Chapter 1: New races(clans and templates actually

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Chapter 1: New races(clans and templates actually
Terms and basic rules
Jutsu: A jutus is s technique
Ninjutsu: If it is not Gen, Tai or Fuin (see below) it is Ninjutus
Genjutsu: Genjutsu is illision and some what minf affectinh tech’s
Taijutsu: Body art. Hand to hand attacks or naturally increase your stregh.
Fuinjutsu:Sealign ablates. This is a new relesed type
Sonjutsu: What a samuri uses instead of Nin, Gen or Tai or Fuin
Charkra: This is what powers a Jutsu. It is measured in one charkra pool. To determine charkra it
is the amount in the chart for your level+ your con x5+your chosen ablity score.
Charkra control: Charkra Control is your Nin Level+misc+D20.. There are a lot of techniques
that require this these are called controle tech’s. All of these are baic controle techs. They can be
master. All can be used for free after mastered(5 days usaly)
Walk on a tree: Charkra controle Dc 15(3 days to master usaly). Walk on a tree for 1 charkra
every round(needs one chek every 5 round )
Walk on water(liquid substance): Dc 20. You walk on water (other liquid has higher dc) cost 5
chatra cound needs one chek ever 3 rounds
Walk on air: Dc 40 (walk on lava ect: can walk on air and harmful subtabce with no damage.
Need one chek evey 2 rounds and charka cost 50 every round.
Charkra Recovery: You recover charkra naturally at 1D4 a round. In 3 hours of rest or a Hour
sleep you fully recover.
Charkra Depletion: If your charkra reaches 0 you die.
Chapter 1: New races(clans and templates actually and bloodlines)
Elemental Affinty
Based on which jutsu the ninja uses, the type and amount of chakra will be different as would the
elements you would be to employ. The five main elemental styles are also the five names for the
Five Great Shinobi Countries: Fire, Wind, Lightning, Earth and Water. Each ninja has the
potential to better utilize one of these styles and potentially more. A special elemental detecting
paper is used to determine ones type. The paper comes from trees which are specially grown
with chakra. When the ninja imbues the paper with a portion of their chakra, the paper will alter to
reveal one's type. The paper will rip in two for Wind, burn for Fire, become wet for Water, fall
apart for Earth and crumple for Lightning. For example Kakashi is a predisposed Lightning type,
while Sasuke is both Lightning and Fire for the Uchiha clan specialty.
The five elements themselves form a cyclical strong and weak relationship against each other.
The element of Fire is stronger than Wind, as the usage of Wind merely increases the strength of
Fire. So if a Fire jutsu came up against an equal strength Wind jutsu, the Fire jutsu is more likely
to win out. Wind in turn is stronger than Lightning. Lightning is stronger than Earth and Earth in
stronger than Water. Water finishes the cycle by naturally winning out over Fire.
My version:
Any Ninja character would have a "favourite" element (Fire, Wind, Lightning, Water and Earth),
which would grant a bonus of +5 to Learn and Power such techniques. The element would be
chosen at 1st level and would be impossible to change later.
A character chosing the "Chuunin" or "Jounin" feat would attain and extra "favourite" element
(Kakashi once said that Jounin-level ninjas are usually adept to 2 or 3 elements). Or... being
adept to more than one element would cost a feat. I don't know.
Also, it should be noted that some Clans would be always adept to one specific element, without
choice, such as Uchiha's fire element.
Being "adept" to elements such as "Hyouton" or "Mokuton" would require specific
abilities/bloodlines (Such as Haku's), as well as the two basic elements (Water and Wind for
Hyouton, Water and Earth for Mokuton). I recall Frankto saying some time ago, that Mokuton
would not be an ability/bloodline/feat whatsoever. That would be a problem.
Regarding the "elements weakness and superiority against each other", it could be done like this:
Attacking any structure, barrier or defense created with a weaker element (For example, attacking
a Water barrier using Earth element) the damage dealt is doubled, and attacking such objects
created by stronger elements would halve the damage.
Also, when "wave" techniques such as Suishouha and Deishouha no Jutsu collides, the result will
be determined by the elements of the "waves":
- Two waves of the same element, or two waves made of elements that are not opposite to each
other: The two of them cancel each other.
- Two waves, one of them being made of a element that takes advantage over the other: The
technique of the stronger element would cancel the weaker.
When two characters use elemental attack techniques at the same time, they should roll damage
for both of them (Halving the damage of any "weaker element", if possible) and the technique that
deals more damage would pierce it's way through and hit the target with full strength.
That's all i can think at the moment. So, what you guys think?
If not chosen you may chose randomly
1 to 4=Fire
5 to 8=Wind
9=12=Lightning
13=16=Water
17=20=Earth
Clans are humans. Since in Naruto all charcters are usaly human. Also the clans are important
when it come in Kingjutsu. They can learn there clan kingjutsu as if it was 9 levels lower. If it feat
is bloodline you need to state if your charcter is native(and able to get it) or adaoptive (grew up
but not blood related. The same for hidden tech but if they are adapotive before they are 3 they
still get it.If abonded before 1 they do not get it
Aburame Clan
SPECIAL ABILITIES
Bloodlines: Hidden tech (bug boodies)
Starting Jutsu: None
Feat:Hidden tech
Can use Jutsu's only useable by the Aburame clan.
Akimichi Clan
SPECIAL ABILITIES
Bloodlines: None
Starting Jutsu: Baika no Jutsu (Multi-size Technique)
Feat: Craft solder pills
Can use Jutsu's only useable by the Akimichi clan.
+2 Con
-2 Cha/Wis
Hyuuga Clan
SPECIAL ABILITIES
Bloodlines: Byakgun
Starting Jutsu: None
Bonus Feat: Jyuuken Apprentice, Bloodline.
Can use Jutsu's only useable by the Hyuuga clan.
Inuzuka Clan
SPECIAL ABILITIES
Bloodlines: None
Starting Jutsu: Juujin Bunshin (Beast Man Clone), Gatsuuga
Animal Companion: Dog
Can use Jutsu's only useable by the Inzuka Clan
Rock Clan
SPECIAL ABILITIES
Bloodline: Unmodable charkra
Starting Jutsu: Secondary Lotus
Feat: unmodable charkra
+2 Str
-2 Int/Cha
Nara Clan
SPECIAL ABILITIES
Bloodline: None
Starting Jutsu: Kage Mane no Jutsu (Shadow Copy Skill)
Can use Jutsu's only useable by the Nara Clan
+2 Int
-2 Cha
Bonus Feat: Genius Ninja
Aizu Clan
SPECIAL ABILITIES
Bloodlines: None
Starting Jutsu: Chiyute no Jutsu (Healing Hands Technique)
Can use Jutsu's only useable by the Aizu Clan
+2 Int
-2 Con
The Aizu clan is a long line of medical ninjas and have a natural ability to pick up and understand
things like medience and healing. This grants them a +2 to heal and knowledge (medical) checks
and to its power.
Seki Clan
SPECIAL ABILITIES
Bloodlines: None
Starting Jutsu: Kurogane Kukan no Jutsu (Iron Body) (EU)
Can use Jutsu's only useable by the Seki Clan
+2 Str
-2 Dex
Kawagishi Clan
SPECIAL ABILITIES
Bloodlines: None
Starting Jutsu: Genkaku Wana (Illusion Trap)
Can use Jutsu's only useable by the Kawagishi Clan
Special Item: Kawagishi Ribbon. The Kawagishi clan uses a ribbon and dance steps with their
genjutsu techniques, when they use a ribbon to assist with their genjutsu's they recieve a +2
bonus to Genjutsu checks and power. The ribbon is also used in other special jutsu's.
+2 Cha
-2 Con
Shukaku Clan
SPECIAL ABILITIES
Bloodlines: demon (suna)
Starting Jutsu: None.
Feat: demon sealed (shukaku the sand demon)
Can use Jutsu's only useable by the Shukaku clan.
Uchiha Clan
SPECIAL ABILITIES
Bloodlines: Sharingon
Starting Jutsu: Katon: Goukakyuu no Jutsu (Flame Type: Powerful Fireball Technique)
Feat: Bloodline
Bonus Feat: Genius Shinobi
Can use Jutsu's only useable by the Uchiha clan.
Yamanaka Clan
SPECIAL ABILITIES
Bloodlines: None
Starting Jutsu: Shintenshin no Jutsu (Mind Body Switch Skill)
Can use Jutsu's only useable by the Yamanaka clan.
+2 Cha
-2 Str
Mizume Clan
SPECIAL ABILITIES
Bloodlines: None
Starting Jutsu: Fire Sword Jutsu
Can use Jutsu's only useable by the Mizume clan.
Weapon: Hell's Angel (Flaming Masterwork Katana (+1 to attack rolls, 1D10+1D6 fire damage,
use must set aflame the sword by striking it against the ground as a move action, if the sword is
ever clean it loses the ability to be set aflame until it is reoiled.)
Bonus Feat: Weapon Prof - Katana
Yelir Clan
SPECIAL ABILITIES
Bloodlines: None
Starting Jutsu: Invisibility
Can use Jutsu's only useable by the Yelir clan.
+2 Dex
-2 Wis
Bonus Feat: Exotic Weapon Prof Katana
Mizruki Clan
SPECIAL ABILITIES
Bloodlines: None
Starting Jutsu: None
Access to Shinjo Class Template
Can use Jutsu's only useable by the Mizruki clan.
Bonus Feat: Exotic Weapon Prof - Sword-Whip
+2 Cha
+2 Int
-2 Str
Kayuga Clan
SPECIAL ABILITIES
Bloodlines: None
Starting Jutsu: First Dance
FEat: Bloodline
Can use Jutsu's only useable by the Kayuga clan.
Favored Class: Tough Shinobi
+2 Con
+2 Str
-2 Wis
+2 Natural Armor
LA:1
Bloodlines
Bloodlines usaly are tied to clans but at times they are not. Also they are genetic. All ablates here
are Bloodline one passed down are kenki geko.
Different Bloodline types
Power
This kind is like the Sharingon, They give powers and jutsu can be made out of them
Elemental
This allow better use of a subelmental.
Jutsu
The kenki geko has no powers but has many jutsu onlu the possors can use.
Sharingon La 2
Ablites: Sharingon, Lv1,2,3
The Uchia has a speacil ablity to make there eyes become red. This allows you to sorta see the
future and be able to dodge attacks. And eventually allow you to copy techniques.
Level 1 cost 5 charkra round
+ 10 attack sight
+10 dodge
+10 attack speed
Level 2
Double Lv 1 benefits
Ability to copy jutsu’s: allow you to copy a technique performed up to 5 minutes ago.
Level 3
As level one + 2 doubled
Bone manipulating La 1
The ablity of Kimior’s clan to controle there bones allow a lot of power.
You can make bones come out of your body these are weapons or amour only. Your amor Ac
bonous can only be up to your half nin level. A weapon cost 2 charkra/size and amor 5 per Ac
bonous.
Heart Eater LA: +2
Qualities: Get heart: You can take 10 minutes and take a dead oppent who died no more than a day ago
and take there heart (see below)
Eat heart: any heart that you have you can eat. You gain one Heart and heal 1D10 Hp.
Hearts: For 100+5/round charkra you may summon a shadow Heart. The template applies to the charcter of
the hearts you ate. Also if you have one or more hearts (excluding yours of course) and you would die
restart over at 100% hp but one less heart. You can never Have More A hd of Shadows equal to yours x3
Sewings: For each heart you chose a limb. That limb may become attactable for 20 rounds a day.
Bayckun La 2
The hyuga clan has a unique power to see charkra
You can not be Flanked and you can see invisibly. It cost 5 charkra +2/charkra round.
Sand manipulation
By using maginets you can control sand
Instead of the normal rules for sand (-5 for nin level rof performing and they are treaeted as +5 lv
to learn.) You use them like any jutsu. Also you can controle 3+2/4 levels gallons of sand. Also
the cost is +5 not +20
Unmodable charkra
You can not do nin or gen you get these ben
+5 str con dex+1 every 2 levels
+30ft/lv
1feat/3 levels
Monk ablates 1 half Lv.
Kidamaru spider bloodlines
La:1
You can make 5ft of web 5ft thick for 10 charkra max 1000/ninlevel 5 rounds. Can be used for
anything
Also if you are of the clan you get 4 pairs of arms but otherwise only 3
Chakra Draining
ECL: +1
This rare and enigmatic bloodline allows the user to drain chakra out of an opponent's body by
touch, transferring it to his own body. It is unknown which clan first possessed this ability. A
character with Chakra Draining may activate this ability as a free action. Activation creates the
visible effect of wreathing the user's hands in black flames. Chakra Draining costs 5 chakra points
per round to maintain. Unarmed attacks made by a character using Chakra Draining drain 1 point
of chakra from the opponent per point of damage dealt as well as dealing 1 point of temporary
strength damage per attack. If the user of this ability manages to grapple his opponent he drains
4d6 + his charisma modifier in points of chakra per round that he maintains the grapple, as well
as draining 2 points of strength per round. This is instead of dealing normal grapple damage, but
this ability can also be used against an opponent who decides to grapple with the user of Chakra
Draining. Strength points gained with this ability are added to the chakra drainer’s own strength,
but the user can only drain up to three points of strength at any one time. These added points
remain for 3 + the user’s constitution modifier in rounds. A Chakra Drainer who is at his maximum
number of strength points drained ceases to drain strength points with his attacks, but will still
drain chakra. Chakra drained with this ability is added to the user's total chakra points, but cannot
put the user above his maximum chakra points. A Chakra Draining user who is at his maximum
chakra points will still drain chakra from opponents, but this extra chakra does not raise the user's
chakra score.
Regenerator
ECL: +2
Characters with this bloodline have the unique ability to use their chakra to stimulate cellular
reproduction within their own bodies, effectively allowing them to repair physical damage in their
bodies at a much faster rate than a normal person. A character using this bloodline can
regenerate up to 10 hit points worth of damage per round as a free action by paying 1 chakra
point per hit point healed. Ability points that have been temporarily lost can be regained at a rate
of two points per round for a price of 3 chakra per point, but only strength, dexterity, and
constitution points can be regained in this way. Larger wounds cannot be healed all at once – if
the character is dealt a single blow that deals 25 damage or more, only half the damage caused
by that wound can be healed by regeneration – the rest of the lost hit points must be regained by
other means. Attacks that lower an ability score by 5 points or more at once are similarly difficult,
and only half the lost ability points can be regained through this method of regeneration. If a
character with this advanced bloodline is reduced to negative hit points, his body will
automatically attempt to rebuild itself – as long as he has the chakra points to pay for it, he will
automatically and unconsciously regenerate himself back up to 1 hit point if possible.
Blood Manipulation
ECL: +1
This advanced bloodline allows a character to manipulate the blood within his body to achieve
amazing results. First of all, these characters are able to minimize blood loss and damage from
wounds of all types – they effectively have damage reduction 1/ against physical attacks at all
times. Further, if a character with blood manipulation is reduced to negative hit points, he can pay
5 chakra to stabilize himself at any time as a free action. Special attacks that cause damage over
time due to excessive bleeding do not affect characters with this bloodline. Finally, contact with
foreign blood of any type helps to heal these characters – they regain one hit point per round
when in direct physical contact with any sizable quantity of blood.
Chakra Bugs
Point-Buy Cost: 15 Points
ECL: +2
The Aburame Clan of Konoha village has long guarded this mysterious ability. At birth, a member
of the Aburame clan recieves a special operation that allows him to host special bugs called
chakra bugs inside his body. These insects feed off of small amounts of the user's chakra and
use his body as shelter, but in return they do his bidding and defend him in times of trouble.
Characters with this bloodline begin the game with one swarm of chakra bugs that lives within his
body. For every three levels beyond first level, the character gains another swarm of chakra bugs
within his body, to a maximum of five at any one time. As a free action the character can call
fourth a swarm of chakra bugs, which appear on his square or into an adjacent square. The
swarms obey the user’s mental commands completely, even to the point of sacrificing their lives
for the user. If a swarm is destroyed, its takes one week for the swarm to be replaced within the
user’s body by breeding.
CHAKRA BUGS
Medium-Size Vermin (Swarm of Diminutive Creatures)
Hit Dice: 1d10+4/Three Levels of the Summoner
Initiative Same as Summoner
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: Same as Summoner
Attack: Swarm 1d8+4
Full Attack: Swarm 1d8+4
Space/Reach: 5 ft./5 ft.
Special Attacks: Devour Chakra
Special Qualities: Darkvision 60 ft., Swarm Traits, See Chakra
Saves: Fort +4, Ref +2, Will +2
Abilities: Str 1, Dex 12, Con 14, Int 6, Wis 10, Cha 1
Skills: Climb +13, Spot +10
Feats: —
Environment: Temperate plains
Organization: Swarm
Challenge Rating: 1
Treasure: None
Advancement: As Summoner
Level Adjustment: —
Chakra bugs are swarming, biting insects of some intelligence that live within the bodies of ninjas
and serve those who provide them with food and shelter.
Devour Chakra: For every two points of damage dealt by the swarm, one point of chakra is stolen
from the damaged opponent (unless the opponent has no chakra points), and the swarm regains
one hit point.
Swarm Traits: Not subject to critical hits or flanking. Immune to mind-affecting spells. Immune to
damage from all weapons. Immune to single-target abilities. Vulnerable to area effects. Does not
threaten nearby squares.
See Chakra: Chakra bugs can see chakra, making them able to distinguish between a clone
created by the Replication Technique and a normal person. They can also see the chakra strings
between a puppeteer and his puppet, and are never affected by illusion-type genjutsus
Wood
La: 1
You use wood jutsu normaly
Hyton
La:1
You use wood jutsu normaly
Demons
CREATING A SPIRIT BOUND
“Spirit Bound” is a template that can be added to any humanoid (referred to hereafter as the
“base creature”). The creature’s type remains “humanoid.” They gain the subtype “Sealed.” The
chakra cost given for each spirit type must be paid each turn the spirit's abilities are to remain
active.
Size: Same as base creature.
Hit Dice: Same as base creature.
Speed: Varies with spirit.
Attacks: Varies with spirit.
Damage: Varies with spirit.
Special Attacks: Varies with spirit.
Special Qualities: Varies with spirit.
Saves: Same as base creature.
Abilities: Varies with spirit.
Skills: Same as base creature.
Feats: Same as base creature.
Climate/Terrain: Same as base creature.
Organization: Same as base creature.
Challenge Rating: Varies with spirit.
Treasure: Same as base creature.
Alignment: Varies with spirit.
Advancement: Same as base creature.
Level Adjustment: Varies with spirit.
SPIRITS
Tiger
Challenge Rating: +2
Level Adjustment: +2
Abilities: Str +4, Dex +2, Con +4
Attacks: Unarmed Strikes become Claw Attacks.
Damage: Claw / 1d6
Special Attacks: Same as base creature.
Special Qualities: Same as base creature.
Speed: +5 to base speed.
Spirit’s Alignment: Neutral.
Forms: work in progress
Rat
Challenge Rating: +2
Level Adjustment: +2
Abilities: Dex +6, Con +2, Int +2
Attacks: Unarmed Strikes become Claw Attacks.
Damage: Claw / 1d4
Special Attacks: Same as base creature.
Special Qualities: Gains the Scent ability.
Speed: +5 to base speed.
Spirit’s Alignment: Chaotic Neutral.
Forms: work in progress
Chameleon
Challenge Rating: +2
Level Adjustment: +2
Abilities: Dex +8
Attacks: Gains a Tongue Attack.
Damage: Tongue / 1d3
Special Attacks: Same as base creature.
Special Qualities: Color Changing (Over 3 rounds, the characters color shifts, blending them into
the environment. At the 4th round, the character gains a +10 to Hide checks.)
Speed: Same as base creature.
Spirit’s Alignment: Neutral.
Forms: work in progress
Spider
Challenge Rating: +1
Level Adjustment: +2
Abilities: Str +2, Dex +4, Con +2
Special Qualities: Immunity to poison.
Speed: Climb 20ft.
Spirit’s Alignment: Lawful Neutral.
Forms: work in progress
Element: Fire
Challenge Rating: +2
Level Adjustment: +4 or 5
Abilities: Strength +4, Dex +8
Attacks: Same as base creature.
Damage: Unarmed Attacks / +1d6 Fire, when Fire Shield is active.
Special Attacks: Same as base creature.
Special Qualities: Fire Shield (Any attack that his the Spirit Bound causes 1d4 points of Fire
Damage to the attacker, while Fire Shield is active. It costs 1 Chakra per round to keep the Fire
Shield active.) Fire Affinity: Jutsus with the Fire subtype gain a +2 bonus to their checks.
Charkra Burn: you relase charkra. Burn 10 charkra you create a flame that deals 1D6 damage/10
chakra last for 50 minutes level. Decrease fire jutsu cost by 50% and works like a Torch. You can
also permantly burn 1 charkra increas damage to D10's last 5 times as much and decrease it by
75%. Each time beyond the first double the effect and the decrease is now +1%
Speed: Same as base creature.
Spirit’s Alignment: Chaotic Neutral.
Forms: Work in progress
Element: Water
Challenge Rating: +2
Level Adjustment: +3
Abilities: Strength +4, Dex +4, Con +4
Attacks: Same as base creature.
Damage: Same as base creature
Special Attacks: Same as base creature.
Special Qualities: Swim: 30. Water Breathing. Water Affinity: Jutsus with the Water subtype gain
a +2 bonus to their checks.
Speed: Same as base creature.
Spirit’s Alignment: Chaotic Neutral.
Forms: work in progress
Element: Ice
Challenge Rating: +2
Level Adjustment: +3
Abilities: Constitution +6, Dexterity +4, Strength +2
Attacks: Same as base creature.
Damage: Unarmed Attacks / +1d6 Ice, when Icicle Spikes is active.
Special Attacks: Same as base creature.
Special Qualities: Icicle Spikes (Any attack that his the Spirit Bound causes 1d4 points of Ice
Damage to the attacker, while Icicle Spikes is active. It costs 1 Chakra per round to keep the
Icicle Spikes active.) Ice Affinity: Jutsus with the Ice subtype gain a +2 bonus to their checks.
Speed: Same as base creature.
Spirit’s Alignment: True Neutral.
Forms: They have 3 Forms They unlockthem at Level 3. 10. 15
Ice: + 3 nin level +5 for ice tech's
2nd: Level 1+ monstrous humaniod and ice aura: +7 Ac In creture in a 50 ft radius take 1D8 cold
damge and 2D10 when they attack
3rd: as Above combined and become gartun
Dragon La: 4
Abilities: Strength +8, Constitution +4, Charisma -4
Chakra: 2d6 + base level
Attacks: Unarmed strikes become Claw attacks.
Damage: 1d8 + Strength Modifier.
Special Attacks: Same as base creature.
Special Qualities: Fire Immunity, Scale Armor (Gives the spirit bound person a special battle
armor made of scales. The scales glow with a strange black aura, giving them protection against
lightning, earth, and wind elements. For any jutsu of that type that is used against them, the
incarnate will ignore 4 points of damage. Also, they will ignore 2 points of damage from melee or
ranged weapons. Chakra cost: 5 + 3 for every other round kept in effect. As a penalty, they will
take a -2 to dexterity), Fire Affinity: Jutsus with the Fire subtype gain a +2 bonus to their checks.
Note they maybe of another element
Breath: 1D8 breath wepon of chosen elment use: every 1D4 rounds
Speed: Same as base creature.
Spirit’s Alignment: Chaotic Evil.
Forms: They have 3 forms. They unlockthem at Level 3. 10. 15
Inate: breath is uped to 1D10
Half: +4 to any 3 scores 2D10 breath restiance to elment equal to your level
Power: Race change to a dragon of the type of your elment Hd is x2 yours
Wolf
Challenge Rating: +2
Level Adjustment: +2
Abilities: Strength +4, Dex +4, Int +2
Attacks: Claws
Damage: 1D6 claw
Special Attacks: Same as base creature.
Special Qualities: Scent, Bonus Feat: Improved Trip (can't be tripped)
Speed: Same as base creature.
Spirit’s Alignment: Neutral
Forms: The wolf has 3 forms. They unlockthem at Level 3. 10. 15
Were: You claws increase 4 size +1 nin level +3 wis, str,dex
Hybrid: Doublt form one and type monster huminoid
True: as above 2 (gain them agian) and become Huge
Fox Demon: Demon born Template: Kyubi (another demon born
CREATING A Demon born:
“Demon born” is an inherited template that can be added to any living, corporeal creature with an
Intelligence score of 4 or more. (referred to hereafter as the base creature).
A demon born uses all the base creature's statistics and special abilities except as noted here.
Size and Type: The creature's type stays the same. Size is unchanged.
Speed: Unchanged.
Armor Class: Stays the same.
Attack: Stays the same.
Special Qualities: Demon born retains all the special attacks of the base creature and gains the
following abilities/penalties:
Chakra fallacies: Due to having two sources of Stamina, a Shinobi with this template is worse at
converting his chakra: his control goes down one step. Note this can't actually make you go down
to 1 and not be able to cobvert chakra.
Demonic Stamina: When diabled or near death, the shinobi can activate in that battle the Stamina
of the demon. The demon stamina is 1/2 the Shinobi's base stamina (So if you were level 1: the
demon would have 1 stamina) in addition to his own. When the Shinobi is diabled or near death
(negatives), he may auto-stabilizes 1/week.
Demon's gift : A Demon born can activate jutsu far out of his league with help from the demon
inside. 5/day, the Shinobi can use a Jutsu 3-5 levels higher than the maximum he can use. Must
be in drawing his charkra or in a enhance form
Draw charkra: You enhance your level by 10 for jutsu's. You also get x5 demonic Stanma
ehamce forms: every 2 levels you gain a Tail. In a Enhance form you get +3/tail to all scores and
you get +1 nin level/2 tails. Also a tail deals 1D6 damage and you gain 2 Claw attacks (1d4 each)
3 tail (requries 3 tails): You get regluar ablities +2 nin level Dr 10/- FH 20. After words your
charkra is permantly decrease by 5 and you hp by 3. This last till your hp is reduce by 50% of
your starting hp (starting as in the amount you have when you go into it) Also you gain the benift
as if you are drawing charkra.
6 or somthing: You become Gargtun. Outsider. Plus 10 to all physical ablites. Increase natrual
weapons as if they where gartun. Gain a slam attack. You gain the 3 tail benifts again (they do
stack) You take double penlties though
Abilities: Increase from the base creature as follows: Con +2.
Challenge Rating: +1
Alignment: Same
LA +1
Suna demon sealed.
You gain these ablites other wise use base creature
Feat: Jutsu focous (sand)
You can use all sand tech as 5 Level lower. and +20 to learn and perform
Demon activty: High you must beat a Dc 25 will save or some other control breacking. activty
every day or be more demonish (becomes a npc)To controle Dc 20/form level
There are 3 stages
Insane: +3 nin level +5 when come to sand
monster: Type is monster humniod +5 str, con a 2D8 Claw that has 40 ft reach and 60 ft 1D6 tail.
+3 Ac
Final: Gartun size and increase Hd by 10
Cursed Seals
Akoma with his seal
You Can use Lv 2/ per day. When you get level
two it is uable 1 and Lv 1 is usable 3/day. Feats
and other increase this. Each time used you take 5
permant charkra damage. Each time charkra is
used (unlesse stated otherwise stated) and you
have a seal you have to make controle check Dc:
the peron who put this on you nin level +2+ misc.
If you fail this activates. Also when first activated
you have no controle of it. The seal last for 25
rounds+5 rounds/ cursed seal feat+5/level in
cursed master. A fort save (same dc as stated
before) is required or be knocked unconois.
To get a cursed seal you or some one else may put
one on you (usually the later of the two) The seal
then appears somewhere on the user's body, and
they subsequently lose consciousness. Sometime
later, should they survive, they will awaken with
the first level of the seal active and more than
likely somewhat enraged. The seals work by
forcibly drawing chakra from the user's body,
giving the user a chakra capacity beyond what
they would normally be capable of when active, as
well as increased physical performance as a result of the increased chakra capacity.
The seals have two different levels, which can be determined by their appearance on the user. When
inactive, the seal will simply be a black tattoo somewhere on the user's body. Orochimaru has a wide array
of cursed seals, so the appearance of the seal will usually vary from user to user. Each seal always has three
identical marks arranged in a circular pattern. When first activated, the marks on the seal glow and
replicate, spreading over the user's body. This is known as the first level of the seal. The degree to which
this occurs is dependent on the user, and the degree to which it spreads is proportionate to the overall effect
it has. The second and final level of the seal causes the black marks to completely envelop the user. This is
followed by an unnatural
alteration of the user's body,
with the only common
features being yellow eyes
with a black retina (Sasuke's
Sharingan is an exception).
When in this level, the seal
eats away at the user's
personality, driving them to
madness if used too long. It
also takes quite a toll on their
body, since they are being
mutated by the seal. Because
the seals forcibly draw
chakra from the user, they
will often kill the user when
first applied. Orochimaru has
averaged a ten-percent
success rate when applying
these seals. Additionally,
even if the user survives,
their body will not be able to
easily control the power the
seals give them. To
compensate for this,
Orochimaru developed the
Seishingan drug. The drug
forces the user's body to
become accustomed to the
unnatural increase in power,
but also kills the one who
takes it. The Four Black Fog
Formation Seal technique is
used to keep the drug from
killing the user by placing
them in a temporary death
state. Though Sound Four
were the ones to perform the
technique, it stands to reason
that they weren't the ones that
created it.
To unlock level 2 you must
do as it says above.
Cursed Seal of heaven La:
2
This seal consists of three
Akoma
tome, not unlike the
finall form
Sharingan. It is the
counterpart to the Cursed Seal of Earth, and the two seals are the strongest of all the cursed seals that
Orochimaru uses. The seal spreads over the user's body like flame when activated.
Anko received her cursed seal while she was a student of Orochimaru's. She, along with nine others, were
the first people to receive a cursed seal. She was the only one to survive the application, hence the one in
ten chance established by Orochimaru, but lacked the necessary will to use it. As such, her seal receded and
Orochimaru wiped her memory. Orochimaru was able to reactivate it when they fought in the Forest of
Death. It is possible that Orochimaru intended to use her as his next host, but was disappointed when he
learned she lacked the malice to use the seal. Since Anko never uses her seal, her mutated form is never
seen.
Sasuke also survived the application of the cursed seal. Orochimaru gives it to him against his will during
the second stage of the Chunin exam. Orochimaru gave it to him as a test of the Uchiha clan's abilities, as
well as a way to prepare Sasuke for becoming his next host. After Sasuke won his battle during the
preliminary matches of the Chunin exam, Kakashi Hatake used the Evil Sealing Method, the effectiveness
of which is dependent on the user's will to restrict the cursed seal. Regardless, Sasuke came to rely on the
Heaven seal's power, thus weakening Kakashi's seal. Sasuke unlocked the Heaven seal's full power with the
help of the Sound Four. When the second level of the seal is active, Sasuke's skin turns dark-gray and his
hair grows much longer without losing its style. Additionally, he grows hand-shaped wings from his back.
You take a 100 charkra peneltly and -10/lv you have.
Lv1: +3 to str, Con,wis, dex, +30 ft speed +1 nin level.
Lv2: Increase stats increade by 1, spd by 20ft and nin level by 2. Gain Dr 5/Jr 5 +2 Ac and 2 wings (give attack that deals 1D8 and fly speed(good) equal
to regular speed +5ft)
Cursed Seal of Earth La: 2
The counterpart of the Cursed Seal of Heaven, this seal was given to
Kimimaro by Orochimaru in the hope that he might one day become his next
host. Unfortunately for the both of them, Kimimaro contracted a fatal
disease. The seal consists of three slightly curved lines, which spread in a
square pattern. When the second level of the seal is active, Kimimaro takes
on a dinosaur-like appearance, complete with a tail. Several large bones also protrude from his skin, and his
skin becomes dark purple.
You take a 100 charkra peneltly and -10/lv you have.
Lv1: You gain bloodline enhancement+3, +2 to the following scores: Str, con, Dex
+5 Ac Dr: 3/Lv2: bloodline enhancement is increased by 2, the score increases by one Dr is
increase by 5 and /metals
A 1D8 tail and +30 ft. +1 nin level.
Tayua unnamed seal La:1
You take a 100 charkra peneltly and -10/lv you have.
Lv1: +4 to Wis, cha
Lv2: as lv 1+ 9 to nin level for the purpose of genjutsu known and highest
level known.
Sakon and Ukon unnamed Seal La:1
You take a 100 charkra peneltly and -10/lv you have.
Lv1: Bloodline enhancement +1
Lv2: Bloodline enhancement increase to +3 and +3 nin level
Kidamru unnamed seak La: 1
You take a 100 charkra peneltly and -10/lv you have.
Lv1: +1 nin level, +2 summoning Level, +2 Dex,+1 str
Lv2: +1 bloodline enhancement, Third eye: (+5 to hit and +3 dmage
with chosen weapon)
Jirubou unnamed seal La: 1
take a 100 charkra peneltly and -10/lv you have.
Lv1: +5 str
Lv2: it staes that it increase strength by x10 and it does. How ever in this form you take 50 permant charkra
damage a round.
Follower of Jashin template
The Followers of Janshin must undergo a ritual to infuse them with these powers.
Special Qualities: Damage Link, immortal, Regnertive
Level Adjustment: +3
Attachment: Jashin Divine shinobi divine gift at lv 13
Damage Link:
The Follower of Jashin, after drinking a small quantity of the intended target’s blood, may activate the
Sacred form: Level 1. You may become the Jashin form. This changes you to incopral. It requires you to
activate damage link but it does not work until you are in this. This +1 all ablates. Cost 150 charkra+
50/round.
Damage Link ability as a full round action. In doing so, the follower creates a circle in a five meter square.
He or she must be in the square to get the effects of this ability. If he or she steps out of the square, the
ability is automatically ended. Once the Linked creature (the creature whose blood the Follower of Janshan
ingested) is dead, the effects of the damage Link end. This ability t akes 10 Chakra to activate.
As long as the Follower of Janshin remains Linked with the creature, he or she only takes stamina damage
from wounds. In adition, all damage dealt to him or her is also dealt to the linked creature (the damage to
that creature is leathal damage). While Linked with a creature, the Follower of Janshin may make Coup de
graces on him or her self (these coup de graces don’t affect the Follower, but do affect the linked creature).
The follower may also make attacks against his or her limbs (doing nothing to him or herself) which can
hamstring the opponent.
To maintain this ability, the user must pay 6 chakra per round which can’t be converted to Hit Points.
Regenerative: When Part is of body is cut off you may reattach it to your body
Immortal: As long your head survive you still live.
Human Puppet. La: (see below)
This is added to a dead human. They become puppet +1 to all physical stats and can use jutsu. How ever for
purpose of puppet level (and puppet points) +2 to there ECL. They have no will because they are now
constructs
Living Puppet LA: +2
As a Human puppet but it is you and is considered a human not a construct.
Shadow Hearts
These Unfutintes Fell to A heart Eater
Size and Type: Same
Hit Dice:Same but Maxed
Speed: Same
Armor Class: Same+3
Attack:. Gain a 1d10 Slam attack lose others
Special Attacks:
Jutsu: You Only Knoow Jutsu of the type you spelised in. (Your Affinty) You also lose 1D4 random Jutsu.
Of those The eater choses one and learn it as long as he posses this heart.
Special Qualities:
Abilities:
Skills:
Environment:
Challenge Rating:
Alignment:
Level Adjustment:
White Snake
You are insane. You do anything to be innortal even Experimant on yourself
Size and Type: Same
Hit Dice:Same but Maxed
Speed: Same
Armor Class: Same+1/50Snake
Attack:. Gain a 1D10 Bite loses other.
Special Attacks: Your skin includes 250Hd/5 of your Hd of White snakes They can be fired (losing the
right amount of Ac though) at 1D10+5 damage as a +10 range at 20 a round. You can summon one But it
must Have at least 20Hd.
Special Qualities: Gas: The white Snake Release a posin. The save is 10+1/5 of your Hd+3/10 snake Hd. It
can
A Parlzye
B. Do 1d4 damage +1d2 round
C. 1D6 damage+ 1d4/round.
It last 1d4 round then it can change and a new fort save is required to the victims. It effect a 50Ft radius.
Abilities:
Skills:
Environment:
Challenge Rating: +7
Alignment:
Level Adjustment: +5
Chapter One: core classes
The variety of a gennin team.
A ninja are so alike and so different. They can be exactly alike but totally different. That is why I have so
many core andprc class. All these class(except samuri) raise your nin leve by one each level. Also each
class has there own list of jutsu(or will)
Missing Nin
A missing nin is not part of a village. They are
Out laws. Often tracked down by hunter nins they fight tirelessly.
Alignment: Can be any in the begin but eventually any evil or Chaotic
Hd: 8
Game rule: amour weapons: s a shinobi
Bad vibes: every 2 levels you lose 2 charkra. This is 2 every level for ones who are not outlaws.
Dark power: every 3 level you gain 3 feats 5 jutsu for each jutsu level and 3/ missing nin level of
things called Dark Talent Described in chapter 8 Talents
Bab, saves and charkra is same as shinonbi.
Quote:
Level Special
1 Dark Talentx5
2 Dark Talent
3 Dark Talent
4
5
6 Dark Talent
7
8
9 Dark Talent
10
11
12 Dark Talent
13
14
15 Dark Taent
16
17
18 Dark Talent
19
20 Dark Talent
Berserker Nin
Known for their feral prowess in battle,
Berserker Nins are not a force to be
reckoned with. Their Chakra Stamina is
rivaled by none and their rages speed their
attacks beyond human comprehension.
Class Skills: Climb, Channeling, Handle
Animal, Intimidate, Jump, Listen,
Summoning and Survival.
Weapon Proficiency: Berserker Nin are
proficient with every Melee weapon they
use. They can use Ranged Weapons, but at
a slight disadvantage.
Enhanced Movement: Inherent ability that
enables the Berserker Nin to move faster
than a normal Ninja.
Rage: A Berserker Nin can use his stamina
to fly into a Rage at will several times per
day, depending his level.
Quote:
Beserker nins come
in all shapes and
sizes. And also Cha
scores. This betiful
Ninja Yamay is a
fine example
Level 1: BAB +1, Fort: +2, Reflex: +0, Will: +0, Special: Enhanced Movement and Rage 1/day.
Level 2: BAB +2, Fort: +3, Reflex: +0, Will +0, Special: Uncanny Evasion.
Level 3: BAB +3, Fort: +3, Reflex: +1, Will: +1, Special: Danger Sense +1.
Level 4: BAB +4, Fort: +4, Reflex: +1, Will: +1, Special: Rage 2/day, Sharingan.
Level 5: BAB +5, Fort: +4, Reflex: +1, Will: +1, Special: Improved Uncanny Evasion.
Level 6: BAB +6/+1, Fort: +5, Reflex: +2, Will: +2, Special: Danger Sense +2.
Level 7: BAB +7/+2, Fort: +5, Reflex: +2, Will: +2, Special: Reduced Chakra Cost 1/-.
Level 8: BAB +8/+3, Fort: +6, Reflex; +2, Will: +2, Special: Rage 3/day, Hakke Shou Kaiten.
Level 9: BAB +9/+4, Fort: +6, Reflex: +3, Will: +3, Special: Danger Sense +3.
Level 10: BAB +10/+5, Fort: +7, Reflex: +3, Will: +3, Special: Reduced Chakra Cost 2/-.
Level 11: BAB +11/+6/+1, Fort: +7, Reflex: +3, Will: +3, Special: Greater Rage.
Level 12: BAB +12/+7/+2, Fort: +8, Reflex: +4, Will: +4, Special: Rage 4/day, Danger Sense +4,
Tessenka No Mai.
Level 13: BAB +13/+8/+3, Fort: +8, Reflex: +4, Will: +4, Special: Reduced Chakra Cost 3/-.
Level 14: BAB +14/+9/+4, Fort: +9, Reflex: +4, Will: +4, Special: Reinforced Will.
Level 15: BAB +15/+5/+10, Fort: +9, Reflex: +5, Will: +5, Special: Danger Sense +5.
Level 16: BAB +16/+11/+6/+1, Fort: +10, Reflex: +5, Will: +5, Special: Reduced Chakra Cost 4/-,
Rage 5/day, Dance of the Willows.
Level 17: BAB +17/+12/+7/+2, Fort: +10, Reflex: +5, Will: +5, Special: Relentless Rage.
Level 18: BAB +18/+13/+8/+3, Fort: +11, Reflex: +6, Will: +6, Special: Danger Sense +6.
Level 19: BAB +19/+14/+9/+4, Fort: +11, Reflex: +6, Will: +6, Special: Reduced Chakra Cost 5/-.
Level 20: BAB +20/+15/+10/+5, Fort: +12, Reflex: +6, Will: +6, Special: Overwhelming Rage,
Rage 6/day, Dance of the Camellia.
Quote:
Berserker Nin Jutsus:
Gan Geki
Tokken
Suna no Yoroi
Earth Barrier Raging Wave
Dango Dotonidoryo
Rashoumon
Doton Tsuiga no Jutsu
Henge no jutsu
Bunshin no jutsu
Bardic Nin
Bardic Nins are commonly known for their ways of inspiring Warrior Nin, Berserker Nin and other
Nin that fight on an offensive front. Bardic Nins are an essential element in a team of Ninja
fighters and scouts.
Weapon Proficiency: A Bardic Nin can use all Simple and Martial Ninja melee weapons.
Bardic Knowledge: A Bardic Nin uses the stray knowledge that he has gained through his travels
and missions, and uses this knowledge to spur his companions further in a battle.
Quote:
Level 1: BAB +0, Fort: +0, Reflex: +2, Will: +2, Special: Bardic Music, Bardic Knowledge,
Countersong, Fascinate, Inspire Courage +1.
Level 2: BAB +1, Fort: +0, Reflex: +3, Will: +3.
Level 3: BAB +2, Fort: +1, Reflex: +3, Will: +3, Special: Inspire Compentance.
Level 4: BAB +3, Fort: +1, Reflex: +4, Will: +4.
Level 5: BAB +3, Fort: +1, Reflex: +4, Will: +4.
Level 6: BAB +4, Fort: +2, Reflex: +5, Will: +5, Special: Suggestion.
Level 7: BAB +5, Fort: +2, Reflex: +5, Will: +5.
Level 8: BAB +6/+1, Fort: +2, Reflex: +6, Will: +6, Special: Inspire Courage +2.
Level 9: BAB +6/+1, Fort: +3, Reflex: +6, Will: +6, Special: Inspire Greatness.
Level 10: BAB +7/+2, Fort: +3, Reflex: +7, Will: +7.
Level 11: BAB +8/+3, Fort: +3, Reflex: +7, Will: +7.
Level 12: BAB +9/+4, Fort: +4, Reflex: +8, Will: +8, Special: Song of Freedom.
Level 13: BAB +9/+4, Fort: +4, Reflex: +8, Will: +8.
Level 14: BAB +10/+5, Fort: +4, Reflex: +9, Will: +9, Special: Inspire Courage +3.
Level 15: BAB +11/+6/+1, Fort: +5, Reflex: +9, Will: +9, Special: Inspire Heroics.
Level 16: BAB +12/+7/+2, Fort: +5, Reflex: +10, Will: +10.
Level 17: BAB +12/+7/+2, Fort: +5, Reflex: +10, Will: +10.
Level 18: BAB +13/+8/+3, Fort: +6, Reflex: +11, Will: +11, Special: Mass Suggestion.
Level 19: BAB +14/+9/+4. Fort: +6, Reflex: +11, Will: +11.
Level 20: BAB +15/+10/+5, Fort: +6, Reflex: +12, Will: +12, Special: Inspire Courage +4.
Quote:
Bardic Nin Jutsus:
Zeshi Nensan
Suna no Yoroi
Shikon no Jutsu
Suna Shigure
Kirikiri
Saikou Zettai Bougyo Shukaku No Tate
Henge no jutsu (Level 1)
Kaze no Yaiba
Bunshin no jutsu
Illusion Harmony
Oboro Bunshin no Jutsu
Quote:
Bonous Jutsus By Level:
Level 1: 2
Level 2: 3/0
Level 3: 3/1
Level 4: 3/2/0
Level 5: 3/3/1
Level 6: 3/3/2
Level 7: 3/3/2/0
Level 8: 3/3/3/1
Level 9: 3/3/3/2
Level 10: 3/3/3/2/0
Level 11: 3/3/3/3/1
Level 12: 3/3/3/3/2
Level 13: 3/3/3/3/2/0
Level 14: 4/3/3/3/3/1
Level 15: 4/4/3/3/3/2
Level 16: 4/4/4/3/3/2/0
Level 17: 4/4/4/4/3/3/1
Level 18: 4/4/4/4/4/3/2
Level 19: 4/4/4/4/4/4/3
Level 20: 4/4/4/4/4/4/4
Shifting Nin
*Description of Shifting Nins coming soon*
Weapon Proficiency: Shifting Nins are proficient with the following weapons; tonfa, kunai, bo staff
and shuriken. While in animal form, the Shifting Nin is proficient with natural attacks such as; bite,
claw, and so forth.
Quote:
Level 1: BAB +0, Fort: +2, Reflex: +0, Will +2, Special: Animal Companion, Nature Sense & Wild
Empathy.
Level 2: BAB +1, Fort: +3, Reflex: +0, Will: +3, Special: Woodland Stride.
Level 3: BAB +2, Fort: +3, Reflex: +1, Will: +3, Special: Trackless Step.
Level 4: BAB +3, Fort: +4, Reflex: +1, Will: +4, Special: Genjutsu Resistance +1.
Level 5: BAB +3, Fort: +4, Reflex: +1, Will: +4, Special: Wild Shape 1/day.
Level 6: BAB +4, Fort: +5, Reflex: +2, Will: +5, Special: Wild Shape 2/day.
Level 7: BAB +5, Fort: +5, Reflex +2, Will: +5, Special: Wild Shape 3/day.
Level 8: BAB +6/+1, Fort: +6, Reflex: +2, Will: +6, Special: Wild Shape (Large), Genjutsu
Resistance +2.
Level 9: BAB +6/+1, Fort: +6, Reflex: +3, Will: +6, Special: Poison Immunity.
Level 10: BAB +7/+2, Fort: +7, Reflex: +3, Will: +7, Special: Wild Shape 4/day.
Level 11: BAB +8/+3, Fort: +7, Reflex: +3, Will: +7, Special: Wild Shape (Tiny).
Level 12: BAB +9/+4, Fort: +8, Reflex: +4, Will: +8, Special: Wild Shape (Plant), Genjutsu
Resistance +3.
Level 13: BAB +9/+4, Fort: +8, Reflex: +4, Will: +8, Special: A Thousand Faces.
Level 14: BAB +10/+5, Fort: +9, Reflex: +5, Will: +9, Special: Wild Shape 5/day.
Level 15: BAB +11/+6/+1, Fort: +9, Reflex: +5, Will: +9, Special: Timless Body, Wild Shape
(Huge).
Level 16: BAB +12/+7/+2, Fort: +10, Reflex: +5, Will: +10, Special: Wild Shape (Elemental 1/day),
Genjutsu Resistance +4.
Level 17: BAB +12/+7/+2, Fort: +10, Reflex: +5, Will: +10.
Level 18: BAB +13/+8/+3, Fort: +11, Reflex: +6, Will: +11, Special: Wild Shape 6/day (Elemental
2/day).
Level 19: BAB +14/+9/+4, Fort: +11, Reflex: +6, Will: +11.
Level 20: BAB +15/+10/+5, Fort: +12, Reflex: +6, Will: +12, Special: Wild Shape (Elemental
3/day, Huge Elemental), Genjutsu Immunity.
Shifting Nin
Quote:
Gatsuuga
Suna no Yoroi
Juujin bunshin
Kyuchiyose - Enkouou Enma
Doroudomo Doten Kekkai
Doton, Doryuudan
Doton Doryuuheki
Doton, Doryuu Taiga
Doton Doruki Gaeshi
Senai Jashuu
Furou Fushi no Jutsu
Sphere of Sand
Nikudan Hari Sensha
Henge no jutsu
Bunshin no jutsu
Kikai bunshin no jutsu
Samarabi no mae (Special)
Sou-Tou-Rou (Special)
Garou Ga (Special)
Nikudan Sensha (Special)
Buban Baika no jutsu (Special)
Mokuton Hijutsu, Jukai Koutan (Special)
Chou Baika no jutsu (Special)
Quote:
Bonous Jutsus By Level
Level 1: 3/1
Level 2: 4/2
Level 3: 4/2/1
Level 4: 5/3/2
Level 5: 5/3/2/1
Level 6: 5/3/3/2
Level 7: 6/4/3/2/1
Level 8: 6/4/3/3/2
Level 9: 6/4/4/3/2/1
Level 10: 6/4/4/3/3/2
Level 11: 6/5/4/4/3/2/1
Level 12: 6/5/4/4/3/3/2
Level 13: 6/5/5/4/4/3/2/1
Level 14: 6/5/5/4/4/3/3/2
Level 15: 6/5/5/5/4/4/3/2/1
Level 16: 6/5/5/5/4/4/3/3/2
Level 17: 6/5/5/5/5/4/4/3/2/1
Level 18: 6/5/5/5/5/4/4/3/3/2
Level 19: 6/5/5/5/5/5/4/4/3/3
Level 20: 6/5/5/5/5/5/4/4/4/4
Samurai
A Samurai is a heavy fighter, often clad in heavy armors and weilding a Katana, they represent
the ultimate in melee combat.
GAME RULE INFORMATION
Ability: Strength
Hit Dice : d12
CLASS SKILLS
Balance, Dodge, Climb, Craft, Handle Animal, Intimidate, Jump, Swim, Search, Sosenjutsu, Spot,
Tumble.
Skill Points At First Level: (2+Int modifier) x 4
Skill Points At Each Additional Level: 2 + Int modifier
CLASS FEATURE
Weapon and Armor proficiency : A Samurai is proficient in all Simple and Melee Weapons, as
well as having Exotic Weapon Proficiency (Katanas).
Bonus Feat : The character gains an extra Feat starting at second level, and every other level
after that.
Quote:
Level/BAB1/BAB2/BAB3/BAB4/Fort/Ref/Will/Special
1/1/-/-/-/2/0/0/ anstral Diasho
2/2/-/-/-/3/0/0/Bonus Feat
3/3/-/-/-/3/1/1/
4/4/-/-/-/4/1/1/Bonus Feat
5/5/-/-/-/4/1/1/
6/6/1/-/-/5/2/2/Bonus Feat
7/7/2/-/-/5/2/2/
8/8/3/-/-/6/2/2/Bonus Feat
9/9/4/-/-/6/3/3/
10/10/5/-/-/7/3/3/Bonus Feat
11/11/6/-/-/7/3/3/
12/12/7/-/-/8/3/3/Bonus Feat
13/13/8/-/-/8/4/4/
14/14/9/-/-/9/4/4/Bonus Feat
15/15/10/-/-/9/4/4/
16/16/11/-/-/10/5/5/Bonus Feat
17/17/12/-/-/10/5/5/
18/18/13/-/-/11/5/5/Bonus Feat
19/19/14/-/-/11/6/6/
20/20/15/-/-/12/6/6/Bonus Feat
Anstrol Dahio: All benifts req the samuri to be a lords favorite. Also gain a Kantana and a Wakia
or 2 Kantana’s. They can be enhanced. They are +1 when givin. A dm may change wich
weapons
Jutsu: A samuri Has no Jutsu’s just charkra. Instead they have Sonjutsu’s wich work like all the
other types cobined
MONK-Tai Jutsu Nin
Alignment: Any lawful.
Hit Die: d8.
Class Skills
The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str),
Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str),
Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform
(Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill 4. Points at 1st Level: (4 + Int modifier) x
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Monk
Quote:
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +2 Bonus feat, flurry of blows, unarmed strike
2nd +1 +3 +3 +3 Bonus feat, evasion
3rd +2 +3 +3 +3 Still mind
4th +3 +4 +4 +4 Ki strike (magic),
slow fall 20 ft.
5th +3 +4 +4 +4 Purity of body
6th +4 +5 +5 +5 Bonus feat,
slow fall 30 ft.
7th +5 +5 +5 +5 Wholeness of body
8th +6/+1 +6 +6 +6 Slow fall 40 ft.
9th +6/+1 +6 +6 +6 Improved evasion
10th +7/+2 +7 +7 +7 Ki strike (lawful),
slow fall 50 ft.
11th +8/+3 +7 +7 +7 Diamond body,
greater flurry
12th +9/+4 +8 +8 +8 Abundant step,
slow fall 60 ft.
13th +9/+4 +8 +8 +8 Diamond soul
14th +10/+5 +9 +9 +9 Slow fall 70 ft.
15th +11/+6/+1 +9 +9 +9 Quivering palm
16th +12/+7/+2 +10 +10 +10 Ki strike (adamantine), slow fall 80 ft.
17th +12/+7/+2 +10 +10 +10 Timeless body, tongue of the sun and moon
18th +13/+8/+3 +11 +11 +11 Slow fall 90 ft.
19th +14/+9/+4 +11 +11 +11
20th +15/+10/+5 +12 +12 +12
They level up there monk ablites every level and are equal to the normal monk
Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger,
handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC
bonus, as well as her fast movement and flurry of blows abilities.
Jutsus: As normal
AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if
any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by
1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She
loses these bonuses when she is immobilized or helpless, when she wears any armor, when she
carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense
of accuracy. When doing so, she may make one extra attack in a round at her highest base
attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The
resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on
Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the
monk might make before her next action. When a monk reaches 5th level, the penalty lessens to
–1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of
blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk
weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with
unarmed strikes and special monk weapons interchangeably as desired. When using weapons as
part of a flurry of 1/2) to 1-1/2 or x blows, a monk applies her Strength bonus (not Str bonus x her
damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The
monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using
the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may
still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks
in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard
single extra attack she gets from flurry of blows, she gets a second extra attack at her full base
attack bonus.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s
attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means
that a monk may even make unarmed strikes with her hands full. There is no such thing as an offhand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on
damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal
damage instead with no penalty on her attack roll. She has the same choice to deal lethal or
nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the
purpose of spells and effects that enhance or improve either manufactured weapons or natural
weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown
on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small
monk deals less damage than the amount given there with her unarmed attacks, while a Large
monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Table: Small or Large Monk Unarmed Damage
Level Damage
(Small Monk) Damage
(Large Monk)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8
Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus
feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At
6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need
not have any of the prerequisites normally required for these feats to select them.
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an
attack that normally deals half damage on a successful save, she instead takes no damage.
Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not
gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown
on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells
and effects from the school of enchantment.
Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed
attacks are treated as magic weapons for the purpose of dealing damage to creatures with
damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed
attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with
damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the
purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her
descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it
actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall
when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to
slow her descent and fall any distance without harm.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural
and magical diseases.
Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a
number of hit points of damage equal to twice her current monk level each day, and she can
spread this healing out among several uses.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage
on a successful Reflex saving throw against attacks, but henceforth she takes only half damage
on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if
using the spell dimension door, once per day. Her caster level for this effect is one-half her monk
level (rounded down).
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level +
10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check
(1d20 + caster level) that equals or exceeds the monk’s spell resistance.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of
another creature that can thereafter be fatal if the monk so desires. She can use this quivering
palm attack once a week, and she must announce her intent before making her attack roll.
Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits
cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from
the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at
any later time, as long as the attempt is made within a number of days equal to her monk level.
To make such an attempt, the monk merely wills the target to die (a free action), and unless the
target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier),
it dies. If the saving throw is successful, the target is no longer in danger from that particular
quivering palm attack, but it may still be affected by another one at a later time.
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability
scores for aging and cannot be magically aged. Any such penalties that she has already taken,
however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time
is up.
ROGUE-Dark sly NinAlignment: Any.
Hit Die: d6.
Class Skills
The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff
(Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int),
Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex),
Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open
Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand
(Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) 4. x
Skill Points at Each Additional Level: 8 + Int modifier.
Quote:
Table: The Rogue
Level bab Fort Ref Will Special
1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion
3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +1
4th +3 +1 +4 +1 Uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Trap sense +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge
9th +6/+1 +3 +6 +3 Sneak attack +5d6, trap sense +3
10th +7/+2 +3 +7 +3 Special ability
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Trap sense +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6, special ability
14th +10/+5 +4 +9 +4 —
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, trap sense +5
16th +12/+7/+2 +5 +10 +5 Special ability
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6,
20th +15/+10/+5 +6 +12 +6 Special Ability
Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand
crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not
with shields.
Jutsu: As Normal
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively
from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to
AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.
This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.
Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals
nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage
to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs,
oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to
critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well
enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak
attack while striking a creature with concealment or striking the limbs of a creature whose vitals
are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task
has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic
trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap
generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap,
figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with
great agility. If she makes a successful Reflex saving throw against an attack that normally deals
half damage on a successful save, she instead takes no damage. Evasion can be used only if the
rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from
traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC
against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3
when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th
level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would
normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught
flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if
immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved
uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her,
unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character
automatically gains improved uncanny dodge instead, and the levels from the classes that grant
uncanny dodge stack to determine the minimum rogue level required to flank the character.
Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and
19th), a rogue gains a special ability of her choice from among the following options.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that
her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also
takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of
1 point per day for each damaged ability.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it
than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by
damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can
attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw
(DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails,
she takes full damage. She must be aware of the attack and able to react to it in order to execute
her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this
effect would not normally allow a character to make a Reflex save for half damage, the rogue’s
evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no
damage on a successful Reflex saving throw against attacks henceforth she henceforth takes
only half damage on a failed save. A helpless rogue does not gain the benefit of improved
evasion.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an
opponent who has just been struck for damage in melee by another character. This attack counts
as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat
can’t use the opportunist ability more than once per round.
Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them
reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier.
When making a skill check with one of these skills, she may take 10 even if stress and
distractions would normally prevent her from doing so. A rogue may gain this special ability
multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle
free from magical effects that would otherwise control or compel her. If a
rogue with slippery mind is affected by an enchantment spell or effect
and fails her saving throw, she can attempt it again 1 round later at the
same DC. She gets only this one extra chance to succeed on
her saving throw.
Feat: A rogue may gain a bonus feat in place of a special ability.
Fighter nin
A warrior nin. You are all about frontlines and favor tai jutsu’s. Often you
are a good or a fallen angel dark sowrd.You have a equal use for every
physical ability and wis for Knowledge (combat) and to supply your
limited nin jutsu’s.
Game rule info: Hd: d10
Equipment: all amours but a shield all weapons
Bab: full
Bad saves: will, fort
Good: ref
Torin a well
multi class
Justus’s Charkra is
Every 3 levels you
feat
you add your fighter
charkra control
levels you get a
Advanced charkra
every 4 levels you
advance charkra
They are
table below
charkra + 5 ac
Every 5 charkra
unarmed strike by
Advanced hit 1
attack roll
charkra + 5 on
“Chris” A
fighter Nin
You can use this like
5+your leves a day
yours x3.
weapons: at level
enchant a amour or
Free action. Takes
bonus lose 10
bonuses. May
level x 5.
Quote:
Level Special
1 Talent,Encahnt equipment, Special control
2 Feat
3 Talent
4 Feat
same but +5
learn a talent and a
Fighting control:
nin level to your
power. Every 5
additional added.
control techniques:
may learn a
control technique.
summarized in the
Advanced defend 1
Charkra unarmed
increase your
one dice
charkra + 5 on
Big damage 1
damage
Enhance Weapon:
a Jutus Like ablity
at nin level equal to
Enchant amour or
one you can
weapon permantly.
100 charkra per
charkra per
enchant up to your
5 Talent
6 Feat
7 Talent
8 Feat
9 Talent
10 Feat
11 Talent
12 Feat
13 Taent
14 Feat
15 Talent
16 Feat
17 Talent
18 Feat
19 Talent
20 Featx3, Talentx2
level) they get 10
int,wis, con
Asoma A Jutsu
ninja
Hd: 4
You know lots of jutsu but
knowing a limited amount.
what vain. You do not
Bab: low,
Feats: talents of a shinobi
Every 5 levels Talents on
Charkra they have 5 times
Justus’s They know 5 of
They learn 3 more every
can use 1st and 2nd level
jutsu’s
3: 4th and 5th
5: 9th
meta Justus every 3
feats.
Quote:
Level Special
1 Class features, Meta Jutsu’s
2
3 Metajutsu’s
4
Skills: Int+5 (int x5 1st
str,dex,con each, and 2
Talents: See chapter 9?
Justsu ninja
not a tai specialist
You are smart but some
totally lack combat skills.
Saves: High: fort and will
but no fighter’s feats.
the same level.
more than a shinobi
every level at level one.
level. At level one they
Justus.
2: three
4: 6th, 7th, 8th
Meta Justus: you gain a
levels. Or other such
5 Talents+ feat
6 Metajutus’s
7
8
9 MetaJutsu’s
10 Feat+ Talent
11
12 Meta Jutsu’s
13
14
15 Feat+talent+MetaJutus’s
16
17
18 MetaJutsu’s
19
20 Feat+Talent
Beast tamer ninja
Hd: D8
You are playful and your pet is your
best friend. You do not always have
pet but have allies that may serve
that purpose.
Bab: full
Ref: high
Fort: high
Will: low
Charkra as a nin fighter, with the
beast tamer nin list
Justsu Known: as a nin Fighter new
list
Animal copmion: As Druids But can
use Justsu = to your nin level – 5.
At 1st level you gain Track as a
bonuses feat
Every 2 levels you gain a tatalent.
Your animal gain a beast talent. (not
listed)
A beast tamer who uses bugs to feed
off there charkra can use bugs as
there compion. They get a few
special jutsu’s while losing others.
Quote:
Level Special
1 Companion, Track
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Skills: as fighter nin;
Expert Shinobi
Hit Dice: d8
Class Skills: Dodge, Fuuinjutsu, Genjutsu, Ninjutsu, Taijutsu, 12
Saves: Two Good, One Poor
Weapon and Armor Prof: All simple weapons, one martial weapon; light armor
Skill Points: 8 + Int Modifier (or four times this number at 1st level)
Quote:
LVL BAB GdS PrS Special
1----------0----------2----------0----------Chakra Use, Bonus Feat
2----------1----------3----------0----------Bonus Feat, Talent 1
3----------2----------3----------1---------4----------3----------4----------1----------Bonus Feat
5----------3----------4----------1---------6----------4----------5----------2----------Talent 2
7----------5----------5----------2---------8----------6----------6----------2----------Bonus Feat
9----------6----------6----------3---------10---------7----------7----------3----------Talent 3
11---------8----------7----------3---------12---------9----------8----------4----------Bonus Feat
13---------9----------8----------4---------14--------10----------9----------4----------Talent 4
15--------11----------9----------5----------
16--------12----------10---------5----------Bonus Feat
17--------12----------10---------5---------18--------13----------11---------6----------Talent 5
19--------14----------11---------6---------20--------15----------12---------6----------Bonus Feat
Class Features
Bonus Feats: The Expert Shinobi gets one bonus feat at 1st level, another and 2nd level, one at
4th level, and another one at every fourth class level thereafter.
Talents: The Expert Shinobi gains a talent at second level, and every fourth level thereafter. The
Expert Shinobi may take talents from the Dexterity or Charisma talent trees.
Prodigal Shinobi
Hit Dice: d6
Class Skills: Craft, Dodge, Fuuinjutsu, Genjutsu, Knowledge (All), Ninjutsu, Profession, Taijutsu,
Four
Saves: One Good, Two Poor
Weapon and Armor Prof: One simple weapon, no armor
Skill Points: 6 + Int Modifier (or four times this number at 1st level)
Quote:
LVL BAB GdS PrS Special
1----------0----------2----------0----------Chakra Use, Bonus Feat
2----------1----------3----------0----------Talent 1
3----------1----------3----------1---------4----------2----------4----------1---------5----------2----------4----------1----------Bonus Feat
6----------3----------5----------2----------Talent 2
7----------3----------5----------2---------8----------4----------6----------2---------9----------4----------6----------3---------10---------5----------7----------3----------Bonus Feat, Talent 3
11---------5----------7----------3---------12---------6----------8----------4---------13---------6----------8----------4---------14---------7----------9----------4----------Talent 4
15---------7----------9----------5----------Bonus Feat
16---------8---------10----------5---------17---------8---------10----------5---------18---------9---------11----------6----------Talent 5
19---------9---------11----------6---------20--------10---------12----------6----------Bonus Feat
Class Features
Chakra Use: shinobi’s
Bonus Feats: The Prodigal Shinobi gets one bonus feat at 1st level, one at 5th level, and one at
every fifth level thereafter.
Talents: The Prodigal Shinobi gets one Talent at second level, and one every four levels
thereafter. The Prodigal Shinobi can take Talents from the Intelligence or Wisdom talent trees.
Warrior Shinobi
( strong Shinobi)
Hit Dice: d10
Class Skills: Craft, Dodge, Fuuinjutsu, Genjutsu, Ninjutsu, Taijutsu, Six
Saves: One Good, Two Poor
Weapon and Armor Prof: All simple and martial weapons, light and medium armor, shields
Skill Points: 4 + Int Modifier (or four times this number at 1st level)
Quote:
LVL BAB GdS PrS Special
1----------1----------2----------0----------Chakra Use, Bonus Feat
2----------2----------3----------0----------Bonus Feat, Talent 1
3----------3----------3----------1---------4----------4----------4----------1----------Bonus Feat
5----------5----------4----------1---------6----------6----------5----------2----------Bonus Feat, Talent 2
7----------7----------5----------2---------8----------8----------6----------2----------Bonus Feat
9----------9----------6----------3---------10--------10----------7----------3----------Bonus Feat, Talent 3
11--------11----------7----------3---------12--------12----------8----------4----------Bonus Feat
13--------13----------8----------4---------14--------14----------9----------4----------Bonus Feat
15--------15----------9----------5---------16--------16---------10----------5----------Bonus Feat, Talent 4
17--------17---------10----------5---------18--------18---------11----------6----------Bonus Feat
19--------19---------11----------6---------20--------20---------12----------6----------Bonus Feat, Talent 5
Class Features
Chakra Use: This ability allows the Shinobi to generate and use Chakra to fuel Jutsus and other
Ninja abilities. Bonus Chakra for the Warrior Shinobi is derived from an average of their Strength
+ Constitution rounded up to the nearest whole number. (See Bonus Chakra table)
Bonus Feats: The Warrior Shinobi gets one bonus feat at 1st level, one at 2nd level, and one at
every second level thereafter.
Talents: The Warrior Shinobi gets one
Talent at second level, and every fourth
level thereafter. The Warrior Shinobi may
take talents from the Strength or
Constitution talent trees.
Uchia Ranger (Nin Rangers)
I will kill him- saskey
We can not be seen- Anbu
Younins.
All are types of nin rangers. A nin ranger
either has a grudge or are hunters of a sort.
They are outspoken either mentally or
physically. You might even have some what of a dark side In you.
Bab: full
Saves: Good ref and Fort
HD: D8
Every 2 Levels you gain a favor Emmys and other enmy get +1. (not listed)
Track feat
Smite enmay: At level 5 once per day you automatically hit or you add your dex or cha to melee
and Cha and full str or full str and Int to range. You may use it once per day per level
Jutsu like ability: At level 5 you may chose a 4th level jutsu from your favorite enmay and do it
once per day. Or you may chose a 3rd and twice per day or two thirds once per day each ect.
Every 5 level after that you may chose another with levels up to your highest known
Quote:
Level Special
1 Favored Enemy
2
3
4
5 Smite enemy, Jutsu like abity
6
7
8
9
10 Jutsu like ability
11
12
13
14
15 Jutsu like ability
16
17
18
19
20 Jutsu Like ability
Skills as uchia
Charkra Controller
Hd: D8
You do not have a grasp on jutsu but on a
shinobis basic you do
Bab: High
Saves: Bad: ref, will, good: fort
Charkra: As shinobi
Jutsu: At level 3 they learn Tai jutsu’s, Level
15 Nin, 19 Gen
Charkra: control: +5 every level.
Tricks: They gain a trick every two levels.
These are from any chovies that are not
feats or ones gain by a prc. You may
actually chose to master any one instead
evens
Quote:
Level special
1 Charkra control tech’s
2
3 Tai
4
5
6
7
8
9
10
11
12
13
14
15 Nin
16
17
18
19 Gen
20
Note: you may play a B version (b for basic) who learns basic tech gen 1st Nin at 3rdcharkra
control ablates (all of them) at 3rd Tai at 20th.
Divine Shinobi
Hd: D8
You worship a deity or a kage or so on. You will do any thing to please them and in return are
pleased yourself
Bab: med
Saves: 2 good
Skills: as cleric
Charkra: as shinobi
Jutsu’s any 3 list
They worship a deity. You should make up the deity and the extra jutsu’s known
Prepare jutsu’s: a divine shinobi must prepare bonus jutsu’s. They get 50 points level. One point
per level of the jutsu. Also you can then stack again for 2 points and decrease the charkra cost by
one of increase power by one. They can be used on any jutsu’s but bonus req them.
Divine Charkra (Dc) the pool is dcp instead of cp. You gain a number of these as listed on the
chart below +faith ability (the ability str, dex ect that your deity favors)
Quote:
Level Amount bounces
1 +5
2 +10
3 +50
4 +100
5 +250
6 +500
7 +600
8 +750
9 +800
10 +900
11 +1000
12 +1200
13 +1250
14 +1500
15 +1600
16 As above
17 +1700
18 +1800
19 +1900
20 +2000
These can be used for some of there jutsu’s and abilities. Also at level 10 500 +1000 charkra.
Many gifts of great power at any level cost this usually.
Instant effect: At level one you gain instant effect. Chose Heal or harm, (good or evil).
You can sacrifice a prepare power and do 1d10/ power part damage or heal that much.
Every two level your deity gives a gift. You may discus what the gift is with your Dm. (ex: a super
tech a lich form, great knowledge, a magic weapon ect)
Here are some stated examples
+100 to one ability
A Template
As said.
Hey this is your game so come up with something cool.
Quote:
Level ability
1 Divine stuff,
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Genius Ninja
Hd: D8
Bab Depends
Saves: Depends
Skills: chose a base
another points
to chose one of three
at levelv1. They are
Shirker (med bab
may change to high
in the opinion)
med, Good ref and
Hard work (High bab
saves)
Attitude: a genius
smart good at all
a good fighter and
geko
Ninja: At level 1 you
a bonus feat
enhancement: +the
chart below called
enhancements to
and for the listed
to all types of jutsu
power
version has the
3 varients in
one team
Tom a
Genius of
hard wok
Jessica a Lazy ninja
Ryan a Genius
Ninja
class skill list and
Choices: You have
variants of the class
Lazy ninja the
and low saves but
when they are trying
Genius Nin (Bab
will) and Genius of
and chose 2 good
Genius Ninja benifts
ninja is arrogant
forms of jutus and is
often has a kenki
Bonus feat: Genius
gain Genius Ninja as
Genius
amount listed on the
Genius
learn and perform
amount for bonuses
and ¼ of that to
Bonous feats: this
regular bounous
feats of this class+ at level 1 a Kenki geko or clan feat.
Bonous Jutsu. This gives the Genius ninja (Genius Ninja) Bonous jutsu as listed on the chart the
jutsu are from any level and are given at Lv1,5,10,15,20. Also the highest level of jutsu you know
is +1.
Genius of hard work
Attitude: The genius is cheerful and loving to a certain goal but is thought as a loser with no
ablates. You train for hours after hour to prove yourself.
Bonous Feat: Genius of hard work: At Lv 1 you gain Genius of Hard work as a bonous feat.
Hard worker enhancements. You gain monk ablates =to ½ of your level in this class. At level one
till level 10 it takes 3 hours extra when learning a move. Starting at lv 1 you gain a learning check
bonus=to1/2 your level in this class. You also get a +1 to all training. You learn bonus Jutsu as a
Genius ninja = to you level -10
Bonous Feats: As usal for this class+tai+hard worl jutsu+the gates
Shiker nin+the Lazy Ninja- Yes I know I am a Slacker ninja
Attitude: Your lazy. That is it you are Brilliant. More le like Brilliantly Lazy. Ok you are
really lazy and you take pride in that. Well ok you are to lazy to have pride
Bonous Feat: Slacker ninja: You gain it as a bonous feat at level 1
Yes I am lazy (slacker enhancements): you have enhancements as shown on the chart, the
enhancements only apply when you are not being lazy (see below) The benifts are attributres
points (1 point to improve 1 ablity) Metapoints wich are used as a metapjosis ninja all ablates
avalble. You also gain 10 skill points+5 evey 5 levels in this class
I am not being lazy: a certain times per day you are not lazy. Usable another times per day as
listed for you level. Last the whole battle
Bonous feats: as Normal for your class
Charts: Regluar Level up
Lv Special
1 Chose, Bonous Feat, Starting bonus feat, Talent (not lazy/1) +1 charkra controle, +1 to all types
of jutsu (perform and power)
2 +1 rank Talent
3 Feat (Not lazy/2) +2 charkra controle, +2 to all types of jutsu (perform and power)
4 Talent (Not lazy/3)
5 Feat
6 Feat, Talent, +3 ranks +3 charkra controle, +3 to all types of jutsu (perform and power)
7 +1 Rank (not lazy/4) +4 charkra controle, +4 to all types of jutsu (perform and power)
8 Talent+ 5 to all types of jutsu (perform and power)
9 Feats
10 +3 ranks(Not lazy/5)
11 Talent
12 Feat
13 (not lazy/6) Feat
14 +3 Ranks
15 +3 Ranks
16 Feat (Not Lazy/7)
17 +6 to all types of jutsu (perform and power)
18 +5 Charkra controle (Not Lazy/8)
19 +6 to all types of jutsu (perform and power) (Not lazy/9)
20 +6 Charkra controle ,+7 to all types of jutsu (perform and power) (Not lazy/10), Feat, Talent,
+3 Ranks.
Genius Ninja Enhancements
Lv Enhancements
1 +1
2 +1
3 +1
4 +2
5 +3
6 +4
7 +5
8 +7
9 +9
10 +10
11 +11
12 +12
13 +13
14 +14
15 +15
16 +16
17 +18
18 +18
19 +19
20 +20
Lv Bonous Metapoints
1 1 10
2 1 10
3 1 10
4 1 20
5 1 20
6 2 20
7 2 30
8 2 30
9 2 30
10 3 30
11 4 40
12 4 40
13 4 40
14 4 50
15 5 500
16 5 50
17 5 60
18 6 60
19 6 60
20 6 70
Chapter 3: Fighting styles
Fighting Styles
A fighting style is a seris of Taijtusu’s and attacks. At normal levels there is a limit of 20 levels. To
get a level you must use a free jutsu from teirs and gain a level in this instead.
To add levels to them you need one level. To get the first a Feat is requried
Drunken style.
Drunken style
You can use the drunken style..
Drunken fist.
Class any with the druckenstlye
Charkra: 20
Req: you need to drink some thing spicy or beer.
This activate the drunken style. Also this makes you have to use this move. The drunken fist does
normal unarmed + 1d6/nin level+ 1d10/ style level.
Gentle Fist
Always active takes 5 charkra to gain charka effect
Chance to hit
Unarmed: 1d8, 1d10 while active, 1d10 improved unarmed 3d8 improved unarmed bycakun
activated
Bykgun: 100%
Sharigon: 3% per level per tome
Blind: 2% per level
Other: 1% per 5 levels
Damage: Does regular + equal to your style level(x2). Then that amount to charkra
The Next round they take half that amount to hp and for that round when they use charkra they
lose that amount of hp to.
Gouken
Damage: +1 unarmed/goken lv. At lv 10 you get greater Goken. That gives + 10 +5.Goekn Level
when you use the tech and a Adtinal 1D10 damage
Cost: 10 charkra
Domains
under Construction
Chapter 4: Prc’s
Blaster
Pre: ninja level 8, 2 meta Justus’s, know serval “blast” jutsus
Fastest route: You often are fighter nin/Jutsu nin
Hd: D8
Bab: full
Saves: high ref, fort, con
Justsu’s You continue to learn on the shinbobi’s chart. How ever You get A new list.
Quote:
Level Special
1 Chosen element, Blast
2
3 Blast
4
5 Talent ( or dark power)
6
7
8 Blast
9
10 Blast, Talent ( or dark power)
Chosen element : You may chose a element. All Justus and effects from this classes are that
element.
Blast: you may chose a new Justus’s or one of these metajustsu metablast’s effects
Posin: The target lose 10 hp per ninja level for 2 round per ninja level. Once a day per times
Chosen or 5 Charkra per times Chosen. If charkra ech time the effects are doubled.
There are many others like that are described in the Dm guide. They all add status elements
unique to he syem. You may also instead of choosing one of those hike up the save by 2 or +5
damage or +1d4, stacks at 8th level the main damage dice of the attack can Be +1.
Charkra as a Justs ninja.
Medic Ninja/ mutation nin
Pre: know two medical Justsu’s Aid another feats 5, heal attribute Lv 5, Charkra control level 19.
You are very caring to every one around usually that is.
Fastest route.
Fastest way to become a healer nin (medic ninja) is to first take levels in attribute ninja. Main
attribute Heal. Sense a Justus ninja has good charkra control and charkra take a few level in that.
If you want to be offense ( defenses in this case) go with fighter nin instead.
Hd: D4
Bab: low
Saves: ref: low, fort: low
Charkra: AS a shinobi of your ninja level like normal + 20 every level.
Justsu: as a shinobi of your level but with a new List
Quote:
Level Special
1 +1 healing attribute, +5 charkar control, Charkra scalpel
2 Healing expolsion/1, +5 charkar control
3 +1 healing attribute, +5 charkar control
4 Apply feat/5, +5 charkar control
5 Healing expolsion/2, +5 charkar control
6 +1 healing attribute, +5 charkar control
7 Apply feat/10, +5 charkar control
8 +1 healing attribute., +5 charkar control
9 Apply feat/20, +5 charkar control
10 Healing expolsion/3, Heal surgery/1, + 5 charkra control
Healing explosion: a number times a day you may heal charkara. By giving some of yours up. If
you gives twice the user total charkara the user explodes.
Heal surgery.: once per day you may permantly heal the bad side effects ( regular and surgery
special) of a nin mutant feat.
Apply feat: a number if times per day through a 30 minute surgery You may apply any feat to the
user. He may not be able to learn a feat but stilkl gain one through surgery. He must qualify for it.
Each usage is one feat. Each surgery Gives the penalty of a mutant nin surgery feat. At level ten
you can apply mutant nin feats and epic feats ( of any types) this is only for mutation nins.
Surgery: A medic nin gains this instead of apply feat. Same usegeages per day. It ca cure serious
illness or disabilities (ot unmodable charkra though) and allow fighting str again (like with rock lee)
or enhances one’a ablates.
Charkra scalpel: cost 5 point of charkra a roud and is a unarmed strike that deals 1d6+medic
nin/mutation nin level. At 5th level this is 1d8 + (as said) and 10 th it is 1d10 +as said.
Hidden Leaf Commander
Hit Die: d8
Requirements
In order to become a Hidden Leaf Commander a character must possess the following
requirements.
Base Attack Bonus: +7
Knowledge (Local): 10 Ranks
Knowledge (Geography): 10 Ranks
Feats: Leadership, and at least 2 Metajutsu feats.
Jutsu: Must be able to utilize 4th level Jutsu.
Special: Must have passed the Chuunin exam.
Code:
BAB Fort Ref Will Special
1. +0 +0 +2 +2 Jutsu, Squad Leader
2. +1 +0 +3 +3 Improved Metajutsu
3. +2 +1 +3 +3 Inspire Squad
4. +3 +1 +4 +4 Quicken Metajutsu
5. +3 +1 +4 +4 Great Leader
Class Skills
As Shinobi
Skill Points: 4 + Int Mod
Class Features
The following are class features of the Hidden Leaf Commander Prestige Class class.
Weapon and Armor Proficiency: Hidden Leaf Commander gains no weapon or armor
proficiencies.
