with (DC 14); Time: Full-round action; Components: C, H;
it (p305). Range: Personal; Duration: 1r/level; Cost: 6
Your forearms, hands, shins and feet turn to stone, al-
ITAMI NO RAKUIN (BRAND OF PAIN) lowing your unarmed attacks to deal damage as though
Fuinjutsu [Hyuuga Clan Kinjutsu] you were one size larger and deal lethal damage. You
Rank: 12 (S); Learn DC: 28, 7 successes; Perform: 16 (DC gain a +2 bonus to Strength checks made to break items
32); Time: 1 Hour; Components: C, H, M; Range: 5 ft; or structures, as well as a +2 bonus to Climb checks, but
Target: One willing creature; Duration: Permanent; take a -5 penalty to Move Silently and Swim checks. In
Save: Will negates (unwilling) CR: Yes; Cost: 22 the round this technique ends, you can spend a move
This powerful seal is used by the main house of the action to refresh the duration, spending Chakra as
Hyuuga clan, to brand those of the branch house, serv- though performing it to do so.
ing to keep them in check by allowing a sufficiently
skilled member of the main house to use Rakuinshou ISHIMARU RYU: NIDAN DACHI (ISHIMARU STYLE: SECOND
no Kizu to cause pain or even death. Upon completion, STANCE)
the target is fatigued for 2d6+2 hours. Taijutsu (Stance; Requires Ishimaru Ryu: Shodan Dachi
The seal takes up a seal slot, and can only be removed (1)) [Ishimaru Clan Hijutsu]
by someone with the same Chakra signature as the one Rank: 3 (C); Learn DC: 16, 3 successes; Perform: 4
who placed it. If the subject dies, its bloodline and tem- (DC 16); Cost: 3
plates (if any) become sealed, making it look as though As Ishimary Ryu: Shodan Dachi, except as above, and
they had no bloodline or template(s) at all. you also gain a +2 competence bonus to unarmed attack
Scribe – Fuinjutsu DC 27, 10 minutes. rolls. If an unarmed attack made by you kills or disables
an opponent (such as unconsciousness by lethal dam-
RAKUINSHOU NO KIZU (WOUNDS OF THE BRANDED) age), you may make an attack of opportunity against
Ninjutsu [Hyuuga Clan Kinjutsu] any creature adjacent to you.
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7
(DC 19); Time: Attack action; Components: S; Range:
Medium; Target: One creature *; Duration: Instant *;
Save: *; CR: Yes; Cost: 4
ISHIMARU RYU: SANDAN DACHI (ISHIMARY STYLE: THIRD like you would, as well as use any technique you know
STANCE) of Rank 4 or lower. If it uses a technique creating
Taijutsu (Stance; Requires Ishimaru Ryu: clones, they are controlled by you. It wields the same
Shodan Dachi (3) and Ishimary Ryu: Nidan Dachi (t)) equipment you do, but any Chakra-dependent effects of
[Ishimaru Clan Hijutsu] said equipment are nonfunctional, and any poisons or
Rank: 5 (B); Learn DC: 19, 4 successes; Perform: 7 mastercraft quality is not transferred. These items have
(DC 20); Cost: 5 half their normal HP and a hardness of 3. It cannot per-
As Ishimaru Ryu: Nidan Dachi. You gain a +4 bonus to form activities requiring attention or concentration
attack rolls made to confirm critical hits with unarmed (such as having a conversation or sensing Chakra). If
attacks. the clone moves out of range, reaches 0 HP or is dis-
missed by you, it simply crumbles into its material
ISHIMARU RYU: SHODAN DACHI (ISHIMARY STYLE: FIRST components.
STANCE) You cannot control more than one Ishi Bunshin at a
Taijutsu (Stance) [Ishimaru Hijutsu]
time.
Rank: 1 (D); Learn DC: 13, 2 successes; Perform: 1
Mastery – The fifth step improves the clone, increas-
(DC 12); Time: Swift action; Components: Mob; Range:
ing its hardness to 6 and making it count as two sizes
Personal; Cost: 1
larger (rather than one) for the purpose of grapple, bull
You enter a special fighting stance, and gain a +2 com-
rush, trip and disarm checks. Such an improved clone
petence bonus to unarmed damage rolls.
also gains a slam attack, dealing damage as though he
IWAGAKURE were one size category larger.
Material Focus – A mass of earth, sand, rock and/or
The Village Hidden by Stone, or the Hidden Stone, is
mud equal to the clone's weight.
the hidden village of the Earth Country, one of the five
major shinobi countries in the world. As its name sug- JIRAIYA
gests, it is hidden behind a barrier of stone and earth,
One of Konoha's legendary Sannin, Jiraiya was perhaps
making it a particularly defensible position.
most famous for the many novels he wrote, and his
ISHI BUNSHIN NO JUTSU (STONE REPLICATION TECHNIQUE) frequent perverse behavior. Nonetheless, he was a car-
Ninjutsu (Doton) [Earth, Iwagakure Kinjutsu] ing man who carried a great affinity for his Frog sum-
Rank: 6 (B); Learn DC: 20, 5 successes; Perform: 8 moning techniques, and was one of Uzumaki Naruto's
(DC 21); Time: Full-round action; Components: C, F, H, teachers.
Mas; Range: Personal; Effect: An earthen clone of you;
DAISUKEBEI NO KAZE (WIND OF THE GREAT LECHER)
Duration: 1m/level (D); Cost: 10
Ninjutsu (Fuuton) [Jiraiya Kinjutsu, Wind]
You raise a duplicate of yourself from earth and rock,
Rank: 3 (D); Learn DC: 15, 3 successes; Perform: 3
which looks identical to you (including equipment) but
(DC 14); Time: Attack action; Components: H; Range:
weighs 6 times as much, and any creature capable of
Medium; Area: One 10 ft square; Duration: Instant;
Seeing Through Chakra will immediately see it is a
Save: Reflex negates; CR: Yes; Cost: 4
construct of earth and stone. The clone is incapable of
This supremely perverted technique has been forbidden
sentient thought, but you and the clone can exchange
by many a women's rights organisation. You focus
thoughts, experiences and orders as long as you are di-
Chakra around the target, causing a sharp wind to
rectly connected via earthen surfaces. The clone fol-
shred all of their non-mastercraft clothing, completely
lows your exact orders, and cannot stray more than 1
destroying them. Functional equipment like shuriken
mile away from you. The clone has 1 HP per level, a
holsters is unaffected.
Chakra Pool of 10, and shares your Defense and bonus-
es to saves, attack and damage rolls. In addition, the ENKA RASENGAN (BLAZING FIRE SPIRAL BLAST)
clone has a hardness of 4, an earth resistance of 15, and Ninjutsu (Katon; Requires Rasengan (t))
counts as one size larger for the purpose of grapple, bull [Fire. Jiraiya Hijutsu]
rush, trip and disarm attempts. If the clone is further Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8
than 100 ft away from you, it suffers a -2 penalty to (DC 21); Time: Move action; Components: C, S; Range:
attack rolls and skill checks. Personal; Effect: Enhances a held Rasengan; Duration:
An Ishi Bunshin can make no more than three attacks Instant; Cost: 4
per round, and can use skills, feats and special abilities
You infuse a held Rasengan with fire Chakra, turning it SOURYUU BOUFUUSETSU (RISING DRAGON SNOWSTORM)
into a fierce, blazing orb. The Rasengan's damage is Ninjutsu (Hyouton) [Cold, Kazahana Clan Hijutsu]
increased by 1d6 and now deals fire damage. Targets hit Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 9
catch on fire and deal 2d6 fire damage to any object or (DC 22); Time: Attack action; Components: E, H; Range:
creature that comes within 5 ft of it while it is being Close; Area: 15 ft wide, 30 ft high Cylinder; Duration:
knocked back by the Rasengan. A Reflex save (DC 15) Instant; Save: Fortitude halves; CR: Yes; Cost: 8
can halve this proximity damage. Two ice dragons circle the area, creating a small torna-
do of freezing cold that deals 6d6 cold damage to crea-
HARI JIZOU (HAIR NEEDLE GUARDIAN) tures within the area.
Ninjutsu [Jiraiya Hijutsu]
Empower – Spend 2 Chakra to increase the damage
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8
by 1d6, up to 1d6 per level or 10d6 total.
(DC 21); Time: Attack action; Components: C, H;
Range: Personal; Duration: 1r/level (D); Cost: 6 KEDOUI CLAN
Your hair hardens and expands, encasing you in a pro-
This clan is a mystery to the world at large, which may
tective shell granting you a +4 natural armor bonus to
be no secret considering its only known technique is
Defense. Any creature in your square takes 2d6 pierc-
exceptional when disguising oneself.
ing damage. If a creature misses you with an unarmed
attack, natural melee weapon, or a Small or smaller KAO UTSUSHI NO JUTSU (FACE COPY TECHNIQUE)
melee weapon, it suffers 2d6 piercing damage. Ninjutsu (Requires Face Masking (f) and
While encased, you cannot attack or perform tech- Henge no Jutsu (3)) [Kedoui Clan Kinjutsu]
niques, but you can make a touch attack when you Rank: 6 (B); Learn DC: 20, 5 successes; Perform: 8
move through an occupied square to deal 2d6 piercing (DC 21); Time: Full-round action; Components: C, H;
damage. Range: Touch; Target: One helpless creature *; Dura-
tion: 1d/level (D); Cost: 8
TOUTON NO JUTSU (PEEPING TECHNIQUE) You touch a creature of the same size category as you,
Ninjutsu [Jiraiya Hijutsu]
allowing your body to morph into an exact replica as
Rank: 1 (E); Learn DC: 12, 2 successes; Perform: 1
you assume the target's appearance, voice and scent,
(DC 11); Time: Attack action; Components: Mob;
and your Chakra signature seems identical to the target,
Range: Personal; Duration: 1r/level (D); Cost: 2
though any item or ability requiring the target's Chakra
Created by a young Jiraiya to spy on the women's baths,
Signature will not work for you. You may suffer penal-
this technique nonetheless has some practical uses. You
ties if they are missing a limb you would ordinarily
gain a +4 bonus to Spot checks, and can see 20 ft further
have, but do not gain any ability scores or special bene-
before suffering range penalties to your Spot checks. As
fits from their shape.
long as you remain within the square in which you
While transformed, your body is less resistant to
used this technique, you gain a +2 bonus to Hide
pain, incurring a -2 penalty to Fortitude saves and re-
checks.
ducing your MAS by 15 (if it was 50) or 5. Creatures
KAZAHANA CLAN that can See (Through) Chakra can make a Spot check
(DC 25) to see a pattern of Chakra around you, after
This clan hails from the Snow Country, and was once
which a Ninjutsu check (DC 21) identifies it as a trans-
its ruling family.
formation technique.
KOKURYUU BOUFUUSETSU (BLACK DRAGON SNOWSTORM)
Ninjutsu (Hyouton) [Cold, Kazahana Clan Hijutsu]
KETSUYOUJUTSU (BLOOD SORCERY)
Rank: 5 (B); Learn DC: 19, 4 successes; Perform: 7 These ancient forbidden arts call on the power of blood
(DC 20); Time: Attack action; Components: E, H; Range: and fire to do their work. These techniques all require
20 ft; Area: 5 ft wide Line; Duration: Instant; Save: For- the Blood Mage feat to Learn.
titude halves; CR: Yes; Cost: 4
KETSUYOUJUTSU: ANSHI (BLOOD SORCERY: NIGHT VISION)
A frozen spirit dragon flies from your outstretched
Fuinjutsu (Requires Blood Mage (f)) [Lost Kinjutsu]
hand, dealing 4d6 cold damage.
Rank: 4 (C); Learn DC: 17, 4 successes; Perform: 5
Empower – Spend 4 Chakra to increase the damage to
(DC 17); Time: Attack action; Components: F, S; Range:
4d10 cold damage.
Personal; Duration: 10m/level (D); Cost: 4
You carve glowing runes into your skin, granting you Each time you activate the seal, you become mentally
Darkvision out to 60 ft. You take 2 damage every time exhausted, taking a -1 cumulative penalty to Intelli-
you attempt to perform this technique. gence and Charisma based checks until you rest for 8
Seal Slots: 1. hours. You take 4 damage every time you attempt to
Material Focus – A dagger of power to carve the seals. perform this technique. After the seal has been used,
you must wait 24 hours before being able to apply it to
KETSUYOUJUTSU: EIBIN (BLOOD SORCERY: ACUITY) yourself again.
Fuinjutsu (Requires Blood Mage (f) and
Seal Slots: 1.
4 Ketsuyoujutsu techniques) [Lost Kinjutsu]
Empower – Double the Chakra cost and the damage
Rank: 5 (C); Learn DC: 18, 4 successes;
dealt to yourself to allow for two activations before the
Perform: 6 (DC 18); Time: 3r; Components: C, E, F, S;
seal vanishes. In case of the memorize function, you
Range: Personal; Duration: Until used (D); Cost: 4
can choose to have the memory suppressed again after
You carve glowing runes into your skin, creating a
the first activation, or simply memorize something else.
dormant seal that can be activated as an instant action
Material Focus – A dagger of power to carve the seals.
to grant you a +2 competence bonus to a single Will
save, opposed level or caster check or a +4 competence KETSUYOUJUTSU: GETEKKI (BLOOD SORCERY: LESSER MAS-
bonus to a single Concentration check. The seal can be TERY)
activated only if its bonus would be used, and disap- Fuinjutsu (Requires Blood Mage (f)) [Lost Kinjutsu]
pears afterwards. You take 3 damage every time you Rank: 3 (C); Learn DC: 16, 4 successes; Perform: 4
attempt to perform this technique. Your body cannot (DC 16); Time: Attack action; Components: C, E, F;
carry more than one Acuity seal. Range: Personal; Duration: 1r/level (D); Cost: 2
Seal Slots: 1. You carve glowing runes into your skin, granting you
Empower – Spend double the Chakra and double the a +2 competence bonus to a skill of your choice. You
damage dealt to yourself to double the bonuses granted. take 1 damage every time you attempt to perform this
Doing so makes you unable to use this technique or technique.
Ketsuyoujutsu: Gouki for 24 hours. Seal Slots: 1.
Material Focus – A dagger of power to carve the seals. Empower – Spend 2 Chakra to increase the bonus to
+3
KETSUYOUJUTSU: FUJUTSU (BLOOD SORCERY: THAUMATURGY) Material Focus – A dagger of power to carve the seals.
Fuinjutsu (Requires Blood Mage (f) and
6 Ketsuyoujutsu techniques) [Lost Kinjutsu] KETSUYOUJUTSU: GOUKI (BLOOD SORCERY: FORTITUDE)
Rank: 5 (B); Learn DC: 19, 5 successes; Perform: 7 Fuinjutsu (Requires Blood Mage (f) and
(DC 20); Time: 1 Minute; Components: C, E, F, S; 4 Ketsuyoujutsu techniques) [Lost Kinjutsu]
Range: Personal; Duration: Until used (D); Cost: 5 Rank: 5 (C); Learn DC: 18, 4 successes; Perform: 6
You carve glowing runes into your forehead that quick- (DC 18); Time: 3 rounds; Components: C, E, F, S; Range:
ly fade to black, allowing you to manipulate your brain Personal; Duration: Until used (D); Cost: 4
in special ways. The seal is dormant until activated as a You carve glowing runes into your skin, creating a
free action. After its effects have been applied, the seal dormant seal that can be activated as an instant action.
vanishes. The seal can be used for three different pur- When activated, you gain a +2 competence bonus to a
poses: single Fortitude save, improved to +4 against a poison
Resist Death: You can perform a strenuous action or disease effect, or DR 3/Chakra against a single physi-
while at 0 HP, without being reduced to -1 HP after. cal attack. The seal can be activated only if its bonus
Ignore Wounds: You can act normally at -1 HP or would be used immediately, and disappears afterwards.
lower, as though having the Remain Conscious class You take 2 damage every time you attempt to per-
ability. Lasts for 10 rounds, or until healed to 0 HP or form this technique. Your body cannot carry more than
above. one Fortitude seal.
Memorize/Recall: You memorize a single page worth Seal Slots: 1.
of text, numbers, images or script, even if you do not Empower – Spend double the Chakra and double the
understand their meaning. The memory is heavily sup- damage dealt to you to double the bonuses granted.
pressed, and cannot be accessed by anyone, even those Doing so makes you unable to use this technique or
reading your mind. When activated, the memory is Ketsuyoujutsu: Eibin for 24 hours.
released with perfect clarity. Material Focus – A dagger of power to carve the seals.
KETSUYOUJUTSU: HEBIGAN NO IN (BLOOD SORCERY: SNAKE KETSUYOUJUTSU: KAISOKU (BLOOD SORCERY: CELERITY)
EYE SEAL) Fuinjutsu (Requires Blood Mage (f) and
Fuinjutsu (Requires Blood Mage (f)) [Lost Kinjutsu] 2 Ketsuyoujutsu techniques) [Lost Kinjutsu]
Rank: 2 (C); Learn DC: 15, 4 successes; Perform: 3 Rank: 4 (C); Learn DC: 17, 4 successes; Perform: 5
(DC 15); Time: Attack action; Components: F, S; Range: (DC 17); Time: 2 Rounds; Components: C, E, F; Range:
Personal; Duration: 1m/level (D); Cost: 2 Personal; Duration: Until activated (D); Cost: 5
You carve glowing runes into your skin, which fade to You carve glowing runes into your skin, creating a
black, granting you low-light vision. You take 1 damage dormant seal that can be activated as an instant action
every time you attempt to perform this technique. to grant you a +2 competence bonus to Defense against
Seal Slots: 1. a single attack, a single attack roll or a single Reflex
Material Focus – A dagger of power to carve the seals. save. The seal can be activated only if it's bonus would
be used immediately, before the result of the roll is
KETSUYOUJUTSU: INKATSU (BLOOD SORCERY: SEAL BREAKER) known, and disappears afterwards. You take 2 damage
Fuinjutsu (Requires Blood Mage (f) and
every time you attempt to perform this technique. Your
4 Ketsuyoujutsu techniques) [Lost Kinjutsu]
body cannot carry more than one Celerity seal.
Rank: 8 (A); Learn DC: 23, 6 successes; Perform: 11
Seal Slots: 1.
(DC 25); Time: 1 Minute; Components: C, E, F, S;
Empower – Spend double the Chakra and double the
Range: Personal; Duration: 1 Day (D); Cost: 8
damage dealt to you to double the bonuses granted.
You carve glowing runes into your skin, dealing 3 dam-
Doing so makes you unable to use this technique or
age to yourself even if you fail to perform this tech-
Ketsuyoujutsu: Seiryoku for 24 hours.
nique. The seal activates instinctively whenever anyone
Material Focus – A dagger of power to carve the seals.
tries to apply a seal to you, such as by a sealing tech-
nique or a crafted item (exploding tag, sealing tag, etc). KETSUYOUJUTSU: KETSUEIKI (BLOOD SORCERY: BLOOD VIGOR)
When activated, the seal deals 5 points of damage to Fuinjutsu (Requires Blood Mage (f) and
the creature applying the seal (techniques) or the item 3 Ketsuyoujutsu techniques) [Lost Kinjutsu]
applied (which most likely destroys the item before it Rank: 6 (A); Learn DC: 21, 6 successes; Perform: 9 (DC
can activate). If a technique was attempted, the attacker 23); Time: 1 Minute; Components: C, E, F, S; Range:
must make an opposed level check against you. If you Personal; Duration: Until used (D); Cost: 6
succeed, the seal will not be applied. After the seal acti- You carve glowing runes into your skin, creating a
vates, it vanishes. You can concentrate for an attack dormant seal that can be activated as an instant action
action to suppress the seal's effects for one round. to grant you 5 temporary HP for 1 minute. While acti-
Seal Slots: 1. vated, any fatigue effect on you is ignored, and any ex-
Empower – Spend 5 Chakra and deal yourself double haustion effect becomes a fatigue effect instead. Once
damage to allow this seal to activate twice before it the activation ends, the conditions will return to nor-
vanishes. mal, unless the effect causing them already ended. You
Material Focus – A dagger of power to carve the seals. take 5 damage every time you attempt to perform this
technique.
KETSUYOUJUTSU: JOUTEKKI (BLOOD SORCERY: GREATER MAS- Seal Slots: 1.
TERY)
Empower – Spend 1 Chakra and deal 1 additional
Fuinjutsu (Requires Blood Mage (f) and
damage to yourself to increase the temporary HP grant-
Ketsuyoujutsu: Getekki (t)) [Lost Kinjutsu]
ed by 1. Doing so requires additional seal slots: A single
Rank: 6 (B); Learn DC: 20, 5 successes;
seal slot (including the original) can store 5 HP.
Perform: 8 (DC 21); Cost: 5
Material Focus – A dagger of power to carve the seals.
This technique is identical to Ketsuyoujutsu: Getekki.
The bonus granted is +4 and you deal yourself 3 damage KETSUYOUJUTSU: KUDOU (BLOOD SORCERY: PATH OF PAIN)
when attempting this technique. Fuinjutsu (Requires Blood Mage (f)) [Lost Kinjutsu]
Empower – Spend 2 Chakra to increase the bonus to Rank: 8 (A); Learn DC: 23, 6 successes; Perform: 11
+5 (DC 25); Time: 3 Minutes; Components: C, F, M, S;
Material Focus – A dagger of power to carve the seals. Range: Personal; Duration: 4 Hours (D) *; Cost: 10
You carve glowing runes into your skin, which you
then rub with Chakra-imbued magnesium powder.
This seal remains dormant until activated as a swift
action, at which point it remains active for 5 rounds, are exhausted while they last, in addition to suffering
after which it disappears. While active, your nervous from a blazing fever that causes a -4 penalty to Intelli-
system is supercharged, granting the Speed Rank 3 ex- gence-, Wisdom- and Charisma-based checks, as well as
traordinary ability, a +4 bonus to Will saves and Spot Concentration checks, and you are unable to think
and Listen checks, a blindsense out to 30 ft, a +20 bonus clearly. Once the exhaustion clears, so does the fever.
to Balance checks and the ability to Sense Chakra pas- In addition, you are unable to take any action for 1d4
sively, with 30 ft range. You also take 50% additional minutes after consuming the mixture as searing pain
damage from physical attacks. cripples your mind and body.
You take 12 damage every time you attempt to per- Once all the effects above subside, you lose all ele-
form this technique. mental affinities, gain the Ignis Vitae subtype (p338)
Seal Slots: 3. and can no longer gain elemental affinities from any
Material Focus – A dagger of power to carve the seals source other than the Ignis Vitae subtype.
and some magnesium powder. Up to four empty void seals (from Ketsuyoujutsu:
Kuuin) can be used to absorb the shock, reducing the
KETSUYOUJUTSU: KUUIN (BLOOD SORCERY: VOID SEAL) negative levels by 1 per empty seal. Any creature that
Fuinjutsu (Requires Blood Mage (f) and
isn't you can consume the mixture, but doing so has no
3 Ketsuyoujutsu techniques) [Lost Kinjutsu]
effects (other than ingesting an exceptionally awful-
Rank: 4 (B); Learn DC: 18, 5 successes; Perform: 6
tasting gruel)
(DC 19); Time: Attack action; Components: C, F, S;
This technique, leads to Path of the Fiendfire, an of-
Range: Personal; Duration: 1d/level (D); Cost: 2
fensive branch of Blood Sorcery which grants access to
You carve glowing runes into your skin, which become
powerful techniques (p338).
dormant until activated. As an attack action, you can
Expendable Components – A special concoction,
lower your Chakra and maximum Chakra Pool by up to
composed of your blood, mixed with powdered basalt,
3, containing it within the seal. You cannot lower your
coal and sulfur.
Chakra below 1 this way. The seals help lower your
Chakra Signature, and are not detected by creatures KETSUYOUJUTSU: RYOKU NO YOU (BLOOD SORCERY: BLADE OF
sensing Chakra. Each seal can hold no more than 3 POWER)
Chakra. Fuinjutsu (Requires Blood Mage (f)) [Lost Kinjutsu]
As a move action, you can cancel any number of Rank: 3 (C); Learn DC: 16, 4 successes;
these seals currently holding Chakra to immediately Perform: 4 (DC 16); Time: 10 Minutes;
restore your maximum Chakra Pool and current Chakra Components: C, H, F, XP; Effect: A dagger of power;
by the amount released. When a seal's duration expires, Save: None (object); Cost: 10
the Chakra is released in this manner as well. You take This technique is the most basic among Blood Sorcery
2 damage every time you attempt to perform this tech- techniques, and creates a special dagger infused with
nique. your essence called a dagger of power, which is re-
Seal Slots: 1. quired for almost all other Blood Sorcery techniques.
Material Focus – A dagger of power to carve the seals. The dagger used becomes host to part of your vital es-
sence, and anyone other than you holding it suffers a
KETSUYOUJUTSU: MA'ENDOU (BLOOD SORCERY: PATH OF THE negative level until it releases the weapon (level 1 char-
FIENDFIRE) acters take 2 Constitution damage while holding it).
Fuinjutsu (Requires Blood Mage (f), Path of the Fiend-
The weapon will not be receptive to any further weap-
fire (f) and 5 Ketsuyoujutsu techniques) [Lost Kinjutsu]
on seals, and only you can use it to perform Blood Sor-
Rank: 6 (A); Learn DC: 21, 6 successes; Perform: 9
cery techniques with.
(DC 23); Time: Attack action; Components: C, H, M;
If you create a dagger of power this way while the
Range: Melee touch; Target: One fire elemental *; Dura-
previous one still exists, the previous dagger is immedi-
tion: Instant; Save: Fortitude negates; CR: Yes; Cost: 16
ately destroyed, regardless of range and any protections
This technique can only be used on a fire elemental
it may have, and you suffer 1d6 negative levels for 1
that would grant you XP when defeated, whose current
week that cannot be healed by techniques, spells or
HP is below half its maximum and whose CP is higher
effects as your essence must recover the part it lost. The
than 30. You seal the target's essence in a special mix-
weapon created counts as Chakra-enhanced when at-
ture, which must be consumed within 3 rounds. When
tempting to bypass any damage reductions.
consumed, you suffer 5 negative levels for 1 week, and
XP– 50 XP.
Material Focus – A dagger with a single weapon seal The clones are created within 10 ft of the water
slot, which is occupied by a containment seal. source used to create them, and if they move more than
100 ft away from it, they suffer a -1 penalty to attack
KETSUYOUJUTSU: SEIRYOKU (BLOOD SORCERY: POTENCE) rolls and skill checks. If a Mizu Bunshin survives after
Fuinjutsu (Requires Blood Mage (f) and
taking damage from a Raiton technique, it deals 1 bo-
2 Ketsuyoujutsu techniques) [Lost Kinjutsu]
nus electric damage with its melee attacks for 1d4+1
Rank: 4 (C); Learn DC: 17, 4 successes; Perform: 5
rounds. Even though it is made of water, it looks iden-
(DC 17); Time: 2 Rounds; Components: C, E, F; Range:
tical to you, though a creature that can See Through
Personal; Duration: Until activated (D); Cost: 5
Chakra can identify it as a clone of water, and can easi-
You carve glowing runes into your skin, creating a
ly distinguish it from your real self.
dormant seal that can be activated as an instant action
Mastery – The third step allows you to halve the re-
to grant you a +2 competence bonus to a single weapon
quired amount of water to create a clones one size cate-
damage roll or a +4 competence bonus to a single
gory smaller than you. (size modifiers apply)
Strength-based check. The seal can be activated only if
The fifth step allows you to change the appearance of
it's bonus would be used immediately, before the result
the clones, replicating simple changes in appearance or
of the roll is known, and disappears afterwards. You
equipment, but you cannot create complex equipment
take 2 damage every time you attempt to perform this
this way.
technique. Your body cannot carry more than one Po-
Material Focus – A body of water containing at least
tency seal.
half your weight in water for each clone.
Seal Slots: 1.
Empower – Spend double the Chakra and double the KONOHA
damage dealt to you to double the bonuses granted.
The Village Hidden by Leaves, or the Hidden Leaf, is
Doing so makes you unable to use this technique or
the hidden village of the Fire Country, located within a
Ketsuyoujutsu: Kaisoku for 24 hours.
vast expanse of woodlands. It has produced many great
Material Focus – A dagger of power to carve the seals.
shinobi, partially because it has housed some of the
KIRIGAKURE greatest clans within the shinobi world. It is also the
birthplace of Uzumaki Naruto.
The Village Hidden by Mist, or the Hidden Mist, is the
hidden village of the Water Country, most known for GOUKEN OUGI: OMOTE RENGE (IRON FIST SECRET SKILL: INI-
the Seven Swordsmen of the Mist which came from the TIAL LOTUS)
village, and its unusually high number of missing-nin. Taijutsu (Strike; Requires Kage Buyou (t))
[Kick or Punch, Konoha Kinjutsu]
MIZU BUNSHIN NO JUTSU (WATER REPLICATION TECHNIQUE) Rank: 6 (A); Learn DC: 21, 6 successes; Perform: 9
Ninjutsu (Suiton) [Water, Kirigakure Kinjutsu]
(DC 23); Time: Full-attack action; Components: Mob;
Rank: 4 (B); Learn DC: 18, 5 successes; Perform: 6
Range: Melee Attack; Target: One creature; Duration:
(DC 19); Time: Full-round action; Components: S, F,
Instant; Save: Fortitude partial; Cost: 8
Mas; Range: 30 ft; Effect: One or more clones; Duration:
This technique must be used after successfully knock-
5r/level (D); Cost: 5
ing a target into the air with Kage Buyou. Make an un-
This technique functions like Kage Bunshin no Jutsu,
armed attack against the target, which gains a critical
except the clones are made of water, and by spending 3
threat range increase of +1 and deals triple damage on
Chakra you can create an additional clone (up to 1 per 3
hit. If hit, the target is stunned for 1d6 rounds (Forti-
levels). You do not take any damage for creating these
tude negates), is thrown down to the ground and
clones, and their Chakra signature is only as strong as
knocked prone, and may not make a Tumble check to
their cost would make it. The clones function similar to
reduce or avoid fall damage.
Kage Bunshin, but have 1 HP per level, saves and attack
You will land in a square adjacent to the target, and
bonuses equal to yours -4, and have your Defense -5.
will become exhausted for the remainder of the en-
When such a clone makes a full-attack, it cannot make
counter, plus 5 minutes afterwards. A Fortitude save
more than two attacks. They cannot use any tech-
(DC 21) allows you to be fatigued instead.
niques. In addition, the clones have a Swim speed equal
to their land speed, can move twice their speed in wa-
ter, can walk on water and have water resistance 10.
GOUKEN OUGI: URA RENGE (IRON FIST SECRET SKILL: EX- rienced while it was alive (does not confer any experi-
TREME LOTUS) ence bonus, merely transfers knowledge). Clones are
Taijutsu (Strike; Requires Kage Buyou (t)) real, physical duplicates of you (including equipment),
[Kick or Punch, Konoha Kinjutsu] but chakra-dependent items do not function, nor do
Rank: 8 (S); Learn DC: 24, 7 successes; Perform: 12 mastercraft bonuses and poisons. These items have half
(DC 28); Time: Full-attack action; Components: Mob; their original HP and no hardness.
Range: Melee Attack; Target: One creature; Duration: Kage Bunshin have 1 hp per 3 levels, and have your
Instant; Save: Fortitude partial; Cost: 8 feats, skills, talents and special abilities (excluding
This technique must be used after successfully knock- bloodlines and templates). They have your saves but at
ing a target into the air with Kage Buyou and following a -2 penalty, your attack bonus at -4, and your Defense
them up into the air. Make an unarmed full-attack at -5, but do not benefit from any temporary bonuses
against the target, each of which deals an additional die you currently have active (such as Speed Ranks). Clones
of damage on hit (not multiplied on critical hits). The can use any technique you know, up to Rank 4, but
critical threat range of these attacks is increased by 2. If they spend Chakra from your Chakra Pool to do so. If a
hit, the target is knocked down to the ground and ends technique it uses causes negative effects upon its user,
up prone. You will land in a square adjacent to it. you suffer those effects as well. If it uses a technique to
You will become exhausted for the remainder of the create one or more clones, those clones count as if cre-
encounter, plus 5 minutes afterwards. A Fortitude save ated by you. Except when using techniques, clones
(DC 21) allows you to be fatigued instead. In addition, cannot perform activities which require concentration
you suffer 1d4 temporary Strength damage for 1 hour. or particular attention, such as using Sense Chakra or
having a conversation.
JIKOKU KAGE BUNSHIN NO JUTSU (INSTANT SHADOW REPLICA- To any creature sensing Chakra, a clone counts as
TION TECHNIQUE)
though having half your current Chakra Pool.
Ninjutsu (Requires Kage Bunshin no Jutsu (t))
A clone expires when its duration expires, when it
[Konoha Kinjutsu]
moves further than 1 mile from you or when it reaches
Rank: 10 (A); Learn DC: 25, 6 successes; Perform: 13
0 HP. When you dismiss this technique, you can choose
(DC 27); Time: Attack action; Components: H; Range:
to dismiss any number of specific clones, but do not
Close; Effect: One clone; Duration: 1 Round; Cost: 8
have to dismiss all of them.
This technique functions like Kage Bunshin no Jutsu,
Though you can freely replace lost clones (or simply
except it only creates a single clone that can act imme-
add to their number) by using this technique again, you
diately upon being created, is not limited in its number
cannot control more than 1 Kage Bunshin per level at
of attacks, and disappears on your next turn. You can
the same time.
only control one Jikoku Kage Bunshin clone per round.
KAGE BUNSHIN SAI (SHADOW REPLICATION DESTRUCTION)
KAGE BUNSHIN NO JUTSU (SHADOW REPLICATION TECHNIQUE) Ninjutsu (Requires Kage Bunshin no Jutsu (2))
Ninjutsu [Konoha Kinjutsu]
[Konoha Kinjutsu]
Rank: 5 (B); Learn DC: 19, 5 successes; Perform: 7
Rank: 6 (A); Learn DC: 21, 6 successes; Perform: 9
(DC 20); Time: Full-round action; Components: C, H;
(DC 23); Time: Attack action; Components: E, S; Range:
Range: 50 ft; Effect: One or more clones; Duration:
Medium; Target: One Kage Bunshin; Area: 30 ft Burst
1m/level (D); Cost: 2
centered on the target; Duration: Instant; Save: Reflex
This forbidden technique is like Bunshin no Jutsu, but
halves; CR: Yes; Cost: 6
the clones it creates have physical substance, and you
You cause a Kage Bunshin to explode, dealing 4d8
divide your own essence to create the clones. This
points of damage to creatures in the area. If a Tajuu
technique can create up to 1 clone per level, and costs 2
Kage Bunshin is sacrificed, the explosion deals 4d6
additional Chakra for each clone beyond the first. You
damage, and the save DC is reduced by 2. If a creature
cannot control any other kind of clone while control-
is grappling with a clone that explodes, it takes a -4
ling one or more Kage Bunshin. You suffer 1d4 damage
penalty to its save. If it is pinned by a clone that ex-
for each clone you create.
plodes, the penalty increases to -8.
The clones are not capable of individual thought, but
Empower – Spend 6 Chakra to target an additional
you can communicate your orders to them by thought,
clone to explode (up to 1 clone per 2 levels total).
which they will follow as precisely as possible. When a
clone expires, you will immediately know what it expe-
KOKUANGYOU NO JUTSU (ABSOLUTE DARKNESS TECHNIQUE) the damage, even if you are unaware of the attack. You
Genjutsu [Konoha Kinjutsu] gain a +4 deflection bonus to Defense, DR 15/- and a
Rank: 8 (A); Learn DC: 23, 6 successes; Perform: 11 Fire and Cold resistance of 30. Any creature that hits
(DC 25); Time: Attack action; Components: H; Range: with an unarmed or weapon attack and does not deal
Medium; Target: One creature; Duration: 1r/level (D); damage (due to your DR and resistances) suffers 1d4
Save: Will negates *; CR: Yes; Cost: 6 fire damage per hit (CR applies).
The subject becomes shaken, and is caught in a zone of
absolute darkness that radiates 50 ft away from it.
MOKUTON: SHICHUUKA NO JUTSU (WOOD RELEASE: FOUR PIL-
LAR HOME TECHNIQUE)
Darkvision cannot pierce the darkness, and the subject
Ninjutsu (Mokuton; Requires Craft (Structural) 6 ranks)
can only see creatures it comes into direct contact with.
[Wood, Konoha Hijutsu]
Only the subject can 'see' the darkness. If the subject
Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 13
controls any clones, the clones are also affected by the
(DC 27); Time: Attack action; Components: C, H, Mas;
darkness. Blind creatures are immune to this tech-
Range: 5 ft; Effect: Wooden mansion; Duration: 1d/level
nique's effects.
(D); Cost: 30
Every time the subject is damaged, you must make a
This technique can only be used on ground that is firm,
Will save (DC 10 + damage done) to prevent the tech-
soft or very soft, and creates a 50 x 30 ft, two-story an-
nique being dispelled. After the target is damaged four
cestral-style mansion. The mansion is made entirely of
times, the technique dispels automatically. This tech-
wood that reaches out of the soil, has up to 10 separate
nique can be dispelled.
rooms and can provide a comfortable living space for
KYOUKA KAGE BUNSHIN NO JUTSU (SHADOW REPLICATION up to 30 Medium-sized creatures, although it does not
REINFORCEMENT TECHNIQUE) contain any furniture.
Chakra Control (Spirit; Requires Kage Bunshin no Jutsu You can perform the technique again without need-
(t)) [Konoha Kinjutsu] ing to meet its Perform Requirements to renew its du-
Rank: 8 (S); Learn DC: 24, 7 successes; Perform: 12 ration, before the duration expires. When the tech-
(DC 28); Time: Full-round action; Components: C, E; nique ends, any creatures inside suffer 3d8 damage and
Range: Melee touch; Target: One of your Kage Bunshin; must make a Reflex save (DC 16) or become pinned
Duration: 30m/level (D); Cost: * underground, taking 1d6 nonlethal damage per round
The targeted clone's HP doubles and then increases by until it breaks free by making a Strength check (DC 14)
1 per level (up to +15). It gains a +1 bonus to attack rolls as a full-round action.
and Defense, and can now perform techniques up to Mastery – The third step allows you to add simple
Rank 6. The clone is no longer limited by range, and its furniture (such as a bookcase, table or chairs), costing 1
duration is extended to the duration of this technique. Chakra per 2 pieces of furniture. Like the mansion it-
This technique costs Chakra equal to one-third your self, they are shaped entirely of wood.
current Chakra Pool, rounded up.
You can have up to two such empowered clones at
NINPOU: KAGEMUSHA (NINJA ART: SHADOW WARRIOR)
Ninjutsu (Shadow) [Konoha Kinjutsu]
the same time. If used on a Tajuu Kage Bunshin, it im-
Rank: 8 (A); Learn DC: 23, 6 successes; Perform: 11
mediately becomes a Kage Bunshin in addition to the
(DC 25); Time: Full-round action; Components: C, H;
bonuses above.
Range: Close; Effect: One or more kagemusha; Dura-
Empower – Spend any amount of Chakra to increase
tion: 1r/level (D); Cost: 6 *
the clone's current and maximum Chakra by the same
You expertly manipulate your Chakra and create war-
amount.
riors of shadow, kagemusha. A kagemusha is created
KYUUKYOKU ENKOUDATE (ULTIMATE FLAME SHIELD) from a shadow of a Medium-sized or larger shadow
Ninjutsu (Katon; Requires Enkoudate no Jutsu (t)) within range, and the kagemusha appears adjacent to
[Armor, Fire, Konoha Kinjutsu] the shadow's origin. These warriors must remain with-
Rank: 8 (A); Learn DC: 23, 6 successes; Perform: 11 in 30 ft of a shadow at all times or be destroyed. You
(DC 25); Time: Attack action; Components: C, H; suffer 1 damage for each warrior created this way. If
Range: Personal; Duration: 1r/level *; CR: *; Cost: 8 the shadow is larger than Medium size, you can create
You focus powerful Chakra around around your body, an additional kagemusha for each size category the
forming an invisible shield that reacts to incoming at- shadow is larger. Each additional kagemusha costs 4
tacks, releasing a burst of flame to deflect or mitigate Chakra. The statistics for a kagemusha are as follows:
Kagemusha: Medium-sized Construct; stricted by up to four snakes). After the snakes retract,
HD 2d10; HP 11; Mas -; Init +5; Spd 30 ft; you suffer 1d6 temporary Strength damage (Fortitude
Defense 15, touch 15, flat-footed 10 (+5 Dex); BAB +1; DC 19 negates).
Grap -; Atk +6 melee (1d4 negative energy plus energy Empower – Spend 2 Chakra to summon an additional
drain, ghastly blade); FS 5 ft. by 5 ft.; Reach 5 ft.; snake, up to 1 per level or 15 total (whichever is lower).
SQ incorporeal, construct immunities, energy drain, Mastery – The first through fourth steps decrease the
light vulnerability; AL none; Fortitude save DC to avoid Strength damage by 1.
SV Fort -, Ref +5, Will -; AP 0; CP 2; Rep +0; The fifth step removes the Strength damage entirely.
Str —, Dex 20, Con —, Int —, Wis —, Cha —.
Skills: Hide +8 (+16 in darkness or dark places).
SENNEN GOROSHI (THOUSAND YEARS OF PAIN)
Taijutsu (Strike) [Punch, Konoha Hijutsu]
Energy Drain (Su): Attacks inflict 1 negative level on Rank: 2 (D); Learn DC: 14, 2 successes; Perform: 2
hit, which lasts for 1 minute and cannot kill the subject. (DC 13); Time: Attack action; Components: Mob;
If a negative level is inflicted, the kagemusha is healed Range: Melee Attack; Target: One living creature; Dura-
to its maximum HP. tion: Instant *; Save: Fortitude partial * Cost: 3
Light Vulnerability (Ex): Light-based effects incur a - This technique is derived from the ancient art of Kan-
10 penalty to the kagemusha's saves against them, and cho, and is considered to be the most idiotic technique
there is a 50% chance that the kagemusha is instantly ever created. Make an unarmed melee attack against
destroyed when targeted by such an effect. the target, which must be flat-footed and no more than
one size category larger than you. On hit, the attack is
SENNEI JASHUU (HIDDEN SNAKE HANDS) an automatic critical hit that deals nonlethal damage. In
Ninjutsu (Spacetime; Requires Blood Pact (Snake) (f))
addition, the target is knocked prone (Fortitude ne-
[Summoning, Konoha Kinjutsu]
gates). Creatures immune to critical hits or sneak
Rank: 6 (A); Learn DC: 21, 6 successes; Perform: 9
attacks are unaffected by this technique.
(DC 23); Time: Attack action; Components: C, H, Mas;
Range: Personal; Duration: 1 Round; Cost: 4 SOUJA SOUSAI NO JUTSU (DOUBLE SNAKE ASSASSINATION
You summon three Constrictor Snakes (D20 Modern, TECHNIQUE)
p257), which emerge from your arms. The snakes can Ninjutsu (Spacetime; Requires Blood Pact (Snake) (f))
be used as a weapon to strike targets within 15 ft of [Summoning, Konoha Kinjutsu]
you, using your attack bonuses (they count as melee Rank: 7 (B); Learn DC: 21, 5 successes; Perform: 9
weapons). Using one snake is an attack action, and us- (DC 22); Time: Swift action; Components: C, H *; Range:
ing all three is a full-attack action. *; Target: One creature; Duration: Instant; Save: Forti-
The snakes will retract back into your arm at the end tude partial; Cost: 8
of your next turn, at which point you suffer 1 point of This technique can only be used on a creature that you
temporary Strength damage (Fortitude DC 15 negates). are currently in a grapple with. The target may make an
Mastery – The first through fourth steps decrease the Escape Artist or Dexterity check (DC 20) to avoid hav-
Fortitude save DC to avoid Strength damage by 1. ing you grip their hand and form a hand seal with it. If
The third step allows you to pay 4 additional Chakra the target has no hands or discernable anatomy, this
and instead summon two snakes, each which 30 ft technique cannot be used.
range and dealing 1d8+10 damage with their attacks. If the target fails, numerous snakes are summoned in-
The fifth step removes the Strength damage entirely. side your body, which will burst out and bite the target.
If the target fails it's save, it is reduced to -10 HP and
SENNEI TAJASHUU (MANY HIDDEN SNAKE HANDS) will die. Otherwise, the target suffers 6d4 piercing
Ninjutsu (Spacetime; Requires Blood Pact (Snake) (f)
damage and must make a Fortitude save against the
and Sennei Jashuu (3)) [Summoning, Konoha Kinjutsu]
snakes' poison (DC 18, primary and secondary damage
Rank: 9 (A); Learn DC: 24, 6 successes; Perform: 12
1d4 Constitution). Regardless of the outcome, you (the
(DC 26); Time: Attack action; Components: C, E, H,
user) will die.
Mas; Range: Personal; Duration: 1 Round; Cost: 4
This advanced form of Sennei Jashuu functions the
same, except as above. The snakes have 30 ft range and
take a -5 penalty to their attacks. Up to one snake can
constrict a Tiny or smaller character, doubling for each
size category larger (a Medium creature can be con-
TAJUU KAGE BUNSHIN NO JUTSU (MULTIPLE SHADOW REPLI- High Speed Sight 3, and treat any concealment as 25%
CATION TECHNIQUE) lower. You gain Darkvision with a range of 60 ft, and a
Ninjutsu (Requires Kage Bunshin no Jutsu (t)) +8 bonus to Genjutsu checks to detect a Genjutsu.
[Konoha Kinjutsu] Once the technique ends, you suffer 1 temporary
Rank: 9 (A); Learn DC: 24, 6 successes; Perform: 12 Wisdom damage for each round it was active (Fortitude
(DC 26); Time: Full-round action; Components: C, H, DC 20 halves). If your Wisdom would be reduced to 0
Mas; Range: 50 ft; Effect: One or more clones; Duration: due to this damage, you suffer 2 permanent Wisdom
1r/level; Cost: 5 * damage once you've recovered completely.
This advanced version of Kage Bunshin no Jutsu is ca-
pable of producing more clones, but each clone is less
RAIJIN RIKI: RAIJUU NO SOU (MIGHT OF THE THUNDER GOD:
powerful as a result. Clones created by this technique
RAIJUU'S CLAW)
Ninjutsu (Raiton) [Electric, Kumogakure Hijutsu]
use the same rules and limitations as ordinary Kage
Rank: 8 (B); Learn DC: 22, 4 successes; Perform: 10
Bunshin, except for the following:
(DC 23); Time: Attack action; Components: H, Mas;
You only suffer 1d3 damage per clone made, the pen-
Range: Medium; Effect: Ray; Target: One creature; Du-
alties they take are doubled (to a -4 to saves, -8 to at-
ration: Instant *; Save: Fortitude partial; CR: Yes;Cost: 8
tacks, -10 to Defense), their HP is half as much (1 per 6
You fire an invisible bolt of lightning (seen as brilliant
levels, rounded down), they cannot make more than
gold by those who can See (Through) Chakra), aiming
one attack per round, and they cannot use techniques.
to strike the target in the stomach, after which the
In addition, the maximum range which a clone can
lightning curls up into a balls and nests itself within the
travel from you is also halved (to half a mile).
target's navel. After three rounds, or the first time the
A basic use of this technique creates two clones, and
target takes damage before then, the lightning will
you may create additional clones at a cost of 1 Chakra
erupt in a flash of lightning, dealing 8d6 electricity
per clone. You can control up to 3 Tajuu Kage Bunshin
damage and forcing the target to save against being par-
per level. As with Kage Bunshin, you cannot control
alyzed for 1 round.
clones of any other kind while you still have Tajuu
If the target is subjected to Chakra drain or Chakra
Kage Bunshin active.
damage, you must make an opposed level check against
Mastery – The fifth step increases the maximum
the source of the drain or damage. If you fail, this tech-
amount of Tajuu Kage Bunshin to 4 per level.
nique is dispelled and will not have any further effects.
KUMOGAKURE You can dispel this technique by hitting the target
with this technique a second time. This technique has
The Village Hidden by Clouds, or the Hidden Cloud, is
no effect (other than possibly dispelling a previous use)
the Lightning Country's hidden village, located high
if used on the same target more than once per minute.
within the country's mountain ranges. It has famously
Mastery – Each step grants a +2 attack bonus to the
been host to the Six-Tailed Beast, and many of its tech-
ray attack, as well as a +1 bonus to any opposed level
niques focus on Raiton Ninjutsu.
checks to maintain the technique when the target suf-
KAIGAN (EYES OF DIVINATION) fers Chakra drain or damage.
Ninjutsu (Requires Eyes of Divination (f))
[Kumogakure Kinjutsu]
SAIDO KAIIN (REDEMPTION UNSEALER)
Fuinjutsu [Kumogakure Hijutsu]
Rank: 10 (SS); Learn DC: 27, 8 successes; Perform: 15
Rank: 11 (A); Learn DC: 26, 5 successes; Perform: 14
(DC 35); Time: Full-round action; Components: C, H, P;
(DC 28); Time: 1 Minute; Components: C; Range: Melee
Range: Personal; Duration: 1r/level (D); Save: *; Cost: 8
touch; Target: One creature *; Duration: Instant; Save:
Created as a counter to Konoha's great eye-based blood-
Will negates (unwilling); Cost: 10
lines, this technique and it's methods have been brand-
This technique will remove the brand left by Tenchuu.
ed as forbidden since the peace treaty with Konoha was
signed. While active, the Kaigan requires you spend 3 TENCHUU (WRATH OF HEAVEN)
Chakra per 2 rounds. Ninjutsu (Raiton) [Electric, Kumogakure Kinjutsu]
Your eye turns red, with a black iris and white pupil. Rank: 9 (S); Learn DC: 25, 7 successes; Perform: 13
Anyone looking into your eyes becomes shaken for 1 (DC 29); Time: Attack action; Components: C, H;
round (Will DC 15 negates), which counts as a gaze Range: Close; Area: 10 ft radius, 100 ft tall Cylinder;
attack with a range of 30 feet. You also gain a +6 insight Duration: Instant *; Save: Reflex halves; CR: Yes; Cost:
bonus to Defense, attack rolls, saves and skill checks, 16
This secret technique was widely used during the civil KUSAGAKURE
war in Kumogakure and the Thunder Country. Crea- The Village Hidden by Grass, or Hidden Grass, is a
tures caught in the area are struck by a bolt of lightning small ninja village in a minor country, which was at
that deals 8d8 electric damage and applies a brand to one point invaded by Iwagakure to serve as a base of
them in the form of the Seal of Heaven (Ten no In), operations in their war with Konoha. Notably, many of
placed on their forehead. A successful Reflex save their special techniques focus on the manipulation of
halves the damage and avoids the brand. plant life.
A branded creature suffers 1 damage per minute, and
becomes immune to any Medical technique of Rank 9 KUSA KASUI NO JUTSU (GRASS SPIKES TECHNIQUE)
or lower. The brand persists for 1 hour per level. If a Ninjutsu [Kusagakure Hijutsu]
branded creature dies, the brand becomes permanent Rank: 4 (C); Learn DC: 17, 3 successes; Perform: 5
and cannot be removed. (DC 17); Time: Full-round action; Components: E, H;
Range: Close; Area: Two 5 ft squares; Duration:
YUKI BUNSHIN NO JUTSU (SNOW REPLICATION TECHNIQUE) 1m/level (D); CR: Yes; Cost: 3
Ninjutsu (Hyouton) [Cold, Kumogakure Kinjutsu] The target squares must have short grass, moss or simi-
Rank: 5 (B); Learn DC: 19, 5 successes; Perform: 7 lar plant growth, which will harden and sharpen.
(DC 20); Time: Full-round action; Components: C, F, H, Each square counts as though it was covered in cal-
Mas; Range: 30 ft; Effect: One or more snow clones; trops, which can be destroyed (a square of grass caltrops
Duration: 5r/level (D); Cost: 5 * has Defense 11, 3 HP and 8 hardness). When dismissing
You create a replica of yourself from snow and/or ice, this technique, you can choose to dismiss all of it, or
which has sharp claws and looks like a crudely fash- only specific squares.
ioned snowman. The clones function the same way as Empower – Spend 1 Chakra to target an additional 5
Kage Bunshin do, except you do not suffer any damage ft square (up to 1 per level).
when creating them, and you can spend 3 Chakra to
create an additional clone. You cannot control more MOKUTON: FUTORISUGI NO JUTSU (WOOD RELEASE: PLANT
than 1 Yuki Bunshin per 3 levels, and cannot control OVERGROWTH TECHNIQUE)
any other type of clone while controlling Yuki Bun- Ninjutsu (Mokuton) [Wood, Kusagakure Hijutsu]
shin. Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 13
The clone has 1 HP per 2 levels, a Chakra Pool of 3, (DC 27); Time: Full-round action; Components: C, H;
has your Defense and saves with a -5 penalty, as well as Range: Long; Area: 150 ft Spread (S); Duration: Instant;
your attack bonus with a -4 penalty. If the clone is fur- Cost: 10
ther than 100 ft away from you, it suffers a -1 penalty The target area must have bushes and trees for this
to attack rolls and skill checks. The clone also has Cold technique to be effective. You send your Chakra into
Resistance 15, and takes 50% additional fire damage. It the area, causing living plants to grow wildly and out of
can make no more than two attacks per round, and can control. The area becomes equivalent to a thicket or
use skills, feats and special abilities like you would, jungle, allowing creatures to move through it at only 5
with the exception of template and bloodline abilities. ft per round (or 10 ft for Large or larger creatures).
They cannot use techniques. Yuki Bunshin do, howev-
MOKUTON: KIUGOKU NO JUTSU (WOOD RELEASE: TREE DIS-
er, gain a claw attack based on their size (1d4 for a Me-
PLACEMENT TECHNIQUE)
dium-sized clone).
Ninjutsu (Mokuton) [Wood, Kusagakure Hijutsu]
The clone wields the same equipment you do, but
Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 9
any Chakra-dependent effects of said equipment are
(DC 22); Time: Attack action; Components: H; Range:
nonfunctional, and any poisons or mastercraft quality is
Personal; Duration: Concentration plus 1r/level (D) *;
not transferred. These items have half their normal HP
Cost: 8
and no hardness. The clone cannot perform activities
By spending a full-round action concentration, you can
requiring attention or concentration (such as having a
merge with a tree, and can travel along its trunk,
conversation or sensing Chakra). If the clone moves out
branches and roots, which allows you to travel through
of range, reaches 0 HP or is dismissed by you, it simply
soft or firm ground at your standard movement rate by
crumbles into its material components.
concentrating as a full-round action. While moving,
Mastery – The fifth step allows Yuki Bunshin to in-
you can freely 'jump' to other trees if their roots or
crease their claw damage by two die sizes (e.g. d4 -> d8)
branches are close to each other, and you cannot be
Material Focus – 153 ft of snow or ice per clone.
damaged as you have no physical presence.
If a tree you are currently occupying or traveling but can still only move at half their speed, and cannot
through takes damage, you take the same amount of run or charge, while inside the area.
damage. You can only 'resurface' once you reach the Each round on your turn, creatures in the area that
trunk of another tree. While occupying trees, it is pos- aren't entangled by this technique must make a new
sible to attack creatures standing adjacent to the tree save or become entangled as above.
you occupy, and you can easily hide inside a tree that
can contain your body, making others suffer a -20 pen-
OCHIBA AME NO JUTSU (RAIN OF FALLING LEAVES TECHNIQUE)
Ninjutsu [Kusagakure Hijutsu]
alty to spot you.
Rank: 4 (B); Learn DC: 18, 4 successes; Perform: 6
MOKUTON: TSUTAKADO NO JUTSU (WOOD RELEASE: VINE (DC 19); Time: Attack action; Components: H; Range:
CAPTURE TECHNIQUE) Medium; Area: 30 ft Emanation (S) *; Duration: Con-
Ninjutsu (Mokuton) [Wood, Kusagakure Hijutsu] centration, plus 1 round; Save: Reflex halves; Cost: 7
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8 You center this technique on a living tree that still has
(DC 21); Time: Full-round action; Components: F, H, plenty of leaves. You imbue the foliage with Chakra,
Mas; Range: Medium; Target: One Small or larger crea- turning the leaves hard and sharp and having them fall
ture; Duration: 1r/level (D); CR: Yes; Cost: 8 down, dealing 3d4+1 slashing damage each round. After
The target must be within 10 ft of a tree that is at least the technique finishes, the tree is left completely de-
1 size category larger than it for this technique to be void of foliage.
effective, and must be within 5 ft of the ground.
Vines will erupt from the ground and the trees, al- MAITO GAI
lowing you to make one touch attack per two levels, at One of Konoha's top-level Jounin, Gai is an expert in
a +7 bonus. The target is immobilized if it is hit by at Taijutsu and a master of the Gouken fighting style. His
least two vines per size category it is larger than Tiny most distinguishing features are his green spandex suit
(two vines for a Small creature, four for Medium, etc), and his mastery over the Hachimon Tonkou, allowing
and counts as entangled for the purposes of performing him to unleash incredible bursts of power from within
actions requiring concentration. his body.
As a move action once per round, you can command
the vines to constrict the target, dealing damage based
SEISHUN NO CHIKARA!!! (POWER OF YOUTH!!!)
Hachimon Tonkou (Requires Kyu-mon Kai (t))
on the number of vines that hit it (3 or less (1d4), 4 to 6
[Maito Gai Hijutsu]
(1d6), 7 to 9 (2d6) or 10 or more (2d8)). You must be
Rank: 6 (B); Learn DC: 20, 4 successes; Time: Attack
within range to do so. The vines have 4 HP each and
action; Components: C; Range: Personal; Duration:
can be destroyed to free the target.
1r/level (D) *; Cost: 6
Mastery – The second, fourth and fifth step grant a +1
You open and close the Heal Gate quickly, and are
bonus to the touch attacks made for the vines.
granted a burst of energy that allows you to ignore the
Material Focus – A tree one or more size categories
fatigued and exhausted conditions, as well as granting
larger than the target.
you 2d6+2 temporary HP. This technique's effects are
MOKUTON: TSUTAKAZURA ZOUDAI NO JUTSU (WOOD RELEASE: not cumulative. If used while the technique is still ac-
VINE GROWTH TECHNIQUE) tive, it does not refresh the duration.
Ninjutsu (Mokuton) [Wood, Kusagakure Hijutsu]
Rank: 5 (B); Learn DC: 19, 4 successes; Perform: 7
TAIJUTSU: GOUKEN OUGI – ASA KUJAKU (TAIJUTSU: IRON FIST
(DC 20); Time: Attack action; Components: C, H;
SECRET SKILL – MORNING PEACOCK)
Taijutsu (Strike; Requires Hachimon Tonkou (f))
Range: Long; Area: 30 ft Spread (S); Duration: Concen-
[Kick or Punch, Maito Gai Hijutsu]
tration, plus 1 round; Save: Reflex partial; Cost: 6
Rank: 10 (S); Learn DC: 26, 6 successes; Perform: 14 (DC
This technique can only affect an area of (very) soft or
30); Time: Full-attack action; Components: C, E, Mob;
firm ground. Vines and bushes burst from the ground,
Range: Medium; Target: One creature; Duration: In-
entangling creatures in the area. Such creates can make
stant; Cost: 3
a Strength check or Escape Artist check (DC 20) to
One of Maito Gai's signature techniques, you punch or
move up to half their normal speed as a full-round ac-
kick with extreme speed, causing friction that creates
tion. If a creature moves out of the area, it is no longer
small fireballs to assault your enemies. Make an
entangled and is no longer restrained in their move-
(ranged) unarmed touch attack at the target, using your
ments. Creatures that make their save are not entangled
Dexterity modifier instead of your Strength modifier
for the attack roll. On hit, the attack deals 1d6+1 fire Empower – Spend 1 Chakra and 1 HP to increase the
damage. You suffer a -4 penalty to Learn checks when damage by 1d6, up to 1d6 per level or 15d6 total.
learning this technique if you do not have the Gouken Mastery – The third step allows you to ignore the
feat. base damage you suffer (but not the empower damage).
Empower – Spend 2 Chakra to throw an additional The fifth step allows you to ignore the damage you
fireball, up to 1 per level or 15 total, whichever is low- would take when empowering this technique.
er. Each fireball can have a new target or an existing Material Focus – A held weapon.
target, and requires an attack roll (as above).
MSR: SEIFUU HOEKO (ROAR OF THE WIND TIGER)
MIBU CLAN Ninjutsu (Fuuton) [Wind, Mibu Clan Kinjutsu]
Rank: 8 (A); Learn DC: 23, 6 successes; Perform: 11
(Note: This clan is from Samurai Deeper Kyo)
(DC 25); Time: Full-attack action; Components: E, F,
This immensely powerful clan contains many different
Mas; Range: 30 ft; Area: Cone *; Duration: Instant; Save:
bloodlines and powers, owing to its dedication to re-
Fortitude partial *; Cost: 16 *
search and experimentation. It is most notable for bear-
You create a wind tiger that unleashes a fierce roar and
ing the Red Eyes bloodline and the Muryou Saikyou
pounces on your enemies. Creatures in the area take
Ryu, a powerful school of elemental sword attacks.
6d6 wind damage (Fortitude halves), and are deafened
Damage taken as part of performing techniques cannot
for 1d6 rounds (Fortitude negates). Additionally, you
be reduced by any means. The techniques below are all
can make a melee attack with your held weapon against
listed as ‘MSR’ meaning ‘Muryou Saikyou Ryu’ or ‘Ul-
up to six creatures in the area, which deals half damage,
timate Destruction Style’.
and all of its damage becomes wind damage. A creature
MSR: REKKA KOHA (BLAZING DARK WINGS) cannot be targeted more than once, and the attacks
Ninjutsu (Katon) [Fire, Mibu Clan Kinjutsu] cannot score critical hits.
Rank: 6 (B); Learn DC: 20, 5 successes; Perform: 8 You can deal 5d6 damage to yourself to improve the
(DC 21); Time: Full-attack action; Components: E, F, melee attack, allowing it to deal its normal damage in-
Mas; Range: Medium; Target: One creature; Duration: stead. If you do, all damage dealt becomes half negative
Instant; CR: Yes; Cost: 8 energy, half wind (including the first 6d6) as the creat-
You shape your Chakra into a crimson, predatory bird ed tiger becomes dark and vile.
that dives at the target. Make a ranged attack using Empower – Spend 1 Chakra and 1 HP to increase the
your held weapon, which deals an additional 3d6 fire damage by 1d6, up to 1d6 per level or 10d6 total.
damage (not multiplied on critical hits). When per- Mastery – The third step allows you to take no dam-
forming this technique, you take 3d6 damage. age when creating a more powerful attack.
Empower – Spend 1 Chakra and 1 HP to increase the The fifth step allows you to ignore the damage you
damage by 1d6, up to 1d6 per level or 10d6 total. would take when empowering this technique.
Mastery – The third step allows you to ignore the Material Focus – A held weapon.
base damage you suffer (but not the empower damage).
The fifth step allows you to ignore the damage you
MSR: SEIFUU MOUKO (WILD WIND TIGER INCARNATION)
Ninjutsu (Fuuton) [Wind, Mibu Clan Kinjutsu]
would take when empowering this technique.
Rank: 5 (B); Learn DC: 19, 5 successes; Perform: 7
Material Focus – A held weapon.
(DC 20); Time: Full-attack action; Components: E, F,
MSR: REKKA SHIROHANE (WHITE FEATHERY BLAST) Mas; Range: Medium; Target: One creature; Duration:
Ninjutsu (Katon) [Fire, Mibu Clan Kinjutsu] Instant; Save: Reflex partial *; Cost: 8
Rank: 9 (A); Learn DC: 24, 6 successes; Make a melee attack against the target, dealing damage
Perform: 12 (DC 26); Time: Full-attack action; as normal, except half the damage becomes wind dam-
Components: E, F, Mas; Range: Medium; age as a tiger of wind rips the target to shreds. You can
Area: 30ft Burst; Duration: Instant; deal 3d6 damage to yourself to improve the attack's
Save: Reflex halves; CR: Yes; Cost: 14 damage by 2d6 wind damage (Reflex negates).
You send a shimmering bird of silver fire to engulf the Empower – Spend 1 Chakra and 1 HP to increase the
area in an inferno, dealing 9d6 fire damage. The blast damage of the attack by 1d6, up to 1d6 per level or 8d6
damages unattended objects and sets fire to combusti- total.
bles. You take 5d6 damage when performing this tech- Mastery – The third step allows you to take no dam-
nique. age when creating a more powerful attack.
The fifth step allows you to ignore the damage you becomes acid damage. Doing so adds the Acid descript-
would take when empowering this technique. or to this technique.
Material Focus – A held weapon. Empower – Spend 1 Chakra to increase the damage of
the attack by 1d6, up to 1d6 per 2 levels or 5d6 total. If
MSR: SEIFUU SHICHIHOURYUU (SEVEN FLOWING WATER the dragon is a blood dragon, you deal yourself 1 addi-
DRAGONS) tional die of damage per point of Chakra spent on em-
Ninjutsu (Suiton) [Water, Mibu Clan Kinjutsu]
powering it.
Rank: 8 (A); Learn DC: 23, 6 successes; Perform: 11
Mastery – The third step allows you to take no dam-
(DC 25); Time: Full-attack action; Components: E, F,
age when creating a blood dragon.
Mas; Range: Close; Target: Up to seven creatures *; Du-
The fifth step allows you to ignore the damage you
ration: Instant; Save: Fortitude partial *; Cost: 16
would take when empowering this technique.
You send forth seven water dragons as you swing your
Material Focus – A held weapon and at least 20 Liters
weapon. Make seven melee attacks with your held
of water nearby.
weapon, taking a -5 penalty to hit. The attacks can be
divided among up to seven creatures within range, deal MSR: TSUI NO HIKEN – BYAKKO (SUCCESSION TECHNIQUE -
half weapon damage as water damage and cannot score BYAKKO)
a critical hit. A creature hit by one or more dragons Ninjutsu (Fuuton) [Wind, Mibu Clan Kinjutsu]
suffers 1d6 water damage for each dragon that hit it Rank: 12 (S); Learn DC: 28, 7 successes; Perform: 16 (DC
(Fortitude negates). 32); Time: Full-attack action; Components: E, F, H, Mas;
You can deal 5d6 damage to ignore the water part of Range: 0 ft; Area: 50 ft Burst; Duration: Instant;
the material focus, instead creating dragons of blood, Save: Reflex partial, Fortitude partial *; Cost: 20
which deal 1d6 additional damage, changes all damage This ultimate wind style technique calls forth the terri-
dealt to acid damage and adds the Acid descriptor. ble power of Byakko, the great white tiger, guardian of
Empower – Spend 1 Chakra to increase the damage the East. Creatures in the area take half your weapon
dealt to each creature hit by one or more dragons by damage as wind damage, plus 7d6 (Reflex negates).
1d6, up to 1d6 per 2 levels or 10d6 total. If the dragons Creatures failing their save take an additional 7d6 wind
are blood dragons, you deal yourself 1 additional die of damage, +1 per level (Fortitude halves). You take 7d6
damage per point of Chakra spent on empowering damage when performing this technique.
them. Empower – Spend 1 Chakra to increase the initial
Mastery – The third step allows you to take no dam- damage by 1d6, up to 1d6 per level or 18d6 total. Each
age when creating blood dragons. additional die increases the damage you take by 1d6.
The fifth step allows you to ignore the damage you Mastery – The third step allows you to take no dam-
would take when empowering this technique. age when performing this technique.
Material Focus – A held weapon and at least 20 Liters The fifth step allows you to ignore the damage you
water. would take when empowering this technique.
Material Focus – A held.
MSR: SUIHA RYUUGOKUTOU (RAGING WATER DRAGON)
Ninjutsu (Suiton) [Water, Mibu Clan Kinjutsu] MSR: TSUI NO HIKEN – SEIRYUU (SUCCESSION TECHNIQUE -
Rank: 5 (B); Learn DC: 19, 5 successes; Perform: 7 SEIRYUU)
(DC 20); Time: Full-attack action; Components: E, F, Ninjutsu (Suiton) [Water, Mibu Clan Kinjutsu]
Mas; Range: Medium; Target: One creature; Duration: Rank: 12 (S); Learn DC: 28, 7 successes; Perform: 16 (DC
Instant; Save: Fortitude partial; Cost: 8 32); Time: Full-attack action; Components: E, F, H, Mas;
Make a melee attack against the target, sending forth a Area: 30 ft Spread (S), centered on you; Duration: In-
powerful, watery dragon to sweep away your target. stant *; Save: Reflex partial, Fortitude partial *; Cost: 20
The attack deals normal damage, except the damage This ultimate water style technique calls forth the ter-
becomes water damage, and the target must make a rible power of Seiryuu, the great dragon, guardian of
save or become stunned for 1 round. This attack cannot the West. Make a melee attack with your held weapon
score a critical hit. against each creature in the area, which deals weapon
You can deal 3d6 damage to ignore the water part of damage as water damage, plus 5d6. Creatures hit must
the material focus, instead creating a dragon of blood, make a Reflex save. If they fail, they are knocked up 10
which deals 1d6 additional damage, and all its damage ft before a water dragon slams them back down, mak-
ing them suffer 5d6 water damage (Fortitude halves), as
well as 3d6 fall damage. The attack cannot score a criti- (up to 3). Each time you attack while using this tech-
cal hit. You take 7d6 damage when performing this nique, you suffer 1 point of mangekyou blindness (if
technique. applicable).
Empower – Spend 1 Chakra to increase both instances Avoiding an Attack (1/day): Minimum DC 26. If you
of damage by 1d6, up to 1d6 per level or 10d6 total per succeed, you make a 5 ft step and an illusory clone is
instance. Each additional die increases the damage you left in your place to be struck, which disappears almost
take by 1. immediately.
Mastery – The third step allows you to take no dam- Using this technique to avoid an attack costs 6 Chak-
age when performing this technique. ra, and can be done against a source with a CR of up to
The fifth step allows you to ignore the damage you 15. Chakra Resistance will not apply when using this
would take when empowering this technique. technique to avoid an attack.
Material Focus – A held weapon and at least 200 Li- Mastery – Each step increases the number of times
ters water. per day you can use this technique to avoid an attack by
one.
MSR: TSUI NO HIKEN – SUZAKU (SUCCESSION TECHNIQUE - The first and third steps increase the maximum CR
SUZAKU) you can defend against by 5 each.
Ninjutsu (Katon) [Fire, Mibu Clan Kinjutsu]
Rank: 13 (S); Learn DC: 29, 7 successes; Perform: 17 (DC NARA CLAN
33); Time: Full-attack action; Components: E, F, H, Mas;
The Nara clan is one of Konoha's more unique clans.
Range: 60 ft; Area: 15 ft wide Line; Duration: Instant;
The clan is known for producing intelligent shinobi and
Save: Reflex halves, Fortitude partial *; CR: Yes; Cost: 20
great tacticians, and their signature techniques revolve
This ultimate wind style technique calls forth the terri-
around the manipulation of shadows.
ble power of Suzaku, the great phoenix, guardian of the
South. Creatures in the area take your weapon damage, KAGE KUBISHIBARI NO JUTSU (SHADOW NECK BIND TECH-
as well as 5d6 sonic and 5d6 fire damage (Reflex NIQUE)
halves). Any creature suffering damage becomes dazed Ninjutsu (Shadow; Requires Kage Mane no Jutsu (t))
for 1 round (Fortitude negates). You take 7d6 damage [Nara Clan Hijutsu]
when performing this technique. Rank: 7 (A); Learn DC: 22, 5 successes; Perform: 10
Empower – Spend 1 Chakra to increase the fire and (DC 24); Time: Attack action; Components: C, S; Target:
sonic damage by 1d6 each, up to 1d6 per level or 20d6 Up to one creature/3 levels trapped in Kage Mane no
total. Each additional die increases the damage you take Jutsu; Duration: Instant; Save: Fortitude halves *; CR:
by 1. Yes; Cost: 12
Mastery – The third step allows you to take no dam- You stretch your shadows even further (not counting
age when performing this technique. against Kage Mane's limit), and attempt to strangle the
The fifth step allows you to ignore the damage you targets with your shadow, dealing 6d8 damage. Any
would take when empowering this technique. creature suffering damage must also make a Massive
Material Focus – A held weapon. Damage save.

