Design and Managing Editor Frankto Vinneti Design Advisor Frederick Cross, Harold R. Nichols, Jr., John Mantyk, Matthew McDonnel, Saigo Nazuki, raken!s "host, Christo#her awasaki, Malek Deneith, eldon Draconian, $thildur, Sir Shadow, $le% Ro&inski, 'illia( Casey Editor Frankto Vinneti Cover Artist Jon "rasseschi Interior Artists Julie Douglas, Destiny, Jon "rasseschi Proofreaders Frankto Vinneti, Frederick Cross, Harold R. Nichols, Jr., Matthew McDonnell, Christo#her awasaki, eldon Draconian, Malek Deneith, $thildur, $le% Ro&inski
Special Thanks Frederick Cross, Jon "rasseschi, 'izards o) the Coast, Ski# 'illia(s +,he Sage-., Playtesters Frankto Vinneti, Frederick Cross, Harold R. Charles Ryan, Viladin, ishi(oto Masashi, Nichols, Jr., Matthew McDonnell, u/o ,ite, 'atsuki No/uhiro, and the entire Christo#her awasaki, $thildur, $le% co((unity o) the Naruto0 d12 )oru(sRo&inski Translations Frankto Vinneti, "eo))rey *eeson ,hank you-
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LIST OF NON-OGC MATERIAL: !5ntroduction! cha#ter, #ower units o#tional rules, artwork /y Julie Douglas, artwork /y Jon "rasseschi, co&er art /y Jon "rasseschi, artwork /y ;lentor, artwork /y Destiny, cha#ter H !NinGa Ranks!, cha#ter =B !Su((oning!, Character Sheet #ages = and 1, ,echni6ue Sheet
Introduction.............................................9 Meta"Chakra &eats.................................X Sa9in( *hro.........................................X What You Need to Play........................11 Chapter $: %&uipment...........................X Chakra 7esistance.................................X Chapter 1: Basic Game Mechanics......12 Glossary.................................................X Chakra Cost...........................................X Chakra...................................................X General %6ui3ment................................X *echni6ues.............................................X Shinmei 7yuu......................................X Books and 7e)erence..........................X Basic Game Mechanics.........................X #iten Mitsuru(i 7yuu.........................X Containers...........................................X Shino i Skills........................................X Modern +ay........................................X Clothin(..............................................X !ariants.................................................X *echni6ue /nde8 y 7ank...................X Nin-a *ools and Medicine..................X Character Creation.................................X Chapter 2: Nonhuman Heroes..............X Wea3ons................................................X Chapter 11: Bloodlines...........................X Nin Wea3ons......................................X Bloodline 'e9els....................................X Non"human Skill Points.........................X ,rchaic Wea3ons................................X , ilities.................................................X #uman...................................................X %8otic Wea3ons..................................X Bloodlines..............................................X #uman$%arth..........................................X #uman$&ire............................................X %83losi9es.............................................X *em3lates and Su ty3es........................X #uman$'i(htnin(...................................X ,rmors...................................................X Bloodline Classes..................................X #uman$Water........................................X !ehicles.................................................X Chapter 12: #riends and #oes...............X #uman$Wind.........................................X S3ecial Materials...................................X 7eadin( the %ntries................................X Monstrous..............................................X Chapter ': Nin(a )an!s.........................X S3ecial ;ualities....................................X Small)olk...............................................X ,9era(e 7ank 'e9el..............................X Monster &eats........................................X *rue looded..........................................X Chapter *: +d,anced Classes................X Creatures................................................X Chapter 3: Basic Classes........................X Beastlord................................................X Chapter 13: Summoning........................X Stron( #ero...........................................X Beastmaster...........................................X Summary................................................X &ast #ero...............................................X Blinkstrike.............................................X Mechanics..............................................X *ou(h #ero...........................................X +e9astator..............................................X Summon &eats.......................................X Smart #ero............................................X %lementalist...........................................X Blood Pacts............................................X +edicated #ero......................................X %8arch....................................................X Chapter 14: /uests and %,ents.............X Charismatic #ero...................................X %8em3lar...............................................X Missions.................................................X +"7ank................................................X Chapter 4: Starting Occupations..........X Gen-utsu Master....................................X C"7ank................................................X ,cademy Student...................................X 'i9e.ire.................................................X B"7ank................................................X Mentored...............................................X Medical S3ecialist.................................X ,"7ank................................................X Nin-a 'a. %n)orcement.........................X Master Strate(ist....................................X Clans......................................................X Nin-a :3erations Counter......................X ,d9entures.............................................X , urame..............................................X Nin-a Police...........................................X Chapter 1 : %pics...................................X +attoumaru.........................................X Nin-a Scout............................................X General 7ules........................................X &u-i.ara..............................................X Pu33eteer...............................................X %3ic Classes...........................................X #yuu(a................................................X Sacred &ist ............................................X %3ic Skills..............................................X /shimaru..............................................X Shade.....................................................X %3ic &eats..............................................X 0a(etsuki............................................X Shino i ,de3t........................................X %3ic Class Pro(ressions.........................X 0a(uya................................................X Shino i S.ordsman...............................X %3ic *em3lates......................................X Mi u....................................................X Shino i Body(uard................................X Chapter 1": Nin(a .ools........................X 1chiha.................................................X Shuriken %83ert.....................................X *ra3s......................................................X Yachoumaru........................................X Soul %d(e..............................................X Sam3le *ra3s......................................X Chapter : S!ills.....................................X S3ecialist...............................................X 7elics and ,rti)acts...............................X Blu)).......................................................X S6uad Ca3tain........................................X Pu33ets..................................................X Chakra Control......................................X Summoner..............................................X Pu33eteer Com at...............................X Cra)t 2calli(ra3hy4.................................X S.ord Sa9ant.........................................X Pu33et Cores.......................................X Cra)t 2chemical4.....................................X *ai-utsu Master......................................X %nhancement Seals................................X Shino i +ru(s.....................................X *echni6ue ,nalyst.................................X General 7ules......................................X Poisons................................................X Chapter 1-: .echni&ues.........................X Creation...............................................X Cra)t 2mechanical4.................................X Name.....................................................X ,rmor Seals........................................X Cra)t 23harmaceutical4...........................X 7ank.......................................................X Wea3on Seals......................................X Gen-utsu.................................................X *y3e.......................................................X Sealed /tems........................................X 5um3......................................................X 7e6uirements.........................................X Chapter 1$: Gamemastering.................X Nin-utsu.................................................X 'earn +C...............................................X Currency................................................X Com3le8ity 7atin(..............................X Com at Situations.................................X Per)orm 2martial arts4............................X Si(n 'an(ua(e.......................................X Per)orm re6uirements............................X #idden !illa(es.....................................X Com3le8ity 7atin(..............................X Shino i and the 'a. %n)orcement........X Slei(ht o) #and......................................X *ai-utsu..................................................X Com3onents...........................................X Mo9ement..............................................X *um le...................................................X 7an(e.....................................................X Chapter ": #eats.....................................X *ar(et....................................................X Plannin( ,head.....................................X %))ect.....................................................X &eats......................................................X ,rea.......................................................X General &eats.........................................X +uration.................................................X
INTRODUCTION
Naruto d20: The Scrolls of Knowledge is an accessory to the d20 Modern roleplaying game. It is oriented towards fan of the Naruto anime and ninja in general, detailing their many secrets and focusing on many new options and expanded rules to allow for greater freedom of play. GMs use this oo! as a resource for creating their many shino i"related #illains, as a reference for techni$ues and other expanded rules.
The Narutoverse
Most characters in the Naruto#erse will e ninja, ut that doesn%t mean that most character will e perfect. &he Naruto series does a good jo redefining ninja to most, as they are no longer perfect, emotionless !illing machines. No, ninja of the Naruto#erse, and conse$uently Naruto d20 uni#erse, are typical humans forced to li#e a life of war and harshness, with their own flaws and character. &hey too are human and do not generally force themsel#es into fitting a specific mold, although sometimes they are forced to. &his oo! is designed to let a player play a character without fitting into a specific mold, detailing at length the many techni$ues employed and pro#iding detailed rules to create their own. It is meant to e a standalone supplement, ut it just as well can e adapted to other d20 Modern supplements such as d20 Future with minimal effort.
e. /0u %"ent $Cha%ter 1': &his chapter compiles useful e$uipment for any shino i, as well as new #ehicles, armors and weapons, including weapons found in other d20 Modern supplement or other eras altogether. N n2a Ran+s $Cha%ter 3': &his chapter offers a it of explanation and rules relating to the #arious shino i ran!s of the Naruto#erse, from /i#ilian all the way up to 0ounin and 3age. 4dvanced and 5rest ge Classes $Cha%ter 6': , num er of ad#anced and prestige classes are offered as new options to the players and GM ali!e, all more or less attuned to the *hino i mindset(such as the 4lementalist, or the 4lite *hino i *wordsman. 5hether your character focuses on Ninjutsu, Genjutsu or &aijutsu, you should find a class here that appeals to you. Techn 0ues $Cha%ter &0': &his chapter contains nearly a thousand new techni$ues, similar in many ways to spell, a#aila le to characters of all speciali6ations, including Genjutsu -illusions., elemental Ninjutsu, and enough &aijutsu to sate any martial arts master. 7ou can find in this chapter all the rules related to techni$ues, including the detailed rules pertaining to 8earning, 'erforming, /reating, 9e#eloping, &eaching and Mastering techni$ues. ,t the end of chapter :0 one may find a simple index that allows searching for techni$ues y ran!, name, type and su type. Note: The japanese translations in this chapter are approximate and should not be considered 00! accurate" Bloodl nes and Te"%lates $Cha%ter &&': &his chapter contains the many clans, including their occupations and loodlines, of the Naruto#erse, as well as other templates and su types for more interesting creatures. -r ends and -oes $Cha%ter &2': &his chapter is more use to the GM than the players, in that it offers premade ordinary and heroic characters, as well as statistics for the characters proper to the Naruto series, including popular names such as ;6uma!i Naruto, <aruno *a!ura, <ata!e 3a!ashi, ;chiha *asu!e, or e#en =rochimaru. Su""on ng $Cha%ter &)': &he Scrolls of Knowledge has its own rules for summoning creatures, and they are far more detailed than a simple *ummon Monster spell> all manners of lood pact, rules and example creatures are round in this chapter. 7uests and /vents $Cha%ter &*': ,lso of more interest to the GM, this chapter contains rules for handing out missions, ad#entures and e#en a sample 0ounin examination. &here are many plot hoo!s to choose from in the mission ta les, well o#er a hundred, as well as se#eral ad#entures for oth low and high le#el '/s. Naruto d20 /% cs $Cha%ter &,': &his chapter rings the 9?9 epic rules adapted to d20 Modern, or more specifically Naruto d20, including many new epic feats, 2asic /lass progression and more. ,lso found in this chapter are epic a ilities in more details, such as the Naruto d20"#ariant of epic damage reduction, as well as 'owers 2eyond Mortality, a small set of rules pertaining to a less"powerful #ersion of the 9i#ine +an!s. N n2a Tools $Cha%ter &.': ,rtifacts, weapon seals, traps, puppets(some of the most essential tools of a ninja are hidden in this chapter. ,ll the rules for setting traps and puppets com at, as well as Naruto d20%s e$ui#alent for magic items, weapon seals, and their creations. ,rtifacts of untold power, such as the +aijin no 3en, are also loc!ed away and hidden somewhere in this chapter. !a"e #aster ng $Cha%ter &1': &he final chapter offers insight on how to handle the new rules, as well as the currency of the Naruto#erse, a new ounty system, mo#ement
system proper to Naruto d20, and finally, a <idden @illage generation system.
Chakra
very living being possesses some measure of chakra, no matter how small. !t represents the life energy of a being, the fuel of the soul. The more chakra an individual has, the stronger has the potential to become. "hakra is essentially divided in two parts# "hakra $ool, and "hakra %kills.
Chakra Skills
The &skill& aspect of chakra is divided in four parts# "hakra "ontrol, Genjutsu, 'injutsu and Taijutsu, one for each type of technique shinobi are known to perform. Chakra Control serves a character the most in that it represents his ability to mold and control the flow of chakra in his body. ( character with no ranks in this skill cannot tap into his chakra reserve to gain extra energy. "hakra "ontrol techniques tend not to be offensive or defensive, but rather perform sometimes gravity)defying feats such as walking up walls or on water. Genjutsu serves a character the most in that it alters the perception of reality in a creature, causing illusions, and sometimes deadly hallucinations. Genjutsu also serves to identify illusions cast by another to avoid being caught in them, or to gain bonuses in resisting them. Ninjutsu serves a character the most in that it allows him to blow plumes of flames, heal wounds or simply vanish without a trace. !t is the most basic shinobi skill and benefits the most from strong chakra control. Taijutsu serves a character the most in that it focuses the most on the character*s physical strengths rather than how many techniques it possess, or how good his chakra control is. (lthough at its root, Taijutsu represents hand)to)hand combat, all forms of physical and non)mystical combat arts are represented by this skill. Skill threshold allows a character to perform techniques without making a check as part of the technique*s perform requirements.
Chakra Pool
The "hakra $ool of a character essentially represents much energy it can expend on
techniques or supernatural abilities before running out, and is represented by a set number that grows as the character advances in level, gains new abilities or ability score increase. ( character has a reserve of chakra to supplement his chakra pool called simply the "hakra +eserve. The "hakra "ontrol skill is crucial for any character who wishes to tap into that reserve and make the most of his abilities. Chakra Pool: ( heroic character*s chakra pool is , chakra per level, doubled at first level. ( character whose "onstitution score is high enough gains a certain amount of bonus chakra depending on his "onstitution score. ( character with levels in an ordinary class does not gain this bonus chakra. -our "onstitution score grants you bonus chakra equal to your "on modifier . your character level or hit dice. ( "onstitution modifier of / or less results in no bonus chakra.
Ability S!ore 00 or less 0,)02 03)04 05)06 07)08 ,/),0 ,,),2 ,3),4 ,5),6 ,7),8 2/)20 2,)22 23)24 25)26 27)28 3/)30 $st 1 0 , 2 3 4 5 6 7 8 0/ 00 0, 02 03 04 %nd 1 , 3 5 7 0/ 0, 03 05 07 ,/ ,, ,3 ,5 ,7 2/ &rd 1 2 5 8 0, 04 07 ,0 ,3 ,6 2/ 22 25 28 3, 34 'th 1 3 7 0, 05 ,/ ,3 ,7 2, 25 3/ 33 37 4, 45 5/ (th 1 4 0/ 04 ,/ ,4 2/ 24 3/ 34 4/ 44 5/ 54 6/ 64 Bonus Chakra by !hara!ter le"el or hit di!e# )th *th +th ,th $-th$$th $%th$&th$'th $(th$)th$*th $+th$,th %-th 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 5 6 7 8 0/ 00 0, 02 03 04 05 06 07 08 ,/ 0, 03 05 07 ,/ ,, ,3 ,5 ,7 2/ 2, 23 25 27 3/ 07 ,0 ,3 ,6 2/ 22 25 28 3, 34 37 40 43 46 5/ ,3 ,7 2, 25 3/ 33 37 4, 45 5/ 53 57 6, 65 7/ 2/ 24 3/ 34 4/ 44 5/ 54 6/ 64 6/ 74 8/ 84 0// 25 3, 37 43 5/ 55 6, 67 73 8/ 85 0/, 0/7 003 0,/ 3, 38 45 52 6/ 66 73 80 87 0/4 00, 008 0,5 022 03/ 37 45 53 6, 7/ 77 85 0/3 00, 0,/ 0,7 025 033 04, 05/ 43 52 6, 70 8/ 88 0/7 006 0,5 024 033 042 05, 060 07/ 5/ 6/ 7/ 8/ 0// 00/ 0,/ 02/ 03/ 04/ 05/ 06/ 07/ 08/ ,// 55 66 77 88 00/ 0,0 02, 032 043 054 065 076 087 ,/8 ,,/ 6, 73 85 0/7 0,/ 02, 033 045 057 07/ 08, ,/3 ,05 ,,7 ,3/ 67 80 0/3 006 02/ 032 045 058 07, 084 ,/7 ,,0 ,23 ,36 ,5/ 73 87 00, 0,5 03/ 043 057 07, 085 ,0/ ,,3 ,27 ,4, ,55 ,7/ 8/ 0/4 0,/ 024 04/ 054 07/ 084 ,0/ ,,4 ,3/ ,44 ,6/ ,74 2//
Chakra Reser"e: ( heroic character gains , chakra reserve every level. That chakra reserve replenishes normally while he rests 9see "hakra +ecovery below:. ;rdinaries only gain 0 chakra reserve that does not increase with levels. Nonheroi! Creatures: ( nonheroic character or creature does not gain chakra reserve, and while bonus chakra from a high "onstitution score, feats and abilities is applied normally, the final result is halved. %ome abilities, such as the +are subtype, can grant nonheroic creatures an increased chakra pool. Chakra Pool and Nonabilities: ( creature without a "onstitution score, such as an undead or a construct, does not have a chakra pool or reserve unless explicitly specified otherwise. !f so, it uses its <isdom score to determine the amount of "hakra it has. Chakra Si.nature: very creature with a chakra pool has its own chakra signature. !t is embedded in its genetic code and is proper to its owner= every chakra signature is unique, no matter how slight the variation. "hakra %ignatures can be modified with abilities or
technique, though those are few and far in)between. (bilities that disguise one*s appearance, such as Henge no Jutsu, do not change a creature*s chakra signature unless explicitly specified. (fter death, a creature*s chakra and chakra signature fades and quickly disappears. Though some things, such as aging or a dramatic growth in ability, may slightly alter a "hakra %ignature, it typically remains recogni>able to those familiar to it. ( creature who can %ense "hakra remembers "hakra %ignatures like a dog would scents, or humans would sights. Generally, one can identify whether or not the signature is human, demonic, animal or simply alien.
Chakra Re!o"ery
;nce a character experiences a loss of chakra, it recovers when resting in the same manner as it would hit points. ( character*s chakra pool is recovered fully after an evening of rest 9approximately 7 hours:. ( character recovers his chakra reserve at a rate equal to his character level every evening of rest. ?ed rest does not affect the rate at which a character recovers his chakra reserve. ( character whose chakra reserve is / suffers from chakra depletion 9see below:. /o0 Reser"e: ( character whose chakra reserve is reduced below 4/@ is fatigued until his chakra reserve is over that threshold again. !f the character*s reserves were depleted during an encounter, the fatigue does not take until the encounter ends. !f the chakra reserve falls below one)quarter 9,4@:, even during an encounter, the character is immediately fatigued. !ngesting a soldier pill will allow the character to negate fatigue from low reserves. No Chakra: <hen a character*s chakra pool reaches /, its chakra reserves are instantly reduced to / as well to replenish his chakra pool back to 0, and it suffers chakra depletion 9see below:. !f the character takes chakra damage while at / chakra, the chakra damage is doubled and taken from his hit points instead. ( character with chakra pool / can only take a single move or attack action every round, and cannot run or charge. (bility damage or drain cannot lower a character*s chakra pool below 0. ( character whose maximum chakra pool reaches / suffers "onstitution damage instead 9or <isdom, if the character has no chakra score or the <ill ;ver Alesh feat:.
Chakra 1e2letion
<hen a character*s chakra reserve is /, it suffers from chakra depletion until it recovers fully. <hile in chakra depletion, the character is exhausted until his chakra reserve recovers to the 4/@ threshold, when it is fatigued until it recovers fully. !n addition, the character only recovers one)quarter of his chakra pool every night during chakra depletion. "omplete bed rest doubles that amount. ( character suffering from chakra depletion does not regain chakra when taking a short rest. "hakra reserve recovery coming from a source other than normal rest does not alleviate chakra depletion.
Chakra 1a3a.e
<hen a character takes chakra damage, he risks suffering chakra depletion 9see above:. There are other ways in which chakra pool can go up or down, as described below. Chakra Coils 1a3a.e: This type of damage is very rare and difficult to cure. "hakra "oil Bamage lowers the character*s current and total chakra pool and chakra reserves. Temporary chakra coil damage heals at the rate of 0 point per week of complete bed rest, unless aided by a medical ninjutsu technique. $ermanent chakra coil damage does not heal naturally and requires the aid of specific techniques or methods. Te32orary Chakra and Bonus Chakra: Temporary increase of the relevant ability score does not increase the character*s chakra pool, unless explicitly states in the ability. Temporary chakra does not increase the chakra pool but instead serves as a buffer for it. !t is generally spent first. !f a temporary effect that directly increased the character*s chakra pool fades, the character*s chakra pool is not reduced below 0 when it does. The character cannot have more than his maximum chakra pool in temporary chakra at any one time. ?onus "hakra or "hakra +eserve permanently increases a character*s maximum chakra pool or reserve.
affinity, while the nature transformations gained at 00th, 05th, and ,0st level afterwards provide no additional benefits than enabling the character to perform a broader range of techniques= an ability that requires or refers to an elemental affinity refers to that nature transformation. %ee the table below for details.
/e"el /earn Ener.y Nature Bonus Resistan!e Trans4or3ations 0st D0 1 (ffinity 5th D, 1 1 0/th D, 4 1 00th D2 4 %econdary 04th D2 0/ 1 05th D3 0/ %econdary ,/th D3 04 1 ,0st D4 04 %econdary
/earn Bonus: This column represents the bonus gained to Cearn checks gained from the elemental affinity only. Ener.y Resistan!e: This column represents the energy resistance conferred by the elemental affinity. %ee the table below for details. Nature Trans4or3ations: This column serves as a marker for the character*s progression in acquiring new elemental nature transformations. The character gains an elemental affinity at 0st level, then a secondary nature transformation at 00th, 05th and ,0st level. Variant: ach new elemental nature transformation requires a number of days of training equal to the level it was obtained at to be used 900 days at 00th level, 05 days at 05th level, etc.: ach element has a weakness and a specific descriptor it is strong against. Aor example, a character with the wind affinity would gain penalties to saves against techniques with the fire descriptor.
Chakra 5eak Stron. 1es!ri2tor Nature a.ainst6 a.ainst6 arth Cightning <ater arth Aire <ater <ind Aire !ceE 1 1 "old Cightning <ind arth lectricity <ater arth Aire <ater <ind Aire Cightning <ind <oodE 1 1 <ood
This affinity can only be acquired through special circumstances. !ha"ra nature penalties# $ea"ness and strength only apply to primary elemental affinities.
5eak7Stron. a.ainst: (n elemental affinity is always strong against another affinity, and weak against another. The &weak against& column notes the affinity which the character will suffer a chakra nature penalty from a chakra)based attack with the appropriate descriptor. The &strong against& column notes the affinity which will cause other characters to suffer a chakra nature penalty from a chakra)based attack with the appropriate descriptor. The element a character is strong against also determines what energy resistance he gains. ( fire)natured character would gain wind resistance. ( secondary nature transformation does not grant particular strengths or weaknesses. ( chakra)based form of attack that strikes an object created by chakra which the attack is strong against deals normal damage, regardless of the normal damage penalty for that energy type 9see below:.
!ha"ra Nature %enalty: ( chakra nature penalty, as mentioned above, is a ), penalty to saving throws against a chakra)based attack of the specific descriptor. 1es!ri2tor: This column notes the descriptor associated with the specified affinity, for the purpose of powers, spells, techniques and determining energy resistance. Aire affinity grants wind resistance, for example, but wood affinity does not grant energy resistance. I!e and 5ood Ele3ents: These two special elements can only be obtained by selecting special feats or bloodlines. These elements are combinations of other elements and do not have a specific weakness or strength.
Hyouton
Prere8uisite: $rimary elemental affinity 9water or wind:, can only be taken at 0st level, heroic character. Bene4it: -ou gain an elemental affinity to !ce as well as <ater or <ind 9whichever you didn*t select as your primary elemental affinity:. -our !ce affinity may replace your primary elemental affinity, which is then downgraded to a normal affinity. -ou do not gain elemental affinities from levels.
Mokuton
Prere8uisite: $rimary lemental (ffinity 9 arth or <ater:, can only be taken at 0st level, heroic character. Bene4it: <hen gaining a secondary elemental affinity to earth or water 9whichever you didn*t select as your primary elemental affinity:, you also gain a Mokuton affinity.
Chakra Resistan!e
"hakra resistance is the ability to negate all effects of a chakra)based technique1 although not all techniques are affected by chakra resistance. !n the simplest sense, chakra resistance counts as a Befense score that technique users must pass to affect a resistant creature. To affect a creature with chakra resistance with a technique, the origin of the technique must make a level check 90d,/ D character level: against the creature*s chakra resistance score. !f the check fails, the technique does not affect the creature. "hakra resistance is always active and does not require the creature*s attention to function, meaning it will work even if he is not aware of the threat. ;nly techniques and spell)like abilities that allow the use of techniques are affected by chakra resistance= extraordinary abilities, supernatural abilities, spells and powers are not. Techniques originating from objects are also affected by chakra resistance, but mystical effects such as the extra damage of a cold snap enhancement seal is not. %ome techniques also ignore chakra resistance, namely Taijutsu techniques, see below. ( creature can choose to freely lower its chakra resistance as part of an swift action that does not provoke an attack of opportunity. ;nce the chakra resistance has been lowered,
it remains down until the creature*s next turn. (t the beginning of the creature*s next turn, it can choose to keep its chakra resistance down as an swift action that does not provoke an attack of opportunity. ( creature*s chakra resistance does not interfere with its own abilities. Aor example, a creature with chakra resistance attempting to use a &edical ninjutsu technique is not hampered. "hakra resistance cannot be shared and does not stack. Fse whichever source of chakra resistance is strongest given the circumstances of the attack. A22lyin. Chakra Resistan!e: (s a general rule, chakra resistance applies to spell fueled completely by chakra, such as a great gout of flame. The Techniques chapter contains a specific entry for each technique that allows you to determine whether or not chakra resistance applies. 'rea Techniques: !n the case of area techniques, chakra resistance only protects a single creature. !f a creature in the lot has chakra resistance the origin of the technique fails to pass, only that creature is protected from the technique. (ffects: ffects techniques do not always generate effects that are affected by chakra resistance. Aor example, techniques that create a simple weapon allow a creature to attack another creature with chakra resistance normally. %ummoned creatures are also able to attack a creature with chakra resistance normally. Aor lingering and ongoing effects with a duration, chakra resistance is only checked once. !f the origin successfully rolls against chakra resistance, the resistant creature will always be affected by the technique= otherwise, the creature will always be protected. This only applies to that instance of the technique. !f the technique is used again, chakra resistance must be checked as well. "hakra resistance can protect a creature from techniques that have already been used. Aor instance, if the creature steps within a square that was set on fire by 'materasu, chakra resistance is checked. !f the origin fails, the creature is not damaged by the fire. "hakra resistance does not generally apply to effects that fool the senses, unless it directly interacts with the creature. The Ka"usu Nioi technique, which allows the character to hide his scent, will not trigger chakra resistance, but )unran no Jutsu which can disable the %cent ability would. Ainally, chakra resistance applies only if the effect is forming. !f the end result of a technique is to create a stone wall, a creature with chakra resistance cannot simply touch it to disrupt it if it has already formed. Resol"in. Chakra Resistan!e: "hakra resistance negates the effect of a technique on the resistant creature, but it cannot remove or negate a chakra)based effect, such as most *enjutsu, from another creature. (gainst a lingering effect, a failed check against chakra
resistance allows the resistant creature to ignore the effects of the technique, but others continue to be affected normally.
Ener.y 1a3a.e
Aour new types of energy damage were added to the 'aruto d,/ system, earth, water, wind and holy damage. 92tional Rule: <hen a arth damage is common to the Boton ninjutsu subtype and arth dragons. <ater is common in %uiton ninjutsu and <ater dragon, and finally <ind damage is common in Auuton techniques and <ind dragons.
character attempts to destroy an object with an unarmed strike without the proper feats, the attack only deals half damage, before applying hardness.
Goly damage is a very uncommon type of damage found only in very few techniques, and techniques enhanced by special feats or abilities. ach of the new damage type has an energy resistance equivalent of the same name, that acts in the same way energy resistance would for typical damage types. <ind damage deals normal damage against object with hardness= earth and water deal one)quarter damage against objects with hardness, and holy deals no damage to objects.
/earn
This element is essential in the learning and mastering of techniques, though it can be employed elsewhere also. Cearn checks are made to learn, 92tional Rule: %ince develop, create and master techniques. To make a Cearn check, the character rolls 0d,/ D character level D relevant ability modifier. The learn bonus presented in a creature*s description does not include relevant ability modifier, but includes any bonus to Cearn checks the creature may have, such as "hakra (ffinity, Genius 'inja or Grand Master.
'aruto# d,/ is a completely non)AH setting, mastercraft bonus can go up to D4 at the cost of D6 to the $urchase B" per point above 2.
( character can take 0/ but not take ,/ when making a Cearn check. /earnin. Te!hni8ues: The process of learning a technique is explained in details in !hapter +: Techniques. The character must succeed a number of times based on the technique*s complexity rating, and each attempt takes a number of days equal to the technique*s rank. Startin. Te!hni8ues: Buring character creation, the player does not typically roll Cearn
checks. Most characters start with 0d3 techniques, plus 0 per level. Typically, the character gains the three basic 'injutsu as bonus techniques, so long as it has ranks in the 'injutsu skill# ,unshin no Jutsu, Henge no Jutsu and Ka$arimi no Jutsu.
A!tions
'aruto d,/ uses several new different types of action to perform feats, techniques or abilities, described in detail below. -pecial !reatures: %pecial creatures such as elite, boss and solo creatures gain additional actions. %ee the Ariends and Aoes chapter for more detail. Instant A!tions: ( character can use an instant action even when it is not his turn. (n instant action can be used to perform a defensive or counter)attack technique such as Kiri"aesu no .a/a, or Ka$arimi no Jutsu. The character only has one instant action per round. S0i4t A!tion: ( character can only use one instant and one swift action per round, but must use a swift action on his turn. !t can be used to perform a techniques, or other actions such as making a "hakra "ontrol check to tap one*s reserves. :ui!kened A!tions: ( quickened action is not a type of action a character can use normally, but rather an action of a specific type, either a move, attack or full)round actions, that a character can gain through the use of a feat or class ability, such as the Geroic %urge feat or the 'inja %cout*s Iuicken Technique. ( quickened action is taken during a character*s turn like a normal action, but the character can only gain one quickened action of any kind per round.
Co3bat
Many combat situation calls for a particular rule that was altered for the purpose of 'aruto d,/, explained in detail below. 92tional Rule: Geroic Short Rests and En!ounter;based Abilities: %ome abilities can only be used a certain number of times per encounter. Those abilities become available again as soon as the character rests for 4 minutes, called short resting periods. The character can rest any number of resting periods in a day as he wishes. Buring a resting period, the character can perform no strenuous activity that would disrupt normal rest. !f interrupted, the character must rest again for a full 4 minutes to complete a resting period. (fterwards, abilities such as techniques or class abilities that can only be used a certain number of times per encounter can be used again. Fp to twice per day, the character may regain his up to one)half
characters running all)out can now run at 4 times their normal speed instead of 3 times. (n encumbered character*s maximum run speed is x3 instead of x4 using these rules. 92tional Rule: ( creature with greater reach is unable to attack another if it is blocked by a creature or object in front of it. The creature can, however, reach the creature behind the obstacle if it is at least twice as tall as it. This rule goes for attacks of opportunity as well.
his character level 9round up: or his "onstitution modifier in chakra, whichever is higher, during a resting period. The character*s chakra pool cannot be exceeded by this means. A!tion Points: !n addition to their standard uses, a character can spend an action point to gain 0d5 points of temporary chakra for 0 minute, which can exceed his maximum chakra pool. More than one action point can be spent, but only the duration is refreshed, the actual chakra gained uses the highest rolled results. (ction points can be applied to Cearn checks 9see above:. Re4le< Sa"es: ( creature can make a +eflex save at any time except when held, immobili>ed or unable to move. ( creature with a Bexterity score of 0 or higher can move. ( creature with no Bexterity score fails all +eflex saves and Bexterity checks, and cannot move. Aid Another: ( character cannot aid or have someone aid him to perform or identify a technique, though some exceptions, such as %ummoning, are possible. Bonus Ty2es: There are many ways to gain bonuses to an ability score, checks, saving throws or any number of things, and many come from different sources. Multiple different bonus types stack, but typically only a few named bonus stack with themselves. Aor example, a mastercraft bonus to Befense and the Mystical (rmor enhancement seal are both enhancement bonus, and do not stack. ( brief description of the different bonus types is included below. 'rmor: This bonus comes from wearing a piece of non)enhanced armor and increases the character*s Befense. !t does not apply against touch attacks. !ircumstance: This modifier enters play in a situation that provides a specific advantage or disadvantage, and is sometimes provided by a technique. Multiple circumstance bonus stack with each other, unless they are provided by the same source. !ompetence: This bonus increases the character*s ability with skills checks and ability checks. 0eflection: This bonus increases the character*s Befense by deflecting attacks. 0odge: This bonus increases the character*s ability to dodge and quickly avoid attacks. Bodge bonuses stack with other dodge bonuses. (nhancement: This bonus represents an increase in effectiveness of the targeted weapon, armor or the selected ability score. 1nherent: (n inherent bonus to an ability score is one granted by training techniques and shinobi drugs. ( character is limited to a D4 inherent bonus to any ability score. 1nsight: (n insight bonus increases the character*s ability from a precognitive sense pertaining to the ability itself, such as the -haringan (ye*s ability to perceive movement from reading chakra. 2uc": This bonus represents good fortune for the character. &orale: ( morale bonus or penalty comes from greater hope, courage and determination or from moments of despair and helplessness. Natural 'rmor: ( natural armor bonus increases Befense, typically from hardened skin, tough scales or chitinous armor. 'atural armor does not apply to touch Befense. 3acial: ( racial bonus is typically granted to a skill check, based on the race or species
of the creature. 3esistance: ( resistance bonus increases the character*s ability to defend from harm and chakra techniques. !t is usually applied to saving throws. -hield: ( shield bonus increases the Befense through wearing a shield in combat, or sometimes through force techniques. %hield bonus do not apply to touch Befense. -i/e: This modifier applies when a creature or character increases or decreases in si>e. Typically applies to %trength, Bexterity and "onstitution scores as well as Befense, Gide checks, Grapple checks and attack rolls. Chakra Created 9bje!ts and Creature: ( chakra created creature or object only has as much chakra as was spent during their creation, based on the technique or effect cost, unless otherwise specified in its description. Aor example, a standard Kage ,unshin has , point of "hakra, while a Tajuu Kage ,unshin only has one. <hen an object*s chakra pool is reduced to /, it is automatically destroyed, regardless of its physical condition. The fact that a creature or object has a "hakra $ool doesn*t mean it can use technique or perform chakra)demanding activities, however. /osin. an eye: <hen a character loses one eye, or covers one of his eyes, he suffers a ), penalty to %pot and %earch checks, and the penalty from distance is doubled. Alanking creatures gain a D0 bonus to attack rolls when flanking a one)eyed character. ( character used to this condition may remove or alleviate some or all of the disadvantages of the condition 9GM*s discretion.: Massi"e 1a3a.e Threshold MAS#: The massive damage threshold entry has been excluded from the characters* statistics entries because it cannot be triggered from damage. ( massive damage save is always a Aortitude save 9B" 04: to avoid being reducing to )0 hit points and dying. Ne0 Conditions: Aollowing standard conditions, these states describe ill effects and ailments a character may encounter# 0a//led: The creature is unable to see well because of overstimulation of the eyes. ( da>>led creature takes a )0 penalty on attack rolls, %earch checks, and %pot checks. )ascinated: ( fascinated creature is entranced by a technique or supernatural effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. !t takes a )3 penalty on skill checks made as reactions, such as Cisten and %pot checks. (ny potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. (ny obvious threat, such as someone drawing a weapon, performing a technique, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. ( fascinated creatureJs ally may shake it free of the condition as a standard action. 1n4isible: (n invisible creature is visually undetectable and gains a D, bonus to attack rolls against creatures that rely on sight and ignores its opponent*s Bexterity bonus to
Befense 9if any:. %araly/ed: ( paraly>ed character cannot move, speak, or take any physical action. Ge is rooted to the spot, fro>en and helpless. 'ot even friends can move his limbs. Ge may take purely mental actions, such as performing a technique requiring only concentration 9some limitations may apply:. $aralysis works on the body, and a 92tional Rule: Nonlethal character can usually resist it with a Aortitude saving throw 9the 1a3a.e 92tion B" is given in the creatureJs description:. Fnlike hold person <hen the amount of nonlethal damage taken is equal to your hit and similar effects, a paralysis effect does not allow a new save points, you become staggered and each round. may only take a move or attack
action each round 9but not both:. ( winged creature flying in the air at the time that it becomes <hen it exceeds your current hit points, you fall unconscious. !t paraly>ed cannot flap its wings and falls. ( swimmer canJt doesn*t matter whether the swim and may drown. nonlethal damage exceeds your current hit points because the nonlethal damage has gone up or -ic"ened: The character takes a ), penalty on all attack rolls because your current hit points and damage rolls, saving throws, skill checks, and ability have gone down. checks. 'onlethal damage heals at the rate of 0 hit points per hour per -taggered: ( staggered character cannot run or charge. character level= spells, techniques or effects that heal normal damage remove an equal amount of nonlethal damage also. Shinobi Skills The ?rawl feat allows the 'inja have abilities most mundane character cannot even character*s attacks when he deals fathom. These ability include the ability to detect hostility and nonlethal damage to deal 0d3 points instead of 0d2, and the read thoughts, sense chakra signatures or even see chakra. improved brawl increases that damage to 0d5. (lthough they may not often come into play, these are also -taggered: ( character whose critical elements of the 'aruto d,/ system, and are described in nonlethal damage exactly equals his current hit points is staggered. detail below. ( staggered character may cannot run or charge 1ete!t E3otions Su#: %ome ability may grant a character the ( character whose current hit ability to sense a sentient creature*s mood and emotions, as long points exceed his nonlethal damage is no longer staggered= a as the creature has an !ntelligence score and is capable of character whose nonlethal damage sentient thoughts. exceeds his hit points becomes unconscious. !f a character is aware of a creature that is within 2/ feet, he 3egeneration: The regeneration may make a %ense Motive check 9B" ,/: to determine whether quality treats all damage of the or not the creature is hostile or its current mood without having non)vulnerable type as nonlethal damage rather than ignoring to interact with it. Targets of this ability must have an damage equal to the character*s !ntelligence, <isdom and "harisma score of at least 0. massive damage threshold. (ny nonlethal damage taken is healed ?y concentrating further, the character is able to detect surface at the rate specified in the monster thoughts of a creature, providing it is sufficiently weak willed. entry. %ee )riends and )oes 6 Aurther concentration requires an attack action and focuses on -pecial 7ualities for details.
one creature at a time. 5st round: "haracter is able to determine whether the creature is capable of sentient
thoughts. 8nd round: "haracter detects emotions on a basic level, such as anger, frustration, contentment, relief or happiness. 9rd round: "haracter is able to probe into the creature*s surface thoughts and read them, providing that the character*s level or sense motive bonus is higher than the creature*s <ill save modifier. This is a ga>e attack with a range equal to the Betect motions ability*s range, and has a <ill save B" of 0/ D K character*s level D character*s <is modifier. %ucceeding the save prevents the character from reading the target*s thoughts for ,3 hours. %urface thoughts can be read and will show the character certain images, but will not be able to determine complicated and structured sentences, such as &the enemy will attack from the seventh door to the west at midnight, and will come in small numbers, with a captain.& "reatures of animal intelligence have simple, instinctual thoughts that the character can also pick up. ( creature that reali>es its thoughts are being read may attempt a new save every round. The character is only able to read the thoughts of a struggling creature for 0 minute per day, though there is no limit if the creature is willing or unaware. See Chakra Su#: The character is able to see chakra being used, chakra auras and lingering chakra and allows him to attempt to identify the effect of the lingering chakra, though usually not precisely unless he is particularly familiar with the technique. The character can use the %pot skill instead of making a Genjutsu check or a <isdom check to detect Genjutsu or see chakra activity 9see %ense "hakra for detail:. !n addition, he can focus his sight to examine a creature or object to detect traces of lingering chakra from it with a %pot check. Those traces are the result of an active effect that was placed on the target from a technique or ability that required the use of chakra. %uccess allows the character to make a second check to identify the effect to get a rough idea of the source, but requires him to have a clear line of sight to the target. The check difficulty is based on the amount of chakra used to create the effect and requires the target to be within 2/ feet.
Sour!e Stren.th S2ot !he!k 1C Aaint 94 chakra or less: ,/ Moderate 95 to 04 chakra: 04 %trong 904 to ,4 chakra: 0/ ;verwhelming 9,5 chakra or more: 4
The character can also see a creature*s chakra pool and can determine the strength of the chakra signature, but does not gain a bonus to %pot checks to detect a creature regardless of the strength of its chakra aura. ach chakra signature has an individual color to it, but it is typically not plausible for the character to remember each one. This ability depends on sight and does not function when blinded. "hakra is normally invisible to a character without this ability or %ee Through "hakra. See Throu.h Chakra Su#: This ability functions like %ee "hakra, but the character gains a D3 circumstance bonus to %pot checks to detect lingering chakra, genjutsu and see
chakra activity, and a D, resistance bonus to <ill saves to disbelieve Genjutsu techniques. The character knows whether a creature is a noncorporeal chakra construct or a physical entity, and can tell most summons and clones by sight, though some exceptions exist 9such as Kage ,unshin no Jutsu:. Aurthermore, the character can see internal uses of chakra such as active bloodline abilities and strength or speed ranks as lingering chakra 9see above:. Sense Chakra Su#: The character can sense lingering chakra in places and chakra signatures. The ability is something of a sixth sense, but it isn*t visual nor does it depend on other senses like touch, or hearing. To manifest the ability, the character must concentrate for an attack action. Ge will be able to sense chakra for as long as he concentrates, plus 0d2 rounds. Fnless otherwise specified, the character*s %ense "hakra ability has a range of 4 feet per level or hit dice. !ha"ra 'cti4ities: The source comes from a technique that was just used or that has a lasting effect on the target. To detect chakra activity, the character must make a <isdom check 9B" 04Lchakra spent:. The strength of the aura is based on the chakra cost of the technique used. !ha"ra -ignature: The source of this Sour!e =aint Moderate Stron. 9"er0hel3in. 05),4 ,5 or higher "hakra comes from a creature directly. ( "hakra (ctivity 4 or less 5)04 character able to detect "hakra %ignatures "hakra %ignature 0/ or less 00 to 4/ 40 to 88 0// or higher can easily identify the source of the chakra and remembers chakra signatures just as normal humans do sight, though it may take quite some time for a creature to get used to a specific "hakra %ignature. The strength of the source is based on the creature*s current "hakra $ool. -uppressed: ( suppressed "hakra %ignature is undetectable and cannot be identified. !t always counts as "hakra $ool /. )aint: The source is very weak and barely detectable at all. !t can be identified if the character is intimately familiar with the signature, but the character cannot pinpoint its location nor the distance which it is at. &oderate: The source is easily detectable and decently strong. The character can identify it easily and gains a D, bonus to checks made to detect its physical presence. -trong: The chakra source is powerful and can easily be picked apart from the rest. !t can be identified and the character gains a D3 bonus to checks to detect its approach, even in low lighting and concealment. :4er$helming: The source is overwhelmingly powerful and whole, and can be instantly picked apart even in a room packed with %trong signatures. The character gains a D0/ bonus to checks to detect it even without lighting and in total darkness or concealment,
%ource*s %trength
even if he is blind. Miss chance due to lack of sight is not affected. 0ormant -ense: The character is able to sense chakra instinctively when he touches a living creature, even if he is not concentrating on %ensing "hakra. The character will be able to determine how strong the chakra signature was, but will not be able to recogni>e if it is familiar1only that it is. This ability does not work of the character is fatigued or exhausted. Su22ress Chakra Su#: The characters puts a hold on his chakra and burrows it within himself until, with enough skill, it is completely snuffed out. The ability requires a full)round action to manifest. (t this point, the strength of the character*s chakra signature is decreased by 0 category 9for example, from %trong to Moderate:. !f the character*s chakra pool changes, or if he uses a technique whose chakra cost was not concealed, he must make a "oncentration or "hakra "ontrol check 9B" 0/Dchakra lost or gained: or lose control and end the effect prematurely. The character is able to lower his chakra signature further by 0 additional category every 4 level or hit dice, by spending 4 full)round actions concentrating. The character can suppress his chakra for as long as he concentrates 9as a swift action when not stressed or endangered, or an attack action otherwise: plus 0/ minutesMlevel, or until cancelled. Sealin. Tenketsu: Bealing tenketsu damage forces a progressive paraly>ation of the chakra coil system on the target, making it difficult to utili>e techniques to a certain degree. The paralysis impedes the target*s ability to perform "hakra "ontrol, Genjutsu and 'injutsu techniques of a progressively higher rank, starting from +ank 0, and also implies a penalty to perform checks. <hen performing a technique after suffering tenketsu damage, the character must check to see if the technique*s rank is equal to or lower than the technique rank relevant to the amount of tenketsu damage taken 9see table below:. !f so, he must make a "hakra "ontrol check to see if he can perform the technique= on a failed check, the character automatically fails his perform check. !f the character succeeds or the technique*s rank is higher than the rank impeded by the tenketsu damage, he performs the technique normally but suffers a penalty to his $erform checks 9see table below:. The penalties increase with the tenketsu damage 9sealed tenketsu: taken, starting from ,, to 3, 7, 05, 2,, 53, 0,7, ,45 and every additional 7 from then on. +efer to the table below to determine the penalties for the amount of tenketsu damage taken. Tenketsu 1a3a.e: This entry relates to the amount of tenketsu damage taken by the character. The penalties are not cumulative. Chakra Control 1C: The difficulty of the chakra control check the character must succeed to perform a technique of a rank impeded by tenketsu damage 9see below:.
Te!hni8ue Rank: The rank of techniques impeded by tenketsu damage, for which the character must succeed a "hakra "ontrol check in addition to a perform check. !f the performed technique*s rank is equal to or lower than this entry, it is impeded. Che!k and Threshold Penalty: The penalty to the character*s effective skill threshold and perform checks in "hakra "ontrol, Genjutsu and 'injutsu suffered from tenketsu damage. This penalty does not apply to the chakra control check made to tap one*s reserves, but it does apply to "hakra "ontrol checks made to perform a "hakra "ontrol technique 9assuming the check was a success or the technique is not affected by tenketsu damage:.
Tenketsu Chakra Te!hni8ue Che!k and Tenketsu Chakra Te!hni8ue Che!k and 1a3a.e Control 1C Rank Threshold 1a3a.e Control 1C Rank Threshold Penalty Penalty , 00 0 1 ,2, ,2 0, )7 3 0, , 1 ,3/ ,3 02 )8 7 02 2 )0 ,37 ,3 02 )8 05 03 2 )0 ,45 ,5 02 )8 2, 04 3 ), ,53 ,5 02 )8 53 05 4 ), ,6, ,6 03 )0/ 0,7 06 5 )2 ,7/ ,6 03 )0/ 025 06 5 )2 ,77 ,8 03 )0/ 033 07 6 )3 ,85 ,8 03 )0/ 04, 07 7 )3 2/3 2/ 04 )00 05/ 08 8 )4 20, 2/ 04 )00 057 08 8 )4 2,/ 2, 04 )00 065 ,/ 0/ )5 2,7 2, 04 )00 073 ,/ 0/ )5 225 22 05 )0, 08, ,0 00 )6 233 22 05 )0, ,// ,0 00 )6 24, 24 05 )0, ,/7 ,, 0, )7 25/ 24 05 )0, ,05 ,, 0, )7 250 3/ ,/ )04 ,,3 ,2 0, )7
58; or more ten"etsu damage: ( character with 0,7 or more tenketsu damage is fatigued until tenketsu damage taken is reduced to 0,6 or lower. Healing Ten"etsu: +ecovering from tenketsu damage outside of techniques is done while the character rests. The character heals his character level or hit dice in tenketsu damage every evening of rest. Tenketsu damage is healed twice as fast during bed rest. "omplete bed rest triples the amount of tenketsu damage healed.
S2eed or Stren.th Rank Bonus: <hen the character gains a bonus to %peed or %trength ranks, such as from the %peed or %trength armor seals, this bonus increases the efficiency of the ability, but not the cost. Aor example, a D, bonus to %peed ranks allows %peed rank / to function as %peed rank ,, but the ability can be suppressed to %peed rank 0 or / as normal. A!ti"ation: Buring an encounter, or when a character is threatened or stressed, he must choose to consciously suppress his %trength and %peed ranks to conserve energy, otherwise the ability is automatically active. The opportunity comes into play as soon as the ability activates when the character is no longer flat)footed, at the start of his turn, or at the start of the battle following a surprise round taken against the character, even if he did not win the initiative, as a free action. (ctivating a previously suppressed strength or speed rank during an encounter, after the first round of combat, is a free action on the character*s turn. ;utside of an encounter, a character has to concentrate for a full)round action to call upon his strength and speed. %uppressing strength and speed ranks is a free action on the character*s turn. The character may choose to activate or suppress his strength and speed ranks to any degree he desires. ( character with , strength ranks and , speed ranks can choose to suppress his speed rank fully 9speed rank /: but only suppress 0 strength rank, or suppress them both fully if he desires. (ctivating strength and speed ranks outside of an encounter works in the same manner, in that the character may choose to call upon some of his strength but none of his speed, or vice)versa. The chakra cost from strength and speed ranks is spent the moment they are activated1if the character moves from one strength or speed rank to a higher one before he has to pay the chakra cost again, he must still immediately pay the higher rank*s chakra cost in full. !f a character*s chakra pool would be reduced to / or below from strength or speed ranks, the ability is immediately suppressed and cannot be reactivated until the character recovers chakra, unless it can be activated at no cost. <hen inactive during combat, the ability is referred to as suppressed= outside of combat, it is simply dormant. Penalties: <hen a character suffers a penalty to strength or speed rank, his maximum strength or speed rank is immediately lowered until the effect ends 9see effect*s description for details:. ( permanent strength or speed rank penalty can only be removed by medical techniques. %trength and %peed ranks cannot go below /. !f the character*s strength or speed ranks are lowered to / because of a penalty, it immediately counts as suppressed and costs no chakra. The chakra cost of strength or speed rank with a penalty is equal to the actual rank, not what the effective rank should be without the penalty.
(n encumbered character suffers a )0 strength and speed rank penalty, increasing to ), if heavily encumbered. ( fatigued character suffers a )0 strength and speed rank penalty, increasing to ), if exhausted. ( character wearing medium armor suffers a )0 speed rank penalty, and a character wearing heavy armor suffers a )2 speed rank penalty. (n entangled character suffers a )3 penalty to speed ranks, while helpless, paraly>ed, immobili>ed, grappled or pinned creatures are automatically treated as having speed rank /. $enalties from fatigue, encumbrance, armor and conditions stack. S2eed Ranks: The speed ranks are numbered from / to 0/, where an untrained character has a speed rank of / and a fully trained character has a speed rank of 4. %ome highly speciali>ed, epic characters may gain %peed ranks of up to 0/, but such a thing is extremely rare. Ka$arimi 0efense: (n attack that gains kawarimi defense means a character cannot use defensive maneuver or the *avoid an attack* maneuver against that attack unless he is moving at a certain speed rank 9for example, a character with 3 speed ranks cannot avoid an attack with a kawarimi defense 3 if he is suppressing any of his speed ranks:. High -peed -ight <(=>: ( character with the high speed sight ability negates any speed bonus to Gide checks a character gains by having speed ranks up to a certain degree mentioned in the character*s statistic block, but only for his person. ( character with high speed sight 2 spotting against a character with speed rank 4 would negate D2 of the character*s D4 speed bonus to Gide checks. L -peed 3an" ? <(=>: The character moves at normal speed and gains no benefits from this speed rank. <hen not suppressed or dormant, speed rank / costs no chakra. L -peed 3an" 5 <(=>: The character gains a D, bonus to Nump checks, a D0 dodge bonus to Befense and +eflex saves. The character*s land speed increases by 0/ feet, and gains a D0 speed bonus to Gide checks. ( character loses his dodge bonus to Befense when caught flat)footed. <hen not suppressed or dormant, speed rank 0 costs 0 point of chakra every 4 rounds. The speed bonus to Gide only applies to situations where fast movement would help. L -peed 3an" 8 <(=>: The character gains a D2 bonus to Nump checks, a D, dodge bonus to Befense and +eflex saves, and a D0 bonus to attack rolls. The character*s land speed increases by 04 feet, and gains a D, speed bonus to Gide checks.. <hen not suppressed or dormant, speed rank , costs , points of chakra every 4 rounds. L -peed 3an" 9 <(=>: The character gains a D3 bonus to Nump checks, a D2 dodge bonus to Befense and +eflex saves, and a D0 bonus to attack rolls. The character*s land speed increases by ,/ feet, and gains a D2 speed bonus to Gide checks.
<hen not suppressed or dormant, speed rank 2 costs 2 points of chakra every 4 rounds. L -peed 3an" @ <(=>: The character gains a D4 bonus to Nump checks, a D3 dodge bonus to Befense and +eflex saves, and a D, bonus to attack rolls. The character*s land speed increases by ,4 feet, gains a D3 speed bonus to Gide checks, and his attacks have a kawarimi defense 0. <hen not suppressed or dormant, speed rank 3 costs 3 points of chakra every 4 rounds. L -peed 3an" A <(=>: The character gains a D5 bonus to Nump checks, a D4 dodge bonus to Befense and +eflex saves, and a D, bonus to attack rolls. The character*s land speed increases by 2/ feet, gains a D4 speed bonus to Gide checks, and his attacks have a kawarimi defense ,. <hen not suppressed or dormant, speed rank 4 costs 0 point of chakra every round. L -peed 3an" B <(=>: The character gains a D6 bonus to Nump checks, a D5 dodge bonus to Befense and +eflex saves, and a D2 bonus to attack rolls. The character*s land speed increases by 24 feet, gains a D5 speed bonus to Gide checks, and his attacks have a kawarimi defense 2. Ge gains an additional attack when making a full)attack action, at his highest attack bonus but at a )4 penalty. <hen not suppressed or dormant, speed rank 5 costs 2 points of chakra every , rounds. L -peed 3an" C <(=>: The character gains a D7 bonus to Nump checks, a D6 dodge bonus to Befense and +eflex saves, and a D2 bonus to attack rolls. The character*s land speed increases by 3/ feet, gains a D6 speed bonus to Gide checks, and his attacks have a kawarimi defense 2. Ge gains an additional attack when making a full)attack action, at his highest attack bonus. <hen not suppressed or dormant, speed rank 6 costs , points of chakra every round. L -peed 3an" ; <(=>: The character gains a D8 bonus to Nump checks, a D7 dodge bonus to Befense and +eflex saves, and a D3 bonus to attack rolls. The character*s land speed increases by 34 feet, gains a D7 speed bonus to Gide checks, and his attacks have a kawarimi defense 3. Ge gains an additional attack when making a full)attack action, at his highest attack bonus. <hen not suppressed or dormant, speed rank 7 costs 4 points of chakra every , rounds. L -peed 3an" D <(=>: The character gains a D0/ bonus to Nump checks, a D8 dodge bonus to Befense and +eflex saves, and a D3 bonus to attack rolls. The character*s land speed increases by 4/ feet, gains a D8 speed bonus to Gide checks, and his attacks have a kawarimi defense 4. Ge gains an additional attack when making a full)attack action, at his highest attack bonus.
<hen not suppressed or dormant, speed rank 8 costs 2 points of chakra every round. L -peed 3an" 5? <(=>: The character gains a D0/ bonus to Nump checks, a D0/ dodge bonus to Befense and +eflex saves, and a D4 bonus to attack rolls. The character*s land speed increases by 5/ feet, gains a D0/ speed bonus to Gide checks, and his attacks have a kawarimi defense 5. Ge gains an additional attack when making a full)attack action, at his highest attack bonus, and a second additional attack at a )4 penalty. <hen not suppressed or dormant, speed rank 0/ costs 4 points of chakra every round. The character cannot activate the %peed rank 0/ ability if he is fatigued, exhausted, or suffers from Bexterity or "onstitution damage. Stren.th Rank: (s with speed ranks, strength ranks are numbered from / to 0/ and untrained character stand at strength rank /, while only truly epic characters ever reach strength rank 0/. The bonus to attack and weapon damage rolls granted by %trength rank is treated as a bonus granted by the %trength score for the purpose of multiplying or dividing it, and deciding whether to use the %trength or Bexterity score with attack rolls. L -trength 3an" ? <(=>: The character gains no particular benefits from enhanced strength. <hen not suppressed or dormant, strength rank / costs no chakra. L -trength 3an" 5 <(=>: The character gains a D0 bonus to attack and weapon damage rolls 9if he is able to apply his %trength modifier to damage for that weapon1for example, to a katana or shuriken attack, but not a throwing needle:. <hen not suppressed or dormant, strength rank 0 costs 0 points of chakra every 4 rounds. <hether active or dormant, strength rank 0 increases the character*s effective %trength score to determine his carrying capacity by D0. L -trength 3an" 8 <(=>: The character gains a D0 bonus to attack and weapon damage rolls, and a D, bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and ?reak, "limb, Nump and %wim checks. Gis carrying capacity increases by one)half 9round down:. !n addition, a character with %trength +ank , ignores hardness from objects with , or less hardness. <hen not suppressed or dormant, strength rank , costs , points of chakra every 4 rounds. <hether active or dormant, strength rank , increases the character*s effective %trength score to determine his carrying capacity by D,. L -trength 3an" 9 <(=>: The character gains a D, bonus to attack and weapon damage rolls, and a D3 bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and ?reak, "limb, Nump and %wim checks. Gis carrying capacity doubles. !n addition, a character with %trength +ank 2 ignores hardness from objects with 3 or less hardness.