Jutsu (Ex): A Hidden Leaf Commander adds his Class Level to his Shinobi level to determine
what Jutsu he knows and his caster level for his Jutsu, and how much Chakra he has.
Squad Leader (Ex): In lieu of his normal cohort and followers, the Hidden Leaf Commander gains
3 talented team members. Each of these team members is a Shinobi, and may only take the
Shinobi Core Class or Prestige Classes that are directly connected to Shinobi abilities. These 3
team members each have a character level of Hidden Leaf Commander's Effective Character
level - 5, they all start out having passed the Genin exam. Their feats, ability scores, and any
other part in the character creation process is up to the Hidden Laf Commander, he selected his
team for a special purpose. If any of his team members ever die, the Hidden Leaf Commander
can choose to recruit another Shinobi to aid his Squad in 1d4+1 days. However he must make a
Charisma Check (DC = Recruit character level) once per day, on a failure no recruit is gained and
he must wait another day to recruit.
Improved Metajutsu (Ex): Upon reaching 2nd level a Hidden Leaf Commander improves his use
of chakra. From this level forward he reduces the chakra use of his Metajutsu by 1.
Inspire Squad (Ex): At 3rd level the Hidden Leaf Commander has proven himself to his Squad
Members, they now look up at him with increased admiration and respect. This gives them new
hope and courage during those desperate times in battle. Whenever a Squad Member is reduced
to less than 10% of their health, they gain a morale bonus on all attack and damage rolls equal to
the Hidden Leaf Commander's level. This ability only works with the Squad Members are withing
60 ft. of the Hidden Leaf Commander.
Quicken Metajutsu (Ex): Usually utilizing a Metajutsu feat takes a full-round action, however by
expelling an extra 3 chakra the Hidden Leaf Commander can increase the time it takes to utilize
Metajutsu to a standard action. By burning an extra 6 chakra he can decrease the casting time of
Metajutsu to a free-action, much like casting a Quickened Spell.
Great Leader (Ex): The Hidden Leaf Commander is indeed a great leader of his squad. As long
as a Squad Member is within 120 ft. of the Hidden Leaf Commander, they gain a +3 morale
bonus on all Will saves and cannot be flanked.
Hunter Nin
Hit Die: d6
Requirements
In order to become a Hunter Nin a character must possess the following requirements.
Base Attack Bonus: +3
Gather Information: 5 Ranks
Hide: 8 Ranks
Move Silently: 8 Ranks
Survival: 8 Ranks
Feats: Combat Expertise, Track
Special: Must have passed the Genin exam.
Code:
Quote:
BAB Fort Ref Will Special
1. +1 +0 +2 +0 Jutsu, Swift Tracker Death Attack
Anonymity
2. +2 +0 +3 +0 Sneak Attack +1d6
3. +3 +1 +3 +1 Evasion, Shinobi Hunter +2
4. +4 +1 +4 +1 Sneak Attack +2d6
Poison Use
5. +5 +1 +4 +1 Uncanny Tracker
6. +6 +2 +5 +2 Sneak Attack +3d6
Shinobi Hunter +4
7. +7 +2 +5 +2 Improved Evasion
8. +8 +2 +6 +2 Sneak Attack +4d6
9. +9 +3 +6 +3 Camoflague
Shinboi Hunter +6
10.+10 +3 +7 +3 Sneak Attack +5d6
Class Skills
Quote:
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape
Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge
(geography), Knowledge (local), Knowledge (nobility and royalty), Listen (Wis), Move silently
(Dex), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), and
Use Rope (Dex)
Skill Points: 6 + Int Mod
Class Features
The following are class features of the Shinobi class.
Weapon and Armor Proficiency: Hunter Nin gain no weapon or armor proficiencies.
Jutsu (Ex): A hunter Nin adds 1/2 Hunter Nin level to his Shinobi level to determine what Jutsu he
knows and his caster level for his Jutsu, and how much Chakra he has.
Swift Tracker (Ex): A Hunter Nin may track enemies at normal speed without penalty and takes
only a -10 penalty when tracking at twice their normal speed.
Sneak Attack: As the Rogue ability of the same name.
Evasion (Ex): As the Rogue ability of the same name. A Hunter Nin must have at least 1 Chakra
left to utilize this ability.
Shinobi Hunter (Ex): The main mission of a Hunter Nin's life is to hunt down and kill other
Shinobi, mostly those Missing Nins. She adds this bonus to all Attacks rolls, Bluff, Listen, Sense
Motive, Spot, and Survival (while tracking) checks when dealing with any Shinobi.
Poison Use (Ex): A Hunter Nin may use poisons without the danger of poisoning herself.
Uncanny Tracker (Ex): This ability lessens the penalty taken on Survival tracks whilst tracking to
-5 when moving at twice normal speed and -10 when moving up to Four times normal speed.
Improved Evasion (Su): As the Rogue ability of the same name. A Hunter Nin must have at
least 4 Chakra to utilize this ability.
Camoflague (Su): Upon gaining this ability a Hunter Nin chooses a terrain type. A Hunter Nin
may make hide checks (even when directly under survelance) whilst in the chosen terrain.
Death Attack (Ex): As the Assassin ability of the same name, except a Hunter Nin must spend 5
Chakra to use this ability and takes only 1 round of study.
Keeper of the Sharingan
Hit Die: d8
Requirements
In order to become a Keeper of the Sharingan a character must possess the following
requirements.
Concentration: 10 Ranks
Sleight of Hands: 10 Ranks
Spot: 10 Ranks
Feats: Dodge, Lightning Reflexes, Sharingan Bloodline: Sharignon
Code:
Quote:
BAB Fort Ref Will Special
1. +0 +2 +2 +0 Feat
2. +1 +3 +3 +0 Bonus Feat
3. +2 +3 +3 +1 Second Star
4. +3 +4 +4 +1 Bonus Feat
5. +3 +4 +4 +1 Third Star, Tsukyomi
Class Skills
As Shinobi
Skill Points: 6 + Int Mod
Class Features
The following are class features of the Keeper of the Sharingan Prestige Class class.
Weapon and Armor Proficiency: Keeper of the Sharingan gains no weapon or armor
proficiencies.
Jutsu: as normal
Bonus Feat: A Keeper of the Sharingan must select either a Fight, Metajutsu, or Shinobi feat as
one of her Bonus feats.
Second Star (Ex): gain the 2nd level
Third Star (Ex): gain the third level
Kumotenma
Hit Die: d8
Requirements
In order to become a Kumotenma a character must possess the following requirements.
Base Attack Bonus: +5
Climb: 8 Ranks
Move Silently: 8 Ranks
Survival: 8 Ranks
Use Rope: 8 Ranks
Feats: From the Body, Kumokakuhan, Two-Weapon Fighting
Code:
Quote:
BAB Fort Ref Will Special
1. +0 +2 +2 +0 Kumonenkin
Kumoshibari
Chakra
2. +1 +3 +3 +0 Kumomayu
3. +2 +3 +3 +1 Spider Growth I
4. +3 +4 +4 +1 Kumo Kunai
5. +3 +4 +4 +1 Kumo Yari
6. +4 +5 +5 +2 Kumo Kousatsu
7. +5 +5 +5 +2 Spider Growth II
8. +6 +6 +6 +2 Kumo Soukai
9. +6 +6 +6 +3 Kumoyoroikin
10.+7 +7 +7 +3 Kumoyumiyakin
Class Skills
As Shinobi
Skill Points: 4 + Int Mod
Class Features
The following are class features of the Kumotenma Prestige Class class.
Juts: as normal
Weapon and Armor Proficiency: Kumotenma gains no weapon or armor proficiencies.
Chakra: The Kumotenma adds his Kumotenma level to his Shinobi level to determine how much
Chakra he has.
Kumonenkin (Ex): The Kumotenma relies on a special mixture of chakra and webbing that he
naturally produces from his mouth. For all following abilities the Kumotenma's Caster Level is
equal to his Shinobi class levels + Kumotenma Class levels. The save DCs for the spells are all
Reflex saves instead of the normal saves listed in the spell descriptions. DCs for all abilities are
10 + Class level + Con mod. All Kumotenma abilities are considered to be Taijutsu for the
perposes of feats and special abilities.
Kumoshibari (Ex): Using a more enhanced form of webbing, the Kumotenma can bind
opponents more effectively than before. By using 4 Chakra a Kumotenma can spit a tightening
bind of webbing from their mouth, treat this as a Hold Monster. By expelling 3 Chakra a ball of
chakra-infused webbing can be formed and then forced to explode into a massive web, treat this
technique as a Web spell.
Kumomayu (Ex): Althoguh the Kumotenma is already perceptive at the technique of binding
opponents with webbing, they are able to utilize this technique to a greater extent. By spraying an
opponent with a massive amount of webbing he may Cocoon them instantly, treat as the Cocoon
spell found in [/i]Magic of Faerun[/i]. This ability requires a standard action and burns 4 points of
Chakra.
Spider Growth (Ex): the Kumotenma is very in touch with their spider heritage. At 3rd level they
sprout an extra pair of arms in their sleep. these arms, althoguh full functional, cannot weild
anything larger than a Light weapon, although they can help weild two-handed weapons. Upon
reaching 7th level the Kumotenma grows their third paid of arms, treat these as the ones above
as well, however their second pair become much stronger and are treated as normal limbs. The
Kumotenma gains a Climb speed equal to double their land speed.
Kumo Kunai (Ex): By using the golden spider silk the Kumotenma can form spiked kunai which
impale the opponent. By expelling 3 Chakra the Kumotenma can launch one of these special
kunai at an opponent, requiring a ranged attack. On a successful hit the kunai deals 1d4 + Str
mod damage and sticks inside the opponent causing intense bleeding. Until removed the
opponent takes 1 points of damage every round from wounding for 1 round/level, after which the
kunai dissolves. These kunai can be removed as a standard action, however removing them
deals 1d4 damage to the creature they were inside. This ability requires an attack action, and
thus can be used as many times per round as a Kumotenma can make attack in that round.
Kumo Yari (Ex): More adept at molding their kumonenkin in their mouths, the Kumotenma is
able to create a long golden spear that fires forth towards their enemies. Doing so requires a
standard action and burns 6 Chakra, treat as the Thunderlance spell from Forgotten Realms
Campaign Setting. However the Shinobi utilizes this weapon with their own mouth, and thus all
other hands are free.
Kumo Kousatsu (Ex): Unique only to the Kumotenma, he utilizes his multiple limbs, firing lines
of Kumonenkin through the air that attatch onto branches, cielings, cliff edges and the such. With
this the Kumotenma is able to swing through said areas as if he were flying, even if all he has is a
single pole or branch to maneuver with. In any of these areas the Kumotenma is treated as
having a fly speed equal to his land speed, with average maneuverability.
Kumo Soukai (Ex): By releasing a great ball of kumonenkin, the Kumotenma can bind multiple
opponents at once, very effectively. This ability requires a full-round action and burns 8 Chakra, it
is otherwise treated as a Mass Hold Monster spell. Alternatively the Kumotenma can form this
into a great wall of webbing that is almost impenetrable. This ability requires a full-round action
and burns 6 Chakra, but treat as a Wall of Force spell.
Kumoyoroikin (Ex): By secreting his kumonenkin from his sweat glands and mixing is wix
chakra the Kumotenma can form a hardened shell around his body. This ability can be formed in
three different ways, each taking a different amount of time and effort. The first ability requires
only 2 Chakra and can be activated as a free action, treat as a Barkskin spell. The second form of
this ability requires a standard action and 5 Chakra, treat as a Stoneskin spell. The third and final
form requires a full-round action and burns 8 Chakra, treat as an Ironbody spell.
Kumoyumiyakin (Ex): The most specialized (and difficult) technique of the Kumotenma, is the
ability to form an extraordinary bow and arrow out of his kumonenkin. as a full-round action the
Kumotenma can form a golden bow made out of the kumonenkin from his mouth and hands,
molding it as it comes out. This bow requires four of the Kumotenma's arms in order to wield it
correctly, and the user cannot move in the same round the bow is fired. Treat the bow as a Huge
Composite +20Greatbow (the added Str mod to the user's attack is the same as the suer's Str
mod. Only the Kumotenma can weild this bow correctly, it is too complex for any other creature to
use. Creating the bow costs 500+20 for +5 chakra and the bow lasts for 1 day, after which it
dissolves into puddle of golden liquid. Each arrow is molded from the user's kumonenkin,
requiring 1 chakra per arrow (for it's not the arrows that are complex but the bow itself), and each
arrow lasts until it has struck a target, and only 1 round after leaving the Kumotenma's mouth.
Demonhost
Hit Die: d10
Requirements
In order to become a Demonhost a character must possess the following requirements.
Base Attack Bonus: +5
Concentration: 10 Ranks
Feats: Demonborn and Endurance
Special: The character must have made successful, receptive contact with the demon sealed
inside him. See below for details.
Code:
Quote:
BAB Fort Ref Will Special
1. +1 +2 +0 +0 Jutsu, Lesser Transformation, Mixed Chakra
2. +2 +3 +0 +0 Oni’s Blessing
3. +3 +3 +1 +1 Greater Transformation
4. +4 +4 +1 +1
5. +5 +4 +1 +1 Perfect Transformation
Class Skills
As Shinobi
Skill Points: 6 + Int Mod
Class Features
The following are class features of the Demonhost Prestige Class class.
Weapon and Armor Proficiency: Demonhost gains no weapon or armor proficiencies.
Jutsu: As normal
Transformation: this gives the demon host the ablity to transform. At LV 1 you gain the ablity use
your demon medium transformation at dm will at lv 3 you get controle of it.
At level 2 you can learn how to use the 1st transformation or to draw on the demons chakra. This
still requires training but now only 1 month.
At your final level you learn your finnnal transformation.
Mixed Chakra: Through long years of hosting a powerful demon inside his body, the chakra of
the demon and of the Demonhost has begun to intertwine. The character may draw upon the
demon’s chakra at anytime, requiring a Concentration check (DC 15 + one tenth of the charkra
desired.) The max amount is the demon host level x5+your nin level. If you fail you lose that
much charkra
Oni’s Blessing: Whether the character has proven his worth to the demon, or the demon is
merely practicing self-preservation, the demon has decided to lend a hand in protecting it’s host.
Once per round the Demonhost may add a bonus to his AC, or any of the three saving throws,
equal to his current Demonhost level. This is a free action that takes effect immediately and lasts
until the start of the Demonhost’s next initiative round. This ability is usable a number of times per
day equal to 3 + the character's charisma modifier.
Beast Rider nin
Hd: D10
BAb: full
Saves: low: will
Req: Half beast template , ,Animal copion, Know a total of 15 beast tamer nin Justus
Well the easiest way is through the beast tamer class through learning skills you can achieve this
other wise
Jutsu and charkra as a beast tamer of the Level your going on
Quote:
Level Special
1 Giant animal
2
3
4
5 Beast Talent
6
7
8
9 Beast Talent
10
Giant animal: Your animal Becomes Big enough to ride + 20 to str, Change to size you can ride.
Gain power as if it was a mount and a druid animal copion. Levels stack for figuring Jutsu Known
Super speed every Level your mount gains + 20 ft speed This is + 100ft when your riding. Note
your mount does not take speed deduction for heavy or lighter load.
Beast Talent as a beast tamers
Master of the silent knife
Hd: d12
Rather Killing is fun, a hobby, a job, or in Younins case, all they know you have skills and
knowledge that you probably should not have. And you are in this class
Bab: full
Saves: all high
Pre: favored weapon any blades, Sneak attack 7d6, 50 ft speed, +40 move silently, 30 of those
must be ranks., favored enemy (may be optional, a camping by camping issue), knowledge of
healing, posits, vital spots , nin level: 11
Fastest and best route: Ok you most licked will be epic by the time you are level 10. I would start
with fighter nin, and fast hero due to speed (from talent tree) and the fast hero’s skills, You will
need some knowledge of medicine which is nice really so do some of the medical nin req, Then
Nin ranger, and some levels as a missing nin is nice for the Dark powers
Quote:
Level Special, Strike vital spots, vital point
1 vital point
2
3 vital point
4 Feat
5 Talent, vital point
6
7 vital point
8
9 Feat
10 Talent, Instant destroyer, vital point
Silent speed: every level you add 20ft to movement. Also you can move half speed and be fully
unnoticeable. At 10th Lv opent is flat footed and can be killed right then no save. Unless a shinobi
Strike vital spots: You are a master of striking vital spots of the human body. You can stikr it at 10 at Lv 1 -0 +0 at Lv 5 and at +10 at level 10 instead of the normal -250. some weapons give
burnouses or penalties. At 3rd level a critical hit strikes a vital even if ot trying to. A vital will drain
5d10+ damage dealt a round 5 times that to charkra and 1d4+1/ninlevel+2/master of the silent
knife level. There are six vitals scores corresponding to the ability they support. At level marked
vital points you chose one of these and get +5 to hit ad double-2 ability damage. (minum 3)
Instant destroyer: once per day you may make a attack by studding your oppent for 10 minutes
your opent must not see you. The dc 5+ a 4thof your dex in half.
Charkra jutsu: as shinobi of your ninja level as normal. You get a new list
Every level he gains a talent he also gains dark power
Trap master posin expert
Req: craft (traps, posits) and knowledge of both all 30 ranks
HD: D8
Bab: med
Saves: all good
Every level you get +5 on all req skills
Every 2 levels you gain a feat and a talent
Quote:
Level Special
1 Trap skills, feat
2
3 Feat
4
5 feat
Charkra Sword/Blade
Hd: 1D10
Bab: full
Saves: high ref and fort and will
Jutsu’s: as normal new list charkra as usable.
Charkra weapon: at first level for 5 charkra/round you may make a weapon usually a bladed
one.
Signature weapon: At level 2 you gain your signature weapon always a bladed weapon of a type
(you may change that though) Usually they are unique but not always some medic nin gain or
improve there Charkra scalpel through this class. These deal more damage than a regular
weapon. Once chosen it can not be changed. They cost 5 charkra a round. To form it however it
takes a DC 16 charkra control. Note you may veto this and the first ability and learn a advance
jutsu like the Chidori with the burnouses applying there talk to your DM for details.
Examples
Snow bird
1D10+5
You get +1 attack and damage on it every level.
Range weapon: you can fire your weapon 30ft. (if your Dm allowed you to chose range weapon
or a arrow add 30 ft instead. You gain this at level 3.
Feat and talent: every even number +lv1 you gain one.
+2 charkra control every level.
Enhance weapon: At level 5 you gain the fighter nin ability of the same name for chakra
weapons only. Also you can add seals to your advance one. As well as enhance a weapon when
making it even temporally (it last until you dismiss the weapon. For your signature weapon you
have a max of your ninlevel/8+10+( Charkra blade weponx2) your un permant is the same but
+ninlevel without the /8 and with x 3 at the end. You may break this limit by adding 10/per
enhancement bonus to cost +5.per enhance bonus to check
Quote:
Level special
1 Charkra control, charkra weapons, Feat+talent progression
2 Charkra blade/sword
3 Range weapons
4
5 Enhance weapons
6
7
8
9
10
Snow ninja’s
Hd: d6
Bab: medium
Saves: two high one low which one’s is your choice.
Pre: greater profincy with charkra amour, snow ninja. You may become one from another village
if you defeat one in a fight and if you have endure elements ( snow feat)
Charkra: continue on the shinobi list as usable .You get a unique list of jutsu’s
Quote:
Level special
1 As the frost/1
2
3 As the frost/2
4 As the frost/3
5 As the frost/4
6
7
8 As the Frost/5
9
10 Permantly affected
Permantly affected: You all ways under the affect of as the frost.
(Transformation mutation tai attacker) Metamorphises nin
Hd: 3d12
Bab: full
Saves: low willl, and ref
Pre: 500 str a bloodline or a nin mutant feat
A metamorphise nin is one who change shape and power level through jutsu’s and ablates
usually enmy and experiments of ochrimry.,How ever some are experts charkra controllers,
Fighter nin is the best path to this. (note with dm mods this improves the cursed seal)
Quote:
Level Special
1 Metamorphise/1 least
2
3 Metamorphise/2, lesser
4
5 Metamorphise/3
6 Metamorphise greater
7 Metamorphise/5
8
9 Metamorphise greater
10 Metamorphise/6
Jutsu and charkra: Charkra as a fighter nin of your level. Jutsu as fighter nin but new list.
Feat: every 2 level you gain feat. also at 1st
Metamorphise: At level one and on you have the ablty to gain power through using your charkra
control to changing physics. Every level you may change points thanks to more Hd. The powers
you gain are limited through points. Also you gain 5 feat and one bloodline or ninmuntant. When
you reach lesser it is 5 feat and one ninmuntant and bloodline. At greater it is same bloodlineninmuntatn but 10 feats. With greatest it is 10 feats 5 ninmuntant and 5 bloodlines.
Point’s numbers
- least: 50 x Hd+ str con, dex, cha averaged
- lesser: 100x HD x2 + str con dex, cha averaged
- Greater: 500 x Hd to the 10th power + str con, dex, cha averaged
- Greatest: 1000x Hd x 50 + str con, dex, cha averaged
Benefits
- A feat 20 points per feat
- + 10 on skill: 2 points per + 10 per skill
- + 50 to a ability: 50 points per + 50 per ability
- + 10 Ac 25 points per + 10
- + 100 to sp: 55 points per 100
- Dr 1/- 10 per 1/- Dr: + 1/+2 or metal silver ect: 20 points per
- Fast healing 10: 30 points per 10
- Natural attacks: two claw, a bite ect 10 points per weapon per size
- A ninmuntant or bloodline feat: 50 points per
- Increase size: 50 points per size
- Special attack or qilty form monster manual: 30 points + dm thought per power
- + 1 class level 20 points.
- + 1 ninja level 50 points
Complicated ones
- flying 10 points for wings then 5 to fly at 10 ft per 10 points
- special change specific body increase: 10 points per size category
- legs + 50 spd and dex per size
- arms + 100 str per size
- body + 50 hp and con per size
- Head + 50 int, con per size
It takes a charkra control check of 1 per every 5 points is required.
Master of Bones
HD: D12
You are one of Kaygua clan’s best fighters. Why you can do so much.
Bab: Full
Ref: high
Fort: high
Will: low
Pre: Kaguya character level: 3
You love using bones
Charkra: As Fighter nin
Jutsu: As Fighter nin + 1. Thus a Fighter nin Chart -1
Route: Fighter nin
Quote:
Level Special
1 True weapons
2 Enhanced weapons
3 Feat
4
5 Feat, Thousand bones
6
7 Feat
8
8
10 Forest of bones
True weapons: You can make weapons as static’s of the regular.
Enhanced weapon: The weapon has a enhancements bonus = to ninja level Also you can make
some great creative super weapons. For these first you must use up burnouses.
Thousand bones, Master of Bones Lv 5, 50 charkra you may not use any bones for 2 rounds
before or after. For 50 rounds ninja level the bones move. The speed is 20ft round. The bones do
5d6 and improve 1d6 each round
Forest of bones, Master of bones Lv 10, 200 charkra. As Thousand bones but move 500ft a
round and do 10d10 a round + 5d10 per every 50 extra charkra spent. Also At the end at the cost
of 50 charkra/ round you may attach and move from bone to bone .
Quote:
The Taijutsu Master
The Taijutsu Master is the sublime ideal of the close-combat specialist. Having mastered a wide
variety of taijutsus, she is able to cause unimaginable damage with merely her hands or feet,
often able to cause more damage than foes armed with larger weapons. Although she often
wears only light armor, the Taijutu Master is often more difficult to hit than an opponent wearing
heavy armor because of her abilities to dodge blows and block melee attacks. Finally, the
Taijutsu Master has a supreme advantage over other fighters: the ability to unlock the true
potential of her body by breaking open the legendary chakra gates.
Game Rule Information
Prerequisites: Base Attack Bonus +4, Dodge, Jump Rank 7, Balance Rank 7
Abilities: Strength, Dexterity, and Constitution are all important abilities for the Taijutsu Master.
Strength enables him to deal more damage with his blows, Dexterity increases his already high
armor class, and Constitution enables him to stand up to the blows that an up-front fighter is
guaranteed to take.
Alignment: Any.
Hit Die: 1d10
Class Skills
The Taijutsu Master's class skills are: Balance, Bluff, Climb, Escape Artist, Intimidate, Jump,
Move Silently, Spot, Swim, Tumble, and Use Rope.
Skill Points at First Level: (2 + Intelligence Modifier) x 4.
Skill Points at Each Additional Level: 2 + Intelligence Modifier
Quote:
Table 3-2: The Taijutsu Master
BAB Fort Will Ref Unarmed Damage AC Abilities
+1 +2 +0 +2 1d8 +1 Bonus Taijutsu, Flurry of Blows
+2 +3 +0 +3 1d8 +1 Chakra Gate One
+3 +3 +1 +3 1d8 +1 Bonus Taijutsu
+4 +4 +1 +4 1d8 +1 Chakra Gate Two
+5 +4 +1 +4 1d8 +2 Bonus Taijutsu
+6 +5 +2 +5 1d10 +2 Chakra Gate Three, Uncanny Block
+7 +5 +2 +5 1d10 +2 Bonus Taijutsu
+8 +6 +2 +6 1d10 +2 Chakra Gate Four
+9 +6 +3 +6 1d10 +3 Bonus Taijutsu
+10 +7 +3 +7 1d10 +3 Chakra Gate Five
Unarmed Damage: As a Taijutsu Master progresses, she learns to deal more damage with her
unarmed attacks. At first level she deals 1d8 points of damage with unarmed attacks instead of
the normal 1d6. At 6th level this increases again to 1d10.
AC Bonus (Ex): When unarmored and unencumbered, a Taijutsu Master gains a +1 bonus to AC
at 1st level. This bonus increases by 1 for every four Taijutsu Master levels thereafter.
These bonuses to AC apply even against touch attacks or when the Taijutsu Master is flat-footed.
He loses these bonuses when he is immobilized or helpless, when he wears any armor heavier
than light armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus Taijutsu: At first level and every other level thereafter, the Taijutsu Master gains a new
taijutsu technique. This technique is learned as soon as the Taijutsu Master levels up without any
time spent learning, and it represents a new breakthrough in his training as a Taijutsu Master.
Note that a Taijutsu Master cannot take a taijutsu that he does not meet the prerequisites for with
this ability.
Uncanny Block: At level six, the Taijutsu Master has become so advanced in his hand-to-hand
combat skills that he can block and deflect blows that other characters could not. Once per round,
the Taijutsu Master may attempt to block a melee attack which would have hit him; he makes a
normal attack roll at his highest attack bonus, and if his attack roll is higher than the attack roll of
the enemy who hit him, the attack is considered blocked and does not deal any damage. Note
that this does not mean the attack missed; for the purposes of feats such as Karmic Strike or
Defensive Trip, the attack is counted as a hit which deals no damage. If the Taijutsu Master fails
in his attempt to block the attack, it deals damage as normal and he cannot attempt to block
another attack until the next round. Uncanny Block cannot be used while the Taijutsu Master is
flatfooted or otherwise denied his dexterity bonus to his armor class.
Transformation Expert
The Transformation Expert exemplifies the sneakiness and cunning that ninjas are famous for.
Her ability to use the Transformation technique convincingly allows her to infiltrate the enemy and
pass undetected where others would easily be captured. Her bluff and diplomacy skills allow her
to talk her way past many obstacles. And when the going gets tough, the Transformation Expert
comes through with her ability to take a number of powerful combat forms to defeat opponents.
Game Rule Information
Prerequisites: Base Attack +4, Transformation technique, Disguise 7 ranks, Enhanced
Transformation Feat
Abilities: A high chakra is of paramount importance to a Transformation Expert, because high
chakra enables him to maintain his transformed states longer, as well as cast more jutsus.
Charisma is also important to support important skills for the Transformation Expert such as bluff
and diplomacy.
Alignment: Any.
Hit Die: 1d8
Class Skills
The Transformation Expert's class skills are: Balance, Bluff, Climb, Craft, Decipher Script,
Diplomacy, Disguise, Disable Device, Focus Chakra, Hide, Jump, Knowledge Ninja, Listen, Move
Silently, Search, Spot, Swim, Tumble, and Sense Motive.
Skill Points at First Level: (3 + Intelligence Modifier) x 4.
Skill Points at Each Additional Level: 3 + Intelligence Modifier
Quote:
Table 3-3: The Transformation Expert
BAB Fort Will Ref Abilities
+0 +2 +0 +2 Lesser True Transformation
+1 +3 +0 +3 Free Transformation, Disguise +5
+2 +3 +1 +3 Greater True Transformation, Body Alteration
+3 +4 +1 +4 Disguise +10, Purity of Essence
+3 +4 +1 +4 Kami Henge
Lesser True Transformation: This ability allows the Transformation Expert to alter his tactile
properties as well as his equipment when he uses the normal transformation jutsu. This means
that when someone touches him, he feels like whatever it is he turned into. Nonmagical
equipment created by this ability is real (a katana or a bag of shuriken, for instance), however this
does not grant proficiency with created weapons or armor, nor does it allow the user to get
around armor check penalties or other consequences of his equipment. Note that only equipment
made out of wood, cloth, metal, or stone can be created with this ability - substances such as oil,
poison, or acid cannot be created. This technique does not apply to abilities gained from the
Enhanced Transformation feat; the user cannot change his size category or body type with this
ability. Lesser True Transformation costs 2 chakra per round to use. Using Lesser True
Transformation is a standard action.
Free Transformation: At 2nd level, the Transformation Expert is so good at using the
Transformation technique that he can do it without spending any chakra. Note that this does not
apply to Lesser True Transformation, Greater True Transformation, or Kami Henge.
Disguise +5/+10:At 2nd level, the Transformation Expert has mastered changing forms to the
extent that when he gets a +15 to his disguise checks when using Transformation, as well as
Lesser and Greater True Transformation. At 4th level this bonus increases to +20.
Greater True Transformation: This ability is the same as Lesser True Transformation except
that it allows the user to change his body type or size category by one as well, except that the
user cannot become an undead, construct, outsider, or elemental with this ability. Note that
equipment created by the ability must still be made of wood, metal, stone, or cloth, and must fit
within size category restrictions. Transforming into a creature with a different body type changes
the user�s strength, dexterity, and constitution to match the creature�s, but does not change
his hit dice, wisdom, intelligence, or charisma. Natural armor class bonuses are also gained,
although any bonuses for armor the user was wearing when he uses this ability are lost unless
his new form can and is wearing armor. The user also gains the benefits and disadvantages of
the new form; if it has wings, he can fly. If it has gills, he can breathe water (although not
necessarily air). If it has multiple limbs, he gains attacks, although he suffers penalties for making
multiple attacks with multiple limbs unless he has the multiattack feat. Greater True
Transformation costs 5 chakra per round to use. Using Greater True Transformation is a standard
action.
Body Alteration: At 3rd level the Transformation Expert can use the Focus Chakra feat to stretch
his body. Arms and legs can be lengthened by up to 5 feet, allowing additional reach. To use this
ability the user must spend 2 chakra points each round. Using this ability is a free action.
Purity of Essence: At 4th level the Transformation Expert can keep some of the abilities of the
forms he takes; when the Transformation Expert takes a new form using Greater True
Transformation, he gains any extraordinary abilities of that form for as long as he remains in the
form.
Kami Henge: At 5th level the Transformation Expert has mastered the art of transformation to the
point that he can shape his body and essence into a single magical weapon. This weapon has an
enchantment value of +1 for every two levels of the user, and abilities decided by the user (for
example, a level 10 character could transform into a +5 katana or a +4 flame burst katana, etc.).
This weapon must be wielded by another character (unless it is a dancing weapon), but it
automatically confers proficiency to whoever wields it. Using this ability costs 5 chakra per round,
as well as 10 experience points per plus of the weapon per round. If the user of this ability cannot
pay the experience cost without losing a level, this ability ends. Using Kami Henge is a standard
action.
Kirin-Sho Warrior
There are many styles of hand-to-hand combat in the world, but none quite like the Kirin-Sho's.
His body covered with seals, the Kirin-Sho Warrior is an expert at using powerful sealing jutsus to
enchant his weapons, increase his defense, and reduce his opponent's combat ability. The KirinSho's ability to craft seals also benefits his party members, as their equipment will recieve
upgrades from the Kirin-Sho's skills.
Game Rule Information
Prerequisites: Base Attack Bonus +4, Combat Expertise, Dodge, Intelligence 13+, Create Lesser
Seal
Abilities: Dexterity is the most important skill for the Kirin-Sho Warrior because it not only
increases his already-high armor class, but it helps his Craft: Calligraphy checks when making
seals. A high constitution is important for absorbing the few blows that happen to catch the KirinSho unaware, and a high-strength will help the Kirin-Sho's unarmed attacks do more damage.
Alignment: Any.
Hit Die: 1d8
Class Skills
The Kirin-Sho Warrior's class skills are: Balance, Climb, Concentration, Craft, Escape Artist,
Hide, Intimidate, Jump, Knowledge History, Knowledge Ninja, Listen, Move Silently, Open Lock,
Search, Sense Motive, Sleight of Hand, Spot, Tumble, Use Rope, Decipher Script, and
Diplomacy.
Skill Points at First Level: (3 + Intelligence Modifier) x 4.
Skill Points at Each Additional Level: 3 + Intelligence Modifier
Quote:
Table 3-4: The Kirin-Sho Warrior
BAB Fort Will Ref Unarmed Damage Abilities
+0 +2 +2 +2 1d6 Improved Combat Expertise
+1 +3 +3 +3 1d6 Dodge Counterattack, Sealing Jutsu
+2 +3 +3 +3 1d8 Kame Seal
+3 +4 +4 +4 1d8 Combat Seal, Sealing Jutsu
+3 +4 +4 +4 1d8 Ryu Seals
Armor Proficiencies: The Kirin-Sho Warrior gains Medium Armor proficiency.
Improved Combat Expertise: The Kirin-Sho Warrior�s use of combat expertise is exceptionally
good � he can use Combat Expertise even if he is not doing a full-attack action.
Dodge Counterattack: This feat supplants the normal dodge feat. It functions the same, except
that if the target of the Kirin-Sho Warrior�s dodge feat misses a melee attack made against the
Warrior, the Warrior can immediately make an attack of opportunity against his target, so long as
he has not used up all his maximum attacks of opportunity that round. Note that this can be used
against a person even if the Kirin-Sho Warrior has already made an attack of opportunity against
that target, provided he still has attacks left.
Sealing Ninjutsu: At 2nd and 4th levels, the Kirin-Sho Warrior can take one free ninjutsu,
provided that it is a seal or sealing ninjutsu.
Kame Seal: At 3rd level, the Kirin-Sho Warrior has learned to inscribe a special seal on his chest
that protects him from blows when he channels chakra through it. As a free action, he can
activate the Kame Seal, which flares to life and covers the user�s body with protective seals,
which add a +3 deflection bonus to his armor class. This ability costs 1 chakra/round to use, and
can be turned on or off as a free action.
Combat Seal: The Kirin-Sho Warrior has mastered the art of using seals during combat. He can
inscribe a seal on his palm, and then cause it to activate upon an opponent later when he strikes
that opponent with a normal melee attack. Any sealing jutsu can be inscribed onto the Kirin-Sho
Warrior�s palm, and one sealing jutsu can be inscribed onto each palm. Any time the Kirin-Sho
Warrior hits with a melee attack, he can choose to activate the seal, which acts as normal against
his opponent.
Ryu Seals: At 5th level, the Kirin-Sho Warrior has learned to inscribe powerful seals on the backs
of his hands that allow his attacks to become deadly accurate. When activated, the seals flare to
life and guide his blows to their target with incredible accuracy, granting a +10 bonus to hit with
melee attacks while these seals are in use. This ability costs 10 chakra/round to use, and can be
turned on or off as a free action.
Ketsuki
The Ketsuki is a master of controlling his own bloodstream and the bloodstreams of his
opponents. Cuts from his blade don't just cause the opponent to bleed a little, but cause blood to
pour out like a river. He can enter a state almost identical to death to fool opponents, and his
control of his bloodstream allows him to close his own wounds as easily as a tailor closes a stitch.
Game Rule Information
Prerequisites: Base Attack Bonus +4, Heal Rank 7
Abilities: Constitution is very important for a Ketsuki, because it enhances his already-high
hitpoints and takes advantage of his damage reduction. Dexterity is also important to enable him
to dodge attacks and strike more often in order to make his opponent bleed even more.
Alignment: Any.
Hit Die: 1d10
Class Skills
The Ketsuki's class skills are: Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump,
Listen, Move Silently, Profession, Search, Sleight of Hand, Spot, Survival, Swim, Tumble, and
Use Rope.
Skill Points at First Level: (2 + Intelligence Modifier) x 4.
Skill Points at Each Additional Level: 2 + Intelligence Modifier
Quote:
Table 3-5: The Ketsuki
BAB Fort Will Ref Abilities
+0 +2 +0 +0 Suspended Animation, Bleeding Wounds
+1 +3 +0 +0 Free Stabilization
+2 +3 +1 +1 Blood Healing
+3 +4 +1 +1 Improved Bleeding Wounds
+3 +4 +1 +1 Poison Immunity, Catatonia
Armor Proficiencies: The Ketsuki gains Medium Armor proficiency.
Suspended Animation: At 1st level the Ketsuki has learned to control his own blood flow to the
point that he can cause it to almost halt completely. By concentrating for one round, the Ketsuki
can enter a state of suspended animation � his body temperature lowers, his pulse seems to
have stopped, and he is, by all signs, dead. A successful heal check against a DC of 35 will
reveal that the character is, in fact, still alive. The Ketsuki can leave the state of suspended
animation at any time, but for the next five rounds after leaving suspended animation, he gets a 2 to attack rolls, damage, skill checks, and saving throws.
Bleeding Wounds: The Ketsuki can also use his ability to manipulate the blood of his foes to
prevent it from clotting, and to bleed faster � any blow struck by a character with this ability that
is made with a slashing or piercing weapon bleeds abnormally quickly � the wounded enemy
takes 1 point of damage every round until he bandages the wound, a move-equivalent action that
requires a heal check against a DC of 15 to do properly. Supernatural forms of healing, such as
Chakra Healing or the ability of the Regenerator bloodline to regenerate, also stop this bleeding.
Multiple wounds inflicted in this manner lead to cumulative effects � two wounds causes two hit
points to be lost each round. If the character with the wound gets farther than 100 feet from the
Ketsuki who dealt him the wound, the wound stops bleeding. Also note that this ability does not
apply to ranged attacks, only melee. Creatures which do not have blood, or for which blood is not
necessary (such as zombies) are immune to this ability.
Free Stabilization: At 2nd level, the Ketsuki�s mastery over his bloodline is such that his
wounds will always clot themselves � a character with this ability who is reduced to below 0 hit
points automatically stabilizes at the end of the round, and never loses any hit points as a result
of not being stabilized.
Blood Healing: At 3rd level, the Ketsuki has learned to convert the blood of others into energy
that he can use to heal himself � Any round in which the Ketsuki�s skin is in contact with
blood that is not his own, he heals one hit point, and gains a point of chakra. Note that blood used
in this way is absorbed by the Ketsuki at a rate of one pint per hit point and chakra point. Blood in
smaller quantities than a pint does not heal the Ketsuki.
Improved Bleeding Wounds: At 4th level, the Ketsuki has gotten even better at extracting blood
from his opponents � his wounds bleed for 2 points of damage every round instead of just 1.
Poison Immunity: At 5th level, the Ketsuki has learned to control his blood so well that poisons
are automatically filtered out of his system � he is forever immune to poisons.
Catatonia: The Ketsuki can also use strong shocks to an opponent�s system to try to disrupt
his blood flow. Any time the Ketsuki scores a critical hit on an opponent, the opponent must also
roll a fortitude saving throw against a DC of 18 or be stunned as well. In his next round he must
make another fortitude saving throw against a DC of 18 or be stunned for that round as well �
the target must keep making fortitude saving throws until he succeeds at one in order to stop
being stunned.
Student of Tsunade
During the time before she rose to power as leader of Leaf Village, the Fifth Hokage and Sanninmember Tsunade developed a method of using concentrated bursts of chakra to enhance her
muscle strength to insane levels. The Student of Tsunade follows in this tradition. Students of
Tsunade fight in a variety of ways and with a variety of weapons, but they are reknowned for their
ability to smash bones and brick walls alike with their insane strength.
Game Rule Information
Prerequisites: Base Attack +4, , Concentrate Rank 9
Abilities: Strength is the primary attribute of the Student of Tsunade, as it enhances her already
insane strength to even greater heights. Dexterity and constitution are also important to help the
Student of Tsunade dodge and take the blows that are bound to come her way.
Alignment: Any.
Hit Die: 1d6
Class Skills
The Student of Tsunade's class skills are: Climb, Concentrate, Craft, Intimidate, Jump,
Knowledge Ninja, and Swim.
Skill Points at First Level: (2 + Intelligence Modifier) x 4.
Skill Points at Each Additional Level: 2 + Intelligence Modifier
Quote:
Table 3-6: The Student of Tsunade
BAB Fort Will Ref Abilities
+0 +2 +0 +0 Great Strength +5
+1 +3 +0 +0 Crushing Blows +5
+2 +3 +1 +1 Great Strength +10
+3 +4 +1 +1 Crushing Blows +10
+3 +4 +1 +1 Great Strength +15
Armor Proficiencies: The Student of Tsunade gains Medium Armor proficiency.
Great Strength: From her extensive training in focusing her chakra into her muscles, the Student
of Tsunade has learned to enhance her strength for the purpose of dealing sheer damage or
performing other feats of strength. Treat her strength score as +5 at first level, +10 at third, and
+15 at fifth when dealing melee damage, using a strength-based skill, or making a strength
check. Attacks made using this great strength have a much higher chance of missing than normal
� they are made at -5 to the user�s attack bonus. This does not req the usal charkra
controle check a.k.a it is permant
Crushing Blows: A Student of Tsunade has learned to destroy objects with particular potency
� her melee attacks ignore hardness of 5 at first level and 10 at second level when attempting
to damage an object. Note that this does stack with other hardness-ignoring traits, such as
adamantine weapons. Because this ability is based upon chakra, if the Student�s chakra ever
falls below 5 points, she cannot use this ability until it goes above 5 again.
Sharingan Copy Ninja
The legendary Uchiha Clan of Konoha Village possesses the powerful Sharingan advanced
bloodline, which allows them to copy jutsus that they observe being used. A Sharingan Copy
Ninja is a Sharingan user who has chosen to advance his skills at using the Sharingan. Skilled
Sharingan Copy Ninjas never miss a chance to learn a new jutsu that they observe, and can use
their exceptional eyesight to predict their opponent's moves and dodge them before they happen.
Game Rule Information
Prerequisites: Base Attack +4, Sharingan Eye Special Ability, Spot 7 ranks, Must have already
successfully copied at least one jutsu. 2 teir Sharingon
Abilities: Intelligence and chakra are the most important attributes for the Sharingan Copy Ninja.
Intelligence allows the Copy Ninja a higher chance of learning jutsus as well as more skill points,
and chakra allows him to use more jutsus.
Alignment: Any.
Hit Die: 1d6
Class Skills
The Sharingan Copy Ninja's class skills are: Balance, Bluff, Climb, Decipher Script, Diplomacy,
Hide, Jump, Knowledge Local, Knowledge Ninja, Listen, Move Silently, Search, Spot, Swim,
Tumble, and Sense Motive.
Skill Points at First Level: (4 + Intelligence Modifier) x 4.
Skill Points at Each Additional Level: 4 + Intelligence Modifier
Quote:
Table 3-7: The Sharingan Copy Ninja
BAB Fort Will Ref Abilities
+0 +0 +0 +2 Keen Eyes +1
+1 +0 +0 +3 Ichiten Sharingan
+2 +1 +1 +3 Keen Eyes +2
+3 +1 +1 +4 Improved Hypnosis
+3 +1 +1 +4 Keen Eyes +3
+4 +2 +2 +5 Niten Sharingan, Limitless Perception
+5 +2 +2 +5 Keen Eyes +4
+6 +2 +2 +6 Mind Scan
+6 +3 +3 +6 Keen Eyes +5
+7 +3 +3 +7 Santen Sharingan, Extra Perception
Keen Eyes: The Copy Ninja�s advanced sharingan allows him to notice things that others
would pass over. Starting at level one and every other level thereafter, the Copy Ninja receives a
+1 competence bonus to spot and search checks.
Ichiten Sharingan: After long hours of study and practice, the Sharingan Copy Ninja is able to
improve his sharingan and its ability to copy techniques. At level two the Copy Ninja receives the
first �dot� in his sharingan and the receives an extra +2 to his roll whenever he attempts to
learn a new technique.
Improved Hypnosis: DC to shake an opponent with the Sharingan is +6.
Mind Scan: While opponent is shaken, you can make suggestions to opponent. If the suggestion
is something the opponent would not normally do or think, he gets a will save against the same
as the DC to shake.
Niten Sharingan: Experience and training have enabled the Copy Ninja to again improve his
sharingan. He now has two �dots� in his sharingan, and receives an extra +4 to his roll
whenever he attempts to learn a new technique.
Limitless Perception: Once per day, the Sharingan Copy Ninja can enter a state of extreme
perceptiveness � while in this state he is able to predict an opponent�s moves based upon
subtle eye and body movements. While in the state of Limitless Perception, the Copy Ninja�s
gets a +10 dodge bonus to armor class and reflex saving throws. Limitless Perception lasts for 3
rounds plus the user�s charisma modifier.
Santen Sharingan: At level ten, the Copy Ninja has unlocked the greatest powers of his
sharingan that training can achieve. He now has three �dots� in his sharingan, and receives
an extra +6 to his roll whenever he attempts to learn a new technique.
Extra Perception: At tenth level, the Copy Ninja can use Limitless Perception twice per day
instead of just once.
Note: Santen Sharingan is not most advanced form of the Sharingan � the final form, known
as the Mangekyou Sharingan, can be unlocked in only one way. First, to unlock the Mangekyou
Sharingan requires the character to already possess the Santen Sharingan. Once the Santen
Sharingan is possessed, the character can unlock the Mangekyou Sharingan at any time by
killing his best friend or closest loved one out of his desire to obtain the Mangekyou. Upon
completing this vile act, the three dots in the character�s Santen Sharingan fuse together into
a single spiral-wheel shape, and the Mangekyou Sharingan is unlocked. Game statistics for the
Mangekyou Sharingan will be added later, as more information about this form is revealed in the
anime, but it is known that the Mangekyou Sharingan is required to perform the powerful
Tsukiyomi genjutsu.
Hyuga Warrior
The most powerful clan in Konoha Village, the Hyuga, possess a powerful advanced bloodline
called the Byakugan. They have developed a special fighting style based around their bloodline
called the Jyuuken fighting style. The Hyuuga Warrior is a ninja who has begun to learn the
Jyuuken style, which emphasizes damaging an opponent's chakra coil system and internal
organs by striking tiny points called tenketsu where chakra is released from the body. By
damaging the tenketsu, the Hyuuga Warrior can cause greater damage with a light touch than a
normal ninja can cause with a strong punch or kick.
Game Rule Information
Prerequisites: Byakugan Advanced Bloodline, Spot 7 Ranks, Base Attack Bonus +4, Must be
trained by the Hyuuga Clan.
Abilities: Strength is important for the Hyuuga Warrior because it enables him to hit more often
with her devestating attacks, and deal more damage as well. Dexterity and constitution are also
important for a Hyuuga Warrior, as they are for any close-combat class.
Alignment: Any.
Hit Die: 1d8
Class Skills
The Hyuuga Warrior's class skills are: Balance, Bluff, Climb, Decipher Script, Diplomacy, Jump,
Knowledge Chakra, Knowledge Local, Knowledge Ninja, Listen, Search, Spot, Swim, Tumble,
and Sense Motive
Skill Points at First Level: (2 + Intelligence Modifier) x 4.
Skill Points at Each Additional Level: 2 + Intelligence Modifier
Quote:
Table 3-7: The Hyuga Warrior
BAB Fort Ref Will AC Abilities
+0 +2 +2 +0 +1 Read Emotions, Jyuuken Fighting Style
+1 +3 +3 +0 +1 Circle Defense 1/day
+2 +3 +3 +1 +1
+3 +4 +4 +1 +1 Circle Defense 2/day
+3 +4 +4 +1 +2
+4 +5 +5 +2 +2 Circle Defense 3/day
+5 +5 +5 +2 +2 Improved Jyuuken Fighting Style
+6 +6 +6 +2 +2 Circle Defense 4/day
+6 +6 +6 +3 +3
+7 +7 +7 +3 +3 Crush the Heart 1/day, Circle Defense infinitive/day
AC Bonus (Ex): When unarmored and unencumbered, a Hyuuga Warrior gains a +1 bonus to AC
at 1st level. This bonus increases by 1 for every four Hyuuga Warrior levels thereafter.
These bonuses to AC apply even against touch attacks or when the Hyuuga Warrior is flat-footed.
He loses these bonuses when he is immobilized or helpless, when he wears any armor heavier
than light armor, when he carries a shield, or when he carries a medium or heavy load.
Read Emotions: The Hyuuga Warrior's ability to see great details enables her to spot tiny
movements of the eyes and facial expressions that reveal a person's true intentions, giving her a
+10 bonus when making sense motive checks.
Jyuuken Fighting Style: The Hyuuga Warrior has been trained in the ancient
fighting style of the Hyuuga clan, and can strike the chakra ports of enemy
ninja to damage internal organs. When making a melee attack against an
opponent, the Hyuuga Warrior can, before making an attack roll, designate
the attack to be a 'gentle strike'. Instead of dealing hit point damage, this
'gentle strike' deals one point of constitution damage to its target.
Circle Defense: A Hyuuga Warrior can choose to use this ability either
during his normal actions, or in response to an attack made against him.
The Circle Defense projects a barrier of pure whirling chakra that surrounds a Hyuuga Warrior
and deflects most attacks. If used in response to a melee or ranged attack, this ability completely
negates the attack (unless the attack has some special ability to pierce Circle Defense). Against
ninjutsus, the Circle Defense absorbs 50 points of damage from the attack, but any additional
damage is dealt as normal. Finally, characters within a ten foot radius of the Hyuuga Warrior
when he uses circle defense are immediately hit by the equivalent of a bull rush and must make a
strength check against a DC of 20 or be knocked back 10 feet and fall prone. This ability costs 10
Chakra points to use, and can be used once per day for every two levels of Hyuuga Warrior the
character takes. Using Circle Defense is a standard action.
Improved Jyuuken Fighting Style: At level 7, the Hyuuga Warrior has learned to channel more
chakra into his 'Gentle Strikes'; they deal 2 points of constitution damage instead of 1 point.
Crush the Heart: At 10th Level, the Hyuuga Warrior has learned to attack his opponent's heart
directly through the chakra coil system. Using this ability is a full-round action. To perform this
ability the Hyuuga Warrior must make an attack roll against his opponent at his full base attack
bonus. If he hits, the opponent must make a fortitude save against a DC of 20 + the Hyuuga
Warrior's wisdom Modifier or have his internal organs explode, crushing his heart and causing
instant death. A successful save means the opponent still takes 5 points of constitution damage.
This ability costs 40 chakra points to use.
Throwing Master
The Throwing Master is a talented ninja who has come to dominate ranged combat through her
mastery of ranged weapons. While all ninjas are capable at thrown weapons such as kunai,
shuriken, and throwing needles, the Throwing Master can create a storm of such weapons with
only her hands, hurling far more ranged weapons with a precision that a normal ninja cannot
hope to match, and weaving ninjutsus into her ranged attacks to produce devestating effects at
range.
Game Rule Information opponent's body. When making this spot check, the Hyuuga Warrior
cannot make any actions
Prerequisites: Base Attack Bonus +4, Point-Blank Shot, Rapid Shot
Abilities: Dexterity is the primary ability of the Throwing Master � it enhances the accuracy of
her ranged attacks, which is of vital importance to her. A high chakra can also come in handy by
allowing her to use more jutsus over time, and a high intelligence will help the Throwing Master to
learn a variety of jutsus which will help her to defeat opponents who can resist her thrown
weapons.
Alignment: Any.
Hit Die: 1d6
Class Skills
The Hyuuga Warrior's class skills are: Alchemy, Balance, Climb, Decipher Script, Diplomacy,
Hide, Move Silently, Jump, Knowledge Local, Knowledge Ninja, Listen, Search, Spot, Swim,
Tumble
Skill Points at First Level: (3 + Intelligence Modifier) x 4.
Skill Points at Each Additional Level: 3 + Intelligence Modifier
Quote:
Table 3-8: The Throwing Master
BAB Fort Ref Will Abilities
+1 +0 +2 +0 Bonus Throwing Attack
+2 +1 +3 +1 Ranged Deflection 1/round
+3 +1 +3 +1 Bonus Throwing Attack
+4 +1 +4 +1 Ranged Deflection 2/round
+5 +2 +4 +2 Bonus Throwing Weapon Jutsu, Bonus Throwing Attack
Bonus Throwing Attack: At 1st, 3rd, and 5th levels, the Throwing Master has advanced his
mastery of throwing weapons such that, when making a full attack action, he can make one
additional ranged attack at half his highest attack bonus. This is a normal attack, so if the
Throwing Master uses shuriken he can throw three per attack.
Ranged Deflection: At 2nd level, the Throwing Master has learned to track the trajectories of
ranged weapons so well that she can attempt to deflect them with her own ranged attacks by
making attacks of opportunity. To do this, she must first be within range of the target of the attack
with her own ranged weapon, and must not be flat-footed or otherwise surprised. She can then
make an attack of opportunity against the ranged attack she is attempting to deflect (this counts
against her normal number of attacks of opportunity for that round).She rolls an attack roll, and if
her attack roll is higher than the attack roll of the missile attack she is targeting, the attack is
considered an automatic miss. Note that a ninja must use a ranged weapon of a size category
equal to or larger than the weapon she is deflecting in order to deflect a ranged attack. Windmill
Shuriken deflected by this ability cannot return to their thrower. At 4th level, she has learned to
perform this ability twice in one round, although she must have at least two attacks of opportunity
in order to do it.
Free Throwing ninjutsu: At fifth level the Throwing Master gains a new ninjutsu. This technique
is learned as soon as the Throwing Master levels up without any time spent learning, and it
represents a new breakthrough in his training as a Throwing Master. This ninjutsu must in some
way pertain to throwing weapons (possible choices include Electric Kunai and Steel Marionettes,
among others). The Throwing Master must meet the prerequisites of the ninjutsu he is learning.
I have an idea for a prestige class by the way.
Legendary Ninja
Requirements: 8 ranks in atleast two charisma based skill, and one wisdom based skill.
Constitution 15 or higher., Summonig level 35 and bloodpact feat
Hit die: d12.
Skills: Choose any five skills as class skills.
Skillpoints at 1st level: 4+int modifer x4.
Skillpoints each additional level: 4+int modifier.
Quote:
Table: The Legendary Ninja
Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Chakra resistance/2
2nd +1 +0 +0 +3 Divine Chakra
3rd +1 +1 +1 +3 Chakra resistance/3
4th +2 +1 +1 +4 Impervious
5th +2 +1 +1 +4 Free Summoning (lesser)
6th +3 +2 +2 +5 Impervious
7th +3 +2 +2 +5 Chakra resistance/5
8th +4 +2 +2 +6 Summoning Sage
9th +4 +3 +3 +6 Chakra resistance/8
10th +5 +3 +3 +7 Living Legend, Impervious
Chakra resistance:
You gain damage resistance to all jutsu based attacks equal to the amount listed on chakra
resistance.
Divine Chakra:
"Only when you've exhausted your normal chakra can you manifest a deeper, more powerful
chakra. That of the nine-tailed fox. ~Jiraiya."
You get the listed amount of Divien charkra.
Also when your chakra reaches 0, you don't die.
Impervious.
You gain an extra 1d20+con modifier in HP.
Free Summoning (Lesser)
You can as a supernatural ability a number of times per day equal to your charisma modifier,
summong a lesser creature (GM's disgression).
Summoning Sage.
You get a + 10 summoning level
Living Legend.
You can channel your chakra no matter what the circumstances. In essence your ability to peform
jutsus is now an extradionary ability in D&D terms
Beast-Nin
The Beast-Nin is a ninja who is closer to nature than most � he has formed a bond with a
particular animal, and it follows him around incessantly. As his connection with his animal
companion deepens, the Beast-Nin gradually begins to take on characteristics of that animal, and
the temperaments of beast and master grow more and more similar. Most Beast-Nins study
taijutsu to enhance their ability to fight, and there are a variety of special taijutsus which can be
used only by a Beast-Nin.
Game Rule Information
Prerequisites: Base Attack Bonus +4, Handle Animal 7 Ranks, Wilderness Lore 7 Ranks
Abilities: Strength and constitution are vital for a Beast-Nin, because he is often the target of
many attacks as a result of his close-combat nature. Dexterity can also help to avoid being hit by
attacks and ninjutsus alike.
Alignment: Any.
Hit Die: 1d10
Class Skills
The Beast-Nin's class skills are: Balance, Climb, Concentration, Craft, Handle Animal, Hide,
Intimidate, Jump, Listen, Move Silently, Search, Spot, Survival, Tumble
Skill Points at First Level: (2 + Intelligence Modifier) x 4.
Skill Points at Each Additional Level: 2 + Intelligence Modifier
Quote:
Table 3-10: The Beast-Nin
BAB Ref Will Fort Abilities
+1 +2 +0 +2 Animal Companion, Animal Chakra Focus
+2 +3 +1 +3 Hybrid Form
+3 +3 +1 +3 Hybrid Natural Armor Bonus +5
+4 +4 +1 +4 Bonus Feat, Bonus Beast Taijutsu
+5 +4 +2 +4 Animal Aspect
Animal Companion: At 1st level the Beast-Nin gains an animal companion. This companion is a
small animal that is completely-loyal and obedient to the Beast-Nin, and also assists him during
combat. At 2nd level, the Beast-Nin can communicate with the animal by speaking normally, and
can understand the animal's responses perfectly, although the Beast-Nin is not telepathically
linked to the animal in any way. Its statistics are identical to a normal animal of its type except for
the following:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master�s character
level or the companion�s normal HD total, whichever is higher.
Hit Points: The companion has one-half the master�s total hit points (not including temporary
hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master�s base attack bonus, as calculated from all his classes. Use the
companion�s Dexterity or Strength modifier, whichever is greater, to get the companion�s
melee attack bonus with natural weapons. Damage equals that of a normal creature of the
companion�s kind.
Saving Throws: For each saving throw, use either the companion�s base save bonus
(Fortitude +2, Reflex +2, Will +0) or the master�s (as calculated from all his classes),
whichever is better. The companion uses its own ability modifiers to saves, and it doesn�t
share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the companion has ranks, use either the normal
skill ranks for an animal of that type or the master�s skill ranks, whichever are better. In either
case, the companion uses its own ability modifiers. Regardless of a companion�s total skill
modifiers, some skills may remain beyond the companion�s ability to use.
Intelligence: The companion is more intelligent than normal animals of its type; it shares its
master's intelligence score.
The Beast-Nin can choose any one of the following animals, or can have any other animal as
long as it is a small-sized, unmodified animal:
Snake
Dog
Bat
Rat
Cat
Toad
Salamander
Hawk
Squirrel
Mongoose / Ferret
The companion's armor class is the natural armor class for an animal of that type plus 3.
Additionally, they get the following abilities at the following levels:
1st level: Alertness, Improved Evasion, Shared Jutsus (Beast Jutsus Only).
2nd level: The animal can speak with his master or other animals of its type.
3rd level: The master can feel the animal�s general location as long as it is within 1 mile.
4th level: The animal can smell chakra within 30 feet, and gauge an opponent�s level and
alignment.
5th level: The animal can learn a single non-beast jutsu, that it can use at will. Animals get 5
chakra per level of Beast-Nin class to a maximum of 25.
Animal Chakra Focus: The Beast-Nin can also focus his chakra in new and different ways
depending upon what type of animal he has.
Dog: Focus chakra to the nose to get the Scent feat. Costs 1 chakra point per minute.
Snake: Focus chakra to the skin for +1 AC. Costs 2 chakra points per minute.
Bat: Focus chakra to the ears to get darkvision 30 feet. Costs 1 chakra point per minute.
Rat: Focus chakra to the skin for a +3 to hide checks. Costs 2 chakra points per minute.
Cat: Focus chakra to hands and feet for slowfall 20 feet. Costs 3 chakra points.
Toad: Focus chakra to feet for +2 fortitude save. Costs 3 chakra points.
Salamander: Focus chakra to feet for +2 reflex save. Costs 3 chakra points.
Hawk: Focus chakra to eyes for +3 to spot checks. Costs 2 chakra points per check.
Squirrel: Focus chakra to nerves for Alertness feat. Costs 1 chakra per minute.
Ferret / Mongoose: Focus chakra for Tracking as a Stealth Specialist. Costs 4 chakra per hour.
Hybrid Natural Armor Bonus +5: At 3rd level the Beast-Nin�s and his animal companion�s
gain +5 AC while in Hybrid Form.
Bonus Beast-Jutsu: At 4th level, the Beast-Nin gains a new beast-related taijutsu (this must be
chosen from the list of beast-nin taijutsus). This technique is learned as soon as the Beast-Nin
levels up without any time spent learning, and it represents a new breakthrough in his training as
a Beast-Nin. The Beast-Nin must meet all the prerequisites of the taijutsu he is learning.
Animal Aspect: At 5th level the Beast-Nin has learned the way of his chosen animal so
completely that he gains a special ability of that animal. This ability can be used at any time, and
abilities that don�t require deliberate concentration are always active.
Dog: The Beast-Nin's movement speed increases by 10, and gains the Track ability.
Snake: The Beast-Nin can bite to deliver a paralyzing poison for 10 chakra points. This bite
replaces one of your normal unarmed attacks. The poison has a DC of 23, primary damage 2d4
dex, secondary damage 2d4 dex.
Bat: The Beast-Nin can make a screech attack that deals 5d4 points of damage and has a
chance of deafening an opponent (fortitude save DC 23). This ability strikes a cone twenty feet
long and ten feet wide.
Rat: The Beast-Nin gains the hide-in-plain-sight ability.
Cat: The Beast-Nin grows wicked claws that increase her unarmed damage by one increment
(1d6 becomes 1d8, etc).
Toad: The Beast-Nin gains a tongue attack that can grapple an opponent at a range of up to 20
feet, or can lash at up to 20 feet for 1d6 points of damage plus strength.
Salamander: The Beast-Nin gains fire and cold resistance of 10.
Hawk: As a free action, the Beast-Nin can grow wings and fly with a movement speed of 40 feet
for one hour per day.
Squirrel: The Beast-Nin gains a permanent +20 to climb skill, and his movement speed while in a
forest is doubled.
Ferret / Mongoose: Once per round when an opponent misses the Beast-Nin with a melee or
melee touch attack, and he is are within your threat range, the Beast-Nin automatically gets an
attack of opportunity at his highest attack bonus against his opponent.
Denkiteki Hyoujin
The Denkiteki Hyoujin is a katana-specialist who has mastered the art of striking with lightning
speed and incredible force. A Denkiteki Hyoujin's attacks may not be the most accurate, but when
they hit they are certainly felt by his opponent. As he grows in power, the Denkiteki Hyoujin learns
to deal increasingly high amounts of damage with a single blow, and to unsheath his sword with
such blinding speed that his opponent is caught off guard and takes devestating damage.
Game Rule Information
Prerequisites: Base Attack Bonus +4, Quick Draw, Weapon Focus (Katana), and Power Attack.
Abilities: Strength is the most important attribute for the Denkiteki Hyoujin, as it makes his attacks
more powerful and (more importantly) more accurate. Constitution aids intaking blows, which the
Denkiteki Hyoujin will have to deal with in abundance.
Alignment: Any.
Hit Die: 1d10
Quote:
Class SkillsBAB Fort Will Ref Abilities
+1 +2 +0 +0 Weapon Specialization
+2 +3 +1 +1 Blurred Strike
+3 +3 +1 +1 Two Handed Strike, Improved Power Attack
+4 +4 +1 +1 Greater Weapon Specialization
+5 +4 +2 +2 Supreme Power Attack, Secret of the Denkiteki Hyoujin
The Denkiteki Hyoujin's class skills are: Balance, Bluff, Climb, Escape Artist, Intimidate, Jump,
Move Silently, Spot, Swim, Tumble, Use Rope
Skill Points at First Level: (2 + Intelligence Modifier) x 4.
Skill Points at Each Additional Level: 2 + Intelligence Modifier
Table 3-11: The Denkiteki Hyoujin
Armor Proficiencies: The Denkiteki Hyoujin gains Medium and Heavy Armor proficiencies.
Weapon specialization: At the 1st level the Denkiteki Hyoujin gains the feat Weapon
Specialization (Katana) to reflect their extreme focus on this weapon.
Blurred Strike: At 2nd level the Denkiteki Hyoujin can draw her katana out of its sheath with such
incredible speed that an unprepared enemy has extreme difficulty defending his vital areas. To
use this ability the Denkiteki Hyoujin must have her blade sheathed at the beginning of her turn
and his enemy must be flat-footed. Using this ability is a standard action, although if a Denkiteki
Hyoujin uses this attack she cannot make any other attacks in the same round. The Denkiteki
Hyoujin makes an attack roll at her highest bonus, and her opponent makes a reflex save against
a DC equal to the results of the attack roll. If the enemy fails the reflex saving throw, he takes an
immediate critical hit. If he succeeds at his saving throw, the attack misses completely.
Improved Power Attack: At 2nd level the Denkiteki Hyoujin has grown much better at
performing powerful attacks without sacrificing accuracy. For every -1 of attack an Denkiteki
Hyoujin takes from his attack bonus for the Power Attack feat, he gains +2 to damage instead of
the normal +1 (or +3 if he is wielding the weapon with both hands).This only applies if the
Denkiteki Hyoujin is using a katana.
Two Handed Strike: At 3rd level, a Denkiteki Hyoujin who wields a katana two-handed gains
double his strength modifier when dealing damage, instead of the normal 1.5 times strength.
Greater Weapon Specialization: At 4th level the Denkiteki Hyoujin gains the feat Greater
Weapon Specialization (Katana) for free, even if she doesn't meet the prerequisites.
Supreme Power Attack: At 5th level, the Denkiteki Hyoujin has become so good at making
powerful attacks with precision that for every -1 he takes out of his base attack bonus for the
Power Attack feat, he deals +3 damage (if he is wielding his weapon with two hands it becomes
+4 damage). This ability only applies if the Denkiteki Hyoujin is using a katana.
Secret of the Denkiteki Hyoujin: At 5th level, the Denkiteki Hyoujin has mastered all the arts of
the Denkiteki Hyoujin. Whenever he draws his weapon for a Blurred Strike, he actually strikes two
blows in the speed it usually takes to strike one. The Denkiteki Hyoujin makes two attack rolls at
his highest bonus, and his enemy must make two reflex saves against DCs equal to the results of
these two attack rolls. For each reflex saving throw that he fails, the opponent suffers a critical hit.
Using this ability is a standard action, although if a Denkiteki Hyoujin uses this attack she cannot
make any other attacks in the same round.
Medical Ninja
Medical Ninjas are the paramedics of the ninja world, rushing into sometimes dangeous situations
to save the lives of their friends and comrades. Although all ninjas are instructed in first aid to an
extent, the Medical Ninja's skills at conventional healing are uncanny, and grow as he learns
more procedures and special techniques. After long years of training, a Medical Ninja can also
learn the difficult art of healing comrades by using focused bursts of chakra, an ability that other
ninjas can never learn. Finally, to defend themselves in difficult situations, Medical Ninjas are
trained in a variety of disabling and deadly techniques.
Game Rule Information
Prerequisites: Base Attack Bonus +4, Heal 7 Ranks, Wisdom 13+
Abilities: Wisdom is the key attribute for a Medical Ninja, as it adds to his ability to heal his
comrades. Dexterity is also key for allowing the Medical Ninja to avoid attacks directed at him in a
combat situation.
Alignment: Any.
Hit Die: 1d6
Class Skills
The Medical Ninja's class skills are: Alchemy, Concentration, Craft, Diplomacy, Handle Animal,
Heal, Hide, Knowledge Ninja, Knowledge History, Knowledge Local, Knowledge Nature, Listen,
Move Silently, Profession, Search, Spot, Survival, Use Rope
Skill Points at First Level: (3 + Intelligence Modifier) x 4.
Skill Points at Each Additional Level: 3 + Intelligence Modifier
Quote:
Table 3-13: The Medical Ninja
BAB Fort Ref Will Abilities
+0 +2 +0 +2 Skilled Healer 1d4
+1 +3 +0 +3 Bonus Medical Jutsu
+2 +3 +1 +3 Skilled Healer 1d8
+3 +4 +1 +4 Bonus Medical Jutsu
+3 +4 +1 +4 Chakra Healing ninjutsu
+4 +5 +2 +5 Bonus Medical Jutsu
+5 +5 +2 +5 Chakra Circulation
+6 +6 +2 +6 Healing dice increased to 1d10, Bonus Medical Jutsu
+6 +6 +3 +6 Combat Surgeon
+7 +7 +3 +7 Bonus Medical Jutsu, Healing Dice Increased to 1d12
Armor Proficiencies: The Medical Ninja gains Medium Armor proficiency.
Skilled Healer: The Medical Ninja is a much more skilled healer than most. Whenever a Medical
Ninja uses her Heal skill to apply first aid to a wound, she immediately heals 1d4 hit points as
long as she makes her heal check. At 3rd level this healing rises to 1d8 points. Note that first aid
can be applied only once per wound � after a wound has received first aid, it cannot receive
first aid again and must heal normally.
Bonus Medical Jutsu: At 2nd level and every other level thereafter the Medical Ninja recieves a
free jutsu. This technique is learned as soon as the Medical Ninja levels up without any time
spent learning, and it represents a new breakthrough in his training as a Medical Ninja. The
Medical Ninja must meet all the prerequisites of the jutsu he is learning. This new technique must
be a medical jutsu.
Chakra Healing Ninjutsu: At 5th level the Medical Ninja gains the Chakra Healing Ninjutsu. This
technique is learned as soon as the Medical Ninja levels up without any time spent learning, and
it represents a new breakthrough in his training as a Medical Ninja. Note that the Chakra Healing
ninjutsu cannot be learned any other way.
Chakra Circulation: At 6th level the Medical Ninja has learned to circulate his chakra around his
body in such a way that his physical wounds and internal organs are all spontaneously healed.
Once per day, as a free action, the Medical Ninja can instantly heal himself of 4d8 points of
damage. This ability cannot be used on anyone other than the Medical Ninja himself.
Healing Dice Increase: At 8th level the Medical Ninja has become such a master at healing
using chakra that, when he uses the Chakra Healing ninjutsu, he heals using 1d10 dice instead of
1d8. At 10th level his dice increase again to 1d12.
Combat Surgeon: At 9th level the Medical Ninja has become so skilled at using his heal skill that
he can bring character back from the brink of death. If a Medical Ninja can reach a dead
character within 3 minutes of that character's death, he can make a heal check against a DC of
35. If he succeeds at this check, the character is brought back to life and stabilized at -10
hitpoints. If the Medical Ninja fails at this check, the character is permanently dead; nothing more
can be done.
Stealth Specialist
The ability to hide is a basic skill for all ninjas, but the Stealth Specialist elevates hiding to an art
form. To this end the Stealth Specialist cultivates the ability to hide in almost any situation and to
move with utter silence. Stealth Specialists also learn to listen for an approaching foe, and to get
the drop on him with devastating sneak attacks. The most powerful Stealth Specialists can evade
both offensive techniques and hostile eyes, and even disappear from view while being watched
by their enemies.
Game Rule Information
Prerequisites: Base attack +4, Hide Rank 7, Move Silently Rank 7, Listen Rank 7, Feats: Stealthy
and either Skill Focus Hide or Skill Focus Move Silently
Abilities: Wisdom is the key attribute for a Medical Ninja, as it adds to his ability to heal his
comrades. Dexterity is also key for allowing the Medical Ninja to avoid attacks directed at him in a
combat situation.
Alignment: Any.
Hit Die: 1d6
Class Skills
The Medical Ninja's class skills are: Alchemy, Concentration, Craft, Diplomacy, Handle Animal,
Heal, Hide, Knowledge Ninja, Knowledge History, Knowledge Local, Knowledge Nature, Listen,
Move Silently, Profession, Search, Spot, Survival, Use Rope
Skill Points at First Level: (3 + Intelligence Modifier) x 4.
Skill Points at Each Additional Level: 3 + Intelligence Modifier
Quote:
Table 3-14: The Stealth Specialist
BAB Fort Ref Will Abilities
+0 +0 +2 +0 Sneak Attack +1d6, Focused Training +2
+1 +0 +3 +0 Hide In Plain Sight
+2 +1 +3 +1 Sneak Attack +2d6
+3 +1 +4 +1 Stealth Mobility, Focused Training +4
+3 +1 +4 +1 Sneak Attack +3d6
+4 +2 +5 +2 Evasion
+5 +2 +5 +2 Sneak Attack +4d6, Focused Training +6
+6 +2 +6 +2 Stealth Expert
+6 +3 +6 +3 Sneak Attack +5d6
+7 +3 +7 +3 Improved Evasion, Focused Training +8
Sneak Attack: If a Stealth Specialist can catch an opponent when he is unable to defend himself
effectively from her attack, she can strike a vital spot for extra damage.
The Stealth Specialist�s attack deals extra damage any time her target would be denied a
Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the
Stealth Specialist flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6
every two Stealth Specialist levels thereafter. Should the Stealth Specialist score a critical hit with
a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Stealth Specialist can make a sneak attack that
deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal
damage to deal nonlethal damage in a sneak attack, not even with the usual �4 penalty.
A Stealth Specialist can sneak attack only living creatures with discernible anatomies�undead,
constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is
immune to critical hits is not vulnerable to sneak attacks. The Stealth Specialist must be able to
see the target well enough to pick out a vital spot and must be able to reach such a spot. A
Stealth Specialist cannot sneak attack while striking a creature with concealment or striking the
limbs of a creature whose vitals are beyond reach.
Focused Training: The Stealth Specialist focuses on stealth above all else. To reflect this extreme
specialization, at 1st level and every 3 levels thereafter, the stealth specialist gains a +2
competence bonus to hide, move silently, and listen checks.
Hide in Plain Sight: At 2nd level, the Stealth Specialist gains the ability to hide even while being
observed. This does not negate the normal hide penalties that apply to trying to hide while
attempting other actions.
Stealth Mobility: At 4th level the Stealth Specialist has become particularly adept at moving while
hiding. He no longer suffers any penalties for moving up to his base speed while hiding, and
takes only a -10 penalty to hide checks while running (although this does not apply to charging in
combat or attacking).
Evasion (Ex): At 6th level, a Stealth Specialist can avoid even magical and unusual attacks with
great agility. If he makes a successful Reflex saving throw against an attack that normally deals
half damage on a successful save, he instead takes no damage. Evasion can be used only if the
Stealth Specialist is wearing light armor or no armor. A helpless Stealth Specialist does not gain
the benefit of evasion.
At 8th level the
Specialist is
at being
he can always
hide and move
even when
otherwise
Evasion (Ex):
works like
that while the
Specialist still
damage on a
Reflex saving
attacks
henceforth
damage on a
helpless Stealth
not gain the
improved
Hd: D4
Saves: High will
fuscous, Gen
specilation
Stealth Expert:
Stealth
such a master
undetected that
take a 10 on
silently checks,
under stress or
threatened.
Improved
This ability
evasion, except
Stealth
takes no
successful
throw against
henceforth she
takes only half
failed save. A
Specialist does
benefit of
evasion.
Genjutsu adept
Bab: least
Pre: Genjutsu
Jutsu
Quote:
Level special
1 +2 power gen, alter
2 +3 power gen
3 +2
4 +5
5 Before hand
Alter: For 2 extra charkra you may do one gen hands sign’s and perform a nether. The save is +
2
Before hand: pay 10 extra charkra Your genjutsu’s effect is performed 1d4 rounds before if there
is a time effect the round’s count, there is no saving throw. Or you Pay 2 charkra. The effects
happen 1d4- 2 rounds later. no saving throws.
A jiujutsu adept reqments are same but nin and + power is nin.
At level one you gain The ability to once/day use a jutsu that can be powered up through charkra
usage. Power it up free of charkra equal to your character level
Fuuinjutsu Specialist
Requirements:
Jutsu Focus (Fuuinjutsu)
Jutsu Adept (Fuuinjutsu)
Fuuinjutsu of at least 8
Hit Dice: d6
Chakra Dice: d8 (Bonus Chakra from Int or Wis.)
Class Skills: Dodge, Fuuinjutsu, Genjutsu, Ninjutsu, Taijutsu, Two
Saves: One Good, Two Poor
Weapon and Armor Prof: Fuuinjutsu Specialists gain no new weapon or armor proficiencies.
Skill Points: 6 + Int Modifier
Quote:
LVL------BAB------GdS-------PrS--------- Special
1----------0----------2----------0----------Fuuinjutsu Specialization
2----------1----------3----------0---------3----------1----------3----------1----------Fuuinjutsu Manipulation
Class Features
Fuuinjutsu Specialization: The Fuuinjutsu Specialist is better at performing Fuuinjutsu than most
other shinobi of similar overall skill level. They gain a bonus equal to their Fuuinjutsu Specialist
class level to their Fuuinjutsu checks. Also all Fuin jutsu’s are on your Lv 1 and on the list
Fuuinjutsu Manipulation: A Fuuinjutsu Specialist learns how to subtlety manipulate seals, making
them last longer than other similar seals. At the expense of an extra 2 Chakra, a seal can be
made to linger after it has been triggered, and activate a second time, after one round has
passed.
Taijutsu Specialist
Requirements:
Jutsu Focus (Taijutsu)
Jutsu Adept (Taijutsu)
Taijutsu of at least 8
Hit Dice: d10
Chakra Dice: d4 (Bonus Chakra from str or con.)
Class Skills: Dodge, Fuuinjutsu, Genjutsu, Ninjutsu, Taijutsu, Two
Saves: One Good, Two Poor
Weapon and Armor Prof: Taijutsu Specialists gain no new weapon or armor proficiencies.
Skill Points: 4 + Int Modifier
Quote:
LVL------BAB------GdS-------PrS--------- Special
1----------1----------2----------0----------Taijutsu Specialization
2----------2----------3----------0---------3----------3----------3----------1----------Rapid Blows
Class Features
Taijutsu Specialization: The Taijutsu Specialist is better at performing Taijutsu than most other
shinobi of similar overall skill level. They gain a bonus equal to their Taijutsu Specialist class level
to their Taijutsu checks.
Rapid Blows: A Taijutsu Specialist learns how to chain their attacks together, creating rapid
combos of attacks that can devastate opponents. By spending two chakra, another Taijutsu
technique, or regular attack at the character's highest base attack bonus can be preformed in the
same round as another Taijutsu technique. All the costs for a second technique must be paid as
well. Until the character's next round, their Armor Class is halved, as they recover from the action
of making the rapid attacks.
Weapons Specialist
Requirements:
Base Attack Bonus +4 or better.
Weapon Focus in any two weapons.
Hit Dice: d10
Chakra Dice: d4 (Bonus Chakra from of Str or con)
Class Skills: Dodge, Fuuinjutsu, Genjutsu, Ninjutsu, Taijutsu, Four
Saves: One Good, Two Poor
Weapon and Armor Prof: Weapons Specialists gain proficiency in any one Exotic Weapon as part
of their initial training.
Skill Points: 4 + Int Modifier
Quote:
LVL------BAB------GdS-------PrS--------- Special
1----------1----------2----------0----------Intimidating Attack
2----------2----------3----------0---------3----------3----------3----------1----------Weapon Play
Attack: The
Specialist is
behold when
of weapon. A
Specialist can
against their
they hit, add the
damage they do
skill check the
convince their
the fight is
opponent
ability suffers a
their attack rolls
throws made for
rounds, plus a
rounds equal to
Weapons
levels.