SEKIREIGAN (WAGTAIL EYE) KAGE MANE NO JUTSU (SHADOW IMITATION TECHNIQUE)


Genjutsu (Doujutsu) [Mibu Clan Hijutsu] Ninjutsu (Shadow) [Nara Clan Hijutsu]
Rank: 9 (A); Learn DC: 24, 5 successes; Perform: 12 Rank: 4 (C); Learn DC: 17, 3 successes; Perform: 5
(DC 26); Time: Swift or instant action *; Components: C; (DC 17); Time: Attack action; Components: C, H, Mas;
Range: Personal; Duration: 1 Round or instant; Save: Range: 30 ft *; Target: Up to one creature per level;
Will partial; CR: Yes *; Cost: 12 * Duration: Concentration (up to 1r/level) *; Save: *; CR:
You enhance your melee attacks by making gaze at- Yes; Cost: 4 *
tacks against your melee opponents. Each time you This technique lets you split your own shadow and
make a melee attack, the target must save or be denied stretch it out, attempting to control the movement of
its Dexterity bonus to Defense against the attack, as the your foes. The technique has three steps: extend the
target 'forgets' you moved, feeling as though the attack shadow, attach the shadow and maintaining the hold.
was made instantly. The technique cannot be used if you are blinded. Tar-
While this technique is active, attacks cannot apply gets larger than your size category increase the Chakra
more sneak attack dice than your Charisma modifier cost by 4 per size category larger, and count as two
creatures per size category larger when determining creases the minimum number of rounds this technique
how many targets you can have (i.e. a creature two siz- can be maintained by 1.
es larger than you counts as four creatures). The fifth step allows you to make a Concentration
Extend the Shadow: Your shadow can extend to 30 ft, check (DC 20) to avoid taking damage when a subject
plus 5 ft per size category of an object or creature in the takes damage, or to avoid having one or more subjects
shadow's path (Fine is 5 ft, Medium is 25 ft). This bonus suffer damage when you take damage.
range is doubled during sunrise or sunset, but halved
during midday. If there is little or no ambient light (a
KAGE MANE YUSOU NO JUTSU (SHADOW IMITATION TRANS-
PORTATION TECHNIQUE)
moonless or cloudy night), the technique's range in-
Ninjutsu (Shadow; Requires Kage Mane no Jutsu (t))
stead becomes 5 feet, with no bonus range. If a subject
[Nara Clan Hijutsu]
moves out of range at any time while Kage Mane no
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10
Jutsu is active, the technique ends on them immediate-
(DC 23); Time: Full-round action; Components: C;
ly.
Range: Close; Duration: Instant; Cost: 4
Attach the Shadow: Make a touch attack against the
You merge with your shadow and move yourself be-
shadow of each target. A shadow has a Defense of 10 if
hind a subject of your Kage Mane no Jutsu, arriving in
it's owner is unaware or flat-footed. Otherwise, use the
the square directly behind them on your next turn.
target's touch defense. A creature is unaware if it fails
This movement does not provoke attacks of opportuni-
to make a Spot check (DC 15) to see the shadows. A
ty.
creature caught once is considered to be aware of any
future attempts (GM's discretion). OROCHIMARU
Maintaining the Hold: Once hit, you must concen-
One of Konoha's legendary Sannin, Orochimaru turned
trate to maintain the hold. You can concentrate for 1
a dark path in trying to become an ultimate master of
round, plus 1 for every 2 Chakra you currently have
all techniques, conducting terrible experiments and
more than the creature held with the highest current
even joining Akatsuki for a short time. He had an in-
Chakra (minimum 3 rounds, maximum 1 round per
credible affinity for snakes, and has cheated death on
level). The DC to maintain concentration when dam-
numerous occasions.
aged increases by 5.
Once caught and held, subjects cannot take any ac- EDO FUUMETSU (SEALED APOCALYPSE)
tions other than talking, or performing techniques that Ninjutsu (Spacetime; Requires Ninjutsu 17 ranks)
require a swift or instant action (as long as it doesn't [Summoning, Orochimaru Kinjutsu]
require Mobility, Hand/Half Seals, or Physically Able), Rank: 9 (SS); Learn DC: 26, 8 successes; Perform: 14 (DC
though if the technique requires only Concentration 34); Time: Full-round action; Components: C, H, P;
and/or Material Focus it must make a Concentration Range: Medium; Area: One creature; Duration: 1r/level
check (DC 20) to successfully complete the technique. (D); Save: Will partial; CR: Yes; Cost: 12
Subjects will mimic any movements you make, A withered wooden coffin springs forth from the
though the movement will be mirrored if they are fac- ground within 15 ft of you. On your next turn, it opens,
ing you. If you attack, they will do so with the same sending eight shadowy hands to make ranged touch
attack bonus. attacks at a +10 bonus against the target. If at least five
You cannot force a subject to spend Chakra, though if attacks hit, a larger hand flies out to make another
you use a technique with hand seals or half seals that a touch attack at a +22 bonus, which will drag the target
subject also knows, it can choose to perform the tech- into the coffin if it hits.
nique at the same time as you. Subjects can make a Once it has caught a creature, the coffin sinks back
Strength check (DC 25) each round to resist the forced into the ground. Each round, the creature takes 1d4
movement, instead remaining motionless and taking no negative energy damage and must make a save to avoid
actions. taking 1 temporary Charisma damage.
If you take damage, all subjects suffer the same dam- If the target dies before it reaches 0 Charisma, the
age. If a subject suffers damage, you and all other sub- coffin surfaces and releases its corpse. If it reaches 0
jects suffer the same damage. Charisma before dying, it is completely healed of all
Mastery – Every step increases the technique's base damage caused by the technique and rises towards the
range by 5 ft (does not affect bonus range, does not in- surface, coming under your complete control for 1 hour
crease range in darkness or low lighting), and also in- per level.
FUUJA SAISEI (ART OF SNAKE REBIRTH) Medium-sized and smaller creatures of your type are
Ninjutsu (Requires Blood Pact (Snake) (f)) raised as 1HD zombies (See D20 Modern, p267) under
[Orochimaru Kinjutsu] your control. If those zombies move out of the area,
Rank: 14 (SS); Learn DC: 31, 8 successes; Perform: 19 they immediately deanimate. Unless a zombie's body is
(DC 39); Time: Swift action; Components: C, XP; Range: completely destroyed, it will rise again the next round.
Personal; Duration: Instant; Cost: * While performing the technique, you can freely
You shed your damaged body like a snake shedding its make Perform checks using the instrument held to im-
skin, and emerge unscathed. You are cured of all poi- press a person or crowd (as per the Perform skill).
sons and diseases, and are healed 10 HP per level. This Material Focus – A stringed instrument and sound
technique also removes being blinded, dazzled, deaf- amplifier.
ened, exhausted, fatigued, nauseated, paralyzed, sick-
ened and stunned.
KYOUMEISEN (VIBRATING SOUND DRILL)
Ninjutsu [Sonic, Otogakure Hijutsu]
If you are unable to act normally, you can still acti-
Rank: 5 (C); Learn DC: 18, 3 successes; Perform: 6
vate this technique, though doing so requires a Concen-
(DC 18); Time: Attack action; Components: C, S; Range:
tration (DC 20) or Chakra Control check (DC 45). The
Melee touch; Duration: Instant; Save: Fortitude partial;
cost of this technique is half of your maximum Chakra
CR: Yes; Cost: 4
Pool.
This complex technique deals 2d4+2 sonic damage to
XP – 5,000 XP.
the target, and if it fails a Fortitude save it becomes
SHOUSHAGAN NO JUTSU (BODY MOLD TECHNIQUE) deafened for 1d4+1 rounds, as well as becoming nause-
Ninjutsu [Orochimaru Kinjutsu] ated for 1d3 rounds.
Rank: 10 (S); Learn DC: 26, 7 successes; Perform: 14 (DC Material Focus – A worn sound amplifier.
30); Time: 1 full-round action; Components: C, H;
Range: Personal; Duration: 1h/level (D); Save: None;
ONBYOU NO JUTSU (SOUND WAVE NAUSEA TECHNIQUE)
Ninjutsu [Sonic, Otogakure Hijutsu]
Cost: 10
Rank: 3 (C); Learn DC: 16, 3 successes; Perform: 4
You take on the guise of a creature you are familiar
(DC 16); Time: Attack action; Components: E, H; Range:
with, assuming its voice and gaining a +20 bonus to
Melee touch; Target: One living creature; Duration:
Disguise checks when impersonating that creature. If
Instant *; Save: Fortitude negates; CR: Yes; Cost: 4
you have the creature's corpse available, you may dou-
You focus Chakra into your sound amplifier and touch
ble the Chakra cost to gain double the bonus to Dis-
the target with it, sending amplified sound waves into
guise and also adopt the creature's Chakra Signature. As
its body, nauseating them for 1d4 rounds.
a result, the corpse's facial features will melt away.
Material Focus – A worn sound amplifier.
OTOGAKURE OTOBAKUHA NO JUTSU (SOUND BLAST TECHNIQUE)
The Village Hidden by Sound was not so much a village Ninjutsu [Sonic, Otogakure Hijutsu]
as a network of secret bases and laboratories spread Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 9
across the world, set up by Orochimaru in an attempt (DC 22); Time: Attack action; Components: E, F, H;
to conduct his experiments away from the prying eyes Range: Medium; Area: 10 ft Burst; Duration: Instant *;
of the great shinobi forces of his time. Save: Fortitude halves and partial *; CR: Yes; Cost: 8
You focus Chakra through your sound amplifier, firing
BANKA NO JUTSU (RHAPSODY FOR THE FALLEN)
a powerful blast of sound that deals 4d6 sonic damage
Ninjutsu (Requires Perform (stringed instrument)
(Fortitude halves) and deafening creatures in the area
10 ranks) [Otogakure Kinjutsu]
for 1d4 rounds (Fortitude negates).
Rank: 9 (A); Learn DC: 24, 6 successes; Perform: 12
Empower – Spend 2 Chakra to increase the damage
(DC 26); Time: Full-attack action; Components: C, F;
by 1d6, up to 1d6 per 2 levels or 10d6.
Range: 0 ft; Area: 30 ft Burst; Duration: Concentration
Material Focus – A worn sound amplifier.
(up to 1r/level), plus 1 round; Save: Fortitude partial *;
CR: Yes; Cost: 8
Utilizing amplified sound waves, you damage the living
and manipulate the dead. Each round, living creatures
take 1d8 sonic damage and make a save to avoid becom-
ing deafened for 1 round. Each round, the corpses of
SAITOU HAJIME any thrown weapon specific benefits (such as feats or
A skilled and influential samurai from the manga and class abilities).
anime Rurouni Kenshin, based on the historical samu- Empower – Spend 3 Chakra to enlarge an additional
rai of the same name. thrown shuriken, up to 1 per 4 levels or 5 total.
Mastery – The third step allows you to increase the
GATOTSU: ZEROSHIKI (PIERCING FANG: ZERO FORM) cost to 4 per shuriken to increase the base damage to
Taijutsu (Strike; Requires Gatotsu: Isshiki (5), 3d8 and allowing the attacks to ignore up to one-
Gatotsu: Nishiki (5) and Gatotsu: Sanshiki (3)) quarter cover.
[Armed, Saitou Hajime Hijutsu] The fifth step allows you to increase the cost to 6 per
Rank: 9 (A); Learn DC: 24, 5 successes; Perform: 12 shuriken to increase the base damage to 4d8 and allow-
(DC 26); Time: Attack action; Components: E, F, Mob, ing the attacks to ignore up to one-half cover.
Mas; Range: Melee Attack; Target: One creature; Dura- Material Focus: 1 Shuriken per attack.
tion: Instant; Save: Fortitude partial; Cost: 6
You make a melee attack with your held weapon, HOKAGE SHIKI JIJUN JUTSU: KAKUAN NITTEN SUISHU (HOKAGE
which deals an additional 3d6 damage. If hit, the target STYLE RETIREMENT TECHNIQUE: DARKNESS SEALING PALM)
must make a save to avoid being knocked back 15 ft. If Fuinjutsu [Shodaime Hokage Hijutsu]
the target impacts a solid object, both it and the object Rank: 13 (SS); Learn DC: 30, 7 successes; Perform: 18
suffer 1d6 damage for every 15 ft of the knockback ef- (DC 38); Time: Full-round action; Components: C, H,
fect, and the target falls prone. M; Range: Close; Target: One Demonic creature; Dura-
Once used, your weapon flies from your grip and tion: Instant or Concentration (up to 5r); Save: Will
lands in the target's square. A Strength check (DC 20) negates (unwilling); CR: Yes; Cost: 24
lets it land in a square adjacent to you instead, and if You attempt to seal the qualities of demonic Chakra
you beat the DC by 5 or more you don't lose your grip that make the target frenzied. You scribe a seal on your
on the weapon at all. palm and thrust it towards the target, prematurely end-
Empower – Spend 2 Chakra to increase the additional ing any rage or frenzy effect it may be affected by.
damage by 1d6 and the knockback by 5 ft, up to 10d6 If you concentrate on the technique, the subject is re-
and 50 ft total. strained, causing the target to be unable to run and
Mastery – Each step grants you a +2 bonus to Strength have its effective Strength and Dexterity scores reduced
checks made to maintain your grip on the weapon. to 3 as long as it is within 500 ft of you.
Material Focus – A held piercing or slashing weapon. Seal Slots: 1 on your body.
Scribe – Fuinjutsu DC 28, 1 minute. Requires a bit of
SANDAIME HOKAGE your blood.
The third Hokage of Konoha, Sarutobi Hiruzen was also KUBIKIRI SHURIKEN NO JUTSU (DECAPITATING SHURIKEN
known by his moniker 'The Professor' and 'God of TECHNIQUE)
Shinobi', as he was easily one of the most knowledgea- Ninjutsu (Requires BaB +3) [Sandaime Hokage Hijutsu]
ble and skilful users of Ninjutsu in the world, and was Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
said to be the most powerful of all Kage in his prime. (DC 18); Time: Attack action; Components: E, H, Mob;
HOKAGE IZOU HIJUTSU: KUBIKIRI SHURIKEN – NIHAN! Effect: Enlarges a shuriken; Duration: Instant; Cost: 1
(HOKAGE'S SECRET LEGACY TECHNIQUE: DECAPITATING SHU- Created by the famed third Hokage, this technique en-
RIKEN – MARK II!) larges a simple shuriken to great size. Make a single
Ninjutsu (Requires Kubikiri Shuriken no Jutsu (3)) thrown attack with a shuriken, which enlarges mid-
[Sandaime Hokage Hijutsu] flight, increasing it's base damage to 1d8. For the pur-
Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 13 pose of this attack, the shuriken's range increment is
(DC 27); Time: Full-attack action; Components: C, E, H, doubled.
Mob; Range: Thrown attack; Duration: Instant; Cost: 3 Empower – Spend 1 Chakra to enlarge the shuriken
You make a full-attack with shuriken, one of which by 1 step (up to 5 steps). Each step increases its damage
enlarges mid-flight. An enlarged shuriken's weapon based on the following progression: 1d8, 1d10, 2d8,
damage increases to 2d8, and you apply 1.5 times your 3d8, 4d8, 6d8. At 4d8 or higher, it ignores any cover
Strength modifier to damage. You may choose to throw below ¾ and deals double damage to objects. Empow-
fewer shuriken than you are able. If you throw more ering this technique requires you to be level 3, plus 2
than one shuriken, the attacks will not benefit from per size increase.
Mastery – The third step allows you to apply double ten checks to notice anything in the vicinity of your
your Strength modifier to damage if the shuriken's base physical body. If the technique is dismissed or disrupt-
damage has been empowered to at least 3d8. ed, these penalties clear after one round. If the tech-
Material Focus – One shuriken. nique duration expires because it's duration is up, the
penalty clears after three rounds, and you will be fa-
SHURIKEN KAGE BUNSHIN NO JUTSU (SHURIKEN SHADOW REP- tigued until you take a short rest.
LICATION TECHNIQUE)
Material Focus - A crystal ball (Purchase DC 27).
Ninjutsu [Sandaime Hokage Hijutsu]
Rank: 4 (A); Learn DC: 19, 5 successes; Perform: 7 SANDAIME KAZEKAGE
(DC 21); Time: Attack action; Components: E, F, H;
The third Kazekage is said to be the strongest in the
Range: 40 ft; Area: Cone; Duration: Instant *; Cost: 6
village's history, and even recreated (to some extent)
This technique is based on Kage Bunshin, and allows
the abilities displayed by the One-Tailed Beast's Jin-
you to create duplicates of a weapon after it's been
chuuriki. He met an untimely end at the hands of Sa-
thrown. The basic use of this technique creates two
sori of the Red Sands, who turned his body into a hu-
Shuriken Kage Bunshin, which each target a creature in
man puppet.
the area. Make an attack roll for each Shuriken Kage
Bunshin. On hit, the Shuriken Kage Bunshin deals SATETSU (IRON SAND)
damage as though three thrown weapons had hit, Fuinjutsu [Sandaime Kazekage Kinjutsu]
though you do not apply a Strength bonus beyond +1 Rank: 14 (S); Learn DC: 30, 7 successes; Perform: 18 (DC
(for example, if you have a Strength score of 14 and 34); Time: 1 Hour; Components: C, M *; Range: Person-
throw a kunai, a hit will deal 3d4+3 damage). al; Duration: Permanent; Save: *; Cost: 40
Bonus damage (such as from sneak attack, master- Inspired by the bearer of the Shukaku, this ritual was
craft, weapon seals, feats or class abilities) only applies designed to grant similar powers by sealing a mass of
once to each hit, rather than three times, and the Shu- sand and iron into your body. Upon completion, you
riken Expert abilities Precise Throw and Bullseye do gain the Satetsu Template (p346), and your weight in-
not apply to attacks made with this technique. creases by 40 lbs. You suffer 1d2 temporary negative
Empower – Spend 3 Chakra to increase the number of levels (Fortitude DC 25 negates). If you fail the save,
Shuriken Kage Bunshin by 1, up to 1 per 2 levels total. you must make a second save after 24 hours to avoid
Material Focus – One small thrown weapon per Shu- the negative levels becoming permanent. The seals
riken Kage Bunshin. cannot be broken or removed except by you.
Seal Slots: 3.
TOMEGANE NO JUTSU (TELESCOPE TECHNIQUE) Scribe – Fuinjutsu DC 29, 10 minutes.
Ninjutsu [Sandaime Hokage Hijutsu]
Rank: 14 (SS); Learn DC: 31, 7 successes; Perform: 19 SARUTOBI ASUMA
(DC 39); Time: 1 Minute; Components: C, F, S; Range:
Son of the Third Hokage, Asuma was once a member of
1,000ft/level; Effect: Observe remote locations; Dura-
the Fire Country's Twelve Guardian Ninja, an elite
tion: 1m/level (D); Cost: 15
shinobi team meant to protect the Daimyo. After the
You send out your Chakra, allowing you to create an
group fell apart to infighting, he returned to Konoha
invisible, immaterial 100 ft'cube' within which you can
and served as a capable squad leader before being killed
observe as though you were actually present: you can
by Akatsuki.
see and hear, use Spot and Listen, and your Sense Chak-
ra ability (if you have it) is always active. This 'cube' HIEN JUTSU: IPPO (FLYING SWALLOW TECHNIQUE: FIRST STEP)
starts anywhere within range, and can move up to 200 Ninjutsu (Fuuton; Requires primary affinity (Wind))
ft per round in any direction of your choosing. If an [Sarutobi Asuma Hijutsu, Wind]
area is filled with a high amount of lingering or foreign Rank: 4 (C); Learn DC: 17, 3 successes; Perform: 5
Chakra that is not yours, you may not be able to enter (DC 17); Time: Move action; Components: F; Range:
that area. Touch; Target: Held bladed weapon(s); Duration:
The observations you make are all displayed through 1r/level (D); Cost: 1
a crystal ball, upon which you must focus to properly You channel a focused stream of wind Chakra into your
receive the information and control the area you ob- held weapon(s). The Chakra extends the cutting edge of
serve. While observing, your awareness is partially out the blade(s), granting you a +1 bonus to attack rolls
of your body and you take a -8 penalty to Spot and Lis- with them against creatures that cannot See (Through)
Chakra and your attacks with these weapons count as adjacent to and outside of the prison. Creatures trapped
Chakra enhanced. The technique immediately ends for within the prison take 1d6 cold damage every minute,
any weapon that leaves your grip. which can be prevented by any item or effect that pro-
Material Focus – One or more bladed weapons with a tects against cold weather.
Containment weapon seal. The prison consists of 40 pillars of ice, which project
your image to those inside the prison, and each pillar
SHIROIKUMO SUZUYOSHI has the following statistics:
An elite assassin from Kumogakure, this elusive figure
 5 HP.
was known to be capable of slaughtering entire for-  Fire, electric and wind resistance 15.
tresses without being noticed.  Immunity to cold and water damage.
 Immunity to rays and thrown weapons, which are
SHIROI KUMO NO JUTSU (WHITE CLOUD TECHNIQUE) reflected back to their origin (the creature will ap-
Ninjutsu (Suiton) ply the attack roll/effects against itself).
[Water, Shiroikumo Suzuyoshi Hijutsu]  If destroyed by a melee attack, the attacker takes
Rank: 8 (B); Learn DC: 22, 4 successes; Perform: 10 1d4 cold damage.
(DC 23); Time: Attack action; Components: C, S; Range:
Any cone or line attack used against the pillar(s) will
Personal; Effect: 15 ft radius, 10 ft high cloud; Duration:
also reflect back up to 10 ft with the same (Line) or
1r/level (D); Cost: 8
maximum (Cone) possible width of the effect used.
Developed by an elite Hidden Cloud assassin, this tech-
Such attacks still damage the pillar(s) normally. Once at
nique creates a thick, white fog that carries your Chak-
least 15 adjacent pillars are destroyed, the prison crum-
ra. Any creature sensing Chakra immediately detects it,
bles. If you fall unconscious or die, the prison immedi-
and the entire cloud has your Chakra Signature and
ately collapses (no ill effects).
counts as a Strong source. The fog obscures all sight
Material Focus – At least 75 ft3 snow or ice nearby.
beyond 5 ft and remains stationary once created, and
counts as a dense fog for the purpose of concealment MUHYOUGETEN (MIRAGE OF A FROZEN MOON IN THE HEAVENS)
(D20 Modern, p146). Ninjutsu (Hyouton) [Cold, Shiseiten no Akira Hijutsu]
By concentrating for a move action, you can increase Rank: 12 (S); Learn DC: 28, 6 successes; Perform: 16 (DC
the size of the cloud’s radius or height by 5 ft, up to a 32) *; Time: Full-attack action; Components: C, H *;
total maximum of a 30 ft radius and 20 ft height. A Range: Medium; Area: 20 ft Cube; Duration: 1r/level;
moderate wind (11+ mph) disperses the cloud in 5 Save: Reflex negates; CR: Yes; Cost: 12
rounds, while a strong wind (21+ mph) does so in a sin- You can use this technique without hand seals if you
gle round. While within the cloud and sensing Chakra, wield a melee weapon. If you do, the technique can
you (and nobody else) can locate any creature or object only affect an area adjacent to you, performing the
within the fog, moving and attacking them as though technique does not provoke attacks of opportunity, and
you could see them clearly. the Perform Requirements are increased by 6. Crea-
tures within the area are trapped in prisons of ice (as
SHISEITEN NO AKIRA with Hyourou no Jutsu, p159) and suffer 5d8 cold dam-
A member of the Mibu Clan's Shiseiten, Akira is one of age. A Strength check (DC 40) can be made to break a
the most powerful samurai within the clan, and carries single square of ice, breaking free any creature trapped
special techniques combining his swordplay with dead- inside of it.
ly ice techniques. As an instant action at any time, you can shatter one
or more squares of the prison, freeing creatures held
HYOUKENSEISOU (ETERNITY TRAPPED IN ICE) within those squares and dealing 6d8 cold damage to
Ninjutsu (Hyouton) [Cold, Shiseiten no Akira Hijutsu]
them (no save). The same thing happens when the
Rank: 10 (S); Learn DC: 26, 6 successes; Perform: 14 (DC
technique ends. The ice prisons are immune to physical
30); Time: Full-round action; Components: C, F, H;
damage dealt by characters that don't have an active
Range: Close; Area: 20 ft cube; Duration: 1m/level (D);
Strength Rank of 4 or higher, and have 200 HP each.
Save: None *; CR: Yes; Cost: 18
You raise many pillars of ice to encase the area, trap- SUNAGAKURE
ping all creatures within the area in an icy prison.
The Village Hidden by Sand, or Hidden Sand, is the
When the prison is created, it deals 2d6 damage (half
hidden village of the Wind Country, located inside a
cold, half piercing. Reflex DC 15 halves) to all creatures
vast desert. Though isolated, it has played an important
part in world events, and is most known as both the taking 6d6 wind damage each round. Creatures picked
place where puppetry techniques were created and the up by the tornado also move upwards 40 ft each round.
place where the One-Tailed Beast was held. Once a picked up creature exits the tornado, it may
suffer fall damage as normal, and will travel 2d6 x 10 ft
DAISAN NO ME (THIRD EYE) in a random direction as it is forcefully thrown out.
Ninjutsu [Sunagakure Kinjutsu]
The tornado uproots trees, destroys buildings and
Rank: 7 (B); Learn DC: 21, 5 successes; Perform: 9
causes comparable kinds of destruction within the area
(DC 22); Time: Full-round action; Components: C, H, X;
of the technique.
Range: 100 ft/level; Effect: One artificial eye; Duration:
Blown Away – The creature is knocked back 1d6 x
1m/level (D); Cost: 4
10ft and takes 1d6 damage per 10 ft, and ends up prone.
Infusing a small bit of sand or dirt with Chakra, it forms
Flying creatures are thrown back 2d6 x 10 ft and take
into an eye that can see up to 150 ft away using normal
2d6 damage (total).
vision and your Spot check modifier, though you suffer
Knocked Down – The creature is knocked prone. Fly-
a -4 penalty to Spot checks while it is active (penalty
ing creatures are instead thrown back 1d6 x 10ft.
does not affect the eye's spot check modifier).
Checked – The creature is unable to move towards
You can command the eye freely; it is a Fine con-
the tornado, or directly into the winds. Flying creatures
struct with a fly speed of 30 ft (good maneuverability),
are instead thrown back 1d6 x 5ft.
a +16 Hide modifier, a +8 size bonus to Defense and has
1d4 HP. If it moves past the technique's range or is de- TAKIGAKURE
stroyed, it vanishes without a trace. The eye is subject
The Village Hidden by a Waterfall, or Hidden Water-
to genjutsu and vision altering effects as though it were
fall, was a minor village in a small country. Despite its
you.
minor stature, its unusual number of high-level Jounin
Material Focus – A handful of dirt, sand or soil.
allowed it to capture a Tailed Beast for itself.
TATSUMAKI NO JUTSU (TORNADO TECHNIQUE) MIZUKIRI NO YAIBA (WATER EDGE BLADE)
Ninjutsu (Fuuton) [Wind, Sunagakure Hijutsu]
Ninjutsu (Suiton) [Water, Takigakure Hijutsu]
Rank: 14 (S); Learn DC: 30, 6 successes; Perform: 18 (DC
Rank: 6 (C); Learn DC: 19, 3 successes; Perform: 7
34); Time: Full-round action; Components: C, H; Range:
(DC 19); Time: Attack action; Components: F, S; Range:
Long; Area: 400 ft tall, 60 ft radius Cylinder *;
Personal; Effect: One water blade; Duration: 1r/level
Duration: 1 Minute *; Save: *; Cost: 30
(D); Cost: 6
This extremely powerful and dangerous technique al-
You infuse a small amount of water with Chakra, form-
lows you to greatly amplify the speed and direction of
ing into a water blade that has the same characteristics
winds in a small area, creating a tornado. The tornado
as a ninja-to. You are automatically proficient with the
will form over 1d4+1 rounds, after which it takes full
blade, the blade deals 2 additional water damage and it
effect and lasts for 1 minute. Once complete, each
counts as Chakra-enhanced when bypassing damage
round the tornado has a 50% chance to move 250 ft in a
reductions. If the weapon leaves your grip, it immedi-
random direction. Though the tornado's 'funnel' (the
ately loses its shape.
direct barrier of winds that touches the ground) only
Material Focus – At least 10 Litres of water nearby.
has a 30 ft radius, the tornado's howling winds still af-
fect the entire area. TENSHUNREIKEN CLAN
All flames are extinguished in the area, and ranged
Not much is known for this clan of Kumogakure, save
attacks of any kind become impossible. The howling
for its aptitude for quick and brutal assassinations.
winds make Listen checks impossible as well. Medium-
sized and smaller creatures within the area are sucked TENSHUNREIKEN (HEAVENLY SPIRITUAL FIST)
into the funnel (Fortitude DC 30 negates). Large crea- Ninjutsu (Raiton)
tures are blown away, Huge creatures are knocked [Electric, Sonic, Tenshunreiken Clan Hijutsu]
down and creatures larger than that are checked.Flying Rank: 11 (A); Learn DC: 26, 5 successes; Perform: 14
creatures count as one size category smaller to deter- (DC 28); Time: Attack action; Components: E, H; Range:
mine how they are affected. Melee Touch; Target: One creature; Duration: Instant *;
Creatures who come into contact with the funnel are Save: Fortitude partial; CR: Yes; Cost: 10
picked up and will fly around uncontrollably inside the This technique was designed by Tenshunreiken Zacki
tornado for 1d10 rounds (or until the tornado ends), of the Hidden Cloud, to serve as a method of quick as-
sassination or execution. Usage immediately surrounds SENNINRIKI (STRENGTH OF A THOUSAND)
your hand with a crackling, golden halo of energy. You Taijutsu (Strike; Requires Chakra Control 18 ranks,
may use this energy in two ways: Either to make an Power Attack (f) and Kairiki (5)) [Tsunade Hijutsu]
immediate touch attack (as part of the technique), or Rank: 12 (A); Learn DC: 27, 5 successes; Perform: 15
you may hold the charge for up to 1 round per level, (DC 29); Time: Attack or instant action *; Components:
and make a melee touch attack with it at a later time. C, E, Mas; Range: *; Target: *; Duration: 2 Rounds *;
Such an attack counts as armed, and so does not pro- Save: Fortitude partial *; Cost: 5
voke attacks opportunity. Once the charge hits a crea- You increase your effective size category by 1 for the
ture, it dissipates. purposes of determining your bull rush, grapple, over-
A creature hit by the charge takes 2d6 piercing, elec- run and trip check bonuses.
trical and sonic damage (each, 6d6 total), and the target Instant Action: The technique requires you to spend 2
must save against being paralyzed for 1d3 rounds. Kairiki charges, and you also gain a +4 bonus to
Empower – Spend 1 Chakra to increase the damage of Strength checks made to break bonds or barriers such
any one type by 1d6, up to 6d6 total damage per energy as doors or walls per charge spent.
type. You cannot add more than 2 damage dice per 3 Attack Action: You make an unarmed melee attack
levels. against a creature or object. You can spend 2 Kairiki
charges to deal 1d6 additional damage against the crea-
TSUNADE ture and force it to make a save to avoid being pushed
Known as the Fourth Hokage, Tsunade was one of the back 1d4x5 ft. Against an inanimate object, the addi-
legendary Sannin and was one of the most distin- tional damage is 1d10, and the attack ignores all hard-
guished masters of medical ninjutsu, as well as being a ness, but does not push back the target.
capable fighter with inhuman strength. You gain 1 Kairiki charge per round, and the effective
size category increase also applies to your carrying ca-
KAIRIKI (SUPERHUMAN STRENGTH) pacity and your ability to wield weapons. The bonuses
Chakra Control (Requires Chakra Control, Knowledge
granted by this technique do not stack with those
(E&L Sciences), Ninjutsu and Taijutsu 15 ranks)
granted by active Strength Ranks.
[Tsunade Hijutsu]
Empower – Spend 1 Kairiki charge to improve your
Rank: 8 (B); Learn DC: 22, 4 successes; Perform: 10
carrying capacity by 50%, and/or spend 2 charges to
(DC 23); Time: Attack action; Components: C, E, Mas;
increase your effective size category by another 1,
Range: Personal; Duration: 1 hour (D); Cost: 3
which increases the damage and pushback by 1 die
This technique, once used, grants two charges that can
when using the technique as an attack action.
be used to amplify your physical strength. You can
Mastery – The fifth step reduces the cost for the At-
concentrate as a swift action and spend up to 5 Chakra
tack action version to 1 strength charge per additional
to gain as many charges. When you run out of charges,
die of damage (and pushback).
the technique ends. Charges can be spent to gain a +1
bonus to weapon damage per charge spent for 1 round, TENSHU KYAKU (SKY-SPLITTING HEEL DROP)
up to +5. Every 2 charges spent in a round increases Chakra Control (Requires Hijutsu: Senninriki (t))
your base carrying capacity by 50% that round. [Tsunade Hijutsu]
Empower – Spend 1 Chakra to gain an additional Rank: 8 (B); Learn DC: 22, 4 successes; Perform: 10
charge. (DC 23); Time: Attack action; Components: C, Mob;
Mastery – Each step increases the maximum possible Range: Personal; Area: 20 ft Burst *; Duration: Instant;
bonus to weapon damage by +1. Save: *; Cost: 6
The first, third and fifth step increase the amount of You focus Chakra into a part of your body, which you
Chakra you can spend when concentrating to gain use to strike the ground below you to create a powerful
charges, by 1 each. shockwave. Any creature finding itself underground
The fifth step requires ECL 12 to achieve, and allows and within 30 ft of the surface is thrown upwards 1d6 x
you to ignore any hardness of 8 or lower while this 5 ft and takes 2d6 bludgeoning damage. Creatures
technique is in effect. standing on the ground are instead knocked prone (Re-
flex negates). You are unaffected by this technique.
UKE RENDAN (LUCKY COMBO) UCHIHA SASUKE
Taijutsu (Strike) [Tsunade Hijutsu] The sole survivor of the great Uchiha massacre, Sasuke
Rank: 7 (A); Learn DC: 22, 5 successes; Perform: 10 had a troubled youth, but became a key player in the
(DC 24); Time: Full-attack action; Components: Mob; events of the Fourth Shinobi War. He was Uzumaki
Range: Melee Attack; Target: One creature; Duration: Naruto's great rival during most of this period, though
Instant; Cost: 7 they ultimately became close friends.
This technique is a wild card, a true random chance
technique that can result in a very deadly combo or a CHIDORI NAGASHI (THOUSAND BIRDS CURRENT)
very useless one. Roll d20 per level. Each time you roll Ninjutsu (Raiton; Requires Chidori (3))
a 7, you gain a cumulative +1 luck bonus to attack rolls [Electric, Uchiha Sasuke Hijutsu]
made for this technique. Each time you roll a 13, you Rank: 8 (B); Learn DC: 22, 4 successes; Perform: 10
gain a cumu-lative -1 penalty to attack rolls made for (DC 23); Time: Attack action; Components: C, S, E, F,
this tech-nique. Each time you roll a 20, you can make Mas; Range: Touch; Target: Touched weapon; Duration:
an attack at your highest attack bonus against the tar- 1r/2 levels (D); Save: Fortitude partial; CR: Yes; Cost: 8
get. You channel the power of a chidori into a weapon with
If you roll two consecutive 1s, you cannot roll any a Containment seal, allowing its attacks to ignore 10
more dice. Any other number rolled has no effect. Re- hardness, 2 points of armor or shield bonus to Defense,
sults for attack rolls will not grant the random effects and make it deal 1d6 electric bonus damage on hit (not
this technique may grant. multiplied on critical hits). Attacks made count as
Chakra enhanced to bypass damage reduction.
UCHIHA ITACHI As a swift action, the technique can be dismissed to
As a member of Akatsuki and the person who slaugh- deal 1d6 electric damage to a creature within 10 feet,
tered his entire clan (save one), Itachi is one of the most forcing them to make a save to avoid being staggered
high-profile criminals to have ever come from Konoha, for 1 round and being knocked prone. If the weapon
and was highly skilled in the use of his Sharingan and loses contact with your hand for more than one round,
its potential for powerful Genjutsu. the technique ends.
Mastery – The third step lets you spend 4 Chakra to
GOUENKYUU (GREAT BLAZING SPHERE) have the weapon deal 1d10 electric damage on critical
Ninjutsu (Katon; Requires Goukakyuu no Jutsu (5)) hits, and add 1d6 concussion damage when discharged.
[Fire, Uchiha Itachi Hijutsu] The fifth step lets you spend 2 Chakra to increase the
Rank: 9 (S); Learn DC: 25, 6 successes; Perform: 13 damage on hit to 1d10, and increase the damage on dis-
(DC 29); Time: Attack action; Components: E, Mas, S; charge by 1d6 electric.
Range: 50 ft *; Area: 15 ft wide Line followed by a 30 ft Material Focus – The weapon with a containment
Burst; Duration: Instant; Save: Reflex half; CR: Yes; seal.
Cost: 10
A powerful improved version of the classic Uchiha CHIDORI SENBON (THOUSAND BIRDS NEEDLES)
fireball technique, you fire a flaming orb that travels up Ninjutsu (Raiton; Requires Chakra Control 15 ranks
to the technique's range (your choice) as a line attack, and Chidori (5)) [Electric, Uchiha Sasuke Hijutsu]
then explodes. Creatures caught in the explosive Burst Rank: 3 (S); Learn DC: 19, 6 successes; Perform: 7
take 7d6 fire damage, while creatures only caught in (DC 23); Time: Attack action; Components: C, Mob, E;
the Line take half as much damage. Range: Close; Target: One creature per needle; Dura-
Empower – Spend 1 Chakra to increase the damage tion: Instant; CR: Yes; Cost: 3
by 1d6, up to 1d6 per level of 18d6 (whichever is low- You must have a chidori or raikiri effect (or a derivative
er). thereof) active. You channel Chakra into the effect and
Mastery – Increase the range by 5 ft per step, or in- fire two needles of electricity, dealing 1d4+1 electric
crease the radius of the Burst by 5 ft per two steps (cho- damage each. You can select a target within range for
sen when performing). each needle, and can target the same creature multiple
times. The needles automatically hit, ignoring cover
and concealment (except total cover or concealment),
and cannot be evaded with avoiding an attack actions.
Empower – Spend 1 Chakra to fire an additional nee-
dle, up to 1 per level or 10 total (whichever is lower).
SHISHI RENDAN (LION COMBO) Empower – Spend 1 Chakra to increase the damage
Taijutsu (Strike; Requires Kage Buyou (t)) by 1d8+1, up to 16d8+16 total. Every 2 additional dice,
[Kick, Uchiha Sasuke Hijutsu] increase the Perform Requirements by 1.
Rank: 4 (C); Learn DC: 17, 3 successes; Perform: 5
(DC 17); Time: Full-attack action; Components: Mob;
NARUTO RYU: SENJUTSU – HIRYAKU (NARUTO STYLE: TACTICS
Range: Melee Attack; Target: One creature; Duration:
– EVASIVE MANEUVER)
Ninjutsu (Requires Kage Bunshin no Jutsu (t))
Instant; Cost: 3
[Uzumaki Naruto Hijutsu]
Make an unarmed full-attack against the target. If at
Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 9
least one attack hits, you gain a free trip attempt against
(DC 22); Time: Instant action; Components: H, Mas;
the target, for which you gain a +2 bonus to the check
Range: Personal; Duration: Instant; Cost: 4
per attack that hit. If the trip attempt is successful, you
You must be next to an empty square to use this tech-
may make an attack of opportunity against the target,
nique, with which you summon a clone that pulls you
which is made as though you performed Todome
out of harms way. In addition, you cannot use this
(p224).
technique if immobilized, entangled or otherwise pre-
If used as a follow-up to Kage Buyou, the trip attempt
vented from moving to a different square, and can only
automatically succeeds, and the target will be prone
use this technique once per day.
when it lands. If the target was knocked up high
Avoiding an Attack (1/day): Minimum DC 22. Can be
enough to take fall damage when landing, it cannot
used against techniques allowing a Reflex save for half
make a Tumble check to reduce or avoid that damage.
damage, in which case the Perform DC increases by an
You will land in a square adjacent to the target.
additional 5. Can defend against a source with a CR of 5
UZUMAKI NARUTO or lower. If successful, a clone throws you into an adja-
cent square. You do not provoke attacks of opportunity
One of the most prolific ninja of his time, Uzumaki
with this movement. If the attack required an attack
Naruto was the son of the Fourth Hokage, and although
roll, you avoid it. If the attack required a Reflex save,
his early shinobi career did not indicate much poten-
you may make a second save and use the higher of both
tial, his willpower and dedication led him to become
saves as your final result, and you count ass though
one of the most powerful shinobi known, though much
having Evasion (or Improved Evasion if you already
of this is also due to the Nine Tailed Beast sealed inside
have Evasion) against that specific attack.
of him.
The summoned clone expires immediately, and you
KUROI RASENGAN (DARK SPIRAL BLAST) suffer 1d4+1 damage from its creation.
Ninjutsu (Katon; Requires Overwhelming Chakra (a) Mastery – Each step allows you to use the technique
and Rasengan (t)) [Fire, Uzumaki Naruto Hijutsu] an additional time per day, and increases the CR which
Rank: 9 (A); Learn DC: 24, 5 successes; Perform: 12 you can evade up to a certain number, which may also
(DC 26); Time: Attack action; Components: C, E; Range: increase the cost.
Personal; Duration: 1r/level; CR: Yes; Cost: 12 * The first step increases the maximum CR to 10. Each
This improved version of Rasengan is made by infusing subsequent step increases the CR by an additional five
it with the Kyuubi's Chakra. To pay for this technique, (up to 25 at step four), but also increases the cost to do
you must use the Overwhelming Chakra ability, and so by one per step (up to 7 Chakra at step four).
spend all of the Chakra gained to pay for (part of) this
technique. The resulting rasengan is a dark red orb of
OODAMA RASENGAN (GREAT SPHERE SPIRAL BLAST)
Ninjutsu (Requires Rasengan (3)) [Force, Uzumaki
swirling flames, which will blind any creature that
Naruto Hijutsu]
looks at it for 1 round, as long as they can See
Rank: 10 (S); Learn DC: 26, 6 successes;
(Through) Chakra and are within 30 ft (Fortitude DC
Perform: 14 (DC 30); Save: Fortitude partial; Cost: 14
15 negates).
This technique is identical to Rasengan (p327), except
This technique creates the Kuroi Rasengan only, and
as noted above, and the sphere is much greater, becom-
it can then be used to attack with, much like the
ing a Force effect. On hit, the target is stunned for
Rasengan. On hit, it deals 9d8+9 fire damage, pushes
1d4+1 rounds rather than being knocked back.
the target back 1d4 x 5 ft, and the target will catch on
Empower – As Rasengan, except you can empower up
fire for 1d4+1 rounds.
to 20d8 damage total, and the Perform Requirements
do not increase when empowering.
UZUMAKI NARUTO RENDAN (NARUTO UZUMAKI COMBO) rest of the encounter, and the possession ends immedi-
Taijutsu (Strike; Requires Kage Bunshin no Jutsu (t)) ately after using this technique. While exhausted, this
[Uzumaki Naruto Hijutsu] technique cannot be used.
Rank: 5 (A); Learn DC: 20, 5 successes; Perform: 8 (DC
22); Time: Full-attack action; Components: C, Mob;
SHINRANSHIN NO JUTSU (BETRAYAL TECHNIQUE)
Genjutsu (Compulsion)
Range: Melee Attack; Target: One creature; Duration:
[Mind-Affecting, Yamanaka Clan Hijutsu]
Instant; Cost: 4
Rank: 11 (S); Learn DC: 27, 6 successes; Perform: 15 (DC
You must have four to eight physical clones adjacent to
31); Time: Attack action; Components: C, H; Range:
the target in order to use this technique, which will
Close; Target: One living creature; Duration: Concen-
also require those clones to use their actions. Each of
tration (up to 1r/level); Save: Will negates; CR: Yes;
the clones make an unarmed attack at their highest
Cost: 10
attack bonus against the target, which deals normal
You ensnare the mind of the subject, having it perform
damage and knocks the target up 5 ft per hit. Once the
a command to the best of its ability (such as attacking a
target is knocked off the ground, it loses its Dexterity
creature within its line of sight). The target's body will
bonus against further attacks. If the target is out of
follow your order, but the subject's head (and thus, its
reach for a clone, the clone must make a Jump check
mouth) remains under its own control. While under
(DC varies) to reach it and make its attack.
your control, the creature cannot use any techniques.
After the clones have attacked the target, you launch
yourself at the target, gaining a +4 bonus to the Jump SHINTENSHIN NO JUTSU (MIND TRANSFER TECHNIQUE)
check for each clone used (maximum +20). If the check Ninjutsu (Requires base Will save modifier +2)*
is sufficient to reach the target, you make an unarmed [Yamanaka Clan Hijutsu]
attack against them, which deals double damage and Rank: 4 (C); Learn DC: 17, 3 successes; Perform: 5
smashes the target down to the ground, causing it to (DC 17); Time: Full-round action; Components: H;
suffer 2d6 fall damage, as if it had fallen 20 ft. Range: Close; Area: 5ft wide Line *; Duration: 1r/level
The target cannot be more than two size categories (D); Save: Reflex and Will negates *; CR: Yes; Cost: 6
larger than you. If the target attempts to reduce or ne-
gate fall damage with the Tumble skill, the DC to do so *Base Will save is the bonus gained from your class(es).
increases by 10 (Jump cannot reduce this fall damage). This signature technique of the Yamanaka Clan allows
If you are unable to reach the target, you will not at- you to send out your mind to control another creature's
tack it. It still suffers fall damage, though the DC to body. The technique affects the creature within the
decrease fall damage is not increased. area that is closest to you. If that creature does not
identify the technique or if it is unable to move suffi-
YAMANAKA CLAN ciently (because it is pinned or paralyzed, for example),
One of Konoha's many shinobi clans, the Yamanaka it cannot make a Reflex save to avoid it. If the creature
clan is known for its unique style of techniques which succeeds at the Reflex save, it will take 1d6+1 rounds
allow them to exert control over the bodies of their for your mind to return to your body (see below).
opponents. If the creature is hit, it may make a Will save to resist
SHINMETSU NO JUTSU (MIND RUIN TECHNIQUE) the technique only if it is at least 5 levels higher than
Ninjutsu (Requires Shintenshin no Jutsu (5)) you. If that save succeeds, you take 1d6 damage for eve-
[Yamanaka Clan Hijutsu] ry 5 points by which they beat the save DC. If the
Rank: 8 (A); Learn DC: 23, 5 successes; Perform: 11 technique succeeds, your body falls unconscious while
(DC 25); Time: Attack action; Components: C, H; Effect: your mind takes over the target. Once your mind re-
Damages controlled target; Duration: Instant; Save: Will turns, you immediately wake up. While possessing a
partial; CR: Yes; Cost: 6 body, you lose all your physical attributes and gain
You damage the mind of a creature you currently those of the target's (except HP), which amounts to
possess with Shintenshin no Jutsu, dealing 3d6 damage gaining the following:
and having it make a Will save to avoid 1d10 Charisma  The target's creature type, natural armor, natural
damage. This damage does not affect your own body weapons, movement speed and other physical
and mind. The second time this technique is used with- characteristics of its body.
in a 24 hour period, you are fatigued for the rest of the  The target's Str, Dex and Con scores, which now
modify your statistics and die rolls (except for
encounter. The third time leaves you exhausted for the
HP).
 The target's Chakra Signature and current Chakra You disappear in a flash of yellow Chakra and instantly
Pool, as well as its Elemental Affinities. appear in a square adjacent to a creature of your choice
 The target's Extraordinary abilities and qualities
that is carrying your Shikei no In. When you arrive,
(if any), and any Supernatural or Spell-like abili-
ties that were already active, for as long as their you can make a hide check as a free action to attempt to
durations remain. Strength and Speed ranks are remain undetected.
inaccessible and inactive.
 You lose all of the statistics and abilities listed RASENGAN (SPIRAL BLAST)
above that your own body possesses. You retain Ninjutsu (Requires Chakra Control 11 ranks)
your supernatural and spell-like abilities. [Force, Yondaime Hokage Hijutsu]
Rank: 7 (A); Learn DC: 22, 5 successes; Perform: 10
Note that your new statistics may make you unable to
(DC 24); Time: Attack action; Components: C, E; Effect:
use some of the feats or special abilities, such as if an
One Rasengan; Duration: 1r/level; CR: Yes; Cost: 11
ability score does not meet its prerequisite.
An extremely powerful technique devised by the fourth
There is no limit to how far you may travel with the
Hokage, this complex technique has you spin Chakra
possessed body, and if you take an action which the
into the palm of your hand, forming a sphere of great
subject is strongly against, it can attempt a Will save to
power. Once created, the sphere can be used to make a
end the technique and regain control of its body. While
melee touch attack, either as an attack action or as part
possessing the body, treat your HP as a separate pool
of a full-attack action. Once used it is discharged re-
from the subject's own HP: the subject's body will suf-
gardless of whether it hit. The rasengan can be held for
fer damage as normal, and half of such damage is also
up to 1 round per level before it dissipates.
dealt to your own HP. If your real body is damaged,
A target hit by the rasengan takes 7d8 force damage,
reduce your HP accordingly.
and will be pushed back a number of feet equal to half
When your real body is reduced to 0 HP or below,
the damage dealt (rounded to the nearest 5 ft unit).
the technique ends and you fall unconscious after re-
Empower – Spend 1 Chakra to increase the damage
turning to your real body. If your real body dies, you
by 1d8, up to 1d8 per level or 18d8 total, whichever is
die. If the possessed body is reduced to 0 HP or below,
lower. For every 2 Chakra spent this way, the Perform
you act as normal, though if the possessed body dies,
Requirements of this technique increase by 1.
you also die. All conditions and afflictions suffered re-
main with the possessed body, but any Int, Wis or Cha SHIKEI NO IN (CAPITAL PUNISHMENT SEAL)
damage sustained while possessing a creature is applied Fuinjutsu (Advanced Seal) [Yondaime Hokage Hijutsu]
to you and not to the possessed body (and, as such, re- Rank: 13 (S); Learn DC: 29, 6 successes; Perform: 17 (DC
mains on you even after the technique ends). 33); Time: Attack action; Components: C, M *; Range:
Mastery – Each step reduces the time it takes for your Melee touch; Target: One creature or object; Duration:
mind to return to your body on a miss by 1 round, 1 Hour; Cost: 5
down to a minimum of 2 rounds. You make a touch attack in an attempt to leave a spe-
The third step increases the duration to 5r/level. cially designed seal that merged with the target's body
The fifth step increases the duration to 1m/level. or substance, allowing them to be a subject for the Hi-
raishin no Jutsu technique. If the target moves at high
YONDAIME HOKAGE speed or if a target object becomes damaged (it is
The Fourth Hokage, Namikaze Minato, sometimes re- thrown, or a melee weapon is blocked, for example),
ferred to as Konoha's Yellow Flash, was famous for his you immediately gain knowledge of it, as long as the
incredible speed. His rule as Hokage was short, howev- target is within 1 mile.
er, as he sacrificed his life to seal the Nine-Tailed Fox In addition, you gain a +10 bonus to Spot checks to
into his son, Uzumaki Naruto, to save Konoha from detect the target, or any creature wielding the target (if
destruction. it is an object).
Seal Slots: 1 (if the target is a creature).
HIRAISHIN NO JUTSU (FLYING THUNDER GOD TECHNIQUE) Expendable Component – One advanced seal.
Ninjutsu (Spacetime; Requires Chakra Control 24 ranks,
Ninjutsu 24 ranks, Shikei no In (t))
[Teleportation, Yondaime Hokage Hijutsu]
Rank: 11 (S); Learn DC: 27, 6 successes; Perform: 15 (DC
31); Time: Swift action; Components: C, Mob, S; Range:
1 Mile; Duration: Instant; Cost: 2
YUUHI KURENAI
One of Konoha's Jounin, she served as a squad leader
for many years, and was said to be the most powerful
Genjutsu user in the village, perhaps even rivaling the
skill of Uchiha Itachi in that field.

SAKURA KAIHOU NO JUTSU (CHERRY BLOSSOM ESCAPE TECH-


NIQUE)
Genjutsu (Phantasm)
[Mind-Affecting, Yuuhi Kurenai Hijutsu]
Rank: 6 (S); Learn DC: 22, 6 successes; Perform: 10
(DC 26); Time: Attack action; Components: S; Area: 15
ft Spread centered on you *; Duration: 1r/level (D);
Save: Will disbelieves; Cost: 5
You create the illusion that your body dissolves into a
swarm of cherry petals that occupy the area, effectively
acting as a smoke screen (as though it were a dense
smoke that doesn't spread). You can immediately make
a Hide check, even while being observed, against any
creature affected by the illusion. Although the illusion
itself covers only a small area, any creature that can see
the area is affected by it, and such creatures cannot lo-
cate or detect you by any means while you remain
within the technique's area. This technique cannot be
dispelled.
CHAPTER 10 – BLOODLINES AND TEMPLATES
Aside from races, certain clans and individuals may experience earned, and do not gain the Bloodline's abil-
have access to special inherited or manufactured abili- ities from level 6 onwards. Once you take the Bloodline
ties, listed as bloodlines, templates and subtypes, some Level, you immediately gain any abilities you qualify
with their own classes and/or feats. Generally speaking, for. As another example, if you are level 17 and have a
knowledge of these special bloodlines, often referred to Major Bloodline with only one Bloodline Level, you
as Advanced Bloodlines, is a secret known only to most gain all abilities up to 10th level, but suffer a 15% expe-
higher-rank ninja within their own village, and possi- rience penalty. When you take another Bloodline Lev-
bly allied villages. Bloodlines marked as [Doujutsu] are el, you immediately gain all abilities up to 15th level,
eye-based, and can be transplanted using the Treat In- and the experience penalty decreases to 10%.
jury skill (see Chapter 5).
PREREQUISITES
GETTING AND ADVANCING BLOODLINES Some Bloodlines have prerequisites. If they do, you can
Bloodlines are normally genetic: either you are born take the Advanced Bloodline feat for them as normal,
with them or you are not. You must take the Advanced but you must meet the prerequisites in order to gain
Bloodline feat in order to have a Bloodline. Bloodlines Bloodline Levels in them.
are separated into two kinds: Progressive or Template.
The Templates can be found in the Templates and Sub- HARVESTED AND IMPLANTED BLOODLINES
types section, while the Bloodlines can be found just Doujutsu Bloodlines can be harvested and implanted by
below. skilled medics. Characters with a Doujutsu Bloodline
who lose an eye, and those without a Doujutsu Blood-
PROGRESSIVE BLOODLINES line who are implanted with such an eye, implanted
Progressive Bloodlines become stronger as you train eyes are easily distinguishable by those who can See
and age. Progressive Bloodlines grant some abilities to Chakra.
any character who has them, but characters who ad- Having One Doujutsu Eye: If you were born with a
vance past certain character levels need to invest expe- Doujutsu Bloodline and lose one of its eyes, your effec-
rience into their bloodline in other to benefit further. tive level for determining its benefits is reduced by 2. If
In some cases, acquiring such a 'Bloodline Level' has you have an artificial or implanted Doujutsu Bloodline
certain requirements. These Bloodline Levels do not with only a single eye, your effective level for deter-
grant you any of the normal benefits of a level, but do mining its benefits is reduced by 3. Furthermore, the
increase your Effective Character Level (ECL), making following Bloodlines suffer additional penalties if you
them functionally identical to a Level Adjustment only have one of its eyes:
(p19). Byakugan: The Telescopic Eye ability functions at on-
ly half its normal range.
Bloodline Level Minor Intermediate Major
Katsugan: Increase the Light Sensitivity penalty by 1,
0 1-6th 1-5th 1-5th and reduce the High Speed Sight ability's value by 1.
1st 7-20th 6-12th 6-10th Losing All Doujutsu Eyes: If you have a Doujutsu
2nd - 13-20th 11-15th Bloodline and have no Doujutsu eyes left, you cannot
3rd - - 16-20th gain any benefits from the Bloodline until you regener-
ate (or are implanted with) one or more of them.
The table above indicates how many Bloodline Levels Implanted Doujutsu: When you have a Doujutsu eye
you need to benefit from Bloodlines of a specific cate- is implanted, but were not born with the Bloodline ac-
gory at certain Character Levels. If you have an Inter- companying it, you are unable to control its activation.
mediate or Major Bloodline and do not take a level in it The bloodline is always active, costing you Chakra as
when a new step becomes available (such as after 5th normal. The bloodline automatically deactivates when
level for either), you suffer a 10% experience penalty, you are unconscious or asleep, or you can obtain a
increasing by 5% for each additional step missed. For doujutsu inhibitor item (or something similar) to deac-
example, if you have a Major Bloodline, you gain all of tivate it. This condition can be negated by paying an XP
its abilities up to level 5, after which you need to take a cost when the eye is implanted; 1,000 XP per Minor
bloodline level. If you don't you take a 10% penalty to
Doujutsu eye, 2,000 XP per Intermediate Doujutsu eye COMBAT INSIGHT (EX)
or 3,000 XP per Major Doujutsu eye. While Byakugan is active, gain this value as an insight
bonus to Reflex saves and attack rolls.
BLOODLINE DESCRIPTIONS TELESCOPIC EYE (EX)
Unless otherwise mentioned, each Bloodline requires While concentrating to See Through Chakra by using
the Advanced Bloodline feat for it. Each bloodline also the Byakugan, you can spend a swift action to see
presents feats and techniques exclusively available to through 1 foot of stone or concrete, 1 inch of metal of 3
them, if there are any. See Chapter 9 (Techniques) for feet of wood, plaster or dirt per 5 levels for 1 round.
more information on how techniques work. If a blood- The range penalty to Spot checks is reduced to a penal-
line ability grants a bonus or ability that usually comes ty per 50 feet instead of per 10 feet. While using this
with a value (Such as Damage Reduction or High Speed ability, you are denied your Dexterity bonus to Defense
Sight), look at the accompanying table to see the values against melee attacks, and you suffer a -4 penalty to
of these bonuses and/or abilities. attack rolls.