<hen not suppressed or dormant, strength rank 2 costs 2 points of chakra every 4 rounds. <hether active or dormant, strength rank 2 increases the character*s effective %trength score to determine his carrying capacity by D2. L -trength 3an" @ <(=>: The character gains a D, bonus to attack and weapon damage rolls, and a D5 bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and ?reak, "limb, Nump and %wim checks. Gis carrying capacity doubles. !n addition, a character with %trength +ank 3 ignores hardness from objects with 5 or less hardness. <hen not suppressed or dormant, strength rank 3 costs 3 points of chakra every 4 rounds. <hether active or dormant, strength rank 3 increases the character*s effective %trength score to determine his carrying capacity by D3. L -trength 3an" A <(=>: The character gains a D2 bonus to attack and weapon damage rolls, and a D7 bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and ?reak, "limb, Nump and %wim checks. Gis carrying capacity is multiplied by ,.4 9round down:. !n addition, a character with %trength +ank 4 ignores hardness from objects with 7 or less hardness. <hen not suppressed or dormant, strength rank 4 costs 0 point of chakra every round. <hether active or dormant, strength rank 4 increases the character*s effective %trength score to determine his carrying capacity by D4. L -trength 3an" B <(=>: The character gains a D3 bonus to attack and weapon damage rolls, and a D0/ bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and ?reak, "limb, Nump and %wim checks. Gis carrying capacity is multiplied by ,.4 9round down: and he gains a damage reduction ,Mdark iron. !n addition, a character with %trength +ank 5 ignores hardness from objects with 7 or less hardness. <hen not suppressed or dormant, strength rank 5 costs 2 points of chakra every , rounds. <hether active or dormant, strength rank 5 increases the character*s effective %trength score to determine his carrying capacity by D5. L -trength 3an" C <(=>: The character gains a D3 bonus to attack and weapon damage rolls, and a D0/ bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and ?reak, "limb, Nump and %wim checks. Gis carrying capacity triples and he gains a damage reduction 2Mdark iron. !n addition, a character with %trength +ank 6 ignores hardness from objects with 7 or less hardness. <hen not suppressed or dormant, strength rank 6 costs , point of chakra every round. <hether active or dormant, strength rank 6 increases the character*s effective %trength score to determine his carrying capacity by D6. L -trength 3an" ; <(=>: The character gains a D4 bonus to attack and weapon damage rolls, and a D00 bonus to opposed disarm, trip, grapple, bullrush or overrun checks,
strength checks and ?reak, "limb, Nump and %wim checks. Gis carrying capacity triples and he gains a damage reduction 4Mdark iron. !n addition, a character with %trength +ank 7 ignores hardness from objects with 7 or less hardness. <hen not suppressed or dormant, strength rank 7 costs 4 points of chakra every , rounds. <hether active or dormant, strength rank 7 increases the character*s effective %trength score to determine his carrying capacity by D7. L -trength 3an" D <(=>: The character gains a D4 bonus to attack and weapon damage rolls, and a D00 bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and ?reak, "limb, Nump and %wim checks. Gis carrying capacity is multiplied by 2.4 9round down: and he gains a damage reduction 5Mdark iron. !n addition, a character with %trength +ank 8 ignores hardness from objects with 7 or less hardness. <hen not suppressed or dormant, strength rank 8 costs 2 point of chakra every round. <hether active or dormant, strength rank 8 increases the character*s effective %trength score to determine his carrying capacity by D8. L -trength 3an" 5? <(=>: The character gains a D5 bonus to attack and weapon damage rolls, and a D0, bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and ?reak, "limb, Nump and %wim checks. Gis carrying capacity quadruples and he gains a damage reduction 7Mdark iron. !n addition, a character with %trength +ank 0/ ignores hardness from objects with 0/ or less hardness. <hen not suppressed or dormant, strength rank 0/ costs 4 point of chakra every round. The character cannot activate the %trength rank 0/ ability if he is fatigued, exhausted, or suffers from %trength or "onstitution damage. <hether active or dormant, strength rank 0/ increases the character*s effective %trength score to determine his carrying capacity by D0/.
>ariants
There are many variant rules offered to enhance gaming experience in 'aruto d,/, from the %implified "hakra $ool to the lemental (ffinities. These variants are all completely optional and should be considered carefully with both the players* and GM*s best interest in mind before using them in a campaign. E32athi! /earnin. >ariant: This variant allows the character to learn techniques on the spot by spending points which he has earned in combat or by distinguishing himself. !n fast)paced action, the characters don*t always have time to train. !n fact, a warrior*s best teacher is the field of battle. This variant comes into play when the players overcome a challenge, and when the need strikes for a dramatic or well)timed display of creativity and awesome power. (s the players progress through a story or defeat a challenge, they earn empathy points. mpathy points can be spent during a battle or in a situation where gaining a specific
ability will serve the character well. '$arding (mpathy %oints: (s a general rule, follow the table below to determine when to award the player empathy points. !n other situations, when the player is particularly clever or when the character shines, empathy points should also be awarded.
A0ard e32athy 2oints 0hen??? the character gains a level the players defeat an encounter the players defeat a boss creature the players defeat a solo creature the players reach an adventure landmark E32athy Points Earned , 0 0 , , to 4
-pending (mpathy %oints: !n dramatic situations, such as an encounter or during pursuit, the player can spend empathy points to instantly learn a technique that is relevant to his situation in only the time it takes to perform the action. ;utside of dramatic situations, it takes 0 minute to learn a technique by spending empathy points. To learn a technique, the player must spend a number of empathy points equal to the technique*s skill threshold 9see $erform +equirements.: The character cannot gain mastery in a technique by spending empathy points. !t can be helpful for the GM to set a list of a limited number of technique that can be renewed or updated every adventure or everytime a character gains a level, and enforce that specific list for each player outside of very dramatic situations. Optional: !n dramatic situations, the GM may determine that the character may spend the normal amount of T$ to perform a technique he already knows without spending chakra chakra, and halve the chakra spent to empower it, if at all. !n certain situation, the GM may decide that empowering the technique has no chakra cost. Hosta.e Maneu"er >ariant: <hen a character is holding a creature hostage, it is able to react quickly and deal critical damage, which is primarily what makes hostage situations so tricky. The hostage can serve as a shield against anyone who dares to direct their attack the character. To qualify as a hostage, the creature must be helpless, prone, grappled or pinned, and be up to two si>e category smaller than the character, or up to two si>e category larger and prone. The hostage maneuver is a full)round action each round that may provoke an attack of opportunity. !f the hostage is willing or simply not resisting, holding it is an attack action. Ta"en Hostage: <hen a creature is taken hostage, it may take an attack of opportunity against the character if it retains its Bexterity bonus to Befense. !f the attack hits, the
hostage attempt has 4/@ chance to fail. <hile taken hostage, the creature can still take any action 9see The "ertain Beath +ule, below.: The !ertain 0eath 3ule: The certain death rule dictates that the character is able to react with an attack of opportunity against the hostage against any action it takes, including speaking or dodging from an attack, before it is able to complete the action. !n addition, the character is able to take an attack of opportunity against the hostage at any time he wishes to. That attack is always considered a coup de grace. ( creature immune to critical hits and sneak attacks is also immune to the effects of a coup de grace. -taggered: !f the character takes more than 0 point of damage per level per round while maintaining the hostage maneuver, it will become staggered and unable to make attacks of opportunity against the hostage for 0 round. !f the hostage was grappled or pinned, it may make an opposed Grapple check 9as a free action: to break the hostage maneuver. Boing so will also break the grapple. Hostage -hield: ach attack directed at the character has a 64@ chance of hitting the hostage instead during the hostage maneuver, unless the attack would miss by 0/ or more 9this penalty is reduced to ,4@ if the character is not aware of the attack.: The attack does not check against the hostage*s defense unless it attempts to dodge 9see The !ertain 0eath 3ule, above.: %ome conditions might lower or negate the chance of hitting the hostage entirely 9at the GM*s discretion:. 't -$ord %oint: !nitiating the hostage maneuver against an unaware opponent requires a touch attack against the creature who is denied its Bexterity modifier to Befense and a successful level check 9B" is the target*s level D00:. $erforming the hostage maneuver in this manner does not result in the target being grappled or hindered and is a full)round action. *rappled Hostage: !nitiating the hostage maneuver during a grapple requires a successful Grapple check against the creature, which provokes an attack of opportunity if the target is carrying a light weapon, has a natural attack or if its unarmed attacks are treated as armed. !f the attack hits, the hostage maneuver has a 4/@ chance to fail. The character gains a D3 bonus to his Grapple check if the creature is pinned. Re4le< Sa"es and Mo"e3ent Penalties >ariant: Aor increased realism, some conditions may reduce a character*s ability to dodge attacks. (ll of these penalties stack. !o$ering: "haracter takes a ), penalty to +eflex saves. 0a/ed: "haracter cannot use evasion or improved evasion. 0isabled: "haracter takes a )0 penalty to +eflex saves.
)lat6footed: "haracter takes a )3 penalty to +eflex saves 9Fncanny Bodge negates:. *rappled: "haracter takes a ), penalty to +eflex saves and cannot use evasion. %anic"ed: "haracter takes a )0 penalty to +eflex saves. -taggered: "haracter takes a ), penalty to +eflex saves and cannot use evasion= improved evasion works as evasion. -tunned: "haracter takes a ), penalty to +eflex saves and cannot use evasion or improved evasion. Sa"e S!ores >ariant: This variant differs from the normal rules in that when a character uses a technique or an effect that, the players must roll against the opponent*s save scores. !n effect, this means the attacker makes most of the rolls and thus relieves a good deal of pressure from the game master. (nytime a character casts a spell, manifests a power, performs a technique, or uses an ability or item that provokes a saving throw, the attacker rolls a save check against the defender*s save score. !f the result of the save check exceeds or equals the defender*s save score, the defender is affected as though it had failed its save. !f the result is lower than the save score, the defender is affected as though it had succeeded its save. ( natural roll of 0 is always considered a successful save, and a natural roll of ,/ is always considered a failed save. Sa"e !he!k: 0d,/ D technique rank D ability modifier D other modifier. =ortitude s!ore: 00 D Aortitude save modifier. Re4le< s!ore: 00 D +eflex save modifier. 5ill s!ore: 00 D <ill save modifier. 'bilities and 1tems: !f an ability or a specific item has a saving throw B", the attacker rolls a save check with a bonus equal to the ability or item*s B" minus 0/. ( firecracker tag would have a D4 save check modifier
Si32li4ied Chakra >ariant: <ith the "hakra "ontrol system being understandably
complicated, the 'aruto# d,/ supplement offers an optional rule to greatly simplify and quicken gameplay for inexperienced players. The "hakra $ool of a character is calculated as such# , plus the character*s "onstitution modifier 9minimum 0: every level 9therefore, a level , character with a "onstitution of 02 would have 5 points of "hakra, while a level 0/ character with a "onstitution score of 05 would have a "hakra $ool of 4/:. ;rdinaries still have half that amount. Cearning Genjutsu and 'injutsu techniques now requires 0 rank of "hakra "ontrol per rank of the technique the character seeks to learn 93 ranks for a +ank 3 technique:. Aurthermore, %oldier $ills grant a bonus to "hakra $ool of ,d5D, instead of ,d3D0. Tru32 Card >ariant: The player characters gain abilities called trump card under this
variant. ( trump card is a special technique known by the character held in reserves for dramatic situations. The trump card variant enables the character to use that technique for free in certain situations. *aining a Trump !ard: The character gains a trump card ability when reaching certain levels. ach time, he selects a class ability or technique he learned previously and applies the trump card to that ability or technique. ( technique the GM judges is too commonly used should not be allowed to be made a trump card. (lternatively, the GM may allow a technique or ability that is commonly used to become a trump card when used in very specific circumstances. Techniques that can call summon creatures must be targeted at a specific summon creature 9see Kuchiyose no Jutsu variants:. Tru32 Card S2#: ;nce per day, you may use the trump card at no cost to yourself if it was not used before during the encounter. ( technique trump card costs no chakra to perform or empower, and a class ability that requires an action point or chakra costs none. ( technique or class ability with a limited number of uses per day or encounter is not expended. Trump !ard <2esser>: This trump card is earned at 4th level and is a technique of rank 3 or lower, or a class ability obtained from any class obtained with 3 or fewer levels in that class. Trump !ard <-uperior>: This trump card is earned at 0/th level and is a technique of rank 8 or lower, or a class ability obtained from any class obtained with 6 or fewer levels in that class. Trump !ard <*reater>: This trump card is earned at 04th level and is a technique of rank 03 or lower, or a class ability obtained from any class obtained with 0/ or fewer levels in that class. 3etraining a Trump !ard: The character can retrain any existing trump cards each time he obtains a new trump card or when he reaches ,0st level. !n effect, this allows the character to apply a trump card spell)like ability to a different technique or class ability.
@nar3ed /ethal 1a3a.e >ariant: (s an optional rule, all heroic shinobi are able to
deal lethal damage and count as armed when making an unarmed attack. The shinobi still deals 0d2 point of damage, though, unless he has a special feat increasing that amount 9such as combat martial arts:. This rule does not change the benefits of ?rawl, as it still deals non)lethal damage.
Po0er @nits P@#: $ower units functions in such a way to allow a character greater
freedom within a game. They serve to make the inexperienced prodigy stronger and still somewhat of a challenge to the seasoned veteran. ( character with more power units is capable of greater prowesses, both mental and physical, but distinctly has less experience than a character of higher level.
The only true way to acquire a power unit is for the GM to give one or to benefit from a non)permanent effect that increase one*s power unit. ;ne should always be mindful of game balance when considering using power units, and they are a completely optional portion of the 'aruto# d,/ system. 'evertheless, implementing them can add distinct flavor to a game and add that edge combat needs to be just that much more interesting.
92tional Rules: ?ecause of the obvious advantage a $ower Fnit grant to a character, it may be a good idea to increase the character*s "C and "+ by /.4 point per permanent $ower Fnit 9rounded down:.
Po0er @nits add u2 to ea!h other and all bonuses listed belo0 sta!k: L D/.4 dodge bonus to Befense 9rounded down: L D/.4 hit points per level 9rounded down: L D0 to his Cearn checks L D, bonus to "hakra $ool L D0 bonus to attack rolls L D0 bonus to saving throws L D, bonus to ?alance, "limb, Gide, Nump, Cisten, Move %ilently, %pot, %wim and Tumble checks L D, bonus to !nitiative L D, feet movement increase 9rounded to the nearest 4)feet unit: Aor example, a character with 2 $ower Fnits 9$F: would gain the following# a D0 dodge bonus to defense, D0 hit points per level, D2 bonus to his Cearn checks, D2 bonus to his "hakra $ool, attack rolls, saving throws, D5 bonus to !nitiative and ?alance, "limb, Gide, Nump, Cisten, Move %ilently, %pot, %wim and Tumble checks as well as a 4 feet movement increase.
!redits goes to !ritical -tri"e %ress for the original idea# although it $as mostly modified by yours truly. They can be reached on their $ebsite <$$$.criticalstri"epress.com>. Note that the %o$er Enits are not :pen *ame !ontent and cannot be used $ithout permission of their respecti4e o$ner# in this case !ritical -tri"e %ress and )ran"to Vinneti.
Create a True Ninja: !n the following paragraph, you will find details on how to create
a true 'aruto ninja for a high powered campaign. ?e warned that this can, and likely will, result in a very high powered game and should be used only by an experienced GM or a person seeking to play in that kind of universe. ( true 'aruto ninja has to be strong, cunning, agile and have the ability to come up with thorough plan on the fly. Ge, or she, must be experienced and talented, wise and collected. Ge must always be prepared for the worst case scenario and have the ability to deal with anything life throws his way. To be a true NinjaA one 3ust: L be built using 3/)point buy or 4d5, taking the three best, rerolling ones. L have at least 0 power unit. L be able to learn techniques with only half the normal time. L be able to move at up to 4 times his normal speed. L count as armed and deal lethal damage with unarmed strikes even without the "ombat
Martial (rts feat 9as per optional rule:. L begin play with the three basic techniques, ?unshin, Genge and Oawarimi, as well as ,d3 D0 technique per level. L have ?alance, "hakra "ontrol, "limb, Bisguise, Genjutsu, Gide, Cisten, Move %ilently, 'injutsu, %earch, %pot, %urvival and Taijutsu as permanent class skills. L be able to recover "hakra loss twice as fast. %eeing how this can obviously unbalance the whole game, it should not be used unless one is looking for a &legal& way to create truly powerful characters.
Chara!ter Creation
"reating a character can sometimes be a tricky thing to do, especially using a system so heavily modified as this one. ?elow are some tips and advice, and the general process rewritten to serve as an aid to new players. Ask Bour GMC (lways have the GM &ok& the build or direction you wish to send your character inP 'ot meeting the GM*s approval without having him know can cause trouble later onP Ability S!ores Generating your ability score is generally done through the point)buy system 9see below:. Geroes and villains typically use 25) or 2,)point buy, while '$"s use ,4)point buy, and civilian and creatures 0, or 04)point buy. %oint ,uy -ystem: ach ability score starts at 7. The character must spend points to purchase the ability score he desires= ability scores from 7 to 03 cost 0 point. 04 and 05 cost , points, and 06 and 07 both cost 2 points. Aor example, 25)point buy can generate the following array# 05, 03, 03, 03, 03, 0/. The 05 score costs 0/, while all four 03 cost 5, and the 0/ costs ,= adding together makes 25. 3olling the 0ie: ;ther ability generation systems including rolling the die, picking the best three of 3d5. Aor high)power campaign, picking the best three of 3d5, rerolling 0s is usually preferred. Ra!e !s your character a normal human, or does he gain special benefit from his ancestor*s body manipulation and experimentsQ !s he abnormally tall, or smallQ %ee chapter , for more details on the new racesP Basi! Class "hoosing what basic class you take first will determine the foundation you will base your character upon. %ee chapter 2 for more details. Hit Points The amount of hit point a character has is determined by what class he takes. (t first
level, a character always get maximum hit points from the hit die, but each subsequent level must be rolled. Chakra Pool and Reser"es ( character*s chakra pool is equal to , per level, doubled at first level, plus bonus chakra equal to his "onstitution modifier 9minimum /: every level. Gis chakra reserves are equal to , per level. %ome classes, feats or abilities grant bonus chakra or bonus reserves, or both. Startin. 9!!u2ation Most shinobi character1the heroes, generally1choose from the four starting occupations offered in this book# (cademy %tudent, Mentored, 'inja Caw nforcement or <andering 'inja. <hat occupation you choose determine the benefits you gain from it 1choose wiselyP A!tion Points (ll basic class offer the same number of action points# 4 D half the character*s level in the class 9rounded down:. "haracters starting at higher than 0st level typically gain what action points their last level in the last class their character has taken rather than the number of action points it would have if it had progressed normally in all classes without spending an action point 9left at the GM*s discretion:. Skills and =eats "hoosing skills and feats can determine what advanced and prestige classes, techniques and later feats are available to you. ( character gains skill points every level 9times four at 0st level: depending on what class he takes, and one feat at first level plus any bonus his class and occupation may grant. %ee chapters ,, 2 and 3 for details. 5ealth +oll ,d3 and add whatever bonus your character*s starting occupation may grant to determine wealth at first level. Aeats and skills, such as windfall and $rofession may add to your wealth bonus. %ee page ,/3 of the d,/ Modern "ore +ulebook for wealth of characters after 0st level. E8ui23ent (fter determining wealth, a character must then spend it on what equipment he can, being mindful of the item*s restriction. %ee page 80 of the d,/ Modern "ore +ulebook for rules on spending and losing wealth. %ee chapter 6 for equipment and new items unique to 'aruto d,/. Te!hni8ues Ainally, a character begins with a number of techniques at 0st level equal to 0d3D0. %ee chapter 0/ for more details on techniques.
Class Basic Class s !trong &ast Tough !mart *edicated +harismatic A%&anc % Class s !oldier Martial .rtist /unslinger $nfiltrator *aredevil 0odyguard &ield !cientist Techie &ield Medic $nvestigator 1ersonality 2egotiator 0eastmaster 0linkstrike Medical !pecialist 2in3a 1olice 2in3a !cout 1uppeteer !acred &ist !hinobi .dept !hinobi 0odyguard !hinobi !wordsman !huriken 4xpert !oul 4dge !5uad +aptain !word !avant Tai3utsu Master P' sti( Class s 0eastlord 0linkstrike
Skill Points H!"an S#ino$i Rac s "#$nt modifier %#$nt modifier '#$nt modifier 4#$nt modifier "#$nt modifier %#$nt modifier (#$nt modifier )#$nt modifier '#$nt modifier 4#$nt modifier ,#$nt modifier -#$nt modifier '#$nt modifier "#$nt modifier '#$nt modifier ,#$nt modifier '#$nt modifier "#$nt modifier ,#$nt modifier ,#$nt modifier '#$nt modifier '#$nt modifier '#$nt modifier '#$nt modifier "#$nt modifier "#$nt modifier '#$nt modifier '#$nt modifier '#$nt modifier '#$nt modifier "#$nt modifier ,#$nt modifier "#$nt modifier "#$nt modifier '#$nt modifier "#$nt modifier '#$nt modifier "#$nt modifier "#$nt modifier "#$nt modifier "#$nt modifier 4#$nt modifier %#$nt modifier 4#$nt modifier -#$nt modifier 4#$nt modifier %#$nt modifier -#$nt modifier -#$nt modifier 4#$nt modifier 4#$nt modifier 4#$nt modifier 4#$nt modifier %#$nt modifier %#$nt modifier 4#$nt modifier 4#$nt modifier 4#$nt modifier 4#$nt modifier %#$nt modifier -#$nt modifier %#$nt modifier %#$nt modifier 4#$nt modifier %#$nt modifier 4#$nt modifier %#$nt modifier %#$nt modifier %#$nt modifier %#$nt modifier
*evastator 4xarch 4xemplar 4lementalist /en3utsu Master 6ivewire 2in3a 7perations +ounter !hade !ummoner Techni5ue .nalyst Weaponmaster
'#$nt modifier '#$nt modifier "#$nt modifier '#$nt modifier '#$nt modifier "#$nt modifier ,#$nt modifier '#$nt modifier "#$nt modifier '#$nt modifier "#$nt modifier
4#$nt modifier 4#$nt modifier %#$nt modifier 4#$nt modifier 4#$nt modifier %#$nt modifier -#$nt modifier 4#$nt modifier %#$nt modifier 4#$nt modifier %#$nt modifier
Skills an% ) ats 2onhumans species gain 4 fewer skill points at 8st level, and 8 fewer every level thereafter, as well as one feat fewer at 8st level. Lan(!a( s Kno*n 2onhuman species in general gain one bonus language in addition to +ommon, that of their own country. S#ino$i S+ ci s &ollowing the descriptive text of each species is a summary of special traits and abilities. Si, : The species9 si:e. !pecies that are exceptionally large or small receive modifiers to their *efense, attack rolls, grapple checks, and ;ide skill checks. A$ilit- Mo%i.i 's: These modifiers ad3ust the ability scores of every member of the species. !i:e modifier to ability scores are already taken into account. Bas S+ %: The distance an average member of the species can move <in feet= during a move action. $n general, Medium and 6arge characters have a base speed of "> feet, while !mall characters have a base speed of %> feet. S+ cial /!aliti s: !pecial 5ualities include species bonuses to skill checks and saving throws, bonus feats, and natural armor bonuses to *efense <if any=. This section also describes any special abilities of the species, including special combat bonuses, the ability so see in low light or utter darkness, and the ability to resist magic. El " ntal A..init-: ?sing the elemental affinity optional rules, the species automatically gains the specified entry instead of chosing. )' Lan(!a( Skills: 2onhuman species receive a certain number of @eadAWrite 6anguage and !peak 6anguage skills for free, without spending any skill points. These free language skills are listed here. Ot# ' Lan(!a( s: 7ther languages commonly known to members of the species. !hinobi may learn additional languages, following the rules presented under the !peak 6anguage and @eadAWrite 6anguage skill descriptions. S"all an% La'( c#a'act 's !mall characters gain a #8 si:e bonus to *efense, a #8 si:e bonus on attack rolls, and a #4 si:e bonus on ;ide checks. They suffer a B4 penalty on grapple checks. 6arge characters suffer a C8 si:e penalty to *efense, attack rolls and a C4 si:e penalty on ;ide checks. They gain a #4 bonus on grapple checks. !mall characters9 lifting and carrying limits are threeC5uarters of those of Medium characters.
6arge characters' lifting and carrying limits are twice that of Medium characters. !mall characters generally move about twoCthirds as fast as Medium characters. 6arge characters generally move the same speed as Medium characters. !mall characters must use smaller weapons than Medium characters. They must use two hands to wield a weapon of Medium, and a weapon must be of Tiny si:e or smaller for them to consider it as a light weapon. 6arge characters must use weapons larger than Medium characters. They may wield 6arge weapons with one hand, and must use a Medium or smaller for them to consider a light weapon. .rmor for !mall characters can be chopped down from existant protective outfits. $t costs the same as Medium armor and weighs half as much. . Medium or larger creature cannot wear armor si:ed for a !mall character. .rmors for 6arge characters can be pieced together with existant protective outfits. $t costs oneChalf again as Medium armor and weighs twice as much. . Medium or smaller creature cannot wear armor si:ed for a 6arge character.
0i(antic
These humans are 3ust like typical humans except that they are unusually large. They grow up to be anywhere between ) and 84 feet tall. Si, : 6arge. 6arge characters suffer a C8 si:e penalty to *efense, attack rolls and a C4 si:e penalty on ;ide checks. They gain a #4 bonus on grapple checks. A$ilit- Mo%i.i 's: #) !trengh, #4 +onstitution, C% *exterity. Bas S+ %: "> feet. Nat!'al A'"o': /igantic humans gain a #% natural armor bonus to *efense. H!"ans: /igantic humans still counts as humanoids, though the type does not generally allow creatures of 6arge si:e. Their slam deals 8d4 points of damage, claws 8d-, bites 8d- and gores 8d). Bon!s ) at: /igantic humans receive !imple Weapons 1roficiency as a bonus feat. El " ntal A..init-: .ny. )' Lan(!a( Skills: @eadAWrite +ommon <or local language=, !peak +ommon <or local language=. Ot# ' Lan(!a( s: .ny. C#all n( Ratin(: #8. L & l A%1!st" nt: #%.
H!"an
This species is the typical, adaptable human. They gain additional skill points and feats, and no other special bonuses. The default race in d%> Modern is human and the bonus feat and skill points are already represented in the 0asic +lasses section, therefore no ad3ustments need to be made from selecting this race. Si, : Medium. ;umans have no special bonuses or penalties due to their si:e. Bas S+ %: "> feet. Bon!s Skills: ;umans gain 4 more skill points at 8st level, and 8 more every level thereafter. Bon!s ) at: ;umans gain an additional feat to choose from at 8st level, as well as !imple Weapons 1roficiency.
El " ntal A..init-: .ny. )' Lan(!a( Skills: @eadAWrite +ommon <or local language=, !peak +ommon <or local language=. Ot# ' Lan(!a( s: .ny.
H!"an2Ea't#
;umans native from the earth country, they are generally sturdier and larger than their peers. Si, : Medium. ;umans have no special bonuses or penalties due to their si:e. A$ilit- Mo%i.i 's: #% +onstitution, C% Wisdom. Bas S+ %: "> feet. T' "o's ns 3E45: . humanAearth can concentrate for 8 swift action to activate a tremorsense "> ft. ability once per day. The tremorsense lasts for 8 minute or the duration of an encounter <whichever is shorter=. This ability can be used twice per day at 8>th level, and three times per day at %>th level. Skill Bon!s: The humanAearth gains a #% racial bonus to +limb checks. Sa&in( T#'o* Bon!s: The humanAearth gains a #8 racial bonus to saves against earthC based attacks. Bon!s ) at: ;umans receive !imple Weapons 1roficiency as a bonus feat. El " ntal A..init-: 4arth. )' Lan(!a( Skills: @eadAWrite +ommon, !peak +ommon, !peak 4arth. Ot# ' Lan(!a( s: !ign 4arth +ommon, !ign +ommon, &ire, 6ightning, Water, Wind.
H!"an2)i'
;umans native from the fire country do not differ from the norm in si:es, but favor lighterCcolored hair and tan more easily. Si, : Medium. ;umans have no special bonuses or penalties due to their si:e. A$ilit- Mo%i.i 's: #% +harisma, C% !trength. Bas S+ %: "> feet. Ins+i' Co!'a( 3S+5: The humanAfire may inspire courage in all allies within "> feet once per day. .s a swift action, he may grant himself and his allies a #8 morale bonus to attack rolls, saves and skill checks, and a #4 morale bonus to saves against fear effects for 8 minute or the duration of an encounter <whichever is shorter=. This ability can be used twice per day at 8>th level, and three times per day at %>th level. Skill Bon!s: The humanAfire gains a #8 racial bonus to *iplomacy and /ather $nformation checks. Sa&in( T#'o* Bon!s: The humanAfire gains a #8 racial bonus to saves against fireCbased attacks. Bon!s ) at: ;umans receive !imple Weapons 1roficiency as a bonus feat. El " ntal A..init-: &ire. )' Lan(!a( Skills: @eadAWrite +ommon, !peak +ommon, !peak &ire. Ot# ' Lan(!a( s: !ign &ire +ommon, !ign +ommon, 4arth, 6ightning, Water, Wind.
H!"an2Li(#tnin(
;umans native from the lightning country are generally short and stout, favor darker hair and weatherCbeaten skin from the extreme seasonal weather.
Si, : Medium. ;umans have no special bonuses or penalties due to their si:e. A$ilit- Mo%i.i 's: #% *exterity, C% Wisdom. Bas S+ %: "> feet. 0'o!n% % 3S!5: 7nce per day as an instant action, the character can choose to take only half damage from any single electricityCbased attacks, so long as he is in contact with the ground. This must be declared before damage from the ability is rolled. @esistance is applied after halving the damage and saves <if it allows any= are rolled. This ability can be used twice per day at 8>th level, and three times per day at %>th level. Skill Bon!s: The humanAlightning gains a #% racial bonus to Tumble checks. Sa&in( T#'o* Bon!s: The humanAlightning gains a #8 racial bonus to saves against electricityCbased attacks. Bon!s ) at: ;umans receive !imple Weapons 1roficiency as a bonus feat. El " ntal A..init-: 6ightning. )' Lan(!a( Skills: @eadAWrite +ommon, !peak +ommon, !peak 6ightning. Ot# ' Lan(!a( s: !ign 6ightning +ommon, !ign +ommon, 4arth, &ire, Water, Wind.
H!"an26at '
;umans native from the water country tend to be leaner, with longer limbs and darker hair. . typical trait of these folks are sharp, sharkClike teeth. Si, : Medium. ;umans have no special bonuses or penalties due to their si:e. A$ilit- Mo%i.i 's: #% !trength, C% +harisma. Bas S+ %: "> feet. ;umansAwater have a swim speed of %> feet. Hol% B' at# 3E45: The humanAwater can hold his breath twice as long as normal before suffocating or drowning. Skill Bon!s: The humanAwater gains a #% racial bonus to !wim checks. Sa&in( T#'o* Bon!s: The humanAwater gains a #8 racial bonus to saves against waterC based attacks. Bon!s ) at: ;umans receive !imple Weapons 1roficiency as a bonus feat. El " ntal A..init-: Water. )' Lan(!a( Skills: @eadAWrite +ommon, !peak +ommon, !peak Water. Ot# ' Lan(!a( s: !ign Water +ommon, !ign +ommon, 4arth, &ire, 6ightning, Wind.
H!"an26in%
;umans native from the wind country tend to be leaner, their skin golden and most commonly have paleCblond hair. Si, : Medium. ;umans have no special bonuses or penalties due to their si:e. A$ilit- Mo%i.i 's: #% *exterity, C% Wisdom. Bas S+ %: "> feet. /!ickn ss 3S!5: 7nce per day, the humanAwind may activate this ability as an instant action. When he makes a @eflex save against an attack, techni5ue or effect re5uiring a save for half damage, he takes no damage on a successful save. This ability is used regardless whether the save was successful or not. $t must be declared before rolling the save. This ability can be used twice per day at 8>th level, and three times per day at %>th level. Skill Bon!s: The humanAwind gains a #8 racial bonus to 0alance and Tumble checks. Sa&in( T#'o* Bon!s: The humanAwind gains a #8 racial bonus to saves against windC
based attacks. Bon!s ) at: ;umans receive !imple Weapons 1roficiency as a bonus feat. El " ntal A..init-: Wind. )' Lan(!a( Skills: @eadAWrite +ommon, !peak +ommon, !peak Wind. Ot# ' Lan(!a( s: !ign Wind +ommon, !ign 6anguage <?niversal=, 4arth, &ire, 6ightning, Water.
Monst'o!s
These creatures were born deformed to an extreme degree either due to experiments or an extreme type of birth defect. T-+ : Monstrous ;umanoid Si, : Medium. Monstrous humans have no special bonuses or penalties due to their si:e. A$ilit- Mo%i.i 's: #4 !trength, B% *exterity, #% +onstitution, B% +harisma. Bas S+ %: "> feet. D .o'"iti s: The monstrous human gains several benefits from his deformities, including natural weapons. ;e must choose two deformities <which may be two different natural attacks=. Advanced Immune System (Ex): The monstrous human gains a #) bonus to &ortitude saves against poisons and diseases. Amphibious (Es): The monstrous human is able to breathe water and air normally. Lithe (Ex): The monstrous human's racial ability score modifiers are B% !trength, #4 *exterity, #% +onstitution and B% +harisma instead, and he gains a #% racial bonus to 0alance, 4scape .rtist and Tumble checks. Natural Attack (Ex): The monstrous human gains a natural attack, as shown below. $f he selects this deformity more than once, he must decide which natural attack is his primary attack. The monstrous human cannot select the same type of natural attack twice. Natural Attack (bite): The monstrous human gains 8 bite attack that deals 8d4 points of piercing plus oneChalf his !trength modifier. Natural Attack (claws): The monstrous human gains % claw attacks that deal 8d4 points of slashing damage plus his !trength modifier. Natural Attack ( ore): The monstrous human gains 8 gore attack that deals 8d- points of piercing plus oneChalf his !trength modifier. Natural Attack (tail whip): The monstrous human gains 8 tail whip attack that deals 8dpoints of bludgeoning plus oneChalf his !trength modifier. Nocturnal (Ex): The monstrous human gains lowClight vision and darkvision out to -> feet. !ower"ul Le s (Ex): The monstrous human's base land speed increases by 8> feet. The monstrous human's feet might be digitigrade or capable of grasping and manipulating ob3ects like hands. Scales (Ex): The monstrous human gains a #4 natural armor bonus to defense, and scales covering his entire body. Bon!s ) at: Monstrous humans receive .rchaic Weapon 1roficiency or !imple Weapons 1roficiency as a bonus feat. El " ntal A..init-: .ny. )' Lan(!a( Skills: @eadAWrite +ommon <or local language=, !peak +ommon <or local language=.
Ot# ' Lan(!a( s: .ny. C#all n( Ratin(: #8. L & l A%1!st" nt: #%.
S"all.olk
These humans are generally much smaller than their peers, but their bodies are also proportioned as a human would, rather than like a stout, dwarfish human. !mallfolks tend to be between " and a half to 4 and a half feet tall. Si, : !mall. !mall characters gain a #8 si:e bonus to *efense, a #8 si:e bonus on attack rolls, and a #4 si:e bonus on ;ide checks. They suffer a B4 penalty on grapple checks. A$ilit- Mo%i.i 's: #% *exterity. Bas S+ %: "> feet. Bon!s ) at: !mallfolks receive !imple Weapons 1roficiency as a bonus feat. El " ntal A..init-: .ny. )' Lan(!a( Skills: @eadAWrite +ommon <or local language=, !peak +ommon <or local language=. Ot# ' Lan(!a( s: .ny.
A(
.s the character ages, his or her physical ability scores decrease and his or her mental ability scores increase, as detailed on the table below. The effects of each aging step are cumulative.
A( Cat (o'- 0i(antic H!"an Monst'o!s S"all.olk T'! $loo% % A$ilit- A%1!st" nts +hild 8C) 8C88 8C88 8C) 8C88 B" to !tr and +onD B8 to *ex, $nt, Wis, and +ha Eoung adult (C8" 8%C8' 8%C8' (C8" 8%C87riginal scores .dult 84C"' 8-C"( 8-C%( 84C"' 8,C'> 7riginal scores
B8 to !tr, *ex, and +onD #8 to $nt, Wis, and +ha B8 to !tr, *ex, and +onD #8 to $nt, Wis, and +ha B8 to !tr, *ex, and +onD #8 to $nt, Wis, and +ha
Base Attac !ort Ref +ill Le"el Bon*s Sa"e Sa"e Sa"e Special
&st 9nd 5rd 7th (th ;th <th 'th =th &8th
)& )9 )9 )9 )5 )5 )7 )7 )7 )(
Talent :onus feat Talent :onus feat Talent :onus feat Talent :onus feat Talent :onus feat
)& )9 )9 )5 )5 )5 )7 )7 )( )(
Starting !eats -n addition to the two feats all characters get at first level, a Strong hero begins play with the Simple 2eapon 1roficiency feat. Optional Rule: Strong "eroes may begin play with proficiency in light and medium armors. Ta ing this class after level & grants no armor proficiency. Class !eat*res The following features pertain to the Strong "ero basic class. Talents #t &st, 5rd, (th, <th, and =th level, the Strong hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. #s long as the hero qualifies, he can select freely from any and all talent trees. >o talent can be selected more than once unless expressly indicated. Extreme Effort Talent Tree # Strong hero can push himself to ma e an extreme effort. The effort must relate either to a Strength chec or a Strength-based s ill chec . ?ou must decide to use this ability before ma ing the chec . Extreme Effort: The effort requires a full-round action and provides a )9 bonus on the chec . Impro"e, Extreme Effort: The effort requires a full-round action and provides a )9 bonus that stac s with the bonus provided by extreme effort +)7 total,. Prere-*isite: @xtreme effort. A,"ance, Extreme Effort: The effort requires a full-round action and provides a )9 bonus that stac s with the bonuses provided by extreme effort and improved extreme effort +); total,. Prere-*isites: @xtreme effort, improved extreme effort.
Ignore Har,ness Talent Tree The Strong hero has an innate talent for finding wea nesses in objects. This allows a Strong hero to ignore some of an objectAs hardness when ma ing a melee attac to brea it. Ignore Har,ness: The Strong hero ignores 9 points of an objectAs hardness. Impro"e, Ignore Har,ness: The Strong hero ignores 9 additional points of an objectAs hardness +for a total of 7,. Prere-*isite: -gnore hardness. A,"ance, Ignore Har,ness: The Strong hero ignores 9 additional points of an objectAs hardness +for a total of ;,. Prere-*isites: -gnore hardness, improved ignore hardness. .elee Smas# Talent Tree The Strong hero has an innate talent that increases melee damage. .elee Smas#: The Strong hero receives a )& bonus on melee damage. Impro"e, .elee Smas#: The Strong hero receives an additional )& bonus on melee damage +)9 total,. Prere-*isite: !elee smash. A,"ance, .elee Smas#: The Strong hero receives an additional )& bonus on melee damage +)5 total,. Prere-*isites: !elee smash, improved melee smash. Tai/*ts* Talent Tree :y selecting a talent from this talent tree, the Strong "ero gains a bonus to hit with unarmed attac s and a bonus to his Taijutsu s ill. Tai/*ts*: The Strong "ero gains a )& bonus to unarmed attac rolls and Taijutsu s ill chec s. Impro"e, Tai/*ts*: The bonus increases to )9 to unarmed attac rolls and Taijutsu s ill chec s. Prere-*isite: Taijutsu. A,"ance, Tai/*ts*: The Strong "eroAs bonus increases to )5 to unarmed attac rolls, Taijutsu s ill chec s, and a )9 bonus to his Learn chec s to learn taijutsu techniques. Prere-*isite: Taijutsu, -mproved Taijutsu. Sense C#a ra: The Stong "ero gains the ability to Suppress %ha ra normally, as per shinobi s ill. Prere-*isite: Bne talent from the Taijutsu talent tree. S*ppress C#a ra: The Stong "ero gains the ability to Suppress %ha ra normally, as per shinobi s ill. Prere-*isite: Bne talent from the Taijutsu talent tree. Bon*s !eats #t 9nd, 7th, ;th, 'th, and &8th level, the Strong hero gains a bonus feat. This feat must be selected from the following list, and the Strong hero must meet any prerequisites.
#nimal #ffinity, #rchaic 2eapons 1roficiency, #thletic, :lind-Cight, :rawl, %leave, %ombat !artial #rts, %ombat 3eflexes, @xotic !elee 2eapon 1roficiency, .enin, 3etrieval @xpert, .reat %leave, -mproved :rawl, -mproved %ha ra 1ool, -mproved %ombat !artial #rts, >in 2eapons 1roficiency, 1ower #ttac , Taijutsu #dept, Training, 2eapon Cocus.
!ast Hero
The Cast hero is a type of shinobi that relies on both defense and often stealth as its best weapon, and thus ma es best uses of $exterity. 2ith levels in this class, one qualifies as both a ranged and melee specialist, with the ability to ma e quic and precise throw and using one*s quic ness to get out of harm*s way. The Cast hero ma es for a fine taijutsu specialist, but is much less damage oriented than the Strong hero. Examples of !ast Heroes #crobats, thieves and burglars are all good examples of fast heroes. They are nimble and quic on their feet, which enables them to ma e a quic retreat in time of need or swiftly hide around a corner to avoid unwanted attention. Class Information The following information pertains to the Cast "ero basic class. Ability The main focus of this class is $exterity. 2hile this characteristic is very important, a Cast hero ma es good use of his Strength and %onstitution score. "aving a high -ntelligence score also helps increasing his already wide array of s ills. Hit Die The Cast "ero gains &d' hit points per level. The %onstitution modifier applies. Action Points The Cast "ero gains a number of action points equal to ( ) one-half his character level, rounded down, everytime he attains a new level in this class. Class S ills
The Cast "ero*s class s ills, and the ey ability for each are as follows. :alance +$ex,, %raft +mechanical, +-nt,, $rive +$ex,, @scape #rtist +$ex,, .enjutsu +%ha,, "ide +$ex,, 0nowledge +current events, ninja lore, popular culture, streetwise, +-nt,, !ove Silently +$ex,, 1ilot +$ex,, 1rofession +2is,, 3ead42rite Language +none,, 3ide +$ex,, Sleight of "and +$ex,, Spea Language +none,, Taijutsu +Str, and Tumble +$ex,. #lso, the starting occupation the hero selects can provide additional class s ills to choose from. S ill Points at !irst Le"el: +( ) -nt modifier, 6 7. S ill Points at Eac# Le"el: ( ) -nt modifier.
TABLE $%0: !AST HER'
Base Attac !ort Ref +ill Le"el Bon*s Sa"e Sa"e Sa"e Special
&st 9nd 5rd 7th (th ;th <th 'th =th &8th
)& )9 )9 )9 )5 )5 )7 )7 )7 )(
Talent :onus feat Talent :onus feat Talent :onus feat Talent :onus feat Talent :onus feat
Starting !eats -n addition to the two feats all characters get at first level, a Cast hero begins play with the Simple 2eapon 1roficiency feat. Optional Rule: Cast "eroes may begin play with proficiency in light armors. Ta ing this class after level & grants no armor proficiency. Class !eat*res The following features pertain to the Cast "ero basic class. Talents #t &st, 5rd, (th, <th, and =th level, the Cast hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. #s long as the hero qualifies, he can select freely from any and all talent trees. >o talent can be selected more than once unless expressly indicated. Defensi"e Talent Tree The Cast hero gains the ability to improve his innate defensive talents as the hero attains new levels. E"asion: -f the Cast hero is exposed to any effect that normally allows a character to attempt a 3eflex saving throw for half damage, the Cast hero suffers no damage if he
ma es a successful saving throw. @vasion can only be used when wearing light armor or no armor. 1ncanny Do,ge &: The Cast hero retains his $exterity bonus to $efense regardless of being caught flat-footed or struc by a hidden attac er. +The hero still loses his $exterity bonus to $efense if the hero is immobiliDed., Prere-*isite: @vasion. 1ncanny Do,ge 0: The Cast hero can no longer be flan edE the hero can react to opponents on opposite sides of him as easily as he can react to a single attac er. Prere-*isites: @vasion, uncanny dodge &. Defensi"e Roll: The Cast hero can roll with a potentially lethal attac to ta e less damage from it. 2hen the Cast hero would be reduced to 8 hit points or less by damage in combat +from a ranged or melee attac ,, he can attempt to roll with the damage. # Cast hero spends & action point to use this talent. Bnce the point is spent, the hero ma es a 3eflex saving throw +$% F damage dealt,. -f the save succeeds, he ta es only half damage. The Cast hero must be able to react to the attac to execute a defensive roll Gif the hero is immobiliDed, he canAt use this talent. Since this effect would not normally allow a character to ma e a 3eflex save for half damage, the Cast heroAs evasion talent doesnAt apply to the defensive roll. Prere-*isites: @vasion, uncanny dodge &. 'pport*nist: The Cast hero can spend & action point to use this talent. Bnce the point is spent, the hero can ma e an attac of opportunity against an opponent who has just been struc for damage in melee by another character. This attac counts as the Cast heroAs attac of opportunity for that round. @ven a Cast hero with the %ombat 3eflexes feat canAt use this talent more than once per round. Prere-*isite: @vasion. Optional Rule: -n order to ma e up for the balance issue with the fast hero class, the $efensive Talent Tree may have the Uncanny Dodge 1 and Evasion talents switch place, with Uncanny Dodge 1 being available at level &, and Evasion requiring Uncanny Dodge 1 rather than the opposite. Deflection Talent Tree :y selecting a talent from this talent tree, the Cast "ero gains a bonus to defense against ranged attac s such as thrown weapons and arrows, but not against ballistic weapons. Deflect: The Cast "ero, if he is aware of his enemy, gains a )& deflection bonus to defense against ranged weapon +ballistic weapons don*t apply,. This bonus is denied if the Cast "ero is caught flat-footed or is denied his dexterity bonus. Impro"e, Deflect: $efense bonus against ranged weapons increases to )9. Prere-*isite: $eflect. A,"ance, Deflect: The Cast "eroAs deflection bonus against ranged weapon increases to )5. Prere-*isite: $eflect, -mproved $eflect. Sense C#a ra: The Cast "ero gains the ability to Suppress %ha ra normally, as per shinobi s ill. Prere-*isite: Bne talent from the $eflection talent tree. S*ppress C#a ra: The Cast "ero gains the ability to Suppress %ha ra normally, as per
shinobi s ill. Prere-*isite: Bne talent from the $eflection talent tree. Increase, Spee, Talent Tree The Cast hero can increase his natural base speed. Increase, Spee,: The Cast heroAs base speed increases by ( feet. Impro"e, Increase, Spee,: The Cast heroAs base speed increases by ( feet. This talent stac s with increased speed +&8 feet total,. Prere-*isite: -ncreased speed. A,"ance, Increase, Spee,: The Cast heroAs base speed increases by ( feet. This talent stac s with increased speed and improved increased speed +&( feet total,. Prere-*isites: -ncreased speed, improved increased speed. Bon*s !eats #t 9nd, 7th, ;th, 'th, and &8th level, the Cast hero gains a bonus feat. This feat must be selected from the following list, and the Cast hero must meet any prerequisites. #crobatic, %ombat @xpertise, %ombat Throw, $efensive !artial #rts, $odge, $ouble Tap, @lusive Target, Cocused, .enin, 3etrieval @xpert, -mproved %ha ra 1ool, -mproved $isarm, !obility, >in 2eapons 1roficiency, 1ersonal Cirearms 1roficiency, 1oint :lan Shot, Stealthy, Taijutsu #dept, Training, 2eapon Cinesse.
To*g# Hero
The elements of a tough hero can enable one to run for great distances without tiring, concentrate on a tough jutsu, utiliDe a higher level of cha ra reserve, or simply out last your opponents with sheer vitality. Taijutsu perfectly augments this type of hero who would follow the meaning of the ninja to endure through their endeavors. #lthough lac ing in offensive capabilities, their defensive qualities and endurance openly out class those of the fast or strong hero. Examples of To*g# Heroes :rawlers, sprinter or any type of shinobi that believes having a fit body and being in good health before training his mind is the thing to do. # tough hero is highly resistant to the whims of nature, poisons and tends to be able to ta e more of a hit than your ordinary shinobi. Class Information The following information pertains to the Tough "ero basic class. Ability Cor a Tough hero, %onstitution is the primary ability score. -t is also important to have a good Strength and $exterity score to fare well in combat, which is usually their main affectation. # good 2isdom is also helpful for a Tough hero that wishes to resist the effects of torture or .enjutsu, the bane of many ninja.
Hit Die The Tough "ero gains &d&8 hit points per level. The %onstitution modifier applies. Action Points The Tough "ero gains a number of action points equal to ( ) one-half his character level, rounded down, everytime he attains a new level in this class. Class S ills The Tough "ero*s class s ills, and the ey ability for each are as follows. %limb +Str,, %oncentration +%on,, %raft +mechanical, structural, +-nt,, $rive +$ex,, -ntimidate +%ha,, 0nowledge +current events, ninja lore, popular culture, streetwise, +-nt,, >injutsu +-nt,, 1rofession +2is,, 3ead42rite Language +none,, 3ide +$ex,, Spea Language +none,, Spot +2is,, Survival +2is, and Taijutsu +Str,. #lso, the starting occupation the hero selects can provide additional class s ills to choose from. S ill Points at !irst Le"el: +5 ) -nt modifier, 6 7. S ill Points at Eac# Le"el: 5 ) -nt modifier.
TABLE $%$: T'1)H HER'
Base Attac !ort Ref +ill Le"el Bon*s Sa"e Sa"e Sa"e Special
&st 9nd 5rd 7th (th ;th <th 'th =th &8th
)& )9 )9 )9 )5 )5 )7 )7 )7 )(
Talent :onus feat Talent :onus feat Talent :onus feat Talent :onus feat Talent :onus feat
)& )9 )9 )5 )5 )5 )7 )7 )( )(
Starting !eats -n addition to the two feats all characters get at first level, a Tough hero begins play with the Simple 2eapon 1roficiency feat. Optional Rule: Tough "eroes may begin play with proficiency in light, medium and heavy armors. Ta ing this class after level & grants no armor proficiency. Class !eat*res #ll of the following are class features of the Tough hero. Talents #t &st, 5rd, (th, <th, and =th level, the Tough hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. #s long as the hero qualifies, he can select freely from any and all talent
trees. >o talent can be selected more than once unless expressly indicated. Damage Re,*ction Talent Tree The Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attac forms +which may or may not exist, depending on the campaign,. :efore the hero can select a talent from this tree the hero must have previously selected at least one talent from the @nergy 3esistance or Hnbrea able Talent Tree. Damage Re,*ction &23: The Tough hero ignores & point of damage from melee and ranged weapons. 1rerequisiteI Bne other talent from either the @ndurance, @nergy 3esistance Talent Tree or the Hnbrea able Talent Tree. Damage Re,*ction 023: The Tough hero ignores an additional & point of damage from melee and ranged weapons +$3 94J total,. Prere-*isites: $amage reduction &4J, one other talent from either the @ndurance, @nergy 3esistance Talent Tree or the Hnbrea able Talent Tree. Damage Re,*ction $23: The Tough hero ignores an additional & point of damage from melee and ranged weapons +$3 54J total,. Prere-*isites: $amage reduction &4J, damage reduction 94J, one other talent from either the @ndurance, @nergy 3esistance Talent Tree or the Hnbrea able Talent Tree. Stamina Talent Tree :y selecting a talent from this talent tree, the Tough "ero can increase his %ha ra pool. En,*rance: The Tough "eroAs cha ra pool increases by (. Impro"e, En,*rance: The Tough "ero*s cha ra pool increases b ( +total &8,. Prere-*isite: @ndurance. A,"ance, En,*rance: The Tough "eroAs cha ra pool increases by ( +total &(, and he gains a )9 bonus to saving throws against cha ra exhaustion and cha ra drain. Prere-*isite: @ndurance, -mproved @ndurance. Sense C#a ra: The Tough "ero gains the ability to Sense %ha ra normally, as per shinobi s ill. Prere-*isite: Bne talent from the Stamina talent tree. S*ppress C#a ra: The Tough "ero gains the ability to Suppress %ha ra normally, as per shinobi s ill. Prere-*isite: Bne talent from the Stamina talent tree. Energy Resistance Talent Tree The Tough hero is particularly resistant to certain inds of deadly energy effects. These talents can be selected in any order. Aci, Resistance: The Tough hero ignores an amount of acid damage equal to his %onstitution modifier. Col, Resistance: The Tough hero ignores an amount of cold damage equal to his %onstitution modifier.
Eart# Resistance: The Tough hero ignores an amount of earth damage equal to his %onstitution modifier. Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his %onstitution modifier. !ire Resistance: The Tough hero ignores an amount of fire damage equal to his %onstitution modifier. Sonic2Conc*ssion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his %onstitution modifier. +ater Resistance: The Tough hero ignores an amount of water damage equal to his %onstitution modifier. +in, Resistance: The Tough hero ignores an amount of wind damage equal to his %onstitution modifier. 1nbrea able Talent Tree The Tough hero is particularly resilient than s to the following talents. Remain Conscio*s: The Tough hero gains the ability to continue to perform actions when he would otherwise be considered unconscious and dying. 2hen the Tough heroAs hit points reach J&, the hero can perform as though he were disabled, ma ing either an attac action or a move action every round until the hero reaches J&8 hit points +and dies, or the heroAs hit points return to & or higher. The hero can choose to succumb to unconsciousness if he thin s that doing so might prevent him from ta ing more damage. Rob*st: The Tough hero becomes especially robust, gaining a number of hit points equal to his Tough level as soon as he selects this talent. Thereafter, the hero gains )& hit point with each level of Tough he gains. Secon, +in,: The Tough hero can spend & action point to gain a second wind. 2hen the hero does this, he recovers a number of hit points equal to his %onstitution modifier. This talent does not increase the Tough heroAs hit points beyond the characterAs full normal total. Stamina: The Tough hero recovers twice as fast as normal. So, the hero recovers 9 hit points per character level per evening of rest, 9 points of temporary ability damage per evening of rest, and awa ens in half the normal time after being noc ed unconscious. Prere-*isite: 3obust. Secon, C#ance: The Tough hero can spend & action point to gain a second chance. Bnce this talent is activated, the Tough "ero will gain the benefits of a short rest +( minutes, and recover twice his %onstitution modifier in cha ra. The Tough "ero may not exceed his maximum %ha ra 1ool by this mean. Prere-*isite: Second 2ind, 3obust. Bon*s !eats #t 9nd, 7th, ;th, 'th, and &8th level, the Tough hero gains a bonus feat. This feat must be selected from the following list, and the Tough hero must meet any prerequisites. #lertness, #thletic, :rawl, %onfident, @mpowered 3esilience, @ndurance, .enin, 3etrieval @xpert, .reat Cortitude, -mproved :rawl, -mproved :ull 3ush, -mproved %ha ra 1ool, -mproved Ceint, 0noc out 1unch, >in 2eapons 1roficiency, 1ower #ttac , Streetfighting, Taijutsu #dept, Talented Shinobi, Toughness, Training, Kehicle @xpert.
Smart Hero
The Smart hero ma es the best use of -ntelligence of all the other hero. "is large array of s ills and number of s ill points ma e him perfect to add a variety of nowledge and s ill to a character. Ta ing levels in this class demonstrate extreme proficiency in many domains and allows for more versatile characters. # Smart hero is by no mean an expert in either close quarter or ranged battle, but he is an efficient tactician and very proficient in the use of the >inja #rts. Examples of Smart Heroes True technique specialists, biology experts, war tacticians or master crafter are all aspect a Smart hero may ta e. Bf all the other classes, he has the widest variety of s ills and therefore the most potential to ma e the best use of them. Smart heroes also ma e excellent puppeteers. Class Information The following information pertains to the Smart "ero basic class. Ability # Smart hero relies mostly on -ntelligence. This ability is priceless for one who li es a wide range of s ills and flexibility in their build. 2isdom is also important to complement their good 2ill saves and many s ills. Hit Die The Smart "ero gains &d; hit points per level. The %onstitution modifier applies. Action Points The Smart "ero gains a number of action points equal to ( ) one-half his character level, rounded down, everytime he attains a new level in this class. Class S ills The Smart "ero*s class s ills, and the ey ability for each are as follows. %omputer Hse +-nt,, %ha ra %ontrol +2is,, %raft +calligraphy, chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing, +-nt,, $ecipher Script +-nt,, $emolitions +-nt,, $isable $evice +-nt,, Corgery +-nt,, -nvestigate +-nt,, 0nowledge +arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, ninja lore, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy, +-nt,, >avigate +-nt,, >injutsu +-nt,, 1rofession +2is,, 3ead42rite Language +none,, 3epair +-nt,, 3esearch +-nt,, Search +-nt,, and Spea Language +none,. #lso, the starting occupation the hero selects can provide additional class s ills to choose from. S ill Points at !irst Le"el: += ) -nt modifier, 6 7. S ill Points at Eac# Le"el: = ) -nt modifier.