Weapon Play:
Specialist is
hitting their
where they
using the
are trained to
using a weapon
character has
for, the critical
the weapon is
one.
Specialist
Requirements:
(Ninjutsu)
(Ninjutsu)
least 8
Hit Dice: d8
(Bonus Chakra
Cha.)
Dodge,
Genjutsu,
Taijutsu, Two
Good, One
Weapon and
Ninjutsu
no new weapon
proficiencies.
Int Modifier
Zollomon A young
weapon speaclist
and ninja and mist
12 swordmen.
Well before whe
was a jounin
Quote:
LVL------BAB------GdS-------PrS--------- Special
Class Features
Intimidating
Weapons
truly a sight to
using any kind
Weapons
make an attack
opponent, and if
amount of
to a Intimidation
next turn, to
opponent that
hopeless. An
affected by this
-2 penalty to
and saving
the next 1d4
number of
the character's
Specialist
A Weapons
very adept at
opponents
want to when
weapons they
use. When
that the
Weapon Focus
threat range of
increased by
Ninjutsu
Jutsu Focus
Jutsu Adept
Ninjutsu of at
Chakra Dice: d6
from Dex or
Class Skills:
Fuuinjutsu,
Ninjutsu,
Saves: Two
Poor
Armor Prof:
Specialists gain
or armor
Skill Points: 8 +
1----------0----------2----------0----------Ninjutsu Specialization
2----------1----------3----------0---------3----------2----------3----------1---------- Double nin or nin furry, and Energy twist
Class Features
Ninjutsu Specialization: The Ninjutsu Specialist is better at performing Ninjutsu than most other
shinobi of similar overall skill level. They gain a bonus equal to their Ninjutsu Specialist class level
to their Ninjutsu checks.
Energy Twist: A Ninjutsu Specialist learns that altering the energies behind a technique can be
to their benefit, when another Shinobi is prepared for their usual effect. At the cost of an
additional two points of Chakra, any Ninjutsu that deals elemental damage can be changed to
another type of elemental damage (Cold, Fire, Electricity, Sonic).
Double nin: for 100 charkra + the cost of both jutsu’s x2 the user may use 2 jutsu’s a round.
Nin furry: for 1000 charkra you may add your nin power to a physical attack or a tai power to a
nin attack.
The eliminates
Hd: D6
Bab: low
Saves: fort high saves ref low Will : high
Req: +5 in chosen elements ninja Lv 8
Quote:
Level special
1 Elemental specilation, Elemental points
2 Elemental furry
3
4 Feat
5
6 Talent
7 Feat
8 Talent
9
10 Elemental furry
Elemental specilation: +5 to chosen element +1/lv of elemetist
Elemental points: you gain 5+elemental lv x2 of these for your certain element. To activate it
cost 10 charkra/2 points. The effect is till the points are gone or when the rounds are done. See
you split up the points giving some rounds each it cost 10 charkra for every round above 5. These
can modify any attack or Jutsu by when you use them +1 fire damage, or +5/dice if elemental
tech.
Elemental furry: The tech deals +5 +1 point of extra damage/ equal to the number of dice + the
elementist Lv
Elemental furry: once per day per 2 elemental you may use this. Your elemental Jutsu does x 3
damage
Ninja Scout
Bab: med
Hd: D8
Saves: good ref and forts
Req: nin Lv 3 2D6 sneak attack, track feat
Every 2 levels you get +2D6 sneak attack
+10 on speed when tracking every 5 levels
Takent : even feat odd
Scout speaclity: At noted levels and lv one you get a
scout speality. At level one you get 2. You also can
chose up to 2 catergories if wich they can be
chosen of.
Posin Catergory
Speaclity Posin: Each time chosen Chose a posin.
That posin Dc increase by one and +1 to attack rolls
with that chosen posin on a weapon.Can be token
more than onc and can take the same posin again.
Secret Posin: you can create extreme powerful
posins unkown to the world.
Posin creation:
(req speaclity posin) Any posin that is a speaclity you can create
by spending charkra equal to its dcx4.
Scouting
Traping
Hunting
Favrite enemy
level Specai
1 Sneak attack progression, +10 speed feat progression
2 Talent progression
3 Scout Speality
4 Scout speaclity
5 +10 ft speed
6 Scout speality
7 Scout Speality
8 Scout speaclity
9 Feat
10 +10 ft speed, hidein plain sight
Puppeteer
puppet points 3 puppet feats
low
Saves: all good
feat 2 levels, +15 puppet points
level
Quote:
Level Special
1 Puppet progressions
2
3
4
5
6
7
8
9
10
Clone master
REq: Know 2 clone technique’s
Jutsu’s charkra: as usable new list
Hd: D6
Bab: half
Saves: low will
Quote:
Level Special
1 Clone trick
2
3 Clone trick
4
5 Clone trick
6
7 Clone trick
Req: 50
Bab:
HD: D6
Puppet
every
8 Clone trick
9 Clone trick
10 Clone trickx2
Clone training: Your clones can help you train speed up training perform techniques. Each clone
use a attempt and if they get it you learn it (this is a clone trick now)
Clone trick: some are Jutsu’s. Some have requirements. If you have unspent feats 2-3 feats
equal a clone trick
Clone Bomb: Charkra 50 to learn Level 10 and clone explode. You need 1000 clone out. This
attack you sacrifice your clone. One target takes 5d10/100 clones
REq: exploding clones
Exploding Clones: When you do your clone Jutsu pay 10 extra charkra/clone. When your clones
are hit they deal 1d6 damage
Power clone: When you make clones they are not at half stat they are full
Sacrifice clone
You may once per day per level of this class scer fice a clone instead of taking damage. Taking
this twice double the amounts per day.
Power help
Req: sacrifice clone x2
Use a usage of sacrifice clone increase any stat by the clone amount for 5+5d10 rounds.
Taking this twice has the effect of sacer ifce clones and double’s the duration and increase
amount
Healing help
Req: Power helpx2
You can use a usage of sacrifice clone and hear the total of it score +1d10/nin leve+1d4
character level+ 2d10/clone master level to your self
Taking this twice has the effects of sacefice clone and power help and double the health restored
Clone helps other
Req: healing help x2
You can use any of the tricks above on others
Taking this twice has the effect of all tricks combine.
Clone others
You can clone others by cloning you then adding half of your clone score to a quter of there real
score and they lock like them.
Cost: +100, +50/ninlevels above you
Clone: As the spell 200 charkra
Jutsu clone help: When You are Learning a Jutsu for Jutsu’s Known You may Have a clone help
you. For each clone It counts as 1 level lower. This allow you to have a higher level tech at lower
levels then trade it in so you do not need clone later. You may also allow them to give you a +25
power level and performance.
Mass Shadow Clone: Req: Shadow clone. Effect you get a half stat swarm. This mean the str is
half stat and each clone has two attack and you have a maximum of 10 attack 2 clone master
levels. They can only be decrease one hp (each hp is one clone). There is originally 100+1 for
every extra 10 charkra
Type: nin
Charkra: 50
Sound Solder
Hd: D8
Bab: med
Saves: 2 good
Quote:
Lv speacil
1 Sound tecnolgy
2 swarm
3 Fear
4
5
6
7
8
9
10
Soud technology: You get profincy with technology from the sound village
Swarm: you and any other sound solders can swarm. See rules in the dm guided
Strategist
Req: 15 ranks in strategy
HD: D8
Bab: Med
Saves: 2 good
A constant increase of +1 every level to the stragy skill
Stragey every 2-3 Levels (undecided) You gain a strategy. To make a strategy you must see how
many strategy points you have this level. To figure it out use this formula
100+5/2 nin levels+ strategist Lv x 100+ ranks in strategy x2.5 round up.
You then chose from this list
Is it a certain ideal (a.k.a Kin and her needles) cost: -25
Is it a ideal to trap or get oppent into a situation (shikamaru) cost: 25 (modifer in truth)
Is it realy hardly nothing (the girl shika fought from the 4 sound) cost: -500
Something like temeri cost: 250
Now you got the bases of stratigies now it is time I will walk throught the steps
1st you must chose a subtype from the list of your type.
Kin’s type a true strategy sub types
Teamwork
This type is about working with your
Bug Controller
Req: Character Level 5 Bug controller, Bug equal to Druids animal copion level 20
Hd: D4
Bab: Medium
Saves: Good Fort and will
Quote:
Level Special
1 Talent Bug host
2 Feat
3
4 Feat
5 Talent
6 Feat
7
8 Feat
9
10 Talent, Feat. bugman
Talent From: Dedicated wise prodigal smart or intelligent tree.
Bug host: you gain the template
Bugman: you gain the template
The Brawler
Req :+10 Bab, +25 Taijutsu power Know 10 taijutusu’s
Bab: Full
Fort: high
Ref: high
Will: low
Grapple: +1 to grapple every level.
(10 Lv class)
Charkra control: +1 to charkra control every
level
Talent every 2 Lv they get a feat or talent
New jutsu go with regular charkra
+1 grapple/level
Quote:
Lv special
1 Brawling benefits
2
3
4
5
The master of the cursed Seal Hd: D8
Bab: good Saves: two good
Pre: Able to aces cursed seals Lv/3 and aces to lv 2 and 1 other cursed seal feat
Level Speacil
1
Bonous feat, Cursed feat, progression, Day
2
Talent, Day
3
Rank
4
Cursed feat, Day
5
Cursed feat
6
Feat, Day
7
Talent, Rank
8
Cursed feat, Day
9
Rank
10
Cursed feat, Day x2
Progression: You get +5/level in the seal.
Day: each time shown you can use each level one more time a day.
Arch Shinobi Bishop Hd: D8
Bab: med, Saves: one good
Lv
Special
1
continues divine progression, Turn or rebuke, divine
gift
2
Deity weapon feats, Bonus feat.
3
Talent, Divine gift
4
Spells, spontaneous
5
+1 charkra controle Divine Gift
6
Feat
7
Feat Divine gift
8
Talent
9
Rank
10
Divine gift
Charkra and jutsu: as normal
Divine Progresion: You gain Dcp as Divine shinobi= to your level in this class+ level in divine shinobi+ ½
your nin level. This fourmal is your Dl
Turn or rebuke: you turn or rebuke dead like a cleric equal to your Dl.
Deity Weapon Feats: 1 Dcp for a battle/feat. You can use your deity favorite weapon as if you have any
weapon feat (weapon fuscous weapon specilation ect.)
Spells: a divine shinobi is rare because he or she cast spells as well as uses jutsu. Starting at level 4 you
know a certain amount of divine spells as a cleric and you have 1 domain. This increase. You also have a
limited amount per day and you can spontaneously cast spells like a cleric. You may discuss this and do it
like another class. Spell level Per day/known
Lv 1
2
3
4
4
1/ 2
0
0
0
5
2/ 2
1/ 2
0
0
6
3/ 3
1/ 3
1/ 2
0
7
8
9
10
3/ 4
4/ 5
4/ 5
5/ 6
2/ 3
3/ 4
3/ 4
4/ 5
2/ 2
3/ 3
3/ 3
4/ 4
1/ 2
1/ 3
2/ 3
3/ 4
Sand Prince Hd: D8
Bab: med, Saves: Good fort and will
Pre: Either Sunna or sand bloodline Nin level 8, know atlest 15 sand techs.
Lv Speacil
1
Progresion, Sand Meta/1, Sand Smite/1
2
Sand Rank: Sand Warrior, Sand Weapons and
Amours.
3
Sand Meta/2, Feat
4
Sand Smite/2, Sand Meta/3
5
Sand Smite/3,
6
Sand Meta/4
7
Sand Smite/5, sand Meta/5
8
Sand Meta/5, Feat, Rank, Sand Mage
9
Sand Meta/6
10 Sand Prince, Feat Sand Meta/7 Sand smite/5
Progresion: Every level +1 to the save and power of sand techs.
Sand smite: x/day you may use a smite attack as long as the attack involes sand.
Sand Meta: x times a day you can become more like the sand Demon. If you have him you can freely go
into the least version of him. If not you gain the template.At level five move it up a notch (as in lesser if not
least if). This happens again at level 10. It last for 1D8 rounds.
Sand Ranks: At certain levels you gain a sand rank. This has certain benifts. Also every thing that it relates
to level (excluding bab beef up) is only for this class)
Sand Warrior: You are more physical. When using sand as a weapon increase all of your bab to be perfect
(equal to your Hd from classes). Also when you level up you can use up 3 jutsu slos and gain a Fighter
bonous feat instead. These must be unused ones. This feture can only be gained every other level. (so after
you di it must wait 1 level Ex: you do it at lv2 you can not do it again till level 4)
Sand Mage: This level on you can give up 3 jutsu slots of the same level. You can gain a spell Usable 3
times per day. The spell level is equal to the level of jutsu’s. The spell must be sand oriented
Sand Prince: You now gain a extra 500% on the money from missions and you gain a +50% chance of
being Kakage.
Sand weapons amours: 5+the gp cost/3 hours charkra cost. You create +3 master craft weapon made out of
sand. Can be made instantly.
Summoner Hd: D6
Low bab 2 good Saves.
Lv
1
2
3
4
5
Speacil
Progresions
Talent
Feat
Rank
Feat
Progresions: Every level +3 summoning level
Seiten Iaido Katas HD: D8
Bab: med
One good Save
Req: Know 30+ Jutsu and 10+ of three of the types, Sasque clan Member.
Lv
Special
1
Technique Progresion
2
.
3
Talent,
4
5
+1 charkra controle
6
Feat
7
8
9
Rank
10
Rank
Technique Progresion: Every Level You learn a new speacil technique.
You learn them in this order
Ippon-me, Mae - Front Prone
Stamina Cost: 2
Type: Taijutsu
DC: 20
Resist: No
Target: Self
Description: This is the first of the 10 Seiten Katas of the Sasuga Clan, it allows a man who is caught in a
surprise round to act as though he is not surprised.
Activating this Taijutsu is a reaction.
Special: All Seiten Katas after this one allow the character to continue as though he were not surprised in
the surprise round (making using this unnecessary to use them).
Nihon-me, Ushiro - Rear Prone
Stamina Cost: 3
Type: Taijutsu
DC: 23
Resist: No
Target: Self
Description: The second of the 10 Seiten Katas, it allows a man who is flanked in a surprise round to turn
around and no longer be flanked (however, if there is an opponent behind him after he turns around, he is
again flanked). It also allows him an attack of opportunity on the opponent behind him before combat
resumes normally.
Sanbon-me, Uke nagashi - Kirikaesu - Counterattack
Stamina Cost: 3 (+1 per -1 AC)
Type: Taijutsu
DC: 23
Resist: No
Target: Self
Description: The third of the 10 Seiten Katas. If a character loses the initiative in the first round of combat
and his AC beats his opponent by 5 or more he can use this Taijutsu as a reaction. In doing so he is granted
an attack of opportunity against his opponent (considering the opponent flat-footed).
Special: For every extra Stamina point spent, the amount of AC increases by 1 (5 or more becomes 4 or
more, etc)
Yonhon-me, Tsuka ate - Hilt strike
Stamina Cost: 4
Type: Taijutsu
DC: 26
Resist: See text
Target: Self
Description: The fourth of the 10 Seiten Katas, this is used when flanked in the front and back by
opponents. The first maneuver is to strike the opponent in the front with the kashira (sword handle), this
does 1d6 + Str damage and the opponent must make a Fort Save of be dazed for 1d2 rounds. Then the
character turns around and strikes the opponent behind him and then comes back to the initial opponent and
slashes at him. He is not considered flanked by either opponents for two rounds (the surprise round and the
first full round).
Special: Each of the two blade attacks requires its own Iaijutsu Focus roll to damage, and both opponents
are considered flat-footed as it's the surprise round. Also, while there are three attacks, if the character only
has two attacks the first is made at his highest AB, and his second at his second, the last is made at his
lowest -5. And if he only has one attack, it's AB, -5, -10.
Gohon-me, Kesa giri - Diagonal Cut
Stamina Cost: 4
Type: Taijutsu
DC: 26
Resist: Fortitude save DC: 14+Str mod
Target: Self
Description: The fifth of the 10 Seiten Katas, this is used to double-strike an opponent in front--causing
profuse bleeding. The character gets two attacks at one opponent with separate Iaijutsu Focus rolls. If one
hits the opponent must make a Fort Save or start bleeding for the consecutive rounds, losing 1 HP/round
until successfully healing himself (or being healed). If both attacks hit he loses 2HP/round if he fails his
fortitude save.
Roppon me, Morote Tsuki - Two-handed Thrust
Stamina Cost: 5
Type: Taijutsu
DC: 29
Resist: No
Target: Self
Description: The sixth of the 10 Seiten Katas, this is used when threatened by three people, two in front and
one behind. The character first delivers two attacks against the first opponent in front (either) at his two
highest ABs. Next he turns around and makes an attack at the man who flanked him at his second highest
AB. And finally he turns around and makes an attack at the final opponent with his third AB (or -5 his
Second if he has no third). Each attack requires its own Iaijutsu Focus roll for damage. The character is not
considered flanked for the first two rounds of combat (this surprise round and the first full round).
Nanahon-me, Sanpo giri - Three direction cut
Stamina Cost: 5
Type: Taijutsu
DC: 29
Resist: No
Target: Self
Description: The seventh of the 10 Seiten Katas, used when threatened by three men and two men are
flanking the character and one is in front. The first attack is against the man to the right at the character's
highest AB. Then to turn to the man on the left, attacking at his second highest AB. And finally at the man
in front at his second highest AB. Each attack requires its own Iaijutsu Focus roll for damage. The
character is not considered flanked for the first two rounds of combat (this surprise round and the first full
round).
Hachihon-me, Ganmen ate - Strike to the face
Stamina Cost: 5
Type: Taijutsu
DC: 29
Resist: Fortitude save DC: 15+str mod
Target: Self
Description: The eighth of the 10 Seiten Katas, used when threatened by two men, one in front and one
behind. The first attack is against the man in front, the character strikes him in the forehead (between the
eyes) with the kashira (sword hilt), dealing 1d6 + Str damage, and a Fort Save or the character is Stunned
for 1d4+1 rounds. Then he draws his sword and attacks the man behind him and then back to the frontal
opponent and attacking him. Each attack with the blade requires its own Iaijutsu Focus roll for damage. The
character is not considered flanked for two rounds (the surprise round and the first full round).
Kyuhon-me, Soete tsuki - Assisting hand thrust
Stamina Cost: 6
Type: Taijutsu
DC: 32
Resist: No
Target: Self
Description: The ninth of the 10 Seiten Katas, used when threatened only by one opponent. The character
makes an attack at his highest AB and then follows it up immediately with a second cut through the
opponent's stomach. As the second attack follows the character places his off-hand on the back of the blade
to push it through. As he does this he channels his spirit into the blade, doubling the critical range for the
weapon, as well as increasing the multiplier by 1 for the second attack--also made at his highest AB. The
character must make two separate Iaijutsu Focus rolls for damage.
Jyuppon-me, Shiho giri - Four Directions Cut
Stamina Cost: 6
Type: Taijutsu
DC: 32
Resist: No
Target: Self
Description: The tenth of the 10 Seiten Katas, used when threatened by four opponents who flank you
diagonally or in a cross. The first attack is against the man to your right-front/right at his wrist, it is
considered a "Called shot, Arm" in addition to damage dealt, at highest AB. Next to attack the man to the
left-rear/left at the highest AB. The next attack is made at the right-front/right opponent at the character's
second highest AB. Then to the right-rear/rear opponent at the second highest AB. Next to the leftfront/front opponent at his third highest AB--a total of 5 attacks. Each attack requires a separate Iaijutsu
Focus roll for damage. The character is not considered flanked for two rounds (the surprise round and the
first full round).
Chpter 5 feats
New type of feat. shinobi feats: Ninja or Controle or Charkra controle: the names are
interchangeable They all req a nin level
Tai: This means that they have to forfit 2 unused jutsu slot to learn a nin or gen. That is called tai
speclation wich you must be in for atleast a month before taking it.
Charkra controle Tech you are req to have a certain amount of Charkra controle.
Charkra: you must have atleast 1 point of charkra to use.
MetaJutsu: These cost extra charkra and use up a extra lv 1 jutsu slot. Powers up jutsu’s.
Demon Sealed: This req you to be a demon sealed
Puppet: req’s the puppet feat
Kenki geko: gives speacil powers
Advance bloodline: uses the name of req bloodline gives extra ablities also called metabloodlines
Jutsu: they teach a tech
Some feats are changed but exsited in the core books
Sure-footed [Fighter, General]
You rarely lose your footing in combat.
Benefits: You may use your Dexterity bonus instead of your srength bonus when making opposed
rolls fro trip attacks, and when you fail a trip attack, the defender may not attempt to trip you.
Unorthodox Wrestling [General]
Your wrestling style is quick and nimble.
Benefits: You may substitute your Dexterity bonus for your strength bonus when grabbing an
opponent or making opposed grapple checks.
Vise Grip [General]
Your grip is very powerful.
Prerequisites: Str 13+
Benefits: You gain a +1 competence bonus to opposed grappling checks and unarmed damage
when grappling.
Unyieldling Fury [Fighting Style]
Your style is aggressive.
Prerequisites: Boxing, Improved Unarmed Strike, Kickboxing, Mighty Strike, Power Attack, Steel
Limbs, Toughness, Str 13+, Base attack bonus 6+
Benefits: Your unarmed strikes gain a +1 bonus to damage and cannot be interrupted by readied
actions. Readied actions triggered by your unarmed strikes occur immediately after your unarmed
strikes miss or deal damage.
Down the Hatch [General]
You drink fast. FAST.
Prerequisites: Con 15+
Benefits: With a standard action, you can imbibe a number of drinks (but not potions) up to your
Constitution bonus. Drinking is a standard action that provokes an attack of opportunity.
Hard Drinker [General]
You have a high tolerance for alcohol.
Benefits: Your drinking limit is twice normal and you gain a +2 bonus to Fortitude saves against
all ingested poisons, including alcoholic beverages.
Drunken Boxing [Fighting Style]
When drinking heavily you can become more tolerant of pain, more flexible, and unpredictable
Prerequisites: Improved Unarmed Strike, Dodge, Down the Hatch, Drunken Stance, Expertise,
Great Fortitude, Hard Drinker, Sure-footed, Unorthodox Grappling, Balance skill 8 ranks, Con
15+, Dex 13+, Int 13+, Base attack bonus +6 or higher.
Benift: You can get levels in drucken boxing
Somersault Charge [General]
By tumbling while charging, you make yourself harder to hit.
Prerequisites: Tumbling skill 5 ranks.
Benefits: If you succeed in a tumbling skill check at DC 20 while charging an opponent, you do
not suffer a -2 penalty to AC from the charge. You must move at least 20 ft during the charge. If
you fail the tumbling check, you suffer a -4 penalty to AC for 1 round, instead of the standard -2
penalty.
Sleeper Hold [General]
Say goodnight.
Benefits: You get a +2 competence bonus to damage rolls when causing subdual damage while
grappling.
Reversal [General]
You turn the tables when grappling.
Benefits: When grappling, if your opponent succeeds in a grapple check with you to cause
damage or to pin you, you can immediately attempt a second opposed grapple check. If you
succeed on the second check, your opponent doesn't cause damage or pin you, and you pin your
opponent instead. You may only use this feat on opponents who are no more than one size
larger.
Presence [Ki]
Your presence is tangible.
Prerequisites: Improved Unarmed Strike, Stunning fist, Wis 13+, Diplomacy skill, Intimidate skill
Benefits: Diplomacy and Intimidate are always class skills for you, and by giving up one of your
stunning attacks for the day, you gain a +4 bonus in Diplomacy or Intimidate skill checks for one
round. You may use this feat as a free action on your turn once per round.
Precise Attack [Fighter, General]
You can sacrifice power for increased accuracy.
Prerequisites: Dex 13+
Benefits: On your turn, before making any attack rolls, you may choose to gain a +2 competence
bonus to melee attack rolls and do half damage (rounded down). This bonus to attack and
penalty to damage lasts until your next action.
Special: This feat may not be used at the same time as Power Attack.
Ponderous Attack [Fighter, General]
Wait for it...
Prerequisites: Dex 13+
Benefits: If you delay until the last possible moment this round (-10 minus your initiative bonus)
your first melee attack gains a +2 competence bonus to attack and damage rolls.
Phoenix Child [Ki]
Your ki provides you with a powerful second wind.
Pre:Second Wind talent
Benefits: When reduced to less than zero but greater than -10 hit points, you are immediately
cured of enough damage to bring you back to zero hit points (disabled.) This ability does not
require an action. It activates automatically, but only once per day.
One-Inch Punch [General]
You can make a powerful unarmed strike while in close quarters.
Prerequisites: Improved Unarmed Strike
Benefits: Using the full attack action, you can make a single unarmed strike (doesn't have to be a
punch) that has a +2 competence bonus to attack and damage rolls by gaining a -4 penalty to
your AC for one round. You may only make a single 5 ft. step before attacking.
One-Arm Lock [General]
You can attack others while grappling.
Prerequisites: Improved Unarmed Strike
Benefits: You can grapple with one limb, and threaten adjacent areas normally with the rest of
your body. You still lose your Dexterity bonus to AC against opponents you aren't grappling. You
cannot use your free limbs to initate a second grapple, but can use them to make unarmed
strikes, or to attack with a weapon as an off-hand attack.
Meditation [Ki]
You supplement your normal rest with regular meditation.
Prerequisites: Improved Unarmed Strike, Stunning Fist, Wis 15+
Benefits: Calculate how many hit points and ability score points you heal naturally as if you
always receive full bed rest, no matter your activity. If you are exhaused, 10 minutes of meditation
will cause you to be only fatigued and one hour of meditation removes the fatigued condition.
A mediating character is consindered to be blind and will be unaware of creatures moving silently,
but is not unconscious or helpless.
Ki Strength [Ki]
You can use your ki to perform feats of incredible strength.
Prerequisites: Improved Unarmed Strike, Stunning Fist, Wis 13+
Benefits: By giving up one of your stunning attacks for the day, you may use your Wisdom score
as your Strength score for one round. You may use this ability during your turn as a free action.
Kickboxing [Fighting Style]
You are a good kick boxer.
Prerequisites: Improved Unarmed Strike, Base attack bonus of +4 or higher.
Benefits: Once per round, before making your first unarmed strike of the round, you may choose
to gain a +2 competence bonus to the damage roll for that attack. This attack must be a kick, so
you must have a leg free.
Flip Kick [General]
You can kick as you somersault.
Prerequisites: Improved Unarmed Strike, Kickboxing, Tumble skills at 5 ranks.
Benefits: If you succesfully use Tumble to move through an enemy square without provoking an
attack of opportunity (DC: 25), that enemy provokes an attack of opportunity from you. Your
attack of opportunity must be an uanrmed kick.
First Blood [Figher, General]
Stike first, and ask questions later.
Benefits: You gain a +4 competence bonus to your attack roll when you attack a flat-footed
opponent in melee.
Extreme Conditioning [Ki]
Through constant conditioning, your body has become hard and tough.
Prerequisites: Improved Unarmed Strike, Stunning fist, toughness, base attackbonus +3, con
13+, Wis 13+
Benefits: You gain a +1 natural armor bonus to your AC and damage reduction 1/-.
Drunken Stance [General]
You have learned a method of fighting that is based on moving as if drunk.
Prerequisites: Improved Unarmed Strike, Base attack bonus +6 or higher
Benefits: When you choose to fight defensively, your movements are unpredictable, causing you
to have 20% miss chance for one-half concealment against all attacks for 1 round. The blind-fight
feat is ineffective against this concealment.
Boxing [Fighting Style]
You are good at fighting up close with your fists.
Prerequisites: Improved Unarmed strike, base attack bonus of +4 or higher.
Benefits: Once per round, before making your first unarmed strike of the round, you may choose
to gain a +2 competence bonus to taht attack roll. This attack must be made with your hands so
you must have one hand free.
Chakra Reserves (Ninja)
The character gains Chakra from their primary ability score again, for this level. This feat can be
taken multiple times. It's effects stack
.
Jutsu Focus (Jutsu)
Choose a type of jutsu,(nin,tai fire, ect). The character gains a +2 on all skill checks involved with
that type. Also +1 power for that typeThis feat can be taken multiple times, but its effects do not
stack. Each time it is taken, a different type must be chosen.
Jutsu Expert (Jutsu)
Choose a type of jutsu, (Like fire, tai ect). The character gains a +2 on all DC saving throws
checks involved with that type. Also +1 power for that type
Jutsu Adept (Jutsu)
Prerequisites: Jutsu Focus with the selected type of Jutsu.
The character is especially adept at one type of jutsu, gaining a +2 bonus on all skill checks
involving that type. This feats effects stack with Jutsu Focus. Also another +3 power
Genius Ninja (Ninja)
Prerequisites: 18 or better in the character’s primary ability score. Can only be taken at 1st level.
The character is a Genius Ninja, born with an advanced ability beyond the normal range of
humanity. The character gains +1 Chakra per level, and also gets a +2 bonus on all Jutsu skill
checks.
Chakra Regeneration (Ninja)
Prerequisites: The character must have taken Chakra Reserves twice.
The character regains Chakra at a rate of 1 point per round, as long as they aren’t actively
spending Chakra.
Jyuuken Apprentice (Fighting Style)
Prerequisites: Character must be in the Hyuuga Clan.
Description: The character gains access to the Jyuuken Fighting Style.
Jyuuken Defense (Fighting Style)
Prerequisites: Jyuuken Apprentice.
Description: The character gains a +2 bonus to Defense and Dodge checks while using the
Jyuuken Fighting Style, due to their sense of the chakra field around them.
Jyuuken Accuracy (Fighting Style)
Prerequisites: Jyuuken Apprentice.
Description: The opponents bonus to Dodge checks against the attacks using Jyuuken are
reduced to +2.
Jyuuken Efficiency (Fighting Style)
Prerequisites: Jyuuken Apprentice.
Description: The chakra loss from being hit with the Gentle Fist increases to 4 instead of 2, if
attacking the hole directly it increases to 6 instead of 3.
Jyuuken Combo (Fighting Style)Prerequisites: Jyuuken Accuracy.
Description: When using the full attack action with the Jyuuken Fighting Style, the character gains
a +2 to their attack rolls.
Jyuuken Mastery (Fighting Style)
Prerequisites: 2 of either Jyuuken Defense, Jyuuken Accuracy, or Jyuuken Focus.
Description: The bonus gained by opponents dodging the attacks of a Jyuuken user are further
reduced by 2, eliminating the bonus all together. In addition, the damage bonus increases to 1d6.
Chakra No Mesu (Fighting style)
Prerequsities: The Chakra No Mesu Jutsu
Description: The user gains the ability to use the Chakra no Mesu fighting style.
Enhanced Transformation [General]
You have practiced the transformation technique to the point that you can transform into a wider
variety of forms.
Prerequisites: Transformation technique
Benefit: When you use the Transformation technique, you can alter your size by one size
category up or down. You can also assume the form of an inanimate object or change your body
type (humanoid to beast, for example), provided that the new form is within your size category
restriction. Note that you still gain none of the abilities of the new form; you merely look like the
new form.
Curve Shuriken [General]
Prerequisites: Weapon Focus: Shuriken, Dexterity 13+
You have learned to throw your shuriken so that they curve in the air, and converge on their
target, making them very difficult to dodge.
Benefit: When making a full attack action round, your attacks made with shuriken get a +2 to hit.
Nin Leap (Charkra)
+30 to jump when tocken
Ninja sneak attack (MetaJutsu)
Req: nin level 5 sneak attack 2d6
Once per day per every 5 nin levels you have when using Justus you can add sneak attack
damage free even if it wouldn’t normally apply. Add this to Justsu damage.
Jump teleportation (Charkra Controle Tech)
Req: charkra control + 9, jump 10 ranks, jump + 20, tree runner, nin leap x2, spring attack,
whirlwind attack
Benefit: you utilization of a charkra control check in conjunction with a jump check to teleport you
to a nearby location. Doing so is a free action. You may teleport a total number of spaces equaled
to your ninja level times 5. Every number in jump on your total jump check aloe’s you to move 5
spaces. Then you must make charkra check. It uses 2 charkra per 5 space. You may use this 50
times a round
Unmodable Charkra (kenki Geko)
You get the unmodable charkra ablites
Linking Jutsu (Metajutsu)
Req: nin lv 15
You can link any Jutsu they must be equal to your nin level +5 when the level of each are
combined. You pay double the cost for each jutsu’s.
Blood pact (ninja, Charkra controle, Jutsu)
Req: nin level 8
You sign a blood pact allow you to use soming jutsu for the type of animal you chose
Demon’s charkra (Demon sealed)
REq: demon born
You get a extra Charrka of 500.
Reflecting Shot: (genral)
You can throw two kunai, using one to deflect another around corners and walls.
Prerequisites: Precise Shot, Base attack +6
Benefit: Using a reflective shot is a standard action. Using the flurry of attacks, you throw two
kunai. If you succeed at a ranged touch attack against an AC of 15, you hit the first kunai with the
second one, reflecting the first up to 90 degrees. This allows you to attack targets that are
completely hidden behind walls or trees, so long as you can guess their relative location.
Charkra Reserve (genral)
+2 charkra (cumulative) each time tocken
Control (genral)
+2 charkra control
Deflecting Throw (genral)
You can block thrown weapons at a distance.
Prerequisite: Base attack +4, Precise Shot
Benefit: If you have a kunai or other throwing weapon in hand, or posses the quick draw feat, you
can throw that weapon to block other ninja’s thrown weapons as with the deflect arrows feat. This
only works if the weapon you are attempting to block passes within 30ft. of you
Chakra Leap (Charkra, Charkra controle)
This works exactly like Charkra speed (including pre’s) but applies to Jump skill
Chakra Speed: (Charkra, Charkra controle)
You move faster.
Prerequisite: Wis 13+, reserve chakra points 1+.
Benefit: Your base speed is equal to your normal speed +10. You may increase your speed by
making a charkra control check of 50 charkra for +10 that last for 2 turns. In addition to this your
speed is + 5/per every +2 in charkra control. This is the second feature of this feat that stacks
Special: You can take this feat multiple times. Each time increases your base speed by 10 feet
and increases your prerequisite of reserve chakra points by 4. For instance, if Rock Lee takes
Chakra Speed three times, his speed is equal to his normal speed +30 if his reserve chakra
points are 9 or more, his normal speed +20 if his reserve chakra points are 5 or more, his
normal speed +10 if his reserve chakra points are 1 or more.
Kenki geko (Bloodline)
Req: 1st level and quilfy for the geko
You can chose any kenki geko
Note: this should not be tacken later than lv 1
Charkra Bugs (Kenki Geko)
Req: none
You can use bugs
Demon sealed ( Kenki Geko)
Req: must be tocken at lv 1
You get the demon sealed template
Hidden Technique (Kenki Geko)
This allows you to gain any other hidden technique that is like a kenki geko
Goken (fighting style)
You learn the style
Craft Solder Pills (craft)
Req: 3 other craft feat nin lv 15 (unless given freely)
You can craft solder pills
Craft advanced pills (epic, craft, nonclanepic)
Req: craft solder pills (if of Chouji’s clan this is not epic, but is tocken at lv 10)
You can craft the clan pills
COMBAT Jutsu [GENERAL]
Benefit: You get a +4 bonus on Concentration checks made to cast a justu or use a spell-like
ability while on the defensive or while you are grappling or pinned.
Unlock the Gates (Tai)
The 1st time you take this feat you can use the 1st gate.The second time you gain acess to the
2nd +3rd gate and 2 levels later the 4th +5th and 2 leve later the 6+7 gate. Once unlocked you
can take it for the last time and get the 8th gate.
The gates
Each gate requires a feat all stacks in these modes you can use special jutsus
They last equal to your nin levelx2 + con.
Gate one 25% to all stats + 2 nin level + 50 spd
Gate 2: as gate one
Gate 3: as gate one +gate 2
Gate 4: as gate 3
Gate 5: as gate 4+ gate 3
Gate 6: as gate 5
Gate 7: as gate 6
Gate 8: as all gates 5 times
For every level you take 1D10 culmitive when you go out +1D4 for every round in. Example: You
activate Level 2 for 3 rounds. You take 3D10 (1D10 fro level 1 +2D10 From level 2) +3D4
Puppetry (Jutsu)
You may use the puppet Technique. You can use Puppets for 5+2/round charkra. 3 of those are
used to make puppet strings. 2 to animate and has a animation cost of 1 every two rounds and 2
+ 1 every other round for strings. Your puppet can only go 30 ft away. When they are attack you
need a Dc 15 conentartiaon or perform (puppet) check or the tech ends.
Improved Puppet (Puppet)
Your puppet has a +5 on 3 ablities
Improved Charkra Strings (Puppet)
Req: one other puppet feat
With this feat the puppet string charakra is 5/3/2 and can extend 90 feet not 40 ft. Also when
attack the Dc is 10. This feat effects do stack
Improved animation (puppet)
Req: 1 other puppet feat
You animation cost is boosted by 1 in all circumstances. Your puppet gets +30 ft spd +10 attck
spd and dodge and +5 ref. This feat stacks.
Dual puppet (puppet)
Req: 3 other puppet tech’s
Each time gained this feat allow you to use another puppet but the puppet still cost charkra.
Less (Ninja)
Your Jutsu’s cost one less charkra.
Meat tank (Jutsu)
Req: chouji clan
You must be in partial multi size you pay 50 charkra and you spin at 500ft round for 2 rounds
cautioning 5d10+tai power +1d6/nin level damage to everything you hit.
Perform (Ninja)
Req: skills less
All jutsu’s cost 3 more less charkra. You learn 5 extra jutsu’s in each available levels. However
you must like sing or dance and make a check. You may chose instead to have specific ones
costing a level less that are only affected.
If all are affect then you must take this at level one
You may instead have to have something to channel
Donate Chakra (Charkra controle)
Requirements: Heal (9 ranks), Advance Chakra Manipulation
Benefit: You can share your chakra with any teammates with Dc: 2 for 25 charkra)
Taijitsu Training (Tai)
Requirements: +1 attack bonus, Taijitsu Rank 1.
Benefit: Your hand to hand damage goes up by one die type (Ex: D4 -> D6).
Taijitsu Mastery (Tai)
Requirements: Taijitsu Training, Taijitsu Rank 5
Benefit: Your hand to hand damage goes up by one die type (EG D8->D10)
Combine Technique (Jutsu)
Requirements: Level 5, GM approval.
Benefit: You can combine techniques to get different results. Family Techniques usually come
from this. Example: Charm and Transform combined gives you the 'Sexy Technique'.
Fast Jitsu (MetaJutsu)
Requirements:5th Level
Benefit: You can perform a technique at one rank faster then the technique for double the
technique cost.
Special: You can not change a technique with free action to immediate.
Immediate Jitsu (MetaJutsu)
Requirements: Fast Jitsu, 10th level.
Benefit: You can perform any technique that takes 1 round or less as an immediate technique
once per day.
Master of Seals (Jutsu)
Requirements: 10th level, 50 chakra points.
Benefit: You can perform a technique only using one hand to make the seals. The technique DC
increases by 5 and costs an additional 50% chakra, rounded up.
Normal: Techniques require both hands free to perform them.
Silent Jitsu (MetaJutsu)
Requirements: 5th Level
Benefit: You can perform a technique without it's command words. It's performance time goes up
by one rank. This does not work on techniques that take multiple rounds
Craft Poison (Craft)
Requirements: Craft (Poison) 7 Ranks
Benefit: You are able to make any poison with a DC of 17 or less.
Normal: You can only create any poison with DC of 12 or less.
Craft Greater Poison (craft)
Requirements: Craft (Poison) 13 ranks, Craft Poison
Benefit: You can craft poison of any DC, and poisons with a DC of 17 or less you get a +4 bonus
on the craft checks.
Craft Puppet (Craft)
Requirements: Craft (Woodworking) 8 ranks, Puppetry
Benefit: You can craft your own puppet parts.
Bonous usage (cursed seal)
You can use the seal one time more a day (in level one and two)
Cursed Seal Lv2 (cursed seal)
Pre: Dm ok(usaly after one of the way it grows) nin level 12
You can use lv 2
Other cursed seal: power description more feats and a prc
Chapter 6 Jutsu basic
Jutstu’s rules
Jutsu’s Skill power depends on your ability+ nin level These determine the save of the jutsu if it
has one. Also for jutsu’s that say they do or one that deals damage add this amount to it.
Tai: Str
Gen: Int
NIn: Wis
Charkra control
Charkra control is the effect of controllincontrol check is the sum of your ninja level + misc
modifier+ d20. The dc is the amount of charkra g chakra in your body. In the game the character
may call them jutsu’s. Your charkra you are using. If you fail you expend charkra with out any
effect. If you succeed you get the effect how ever you can not use that charkra for 2 rounds.
Some basic effects
Name effect
Tree walking You can walk up a tree. It is 5 charkra per round.
Water walking You can walk above water. It is 10 charkra per round
Lava walking, Ice walking, Air walking, It is 50 charakra per round and it is + 20 to dc.
Defense 5 charkra either + 2 Ac or 1/- dr
Atk + 2 str 5 charkra
Speed 5 charkra for either + 10 speed or + 2 dex
Charkra and Jutsu tree
Table 9-1: Jutsu known
Level 1 2 3 4 5 6 7 8 9
1520000000
2720000000
3931000000
4 11 3 2 0 0 0 0 0 0
5 13 4 5 1 0 0 0 0 0
6 15 7 5 2 1 0 0 0 0
7 17 9 8 5 2 0 0 0 0
8 19 12 9 7 3 1 1 0 0
9 21 15 10 10 4 2 2 1 0
10 23 16 10 12 5 3 3 2 0
11 25 17 12 12 6 4 3 2 0
12 27 25 14 13 7 5 4 3 1
13 29 27 16 13 10 6 5 4 2
14 31 28 18 15 12 7 6 5 3
15 33 28 20 15 12 7 6 5 4
16 35 28 21 15 12 7 6 5 5
17 37 28 21 15 12 7 6 5 6
18 39 29 21 15 13 7 6 5 7
19 41 29 21 19 15 9 8 8 8
20 43 39 22 19 15 14 12 10 9
Table 9-2 Charkra bonous/ Level
Level Charkra
1 10
2 20
3 40
4 80
5 100
6 160
7 320
8 640
9 1280
10 2000
11 2100
12 2500
13 3000
14 3100
15 3500
16 4000
17 4100
18 4200
19 4300
20 4400
Just because it might be a Bit confusing sotis list the total amount for that level for a normal
character. So for a jutsu nin what gets multiply is actually the difference.
Nin level and power
When it is referring to power that means how much you add (see above) to damage. Level means
the extra Jutsu’s you get. So a level 5 ninja with a fire level one is actual level 6 when determining
fire jutsu’s known.
New skills
To perform a Jutsu you need to make a check for the aporate type of jutsu. The check is the
charkra cost (total amount you are paying) x50/ 10 +5/2
Jiujutsu(wis)
TaiJutsu (str)
GenJutsu (int)
FuinJutsu (none)
The Learn System
You can also lean a Jutsu by learning it like taking up time. To learn a Jutsu it take one day+ 2
hours every 5 Dc above 10. You the dc is the perform DC x5. you can make the roll when ever
failure indicates you must take the amount again x2 at +15 Dc or time x150 at -15 Dc. Every 2
hours you must make a check equal to 1 100th of the regular Dc. The check DC is x2 each time
and you get -1 on it (culitive) The Dm is recommend to limit it from growing after a few times. The
check is the Dc V.S D20+int+cha+the Justus key abity (x5) +modifiersx2(x2 the whole thing not
just modifiers)
Common Modifiers
Feats
Scrolls: you may get a scroll and it will help you in fact you take a -8 with out a scroll or certain
feats.
Master A master often will help you.
Note some feats req learn
Note If a Jutsu has (suna or something like that) that means it requires a jutsu with the sam
scripters in the teir before it.
Performing a Jutsu
Performing a jutsu is a standerd action requiring full atttion (gen and fuin) Dc 15 conentration,
partial(nin) Dc 10 if distracted only and hardly none (Tai) if hard there is a dc. Gen and Fuin allow
a attack of opertinty
Reading a jutsu stat block
Name it name
Level The classlist it is on and the jutus level it is
Charkra how much it consumes
Area the area targeted
Range how far
Durition time it last
Targetshow it effects
Requirements: anything speacil needed to perform
Effect and description what it does and flavor text
Speacil: anything else
Elements speacil: Suna, Rock, Meatl, blood hyton to learn +5 to the level+20 to dc of performing
and +20 to learn with out a feat the feat grants you no penlites and some bloodlines make those
postive
Chapter 7: Jutsu
Nin
Orb of Deflecting
Level: water 2, Shinobi 2
Dur: 5 rounds + 1 for 5 charkra
Charkra: 10 +5
Effect: You get + 10 + 1 for 5 extra charkra to AC
If your oppenmt doesn’t hit it he takes double maximum damage.
Kakuremino no Jutsu (Cloak of Invisibility Technique)
Level: Shinobi Lv1
Charkra: 5
Effect: You are invisible to non ninjas. To ninjas the spot check Dc + 10
To use this you need a cloack. Last as long as you do not move
Ink dopanger
Lv:9 1 for sai clan
Charkra:5
You make a clone
Ink beast
Lv 18, 9 for sai clan
Charkra 100
You must first make a Draw check to draw a picture of a monster. Any monster. The Dc is a quter
of there cr + there Hd.
Katon: Goukakyuu no Jutsu (Fire Release: Grand Fireball Technique)
Level: Shinobi Lv7, Keeper of the sharinggon Lv1
Charkra: 50
Range: 10 foot cone + 5 ft per 10 extra Charkra.
Effect: You breath fire. This does 2d6+ 1d6 per ninja level, +1d6 for every 20 extra Charkra spent.
Water Fist.
Lv: water 4
Charkra: 30
Effect: to do this you need to control water every round you want this active. It takes 4 forms to
form it. Each turn the fist can attack a oppent in a 50ft range for 10d6 + 5d6 per ninja level above
5
Mythical Flamethrower [Fire Throwing]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard Action
Effect: Multiple flaming projectiles (1 per 2 levels, max 10)
Cost: 10 Chakra/Fireball
Saving Throw: None
Tier: 3rd
Prerequisites: Grand Fireball
This jutsu allows a ninja to fire multiple balls of flame from his mouth at any number of targets.
The fireballs deal 2d8+1 points of fire damage. The fireballs can be directed towards the same
target, or towards different targets. To hit with each fireball, the caster must hit with a normal
attack roll at his highest bonus. The user can fire one fireball for every two levels to a maximum of
ten fireballs. Optionally, shuriken can be hidden within the fireballs to deal an extra point of
damage per fireball, however a ninja can only throw a number of shuriken equal to his number of
ranged attacks per round (for example, if a ninja has 3 ranged attacks per round he can add a
shuriken to three fireballs, not nine fireballs). The shuriken deal normal damage plus strength (if
applicable) if the fireball that the shuriken is hidden in hits, otherwise they do no damage. These
fireballs cannot be deflected by the Deflect Arrows feat or snatched with the Snatch Arrows feat.
Dragon Fire [Fire]
Range: 100 ft.
Time: 1 Full-Round Action
Area: 100 ft. line
Cost: 60 Chakra
Saving Throw: Reflex Half
Tier: 4th
Prerequisites: Mythical Flamethrower
This jutsu allows the ninja to create a dragon made of flame that shoots out to strike all enemies
in a line, beginning at the user's hands. The blast deals 1d8 points of fire damage per level to a
maximum of 15d8. Unattended objects also take this damage, and this effect will set fire to
combustibles. It can melt metals with low melting points, such as lead, gold, copper, silver, and
bronze. Additionally, this jutsu ignores the hardness of all materials except for stone in its area of
effect, and will ignite unattended flammable materials. A successful reflex saving throw halves the
damage taken.
Combustion [Fire]
Range: Close (25 ft.)
Time: 1 Standard action
Area: 15 ft. diameter
Cost: 10 Chakra
Saving Throw: Reflex Half
Tier: 1st
This jutsu allows a ninja to create a small, almost instantaneous flash of white-hot flames. These
flames deal 2d6 points of fire damage to anyone within the area of this jutsu, but a reflex saving
throw halves this damage. Those who fail the save not only take normal fire damage, but their
clothing/hair are ignited (assuming they have any), dealing an additional 1d6 points of fire
damage on the next round unless they use a full-round action to extinguish the flames. This effect
does not stack with the Pyro feat.
Shadow-Clone Explosion [Fire]
Range: 100 ft.
Time: 1 Standard action
Area: 10 ft. radius around the clone
Cost: 30 Chakra
Saving Throw: Reflex half, possibly none (see text)
Tier: 3rd
Prerequisites: Shadow Replication, Grand Fireball
This technique allows the user to cause one of his Shadow Replication clones to detonate
suddenly, causing damage to anyone in the immediate vicinity when the clone goes off. To use
this ninjutsu, first the ninja must have at least one copy of himself created using the Shadow
Replication jutsu. He then performs this ninjutsu, and the clone explodes, dealing 6d8 points of
fire damage to everyone within 10 feet of the explosion. Those within the area of this technique
can make a reflex saving throw to take half damage. However, there are several situations in
which this technique can deny an opponent his reflex saving throw. Flat-footed or surprised
opponents are always denied their reflex saving throws against this technique. Additionally, an
opponent who is not expecting this ninjutsu must make a Knowledge: Ninja check against a DC of
25 when this jutsu is performed or be denied his reflex saving throw. Finally, if the clone that
explodes is successfully grappling a creature when this jutsu is performed, the creature being
grappled is denied its reflex saving throw.
Wall of Flame [Fire]
Range: 200 ft.
Time: 1 Standard action
Area: A line 30 ft. long, 20 ft. high, and 5 ft. wide.
Cost: 20 Chakra + 5 Chakra/Round
Saving Throw: Reflex half
Tier: 3rd
Prerequisites: Grand Fireball
This useful jutsu creates a wall of fire that is generated from the user’s mouth, and can be then
made to go forwards or backwards at will. Anyone caught within the flames of this attack takes
8d6 points of damage per round while they remain within the wall. Unattended objects also take
this damage, and this effect will set fire to combustibles. It can melt metals with low melting
points, such as lead, gold, copper, silver, and bronze. The wall of flame generated by this ninjutsu
is 30 feet long and 20 feet high. When this ninjutsu is first used the wall flares into being
anywhere within 200 feet in any direction of the user. During the next round of combat the user
can move the wall at his own accord up to 30 feet per round, up to a maximum of 200 feet away
from the user. If used within an enclosed area, this wall's height and length may be limited by the
shape of the area (although anything not made of stone or metal it will burn through given time).
Water ninjutsus coming into contact with the wall are either dealt 40 points of fire damage (in the
case of defensive ninjutsus) or have 40 points of their damage absorbed by the Wall of Flame.
Any additional damage is dealt as normal. This ninjutsu lasts for as long as the user can continue
to pay chakra points for it. While the user is maintaining Wall of Flame, he can only move up to 30
feet per round, and can perform no other actions.
Nenshou Buki [Fire]
Range: Personal
Time: 1 Move-Equivalent action
Effect: Flame surrounds one weapon, which must be touched by the user
Cost: 15 Chakra + 3 Chakra/Round
Saving Throw: None
Tier: 2nd
This jutsu wreathes the user's weapon in flames. In order to work with this jutsu, the weapon
used must be inscribed with a chakra channel seal, otherwise this jutsu will not work. The weapon
used, assuming it has the correct seal, is considered to be of a +2 enchantment for the purposes
of calculating damage reduction. This fire also deals additional damage, giving the weapon an
additional 1d10 + 1 per level (max +10) in fire damage. This fire remains as long as the weapon is
in the user's hands and the user continues to pay the chakra cost. If the weapon leaves the user's
hands for any reason, the flames go out and this jutsu must be re-performed in order to ignite the
weapon again.
Fire Grenade [Fire Kinjutsu]
Range: Personal
Time: 1 Standard action
Effect: Grenade of fire in the user's hands.
Area: See text
Cost: 90 Chakra
Saving Throw: Reflex half
Tier: 4th
Prerequisites: Exploding Palms
This jutsu allows the wielder to create a ball of fire in her hand that can be thrust at an enemy,
exploding outwards from the user's hand upon contact. Once this grenade is created it remains in
the wielders hand for three rounds. To discharge the effects of this grenade, the user must make
a melee touch attack against an opponent. If this attack misses, the grenade remains in the
user's hand. If it hits, however, the grenade explodes outwards, dealing 1d8 points of fire damage
for every level of the user, (max 20d8) to the target struck by the melee touch attack, as well half
damage to everyone within a cone 15 feet long and 15 feet wide at its end. A successful reflex
save halves all damage taken from this jutsu. If the grenade's effect is not discharged at the end
of the third round, it explodes in the user's hands, dealing its full damage to the user (a successful
reflex saving throw halves this damage). Note that this jutsu is a kinjutsu, meaning that it cannot
be learned by a ninja without someone who already knows it teaching it to her. Kinjutsus are
considered to be highly dangerous, and seldom taught to a ninja without a very good reason.
Exploding Palms [Fire]
Range: Personal
Time: 1 Standard action
Area: Two 30 ft. lines
Cost: 45 Chakra
Saving Throw: Reflex half
Tier: 3rd
Prerequisites: Combustion
This technique allows the user to shoot a line of flames from each hand, allowing him to strike
several targets at once. When used, this creates two 30 ft. line effects, the direction of each being
chosen by the user. Each line deals 1d6 points of fire damage for every two levels of the user
(max 5d6). A successful reflex save halves this damage. The trajectory of these lines is chosen
by the user, and if the user chooses to make both lines strike the same direction, targets within
that direction take damage as if struck by both.
Rain of Fire [Fire]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Area: 40 ft. radius spread
Cost: 60 Chakra + 20 Chakra/Round
Saving Throw: Reflex half
Tier: 4th
Prerequisites: Grand Fireball
This technique allows the user to cause an inferno of small fireballs to rain down upon her
enemies. Everything inside of the area of effect takes 1d8 points of fire damage per two levels of
the user (max 10d8). Unattended objects also take this damage, and this effect will set fire to
combustibles. It can melt metals with low melting points, such as lead, gold, copper, silver, and
bronze. A successful reflex saving throw halves this damage. The effects of this jutsu last for as
long as the user continues to pay the cost per round. Once used, however, the area of effect of
this jutsu cannot be moved. While the user is maintaining Rain of Fire, he can only move up to 30
feet per round, and can perform no other actions.
Fire Dragon Blast [Fire]
Range: Personal
Time: 1 Standard action
Area: 100 ft. cone, 30 ft. at its end
Cost: 100 Chakra
Saving Throw: Reflex half
Tier: 5th
Prerequisites: Dragon Fire, Fire Grenade
This jutsu allows the user to generate a massive blast of fire emanating from his mouth – as this
blast emerges its head takes the vague shape of a dragon before burning to cinders anything
within its area of effect. The flames generated by this jutsu are incredibly hot, dealing 1d8 points
of damage per level of the user with no maximum damage. A successful reflex saving throw
halves this damage. Furthermore, the heat of these flames is such that they ignore the hardness
of all non-magical objects within their area of effect.
Water
Hidden Mist [Water]
Range: Personal
Time: 1 Standard action
Area: 60 ft. radius spread (20 ft. high)
Cost: 5 Chakra + 1 Chakra/Minute
Saving Throw: None
Tier: 1st
This jutsu allows the user to create a large volume of mist, obscuring vision within its area of
effect and making it easy to hide in. It affects an area 60 feet long by 60 feet wide and 30 feet tall.
Anyone within this area suffers a -20 circumstance penalty to spot and search checks. Once
created, this mist cannot be moved by the user. A strong breeze or any wind of over 10 miles per
hour dispels the mist within 3 rounds; a wind of over 30 miles per hour dispels it in a single round.
Otherwise the mist does not dissipate until the user stops paying its chakra cost each minute.
While maintaining Hidden Mist, the user can act normally and can use other jutsus.
Water Blade [Water]
Range: Personal
Time: 1 Standard action
Effect: A medium-sized blade made of water.
Cost: 13 Chakra + 3 Chakra/round (6 Chakra if nearby a body of water)
Saving Throw: None
Tier: 1st
This technique creates a blade made of water in the user's hand – this blade is always a mediumsized one-handed slashing/piercing weapon, but otherwise it can assume any shape or style the
user wishes. Once created, the user can attack with the blade as a normal melee attack. The
blade is remarkably concentrated, and deals 3d6 points of damage on a hit. The user's strength is
not a factor in this damage, and chakra cannot be focused to make this attack more potent, but
the blade does critical on a 19-20 and deals 3x damage. This weapon lasts as long as the user
continues to pay the chakra cost each round. While maintaining Water Blade, the user can act
normally, but cannot use other jutsus unless she has the One-Handed Jutsu feat. If the user of
this ninjutsu is within 30 feet of at least 10 gallons of water, she pays only 6 Chakra to use this
jutsu, but must still pay the 3 chakra per round to maintain it.
Water Clone [Water]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Effect: One or more clones made of water
Cost: 25 Chakra/clone (15 Chakra/clone if nearby a body of water)
Saving Throw: None
Tier: 3rd
Prerequisites: Water Blade, Waterspout
Water Clone allows the user to create one or more clones of himself made out of water. These
clones can attack as normal, using their creator’s attack bonus, armor class, and saving throws.
They are weaker than their creator, though, in that first of all, they only have 10% of the hit points
of their creator (round down), they have only half (round up) his number of attacks, they cannot
use any special abilities related to his class or bloodline (although they can use his feats and
skills), and they have no chakra points and therefore cannot use ninjutsus, genjutsus, or taijutsu
techniques that cost chakra (or the Focus Chakra feat). The clones can only move up to 30 feet
from their creator at any time – they cannot go farther, and if they are somehow forced out of the
30-foot radius or if their creator is taken farther than 30 feet from them, they are destroyed
instantly. Water clones can be used by their creator in the Replacement Technique to create a
more convincing target – if this is so, the attacker gets a -4 penalty on his spot check. If not
destroyed during combat, the water clones last for the creator's level + his charisma modifier
rounds. If the user of this ninjutsu is within 30 feet of at least 10 gallons of water, he pays only 15
Chakra per clone instead of the usual 25 Chakra.
Waterspout [Defensive Water]
Range: Personal (See text)
Time: 1 Standard action
Area: Variable (See text)
Cost: 30 Chakra + 15 Chakra/5-ft (15 + 5/5-ft Chakra if nearby a body of water)
Saving Throw: None
Tier: 2nd
Prerequisites: Dome of Ice
This ninjutsu allows a ninja to surround himself and possibly others with a circular wall of gushing
water about 20 feet high – the water springs up from nowhere, and can deflect many attacks. A
ninja must use this technique as part of a readied action in order to block other techniques with it.
Projectile attacks by light or medium weapons striking this barrier are completely and utterly
canceled, and fire attacks have their first 40 points of damage absorbed (additional damage is
dealt normally) This technique will prevent the first 20 points of damage from any wind or sand
attack, but subsequent damage is dealt normally. Ice, earth, flora, and lightning ninjutsus are
unaffected by this technique, unless they utilize some sort of light or medium projectile in their
use. The protection provided by this jutsu lasts until the beginning of the user's next action,
whereupon the water falls back to the ground and dissipates. If the wall ever absorbs 40 points of
fire damage, it dissipates instantly. Wall of Water normally protects only the square that the user
is standing on, but it can be expanded by paying 15 chakra per 5-feet that the radius of the circle
is expanded. If the user of this ninjutsu is within 30 feet of a pond-sized or larger volume of water,
he pays only 15 chakra, and only 5 chakra per five feet of radius. This jutsu is considered a
defensive ninjutsu; by paying two times its cost in chakra, the user can use it as a free action in
response to an attack even when it is not his turn. Note that only one defensive jutsu can be used
in response to a single attack.
Wall of Water [Defensive Water]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Area: Line 20 feet long by 40 feet high by 5 feet wide
Cost: 60 Chakra + 15 Chakra/round (30 Chakra if nearby a body of water)
Saving Throw: None
Tier: 4th
Prerequisites: Waterspout
This technique creates a huge wall of standing water which repels most attacks striking it.
Projectiles of large or smaller size categories striking the wall are completely stopped. The wall
absorbs 40 damage from larger projectiles, which pass through after dealing 40 damage and deal
the rest of their damage normally. The wall is especially good at blocking fire ninjutsus – it always
absorbs all damage caused by a fire ninjutsu striking it. The wall absorbs 60 damage from other
ninjutsus, with any additional damage being dealt normally. Lightning ninjutsus are completely
absorbed, but cause the wall to become charged with electricity – in that case, anyone struck
touching the wall also takes damage equal to half the damage that the lightning ninjutsu would
have dealt. The wall lasts as long as the user continues to pay its chakra cost. If the user of this
ninjutsu is within 30 feet of a lake-sized or larger volume of water, he pays only 30 chakra plus 7
chakra per round. This jutsu is considered a defensive ninjutsu; by paying two times its cost in
chakra, the user can use it as a free action in response to an attack even when it is not his turn.
Note that only one defensive jutsu can be used in response to a single attack.
Hydroseeker [Water]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Cost: 40 Chakra (20 Chakra if nearby a body of water)
Saving Throw: Reflex half
Tier: 3rd
Prerequisites: Shark Missile
This ninjutsu creates a spinning ball of supercomressed water and ice which is guided towards its
targets by the user's chakra – because of this guidance it will avoid all barriers on its way to its
target. The target of this jutsu immediately takes 1d6 points of damage per level of the user to a
maximum of 10d6, although a successful reflex saving throw halves this damage. The true
strength of the hydroseeker is that it will travel around defensive ninjutsus to reach its target –
unless the target is completely enclosed by a defensive ninjutsu, the Hydroseeker is not affected
by it. If the user of this ninjutsu is within 30 feet of a pond-sized or larger volume of water, he pays
only 20 chakra for this ninjutsu.
Tsunami [Water]
Range: Personal
Time: 1 Standard action
Area: Rectangle 100 ft. long, 50 ft. wide, 40 ft. high, originating at the user.
Cost: 160 Chakra (80 Chakra if nearby a body of water)
Saving Throw: See Text
Tier: 4th
Prerequisites: Water Dragon
This technique creates a massive wave that crashes over everything, flattening most things in its
path and throwing everything backwards. The wave created by this ninjutsu begins at the feet of
the user and travels to fill its entire area. Those struck by the wave must immediately make a
strength check against a bull-rush DC of 40, although this DC decreases by 5 for every size
category above medium that the target is. Those who fail this check are automatically pushed
back as far as the wave travels – if the creature is pushed into a reasonably solid object, such as
a large tree or a building, it automatically takes 10d6 points of damage. Any creature struck by
the wave (even those that succeeded at their strength checks) must also make a fortitude save
against a DC of 15 + half the level of the user + the user’s charisma modifier to avoid being
stunned for 2d4 rounds. This technique can be used as a defense as well, as part of a readied
action against an attack by an enemy, although it cannot be used as a free action like many
defensive ninjutsus. Projectile weapons (except for those of extreme size, DM’s discretion) are
immediately stopped, as well as any projectile ninjutsu. Lightning ninjutsus are completely
absorbed, but also cause the wave to become charged with electricity – in that case, anyone
struck by the wave also takes damage equal to half the damage that the lightning ninjutsu would
have dealt. Sand and Wind ninjutsus have their damage reduced by 60, but any additional
damage is dealt as normal. The tsunami sweeps away any objects smaller than a large tree or a
medium-sized building. If the user of this ninjutsu is within 30 feet of a lake-sized or larger volume
of water, he pays only 80 chakra for this ninjutsu.
Water Dragon [Water]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Effect: 100-ft. Long dragon made of water
Cost: 50 Chakra/Round (25 Chakra/Round if nearby a body of water)
Saving Throw: None
Tier: 3rd
Prerequisites: Shark Missile
This technique allows a ninja to create a dragon made of water that attacks several targets, and
is capable of moving around defenses, as well as defending the user itself. The dragon is up to
100 feet long, and occupies spaces normally, although it does not need to be merely a straight
line - it curl and snake its way in any direction, including up. The head of the dragon moves
forwards, and the body follows it. It moves at a base speed of 50 feet. The dragon gets three
attacks per round at the user’s highest attack bonus. Its attacks inflict 6d6 points of water damage
from buffeting. It cannot attack the same target twice in one round. The dragon can attack from
any square adjacent to its opponent, or even from above its opponent, and therefore adjusts
cover bonuses accordingly. The dragon can attack at any point along its 50-foot movement, and
could conceivably move before and after each attack. The dragon is immune to normal physical
damage, but fire techniques that deal 30 points of damage or more disperse the dragon and end
this technique. Lightning ninjutsus striking the dragon are completely absorbed, but also charge it
with electricity, and cause it to deal half the damage the lightning ninjutsu would have done to the
next person it touches or attacks. Because of the size of the dragon’s body, it can curl around its
user to provide cover from attacks – treat this as half cover for the purposes of projectiles and
other attacks. The water dragon lasts as long as the user of this technique continues to pay
chakra for it. If the user of this ninjutsu is within 30 feet of a body of water the size of a medium
pond or larger, he pays only 25 chakra/round for this technique.
Shark Missile [Water]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Cost: 20 Chakra (10 Chakra if nearby a body of water)
Saving Throw: Reflex half/negates (See text)
Tier: 2nd
Prerequisites: Water Blade
This ninjutsu allows the user to create a medium-sized blast of water that strikes an opponent and
has a chance of knocking him prone. The blast itself deals 1d4 points of water damage per level
of the user to a maximum of 5d4, but a successful reflex saving throw halves this damage. Those
who fail this reflex saving throw are also automatically knocked prone by this attack. If the user of
this ninjutsu is within 30 feet of a body of water of 10 gallons or larger, he pays only 10 chakra for
this technique.
Water Prison [Water]
Range: Touch
Time: 1 Standard action
Effect: Imprisons target in water
Cost: 40 Chakra + 3 Chakra/round
Saving Throw: Reflex half/negates (See text)
Tier: 4th
Prerequisites: Waterspout
This technique allows its user to trap his target within an inescapable prison of water. The target
of this technique must be in contact with a body of water in order of 10 gallons or more for this
technique to work. The user of this technique makes a melee touch attack against his target that
does not provoke an attack of opportunity – if he hits, his target is sealed within the water prison.
Those trapped inside this prison cannot move, attack, or use any sort of jutsu. They can,
however, speak normally. To maintain this ability, the user must keep one hand inside the water
prison at all times – this means that he cannot move outside his square, receives only half his
reflex saving throw bonus, only receives half his dexterity bonus to his AC (round down), and
cannot use ninjutsus without the One-Handed Ninjutsus feat.. Although the prison is unbreakable
from the inside, those outside the prison can attack the person sealed inside normally, although
the person sealed inside the prison gets a -10 to reflex saving throws and cannot add his
dexterity bonus to his AC. This ability can be maintained as long as the user continues to pay
chakra points for it.
Substitution jutsu
Level: 1
Charkra: 5
You miss one of your opents attack.
Mist conquer
Level: mist 1
Charkra: 1 a round
This creates thick mist
Juujin Bunshin (Beast Man Clone)
Chakra Cost : 3 (+1 chakra for a extra round)
Type : Ninjutsu
DC : 23
Level: Beast tamer nin 18 clan jutsu
Clan: Inzuka
Description: The user of this Jutsu transforms themselves into a beast like form of themselves.
Giving them claws that deal D4+str mod damage, a bite that deals D6+str mod damage. It also
puts them into a more stronger form of themselves, providing a +4 str, +4 con bonus as long as
the Beast Ninpo Jutsu is in effect. The user of this jutsu may transform his puppy into a similar
matter at anytime while in Beast Man Clone form, gaining the similar abilities as the original user
did, but the puppy must also spend Chakra to do the maneuvers.
Soutourou (Double-Headed Wolf)
Chakra Cost : 6 (+4 chakra per round used)
Type : Ninjutsu
DC : 32
Level: Beast tamer nin 18 clan jutsu
Clan: Inzuka
Description: A special combination transformation of the Inuzuka Clan. By combining with their
canine counterpart, the user is able to transform into a significantly larger two headed wolf. User
grows to large size, gains 2 extra HD (2D8+con mod), Add +1 1/2 of your STR mod to damage
rolls. Claws increase to D8 damage and bite increases to D10. User gets a +10 str, +4 con, +2
dex, bonus does not stack with Beast Man Clone. But in this form, the Two Headed Wolf is blind,
it has to track people who have been hit by Air Dynamic Marking with their scent ability.
Evil disease
Charkra: 500
Duration: 5 days per nin level
Saves: Fort neglects
Effects: You hit you oppent with a devastating injury. Your opponent takes 50 ablty damage 5 Ac
and 100 hp (of full and current). Every 3 hours you may gain these effects on top of the first and
any after that. Every two hours you get a fort save. Of you succeed three times in a row you are
cured. If you fail all saves by the time of it ends you die. If a ablty drops to 0 you die if Ac drops 15
you die if hp drops to 1 8th you die. The user of this jutsu loses 100 hp each use.
Water Golem
Charkra: 50
Level: summoned 4, grand summoned 4, elmetlist:water 4, elminlist summoned: water 4, water 4
Summons a water golem
Raiton: Hekireki (Lightning Type: Thunder Clap)
Chakra Cost: 1
Type: Ninjutsu (Lightning)
Level: sound 2, Shinonobi 1
Resist?: Fortitude,
Description: Use of this technique creates a 15-foot cone of sonic force, dealing 1d4 damage to
anything within the area of effect, and deafening them for 1d4 rounds. Characters who make the
save suffer neither the damage, nor the deafening effect. You may pump up the save by paying 2
more charka per every 1d4 increase the save by 5 and the area by 5
Summon Golem
Level: Summoned 1, Expert shinobi 1
Charkra: 100
Effect: As the spell in ph2
Hyoton: Tsurara Batsu (Ice Type: Icicle Strike)
Chakra Cost: 1
Type: Ninjutsu (Ice)
Level: snow ninja 3, water 3
Resist?: No.
Description: Use of this technique creates a jagged icicle around the user’s hand, that lasts for
1d4 rounds, or until a successful hit is scored on an opponent. The attack deals 1d8 Cold
damage, has a x2 Critical rate, and is a piercing weapon. You may spend 5 charkra for each 5
extra charkra you get a + 1 to hit with them.
Chidori
Lv: Jutsu Nin 9
Req: a learn check and sharigon is the only way to safely use it. Also when using it to attack it
automatically hits but you are req to have a attack speed 40 to use it.
Learn: a Dc 75
Chakra: 10000
Special: you may only use this once per day per 5 Nin levels unless something changes. This is
+1 for pure uchia’s and +1 every 2 lv’s for pure uchia’s and +2 every 5 for pure uchia’s.
Effect: when you make this you can only run in a straight line. The Chidori automatically hits when
you attack with it. The Chidori does 15D10+25/Nin level +2D10+25/every 50000 extra chakra
used. Also your oppent must pass a fort save or suffer -5 to all scores and for 1D4 rounds a half
Ac and half actions
CHUUSUUSEI BIRIBIRI: Central Nervous System Electrical Shock
Technique: Ninjutsu
Handseals: Yes
Initial Cost: 16
Duration: One Hour
Range: Touch
Level: instant killer 3
Saving Throw: Fort Negates, see below
To use this technique, the ninja must covert chakra into an electrical pulse, a pulse that is
transmitted into the enemy’s body by striking them at the back of the neck. To sue this technique,
the ninja must catch their opponent flat footed, or other wise unable to apply their Dexterity
modifier to their AC. If this condition is met and the ninja succeeds at a touch attack, the target
must succeed at a Fort Save, DC 19 + the ninja’s key ability score, or have the flow of electricity
in their nervous system interrupted. The target’s signals between their brain and body become
confused, and the target’s arms move when they try to move their legs, and vice versa. Truly
intelligent ninja’s may be able to overcome this if they can figure it out in time. In game turns, this
technique leaves the target paralyzed for one hour. However, after 3 rounds under the effects of
this technique, a ninja may make an Intelligence check, DC 20, to try and regain control of their
body. If this check succeeds, the ninja is able to move, although they suffer a –6 penalty to
Strength and Dexterity for one hour. If the check fails, the ninja can try another check every 5
minutes, with the DC going down by 1 point cumulatively on each check as the ninja grows more
accustomed to the condition their body is in.
Bakuretsu Koinu (Exploding Puppy)
Chakra Cost: 10
Level: Beast tamer 3,
Resist?: Reflex Save for half damage, DC = 20.
Description: The ninja leaves behind a copy of their dog that explodes when the enemy
approaches it. The explosion deals 1d4 points of damage in a 10-foot radius.
Increase other power
Level: support 1
Charkra: 10
A chosen Aly Is + 50 stats
Katon: Housenka no Jutsu - Fire Element: Phoenix Flame Technique
Level: Shinonbi 4
Charkara: 11
As Energy Barrage: fire. Use same augment rules.
Tetra Disaster
Level: Jutsu nin 9
Components: V, S
Charkra: 50
Range: Long (400 ft, +40 ft/level)
Area: 40 foot radius burst
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes
This spectacular spell blasts an area with destructive energy. Everything in the area takes 5d10
points of acid damage, 5d10 points of cold damage, 5d10 points of electricity damage and 5d10
points of fire damage.
Great Knights weapon and amour
Level: Fighter nin 7, Jutsu nin 7
Charkra: 100
Duration: 50 rounds/ninja level
Effect: As Call weapon and call amour but The augment options are combined
Ninja art: Ice: Blizzard
Level: Elemtist 4, water 4, Snow Ninja 4
Charkara: 30
Area: battle
You summons a huge Blizzard that does 5d8 + 2d8/ ninja level cold damage to All oppents
Charkra Trip line technique
Level: Jutsu nin 5
Charkra: 2
Req: puppeteer feat
If they fail a ref save the target is prone Also a puppet technique cost 1 less charkra until
dismissed
Damischu no Jutsu sneak attack
Class: missing nin 2, prodigal shinobi 2
Charkra:4
You may make a + 1d6 sneak attack
HYOUTON – HARYUU MUUKO: Ice Element – Piercing Tiger
Technique: Ninjutsu
Hand seals: Yes
Initial Cost: 21
Range: Medium 100ft. + 10ft./lvl.
Effect: One tiger composed entirely of ice
Pre: hyton Level: any 5
Saving Throw: Reflex Negates
Like most ice techniques, this technique requires a large body of ice or snow to be present from
which to feed off of. This technique summons a tiger from the ice and snow and directs it to
smash into the ninja’s opponent. The target of this technique must succeed at a Reflex Save, DC
15 + the ninja’s key ability modifier, or take 6d8 points of smashing damage. In addition, this
technique freezes and dispels any water technique it touches unless the ninja who used the water
technique succeeds at a Will Save, DC 17 + the ice element ninja’s key ability modifier.
HYOUTON – HYOUROU NO JUTSU: Ice Element - Ice Prison Technique
Technique: Ninjutsu
Hand seals: Yes
Initial Cost: 21
Range: See Below
Pre: hyton Level: any 5
Saving Throw: Reflex Negates
With this technique, the ninja attempts to trap their opponent in solid ice. For this technique to
work, the ninja requires a large amount of ice or snow, at least 50 square feet, to be underneath
the ninja and their opponent. With the last hand seal, the ninja touches the snow below them with
their right finger, rapidly forming blocks of ice that move towards the ninja’s opponent. For every
level the ninja has attained, this technique generates one 10ft. by 10ft. cube of ice. The range of
this technique is limited by how many cubes the ninja can generate, as any cube formed must be
touching at least one other cube, and the first cube must appear right in front of the ninja. Any
targets caught in an area where a cube is formed must make a Reflex Save, DC 15 + the ninja’s
key ability modifier, or be caught inside of the cube. If this happens, they are unable to move and
begin suffocating in 1d4 rounds. Each cube has 40 hit points, and any damage that finally breaks
the cube is also inflicted upon the target trapped within.
HYOUTON – KOKURYUU BOUFUUSETSU: Ice Element – Black Dragon Blizzard
Technique: Ninjutsu
Hand seals: Yes
Initial Cost: 25
Range: Medium 100ft. + 10ft./lvl.
Effect: One dragon composed entirely of black ice
Pre: hyton Level: any 5
Saving Throw: Reflex Negates
Unlike most ice element techniques, this technique does not require a large body of ice or snow
to be present. When the ninja uses this technique, a dragon formed out of black ice with glowing
red eyes races from their fist towards their target. The target of this technique must make a
Reflex Save, DC 18 + the ninja’s key ability modifier, or take 8d8 points of damage. Half the
damage if crushing damage and the other half is cold damage.
HYOUTON – TSUBAME FUBUKI: Ice Element – Swallow Storm
Technique: Ninjutsu
Hand seals: Yes
Initial Cost: 16
Maintenance Cost: 3/round
Range: Medium, 100ft. +10ft./lvl.
Pre: hyton Level: any 5
Saving Throw: Reflex Negates
This technique uses snow and ice to create a swarm of swallows infused with chakra. Like all ice
element techniques, this technique is powerful, but requires a patch of ice or snow at least a foot
deep and 10ft. wide to be within 15 feet of the ninja. When created, the chakra infused ice
swallows fill a space 10ft. long and 5ft. wide. They fly at a speed of 60ft. a round with good
maneuverability. The swarm is completely immune to most attacks, but area of effect attacks that
do more than 5 points of damage dispel the technique. Fire techniques dispel this technique if
they inflict even a single point of damage. If the ice swallows pass through an area occupied by a
creature, that creature must succeed at a Reflex Save, DC 14 + the ninja’s key ability modifier, or
take 3d6 points of slashing damage. This technique can be maintained as long as the ninja is
willing to pay the cost in chakra.
ICHI NO HOSHI: First Star
Technique: Ninjutsu
Hand seals: No
Initial Cost: 3
Range: 30ft.
Area: Cone
Level: Futon elemental 6
Saving Throw: None
This technique requires the ninja to posses a large fan. The fan is swung, creating a burst of wind
that automatically deflects all ranged weapons sized Large or smaller. Targets caught by this
technique are unable to move forward and must make a Reflex Save, DC 12 + the ninja’s key
ability modifier, or be knocked prone.
INYU SHOUMETSU: Secret Wound Destruction
Technique: Ninjutsu
Hand seals: Yes
Initial Cost: 9
Maintenance Cost: 4/round
Range: Touch
Level: Instant killer 5 req one level or medical req one in instant kill
Saving Throw: Fort Negates
This technique is the medical ninja’s own variation of the Jyuken fighting style. It is the exact
opposite of Chiyute no Jutsu, as the ninja uses it to harm rather than heal. With it, the ninja
gathers chakra in their hands and use it to disrupt their opponent’s muscles and internal organs.
This devastating attack requires a touch attack to hit. If this attack hits, the ninja’s opponent must
make a Fort Save, DC 17 + the ninja’s key ability modifier, or take 1d6 points of Constitution
damage and be sickened for a round.
Angry no jutsu
Class: Beast Tammer 2, Fighter nin 2
Charkra: 10
You Are under the effects of Rage ( If you are a barbian you go to greater ect)
Flame sword Technique
Class: Fighter nin 5, Elemtist ( fire) 5, Strong Hero 5
Charkra: 40
You make a Fire sword that deals 1d6+ 1/ every three shinobi and every 15 extra charkra. Last
for 10 rounds
Sabaku Kyuu (Desert Coffin) [Ninjutsu, Suna]
Range: Close (10ft + 5ft/2 levels)
Time: 1 Standard action
Cost: 11 chakra + 3/additional round
Duration: 3 rounds
Saving Throw: 2 Reflex Partial (See below)
Tier: 2nd
Prerequisite: Sand Manipulation ability or similar jutsus
A set-up jutsu to finish off an opponent. A target must make a reflex save or become entangled in
sand, effectively entangling one or more limbs.A second save is made to prevent from being
completely covered, effectively becoming immobolized and helpless. A target is considered
entangled if they succeed the second save. The creature can attempt a strength check to break
out (DC 35).