BYAKUGAN [DOUJUTSU] TENKETSU SEALING (SU)


While your Byakugan is active, you can spend a swift
A special Doujutsu power present in members of action to gain a +1 attack bonus to Jyuuken attacks, and
Konoha's Hyuuga Clan, all who have this bloodline such attacks deal 1 Tenketsu damage unless the target
have white irises and pupils even when the Bloodline is succeeds at a Fortitude save (DC 10 + ½ character level
inactive. When activated, the veins around the eyes + Wisdom modifier), which is multiplied on critical
bulge out visibly. hits. This bonus lasts 1 round. Against Chakra created
creatures or objects, Tenketsu damage is converted to
REQUIREMENTS normal hit point damage.
Skills: Search, Sense Motive or Spot 3 ranks.
BYAKUGAN FEATS
Byakugan Byakugan ALL-SEEING EYE
Level Intermediate Level Intermediate Prerequisites: Advanced Bloodline (Byakugan), Byaku-
1st Byakugan +1 11th - gan Sight, Byakugan +3, Keen Sight +4.
Benefit: Up to three times per day, while Byakugan is
2nd - 12th Keen Sight +4
active, you can spend a swift action to gain Blindsense
3rd Keen Sight +2 13th Combat Insight +3
with a range up to 30 feet for 1 round. The Blindsense
4th Combat Insight +1 14th Byakugan +4 is lost if you become blinded.
5th Byakugan +2 15th -
BATTLE-READY (BYAKUGAN) [META-CHAKRA]
6th - 16th Keen Sight +6 Pre-requisite: Advanced Bloodline (Byakugan), Byaku-
7th Telescopic Eye 17th - gan +2.
8th Tenketsu Sealing 18th Combat Insight +4 Benefit: You can spend 1 meta-chakra to activate
9th Combat Insight +2 19th Byakugan +5 your Byakugan as a swift action.
10th Byakugan +3 20th - BYAKUGAN SIGHT
BYAKUGAN (SU) Pre-requisite: Advanced Bloodline (Byakugan), Wis 13,
As an attack action that does not provoke attacks of Spot 6 ranks, Byakugan +2, Tenketsu Sealing.
opportunity, you gain an insight bonus to Defense, Ini- Benefit: While your Byakugan is active, you can only
tiative and High Speed Sight, as well as the ability to be flanked by creatures of your level of higher. When
See Chakra. You are able to ignore lighter concealment, using Telescopic Eye, you can look in any direction
such as mist or smoke, and can concentrate for an at- without needing to move your head or body. Finally,
tack action to See Through Chakra as long as you keep you cannot be denied your Dexterity bonus to Defense
concentrating. This ability costs 3 Chakra per 2 rounds, while your Byakugan is active (including while using
and can be deactivated as a free action. Telescopic Sight), unless you are flat-footed, immobi-
lized, or a technique or ability specifically denies you
KEEN SIGHT (EX) your Dexterity to Defense.
While Byakugan is active, gain this value as an insight
bonus to Search, Sense Motive and Spot checks. FARSEEING EYE
Pre-requisite: Advanced Bloodline (Byakugan), Byaku-
gan +2, Keen Sight +2, Telescopic Eye.
Benefit: While your Byakugan is active, you ignore (DC 21); Time: Attack or instant action; Components: C,
distance penalties to Spot checks for the first 50 feet. Mob; Range: 0 ft; Area: 10 ft hemisphere; Duration: In-
While using Telescopic Eye, you ignore Spot penalties stant *; Cost: 4
for an additional 100 feet, and distance penalties be- You must be in a Jyuuken stance and have your Byaku-
come -1 for every 50 feet beyond that instead of their gan ability active to use this technique. You make a
usual value. Jyuuken attack at your highest attack bonus against
each creature in the area, and those creatures are
BYAKUGAN TECHNIQUES knocked back 5 ft. These attacks are considered Hyuuga
HYUUGA RYU: HAKKE KUUSHOU (HYUUGA STYLE: VOID PALM Ryu: Jyuuken – Shodan Dachi attacks, regardless of
OF DIVINATION) which Jyuuken stance you are in.
Taijutsu (Strike; Requires Byakugan (a) and Once you've used this technique, you can perform it
Hyuuga Ryu: Jyuuken – Shodan Dachi (t)) again as an instant action up to once per round for the
[Punch, Hyuuga Clan Hijutsu] rest of the encounter. Doing so grants you a +4 deflec-
Rank: 5 (C); Learn DC: 18, 3 successes; Perform: 6 tion bonus to Defense against all attacks from a single
(DC 18); Time: Attack action; Components: Mob; opponent, in addition to Kaiten's normal effects.
Range: Close; Target: One creature; Duration: Instant;
Save: Fortitude partial; Cost: 2
HYUUGA RYU: JYUUKEN – NIDAN DACHI (HYUUGA STYLE:
You must be in a Jyuuken stance to use this technique.
GENTLE FIST – SECOND STANCE)
Taijutsu (Strike; Requires Byakugan (a) and
Make a Jyuuken attack against the target, as though
Hyuuga Ryu: Jyuuken – Shodan Dachi (3))
they were in melee range. In addition, if the target is
[Punch, Hyuuga Clan Hijutsu]
hit it must save to avoid being pushed back 1d4x5 ft.
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8
This attack counts as a ray attack, despite not using the
(DC 21); Time: Swift action; Components: C, Mas, Mob;
same rules as most rays.
Cost: 2
HYUUGA RYU: HAKKE ROKUJYUUYON SHOU (HYUUGA STYLE: Functions as Hyuuga Ryuu: Jyuuken – Shodan Dachi,
64 PALMS OF DIVINATION) except as above. The attacks deal 1d8 damage, and you
Taijutsu (Strike; Requires Tenketsu Seealing (a) and can apply your Dexterity or Wisdom modifier instead
Hyuuga Ryuu: Jyuuken – Shodan Dachi (3)) of your Strength modifier to attack rolls (whichever is
[Punch, Hyuuga Clan Hijutsu] higher). If the Tenketsu Sealing ability is active,
Rank: 9 (A); Learn DC: 24, 5 successes; Perform: 12 Jyuuken attacks in this stance deal 1d4 points of bonus
(DC 26); Time: Full-attack action; Components: C, Mob; damage on critical hit, per multiplier (1d4 on x2, 2d4
Range: Melee attack; Target: One creature; Duration: on x3, etc). In addition, the chance to strike incorporeal
Instant *; Save: Fortitude partial *; Cost: 7 creatures increases to 50%.
You must be in a Jyuuken stance to use this technique. Mastery – Each step increases your chance to strike
You make 4 Jyuuken attacks against the target, at your an incorporeal creature with Jyuuken attacks while in
highest attack bonus. These attacks cannot score a criti- this stance by 5%, and also allows you to add up to 2
cal hit and deal only half damage, but each hit deals an points of your Dexterity or Wisdom modifier as a bonus
additional 1 point of Chakra damage, as well as 16 ten- to damage rolls for Jyuuken attacks in this stance.
ketsu damage. A creature's Chakra Pool cannot be re-
duced below 1 due to this damage. The target is dazed
HYUUGA RYU: JYUUKEN – SHODAN DACHI (HYUUGA STYLE:
for 1 round (Fortitude negates).
GENTLE FIST – FIRST STANCE)
Taijutsu (Strike; Requires Byakugan (a))
Each additional time this technique or Hyuuga Ryuu:
[Punch, Hyuuga Clan Hijutsu]
Ougi – Hakke Hyakunijuuhachi Shou is used against
Rank: 3 (C); Learn DC: 16, 3 successes; Perform: 4
the same creature within a 24 hour period reduces the
(DC 16); Time: Swift action; Components: C, Mas, Mob;
tenketsu damage per hit by 4.
Cost: 1
HYUUGA RYU: HAKKESHOU KAITEN (HYUUGA STYLE: DIVINA- This unique stance requires you to have your Byakugan
TION WHIRL) ability active, and allows you to make a Jyuuken attack
Taijutsu (Strike; Requires Byakugan (a), Hyuuga Ryu: whenever you would roll a normal unarmed attack, or
Jyuuken – Shodan Dachi (1) and Byakugan Sight (f)) an attack for a technique that specifically allows for you
[Punch, Hyuuga Clan Hijutsu] to do so.
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8
A Jyuuken attack is a melee touch attack to which Tenketsu
you may apply your Wisdom modifier to hit instead of Damage Cost Effect
any other ability score modifier. The attack deals 1d6 9 or less 4 3d6 nonlethal damage
damage, and will not gain bonus damage from your 10-50 12 7d6 damage; 1d6 Chakra coils damage
Strength, Strength Ranks or from the Melee Smash tal- 51-99 14 9d6 damage; 1d8 Chakra coils damage
ents from the Strong Hero basic class. Other modifiers 100-199 16 12d6 damage; 1d10 Chakra coils damage
to unarmed attack damage apply. If your normal un- 200-359 18 15d6 damage; 1d12 Chakra coils damage
armed attack damage die is higher than 1d6, you may 360 20 20d6 damage; 3d8 Chakra coils damage
use that damage die instead. Save vs death. If saved, take damage as
361 26
Jyuuken attacks deal 50% bonus damage to Chakra- 360 tenketsu damage (above)
created creatures and objects (which does not include HYUUGA RYU: KAI-MON GOUIN (HYUUGA STYLE: INITIAL GATE
summoned creatures), and have a 25% chance to dam- FORCEFUL RELEASE)
age incorporeal creatures and a 25% chance to bypass a Taijutsu (Strike; Requires Hyuuga Ryu: Jyuuken –
DR/Chakra. When making more than one attack in a Nidan Dachi (t)) [Punch, Hyuuga Clan Hijutsu]
single action, all damage of Jyuuken attacks is added Rank: 11 (A); Learn DC: 26, 5 successes; Perform: 14
together before applying hardness or damage resistanc- (DC 28); Time: Attack action; Components: C, Mob;
es (A creature with DR 8/- that is hit by three Jyuuken Range: Melee attack; Target: One creature; Duration:
attacks that deal 2, 3 and 6 damage would suffer 3 dam- 1r/level (up to 10r); Save: Fortitude partial; Cost: 8
age, not 0). You make an attack that reaches deeper within the tar-
Once per encounter, you can use the Tenketsu Seal- get's Chakra pathways, targeting the Initial Gate.
ing ability (p304), even if you do not have it. If you do You must be in the Hyuuga Ryu: Jyuuken – Nidan
have the ability, this use does not count against your Dachi stance to use this technique. Make a jyuuken
daily uses. attack against the target. If the target is hit, it suffers
Mastery – Each step increases your chance to strike normal damage and must make a save. If they fail, the
an incorporeal creature with Jyuuken attacks while in Initial Gate is forced open, and the target will gain the
this stance by 5%. The second and fourth steps increase benefit of Kai-mon Kai (See Hachimon Tonkou, p232).
the number of times you can use the Tenketsu Sealing For the duration of this technique, the Gate cannot be
ability per encounter (or use it for free) by 1 each. The closed, and if the target does not have the Initiate of the
fifth step grants you a +1 damage bonus with Jyuuken Eight Celestial Gates feat, they will suffer double dam-
attacks. age from the Gate. Once the duration ends, the target
can close the Gate, even if they do not know Kai-mon
HYUUGA RYU: JYUUKEN OUGI – IGEKI HISSATSU (HYUUGA Kai, but they will suffer the normal effects of it being
STYLE: GENTLE FIST SECRET SKILL – ONE-HIT KILL) closed.
Taijutsu (Strike; Requires Byakugan (a), Hyuuga Ryu:
Alternatively, this technique can be used to cancel its
Jyuuken – Shodan Dachi (5) and Hyuuga Ryu: Jyuuken
own effects on another creature, which also instantly
– Nidan Dachi (5)) [Punch, Hyuuga Clan Hijutsu]
closes the Gate. Doing so costs no Chakra, but you must
Rank: 9 (A); Learn DC: 24, 5 successes; Perform: 12
make an opposed level check against the creature who
(DC 26); Time: Full-attack action; Components: C, Mas,
used this technique on the target to successfully end its
Mob; Range: Melee attack; Target: One living creature;
effects.
Duration: Instant; Save: Fortitude partial; Cost: *
You make a single Jyuuken attack against the target, HYUUGA RYU: KEIKETSU KYUUJO (HYUUGA STYLE: NEEDLE
and force a large amount of your own Chakra into the POINT RELIEF)
target's Chakra coils system. Taijutsu (Strike; Requires Byakugan (a) and
The target's body attempts to expel it through their Hyuuga Ryu: Jyuuken – Shodan Dachi (t))
tenketsu forcefully. The attack's Chakra cost and effect [Punch, Hyuuga Clan Hijutsu]
is based entirely upon how many tenketsu damage the Rank: 6 (C); Learn DC: 19, 3 successes; Perform: 7
target has taken, (as shown in the table below). The (DC 19); Time: Attack action; Components: C; Range:
target will be healed of 4d8 tenketsu damage as the Melee touch; Target: One humanoid creature; Duration:
Chakra blasts them open forcefully. 1 hour; Cost: 1
You release a specific pressure point on the target,
granting them a +2 bonus to Chakra Control checks and
increasing their natural Chakra recovery rate by 50% if
it chooses to rest. This technique cannot be used on Functions as Hyuuga Ryuu: Hakkeshou Kaiten. The
yourself. knockback increases to 10 ft, and attacks count as
Hyuuga Ryuu: Jyuuken – Nidan Dachi attacks even if
HYUUGA RYU: OUGI – HAKKE HYAKUNIJUUHACHI SHOU you're not in that stance. Targets are also knocked
(HYUUGA STYLE: SECRET SKILL – 128 PALMS OF DIVINATION) prone (Reflex negates).
Taijuutsu (Strike; Requires Byakugan Sight (f),
Tenkestu Sealing (a), Hyuuga Ryu: Jyuuken – CHILD OF THE WILD
Shodan Dachi (5) and Hyuuga Ryu: Hakke Rokujuuyon
Shou (t)) [Punch, Hyuuga Clan Hijutsu] Not specific to any village, bearers of this bloodline
Rank: 13 (S); Learn DC: 29, 6 successes; Perform: 17 (DC have strong ties to their more primitive natures.
33); Time: Full-attack action; Components: C, Mob;
Range: Melee attack; Target: One creature; Duration: REQUIREMENTS
Instant *; Save: Fortitude partial *; Cost: 14 Skills: Survival 2 ranks.
You must be in a Jyuuken stance to use this technique.
Child of the Wild Child of the Wild
You make 8 Jyuuken attacks against the target, at your Level Level
Minor Minor
highest attack bonus. These attacks cannot score a criti-
1st +2 Handle Animal 11th -
cal hit and deal only half damage, but each hit deals an
2nd - 12th Scent (Lesser)
additional 1 point of Chakra coils damage, as well as 16
3rd Scent (Least) 13th -
tenketsu damage. A creature's Chakra Pool cannot be
4th - 14th Boost Scent (Greater)
reduced below 1 due to this damage. In addition, the
5th - 15th Aware +4
target is stunned for 1 round, which can be saved
6th Aware +2 16th -
against.
Each additional time this technique or Hyuuga Ryuu: 7th Boost Scent (Lesser) 17th -

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)

HYUUGA RYU: OUGI – HAKKE TENKUUSHOU (HYUUGA STYLE: SCENT (EX)


As a swift action, you gain the Scent ability until deac-
SECRET SKILL – HEAVENLY VOID PALM OF DIVINATION)
tivated or you run out of Chakra, and costs 1 Chakra
Taijutsu (Strike; Requires Byakugan (a) and
per 30 minutes. Can be deactivated as a free action.
Hyuuga Ryu: Jyuuken – Shodan Dachi (t))
Lesser: You gain a +4 bonus to Survival checks when
[Punch, Hyuuga Clan Hijutsu]
tracking someone by scent.
Rank: 8 (B); Learn DC: 22, 4 successes; Perform: 10
The base range of your Scent ability increases to 60
(DC 23); Time: Attack action; Components: Mob, E;
feet. You can spend 3 Chakra to increase the base range
Cost: 2
of your scent to 120 feet for 1 minute.
This technique is identical to Hyuuga Ryuu: Hakke
Greater: The base range of your Scent ability increas-
Kuushou. If the target hits an object of its own size or
es to 90 feet. You can spend 3 Chakra to increase the
larger weighing at least four times as much as it, it suf-
base range of your scent to 180 feet for 1 minute.
fers 1d4 damage per 10 ft the knockback was cut short.
Empower – Spend 2 Chakra to increase the damage AWARE (EX)
and knockback by 1 die, up to 8d6 damage and 5d4 x 5 You gain the listed value as a bonus to Listen and Spot
ft knockback. checks made against surprise, and to checks to detect a
creature concealing its scent.
HYUUGA RYU: OUGI – HAKKESHOU DAIKAITEN (HYUUGA
STYLE: SECRET SKILL – GREAT DIVINATION WHIRL) BOOST SCENT (EX)
As an attack action costing 3 Chakra, you improve your
Taijutsu (Strike; Requires Byakugan (a), Byakugan Sight
Scent ability for 2 rounds, multiplying its range by 5
(f), Hyuuga Ryu: Jyuuken – Shodan Dachi (5), Hyuuga
(Lesser) or 10 (Greater). This ability can cause you to
Ryu: Jyuuken – Nidan Dachi (3) and Hyuuga Ryu:
become nauseated for 1 minute when you encounter a
Hakkeshou Kaiten (2)) [Punch, Hyuuga Clan Hijutsu]
strong smell unless you succeed at a Fortitude save (DC
Rank: 11 (A); Learn DC: 26, 5 successes; Perform: 14
15).
(DC 28); Time: Full-attack or instant action; Area: 30 ft
hemisphere, centered on you; Save: Reflex partial *;
Cost: 7
DAIRIKI remains active. This ability can be deactivated as a free
action.
Famous in the Hidden Stone, members of this bloodline
have a direct connection with the earth and can call on Level Doukagan Minor Level Doukagan Minor
hidden reserves of strength. 1st - 11th Doukagan +2
2nd Doukagan +1 12th -
REQUIREMENTS 3rd - 13th -
Elemental Affinity: Earth. 4th - 14th High Speed Sight 2
Ability Scores: Strength 13. 5th High Speed Sight 1 15th -
Level Dairiki Minor Level Dairiki Minor 6th - 16th -
1st - 11th - 7th - 17th Doukagan +3
2nd - 12th Power of Earth +3 8th Osmosis 18th -
3rd Dairiki +1 13th - 9th - 19th -
4th Earth Resistance 5 14th - 10th - 20th High Speed Sight 3
5th - 15th Earth Resistance 10 HIGH SPEED SIGHT (EX)
6th Power of Earth +1 16th Power of Earth +4 While Doukagan is active, gain High Speed Sight equal
7th - 17th - to this amount.
8th - 18th -
OSMOSIS (SU)
9th Power of Earth +2 19th - Usable only while Doukagan is active and while you
10th Dairiki +2 20th Power of Earth +5 can See Chakra, once per round you can spend an ac-
DAIRIKI (SU) tion point to 'assimilate' a Ninjutsu or Genjutsu tech-
As an attack action, you gain a bonus to Strength Ranks nique you see being performed, as long as it was per-
that stacks with other non-permanent bonuses. Your formed with half-seals or hand seals. Doing so is an
Strength is counted as 4 points higher to determine instant action. Your Doukagan bonus against assimilat-
your carrying capacity. This ability costs 2 Chakra per ed techniques increases by +2, and you can Develop the
round to maintain, and can be deactivated as a free ac- assimilated technique within 2 weeks, gaining a bonus
tion. to your Learn checks equal to your Dougakan bonus,
including the +2 gained from Osmosis. You still need to
EARTH RESISTANCE (SU)
You gain Earth Resistance while Dairiki is active. meet any requirements to Learn the technique.
You can assimilate no more than (Intelligence modi-
POWER OF EARTH (SU) fier + 2) techniques per month.
You get an enhancement bonus to Ninjutsu checks
made to perform Doton techniques, and a resistance DOUKAGAN FEATS
bonus to saves against Doton Ninjutsu techniques while BATTLE-READY (DOUKAGAN) [META-CHAKRA]
Dairiki is active. Pre-requisite: Advanced Bloodline (Doukagan),
Doukagan +1, Osmosis.
DOUKAGAN [DOUJUTSU] Benefit: You can spend 1 meta-chakra to activate
your Doukagan as a swift action.
Belonging to the Fujiwara clan, this bloodline allows its
users to memorize Chakra movements. GREATER OSMOSIS [META-CHAKRA]
Pre-requisite: Advanced Bloodline (Doukagan), Osmo-
REQUIREMENTS sis.
Skills: Genjutsu 2 ranks, Ninjutsu 2 ranks. Benefit: Up to twice per day, you can spend a meta-
chakra charge instead of an action point to use Osmosis.
DOUKAGAN (SU)
You can activate this ability as an attack action that FORTIFY
does not provoke attacks of opportunity. While active,
you gain a resistance bonus to Will saves against Gen- This bloodline manifests itself rarely within members
jutsu and Ninjutsu techniques, as well as a bonus to of the Hidden Stone's Ishimaru Clan, and can make
identify such techniques. You can concentrate as an their skin hard as stone.
attack action to See Chakra for as long as Doukagan
REQUIREMENTS GUMOSHIN
Elemental Affinity: Earth.
Members of the Gumoshin clan can inherit this blood-
Level Fortify Minor Level Fortify Minor line, a mutation granting them spider-like abilities.
1st Lesser Stone Skin +1 11th Stone Skin +4 When you select this bloodline, choose whether you
2nd Fortify I (2/Chakra) 12th - want to gain a multi-armed trait and, if so, which one.
3rd - 13th Fortify II (7/Chakra)
REQUIREMENTS
4th Fortify I (3/Chakra) 14th Greater Stone Skin +5
Skills: Climb 2 ranks.
5th Lesser Stone Skin +2 15th -
6th - 16th Fortify II (8/Chakra) MULTI-ARMED
7th Fortify I (5/Chakra) 17th Greater Stone Skin +6
You may choose one of the following traits.
8th Stone Skin +3 18th -
4-armed: You have 4 arms, and gain a +4 racial bonus
9th - 19th Fortify III (10/Chakra)
to Climb and Grapple checks. Level Adjustment +2.
10th Fortify II (5/Chakra) 20th Earth Frenzy
6-armed: You have 6 arms, and gain a +8 racial bonus
to Climb and Grapple checks. Level Adjustment +4.
LESSER STONE SKIN (SU) Your additional arms are not considered off-hand for
Activate as an attack action. You gain a natural armor
the Two-Weapon Fighting feats. If you wish to fight
bonus to Defense. Costs 3 Chakra per 2 rounds, and can
using more than 2 arms, you need the Multiweapon
be deactivated as a free action.
Fighting monster feat. You can never take the Ad-
FORTIFY (SU) vanced Multiweapon Fighting feat if you have gained
I: You gain this damage reduction while (Lesser) additional arms from this bloodline.
Stone Skin is active.
Level Gumoshin Minor Level Gumoshin Minor
II: As I, but only while Stone Skin or Greater Stone
Skin is active. 1st Spider Silk 11th Spider Climb 2/day
III: As I, but only while Greater Stone Skin is active. 2nd - 12th -
3rd Spider Climb 1/day 13th Spider Resilience +2
STONE SKIN (SU)
4th - 14th -
As Lesser Stone Skin, but the cost increases to 3 Chakra
5th Spider Affinity +2 15th Spider Affinity +4
per round.
6th - 16th -
GREATER STONE SKIN (SU) 7th Blood Pact (Spider) 17th Spider Resilience +3
As Lesser Stone Skin, but the cost increases to 5 Chakra
8th - 18th -
per round.
9th Spider Resilience +1 19th Spider Climb 3/day
EARTH FRENZY (SU) 10th - 20th -
Once per day while one of your Stone Skin abilities is
active, you can use this ability as a swift action, improv-
SPIDER SILK (SU)
Your body produces spider silk (kumonosu), which can
ing your natural armor bonus and damage reduction by
be used for special techniques. You can hold up to 1
2 points, and gaining a +4 enhancement bonus to
kumonosu per level, and they recharge at a rate of one
Strength and Constitution.
per hour. If you do not have a bloodline level, you do
While frenzied, you cannot use Charisma-, Dexteri-
not gain additional kumonosu after 6th level until a lev-
ty- or Intelligence-based skills (except Intimidate), or
el is taken.
perform any action that requires concentration or pa-
tience. You can still perform Doton and Taijutsu tech- SPIDER CLIMB (SU)
niques, though you take a -4 penalty to meet their Per- As an attack action costing 1 kumonosu or 2 Chakra,
form requirements. In addition, your unarmed attack you can move as though affected by the Spider Climb
damage die increases by one size. Earth Frenzy lasts for spell, with a caster level equal to your level. Can be
(3 + your new Con modifier) rounds, and you become deactivated as a free action.
fatigued for the rest of the encounter when it ends. If
SPIDER AFFINITY
you were already fatigued, you become exhausted in-
You gain a competence bonus to all Bluff, Diplomacy,
stead. You cannot frenzy while exhausted. If you are no
Gather Information, Intimidate and Perform checks
longer under the effect of a Stone Skin ability, the fren-
made with or against spiders of all kinds.
zy also ends immediately.
BLOOD PACT (SPIDER)
You gain the Blood Pact (Spider) feat.
SPIDER RESILIENCE KUMOKINDAN (GOLD SPIDER PROJECTILE)
You gain a resistance bonus to Fortitude saves against Ninjutsu (Requires Gumokeitou (a))
the poison of any spider. [Gumoshin Clan Hijutsu]
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3
GUMOSHIN FEATS (DC 15); Time: Attack action; Components: M,S; Range:
WEBSPINNER
Medium; Target: One creature per projectile; Duration:
Prerequisite: Advanced Bloodline (Gumoshin),
Instant; Cost: 2 per projectile
Gumokeitou.
You create projectiles of hardened, golden spider silk,
Benefit: You can spend 2 Chakra as a free action to
up to 1 per 2 levels. Each projectile is immediately
create 2 additional kumonosu, up to three times per
fired, requiring a ranged attack roll. The projectiles
day. You cannot exceed your maximum number of
have a critical of (19-20, x2) and deal 1d4+1 piercing
kumonosu this way. Your kumonosu recharge rate is
damage.
now 4 per hour.
Expendable Components – One kumonosu per projec-
GUMOSHIN TECHNIQUES tile.

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 -

LIGHT SENSITIVITY (EX) REQUIREMENTS


Your eyes are sensitive to light, causing you to suffer a MINOR
penalty to attack rolls, skill checks and ability checks Skills: Search, Spot or Treat Injury 2 ranks
when exposed to bright light, or sunlight on a sunny INTERMEDIATE
day. When this penalty reaches -2 or higher, you must Skills: Search, Spot or Treat Injury 4 ranks
succeed at a Fortitude save (DC 15, +1 per additional
minute) to avoid being blinded for 2d6 minutes when-
KEIRIGAN (SU)
As an attack action that does not provoke attacks of
ever you are exposed to bright light for at least 1 mi-
opportunity, you gain an insight bonus to Defense,
nute.
Demolitions checks and Spot checks. You can spend a
These penalties can be negated by wearing a thin veil
move action that provokes attacks of opportunity to
over your eyes (such as a thin piece of cloth). While
make a Spot check (DC your target's touch Defense) to
veiled, you only need to pay Keen Sight's Chakra cost
determine a creature's physical condition (as with Iryou
every four hours, as opposed to every two hours, and
Ninjutsu: Iji – Shinryou Jutsu). Concentrating for a
move-equivalent action allows you to See Chakra for as DESTRUCTION MARK [META-CHAKRA]
long as you keep concentrating, plus 5 rounds. This Pre-requisite: Advanced Bloodline (Keirigan), Keirigan
ability costs 3 Chakra per 2 rounds, and can be deac- +2, Deadly Insight +2, Executioner's Mark.
tivated as a free action. Benefit: You can spend a meta-chakra charge to em-
power an attack made with the Executioner's Mark
Level Keirigan Minor Keirigan Intermediate bonus. If the attack is a melee or ranged attack, its criti-
1st - - cal threat range increases by your Deadly Insight bo-
2nd - Keirigan +1 nus. If the attack is a spell, ability or technique, its Save
3rd Keirigan +1 Deadly Insight +1 DC increases by your Deadly Insight bonus, but only
for the studied target. Attacks made targeting an object
4th - -
or structure deal 50% extra damage.
5th Deadly Insight +1 Keirigan +2
This feat can be used twice per day. Critical threat
6th - High Speed Sight 1 range and Save DC increases do not stack with similar
7th High Speed Sight 1 - bonuses provided by other sources.
8th - Keirigan +3
9th Keirigan +2 Deadly Insight +2
KEIRIGAN TECHNIQUES
10th - Executioner's Mark HAMETSU KATA (DECIMATION FORM)
Taijutsu (Strike; Requires Destruction Mark (f),
11th Executioner's Mark Keirigan +4
Hissatsugaku (3) and BaB +6) [Hijutsu]
12th - High Speed Sight 2
Rank: 10 (B); Learn DC: 24, 4 successes; Perform: 12
13th Deadly Insight +2 - (DC 25); Time: Full-attack action; Components: C, M;
14th - Keirigan +5 Range: *; Target: *; Duration: Instant; Cost: 12
15th Keirigan +3 Deadly Insight +3 You declare one separate target for each attack your
16th - - base attack bonus grants you, each of which must be
17th High Speed Sight 2 Keirigan +6 affected by Keirigan Jutsu: Hissatsugaku or Keirigan
Jutsu: Ousatsugaku. You make an attack at your highest
18th - High Speed Sight 3
attack bonus against all targets, moving up to your full
19th Keirigan +4 -
speed while doing so. The attacks benefit from the De-
20th - - struction Mark feat, and deal weapon damage +12d6 on
DEADLY INSIGHT (SU) hit. This extra damage is not multiplied on critical hits.
You gain an insight bonus to attack rolls and Reflex
saves while Keirigan is active.
OUSATSUGAKU (ART OF OVERKILL)
Ninjutsu (Requires Hissatsugaku (5), Keirigan +4 (a) and
HIGH SPEED SIGHT (SU) Executioner's Mark (a)) [Hijutsu]
While Keirigan is active and you are able to See Chak- Rank: 10 (A); Learn DC: 25, 6 successes; Perform: 13
ra, gain High Speed Sight. (DC 27); Components: C, E, Mas; Targets: Two crea-
EXECUTIONER'S MARK (SU) tures; Cost: 4
You can study a creature or object for a round, allowing This technique is identical to Keirigan Jutsu: Hissatsu-
you to take no actions requiring concentration and only gaku, except as above.
allowing you a 5ft step that round. You gain a bonus to Empower – Spend 3 Chakra to affect another target
weapon damage rolls equal to your Deadly Insight bo- creature, up to 1 target per 4 levels total.
nus with your next attack against that creature or ob-
ject.
HISSATSUGAKU (ART OF THE DEATHBLOW)
Ninjutsu (Requires Executioner's Mark (a)
KEIRIGAN FEATS and Keirigan +2 (a)) [Hijutsu]
BATTLE-READY (KEIRIGAN) [META-CHAKRA] Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8 (DC
Pre-requisite: Advanced Bloodline (Keirigan), Keirigan 21); Time: Attack action; Components: C, Mas; Range:
+2. 50 ft; Target: One creature; Duration: 1 round; Cost: 3
Benefit: You can spend 1 meta-chakra to activate You make a Spot check to assess the target's condition
your Keirigan as a swift action. (as per the Keirigan ability) to gain a +2 bonus to attack
rolls against the target, and you can lower your Keiri-
gan bonus by any amount (to no lower than 0) to gain
the same amount as a weapon damage bonus against the
target. If you have the Destruction Mark feat, you can KOIMEIGAN [DOUJUTSU]
apply it on your next attack against the target. A failed
Spot check still grants a +2 bonus to your attack rolls Named after the domesticated carp with its quick
for your next attack. movements, this eye bloodline helps you to track and
Mastery – Each step grants a +1 bonus to the Spot react to extremely fast movement.
check. The fifth step lets you use this technique as a
Swift action once per encounter, at a cost of 6 Chakra.
REQUIREMENTS
Skills: Spot 4 ranks.
KEIRIGAN SAIKOU HIKEN – SAITEN (KEIRIGAN ULTIMATE SE-
Level Koimeigan Minor Level Koimeigan Minor
CRET SKILL – BREAKING POINT)
1st - 11th High Speed Sight 6
Ninjutsu (Requires Spot 24 ranks, Keirigan +4 (a),
2nd Koimeigan +1 12th Koimeigan +6
Destruction Mark (f) and Epic Technique (f)
3rd High Speed Sight 2 13th Adrenaline Surge (3/day)
Rank: 15 (Epic); Learn DC: 40, 8 successes; 4th Koimeigan +2 14th Koimeigan +7
Perform: 23 (DC 45); Time: Attack or instant action; 5th Adrenaline Surge (1/day) 15th High Speed Sight 8
Components: C; Range: 50 ft; Target: *; 6th Koimeigan +3 16th Koimeigan +8
Duration: 1 round or Instant *; Save: *; Cost: 20 * 7th High Speed Sight 4 17th Adrenaline Surge (4/day)
You make a Spot check against a target creature, object 8th Koimeigan +4 18th Koimeigan +9
or structure within range, opposed by the creature's 9th Adrenaline Surge (2/day) 19th High Speed Sight 10

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.

MEDUSA EYE [DOUJUTSU] REIKYOU


This black eye with a slitted, crimson pupil enables ex- This bloodline belongs to the Hidden Stone's Imagawa
pert manipulation of earthen energies. clan of warriors, and is nicknamed 'golden energy' for
the impressive battle auras they can generate.
REQUIREMENTS
Elemental Affinity: Earth. REQUIREMENTS
Skill: Ninjutsu 4 ranks. Feat: Improved Chakra Pool
MEDUSA EYE (SU)
As an attack action that provokes attacks of opportuni-
ty, you can fire a ranged touch attack against a target
Reikyou Reikyou CHAKRA SURGE (SU)
Level Level
Intermediate Intermediate Once per day while using Hidden Power, you may
1st Bonus Feat 11th Bonus Feat spend an action point. When you tap your Reserves,
2nd - 12th Latent Potential the amount of bonus temporary Chakra you gain is
3rd - 13th - equal to the amount you drew from your Reserves (up
4th Hidden Power 1/day 14th Hidden Power 3/day to your character level).
5th - 15th -
6th Bonus Feat 16th Bonus Feat
SHARINGAN [DOUJUTSU]
7th - 17th - This well-known bloodline of the Hidden Leaf's Uchiha
8th Surging Power 18th Hidden Power 4/day clan contains many secrets and powers, the most
9th Hidden Power 2/day 19th Chakra Surge known being the ability to predict and copy move-
10th - 20th - ments. This eye is crimson, with two tomoe (comma-
BONUS FEAT like shapes) circling the pupil.
At level 1, you gain the Chakra Restoration feat. At
levels 6, 11 and 16, you gain the Improved Chakra Pool
REQUIREMENTS
feat.
MINOR
Skills: Intimidate or Spot2 ranks.
HIDDEN POWER (SU) INTERMEDIATE
This ability is activated as a swift action and lasts for 3
Elemental Affinity: Fire, Lightning or Wind.
rounds. Each time you Tap your Reserves with the
Skills: Intimidate or Spot 4 ranks.
Chakra Control skill, you gain 1 bonus temporary
Chakra for each 5 you drew from your Reserves. If you Sharingan Sharingan
gain more then 5 bonus temporary Chakra from a sin- Level Minor Intermediate
gle skill check result, the excess is removed from your 1st - -
Reserves at the end of the encounter, or after 5 minutes 2nd - Sharingan +1
(whichever comes first). 3rd Sharingan +1 Offensive Foresight +1
While active, your Chakra turns a bright, rich color 4th - High Speed Sight 1
(usually gold) and becomes clearly visible even to those
5th Offensive Foresight +1 -
who cannot See Chakra. Those who can See Chakra or
6th - Sharingan +2
See Through Chakra, however, must make a Fortitude
7th High Speed Sight 1 Offensive Foresight +2
save (DC 10 + ½ level + Constitution modifier) or be-
come dazzled for 1 round when looking directly at you. 8th - Sharingan +3
A successful save allows them to ignore the effect for 24 9th Sharingan +2 -
hours. 10th - Glare
11th Sharingan +3 Sharingan +4
SURGING POWER (EX)
While Hidden Power is active, you add 1d6 to the re- 12th Glare High Speed Sight 2
sult of any action point you spend to gain temporary 13th Offensive Foresight +2 -
Chakra. The amount of bonus temporary Chakra you 14th - Sharingan +5
can gain from Hidden Power without having it drain 15th Sharingan +4 High Speed Sight 3
your Reserves increases to 10. 16th - Offensive Foresight +3
LATENT POTENTIAL (EX) 17th High Speed Sight 2 -
The Hidden Power ability now grants 2 bonus tempo- 18th - High Speed Sight 4
rary Chakra for every 5 you draw from your Reserves. 19th High Speed Sight 3 Sharingan +6
The amount of bonus temporary Chakra you can gain 20th - High Speed Sight 5
from Hidden Power without having it drain your Re-
serves increases to 15. While Hidden Power is active,
SHARINGAN (SU)
As an attack action that does not provoke attacks of
your Chakra Signature always has Overwhelming
opportunity, you gain an insight bonus to Defense, Ini-
strength. If it already was Overwhelming, it becomes
tiative, Spot checks, Genjutsu checks to detect illusions,
one category stronger.
and checks made to read lips, memorize numbers,
words or certain details (such as a crime scene). Con-
centrating for a move-equivalent action allows you to
See Chakra for as long as you keep concentrating, plus 5 techniques requiring the Mangekyou Sharingan with-
rounds. While active, you cannot lose your Dexterity out having the ability active. You heal one additional
bonus to Defense unless flat-footed, immobilized or point of Mangekyou Sharingan Blindness per evening
feinted against. While you are blinded, all benefits are of rest.
lost. This ability costs 1 Chakra per round, and can be Note: The main way to obtain this technique is to ab-
deactivated as a free action. sorb someone else's pair of Mangekyou Sharingan eyes,
Variant: Your GM may require you to survive a dead- which also immediately teaches you their host's
ly situation before your Sharingan can be activated. Mangekyou Sharingan techniques (see Mangekyou
HIGH SPEED SIGHT (SU) Sharingan below).
While Sharingan is active and you can See Chakra, you MANGEKYOU SHARINGAN
gain High Speed Sight. Pre-requisite: Advanced Bloodline (Sharingan), Sharin-
OFFENSIVE FORESIGHT (SU) gan +4.
While Sharingan is active, gain an insight bonus to at- Benefit: You gain the Mangekyou Sharingan ability
tack rolls, Reflex saves and Intimidate checks. (see below), and you are now able to Learn Magen –
Kyouten Chiten and two of the following techniques:
GLARE (SU) Amaterasu, Kamui or Tsukuyomi.
Your Sharingan evolves, gaining a third tomoe ('com-
ma'). While Sharingan is active, you gain a +4 bonus to MANGEKYOU SHARINGAN (SU)
perform Doujutsu techniques and to checks to detect While Sharingan is active, you can activate this power
illusions, and the Save DC of your Doujutsu techniques as a free action. For 2 rounds, your Sharingan and Of-
increases by 1. fensive Insight bonuses increase by 1, you can See
Chakra without needing to concentrate, and gain the
SHARINGAN FEATS ability to See Through Chakra while concentrating (as
BATTLE-READY (SHARINGAN) [META-CHAKRA] per Sharingan). This ability can be used once per day
Pre-requisite: Advanced Bloodline (Sharingan), Sharin- per five levels, but each use beyond the fourth on a
gan +2. given day adds one point of Mangekyou Sharingan
Benefit: You can spend 1 meta-chakra to activate Blindness.
your Sharingan as a swift action. Mangekyou Sharingan Blindness: Relying too much
DARKBANE SHARINGAN (EPIC) on the power of the Mangekyou Sharingan results in
Pre-requisite: Advanced Bloodline (Sharingan), this condition, measured by points which are treated as
Mangekyou Sharingan, Sharingan +6, Spot 27 ranks. ability damage that heals at the rate of 1 point per
Benefit: You can activate your Mangekyou Sharingan evening of rest, doubled with complete bed rest. How-
safely for 2 additional times per day, and you gain Low- ever, Mangekyou Sharingan Blindness does not heal
Light Vision and Darkvision with 60 feet range while until all other temporary ability damage has been
the ability is active. Your eyes permanently look like mended. Having one or more points of Mangekyou
Mangekyou Sharingan is active, though you do not gain Sharingan Blindness incurs penalties (see Table 10-1:
Mangekyou Sharingan Blindness) which apply when-
its bonuses. You do not suffer Mangekyou Sharingan ever your Mangekyou Sharingan is not active.
Blindness as a result of using a technique, and can use
TABLE 10-1: MANGEKYOU SHARINGAN BLINDNESS
Blindness Attack Defense Spot Reflex Special
1 or less - - - - -
2 -1 -1 -2 -1 -
3 -1 -2 -4 -1 -
4 -2 -3 -6 -2 -
5 -2 -3 -8 -2 Fatigued for 30m after encounters
6 -3 -4 -10 -3 Fatigued for 1h after encounters
7 -3 -5 -12 -3 Exhausted for 1h after encounters
8 -3 -6 -14 -3 Exhausted for 2h after encounters
9 -4 -6 -16 -4 Exhausted for 4h after encounters
10 or more -4 -7 -18 -4 Blinded and Exhausted for 8h after encounters
Special: The GM may require you to accomplish a SHARINGAN TECHNIQUES
special deed before you can take this feat. AMATERASU (GODDESS OF THE SUN)
NINJA'S MIMICRY Ninjutsu (Katon; Requires Mangekyou Sharingan(a))
Pre-requisite: Advanced Bloodline (Sharingan), Sharin- [Fire, Uchiha Clan Kinjutsu]
gan +2. Rank: 10 (A); Learn DC: 25, 6 successes; Perform: 13
Benefit: The bonus gained from Sharingan to checks (DC 27); Time: attack action; Components: H, E, Mas;
to remember things you have seen is doubled. Range: Close; Target: One per round *; Duration: Con-
You can ready an action to copy the next technique centration (up to 1 round/level) plus 1 round/level *;
you see performed within 50 feet and identify, as long Save: Reflex half, Reflex partial *; CR: Yes *; Cost: 6
as it is a Genjutsu or Ninjutsu technique requiring Half This technique can only be learned if selected when
or Hand Seals, or a Strike or Stance Taijutsu technique. taking the Mangekyou Sharingan feat. Your
You must meet all of the technique's requirements (in- Mangekyou Sharingan needs to be active to use this
cluding Perform Requirements), or the attempt fails technique, but not to concentrate on it. Add your
and the action is wasted. Even if you meet all the re- Sharingan Eye bonus to Concentration checks made to
quirements, the ability has an 80% chance of success, maintain this technique. You gain a +4 bonus to over-
reduced to 50% if the technique was enhanced by a come Chakra Resistance when using this technique.
Meta-Chakra feat. If you can See Chakra, the chance is You project intense black flames through your
increased by 10%, and your chances are increased a Mangekyou Sharingan, targeting up to one creature or
further 10% if the target is under the Technique Copy unattended object (within line of sight) per round. Each
effect of the Sharingan Ougi – Shinkou Jutsu technique. target suffers 2d6 fire damage, halved with a Reflex
Upon success, you must pay the same Chakra Cost as save. On a failed save, the target will catch on fire for 1
the technique's user did, after which you choose to ei- round per level, or per damage die the burst of fire
ther Copy, Memorize or Nullify: dealt (whichever is lower). You cannot choose the same
target more than three times per use of this technique.
 Copy: You perform the technique exactly as per-
formed by the target, though you can choose new If a target that is caught on fire is hit again, the dura-
targets or area of effect if it has any. You gain a +2 tion of its catching fire will be refreshed.
bonus to Learn checks made to Develop the tech- Creatures that catch fire due to this technique can at-
nique for 2 weeks. tempt to put it out as normal, but the save DC to do so
 Memorize: You gain a +4 bonus to Learn checks is increased to 25. For 1 minute after it is created, Ama-
made to Develop the technique for 1 month, and
terasu flames cannot be doused by water, unless created
regain half the Chakra you paid for the technique.
 Nullify (Genjutsu or Ninjutsu only): You counter or manipulated by a creature with at least 18 ranks of
the target's technique, causing it to have no effect, Ninjutsu through the use of a Suiton technique.
and gain a +2 bonus to Learn checks made to De- If fired at a surface, a 5ft-square will catch on fire,
velop the technique for 2 weeks. You cannot nulli- dealing half the flame's damage to any creature coming
fy techniques with a Range of Personal. into contact with it while it burns. Such fire does not
EPIC SHARINGAN [EPIC] spread, but burns until everything within it is con-
Pre-requisite: Advanced Bloodline (Sharingan), Sharin- sumed.
gan +4, Genjutsu, Ninjutsu and Taijutsu 18 ranks. As the technique ends, you suffer 1 Mangekyou
Benefit: You can partially activate your Sharingan, Sharingan Blindness, plus 1 for every 2 rounds you
reducing its cost to 1 Chakra per 10 minutes. While keep concentrating on this technique after the first.
partially active, you only benefit from half the normal Empower – Spend 1 Chakra to increase the damage
Sharingan bonuses (rounded down, maximum +3), and by 1d6, up to 1d6 per level or 15d6. You must empower
do not benefit from Offensive Foresight, Glare or High each attack with this technique separately.
Speed Sight. You can still use techniques requiring an Empower – Spend 1 Chakra to increase the DC of the
active Sharingan, use Ninja's Mimicry, concentrate to Reflex Save for half damage by 1 (up to 3).
See Chakra and activate the Mangekyou Sharingan Mastery – Amaterasu ignores 3 fire resistance per
(which increases the Sharingan bonus by +1, up to +4 step.
maximum in this state).
KAGESUI (SHACKLING STAKES) 'bounce' the genjutsu to any creature within 30 ft, as
Genjutsu (Doujutsu; Requires Sharingan (a)) long as you are aware of them.
[Mind-Affecting, Uchiha Clan Hijutsu] The new target is now targeted by the genjutsu, as
Rank: 10 (B); Learn DC: 24, 4 successes; Perform: 12 though it had been the original target (it can still make
(DC 25); Time: Attack action; Components: C; Range: a save, and CR still applies).
Close; Target: One creature; Duration: 1r/level (D);
Save: Will negates; CR: Yes; Cost: 6
SHINKOU (MIND SNARE)
Genjutsu (Doujutsu; Requires Sharingan (a))
The subject feels and sees itself becoming bound by
[Mind-Affecting, Uchiha Clan Hijutsu]
massive shackling stakes, and is frozen in place as
Rank: 6 (C); Learn DC: 19, 3 successes; Perform: 7
though paralyzed, though it does not drop what it may
(DC 19); Time: Attack action; Components: E, H; Range:
be holding. When the subject suffers total damage
50 ft *; Target: One creature *; Duration: Instant *; Save:
equal to your level or greater, the technique ends. This
*; CR: Yes; Cost: 2
illusion can be dispelled.
This technique can be used in one of two ways:
KAMUI (WRATH OF THE GODS) Sharingan Mirage (Requires Glare (a)): The subject
Ninjutsu (Requires Mangekyou Sharingan (a)) falls unconscious for 1d6+1 rounds, after which it is
[Uchiha Clan Kinjutsu] dazed for 1 round. The subject will lose all memory
Rank: 14 (SS); Learn DC: 31, 8 successes; Perform: 19 from 1 round before it fell unconscious to when it be-
(DC 39); Time: Attack action; Components: C, S; Range: came dazed, except highly impactful events.
Medium; Target: One creature or object; Duration: In- Technique Copy: You gain a gaze attack, which in-
stant *; Save: Fortitude partial; CR: Yes *; Cost: 36 creases the success chance of your Ninja's Mimicry abil-
This technique can only be learned if selected when ities against any creature affected by the gaze attack (no
you took the Mangekyou Sharingan feat. You gain a +4 save, is avoided completely by a creature using avert
bonus to checks made to overcome any Chakra Re- one's gaze).
sistance with this technique.
One of the most powerful techniques of the
TSUKUYOMI (GOD OF THE MOON)
Genjutsu (Doujutsu; Requires Mangekyou Sharingan
Mangekyou Sharingan, this technique is virtually un-
(a)) [Uchiha Clan Kinjutsu]
known, except to those who have used it. Kamui cre-
Rank: 12 (SS); Learn DC: 29, 8 successes; Perform: 17
ates a singularity leading to a separate dimension. You
(DC 37); Time: Attack action; Components: C, E, H,
must have your Sharingan ability active, and cannot use
Mas; Range: Personal; Duration: 1r/level (D) *; Save:
this technique when blinded or if both eyes are covered
Will partial *; CR: Yes *; Cost: 8
or otherwise not usable. If one of your eyes is not usa-
This technique can only be learned if you selected it
ble, or if you are dazzled, the technique deals only half
when you took the Mangekyou Sharingan feat.
damage.
You combine powerful illusory powers with the spe-
The target suffers 2d4 damage per level (up to 40d4),
cial spacetime distortion capabilities of the Mangekyou
though a successful save reduces the damage to 2d6, +1
Sharingan, which must be active when using this tech-
per level (up to 2d6+20). If the target is killed by this
nique. You empower your eyes with Tsukuyomi until
damage, its body disappears from this world. After this
you target a creature with it through a gaze attack. The
technique is used, you suffer 1 point of Mangekyou
subject will then be taken to an illusory realm within
Sharingan Blindness.
its own mind, where time operates differently. No mat-
MAGEN: KYOUTEN CHITEN (DEMONIC MIRAGE: MIRROR OF ter the usage, the subject will be stunned for 1 round
HEAVEN AND EARTH) after the illusion ends (Will negates).
Genjutsu (Doujutsu; Requires Mangekyou Sharingan A creature can only be subjected to Tsukuyomi once
(a)) [Mind-Affecting] per 24 hour period (in reality), and any ability damage
Rank: 12 (A); Learn DC: 27, 4 successes; Perform: 15 inflicted (as below) takes twice as long to recover. You
(DC 29); Time: Attack action; Components: C; Range: also gain a +4 bonus to checks to overcome Chakra Re-
Personal; Duration: 1 round; Save: *; Cost: 6 sistance with this technique. A creature with the
Your sharingan must be active to use this technique. Sharingan ability gains a bonus to its saves to resist this
The first time you make a successful save against a technique equal to its Sharingan ability bonus.
harmful genjutsu before your next turn, you can The technique has one of two effects, either to have
you relay a message or to have you torture the target.
Either way, the effects lasts only a few seconds in reali- While fascinated, the subject has a 5% chance of having
ty, but lasts for up to 1 day in the perception of both any rage or frenzy effect on them ended each round,
yourself and the subject. and you gain a +2 bonus to Charisma-based checks
Message – You can converse with the subject normal- made against them. Each round, the subject can make
ly, in an illusory environment. an additional save to end the technique.
Torture – You have the subject experience extreme This technique can be used once per day.
torture, at your own hands or at those of an illusion. Mastery – The second and fourth steps increases the
The torture can include any kind of mental and/or number of uses per day by one each.
physical torture, and due to the mental stress it causes
the subject may feel like the torture lasts much longer SHIKOTSU MYAKU
than it actually does. Each 'day' of torture inflicts 1d4+2
This strange bloodline carried by the Kaguya clan al-
permanent Wisdom damage (Will negates), as well as
lows them to manipulate the growth and hardness of
4d6 damage. The Wisdom damage can only be healed
their skeletal structure, and more potent versions even
by a character of level 16 or higher, or by a character
allow their bearer to heal quickly or regenerate limbs.
with at least 8 levels of Medical Specialist. A character
who falls to 0 Wisdom or below will slip into a coma, REQUIREMENTS
and remains so until their Wisdom is restored to 1 or MINOR
higher. On the subject’s next turn, they take 1d6 dam- Feat: Toughness
age per ‘day’ they were tortured.
If the subject survives the torture and did not reach 0
INTERMEDIATE
Skills: Concentration or Intimidate 2 ranks
Wisdom, any Wisdom damage inflicted is removed af-
Feat: Toughness
ter 24 hours, but the subject will take 1d4 temporary
Intelligence and Charisma damage. As a downside, you MAJOR
suffer 1 mangekyou sharingan blindness if you torture Base Fortitude Save: +1
the subject for more than a day, and an additional 6 Skills: Concentration or Intimidate 2 ranks
mangekyou sharingan blind-ness if you torture the sub- Feat: Toughness.
ject for more than three days. BONE WEAPON (EX)
Empower – Spend 6 Chakra to increase the duration As a move-equivalent action that does not provoke at-
of the technique by 1 day (inside the illusion, real- tacks of opportunity, you can spend 1 Chakra and ex-
world duration unchanged), up to a maximum of 4 days tract a Bone Weapon of certain sizes from one of your
total. arms or legs, which becomes unusable for 10 rounds,
Mastery – The fifth step increases the maximum minus one per level (minimum 1). An unusable arm
number of days to 5. If you choose to torture a creature cannot be used to make skill checks, hand seals or wield
for five days, you suffer an additional 6 points of weapons, and incurs a -2 penalty to Strength and Grap-
mange-kyou sharingan blindness. ple checks. An unusable leg halves your movement
speed and makes you unable to run, incurring a -1 De-
TSUYAGAN (ENTRANCING GAZE)
fense penalty and a -4 penalty to opposed Bull Rush,
Genjutsu (Doujutsu; Requires Sharingan (a) and
Trip or Overrun checks. Furthermore, an unusable limb
Glare (a)) [Mind-Affecting, Uchiha Clan Hijutsu]
cannot form a Bone Weapon. A Bone Weapon deals
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8
1d4 (Small), 1d6 (Medium) or 1d8 (Large) damage, and
(DC 21); Time: Attack action; Components: C, Mas;
has a critical of 18-20/x2 and lasts for 6 hours before
Range: 30 ft; Target: One creature; Duration: Concen-
turning to dust. The weapon requires Simple Weapon
tration (up to 1r/level); Save: Will negates; CR: Yes;
Proficiency. If you have Exotic Melee Weapon Profi-
Cost: 4
ciency, you can wield a Large Bone Weapon in one
This technique can only be used while your Sharingan
hand.
ability is active. The subject becomes fascinated (p13)
Characters without this bloodline cannot become
by your eyes, staring into your sharingan and dropping
proficient in this weapon. The weapon has hardness 10
anything it is holding. You can concentrate on this
and 4, 7 or 9 hit points depending on its size. If you are
technique no more than 3 rounds after your Sharingan
a different size than Medium, adjust the weapon's sizes,
is disabled, even if the duration would allow for it.
damage and hit points appropriately.
TABLE 10-2: SHIKOTSU MYAKU
Level Shikotsu Myaku Minor Shikotsu Myaku Intermediate Shikotsu Myaku Major
1st Bone Weapon (Small) Bone Weapon (Small) Bone Weapon (Small)
2nd - - Bone Armor
3rd - Bone Armor -
4th Bone Armor - Bone Weapon (Medium)
5th - Bone Weapon (Medium) Extended Life (10 years)
6th - - -
7th Bone Weapon (Medium) Shikotsu Myaku +1 Shikotsu Myaku +1
8th - - Bone Weapon (Large)
9th - Bone Weapon (Large) -
10th Shikotsu Myaku +1 - Shikotsu Myaku +2
11th - Extended Life (10 years) Deathless +1
12th - - -
13th Bone Weapon (Large) Shikotsu Myaku +2 Shikotsu Myaku +3
14th - - Extended Life (20 years)
15th - Shikotsu Myaku +3 -
16th Shikotsu Myaku +2 - Shikotsu Myaku +4
17th - Shikotsu Myaku +4 Shikotsu Myaku +5
18th - - -
19th Shikotsu Myaku +3 Shikotsu Myaku +5 Deathless +2
20th - - Extended Life (25 years)