TABLE $%4: S.ART HER'
Base Attac !ort Ref +ill Le"el Bon*s Sa"e Sa"e Sa"e Special
&st 9nd 5rd 7th (th ;th <th 'th =th &8th
)8 )& )& )9 )9 )5 )5 )7 )7 )(
)& )9 )9 )9 )5 )5 )7 )7 )7 )(
Talent :onus feat Talent :onus feat Talent :onus feat Talent :onus feat Talent :onus feat
Starting !eats -n addition to the two feats all characters get at first level, a Smart hero begins play with the Simple 2eapon 1roficiency feat. Optional Rule: Smart "eroes may begin play with proficiency in light armors. Ta ing this class after level & grants no armor proficiency. Class !eat*res #ll of the following are class features of the Smart hero. Talents #t &st, 5rd, (th, <th, and =th level, the Smart hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. #s long as the hero qualifies, he can select freely from any and all talent trees. >o talent can be selected more than once unless expressly indicated. (in/*ts* Talent Tree :y selecting a talent from this talent tree, the Smart "ero gains a bonus to identify and perform >injutsu techniques. (in/*ts*: The Smart "ero gains a )& bonus to >injutsu to perform a technique, and a )9 bonus to identify techniques. "is cha ra reserve increases by 9. Impro"e, (in/*ts*: The bonuses increase to )9 to perform and )7 to identify techniques, and his cha ra reserve bonus increases to 7. Prere-*isite: >injutsu. A,"ance, (in/*ts*: The Smart "eroAs bonuses increase to )5 to perform and ); to >injutsu to identify, and his cha ra reserve bonus increases to ;. -n addition, the "ero gains a )9 bonus to his Learn chec s to learn ninjutsu techniques and a )& enhancement bonus to his effective s ill threshold with >injutsu techniques. Prere-*isite: >injutsu, -mproved >injutsu. Sense C#a ra: The Smart "ero gains the ability to Sense %ha ra normally, as per shinobi s ill. Prere-*isite: Bne talent from the >injutsu talent tree. S*ppress C#a ra: The Smart "ero gains the ability to Suppress %ha ra normally, as per
shinobi s ill. Prere-*isite: Bne talent from the >injutsu talent tree. Researc# Talent Tree The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order. Sa"ant: Select one of the s ills listed in the following paragraph. The hero must have ran s in the s ill if it is Trained Bnly. The Smart hero gets to add a bonus equal to his Smart level when ma ing chec s with that s ill. # Smart hero can ta e this talent multiple timesE each time it applies to a different s ill. %omputer Hse, %raft +any single s ill,, $ecipher Script, $emolitions, $isable $evice, Corgery, -nvestigate, 0nowledge +any single s ill,, >avigate, 3epair, 3esearch, Search. The Smart hero may not apply this bonus to %ha ra %ontrol, .enjutsu, >injutsu or Taijutsu. Ling*ist: 2ith this talent, the Smart hero becomes a master linguist. 2henever the hero encounters a new language, either spo en or written, that he does not now the Smart hero can ma e an -ntelligence chec to determine if he can understand it. The chec is made with a bonus equal to the heroAs Smart level. Cor a written language, the bonus applies to a $ecipher Script chec instead. The $% for the chec depends on the situationI $% &( if the language is in the same group as a language the hero has as a 3ead42rite Language or Spea Language s illE $% 98 if the language is unrelated to any other languages the hero nowsE and $% 9( if the language is ancient or unique. 2ith this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. # single chec covers roughly one minute of a spo en language or one page of a written language. Prere-*isite: #t least & ran in either 3ead42rite Language or Spea Language for each of three different languages. Strategy Talent Tree The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he must have previously selected at least one talent from the 3esearch Talent Tree. Exploit +ea ness: #fter & round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and ma es an -ntelligence chec +$% &(, with a bonus equal to his Smart level. -f the chec succeeds, for the rest of the combat the Smart hero uses his -ntelligence bonus instead of either Strength or $exterity bonus on attac rolls as the hero finds ways to outthin his opponent and notices wea nesses in his opponentAs fighting style. Prere-*isite: Bne talent from the 3esearch Talent Tree. Plan: 1rior to an encounter the Smart hero can develop a plan of action to handle the situation. Hsing this talent requires preparationE a Smart hero canAt use this talent when
surprised or otherwise unprepared for a particular situation. #fter creating the plan the Smart hero ma es an -ntelligence chec +$% &8, with a bonus equal to his Smart level. The result of the chec provides the Smart hero and allies with a circumstance bonus. # Smart hero canAt ta e &8 or 98 when ma ing this chec .
%hec result :onus = or lower )8 +chec failed, &8J&7 )& &(J97 )9 9( or higher )5
This bonus can be applied to all s ill chec s and attac rolls made by the Smart hero and his allies, but the bonus only lasts for the first 5 rounds after ma ing the plan. #fter that time, reduce the bonus by & point +to a minimum of )8, for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans. Prere-*isite: Bne talent from the 3esearch Talent Tree. Tric : The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an -ntelligence score of 5 or higher to be susceptible to a tric , must be within 58 feet of the hero, and must be able to hear and understand the hero. To play a tric on a target, the hero must use a full-round action and ma e an -ntelligence chec +$% &(,, adding his Smart level as a bonus. -f the -ntelligence chec succeeds, the target can try to thin quic ly and ignore the tric . The target resists the tric by ma ing a 2ill saving throw +$% &8 ) Smart heroAs class level ) Smart heroAs -nt bonus,. -f the saving throw fails, the target becomes daDed +unable to act, but can defend normally, for & round. # tric can only be played on a particular target once per encounter. #fter the first tric in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability. Prere-*isite: Bne talent from the 3esearch Talent Tree. Bon*s !eats #t 9nd, 7th, ;th, 'th, and &8th level, the Smart hero gains a bonus feat. This feat must be selected from the following list, and the Smart hero must meet any prerequisites. :uilder, %autious, %ombat @xpertise, %raft #rmor Seals, %raft 1uppets, %raft Sealed -tem, %raft 2eapon Seals, @ducated, .earhead, .enin, 3etrieval @xpert, -mproved %ha ra 1ool, -mproved $isarm, -mproved Trip, -ron 2ill, Lightning 3eflexes, !eticulous, >injutsu #dept, >in 2eapons 1roficiency, Studious, Talented Shinobi, Training, Kehicle @xpert, 2eapon Cocus.
De,icate, Hero
The $edicated hero is the most intuitive of all the other hero types, and he ma es the best use of his 2isdom score. :e it at discerning lies, trac ing down a foe or avoiding surprise, the $edicated hero is the best there is at using his intuition to save himself and his comrades. Ta ing levels in this class demonstrate true determination and proficiency in battle situation to avoid surprise and turn an ambush to your advantage.
2hile the $edicated hero is not particularly strong in either melee or ranged combat, his unrivaled 2illpower and toughness ma es it easy for him to fare just as well as a shinobi as any other. Examples of De,icate, Heroes Sages, medical specialists or scouts, $edicated heroes are proficient at detecting lies, treating wounds and trac ing, thus they ma e efficient addition to any team of shinobi, during both peace or war time. Class Information The following information pertains to the $edicated "ero basic class. Ability 2isdom is the primary ability for the $edicated hero, mainly because of his good 2ill saves and many 2isdom-based s ills. %onstitution is also important for both hit points and Cortitude, just as a good -ntelligence score allows more flexibility with s ill points. Hit Die The $edicated "ero gains &d; hit points per level. The %onstitution modifier applies. Action Points The $edicated "ero gains a number of action points equal to ( ) one-half his character level, rounded down, everytime he attains a new level in this class. Class S ills The $edicated "ero*s class s ills, and the ey ability for each are as follows. %ha ra %ontrol +2is,, %raft +calligraphy, pharmaceutical, visual art, writing, +-nt,, .amble +2is,, -nvestigate +-nt,, 0nowledge +arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, ninja lore, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy, +-nt,, Listen +2is,, >injutsu +-nt,, 1rofession +2is,, 3ead42rite Language +none,, Sense !otive +2is,, Spea Language +none,, Spot +2is,, Survival +2is,, and Treat -njury +2is,. #lso, the starting occupation the hero selects can provide additional class s ills to choose from. S ill Points at !irst Le"el: +( ) -nt modifier, 6 7. S ill Points at Eac# Le"el: ( ) -nt modifier.
TABLE $%5: DEDICATED HER'
Base Attac !ort Ref +ill Le"el Bon*s Sa"e Sa"e Sa"e Special
&st 9nd
)8 )&
)& )9
)8 )8
)& )9
)& )&
)9 )9 )5 )5 )7 )7 )7 )(
)9 )9 )5 )5 )7 )7 )7 )(
Talent :onus feat Talent :onus feat Talent :onus feat Talent :onus feat
)9 )5 )5 )5 )7 )7 )( )(
)& )9 )9 )9 )5 )5 )5 )7
Starting !eats -n addition to the two feats all characters get at first level, a $edicated hero begins play with the Simple 2eapon 1roficiency feat. Optional Rule: $edicated "eroes may begin play with proficiency in light and medium armors. Ta ing this class after level & grants no armor proficiency. Class !eat*res The following are class features of the $edicated hero. Talents #t &st, 5rd, (th, <th, and =th level, the $edicated hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. #s long as the hero qualifies, he can select freely from any and all talent trees. >o talent can be selected more than once unless expressly indicated. C#a ra Control Talent Tree :y selecting a talent from this talent tree, the $edicated "ero gains a bonus to control the flow of %ha ra within his body. C#a ra Control: The $edicated "ero gains a )& bonus to all %ha ra %ontrol chec s and his cha ra reserve increases by 9. Impro"e, C#a ra Control: The %ha ra %ontrol bonus increases to )5 and his cha ra reserve bonus increases to 7. Prere-*isite: %ha ra %ontrol. A,"ance, C#a ra Control: #nd finally, the %ontrol bonus increases to )( and his cha ra reserve bonus increases to ;. -n addition, the "ero gains a )9 bonus to his Learn chec s with %ha ra %ontrol techniques and a )& enhancement bonus to his effective s ill threshold with %ha ra %ontrol techniques. Prere-*isite: %ha ra %ontrol, -mproved %ha ra %ontrol. Sense C#a ra: The $edicated "ero gains the ability to Suppress %ha ra normally, as per shinobi s ill. Prere-*isite: Bne talent from the %ha ra %ontrol talent tree. S*ppress C#a ra: The $edicated "ero gains the ability to Suppress %ha ra normally, as per shinobi s ill. Prere-*isite: Bne talent from the %ha ra %ontrol talent tree. Empat#ic Talent Tree
The $edicated heroAs innate talents give him a great capacity for empathy. Empat#y: The $edicated hero has a nac for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on chec s involving interaction s ills +:luff, $iplomacy, "andle #nimal, -ntimidate, 1erform, and Sense !otive,, provided the hero spends at least & minute observing his target prior to ma ing the s ill chec . The bonus is equal to the heroAs $edicated level. Impro"e, Ai, Anot#er: The $edicated heroAs bonus on attempts to aid another increases by )& on a successful aid another chec . This talent can be selected multiple times, each time increasing the bonus by )&. Prere-*isite: @mpathy. Int*ition: The $edicated hero has an innate ability to sense trouble in the air. The $edicated hero can ma e a 2ill saving throw +$% &(,. Bn 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 .!As best guess relating to the circumstances. This talent is usable a number of times per day equal to the characterAs $edicated level. Prere-*isite: @mpathy. Healing Talent Tree The $edicated hero has a talent for healing. Healing 6nac : The hero has a nac for the healing arts. The hero receives a )9 bonus on all Treat -njury s ill chec s. Healing To*c# &: The $edicated heroAs ability to restore damage with a medical it or perform surgery with a surgery it increases by )9 hit points. Prere-*isite: "ealing nac . Healing To*c# 0: The $edicated heroAs ability to restore damage with a medical it or perform surgery with a surgery it increases by )9 hit points, which stac s with healing touch & for a total of )7 hit points. Prere-*isites: "ealing nac , healing touch &. Insig#tf*l Talent Tree The $edicated heroAs innate insightfulness serves her well. S ill Emp#asis: The $edicated hero chooses a single s ill and receives a )5 bonus on all chec s with that s ill. This bonus does not allow the hero to ma e chec s for a trainedonly s ill if the hero has no ran s in the s ill. A7are: The $edicated hero is intuitively aware of his surroundings. The hero adds his base 2ill saving throw bonus to Listen or Spot chec s to avoid surprise. Prere-*isite: S ill emphasis. !ait#: The $edicated hero has a great deal of faith. -t might be faith in self, in a higher power, or in both. This unswerving belief allows the $edicated hero to add his 2isdom modifier to the die roll whenever the hero spends & action point to improve the result of an attac roll, s ill chec , saving throw, or ability chec . Prere-*isite: S ill emphasis. Cool 1n,er Press*re: The $edicated hero selects a number of s ills equal to 5 ) the heroAs 2isdom modifier. 2hen ma ing a chec with one of these s ills, the $edicated hero can ta e &8 even when distracted or under duress.
Prere-*isite: S ill emphasis plus either faith or aware. Bon*s !eats #t 9nd, 7th, ;th, 'th, and &8th level, the $edicated hero gains a bonus feat. This feat must be from this list, and the $edicated hero must meet any prerequisites. #dvanced Cirearms 1roficiency, #lertness, #rchaic 2eapons 1roficiency, #ttentive, :lind-Cight, $eceptive, @ducated, Car Shot, .enin, 3etrieval @xpert, "armony, -mproved %ha ra 1ool, -ron 2ill, !edical @xpert, !eticulous, >in 2eapons 1roficiency, Surgery, Talented Shinobi, Trac , Training, 2eapon Cocus.
C#arismatic Hero
The %harismatic hero is a type of shinobi that relies on his wits and sharp tongue to fare well in life, and ma es the best use of %harisma. Ta ing levels of %harismatic hero demonstrate a greater ability with words and the various s ills required for a ninja, and greater proficiency with .enjutsu. The %harismatic hero specialiDes in spying and .enjutsu, rather than close quarter or even ranged combat. Examples of C#arismatic Heroes %harismatic heroes ma e the best spy one could possibly hope for. They are proficient with disguises, information gathering, .enjutsu and many social s ills most ninja simply can*t practice for mere lac of time. Spies, public entertainers or part time bartender are all examples of %harismatic hero found in the everyday life of a shinobi. Class Information The following information pertains to the %harismatic "ero basic class. Ability %harisma is the primary ability for the %harismatic hero. -ntelligence also allows for even more s ill points, as he is second to only the Smart hero in that domain. # good $exterity and %onstitution score allow for better efficiency with saving throws. Hit Die The %harismatic "ero gains &d; hit points per level. The %onstitution modifier applies. Action Points The %harismatic "ero gains a number of action points equal to ( ) one-half his character level, rounded down, everytime he attains a new level in this class. Class S ills The %harismatic "ero*s class s ills are as follows. :luff +%ha,, %ha ra %ontrol +2is,, %raft +calligraphy, visual art, writing, +-nt,, $iplomacy +%ha,, $isguise +%ha,, .ather -nformation +%ha,, .enjutsu +%ha,, "andle
#nimal +%ha,, -ntimidate +%ha,, 0nowledge +arcane lore, art, behavioral sciences, business, civics, current events, ninja lore, popular culture, streetwise, theology and philosophy, +-nt,, 1erform +act, dance, eyboards, percussion instruments, sing, stand-up, stringed instruments, wind instruments, +%ha,, 1rofession +2is,, 3ead42rite Language +none,, and Spea Language +none,. #lso, the starting occupation the hero selects can provide additional class s ills to choose from. S ill Points at !irst Le"el: +< ) -nt modifier, 6 7. S ill Points at Eac# Le"el: < ) -nt modifier.
TABLE $%8: CHARIS.ATIC HER'
Base Attac !ort Ref +ill Le"el Bon*s Sa"e Sa"e Sa"e Special
&st 9nd 5rd 7th (th ;th <th 'th =th &8th
)8 )& )& )9 )9 )5 )5 )7 )7 )(
)& )9 )9 )9 )5 )5 )7 )7 )7 )(
)& )9 )9 )9 )5 )5 )7 )7 )7 )(
Talent :onus feat Talent :onus feat Talent :onus feat Talent :onus feat Talent :onus feat
)9 )9 )9 )5 )5 )5 )7 )7 )7 )(
Starting !eats -n addition to the two feats all characters get at first level, a %harismatic hero begins play with the Simple 2eapon 1roficiency feat. Optional Rule: %harismatic "eroes may begin play with proficiency in light armors. Ta ing this class after level & grants no armor proficiency. Class !eat*res #ll of the following are class features of the %harismatic hero. Talents #t &st, 5rd, (th, <th, and =th level, the %harismatic hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. #s long as the hero qualifies, he can select freely from any and all talent trees. >o talent can be selected more than once unless expressly indicated. C#arm Talent Tree The %harismatic hero has an innate talent for being charming and captivating. C#arm: The %harismatic hero gets a competence bonus on all %harisma-based s ill chec s 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 characterAs %harismatic level.
# %harismatic hero can only charm .amemaster characters with attitudes of indifferent or better. The charm bonus canAt be used against characters who are unfriendly or hostile. This ability can be ta en more than once +for another gender,. !a"or: The %harismatic hero has the ability to acquire minor aid from anyone he meets. :y ma ing a favor chec , a %harismatic hero can gain important information without going through the time and trouble of doing a lot of research. Cavors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. # %harismatic hero spends & action point to activate this talent. To ma e a favor chec , roll a d98 and add the characterAs favor bonus, equal to the characterAs %harismatic level. The .! sets the $% based on the scope of the favor being requested. The $% ranges from &8 for a simple favor to as high as 58 for formidable and highly dangerous, expensive, or illegal favors. # %harismatic hero canAt ta e &8 or 98 on this chec , nor can the hero retry the chec for the same +or virtually the same, favor. Cavors should help advance the plot of an adventure. # favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor chec . The .! should carefully monitor a %harismatic heroAs use of favors to ensure that this ability isnAt abused. The success or failure of a mission shouldnAt hinge on the use of a favor, and getting a favor shouldnAt replace good roleplaying or the use of other s ills. The .! may disallow any favor deemed to be disruptive to the game. Prere-*isite: %harm. Capti"ate: The %harismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must have an -ntelligence score of 5 or higher to be susceptible to a captivate attempt, must be within 58 feet of the hero, must be flatfooted or not in combat, and must be able to see, hear, and understand the hero. To captivate a target, the hero must use an attac action and ma e a %harisma chec +$% &(,, adding his %harismatic level as a bonus. -f the %harisma chec succeeds, the target can try to resist. The target resists the captivation attempt by ma ing a 2ill saving throw +$% &8 ) %harismatic heroAs class level ) %harismatic heroAs %ha bonus,. -f the saving throw fails, the hero becomes the targetAs sole focus. The target pays no attention to anyone else for & round and remains flat-footed. This focusing of the targetAs attention allows other characters to ta e actions of which the captivated target is unaware. The effect ends immediately if the target is attac ed or threatened. # %harismatic hero can concentrate to eep a target captivated for additional rounds. The %harismatic hero concentrates all his effort on the tas , and the target gets to ma e a new 2ill save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. This is a !ind-#ffecting ability. Prere-*isites: %harm, Cavor. !ast%Tal Talent Tree The %harismatic hero has an innate talent for bending the truth and daDDling others with a combination of words, mannerisms, and charm. !ast%Tal : The %harismatic hero has a way with words when attempting to con and deceive. 2ith this talent, he applies his %harismatic level as a competence bonus on any
:luff, $iplomacy, or .amble chec s the hero ma es while attempting to lie, cheat, or otherwise bend the truth. Da99le: The %harismatic hero has the ability to daDDle a target through sheer force of personality, a winning smile, and fast-tal ing. The target must have an -ntelligence score of 5 or higher to be susceptible to a daDDle attempt, must be within 58 feet of the hero, and must be able to see, hear, and understand the hero. To daDDle a target, the hero must use an attac action and ma e a %harisma chec +$% &(,, adding his %harismatic level as a bonus. -f the %harisma chec succeeds, the target can try to resist. The target resists the daDDle attempt by ma ing a 2ill saving throw +$% &8 ) %harismatic heroAs class level ) %harismatic heroAs %ha bonus,. -f the save fails, the target receives a J& penalty on attac rolls, ability chec s, s ill chec s, and saving throws for a number of rounds equal to the characterAs %harismatic level. This talent can be selected multiple times, each time worsening the daDDled penalty by J&. This is a !ind-#ffecting ability. Prere-*isite: Cast-tal . Ta*nt: The %harismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an -ntelligence score of 5 or higher to be susceptible to a taunt, must be within 58 feet of the hero, and must be able to hear and understand the hero. To taunt a target, the hero must use an attac action and ma e a %harisma chec +$% &(,, adding his %harismatic level as a bonus. -f the %harisma chec succeeds, the target can try to resist. The target resists the taunt by ma ing a 2ill saving throw +$% &8 ) %harismatic heroAs class level ) %harismatic heroAs %ha bonus,. -f the save fails, the target becomes daDed +unable to act, but can defend normally, for & round. # taunt can be played on an opponent any number of times. This is a !ind-#ffecting ability. Prere-*isites: Cast-tal , daDDle. )en/*ts* Talent Tree :y selecting a talent from this talent tree, the %harismatic "ero gains a bonus to identify and perform .enjutsu techniques. )en/*ts*: The %harismatic "ero gains a )& bonus to .enjutsu chec s to perform a technique, and a )9 bonus to identify .enjutsu. "is cha ra reserve increases by 9. Impro"e, )en/*ts*: The bonuses increase to )9 to perform and )7 to identify .enjutsu, and his cha ra reserve bonus increases to 7. Prere-*isite: .enjutsu. A,"ance, )en/*ts*: The %harismatic "eroAs bonus increase to )5 to perform and ); to identify .enjutsu, and his cha ra reserve bonus increases to ;. -n addition, the "ero gains a )9 bonus to his Learn chec s for .enjutsu and a )& enhancement bonus to his effective s ill threshold with .enjutsu techniques. Prere-*isite: .enjutsu, -mproved .enjutsu. Sense C#a ra: The %harismatic "ero gains the ability to Suppress %ha ra normally, as per shinobi s ill. Prere-*isite: Bne talent from the .enjutsu talent tree.
S*ppress C#a ra: The %harismatic "ero gains the ability to Suppress %ha ra normally, as per shinobi s ill. Prere-*isite: Bne talent from the .enjutsu talent tree. Lea,ers#ip Talent Tree The %harismatic hero has a talent for leadership and inspiration. Coor,inate: The %harismatic hero has a nac for getting people to wor together. 2hen the hero can spend a full round directing his allies and ma es a %harisma chec +$% &8,, the hero provides any of his allies within 58 feet a )& bonus on their attac rolls and s ill chec s. The bonus lasts for a number of rounds equal to the heroAs %harisma modifier. The hero can coordinate a number of allies equal to one-half his %harismatic level, rounded down +to a minimum of one ally,. Inspiration: The %harismatic hero can inspire his allies, bolstering them and improving their chances of success. #n ally must listen to and observe the %harismatic hero for a full round for the inspiration to ta e hold, and the hero must ma e a %harisma chec +$% &8,. The effect lasts for a number of rounds equal to the heroAs %harisma modifier. #n inspired ally gains a )9 morale bonus on saving throws, attac rolls, and damage rolls. # %harismatic hero canAt inspire himself. The hero can inspire a number of allies equal to one-half his %harismatic level, rounded down +to a minimum of one ally,. Prere-*isite: %oordinate. )reater Inspiration: The %harismatic hero can inspire his allies to even greater heights, bolstering them and improving their chances of success. #n ally must listen to and observe the %harismatic hero for a full round for the greater inspiration to ta e hold, and the hero must ma e a %harisma chec +$% &8,. The effect lasts for a number of rounds equal to the heroAs %harisma modifier. #n inspired ally gains an additional )& morale bonus on saving throws, attac rolls, and damage rolls, which stac s with the bonus from inspiration for a total of a )5 morale bonus. # %harismatic hero canAt inspire himself. The hero can inspire a number of allies equal to one-half his %harismatic level, rounded down +to a minimum of one ally,. Prere-*isites: %oordinate, inspiration. Bon*s !eats #t 9nd, 7th, ;th, 'th, and &8th level, the %harismatic hero gains a bonus feat. This feat must be selected from the following list, and the %harismatic hero must meet any prerequisites. #gile 3iposte, %reative, $eceptive, $odge, Corce of 1ersonality, Crightful 1resence, .enin, .enjutsu #dept, 3etrieval @xpert, -mproved %ha ra 1ool, -ron 2ill, Lightning 3eflexes, Low 1rofile, >in 2eapons 1roficiency, 1oint :lan Shot, 3enown, Talented Shinobi, Training, Trustworthy, 2indfall.
%ent$red: !ti"" in your master4s shadow, you aim to rise to fame as one of the student of
a "egendary shino$i. Your ski""s are natura""y more keen than that of a typica" academy student, $ut you a"so tend to $e more specia"i5ed. /entored characters are very rare, as few high6"eve" shino$i are known to take upon the +o$. Prerequisite: Age 17 . Skills: !e"ect any three ski""s from the fo""owing "ist as permanent c"ass ski""s. #f a ski"" the character se"ects is a"ready a c"ass ski"", he receives a 1 competence $onus on checks using that ski"": %a"ance, %"uff, &"im$, &hakra &ontro", &oncentration, &raft 'chemica", ca""igraphy(, )isa$"e )evice, )isguise, *scape Artist, Fuin+utsu, Gather #nformation, Gen+utsu, ,ide, #nvestigate, Jump, -now"edge 'current events, nin+a "ore, streetwise, tactics(, .isten, /ove !i"ent"y, 0in+utsu, !earch, !"eight of ,and, !pot, !urviva", 1ai+utsu, and 1um$"e. eat: !e"ect one of the fo""owing: A"ertness, Archaic 2eapon 3roficiency, %raw", &om$at /artia" Arts, )efensive /artia" Arts, )odge, Genin, Genius 0in+a, Gen+utsu Adept, /eticu"ous, 0in 2eapons 3roficiency, 0in+utsu Adept, 3oint %"ank !hot, and 1ai+utsu Adept. !ealt" #$nus Increase: 1 Re&utati$n #$nus Increase: 1
Nin'a (a) En*$rcement: 1his occupation covers any type of nin+a "aw enforcement,
such as A0%8, the 0in+a 3o"ice or even the ,unter60ins. Prerequisite: Age 19 . Skills: !e"ect any two ski""s from the fo""owing "ist as permanent c"ass ski""s. #f a ski"" the character se"ects is a"ready a c"ass ski"", he receives a 1 competence $onus on checks using that ski"": %"uff, &"im$, &hakra &ontro", &oncentration, )ip"omacy, Fuin+utsu, Gather #nformation, Gen+utsu, ,ide, #nvestigate, -now"edge 'nin+a "ore(, .isten, /ove !i"ent"y, 0in+utsu, !earch, !urviva", 1ai+utsu, and 1um$"e. eat: !e"ect one of the fo""owing feats: Archaic 2eapon 3roficiency, Armor 3roficiency, %raw", &om$at /artia" Arts, )efensive /artia" Arts, Genin, Gen+utsu Adept, 0in 2eapons 3roficiency, 0in+utsu Adept, 3oint %"ank !hot, 3recise !hot, :apid !hot,
Nin'a Tec"nician: You have uncanny ease to "earn "ost or forgotten techni;ues.
Prerequisite: Age 17 Pre+Selected Skills: Gen+utsu 7 ranks, -now"edge 'nin+a "ore( 7 ranks and 0in+utsu 7 ranks. Pre+Selected eat: A technician must choose either the Gen+utsu Adept or 0in+utsu Adept feat at 1st "eve". E,&ertise: You re;uire 1 "ess success to "earn .ost ,i+utsu and .ost -in+utsu techni;ues of any type 'minimum 1(. Re&utati$n #$nus Increase: 1.
!anderin- Nin'a: You are a wandering nin+a, a shino$i not attached to any vi""age
either from $eing a missing6nin or from $eing raised or trained $y one, or another wandering nin+a. Prerequisite: Age 19 . Skills: !e"ect any two ski""s from the fo""owing "ist as permanent c"ass ski""s. #f a ski"" the character se"ects is a"ready a c"ass ski"", he receives a 1 competence $onus on checks using that ski"": &"im$, &hakra &ontro", &raft 'ca""igraphy(, )isa$"e )evice, *scape Artist, Fuin+utsu, Gam$"e, Gen+utsu, -now"edge 'current events, nin+a "ore, streetwise, tactics(, .isten, 0in+utsu, 3erform, 3rofession, !"eight of ,and, !pot, !urviva", !wim and 1ai+utsu. eat: !e"ect one of the fo""owing: Archaic 2eapon 3roficiency, %raw", &om$at /artia" Arts, 0in 2eapons 3roficiency, or 3oint %"ank !hot. !ealt" #$nus Increase: 1 Re&utati$n #$nus Increase: 7
down upon. A.urame Clan /Occu&ati$n0 Prerequisite: Age = . Skills: !e"ect any two ski"" from the fo""owing "ist as permanent c"ass ski""s. #f a ski"" the character se"ects is a"ready a c"ass ski"", he receives a 1 competence $onus on checks using that ski"": %a"ance, &hakra &ontro", &"im$, Gather #nformation, Gen+utsu, ,ide, #nvestigate, -now"edge '$ehaviora" science, civics, current events, nin+a "ore, physica" science, tactics(, .isten, /ove !i"ent"y, 0in+utsu, :esearch, !earch, !pot, !urviva", 1ai+utsu, 1um$"e. eat: !e"ect one of the fo""owing: Advanced %"ood"ine '!ym$iote(, )estruction %ugs, Genin, Genius 0in+a, Gen+utsu Adept, 0in 2eapons 3roficiency, 0in+utsu Adept. Affi"iation: You re;uire 1 "ess success to "earn A$urame ,i+utsu techni;ues. Re&utati$n #$nus Increase: 1
1att$umaru Clan
From the Hidden Village of Cloud, this c"an of tai+utsu users is reputed for their advanced $"ood"ine, which gives them "ightning speed and many other com$at advantages. 1hey are respected and we"" known in the Thunder Country as e<pert in Missing-Nin assassination. 1att$umaru Clan /Occu&ati$n0 Prerequisite: Age = . Skills: !e"ect any two ski"" from the fo""owing "ist as permanent c"ass ski""s. #f a ski"" the character se"ects is a"ready a c"ass ski"", he receives a 1 competence $onus on checks using that ski"": %a"ance, &hakra &ontro", &"im$, Jump, 0in+utsu, !"eight of ,and, !urviva", 1ai+utsu, 1um$"e. eat: !e"ect one of the fo""owing: Advanced %"ood"ine ',iraishin(, %raw", &om$at /artia" Arts, )odge, #mproved #nitiative, 0in 2eapons 3roficiency, :un, 1ai+utsu Adept. Affi"iation: You re;uire 1 "ess success to "earn )attoumaru ,i+utsu techni;ues. !ealt" #$nus Increase: 1. Re&utati$n #$nus Increase: 1.
u'i)ara Clan
1he Fu+iwara &"an is not affi"iated to any vi""age $ut responsi$"e for much of what Gen+utsu and 0in+utsu has $ecome today. 2ith their advanced know"edge, they have $ecome e<treme"y proficient at the creation and perfection of the various means of chakra manipu"ation techni;ues. u'i)ara Clan /Occu&ati$n0 Prerequisite: Age = . Skills: !e"ect any one ski"" from the fo""owing "ist as permanent c"ass ski""s. #f a ski"" the character se"ects is a"ready a c"ass ski"", he receives a 1 competence $onus on checks using that ski"": &hakra &ontro", )ecipher !cript, Gen+utsu, -now"edge 'nin+a "ore(, 0in+utsu, !urviva".
eat: !e"ect one of the fo""owing: Advanced %"ood"ine ')oukagan(, *ducated, Gearhead, Gen+utsu Adept, ,armony, 0in+utsu Adept, 0in 2eapons 3roficiency. A**iliati$n: You re;uire 1 "ess success to "earn Fu+iwara ,i+utsu techni;ues. !ealt" #$nus Increase: 1
Hyuu-a Clan
1he sing"e most powerfu" c"an in -onoha, the ,yuuga are a c"an to $e respected and feared. 1hey possess the %yakugan, an eye $"ood"ine "imit that surpasses even the !haringan in o$servationa" prowess. Hyuu-a Clan /Occu&ati$n0 Prerequisite: Age = . Skills: !e"ect any two ski"" from the fo""owing "ist as permanent c"ass ski""s. #f a ski"" the character se"ects is a"ready a c"ass ski"", he receives a 1 competence $onus on checks using that ski"": %a"ance, &hakra &ontro", ,ide, #ntimidate, -now"edge '$ehaviora" science, nin+a "ore(, /ove !i"ent"y, 0in+utsu, !earch, !ense /otive, !"eight of ,and, !pot, 1ai+utsu, 1um$"e. eat: !e"ect one of the fo""owing: Advanced %"ood"ine '%yakugan(, &om$at /artia" Arts, )efensive /artia" Arts, Genin, Genius 0in+a, 0in 2eapons 3roficiency, 0in+utsu Adept, 1ai+utsu Adept. A**iliati$n: You re;uire 1 "ess success to "earn ,yuuga ,i+utsu techni;ues. !ealt" #$nus Increase: 1 Re&utati$n #$nus Increase: 1
Is"imaru Clan
1he #shimaru &"an are some of the finest practitioners of 0in+utsu and 1ai+utsu of the ,idden !tone. !ome of its more ta"ented mem$ers form an entire s;uad of the 1suchikage4s e"ite guard. 1heir com$at sty"e is as simp"istic as it is $ruta". Is"imaru Clan /Occu&ati$n0 Prerequisite: Age = . Skills: !e"ect any two ski"" from the fo""owing "ist as permanent c"ass ski""s. #f a ski"" the character se"ects is a"ready a c"ass ski"", he receives a 1 competence $onus on checks using that ski"": &"im$, ,ide, Jump, /ove !i"ent"y, 0in+utsu, !urviva", and 1ai+utsu. eat: !e"ect one of the fo""owing: Advanced %"ood"ine 'Fortify(, Archaic 2eapon 3roficiency, Armor 3roficiency '"ight, medium(, %raw", &om$at /artia" Arts, )efensive /artia" Arts, Genin, 0in 2eapons 3roficiency, 0in+utsu Adept, and 1ai+utsu Adept. A**iliati$n: You re;uire 1 "ess success to "earn #shimaru ,i+utsu techni;ues. !ealt" #$nus Increase: 1 Re&utati$n #$nus Increase: 1
2a-etsuki Clan
A c"an surrounded $y severa" and myth and "egend e<isting today, they are a peop"e
whom have no a$i"ity to generate or re+uvenate their own chakra. A"though capa$"e of crafting incredi$"e medicines to offset this, they are most known for their feared capa$i"ity to a$sor$ chakra from other "iving $eings. 2a-etsuki Clan /Occu&ati$n0 Prerequisite: Age 10 . Skills: !e"ect any two ski"" from the fo""owing "ist as permanent c"ass ski""s. #f a ski"" the character se"ects is a"ready a c"ass ski"", he receives a 1 competence $onus on checks using that ski"": &hakra &ontro", &oncentration, &raft 'chemica", pharmaceutica"(, )ip"omacy, )isguise, Gen+utsu, ,ide, -now"edge 'nin+a "ore(, .isten, /ove !i"ent"y, 0in+utsu, :esearch, !earch, !pot, 1ai+utsu. eat: !e"ect one of the fo""owing: Advanced %"ood"ine '&hakra >ampire(, A"ertness, Armor 3roficiency '"ight(, %ui"der, )odge, 0in 2eapons 3roficiency, 0in+utsu Adept, !tea"thy, 1ai+utsu Adept, 1rustworthy. A**iliati$n: You re;uire 1 "ess success to "earn -agetsuki ,i+utsu techni;ues. !ealt" #$nus Increase: 1
2a-uya Clan
A famous c"an of $att"e thirsty warriors that re$e""ed against the ,idden /ist a few years ago, possi$"y seeking wea"th and fame, and $ar$aric carnage. 1hey are e<treme"y powerfu", so much that it is said that a$so"ute"y no in+ury can permanent"y cripp"e them. !ome have even $een known to regrow their "ost "im$s and "ive for c"ose to two centuries $ecause of their powerfu" advanced $"ood"ine. 1hey were ruth"ess warmongers, which eventua""y "ed to their demise as they attempted a coup d4?tat against the hidden vi""age of /ist. 2a-uya Clan /Occu&ati$n0 Prerequisite: Age = . Skills: !e"ect any two ski"" from the fo""owing "ist as permanent c"ass ski""s. #f a ski"" the character se"ects is a"ready a c"ass ski"", he receives a 1 competence $onus on checks using that ski"": %a"ance, &hakra &ontro", &"im$, Jump, #ntimidate, -now"edge 'nin+a "ore, tactics(, 0in+utsu, !pot, !wim, 1ai+utsu, 1um$"e. eat: !e"ect one of the fo""owing: Advanced %"ood"ine '!hikotsu /yaku(, Archaic 2eapon 3roficiency, &om$at /artia" Arts, )efensive /artia" Arts, Genin, Genius 0in+a, 0in 2eapon 3roficiency, 0in+utsu Adept, 1ai+utsu Adept. A**iliati$n: You re;uire 1 "ess success to "earn -aguya ,i+utsu techni;ues. Re&utati$n #$nus: 1.
-ousei $"ood"ine. 1he -atsugan $"ood"ine and -agetsuki &"an were e<i"ed fai"ures of the c"an4s e<periments. 1hey ho"d no ;ua"m to kidnapping humans and using them as guinea pigs for their e<periments, tossing the fai"ures in the massive forest surrounding the e;ua""y massive "andmass that is the &"an4s cast"egrounds. 1he successes are we"comed with open arms, with promises of power and immorta"ity, and sometimes a "itt"e more forcefu""y with an intense session of $rainwashing. Furthermore, the &"an has a powerfu" sword sty"e at its disposa", ca""ed the /uryou !aikyou :yu. /ore than a few users of the !hinmei :yu are a"so known to have ties with the /i$u. %i.u Clan /Occu&ati$n0 Prerequisite: Age = . Skills: !e"ect any two ski"" from the fo""owing "ist as permanent c"ass ski""s. #f a ski"" the character se"ects is a"ready a c"ass ski"", he receives a 1 competence $onus on checks using that ski"": %a"ance, &hakra &ontro", &oncentration, &raft 'ca""igraphy, chemica", mechanica", pharmaceutica"(, )ip"omacy, )isguise, Gen+utsu, ,ide, #ntimidate, -now"edge 'arcane "ore, art, $ehaviora" sciences, $usiness, civics, current events, earth and "ife sciences, history, nin+a "ore, physica" sciences, popu"ar cu"ture, tactics, techno"ogy, or theo"ogy and phi"osophy(, .isten, /ove !i"ent"y, 0in+utsu, :esearch, !earch, !ense /otive, !pot, !wim, 1ai+utsu, 1reat #n+ury and 1um$"e. eat: !e"ect one of the fo""owing: Advanced %"ood"ine '!atori or :ed *yes(, A"ertness, Anima" Affinity, Armor 3roficiency '"ight(, Attentive, %ui"der, &reative, )eceptive, )odge, *ducated, Focused, Genius 0in+a, Gen+utsu Adept, Guide, ,eroic !urge, /edica" *<pert, /eticu"ous, 0in 2eapons 3roficiency, 0in+utsu Adept, !tea"thy, !tudious, 1ai+utsu Adept, 1rustworthy. A**iliati$n: You re;uire 1 "ess success to "earn /i$u ,i+utsu techni;ues. !ealt" #$nus Increase: 1 Re&utati$n #$nus: 1.
Uc"i"a Clan
@ne of -onoha4s most famous c"an, the 8chiha c"an are amongst the most respected and powerfu" individua"s in the vi""age. 1hey are we"" known $ecause of the !haringan, a specia" eye condition that can $e awakened $y some mem$ers of the c"an. Uc"i"a Clan /Occu&ati$n0 Prerequisite: Age = . Skills: !e"ect any two ski"" from the fo""owing "ist as permanent c"ass ski""s. #f a ski"" the character se"ects is a"ready a c"ass ski"", he receives a 1 competence $onus on checks using that ski"": %a"ance, Gen+utsu, ,ide, #ntimidate, -now"edge '$ehaviora" science, nin+a "ore, tactics(, /ove !i"ent"y, 0in+utsu, !"eight of ,and, !pot, 1ai+utsu, 1um$"e. eat: !e"ect one of the fo""owing: Advanced %"ood"ine '!haringan *ye(, Ath"etic, &om$at /artia" Arts, )efensive /artia" Arts, *ducated, Genin, Genius 0in+a, 0in
2eapons 3roficiency, 0in+utsu Adept, 1ai+utsu Adept. Tec"niques: !e"ect one of the fo""owing techni;ues as $onus techni;ue the character can "earn re;uiring on"y ha"f the usua" time and gain a 7 competence $onus to perform: Goukakyuu no Jutsu, ,ousenka no Jutsu. A**iliati$n: You re;uire 1 "ess success to "earn 8chiha ,i+utsu techni;ues. !ealt" #$nus Increase: 1 Re&utati$n #$nus Increase: 1.
3ac"$umaru Clan
A sma"" $ut very powerfu" and respected c"an of the ,idden !tone. 1hey possess a strong $"ood"ine and one of its founding mem$er was the first Tsuchikage. 1hey constitute a ma+or trump card of the vi""age4s defense and have strong connection in its mi"itary. 3ac"$umaru Clan /Occu&ati$n0 Prerequisite: Age = . Skills: !e"ect any two ski"" from the fo""owing "ist as permanent c"ass ski""s. #f a ski"" the character se"ects is a"ready a c"ass ski"", he receives a 1 competence $onus on checks using that ski"": &hakra &ontro", &"im$, Gen+utsu, ,ide, #nvestigate, Jump, -now"edge 'nin+a "ore, tactics(, /ove !i"ent"y, 0in+utsu, !urviva", 1ai+utsu. eat: !e"ect one of the fo""owing: Advanced %"ood"ine ')airiki(, &hakra Affinity, )efensive /artia" Arts, Genin, 0in 2eapons 3roficiency, 0in+utsu Adept, 1ai+utsu Adept. A**iliati$n: You re;uire 1 "ess success to "earn Yachoumaru ,i+utsu techni;ues. !ealt" #$nus Increase: 1 Re&utati$n #$nus Increase: 1
CHAPTER V: SKILLS
Bluff (Cha) [New Use] Being good at deceiving your foes has always benefited you when using Genjutsu. Syne !y: A character with 5 or more ranks in Bluff gains a +1 enhancement bonus to meet the perform re uirements of any !ompulsion techni ue. Cha" a C#n$ #l (%&s) Trained Only. "his skill can be used to perform !hakra !ontrol techni ues# activate enhancement seals or other items. $t can also be used to tap into the character%s chakra reserve or conceal the chakra cost of a techni ue. Che'" (C#n'eal Cha" a): "he character checks to conceal the chakra cost of the techni ue# so that it cannot be sensed as !hakra Activity by creatures who can sense chakra. "he character cannot conceal part of a techni ue%s chakra cost.
C#n'eal Base !hakra !ontrol check &! 'very rank of the techni ue 'very point of the chakra cost Base (C 15 +1 +1
A successful check means that the techni ue is performed without alerting creatures sensing chakra. Re$ y): "he character usually cannot retry unless he attempts to perform the action again. T&*e: (sing this skill is done as part of an action when performing a techni ue. S+e'&al: "he character can%t take 1) or take *) when concealing the chakra cost. Che'" (Ta+ Rese ,es): "he character is able to gain temporary chakra by lowering his chakra reserves by a specific amount.
Ta+ Rese ,es Base (C +erformed as a move action, 1) +erformed as a swift action, 15 "emporary chakra gained -per point. +1 !haracter performs no seals/ 0 !haracter performs a half1seal/ 1* !haracter performs a hand seal/ 15
Choose one. Choose one.
A successful check means the character gains temporary chakra for 1 minute2level by lowering his chakra reserve by the same amount. Re$ y): "he character can try again with another action. T&*e: (sing this skill is either a swift or move action to tap one%s reserves. S+e'&al: "he character can%t take 1) or take *) when tapping his reserves. A character with 5 or more ranks in !hakra !ontrol gains a +* bonus on his 3earn checks with !hakra !ontrol techni ues. A character with 1) or more ranks in !hakra !ontrol can create !hakra !ontrol hijutsu or kinjutsu techni ues without suffering an additional penalty.
C af$ ('all&! a+hy) (In$) Trained Only. "his skill is used to craft chakra objects inscribed with sealing patterns to either receive chakra or perform very specific tasks. (sing this skill without the !raft 4ealed $tems doubles the time it takes to craft an inscription or e5plosive. Che'" (C af$ Ins' &+$&#ns): 6ou use the calligraphy skill to craft chakra inscriptions re uiring various common# uncommon or rare inks and materials. "he chakra column notes the amount of chakra e5pended during each attempt.
TABLE: CHAKRA INSCRIPTI-NS
Ty+e #f Ins' &+$&#n Advanced seal. !hakra storing gem 3east/ 3esser/ Greater/ 'lemental scroll0 4croll of seals 3esser0 Greater0 4ealing scroll 4ummoning scroll0 3esser Greater "echni ue scroll/
A successful check produces multiple items. See description for details. This item carries an XP cost. See description for details. See item description for details.
Pu 'hase (C 5 18 19 *1 : 5 1) 8 7 < 7
T&*e 5 min. 8) min. 1 hr. * hr. 1) min. ;aries ;aries 1) min. 8) min. 1 hr. ;aries
A1,an'e1 Seal: A successful check creates * advanced seals. Cha" a S$# &n! 2e*: "he character can craft chakra storing gems# but doing so re uires an =+ cost. "he gemstone is included in the crafting cost. Least Chakra Storin !em" A least chakra storing gem re uires the 3east !hakra 4toring Gem training ninjutsu# level 8 or higher# and costs 1) =+. $t is a small# semi1precious# usually opa ue and featureless gem. Lesser Chakra Storin !em" A lesser chakra storing gem re uires the 3esser !hakra 4toring Gem training ninjutsu# level 7 or higher# and costs *5 =+. $t is a small# precious and usually clear gem# finely cut. !reater Chakra Storin !em" A greater chakra storing gem re uires the Greater !hakra 4toring Gem training ninjutsu# level 1) or higher# and costs 5) =+. $t is a small# rare and very precious gemstone. Ele*en$al S' #ll: "he character can only craft an elemental scroll if he has the matching elemental affinity. S' #ll #f Seals: "his scroll contains detailed information and is designed to help pass on the secrets of a particular techni ue or techni ues. $ncluding a techni ue in a scroll of seals re uires the character to have learned the techni ue and to make a !raft -calligraphy. check e ual to the techni ue%s +erform difficulty. A character can learn an inscribed techni ue# and gains a +1 bonus to 3earn checks per step of mastery the crafter had in the techni ue -see 4elf1"eaching in the techni ues section..
Lesser" "he lesser scroll can contain up to 8 techni ues# of which the total number of ranks cannot e5ceed 7. 'ach techni ue included increases the time to craft the scroll by 1 hour per rank. !reater" "he greater scroll can contain up to 8 techni ues# with a ma5imum total ranks of 1:. 'ach techni ue increases the time to craft the scroll by : hours per rank. Su**#n&n! S' #ll: "he character can only craft a blood pact1specific scroll if he possesses the blood pact himself. Te'hn&3ue S' #ll: "he !raft check difficulty for a techni ue scroll is &! *5 + the rank of the techni ue. "he character must e5pend an amount of chakra e ual to the techni ue%s cost and pay 15 =+ per rank of the techni ue. "he character must have also have achieved the third step of mastery in the techni ue. $f the techni ue has the 'mpower component# the character can pay additional chakra to allow the techni ue to be empowered# but only to the point at which it was originally scribed. "he time to create a techni ue scroll is : hours per rank of the techni ue. Che'" (C af$ E4+l#s&,es): 6ou use the calligraphy skill to craft chakra1based e5plosives using various types of inks and materials of varying rarity.
Ty+e #f Ins' &+$&#n +aper bombs >irecracker tags. 3esser 4uperior Greater "rap note 4ealing tag 4unburst tag.
A successful check produces multiple items. See description for details.
Pu 'hase (C 8 : 1) 18 11 8 1)
C af$ (C Cha" a 19 1? *5 8* *? *? *) 1 1 8 5 : 1* *
S+e'&al: A character without a calligraphy kit suffers a 1: penalty on !raft checks to make these items. A character with the !raft 4ealed $tem skill can substitute a >uinjutsu check to use this skill# but at a 15 penalty. C af$ ('he*&'al) (In$) [New Use] Trained Only. "his skill allows you to craft new chemicals and poison for the player and G@ characters to use. Pu 'hase (C: "his entry indicates the market price of the chemical. 5a$e &al C#s$: "his entry indicates the cost for the materials used to craft the chemical C af$ (C: "his entry is the !raft check the character must succeed to successfully craft the chemical. T&*e: $ndicates the time re uired to craft the item.
Na*e !hakra @antle Aeartroot +owder Cightlily +aste 3each &ust Ty+e Sa,e (C !ontact 19 $nhaled 17 $njury 1? $ngested 15 In&$&al (a*a!e -4ee te5t. 1d: !on 1d8 &e5 1d7 4tr Se'#n1a y Pu 'hase 5a$e &al (a*a!e (C C#s$ 0 17 11 *d: !on *1 17 1d7 Dis +aralysis 19 ** 1: 1< C af$ T&*e Res$ &'$&#n (C *) : hr. +1 -3ic. 1< 17 hr. +* -Bes. 19 *8 : hr. : hr. +1 -3ic. +8 -@il.
Eetsuekigyouko $njury 19 Cevoa Gas $nhaled 1: >ireseed 4pice $ngested &okutengu !ontact 3otus +erfume $nhaled >ireseed 'ssence $ngested "urtle%s &e5terity $njury 4aruhire $nhaled Fcean BreeGe !ontact !hakra 4ponge !ontact God%s Dill $ngested "osha +ills $ngested Byoukiyuge $nhaled Aachidoku $njury Cemuri $njury Ghostly !hains $njury 1? 18 19 1* 1: 18 1: 1< 17 11 1: 1? 17 19
1d: !on (nconsciousne ss *d: !hakra *d: !hakra 1d: 4tr 1d: Dis 1d8 !ha *d: !ha 1d7 Dis 1d7 Dis 1d: &e5 1d: 4tr *d: $nt 1d7 $nt +aralysis +aralysis 1d: !hakra 1d7 !hakra 1d7 $nt 1d7 !ha 1d: !ha Causeated 1 hr. 1d* !on 1 !onH *d? hp 1d: !on (nconsciousne (nconsciousne ss ss 1d: &e5 -see 1d: 4tr te5t.
1? *) *: 15 19 18 1* 17 15 15 18 11 19 17 17 1:
? hr. 7 hr. : hr. * hr. * hr. 1 hr. 1 hr. * hr. : hr. : hr. * hr. * hr. ? hr. 8 hr. * hr. : hr.
+* -Bes. +8 -@il. +8 -@il. +1 -3ic. +* -Bes. +1 -3ic. +* -Bes. +1 -3ic. +* -Bes. +8 -@il. +* -Bes. +1 -3ic. +* -Bes. +* -Bes. +* -Bes. +* -Bes.
Chakra #antle" Any creature coming in contact with the poison that has a !hakra +ool of 1) or lower must make a >ortitude save or fall unconscious for *d: hours. !hostly Chains" Fn a failed save for both primary and secondary damage# the victim gains a 11 stacking speed rank penalty. "his damage heals up at the same rate as ability damage# and counts as 4trength damage for the purpose of medical techni ues. Ty+e: "he poison type depends how it can be applied and what creature it is effective against. Contact" @erely touching this type of poison necessitates a saving throw. $t can be actively delivered via a weapon or a touch attack. 'ven if a creature has sufficient damage reduction to avoid taking any damage from the attack# the poison can still affect it. A chest or other object can be smeared with contact poison as part of a trap. "his type of poison is fairly popular because of this. $n ested" $ngested poisons are virtually impossible to utiliGe in a combat situation. A poisoner could administer a potion to an unconscious creature or attempt to dupe someone into drinking or eating something poisoned. "his type of poison is also uite popular amongst ninja. $nhaled" $nhaled poisons are usually contained in fragile vials or eggshells. "hey can be thrown as a ranged attack with a range increment of 1) feet. Dhen it strikes a hard surface -or is struck hard.# the container releases its poison. Fne dose spreads to fill the volume of a 1)1foot cube. 'ach creature within the area must make a saving throw. -Aolding oneIs breath is ineffective against inhaled poisonsJ they affect the nasal membranes# tear ducts# and other parts of the body.. $n%ury" "his poison must be delivered through a wound. $f a creature has sufficient damage reduction to avoid taking any damage from the attack# the poison does not affect it. "raps that cause damage from weapons# needles# and the like sometimes contain injury poisons. Sa,e (C: "he &ifficulty !lass of the >ortitude save to negate the effects of the poison. In&$&al (a*a!e: "he damage a character takes immediately upon failing his or her >ortitude save. !hakra damage is recovered normally.
Se'#n1a y (a*a!e: "he damage a character takes after 1 minute of e5posure to the poison if the character fails a second saving throw. Ability score damage is temporary# unless marked with an asterisk# in which case the damage is permanent ability drain. (nconsciousness lasts for 1d8 hours# and paralysis lasts *d7 minutes. !hakra damage is recovered normally. Res$ &'$&#n: "he restriction rating for the poison# if any# and the appropriate black market purchase &! modifier. Bemember to apply this modifier to the purchase &! when making a Dealth check to ac uire the poison on the black market. Che'": A successful check produces : doses of poison. S+e'&al: A character without a chemical kit suffers a 1: penalty on !raft checks to make these items.
Ty+e Pu 'hase (C Adrenaline Boost 1? Blood $ncreasing +ills 1: $ce Bombs 1* +erception Fil 1< Bation +ills < 4ense "ablets 1* 4oldier +ills 1) !hakra Bestoration Amplifier 1) !hakra Bestoration Amplifier# Greater 1? C af$ (C *) 1< *8 *5 19 1? 19 ** *7 T&*e : hr. : hr. * hr. : hr. * hr. * hr. * hr. : hr. ? hr.
Che'": A successful check produces 5 objects# doses or uses of the crafted item. S+e'&al: A character without a chemical kit suffers a 1: penalty on !raft checks to make these items. C af$ (Pha *a'eu$&'al) (In$) [New Use] Trained Only. &e'uires !raft 4hinobi &rugs. A shinobi%s body is one of many secrets# and this craft helps a shinobi fully e5ploit that potential. A shinobi drug cannot be used twice by the same character unless speficied otherwise by the character. Dith every drug taken# it is increasingly harder to resist their nefarious effects. Cot every shinobi is forced to take those drugs# for the ill effects are a serious setback. 5a$e &al C#s$: 4hinobi &rugs have no +urchase &! because they are not freely distributed or offered on sale anywhere. "heir ingredients are e5ceedingly rare in many cases# and very difficult to ac uire. 6P C#s$: Brewing shinobi drugs is e5tremely demanding because of the constant need to pour power into them during their preparation. "he =+ !ost is paid by the crafter. P e+a a$&#n T&*e: "his entry notes the time re uired to prepare the drug that actively re uires the user%s attention. B ew&n! T&*e: "he brewing time of a 4hinobi &rug does not include the time used to cool before bottling the drug. (sing any less# or any more# than the e5act re uired time will render the product useless. C af$ (C: "his entry indicated the !raft check a character must succeed in order to successfully brew the drug. >ailure destroys any components and material used in the
confection and re uires the character to purchase them again. Sa,e (C: "his entry is the >ortitude save &! the ingester must succeed in order to bypass the primary and secondary damage caused by the drug. 'very new drug taken# regardless of the type# increases the 4ave &! by 1. !reatures immune to either poisons or diseases are immune to both the initial and secondary damage of the drug# but also to the effects of the disease0it counts as though it was never ingested in the first place# regardless whether the immunity was permanent or not. 4ave bonuses to either poisons and diseases apply to the initial and secondary damage# but not both0choose whichever is highest. In&$&al (a*a!e: Dhen ingesting the drug# the character will suffer the initial damage unless it succeeds the re uired 4ave &! -see above.. Ability damage and coil damage -chakra coil. is temporary unless specified otherwise# with an asterisk -H.# in which case it is permanent unless healed by means of a spell or medical ninjutsu. Dhile character immune to poison or diseases are also unaffected by the effects of the drug# both good and bad# damage caused by it cannot be healed by techni ues that affect damage from poison and diseases and must be healed normally. &amage caused by the drug can only by healed by a character of level higher than half the save &!. Se'#n1a y (a*a!e: "he damage taken by the character 1 minute after ingesting the drug unless he succeeds a second >ortitude save. (nconsciousness lasts for 1 week unless specified otherwise. +aralysis lasts for 1d7 days. "he drug takes effect only after the initial and secondary damage is fully healed# or immediately if no damage was taken. Special" A character without an advanced chemical kit suffers a 1: penalty on !raft -chemical. checks when making 4hinobi &rugs. A character is re uired to take the feat !raft 4hinobi &rug be considered trained in this skill.