Material Focus: Sand at the size of the intended target
Sabaku Sousou (Desert Funeral) [Ninjutsu, Suna]
Range: Close (10ft + 5ft/2 levels)
Time: 1 Standard action
Cost: 15 chakra
Saving Throw: Fortitude Half
Duration: Instant
Tier: 2nd
Prerequisite: Sand Manipulation ability or similar jutsus, Sabaku Kyuu
This jutsu only affect creatures caught inside Sabaku Kyuu. The target suffers 6d6 points of
damage if entangled in sand and 6d10 if completely immobolized. The target may succeed a
fortitude save for half damage. After Sabaku Sousou, Sabaku Kyuu is cancelled and the target is
freed.
Ryuua Bakuryuu (Desert Avalanche) [Ninjutsu, Suna]
Range: 10ft/level
Area: 40ft wide, 10ft tall line
Time: 1 Standard action
Cost: 25 chakra
Saving Throw: Reflex Negate
Duration: Concentration
Tier: 3rd
Requires: Sand Manipulation ability or similar jutsus, Sabaku Kyuu, Sabaku Sousou
Using his chakra, the user forces sand to create a wave of sand to cascade down onto his foes. A
wall of sand is created stretched 40ft across and 10ft high and moves 45ft per round in a direction
deemed by the user. Large creatures must succeed a reflex save or be pushed back 1d6x5 feet
while medium and small creatures get pushed back 2d6x5ft (no save) and must succeed a
fortitude save or become engulfed by the sand and buried. Any creature bigger than large shrugs
off the effects.
Focus: A huge area (100 cubic feet) of sand or loose earth.
Sabaku Taiso (Desert Requiem) [Ninjutsu, Suna]
Range: Long (30ft + 15ft/2 levels)
Area: 50ft spread (5ft/level deep)
Time: 1 Standard action
Cost: 25 chakra
Saving Throw: Fortitude Half
Duration: Instant
Tier: 3rd
Requires: Ryuua Bakuryuu
Any creature within range, that is underground, is subject to this jutsu, which includes subject
buried by Ryuua Bakuryuu. The user creates pressure in a large wave that pounds the earth into
a dense mass, essentially crushing any creature or object underground. Targets must succeed on
a fortitude save to take half 9d10 points of damage as the ground itself contracts around them.
Creatures using Dochuu Engyou no Jutsu (Underground Displacement Technique) and creatures
effected by Shinjuu Zanshu no Jutsu (Inner Decapitation Technique) are also subject to the
damage.
Hideous Combustion [Fire]
Range: Close (25 + 5/level feet)
Time: 1 Standard Action
Cost: 10 + 2 Chakra/round
Saving Throw: None (see text)
Level: Bug Controler 5
Prerequisites: Chakra Bugs Bloodline (Aburame Clan),
This technique catches one swarm of bugs on fire, dealing 2 fire damage to it and 1d6 fire
damage to everyone else in the same square for each round this is maintained. Those who fail a
reflex save not only take the fire damage, but their clothing/hair is ignited (assuming they have
any), dealing an additional 1d6 points of fire damage on the next round unless they use a fullround action to extinguish the flames. This effect does not stack with the Pyro feat.
Plant Shield [Flora]
Range: Personal
Time: 1 Move-equivalent action
Cost: 8 Chakra + 2 Chakra/minute
Saving Throw: None
Level: Jutsu Nin 3
This jutsu creates a living shield of grass and leaves that wraps around the user�s arm and
helps to defend him from attacks. The shield is relatively soft, and does not impede the
character�s attacks or movement in any way. A character wielding the shield gains a +2
deflection bonus to AC against ranged attacks. The Plant Shield also absorbs the first 10 damage
done to the user by earth and water-type ninjutsus. If more than 10 damage is dealt by any one
ninjutsu, the shield is destroyed. Otherwise, the shield lasts for as long as the user pays the cost
to maintain it. The shield is extremely vulnerable to fire � if the user takes over 5 points of fire
damage, the shield is immediately destroyed. While maintaining Plant Shield, the user can act
normally and can use other jutsus.
Armor of the Aburame [Non-Elemental]
Range: Personal
Time: 1 Standard action
Cost: 150+1 Chakra/minute
Saving Throw: None
Level: Bug controller 4
Prerequisite: Chakra Bugs Bloodline (Aburame clan)
This ninjutsu allows its user to cover most of his/her body with chakra bugs, effectively granting
him or her with extra defense. These chakra bugs are usually hidden under clothing, but then can
be discovered if the user is either lightly clothed or with a DC 18 spot check. The armor of bugs
grants its wearer a +2 deflection bonus for each swarm of chakra bugs he uses for this jutsu, to a
maximum of +4 for 2 swarms. The swarms used in this jutsu are subject to every attack that hits
the user, although their immunities still apply (including against single-target jutsus).
Basic Techniques can be learn only
Everburning Torch
Use Requirements: (T) (C)
Performence Time: Full Round Action
Effect: You can light a fire rod that won't burn out unless the flame is forced to (Being dunked in
water, buried, or dispelled)
Chakra Cost: 1
Focus A fire rod.
Fireball
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You form a 10X10 fireball that deals 1D10+ 1 for every point you exceed the technique DC
unless they make a reflex save of 10+ your control chakra ranks.
Chakra Cost: 2
Fire Shield
Use Requirements: (S)
Performence Time: Continuous
Effect: As long as you keep concentrating for a partial action each round, flames circle around
you dealing 1D6 damage to an attacker for every attack they make. If you stop concentrating for
the partial action the shield fades away in 1D4 rounds.
Chakra Cost:3
Flaming Palm
Use Requirements: (S)
Performence Time: Partial Action
Effect: You can make a touch attack to set the enemy on fire unless they make a Reflex save of
5+ how much you exceded the technique DC>
Chakra Cost:
Flaming Weapon
Use Requirements: (S) (T) (C)
Performence Time: 2 Full Rounds
Effect: You coat your weapon in oil and burn it without damaging the weapon. Your weapon
becomes a +1 flaming burst weapon till either the combat is over or the flame is extinguished.
Chakra Cost:5
Component Cost: 1 pint of Oil.
Flashbang
Use Requirements: (S) (C)
Performence Time: Full Round
Effect: You use gunpowder to create a blinding explosion. Everyone who fails a fortitude save of
10+ your chakra control ranks gets blinded and deafened for 1D4 rounds. This includes the user.
Chakra Cost:3
Component Cost: An ounce of gunpowder.
Grease
Use Requirements: (S) (T)
Performence Time: Partial
Effect: You cover a 20X20 foot area in grease, requiring anyone walking on it to make balance
checks DC 15. If a fire technique is used on the grease, it deals an additional 5 damage.
Chakra Cost: 2
Spark
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You can set an unattended object within 20 feet on fire.
Chakra Cost:3
Basic
Chakrabreath
Use Requirements: (S)
Performence Time: Continuous
Effect: You can hold your breath for each additional round you use this technique. You can not
use this technique longer then you could hold your breath in the first place.
Chakra Cost: 1/round
Field of Mist
Use Requirements: (S) (C)
Performence Time: Full Round
Effect: You cover a 40X40 area in mist, cutting the distance a person can see down to 15 feet.
When anyone make an attack in the mist, you got a 20% miss chance for every 5 feet the enemy
is away from them.
Chakra Cost:2
Component: A source of liquid within 40 feet.
Freeze Self
Use Requirements: Special
Performence Time: Immediate
Effect: You freeze up your body so it can not do anything. Whenever someone tries to move you
they have to beat a related check equal to what you got on your control charka check. The freeze
fades in 3 rounds.
Chakra Cost: 5
Note: When frozen, you can barely move and do not get your dex bonus to AC. You are immune
to coup de graces however.
Frozen Armor
Use Requirements: (S) (T) (C)
Performence Time: Full Round
Effect: You cover yourself in ice, forming a crude armor. You gain 5 ac, but your base movement
is lowered to 20 feet per round and it has a max dex bonus of +3.
Chakra Cost: 3
Focus: The tempeture around you must be below 0 degrees Celsius or the armor melts in 10
rounds.
Ice Shard
Use Requirements: (S) (T) (C)
Performence Time: Full Round
Effect: You launch an ice shard 40 feet that deals 1D8 + how much you exceed the Technique
DC.
Chakra Cost:3
Component Cost: A waterskin's worth of a liquid.
Ice Slick
Use Requirements: (S) (C)
Performence Time: Full Round
Effect: You create a 20X10 ice slick that requires a balance check DC of 10 to walk on or DC25 to
run on. The patch lasts for a number of rounds equal to how much you exceed the Technique
DC.
Chakra Cost:2
Component Cost: A waterskin's worth of a liquid.
Numbing Touch
Use Requirements: (S) (T)
Performence Time: Partial
Effect: You make a touch attack that can slow the enemy. If they fail a Fort save (10+ How much
you exceded the technique DC) at their choice they can either lose 2 strength or 2 dex. This
wears off either after 8 hours has passed, someone makes a Heal check (DC10+ Your nin level),
or they take at least 2 points of fire damage for every ability point they lost.
Chakra Cost: 6
Puddleform
Use Requirements: (S) (C)
Performence Time: 2 Full Rounds
Effect: You hide yourself in a puddle, becomming almost completely flat. You can hide in plain
sight and only leave a puddle behind. You get a +5 on your hide check.
Chakra Cost: 4
Component Cost: At least a canteen's worth of water within 40 feet.
Thaw
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You can thaw a 5X5 piece of ice and lower it's tempeture for it to be safe to drink. If left
alone, the water will refreeze in 10 minutes (Assuming it's in conditions to refreeze). Against any
monster with the Cold subtype, you can deal 4D6 + how much you exceed the Technique DC.
Chakra Cost: 3
Watersense
Use Requirements: (S)
Performence Time: Partial Action
Effect: You gain the ability to sense a source of water within 500 feet, and know if it's pure or not.
The amount of water must be at least 2 gallons for it to be detected.
Chakra Cost: 2
Intermediate
Freeze Blood
Use Requirements: (S) (T)
Performence Time: Partial Action
Effect: This can only be used on an enemy who is bleeding. You make a touch attack which
forces them to make a Fortitude save of 15 + how much you exceed the Technique DC. If they
fail they take 1D8 constitution damage. If they make the save they take 3D12 damage.
Chakra Cost: 12
Frostbite
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You make a touch attack, which deals 1D6 for every 2 points you exceed the Technique
DC. This damage can not be healed normally.
Ice Spike
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You launch an Ice Spike up to 50 feet away, dealing 1D8 for every 2 points you go over
the technique DC. If the enemy is next to a wall, it pins them against it and they have to make a
strength check against the amount of damage delt, with a max being 20.
Chakra Cost: 8
Snowfall
Use Requirements: (S)
Performence Time: Special
Effect: It starts to snow in a 100X100 area for one minute. This snow can be used as any water
based component. You can spend additional rounds making seals, making the snow last for an
additional minute for every round spent.
Chakra Cost: 4/round
Chakra Bonus: If you're in conditions where it is already snowing, you can spend 6 chakra a
round instead to create hail, doing 4D12 damage to everyone except you without cover.
Water Replica
Use Requirements: (A)
Performence Time: Full Round
Effect: You create 'Replicas' to act as decoys. They all act the same as you, but only have 20 hp
and can only do melee damage. Any weapon's used by the replica count as fists. These replicas
do not get saving throws. You produce 1 replica +1 for every 3 points you go over your Technique
DC. You produce as many replicas as you want as long as you have enough water. Underwater,
a water replica regenerates at the rate of 15/round.
Chakra Cost: 5/Replica
Material Cost: You must have a 5X5 source of water to produce water replicas thats is within 30
feet. Using a waterskin you can produce one replica anywhere. If snow is being used instead of
water, the clone only has 10 HP, but counts as regenerating as long as it remains in the snow.
Chakra Bonus: When you produce only one clone, you can spend 10 additional chakra to create
one with 40% you’re HP.
Armor of the Wind
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You deter all ranged attacks which their attack roll is below what you rolled for the
Technique DC. If failed, you instead take 1 extra damage from each attack. The technique lasts
for 1D10 rounds.
Chakra Cost: 3
Repetition Cost: Every additional use of this technique in one encounter raises the cost by 1.
Chakra Bonus: You can spend 3 more chakra to extend the time this technique lasts by 1D4
rounds.
Boots of Air
Use Requirements: (T) (W)
Performence Time: Free Action
Effect: You can fly at a rate of 5 feet/round.
Chakra Cost: 1/round
Special You can spend an additional 2 chakra per round to fly at a rate of 10 feet/round.
Guided Shot
Use Requirements: (S) (T)
Performence Time: Partial Action
Effect: You guide an arrow to it's target using wind, giving you a +10 to hitting with a range
weapon. You get a -1 penalty for every 5 mph the wind is blowing.
Chakra Cost: 2
Repetition Cost: Every additional time you use this technique in one encounter the cost doubles.
Push
Use Requirements: (S) (W)
Performence Time: Continuous
Effect: You can simply manipulate objects within 20 feet of yourself. You can not directly do harm
to an enemy using this spell.
Chakra Cost: 2
Chakra Bonus: You can spend an additional 2 chakra points per round to multiply your strength
by 1.5 when it comes to interacting with objects.
Basic
Battlechant
Use Requirements: (T)
Performence Time: Continuous
Effect: As long as the Battlechant is being used, all allies who can hear it get a plus 1 bonus on
attack rolls, AC, saves, and skill checks.
Chakra Cost: 1/round
Item Bonus: If using a musical intstrument, you raise the bonus to +2 but dedicate a partial action
every round to playing it.
March to the Beat
Use Requirements: (S) (T) (M)
Performence Time: 5 Rounds
Effect: Your entire party can hustle with no chance of exhaustion when traveling.
In Battle, this can be used to give everyone the same initiative as the one using
the techniques.
Chakra Cost: 3/hour.
Rejouvinating Melody
Use Requirements: (S) (T) (M)
Performence Time: Continuous
Effect: You heal 1 hit point per round of use, and as long as it can be heard all effects of fatigue
and exaustion can be ignored.
Chakra Cost: 1/round
Special
Shower of Notes
Use Requirements: (S) (T) (M)
Performence Time: Full Round
Effect: You play your music, but with damage dealing effects. You make an attack that counts as
10 shurikens but with a 20 foot range. You don't waste these Shurikens.
foot range.
Chakra Cost: 3
Sight of Sound
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: For as long as it is active, you can see sound. You can make spot checks as well as listen
checks to detect enemies, and you can pinpoint locations sounds come from. If you suffer a
deafening technique when this is active, it also blinds you.
Chakra Cost: 1/round
Sonic Storm
Use Requirements: (S) (T)
Performence Time: Full Round.
Effect:Orginating from the user, everyone within 10 feet takes 1D6 sonic damage per
level (Max 5D6).
Chakra Cost: 5
Chakra Bonus: Paying 5 additional chakra gets rid of the cap.
Soothing Sound
Use Requirements: (S) (T) (M)
Performence Time: Continuous
Effect: Everyone who can hear the music must make a Will save of 10 + how much the
Technique DC was exceded or be under a Calming effect.
Chakra Cost: 3/round
Suspence
Use Requirements: (S)
Performence Time: Full Round
Effect: An errie noise haunts the minds of your enemies, giving them a plus 1 bonus on initiative
but gives them a -2 penalty on Will saves against Fear effects and illusions.
Chakra Cost: 3
Voices
Use Requirements: (S)
Performence Time: Partial Action
Effect: You cause someone to start hearing voices. The target must make a Will Save DC 5 +
How many you exceed the Technique DC. If they fail they get a -1 penalty to AC, attack rolls, and
Reflex Saves. If resisted, this technique won't work on someone till 24 hours has passed. This
also can be used instead of a deabiliting effect to instead send messages to teammates.
Chakra Cost: 3
Chakra Bonus: You can spend 3 chakra points to raise the base DC from 5 to 10. 2 more chakra
can be spent to make the penalty equal to -2 instead of 01.
Intermediate Techniques
Do-Rei-Me
Use Requirements: (T)
Performence Time: Special
Effect: You make multiple attacks. These attacks count as ranged touch attacks. Doe does
damage equal to your fist. Rei doubles that damage, if used right after Doe. Me does the same
damage as Rei and sends the enemy flying back 30 feet.
Chakra Cost:3 (Doe)/6 (Rei)/9 (Me)
Deafening Blast
Use Requirements: (S) (M)
Performence Time: Full Round
Effect: You deafen everyone but yourself within 30 feet for 1D4+1 rounds unless they make a
fortitude save of 10+ How much the Technique DC was exceded.
Chakra Cost: 4
Echo
Use Requirements: (S)
Performence Time: Full Round
Effect: You can cause any Sound technique used within the past 2 rounds as long as it isn't
above you (Like Advanced when you're Intermediate)
Chakra Cost: 3 + Original Ability Cost
Sonic Punch
Use Requirements: (S)
Performence Time: Partial Action
Effect: Your next punch does an additional 1 sonic damage per point you exceed the
Technique DC. If your attack misses their AC but would hit if it was a touch attack, it deals just the
sonic damage. Dealing more then 10 sonic damage deafens them for 1 round.
Chakra Cost: 4
Item Bonus: If you have a Sonic Amplifier, you deal 2 damage per point you exceed the
Technique DC.
Sonic Rupture
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You make a touch attack that damages their insides depending on where you hit them. A
hit on an arm deals 1D4 strength damage. A hit on the leg deals 1D4 dex damage. A hit on the
chest deals 1D4-1 Constitution Damage, and a hit to the head deals 1D4 Intelligence Damage.
This ability damage can be undone with any healing effects.
Chakra Cost: 6
Twilight Sonata
Use Requirements: (M)
Performence Time: Continuous
Effect: You throw everything into darkness except for one ally and one enemy. They fight as the
others watch. If someone interferes you get a free action attack on them. If you deal the damage,
you knock them away. If you fail, the Sonata is broken and everyone can fight again.
Chakra Cost: 2/round
Vibrating Weapon
Use Requirements: (S) (T) (C)
Performence Time:
Effect: Your weapon becomes a +2 weapon that ignores hardness. This lasts until it is put away
or 12 hours pass, whatever comes first. If two vibrating weapons strike, they each take 1D6
damage and the bonus is canceled out.
Chakra Cost:
Special
Basic
Armor of Thorns
Use Requirements: (S) (T)
Performence Time: 2 Rounds
Effect: Every time someone successfully lands a blow with a natural weapon on you, you deal
them a D4+1 damage to them. If a person tries to grapple you they are delt a D4 + the amount
you went over the Technique DC. A fire technique cancels out the armor.
Chakra Cost: 2/round
Camoflauge
Use Requirements: (S)
Performence Time:
Effect: You turn invisible in Natural surroundings, and are able to communicate with allies without
making a noise. You can hide in plain sight and you gain a +1 hide bonus for every point you
exceed the technique DC.
Chakra Cost: 3
Dust Devil
Use Requirements: (S) (T)
Performence Time: Partial
Effect: A 15X15 foot dust devil forms, causing anyone without protection inside to suffer a 20%
miss chance and -8 on spot and search checks.
Chakra Cost: 1/round
Earth Wall
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You create a 10 foot long, 10 foot tall wall which has 30 HP and 5 hardness. It breaks
away if you make another wall or the battle ends.
Chakra Cost: 5
Chakra Bonus: You can spend an additional 15 chakra to make the performance time immediate
instead of full round.
Growth
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: A targeted 20X20 area becomes overgrown, forcing anyone going through to make a
Reflex Save of 10+ your nin level or be slowed to half speed in the area and for 1 minute after
leaving the area.
Chakra Cost: 6
Special This technique can only be used in areas that can support plant life. All of the growth
fades after 1 hour.
Health Root
Use Requirements: (S) (T)
Performence Time: 3 Rounds
Effect: You plant a seed that takes a day to grow into a full grown plant.. After this day it can be
harvested. When this plant is consumed, it gives the user a +4 Fortitude bonus to resisting poison
and disease. The chakra spent for this technique does not regenerate normally, until the plant
has either been ingested or it dies.
Chakra Cost: 5
Rock Fists
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: Your fists become covered in stone, increasing your fist's damage type by 1 and they
ignore 10 hardness.
Chakra Cost: 1/Round
Chakra Bonus: You can spend 1 additional chakra per round to make the fists count as +1
weapons.
Slide
Use Requirements: (S)
Performence Time: Free Action
Effect: You can charge down any angle short of 90 degrees with no balance penalties.
Chakra Cost: 1/round
Intermediate Techniques
Armor of Sand
Use Requirements: (A)
Performence Time: Immediate
Effect: You prevent all damage delt to you for one round.
Chakra Cost: 10
Repetition Cost: Every additional time this technique is used in battle, the cost increases by 5
chakra points.
Automatic Camoflauge
Use Requirements: Special
Performence Time: Full Round
Effect: If you're unconscious, you automatically make a hide check as the earth tries to hide you.
Your chakra regeneration is cut in half until you break off this technique.
Chakra Cost: Special, see Effect.
Avalanch
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: In a stone environment, you can rocks to collapse and fly towards the enemy. You make a
ranged attack that deals 1D6 damage for every point you go over the Technique DC.
Chakra Cost:6
Bloodstone
Use Requirements: (S) (T)
Performence Time: 2 Minutes
Effect: When you use this technique, you sacrifice 2 constition points to summon a Bloodstone.
This stone is about the size of a pebble and has hardness of 20. When you are brought down to
less then 1 HP, even a killing blow, the stone shatters leaving you at 0 HP.
Chakra Cost: 10
Earthskin
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You cover yourself in earth, forming a crude but strong armor. It has an AC bonus of 10,
but it has a max dex bonus of +0 and an armor check penalty of -10.
Chakra Cost: 12
Earthwalking
Use Requirements: (S)
Performence Time: Full Round
Effect: For 10 minutes, you can freely walk inside soft earth and trees, though they can not go
through rock and stone. They can only remain in the ground as long as they can hold their breath,
but they can resurface for more air.
Chakra Cost: 10
Earth Wave
Use Requirements: (T)
Performence Time: Full Round
Effect: You send out a wave of destruction that is 15 feet across and travels 30 feet a round. It
can not change direction and does 1D4 damage for every point you go over the Technique DC.
You can avoid the wave with a Reflex save equal to 5+ how the user has exceded the Technique
DC. This wave travels up to 90 feet (Or less, user's choice).
Chakra Cost: 8
Explosive Growth
Use Requirements: (S) (T)
Performence Time: Partial Action
Effect: You can force a seed to grow into a full grown plant 3 rounds after this technique is used.
You must be able to touch the seed to make it grow.
Chakra Cost: 5
Chakra Bonus: You can spend 5 additional chakra to make the technique an Immediate
Technique and t he plant grows to full size at the same time, but it dies in one minute.
Gravity Well
Use Requirements: (S) (T)
Performence Time: Partial Action
Effect: You use your chakra to pull everything towards you. All unattended objects move 5 feet
towards you, and all characters have to make a strength check of DC 10 + how much the
Technique DC was exceded to also be pulled 5 feet.
Chakra Cost: 20
Special You can spend an additional 2 chakra to pull things an additional 5 feet. At most you can
move things 20 feet in this way with one move.
Gravity Fling
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You force an enemy flying back 40 feet, unless they can make either a Reflex Save of 10+
how much you exceded the technique DC, or a Strength check of 20+ your nin level.
Chakra Cost: 9
Ground's Binding
Use Requirements: (S) (T)
Performence Time: Partial Action.
Effect: Sand grabs the opponent by the legs, grappling the enemy with 20 strength and a +4
grapple bonus.
Chakra Cost:6
Chakra Bonus: You can spend 4 extra chakra to increase the grapple bonus to +6.
Nature's Mending
Use Requirements: (S) (T)
Performence Time: Continuous
Effect: You put yourself together using plants. You heal yourself 1D8+ how much you go over per
round. Until you rest, you are delt double damage by fire techniques.
Chakra Cost: 4/round
Razor Leaf
Use Requirements: (S) (T)
Performence Time: Partial Action
Effect: You can use plant leaves as weapons. Tiny leaves can work as shuriken, Small leaves
work as Kuni, Medium leaves count as short swords, and giant leaves count as long swords with
a range of 40 feet.
Chakra Cost: 1/10 Shuriken. 2/5 Kuni. 3/1 Short sword. 5/1 Long sword.
Sand Burial
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You trap an enemy in a tomb of sand, preventing them from doing anything. They can only
escape with either a Strength check of 30 or Escape Artist Check of 35. This technique ends
when the battle above is over. To avoid the Sand Burial the enemy must make a reflex save of
10+ how much you exceed the Technique DC.
Chakra Cost:
Special
Sand Clone
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You create a clone out of sand that has 50% of your HP and can deal melee damage.
When this clone is hit it takes on a sandy appearance, letting you know it's a clone.
Chakra Cost: 10
Chakra Bonus: You can spend an additional 2 chakra and instead make 2 clones with 25%
health.
Sand Shield
Use Requirements: Automatic
Performence Time: Immediate.
Effect: You use chakra dedicated to this technique as a shield. Every point of chakra to sacrifice
you gain a point of Temp. HP. This temp HP can be avoided by anyone with more then 2 Speed
Ranks higher then the user.
Or you can pay 4 chakra and gain an additional AC for the rest of the battle per 4 spent. Every
time this AC saves you it drops by one until it gets to the original.
Chakra Cost: Special
Sand Shuriken
Use Requirements: (T)
Performence Time: Partial
Effect: You coat your Shuriken in Sand, causing them to deal more damage. Each Shuriken does
5 damage instead of one damage.
Chakra Cost: 15
Chakra Bonus: You can spend an additional 10 chakra to triple the range of the shurikens.
Stone Blizzard
Use Requirements: (S) (T)
Performence Time: Continuous
Effect: You cover a 40X40 area with flying debris, blinding anyone doesn't have their eyes
protected. Anyone inside the Stone Blizzard who isn't in the center is delt 1D6 damage per round.
Chakra Cost: 4/round
Twister
Use Requirements: (S)
Performence Time: Full Round
Effect: You summon a twister that is in a 15X15 area. It deals 6D6 damage to anyone inside it.
Chakra Cost: 6/round.
DOKUGIRI NO JUTSU: Poison Mist Technique
Technique: Ninjutsu
Hand seals: Yes
Initial Cost: 13
Maintenance Cost: None
Duration: 1 round/level
Range: Close 25ft.+5ft./lvl.
Area: 25ft. radius, 15ft. high
Level: Fighter nin5
Saving Throw: Reflex Negates
With this technique, the ninja breathes out a cloud of poisonous mist that obscures all vision. A
successful Reflex saving throw, DC equal to 15+the ninja’s key ability modifier, allows the victims
of this technique to escape without inhaling any gas. However, if they fail their save, they
immediately take 1d8 points of Strength damage. One minute later, they take an additional 1d8
points of Strength damage. Strong wind or wind techniques immediately dispel this technique,
and can even blow it back in the originating ninja’s face!
DOTON – DOROKU GAESHI: Earth Element – Mud Overturn
Technique: Ninjutsu
Hand seals: No
Initial Cost: 6
Range: Personal
Effect: 1 10ft. by 10ft. wall, 1inch thick/4 lvls.
Prerequisites: None
Saving Throw: None
With this technique, the ninja rips up a wall of earth from the ground and uses it to deflect attacks.
The wall is 10ft. wide and 10ft. tall, and is one inch thick per 4 ninja levels. Each inch of the wall
has 15 hit points and hardness 8. Fire attacks only inflict half damage against this wall, while
water techniques inflict double damage.
DOTON – DORYO DANGO: Earth Element – Mud Ball:
Technique: Taijutsu
Hand seals: No
Initial Cost: 12
Range: Close, 25ft. + 5ft./2 lvls.
Prerequisites: base attack +4, Doton – Doroku Gaeshi
Saving Throw: Reflex Negates
This technique starts out the same way as Doroku Gaeshi, except instead of using the wall as a
shield, the ninja uses their excellent taijitsu skills to hurl the block of earth at their opponents. The
target and anyone within 5ft. must succeed at a Reflex Save, DC 14 + the ninja’s key ability
modifier, or take 3d10 points of smashing damage plus the ninja’s Strength modifier.
Rasengan
Lv: Jutsu Nin Lv 9 and requires a learn to learn
Chakra: 5000
Req: +15 chakra control , Training see below, Chakra controler Lv 3, Master water walking, and
tree climbing tech’s know 2 other control techs, and know the summoning tech or another such
tech that requires a great deal of chakra control.
Perform: It requires a Nin skill check but also a Dc 25 chakra control check
The tech can blat 30 ft Nin level but usually a close tech. It deals 10D10+2D10/nin lv+5D10/every
75000 extra chakra spent.
Training: It takes at least 3 weeks to learn but 3 years to create. There are 3 steps to learn the
tech
Step one: Make a chakra control check of 17 and treat like learning a technique. This is
represented by making a water balloon spin.
Step two: Do the same with a rubber ball DC 20.
Step Three: you must make a control check of the combine numbers but it is treated like training
also divide the numbers by two. The it resets after 1 day of rest.
Exploding Clay
Level: Clay attribute Lv 8
Charkra: see below
When you use this tech you are req to make a craft (sculpting) skill to make a clay anmail that
explodes.It takes 3 pound size category and 250 charkra per 1D8. A small creature deals 5D8
(cost 100 charkra)+extra and move 10 ft and carry up to 20 pounds, 30 ft radius. For each
catergorydouble this. To activate it must see it or have it attack (double damage) a Flynig
creature cost 500 extra and takes 2 more pund per size of clay
DOTON – DORYUUDAN: Earth Element – Earth Dragon Missile
Technique: Ninjutsu
Hand seals: Yes
Initial Cost: 17
Range: Medium, 100ft. + 10ft/lvl.
Area: Line
Prerequisites: Base attack bonus +9
Saving Throw: Reflex Negates
When the ninja performs this technique, a Large Dragon head made entirely of earth rises from
the ground, opens it’s mouth, and fires off a salvo of missiles formed from earth and mud. Anyone
caught in the line of this technique must make a Reflex Save, DC 17 + the ninja’s key ability
modifier, or take 10d8 points of crushing damage. In addition, targets must make a second save
at the same DC or be knocked prone by this technique.
DOTON – DORYUUHEKI: Earth Element – Mud Wall Current
Technique: Ninjutsu
Hand seals: Yes
Initial Cost: 14
Range: 10 ft.
Effect: 15ft. by 15ft. wall
Prerequisites: Base attack bonus +4
Saving Throw: None
With this technique, the ninja vomits up a wave of mud and rock that forms a protective wall in
front of the ninja. This wall is 1 inch think per 4 ninja levels, and each inch has hardness 15 and
15 hit points.
KAGE BUNSHIN NO JUTSU: Shadow Clone Technique
Technique: Ninjutsu
Hand seals: Yes
Initial Cost: 3/per clone
Maintenance Cost: 3/minute
Range: Close 25ft. +5ft./2 lvls.
Level: Jutsu nin 3
saving Throw: No
This technique creates clones of the ninja, real clones made of shadowstuff that can be used to
attack or distract the ninja’s opponents. These clones have all of the ninja’s equipment, including
weapons but not including magical or alchemical properties, and follow the original ninja’s mental
commands instantly. The clones have half the ninja’s base attack bonus, and disappear in a poof
of white smoke if hit for even a single point of damage. In addition, if the ninja takes any damage,
they must make a Fort Save, DC 10+damange dealt, or all the clones will be dispelled The clones
can use techniques, but they must draw off of the ninja’s supply of chakra. So a ninja using this
technique in combination with other techniques will rapidly run out of chakra if they are not
careful.
KAGE KUBI SHIBARI NO JUTSU: Shadow Neck Bind Technique
Technique: Ninjutsu
Hand seals: Yes
Initial Cost: 4 + 4 per target affected
Range: Close 25ft. +5ft./lvl.
Prerequisites: none narra clan for lv9
Level 9 any class, 1 any class narra clan
Saving Throw: Fort Negates
This technique can only be used when the ninja has captured the opponent with Kagemane no
Jutsu. The Ninja extends their shadow up the body of their trapped opponents, and strangles
them with a hand made of shadow. The target must succeed at a Fortitude Save, DC 15 + the
ninja’s key ability modifier, or be strangled to death in three rounds. The ninja must maintain the
technique for those three rounds, and if they are disturbed, for example by being attacked, the
technique ends.
KAGE SHURIKEN NO JUTSU: Shadow Shuriken Technique
Hand seals: Yes
Initial Cost: 2
Range: Touch
Level: Jutus nin 6, Fighter 6
Saving Throw: Will Negates
This is an extremely useful technique that allows the ninja to throw two shuriken when it looks like
they have only thrown one. The target of this attack is forced to make a Will Save, DC 14 + the
ninja’s key ability score, or become confused by the deception. The first shuriken is a normal
attack, but if the save is failed, the second shuriken catches the opponent flat-footed, denying
them their Dexterity bonus to AC.
KAGEMANE NO JUTSU: Shadow Bind Technique
Technique: Ninjutsu
Hand seals: Yes
Initial Cost: 2 + 2 per target affected
Maintenance Cost: 3/minute per target affected
Range: Close 25ft. +5ft./lvl.
Prerequisites: none narra clan for lv9
Level 9 any class, 1 any class narra clan
Saving Throw: See Below
With this technique, the ninja extends his shadow and connects it with the shadow of one or more
targets. Targets are given a Reflex Save, DC 14 + the ninja’s key ability modifier, to avoid
touching the shadow. This technique cannot be done in total darkness, there must be some light
to cast shadows. If the ninja’s shadow passes over a natural shadow, the length of that shadow
extends this technique’s range. Targets who fail their save are caught by the technique, and
loose the ability to move their body. In addition, any move the originating ninja makes, they are
forced to make as well. Multiple opponents caught by this technique cannot be more than 5 feet
away from at least one other target caught in the technique.
KAMAITACHI: Slashing Wind
Technique: Ninjutsu
Hand seals: Yes
Initial Cost: 12
Range: Medium 100ft. + 10ft./lvl.
Area: Cone
Level: Fighter nin 4
Saving Throw: Reflex Negates
To use this technique, the ninja must posses some sort of large fan, which they swing to create a
hurricane like gust of wind. Any target caught by it must make two Reflex Saves, DC 17 + the
ninja’s key ability modifier. If they succeed at the first, they avoid the attack and the technique is
unsuccessful. If they save is failed, opponents caught in the blast take 1d6 points of damage per
two ninja levels, maximum 8d6. In addition, they must make a second save or be knocked back to
the maximum range of this technique. If they encounter a solid object, they crash into it and take
an additional 2d6 points of damage.
KANASHIBARI NO JUTSU: Body Freeze Technique
Technique: Ninjutsu
Hand seals: No
Initial Cost: 5
Range: Close 25ft. +5ft./lvl.
Level: Jutsu nin 5
Saving Throw: Will Negates
With this relatively simple technique, the ninja uses the sheer force of their will and raw power to
awe their foes, paralyzing their enemy’s muscles with raw terror. For this technique to work, the
ninja’s opponents must be at least 5 levels lower than the ninja. If this condition is met, all within
the area who meet the ninja’s gaze must make a Will Save, DC the ninja’s level + their Charisma
modifier. Those who fail their save are held, unable to move for 4d4 rounds.
Combination Technique Level: Jutsu Nin ?
Charkra: 5000 ?
You can Merge with summon or mount combine Hp and Charkra and other ablites
KARAMATSU NO MAI: Dance of the Larch
Technique: Taijutsu
Hand seals: No
Initial Cost: 9
Duration: 2 rounds
Range: Touch
Level: Master of bones 1
Saving Throw: See below
This is the second dance taught to members of the Kaguya clan. Each dance is a series of
taijutsu moves incorporating the Kaguya clan’s bone blades. This dance takes two rounds to
complete, and is generally used to defend against taijutsu attacks from a single attacker.
1st Round: The ninja can only take a full attack action this round, and all their attacks must be
sacrificed for parry attempts (see new rules on parrying below). The ninja attempts to block any
attack made against them by extending spiked bones from their body to catch the attack. This
unusual method of defense grants the ninja a +2 bonus to their parry roles. If the ninja’s opponent
is making unarmed attacks or attacks with a Small or smaller weapon, then any successful parry
inflicts 1d4 points of piercing damage on them and the ninja’s bone blades trap their arm or leg. In
addition, they are considered grappled. Opponents who are trapped may pull free with a
successful Escape Artist check or strength check against a DC of 18 + the ninja’s strength
modifier.
If the attack is made with a medium or larger weapon, no damage is inflicted on the attacker but
the weapon is trapped in the ninja’s bone blades. The ninja’s opponent may attempt to pull the
weapon free at the same DC or simply release their grip on it.
2nd Round: If the ninja has trapped and grappled their opponent and still has them grappled at
the start of the second round, then the ninja can unleash the second part of this dance. The ninja
extends spikes from all over their body and then leaps into the air, spinning rapidly and slicing at
their opponents with the many extended blades. If the ninja succeeds at a touch attack, they
inflict 4d8 points of slashing damage against any opponents who are trapped by their blades. In
addition, any target (if they took damage or not) must succeed at a Reflex Save, DC 16 + the
ninja’s key ability modifier, or be knocked back 20ft. and knocked prone. The second round of this
technique automatically frees any targets who were trapped in the first round.
Konchuu Kame no Jutsu (Insect Jar Technique)
Level: 9 any class Aburame clan only
Range: Personal; Area: 10 ft radius barrier (See text); Duration: Concentration (Maximum 1 round
per 2 levels);
Saving Throw: fortitude negates;
Chakra Cost: 10
Konhuui Kame no Jutsu is a Ninjutsu technique utilized by the Aburame clan of Leaf village. After
forming the needed handseals, the clan user will expel the Konchuumure living in their body. The
bugs will surround the member and fly at a high rate of speed forming a protective vortex,
granting a +6 deflection bonus to defense, along with 10% of miss chance against ranged attacks
for each Konchuumure used on this technique, to anyone standing inside the barrier, as long as
the character concentrates. If the user so wishes, he can use this technique to protect one or
more medium-sized creatures inside it. Those creatures cannot see or attack anything outside the
barrier. Also, any large or smaller creature caught adjacent to or inside the barrier, is hit by the
insects flying at high speeds and must succeed at a fortitude saving throw to avoid being pushed
back 1d2x5 feet and a second fortitude save to avoid 1 point of chakra damage. Any Katon,
Fuuton, Suiton, Hyouton or Doton area techniques that hit the barrier destroy it instantly (And 1d3
Konchuumure are destroyed, the remaining bugs return to the user), except if the user succeds at
a reflex saving throw, in which case the barrier stands but loses 1 Konchuumure. If the barrier
has less than 3 Konchuumure, it is dissipated and the remaining Konchuumure return to the
user’s body as a free action if he so wishes.
Material Focus: 3 or more Konchuumure.
Mushi Yose no Jutsu (Insect Gathering Technique)
Level: Beast tamer nin 1
Range: Personal; Area: 15 ft radius; Duration: Instantaneous
Saving Throw: None;
Chakra Cost: 1
This is simplest technique of the Aburame clan, and doesn’t even requires the use of
Konchuumure. After forming the needed handseals, the Aburame user will place their hand to a
surface and extend a web-like chakra lure to insects in the surrounding 15 ft radius area to his
location. Running this web over the area will cause any nearby bugs to walk up into it and follow it
back to the source. The user can increase the area covered by the web at the cost of 1 point of
chakra per 5ft added (Maximum 3 points).
And these are some Kamizurui clan's techniques, used on the same episode (Kamizurui are a
bug user clan form Hidden Stone):
Mushi Yose no Jutsu (Bee Bomb Technique)
Level: Beast tamer nin 4
Range: Medium (20ft +10ft / 2 levels); Area: 10 ft radius blast; Duration: Instantaneous Saving
Throw: Reflex half; Chakra
Cost: 2+2 per additional swarm.
Hachi Bakudan no Jutsu is a Ninjutsu technique utilized by the Kamizuru clan of Hidden Stone.
The clan member can summon swarms of bees to attack their target. If the swarm hits (A ranged
touch attack) it explodes, dealing 2d8 points of damage in a 10 foot radius blast. A successful
saving throw halves said damage. The target can send an additional swarm of bees against the
target, at the cost of 2 points of chakra per swarm (At the limit of 1 swarm per 2 levels of the user,
maximum of 5 swarms at level 10).
Hachimitsu no Jutsu (Bee Honey Technique)
Level: Beast tamer Nin 3
Range: Medium (20ft+10ft/2 levels); Area: single target; Duration: 1 round/level;
Saving Throw: See text;
Chakra Cost: 2+2 per additional bee.
Hachimitsu no Jutsu is a Ninjutsu technique utilized by the Kamizuru clan of Hidden Stone. The
user can generate bees made of honey to attack their target, at the cost of 2 + 2 per additional
bee (Maximum of 1 bee/2 levels of the user). If the bees hit their target (A ranged touch attack
made by the user for each bee), they will fall apart into globs of honey and possibly bind their
targets. A creature that is hit by one of the bees suffer a penalty of -2 on attack rolls, -4 penalty on
dexterity and must succeed a reflexes saving throw (CD 15 +1 per bee that hit that target) or be
incapable to move. Even if the save was successful, it’s movement is reduced by half. A flying
creature is not unable to move, however it becomes unable to fly until the technique ends, and
falls. A creature bind by this technique can attempt to free itself with a full round action and a
strength check (DC 17+1 per bee that hits), or causing 15 points of slashing damage to the
substance (No attack roll is needed, only damage rolls).
Hachi Senbon no Jutsu (Thousand Bees Technique)
Level: Beast tamer Nin 3
Range: Close (10ft +5ft/2 levels); Area: 1 or more targets (See below);
Duration: Instantaneous Saving Throw: Fortitude negates;
Chakra Cost: 7+1 per additional target.
Hachi Senbon no Jutsu is a Ninjutsu technique utilized by the Kamizuru clan of Hidden Stone.
After forming the needed handseals, the user will command their bees to fire their stingers as
projectiles at their opponents, with a ranged attack roll. If the attack is successful, it deals 1d6+1
points of damage. These stingers are also poisoned, dealing initial and secondary damage of 1d6
ponts of strength damage. The user can attack 1 additional target spending an additional point of
chakra (Maximum 1 target/3 levels).
DOTON – KEKKAI DOROUTOUMU: Earth Element – Spiritual Barrier Nothingness Chamber
Technique: Ninjutsu
Hand seals: Yes
Initial Cost: 23
Maintenance Cost: 5/minute
Range: Close, 25ft. + 5ft/2 lvls.
Effect: 15ft. radius dome
Prerequisites: Base attack bonus +9
Saving Throw: Reflex Negates
With this technique, the ninja attempts to trap their opponents in a regenerating dome of chakra
infused earth and stone. The ninja performs the handseals and then slams both of their palms
into the ground. A 15ft. radius dome of earth begins to form around the ninja’s opponents, who
are given a chance to make a Reflex Save, DC 19 + the ninja’s key ability modifier, to escape the
technique. If the save is failed, they are trapped within the dome. The dome is 1 inch thick per 4
ninja levels. Each inch of the wall has hardness 20, 12 hit points, and automatically repairs 10
points of damage each round. The ninja can use Kyuushuu no Chakra through this barrier on
those trapped within.
DOTON – KUGURUNO NO JUTSU: Underground Displacement Technique
Technique: Ninjutsu
Hand seals: Yes
Initial Cost: 5
Maintenance Cost: 2/minute
Range: Personal
Prerequisites: Base Attack Bonus +2
Saving Throw: None
With this technique, the earth swallows up the ninja. The ninja can then glide through the earth as
easily as they would swim through water. The ninja’s movement speed is half their base speed.
The ninja is only able to slide through natural earth formations, carved stone or brick is as
impassible as it always it.
DOTON: RETSU DOTON NO JUTSU: Earth Element – Splitting Earth Technique
Technique: Taijutsu
Level: Jutsum
Initial Cost: 6
Range: Close, 25ft. + 5ft./lvl.
Effect: Line, 5 ft. wide to Close Range
Prerequisites: Base attack bonus +4
Saving Throw: Reflex Negates
With this technique, the ninja strikes the ground with their fist, splitting it open in a 5 ft. long line
towards their opponent. Targets of this technique are allowed a Reflex Save, DC 13 + the ninja’s
key ability modifier, to avoid falling into the crevasse that forms. If they fail, the are knocked prone
and must spend a full round action pulling themselves from the crevasse.
DOTON - SHINJUU ZANSHU NO JUTSU: Earth Element – Inner Decapitation Skill
Technique: Taijutsu
Level: Jutsu nin 5
Initial Cost: 11
Range: Touch
Prerequisites: Base attack bonus +6, Doton – Kuguruno no Jutsu
Saving Throw: Reflex Negates
With this technique, the ninja travels under their opponent, grabs their ankles and pulls them
under the ground, burying them up to their necks. Targets of this technique are given a Reflex
Save, DC 15 + the ninja’s key ability modifier, to avoid being caught. If they fail, they are buried,
unable to move, and must make three Reflex checks or Escape Artist roles at the same DC in
order to get free.
Great weapon
Level: Fighter nin 1
Charkra: 10
Effect: A weapon of yours Get A enhancements bonus of your ninja level + 5 for every extra 5
charkra spent
Speed
Class: all 1
Charkra: 10
Doubles target speed
Power thrust
Class: Shinobi 2
Charkra: 5
You thrust a object at 100 miles with + 1d6 damage.
Acid splash
Class: Jutsu nin: 2
Charkra: 3
Does 1d10 acid Damage.
Health
Class: Healer nin 9 ( Healing Attribute 18)
Charkra: 100
Fully Heals target.
Vision attack
Class: Fighter nin 3
Charkra: 70
You atomically hit next attack
Storm
Level: Jutsu nin 5
Charkara: 20
Does 5d10 + 2/ nin level to target
Guain jetsu
Level: Shinobi 1
Charka: 2
Does 2d6 damage
Inyagu
Class: Shinobi 1, Beast tamer nin 1
Charkra: 20
Duration: 5 +1/nin level
You are invisible
Sense
Class: Beast tamer 1
Charkra: 2
Dur: 5 rounds+ 2 nin/level
You never lose your Ac to Flat footed
Old power portal
Level: Jutsu nin 6
Charkra: 40
Duration: 50 rounds
Does 5d10 + 1d10/level to target every round
Basic Nin technique
Class: shinobobi 1
Charkra: 3
You may do a vary off basic jutsu. Dm dism. Only taken level
one.
? Other
Level: Support jutsu+ 1
Charkra: 50 or + 50.
This use a affect that affects only you on others.
Crstline needles
Fighter nin 4
Charkra: 50
Does 5d4 + 5/ nin level to target. Each dice and + 1 are one needles you may separate them for
multi targets.
Dark charkra sword
Level: Fighter nin 6
Charkra: 75
Duration 5 rounds + 1 for every extra charkra
You make a sword that does 5d10 + 20/nin level+ 1d10/ extra 5 charkra.
Gian hainana
Level: Beast tamer nin 3
Charkra: 50
This does 5d6 damage
Deadly howl
Level: Beast tamer nin 8
Charkra: 100
This does 50d10+ 1d10/ 10 extra charkra
Fish throw
Level: Jutsu nin 1
Charkra: 3
This does 1d4/ nin level
Blink eyes hurt
Level: shinobi 1
Charkra: 3
Blinds oppent for 1 round
Helpless
Class: Missing Nin 2
Charkra: 50
This forces a one on one battle
Basic element
Class: Jutsu nin 1
Charkra: 5
There are one technique for each element. They do 1d6 elemental damage,
Opposite
Class: Jutsu Nin 9, Fighter nin 9, Shinobi 9 Beast tamer nin 9
Charrka: 500
This makes the affect of one jutsu do the opposite.
Spitting Water Spines Tech
Level: Water 7
Charkra: 250
Using this Tech the user creates thin water Needle. They deal needle damage (1D4)+1D4 water
damage. You make one needle +1 for ever
Tusack
Class: all 3
Charkra: 75
Does 1d6
Guna
Class: all 1
Charkra: 10
Does 1d4
Double dart
Class: all 1
Charkra: 10
Does 1d6 to 2 oppent
Unlock lock
Classs: Shinobi 1
Charkra: 5
Opens a lock equal to you open lock skill+ 10+1/nin level+ 5/ 5 charkra+ 5
Cick
Class: all 1
Charkra: 10
Heals 1d6 damage
Break
Level: all 1
Charkra: 5
You disable a trap
Kage Shunshin no Jutsu (Shadow Instantaneous Body Skill )
Chakra Cost: 2
Level: Shadow master
Description: The user of this jutsu can use the shadows to teleport. While standing in any shadow
they may teleport to another part of the shadow, as long as the shadows are connected. This
jutsu can be used as a move action.
Chiyute no Jutsu (Healing Hands Technique)
Chakra Cost: 10
Level: Healing 1
DC: 20.
Description: Chiyute is a technique that creates a small ball of healing chakra in the user’s hand.
The character can heal up to 2d8 HP + their character level in damage. They cannot heal a
character for more than 50% of their remaining HP in one day, as their bodies healing cannot be
accelerated beyond this point
Fiery Strike
Chakra Cost: 2 (+1 for each extra 2 damage)
Level: Fighter Nin 5, Elementist (fire) 5
DC: 20
Resist?: None
Target: Self
Description: You can imbue your unarmed strikes with fire. This jutsu can be activated as a free
action. Your unarmed strikes deal an extra 1 fire damage (+2 damage per each extra 1 chakra
spent,). The chakra must be spent each round to maintain the Fiery Strike and can be ended
anytime.
Bug Clone
Kenkigeko tech, clan,tech
Lv: Bugconterloer 1, Aberham clan Lv 3
Charkra: 100
Req: 5 swarms
You need 5/med swarms for one med creature. It can be you or others. When strike they reform
but a spot chek 15+your nin level can tell wich one is real and wich is clones for 2 rounds.
Daisan no Me (The Third Eye Technique)
Chakra Cost: 20
Level: sand 2
DC: 20
Duration: 1 round/level + 1 for every extra 10 charkra
Resist?: No.
Description: By concentrating sand into a ball, the user is able to make himself a third eye by
connecting his nural senses into the sand. Once the ball is formed it is able to turn into sand and
travel through the wind to the places it needs to and allows the user to see what it sees within a
60 foot area. The eye as a fly speed 30 feet (perfect). The eye is considered to have darkvision
60 feet as well.
Suna Otori no Jutsu (Sand Decoy Technique)
Chakra Cost: 15
Level: Sand 1
DC: 20.
Description: A skill much like Kawarimi no Jutsu. The user is attacked, but instead of
disappearing the Suna Otori remains standing. It will continue to stand there in the last position
the user was in and will just slowly begin to chip away as attacked until it is finally left as just an
empty shell. The attacker must make a DC:12+dex mod spot check to see that this is no longer
the actual person but just a shell.
Sabaku Kyuu (Desert Coffin)
Chakra Cost: 1000
Type: Ninjutsu
Clan: Shukaku
Level: Sand attribute Lv 9
Resist?: DC: 15+Dex mod reflex save
Description: By manipulating the sand below a person or using the sand within their item, they
send the sand at the opponent and begin to have it wrap around the enemy. The user of this jutsu
must succeed on a ranged touch attack, if successful the opponent then makes a reflex save DC:
15+dex mod. If failed, the opponent is trapped and surronded by the sand, taking 2D8
bludgenioning damage each round they are trapped in this jutsu. This technique is often
combined with others in devasting combos. Once trapped in the sand the only way out is either a
strength or escape artist check DC: 24+nin level
Sand Sting
Chakra Cost: 5
Type: Ninjutsu
DC: 29
Duration: Read text
Resist?: Read text
Description: This jutsu can only to used against an opponent who has been hit once this battle
with a slashing or piercing weapon or other wise has a open wound expose. Sending send at the
opponents body, this jutsu forces sand into the cuts of the opponent and into their blood stream.
First a ranged touch attack is made, if successful then a grapple check must be made every
round after the first to keep the sending coming in. Each round the sand is still attached to the
opponent it deals 2d6 non-lethal damage. To get the sand out of the body a DC: 15 heal check
must be made, then the damage may heal normally.
Suna Shigure (Sand Shower)
Chakra Cost: 5
Type: Ninjutsu
Level: sand 8
Resist?: Spot check DC: 15+dex mod, if pass Ref DC: 15+dex mod
Range: 30 feet
Description: The user of this Jutsu uses the sand in the area and forms it up into the air, in a
cloud as the cloud spirals around. The user then takes some leftover sand and sends it through a
hole in the ground, turning up the rock in the hole to the opponent and bursts the sand through
the hole, a spot check DC: 15+dex mod must be made to see the sand coming out of the hole, if
this is a failure then the opponent recieves no reflex save, if the spot check succeeds they are
aloud a reflex save DC: 15+dex mod. If they pass, they sucessfully dodge the attack, but if they
fail the sand captures the opponents legs, holding them down as the sand in the air rains down
upon the opponent and swarms all over the body, trapping the opponent. The user begans to
suffocate and take 2D6 non-lethal damage each round held by the sand, a escape artist check or
a strength check DC: 22 must be made to break out of the sand. This technique can be used to
use other techniques like Desert Funeral.
Premature burial
Chakra Cost: 5
Type: Ninjutsu
Level: Sand Attribute Lv9
Resist?: Spot check DC: 15+dex mod and Reflex save DC:15+dex mod
Description: A spot check of DC:15 +dex mod must be made by the opponent to notice this
technique. If they fail, the opponent does not spot the user of this jutsu teleporting behind them
using Sand Teleportation Skill. The user of this jutsu makes four rapid attacks, the opponent
consinder flat footed if they failed their spot check with a kunai or some other sharp small object
to get wounds opened. The kunai's deal 1D4+str mod each. After this the user of this jutsu uses
the Sand Teleportation skill and grabs the opponent and drags them underneth the sand, leaving
them buried. The user of this jutsu must succeed in a touch attack to do so. Once under the sand,
they begin to suffocate and take 2D6 non-lethal damage per round buried under the sand. If they
reach 0 or below HP under this manner they are buried alive. A escape artist check of strength
check, DC: 22 must be made to get out of the sand.
Earthen Grasp
Chakra Cost: 10
Level: Shinobi 4
Range: 25 ft (+5 ft for each chakra spent, max of 50 ft)
Duration: 2 Round/level
Resist?: None see text
Description: You bring forth from the ground an arm made of dense, compacted earth or soil that
can grapple your foes. You can cause the arm to rise out of only earth, mud, grass, or sand, and
the jutsu fails if you attempt to cast it in an area with the wrong materials (including stone).
Treated the arm as a medium creature, with a base attack bonus equal to your level and a
Strength score of 14+2 (you increase the score by 2 points for each extra chakra point spent,).
The arm doesn't move from the square it appears in, but can make one grapple attempt per
round against any creature in its square or any adjacent square, provoking attacks of opportunity
as normal. If the arm can target multiple creatures, the caster chooses one. If the caster is unable
to choose a target, the arm attacks a random creature within reach (possibly including the
caster's allies). Each round that it successfully pins a target, the hand deals 1d6 points of lethal
damage (plus it's Strength modifier). The earthen arm has AC: 15, hardness 4, and 3 hit points
per level. If it is reduce to 0 or fewer hit points, it crumbles to dust.
Summoning: Earth realeas: Tracking fangs technique
Level: Jutsu nin 8
Charkra: 200+the summoning technique charkra use
Perform: the technique regular + the summoning tech ninque Dc
Pre: elveltion jutsu, bloodpact: Dogs
You start this by summonig dog giving them a scent. They go under ground. 2 round later you
they attack there target in a surprise round then they start another round where they each get +75
intivtave.
Entangling Scarf
Chakra Cost: 2
Level: Shinobi 1
Range: 25 ft (+5 ft for each chakra spent, )
Duration: 1 Round/level
Resist?: Reflex DC: 12+Dex mod
Description: When you cast this jutsu, you flick a silk scarf (or similar item, like a ribbon) at one
creature within range, magically propelling it toward the target. The scarf assumes an ironlike
hardness on its way and then wraps around the target creature. You must have line of sight to the
target and hit with a ranged touch attack. If you hit, the target must make a successful reflex save
or become entangled.
Roulette
Class: any
Hinurka specai
Summon oni
Lv: missing nin 5 or jutsu nin 5
Charkra: 30
Special: this is a advance summoning technique
You summon three onis
Urusai Kyuubi! no Jutsu (Shut Up Kyuubi! Technique)
Chakra Cost: 1 to activate +1 chakra for each round put into effect.
Level: missing nin 9
Resist: None
Description: The user of this jutsu can yell at a tiny nine-tails fox demon plush doll, and as they do
this, they channel chakra into the doll to get it to return to them without having to pick it back up.
It’s almost as if the doll comes to life, making it much like a puppet without strings. The doll can
only reach up to 30 feet, and the user must remain conscious after use for this jutsu to remain in
effect (can be used as a free action).
Fist of stone
Chakra Cost: 1
Level: Nin ranger
Duration: 1 minute
Resist?: None
Description: You transform one of your hands into a mighty fist of living stone, gaining a +6
enhancement bonus to Strength for purposes of attacks, grapple checks, or breaking and
crushing items. In addition, you gain the ability to make one natural slam attack as a standard
action , dealing 1d6 points of damage plus your new strength bonus. Your fist undergoes no
change in size or form, remaining as flexible and responsive as it would normally be while under
the Jutsu's effect
Fireburst
Chakra Cost: 2+1 for each extra damage dice
Level: Jutsu nin 7
Range: 5 feet extending from you
Resist?: Reflex DC: 12+dex mod
Description: Fireburst causes a powerful explosion of flame to burst from you, damaging anyone
within 5 feet of you. All creatures and objects within that area, except for you and any creatures or
objects that share your space, take 1D8 points of fire damage (max of 5D8).
Fuushigi Akatsuki no Jutsu; Kiba no Kyuubi (Secret Akatsuki Technique; Kyuubi’s Fangs)
Chakra Cost: 2 +1 chakra for each extra damage die
Level: Missing nin9
Resist: None
Description: The user tosses a plush doll into the air, the doll then transforms into many senbon
needles, which fly down towards their prey. This can reach up to fifteen feet, dealing 1d4 points of
damage to all within the area of effect, +1d4 for each extra chakra spent on this aspect of the
effect, and for each d4 that is added, an extra five feet is also added to the area of the attack.
Returning Weapon
Chakra Cost: 2
Level: Fighter nin 2
Resist? : None
Description: This technique allows the user to control the movements of a thrown object with his
Chakra and have it return to him. The user may throw an object no larger than one size category
larger than himself (presumably a weapon), and have it return to him on his turn next round, even
if he moved from his past location. If the object was caught or is currently held, the current wielder
must succeed a Strength check (DC 15) or lose its grasp on the object, which will be sent flying
back to the user's waiting hands. If the Strength check is successful, the creature successfully
held onto the object and the user can no longer call it back. This jutsu can be used as a swift
action.
Elemental Weaponry
Chakra Cost: 2+1 for each additional round
Level: any 1
Resist?: None
Description: Use of this technique creates your choice of element (fire, water, sound, earth,
lighting, or others depends on what the DM allows) to surrounds your weapon and deal an extra
1D6 damage.
Fuuma Shuriken Kage Fuusha (Evil wind throwing star shadow windmill)
Chakra Cost: 2
Level: Missing nin 7
Resist?: Spot DC: 12+dex mod
Description: Using the Fuuma Shuriken, the user of this jutsu throws a Fuuma Shuriken at the
opponent. Whether or not this hits is not the true purpose of this jutsu, hiding in the shadow of the
first shuriken is a second Fuuma Shuriken created from the shadow. If the opponent fails this spot
check they are considered flat footed against the secret shadow shuriken.
Rain of Needles
Chakra Cost: 2
Level: Prodigious nin 5
Range: 25 Feet (+5 ft for each 1 extra chakra spent, max of 50 feet)
Resist?: None
Description: A needle flicked from your fingers multiplies into a hail of needles, raining down on all
targets you select. You make a normal ranged attack against each target separately, and the
needles deal 1D4 points of damage, plus a extra 1D4 (max of 5D4) for each extra chakra point
spent, the damage is divided up among targets. Thus you could target a single creature for 4D4
or two creatures with 2D4 points of damage each and so forth.
.
Flame Blade
Chakra Cost: 2
Level: Fighter nin Beast tamer Attribute 3
Duration: 1 Min/Level
Resist?: None
Description: A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield
this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks.
The blade deals 1d8 points of fire damage +1 point per two levels (maximum +10). Since the
blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can
ignite combustible materials such as parchment, straw, dry sticks, and cloth. The jutsu does not
function underwater. This jutsu can be used as a swift action.
Kage Mane no Jutsu (Shadow Copy Skill)
Chakra Cost : 3, +1 chakra for each additional round. (+1 for each additional target)
Level: Shadow 8
Range: 30 feet (More depending on shadows, see text)
Resist? : Reflex: DC: 13+Dex mod
Description: A skill that originally was used as a delaying tactic, the user is able to control an
opponent's movement by connecting his shadow to theirs. The user's shadow is able to move,
extend and change shape, but it must maintain the same surface area as the original. Any
shadows between the user and opponent can be used to increase the total surface area, thus
allowing the user's shadow to extend further than normal. The technique is also known as the
Shadow Bind Skill (Kage Shibari no Jutsu). The shadow can stretch up to 30 feet by just using
your own shadow and its range can be increased by going into other shadow areas (extra range
determined by DM, usually 5 feet shadow area = extra 5 feet range). The opponent is given a
spot check to notice the shadow coming. If it is oblivious the spot check should be, but if its
harder to see it increase as needed.
Hidden Mist [Water]
Range: Personal
Time: 1 Standard action
Area: 60 ft. radius spread (20 ft. high)
Cost: 5 Chakra + 1 Chakra/Minute
Saving Throw: None
Tier: 1st
This jutsu allows the user to create a large volume of mist, obscuring vision within its area of
effect and making it easy to hide in. It affects an area 60 feet long by 60 feet wide and 30 feet tall.
Anyone within this area suffers a -20 circumstance penalty to spot and search checks. Once
created, this mist cannot be moved by the user. A strong breeze or any wind of over 10 miles per
hour dispels the mist within 3 rounds; a wind of over 30 miles per hour dispels it in a single round.
Otherwise the mist does not dissipate until the user stops paying its chakra cost each minute.
While maintaining Hidden Mist, the user can act normally and can use other jutsus.
Water Blade [Water]
Range: Personal
Time: 1 Standard action
Effect: A medium-sized blade made of water.
Cost: 13 Chakra + 3 Chakra/round (6 Chakra if nearby a body of water)
Saving Throw: None
Tier: 1st
This technique creates a blade made of water in the user's hand – this blade is always a mediumsized one-handed slashing/piercing weapon, but otherwise it can assume any shape or style the
user wishes. Once created, the user can attack with the blade as a normal melee attack. The
blade is remarkably concentrated, and deals 3d6 points of damage on a hit. The user's strength is
not a factor in this damage, and chakra cannot be focused to make this attack more potent, but
the blade does critical on a 19-20 and deals 3x damage. This weapon lasts as long as the user
continues to pay the chakra cost each round. While maintaining Water Blade, the user can act
normally, but cannot use other jutsus unless she has the One-Handed Jutsu feat. If the user of
this ninjutsu is within 30 feet of at least 10 gallons of water, she pays only 6 Chakra to use this
jutsu, but must still pay the 3 chakra per round to maintain it.
Water Clone [Water]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Effect: One or more clones made of water
Cost: 25 Chakra/clone (15 Chakra/clone if nearby a body of water)
Saving Throw: None
Tier: 3rd
Prerequisites: Water Blade, Waterspout
Water Clone allows the user to create one or more clones of himself made out of water. These
clones can attack as normal, using their creator’s attack bonus, armor class, and saving throws.
They are weaker than their creator, though, in that first of all, they only have 10% of the hit points
of their creator (round down), they have only half (round up) his number of attacks, they cannot
use any special abilities related to his class or bloodline (although they can use his feats and
skills), and they have no chakra points and therefore cannot use ninjutsus, genjutsus, or taijutsu
techniques that cost chakra (or the Focus Chakra feat). The clones can only move up to 30 feet
from their creator at any time – they cannot go farther, and if they are somehow forced out of the
30-foot radius or if their creator is taken farther than 30 feet from them, they are destroyed
instantly. Water clones can be used by their creator in the Replacement Technique to create a
more convincing target – if this is so, the attacker gets a -4 penalty on his spot check. If not
destroyed during combat, the water clones last for the creator's level + his charisma modifier
rounds. If the user of this ninjutsu is within 30 feet of at least 10 gallons of water, he pays only 15
Chakra per clone instead of the usual 25 Chakra.
Waterspout [Defensive Water]
Range: Personal (See text)
Time: 1 Standard action
Area: Variable (See text)
Cost: 30 Chakra + 15 Chakra/5-ft (15 + 5/5-ft Chakra if nearby a body of water)
Saving Throw: None
Tier: 2nd
Prerequisites: Dome of Ice
This ninjutsu allows a ninja to surround himself and possibly others with a circular wall of gushing
water about 20 feet high – the water springs up from nowhere, and can deflect many attacks. A
ninja must use this technique as part of a readied action in order to block other techniques with it.
Projectile attacks by light or medium weapons striking this barrier are completely and utterly
canceled, and fire attacks have their first 40 points of damage absorbed (additional damage is
dealt normally) This technique will prevent the first 20 points of damage from any wind or sand
attack, but subsequent damage is dealt normally. Ice, earth, flora, and lightning ninjutsus are
unaffected by this technique, unless they utilize some sort of light or medium projectile in their
use. The protection provided by this jutsu lasts until the beginning of the user's next action,
whereupon the water falls back to the ground and dissipates. If the wall ever absorbs 40 points of
fire damage, it dissipates instantly. Wall of Water normally protects only the square that the user
is standing on, but it can be expanded by paying 15 chakra per 5-feet that the radius of the circle
is expanded. If the user of this ninjutsu is within 30 feet of a pond-sized or larger volume of water,
he pays only 15 chakra, and only 5 chakra per five feet of radius. This jutsu is considered a
defensive ninjutsu; by paying two times its cost in chakra, the user can use it as a free action in
response to an attack even when it is not his turn. Note that only one defensive jutsu can be used
in response to a single attack.
Wall of Water [Defensive Water]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Area: Line 20 feet long by 40 feet high by 5 feet wide
Cost: 60 Chakra + 15 Chakra/round (30 Chakra if nearby a body of water)
Saving Throw: None
Tier: 4th
Prerequisites: Waterspout
This technique creates a huge wall of standing water which repels most attacks striking it.
Projectiles of large or smaller size categories striking the wall are completely stopped. The wall
absorbs 40 damage from larger projectiles, which pass through after dealing 40 damage and deal
the rest of their damage normally. The wall is especially good at blocking fire ninjutsus – it always
absorbs all damage caused by a fire ninjutsu striking it. The wall absorbs 60 damage from other
ninjutsus, with any additional damage being dealt normally. Lightning ninjutsus are completely
absorbed, but cause the wall to become charged with electricity – in that case, anyone struck
touching the wall also takes damage equal to half the damage that the lightning ninjutsu would
have dealt. The wall lasts as long as the user continues to pay its chakra cost. If the user of this
ninjutsu is within 30 feet of a lake-sized or larger volume of water, he pays only 30 chakra plus 7
chakra per round. This jutsu is considered a defensive ninjutsu; by paying two times its cost in
chakra, the user can use it as a free action in response to an attack even when it is not his turn.
Note that only one defensive jutsu can be used in response to a single attack.
Hydroseeker [Water]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Cost: 40 Chakra (20 Chakra if nearby a body of water)
Saving Throw: Reflex half
Tier: 3rd
Prerequisites: Shark Missile
This ninjutsu creates a spinning ball of supercomressed water and ice which is guided towards its
targets by the user's chakra – because of this guidance it will avoid all barriers on its way to its
target. The target of this jutsu immediately takes 1d6 points of damage per level of the user to a
maximum of 10d6, although a successful reflex saving throw halves this damage. The true
strength of the hydroseeker is that it will travel around defensive ninjutsus to reach its target –
unless the target is completely enclosed by a defensive ninjutsu, the Hydroseeker is not affected
by it. If the user of this ninjutsu is within 30 feet of a pond-sized or larger volume of water, he pays
only 20 chakra for this ninjutsu.
Tsunami [Water]
Range: Personal
Time: 1 Standard action
Area: Rectangle 100 ft. long, 50 ft. wide, 40 ft. high, originating at the user.
Cost: 160 Chakra (80 Chakra if nearby a body of water)
Saving Throw: See Text
Tier: 4th
Prerequisites: Water Dragon
This technique creates a massive wave that crashes over everything, flattening most things in its
path and throwing everything backwards. The wave created by this ninjutsu begins at the feet of
the user and travels to fill its entire area. Those struck by the wave must immediately make a
strength check against a bull-rush DC of 40, although this DC decreases by 5 for every size
category above medium that the target is. Those who fail this check are automatically pushed
back as far as the wave travels – if the creature is pushed into a reasonably solid object, such as
a large tree or a building, it automatically takes 10d6 points of damage. Any creature struck by
the wave (even those that succeeded at their strength checks) must also make a fortitude save
against a DC of 15 + half the level of the user + the user’s charisma modifier to avoid being
stunned for 2d4 rounds. This technique can be used as a defense as well, as part of a readied
action against an attack by an enemy, although it cannot be used as a free action like many
defensive ninjutsus. Projectile weapons (except for those of extreme size, DM’s discretion) are
immediately stopped, as well as any projectile ninjutsu. Lightning ninjutsus are completely
absorbed, but also cause the wave to become charged with electricity – in that case, anyone
struck by the wave also takes damage equal to half the damage that the lightning ninjutsu would
have dealt. Sand and Wind ninjutsus have their damage reduced by 60, but any additional
damage is dealt as normal. The tsunami sweeps away any objects smaller than a large tree or a
medium-sized building. If the user of this ninjutsu is within 30 feet of a lake-sized or larger volume
of water, he pays only 80 chakra for this ninjutsu.
Water Dragon [Water]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Effect: 100-ft. Long dragon made of water
Cost: 50 Chakra/Round (25 Chakra/Round if nearby a body of water)
Saving Throw: None
Tier: 3rd
Prerequisites: Shark Missile
This technique allows a ninja to create a dragon made of water that attacks several targets, and
is capable of moving around defenses, as well as defending the user itself. The dragon is up to
100 feet long, and occupies spaces normally, although it does not need to be merely a straight
line - it curl and snake its way in any direction, including up. The head of the dragon moves
forwards, and the body follows it. It moves at a base speed of 50 feet. The dragon gets three
attacks per round at the user’s highest attack bonus. Its attacks inflict 6d6 points of water damage
from buffeting. It cannot attack the same target twice in one round. The dragon can attack from
any square adjacent to its opponent, or even from above its opponent, and therefore adjusts
cover bonuses accordingly. The dragon can attack at any point along its 50-foot movement, and
could conceivably move before and after each attack. The dragon is immune to normal physical
damage, but fire techniques that deal 30 points of damage or more disperse the dragon and end
this technique. Lightning ninjutsus striking the dragon are completely absorbed, but also charge it
with electricity, and cause it to deal half the damage the lightning ninjutsu would have done to the
next person it touches or attacks. Because of the size of the dragon’s body, it can curl around its
user to provide cover from attacks – treat this as half cover for the purposes of projectiles and
other attacks. The water dragon lasts as long as the user of this technique continues to pay
chakra for it. If the user of this ninjutsu is within 30 feet of a body of water the size of a medium
pond or larger, he pays only 25 chakra/round for this technique.
Shark Missile [Water]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Cost: 20 Chakra (10 Chakra if nearby a body of water)
Saving Throw: Reflex half/negates (See text)
Tier: 2nd
Prerequisites: Water Blade
This ninjutsu allows the user to create a medium-sized blast of water that strikes an opponent and
has a chance of knocking him prone. The blast itself deals 1d4 points of water damage per level
of the user to a maximum of 5d4, but a successful reflex saving throw halves this damage. Those
who fail this reflex saving throw are also automatically knocked prone by this attack. If the user of
this ninjutsu is within 30 feet of a body of water of 10 gallons or larger, he pays only 10 chakra for
this technique.
Water Prison [Water]
Range: Touch
Time: 1 Standard action
Effect: Imprisons target in water
Cost: 40 Chakra + 3 Chakra/round
Saving Throw: Reflex half/negates (See text)
Tier: 4th
Prerequisites: Waterspout
This technique allows its user to trap his target within an inescapable prison of water. The target
of this technique must be in contact with a body of water in order of 10 gallons or more for this
technique to work. The user of this technique makes a melee touch attack against his target that
does not provoke an attack of opportunity – if he hits, his target is sealed within the water prison.
Those trapped inside this prison cannot move, attack, or use any sort of jutsu. They can,
however, speak normally. To maintain this ability, the user must keep one hand inside the water
prison at all times – this means that he cannot move outside his square, receives only half his
reflex saving throw bonus, only receives half his dexterity bonus to his AC (round down), and
cannot use ninjutsus without the One-Handed Ninjutsus feat.. Although the prison is unbreakable
from the inside, those outside the prison can attack the person sealed inside normally, although
the person sealed inside the prison gets a -10 to reflex saving throws and cannot add his
dexterity bonus to his AC. This ability can be maintained as long as the user continues to pay
chakra points for it.
Dome of Ice [Defensive Water]
Range: Personal
Time: 1 Move-Equivalent action
Area: 5-foot diameter dome
Cost: 8 Chakra (4 Chakra if nearby a body of water)
Saving Throw: None
Tier: 1st
This technique allows a ninja to surround his body with a dome of ice that will deflect some
attacks, but because it is created very quickly it tends to be rather weak. This move can be used
in response to an attack directed at the user as a free action. Thrown weapons striking the barrier
deal their damage normally to the barrier – it can absorb 5 + the user’s charisma modifier in
damage before shattering. Once the barrier is broken, the thrown weapons continue traveling and
deal the rest of their damage normally to their target (if they hit; it does not require an attack roll to
hit the barrier, but to hit the ninja inside the barrier still requires an attack roll). Ninjutsu attacks
are also absorbed by the barrier – the barrier absorbs normal damage from most elemental
ninjutsus, except for fire ninjutsus, in which case it absorbs 10 + the user’s charisma modifier in
damage. The barrier is weak against earth ninjutsus, however – an earth attack will shatter the
barrier instantly, without absorbing any damage. If the user of this ninjutsu is within 30 feet of a
body of water of 10 gallons or larger, he pays only 4 chakra for this technique. This jutsu is
considered a defensive ninjutsu; by paying two times its cost in chakra, the user can use it as a
free action in response to an attack even when it is not his turn. Note that only one defensive
jutsu can be used in response to a single attack.
Ice Spike [Defensive Water]
Range: Personal
Time: 1 Standard action
Area: 5-foot square
Cost: 14 Chakra (7 Chakra if nearby a body of water)
Saving Throw: Reflex half
Tier: 2nd
Prerequisites: Dome of Ice
This technique creates a 5 foot spike of razor sharp ice shards in front of the user. If these spikes
are created in a square occupied by a creature, they shred the creature's flesh, dealing 5d4
points of damage, although a successful reflex saving throw halves this. The Ice Spike can also
be used to block projectiles and offensive ninjutsus – against projectiles it provides 90% cover.
The spike absorbs 30 points of damage from offensive ninjutsus striking it – any additional
damage destroys the spike and is dealt as normal to its target. If the user of this ninjutsu is within
30 feet of a pond-sized body of water or larger, he pays only 7 chakra for this technique. This
jutsu is considered a defensive ninjutsu; by paying two times its cost in chakra, the user can use it
as a free action in response to an attack even when it is not his turn. Note that only one defensive
jutsu can be used in response to a single attack.
Acid Rain [Water]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Cost: 5 Chakra
Saving Throw: See text
Tier: 1st
This jutsu allows a character to cause a moderate amount of highly acidic liquid to descend upon
his opponent. The target of this jutsu must make a reflex saving throw to avoid the brunt of the
acid.. The target automatically takes 1d4 + 1 damage, and if he failed his saving throw, he takes
1d4 + 1 damage at the beginning of his next two rounds of combat as well from being covered in
acid. If a character covered in acid by this jutsu immerses himself in water or otherwise removes
the acid, he does not take the additional damage, even if he failed his saving throw.
Toketsu Bakuha (Frozen Blast) [Water]
Range: Personal
Time: 1 Standard action
Area: 20 ft. line
Cost: 16 Chakra (8 Chakra if nearby a body of water)
Saving Throw: Reflex half
Tier: 1st
This jutsu causes a spray of frost, snow, ice, and freezing water emerge from the user's
outstretched hand. This spray is 5 feet wide and 20 feet long. Anyone caught in the small blizzard
must make a fortitude saving throw DC 10 + half the user's level (round down). If the target fails
he takes 1d4 points of water damage per 3 levels of the user, to a maximum of 5d4 and is slowed
for one round. A slowed creature can only take a standard or a single move action, but not both,
and suffers a -1 penalty to attack rolls, reflex saves, and AC. If the target succeeds at his saving
throw, he takes one point of damage per level of the user to a maximum of 10 points of damage.
If the user of this ninjutsu is within 30 feet of a body of water of 10 gallons or larger, he pays only
8 chakra for this technique.
Wind
Slashing Wind [Wind]
Range: Personal
Time: 1 Standard action
Area: A cone 5 ft. at its base, 50 ft. long, and 35 ft. at its end
Cost: 12 Chakra
Saving Throw: Reflex half
Tier: 3rd
Prerequisites: Buffet
Slashing Wind utilizes a moving body of air to create a whirlwind of slashing assaults against a
rather large area. It lasts for an entire round in that area, and any target within the area or
entering the area while it is affected by Slashing Wind takes 2d4 + 1 per level of the user of this
ninjutsu to a maximum of +5, and can make a reflex save for half damage. Additionally, any
ranged attack made by a target within the area of effect is completely canceled by the raging
winds, and ranged attacks passing through the cone are also canceled This ninjutsu can be used
as a readied action against opponents using ranged attacks to counter these ranged attacks.
Crosswind [Wind]
Range: Personal
Time: 1 Standard action
Area: 100 ft. radius centered on the user
Cost: 35 Chakra + 7 Chakra/Round
Saving Throw: None
Tier: 3rd
Prerequisites: Cyclone Shield
This jutsu causes the user to become super-sensitive to projectiles and gives him the ability to
manipulate small currents of air to guide or misdirect them. Projectiles aimed at the user or her
party members within the area of this jutsu's effect have a -10 circumstance penalty to hit and
deal -1 damage (minimum 1), while projectiles aimed at enemies within the area of effect have a
+10 circumstance bonus to hit and deal +1 damage. This jutsu lasts as long as the user continues
to pay its chakra cost. While the user is maintaining Crosswind, he can only move up to 30 feet
per round, and can perform no other actions.
Updraft [Wind]
Range: Personal
Time: 1 Move-Equivalent action
Cost: 8 Chakra
Saving Throw: None
Tier: 1st
This technique causes a rapid gust of air to rush up beneath the user, enhancing his ability to
jump. Any jump checks made during the same round that the user uses this jutsu are made with a
+20 bonus, and are made with no limits on jump height or distance.
Soar [Wind]
Range: Personal
Time: 1 Standard action
Cost: 25 Chakra + 5 Chakra/Round
Saving Throw: None
Level: Skirmishers 5 Fighter Nin 5 alll psionic jutus classes 5
Prerequisites: Kaze Kansei
This jutsu uses concentrated blasts of air to propel a ninja at great speed, and even allow him to
fly. While this ninjutsu is maintained, the ninja gains perfect flight at a base speed of 60 ft. While
maintaining Soar, the user can act normally and can use other jutsus. This jutsu lasts as long as
the user continues to pay the cost to maintain it.