BONE ARMOR (SU) SHIKOTSU MYAKU TECHNIQUES


As an instant action, you can spend up to 5 Chakra to
KAMARATSU NO MAI (DANCE OF THE LARCH)
gain DR X/Dark Iron for 1 round, where X is the
Taijutsu (Enhancement; Requires Bone Weapon (a))
amount of Chakra spent.
[Kaguya Clan Hijutsu]
EXTENDED LIFE (EX) Rank: 8 (A); Learn DC: 23, 5 successes; Perform: 11
You add an amount of years to all of your maximum (DC 25); Time: Full-round action; Components: C, P;
age and to the limits of all age categories for your race, Range: Personal; Duration: 1r/level (D); Cost: 10
though you cannot be set back from the age category You draw out the bones in your body, forming a pro-
you are currently in. tective but deadly armor. You gain a +3 natural armor
SHIKOTSU MYAKU (SU) bonus to Defense, and any creature attacking you with
Your bone weapons gain an enhancement bonus to a natural weapon, or a held weapon of Small size or
attack and damage rolls. smaller, takes 1d4 piercing damage even if it misses.
Your unarmed attacks deal damage as though they were
DEATHLESS (SU)
claw attacks of a creature one size larger than you.Once
You gain a bonus to Fortitude saves against massive
every three rounds, you can spend a full-round action
damage, and become capable of regrowing limbs
to spin wildly, making an attack at your highest attack
youhave lost. Minor body parts like fingers and toes
bonus against all adjacent opponents.
take 1d4+2 days to regrow, major regrowths like hands
and feet take 3d4+6 days to regrow, and extreme re- SAWARABI NO MAI (DANCE OF THE SEEDLING FERNS)
growths like an arm or leg takes 4d6 weeks. You are Ninjutsu (Requires Bone Weapon (a))
fatigued while the regrowth takes place, and cannot [Kaguya Clan Hijutsu]
relieve or ignore the fatigue by any means. Rank: 11 (S); Learn DC: 27, 6 successes; Perform: 15 (DC
In addition, you recover from Strength and Dexterity 31); Time: Full-attack action; Components: C, Mob, P;
damage twice as fast while resting. Area: 20 ft Burst centered on you, or a 30 ft long, 10 ft
wide Line (S); Duration: 1r/level (D); Save: Reflex
halves; Cost: 20
You focus and empower your bones, sending them tion, when you are struck in melee with an unarmed
through the ground to rip through the area, dealing attack, or with a held weapon of Small or smaller size,
6d12 piercing damage. The area remains littered with you can spend 4 Chakra to sprout sharp bones in retali-
giant bone spikes, as if a thick forest of trees, which you ation, dealing 1d6+1 piercing damage to the attacker.
can merge and move through (as per Mokuton: You can do this only once per round.
Kiugoku no Jutsu, but only allowing movement When the technique ends, the bone weapons return
through the bone spikes). The bones are 10 to 15 feet to your body.
tall, and count as though they were Large trees. Once
dismissed or the duration expires, the bones wither and
TESSENKA NO MAI (DANCE OF THE CLEMATIS)
Ninjutsu (Requires Bone Weapon (a) and
crumble. This technique can be used while under-
Deathless (a)) [Kaguya Clan Kinjutsu]
ground and within 5 ft of the surface.
Rank: 9 (S); Learn DC: 25, 7 successes; Perform: 13
TESHI SENGAN (TEN FINGER BULLETS) (DC 29); Time: Attack action; Components: C, Mob, P;
Ninjutsu (Requires Bone Weapon (a)) Range: Personal; Duration: Instant, or 1r/level; Cost: 14
[Kaguya Clan Hijutsu] This technique is the fourth dance of the Kaguya style,
Rank: 5 (C); Learn DC: 18, 3 successes; Perform: 6 and was made forbidden due to its extremely dangerous
(DC 18); Time: Attack action; Components: C, Mob; nature to the user. When using this technique, you can
Range: 200 ft; Target: One or more creatures; Duration: produce one of two highly advanced bone weapons:
Instant; Cost: 3 * Vine: You pull out your spine, which turns into a
You fire bullets of bone from your fingers, up to five bone weapon one size larger than you that counts as
per hand you have free. Each bullet is a ranged attack both a bone weapon and a spiked chain. It has a reach
with a bone weapon. It has a range increment of 20 ft, a of 15 ft, but can be used to attack adjacent opponents as
maximum range of 200 ft, Kawarimi Defense 1, and well, and will deal triple damage on a critical hit. When
deals 1d4+1 ballistic damage on hit. You do not suffer creating the Vine, you are immediately paralyzed for 1
the normal penalties for creating a bone weapon when minute, and fatigued for 1 hour afterwards (Fortitude
using this technique, as the bone and skin are instantly DC 15 negates both). You can only create one Vine
regenerated. every 24 hours, and it crumbles to dust after 6 hours (as
The Cost increases by 1 for each bullet fired beyond a normal bone weapon).
the first. Flower: You focus power into one of your arms, ex-
tracting a bone of superior thickness and density. The
TSUBAKI NO MAI (DANCE OF THE CAMELLIA) extracted weapon is a Colossal size bone weapon (4d6
Taijutsu (Strike; Requires Bone Weapon (a))
damage, 18-20/x2 critical). If you were of a Large size
[Kaguya Clan Hijutsu]
when using this technique, it deals 5d6 damage instead.
Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 9
The Flower lasts 1 round per level, and leaves the used
(DC 22); Time: Full-attack action; Components: Mob;
arm completely unusable for 1 hour (as per the Bone
Range: Melee Attack; Target: one creature; Duration:
Weapon ability).
Instant *; Cost: 7
Make a full-attack with your bone weapon against the TOGEYOMI NO JUTSU (UNDERWORLD SPINE TECHNIQUE)
target, gaining an additional attack at your highest at- Ninjutsu (Requires Bone Weapon (a))
tack bonus -5. For 1 round after the attacks, you gain a [Kaguya Clan Kinjutsu]
+1 bonus to Reflex saves, and a +1 dodge bonus to De- Rank: 7 (A); Learn DC: 22, 6 successes; Perform: 10 (DC
fense. 24); Time: Attack action; Components: C, H; Range:
Personal; Duration: 1 Minute; Cost: 6
YANAGI NO MAI (DANCE OF THE WILLOW) You infuse yourself with poison, with the goal of en-
Taijutsu (Stance; Requires Bone Weapon (a))
hancing your bone weapons. Each bone weapon you
[Kaguya Clan Hijutsu]
create while the technique lasts will contain an Injury
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8
poison (Fortitude DC 16, primary damage is 2d6 nega-
(DC 21); Time: Attack action; Components: C; Cost: 7
tive energy damage, secondary damage is 1d4 tempo-
You immediately create two bone weapons (one per
rary Strength damage). The poison on a weapon lasts
hand). While in this stance, you can retract and extend
for 1 attack per 3 levels. You suffer 1d6 damage 1 mi-
these weapons into (and from) your body as a move
nute after the technique was performed.
action. The weapons are part of your body, and any
damage dealt to them is therefor dealt to you. In addi-
SYMBIOTE or ability cannot be used for any other purpose while
said technique or ability is in effect. Your swarms can
Not technically a bloodline, some clans have formed be used as a substitute for Kawarimi no Jutsu, though
unique symbiotic relationships with certain species of they do not suffer damage from any weapon attack, nor
insects, bred for combat, spying or other typical shinobi from any effect targeting only a single creature.
tasks. These bugs can be of many different kinds, such A swarm that is destroyed or left behind for 3 days
as chakra-devouring, poisonous or even flesh eating without guidance will scatter. You can spawn a new
bugs. This bloodline has no requirements, other than swarm inside your body once every 1d4 days. Each
obtaining the necessary Advanced Bloodline feat. time you do, choose which type of swarm to spawn (if
you have access to multiple types).
Symbiote Symbiote Symbiote
Your GM may require you to meet certain conditions
Level Minor Intermediate Major
in order to acquire a new type of swarm.
1st Symbiote 1 Symbiote 1 Symbiote 1
2nd - - - SYMBIOSIS (EX)
You gain a racial bonus to saves against poison and dis-
3rd - - Symbiosis +1
ease.
4th - Symbiosis +1 Schism +1
5th Reserve Reserve Reserve
RESERVE (EX)
You can direct swarms outside your body to become
6th - - Symbiosis +2 Reserves. Reserves stay within the area where you
7th - Schism +1 - leave them, and the time they can be left before they
8th Symbiosis +1 Symbiosis +2 Symbiote 2 scatter increases to 1 week per level. Reserves cannot
9th - - Symbiosis +3 be directly controlled until they spend at least a day
10th Schism +1 Symbiote 2 Schism +2 inside your body, and you cannot host or control more
swarms than you're normally allowed. A swarm made
11th - - -
Reserve allow you to replace them as though destroyed
12th Symbiosis +2 Symbiosis +3 Symbiosis +4
or discarded, making them a great way of leaving be-
13th - - - hind some swarms to replace those you might lose on a
14th - Schism +2 Symbiote 3 dangerous mission.
15th - - Symbiosis +5
SCHISM (SU)
16th Symbiosis +3 Symbiosis +4 Schism +3 Gain a racial bonus to saves against massive damage and
17th - - - mind-affecting effects.
18th Schism +2 - Symbiosis +6
19th - - -
SYMBIOTE FEATS
BLACK DEATH
20th Symbiosis +4 Symbiosis +5 -
Pre-requisite: Symbiote, Hivemind, Greater Hivemind.
SYMBIOTE (EX) Benefit: Every Hive Mother born inside your body
You can breed a number of different types of insect has a poison added to her bite attack, which does not
swarms within your body, which gain additional bene- apply when she merges with a swarm. The poison deals
fits every time you level up, such as skill points, feats 1d4 Dexterity damage as both primary and secondary
and various traits and abilities. See the Friends and Foes damage, and has a Fortitude save DC of 10 + 1/3 level +
chapter for more information on Symbiote Swarms Hive Mother's Constitution modifier.
(p362).You can carry one insect swarm inside your BUG RESERVE
body, plus one per odd-numbered level after level 1. Pre-requisite: Symbiote, Reserve.
Swarms follow your orders (and only yours) without Benefit: The maximum amount of swarms you can
hesitation and cannot betray you or be mind- carry and/or control increases by one.
controlled. If you do not take bloodline levels in this DESTRUCTION BUGS
bloodline, you do not gain additional swarms for levels Pre-requisite: Symbiote.
that you would not gain bloodline abilities from. Benefit: Your swarms gain 1 hp per Hit Die, and the
As a free action that does not provoke attacks of op- DC of their distractions increases by 2.
portunity, you can release any number of swarms still
inside your body, or have a swarm adjacent to you re-
turn to your body. A swarm being used by a technique
EMERGENCE its shape and turns back into its component kikaichuu.
Pre-requisite: Symbiote, Schism +2, Symbiosis +4, Base If the clone contained more than one kikaichuu, the
Will Save +10. additional swarms move to adjacent squares
Benefit: You can carry, control and create an extra This technique creates up to one Kikai Bunshin per 4
type of insect swarm (as the Symbiote ability). levels. Each costs 4 Chakra to make.
GREATER HIVEMIND Material Focus – At least 1 kikaichuu per clone.
Pre-requisite: Hivemind, Symbiote, ability to Sense
Chakra without assistance.
KIKAI DOKUKESHI NO JUTSU (BUG POISON PURGE TECHNIQUE)
Ninjutsu (Requires Kikai Host (a))
Benefit: Hive Mothers gain 5 energy resistance
[Aburame Clan Hijutsu]
against cold, earth, electricity, fire, wind and water
Rank: 6 (A); Learn DC: 21, 5 successes; Perform: 9
damage, and confer this bonus onto any swarm with
(DC 23); Time: 1 Minute; Components: C, F; Range:
which they merge, for as long as they remain merged.
Melee touch; Target: One creature *; Duration: Instant;
HIVEMIND Cost: 6
Pre-requisite: Symbiote, one or more Symbiote blood- You imbue one of your kikaichuu with the ability to
line levels. suck out poison from the target, reversing any damage
Benefit: In addition to your insect swarms, your body and removing the need for any additional saves.
produces 1 Hive Mother per day, and you can carry up The used kikaichuu returns to your body, where it
to one Hive Mother per 5 levels (maximum 4). A Hive must rest for 1 day until it can be used again.
Mother can Sense Chakra passively, at a range of 20 This technique can only be used on a creature that is
feet. By concentrating (as the Sense Chakra ability), you also a host to kikaichuu.
can Sense Chakra through the Hive Mother, as normal. Material Focus – One kikaichuu.
A Hive Mother can merge with an insect swarm that KIKAI GISEI NO JUTSU (BUG SACRIFICE TECHNIQUE)
does not yet have one, increasing the swarm's Constitu- Ninjutsu (Requires Kikai Host (a))
tion score by 2. If the swarm is destroyed, so is the Hive [Aburame Clan Hijutsu]
Mother merged with it. See the Friends and Foes chap- Rank: 4 (C); Learn DC: 17, 3 successes; Perform: 5
ter (p363) for more details on a Hive Mother. (DC 17); Time: Instant action; Components: M; Range:
Personal; Duration: Instant; Cost: 2
SYMBIOTE TECHNIQUES Used when you take damage from any source, you sac-
KIKAI BUNSHIN NO JUTSU (BUG REPLICATION TECHNIQUE) rifice a kikaichuu inside your body to absorb 8 of the
Ninjutsu (Requires Kikai Host (a)) damage.
[Aburame Clan Hijutsu] Expendable Components – One kikaichuu per clone.
Rank: 3 (C); Learn DC: 16, 3 successes; Perform: 4
(DC 16); Time: Full-round action; Components: F, H; KIKAI SHINKU NO JUTSU (BUG RECOVERY TECHNIQUE)
Range: Close *; Effect: One or more clones; Duration: Ninjutsu (Requires Kikai Host (a))
5r/level; Cost: * [Aburame Clan Hijutsu]
You use a number of kikaichuu, infusing them with Rank: 2 (C); Learn DC: 15, 3 successes; Perform: 3
Chakra to shape them into a humanoid shape. If you (DC 15); Time: Attack action; Components: F, H; Range:
attempt to mimic the appearance of a specific person, Medium; Duration: Instant; Cost: 2
you must make a Disguise check for each clone you All kikaichuu within range that are under your control
with to mimic the appearance with. Clones have the return to your body immediately.
same statistics as you, but cannot speak or take actions
that require the ability to reason, and they suffer a -4
penalty to attack rolls and saves, cannot use techniques
and have 1 HP per 2 levels.
This technique can transform any released kikaichuu
within range, forming the clone in their square, or you
can release the required kikaichuu from your body
while performing the technique, in which case the
clone(s) appear next to you. A clone can contain more
than one kikaichuu, if you wish. A kikai bunshin that is
destroyed or moves further than 500 ft from you loses
OPTIONAL BLOODLINES SATORI (SU)
You can Detect Emotions, but at the range indicated
rather than its standard range.
SATORI
This bloodline of the Mibu clan has two distinct grada- SATORI FEATS
tions: the rare Shingan, which allows its wearer to HEART OF THE BLADE [META-CHAKRA]
communicate with bladed weapons, and the exceeding- Pre-requisite: Wis 15, Blade Affinity +1, DR
ly rare Satori, which allows its user to read thoughts. 1/Bludgeoning or Piercing, Satori (20 feet).
Benefit: You can spend a meta-chakra charge as a free
REQUIREMENTS action to increase the Defense bonus granted by Blade
MINOR Affinity by 2, as well as increase your DR/Bludgeoning
Skills: Craft (Mechanical) or Knowledge (Tactics) 2 or Piercing value by 2, for 1 round.
ranks, Sense Motive 2 ranks
SUCCESSOR OF THE MURYOU SAIKYOU RYU
MAJOR Pre-requisite: Any meta-chakra feat, Chakra Pool 30+,
Skills: Craft (Mechanical) or Knowledge (Tactics) 4 Base Attack Bonus +3.
ranks, Sense Motive 4 ranks Benefit: You can perform the Muryou Saikyou Ryu
Feat: Attentive Ninjutsu techniques as an attack action, instead of as a
full-attack action.
Level Satori Minor (Shingan) Satori Major (Satori)
1st - Sense Motive +2 SATORI TECHNIQUE
2nd Sense Motive +1 - NEN (DESIRE)
3rd - Satori (10 ft) Chakra Control (Spirit; Requires Satori (10 ft) (a))
4th Eye of the Heart +1 Eye of the Heart +1 [Mibu Muramasa Hijutsu]
5th - - Rank: 3 (C); Learn DC: 16, 3 successes; Perform: 4
6th DR 1/Bludg or Pierce DR 1/Bludg or Pierce (DC 16); Time: Attack action; Components: C; Range:
Medium; Target: One creature *; Duration: Concentra-
7th - Blade Affinity +1
tion (up to 1r/2 levels) plus 1 round; Save: Will negates;
8th Blade Affinity +1 -
CR: Yes; Cost: 6
9th - Sense Motive +4 You force the subject to obey one command per fifteen
10th Sense Motive +2 Eye of the Heart +2 levels, from the list below. Subjects can make an addi-
11th - - tional save at a -4 penalty each round to end the effects.
12th Eye of the Heart +2 Satori (20 ft)
 Approach: The subject moves towards you as
13th - Blade Affinity +2 quickly and directly as possible, taking no actions
14th Blade Affinity +2 - other than moving.
 Drop: On its turn, the subject drops whatever they
15th - Eye of the Heart +3
are holding and cannot pick it back up until their
16th Sense Motive +3 Sense Motive +6 next turn.
17th - -  Fall: The subject falls to the ground and remains
prone, though it can take actions while remaining
18th Eye of the Heart +3 Blade Affinity +3
prone.
19th - DR 2/Bludg or Pierce  Flee: As Approach, but it moves away from you in-
20th DR 2/Bludg or Pierce Satori (30 ft) stead.
 Halt: The subject stands in place and takes no ac-
EYE OF THE HEART (SU) tions, but will defend itself normally.
You share a bond with metal-based, bladed weapons
(such as swords spears and axes), and gain an insight
bonus to attacks rolls made with them.
BLADE AFFINITY (EX)
You gain an insight bonus to Defense against bladed
weapons, and to Will saves against mind-affecting ef-
fects.
RED EYES STRONG MIND, STRONG BODY (SU)
While Red Eyes is active, you gain a dodge bonus to
Another of the Mibu clan's bloodlines, it is a sign of Defense and a resistance bonus to Will saves.
nobility among the Mibu and the bloodline they are
perhaps most known for. It allows its user to become
SWIFTNESS (SU)
While Red Eyes is active, your base movement speed
more powerful for a time.
increases by this amount.
REQUIREMENTS RED EYES FEATS
Ability Scores: Strength, Dexterity or Constitution 14. TRUE RED EYES
Skills: Intimidate 4 ranks. Pre-requisite: Can only be taken as a 1st level Heroic
Feat: You can take the True Red Eyes feat (below) in- character, Intimidate 4 ranks, Strength, Dexterity or
stead of the Advanced Bloodline (Red Eyes) feat. Constitution 16.
Level Red Eyes Intermediate Benefit: You gain the Red Eyes bloodline, and your
ECL increases by 1. Your Red Eyes ability becomes ac-
1st -
tive permanently and cannot be turned off, and it no
2nd Intimidate +2
longer costs any Chakra to maintain. The bonuses it
3rd - grants become sacred bonuses (rather than enhance-
4th Red Eyes +2 ment bonuses), and you are able to use skills and tech-
5th - niques normally.
6th High Speed Sight 1 MARK OF THE RED KING [META-CHAKRA]
7th - Pre-requisite: True Red Eyes, Intimidate 15 ranks,
8th Strong Mind, Strong Body +1 Strong Mind, Strong Body +2.
9th - Benefit: As a swift action up to twice a day, you can
spend a meta-chakra charge to gain a +2 bonus to your
10th High Speed Sight 2
Red Eyes and Strong Mind, Strong Body abilities, a 10
11th -
foot increase to your Swiftness ability and gain the abil-
12th Swiftness (10 ft) ity to Sense Chakra as a free action each round without
13th - requiring concentration. While active, a glowing red
14th Strong Mind, Strong Body +2 cross appears on your back, and your eye turns blood
15th - red, with a white pupil.
16th High Speed Sight 3 Lasts 2 rounds.
17th - SUCCESSOR OF THE MURYOU SAIKYOU RYU
18th Red Eyes +4 See the same feat under the Satori bloodline, above
(p327).
19th -
20th Intimidate +4 SUBTYPES AND TEMPLATES
RED EYES (SU)
As an attack action that does not provoke attacks of Subtypes and templates are qualities that can be added
opportunity, you gain an enhancement bonus to to characters or creatures, granting it special, innate
Strength, Dexterity and Constitution. While active, you abilities and, in many cases, a level adjustment (for
cannot use the Concentration skill, nor any skill based players) or a challenge rating adjustment (when applied
on Intelligence, Wisdom or Charisma other than Intim- to enemies).
idate. You also cannot perform any technique requiring
the Concentration component. If you can Sense Chak-
AQUATIC (SUBTYPE)
ra, you count as 5 levels higher while doing so. This An Aquatic creature is at home in water and has a swim
ability costs 1 Chakra per round, and can be deactivated speed. Such a creature can breathe underwater, but
as a free action. cannot breathe air unless it has the Amphibious special
quality.
HIGH SPEED SIGHT (SU)
While Red Eyes is active, you gain High Speed Sight.
BEARER OF SHUKAKU (TEMPLATE) avoid the sand losing shape (and thus, dropping what-
ever it holds).
One of the nine tailed beasts, the one-tail Shukaku, is
Finally, you can command a mass of sand up to five
sealed within your body, haunting your dreams and
times your weight to move with you, but when using
subconscious but giving you access to the ability to con-
quick transportation such as the Shunshin no Jutsu or
trol sand.
Shunpo techniques, you can take only a mass equal to
Type: You gain the Demonic subtype in addition to its your weight, though it does not need to be carried.
other type(s). These abilities function only while there is enough
Skills: You suffer a -2 penalty to Concentration checks sand within 30 feet (the protection functions with even
and Charisma-based skill checks, except Genjutsu. a small amount of sand), and cannot be used while you
Bonus Feat: Improved Chakra Pool. This feat is also are fully transformed into Shukaku (see Soulless Slum-
added to all Bonus Feat lists for you. ber).
Special Attacks: Sand's Embrace, Suna Shuriken. SHUKAKU METEMORPHOSIS (SU)
Special Qualities: Fear Aura, Sand Manipulation, You constantly risk entering a frenzy (which is treated
Shukaku Metamorphosis, Soulless Slumber. as any other frenzy ability) due to the Shukaku's bestial
Level Adjustment: +3. nature. Whenever you take damage, you must succeed
Challenge Rating: +2. at a Will save (DC 15) or become frenzied at the start of
SAND'S EMBRACE your next action.
You can use an amount of sand around you equal to
While frenzied, you:
your body weight to deliver melee attacks with a range
of 30 feet, though you do not increase your threat  Gain a +4 bonus to Strength, Constitution and De-
range. The attack deals damage as shown below, modi- fense (natural armor).
fied by your Strength score, and increases by one step  A 15 ft increase to your movement speed.
 Lose access to Sand's Embrace and Sand Manipula-
every 5 levels. You also gain a bonus to its damage
tion.
equal to half your level (rounded down). The attack's  Gain access to Fear Aura and Suna Shuriken.
base damage follows the progression of 1d6 (base Small  Improve your unarmed attacks into Claw attacks
creature) → 1d8 (base Medium creature) → 2d6 (base dealing damage as though you were one size larger
Large creature) → 2d8 → 4d6 → 4d8 → 6d6 → 6d8 → (If you're Medium size, it deals 1d8 Slashing and
8d6 → 8d8, critical 20/x2. Bludgeoning damage, critical 20/x2).
 Cannot use any skill based on Charisma, Dexterity
The sand can also be used to Grapple at up to 30 foot
or Intelligence (except Intimidate), the Concentra-
range, and it gains a +4 bonus to Grapple checks. It does tion skill or abilities that require patience and/or
not benefit from Strength or Speed Ranks, nor from any concentration.
temporary bonuses to Strength or size.  Cannot perform techniques, except Fuuton and
At 10th level, you can choose to have the attack deal Doton techniques, which you can perform without
Bludgeoning and Slashing damage instead. needing to meet their Perform Requirements.
You can attack airborne creatures within range with- Attack those you perceive as threats to the best of
out being hindered by the limitations of levitating sand. your ability without regard for your health. If there are
SAND MANIPULATION (SU) no enemies nearby, you automatically attack the near-
You are always protected by sand, regardless of any est creature. While frenzied, you can make a Will save
conscious effort. You gain a +10 deflection bonus to each round (DC 25) to end the frenzy. If there are no
Defense against the first (1 per 5 levels, minimum 1, enemies nearby, the DC decreases by your level (mini-
maximum 4) attacks in a round, after which the bonus- mum DC is 10).
es decreases to +4. You are immune to ray attacks. When frenzy ends, you become fatigued and suffer
You can use sand to form Large or smaller objects of 1d4 Wisdom damage. If you are under the effects of a
any kind, including weapons, at will. You can use the rage ability when frenzy ends, do not become fatigued,
sand to carry weight, as though it had a Strength score but when the rage ends you become exhausted instead.
equal to yours. FEAR AURA (EX)
You can use the sand to levitate, but floating higher Any creature within 50 feet of you while Shukaku
than 5 feet above the ground requires a Concentration Metamorphosis is active must make a Will save (DC 15
check (DC 20) and spending 2 Chakra each round to + Wisdom modifier) or become shaken for 2d6+2
rounds. Creatures only need to make one save per use Artist checks (DC 22) as a full-round action or by simp-
of Shukaku Metamorphosis. ly moving out if they have a burrow speed.
SUNA SHURIKEN (EX) Material Focus – 1003 ft of sand or earth nearby.
While under the effects of Shukaku Metamorphosis, SABAKU FUUYU (FLOATING DESERT)
you can throw shuriken made from sand. These shu- Ninjutsu (Doton; Requires Sand Manipulation (a))
riken can be thrown as normal, but they do not need to Rank: 4 (B); Learn DC: 18, 3 success; Perform: 6
be drawn and you do not need your hands free to do so. (DC 19); Time: Attack action; Components: C, P, Mas;
Sand Shuriken deal 1d6 Piercing damage (plus your Range: Personal; Duration: 1 r/level; Cost: 2 *
Strength bonus), has a critical of 20/x2 and a range in- You can control sand and make it float through the
crement of 50 feet. Sand Manipulation technique without needing to make
SOULLESS SLUMBER (SU) Concentration checks, and reduce the cost to do so to 3
Whenever you go to sleep, you have a chance of (25 – Chakra per 2 rounds. You will be fatigued once this
level, minimum 10)% of suffering 2d4 temporary Wis- technique expires. You cannot use this technique if you
dom damage, which can be halved with a Will save are controlled by Shukaku or under the effects of
(DC 23), to which you gain a +2 bonus if you have the Shukaku Metamorphosis.
Light Sleeper feat. If this damage reduces your Wisdom Mastery – The fifth step of Mastery allows you to
to 0, you are overtaken by the Shukaku, causing one of make a Fortitude save (DC 15) to negate the fatigue.
two effects: SABAKU KYUU (DESERT COFFIN)
If there's an amount of sand equal to your weight Ninjutsu (Doton; Requires Sand Manipulation (a))
nearby, you fully transform into the Shukaku (See Rank: 5 (B); Learn DC: 19, 3 success; Perform: 7
Friends and Foes chapter, p364). Until the transfor- (DC 20); Time: Attack action; Components: C, F; Range:
mation ends, you use the Shukaku's statblock and abili- Close; Target: One creature; Duration: 1 r/2 levels; Save:
ties instead of your own. Reflex negates; Cost: 8
If there's not enough sand nearby, the Shukaku gains You can choose to trap a creature, or a creature's limb.
control of your body, but its Intelligence, Wisdom and A creature whose limb is trapped is Entangled, while a
Charisma scores are still its own (See its entry). creature who is entirely trapped becomes immobilized.
While taken over, you heal 1 Wisdom damage every A creature so held is a viable target for the Sabaku
8 hours. When your Wisdom recovers to 1 or higher, or Sousou technique (further below). Creatures can at-
you become unconscious, the Shukaku's control fades. tempt to free themselves by spending a full-round ac-
If unconscious, you do not wake until your Wisdom tion making a Break check (DC 35).
recovers to 1 or higher. You do not earn any experience Material Focus – A mass of sand roughly equal to the
while the Shukaku has taken control. target's weight, or two sizes smaller if trapping a crea-
ture's limb.
BEARER OF THE SHUKAKU TECHNIQUES
RYUUSA BAKURYUU (DESERT AVALANCHE) SABAKU ROU (DESERT PRISON)
Ninjutsu (Doton; Requires Sand Manipulation (a)) Ninjutsu (Doton; Requires Sand Manipulation (a) and
Rank: 8 (A); Learn DC: 23, 4 success; Perform: 11 Sabaku Kyuu (3))
(DC 25); Time: Attack action; Components: H, F; Rank: 11 (A); Learn DC: 26, 4 success; Perform: 14 (DC
Range: 10 ft/level; Area: *; Duration: Concentration (up 28); Time: Attack action; Components: C, F; Range:
to 1 r/level); Save: Reflex negates *; Cost: 10 Close; Target: One Medium or smaller creature; Dura-
You conduct a mass of sand into a wave 40ft wide and tion: 1 r/level (D); Save: Reflex negates *; Cost: 16
10ft tall, which moves out from you in a line at a speed You trap a target in a sphere of sand, which weighs as
of 45 feet per round while you concentrate and the much as the subject, and can be moved by the Sand
wave remains in range. Any Large or smaller creature Manipulation ability if it is light enough. If the target is
hit by the wave must save or be pushed back 1d6 x 5 mounted, use the mount's Reflex save. Both the mount
feet. Huge or larger creatures are unaffected. and its rider are captured if the save fails, as long as the
Creatures of Medium size and smaller must make an sphere can hold them both. If the mount is bigger than
additional Fortitude save to avoid being buried far Large, it cannot be caught in the prison.
enough to be affected by the Sabaku Taiso technique. Captured creatures can breathe and move freely
Creatures so buried can escape by making two Escape within the sphere, but suffer a 50% failure chance
when attempting to perform any technique with the
Mobility, Half-Seals or Hand Seals component(s), or use (DC 29); Time: Attack action; Components: H; Range:
spells with a Somatic component. While inside, they Long; Area: 50ft Spread *; Duration: Instant; Save: Forti-
are protected from all attacks and area affects, which tude halves; Cost: 14
will affect the sphere instead. You send forth waves of Chakra through the ground,
The sphere has Hardness 10, hp equal to three times compressing and collapsing a large area of soft ground
your level, and is immune to earth damage. It has a De- (such as loose dirt or sand). The technique's area reach-
fense of 12 and can be attacked from within, though es below the surface, up to 5 foot per level deep. Any
the attacker takes a -4 penalty to hit. Alternatively, it creatures that are underground suffer 9d10 damage.
can be destroyed by a Break check (DC 35). If the
sphere suffers fire damage equal to half its hit points or
SUNA NO MUYA (SAND COCOON)
Ninjutsu (Doton; Requires Sand Manipulation (a) and
more, it turns to glass, and becomes useless once the
Sabaku Kyuu (t))
duration expires (though it is still destroyed if it suffers
Rank: 4 (B); Learn DC: 18, 3 success; Perform: 6
enough fire damage in one hit).
(DC 19); Time: Attack or instant action; Components: C,
You can use the Sabaku Sousou technique on enemies
F, Mas; Range: 30 ft or Personal; Target: One willing
within the sphere with increased effect (see Sabaku
creature or You; Duration: 1 r/level (D); Save: None;
Sousou).
Cost: 6
Material Focus – A mass of sand equal to the target's
You create a cocoon of sand around yourself or a will-
weight (including its mount, if any) nearby.
ing creature, protecting the held creature from attacks
SABAKU SOUSOU (DESERT FUNERAL) and area effects as though it had full cover.
Ninjutsu (Doton; Requires Sand Manipulation (a) and The cocoon has a hardness of 8, 3 hit points per level,
Sabaku Kyuu (t)) and is immune to earth damage. It can be attacked from
Rank: 7 (A); Learn DC: 22, 4 success; Perform: 10 within, or broken with a Break check (DC 35). If the
(DC 24); Time: Attack action; Components: C; Range: cocoon suffers fire damage equal to half its hit points or
Close; Target: One creature *; Duration: Instant; Save: more, it turns to glass, and becomes useless once the
Fortitude halves *; Cost: 8 duration expires (though it is still destroyed if it suffers
This technique can be used on a target held by Sabaku enough fire damage in one hit).
Kyuu or Sabaku Rou, and immediately dispels it after Defensive Maneuver (1/day): Minimum DC 20. You
this technique finishes. protect yourself or an ally within 30 feet from an at-
If the target is entangled by Sabaku Kyuu, it suffers tack; doing so provokes attacks of opportunity. The
6d6 damage, and the affected limb becomes unusable technique can also defend against techniques allowing a
until regenerated or healed by the likes of Iryou Ninjut- Reflex save for half or no damage, in which case the DC
su: Hiken – Nikuteki Taisha. If it's immobilized by increases by an additional 5. If you succeed, a sphere of
Sabaku Kyuu or held by Sabaku Rou, it suffers 6d10 sand envelops you or the target, protecting from the
damage instead, and must make a save against massive attack or effect. If used against a single target attack
damage. In either case, a successful save halves the which destroys the sphere, the target still takes half
damage. damage if the attack roll would hit them.
If the target is held within a sphere created by Sabaku Using this technique as a defensive maneuver costs 6
Rou, you can perform this technique without meeting Chakra and can be used to defend against a source of
its Perform Requirements, and can empower it for 1 CR 1, whichever is lower.
additional die of damage at the cost of 2 Chakra (maxi- Material Focus – A mass of sand equal to the target's
mum 12 total dice). A target held by Sabaku Rou counts weight, nearby.
as though immobilized by sand. Mastery – Every step of Mastery after the first adds an
If the target is disabled or starts dying due to this additional use of this technique per day, and allows you
technique, it suffers 2d6 Strength damage (Fortitude to defend against attacks from a higher CR.
halves). The first step of Mastery increases that CR to 5.
Each additional step of Mastery increases the CR by an
SABAKU TAISO (DESERT REQUIEM) additional 5, but increases the cost of using the tech-
Ninjutsu (Doton; Requires Sand Manipulation (a) and
nique as a defensive maneuver by 1 while doing so.
Sabaku Sousou (t))
Rank: 9 (S); Learn DC: 25, 5 success; Perform: 13
SUNA NO YOROI (SAND ARMOR) Material Focus – A mass of sand equal to your weight,
Ninjutsu (Doton; Requires Sand's Embrace (a) and nearby.
Sand Manipulation (a)) XP Cost – 2,500 XP.
Rank: 7 (B); Learn DC: 21, 3 success; Perform: 9
(DC 22); Time: Attack action; Components: C, F; Range: CHAKRA VAMPIRE
Personal; Duration: 1 h/level (D)*; Cost: 20 (BLOODLINE TEMPLATE)
You gain DR 10/Ballistic, as well as fire and electricity A fluke in the experiments of the Mibu clan, this
resistance 10. The armor can soak up 10 points of phys- manufactured bloodline and/or curse affects one's abil-
ical and energy damage each per level (maximum 150 ity to generate Chakra inside the body, causing many of
of each), after which it expires. While in effect, you add its less capable bearers to die of Chakra exhaustion.
the weight of the sand to your worn equipment.
Material Focus – A mass of sand equal to half your Saves: +2 to saves against effects that drain or damage
weight, nearby. Chakra or Reserves.
Skills: -2 to Chakra Control checks.
SUNA SHIGURE (SAND SHOWER) Special Qualities: Suppressed Chakra Retention Disor-
Ninjutsu (Doton; Requires Sand's Embrace (a)) der, Chakra Vampire.
[Sabaku no Gaara Hijutsu]
SUPPRESSED CHAKRA RETENTION DISORDER (SU)
Rank: 5 (B); Learn DC: 19, 3 success; Perform: 7
Once you reach 3rd level, your Chakra Coils suffer from
(DC 20); Time: Attack action; Components: C, F; Range:
a catastrophic affliction. You no longer recover Chakra
Medium; Area: 20ft wide, 40ft high Cylinder (S); Dura-
naturally (such as while resting), and can no longer Tap
tion: 1 Round; Cost: 12
your Reserves with the Chakra Control skill. In addi-
You send a volley of deadly sand pellets to rain down
tion, you lose 1 Chakra every 4 hours, even while
on an area for one round. Creatures within the area
sleeping. If your have no Chakra, you lose the ability to
take 2d6 Piercing and 2d6 Earth damage, and have their
recover hit points while resting. Typical means of re-
land and flight movement speed halved, though it does
storing Chakra are chemicals, special techniques or the
not restrict them from running.
Chakra Vampire ability.
Material Focus – 100 lbs of sand nearby.
CHAKRA VAMPIRE (SU)
TANUKI NEIRI NO JUTSU (SPELL OF FAKE SLEEP) As an attack action that does not provoke an attack of
Ninjutsu (Doton; Requires Shukaku Metamorphosis (a)) opportunity, you can make a touch attack against a
Rank: 10 (S); Learn DC: 26, 5 success; Perform: 14 (DC character to drain 1 Chakra (deal 1 Chakra damage and
30); Time: 1 Full-round action; Components: S, F, XP; add it to your Chakra Pool), which allows you to ex-
Range: Personal; Duration: 8 hours (D) *; Cost: *. ceed your normal maximum by up to your level. The
This technique is used to bring you into a deep slumber, amount drained increases to 2 at 10th level, and 3 at 15th
allowing you to directly control the Shukaku sealed level. You can touch a Small or larger non-sentient life
inside of you. While the technique lasts, you gain con- form (such as a tree) for one minute to drain 2 Chakra
trol of the Shukaku's body, but retain your own mind. from it, but each point of Chakra drained causes 1d6+2
You gain all of the Shukaku's stats and abilities, except damage, which ignores hardness. You cannot absorb
its Intelligence, Wisdom and Charisma scores, its Fear Chakra from dead lifeforms. At 10th level, the Chakra
Aura and Darkvision abilities, its techniques and its drained increases to 5, but the damage increases to
Chakra Pool. You can only use techniques requiring 1d12+2.
abilities from the Bearer of the Shukaku template while You may choose to drain less than you are capable.
transformed, and suffer 1 Wisdom damage each round.
When you reach 0 Wisdom, the Shukaku takes control CHAKRA VAMPIRE TECHNIQUE
(as per Shukaku Metamorphosis). As a full-round ac- NYOUKAI NO KUCHITSUKE (KISS OF THE SUCCUBUS)
tion, you may grant the Shukaku control to avoid tak- Ninjutsu (Requires Chakra Vampire (a))
ing further Wisdom damage. You will not remember [Kagetsuki Clan Hijutsu]
anything the Shukaku does while it is in control. Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 9
If the Shukaku is killed, you die as well. You do not (DC 22); Time: Full-round action; Components: C, Mas;
gain any experience for damage caused while the Range: 0 ft *; Target: One living creature *; Duration:
Shukaku is in control. Instant; Save: *; CR: Yes; Cost: 0
The target must be a creature you are grappling with of 10 + ½ HD + Con modifier, and it's primary and sec-
and have pinned. Make a Grapple check against the ondary damage is 1d6 minutes of paralysis.
target. If successful, the target can make a Reflex save POSSESSION (SU)
(DC 20) to avoid being 'kissed' by you. If it does not, While in your serpentine form, you have a gaze attack
you may use the Chakra Vampire ability to drain 1d6 that can be used against helpless creatures, up to twice
Chakra, though the target can make a Fortitude save per day. You and the target make an opposed Will save
(DC 15) to resist, having you drain only 1 Chakra if once per round for five rounds, during which neither of
successful. Cannot be used two rounds in a row. you can act in any way as you both face each other in a
Mastery – The fifth step increases the Chakra drain to mental landscape (a 'mindscape') of your making. If the
1d8 on a successful kiss. target wins at least three of the opposed rolls, they es-
cape the mindscape and you become helpless for 1d3
rounds. If the contest is a draw, you both escape the
CORPSEWALKER (TEMPLATE) mindscape and become helpless for 1 round.
If you win at least three of the opposed rolls, the tar-
You are an abomination, living through the ages by
get's soul is destroyed and you enter their body, taking
possessing bodies and using them until they break. This
full possession of it. When you do, you:
template can only be applied to Humanoids.
 Become the host creature's type and size, and
Type: Your creature type changes to Aberration. adopt its Strength, Dexterity and Constitution
Abilities: See below. scores.
Special Qualities: Possession, Vipermorph, Immobiliza-  Gain all natural weapons, movement modes and
tion Aura, Pseudomortality. Qualities possessed by the target (and lose your
Level Adjustment: +2. own).
 Gain all templates and bloodline levels the subject
Challenge Rating: +3.
had (except Moujuu Aishou), as well as their ECL
ABERRATION Adjustments, but do not gain any bloodline-related
Your true form is that of a Large serpentine being. In feats.
this form, you get a +8 size bonus to Strength, a -2 size  Gain any Supernatural abilities the target has.
 Gain half the subject's permanent Power Units
penalty to Dexterity, and a +4 size bonus to Constitu-
(rounded down).
tion. In addition, you gain a +4 bonus to Grapple  Gain all the subject's Strength and Speed Ranks, as
checks, a +2 natural armor bonus to Defense, a -4 pen- well as its Power Rank, if any.
alty to Hide checks and a -1 size penalty to attack rolls  Retain all of your class levels (and associated bo-
and Defense. If you are a Small creature, your serpen- nuses), though your Reputation may change de-
tine form instead has a +4 size bonus to Strength, a -2 pending on who you possess. You also retain all
your techniques, spell-like and supernatural abili-
size penalty to Dexterity, a +2 size bonus to Constitu-
ties.
tion, as well as a +2 natural armor bonus to Defense.
While in this form, you gain Darkvision (60 ft), fast When you leave a body, you return to your serpen-
healing 2, a +4 bonus to saves against massive damage, tine form, and lose all changes gained while possessing
immunity to death effects and cannot perform tech- a body, but you retain any spell-like and supernatural
niques. You also benefit from the Immobilization Aura, abilities abilities it had (except gaze and breath attacks,
Pseudomortality and Possession abilities. and any benefits gained from its bloodline). Unfortu-
In this form, you have a Bite attack per 5 HD, as the nately, a host body cannot last forever without its orig-
snakes making up your body twist and strike at your inal soul. You can possess a body for 1 year per point of
enemies. The first Bite attack in a round is made as it's Constitution modifier, plus 3 months per 5 levels it
normal, dealing 1d8 Piercing damage (20/x2). Addition- had before becoming possessed. If you or the target has
al attacks are made at a -5 penalty and deal 1d6 Piercing the Cursed Seal template, it can be possessed an addi-
damage (20/x2), to which you can only apply half your tional 2 years per level of Cursed Seal, but if the Cursed
Strength bonus to damage. Seal belongs to the host body, you are subject to its
IMMOBILIZATION AURA (SU) origin's compulsions. Every month you remain in a
In your serpentine form, your body secretes a Contact possessed body after this duration runs out, you gain 1
poison that affects creatures within 10 ft of you (but permanent negative level. If you attempt to leave a host
you are immune). The poison has a Fortitude save DC body within 1d3 years of possessing it, you suffer 5d6
negative levels, which can be recovered by making one
Fortitude save (DC 30) per negative level, 24 hours after CURSED SEAL LEVEL 1 (SU)
they were gained, or by any other means which nor- When manifested as an attack action, you gain the fol-
mally restores negative levels. lowing:

PSEUDOMORTALITY (SU)  A +1 bonus to Defense, Reflex, attack and weapon


While in your serpentine form, you suffer 1 temporary damage
 A +2 bonus to opposed Disarm, Trip, Grapple, Bull
Constitution damage every 2 hours.
Rush and Overrun, Climb, Jump and Swim checks
VIPERMORPH (SU)  A 50% increase to your carrying capacity
You can leave a body you possess as a Full-Round ac-  12 temporary Chakra. Each additional use beyond
tion that does not provoke attacks of opportunity. You the first in a 24 hour period reduces the temporary
Chakra bonus gained from Cursed Seal Level 1 and
remain in the same square, but change into your ser-
2 by 4 (minimum 0). The Chakra only lasts while
pentine form. this ability is active.
 1 CSP (see Consequences of Overuse below) each
CURSED SEAL (TEMPLATE) round the ability is active.
Cursed seals are applied to a creature, and can grant
The Level 1 and/or Level 2 Cursed Seal can be used a
great power at the cost of having your mind be subject
number of times per day equal to your Constitution
to irresistible compulsions from whoever placed the
modifier without consequence. When you activate
seal. The seal has two levels, and a specific drug is re-
these abilities more often, you suffer 2 temporary Con-
quired to progress to level 2, which induces a coma so
stitution damage on activation, and become fatigued
the body can be transformed safely. This template can
when the ability ends (or exhausted if you were already
only be applied to living creatures and takes up a seal
fatigued). The seal can be deactivated as a swift action,
slot on the subject's body.
and automatically does so when you fall unconscious.
Skills: You gain use of the Control Cursed Seal skill (see
below), and said skill is always a class skill. CURSED SEAL LEVEL 2 (SP)
Special Qualities: Cursed Seal Level 1, Cursed Seal Level When manifested as an attack action, you gain a +2
2. bonus to Defense, Reflex, attack and weapon damage,
Level Adjustment: +1 (unwilling) or +2 (willing) (see as well as a +4 bonus to opposed Disarm, Trip, Grapple,
below). Bull Rush and Overrun, Climb, Jump and Swim checks.
Your carrying capacity doubles, and you gain 24 tem-
WILLING AND UNWILLING porary Chakra. Each additional use beyond the first in a
An unwilling creature is one who constantly tries to 24 hour period reduces the temporary Chakra bonus
resist the Cursed Seal. They can exert some measure of gained from Cursed Seal Level 1 and 2 by 8 (minimum
control on it, but must constantly struggle to do so. A 0). The Chakra only lasts while this ability is active.
willing creature embraces its Cursed Seal and the pow- While this ability is active, you can manifest a natural
er it offers, and can freely (de)activate the Cursed Seal. weapon as a swift action. This natural weapon is chosen
The origin of a Cursed Seal (the being that applied when you gain the Cursed Seal Level 2 ability, and is
the template) gains a measure of control over those one of the following (damage listed for Medium size):
bearing it. Once per day, the origin can use a gaze at-  A wicked pair of fangs conferring a Bite attack (1d6
tack with a range of 30 feet to convey a single Sugges- Piercing, 20/x2)
tion (as the spell) to a willing bearer. An unwilling  A set of sharp nails or claws granting a Claw attack
bearer either becomes sickened for 1 minute or has its (1d4 Piercing, 20/x2)
 A pair of horns emerging from your head, bestow-
Cursed Seal activated (origin's choice, origin chooses
ing you with a Gore attack (1d6 Piercing, 20/x2)
what level to activate if you have access to multiple  A long, scaly tail giving you the benefit of a Tail
levels of Cursed Seal). The gaze attack can be resisted Slap attack (1d4 Bludgeoning, 20/x2)
with a Will save (DC 10 + ½ origin's HD + origin's Cha-  A pair of wings that confer a Talon attack (1d3
risma modifier). Slashing, 20/x2) and grant you a Fly speed at half
Unwilling creatures automatically activate their your normal speed, with Clumsy maneuverability.
Cursed Seal when an encounter starts, suffering from These natural weapons can be dismissed as a swift ac-
strong emotions, or when suffering damage in combat tion, making them retract back into your body. If the
(see Control Cursed Seal skill below). appendage(s) are severed, they will regrow after 1 day,
until which they cannot be manifested again.
Each round this ability is active, you gain 2 CSP (see CONTROL CURSED SEAL (WIS)
Consequences of Overuse below). The Level 1 and/or This skill is used by unwilling recipients of the Cursed
Level 2 Cursed Seal can be used a number of times per Seal to control it, and by willing recipients to try and
day equal to your Constitution modifier without conse- enhance its usefulness.
quence. When you activate these abilities more often, Special: You cannot take 10 or take 20 on this skill. If
you suffer 2 temporary Constitution damage on activa- you have five or more ranks in this skill, you gain a +2
tion, and become fatigued when the ability ends (or bonus to the Will save to resist the origin's gaze attack.
exhausted if you were already fatigued). The seal can be If you also have the True Origin feat, this bonus also
deactivated as a swift action and recedes when you fall applies to the save to end the frenzy once there are no
unconscious. more enemies nearby.
Resist Transformation: Used to resist the activation of
CONSEQUENCES OF OVERUSE the Cursed Seal. The DC depends on the situation (see
Each round you spend under the influence of the Curs- table below). During combat, a check is required every
ed Seal's abilities grants Cursed Seal Pool (CSP) points time you've taken total damage equal 25% of your max-
to accumulate. 24 Hours after the first time you activate imum hp (start counting from 0 after every check). On
a Cursed Seal on a given day, compare the amount of a failed check, your character is forced to activate their
CSP you have accumulated to the table below to see Cursed Seal as an attack action, at the first possible op-
what drawbacks you suffer, if any. After you determine portunity. If Cursed Seal Level 1 is active and the check
drawbacks, your CSP is halved and heals at a rate of 1 is failed, you must activate the Level 2 seal.
CSP per level per evening of rest, doubled with com- Situation DC
plete bed rest.
Start of encounter 15
CSP Drawback Struck in combat 25
<4 - Powerful emotions 15
4-6 Fort save (DC 13) or 1d4 Con Origin's gaze attack Gaze attack's DC
7-9 Fort save (DC 15) or 1d4 Con
10-12 Fort save (DC 17) or 1d6 Con Force Transformation: As an attack action, you can
13-15 Fort save (DC 19) or 2d4 Con
forcefully activate your Cursed Seal. See table for the
DC.
16-18 Fort save (DC 23) or 2d6 Con
Deactivate Cursed Seal: At an attack action, you can
19-24 Fort save (DC 25) or 2d6 Con
deactivate your Cursed Seal. See the table for the DC.
25-31 Diseased* and Fort save (DC 25) or 2d6 Con
Quicken Transformation: A Willing bearer can
32-37 Diseased* and Fort save (DC 27) or 2d6 Con
(de)activate their Cursed Seal this way as a swift action.
38-43 Diseased* and Fort save (DC 29) or 2d6 Con
For the DC, see the table on the right. The DC to deac-
44-49 Diseased* and Fort save (DC 33) or 3d4 Con
tivate is given in parentheses.
50+ Death God's Wrath* and Fort (DC 35) or 4d4 Con
Cursed Seal Level Force Deactivate Quicken
Diseased: This disease has a 1d4 day incubation time.
1 (Willing) - 10 25 (20)
It deals 1 Str and Dex damage initially, and its second-
ary damage is 1d4 Str and 1d4 Dex. The Fortitude save 1 (Unwilling) 15 15 -
DC is 16. You must save against secondary damage eve- 2 (Willing) - 15 30 (25)
ry day after making the first save. This disease can only 2 (Unwilling) 20 20 -
be removed by a character of equal or higher level than
Partial Manifestation: A Willing bearer can attempt to
you using a Medical technique (mastery increases their
partially manifest their Level 2 Cursed Seal, gaining
effective level).
only the benefit of its natural attack for 10 minutes or
Death God's Wrath: This disease has a 1d4 day incu-
until deactivated (using this skill, or by activating and
bation time. It deals 1d3 Str and 1d3 Dex damage ini-
deactivating your Level 2 Cursed Seal). Manifesting the
tially, and its secondary damage is 2d4 Str and 2d4 Dex.
Cursed Seal this way grants 1 CSP. The DC for this
The Fortitude save DC is 19. You must save against sec-
check depends on the type of natural weapon (see the
ondary damage every day after making the first save.
table below).
This disease can only be removed by a character at least
3 levels higher than you using a Medical technique
(mastery increases their effective level).
Natural Weapon DC EVIL
You gain the Evil allegiance (50% when inherited, Will
Dismiss weapon 10
save (DC 15) negated if applied to you).
Claw or Slap 20
Bite or Gore 25 DEMONIC TECHNIQUES
Talon (wings) 35 YOUTON: DAIMYOURIKI (DEMONIC RELEASE: GREATER VILE
POWER)
CURSED SEAL FEATS Training (Ninjutsu; Requires Demonic subtype,
CURSED TOUGHNESS Strength Rank 1 (a) and Vile Technique (f))
Pre-requisite: Toughness, Cursed Strike 2/day class abil- [Evil, Lost Kinjutsu]
ity. Rank: 5 (B); Learn DC: 19, 5 successes
Benefit: At the end of each day, your CSP decreases You gain the Strength Rank 2 extraordinary ability.
by 3. While learning this technique, you take 1d4 damage
TRUE ORIGIN per level each day, which heals after 8 hours of rest.
Pre-requisite: Heroic character, can only be taken at 1st
level.
YOUTON: MYOURIKI (DEMONIC RELEASE: VILE POWER)
Training (Ninjutsu; Requires Demonic subtype and
Benefit: You were born with the Cursed Seal tem-
Vile Technique (f)) [Evil, Lost Kinjutsu]
plate, and have the Cursed Seal Level 1 ability. Your
Rank: 3 (C); Learn DC: 16, 4 successes;
Cursed Seal has no origin, though you still decide
You gain the Strength Rank 1 extraordinary ability.
whether you are a willing or unwilling bearer. You can
While learning this technique, you take 1 damage per
activate and deactivate your Cursed Seal freely, without
level each day, which heals after 8 hours of rest.
the need for Control Cursed Seal skill checks, and you
do not gain CSP for using the cursed seal, though you YOUTON: SHINMYOURIKI (DEMONIC RELEASE: TRUE VILE POW-
still suffer Constitution damage from overuse. ER)
While your Cursed Seal is active, you are overcome Training (Ninjutsu; Requires Demonic subtype,
with a frenzy lasting (6 + your Con modifier) rounds, Strength Rank 2 and Vile Technique (f))
during which you must attack those you perceive as [Evil, Lost Kinjutsu]
foes to the best of your ability, without regard for your Rank: 7 (A); Learn DC: 22, 6 successes;
own safety. If you run out of enemies, you can make a You gain the Strength Rank 3 extraordinary ability.
Will save (DC 25) or a Control Cursed Seal check (DC While learning this technique, you take 1d6 damage
20, willing bearer only) each round to end the frenzy. If per level each day, which heals after 8 hours of rest.
unsuccessful, you start attacking the nearest creature. A
partial manifestation does not induce this frenzy. GHASTLY INHERITANCE
Special: Your Level Adjustment increases by 1. (TEMPLATE)
You are the host of the dreaded Kyuubi, the nine-tailed
DEMONIC (SUBTYPE) demon fox, with its terrible blazing Chakra and fear-
This subtype can be applied to any creature that has some presence. (This template's abilities are based on
Chakra. The creature's Chakra becomes demonic, al- the Naruto v Sasuke fight, Chapter 233 of the manga).
lowing it to use special techniques unique to the De- This template can only be applied within an hour of the
monic subtype. If this subtype was inherited, the crea- base creature being born by sealing the Kyuubi inside
ture's Chakra Signature has a distinct evil feel to it. it. Upon death, the Kyuubi is released.
Otherwise, the creature's Chakra Signature seems nor-
mal for a creature of its type and race. Type: You gain the Demonic subtype (see above).
Hit Points: You gain 1 bonus hp per level.
Special Qualities: Demonic Chakra, Overwhelming
Abilities: +2 Constitution.
Chakra, Evil
Saves: +2 Fortitude vs poison, +2 Reflex.
DEMONIC CHAKRA Skills: -2 penalty to Chakra Control and Concentration
You can use techniques and abilities requiring demonic checks.
Chakra. Feats: Improved Chakra Pool, and this feat is always
OVERWHELMING CHAKRA available to you when you gain a bonus feat.
When you spend an action point to gain Chakra, roll Special Qualities: Blazing Rage, Overwhelming Chakra,
2d4 instead. Greater Health, Kyuubi Manifestation.
Level Adjustment: +3. deflection bonus to Defense, Fire Resistance 10, Fast
Challenge Rating: +1. Healing 5 and Damage Reduction 3/-. Your claw attacks
BLAZING RAGE (SU) deal damage as though one size larger.
When you suffer especially strong emotions, the feral Your Chakra becomes clearly visible as a red, bub-
urges of the Kyuubi come surging through your mind bling shroud around you with a vaguely fox-like shape,
and body, activating the Blazing Rage for (8 + your new which forms an additional claw to lash out at enemies,
Constitution modifier, see below) rounds. You grow giving you an extra claw attack per round at your high-
claws and fangs, which you can use as natural weapons est attack bonus, and your claw attacks gain reach. You
as though you were proficient with them, and gain a +6 also gain one Tail attack per round per 2 levels after 9th
bonus to Strength and Constitution, a +4 dodge bonus level, which can be used to make a full-attack action.
to Defense, a +2 bonus to Will saves and a 15 ft move- Making a full-attack with your tails causes the attack
ment speed increase. You also gain Fast Healing 3. bonus to decrease by 2 each additional attack, rather
While frenzied, you fight those you perceive as than the normal 5 (For example, you might have three
threats to the best of your ability, regardless of personal attacks at +15/+13/+11). You cannot have more than 9
safety. If no foes remain, you start attacking the nearest Tail attacks.
creature. You can make a Will save (DC 20) each round While so enhanced, you cannot make a Will save to
to prevent yourself from attacking a friend or innocent stop yourself from attacking others. As soon as the en-
bystander, or from delivering the killing blow to an hanced Blazing Rage ends, you must succeed at a Forti-
enemy, but doing so does not end the Blazing Rage. tude save (DC 25) or become unconscious for 1d4+1
At 9th level, you also become able to manifest Blazing hours.
Rage at will, though you can still be forced to enter it
involuntarily as normal. This ability counts as a frenzy
GHASTLY INHERITANCE TECHNIQUES
effect, and can be used once per day per 5 levels or HD YOUTON: KAIMON NO JUTSU (DEMONIC RELEASE: DESTRUC-
you have. TION GATE TECHNIQUE)
Genjutsu (Requires Blazing Rage (a))
OVERWHELMING CHAKRA (SU) Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4
At 3rd level or higher, you can spend an action point to
(DC 16); Time: Attack action; Components: S; Range:
tap into the Kyuubi's Chakra Pool. This works as
Personal; Duration: Instant *; Save: *; Cost: 1
though using an action point for Chakra normally, but
You summon terrible images, memories and thoughts
the result is tripled (6d4, taking into account the De-
within your mind to trigger a controlled breakdown,
monic subtype), can exceed your maximum Chakra, but
which allows you to immediately enter your Blazing
only lasts for 1 round. Using this ability opens a num-
Rage, but causes you to suffer a -2 penalty to saves
ber of Tenketsu sealed (if any) equal to four times the
against Fear effects for the duration of the Rage (or
Chakra gained, and grants you a +2 non-stacking
Kyuubi Manifestation), plus 1d4 minutes afterward.
Strength bonus for 1d3 rounds.
Once the Rage ends, you suffer 1 temporary Charis-
Any creature that senses your Chakra Signature im-
ma damage (Will DC 16 negates).
mediately notices your Signature changing to a more
demonic, evil one. Your Signature also counts as one MAJIN KOUSEI NO JUTSU (DEVILISH REGENERATION TECH-
category higher for those trying to Sense or See NIQUE)
(Through) Chakra. Chakra Control (Spirit; Requires Overwhelming Chakra
GREATER HEALTH (SU) (a) and the Ghastly Inerhitance template)
You recover Chakra twice as fast while depleted, and Rank: 5 (Very Easy); Learn DC: 16, 1 success; Perform: 5
recover from ability damage at twice the normal speed. (DC 10); Time: Attack action; Components: C; Range:
You also recover 1 Chakra Reserve every 5 minutes, in Personal; Duration: Instant; CR: Yes; Cost: *
addition to any normal recovery. You coax out the Kyuubi's healing power without al-
lowing its Chakra to overpower your senses. You must
KYUUBI MANIFESTATION (SU) pay for this technique's cost with all the Chakra gained
At 8th level, you can enhance your Blazing Rage while
by using the Overwhelming Chakra ability. You gain
it is active by spending an action point. For the remain-
2d10 temporary HP, Fast Healing 2 and a +4 bonus to
der of Blazing Rage's duration, its bonuses increase to
Fortitude saves against massive damage for 1d4 rounds.
+8 Strength and Constitution, +4 Will saves and 25 ft
movement speed increase. In addition, you gain a +4
HEROIC (SUBTYPE) (DC 16); Time: Attack action; Components: C, F; Range:
Personal; Duration: 1 hour (D); Save: Fortitude partial *;
This subtype is usually reserved for particularly power-
CR: *; Cost: 3
ful creatures, or those with levels in a character class.
You carve smoldering seals into your flesh, which re-
Characters who are not Heroic have access to less
main dormant until activated as an attack action.
Chakra. Player characters are always Heroic.
When activated, you can make a ray attack against a
IGNIS VITAE (SUBTYPE) target within 20 ft, dealing 2d6 force damage and, if the
target is no larger than Medium size, knocking it back
You are born of fire, causing your skin (or fur, feathers,
1d4 x 5 ft. The subject also falls prone (Fortitude ne-
etc) to take on a darker hue, and your eyes to flash in
gates). Alternatively, you can make an unarmed attack
dark, crimson colors when you feel powerful emotions.
against an adjacent foe, adding the damage and effects
Your skin heats and begins to release steam when agi-
of the ray to the attack if it hits. CR applies to the acti-
tated, angry or excited. This subtype can be applied to
vation effect of the seal.
any creature and can be obtained by the forbidden Ket-
This technique takes up one seal slot, and you deal
suyoujutsu: Ma'endou technique (p280).
yourself 2 damage when performing it.
Special Qualities: Fire Affinity, Speak with the Flame,
Empower – Spend 3 Chakra and deal yourself 2 addi-
Warm-blooded.
tional damage to increase both the damage and the
FIRE AFFINITY (EX) knockback by 1 die.
You gain the Elemental Affinity for Fire. Your Chakra Material Focus – A dagger of power.
feels fiery and smells of sulfur.
MA'EN JUTSU: KAENFUBATSU (FIENDFIRE TECHNIQUE: INDOMI-
SPEAK WITH THE FLAME (SU) TABLE FIRE)
You can Speak Ignan, allowing you to communicate
Fuinjutsu (Requires Blood Mage (f), Path of the Fiend-
with fire elementals.
fire (f) and Ignis Vitae subtype) [Fire, Lost Kinjutsu]
WARM-BLOODED (EX) Rank: 4 (C); Learn DC: 17, 4 successes; Perform: 5
You gain a +2 to ability and skill checks in hot weather (DC 17); Time: Attack action; Components: F, S; Range:
(80°F or higher), but suffer a -2 penalty to those same Personal; Duration: 1 day (D); Cost: 4
checks in cold weather (-20°F or lower). You carve sizzling runes into yourself, which remain
dormant until activated as an instant action.
IGNIS VITAE TECHNIQUES On activation, you gain a +8 bonus to a single op-
MA'EN JUTSU: EN'MI (FIENDFIRE TECHNIQUE: SEED OF FLAME) posed roll when being attacked by a bull rush, overrun
Fuinjutsu (Requires Blood Mage (f), Path of the Fiend- or grapple attempt. This technique takes up one seal
fire (f) and Ignis Vitae subtype) [Fire, Lost Kinjutsu] slot, and you deal yourself 1 damage when performing
Rank: 2 (C); Learn DC: 15, 4 successes; Perform: 3 it. The seal's effects do not stack with itself.
(DC 15); Time: Attack action; Components: F, Mas, S; Material Focus – A dagger of power.
Range: Personal; Duration: 1m/level (D); Cost: 2
You carve fiery seals into your flesh, granting you a +1 MA'EN JUTSU: KAENGUI (FIENDFIRE TECHNIQUE: FLAME EAT-
bonus to Perform checks made to perform Katon tech- ER)
niques, and such techniques deal 1 additional fire dam- Fuinjutsu (Requires Blood Mage (f), Path of the Fiend-
age. This techniques takes up one seal slot, and you deal fire (f) and Ignis Vitae subtype) [Fire, Lost Kinjutsu]
yourself 1 damage when performing it. The seal's ef- Rank: 6 (B); Learn DC: 20, 5 successes; Perform: 8
fects do not stack with itself. (DC 21); Time: Attack action; Components: E, F, S;
Mastery – The third step requires ECL 8 or higher, Range: Personal; Duration: 1m/level (D); Cost: 4
and allows you to spend 2 additional Chakra and deal You carve sizzling runes into yourself. The seal absorbs
yourself 2 additional damage to double the seal's bonus- the first 10 points of fire damage that would be dealt to
es. you, after which it blackens and becomes inactive.
Material Focus – A dagger of power. While the seal is active, you can spend a full-round
action which requires concentration to absorb any en-
MA'EN JUTSU: HAPPA (FIENDFIRE TECHNIQUE: BLAST) ergy absorbed by the seal, gaining either 1 temporary
Fuinjutsu (Requires Blood Mage (f), Path of the Fiend- Chakra or 2 temporary HP per 5 fire damage the seal
fire (f) and Ignis Vitae subtype) [Fire, Lost Kinjutsu] had absorbed, which will last for 5 minutes. Doing so
Rank: 3 (C); Learn DC: 16, 4 successes; Perform: 4 will cause the rune to fade and disappear. This tech-
nique takes up one seal slot, and you deal yourself 2 Empower – At ECL 8 or higher, you can spend 2
damage when performing it. You cannot have more Chakra to increase the damage to 1d8. At ECL 16 or
than one of this seal at the same time. higher, you can spend 4 Chakra to increase the damage
Empower – Spend 2 Chakra and deal yourself 1 addi- to 2d6. Mastery does not apply to your ECL for this.
tional damage to increase the amount of Chakra the Mastery – The third step increases the range of the at-
seal can absorb by 3 (up to 25 damage absorption total). tacks to 15 ft if they have been empowered to deal 1d8
Material Focus – A dagger of power. damage. The fifth step increases the range to 20 ft if
they have been empowered to 2d6.
MA'EN JUTSU: KAENRAKUIN (FIENDFIRE TECHNIQUE: BLAZING
BRAND) MA'EN JUTSU: YOUNI KASOUKU (FIENDFIRE TECHNIQUE: FIEND-
Fuinjutsu (Requires Blood Mage (f), Path of the Fiend- ISH CELERITY)
fire (f) and Ignis Vitae subtype) [Fire, Lost Kinjutsu] Fuinjutsu (Requires Blood Mage (f),
Rank: 5 (C); Learn DC: 18, 4 successes; Perform: 6 Path of the Fiendfire (f), Ketsuyoujutsu: Kaisoku (t) and
(DC 18); Time: Attack action; Components: C, E, F, S; Ignis Vitae subtype) [Lost Kinjutsu]
Range: Personal; Duration: Permanent (D) *; CR: *; Cost: Rank: 7 (B); Learn DC: 21, 5 successes; Perform: 9
2 (DC 22); Time: Attack action; Components: C, E, F, S;
You carve sizzling runes into the palm of your hand, Range: Personal; Duration: 1 day (D); Cost: 4
remaining dormant until activated as an attack action. You carve fiery runes into yourself, which becomes
When activated, you make a melee touch attack that dormant until activated. While dormant, the runes in-
does not provoke attacks of opportunity. If the attack crease your land speed by 5 ft.
hits, this seal is discharged with a bright, fiery glow as The seal's activation and bonuses are identical to
it leaves a mark identical to the seal on the target for 1 those of Ketsuyoujutsu: Kaisoku, and once activated it
day afterward. When you hit, you can consume one also disappears much like Kaisoku. This techniques
seal created by Ma'en Jutsu: En'mi that you have, deal- takes up one seal slot, and you deal yourself 3 damage
ing 2d6 fire damage. (CR applies) When you hit and when performing it. Only one Fiendish Celerity or
consume seals, both this seal and any En'mi seals con- Fiendish Potence (see next technique) seal can be ap-
sumed fade. plied on you at the same time. This technique cannot
This technique takes up one seal slot, and you deal be used more than once every 24 hours.
yourself 2 damage when performing it. Empower – Spend 1 Chakra and deal yourself 1 addi-
Empower – Spend 1 Chakra and deal yourself 1 addi- tional damage to increase the bonus on activation by +1
tional damage to consume an additional En'mi seal, (up to +12 total).
adding another 2d6 damage. Material Focus – A dagger of power.
Spend 4 Chakra to increase the damage dealt per
En'mi seal consumed by 1d6 (up to 4d6 total per seal).
MA'EN JUTSU: YOUNI SEIRYOKU (FIENDFIRE TECHNIQUE:
Material Focus – A dagger of power.
FIENDISH POTENCE)
Fuinjutsu (Requires Blood Mage (f),
MA'EN JUTSU: SHOUKEN RYU (FIENDFIRE TECHNIQUE: BURNING Path of the Fiendfire (f), Ketsuyoujutsu: Seiryoku (t)
FIST STYLE) and Ignis Vitae subtype) [Lost Kinjutsu]
Taijutsu (Stance; Requires Blood Mage (f), Rank: 7 (B); Learn DC: 21, 5 successes; Cost: 4
Path of the Fiendfire (f) and Ignis Vitae subtype) This technique functions like Ma'en Jutsu: Youmi Ka-
[Fire, Lost Kinjutsu] souku, except as below. (You still damage yourself and
Rank: 3 (C); Learn DC: 16, 4 successes; Perform: 4 follow the same limitations as with Youmi Kasouku).
(DC 16); Time: Attack action; Components: C, Mob; The rune's passive bonuses are except the rune pas-
Cost: 2 sively grants a +1 bonus to weapon damage rolls and
This unique stance can only be activated if you have an Strength-based checks. It's activation and activated ef-
active seal created by the Ma'en Juts: En'mi technique. fects emulate the Ketsuyoujutsu: Seiryoku seal instead
In this stance, you gain a ranged touch attack with a of the Kaisoku seal.
range of 10 ft, which uses your Intelligence modifier to Empower – Spend 1 Chakra and deal yourself 1 addi-
hit (instead of your Dexterity modifier) and deals 1d6 tional damage to increase the bonus on activation by
fire damage. These attacks are considered unarmed at- either +1 (weapon damage) or +2 (Strength-based
tacks to determine the number of attacks you can make. checks), up to a total of +12 or +24, respectively.
Material Focus – A dagger of power.
IMMORTAL (SUBTYPE) LIVING PUPPET (EPIC TEMPLATE)
You are immortal, and cannot be killed. You do not You have turned your body into that of a puppet, gain-
automatically regrow limbs, but if any limbs are sev- ing qualities of a construct but retaining your mental
ered (even the head), they can be reattached within 1d4 capabilities and ability to use Chakra. The changes
hours and mend automatically, or be sewn back on at a listed below are exhaustive: anything not mentioned
later time. If your head is severed, you remain con- remains unchanged from your previous form. (For ex-
scious (if you have 0 or more hit points) but cannot ample, you retain the ability to speak, your Speed re-
control your body. Usually, there is a specific way in mains unchanged).
which an Immortal being can be killed or removed,
Type: Your type changes to Construct, but do not gain
which should be mentioned with the creature's de-
the standard construct traits and immunities.
scription. (Usually involving the removal of its soul and
Ability Scores: You retain all of your ability scores, ex-
permanent destruction of its body).
cept you no longer have a Constitution score.
IMMORTAL TECHNIQUE Hit Dice: All of your HD become d10, but you no long-
er gain bonus hit points from Constitution.
KAMI NO SABAKI (GOD'S PUNISHMENT)
Attacks: You gain a slam attack, dealing damage accord-
Ninjutsu (Requires Concentration 18 ranks and
ing to a Construct of your size.
the Immortal subtype) [Hidan Kinjutsu]
Special Qualities: Armored Body, Components, Fortifi-
Rank: 10 (S); Learn DC: 26, 7 successes; Perform: 14 (DC
cation, Immunities, Lifeless, Repairable, Unnatural
30); Time: Full-round action *; Components: C, F;
Stamina.
Range: 100 ft; Target: One living creature; Duration: 10
Level Adjustment: +1.
rounds (D); Save: Will negates; CR: Yes; Cost: 30
Challenge Rating: +1.
In preparation for this technique, you must spend 2
rounds drawing a seal on the ground, requiring a Craft ARMORED BODY (EX)
(Calligraphy) check (DC 20), which provokes attacks of You gain a +4 natural armor bonus to Defense due to
opportunity. The seal covers the surface of a single 5 ft your puppet plating, but no longer benefit from armor
square, within which you must stand when performing bonuses by wearing armor. Your natural armor bonus
this technique. can be improved by adding a mastercraft quality to
You ingest some blood belonging to the target, and your puppet body, either during or after crafting the
attempt to link your bodies together. If the target suc- body itself.
ceeds at its save, the seal you drew vanishes and the COMPONENTS
technique ends. If they fail, your skin turns black, with You can fit puppet components onto your body as with
a white, skeletal outline. While the subject is within any other puppet, according to the amount of utility
range, any damage or healing you take is also given to and weapon points you've crafted onto your body. If
the target, and the same is true for any physical effect you create clones of yourself, only purely mechanical
inflicted upon you (such as poison), even if you are parts are operational for the clones.
immune to such an effect, though the target does re-
FORTIFICATION (EX)
ceive its own save against the effect, if it allows for one.
You have a 25% chance when hit by a critical hit or
This link also works the other way, so you share any
sneak attack to treat it as a normal attack.
damage, healing and physical effects inflicted upon the
subject. If you hold a Small or larger weapon, you can IMMUNITIES (EX)
provoke a massive damage save for yourself, or make a You are immune to ability damage, ability drain, poi-
coup de grace attack on yourself, with the target suffer- son, sleep effects, paralysis, disease, nausea, fatigue,
ing appropriate damage and needing to make a save as exhaustion, and energy drain. You are immune to non-
well. lethal damage from physical sources, and cannot be
The link is only active while you stand on the seal, fatigued by running for extended periods of time.
and its effects become inactive until you return to the LIFELESS (EX)
seal. Once the duration expires, the seal vanishes. You stop aging, and have no maximum age. You do not
Material Focus – A drop of the target's blood. recover HP or Chakra when resting, and no longer
need to sleep, eat or drink (though you still benefit
from consumables). You can recover your HP by mak-
ing repairs (see Repairable), and are immune to all
normal means of recovering HP. Your puppet body equal to their HD, and their Will save is equal to a Fast
incorporates numerous specialised seals, recovering Hero with a level equal to their HD.
your Chakra by 10% per hour, and your Reserves by 2 Animal companions gain 2 skill points per HD after
per hour (both doubled if you have the Chakra Restora- the first (not modified by their Intelligence), and an
tion feat), regardless of your activities. additional feat once every 4 HD. Animal companions
REPAIRABLE do not gain experience or change the amount of experi-
To recover HP, your puppet body must be repaired. A ence you earn.
Repair check (DC 20) heals 1d10 HP, and takes an hour Def: This value modifies the companions natural ar-
to complete. You can also spend 2 Chakra and concen- mor bonus to Defense.
trate for 10 minutes to recover 1d6 HP. This can be Str/Dex: The companion gains additional Strength
done while being repaired. You can repair yourself, and Dexterity, as shown.
though you take a -2 penalty to the Repair check and Tricks: This is the total amount of tricks the compan-
cannot repair yourself while concentrating to regain ion can learn. These are in addition to the tricks it can
HP by spending Chakra. learn normally (as per Handle Animal skill). Tricks
cannot be unlearned, and do not take no time to teach.
UNNATURAL STAMINA (EX)
You remain conscious and can act normally while at 0 Level HD Def Str/Dex Tricks Qualities
or fewer HP and do not lose HP each round while be- 1-2 +0 +0 +0 1 Link
low 0 HP, though you do suffer a -4 penalty to ability 3-5 +2 +2 +1 2 Beastlord, Evasion
checks, skill checks, attack rolls and Defense while be- 6-8 +4 +3 +2 3 Growth
low 0 HP. If you are reduced to -10 HP, your body is
9-11 +6 +5 +3 4 Multiattack
destroyed beyond repair and you die.
12-14 +8 +6 +4 5 Devotion
MOUJUU AISHOU (TEMPLATE) 15-17 +10 +8 +5 6 Speech
18-20 +12 +9 +6 7 Growth
You have developed a special bond with an animal,
21-23 +14 +11 +7 8 Improved Evasion
your companion in life and battle. Such animals natu-
rally develop greater abilities due to their bond with 24-26 +16 +12 +8 9 -
you. 27-29 +18 +14 +9 10 Growth
30-32 +20 +15 +10 11 -
Special Qualities: Animal Companion.
33-35 +22 +17 +11 12 -
Level Adjustment: +1.
36-38 +24 +18 +12 13 -
ANIMAL COMPANION 39-41 +26 +20 +12 14 -
When you gain this template, you gain an animal com-
42-44 +28 +21 +14 15 Epic Growth
panion of one of the following types: Ape, Boar, Chee-
45-47 +30 +23 +15 16 -
tah, Dog, Hawk, Hyena, Owl, Tiger or Wolf (See p365).
48-50 +32 +24 +16 17 -
If your animal companion dies, you can acquire a new
one, but it will need to be trained 8 hours a day, for 2 Special Qualities: Your animal companion gains spe-
days per level or HD you have. You cannot interrupt cial qualities when you reach a certain level.
this training. The animal is a loyal companion whose Link (Ex): You can handle your animal as a free ac-
abilities improve as you gain levels, and it shares your tion or push it as a move action, even if you don't have
Reputation bonus. ranks in the Handle Animal skill. You gain a +4 circum-
Some companions may grow at different speeds due stance bonus to Handle Animal checks used in regards
to their relative strength (or weakness). Refer to their to your companion.
monster entries to see their relative growth. Beastlord (Ex): Your animal companion can learn one
Level: Your character level or HD. Ninjutsu or Taijutsu technique for every 3 levels you
HD: The number of bonus Hit Dice (HD) the com- have. It can be taught the techniques only by you, and
panion obtains, which also increases its attack bonuses takes double the time to do so. The companion's bonus
and saves. Animal companions have a base attack bonus to Ninjutsu and Taijutsu are equal to your ranks in the
equal to that of a Fast Hero with a level equal to their skill -2, modified by their relevant ability score. It's
HD. Their Fortitude and Reflex saves are equal to those Learn bonus is equal to its total HD.
of a Tough and Fast Hero (respectively) with a level Evasion (Ex): If the companion succeeds at a Reflex
save for half damage, it takes no damage instead.
Multiattack: Your companion gains the Multiattack A marked target can be tracked by smell, even by
feat, but it's bonus for using a secondary natural weap- creatures who are not normally capable of doing so.
on is reduced to -2. If it does not have three or more The mark counts as an overpowering scent, and any
natural attacks, it gains a second natural attack with its creature with the Scent ability can instantly pinpoint
primary weapon, at a -5 penalty. its location if they can smell it. The mark's scent cannot
Growth (Ex): The companion grows one size category be hidden by any means.
permanently every time this ability is gained, though it
cannot grow beyond Large size.
INUZUKA RYU: GAROUGA (INUZUKA STYLE: GREAT WOLF
Devotion (Ex): The companion gains a +4 bonus to
FANG)
Taijutsu (Strike; Requires Inuzuka Ryu: Soutourou (t)
Will saves to resist mind-affecting effects.
and Inuzuka Ryu: Tsuuga (t)) [Inuzuka Clan Hijutsu]
Speech (Ex): Your companion can speak your most
Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 9
frequently used language, though it still has an animal
(DC 22); Time: Full-attack action; Components: C, Mob;
mind. It cannot express complex ideas, but can convey
Range: Charge *; Area: Line *; Duration: Instant; Save:
simple ideas and thoughts adequately enough to be un-
None *; Cost: 8
derstood.
You must be under the effects of Inuzuka Ryuu: Sou-
Improved Evasion (Ex): When your companion is al-
tourou and be able to charge the target. This technique
lowed to make a Reflex save for half damage, it suffers
is a charge attack made against a single target, but is
half damage on a failed save, and no damage on a suc-
treated as a Line area (width equal to your FS) that
cessful save.
knocks all creatures it encounters aside (to the outside
Epic Growth (Ex): The companion grows one size
edge of the Line) if they fail a Fortitude save.
category, up to Huge size. Improving from Large to
The target of the charge is not knocked back, and the
Huge conveys the following benefits: +8 size bonus to
charge attack deals double damage if using a claw or
Strength, -2 size penalty to Dexterity, +4 size bonus to
bite attack, though it suffers a 20% miss chance.
Constitution, +4 size bonus to Grapple checks, -4 penal-
You must make a Fortitude save (DC 15) to avoid be-
ty to Hide checks, and the amount of space it occupies
coming nauseated for 1 round.
(and thus the amount of space it threatens and can at-
Mastery – Each step reduces the miss chance by 5%.
tack with melee attacks) increases.
INUZUKA RYU: SOUTOUROU (INUZUKA STYLE: DOUBLE-
MOUJUU AISHOU FEATS HEADED WOLF)
The following feat is an Epic feat, and requires its user Ninjutsu (Requires Moujuu Aishou (f) and a Dog or
to be level 21 or higher before it can be acquired. Wolf animal companion) [Inuzuka Clan Kinjutsu]
SPIRIT OF THE BEAST [EPIC FEAT] Rank: 9 (A); Learn DC: 24, 6 successes; Perform: 12
Prerequisites: Handle Animal 16 ranks, Moujuu Aishou. (DC 26); Time: Attack action; Components: C, H *;
Benefit: You improve your animal companion's Range: Personal; Duration: 1r/ 4 levels (D); Cost: 14
Strength, Dexterity or natural armor bonus to Defense You must be adjacent to your animal companion to use
by 1, or you can teach it an additional trick. this technique. You and your animal companion fuse
Special: Can be selected multiple times. into a large, two-headed wolf. You gain a size category,
a bonus to your Strength, Dexterity and Constitution
MOUJUU AISHOU TECHNIQUES equal to your animal companion's ability modifiers in
INUZUKA RYU: DYNAMIC AIR MARKING (INUZUKA STYLE: DY- those scores, and your movement speed increases by 15
NAMIC AIR MARKING) ft. In addition, you gain a number of claw attacks based
Ninjutsu [Inuzuka Clan Hijutsu] on your BaB, as well as two bite attacks.
Rank: 5 (C); Learn DC: 18, 3 successes; Perform: 6 Your animal companion and all of your equipment
(DC 18); Time: Attack action; Components: Mob; merges into your new form and becomes unavailable
Range: Close; Target: One creature; Duration: 1d6+1 while the transformation lasts. You become unable to
Hours; Save: Reflex negates; Cost: 2 make hand or half seals and cannot use techniques un-
This technique can only be used by a Medium-sized or less they require you to be affected by this technique.
smaller animal. The animal jumps into the air and
sprays the target with a scent marker (such as urine).
The target is blinded for 1d4 rounds and is marked.
INUZUKA RYU: TSUUGA (INUZUKA STYLE: PIERCING FANG) The animal companion's next hit with a natural
Taijutsu (Requires Moujuu Aishou (t) and weapon deals an additional 2d6 damage, not multiplied
Shikakyu no Jutsu (t)) [Inuzuka Clan Hijutsu] on critical hits.
Rank: 4 (C); Learn DC: 17, 3 successes; Perform: 5
(DC 17); Time: Full-attack action; Components: Mas,
JUUJIN RYUU: JUUSOKU (BEASTMAN STYLE: BESTIAL SWIFT-
NESS)
Mob; Range: Charge; Target: One creature; Duration:
Training (Ninjutsu; Requires Moujuu Aishou (f))
Instant; Cost: 2
Rank: 4 (B); Learn DC: 18, 3 successes; Components: M;
You must be using either the Shikakyu no Jutsu tech-
Your Animal Companion gains the Speed Rank 1 ex-
nique or the Feral Combat class ability in order to use
traordinary ability. This technique must be learned for
this technique, and there must be enough space be-
each of your animal companions separately.
tween you and the target to execute a charge attack.
Expendable Components – Specific nutritional sup-
Make a charge attack with a claw or feral combat at-
plements for your animal companion (Purchase DC 16).
tack. If it hits, you may add your Strength modifier to
the damage twice (instead of the normal once), and you JUUJIN RYU: OUGI – SHINJUURIKI (BEASTMAN STYLE: SECRET
ignore up to 5 hardness. TECHNIQUE – TRUE ANIMAL POWER)
Animal companions can use this technique, but only Ninjutsu (Requires Moujuu Aishou (f) and
while affected by Juujin Bunshin no Jutsu. 3 Juujin Ryu techniques)
Mastery – Each step allows you to ignore an addition- Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12
al point of hardness. (DC 26); Time: Full-round action; Components: C, H;
The fifth step allows you to spend 8 additional Chak- Range: Close; Target: Your Animal Companion; Dura-
ra to make an additional attack at your highest attack tion: 1r/level (D); Save: Fortitude negates (harmless);
bonus -5. This can only be done once per encounter, CR: Yes (harmless); Cost: 18
and only if you have at least 6 levels of Beastmaster. The Animal Companion grows one size category, in-
creasing its weight eightfold and granting it a +8 size
JUUJIN BUNSHIN NO JUTSU (HALF BEAST CLONE TECHNIQUE)
bonus to Strength, a +4 size bonus to Constitution and a
Ninjutsu (Requires Moujuu Aishou (f) and
-2 size penalty to Dexterity. Its natural armor increases
Shikakyu no Jutsu (t)) [Inuzuka Clan Hijutsu]
by 2, and it suffers the appropriate new bonus-
Rank: 5 (C); Learn DC: 18, 3 successes; Perform: 6
es/penalties according to its size. The companion also
(DC 18); Time: Attack action; Components: H; Range:
gains DR 5/Chakra and a +2 resistance bonus to saves. If
10 ft; Target: Your Animal Companion; Duration:
there is not enough space for the companion to grow, it
1r/level (D); Cost: 5
may make a Strength check (DC based on environ-
You must be under the effects of Shikakyu no Jutsu and
ment) to burst through any restraints (such as if it is
have a Dog or Wolf companion to use this technique.
tied up or in a very small area). If it fails, it stops grow-
You send Chakra into your animal companion, trans-
ing.
forming it into an exact replica of you (as affected by
Once the technique ends, the companion will be fa-
Shikakyu no Jutsu), except it retains its own ability
tigued for the rest of the encounter. While fatigued, it
scores (modified by its new size if necessary). If the
cannot benefit from this technique again.
companion falls unconscious, the transformation auto-
matically ends. JUUJIN RYU: SEIGA (BEASTMAN STYLE: SPIRIT FANG)
Ninjutsu (Requires Moujuu Aishou (f))
JUUJIN RYU: DAISEIGA (BEASTMAN STYLE: GREAT SPIRIT
Rank: 3 (D); Learn DC: 15, 1 success; Perform: 3 (DC
FANG)
14); Time: Attack action; Components: S; Range: Close;
Ninjutsu (Requires Moujuu Aishou (f) and
Target: Your Animal Companion; Duration: 1m/level
Juujin Ryuu: Seiga (t))
(D); Save: Will negates (harmless); CR: Yes (harmless);
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 6
Cost: 4
(DC 18); Time: Attack action; Components: H; Range:
The animal companion gains a +1 enhancement bonus
Close; Target: Your Animal Companion; Duration: En-
to attack and damage rolls with all of its natural weap-
counter; Cost: 5
ons, which now count as Chakra-enhanced when try-
The target Animal Companion must be under the ef-
ing to bypass damage reduction.
fects of Juujin Ryu: Seiga or Juujin Ryu: Shinseiga to
benefit from this technique.
JUUJIN RYU: SHINSEIGA (BEASTMAN STYLE: TRUE SPIRIT FANG) Advancement: Nin Animals advance by HD.
Ninjutsu (Requires Moujuu Aishou (f), Juujin Ryu: Sei-
ga (3)) RARE (SUBTYPE)
Rank: 7 (B); Learn DC: 21, 3 successes; A creature of this subtype gains Chakra like a Heroic
Perform: 9 (DC 22); Components: C, H; Cost: 10 character, but has no Reserves.
This technique is identical to Juujin Ryuu: Seiga, except
the enhancement bonus improves to +1 per 3 levels (up REPTILIAN (SUBTYPE)
to +5). These creatures are usually scaled and coldblooded.
JUUJIN RYU: YUSHU (BEASTMAN STYLE: HEALING HAND) This template is only applied to humanoid creatures.
Ninjutsu (Requires Moujuu Aishou (f) and
Chakra Control 6 ranks)
RIPPER (TEMPLATE)
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 Rippers are creatures that are 'created' as a result of
(DC 16); Time: Full-round action; Components: C, H, experimentations, causing their body to fail to perform
Mas; Range: Melee touch; Target: Your Animal Com- as a normal human body any longer. This template can
panion; Duration: Instant; Save: Fortitude negates only be acquired, and not inherited.
(harmless); CR: Yes (harmless); Cost: 6
Type: Changes to Aberration.
Your animal companion recovers 1d6 + 1 HP. This
Abilities: +2 Strength, -2 Constitution, -2 Charisma.
technique cannot affect the same creature more than
Special Qualities: Ageless, Darkvision 60ft, Immunities,
once every 24 hours.
Tentacle Rake, Improved Grab, Heart Stealer,
Mastery – Steps one, three and five each increase the
Shapeshift, Empty Body.
healing by 2, but require ECL 5, 7 and 9 (respectively)
Level Adjustment: +6.
to obtain.
Challenge Rating: +8.
SHIKAKYU NO JUTSU (QUADRUPED TECHNIQUE) AGELESS (EX)
Ninjutsu (Requires Moujuu Aishou (f)) For each heart you have, your lifespan increases by 40
[Inuzuka Clan Hijutsu] years. You do not suffer penalties from aging.
Rank: 3 (C); Learn DC: 16, 3 successes; Perform: 4
IMMUNITIES (EX)
(DC 16); Time: Attack action; Components: C, H;
You are immune to critical hits (and, by extension,
Range: Personal; Duration: 1r/level (D); Cost: 4
sneak attacks).
You change into a more beast-like form, becoming half
predator, half man. You gain a claw and bite attack, TENTACLE RAKE (EX)
dealing damage as though an animal of your size cate- You gain 4 tentacle attacks, each dealing 1d8 points of
gory, and gain a +4 competence bonus to Intimidate Slashing damage. The tentacles have reach, and can be
checks. In addition, you can move up to three times used to deliver touch attacks.
your speed when charging. If you fall unconscious, the IMPROVED GRAB (EX)
technique ends. If you hit with at least 2 tentacle attacks in a round, you
can make a free grapple attempt without provoking
NIN ANIMAL (TEMPLATE) attacks of opportunity.
This inherited template can only be applied to animals HEART STEALER (EX)
and magical beasts. Nin Animals cannot be used as an- When you make a coup de grace action with one of
imal companions. your tentacles and the target fails its save, you rip out
its heart and put it into your own body if you have
Type: Changes to Magical Beast.
enough space for a new heart.
Hit Dice: +2.
Defense: Natural armor bonuses increase by 1. SHAPESHIFT (SU)
Traits: Magical Beast traits (except Darkvision), im- If you have at least three working hearts in your body,
proved lifespan (by 2d20 years). you can shift into a grotesque representation of your
Ability Scores: Intelligence +3d6, Charisma +1d4. true nature as a full-round action that does not provoke
Skills: A Nin Animal speaks the language of the clan attacks of opportunity.
that bred them, and can learn additional languages. The You grow one size category (with all of its related
Nin Animal gains 1d4x5 skill points, to be spent freely. bonuses and penalties), gain two tentacle rake attacks, a
They usually prefer Knowledge skills. +8 natural armor bonus to Defense and an additional +2
size bonus to Strength. You also gain the Energy Spit Fragile Vitality (Ex): Every round a Heart is more
ability (see below). Anyone who looks at your grue- than 30 feet away from you, it suffers 25 damage.
some form must make a Will save (DC 16) to avoid be- Energy Spit (Su): Once every 1d4 rounds, a Heart can
coming sickened for 1d6 rounds. spit an energy ball as an attack action that does not
As a move-equivalent action, you can shift back into provoke an attack of opportunity. This is a ranged
your normal form. If you no longer have three working touch attack with a range increment of 50 feet. The
hearts inside your body, the transformation also imme- Heart has a +15 attack bonus for this attack, and it deals
diately ends. 4d6 energy damage (of a type based on its element).
Energy Spit (Su): You can spit up to 4 balls of energy Element (Ex): A Heart has the element it bestowed
as a full-attack action (limited by your base attack bo- upon you, which dictates the type of damage Energy
nus). These are ranged touch attack with a range in- Spit deals.
crement of 20 feet, dealing 2d6 energy damage (20/x2). Energy Immunity (Ex): A Heart is immune to all
EMPTY BODY (SU) damage from the energy type corresponding to its ele-
You are unable to acquire new Elemental Affinities as ment.
your level advances. Immunities (Ex): Immune to poison, disease, ability
You are capable of holding 4 additional hearts inside damage, ability drain, energy drain, mind-affecting ef-
your body (alongside your own). Each heart you take fects and all effects requiring a Will save.
into your body grants you 50 hit points, and the prima- Improved Grab (Ex): A Heart that hits with both its
ry Elemental Affinity of its previous host, though it is a tentacle rake attacks in one round can initiate a Grapple
secondary affinity for you. You gain Fast Healing equal without provoking attacks of opportunity.
to 1 + the number of working hearts inside your body.
Each time you've lost 50 total hit points, you choose a
SABIKETSU (BLOODLINE TEMPLATE)
working heart inside your body to sacrifice, losing ac- This condition is often the result of being exposed to
cess to its Elemental Affinity and becoming cured of all large amounts of radiation or poisons in a child's early
poisons, diseases, ability damage, ability drain and life, causing it's blood to carry dangerous toxins, short-
mind-affecting effects currently affecting you. A sacri- ening its lifespan significantly.
ficed heart no longer works, and must be manually dis-
Saves: +2 Fortitude vs poison.
carded as an attack action to free up the slot. Once all
Special Qualities: Rust Blood, Curse of Short Life, Ex-
your hearts are killed (the last one containing your
tended Life Expectancy.
normal hit points) and you are reduced to -10 hit
points, you die. As a swift action, you can pre- RUST BLOOD (SU)
emptively sacrifice one of your hearts to lose its bene- At 3rd level, you become able to turn your blood into an
fits and cure yourself. Working hearts heal 5 HP per injury poison (DC 10 + ½ level + Constitution modifier)
round. as an attack action that does not provoke attacks of op-
As a full-round action, you can extract up to four portunity. The poison deals 1d6 Strength as its primary
hearts from your body. Such hearts are not automatical- damage, and its secondary damage is 1d6 Strength and
ly destroyed, but you do lose their benefits while they 1d6 Dexterity, but only affects those that have a differ-
are outside of your body. Extracted, working hearts act ent Chakra Signature than you. If you collect more
as separate creatures, as directed by you, and can rejoin than one dose of poison from your body per day per
you as a move-equivalent action on its part when it is two levels, you become fatigued (or exhausted if you
within 10 feet of you. You must retain at least one were already fatigued) and must make a save against
working heart inside your body or die. massive damage each time you collect a dose.
Applying one or more doses is a move-equivalent ac-
Heart: Medium Aberration; Hp 50; Speed 10ft. Fly (Per- tion per weapon, though you may need to spend addi-
fect); Defense: 10 (Touch 10, Flat-footed 10); BAB: +5; tional actions to collect it from your body (GM's discre-
Grapple: +5; Attack: +5 melee (Tentacle Rake, 1d8); tion). A weapon requires one dose if it's Small, plus one
Full Attack: +5 melee (2 Tentacle Rakes, 1d8); per size category larger it is. Once this ability is deac-
FS: 5x5ft; Reach: 10 ft; tivated, any collected poison (that hasn't injured some-
SQ: Fast Healing 5; Fragile Vitality, Improved Grab, one else) becomes harmless. Reactivating the ability
Energy Spit, Element, Energy Immunity, Immunities; does not reactivate doses that have become harmless.
Sv: Fort +4, Ref +4, Will -; CP: -; This ability costs 3 Chakra per 2 rounds, and can be
Str 10; Dex 10, Con 10, Int -, Wis -, Cha -. deactivated as a free action.
CURSE OF SHORT LIFE (EX) (Mechanical) or Craft (Structural) skills. Creating a
When you enter your Middle Age age category, you simple object is a free action. Moderate objects take a
must make a Fortitude save (DC 20) every day when move action to create, complex objects can be created
you wake to avoid becoming fatigued. In addition, eve- as an attack action, and advanced objects can be created
ry week you suffer 1 Constitution damage. A successful as a full-round action. The objects can hold their shape
Fortitude save (DC 25) makes the damage temporary. only as long as you are within 100 feet of them.
EXTENDED LIFE EXPECTANCY You can take control of any Satetsu within 50 feet of
Once you reach 15th level, you no longer need to make you. Once controlled, it can be lifted and moved with
daily saves for Curse of Short Life, and the weekly Con- your will, can carry 3 pounds per level, and moves with
stitution damage from it becomes temporary, with a a speed of 50 feet per round. The Satetsu can be con-
successful Fortitude save (DC 15) negating it. trolled within a range of 100 feet. You cannot control
more Satetsu than your body contains at the same time.
SATETSU (TEMPLATE) SATETSU SHIELD (SU)
This ability was invented by the third Kazekage as an You can use extracted Satetsu as a shield, which forms
emulation of the power held by the Bearer of the at your command and maintains itself through your
Shukaku. Instead of sand, it controls tiny particles of instinct. A single Satetsu grants a +1 shield bonus to
dark iron, referred to as Satetsu (Iron Sand). The Tem- Defense and Fire Resistance 1. You can add up to 2
plate can only be gained by performing the Satetsu Satetsu, granting a +1 shield bonus and increasing the
technique (p294). This template can be applied to a Liv- Fire Resistance by 1 each, but also incurring a -1 armor
ing Puppet if the body used for it originally possessed penalty each. Six Satetsu grant a +3 shield bonus, Fire
the template, but the DC of the Craft check to make the Resistance 3, and incur a -1 parmor penalty. The shield
puppet increases by 15, and the Cost of its materials can grant cover without obscuring your sight (as a riot
increases by 10. Such a puppet cannot contain more shield, D20Modern equipment).
than 10 satetsu, regardless of its origin's level. Forming a shield is a free action, and you can add (or
extract) Satetsu to it as a free action.
Special Qualities: Satetsu, Satetsu Shield, Satetsu Sword.
Level Adjustment: +2. SATETSU SWORD (SU)
As an attack action, you can form extracted Satetsu into
SATETSU (SU)
floating weapons controlled by your thoughts. The ta-
Your body contains 1 Satetsu, plus 1 for every odd-
ble below indicates the size of weapon you can create,
numbered level you have. However, your body does
and its base damage. The weapon is created anywhere
not regenerate Satetsu, so any you leave behind must be
within 30 feet, can be moved up to 50 feet as a move
collected later or recreated (The cost for enough dark
action, and attacks however you direct it, but cannot
iron to make one Satetsu is 19). Each Satetsu weighs 10
charge or be used for techniques that make charge at-
pounds, but is not added to your carried weight.
tacks. When created, you can choose its general shape,
As a move-equivalent action, you can extract up to 5
and whether it deals Slashing, Bludgeoning or Piercing
Satetsu from your body. You can turn Satetsu into ob-
damage. If you have enough Satetsu, you can create two
jects: See the table below to see how many Satetsu are
weapons of Medium-size or smaller, which stay togeth-
required to make an object of a certain size, and how
er and attack the same targets, as per Two-Weapon
sturdy such an object it. You are limited to using 1
Fighting rules.
Satetsu per object, plus 1 per 4 levels (up to 5). Such
objects count as though they were made from dark Satetsu Size Damage Hardness, HP
iron. 1 Tiny 1d4 15 Hardness, 10 HP
Satetsu Size Hardness, HP 2 Small 1d6 15 Hardness, 20 HP
1 Tiny 15 Hardness, 10 HP 3 Medium 1d8 15 Hardness, 30 HP
2 Small 15 Hardness, 20 HP 4 Large 1d10 15 Hardness, 40 HP
3 Medium 15 Hardness, 30 HP 5 Huge 2d6 15 Hardness, 50 HP
4 Large 15 Hardness, 40 HP 6 Gargantuan 3d6 15 Hardness, 65 HP
5 Huge 15 Hardness, 50 HP 7 Colossal 4d6 15 Hardness, 80 HP
A Satetsu Sword can attack any creature within 30
The kind of objects you can create are limited to non-
feet of its location, moving into its square (if Tiny or
technological ones that could be made with the Craft
Small) or next to it to do so. Their attacks are consid- Feats: One of the following: Genius Ninja, Genjutsu
ered melee attacks, use your melee attack and damage Adept, Ninja's Mimicry, Ninjutsu Adept or Taijutsu
bonuses, and are made of dark iron. You must have line Adept.
of sight to both your weapon(s) and your target. If the Special: Sharingan +1 and Offensive Foresight +1 blood-
weapon is Garguantuan, you suffer a -2 penalty to at- line abilities, Fire Affinity, Uchiha Clan Occupation.
tack. Larger weapons incur a -4 penalty to attack. Feats
and abilities that apply to a specific weapon (such as CLASS INFORMATION
Weapon Focus) can be made to apply to the Satetsu Hit Die: 1d8.
Sword. A Small-sized or smaller weapon can occupy its Action Points: 6 + ½ your level, rounded down.
target's square. Medium to Huge weapons occupy a
5x5ft square, and a Gargantuan or larger weapon occu-
pies a 10x10ft square. CLASS SKILLS
The Battle Mime's class skills are Balance (Dex), Chakra
UNGODLY DESCENT (TEMPLATE) Control (Wis), Genjutsu (Cha), Hide (Dex), Intimidate
You were born with demonic blood, or transformed (Cha), Knowledge (behavioral science, ninja lore, tac-
through forbidden rituals. Your body and mind are tics) (Int), Move Silently (Dex), Ninjutsu (Int),
powerful, but you may be subject to your demonic urg- Read/Write Language (none), Sleight of Hand (Dex),
es. Speak Language (none), Spot (Wis), Taijutsu (Str) and
Tumble (Dex).
Type: Gain the Demonic Subtype. Skill Points: 3 + Int modifier.
Abilities: +4 Strength and Wisdom, +2 Dexterity, Con-
stitution and Intelligence. CLASS FEATURES
Special Qualities: Cold, Electricity and Fire Resistance SCROLLS OF WAR
5, Fast Healing 5, Scent, Ungodly Longevity. You gain a +2 bonus to Perform checks made for Uchi-
Level Adjustment: +4. ha Hijutsu and Uchiha Kinjutsu techniques.
Challenge Rating: +2. Choose one of the following:

SCENT (EX)  Mirage: Gain a +2 bonus to Learn, perform and


You can detect others by smell, but you cannot track copy Genjutsu techniques with the Doujutsu sub-
using your sense of smell. type.
 Fan: Gain a +2 bonus to Learn, perform and copy
UNGODLY LONGEVITY (SU) Ninjutsu techniques with the Katon subtype.
The age limits for your age categories are increased by  Hawk: Gain a +2 bonus to Learn, perform and copy
3d12 years each, starting at Young Adult. Taijutsu techniques.
SCROLLS OF WISDOM
BLOODLINE CLASSES Whenever a class offers you a Bonus Feat, add Battle
Ready (Sharingan), Mangekyou Sharingan and Ninja's
The following classes enhance the abilities of certain
Mimicry to the list of available feats. Similarly, you can
bloodlines or templates, and often require one or more
add Darkbane Sharingan and Epic Sharingan to any
of their abilities to advance in them. These classes re-
Epic Bonus Feat lists.
quire you have the bloodline they belong to.
SCROLLS OF HEAVEN AND EARTH
BATTLE MIME (SHARINGAN) Depending on the benefit chosen for Scrolls of War,
you gain the following benefit while Sharingan is ac-
REQUIREMENTS tive:
Base Attack Bonus: +2
 Mirage: +2 Charisma.
Skills: 6 Ranks in any 2 of the following: Genjutsu,
 Fan: +2 Intelligence.
Ninjutsu and Taijutsu.  Hawk: +2 Strength.

TABLE 10-3: THE BATTLE MIME


Level BaB Fort Ref Will Special Def Rep
1st +0 +1 +1 +1 Scrolls of War +1 +1
2nd +1 +2 +2 +2 Scrolls of Wisdom +2 +1
3rd +2 +2 +2 +2 Scrolls of Heaven and Earth +2 +1
TABLE 10-4: THE BEASTLORD
Level BaB Fort Ref Will Special Def Rep
1st +1 +2 +2 +0 Extra animal companion -3 +1 +0
2nd +2 +3 +3 +0 Aspect of the pack +1 +0
3rd +3 +3 +3 +1 Extra animal companion -6, low-light vision +2 +0

BEASTLORD CLASS INFORMATION


Hit Die: d10
REQUIREMENTS Action Points: 6 + ½ character level, rounded down.
Base Attack Bonus: +6 CLASS SKILLS
Skills: Handle Animal 9 ranks, Survival 9 ranks. The Beastmaster's class skills are Balance (Dex), Climb
Feats: Animal Affinity, Moujuu Aishou. (Str), Handle Animal (Cha), Hide (Dex), Intimidate
Special: Must have the Frenzy 1/day ability (or better). (Cha), Jump (Str), Listen (Wis), Move Silently (Dex),
Profession (Wis), Spot (Wis), Survival (Wis), Swim
CLASS INFORMATION (Str), Taijutsu (Str) and Tumble (Dex).
Hit Die: d10 Skill Points: 3 + Int modifier
Action Points: 7 + ½ character level, rounded down.
CLASS SKILLS CLASS FEATURES
The Beastlord's class skills are Balance (Dex), Climb FRENZY
(Str), Handle Animal (Cha), Intimidate (Cha), ump(Str), Once per day as a free action you can enter a frenzy,
Listen (Wis), Profession (Wis), Spot (Wis), Survival lasting a number of rounds equal to your Constitution
(Wis), Swim (Str), Taijutsu (Str) and Tumble (Dex). modifier +4. While frenzied, you:
Skill Points: 3 + Int modifier.  Gain a +4 bonus to Strength
 Can make an extra attack at your highest attack bo-
CLASS FEATURES nus when making a full-attack.
EXTRA ANIMAL COMPANION  Take 2 damage each round (damage is nonlethal if
Beastlords gain two additional animal companions: One using the cumulative nonlethal damage rule)
 Cannot use Charisma-, Dexterity- or Intelligence-
at 1st level and one at 3rd level. These companions pro-
based skills (except Intimidate) or Concentration.
gress as though your level were 3 and 6 levels lower,  Cannot perform any actions that require concentra-
respectively. tion or patience. This includes performing Chakra
ASPECT OF THE PACK Control, Fuinjutsu, Genjutsu or Ninjutsu tech-
niques, or Taijutsu techniques that require Concen-
A Beastlord and their animal companions gain an addi-
tration.
tional +1 bonus to attack rolls when flanking with one  Must attack the nearest enemy to the best of your
another (+3 total). ability, without regard for your own health. When
LOW-LIGHT VISION no enemies are left, you start attacking the nearest
creature in the same way.
The Beastlord gains improved eye sight, and can see
 May make a will save (DC 20) once per round to
twice as far in shadowy illumination (torchlight, star- end the frenzy. If there are no foes left, this DC is
light, etc). reduced by your Beastmaster level.

BEASTMASTER When you've taken more than 25% of your maximum


hit points in damage during a single encounter, you
REQUIREMENTS make a Will save (DC 20) to resist entering a frenzy
Base Attack Bonus: +2 right before you would take your next action, as long as
Skills: Handle Animal 6 ranks, Survival 3 ranks. you still have one or more daily uses of frenzy left.
Feats: Moujuu Aishou. When frenzy ends, you become fatigued. If you are
under the effects of a rage ability when frenzy ends, do
not become fatigued, but when the rage ends you be-
come exhausted instead.
TABLE 10-5: THE BEASTMASTER
Level BaB Fort Ref Will Special Def Rep
1st +1 +2 +1 +0 Frenzy 1/day +1 +0
2nd +2 +3 +2 +0 Feral Combat (1d6), Inspire Frenzy +1 +0
3rd +3 +3 +2 +1 Speak with Animals +2 +0
4th +4 +4 +2 +1 Amazing Tricks (+2) +2 +0
5th +5 +4 +3 +1 Frenzy 2/day +3 +1
6th +6 +5 +3 +2 Feral Combat (1d8) +3 +1
7th +7 +5 +4 +2 Greater Frenzy +4 +1
8th +8 +6 +4 +2 Amazing Tricks (+4) +4 +1
9th +9 +6 +4 +3 Frenzy 3/day +5 +2
10th +10 +7 +5 +3 Feral Combat (1d10), Animal Aspect +5 +2
TABLE 10-6: BEASTMASTER ANIMAL ASPECT BONUSES
Type Bonus
Ape You gain a Climb speed (D20 Modern, p224) equal to your normal speed (do not gain a racial bonus)
Bear Once per encounter, if you hit with two Feral Combat attacks, you may use Improved Grab
Boar When below 0 HP, you do not fall unconscious, and may act as though disabled.
Cheetah Once per hour, you may increase your charge distance to ten times your speed.
Dog Gain Scent ability (D20 Modern, p228), and a +4 bonus to Survival checks when tracking
Hawk Gain low-light vision and a +8 bons to Spot checks in daylight.
Hyena Gain Scent ability, and a +4 bonus to Hide checks while in tall grass or heavy undergrowth
Owl Gain low-light vision and a +4 bonus to Listen and Move Silently checks
Snake Once per encounter, if you hit with a Feral Combat attack, you may use Improved Grab
Tiger Once per encounter, you can make a full-attack when you charge
Wolf Gain Scent ability (D20 Modern, p228), and a +4 bonus to Survival checks when tracking
AMAZING TRICKS
At 5th and 9th level, you gain an extra use of frenzy
You train your companions well, increasing your effec-
per day. You cannot frenzy more than once per en-
tive level by 2 (4th level) or 4 (8th level) when determin-
counter.
ing the strength of your animal companion(s).
FERAL COMBAT GREATER FRENZY
Your teeth and nails become sharper and longer, allow-
You become more attuned to merging your human and
ing you to adopt a more feral combat style. Your un-
animal sides. While frenzying, the bonus to Strength
armed attacks deal increased damage (see table), and
increases to +6, and you gain a +4 bonus to Will saves
will deal slashing damage that is lethal, though it still
against fear effects and saves made to control your fren-
counts as unarmed. These bonuses only apply when
zy
using this combat style, though anything that benefits
your unarmed attacks (other than increasing its damage ANIMAL ASPECT
die) also benefits your feral combat style attacks. You manifest an aspect of your animal companion,
gaining an ability based on your companion (see table,
INSPIRE FRENZY above; for Improved Grab, see D20 Modern, p227.
When you frenzy, all of your animal companions with-
The ability applies to attacks made using Feral Com-
in 50 feet also enter frenzy. They attack the same target
bat). If you have a companion of a type not listed, con-
as you, and will automatically stop frenzying when you
sult with your GM on what the bonus should be.
do.
Once per day, you can spend one minute meditating
SPEAK WITH ANIMALS to change your aspect if you have more than one com-
You can communicate with animals of the same type as panion.
your animal companion(s) verbally, as long as your
companion is within 30 feet.
TABLE 10-7: THE CURSED WARRIOR
Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +1 +2 +0 +0 Cursed Resilience +1 +0 +1 / +2
nd
2 +2 +3 +0 +0 Cursed Strike (1/day) +1 +0 +2 / +4
rd
3 +3 +3 +1 +1 DR 1/Chakra +2 +0 +3 / +6
th
4 +4 +4 +1 +1 Bonus Feat +2 +0 +4 / +8
th
5 +5 +4 +1 +1 DR 2/Chakra +3 +1 +5 / +10
th
6 +6 +5 +2 +2 Cursed Strike (2/day) +3 +1 +6 / +12
th
7 +7 +5 +2 +2 DR 3/Chakra +4 +1 +7 / +14
th
8 +8 +6 +2 +2 Bonus Feat +4 +1 +8 / +16
th
9 +9 +6 +3 +3 DR 4/Chakra +5 +2 +9 / +18
th
10 +10 +1 +3 +3 Cursed Blood, Cursed Strike (3/day) +5 +2 +10 / +20
CURSED WARRIOR (CURSED SEAL) BONUS FEAT
Choose a feat from among the following, for which you
REQUIREMENTS must meet any prerequisites: Cursed Toughness, Great
Base Attack Bonus: +2 Fortitude, Improved Chakra Pool, Improved Natural
Skills: Control Cursed Seal 6 ranks Attack*, Power Attack, Toughness, Vile Technique.
Special: Cursed Seal Level 1 ability, Allegiance (Power * Must be applied to your Level 2 Cursed Seal natural
or Evil) or True Origin feat. If you do not have the True weapon. See the Friends and Foes chapter for the feat
Origin feat, you must have had 25 CSP or more at least (p357).
once. You must be a willing bearer of the Cursed Seal.
CURSED BLOOD
You gain the Demonic Subtype, and the Cursed Seal
CLASS INFORMATION Level 2 ability if you did not already have it.
Hit Die: 1d10
Action Points: 6 + ½ your level, rounded down
ELDER SAGE (SATORI)
CLASS SKILLS
The Cursed Warrior's class skills are Climb (Str), Con- REQUIREMENTS
trol Cursed Seal (Wis), Intimidate (Cha), Jump (Str),
Base Attack Bonus: +2.
Knowledge (current events, ninja lore, popular culture,
Skills: Concentration 6 ranks, Sense Motive 6 ranks.
streetwise, tactics) (Int), Profession (Wis), Read/Write
Feats: Attentive.
Language (none), Speak Language (none), Swim (Str)
Special: Satori bloodline ability, at least 1 Satori Blood-
and Taijutsu (Str).
line level.
Skill Points: 3 + Int modifier.

CLASS FEATURES CLASS INFORMATION


CURSED RESILIENCE Hit Die: 1d8
You add your class level to Control Cursed Seal checks Action Points: 6 + ½ your level, rounded down.
and Fortitude saves to resist the drawbacks of overusing CLASS SKILLS
the Cursed Seal. You may use your Constitution modi- The Elder Sage's class skills are Bluff (Cha), Chakra
fier instead of your Wisdom modifier with Control Control (Wis), Concentration (Con), Knowledge (be-
Cursed Seal checks. havioural science) (Int), Listen (Wis),
CURSED STRIKE Read/Write Language (none), Sense Motive (Wis),
When making a melee attack, you can gain 1 CSP to Speak Language and Spot (Wis).
add your class level to the damage roll. Skill Points: 3 + Int modifier.
TABLE 10-8: THE ELDER SAGE
Level BaB Fort Ref Will Special Def Rep
1st +1 +0 +0 +2 Anticipate, Combat Telepathy +1 +0
2nd +2 +0 +0 +3 Mindscan +1 +0
3rd +3 +1 +1 +3 Instant Mindscan, Multitask +2 +0
CLASS FEATURES
HIVEMASTER (SYMBIOTE)
FOCUS REQUIREMENTS
While you suffer an experience penalty due to a lack of Base Will Save Bonus: +2.
Satori Bloodline levels, you lose all benefits of this class. Skills: Listen 4 ranks, Handle Animal 4 ranks.
ANTICIPATE Feats: Destruction Bugs.
Your mind reading capabilities grant you improved Special: Symbiote bloodline ability.
reaction time. You gain a +1 insight bonus to Defense,
saving throws and attack rolls against an enemy of your CLASS INFORMATION
choice, whose surface thoughts you are reading (up to Hit Die: 1d6
your class level or Charisma modifier, whichever is Action Points: 6 + ½ your level, rounded down.
lower). If you are denied your Dexterity bonus to De- CLASS SKILLS
fense or caught flat-footed, you do not benefit from The Hivemaster's class skills are Balance (Dex), Chakra
these bonuses. Control (Wis), Climb (Str), Gather Information (Cha),
The bonuses stack with those gained from Blade Af- Genjutsu (Cha), Handle Animal (Cha), Hide (Dex), In-
finity and Eye of the Heart. You can change the target vestigate (Int), Knowledge (behavioral science, civics,
against which you receive these bonuses once per current events, ninja lore, physical science, tactics)
round as a free action. (Int), Listen (Wis), Move Silently (Dex), Ninjutsu (Int),
Read/Write Language (none), Research (Int), Search
COMBAT TELEPATHY (Int), Speak Language (none), Spot (Wis), Survival
You can make a Concentration check (DC 10 + damage
(Wis) Taijutsu (Str) and Tumble (Dex).
taken since your previous turn) to maintain the Satori's
ability to Detect Emotions. This is a free action. Skill Points: 5 + Int modifier.
MINDSCAN CLASS FEATURES
For any creature within range of your Satori ability,
DESTRUCTION BLAST
you can immediately determine its Intelligence score
As an attack action, you release one swarm from your
and whether or not you could read its mind. You do
body and use it to make a ranged touch attack with a
not need to focus on a creature to obtain this infor-
range increment of 20 feet, and a maximum range of
mation.
100ft. On hit, the swarm deals 1d6 Slashing damage per
INSTANT MINDSCAN 4 levels (maximum 6d6), and may have an additional
When you concentrate on a target to Detect Emotions effect based on its swarm type:
using your Satori ability, you immediately obtain the
 Dokumushi have an injury Poison (DC 10 + 1 per
first two rounds worth of information as a free action,
damage die) with 1d4 Dex primary and secondary
and can start reading its surface thoughts as an attack damage.
action. If a creature resists, you can try to read its  Flesh Eating swarms deal an additional 1d6 damage.
thoughts again, up to once per day per Elder Sage level.  Kikaichuu deal 1 Chakra damage per 2 damage die.
MULTITASK After the attack, the swarm is dispersed until it re-
When using your Satori, you can focus on two crea- turns to your body, and cannot be damaged until it
tures at the same time, gaining your Anticipate bonus does. This is a supernatural ability.
against both of them as well. Once per round, you can
choose new targets as a free action.
LIVING HIVE
Choose one mutation from the liat below every time
you gain this ability. An ability cannot be chosen twice.
You can only choose mutations whose number is no
higher than your class level plus your Intelligence mod-
ifier. (See next page for abilities)
1. TABLE 10-9: THE HIVEMASTER
Level BaB Fort Ref Will Special Def Rep
1st +0 +0 +0 +2 Destruction Blast, Living Hive +1 +0
2nd +1 +0 +0 +3 For the Hive, Living Hive +1 +0
3rd +2 +1 +1 +3 Swarm of Doom, Living Hive +2 +0
2. Health: +3 Maximum HP. single encounter, you make a Will save (DC 20) to re-
3. Hearing: +2 racial bonus to Listen checks. sist entering a frenzy right before you would take your
4. Chitin: +1 natural armor bonus to Defense.
next action, as long as you still have one or more daily
5. Hivemend: Recover an additional point of ability
damage per day. uses of frenzy left. Frenzy lasts a number of rounds
6. Vermin Blood: While you have at least one swarm equal to your Constitution modifier +4.
in your body, you are immune to diseases. While frenzied, you:
7. Black Blood: While you have at least one swarm in
your body, you are immune to poison.  Gain a +4 bonus to Strength, but suffer a -4 penalty
8. Sixth Sense: You gain blindsense (p354) with a to Defense.
range of 5 ft per swarm in your body (up to 30 ft).  Take 2 damage each round (damage is nonlethal if
using the cumulative nonlethal damage rule).
FOR THE HIVE  Cannot use Charisma-, Dexterity- or Intelligence-
Whenever a class offers you a Bonus Feat, add Black based skills (except Intimidate) or Concentration.
Death, Bug Reserve, Greater Hivemind and Hivemind  Cannot perform any actions that require concentra-
to the list of available feats. tion or patience. This includes performing Chakra
Control, Fuinjutsu, Genjutsu or Ninjutsu tech-
SWARM OF DOOM niques, or Taijutsu techniques that require Concen-
Your swarms gain +1 damage per damage die. A tration. You take a -4 penalty to perform all other
Kikaichuu swarm's Chakra Leech can deal damage in- Taijutsu techniques.
stead of draining Chakra, based on its size: - (none), 1,  Must attack the nearest enemy to the best of your
ability, without regard for your own health. When
1d2, 1d3, 1d4, 1d6, 1d8, 2d6.
no enemies are left, you start attacking the nearest
WARMONGER (SHIKOTSU MYAKU) creature in the same way.
 May make a will save (DC 20) once per round to
REQUIREMENTS end the frenzy. If there are no foes left, this DC is
reduced by your Warmonger level.
Base Attack Bonus: +3.
Skills: Knowledge (Tactics) 4 ranks, Taijutsu 6 ranks. When frenzy ends, you become fatigued. If you are
Special: Bone Weapon (Small) and Bone Armor blood- under the effects of a rage ability when frenzy ends, do
line abilities, Kaguya Clan Occupation. not become fatigued, but when the rage ends you be-
come exhausted instead.
CLASS INFORMATION BONUS FEAT
Hit Die: 1d12 Choose a feat from among the following, for which you
Action Points: 6 + ½ your level, rounded down. must meet any prerequisites: Bloodthirst, Cleave, Great
Cleave, Improved Initiative, Power Attack or Whirl-
CLASS SKILLS wind Attack.
The Warmonger's class skills are Balance (Dex), Chakra
Control (Wis), Intimidate (Cha), Jump (Str), Knowledge FANATICISM
(ninja lore, tactics) (Int), Ninjutsu (Int), Read/Write For every 25% of your maximum hp you are missing,
Language (none), Speak Language (none), Spot (Wis), you gain a +1 bonus to melee damage rolls (maximum
Swim (Str), Taijutsu (Str) and Tumble (Dex). +3). This bonus lasts until you recover enough hit
Skill Points: 3 + Int modifier. points to reduce the bonus or until you rest for 8 hours.

CLASS FEATURES KILLING SPREE


You can take a 5ft step in between attacks of opportuni-
FRENZY
ty, or after a successful cleave attack, up to once per
You can enter a Frenzy, gaining increased power at the
round.
cost of a loss of control. You may activate it as a free
action, or be forced into it. When you've taken more
than 25% of your maximum HP in damage during a

TABLE 10-10: THE WARMONGER


Level BaB Fort Ref Will Special Def Rep
1st +1 +2 +0 +0 Frenzy 1/day +1 +0
2nd +2 +3 +0 +0 Bonus Feat, Fanaticism +2 +0
3rd +3 +3 +1 +1 Killing Spree +2 +0
TABLE 10-11: THE WHITE KNIGHT
Level BaB Fort Ref Will Special Def Rep
1st +1 +0 +2 +2 Gentle Knight +1 +0
2nd +2 +0 +3 +3 Prideful Knight +2 +0
3rd +3 +1 +3 +3 Ruthless Knight +2 +0

WHITE KNIGHT (BYAKUGAN)


REQUIREMENTS
Base Attack Bonus: +2
Skills: Taijutsu 6 ranks, and 6 ranks in one of the fol-
lowing: Search, Sense Motive or Spot.
Feats: Advanced Bloodline (Byakugan) and one of: Bya-
kugan Sight, Genius Ninja or Taijutsu Adept.
Special: Byakugan +1 and Keen Sight +2 bloodline abili-
ties, Hyuuga Clan Occupation.

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.

SYMBIOTIC SWARM CHAMELEON SWARM


Symbiotic Swarm: Diminutive Vermin; HD 1d8; HP 4; Chameleon swarms do not have Scent, but gain Camou-
Mas —; Init +3; Spd 15ft, fly 30ft (poor); flage.
Defense 17, touch 17, flat-footed 14 (+3 Dex, +4 size); Camouflage (Ex): The swarm can match the color of
BAB +0; Grap —; Atk swarm (1d2, swarm); its surroundings by keeping still for 1 minute, gaining a
Full Atk swarm (1d2, swarm); FS 5ft by 5ft; Reach 0ft; +4 circumstance bonus to Hide checks until it changes
SQ Symbiotic Swarm Traits, Distraction (DC 10), color again. If the environment or surroundings
Darkvision (30ft), Energy Resistance, Join, Scent, Ver- change, the bonus becomes a -4 penalty, though it can
min Traits; simply return to its normal color as a free action to ig-
AL Symbiote host; SV Fort +2, Ref +3, Will -2; CP 2; nore it. A Chameleon Swarm gains a cover bonus to
Str 1, Dex 16, Con 10, Int —, Wis 10, Cha 1. Hide checks equal to half its host's level (maximum
Feats: Track. +10) while it benefits from the Hide bonus granted by
Energy Resistance (Ex): The Symbiotic Swarm has a Camouflage and staying still.
Resistance to Cold, Earth, Electricity, Fire, Water and CRAWLING SWARM
Wind equal to its host's level, up to double the swarm's Crawling swarms have no fly speed, but their land
HD or 10 (whichever is lower). speed increases to 30ft and they gains the climb (20ft)
Join: Swarms of the same type within 100 feet of their and burrow movement mode (10ft, earth and dirt).
host can be joined together. A swarm gains 1 HD per Crawling Swarms gain a +2 racial bonus to Hide and
additional swarm that joins. For every 2 additional HD, Move Silently.
its fighting space increases by 5 feet (maximum 25 x DOKUMUSHI SWARM
25ft), its flight speed decreases by 5 feet and increases The Dokumushi Swarm's swarm attack also applies an
its Constitution score by 2. The swarm's damage also injury Poison.
increases every 2 additional HD (1d2, 1d3, 1d4, 1d6, Poison (Ex): This poison's damage depends on the
1d8, 2d6, 3d6, 4d6). swarm's size (see table) and has a Fortitude DC of 10 +
Swarms that join will cause any special abilities reli- the swarm's Constitution modifier.
ant on HD or Constitution to become more powerful.
Swarm FS Initial Secondary
HIVE MOTHER
Hive Mother: Fine Vermin; HD ½d8; HP 1; Mas 50; 5 by 5ft 1d2 Dex 1d3 Dex
Init +4; Spd 15ft, fly 60ft (perfect); Defense 22, touch 10 by 10ft 1d3 Dex 1d4 Dex
22, flat-footed 14 (+4 Dex, +8 size); BAB +0; Grap —; 15 by 15ft 1d4 Dex 1d6 Dex
Atk +12 melee (1, bite); Full Atk +12 melee (1, bite); 20 by 20ft 1d6 Dex 2d4 Dex
FS 2½ft by 2½ft; Reach 0ft; SQ Vermin Traits, Evasion, 25 by 25ft 2d4 Dex 2d6 Dex
Scent, Sense Chakra, Telepathy; AL Symbiote host;
SV Fort +4, Ref +8, Will +2; AP 0; CP 1; Targets who are nauseated by this swarm's Distraction
Str 1, Dex 19, Con 14, Int —, Wis 10, Cha 4. ability have the DC for the poison increased to 10 + ½
Skills: Hide +20, Move Silently +6. swarm's HD + swarm's Constitution modifier.
Sense Chakra (Su): The Hive Mother can Sense Chak-
ra with a range of 20 feet as a passive ability.
FLESH EATING SWARM Fear Aura (Su): Creatures within 50 ft of a Bijuu must
The swarm's swarm attack damage is increased by one make a Will save (DC 10 + ½ HD + Wisdom modifier)
step (as though the swarm was one size larger, 4d6 be- or become shaken for 2d6+2 rounds. A creature that
comes 6d6). successfully saves against this effect becomes immune
KIKAICHUU SWARM to that Bijuu’s Fear Aura for 24 hours.
The swarm does not deal swarm damage, but applies Bijuu Regeneration (Ex): Because a Bijuu is essentially
Chakra Leech with its swarm attack. a mass of Chakra, it regenerates any lost limbs (except
Chakra Leech (Ex): Drains 1 Chakra per 5 levels of the its head) within (10 – number of tails) rounds.
swarm's host, increased by 1 for every 5 HD of the Overwhelming Chakra (Ex): A Bijuu’s Chakra is
swarm (maximum 8 Chakra Drain total). A creature uniquely identifiable and powerful. A creature that
nauseated by this swarm's Distraction ability suffers 1 senses its Chakra will be able to identify it immediately
additional Chakra Drain. (if encountered before), and will know it is not human.
TRACKING SWARM Great Size (Ex): Due to a Bijuu’s size, all of its attacks
Tracking swarms get a +4 racial bonus to Search and target creatures within a 10-ft square.
Survival checks when tracking by scent, and gain Scent
Marker.
ICHIBI: SHUKAKU (ONE-TAIL: SHUKAKU)
Scent Marker (Ex): Once per day, the swarm can ap- Shukaku: CR 20; Colossal Magical Beast;
ply a Scent Marker to a creature damaged by its swarm HD 37d10+518; HP 739; Init +3; Spd 50ft; Defense 28,
attack. The marker grants a bonus to Survival checks touch 11, flat-footed 28 (-1 Dex, -8 size, +15 natural
equal to half the swarm host's level, rounded down armor, +10 deflection); BAB +37; Grap +67;
(maximum +10) to any creature attempting to track the Atk +51 melee (2d6+14, slam) or +51 melee (3d6+14,
marked target by scent. A Scent Marker can be re- tail); Full Atk +51 melee (2d6+14, 4 slams) and +49 me-
moved by any effect that might remove stains from the lee (3d6+14, tail) or +36 ranged (2d6+14, 4 suna shu-
target (such as a thorough wash). If the target has con- riken); FS 55ft by 55ft; Reach 25ft (or 40 ft with tail);
cealed their scent, the bonus this ability grants is halved SQ Darkvision 120 ft, Earth and Wind resistance 15,
(rounded down), but still applies. Fast Healing 11, DR 12/Chakra and Epic, Fear Aura (DC
If a swarm uses this ability, it consumes the daily use 30), Bijuu Regeneration, Overwhelming Chakra, Great
of all swarms that are joined in it. Size, Sand Affinity, Sand Manipulation, Suna Shuriken;
AL self, chaos, evil; SV Fort +38, Ref +23, Will +14;
BIJUU, THE TAILED BEASTS CP 602; Str 38, Dex 8, Con 39, Int 14, Wis 14, Cha 14.
Skills: Chakra Control +20, Intimidate +18, Jump +20.
These creatures are the nine legendary tailed beasts, Feats: Cleave, Dire Charge, Epic Chakra Pool (x3),
created long ago by the sage of the six paths. They are Great Cleave, Improved Chakra Pool, Improved Initia-
creatures of immense power, though many of them tive, Multiattack, Power Attack.
have been sealed within human carriers (known as jin- Sand Affinity (Sp): Ichibi knows and can perform any
chuuriki), to be used as living weapons. Fuuton technique, as well as any techniques requiring
Sand Affinity, without needing to meet their Perform
BIJUU TRAITS Requirements. He cannot perform Hijutsu, recently
All Bijuu possess the following traits and statistics. created techniques, or techniques requiring special abil-
Creature Type: Magical Beast ities he does not have.
Creature Size: Colossal or Gargantuan Sand Incarnation (Su): Shukaku’s body mimics the
Movement Speed: 50 ft properties of sand, doubling its DR and Fast Healing
Good Saving Throws: Fortitude, Reflex and Will against any Slashing, Piercing, Ballistic and Wind dam-
Allegiance: Chaos and/or Evil (may differ) age as any wounds on its body quickly close.
Special Qualities: Darkvision 120 ft, immune to one Sand Manipulation (Su): Shukaku constantly has sand
type of energy or energy resistance 15 to two types of shielding him, granting him a +10 deflection bonus to
energy, Fast Healing (10 + number of tails), DR (11 + Defense and an immunity to ray attacks. He may disa-
number of tails/Chakra and Epic), Fear Aura, Bijuu Re- ble and enable this shield at will. In addition, he can
generation, Overwhelming Chakra, Great Size. create any Large or smaller objects out of sand at will. If
Natural Weapons: Slam, Tail. A tailed beast has one there is no sand nearby, Shukaku will simply use its
tail attack for each of its tails during a full-attack. own body as sand.
Suna Shuriken (Su): These projectiles are made of ture's size would affect its base movement speed, it will
sand and have a range of 200 feet, and do not have a be listed here. If no movement speed is listed for a size,
range increment. Suna Shuriken deal piercing damage. its movement speed does not change when it grows
from its previous size.
KYUUBI: KURAMA (NINE-TAILS: KURAMA) Note: The statblocks for animal companions only list
Kurama: CR 27; Colossal Magical Beast; skills in which they have invested skill points or for
HD 41d10+738; HP 958; Init -2; Spd 50ft; Defense 30, which they receive a racial or feat bonus to checks
touch 8, flat-footed 30 (-2 Dex, -8 size, +22 natural ar- (such as Alertness). When an animal companion makes
mor, +8 deflection); BAB +41; Grap +70; a Hide check, do not forget its size bonus (+4 per size
Atk +56 melee (4d6+22, bite); Full Atk +56 melee smaller than Medium, already included if listed in stat-
(4d6+22, bite), +54 melee (2d8+15, 2 claws) and +54 block).
melee (1d8+15, 9 tails); FS 45ft by 45ft; Reach 25ft (or APE COMPANION (LEVEL -1)
125 ft with tails); SQ Chakra Deflection, Darkvision 120 Ape: CR ¼; Small Animal; HD 1d8; HP 4; Mas 50;
ft, Fire immunity, Fast Healing 19, DR 20/Chakra and Init +4; Spd 20ft, climb 20ft; Defense 16, touch 15, flat-
Epic, Fear Aura (DC 34), Bijuu Regeneration, Over- footed 12 (+4 Dex, +1 size, +1 natural); BAB +0; Grap -5;
whelming Chakra, Great Size, Fire Affinity, Scent, Atk +0 melee (1d3-1, claw); Full Atk +0 melee (1d3-1, 2
Greater Overwhelming Chakra; claws) and -5 melee (1d3-1, bite); FS 5ft by 5ft;
AL power, chaos, evil; SV Fort +42, Ref +21, Will +16; Reach 5ft; SQ Low-Light Vision, Scent; AL Own-
CP 874; Str 41, Dex 7, Con 46, Int 17, Wis 19, Cha 16. er/Trainer; SV Fort +2, Ref +6, Will +1; AP 0; CP 1;
Skills: Chakra Control +23, Jump +18, Survival +27 (+37 Str 9, Dex 19, Con 10, Int 2, Wis 12, Cha 7.
when tracking by scent). Skills: Climb +7, Listen +5, Spot +5.
Feats: Cleave, Epic Chakra Pool (x6), Improved Chakra Feats: Alertness.
Pool (x3), Multiattack, Power Attack. Speed Advancement: Medium (30ft, climb 30ft), Large
Fire Affinity (Sp): Kurama knows and can perform (40ft, climb 40ft), Huge (50ft, climb 50ft)
any Katon technique without needing to meet their
Perform Requirements. He cannot perform Hijutsu,
BEAR COMPANION (LEVEL -2)
Bears have a +4 racial bonus to Swim checks.
recently created techniques, or techniques requiring
special abilities he does not have. Bear: CR ¼; Small Animal; HD 1d8+1; HP 5; Mas 50;
Chakra Deflection (Su): Kurama gains a +8 deflection Init +2; Spd 30ft; Defense 16, touch 13, flat-footed 14
bonus to Defense, which is only active while his Chak- (+2 Dex, +1 size, +3 natural); BAB +0; Grap -2;
ra pool is at least 50% full. Atk +3 melee (1d3+2, claw); Full Atk +3 melee (1d3+2,
Greater Overwhelming Chakra (Su): Kurama’s Chakra 2 claws) and -2 melee (1d4+1, bite);
is especially potent, even for a tailed beast. Kurama may FS 5ft by 5ft; Reach 5ft; SQ Improved Grab, Low-Light
halve the Chakra cost of any technique or ability he Vision, Scent; AL Owner/Trainer;
performs, and any Chakra damage and Chakra drain he SV Fort +3, Ref +4, Will +1; AP 0; CP 2;
would take are halved. Any creature that drains Ku- Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6.
rama’s Chakra takes 4 negative energy damage and Skills: Listen +3, Spot +3, Swim +6.
must make a Fortitude save (DC 15 + amount absorbed) Feats: Endurance.
to avoid becoming fatigued for one minute, unless the Speed Advancement: Large (40ft), Huge (50ft).
creature has the Overwhelming Chakra ability.
BOAR COMPANION (LEVEL -1)
ANIMAL COMPANIONS Boar: CR ¼; Tiny Animal; HD 1d8+5; HP 9; Mas 50;
Init +2; Spd 30ft; Defense 20, touch 14, flat-footed 18
(MOUJUU AISHOU) (+2 Dex, +2 size, +6 natural); BAB +0; Grap -10;
Atk +0 melee (1d3-2, gore); Full Atk +0 melee (1d3-2,
The following statblocks show the basic forms of all
gore); FS 2½ft by 2½ft; Reach 0ft; SQ Ferocity, Scent,
kinds of animal familiars. Their general advancement is
Low-Light Vision; AL Owner/Trainer; SV Fort +4, Ref
listed with the Moujuu Aishou template (p341). Certain
+4, Will +1; AP 0; CP 3;
companions may list a level adjustment (such as Ape
Str 7, Dex 14, Con 15, Int 2, Wis 13, Cha 4.
Companion (Level -1)). The companion's advancement
Skills: Listen +4, Spot +2.
is calculated as though its owner were the indicated
Feats: Toughness.
amount of levels lower or higher. Each companion also
lists a Speed Advancement. If an increase in the crea-
Speed Advancement: Medium (40ft), Large (50ft), SV Fort +3, Ref +7, Will +1; AP 0; CP 1;
Huge (60ft). Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6.
Ferocity (Ex): Boars can continue to fight without any Skills: Listen +4, Spot +8 (+16 in daylight).
penalty while at or below 0 hit points. They still die Feats: Alertness.
when they reach -10 hit points. Bonus Feat: Weapon Finesse.
CHEETAH COMPANION (LEVEL -2) Speed Advancement: Medium (10ft, fly 70ft (aver-
Cheetah: CR ¼; Tiny Animal; HD 1d8+1; HP 5; Mas 50; age)), Large (10ft, fly 75ft (average), Huge (10ft, fly 80ft
Init +6; Spd 30ft; Defense 19, touch 18, flat-footed 13 (poor)).
(+6 Dex, +2 size, +1 natural); BAB +0; Grap -9; HYENA COMPANION
Atk +8 melee (1d3-1, bite); Full Atk +8 melee (1d3-1, Hyena's gain a +4 racial bonus to Hide checks while in
bite) and +1 melee (1d3-1, 2 claws); FS 2½ft by 2½ft; tall grass or heavy undergrowth
Reach 0ft; SQ Low-Light Vision, Scent, Sprint;
Hyena: CR ¼; Tiny Animal; HD 1d8+1; HP 5; Mas 50;
AL Owner/Trainer; SV Fort +3, Ref +7, Will +1; AP 0;
Init +6; Spd 30ft; Defense 18, touch 16, flat-footed 14
CP 2; Str 8, Dex 23, Con 13, Int 2, Wis 12, Cha 6.
(+4 Dex, +2 size, +2 natural); BAB +0; Grap -10;
Skills: Hide +15, Listen +4, Move Silently +7, Spot +4.
Atk +0 melee (1d3-2, bite); Full Atk +0 melee (1d3-2,
Feats: Alertness.
bite); FS 2½ft by 2½ft; Reach 0ft;
Bonus Feat: Weapon Finesse.
SQ Low-Light Vision, Scent, Trip; AL Owner/Trainer;
Speed Advancement: Small (40ft), Medium (50ft),
SV Fort +3, Ref +6, Will +1; AP 0; CP 2;
Large (60ft), Huge (70ft).
Str 6, Dex 19, Con 13, Int 2, Wis 13, Cha 6.
Trip (Ex): If a Cheetah hits with a claw or bite attack,
Skills: Hide +13 (+17 in tall grass or heavy under-
it can make a free Trip attempt (-8 size penalty, +4 bo-
growth), Listen +5, Spot +4.
nus for being a quadruped) which does not provoke an
Feats: Alertness.
opportunity. If the attempt fails, the opponent cannot
Speed Advancement: Small (40ft), Medium (50ft),
react to trip the cheetah.
Large (60ft).
Sprint (Ex): Once per hour, a cheetah can move ten
Trip (Ex): If a Hyena hits with a bite attack, it can
times its normal speed when it makes a charge attack.
make a free Trip attempt (-8 size penalty, +4 bonus for
DOG COMPANION (LEVEL +1) being a quadruped) which does not provoke an oppor-
Dogs get a +2 racial bonus to Jump checks, and a +4 tunity. If the attempt fails, the opponent cannot react to
racial bonus to Survival checks when tracking by scent. trip the hyena.
Dog: CR ¼; Tiny Animal; HD 1d8+2; HP 6; Mas 50; OWL COMPANION (LEVEL +1)
Init +4; Spd 30ft; Defense 17, touch 16, flat-footed 13 Owls receive a +8 racial bonus to Listen checks, as well
(+4 Dex, +2 size, +1 natural); BAB +0; Grap -9; as to Spot checks in dusk or darkness. They also receive
Atk +1 melee (1d3-1, bite); Full Atk +1 melee (1d3-1, a +14 racial bonus to Move Silently checks.
bite); FS 2½ft by 2½ft; Reach 0ft; SQ Low-Light Vision,
Owl: CR ¼; Tiny Animal; HD 1d8; HP 4; Mas 50;
Scent; AL Owner/Trainer; SV Fort +4, Ref +6, Will +1;
Init +3; Spd 10ft, fly 40ft (average); Defense 17, touch
AP 0; CP 3; Str 9, Dex 19, Con 15, Int 2, Wis 12, Cha 6.
15, flat-footed 14 (+3 Dex, +2 size, +2 natural); BAB +0;
Skills: Jump +1, Listen +5, Spot +5, Survival +1 (+5
Grap -10; Atk +5 melee (1d2-2, claw);
while tracking by scent), Swim +3.
Full Atk +5 melee (1d2-2, claw); FS 2½ft by 2½ft;
Feats: Alertness, Track.
Reach 0ft; SQ Low-Light Vision; AL Owner/Trainer; SV
Speed Advancement: Small (40ft), Medium (50ft),
Fort +2, Ref +6, Will +2; AP 0; CP 1;
Large (60ft).
Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 4.
HAWK COMPANION (LEVEL +1) Skills: Listen +14, Move Silently +17, Spot +6 (+14 in
Hawks gain a +8 racial bonus to Spot checks in day- dusk or darkness).
light. Feats: Alertness.
Hawk: CR ¼; Tiny Animal; HD 1d8; HP 4; Mas 50; Bonus Feat: Weapon Finesse.
Init +3; Spd 10ft, fly 60ft (average); Defense 17, touch Speed Advancement: Small (10ft, fly 50ft (average)),
15, flat-footed 14 (+3 Dex, +2 size, +2 natural); BAB +0; Medium (10ft, fly 60ft (average)), Large (10ft, fly 70ft
Grap -10; Atk +5 melee (1d2-2, talons); (average)), Huge (10ft, fly 75ft (poor)).
Full Atk +5 melee (1d2-2, talons); FS 2½ft by 2½ft;
Reach 0ft; SQ Low-Light Vision; AL Owner/Trainer;
SNAKE COMPANION (LEVEL -1) attack with the same damage die as the tiger's claw at-
Snakes gain a +4 racial bonus to Hide, Listen and Spot tacks.
checks, as well as a +8 racial bonus to Balance checks.
Snakes can use their Dexterity or Strength modifier for
WOLF COMPANION
Wolves gain a +4 racial bonus to Survival checks when
Climb and Swim checks.
tracking by scent.
Snake: CR ¼; Small Animal; HD 1d8; HP 4; Mas 50;
Wolf: CR ¼; Small Animal; HD 1d8+1; HP 4; Mas 50;
Init +8; Spd 15ft, climb 15ft, swim 15ft; Defense 17,
Init +3; Spd 40ft; Defense 16, touch 14, flat-footed 13
touch 15, flat-footed 13 (+4 Dex, +1 size, +2 natural);
(+3 Dex, +1 size, +2 natural); BAB +0; Grap -5; Atk +0
BAB +0; Grap -3; Atk +2 melee (1d3+1, bite);
melee (1d4, bite); Full Atk +0 melee (1d4, bite);
Full Atk +2 melee (1d3+1, bite); FS 5ft by 5ft; Reach 5ft;
FS 5ft by 5ft; Reach 5ft; SQ Low-Light Vision, Scent,
SQ Constrict, Improved Grab, Scent; AL Own-
Trip; AL Owner/Trainer; SV Fort +3, Ref +5, Will +1;
er/Trainer; SV Fort +2, Ref +6, Will +1; AP 0; CP 1;
AP 0; CP 2; Str 9, Dex 17, Con 13, Int 2, Wis 12, Cha 6.
Str 13, Dex 19, Con 11, Int 1, Wis 12, Cha 2.
Skills: Listen +3, Move Silently +4, Spot +2, Survival +1
Skills: Balance +12, Climb +14, Hide +13, Listen +7,
(+5 when tracking by scent).
Spot +7, Swim +12.
Feats: Track, Weapon Focus (Bite).
Feats: Alertness, Improved Initiative.
Speed Advancement: Medium (50ft).
Bonus Fear: Weapon Finesse.
Trip (Ex): If a wolf hits with a bite attack, it can make
Speed Advancement: Medium (20ft, climb 20ft, swim
a free Trip attempt (-4 size penalty, +4 bonus for being
20ft), Large (30ft, climb 30ft, swim 30ft), Huge (40ft,
a quadruped) which does not provoke an opportunity.
climb 40ft, swim 40ft)
If the attempt fails, the opponent cannot react to trip
Constrict (Ex): When the snake successfully makes a
the wolf.
grapple check against a creature of its size or smaller, it
automatically deals damage equal to its bite attack dam-
age to the target.
TIGER COMPANION (LEVEL -3)
Tigers gain a +4 racial bonus to Balance, Hide and Move
Silently checks. In tall grass or heavy undergrowth, this
Hide bonus increases to +8.

Tiger: CR ¼; Small Animal; HD 1d8; HP 4; Mas 50;


Init +4; Spd 30ft; Defense 16, touch 15, flat-footed 12
(+4 Dex, +1 size, +1 natural); BAB +0; Grap -4; Atk +1
melee (1d3, claw); Full Atk +1 melee (1d3, 2 claws) and
-4 melee (1d4, bite); FS 5ft by 5ft; Reach 5ft; SQ Im-
proved Grab, Pounce, Rake; AL Owner/Trainer; SV
Fort +2, Ref +6, Will +1; AP 0; CP 1;
Str 11, Dex 19, Con 11, Int 2, Wis 12, Cha 6.
Skills: Balance +8, Hide +9 (+13 in tall grass or heavy
undergrowth), Listen +3, Move Silently +9, Spot +3,
Swim +2.
Feats: Alertness.
Speed Advancement: Medium (40ft), Huge (50ft).
Improved Grab (Ex): Usable if the tiger hits with both
claw attacks in one round.
Pounce (Ex): If a tiger attacks a foe in the first round
of combat, it can make a full-attack action, even if it
has already taken a move action or performed a charge
attack.
Rake (Ex): Any time a tiger Pounces on a target or
makes a successful grapple check against a target, it can
make two rake attacks. A rake attack is a secondary
CHAPTER 12 – SUMMONING
Summoning is a tool that the lucky few who have been OBTAINING A SUMMONING TECHNIQUE
able to form a blood pact can do, using special tech-
In order to summon anything, you must learn and per-
niques to whisk creatures of their chosen blood pact
form a summoning technique, such as Kuchiyose no
into battle to aid them.
Jutsu.
Note: In this chapter, you will see the use of Level as
a term. This refers to a summon's Level, and is distinct STEP 2: SUMMONING
from 'level' (which means a character's level).