Na*e Akimichi (ood Pills Green 6ellow Bed Blackweed 'li5ir !hakra Growth Charisma)enhancin *ru B1!lass A1!lass 41!lass Constitution)enhancin *ru B1!lass A1!lass 5a$e &al 6P P e+7 B ew&n! C af$ Sa,e In&$&al Se'#n1a y C#s$ C#s$ T&*e T&*e (C (C (a*a!e (a*a!e 15 *) *5 *9 *) *? 85 :: *? 85 1)) 15) *5) 1#))) :5) *: hr. :? hr. 9* hr. *: hr. *: hr. * wk. * wk. * wk. : wk. 1 wk. *8 *9 81 *5 *8 *8 8) 89 *8 8) 0 0 0 1? *) 1? ** *? 1? 0 0 0 *d7 !oil 1d7 !oil 1d7 $nt *d7 $nt 8d7 $nt Res
1#))) *: hr. * wk. 8#5)) :? hr. ? wk. 15#))) 9* hr. 17 wk. 1#))) *: hr. * wk. 8#5)) :? hr. ? wk.
41!lass &eath God +ill *e+terity)enhancin *ru B1!lass A1!lass 41!lass >ireseed '5tract $ntelli ence)enhancin *ru B1!lass A1!lass 41!lass 3otus '5tract #uscle !ro,th "ype $ "ype $$ Cevoa $nfusion Stren th)enhancin *ru B1!lass A1!lass 41!lass 4wiftwind 'li5ir "engu 'li5ir "osha 3i uor -isdom)enhancin *ru B1!lass A1!lass 41!lass
:* 19
89 *8
*?
(ncon1 5 DisH +: -$ll. sciousness *< (ncon1 8d7 !on/ +: -$ll. sciousness *d7 hours 1? ** *? ** 1? ** *? *) 0 0 *) 1? ** *? 1< *) *) 1? ** *? 1d7 4tr *d7 4tr 8d7 4tr *d: Dis 1d7 !ha *d7 !ha 8d7 !ha 1d: !ha# 1d8 Dis 0 0 1d: $nt# 1d8 !ha 1 4trH 8 4trH 5 4trH *d: Dis# *d7 !ha 1 !haH 8 !haH 5 !haH *d: !ha# 1d7 Dis +* -Bes. +8 -@il. +: -$ll. +: -$ll. +* -Bes. +8 -@il. +: -$ll. +8 -@il.
*? 85 :: *? *? 85 :: *: 1? *) *: *? 85 :: ** *: *: *? 85 ::
1#))) *: hr. 8#5)) :? hr. 15#))) 9* hr. 1#))) :? hr. 1#))) *: hr. 8#5)) :? hr. 15#))) 9* hr. 1#))) *: hr.
*8 8) 89 *9 *8 8) 89 *5 *8 *5 *5 *8 8) 89 ** *5 *5 *8 8) 89
95 *: hr. 1 wk. 15) :? hr. 1 wk. 1#))) *: hr. 8 wk. 1#))) *: hr. 8#5)) :? hr. 15#))) 9* hr. *5) *: hr. * wk. ? wk. 17 wk. 1 wk.
0 +* -Bes. 0 +8 -@il. *d: $nt# +8 -@il. 1d7 !ha +* -Bes. +8 -@il. +: -$ll. +8 -@il. +8 -@il. +8 -@il.
1#))) *: hr. 8 wk. 1#))) *: hr. 8 wk. 1#))) *: hr. * wk. 8#5)) :? hr. ? wk. 15#))) 9* hr. 17 wk.
1d7 &e5 1 &e5H *d7 &e5 8 &e5H 8d7 &e5 5 &e5H 1d7 Dis# * DisH# * 1d7 !oil !oilH 1d: &e5# *d: &e5# 1d8 !on 1d7 !on 1d: Dis# *d: Dis# 1d8 $nt 1d7 $nt +aralysis +aralysis +aralysis
A successful check creates . of these items. See item description for more details.
C af$ (*e'han&'al) (In$) [New Use] Trained Only. &e'uires !raft +uppets. "his skill is used by mechanics# builders and craftsmen of all kind to create machines# weapons and armor. Cew uses of this skill focus on the creation of puppets and seal slots Che'" (C af$ Pu++e$): Building puppets from an assortment of wood# gears and other pieces of metal is tedious and complicated work# and is considered by many practitioners a form of art. $f the check is failed by more than 5# the puppet is puppet is built poorly and will not move when animated.
Pu++e$ C# e Com/at Puppets 4mall @edium 3arge Li0in Puppets Pu 'hase (C 15 *) *5 C af$ (C *) *8 *7 T&*e ? hr. 1* hr. 17 hr.
Animal puppet Auman puppet +uppet components Cormal uality @astercraft component/ Advanced uality 1tility Puppets 4mall @edium 3arge
See item description for details. This item carries an XP cost. See description for details.
C#*8a$ Pu++e$s: "he combat puppet is not as versatile as its utilitarian counterpart# but is much more useful in combat situations. A newly built combat puppet core begins play with 8 weapon points only. L&,&n! Pu++e$s: "he creation of living puppets is considered# among most# to be a forbidden art that is not taught or practiced openly. !rafting a living puppet re uires the !raft 3iving +uppets featJ see chapter 17 for more details. Pu++e$ C#*+#nen$: "here are several uality grades of puppet components# as seen below. 2ormal 3uality" A puppet component with no difficulty# or a difficulty of &1class to A1 class has a !raft difficulty e ual to its purchase &! plus 5 and a material cost e ual to its purchase &! minus *. !rafting the component takes 1 hour per 5 points of the material cost. 4ee epic uses of the !raft -mechanical. skill to craft 41class components. #astercraft Component" A character with the @astercraft feat as well as the !raft +uppets can create mastercraft components# as any other objects. "he mastercraft uality can improve almost any aspect of a component# including the save difficulty of any direct effect or bonus to attack rolls or damage if the component is a weaponJ however# it cannot improve a bonus or penalty to ability scores. "his does not include the save difficulty of poisons applied to a component such as the Eunai 4hower component# however. Ad0anced 3uality" An advanced component is rare and difficult to come by# and even more difficult to craft. "he !raft check difficulty of an Advanced component increases by 15# the purchase &! to craft it increases by 1) -this increase is counted after determining the !raft check difficulty and does not affect itJ however# an added mastercraft component does increase the base cost# and thus the !raft check difficulty. and takes : times as long to create. An advanced component costs 1 less point to install in a puppet -minimum 1.J for e5ample# to create a component with a cost of 8 weapon points would be improved to * weapon point# while a component with a cost of 1 utility point would be unaffected -likewise# an advanced caltrops trap component with a cost of * weapon points and 1 utility point would be improved to either * weapon points and ) utility point or 1 weapon point and 1 utility point# not 1 weapon point and ) utility point.. U$&l&$y Pu++e$s: "he utility puppet is useful in more situations than a combat puppet# able to carry more traps or even contain dangerous prisoners or opponents. A newly built utility puppet core begins play with 8 utility points only. Che'" (5#1&fy C# e): A skilled craftsman will often customiGe his puppet cores so as to
Pu 'hase (C 15 *) *) 15 *5 *5 *5 5 *) 1) 1)
C af$ (C *) *5 *5 *) 8) 8) 8) *) *5 15 15
T&*e ? hr. ? hr. ? hr. ? hr. *: hr. *: hr. *: hr. 1 hr. : hr. * hr. * hr.
I*+ #,e (e4$e $&$y: "he puppet core%s &e5terity modifier or &e5terity score improves by *# but its 4trength score decreases by *. I*+ #,e Ha 1ness: "he puppet core%s hardness improves by 1# but its bonus hit points decrease by 5 -minimum ).. I*+ #,e Res&l&en'e: "he puppet core%s bonus hit points increases by 5# but its hardness decreases by 1. I*+ #,e S$ en!$h: "he puppet core%s 4trength score improves by *# but its &e5terity modifier or &e5terity score decreases by *. 5#1&fy B#1y Sl#$s: "he puppet core can gain a body slot in any category -head# chest or limb. by losing a body slot in a different category. 5#1&fy Ca+a'&$y: "he puppet core can gain a number of weapon or utility points beyond the normal capacity of its type. "his modification can only be done once and cannot be undoneJ and a puppet core cannot receive both versions of this modification. 1tility" "he puppet core%s (tility points capacity increase by *# but its Deapon points capacity decreases by 1. -eapon" "he puppet core%s Deapon points capacity increase by *# but its (tility points capacity decrease by 1. Un1# 5#1&f&'a$&#n: A successful check removes the effect of a single modification that can be undone. "he modification can be reapplied later by making another check. U+! a1e C# e: "he puppet core gains a free point# utility point or weapon point on a successful check# up to a certain ma5imum based on what type of puppet core is upgraded -see chapter 17 for details on puppet capacity and limitations.. A puppet core can receive this modification multiple times# and it cannot be undone. S+e'&al: A character without a puppet crafter%s kit suffers a 1: penalty on !raft checks to built puppets and modify a puppet core. Che'" (Enhan'e*en$ Seal Sl#$s): A craftsman can outfit a piece of e uipment to bear a seal slot. A successful check does not add the enhancement seal# but simply allows a seal to be applied to the modified piece of e uipment. +ieces of armor -armor# cloak# ear# waist# wrists# feet# finger. can only be outfitted with one seal slot.
Deapons can only contain up to * seal slots# only one of which can be a greater seal slot. Cote that each head of a double weapon counts as a different weapon and can receive its own seal slot.
Enhan'e*en$ Seal Sl#$ @inor seal slot 4uperior seal slot Greater seal slot C af$ (C 15 *) *5 Cha" a 5 1) 15 T&*e : hr. ? hr. 17 hr.
Re$ y): A failed check permanently eliminates the seal slot on the weapon or armor. Another check can be attempted on the same piece if it can hold other seal slots. S+e'&al: A character without an inscriber%s kit takes a 1: penalty on !raft checks to craft enhancement seal slots. C af$ (+ha *a'eu$&'al) (In$) [New Use] Trained Only. (sing this skill# the character is able to craft powerful antidotes from a sample of poison. Che'": "his skill allows the character to make 8 doses of antitode from 1 dose of poison. Antidotes come in two categoriesK general and specific. A general antidote can work against most mild poisons# while the specific antidotes work against any kind of poisons. "he antidote must be administered the same way the poison was# be it injected into one%s bloodstream -injury. or upon contact with it -contact.. An antidote allows the creature taking it to make a second save against poison without ill effects# with a circumstance bonus or penalty depending on the antidote crafted. $f the save is a success# the character does not take secondary damage and heals from the damage twice as fast. $f the character had already taken secondary damage# it heals from the damage twice as fast only. "he antidote functions only against one dose of poison# and a character cannot take more than one dose of antidote per dose of poison it was affected by. Any 5 points the character e5ceeds the &! by# the antidote grants an additional +1 circumstance bonus to the save.
P#&s#n 9# $&$u1e Pu 'hase C af$ Sa,e (C (C (C 1: or lower -general. ? 18 1: or lower -specific. 7 15 1511? -general. 1* 15 1511? -specific. 1) 19 1<1** -specific. 15 *) *8 or higher *) *5 T&*e 1 hr. 1 hr. 8 hr. 8 hr. 7 hr. 1* hr.
!eneral" General antidotes can work on most poison of 4ave &! 1? or lower# depending on the type crafted. "he general antidote allows to make a second >ortitude save with a +* circumstance bonus. Specific" A specific antidote works only for the poison it was tailored from# and allows the character to make a second >ortitude save with a +: circumstance bonus. S+e'&al: A character without a pharmacist kit takes a 1: penalty on !raft -pharmaceutical.
checks. A character with the @edical '5pert feat gets a +* bonus on all !raft -pharmaceutical. checks. 9u&n:u$su (In$) Trained Only. "his skill is used to perform >uinjutsu techni ues and craft objects. Che'"K "he &! to perform a >uinjutsu is given with the techni ue itself. Dhen you witness a >uinjutsu# you may attempt a >uinjutsu check -&! 1) + the techni ue%s !omple5ity Bating + >uinjutsuIs Bank. to identify the >uinjutsu if it is one known to you. Che'" (C af$ Ins' &+$&#ns): "his skill can be used in place of !raft -calligraphy. checks to craft chakra inscriptions at a 15 penalty to checks. 4ee the !raft -calligraphy. skill and "ableK !hakra $nscriptions for details. T y A!a&n): 6ou are not allowed a retry to perform or identify a >uinjutsu. T&*e: $dentifying a >uinjutsu is a free action. S+e'&al: A character with the >uinjutsu Adept feat gains a +* bonus to >uinjutsu checks. A character can "ake 1) but can%t "ake *) when performing a >uinjutsu techni ue. Syne !y: A character with 5 or more ranks in >uinjutsu gains a +* bonus on his 3earn checks with >uinjutsu techni ues. 2en:u$su (Cha) Trained Only. "his skill is used to perform Genjutsu techni ues and analyGe them. Che'"K "he &! to perform a Genjutsu is given with the techni ue itself. "o detect and analyGe a non1harmful Genjutsu -such as a noise or a modification of the surroundings.# you must first detect an anomaly and succeed a Genjutsu check -&! 15 + techni ue%s rank.. A success grants you the ability to make a Dill save to disbelieve the Genjutsu and the certainty that Genjutsu is present# but not which one it is. Also# when you witness a Genjutsu# you may attempt a Genjutsu check -&! 1) + the techni ue%s !omple5ity Bating + GenjutsuIs Bank. to identify the Genjutsu if it is one known to you. T y A!a&n): 6ou are not allowed a retry to analyGe# perform or identify a Genjutsu. T&*e: AnalyGing a Genjutsu is a move1e uivalent action# and identifying one is a free action. S+e'&al: A character with the Genjutsu Adept feat gains a +* bonus to Genjutsu checks. A character can "ake 1) but can%t "ake *) when performing a Genjutsu techni ue. Syne !y: A character with 5 or more ranks in Genjutsu gains a +* bonus on his 3earn checks with Genjutsu techni ues. A character with 1) or more ranks in Genjutsu can create Genjutsu hijutsu or kinjutsu techni ues without suffering an additional penalty. ;u*+ (S$ ) $n CarutoK d*)# the Lump mechanics have undergone a modification. "he Lump check is still modified by the character%s movement rate# and an untrained character still falls prone if he or she doesn%t beat the &! by 5.
L#n! ;u*+: "he &! calculation for long jump is basically the same# e5cept that only a 1)1foot move is re uired to make the jump. H&!h ;u*+: Fnly a 1)1foot move is re uired to complete the Lump# and the &! calculation makes it easier for a character to jump higher. "he &! for Aigh Lump is now * + -height in feet M *..
H&!h ;u*+ He&!h$ 1 foot * feet 8 feet : feet (C. : 7 ? 1) H&!h ;u*+ He&!h$ 5 feet 7 feet 9 feet ? feet (C. 1* 1: 17 1?
;u*+&n! (#wn: "he Lump &own &! is e5actly the same# e5cept that its efficiency is doubled. A character jumping down will see his or her fall damage reduced as if he or she had dropped *) feet fewer than he or she actually did. Kn#wle1!e (In$) Trained Only. 4ame as the conventional Enowledge skill# e5cept for a new topicK Cinja 3ore. Cinja 3oreK "he various ninja sayings and rules# the true definition of !hakra and any topic related to the Cinjas# e5cept their history. Che'": (sing this skill# the character is able to identify certain elements of the ninja life# such as the summons. 1 A &! 5 + the level of the summon will reveal what level and Bank a Soldier summon is. 1 A &! 1) + the level of the summon will reveal what level and Bank a Protector summon is. 1 A &! 15 + the level of the summon will reveal what level and Bank a !uardian summon is. 1 A &! *) + the level of the summon will reveal what level and Bank a 2o/le summon is. 1 A &! *5 + the level of the summon will reveal what level and Bank an Champion summon is. Syne !y: A character with 5 or more ranks in Enowledge -ninja lore. gains a +* bonus to 3earn checks when mastering# developing or creating a techni ue. N&n:u$su (In$) Trained Only. "his skill is used to perform Cinjutsu techni ues and analyGe them. Che'"K "he &! to perform a Cinjutsu is given with the techni ue itself. Also# when you witness a Cinjutsu# you may attempt a Cinjutsu check -&! 1) + the techni ue%s !omple5ity Bating + CinjutsuIs Bank. to identify the Cinjutsu if it is one known to you. T y A!a&n): 6ou are not allowed a retry to perform or identify a Cinjutsu. T&*e: $dentifying a Cinjutsu is a free action. S+e'&al: A character with the Cinjutsu Adept feat gains a +* bonus to Cinjutsu checks. A character can "ake 1) but can%t "ake *) when performing a Cinjutsu techni ue. Syne !y: A character with 5 or more ranks in Cinjutsu gains a +* bonus on his 3earn
checks with Cinjutsu techni ues. A character with 1) or more ranks in Cinjutsu can create Cinjutsu hijutsu or kinjutsu techni ues without suffering an additional penalty. Pe f# * (Cha) [New Use] Dith this skill# the character learns to perform for an audiance a specific set of skills he has practiced. "his practice serves no purpose in battle# but is very showy and eye1 pleasing. 1 @artial ArtsK "he character is proficient at martial arts used in shows and and war dances. Ae can merge deadly battle skills with grace and finesse to create an entrancing dance or awe1inspiring demonstration. S+e'&al: As per the +erform skill# the character can take 1) but not take *). "he character suffers a 1: penalty to checks made when using a weapon he is not proficient in# or without the !ombat @artial Arts feat while unarmed. Syne !y: "he character adds one1half his base attack bonus as a synergy bonus to +erform -martial arts. checks. Rea1<% &$e Lan!ua!e (N#ne) Trained Only. "he Bead2Drite 3anguage skill doesnIt work like a standard skill. 13anguages of the 'lemental !ountries0'arth# >ire# 3ightning# Dater and Dind0all share one alphabet# and therefore one writing skillK !ommon. 4ign 3anguage is a spoken# not written language -see 4peak 3anguage for details.. Re+a& (In$) [New Use] "he new uses of this skill are aimed primarily at craftsmen and puppeteers. Che'" (Pu++e$ Re+a& s): Bemoving 11 from the defeat penalty re uires a Bepair check -&! *). and takes 1 hour# half that if the check was beaten by 5 or more. $t has a cost e uivalent to a wealth check &! ?. Bepairing a destroyed puppet re uires a Bepair check -&! 85. and each attempt is 8* hours of work -: days.# half that if the check was beaten by 5 or more. $t has a cost e uivalent to a wealth check &! 19. All components are included during the repair0meaning that they are functional# but not necessarily reloaded unless the e5tra cost are paid. Che'" (Ins$all&n! a Pu++e$ C#*+#nen$): "o install a puppet component re uires a Bepair check -&! is e ual to the component%s purchase &!.. Che'" (Un&ns$all&n! a Pu++e$ C#*+#nen$): (ninstalling a puppet component re uires a Bepair check -&! 15.. T&*e: $nstalling a component takes 1 hour per 5 points of the purchase &!. (ninstalling a component takes 1) minutes.
S+e'&al: A character without a puppet crafter%s kit suffers a 1: penalty on Bepair checks to install or uninstall a puppet component or repair a puppet. Sense 5#$&,e (%&s) [New Use] "he new uses of this skill allow a character to discern whether or not another character is behaving normally. Che'" (Analy=e Beha,&# ): "he character can tell if another character%s actions are being influenced by an outside source# such as an enchantment# illusion or compulsion# even if that character isn%t aware of it himself. "he difficulty for this check is usually &! *5. T y A!a&n): "he character usually cannot retry unless the person begins to act in a way that would raise suspicion again. T&*e: AnalyGing a target%s behavior takes 1 minute. Sle&!h$ #f Han1 ((e4) [New Use] Being good with minor tricks# pick pocketing and such made it easier for you to perform hand seals. Syne !yK A character with 5 or more ranks in this skill gains a +1 enhancement bonus to meet the perform re uirements and to perform checks with techni ues re uiring hand seals or half seals. S&!n Lan!ua!e (N#ne) Trained Only. "he 4ign 3anguage skill doesnIt work like a standard skill. 1 4ign 3anguages are not spoken with words and re uire sight and2or lighting to be understood# as well as at least 1 hand free to be spoken. 1 'ach language costs 1 rank. Dhen a character choses the 4ign 3anguage skill# he chooses which language he can sign. 1 Blind characters suffer a *)N chance of failure to attempt to speak 4ign 3anguages each round# and cannot understand it# as they cannot see it. "he chance of failure is rolled each round. 1 &eaf creatures can understand sign languages. 1 "here are two types of 4ign 3anguagesK 4ign !ommon# and country1specific -for e5ample# 4ign >ire !ommon.. 1 4ign 3anguage can be used to relay * short sentences -:17 words or less. or 1 medium1 length sentence -?11) words or less. per round as a free action. !ountry1specific sign language are a closely1guarded secret# as they are employed only by shinobi factions. Ta&:u$su (S$ ) Trained Only. "his skill is used to perform "aijutsu moves. Che'"K "he &! to perform a "aijutsu move is given with the techni ue itself. Also# when
you witness a "aijutsu# you may attempt a "aijutsu check -&! 1) + the techni ue%s !omple5ity Bating + "aijutsuIs Bank. to identify the "aijutsu if it is one known to you. T y A!a&n): 6ou are not allowed a retry to perform or identify a "aijutsu. T&*e: $dentifying a "aijutsu techni ue is a free action. S+e'&al: A character with the "aijutsu Adept feat gains a +* bonus to "aijutsu checks. A character can take 1) but can%t take *) when performing a "aijutsu techni ue. Syne !y: A character with 5 or more ranks in "aijutsu gains a +1 bonus to unarmed attacks. A character with 5 or more ranks in "aijutsu gains a +* bonus on 3earn checks with "aijutsu techni ues. A character with 1) or more ranks in "aijutsu can create "aijutsu hijutsu or kinjutsu techni ues without suffering an additional penalty. A character with 1) or more ranks in "aijutsu gains a +1 bonus to unarmed damage. T ea$ In:u y (%&s) [New Use] Trained Only. Be uires 4urgery feat. "here are few artifacts more precious in this world than a doujutsu bloodline# and it takes great skill to harvest and implant them. Che'" (Ha ,es$ Eye): "he character makes a check to harvest the eye of a restrained creature. "o harvest an eye# the character must make two successful consecutive checks. 'ach check deals 1d: points of damage to the creature. "wo consecutive failures destroys the eye. Fnce an eye is harvested or destroyed# the creature suffers * negative levels for *: hours# which then disappear without re uiring a >ortitude save. "his check can only used on an immobiliGed# paralyGed or unconscious creature.
Ta !e$>s C#n1&$&#n Base (C "arget is... Besisting *) +assive 15 (nconscious# sedated# 1) paralyGed or dead
4everal other conditions apply that may affect whether or not the check is successful. $f the target has been dead and the corpse was unpreserved for more than 1 hour per point of its !onstitution modifier# the eye is useless.
C#n1&$&#ns 'ach hour since death +oor lighting 4urgery performed outside 4urgery performed without a medical kit or chakra scalpel "arget is a different race from the character Aalf time to make a check (C 5#1&f&e +* +: +* +: +5 +5
$f the harvested eye is left unpreserved or without a vessel for more than 1 day# it
becomes unusable. $f the eye is harvested or destroyed# the creature suffers *d7 points of !onstitution damage ->ortitude save &! *) halves. and becomes e5hausted. $f the creature survives# it suffers *ou%utsu *ra,/acks 78ictim9*onor only: until it recovers its own eye or gains an appropriate eye of the same bloodline. T y A!a&n): "he character can try again until he makes two consecutive successes or failures. 'ach check deals 1d: points of damage to the creature. T&*e: 'ach check takes 1 minute. S+e'&al: "he character cannot take 1) or take *) when making this check. Che'" (I*+lan$ Eye): Dhen in possession of an eye with a doujutsu bloodline# the character is able to implant it in a new vessel by removing the eye corresponding to the doujutsu eye and implanting the new one. $f the subject of the implantation already has an advanced bloodline# the transplant is rejected and it will suffer 1 point of !onstitution damage each day# that cannot be healed by any mean# until the eye is removed ot the subject dies. "he !onstitution damage is immediately healed upon removing the eye# or the subject will suffer *d7 points of !onstitution damage ->ortitude half# or the previously suffered amount# whichever is higher. that will heal normally if the eye is destroyed instead. @ake a check to implant the eye in the new vessel.
C#n1&$&#ns 'ye is a mundane eye 'ye is a *ou%utsu bloodline 4ubject is... ...conscious ...resisting ...unconscious# sedated# paralyGed or dead ...a different race from the character 4urgery performed outside +oor lighting 'ach hour the eye was left decaying# unpreserved !haracter has 1 or more #edical ninjutsu of rank 7 or higher Aalf time to make a check (C 1) 15 +1) +15 +5 +5 +: +* +* 11) +5
$f the surgery is successful# the subject gains the ability to pick the Advanced Bloodline feat for his bloodline as part of his normal level progression or any bonus feat lists# as well as any bloodline1specific feat the previous owner of the eye had selected. Additionally# the subject will gain 1 negative level which becomes permanent after *: hours unless he succeeds a >ortitude save -&! *).. "he negative level gain increases to * if the bloodline was intermediate or 8 if it was major. Dhen the bloodline is implanted# the subject will automatically suffer &oujutsu &rawbacks for $mplanted &oujutsu# unless he pays a certain amount of =+. 4ee *ou%utsu *ra,/acks in the Advanced Bloodline chapter for detail. $f the eye transplant was a normal eye used to replace a lost eye# the negative level still applies# but it does not entail =+ cost. $nter1species eyes cannot be implanted successfully and will be rejected -see above.. T y A!a&n): "he character may retry two times. $f third check is a failure# the eye will be
destroyed and the subject will take 1d7 points of !onstitution damage. T&*e: 'ach check takes 1) minutes. S+e'&al: "he character cannot take 1) or take *) when making this check. A character without the 4urgery feat takes a 1: penalty to make checks to harvest or implant an eye. Tu*8le ((e4) Trained Only. Adept at taking falls# you are uick to tumble back on your feet and past opponents. Che'" (Tu*8le): "he character can land softly when you fall or tumble past opponents. Ae can also tumble to entertain an audience -as though using the +erform skill.. "he &!s for various tasks involving the "umble skill are given on the table below.
Tu*8le (C 15 15 Tas" "reat a fall as if it were *) feet shorter than it really is when determining damage. "umble at one1half speed as part of normal movement# provoking no attacks of opportunity while doing so. >ailure means you provoke attacks of opportunity normally. !heck separately for each opponent you move past# in the order in which you pass them -playerIs choice of order in case of a tie.. 'ach additional enemy after the first adds +* to the "umble &!. "umble at one1half speed through an area occupied by an enemy -over# under# or around the opponent. as part of normal movement# provoking no attacks of opportunity while doing so. >ailure means you stop before entering the enemy1occupied area and provoke an attack of opportunity from that enemy. !heck separately for each opponent. 'ach additional enemy after the first adds +* to the "umble &!.
*5
Fbstructed or otherwise treacherous surfaces# such as natural cavern floors or undergrowth# are tough to tumble through. "he &! for any "umble check made to tumble into such a s uare is modified as indicated below.
Su fa'e &s777 3ightly obstructed -scree# light rubble# shallow bog,# undergrowth. 4everely obstructed -natural cavern floor# dense rubble# dense undergrowth. 3ightly slippery -wet floor. 4everely slippery -ice sheet. 4loped or angled
Tum/lin is impossi/le in a deep /o .
(C 5#1&f&e +* +5 +* +5 +*
Che'" (A''ele a$e1 Tu*8l&n!): "he character can take a O1) penalty on his tumble checks to tumble past or through enemies at his full speed instead of one1half his speed. Che'" (S$an1 f #* P #ne)K "he character can stand up from prone as a free action that does not provoke an attack of opportunity by initiating any sort of move action. "his action re uires a "umble check -&! *). and causes the movement to fail on a failed check. T y A!a&n): Co. An uninterested audience is not receptive to repeat performances. 6ou can try to reduce the damage from a fall as a reaction only once per fall. T&*e: Cone# each check "umble check is taken as part of a move action. Syne !y: A character with 5 or more ranks in "umble gains a +8 dodge bonus to A! when fighting defensively instead of the usual +* dodge bonus to A!. A character with 5 or more ranks in "umble gains a +7 dodge bonus to A! when e5ecuting the total defense standard action instead of the usual +: dodge bonus to A!.
S+e'&al: $f you have the Acrobatic feat# you get a +* bonus on "umble checks.
= 9eroic character level , -enin, &ust (now at least ! techni'ues or have e%ecuted more than > 04 :an( missions, 0ha 12 0om$at Tactics = 0haracter gains a 7@ $onus to 0oncentration chec(s to perform defensively. 0ontrol 2ren;y 2ren;y a$ility :eroll failed attempt to resist fren;y. 5etermined -eniusA0ha(ra *is 13, 1st level only 0haracter can.t use most techni'ues, $ut gains various $onuses 0oils 5isorder instead. <lemental #peciali;ation 0ha(ra 0ontrol 12 ran(s, Nin3utsu 0haracter may ignore the material focus component of elemental 18 ran(s techni'ues. <mpower #ealing #word 6nt 18, sealing sword (superior" 0haracter.s critical threat range increases with his sealing sword a$ility, $ase attac( $onus 710 full. <mpowered :esilience 0ha(ra 0ontrol ran(s, 0ha(ra 0haracter can e%pend cha(ra to gain greater resistance. 1ool 1 . <yes of 5ivination #ense &otive > ran(s, Attentive 0haracter can learn Baigan techni'ue. 2ace &as(ing 5isguise 2 ran(s, heroic character, 0haracter gains 72 to 5isguise chec(s when ta(ing the 1st level only appearance of another.
2orce of 1ersonality
0haracter can apply 0ha modifier to *ill saves instead of *isdom. 2orensics Training Bnowledge (earth and life science" 0haracter is a$le to perform forensics. ran(s, Treat 6n3ury ran(s 2uin3utsu Adept = 0haracter gains 72 $onus to 2uin3utsu chec(s and 71 2uin3utsu save 50 and 71 attempt to learn 2uin3utsu techni'ues. -enin Bnow @ or more techni'ues ?arious $onuses to s(ill chec(s and reputation in his village. -enius Nin3a Any a$ility score 13, heroic 0haracter gains a 72 $onus to Cearn chec(s and :eputation in character, 1st level only (see te%t" his village and lowers occupation minimum age $y 1d@71 years. -en3utsu Adept = 0haracter gains 72 $onus to -en3utsu chec(s and 71 -en3utsu save 50 and 71 attempt to learn -en3utsu techni'ues. -ou(en Tai3utsu @ ran(s 0haracter can learn -ou(en techni'ues and confirms unarmed critical stri(es easier. -rand &aster @ ran(s any one of the followingD -reater ease with which to master techni'ue. 0ha(ra 0ontrol, -en3utsu, Nin3utsu or Tai3utsu -reater 0ha(ra 1enetration= 0haracter gains a 7@ $onus to overcome cha(ra resistance. -reater #treet #avvy #treet #avvy a$ility -ain 72 $onus to #treet #avvy chec(s. 9and #eals 1roficiency = 0an ma(e hand seals even if holding a #mall or smaller o$3ect in one hand. 9armony 0ha(ra 0ontrol 8 ran(s 0haracter gains Bino$ori and Tadayou techni'ues, 71 $onus to 0ha(ra 0ontrol chec(s and saves 50 of 0ha(ra 0ontrol techni'ues increases $y 1. 9eroic #urge 9eroic character only 0haracter can gain 'uic(ened actions. 6lluminated 1roficiency #acred fist stance, $uddhist palm 0haracter can treat some weapon attac(s as sacred fist attac(s. (cha(ra", *is 18 6mproved 0ha(ra 1ool = 0haracter.s 0ha(ra 1ool increases $y 3 and reserves $y 1. 6mproved 0om$at 6nt 13, 0om$at <%pertise, $ase Cower attac( $onus to increase 5efense further. <%pertise attac( $onus 7 6mproved 2eint 6nt 13, 0om$at <%pertise 0haracter can feint in com$at as a move action. 6mproved -rapple #tr 13, 0om$at Throw 0haracter can grapple without provo(ing attac(s of opportunity. 6mproved 1ower Attac( #tr 13, 1ower Attac(, $ase attac( Cower attac( $onus to increase damage with 24handed attac(s. $onus 7 6mproved Two4*eapon Two4*eapon 5efense, Two4 #ame as Two4*eapon 5efense, $ut shield $onus to 5efense is 5efense *eapon 2ighting 72. 6nitiate of the <ight #tr 18 or 5e% 18 or 0on 18 0haracter can learn 9achimon Ton(ou techni'ues. 0elestial -ates 6nsightful :efle%es = 0haracter may apply 6nt modifier to :efle% saves rather than 5e%. Eounin 9eroic character level 12, -enin, ?arious $onuses to s(ill chec(s and reputation in his village. 0huunin, &ust (now at least 1F techni'ues or have e%ecuted more than 20 /4:an( missions, 0ha 13 Been #enses 9eroic character level , *is 13, 9igher proficiency at #ensing 0ha(ra. #ense 0ha(ra Been #ight 9eroic character, can only $e 0haracter gains low4light vision. ta(en at 1st level Busari4gama #tyle $ase attac( $onus 73, 0om$at /etter proficiency with the Busari4gama. <%pertise, Nin *eapons 1roficiency, 6nt 13 Cight #leeper 0on 13 0an sleep in $outs if @ hours and still $e rested. &elee &astery *eapon 2ocus, *eapon 0haracter gains a 71 $onus to attac( and damage rolls to all #peciali;ation class feature, $ase melee weapons of a certain type. attac( $onus 711 &on(ey -rip #tr 13, $ase attac( $onus 71 0haracter can wield larger weapons without penalty. &ou3uu Aishou 1st level only 0haracter gains an animal companion. &ultipuppet 2ighting Advanced 1uppetry, 5e% 13 0haracter is more a$le to fight with multiple puppets.
0ha 13
&utation
&onstrous human only, can only 0haracter can choose an additional deformity. $e ta(en at 1st level Nin *eapons 1roficiency = -ains proficiency in various nin3a weapons. Nin3utsu Adept = 0haracter gains 72 $onus to Nin3utsu chec(s, and 71 Nin3utsu save 50 and 71 attempt to learn Nin3utsu techni'ues. ,versi;ed Two4*eapon #tr 13, Two4*eapon 2ighting 0haracter treats one4handed off4hand weapon as light weapon. 2ighting ,versi;ed *eapons #tr 18, &on(ey -rip, $ase attac( 0haracter is a$le to wield oversi;ed weapons with little effort. &astery $onus 711 ,versi;ed *eapons #tr 13, &on(ey -rip, $ase attac( 0haracter is a$le to wield oversi;ed weapons with proficiency. 1roficiency $onus 71 1ower 0ritical /ase attac( $onus 7@, proficiency 0haracter is $etter at confirming critical hits with one weapon. with the chosen weapon 1uppet &ultiattac( Advanced 1uppetry 0haracter.s puppets gain multiattac(. 1uppeteer 6nsight Advanced 1uppetry 66, 6nt 13 0haracter is adept at fighting other puppeteers. :anged &astery *eapon 2ocus, *eapon 0haracter gains a 71 $onus to attac( and damage rolls to all #peciali;ation class feature, $ase ranged weapons of a certain type. attac( $onus 711 :apid #hot 5e% 13, 1oint /lan( #hot 0haracter can ma(e an e%tra attac( $y imposing a penalty to all attac(s. :esist 1oisons = 0haracter gains $etter chance to resist poisons and diseases. :etrieval <%pert Nin3utsu ! ran(s 0haracter can learn spacetime techni'ues without penalty. :everse 5octor 0ha(ra #calpel 0an now use 5e% or 6nt modifier with 0ha(ra #calpel attac(s. #acred 2lurry #acred fist stance (1d ", $uddhist 0haracter may ma(e a sacred flurry and gain additional attac(s palm (cha(ra", $ase attac( $onus in a full4attac( action. 7 , 5e% 13 #ealweaver 6nt 13 0haracter can learn 2uin3utsu techni'ues normally. #hadow Arts 9ide 8 ran(s, Nin3utsu 8 ran(s 0haracter can learn #hadow nin3utsu techni'ues. #(illed 1st level only 0haracter gains more s(ill points every level. #(illful Assault *is 13, 9eroic character Allows character to avoid (illing opponents. #pecialist.s -a;e 0ounter *is 13, $ase attac( $onus 73 0haracter is $etter at adverting one.s ga;e. #oul <dge #peciali;ation #oul <dge class a$ility, -host 0haracter gains weapon speciali;ation with his soul edge. <dge, *eapon 2ocus (soul edge" *is 13 #uperior 0om$at &artial 0om$at &artial Arts, $ase attac( 0haracter deals increased unarmed stri(e damage. Arts $onus 73 Tactical 6mplements *eapon 2ocus (any weapon" 0haracter is a$le to use improvised weapon as su$stitute for material focus in Tai3utsu GArmedH techni'ues. Tai3utsu Adept = 0haracter gains 72 $onus to Tai3utsu chec(s and 71 Tai3utsu save 50 and 71 attempt to learn Tai3utsu techni'ues. Talented #hino$i = 0haracter can spend more s(ill points. Techni'ue 2ocus ran(s in relevant s(ill 0haracter gains $etter proficiency in a techni'ue. Technical Bnowledge <ducated, Bnowledge (nin3a lore" 0haracter gains a Cearn chec( $onus to develop or create ! ran(s, any 1 &eta40ha(ra techni'ues, and grants a Cearn $onus to students when teaching. #peciali;ation Training = 0haracter can learn Training techni'ues without penalty. True /lin(stri(e /lin(stri(e 73 class a$ility, Iuic( 0haracter can turn /lin(stri(e.s defense $onus into offense 5raw, 5odge, &o$ility, Agile $onus and move normally while ma(ing a full4attac(. :iposte Twin #oul #tyle #oul <dge class a$ility, Two4 0haracter is a$le to form two soul edges. *eapon 2ighting, 5e% 18 Two4*eapon 5efense Two4*eapon 2ighting 0haracter gains a 71 shield $onus to 5efense when fighting defensively or ta(ing total defense. *eapon Adaptation 6nt 13 0haracter can retrain weapon4specific feats and a$ilities. Training *e$spinner Advanced /loodline (-umoshin", 0haracter can create more (umonosu per day. -umo(eitou
*ill over 2lesh Item Creation Feats 0raft Armor #eals 0raft Civing 1uppets 0raft #ealed 6tem 0raft #hino$i 5rugs 0raft 1oisons 0raft 1uppets 0raft *eapon #eals -randmaster 0raftsman Cegendary 0raftsman &aster 0raftsman &astercrafter eta!Cha"ra Feats Adept 1uppeteer /lood &age /lurstri(e 0ha(ra *eaving 0oncealed Techni'ue 0ritical #tare <fficient Techni'ue <lemental &astery <lemental #haping <mpower #ummoning <mpower Techni'ue <nlarge Techni'ue <%tend Techni'ue 2lawless 2orm 9and #eals &astery 9eighten Techni'ue 9idden -a;e 6mproved Avoidance
0haracter uses his *isdom modifier instead of his 0onstitution modifier to determine his cha(ra pool.
Prerequisite Benefits 0raft (calligraphy" @ ran(s, 0raft 0haracter can add Armor4type <nhancement #eals to an armor. (mechanical" ran(s, 0ha(ra 0ontrol @ ran(s, heroic character 0raft (mechanical" 12 ran(s, 0haracter is a$le to create puppets from a human or animal Bnowledge (earth and life science" corpse. ! ran(s, 0raft 1uppets 0raft (calligraphy" @ ran(s, 0ha(ra 0haracter can use 0raft (calligraphy" to ma(e various nin3a 0ontrol @ ran(s implements without penalty and craft sealed items. = 0haracter can craft shino$i drugs, gains 72 $onus to saves against shino$i drugs. = 0haracter can craft and apply poisons without penalty. = 0haracter can craft puppets. 0raft (calligraphy" @ ran(s, 0raft 0haracter can add *eapon4type <nhancement #eals to a (mechanical" ran(s, 0ha(ra weapon. 0ontrol @ ran(s, heroic character Any item creation feat :educe $ase materials cost of items crafted $y 28J. Any item creation feat :educe K1 cost when crafting items $y 28J. Any item creation feat :educe time ta(en when crafting items $y 28J. <ither 0raft (electrical" ! ran(s or Allows character to craft mastercrafted o$3ects. 0raft (mechanical" ! ran(s or $oth Prerequisite Nin3utsu 12 ran(s, 6nt 13, Advanced 1uppetry 66 a$ility 2uin3utsu ran(s, 0on 13 Benefits :eanimate puppets instantly.
0haracter a$le to learn /lood #orcery techni'ues, and sacrifice hit points for cha(ra. Iuic( 5raw, /lin(stri(e 71 class 0haracter can sheathe his weapon as a free action in /lurstri(e a$ility, fifth step of mastery in stance. Kenjutsu: Iaido = -ain 3 meta4cha(ra charges. <fficient Techni'ue, 0ha(ra Techni'ue.s cost is concealed. 0ontrol 12 ran(s Any 2 &eta40ha(ra #peciali;ation The character can gain #ee 0ha(ra for 1 minute. Any 1 meta4cha(ra feat, 0ha(ra Techni'ue costs less cha(ra. 0ontrol ! ran(s -enius Nin3a, any 1 meta4cha(ra 0haracter gains an elemental nature transformation. feat, Nin3utsu ! ran(s Any 1 meta4cha(ra feats, Nin3utsu <lemental nin3utsu can $e made shapea$le. 12 ran(s :etrieval <%pert #ummonings made more powerful and com$at4efficient. Any 2 meta4cha(ra feats, 0ha(ra Nin3utsu techni'ue gain 80J more power. 1ool @0, 0ha(ra 0ontrol 12 ran(s = Techni'ue has dou$le reach. = Techni'ue duration gains 80J. Tai3utsu @ ran(s Tai3utsu techni'ue increases character.s performance. Nin3utsu 18 ran(s, #leight of 0an forego ma(ing hand seals when performing a techni'ue. 9ands 12 ran(s, -enius Nin3a, ,ne4handed #eals Any 1 meta4cha(ra feat Techni'ue.s ran( can $e increased. -en3utsu 18 ran(s 0haracter can deliver ga;e attac(s with his whole $ody. #tr 13 or 5e% 13 0haracter can spend a meta4cha(ra charge to use defensive maneuvers and avoid attac(s without counting towards his daily ma%imum.
1ath of the 2iendfire 1rotective Techni'ue #turdy 6llusion #upercharged Techni'ue ?ile Techni'ue *iden Techni'ue
0ha(ra 0ontrol 18 ran(s 0an stic( to wall, wal( on water or snow as a reaction. <mpower Techni'ue, 0ha(ra 1ool Techni'ue.s effect is always ma%imi;ed. 0, 0ha(ra 0ontrol 18 ran(s Nin3utsu ! ran(s, #leight of 9ands 0haracter can turn hand4seals into half4seals at a penalty, thus ran(s, -enius Nin3a performing hand4seals one handed. Any 1 meta4cha(ra feat, Kage 0haracter is more adept at performing Bage /unshin or Ta3uu Bunshin no Jutsu (Advanced Bage /unshin. 1roficiency", Tajuu Kage Bunshin no Jutsu /lood &age, Bnowledge (nin3a 0haracter a$le to learn 2iendfire, and e%pend meta4cha(ra lore" ! ran(s, 2uin3utsu ! ran(s, charges for fire resistance. 0on 18 Any 1 meta4cha(ra feat, 0on 13. 0haracter is protected $y a cha(ra shroud after using the techni'ue. Any 1 meta4cha(ra feat, -en3utsu -en3utsu techni'ue has a chance to resist $eing dispelled. 12 ran(s Any 1 meta4cha(ra feat <lemental Nin3utsu deals half force damage. Any 2 meta4cha(ra feats, *is 1 , Nin3utsu techni'ue deals half negative energy damage. evil allegiance = Techni'ue.s area of effect is increased 80J.
Ad#an$ed Stud(
Prerequisite: 0an only $e ta(en at 1st level. Benefit: )ou gain a the a$ility to learn a single techni'ue up to ran( 3 when selecting this feat, and gain a 72 competence $onus to Cearn chec(s to learn and master that techni'ue. )ou cannot attain mastery in this techni'ue until you attain sufficient level to learn it normally. This $onus does not stac( with feats and a$ilities that allow learning higher4ran(ed techni'ues, such as -enius Nin3a.
Prerequisite: 6mproved Two4*eapon 5efense, Two4*eapon 5efense, Two4*eapon 2ighting. Benefit: *hen fighting defensively or ta(ing a total defense action and wielding two weapons or a dou$le weapon (not counting natural attac(s or unarmed stri(es", you gain an additional 71 shield $onus to 5efense.
A"imi$hi Toughness
This feat is uni'ue to mem$ers of the A(imichi clan. Prerequisite: 0on 13, 9eroic character, can only $e ta(en at first level. Benefit: )ou gain 8 hit points, and the a$ility to consume an A(imichi 2ood 1ill without dying, though you still suffer any aftereffects of consuming the pills. S'e$ial: The -& may disallow this feat, at his discretion (for e%ample, to a non4 A(imichi character".
Animal Bond
Prerequisite: &ou3uu Aishou, 9andle Animal ran(s. Benefit: )our effective level when determining the progression of your animal companion increases $y 1. The companion can never have more hit dice than you.
Blood Pa$t
Prerequisite: #ee ta$le $elow. Benefits: To sign a $lood pact, you must first find the Contract of the desired creature type. The contract holds the signature of every other $eing to ever sign it $efore you, and can $e found $y summoning a Contract Holder of the desired creature type, typically any 1rotector or higher ran(ed summon. &ost $lood pacts are made with a particular tri$e or clan of summoned creatures, $ut that is not e%clusively the case. The methods used to sign a $lood pact vary $ut cannot $e undone. /lood pacts have varying e%pectations from their summoner. #ee Summoning and Summoned Creatures section for details and statistic on the creatures. 9aving made a $lood pact grants the user a 7@ $onus to any charisma4$ased s(ill chec(s towards his selected creature type. The summoner gains a $onus while within 80 feet of a summoned creature of his $lood pact, as shown on the ta$le $elow. S'e$ial: The -ame &aster may re'uire a special event to ma(e this feat availa$le (#ee Iuests and <vent section for more details".
Creature T('e /ear /oar 5og 5ragon 9are 9aw( 9ivemind 9orse 6mperial *yrm Ci;ard &on(ey ,gre ,% :am Requirements #tr 18 0on 13 = 0ha 18, 6ntimidate ran(s = #pot ran(s 6nt 18 = *is 18, 0ha 13 5e% 13 0lim$ ran(s #tr 18 or 0on 18 #tr 13 = Blood Pa$t Bonus 72 sacred $onus to -rapple chec(s Trample (slam or unarmed damage" 1Aday 7@ insight $onus to #urvival chec(s 7@ morale $onus to 6ntimidate chec(s 71 luc( $onus to all saves 72 competence $onus to #pot chec(s 7@ resistance $onus to *ill against mind4affecting effects 7@ competence $onus to :ide chec(s 72 sacred $onus to 5iplomacy and #ense &otive chec(s 72 competence $onus to 9ide and &ove #ilently chec(s 7@ morale $onus to 0lim$ chec(s 72 morale $onus to 2ortitude saves 72 resistance $onus to 2ortitude saves 1owerful charge 71d
:at :aven #alamander #har( #lug #na(e #pider Tiger Toad Turtle *ar 9ero
= Cisten @ ran(s, #pot @ ran(s #wim ran(s #urvival @ ran(s, #wim @ ran(s = 0ha 13 6nt 13 5e% 18 *is 13 = 0ha 18
7@ competence $onus to 9ide chec(s 72 sacred $onus to #pot and Cisten chec(s 7@ competence $onus to #wim chec(s #mell $lood in the air up to 200 feet. 7@ competence $onus to <scape Artist chec(s 7@ resistance $onus to 2ortitude saves against poison 72 resistance $onus to 2ortitude saves against poison and *ill saves against mind4affecting effects 1ounce 1Aday 7@ luc( $onus to Eump chec(s 72 resistance $onus to 2ortitude saves 71 morale $onus to attac( weapon and damage rolls
Bloodthirst
Prerequisite: :age or fren;y a$ility. Benefit: )ou can use your rage or fren;y a$ilities an additional time every day.
Cha"ra Affinit(
)our talent lies in a specific field of 0ha(ra mastery, and you are at ease with techni'ue falling in that category. Prerequisite: 0an only $e ta(en at first level. Benefit: Lpon selection of this feat, the character must chose from one of the four techni'ue type (0ha(ra 0ontrol, -en3utsu, Nin3utsu and Tai3utsu" for which he will receive a 72 $onus to his Cearn chec(s. 9e must also chose another type, which cannot $e the same as his MgoodM type, for which he will suffer a 41 penalty to his Cearn chec(s.
Cha"ra Penetration
)our cha(ra techni'ues are powerful and have no pro$lem overcoming cha(ra resistance. Benefit: )ou gain a 72 $onus to level chec(s to overcome cha(ra resistance.
Cha"ra Presen$e
Prerequisite: 0ha(ra pool 80. Benefit: Lp to three times per day, as long as the character.s cha(ra pool is a$ove 28, he may activate his 0ha(ra 1resence. This a$ility re'uires a move4e'uivalent action to activate and lasts for 1 minute. Any creature, ally or enemy, that comes within 10 feet of the character while his 1resence is active must ma(e a 2ortitude save (50 18 plus or minus 1 per 10 points a$ove or $elow 80, ma%imum 30" or suffer a 42 penalty to attac( rolls, defense and s(ill chec(s $ecause the air is too heavy from the character.s 0ha(ra. This effects lasts until the duration e%pires or the creature leaves the radius of the a$ility. 6f the character.s cha(ra pool increases sufficiently while the presence is active, so will the 50 to resist it+ furthermore, all creatures within range will need to ma(e a second save to avoid the penalty.
Cha"ra Restoration
)ou recover cha(ra faster than normal. Benefit: The character recovers cha(ra reserve at a rate e'ual to dou$le his character level per evening of rest.
Additionally, the character can recover cha(ra during a short rest an e%tra time per day. ,ormal: A character normally only recovers cha(ra reserve at a rate e'ual to his character level per evening of rest.
Chuunin
Prerequisite: 9eroic character level , -enin, &ust (now at least ! techni'ues or have e%ecuted more than > 04:an( missions, 0ha 12. Benefit: /eing a 0huunin grants a character automatically a NrestrictedO license in his Nin3a village, a 73 $onus to their *ealth and 72 $onus to any one of the following s(illsD /luff, 0ha(ra 0ontrol, 5iplomacy, 5isa$le 5evice, -ather 6nformation, -en3utsu, 9ide, 6nvestigate, Bnowledge (nin3a lore", &ove #ilently, Nin3utsu, and Tai3utsu. Alternatively, the character may chose one of the following a$ilities in place of a s(ill $onusD #ense 0ha(ra or #uppress 0ha(ra. #ee Nin3a :an(s chapter for more detail. S'e$ial: ,ne should note that a character may $ecome a 0huunin without selecting this feat. 6f the -& 3udge they are sufficiently talented to $ecome 0huunin, he may grant them the title without having them select this feat. This does not mean, however, that they gain any of the $enefits of ta(ing this feat.
Control Fren-(
Prerequisite: 2ren;y a$ility. Benefit: This feat allows you to reroll a failed save or chec( made to avoid entering a 2ren;y up to once per day. S'e$ial: This feat can $e ta(en more than once, each time allows it to $e used an additional time per day.
Com.at Ta$ti$s
Benefit: The character gains a 7@ $onus to 0oncentration chec(s made when performing techni'ues defensively.
Benefit: This feat allows you to craft 1oisons (see 0raft G0hemicalsH new use for more details" without penalty. )ou may also apply poison to a weapon without ris(ing poisoning yourself. ,ormal: 0rafting 1oisons normally imply a 4@ penalty on one.s 0raft chec(s. 6n addition, you normally always ris( poisoning yourself when applying 1oison to a weapon (on a roll of 1 on a d20".
certain amount", and a 7@ $onus to perform and identify Tai3utsu techni'ues. The save 50 of your Tai3utsu techni'ues increase $y 2. )ou also gain a 72 $onus to *ill saves against fear effects. Lsing the 9armony feat, or the 6nnate 0ontrol feat, you can gain the kinobori, tadayou and yukigutsu techni'ues and perform them.
Elemental S'e$iali-ation
Prerequisite: 0ha(ra 0ontrol 12 ran(s, Nin3utsu 18 ran(s Benefit: /y selecting this feat, the character has to choose one of the elementsD 5oton, 2uuton, 9youton, Baton, :aiton and #uiton. 9e may use any techni'ues of the chosen element ignoring any material focus the techni'ue may re'uire. Any material component fades immediately after the techni'ue ends or after its effects have $een dealt. S'e$ial: A character can gain this feat multiple times. <ach time, the character must select another element.
Em'o)ered Resilien$e
)ou are proficient at using 0ha(ra effectively to empower yourself. Prerequisite: 0ha(ra 0ontrol ran(s, 0ha(ra 1ool 1 . Benefits: )ou may spend an instant action and 1 point of cha(ra to gain a 7@ resistance $onus to saving throws until your ne%t turn. )ou may do so when it is not your turn, $ut must declare using the a$ility $efore ma(ing a saving throw. ,ote: Lsing this a$ility e%pends your instant action this round, meaning that using techni'ues or a$ility re'uiring a swift action or an instant action, such as ka arimi no jutsu is impossi$le.
E(es of +i#ination
Prerequisite: #ense &otive > ran(s, Attentive Benefit: #electing this feat allows you to learn the Kaigan techni'ue. )ou must still succeed the Cearn chec( normally, and find a source to learn a Kinjutsu from.
Fa$e
as"ing
Prerequisite: 5isguise 2 ran(s, heroic character, can only $e ta(en at 1st level Benefit: #electing this feat grants the character a 72 $onus to disguise chec(s made to assume the identity of a specific person and allows him to learn the Hijutsu ! Kao "tsushi no Jutsu techni'ue, though he must still succeed a Cearn chec( normally and find a source to learn a Kinjutsu from.
For$e of Personalit(
Prerequisite: 0ha 13. Benefit: )ou may apply your 0harisma modifier to *ill saves instead of your *isdom modifier.
Forensi$s Training
Prerequisite: Bnowledge (earth and life science" ran(s, Treat 6n3ury ran(s Benefit: )ou have e%tensive (nowledge of the human $ody that allows you to perform a autopsy on a dead su$3ect. Autopsy allows you to determine not only the cause of death, $ut also reveals much of a $ody.s secrets. 1erforming autopsy re'uires 1 hour and can only $e done on su$3ects of your own type. <very 3 ran(s $eyond , you may learn to perform autopsy on one additional type. The first hour allows you to ma(e one use of the #orensics training feat, and every hour after that allows for an additional use, up to a ma%imum of 1 hour per point of the dead su$3ect.s former 0onstitution score+ afterwards, the $ody $ecomes useless. The 50 of the forensics. use depends on the use you ma(e of it, and is always a Bnowledge (earth and life science" chec(, unless specified otherwise. Cause o# $eath %$C &'(: )ou are a$le to determine the nature of the (illing $low delivered on the su$3ect. ?ia$le e%amples includeD mental trauma (possi$ly through gen3utsu", poisoning, disease, hemorrhaging (also reveals the nature of the damage", or cha(ra coil damage. )*amination %$C &+(: )ou are a$le to determine all types of poisons and diseases the su$3ect had $een su$3ected to in the last 1@ days $efore its passing, plus 1 day per point you e%ceed the 50 $y. Condition %$C ,-(: )ou are a$le to determine the su$3ect.s ma%imum hit points and cha(ra pool, level, advanced $loodline and elemental affinities. )nhancements %$C ,'(: )ou can determine whether or not the su$3ect had ta(en shino$i drugs, analy;e and catalog their effects. 2urther analysis may reveal the components used in the drug, at the -&.s discretion. S.eciali/ation %$C ,+(: )ou are a$le to determine one of the followingD what the su$3ect.s #trength, 5e%terity or 0onstitution (choose one" scores were $efore its passing, minus all enhancement $onuses, or the types of techni'ue it utili;ed the most (0ha(ra 0ontrol, -en3utsu, Nin3utsu or Tai3utsu+ if nin3utsu or tai3utsu, specify the su$type, if any". 0ecromancy %Treat Injury $C 1-(: Another use of the #orensics training is the a$ility to put a $ody $ac( together no matter how mangled it was, assuming no $ody parts are missing. 6f any $ody parts are missing, necromancy cannot $e performed. The $ody, when pieced $ac( together, may $e used to perform autopsy upon for 1 hour, plus 1 hour every 8 points you $eat the 50 $y. This is generally the tas( of several medics aiding one another. 0ecromancy cannot $e retried. A character with ran(s in Treat 6n3ury or Bnowledge (earth and life science" may aid a character perform forensics, $ut a character with forensics training cannot aid another character perform autopsy without the feat. A character without a 5isposalA2orensics Bit suffers a 4@ penalty to chec(s made during autopsy.