Wind Blade [Wind]
Range: Personal
Time: 1 Move-Equivalent action
Effect: Blade made of air in the user's hand
Cost: 5 Chakra + 3 Chakra/Round
Saving Throw: None
Level: Skirmisher 2 Fighter Nin 2 elemitist (wind) 1
This ninjutsu creates a blade made of pure wind in the hand of the user. This blade has several
special properties – first, it cannot be parried by other weapons, knocked from the user’s hand, or
blocked in any normal way (although certain ninjutsus might be able to block it). Second, it is not
affected by any armor worn by characters who are targeted by it – they receive no bonuses to AC
from normal armor or shields against this attack. The blade deals 1d10 damage but the user
cannot add his strength bonus to this damage. Wind Blades can be wielded in one hand.
Furthermore, the blade seems to amplify chakra put into it – characters using the Focus Chakra
feat to increase the damage of attacks made with this weapon get +2 damage for every two
Chakra points spent instead of the normal +1, and can add up to +8 to their damage.
Transport via Wind [Wind]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Cost: 15 Chakra
Saving Throw: Will negates
Tier: 2nd
This technique allows the user to transport himself and up to 300 pounds of equipment a short
distance by transforming into air and riding wind currents. The user can move up to 300 pounds
of other objects (including humans), but he must be touching the affected objects in order to
transport them. Unwilling targets are allowed a willpower saving throw to avoid being transported.
The user can transport the affected objects and himself through almost any obstacle. Because
the user transports via air currents, he does not have to worry about emerging within an object,
and he can pass through tiny cracks in most objects (although an airtight seal would prevent him
from entering). This technique can be used as part of a readied action to avoid attacks by
dodging them.
Wind Jump [Wind]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Move-Equivalent action
Cost: 20 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Transport Via Wind
This technique is identical to Transport Via Wind, except that it can only transport the user of this
technique and up to 50 pounds of personal belongings, and it is a move-equivalent action instead
of a standard action.
Wind Teleportation [Wind]
Range: Unlimited
Time: 1 Standard action
Cost: 60 Chakra
Saving Throw: Will negates
Tier: 4th
Prerequisites: Wind Jump
This jutsu is identical to Transport Via Wind, except that the user can travel an unlimited distance,
as long as obstacles such as airtight seals or other protections do not prevent him from going to
the place he wishes to teleport to.
Buffet [Wind]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Cost: 12 Chakra
Saving Throw: None
Tier: 2nd
Prerequisites: Wind Blade
This technique allows the user to pummel his opponent with strong gusts of wind, dealing
damage and making it difficult for him to move. The target immediately takes 1d4 points of
damage per level of the user to a maximum of 5d4. A successful reflex saving throw halves this
damage. If the target fails the reflex saving throw, he not only takes full damage but also has his
movement impaired by the buffeting winds - his movement is cut in half and he gets a -3 penalty
to reflex saving throws for one round.
Cyclone Shield [Defensive Wind]
Range: Personal
Time: 1 Standard action
Area: 100 ft. radius centered on the user
Cost: 15 Chakra + 3 Chakra/Round
Saving Throw: None
Tier: 2nd
Prerequisites: Updraft
This jutsu allows the user to surround himself with a barrier made of wind that deflects projectile
attacks. Upon using this ninjutsu, the user is surrounded by a shield made of winds that will cause
projectile attacks to veer off course – this wall grants the user 50% concealment against all
ranged attacks directed at him. This jutsu does not affect ninjutsus in any way. This technique
lasts as long as the user continues to pay the cost to maintain it. This jutsu is considered a
defensive ninjutsu; by paying two times its cost in chakra, the user can use it as a free action in
response to an attack even when it is not his turn. Note that only one defensive jutsu can be used
in response to a single attack.
Kaze Kansei [Wind]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Cost: 15 Chakra + 5 Chakra/Round
Saving Throw: Reflex negates
Tier:3rd
Prerequisites: Updraft
This ninjutsu allows a ninja to fling a single opponent into the air and hold him there using
concentrated blasts of air. The opponent is allowed a reflex saving throw to avoid this effect – if
he fails his saving throw he is instantly elevated to 30 feet in the air and kept at that elevation.
While elevated the target can still use thrown weapons or jutsus that strike targets at range, but
cannot descend of his own will. If the target can fly, he can escape this jutsu by flying out of it;
otherwise he receives a reflex saving throw each round to escape. He may also attempt an
escape artist check (DC 30) during his turn to escape – this is in addition to the reflex saving
throw. Otherwise, this ninjutsu lasts as long as the user continues to pay the cost for its
maintenance. When this jutsu ends or when the target escapes from the jutsu, the target falls 30
feet and takes falling damage as normal. While the user is maintaining Kaze Kansei, he can only
move up to 30 feet per round, and can perform no other actions.
Wind Cannon [Throwing Wind]
Range: Personal
Time: 1 Standard action
Area: 400 ft. line
Cost: 40 Chakra
Saving Throw: Reflex half
Tier:4th
Prerequisites: Soar, Slashing Wind
This technique allows a ninja to fire a single kunai at an insane velocity using concentrated blasts
of air – the kunai itself displaces air so rapidly that the resulting implosion can shatter bones. To
use this ninjutsu requires the user to have a kunai. Creatures in the line of this jutsu's effect
immediately take 10d6 points of damage, although a reflex saving throw halves this damage. The
kunai continues to travel until it either reaches its maximum distance or strikes a stone or metal
object greater than 5 ft. thick, or similarly solid object. Smaller barriers are ignored. Jutsus and
effects which normally deflect projectile weapons cannot deflect the kunai used in this technique.
The kunai used in this jutsu is so deformed that it is useless after being fired.
Control Winds [Wind]
Range: 40 ft./level
Time: 1 Standard action
Area: 40 ft./level cylinder
Cost: 35 Chakra/round
Saving Throw: See text
Tier: 5th
Prerequisites: Crosswind, Slashing Wind
This ninjutsu allows a powerful user to control the winds within a local area. The user of this
ability can decide to increase or decrease the intensity of the winds, as well as change the
direction the winds are blowing at. For every round the user of this technique continues to pay the
chakra cost, he can raise or lower the strength of the winds by one stage, and change their
direction once each round. The user can also create an “eye” of calm air centered around himself,
up to twenty feet in diameter, and may choose to limit the area to any cylindrical area less than
the user's full limit.
Wind Direction: You may choose one of four basic wind patterns to function over the jutsu’s area:
• A downdraft blows from the center outward in equal strength in all directions.
• An updraft blows from the outer edges in toward the center in equal strength from all directions,
veering upward before impinging on the eye in the center.
• A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
• A blast simply causes the winds to blow in one direction across the entire area from one side to
the other.
Wind Force: For every three user levels, the user can increase or decrease wind strength by one
level. Each round, on the user's turn, a ninja caught in the winds must make a Fortitude save or
suffer the effect of being in the windy area.
• Light: Wind speeds may reach a maximum of 10 mph. Ranged attacks suffer no disadvantages,
and no Fortitude save is required.
• Moderate: Wind speeds may range from between 11 to 20 mph. Ranged attacks suffer no
disadvantages, and no Fortitude save is required. There's a 50% chance that any unprotected
flames are extinguished.
• Strong: Wind speeds may range from between 21 to 30 mph. Ranged attacks and Listen checks
suffer a -2 penalty. Any Tiny-sized creatures/ninja must make a Fortitide save with a DC of 10 or
be knocked down. Any natural flames are automatically extinguished.
• Severe: Wind speeds may range from 31 to 50 mph. Ranged attacks and Listen checks suffer a
-4 penalty. Any Tiny-sized or smaller creatures must make a Fortitude save with a DC of 15 or be
blown away. Small sized creatures make a Fortitude save with the same DC, but failure knocks
them down, instead of blowing them away. Medium sized creatures also make a Fortidude save,
but failure only checks them. Any small, unsecured objects are blown away, separated from their
owner. Protected flames have a 50% chance of being extinguished.
• Windstorm: Wind speeds may range from 51 to 74 mph. Ranged attacks are simply impossible.
Listen checks suffer a -8 penalty. Small sized or smaller creatures/ninja must make a Fortitude
save with a DC of 18, or be blown away. Medium sized creatures/ninja must make a similar
Fortitude save, or be knocked down. Large and Huge sized creatures/ninja must also make a
Fortitude save, or be checked. Any protected flames suffer a 75% chance of being extinguished.
Medium sized objects are blown away if they are not secured, separating them from their owner.
• Hurricane-Force Winds: Wind speeds may range from 75 to 174 mph. Ranged attacks and
Listen checks are simply impossible. Medium sized or smaller creatures/ninja must make a
Fortitude save with a DC of 20 or be blown away. Large sized creatures/ninja must make a
similar Fortitude save, or be knocked down. Huge sized creatures/ninja must also make a
Fortitude save or be checked. Any flames are extinguished. Trees are almost always felled,
unless they are extremely large.
• Tornado-Force Winds: Winds may range from 175 to 300 mph. All Ranged attacks and Listen
checks are impossible. Medium sized creatures/ninja must make a Fortitude save with a DC of
30, failure means that they are sucked into the tornado for 1d10 rounds, taking 6d6 points of
damage per round, before being violently expelled (falling damage may apply). Large sized
creatures/ninja must also make a Fortitude save, or be blown away. Huge sized creatures/ninja
must also make a Fortitude save, or be knocked down. Gargantuan or Colossal sized
creatures/ninja must make a similar Fortitude save, or be checked. Tornado-force winds are able
to decimate buildings and uproot whole forests.
-”checked”: Checked creatures/ninja are unable to move forward against the force of the wind.
Flying creatures are blown back 1d6x5 feet.
-”knocked down”: Knocked down creatures/ninja are knocked prone by the force of the wind.
Flying creatures are blown back 1d6x10 feet.
-”blown away”: Blown away creatures/ninja are knocked prone and rolled 1d4x10 feet, sustaining
1d4 points of subdual damage per 10 feet. Flying creatures are blown back 2d6x10 feet and
sustain 2d6 points of subdual damage due to battering and buffering.
This jutsu lasts for as long as the user continues to pay the cost to maintain it, although local
weather conditions created by this jutsu may last longer than the jutsu itself (DM's discretion).
While the user is maintaining Control Winds, he can only move up to 30 feet per round, and can
perform no other actions.
Sand
Infinite Sand Blast [Sand]
Range: Personal
Time: 1 Standard action
Area: A cone 5 ft. at the origin, 40 ft. long, and 20 ft. at its end
Cost: 9 Chakra/round
Saving Throw: Reflex half (See text)
Tier:2nd
Prerequisites: Sand Burst
This technique allows a ninja to inhale and breathe out a stream of sand and air that can damage
and blow opponents backwards. Anyone caught within the cone created by this jutsu
automatically takes 2d4 + 1 damage per two levels of the user to a maximum of +10. A
successful reflex saving throw halves this damage. Additionally, they must make strength checks
against a DC of 18 to avoid being pushed back 5 feet. This cone created by this technique lasts
as long as the user continues to pay the cost to maintain it, dealing damage and possibly pushing
enemies back each round. Additionally, to move forward in the sand blast, creatures must make
another strength check, or be unable to gain ground that round. Small- or medium-sized projectile
weapons that pass through the area affected by this technique automatically deflected. While the
user is maintaining Infinite Sand Blast, he can only move up to 30 feet per round, and can
perform no other actions.
Armor of Sand [Sand]
Range: Personal
Time: Full-round action
Area: A cone 5 ft. at the origin, 40 ft. long, and 20 ft. at its end
Cost: 20 Chakra + 10 Chakra/round
Saving Throw: Reflex half (See text)
Tier: 3rd
This technique allows the user to cover his skin with a layer of sand that absorbs damage from
almost every attack. The layer of sand generated by this technique gives the user damage
reduction 20/+2. This technique lasts as long as the user continues to pay the cost of maintaining
it.
Sand Burst [Sand]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Cost: 8 Chakra
Saving Throw: Reflex negates
Tier:1st
This jutsu creates a small burst of sand that sprays tiny fragments everywhere. The tiny pieces of
sand are ineffective to cause damage, but move at high speeds, guided by chakra, into the eyes
of a single target. When this ninjutsu is used, the user specifies a single target for the blast – the
target makes a reflex saving throw immediately. Failure causes the target to be blinded for 1d4
rounds.
Sand Clone [Sand]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Cost: 6 Chakra/clone
Saving Throw: None
Tier:2nd
This ninjutsu allows a character to create a clone made out of sand. This clone behaves exactly
as if it were a clone made by the Replication technique, except that the small amount of sand
mixed into this clone allows it to make a single attack which deals real damage. This attack is
made at the user's base attack bonus, and deals damage equal to what the user's unarmed
damage without any sort of strength bonus or extra damage from the Power Attack or Focus
Chakra feats. This attack can be counted as a sneak attack so long as the clone's creator could
normally make sneak attacks – the clone deals as much sneak attack damage as the creator can
deal. After making its attack, the clone remains but cannot make another attack. If not destroyed
by combat, these clones last for 3 rounds plus the user’s charisma modifier. Creating a Sand
Clone requires a gallon of sand.
Sand Storm[Sand]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Area: 50 ft. radius circle
Cost: 40 Chakra + 15 Chakra/round
Saving Throw: See text
Tier: 4th
Prerequisites: Infinite Sand Blast
The jutsu creates a large storm of blinding, deafening sand particles. Creatures trapped inside the
storm must make reflex saving throws each round or be blinded for 2d6 rounds and dealt 4d4
points of damage. Those who succeed on their reflex saving throws take half damage and are not
blinded, although they still suffer a -10 on spot, search, and listen checks while trapped inside the
storm. Projectile weapons passing through the storm are at a -5 penalty to hit. The storm lasts as
long as the user continues to pay the cost to maintain it, and for two rounds after he stops paying
the cost. While the user is maintaining Sand Storm, he can act normally, but cannot perform any
other jutsus.
Eye of Sand [Sand]
Range: Long (400 ft. + 20 ft./level)
Time: 1 Standard action
Cost: 8 Chakra + 2 Chakra/round
Saving Throw: None
Tier: 2nd
Prerequisites: Sand Burst
This jutsu creates an eye made of sand that hovers in the air, which its creator can see through
as if it were his own eye. The eye has perfect flight and a base movement speed of 30 ft. It has
an AC of 20 due to its size and hardness, and is immune to blindness-causing effects, although it
cannot see through anything the user could not normally see through. To spot the eye requires a
spot check against a DC of 25. As a standard action, the user can cause the eye to burst and
attempt to blind one target with the sand – the target must make a reflex saving throw or be
blinded for 1d4 rounds. While using this jutsu the user loses the use of one of his eyes, giving him
a -4 circumstance penalty to attack rolls, AC, and spot and search checks. This jutsu lasts as long
as the user continues to pay the cost to maintain it, or until the eye is destroyed. While the user is
maintaining Eye of Sand, he can act normally, but cannot perform any other jutsus.
Sand Snare [Sand]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Cost: 12 Chakra
Saving Throw: Reflex negates (see text)
Tier: 2nd
Prerequisites: Sand Burst
This jutsu allows the user to seal an opponent's feet in blocks of sand, hindering movement
severely. The target of this technique can make a reflex saving throw to avoid it – if he fails his
feet are trapped in blocks of sand. Each time he tries to move he must make a strength check
against a DC of 20 or trip and fall prone. Jump, climb, balance, and tumble checks are all made
with a -20 circumstance penalty while the target is ensnared. This effect lasts for 3 + the user's
charisma modifier rounds.
Desert Tsunami [Sand]
Range: 1000 ft.
Time: 3 Rounds
Area: Cube 100 ft. high, 1000 ft. long, and 800 ft. wide
Cost: 200 Chakra (100 if in a desert or area with vast amounts of sand)
Saving Throw: See text
Tier: 5th
Prerequisites: Sand Storm
When this jutsu is used it creates a giant sand wave that stretches over 100ft tall that covers and
destroys almost everything in its path. This jutsu takes three rounds to complete. On the first
round when the jutsu is used a wave of sand is formed that is 100 ft. tall, thirty ft. thick and 150 ft.
wide, this wall possess a hardness of 1 and 70hp. Projectile and other attacks striking this wall
deal damage normally. On the second round the wave crashes 200ft. forward and an additional
300 ft. on each side, all the while sand is continuously being created and pours forth from the
ground. By the end of the third round the sand has extended about 1000 ft. forward and is about
800 ft. wide at its center. During each round the user must maintain concentration on using this
jutsu, or the jutsu ends immediately (leaving behind vast amounts of sand). On the second round
of this jutsu, anyone caught by the collapsing wave takes 15d6 points of damage and is held
beneath the surface of the sand. On the third round creatures caught by the rushing sand must
make a swim check against a DC of 27 or be engulfed and buffeted by the sand and take 10d10
points of damage, although a successful reflex saving throw can halve this damage. Those who
fail this swim check are also held beneath the surface of the sand. Anyone held beneath the
surface of the wave may make a strength check against a DC of 15 to escape to the surface.
Those who fail are trapped begin to suffocate (see rules in Dungeon Master's Guide), although
they can attempt a strength check each round to escape. This jutsu can only be used outdoors. If
the user of this ninjutsu is within 30 feet of a vast quantity of sand such as a desert or large
beach, he pays only 100 chakra for this technique.
Sphere of Sand [Sand]
Range: Personal
Time: 1 Standard action
Cost: 50 Chakra + 5 Chakra/round (See text)
Saving Throw: None
Tier: 4th
Prerequisites: Armor of Sand
This ninjutsu surrounds the user in a large, hollow ball of supercompressed sand, protecting him
from attacks. The Sphere of Sand is as harder than most stone, with a hardness of 10, and 100
hit points. It completely absorbs all lightning-type ninjutsus except for Chidori, and absorbs
damage from other ninjutsus normally. The sphere created by this jutsu lasts until the user
chooses to energy from it (a free action that causes the sphere to crumble into nothing), but the
user may choose to pay 5 chakra per round to regenerate 15 of the sphere's hit points each
round (to a maximum of 100). While inside the Sphere of Sand, the user cannot move or attack,
and cannot see outside without some sort of special aid. Other jutsus can be used while inside
the Sphere of Sand, but their use is extremely limited, given that many of them must pass through
the Sphere of Sand to work (either negating them or severely reducing their damage)
Earth
Bones of Rock [Earth]
Range: Personal
Time: 1 Standard action
Area: Cone 5 ft at its base, 15 ft long, and 15 ft at its base
Cost: 20 Chakra
Saving Throw: See text
Tier: 2nd
This ninjutsu causes massive spikes of rock to spring up in an area, impaling opponents and also
impairing their movement on the ground. Characters caught within the area must make two reflex
saving throws; those who succeed at the first saving throw only take half of this jutsu’s 5d4 points
of damage. Those who fail the second saving throw are impaired by the spines jutting in every
direction, and cannot move unless they carefully work their way out. Characters can use a moveequivalent action to disentangle themselves from the spikes, but can also try other options, such
as destroying them with a ninjutsu, or teleporting out.
Wall of Stone [Defensive Earth]
Range: Personal
Time: 1 Standard action
Area: A line 10 ft. wide by up to 40 ft. long
Cost: 35 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Mud Wall
This jutsu allows the user to create a wall of stone out of nothing within a given area of effect, and
having any shape the user likes. The user outlines the area of the wall of stone with mud that
pours from his palm. In the area that he traced with the mud, a massive, 50-ft. high stone wall
rises out of nothing. Projectiles or ninjutsus striking the wall, except for lightning-type ninjutsus
(which are completely absorbed), deal normal damage – the wall has a hardness of 8 and 100 hit
points in each 5-foot segment. Once formed, the wall is permanent. Wall of Stone can be used as
a readied action to block other ninjutsus as well as ranged attacks. Using Wall of Stone is a
standard action. This jutsu is considered a defensive jutsu; by paying two times its cost in chakra,
the user can use it as a free action, but only in response to an attack. Note that only one
defensive jutsu can be used in response to a single attack.
Mud Wall [Defensive Earth]
Range: Personal
Time: 1 Standard action
Area: A 5 ft. by 5 ft. square
Cost: 15 Chakra
Saving Throw: None
Tier: 2nd
This ninjutsu allows a ninja to dig into the ground and rip out a wall made of stone and rock that
helps to block attacks coming at him from one direction. The wall created by this ninjutsu is about
6 feet high and five feet wide, occupying one square on a game map. It has a hardness of 5 and
20 hit points, and anyone hiding behind such a wall can use it as 9/10 concealment against
ranged attacks made at him. In addition, any ninjutsus, except for lightning-type ninjutsus (which
are completely absorbed), coming from the direction the wall blocks strike the wall instead of the
ninja, dealing normal damage – if this damage is enough to destroy the wall, any additional
damage is dealt as normal. This jutsu is considered a defensive jutsu; by paying two times its
cost in chakra, the user can use it as a free action, but only in response to an attack. Note that
only one defensive jutsu can be used in response to a single attack. This jutsu is considered a
defensive ninjutsu; by paying two times its cost in chakra, the user can use it as a free action in
response to an attack even when it is not his turn. Note that only one defensive jutsu can be used
in response to a single attack.
Crushing Rock [Earth Throwing]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action or Full-Round action
Cost: 20 Chakra/Boulder
Saving Throw: None
Tier: 3rd
Prerequisites: Tectonic Shift, Armor of Stone
This jutsu allows the user to rip large boulders out of the ground and hurl them at opponents. The
user can hurl a number of boulders equal to his number of ranged attacks, however to hurl more
than one boulder requires a full-attack action. If the user hurls only one boulder, this jutsu can be
used as a standard action instead. To hit with a boulder requires a ranged touch attack; each
boulder deals 4d6 points of damage. Each boulder is considered to be a large-sized projectile
weapon for deflection purposes.
Earth Prison [Earth]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Cost: 80 Chakra + 10 Chakra/round
Saving Throw: Reflex negates
Tier: 4th
Prerequisites: Doryuu Taiga, Wall of Stone
This powerful ninjutsu allows the user to imprison one target within a solid dome of stone,
preventing him from moving outside of the dome or making any attacks or ninjutsu attacks. At the
time this ninjutsu is used, the target must make a reflex saving throw – if the target saves, then
the technique fails. Otherwise, he is trapped within the dome. The dome and the ground beneath
it have a hardness of 10 and 30 hit points, however they are also maintained by the user’s
chakra, and so they regenerate 20 hit points per round. The dome drains the chakra from every
creature trapped inside of it at a rate of 3d6 + the user’s charisma modifier per round – these
stolen points are added to the user's current chakra points, although they cannot put him above
his maximum. The effects of this jutsu last for as long as the user continues to pay the cost to
maintain it. When the user stops paying the cost, the dome crumbles immediately. While the user
is maintaining Earth Prison, he cannot take any other actions.
Inner Decapitation [Earth]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Cost: 10 Chakra
Saving Throw: None
Tier: 1st
This technique allows a ninja to sink into the earth and travel underground to reach an opponent,
then to grab his legs and exchange places with him, burying him up to his head in earth. When
this jutsu is used, the user travels up to the maximum range underground. At the end of this
movement, he may choose to attack an opponent if the opponent is standing above her on the
same square. If the user chooses not to attack anyone (or cannot attack anyone), she emerges
from the ground at the end of her movement. If she chooses to attack an opponent, she makes a
melee touch attack against him. If she hits, he is immediately dragged underground and buried up
to his neck while she emerges from the ground in an adjacent square. As a standard action,
trapped characters can make an escape artist or strength check against a DC of 18 to escape
from being buried. Movement made using this jutsu must be underground – if a character moving
using this jutsu moves at any time into an open area (such as an underground cavern) this jutsu
ends immediately.
Tectonic Shift [Earth]
Range: Personal
Time: 1 Standard action
Area: 15-ft. Diameter circle
Cost: 30 Chakra
Saving Throw: Reflex halves (See text)
Tier: 3rd
Prerequisites: Bones of Rock
This jutsu enables the user to create a small earthquake by slamming the ground. When this jutsu
is used every creature within the area of effect except for the user must make a reflex saving
throw or be dealt 1d8 points of damage per two levels of the user– a successful reflex saving
throw halves this damage. They must then make a balance check against a DC of 25 or fall
prone.
Armor of Clay [Earth]
Range: Personal
Time: 1 Standard action
Cost: 15 Chakra + 3 Chakra/round
Saving Throw: None
Tier: 2nd
This technique creates thick pads of clay that adhere themselves to the user's body like armor.
These pads are remarkably light and flexible, conferring only a -1 armor check penalty and
allowing up to a +5 dexterity bonus to AC; they are considered light armor for all intents and
purposes. The armor provides a +3 bonus to AC, as well as conferring 5 points of electricity and
fire resistance to the user. This jutsu lasts as long as the user continues to pay the cost to
maintain it. When the user stops paying, the clay crumbles into bits and falls off of his body.
Armor of Stone [Earth]
Range: Personal
Time: 1 Standard action
Cost: 25 Chakra + 4 Chakra/round
Saving Throw: None
Tier: 3rd
Prerequisites: Armor of Clay
This ninjutsu covers the user's body in armor made of clay and plates of stone. This armor is
heavier than Armor of Clay – it confers a -3 armor check penalty and allows only up to a +3 AC
bonus for dexterity, and is considered medium armor for all purposes. It is also much more
protective, however; it adds a +6 bonus to AC as well as granting the wearer damage reduction 5/
against slashing or piercing attacks. Finally, this armor grants the user 10 points of resistance to
electricity and fire. This jutsu lasts as long as the user continues to pay the cost to maintain it.
When the user stops paying, the clay and stone crumbles into bits and falls off of his body.
Armor of Rock [Earth]
Range: Personal
Time: 1 Standard action
Cost: 35 Chakra + 5 Chakra/round
Saving Throw: None
Tier: 4th
Prerequisites: Armor of Stone
This jutsu surrounds the user's body in armor made of solid rock. This armor is quite heavy,
conferring a -5 armor check penalty and allowing only up to a +1 dexterity bonus to armor class. It
is extremely protective, however, adding a +9 to the wearer's armor class and giving him damage
reduction 15/+1 against slashing and piercing weapons. This armor also gives the user 20 points
of elemental resistance against fire and electricity. Finally, because of the size and weight of this
armor, the user's unarmed attack damage increases by one increment while he is wearing this
armor. This jutsu lasts as long as the user continues to pay the cost to maintain it. When the user
stops paying, the rock crumbles into bits and falls off of his body.
Soften [Earth]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Area: 10-ft. Cube
Cost: 20 Chakra/10-ft. cube
Saving Throw: Reflex halves (See text)
Tier: 2nd
Prerequisites: Bones of Rock
This jutsu dissolves the bonds that hold stone and rock together, causing them to disintegrate into
mud. Any creature trying to walk through this mud sinks to waist or chest-deep and has its
movement speed reduced to 5 ft and suffers a -2 penalty to AC and attack rolls. Brush thrown on
top of the mud will support creatures able to climb on top of it, enabling them to move and act
normally. If this ninjutsu is used upon the ceiling of a cavern, the result is a cave-in of mud and
stones dealing 8d6 points of bludgeoning damage to creatures caught underneath it, although a
successful reflex saving throw halves this damage. This ninjutsu cannot affect worked stone, and
so cannot usually be used to undermine the foundations of large buildings, but smaller buildings
may be at least partially toppled by the use of this jutsu. Mud created by this ninjutsu turns to
normal dirt again by evaporation over a period of several days, depending on the exposure.
Shape Stone [Earth]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Area: Up to 10 cu. ft. + 1 cu. ft./level
Cost: 35 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Soften
This technique allows the user to form an existing piece of stone into any shape that suits his
purpose. Possible uses of this ninjutsu include fashioning bridges where there were none,
creating weapons out of stone, creating entrances in walls, or sealing entrances in walls. Stone
shaped in this way gradually takes its form, making it impossible to use this ninjutsu as an attack.
While it’s possible to make crude coffers, doors, and so forth with this jutsu, fine detail isn’t
possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
Doryuu Taiga [Earth]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Area: 50 ft. Line
Cost: 35 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Soften
This technique causes the ground underneath the target to become a swiftly flowing river of mud.
Any creature caught in this jutsu's area of effect is immediately swept to the end of the river
(creatures that take up more than one square in combat are not swept back; they merely make a
balance check to avoid being knocked prone). Anyone caught in the mud must make a balance
check against a DC of 30 or be knocked prone as well. If in the path of the Doryuu Taiga there is
a solid object of large size or greater (such as a tree or a wall), the target strikes the object and
does not move any farther; in this case, the target takes 1d6 points of damage per 10 ft he had
left to travel (Round down). Multiple creatures swept up in the Doryuu Taiga are deposited in a
line on adjacent squares, not in the same square.
Earth Dragon Missiles [Earth]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Cost: 60 Chakra
Saving Throw: Reflex halves
Tier: 4th
Prerequisites: Doryuu Taiga, Crushing Rock
This technique causes a large dragon head made of rock to emerge from the ground and fire
numerous blasts of rock and stone. These blasts strike a single target within range, who takes
15d6 points of damage. A successful reflex saving throw halves this damage.
Flora
Plant Shield [Flora]
Range: Personal
Time: 1 Move-equivalent action
Cost: 8 Chakra + 2 Chakra/minute
Saving Throw: None
Tier: 1st
This jutsu creates a living shield of grass and leaves that wraps around the user’s arm and helps
to defend him from attacks. The shield is relatively soft, and does not impede the character’s
attacks or movement in any way. A character wielding the shield gains a +2 deflection bonus to
AC against ranged attacks. The Plant Shield also absorbs the first 10 damage done to the user
by earth and water-type ninjutsus. If more than 10 damage is dealt by any one ninjutsu, the shield
is destroyed. Otherwise, the shield lasts for as long as the user pays the cost to maintain it. The
shield is extremely vulnerable to fire – if the user takes over 5 points of fire damage, the shield is
immediately destroyed. While maintaining Plant Shield, the user can act normally and can use
other jutsus.
Entangling Vines [Flora]
Range: Long (400 ft. + 40 ft./level)
Time: 1 Standard action
Area: 40-ft. Radius
Cost: 8 Chakra + 3 Chakra/round
Saving Throw: Reflex partial (See text)
Tier: 2nd
Prerequisites: Vine Whip
This technique allows a ninja to cause bushes, grasses, weeds, and even trees to reach out and
twist around creatures in the area of effect. Creatures caught within this area must succeed at a
reflex saving throw or be caught by the plants – creatures failing this save are entangled and
completely immobilized. On its turn, a creature can attempt to break free as a full-round action by
making either a strength check or an escape artist check against a DC of 20. Those creatures
which succeed on their saving throws or break free are not entangled but can still move only at
half speed through the area of effect. Each round on your turn the plants again attempt to
entangle all creatures that have avoided or escaped entanglement, prompting them to make new
reflex saving throws. This ninjutsu cannot be used in a place utterly devoid of plant life (such as a
parking lot), but any small amount of plant life is sufficient for this ninjutsu to work. This jutsu lasts
for as long as the user continues to pay the chakra to maintain it. While maintaining this ninjutsu,
the user can act normally and use other jutsus.
Stamp of the Leaf [Flora]
Range: Touch
Time: 1 Standard action
Cost: Variable
Saving Throw: Fortitude negates (See text)
Tier: 3rd
Prerequisites: Vine Whip
This ninjutsu allows a ninja to focus his chakra into a leaf of a plant, turning its natural chemicals
into a potent venom that seeps through the skin of a single target. On using this ninjutsu, he
makes a melee touch attack. If he hits, the opponent is affected by a poison determined by the
type of leaf used; see the chart below for details. To use this ninjutsu, the user must have a leaf
picked less than three days ago. After it has been used once in this jutsu, an individual leaf may
not be used again. These are some examples of leaves and their effects and chakra costs – other
types of leaves may produce different types of poisons (DM's discretion):
Poison DC Primary Secondary Chakra Cost
Maple Leaf 15 1d6 Con None 20 Points
Oak Leaf 17 1d4 Dex 1d4 Dex 25 Points
Sakura Blossom 15 1d4 Strength 1d4 Strength 17 Points
Lotus Blossom 16 1d6 rnd sleep None 20 Points
Cherry Leaf 18 1d2 Con 1d2 Con 22 Points
If the ninja misses with his attack, he can try again on the next round, but after three rounds the
leaf will return to being a normal leaf. The user can never poison himself using this ninjutsu.
Stamp of the Viper [Flora]
Range: Touch
Time: 1 Standard action
Cost: Variable
Saving Throw: Fortitude negates (See text)
Tier: 4th
Prerequisites: Stamp of the Leaf
This ninjutsu is identical to Stamp of the Leaf except in the following respects. First, the poison
created by this jutsu can be smeared onto a bladed weapon or delivered as a melee touch attack
at the user's choice. The poisons created with this ninjutsu are much more potent than those
created by Stamp of the Leaf. These are some examples of leaves and their effects and chakra
costs – other types of leaves may produce different types of poisons (DM's discretion):
Poison DC Effect Chakra Cost
Witch Ivy 19 Paralysis 2d6 Rounds 30 Points
Silver Cherry 25 1d4 Con, 1d4 Dex secondary 35 Points
Lilac 20 2d4 Str, 2d4 Str seconday 40 Points
Red Fern 17 2d4 Dex, 2d4 Dex secondary 35 Points
In addition to the attribute damage done by the venom, the target of this also takes damage from
the weapon used to deliver this technique, although a melee touch attack does not deal any
damage. The user can never poison himself using this ninjutsu.
Blue Lily Venom [Flora]
Range: Touch
Time: 1 Standard action
Cost: 100
Saving Throw: Fortitude negates (See text)
Tier: 5th
Prerequisites: Stamp of the Viper
This jutsu allows a ninja to coat his hand in an extremely concentrated and toxic poison. On using
this jutsu, the user then makes a melee touch attack. If this attack misses, due to the unstable
nature of blue lily poison, the poison will break down and lose its effectiveness. If the target is
struck by the attack, he must immediately make a fortitude saving throw against a DC of 25 or die
immediately. If he succeeds at this saving throw, he is paralyzed for one round, but after that he
recovers and can act normally – there is no secondary effect. The user can never poison himself
using this ninjutsu.
Vine Whip [Flora]
Range: Personal
Time: 1 Move-equivalent action
Cost: 8 Chakra + 2 Chakra/round
Saving Throw: None
Tier: 1st
This jutsu allows a ninja to create a spiny whip made out of vines which he can use as a weapon.
This weapon functions like a normal whip, except that it deals 2d8 damage instead of the normal
whip damage, and deals regular damage instead of subdual damage. Just like a normal whip,
you can make trip attempts at a +2 with Vine Whip, and it can also be used with weapon finesse.
Note that the Vine Whip is a reach weapon with a range of 15 ft. This ninjutsu lasts as long as the
user continues to pay for it. While using Vine Whip, you are treated as proficient with the whip,
even if you are not normally. While maintaining this ninjutsu, the user can act normally and use
other jutsus.
Transport Via Plants [Flora]
Range: Long (400 ft. + 40 ft./level)
Time: 1 Move-equivalent action
Cost: 20 Chakra
Saving Throw: None
Tier: 2nd
This jutsu allows its user to move ‘into’ any plant large enough for him to walk or jump into, and
then come out of any other plant within range. The user can choose as soon as he uses this
ability which plant he emerges from – he automatically knows of every plant large enough to use
as an exit within range. He does not know anything else about these plants, such as if they have
enemies nearby – only their basic locations. The user of this ninjutsu must be adjacent to the
plant he uses as an entrance when he uses this ninjutsu.
Improved Plant shield [Flora]
Range: Personal
Time: 1 Standard action
Cost: 18 Chakra + 5 Chakra/minute
Saving Throw: None
Tier: 3rd
Prerequisites: Plant Shield
This jutsu creates a living shield of wood and vines that wraps around the user’s arm and helps to
defend him from attacks. The shield does not impede the user's movement or combat abilities in
any way. It grants a +5 deflection bonus to AC against all ranged attacks, and +1 shield bonus to
AC against melee attacks. The Improved Plant Shield also absorbs the first 25 damage done to
the user by earth and water-type ninjutsus. If more than 25 damage is dealt by any one ninjutsu,
the shield is destroyed. Otherwise, the shield lasts for as long as the user pays the cost to
maintain it. The shield is extremely vulnerable to fire – if the user takes over 10 points of fire
damage, the shield is immediately destroyed. While maintaining Improved Plant Shield, the user
can act normally and can use other jutsus.
Hand Vines [Flora]
Range: Personal
Time: Free action
Cost: 6 Chakra /Round
Saving Throw: None
Tier: 2nd
Prerequisites: Vine Whip
This jutsu allows the user to create vines that protrude from his arms. These vines extend up to
60 ft., and can be used to make ranged grapple checks and snatch items as if they were hands.
The vines can also pull the user up ledges or cliffs, granting him a +20 to his climb checks. In
addition to the user's weight, the vines can support 50 lbs. of weight per level of the user. The
vines are relatively light and not useful in combat – they deal only 2d4 points of subdual damage
on a lash, although if the user wishes they can be use as a double-weapon (one vine in each
hand), and can be used with the Weapon Finesse feat. This jutsu lasts as long as the user
continues to pay the cost to maintain it. While maintaining this ninjutsu, the user can move and
act normally, including using other jutsus.
Skin of Oak [Flora]
Range: Personal
Time: 1 Standard action
Cost: 20 Chakra + 6 Chakra /Round
Saving Throw: None
Tier: 3rd
Prerequisites: Improved Plant Shield
This jutsu allows the user's skin to thicken and change to resemble the bark of a tree.
This gives the user a +6 fortification bonus to AC, but also weighs him down and stiffens his
movements, lowering his base speed by 10 ft. Additionally, while in a forest, the user gains a +10
camouflage bonus to all hide checks. This ninjutsu lasts as long as the user continues to pay the
cost to maintain it. While maintaining this jutsu, the user can move and act normally, including
using other jutsus.
Treeblood [Flora]
Range: Personal
Time: 1 Standard action
Cost: 14 Chakra + 6 Chakra /minute
Saving Throw: None
Tier: 3rd
Prerequisites: Skin of Oak
This jutsu radically restructures the interior of the user's body, causing it to resemble become
more similar to a plant than an animal. On the outside nothing appears to have changed, but
while this jutsu is active, the user is immune to critical hits, sneak attacks and bleeding wounds.
This ninjutsu lasts for as long as the user continues to pay the cost to maintain it. While
maintaining this jutsu, the user can move and act normally, including using other jutsus.
Leaf Kunai [Throwing Flora]
Range: Touch
Time: 1 Move-equivalent action
Cost: 5 Chakra/leaf
Saving Throw: None
Tier: 1st
This ninjutsu causes a leaf to stiffen and harden until it is heavy enough and sharp enough to be
used as an effective kunai. To use this ninjutsu, the user must be touching the leaves which are
to be made into kunai. Multiple leaves can be turned into kunai, however, they all must be
touched by the user at the time this technique is used. .The leaves remain hard and stiff for a full
day before returning to normal.
Wood Vine [Flora]
Range: Personal
Time: 1 Standard action
Cost: 7 Chakra + 3/round
Saving Throw: None
Tier: 2nd
Prerequisites: Plant Shield
This jutsu causes a thick vine approximately six inches wide to coil around much of the user's
body. This vine provides the user with damage reduction 5/ against attacks directed at her. This
ninjutsu lasts for as long as the user continues to pay the cost to maintain it. While maintaining
this jutsu, the user can move and act normally, including using other jutsus.
Poison Barbs [Flora]
Range: Personal
Time: 1 Standard action
Cost: 4 Chakra/barb
Saving Throw: None
Tier: 2nd
Prerequisites: Wood Vine
This jutsu allows the user to fire poison-coated barbs at his opponent. These barbs must come
out of a sizable amount of wood – the vine created by Wood Vine can be used, but any other
source of wood will also suffice. The user can generate one barb per level to a maximum of 10
barbs. In order to hit with these barbs, the user makes an attack roll for each barb at his highest
attack bonus. The target takes 1d4 points of damage per barb , and then must make a fortitude
saving throw against a DC of 12 + 1 per barb that strikes her. If the target fails her saving throw
she takes 1d4 points of dexterity damage with a secondary 1d4 points of constitution damage two
minutes later. .
Forest Genesis [Flora]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Area: 200 ft. cube.
Cost: 500 Chakra
Saving Throw: None
Tier: 5th
Prerequisites: Treeblood, Stamp of the Viper, Entangling Vines
This incredible ninjutsu allows the user to convert his chakra into a source of life, causing trees,
vines, bushes, and grasses to spring up where none existed before and even allowing the user to
control their growth. The forest created by this ninjutsu extends upwards to a height of 200 ft. The
user may choose which creatures within the area of effect he wants to affect with this jutsu and
which he does not. Those creatures within the area of effect that the user decides to affect are
immediately immobilized by the upsurge of plants. While entangled by this jutsu, creatures may
take no actions except for speaking and trying to escape. During their turns, immobilized
creatures may attempt to escape as a full round action by making either a strength check or an
escape artist check against a DC of 35. Success frees the creature from being entangled. The
forest generated by this ninjutsu effectively blocks all ranged attacks traveling through its area of
effect. Offensive ninjutsus passing through the forest have their first 400 points of damage
absorbed, unless they have some way of avoiding striking the trees. Note that this jutsu is a
kinjutsu, meaning that it cannot be learned by a ninja without someone who already knows it
teaching it to her. Kinjutsus are considered to be highly dangerous, and seldom taught to a ninja
without a very good reason.
Shower of Kunai [Throwing Flora]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Area: 40 ft. square
Cost: 20 Chakra
Saving Throw: Reflex halves
Tier: 3rd
Prerequisites: Leaf Kunai
This ninjutsu causes all the leaves in a small area to grow stiff, sharp, and heavy, detaching
themselves immediately from their branches they fall down in a shower of knives. To use this
ninjutsu, the user must be within range of a tree with a moderate quantity of leaves. When this
jutsu is used, all creatures caught within the area of effect take 1d4 points of damage per user
level to a maximum of 10d4. A successful reflex saving throw halves this damage. The leaves
affected by this ninjutsu remain hard and sharp for a full day before returning to normal. If used as
weapons, they have all the same statistics as kunai.
The Thousand Birds (Chidori) [Lightning]
Range: 5 ft.
Time: 1 Standard action
Cost: 100 Chakra
Saving Throw: Reflex halves
Tier: 4th
This jutsu allows the user to focus an incredible amount of chakra into one of his arms, causing it
to crackle with lightning. He then makes a single thrust with his lightning-arm at incredible speed,
causing a noise that sounds like thousands of birds chirping. Upon using this ninjutsu, the user
makes a melee touch attack. Note that this ninjutsu can be used at the end of a charge. If this
attack roll hits, the target takes 10d8 points of piercing damage and 5d12 points of lightning
damage. The Thousand Birds is not affected at all by any sort of defensive technique that would
block it, although it can be dodged or parried. A Hyuuga Warrior’s Circle Defense cannot stop
The Thousand Birds. Note that this jutsu is a kinjutsu, meaning that it cannot be learned by a
ninja without someone who already knows it teaching it to her. Kinjutsus are considered to be
highly dangerous, and seldom taught to a ninja without a very good reason.
Electric Kunai [Throwing Lightning]
Range: Same as a kunai
Time: 1 Standard action
Cost: 7 Chakra/kunai
Saving Throw: None
Tier: 2nd
Prerequisites: Shock
The Electric Kunai ninjutsu allows the user to throw a number of kunai at an opponent with metal
wires tied to their handles, and then to deliver a massive shock using these kunai as contacts.
Upon using this ninjutsu, the user can attack with as many kunai as he is normally allowed to
attack with (note that if he already moved during the round he used this jutsu in he can only
attack with one kunai). These kunai can be deflected normally. Targets struck by these kunai
receive normal damage from the kunai as well as 1d12 points of lightning damage. Note that this
ninjutsu cannot be used without specially prepared kunai with metal wires tied to their ends.
Breath of Heaven [Lightning]
Range: Personal
Time: 1 Standard action
Area: 120 ft. line
Cost: 30 Chakra
Saving Throw: Reflex halves
Tier: 3rd
Prerequisites: Electric Kunai
This jutsu allows the user to breathe fourth a gout of lightning that strikes all creatures in a line.
All creatures caught within the area of effect immediately take 1d8 points of damage per user
level to a maximum of 10d8. A successful reflex saving throw halves this damage. The lightning
bolt created by this ninjutsu will continue to travel until it strikes something capable of stopping it,
such as a stone wall, a large tree, or similar obstruction, or until it has traveled 120 feet.
Shock Hands [Lightning]
Range: Touch
Time: 1 Standard action
Cost: 15 Chakra
Saving Throw: None
Tier: 2nd
Prerequisites: Shock
This technique allows a ninja to fill one of his hands with chakra that can be converted to
electricity at a moment’s notice. Upon using this ninjutsu, the user’s hand becomes ‘charged’. Any
time after this, whenever the user hits with a melee attack either while using his bare hands or
while wielding a metallic weapon, he can choose to discharge this electricity to deal 1d10 points
of lightning damage for every two levels of the user, to a maximum of 4d10. If not used within ten
minutes per level of the user, the electric charge dissipates and the hand must be re-charged.
Touching a metallic object, water, or a similarly conductive material with a charged hand after
charging discharges the electricity. Both hands can be charged (allowing two separate uses of
the lightning damage), but a user cannot charge a hand more than once at a time.
Lightning Dash [Lightning]
Range: Personal
Time: 1 Move-equivalent action
Area: 100 ft. line
Cost: 35 Chakra
Saving Throw: Reflex halves
Tier: 3rd
Prerequisites: Electric Kunai
This jutsu allows a ninja to travel short distances at incredible speeds transforming his body into
electricity using chakra for a short time. When this ninjutsu is used, the user immediately moves
in a 100 foot line in any direction. This movement allows the user to pass through living beings,
and objects made of metal as well. If this jutsu passes through a creature, it immediately takes
5d10 points of damage, although a reflex saving throw halves this damage. Stone and wooden
obstacles cannot be passed through – a character colliding with one of these objects immediately
returns to normal, stops moving, and is stunned for one round.
Control Storm [Lightning]
Range: 40 ft./level
Time: 1 Standard action
Area: 40 ft./level cylinder
Cost: 40 Chakra/round
Saving Throw: See text
Tier: 5th
Prerequisites: Chain Lightning, Thunder Blast
This jutsu allows the user to actually manipulate the weather around him to create or calm
thunder storms. Each round that the user maintains this jutsu, he can choose to cause the
weather to become either one level stormier or one level calmer. The progression of these
changes is as follows:
• Clear skies: Few to no clouds in the sky. The wind speed may range from 0 to 10 MPH. No ill
effects occur. There is no precipitation.
• Overcast skies: The sky is filled with clouds. Wind speeds may range from 11 to 30 MPH.
Ranged attacks and Listen checks suffer a -2 circumstance penalty, and any tiny-sized or smaller
creatures must make a Fortitude saving throw against a DC of 10 or be knocked down. There is
no precipitation.
• Light Rain: The sky is filled with clouds. Wind speeds may range from 31 to 50 mph, causing
Ranged attacks and Listen checks to suffer a -4 circumstance penalty. Tiny-sized or smaller
creatures must make a Fortitude saving throw against a DC of 15, or be blown away. Small-sized
creatures must make a similar Fortitude saving throw, or be knocked down. Medium-sized
creatures must make a Fortitude saving throw, or be checked. Light precipitation occurs; it may
be rain or snow, depending upon the temperature. Rain reduces visibility slightly, resulting in a -2
circumstance penalty to Search and Spot checks. Unprotected flames are extinguished, and
protected flames have a 50% chance of being extinguished. Snow at this stage has the same
effects as rain.
• Heavy Rain: The sky is filled with clouds. Wind speeds may range from 31 to 50 mph, causing
Ranged attacks and Listen checks to suffer a -4 circumstance penalty. Tiny-sized or smaller
creatures must make a Fortitude saving throw against a DC of 15, or be blown away. Small-sized
creatures must make a similar Fortitude saving throw, or be knocked down. Medium-sized
creatures must make a Fortitude saving throw, or be checked. Severe precipitation occurs; this
may be rain; or, in colder temperatures, the user may choose between snow or hail. Rain reduces
visibility by half, resulting in a -4 circumstance penalty to Spot and Search checks. Unprotected
flames are extinguished, and protected flames have a 75% chance of being extinguished. Snow
reduces visibility like rain, causing a -4 circumstance penalty to Spot and Search checks. On the
ground, it reduces movement by half. Snow has the same effect on flames as rain. Hail does not
reduce visibility, but falling hail makes Listen checks more difficult, resulting in a -6 circumstance
penalty to Listen checks. Sometimes (5% chance) hail can become large enough to deal 1 point
of damage to anything in the open. Once on the ground, hail has the same effect on movement
as snow. At this level, the user of this jutsu may use a standard action to call down one bolt of
lightning per round, which deals 5d10 points of lightning damage to a single target, although a
successful reflex saving throw halves this damage.
• Thunderstorm: The sky grows dark and black, and lightning can be seen crackling amidst the
clouds. Wind speeds may range from 41 to 60 mph, causing Ranged attacks and Listen checks
to suffer a -6 circumstance penalty. Tiny-sized or smaller creatures must make a Fortitude saving
throw against a DC of 15, or be blown away. Small-sized creatures must make a similar Fortitude
saving throw, or be knocked down. Medium-sized creatures must make a Fortitude saving throw,
or be checked. Severe precipitation occurs; this may be rain; or, in colder temperatures, the user
may choose between snow, or hail. Rain reduces visibility severely, resulting in a -6 circumstance
penalty to Spot and Search checks. All flames are extinguished. Snow reduces visibility like rain,
causing a -6 circumstance penalty to Spot and Search checks. On the ground, it reduces
movement by half. Snow has the same effect on flames as rain. Hail does not reduce visibility,
but falling hail makes Listen checks more difficult, resulting in a -8 circumstance penalty to Listen
checks. Sometimes (5% chance) hail can become large enough to deal 2 points of damage to
anything in the open. Once on the ground, hail has the same effect on movement as snow. At this
level, the user of this jutsu may use a standard action to call down up to three bolts of lightning.
Each bolt of lightning must strike a different target. Targets immediately take 10d10 points of
lightning damage, although a successful reflex saving throw halves this damage.
The GM determines the current weather pattern when this jutsu is used. Precipitation is typically
rain, but may also be snow, sleet, or hail, if the regional temperature allows for it. When the user
of this jutsu stops paying the cost to maintain it, the storm will begin to calm at a rate of one level
per round until it reaches the point it was at when the user began this jutsu. This jutsu lasts as
long as the user continues to pay the cost to maintain it. While maintaining this jutsu, the user can
act normally but cannot use other jutsus.
-”checked”: Checked creatures/ninja are unable to move forward against the force of the wind.
Flying creatures are blown back 1d6x5 feet.
-”knocked down”: Knocked down creatures/ninja are knocked prone by the force of the wind.
Flying creatures are blown back 1d6x10 feet.
-”blown away”: Blown away creatures/ninja are knocked prone and rolled 1d4x10 feet, sustaining
1d4 points of subdual damage per 10 feet. Flying creatures are blown back 2d6x10 feet and
sustain 2d6 points of subdual damage due to battering and buffering.
-Flying or airborne creatures are treated as one size class smaller than their actual size, for
purpose of wind effects.
Shock [Lightning]
Range: Long (400 ft. + 10 ft./level)
Time: 1 Standard action
Cost: 8 Chakra
Saving Throw: Reflex halves
Tier: 1st
This ninjutsu allows a ninja to strike a single target within range with a small stream of electricity.
The target immediately takes 1d12 points of damage, although a successful reflex saving throw
halves this damage.
Chain Lightning [Lightning]
Range: Long (400 ft. + 20 ft./level)
Time: 1 Move-equivalent action
Cost: 50 Chakra + 20 Chakra/additional target
Saving Throw: Reflex halves
Tier: 4th
Prerequisites: Lightning Dash, Breath of Heaven
This jutsu allows the user to create a bolt of lightning that bounces between several targets. This
lightning immediately strikes one target within range, as well as any number of additional targets
chosen by the user at the cost of 15 chakra per target. All targets chosen must be within the
range of the jutsu, and no creature can be selected as a target more than once. All targets then
immediately take 1d12 points of damage per level of the user to a maximum of 10d12, although a
successful reflex saving throw halves this damage. Chain Lightning can travel around obstacles
as long as it stays within the range of the jutsu or even pass through metal or living obstacles, but
it cannot pass through stone or wooden obstacles.
Nervous Shock [Lightning]
Range: Touch
Time: 1 Standard action
Cost: 25 Chakra
Saving Throw: Fortitude negates
Tier: 2nd
Prerequisites: Flashbang
This ninjutsu allows a ninja to build up an electric charge in her arm and deliver this charge with a
touch into her opponent's nervous system. Upon using this jutsu, the user makes a melee touch
attack against her target. If she hits, her opponent takes 1d10 points of lightning damage and
must make a fortitude saving throw against a DC of 10 + half the user's level. If the target fails
this fortitude saving throw, he is stunned for 1d6 rounds.
Current Sphere [Lightning]
Range: Personal
Time: 1 Standard action
Area: 15 ft. diameter circle
Cost: 15 Chakra + 3 Chakra/round
Saving Throw: Reflex halves
Tier: 2nd
Prerequisites: Shock Hands
This jutsu allows the user to surround himself with a sphere of crackling electric current that
damages any creatures which come into its range. Creatures within this area of effect take 2d10
points of damage per round, although a successful reflex saving throw halves this damage. This
jutsu lasts for as long as the user continues to pay the cost to maintain it. While maintaining this
ninjutsu, the user can act normally, including using other jutsus.
Flashbang [Lightning]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Area: 25 ft. diameter circle
Cost: 13 Chakra
Saving Throw: See text
Tier: 1st
This technique allows the user to create a small ball of electricity, which explodes with a bright
flash and a loud bang. Creatures caught within the area of effect must make a fortitude saving
throw against a DC of 10 + half the user's level or be deafened for 1d4 rounds, and must make a
reflex saving throw or be blinded for 1d4 rounds.
Thunder Blast [Lightning]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Cost: 60 Chakra
Saving Throw: See text
Tier: 4th
Prerequisites: Breath of Heaven, Nervous Shock
This jutsu allows the user to unleash a tremendous blast of electricity on a single target that
wreaks havoc with the senses. The target immediately takes 1d10 points of damage per two
levels of the user to a maximum of 10d10 – a successful reflex saving throw halves this damage.
The then makes a second reflex saving throw – failure causes him to be blinded for 2d4 rounds.
The target must also make two fortitude saving throw against a DC of 15 + half the user's level –
failure of the first fortitude saving throw causes the target to be deafened for 2d4 rounds, while
failure of the second causes the target to be stunned for 2d4 rounds.
Sound
Shatter [Sound]
Range: Personal
Time: 1 Standard Action
Area: Cone-shaped blast 15 ft. long, 5 ft. wide at its base, 15 ft. wide at its end
Cost: 20 Chakra
Saving Throw: None
Tier: 2nd
Prerequisite: Focused Listening
This ninjutsu allows the ninja to create a high-pitched keening wail that can shatter most
substances caught in the blast. Any inanimate object (cloth excluded) with a hardness of 10 or
less takes 6d6 points of damage ignoring hardness. This jutsu can be used as a prepared action
in response to a ranged attack – any weapon shattered deals no damage. Enchanted items
(seals, scrolls, magic weapons etc.) are unaffected by this jutsu.
Sound Burst [Sound]
Range: Close (25 ft. + 5 ft. per level)
Time: 1 Standard action
Area: 10 ft. Radius Burst
Cost: 12 Chakra
Saving Throw: Fortitude negates (See text)
Tier: 1st
This ninjutsu allows the ninja to blast an area near him with a deafening cacophony of screams
and wails. Every creature in the area of effect takes 1d8 points of sonic damage and must make a
fortitude saving throw against a DC of 10 + half the user's level or be stunned for 1d4 rounds.
Shout [Sound]
Range: Personal
Time: 1 Standard action
Area: Cone-shaped blast 30 ft. long, 5 ft. wide at its base, 20 ft. long at its end
Cost: 34 Chakra
Saving Throw: See below
Tier: 3rd
Prerequisites: Sound Burst
This jutsu allows the user to emit a deafening shout. Any creature within the area of effect must
make both a Fortitude and Reflex saving throw. Any creature which fails its Fortitude saving throw
against a DC of 10 + half the user's level is deafened for 2d8 rounds. Everyone caught in shout
takes 5d6 points of damage. A successful Reflex saving throw halves this damage.
Greater Shout [Sound]
Range: Personal
Time: 1 Standard action
Area: Cone-shaped blast 30 ft. long, 5 ft. wide at its base, 20 ft. long at its end
Cost: 55 Chakra
Saving Throw: See text
Tier: 4th
Prerequisite: Shout, Shatter
This technique allows the user to emit a sound that is amplified to incredible levels. Any creature
caught in the area of effect must make both a Fortitude and Reflex saving throw. Anyone who
fails their Fortitude saving throw against a DC of 10 + half the user's level is deafened for 4d6
rounds anyone who succeeds is only deafened for 1d6 rounds. Everyone in the blast also take
10d6 points of damage. A Reflex saving throw halves this damage. This shout is so loud than
anyone with 4 miles may make a listen check to DC 5 + 5 per mile away to determine the general
direction that the shout came from.
Supersonic Needle [Throwing Sound]
Range: See text
Time: 1 Full attack action
Area: 5 ft. radius centered on the target
Cost: 9 Chakra/needle
Saving Throw: See text
Tier: 2nd
Prerequisite: Sound Burst
This technique allows the user to throw needles at supersonic speeds. On using this jutsu, the
user may throw one needle per ranged attack she gets. These needles need not all be directed at
the same target. Each needle deals an extra 2d4 points of sonic damage. The target must make
a Fortitude saving throw against a DC of 10 + half the user's level or be deafened for 1d4 + 1
rounds. In addition, everyone within a 5 ft. radius of the target takes 1d4 points of damage.
Silence [Sound]
Range: Close (25 ft. + 5ft per level)
Time:1 Standard action
Area: 40 ft. radius
Cost: 24 Chakra + 3 Chakra/round
Saving Throw: None
Tier: 3rd
Prerequisite: Greater Shout
This jutsu causes all sound to cease within a 40 ft. radius of an object the user selects. Within this
area no sound can be made, or heard. No jutsu that utilizes sound as its medium can function
within this area. This jutsu can either be placed on a stationary area or a moving target. If the
object on which the silence is based moves, then the area of silence moves with it. This jutsu
lasts as long as the user continues to pay the cost to maintain it. While maintaining this jutsu, the
user can move and act normally, including using other jutsus.
Focus Listening [Sound]
Range: Personal
Time:1 Standard action
Cost: 4 Chakra/round
Saving Throw: None
Tier: 1st
This ninjutsu gives the user extraordinary hearing. The user gets a +15 bonus to all listen checks
while this jutsu is active. While this jutsu is active the user takes double damage from sound
ninjutsus and sonic attacks. This jutsu lasts as long as the user continues to pay the cost to
maintain it. While maintaining this jutsu, the user can move and act normally, including using
other jutsus.
Ripping Air Blast (Zankuuha) [Sound]
Range: Personal
Time:1 Standard action
Area: Cone-shaped blast 30 ft. long, 5 ft. at its base, 20 ft. at its end
Cost: 5-100 Chakra (See text)
Saving Throw: See text
Tier: 4th
Prerequisite: Arm Implants feat, Supersonic Needle, Shatter
This jutsu allows the user to generate cone shaped blasts of sound and air from the implants in
his arms. When this jutsu is used the user must determine how much sound and air are produced
by his implants. This amount is measured in 10% increments, to a maximum of 100 % of both
sound and air. Each 10% increment of either sound or air costs 5 chakra. Thus a blast which
consists of only 20% of the maximum amount of sound that can be produced would cost 10
chakra; while a blast of 30% sound and 60% air would cost 45 chakra. The user can choose to
create one blast using both hands or he may choose to create two blasts, one from each hand
with the same size and range. These blasts can be aimed in different directions. However, if
aimed in different directions each hand can only produce a maximum of 50% air and sound. Thus
a ninja could create two blasts, each containing 50% air and 50% sound, and shoot them in
separate directions. That same ninja could also create a single blast in one direction from both his
hands that contained 100% sound and air. For each 10% of sound produced, targets caught in
the area of effect take 1d6 points of sonic damage. The targets may make Fortitude saving
throws against a DC of 10 + half the user's level + the user's charisma modifier for half damage. If
the target fails her saving throw she is also deafened for 1d4+4 rounds. The air has a different
effect. When hit with a blast of air, the target is hit with a bull-rush and must make a strength
check against a DC of 25 or be knocked back 1d8 feet per 10% of air contained in the blast. If the
target fails her strength check she is knocked prone. If the target hits an object of large size or
greater she takes half of remaining distance she would have traveled (in feet) in physical
damage. The object she hits also takes this damage. If the object breaks, the target continues to
move the distance she had left minus the amount of damage the object absorbed. For example,
Hoshi the ninja is struck by a Ripping Air Blast of 60% air. The 6d8 feet of knockback damage is
rolled and she fails her strength check. She is knocked backwards 45 feet. After traveling 5 feet
she hits a large sized tree. The tree has a hardness of 5 and 10 hp. Hoshi takes 20 points of
damage, [ half the distance she had left to travel] The tree can only take 15 points of damage, so
it breaks. Hoshi then continues for 25 feet [the distance she had left to travel minus the amount of
damage the tree absorbed] and is knocked prone.
Musical Scale [Sound]
Range: Personal
Time:1 Standard action
Area: 60 ft. Line
Cost: 30 Chakra per note
Saving Throw: See text
Tier: 4th
Prerequisite: Greater Shout, Shatter
This jutsu allows the user to create blasts of sonic energy using the notes of the musical scale.
When this jutsu is used the user may choose to use as many notes as he wishes, although the
same note cannot be used twice. Anyone in the area of effect is struck by all notes used. All
Fortitude saving throws in this jutsu are made against a DC of 10 + half the user's level + the
user's charisma modifier
DO- This note deals knockback damage. Each target is knocked back 1d8 ft. per two levels of the
user to a maximum of 5d8. If the target hits an object of large size or greater she takes half of the
remaining distance she would have traveled (in feet) in physical damage. The object she hits also
takes this damage. If the object breaks, the target continues to move the distance she had left
minus the amount of damage the object absorbed.
RE- This note deals 1d4 points of sonic damage for each level of the user, to a maximum of
15d4. A Reflex saving throw may be made for half damage.
MI- This note aims directly for the ears of a single person. The target must succeed at a
Fortitudeitude saving throw or be deafened for 1d4 +1 per level (max 10) rounds
FA- This note reverberates with such intensity that if the target fails a Fortitude saving throw he is
stunned for 1d6 rounds.
SO- This note sends vibrations down your opponents body that shred their muscle. This causes
the opponents strength to lower by 2d4. A Fortitude saving throw negates this strength loss.
LA-This note sends a high pitched sound that doesn't affect people but instead metal items. This
note deals 8d6 points of sonic damage to all metal items in the line of effect ignoring hardness.
TI- This note causes a loud sonic boom that deals 1d8 points of damage per two levels of the
user to a maximum of 8d8 points of damage. Anyone hit by this note may make a Reflex saving
throw for half damage.
Control Sound [Sound]
Range: Close (25 ft. + 5ft per level)
Time:1 Standard action
Area: 40 ft. radius
Cost: 15 Chakra + 2 Chakra/round
Saving Throw: None
Tier: 4th
Prerequisite: Silence
This technique allows the user to control and change sound waves within its area of effect,
allowing him to amplify or mute sounds as well as to change one sound into another. Any sound
may be amplified, granting a +10 to listen checks to hear it, or muted, granting a -10 to listen
checks to hear it. One sound can also be changed into another – this effect can be as simple as
raising or deepening someone's voice, or as massive as changing a human voice into animal
sounds, changing the roar of an explosion into the sound of wind blowing through the trees, or
even changing the words someone is saying from what they intended to say into something else.
It is impossible to change an extremely loud noise into an extremely soft one, or vice versa, using
this jutsu. This jutsu lasts as long as the user continues to pay the cost to maintain it. While
maintaining this jutsu, the user can move and act normally, including using other jutsus.
Replacement [Basic Non-Elemental]
Range: 20 ft.
Time: 1 Standard action
Cost: 5 Chakra
Saving Throw: None
Tier: 1st
This jutsu allows the ninja to replace himself with a log, small animal, or similar object in order to
avoid an attack. This jutsu must be used as a held action in response to an attack by an
opponent. In order for this jutsu to work, there must be some sort of cover within 20 feet of the
user for him to hide in. When this technique is used, the user makes a hide check against against
his attacker's spot check. If the user's hide check is higher than the opponent's spot check, the
user may reposition himself up to 20 feet in any direction, provided that his new position has
cover to hide in. Attacks directed at where the user used to be miss immediately (although areaeffect attacks may still hit the user if his new position is still within the area-of-effect). If the
opponent had multiple ranged or melee attacks, any others that would have been directed against
the user of Replacement Technique also miss, and cannot be redirected towards other targets.
The user is then considered to be hiding as normal. If the attacker's spot check is higher than the
user's hide check, the user spends 5 chakra points, but cannot reposition himself, and the
attacker's attack functions as normal. The Replacement Technique cannot be used if you are flatfooted or surprised. This jutsu is considered a defensive ninjutsu; by paying 50 chakra instead of
the normal 5, the user can use it as a free action in response to an attack even when it is not his
turn. Note that only one defensive jutsu can be used in response to a single attack.
Replication [Basic Non-Elemental]
Range: See text
Time: 1 Standard action
Cost: 5 Chakra/clone
Saving Throw: None
Tier: 1st
This technique allows a ninja to create illusionary duplicates of himself. These clones separate
from you and remain in a cluster, each within 5 feet of at least one other clone or you. When the
user and his clones separate, observers can’t use vision or hearing to tell which is real. The
clones behave in any manner that the user desires, and will appear to react to influences from
their surroundings (such as swimming in pools of water, climbing ladders, etc.), although they
cannot influence these surroundings in any way.
Would-be attackers must try to distinguish between the user and his clones to succeed in their
attacks. Generally, roll randomly to see whether the selected target is real or a clone. Any
successful attack against a clone destroys it. A clone’s AC is 10 + the user's size modifier + the
user's Dexterity modifier. Clones created by this technique last either until destroyed or for 3 + the
user's charisma modifier rounds.
Transformation [Basic Non-Elemental]
Range: Personal
Time: 1 Standard action
Cost: 5 Chakra + 1 Chakra/round
Saving Throw: None
Tier: 1st
This jutsu allows a ninja to change his outward appearance and voice to mimic another person.
The user must keep his basic size, but can make himself seem up to a foot taller or shorter, and
thin or fat or in between. External features can be altered almost completely, although the user
cannot change his body type – he must remain humanoid if he is a humanoid, or magical beast if
he is a magical beast, etc. This jutsu does not grant any abilities of the chosen form, and it does
not change the tactile properties of the chosen form, although it does change the user's voice.
For the purposes of being perceived, this check effectively adds +10 circumstance bonus to the
user's disguise checks. If the user of this jutsu is dealt any damage, this jutsu ends immediately.
Otherwise, this jutsu lasts until released by the user.
Shadow Replication [Non-Elemental Kinjutsu]
Range: See text
Time: 1 Standard action
Cost: 9 Chakra/clone
Saving Throw: None
Tier: 4th
Prerequisites: Replication
This jutsu is identical to Replication except that the clones created with it are imbued with chakra,
making them real. When this jutsu is used, the user decides how to divide up his remaining
chakra among the shadow clones created; he can divide his chakra up in any way, but each
shadow clone must have at least 1 point of chakra put into it. The shadow clones are physically
identical to the user in all respects, sharing his AC, attributes, attack bonus, saving throws, and
unenchanted equipment (enchanted equipment cannot be copied with this jutsu. They appear to
have the equipment that the user has, but the equipment shadow clones have is always
unenchanted. The user's equipment is unaffected). They attack with the user's number of attacks
and deal damage as appropriate for his weapons, and can even use any abilities of the user's
class levels. Shadow clones can also use any jutsus that the user can use; each shadow clone
can draw off of the amount of chakra put into it to use jutsus, although if the amount of chakra a
shadow clone possesses ever totals 0, the shadow clone is destroyed. Like normal clones,
however, shadow clones are destroyed the moment they are dealt any damage. The chakra
possessed by a shadow clone that is destroyed is divided up evenly among the user and any stillexisting shadow clones and added to their chakra totals. Shadow clones do not regenerate
chakra naturally, although the user still regenerates chakra. If not destroyed by combat, shadow
clones last until the user voluntarily dismisses them, whereupon any chakra still inside of the
clones returns to the user and is added to his total chakra points, up to his maximum. As a free
action, the user can redistribute the amounts of chakra inside of each of his shadow clones at any
distance. If the user of this jutsu is knocked unconscious or killed, any remaining shadow clones
are destroyed. Note that this jutsu is a kinjutsu, meaning that it cannot be learned by a ninja
without someone who already knows it teaching it to her. Kinjutsus are considered to be highly
dangerous, and seldom taught to a ninja without a very good reason.
Needle Spit [Throwing Non-Elemental]
Range: 30 ft.
Time:1 Standard action
Cost: 7 Chakra
Saving Throw: None
Tier: 1st
This ninjutsu allows a ninja to spit a needle from his mouth at a single target, usually surprising
the target. When using this ninjutsu, the user first makes a bluff check against his opponent's
sense motives check. If the user succeeds at his bluff check, he may make a single attack with a
needle at his highest attack bonus against his opponent, who is considered flat footed. If the user
fails his bluff check, he makes a single attack with a needle against his opponent at his highest
attack bonus, but his opponent is not considered flatfooted. Note that opponents who have
experienced this attack before and have reason to suspect it will be used again receive a +20
bonus to their sense motives checks against the user's bluff check.
Rain of Needles [Non-Elemental]
Range: Close (25 ft. + 5 ft./level)
Time:1 Standard action
Cost: 8 Chakra/Umbrella
Saving Throw: Reflex halves
Tier: 2nd
Prerequisites: Needle Spit
Using this ninjutsu allows a ninja to detonate one or more specially made needle-packed
umbrellas, guiding the needles to their targets with his chakra. This jutsu requires at least one
needle-packed umbrella to work; these umbrellas are destroyed when this jutsu is used. The user
may detonate up to four umbrellas with this jutsu. Each umbrella deals 5d4 points of damage to a
single target, although a successful reflex saving throw halves this damage.
Black Fire [Non-Elemental Kinjutsu]
Range: Personal
Time:1 Standard action
Area: 50 ft. line
Cost: 32 Chakra
Saving Throw: Reflex halves
Tier: 3rd
This jutsu calls fourth a stream of mysterious black flames capable of burning through almost
anything. Creatures caught within the area of effect take 1d8 points of damage per level of the
user to a maximum of 10d8 points of damage, although a successful reflex saving throw halves
this damage. Furthermore, this ninjutsu has the unique ability to burn through almost anything –
any obstacle or defensive ninjutsu not made of stone is completely ignored. Note that the Hyuuga
Warrior’s Circle Defense is able to affect this jutsu. This jutsu is a kinjutsu, meaning that it cannot
be learned by a ninja without someone who already knows it teaching it to her. Kinjutsus are
considered to be highly dangerous, and seldom taught to a ninja without a very good reason.
Sharingan Triple Windmill [Throwing Non-Elemental]
Range: Medium (100 ft. + 10 ft./level)
Time:1 Standard action
Cost: 15 Chakra/shuriken
Saving Throw: None
Tier: 3rd
Prerequisites: Electric Kunai, Shadow Windmill
This technique allows a ninja to throw several windmill shuriken at his opponent with wires
attached to them that ensnare the opponent, hampering his movements. Up to three windmill
shuriken can be thrown as a part of this ninjutsu, provided the user has three windmill shuriken
with wires attached to them in his possession. Treat each windmill shuriken as a ranged touch
attack. For every one of these attacks that hits, that target’s reflex saving throw and maximum
dexterity bonus to AC is reduced by 3 for one round.
Shadow Windmill [Throwing Non-Elemental]
Range: Medium (100 ft. + 10 ft./level)
Time:1 Standard action
Cost: 10 Chakra
Saving Throw: None
Tier: 2nd
This jutsu allows a ninja to throw two windmill shuriken at once, hiding the second in the shadow
of the first to create a nasty surprise attack. When using this technique, the user attacks with two
windmill shuriken against a single target. The target must make a spot check against a DC of 25.
If he fails this check, he is treated as flatfooted against the second windmill shuriken's attack.
Shadow Imitation [Non-Elemental]
Range: 40 ft. (See text)
Time:1 Standard action
Cost: 5 Chakra/target/round
Saving Throw: Reflex negates
Tier: 2nd
This technique allows a ninja to link his shadow to an opponent’s shadow in order to force his
opponent to mimic the actions he performs. To affect a target, the user's shadow must reach that
target's square. The shadow has a maximum range of 40 feet, but if it travels through other
shadows along its way these shadows do not count against its 40 feet. When the shadow enters
a creature's square, that creature is affected as a target of this jutsu. So long as his shadow can
reach them, a ninja can affect any number of targets with this jutsu. If this technique is used in a
lighted area, each target gets a reflex save to avoid being affected by this technique. Targets that
fail are affected by this technique for as long as the user continues to pay the cost to maintain it.
This jutsu will not work in an area where there is absolutely no light. While under the effects of
this technique, a target must physically mimic to the best of his ability everything that the user of
this technique does; for example, if the user steps forward 5 feet, the target also steps forward 5
feet (forward being relative to both the user and target, they will each move 5 feet towards each
other). If the target is for some reason unable to exactly mimic an action the user performs (such
as reaching for a piece of equipment that isn't there), he will still make the motions with his body
to the best of his ability. Targets affected by this jutsu cannot take any actions other than to mimic
the user's actions. While maintaining Shadow Imitation, the user can move and act normally, but
cannot user any other jutsus.
Multi-Size Technique [Non-Elemental]
Range: Personal
Time:1 Move-equivalent action
Cost: 8 Chakra + 2 Chakra/round
Saving Throw: None
Tier: 1st
This technique allows a ninja to greatly increase the size of his body. When this jutsu is used, the
user immediately doubles in size and weight in all respects. If this size increase causes a change
in size category for the user, then his unarmed attack damage, and similar attributes go up. This
ninjutsu lasts as long as the user continues to pay the cost to maintain it. While maintaining MultiSize Technique, the user can move and act normally.
Super-Size Technique [Non-Elemental]
Range: Personal
Time:1 Move-equivalent action
Cost: 20 Chakra + 5 Chakra/round
Saving Throw: None
Tier: 2nd
Prerequisites: Multi-Size Technique
This ninjutsu is identical to Multi-Size Technique except that it allows the user to increase his size
and weight by 5 times instead of 2 times.
Mega-Size Technique [Non-Elemental]
Range: Personal
Time:1 Move-equivalent action
Cost: 35 Chakra +8 Chakra/round
Saving Throw: None
Tier: 3rd
Prerequisites: Super-Size Technique
This ninjutsu is identical to Multi-Size Technique except that it allows the user to increase his size
and weight by 10 times instead of 2 times.
Steel Marionettes [Throwing Non-Elemental]
Range: Close (25 ft. + 5 ft./level)
Time:1 Full-round action
Cost: 6 Chakra/weapon
Saving Throw: None
Tier: 4th
Prerequisites: Sharingan Triple Windmill
This potent ninjutsu allows a ninja to snatch up unattended throwing weapons within range and
use them to attack a single opponent. A ninja may select any number of unattended ranged
weapons (any weapon with a range increment qualifies; ammunition such as arrows or bolts
qualify, crossbows and bows themselves do not) to use with this jutsu, so long as she can pay the
chakra cost to affect these weapons. The user may then attack once with each weapon targeted
by this jutsu, using her highest attack bonus. These weapons deal normal damage, although no
bonus damage for strength is added. Using this ninjutsu is a full-round action.
Phased Weapon [Throwing Non-Elemental]
Range: Touch
Duration: 1 minutes/user level
Time:1 Standard action
Cost: 6 Chakra/weapon
Saving Throw: None
Tier: 3rd
This ninjutsu allows a ninja to instill a weapon with chakra such that it is able to pass through –
the only thing that this kunai can still interact with is living flesh. A ninja can imbue any number of
weapons with this ability, but he must touch each weapon to imbue it and pay the chakra cost for
each weapon. Weapons imbued with this ability glow a bright green, and pass through nonliving
matter is if it were not there – they can be thrown through walls or other nonliving obstacles, and
ignore nonmagical armor bonuses. This ability fades after 10 minutes.
Piercing Sight [Non-Elemental]
Range: Long (400 ft. + 40 ft./level)
Time:1 Standard action
Cost: 20 Chakra + 2 Chakra/round
Saving Throw: None
Tier: 3rd
This jutsu allows a ninja to focus his chakra into his eyes to allow himself to see through most
materials, except for thick lead walls. A ninja using this ninjutsu can choose what he wishes to
look through and what he wishes to see. Cover bonuses to hide checks are ignored while the
user is using this technique. This ability lasts as long as the user continues to pay the cost to
maintain it. While maintaining this jutsu, the user can move and act normally, including using
other jutsus.
Wildcard [Non-Elemental]
Range: Close (25 ft. + 5 ft./level)
Time:1 Standard action
Cost: 25 Chakra/card
Saving Throw: None
Tier: 3rd
Prerequisites: Luck of Ages Bloodline
This jutsu allows a character with the Luck of Ages bloodline to draw a card from the deck and
channel his chakra through it, producing a random effect. When a ninja performs this ninjutsu, the
player must draw a card from a standard playing card deck. The suit determines the element: a
heart causes fire damage, a diamond causes cold damage, a club causes sonic damage, and a
spade causes electric damage. If the card drawn is a number card, the damage done by this
attack is 1d6 times that number. If the card drawn is a court card or an ace, consult the following
table:
Jack: This card deals no damage.
Queen: This card deals 6d8 points of damage, but the target also gets a -6 circumstance penalty
to his reflex saving throw.
King: This card deals 12d8 points of damage, but if the target saves he takes only ¼ damage
(round up).
Ace: This card deals 4d6 points of damage and allows the user to draw another card for free; this
card affects the same target. Two separate reflex saving throws are necessary for each card.
Joker: The target must make a fortitude saving throw against a DC of 25 or have his hit points
immediately reduced to 0 and fall unconscious. If the target fails this first saving throw, he must
make an additional fortitude saving throw against a DC of 15 or die immediately.
Each card affects only one target, but the user can draw additional cards when using this jutsu by
paying 25 chakra per card; each card must strike a separate target. A successful reflex saving
throw halves the damage from any card.
Blackjack [Non-Elemental]
Range: Personal
Time:1 Standard action
Cost: 20 Chakra (See text)
Saving Throw: None
Tier: 3rd
Prerequisites: Luck of Ages Bloodline, Wildcard
This ninjutsu allows the user to attempt to focus the forces of luck and fate towards his advantage
in the form of a hand of blackjack. When this jutsu is performed the user must immediately draw
two cards from a standard deck of playing cards. Depending on the hand that the user draws, a
different effect is produced. If, on the first two cards, the player draws the same card (two fours,
for example), a split occurs. On a split, the user may choose to split the two cards into two
separate blackjack hands, draw two more cards (one for each of the split cards), and play each
pair as a separate hand. It costs 20 chakra points to split; the user may choose not to split. Once
the hand is dealt, the user has three choices: He can draw an additional card by spending 5
chakra points (the user may hit as often as he wants). He can double down by spending 10
chakra points to draw one card; After doubling down, the user cannot draw anymore cards, but
the effect generated by this jutsu lasts twice as long. Finally, the user can draw stop drawing
cards and take the effect that his hand produces. After drawing the last card, the user adds up the
value of his total; number cards are worth the number of the card, court cards are worth 10, an
ace is worth either a 1 or an 11 at the user's choice, and a joker can be any value from 1 to 11.
Depending upon the value of the user’s hand, the following effects are produced:
1-10: +2 luck bonus to AC and 25% chance for melee and ranged attacks to miss the user for 1
round.