STEP 1: PREPARATION DETERMINE RANK, LEVEL AND COST


When you prepare to summon a creature, choose the
SIGNING A BLOOD PACT Rank and Level you wish to summon. Note that you
cannot summon a creature that has more HD than you
The first step to being a summoner is finding a tribe's
have levels.
blood pact contract and signing it in blood. Such a con-
tract is an elaborate scroll with the names of all current RANK
and past summoners that have signed it with that par- A summon’s Rank indicates its status among its peers
ticular tribe. A contract is usually signed between the and its relative power. To summon a creature of a spe-
summoner and a tribe, but summons or tribes often cific Rank, a summoner may need to meet certain re-
align themselves with a summoner's organisation, usu- quirements, which are listed with its Rank Require-
ally wearing some identifying mark of the organisation ments, if any. Summons of Protector rank and higher
they are allied to (such as a clan symbol or forehead are capable of speech, and can summon their tribe's
protector). Tribes often do this to avoid conflict within blood pact contract as a full-round action, or dismiss it
their own ranks. as a free action. Some tribes may differ (e.g. Insects
never have speech). Summons of Guardian rank and
FINDING A CONTRACT below cannot disobey the summoner's orders, though
A contract can be found in one of three ways: a Protec-
they cannot be forced to summon their tribe's contract.
tor Rank (or higher) summon can summon a copy of
Soldier (Bushi): Soldiers are the grunts, summoned for
the contract, a new contract is created, or the original
simple tasks like providing a distraction. They cannot
contract is found within the world (usually under
disobey the summoner's commands.
heavy guard or in ancient, forgotten places full of dan-
Protector (Hogosha): Similar to Soldiers, but they are
ger).
more efficient at what they do. They must obey the
TRIBES AND LOYALTIES summoner's commands.
When two summons of the same type are summoned Guardian (Shugorei): Strong and usually larger than
on opposing sides of the battlefield, they will often ei- the previous ranks. Must obey the summoner.
ther refuse to fight, or only fight when summoned, Noble (Seihei): These require great skill and much
harboring no hostility towards one another afterward. Chakra to summon, but they are powerful and dignified
This largely depends on the summon types involved combatants. They have free will, but are very partial to
(for example, Ogres are happy to fight, and War Heroes following the summoner's orders.
may welcome the chance to duel a fellow warrior), or Champion (Shingen): The greatest among their tribe's
even the individual creatures summoned. Summons brethren, these summons are of massive size and
without free will cannot disobey the summoner, and strength. They are extremely difficult and costly to
will fight even if they don't want to. summon, and are less likely to follow a summoner's
Not all tribes are aware of each other, even within orders if they do not make sense or are not aligning
their own type, but it is not at all uncommon for there with their own ideas. As a full-round action that pro-
to be different kinds of relations between each other vokes attacks of opportunity, a Champion can touch its
(such as rivalries, alliances or even outright hostilities). summoner and deal 2 Chakra damage to itself to grant
its summoner 1 temporary Chakra for 1 hour. It cannot
grant more than 25% of its summon cost per day,
rounded down.
If you are not in good standing with the summon's ELITE
tribe, a Champion may ask for compensation. Compen- Cost: +1/Level. An Elite summon gains a bonus feat, and
sation usually comes in the form of goods (Wealth one additional feat every 4 HD. It gains an ability score
check DC 10 + summon Level), a blood sacrifice (10XP increase every 4 HD. It gains bonus skill points equal to
per summon Level), or even a human sacrifice (if the its Intelligence bonus (if any), and a further 1 bonus
tribe is particularly evil or sinister). If the summon is skill point per Level. An Elite can take [Summon] and
asked to perform a particularly difficult task, such as [Summon Multiclass] feats, may invest skill points in
fighting an opponent that rivals its strength, its effec- Chakra Control, Genjutsu, Knowledge (Ninja Lore),
tive Level increases by up to 2 when determining the Ninjutsu and Taijutsu skills and gains a secondary ele-
tribute. If the task is outright dangerous, such as mental affinity.
fighting a more powerful foe, its effective Level in- PARAGON
creases by up to 4 to determine its tribute. A tribute Cost: +2/Level. A Paragon summon gains a bonus feat,
need not always be paid immediately upon summoning, and one additional feat every 3 HD. It gains an ability
as the summon usually agrees to have payment deliv- score increase every 4HD. It gains bonus skill points
ered at a later time. equal to its Intelligence bonus (if any), and gains an
Generally speaking, if you do not pay the tribute after additional 2 skill points per Level. A Paragon can take
the task is performed, the tribe may refuse to be sum- [Summon] and [Summon Multiclass] feats, may invest
moned until payment is fulfilled. skill points in Chakra Control, Genjutsu, Knowledge
(Ninja Lore), Ninjutsu and Taijutsu skills and gains ei-
LEVEL ther one primary or two secondary elemental affinities.
In addition to Rank, summons have a Level ranging UNIQUE
from 1 to 10. A Summon has 2 Hit Dice per Level. An Elite summon has a 50% chance of being unique,
while a Paragon creature is always unique. Unique
COST creatures can only be summoned to one place at any
A summon's Chakra cost (if summoned via Kuchiyose time, they always have free will, and are capable of
no Jutsu) is based on its Rank and Level, and is present- ending their summoning at their own command.
ed in the summon type's description. The Chakra Cost Unique summons cannot always be summoned by
is always rounded up, in case of a half-point cost. If the anyone with its creature type's blood pact. Elite crea-
summon is Elite or Paragon (see below), its cost in- tures have a 75% chance to belong to a specific tribe or
creases. clan, and Paragon creatures have a 95% chance to be-
long to a specific tribe or clan. Such creatures can only
UNIQUE, ELITE AND PARAGON SUMMONS be summoned by someone who has signed the blood
Whenever a creature is summoned, roll a percentage pact with the specific clan or tribe they belong to.
die (d100). On a 1-89, the creature is summoned as
normal. On a 90-99, the summoned creature becomes STATISTICS AND ADVANCEMENT
an Elite. On a 100, the summoned creature becomes a To determine the statistics of a summon, you look up
Paragon. You always immediately know if such a spe- the description of the summon type and fill up an emp-
cial creature would be summoned, and can choose to ty statblock (see further below) as follows:
refuse it to summon a normal creature as you originally
intended. 1. Determine its size (and its Fighting Space and
Reach), ability scores, movement modes and
Once you summon an Elite or Paragon creature, you
speeds, bonuses to Defense, bonus feats and special
instantly learn the technique to summon it again. This qualities, according to its Type and Rank. (Some
technique functions identical to Kuchiyose no Jutsu, feats may be monster feats. See p357)
but has a Rank of 5 + ½ the summon's Level, +1 if the 2. Determine the base damage of its natural weapons
creature is a Paragon. The technique's Chakra Cost is according to its Creature Type and Size.
the Cost required to summon the creature (calculated as 3. Increase its Level:
a) Increase its HD and calculate its HP (take an av-
normal, with an increase for elite and paragon as de-
erage roll for each HD, i.e. 2d6 makes 7 HP).
scribed below). This technique can be taught to others b) If the creature is Elite or Paragon, improve abil-
with the same Blood Pact. ity scores based on its HD and adjust HP if need-
ed.
c) Calculate its Chakra Pool. Summons are heroic
characters, but do not have Chakra Reserves.
d) Determine its Base Attack Bonus and Saves ac- way you advance summons, you can build a complete
cording to its Level and Creature Type (listed in statblock, which looks like the one presented below
the summon type's description).
(where an x is a value to be filled in):
e) Grant and distribute (2 + Int modifier, minimum
1) (x4 at first Level) skill points per Level, adding Level x Type Rank: Size and Creature Type; HD x;
additional skill points if the summon is Elite or
HP x; Init x; Spd x; Defense x, touch x, flat-footed x
Paragon.
f) Select feats (only if the summon is Elite or Para- (bonuses and penalties); BAB x; Grap x;
gon). New feats exclusive to summons are listed Atk x; Full Atk x; FS x; Reach x ft.;
further into this chapter. SQ x; AL x; SV Fort x, Ref x, Will x; CP x; Rep x;
4. Apply all bonuses and penalties from feats, abilities, Str x, Dex x, Con x, Int x, Wis x, Cha x.
species modifiers and ability scores where applica- Skills: x.
ble (such as adding your Dexterity modifier to De-
Feats: x.
fense, Initiative and Reflex saves).
Elite and Paragon summons may also have a Tech-
Increasing Natural Attacks by Size: A summon's natu-
niques Known entry if they have learned any tech-
ral attacks deal damage based on its creature type (listed
niques. An example of how to build a summon and its
in its description), attack type and size. These are listed
statblock is given at the end of the chapter (p389).
in the Friends and Foes chapter of the D20 Modern
rules, with their respective creature types. MULTIPLE SUMMONS
Increasing Base Attack Bonus and Saves: A summon's
A summoner is able to control up to five summoned
base attack bonus and saves improve as a creature of its
creatures at once, as long as their combined Level does
type, as shown in the Friends and Foes chapter of the
not exceed the summoner's level or HD. If a summoner
D20 Modern rules (p217). A summon's progression of
attempts to summon a creature that would put it past
saves and base attack bonus may differ from its creature
this limit, their lowest Level summons are banished one
type's normal progression. If so, it will be listed in its
by one until the summoner is no longer over their lim-
description. Note: When a Summon attacks with its
it. If a special technique summons more creatures than
natural weapon(s), it does not gain multiple attacks
you could normally handle (such as Kuchiyose: Juun-
from having a high base attack bonus. If it wields a
ishinshou), it will bypass this restriction, but all other
weapon, it gains additional attacks as normal (i.e. at a
active summons will be banished.
BAB of +6/+1 it would not gain additional natural
weapon attacks, but if it wielded a katana it would get a STEP 3: DURATION AND COMBAT
second attack, at a -5 penalty).

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.

BUILDING A STATBLOCK DEATH AND INJURY


To use a summon, you can use a statblock. A statblock When a non-unique summon is reduced below 0 hit
is a creature entry (like those for monsters) listing all of points, it is defeated and returns to its original plane of
its relevant statistics. When you look at a summon existence. Unique creatures will rest and recover natu-
type's description and table and combine it with the rally while in their home plane, and when summoned
again will be summoned with their current HP and CP, Rank Requirements: To summon a creature of a cer-
meaning summoning one too quickly after it was de- tain Rank, your character level (or HD) must be equal
feated will summon it in an injured state. to or greater than the indicated number, which is based
When a unique summon drops below 0 hp it starts on the summon's Level as well.
dying (as normal characters do), but has a 10% chance Chakra Cost: The Chakra cost required to summon a
each round to return to its home plane, where it auto- creature, specified by Rank and Level. Half values are
matically stabilizes and starts recovering naturally. If a rounded up. (Level is chosen when summoning).
unique summon would die (reduced to -10 hp or be- Special Qualities: If the summons of a tribe all share
low), it has a 10% chance to return to its home plane certain special attacks or qualities, they are listed here.
and start recovering naturally. If a summon does not Qualities and attacks are identical to those in the
return to its home plane, it dies and can never be sum- Friends and Foes chapter (in both this book and the
moned again. Its body does not return to its home D20 Modern rules) unless otherwise mentioned.
plane, and decomposes over the course of 3 hours. Skills: Lists any species bonuses the summon has, and
If the summoner is slain, a summoned creature with- lists which skills they tend to prefer (as a suggestion).
out free will continues to follow the summoner's last Table: Details the base stats of the summon based on
given order. Creatures with free will may do the same, its Rank. A summon gains all bonus feats and special
unsummon themselves or choose another course of abilities of its Rank, and those of the Ranks before it.
action, as their personality dictates (GM's discretion). The ‘Defense’ column indicates the summon’s natural
A summoned creature cannot recover HP naturally, armor bonus to Defense.
though it can be healed through other means.
BEAR (KUMA)
BANISHMENT Powerful and proud, bears are feared and charge into
A summon that is banished immediately returns to its battle head first. They accept only those with courage
home plane. Banishment does not injure or kill them. in their hearts, and make loyal, dependable allies.

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.

TABLE 12-1: BEAR SUMMONS


Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd
Soldier M +3 16 12 12 8 12 6 Endurance - 30
Protect M +7 18 12 14 9 14 6 - - 30
Guard L +11 26 10 18 10 14 8 Multiattack - 40
Noble H +14 34 10 22 10 16 10 Toughness - 40
Champ G +18 42 8 26 12 18 12 - DR (1/Level)/Chakra 50
TABLE 12-2: BOAR SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd
Soldier S +4 16 9 17 6 10 3 Alertness - 30
Protect S +8 18 9 21 7 12 3 Toughness - 30
Guard M +11 22 9 23 8 12 5 Improved Natural Attack (Gore) - 40
Noble M +13 24 9 26 8 14 7 Toughness - 40
Champ L +19 32 9 30 10 14 9 - - 50
TABLE 12-3: DOG SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd
Soldier S +2 12 14 10 10 13 9 Track - 30
Protect S +3 13 18 12 11 15 13 Alertness - 30
Guard M +6 17 16 15 12 17 13 Guide - 40
Noble L +9 25 16 19 14 19 13 - - 40
Champ H +13 33 14 22 15 19 15 Impr Natural Attack (Bite) +6 Jump and Survival 50
Skills: Dogs receive a +2 species bonus to Jump and
BOAR (OSU-BUTA) Swim check, as well as a +4 species bonus to Survival
Boars are oafish, but extremely dedicated to their task checks when tracking by scent. Dogs favor Jump, Lis-
at hand. Boars serve those who have ample focus and ten, Spot and Survival.
determination to reach a goal or serve an ideal.
DRAGON (RYUU)
Creature Type: Magical Beast (Good Fortitude, Poor
These mythical creatures are not well-known. Older
Reflex, Poor Will; Base Attack Bonus (A))
dragons are gifted with vast intellect and power. Drag-
Hit Dice: 1d12
ons serve only those with courage and honor. Unlike
Natural Weapons: One gore (Primary).
other summons, Dragons come in six different types,
Rank Requirements: Noble (6 + Summon Level),
according to their element: Earth, Fire, Ice, Lightning,
Champion (10 + Summon Level).
Water and Wind. Blood pacts are signed with one spe-
Cost: Soldier (2.5/Level), Protector (3/Level + 3),
cific type.
Guardian (3/Level + 10), Noble (3/Level + 15), Champi-
on (4.5/Level + 20). Creature Type: Dragon.
Special Qualities: Darkvision (60 ft), Scent, Trample. Hit Dice: 1d10.
Trample (Ex): Deals damage equal to the boar's gore Natural Weapons: One bite (Primary), Two claws.
damage. Rank Requirements: Protector (4 + Summon Level),
Skills: Boars favor Listen and Spot. Guardian (6 + Summon Level), Noble (8 + Summon
Level), Champion (12 + Summon Level).
DOG (INU) Cost: Soldier (4/Level), Protector (5/Level + 5),
Dogs are loyal animals. They are kind and protective Guardian (5/Level + 15), Noble (6/Level + 20), Champi-
of their friends and family. Dogs serve those who treat on (7/Level + 30).
them with kindness and respect. Special Qualities: Breath Weapon, Darkvision (90 ft),
Energy Resistance, Hold Breath (Water only).
Creature Type: Magical Beast (Poor Fortitude, Good
Reflex, Poor Will; Base Attack Bonus (A)). Breath Weapon (Su): Usable once per 1d6 rounds as
Hit Dice: 1d8. an attack action, the dragon unleashes either a 40 ft
Natural Weapons: One bite (Primary). long cone (Earth, Ice and Wind dragons) or a 60 ft long
Rank Requirements: Noble (5 + Summon Level), line (Fire, Lightning and Water dragons), dealing 2d4
Champion (9 + Summon Level). damage per Level of the relevant type (i.e. A Fire drag-
Cost: Soldier (1.5/Level), Protector (2/Level + 3), on deals fire damage). A successful Reflex save (DC 10 +
Guardian (3/Level + 7), Noble (3/Level + 12), Champion Level + Constitution modifier) halves this damage. A
(4/Level + 18). dragon is always immune to its own breath weapon
Special Qualities: Darkvision (60 ft), Scent. (but not a similar breath weapon of another dragon or
creature).
TABLE 12-4: DRAGON SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft)
EARTH DRAGON
Soldier S +5 16 8 14 6 10 9 Alertness - 30, fly 40 (clumsy)
Protect S +9 20 8 16 7 12 9 - - 30, fly 40 (clumsy)
Guard M +11 24 6 18 8 12 9 Impr Natural Attack (Bite) - 30, fly 40 (poor)
Noble L +14 32 6 22 9 12 11 Multiattack - 30, fly 60 (poor)
Champ H +18 40 8 28 10 14 13 - +6 Fortitude 30, fly 60 (average)
FIRE DRAGON
Soldier S +4 16 8 12 8 10 9 Alertness - 30, fly 40 (poor)
Protect S +7 20 10 14 9 10 12 - - 30, fly 40 (poor)
Guard M +9 24 8 16 10 10 12 Impr Natural Attack (Bite) - 30, fly 40 (poor)
Noble L +12 32 6 20 12 11 13 Multiattack - 30, fly 60 (average)
Champ H +15 42 8 26 14 12 13 - +4 Fort and Ref 30, fly 60 (average)
ICE DRAGON
Soldier S +4 14 8 14 6 10 9 Alertness - 30, fly 40 (clumsy)
Protect S +7 14 10 18 7 12 12 - - 30, fly 40 (clumsy)
Guard M +9 18 8 20 8 12 12 Impr Natural Attack (Bite) - 30, fly 40 (clumsy)
Noble L +13 28 6 24 9 13 13 Multiattack - 30, fly 60 (poor)
Champ H +17 38 8 30 10 15 13 - +4 Fort and Will 30, fly 60 (poor)
LIGHTNING DRAGON
Soldier S +4 14 10 12 8 8 9 Alertness - 30, fly 40 (poor)
Protect S +5 16 14 13 9 8 9 - - 30, fly 40 (poor)
Guard M +8 20 12 15 10 9 9 Impr Natural Attack (Bite) - 30, fly 40 (poor)
Noble L +12 28 10 19 12 10 10 Multiattack - 30, fly 60 (poor)
Champ H +17 39 11 25 14 13 11 - +4 Ref and Will 30, fly 60 (average)
WATER DRAGON
Soldier S +4 14 10 14 6 10 9 Alertness - 30, fly 40 (poor)
Protect S +6 14 14 18 7 12 9 - - 30, fly 40 (poor)
Guard M +8 16 12 20 8 12 9 Impr Natural Attack (Bite) - 30, fly 40 (poor)
Noble L +12 26 10 24 9 12 9 Multiattack - 30, fly 60 (poor)
Champ H +17 34 12 28 10 14 11 - +4 Ref and Will 30, fly 60 (poor)
WIND DRAGON
Soldier S +3 16 10 12 6 10 9 Alertness - 30, fly 60 (good)
Protect S +6 20 16 12 7 10 10 - - 30, fly 60 (good)
Guard M +8 22 14 16 8 10 11 Impr Natural Attack (Bite) - 30, fly 60 (good)
Noble L +13 30 12 20 9 11 12 Multiattack - 30, fly 80 (good)
Champ H +17 38 14 24 10 12 13 - +6 Reflex 30, fly 80 (perfect)

Energy Resistance (Ex): Dragons gain energy re- HARE (USAGI)


sistance of their own type equal to 5, +2 per Level. Typically used for their speed and agility, Hares make
Hold Breath (Ex): A Water dragon can hold its breath for excellent messengers and couriers, though their
four times longer before it must start making Constitu- combat prowess may leave something to be desired.
tion checks to keep holding its breath. Hares serve those who prefer to share their knowledge
Skills: Dragons receive a +2 species bonus to Concen- with those in need of it. (Table on the next page)
tration checks. They favor Concentration, Listen and
Creature Type: Magical Beast (Poor Fort, Good Re-
Spot.
flex, Good Will, Base Attack Bonus (A)).
Hit Dice: 1d6.
Natural Weapons: One bite (Primary), One claw
(made with both claws).
Rank Requirements: Noble (4 + Summon Level),
TABLE 12-5: HARE SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd
Soldier T +1 4 18 8 8 12 8 Weapon Finesse Evasion 30
Protect T +2 4 22 9 10 16 10 Alertness - 30
Guard T +3 6 23 10 14 16 12 Stealthy Impr Evasion 40
Noble S +4 10 22 12 16 18 12 - - 50
Champ M +7 16 21 13 17 19 13 Impr Natural Attack (Bite) Hide in Plain Sight 60
TABLE 12-6: HAWK SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft)
Soldier T +1 6 17 10 8 13 8 Weapon Finesse - 10, fly 50 (average)
Protect T +2 8 21 10 10 16 9 Alertness - 10, fly 50 (average)
Guard S +3 14 20 12 11 17 10 - Darkvision (270 ft) 10, fly 50 (good)
Noble M +4 18 20 16 12 18 12 - Evasion 10, fly 60 (good)
Champ L +8 26 19 20 13 19 13 - Darkvision (360 ft) 10, fly 60 (perfect)

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.

TABLE 12-9: IMPERIAL WYRM SUMMONS


Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft)
Soldier S +2 10 16 10 14 14 10 Weapon Finesse Fast Healing 1 30, fly 30 (poor)
Protect M +6 14 14 12 14 14 10 - Fast Healing 3 30, fly 30 (poor)
Guard L +9 22 14 16 15 16 11 - Fast Healing 4 30, fly 40 (poor)
Noble H +14 30 12 20 16 17 12 - Fast Healing 7 30, fly 50 (clumsy)
Champ H +17 30 12 20 17 18 14 - Sense Hostility 30, fly 60 (clumsy)
TABLE 12-10: LIZARD SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft)
Simple Weapons Prof,
Soldier S +0 8 17 10 8 12 8 Weapon Finesse
- 20, climb 20

Protect S +2 12 17 12 9 13 8 Archaic Weapons Prof - 20, climb 20

Guard M +6 16 15 14 10 14 9 - - 20, climb 20

Noble M +8 19 16 16 10 15 11 Multiattack - 30, climb 30

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

OGRE (ONI) OX (O-USHI)


These rare and extremely malevolent creatures like Oxen are strong and durable. They are not easily an-
nothing more than wreaking chaos and destruction gered, but once so make formidable opponents that will
upon those they consider weak. It is rare for an Ogre to not quickly back down. Oxen will serve only those
be willing to sign a contract with a human. They only with a healthy and well-nourished body.
submit to those that have power, conviction and a will
Creature Type: Magical Beast (Base Attack Bonus
to subjugate or destroy others.
(A)).
Creature Type: Outsider (Base Attack Bonus (A)). Natural Weapons: One gore (primary).
Hit Dice: 1d12. Rank Requirements: Noble (6 + Summon Level),
Natural Weapons: One claw (primary). Champion (10 + Summon Level).
Rank Requirements: Protector (2 + Summon Level), Cost: Soldier (3/Level), Protector (3/Level + 3),
Guardian (4 + Summon Level), Noble (7 + Summon Guardian (3/Level + 10), Noble (3.5/Level + 15), Cham-
Level), Champion (12 + Summon Level). pion (5/Level + 20).
Cost: Soldier (3/Level), Protector (3/Level + 5), Special Qualities: Darkvision (60 ft), Trample.
Guardian (4.5/Level + 10), Noble (5/Level + 18), Cham-
Trample (Ex): Deals damage equal to a gore attack.
pion (7.5/Level + 20).
Skills: Oxen favor Concentration and Swim.
Special Qualities: Darkvision (60 ft), Energy Re-
sistance, Fear Aura, Scent. RAM (O-HITSUJI)
Energy Resistance (Ex): Ogres gain Acid, Cold and Headstrong and brash, the ram will charge ahead to
Fire Resistance equal to their HD. meet any obstacle on its path, and will not stop until
Fear Aura (Su): An ogre's Fear Aura has a save DC of the obstacle has been overcome. Rams only serve those
10 + Level + Wisdom modifier and has a range of 50 who are self-sufficient and can stand their ground.
feet. Any who succumb are shaken for 2d6 rounds.
Creature Type: Magical Beast (Good Fortitude, Poor
Kanabo: Ogres carry a Kanabo, which which they are
Reflex, Poor Will, Base Attack Bonus (A)).
proficient. The kanabo with which an ogre is sum-
Hit Dice: d8.
moned grants an enhancement bonus to attack rolls,
Natural Weapons: One gore (primary).
but only when wielded by a summoned ogre.
Rank Requirements: Noble (5 + Summon Level),
Skills: Ogres favor Concentration, Listen and Spot.
Champion (9 + Summon Level).
Cost: Soldier (1.5/Level), Protector (2/Level + 3),
Guardian (3/Level + 10), Noble (3/Level + 15), Champi-
on (5/Level + 20).
Special Qualities: Darkvision (60 ft), Rushing Charge,
Scent.
TABLE 12-14: RAM SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd
Soldier S +2 14 12 15 7 10 5 - - 30
Protect S +3 16 15 17 8 12 5 - - 30
Guard M +5 21 14 21 9 13 5 Impr Natural Attack Gore) - 30
Noble M +9 23 16 24 10 15 7 - - 40
Champ L +15 32 14 28 10 16 9 - +15 Balance, Climb, Jump 40
TABLE 12-15: RAT SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd
Soldier T +1 4 16 10 8 14 6 Track, Weapon Finesse - 20
Protect T +2 6 19 12 9 16 6 - - 20
Guard T +3 8 20 12 10 17 6 Impr Natural Attack (Bite) - 30
Noble S +5 11 21 16 11 18 8 - - 30
+6 Hide, Move Silently,
Champ M +7 16 20 18 12 20 10 - 40
Disease Save DC +5
TABLE 12-16: RAVEN SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft)
Soldier S +1 6 15 12 10 15 8 Weapon Finesse Evasion 10, fly 40 (average)
Protect S +2 8 18 14 12 18 8 - - 10, fly 40 (average)
Guard S +3 9 19 14 14 19 10 - - 10, fly 50 (average)
Noble M +5 16 18 17 15 20 12 - - 10, fly 50 (average)
Champ L +8 25 16 20 16 20 13 - Improved Evasion 10, fly 60 (good)

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

Natural Weapons: One slam (primary). SNAKE (HEBI)


Rank Requirements: Noble (4 + Summon Level), Treacherous and vile, snakes excel at assassination and
Champion (8 + Summon Level). are not averse to betraying their masters if the pay is
Cost: Soldier (1.5/Level), Protector (2/Level + 3), good enough. Snakes will only serve a summoner if
Guardian (3/Level + 7), Noble (3/Level + 12), Champion they feel there is something to be gained from it.
(4/Level
+ 18). Creature Type: Magical Beast (Poor Fortitude, Good
Special Qualities: Acid Spit, Darkvision (60 ft), Escape Reflex, Good Will).
Artist, Immunities, Energy Resistance, Slow. Hit Dice: d8.
Acid Spit (Su): As an attack action, the slug can spit a Natural Weapons: One bite (primary).
ball of acid at any target within 60 ft. The attack is a Rank Requirements: Noble (6 + Summon Level),
splash weapon, dealing 1d8 acid damage and 1d4 acid Champion (10 + Summon Level).
splash damage per Level (up to a maximum, see table Cost: Soldier (2/Level), Protector (2/Level + 5),
below). Affected creatures can make a Reflex save (10 + Guardian (3/Level + 10), Noble (3.5/Level + 15), Cham-
Level + Constitution modifier) for half damage. pion (5.5/Level + 25).
Special Qualities: Constrict, Darkvision (60 ft), Im-
TABLE 12-21: ACID SPIT
proved Grab, Poison, Scent.
Max Damage Max Splash Damage
Rank Constrict (Ex): Deals damage equal to the snake's bite
Soldier 2d8 2d4 attack.
Protect 3d8 3d4 Improved Grab (Ex): Usable if the snake hits with its
bite attack.
Guard 4d8 4d4
Poison (Ex): Delivered if a creature takes damage
Noble 6d8 6d4
from the snake's bite attack. Fortitude save (DC 10 +
Champ 8d8 8d4 Level + Constitution modifier) to resist 1d6 temporary
Escape Artist (Su): As a move-equivalent action, a Strength damage as both the initial and secondary
slug can escape a grapple or pin by breaking off into damge.
smaller slugs and reforming in an adjacent square. Swallow Whole (Ex): A swallowed creature takes
Immunities: Slugs are immune to mind-affecting ef- damage equal to the snake's bite damage per round, and
fects, automatically pass massive damage saves and can- can cut its way free by dealing 20 damage to the snake's
not be knocked prone. innards (Defense 15) to get regurgitated, or by succeed-
Energy Resistance (Su): Slugs have an Acid Resistance ing a grapple or escape artist check to return to the
equal to 5 + their HD. creature's mouth, where it will still be grappled.
Slow: Slugs cannot run or charge. Improved Constrict (Ex): The snake's constrict dam-
Skills: Slugs favor Diplomacy, Knowledge (Earth and age is doubled.
Life Sciences) and Treat Injury. Skills: Snakes gain a +8 species bonus to Balance
checks, and a +6 species bonus to Hide, Listen and Spot
checks. They favor Hide, Listen, Move Silently and
Spot.
TABLE 12-22: SPIDER SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft)
Soldier T +1 5 15 10 - 8 1 Weapon Finesse - 30, climb 10
Protect S +2 11 14 12 - 9 1 - - 30, climb 10
Guard M +4 16 14 14 - 10 1 - - 30, climb 10
Noble L +7 24 13 20 - 11 3 - - 30, climb 20
Champ H +11 32 13 25 - 12 5 - Tremorsense 60 ft 40, climb 20
TABLE 12-23: TIGER SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd
Soldier M +2 16 16 16 6 14 7 Alertness - 30
Protect L +6 26 16 21 7 15 7 - - 30
Guard L +8 29 18 22 8 16 9 - - 30
Noble L +10 30 18 24 10 17 10 Multiattack - 40
Champ H +13 38 20 28 11 18 12 - Resist Fire 5 + 2xLevel 40
TABLE 12-24: TOAD SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft)
Soldier T +1 4 16 8 8 13 6 Alertness - 30, swim 30
Protect S +2 10 18 11 9 17 6 - - 30, swim 30
Guard M +4 14 16 13 10 17 8 - - 30, swim 30
Noble L +7 24 16 19 11 18 9 - Oil Spit 40, swim 40
Champ H +11 34 14 23 12 19 10 - +40 Jump, no max. jump height 40, swim 40
Creature Type: Magical Beast.
SPIDER (GUMO) Hit Dice: d8.
Often feared for their creepy visage, spiders are tricky Natural Weapons: Two claws (primary), one bite.
combatants that can use poison and webbing to trap Rank Requirements: Guardian (4 + Summon Level),
and weaken their opponents. Spiders serve those who Noble (7 + Summon Level), Champion (11 + Summon
respect their strengths and seek out the unknown and Level).
unusual. Cost: Soldier (2/Level), Protector (3/Level + 5),
Guardian (3/Level + 10), Noble (3.5/Level + 18), Cham-
Creature Type: Vermin.
pion (6/Level + 20).
Hit Dice: d6.
Special Qualities: Darkvision (60 ft), Improved Grab,
Natural Weapons: One bite (primary).
Pounce, Rake.
Rank Requirements: Noble (5 + Summon Level),
Champion (9 + Summon Level). TOAD (GAMA)
Cost: Soldier (2/Level), Protector (2/Level + 5),
Toads are deceptively intelligent and cunning. They
Guardian (3/Level + 5), Noble (3/Level + 10), Champion
respect patience and knowledge, and prefer to live an
(5/Level + 15).
easy and comfortable life. They only serve those who
Special Qualities: Darkvision (60 ft), Monstrous Spi-
consider the needs of others, and show a sense of de-
der Traits.
termination.
Monstrous Spider Traits: The spider summon gains all
Creature Type: Magical Beast (Poor Fortitude, Good
special qualities and special attacks that the monstrous
Reflex, Good Will); gains Aquatic subtype.
spider has (it is not a hunting spider), and gain their
Hit Dice: d8.
racial skill bonuses.
Natural Weapons: One slam (primary).
Skills: Spiders favor Hide, Move Silently and Spot.
Rank Requirements: Noble (6 + Summon Level),
TIGER (TORA) Champion (10 + Summon Level).
Cost: Soldier (1.5/Level), Protector (2/Level + 3),
A fierce and proud predator, tigers are feared for their
Guardian (3/Level + 10), Noble (3/Level + 15), Champi-
excellent combat and hunting capabilities. They despise
on (5/Level + 20).
weakness and cowardice, and only serve those with
Special Qualities: Amphibious, Constrict, Darkvision
great courage and determination.
(60 ft), Salt Water Aversion, Tongue.
TABLE 12-25: TURTLE SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft)
Soldier T +5 10 4 12 8 11 7 Impr Natural Attack (Bite) - 10, swim 20
Protect T +11 14 6 16 9 12 9 Toughness - 10, swim 20
Guard S +16 19 4 18 10 12 11 Toughness - 10, swim 30
Noble M +21 24 4 22 11 14 13 Toughness Additional natural attacks 10, swim 30
Champ L +25 32 4 26 12 15 15 Toughness DR Level/Chakra or Dark Iron 20, swim 40
TABLE 12-26: WAR HERO SUMMONS
Rank Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft)
Soldier M +3 16 14 14 12 13 12 Alertness, Improved Initiative Battle Arsenal +1 30
Protect M +6 18 16 16 14 14 12 - Battle Arsenal +2 30
Guard M +8 20 19 18 15 15 14 Power Attack Battle Arsenal +3 30
Noble M +10 21 20 19 16 16 16 - Battle Arsenal +4, Nittoryu 30
Champ M +11 24 24 20 18 17 17 Cleave Battle Arsenal +5, Speed Rank 2 30
Amphibious (Ex): Toads can breathe normally on land Amphibious (Ex): Turtles can breathe normally on
or underwater. land or underwater.
Constrict (Ex): Deals damage equal to the toad's slam Shell (Ex): When a Turtle grows in size, its natural
attack. Only used if grappling with its tongue. armor bonus improves by +2 per size it grows (already
Salt Water Aversion: While exposed to an amount of incorporated in the standard advancement table).
salt water at least one tenth of its own size, toads suffer Slow: Turtles cannot run, but it can still charge.
a -4 penalty to all die rolls. Skills: Turtles gain a +8 species bonus to Concentra-
Tongue (Ex): Once per round, the toad can use its tion.
tongue to deliver a slam attack with double its normal
reach. At Champion rank, the attack can be made at WAR HERO (GUNSHIN)
four times its normal reach. Toads are also able to use Unlike other blood pacts, this contract is signed with
their tongues as though they were rope, and can use it the spirits of fallen heroes. They appear as humans in
to grapple. white robes and masks, carrying finely crafted weapon-
Oil Spit (Sp): Once every two rounds, a toad can spit ry. They have no particular ideals, they merely have
oil as though using Yutsuba no Jutsu. the will do test their mettle against foes once more.
Skills: Toads gain a +8 species bonus to Hide and A War Hero's rank can be identified by its appear-
Jump checks, and favor Jump, Listen and Spot. ance: With each Rank, its weaponry increases in quali-
ty. Its mask is completely white (Soldier), with one
TURTLE (KAME) (Protector) or two (Guardian) stripes in the middle, or
Often described as slow and weak, turtles are thought- it is completely black (Noble) with a white stripe across
ful, wise and cunning creatures who are good at judging the eyes (Champion). All such summons are capable of
the strengths of their opponent and knowing their own speech.
weaknesses. While not particularly strong or agile, they
Creature Type: Humanoid (Good Fortitude, Good Re-
have incredible endurance. Turtles follow only those
flex, Good Will, Base Attack Bonus (B)).
who are self-sufficient, and plan before they act.
Hit Dice: d10.
Creature Type: Magical Beast (GoodFortitude, Poor Natural Weapons: None (see Battle Arsenal).
Reflex, Poor Will, Base Attack Bonus (A)); gains Aquat- Rank Requirements: Guardian (4 + Summon Level),
ic subtype. Noble (6 + Summon Level), Champion (10 + Summon
Hit Dice: d8. Level).
Natural Weapons: One bite (primary). Noble rank and Cost: Soldier (3/Level), Protector (3/Level + 3),
higher: One bite (primary), two claws. Guardian (3/Level + 10), Noble (3/Level + 15), Champi-
Rank Requirements: Noble (5 + Summon Level), on (5/Level + 20).
Champion (9 + Summon Level). Special Qualities: Battle Arsenal, Battle Senses, Eva-
Cost: Soldier (1.5/Level), Protector (2/Level + 3), sion.
Guardian (3/Level + 7), Noble (3/Level + 12), Champion Battle Arsenal (Ex): War Heroes are proficient with
(4.5/Level + 18). all weapons and armor, and is summoned with its
Special Qualities: Amphibious, Darkvision (60 ft), weapon of choice, determined by a d20 roll when it is
Shell, Slow. summoned (see table below). The weapon has an en-
hancement bonus to attack as noted in the 'Special' col- Transforming is an attack action that costs (5 + 1 per
umn in the advancement table below. If the weapon is Level) Chakra, and can be ended as a move-equivalent
broken or the War Hero is unsummoned, the weapon is action. This ability functions like Change Shape (p355),
unsummoned as well. If the war hero is summoned except the summon’s Strength, Dexterity and Constitu-
unarmed, it gains the Combat Martial Arts feat, but tion change into those of its new shape.
does not benefit from the enhancement bonus. When transformed into an object, the summon can
perform all the usual functions such an object would
D20 Weapon D20 Weapon
have. It remains conscious and can still us all of its
1 Unarmed* 11 Battleaxe normal senses (though their range is reduced to 30
2 Ninja-to 12 Rapier feet), and retains half of its natural armor bonus to De-
3 Longsword 13 Chisa-gatana fense, as well as its full HP.
4 Naginata 14 Chain If the summon changes into a piece of equipment, it
5 Katana 15 Kama can either be sized for the summon's own size category
or for its summoner, chosen when transforming. The
6 Large Katana 16 Kusari-gama
equipment gains an enhancement bonus to attack rolls
7 Spear 17 Kukri
and damage based on the summon’s Rank: +1 (Guardi-
8 Greatsword 18 Nunchaku an), +2 (Noble) or +3 (Champion).
9 Metal Baton 19 Three-Section Staff If the summon is a Paragon, the equipment can be of
10 Tonfa 20 Scythe any special material (GMs discretion). If the summon
has the Two-Weapon Fighting feat, it can choose to
Battle Senses (Ex): The Defense bonus granted to war
transform into two weapons of the same kind.
heroes (as per the advancement table) is an insight bo-
Special: Can be selected twice, choosing a different
nus instead of a natural armor bonus. A war hero can
alternate form the second time.
only be flanked by creatures with more levels or HD
than its HD. It does not lose its Dexterity bonus to De- ADVANCED NINJA TRAINING
fense when flat-footed. Prerequisite: Level 8, Ninja Training, Improved Ninja
Skills: War Heroes can have a wide variety of skills, Training, 12 ranks in one of: Chakra Control, Genjutsu,
though they tend to prefer combat-relevant skills such Ninjutsu or Taijutsu.
as Spot, Listen, Knowledge (Tactics), and the like. Benefit: The summon can learn 4 techniques of any
type it has 12 or more ranks in. The techniques can be
SUMMON FEATS up to Rank 12 and no higher than Complexity Rating
A, but a summon cannot learn Medical techniques
The following feats are only available to summons, and through this feat. The summon's Chakra Pool increases
can be selected if a summon would be granted a feat. by 5.
Summon feats come in three categories:
CHAKRA ARMOR
 General feats are feats not covered by other catego- Prerequisite: Level 2, Protector or higher.
ries, and are generally available to most summons. Benefit: The summon gains DR 5/Chakra.
 Pact specific feats require a summon to be of a spe-
cific blood pact (or have an ability only available to DECEPTIVE SIZE
one or very few blood pact) Prerequisite: Level 4, Tiny Size (feat).
 Summon multiclass feats require the summon to be Benefit: The penalties the summon takes to Strength
Elite or Paragon, and grant abilities akin to certain and Constitution for shrinking one size category
Advanced Classes (through the effects of the Tiny Size summon feat) are
reduced by 2 each. If the summon shrinks multiple siz-
GENERAL FEATS es, apply the penalty reduction for each size category it
ALTERNATE FORM
shrinks by.
Prerequisite: Protector or higher.
Benefit: The summon gains the Supernatural ability ERUDITE
to change its form into that of an object or another Benefit: The summon's base skill point gain becomes 4 +
creature, chosen when the feat is gained. A chosen Int modifier (minimum 4) if it's Elite, or 6 + Int modifi-
creature form must either be humanoid or resemble it's er (minimum 6) if it's a Paragon. The summon also adds
base form in some way, and is this limited to a form of any 4 skills to its list of class skills.
it’s own size or Medium size.
TABLE 12-27: GENERAL SUMMON FEATS
General Feat Requirements Benefit

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

Chakra Armor Level 2, Protector Rank Summon gains DR 5/Chakra

Erudite Summon gains additional skill points

Evasion Level 4, Dex 16 Summon gains Evasion ability

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

Signature Item Summon is summoned with specific piece of equipment

Spoken Word Soldier Rank, not Hivemind Summon can speak

Summon Toughness Level 2, Protector Rank Summon gains 2 HP per Level.

Swiftness Level 2 Summon gains increased movement speed

Tiny Size Summon shrinks up to two sizes.

Deceptive Size Level 4, Tiny Size Summon retains some of its original Strength and Constitution

EVASION NINJA TRAINING


Prerequisite: Level 4, Dex 16. Prerequisite: 4 ranks in one of: Chakra Control, Genjut-
Benefit: The summon gains the Evasion ability. su, Ninjutsu or Taijutsu.
Benefit: The summon can learn 4 techniques of any
GREATER ALTERNATE FORM
type it has 4 or more ranks in. The techniques can be
Prerequisite: Level 6, Alternate Form (any object),
up to Rank 4 and no higher than Complexity Rating C,
Paragon.
but a summon cannot learn Medical techniques
Benefit: While in object form, the summon can mani-
through this feat. The summon's Chakra Pool increases
fest any two natural attacks to make attacks with,
by 5. Summons have their own ways to form hand seals
though it does so at a -5 penalty.
or half-seals, even if they do not have hands or fingers.
GIANT SIZE
Prerequisite: Level 4.
OVERSIZED WEAPONRY
Prerequisite: Str 19, Level 3, Must be summoned with a
Benefit: The summon costs 50% or 5 (whichever is
weapon.
lower) additional Chakra to summon, and grows one
Benefit: The summon is summoned with a weapon
size category (up to Gargantuan).
one size larger than it would normally get, and can
IMPROVED NINJA TRAINING wield the weapon as though it were its normal size.
Prerequisite: Level 4, Ninja Training, 9 ranks in one of:
Chakra Control, Genjutsu, Ninjutsu or Taijutsu.
RESILIENT SUMMONING
Prerequisite: Protector or higher.
Benefit: The summon can learn 4 techniques of any
Benefit: The time it takes for the summon to lose 1
type it has 9 or more ranks in. The techniques can be
Chakra increases by 10 minutes.
up to Rank 8 and no higher than Complexity Rating B.
A summon cannot learn Medical techniques through
this feat. The summon's Chakra Pool increases by 5.
SHARE CHAKRA TINY SIZE
Prerequisite: Level 8. Prerequisite: Level 1.
Benefit: As an attack action, the summoner can touch Benefit: The summon's size is reduced by up to 2 size
the summon and spend 2 Chakra to grant the summon categories (minimum Tiny size), determined when this
1 temporary Chakra that lasts for 1 hour, up to 2 tem- feat is selected. The Chakra cost to summon the crea-
porary Chakra per Level per day. Temporary Chakra ture is reduced by 50% or 5 (whichever is lower).
will not extend a summon's duration: if it only has Special: Can be taken multiple times. Each time, the
temporary Chakra left, it unsummons as if it had no Prerequisite Level increases by 2.
more Chakra. TITANIC SIZE
In addition, the summoner can touch the summon Prerequisite: Level 8, Paragon, Giant Size.
and transfer a touch range Chakra Control, Genjutsu or Benefit: The summon costs 50% of its base cost or 5
Ninjutsu to the summon, which can then deliver the (whichever is lower) additional Chakra to summon, and
touch attack as normal. grows one size category (up to Gargantuan).
SIGNATURE ITEM
Benefit: The summon is summoned with a special ar- PACT SPECIFIC FEATS
mor, ranged weapon or melee weapon made for its size, AQUATIC
chosen by the summoner when this feat is selected. The Prerequisite: Level 3, Insect, Lizard or Slug.
summon is automatically proficient in the item's use. If Benefit: The summon gains the Aquatic subtype and
it has the Two-Weapon Fighting feat, it can be sum- the Amphibious quality (see Toad summon). It gains a
moned with two identical weapons of the same type. swim speed equal to its land speed (or 20 feet if it has
A summon must have arms, hands and/or paws to no land speed), but loses its fly speed if it has any.
gain a weapon, and such appendages are altered to ena- CHAOS WYRM
ble the summon to wield it correctly. Prerequisite: Imperial Wyrm, Guardian or higher.
Special: Can be selected more than once, choosing a Benefit: The summon loses its flight speed, Mending
different item each time. Touch and Sense Hostility abilities. Its HP increases by
SPOKEN WORD 2 per Level, it gains a burrow speed of 30 ft, and the
Prerequisite: Soldier only, non-Insect. Incite Confusion ability.
Benefit: The summon is capable of speech. Incite Confusion (Su): As an attack action once every
1d6 rounds, target creature within 60 ft. becomes con-
SUMMON TOUGHNESS fused for 1 round per 2 Levels (Will negates; DC 10 +
Prerequisite: Level 2, Protector or higher.
Level). At the start of each of its turns, a confused crea-
Benefit: The summon gains 2 HP per Level.
ture rolls a d% to determine how it will act (see Table
Special: Can be taken twice. The second time, the
12-29: Incite Confusion Behavior). This ability cannot
prerequisite becomes Level 4, Noble or higher.
be used on the same target more than once per encoun-
SWIFTNESS ter.
Prerequisite: Level 2.
Benefit: All of the summon's movement modes in-
crease their speed by 10 ft.
TABLE 12-28: PACT SPECIFIC SUMMON FEATS
Pact Specific Feat Requirements Benefit
Aquatic Insect, Lizard or Slug, Level 3 Summon gains Aquatic subtype and swim speed
Chaos Wyrm Imperial Wyrm, Guardian Rank Wyrm becomes a burrowing creature with confusion powers
Earthdweller Salamander Salamander becomes a fire-breathing land-dweller.
Greater Schism Slug, Level 6, Protector Rank Slug can split into many weaker slugs
Heavenly Wyrm Imperial Wyrm, Noble Rank Wyrm gains the power to control weather
Keen Scent Level 2, Scent ability Summon's Scent ability gains greater range
Poison Breath Level 4, Breath Weapon ability Summon's breath weapon becomes a poison breath
Schism Slug, Level 2, Protector Rank Slug can split into several smaller slugs
Stampede Level 3, Trample Summon's Trample deals more damage
TABLE 12-29: INCITE CONFUSION BEHAVIOR KEEN SCENT
D% Behavior Prerequisite: Level 2, Scent.
1-20 Act normally. Benefit: The range of the summon's Scent ability
21-50 Do nothing but babble incoherently. doubles, and it gains a +2 bonus to Survival when track-
ing by scent.
51-80 Flee from the summon at maximum speed.
Attack nearest creature (but not its animal POISON BREATH
81-90 Prerequisite: Level 4, Breath Weapon.
companion or summon familiar).
Benefit: The summon's breath weapon is replaced by
Attack the wyrm with a weapon
91-100 the Poison Breath ability. Upon selection, choose
(or close in if out of range).
whether the ability deals Strength or Dexterity damage.
EARTHDWELLER Poison Breath (Su): As an attack action once per en-
Prerequisite: Salamander.
counter, the summon breathes a cloud of poison. Any
Benefit: The summon loses the Aquatic subtype, its
creature caught in the area must make a Fortitude save
amphibious ability and it's swim speed. Its Breath
(DC 10 + Level + Constitution modifier) or suffer ability
Weapon now deals fire damage (and no water damage).
damage to either Strength or Dexterity (as chosen when
The summon gains tremorsense 100 ft and a burrow
the ability is gained). The area and damage is based on
speed of 20 ft.
the summon’s Rank (the area is a Spread effect with the
GREATER SCHISM given radius, centered on the summon):
Prerequisite: Level 6, Protector or higher, Slug.
Rank Primary Secondary Area
Benefit: As the Schism feat, but the summon can split
into up to 2 minions per Level, its minions are four siz- Soldier 1d3 1d2 10 ft wide, 10 ft high
es smaller than it and they cannot use the acid spit abil- Protector 1d4 1d3 15 ft wide, 10 ft high
ity. These minions have half the hit points a normal Guardian 1d6 1d4 20 ft wide, 10 ft high
minion would have. When reforming, it takes only 1 Noble 1d8 1d6 20 ft wide, 20 ft high
damage per 2 Levels for each minion that was killed. Champion 2d6 1d8 30 ft wide, 20 ft high
HEAVENLY WYRM If a creature is Swallowed Whole by the summon, it
Prerequisite: Imperial Wyrm, Noble or higher.
must make a Fortitude save each round while in the
Benefit: The summon loses its fast healing and Sense
summon's stomach or suffer the primary damage. If
Hostility ability, but gains Control Weather (see be-
Poison Breath was already used in the encounter, the
low).
save DC decreases by 5. The summon is immune to its
Control Weather (Su): The summon can concentrate own breath weapon.
for 10 minutes and summon weather appropriate for
the current climate and season (see table below). The SCHISM
effect takes 10 minutes to manifest and lasts 4 hours per Prerequisite: Level 2, Protector or higher, Slug.
Level. The summon can direct the weather (such as Benefit: Once per encounter as an attack action or as
direction and strength of wind), but not exert precise part of using its Escape Artist ability, the summon splits
control (such as where lightning will strike). The sum- its body into Minion versions of itself. Each Minion has
mon can concentrate for an attack action to change the statistics as their original summon with the Minion
weather again, taking another 10 minutes to manifest. template applied to it, though it shrinks two sizes (ap-
Use of this ability can remove atmospheric hazards plying the appropriate modifiers) and its acid spit al-
(natural or artificial) or create them. The weather ways deals minimum damage.
change affects an area with a radius of 1,000 ft per Lev- The summon can create enough minions to reflect its
el, centered on the summon. A Champion summon can current HP, up to 1 per Level. (For example, if the
invoke a natural hazard when using this ability. summon had 65 HP left, and its minion version has 10
hp, it can split into 6 minions, if it is Level 6 or higher).

TABLE 12-30: HEAVENLY WYRM CONTROL WEATHER EFFECTS


Season Normal Weather Natural Hazard
Spring Thunderstorm, Sleet Storm, Hot or Cold Weather Tornado
Summer Torrential Rain, Heat Wave, Hailstorm, Thunderstorm Tornado
Autumn Fog, Sleet, Torrential Rain, Hot or Cold Weather Blizzard
Winter Frigid Cold, Blizzard, Icy Rain, Thaw Blizzard with Hurricane-force Winds.
TABLE 12-31: MULTICLASS SUMMON FEATS
Summon Multiclass Feat Based On Requirement Benefit

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

applies to attacks with its summoned weapon(s). Once


The summon can reform by having all minions adja-
per day, it can benefit from the Enlightened Defense
cent to each other and concentrating for a full-round
class ability for one round.
action. Doing so returns it to its previous state (includ-
ing its previous HP), but it takes 1 damage per Level for FORCE OF NATURE (ELEMENTALIST)
each minion that was killed. The summon cannot re- Prerequisite: Level 4.
form if more than half of the minions were killed. Benefit: The summon gains 3 ranks in the Ninjutsu
skill, plus 2 per Level. Once per encounter, it can use
STAMPEDE
the Elemental Fury class ability.
Prerequisite: Level 3, Trample.
Benefit: The summon's trample attack deals an addi- MASTER ILLUSIONIST (GENJUTSU MASTER)
tional die of damage. Prerequisite: Level 4.
Benefit: The summon gains 3 ranks in the Genjutsu
MULTICLASS SUMMON FEATS skill, plus 2 per Level. Once per encounter, it can use
The following feats can only be selected by summons the Ninpo: Kagemuku Genjutsu no Waza technique as a
and bestow abilities from the various shinobi classes. spell-like ability.
Elite summons cannot have more than one Multiclass MYSTIC HEALER (MEDICAL SPECIALIST)
Feat, and Paragon summons can select no more than Prerequisite: Level 6.
two of them. You do not need levels in the associated Benefit: The summon can learn Medical techniques,
class to have a summon select it. and immediately learns the Iryou Ninjutsu: Chiyu –
BATTLEMASTER (TAIJUTSU MASTER) Shodan Jutsu technique. Once per encounter, it can
Prerequisite: Level 4. discharge a Chiyu technique as a Medical Specialist
Benefit: The summon gains 3 ranks in the Taijutsu could (as per the Medical Ability class ability).
skill, plus 2 per Level. As a free action once per encoun- NINJA HUNTER (NINJA HUNTER)
ter, the summon gains a +1 bonus to attack rolls with Prerequisite: Level 4.
natural attacks and unarmed attacks for one round. Benefit: The summon gains the Trap Sense class abil-
BLACKGUARD (SHINOBI SWORDSMAN) ity. Once per day, it can use the Technique Counter
Prerequisite: Level 2. ability, using its Level plus Intelligence modifier instead
Benefit: The summon gains the Invisible Strike class of the Knowledge skill, and half its Level instead of its
ability. Once per encounter, it can apply the Power of class level.
the Elite class ability to a single attack once it has hit. SENTRY (NINJA SCOUT)
ENLIGHTENED WARRIOR (SACRED FIST) Prerequisite: Level 2.
Prerequisite: Level 4. Benefit: The summon gains the Ninja Scout's Track
Benefit: The summon's natural attacks count as Chak- class ability, and adds Survival to its list of class skills.
ra-enhanced for the purpose of bypassing damage re- Once per day, it can use the Hide in Plain Sight class
duction. If it was summoned with a weapon, this also ability.
SHADOW ASSASSIN (SHADE) STEPS 3A THROUGH 3C have us increase its HD (to
Prerequisite: Level 6. 12d8+60), calculate HP (12d8 averaged becomes 54,
Benefit: The summons gains the Sneak Attack (1d6) plus 60 is 114) and determine its Chakra Pool ((HD+1)
class ability. Once per day, it can use the Death Attack times 2 makes 26, Con x HD makes 60, totalling 86.
class ability, using half its Level instead of its class level. Calculated the same as a heroic character would).
If the target is not the same species as the summon, the Level 6 Ram Guardian: Medium Magical Beast; HD
DC decreases by 2. 12d8+60; HP 114; Init x; Spd 30 ft;
SWORD SAGE (SWORD SAVANT) Defense x, touch x, flat-footed x (+5 natural armor);
Prerequisite: Level 4, must be summoned with a melee BAB x; Grap x; Atk Gore +x (d6+x); Full Atk Gore +x
weapon. (d6+x); FS x; Reach x ft.; SQ Darkvision (60 ft), Rushing
Benefit: The weapon(s) the summon starts with is a Charge, Scent; AL x; SV Fort x, Ref x, Will x; CP 86;
Chakra State weapon, and the summon gains the Sword Rep x;
Weaving class ability. Str 21, Dex 14, Con 21, Int 9, Wis 13, Cha 5.
WANDERING WARRIOR (SAMURAI) Skills: Balance +4, Climb +4, Jump +4.
Prerequisite: Level 2. Feats: Improved Natural Attack (Gore).
Benefit: The summon gains the Traditional Path class Now we move on to STEPS 3D THROUGH 3F. As per
ability, and is summoned with a weapon that qualifies the table on page 217 of the ModernD20 manual and
for the ability (chosen when selecting this feat). Once the Ram's saves and base attack bonus types, its BAB is
per encounter, the summon can use the Frightful Pres- +9/+4, its base Fort is +8 and its base Ref and Will are
ence class ability, using its Level instead of its class lev- +4. The summon has 9 skill points (4 for its first Level,
el. (See Narutod20.com for the Samurai class) then 1 per additional Level), which we choose to dis-
tribute evenly among Balance, Climb and Jump.
EXAMPLE SUMMON BUILD Level 6 Ram Guardian: Medium Magical Beast; HD
12d8+60; HP 114; Init x; Spd 30 ft;
For this example, we will assume our summoner has Defense x, touch x, flat-footed x (+5 natural armor);
the Blood Pact (Ram) feat and is performing the Ku- BAB +9/+4; Grap x;
chiyose no Jutsu technique (without applying any spe- Atk Gore +x (d6+x); Full Atk Gore +x (d6+x); FS x;
cial abilities or meta-chakra feats to it) to summon a Reach x ft.; SQ Darkvision (60 ft), Rushing Charge,
Level 6 Guardian. Scent; AL x; SV Fort +8, Ref +4, Will +4; CP 86; Rep x;
While summoning, the summoner rolls a d% and gets Str 21, Dex 14, Con 21, Int 9, Wis 13, Cha 5.
a 67, meaning the summon is neither Elite nor Paragon. Skills: Balance +7, Climb +7, Jump +7.
This determines the final cost of summoning: 3/Level Feats: Improved Natural Attack (Gore).
+ 10 makes for 28. For the LAST STEP, we apply all relevant bonuses
We look up the Ram's description and work our way and stats where they are needed.
through the steps as outlined on page 369. Level 6 Ram Guardian: Medium Magical Beast; HD
STEPS 1 AND 2, we fill in its size, creature type, 12d8+60; HP 114; Init +2; Spd 30 ft;
movement speed, natural armor bonus to Defense, bo- Defense 17, touch 12, flat-footed 15 (+2 Dex, +5 natural
nus feats and special qualities, as presented by the armor); BAB +9/+4; Grap +14;
Ram's description. Atk Gore +14 (d8+7); Full Atk Gore +14 (d8+7); FS 5
Level x Ram Guardian: Medium Magical Beast; HD x; ft by 5 ft; Reach 5 ft.;
HP x; Init x; Spd 30 ft; SQ Darkvision (60 ft), Rushing Charge, Scent; AL sum-
Defense x, touch x, flat-footed x (+5 natural armor); moner; SV Fort +13, Ref +6, Will +5; CP 86; Rep x; Str
BAB x; Grap x; Atk Gore +x (d6+x); Full Atk Gore +x 21, Dex 14, Con 21, Int 9, Wis 13, Cha 5.
(d6+x); FS x; Reach x ft.; SQ Darkvision (60 ft), Rushing Skills: Balance +9, Climb +12, Jump +12.
Charge, Scent; AL x; SV Fort x, Ref x, Will x; CP x; Rep Feats: Improved Natural Attack (Gore).
x; Our summon is now ready to be used.
Str 21, Dex 14, Con 21, Int 9, Wis 13, Cha 5.
Skills: Balance +4, Climb +4, Jump +4.
Feats: Improved Natural Attack (Gore).
CHAPTER 13 – NINJA TOOLS
This chapter contains the various special items, tools ATTACK OR EFFECT
and equipment a shinobi might use. It covers Traps,
First, you decide what kind of trap you will use. Traps
Puppets, Enhancement Seals and Relics and Artifacts.
come in several general types.
TRAPS Pit: A pit is simply a hole into which an unwary or
unlucky creature can fall. Creatures generally take fall
Traps can cover a large variety of devious devices and damage from this trap. A pit can be avoided with a Re-
mechanical parts that serve to harm or kill anyone that flex save (set by the builder), or even be bypassed by
dares venture into its proximity. To design a trap, you clever use of Jump and Climb skills.
simply select the components you want to add to it. Trap Door: A pit can be covered by a trap door, con-
Determine its Challenge Rating based on its compo- cealing its presence and opening when enough weight
nents, which in turn determines its Craft (Mechanical) is pressed upon it. A trap door can be spring-loaded to
DC. All these steps are described below. A trap is made close automatically. Opening such a trap door is about
up from various components: its trigger (which deter- as easy as opening a normal door (if it can be reached).
mines how it is activated), an optional reset (which Holding open a spring-loaded trap door requires a
determines if and how the trap can be reused), an op- Strength check (DC 13) each round.
tional bypass (which allows those in the know to tem- Pit Spikes: A pit trap can be armed with pit spikes. Pit
porarily disarm the trap) and optional features (like spikes deal 1d4 Piercing damage, +1 per 10 feet the tar-
poisons). get falls (maximum +5), and have an attack bonus of
Furthermore, the crafter also determines the search +10. If a pit features multiple spikes, a creature falling
and disable DC (determining how easy the trap is to into it will be attacked by 1d4 spikes.
find and disable), altering its CR and cost as shown in Secondary Traps: A pit trap is easily enhanced by
the table below. The base CR of a trap is 0, and the base adding more traps to it, damaging creatures that fall
purchase DC is 10. through it. This includes things like a pool of acid at the
bottom of the pit.

TABLE 13-1: BUILDING A TRAP


Trap Feature CR Trap Feature Cost Trap Feature CR Trap Feature Cost
Reflex Save DC Search DC
15 or lower -1 15 or lower -1 15 or lower -1 19 or lower -1
16-24 - 25-29 +1 25-29 +1 20 -
25-29 +1 30 or higher +2 30 or higher +2 21 or higher +2
30 or higher +2
Attack and Damage Disable Device DC
+0 or below -2 +9 or lower -1 15 or lower -1 19 or lower -1
+1 to +5 -1 +10 - 25-29 +1 20 -
+6 to +14 - +11 or higher +3 30 or higher +2 21 or higher +1
+15 to +19 +1 Damage Bonus + 2 x bonus Miscellaneous Trigger Type
+20 to +24 +2 Ranged Attack Trap max +4 Multiple Targets +1 Location -
Average Damage 1 per 7* Melee Attack Trap max +8 ““ (+0 on Never Miss) Proximity +2
Pit Spikes +1 Never Miss +4 Poison Touch -
Delay (1 round) +3 Bypass Type Heartroot Powder +2 Touch (attached) -1
Delay (2 rounds) +2 No reset - Nightlily Paste +1 Timed +1
Delay (3 rounds) +1 Repair +1 Ketsuekigyouko +1 Reset Type
Delay (4+ rounds) -1 Manual +1 Nevoa Gas +2 Lock +2
Automatic +2 Pit Spikes +1 Hidden Switch +2
Touch Attack +1 Hidden Lock +5
* Only if the trap deals HP damage, based on the average result of the damage roll.
Monsters: Some traps may feature one or more mon- Touch: This simple trigger activates the trap when it
sters living in it, either by design or by having fallen is touched. This trigger can either be directly attached
into the pit previously. to the trap or be connected via a mechanism (allowing
Ranged Attack Traps: These traps fire weapons or it to trigger a trap from a longer range). A good example
projectiles. Their attack bonus is set by the builder, af- of a touch trigger is a trapped doorknob that triggers
fecting Craft DC and Challenge Rating. when someone attempts to open the door.
They can be built with a damage bonus, as though the Timed: The trigger automatically activates the trap af-
trap had a high Strength score (also affects projectiles ter a certain time period, and may keep triggering it
and ammunition), which increases the cost. The builder periodically if it is reset.
can set the number of projectiles fired, usually a ran-
dom number (such as '1d6 kunai). BYPASS (OPTIONAL)
Melee Attack Traps: These traps feature weapons or Lock: The trap can be temporarily disabled with a Disa-
objects attacking the victim in melee, such as melee ble Device check (DC 30), or by having the key.
weapons or falling rocks. Their attack bonus is set by Hidden Switch: This switch can be found with a
the builder, affecting Craft DC and Challenge Rating. Search check (DC 25).
They can be built with a damage bonus, as though the Hidden Lock: As a lock, but it requires a Search check
trap had a high Strength score, which increases the (DC 25) to locate.
cost. The base damage is calculated according to the
weapon or object used. RESET (OPTIONAL)
Never Miss: A Never Miss trap, as its name implies, Repair: The trap can be repaired, after which it can be
never misses. These traps release clouds of poison, activated again. Repairing a trap has the same Craft DC
waves of liquid and other such things, catching any and costs as much time as building it, but the cost is 2
within their area of effect. lower than its normal material cost (or 6 lower than its
Delay: Never Miss traps always have a delay, signify- market value).
ing how long it takes for the trap's effect to become Manual: A very common type of reset, which simply
active after it has been triggered (i.e. it may take a few requires someone to move its parts back into place. It
rounds before creatures caught in a water trap start takes about one minute to reset a trap manually, unless
drowning). the process is especially complex or labor intensive.
Gas: A common type of Never Miss trap is a gas trap, Automatic: The trap resets by itself, either immedi-
releasing a cloud of inhaled poison. ately or after a certain interval.
Liquid: Almost as common, these traps generally at-
tempt to make their victims drown, though might also MISCELLANEOUS
use more dangerous liquids (such as acid or poison). MULTIPLE TARGETS
If your trap can hit multiple targets, it has a slightly
TRIGGER TYPE higher CR. Never Miss traps always have multiple tar-
Location: This trigger activates the trap when some- gets and do not increase their CR.
one steps on a specific square. Melee Attack Trap: The trap attacks creatures in mul-
Proximity: This trigger activates the trap when some- tiple, pre-determined squares. This might be a 10ft by
one comes within a certain radius of it. These are ex- 10ft area of spikes, a diamond wire slashing across the
tremely sensitive to pressure, and may not be suitable width of a hallway, or bricks falling from the ceiling.
for areas where the air pressure is subject to even minor Ranged Attack Trap: The trap fires its projectiles at
changes. multiple targets across an area. If the trap fires multiple
Sound: These triggers are based on magic or Chakra projectiles, it fires them at each target.
and trigger when they detect sound. Such triggers con- Pit Trap: A pit trap with multiple targets is simply a
tinually listen (at a +15 bonus to Listen checks) for pit trap that is larger than a single square, allowing
something to activate it. Such triggers often require the multiple creatures to fall victim to it at the same time.
use of spells or techniques to construct. POISON
Sight: These triggers are based on magic or Chakra Poison has been applied to the trap. The types of poison
and trigger when the spell or technique they were cre- that you can use depend on the type of trap (a trap with
ated with detects something. How well a trap sees de- an attack roll cannot use an ingested or inhaled poison).
pends on the spell or technique used (GMs discretion). The cost of the trap increases by the poison’s cost. If the
trap features an automatic reset, the cost of the poison imity trigger and/or an automatic reset, increase the
increases by 10. Craft DC by 5 for each of those features.
CHEMICAL ITEMS EXAMPLE TRAPS
Just like with poison, dangerous chemicals (like acid)
CR 1 TRAPS
could be used to make the trap more dangerous. The
Minor Kunai Shower Trap: CR 1; location trigger; no
cost of the trap increases by the chemical’s cost. If the
reset; Atk +7 ranged (2d4, kunai) Note: 30-ft. max
trap features an automatic reset, the cost of the chemi-
range; Search DC 15; Disable Device DC 16. Purchase
cal increases by 10.
DC: 20.
TRAPS USING SPELLS OR TECHNIQUES Minor Paper Bomb Trap: CR 1; proximity trigger; no
reset; DC 15 Reflex save halves; 15 ft. radius burst (2d6
Crafting a trap using a spell or technique requires the
fire); onset delay (1 rounds); Search DC 17; Disable De-
builder to cast the spell or imbue the trap with a tech-
vice DC 13. Purchase DC: 19.
nique in some way (such as through containment seals
or special sealing techniques they create). Such a trap CR2 TRAPS
functions the same as a normal mechanical trap, but Kunai Shower Trap: CR 2; location trigger; no reset; Atk
instead of normal attacks and effects it unleashes the +10 ranged (3d4+2, kunai) Note: 40-ft. max range;
spell or technique, as cast or performed by its user. Search DC 19; Disable Device DC 17. Purchase DC: 23.
Adding spells or techniques increases the CR of the CR 3 TRAPS
trap by the spell level or technique rank of its highest Bamboo Spike Pit Trap: CR 3; location trigger; repair
component spell or technique, or by +1 per 7 average reset; DC 23 Reflex save avoids; 10 ft. deep (1d6, fall);
damage it deals per round (for a spell or technique that pit spikes (Atk +10 melee, 1d4 spikes per target for
deals damage over time). A spell or technique used in a 1d6+1 each); Search DC 20; Disable Device DC 21. Pur-
trap cannot be made to affect more targets than it nor- chase DC: 29.
mally could, and such a trap cannot feature a reset. Paper Bomb Trap: CR 3; proximity trigger; no reset;
DC 18 Reflex save halves; 20 ft. radius burst (4d6 fire);
MULTIPLE TRAPS delay (1 rounds); Search DC 19; Disable Device DC 15.
When you create multiple traps, their Cost is un- Purchase DC: 20.
changed. Simply purchase them separately. Greater Kunai Shower Trap: CR 3; location trigger; no
Dependent Traps: If you have multiple traps that de- reset; Atk +13 ranged (4d4+5, kunai) Note: 50-ft. max
pend on each other (i.e. a second trap only triggers once range; Search DC 20; Disable Device DC 21. Purchase
the first has been triggered), treat them as separate traps DC: 30.
with their own CR. CR 5 TRAPS
Independent Traps: If you're placing a series of traps Perfect Kunai Shower Trap: CR 5; location trigger; no
that are close to each other, but operate independently reset; Atk +16 ranged (5d4+10, kunai) Note: 60-ft. max
of each other, calculate an Encounter Level as though range; Search DC 22; Disable Device DC 23. Purchase
the traps were monsters, and use that EL as their com- DC: 32.
bined CR. Rockfall Trap: CR 5; location trigger; automatic reset;
hidden lock bypass; multiple targets (all target in a 20-
CRAFTING TRAPS foot radius); rock falls (3d8+6 bludgeoning); never miss;
Trap CR Craft DC Time delay (2 rounds); ranged (3d4+2, kunai) Note: 40-ft.
1-3 20 12hr max range; Search DC 26; Disable Device DC 24. Pur-
4-6 25 24hr chase DC: 37.
7-10 30 60hr CR 6 TRAPS
11+ 35 150hr Diamond Wire Trap: CR 6; location trigger; manual
reset; lock bypass; Atk +16 melee (4d8/x3, slashing);
Crafting a Trap requires a Craft (Mechanical) check
Search DC 21; Disable Device DC 25. Purchase DC: 29.
with a DC depending on the trap's CR. The material
cost required craft a trap is equal to its market price, -4
(about one-third its actual price). If the trap has a prox-
PUPPETEERING
Certain shinobi are trained in the use of special pup- Creature Type: A puppet's size is based on its compo-
pets, controlling their constructed marvels at a distance. nents. It is a Construct and uses the following Con-
struct statistics (ModernD20, p 218-219): Hit Die, Base
CONTROLLING YOUR PUPPET Attack Bonus, Extra Hit Points, Immunities. They also
While fighting with puppets, puppeteers follow special do not have Constitution, Intelligence, Wisdom or Cha-
combat rules to determine what they can do. In addi- risma scores.
tion to the rules below, a puppeteer must always have a Hit Die and HP: A puppet has 1 HD. Puppeteers can
line of effect to their puppets. gain abilities that allow them to increase a puppet's HD
Actions: Each round, a puppeteer can choose to use when animating them. Puppets have special rules re-
one or more of their actions to grant the same action(s) garding death and dying (see Puppet Defeats, below)
to their controlled puppet(s). (E.g. if the puppeteer Initiative: A puppet has no initiative. It acts when the
chooses to use an attack action to control their pup- puppeteer grants it one or more actions.
pet(s), then the puppeteer can still take a move action Speed: A puppet's base land speed is 30 feet. Compo-
normally, and their puppet(s) can use an attack action nents, feats or abilities may modify a puppet's speed.
to attack or perform a skill check or special action re- Defense: A puppet gains a bonus to its Defense equal
quiring an attack action). to the puppeteer's class bonus to Defense, -2 for each
Additional Actions: If a puppeteer is granted extra ac- puppet the puppeteer currently controls beyond the
tions, such actions can only be given to a single puppet. first.
Restricted Movement: If the puppeteer is affected by Attacks: All puppets have a slam attack, but addition-
one of the following conditions, it affects their ability al components may give it other means of attack. A
to control their puppets. If a puppeteer loses actions puppet can be used to deliver Sneak Attacks if the pup-
due to a condition (such as being paralyzed), then the peteer has that ability and is within 30 ft of the puppet.
lost actions cannot be used to control their puppets. A puppet can make additional attacks according to its
The following conditions have special effects on pup- base attack bonus. Its attack bonus is calculated as nor-
peteers: mal (BAB + size modifier + Strength modifier + miscel-
An entangled or grappled puppeteer can use one laneous bonuses).
move or attack action to control their puppet(s), but Saves: In addition to being immune to effects requir-
not both (nor a full-round action). A puppeteer that is ing a Fortitude save (as per its Construct immunities),
pinned is restricted as though grappled, but also cannot puppets are also immune to all effects requiring a Will
use puppet components that require activation. (This save. As an exception, it is not immune to effects with a
means puppeteers can do things other than trying to Fortitude save against direct damage or pushback. A
escape while pinned) puppet's Reflex save is equal to the puppeteer's base
March: A puppeteer can use a full-round action to Reflex save, plus its Dexterity bonus, -2 per puppet the
march, moving both themselves and all their puppets at puppeteer currently controls beyond the first.
twice their movement speeds each. Chakra Pool: A puppet has as much Chakra as it was
PUPPET STATISTICS animated with. If its Chakra drops to 0, it is deanimated
Range Penalties: Puppets suffer a -1 penalty to attack (see Puppet Defeats, below).
rolls and Defense for every 30 ft between them and Strength and Dexterity: A puppet's Strength score de-
their puppeteer, The first 30 ft of distance will not ap- pends on its puppet core (see puppet components, be-
ply this penalty. low). Its Dexterity score is equal to the puppeteer's,
Components: A puppet is built from components (de- modified by its size.
scribed further on in this chapter), which determine its Skills: Puppets do not gain skill points. A puppeteer
size, Strength score, and hardness, and may grant it a can use a puppet to perform skill checks with for the
variety of bonuses or special abilities. See the individual following skills: Computer Use, Craft (any), Demoli-
puppet cores and components for details. Unlike nor- tions, Disable Device, Drive, Escape Artist, Hide, Move
mal constructs, a Large puppet has a reach of only 5 ft. Silently, Pilot, Perform (any, except Sing) and Repair.
Puppets and Energy Damage: A puppet takes full The puppeteer suffers a -4 penalty for doing so, and
damage from all kinds of energy, even if such energy another -2 range penalty for every 10 ft of distance be-
types would normally affect objects differently. tween them and the puppet performing the skill.
Feats: A puppet has the Simple Weapon Proficiency PUPPETS AND ENHANCEMENT SEALS
feat. It is proficient in the use of its natural weapons. A puppet can carry sealed items and items modified by
enhancement seals. Such items are inactive while a
PUPPET DEFEATS AND REPAIRS puppet is not animated, since it has no Chakra of its
No Hit Points: When a puppet reaches 0 hit points, it
own.
can no longer act, and cannot be animated for 2 rounds.
That puppet becomes defeated, suffering a -1 equip- COMPONENT POINTS
ment penalty to attack rolls, Defense, saves and skill Puppet cores feature 'weapon points' and 'utility
checks (cumulative, up to -5). Once a puppet reaches a points'. Components have point costs. The components
-5 penalty, it is destroyed (see below). Puppets suffering attached to a puppet core cannot exceed its maximum
from being defeated or destroyed can be fixed by using weapon points and/or utility points.
the Repair skill (p33). Utility Points Weapon Points Free Points
Overkill: If a puppet suffers damage from a single at- Core Type Base Max Base Max Base Max
tack equal to or greater than its remaining HP plus
Combat 1 5 3 9 - 2
twice the HD it was animated with, it suffers twice the
Utility 3 9 1 5 - 3
equipment penalty. If a single attack deals damage
Animal * 8 * 8 - -
equal to or greater than its remaining HP plus five
times the HD it was animated with, the puppet is im- Human * 10 * 10 - -
mediately destroyed. The table above lists the amount of points each type
No Chakra: A puppet reduced to 0 Chakra can no of puppet can obtain. A puppet gains a base amount of
longer act, and cannot be animated for 1d4 rounds. points from its puppet core (Animal and Human pup-
Chakra Threads: If the Chakra Threads used to ani- pets have a base number that is determined when they
mate the puppet are cancelled or severed, the puppet are crafted). Puppets can be upgraded by use of the
can no longer act. It retains its Chakra for 1 round, al- Craft (Mechnical) skill (see p31).
lowing a puppeteer to attach new Chakra Threads to Note: Free points can be used as either weapon or
reanimate it in its previous state. (It retains the hit utility points, as the builder desires.
points it had before it was deanimated)
Concentration: If the puppeteer fails on their Concen-
COMPONENT SLOTS
Each puppet core lists a number of component slots,
tration check (as per the Puppetry class ability), the
indicating how many components of each type can be
puppet becomes deactivated, and can be reanimated as
attached to it. Each component will list what type of
if its Chakra Threads were severed (see above).
slot it occupies. The types of slots are Head, Limb and
CONSTRUCTING A PUPPET Chest.