Fuin1utsu Ade't
)ou are a master of sealing techni'ues. Benefit: )ou gain a 72 $onus to 2uin3utsu chec(s $y selecting that feat and the 50 of your 2uin3utsu techni'ues increase $y 1. 6n addition, you may ma(e 1 additional attempt when learning 2uin3utsu techni'ues. )ou gain a 71 $onus to your effective s(ill threshold when performing 2uin3utsu techni'ues. Genin Prerequisite: &ust (now at least @ techni'ues. Benefit: /eing a -enin grants a character automatically a NlicensedO license in his Nin3a village, a 71 $onus to their *ealth and 71 $onus to any one of the following s(illsD 0ha(ra 0ontrol, -ather 6nformation, -en3utsu, 9ide, 6nvestigate, &ove #ilently, Nin3utsu, and Tai3utsu. Alternatively, the character may chose one of the two following a$ilities in place of a s(ill $onusD #ense 0ha(ra or #uppress 0ha(ra. #ee Nin3a :an(s chapter for more details. S'e$ial: This feat is a $onus feat availa$le to all $asic classes.
Genius ,in1a
)our natural a$ility allows you to learn faster than normal individuals. Prerequisite: 0an only $e ta(en at first level, 9eroic character, relevant a$ility score at 13 or higher (see te%t". Benefit: 0hoose one of the followingD 0ha(ra 0ontrol, 2uin3utsu, -en3utsu, Nin3utsu or Tai3utsu. )ou gain a 72 $onus to Cearn chec(s of the selected techni'ue type, and are a$le to learn techni'ues of one ran( higher than your character level of that techni'ue type. The age re'uirement of occupations and the young adult age category (age 12418" is lowered $y up to 8 years, and you gain a 72 reputation $onus your home village. S'e$ial: )ou may ta(e this feat more than once, $ut only at first level. <ach time, it applies to another type of techni'ue. 2.tional 3ule: The -& may declare that the -enius Nin3a feat applies to all types of techni'ue, and the character gains an universal 72 $onus to Cearn chec(s and may learn a techni'ue of 1 ran( higher of all types.
Gen1utsu Ade't
)ou master the su$tle art of creating illusions and detecting them. Benefit: )ou gain a 72 $onus to -en3utsu chec(s $y selecting that feat and the 50 of your -en3utsu techni'ues increase $y 1. 6n addition, you may ma(e 1 additional attempt when learning -en3utsu techni'ues. )ou gain a 71 $onus to your effective s(ill threshold when performing -en3utsu techni'ues.
Gou"en
The 6ron 2ist style is very popular in the fire country. &ost Nin3a who speciali;e in
Tai3utsu and live in the fire country (now at least a techni'ue from, or a variation of, the -ou(en style. Prerequisite: Tai3utsu @ ran(s. Benefit: )ou suffer no penalty to Cearn techni'ues that would penali;e you for not having the -ou(en feat and gain a 72 $onus to attac( rolls to confirm critical hits with unarmed attac(s. ,ormal: A character without this feat ta(es a 4@ penalty to learn chec(s for certain tai3utsu techni'ues, such as Taijutsu: 4ouken ! Konoha $aisen.uu (see Techni'ues chapter for details".
Grand
aster
Prerequisite: @ ran(s any one of the followingD 0ha(ra 0ontrol, -en3utsu, Nin3utsu or Tai3utsu. Benefit: )ou gain a 7 $onus to Cearn chec(s made to master a techni'ue of all types. This applies to all steps of mastery.
Harmon(
)our $ody and spirit coe%ist in peaceful harmony. Prerequisite: 0ha(ra 0ontrol 8 ran(s. Benefit: )ou gain a 71 $onus to 0ha(ra 0ontrol chec(s $y selecting that feat and the 50s of your 0ha(ra 0ontrol techni'ues increase $y 1. 6n addition, you automatically learn and automatically pass perform re'uirements for the Bino$ori and Tadayou techni'ues.
Heroi$ Surge
Prerequisite: 9eroic character only. Benefit: The character gains a 'uic(ened move or attac( action during his turn. The character may use 9eroic #urge once per day at 1st level, twice per day at 8th level, three times per day at !th level, four times per day at 13th level, and five times per day at 1Fth level. The character can only gain one 'uic(ened action per round, no matter what type (see /asic -ame &echanics for rules on Iuic(ened Actions". S'e$ial: This feat replaces the standard d20 &odern version of the feat of the same name.
Illuminated Profi$ien$(
Prerequisite: #acred fist stance, $uddhist palm (cha(ra", *is 18. Benefit: )ou may treat attac(s from a 'uarterstaff, tonfa, nuncha(u or (ama as a sacred fist attac( while in sacred fist stance. )ou use either the weapon.s $ase damage or your sacred fist damage, whichever is higher. The $uddhist palm a$ility is also conferred to the weapon. Any other a$ility that affect unarmed attac(, such as weapon focus or weapon speciali;ation, does not apply to weapon attac(s.
Im'ro#ed Feint
Prerequisite: 6nt 13, 0om$at <%pertise. Benefit: )ou can ma(e a /luff chec( to feint in com$at as a move action. ,ormal: 2einting in com$at is an attac( action.
Im'ro#ed Gra''le
Prerequisite: #tr 13, 0om$at Throw. Benefit: )ou do not provo(e an attac( of opportunity when you ma(e a touch attac( to start a grapple. )ou also gain a 7@ competence $onus on all grapple chec(s (regardless of whether you started the grapple". ,ormal: 0haracters without this feat provo(e an attac( of opportunity when they initiate a grapple.
Insightful Refle2es
Benefit: )ou may apply your 6ntelligence modifier rather than your 5e%terity modifier to :efle% saves (whichever is higher".
3ounin
*hile ma(ing it a 0huunin is an achievement in itself, a sign of proficiency and s(ill even, achieving 3ounin is a sign of mastery. Eounins are e%ceptional fighters who operate on a completely different level than their lower ran(ed counterparts. Prerequisite: 9eroic character level 12, -enin, 0huunin, &ust (now at least 1F techni'ues or have e%ecuted more than 20 /4:an( missions, 0ha 13. Benefit: /eing a Eounin grants a character automatically a NmilitaryO license in his Nin3a village, a 7@ $onus to their *ealth and 72 $onus to any two of the following s(illsD /alance, /luff, 0ha(ra 0ontrol, 5emolition, 5iplomacy, 5isa$le 5evice, 5isguise, -ather 6nformation, -en3utsu, 9ide, 6nvestigate, Bnowledge (nin3a lore", &ove #ilently, Nin3utsu, #earch, #leight of 9and, #urvival, Tai3utsu and Tum$le. Alternatively, the character may chose one (or $oth" of the following a$ilities in place of one (or $oth" s(ill $onusD #ense 0ha(ra or #uppress 0ha(ra. #ee Nin3a :an(s chapter for more details. S'e$ial: ,ne should note that a character may $ecome a Eounin without selecting this feat. 6f the -& 3udge the characters are sufficiently talented to $ecome Eounin, he may give them the title without having them select this feat. This does not mean, however, that they gain any of the $enefits of ta(ing this feat.
4een Senses
)our uncanny a$ility to #ense 0ha(ra is $eyond that of a normal nin3a. Prerequisite: 9eroic character level , *is 13, #ense 0ha(ra. Benefit: )ou are a$le to sense cha(ra as a swift action once per encounter (not limited
while outside com$at". The duration also increases to 0oncentration plus 1d@71 rounds, and you gain a 72 competence $onus to *isdom and #pot chec(s made while using the a$ility. ,ormal: A character must normally concentrate for an attac( action in order to Sense Chakra for 1d3 rounds.
4een Sight
)our eyes were trained to see in the dar(. Prerequisite: 9eroic character, can only $e ta(en at first level. Benefit: )ou gain a low4light vision, meaning that you can see twice as far as normal in poor lighting conditions (see low4light vision a$ility for details".
4usari!gama St(le
Prerequisite: 6nt 13, 0om$at <%pertise, proficient with the (usari4gama. Benefit: )ou can use the (usari4gama as a two4handed weapon to attac( enemies up to 10 feet away and no longer suffer an attac( of opportunity to do so. 9owever, you do not threaten a larger area than normal when wielding the weapon in this manner. ,ormal: )ou can only throw the (usari4gama to ma(e a single attac(, and need a move4 e'uivalent action to recover it. )ou also incur an attac( of opportunity from any creature threatening you.
/ight Slee'er
)ou trained your $ody continuously to adapt to the lac( of sleep, and you are a$le to recover 3ust as you would for the period you slept. Prerequisite: 0on 13. Benefit: )ou are a$le to sleep only @ hours per night and recover one4half the amount of hit points, cha(ra pool and cha(ra reserve normally recovered during normal rest. 6n this mode of sleep, a$ility damage is not recovered. The character lessens the penalty to Cisten chec(s made while asleep $y 2. ,ormal: A character needs to rest for > hours a night to recover one hit points per level previously lost.
Prerequisites: <ither 0raft (electrical" ! ran(s or 0raft (mechanical" ! ran(s or $oth. Benefit: *hen successfully completed, the mastercraft 'uality of an o$3ect can provide a the user a $onus to attac( or damage rolls, s(ill chec(s, 5efense or any other characteristics of the o$3ect that improves. A mastercraft electronic or mechanical o$3ect can provide an e'uipment $onus on s(ill chec(s made to use the o$3ect (in the case of mastercraft vehicles, this includes 5rive or 1ilot chec(s". A mastercraft weapon provides a $onus on attac(, damage rolls or even hardness (your choice". A mastercraft suit of armor improves the armorPs e'uipment $onus to 5efense, or armor penalty. 6n each case, the $onus can $e 71, 72, or 73, and no single o$3ect can have more than one mastercraft feature. (2or instance, you cannot $uild a mastercraft weapon that gains a $onus on attac( rolls and damage rolls." ,n average, it ta(es twice as long to $uild a mastercraft o$3ect as it does to $uild an ordinary o$3ect of the same type. The cost to $uild a mastercraft o$3ect is e'ual to the purchase 50 for the o$3ect (or its components" 7 the $onus provided $y the mastercraft feature (71, 72, or 73". 6n addition to the *ealth chec(, you must also pay a cost in e%perience points e'ual to 280 Q the $onus provided $y the mastercraft feature. The e%perience points must $e paid $efore ma(ing the 0raft chec(. 6f the e%penditure of these e%perience points would drop you $elow the minimum needed for your current level, then the e%perience points canPt $e paid and you canPt ma(e the mastercraft o$3ect until you have sufficient e%perience points to remain at your current level after the e%penditure is made. Apply the following modifiers to the 0raft chec( 50 for mastercraft itemsD
aster$raft +C odifier &astercraft 71 73 &astercraft 72 78 &astercraft 73 710
)ou can add the mastercraft feature to an e%isting ordinary o$3ect or a lower4grade mastercraft o$3ect $y ma(ing a *ealth chec( and then ma(ing the 0raft chec( as though you were constructing the o$3ect from scratch. To craft a mastercraft electronical o$3ect, one must meet the prere'uisite of having ! ran(s in 0raft (electronical". #ame rule applies for crafting mechanical o$3ects, one needs ! ran(s in 0raft (mechanical". &astercraft $onuses do not stac( with enhancement $onuses when applied to weapons or armors.
elee
aster(
Prerequisite: *eapon 2ocus, *eapon #peciali;ation class feature, $ase attac( $onus 711. Benefit: )ou may select a group of weapon, $ludgeoning, piercing or slashing. )ou must have selected the *eapon 2ocus and *eapon #peciali;ation class feature for a melee weapon that deals that type of damage. *hen using a melee weapon that uses the selected damage type, you gain a 71 $onus to attac( and weapon damage rolls.
S'e$ial: )ou may select this feat multiple times+ each time, it applies to a different melee weapon damage type. )ou are adept at using a$normally large weapons with ease. Prerequisite: #tr 13, $ase attac( $onus 71 Benefit: This feat grants the character the a$ility to wield larger weapons with less effort. A &edium character with this feat is a$le to wield a Carge weapon with one hand, or a 9uge weapon with two4hands, although penalties for wielding an improperly4si;ed weapon are not affected. A &edium weapon is not considered a light weapon for a character with this feat. The character is also a$le to ta(e a hand off a two4handed weapon as a free action to perform a techni'ue with half seal components or cast a spell with somatic components. ,ormal: )ou can use a melee weapon one si;e category larger $ut with greater effort. A light weapon for a &edium character without this feat is #mall or smaller. The spirit of the $east is in you. 2or as long as you can remem$er, your animal companion has $een $y your side, helping you through life.s hardships. Prerequisite: 0an only $e ta(en at first level. Benefit: #electing this feat grants the character access to the 5oujuu Aishou template, and he must chose his animal companion $etween Ape, /oar, 0heetah, 5og, 9aw(, 9yena, ,wl, Tiger, *olf (refer to the Creatures and 06Cs chapter for more details on animal companion characteristic". S'e$ial: The -& may deny a player the access to this feat as he see fit. )ou are adept at fighting with multiple puppets. Prerequisite: Advanced 1uppetry class a$ility, 5e% 13. Benefits: )ou can animate multiple puppets with an attac( action. *hen animating or fighting with more than one puppet, you can increase the num$er of hit dice of puppets you can control $y one4half (780J" $y lowering the ma%imum hit dice a puppet can $e animated with up to your character level or hit dice R3.
on"e( Gri'
ou1uu Aishou
ulti'u''et Fighting
utation
Prerequisite: &onstrous human only, can only $e ta(en at 1st level. Benefits: )ou gain an additional deformity.
,in1utsu Ade't
)ou are very good at performing hand seals and concentrating to perform Nin3utsu, and identifying them. Benefit: )ou gain a 72 $onus to Nin3utsu chec(s $y selecting that feat and the 50s of your techni'ues in increased $y 1. 6n addition, you may ma(e 1 additional attempt when learning Nin3utsu techni'ues. )ou gain a 71 $onus to your effective s(ill threshold when performing Nin3utsu
techni'ues.
5#ersi-ed *ea'ons
aster(
Prerequisite: #tr 18, &on(ey -rip, ,versi;ed *eapons 1roficiency, $ase attac( $onus 711. Benefit: )ou are a$le to wield oversi;ed weapons with one hand. 6n addition, weapons one si;e category larger are now treated as light weapons. *eapons that cannot normally $e wielded one4handed, such as a full$lade, still re'uire two hands to use.
Po)er Criti$al
Prerequisite: /ase attac( $onus 7@, *eapon 2ocus with the chosen weapon. Benefit: )ou gain a 7@ $onus to attac( rolls made to confirm a threatened critical with a chosen weapon. S'e$ial: )ou may select this feat multiple times. <ach time you ta(e the feat, it may apply to a different weapon or the same. ,n the same weapon, its effects stac(.
Pu''et
ultiatta$"
Prerequisite: Advanced 1uppetry class a$ility. Benefit: )our puppet.s penalty when ma(ing attac( with its secondary natural weapon is reduced to 42. 6f the puppet does not have a secondary natural weapon, it may ma(e a second attac( with its primary natural weapon at a 48 penalty.
Pu''eteer Insight
)ou are adept at $attling with other puppeteers. Prerequisite: Advanced 1uppetry 66 class a$ility, 6nt 13. Benefit: ,nce per round, you may spend an attac( action to Mgain focusM $y ma(ing a 0oncentration chec( (50 20". )ou retain focus for the duration of the encounter, or until it is e%pended in one of the following ways, as an instant actionD Analy/e: )ou gain insight on the current weapon another puppeteer is using. )ou automatically (now the hit dice of any puppet the opponent animates within the ne%t 3 rounds, and currently controls. Counter: )ou gain offensive insight of another puppeteer.s style, and gain a 72 insight
$onus to attac( and damage rolls made against his or her puppets for 3 rounds. $e#end: )ou gain defensive insight of another puppeteer.s style, and you and your puppets gain a 72 insight $onus to saves and defense against the opponent.s puppets. attac(s. )ou may gain focus $efore an encounter or during a surprise round.
Ranged
aster(
Prerequisite: *eapon 2ocus, *eapon #peciali;ation class feature, $ase attac( $onus 711. Benefit: )ou may select a group of weapon, $allistic, $ludgeoning, piercing or slashing. )ou must have selected the *eapon 2ocus and *eapon #peciali;ation class feature for a ranged weapon that deals that type of damage. *hen using a ranged weapon that uses the selected damage type, you gain a 71 $onus to attac( and weapon damage rolls. S'e$ial: )ou may select this feat multiple times+ each time, it applies to a different ranged weapon damage type.
Ra'id Shot
Prerequisite: 5e% 13, 1oint /lan( #hot Benefit: )ou may ma(e an additional ranged attac( from a $ow or a thrown weapon during a full4attac( action. <very attac( made in the same round will suffer a 42 penalty. This a$ility does not stac( with other similar a$ilities, such as :en;u(i or #torm of /lows.
Retrie#al E2'ert
Prerequisite: Nin3utsu ! ran(s Benefit: This feat allows you to learn #pacetime techni'ues without suffering penalty to your Cearn chec(s and ta(ing additional time. ,ormal: *ithout this feat, the character ta(es a 4> penalty to his Cearn chec(s and ta(es twice the normal amount of time to learn them.
Re#erse +o$tor
)ou are as terrifying as you are great. The very air sha(es in fright $efore your mightS )ou are the Reverse DoctorS Prerequisite: 0ha(ra #calpel class a$ility. Benefit: )ou may apply your 5e%terity or 6ntelligence modifier with your attac( rolls made with the 0ha(ra #calpel instead of your *isdom modifier, whichever is higher. )ou may also add up to a 73 $onus of either your 5e%terity or 6ntelligence modifier to damage rolls made with the cha(ra scalpel (choose one, you may change once per round as a free action".
Resist Poison
Benefit: )ou gain a 7@ $onus to 2ortitude save versus poisons and diseases.
Sa$red Flurr(
Prerequisite: #acred fist stance (1d ", $uddhist palm (cha(ra", $ase attac( $onus 7 , 5e% 13.
Benefit: The sacred fist may spend a swift action each round to enter a state of sacred flurry. 5uring the sacred flurry, the character gains an additional sacred fist attac( at his highest attac( $onus when ma(ing a full4attac( action, $ut all attac(s made this round suffer a 42 penalty to attac( rolls. The sacred flurry does not stac( with other similar a$ilities, such as flurry of $lows or the :en;u(i techni'ue, and can only $e used when the character is in the #acred 2ist stance.
Seal)ea#er
Prerequisite: 6nt 13. Benefit: )ou can learn 7uinjutsu techni'ues normally. 6f selected at 1st level, you gain 2uin3utsu as a class s(ill whenever 0raft (calligraphy" is a class s(ill. ,ormal: A character without this feat ta(es a 4> penalty to Cearn chec(s and ta(es twice the normal amount of time to learn 7uinjutsu techni'ues.
Shado) Arts
)ou are a master at (illing silently, using $oth your (nives and Nin3a techni'ues Prerequisite: 9ide 8 ran(s, Nin3utsu 8 ran(s. Benefit: )ou can learn Shado nin3utsu techni'ues. ,ormal: A character without this feat cannot learn Shado techni'ues.
S"illed
Prerequisite: 0an only $e ta(en at first level. Benefit: The character selecting this feat gains @ s(ill points at 1st level, and an additional s(ill point per level afterwards.
S"illful Assault
Prerequisite: *is 13, 9eroic character. Benefit: At the $eginning of your turn, you can designate an opponent and each attac( made against that opponent will not reduce it $elow 0, $ut suffer a 42 circumstance penalty to attac( and damage rolls. This cannot $e used on a creature at or $elow 0 hit points. )ou may select a new opponent at the $eginning of any turn.
Benefit: )ou gain the *eapon #peciali;ation a$ility with the soul edge, and gain a 72 $onus to damage rolls made with the #oul <dge.
Su'erior Com.at
artial Arts
Prerequisite: 0om$at &artial Arts, $ase attac( $onus 73. Benefit: )our unarmed stri(es deal more damage as you gain levels, as shown on the ta$le $elow.
Chara$ter /e#el > or lower !41 1F or higher +amage 1d 1d> 1d10
S'e$ial: 6f you have the 2eral 0om$at $eastmaster a$ility, Civing *eapon martial artist a$ility, #acred 2ist #tance sacred fist a$ility or the Lnarmed #tri(e tai3utsu master a$ility, you deal damage as though two levels higher.
Ta$ti$al Im'lements
Prerequisite: *eapon 2ocus (any weapon". Benefit: This feat allows you to treat any improvised weapon of a similar shape and si;e to the selected weapon and allow it to su$stitute for the 5aterial 7ocus component of a Strike Tai3utsu techni'ue with the Armed descriptor if it re'uires the selected weapon. S'e$ial: This feat may $e selected multiple times+ each time, it applies to an additional weapon.
Tai1utsu Ade't
)our finely tuned $ody and e%tensive training of the hand to hand arts ma(es you a master of Tai3utsu. Benefit: )ou gain a 72 $onus to Tai3utsu chec(s $y selecting that feat and the 50s of your Tai3utsu techni'ues are increased $y 1. 6n addition, you may ma(e 1 additional attempt when learning Tai3utsu techni'ues. )ou gain a 71 $onus to your effective s(ill threshold when performing Tai3utsu techni'ues.
Talented Shino.i
Ta(ing studies seriously, you are more versed than normal in the nin3a arts. Benefit: Lpon selection of this feat, you gain 8 7 your intelligence modifier (minimum @" s(ill points that can only $e spent in the following s(ills or your current class. s(illsD /alance, 0ha(ra 0ontrol, 0oncentration, 0raft (chemical, mechanical, calligraphy", 2uin3utsu, -en3utsu, 9ide, Eump, Bnowledge (nin3a lore, tactics", Cisten, &ove #ilently, Nin3utsu, #earch, #ign Canguage, #leight of 9ands, #pot, #urvival, Tai3utsu, Tum$le. S'e$ial: A character can select this feat multiple times, its effects stac(. 6f no more ran(s can $e spent upon selection of this feat, the character can save s(ill points until the ne%t level up.
Te$hnique Fo$us
)ou attain particular aptitude at a specific field of -en3utsu or Nin3utsu. Benefit: )ou choose one su$type of -en3utsu or Nin3utsu techni'ues (such as 5ou3utsu
or Baton" and are a$le to perform those techni'ues as though you were one level higher. 6n addition, you gain a 71 enhancement $onus to s(ill threshold to perform techni'ues of that su$type. <nhancement $onus do not stac( with one another. Lniversal focus applies to any -en3utsu or Nin3utsu without a su$type. S'e$ial: )ou can chose this feat multiple times. <ach time, it applies to a different su$type of techni'ues.
Te$hni$al 4no)ledge
)our advanced (nowledge of the true wor(ings of 0ha(ra ena$les you to teach others and yourself with great efficiency. Prerequisite: <ducated, Bnowledge (nin3a lore" ! ran(s, any 1 &eta40ha(ra #peciali;ation (class a$ility". Benefit: The character gains a 71 $onus to Cearn chec(s made when developing or creating a 0ha(ra 0ontrol, -en3utsu or Nin3utsu techni'ue. The character also grants an additional 72 $onus to Cearn chec(s when teaching a 0ha(ra 0ontrol, -en3utsu or Nin3utsu techni'ue that he (nows to another. The Teaching $onus cannot $e higher than 78 still even with the $onus granted $y this feat.
Training
Benefit: The character can learn techni'ues of the Training type and its su$types without ta(ing a penalty or re'uiring additional successes. ,ormal: A character normally ta(es a 4@ penalty to Cearn chec(s and must ma(e 2 additional successes when learning a Training techni'ue.
True Blin"stri"e
Prerequisite: /lin(stri(e 73 class a$ility, Iuic( 5raw, 5odge, &o$ility, Agile :iposte. Benefit: The character is a$le to use this a$ility as a free action, it lasts for 1 round. The character turns his /lin(stri(e $onus to defense into a $onus to attac( and damage rolls e'ual to half his /lin(stri(e level, rounded up. *hile in the /lin(stri(e stance, he may ma(e a full4attac( action and still move up to his speed. The character is su$3ect to attac(s of opportunity while doing so, $ut may Tum$le normally or use the /lin( #tep a$ility as part of his move. 6f he is prevented from completing his move, he is also prevented from finishing his full4attac( action. *hile using this a$ility, the character must ma(e a minimum 8 feet movement $etween each attac(s, including attac(s of opportunity, and is una$le to return to a s'uare he previously occupied this round.
T)o!*ea'on +efense
Prerequisite: Two4*eapon 2ighting. Benefit: *hen fighting defensively or ta(ing a total defense action and wielding two weapons or a dou$le weapon (not counting natural attac(s or unarmed stri(es", you gain an additional 71 shield $onus to 5efense.
*ea'on Finesse
Prerequisite: 1roficient with weapon, $ase attac( $onus 71. Benefit: *ith a light weapon, (atana (one4handed", (usari4gama, nin3a4to, rapier, or spi(ed chain made for a creature of your si;e category, you may use your 5e%terity modifier instead of your #trength modifier on attac( rolls. 6f you carry a shield, its armor chec( penalty applies to your attac( rolls. S'e$ial: Natural weapons, including unarmed attac(s, are always considered light weapons. 0ote: This feat differs from the d20 &odern weapon finesse feat in that it applies to all light weapon, not merely a single weapon.
*e.s'inner
Prerequisite: Advanced /loodline (-umoshin", -umo(eitou. Benefit: )ou gain the a$ility to spend 2 point of cha(ra to create 2 additional (umonosu up to three times per day as a free action, though you cannot e%ceed your ma%imum num$er of (umonosu $y this mean. The rate at which you regenerate your (umonosu increases to @ per hour.
eta!Cha"ra Feats
&eta4cha(ra feats are tools to help a character alter and augment the properties of a techni'ue to a certain degree, ena$ling them to $e far more versatile than they could otherwise $e. Lsing a meta4cha(ra feat must $e declared $efore using the techni'ue, and costs 1 MchargeM. A character starts with 0 meta4cha(ra charges, and gains an additional 2 per meta4cha(ra feat he ta(es. 0harges are restored after > hours of rest, up to once every 2@ hours. The when applying a meta4cha(ra feat to a techni'ue, its perform re'uirements increase $y an amount specified in the feat description. 6f the perform re'uirements of a techni'ue was increased $y 3, simply increase the s(ill threshold $y 3. *hen increasing the perform 50s component, increase the comple%ity rating rather than the 50 itself. *hen calculating the cost of an enhanced techni'ue, simply add or su$tract from the cost as advised.
Blood
age % eta!Cha"ra&
)ou draw power from your $lood and use it to perform various techni'ues and rituals. Prerequisite: 2uin3utsu ran(s, 0on 13. Benefit: The character is a$le to learn techni'ues re'uiring the /lood &age meta4cha(ra feat, without penalty, even if they are #ealing nin3utsu techni'ues (the user still suffers normal penalty to learn other sealing techni'ues until he meets the re'uirements". 9e is also a$le to e%pend a meta4cha(ra charge to convert his $lood into cha(ra, dealing himself 1 point of damage to reduce the cha(ra cost of a techni'ue $y 1, which can $e increased to 8 points of damage to reduce a techni'ue.s cost $y 8.
Blurstri"e % eta!Cha"ra&
Prerequisite: Iuic( 5raw, /lin(stri(e 71 class a$ility, fifth step of mastery in Kenjutsu: Iaido. Benefit: The character is a$le to sheathe and draw his weapon as a free action in the /lin(stri(e stance, without provo(ing an attac( of opportunity. The character may spend 1 meta4cha(ra charge to increase his /lin(stri(e a$ility $onus $y 72 for 1 round while ma(ing a full4attac( action. This feat can $e used up to three times per encounter. This a$ility does not stac( with the True /lin(stri(e feat, and cannot $e used in
Elemental
)our innate genius allows you to learn gain additional elemental affinities. Prerequisite: -enius Nin3a, any 1 meta4cha(ra feat, Nin3utsu ! ran(s. Benefit: *hen selecting this feat, you gain an additional elemental nature transformation. S'e$ial: This feat can $e selected multiple times, each time it applies to a different affinity.
aster( % eta!Cha"ra&
The techni'ue.s perform re'uirements increase $y 2. The cha(ra cost increases $y 1 every 2 ran(s (round up".
Prerequisite: Tai3utsu @ ran(s Benefit: This meta4cha(ra feat can only $e applied to a Strike tai3utsu techni'ue. Although it grants no $enefits, you gain a 72 enhancement $onus to attac( and damage rolls for 1 round after performing the techni'ue successfully. The techni'ue.s perform re'uirements increase $y 2. The cha(ra cost increases $y 1 every 2 ran(s (round up".
Hand Seals
aster( % eta!Cha"ra&
2urther increasing your mastery of seals, you are a$le to completely ignore them and still succeed a techni'ue. Prerequisite: Nin3utsu 18 ran(s, #leight of 9ands 12 ran(s, -enius Nin3a (-en3utsu or Nin3utsu", ,ne4handed #eals Benefit: This feat allows the character to use $ypass the hand seals or half4seals components when performing a 2uin3utsu, -en3utsu or Nin3utsu techni'ue, thus ignoring the need for one or $oth hands free in doing so. 9e provo(es no attac( of opportunity unless the techni'ue has the 0 or & component. The techni'ue.s perform re'uirements increase $y 3. The character can spend a meta4cha(ra charge to ignore the comple%ity rating increment when performing that techni'ue. S'e$ial: 6f you apply this feat to a techni'ue, it cannot $e enhanced $y another meta4 cha(ra feat. Applying this meta4cha(ra feat to a techni'ue does not always consume a meta4cha(ra charge.
S'e$ial: 6f you apply this feat to a techni'ue, it cannot $e enhanced $y another meta4 cha(ra feat.
$y another meta4cha(ra feat. Applying this meta4cha(ra feat to a techni'ue does not always consume a meta4cha(ra charge.
The techni'ue.s perform re'uirements increase $y 3. The cha(ra cost is increased $y 3 plus 1 every 2 ran(s (round up". S'e$ial: 6f you apply this feat to a techni'ue, it cannot $e enhanced $y another meta4 cha(ra feat.
General Equipment
The following section contains any number of item the everyday shinobi uses during his missions or to perform his duty. Size: The size category of a piece of e$uipment helps to determine how easy that ob+ect is to conceal, and it also indicates whether using the ob+ect re$uires one hand or two. n general, a character needs only one hand to use any ob+ect that is of his or her size category or smaller. ,ot all e$uipment is the same size- namely, weapons and ob+ects both follow different progressions for size. The table below contains guidelines to determine the size and weight of weapons and e$uipment.
Weapon Size Tiny or smaller /mall Medium &arge 3uge !"e#t Size #ine 0iminutive Tiny /mall Medium &arge 3uge 4argantuan )olossal Wei$%t . lb or less .12 lbs 21." lbs ."1."" lbs .""1.,""" lbs .,"""1.",""" lbs .","""1."",""" lbs ."","""1.,!"",""" lbs .,!"",""" lbs or more
Wei$%t: This column gives the item5s weight. Pur#%a&e 'C: This is the purchase 0) for a 6ealth check to ac$uire the item. This number reflects the base price and doesn5t include any modifier for purchasing the item on the black market. Re&tri#tion: The restriction rating for the ob+ect, if any, and the appropriate black market purchase 0) modifier. 7emember to apply this modifier to the purchase 0) when making a 6ealth check to ac$uire the item on the black market.
TA()E *+,: GENERA) EQUIPMENT
Size
! ' (
8ncyclopedia /hinobi Scroll of Seals &esser 4reater /ealing /croll /mall &arge Summoning Scrolls &esser 4reater Techni$ue /croll 8lemental /croll Container& >elt %ouch >elt %ouch, &arge Preservation Container Tiny /mall 7egular &arge /huriken 3olster /huriken 3olster, &arge Clot%in$ )onical 3at #orehead %rotector :see te*t; Ninja Outfits )asual /tandard Travel )loak Nin"a Tool& )alligraphy Ait Combat Puppets /mall Medium-sized &arge 0isposalB#orensics Ait 4as Mask Inscriber's Kit >asic 0elu*e ron 6ire :per !" feet; )altrops Puppet Crafting Kit >asic 0elu*e %ortable 7adio :)0; 7ebreather /ound Amplifier Utility Puppets /mall Medium-sized &arge raining !eig"t Type
&arge Tiny /mall Tiny /mall Tiny Tiny /mall /mall /mall Medium
!2 lb. ".2 lb. . lb. . lb. ' lb. ".2 lb. ".2 lb. ! lb. ".2 lb. . lb. 2 lb.
.2 < :see te*t; ." :see te*t; 2 = = .2 /ee te*t = ( 2 2 < ." .2 ' ( ! !2 = ? @ = .= !' != .! ? = .' ( 2 .' .< .( .! .( .2 !" !2 =
9! :7es; /ee te*t /ee te*t 9. :⁣ 9! :7es; 9! :7es; 9! :7es; 9( : ll; 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣ 9! :7es; 9. :⁣ 9. :⁣ 9. :⁣
Tiny ".2 lb. /mall . lb. Medium 2 lb. &arge !2 lb. Tiny . lb. /mall . lb. /mall /mall Medium Medium Medium /mall /mall Med. &arge /mall /mall Med Med /mall /mall Med Med Tiny /mall /mall . lb. . lb. ! lb. ' lb. ! lb. ! lb. !2 lb. 2" lb. ."" lb. ' lb. ! lb. @ lb. ." lb. . lb. ! lb. !" lb. !2 lb. ".2 lb. ! lb. . lb.
/mall '" lb. Medium @" lb. &arge .!" lb. /mall 2" lb.
Type Type Type C Type C Type C Type C Type C rap Kit >asic 0elu*e A##e&&orie& Adrenaline >oost )hakra 7estoration Amplifier )hakra /toring 4ems &east &esser 4reater 4reater )hakra 7estoration Amplifier %erception Dil :vial; %oisons Utility Pills #sol$ in packs of %& >lood ncreasing %ill 7ation %ill /ense Tablet /oldier %ill Ser0i#e& 3iring /hinobi Seal Slots Minor /eal /lot /uperior /eal /lot 4reater /eal /lot 8pic /eal /lot &egendary /eal /lot /ealed tem
/mall /mall /mall /mall /mall Medium Medium Med. &arge Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Caries
<2 lb. ."" lb. .!2 lb. .2" lb. '"" lb. 2"" lb. .,""" lb. ." lb. !2 lb. . lb. . lb. " lb. " lb. " lb. . lb. ".2 lb. " lb. " lb. " lb. " lb. " lb. Caries
." .' .2 .= !. !( !< .' !! .= ." .2 !" !2 .= .? :/ee te*t; .( ? .! ." Caries = .! .? !@ '" Caries
9. :⁣ 9! :7es; 9( : llegal; 9! :7es; 9. :⁣ 9! :7es; 9' :Mil; 9' :Mil; 9. :⁣ :/ee te*t; 9! :7es; 9. :⁣ 9( : llegal; 9' :Mil; Caries Caries
when doing so. 8ach time the scroll is used, one charge is consumed. An elemental scroll has ." charges, and reverts to a blank scroll when e*pended. En#1#lope.ia S%ino!i: This book contains all the basic information a nin+a needs to fare well in its profession. t contains a map of the continent, references to many old techni$ues and fallen nin+as and even tales of the 4reat 6ars. A new version is released every !" years in @ volumes, thus discarding any obsolete information and updating what can be. 6ith treasures of detailed e*planation and helpful references, each volume is a must-have for every serious nin+a. )olume I * Ninja ools an$ +esources' This first volume of 8ncyclopedia /hinobi contains a long introduction to 8ncyclopedia /hinobi and a $uick summary of the content of this volume. #ound in this volume are the various nin+a weapons, tools and artifacts, as well as the many chemicals used in the shinobi world. t goes far in details about the various weapon used by nin+as, going so far as giving many historical reference and facts on each of them. t details the various use of puppets and traps and their basic mechanics, as well as the name of some of the most famous smith or builder and their location. This volume also touches, though barely, the many artifacts used by nin+as. t gives a few hints of their locations as well as their names and the name of famous nin+as who came in possession of one. )olume II * ales of t"e ,reat !ars' This volume is a treasure of informations on famous nin+as and summoned creatures used during the wars. f one has information or a description of a creature or nin+a that took part in the war, one can make a 7esearch check :0) ." 9 character or creatureFs total hit dice at that time; to learn basic information about their achievement and abilities at that time. This will of course not work using an out-dated version of 8ncyclopedia /hinobi to learn informations taken during a recent war. )olume III * "e Continent' This volume acts as a map and tour guide for the continent and gives out the basic information about many, if not all, city and the appro*imate location of large hidden village. t holds various maps and pictures or drawing showing different sites and attractions that may be useful or interesting to any nin+a. )olume I) * "e Clans an$ t"eir Po-ers' This volume details the various nin+a clans around the world, some notable members and sometimes, though rarely, bloodline. 4eneral information about a clan is a Anowledge :nin+a lore; or 7esearch check :0) .2 or !";. nformation about a particular member of the clan or a bloodline is much rarer and limited to recorded instances and re$uires a Anowledge :nin+a lore; or 7esearch check :0) !" to '";. )olume ) * C"akra an$ t"e Ninja .rts' This volume contains large variety of basic techni$ue a nin+a should have. Esing this volume, the character gains a 9. bonus to &earn checks, and the ability to learn the following techni$uesG >unshin no Hutsu, )houyaku no Hutsu, #ukurougan, 3enge no Hutsu, 4en+utsu Aai, Aawarimi no Hutsu, Tai+utsuG Aeikai-
uchi, Ainobori, ,awanuke no Hutsu, /hougenzou no Hutsu, Tadayou, Takitsuke and Ientai >ougyo. n some country, some techni$ue may have been edited out :left to the 4MFs decision;. n addition, if the encyclopedia was purchased in a different country, the following techni$ues are added to the listG Mizudama no Hutsu for the 6ater )ountry, 0ochuu 8ngyou no Hutsu for the 8arth )ountry, Aaen /huriken for the #ire )ountry, 7aishuriken no Hutsu for the &ightning )ountry and Aazegama no Hutsu for the 6ind )ountry. )olume )I * In$e/es' This volume contains nothing but the inde*es and table of contents for the five volumes of 8ncyclopedia /hinobi. S#roll o/ Seal&: These scrolls are often used by shinobi to scribe techni$ues onto, often to pass them down onto others. (esser' These scrolls can be purchased in nin+a shops. 8ach scroll of seal contains the know how about techni$ues, and can contain up to ' techni$ues, with a ma*imum of @ ranks in total per scroll. This enables the ,in+a to &earn the techni$ue and grants him a 9. bonus to his &earn check to learn a techni$ue contained in the scroll :by selfteaching;. ,reater' These scrolls of seals can seldom be purchased and are even more rarely seen outside of clansF safes. 8ach greater scroll of seal contains a single techni$ue of rank .( or lower, and grants the reader a 9! bonus to &earn checks made to &earn the techni$ue contained in the scroll. /ome techni$ue can or simply cannot be found in some village, and no Ain+utsu or 3i+utsu can be bought through /crolls of /eals--generally speaking, at the very least. The restriction for a scroll with 8 or 0-7ank techni$ue is 9. :&icensed;, for )-7ank techni$ues, 9! :7estricted;, for > and A-7ank techni$ues, it is 9' :Military; and for /7ank and /uper /-7ank techni$ues. 8very ! ranks of techni$ue in the scroll increases the %urchase 0) by .. Sealin$ S#roll: This scroll is not a container in itself, but has special seals placed on it allowing it to hold twice as much as it would when used for techni$ues that seal ob+ects, such as ,esouin or C"o0ouin. A standard sealing scroll can hold 2 pages of te*t, or 2 seal slots :see techni$ue description;. A large sealing scroll can hold 2" pages of te*t, but only create !" seal slots. Summonin$ S#roll&: These type of scrolls are of course used during summoning. They help a summoner perform stronger and longer lasting summoning. The scrolls come in two type, &esser and 4reater. Dnce used, the scrollFs markings disappear and it become a blank scroll. Esing a /ummoning /croll increase the perform time of a techni$ue one step. (esser' This summoning scroll grants the character a 9! bonus to meet the perform re$uirements of Spacetime techni$ues with the /ummoning descriptor, as well as making the character count as though he was one level higher for the purpose of meeting summon rank re$uirements or determining the highest level of summon creature he can summon. ,reater' The very same as above, e*cept that the character gains a 9( bonus to meet the
perform re$uirements and counts as though he was two levels higher for the purpose of meeting summon rank re$uirements or determining the highest level of summon creature he can summon. Te#%nique S#roll: These scrolls are carefully scribed to absorb molded chakra. Enlike scroll of seals, they cannot be used to learn or teach techni$ues from, or provide e$uipment bonus while learning techni$ues. The techni$ue scroll contains any single ,in+utsu or 4en+utsu techni$ue of rank ." or less. This techni$ue can be performed by anyone reading the scroll. 6hen using the techni$ue scroll, the character makes the ade$uate %erform check at a -( penalty. f successful, the techni$ue is performed normally, but the character suffers a -." penalty to checks made to tap his reserves As a techni$ue scroll does not supply the user with material components, they must be provided as though performing the techni$ue normally. f the techni$ue can normally be empowered, the user can only empower it to a point which the techni$ue was when scribed. Esing a Techni$ue scroll re$uires 3alf-/eals even if the techni$ue re$uires no seals or 3and /eals. 6hen crafting a techni$ue scroll, the character must have completed the third step of mastery in the techni$ue and pay a certain amount of J%. 6hen used, the techni$ue scroll is discharged. t can be recharged by making a )hakra )ontrol check :0) !" 9 techni$ueFs rank; and paying half the J% cost of creating the scroll. The recharging process takes ." minutes. Techni$ue scrolls can rarely be bought, but the %urchase 0) is generally !" 9 . per rank of the techni$ue. Trainin$ Wei$%t: There are two parts to this item, each making up e*actly half of the weight. The wrist weight give the character a penalty to /trength ranks, while the ankle weight give the character a penalty to /peed ranks. A full set of weight :ankle and wrists; is needed to gain the e$uipment bonus to &earn checks. 0ropping the ankle or wrists weights is a free action on the characterFs turn, dropping both in the same round is a move-e$uivalent action that does not provoke an attack of opportunity. 0onning on the weight re$uires ' rounds for each ankle and wrist weights, and may provoke an attack of opportunity. ype I' The character suffers a -. penalty to strength andBor speed ranks and gains a 9. e$uipment bonus to &earn checks for training techni$ues to gain strength or speed ranks. f the character has the /trength rank . e*traordinary ability, the type weight does not count towards his ma*imum carrying capacity even when suppressed, only his effective weight. ype II' The character suffers a -! penalty to strength andBor speed ranks and gains a 9! e$uipment bonus to &earn checks. The weights do not count towards the characterFs ma*imum carrying capacity if he has the /trength rank ! e*traordinary ability. ype III' The character suffers a -' penalty to strength andBor speed ranks and gains a 9'
e$uipment bonus to &earn checks. The weights do not count towards the characterFs ma*imum carrying capacity if he has the /trength rank ' e*traordinary ability. ype I)' The character suffers a -( penalty to strength andBor speed ranks and gains a 9( e$uipment bonus to &earn checks. The weights do not count towards the characterFs ma*imum carrying capacity if he has the /trength rank ( e*traordinary ability. ype )' The character suffers a -2 penalty to strength andBor speed ranks and gains a 92 e$uipment bonus to &earn checks. The weights do not count towards the characterFs ma*imum carrying capacity if he has the /trength rank 2 e*traordinary ability. ype )I' The character suffers a -@ penalty to strength andBor speed ranks and gains a 92 e$uipment bonus to &earn checks. The weights do not count towards the characterFs ma*imum carrying capacity if he has the /trength rank @ e*traordinary ability. ype )II' The character suffers a -= penalty to strength andBor speed ranks and gains a 92 e$uipment bonus to &earn checks. The weights do not count towards the characterFs ma*imum carrying capacity if he has the /trength rank = e*traordinary ability. ype )III' The character suffers a -." penalty to strength andBor speed ranks and gains a 92 e$uipment bonus to &earn checks. The weights do not count towards the characterFs ma*imum carrying capacity if he has the /trength rank ." e*traordinary ability.
Container&
The containers provided below are easy to come by in shinobi villages. (elt Pou#%: This small belt pouch is usually worn on the back to avoid getting in the way. t can carry up to ." pounds of material, and has ' compartment. The most common e$uipment found in a belt pouch isG .2 kunai or '2 shuriken or <" throwing needles, ! smoke bombs or kunai, and two blank scrolls. A belt pouch used to hold only weapons can hold !2 kunai, or 2" shuriken, or ."" throwing needles. (elt Pou#%2 )ar$e: This version of the belt pouch is usually worn at the hip because of its large s$uare-shape. t has 2 compartment, and can carry up to !2 pounds of material. A large belt pouch used to hold only weapons can hold @" kunai, .!2 shuriken, or !2" throwing needles. Pre&er0ation Container: A preservation container is used to store organic matter in a state where it will not decay. The preservation container can be used once and for up to ." days. iny' A tiny container is used for small organs like eyes or fingers. t contains up to a half pound of organic matter. Small' A small container contains up to . pound of organic matter. +egular' A regular container contains up to ." pounds of organic matter. (arge' A large container contains up to 2" pounds of organic matter. S%uri-en Hol&ter: The shuriken holster is worn on oneFs thigh, left or right hand side. t is designed to hold a large number of shuriken or throwing needles, despite its small size.
A single shuriken holster can hold up to ( kunai, ." throwing knives, .2 shuriken or throwing needles :chose one;. They are usually sold with a strap to tie around oneFs thigh and are accompanied by a holster designed to hold a single kunai in addition. S%uri-en Hol&ter2 )ar$e: The large shuriken holster is a larger version of its standard counterpart and has ' compartments to hold weapons as a shuriken holster. 8ach compartnment can hold up to ( kunai, ." throwing knives, .2 shuriken or throwing needles :chose one;.
Clot%in$
The items below are types of clothing specific to nin+a. Coni#al Hat: The conical hat is a traditional travel item and comes in many variety, the most common type being a sugegasa, the traditional +apanese conical hat. 3ore%ea. Prote#tor: These armored forehead protector bear the sigil of the ,in+aFs village of origin. They are illegal in the fact that it is entirely forbidden to sell, buy, craft or possess them. They make the identification of a nin+a easier. t can be worn as a bandanna or a cap, to the userFs choice. Nin"a ut/it&: The clothes worn and favored by nin+a are often multipurpose, with the base re$uirement that they not hinder the wearer in combat. ,in+a outfits usually include all of the following, when boughtG pants or skirt, shirt, undergarments, shoes, sandals or open-toed boots, socks or stockings, belts or suspenders, and often include fishnet undershirts as well. These clothes, when worn, do not count towards the characterFs encumberance. Casual' These casual clothes are favored by nin+a because, while they are not uniforms, they are still ideal to fight in and do not bind or restrict movements. Stan$ar$' The standard nin+a uniform are designed to to help the user blend in the environment. The outfit is has a color and pattern depending on the country or at the characterFs re$uest when bought, and grants a 9! e$uipment bonus to 3ide checks in certain conditions. The patterns includeG snow, night, forests, plains, rocks :underground, mountains;. Tra0el Cloa-: This garment is a full-body cloak often worn by shinobi and travelers. A travel cloak has .! pockets that can hold up to . pound of material. Most travel cloaks are hooded, and have a snap-on fastener that will hold the cloak in place. t can be donned off as a free action. The cloak can be printed with a camouflage design, as a standard nin+a outfit, and can provide a 9! e$uipment bonus to 3ide checks in the appropriate setting.
Nin"a Tool&
The items described here are tools used by nin+a during missions or their assignments,
often provided or re$uisitioned. Calli$rap%1 4it: A calligraphy kit is used in creating sealing ob+ects and to scribe seals as part of sealing ,in+utsu techni$ues. t is also used in more mundane activities such as writing letters and calligraphy. Com!at Puppet&: A combat puppet core, when purchased from the market, begins with ' combat points and . utility point. 'i&po&al53oren&i#& 4it: This portable kit contains an array of scalpels, needles and various tools re$uired by forensics. t contains everything a character needs to perform forensics :see #orensics Training feat;. t is also often carried by A,>E and 3unter-nins on assassination missions to dispose of bodies. Ga& Ma&-: This small iron-made device covers half its wielder face. 6here the mask covers the mouth and nose are small holes to allow the user to breath normally while wearing the mask. The mask is layered with paper-thin strips of cloth that purify the air. The wearer is not affected by inhaled poisons and effects unless he is e*posed for ! rounds or longer. 3e gains a 9@ e$uipment bonus to #ortitude saves against inhaled poisons. In&#ri!er6& 4it: This kit contains calligraphy brushes, steel brushes, chisels and various instruments to carve metals. >asicG The inscriberFs kit allows the character to make )raft :mechanical; check to craft enhancement seal slots without penalties. 0elu*eG The delu*e kit grants a 9! e$uipment bonus to )raft :mechanical; checks to craft enhancement seal slots, and allows the character to make )raft :mechanical; checks to craft enhancement seal slots without penalties. Iron Wire: These iron wires measure appro*imately !" feet and are also considered an essential in the basic nin+a toolkit. They are e*tremely resistant and can support up to .,2"" pounds. A creature bound or tied with iron wires suffers a -2 penalty to 8scape Artist checks when trying to free itself. n certain fighting style, wires can be used as a deadly weapon. ron 6ires have a hardness of ', ( hit points and cannot be damaged by bludgeoning attacks. >ecause of their thinness, they are very hard to notice and a creature must succeed a /pot check :0) .2; to notice them. Caltrop&: )altrops are four-pronged iron spikes designed so that one prong is pointing up when it rests on a surface. A character scatters caltrops on the ground to in+ure opponents, or at least slow them down. Dne bag of twenty-five caltrops covers a single 2-foot s$uare. 8ach time a creature moves through a s$uare containing caltrops at any rate greater than half speed, or each round a
creature spends fighting in such an area, the caltrops make a touch attack roll :base attack bonus 9";. A caltrop deals . point of damage on a successful hit, and the in+ury reduces foot speed to half normal :a successful Treat n+ury check, 0) .2, or one day5s rest removes this penalty;. A charging or running creature must immediately stop if it steps on a caltrop. Puppet Cra/tin$ 4it: This bulky tookit contains everything a mechanic will ever need to craft and repair puppets. Basic' This kit allows a character to craft puppets and puppet components without penalties 1elu/eG This kit contains a number of specialized tools and grants a 9! e$uipment bonus to 7epair checks made to repair a damaged puppet and allows the character to use the )raft :mechanical; skill to craft puppets without penalties. Porta!le Ra.io: This small device is a fabric band with velcro that can be tied around oneFs body :generally the neck; and is used to communicate on '2 different fre$uency. t is a voice-activated device fre$uently used for missions that re$uire a team to split and infiltrate a stronghold. t has a range of ! miles. Re!reat%er: This breathing apparatus covers the lower half of the wearerFs face and has one or two small air filter canisters that provides total protection from lung irritants and other inhaled agents, as well as allowing the breather to breathe underwater. A canister provides ( hours of breathable air, and changing it is a move action. The purchase 0) for an e*tra canister is @. Soun. Ampli/ier: This small gauntlet is $uite popular in the Soun$ Country as it allows the wearer to focus )hakra and transform in into sound waves using the small set of crystals placed on the palm of the glove. The wearer cannot use a weapon with the hand wearing a Soun$ .mplifier, but he may still deliver unarmed attacks. Trap 4it: A trap kit is used as a supplement during trap making. t includes drivers, cutting devices, fasteners, wires and so much more. This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools, and leads and wires. Basic' The basic kit allows for the creation of traps of )7 2 or below and can be used ." times before a new one needs to be purchased. 1elu/e' The delu*e kit allows the creation of any type of trap and grants a 9! bonus to checks regarding their creation. t can be used !2 times before a new one needs to be bought. Utilit1 Puppet&: A utility puppet core, when purchased from the market, begins with ' utility points and . combat point.
A##e&&orie&
These accessories are consumables or poisons used by shinobi for specialized tasks.
There is usually a drawback for using them. A.renaline (oo&t: This chemical is bought in a loaded syringe, ready to be in+ected in the userFs body. As a move-e$uivalent action, the user may in+ect the chemical in his body and gains 9! /trength, 9! 0e*terity and the ability to act normally while at -. hit points or below. This effect lasts for one hour- once it dissipates, the user will become #atigued and suffer . point of temporary )onstitution damage. Adrenaline >oosts are sold individually and are considered illegal in many communities, sometimes even sold as a street drug. (loo. In#rea&in$ Pill&: After ingesting a blood increasing pill, the character heals . hit point. n addition, he gains 9! bonus to #ortitude save against the effects of massive damage for .d(9. rounds. Any character attempting to use the Treat n+ury skill while a character is under the effect of a blood increasing pill can restore an additional ! hit points. f two pills are consumed within the same hour, the creature who ingested them must make a #ortitude save :0) !", 9. per additional pill; or be nauseated for . minute. C%a-ra Storin$ Gem: A chakra storing gem is a gemstone covered in various, tiny seals that allow it to absorb and contain chakra without actually generating any to abilities like sense chakra. 6hen viewed by a creature that can see chakra, the gem to glows brilliantly. Though useful tools, the knowledge re$uired to craft these items is not well known and re$uires secret techni$ues not often taught. To draw from the reserve of a chakra storing them, the character must make direct skin contact with it with his hands either after or before performing the techni$ue. >ecause the character is drawing from a foreign source of chakra, it is only possible to draw chakra from a single chakra storing gem every !( hours. %ouring )hakra in a /toring 4em is a full-round action and re$uires a )hakra )ontrol check :0) !2;. #ailure by less than 2 allows the character to still proceed, but he must spend one-half again as much chakra, rounded up. The character can attempt to pour chakra in a single storing gem only once per day, though he is still able to store chakra in another gem. The moment a character draws chakra from a gem, whether it was full or not, it enters a FlockedF state that prevents anyone from pouring anymore chakra into it. 6hen a gemstoneFs chakra reserve is reduced to ", it crumbles into worthless mineral dust. (east' A least chakra storing gem can hold up to 2 chakra. (esser' A lesser chakra storing gem can hold up to ." chakra. ,reater' A greater chakra storing gem can hold up to !" chakra. C%a-ra Re&toration Ampli/ier: This potion forces the body to produce chakra. 8ach round for .d(9. rounds after taking the potion, the character will recover ! points of
)hakra, which cannot e*ceed his ma*imum )hakra %ool. 6hile regaining chakra, the character will suffer a -= penalty to all )hakra )ontrol checks. 8ach consecutive use of a chakra restoration amplifier while under the effects of a chakra restoration amplifier ingested previously lowers the duration by ! rounds, minimum ". f the character consumes more than . chakra restoration amplifier per point of his ntelligence modifier in a !( hours period :ma*imum ';, his chakra restoration rate will be halved for .d' days, including chakra regained after a day of training. f the character consumes twice that amount or more, the penalty will last 'd= days. The chakra restoration amplifier potion is often +okingly called KcrapK on the field, standing for chakra restoration amplifying potion. C%a-ra Re&toration Ampli/ier2 Greater: The greater chakra restoration amplifier is the same as its lesser counter part, but restores ( chakra per round instead of !. The character is unable to tap his reserves for the duration of the effect, and the penalty to all chakra control checks otherwise is -.2. The character suffers (d@ points of damage per round of the effect if he has less than ." hit dice. Per#eption il: This particular item appears to be a flask filled with thick, translucent li$uid, which one applies into his skin to dull all 2 normal senses, but greatly increase oneFs sense of )hakra. Applying this oil takes . minute and cannot be done in combat. #or .d(9. hours after the oil has been applied, the character suffers a -. penalty to &isten, /earch, /pot and /urvival checks, attack rolls and defense. The character however gains a 2" feet range increment to his /ense )hakra ability, and .2 feet to his 0ormant /enses. 3e also gains a 9' bonus to /pot and 6isdom checks made while /ensing )hakra. This oil is very rare and few people know how to make them anymore. A single dose is enough to apply on one Medium-sized or /mall creature, or two Tiny or smaller creatures. Poi&on&: The one most favored ,in+a tool since the feudal age, poison. t can take upon many forms, one more lethal than the other. The %urchase 0) and 7estriction are given with the poison itself :/ee /kill chapter L)raftM for more details;. Ration Pill&: These pills were created to allow nin+as to perform at a constant level and to lower the encumbrance rate for long lasting missions. )onsuming a 7ation %ill allows the character to shrug off the effects of Starvation an$ "irst for @ days, or .(( hours. After its effects wear off, however, the character will suffer .d( point of temporary constitution damage that will either heal normally, or after he eats three full meal and rests a full day.