11-15: +4 luck bonus to saving throws for 3 + the user's charisma modifier in rounds
16-17: 10/+1 damage resistance, and a +2 luck bonus to AC for 2 + the user's charisma modifier
rounds
18-19: Invulnerability to one energy type of the user's choice for 2 + the user's charisma modifier
rounds
20: +3 luck bonus to AC and saving throws, 10/+1 damage resistance for 3 + the user's charisma
modifier rounds
21: +4 luck bonus to AC and saving throws, 15/+1 damage resistance, and 25% 25% chance for
melee and ranged attacks to miss the user for 3 + the user's charisma modifier rounds
Natural 21 (Attaining a 21 on the first two cards): +6 luck bonus to AC and saving throws, 20/+1
damage resistance, and immunity to one energy type of the user's choice for 4 + user's charisma
modifier rounds.
Over 21: Bust Lose all chakra spent on the jutsu and gain no benefit.
7-Card Draw [Non-Elemental]
Range: Medium (100 ft. + 10 ft./level)
Time:1 Standard action
Cost: 20 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Luck of Ages Bloodline, Blackjack
This jutsu allows the user to attempt to shape the forces of luck and fate to the advantage of
himself and his allies in the form of a poker hand. When this jutsu is used, the user draws seven
cards from a standard deck of playing cards, and then makes the best hand he can using any five
of those cards. For the purposes of this jutsu, jokers are wild. Depending on the hand created,
this jutsu has different effects.
Five-of-a-Kind (Four of the same card plus a joker): This hand twists the threads of fate in the
user's supreme favor. For the next 10 rounds, the user and all his allies within range can re-roll
any and all dice they roll, taking the higher result each time.
Royal Flush (An ace, king, queen, jack, and ten of the same suit): This hand allows the user to
choose the effects of any other hand except for a Five-of-a-Kind.
Straight Flush (A sequence of five cards in order of the same suit): When this is drawn, the user
rolls a 1d6; on a roll of 1 through 5 the user and all his allies within range add that number to all of
their attributes. If a six is rolled, all of the user's enemies within range add 6 to all their attributes.
This effect lasts for 5 rounds.
Four of a Kind (Four of the same card): This hand allows the user to use his ability to reroll dice
four times more for the next day after this jutsu is used. If these extra rerolls are not used at the
end of the 24 hour period, they are lost.
Full House (Three of one card and two of another): This hand allows the user to gain immunity to
one energy type of his choice for 10 rounds.
Flush (Five cards of the same suit): This hand allows the user to gain one free extra ranged or
melee attack at his highest bonus for the next 5 rounds.
Straight (A sequence of five cards in order): This hand allows the user to permanently gain the
ability to use one jutsu from the minds of every other character within range. The user can choose
any jutsu that another character within range knows, and instantly learns that jutsu, even if he
doesn't meet the prerequisites for it. If there are no creatures around that can use jutsus, this
hand does nothing.
Three of a Kind (Three of the same card): This hand causes every creature within range to flip a
coin. On a result of heads that creature loses 4d8 hit points, and on a result of tails that creature
gains 4d8 hit points, although these gained hit points cannot put that creature over its maximum
hit points.
Two Pair (Two of one card and two of another card): This hand causes the user and all his allies
within range to gain a +2 luck bonus to attack rolls, skill checks, AC, and saving throws. All the
user's enemies within range get a -2 luck penalty to attack rolls, skill checks, AC, and saving
throws. This effect lasts for 10 rounds.
Pair (Two of one card): This hand allows the user to gain a +3 luck bonus to attack rolls, saving
throws, AC, and skill checks for 10 rounds.
Karma Beads [Non-Elemental]
Range: Medium (100 ft. + 10 ft./level)
Time:1 Standard action
Duration: 5 Rounds
Cost: 35 Chakra
Saving Throw: Reflex negates
Tier: 3rd
This jutsu allows the user to bind a single target in a string of karma beads. The target must
immediately make a reflex saving throw or be caught in the beads; those who fail are considered
grappled by the beads and are unable to move. Additionally, targets caught in the beads take 1d6
points of damage each round. Anyone caught in the beads may attempt to escape as a full round
action by making a strength or escape artist check against a DC of 25. The karma beads may
also be cut from the outside by another person; they have a hardness of 5 and 10 hit points.
Underworld Spines [Non-Elemental]
Range: Personal
Time:1 Standard action
Cost: 40 Chakra + 7 Chakra /round
Saving Throw: See text
Tier: 3rd
This ninjutsu causes the user's hair to surround her body and harden into spikes which are harder
than steel. While this jutsu is in effect, the user gains a +10 fortification bonus to AC and damage
reduction 20 against fire, cold, electric, and acid damage. Creatures making melee attacks
against the user of this jutsu must make a reflex saving throw against a DC of 15 or be dealt 2d4
points of damage in the process from the spines. This jutsu reduces the user's base movement
speed by 10 feet while it is in effect. This ninjutsu lasts for as long as the user continues to pay
the cost to maintain it. While maintaining this jutsu, the user can move and act normally, but
cannot use any other jutsus.
Hidden Snake Hands [Non-Elemental]
Range: Medium (100 ft. + 10 ft./level)
Time:1 Standard action
Cost: 18 Chakra
Saving Throw: See text
Tier: 2nd
This technique causes the user to grow two large snakes from either arm which reach out and
attempt to bite and grapple a single target. The user makes a ranged grapple check against the
target with a +10 circumstance bonus to his roll. If this check succeeds, the target and user make
opposed strength checks; the user of this jutsu also gains a +10 circumstance bonus to this roll. If
the target succeeds at this check, he remains where he is, but if he fails he is immediately moved
to an open adjacent square next to the user of this jutsu. If there is no open adjacent square, the
target is placed in the nearest square to the user possible.
Chakra Healing [Medical Non-Elemental]
Range: Touch
Time:1 Standard action
Cost: 6 Chakra/1d8 Hit Points Healed
Saving Throw: None
Tier: 2nd
Prerequisites: Medical Ninja level 5
This jutsu allows a ninja to concentrate his chakra into his hand to create a healing force that
stops bleeding, regenerates tissue, and knits bones. This jutsu cures the target for 1d8 points of
damage per 6 points of chakra spent, to a maximum of 5d8. This jutsu cannot be used to restore
a dead character to life, nor can it heal anything other than hit point damage.
Advanced Chakra Healing [Medical Non-Elemental]
Range: Touch
Time:1 Standard action
Cost: 6 Chakra/1d8+1 Hit Points Healed
Saving Throw: None
Tier: 3rd
Prerequisites: Chakra Healing
This jutsu functions exactly like Chakra Healing except that it heals 1d8+1 hit points per 6 points
of chakra spent on it, and it allows the user to heal up to 10d8+10 points of damage at a time.
Supreme Chakra Healing [Medical Non-Elemental]
Range: Touch
Time:1 Standard action
Cost: 6 Chakra/1d8+2 Hit Points Healed
Saving Throw: None
Tier: 4th
Prerequisites: Advanced Chakra Healing
This jutsu functions exactly like Advanced Chakra Healing except that it heals 1d8+2 hit points
per 6 points of chakra spent on it, and it has no maximum amount of dice.
Scalpel Hands [Medical Non-Elemental]
Range: Touch
Time:1 Standard action
Cost: 6 Chakra/Round
Saving Throw: None
Tier: 3rd
Prerequisites: Medical Ninja 6th level
This ninjutsu allows a ninja to make his touch into a scalpel of chakra that can be used to harm or
heal. While this jutsu is active, any time the user touches a creature he can choose to deal either
1d4 points of temporary strength or dexterity damage in addition to normal damage (this can be
used in conjunction with normal unarmed attacks), or heal 1d4 points of temporary strength or
dexterity damage. This ability lasts as long as the user continues to pay the cost to maintain it.
While maintaining this jutsu, the user can move and act normally, but cannot use any other
jutsus. Scalpel Hands cannot reduce an ability score lower than 3, nor can it raise it above the
character’s normal maximum.
Cure Poison or Disease [Medical Non-Elemental]
Range: Touch
Time:1 Standard action
Cost: 25 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Medical Ninja 6th level
This technique allows a ninja to use his chakra to purify the bloodstream of one target, cleansing
it of harmful agents such as poisons or diseases. Each use of this ability removes one poison
(negating any secondary damage that might have occurred, but not restoring lost attribute points
caused by primary damage) or disease (preventing further damage, but not curing damage
already done).
Touch of Blindness [Medical Non-Elemental]
Range: Touch
Time:1 Standard action
Cost: 20 Chakra
Saving Throw: Fortitude negates
Tier: 3rd
Prerequisites: Medical Ninja 6th level
This technique allows a ninja to strike his opponent on the head or spinal chord with a blow
infused with chakra, which is turned into a specialized electrical pulse that disrupts the optical
centers of the brain and the optic nerve, causing temporary blindness. The user makes a melee
touch attack against his target; if he hits, the target must make a fortitude saving throw. If he fails,
the target is blinded for 3d4 rounds.
Nervous Shock [Medical Non-Elemental]
Range: Touch
Time:1 Standard action
Cost: 35 Chakra
Saving Throw: Fortitude negates
Tier: 3rd
Prerequisites: Touch of Blindness
This jutsu allows a medical ninja to strike a nerve leading to the processing centers of the brain
with a blow infused with chakra, that causes the brain to misinterpret the signals sent by the arms
and the legs. The user immediately makes a melee touch attack against his target. If he hits, the
target makes a fortitude saving throw; failure results in his limb signals being confused for 3d4
rounds. In order to figure out the new system, an enemy under this affliction must succeed at a
willpower saving throw against a DC of 18. This check can be attempted every round – if the
enemy fails the check he can take no other actions that round. Once he succeeds, he can act
normally, but he suffers a -4 to attack rolls, reflex saving throws, armor class, dexterity checks,
and physical skill checks for the duration of this effect.
Heartstopper [Medical Non-Elemental]
Range: Touch
Time:1 Standard action
Cost: 80 Chakra
Saving Throw: Fortitude negates
Tier: 3rd
Prerequisites: Nervous Shock, Medical Ninja 9th level
This jutsu attempts to stop the heart of a target with a highly specialized blow to the chest. The
user makes a melee touch attack against his target, taking a -10 penalty because of the precision
required to use this technique. If he hits, the target takes 5d4 points of constitution damage. This
technique cannot be used against non-humanoid targets
Doton: Shinjuu Zanshu no Jutsu (Earth Element: Inner Decapitation Skill)
Chakra Cost: 3
Level: Smart nin Nin ranger 9
Resist? : Spot DC: 13+dex mod, Reflex DC: 13 +dex mod
Description: A skill in which the user travels underground and grabs the opponent from
underneath. By pulling them into the earth, an individual becomes immobilized in the ground with
only the head visible. In order to notice the hands grapping out before a ref save can be mad, a
spot check must be made, if the spot check is made the opponent receives no save. A 20 DC
escape check must me made to get out of the earth once trapped within it.
HARI JIZOU: Guardian Spines
Technique: Ninjutsu
Handseals: Yes
Initial Cost: 7
Range: Personal
Duration: Concentration
Prerequisites: Base Attack Bonus +2
Saving Throw: None
This interesting technique causes the ninja’s hair to grow and harden around them, forming sharp
spikes that are capable of resisting all but the strongest of attacks. The ninja effectively gains a
hardness score of 30, and the spines inflict 1d6 points of damage on anyone who makes an
unarmed attack against the ninja. The primary disadvantage of this technique is that the Guardian
Spines are extremely heavy and therefore, the ninja is unable to move or attack while using it.
Oto Gufuu (Sound Tornado)
Chakra Cost: 3 + 1 per every 5 feet
Level: Shinoni classes 5
Resist: Reflex Save DC: 13+Dex mod, Will save DC: 13+dex mod
Target: 15 foot cone
Description: This jutsu allowers the user to whirl his/her blade around so fast that a whistling
tornado is created by the blade. This attack is a cone attack that is 15 feet in length. Any
opponent caught within the attack must make a reflex save or suffer 1d8 (+1D8 for each extra
chakra, max or 3D8) damage + 1d2 rounds of being dazed. A successful reflex save halves the
damage. A will save DC: 13+dex mod must be made to resist the effects of being dazed.
Huton : Kyoudaikami no Jutsu (Wind Type: Powerful Wind Technique)
Chakra Cost: 3; +1 for each extra damage die
Level: Jutsu nin 5
Resist?: Reflex save for half, and to avoid knock back. DC: 13+dex mod
Description: The person using Huton: Kyoudaikami no Jutsu exhales a cone of wind, 15 feet long.
The character must stand still while using this jutsu, as it requires a solid stance to resist the force
the wind emits. The wind deals 1d6 points of damage to all within the area of effect, +1d6 for
each extra chakra (max of 5d6) spent on the damage aspect of the effect. All who fail the reflex
save are knocked back five feet. The wind also has the ability to disperse gas clouds and smoke
bombs, temporarily clears away thick fog, and blow away thrown objects.
Kage Bunshin no Jutsu (Shadow Clone Body Technique)
Chakra Cost: 3 for each Copy; +1 Chakra for each copy, for each turn beyond the first.
Level: King special
Resist?: No
Description: Kage Bunshin no Jutsu creates shadow clones of the user, numbering one or more,
depending on how much Chakra is spent. These copies can only withstand one hit in combat, but
can do damage to an opponent just like the creator. This is a Kinjutsu, because of the strain it
puts on the body, as the Chakra drain can be devastating on younger users. Kage Bunshins can
also use normal techniques that require the use of handseals and chakra, but to use it they must
delve from their own chakra pool. When the user of this jutsu users Kage Bunshin their chakra is
evenly split up among each clone. When a clone dies, the chakra the clone had returns to the
user of this jutsu. So it is very possible for someone to create four clones of themselves and each
version use a different type of jutsu. But doing this often is very extreme on the body and is very
hard to pull off properly.
Ninpou: Honoo Kaze Tou (Flaming Wind Sickle)
Chakra Cost: 30
Level: Beast tamer nin ranger Jutsu nin 4
Resist: Reflex DC: 13+Dex mod
Description: By thrusting the Naraku no Tenshi while in its fire state at a highly fast speed. Moving
at a Rank 2 speed, the user swipes the blade within the air. The fire strikes outward as three
blades, mixing with the wind as three curved sickles of fire that can only launch in the direction
they blade was in. To use this jutsu the user must first make sure the blade is in fire mode (a
move action to activate). Then they make a ranged touch attack against their opponent at Speed
Rank 2. If this succeeds, then they shoot out three curved sickles at their opponent. A
DC:13+Dex mod reflex save must be made to avoid the sickles. The three sickles deal a total of
3D6 (+1D6 for each extra chakra, max of 6D6 total).
Moroha Ken (Double-Edged Sword) (EU)
Chakra Cost: 3
Class; Dm approved king sub
Resist?: Fortitude to resist DC: 13+dex mod
Description: The character damages them self some how, and the target of the Jutsu (Who must
be within sight), takes damage equal to the amount done to the user.
Call Lighting
Chakra Cost: 3
Level: Smart shinobi talent element lighting 3
Resist?: Reflex DC: 13+dex mod
Area: 10 foot radius around where user points
Description: This jutsu must be used when rain clouds are in the sky. You may call down a 5-foot-
wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of
lightning flashes down in a vertical stroke at whatever target point you choose.
Zankuuha - Decapitating Air Waves
Level: Jutsu nin 5
Charkra: 10
Range: 10ft/nin level
Zankuuha is a Ninjutsu technique utilized by the Sound ninja Zaku Abumi. Using the air vents
installed in his arms, Zaku can control supersonic waves and air pressure. The Zankuuha creates
a massive gust of wind which he can blast at an opponent. The gust is so strong it can even
break rock. This does 50d6 + 1d6 nin level + 1d6 every 20 extra charkra. This can be split up into
to attacks
Req: air holes
Zankyokukuuha - Extreme Decapitating Air Waves
Level: Juts nin 8
Charkra: 100
Range 5 ft
Area: 50 ft + 25 ft/nin level
Zankyokukuuha is a Ninjutsu technique utilized by the Sound ninja Zaku Abumi. This technique is
a variation of the Zankuuhaa. Like the Zankuuha, Zaku creates a large gust of air pressure from
the vents in his arms. This technique is the ultimate version of the lesser technique, it creates a
massive gust of wind capable of totally wiping out his target and the surrounding area. This does
80d4 +2d10/nin level. The user does takes this and does not get save
Rouga Nadare no Jutsu - Wolf Fang Avalanche Technique
Level: snow ninja 9
Charkra: 500
Hyuton • Rouga Nadare is a Ninjutsu technique utilizing the Ice Element. After forming the
needed handseals, an avalanche of snow will rain down towards Rouga's opponent. As the snow
slides down, it will coalesce into large snow wolves. These wolves can follow Rouga's bidding
and attack his opponent. A sufficiently powerful straight thrust can disrupt the wolves and return
them to snow. As such treat as a large swarm with no hp. There attack does 50d6 autmimacatly.
Also you may subtract a number of 2d6 to instead do a 10d6 laser. A each wol may do this once.
(a.ka only 25 times) All damage is ice
Thunder Strike
Chakra Cost: 3+1 for each extra 2 damage
Class: Fighter nin 5
Resist?: DC: 13+str mod VS Deafen (fort)
Target: lOne opponent
Description: You make an unarmed strike that causes an additional amount of sonic damage
equal to 1 plus 2 for each chakra spent (max of 5), and deafens your opponent unless they make
a successful fortitude saving throw. Even if the unarmed attack misses, the sound damage is still
caused.
Example: Dosu attacks Sasuke, using the Thunder Strike, Dosu misses the attack but because
he used the Thunder Strike ability, he still causes the sonic damage by having his hand go by
Sasuke's ear when he tries to punch him.
Teshi Sendan (Finger Drill Bullet)
Chakra Cost: 3+1 for each extra die
Level: clan only any class 9 bone master 5
Resist?: Reflex - DC 13+dex mod
Clan: Kayuga
Description: The user of this Ninjutsu forces their finger bones through their fingers and shoots
out their finger bones at the enemy. A ranged touch attack must be made first, then this attack
deals 3D4 (+1D4 for each chakra spent, max of 10D4) bludgeoning damage. A successful reflex
save halves this damage.
Renkuudan – Drilling Air Projectile
Level: Sand Lv 7
Display: Auditory
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Charkra: 1000
This jutsu create an explosion of wind of the chosen type that deals 7d6 points of damage to
every creature or object within the area. The explosion creates almost no pressure.
A ball of this energy type deals –1 point of damage per die and ignores an object’s hardness.
Augment: For every additional power point you spend, this power’s damage increases by one die
(d6). For each extra two dice of damage, this power’s save DC increases by 1.
Wind Release: Spiraling Sphere Fūton: Rasengan,
Level: None
Type:Futon Affinty Trained
Range: Melle
Duration: instant
Casting Time: instant
Pre: Dp ttraining Know Spiraling Sphere
Charkra: 1000
Other:
As Rasnga But incrase the dice amount by 5 and the die by 6 and a addtianal 3D8 wind Damage.
Karakuri Engeki: Kuro Higi Kiki Ippatsu (Black Puppet Theater: Dark Secret Machine Skill First Strike)
Stamina Cost: 800
Type: Ninjutsu
Level: Puppeter Lv 8
DC: 38
Resist?: See text
Description: A skill utilizing two puppets, the Crow (Karasu) and the Black Ant (Kuroari). This jutsu
begins by first readying the jutsu like Kawarimi no Jutsu with the Black Ant. Positioning him with the
latches to his belly open, and the Crows Body limbs easier to disassemble. Next round, the Crow’s body
disassembles into six different parts, blades coming out of each end as the user attaches chakra thread to
each part (Chakra Thread Cost applied for each part). The user makes 6 Attacks, the blades dealing
1d6+strmod Damage. After the attacks, a final attack is made to push the target into the belly of the black
ant with the target denied their armor to AC. If the attack succeeds, a Reflex Save DC 18+dex mod is made
to avoid being pushed in, but the target receives a –4 penalty on the check. If the final Attack is not made,
the reflex save is, but with no penalty applied. If the target is not pushed into the Black Ants belly, the jutsu
ends here. After being trapped inside, the user must make a concentration check (DC 25) to maneuver the
blades to the black and as new latches begin to open. The blades stab directly into the latches if the
concentration check is passed, stabbing directly into the blank ant from all sides. A Fortitude Save DC
18+dex mod is given, and if failed, the target automatically dies. If the save is passed, the target receives
10d6 damage, as well as taking 1 point of damage every round unless a Heal Check is passed (DC 15). The
target also must break out of the black ant, requiring a Strength check of 26.
Musical Finale Verse No. 9 - Pandemonium of the Netherworld (Shuukyoku Daikyuusetsu - Makyou no
Ran)
Chakra Cost: 900 (+40 for each additional round)
Type: Ninjutsu (Hijutsu, Sound)
Bard 9 req 7 Genjutsu master Levels or a like class.
Resist: None, see text.
Description: A musical piece which unleashes energy-eating phantoms from the mouths of summoned
ogres. The phantoms themselves are composed of spiritual chakra and require the consumption of physical
energy to retain their stability. It appears that the phantoms are immune to physical-type attacks and can
disable an opponent's ability to use chakra. These creatures are etheral and can't be hurt by physical attacks
at all, they attack with the BAB and Dex mod of the user of this jutsu. The only way to stop these creatures
is to hurt the user of this jutsu who must remain in concentration to keep the jutsu going. The attack is
treated as a touch attach to hit. The ghosts make a bite attack which if successful deals no damage but
drains 1D12 chakra from the opponent. If the user of this jutsu is hit they must make a concentration check
DC: 10+damage dealt to keep the jutsu going.
Bakemono no Zaiaku: Chiaiyoku (Monster of Sin: Bloodlust)
Chakra Cost: 8 (+6 each addtional round [Note: applies to each monster] or for each additional monster,
max of 3)
Type: Ninjutsu,
Level: Missing Nin Level 9
DC: 50
Resist?: See Text
Description: This jutsu can only be used when there is an open cut wound on an opposing shinobi within
the given area (meaning the opponent was hit with a slashing or piercing weapon). Shadeless begins to
channel chakra through his own body, gather the blood from within it and using the chakra as a medium to
gather the over amount of blood from within him. Opening his mouth, blood begins to make its way out,
but instead of flowing downward, the blood begins to go out in a long and thick strip and is consumed by
the black flames of Shadeless body, before the end opens to show a mouth with sharp fangs and mouths
going all along it. Rushing out from the users mouth, the fiend Is only attracted to blood.
To control the monster the user must use a full-round action each round, at any time the user may end the
jutsu, the monster dissappearing. He may make up to 3 monsters and control all three of them. The
monsters are treated as etheral and a fly speed of 60 ft. They have one single attack, a bite attack, which is
treated as a touch attack. They user the attack modifiers of the user (str+bab). If they hit a successful bite
they deal 1D6 con damage and 3D6 chakra damage. (Fort save DC: 18+dex mod for half). If the user is hit
they must make a concentration check (DC: 10+damage dealt) to continue the jutsu. The monsters must be
within 200 ft of the user at all times.
Yoroi Ryoushi (Armor Hunter)
Chakra Cost: 20
Type: Ninjutsu
Level: Fighter Nin 1
Duration: Instanteous
Resist?: None
Description: By focusing chakra into a single arrow in a specific way, the arrow is able to ignore strike an
opponent, causing the user to ignore any armor (such as flack jacket, head protector) that is applied to the
opponent during their attack. This justu is a swift action to use (meaning it can only be applied to one
arrow per round).
Ya Kagai (Arrow Assault)
Chakra Cost: 5
Type: Ninjutsu
Level: Fighter Nin 2
Cone: 30ft
Resist?: Reflex Save Halved
Description: A jutsu that channels chakra into a single arrow before launching it off high up into the air. As
the arrow begins to come down, it breaks up into smaller arrows, and rains down in a large volley onto
those within the area. The volley of arrows deal 5d6 damage, reflex saves dealing half. The arrows
themselves stay there upon the ground, able to be used as normal arrows dealing 1d4 damage.
Ya Bakuhatsu (Arrow Explosion)
Chakra Cost: 50
Type: Ninjutsu
Level Fighter Nin 4
Cone: 40ft
Resist?: Reflex Save 15+dex mod/half
Description: By focusing chakra into a single arrow, the chakra placed into it begins to rupture the material
of the arrow and fill it with a large amount of unstable chakra. Firing off the arrow, it explodes on contact
with the opponent, or the ground. If the arrow hits the opponent, it does normal arrow damage as well as
4d4 explosive damage to the opponent and anyone within area given a reflex save. If the arrow misses and
hits the ground, a reflex save is given to all within area to avoid the explosion. This jutsu can be used in
conjunction with Body Hunter.
Ryu Ya (Dragon Arrow)
Chakra Cost: 80
Type: Ninjutsu
Fighter Nin 7
Cone: 40ft
Resist?: Reflex save DC 16+dex mod/Half
Description: By focusing chakra into a single arrow, a red flow of chakra begins to go over the tip of the
arrow. Firing it off, as the arrow nears its target, it begins to let out a stream of fire. The fire deals 5d4 fire
damage to those within cone unless a reflex save is passed. If the target of the arrow failed their reflex save,
the arrow also deals normal arrow damage +1d4 Fire damage.
Shimo Ya (Frost Arrow)
Chakra Cost: 60
Type: Ninjutsu
Fighter Nin 5
Cone: 40ft
Resist?: Reflex save DC 16+dex mod/Half
Description: By focusing chakra into a single arrow, a blue flow of chakra begins to go over the tip of the
arrow. Firing it off, as the arrow nears its target, it begins to let out a stream of ice. The ice deals 5d4 ice
damage to those within cone unless a reflex save is passed. If the target of the arrow failed their reflex save,
the arrow also deals normal arrow damage +1d4 ice damage.
Shokkingu Ya (Shocking Arrow)
Chakra Cost: 60
Type: Ninjutsu
Level: Fighter Nin 5
Cone: 40ft
Resist?: Reflex save
Description: By focusing chakra into a single arrow, a yellow flow of chakra begins to go over the tip of the
arrow. Firing it off, as the arrow nears its target, it begins to let out a stream of lighting. The lighting deals
4d4 electrical damage to those within cone unless a reflex save is passed. If the target of the arrow failed
their reflex save, the arrow also deals normal arrow damage +1d4 electrical damage, as well as rolling a
fortitude save to resist being dazed for 1d4 rounds.
Ya no Kami-sama (Arrow of God)
Chakra Cost: 8000
Type: Ninjutsu
DC: 50
Level: None Train only
Resist?: Fortitude Save ( The Dc is as normal-10)
Description: By focusing chakra into a single arrow, the large amount of chakra put into it causes the arrow
to turn into a pure white color. Launching the arrow off, it leaves behind a trail of light and cherry blossom
petals. Soaring through the air, it locks onto the opponent for an attack that pushes straight through any
protection. A ranged touch attack must be made. If the arrow hits, a fortitude save must be made. If passed,
the arrow deals 6d6 damage. If failed, the targets body begins to light up as light escapes from the person’s
body as it glows before exploding into a rain of cherry blossom petals, instantly killing the target.
Karakuri Engeki: Kuro Higi Kiki Ippatsu (Black Puppet Theater: Dark Secret Machine Skill First Strike)
Stamina Cost: 800
Type: Ninjutsu
Pupter: 9
Resist?: See text
Description: A skill utilizing two puppets, the Crow (Karasu) and the Black Ant (Kuroari). This jutsu
begins by first readying the jutsu like Kawarimi no Jutsu with the Black Ant. Positioning him with the
latches to his belly open, and the Crows Body limbs easier to disassemble. Next round, the Crow’s body
disassembles into six different parts, blades coming out of each end as the user attaches chakra thread to
each part (Chakra Thread Cost applied for each part). The user makes 6 Attacks, the blades dealing
1d6+strmod Damage. After the attacks, a final attack is made to push the target into the belly of the black
ant with the target denied their armor to AC. If the attack succeeds, a Reflex Save DC 18+dex mod is made
to avoid being pushed in, but the target receives a –4 penalty on the check. If the final Attack is not made,
the reflex save is, but with no penalty applied. If the target is not pushed into the Black Ants belly, the jutsu
ends here. After being trapped inside, the user must make a concentration check (DC 25) to maneuver the
blades to the black and as new latches begin to open. The blades stab directly into the latches if the
concentration check is passed, stabbing directly into the blank ant from all sides. A Fortitude Save DC
18+dex mod is given, and if failed, the target automatically dies. If the save is passed, the target receives
10d6 damage, as well as taking 1 point of damage every round unless a Heal Check is passed (DC 15). The
target also must break out of the black ant, requiring a Strength check of 26.
Mokuton · Jukai Koutan (Wood Release · Forest Genesis)
Chakra Cost: 900
Type: Ninjutsu (Wood)
Level: Wood Hi jutsu (18)
Resist: See text (always DC: 19+dex mod)
Clan: 1st Hokage's
Description: Originally invented by the First Hokage, this is the technique that gave birth to the forest of
Konoha. The user channels their chakra and are able to give life in the form of trees. The user creates a
burst of trees from the ground which launch out at the opponent. The opponent is granted a DC: 19+dex
mod reflex save to dodge this jutsu, if they fail they take 10D8 bludgeoning damage and are trapped. If
they pass, they are simply trapped. While trapped by the trees the opponent must make a DC: 35 str check
or a DC: 50 escape artist check to escape from the trees grasp.
Russian Roulette
Chakra Cost: 200
Type: Ninjutsu
Level: Fighter Nin 7 (Gun Speacialist)
Resist: Depends, see text.
Description: The user of this jutsu spins around their revolver while channeling chakra into it and then
point it at their opponent and pull the trigger. The user then rolls a D6 and one of the following this
happens based on the chart.
1 - A giant fireball is shot out of the gun. DC: 15+dex mod reflex. The fireball does 10D6 damage.
2 - A flag pops out of the gun that says "bang" and nothing else happens.
3 - The gun is jammed and the bullet fires back at the user. Roll a normal attack against yourself as if you
were using the revolver.
4 - The revolver shoots out a stream of bullets. The user gets to make five attacks with their revolver. All
with their fullest BAB, but each one after the first shot take a stacking -2 penalty for each one after the first
one.
5 - A green bullet shoots out and hits the opponent. Roll damage for the normal bullet and then the
opponent must make a DC: 15+dex mod fortitude save or lose 1D8 str.
6 - Reroll twice on this chart, if you reroll this again nothing happens for that one roll.
Chiyute no Jutsu Greater (Greater Healing Hands Technique)
Chakra Cost: 250
Type: Ninjutsu (Healing)
Level: Medic NIn 5
Resist?: No.
Description: Chiyute Greater is a technique that creates a medium ball of healing chakra in the users hand.
The character heals 3D8+users lvl. They cannot heal a character for more than 75% of their total HP in one
day, as their bodies healing cannot be accelerated beyond this point.
Chiyute no Jutsu Grand (Grand Healing Hands Technique)
Chakra Cost: 600
Type: Ninjutsu (Healing)
Level: Medic Nin 8
Resist?: No.
Description: Chiyute is a technique that creates a large ball of healing chakra in the users hand. The
character heals 4D8+users lvl. This jutsu, unlike the others, can be used to fully restore a person back to
full HP.
Kumonenkin (Golden Spider Mucus)
Chakra Cost: 1,2,3,4,5,6,7,8,9
Type: Ninjutsu
DC: 17,20, 23, 26, 29,32,35,38,41
Clan: Kidamaru (Hijutsu Blood Jutsu)
Description: A special ability, which creates webbing circulating with chakra. The webbing itself can be
used for a variety of purposes ranging from rope to even hardened weapons. All equipment made from this
Golden Spider Mucus has a +5 added to the hardness. The items created must only be worth up to 25 GP
or less for one chakra, for each extra chakra point spend the limit increases by 25 GP as well as the DC.
Raiton: Dendou Asobiba (Lighting Type: Electric Playground)
Chakra Cost: 5
Type: Ninjutsu (Lighting)
Lv: Jutsu Nin 3
Range/Height: 50 ft (+5 ft for each chakra spent)
Area: 50 foot square
Duration: 1 Round/level
Resist?: See Text
Description: A lighting Jutsu that summons a large electric current above the ground and around the user,
making a large field of Electricity upon the ground, and walls within the given area. With the field flowing
with an electric current, a reflex save of DC 15+dex mod must be made for all those that would be trapped
in the jutsu to avoid it, placing them directly outside the field. For those trapped inside, a Fort DC 15+dex
mod must be made, or they become overcome with the electric current and are stunned for one round. This
check must be made each round a person is stuck within this jutsu, as well as taking 1d6 lighting damage
each round. Movement in this jutsu becomes halved, and in order to escape, a Fort DC must be made to
pass through the walls, and if failed takes 2d6 Lighting Damage and are stunned for one round. This also
applies for those attempting to enter the field.
Raiton: Sono Sora Yofun (Lighting Type: The Sky’s Rage)
Chakra Cost: 70+50 each additional round
Type: Ninjutsu (Lighting)
DC: 35, Lv: Lighting Elmentist Jutsu Nin, Genius Nin (GN) 9
Range: 100 FT
Cone: 60ft
Duration: 1d4 Rounds
Resist?: Reflex DC: 16+dex, Fort DC: 16+dex
Description: A high level lighting jutsu that channels the energy from the sky and causes it to rage
downward in a spiral of electric energy. Three thick streams of electric currently, resembling the image of
tornado’s revolve within upon the ground, dealing 3d8 damage. A successful Reflex Save halves this
damage, and also ends the jutsu here. If reflex save fails, the opponents remain trapped in this jutsu for its
duration, taking 3d8 damage each round trapped. When this jutsu ends, the ones trapped in the jutsu must
make a Fort save for each round trapped. Every failed fort save stuns the opponent for that many rounds.
Kaishi Motte ato Senkou (Start with a flash)
Chakra Cost: 40+2 each additional chakra dice
Type : Ninjutsu (Lighting)
Level: Genius Ninja (Fenius Ninja) 5
Range: 50ft (+5 each additional chakra dice, maximum 100ft)
Duration: 1 Round/level
Resist? : Will DC: 14+dex mod
Description: A lighting jutsu that is used to make a flashy, but deadly entrance into a battle. Collecting a
large amount of energy from the sky, the user sends it crashing into the ground to create a blinding burst
and flash of light. All those caught within the bright flash must make a Will Save, or suffer the effects of
this jutsu. If used in the beginning of a fight, this Jutsu may start a surprise round for the user. In any other
time, all those who fail their will save become blind for the duration of the effect.
Raiton: Koumori Fubuki (Lighting Element, Bat Attack)
Chakra Cost: 30 (+1 for each additional die)
Type: Ninjutsu
Level: Jutsu Nin 5
Resist: Reflex save DC: 13+dex mod
Description: The user of this technique summons a swarm of bats made out of electricity to attack the
opponent, this jutsu deals 1D6 (+1D6 damage for each extra chakra spent) lighting damage to the opponent,
a reflex save halves this damage.
Gift of the Sky
Chakra Cost: 50 (+1 for each additional die)
Type: Ninjutsu (Lighting)
Level; Lighting Elementist 9
Resist: Fortitude save DC: 13+dex mod
Description: The user of this jutsu manipulates the protons and electrons of a given target, causing the
target to become repelled from the surface below them and fly within the air. At any time, the user of this
jutsu can end the flight. If the object is above 10 ft within the air, they take falling damage 1d6/for the
amount paid and every charkra extra for ever ten feet in the air)Ex: Paid 53 charkra and is droped 30ft Take
9D6 . They can move the opponent up to 30 feet per round, if the user is still in mid-air they are given a
new fortitude save each round to resist this jutsu.
Lighting Spirits Kickback
Chakra Cost: 210
Type: Ninjutsu (Lighting)
Level: DemonHost 7
Resist: Fort save: DC 15+dex mod
Description: A Lighting jutsu that can only be used by one bound to a lighting spirit. This jutsu is prepared
in advanced like kawarimi. On a successful attack by the opponent, a lighting current flows from the hosts
body and into the opponent. A successful touch attack must be made, causing the damage done to the host
to be dealt back to the opponent +1d6 lighting damage. A successful fortitude save only makes the
opponent take +1D6 lighting damage.
End with a Bang
Chakra Cost: 8
Type: Ninjutsu (Lighting)
Level: Jutsu Nin, Elmentist (Electric)
Range: 100ft
Resist: DC: Will save 18+dex mod Reflex save 18+Dex mod, Fort Save 18+dex mod
Description: A jutsu used when just about all hope is lost. Channeling chakra through the body into
electricity, the user releases it within a blinding flash and burst of light. Anyone within the area of the jutsu
must first make a Will save, or become blinded by the sudden great flash. If the will save fails, they are
unable to make the reflex save to avoid this jutsu which deals 10d8 damage, if they pass a reflex save is
given and, if pass it deals half damage (evasion talent is not taken into account for this jutsu). For those
who take the full force of this Jutsu, a Fort Save must be made, or they suffer the effects of the Nervous
Shock jutsu, though the DC to pass each check becoming 18+dex mod. The user of this jutsu takes
10d10+10 damage, and if they survive are left in the effects of the nervous shock jutsu, except all 6 points
of the body are already rendered useless. If they go past –10 Hp, the users body simply disintegrates into
nothing.
Dust Wind
Chakra Cost: 75 (+25 for each additional 1d4 rounds)
Type: Ninjutsu (Wind)
Level: Jutsu Nin 5
Duration: 1d4 rounds+1d4 rounds for each additional 4 chakra spent
Area: 1000 feet radius around the user.
Resist: Fortitude save DC: 16+dex mod
Description: A technique which creates a windstorm that can deflect attacks and cover objects in a layer of
sand. The windstorm makes all ranged attacks impossible against the user and any medium or smaller
creatures must make a fortitude save or blown away and knocked prone, rolling 1d4x10 feet, taking 1d4
points of nonlethal damage per 10 feet. Each creature without protection for their mouths (like a scarf)
begins drowning as per the drowning rules. All spot, search, and listen checks are failed automatically
while in the Duststorm except for the user who usually wears some sort of eye protection prior to the jutsu.
Once the user has created the windstorm they need not concentrate on it any longer and may take other
actions.
Invisibility Seeing Skill (Touton Jutsu)
Chakra Cost: 5
Type : Ninjutsu
Level: Jutsu Nin 1
Resist? : None
Description: A technique that allows the user to see through clothing by making clothing "invisible." This
allows the user to see anyone who might be invisible, but normally, it can be used to see what a person has
in their pockets...or if you want...whats underneth their clothes.
Kiss of the Toad
Chakra Cost: 30
Type: Ninjutsu
Level: Missing Nin 3
Resist?: Fortitude DC: 12+dex mod
Description: Your touch becomes toxic, poisoning a creature you hit with a successful melee touch attack.
The poison deals 1d6 constituion damage immediately and another 1d6 points of constitution damage 1
minute later. Each instance of damage can be negated with a successful fortitude save.
Ice Knife
Chakra Cost: 2
Type: Ninjutsu
Level: Fighter NIn 5
Range: 400 FT
Resist?: See text
Description: A magical shard of ice blasts from your hand and spees to its target. You must suceed on a
normal ranged attack to hit. If it hits, an ice knife deals 2D8 points of cold damage plus 2 points of
Dexterity damage (no damage on a successful fort save DC: 12+dex mod). A knife that misses creates a
shower of ice crystals in a 10 foot radius burst. The ice burst deals 1D8 points of cold damage to all
creatures within the area, reflex save DC: 12+dex mod for half.
Fire Shuriken
Chakra Cost: 30
Type: Ninjutsu
Level: genius Ninja (Gn) 5
Resist?: None
Description: This jutsu creates shuriken formed of magic fire that you can throw as a normal ranged attack
at any target within range. Range: 10 feet Damage: 3d6 Crit: 19-20. You can create up to three of these
shurikens (+1 chakra per each extra shuirken) with this jutsu. Creating the shurikens is a move action.
Gekiyaku no Jutsu (Strong Poison Technique) (EU)
Chakra Cost: 4
Type: Ninjutsu
Level: Rouge Ninja 1
Resist?: No.
Description: Use of this jutsu will bolster the poison in any food or drink it is targeted at, raising the
poisons DC by 5 and causing it to resist the effects of Jouka no Jutsu. The first time Jouka no Jutsu is used
on the tainted food, it will merely bring the poison back down to its original DC, rather than purging the
poison in the food. The second time it is used on the tainted food, it will have its normal effect.
Murakumo no Jutsu (Gathering Clouds Technique) (EU)
Chakra Cost: 2; +1 for each additional round (after the initial 2d4 rounds)
Type: Ninjutsu (Water) (Hidden Rain Technique)
Level: Jutsu Nin, Missing NIn 3
Resist?: No.
Description: This technique causes a gathering of rain clouds in the area, regardless of the normal weather
conditions in the area for 2d4 rounds. Although not useful for the most part in and of itself, the technique is
a gateway to other more useful techniques.
Time Hop
Chakra Cost: 300
Type: Ninjutsu
Level: Jutsu Nin Genius Nin (GN) 5
Range: 25 ft (+5 ft for each chakra spent, max of 50 ft)
Duration: Instanteous.
Resist?: Will DC: 13+dex mod
Description: The subject of the power hops forward in time 3D6 rounds. In effect, the subject seems to
disappear in a shimmer of silver energy, then reappear after the duration of this jutsu expires. The subject
reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time
has passed at all. If the space from which the subject departed is occupied upon his return to the time
stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest
space randomly if necessary.
Earthbolt
Chakra Cost: 64+10 for each extra die of damage)
Type: Ninjutsu
Level: Genius Nin (GH), Fighter Nin 5
Range: 25 ft (+5 ft for each chakra spent, max of 50 ft)
Area: Line 25 ft (+5 ft for each chakra spent, max of 50 ft)
Resist?: Reflex DC: 13+Dex mod
Description: With a shout, you strike the ground at your feet and create a bolt of seismic force that causes
earth, rock, and sand to fly into the air, striking creatures along it's path. Any creatures caught in the jutsu's
area take 1d6 (max of 5d6). This spell functions only if you are standing on dirt, clay, sand, or stone
(including stone floors), not on wooden floors or other surfaces.
Bloody Mary
Chakra Cost: 10
Type : Ninjutsu
Lv: Missing Nin 2
Resist? : None
Description: By drinking the blood of a victim (usually combined with a blood draining ability, or a
wounding weapon) the user begins to heal their wounds with the blood. The user heals 2D8 HP for sucking
the blood of another creature, this jutsu can be used as a swift action when combined with a blood sucking
ability.
Resonating Bolt
Chakra Cost: 210+10 for each addtional dice
Type: Ninjutsu
Range: 60 foot
Area: 60 foot line
Level: Jutsu Nin8
Resist?: Reflex have DC:13+Dex mod
Description: You unleash a tremendous bolt of sonic energy from your open hand, dealing 1d4 points of
sonic damage (max of 10d4) to each creature within its area. In addition, a resonating bolt deals full
damage to objects and can easily shatter or breaking interposing barriers. If the bolt destroys a barrier, it
can continue beyond it if its range permits; otherwise it stops.
Buraindo Sacchi no Jutsu (Blindsense Technique)
Chakra Cost: 3+1 for each additional round
Type : Ninjutsu
Level :Genius Nin(GN) 1
Resist? : None
Description: The user of this Jutsu grants the user Blindsense (30 feet). Spending extra chakra each round
allows the user to keep the blindsense up. This just can be used as a swift action.
Ring of Blades
Chakra Cost: 200
Type: Ninjutsu
Level: Fighter Nin 7
Duration: 1 Min/level
Resist?: None
Description: This jutsu conjures a horizontal ring of swirling metal blades around oyu. The ring extends 5
feet from you, into all squares adjacent to your space, and it moves with you as you move. Each round on
your turn, stating when you cast the jutsu, the blade deals 1d6 points of damage (+1 damage per each
chakra spent, ) to all creatures in the affected area.
Gouu no Jutsu (Heavy Rain Technique) (EU)
Chakra Cost: 3; +1 for each additional round (after 2d6 rounds)
Type: Ninjutsu (Water) (Hidden Rain Technique)
Level: Jutsu Nin 2
Resist?: No.
Description: This technique can only be preformed while rain clouds are in the air, whether they are
naturally occurring or created by Murakumo no Jutsu. When used, this technique causes the clouds to open
up in a heavy rain shower for 2d6 rounds, dousing most fires and after 3 rounds soaking anything exposed
to the rain, possibly ruining papers and making some surfaces slick. It also makes it hard to see, reducing
visibility to one half normal levels.
Ninpou: Honoo Kaze Tou (Flaming Wind Sickle)
Chakra Cost: 300
Clan: Mizume
Type: Ninjutsu
Lv: Clan Lv 9 (lv 18 non clan)
Resist: Reflex DC: 13+Dex mod
Description: By thrusting the Naraku no Tenshi while in its fire state at a highly fast speed. Moving at a
Rank 2 speed, the user swipes the blade within the air. The fire strikes outward as three blades, mixing with
the wind as three curved sickles of fire that can only launch in the direction they blade was in. To use this
jutsu the user must first make sure the blade is in fire mode (a move action to activate). Then they make a
ranged touch attack against their opponent at Speed Rank 2. If this succeeds, then they shoot out three
curved sickles at their opponent. A DC:13+Dex mod reflex save must be made to avoid the sickles. The
three sickles deal a total of 3D6 (+1D6 for each extra chakra, max of 6D6 total).
Kuchiyose no Jutsu; Bakemono no Kitsune Kengan (Summoning Technique; Monster Fox Manifestation)
Chakra Cost: 3 + 1 chakra for every other toy fox summoned.
Type: Ninjutsu
Level: Summonig Tech 1
Resist: No.
Description: The user summons fourth a (or multiple) plush, life-like, monster fox doll(s) which work
similar to Kage Bunshin clones. However, these/this doll(s) do not drain the chakra of the user, since they
are not actual clones. These summons can only withstand a single hit in
combat, but can deal damage to the enemy. Treat these as foxes (see stats for a fox.)
Jyuuin no Kyuubi (Kyuubi’s Curse)
Chakra Cost: 3, 4, 5 (leg, arm, chest)
Type: Ninjutsu
Class: Fighter Nin Genius Ninja (NG,GH)Level-DC: 23Lv 4 – Leg , 26Lv 7 - arm, 29 – Chest Lv 9
Resist: Fortitude save VS limb paralysis.
Description: Using the imagination of a prankster, the user transforms their plush doll into a toy that looks
similar to their opponent. From their, the user of this jutsu can use a senbon needle to stab into one of the
toy’s limb in order to paralyze the enemy’s limb temporarily.
All DC's are 13+Str mod
Arm: Fort: - 1D6 rounds, lost of arm use that was attacked, -2 on attack rolls
Leg: Fort: - 1D6 rounds, lost of leg use that was attacked, half movement speed
Chest: Fort - 1D6 round, exhausted, only partial actions can be taken.
Kumo Bakuha (Cloud Blast)
Chakra Cost: 20 (+5 chakra per extra damage dice)
Type: Ninjutsu
Level: Fighter nin Genius Ninja (GH) 3
Resist?: Reflex: DC13+dex mod
Description: This jutsu creates a small ball of ice/cold energy in the users hand, similar to the rasengan but
alot less powerful. Once the ball is formed the user attacks, the person getting attack makes a reflex save to
dodge it. If the attack hits, it deals 1D6 damage, 1D6 extra for extra chakra spent. (max of 5D6)
Bakuretsu Kitsune Bunshin no Jutsu (Exploding Fox Clone Technique)
Chakra Cost: 4 (+2 chakra per extra clone, max of 5 clones)
Type: Ninjutsu
Level: Jutsu Nin 2
Resist?: Reflex Save for half damage. DC: 14 + dex mod
Description: The user of this jutsu creates clones of a tiny Nine-tails fox demon, which can run at the
adversary up to 30ft away, and then be activated by the ninja to explode, causing 2d6 points of damage to
anyone within 15 feet of the clone.
Fushigi Akatsuki no Jutsu; Kyuubi no Hougeki (Secret Akatsuki Technique; Kyuubi’s Blitzkrieg)
Chakra Cost: 4 (+2 for each extra clone)
Type: ninjutsu
Level: Fighter Nin 3
Bakuretsu Kitsune Bunshin no Jutsu (Exploding Fox Clone Technique)
Resist: Reflex Save to take half exploding damage DC: 14 +dex mod
Description: . Before using the tech the target must be in the air and you must get behinf them and attack,
(which deals 1d6 + str mod damage) to send them back down toward the ground where the exploding fox
clones are waiting for them. Once the opponent gets within fifteen feet of the ground, the clones detonate,
causing 2d6 points of damage each (max of 5 clones).
Snake Darts
Chakra Cost: 80
Type: Ninjutsu
Range: 100 feet
Level: missing Nin 8
Resist?: Fortitude DC: 14+str mod; see text
Description: When you cast this jutsu, two snakes are summoned and shoot from your mouth to your target
or targets you select. The snakes always hit, dealing 3d6 points of damage each. The poison each snake
carries deals 1d6 points of constitution damage immediately and another 1d6 points of Constitution damage
1 minutte later. Each instance of ability damage can be negated by a successful fortitude save. After
striking the targets, the living snakes dissappear in a cloud of smoke.
Chakra Kuuin Jutsu (Chakra Absorbtion Skill)
Chakra Cost: 2
Type : Ninjutsu
Level: Missing Nin 1, Mutant Bloodline, Charkra asorbtion
Resist? : New grapple check each round.
Description: By channeling chakra into ones hand, it begins to act as a chakra suction. The user begins to
absorb 4 chakra from their opponent, as well as absorbing 2 HP. In order for this jutsu to be effective, the
opponent has to be pinned in a grapple. Each round the opponent is pinned, they lose the chakra and HP.
This also causes the opponent to be fatigued. If it is held in for three rounds the opponent is now exhausted.
(Fatigued - Can not run or charge. -2 to dex/str. Exhausted - Half movement speed. -6 To Str/Dex.) This
jutsu can be used as a swift action.
Chikara no Toku (Energy Shield)
Chakra Cost: 40+10 for each additional round
Type : Ninjutsu
Level: Jutsu Nin 4
Resist? : None
Description: By focusing Chakra through his entire body, the user is able to create a shield that will fend
off most elemental attacks. Until his next turn, the user will benefit from an Acid, Cold, Electricity and Fire
Resistance 10. Sonic damage is not affected by this technique. In some case, Chikara no Toku can be used
as a swift action.
Spiritwall
Chakra Cost: 500
Type: Ninjutsu
Level: Missing Nin 9
Effect: Swirling wall whose area is up to one 10-ft square (+10 ft square for each extra chakra spent, max
of 100 ft) or a sphere or hempsphere with a radius of up to 1ft (+1ft for each extra chakra spent, max of 20
ft)
Duration: 1 Minute/Level
Resist?: None
Description: This jutsu creates an immobile, swirling mass of greenish-white forms resembling tortured
spirits. One side of the wall, selected by you, emits a low groaning that causes creatures within 60 feet of
that side to make a Will save (DC: 15+dex mod) or flee in panic for 1d4 rounds. Any living creature that
merely touches the wall takes 1d10 points of damamge as its life force is disrupted. A living creature
passing through the wall takes 1d10 points of damage, as above, and must make a fortitude save (DC:
15+dex mod) or gain one negative level.
The barrier is semimaterial and opaque, providing cover and total concealment against phsyical attacks, and
it blocks effects from jutsus.
Bloody Eye
Chakra Cost: 400
Type : Ninjutsu
Level: Missing Nin 9
Resist? : None
Duration: 1 round/level
Description: By taking the blood of another person (through means of wounding or others) the user of this
Ninjutsu takes a small drop of blood and drips it into their eye, channeling chakra through the blood drop.
Their eyes become a deep red blood color and red veins begin to appear by the eyes. This sends the person
into a blood frenzy, the world around them slowing down and appears to make the user of this jutsu almost
able to predict moves before they are made. While in this blood frenzy the user of this jutsu gains a +4
Dex, +4 Str, +2 on Will Saves and a +2 insight bonus to AC. While in this Frenzy they can do nothing but
attack the opponent out of control and are unable to use any Jutsus, except for ones that involve blood (Like
Bloody Mary and Blood Purify). While in this blood frenzy any effect from a blood jutsu is doubled. At
the end of the blood frenzy the user is left shaken for a number of rounds equal to the duration of this Jutsu.
Kurokiri no Jutsu (Black Mist Technique)
Chakra Cost: 5
Type : Ninjutsu
Level: Jutsu nin 1
Duration: 1 Min/Level
Resist? : None
Description: This jutsu summons mist into the area, a pitch dark mist. Anyone in the mist without some
sort of ability to see in the dark are treated as blind and anyone within this darkness gets 50% miss chance.
The mist extends out to 100 feet from the user who summoned the black mist.
Shikon no Jutsu (Dead Soul Skill)
Chakra Cost: 30 +5 each round after activation
Type : Ninjutsu
Level: Missing Nin 4
Resist? : None
Description: A jutsu that allows the user to control the bodies of the dead, making their hearts beat for a
short period of time and giving off a pulse. A spot check of DC: 40 must be made to notice that the body is
no longer living. Though the user can control the body, they must remain in concentration each round to do
so.
Demonic Ice Mirrors (Makyou HyouShou)
Chakra Cost: 200
Type: Ninjutsu
Bloodline Jutsu (Haku’s) 8
Resist?: See text
Clan: Mizu
Description: Using this special jutsu, the user creates a prison of mirrors made from ice around his
opponent(s). The mirrors allow the user to transport between them at high speeds, or reflect themselves into
all the mirrors. It is nearly impossible to see the user's movement between mirrors, so there is llittle danger
of being hit. The speed of the user also makes it near impossible to dodge the attacks. From the user's point
of view, the opponent(s) seems to be moving in slow motion.
The start of this Jutsu a prison of mirrors form around the opponent, the mirrors are in a 20 foot radius
around from there the user desginates, the user then melds into one of the mirrors. The Mizu clan uses their
natural abilities (see Mizu clan abilities - they pay for the cost of Haste and SR 2) and begin moving from
mirrors to mirrors attacking the trapped victims who are surronded by the user. Everytime the user attacks
in this method the people trapped inside must make a spot check (DC: 25) or a Intelligence check (DC: 22).
The people trapped inside only recieve one check each round regardless how many times the user of this
Jutsu attacked, if they fail they believe the user of this Jutsu is really moving at SR 3 instead of SR 2. The
user of this jutsu can also use demonic ice mirrors in other ways, creating a single mirror to hide in or two
of them to teleport, if the user wish to creates single mirrors instead of the prison they must succeed on a
DC: 17 ninjutsu check for one mirror, DC: 20 for two, etc...
The common use for Demonic Ice Mirrors is moving from mirror to mirror and attacking their opponents.
The mirrors have a hardness of 10 and 5 HP, if ever destroyed the user of this Jutsu can simply make a new
one, if a mirror is intact but damaged when the users turn comes up again the mirror automatically restores
itself back to full HP. The user moves from mirror to mirror attacking opponents in various ways to try and
stop them. The only way the trapped victims can stop the user fully is to figure out the trap and reduce the
opponent to SR 2 instead of 3, while it is possible to hit the person going SR 3, it is a very small chance. To
hit the user of this Jutsu the opponent must either make a Ready Action to attack them as soon as they come
out in a attempt to actually try and hit them or figure out a way to keep the user of this Jutsu out of the
Demon Ice Mirrors.
Ninpou Kamaitachi (Sickling Winds)
Chakra Cost: 120+30 for each additional round
Type: Ninjutsu
WindBlast 8
Resist?: Reflex DC: 15+dex mod
Description: Sickling Winds requires the use of a Wind Giant Battle Fan. The user waves the fan to create
the wind wave and than utilizes his/her own chakra to give the wind sharpness which can cut through most
materials. This Jutsu creates a wind wall which prevents all ranged attacks against the user from being
used, it also deals 5D6 slashing damage each round to the opponent. If the opponent has any sort of cover
(like a tree or a wall) they are protected from this Jutsu for the round but eventually the tree or wall may be
cut down by the winds and they would be hit by it again, this Jutsu prevents anyone from advancing on the
user of it because of the sharp powerful winds, it is impossible to move foward against them.
Demonic Sand Slash
Chakra Cost: 600
Type: Ninjutsu
Level: Sand Prince 8
Resist? : Ref Dc: 16+dex mod/halved
Description: A high level sand skill which forms a demon from out of the sand. Rushing forward at the
opponent, the scythe-wielding demon lunges and slashes the opponent with its giant scythe. An
intimidation check must be made by the opponent or be in fear of this jutsu, if the opponent fails they take a
-2 to all actions (as shakened). This jutsu deals 6d6 Slashing damage and must be used around a source of
sand.
Bakuretsu Junjiru no Jutsu (Explosive Sacrifice Technique)
Chakra Cost: 200
Type : Ninjutsu
LeveL Missig Nin 1
Resist? : Reflex Save DC: - 16+dex mod
Description: There comes a time when taking as many enemies down with you is better than live on, when
to save your comrades, you have to sacrifice your own life so that they can live on. At the usage of this
technique, the user can create a powerful explosion centered on himself, using his body and Chakra as fuel.
Every creature caught in the explosion takes 10d8 point of fire damage, with a chance to halve the damage
with a successful reflex save. At the end of this technique, however, the user will be reduced to -10 hit
points, and his burnt corpse will be the only thing that remains of him.
Blood Rayne
Chakra Cost: 600
Type : Ninjutsu
Level: Missing Nin 9
Resist? : Fort save DC 16+dex mod
Description: A Ninjutsu technique used with a weapon covered in blood launching the weapon upward into
the air, the user is able to control the chakra that is going through the blade and release the blood as needles
as sharp as blades that rain down on the area. If the needles manage to stab into the opponent, they seep
into the person’s body from the cut and begin to cause various effects from the sudden mixture of various
collected blood that would be considered a poison. The person/s hit by this jutsu suffer from staggering, as
state of like drunkenness, and their five senses begin to numb. The blood needle does 5D4 damage to the
opponent and a fortitude must be made, if it fails the opponent is staggered for the rest of combat and
automatically fail their listen, spot, and search checks.
Arms
Chakra Cost: 7
DC: Fighter Nin, Missing Nin2
Resist?: Fort DC 17+str mod
The opponent loses the ability to use their arms and are rendered useless. If one arm is broken, the user is
unable to use hand seals unless they are able to use Doujutsu or one-handed seal. They are also unable to
hold anything in that hand and drop anything that was in that hand. Only one arm can be destroyed at a
time. The arms can be surgically healed with a DC: 25 heal check, it takes two weeks to recover from the
operation. A arm breaking deals 1D4 con damage and takes 5D6 damage.
Legs
Chakra Cost: 6
DC: Fighter Nin, Missing Nin2
Resist?: Fort DC 16+Str
The opponent loses the ability to use their legs and are rendered useless. When one leg is destroyed, the
opponent falls prone and can only move a maxmium of five feet per round and can't go above SR 1. A DC:
20 balance check may be made to stand up and move at half movement, if both legs are destroyed then the
opponent is prone and can only move a maxmium of five feet per round.. Only one leg can be destroyed at
a time. The legs can be surgically healed with a DC: 25 heal check, it takes two weeks to recover from the
operation. A leg breaking deals 1D4 con damage and takes 5D6 damage.
Entire Body
Chakra Cost: 500
Missing Nin 8
Resist: Fort DC: 18+Str
The user of this jutsu attempts to crush a persons entire body. If the Ninjutsu check is passed, the user is
given a Fort save to resist being killed instantly and crushed within the sand. If the user manages to survive
the DC, the attack to the body deals 10d6 damage to the opponent. To break the entire body, the user of this
jutsu must take a full action round, and are unable to take an attack action next round.
Crying Soul
Chakra Cost: 7000 (+500 chakra for each extra damage dice)
Type: Ninjutsu
Level: Missing Nin 9
Resist?: Reflex: DC 17 (+dex mod), Fortitude save DC: 17+dex mod
Description: A jutsu compared to that of the Chidori or Rensangan. By pulling chakra into the hand, the
chakra begins to become visable, turning into that of an sphere as the chakra can be seen trying to brake
out, causing a static around the orb of pure black. The orbs unstable state begins to absorb not only chakra
from the user, but chakra from people and things around it uncontrollably. The sound as it begins to gather
energy is what seems to be that of crying and moaning as the chakra is sucked inward. This jutsu takes a
full-round action to prepare. The user of the jutsu then thrusts forward in a direct straight line, completely
unable to stop himself until the jutsu hits some type of target. This does 8D10 +1D10 per extra chakra
(Max 16D10) Also a fortitude save of DC: 17+dex mod must be made or the opponent instantly losers half
of their current chakra. If attacked a DC: 10+damage dealt concentration must be made to keep the crying
souls active.
Decapitating scarf
Chakra Cost: 900
Type: Ninjutsu
Level: Missing Nin 9
Range: 25 ft (+5 ft for each extra chakra spent, max of 50 ft)
Resist?: Fortitude DC: 17+dex mod partial, see text
When you cast this jutsu, you flick a silk scarf (or similar item) at one creature within range, propelling it
toward the target. The scarf assumes an ironlike hardness on the way and then wraps around the creature's
neck. You must have line of sight to the target and hit with a normal ranged attack. If you hit, the target
must make a Fortitude saving throw, failure indicates that the scarf has decapitated the victim. A target
creature that makes its save takes 10d4 points of damage before freezing itself from the scarf.
Demon Sword
Type: Nin
Range: Melle?
Duration: 1 minute
Level: Fighter nin 9
Casting Time: action
Pre: Dark Charkra Sword
Charkra: 1200
Other: None
This is a evolution of dark charkra sword. It can be pure or embowed on a weapon (giving as in you weild 2
weapons in one hand unless dual hand and take no penalties). The weapon deals 5D10 damage. Also the
weapon is +5flaming and has a seal of draining and Oba echo
Shooting Stars
Type: Nin
Level: Fighter Nin 3
Range: As a Shruiken for you usal +5ft/lv
Duration: instant
Casting Time: instant(roun action)
Pre: none
Charkra: 25+
Other: none
Effect: you throw 1 +2 Shukins in star shapes at your best attack bonous. Each one also deal an extra 3
nova (explosion damage)
Shell defense
Type: NIn
Level: Fighter Nin 5
Range: seld
Duration: 3 minutes
Casting Time: regluar
Pre: none
Charkra: 100
Other: none
This jutsu decrease your speed by 20ft and double your ac give a Dr of 10/- (or double current one if
better) and makes you immune to critical attacks.
Charkra Noise
Type: Nin
Level: Fighter nin, beast tamers, Jutsu nin 1
Range: self
Duration: 2 minutes
Casting Time: regluat
Pre: none
Charkra: 10
Other: none
This gives you scent
Equal Balance
Type: Kingjutsu
Level: Kinjutsu 9
Range: none realy
Duration: see below
Casting Time:see below (regular)
Pre: 5+ kinjutsu (2+ most be killing) and 3+ assaination jutsu
Charkra: 1
Other: people
To do this jutsu a the charcter must be dying. They kill a oppent who is close to them and need there heart.
Beackoning any charcter (wich will be refered to as allies) can Kill there selves and by doing so throw heart
wich will come to you. You also desinates who your true allies are and who your foes are in this battle. For
every ally (not true) A equal number of Hd of foes (true foes) die. This is the ultimate sacerfice technique.
Tai
Hurricane kick
Level: fighter nin 1
Charkra: 3
Effects: as the taijutsu power of the same name but does a additional 5d6 per 20 ninja levels
Uzumaki Naruto Combo
Stamina Cost: 500
Type: Taijutsu
Level: 9
DC: 29
Resist?: Fort DC: 15+Str mod
Target: One Opponent
Description: The user of this Jutsu creates a series of Kage Bunshin to assist them with this
Taijutsu, though, after the end of this Taijutsu, all kage bunshins used created (even ones that
weren't used for this Taijutsu) disappears. This mimics the Lion Rendan, but its weaker in terms,
it comes in stronger combinations, the 2000 and 4000 hit combo. First four kage bunshins attack
the opponent with strong kicks, each making separate unarmed attack rolls, if at least two of them
hit, the opponent is launched up in the air. The real user appears in the air and kicks the
opponent (treat the opponent as flat-footed) and deals 1D10+str mod damage with their kick, the
opponent must make a fortitude save or be stunned for 1 round.
Hurricane strike
Level: fighter nin 1
Charkra: 3
Effects: as hurricane kick but with a weapon
tatsuuga
Level: beast tamer nin 4
Charkra: 20
Save: ref halves
Before hand you need to have beast man jutsu activated
Effects: You and your animal compion become whirling tornado you then fuse your vortex. Your
oppent is devastated in the attack. You chose a final destionate. The maximum range is 100 ft +
50 ft per ninja level. Only the final target gets the saves. The other targets are treated as already
getting the save. The damage is 50d10 + 1 d10 for every 20 ninja levels + str + claws damage.
Garouga (Double Wolf Fang)
Stamina Cost : 6
Type : Taijutsu
DC : 32
Level: beast tamer nin 18 clan jutsu
Clan: Inuzuka
Target: One Opponent
Description: A technique that is possible with the Double-Headed Wolf (Soutourou)
transformation. It is very similar to the Piercing Fang (Gatsuuga), but the attack spins at a much
higher level. The spinning is so intense that shockwaves are created. The users are also unable
to see their target, and must track the opponent from the urine scent of Air Dynamic Marking. A
direct hit is capable of tearing an opponent to pieces. This attack deals 2D8 damage and
1D10+Str mod plus 5D6 sonic damage. Even if the opponent passes their reflex save, they take
full damage from the sonic attack, even if they have evasion.
Gatsuuga (Double Piercing Fang)
Stamina Cost : 4
Type : Taijutsu
DC : 26
Level: Beast tammer nin 9 clan jutsu
Clan: Inzuka
Description: A technique which incorporates the Beast Human Clone (Juujin Bunshin). Both the
user and canine counterpart use their claws and fangs in a double whirlwind-like attack. They
have the ability to move in various directions and angles to increase the likelihood of a direct hit.
Even a slight graze is capable of inflicting damage. The chakra cost must be spent by both the
Dog and the User of this jutsu, the user of the jutsu may use this move on his own. The user of
this jutsu must first make a attack roll at Speed Rank 2, if the attack hits, the target may make a
Reflex Save DC: 14+Str mod. A successful save halves the total damage. This attack deals 2D4
and 1D6+Str mod if used solo. If used with the dog it deals 4D4 and 2D6+str mod (make sure to
include the str mod of both the dog and the user of the jutsu)
(I know same jutsu as Gatsuuga but for know I can not decide which)
Hammer Punch
Level: Fighter nin 1, Beast tamer nin 1
Charkra: 3
Effects: As a full round action Your unarmed attack does a additional 5d6 damage.
Butterfly Bullet Bombing
Butterfly Bullet Bombing
• Name: Chōdan Bakugeki, 蝶弾爆撃, literally "Butterfly Bullet Bombing"
• Type: B-rank, Offensive, Short range (0-5m)
• Level: Akimichi clan 9
This technique is used in combination with the red Akimichi food pill, which burns away all of a
ninja's excess fat and converts it into chakra. Because the members of the Akimichi clan tend to
be overweight to support their jutsu, this pill can give them 100 times their normal chakra level. To
perform the jutsu, the clan member simply channels all their chakra into one hand and punches
the enemy. In a manner similar to how Tsunade and Sakura Haruno enhance their strength,
channeling so much chakra to one hand and releasing it on contact gives the ninja about 100
times their normal strength. The subsequent impact not only produces a sizable crater, but also
will likely kill the one on the receiving end. What this does is that you must use this after eating
the red pill this gives them x100 charka controel.. They then must make a chaeck equal to all
levels in offensive classes x3. If sucede your strenght is x 100 but you will often have died your
self
Kurogane Kukan no Jutsu (Iron Body)
Chakra Cost: 2
Description: The character gains Damage Reduction 5/-, + 1/- for every extra 5 charkra
Nibai Batsu (Double Strike)
Chakra Cost: 2
Level: Fighter nin 5, Jutsu nin 9
Description: The character makes an attack as usual. The next turn, the target suffers the same
damage as if they had been attacked again.
Houshou (Crushing Fist)
Chakra Cost: 3
Level: Strong shinobi 2, fighter nin 2
Description: The character palm strikes the enemy, hurling them back a number of feet equal to
([Strength Mod x 2] x5). It also causes 1d6 points of damage for every 10 feet the character is
knocked back.
Minishimirukase no Jutsu (Piercing Wind Technique)
Chakra cost: 200
Level: Fighter nin 4
Description: A physical technique which speeds up the Shinobi allowing them to deliver 4 rapid
hits to the targets body. This technique also makes the user hard to see where he will go with the
attack, though it is just a matter of how fast the technique makes the shinobi move that makes the
shinobi hard to spot. Spot DC for seeing the Shinobi during the technique is 10 + users Ranks in
Taijutsu. If the opponent does not make their spot check, they are denied their ability to use their
dexterity bonus while defending, and cannot use Dodge against the attack. The attacks are made
at the characters BAB -2, for each attack. An attack made when the character doesn't normally
have that many attacks is done at -2.
Goukyou no Tora (Tiger’s Strength)
Chakra cost: 1+1 for every point of Strength added beyond the first.
Level: Strong shinobi 1
Description: This Taijutsu technique allows the character to bolster their Strength, at a cost of 1
Chakra for every point added to their Strength.
Udenosae no Saru (Monkey’s Dexterity)
Chakra cost: 1+1 for every point of Strength added beyond the first.
Level: Strong shinobi 1
Description: This Taijutsu technique allows the character to bolster their Dexterity, at a cost of 1
Chakra for every point added to their Dexterity.
Taikaku no Zou (Elephant’s Constitution)
Chakra cost: 1+1 for every point of con
Level: Strong shinobi 1
Description: This Taijutsu technique allows the character to bolster their Constitution, at a cost of
1 Chakra for every point added to their Constitution.
Great dodge
Class: taijutsu master 3, Acrobatic nin 3
Charkra: 1
You get a + 35 dodge and a + 15 acrobat.
Underhind Kick ( acrobat move attack)
Charkra: 1
Acrobat DC: 20
You do a unarmed attack with a + 1d10 damage and then you pin opponent.
Double-Fang Destroyer [Beast-Nin Taijutsu]
Area: 25 ft. line
Cost: 17 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Beast-Nin 2nd Level
This taijutsu allows a Beast Ninja and his animal companion use their chakra to hurl their bodies
forward at an enemy to deal massive damage. This attack deals 2d8 points of damage per BeastNin level of the user to all targets within the area of effect. A successful reflex saving throw halves
this damage. The user moves as a part of this technique, and he stops moving on the square at
the end of this jutsu's line effect, with his animal companion on any adjacent square. To use this
jutsu, both the Beast-Nin and his animal companion must be in beast hybrid form.
Charging strike [Beast-Nin Taijutsu]
Cost: 4 Chakra/die of damage
Saving Throw: None
Tier: 3rd
Prerequisites: Beast-Nin 2nd Level
This taijutsu allows a Beast ninja to utilize the enhanced speed and strength of his hybrid form for
a single, powerful strike. If this strike hits, it deals normal unarmed damage plus 1d4 points of
damage per 5 chakra spent on this taijutsu, to a maximum of 10d4.
Initail Lotus [Taijutsu]
Cost: 35 Chakra
Saving Throw: None
Tier: 5th
Prerequisites: Taijutsu Master 5th level, Konoha Gouriki Senpuu
This taijutsu can only be used when the first chakra gate has been opened. It is a devastating
attack that allows the user to hurl his enemy to the ground violently, causing massive damage. In
order to use Initial Lotus, the user’s target must first have been knocked into the air by another
taijutsu move during the same round, and must be considered to be still airborne. The user
makes a normal melee attack, and if he hits he deals normal damage plus an additional 1d10
points of damage for every 10 feet into the air that the opponent has been knocked. After using
this taijutsu, the target is considered to no longer be airborne.
Konoha Senpuu (Leaf Spinning Wind) [Taijutsu]
Cost: 13 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Burst of Speed
This taijutsu allows the user to launch himself forwards with violent force, spinning through the air
and possibly striking multiple opponents. The user first moves as if charging – he can move any
number of squares up to double his base movement rate, but he must move in a straight line and
solid obstacles halt his movement. At the end of this movement, he makes a regular melee attack
against an opponent who is adjacent to the square that he landed on. This attack deals damage
equal to his normal unarmed damage + 1 damage per ten feet traveled. If the first attack hits, the
character can make an additional attack against a different target within range at his lowest attack
bonus. This second attack does not receive the additional damage that the first attack did.
Konoha Reppuu (Leaf Violent Wind) [Taijutsu]
Cost: 10 Chakra
Saving Throw: None
Tier: 1st
This attack allows a ninja to perform a lightning-fast foot sweep to his opponent. His feet move so
quickly that air rushes in to fill the void, creating the sound of a rushing wind – hence the name
“Violent Wind”. The user makes a normal melee attack against his opponent. If he hits he deals
normal damage and can also make a free trip attempt against his target; if he fails this trip
attempt the target cannot attempt to trip the user. If the user succeeds at this trip attempt, the
target is not only knocked prone, but also knocked backwards 5 feet per 2 points of damage dealt
by the attack. Hitting a medium-sized or larger object halts this movement.
Konoha Gouriki Senpuu (Leaf Herculean Whirlwind) [Taijutsu]
Cost: 13 Chakra
Saving Throw: None
Tier: 2nd
This technique allows a character to execute a massive heel-drop on his opponent, bringing his
foot down with high speed and great force. The target of this taijutsu must already be knocked
prone in order for this technique to be used. The user makes a normal melee attack against his
opponent. If the attack hits, it deals 1d12 points of damage plus double the user's strength bonus,
and can be used with Focus Chakra or Power Attack in order to deal extra damage.
Nunchaku Drop [Taijutsu]
Cost: 13 Chakra
Saving Throw: None
Tier: 2nd
Prerequisites: Plunging Strike feat, Nunchaku proficiency
This technique allows a character to drop down on his opponent from a great height, striking his
or her head with his nunchuck. This taijutsu can only be executed by a character wielding a
nunchaku. To execute this move, the user must either be above his opponent (such as on a
ledge, table, etc), or must make a jump check first. The user first moves down from his position
onto a square adjacent to the target – he can move up to 20 feet in this way. The user makes a
normal melee attack against the target that deals normal nunchuck damage + 1 damage for every
two feet that the user was above his opponent when the user made the attack. After making this
attack, the user is no longer considered to be airborne.
Karamatsu no Mai (Dance of the Pine, chpt. 212 of the manga)
Ninjutsu (Kaguya Hijutsu; )
Level: Master of Bones 7
Learn DC: 22; Perform DC: 19; Time: 1 move-equivalent action; Components: C; Range:
Personal; Target: self; Duration: 1 round/level; Saving Throws: Reflex;
Chakra Cost: 4.
This technique causes large sharp bones to jut out in all directions from the user’s body. These
bones confer a +2 natural armor bonus and cause 1d6 damage to a melee attacker unless he is
using a reach weapon. This damage can be avoided with a successful reflex save. The user
takes a -1 penalty to attack rolls and reflex saves as the bones interfere modestly with movement.
At the end of this technique, the bones are reabsorbed into the user’s body.
Yanagi no Mai (Dance of the Willow, chpt. 205 of the manga)
Taijutsu (Kaguya Hijutsu; requires Shinkotsumyaku)
Level: Master of Bones 7
Learn DC: 24; Perform DC: 20; Time: 1 full-attack action; Components: C, M; Range:
Melee Attack; Target: All creatures surrounding the user; Duration: Instantaneous; Saving
Throws: None;
Chakra Cost: 4.
To use this technique, the user must have at least one bone weapon in hand. The user, through
quick bone movements and fast attacks, attacks everyone within 5 ft. once using his highest base
attack bonus. The attacks will deal piercing/slashing damage.
Tessenka no Mai: Hana (Dance of the Clematis: Flower, chpt. 216 of the manga)
Ninjutsu (Kaguya Hijutsu
Level: Master of Bones 7
Learn DC: 26; Perform DC: 25; Time: 1 attack action; Components: C, M; Range:
Melee attack; Target: One creature; Duration: Intantaneous; Saving Throws: None;
Chakra Cost: 8.
This technique is often a follow up on a person caught in Tessenka no mai: Tsuru. It creates a
giant bone spear encasing the lower arm and hand of the user. This spear is good for one attack
and then disintegrates. However, if it hits, it deals 6d10 piercing damage plus the user’s strength
bonus.
Tessenka no Mai: Tsuru (Dance of the Clematis: Vine, chpt. 216 of the manga)
Ninjutsu (Kaguya Hijutsu
Level: Master of Bones 7
15 ft.; Target: One creature; Duration: 1 round/2 levels; Saving Throws: none;
Chakra Cost: 7.
The user rips his own spine from his back and uses it to entangle an opponent within 15 ft. This is
considered a ranged touch attack. If the opponent is entangled, he is denied his dexterity bonus,
takes a -2 to defense, and may not move or use his arms or hands. The opponent may attempt to
escape with a strength or escape artist check (DC 15+user level). The cord has a hardness of 10
and 20 hit points. In order to maintain the hold, the user cannot let go of the cord (which means
the user must stay within 15 ft. of the target and can only use one hand).
Tsubaki no Mai (Dance of the Camellia, chpt. 211 of the manga)
Taijutsu (Kaguya Hijutsu;
Level: Level: Master of Bones 7
Melee Attack; Target: One creature; Duration: Instantaneous; Saving Throws: None;
Chakra Cost: 6.
To use this ability, the user must have at least one bone weapon in hand. The user lets loose a
flurry of attacks, sacrificing aim for volume. This technique grants the user two extra attacks this
round at the user’s highest base attack bonus, but all attacks take a -2 penalty.
Sawarabi no Mai (Dance of the Seedling Fern, chpt. 217 of the manga)
Taijutsu (Kayuga Hijutsu; Requires Tsuuga)
Level: Master of Bones 7
C; Target: Circular area of ground with a 15+5/2 levels foot radius; Duration: 1 round/level;
Saving Throws: Reflex half;
Chakra Cost: 10.
This technique causes Bone spines to shoot up 5’-10’ from the ground, dealing 5d6 points of
damage to everyone in the area. Any creature caught in the radius may make a reflex save for
half damage. The bone spikes make movement in the area difficult, slowing movement rates
down to half what they were. In addition, the spikes provide cover. Damage, movement, and
cover penalties to attack do not apply to a user of Shinkotsumyaku, as they and their bone
attacks can pass right through the bones.
Lightning Fists [Taijutsu]
Cost: 20 Chakra
Saving Throw: None
Tier: 2nd
This taijutsu allows a character to use perform a large combination of pummeling fist moves in
rapid succession. The user makes two normal melee attack rolls against a single target, but both
are made at a -3 penalty to hit. These attacks deal normal unarmed damage.
Burst of Speed [Taijutsu]
Cost: 16 Chakra (See text)
Saving Throw: None
Tier: 1st
This technique allows a ninja to move for a short period of time at incredible speeds, allowing him
to seemingly vanish and reappear a short distance away. This technique allows the ninja to move
up to 30 feet in any direction. This type of movement is so fast that it never provokes an attack of
opportunity, and the ninja can even move through squares occupied by opponents. This taijutsu
costs only 4 chakra if the user has a Chakra Gate open while performing it.
Supersonic Strike [Taijutsu]
Cost: 24 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Burst of Speed
This technique, functions identically to Burst of Speed, except that the user can make a normal
melee attack at the end of his movement. Because of the speed of this attack and the ninja's
movement, he can effectively 'flank with himself' – if the ninja moves to a space on the opposite
side of his opponent from the space he started on, he is considered to be flanking his opponent
for the purposes of this attack and this attack only, even though the space he started on is now
empty.
Stunning Fist [Taijutsu]
Cost: 7 Chakra
Saving Throw: Fortitude negates
Tier: 1st
This technique allows the ninja to make a specially prepared punch attack that has a chance of
stunning an enemy. The ninja makes a normal unarmed melee attack against his opponent. If he
hits he deals normal unarmed damage, but additionally his opponent must make a fortitude
saving throw against a DC of 10 + the user's wisdom modifier or be stunned for one round (until
just before the user's next action). The effects of this attack do not stack with any other stunning
effects.