Puppets are built from components, generally a puppet PUPPET CORES


core, which is its main body, and puppet components
A puppet core is the basic form of a puppet, without
which can be attached to the core to grant it bonuses or
any modifications. Every puppet starts out as a combat,
special attacks.
utility, animal or human puppet core. A puppet core
PUPPET TYPES determines the puppet’s size, hardness, component
Combat Puppet: These are designed for combat efficien- points (see above), component slots and Strength score.
cy. Their design is often basic, since it needs nothing
except potent attacks and/or an efficient defense. Component Slots Strength

Utility Puppets: Often used to carry materials or peo- Size Hardness Head Limb Chest Combat Utility

ple, these puppets are often designed in specific shapes Small 2 0 2 2 12 9

signifying their purpose. Medium 3 1 3 2 15 12

Living Puppets: These puppets are crafted from living Large 5 2 3 3 18 15

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.

ENHANCED MACHINERY MK III INCONSPICUOUS (LIVING PUPPETS ONLY)


Slot: Chest or Limb; Points: 3 Weapon, 2 Utility; Slot: None; Points: 1 Utility; Cost: 16; Weight: 5 lbs.
Difficulty: A-Class; Cost: 32; Weight: 10 lbs The puppet is made to look more similar to its living
As Enhanced Machinery, but the puppet gains Speed form. The spot check DC to identify it as a puppet in-
and Strength Rank 3. creases by 10. The DC for Repair checks to repair the
puppet, install components or reload them also increas-
EXTENDABLE LIMBS es by 5.
Slot: Limbs; Points: 3 Utility; Cost: 16; Weight: 4 lbs
Attacks with the puppet's limb (such as a Slam attack or IRON MAIDEN [ACTIVATED]
a weapon attack with an installed weapon) gain an in- Requires Torso Tank
crease of 5 ft to their reach. This does not increase the Slot: None; Points: 2 Weapon; Cost: 20; Weight: 10 lbs
puppet's threatened area. The torso tank contains an iron maiden trap, which can
be activated or deactivated as a move action. Each
FORCE SHIELD round a creature spends inside the torso tank while the
Slot: Limb; Points: 1 Utility; Difficulty: C-Class; Cost:
iron maiden is active it suffers piercing damage equal to
13; Weight: 1 lbs
the puppet's Slam attack (using half its Strength modifi-
The puppet creates a shield of Chakra from one limb,
er).
making it unable to hold a weapon or object with it.
The shield grants it a +2 shield bonus to Defense. It LIGHT FRAME (SMALL OR MEDIUM SIZE ONLY)
costs the puppet 2 Chakra and lasts for 1 minute. Slot: Chest; Points: 1 Utility; Cost: 12;
Weight: Reduced by 10 lbs (minimum half)
FORCE SHIELD, GREATER The puppet gains a +2 bonus to Dexterity, but suffers a -
Slot: Limb; Points: 3 Utility; Difficulty: A-Class; Cost:
2 penalty to Strength.
20; Weight: 2 lbs
As Force Shield, but the Chakra cost is 4. The shield LOCKING GAUNTLETS
bonus improves to +4 shield and it incurs a -2 armor Slot: Limbs; Points: 1 Utility; Cost: 14; Weight: 1 lbs
check penalty. The puppet can wield weapons as though it had the
same proficiencies as the puppeteer, and gains a +4 bo-
FORCE SHIELD, MINOR nus to checks to resist being disarmed.
Slot: Limb; Points: 1 Utility; Cost: 10; Weight: 1 lbs
As Force Shield, but the shield grants a +1 shield bonus GORE
to Defense. Slot: Head; Points: 1 Weapon; Difficulty: C-Class; Cost:
14; Weight: 2 lbs
FORCE SHIELD, SUPERIOR The puppet gains a gore attack as a secondary natural
Slot: Limb; Points: 2 Utility; Difficulty: B-Class; Cost:
attack. A puppet can only use a single secondary natu-
16; Weight: 1 lbs
ral attack in a full-attack.
As Force Shield, but the Chakra cost is 3. The shield
bonus improves to +3, but it incurs a -1 armor check KUNAI SHOWER [ACTIVATED]
penalty. Slot: Any; Points: 1 Weapon; Cost: 16; Weight: 2 lbs
The puppet releases a flurry of kunai in a 15 ft cone,
HOLLOW BODY dealing 2d4+2 piercing damage (Reflex halves). Once
Slot: Chest; Points: 2 Utility; Cost: 16; Weight: Reduced
used, must be reloaded (Repair DC 14, Cost DC 3, 5
by 25%.
rounds).
The puppet's body is hollow, allowing it to store one
item a size larger than it, 2 items the same size as it, 4 KUNAI SHOWER MK II [ACTIVATED]
items one size smaller than it, etc. The puppet's hard- Slot: Any; Points: 2 Weapon; Difficulty: C-Class; Cost:
ness is reduced by 1. 18; Weight: 4 lbs
As Kunai Shower, but the damage is 3d4+3. The DC to
reload increases to 16 (cost DC 5).
KUNAI SHOWER MK III [ACTIVATED] pet can only use a single secondary natural attack in a
Slot: Any; Points: 2 Weapon; Difficulty: B-Class; Cost: full-attack.
20; Weight: 6 lbs
As Kunai Shower, but the damage is 5d4+5. The DC to
TORSO TANK
Slot: Chest; Points: 2 Utility; Cost: 25; Weight: 10 lbs
reload increases to 18 (cost DC 6).
The puppet gains the Swallow Whole ability (See D20
NET TRAP [ACTIVATED] Modern, p228), except the creature is trapped inside the
Slot: Chest; Points: 2 Utility; Cost: 18; Weight: 4 lbs puppet's torso rather than swallowed by its mouth. Al-
The puppet can fire a large net that entangles a Medi- ternatively, the puppeteer can sit inside the Torso Tank
um-size or smaller target within 20 ft if the puppet suc- while controlling it, gaining total cover.
ceeds at a ranged touch attack. The target can try to A puppet counts as one size larger when determining
escape once per round as a move action that provokes what size creature it can 'swallow'. A creature inside
attacks of opportunity by making an Escape Artist the torso tank can be released as a move-equivalent
check (DC 14 + puppeteer's Intelligence modifier). action. Alternatively, it can be forced open with a
This component must be reloaded after use (Repair Strength check (DC 25) or be temporarily disabled by
DC 14, Cost DC 5, 5 minutes). dealing 2 damage for each HD the puppet has, though
creatures inside the torso tank can only wield light
PORCUPINE TRAP [ACTIVATED] weapons.
Slot: Limbs and Chest; Points: 2 Utility; Difficulty: C-
Class; Cost: 20; Weight: 5 lbs VENOMOUS (ANIMAL PUPPET ONLY)
The puppet fires a torrent of needles from its body, Slot: None; Points: 1 Weapon; Cost: 14; Weight: 1 lbs
dealing 3d6+3 piercing damage in a 20 ft radius burst This component can only be applied to a Living puppet
(Reflex halves). The needles can be poisoned by apply- whose original form had a natural attack that was used
ing 5 doses when loading the component, though the to deliver poison. The puppet can now hold a dose of
poison's save DC decreases by 2 if used like this. poison, which can be applied by the same attack.
This component must be reloaded after use (Repair
DC 15, Cost DC 8, excluding any poison, 1 minute).
VISE GRIP
Slot: Limb; Points: 2 Weapon; Cost: 18; Weight: 2 lbs
SEA OF OPEN HANDS [ACTIVATED] When dealing damage to a creature it is grappling or
Slot: Limb; Points: 1 Weapon, 2 Utility; Difficulty: B- pinning, the puppet's slam attack deals damage as
Class; Cost: 23; Weight: 2 lbs (50 lbs while active). though it were one size larger.
When activated, this component releases a large quan-
tity of puppet limbs, treated as a Medium-sized creature
WIRE
Slot: Limb; Points: 1 Weapon; Cost: 10; Weight: 10 lbs
attached to the puppet, occupying a square adjacent to
The puppet has garrotte wires hidden in its hand,
it. While this component is active, the puppet cannot
which can be drawn as a free action even during a
make regular attacks, but can use the Sea of Open
grapple. Storing them requires a full-attack action.
Hands to grapple a creature up to 15 ft away.
The Sea of Open Hands uses the puppet's grapple bo- CRAFTING HUMAN PUPPETS
nus, but counts as three sizes larger than it (applying
A highly skilled puppeteer can create puppets using the
the proper bonuses). While grappling, it also deals
corpse of a humanoid, monstrous humanoid or giant as
damage as though the puppet was three sizes larger.
the base. Doing so, however, requires a lot of time and
Dismissing this component is a free action.
components, trying to recreate the original creature's
SHIELDS body and abilities in puppet form. Such puppets are
Slot: Limbs; Points: 2 Utility; Cost: 13 + 1 per limb; referred to as human puppets. They are similar to their
Weight: 1 lb per limb original body, but a Spot check (DC 5) quickly reveals
You apply special plating on every limb of the puppet, that it is, in fact, a puppet. Animating a human puppet
granting a +2 shield bonus to Defense. requires at least C-Class Chakra threads, though not
using B-Class or better thread incurs a -4 penalty to
TAIL WHIP attack and damage rolls, saves and Defense for the pup-
Slot: Limb; Points: 1 Weapon; Difficult: C-Class; Cost:
pet in question. Any mostly intact corpse can be used,
12; Weight: 10 lbs
though the longer since death, the harder it is (see table
The puppet gains a tail whip secondary natural attack,
on the next page).
which deals damage as a slam attack of its size. A pup-
Size: As the original creature's size. A Huge or larger Special Qualities: The puppet retains none of the orig-
creature becomes a Large human puppet. inal creature's extraordinary, supernatural or spell-like
Hardness: A human puppet gains hardness based on abilities, but gains puppet immunities and any bonuses
its size: Small (2), Medium (3), Large and larger (5). granted to puppets by the puppeteer crafting or con-
trolling it.
Size Max Str Max Dex
Power Units: A human puppet can retain all of its
Small +3 +7 Power Units, though the crafter can choose to grant it
Medium +5 +5 less than the maximum possible (due to the increased
Large +7 +3 Craft DC).
Components: A human puppet can carry all the com-
Ability Scores: The puppet gains the Strength and
ponents a normal puppet can, and is created with 2
Dexterity scores of its original creature, but as a Con-
Utility and 2 Weapon points. Its maximum weapon and
struct, it has no Constitution, Intelligence, Wisdom and
utility points are determined when crafting (as per the
Charisma scores. However, a human puppet's maxi-
table on the right), but it can never have more than 10
mum Strength and Dexterity depend on its size, as
Utility points and 10 Weapon points.
shown in the table on the right.
Crafting: Crafting a human puppet is done via the
Speed: The puppet retains the original creature's land
Craft (Mechanical) skill and takes 4 hours times the DC
speed.
of the check. The check DC is based on several factors,
Hit Points: A human puppet's HP is the same as a
as shown in the table on the right. In case of a half
normal puppet of its size, but it gains +1 HP for every 2
point, round up. While crafting, you can increase the
HD of the creature used to make it.
craft time by a day to reduce the craft DC by 1 (up to
Factor DC Cost ten days extra).
Puppet Size
CRAFTING ANIMAL PUPPETS
Small 0 0
These puppets are crafted from the remains of ani-
Medium 5 5
mals. They are similar to their original body, but a Spot
Large 10 10 check (DC 5) quickly reveals that it is a puppet. Ani-
Speed mating an animal puppet requires at least C-Class
20 ft -1 - Chakra threads. The rules for crafting an animal puppet
30 ft - - and determining its statistics are the same as with a
40 ft +1 +0 human puppet, with the exception of the changes listed
below:
Per +10 ft +1 +1
Base Creature State Base Creature State DC Cost
Each day since death (max +10) +0.5 +1 Magical Beast or Vermin +2 +1
Each HD +0.5 +0.5 Per Natural Attack +2 +1
Each Power Unit +2 +2
Type: An animal puppet is crafted from the remains
Str modifier (per point) +1 +1 of an animal, magical beast or vermin type creature. Its
Dex modifier (per point) +1 +1 type changes to Construct.
Each bonus Chakra +2 +1 Natural Attacks: The creature retainsits natural at-
Component Points tacks. If the creature had any natural weapons that
Utility Points (per point) +0.5 +0.5 Constructs normally possess, change the base damage of
those weapons accordingly. The puppet cannot have
Weapon Points (per point) +0.5 +0.5
more than two of the same attack (a creature with 4
Chakra Pool: A human puppet gains +1 bonus Chakra claw attacks could retain two of them), and cannot
for every 10 points of Chakra Pool the original creature have more than four natural attacks in total. A crea-
had, up to +5. It only has this bonus while animated, ture's retained natural attacks lose any additional ef-
and the crafter may choose to lessen this bonus when fects (such as poison), though the Venomous compo-
crafting. This bonus chakra replenishes once every 24 nent can add it back.
hours, and cannot be regained once lost until that time.
Hit Points: An animal puppet's HP is the same as a who gain a +1 bonus to Spot checks against you per
normal puppet of its size, but it gains +1 HP for every 3 item carried or worn while using their Chakra sense
HD of the creature used to make it. (maximum +10). When you use the Suppress Chakra
Chakra Pool: An animal puppet gains +1 bonus Chak- ability, this bonus is reduced by 2 for each category you
ra for every 20 points of Chakra Pool the original crea- suppress your Chakra Signature. If, even after suppress-
ture had, up to +5. It only has this bonus while animat- ing, the bonus is still +1 or higher, your Chakra Signa-
ed, and the crafter may choose to lessen this bonus ture is treated as Faint for those trying to Sense Chakra.
when crafting. ITEM SLOTS
Components: An animal puppet cannot have more There are several different kinds of item slots, and each
than 8 weapon points and 8 utility points. person is limited to the following:
Crafting: Crafting an animal puppet takes 3 hours
times the DC of the check. The DC is modified accord-  One chest item: an item worn on the torso, such as
a suit of armor, shirt or vest.
ing to the same factors as when crafting a human pup-
 One back item: an item worn over the shoulders or
pet, but two additional factors are presented in the ta- back, such as a cape, mantle, coat or shawl.
ble above.  One feet item: an item worn on your feet, like
shoes, sandals, greaves or shin guards.
ENHANCEMENT SEALS AND SEALED ITEMS  One waist item: an item worn around your waist,
like a belt, girdle, corset or sash.
Enhancement seals allow ordinary equipment to exhib-  One wrist item: an item worn on the hands or
it powerful effects, enhancing their function or grant- wrists, like gloves, bracers, vambraces or wrist
ing their wearers improved abilities. Sealed items are bands.
 One head item: an item worn around the face or on
items crafted with inherent, useful abilities.
the head, like glasses, a mask or a forehead protec-
ENHANCEMENT SEALS AND EQUIPMENT tor.
Enhancement seals are added to equipment by using  One neck item: an item worn around the neck,
the Craft (Mechanical) skill. To receive an enhance- such as an amulet, necklace, scarf or collar.
 Two ear or finger items: a ring, an earring or a pair
ment seal of a particular rank, the receiving item must
of earrings.
have an available enhancement seal slot that can fit a
seal of that rank. If an item would usually come in a matching set (like
Weapons: Weapons can usually carry two enhance- a pair of boots), the enhancement seal does not function
ment seal slots, of which only one can be of the Greater unless all items of the set are worn.
rank or higher. Each head of a double-headed weapon REPAIRING
counts as a separate weapon. A weapon cannot carry When a sealed item or an item carrying one of more
more than one of the same enhancement seal. If en- enhancement seals is sundered or broken, it can be re-
hancement seals add bonus damage dice, they are not paired as normal. However, there is a 50% chance for
multiplied on a critical hit, unless noted otherwise. each seal on the item to be destroyed when repaired,
Armor: Armor seals are those that apply to the chest, which also destroys the seal slot which bore the seal.
back, feet, waist, wrist, head, neck, ear or finger. You For Sealed Items, this means it loses any special quali-
are limited in how many you can wear from these (see ties it had (A Voidheart cloak would become a normal
below). Armor items can carry only one seal slot. cloak if its seals were destroyed when repaired, for ex-
Sealed Items: These items are 'miscellaneous' items. ample).
They are generally carried, not necessarily worn. They
usually don't occupy any item slots. Sealed Items do not
CRAFTING A SEAL
A practice referred to as sealsmithing or sealweaving,
carry enhancement seals, as they have a specific power
crafting enhancement seals or sealed items requires
or property built into them when crafted.
specific materials, a degree of skill, and a lot of time and
CHAKRA AND SEALS Chakra. You require specific feats to be able to craft
Enhancement seals and sealed items are powered (pas- these items (Craft Armor Seals, Craft Weapon Seals
sive or actively) by the Chakra of the creature using, and/or Craft Sealed Item).
holding or wielding them. As such, they cannot gener- XP Cost: Crafting a seal costs XP according to the
ally be used by a creature that does not have Chakra. formula Seal Level x Purchase DC x 5. For Minor seals,
Carrying, wearing or wielding these items makes it this cost is reduced to 25% (rounded up).
easier to detect you for those who can Sense Chakra,
Time: Crafting an enhancement seal takes one day Sealed Item (usually applied to items that can be car-
per Rank of the seal (one for Minor, two for Superior, ried, but aren't worn like equipment). It also lists what
etc), plus half a day per point of the Purchase DC over kind of item slot the seal can be applied to (Armor and
10. The minimum time required (including any time Weapon Seals only).
reductions) is half a day (4 hours). Rank, Bonus, Level and Cost (Table): The rank of a
Chakra: Time spent crafting enhancement seals is seal indicates its relative power (and how difficult it is
treated as time spent training for the purpose of Chakra to craft). Its level indicates the character level required
expenditures (10% per hour, cannot use special means in order to craft such an item. The cost is the DC of the
to recover Chakra). Wealth check required to purchase the materials to
Improving a Seal: An enhancement seal can be up- craft it.
graded (along with the seal slot it's crafted on) as The ranks are Minor (levels 3-6), Superior (levels 7-
though crafting the new version of it, but you can sub- 11), Greater (levels 12-19), Epic (levels 20-25) and Leg-
tract the existing Seal's XP cost from the XP cost of endary (level 26+).
crafting, you can reduce the Purchase DC by 5, and the Some seals grant an bonus to one or more skills,
time required to craft is based on the new Purchase DC. checks, abilities, etc. If they do, the bonus they grant is
An enhancement seal can freely be upgraded to any listed here. The item's description notes to what it ap-
rank higher than its current rank. A single check pro- plies.
duces or improves a seal on a single object, 10 kunai or Description Terms: All seals use one or more of the
shuriken , 25 throwing needles or 50 bolts or arrows. following terms to specify what they do.
Ammunition can only carry one weapon seal. Enhancement: If the item grants a bonus, this entry
PURCHASING AN ENHANCEMENT SEAL OR SEALED ITEM lists what the bonus is applied to. If no bonus type is
To purchase an Enhancement Seal or Sealed Item, you listed, it is an enhancement bonus (enhancement bo-
must find a crafter who can make one, or a shop carry- nuses to the same kind of statistic or check do not
ing one (for Sealed Items or equipment pre-made with stack).
enhancement seals). In general, when purchasing an Power: Many equipment seals have special powers. If
item like this, you pay a fee on top of the material costs, the power needs to be activated, this entry lists how
for the time and effort it took to craft the item. many times it can be used and what type of action is
Final price: Material Cost + 2 per Rank + Skill Fee. required to activate it. Enhancement seals with multi-
The cost per Rank is +2 for a Minor seal, +4 for a Su- ple possible ranks have effects that increase as the seal's
perior seal, etc. A skill fee may be charged by especially rank does. An enhancement seal has all powers or ef-
skilled or well-known crafters, usually reserved for fects listed with the rank you crafted or purchased it, as
those who have an air of exclusivity to uphold or those well as those of all lower ranks of the same seal.
who can expect to get plenty of work despite such a fee. Sometimes, a power has a [Descriptor], which acts
READING THE DESCRIPTION the same as technique descriptors do, or a (Type) indi-
A typical entry looks like the following example: cating the category of ability, as creature abilities (su-
pernatural, spell-like, etc). Some powers also require
GLIDING [ARMOR; BACK] Chakra to activate. This cost is paid when spending the
Rank Bonus Level Cost
action to activate the power.
Minor +2 5 15 Property: Some items have a property. A property is
Superior +4 9 24 usually always active, though some may allow them-
Greater +6 14 34 selves to be turned on and off. An enhancement seal or
sealed item with a property only has access to the prop-
Enhancement: Jump checks.
erty of the rank it has, and not any lower ranks.
Power (3/day, Insant Action): Use when falling. You
gain a flight speed with clumsy manoeuvrability, or
slow your fall to 10 ft per round. Lasts 1 round.
Minor: Flight speed equals your normal speed.
Superior: As Minor, but flight speed increases by 10 ft
Greater: As Minor, but flight speed increases by 30 ft
Name [Seal Type; Item Slot(s)]: The seal type identi-
fies it as an Armor Seal (applied to armor, clothing and
accessories), Weapon Seal (applied to weapons) or
ARMOR SEALS DOUJUTSU INHIBITOR [ARMOR; HEAD]
CHAKRA ARMOR [ARMOR; CHEST] Rank Level Cost
Rank Level Cost Superior 7 22
Minor 6 16 Greater 16 36
Superior 11 26 Property: Your doujutsu bloodline is suppressed, and
Greater 16 36 cannot be activated until the doujutsu inhibitor is
moved away from the relevant eye(s).
Property Power (1/day, Swift Action) (Greater): Activate a sup-
Minor: Damage Reduction 1/Chakra. pressed Doujutsu bloodline.
Superior: Damage Reduction 2/Chakra.
Greater: Damage Reduction 3/Chakra. ELEMENTAL RESISTANCE [ARMOR, NECK, FINGER OR EAR]
Rank Level Cost
CHAKRA RESISTANCE [ARMOR; EAR OR FINGER] Minor 4 14
Rank Level Cost
Superior 9 24
Minor 6 16
Greater 14 34
Superior 11 26
Epic 23 45
Greater 16 36
Epic 21 42 Power (1/day, Attack Action): The user gains energy
resistance against cold, earth, electricity, water or wind
Legendary 31 57
(chosen when the seal is crafted), which absorbs dam-
Power (3/day, Swift Action): Gain CR for one round. age up to a certain limit (as shown).
Minor (1 Chakra): CR 13. Minor (3 Chakra): 5 resistance, up to 50 damage.
Superior (2 Chakra): CR 16. Superior (5 Chakra): 10 resistance, up to 100 damage.
Greater (3 Chakra): CR 19. Greater (7 Chakra): 15 resistance, up to 150 damage.
Epic (4 Chakra): CR 24. Epic (10 Chakra): 20 resistance, up to 200 damage.
Legendary (5 Chakra): CR 32.
ELUDING [ARMOR; BACK OR FEET]
CHANGING [ARMOR; CHEST] Rank Bonus Level Cost
Rank Level Cost Superior +1 8 23
Minor 5 15 Greater +2 14 34
Superior 7 22
Enhancement: Resistance bonus to Reflex saves.
Greater 12 32
FEATHERWEIGHT [ARMOR; CHEST (MEDIUM OR HEAVY)]
Power (At-Will, Full-Round Action): The armor’s ap-
Rank Level Cost
pearance changes to that of mundane clothing, or back
Superior 7 22
to its normal form. The entire armor changes, including
boots, gauntlets, etc). The precise look is chosen when Property: The armor is treated as one category lighter
crafting the seal. (Medium becomes Light, for example). Its armor check
Minor: Can only be applied to light armor. penalty is reduced by 2 and its maximum Dexterity
Superior: Can only be applied to medium armor. bonus increases by 2. You must still be proficient with
Greater: Can only be applied to heavy armor. the armor's normal category.
Property: Reduce weight by half (minimum 1 lbs).
CONCEALING [ARMOR; BACK]
Rank Level Cost FLICKERING [ARMOR; BACK]
Minor 5 15 Rank Level Cost
Superior 10 25 Superior 10 25
Greater 15 35
Power (At-Will, Attack Action) (Minor): As Kaku-
reimino no Jutsu (p170), but for all environments. Power (Su) [Teleportation] (2/day, Move Action)
Power (3/day, Attack Action) (Superior, 3 Chakra): As Superior: Teleport up to 30 feet.
Meisaigakure no Jutsu (p176), but lasts 5 minutes. Greater: Teleport up to 60 feet.
FRAGMENTATION [ARMOR; CHEST] MYSTICAL ARMOR [ARMOR; CHEST]
Rank Level Cost Rank Bonus Level Cost
Greater 18 38 Minor +1 4 14
Superior +2 8 23
Power (2/day, Move Action): You split into a swarm of
Tiny-sized particles, breaking free of any grapple or Greater +3 12 32
pin. You move up to your speed, gaining a +10 bonus to Epic +4 21 42
Move Silently. During this movement, you are immune Legendary +5 26 49
to single target attacks.
Enhancement: Defense.
GLIDING [ARMOR; BACK]
Rank Bonus Level Cost
NEGATION [ARMOR; NECK OR WAIST]
Rank Level Cost
Minor +2 5 15
Superior 7 22
Superior +4 9 24
Greater +6 14 34 Property: Negates the Chakra aura of all worn or car-
ried enhancement seals and sealed items.
Enhancement: Jump checks.
Power (3/day, Insant Action): Use when falling. You NULLSTEP [ARMOR; FEET]
gain a flight speed with clumsy manoeuvrability, or Rank Bonus Level Cost
slow your fall to 10 ft per round. Lasts 1 round. Superior +1 7 22
Minor: Flight speed equals your normal speed. Greater +2 13 33
Superior: As Minor, but flight speed increases by 10 ft Epic +3 21 41
Greater: As Minor, but flight speed increases by 30 ft
Enhancement: Competence bonus to Move Silently
MIND WARD [ARMOR; HEAD OR EAR] checks.
Rank Bonus Level Cost Property: Increase the DC of any Survival checks
Minor +1 3 13 made to track the wearer by 5. The wearer does not
Superior +2 8 23 count towards the number of creatures in a group when
Greater +3 14 34 being tracked.
Epic +4 20 40 Power (At-Will, Full-Round Action, 4 Chakra): As
Mukidou Sanpo no Jutsu (p177), using the seal's level to
Enhancement: Resistance bonus to Will saves against determine the bonus. Lasts 10 minutes.
compulsion, enchantment and mind-affecting effects.
POWER [ARMOR; WAIST]
MONITORING [ARMOR; FINGER] Rank Bonus Level Cost
Rank Level Cost Minor +1 4 14
Greater 18 38 Superior +2 8 23
Special: Must be linked with one or more items with Greater +3 12 32
the same seal, which takes 30 minutes to do and is per-
Enhancement: Competence bonus to Strength, Climb,
manent. This item cannot be removed by anyone other
Jump and Swim checks.
than the user unless the limb wearing it is severed.
Power (1/day, Free Action): Gain a bonus to melee
Power [Medical] (At-Will, Free Action): You gain in-
weapon damage for 1 round.
formation about the wearers of all linked rings as
Minor (1 Chakra): +1 bonus.
though using Iryou Ninjutsu: Iji – Shinryou Jutsu
Greater (3 Chakra): +2 bonus.
(p162) on them. Has a range of 100 miles. A ring will
cease functioning when its wearer dies. POWERLIFT [ARMOR; WAIST OR WRIST]
Rank Bonus Level Cost
Minor +1 6 16
Superior +2 11 26

Enhancement: Strength checks.


Property: Your carrying capacity is increased.
Minor: Increase by 25%. Power (2/day, Attack Action): You can move as
Superior: Increase by 50%. though affected by Kinobori (p109), Tadayou (p111)
and Yukigutsu (p111).
PRECISION [ARMOR; WRIST] Superior: Lasts 10 minutes.
Rank Bonus Level Cost
Greater: Lasts 30 minutes.
Minor +1 4 14 Epic: Lasts 1 hour.
Superior +2 8 23
Greater +3 12 32
SPEED [ARMOR; FEET OR WRIST]
Rank Level Cost
Enhancement: Competence bonus to Dexterity, Bal- Superior 10 25
ance, Sleight of Hand and Tumble checks. Greater 16 36
Power (1/day, Free Action): Gain a bonus to ranged
weapon damage for 1 round. Property (Superior): Reduce your effective Speed Rank
Minor (1 Chakra): +1 bonus. by 1 for the purpose of determining its cost (minimum
Greater (3 Chakra): +2 bonus. Rank 1).
Power (1/day, Swift Action) (Greater): Gain a +1 bo-
RESILIENT [ARMOR; BACK OR WRIST] nus to Speed Ranks for 1 round.
Rank Bonus Level Cost
Superior +1 8 23 STRENGTH [ARMOR; BACK OR WRIST]
Rank Level Cost
Greater +2 14 34
Superior 10 25
Enhancement: Resistance bonus to Fortitude saves. Greater 16 36
RESTORATION [ARMOR; EAR] Property (Superior): Reduce your effective Strength
Rank Level Cost Rank by 1 for the purpose of determining its cost (min-
Superior 9 24 imum Rank 1).
Greater 15 35 Power (1/day, Swift Action) (Greater): Gain a +1 bo-
nus to Strength Ranks for 1 round.
Power [Medical] (3/day, Attack Action)
Superior (5 Chakra): Gain Fast Healing 3 for 3 rounds. SWIFT [ARMOR; FEET]
Greater (9 chakra): Gain Fast Healing 4 for 4 rounds. Rank Level Cost
Minor 4 14
RESTRAINING [ARMOR; WRIST]
Rank Level Cost Superior 8 23

Minor 4 14 Greater 12 32

Superior 8 23 Property: Your land speed is increased.


Greater 12 32 Minor: 10 ft.
Epic 21 41 Superior: 20 ft.
Greater: 30 ft.
Property: Take a penalty to Speed and Strength Ranks. Power (Ex) [Teleport] (1/day, Move Action) (Greater):
Minor: -1 penalty. Teleport to any square within 200 ft. You must have
Superior: -2 penalty. line of sight and line of effect to your destination.
Greater: -3 penalty.
Epic: -4 penalty. VOID [ARMOR; BACK OR CHEST]
Rank Bonus Level Cost
SUREFOOTED [ARMOR; FEET] Superior +1 7 22
Rank Bonus Level Cost
Greater +2 13 33
Minor +1 3 13
Epic +3 21 41
Superior +2 8 23
Greater +3 14 34 Enhancement: Competence bonus to Hide checks.
Epic +4 20 40 Property: Lower your Chakra Signature by a number
of categories.
Enhancement: Strength checks to defend against Bull Superior: 1 category.
Rush and Overrun. Greater: 2 categories.
Epic: Your Chakra Signature is Suppressed. ACID BURST [WEAPON]
Rank Level Cost
WEAPON STORING [ARMOR; BACK OR WRIST]
Superior 8 23
Rank Level Cost
Greater 14 34
Minor 3 13
Epic 22 43
Superior 7 22
Greater 12 32 Power [Acid] (At-Will, Free Action): Half the damage
Epic 21 41 dealt is acid damage. Deactivate as a free action.
Power [Acid] (At-Will, Attack Action): Deal bonus
Power (At-Will, Free Action): Draw any weapon stored acid damage (as shown) for 1 minute.
in this seal. Greater (4 Chakra): +1d6.
Power (At-Will, Move Action): Store an unattended Epic (6 Chakra): +1d10.
weapon into the seal by touching it. Each weapon takes Special: Projectile weapons apply the above bonuses
up points according to its size: Tiny (1), Small (2), Me- to their ammunition when fired.
dium (4), Large (8) and Huge (16).
Minor: Holds up to 8 points worth of weapons. ARMOR PIERCING [WEAPON]
Superior: Holds up to 16 points worth of weapons. Rank Bonus Level Cost
Greater: Holds up to 32 points worth of weapons. Superior +1 7 22
Epic: Holds up to 48 points worth of weapons. Greater +2 14 34
Epic +3 21 42
WEAPON SEALS
While weapons can carry two seals, they cannot carry Enhancement: Attack and damage rolls.
two of the same seal (either at the same or different Property: You gain a +2 bonus to attack rolls against
ranks).Weapon Seals have their own 'item slot' re- targets with an armor or natural armor bonus to De-
strictions. This refers to the kind of weapons they can fense, and ignore a certain amount of hardness.
be applied to, such as only melee weapons. If nothing is Greater: Ignore 5 hardness.
mentioned, it can be applied to any weapon. Epic: Ignore 10 hardness.
If a weapon seal's power or property refers to attacks,
BANISHING [WEAPON]
hits, damage and the like, these only apply to attacks
Rank Level Cost
made with the weapon to which the seal is applied (for
Greater 14 34
example, Acid Burst's at-will powers only change or
improve the damage dealt by the weapon carrying the Epic 24 46
seal). Exceptions are seals which can empower tech- Power (At-Will, Attack Action, 4 Chakra): Deal double
niques. Powers do not stack with themselves (you can- damage to summoned creatures. Lasts 1 minute.
not activate the Acid Burst's Greater and Epic powers Power (1/encounter, Free Action) (Epic): Attacks
to gain both +1d6 and +1d10 acid damage. You will against summoned creatures banishes (p371) them (For-
benefit from the greater of the two, in this case a +1d10 titude DC 26 negates). Lasts 1 round.
acid damage bonus).
BLOODTHIRSTER [WEAPON]
ASHEN [WEAPON] Rank Level Cost
Rank Level Cost
Greater 12 32
Minor 3 13
Epic 20 40
Superior 7 22
Greater 12 32 Power (2/Round, Free Action): Use when you hit with
the weapon. The creature hit takes 1 bleed damage each
Power [Fire] (At-Will, Attack Action): Fill an adjacent round for 10 rounds. The bleed damage stacks up to 5
area with ash, which functions like Haisekishou (p155) times, and its duration refreshes each time it is applied.
but does not spread. Greater (1 Chakra): As above.
Minor (2 Chakra): 5 ft square. Save DC 15. Epic (2 Chakra): The attack deals 1d6 bonus damage.
Superior (4 Chakra): 10 ft square. Save DC 17.
Greater (6 Chakra): 20 ft square. Save DC 19.
CHAKRA CURRENT [WEAPON; MELEE] CONTAINMENT [WEAPON]
Rank Bonus Level Cost Rank Level Cost
Superior +1 9 24 Minor 5 15
Greater +2 16 36 Superior 10 25
Epic +3 22 43 Greater 15 35
Legendary +4 28 52 Epic 20 40

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.

Enhancement: Deflection bonus to Defense. SUBDUING [WEAPON]


Rank Level Cost
SOULBOUND [WEAPON]
Rank Bonus Level Cost Minor 6 16
Minor +1 6 16 Superior 10 25
Superior +2 11 26 Power (At-Will, Free Action): Attacks deal nonlethal
Greater +3 18 38 damage. Deactivate with a free action.
Epic +4 23 45 Power (Superior) (At-Will, Free Action, 1 Chakra):
Legendary +5 28 52 Use when you would deal nonlethal damage to increase
the nonlethal damage by 1d6. Cannot be used more
Special: Must be bonded to a creature, which takes 30 than once per instance of nonlethal damage.
minutes and cannot be undone. A double-headed
weapon must have this seal applied to both heads in VENOMOUS [WEAPON; MELEE]
order to function. Rank Level Cost
Enhancement: Attack rolls and damage rolls. Greater 14 34
Property: Creatures not bonded to the seal cannot use
Power [Poison] (3/encounter, Free Action): Choose a
any other weapon seals on this weapon, and receive
poison you have crafted at least once. Pay Chakra equal
negative levels while holding it.
to half the poison's save DC and coat the weapon with a
Minor: 1 Negative level.
dose of that poison, which lasts 1 minute or until a suc-
Superior: 2 Negative levels
cessful attack.
Greater, Epic, Legendary: 3 Negative levels. In addi-
tion, whenever a creature not bonded to it attacks with UNYIELDING [WEAPON; MELEE]
this weapon, it suffers the weapon's base damage as Rank Level Cost
backlash. Superior 8 23
Property: The weapon's hardness improves. Greater 12 32
Minor: +5
Superior: +7 Enhancement: Damage rolls.
Greater, Epic, Legendary: +9 Power (At-Will, Attack Action): The weapon gains
hardness and HP for 10 minutes.
SOUL FLAYING [WEAPON] Superior (2 Chakra): 10 hardness and 15 HP.
Rank Level Cost Greater (2 Chakra): 20 hardness and 30 HP.
Superior 8 23
Greater 12 32
WEIGHT SPELL [WEAPON]
Rank Level Cost
Property: Attacks do not suffer the usual miss chance Greater 13 33
against incorporeal enemies.
Property: Gain a +2 bonus to damage against Outsid- Power (At-Will, Attack Action, 4 Chakra): Each time
ers and creatures with the Evil and/or Chaos allegiance. you hit an object, its weight increases by its normal
weight. If the object is a weapon, it gains a -1 penalty to
attack rolls and a +1 bonus to damage rolls per weight ARCANE CRYSTAL [SEALED ITEM]
addition, up to -5 and +5. Lasts 3 rounds. These crystals have a brilliant golden color.
Rank Level Cost
WIDENING [WEAPON]
Minor 6 17
Rank Level Cost
Superior 11 28
Superior 7 22
Greater 19 42
Greater 12 32
Legendary 27 56
Epic 21 42
Special: This item cannot be crafted.
Power (*/day, Free Action): The next time you would
Property: When you have to pay XP, up to one crys-
target an area of effect, its size increases based on its
tal can be used to pay (part of) the cost, up to a limit.
type: Burst, Spread or Emanation (+5 ft radius), Cone
The crystal can be used multiple times, and crumbles to
(+10 ft range) or Line (+20 ft range). Uses per day as
dust when it reaches 0 XP.
shown below.
Minor: 500 XP.
Superior: 1/day.
Superior: 1,000 XP.
Greater: 3/day.
Greater: 2,000 XP.
Epic: 5/day.
Legendary: 3,000 XP.
WINDFURY [WEAPON; MELEE]
Rank Level Cost
ASSASSIN'S DECK [SEALED ITEM]
This deck of 54 cards seems perfectly ordinary.
Greater 19 39
Rank Bonus Level Cost
Power [Wind] (1/round, Free Action): Use when you Minor +1 4 15
roll a natural 20 on an attack roll. Instead of scoring a Superior +2 8 25
critical hit, you gain an additional attack at your high-
est attack bonus, which benefits from a +5 enhance- Enhancement: Attack rolls.
ment bonus to attack and damage rolls. The extra attack Property: Each card can be thrown as a dagger or
cannot score a critical hit. kunai. A card has a 50% chance to be destroyed after it
Special: You can only use this power once per round, is thrown.
even if you have multiple weapons with this seal. ASSASSIN'S LITTLE HELPER [SEALED ITEM; IRONIUM KUNAI]
This ironium kunai appears normal.
SEALED ITEMS Rank Level Cost
Sealed items are complete items with predetermined
Minor 6 12
abilities. Some of them my be pieces of equipment, such
as the Bloodstone Ring, in which case it is identified as Special: Crafting this item yields two kunai.
a [Sealed Item; Finger], for example. In the case of Property: Attacks overcome DR/Chakra.
weapons, it simply lists the kind of weapon that it is Power (1 Charge, Free Action): Transforms into an
(Assassin's Little Helper is a [Sealed Item; Ironium ironium Daikunai permanently.
Kunai] for example).
A sealed item that is also a piece of equipment can be
BLOODSTONE RING [SEALED ITEM; FINGER]
A fine silver ring, adorned with a flawless jasper.
crafted only if you have the Craft Sealed Items feat, in
Rank Level Cost
addition to the Craft Armor Seals or Craft Weapon
Seals feat (as appropriate for the item). Such items can- Greater 15 38
not be granted additional seal slots or enhancement Power (3/day, Free Action): The Chakra cost of the next
seals. Chakra Control, Genjutsu or Ninjutsu technique you
perform is reduced as though affected by the Efficient
Technique feat (p47), but does not cost a meta-chakra
charge.
CAPE OF SOARING HEAVENS [SEALED ITEM; BACK] gates, DC 15, +1 per 10 points of Chakra you have over
A snow-white cloak with a large collar and crimson 100).
trimmings.
Rank Bonus Level Cost
DEATH-ROW CUFFS [SEALED ITEM]
These handcuffs can restrain even high-level ninja.
Superior +3 11 28
Rank Level Cost
Enhancement: Armor bonus to Defense. Superior 8 25
Property: Counts as a Type V training weight. Can be Greater 14 37
taken off as a free action.
Property: The manacles act as a sealing tag when closed,
CELERITY SEAL [SEALED ITEM] and the Disable Device DC to remove them is unusually
This complex seal is written on a small paper tag. high.
Rank Level Cost Superior: Disable Device DC 30.
Superior 8 20 Greater: Disable Device DC 35. The cuffs gain +1
Greater 14 32 hardness and HP per level or HD of their wearer (max-
imum +10).
Special: Uses one body seal slot while active. Can only
use one Celerity Seal per day. DEMONBLOOD NECKLACE [SEALED ITEM; NECK]
Power (1 Charge, Swift Action): Gain a Speed Rank This ornate necklace feels cold and uncomfortable to
bonus for 2 rounds. wear.
Superior: +1 Rank Level Cost
Greater: +2 Greater 19 42

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.

The technique on the next page is unique to this item


set:
RAIJIN RIKI: JIGEN JUTSU (MIGHT OF THE THUNDER GOD: AVA-
TAR TECHNIQUE)
Ninjutsu (Raiton) [Electric]
Rank: 15 (Epic); Learn DC: 40, 8 successes; Perform: 23
(DC 45); Time: Full-round action; Components: C, F, H;
Range: Close; Target: Armor of Raijin; Duration:
1r/level (D); Cost: 23
You send your Chakra into the armor, which crackles
with lightning that forms into the Thunder God Avatar.
The avatar obeys your orders and is destroyed only if it
reaches 0 HP or this technique ends.
Material Focus – Armor of Raijin.

Thunder God Avatar: Medium-sized Outsider;


HD 22d8+66; HP 131; Mas 50; Init +20; Spd 60 ft;
Defense 34, touch 26, flat-footed 26 (+8 Dex, +8 natural,
+8 dodge); BAB +20; Grap +23;
Atk +23 melee (2d6+3 electric, slam) or
+28 ranged (3d8 electric, thunder javelin);
Full Atk +23 (2d6+3 electric, 3 slams) or
+28 ranged (3d8 electric, 3 thunder javelins);
FS 5 ft. by 5 ft.; Reach 10 ft.; SQ Immunities, Evasion,
Thunder Avatar, Thunder Javelin;
AL Master; SV Fort +16, Ref +21, Will +16; CP 23;
Str 17, Dex 26, Con 16, Int 14, Wis 17, Cha 21.
Skills: Chakra Control +23, Genjutsu +27, Jump +28,
Ninjutsu +24, Taijutsu +13.
Feats: Archaic Weapon Proficiency, Improved Chakra
Pool, Improved Initiative, Run, Superior Initiative.

Immunities: The Thunder God Avatar is immune to


mind-affecting effects, critical hits and sneak attacks.
Thunder Avatar (Su): The avatar is immune to electric
damage, and can use all existing Raiton techniques,
even hijutsu and kinjutsu, except the technique used to
create the avatar or any technique that has been in-
vented in the last week. It automatically succeeds at
performing such techniques. In addition, it can perform
the Bakuhatsuryoku, Mugen Shunpo, Shundou, Shunpo
and Hirameku techniques, and automatically succeeds
at performing them.
If the avatar wields the Sword of Raijin artifact, the
weapon deals double damage and cannot be destroyed,
and it may use the Thunder God's Battlegear set bonus.
Thunder Javelin (Su): These spears of lightning are
fired by the avatar as ranged attacks, and have a range
of 50 ft (they are not thrown weapons).
CHAPTER 14 – GOING BEYOND LEVEL 20 (EPICS)
When characters advance beyond 20th level, they be- 10th level in the non-epic class before being able to take
come epic level. NarutoD20 offers additional rules, so levels in it.
that characters can continue to grow into epic levels,
letting a campaign last longer. EPIC CHAKRA SIGNATURE
At level 21 and beyond, two new categories of Chakra
WHAT CHANGES Signature are available. Normal rules for Sense Chakra
Unlike progress up to level 20, when you level up after and Suppress Chakra apply.
20th level, you:
Source Legendary Godlike
 Can no longer select the six base classes (Strong, Signature 150-299 300 or higher
Fast, etc) when levelling up.
 No longer increase your base attack bonus, but gain Legendary: This signature can be located without any
+1 epic bonus to attack rolls every even-numbered issue, even if there is no lighting or line of sight. Counts
level, which counts as base attack bonus for the
as Strong to dormant senses.
purpose of meeting prerequisites for feats etc.
 No longer gain a class bonus to Defense from taking Godlike: This signature overwhelms the senses. Crea-
levels in classes, but gain a +1 epic bonus to Defense tures detecting the signature must make a Will save
every even-numbered level. (DC 18) each round or become dazed for one round.
 No longer gain save bonuses from taking levels in Because it is so powerful, characters can easily sense the
classes, but gain a +1 epic bonus to all Saves every direction of the signature, but cannot pinpoint its loca-
odd-numbered level.
tion. Counts as Overwhelming to dormant senses.
 No longer gain Reputation bonuses from taking
levels in classes, but gain a +1 epic bonus to Reputa-
tion every level. EPIC SKILL USAGE
Epic bonuses stack.
The following skills gain new uses for characters of epic
WHAT STAYS THE SAME levels. These skills work in the same way as their non-
epic uses, but offer additional ways to utilize them.
After 20th level, when you level up you still:
CRAFT (CHEMICAL) (INT) [REQUIRES CRAFT EPIC POISONS]
 Select a class to gain a level in, gaining hit points, You can now craft epic-level poisons, as shown in Table
skill points, action points and class abilities as nor-
14-1: Epic Poisons. This table also contains information
mal.
 Gain a bonus ability point every 4th level and a bo- on the market price of these poisons, should you wish
nus feat every 3rd level. to purchase them.
Sting of the Scorpion: This unique and deadly poison
EPIC CLASSES, FEATS AND TECHNIQUES can be crafting without having precise instructions as to
At Epic level, special feats (called Epic Feats) are availa- its composition and materials, but the crafter takes a -
ble. These feats can only be selected by characters of 20 penalty on the Craft check if doing so. While poi-
level 21 or higher. soned, the victim cannot heal ability damage and the
fatigue cannot be removed or healed by any means.
Epic techniques also become available. These tech- The Sting of the Scorpion's secondary damage occurs
niques are extremely powerful, and require the Epic three days after the poison is applied (as opposed to one
Technique feat before they can learned. Your GM may hour as is usually the case), and the DC of any check
require the character to perform an extraordinary feat made to purge the poison or help the victim resist its
of some sort before they are allowed to learn an epic effects (such as using the Treat Injury skill or using cer-
technique (research, a quest, acquiring special materi- tain medical techniques) increases by 15.
als, etc).
Furthermore, all non-epic classes that reach up to 10
class levels also have epic variants of their class. These
epic classes continue on the path set by their non-epic
counterpart, but require a character to have achieved
TABLE 14-1: EPIC POISONS
Save Initial Secondary Craft Craft Time Buy
Poison Type DC Damage Damage Cost DC (hrs) Cost Res
Envy Inhale 30 1d6 Con 2d6 Con 32 50 6 37 +4 (Ill)
Gluttony Ingest 32 3d6 Str 10d6 HP 30 55 24 40 +4 (Ill)
Greed Contact 29 2d6 Int 2d6 Wis 27 43 10 35 +3 (Mil)
Lust Ingest 27 2d6 Cha 2d6 Cha 21 40 8 33 +3 (Mil)
Pride Injury 28 1d6 Str, 1d6 Con 2d6 Dex, 2d6 Wis 35 45 10 38 +4 (Ill)
Sloth Contact 33 3d6 Str 3d6 Dex 32 50 16 38 +4 (Ill)
Wrath Injury 27 4d6 Str 1d6 Con 29 40 8 37 +3 (Mil)
Purity Contact 29 2d6 Cha 2d6 Cha 28 35 6 32 +3 (Mil)
Midnight Vapor Inhale 26 Uncon 2d4 hr Uncon 2d6 hr 25 34 6 30 +2 (Res)
Soul Sleep Inhale 27 Uncon 6d8 hr - 32 56 32 40 +4 (Ill)
Sting of the Scorpion ** Injury 32 2d6 Con, Fatigue 3 days 4d6 Con * 36 54 120 45 +4 (Ill)

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.

TABLE 14-2: GENERAL EPIC FEATS


General Feat Prerequisite Benefit
Armored Skin - Gain or improve a natural armor bonus to Defense
Blinding Speed Dex 25 Act as though affected by Haste spell a few times per day
Damage Reduction Con 21 Gain or improve your DR
Dexterous Fortitude Dex 21 Once per round, use a Reflex save instead of a Fortitude save
Dexterious Will Dex 21 Once per round, use a Reflex save instead of a Will save
Dire Charge Improved Initiative Make a full-attack if you charge during the first round of combat
Energy Resistance - Gain or improve one type of energy resistance by 5
Epic Chakra Pool - Gain 6 Chakra and 2 Reserves.
Epic Endurance Con 23, Endurance Gain a +10 bonus when performing certain demanding actions
Epic Fortitude - Gain a +4 bonus to Fortitude saves
Epic Prowess - Gain a +1 bonus to attack rolls
Epic Reflexes - Gain a +4 bonus to Reflex saves
Epic Reputation - Increase your Reputation, and many Charisma-based skills
Epic Speed Dex 21, Run Improve your land speed by 30 ft
Epic Toughness - You gain +10 HP
Epic Will - Gain a +4 bonus to Will saves
Extended Life Span Chakra Pool 70 You age slowly
Extreme Speed Great Dexterity You gain a Speed Rank or increase an existing one
Extreme Strength Great Strength You gain a Strength Rank or increase an existing one
Fast Healing Con 25 You gain or improve a Fast Healing quality
Great Charisma - Improve your Charisma by 1 point
Great Constitution - Improve your Constitution by 1 point
Great Dexterity - Improve your Dexterity by 1 point
Great Intelligence - Improve your Intelligence by 1 point
Great Strength - Improve your Strength by 1 point
Great Wisdom - Improve your Wisdom by 1 point
High Speed Sight Spot 24, Alertness Gain an increased high speed sight
Improved Combat Reflexes Dex 21, Combat Reflexes The number of attacks of opportunity you can make has no limit.
Legendary Climber Dex 21, Balance 12, Climb 24 You are more proficient at climbing
Legendary Leaper Jump 24 You are more proficient at jumping
Legendary Rider Ride 24 You are more proficient at riding a mount
Legendary Tracker Wis 20, Survival 30, Track You can track at full speed without penalty
Str 18, Dex 18, Escape Artist 15,
Legendary Wrestler Defensive Martial Arts, Combat Throw, Gain a +10 bonus to grapple checks
Improved Combat Throw
Perfect Health Con 25, Great Fortitude You are immune to diseases and most poisons
Superior Initiative Improved Initiative Gain a +10 bonus to Initiative
Trap Sense Search 21, Spot 21 You can detect traps automatically when going near them
BLINDING SPEED EPIC REFLEXES
Prerequisite: Dex 25. Benefit: Gain a +4 bonus to Reflex saves.
Benefit: As a free action up to five times per day, you
act as though affected by the Haste spell (ModernD20,
p347) for one round. EPIC REPUTATION
Special: Can be selected multiple times, adding 5 Benefit: Gain a +4 Reputation bonus. You receive a +4
more uses per day each time. bonus to all Bluff, Diplomacy, Gather Information, In-
timidate and Perform checks.
DAMAGE REDUCTION
Prerequisites: Con 21. EPIC SPEED
Benefit: You gain DR 2/-, or improve a permanent DR Prerequisites: Dex 21, Run.
/- from class features or this feat by 2. Benefit: Your base land speed increases by 30 feet.
Special: Can be selected multiple times. Does not stack with speed increases from non-
permanent effects, and only functions while carrying a
DEXTEROUS FORTITUDE
medium load or lighter.
Prerequisites: Dex 21.
Benefit: Once per round when you make a Fortitude EPIC TOUGHNESS
save, use your Reflex save bonus instead of your Forti- Benefit: You gain 10 HP.
tude save bonus. EPIC WILL
DEXTEROUS WILL Benefit: Gain a +4 bonus to Will saves.
Prerequisites: Dex 21. EXTENDED LIFESPAN
Benefit: Once per round when you make a Will save, Prerequisites: Chakra Pool 70.
use your Reflex save bonus instead of your Will save Benefit: Add half of your race's maximum age modifi-
bonus. er to all your age categories. Your maximum age chang-
DIRE CHARGE es accordingly. Does not change your current age cate-
Prerequisites: Improved Initiative. gory.
Benefit: If you charge an opponent during the first EXTREME SPEED
round of combat (or the surprise round, if you can act Prerequisites: Great Dexterity.
during it), you can make a full-attack against the oppo- Benefit: Gain the Speed Rank 1 (Ex) ability. If you al-
nent you charged instead of only a single attack. ready have the ability, your Speed Rank increases by 1.
ENERGY RESISTANCE Special: Can be taken up to five times, increasing your
Benefit: Choose an energy type (acid, cold, earth, elec- Speed Rank each time (maximum Speed Rank 5).
tricity, fire, sonic, water or wind), against which you EXTREME STRENGTH
gain energy resistance 5. If you have a permanent effect Prerequisites: Great Strength.
already granting such a resistance, improve its value by Benefit: Gain the Strength Rank 1 (Ex) ability. If you
5. already have the ability, your Strength Rank increases
Special: Can be selected multiple times, choosing the by 1.
same or another type of energy. Special: Can be taken up to five times, increasing your
EPIC CHAKRA POOL Strength Rank each time (maximum Strength Rank 5).
Benefit: Your Chakra Pool increases by 6, and your Re- FAST HEALING
serves increase by 2. Prerequisites: Con 25.
Special: Can be selected multiple times. Benefit: You gain Fast Healing 2, or your existing
EPIC ENDURANCE non-temporary Fast Healing ability increases by 2.
Prerequisites: Con 23, Endurance. Special: Can be selected multiple times.
Benefit: As Endurance, but the bonus increases to GREAT CHARISMA
+10. Benefit: Your Charisma score increases by 1.
EPIC FORTITUDE Special: Can be selected multiple times.
Benefit: Gain a +4 bonus to Fortitude saves. GREAT CONSTITUTION
EPIC PROWESS Benefit: Your Constitution score increases by 1.
Benefit: Gain a +1 bonus to all attack rolls. Special: Can be selected multiple times.
Special: Can be selected more than once.
GREAT DEXTERITY hands free, to direct a war-trained mount to attack or to
Benefit: Your Dexterity score increases by 1. control an untrained mount in battle (which can now
Special: Can be selected multiple times. be done as a free action).
GREAT INTELLIGENCE LEGENDARY TRACKER
Benefit: Your Intelligence score increases by 1. Prerequisites: Wis 20, Survival 30 ranks, Track.
Special: Can be selected multiple times. Benefit: You can track at your normal speed or at
GREAT STRENGTH twice your speed without penalty.
Benefit: Your Strength score increases by 1. LEGENDARY WRESTLER
Special: Can be selected multiple times. Prerequisites: Str 18, Dex 18, Escape Artist 15 ranks,
GREAT WISDOM Defensive Martial Arts, Combat Throw, Improved
Benefit: Your Wisdom score increases by 1. Combat Throw.
Special: Can be selected multiple times. Benefit: Gain a +10 bonus to all grapple checks.
HIGH SPEED SIGHT PERFECT HEALTH
Prerequisites: Spot 24 ranks, Alertness. Prerequisites: Con 25, Great Fortitude.
Benefit: Your High Speed Sight increases by 3. Benefit: You are immune to diseases, and to all poi-
Special: Can be selected multiple times. sons with a Fortitude save DC of 25 or lower.
IMPROVED COMBAT REFLEXES SUPERIOR INITIATIVE
Prerequisites: Dex 21, Combat Reflexes. Prerequisites: Improved Initiative.
Benefit: The number of attacks of opportunity you Benefit: Gain a +10 bonus to intiative. Does not stack
can make per round no longer has a limit. with Improved Initiative.
LEGENDARY CLIMBER TRAP SENSE
Prerequisites: Dex 21, Balance 12 ranks, Climb 24 ranks. Prerequisites: Search 21 ranks, Spot 21 ranks.
Benefit: You no longer suffer penalties for climbing Benefit: You can make a Search check as if actively
faster than half your speed. The DC to catch yourself searching for a trap whenever you come within 15 ft of
when falling is reduced by 10. one.
LEGENDARY LEAPER WEAPONRY FEATS
Prerequisites: Jump 24.
COMBAT ARCHERY
Benefit: You only need to move 5 ft to make a run-
Prerequisites: Dodge, Mobility, Point Blank Shot.
ning jump, and you can Jump Down without needing to
Benefit: When firing a bow or firearm while threat-
make a check, with double efficiency. You gain a +10
ened, you do not provoke any attacks of opportunity.
bonus to Jump checks.
DISTANT SHOT
LEGENDARY RIDER Prerequisites: Dex 21, Spot 24 ranks, Far Shot, Point
Prerequisites: Ride 24 ranks.
Blank Shot.
Benefit: You don't take penalties when riding a
Benefit: You do not suffer any range penalties when
mount without a saddle (bareback). You no longer need
attacking with ranged weapons.
to make checks to guide a mount while keeping your

TABLE 14-3: EPIC WEAPON FEATS


Weaponry Feats Prerequisite Benefit
Combat Archery Dodge, Mobility, Point Blank Shot Do not provoke attacks of opportunity for shooting in melee
Dex 21, Spot 24, Far Shot,
Distant Shot Ignore range penalties when throwing or firing weapons at targets.
Point Blank Shot
Weapon Focus,
Epic Weapon Focus Gain a +2 bonus to attack rolls with the chosen weapon
Weapon Specialization
Epic Weapon Focus, Weapon Focus,
Epic Weapon Specialization Gain a +4 bonus to damage with the chosen weapon
Weapon Specialization
Quick Draw, Quick Reload, You can make attacks with a crossbow according to your base attack
Instant Reload
Weapon Focus (Any Crossbow) bonus, and no longer provoke attacks of opportunity for reloading.
Dex 25, Advanced TWF,
Perfect Two-Weapon Fighting You make as many attacks with your off hand as with your main hand
Improved TWF, TWF
Two-Weapon Rend Dex 21, Improved TWF, TWF You can make a rending attack if you hit with both weapons
EPIC WEAPON FOCUS TECHNIQUE FEATS
Prerequisites: Weapon Focus (any), Weapon Specializa- EPIC CHAKRA PENETRATION
tion class feature (any). Prerequisites: Chakra Penetration, Greater Chakra Pen-
Benefit: You gain a +2 bonus to attack rolls with a etration.
weapon you have applied Weapon Specialization to. Benefit: Gain a +2 bonus to level checks to overcome
Special: Can be selected multiple times. Each time, Chakra Resistance, which stacks with the bonus grant-
have it apply to a different weapon. ed by other Chakra Penetration feats.
EPIC WEAPON SPECIALIZATION Special: Can be selected multiple times. Stacks with
Prerequisites: Weapon Focus (any), Weapon Specializa- itself.
tion (any), Epic Weapon Focus (any) EPIC GENJUTSU ADEPT
Benefit: You gain a +2 damage bonus with weapons Benefit: Gain a +4 bonus to Genjutsu checks, and the
you have applied Epic Weapon Focus to. save DCs of your Genjutsu techniques increases by 2.
Special: Can be selected multiple times, applying it to
a different weapon each time.
EPIC HARMONY
Benefit: Gain a +4 bonus to Chakra Control checks, and
INSTANT RELOAD the save DC of your Chakra Control techniques in-
Prerequisites: Quick Draw, Quick Reload, Weapon Fo- creases by 1. You automatically learn the Kinobori,
cus (chosen crossbow type). Tadayou and Yukigutsu techniques, and automatically
Benefit: You can make the normal amount of attacks succeed at performing them. If you have the Harmony
when using the chosen crossbow type (as per your base feat, the perform time for Kinobori and Tadayou is re-
attack bonus), and reloading the crossbow does not duced by one step.
provoke attacks of opportunity.
Special: Can be selected multiple times, applying to a
EPIC NINJUTSU ADEPT
Benefit: Gain a +4 bonus to Ninjutsu checks, and the
different type of crossbow each time.
save DCs of your Ninjutsu techniques increases by 2.
PERFECT TWO-WEAPON FIGHTING
Prerequisites: Dex 25, Advanced Two-Weapon
EPIC TAIJUTSU ADEPT
Benefit: Gain a +4 bonus to Taijutsu checks, and the
Fighting, Improved Two-Weapon Fighting, Two-
save DCs of your Taijutsu techniques increases by 2.
Weapon Fighting.
Benefit: When two-weapon fighting, you can make as EPIC TECHNIQUE
many attacks with your off-hand as you can with your Prerequisites: 24 Ranks in the relevant skill.
main hand, at the same base attack bonus. You still take Benefit: You can learn a single Epic technique of any
the normal penalties for two-weapon fighting. type you meet the requirements of this feat for. You
must still succeed at learning the technique, as normal.
TWO-WEAPON REND
Special: Can be selected more than once, choosing a
Prerequisites: Dex 21, Improved Two-Weapon Fighting,
different Epic technique each time.
Two-Weapon Fighting.
Benefit: The first time each round that you hit with EPIC TECHNIQUE FOCUS
both your main hand weapon and off-hand weapon, Prerequisites: 24 Ranks in the relevant skill, Technique
you automatically deal bonus damage equal to the Focus (any).
smaller weapon's base damage, plus 150% of your Benefit: You gain a +3 enhancement bonus to your
Strength modifier. skill threshold to perform techniques of the chosen
subtype, count as being 3 levels higher when doing so,
and increase the save DC of such techniques by 1.