A ration pill may only be ingested if the character was well fedconsuming food and drink as appropriate for its dietfor a full week beforehand. Sol.ier Pill&: The character gains !d(9. points of temporary )hakra for <! hours. #or !( hours afterwards or until the chakra is e*pended :whichever is longer;, the character will be able to ignore starvation and thirst and gain a 9( bonus to saves against sleep effects. f the character becomes fatigued, the penalties still apply normally but the character can still run or charge. f the character becomes e*hausted, the penalties are reduced to -( and the character is still able to run and charge. The character will only be able to run at *' his speed :see Movement in the 4amemastering chapter for details;. The character will gain a 9( bonus to )onstitution checks made to continue running. Dnce the effect fades, the character will be nauseated for !d@9! hours :#ortitude save 0) .2 for half;. The character will be unable to sleep, rest or undergo any natural means of restoring ability damage or hit points, or regaining spent chakra, power points or spells for '@ hours from the time he consumes the soldier pill. The effects of the soldier pill do not stack, and do not refresh the effects. f the character is knocked unconscious for . or more hours, the effect immediately fades, and the character becomes nauseated :see above;. Sen&e Ta!let: These small blue pills are often used during prolonged guard duty and allow one to remain conscious longer while e*ponentially increasing oneFs senses over time. #or .d(9. hours, the character gains a 9. bonus to &isten, /earch, /pot and /urvival checks and a 9( bonus to saving throws made to resist sleep effects. The bonus to &isten, /earch, /pot and /urvival checks increases by 9. every hour after the first spent under the effects of the drug. f a character is able to sense chakra, the radius of his ability will be increased by one-half time while the tabletFs effect last. Dnce the effects fade, the character will suffer .d! points of temporary 6isdom damage as well will be nauseated for for . hour :#ortitude save 0) .= negates nausea;. The nausea can be countered by ingesting another tablet. 0oing so increases the effect of the nausea by ! hours for every consecutive tablet ingested, and the wisdom damage dealt by .. 8very hour spent under the drug keeps increasing the bonus to checks by 9., up to 9.". The penalty, however, does not cap out. f the 6isdom damage taken when the effect fades is higher than the characterFs normal 6isdom score, it must make a save against massive damage to avoid overdosing and suffering normal effects of massive damage. /ense Tablets are sold in package of 2, are illegal and often offered as a street drug. A character under the effects of a /ense Tablet is usually more keen to use violent methods, and becomes increasingly irritating as time passes.
Ser0i#e&
These services are provided by e*perts in their fields. Hirin$ S%ino!i: /ee the section on hiring nin+a in the Nuests and 8vents chapter. Seal Slot&: /eal slots allow enhancement seals to be added to a weapon or armor. Seale. Item&: n addition to the fee, 9! per seal category, some craftsmen also add a fee depending on the general skill of the person to craft it :9. to the purchase 0) per ( levels of the craftsman;.
Weapon&
6eapons are described by a number of statistics, as shown on Table <-!G 6eapons. %ro+ectile weapons and thrown weaponFs 7ate of #ire and Magazine entry are missing from the table, but can be found in the weaponFs description. 'ama$e: The damage the weapon deals on a successful hit. Criti#al: The threat range for a critical hit. f the threat is confirmed, a weapon deals double damage on a critical hit :roll damage twice, as if hitting the target two times;. 'ama$e T1pe: 6eapon damage is classified according to typeG ballistic :any firearm;, bludgeoning :weapons with a blunt striking surface;, energy :of a specific type;, piercing :weapons with a sharp point;, and slashing :weapons with an edged blade;. /ome creatures or characters may be resistant or immune to some forms of damage :see $amage re$uction;. Ran$e In#rement: 6eapons that are designed to be thrown and pro+ectile weapons can be used to make ranged attacks. 7anged weapons have a ma*imum range increment of .", e*cept for thrown weapons which have five range increments instead of ten. Any attack at less than the given range increment is not penalized for range. 3owever, each full range increment causes a cumulative 1! penalty on the attack roll. Size: /ize categories for weapons and other ob+ects are defined differently from the size categories for creatures. The relationship between a weapon5s size and that of its wielder defines whether it can be used one-handed, if it re$uires two hands, and if it5s a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A &arge weapon re$uires two hands. A /mall or smaller weapon is considered a light weapon. t can be used one-handed and, as a light weapon, is easier to use in a character5s off hand. All weapons shown on Table <-!G 6eapons are made for a Medium-sized character. Wei$%t: This column gives the weapon5s weight. ncreasing the weaponFs size category one step doubles its weight, and decreasing it halves it. Pur#%a&e 'C: This is the purchase 0) for a 6ealth check to ac$uire the weapon. Re&tri#tion: The restriction rating for the weapon, if any, and the appropriate black market purchase 0) modifier. 7emember to apply this modifier to the purchase 0) when
making a 6ealth check to ac$uire the weapon on the black market. C%an$in$ Weapon Size& an. Weapon 'ama$e The following weapons are sized for a Medium-size character, although this might not reflect the actual size of the weapon. ncreasing and decreasing the weapon size will also change the damage the weapon deals, following the standard progression of damage below.
E7ample Weapon 8'ama$e9 Throwing ,eedle :.; /huriken :.d'; Aunai :.d(; )hisa-gatana :.d@; 0aikunai :.d=; Aatana :.d."; Aanabo :.d.!; &ong Aatana :!d@; #ullblade :!d=; 3ine 'iminuti0e . . .d! .d! .d' .d' .d( .d( .d@ .d( .d@ .d( .d@ Tin1 . .d! .d' .d( .d@ .d= .d= .d= Creature Si0e Small Me.ium )ar$e Hu$e Gar$antuan Colo&&al . .d! .d' .d( .d@ .d! .d' .d( .d@ .d= !d@ .d' .d( .d@ .d= !d@ 'd@ .d( .d@ .d= !d@ 'd@ (d@ .d@ .d= !d@ 'd@ (d@ @d@ .d= .d." !d= 'd= (d= @d= .d." .d.! 'd@ (d@ @d@ =d@ .d." !d@ 'd@ (d@ @d@ =d@ .d." !d= 'd= (d= @d= =d=
The weapon size is not the same size as the ob+ect, but weapons of varying sizes deal different damage. Esing an innapropriately sized weapon can have some conse$uences, as below. Inappropriately Si0e$ !eapons A character cannot make the best use of a weapon that isnFt properly sized for its size category. t takes a cumulative -! penalty to attack rolls for each size category difference. 6hether a weapon is considered a light weapon is altered by one step per size category of difference between the weaponFs size and the size of the character wielding it.
TA()E *+:: WEAP NS
Weapon 2n"ancement Seals Minor seal /uperior seal 4reater seal 8pic seal &egendary seal
'ama$e Criti#al
Ran$e Wei$%t Size Pur#%a&e Re&tri#tion 'C In#rement ." ." ." ." '" ".2 lb. . lb. ! lb. ..2 lb. ( lb. ".2 lb. . lb. ! lb. . lb. ! lb. ! lb. /mall Med /mall /mall Med /mall Tiny Med /mall /mall Tiny 9!; 9(; 9@; 9=; 9."; < < ? = .. ' ! 2 @ = ( 9. :⁣ 9! :7es; 9! :7es; 9' :Mil; 9' :Mil; 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣
Nin"a Weapon& 8require t%e Nin Weapon Pro/i#ien#1 /eat9 .d( !" /lashing >attle wire; .d( !" /lashing >attle wire, long; .d'O !"O >ludgeoning )hakra gantlets; .d@ .?-!" /lashing )hisa-gatana; 0aikunai .d= .?-!" %iercing .O !" %iercing >lowgun; 0arts :2; %iercing .d= .?-!" /lashing #uuma shuriken; /pecial /ee te*t 4arrote wire; .d( !" 3and crossbow; >olts :!"; %iercing
Anuckle blade; Aama Aodachi Aunai :2; Ausari-gama; ,in+a-to :or )hokuto; ,unchaku /huriken :2;; /word-cane; Tessen; Throwing knife :2;; Throwing needle :.";
O !" /lashing .d@ !" /lashing .d@ !" /lashing .d( .?-!" %iercing .d@B.d( !" /lashing and >ludgeoning .d= .?-!" /lashing .d@ !" >ludgeoning .d' !" %iercing .d@ .=-!" %iercing .d( !" >ludgeoning .d( .?-!" %iercing . !" %iercing
".2 lb. ! lb. !.2 lb. ! lb. ! lb. ' lb. ! lb. . lb. ! lb. ..2 lb. ! lb. . lb.
Tiny /mall /mall Tiny &arge Med /mall Tiny Med /mall Tiny Tiny Med /mall Tiny &arge 3uge &arge &arge Med &arge &arge /mall &arge &arge Med /mall /mall Tiny /mall &arge Med
Ar#%ai# Weapon& 8require& t%e Ar#%ai# Weapon& Pro/i#ien#1 /eat9 >attlea*e .d= !"B*' /lashing < lb. .d@ .?-!" /lashing ..2 lb. )hisa-gatana; 0agger .d( .?-!" %iercing ." . lb. 0aikyuu; .d= !"B*' %iercing .!" ' lb. Arrows :!"; ' lb. .?-!" /lashing !' lb. #ullblade :non-proficient;; !d= 4reatbow; .d." !"B*' %iercing =" ." lb. Arrows :!"; ' lb. 4reatsword !d@ .?-!" /lashing ? lb. 3ankyuu; .d@ !"B*' %iercing ."" ! lb. Arrows :!"; ' lb. Aanabo .d.! !"B*' >ludgeoning < lb. .d." .?-!" /lashing @ lb. Aatana :two-handed;; Aodachi .d@ !" /lashing !.2 lb. !d@ .?-!" /lashing ? lb. &arge katana; .d." !"B*' /lashing .! lb. ,aginata; .d@ .=-!" /lashing ' lb. /abre; /hortsword .d@ .?-!" %iercing ! lb. Throwing a*e .d@ !" /lashing ." ! lb. .d( .?-!" %iercing ." ! lb. Throwing knife :2;; 6akizashi .d@ .?-!" /lashing ..2 lb. .d= !" >ludgeoning @ lb. 6ar #an; 6arhammer .d= !"B*' >ludgeoning @ lb.
E7oti# Weapon& 8require& t%e E7oti# Melee2 3irearm& or Ran$e. Weapon& Pro/i#ien#1 /eat9 0aigama .d." !"B*' %iercing and 2 lb. Med .. 9. :⁣ /lashing .d." .=-!" /lashing ? lb. &arge .( 9. :⁣ 0ouble katana; !d= .?-!" /lashing !' lb. 3uge 9. :⁣ #ullblade :proficient;; .( .d."B.d( .?-!" /lashing <.2 lb. &arge .' 9. :⁣ 3ansori; 3ooksword .d= !"B*' /lashing ( lb. Med .! 9. :⁣ .d." .?-!" /lashing @ lb. &arge .! 9. :⁣ Aatana :one-handed;; Aunai, curved .d( .=-!" /lashing 2 ".2 lb. Tiny ( .d= .?-!" %iercing and ." ! lb. Med ." 9. :⁣ &arge shuriken :';; /lashing .d= !" >ludgeoning = lb. &arge ." Mancatcher; /cythe !d( *( %iercing and .! lb. &arge = /lashing /cythe, hand .d." *' %iercing and @ lb. Med .' /lashing . !" %iercing . lb. /mall < /huko and ashiko;
.d.!
.2 .2 ' (
9. :⁣ 9. :⁣
Simple Weapon& 8require& t%e Simple Weapon& Pro/i#ien#1 /eat9 .d@B.d@ !" >ludgeoning Nuarterstaff; Throwing spear .d@ !" %iercing '"
3 See -eapon $escription for $etails4
Weapon 'e&#ription&
The weapons described below have special benefits other than the characteristics mentioned above. En%an#ement Seal&: n addition to the fee, 9! per seal category, some craftsmen also add a fee depending on the general skill of the person to craft it :9. to the purchase 0) per ( levels of the craftsman;. (attle Wire: The battle wire is a leather glove outfitted with a thick metal plate on the back of the hand. 8ach finger, thumb included, holds a hollow iron ring which contains coiled wire and a release mechanism triggered with the release of chakra. This weapon grants the wielder a 9! e$uipment bonus to Tai+utsu checks made to enter the Kousen +yu stance, and grants the wearer a 9! bonus to make a disarm attempt without risk of being disarmed. The battle wire is limited to ' range increments :'" feet ma*imum range;, and can hold weapon seals normally. Attacking with the battle wire is a ranged attack, and it cannot be used as a melee weapon. The wearer adds his 0e*terity modifier to damage rolls with the battle wire, and the wearer can still deliver unarmed attacks normally while the wires are not deployed. The battle wire can be used in two-weapon fighting with another battle wire, using two ranged weapons of the same type, and the wielder adds his 0e*terity modifier to attack and damage rolls with the battle wire. Dff-hand attacks only gain half the wielderFs 0e*terity modifier to damage rolls. Dutside of the Kousen +yu tai+utsu stance, the battle wire cannot be used as a weapon and is a simple leather gauntlet. (attle Wire2 )on$: This type of battle wire does not re$uire additional proficiency and deals the same damage as a normal battle wire, but is limited to ( range increments rather than ' :(" feet ma*imum range;. The long battle wire is a Medium weapon. (lo<$un: This simple bamboo blowgun can be used to deliver poisons of the n+ury type :see Craft C"emical for more details;. This weapon cannot be used if the wielder cannot use his mouth :e.g. character is gagged;. A blowgun can hold one dart.
C%a-ra Gauntlet: These heavy, metal-plated gauntlets do not improve or impair unarmed strikes, but allow the wielder to deal lethal damage with unarmed attacks. The gauntlets cannot be worn with brass knuckles, shiko and ashiko, knuckle blades or similar weapons. The damage and critical statistics provided are for a character untrained with unarmed attacks. The wielder suffers a -! penalty to meet perform re$uirements for techni$ues with 3and /eals or 3alf seals components. C%i&a+$atana: This weapon can be wielded with two hands to deliver additional damage even though it it /mall. The chisa-gatana is typically the weapon of choice for assassins, A,>E and hunter-nin. 'ai$ama: The daigama is a cross between a scythe and a shortspear. t deals both slashing and piercing damage. The blade e*tends at a (" degree angle rather than ?" degrees, which makes it ideal for sweeping strikes. t gives the wielder a 9! bonus to trip attempts. 'ai-unai: The wielder gains a 9! e$uipment bonus to checks made to resist being disarmed. 'ai-1uu: This weapon can be loaded or reloaded as part of the firing process, which re$uires no additional action. The wielder applies his /trength score to damage rolls with this weapon :ma*imum 9(;. The +apanese longbow has a rate of fire of ., meaning that it cannot fire two shots with one attack even with feats that would normally allow it. 'ou!le -atana: This weapon is very similar to the Aatana, e*cept that two blades in parallel are producing from the hilt, with around three $uarters of an inch space in between them. t is said to deliver blows that are very hard to treat. f a character is wounded by a double katana, the 0) to restore hit points and stabilize with the treat in+ury skill is increased by 2 for !( hours. Enlike the katana, the double katana does not count as a Medium-sized weapon for the purpose of two-weapon fighting. 3ull!la.e: This weapon is an enormous sword that re$uires great skill to be used properly. The wielder takes a -! penalty to attack rolls from using an improperly-sized weapon unless he takes the 8*otic Melee 6eapon %roficiency feat for the fullblade. The Monkey 4rip feat does not allow the wielder to use this weapon one-handed, but allows a larger or oversized fullblade to be used at a -! penalty. The wielder is only considered proficient in the fullblade if he takes the 8*otic Melee 6eapon %roficiency
feat. 3uuma S%uri-en: The weapon can be collapsed to reduce the size category by ., although its damage die is reduced by one die size :.d= to .d@;. Garrote Wire: At any time the wielder would catch a foe defenseless :a creature who has been denied her de*terity bonus to defense;, he may attempt a grapple check with a 9( bonus to attempt strangulation. Ese standard /trangulation and 4rapple rules. Great!o<: The +apanese greatbow is used at shorter range to deliver deadlier attack. The wielder adds his /trength modifier to damage rolls. t otherwise functions the same as a daikyuu. Han. Cro&&!o<: Pou can draw a hand crossbow back manually. &oading a hand crossbow is a move action that provokes attacks of opportunity. Han-1uu: The wielder does not add his /trength modifier to damage rolls. The hankyuu otherwise functions the same as daikyuu. Han&ori: Also called a shackle-blade, this special katana has a short chain attached to the very tip of its hilt that can be used as a spike$ c"ain that deals .d( points of damage. The "ansori can be used as a double weapon- both heads of the weapon can be used on different opponents. Esing the "ansori as a double weapon counts as though the wielder was using a small weapon in his off-hand. A character proficient in the use of the 3ansori is not automatically proficient in either the Aatana or the /piked )hain. A "ansori can be wielded either one-handed or two-handed, as would a katana. Hoo-&<or.: The hooksword grants a 9! bonus to opposed attack rolls to make disarm attempts and can be used to make a trip attack. f the wielder is tripped during the attempt, he can drop the hooksword to avoid being tripped. 4atana: To wield a katana proficiently one handed, one must have the 2/otic 5elee !eapon Proficiency feat with the katana, otherwise it can be wielded two-handed as an archaic weapon. 4nu#-le (la.e: This weapon allows the user to deal lethal slashing damage with his unarmed attack while still keeping the same damage he would normally do. This does not apply to damage bonus gained from the bra-l feat tree and would deal the standard .d' point of damage, though this time slashing damage. #eats and abilities like -eapon focus can be applied to this weapon whether they are originally for Knuckle Bla$es or unarmed attacks, but they donFt stack if taken for both. 6hile fighting using a knuckle blade, the character does not benefit from critical range or modifier increase that applies only to unarmed attacks. This does not affect techni$ues
with the kick descriptor. 4o.a#%i: 6hen fighting defensively, the wielder gains an additional 9. bonus to defense per Aodachi he is currently wielding. 4unai: 6hen thrown, the character adds his strength modifier to damage with a kunai. n addition, a character can draw one kunai as a free action if he intends to throw them right away, though he cannot make more attacks than he normally could in a round in this manner. 4unai2 #ur0e.: This oddly shaped kunai is used as a slashing weapon due to its curved end. t can still be thrown, but with a -! penalty to the attack roll. 4u&ari+$ama: This weapon consists of a Kama and a c"ain bound together, and is generally considered e*otic by most nin+a. The wielder can use this weapon either as a chain or as a kama, or as a double weapon, though the weapon focus feat or ability does not grant benefit from its effects unless the feat was selected for a kusari-gama. The kama head of the weapon deals .d@ points of slashing damage, while the chain head deals .d( points of bludgeoning damage. n addition, a Ausari-gama can be used as a reach weapon to attack foes up to ." feet away. Esing the weapon in this manner allows the wielder to make only a single attack as an attack action, and must be withdrawn back to the wielder as a move-e$uivalent action for him to be able to use it again. Esing the weighed-chain part of the weapon allows the wielder to use the weapon as a chain :see e$uipment chapter of the core rulebook for details; even though the proficiencies and bonus abilities do not apply unless they affect the Ausari-gama :and likewise, abilities and proficiencies for the Ausari-gama does not affect either the )hain or the Aama.; 0espite its large size, the wielder may apply the 6eapon #inesse feat to the Ausari-gama. The kusari-gama can be used as a double weapon, though it incurs all the penalties of fighting with a one-handed weapon and a light weapon. )ar$e 4atana: The large katana is a two-handed weapon, unlike the katana, and cannot be wielded one handed unless the wielder has the 5onkey ,rip feat. )ar$e S%uri-en: A large shuriken generally only takes the shape of a throwing star and is simply a much larger version of the traditional shuriken. 6hen thrown, the character adds his /trength modifier to damage with a large shuriken. The character cannot substitute this weapon when a techni$ue or ability calls for a shuriken attack unless specified otherwise. Attacking with a large shuriken in melee is possible, but the wielder takes a -( penalty to attack rolls. The large shuriken does not count as ammunition for the purpose of drawing them or
what happens after they are thrown, but rather only for the purpose of crafting them or applying enhancement seals to them. Man#at#%er: This weapon resembles a pole mounted with a E-shaped head and is used to capture and hinder. The wielder can make trip attempts with this weapon, as well as grapple attempts if the target is ad+acent to a larger ob+ect or prone, at a 9! bonus. 0uring a pin, the wielder can make a grapple check to deal weapon damage instead of unarmed damage. The mancatcher is a reach weapon and as such, the wielder can attack foes with a ."-feet reach, but not ad+acent enemies with it. Na$inata: This spear-like weapon is commonly used by warriors and monks, and is a reach weapon. As such, the wielder can attack foes with a ."-feet reach, but not ad+acent enemies with it. Nin"a+to 8or C%o-uto9: The sheath of a ,in+a-to can be used to conceal 2 throwing needles :with no check re$uired, spot 0) .2;, and as scuba gear to swim close to the surface :or crawl at the bottom of a small fish pond;, or blowpipe for powders and poisons. 6ithout the special sheath, this weapon is referred to as a c"okuto. Quarter&ta//: The $uarter staff can be used to strike with either end of a $uarterstaff, allowing one to take full advantage of openings in an opponent5s defenses. A $uarterstaff is a double weapon. t can be used to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you are using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as a &arge creature using a $uarterstaff, can5t use it as a double weapon. Sa!re: The wielder gains a 9( bonus to opposed checks to avoid being disarmed. S%u-o an. A&%i-o: This weapon adds a 9. piercing damage bonus to the wielderFs unarmed strike, in addition to making the userFs unarmed attack count as armed and deal lethal damage. 6hile the user wields s"uko an$ as"iko, he can freely perform hand seals and hold ob+ects, and gain a 9! bonus to )limb checks. Dnce worn, /huko and Ashiko already affect both arm and legs, and thus cannot be used in pairs unless one possess more than one pair of each limbs. The wielder cannot be disarmed of a shuko and ashiko. S%uri-en: A shuriken can be anything, from throwing stars to small blades. 6hen thrown, the character adds his strength modifier to damage with a shuriken. The shuriken count as ammunition for the purpose of drawing them, crafting them or applying enhancement seals to them, and what happens after they are thrown.
S<or.+#ane: The sword-cane is a lightweight weapon concealed in the shaft of a walking stick or umbrella. t is always considered concealed, and is only noticed with a /pot check :0) .=;. The walking stick or umbrella is not concealed, only the blade within. Te&&en: This weapon comes in two versionsG the tessen, which can be collapsed one size category :though the damage is also reduced . die size; and the gunbai, a non-folding versions used to by samurai to communicate with their troops. T%ro<in$ 4ni/e: This throwing knife is ideal for making precise throws but poorly balanced for melee combat. Melee attacks with a throwing knife are made at a 1( penalty. 6hen throwing, the character adds his strength modifier to damage. The throwing knife count as ammunition for the purpose crafting them or applying enhancement seals to them, and what happens after they are thrown, but must be drawn normally. T%ro<in$ Nee.le: 6hen taking a full-attack action using only throwing needles as weapon, the wielder also gains an additional attack at his highest attack bonus with a 12 penalty during this round, though all attacks :including the additional attack; suffer a 1! penalty to attack rolls. This does not stack with other similar abilities, such as 7apid /hot. n addition, a character can draw up to four throwing needles as a free action if he intends to throw them right away, though he cannot make more attacks than he normally could in a round in this manner. A character doesnFt add his strength modifier to damage with throwing needles. T%ro<in$ Spear: >ecause it isnFt designed to be used in melee, and the wielder is treated as nonproficient and takes a 1( penalty to attack rolls when using a throwing spear as a melee weapon. T<o+!la.e. S<or.: The two-bladed sword is a double weapon, and can be used to fight as if fighting with two weapons. 0oing so imposes normal penalties to attack rolls as if fighting with a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand cannot use it as a double weapon. War 3an: This weapon comes in two varietiesG one which can be collapsed lapsed one size category smaller :thus reducing its damage by one die size; and another, non-folding version called a battle gunbai, smaller versions of which are used by samurai to communicate with their troops.
E7plo&i0e&
The e*plosives described below are all shinobi-grade, high-$uality e*plosives that re$uire a license to possess and are illegal to purchase or craft for non-authorized shinobi and civilians.
'ama$e5'ire#t Hit 'ama$e: The primary damage dealt by the weapon. #or e*plosives, the 0amage column shows the damage dealt to all creatures within the e*plosive5s burst radius. #or splash weapons, the 0irect 3it 0amage column is used for a target directly struck by the weapon. (ur&t Ra.iu&5Spla&% 'ama$e: #or e*plosives, the burst radius is the area affected by the e*plosive. All creatures or ob+ects within the burst radius take damage from the e*plosive. #or splash weapons, all creatures within 2 feet of the weapon5s impact point take splash damage e$ual to the amount shown in this column. 'ama$e T1pe: 0amage from e*plosives and splash weapons is classified according to typeG energy :of a specific type; or slashing. /ome creatures or characters may be resistant or immune to some forms of damage. Criti#al: The threat range for a critical hit. f the threat is confirmed, a weapon deals double damage on a critical hit :roll damage twice, as if hitting the target two times;. Re/le7 'C: Any creature caught within the burst radius of an e*plosive may make a 7efle* save against the 0) given in this column for half damage. Ran$e In#rement: f the weapon can be thrown, its range increment is shown in this column. 8*plosives with no range increment must be set in place before being detonated. :/ee the 0emolitions skill; Size: /ize categories for weapons and other ob+ects are defined differently from the size categories for creatures. Wei$%t: This column gives the weapon5s weight. Pur#%a&e 'C: This is the purchase 0) for a 6ealth check to ac$uire the weapon. This number reflects the base price and doesn5t include any modifier for purchasing the weapon on the black market. Re&tri#tion: The restriction rating for the weapon, if any, and the appropriate black market purchase 0) modifier. 7emember to apply this modifier to the purchase 0) when making a 6ealth check to ac$uire the weapon on the black market.
TA()E *+=: E>P) SIVES
E7plo&i0e ce >omb %aper >ombs #irecracker tags; &esser /uperior 4reater Trap note /ealing tag /moke >omb 3igh-powered %oisoned /unburst tag
'ama$e 'ama$e (ur&t Re/le7 Ran$e Wei$%t Size Pur#%a&e Re&tri#tion T1pe Ra.iu& 'C In#rement 'C (d@ )old and ." ft. .2 !" feet ".2 lb. Tiny .! 9! :7es; piercing !d@ #ire !d@ #ire (d@ #ire @d@ #ire (d@ #ire /ee te*t /ee te*t /ee te*t /ee te*t /ee te*t .2 " lb. ." ft. .2 " lb. ." ft. .2 " lb. ." ft. .= " lb. ." ft. .2 " lb. " lb. /ee te*t ." feet /ee te*t ." feet /ee te*t /ee te*t ." feet /ee te*t .2 ft. /ee te*t " lb. Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny 2 @ .! .2 .' .2 ( = /ee te*t .! 9. :⁣ 9. :⁣ 9! :7es; 9' :Mil; 9! :7es; 9' :Mil; 9. :⁣ 9! :7es; 9' :Mil; 9! :7es;
Hi$%+po<ere. Smo-e (om!: This smoke bombs functions like its normal counterpart, e*cept the initial burst fills all s$uares within ." feet with smoke. The smoke cloud spread increases by 2 feet per round for the ne*t ' rounds, up to !2 feet. 3igh-powered
smoke bombs are sold in packs of !. I#e (om!: This device is a small sphere holding a li$uid that, once it makes contact with o*ygen, creates a zone of sharp ice spikes. The spikes can provide cover, but will melt after .d( minutes :or .d( rounds if the ambient temperature is greater than 2" degree #ahrenheit;. An ice bomb can also be used on water. The %urchase 0) given is for a pack of ' ice bombs. Paper (om!: These small pieces of papers have been covered in sealing arrays and are also known as e*ploding notes or e*ploding tags. They are by far the most common e*plosive used by shinobi due to the ease with which they can be carried and concealed. Most paper bombs are covered in a sticky substance, enabling them to be attached to ob+ects easily. As such, there are several methods of delivery- the typical delivery for e*ploding tags is to set them on a surface and detonate them when one or more enemy passes nearby. 3owever, it is also possible to attach a paper bomb to a creature with a successful grapple check- should the maneuver succeed, the target does not get a save. The character can also wrap the paper bomb around a thrown weapon and throw it at an enemy, then set it off- on a successful attack roll, the enemy takes a 1( penalty to its save against the detonation. There are several types of paper bombs, as described below. (esser' A lesser paper bomb must first be charged before it can detonate, re$uiring a move action and a )hakra )ontrol check :0) ." 9 . per charge;. The first charge costs no chakra and enables the paper bomb to be set off to deal !d@ damage, but each charge afterwards costs . chakra and increases the damage by 9.d@ :ma*imum 2 charges, or @d@ damage;. The damage is halved on a successful 7efle* save. A paper bomb remains charged for . minute per character level afterwards, and can be set off to detonate as an instant action. #urthermore, a delay component can added to delay the detonation when it is set off by up to . minute, increasing the difficulty to charge the tag by 92. Additional paper bombs can be linked together, provided the linked bomb is within ." feet of another paper bomb charged by the character, so that when one paper bomb is set off, all linked bombs are as well. &inking a paper bomb re$uires an attack action and a paper bomb with at least . charge, and increases damage by 9. charge, which can e*ceed the normal ma*imum of 2 charges, and the blast radius by 2 feet :ma*imum '" feet;. The character can link . bomb per level together, and only bombs of the same type can be linked. The link is broken when a paper bomb is moved, removed or loses its charge, effectively making the link impossible unless the paper bombs are set in place. A paper bomb can only be set off by a character with the same chakra signature as the one who charged it, and within 2" feet of the bomb. Superior' A superior paper bomb deals increased damage on the initial charge, increasing
by 9.d@ per charge :ma*imum 2 charges and =d@ damage;. The check difficulty to charge a superior paper bomb is 0) .2 9 . per charge. Aditionally, linked paper bombs can increase the blast radius to (" feet. ,reater' A greater paper bomb deals increased damage on the initial charge and can hold up to 2 charges, dealing a ma*imum of ."d@ damage. The check difficulty to charge a greater paper bomb is 0) !" 9 . per charge, and linked bombs can increase the blast radius to 2" feet. rap Note' A trap note functions like a superior paper bomb, but it cannot be set to a delayed e*plosion. 3owever, the trap note immediately e*plodes when damaged or removed. A trap note that suffers fire damage greater than . per charge is destroyed before it can e*plode, unless it is linked to the trap note that dealt the damage. Any linked trap note will trigger the rest if it is set off, damaged or removed. 6irecracker' This smaller paper bomb is not commonly found in a nin+aFs inventory and are normally used for training. t functions like a lesser paper bomb, but has a smaller blast radius and cannot be linked. A single firecracker deals . damage, halved on a successful 7efle* save. 3owever, 2 firecrackers can be charged at once and set off in close pro*imity. 6hen used in that way, the firecrackers function as a lesser paper bomb with a smaller radius. )harging a single firecracker costs no chakra and re$uires a 0) 2 check, but charging multiple firecrackers is done as with the lesser paper bomb. The purchase 0) given is for 2 firecrackers. Poi&one. Smo-e (om!: A poisoned smoke bomb functions like a normal smoke bomb, but also delivers an inhaled or contact poison that was used in its creation. The effects of the poison are unchanged, but the save difficulty is reduced by '. The price of a poisoned smoke bomb is e$ual to the cost of a smoke bomb plus ! doses of the poison used. %oisoned smoke bombs are sold individually, and weigh in at 2 to the pound. Sealin$ Ta$: This tag can only be applied on a helpless creature or by succeeding a grapple attempt and pin, and must be charged with a )hakra )ontrol check :0) !";. The sealing tag can be activated as a swift action within ." feet and seals the creatureFs ability to use any )hakra )ontrol, 4en+utsu and ,in+utsu techni$ue, imposing a -'" penalty to meet the perform re$uirements and to checks made to use chakra-activated ob+ects, such as e*ploding tags. The effects last for . week or until the tag is removed. Dnce removed after activation, the tag crumbles to dust. A sealing tag reduces the targetFs chakra aura by ! steps :minimum faint, see /ense )hakra for details;. Smo-e (om!: A popular nin+a tool that has been used since the old days to create a diversion and allow escape or simply conceal oneFs self. Dn the round when it is thrown, a smoke bomb fills the four s$uares around it with smoke.
Dn the following round, it fills all s$uares within ." feet, and on the third round it fills all s$uares within .2 feet. The smoke obscures all sight, including the darkvision ability. Any creature within the area has total concealment :attacks suffer a 2"Q miss chance, and the attacker can5t use sight to locate the target;. t disperses after ." rounds, though a moderate wind :..9 mph; disperses the smoke in ( rounds and a strong wind :!.9 mph; disperses it in . round. /moke bombs are available in several colors, including white, red, yellow, green, and purple. As such, they can also be used as signal devices. /moke >ombs are sold individually, and weigh around ?" grams each :2 to the pound;. Sun!ur&t Ta$: A sunburst tag is similar to a paper bomb, but releases a burst of stunningly bright light. The sunburst tag can be charged with a )hakra )ontrol check :0) .2;, and detonated as a swift action within 2" feet. The resulting burst of light forces creatures to make a #ortitude save :0) .2; or be dazed .d( rounds. >lind or creatures devoid of vision are immune to this effect. The purchase 0) given is for a pack of ( sunburst tags.
S%ino!i 'ru$&
Among village secrets are shinobi drugs, a sort of mystical, permanent performanceenhancing drug that often radically changes whoever uses them physiologically. The price of shinobi drugs may vary from supplier to supplier because it is very difficult ade$uately price. They are, however, very rare and difficult to come by. Pur#%a&e 'C: This is the purchase 0) for a 6ealth check to ac$uire the item. This number reflects the base price and doesn5t include any modifier for purchasing the item on the black market. Re&tri#tion: The restriction rating for the ob+ect, if any, and the appropriate black market purchase 0) modifier. 7emember to apply this modifier to the purchase 0) when making a 6ealth check to ac$uire the item on the black market.
TA()E *+?: SHIN (I 'RUGS
S%ino!i 'ru$ .kimic"i 6oo$ Pills 4reen Pellow 7ed >lackweed 8li*ir )hakra 4rowth C"arisma*en"ancing 1rug >-)lass A-)lass /-)lass Constitution*en"ancing 1rug >-)lass A-)lass /-)lass 0eath 4od %ill
Re&tri#tion 9( : ll; 9( : ll; 9( : ll; 9( : ll; 9! :7es; 9! :7es; 9' :Mil; 9( : ll; 9! :7es; 9' :Mil; 9( : ll; 9( : ll;
1e/terity*en"ancing 1rug >-)lass A-)lass /-)lass #ireseed 8*tract Intelligence*en"ancing 1rug >-)lass A-)lass /-)lass &otus 8*tract 5uscle ,ro-t" Type Type ,evoa nfusion Strengt"*en"ancing 1rug >-)lass A-)lass /-)lass /wiftwind 8li*ir Tengu 8li*ir Tosha &i$uor !is$om*en"ancing 1rug >-)lass A-)lass /-)lass
'" '< (2 '" '" '< (2 != !" !! != '" '< (2 !2 != != '" '< (2
9! :7es; 9' :Mil; 9( : ll; 9( : ll; 9! :7es; 9' :Mil; 9( : ll; 9' :Mil; 9! :7es; 9' :Mil; 9' :Mil; 9! :7es; 9' :Mil; 9( : ll; 9' :Mil; 9' :Mil; 9' :Mil; 9! :7es; 9' :Mil; 9( : ll;
A-imi#%i 3oo. Pill: These pills are created only by the Akimichi clan of Aonoha, and anyone found selling or crafting those pills is $uickly vanished with e*treme pre+udice. A character without the Akimichi Toughness feat will die one round after ingesting an akimichi food pill of any type, unless it succeeds a #ortitude save :0) '"; every round while its effect last. ,reen' The green food pill grants the character a 9! bonus attack and weapon damage rolls, a 9( bonus to opposed disarm, trip, grapple, bullrush or overrun checks and )limb, Hump and /wim checks, as well as 9." temporary chakra for . minute. After . minute, the character becomes stunned from the pain for . round, and suffers 'd@ points of damage from the pain :#ortitude 0) .= half; as well as .d( points of temporary )onstitution damage. 7ello-' The yellow food pill increases the bonus attack and weapon damage rolls to 9', the bonus to opposed disarm, trip, grapple, bullrush, overrun, )limb, Hump and /wim checks to 9@, and 9!" temporary chakra for 2 rounds. After 2 rounds, the character becomes stunned from the pain for . round and suffers 2d@ points of damage :#ortitude 0) !" half; as well as 'd@ points of chakra coils damage. The yellow food pill can only be taken after the green food pill, while it is still in effect by itself, it is useless :and harmless;. The duration of any previously ingested akimichi food pill is refreshed and increased by 2 rounds. +e$' The red food pill grants the character 92" temporary chakra for ' rounds. Additionally, the character will not die or fall unconscious, regardless of how many hit points it loses for as long as the effect lastsstandard effects of losing an e*cessive amount of hit points :for e*ample, death; resume after the effect fades. After ' rounds, the character becomes stunned by the pain for . round and will start gaining . negative level per round for !d@ rounds afterwards, up to half of which will
become permanent after !( hours unless the character succeeds a #ortitude save :0) !2;. The red food pill can only be taken after the yellow food pill, while it is still in effectby itself, it is useless :and harmless;. A manifestation of the characterFs chakra :such as a blaze of chakra surrounding him, or translucent wings; will be present for the duration of the effect. (la#-<ee. Eli7ir: The character gains the ability to learn and perform 6uinjutsu techni$ues without penalty. C%a-ra Gro<t%: The character gains a 92 bonus to his chakra pool, but suffers a -( penalty to )hakra )ontrol checks to tap his reserves. C%ari&ma+en%an#in$ 'ru$: The )harisma-enhancing drug permanently increases the characterFs )harisma score by a set amount. The drug is sold individually. B*Class' The character gains a 9. inherent bonus to his )harisma score. .*Class' The character gains a 9' inherent bonus to his )harisma score. S*Class' The character gains a 92 inherent bonus to his )harisma score. Con&titution+en%an#in$ 'ru$: The )onstitution-enhancing drug permanently increases the characterFs )onstitution score by a set amount. The drug is sold individually. B*Class' The character gains a 9. inherent bonus to his )onstitution score. .*Class' The character gains a 9' inherent bonus to his )onstitution score. S*Class' The character gains a 92 inherent bonus to his )onstitution score. 'eat% Go. Pill: This drugFs secondary damage only effects to a character without the )ursed /eal template. Any character with the )ursed /eal template gains the )ursed /eal &evel ! ability. 'e7terit1+en%an#in$ 'ru$: The 0e*terity-enhancing drug permanently increases the characterFs 0e*terity score by a set amount. The drug is sold individually. B*Class' The character gains a 9. inherent bonus to his 0e*terity score. .*Class' The character gains a 9' inherent bonus to his 0e*terity score. S*Class' The character gains a 92 inherent bonus to his 0e*terity score. 3ire&ee. E7tra#t: The character gains the /ense )hakra ability :as per shinobi skill;, and his effective level is one-half his character level. f the character already could /ense )hakra, his effective level increases by 2 while doing so. Intelli$en#e+en%an#in$ 'ru$: The ntelligence-enhancing drug permanently increases the characterFs ntelligence score by a set amount. The drug is sold individually. B*Class' The character gains a 9. inherent bonus to his ntelligence score. .*Class' The character gains a 9' inherent bonus to his ntelligence score. S*Class' The character gains a 92 inherent bonus to his ntelligence score. )otu& E7tra#t: The character gains a 9. inherent bonus to ,in+utsu checks and the saving throw difficulty class of his ,in+utsu techni$ues.
Mu&#le Gro<t%: This drug is taken in order to complete /peed or /trength rank ( and 2 training. The drug functions for both speed and strength training. Ne0oa In/u&ion: The character gains a 9! bonus to )hakra )ontrol checks. Stren$t%+en%an#in$ 'ru$: The /trength-enhancing drug permanently increases the characterFs /trength score by a set amount. The drug is sold individually. B*Class' The character gains a 9. inherent bonus to his /trength score. .*Class' The character gains a 9' inherent bonus to his /trength score. S*Class' The character gains a 92 inherent bonus to his /trength score. S<i/t<in. Eli7ir: The character gains a 9. bonus to %erform and &earn checks for all ,in+utsu techni$ues of the Spacetime subtype with the Teleportation descriptor, and is able to learn the following Training techni$ues without penaltiesG S"o$an Kousoku, Ni$an Kousoku, San$an Kousoku, 7on$an Kousoku and ,o$an Kousoku. Ten$u Eli7ir: The character gains a 9. inherent bonus to Tai+utsu checks and saving throw difficulty class of his Tai+utsu techni$ues. To&%a )iquor: The character gains a 9. inherent bonus to 4en+utsu checks and the ssaving throw difficulty class of his 4en+utsu techni$ues. Wi&.om+en%an#in$ 'ru$: The 6isdom-enhancing drug permanently increases the characterFs 6isdom score by a set amount. The drug is sold individually. B*Class' The character gains a 9. inherent bonus to his 6isdom score. .*Class' The character gains a 9' inherent bonus to his 6isdom score. S*Class' The character gains a 92 inherent bonus to his 6isdom score.
Armor&
The suits of armor described below are not all restricted to shinobi, but not generally available to the public. T1pe: Armor comes in four typesG archaic, impromptu, concealable, and tactical. Archaic armor is old-fashioned armor, such as medieval chainmail and plate mail. mpromptu armor includes items that provide protection even though they weren5t designed for that purpose, such as leather biker5s +ackets and football pads. )oncealable armor is modern body armor designed to fit underneath regular clothing. t can be worn for e*tended periods of time without fatiguing the wearer. Tactical armor is modern body armor that fits over clothing and can5t be easily concealed. ts weight and bulk make it impractical to wear all the time, and it5s generally only donned when a specific dangerous confrontation is likely. >ecause it5s worn over clothing in tactical situations, tactical armor often has pockets, clips, and velcro attachment points for carrying weapons, grenades, ammunition, flashlights, first aid kits, and other items. Equipment (onu&: The protective value of the armor. This bonus adds to the wearer5s 0efense.
Nonpro/i#ient (onu&: The ma*imum amount of the armor5s e$uipment bonus that can be applied to the wearer5s 0efense if the wearer is using armor with which he or she isn5t proficient :doesn5t have the appropriate feat;. Ma7imum 'e7 (onu&: This number is the ma*imum 0e*terity bonus to 0efense that this type of armor allows. 3eavier armor limits mobility, reducing a character5s ability to avoid attacks. 8ven if A character5s 0e*terity bonus drops to 9" because of armor, the character are not considered to have lost his or her 0e*terity bonus. Armor Penalt1: The heavier or bulkier the armor, the more it affects certain skills. This penalty applies to checks involving the following skillsG >alance, )limb, 8scape Artist, 3ide, Hump, Move /ilently, and Tumble. Spee. 8=@ /tA9: Medium and heavy armor slows a character down. The number in this column is the character5s speed while in armor, assuming his or her base speed is '" feet :the normal speed for most human beings;. Wei$%t: This column gives the armor5s weight. Pur#%a&e 'C: This is the purchase 0) for a 6ealth check to ac$uire the armor. This number reflects the base price and doesn5t include any modifier for purchasing the armor on the black market. Re&tri#tion: The restriction rating for the armor, if any, and the appropriate black market purchase 0) modifier. 7emember to apply this modifier to the purchase 0) when making a 6ealth check to ac$uire the armor on the black market.
TA()E *+B: ARM RS
Armor 2n"ancement Seals Minor /eal /uperior /eal 4reater /eal 8pic /eal &egendary /eal
T1pe
Armor Nonpro/ Ma7imum Armor Spee. Wei$%t Pur#%a&e Re&tri#tion (onu& (onu& 'e7 (onu& Penalt1 8=@ /eet9 'C Caries Caries Caries Caries Caries 9( 9! 9' 9! 9. 92 92 9< 9< 9@ 9. 9. 9. 9. 9" 9! 9! 9' 9' 9' 9( 92 92 9@ 9< 9! 9' 9. 9! 9' 1! 1" 1! 1. 1" 1! 1( 1@ 12 1( '" '" '" '" '" !" !" !" !" !" !" lb. 2 lb. = lb. < lb. ." lb. (" lb. '" lb. 2" lb. (2 lb. 2" lb. 9!; 9(; 9@; 9=; 9."; .= .! .( ." ." .? !! !' != !2 9. :⁣ 9! :7es; 9! :7es; 9' :Mil; 9' :Mil; 9. :⁣ 9! :7es; 9! :7es; 9. :⁣ 9. :⁣
)i$%t Armor Armored /uit Tactical >attle Cest )oncealable 3eavy Cest Tactical ,in+a Cest Tactical 7einforced /uit mpromptu Me.ium Armor >attle Armor >attlefield Enit Hea01 Armor >attle Armor, heavy D-yoroi /amurai Armor Archaic Tactical Archaic Archaic Tactical
En%an#ement Seal&: n addition to the fee, 9! per seal category, some craftsmen also add a fee depending on the general skill of the person to craft it :9. to the purchase 0)
per ( levels of the craftsman;. Armore. Suit: This suit of armor is includes a tunic, trousers, boots, gauntlets and an armored helmet with a forehead protector plate, all made of thick fabric, leather and chainmail. (attle Armor: This suit of armor is of a very archaic design. The full suit contains an iron breastplate, shin guards, vambraces, tassets, and spaulders. (attle Ve&t: This battle armor is nothing more than simple armor plating bound together, and can easily be concealed under clothing. t is popular in A,>E. Dlder designs may also include either, or both, lamR-styled tassets and spaulders. 6orn this way, the battle vest is considered an archaic armor. (attle/iel. Unit: This suit of armor consists of an armored nin+a vest, shoulder plates and tassets, and an armored helmet with a forehead protector plate. Hea01 (attle Armor: Cery similar to the >attle Armor, the 3eavy >attle Armor is far heavier, and has is complete with spaulders, an apron to cover the thigh and a small helmet. >ecause of the added parts, the armor is made heavier and tends to impede movements. This armor does not include gauntlets. Nin"a Ve&t: This standard flak +acket is worn by chuunin and +ounin shinobi. This armorplated +acket offers the wielder @ pockets that can hold up to one pound of material, and are generally used to hold scrolls. The 3idden Cillages all have different designs for this armor that are easily to differentiate. +1oroi: This armor was worn by samurai long ago and is made almost e*clusively of leather, reinforced in places with small metal or ceramic plates. The full suit consists of a corselet :do-maru, covering the stomach, chest, shoulders, and back;, large rectangular shoulder pieces :sode;, an apron of large plates to cover the thighs and knees :haidate;, a great helmet with a face mask :kabuto;, and shin guards made of metal splints :sune-ate;. 6earing great armor is a badge of honor for samurai, and they frown on anyone else wearing such a suit. Rein/or#e. Suit: This suit of armor consists of little more than reinforced, padded or lined protective clothing and easily passes for normal clothing. The padded armor can be made to resemble any type of clothing outfit, as well as the standard nin+a outfit or fatigues, by increasing the purchase cost by 9!. f made into fatigues or standard nin+a outfits, the armor provides a 9! e$uipment bonus to 3ide checks in the appropriate settings, as normal.
The e$uipment entry for such a suit would say Kreinforced standard nin+a suitK or Kreinforced formal suit.K Samurai Armor: This armor is a modern version of the traditional o*yoroi and is made almost e*clusively of light, reinforced metal plating over a suit of thick protective cloth. Though it affords less protection than the o-yoroi, the samurai armor allows for greater mobility even though it is heavier. The full suit consists of a great helmet and face mask which functions as a rebreather, shoulderplates, chestplate, iron gauntlets and a body suit that doubles as a cold-weather outfit, and provides a 9! bonus to #ortitude saves against cold weather.
Ve%i#le&
Cehicles are described by a number of statistics, as shown on able 8*%' )e"icles. Cre<: The standard number of crew. n most cases, only one person is needed to drive the vehicle- other crew members serve as gunners or copilots. Pa&&en$er&: The number of passengers :in addition to the crew; the vehicle is designed to carry. Cehicles that carry passengers can use that space to carry additional cargo when passengers arenFt present. 8ach unused passenger slot allows the vehicle to carry an additional ."" pounds of cargo. Car$o Capa#it1: The amount of cargo the vehicle is designed to carry. Many vehicles can carry e*tra passengers instead of cargo, but doing so is usually a cramped, uncomfortable, and often unsafe e*perience for those passengers. As a rule of thumb, one additional passenger can be carried for each !2" pounds of unused cargo capacity. Initiati0e: The modifier added to the driverFs or pilotFs initiative check when operating the vehicle. Maneu0er: The modifier added to any 0rive or %ilot checks attempted with the vehicle. Top Spee.: The ma*imum number of s$uares the vehicle can cover in . round at character scale :with the number of s$uares at chase scale in parentheses;. This is the fastest the vehicle can move. 'e/en&e: The vehicleFs 0efense. Har.ne&&: The vehicleFs hardness. /ubtract this number from any damage dealt to the vehicle. Hit Point&: The vehicleFs full normal hit points. Size: Cehicle size categories are defined differently from the size categories for weapons and other ob+ects. Pur#%a&e 'C: This is the purchase 0) for a 6ealth check to ac$uire the vehicle. This number reflects the base price and doesnFt include any modifier for purchasing the vehicle on the black market. Re&tri#tion: The restriction rating for the vehicle, if any, and the appropriate black market purchase 0) modifier. 7emember to apply this modifier to the purchase 0) when making a 6ealth check to ac$uire the vehicle on the black market.
TA()E *+C: VEHIC)ES
Cre< Pa&& Car$o Ci0ilian Car& Mid-size sedan &u*ury sedan /ports coupR . . . ( ( . " . . ' 2 ! 2 ' . '"" lb. '!2 lb. !"" lb. " lb. " lb. " lb.
Top 'e/ Har. HP Size Pur#%a&e Re&tri#tion Spee. 'C 2 2 2 2 2 2 2 2 2 2 2 2 '( '( '! .= !! .= '= '( '( != (" !! 3 3 3 M & M 3 3 3 3 4 & !? '! '" !< !@ !' '( != !< != '! !( 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣ 9. :⁣
-. !@2 :!@; = 9" !=" :!=; = 9" '." :'.; = 9' '2" :'2; ." 9. !<" :!<; ? 9! .@2 :.@; ." -! .(" :.(; = -! .=2 :.?; = -! .<2 :.<; = -! 22 :2; = -( =" :=; @ 9. ."2 :."; ?
Ci0ilian Motor#1#le& 7acing bike . /treet bike . 0irt bike . Ci0ilian Tru#-& /ports utility vehicle Minivan %ickup . . .
.,""" lb. -! '2" lb. -! .,@"" lb. -! !,."" lb. -! !,."" lb. -( @" lb. -.
Ci0ilian Car& Most new civilian cars include such standard features as air bags, antilock brakes, cruise and an AMB#M radio. &u*ury vehicles often also include e*tras such as leather upholstery, and sunroofs. n general, these lu*ury amenities can be added to a nonlu*ury car with an increase of . to the vehicleFs purchase 0). Enless otherwise noted, civilian cars provide three-$uarters cover for their occupants :although passengers who lean out of windows or sunroofs, perhaps to fire weapons, may be reduced to one-half or even one-$uarter cover;. Mi.+&ize &e.an: This vehicle is a generic a four-door sedan. t is two s$uares wide and four s$uares long. Sport& #oupD: The sports coupR is a two-door sports car e$uipped with a 2.<-liter, '2"horsepower C= engine. t is two s$uares wide and three s$uares long. )u7ur1 &e.an: This vehicle is a four-door lu*ury sedan e$uipped with a powerful 2.2liter, '(?-horsepower C= engine. t is two s$uares wide and four s$uares long. Ci0ilian Motor#1#le& Enlike getting into a car, mounting a motorcycle is a free action. Motorcycles tend to perform better than automobiles, but they provide no cover to their occupants. Ra#in$ !i-e: This is a top-of-the-line racing bike with a long history of winning races. t is one s$uare wide and two s$uares long.
Street !i-e: This huge motorcycle sports a .,(2"cc engine. tFs designed to look cool and compete for space on the roads with automobiles. t is one s$uare wide and two s$uares long. 'irt !i-e: A classic dirt bike, this is very similar to the motorcycle used by most modernday army scouts. t is one s$uare wide and two s$uares long. Ci0ilian Tru#-& Trucks include pickups, sport utility vehicles, and minivans. They generally have the same features as civilian cars. &ike cars, trucks generally provide three-$uarters cover to their occupants. The rear bed of a pickup truck, however, provides only one-half cover. Sport& utilit1 0e%i#le 8SUV9: The four-door truck is a civilian version of the militaryFs all-terrain utility vehicle. t comes e$uipped with a powerful @.2-liter, .?2-horsepower C= turbo diesel engine. t is decked out like a lu*ury vehicle inside, but this vehicle is every bit as rugged as the military version. The military version can be configured in a variety of ways, including a two-door pickup, a four-door pickup with a short bed, and a completely enclosed, /EC-like body with a hatchback and four doors. t lacks the lu*ury accessories of the civilian version, but it is e$uipped with puncture-resistant tires. A /EC is two s$uares wide and four s$uares long. Mini0an: The generic minivan has two conventional doors up front, sliding doors on the side, and a rear hatch-style door. t is two s$uares wide and four s$uares long. Pi#-up: A pickup truck is a two-door vehicle with a back seat in its e*tended cab. t is two s$uares wide and four s$uares long. Ci0ilian Water Ve%i#le& %iloting a water vehicle is covered by the 0rive skill. Runa!out: This is a large runabout-a powerboat with an outboard engine and an open cockpit with a tiny cabin :about the size of the interior of an economy car; forward. t comes with a trailer- loading or unloading it re$uires a paved boat ramp and ." minutes of work. A runabout provides one-half cover to occupants in the cockpit or stern, full cover to occupants in the cabin, and no cover to those forward of the cockpit. t is two s$uares wide and four s$uares long. Ca!in #rui&er: A cabin cruiser is a motor yacht with two internal diesel engines. t comes e$uipped with four berths and a fully e$uipped galley. t provides one-half cover to occupants in the cockpit or stern, full cover to occupants below deck, and no cover to
those forward of the cockpit. t is three s$uares wide and si* s$uares long. Per&onal <ater#ra/t: This is a two-seat +et ski that propels itself with a powerful +et of water. t is one s$uare wide and two s$uares long, and provides no cover for its riders.
Spe#ial Material&
There are several types of material that can be used to fashion weapons, armors or other appliances. /ome of these materials have a special property, depending on how it was crafted. f you make a suit of armor, or weapon, out of more than one special material, you gain only the benefits of the most prevalent material. Pou can, however, build a double weapon using a special material for each head, adding the cost for both heads of the weapon. )i$%t2 Me.ium or Hea01 Armor: These columns show the increase to an itemFs purchase 0) based on its armor type. S%iel.&: This column shows the increase to a shieldFs %urchase 0), if applicable. Weapon&: This column shows a weaponFs purchase 0) modifier. f the weapon is bought or crafted in bulk, apply the special material to all of the weapons. Re&tri#tion: This value overlaps an itemFs restriction, if it was lower. f the restriction is higher, it remains unchanged.
TA()E *+*: SPECIA) MATERIA)S
Material )old iron 0ark iron 0ark iron, heavy ronium ,onlethal /ilver Dversized Thorium
S%iel.& 9! 9. 9. 9'
Col. Iron: This iron, mined deep underground, is forged at lower temperatures to preserve its properties. Applying an enhancement seal to a cold iron weapon increases the cost by !. A weapon made from cold iron overcomes damage reduction of the appropriate type. )old iron has '" hit points per inch and hardness .". 'ar- Iron: This heavy iron ore is mined deep within the bowels of the earth, oftentimes near volcanoes. This metal is not only heavy, but also particularly resistant. tems made without metal parts cannot be made of dark iron. An arrow, for e*ample, could be made of dark iron, but a $uarterstaff could not. 6eapons made of dark iron ignore any hardness of .2 points or less when sundering
weapons or attacking ob+ects :but it does not ignore .2 points of hardness for sturdier materials;. Armor made of dark iron grants its wearer a fire resistance of . if itFs light armor, ! if itFs medium armor, and ' if itFs heavy armor. tems made of dark iron weight half again as much as standard items. 0ark iron has '" hit points per inch of thickness, and a hardness of .2. 0ark iron can overcome damage reduction of its appropriate type. Hea01 'ar- Iron: This metal cannot be made into armor, and is thought to be a mutation of dark iron. 3eavy dark iron is e*tremely rare and also particularly heavy. An heavy dark iron weapon has an increased critical strike multiplier of 9.. t ignores any hardness of !" points or less when sundering weapons or attacking ob+ects. 3eavy dark iron has (" hit points per inch and hardness !". A weapon made of heavy dark iron is one size category larger normal, although it does not deal increased damage, and does not incur penalties for wielding an improperly sized weapon. Therefore, a kunai is wielded as a Medium weapon, and a &arge Aatana or 4reatsword re$uires the Monkey 4rip feat to be used at all. f the character cannot use both hands to wield the weapon, or throws the weapon, he suffers a -( penalty to attack rolls- the Monkey 4rip feat negates that penalty. 3eavy dark iron weapons weigh nine times as much as normal items, and overcomes dark iron damage reductions. )rafting items from heavy dark iron re$uires dark iron tools to avoid suffering a -= penalties to crafting checks. 7egardless of the tools used, crafting heavy dark iron weapons takes @ times the normal amount of time because of the immensely heavy and resilient metal. Ironium: This metal is an alloy of steel and minute amounts of thorium and is commonly used by shinobi who favor chakra weapons. Although it does not grant specific benefits, it adapts to chakra in a way similar to thorium, to a slightly lesser e*tent. Armor made of ironium grants a 9. e$uipment bonus to )hakra )ontrol checks to tap oneFs reserves. An item made primarily of metal isnFt affected by being crafted with ironium. ronium has '" hit points per inch of thickness and a hardness of .". Nonlet%al Weapon&: These nonlethal versions of standard weapons are usually made of wood or less dangerous materials. They have the same size and damage as the original, but deal bludgeoning damage and weigh only a $uarter of the natural weight, have a purchase 0) ' points lower :minimum half the original product; and can deal nonlethal damage without penalty, though dealing lethal damage with a nonlethal weapon incurs a -( penalty to attack rolls. A nonlethal weapon always deals double damage on a critical hit, no matter what the original weaponFs critical hit multiplier is. >okken and /hinai are typically nonlethal weapons. /ome weapons cannot be made nonlethal :such as any kind of e*plosive or firearm;, at the 4MFs discretion. A nonlethal
weapon has the hardness and hit points of a wooden weapon. Sil0er: 6ith the special process involved in making silver into armor and weapon, it can overcome the damage reduction of a certain type of creatures. Dn a successful attack with a silver weapon, the wielder takes a -. penalty to damage rolls :minimum .;. /ilver fashioned into armor has no other special $uality than a reduced weight. /ilver items weigh only three $uarters the standard weight of normal items, and have ." hit points per inch and a hardness of @. 0er&ize.: An oversized weapon is not necessarily crafted with a special material, but it gains additional benefits. An oversized weapon is treated as though one size category larger than normal, but does not deal increased damage. The weapon gains reach, or if it already had reach, it deals damage as though one size category larger instead. The benefits of an oversized weapon only apply if the wielder can treat the weapon as a two-handed weapon. A character without the Dversized 6eapons %roficiency suffers a -( non-proficiency penalty in addition to any penalties for wielding an improperly-sized weapon. An oversized weapon cannot normally be used one-handed. T%orium: This silvery-gold colored, rare metal has the special ability to accept and focus chakra more easily. 6hen worked like steel, thorium can be used to create amazing pieces of armor and other items as well. The ma*imum 0e*terity bonus of an armor made of thorium is increased by ., and its armor check penalty is reduced by ! :minimum ";. #urthermore, a character wearing a thorium armor gains a 9! e$uipment bonus to )hakra )ontrol checks made for the purpose of tapping his reserves. tems made of thorium weigh half as much as normal items. n the case of weapons, the lighter weight does not change a weaponFs size category or allow it to be wielded more easily. An item made primarily of metal isnFt affected by being crafted with thorium. Thorium has !" hit points per inch of thickness and a hardness of =. t also overcome damage reduction of the appropriate type.