Angle Kick [Taijutsu]
Cost: 13 Chakra
Saving Throw: None
Tier: 2nd
This taijutsu allows a ninja to kick his opponent under the chin with great force, knocking him
skyward. The ninja makes a normal unarmed melee attack against his target. If it hits it deals
normal damage, but additionally the target is knocked into the air – the target is flung 10 feet into
the air for every 3 points of damage dealt by this attack. Opponents knocked into the air by this
technique are vulnerable to other taijutsu techniques that target an airborne opponent. Characters
knocked into the air by this technique are considered to be in the air until the end of the user's,
when they hit the ground and take falling damage as normal. Characters can use the tumble skill
as well as any other skills and abilities to avoid this falling damage.
Shadow Leaf Dance [Taijutsu]
Cost: 20 Chakra
Saving Throw: None
Tier: 4th
Prerequisites: Angle Kick
This technique allows a ninja to strike an opponent who has been knocked into the air from
behind as they are falling, dealing additional damage because of the opponent's helpless
position. To use this taijutsu, the user must succeed at a jump check against a DC of 25; he
cannot use the Focus Chakra feat to help him with this check. If he fails this check, the technique
fails and the user cannot perform any additional attacks for the rest of the round. If he succeeds,
he is considered to be behind his opponent; the rest of the user's attacks this round deal double
damage, including strength and focus chakra damage. This ability does not cause an airborne
target to return to the ground.
Cradle of Stone [Taijutsu]
Cost: 16 Chakra
Saving Throw: None
Tier: 3rd
This taijutsu allows a ninja to catch an opponent whom he has just tripped on his knee, causing
massive trauma to the spinal cord. To use this technique, the ninja must have succeeded at a trip
attempt against his target with the attack immediately preceeding this one. The user makes a
normal unarmed melee attack against his opponent. If this attack hits it deals 4d4 points of
damage plus double the ninja’s strength modifier – the ninja’s opponent then falls prone as a
normal part of a trip.
Around-The-Back Strike [Taijutsu]
Cost: 6 Chakra
Saving Throw: None
Tier: 1st
Prerequisites: Polearm proficiency
This taijutsu allows a ninja wielding a polearm to make a special strike by spinning the spear
around his back. This taijutsu can only be used if the user is wielding a polearm of some sort. The
user makes a normal melee attack, except that it gets a +4 bonus to hit. Note that Around-TheBack Strike can be used as a trip attempt instead of a normal attack.
Dance of the Crescent Moon [Taijutsu]
Cost: 15 Chakra
Saving Throw: None
Tier: 2nd
Prerequisites: Sword proficiency, Replication
This taijutsu allows a ninja to combine several clones created by the replication technique with a
complicated dancing technique in order to take opponents by surprise. This taijutsu can only be
used if the user is wielding a sword of some sort. First the user creates three clones of himself;
these clones have statistics identical to those created by the Replication technique. The user and
all clones created by this technique are then allowed to move up to 30 feet. Finally, at the end of
this movement, the user makes a normal melee attack.
Reversal Blow [Taijutsu]
Cost: 8 Chakra
Saving Throw: None
Tier: 2nd
This taijutsu allows the user to quickly follow up on a missed attack with another blow. When this
jutsu is used, the user makes normal melee attack. If this attack hits, it does damage as normal. If
it misses, the user immediately gains another attack against the same target at the same attack
bonus as the attack that just missed, but with a +2 bonus.
Spinning Pole [Taijutsu]
Cost: 20 Chakra
Saving Throw: None
Tier: 4th
Prerequisites: Around-The-Back Strike, Leaf Violent Wind, Strength 14+, Polearm proficiency
This taijutsu allows the user to spin a polearm around his body with incredible speed and force,
allowing him to trip or knock opponents in his immediate area backwards. This taijutsu can only
be used if the user is wielding a polearm of some sort. When this jutsu is used, the user makes a
normal melee attack. If this attack hits, it deals normal damage, and additionally knocks the target
back 5 feet per 2 points of damage dealt by this attack. Striking a medium-sized or larger solid
object ends this movement. Regardless of whether the initial attack hits or not, the user also
makes a free trip attempt against every creature on a square adjacent to him (friend or foe). Even
if a trip attempt fails, no one gets an opportunity to trip the user of this taijutsu.
Rock Splitter [Taijutsu]
Cost: At least 15 Chakra (See text)
Saving Throw: None
Tier: 3rd
Prerequisites: Cradle of Stone, Stunning Fist, Strength 18+
This jutsu allows the user to deliver a devastating punch by focusing all of his chakra into his
hand. This taijutsu must be used on a stunned or prone opponent or on an inanimate object. The
user makes a normal melee attack against his target. If the attack hits, it deals normal unarmed
damage plus double the user’s strength bonus. For every two points of chakra spent on this
attack beyond the minimum 15 chakra cost, it deals one additional point of damage, to a
maximum of +40. When used against an inanimate object this move deals normal damage, but
also ignores the first 5 points of object hardness. This taijutsu cannot be used in combination with
the Focus Chakra or Power Attack feats.
Cocoon of Blades [Taijutsu]
Cost: 15 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Spiked Chain proficiency
This move allows a character to wrap a target who has been knocked into the air in spiked chains
and then shred them horribly by spinning them with the spikes. This taijutsu can only be used by
a user wielding a spiked chain. This jutsu can only be used on an opponent who has been
knocked into the air. The user makes a normal melee attack. If the attack hits, his opponent is
wrapped in chains and flung to the ground, dealing normal falling damage +1d4 points, as well as
an additional 2d8 points of damage for the spiked chains. A target hit by this technique cannot
use the tumble skill to avoid some of the falling damage. After using this taijutsu, the target is
considered to no longer be airborne.
Combo Rush [Taijutsu]
Cost: 15 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Supersonic Strike
This taijutsu allows the user to charge rapidly forward and deliver a single blow to as many
targets as get in his way. When this jutsu is used, the user immediately moves 30 feet forward in
a straight line – the movement must be in a straight line, and it is treated as if the user of the jutsu
were charging. A medium-sized or larger object stops this movement immediately. As the user
moves, he may make a one normal melee attack at half of his normal attack bonus against every
target within his threat range on every square of his 30-foot movement, including the square he
ends his movement on. He may never attack a single target twice with this jutsu. These attacks
deal normal damage but apply only half of the user’s strength modifier. Power attack and focus
chakra cannot be used to increase the damage of these blows, nor can the Cleave feat be
applied to any of these attacks.
180º Foot Sweep [Taijutsu]
Cost: 9 Chakra
Saving Throw: None
Tier: 1st
Prerequisites: Improved Trip feat, Strength 14+
This taijutsu allows the user to sweep his leg under his opponent’s feet with high speed and force,
potentially tripping multiple enemies. When this jutsu is used, the user chooses a 3-square arc
directly adjacent to his character. The user makes a trip attempt against every target within these
three squares. Even if one of these trip attempts fails, no one gets an opportunity to try to trip the
user of this jutsu.
Double Reversal [Taijutsu]
Cost: 9 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Reversal Blow, Dexterity 16+
This taijutsu allows a particularly talented ninja to use his opponent’s defense to position himself
for an even better attack. It functions just like Reversal Blow, except that if the second attack
misses, the user of this taijutsu gets a third attack against his opponent, at the same attack bonus
+4.
Mach Punch [Taijutsu]
Cost: 13 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Lightning Fists
This taijutsu allows the user to vibrate his arm so quickly that the opponent is unsure as to where
exactly the punch will land. The user makes a normal unarmed melee attack with a +6 bonus to
his attack roll. For every 2 points of damage done to the target he is knocked backwards 5 feet. If
the target should hit a object of large-size or greater, he takes 1d8 points of damage per 10 feet
that he had left to travel (round down).
Flowing River [Taijutsu]
Cost: 12 Chakra
Saving Throw: None
Tier: 2nd
Prerequisites: Jump skill rank 10
This taijutsu allows the user to make a devastating unarmed attack to the enemies gut, sending
them hurling backwards. The user first makes a jump check against a DC of 20. If he succeeds at
this check he can then move up to 30 feet forward in a straight line. At the end of this movement,
the user makes a normal unarmed melee attack. If this attack hits it deals normal damage, and
additionally the target is knocked backwards 5 feet for every 5 feet forward the user traveled in
his movement. If the target should hit a object of large-size or greater, he takes 1d8 points of
damage per 10 feet that he had left to travel (round down).
Breaking Wave [Taijutsu]
Cost: 10 Chakra
Saving Throw: None
Tier: 2nd
This taijutsu has the user hurl his whole body at the enemy, possibly knocking his enemy over.
The user makes a normal unarmed melee attack against his target. If it hits this attack deals
normal damage, but the user can also make a normal bull rush attempt against his target. This
attempt never provokes an attack of opportunity.
Shouten (Focus) (EU)
Stamina Cost: 1
Level: Beast tamer nin 2
Description: The character gains a bonus of +2 dodge bonus to their AC, Attack rolls
Jinsoku Batsu no Jutsu (Rapid Strike Technique) (EU)
Stamina Cost: 1
Level: Fighter Nin 5, Shinobi 5
Description: Jinsoku Batsu no Jutsu allows the user to attack one extra time beyond their normal
attacks that round, at their highest attack bonus.
Far Strike
Stamina Cost: 20
Level: Fighter Nin 3
Description: Your powerful unarmed strikes can project through the air to hit an opponent at a
distance. Treat a Far Strike as a thrown attack with a range increment of 10ft that does damage
as a normal unarmed strike.
Soft Energy
Stamina Cost: 2 (+1 stamina for each additional round)
Level: Jutsu nin 1
Description: With a relaxed strike you can cause great damage. On your action before attacking,
you may choose to take a penalty of -2 to all unarmed attack rolls during the round. If you do, the
critical multiplier of your unarmed attacks is increased by 1 for that round. This justu is used as a
swift action. For example, instead of a x2 multiplier, you would have a x3 multiplier and cause
triple damage on a successful critical hit.
Aim
Use Requirements: (S)
Performence Time: Full Round
Effect: In your next round, you can make a ranged attack roll with a +1 bonus for every point you
exceed the technique DC. This bonus will only last to the end of the next round or until your first
shot is fired, whatever comes first. If it is unused the chakra is wasted.
Chakra Cost: 2
Special: You can only get a bonus of 5+ your level.
Note: the flowing are a experiment they all levels 1
Blink
Use Requirements: (S) (T) (C)
Performence Time: Full Round
Effect: You teleport up to 30 feet away, but it can only be to an area you have at least scene
before with your own eyes.
Chakra Cost: 3
Special: If you try to teleport into a location you can't get to, the technique fails and the chakra is
wasted.
Block
Use Requirements: (A)
Performence Time: Immediate
Effect: You gain one additional AC for every 2 points you go over the technique DC.
Chakra Cost: 1
Repetition Cost: Every additional time you use this technique in battle the cost doubles until the
end of the encounter.
Endure
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You gain 1D4+ 1 for every 4 points you exceed the skill check bonus to your Constitution
for the rest of the encounter.
Chakra Cost: 3
Limited: This technique may only be used once per encounter.
Focus
Use Requirements: (S)
Performence Time: Partial
Effect: You focus your chakra to help your next skill check. You gain a chakra bonus of +1/every
point you exceed the Technique DC your next skill check. You have to perform the skill check
within 3 rounds for Focus to get the chakra bonus.
Chakra Cost:1
Insight
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You gain 1D4+ 1 for every 4 points you exceed the skill check bonus to your Wisdom for
the rest of the encounter.
Chakra Cost: 3
Limited: This technique may only be used once per encounter.
Perception
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You gain 1D4+ 1 for every 4 points you exceed the skill check bonus to your Intelligence
for the rest of the encounter.
Chakra Cost: 3
Limited: This technique may only be used once per encounter.
Quicken
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You gain 1D4+ 1 for every 4 points you exceed the skill check bonus to your Dexterity for
the rest of the encounter.
Chakra Cost: 3
Limited: This technique may only be used once per encounter.
Replacement
Use Requirements: (A)
Performence Time: Immediate
Effect: You replace an item that is within 30 feet of yourself.
Chakra Cost: 2
Chakra Bonus: You can spend an additional 1 point of chakra per round to keep an illusion of
yourself around the replaced object. If you attack the illusion is instantly broken.
Repetition Cost: Every additional time you use this technique in one encounter the cost doubles.
Stregthen
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You gain 1D4+ 1 for every 4 points you exceed the skill check bonus to your Strength for
the rest of the encounter.
Chakra Cost: 3
Limited: This technique may only be used once per encounter.
Shuriken Swarm
Use Requirements: (A) (C)
Performence Time: Full Round
Effect: You make an attack with your shuriken that breaks the cap of 10 shurikens, and throw 1
extra per point you excude the skill check to perform the technique.
Chakra Cost: 2
Component Cost: You have to have enough shuriken to make the attack. They're all wasted if the
technique fails as they scatter around the battlefield uselessly.
Vanish
Use Requirements: (A) (C)
Performence Time: Instant
Effect: As long as the person you're hiding from can not see you, you can make a hide check in
plain sight, with an additional +5 chakra bonus.
Chakra Cost: 2
Component Cost You must have a Stealth Kit with the appropriate setting's equipment (Forest
cameo in the forest, Urban in the city, ect). Using this technique, even with a failure, expends a
charge.
Chakra Bonus: You can spend an additional 2 chakra to make the bonus +10.
Repetition Cost: The technique's chakra cost doubles every use during one encounter.
Strike Through
Stamina Cost: 3 (+1 for each additional round)
Level: Fighter Nin 1
Description: You can make all of your unarmed strikes ignore your opponent's armor and cover
bonuses to AC. Magical enhancement bonuses to AC still count. This justu can be used as a swift
action.
Kage Buyou (Shadow Dance)
Stamina Cost: 3
Type : Taijutsu
DC : 23
Resist? : See Text
Target: One Opponent
Description: An ability that allows the user to travel with the opponents shadow as a means to get
behind him. First a strong kick is used to knock their opponent into the air. This kick knocks their
opponent 10 feet in the air and deals 1D10 (or higher if your unarmed damage is higher)+str mod
damage. A DC 15 Spot check must be made in order to see the user appear. This technique is
used mainly to open up a follow up with another taijutsu (If user is speed rank 2, DC Becomes 20
and if 3, 25). Thus if your opponent does not see you, they are flat-footed. This justu can be used
as a move action.
Konoha Reppuu (Leaf Violent Wind)
Stamina Cost: 3
Any knoha ninja 7
Resist?: See text
Target: One Opponent
Description: A spinning technique in which the user, using his leg, the shinobi swipes the
attacker's feet off the ground by moving his dominant leg across the opponent's feet, tripping him.
This movement creates somewhat of a wind, hence the name violent wind. This "wind" also
sends the opponent careening away from the enemy in an award position, and probably
smashing into another object such as a tree. However, this isn't a Jutsu that can be used alone. It
is a pretty obvious technique, which is where its only downside appears; it can be dodged easily,
unless the enemy is careless or open for an attack. That means that first, the ninja has to either
dodge the incoming attack and then perform it, or catch the enemy by surprise.
The user of this technique makes a normal unarmed attack, if the attack hits, the opponent is
knocked by 10 feet. If there is a object behind the opponent, the opponent takes damage (based
on DM decision, usually a D6). This technique can be used as a move action so that it may be
followed up with another technique.
Mighty Strike.
Stamina Cost: 3 (+1 for each extra round)
Level: Beast tamer nin 2 Fighter nin 2 Dedicated shinobi 2
Resist?: None
Target: Self, one opponent
Description: Your attack is aimed to hit hard, but at the expense of accuracy. You may choose to
make a Mighty strike and gain a -4 penalty to one unarmed strike attack roll. If you do so, your
damage for this unarmed strike is increased according to the table below.
1D3 - 1D4
1D4 - 1D6
1D6 - 1D8
1D8 - 1D10
1D10 - 1D12
1D12 - 2D8
2D8 - 1D20
1D20 - 4D6
Mantis Strike
Stamina Cost: 3
Level: Strong nin 1
Resist?: None
Target: Self
Description: You may not move before or after using this jutsu. You can make a single unarmed
strike as a full round action that either has a +4 competence bonus to the attack roll or to the
damage roll. You must choose which type of bonus before making the attack roll.
Rai Ryu Sen
Stamina Cost: 3
Level: Fighter nin warrior nin: 3
Resist?: Will DC: 13+str mod
Target: One Opponent
Description: The Rai Ryu Sen must be preformed at night or during the day when the sun is
showing, or moon. The katana (or other blade type weapon) is held vertically at a specific angle,
so that the light from the moon or sun can be reflected from the blade and into the eyes of the
opponent. A will save must be made or the sudden light causes the opponent to be blinded for
1d4 rounds and be staggered for 1D2 rounds.
Staggered: May only take a single move action or a single standard action, not both.
Inoshishi Yokeru (Dodge the Wild Boar)
Stamina Cost: 3
Level; smart nin 9, Prodigal nin 9
Resist?: Will save DC: 13+Str mod
Target: One Opponent
Description: This is a technique used to catch your opponent off guard and then hit them in the
back. First you start the technique off by swinging a umbrella (or a similar object, staff, sword,
whatever) at one side to distract your opponent. Once they are distracted, you side step them and
hit their back to catch them off guard. First your opponent must make a DC: 13+str mod will save
to avoid being tricked by the swinging object, if they fail this save, you make a normal attack
against them as if they're flat footed. This technique can't be combined with other Taijutsu's and
can't be used for multiple attacks.
Sou Ryu Sen (Paired Dragon Flash)
Stamina Cost: 7
class: Level: any shinobi class Jutsu nin 9
Resist?: None; see text
Target: One Opponent
Description: A Battoujutsu technique that implements the use of both katana and saya. While the
power and speed of a battoujutsu strike is great, if the strike misses, one can be left open for a
counter-strike. To make up for this, the user removes the saya, striking it against the opponent
(usually at the arm). First the user of this Taijutsu moves at rank 3 speed and attack their
opponent. This attack deals their normal damage +2D6 damage from the speed of the attack. If
the user of this taijutsu was somehow to miss, they then make a disarm attempt using their
sheath at a +6 due to the speed of the user. If they fail their disarm attempt, the opponent gets to
make a attack of oppturnity as if the user was flat footed.
My Lovely Little Doll
Class: Jutsu nin 7
Stamina: 7
DC: 17+str mod reflex save, 17+str mod will save
Target: One Opponent
Description: This is a extremely deadly jutsu, though it is both devasting on the user, taking a lot
of effort but is even more devasting to the target. The user of this jutsu must study the target for
one round, while studying they make take normal move actions but may not attack or use any
other jutsu except this one. Once they've studied their opponent, they launch out with wires or
chakra threads tied to their fingers and pierce the opponent’s skin. A reflex save (DC17+str mod)
can be made to avoid this attack. This attack deals 5D4 damage (halved if successful, if save is
successful, this jutsu ends here). If the save is failed, the strings pierce the skin and go deeply
into the opponents, weaving in and out, guided by chakra and purposefully searching for main
chakra points, they connect themselves to the chakra points and control the opponent's body. A
successful will save (DC:17+str mod) negates this effect, if the opponent fails their save, their
body is taken over by the user of this jutsu, who guides them with the chakra strings. If the chakra
strings or wire is severed, the opponent is freed.
Alpha Wolf’s Judgment
Stamina Cost:7
Class: Nin ranger beast tamer nin Fighter nin 10
Resist: DC: 17+str Mod
Description: The user of this taijutsu dual wields two weapons as they rush at the opponent and
drive their weapons into a impaling motion through the opponent. The user must make two attack
rolls at speed rank 3 (if they do not have two weapon fighting, they suffer penalties). Once the
blades are pulled out, the opponent must make a fortitude save DC: 17+str mod or lose 1D8 con
due to blood loss, a successful save halves this con lost.
Waking the Earth Dragon
Stamina Cost: 750
Level: any shinobi class Jutsu nin 9
Resist?: DC Fort: 17+str mod
Description: A jutsu performed by the user in combination with an instantaneous skill and raw or
aided strength. Appearing in front of the opponent with the instantaneous skill, the user places
their hands to the ground and sends a powerful quick kick upward into the opponents jaw.
Launching a series of rapid kicks soon after to send the opponent higher into the air, once the
kicks finish the user quickly teleports once more. Appearing high up within the air, the user comes
down at when they are just above the ground, using the momentum of their drop pushing their
feet into both of the opponent’s shoulders and slams them directly INTO the ground. The body of
the opponent is rushed directly into the ground, leaving only their head surfaced. Can use
weapons
This jutsu begins by sending a into the opponents jaw at rank 2 speed. The user of this jutsu must
succeed in an attack roll against the opponent of this jutsu ends here. If the attack succeeds, the
kick deals 1d10+str mod damage and launches the opponent into the air. The user then gains
four attacks at a –2 penalty, and deals the normal unarmed damage of the user +str mod. As the
kicks finish, the user finishes this jutsu with the slam into the earth. Fortitude save of 17+str mod
is given or the user is sent into the earth and stunned for one round, as well as dealing 1d10
damage without str mod. If the user is trapped in the earth, a DC: 22 Escape Artist or Strength
check must be made to get out of the ground.
Ryu Tsui - Shou Sen (Dragon Mallet Rising Flash)
Stamina Cost: 8
Type: Taijutsu
DC: 38
Resist?: 2 Fortitude DC: 18+str mod
Target: One Opponent
Description: This Jutsu is just like Ryu Tsui Sen, except the opponent must make 2 fortitude
saves. One VS The effects from Ryu Tsui Sen and another one VS Ryu Tsui Sen- Zan.
Sou Ryu Sen - Ikazuchi (Paired Dragon Thunder Flash)
Stamina Cost: 800
Level: Level: any shinobi class Jutsu nin 9
Clan: Mizume
Resist?: Fortitude DC: 18+str mod
Target: One Opponent
Description: A revision of the Sou Ryu Sen. Rather than initiating the first strike with the katana,
the blade is left in the sheath. After that the sheathed weapon is brought forward at the opponent.
When the opponent blocks with their weapon, the sheath is held in place to keep the opponent's
weapon trapped, while the user's katana is drawn and brought down upon the adversary's neck
or shoulder. First the user moves at normal speed, making a disarm attempt with their katana to
block the opponents weapon in place (if they have a weapon), if the disarm attempt fails, the
opponent gets a AoO on the user of they miss the next attack. The user then moves at speed
rank 3, driving their katana down upon the shoulder of the opponent. If they succeed in their
attack, it deals normal damage +2D6 from the force of the speed. The opponent must then make
a fortitude save (DC: 19+str mod) or lose 1D4 con damage and take 1 damage each turn from
blood loss which can only be cured by a DC: 15 heal check or a healing jutsu. A successful save
halves the con damage and they take no damage from blood loss.
Act Six: My Endless Waltz
Stamina Cost: 8
Level: kenkii geko jutsu 6
Clan: Tsumuji
Resist?: Reflex Save DC 18+Str
Description: The Final Performance of the Tsumuji clan. The user of this Taijutsu rushes at their
opponent and sends strands of their hair into the opponent, a ranged touch attack must be made
then a reflex save if the save is successful it negates the effect of this jutsu. If the opponent fails
the hair sinks into the opponent and latches onto the bone, stealing calcium and strength from the
opponent, this causes the opponent to lose 1D6 strength temporarily and gives the user the
strength taken away and adds it onto them. A grapple check is then made to see if the user of this
Jutsu can hold onto the opponent, if the opponent fails they are able to hold on. Each round they
can hold on the opponent loses another 1D6 strength. The strength loss lasts only 1 hour for the
opponent. The strength gain for the user also only lasts 1 hour.
Uzumaki Naruto Rasengan Combo
Stamina and Chakra Cost: 8
Level: 6 req combing technique
Resist?: Fort DC: 15+Str mod
Description: The user of this Jutsu creates a series of Kage Bunshin to assist them with this
Taijutsu, though, after the end of this Taijutsu, all kage bunshins used created (even ones that
weren't used for this Taijutsu) disappears. This mimics the Lion Rendan, but its weaker in terms,
it comes in stronger combinations, the 2000 and 4000 hit combo. First four kage bunshins are
created and launch a series of kicks at SR 2, make 4 unarmed attacks, if at least two of them hit,
the opponent is launched into the air as Naruto reappears behind them with a formed rasengan,
and drives it into the opponent. The user must make a touch attack with the rasengan which
deals 10D10 damage to the opponents and sends them flying to the ground, a DC: 18+str mod
fortitude save must be made or the opponent is stunned for 1 round.
Lion Combo
Level: Gouken Lv 1 ( copy alternate tech)
Charkra: 10
This works like front lotous. You must first to learn see it or bee taeched it. When you get your
oppent in the air you hug them in a way so that the tech will work. You get 10 extra attacks that
are autimatcly hit.
Cross Wolf Flash
Stamina Cost: 8
Beas tammer nin 6
Resist: None; see text.
Description: This taijutsu functions just like wolfs flash but the user gets to use two weapons (if
they do not have two weapon fighting, they suffer the normal penalties). So two attacks at speed
rank 2, then two more at -2, then two more at -4, then two more at -6..etc. They must state how
many attacks they make in this fashion and if any attack misses, the user falls prone and their
attack ends.
Ku Zu Ryu Sen (Nine Headed Dragon Flash)
Stamina Cost: 2500
Level: any shinobi class Jutsu nin 9
Resist?: Fortitude DC: 19+str mod
Clan: Mizume
Target: One Opponent
Description: One of the hardest sword techniques to master. The user of this taijutsu moves at
speed rank 3 and delivers nine rapid attacks to the opponent. Each attack deals their normal
damage but also causes the opponent to bleed and begin to die. For each successful attack, the
opponent takes 1D2 con damage and 1 damage per round from blood loss unless a DC: 15 heal
check is made. A successful fortitude save negates those effects. The effects from each attack
stack on top of each other. The heal check must be made to each area wounded. Though this
taijutsu is a double edged sword, at the end of these rapid attacks the user is left exhausted (see
exhausted rules) and takes 1 permanent con loss.
Amakakeru Ryu no Hirameki (Heaven's Soaring Dragon Flash)
Stamina Cost: 250
Level: any shinobi class Jutsu nin 9
Resist?: See text
Clan: Mizume
Target: One Opponent
Description: The user of this Taijutsu technique moves forward at a quick speed, speed rank 3,
and purposefully misses their first attack to create a sound vacuum which they use to pull the
opponent to the user of this taijutsu at a quick speed, making them practically get impaled by the
second strike. First the opponent makes a fortitude save DC: 19+Str mod to resist the vacuums, if
they pass, the second strike just becomes a normal attack and then the taijutsu ends. If they fail
their save, they are pulled in and the user makes their second strike. If the second strike
succeeds, it is usually aimed at impaling or slitting the throat of the opponent. A fortitude save is
made DC: 19+str mod. If they fail the save, the opponent dies, if they pass they take normal
damage +3D6. There is a way to dodge the vacuums, being prone or crouched low, they can
actually use the vacuums to their advantage and leap forward with their own attack, increasing
their attack to speed rank 3 for one attack. Though the use of this two step attack is very hard on
the user, leaving them exhausted (see exhausted rules) and take 1 permanent con loss.
HAKKE KUSHO: 8 Trigrams Empty Palm
Technique: Taijutsu
Handseals: No
Initial Cost: 5
Range: Touch
Prerequisites: Base attack bonus +1
Saving Throw: See below
This technique is a single open palm thrust to the chest. If the ninja knows Jyuken, it can be used
with this technique. Either way, if this strike hits, it inflicts 1d8 points of damage and forces the
target to make a Ref Save, DC 13 + damage inflicted, or be knocked back 10 ft. and knocked
prone.
HAKKESHOU KAITEN: Heavenly Spin
Technique: Taijutsu
Handseals: No
Initial Cost: 15
Maintenance Cost: 5/round
Range: Personal
Effect: 10ft. radius sphere
Level: Fighter nin 5
Saving Throw: See below
To use this technique, the ninja must expel chakra from each of their tenketsu, using it to deflect
attacks. Then, the ninja begins spinning rapidly while continuously expelling chakra. The result of
this spin is that anything that attempts to approach the ninja is violently pushed away. This
creates a barrier with hardness 30, and 1 hit point, which instantly regenerates at the start of each
round. Anything that touches the barrier automatically takes 2d6 points of smashing damage and
must make a Reflex Save, DC 16 + the ninja’s key ability modifier, or be thrown back 10ft. and
knocked prone.
HAKKE HYAKU NIJUHACHISHOU: 128 Devine Strikes
Technique: Taijutsu
Handseals: No
Initial Cost: 22
Range: Touch
Prerequisites: Hyguga (hijutsu this is)
Level: 18 (9 hyuga)
Saving Throw: See Below
This technique is a terrifying improvement of the Hakke Rokujuuyonshou technique. This attack
takes 3 rounds to complete. It begins with a single attack. If this attack hits, the ninja’s target must
make a Reflex Save, DC 20 + the ninja’s key ability modifier, or suffer from a lightning fast series
of attacks. These attacks are so fast and intense that the poor target can do nothing but be hit by
palm strikes for 2 entire rounds. This inflicts 8d8 points of damage on the target and forces them
to make a Fort Save, DC 19 + the ninja’s key ability modifier, or lose the ability to use chakra for 1
hour.
HAKKE ROKUJUUYONSHOU: 64 Devine Strikes
Technique: Taijutsu
Handseals: No
Initial Cost: 15
Range: Touch
Level: Hyuga hijutsu 9, 1 for huga’s
Saving Throw: See Below
This devastating technique is a hallmark of the Hyuuga clan, as only those who possess the
ability to see chakra can use this taijutsu technique. Using this technique is a full round action, as
the ninja attempts to rapidly strike 64 points on their opponents body. For this technique to
succeed, the ninja must succeed at an attack roll. If this role succeeds, the target takes damage
normally and must make a Reflex Save, DC 16 + the ninja’s key ability modifier, or immediately
suffer a blinding series of strikes. These attacks inflict 4d6 points of damage.+ the ninja’s strength
modifier. In addition, the target must make a Fortitude Save, DC 16 + the ninja’s key ability
modifier, or lose the ability to use chakra for 1 minute.
Leafs grand spinning wind
Level: Fighter nin 5 a Gouken Lv 3 tech
Charkra: 100
You get +10 spd +10 attack speed and all Gouken attacks doube
Fist Rocket
Level: Fighter nin 4 Gouken lv 3 tech
Charkra: 50
When using this it is the same as your regular Gouken tech but does +3D6+1D6/1 nin lv’s
DAINAMIKKU ENTORI: Dynamic Entry
Technique: Taijutsu
Handseals: No
Initial Cost: 2
Level: Fighter nin 4
Saving Throw: None
This technique is simply a powerful jumping kick preformed at the end of a charge. This technique
modifies the ninja’s charge attack so that they no longer suffer the penalty to AC, and the ninja’s
unarmed damage increases to 1d10 for this attack only.
KATATEOICHI BAIKA NO JUTSU: Partial Multi-Size Technique
Technique: Ninjutsu
Handseals: Yes
Initial Cost: 13
Maintenance Cost: 2/minute
Range: 20ft.
Level: Any 9 (1 for chouji clan members
Saving Throw: None
This technique is a variation of the traditional Baika no Jutsu technique. Rather than increasing
the size of their entire body, the ninja dramatically increases the size of one body part, usually
and arm or a leg. This allows the ninja to stretch their arms and legs to the point where they gain
reach 20ft. while this technique is active. In addition, the ninja’s attacks are considered attacks by
a Huge creature, meaning that the ninja’s unarmed damage increases to 2d6 per attack as long
as this technique is in effect.
BIRANSEI NO JUTSU: Poison Gas Technique
Technique: Ninjutsu
Handseals: Yes
Initial Cost: 6
Duration: 3 rounds
Range: Close 25ft. +5ft./lvl.
Effect: 10ft. square cube
Level: Jutsu nin 2
Saving Throw: See below
After using this technique, the ninja expels a large cloud of poisonous gas that’s moves away
from them at a speed of 30ft. per round. Targets are given a Reflex Save to avoid the gas, DC 14
+ the ninja’s key ability modifier. If the reflex save is failed, opponents must make a Fort Save,
DC 14 + the ninja’s key ability modifier, or take 1d6 points of Constitution damage. One minute
later, they must make a second Fort Save for the same DC or take and additional 1d6 points of
Constitution damage.
These all also a exp all Lv 1
Block
Use Requirements: (U)
Performence Time: Special
Effect: When a person hits, before they roll for damage, you can raise your AC by 1 for every 3
energy you spend.
Energy Cost: 3/per AC
Repetition Cost: The energy cost goes up by 1 per ac every time you use this technique until the
end of the encounter.
Counter
Use Requirements: (U)
Performance Time:: Special
Effect: If an enemy lays a successful hit on you, you can make an attack back.
Energy Cost: 8
Headbutt
Use Requirements: (U)
Performance Time:: Partial Action
Effect: You can perform a headbutt to perform an unarmed attack to the enemy. If you hit you
take half the damage but it's nonlethal.
Energy Cost: 2
Item Bonus: If you wear a helmet, you take deal an additional +2 damage and take 1/4th
nonlethal damage instead of halve.
Mega Kick
Use Requirements: (K)
Performance Time:: Full Round
Effect: You perform a kick with double your strength bonus to damage and knockback of 5 feet.
Energy Cost: 3
Item Bonus: Steel tipped boots deal an additional 3 damage.
Mega Punch
Use Requirements: (P)
Performance Time: Partial
Effect: You make a punch with double your strength bonus to damage.
Energy Cost: 2
Item Bonus: A boxing glove makes this damage nonlethal.
One Thousand Years of Pain
Use Requirements: (P)
Performance Time:: Partial
Effect: You can only use this attack outside of combat. If it hits and they are not suspecting it you
send the enemy flying 30 feet. If they are suspecting it you deal 1 nonlethal damage.
Energy Cost: 1
Special: If you use a weapon, they go flying 10 feet and you deal the weapon's damage +1.
Safe Fall
Use Requirements: (U)
Performance Time:: Special
Effect: When you're falling, you can lower the falling damage by 3 dice.
Energy Cost: 8
Slam
Use Requirements: (U)
Performance Time:: Partial
Effect: When you have your enemy in a grapple, you can slam them against the ground for an
instant critical hit. You lose the grapple the if you successfully make the attack or not.
Energy Cost: 5
Item Bonus: On really soft ground, nonlethal damage is delt when you use Slam.
Soften Blow
Use Requirements: (U)
Performance Time:: Special
Effect: When you get hit, you can lower the damage by moving with the blow. You get knocked
back 5 feet at the end of the round and take 1 less damage for every point of energy you spend.
Chakra Cost:
Energy Cost: Variable.
Chakra Bonus: You can reduce the damage further by absorbing an additional point of damage
for every three chakra you spend.
Suckerpunch
Use Requirements: (P)
Performance Time:: Partial
Effect: You make an attack that an enemy doesn't get their dodge bonus to their AC. You can
only use this once per battle. This does not work on an enemy with a higher Speed Rank then
you.
Energy Cost: 4
Tacklecharge
Use Requirements: (U)
Performance Time:: Full Round
Effect: You make a charge attack (At least 10 feet) and slam yourself into the enemy. If you hit
you deal your weight in damage and both you and your enemy are knocked on the ground unless
he makes a balance check with a DC equal to the damage you did. If you miss your left prone in
front of the enemy.
Energy Cost: 7
Item Bonus: If you have spiked shoulderplates
Ultimate Fox Speed
Stamina cost: 9 (+7 stamina each round used)
Level: any 8
Resist: No.
Target: Self
Description: This Taijutsu technique speeds you up, to Rank Four speed. You gain all the
bonuses for moving at SR 4. Activating this jutsu counts as a sudden action.
Ultimate Iron Body
Stamina Cost: 9; +7 Stamina for each round beyond the first.
Level: Any 9
Resist?: No.
Target: Self
Description: The character gains Damage Reduction 15/-. This justu can be used as a swift
action.
Sword that Deflects.
Type: Tai
Level: Fighter Nin 5
Range: none
Duration: 6 turn
Casting Time: reg?
Pre: none
Charkra:5
Other: In this jutsu you need to weild a weapon with the length of a sword or more. You spin around and
deflect the attacks.
You have to prepare this jutsu wich activates it. During the duriation you can expend the preparation all
range attacks are deflected back at the oppent at a attack bonous equal to the orignalx2+yours for that type
of attack. For close attacks you a +7 deflection to ac. If the attack misses it deflects back and deflects back
at the same way for range.
Konoharyuu: Mikaduki no Mai (Leaf Style: Dance of the Crescent Moon)
Stamina Cost: 7
Type: Taijutsu
Level: Fighter Nin 8 (Hijutsu + 8)
Resist?: See Text
Description: An advanced technique utilizing Shadow Clones (Kage Bunshin) to distract an opponent,
while the user attacks from above. This technique aims for an initial critical hit with a katana. To begin this
Taijutsu, Four Kage Bunshin must already be made by the user. The Kage Bunshin are then ordered to
attack from four different sides, allowing the user to make four separate attack rolls, though at –4 due to the
clones only being distractions. After the four attacks, a spot check is given to the opponent (DC = to hide
check of user) to notice the real user coming down from above. If the spot check is not passed, the target is
considered flat footed vs. the final attack. The final attack from the user is aimed for a critical hit,
expanding the weapon being used Critical Hit Range. (19-20 becomes 17-20, 17-20 becomes 15-20, ect.),
as well as critical hit damage (x2 to x3, ect.). If the final attack itself fails, the target is given an AoO.
Shuriken Kage Bunshin no Jutsu (Throwing Star Shadow Clone Skill)
Stamina Cost: 50
Type: Taijutsu
:Level: Jutsu nin, Genius ninja (all) 7
Resist: None
Description: A high level technique that creates a tremendous number of real, replicated Shurikens. This
jutsu can only be used after Mass Shadow Clone Skill. After using this jutsu, all of the Shadow clones turn
themselves into Shurikens and launch themselves at the opponent in a surprise attack. The target is
considered flat-footed as the Shurikens launch at him at SR 2, each shuriken gaining their own attack roll.
Jyuuken Hou, Kyuuten Hakke Bure-do
(Gentle Fist Style, Heavens Divine Blade)
Chakra Cost: 210+25 each additional round
Type: Tai (Fighting Style)(Jyuken needs 10 ranks)
Level: Hyuga Warrior 7
Resist?: See Text
Description: A gentle fist style Taijutsu devised by Hyuga Sayo. By using the normal way of the Gentle fist
in making a thin blade between the fingers, the user concentrates the chakra from their fingertips and from
the pores along the arm to create an invisible blade that runs along the users arms and legs. The long blade
along the arm and legs contains needles along the end, used to pierce into the chakra pores and with the
blade, at a much harder and faster rate.
This blade combines all of the traits of the Jyuuken fighting style. Paying the chakra each round keeps up
the fighting style like normally (see other fighting styles like Jyuuken and Chakra no Mesu). You attack
like you normally would attack with Jyuuken except the damage dice increases by 2 (D4--->D8. D6->D10.), this damage is always lethal. In addition, each successful hit drains six points of chakra from the
opponent and deals 1D2 con loss. All Jyuuken feats may be applied to this fighting style. This fighting style
may be used with 64 hands of hakke and 128 hands of hakke, causing them to do more damage and also
requires a DC: 15+dex mod fort save VS being stunned for 1D4 rounds.
Konoha Gouriki Senpuu (Leaf Super Spinning Wind)
Stamina Cost: 60
Type: Taijutsu
Goken Master 8
Req: Goken Lv 19+
Resist?: See text
Description: A more powerful version of the Leaf Spinning Wind (Konoha Senpuu). The user launches at
the opponent in mid-air with a strong roundhouse kick delivered at speed rank 3. This kick deals 2D10+str
mod damage. This technique is sometimes followed by the Shadow Dance so that it can be followed up by
another move. This move can be used as a move action, and the user may move their normal speed when
this Taijutsu is used.
Chisoku no Ittou - Speed of the Blade
Stamina Cost: 4 (+2 stamina each round used)
Type: Taijutsu-Sonjutsu
Fighter nin, Mirage Nin 4
DC: 26 (sonjutsu only)
Resist: No
Target: Self
Description: This Taijutsu technique is a creation of the samurai, Sasuga Kanjou. It speeds you up By Rank
Two speeds. In addition, on the first round you gain an extra attack at your highest attack bonus. This
ability can stack with Iaijutsu Focus, however you need two separate Iaijutsu Focus rolls for damage. It is a
sudden action to activate.
Gen
Gen works differently. I have not put a level on them yet. conntact me if you want a gen. The dc
can also be used
1-5 LV 1
6-8 Lv 2
9 Lv 3
10-12 Lv 4
13 Lv 5
14 Lv 6
15-19 Lv 7
20-25 Lv 8
25-35 Lv 9
Genjutsu List
Bunshin no Jutsu (Clone Body Technique)
Chakra Cost: 1 for each Copy; +1 Chakra for each copy, for each turn beyond the first.
Type: Genjutsu
DC: 17
Resist?: No
Target: Self
Description: Bunshin no Jutsu creates illusionary clones of the user, numbering one or more,
depending on how much Chakra is spent. These copies can only withstand one hit in combat,
and can do no damage. This is one of the most basic Jutsus, and is required to graduate from the
Shinobi Academy.
Secret Signs
Chakra Cost: 1
Type: Genjutsu
Range: 25 feet (+5 feet for each chakra point, max of 50)
DC: 17
Resist?: None
Target: Self + 1 other person
Using nonverbal means, you can communicate a simple message to one other intelligent creature
within range. By simply waving a hand, placing a scroll on a table, raising an eyebrow, or making
any other sign, the jutsu allows the target to understand any complete though of twenty-five
words or loss, so long as you and the target could normally communicate. You can't send a
verbal message if you don't speak the same language but you can transmit a simple emotional
appeal (such as "help" or "danger") that the recipients knows is from you. You can use this jutsu
even if you are bound and gagged, so long as the focus of the jutsu is on the person.
Hibiki no Jutsu (Echo Technique) (EU)
Chakra Cost: 1
Type: Genjutsu (Hearing)
DC: 17
Resist?: Will Save. DC: 11+Cha mod
Target: Anyone within hearing distance
Description: Use of Hibiki no Jutsu allows the user to "Throw" their voice, causing whatever they
say to originate from a point in sight, other than their mouth. This would allow them make sounds
come from down a hall, in a jar across the room, or even from the trees down the road. A
successful save will let the character know that the voice isn’t truly coming from that area, and
point out the correct direction.
Mumi no Jutsu (Dull Taste Technique) (EU)
Chakra Cost: 1
Type: Genjutsu (Taste)
DC: 17
Resist?: Will Save. DC: 11+Cha mod
Target: Person eating
Description: Mumi no Jutsu will dull a certain taste within a meal or drink, often used to disguise
poison inside of a persons food, or so that one can readily eat a food that would otherwise be
offensive to their sense of taste. The taste is unnoticeable unless the Will save is made.
to create them, and any other techniques that you would like to use. As always, the will of the DM
is final in any disputes.
Sight Unseen [Illusion]
Range: Short (25 ft. + 5 ft./level)
Time: 1 Standard action
Cost: 6 Chakra + 1 Chakra/round
Saving Throw: Will negates
Tier: 1st
This jutsu creates a medium-sized humanoid illusion within 100 feet of the user with visual and
auditory components. The appearance of this illusion can vary as long as it conforms to the size
and shape restrictions of this genjutsu. Anyone seeing this image must immediately make a
willpower saving throw against a DC of 7 + ½ the user’s level + the user’s wisdom modifier.
Failure means they regard the image as a real combatant (even if they see the user create the
image, they will believe the image is real), and will react accordingly. Enemies who have failed
their saving throws can be flanked by the image, and will attack the image if they would normally
attack a real person who looks like the image does (they are not forced to attack the image even
if they fail their saving throw) The image has no substance, and cannot perform any actions other
than moving and speaking. The image has an AC of 10 plus the user's dexterity modifier. If struck
by an attack it is not destroyed, but anyone witnessing the attack immediately realizes that the
image is not real. This jutsu lasts for as long as the user continues to maintain it. While
maintaining this genjutsu, the user can move and act normally, but cannot use any other jutsus.
Gazou [Illusion]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Area: 40 ft. cube
Cost: 10 Chakra +1 Chakra/round
Saving Throw: Will disbelieves (if interacted with)
Tier: 2nd
Prerequisite: Sight Unseen
This jutsu allows the user to create a single image of anything he desires within the area of effect.
This image cannot extend outside of the area of effect and cannot generate sounds, tastes,
smells, or physical sensations. The user may move the image within the limits of the area of
effect. This jutsu lasts as long as the user continues to pay the cost to maintain it. While
maintaining this technique, the user can move and act normally, but cannot use any other jutsus.
Greater Gazou [Illusion]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Area: 80 ft. cube
Cost: 15 Chakra +2 Chakra/round
Saving Throw: Will disbelieves (if interacted with)
Tier: 3rd
Prerequisite: Gazou
This jutsu functions like Gazou except that it can generate sounds, smells, and thermal effects.
Enduring Image [Illusion]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Area: 100 ft. cube
Duration: 1 Full day or Permanent (See text)
Cost: 40 Chakra
Saving Throw: Will disbelieves (if interacted with)
Tier: 4th
Prerequisite: Greater Gazou
This genjutsu functions like Greater Gazou, except that it does not require that the user maintain
it. Images created by this jutsu last for one whole day normally. Alternately, the user may pay 100
XP in addition to the chakra cost to make images created by this jutsu permanent.
Barrage [Throwing Illusion]
Range: Personal
Time: 1 Standard action
Cost: 15 Chakra + 4 Chakra/round
Saving Throw: None
Tier: 3rd
Prerequisite: Gazou
This technique allows the user to make his ranged attacks seem to split into many projectiles in
midair. This makes dodging difficult; the user gains a +4 bonus to ranged attacks while this
genjutsu is active. Further, projectiles under this genjutsu are extremely difficult to deflect, and all
attempts at deflecting one have a 90% chance of failure. This genjutsu only affects projectiles
thrown or launched by the user. This technique lasts as long as the user continues to pay the cost
to maintain it. While maintaining this genjutsu, the user can move and act normally, including
using other jutsus.
Illusory Terrain [Illusion]
Range: Personal
Time: 1 Standard action
Area: 500 ft. radius centered on the user
Cost: 30 Chakra + 2 Chakra/minute
Saving Throw: Will negates
Tier: 2nd
Prerequisite: Gazou
This jutsu allows a ninja to wrap his opponent’s mind in a fog that causes him to see a false
terrain around them instead of what it actually is. This genjutsu affects everyone in a 500 ft.
radius around the user, and has visual, auditory, olfactory, taste, and tactile components.
Creatures entering the area of effect while this jutsu is being maintained are also affected by it.
Creatures leaving the area of effect of this jutsu are freed of its effects. The user can cause the
terrain within the area of effect to appear to be anything he wants, although after he chooses
what he wants the terrain to look like, it cannot be changed while this jutsu lasts. Creatures
affected by this genjutsu immediately make willpower saving throws; those who succeed are
unaffected by this jutsu, although they perceive that it is being used on them. Those who fail
believe that the illusion is completely real and act accordingly. Those who fail their saving throws
are allowed a new saving throw against the same DC every hour to disbelieve the illusion.
Circumstances which may cause an affected creature to disbelieve the illusion, such as being told
that the illusion is unreal by another may allow the creature to get another saving throw (DM's
discretion) to disbelieve this illusion. The user of this genjutsu can see both the real terrain and
the illusion he has created, and can use the illusory terrain as cover against those who fail their
saving throws. This jutsu lasts as long as the user continues to pay the chakra cost to maintain it.
While this genjutsu is being maintained, the user can move and act normally, but cannot use any
other jutsus.
Underworld Dreams [Fear]
Range: Medium (100 ft. + 10 ft. per level)
Time: 1 Standard action
Cost: 40 Chakra
Saving Throw: Will negates
Tier: 3rd
Prerequisite: Screech
This genjutsu fills the minds of its targets with horrifying visions of their own gruesome deaths.
This jutsu affects one creature per four levels of the user. Targeted creatures immediately make a
willpower saving throw. Those who fail are stunned for 1d6 + the user’s charisma modifier
rounds. A character that succeeds at this saving throw is still shaken for 2d6 rounds. Once a
character has been affected by Underworld Dreams, he cannot be affected by it again until a full
day has passed.
Displacement [Illusion]
Range: Personal
Time: 1 Standard action
Cost: 13 Chakra + 5 Chakra per minute
Saving Throw: None
Tier: 3rd
Prerequisite: Gazou
This genjutsu bends light around the user, making it appear that he is standing in a different spot
than he actually is. The character can choose where he would like to appear to be – it can be any
spot within 15 feet of where he actually is. The first melee or ranged attack targeted against this
image automatically misses. After the first attack has been made, this genjutsu becomes more
obvious, but it is still difficult to hit the user; ranged or melee attacks made against the user miss
50% of the time. This genjutsu lasts as long as the user continues to pay the cost to maintain it.
While maintaining this jutsu, the user can move and act normally, including using other genjutsus.
Unnerve [Fear]
Range: Medium (100 ft. + 10ft./level)
Time: 1 Standard action
Area: 15 ft. diameter
Cost: 6 Chakra
Saving Throw: Will negates
Tier: 1st
This technique allows the user to fill the minds of creatures in an area with fear and doubt.
Creatures in the area of effect must make willpower saving throws; those who fail are shaken for
1d4 rounds.
Screech [Sound Fear]
Range: Personal
Time: 1 Standard action
Area: 30 ft. long cone, 5 ft. wide at its base, 20 ft. wide at its end
Cost: 30 Chakra
Saving Throw: Will negates
Tier: 2nd
Prerequisite: Sound Burst, Unnerve
This technique creates a high pitched wail almost beyond the range of human hearing which
instills great fear into the minds of anyone hearing it. Anyone caught in the area of effect must
make a will power saving throw or be frightened for 2d4 + 1 rounds. Affected creatures will flee
the area by any means possible; if it is impossible to flee, they will cower until the effect wears off.
Those who succeed at this saving throw are shaken for 1 round.
Osore [Fear]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Cost: 36 Chakra
Saving Throw: Will negates
Tier: 3rd
Prerequisite: Underworld Dreams
This jutsu assaults the target's mind with irrational fears in an attempt to terrify her. The target of
this genjutsu must immediately make a willpower saving throw; if she fails she is panicked for 3d4
rounds. Even if she succeeds, she is still shaken form 2d4 rounds.
Fearsome Presence [Fear]
Range: Personal
Time: 1 Standard action
Area: 15 ft. radius centered on the user
Cost: 20 Chakra + 2 Chakra/round
Saving Throw: None
Tier: 3rd
Prerequisite: Underworld Dreams
This genjutsu amplifies the most fearsome aspects of the user and surrounds him with an aura of
unnatural dread. Enemies entering the area of effect of this genjutsu are immediately shaken until
they leave it. Allies of the user of this genjutsu are encouraged by this aura of power; allies within
the area of effect receive a +4 bonus to saving throws against fear effects. This genjutsu lasts as
long as the user continues to pay the cost to maintain it. While maintaining this technique, the
user can move and act normally, including using other jutsus.
Black Nightmares [Fear]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Cost: 90 Chakra
Saving Throw: Will reduces (See text)
Tier: 5th
Prerequisite: Osore, Enduring Image
This technique confronts the target with terrifying images of his worst fears that cannot be shut
out or ignored, even when he closes his eyes. The target of this genjutsu makes a willpower
saving throw immediately; if he fails this saving throw he is panicked for 5d4 rounds. Even if he
succeeds he is frightened for 2d4 rounds. If the target failed the first saving throw, on the next
round he makes a second willpower saving throw; if he fails this saving throw he is stunned with
fear and cowers for as long as his panicked state would have lasted. If the target failed his first
two saving throws, on the next round he makes one final willpower saving throw. If he fails this
saving throw, he is driven permanently insane (treat as a permanent state of confusion).
Hypnotic Bells [Sound Illusion]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Area: 50 ft. radius circle
Cost: 10 Chakra/round
Saving Throw: Will save
Tier: 3rd
Prerequisites: Sight Unseen, Sound Burst
This technique allows the user to throw a set of needles with special bells attached to them which
generate special high-frequency sounds that cause opponents to see multiple copies of the user.
Each round that this jutsu is used, creatures within the area of effect must make willpower saving
throws or suffer a 75% miss chance with ranged attacks, melee attacks, and ninjutsus that
directly target the user. Area-effect abilities do not suffer this miss chance. This jutsu lasts as long
as the user continues to pay the cost to maintain it. While maintaining this technique, the user can
move and act normally, but cannot use any other jutsus.
Hypnotic Rhythm [Sound Mind-Affecting]
Range: Personal
Time: 1 Standard action
Area: 20 ft. radius circle centered on the user
Cost: 15 Chakra/round
Saving Throw: Will negates
Tier: 3rd
Prerequisites: Hypnotic Bells
This genjutsu creates a continuous rhythmic sound that causes creatures within the area of effect
to fall asleep. Creatures caught in the area of effect must make a willpower saving throw or fall
asleep for 1d6 rounds. Each round that this jutsu is active, creatures which are still awake must
make new willpower saving throws. Creatures remaining within the area of effect for multiple
rounds will find that the rhythm wears on them; for each round after the first that a creature
remains within the area of effect of this jutsu, he suffers a -1 penalty to his saving throw, to a
maximum of -5. This genjutsu lasts as long as the user continues to pay the cost to maintain it.
While maintaining this genjutsu, the user can move and act normally, but cannot use any other
jutsus.
Mind Trick [Mind-Affecting]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Cost: 8 Chakra
Saving Throw: Will negates
Tier: 1st
This genjutsu clouds the mind of the target, causing a temporary daze. The target of this jutsu
must make an immediate willpower saving throw or lose his next action.
Clouded Eyes [Mind-Affecting]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Cost: 20 Chakra
Saving Throw: Will negates
Tier: 2nd
Prerequisites: Mind Flay
This jutsu clouds the target's mind, causing random, sometimes dangerous, behavior. The target
of this jutsu must make an immediate willpower saving throw. If he fails, he becomes confused for
1d8 rounds. At the beginning of each of the target's turns while he is confused, roll a d% to
determine how he will act: 01–10, attack user with melee or ranged weapons (or move closer to
the user if attacking is not possible); 11–20, act normally; 21–50, do nothing but babble
incoherently; 51–70, flee away from user at top possible speed; 71–100, attack nearest creature.
A confused character who can’t carry out the indicated action does nothing but babble
incoherently. Attackers are not at any special advantage when attacking a confused character.
Any confused character who is attacked automatically attacks its attackers on its next turn, as
long as it is still confused when its turn comes. A confused character does not make attacks of
opportunity against any creature that it is not already devoted to attacking (either because of its
most recent action or because it has just been attacked).
Mind Flay [Mind-Affecting]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Standard action
Cost: 10 Chakra
Saving Throw: Will negates
Tier: 2nd
Prerequisites: Mind Trick
This jutsu allows the user to assault the target's mind with the force of his personality. The target
makes a willpower saving throw immediately. If he fails, he loses 1d6 points of charisma. Points
of charisma lost in this way regenerate at a rate of one per round. If the target's charisma ever
reaches 0 as a result of this jutsu, his personality is completely broken down, and his will
becomes malleable to the user's commands. When his charisma reaches 0, the target becomes
completely obedient to the user for 1d4 rounds. During this time, he regains no points of
charisma. He will obey any command the user gives him that does not directly cause harm to his
person. When this time is up, the target's charisma goes back up to 1, and is no longer forced to
obey the user's commands.
Mind-Body Switch [Mind-Affecting]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Cost: 35 Chakra + 5 Chakra/round
Saving Throw: Will negates
Tier: 3rd
Prerequisites: Mind Flay
This jutsu allows the user to project his spirit into the body of another, temporarily taking total
control of that body. When this jutsu is used, the user makes a melee touch attack against the
target. This touch attack is exceptionally easy for a creature that is aware of it to dodge; if the
target is not either flat-footed or prevented from moving in some way, the user suffers a -20
penalty to the attack roll. If the user misses with this attack, his spirit takes some time to return to
his body; he is stunned for 1d4 rounds. If the user hits, the target must immediately make a
willpower saving throw. If the target fails, his body falls under the control of the user. The user
gains access to all of the targets physical abilities and capabilities including his chakra, but none
of the target's memories or jutsus. The user can spend the target's chakra to use jutsus, however
each time a jutsu is used in the target's body there is a 10% chance that the target remembers
how the jutsu is performed and permanently gains the ability to use that jutsu. While the user is
controlling the body of his target, his own body is effectively unconscious and helpless. He can
return to his own body as a free action at any time, but in doing so he relinquishes control of the
target's body back to the target. If the user dies while inhabiting the target's body, his own body
dies immediately.
Mind Wipe [Mind-Affecting]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Cost: 50 Chakra
Saving Throw: Will negates
Tier: 4th
Prerequisite: Clouded Eyes
This jutsu causes the target's memory the the past few moments to be suppressed for a time. Up
to 5 minutes of time can be erased from a person's conscious memory; the user determines how
much time he wants to be erased when he uses the jutsu. The target makes a willpower saving
throw immediately. Failure stuns the target for 1 round, and completely erases his memory of up
to the past 5 minutes. After a full day has passed, memories suppressed by this jutsu resurface,
and the target again is able to recall them.
False Memory [Mind-Affecting]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Cost: 65 Chakra
Saving Throw: Will negates
Tier: 5th
Prerequisites: Mind Wipe, Mind-Body Switch
This jutsu causes the target's short-term memory to become malleable, allowing the user to alter
the target's memory. The user can alter up to the last 10 minutes in the target's memory using
this jutsu. The target makes a willpower saving throw, but if he fails the user can write new
memories for the target for up to the past 10 minutes, and the target believes them all to be true.
If the implanted memories are completely unbelievable (bizarre or nonsensical), the target is
allowed an additional saving throw one round after the first is made to resist the effects of this
jutsu. After one full day, the false memories gradually fade and are replaced by real memories of
what happened.
Discord [Mind-Affecting]
Range: Personal
Time: 1 Standard action
Area: 30 ft. cone, 5 ft. wide at its tip, 20 ft. wide at its base.
Cost: 20 Chakra
Saving Throw: Will negates
Tier: 5th
Prerequisites: Clouded Eyes, Mind-Body Switch
This jutsu functions exactly like Clouded Eyes, except that it affects all targets in a cone rather
than just a single target.
Symphony of Lights [Illusion]
Range: Personal
Time: 1 Standard action
Area: 1 person
Cost: 18 Chakra + 4 Chakra per minute
Saving Throw: None
Tier: 3rd
Prerequisites: Displacement
This jutsu bends light around the user, making them seemingly vanish in a spiraling blurry
distortion. The effect of this jutsu is to render the user invisible, but with some limitations. While
not moving, the user is treated as invisible. Movement causes the user to trail distortions of light
that can give away his position – the user gains a +10 to hide checks while moving or attacking,
but is not considered invisible. In combat, if the user makes any actions other than standing still
while using this jutsu, he must make a hide check at +10 against his opponent's spot check.
Opponents who fail their spot checks still treat the user as invisible for combat purposes, but
opponents who succeed at their spot checks treat the user as visible, but still suffer from a -1
penalty to attack rolls while this jutsu is active. This genjutsu lasts for as long as the user
continues to pay the cost to maintain it. While maintaining this jutsu, the user can move and act
normally, but cannot use any other jutsus.
Absolute Darkness [Illusion]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Area: 20 ft. radius
Cost: 35 Chakra + 5 Chakra/round
Saving Throw: See below
Tier: 3rd
Prerequisite: Illusory Terrain, Mind Trick
This genjutsu creates a globe of inky blackness. Any creature enveloped by the globe can see
only itself. Those who enter the globe after its creation can see themselves and other creatures
within the globe at the time that they entered, but cannot see creatures that enter the globe after
they do. Against targets or objects that they cannot see, creatures are considered to be blinded.
Whenever a creature inside the globe tries to move it must make a willpower saving throw. If the
creature fails its save it loses its sense of direction, and moves towards the center of the globe
rather than in the direction that the creature intended to move. If the creature arrives at the center
of the globe, it simply ceases to actually move (although it perceives itself as moving). Each
round a creature is entitled to a new willpower saving throw whenever it tries to move. This jutsu
lasts as long as the user continues to pay the cost to maintain it. While maintaining this
technique, the user can move and act normally, but cannot use any other jutsus.
Illusory Binding [Mind-Affecting]
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Cost: 45 Chakra/target + 8 chakra/target/round
Saving Throw: Will negates
Tier: 4th
Prerequisite: Absolute Darkness
This jutsu causes the targets to experience an illusion of being bound in some way with a
paralyzing effect that causes their bodies to be actually unable to move. This jutsu can target any
number of creatures so long as they are within range and the user can pay the chakra cost to
affect all of them. When this jutsu is used, the each creature targeted must make a willpower
saving throw. Creatures failing this saving throw perceive themselves to be bound in place. A
bound creature cannot move or act in any way other than to speak, and is considered flat-footed.
Bound creatures may make a willpower saving throw each round to escape this genjutsu.
Otherwise, this jutsu lasts for as long as the user continues to pay the cost to maintain it. While
maintaining this genjutsu, the user can move and act normally, but cannot use any other jutsus.
Genjutsu Reversal
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Cost: 50 Chakra
Saving Throw: None
Tier: 4th
Prerequisite: Symphony of Lights, Dispel
This genjutsu floods a nearby genjutsu with chakra, possibly allowing the user to gain control of it.
The user of this jutsu and the user of the genjutsu to be reversed both make control checks (roll
1d20 and add the level of the user). If the user fails his check, nothing happens and the genjutsu
he targeted functions normally. If the user succeeds at his check, he gains control of the targeted
genjutsu – for all intents and purposes it functions as if he had used it. The user of Genjutsu
Reversal may move or retarget the controlled genjutsu during the round he assumes control of it.
This jutsu is considered a defensive jutsu; by paying two times its cost in chakra, the user can
use it as a free action in response to an attack even when it is not his turn. Note that only one
defensive jutsu can be used in response to a single attack.
Dispel
Range: Close (25 ft. + 5 ft./level)
Time: 1 Standard action
Cost: 10 Chakra
Saving Throw: None
Tier: 1st
Prerequisite: Mind Trick
This jutsu allows the user to remove the effects of a single genjutsu. In the case of genjutsus that
cause illusions, the image is permanently removed, as well as any auditory, olfactory, tactile, or
taste elements. In the case of mind-affecting genjutsus, the effects of the jutsu are removed for a
single target – other targets affected by the jutsu are still affected. Genjutsus of 3rd tier or lower
have their effects completely removed by this jutsu. 4th tier or higher genjutsus are not
completely negated, but the target is allowed another saving throw to resist their effects when this
jutsu is used on him.
Nokoriga no Jutsu (Lingering Scent Technique) (EU)
Chakra Cost: 1
Type: Genjutsu (Scent)
DC: 17
Resist?: Will Save. DC: 11+Cha mod
Target: People in 15x15 area.
Description: Nokoriga no Jutsu is used to create a scent from the user’s memory in an area up to
the size of a 15x15 room, that is noticeable to all within the room. The scent covers over other
scents, and can disrupt a character tracking by scent with its effects, unless the Will save is
made.
Gunshou Kaihen no Jutsu (Minor Change Technique) (EU)
Chakra Cost: 1
Type: Genjutsu (Sight)
DC: 17
Resist?: Will Save. DC: 11+Cha mod
Target: People who view object
Description: Using Gunshou Kaihen allows you to alter a minor visual feature in a room, such as
the color of a wall, the shape of a table, or other characteristic. This technique can also create
new features in a room, such as a table or drapes. These features are purely visual, so you cant
set an object onto a table or the like. This effect lasts until the character is out of sight of the
change, or until something makes contact with the phantom item.
Kowairo no Jutsu (Mimic Voice Technique) (EU)
Chakra Cost: 1
Type: Genjutsu (Hearing)
DC: 17
Resist?: Will Save. DC: 11+Cha mod
Target: People hearing voice
Description: Kowairo no Jutsu allows the character to alter their voice to mimic another person
they can hear. The effect lasts until canceled, and the character can only speak in that voice until
the effect is canceled.
Aji Hatsuyou no Jutsu (Taste Enhanceing Technique) (EU)
Chakra Cost: 1
Type: Genjutsu (Taste)
DC: 17
Resist?: No.
Target: Self
Description: Aji Hatsuyou no Jutsu is used to enhance a persons sense of taste, to the point
where they can recognize, if they have tasted a food before, what (if anything) is different about
this from the last time they ate it. This allows them to tell if it was cooked wrong, tampered with, or
even poisoned, though by that time it may be to late.
Hada Kaihen no Jutsu (Texture Change Technique) (EU)
Chakra Cost: 1
Type: Genjutsu (Touch)
DC: 17
Resist?: Will Save. DC: 11+Cha mod
Target: People who view the object
Description: This jutsu allows the user to change the texture of an object into another texture. It
also allows the user to create texture and the illusion of the presence of mass by placing a texture
where there is none, like on an illusionary table. The illusion will fail, however, if it is pushed
against to hard.
Fusokukaori no Jutsu (Scentless Technique) (EU)
Chakra Cost: 1
Type: Genjutsu (Scent)
DC: 17
Resist?: Will Save. DC: 11+Cha mod
Target: Selected area below
Description: This jutsu masks all scents in a 10 x 10 area (This can be changed to, say, a 5x15
area), and lasts for 1d6 (+1D6 for each extra chakra point spent) rounds.
Henge no Jutsu (Transformation Technique)
Chakra Cost: 1; +1 for each round beyond the first.
Type: Genjutsu
DC: 17/20
Resist?: No.
Target: Self
Description: Henge no Jutsu creates an illusion around the user, that changes their appearance.
To change minor features of their appearance, the DC is 19. To fully change their appearance,
either to an imaginary person or into another person, the DC is 20.
Narakumi no Jutsu (Vision of Hell)
Chakra Cost: 2
Type: Genjutsu
DC: 20
Resist?: Will (DC: 12+Cha mod)
Target: One opponent
Description: A low level illusion skill, which makes the opponent envision a very traumatic scene
(open up to interpretation by the DM). Leaving them slackened for (1D6 rounds) The person
taking a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. If the save is
failed by more than 6 (as the person gets a 10 or lower on there will save) The experience is so
dramatic that they fall unconscious. Some people who have no fears or are so sadistic (some
enemies, AKA: Willingly killed their entire family or village or kills for the joy of it) may have
immunity to this jutsu, determined by the DM.
Silence
Chakra Cost: 2
Type: Genjutsu
DC: 20
Duration: 1 min/Level
Target: 20-ft.-radius emanation centered on a creature, object, or point in space
Range: 400 ft (+40 ft for each extra chakra spent, max of 800 ft)
Resist?: Will DC: 12+cha mod, or see text
Description: Upon the casting of this jutsu, complete silence prevails in the affected area. All
sound is stopped: Conversation is impossible and no noise whatsoever issues from, enters, or
passes through the area. The spell can be cast on a point in space, but the effect is stationary
unless cast on a mobile object. The spell can be centered on a creature, and the effect then
radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save
to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic
items that emit sound receive the benefits of saves and spell resistance, but unattended objects
and points in space do not. This jutsu provides a defense against sonic or language-based
attacks.
Oroike no Jutsu (Sexy no Jutsu – Sexy Technique)
Chakra Cost: 3 (+1 chakra for each additional round - like a normal henge)
Type: Genjutsu
DC: 23
Resist?: Fort Save. DC: 13+Cha mod
Target: Anyone within sight of user
Description: Using this jutsu turns the user into a very beautiful and sexy version of themselves
as a girl. So beautiful and sexy that any people of the opposite sex must make a fortitude save
VS nose bleeding, if the save is failed the user bleeds from the nose, losing 1D2 tempoary con
damage from blood loss and being stunned for 1D4 rounds. If the opponent passes the save, the
user of this jutsu still receives a +4 bluff/diplomacy bonus to get the opponent to do what they
want as being in the presence of a beautiful naked woman can make even the strongest warriors
turn into piles of mush.
Dirge of Discord
Chakra Cost: 3
Type: Genjutsu
DC: 23
Target: Anyone within 20 feet
Range: 25 ft (+5 ft per extra chakra spent, max of 50 ft)
Resist?: Will save DC: 13+cha mod
Description: You create an unholy, cacophonous dirge that fills the subjects minds with the
screams of the dying, the wailing of the damned, and the howling of the mad. Affected creatures
take a -4 penalty on attack rolls and concentration checks, a -4 penalty to dexterity, and a 50%
reduction to their speed (a minimum of 5 feet).
Genkaku Wana (Illusion Trap)
Chakra Cost : 3, +1 for an additional round
Type : Genjutsu
DC : 23
Resist? : Will save (DC: 13+Cha mod)
Targets: Anyone the user targets within 50 feet of the user
Description: The person using Genkaku Wana traps their victim in an illusionary world that they
control for a time, forcing the person to see and hear what the user wishes. While in the
illusionary world, the target of the jutsu believes all things inside the genjutsu are real, unless they
succeed the will save to realize the trickery on their senses. The genjutsu lasts 1d6 rounds and
+1 for each additional chakra point spent on this aspect of the effect. While trapped in the illusion,
the target is denied their search, spot, and listen checks, are considered flat footed and cannot
dodge attacks, receive no sensory information, and are not aware of anyone that isn't inside the
illusion. The illusion can be broken by taking damage, or by Kai (Release).
Kori Shinchuu no Jutsu (Sly Fellow Mind Skill)
Chakra Cost: 3
Type : Genjutsu
DC : 23
Resist? : DC: 13+Cha mod will save
Target: Anyone within 50 feet of the user
Description: An illusion which changes an opponent's perception of the surroundings and makes
them walk around in circles. This technique is used to physically and mentally drain an opponent,
so they are unprepared for an attack. Every round stuck in this genjutsu begins to drain away 2
chakra points, though after the first passing through this jutsu the members trapped may notice
that they have just passed something for a second time. Each time the members go around in the
circle, the will save DC decreases by one. If one is stuck in this jutsu for more than three rounds
they become Fatigued - Can not run or charge. -2 to dex/str.
Komoriuta no Kyuubi (Kyuubi’s Lullaby)
Chakra Cost: 3
Type: Genjutsu
DC: 23
Resist: Will save for DC: 13 + cha mod.
Description: With the specific lullaby that the user had composed for their little doll in order to help
it ‘fall asleep’ at night, their soft voice can be used to cause a opponents to fall into a light
slumber. If this technique succeeds, the opponent may make a will check every round to break
free after the first. Sleeping creatures are helpless. Slapping or wounding awakens an affected
creature, but normal noise does not. Awakening a creature is a standard action (an application of
the aid another action). Sleep does not target unconscious creatures, constructs, or undead
creatures.
Nehan Shouja no Jutsu (Salvation Temple Skill)
Chakra Cost: 4
Type : Genjutsu
DC : 26
Resist? : Will Save DC: 14+Cha mod
Target: Anyone within 100 feet
Description: A high level illusion skill which is capable of putting crowds of people into a deep
sleep. White feathers seem to begin to fall from the sky and whatever they touch begins to go into
a deep sleep if a will save is not made. They can only be awaken by a Kai jutsu. Though, after a
period of time of 1D20 minutes, the people under this jutsu will automatically wake up.
Loving Nightmare
Chakra Cost: 4
Type : Genjutsu
DC : 26
Resist? : Will save DC - 14+cha mod
Description: A Genjutsu that can only be used after Midnight is in effect. Shining within the
darkness, the user's eyes stare into the opponent, burning into the opponents mind and staying in
the back of their head. A will save DC: 14+cha mod must be made, if it fails the opponent
believes that their worst fear is taking place while all the while the user's eyes are staring, in the
back of the opponent's mind, the opponent is considered stunned while this is going on. A new
will save is made each round until the opponent can break free of this genjutsu and when they do,
they are left shaken for a number of rounds equal to how long they were trapped in the genjutsu.
Broken Dreams (Togire Yume)
Chakra Cost: 4
Type: Genjutsu
DC: 26
Resist?: Will save DC: 14+Cha mod
Targets: One opponent
Description: This jutsu creates an illusion that seems real in all respects to people, creating their
most vivid dream happening and then, the dream comes crashing to a halt, something horrible
happening to it, causing it to seem like it happened and then just taken away never to be given
back. This technique is often used to demoralize opponents, leaving them slackened for (2D6
rounds) The person taking a -2 penalty on attack rolls, saving throws, skill checks, and ability
checks. And also losing 1D4 turns due to the fear and loss of their dream. Can only be used on a
person once in battle.
Shinkai Satsujin no Jutsu (Deep Sea Murder Technique) [Genjutsu, Mind-Affect, Compulsion]
Range: Close (10ft + 5ft/2 levels)
Target: One creature
Time: 1 full-round action
Cost: 12 chakra
Saving Throw: Will negates
Duration: Concentration (1 round/level)
Level: Smart Nin 7
This jutsu causes the target to believe they are underwater and are drowning. The target may
hold its breath for rounds equal to its constitution modifer but then must succeed a constitution
check (DC 10+1 per additional rounds) each round. Once it fails a constitution check, the target
drops to 0 hp. On the next failed check, the target is reduced to -1 hp and is dying. On a third
failed check the target dies. If the jutsu ends prematurely, the target is free to breath, but retains
any amount of damage in incured during the this jutsu.
Pain
Chakra Cost: 4
Type: Genjutsu
DC: 26
Resist?: Fortitude DC: 14+cha mod
Target: One opponent
Description: A target creature is struck by wracking pains and agony, giving them a -4 penalty on
attack rolls, skill checks, and ability checks. A successful fortitude save lessens this penalty to -2.
Unlucky
Chakra Cost: 4
Type: Genjutsu
DC: 26
Range: 25 ft (+5 ft per each extra chakra spent, max of 50 ft)
Duration: 1 round/level
Resist?: Will DC: 14+Cha mod
Targets: One target
Description: When you cast this jutsu, you negatively influence the randomness of fortune for the
target. Whenever the affected creature undertakes an action involving random chance
(Specifically, whenever any die roll is made for the creature, including attack rolls, damage rolls,
and saving throws), two separate rolls are made and the worse result is applied.
Confusion
Chakra Cost: 4
Type: Genjutsu
DC: 26
Target: All creatures in a 15-radius burst
Duration: 1 round/level
Range: 100 ft (+10 ft per extra chakra spent, max of 200 ft)
Resist?: Will DC: 14+Cha mod
Description: This jutsu causes the targets to become confused, making them unable to
independently determine what they will do.
Roll on the following table at the beginning of each subject’s turn each round to see what the
subject does in that round.
d% Behavior
01–10 Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11–20 Act normally.
21–50 Do nothing but babble incoherently.
51–70 Flee away from caster at top possible speed.
71–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused character who can’t carry out the indicated action does nothing but babble
incoherently. Attackers are not at any special advantage when attacking a confused character.
Any confused character who is attacked automatically attacks its attackers on its next turn, as
long as it is still confused when its turn comes. Note that a confused character will not make
attacks of opportunity against any creature that it is not already devoted to attacking (either
because of its most recent action or because it has just been attacked).
Charm
Use Requirements: (S) (T)
Performence Time: Full Round
Effect: You gain 1D4+ 1 for every 4 points you exceed the skill check bonus to your Charisma for
the rest of the encounter.
Chakra Cost: 3
Limited: This technique may only be used once per encounter.
Feign Death
Performence Time: Immediate
Effect: You fake your own death. You drop to zero HP and make a bluff check with a +5 chakra
bonus. This can be countered with a Knowledge (Biology) or Heal check against it. You get a -10
bonus if you fake a heart attack or a -20 bonus to something that wouldn't normally kill you.
Chakra Cost: 4
Special When you stop faking dead, you regain life at a rate of 1/round up to the HP you had
before you died. The faked death does not stop the chakra flow in your body so you still can be
detected. You have no control of your body when you're under this technique and the only other
action you can do is break the Feign Death.
Replicate
Use Requirements: (S)
Performence Time: Partial Action
Effect: You create up to 3(+ how much you go over the skill check) replicas that are exactly like
you, and is almost impossible to tell the differences between the replicas and the actual user
without a good sense ability. These replicas can perform any Transforming techniques. They
have one HP and can not deal any damage to the enemy, though they can provide you a flanking
bonus. When a replica dies, it disappears in a poof of smoke and any objects they picked up fall
to the ground.
Chakra Cost: 2
Note: You can not create more replicas then you have Ninja levels.
Transform
Use Requirements: (S) (T)
Performence Time: Full Round Action
Effect: You make a disguise check with a bonus of +1 for every point you go over the Technique
DC. You can make yourself appear to be up to one size differences.
Chakra Cost: 1
Detect Seal
Chakra Cost: 4
Type: Genjutsu
DC: 26
Resist?: None
Duration: 1 Round/Level
Target: 20x20 area
Description: Detect Seal reveals all the seals within a given area (20 x 20) to the caster. For each
consecutive round this Jutsu is held more happens.
First round: Seals are apparent to castor
Second round: Seals glow a faint blue color, everyone in the area can see them.
Third Round: The seals glow in correspondences to their element.
Red - Fire
Light blue - Wind
Deep blue - water
White - ice
Purple - exploding
Yellow - lightning
Silver - amour
Fourth Round: The seals will grow brighter if they are permanent seals.
Note: If the seal is already visible the castor can make a Knowledge check before casting the
Jutsu on all seals in the area. Whatever he knows about them automatically are shown on the
second round when everyone can see them and each consecutive round the next thing is
revealed.
Kokuangyou no Jutsu (Verse of Black Darkness Skill)
Chakra Cost: 5 +2 chakra after first round
Type : Genjutsu
DC : 29
Resist? : None, see text.
Targets: Anyone in a 20 foot area
Description: A technique that engulf the opponent in darkness. The user of this jutsu gets a +10
to their hide checks and a 50% miss chance against them. These bonuses however do not apply
to anyone else accept who the user wants it to.
Your Next
Chakra Cost: 5
Type : Genjutsu
DC : 29
Resist? : Will save DC: 15+cha mod
Description: Using this Genjutsu the users eyes quickly expand and narrow, anyone directly
looking or fighting the user without diverting their eyes must make a will save, if they fail their
save they are held in place for that round, the user then charges the user and attacks each user
held in place in vicious manners, usually with a weapon to draw out blood or even suck their
blood (if they have the ability). The user of this Jutsu may move up to 30 feet and attack anyone
they can reach to, attacking them and moving by. If the opponent passes their save they aren't
considered flat-footed for this attack. This jutsu counts as a full-round action.
Illusory Pit
Chakra Cost: 6
Type: Genjutsu
DC: 32
Range: 100 FT (+10 ft per each +4 chakra spent, max of 200 feet)
Target: 10 foot cube (+10 feet per each +4 chakra spent, max of 100 foot)
Resist?: Will, partial DC: 16+cha mod
Description: You create an illusory pit and each creature entering or within the area is forced to
make a Will save or believe the floor on which it stands has become a bottomless chasm. On a
successful save, creatures suffer a mild case of vertigo and are stunned for 1 round, but those
that fail their saves fall prone and are unable to take any action except clawing desperately at the
floor in the hopes of stopping their apparent fall. An attack on an affected creature frees it from
the effect of the illusion but leaves it stunned for 1 round. Likewise, when the spell ends,
creatures that believe they were falling are stunned for 1 round. Flying creatures passing over an
illusory pit that succeed on a Will save are unaffected by the jutsu, but those that fail are stunned
for 1 round.
Tsukiyomi (Moonlit Underworld)
Chakra Cost: 8
Type: Genjutsu, Doujutsu, Hijutsu (Uchiha, Mangekyou Sharingan)
DC: 38
Resist?: Will save, DC 18+1/2 for each level in Sharigan + Cha mod
Target: One Person
Description: Moonlit Underworld, one of two of the ultimate powers of the Sharingan. Capable of
mentally torturing someone until the point of forcing him or her into a coma. If the character fails
their will save, they fall into a coma lasting for a number of weeks equal to how much they failed
the check by.