TABLE 14-4: EPIC TECHNIQUE FEATS


Technique Feats Prerequisite Benefit
Chakra Penetration,
Epic Chakra Penetration Improve your bonus to overcome CR by an additional +2.
Greater Chakra Penetration
Epic Genjutsu Adept - You are more skilled at using Genjutsu
Epic Harmony - You are more skilled at using Chakra Control, and learn techniques
Epic Ninjutsu Adept - You are more skilled at using Ninjutsu
Epic Taijutsu Adept - You are more skilled at using Taijutsu
Epic Technique 24 ranks in relevant skill You are allowed to Learn a single Epic technique.
Epic Technique Focus 24 ranks in skill, Technique Focus You gain greater efficiency when performing certain techniques
TABLE 14-5: EPIC META-CHAKRA FEATS
Meta-Chakra Feat Prerequisite Benefit
Soul of the Summoner Int or Cha 19, Retrieval Expert, Empower Summoning You imbue a summon with a strong emotion

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.

TABLE 14-6: EPIC CLASS-BASED FEATS


Class-Based Feats Prerequisite Benefit
Dex 25, Tumble 30, Dodge,
Epic Dodge You can avoid damage from your dodge target for a single attack
Defensive Roll,Improved Evasion
Dex 19, BAB +11, Sacred Flurry,
You gain an additional attack during a Sacred Flurry,
Greater Sacred Flurry Buddhist Palm (Dark Iron),
and no longer suffer its penalty to attack
Sacred Fist Stance (d10)
Improved Sneak Attack Sneak Attack (3d6) Increase your Sneak Attack by 1d6
Int 19, Multipuppet Fighting,
Maestro You are adept at controlling many puppets at once
Advanced Puppetry IV
Sneak Attack of Opportunity Sneak Attack (5d6), Opportunist talent Your attacks of opportunity benefit from sneak attack damage
MAESTRO EPIC MASTERCRAFTING
Prerequisites: Int 19, Advanced Puppetry IV ability, Prerequisites: Craft (Electronic or Mechanical) 21
Multipuppet Fighting ranks, Mastercrafter or Mastercraft (+3) ability.
Benefit: You can ignore limits based on your charac- Benefit: When mastercrafting an item, you can add a
ter level when animating multiple puppets, so long as +4 mastercraft (Craft DC +15) or a +5 mastercraft bonus
none of those puppets are animated with more HD than (DC +20).
(character level – 5). EXALTED CRAFTSMAN
SNEAK ATTACK OF OPPORTUNITY Prerequisites: Craft (any) 24 ranks, Grandmaster
Prerequisites: Sneak Attack (5d6) ability, Opportunist Craftsman, Legendary Crafsman, Master Craftsman.
talent. Benefit: When crafting, halve the amount of time
Benefit: Your attacks of opportunity are considered taken, the base material cost and the XP cost required.
sneak attacks. The brewing time of shinobi drugs is not affected,
and the lower material cost does not reduce the XP cost
ITEM CREATION FEATS when crafting enhancement seals or sealed items. Does
CRAFT EPIC SEALS not stack with other modifiers, but does overlap. To
Prerequisites: Craft (Mechanical) 24 ranks, Chakra Con- halve the material cost, reduce its purchase DC by 4.
trol 24 Ranks, Craft Armor Seals, Craft Sealed Items,
Craft Weapon Seals.
LIVING PUPPET
Prerequisites: Int 19, Concentration 24 ranks, Craft
Benefit: You are capable of crafting Epic and Legend-
(Calligraphy) 24 ranks, Craft (Mechanical) 27 ranks,
ary seal slots, enhancement seals and sealed items.
Knowledge (Earth and Life Sciences) 24 ranks, Ninjutsu
CRAFT EPIC LIVING PUPPETS 21 ranks, Craft Puppets, Craft Human Puppets.
Prerequisites: Craft (Mechanical) 24 ranks, Knowledge Benefit: You attempt to alter your body to become a
(Earth and Life Sciences) 24 ranks, Craft Puppets, Craft puppet, yet maintain your mental capacities and ability
Living Puppets. to use Chakra. You start a crafting process as though
Benefit: You can craft human and animal puppets crafting a human puppet, but the Craft DC increases by
with a Strength and Dexterity modifier of up to +8. 15. You must craft continuously, and every hour you
CRAFT EPIC POISONS suffer one Constitution damage, which can be mitigated
Prerequisites: Craft (Chemical) 24 ranks, Craft Poison. by a Treat Injury check (DC 25) made by someone oth-
Benefit: You can craft epic quality poisons (as per er than you. If the crafting process succeeds before you
Craft (Chemical), p420). reach 0 Constitution, you succeed and gain the Living
Puppet Template (p340) . If you fail, you die.
If you do not attempt to disguise or conceal yourself,
a Spot check (DC 5) reveals that you are a puppet.

TABLE 14-7: EPIC ITEM CREATION FEATS


Item Creation Feats Prerequisite Benefit
Craft (Mech) 24, Chakra Control 24,
Craft Epic Seals Craft Armor Seals, Craft Sealed Items, You can craft better enhancement seals and sealed items
Craft Weapon Seals
Craft (Mech) 24, Knowledge (E&L Sciences) 24, You can craft human and animal puppets with a
Craft Epic Living Puppets
Craft Puppets, Craft Living Puppets higher maximum Strength and Dexterity bonus
Craft Epic Poisons Craft (Chem) 24, Craft Poisons You can craft epic level poisons
Craft (Elec or Mech) 24,
Epic Mastercrafting You can create items with a mastercraft bonus of up to +5
Mastercrafter or Mastercraft (+3)
Craft (eny) 24, Master Craftsman,
Exalted Craftsman You spend less time and materials when crafting
Legendary Craftsman, Grandmaster Craftsman
Int 19, Craft (Mech) 27, Craft (Calligraphy) 21,
You become a living puppet, gaining puppet-like qualities
Living Puppet Knowledge (E&L Sciences) 24, Concentration 24,
while retaining certain qualities from your normal body.
Ninjutsu 21, Craft Puppets, Craft Human Puppets
TABLE 14-8: THE EPIC STRONG HERO
EPIC CLASSES Level Special
11th Epic Talent
When you level beyond 20th, you enter the realm of
12nd Epic Bonus Feat
epic classes.
13rd Epic Talent
WHAT IS AN EPIC CLASS? 14th Epic Bonus Feat
An Epic Class is a continuation of a class that had 10 15th Epic Talent
levels available to non-epic characters. These classes 16th Epic Bonus Feat
start at 11th level and continue to advance without lim- 17th Epic Talent
it. The classes are presented with a table listing progres- 18th Epic Bonus Feat
sion from level 11th to 20th. It is possible to continue
19th Epic Talent
taking levels beyond 20th, doing so will grant you class
20th Epic Bonus Feat
benefits following the general pattern of the epic class.
(E.g. the Epic Ninja Scout gains Sneak Attack at 12th Improved Epic Extreme Effort: The bonus improves to
level and every 4 levels thereafter. This means that if +10.
you continue to take levels past 20, you would get an- Requires: Epic Extreme Effort, Str 19.
other Sneak Attack increase at level 24, 28, etc) Advanced Epic Extreme Effort: The bonus improves
There are some exceptions to this: to +12, and now only requires an attack action.
Requires: Improved Epic Extreme Effort, Str 19.
 Characters do not continue to gain bonus feats from
classes past class level 20 EPIC IGNORE HARDNESS TALENT TREE
 Abilities selecting from a limited list of abilities do Epic Ignore Hardness: You can ignore 2 additional
not continue to advance past class level 20 hardness (total 8).
Requires: Advanced Ignore Hardness, Str 18.
Hit Die, Class Skills and Skill Points: All Epic Classes
Improved Epic Ignore Hardness: You can ignore 2 ad-
have the same HD, class skills and skill points as their
ditional hardness (total 10), and can effortlessly bend
non-epic counterparts. As such, they are not listed, but
iron.
each epic class will make a reference to its origin.
Requires: Epic Ignore Hardness, Str 18.
Action Points: All Epic Classes grant 8 + half your
Advanced Epic Ignore Hardness: You can ignore 4 ad-
level Action Points.
ditional hardness (total 14).
ADVANCING EXISTING ABILITIES Requires: Improved Epic Ignore Hardness, Str 18.

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.

CLASS INFORMATION SMITE ALLEGIANCE TALENT TREE


Smite Allegiance: Choose an allegiance, and gain a +1
Origin: D20 Modern Core Rulebook, p 20. bonus to damage rolls against any creature which has
that allegiance.
CLASS FEATURES Requires: Epic Melee Smash, Str 18, Cha 16.
EPIC TALENT
Improved Smite Allegiance: The damage bonus
Choose a talent from among the following talent trees
against the chosen allegiance improves to +2.
EPIC EXTREME EFFORT TALENT TREE Requires: Epic Melee Smash, Smite Allegiance, Str 18,
Epic Extreme Effort: The bonus improves to +8. Cha 17.
Requires: Advanced Extreme Effort, Str 19.
Advanced Smite Allegiance: You deal +1d4 damage to EPIC DEFLECT TALENT TREE
any creature with the chosen allegiance. Epic Deflect: Once per round, if you have at least one
Requires: Epic Melee Smash, Improved Smite Alle- free hand and you would be hit with a ranged weapon,
giance, Str 18, Cha 18. you deflect it and take no damage. Functions against
any ranged weapon, but you must be aware of the at-
EPIC BONUS FEAT tack and not be flat-footed.
Choose a feat from among the following, for which you
Requires: Dex 18, Advanced Deflect.
must meet any prerequisites: Armor Skin, Combat Ar-
Snatch Projectile: When using Epic Deflect, you may
chery, Dire Charge, Epic Chakra Pool, Epic Fortitude,
choose to catch the weapon instead of deflecting it.
Epic Reputation, Epic Taijutsu Adept, Epic Toughness,
Requires: Dex 20, Epic Deflect.
Epic Weapon Focus, Epic Weapon Specialization, Great
Reflect Projectile: When you deflect a projectile using
Strength, Legendary Climber, Legendary Leaper or
Epic Deflect, it is reflected back to the attacker, using
Legendary Wrestler. Alternatively, choose a bonus feat
your ranged attack bonus.
from the Strong Hero's bonus feat list.
Requires: Dex 21, Snatch Projectile.
EPIC FAST HERO EPIC INCREASED SPEED TALENT TREE
Epic Increased Speed: Your base speed increases by 10
CLASS INFORMATION ft (total +25 ft).
Origin: D20 Modern Core Rulebook, p 21. Requires: Dex 18, Advanced Increased Speed.
TABLE 14-9: THE EPIC FAST HERO
Improved Epic Increased Speed: Your base speed in-
Level Special creases by 5 ft (total +30 ft).
Requires: Dex 18, Epic Increased Speed.
11th Epic Talent
Advanced Epic Increased Speed: Your base speed in-
12nd Epic Bonus Feat
creases by 10 ft (total +40 ft).
13rd Epic Talent Requires: Dex 18, Improved Epic Increased Speed.
14th Epic Bonus Feat
EPIC BONUS FEAT
15th Epic Talent Choose a feat from among the following, for which you
16th Epic Bonus Feat must meet any prerequisites: Blinding Speed, Combat
17th Epic Talent Archery, Dexterous Fortitude, Dexterous Will, Distant
18th Epic Bonus Feat Shot, Epic Dodge, Epic Reflexes, Epic Reputation, Epic
19th Epic Talent Speed, Epic Taijutsu Adept, Great Dexterity, Improved
Combat Reflexes, Improved Sneak Attack, Instant Re-
20th Epic Bonus Feat
load, Legendary Rider, Legendary Wrestler, Perfect
CLASS FEATURES Two-Weapon Fighting, Sneak Attack of Opportunity,
Superior Initiative or Two-Weapon Rend. Alternative-
EPIC TALENT
Choose a talent from among the following talent trees ly, choose a bonus feat from the Fast Hero's bonus feat
list.
OUTSTANDING SPEED TALENT TREE
Improved Evasion: When you make a Reflex save for EPIC TOUGH HERO
half damage, take no damage on a successful save, and
half damage on a failed save. Only functions while CLASS INFORMATION
wearing light or no armor and unencumbered. Origin: D20 Modern Core Rulebook, p 23.
Requires: Defensive Roll, Uncanny Dodge 2.
Concealment: Attacks have a 5% miss chance against CLASS FEATURES
you. Does not apply if you would lose your Dexterity EPIC TALENT
bonus to Defense. Choose a talent from among the following talent trees
Requires: Dex 21, Defensive Roll, Improved Evasion, EPIC DAMAGE REDUCTION TALENT TREE
Uncanny Dodge 2. Epic Damage Reduction 4/-: You ignore an additional
Greater Concelment: The miss chance increases to point of damage.
10%. Requires: Con 19, Damage Reduction 3/-.
Requires: Dex 23, Concealment.
Improved Epic Damage Reduction 5/-: You ignore an
additional point of damage.
TABLE 14-10: THE EPIC TOUGH HERO Epic Second Wind: As a free action costing an action
Level Special point, you recover HP equal to twice your Con modifi-
11th Epic Talent er.
12nd Epic Bonus Feat Requires: Epic Toughness.
13rd Epic Talent Epic Second Chance: As Second wind, but you recov-
14th Epic Bonus Feat er Chakra instead of HP.
Requires: Epic Second Wind.
15th Epic Talent
Epic Stamina: You recover 4 HP per level and 4 tem-
16th Epic Bonus Feat
porary ability damage per evening of rest. The duration
17th Epic Talent of effects knocking you unconscious is reduced to one
18th Epic Bonus Feat third.
19th Epic Talent Requires: Epic Toughness.
20th Epic Bonus Feat EPIC BONUS FEAT
Choose a feat from among the following, for which you
Requires: Con 19, Epic Damage Reduction 4/-.
must meet any prerequisites: Armor Skin, Damage Re-
Advanced Epic Damage Reduction 6/-: You ignore an
duction, Dire Charge, Energy Resistance, Epic Chakra
additional point of damage. Against non-epic sources,
Pool, Epic Endurance, Epic Fortitude, Epic Reputation,
you ignore a further 2 points of damage (DR 8/-)
Epic Taijutsu Adept, Epic Toughness, Fast Healing,
Requires: Con 19, Improved Epic Damage Reduction
Great Constitution, Legendary Climber or Perfect
5/-.
Health. Alternatively, choose a bonus feat from the Fast
EPIC ENERGY RESISTANCE TALENT TREE Hero's bonus feat list.
Epic Acid Resistance: You gain (non-stacking) acid re-
sistance equal to twice your Constitution modifier. EPIC SMART HERO
Requires: Con 18, Acid Resistance.
Epic Cold Resistance: You gain (non-stacking) cold CLASS INFORMATION
resistance equal to twice your Constitution modifier. Origin: D20 Modern Core Rulebook, p 25.
Requires: Con 18, Cold Resistance. TABLE 14-11: THE EPIC SMART HERO
Epic Earth Resistance: You gain (non-stacking) earth
Level Special
resistance equal to twice your Constitution modifier.
11th Epic Talent
Requires: Con 18, Earth Resistance.
Epic Electricity Resistance: You gain (non-stacking) 12nd Epic Bonus Feat
electricity resistance equal to twice your Con modifier. 13rd Epic Talent
Requires: Con 18, Electricity Resistance. 14th Epic Bonus Feat
Epic Fire Resistance: You gain (non-stacking) fire re-
15th Epic Talent
sistance equal to twice your Constitution modifier.
16th Epic Bonus Feat
Requires: Con 18, Fire Resistance.
Epic Sonic Resistance: You gain (non-stacking) sonic 17th Epic Talent
resistance equal to twice your Constitution modifier. 18th Epic Bonus Feat
Requires: Con 18, Sonic Resistance. 19th Epic Talent
Epic Water Resistance: You gain (non-stacking) water
20th Epic Bonus Feat
resistance equal to twice your Constitution modifier.
Requires: Con 18, Water Resistance. CLASS FEATURES
Epic Wind Resistance: You gain (non-stacking) wind EPIC TALENT
resistance equal to twice your Constitution modifier. Choose a talent from among the following talent trees
Requires: Con 18, Wind Resistance.
EPIC RESEARCH TALENT TREE
EPIC TOUGHNESS TALENT TREE Epic Savant: You improve the skill bonus granted by
Epic Toughness: You gain +3 HP per Epic Tough lev- Savant by +5, for a single skill. Can be selected multiple
el, and gain +3 HP whenever you gain an Epic Tough times, applying to a different skill each time.
level. Requires: Savant, Linguist.
Requires: Robust.
Polyglot: You can speak all languages. If you are lit- TABLE 14-12: THE EPIC DEDICATED HERO

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.

TABLE 14-19: SHIKI FUUJIN RESULTS


D% Result Effects
Strength reduced to 3, cannot use Strength-based skills (except Taijutsu),
1-30 Arms sealed cannot wield hand-held weapons, cannot make hand seals or half seals,
has a 20% chance to fail techniques requiring Concentration

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

Permanently blinded, deafened, unable to speak,


91-99 Head sealed Int, Wis and Cha reduced to 1, cannot use any techniques

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.

SOUZOU SAISEI (GENESIS REBIRTH) EPIC MONSTERS


Fuinjutsu
To continue beyond 20th level, monsters also need to
Rank: 17 (Epic); Learn DC: 42, 8 successes; Perform: 25
grow. Below is a table giving the basic progressions to
(DC 47); Time: 1 Hour; Components: C, H, M; Range:
30 HD for saves and base attack bonus. If advancing
Personal; Duration: 1 Year *; Cost: *
beyond level 30, just follow the basic pattern.
This seal is used to grant its bearer near-invincibility
for a short time once it has been charged. Once per- Good Poor
formed, your Chakra Pool is reduced to 1. Each day HD Save Save BAB (A) BAB (B) BAB (C)
afterwards, you can feed the seal Chakra from your 21 +12 +7 +15/10/5 +21/16/11/6 +10/5
Chakra Pool. Once it reaches 600 points of Chakra, the 22 +13 +7 +16/11/6/1 +22/17/12/7 +11/6/1
seal will prime, covering your entire body and lasting 23 +13 +7 +17/12/7/2 +23/18/13/8 +11/6/1
for one year or until activated. If you do not feed the 24 +14 +8 +18/13/8/3 +24/19/14/9 +12/7/2
seal at least 5 Chakra on a given day, it will start reced- 25 +14 +8 +18/13/8/3 +25/20/15/10 +12/7/2
ing, losing 50 Chakra each day until it reaches 0 Chakra 26 +15 +8 +19/14/9/4 +26/21/16/11 +13/8/3
and vanishes. 27 +15 +9 +20/15/10/5 +27/22/17/12 +13/8/3
When primed, the seal automatically activates when 28 +16 +9 +21/16/11/6 +28/23/18/13 +14/9/4
your HP would reach -10, instantly setting your HP to 29 +16 +9 +21/16/11/6 +29/24/19/14 +14/9/4
0, healing you for 5d6 HP and granting you Regenera- 30 +17 +10 +22/17/12/7 +30/25/20/15 +15/10/5
tion 12 for 1d6+4 rounds with no weakness. Each time
this seal activates, your age increases by 1d4 years. The For quick reference:
seal can also be activated manually by concentrating for BAB (A) is used for Aberrations, Animals, Constructs,
a full-round action, in which case it has the same effect, Elementals, Giants, Humanoids, Oozes, Plants and
but does not set your HP to 0 before healing you. vermin, and is a ¾ progression (0.75 per HD, rounded
Seal Slots: 1. down).
Scribe – Fuinjutsu DC 32, 30 minutes. BAB (B) is used for Dragons, Magical Beasts, Mon-
Mastery – Each step reduces the aging per activation strous Humanoids and Outsiders and is a 'full' progres-
by 1 year (minimum 1 year of aging per activation), sion (1 per HD).
reduces the Chakra that must be fed to the seal each BAB (C) is used for Fey and Undead, and is a ½ pro-
day by 1 (minimum 1 per day) and reduces the maxi- gression (0.5 per HD, rounded down)
mum Chakra required to fill the seal by 40. Good Saves are 2 + ½ HD (rounded down).
Poor saves are +1 per 3 HD.
TABLE 14-20: COLOSSAL+ SIZE CATEGORY
Size Attack and Defense Grapple Hide Minimum Dimension Weight FS Reach
Colossal+ -12 +20 -20 128 ft 2,000,000+ lbs 50ft by 50 ft 20 ft
TABLE 14-21: COLOSSAL+ CREATURES
Type Str Dex Con Minimum HD Extra HP Slam Bite Claw Gore
Aberration 50-51 10-11 32-33 64d8 - 3d6 6d8 3d8 6d6
Animal 50-51 10-11 32-33 64d8 - 3d6 6d6 3d8 6d6
Construct 52-55 6-7 - 64d10 160 6d6 3d6 3d8 6d6
Dragon 54-55 6-7 34-35 76d12 - 3d8 6d8 6d6 6d6
Elemental 52-53 6-7 32-33 64d8 - 6d6 6d6 3d8 3d6
Fey 50-51 8-9 30-31 64d6 - 3d6 3d8 3d8 6d6
Giant 54-55 6-7 32-35 64d8 - 3d6 3d8 3d8 6d6
Humanoid - - - - - - - - -
Magical Beast 50-51 10-11 32-33 64d10 - 3d6 6d6 3d8 6d6
Monstrous Humanoid 50-51 8-9 30-31 64d8 - 3d6 3d8 3d8 6d6
Ooze 52-53 6-7 30-33 64d10 50 6d6 6d6 3d8 3d6
Outsider 52-55 6-7 32-33 64d8 - 6d6 6d6 3d8 3d6
Plant 52-53 6-7 32-33 64d8 - 6d6 3d6 3d8 6d6
Undead 52-53 6-7 - 64d12 - 6d6 6d6 3d8 3d6
Vermin 50-51 6-7 30-31 64d8 - 3d6 6d6 3d8 6d6
The creature gains a +15 divine bonus to Chakra Pool
COLOSSAL+ per PR. It recovers Chakra at twice the normal speed.
A new size is available for epic monsters, should you Speed: All modes of movement have their movement
need an extraordinarily large opponent. Table 14-20: speed doubled.
Colossal+ Size Category displays the size-based bonuses, Defense: Gain a +1 divine bonus to Defense per PR.
modifiers and statistics. At 2 or more PR, gain a +5 natural armor bonus to De-
When increasing a creature's size to Colossal+, you fense.
apply the following modifiers: Attack: Gain a +1 divine bonus to attack rolls per PR,
Natural Armor and overcome epic damage reduction.
Old Size New Size Str Dex Con Saves: Gain a +1 divine bonus to saves per PR. At 6 or
Increase
more PR, no longer automatically fails a save with a
Colossal Colossal+ +8 - +4 +6
natural roll of 1.
The standard statistics for monsters of such size Ability Scores: Gain +2 divine bonus to a single ability
(based on creature type) are shown in Table 14-21: Co- score per PR (up to +20 per ability score). When build-
lossal+ Creatures on the next page. ing a humanoid NPC, have it start with one of the fol-
lowing ability score arrays: Uncommon (19, 17, 15, 12,
ENLIGHTENED: THE POWER OF A THOUSAND 12, 12), Immortal (23, 20, 18, 15, 13, 12) or Legendary
(TEMPLATE) (28, 23, 18, 15, 15, 15).
Sometimes, you just need a foe or ally of such stagger- Age: The character still ages, but does not suffer from
ing power that even existing ways of improving their age penalties. Each PR increases maximum lifespan by
power don't quite do enough. For those times, there are 25% (if not immortal).
Power Ranks. It is highly recommended that you never Immunities: Gain immunity to ability damage, mas-
let players gain access to this mechanic. A character sive damage, stun, sleep, paralysis, death, compulsion
with any amount of Power Ranks (PR) gains the fol- and charm effects. At 5 or more PR, also gain immunity
lowing benefits: to ability drain, disease, energy drain and poison.
Hit Dice: Gain 1 HP per level or HD per PR. Gains a Damage Reduction: A character with PR gains Dam-
number of HD (your choice, up to 10). age Reduction, as shown in Table 14-22: Enlightened
Chakra Pool: The creature's Chakra shines in a bright, Damage Reduction.
vivid color and can be made visible at will.
TABLE 14-22: ENLIGHTENED DAMAGE REDUCTION Pressure Aura: Affected creatures are utterly over-
Title (PR) DR whelmed by the character's aura, as if it were weighing
Enlightened (1) 5/epic them down, causing them to take a -4 penalty to attack
Immortal (2-5) 10/epic rolls, skill checks and Defense.
Legendary (6-10) 15/epic Resolve Aura: The character's allies receive a +1 mo-
Godlike (11-15) 20/epic rale bonus to attack rolls, saves and checks per PR. The
character's enemies suffer a -1 morale penalty to attack
Ascended (16-20) 25/epic
rolls, saves and checks per 2 PR. Maximum +5 and -5.
Transcendent (21+) 30/epic
The character does not enjoy the benefits of their own
Elemental Resistances: Gain 5 resistance against two aura.
types of energy, or 10 resistance against one type of
energy. Each PR beyond the first allows it to increase
DISCIPLINES
one resistance by 5 or gain 5 resistance to a new energy
ACTION SURGE
Prerequisite: PR 2.
type.
Benefit: When spending an action point, the charac-
Special Abilities: Gains the special abilities listed be-
ter rolls one additional die.
low.
Disciplines: Gain two Disciplines, plus one per PR af- CELERITY
ter the first. The creature must meet any prerequisites Prerequisite: PR 1, Dex 19.
the Disciplines have. Disciplines are presented directly Benefit: The character gains Speed Rank 2, or its ex-
after this template. isting Speed Rank increases by 1. The character can use
Shunpo and Mugen Shunpo as though 15 levels higher,
SPECIAL ABILITIES if it has these techniques.
Senses: The character gains either Sense Chakra or De-
tect Emotions as an activated ability (as normal), and DETECTION
adds 50 ft to its Sense Chakra range per PR. Prerequisite: PR 1, Wis 19.
Block Senses: As an attack action, the character be- Benefit: The character's Sense Chakra range increases
comes undetectable by Sense Chakra and Detect emo- by 50 feet, and their Sense Blocking ability lasts for an
tions used by creatures without any PR. Lasts as long as additional 2 rounds.
the character concentrates, plus 1d4 rounds. ELEMENTAL DOMINANCE
Enlightened Halo: The character gains Fast Healing 1 Prerequisite: PR 3, Endurance, Chakra Pool 30, Ele-
per PR, active as long as they have at least 1 Chakra. mental Spirit (chosen element).
Power Aura: Gain up to two of the following auras. Benefit: The character gains near-perfect control over
These are Extraordinary and mind-affecting abilities. the chosen element within a range of 20 ft per PR. It
Creatures with fewer PR than the character coming can learn techniques related to the chosen element in
within range (up to 20 ft per PR, adjustable as a free half the time, and ignores any material components
action) must make a Will save (DC 10 + 2 per PR + Cha such techniques may require.
modifier) or succumb to its effects. A successful save Earth (Doton): Prevents the use of all techniques us-
makes a creature immune to the character's aura's ef- ing earth, sand, mud or rock by opponents within
fects for 24 hours. The auras only work if the character range, unless the opponent(s) can ignore the material
is consciously projecting them, but require no action or components of techniques using them. The character
concentration. At minimum range, it can only affect can create objects out of earth as long as its Chakra Pool
those touching the character. The character can con- is at least half full.
sciously choose to only affect (or not affect) certain Fire (Katon): The character can prevent any creature
creatures within range. within range being harmed by fire from any source.
Daze Aura: Affected creatures are dazed, staring at The character can also increase the size of flames with-
the character in fascination. They can attempt an addi- in range or extinguish them at will as long as its Chakra
tional save each round to break the effect, which does pool is at least half full.
not make them immune to the aura. Ice (Hyouton): The character can walk on ice without
Fright Aura: Affected creatures are shaken, and will penalties, and can strengthen ice enough to walk over a
also begin cowering if the character even glances or millimeter thin sheet of ice without it breaking, or
gestures at them unless they succeed at another Will weaken ice to make even a foot thick wall of ice crum-
save (which will not remove the shaken effect). ble with a weak punch. Prevents the use of all tech-
niques using ice or snow by opponents within range, ILLUSIONIST
unless the opponent(s) can ignore the material compo- Prerequisite: PR 1, Cha 19.
nents of techniques using them. Benefit: The character gains a +2 bonus to the save
Lightning (Raiton): The character can prevent any DCs of their Genjutsu, may always take 10 when per-
creature within range being harmed by lightning or forming a genjutsu (even when threatened), and gains a
electricity from any source. +10 bonus to identify and analyse genjutsu.
Water (Suiton): The character can walk on water and POTENCE
water-like substances. Prevents the use of all tech- Prerequisite: PR 1, Str 19.
niques using water by opponents within range, unless Benefit: The character gains Strength Rank 2, or its
the opponent(s) can ignore the material components of existing Strength Rank increases by 1. The character
techniques using it. The character can create objects counts as one size larger for the purpose of grapple, bull
out of water as long as its Chakra Pool is at least half rush and overrun actions, as well as for its carrying ca-
full. pacity.
Wind (Fuuton): The character can freely manipulate PROFICIENCY
wind as though using a fully mastered Kuuryuusan no Prerequisite: PR 1.
Jutsu with the range of this ability. Can prevent the use Benefit: The character gains a +10 divine bonus to
of Fuuton techniques and use strong winds (120mph or one skill it has ranks in.
stronger) to gain a fly speed equal to half its normal Special: Can be selected multiple times, applying to a
speed with clumsy maneuverability as long as its Chak- different skill each time.
ra Pool is full.
Dominance is active only when the character is con-
SUMMONER
Prerequisite: PR 1.
scious and mentally capable (not dazed, stunned or
Benefit: The character counts as 5 levels higher when
nauseated). It can be used even when its not the char-
determining the available Rank and maximum HD of
acters turn. Only one Dominance can be activated per
creatures they want to summon using Kuchiyose no
round.
Jutsu.
Special: Can be taken multiple times, applying to a
different element each time. TRANSPORTATION
Prerequisite: PR 1, Int 19.
ELEMENTAL SPIRIT
Benefit: The character can perform Jigen Ugoku no
Prerequisite: PR 1, Int 19.
Jutsu and Mugen Ugoku no Jutsu with half-seals rather
Benefit: Choose Doton, Fuuton, Hyouton, Katon, Rai-
than hand seals, and does not provoke attacks of oppor-
ton or Suiton. The character deals 1 additional point of
tunity when doing so. When performing either of those
damage per damage die when using techniques of the
techniques, they count as ten levels higher.
chosen type, and their save DC increases by 1. In addi-
tion, the character gains a +5 enhancement bonus to its
skill threshold and a +10 bonus to Perform checks
when performing techniques of the chosen type.
Special: Can be taken multiple times, applying to a
different element each time.
ENDURANCE
Prerequisite: PR 1, Con 19.
Benefit: The character gains a +10 bonus to Constitu-
tion checks, its HP increases by 20, and its PR counts as
one higher for the purpose of calculating bonuses to
Chakra Pool and Damage Reduction.
ENLIGHTENED SPIRIT
Prerequisite: PR 2, Wis 21.
Benefit: The character counts as trained in all skills,
and can take 10 on any skill check if the skill allows for
it, even while stressed or distracted.
CHAPTER 15 – GAME MASTERING
This chapter offers information and tips for how you Level/CR: A player's level, or an opponent's CR.
can run certain parts of a campaign. The information XP Required: When a character reaches this much
offered is a mix of mechanics (such as an alternate cur- XP, it advances to the indicated level (e.g. a character
rency system or the speed at which a party can cover with 120,000 XP is level 11, and requires 40,000 XP to
large distances), lore (such as shinobi ranks and bounty reach level 12).
hunting) and procedures (like ways to generate loot or XP Rewards: When the party defeats a creature with
create hidden villages for use in your campaign). this CR, they gain this many experience points to be
divided among the participants (a party of four fighting
LEVEL-INDEPENDENT EXPERIENCE a squad of eight CR 2 creatures will receive 4,800 XP
This variant rule increases the amount of experience regardless of the party's level, which evens out to 1,200
needed to continue past a certain level and changes the XP per party member). This reward is fixed: it does not
experience awarded from defeated creatures. change based on the party’s level.
XP Past 30: The experience required for a level past
Level/CR XP Required XP Rewards 30 is equal to the XP required for the current level, plus
1 0 300 double the amount required for 2 levels below (thus,
2 1,000 600 level 31 requires 83,2M + 2 * 41,6M = 164,4M XP).
The experience reward for a creature past CR 30 is
3 3,000 900
equal to double the experience awarded by a creature of
4 6,000 1,200
a CR 2 lower than it (thus, a CR 32 monster awards 2 *
5 10,000 1,800 9,92M = 19,84M XP).
6 16,000 2,400 XP Costs: As experience gains and requirements are
7 24,000 3,600 altered, the XP costs (such as those required for certain
8 36,000 4,800 techniques or when crafting sealed items) are also
9 52,000 7,200 changed. See the table below for the changes.

10 76,000 9,600 Technique Rank XP Cost Multiplier


11 110,000 14,000 1-3 x1
12 160,000 19,000 4-6 x2
13 220,000 29,000 7-9 x4
14 320,000 38,000 10-14 x10
15 440,000 58,000 15 and higher x20
16 640,000 77,000 Item Level
17 890,000 120,000 1-5 x1
18 1,300,000 150,000 6-10 x2
19 1,800,000 230,000 11-15 x4
20 2,600,000 310,000 16 or higher x10
21 3,600,000 460,000 ALTERNATIVE PROGRESSION
22 5,200,000 620,000 This alternative tweaks the XP rewards obtained from
23 7,200,000 920,000 enemies or challenges to smooth out the levelling
24 10,400,000 1,240,000 curve. Starting at level 13, players should advance a
25 14,400,000 1,840,000 level when they beat a number of encounters equal to
their current level, assuming such encounters were
26 20,800,000 2,480,000
tailored to their level. In this progression, a monster or
27 28,800,000 3,680,000
challenge of CR 13 or higher awards XP equal to the
28 41,600,000 4,960,000 amount of XP the character needs to level (not the 'XP
29 57,600,000 7,360,000 required' but the amount of XP between his current
30 83,200,000 9,920,000 level and the next. For example, at level 11 this is
50,000 (160,000 for level 12, minus 110,000 for level ter that requires a Constitution check (DC 10, +2 per
11), divided by the CR, multiplied by 4, rounded down extra hour) to avoid taking 1 nonlethal damage.
to the lowest unit of 1,000. (A CR 15 creature, fought Hustle: A decent jog. You take 1 nonlethal damage if
by a CR 15 party, would yield (200,000 / 15) * 4 = you hustle for two hours, which doubles each hour you
53,000 XP (rounded down). For an Elite, Boss or Solo continue hustling after that.
creature, multiply this value as usual. Land Hop: See below.
A Minion monster's XP is 1/8th until 12th level, 1/12th Run: It is impossible for characters to run for an ex-
for levels 13-16, 1/16th for levels 17-20 and 1/20th for tended periods of time. Alternating running with rest-
level 21 and above. You do not apply the Minion's ing is about equal to a hustle in terms of speed.
normal XP multiplier.
LAND HOP
PARTY MOVEMENT Unique to shinobi, this movement cannot be used in
combat but allows shinobi to cover large distances
Parties often need to relocate when they aren't in com- without tiring, usually by jumping between trees and
bat, such as to explore an area or to advance toward other (natural) features. Each hour costs 1 Chakra, and
their mission target. While moving around your imme- you can hop for 4 hours without issue. The fifth hour
diate area (up to half a mile), you can walk, hustle or deals 1 nonlethal damage, doubling each hour after
land hop freely, or run (as per D20 Modern, Run ac- that. Each hour, you can make a Jump check (DC 15 for
tion). This is referred to as Local movement. highway or road, DC 20 for trackless) to halve terrain
penalties to movement for that hour (25% becomes
MOVEMENT KINDS AND SPEED 50%, 50% becomes 75% and 75% becomes 100%). In-
The following ways of moving are used to cover greater crease the DC by 5 to completely ignore terrain penal-
distances at various speeds. Many of these may deal ties. This check cannot be retried.
nonlethal damage if a character exerts themselves too
much. When you suffer nonlethal damage from move-
TERRAIN
ment, you become fatigued. This fatigue clears when all The terrain through which you move can affect your
nonlethal damage is healed, but it does not prevent you speed, as certain kinds of environment are difficult to
from continuing to move. If your base movement speed traverse. Apply the modifiers given in the table to your
differs, simply calculate it based on how it relates to the overland movement speed to determine the effective
shown values (For example, a base movement speed of distance you can cover in a given hour or day (for ex-
40 ft has double the distances compared to a character ample, 6 miles at 50% becomes 3 miles).
with a base speed of 20 ft). Movement speed is further
Terrain Highway Road Trackless
modified by terrain (explained further below).
Crowd 100% 75% 50%
Base Land Speed Crowd, dense 75% 50% 25%
Kind of Movement 20 ft 30 ft Desert (sand) 100% 50% 50%
Walk Forest 100% 100% 50%
Per Minute 200 ft 300 ft Hills 100% 75% 50%
Per Hour 2 mi 3 mi Jungle 100% 75% 25%
Hustle Moor 100% 100% 75%
Per Minute 400 ft 600 ft Mountain 75% 75% 50%
Per Hour 4 mi 6 mi Plains 100% 100% 75%
Land Hop Swamp 100% 75% 50%
Per Minute 600 ft 900 ft Tundra (frozen) 100% 75% 75%
Per Hour 6 mi 9 mi
Highway: A broad, paved road, usually connecting
Run x3 (Per Minute) * 600 ft 900 ft
major cities.
Run x4 (Per Minute) * 800 ft 1,200 ft Road or Trail: A small, paved or well-trod road or
Run x5 (Per Minute) * 1,200 ft 1,500 ft path.
Trackless: Wilderness with little to no trace of human
Walk: Walking at a steady but unhurried pace. You
passage.
can walk for 8 hours without any issues. Each hour af-
MOUNTS AND VEHICLES QUESTS AND EVENTS
Mount Speed per Hour
At the core of most campaigns are quests and events,
Light (War)horse 6 miles
primary motivations for the characters to engage with
Heavy (War)horse 5 miles the world and experience the story you lay out for
(War)pony 4 miles them.
Donkey or Mule 3 miles
Cart or Wagon 2 miles
MISSIONS
Car or Truck 45 miles Most campaigns will focus on missions, tasks that hid-
den villages are hired for in return for compensation.
Motorcycle 55 miles
Hiring Shinobi: If an NPC (or perhaps even a player)
Ship
wishes to have a mission undertaken by a hidden vil-
Raft or Barge ½ mile lage, they must travel there and lay out their case in
Keelboat 1 mile front of the village leader or be able to find a liaison
Rowboat 1½ miles who is willing to act as an intermediary. Finding a liai-
Sailing Ship 2 miles son requires a Gather Information check (Specific In-
Steamboat 8 miles formation), while finding a hidden village requires a
Gather Information (Protected Information) check.
Mounts: Mounts have their own movement speeds, and
some may be able to run faster than others. When you Mission Rank Base Cost
are mounted, you can command your mount to move at D 13
a hustle, but they cannot land hop. Mounts take lethal C 16
damage (rather than nonlethal) when they walk or hus- B 25
tle for too long, but they still become fatigued. Mounts A 30
automatically fail their Constitution check if they are
S See text
forced to walk more than 8 hours per day. A cart or
Modifier Cost Increase
wagon is pulled by at least one mount of sufficient
strength. Per extra day +0,5
Motorized Vehicles: These can travel as though walk- Per extra week +5
ing for the purpose of duration and potential (nonle- Per extra month +4
thal) damage. A vehicle that requires absolutely no Per additional shinobi +2
manual operations while moving can move as long as
you want, without penalty (though you may not be Once contact is established, the client and the village
able to rest depending on how bumpy the ride is). leader barter over the price to be paid. Both parties are
Boats and Ships: The movement speed of boats and free to list their demands and agree or disagree on a
ships is only functional on water. Ships require water price, but generally the prices will be as indicated in
deep enough to travel through, and the crew to man it the table. The base mission price covers up to 3 shinobi
(such as rowers for a rowboat). A smaller boat (any boat spending no more than 3 days on the mission. If the
that isn't a sailing ship, steamboat or something big- mission is expected to last longer/and or require more
ger/heavier) automatically drifts with the current, in- manpower, increase the DC as shown. Usually no dis-
creasing or decreasing its movement speed based on the count is given if the required time or manpower is low-
strength of the current (average 3 mph) and its direc- er, though a hidden village is likely to offer cheap or
tion. It must be manned to avoid a crash if it drifts even free missions of rank D to its own civilians to help
without being propelled by humans, animals or ma- train the academy students and recently graduated gen-
chines. As a result, a smaller boat can travel up to 48 in get used to their duties.
miles per day extra by drifting downstream, as long as it If the cost would include a half point, round up the
is actively manned while doing so. final price.
MISSION RANKS
D-Rank: These missions are intended for young Genin,
and feature all kinds of (mostly harlmess) menial labor.
These missions rarely require the shinobi to leave their
village. Example missions:
 Walk an elderly woman's dogs across town.  Lead a platoon in a battle against low-level ninja.
 Pick up trash in town.  Infiltrate an enemy base and obtain battle plans.
 Weed a lady's garden.  Defend a client's life against bandits or low-level
 Find a girl's lost pet. ninja.
 Fill in for a delivery guy.  Escort a client to a foreign country, with chances
 Paint a wounded man's house. for dangerous encounters.
 Clean an attic or basement.  Steal an item from an enemy fortress.
 Babysit a few children.  Investigate serial murders.
 Pick some herbs for a doctor or hospital.  Start a war between two opposing factions.
 Promote someone's business.  Replace someone's medication with the client's
 Escort an elderly citizen across town. item.
 Recover a small, lost item in town.  Steal an expensive item before it is shown in an ex-
 Help look for a lost person. position.
 Tutor an academy student.  Rescue the client's relative from an execution.
 Clean the streets after a festival.  Replace several art pieces in a museum with fakes.
 Save a child stuck in a trapped field.  Protect the deed to a building from an influential
 Distribute some flyers. band of gangsters.
 Do some housekeeping.  Find out why two factions are meeting in secret.
 Guard a celebrity from paparazzi.  Investigate the brutal murder of a prominent politi-
 Find the pervert peeping on the lady's baths. cian.
 Recover a stolen scroll of forbidden techniques at
C-Rank: Intended as a test of a Genin's abilities or as a any cost.
run of the mill mission for Chuunin. Examples:  Retrieve a cure for the client's dying heir from en-
emy territory.
 Escort a client to a location out of town (non-  Retrieve an animal long thought extinct before
threatening). hunters kill it.
 A D-Rank mission in a foreign country.  Incapacitate the client's sibling while they inherit
 Spy on the client's child as they sneak out at night. their parent's business.
 Track down an old associate who wronged the cli-  Assassinate the child of a prominent figure and
ent. make it look like an accident.
 Defeat bandits harassing a shop.
 Guard a celebrity that visits your village for a week. A-Rank: Only intended for uniquely skilled Jounin
 Act as security for a nearby village fair. suited to the task or to a team of Jounin. Examples:
 Deliver an expensive crafted weapon to a foreign
expert.  Disguise yourself as an assassination target so they
 Train the feudal lord's son for a day or two. can escape.
 Protect an actress until the film is done.  Bring a dying man the head of his nemesis.
 Protect a client against kidnappers.  Eliminate a band of twelve rogue ninja who plan to
 Act as a witness for an important business transac- murder the feudal lords.
tion.  Investigate rumors of an oni roaming the country.
 Investigate recent disappearances in a town.  Apprehend or kill the murderer of a high-ranking
 Stop a thief sowing chaos in a wealthy neighbor- Jounin.
hood.  Bandits impersonated your village while attacking
 Try to solve a clan conflict through diplomacy. an ambassador. Find them before war breaks out.
 Gather information on the suspect's spouse to prove  Eliminate a dangerous missing-nin long thought
they are cheating. dead.
 Help a wounded shinobi back to their hidden vil-  Discover the cause of strange weather plaguing a
lage. nearby village and make it stop.
 Find rare ingredients for a secret recipe.  A major village is backing one of two minor villages
 Steal a precious item from someone's home. at war. Find out what a major village hopes to gain.
 End a gang war, by any means necessary.  The population of a small village has disappeared.
Find out what happened.
B-Rank: These missions are assigned to a Genin squad  Eliminate a ninja from your village who has been
with a Jounin leader, intended to have them witness outed as a spy, as well as their contacts.
higher level shinobi skills and combat, or it can be as-  A strange cult is causing the people to revolt. Find
signed to a single Jounin, a Chuunin whose specializa- the leaders and stop the cult.
 Clean up all traces of a murder before the authori-
tion matches up well with the mission goal or a team of
ties can investigate them.
Chuunin. Examples:  Assassinate the head of a wealthy company without
 Rescue a wounded comrade from a secure base. being seen.
 Completely destroy a large bandit gang's headquar-
ters. Mission Rank
EL Reward
 A jounin from an enemy village is said to be a serial
6 or below C +3
killer. Find proof and bring them to justice.
 Recruit a powerful potential ally before enemy 7 - 11 B +5
forces can get to them. 12 - 19 A +7
 A group of powerful missing-nin are trying to an-
21 or higher S +10
nex land to create their own hidden village. Stop
them at any cost. EL: The expected encounter level of the encounter
 A far-off country faces an all-out revolt. Tip the
with the missing-nin and their allies (if any).
scales in favor of the rebels so they will ally with
your village. Rank: The relative difficulty of the mission, similar to
 An identical sextuplet (one of six identical twins) the mission ranks given above. In most cases, shinobi
witnessed an important figure eliminate a rival. undertaking these missions are asked to avoid innocent
Find out which of the twins did it and eliminate casualties at any cost. Targets are usually to be killed,
them before they can speak out. unless otherwise specified. If you kill a target, you must
S-Rank: These missions are not issued by individuals, bring back proof in order to collect the reward.
but rather ordered by a village leader or council, and C-Rank: The hunt is for a genin-level ninja. The tar-
generally involve the dispatchment of many squads of get is usually taken back alive.
shinobi at varying skill levels or the dispatchment of a B-Rank: Quickly dispose of a chuunin or several gen-
team of extremely high-skill jounin. No examples are in.
given here, as these missions should be a unique way to A-Rank: Hunt down a group of jounin and/or
start or finish a large campaign story arc. chuunin.
S-Rank: Get rid of an extremely dangerous nuisance
MISSION REWARDS as quickly as possible, with extreme prejudice. Failure is
Mission Rank Check Bonus
not an option. These missions are often highly classi-
D +0 fied.
C +1 Reward: The wealth increase upon completion of the
B +2 mission, awarded to the team (to be divided as they
A +3 choose).
S See text EXAMPLE ADVENTURES
The Appendix carries a few simple examples to get you
When executing missions for your village, you can ex-
started.
pect to get paid depending on the rank of the missions
you undertake. Every week you spend doing missions, BOUNTY HUNTING
you can make a Profession check as though you were
Trying to hunt a bounty is a good way to increase your
leveling up. Each mission you completed successfully
wealth, if you have the time and means to track and
that week grants you a bonus to the check, based on the
kill, subdue and/or collect a mark. Bounties are usually
mission's Rank. S-Rank missions are special missions
listed in public gathering places such as bars, and law
that will either offer their own rewards (in case of
enforcement agencies like a police station. To hunt a
hunting a target, for example) or will offer no reward at
bounty, you must obtain a license, hunt the target, and
all, other than continued survival of the village and its
collect your reward.
people (in case you need to defend against a foreign
Obtaining a License: This is usually no more effort
army, for example).
than filling out a few forms and waiting a small number
HUNTING MISSING-NIN of days until it is processed. A bounty hunter's license
These are similar to a bounty hunt, except the village can serve as a proof of being 'licensed' when buying
will hire one or more teams specifically to hunt down goods.
the target. These missions are usually carried out by a Accepting a Contract: You can accept a contract by
village's hunter-nin (if they have them), but may occa- either making a deal with the client, in which case they
sionally fall to other shinobi if the hunter-nin are oth- may choose not to employ other bounty hunters until
erwise occupied or not skilled enough to handle the you are done, or by simply going after a mark if the
specific enemy. Unlike most normal missions, these bounty post includes an amount. Both bounty hunters
missions tend to come with substantial rewards. and bounty posters are bound to honor the deals they
offer. Not doing so may cost you your license, or your tions, and usually request the collection of one or more
ability to post bounties in the future. items, or the tracking of a lost or missing person.
Hunting the Target: Unless otherwise stated, bounties The difficulty of a bounty indicates what kind of
are for living targets. Subdue them and bring them in mark you hunt, and what rewards are on offer. The
alive. However, more than one hunter will be on the given rewards are an average: a personal grudge
case, so it is essential to move quickly and find the tar- (against a criminal or other person) or a desperate need
get before others do. Stealing a bounty (from someone (for an item) may increase the reward, just as other fac-
who has already subdued or killed it) is highly illegal. tors might decrease it (like the items requested not be-
Collecting the Reward: Bounties are brought to col- ing needed for a while yet). Given is the Rank of the
lection points. Most often, this will be a local law en- reward and its Wealth increase reward upon delivery.
forcement agency, but some bounty hunting agencies
 E-Rank (No reward): A minor offense (criminal) or
are more secretive, as they offer bounties issued by common resource.
criminal organisations that would not be accepted by  D-Class (+1): A break-in, theft or property damage
the general populace. (criminal) or a resource found further away.
 C-Class (+3): Assault, non-lethal arson, serious
BOUNTY POSTINGS property damage (criminal), a rare resource or a
A bounty poster will offer a fairly detailed amount of guarded item.
information, since most bounties are about the appre-  B-Class (+5): Attempted murder, abduction, man-
hension or acquisition of specific targets. They will of- slaughter (criminal), a resource from another coun-
ten explain what kind of difficulty or resistance you try or a somewhat rare item.
might expect, and use a number of terms to explain the  A-Class (+7): Premeditated murder, desertion
(criminal), a resource that is rare and/or dangerous
task at hand and a target's level of danger.
to obtain or a very rare item.
 (S): The target is a shinobi or has shinobi allies.  S-Class (+10): Serial murder, terrorism (criminal), a
 (BBA): Bring back alive. If the target dies, you may unique item or resource.
be subject to an official investigation.
 (DOA): Dead or alive. DOAx2 means the reward is MONEY AND ITEM REWARDS
doubled if the target is brought back alive.
 -: The target will provide no armed resistance. Le- CURRENCY
thal force is not authorised.
 C: Target is armed, but unskilled. Handle with cau- While the wealth system offers a certain elegance in
tion. Lethal force permitted but subject to investi- terms of accounting for money, sometimes you or your
gations. players may want to have a more tangible way of
 B: Armed and skilled. Lethal force is authorized if counting and using money. For that purpose we can use
necessary.
Ryo, the currency used in the Naruto world. Table
 A: Highly dangerous, treat with caution. Lethal
force is authorized, if not encouraged (DOA). 15-1: Ryo Conversion Rates (below) lists the conversion
 AA: Target is very skilled and likely to kill on sight rate.
if it detects danger. Almost always accompanied by Physical Currency: Ryo comes in coins of five, ten
(DOA) status, and thus lethal force is encouraged and fifty, as well as paper bills worth one hundred, two
(and often required). hundred fifty, five hundred, one thousand, ten thou-
 AAA: Reserved only for the most dangerous and
sand and fifty thousand, though the latter two are hard-
skilled opponents, who have often killed a number
of bounty hunters already. Rewards for this type of ly ever used or accepted in the average store. One Ryo
target are doubled (or tripled with DOAx2). is worth approximately $0.10. Coins weigh about 1lb
per 100, and bills weigh 1lb per 450.
A bounty can vary greatly in what kind of opponent Converting Prices: To get the price of an item, choose
you might face, and the reward that is on offer. They a value between the item's Purchase DC and the DC
come in two general categories, criminal and non- one point higher. An item with a purchase DC of 10
criminal. would cost between 1,200 and 1,500 Ryo.
Criminal Bounty: This bounty is issued to authorize Converting Wealth Rewards: To calculate a wealth
the hunt of a (usually dangerous) individual that has reward, take the Ryo equivalent of purchase DC 5 +
committed crimes and has eluded capture. Reward + ½ the character's previous wealth bonus. (A
Non-Criminal Bounties: These bounties are more of- character with +6 wealth earning a +2 bonus would
ten than not posted by civilians or civilian organisa- gain the equivalent of DC (5+2+3=10), which is 1,200
Ryo. When determining the reward for a group, take For Weapons, you roll to determine its type and
the group's average previous wealth. whether it is made of a special material. For armor, you
TABLE 15-1: RYO CONVERSION RATES
first roll the armor’s item type, then (if you rolled 85-
DC Ryo DC Ryo 100) what kind of armor. For a sealed item, you merely
select from the items available befitting the level of
2 50 27 150,000
item you want to bestow on your party.
3 120 28 200,000
It is up to you to determine what power level is ap-
4 200 29 275,000 propriate. Generally speaking, you want your charac-
5 300 30 350,000 ters to have at least a weapon and armor that is near
6 400 31 500,000 their level so they can perform well, along with a num-
7 550 32 650,000 ber of supporting items that can vary in level depend-
8 700 33 900,000 ing on the power level of your campaign.

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

25 90,000 50 120,000,000 56-60 Kunai* 30-33 Sabre


61-70 Kodachi 34-37 Kanabo
26 120,000
71-75 Wakizashi 38-41 Shortsword
Higher DCs: Starting at DC 10, the progression of 76-85 Katana 42-45 Naginata
price follows a simple pattern: 1,200, 1,500, 2,000, 86-100 Chisa-gatana 46-49 Greatsword
2,750, 3,500, 5,000, 6,500 and 9,000. Add an additional D% Special Material 50-53 Greatbow
zero each time the pattern starts over. You can follow 1-60 Normal Material 54-57 War Fan
this pattern to create higher purchase DCs or wealth
61-65 Nonlethal 58-61 Tessen
rewards (For example, since DC 50 is 120,000,000 a DC
66-70 Silver 62-65 Throwing Knife (10)
of 51 would be 150,000,000).
71-85 Ironium 66-69 Dagger
ITEM REWARDS 86-90 Oversized 70-73 Hand Crossbow
91-95 Dark Iron 74-77 Fuuma Shuriken
When you want to award items as a reward, it is help-
96-99 Thorium 78-81 Blowgun
ful to be able to generate the rewards randomly. To do
100 Heavy Dark Iron 82-85 Quarterstaff
that, you can use the tables following this section to
randomly generate what type of item is found. Once D% Special Material 86-89 Nunchaku

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

SHINOBI AND THE LAW


Shinobi are often unconcerned by the laws of civilian
agencies and their host countries, as they tend to oper-
ate independently from within their own village. How-
ever, even in a shinobi village there are many civilians
in need of their own law enforcement agencies.
Civilian law enforcement tends to carry nonlethal
weaponry so they can make arrests without killing the
INDEX
Devastator, 69 Improved Evasion, 355
A
Improved Plan (Master
E
Accessories, 53 Strategist), 76
Alernate Form, 354 Elemental Affinity, 11 Improved Uncanny Dodge (Ninja
Archaic Weapons, 61 Elemental Focus (Elementalist), Hunter), 79
Armor, 62; Armor Materials, 62 72 Incorporeal, 355
Elemental Fury (Elementalist), 71 Instant Action, 12
B
Elemental Specialization Invisibility, 355
Banish, 371 (Elementalist), 71
Banish Resistance, 354 K
Elemental Surge (Elementalist),
Battle Analysis (Ninja Hunter), 78 72 Kawarimi Defense, 15
Blindsense, 354 Elementalist, 71
L
Blink Step (Blinkstrike), 69 Empower Healing (Medical
Blinkstrike, 69 Specialist), 78 Last Stand (Exemplar), 74
Blinkstrike (Blinkstrike), 69 Energy Resistance Talent Tree, 22 Lifestyle, 67
Books and Scrolls, 55 Evasion, 355 Limitless Fury (Elementalist), 71
Evasion X, 17, 69, 78, 79, 80, 81 Livewire, 75
C
Exarch, 72 Livewire (Livewire), 75
Chakra, 10; Chakra Depletion, 10; Exarch Arcana (Exarch), 72 M
Chakra Pool, 10; Chakra Exarch's Blessing (Exarch), 73
Recovery, 10; Temporary Exemplar, 73 Master Strategist, 76
Chakra, 10 Exotic Weapons, 61 Master Strike (Exemplar), 73
Chakra Control Talent Tree, 23 Expert Healer (Medical Medical Ability (Medical
Chakra Drain, 354 Specialist), 78 Specialist), 77
Chakra Immunity, 355 Explosives, 63 Medical Mastery (Medical
Chakra Pool: Chakra Reserves, 10 Specialist), 78
Chakra Resistance, 11 F Medical Specialist, 77
Chakra Scalpel (Medical Fast Hero, 22 Medical Specialist (Exarch), 72
Specialist), 77 Fast Regeneration, 355 Meta-Chakra: Charges, 46; Feats,
Chakra Scalpel Expertise (Medical Fast-Talk Talent Tree, 24 46
Specialist), 78 Force of Nature (Devastator), 71 N
Chakra Scalpel Overchannel Frightful Presence, 355
(Exarch), 72 Full-attack Action, 12 Nin Weapons, 59
Chakra Signature, 10 Ninja Hunter, 78
G Ninja Hunter (Ninja Hunter), 78
Change Shape, 355
Charismatic Hero, 24 General Equipment, 53 Ninja Tools, 56
Checkmate (Master Strategist), Genjutsu Master, 74 Ninjutsu Talent Tree, 23
77 Genjutsu Mastery (Genjutsu P
Clothing, 56 Master), 75
Combat Support (Ninja Hunter), Genjutsu Talent Tree, 24 Plan X (Ninja Hunter), 79
78 Greater Technique Counter Poison, 30
Containers, 56 (Ninja Hunter), 79 Poison Resistance, 356
Poisons, 65
D H Possession, 355
Declaration of War (Master High Mastery (Exemplar), 73 Powerful Charge, 356
Strategist), 77 High Speed Sight, 16 Q
Dedicated Hero, 23 Hive Mother, 363
Deflection Talent Tree, 22 Quicken Illusion (Genjutsu
I Master), 75
Detect Emotions, 14
Ignis Vitae (Subtype), 338 Quickened Action, 12
R Stamina Talent Tree, 23 Tenketsu Damage, 14
Strategic Timing (Master Tough Hero, 22
Rage of the Elements
Strategist), 76 Trap Sense (Ninja Hunter), 79
(Elementalist), 72
Strength Ranks, 15, 16 Tremorsense, 357
Regeneration, 356
Strong Hero, 22
Remote Sensing, 356 U
Succession Technique
Rend, 356
(Devastator), 70 Uncanny Dodge (Ninja Hunter),
Research Talent Tree, 23
Suppress Chakra, 11, 22, 23, 24 79
S Swarm Traits, 362 Unleashed Power (Devastator),
Swift Action, 12 70
See Chakra, 11
See Through Chakra, 11 Swift Planning (Master V
Sense Chakra, 10 Strategist), 76
Vulnerability to Energy, 357
Services, 57 T
Shinobi Drugs, 31, 65 W
Tactical Assessment (Master
Short Rest, 13 Warp Charge (Blinkstrike), 69
Strategist), 77
Simple Weapons, 59 Weapons, 58; Weapon Materials,
Tactical Focus (Master
Skill Synergies, 29 58; Weapon Size, 58
Strategist), 77
Smart Hero, 23 Wire Trick (Livewire), 75
Taijutsu Talent Tree, 22
Sneak Attack, 14
Technique Counter (Ninja
Speed Ranks, 15
Hunter), 79
Spell-Like Ability, 356

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.

CREATING YOUR OWN TECHNIQUES DEFINING RANK AND COMPLEXITY


Defining a technique’s Rank can be a challenge, and
Many accomplished ninja have created their own tech-
there is no easy formula to properly categorize every
niques during their adventures. While this is certainly
possible technique effect. However, for techniques with
not necessary to become a powerful and recognised
common effects, an easy method is to look at existing
individual, many shinobi will find it useful, as you can
techniques and see which techniques deal similar dam-
create techniques that are more specific to your own
age with a similar range and/or area of effect, and move
style of combat, and such techniques may help fill emp-
from there.
ty spaces in your repertoire.
For most non-damaging techniques, the comparison
Note: All of the processes and notes in this appendix
has to come from techniques that have similar effects,
are merely a rough indicator of power levels. They are
such as applying conditions or penalties.
not to be used as ‘proof’ that a self-made technique is
Complexity is mostly based on lore considerations:
balanced, merely to be used as guidelines.
was the technique designed for academy students, or is
LEARN AND PERFORM REQUIREMENTS it mostly wielded by Jounin-level characters? Rank and
Complexity offers some basic explanation of the differ-
All techniques require a number of statistics before
ent Complexities. However, Complexity does affect a
they can be used. Some of these can be calculated very
technique’s Learn DC, Successes and Perform Require-
easily, such as the following:
ments, so balance considerations are not unimportant:
Learn DC: 10 + Technique Rank + Modifiers Complexity is a useful guideline towards establishing a
Successes: Complexity Class + Modifiers. techniques Range, Area of Effect and maximum possi-
Skill Threshold: Technique Rank + Modifiers. ble effect (with higher complexities reaching greater
Perform DC: 10 + Technique Rank + Modifiers. areas and higher possible limits). If in doubt, balance
should always be the most important.
Table B-1: Technique Statistics shows the possible
modifiers and values.

TABLE B-1: TECHNIQUE STATISTICS


Complexity Learn DC Successes Skill Threshold Perform DC
Extremely Easy +1 1 +0 -10
Very Easy +1 1 +0 -5
Easy +1 1 +0 -1
E-Class +1 1 +0 +0
D-Class +2 1 +0 +1
C-Class +3 2 +1 +3
B-Class +4 3 +2 +5
A-Class +5 4 +3 +7
S-Class +6 5 +4 +10
SS-Class +7 6 +5 +15
Epic +15 8 +8 +20
Special
Hijutsu - +1 - -
Kinjutsu - +2 - -
Combination +5 -2 - -
TIME Once you’ve calculated the rough Cost the technique
Most techniques require an Attack action to perform. should have, add increases based on its other statistics,
Techniques with exceptionally powerful or long-lasting as shown in the table above. If your area is unique, try
effects, as well as most utility effects with greater im- to figure out what type of area would be similar in size
pact (like creating structures) would require a full- (if the shape allows for an easier way to target multiple
round action. Stances always take a Swift action. spread out creatures without harming allies, you may
Complex or high-level sealing techniques that use wish to add an extra +1 if the technique is not a high
rituals often require longer to perform, as do medical Rank and/or complexity).
techniques for complex methods of treatments. Such It should be noted that techniques of Rank 1 and 2
times can range from minutes to hours, in very rare usually do not have Medium or Long range, and that
cases even a day or more. techniques below Rank 6 are usually limited to Medi-
um range at best. Similarly, techniques Rank 2 or lower
COMPONENTS usually don’t have an area of effect, and techniques
In the majority of cases, non-Taijutsu techniques will Rank 8 or lower usually don’t have an area that would
require hand seals and concentration, while Taijutsu grant it a +2 bonus to the cost.
techniques often require mobility or being physically TAIJUTSU TECHNIQUES
able, as well as a material focus if it’s a weapon attack. Generally speaking, Taijutsu techniques cost slightly
Techniques will require a material focus or expenda- less, as such techniques have short range, rely on attack
ble components if their effects should logically require rolls and deal types of damage that are most likely to be
them (an effect creating a whirlpool should require a resisted.
significant amount of water, raising a slab of rock EMPOWERMENT
should require hard earth or rock, etc). In most cases, a technique offering empowerment ei-
ther adds 1d6 damage per point of Chakra. If the tech-
VITAL STATISTICS nique deals damage in higher die sizes, the cost should
A technique’s ‘vital statistics’ are its Range, Target(s), be higher (such as 2 per 1d10, or 3 per 2d8).
Area, Damage (if any) and Cost, which are linked. If the technique’s empowerment merely allows firing
The average damage to Chakra ratio (as in, how much multiple projectiles (or affecting multiple targets/areas
average damage is dealt per point of Chakra spent) of a with the same effect), the cost of empowering should
technique should range from 2 to 3, based on its Rank equal the base cost of the technique (1 more or less is
and Complexity (a higher Rank, and especially a higher allowed based on the complexity and Rank).
complexity, should allow for a higher ratio).
The average assumes a single target is hit and does NON-DAMAGING EFFECTS
not successfully save. Attacks enhancing your melee A technique that adds a minor effect (such as a
attacks assume one to two successful hits per round knockback, a slight penalty to certain rolls, small tem-
(higher Ranks will lean towards 2). Techniques requir- porary ability score penalty, deafness, and effects of a
ing multiple attacks assume half the attacks hit (round- similar impact) usually adds +1 to its Cost, or +2 if it
ed up). Touch attacks are assumed to always hit. If the affects an area.
technique causes a creature to catch on fire, add 1 aver- If the effect is major (stun, paralysis), the cost in-
age damage times the maximum duration of the burn creases by 2, or 3 for techniques with a small area of
(1d4 rounds comes to an average 4 damage). effect. Such effects should generally not be added to
techniques with larger areas of effect. The duration of
Range Cost Area
such effects should also be minor (1 round for areas of
Touch or Close +0 Cone +1
effect, up to 2 or 3 average rounds for techniques with a
Medium or Long +1 Line (5 ft. wide) +1 single target).
Targets Cost Line (10+ ft. wide) +2 Chakra Coils damage is very rare, and should be used
One Creature 0 10-15 ft. Square +1 very sparingly. Usually, such techniques deal subpar
damage for their cost and rank, and always directly
2-5 targets +1 5-10ft Burst * +1
target individual creatures (never areas of effect).
6+ +2 15-20 ft Burst +2
The duration of the effect should scale based on Rank
Larger +3 and complexity: A rank 3 technique should not be ca-
pable of stunning creatures for 2 or 3 rounds.
TECHNIQUES DEALING NO DAMAGE Charges Cost Modifier
Techniques whose primary use is utility have no set
5 -1
rules: it is best to compare their level of usefulness to
4 -2
existing utility techniques.
Techniques that primarily afflict targets with condi- 3 -3
tions or penalties should try to compare them to exist- 2 -4
ing techniques, as the possibilities vary greatly and such 1 -5
effects are often difficult to quantify.

ENHANCEMENT SEALS AND SEALED ITEMS


More than anything, enhancement seals and sealed
items rely on comparative strength: there is no tried
and true method for assigning a power level other than
trying to compare them to existing enhancement seals
or sealed items. However, a few metrics do have steady
rules that you can follow:

SEAL LEVEL AND RANK


A seal’s level and rank are linked: If you know what
Rank a seal has, you can determine the range of levels it
is meant for. Similarly, if you know its intended level,
you will know its Rank. Table B-2: Special Tool Costs
shows these relations.
If the item carries an enhancement bonus, it should
not exceed +1 per rank (i.e. Greater is no more than
+3). If the additional effects on the seal are minor, you
can simply raise its level within the rank boundaries. If
the effects are substantial, you may need to increase the
seal’s level and Rank more.

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

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