Genin: A %enin is the lowest of the official ninja ranks. Genins are part of the mission roster ut %enerally assi%ned low/risk, local missions. Chuunin: These shino i lead 0/man %enin cells. Chuunin with the feat of the same name ha$e the a ility to call a fa$or from a %enin once per month pro$ided the %enin is friendly with the chuunin 1as per Charismatic Hero talent, use half character le$els plus Cha modifier for the check2. #sin% this a ility re.uires the e+penses of an action point. Special J unin: A special jounin is a shino i who %ained jounin/le$el skill and proficiency in a sin%le area of e+pertise. They are often used as platoon leaders and sent on hi%h/risk missions. The special jounin can call on a fa$or from a friendly chuunin or %enin, as the chuunin 1see a o$e2. J unin: The jounin is a first rate ninja and the primary attack force of any ninja $illa%es. They are assi%ned hi%h/risk missions, used as platoon leaders, as 0/man chuunin cell leaders or as %enin team instructors. The jounin with the Jounin feat can call on a fa$or from a friendly special jounin, chuunin or %enin once a week, as the chuunin 1see a o$e2. Elite J unin: This honorary rank is used for jounin who are particularly powerful or skilled. 3t is not part of the chain of command, ut other ninja tend to ha$e %reater respect of elite jounin, and they ha$e tendency to incite fear in the enemy. Ka!e: The &a%e is the $illa%e leader and the stron%est ninja in the $illa%e. He commands respect from his underlin%s and strikes fear in the enemy whene$er he steps on the attlefield, and with %ood reason. The ka%e leads the A!"# and hunter ninja, and is protected y his own elite %uard, called younin. The &a%e's identity is not always a matter of pu lic knowled%e. AN"#: The A!"# is a lack ops unit under direct command of the $illa%e leader and
o ey his orders e+plicitly. A!"# are ound y few rules which they follow like a code: always complete the mission, ne$er lea$e a ody and let no one see you. The A!"# are assassins, sa oteurs, spies and infiltrators. They put the mission a o$e their own li$es and %enerally %et the est results of all ninja. A!"# are not of any specific rank, ut are almost always more skilled than other ninja. They wear animal masks to conceal their faces while on duty 1see Sentinel's 8ask2. Hunte% Nin'a: Some $illa%es ha$e a su di$ision of A!"# dedicated to the huntin%, retrie$in% and disposin% of ro%ue ninja called the hunter ninja. They are specifically trained to neutrali9e specific opponents and hi%hly trained to work oth alone and in shino i cells. They are $ery secreti$e, and wear masks to conceal their identities 1see Sentinel's 8ask2. R !ue Nin'a: Also called missin%/nin, the ro%ue ninja is a ninja who a andoned his $illa%e. They are hunted y the &a%e's hunter ninja and %enerally ha$e ounties on their heads. Captain: This rank %oes y many names, ut the captain is the second/in/command of a $illa%e and o eys to the ka%e. There is traditionally only one captain per $illa%e.
Genin
Chuunin
Jounin
Kage
Beast ord
The beastlord is a shinobi who would more readily place his trust in his animal companions than fellow shinobi. 1e is adept at training and bonding with animals. Re!"irements: To ,ualify to become an beastlord, a character must fulfill all the following criteria. Base Atta#$ Bon"s: 26 S$i s: 1andle Animal 3 ranks, 'urvival 3 ranks. %eats: Animal Affinity, Mou)uu Aishou. Spe#ia : Must have -ren4y 56day or better ability. C ass In&ormation The following information pertains to the .eastlord prestige class. Hit Die The .eastlord gains 5d57 hit points per level. The Constitution modifier applies. A#tion Points The .eastlord gains a number of action points e,ual to 8 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The .eastlord:s class skills are as follows. .alance !%e/#, Climb !'tr#, 1andle Animal !Cha#, "ntimidate !Cha#, ;ump !'tr#, <isten !=is#, +rofession !=is#, 'pot !=is#, 'urvival !=is#, 'wim !'tr#, Tai)utsu !'tr#, Tumble !%e/#. S$i Points at Ea#' Le(e : 3 2 "nt modifier.
TABLE: THE BEASTL)RD
Le(e
25 2> 23
2> 23 23
2> 23 23
27 &/tra animal companion 93 27 Aspect of the pack 25 &/tra animal companion 96, low9 light vision
25 25 2>
27 27 27
C ass %eat"res The following features pertain to the .eastlord prestige class. E+tra Anima Companion The beastlord gains an additional animal companion at 5st and 3rd level. To determine the progression of the e/tra animal companions, subtract the appropriate number !shown parenthetically# to the .eastlord:s level, and add or subtract any inherent level modifier the animal companion may have. The level modifier of the first e/tra companion is 93. The second e/tra companion is 96. Aspe#t o& t'e Pa#$ The .eastlord and his animal companions gain a 23 circumstance bonus to attack rolls when flanking with one another, rather than 2>. Lo,- ig't Vision The .eastlord gains a low9light vision that allows him to see twice as far as normal in conditions of shadowy illumination !torchlight, starlight, etc#.
Beastmaster
These nin)a follow the path of the beast, and are specialists of heavy melee combat, fighting side by side with their animal companions. They, along with their companions, are adept of feral combat. They inspire fear and awe within their peers, both for their ama4ing combat prowesses and their volatile nature. Re!"irements: To ,ualify to become a beastmaster, a character must fulfill all the following criteria. Base Atta#$ Bon"s: 2> S$i s: 1andle Animal 6 ranks, 'urvival 3 ranks. %eats: Mou)uu Aishou C ass In&ormation The following information pertains to the .eastmaster advanced class. Hit Die The .eastmaster gains 5d57 hit points per level. The Constitution modifier applies. A#tion Points
The .eastmaster gains a number of action points e,ual to 6 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The .eastmaster:s class skills are as follows. .alance !%e/#, Climb !'tr#, 1andle Animal !Cha#, 1ide !%e/#, "ntimidate !Cha#, ;ump !'tr#, <isten !=is#, Move 'ilently !%e/#, +rofession !=is#, 'pot !=is#, 'urvival !=is#, 'wim !'tr#, Tai)utsu !'tr#, Tumble !%e/#. S$i Points at Ea#' Le(e : 3 2 "nt modifier.
TABLE: THE BEASTMASTER
Le(e
5st >nd 3rd ?th @th 6th 8th Ath 3th 57th
25 2> 23 2? 2@ 26 28 2A 23 257
2> 23 23 2? 2? 2@ 2@ 26 26 28
-ren4y 56day -eral combat 5d6, inspire fren4y 'peak with animals Ama4ing tricks 2> -ren4y >6day -eral combat 5dA 0reater fren4y Ama4ing tricks 2? -ren4y 36day -eral combat 5d57, animal aspect
25 25 2> 2> 23 23 2? 2? 2@ 2@
27 27 27 27 25 25 25 25 2> 2>
C ass %eat"res The following features pertain to the .eastmaster advanced class. %ren./ The .eastmaster can enter a fren4y during combat. =hile fren4ied, he gains a 2? bonus to his 'trength and, if he makes a full9attack action, gains a single e/tra attack each round at his highest attack bonus. This effect is not cumulative with other effects that grant e/tra attacks. 1owever, he also takes a 9? penalty to %efense and takes > points of damage per round !or > points of non9lethal damage under the cumulative non9lethal damage rules#. A fren4y lasts for a number of rounds e,ual to ? 2 the beastmaster:s Constitution modifier. To end the fren4y before its duration e/pires, the character may attempt a =ill save !%C >7# once per round as a free action. 'uccess ends the fren4y immediatelyB failure means it continues. The effects of fren4y stack with those from any rage ability the character may have. At 5st level, the character can enter fren4y once per day. &very ? levels afterwards !@th, 3th levels#, he gains an additional use per day of this ability. Cegardless of the level of the .eastmaster, he may not use this ability more than once per encounter.
The character can enter fren4y as a free action anytime during his turn. "n addition, whenever the character takes enough damage to e,ual to one ,uarter of his total hit points, he enters a fren4y at the start of his ne/t action, as long as he has any daily use of the ability left. "n order to avoid doing so, he must succeed a =ill save !%C >7# at the start of his ne/t turn. 1e must make another save every further ,uarter of his hit points he loses. =hile fren4ied, the character cannot use any Charisma9, %e/terity9, or "ntelligence9based skills !e/cept "ntimidate#, the Concentration skill or any abilities that re,uire patience or concentration, nor can he perform Chakra Control, Genjutsu or Ninjutsu techni,ues, and can only perform Taijutsu that do not re,uire the Concentration component. %uring fren4y, the .eastmaster must attack those he perceives as foes to the best of his ability. 'hould he run out of enemies before his fren4y e/pires, his rampage continues. 1e must then attack the nearest creature !determine randomly if several potential foes are e,uidistant# and fight that opponent without regard to friendship or health !the target:s or his own#. "n this case, the %C to cancel the fren4y is e,ual a %C >7 9 beastmaster:s class levels. =hen a fren4y ends, the beastmaster is fatigued for the duration of the encounter. "f the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage endsDat which point the character is e/hausted, not merely fatigued. %era Com0at The .eastmaster:s nails and teeth are sharp as claws and fangs, and he is adept at using a special, feral style of combat. -eral Combat counts as unarmed attacks that deal slashing damage, and threaten a critical strike on a natural roll of >7, and deal double damage. At >nd level, the .eastmaster deals 5d6 points of damage. At 6th and 57th level, the damage becomes 5dA and 5d57 respectively. The beastmaster counts as though he was armed when making unarmed Eferal combatE attacks. -eral combat attacks are still considered unarmed, and feats and abilities that benefit unarmed attacks, such as the weapon focus !unarmed# feat or the combat martial arts tree also apply normally. Inspire %ren./ =hen the .eastmaster enters fren4y, if his animal companion is within @7 feet, it enters fren4y as well. The fren4ied animal attacks the same creature as the beastmaster, and leaves fren4y at the same time as the character, without needing to make a save. Spea$ ,it' Anima s The beastmaster is able to communicate verbally with any animal of the same type as his companion, as though affected by the speak with animals spell constantly. This ability only works when his animal companion is within 37 feet. Ama.ing Tri#$s The beastmaster:s animal companion is far stronger than most. At ?th level, his effective
level when determining the strength of his companion counts as though it was > higher. At Ath level, he counts as though he was ? levels higher. Greater %ren./ At 8th level, the .eastmaster is far more controlled and powerful in his -ren4y. The bonus to 'trength score he gains is increased to 26, and he gains a 2? bonus to =ill saves made to control the effects of his -ren4y, and against fear effects while fren4ying. Anima Aspe#t At 57th level, the beastmaster is able to manifest an aspect of his animal companion. "f the character has a companion not on the following list, an ability should be assigned by the 0M. All of these abilities can be manifested while fren4ied. Ape: The .eastmaster can always take 57 on Climb checks, and gains a Climb speed e,ual to his normal speed. Bear: The .eastmaster can use the "mproved 0rab ability once per encounter if he hits with two -eral Combat attacks in one round. Boar: =hen the .eastmaster:s hit points reach below 7 !F5 to F3#, he is still able to move as though disabled instead of being unconscious, making either an attack or move action every round until he reaches F57 hit points and die, or his hit points return to 5 or higher. Cheetah: *nce per hour, the beastmaster is able to move at 57 times his speed when Charging. Dog$ The .eastmaster gains the 'cent e/ceptional ability, and a 2? bonus to 'urvival checks made when tracking. Hawk: The character gains the low9light vision ability and a 2A bonus to 'pot check in daylight. Hyena: The .eastmaster gains the 'cent e/ceptional ability, and a 2? bonus to 1ide checks when hiding in tall grass or heavy undergrowth. Owl: The .eastmaster gains the low9light vision ability and a 2? bonus to <isten and Move 'ilently checks. nake: The .eastmaster can use the "mproved 0rab ability once per encounter if he hits with a -eral Combat attacks. Tiger: *nce per encounter, the .eastmaster may make full9attack action during a charge. !ol": The .eastmaster gains the 'cent e/ceptional ability, and a 2? bonus to 'urvival checks made when tracking. "f the beastmaster has more than one animal companion, the animal aspect can be changed once per day. "t re,uires the beastmaster to meditate for 5 minute.
B in$stri$e
The .linkstrike is a specialist at adapting 'pacetime techni,uesDspecifically, teleportation techni,uesDinto a smooth and deadly style of melee combat. The blinkstrike earned his title from the stance it uses, appearing to distort and blink out of reality in9between attacks. Master .linkstrikes are even rarer than practitioners of 'pacetimeB they are silent and deadly. Re!"irements:
To ,ualify to become a blinkstrike, a character must fulfill all the following criteria. S$i s: Move 'ilently 3 ranks, (in)utsu 5> ranks, Tai)utsu 5> ranks, Tumble 3 ranks. %eats: %odge, Mobility, Guick %raw. Spe#ia : Must have achieved at least the @th step of mastery in hunshin no #utsu, and know at least one 'pacetime techni,ue with the Teleportation descriptor. Must know at least @ Tai)utsu techni,ues. C ass In&ormation The following information pertains to the .linkstrike prestige class. Hit Die The .linkstrike gains 5dA hit points per level. The Constitution modifier applies. A#tion Points The .linkstrike gains a number of action points e,ual to 8 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The .linkstrike:s class skills are as follows. .alance !%e/#, Chakra Control !=is#, ;ump !'tr#, Hnowledge !current events, nin)a lore, popular culture, tactics# !"nt#, Move 'ilently !%e/#, (in)utsu !"nt#, +rofession !=is#, Cead <anguage !(one#, 'peak <anguage !(one#, 'pot !=is#, Tai)utsu !'tr#, Tumble !%e/#. S$i Points at Ea#' Le(e : 3 2 "nt modifier.
TABLE: THE BLIN1STRI1E
Le(e
25 2> 23 2? 2@
27 27 25 25 25
2> 23 23 2? 2?
27 27 25 25 25
.linkstrike 25, bonus chakra .link step >6day .linkstrike 23 &vasion I, blink step ?6day .linkstrike 2@, warp charge
25 2> 2> 23 2?
27 27 27 27 27
C ass %eat"res The following features pertain to the .linkstrike prestige class. B in$stri$e This stance is the key ability of the .linkstrike. The .linkstrike enters this stance as a free action that costs no Chakra, and it lasts for the duration of the encounter, until the .linkstrike enters another stance or until the stance is broken. The .linkstrike only benefits from this stance while unarmored and unencumbered. =hile in the .linkstrike stance, the character gains a dodge bonus to defense and a bonus to Move 'ilently checks as mentioned above. =hen dodging, attacking or taking a @9ft step, the character appears to vanish for a short period of time, reappearing when he strikes or after moving away. There is no blur of movement, no sound or anything that
might indicate the character wasn:t in this position before disappearing. The character may also spend > points of chakra as a swift action once per round to gain a bonus to his ne/t attack roll e,ual to his .linkstrike bonus halved, rounded up. This stance cannot be used when the character is sickened, staggered, e/hausted, encumbered or wearing armor. Bon"s C'a$ra The .linkstrike gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e 5st 5 > >nd > ? 3rd 3 6 ?th ? A @th @ 57
B in$ Step A number of times per day, while in the .linkstrike stance, the character can take a blink step as a move action. The blinkstrike appears to distort and vanish and teleports up to his land speed, as teleport supernatural ability !see mode of movements in the -riends and -oes chapter#. This mode of teleport has no visual or auditory component. E(asion X The .linkstrike gains &vasion, or "mproved &vasion if the character already has it. This ability only applies if the .linkstrike is unarmored and unencumbered. *arp C'arge The .linkstrike is able to charge using his astounding abilities. 1e appears to blink in and out of space, reappearing at different places for a split9second before vanishing again. The .linkstrike is able to charge without provoking attacks of opportunity for moving in and out of threatened areas, and is also able to turn while charging, avoiding opponents or obstacles in his path and charge over difficult terrain while using this ability. The ability can also be coupled with techni,ues having a EChargeE range. *nce per day, the blinkstrike can designate a warp charge as a powerful charge, and deal 23d6 points of bonus damage on a successful hit, not multiplied on a critical hit.
De(astator
*f all the techni,ue users, the devastator is the deadliest. 1e has reached the peak of his ability and can literally turn himself into a force of nature, tapping into a well of vast power. A constant companion to the %evastator:s great power is complete and utter devastation. Re!"irements: To ,ualify to become a de$astator, a character must fulfill all the following criteria. S$i s: Chakra Control 56 ranks, Hnowledge !nin)a lore# 5> ranks and 0en)utsu 56 ranks or (in)utsu 56 ranks. %eats: 0en)utsu Adept or (in)utsu Adept, Techni,ue -ocus !any# and any > meta9chakra feats. Spe#ia : A devastator candidate must have an effective skill threshold 5A ranks in either 0en)utsu or (in)utsu. The character must also have >7 or more bonus reserve from talents, feats or class levels. C ass In&ormation The following information pertains to the %evastator prestige class. Hit Die The %evastator gains 5d6 hit points per level. The Constitution modifier applies. A#tion Points The %evastator gains a number of action points e,ual to 8 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The %evastator:s class skills are as follows. Chakra Control !=is#, Concentration !Con#, Craft !all skills taken individually# !"nt#, %ecipher 'cript !"nt#, %iplomacy !Cha#, %isable %evice !"nt#, %rive !%e/#, %emolitions !"nt#, -uin)utsu !"nt#, 0en)utsu !Cha#, "ntimidate !Cha#, <isten !=is#, Hnowledge !all skills taken individually# !"nt#, (in)utsu !"nt#, +erform !sing, string instruments# !Cha#, +rofession !=is#, Cead <anguage !(one#, 'earch !"nt#, 'ign <anguage !(one#, 'peak <anguage !(one#. S$i Points at Ea#' Le(e : @ 2 "nt modifier.
TABLE: THE DEVASTAT)R
Base Atta#$ %ort Re& *i Le(e Bon"s Sa(e Sa(e Sa(e Spe#ia 5st 27 27 25 2> nleashed power, bonus chakra >nd 25 27 2> 23 'uccession techni,ue rd 3 2> 25 2> 23 'uccession techni,ue ?th 23 25 2> 2? 'uccession techni,ue @th 23 25 23 2? -orce of nature
C ass %eat"res The following features pertain to the %evastator prestige class. 2n eas'ed Po,er The devastator is able to fire a blast of raw chakra as an attack action. The blast is a ranged touch attack with a long range !37 feet plus 5@ feet every > levels# that deals 5d6 points of force damage per devastator level, plus 5d6 every point of chakra spent in it. The devastator cannot spend more than 5 point of chakra every > levels. Bon"s C'a$ra The %evastator gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e 5st 5 ? >nd 3 A 3rd @ 5> ?th 8 56 @th 3 >7
S"##ession Te#'ni!"e At >nd, 3rd and ?th level, the devastator gains a special ability from the list below, called succession techni,ues. nless otherwise specified, a succession techni,ue cannot be selected twice. Ad$an%ed Chakra Nature &anipulation ' u(: The devastator is able to combine chakra natures into a hybrid subtype that can have devastating effects. &ach hybrid attack deals two types of damageB if a creature is vulnerable to either, both types deal increased damage. "f the creature is immune to either, the attack deals half damage of a single type it would be vulnerable toB if the creature is immune to both types, the attack has no effect. &nergy resistance applies normally. Abilities such as the elementalist:s elemental fury apply to all damage die. A techni,ue so modified cannot be copied or assimilated. This ability can be selected twiceB each time applying to a different nature manipulation. 'electing this ability permanently costs the devastator 5 meta9chakra charge. 9 Bla)e *elease: +nton 're,uires +le%tri%ity and -ire a""inity( ' u(: The hybrid attack deals half electricity and half fire damage. This hybrid type applies only to Ninjutsu techni,ues either the electricity or fire descriptor, and includes whichever descriptor is missing. 9 Crystal *elease: hoton 're,uires +arth and .%e a""inity( ' u(: The hybrid attack deals half cold and half earth damage. This hybrid type applies only to Ninjutsu techni,ues
either the cold or earth descriptor, and includes whichever descriptor is missing. "t ignores ob)ect hardness fully. *b)ects created from hoton hybrids gain 26 hardness. 9 Dust *elease: #inton 're,uires +arth and !ind a""inity( ' u(: The hybrid attack deals half earth and half wind damage. This hybrid type applies only to Ninjutsu techni,ues either the earth or wind descriptor, and includes whichever descriptor is missing. / .%e *elease: Hyouton 're,uires .%e or !ater and !ind a""inity( ' u(: The devastator gains the ability to learn and perform 1youton techni,ues. The devastator is able to deconstruct any (in)utsu techni,ue with the cold descriptor and deal half water and half wind damage instead, replacing the cold descriptor by water and wind. The &lemental -ury ability or other similar abilities do not apply to the deconstructed techni,ue, but any material focus re,uirement is waived. / 0a$a *elease: 1outon 're,uires +arth and -ire a""inity( ' u(: The hybrid attack deals half earth and half fire damage. This hybrid type applies only to (in)utsu techni,ues either the earth or fire descriptor, and includes whichever descriptor is missing. / team *elease: -utton 're,uires -ire and !ater a""inity( ' u(: The hybrid attack deals half fire and half water damage. This hybrid type applies only to Ninjutsu techni,ues either the fire or water descriptor, and includes whichever descriptor is missing. / torm *elease: *anton 're,uires +le%tri%ity and !ater a""inity( ' u(: The hybrid attack deals half electricity and half wind damage. This hybrid type applies only to Ninjutsu techni,ues either the electricity or water descriptor, and includes whichever descriptor is missing. Ad$an%ed Chakra hape &anipulation ' u(: The devastator is able to turn a 0en)utsu or (in)utsu burst attack into a shapeable spread effect, and a cone effect into a line twice its length. Additionally, he is able to turn a spread effect into a shapeable burst, or a line into a cone effect half its length !round down#. The devastator is able to spend a meta9chakra charge to deliver the full effects of the techni,ue with a melee touch attack. The range becomes Emelee touchE and it targets a single creature e/clusively. A techni,ue so modified cannot be copied or assimilated. Bonus -eat: "nstead of a succession techni,ue, the devastator may elect to pick a bonus feat from the list below. This ability can be selected twice. Advanced 'eal +roficiency, Chakra +enetration, Chakra +resence, Chakra Cestoration, Chakra =eaving, Combat Tactics, &fficient Techni,ue, &lemental 'haping, &lemental 'peciali4ation, &mpower Techni,ue, &mpowered Cesilience, &nlarge Techni,ue, &/tend Techni,ue, -orce of +ersonality, Cetrieval &/pert, 0rand Master, 0reater Chakra +enetration, 1and 'eals +roficiency, 1idden 0a4e, "mproved Chakra +ool, "nsightful Cefle/es, Ma/imi4e Techni,ue, 'turdy "llusion, 'upercharged Techni,ue, Techni,ue -ocus, Training, Jile Techni,ue, =iden Techni,ue. Chakra &edium Alteration ' u(: The devastator is able to manipulate the way his 0en)utsu techni,ues affect a foe. 1e may deliver a scent9based illusion as a ga4e attack or sound9based effect, or a ga4e attack as a sound9 or scent9based effect, or finally a sound9 based effect as a ga4e attack or smell9based effect. The number of target affected is still dependent on the techni,ue used and level of the
devastator, and normal limitations of ga4e attacks, scent9 and sound9based effects apply !such as blindness or deafness#. 'electing this ability permanently costs the devastator 5 meta9chakra charge. Chakra *ea%h +2tension ' u(: The devastator is able to deliver melee touch attacks with Chakra Control, 0en)utsu or (in)utsu techni,ues on a target up to 37 feet away. 1e must make a ranged touch attack. This ability can be selected twice, the range increases to 67 feetB the second time permanently costs the devastator 5 meta9chakra charge. Chakra 3ulse &astery ' u( 're,uires 4 other su%%ession te%hni,ue(: The devastator adds his %evastator level as a circumstance bonus to dispel checks against 0en)utsu techni,ues. Chakra hape &anipulation ' u(: The devastator is able to shape area effects to omit certain spaces that would normally be affected. The area effect must be either a burst, cone, cylinder, emanation or spread effect, and the minimum dimension for these spaces is one @9ft. cube. -urthermore, the minimum dimension for a shapeable techni,ue is @ feet, rather than 57 feet. De$astation ' u( 're,uires 4 other su%%ession te%hni,ue(: The devastator adds his Charisma or "ntelligence modifier !whichever applies# to damage when using a 0en)utsu or (in)utsu techni,ue, up to 25 per rank or 257, whichever is lower. This applies only in instances where an ability deals hit points damage, not ability damage. .ntense 3ower ' u( 're,uires 5 other su%%ession te%hni,ues(: The devastator counts as though one level higher when performing Chakra Control, 0en)utsu and (in)utsu techni,ues for purposes of determining level9dependent variables such as ma/imum damage dice or range, and level checks only. %or#e o& Nat"re *nce per day, the %evastator can activate this ability to become a vessel for immense power for a short duration by spending an action point to regain chakra. 1e taps his reserves for seemingly unlimited energy and can perform techni,ues without drawing from his chakra pool or chakra reserves. The %evastator is able to do so for 5 round K one9half the result of his action point !round down, minimum 5#. At the end of the encounter or after 5 minute, his chakra reserve is reduced to 7 and his current chakra pool halved !minimum 5#. The character may spend a second action point to lose only half his chakra reserve. This ability cannot be used while suffering from chakra depletion or while e/hausted.
E ementa ist
This elementalist speciali4e in (in)utsu techni,ues of an element. The fastest path to this class is through the 'mart 1ero basic class. Re!"irements:
To ,ualify to become a elementalist, a character must fulfill all the following criteria. S$i s: (in)utsu 3 ranks %eats: (in)utsu Adept Spe#ia : Must know at least ? (in)utsu techni,ue of the element he wants to speciali4e into. C ass In&ormation The following information pertains to the &lementalist prestige class. Hit Die The &lementalist gains 5d6 hit points per level. The Constitution modifier applies. A#tion Points The &lementalist gains a number of action points e,ual to 8 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The &lementalist:s class skills are as follows. .alance !%e/#, Chakra Control !=is#, Concentration !Con#, Craft !chemical# !"nt#, 1ide !%e/#, Hnowledge !current events, history, nin)a lore, physical science, popular culture# !"nt#, <isten !=is#, Move 'ilently !%e/#, (in)utsu !"nt#, +rofession !=is#, Cead <anguage !(one#, 'earch !"nt#, 'peak <anguage !(one#, 'pot !=is#, Tumble !%e/#. S$i Points at Ea#' Le(e : @ 2 "nt modifier.
TABLE: THE ELEMENTALIST
Le(e
27 25 2> 23 23 2? 2@
27 27 25 25 25 2> 2>
2> &lement speciali4ation, bonus chakra 23 &lemental fury 23 <imitless fury 2? .onus feat 2? Cage of the elements 2@ &lemental focus 2@ &lemental surge
25 25 2> 2> 23 23 2?
C ass %eat"res The following features pertain to the &lementalist prestige class. )ptiona R" es A character may take this class more than once. "ts effects don:t stack, but he may chose another element that is not opposed to the ones he chose up to now !*ne can:t speciali4e in Haton, and then 1youton#. E ement Spe#ia i.ation At first level, the elementalist may chose one element he wishes to 'peciali4e in. 1e may
chose from any of his elemental affinities. 1e gains a 2> bonus to his (in)utsu checks and 25 enhancement bonus to his effective skill threshold with techni,ues with the appropriate descriptor. .ecause of his deficiency with the opposed element, he suffers a 9> penalty to his (in)utsu and <earn checks and perform re,uirements with techni,ues of the element his chosen element isweak against !see &lemental Chakra (ature for details#. Bon"s C'a$ra The &lementalist gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e 5st 5 ? >nd 3 A 3rd @ 5> ?th 8 56 @th 3 >7 6th 55 >? 8th 53 >A
E ementa %"r/ At second level, the elementalist may use his speciali4ed element with greater efficiency. The elementalist deals an additional point of damage per die with any Ninjutsu techni,ue with the appropriate descriptor.
uiton +lementalist
Limit ess %"r/ .y third level, the elementalist is able to increase the range of his speciali4ed element. 1e may use any techni,ue of his element and increase its range by 5.@ times. Techni,ues with a ETouch,E E+ersonal,E or EMeleeE range are unaffected. Bon"s %eat At ?th level, the &lementalist gets a bonus feat. The bonus feat must be selected from the following list, and the &lementalist must meet all the prere,uisites of the feat to select it. Chakra +enetration, Chuunin, &lemental 'haping, 0enin, Cetrieval &/pert, 0reater Chakra +enetration, "mproved Chakra +ool, "nsightful Cefle/es, ;ounin, 'upercharged Techni,ue, Techni,ue -ocus, Jile Techni,ue.
Rage o& t'e E ements At @th level, the elementalist may spend an action point to activate this ability or use it for free once per day. *age o" the +lements allows the user to deal increased damage with a techni,ue of his speciali4ed element. =ith his ne/t elemental techni,ue, he will deal one9 half again normal damage, and his saving throws %C will increase by one point every odd9numbered elementalist level !the saving throw %C increase does not stack with &lemental -ocus#. This ability can only be used once every odd9numbered elementalist level per day, and does not stack with the &mpower Techni,ue or 1eighten Techni,ue meta9chakra feats. E ementa %o#"s At 6th level, the elementalist becomes so focused in his speciali4ed element that he develops a natural affinity for it, while his proficiency with his natural opposite lessens. 1e gains a 25 bonus to his saving throws %ifficulty Class with his chosen element, while the saves of his opposed element decrease by 5. This bonus does not stack with the one provided by the Cage of the &lements ability. E ementa S"rge Three times per day, the &lementalist can perform a (in)utsu techni,ue from his chosen element as a ,uickened action, provided the techni,ue:s perform time is no longer than 5 full9round action. The perform re,uirements of the techni,ue are automatically met, and performing the techni,ue does not provoke an attack of opportunity. This enables the elementalist to take other actions, even performing a second techni,ue, in the same round as he performed a ,uickened techni,ue. The elementalist can only gain one ,uickened action per round, no matter the type !see .asic 0ame Mechanics for rules on Guickened Actions#.
E+ar#'
The e/arch is the cornerstone of any army. 1e works tirelessly as a miracle worker, healer, physician and sometimes assassin, and takes the ability of a regular medical specialist to mystifying e/tremes. Re!"irements: To ,ualify to become an e2ar%h, a character must fulfill all the following criteria. S$i s: Chakra Control 56 ranks, Hnowledge !earth and life science# 5> ranks, (in)utsu 56 ranks, Treat "n)ury 5> ranks. %eats: 1armony, any meta9chakra feat. Spe#ia : The character must have the chakra scalpel and chakra scalpel e/pertise abilities. C ass In&ormation The following information pertains to the &/arch prestige class. Hit Die The &/arch gains 5d6 hit points per level. The Constitution modifier applies.
A#tion Points The &/arch gains a number of action points e,ual to 8 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The &/arch:s class skills are as follows. .alance !%e/#, Chakra Control !=is#, Concentration !Con#, Craft !all skills taken individually# !"nt#, -uin)utsu !"nt#, 0en)utsu !Cha#, 1ide !%e/#, ;ump !'tr#, Hnowledge !all skills taken individually# !"nt#, <isten !=is#, Move 'ilently !%e/#, (in)utsu !"nt#, +rofession !=is#, Cead <anguage !(one#, 'peak <anguage !(one#, 'pot !=is#, 'urvival !=is#, Treat "n)ury !=is#, Tumble !%e/#. S$i Points at Ea#' Le(e : @ 2 "nt modifier.
TABLE: THE EXARCH
Base Atta#$ %ort Re& *i De&ense Rep"tation Le(e Bon"s Sa(e Sa(e Sa(e Spe#ia Bon"s Bon"s 5st 27 2> 27 2> Chakra scalpel overchannel, 25 25 medical specialist abilities, bonus chakra >nd 25 23 27 23 &/arch arcana 2> 25 rd 3 25 23 25 23 &/arch arcana 2> 25 ?th 2> 2? 25 2? &/arch arcana 23 2> th @ 2> 2? 25 2? &/arch:s blessing 23 2> C ass %eat"res The following features pertain to the &/arch prestige class. C'a$ra S#a pe )(er#'anne The e/arch:s chakra scalpel deals an additional dice of damage. "n addition, when creating the chakra scalpel, the e/arch can spend a meta9chakra charge to imbue it with elemental power, if he has any. The chakra scalpel:s additional damage dice is energy damage matching his primary elemental affinity, but it cannot deal non9lethal damage when so empowered. Medi#a Spe#ia ist a0i ities &ach level in the e/arch class stacks with levels in the Medical 'pecialist advanced class for the purpose of determining chakra scalpel damage and the ability to discharge or concentrate on &edi%al (in)utsu techni,ues. Bon"s C'a$ra The &/arch gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice.
The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e 5st 5 ? >nd 3 A 3rd @ 5> ?th 8 56 @th 3 >7
+2ar%h Ar%ana At >nd, 3rd and ?th level, the e/arch gains a special ability chosen from the following list$ Arm o" #usti%e ' u(: The e/arch is able to make melee touch attacks with a range of 37 feet. 1e must make a ranged touch attack instead. This ability also applies to &edi%al nin)utsu techni,ues and chakra scalpel attacks. Bonus -eat: "nstead of a special ability, the e/arch may elect to pick a bonus feat from the list below. This ability can be selected twice. Advanced 'eal +roficiency, Chakra Cestoration, Chakra =eaving, Combat Tactics, Craft +oisons, Craft 'hinobi %rugs, &fficient Techni,ue, &mpower Techni,ue, &mpowered Cesilience, &/tend Techni,ue, -orensics Training, 0rand Master, 1and 'eals +roficiency, "mproved Chakra +ool, "nsightful Cefle/es, Ma/imi4e Techni,ue, Ceverse %octor, Training. +2ar%h mite ' u(: =hen empowering his chakra scalpel with elemental power, the e/arch deals an additional 5d57 points of energy damage on a critical hit. The critical threat range of the empowered scalpel increases by 5. 'electing this ability permanently costs the e/arch 5 meta9chakra charge. +2ar%h6s *etribution ' u(: The e/arch can perform any of the .ryou Ninjutsu: Chiyu techni,ues and deal damage to the target as though it suffered from chakra overload. The e/arch must still succeed on a touch attack, and the target still receives a saving throw to take only half damage, but suffers no additional effects !such as fast healing from the &/arch:s .lessing ability#. 0ay on Hands ' u(: =hen the e/arch performs a Medical nin)utsu techni,ues of rank 6 or higher on a character, he may spend a meta9chakra charge to restore an amount of chakra e,ual to his =isdom modifier to the target. This ability can only be used twice on the same target in a >? hours period. This ability cannot affect the e/arch himself. 'electing this ability permanently costs the e/arch 5 meta9chakra charge. &a2imi)ed Healing ' u(: Twice per day, the e/arch is able to use any Medical nin)utsu techni,ue as though empowered by the meta9chakra feat of the same name. %oing so does not cost additional chakra or meta9chakra charges.
&edi%al &ira%le ' u(: *nce per day, the e/arch is able to spend an action point to revive any character who was brought down to 957 hit points or lower within the last 3 rounds. This ability is an attack action and costs 5 point of chakra per hit dice of the revived character. The revived character can make a -ortitude save !%C >7# to stabili4e and be brought back to 7 hit points. A character cannot be affected by this ability more than once every 8 days. *eju$enating Tou%h ' u( 're,uires 5 other e2ar%h ar%anas(: =hen the e/arch performs Medical nin)utsu techni,ues of rank A or higher on a character, he may spend a meta9 chakra charge to restore 5d? points of permanent or temporary ability damage, and removes 5 negative level. This ability can only be used twice on the same target in a >? hours period. This ability cannot affect the e/arch himself. 'electing this ability permanently costs the e/arch 5 meta9chakra charge. E+ar#'3s B essing The e/arch:s medical chakra lingers within the characters healed by him. &ach time he automatically discharges a &edi%al nin)utsu techni,ue, the tagret gains a fast healing ,uality for @ rounds. Multiple use of medical techni,ues does not grant stacking fast healing, but the duration is refreshed each time. The fast healing gained varies depending on the techni,ue used. Chiyu / hodan grants fast healing >B Nidan grants fast healing 3B andan grants fast healing ?B 1ondan grants fast healing @B Godan grants fast healing A.
E+emp ar
The e/emplar is a warrior. 1e is a 1igh 0eneral, a living legend, a warmaster of such skill seen only once a generation. =herever the e/emplar wages war, his reputation precedes him. Jeterans cower before him and lie broken and defeated in his wake. Re!"irements: To ,ualify to become an e2emplar, a character must fulfill all the following criteria. S$i s: Tai)utsu 56 ranks. %eats: %efensive Martial Arts, Tai)utsu Adept, =eapon -ocus !any weapon# and any one of the following$ Archaic =eapons +roficiency, Combat Martial Arts, &/otic Melee or Canged =eapon +roficiency or (in =eapons +roficiency. Spe#ia : =eapon 'peciali4ation class feature. An e/emplar candidate must have an effective skill threshold 5A ranks in trike Tai)utsu techni,ues. C ass In&ormation The following information pertains to the &/emplar prestige class. Hit Die The &/emplar gains 5d57 hit points per level. The Constitution modifier applies.
A#tion Points The &/emplar gains a number of action points e,ual to 8 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The &/emplar:s class skills are as follows. .alance !%e/#, Climb !'tr#, %rive !%e/#, ;ump !'tr#, Hnowledge !history, nin)a lore, tactics# !"nt#, <isten !=is#, Move 'ilently !%e/#, +rofession !=is#, Cead <anguage !(one#, Cide !%e/#, 'peak <anguage !(one#, Tai)utsu !'tr#, Tumble !%e/#. S$i Points at Ea#' Le(e : 3 2 "nt modifier.
TABLE: THE EXEMPLAR
Base Atta#$ %ort Re& *i Bon"s Sa(e Sa(e Sa(e Spe#ia 25 2> 25 27 Master strike 2> 23 2> 27 1igh mastery 23 23 2> 25 1igh mastery 2? 2? 2> 25 1igh mastery 2@ 2? 23 25 <ast stand
C ass %eat"res The following features pertain to the &/emplar prestige class. Master Stri$e The e/emplar is able declare one attack per e/emplar level per day as a master strike attack. This must be done before damage is rolled. A master strike attack ignores all hardness and damage reduction. The attack must be made with a weapon which the e/emplar has the =eapon -ocus feat with. Hig' Master/ At >nd, 3rd and ?th level, the e/emplar gains a high mastery, a special ability taken from the list below$ Bonus -eat: "nstead of a special ability, the e/emplar may elect to pick a bonus feat from the list below. This ability can be selected twice. Advanced Two9=eapon %efense, Advanced Two9=eapon -ighting, Chakra +resence, -lawless -orm, 1achimon Tonkou, "mproved Two9=eapon %efense, "mproved Two9 =eapon -ighting, 0rand Master, Monkey 0rip, *versi4ed =eapons Mastery, *versi4ed =eapons +roficiency, +ower Critical, 'killful Assault, Tactical "mplements, Training, Two9=eapon %efense, Two9=eapon -ighting. De"ensi$e tan%e ' u(: =hen entering a stance, the e/emplar gains a damage reduction >6F as long as he remains in the stance. This ability can be selected more than once, each time the damage reduction factor increases by >. 'electing this ability permanently reduces the e/emplar:s hit points by @ each time.
-earless ' u(: The e/emplar gains a bonus to saves against fear effects e,ual to his e/emplar level. "n addition, the duration of any fear effect against the e/emplar is halvedB if the duration was 5 round, the e/emplar is not affected at all. .mpro$ed +$asion '+2(: Against effects that re,uire a Cefle/ saving throw for half damage, the e/emplar suffers no damage on a successful save and only half damage on a failed save. This ability functions only when the e/emplar is wearing light armor or no armor. 'electing this ability permanently reduces the e/emplar:s hit points by @. .nsight"ul De"ense ' u(: The e/emplar adds his "ntelligence modifier as an insight bonus to his %efense score while wearing no armor. 0ast &an tanding '+2(: The e/emplar is able to remain conscious while at 95 hit points or lower. -urthermore, he is able to act normally while disabled and does not take damage for taking an action while disabled. *ampage ' u(: After scoring a critical hit, the e/emplar gains a bonus to attack and weapon damage rolls e,ual to his e/emplar level on his ne/t attack. 'electing this ability permanently reduces the e/emplar:s hit points by @. torm o" Blows ' u(: The e/emplar can make one e/tra attack in a full9attack action at his highest base attack bonus. This attack and each other attack made in the round take a 9> penalty. The e/emplar must be unarmored to use this ability. *nce per day per e/emplar level, he may increase that penalty to 9@ to gain > e/tra attacks instead. This ability does not stack with other similar effects, such as the *en)uki Tai)utsu techni,ue. =hen wielding multiple weapons, this ability is only applied to the primary weapon. This ability can only be used once per round. "f the character gains e/tra actions, the e/tra actions cannot be empowered by the storm of blows. 'electing this ability permanently reduces the e/emplar:s hit points by @. upreme &elee &astery ' u( 're,uires 5 other high masteries(: The e/emplar gains the benefits of the Melee Mastery feat, but in all melee damage types. This applies only to melee attacks and does not stack with the Melee Mastery feat. upreme *anged &astery ' u( 're,uires 5 other high masteries(: The e/emplar gains the benefits of the Canged Mastery feat, but in all ranged damage types. This applies only to ranged attacks and does not stack with the Canged Mastery feat. Last Stand *nce per day when taking damage that would reduce the &/emplar to 957 hit points or lower, this ability activates. The &/emplar is able to remain conscious and survive any amount of damage, as well as become immune to ability damage, ability drain, da4e, death effects, disease, negative level, poison, sleep and stunning effects, as well as any effect that causes the loss of a turn for 5 round. =hile the ability lasts, the e/emplar:s attacks ignore all hardness and damage reduction and do not automatically miss on a
natural roll of 5. All chakra cost of abilities and techni,ues are reduced by @7L. At the end of the attacker:s ne/t turn, the &/emplar rolls a percentile die and adds his total character level. *n a roll of 37 or more, the character is instantly returned to 93 hit points and stable. *n a natural roll of 33 or 577, the ability lasts for an additional round. +ercentile dice is rolled each round the ability lasts to determine if it will last a round longer, but the conse,uences of failure are eliminated after the first success.
Gen4"ts" Master
The gen)utsu master is beyond proficient in the use and application of various gen)utsu, and albeit rare, they are e/tremely fearsome and dangerous opponents. The fastest path to this class is through the Charismatic 1ero basic class. Re!"irements: To ,ualify to become a genjutsu master, a character must fulfill all the following criteria. S$i s: 0en)utsu 3 ranks %eats: 0en)utsu Adept Spe#ia : Must know at least 6 different 0en)utsu techni,ues. C ass In&ormation The following information pertains to the 0en)utsu Master prestige class. Hit Die The 0en)utsu Master gains 5d6 hit points per level. The Constitution modifier applies. A#tion Points The 0en)utsu Master gains a number of action points e,ual to 8 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The 0en)utsu Master:s class skills are as follows. .luff !Cha#, Chakra Control !=is#, Concentration !Con#, Craft !calligraphy, chemical# !"nt#, %ecipher 'cript !"nt#, 0en)utsu !Cha#, 1ide !%e/#, Hnowledge !behavioral science, current events, earth and life science, history, nin)a lore, physical science, popular culture# !"nt#, <isten !=is#, Move 'ilently !%e/#, +rofession !=is#, Cead <anguage !(one#, Cesearch !"nt#, 'earch !"nt#, 'peak <anguage !(one#, 'pot !=is#, Tumble !%e/#. S$i Points at Ea#' Le(e : @ 2 "nt modifier.
TABLE: THE GEN52TS2 MASTER
Le(e
27 25 2>
25 2> 2>
27 27 25
2> 0en)utsu mastery, bonus chakra 23 .onus feat 23 0en)utsu mastery, sneak attack 25d6
25 2> 2>
25 25 25
23 23 2? 2@
2> 23 23 2?
25 25 2> 2>
2? 2? 2@ 2@
.onus feat 0en)utsu mastery Guicken illusion 0en)utsu mastery, sneak attack 2>d6
23 23 2? 2?
C ass %eat"res The following features pertain to the 0en)utsu Master prestige class. Gen4"ts" Master/ As per his very name, the 0en)utsu Master speciali4es in 0en)utsu and all the finer points of said art. This enables the 0en)utsu Master to develop some abilities that help him through his life as a shinobi. &ach time the 0en)utsu Master gains a 0en)utsu Mastery !at levels 5, 3, @, and 8#, he may chose from the list below$ Doujutsu 3ro"i%ien%y 're,uires 4 other Genjutsu &astery(: The 0en)utsu Master reduces the chance a creature currently adverting its eyes to avoid making a saving throw by 5@L !3@L chance not to make a saving throw#. +ternal Genjutsu 're,uires 5 other Genjutsu &astery(: At the e/penses of an action point, the 0en)utsu Master is able to increase the ma/imum duration of a techni,ue, including the length of time he can concentrate on it, by one9half. Genjutsu Counter 're,uires Genjutsu 7ai te%hni,ue and one other Genjutsu &astery(: After being afflicted by a 0en)utsu that he successfully identified, the 0en)utsu Master is able to immediately attempt counter it. At the e/penses of an action point, the 0en)utsu Master may perform the Genjutsu 7ai or Genjutsu #oukai techni,ue as an instant action. sing this mastery in a threatened area may provoke an attack of opportunity !see Concentration skill for details on using spells and techni,ues defensively#. Genjutsu -low: The 0en)utsu Master increases the range of his 0en)utsu by one9half. Techni,ues with a ETouch,E EMelee,E or E+ersonalE range are unaffected. Genjutsu 7nowledge: The 0en)utsu Master is very proficient at detecting and identifying 0en)utsu. 1e gains a 2? bonus to 0en)utsu checks made to detect and identify a 0en)utsu techni,ue and may now learn Training techni,ues of the 0en)utsu subtype normally. Genjutsu 3ro"i%ien%y: The 0en)utsu Master gains a 2> bonus 0en)utsu checks made to perform 0en)utsu techni,ues, and a 25 enhancement bonus to his 0en)utsu skill threshold. Greater &astery 're,uires 5 other Genjutsu &astery(: The 0en)utsu Master increases the saving throw %C of his 0en)utsu techni,ue by 5. Hide in 3lain ight 're,uires 5 other Genjutsu &astery(: A 0en)utsu Master can use the
1ide skill even while being observed. As long as he is within 57 feet of some sort of shadow, a he can hide himself from view in the open without anything to actually hide behind. 1e cannot, however, hide in his own shadow. neak Atta%k 84d9 're,uires 5 other Genjutsu &astery(: The gen)utsu master:s sneak attack increases by 25d6. *esilient Genjutsu 're,uires 4 other Genjutsu &astery(: The dispel check %C to dispel the gen)utsu master:s 0en)utsu techni,ue increases by 5 every odd9numbered levels. ubdued .llusion 're,uires 4 other Genjutsu &astery(: The 0en)utsu Master is able to increase the 0en)utsu check %C made to identify his gen)utsu techni,ues by @. Bon"s C'a$ra The 0en)utsu Master gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e 5st 5 ? >nd 3 A 3rd @ 5> ?th 8 56 @th 3 >7 6th 55 >? 8th 53 >A
Snea$ Atta#$ This ability functions as the (in)a 'cout sneak attack ability. "f he can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for e/tra damage. Creatures immune to critical hits and sneak attacks, or who have concealment, do not suffer e/tra damage. This e/tra damage is 5d6 at 3rd level, and it increases to 5d6 at 8th level. "f the gen)utsu master gains a bonus to sneak attack from another source, the bonuses stack. Bon"s %eat At >nd and ?th level, the 0en)utsu Master gets a bonus feat. The bonus feat must be selected from the following list, and the 0en)utsu Master must meet all the prere,uisites of the feat to select it. Alertness, Attentive, .lood +act, Chakra +enetration, &ducated, &/tend Techni,ue, -ocused, 0enin, Cetrieval &/pert, 0reater Chakra +enetration, Chuunin, ;ounin, Meticulous, (in =eapons +roficiency, 'turdy "llusion, Talented 'hinobi, Techni,ue
-ocus. 6"i#$en I "sion Three times per day, the 0en)utsu Master can perform a 0en)utsu techni,ue as a ,uickened action, provided the techni,ue:s perform time is no longer than 5 full9round action. The perform re,uirements of the techni,ue are automatically met, and performing the techni,ue does not provoke an attack of opportunity. This enables the gen)utsu master to take other actions, even performing a second techni,ue, in the same round as he performed a ,uickened techni,ue. The gen)utsu master can only gain one ,uickened action per round, no matter the type !see .asic 0ame Mechanics for rules on Guickened Actions#.
Li(e,ire
The <ivewire is a combatant that prefers to attack at a distance using wire, leaving thin but deep gouges in the flesh of its enemies. "t is able to lash out and attack with the flick of a finger or a wrist, using deceptively thin iron wire to devastating effects. Re!"irements: To ,ualify to become a li$ewire, a character must fulfill all the following criteria. S$i s: 'leight of 1and 6 ranks. %eats: =eapon -ocus !battle wire#. Spe#ia : Must have at least the third step of mastery in 7ousen *yu. C ass In&ormation The following information pertains to the <ivewire prestige class. Hit Die The <ivewire gains 5dA hit points per level. The Constitution modifier applies. A#tion Points The <ivewire gains a number of action points e,ual to 8 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The <ivewire:s class skills are as follows. .alance !%e/#, Chakra Control !=is#, %rive !%e/#, 1ide !%e/#, <isten !=is#, Move 'ilently !%e/#, +erform !sing, string instruments# !Cha#, +rofession !=is#, Cead <anguage !(one#, 'leight of 1and !%e/#, 'peak <anguage !(one#, 'pot !=is#, Tai)utsu !'tr#, Tumble !%e/#. S$i Points at Ea#' Le(e : 3 2 "nt modifier.
TABLE: THE LIVE*IRE
Le(e
5st
25
27
2>
25
25
>nd 3rd
2> 23
27 25
23 23
2> 2>
25 25
Class -eatures The following features pertain to the <ivewire prestige class. Li(e,ire The <ivewire is able to enter the 7ousen *yu stance as a move9e,uivalent action rather than an attack action. The livewire never risks taking damage when attacking in the stance and rolling 5 on an attack roll. *ire Tri#$ At 5st, >nd and 3rd level, the <ivewire gains a =ire Trick, which is an ability selected from the pool presented below. 'ome restrictions may apply, mentioned parenthetically. Battle !ire pe%iali)ation 'any !ire Tri%k(: The livewire gains an additional 2> bonus to damage rolls made when using a battle wire. This bonus does not stack with that of other similar abilities. Diamond !ire: The livewire deals 5d6 points of slashing damage instead of 5d? when using the battle wire. +""i%ien%y: The livewire spends 5 less chakra to enter the Housen Cyu stance !minimum 7#. This trick can be selected more than once. Great *ea%h: The livewire only suffers a F5 attack roll penalties per range increment when using battle wires, rather than the usual F>. .mpro$ed Criti%al 'any 5 !ire Tri%ks(: The livewire:s threatened range when using the battle wire increases by 5 !539>76/>#. neak Atta%k 84d9 'any !ire Tri%k(: The livewire gains sneak attack 25d6. 'ee the (in)a 'cout:s sneak attack ability for details. !ebspinner: The livewire is able to create a web of wires using 3 or more anchor points forming a @9ft. radius circle, s,uare or 579ft. e,uilateral triangle !where each sides measure 57 feet#. The web can hold up to 5@ pounds per character level !not livewire levels# before it falls apart. "t can also be broken with a .reak check !%C 5?25 per livewire level#. =hen the web is broken or falls apart, it simply returns to its original form !that of a battle wire or at least @ kousen#. The livewire must remain within @ feet of the web, and can hold it for as long as he concentrates !as though a techni,ue#. Bon"s %eats
At >nd level, the <ivewire gets a bonus feat. The bonus feat must be selected from the following list, and the <ivewire must meet all the prere,uisites of the feat to select it. %efensive Martial Arts, %odge, "mproved "nitiative, "mproved Two9=eapon -ighting, Two9=eapon -ighting.
Master Strategist
The master strategist is the man behind the curtain. 1e makes deadly plans to aid his allies and bring his enemies down with terrifying swiftness and efficiency. The master strategist works best with allies as his ability to make plans can empower them a great deal, but he can be a force to be reckoned with on his own, given time. Re!"irements: To ,ualify to become a master strategist, a character must fulfill all the following criteria. S$i s: Hnowledge !tactics# 3 ranks. %eats: Combat &/pertise. Spe#ia : +lan or +lan I class feature. C ass In&ormation The following information pertains to the Master 'trategist prestige class. Hit Die The Master 'trategist gains 5d6 hit points per level. The Constitution modifier applies. A#tion Points The Master 'trategist gains a number of action points e,ual to 8 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The Master 'trategist:s class skills are as follows. Chakra Control !=is#, Concentration !Con#, Craft !calligraphy, chemical# !"nt#, %ecipher 'cript !"nt#, %emolitions !"nt#, %iplomacy !Cha#, -orgery !"nt#, -uin)utsu !"nt#, 0ather "nformation !Cha#, 0en)utsu !Cha#, "ntimidate !Cha#, "nvestigate !"nt#, Hnowledge !all skills, taken individually# !"nt#, <isten !=is#, (avigate !"nt#, (in)utsu !"nt#, +rofession !=is#, Cead6=rite <anguage !none#, Cesearch !"nt#, 'earch !"nt#, 'ense Motive !=is#, 'peak <anguage !none#, 'pot !=is#, Tai)utsu !'tr#. S$i Points at Ea#' Le(e : 3 2 "nt modifier.
TABLE: THE MASTER STRATEGIST
Le(e
27 25 25 2>
27 27 25 25
2> 23 23 2?
"mproved plans, bonus chakra 'trategic timing, bonus feat 'wift planning 56day %eclaration of war, tactical assessment, bonus feat
25 2> 2> 23
25 25 25 2>
2> 23 23
23 23 2?
25 2> 2>
23 2? 2?
2> 2> 23
C ass %eat"res The following features pertain to the Master 'trategist prestige class. Impro(ed P ans =hen using the +lan ability, the master strategist adds any levels in this class to 'mart 1ero or (in)a *pertations Counter levels when making an "ntelligence check. "ncrease the result of the plan by 5, regardless of the result of the "ntelligence check. This ability does not stack with the +lan I ability. Bon"s C'a$ra The Master 'trategist gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e 5st 5 > >nd > ? 3rd 3 6 ?th ? A @th @ 57 6th 6 5> 8th 8 5?
Strategi# Timing 'tarting >nd level, the Master 'trategist may use his "ntelligence modifier in place of his %e/terity modifier to roll initiative. S,i&t P anning At 3rd and @th level, the master strategist gainst the ability to formulate a plan during combat as per "mproved +lans ability, but at a 9? penalty. sing this ability is an attack action that may provoke an attack of opportunity. De# aration o& *ar The master strategist knows that the best way to end the fight is to start the fight himself. The master strategist must be able to study the participants prior to combat for at least one round. "f he does this, he gains a free readied action that allows him to take either a move or attack action if either side takes a hostile action. This action is taken before "nitiative is rolled, therefore giving the master strategist the element of surprise.