Forbidden: World of Sinners
Chakra Cost: 8
Type : Genjutsu
DC : 38
Resist? : Will save DC: 18+cha mod
Description: A Genjutsu that is known to be one of the most frightening, and damaging to the
persons mind that can rival the Tsukuyomi. After making eye contact with the user, the opponent
is suddenly surrounded in shadow before his body just suddenly seems to fall. Landing finally, a
foul stench is given off around the person before they notice they are standing in blood. Looking
around, chunks and parts of others bodies are laying around them with the flesh half torn of
molding off of the flesh. Before they can find anymore, something hits them on the head, followed
by another, and then another. Looking around as a laughter is let out, they find that something
splashes in front of them. Looking to it, the body of their most cherished loved one is looking
straight. Blood is gushing from various points, wounds all throughout them, bite marks were fangs
ripped up skin, and the body twist and contort with innards gone and bones moving outward.
Blood still flowing from them, the missing chunks of their body drop and hit the opponent, as
followed by that body, more bodies of people that they know and care for begin to drop inside in
the same way. The blood begins to grow, the stench as well as soon, the opponent finds
themselves about to drown in the blood, and that their body is within a type of coffin. As the blood
is nearly about to take them over, looking up at the top of the coffin, they see themselves, their
skin peeling away from their body and blood moving down from their ears and eyes before the
blood of the coffin takes them in as the dead loved ones pull them under. The opponent is placed
into a coma like status for 1 week, at the end of the week a new save is allowed, if they fail they
must wait another week to make a new save. They must make a successful save before
awakening from this coma.
20Q
Type: Genjutsu
Level: Jutsu nin 9
Range: A single oppent who can hear you
Duration: 10 rounds in wich you and the taret can only ask and answer the questions
Casting Time: none I guesses
Pre: none
Charkra: 2000
Other: none
In this jutus you make any knoldge chek all at +5. Do this 20 times ( they can be different knoldge or the
same) The target have to answer the question (make a chek Dc your roll.) For every one wrong they take
1D4 damage. For every 5 wrong they take 1 int damage and regular damage is is incraes to 1D4+1. For
Every 10 wrong the damage for regular is increased to 1d6. If they get all wrong they go into a comma.
Demonic Flute - Musical Illusion of Chains (Mateki - Mugen Onki)
Chakra Cost: 700
Type: Genjutsu
Level: Bard 9 req 7 Genjutsu master Levels or a like class.
Resist: Will save DC: 17+cha mod
Description: A devastating illusion technique, which makes the opponent believe they are restrained by
strings in a barren wasteland. The skill gives the binded opponent the illusion that their flesh is melting off
their body. This gives the user an opportunity to attack while the opponent is trapped in the fantasy. If the
opponent fails their will save they are paralyzed for 1D10 rounds. Each round they are paralyzed they must
make a will save, if they fail they take 1D4 temporary wisdom damage as they're slowly driven insane. The
user of this jutsu can also kill the opponent by just moving over and coup de gracing them. If the opponent
takes any damage while in this form they are instantly brought out of the genjutsu.
Fuin
Fuuin Jutsu: Shiki Fuujin (Sealing Skill: Dead Demon Suicide Seal)
Chakra Cost: 900
Type : FuinnJutsu
Level: Jutsu nin, genius nin Epic +5
Resist? : DC: 19+dex mod
Description: A technique that pulls out the opponent's soul from the body and seals it in the user's body.
This is a kamikazi attack sacrifices the user and opponent's soul to be consumed by Death who appears
within the background to bring them both to death. If the opponents manages to pass his fort save, the user
still dies but the opponent still suffers. The opponent becomes unable to use their arms at all, sealed
completely without being able to move them an inch and eventually die because of it a month later. The
souls will mingle of they go together, hating each other and battling for eternity. The user of this jutsu must
make a touch attack against the opponent. Once the touch attack is made the fortitude save must be made, if
they're failed they are killed.
Fuin works like Gen. (For now) but that your nin level -4 to learn them
Fuuinjutsu List
Bakuretsufuu (Exploding Seal)
Chakra Cost: 1
Type: Fuuinjutsu
DC: 17
Resist?: No.
Target: Scroll
Description: Use of this sealing technique creates a seal on a piece of paper that causes an
explosion when triggered. The trigger is decided upon activation of the seal, by the user, and not
upon creation of the seal. This trigger can be after a certain amount of time, or when another
person gets near it. A common use is to tie them to Kunai so that a miss in combat becomes a
hit. This small explosion hits a 10 x 10 area, and deals 1d4 points of damage.
Dotonfuu (Earth Seal)
Chakra Cost: 1
Type: Fuuinjutsu, Earth
DC: 17
Resist?: No.
Target: Scroll
Description: Use of this sealing technique creates a seal on an item, that when triggered causes
the item to anchor in place. The trigger is decided upon creation of the seal. This trigger can be
anything the creator desires. Once triggered, the seal disappears and is no longer effective. This
effect keeps the item wherever it was when the seal was triggered, even in mid air, by pulling
earth from the ground and forming a hand to keep it in place. The earth has an effective strength
of 24.
Hutonfuu (Wind Seal)
Chakra Cost: 1
Type: Fuuinjutsu, Wind
DC: 17
Resist?: No.
Target: Scroll
Description: Use of this sealing technique creates a seal on an item, that when triggered causes
the item to generate a gust of wind. The trigger is decided upon creation of the seal. This trigger
can be anything the creator desires. If placed on a weapon, the user decides if the effect is on the
striking portion, the handle, or the entire weapon. Once triggered, the seal disappears and is no
longer effective. This wind knocks back the trigger, if possible, 1d3 times 5 feet.
Hyotonfuu (Ice Seal)
Chakra Cost: 1
Type: Fuuinjutsu, Ice
DC: 17
Resist?: No.
Target: Scroll
Description: Use of this sealing technique creates a seal on an item, that when triggered causes
the item to freeze. This ice is normal ice in all respects, and is extremely cold. The trigger is
decided upon creation of the seal. This trigger can be anything the creator desires. If placed on a
weapon, the user decides if the effect is on the striking portion, the handle, or the entire weapon.
Once triggered, the seal disappears and is no longer effective. This ice will cause 1d6 points of
damage to a person if they touch it.
Katonfuu (Fire Seal)
Chakra Cost: 1
Type: Fuuinjutsu, Fire
DC: 17
Resist?: No.
Target: Scroll
Description: Use of this sealing technique creates a seal on an item, that when triggered causes
the item to burst into flames. This fire is normal fire in all respects, and will burn flammable items.
The trigger is decided upon creation of the seal. This trigger can be anything the creator desires.
If placed on a weapon, the user decides if the effect is on the striking portion, the handle, or the
entire weapon. Once triggered, the seal disappears and is no longer effective. This fire will cause
1d6 points of damage to a person if they touch it.
Raitonfuu (Lightning Seal)
Chakra Cost: 1
Type: Fuuinjutsu, Lighting
DC: 17
Resist?: No.
Target: Scroll
Description: Use of this sealing technique creates a seal on an item, that when triggered causes
the item to generate electricity. The triggers decided upon creation of the seal. This trigger can be
anything the creator desires. If placed on a weapon, the user decides if the effect is on the
striking portion, the handle, or the entire weapon. Once triggered, the seal disappears and is no
longer effective. This electricity will cause 1d6 points of damage to a person if they touch it.
Suitonfuu (Water Seal)
Chakra Cost: 1
Type: Fuuinjutsu, Water
DC: 17
Resist?: No.
Target: Scroll
Description: Use of this sealing technique creates a seal on an item, that when triggered causes
the item to generate a small geyser of water. The trigger is decided upon creation of the seal.
This trigger can be anything the creator desires. Once triggered, the seal disappears and is no
longer effective. This water can knock back the trigger, if possible, 1d3 times 5 feet. The amount
of water is equal to roughly 3 gallons.
Sound Seal
Chakra Cost: 1
Type: Fuuinjutsu, Sonic
DC: 17
Resist?: DC: 11+int mod fort save VS daze
Target: Scroll
Description: Use of this sealing technique creates a seal on an item that, when triggered, cause
the item to generate a super-sonic sound wave. The trigger is decided upon creation of the seal.
This trigger can be anything the creator desires. If placed on a weapon, the user decides if the
effect is on the striking portion, the handle, or the entire weapon. Once triggered, the seal
disappears and is no longer effective. This sound wave will cause 1d4 points of damage to
everyone within a 10 x 10 radius, as well as dazing them for 1d2+1 rounds.
Yoroiichigufuu (Armor Seal)
Chakra Cost: 2
Type: Fuuinjutsu
DC: 20
Resist?: No
Target: Scroll
Description: This Fuuinjutsu must be placed on armor of some kind. It enhances the armor’s
bonus by +2. The seal will last for as long as it takes someone to miss the character three times
in combat.
Chiyufuu (Healing Seal)
Chakra Cost: 3
Type: Fuuinjutsu, Healing
DC: 23
Resist?: No.
Target: Scroll
Description: Use of this sealing technique creates a seal on an item, that when triggered causes
the item to release a healing light. The trigger is decided upon creation of the seal. This trigger
can be anything the creator desires. If placed on a weapon, the user decides if the effect is on the
striking portion, the handle, or the entire weapon. Once triggered, the seal disappears and is no
longer effective. This healing light will heal 2d6 HP to whoever triggered the seal. If this seal is
placed on the striking portion of a weapon, it will instead cause the next attack after the seal is
triggered that the weapon is used for to heal HP in an amount equal to how much damage the
weapon would normally cause instead of dealing it’s normal damage.
Out of sight, out of mind
Chakra: 3
Type: Fuuinjutsu
DC: 23
Resist: Will save: DC 13+int mod
Duration: 1 round/level
Target: One opponent
Description: Creating a special seal, the user of this jutsu sends a seal at the opponents. The seal
sticks to their head and activates. A will save of DC:13+int mod must be made or the opponent
becomes blind to the user of this jutsu. Even if the seal is removed, the opponent is still blind for
the duration of this jutsu. The opponent may see other people, but they can not see the user of
this jutsu and are treated as blind.
Sign of sealing
Chakra Cost: 3+1 for each extra die
Type: Fuuinjutsu
DC: 23
Resist?: Reflex half DC: 13+int mod; see text
Target: Scroll
Description: You seal a door, chest, or similar closure with a prominent sigil that bars entry and
prevents opening. A door or objected by this fuuinjutsu can be opened only breaking (add 10 to
the normal break DC). If the door or object is forced open by any means (jutsu or physical), the
sign of sealing deals 5D4 points of damage (max of 10D4) in a 30 foot radius (reflex have). A sign
of sealing is considered a 'magical' trap that can be disarmed with a successful DC: 28 Disable
Device check. You can pass your own sign safely , and it remains set behind you.
Super Bakuretsufuu (Super Exploding Seal)
Chakra Cost: 4
Type: Fuuinjutsu
DC: 26
Resist?: No
Target: Scroll
Description: Use of this sealing technique creates a seal on a piece of paper that causes an
explosion when triggered. The trigger is decided upon activation of the seal, by the user, and not
upon creation of the seal. This trigger can be after a certain amount of time, or when another
person gets near it. A common use is to tie them to Kunai so that a miss in combat becomes a
hit. This small explosion hits a 15 x 15 area, and deals 3d4 points of damage.
Invisible Seal
Chakra Cost: 4
Type: Fuuinjutsu
DC: 26
Resist?: No
Target: Scroll
Description: The invisible does nothing alone. It must be used on another Seal to have any type
of an effect. Any seal with a Chakra cost of 3 or less can be made invisible (i.e. The seal cannot
be seen by normal means) by the use of this Jutsu.
Note: The activation of the Sharigan and Byakugan make all Invisible Seals Visible for that
character only.
Chitan no Yoroiichigufuu (Titanium Armor Seal)
Chakra Cost: 4
Type: Fuuinjutsu
DC: 26
Resist?: No
Target: Scroll
Description: This Fuuinjutsu must be placed on armor of some kind. It enhances the armor’s
bonus by +4. The seal will last for as long as it takes someone to miss the character three times
in combat.
My Body as a Sheild
Type: Fuuinjutsu
Chakra: 4
DC: 26
Resist: Will Save: DC: 14+int mod
Duration: 1 round/level
Target: One Opponent
Description: Making Various seals, the user tosses them towards the opponent to place upon the
limbs of the opponent. Both Arms, Legs, and stomach. If the opponent cannot overcome the seal,
their limbs become frozen and become unable to use any of them other then their head. Doujutsu
is still possible. If a will save (DC: 14+int mod) is failed the subject becomes paralyzed and
freezes in place. It is aware and breathes normally but cannot take any actions, even speech.
Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a
full-round action that does not provoke attacks of opportunity.)
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and
may drown.
Fuuja Houin (Evil Seal)
Chakra Cost: 5
Type : Fuuinjutsu
DC : 29
Resist? : None
Target: One willing person
Description: A sealing technique that is used to reverse a seal. By applying this counter seal over
a seal that is made, the seal in question becomes nulled. This is used to reverse the effects of
evil seals like the Cursed Seal. Though, if the person who has the seal on them is ever put in
great danger or stress (Dropping below 1/4 their chakra or HP) there is a 20% chance that the
seal will resurface.
Koukyuufuu (Permanent Seal)
Chakra Cost: 5
Type: Fuuinjutsu
DC: 29
Resist?: No.
Target: Scroll
Description: Koukyuufuu does nothing alone. It must be used on another Seal to have any type of
an effect. Any seal with a Chakra cost of 4 or less can be made permanent (i.e. The seal won’t
fade away after being used) by the use of this Jutsu. The XP cost for making a seal permanent is
equal to its chakra cost times 200.
Jutsufuu (Technique Seal)
Chakra Cost: 6
Type: Fuuinjutsu
DC: 32
Resist?: No
Target: Scroll
Description: This technique can be used to fuse the power of a Jutsu into a seal, creating a scroll
that allows someone reading it to learn the Jutsu as if there was a teacher present, as well as
providing an aid to someone who already knows the Jutsu. To seal a Jutsu into a scroll, you must
first perform the Jutsufuu, and then following it, perform the Jutsu. Anyone can use the scroll to
learn the Jutsu, just like they could from someone teaching it to them. Anyone holding the scroll
while they perform the jutsu gains a +2 bonus to the check to perform it. Once the scroll has been
used to gain the bonus to performing the Jutsu, the seal will fade from the scroll.
Sign of sealing, Greater
Chakra Cost: 6+4 for each extra die
Type: Fuuinjutsu
DC: 32
Resist?: Reflex half DC: 16+int mod; see text
Target: Scroll
Description: This jutsu functions like sign of sealing, except that it can also be used to seal an
open space (such as a corridor or an archway), creating a magical barrier of force that repels any
creature attempting to pass. In addition, doors and objects protected by a greater sign of sealing
are strengthened, increasing their hardness by 10 and gaining 5 hit points . If the seal is broken, a
greater sign of sealing deals 10d6 points of damage (max of 20d6) in a 40-foot radius (reflex
have). It can be disarmed with a successful DC: 31 disable device check
Kamiyoroiichigufuu (Divine Armor Seal)
Chakra Cost: 6
Type: Fuuinjutsu
DC: 32
Resist?: No
Target: Scroll
Description: This Fuuinjutsu must be placed on armor of some kind. It enhances the armor’s
bonus by +6. The seal will last for as long as it takes someone to miss the character three times
in combat.
Heaven and Hell Seal
Chakra: 7
Type: Fuuinjutsu, Hijutsu
DC: 35
Will save: Ref: DC17+int mod, Fort DC: 17+int mod
Target: One Opponent
Description: This jutsu is a high level and forbidden jutsu. By using the Fire, Earth, Wind, Ice,
Lighting, Water, and Sound seal, the user of this jutsu throws them all in surrounding spots
around the opponent to create a circle. The user of this jutsu then follows up with a series of
handseals and creates a new seal on the ground, channeling chakra through the seal, the chakra
travels from each of the Element seals and creates a star in the circle of this jutsu. Once the star
is created, all the seals go off in a giant explosion, causing mayhem and destruction for whoever
is inside of this pentagram. All the elements combined together deal a total of 10D6 damage
(reflex DC: 17+int mod for half) and the opponent must make a fort save (DC: 17+int mod) or be
stunned for 1D6 rounds.
Shinjofuu
Chakra Cost: 8
Type: Fuuinjutsu, Hijutsu
Clan: Shinjo user
DC: 38
Resist?: DC: Will save (18+Int mod)
Target: Read text
Description: Shinjo user after looking into the opponents soul with the Inner Soul ability begins to
make a seal from out of their own blood and draws it on their hand. Once drawn, the user
charges to the opponent, sending the hand into the head as the seal begins to reform over the
face. Shrinking down to just the forehead after a time, the user suddenly stops, their pupils
seeming to grow larger as they begin to within their head appear in a world brought up by their
memories and life. This world is a place of complete bliss and happiness, sending the opponent
into a state of complete rest as they begin to loose all ties with the real world. This is used first by
gathering the necessary chakra and drawing the blood then the user rushes out and makes a
melee touch attack, if this hits, the opponent must make a will save VS the effects. If failed, they
fall into a coma like state where which this jutsu takes place. This puts the person into a coma like
state for 1D20 weeks.
Shadow Side Soul
Chakra Cost: 8
Type: Fuuinjutsu, Hijutsu
Clan: Shinjo user
DC: 38
Resist?: None (must be dead)
Target: Dead body
Description: The Shinjo user is able to after using the Inner Soul Ability, compile all of the
memories of a person together, happy, sad, good, evil, past, present. After gathering it all, the
user begins to make a seal and places it onto a dead body. With the seal in place, the body
transforms itself into an exact clone of the person the memories were taken from. The clone is
under the shinjo users command, but the catch also rides in the fact that this clone as it does
have a mind of it's own, is only filled with all of the dark, painful, and evil memories, not having a
good memory other then one, the most happiest moment of the opponents life, but in the clones
head is torn and ripped apart. The clone retains all of the jutsu of the opponent as well as talents
and has a low chance of ever turning on the shinjo user. If this happens, the user may use the
evil sealing method to seal the clone and cause it to be nothing more.
Spirit Seal
Chakra Cost: 9
Type : Fuuinjutsu
DC : 41
Resist? : Fort: 19+Int mod
Target: Single target with a spirit seal
Description: A technique which places the opposing seal on a spirit, making the spirit useable.
The seals are placed in a given area and once in effect and causes the persons chakra to
become unbalanced, sealing it off complete as it becomes unstable to use for means of jutsu.
This may only be used on a spirit template creature or any type of extra abilities that are granted
by seals, using this seals up the special template and makes it useless until it is unsealed.
Seal of the Warrior [One-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: 1 round + creator's calligraphy check/5 rounds (round down)
Cost: 20 Chakra
Saving Throw: None
Tier: 2nd
Prerequisites: Create Lesser Seal feat
This jutsu allows a ninja to inscribe a seal on his body that can be activated at a later time to
receive a burst of strength and energy. Once inscribed, this seal lasts until activated. Activating
the seal is a free action. When this seal is activated, the user gains 15 temporary hit points and
also gains a +1 bonus on attack rolls, skill checks, and saving throws while the effect lasts. When
inscribing this seal, the seal creator must roll a Craft: Calligraphy check. On a result of lower than
10, the seal will fail to work in battle. Once used, this seal is destroyed. No character can have
more than one Seal of the Warrior inscribed on his body at any time. This seal can be inscribed
on an unwilling creature, but the calligraphy check to create this seal suffers a -20 circumstance
penalty if this is the case.
Force Ward [Six-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: 10 rounds
Cost: 50 Chakra
Saving Throw: None
Tier: 4th
Prerequisites: Create Greater Seal feat
This jutsu allows a ninja to inscribe a seal on his body that can be activated at a later time to
surround himself with a sphere of force that protects against most attacks. . The seal flares to life
and then surrounds the user with a globe of chakra that protects against most attacks. Once
inscribed, this seal lasts until activated. Activating it is a free action. When this seal is activated ,
the user is surrounded by a globe of force that extends with a diameter equal to the user's height.
Normal physical attacks passing throw the globe have their momentum greatly reduced – the
globe grants the user with an effective damage reduction 20/+4 against such attacks. The globe
absorbs energy sources completely – whenever the user is struck by an attack that deals acid,
lightning, fire, cold, or sonic damage, the globe will completely absorb the damage from the
attack, to a maximum of 100 damage. If the globe absorbs over 100 damage, it is destroyed
immediately and any additional damage is dealt normally. Note that if Chidori is used against this
jutsu, the globe is immediately destroyed and all damage from Chidori is dealt normally. When
the duration ends or the globe of force is destroyed, this seal is destroyed as well. No character
can have more than one Force Ward inscribed on his body at any time. This seal can be
inscribed on an unwilling creature, but the calligraphy check to create this seal suffers a -20
circumstance penalty if this is the case.
Hankan Seal [Three-Part Seal]
Range: Touch
Time: 5 rounds
Duration: Permanent
Cost: 75 Chakra
Saving Throw: Willpower negates
Tier: 3rd
Prerequisites: Create Seal feat
Hankan Seal allows the user to inscribe a seal onto an object or place that causes all creatures of
one alignment or kind to have an overpowering desire to leave. When it is created, the creator
specifies a specific kind of intelligent creature or creatures of a specific alignment or clan.
Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to
avoid the affected item. When inscribing this seal, the seal creator must roll a Craft: Calligraphy
check. A result less than 10 causes the seal to fail. To inscribe this seal upon an unwilling living
target requires that the user hit with a melee touch attack against the target as well. The power of
this seal is such that creatures even looking at the affected item or place feel a strong urge to
leave immediately – they must make a willpower saving throw against a DC of 10 plus the
creator’s charisma modifier plus his calligraphy check/10 (round down). On a failure the affected
creatures will leave the area or shun the item, never willingly returning to it. Even if successful,
their nerves are so affected so that while remaining in the place or while handling the item,
creatures suffer a -4 dexterity. This seal can even be placed on a living object – many creatures
have been driven insane by placing this seal on them and making them want to avoid
themselves. In game terms, a creature with a Hankan seal on his body that affects him must
make a willpower saving throw each round or be paralyzed for one round. A paralyzed creature
must make a willpower saving throw at the beginning of his turn. Success indicates that the
creature is not longer paralyzed, while failure cause the creature to pass out for one hour. This
seal lasts until removed. This seal can be inscribed on an unwilling creature, but the calligraphy
check to create this seal suffers a -20 circumstance penalty if this is the case.
Chakra Transmutation Seal [Four-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: Permanent
Cost: 50 Chakra
Saving Throw: Fortitude negates (see text)
Tier: 3rd
Prerequisites: Create Seal feat
This jutsu allows a ninja to inscribe a special seal upon a creature that wreaks havoc with his
chakra. To use this seal, the ninja must hit her target with a melee touch attack – if the attack hits
it deals no damage but the seal is transferred onto the target. When inscribing this seal, the seal
creator must roll a Craft: Calligraphy check. Each time a creature with this seal on his skin uses
chakra for anything, he must make a fortitude saving throw against a DC of 10 plus the seal
creator’s charisma modifier plus the creator's calligraphy check/10. Failure causes the affected
enemy to be unable to use his chakra for anything until the next round. Even if the character
succeeds, he must roll a 1d4 to see what happens:
1 – Effect/duration halved. The jutsu does half damage or lasts half as long. Jutsus that do not
deal damage or have durations work normally.
2 – Functions normally.
3 – Chakra cost doubled. If the creature could not pay the doubled chakra cost of the jutsu he
was trying to use, the jutsu fails to work, but the creature does not lose any chakra.
4 – Functions normally, but the creature also takes 3d6 points of subdual damage.
This seal lasts until removed.
Heart Seal [Four-Part Seal]
Range: Touch
Time: 3 rounds
Duration: Permanent
Cost: 45 Chakra
Saving Throw: None
Tier: 4th
Prerequisites: Create Seal feat
This seal is placed over a character’s heart and protects his life-force while it lasts. While the
heart seal is in place, it makes the user immune to any type of attack that would kill him instantly
without dealing hit point damage (such as the Medical Ninja’s Heartstopper attack, Blue Lily
Venom, etc.). These attacks simply have no effect on a character protected by a Heart Seal.
Additionally, this seal offers its user some protection from being killed by massive damage. If a
character with a Heart Seal falls to below zero hit points, he is entitled to a fortitude saving throw
against a DC of 20 – if he succeeds, his hit points immediately become 0 and he is stabilized. If
he fails he suffers the normal effects of unconsciousness, bleeding, and possibly death. Either
way this use destroys the seal. If not destroyed in this way, a heart seal lasts for a full day before
it must be reapplied. This seal can be inscribed on an unwilling creature, but the calligraphy
check to create this seal suffers a -20 circumstance penalty if this is the case.
Elemental Endurance Seal [One-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: 1 hour
Cost: 20 Chakra
Saving Throw: None
Tier: 1st
This jutsu creates a seal on the target’s torso which protects the target from a single elemental
type, either acid, cold, electricity, fire, or sonic. When inscribing this seal, the seal creator must
roll a Craft: Calligraphy check. Whenever a character with this seal on him would normally take
damage from the chosen element, this damage is reduced by a set amount, determined by the
results of the Craft: Calligraphy Check:
Check Result Damage Reduced
10 or lower 5
11 – 24 10
25 – 34 20
35 or higher 30
Damage beyond the amount reduced is suffered normally. This seal protects against only
damage; the recipient of this seal could still suffer from being drowned in acid, encased in ice, or
similar effects. This seal can be inscribed on an unwilling creature, but the calligraphy check to
create this seal suffers a -20 circumstance penalty if this is the case.
Elemental Protection Seal [Three-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: 4 hours
Cost: 35 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Create Lesser Seal feat, Elemental Endurance Seal
This jutsu creates a seal on the target’s torso which protects the target from a single elemental
type, either acid, cold, electricity, fire, or sonic. When inscribing this seal, the seal creator must
roll a Craft: Calligraphy check. This seal grants its recipient immunity to the chosen type of
elemental damage until it is destroyed by absorbing too much damage from that type of element.
The total amount of damage that can be absorbed by this seal is determined by the results of the
Craft: Calligraphy check that was made when this seal was created:
Check Result Total Absorbed
14 or lower 40
15 – 24 70
25 – 34 100
35 or higher 130
When this seal absorbs its maximum amount of elemental damage, it is destroyed and further
elemental damage is suffered normally. This seal protects against only damage; the recipient of
this seal could still suffer from being drowned in acid, encased in ice, or similar effects. This seal
can be inscribed on an unwilling creature, but the calligraphy check to create this seal suffers a 20 circumstance penalty if this is the case.
Elemental Immunity Seal [Five-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: 1 full day
Cost: 60 Chakra
Saving Throw: None
Tier: 5th
Prerequisites: Create Lesser Seal feat, Elemental Endurance Seal
5th Tier Sealing ninjutsu
This jutsu creates a seal on the target’s torso which protects the target from a single elemental
type, either acid, cold, electricity, fire, or sonic. A character affected by this seal is immune to
damage from the chosen type until this seal wears off or is somehow destroyed. This seal
protects against only damage; the recipient of this seal could still suffer from being drowned in
acid, encased in ice, or similar effects.
Gokuin Seal [One-Part Seal]
One-Part Seal (Odd)
Range: Touch
Time: 1 Standard action
Duration: 1 full day
Cost: 15 Chakra
Saving Throw: None
Tier: 1st
This seal is placed on a door, window, or similar object that must be opened. It effectively
prevents this object from being opened; it simply will not budge. It also strengthens the object
being opened against being broken open; add 10 to the DC to force the object open.
Sasori Seal [Two-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: 1 round/level of the creator
Cost: 15 Chakra
Saving Throw: None
Tier: 2nd
Prerequisites: Create Lesser Seal feat
This jutsu creates a seal on the body of another which amplifies his greatest weakness. A
character targeted by this seal can make a fortitude saving throw against a DC of 10 plus half the
level of the caster of this jutsu to resist having the seal written on him, but once the seal is written
it lasts for the full duration unless otherwise destroyed. A character affected by this seal is forced
to use his lowest ability score modifier on all attack rolls (melee and ranged) and damage rolls
instead of the bonus he would normally use.
Dark Sun Seal [Five-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: Permanent
Cost: 50 Chakra
Saving Throw: None
Tier: 4th
Prerequisites: Seal Attribute, Create Seal feat
This jutsu allows a caster to place a seal on the body of another character that causes his
weaknesses to dominate his life. Upon using this jutsu, the user must make a melee touch attack
against his target. If the user hits, this seal lowers all of the target’s ability scores to be equal to
his lowest ability score while it is in place.
Haste Seal [Three-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: 1 round/level of the creator
Cost: 35 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Seal of the Warrior, Create Lesser Seal feat
This seal causes its target to move and act more quickly than normal. This extra speed has
several effects. When making a full attack action, a hasted creature may make one extra attack
with any weapon he is holding. The attack is made using the creature’s full base attack bonus,
plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects,
such as that provided by a weapon of speed, nor does it actually grant an extra action, so you
can’t use it to cast a second spell or otherwise take an extra action in the round.) A creature
affected by this seal gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex
saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also
makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and
swim) increase by 30 feet. This increase counts as an enhancement bonus, and it affects the
creature’s jumping distance as normal for increased speed.
Minor Chakra Storage Seal [Two-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: 1 full day
Cost: 40 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Create Seal feat feat
This seal is placed on the caster’s body and remains there until he tries to use any other jutsu.
When the character affected by this seal begins using his next jutsu, the seal flares to life and fills
his body with chakra, effectively reducing the chakra cost of the jutsu being used by 30, to a
minimum of 1. This seal always activates as soon as the character begins using a jutsu – the
character has no choice whether it activates or not. After being used once, this seal is destroyed.
A character may never have more than one Chakra Storage Seal (minor or major) affecting him
at a time.
Major Chakra Storage Seal [Four-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: One full day
Cost: 80 Chakra
Saving Throw: None
Tier: 4th
Prerequisites: Create Greater Seal feat feat, Minor Chakra Storage Seal
This seal is identical to Minor Chakra Storage Seal, except that it reduces the cost of the next
jutsu used by 60.
Seal Attribute [Three-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: 1 full day
Cost: 20 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Create Seal feat, Sasori Seal
This seal locks some of the target's natural ability away, preventing her from using all of it. When
using this seal, the user specifies one attribute to affect, and then makes a melee touch attack. If
he hits, the target immediately loses 4 points of the specified attribute. These attribute points do
not return until the seal is removed. No attribute can be affected more than once by this seal,
although an individual creature may be affected by multiple seals on different attributes. The
lowest an attribute can be lowered by this seal is 3.
Chakra Transmission Seal [Two-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: 1 full day
Cost: 20 Chakra
Saving Throw: None
Tier: 2nd
Prerequisites: Create Lesser Seal feat
This seal, placed on a weapon, allows chakra to be channeled through that weapon exceptionally
easily. This seal can be placed on any weapon, including natural weapons such as fists or claws.
A weapon affected by this seal deals 2 points of extra damage per 2 points of chakra spent on the
Focus Chakra feat instead of the usual 1 point of damage per 2 points of chakra. Some ninjutsus
require weapons with the Chakra Transmission Seal on them to work.
Bunpai Seal [Three-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: 1 full day
Cost: 35 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Create Seal feat, Chakra Transmission Seal
This seal allows a creature affected by it to draw off of the creator's chakra. A creature affected
by this seal can use the seal creator's chakra as if it were his own, at any time and over any
distance. The creator of this seal is in full control of these chakra transfers, however, and may
choose to prevent his chakra from being used at any time.
Four-Image Seal [Four-Part Seal]
Range: Medium (100 ft. + 10 ft./level)
Time: 1 Full-round action
Duration: Permanent
Cost: 200 Chakra
Saving Throw: Willpower negates
Tier: 5th
Prerequisites: Create Greater Seal feat, Bunpai Seal, Trueform Seal
This powerful seal allows the user to sacrifice his life to trap a single target inside the body of
another. When this jutsu is used, the user must choose a creature to be the recipient for this seal.
The target of this jutsu is allowed a Willpower saving throw against a DC of 20 + half the user's
level to avoid being trapped; if the target fails his save, he is sealed inside the body of the
recipient. Whether the target fails his saving throw or not, the user of this jutsu dies immediately
upon completing the jutsu. While trapped inside the body of the recipient, the target can do
nothing. This seal shows itself on the stomach of the recipient. Furthermore, the recipient can
draw off of the target's chakra at any time as if it were his own. The target's chakra regenerates
as normal while he is trapped. A character can only have one creature trapped inside of him at a
time. Upon removal of the Four-Image Seal, the trapped creature is released in exactly the same
condition as he was in when he was trapped. Note that this jutsu is a kinjutsu, meaning that it
cannot be learned by a ninja without someone who already knows it teaching it to her. Kinjutsus
are considered to be highly dangerous, and seldom taught to a ninja without a very good reason.
Shiki Fuujin Seal [Six-Part Seal]
Range: Touch
Time: 1 Full-round action
Cost: 200 Chakra
Saving Throw: Willpower negates
Tier: 5th
Prerequisites: Four-Image Seal, Create Greater Seal feat
This jutsu allows the user to seal a target inside of his own body and then sacrifice himself to a
god of death, dooming both user and target to an eternity of torment. The user of this jutsu must
make a melee touch attack. If he hits, the target must then make a willpower saving throw against
a DC of 20 + the half the user's level. If the target fails, both he and the user die immediately. If
the target succeeds the user dies immediately. The target lives, however the price of death must
still be paid; the target's body is debilitated in some way – losing the use of arms or legs, having
one attribute permanently reduced to 3, or being blinded and deafened permanently are some
options, however choice is ultimately up to the DM's discretion. This seal cannot be suppressed
or unsealed. Note that this jutsu is a kinjutsu, meaning that it cannot be learned by a ninja without
someone who already knows it teaching it to her. Kinjutsus are considered to be highly
dangerous, and seldom taught to a ninja without a very good reason.
Hikin Unseal [Three-Part Seal]
Range: Touch
Time: 1 Standard action
Cost: 15 Chakra
Saving Throw: None
Tier: 2nd
Prerequisites: Create Lesser Seal feat
This jutsu allows the user to remove a single seal of with two parts or less. The seal is
immediately removed upon successful completion of this jutsu. In the case of a seal inscribed
upon an unwilling target, the user must succeed at a melee touch attack for this jutsu to work.
Fuuja Houin [Six-Part Seal]
Range: Touch
Time: 30 minutes
Duration: Permanent
Cost: 45 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Create Lesser Seal feat, Hikin Unseal
This technique allows a ninja to suppress the effects of an odd seal with five parts or less without
removing it completely. When inscribing this seal, the user must make a Craft: Calligraphy check
against a DC determined by the tier of the seal to be suppressed:
Tier DC
1st 10
2nd 15
3rd 20
4th 25
5th 30
Failure indicates that the user must spend another 10 minutes and another 15 chakra to make
another Craft: Calligraphy check in order to successfully suppress the seal. If the user succeeds
at this check, all effects of the seal being suppressed are removed immediately, although the seal
itself remains. The power of the Fuuja Houin depends partially upon the will of the target; during
periods of intense emotion or agitation (DM's discretion), the target must make a Willpower
saving throw against a DC of 15 + the tier of the seal being suppressed. If the target succeeds,
the seal remains suppressed and continues to have no effect. If the target fails, the seal is
temporarily released from suppression, and for the next 10 rounds, the target is affected by the
seal normally. At the end of 10 rounds, the seal is automatically suppressed again. Note that
Fuuja Houin can be used to suppress even seals that cannot be removed. This seal itself can
never be suppressed.
Six-Element Unseal [Six-Part Seal]
Range: Touch
Time: 1 Standard action
Cost: 35 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Create Seal feat, Hikin Unseal
This sealing technique allows a ninja to remove a single even seal with six parts or less.
The seal is immediately removed upon successful completion of this jutsu. In the case of a seal
inscribed upon an unwilling target, the user must succeed at a melee touch attack for this jutsu to
work.
Five-Element Unseal [Five-Part Seal]
Range: Touch
Time: 1 Standard action
Cost: 35 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Create Seal feat, Hikin Unseal
This sealing technique allows a ninja to remove a single odd seal with five parts or less.
The seal is immediately removed upon successful completion of this jutsu. In the case of a seal
inscribed upon an unwilling target, the user must succeed at a melee touch attack for this jutsu to
work.
Enhancing Seal [One-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: One minute/level
Cost: 10 Chakra
Saving Throw: None
Tier: 1st
This jutsu enhances the function of a weapon or piece of armor, causing sharpening blades,
weighing bludgeons, strengthening plates and thickening leather. Any weapon or armor with this
seal inscribed on it gains a +1 enchantment while this seal lasts. Already enchanted weapons
and armor do not benefit from this bonus. Inscribing this seal on anything but weapons or armor
does nothing.
Greater Enhancing Seal [Four-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: One minute/level
Cost: 20 Chakra
Saving Throw: None
Tier: 3rd
Prerequisites: Create Lesser Seal, Enhancing Seal
This jutsu acts just like Enhancing Seal, except that it produces weapons and armor with
enchantments greater than +1. When this seal is inscribed, the user makes a Craft: Calligraphy
check. Depending upon the results of this check, a greater enhancement may be received:
Check Result Enchantment
14 or lower +2
15 – 24 +3
25 – 34 +4
35 or higher +5
Already enchanted weapons and armor do not benefit from this bonus, even if the enchantment
upon the weapon or armor receiving this seal is lower than the result that would be achieved by
this seal. Inscribing this seal on anything but weapons or armor does nothing.
Poison Absorption Seal [Two-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: One hour
Cost: 15 Chakra
Saving Throw: None
Tier: 2nd
Prerequisites: Create Lesser Seal, Seal of the Warrior
This seal absorbs poisons introduced into the user's bloodstream, rendering her temporarily
invulnerable to poisons. This seal will absorb three doses of poison; the type of poison doesn't
matter. Once three doses of poison have been absorbed, this seal is destroyed and the user is
again vulnerable to poisons.
Trueform Seal [Five-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: Permanent
Cost: 45 Chakra
Saving Throw: None
Tier: 4th
Prerequisites: Create Seal
This technique creates a seal upon the body of the target that prevents him from changing shape
or disguising his form using chakra. To use this seal, the user must make a melee touch attack; if
he hits, the target is affected by this seal and cannot shapechange or use any sort of jutsu that
alters his form (such as Transformation). Attempts to use any of these abilities results in failure,
and any chakra spent on them is lost. This seal is permanent until removed.
Genesis Seal [Six-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: Permanent
Cost: 200 Chakra to inscribe (See text)
Saving Throw: None
Tier: 5th
Prerequisites: Create Greater Seal, Major Chakra Storage Seal
This seal allows the user to chakra inside a complicated seal, gradually adding chakra until
releasing it all in a cataclysmic burst. When this seal is inscribed, the user can begin adding
chakra to it at a rate of 20 chakra per day. This chakra is stored inside the seal; the maximum
amount of chakra that can be stored in this seal is 400 points. At any time as a free action the
user can choose access this chakra, which is added to his current amount of chakra points. The
user can go above his maximum chakra points by using this technique. Accessing the chakra in
this seal destroys the seal. The chakra points added by this seal stay with the user, but any
chakra points above the user's maximum dissipate after 3 rounds. After being inscribed, this seal
is permanent until destroyed.
Object Storage Seal [Two-Part Seal]
Range: Touch
Time: 1 Standard action
Duration: Permanent
Cost: 5 Chakra
Saving Throw: None
Tier: 2nd
Prerequisites: Create Lesser Seal
This seal allows the user to store a single medium-sized or smaller object and then recall it to
hand later. When this seal is inscribed, the chosen object vanishes, stored within the seal. The
user can release the object from the seal as a free action – he may choose to have the object
either appear in his hand (assuming he has a free hand) or immediately outside of the seal that it
was stored in. Releasing the object destroys the seal. While stored inside the seal, the object has
no weight. Up to 20 of these seals can be inscribed upon a standard-sized sheet of paper. This
seal is permanent until discharged.
Sonin
None yet
Chapter 7: Equipment
Charkra Amour
Ac: +5
Type: heavy no penalty
Other: When wearing you get double charkra 10 extra Justsu’s. Double levels in charkra control
DR 5/- Gets + 5 on Justsu save. Effects are -10
Cost: 50000000000 Gp
Charkra Scrolls
Each scroll has a Justus on it. It can be used once. You must be able to use Justsu’s and know
That level + 3. The Charkra cost one half the usable but full if your can not use that Level.
Cost: The Level x100
Puppeting
A puppter can only equip things to there puppet if it is in there point limit. You get 20 points +int +
2 per puppeting feat (excluding puppeting) every level.
Now for puppeting gear
Weapons
Natural
Claws take a hour and 3 to install
Price: 500 per size Plus magical
Swords and ect
1 point and a minute
Price regular for size x25 and can use magical
Extra limb
4 point per limb 5 hour per limb
Price 1000 per size
Effect: extra unarmed + 5 intimidation + 50 str or dex if it is a tail + 25 to both and a 5d8 tail
weapon and a 50 slither speed
Here is some puppet stuff
A Nin Puppet has 10 in every stat until modified by a part.
Table 7-1: Puppet Body
Body AC Arms Legs Head Craft DC Special
Simple 10 2 2 1 15 Normal
Soldier 11 2 2 1 15 +2 Str, - 2 Dex, Normal
Knight 10 4 2 1 20 +4 Str, -2 Dex, -2 Cha, Heavy
Scout 12 2 4 2 20 +2 Dex, -2 Con, Light
Thief 12 3 2 1 20 Light, +4 Dex, -2 Con, -2 Str
Priest 10 3 2 1 25 Ability to use Heal Techniques, Frail +2
Guardian 13 2 4 2 25 Heavy
Container 8 4 2 1 30 Heavy, Capture
Ghost 10 2 2 1 35 Light, Incorporeal
Living 10 2 2 1 45 Regeneration
A Frail Body provides 6 HP per Hit Die, Poor attack bonus, and can be moved 30 feet per round.
A Light Body provides 8 HP per Hit Die, Defender attack bonus, and can be moved 40 feet per
round.
A Normal Body provides 10 HP per Hit Die, Defender attack bonus, and can be moved at 30 feet
per round.
A Heavy Body provides 12 HP per Hit Die, Soldier attack bonus, and can be moved at 20 feet per
round.
Capture: If someone fails a grapple check against a Puppet with this ability, or walks right into it's
chest, it get stuck in a container. To escape they can only make escape artist checks against the
user's Perform (Marionette) checks.
Regeneration: The Puppet gains one HP back per round.
Note craft Dc is the same as puppet points (pp)
Table 7-2: puppet Heads
Head AC Eye Slots Weapon Slots Craft DC Special
Basic +1 2 0 10 Nothing
Cyclops +1 1 0 10 +2 Ranged Attacks, -2 Spot and Search
Helmet +2 2 1 15 Nothing
Fiend +0 3 2 15 +4 Intimidate Checks
Devourer +2 2 1 20 Bite Attack (1D10)
Aegis +4 2 0 20 DR 5/+1
Table 7-3: Eyes
Eye Spot Bonus Craft DC Special
Normal +0 10 Nothing
Eagle Eye +2 20 Nothing
Twilight Eye +1 20 Darkvision
Scope Eye -1 20 +2 Ranged Attacks, -2 Melee Attack
Heat Eye +0 25 Sees Body Heat instead of normal sight
Table 7-4: Arms
Arm AC Skill Bonus Weapon Slot Craft DC/pp Special
Basic 0 None 1 (Hand) 10 Nothing
Grappling Arm 0 +1 Grapple Checks None 10 Nothing
Surgeon Arm 0 +2 Heal and Surgery Checks 1 (Hand) 15 Nothing
Concealed Arm 0 None 3 (1 Hand, 1 Built In, 1 Bomb) 15 Nothing
Shield Arm +3 None None 15 Can hold a shield
Spider Arm +1 +2 Climb Checks 1 (Hand) 15 Nothing
Mauling Arm +0 None Arms Count as Maul 20 +2 STR
Theft Arm +0 +2 Sleight of Hand 1 (Hidden, Dagger only) 15 Concealable inside Body
Telescopic Arm +1 None 1 (Hand) 20 Can choose between 5 foot to 20 foot reach.
Ninjas Arm +1 +2 Control Chakra 1 (Hand) 30 Can perform Ninjas
Genjitsu Arm +1 +2 Control Chakra 1 (Hand) 30 Can perform Genjitsu
Taijitsu Arm +1 +2 Control Chakra 1 (Hand) 30 Can perform Taijitsu
Mechanics
These are pieces hooked up inside the puppet to change it's abilities. Puppets can only have up
to 3. They are completely optional
Table 7-5: Mechanics
Piece AC Ability Bonus Ability Minus Craft DC Special
Power 0 +2 Str -2 Dex 15 Multiple
Power II 0 +4 Str -4 Dex 25 Multiple
Power III 0 +6 Str -6 Dex 30 Multiple
Grace 0 +2 Dex -2 Con 15 Multiple
Grace II 0 +4 Dex -4 Con 25 Multiple
Grace III 0 +6 Dex -6 Con 30 Multiple
Sturdy 0 +2 Con -2 Str 15 Multiple
Sturdy II 0 +4 Con -4 Str 25 Multiple
Sturdy III 0 +6 Con -6 Str 30 Multiple
Speed +1 +2 Dex None 15 +10 Running Speed
Night Vision 0 None None 15 Puppet gains Darkvision
Inside Plating +2 None None 15 Multiple
Extended Range 0 None None 15 Chakra Strings effect range doubles
Chakra Charms 0 +2 Chakra None 15 You can donate 5 chakra for the Puppet to use
Flexible +1 +2 Cha None 15 +2 Disguise Checks, +2 Escape Artist
Massive Special Special Special 20 Counts as 1 size larger
Miniature Special Special Special 20 Counts as 1 size smaller
Heavy Plating +4 +2 Con -2 Dex 20 -10 Ft Run Speed
Puppet Technique Slot 0 None None 20 Your puppet can use 1 technique, Multiple
Durable +1 +2 Con None 20 The Puppet gains 1 additional set of HP
Table 7-6:Ranged weapons for ninja’s
Weapon Name Damage Range Critical Special Price
Shuriken 1D6 30 feet X2 +1 Attack Roll stack for each thrown 1
Kunai 1D6 +5 50 feet 17-20 X2 Nothing easily be posin 5
Giant Star D12 + Str 40 Feet X2 Nothing 15
Windmill Shuriken 2D10 40 feet 15-20 X5 Collapsable 40
Acupuncture needle 1d4 100ft 10-20 x3 See description 100
Shurieken weigh 1 lbs for every 5 you carry.
Kunai weigh 1 lb each
Giant Stars weigh 10 lb each
Windmill Shuriken weigh 7 pounds each.
Acuounter needles
Deal 1d6 point of all damage can not kill a guy usually knocks out easily posits if guy under 5%
hp it knocks them out
Table 7-7: Melle weapons Ninja’s
Name Damage Critcal Price
Knucle Blades 1D6 19-20 x2 50 each
Kantana (Short Anbu type) 1D6+2 19-20 x2 10 usaly free
Kantana 1D10 +1 to hit X2 75
Samaheads 1D10 X2 1000
Zabuza 1D10+5 X3 18-20 5000
Knuckle Blades: You can use 2 of these perfectly. No penalties
Samaheads: with every hit attack opent take 1d4 charkra damage+1 for evry3 damage dealt
Table 7-8: Ninja Amors
Armor AC Max Dex Scroll Pouches Weight Price Special
Light Padding +1 +9 0 10 lbs 10 Ren Nothing
Summoner's Outfit +1 +9 4 Pouches 5 lbs 150 Ren +2 Control Chakra Checks when summoning
Underarmor +2 +6 0 15 lbs 25 Ren Any amour can be put above stacking ac.
Combat Vest +3 +5 2 Pouches 20 lbs 50 Ren Nothing
Chuunin Vest +4 +4 6 Pouches 20 lbs 200 Ren Chuunin Restriction
Light Chuunin Vest +4 +5 2 Pouches 15 lbs 200 Ren Chuunin Restriction
Armored Chuunin Vest +5 +3 4 Pouches 25 lbs 200 Ren Chuunin Restriction
SEALS
Weapon seals
A weapon seal is put on a weapon with a weapon slot. To get a weapon slot you need to make a
Craft (mechanical, weapon) check and if succeeds you get a weapon seal on it. The Dc are as
followed
Basic 20
Simple 40
Mild 50
Complex 58
There are many more but this boock will go up to low epic the epic companion will go up more.
Note a medium weapon can have 500 basic simple, 200 mild, 100 complex 50 advanced greater
and so on. Then you make must use the proper Jutsu and a Fuin check before hand equal half of
the check to add the level seal the seal check/2- the amount you succeed on both the jutsu check
and applying the slot check times 5
The following are some of the seals the jutsu req is that name and of that level in parhtnese any
fuin dlass cost 50xlv
Most of them are regular enhance ments from magic weapons.
Basic
Charkra control (lv1)
You get +1 charkra control
Cost 1 ccharkra/hour
Brilliant Energy: A brilliant energy weapon has its significant portion transformed into light,
although this does not modify the item’s weight. It always gives off light as a torch (20-foot
radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC
(including any enhancement bonuses to that armor) do not count against it because the weapon
passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still
apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. This property can
only be applied to melee weapons, thrown weapons, and ammunition.
Strong transmutation; CL 16th; Craft Magic Arms and Armor, gaseous form, continual flame;
Price +4 bonus.
Dancing: As a standard action, a dancing weapon can be loosed to attack on its own. It fights for
4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it
cannot make attacks of opportunity, and the person who activated it is not considered armed with
the weapon. In all other respects, it is considered wielded or attended by the creature for all
maneuvers and effects that target items. While dancing, it takes up the same space as the
activating character and can attack adjacent foes (weapons with reach can attack opponents up
to 10 feet away). The dancing weapon accompanies the person who activated it everywhere,
whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied
hand, she can grasp it while it is attacking on its own as a free action; when so retrieved the
weapon can’t dance (attack on its own) again for 4 rounds.
Strong transmutation; CL 15th; Craft Magic Arms and Armor, animate objects; Price +4 bonus.
Defending: A defending weapon allows the wielder to transfer some or all of the sword’s
enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder
chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using
the weapon, and the effect to AC lasts until his next turn.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, shield or shield of faith; Price +1
bonus.
Disruption: A weapon of disruption is the bane of all undead. Any undead creature struck in
combat must succeed on a DC 14 Will save or be destroyed. A weapon of disruption must be a
bludgeoning weapon. (If you roll this property randomly for a piercing or slashing weapon, reroll.)
Elemental weapon (lv2)
Your weapon deals +1 damage of chosen element
Jaunting Amour: When the wearer of this amour dies, he or she is transported with all his gear to
a place determined at forging. This is usually a temple or healing house. Note that old amours
might transport you to a ruined or abandoned place. Moderate Transmutation; CL 10; Craft Magic
Arms and Amour; Refuge or Teleport; Price: +2.
Indestructible: In addition to the effects granted by partial indestructibility, this weapon cannot be
damaged or transmitted except by adamantine weapons, Mordenkainen's Disjunction, or deitylevel magic.
Strong abjuration; CL 16th; Craft Magic Arms and Amour; Prismatic Wall; Price: +50,000 gp
Simple
Bloodlust (lv2)
When ever the character level+ nin level x3 of damage you are tempted to attack them for 2
round’s and do +2 damage
Frost: Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the
wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6
points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the
cold energy upon their ammunition.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, chill metal or ice storm; Price +1
bonus.
Ghost Touch: A ghost touch weapon deals damage normally against incorporeal creatures,
regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply
to attacks with ghost touch weapons.) The weapon can be picked up and moved by an
incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal
foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given
time, whichever is more beneficial to the wielder.
Moderate conjuration; CL 9th; Craft Magic Arms and Armor, plane shift; Price +1 bonus.
Holy: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and
thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage
against all of evil alignment. It bestows one negative level on any evil creature attempting to wield
it. The negative level remains as long as the weapon is in hand and disappears when the weapon
is no longer wielded. This negative level never results in actual level loss, but it cannot be
overcome in any way (including restoration spells) while the weapon is wielded. Bows,
crossbows, and slings so crafted bestow the holy power upon their ammunition.
Moderate evocation [good]; CL 7th; Craft Magic Arms and Armor, holy smite, creator must be
good; Price +2 bonus.
Icy Burst: An icy burst weapon functions as a frost weapon that also explodes with frost upon
striking a successful critical hit. The frost does not harm the wielder. In addition to the extra
damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on
a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of cold
damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and
slings so crafted bestow the cold energy upon their ammunition.
Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful
critical hit.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, chill metal or ice storm; Price +2
bonus.
Draining(lesser weapon seal)
This weapon seal gain a point for every 5 damage it deals. This is used for other seals.
Middle
Cats grace (Lv 5)
Cost: 10 charkra/round
You get a + 5 dex/tumble, balance, jump
Keen: This ability doubles the threat range of a weapon. Only piercing or slashing weapons can
be keen. (If you roll this property randomly for an inappropriate weapon, reroll.) This benefit
doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen
edge spell or the Improved Critical feat).
Moderate transmutation; CL 10th; Craft Magic Arms and Armor, keen edge; Price +1 bonus.
Ki Focus: The magic weapon serves as a channel for the wielder’s ki, allowing her to use her
special ki attacks through the weapon as if they were unarmed attacks. These attacks include the
monk’s stunning attack, ki strike, and quivering palm, as well as the Stunning Fist feat. Only
melee weapons can have the ki focus ability.
Moderate transmutation; CL 8th; Craft Magic Arms and Armor, creator must be a monk; Price +1
bonus.
Merciful: The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal
damage. On command, the weapon suppresses this ability until commanded to resume it. Bows,
crossbows, and slings so crafted bestow the merciful effect upon their ammunition.
Faint conjuration; CL 5th; Craft Magic Arms and Armor, cure light wounds; Price +1 bonus.
Mighty Cleaving: A mighty cleaving weapon allows a wielder with the Cleave feat to make one
additional cleave attempt in a round.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, divine power; Price +1 bonus.
Returning: This special ability can only be placed on a weapon that can be thrown. A returning
weapon flies through the air back to the creature that threw it. It returns to the thrower just before
the creature’s next turn (and is therefore ready to use again in that turn).
Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or
if the character has moved since throwing it, the weapon drops to the ground in the square from
which it was thrown.
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, telekinesis; Price +1 bonus.
Seeking: Only ranged weapons can have the seeking ability. The weapon veers toward its target,
negating any miss chances that would otherwise apply, such as from concealment. (The wielder
still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for
example, do not veer and hit invisible enemies, even if they are nearby.)
Strong divination; CL 12th; Craft Magic Arms and Armor, true seeing; Price +1 bonus.
Shock: Upon command, a shock weapon is sheathed in crackling electricity. The electricity does
not harm the wielder. The effect remains until another command is given. A shock weapon deals
an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so
crafted bestow the electricity energy upon their ammunition.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +1
bonus.
Shocking Burst: A shocking burst weapon functions as a shock weapon that also explodes with
electricity upon striking a successful critical hit. The electricity does not harm the wielder. In
addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an
extra 1d10 points of electricity damage on a successful critical hit. If the weapon’s critical
multiplier is x3, add an extra 2d10 points of electricity damage instead, and if the multiplier is x4,
add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the electricity energy
upon their ammunition.
Even if the shock ability is not active, the weapon still deals its extra electricity damage on a
successful critical hit.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price
+2 bonus.
Speed: When making a full attack action, the wielder of a speed weapon may make one extra
attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate
to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, haste; Price +3 bonus.
Spell Storing: A spell storing weapon allows a spell caster to store a single targeted spell of up to
3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the
weapon strikes a creature and the creature takes damage from it, the weapon can immediately
cast the spell on that creature as a free action if the wielder desires. (This special ability is an
exception to the general rule that casting a spell from an item takes at least as long as casting
that spell normally.) Once the spell has been cast from the weapon, a spell caster can cast any
other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the
name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50%
chance to have a spell stored in it already.
Strong evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, creator must
be a caster of at least 12th level; Price +1 bonus.
Thundering: A thundering weapon creates a cacophonous roar like thunder upon striking a
successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an
extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is
x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8
points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon
their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14
Fortitude save or be deafened permanently.
Faint necromancy; CL 5th; Craft Magic Arms and Armor, blindness/deafness; Price +1 bonus.
Ownerbound: Whenever this weapon is lost or taken from its owner, it returns to the owner's
possession after a day, if they are still on the same plane. It's never seen disappearing or
appearing, though, so a thief who wants to keep this from happening might keep a watch on this
item or carry it. If someone else than the owner wields it, it functions as a non-magical weapon.
When freely sold or given away, this weapon takes on a new owner and does not return.
Strong conjuration; CL 15th; Craft Magic Arms and Amour; Arcane Mark, Locate Person,
Teleport; Price: +30% of normal price.
Complex
Fire Dragons spiral
This Deals +10, +5d6 fire damage, for 100 charkra you can double this. For 100+jutsu cost x2,
you can use any katon tech, for 900 charkra you can do fire dragon spiral: any side of you the
area cone range of 100000 ft are damaged (enemies only) take 100d10 instant damage.
Invisibly Bladed: This enhancement has different effects on what kind of weapon it is cast upon.
Nunchakus, ammunition, and small throw weapon cannot be made invisible. Ranged weapons
make their ammunition invisible for the duration of flight. Most melee weapons are invisible
except for their handles. A quarterstaff has two hand-sized visible parts in the middle.
Regardless of type they all have the same effect: a +2 bonus to attack, as if the attacker is
invisible. However, unlike with invisibility, the defender does not lose its Dexterity or Dodge bonus
if it knows you have an invisible blade, since it can still see being attacked. This bonus does not
stack with other bonuses for being hidden.
Moderate illusion; CL 7th; Craft Magic Arms and Amour; Improved Invisibility; Price: +1 bonus
Spellpiercer: Weapons like this can smash through magical wards. If you hit a creature protected
by a spell, or hit a magical barrier, you may make a dispel check if the spell is affected by dispel
magic. Use the caster level of the sword for the dispel check. If successful, the weapon is not
hindered by the spell. It does not, however, end the spell, or get the wielder through.
You can also disrupt summoned creatures with this. If you succeed at the dispel check against
one, you deal an extra 1d10 damage. You may increase the enchantment's caster level just like
you would normally upgrade a weapon.
Moderate (no school); CL 7th or higher; Craft Magic Arms and Amour; Dispel Magic; Price: +1,
+1000/caster level
Throwing: This ability can only be placed on a melee weapon. A melee weapon crafted with this
ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal
use.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, magic stone; Price +1 bonus.
Unholy: An unholy weapon is imbued with unholy power. This power makes the weapon evilaligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of
damage against all of good alignment. It bestows one negative level on any good creature
attempting to wield it. The negative level remains as long as the weapon is in hand and
disappears when the weapon is no longer wielded. This negative level never results in actual
level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is
wielded. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition.
Moderate evocation [evil]; CL 7th; Craft Magic Arms and Armor, unholy blight, creator must be
evil; Price +2 bonus.
Vicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that
resonates between the opponent and the wielder. This energy deals an extra 2d6 points of
damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be
vicious.
Moderate necromancy; CL 9th; Craft Magic Arms and Armor, enervation; Price +1 bonus.
Vorpal: This potent and feared ability allows the weapon to sever the heads of those it strikes.
Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon
severs the opponent’s head (if it has one) from its body. Some creatures, such as many
aberrations and all oozes, have no heads. Others, such as golems and undead creatures other
than vampires, are not affected by the loss of their heads. Most other creatures, however, die
when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this
property randomly for an inappropriate weapon, reroll.)
Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death,
keen edge; Price +5 bonus.
Wounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits
a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical
hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, mage’s sword; Price +2 bonus.
Oba Echo (Major Weapon Seal)
Req: draining
This weaponseals cost 250 charkra to activates. Clear your drain points. This attack hit all opents. It deals
xD8. X is the amount of draining points.
Puppets
Kihongenri Kugutsu no Jutsu (Puppet Technique)
Chakra Cost: 2 to activate, 1 for every additional round of keeping the puppet active.
Type: Ninjutsu
DC: 20
Resist?: No.
Description: Use of this jutsu will animate a puppet, specially prepared for this purpose, to do
battle with the user's enemies. This anmate a battle puppet
To learn you have to get the feat ans use 1 jutsu slot
The basic puppet
Basic Puppet
Medium Construct
1 HD (26 HP)
Initiative: +0 (Activates on controler's turn)
Speed: 30ft.
Armor Class: 10
Base Attack: +0
Attacks: Slam (1d6)
Space/Reach: 5ft/5ft
Special Qualities: Basic Animation
Saves: Fort: 0, Reflex: 0, Will: 0
Abilities: Str: 10, Dex: 10, Con: --, Int: --, Wis: 10, Cha: 1
Skills: -Feats: -Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Advancement: None
Basic Animation: This special quality is what enables a Ninja to animate the puppet to preform
their bidding.
Puppet parts
Table 7-1: Puppet Body
Body AC Arms Legs Head Craft DC Special
Simple 10 2 2 1 15 Normal
Soldier 11 2 2 1 15 +2 Str, - 2 Dex, Normal
Knight 10 4 2 1 20 +4 Str, -2 Dex, -2 Cha, Heavy
Scout 12 2 4 2 20 +2 Dex, -2 Con, Light
Thief 12 3 2 1 20 Light, +4 Dex, -2 Con, -2 Str
Priest 10 3 2 1 25 Ability to use Heal Techniques, Frail +2
Guardian 13 2 4 2 25 Heavy
Container 8 4 2 1 30 Heavy, Capture
Ghost 10 2 2 1 35 Light, Incorporeal
Living 10 2 2 1 45 Regeneration
A Frail Body provides 6 HP per Hit Die, Poor attack bonus, and can be moved 30 feet per round.
A Light Body provides 8 HP per Hit Die, Defender attack bonus, and can be moved 40 feet per
round.
A Normal Body provides 10 HP per Hit Die, Defender attack bonus, and can be moved at 30 feet
per round.
A Heavy Body provides 12 HP per Hit Die, Soldier attack bonus, and can be moved at 20 feet per
round.
Capture: If someone fails a grapple check against a Puppet with this ability, or walks right into it's
chest, it get stuck in a container. To escape they can only make escape artist checks against the
user's Perform (Marionette) checks.
Regeneration: The Puppet gains one HP back per round.
Note craft Dc is the same as puppet points (pp)
Table 7-2: puppet Heads
Head AC Eye Slots Weapon Slots Craft DC Special
Basic +1 2 0 10 Nothing
Cyclops +1 1 0 10 +2 Ranged Attacks, -2 Spot and Search
Helmet +2 2 1 15 Nothing
Fiend +0 3 2 15 +4 Intimidate Checks
Devourer +2 2 1 20 Bite Attack (1D10)
Aegis +4 2 0 20 DR 5/+1
Table 7-3: Eyes
Eye Spot Bonus Craft DC Special
Normal +0 10 Nothing
Eagle Eye +2 20 Nothing
Twilight Eye +1 20 Darkvision
Scope Eye -1 20 +2 Ranged Attacks, -2 Melee Attack
Heat Eye +0 25 Sees Body Heat instead of normal sight
Table 7-4: Arms
Arm AC Skill Bonus Weapon Slot Craft DC/pp Special
Basic 0 None 1 (Hand) 10 Nothing
Grappling Arm 0 +1 Grapple Checks None 10 Nothing
Surgeon Arm 0 +2 Heal and Surgery Checks 1 (Hand) 15 Nothing
Concealed Arm 0 None 3 (1 Hand, 1 Built In, 1 Bomb) 15 Nothing
Shield Arm +3 None None 15 Can hold a shield
Spider Arm +1 +2 Climb Checks 1 (Hand) 15 Nothing
Mauling Arm +0 None Arms Count as Maul 20 +2 STR
Theft Arm +0 +2 Sleight of Hand 1 (Hidden, Dagger only) 15 Concealable inside Body
Telescopic Arm +1 None 1 (Hand) 20 Can choose between 5 foot to 20 foot reach.
Ninjas Arm +1 +2 Control Chakra 1 (Hand) 30 Can perform Ninjas
Genjitsu Arm +1 +2 Control Chakra 1 (Hand) 30 Can perform Genjitsu
Taijitsu Arm +1 +2 Control Chakra 1 (Hand) 30 Can perform Taijitsu
Mechanics
These are pieces hooked up inside the puppet to change it's abilities. Puppets can only have up
to 3. They are completely optional
Table 7-5: Mechanics
Piece AC Ability Bonus Ability Minus Craft DC Special
Power 0 +2 Str -2 Dex 15 Multiple
Power II 0 +4 Str -4 Dex 25 Multiple
Power III 0 +6 Str -6 Dex 30 Multiple
Grace 0 +2 Dex -2 Con 15 Multiple
Grace II 0 +4 Dex -4 Con 25 Multiple
Grace III 0 +6 Dex -6 Con 30 Multiple
Sturdy 0 +2 Con -2 Str 15 Multiple
Sturdy II 0 +4 Con -4 Str 25 Multiple
Sturdy III 0 +6 Con -6 Str 30 Multiple
Speed +1 +2 Dex None 15 +10 Running Speed
Night Vision 0 None None 15 Puppet gains Darkvision
Inside Plating +2 None None 15 Multiple
Extended Range 0 None None 15 Chakra Strings effect range doubles
Chakra Charms 0 +2 Chakra None 15 You can donate 5 chakra for the Puppet to use
Flexible +1 +2 Cha None 15 +2 Disguise Checks, +2 Escape Artist
Massive Special Special Special 20 Counts as 1 size larger
Miniature Special Special Special 20 Counts as 1 size smaller
Heavy Plating +4 +2 Con -2 Dex 20 -10 Ft Run Speed
Puppet Technique Slot 0 None None 20 Your puppet can use 1 technique, Multiple
Durable +1 +2 Con None 20 The Puppet gains 1 additional set of HP
Puppet points: Puppet points are used to increase ablity (2) Hd(3) and each part of equipment
cost 1 to add. A puppeter gets 5 for every puppet feat and for every 2 level after you get your 1st
puppet feat you get 2
Chapter 8: Talents Ranks Dark powers and Divine gifts
Talents many class have them besides the one from the d20 handbook these are also available
Taijutsu(any physical hero,+Figher, Beastamer) Gen (int hero’s, Jutsu nin’s) Nin (all classes)
attribute nin has all above. Fuin (fuin master only) also for any subtype
Lv 1: +1 Jutsu skill, power level
Lv2: +2 as above
Lv3: +3 as above
And so on up to Lv 10
Charkra control
+ 1/lv stacks
10 Lv
Dark Powers
Missing Nins and some prestige class’s have theses’s
Dark Infusens ( in the Dm guides)
Forbidden power
Acessto a great unright power ex: the amngekyfou sharingon might be a template.
Sneak attack +3D6 to it
Otherwise they are basically divine powers
Dexterity Talent Tree
For Charkra controlers missing nins and Fighter Nins
Evasion: If the Expert Shinobi is exposed to any effect that normally allows a character to attempt
a Reflex saving throw for half damage, the Expert Shinobi suffers no damage if he or she makes
a successful saving throw. Evasion can only be used when wearing light armor or no armor.
Uncanny Dodge 1: The Expert Shinobi retains his or her Dexterity bonus to Defense regardless of
being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity
bonus to Defense if the hero is immobilized.)
Prerequisite: Evasion.
Uncanny Dodge 2: The Expert Shinobi can no longer be flanked; the hero can react to opponents
on opposite sides of him or herself as easily as he or she can react to a single attacker.
Prerequisites: Evasion, uncanny dodge 1
Increased Speed: The Expert Shinobi’s base speed increases by 10 feet.
Prerequisites: Evasion, uncanny dodge 1, uncanny dodge 2
Improved Increased Speed: The Expert Shinobi’s base speed increases by 10 feet. This talent
stacks with increased speed (20 feet total).
Prerequisites: Evasion, uncanny dodge 1, uncanny dodge 2, increased speed.
-------------------------------------------------------------------------------Charisma Talent Tree
Jutsu Nin
Charm: The Expert Shinobi gets a competence bonus on all Charisma-based skill checks made
to influence members of his chosen gender. (Some characters are charming to members of the
opposite gender, others to members of the same gender.) The bonus is equal to the character’s
Charismatic level.
A Expert Shinobi can only charm Gamemaster characters with attitudes of indifferent or better.
The charm bonus can’t be used against characters who are unfriendly or hostile.
This ability can be taken more than once (for another gender).
Favor: The Expert Shinobi has the ability to acquire minor aid from anyone he or she meets. By
making a favor check, a Expert Shinobi can gain important information without going through the
time and trouble of doing a lot of research. Favors can also be used to acquire the loan of
equipment or documents, or to receive other minor assistance in the course of an adventure.
A Expert Shinobi (once per day) may activate this talent. To make a favor check, roll a d20 and
add the character’s favor bonus, equal to the character’s Charismatic level. The GM sets the DC
based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as
high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Expert Shinobi
can’t take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the
same) favor. Favors should help advance the plot of an adventure. A favor that would enable a
character to avoid an adventure altogether should always be unavailable to the character,
regardless of the result of a favor check.
The GM should carefully monitor a Expert Shinobi’s use of favors to ensure that this ability isn’t
abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a
favor shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor
deemed to be disruptive to the game.
Prerequisite: Charm.
Captivate: The Expert Shinobi has the ability to temporarily beguile a target through the use of
words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to
a captivate attempt, must be within 30 feet of the hero, must be flat-footed or not in combat, and
must be able to see, hear, and understand the hero.
To captivate a target, the hero must use an attack action and make a Charisma check (DC 15),
adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can
try to resist.
The target resists the captivation attempt by making a Will saving throw (DC 10 + 1/2 Expert
Shinobi's class level + Expert Shinobi’s Cha bonus). If the saving throw fails, the hero becomes
the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flatfooted. This focusing of the target’s attention allows other characters to take actions of which the
captivated target is unaware. The effect ends immediately if the target is attacked or threatened.
A Expert Shinobi can concentrate to keep a target captivated for additional rounds. The Expert
Shinobi concentrates all his or her effort on the task, and the target gets to make a new Will save
each round. The effect ends when the hero stops concentrating, or when the target succeeds on
the save. This is a Mind-Affecting ability.
Prerequisites: Charm, Favor.
Fast-Talk: The Expert Shinobi has a way with words when attempting to con and deceive. With
this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff,
Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend
the truth..
Prerequisites: Charm, Favor, Captivate
Taunt: The Expert Shinobi has the ability to temporarily rattle a target through the use of insults
and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a
taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero.
To taunt a target, the hero must use an attack action and make a Charisma check (DC 15),
adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can
try to resist.
The target resists the taunt by making a Will saving throw (DC 10 + 1/2 Expert Shinobi's class
level + Expert Shinobi’s Cha bonus). If the save fails, the target becomes dazed (unable to act,
but can defend normally) for 1 round.
A taunt can be played on an opponent any number of times. This is a Mind-Affecting ability.
Prerequisites: Charm, Favor, Captivate, Fast Talk
Wisdom Talent Tree
Fighter Nin, Charkra controler
Intuition: The prodigal shinobi has an innate ability to sense trouble in the air. The prodigal
shinobi can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that
everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s
best guess relating to the circumstances. This talent is usable a number of times per day equal to
the character’s Dedicated level.
Aware: The prodigal shinobi is intuitively aware of his or her surroundings. The hero adds his or
her base Will saving throw bonus to Listen or Spot checks to avoid surprise.
Prerequisite: Intuition
Faith: The prodigal shinobi has a great deal of faith. It might be faith in self, in a higher power, or
in both. This unswerving belief allows the prodigal shinobi to add his or her Wisdom modifier to
the die roll whenever the hero spends wants to (once per day) to improve the result of an attack
roll, skill check, saving throw, or ability check.
Prerequisite: Intuition, Aware
Cool Under Pressure: The prodigal shinobi selects a number of skills equal to 3 + the hero’s
Wisdom modifier. When making a check with one of these skills, the prodigal shinobi can take 10
even when distracted or under duress.
Prerequisite: Intuition, Aware, Faith
Sixth Sense: The prodigal shinobi has become so intuned with herself and her surrondings, that
she almost has a 'sixth' sense. The prodigal shinobi can no longer be flanked or sneak attacked.
Prerequisite: Intuition, Aware, Faith, Cool Under Pressure
-------------------------------------------------------------------------------Intelligent Talent Tree
Missing Nin, Charkra Controler, Jutsu Nin
Exploit Weakness: After 1 round of combat, the Prodigal Shinobi can designate one opponent
and try to find ways to gain an advantage by using brains over brawn. The Prodigal Shinobiuses
a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her level. If
the check succeeds, for the rest of the combat the Prodigal Shinobi uses his or her Intelligence
bonus instead of either Strength or Dexterity bonus on attack rolls as the Prodigal Shinobi finds
ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.
Plan: Prior to an encounter the Prodigal Shinobi can develop a plan of action to handle the
situation. Using this talent requires preparation; a Prodigal Shinobi can’t use this talent when
surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute.
After creating the plan the Prodigal Shinobi makes an Intelligence check (DC 10) with a bonus
equal to his or her level. The result of the check provides the Prodigal Shinobi and allies with a
circumstance bonus. A Prodigal Shinobican’t take 10 or 20 when making this check.
Check Result
Bonus
9 or lower
+0 (check failed)
10–14
+1
15–24
+2
25 or higher
+3
This bonus can be applied to all skill checks and attack rolls made by the Prodigal Shinobi and
his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that
time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation
continues, as the vagaries of circumstance begin to unravel even the best-laid plans.
Prerequisite: Exploit Weakness
Trick: The Prodigal Shinobi has the ability to temporarily confuse a target through the use of ploy
and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a
trick, must be within 30 feet of the Prodigal Shinobi, and must be able to hear and understand the
Prodigal Shinobi.
To play a trick on a target, the Prodigal Shinobi must use a full-round action and make an
Intelligence check (DC 15), adding his or her level as a bonus. If the Intelligence check succeeds,
the target can try to think quickly and ignore the trick.
The target resists the trick by making a Will saving throw (DC 10 + 1/2 Prodigal Shinobis class
level + Prodigal Shinobis Int bonus). If the saving throw fails, the target becomes dazed (unable
to act, but can defend normally) for 1 round.
A trick can only be played on a particular target once per encounter. After the first trick in an
encounter, whether the attempt succeeds or not, that target becomes wary and immune to such
ploys. This is a mind-affecting ability.
Prerequisite: Exploit Weakness, Plan
Cool Under Pressure: The Prodigal Shinobi selects a number of skills equal to 3 + the Prodigal
Shinobis intelligencemodifier. When making a check with one of these skills, the Prodigal Shinobi
can take 10 even when distracted or under stress.
Prerequisite: Exploit Weakness, Plan, Trick
Inspiration: The Prodigal Shinobi can inspire his or her allies, bolstering them and improving their
chances of success. An ally must listen to and observe the Prodigal Shinobi for a full round for
the inspiration to take hold, and the hero must make a Intelligence check (DC 15). The effect lasts
for a number of rounds equal to the Prodigal Shinobis intelligence modifier.
An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.
A Prodigal Shinobi can’t inspire him or herself. The Prodigal Shinobi can inspire a number of
allies equal to one-half his or her level, rounded down (to a minimum of one ally).
Prerequisite: Exploit Weakness, Plan, Trick, Cool Under Pressure
-------------------------------------------------------------------------------Strength Talent Tree
Beast tammer Nin, Fighter Nin
The ninja improves his unarmed attack, becoming efficient on hand to hand combat.
Improved Unarmed Strike: The tough shinobi is granted the improved unarmed strike feat for free.
Increased Unarmed Damage: Unarmed damage increases to a D6
Prerequisite: Improved Unarmed Strike
Improved Increased Unarmed Damage: Unarmed damage increases to a D8
Prerequisite: Improved Unarmed Damage, Increased Unarmed Damage
Advanced Increased Unarmed Damage: Unarmed damage increases to a D10
Prerequisite: Improved Unarmed Damage, Increased Unarmed Damage, Improved Increased
Unarmed Damage
Max Unarmed Damage: Unarmed damage increases to a D12
Prerequisite: Improved Unarmed Damage, Increased Unarmed Damage, Improved Increased
Unarmed Damage, Advanced Increased Unarmed Damage
-------------------------------------------------------------------------------Constituion Talent Tree
Beast tammer Nin, Fighter Nin
Damage Reduction 1/—: The Tough Shinobi ignores 1 point of damage from melee and ranged
weapons.
Damage Reduction 2/—: The Tough Shinobi ignores an additional 1 point of damage from melee
and ranged weapons (DR 2/— total).
Prerequisites: Damage reduction 1/—
Damage Reduction 3/—: The Tough Shinobi ignores an additional 1 point of damage from melee
and ranged weapons (DR 3/— total).
Prerequisites: Damage reduction 1/—, damage reduction 2/—
Damage Reduction 4/—: The Tough Shinobi ignores an additional 1 point of damage from melee
and ranged weapons (DR 4/— total).
Prerequisites: Damage reduction 1/—, damage reduction 2/—, damage reduction 3/—
Damage Reduction 5/—: The Tough Shinobi ignores an additional 1 point of damage from melee
and ranged weapons (DR 5/— total).
Prerequisites: Damage reduction 1/—, damage reduction 2/—, damage reduction 3/—. damage
reduction 4/—
Ranks
Ok these are not like skill ranks but are more like talent trees. You start out with 5 rank points
wich are used to buy ranks in each category. In all each each catgory had a total of 20 ranks that
may be bought
You start out with 5 as stated above and gain 2 every 3 levels. Each rank has bonouses
It is a 1 rank point for 1 rank trade off
The Catergory
Super Speed
Super Strengh
Super Defense
Super Intelgence
super Skill
Supper Ninjutsu
Super Taijutsu
Super Fuinjutsu
Super genjutsu
Super Fuiinjutsu
Supper stealth
Super sight
Kwarma defense
Kwarmia attack
Kwarmia sight
Description
Super Speed
Rank 1
This is a sorta enhance your speed by adding 10ft to your spd and +1 dodge to Ac
Rank 2
This enhances the bonoues from rak1 to +30ft and +3 ac and it adds +1 to atk sight and +4 to atk
spd
Rank 3
as Rank 2 but +2 Atk sight and +5 to atk spd
Rank 4
As rank 3 but increase all bonous by 1.
Rank 5
As rank 4 +1
Super Strengh
Rank 1
+1 str and +1 attack/damage to melle
Super Defense
Super Intelgence
super Skill
Supper Ninjutsu
Super Taijutsu
Super Fuinjutsu
Super genjutsu
Super Fuiinjutsu
Supper stealth
High speed sight
Kwarma defense
+1 Ac/rank for attacks from a oppent who uses kawma(substitution this turn) Also a oppent
needs a speed rank equalor more to your Kawima defense to use subsitution
Kwarmia attack
Kwarmia sight
Super range
Every rank in this adds 5ft to the range increment of a weapon and a jutsu.
Chapter 8:
Summoning
Summoning
To Summon You need the proper feat for the cretue and Learn the Jutsu.
Summon level (also called Effective Summoning Level) (ESL)
This is equaled to your Nin Level+ misc x1.5
Regluar Summon
This is the Basic Summon. The Max Hd is equaled to your ESL. You have to do a jutsu check (as
normal to perform a jutsu) and a Charkra controle check. The dm will Determine what HD the
creature is
Personal Summons (PS)
A personal Summons are different. They are unique to the person (sometime Persons)
Summoning Them. You know 1 personal summoning when you get the feat and 1 for every 5
Level above 5. The charcter creates the summon. The Summon has HD=to your ESL+2. Beside
gaing a New PS you could instead increase a Exsiting one of yours by 5 HD
Boss Sumons
Under Construction
Appendix
Not done.
Part two the world and Dm Eyes only
A new Gennin Squad.
Issue