Ta#ti#a Assessment The master strategist has a keen eye to )udge an enemy:s strength. .y observing an individual or obstacle for at least 5 round, the master strategist can make an "ntelligence check !%C >7# with a bonus e,ual to his master strategist level to determine its relative danger. A succcessful check reveals its strength compared to the master strategist or a nearby creature or obstacle$ stronger !higher level or hit dice#, on par !same level or hit dice# or weaker !lower level or hit dice#. Ta#ti#a %o#"s At 6th level, the Master 'trategist selects a number of skills from his class list e,ual to 3 2 his "ntelligence modifier. 1e may take 57 to any of those skills even when stress or distractions would prevent it. C'e#$mate =hen the Master 'trategist forms a plan during an encounter, he can invoke the Checkmate ability while the plan bonus is still at its ma/imum. The +lan bonus is doubled for one round, and creatures gain one9half the initial +lan bonus to techni,ues, spells, powers and ability save %Cs, rounded down. After the Checkmate fades, the plan bonus is reduced to 7. This ability is a swift action and re,uires an action point to be activated, and can be used once per day. All allies who can hear the master strategist and that benefit from his initial +lan gain the bonus of Checkmate. Bon"s %eat At >nd, ?th and 6th level, the Master 'trategist gets a bonus feat. The bonus feat must be selected from the following list, and the Master 'trategist must meet all the prere,uisites of the feat to select it. Chakra +enetration, Chuunin, Combat Tactics, Combat Throw, %eceptive, %efensive Martial Arts, &ducated, 0enin, "mproved Combat &/pertise, "mproved Avoidance, "mproved -eint, "mproved "nitiative, "nsightful Cefle/es, "ron =ill, ;ounin, Techni,ue -ocus, Training, Trustworthy, nbalance *pponent, =eapon -inesse.
Re!"irements: To ,ualify to become a medi%al spe%ialist, a character must fulfill all the following criteria. Base Atta#$ Bon"s: 2> S$i s: Chakra Control 6 ranks, Hnowledge !earth and life science# 6 ranks, (in)utsu 6 ranks, Treat "n)ury 6 ranks. %eats: 1armony, Medical &/pert. C ass In&ormation The following information pertains to the Medical 'pecialist advanced class. Hit Die The Medical 'pecialist gains 5d6 hit points per level. The Constitution modifier applies. A#tion Points The Medical 'pecialist gains a number of action points e,ual to 6 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The Medical 'pecialist:s class skills are as follows. .alance !%e/#, Chakra Control !=is#, Concentration !Con# Craft !chemical, pharmaceutical# !"nt#, -uin)utsu !"nt#, 0en)utsu !Cha#, 1ide !%e/#, ;ump !'tr#, Hnowledge !earth and life science, current events, nin)a lore, popular culture# !"nt#, <isten !=is#, Move 'ilently !%e/#, (in)utsu !"nt#, +rofession !=is#, Cead <anguage !(one#, 'peak <anguage !(one#, 'pot !=is#, 'urvival !=is#, Treat "n)ury !=is#, Tumble !%e/#. S$i Points at Ea#' Le(e : @ 2 "nt modifier.
TABLE: THE MEDICAL SPECIALIST
Le(e
5st >nd 3rd ?th @th 6th 8th Ath 3th 57th
27 25 2> 23 23 2? 2@ 26 26 28
2> Medical ability, chakra scalpel 5d?, bonus chakra 23 &/pert healer, bonus feat 23 'neak attack 25d6 2? .onus feat 2? Chakra scalpel e/pertise 2@ .onus feat 2@ Medical mastery 26 'neak attack 2>d6 26 Chakra scalpel 5d6 28 &mpower healing
25 25 2> 2> 23 23 2? 2? 2@ 2@
C ass %eat"res The following features pertain to the Medical 'pecialist advanced class. Medi#a A0i it/ This ability of the Medical 'pecialist enables him to learn Medical techni,ues without suffering the usual penalty to the <earn check, and the increased time. "n addition, the character gains a 25 bonus per two level to <earn checks when learning &edi%al nin)utsu, and to +erform checks to use &edi%al techni,ues !minimum 5#. "n addition, the Medical 'pecialist, when using any of the .ryou Ninjutsu: Chiyu techni,ues, heals the target every @ rounds rather than every minute. The duration of the techni,ues change accordingly !see .ryou Ninjutsu: Chiyu / hodan #utsu for details#. A medical specialist of level >, ?, 6 and A gains greater proficiency with the Chiyu techni,ues and is able to EdischargeE the techni,ue in one large burst of healing energy. 'ee .ryou Ninjutsu: Chiyu / hodan: Nidan: andan and 1ondan #utsu for details. Bon"s C'a$ra The Medical 'pecialist gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e 5st 5 ? >nd 3 A 3rd @ 5> ?th 8 56 @th 3 >7 6th 55 >? 8th 53 >A Ath 5@ 3> 3th 58 36 57th 53 ?7
C'a$ra S#a pe This ability of the Medical 'pecialist allows him to produce Chakra at the tip of his finger and use it as a sharp knife. The chakra scalpel can be created as a move action that does not provoke attacks of opportunity, as long as the medical specialist:s chakra pool is 5 or higher. The chakra scalpel deals slashing damage and counts as though it was chakra9 enhanced for the purpose of bypassing damage reduction.
The chakra scalpel deals 5d? points of damage at first, increasing to 5d6 points of damage at 3th level. The character doesn:t apply his 'trength modifier when attacking with a chakra scalpel, but can deal non9lethal damage without taking the standard 9? penalty to attack rolls. Attacking with a chakra scalpel is a melee touch attack modified by the medical specialist:s =isdom modifier. A medical specialist with the Two9=eapon -ighting feat can create two chakra scalpels in one action. E+pert Hea er At >nd level, the Medical 'pecialistMs ability to restore hit points with a medical kit or surgery kit and a successful use of the Treat "n)ury skill improves. "n addition to the normal hit point recovery rate !5d? for a medical kit, 5d6 per patientMs character level for surgery#, the Medical 'pecialist restores 5 hit point for every level he has in this advanced class. The medical specialist also gains a 25 enhancement bonus to his effective skill threshold for to perform &edi%al nin)utsu techni,ues. Bon"s %eats At >nd, ?th, and 6th level, the Medical 'pecialist gets a bonus feat. The bonus feat must be selected from the following list, and the Medical 'pecialist must meet all the prere,uisites of the feat to select it. .uilder, Cautious, Chuunin, %efensive Martial Arts, %odge, &ducated, -orensics Training, 0enin, Cetrieval &/pert, "mproved "nitiative, (in =eapons +roficiency, Ceverse %octor, 'urgery, nbalance *pponent. Snea$ Atta#$ This ability functions as the (in)a 'cout sneak attack ability. "f he can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for e/tra damage. Creatures immune to critical hits and sneak attacks, or who have concealment, do not suffer e/tra damage. This e/tra damage is 5d6 at 3rd level, and it increases by 5d6 every @ levels thereafter. "f the medical specialist gains a bonus to sneak attack from another source, the bonuses stack. C'a$ra S#a pe E+pertise =hen the Medical 'pecialist deals a sneak attack with his chakra scalpel, he may sacrifice 5 die of damage to deal either 5 point of temporary 'trength or %e/terity damage as a free action. This applies to a single attack and must be declared before the attack is rolled. The ability cannot be used to deal more than 6 points of ability damage on a single target, and must be declared before making the attack roll. The ability damage lasts for 5 minute per medical specialist level.
Medi#a Master/ =hen making a Treat "n)ury skill check, a Medical 'pecialist of 8th level or higher may take 57 even if stress and distractions would normally prevent him from doing so. =hen using the .ryou Ninjutsu: Chiyu techni,ues, the Medical 'pecialist also heals the target every round rather than every minute or @ rounds. Empo,er Hea ing -or a Medical 'pecialist, focus and control enables him to go one step farther and e/ceed his limit. At 57th level, the Medical 'pecialist may, at the e/penses of an action point, perform a Medical techni,ue as though empowered by the meta9chakra feat of the same name. The perform re,uirements are automatically met with empowered healing.
C ass S$i s The (in)a *perations Counter:s class skills are as follows. .alance !%e/#, Chakra Control !=is#, Climb !'tr#, Concentration !Con#, %isable %evice
!"nt#, %rive !%e/#, &scape Artist !%e/#, -uin)utsu !"nt#, 0en)utsu !Cha#, 1ide !%e/#, "nvestigate !=is#, ;ump !'tr#, Hnowledge !current events, nin)a lore, popular culture, streetwise, tactics# !"nt#, <isten !=is#, (in)utsu !"nt#, Move 'ilently !%e/#, +rofession !=is#, Cead <anguage !(one#, +ilot !%e/#, 'peak <anguage !(one#, 'pot !=is#, 'urvival !=is#, 'wim !'tr#, Tai)utsu !'tr#, Tumble !%e/#. S$i Points at Ea#' Le(e : 8 2 "nt modifier.
TABLE: THE NIN5A )PERATI)NS C)2NTER
Le(e
27 25 2> 23 23
25 Techni,ue counter, trap sense, bonus chakra 2> +lan I 2> 'wift tracker, tenketsu free4e 2> .onus feat 23 0reater techni,ue counter, &vasion I
25 2> 2> 23 2?
27 27 27 27 27
C ass %eat"res The following features pertain to the (in)a *perations Counter prestige class. Te#'ni!"e Co"nter The (in)a *perations Counter:s techni,ue analytical ability is so developed that he subconsciously find methods to counter it. =hen being the target of a techni,ue that allows a save for partial, half or to negate the effects, which he already witnessed the effects, if the (in)a *perations Counter succeed in identifying it, he may roll an "ntelligence check modified by his (in)a *perations Counter levels, with a %C e,ual to 57 2 the techni,ue:s Cank. "f the check is successful, he gains a bonus to saving throws against the techni,ue e,ual to his (in)a *perations Counter levels. That does not after9 affect the effects of a techni,ue, such as the (ausea caused by ;)ukage *engeki. Trap Sense The (in)a *perations Counter, to do his duty, must be proficient at detecting and avoiding traps. 1e gains a 2? to bonus to search and spot checks to detect traps, and a 23 bonus to refle/ saves and %efense to avoid being hit. Bon"s C'a$ra The (in)a *perations Counter gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e
5 > 3 ? @
> ? 6 A 57
P an X At second level, the (in)a *perations Counter:s thinking ability are improved by his vast e/perience of the field, allowing him to make ,uick and efficient planning to help he and his time to overcome any obstacle that might be in his way. "f the character did not possess the 3lan 'mart 1ero talent, the +lan I functions the same way as mentioned talent using the (in)a *perations Counter as base level. "f he did, however, possess the 3lan 'mart 1ero talent, the +lan I ability still functions the same way as plan, e/cept that the bonus the bonus ac,uired by the result are increased by 5. S,i&t Tra#$er .y third level, the (in)a *perations Counter is adept at hunting down and eliminating a foe. 1e may track at his normal speed without taking a penalty to his 'urvival checks, and may track at twice his normal speed by taking only a 957 penalty to his 'urvival checks instead of 9>7. Ten$ets" %ree.e *ne of the terrifying ability if the (in)a *perations Counter is his ability to disable one:s body by targeting some key tenketsu in one:s body. At 3rd level, the (in)a *perations Counter may, at the e/penses of an action point, make a ranged or melee attack that will 3araly)e the opponent for 5 round per (in)a *perations Counter level if it hits. The target must succeed a -ortitude save !%C 57 2 (in)a *perations Counter <evel 2 %e/terity modifier# in order to avoid suffering the paralysis effect. *rdinaries don:t get a save against this attack. sing this ability is an attack action that does not provoke an attack of opportunity, and one tenketsu will be sealed as a result of falling prey to this attack. Bon"s %eats At ?th level, the (in)a *perations Counter gets a bonus feat. The bonus feat must be selected from the following list, and the (in)a *perations Counter must meet all the prere,uisites of the feat to select it. Alertness, .lood +act, Chuunin, ;ounin, 0enin, Cetrieval &/pert, Meticulous, Trustworthy. E(asion X At fifth level, the (in)a *perations Counter is able to easily avoid traps, falling ceiling or fireballs. "f the character is sub)ect to an attack that allows him a Cefle/ save to take only half damage, he takes no damage from the attack. "f the (in)a *perations Counter already possesses the &vasion ability, he takes half damage on a failed save, and no damage if the Cefle/ save succeeds. This ability is nullified if the (in)a *perations Counter carries heavier than a light load or wears medium or heavy armor. Greater Te#'ni!"e Co"nter .y @th level, not only is the (in)a *perations Counter proficient in techni,ue counter, but
he is also able to guide other with his e/pertise. =henever the character makes a successful Techni,ue Counter check, he may spend an action point to bestow the bonus ac,uired to allies in a >7 feet range of the (in)a *perations Counter.
Nin4a Po i#e
(in)a +olice are, in the nin)a society, the closest thing to the police. They usually don:t operate under the village Hage:s order, and maintain order in the village. They are usually given the task of investigation, which they do best. The fastest path to this class is through the %edicated 1ero basic class. Re!"irements: To ,ualify to become a ninja poli%e, a character must fulfill all the following criteria. S$i s: 0ather "nformation 3 ranks, "nvestigate 6 ranks, 'ense Motive 3 ranks, A ranks distributed into either$ Chakra Control, 0en)utsu, (in)utsu and Tai)utsu. %eats: Attentive C ass In&ormation The following information pertains to the (in)a +olice advanced class. Hit Die The (in)a +olice gains 5d6 hit points per level. The Constitution modifier applies. A#tion Points The (in)a +olice gains a number of action points e,ual to 6 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The (in)a +olice:s class skills are as follows. .alance !%e/#, .luff !Cha#, Chakra Control !=is#, Concentration !Con#, %rive !%e/#, -orgery !"nt#, -uin)utsu !"nt#, 0en)utsu !Cha#, 0ather "nformation !Cha#, 1ide !%e/#, "ntimidate !Cha#, "nvestigate !=is#, ;ump !'tr#, Hnowledge !all skills taken individually# !"nt#, <isten !=is#, Move 'ilently !%e/#, (in)utsu !"nt#, +ilot !%e/#, +rofession !=is#, Cead <anguage !(one#, Cesearch !"nt#, Cide !%e/#, 'earch !"nt#, 'ense Motive !=is#, 'leight of 1and !%e/#, 'peak <anguage !(one#, 'pot !=is#, 'urvival !=is#, Tai)utsu !'tr#, Tumble !%e/#. S$i Points at Ea#' Le(e : 8 2 "nt modifier.
TABLE: THE NIN5A P)LICE
Le(e
27 25 2> 23 23
+rofile, street savvy, bonus chakra Contact, low level .onus feat 'neak attack 25d6 .onus feat
25 25 2> 2> 23
25 25 25 2> 2>
2? 2@ 26 26 28
23 2? 2? 2? 2@
23 2? 2? 2? 2@
23 2? 2? 2? 2@
Contact, med9level .onus feat 'neak attack 2>d6 Contact, high level Anticipate
23 2? 2? 2@ 2@
2> 23 23 23 2?
C ass %eat"res The following features pertain to the (in)a +olice advanced class. Pro&i e .y making a 0ather "nformation check !%C 5@# when talking to witnesses of a crime, the (in)a +olice compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms. 'uccess makes the profile accurate, at least concerning a particular suspect as seen by witnesses. !-or this 0ather "nformation check, no money changes hands.# The (in)a +olice can e/pand the profile by making an "nvestigate check !%C 5@# involving the crime scene or other evidence linked to the suspect. "f successful, the (in)a +olice combines eyewitness accounts with forensic evidence to develop a profile of the suspectMs method of operation. This provides a 2> circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate and capture the suspect. Street Sa((/ The (in)a +olice is adept at gathering tidbits of odd and obscure knowledge, so much that his ability to scrounge up information on almost any topic is sometimes staggering. The nin)a police may make special Hnowledge checks e,ual to his nin)a police level 2 his "ntelligence modifier to see whether he knows some relevant information about a notable person, legendary item or place, for e/ample. A successful street savvy check will not reveal the power of an item but may strongly hint to its general function. The nin)a police may not take 57 or take >7 on this checkB this sort of knowledge is essentially random. The 0M may determine that having @ or more ranks in a Hnowledge check grants the (in)a +olice a 2> bonus to his street savvy checkB for e/ample, a check relevant to a local crime lord might benefit from the Hnowledge !streetwise# skill, and so would relevant information about a missing9nin benefit from the Hnowledge !nin)a lore# skill.
DC 57 >7 >@ 37 T/pe o& $no, edge Common, known by at least a substantial minority of the local population. ncommon but available, known by only a few people legends. *bscure, known by few, hard to come by. &/tremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who donMt understand the significance of the knowledge.
Bon"s C'a$ra The (in)a +olice gains a certain amount of bonus chakra and bonus reserve from taking
levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e 5st 5 > >nd > ? 3rd 3 6 ?th ? A @th @ 57 6th 6 5> 8th 8 5? Ath A 56 3th 3 5A 57th 57 >7
Conta#t An (in)a +olice of >nd level or higher cultivates associates and informants. &ach time the (in)a +olice gains a contact, the 0M should develop a supporting character to represent the contact. The player can suggest the type of contact his or her character wants to gain, but the contact must be an ordinary character, not a heroic character. A contact will not accompany a (in)a +olice character on missions or risk his or her life. A contact can, however, provide information or render a service !make a specific skill check on the (in)a +oliceMs behalf#. At >nd level, the (in)a +olice gains a low9level contact, at 6th level a mid9level contact, and at 3th level a high9level contact. The (in)a +olice canMt call on the same contact more than once in a week, and when he or she does call on a contact, compensation may be re,uired for the assistance the contact renders. "n general, a professional associate wonMt be compensated monetarily, but instead will consider that the (in)a +olice owes him or her a favor. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and e/perts in the use of skills normally want to be paid for the services they provide. -or underworld or street contacts, this e/pense is represented by a =ealth check against a purchase %C of 57 for the low9level contact, 5@ for the mid9level contact, or >7 for the high9level contact. -or skilled e/perts, the purchase %C is 57 2 the ranks the e/pert has in the appropriate skill. Bon"s %eats At 3rd, @th, and 8th level, the (in)a +olice gets a bonus feat. The bonus feat must be selected from the following list, and the (in)a +olice must meet all the prere,uisites of the feat to select it.
Alertness, Armor +roficiency !<ight, Medium#, .rawl, Chuunin, %eceptive, %efensive Martial Arts, &ducated, 0enin, Cetrieval &/pert, 0reater 'treet 'avvy, Meticulous, (in =eapons +roficiency, Cenown, 'tudious, Track and Trustworthy. Snea$ Atta#$ This ability functions as the (in)a 'cout sneak attack ability. "f he can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for e/tra damage. Creatures immune to critical hits and sneak attacks, or who have concealment, do not suffer e/tra damage. This e/tra damage is 5d6 at ?th level, and it increases by 5d6 every ? levels thereafter. "f the nin)a police gains a bonus to sneak attack from another source, the bonuses stack. Anti#ipate At 57th level, the (in)a +olice is so adept at predicting the enemies reaction that he can easily react appropriately to counter it. At the beginning of a round, the (in)a +olice may spend an action point to act at the same time as the enemy in the initiative gridB he must declare the enemy when he uses this ability, and must have been fighting said enemy for more than 3 rounds or be well ac,uainted with him. The (in)a +olice gains a 2? insight bonus to attack and damage rolls, defense and any skill checks made to intercept the opponent. *n the ne/t round, the initiative order returns to normal. sing this ability is a free action that does not provoke an attack of opportunity.
Nin4a S#o"t
The (in)a 'cout is the most common type of nin)a. 1e is proficient at performing techni,ues, sneaking behind enemies and tracking them down. Most nin)a eventually take levels in this class, as it covers the most basic skills. The fastest path to this class is through the any of the basic classes. Re!"irements: To ,ualify to become a ninja s%out, a character must fulfill all the following criteria. S$i s: Hnowledge !nin)a lore# 6 ranks, 'urvival 3 ranks, and 57 ranks distributed into$ Chakra Control, 0en)utsu, (in)utsu and Tai)utsu. %eats: (in =eapons +roficiency C ass In&ormation The following information pertains to the (in)a 'cout advanced class. Hit Die The (in)a 'cout gains 5dA hit points per level. The Constitution modifier applies. A#tion Points The (in)a 'cout gains a number of action points e,ual to 6 2 one9half his character level, rounded down, everytime he attains a new level in this class.
C ass S$i s The (in)a 'cout:s class skills are as follows. .alance !%e/#, Chakra Control !=is#, Concentration !Con#, %isable %evice !"nt#, %rive !%e/#, -uin)utsu !"nt#, 0ather "nformation !Cha#, 0en)utsu !Cha#, 1ide !%e/#, ;ump !'tr#, Hnowledge !current events, nin)a lore, popular culture# !"nt#, <isten !=is#, Move 'ilently !%e/#, (in)utsu !"nt#, +ilot !%e/#, +rofession !=is#, Cead <anguage !(one#, Cide !%e/#, 'earch !"nt#, 'leight of 1and !%e/#, 'peak <anguage !(one#, 'pot !=is#, 'urvival !=is#, Tai)utsu !'tr#, Tumble !%e/#. S$i Points at Ea#' Le(e : @ 2 "nt modifier.
TABLE: THE NIN5A SC)2T
Le(e
5st >nd 3rd ?th @th 6th 8th Ath 3th 57th
27 25 2> 23 23 2? 2@ 26 26 28
2> 23 23 2? 2? 2@ 2@ 26 26 28
Track, bonus chakra 'neak attack 25d6 .onus feat "ncrease speed !@ feet# 1ide in plain sight 'neak attack 2>d6, bonus feat &vasion I "ncrease speed !57 feet# .onus feat 'neak attack 23d6, ,uicken techni,ue
25 2> 2> 23 2? 2? 2@ 26 26 28
27 27 27 27 25 25 25 25 2> 2>
C ass %eat"res The following features pertain to the (in)a 'cout advanced class. Tra#$ A nin)a must be proficient at tracking his foe downB losing one:s pray means failure. At first level, the (in)a 'cout gains the Track feat for free. "n addition, the (in)a 'cout can Track at his normal speed without taking a 9@ penalty to his 'urvival check. Bon"s C'a$ra The (in)a 'cout gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e 5st 5 > >nd > ?
3 ? @ 6 8 A 3 57
6 A 57 5> 5? 56 5A >7
Snea$ Atta#$ A nin)a:s strength comes from his ability at sneaking behind his foe, catching them off9 guard and helpless. "f he can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for e/tra damage. The (in)a 'cout:s attack deals e/tra damage any time his target would be denied a %e/terity bonus to %efense !whether the target actually has a %e/terity bonus or not#, or when he flanks his target. This e/tra damage is 5d6 at >nd level, and it increases to >d6 at level 6th and 3d6 at 57th level. 'hould the nin)a scout score a critical hit with a sneak attack, this e/tra damage is not multiplied. Canged attacks can count as sneak attacks only if the target is within 37 feet. =ith an unarmed strike, a nin)a scout can make a sneak attack that deals nonlethal damage instead of lethal damage. 1e cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual 9? penalty. A nin)a scout can sneak attack only living creatures with discernible anatomies9 undead, constructs, oo4es, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The nin)a scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. 1e cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Bon"s %eats At 3rd, 6th, and 3th level, the (in)a 'cout gets a bonus feat. The bonus feat must be selected from the following list, and the (in)a 'cout must meet all the prere,uisites of the feat to select it. Agile Ciposte, Armor +roficiency, Athletic, .rawl, Chuunin, Combat &/pertise, Combat Martial Arts, Combat Cefle/es, %efensive Martial Arts, %odge, &lusive Target, -ocused, 0enin, 0en)utsu Adept, Cetrieval &/pert, "mproved Chakra +ool, "mproved %isarm, "mproved -eint, "mproved Trip, <ightning Cefle/es, (in)utsu Adept, 'tealthy, 'treetfighting, Tai)utsu Adept, Talented 'hinobi. In#rease Speed The faster you move, the easier it is for you to catch your prey. "n some situation, speed may determine whether you live or you dieB be ready. At ?th level, the (in)a 'cout:s base speed increase by @ feet as long as he doesn:t carry heavier than a light load. This bonus increases to 57 feet at Ath level, and stacks with the -ast 1ero:s "ncrease 'peed talent tree. Hide in P ain Sig't
A (in)a 'cout can use the 1ide skill even while being observed. As long as he is within 57 feet of some sort of shadow, a he can hide himself from view in the open without anything to actually hide behind. 1e cannot, however, hide in his own shadow. E(asion X At 8th level, the (in)a 'cout is able to easily avoid traps, falling ceiling or fireballs. "f the (in)a 'cout is sub)ect to an attack that allows him a Cefle/ save to take only half damage, the (in)a 'cout takes no damage from the attack. "f the (in)a 'cout already possesses the &vasion ability, he takes half damage on a failed save, and no damage if the Cefle/ save succeeds. This ability is nullified if the (in)a 'cout carries heavier than a light load. 6"i#$en Te#'ni!"e At 57th level, the (in)a 'cout gains the ability to perform ,uickened techni,ues. *nce per day every odd9numbered level, the (in)a 'cout can spend an action point to gain a ,uickened action to perform a Chakra Control, 0en)utsu or (in)utsu techni,ue with a perform time no longer than 5 attack action. The (in)a 'cout does not provoke an attack of opportunity for performing a ,uickened techni,ue, and may take another action in the same round, even performing a second techni,ue. The (in)a 'cout can use this ability without spending an action point once per day, but can only gain one ,uickened action per round, no matter the type !see .asic 0ame Mechanics for rules on Guickened Actions#.
P"ppeteer
This type of nin)a does not like Melee combat. "nstead, it uses tools to fight for him, while he calmly watches and analy4es his enemy from the shadows. The fastest path to this class is through the 'mart hero basic class.
Re!"irements: To ,ualify to become a puppeteer, a character must fulfill all the following criteria. Base Atta#$ Bon"s: 25 S$i s: Concentration 3 ranks, (in)utsu 6 ranks, Cepair 6 ranks. Spe#ia : The puppeteer candidate must be able to create C9Class chakra threads or better with the Ninpou: Chakra no .to techni,ue. C ass In&ormation The following information pertains to the +uppeteer advanced class. Hit Die The +uppeteer gains 5d6 hit points per level. The Constitution modifier applies. A#tion Points The +uppeteer gains a number of action points e,ual to 6 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The +uppeteer:s class skills are as follows. Chakra Control !=is#, Craft !chemical, mechanical# !"nt#, Concentration !Con#, %isable %evice !"nt#, %rive !%e/#, &scape Artist !%e/#, 1ide !%e/#, Hnowledge !earth and life science, nin)a lore, popular culture, streetwise, technology# !"nt#, <isten !=is#, (in)utsu !"nt#, +erform !Cha#, +ilot !%e/#, +rofession !=is#, Cead <anguage !(one#, Cepair !"nt#, Cide !%e/#, 'earch !"nt#, 'peak <anguage !(one#, 'pot !=is#. S$i Points at Ea#' Le(e : @ 2 "nt modifier.
TABLE: THE P2PPETEER
Le(e
5st >nd 3rd ?th @th 6th 8th Ath 3th 57th
27 25 25 2> 2> 23 23 2? 2? 2@
+uppetry, bonus chakra +uppeteer skill Advanced puppetry +uppeteer skill Advanced puppetry "" +uppeteer skill Advanced puppetry """ +uppeteer skill Advanced puppetry "J +uppeteer skill
25 25 2> 2> 23 23 2? 2? 2@ 2@
27 27 27 27 25 25 25 25 2> 2>
C ass %eat"res The following features pertain to the +uppeteer advanced class. P"ppetr/ The user is able to use chakra threads to animate and control a single 'mall, Medium or <arge puppet within his reach as an attack action, and use any component installed on the puppet. The puppet cannot move further than the ma/imum distance of the chakra threads, but the chakra threads: range increment penalties otherwise do not apply. The puppeteer can control up to 5 hit dice of puppet per character level. (o puppet can be animated with more hit dice than the puppeteer:s total hit dice. The puppet is animated with 5 hit dice per chakra spent, and has a chakra pool e,ual to the chakra spent animating it. A puppet reduced to 7 chakra is deanimated and cannot be reanimated for 5d? rounds, and a puppet reduced to 7 hit points is disabled !see +uppet Combat for details#. "f the chakra threads are severed or cancelled, the puppet is deanimated but retains its chakra for 5 round, enabling the puppeteer to reanimate the puppet by paying the chakra cost of the chakra threads only, rather than the full cost of the puppet. The puppeteer must make a Concentration check at the beginning of each turn if he has taken damage in the previous turn. The check is %C 572damage taken, and causes the puppet to be disabled when failed. The puppet is animated for @ minutes, plus 5 minute per character level. 'ee the +uppets section of the (in)a Tools chapter for detail on controlling puppets and puppet components. sing this ability can provoke an attack of opportunity. Bon"s C'a$ra The +uppeteer gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e 5st 5 > >nd > ? 3rd 3 6 ?th ? A @th @ 57 6th 6 5> 8th 8 5? Ath A 56 3th 3 5A 57th 57 >7
Ad(an#ed P"ppetr/ The puppeteer is able to control two 'mall puppets instead of a Medium9si4ed or <arge puppet. 1e is able to do so with a single use of the +uppetry ability, but must pay the chakra cost for each puppet. The sum of both puppet:s hit dice cannot e/ceed the amount the puppeteer could normally control. The puppets animated by the +uppetry ability remain animated for @ minutes plus > minutes per character level. Ad(an#ed P"ppetr/ II The puppeteer can use the +uppetry ability as a move action, and reanimate puppets that were disabled from taking damage on his ne/t turn as a move action by simply paying the cost of the chakra threads instead of the puppet:s full chakra cost. This must be done within 5 round of the puppet being disabled. A puppet that was disabled from taking chakra damage or deanimated because the duration of the +uppetry ability e/pired cannot be reanimated with this ability. Ad(an#ed P"ppetr/ III The puppeteer is able to control two Medium9si4ed puppets, or one Medium9si4ed and one 'mall puppet at once with the +uppetry ability. The duration of the +uppetry ability increases to @ minutes plus @ minutes per character level. Ad(an#ed P"ppetr/ IV The puppeteer can control up to four 'mall puppets at once, or three Medium9si4ed puppets, or one <arge puppet and one Medium9si4ed puppets at once with the +uppetry ability. The duration of the +uppetry ability increases to @ minutes plus 57 minutes per character level. P"ppeteer S$i s At >nd, ?th, 6th, Ath and 57th level, the +uppeteer gets the chance to improves his skills as a puppeteer. 1e may chose from the following list of ability every time he gains a +uppeteer 'kill. nless specified, a skill cannot be selected more than once. Bonus -eat '%an be sele%ted multiple times(: The +uppeteer gets a bonus feat. The bonus feat must be selected from the following list, and the +uppeteer must meet all the prere,uisites of the feat to select it. Alertness, Armor +roficiency !<ight, Medium#, .rawl, .uilder, Chuunin, Craft <iving +uppets, Craft +oisons, Craft +uppets, %eceptive, &ducated, -ocused, 0earhead, 0enin, Meticulous, Multipuppet -ighting, (in =eapons +roficiency, +uppeteer "nsight, +uppet Multiattack, 'tealthy, 'tudious, Trustworthy.
+""i%ient 3uppetry 'any < 3uppeteer skills(: =henever the puppeteer animates a puppet with a number of hit dice e,ual to or higher than his puppeteer level, he can reduce the chakra cost by an amount e,ual to one9half his puppeteer level. This also affects the total chakra pool of the animated puppet. +nergi)e 3uppet: The puppeteer may imbue his puppet with more chakra than normal. The puppet does not gain more hit dice, but can hold up to twice its hit dice in chakra. .ntense Con%entration: The puppeteer no longer risks losing control of his puppets when damaged. &aster 3uppeteer 'any < 3uppeteer skills(: The ma/imum 1% of puppet the puppeteer can control increases by @. (o puppet can have more 1% than the puppeteer. 3uppet &astery: The puppeteer gains a 25 attack bonus when attacking with puppets, and his puppets make e/tra attacks as though his base attack bonus base attack bonus was 5 point higher. This bonus increases to 2> at @th level, and 23 at 57th level. 3uppet pe%iali)ation 're,uires 3uppet &astery(: The puppeteer gains a 25 competence bonus to damage rolls made with puppets. This bonus increases to 2> at @th level and 23 at 57th level. .mpro$ed peed: =hen selecting this skill, the speed of the character:s puppet increases by 57 feet. 3uppet +$asion: =henever a puppet needs to make a Cefle/ save to take half damage from an ability or a techni,ue, if it succeeds the save, it takes no damage instead. 3uppet -light 'any 5 3uppeteer skills(: All of the character:s puppet gain a -ly speed e,ual to half its normal speed with a 3oor maneuverability while the puppeteer remains stationary. 3uppet De"ense 'any 3uppeteer skill(: The puppeteer:s puppets gains a 2> dodge bonus to defense while they remain within 37 feet of the puppeteer. This bonus increases to 23 at Ath level. neak Atta%k 'any 5 puppeteer skills(: The puppeteer gains 'neak Attack !25d6#, bonus also shared with his puppets. At 57th level, the ability improves to 'neak Attack !2>d6#. 'neak attack gained from an ability other than this one does not stack with the puppet:s sneak attack, only the puppeteer:s. This bonus does not apply if the puppet moves farther than 37 feet from the puppeteer. killed 3uppeteer 're,uires !eapon -inesse "eat or +2ploit !eakness %lass ability(: The puppeteer may confer the bonuses of either the =eapon -inesse feat or &/ploit =eakness class ability upon his puppet. "n place of its 'trength modifier, the puppeteer uses his own %e/terity modifier !with =eapon -inesse# or "ntelligence modifier !with &/ploit =eakness# to make attack rolls. This does not affect damage rolls.
Trap +2pert 'any 4 3uppeteer skills(: The puppet components: save %C increase by 5. The puppeteer also gains a 2? bonus to Cepair checks made to reload or install components. *esilient 3uppets 'any 3uppeteer skills(: All of the puppeteer:s puppets, when animated, gain an additional hit points per hit dice.
Sa#red %ist
The 'acred -ist is an e/pert in the spiritual side of martial arts, and often claims his power to be of divine origins. 'acred -ists are often temple monks or wandering priests and masters of chakra control. They are fierce combatants on the battlefield, combining both effective offense and defense, but their strikes carrying an unstoppable weight to them. The fastest path to this class is through the %edicated 1ero basic class. Re!"irements: To ,ualify to become a sa%red "ist, a character must fulfill all the following criteria. Base Atta#$ Bon"s: 2> S$i s: Chakra Control 6 ranks, Hnowledge !theology and philosophy# 6 ranks, Tai)utsu 6 ranks. %eats: Combat Martial Arts, 1armony. C ass In&ormation The following information pertains to the 'acred -ist advanced class. Hit Die The 'acred -ist gains 5dA hit points per level. The Constitution modifier applies. A#tion Points The 'acred -ist gains a number of action points e,ual to 6 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The 'acred -ist:s class skills are as follows. .alance !%e/#, Concentration !Con#, Chakra Control !=is#, Craft !calligraphy# !"nt#, -uin)utsu !"nt#, Hnowledge !nin)a lore, theology and philosophy# !"nt#, +rofession !=is#, Move 'ilently !%e/#, Cead <anguage !(one#, Cide !%e/#, 'ense Motive !=is#, 'peak <anguage !(one#, 'pot !=is#, Tai)utsu !'tr#, Tumble !%e/#. S$i Points at Ea#' Le(e : 3 2 "nt modifier.
TABLE: THE SACRED %IST
Le(e
5st
27
2>
2>
25
27
25 2> 23 23 2? 2@ 26 26 28
23 23 2? 2? 2@ 2@ 26 26 28
23 23 2? 2? 2@ 2@ 26 26 28
23 23 2? 2? 2@ 2@ 26 26
.onus feat &nlightened defense &vasion 'acred fist stance !5dA# .uddhist palm !chakra# %evotion .onus feat 'acred fist stance !5d57#, buddhist palm !dark iron# 28 Ageless body
25 2> 2> 23 23 2? 2? 2@ 2@
27 27 27 25 25 25 25 2> 2>
C ass %eat"res The following features pertain to the 'acred -ist advanced class. Sa#red %ist Stan#e The sacred fist stance is the signature ability of the 'acred -ist and an open9palmed unarmed fighting style unlike the tai)utsu master:s or the beastmaster:s, and completely unlike the ;yuuken style. 'acred fist stance counts as a separate mode of combat utili4ing unarmed attacks and does not stack with class abilities such as living weapon, unarmed attack, or feral combat. The sacred fist ability counts as a 'tance tai)utsu techni,ue the character may enter any time as a free action. =hen attacking with the sacred fist, the character counts as armed and does not provoke attacks of opportunity. The sacred fist may also deal nonlethal damage without penalty. The sacred fist increases a character:s unarmed strike damage increases to 5d6 at first level, then 5dA at @th level and 5d57 at 3th level. Bon"s C'a$ra The 'acred -ist gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e 5st D 5 >nd 5 > 3rd 5 3 ?th > ? @th > @ 6th 3 6 8th 3 8 Ath ? A 3th ? 3
57th
57
Bon"s %eats At >nd and Ath level, the 'acred -ist gets a bonus feat. The bonus feat must be selected from the following list, and the 'acred -ist must meet all the prere,uisites of the feat to select it. Advanced Combat Martial Arts, Chuunin, %efensive Martial Arts, &mpowered Cesilience, "mproved Combat Martial Arts, "mproved "nitiative, -lawless -orm, 0enin, Heen 'enses, 'acred -lurry, Tai)utsu Adept. En ig'tened De&ense The sacred fist applies his =isdom modifier as a dodge bonus to %efense when using the 'acred -ist 'tance while wearing no armor and unencumbered. This bonus applies even against touch attacks, but any conditions that would make the sacred fist lose his %e/terity bonus to defense also denies the sacred fist this bonus as well. E(asion The sacred fist, when unencumbered and wearing no armor, takes no damage on a successful Cefle/ save against an ability that would normally allow him to make a Cefle/ save for half damage. This ability does not work when the character is helpless or denied his %e/terity bonus to %efense. B"dd'ist Pa m The sacred fist:s sacred fist stance attacks work to bypass damage reduction of a specific type. At @th level, the character:s sacred fist stance attacks count as chakra9enhanced to bypass damage reduction. At 3th level, the sacred fist:s attacks count as dark iron for the purpose of bypassing damage reduction. De(otion The sacred fist gains a 2> bonus to =ill saves against compulsion and phantasm effects. Age ess Bod/ The sacred fist no longer ages when attaining this ability. 1e no longer suffers penalty for aging, and is not sub)ect to artificial or magical aging. +enalties he has already taken, however, remain. The sacred fist still dies of old age when his time is up.
S'ade
These shinobi work in the dark, and the sole focus of their ability is to kill swiftly without re,uiring use of techni,ues of any sort. They are very sought9after in professions such as A(. or especially 1unter9nins, and tend to kill only with a purpose or to refine their skills. 'hades care little for defense, because their preys tend never to live long enough to fight back, and they are never surprised. Re!"irements: To ,ualify to become a shade, a character must fulfill all the following criteria. S$i s: 1ide 3 ranks, <isten 6 ranks, Move 'ilently 3 ranks, 'pot 6 ranks.
%eats: Alertness or 'tealthy, "mproved "nitiative. Spe#ia : Must be able to ense Chakra or uppress Chakra. C ass In&ormation The following information pertains to the 'hade prestige class. Hit Die The 'hade gains 5d6 hit points per level. The Constitution modifier applies. A#tion Points The 'hade gains a number of action points e,ual to 8 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The 'hade:s class skills are as follows. .alance !%e/#, .luff !Cha#, Climb !'tr#, Craft !chemical, pharmaceutical# !"nt#, %isable %evice !"nt#, %isguise !Cha#, &scape Artist !%e/#, -orgery !"nt#, 0ather "nformation !Cha#, 1ide !%e/#, ;ump !'tr#, Hnowledge !nin)a lore, streetwise, tactics# !"nt#, <isten !=is#, Move 'ilently !%e/#, +rofession !=is#, 'earch !"nt#, 'ense Motive !=is#, 'leight of 1and !%e/#, 'pot !=is#, 'wim !'tr#, Tumble !%e/#. S$i Points at Ea#' Le(e : @ 2 "nt modifier.
TABLE: THE SHADE
Le(e
27 25 2> 23 23 2? 2@
27 27 25 25 25 2> 2>
2> 23 23 2? 2? 2@ 2@
27 %eath attack, poison e/pert, sneak attack 25d6 27 25 save against poison 25 'neak attack 2>d6 25 23 save against poison 25 'neak attack 23d6 2> 2@ save against poison 2> 'neak attack 2?d6, sure kill
25 25 2> 2> 23 23 2?
27 27 27 27 25 25 25
C ass %eat"res The following features pertain to the 'hade prestige class. Deat' Atta#$ "f the shade studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paraly4ing or killing the target !shadeMs choice#. =hile studying the victim, the shade can undertake other actions so long as his attention stays focused on the target and the target does not detect the shade or recogni4e the shade as an enemy. "f the victim of such an attack fails a -ortitude save !%C 57 2 the shadeMs
class level 2 the shadeMs "nt modifier# against the kill effect, it dies. "f the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 5 round per level of the shade. "f the victimMs saving throw succeeds, the attack is )ust a normal sneak attack. *nce the shade has completed the 3 rounds of study, he must make the death attack within the ne/t 3 rounds. "f a death attack is attempted and fails !the victim makes its save, or the attack misses# or if the shade does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are re,uired before he can attempt another death attack. "f the shade:s death attack fails because of a failed save or a missed attack roll, save %C against that victim decreases by >, and an additional > every failure, for one day. "f engaged in combat, the shade cannot study the victim for a death attack. %eath attack can only be used once per encounter. Poison E+pert The shade never risks poisoning himself when applying poison to a weapon. Sa(e against Poison The shade has a natural affinity with poison and gains a natural bonus to saving throws against poisins. This bonus is 25 at >nd level, and increases by 2> every even9numbered level. Snea$ Atta#$ This ability functions as the (in)a 'cout sneak attack ability. "f he can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for e/tra damage. Creatures immune to critical hits and sneak attacks, or who have concealment, do not suffer e/tra damage. This e/tra damage is 5d6 at 5st level, and it increases by 5d6 every odd9numbered level thereafter. "f the shade gains a bonus to sneak attack from another source, the bonuses stack. S"re 1i The shade, if he misses on a death attack, may make a Concentration check !%C >7# to which he gains a bonus e,ual to his shade level. "f the check is successful, he may retains his attempt to a death attack until his ne/t successful sneak attack, so long as it happens within 3 rounds. This ability cannot be used twice in a row if the shade fails again.
S'ino0i Adept
The 'hinobi Adept is a competent techni,ue user and provides a strong base for any going down the path. Many 0en)utsu Masters, &lementalists and Techni,ue Analysts are also 'hinobi Adepts. The fastest path to this class is through the 'mart 1ero or Charismatic 1ero basic classes.
Re!"irements: To ,ualify to become a shinobi adept, a character must fulfill all the following criteria. S$i s: Hnowledge !nin)a lore# 6 ranks and 0en)utsu or (in)utsu 6 ranks. Spe#ia : Must have at least the third step of mastery of mastery in one Genjutsu or Ninjutsu techni,ue. C ass In&ormation The following information pertains to the 'hinobi Adept advanced class. Hit Die The 'hinobi Adept gains 5d6 hit points per level. The Constitution modifier applies. A#tion Points The 'hinobi Adept gains a number of action points e,ual to 6 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The 'hinobi Adept:s class skills are as follows. Chakra Control !=is#, Concentration !Con#, %ecipher 'cript !"nt#, %isable %evice !"nt#, %rive !%e/#, %emolitions !"nt#, -uin)utsu !"nt#, 0en)utsu !Cha#, 1ide !%e/#, <isten !=is#, Hnowledge !behavioral sciences, earth and life science, history, nin)a lore, physical sciences, popular culture, tactics, theology and phylosophy# !"nt#, Move 'ilently !%e/#, (in)utsu !"nt#, +erform !sing, string instruments# !Cha#, +rofession !=is#, Cead <anguage !(one#, 'earch !"nt#, 'ign <anguage !(one#, 'leight of 1and !%e/#, 'peak <anguage !(one#, 'pot !=is#, Tai)utsu !'tr#. S$i Points at Ea#' Le(e : 8 2 "nt modifier.
TABLE: THE SHIN)BI ADEPT
Le(e
27 25 25
25 2> 2>
25 2> 2>
25 Combat tactics, bonus chakra 2> Techni,ue adept, bonus feat 2> Chakra endurance, evasion
25 25 2>
25 25 25
C ass %eat"res The following features pertain to the 'hinobi Adept advanced class. Com0at Ta#ti#s The 'hinobi Adept gains the Combat Tactics feat for free. "f he already has the Combat Tactics feat, he may select a feat from his list of bonus feats instead. Bon"s C'a$ra The 'hinobi Adept gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard
amount gained every level from gaining an additional hit dice. The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e 5st 5 ? >nd 3 A 3rd @ 5>
Te#'ni!"e Adept The 'hinobi Adept gains a 2> bonus to all 0en)utsu and (in)utsu checks to identify, analy4e and apply general knowledge, and a 25 bonus to <earn checks when learning 0en)utsu and (in)utsu techni,ues. The 'hinobi Adept also gains a 25 enhancement bonus to his effective skill threshold for 0en)utsu and (in)utsu techni,ues. Bon"s %eat At >nd level, the 'hinobi Adept gets a bonus feat. The bonus feat must be selected from the following list, and the 'hinobi Adept must meet all the prere,uisites of the feat to select it. Chuunin, &nlarge Techni,ue, &/tend Techni,ue, -ocused, 0enin, 0en)utsu Adept, "mproved Avoidance, "mproved Chakra +ool, (in)utsu Adept, Techni,ue -ocus. C'a$ra End"ran#e The 'hinobi Adept gains a 2> bonus to Chakra Control checks made to tap reserves. E(asion The 'hinobi Adept is proficient in his own weapons and seldom gets grieviously wounded by it. =hen e/posed to an ability that allows the shinobi adept to attempt a Cefle/ save for half damage, he takes no damage instead. This ability can only be used when wearing light armor or no armor.
S'ino0i Bod/g"ard
A nin)a adept at protecting other and )umping in harm:s way, the 'hinobi .odyguard is the ideal bodyguard, the one shinobi most likely to stay behind to delay the incoming waves of enemy and survive. 1e is most wanted in rear guard defense on the battlefield, and the fastest path to this class is through the Tough 1ero basic class. Re!"irements: To ,ualify to become an shinobi bodyguard, a character must fulfill all the following criteria. Base Atta#$ Bon"s: 2> S$i s: Concentration 6 ranks. %eats: 0reat -ortitude
C ass In&ormation The following information pertains to the 'hinobi .odyguard advanced class. Hit Die The 'hinobi .odyguard gains 5d5> hit points per level. The Constitution modifier applies. A#tion Points The 'hinobi .odyguard gains a number of action points e,ual to 6 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The 'hinobi .odyguard:s class skills are as follows. Climb !'tr#, Concentration !Con#, %rive !%e/#, ;ump !'tr#, Hnowledge !nin)a lore# !"nt#, Move 'ilently !%e/#, +rofession !=is#, Cead <anguage !(one#, 'peak <anguage !(one#, 'pot !=is#, Tai)utsu !'tr#. S$i Points at Ea#' Le(e : 3 2 "nt modifier.
TABLE: THE SHIN)BI B)D7G2ARD
Le(e
5st >nd 3rd ?th @th 6th 8th Ath 3th 57th
27 25 2> 23 23 2? 2@ 26 26 28
2> 23 23 2? 2? 2@ 2@ 26 26 28
Cemain conscious 1arm:s way .onus feat 'hinobi:s toughness %amage reduction 56F 'neak attack 25d6 Mettle .onus feat %amage reduction >6F ndying shinobi
25 25 2> 2> 23 23 2? 2? 2@ 2@
C ass %eat"res The following features pertain to the 'hinobi .odyguard advanced class. Remain Cons#io"s The 'hinobi .odyguard has the ability to continue to perform as normal when he would otherwise be unconscious and dying. =hen the 'hinobi .odyguard:s hit points reach below 7 !F5 to F3#, he is still able to move as though disabled instead of being unconscious, making either an attack or move action every round until he reaches F57 hit points and die, or his hit points return to 5 or higher. At the 'hinobi .odyguard:s choice, he may succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage. Harm8s *a/
*nce per round, if the 'hinobi .odyguard is ad)acent to an ally who is targeted by a direct melee or ranged attack !but not an area effect#, he can sub)ect himself to the attack in the allyMs stead. "f the attack hits the 'hinobi .odyguard, he takes damage normally. "f it misses, it also misses the ally. The 'hinobi .odyguard must declare his intention to place himself in harmMs way before the attack roll is made. 1e selects his ally either prior to combat or immediately after the shinobi makes his initiative check. The ally cannot be changed for the duration of the combat. Bon"s %eats At 3rd and 3th level, the 'hinobi .odyguard gets a bonus feat. The bonus feat must be selected from the following list, and the 'hinobi .odyguard must meet all the prere,uisites of the feat to select it. .lood +act, Chuunin, Cleave, -ocused, ;ounin, +ower Attack, Toughness. S'ino0i3s To"g'ness pon reaching ?th level, the 'hinobi .odyguard gains 3 hit points as though he had taken the Toughness feat. 1e also gains a 2> bonus to -ortitude save against death effects and the effects of massive damage. Damage Red"#tion The 'hinobi .odyguard ignores damage from most weapons and natural attacks. The weapon bounces off harmlessly !the opponent knows the attack was ineffective#. 1e takes normal damage from energy attacks !even nonmagical ones#, spells, techni,ues, spell9like abilities, and supernatural abilities. The 'hinobi .odyguard:s damage reduction is 56F at @th level, and increases to >6F at 3th level. This damage reduction stacks with the damage reduction of the Tough 1ero basic class !only#. Snea$ Atta#$ This ability functions as the (in)a 'cout sneak attack ability. "f he can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for e/tra damage. Creatures immune to critical hits and sneak attacks, or who have concealment, do not suffer e/tra damage. This e/tra damage is 5d6 at 6th level and it does not increase from taking levels in this class. "f the shinobi bodyguard gains a bonus to sneak attack from another source, the bonuses stack. Mett e =hen the shinobi bodyguard makes a successful -ortitude or =ill save against any spell, power, techni,ue or ability that would have a lesser effect on a successful save !such as a techni,ue that allows a saving throw of -ortitude half or =ill partial#, the shinobi bodyguard instead completely negates the effect. This ability only functions when the
shinobi bodyguard is conscious. 2nd/ing S'ino0i =hen the 'hinobi .odyguard reaches 57th level, he gains the ability to perform normally, without penalty, when his hit points have been reduced below 7. 1e may choose to succumb to unconsciousness still. *nce per day, he may spend an action point to stabili4e immediately.
S'ino0i S,ordsman
This caste of nin)a follows the path of the sword, while embracing the shadow. The flash of the sword, the slight change in the air is the only clue one has before the shinobi swordsman:s blade falls. "f he choses to face a foe in direct combat, no matter the odds, men will fall before him like grain before a scythe. There are few things in this world as dangerous as these men and their swords. "t is difficult to spot a 'hinobi 'wordsman, even though they carry swords that can range in si4e from a nin)a9to to an immense fullblade. The fastest path to this class is through the 'trong 1ero basic class. Re!"irements: To ,ualify to become a shinobi swordsman, a character must fulfill all the following criteria. Base Atta#$ Bon"s: 23 S$i s: 1ide 3 ranks, Move 'ilently 3 ranks, Tai)utsu 6 ranks %eats: 'tealthy Spe#ia : Must be proficient in the use of his chosen weapon. Spe#ia : Must know at least 3 trike or tan%e tai)utsu techni,ue. C ass In&ormation The following information pertains to the 'hinobi 'wordsman advanced class. Hit Die The 'hinobi 'wordsman gains 5d57 hit points per level. The Constitution modifier applies. A#tion Points The 'hinobi 'wordsman gains a number of action points e,ual to 6 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The 'hinobi 'wordsman:s class skills are as follows. .alance !%e/#, Climb !'tr#, Concentration !Con#, %rive !%e/#, 1ide !%e/#, ;ump !'tr#, Hnowledge !nin)a lore, streetwise, tactics# !"nt#, <isten !=is#, Move 'ilently !%e/#, +rofession !=is#, Cead <anguage !(one#, Cide !%e/#, 'leight of 1ands !%e/#, 'peak <anguage !(one#, 'pot !=is#, 'urvival !=is#, 'wim !'tr#, Tai)utsu !'tr# and Tumble
Le(e
5st >nd 3rd ?th @th 6th 8th Ath 3th 57th
25 2> 23 2? 2@ 26 28 2A 23 257
2> 23 23 2? 2? 2@ 2@ 26 26 28
=eapon focus Guick draw "nvisible strike, bonus feat 'neak attack 25d6 =eapon speciali4ation 0reater weapon focus, bonus feat +ower of the elite 'neak attack 2>d6 "mproved critical, bonus feat 0reater weapon speciali4ation
25 25 2> 2> 23 23 2? 2? 2@ 2@
27 27 27 27 25 25 25 25 2> 2>
C ass %eat"res The following features pertain to the 'hinobi 'wordsman advanced class. *eapon %o#"s At first level, the 'hinobi 'wordsman choses a weapon in which he will spend the rest of his levels as a shinobi swordsman speciali4ing into. The 'hinobi 'wordsman will gain a 25 competence bonus to attack rolls with the chosen weapon, as per =eapon -ocus feat. The weapon will henceforth be referred to as Echosen weaponE. "f the shinobi swordsman already has the weapon focus feat in his chosen weapon, he may instead choose a feat from the bonus feat list. 6"i#$ Dra, The 'hinobi 'wordsman must be prompt to react and handle most dangerous situations with ease. 1e gains the Guick %raw feat at >nd level. In(isi0 e Stri$e =hen the 'hinobi 'wordsman strikes from the shadows, simply none can escape his blade. =henever attacking an unaware opponent, the shinobi swordsman gains a 25 bonus to attack and damage rolls. Bon"s %eats At 3rd, 6th, and 3th level, the 'hinobi 'wordsman gets a bonus feat. The bonus feat must be selected from the following list, and the 'hinobi 'wordsman must meet all the prere,uisites of the feat to select it. Advanced Two9=eapon %efense, Advanced Two9=eapon -ighting, Athletic, .lind -ight, .lood +act, Chakra +resence, Chuunin, Cleave, Combat &/pertise, Combat Cefle/es, %odge, &/otic Melee =eapon +roficiency, -lawless -orm, 0enin, "mproved Two9=eapon %efense, "mproved Two9=eapon -ighting, Monkey 0rip, (in =eapons
+roficiency, +ower Attack, 'pecialist:s 0a4e Counter, Tai)utsu Adept, Training, Two9 =eapon %efense, Two9=eapon -ighting. Snea$ Atta#$ This ability functions as the (in)a 'cout sneak attack ability. "f he can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for e/tra damage. Creatures immune to critical hits and sneak attacks, or who have concealment, do not suffer e/tra damage. This e/tra damage is 5d6 at ?th level, and it increases by 5d6 every ? levels thereafter. "f the shinobi swordsman gains a bonus to sneak attack from another source, the bonuses stack. *eapon Spe#ia i.ation At @th level, the 'hinobi 'wordsman:s proficiency with his chosen weapon is taken further, and he gains a 2> bonus to damage rolls with it. "f the shinobi swordsman already has this ability with his chosen weapon, he may apply it to another weapon or select a bonus feat instead. Greater *eapon %o#"s At 6th level, the 'hinobi 'wordsman gains greater proficiency with his chosen weapon, and the bonus granted by =eapon -ocus increases to 2>. Po,er o& t'e E ite At 8th level, the 'hinobi 'wordsman can focus his power and significantly increase the already devastating power of his attacks. At the e/pense of an action point, he gains the ability to apply his 'trength modifier to damage rolls with his chosen weapon 5.@ times when wielding the weapon one9handed, or > times when wielding the weapon >9handed. "f the shinobi swordsman is wielding his chosen weapon in his off9hand, he applies his full 'trength modifier to damage rolls. Additionally, while this ability is active, the saving throw difficulty of any trike tai)utsu techni,ue increases by >. This ability can only be used once per day without e/pending an action point, and a ma/imum of once per day every two shinobi swordsman level. Impro(ed Criti#a The affinity between the 'hinobi 'wordsman and his weapon is taken to further height. The threat range of his chosen weapon is increased by one. Greater *eapon Spe#ia i.ation As per ability obtained on @th level, the 'hinobi 'wordsman:s bonus to damage with his chosen weapon increases to 2?.
S'"ri$en E+pert
Those nin)as chose thrown weapon as their main weapons. They dislike fighting in melee,
but can nail the target straight in the middle even in their blind spots with a thrown kunai. The fastest path to this class is through the -ast 1ero basic class, though other paths are possible. Re!"irements: To ,ualify to become a shuriken e2pert, a character must fulfill all the following criteria. Base Atta#$ Bon"s: 2> S$i s: 'leight of 1ands 6 ranks, Tumble 6 ranks. %eats: Archaic =eapons +roficiency or (in =eapons +roficiency, +oint .lank 'hot C ass In&ormation The following information pertains to the 'huriken &/pert advanced class. Hit Die The 'huriken &/pert gains 5d6 hit points per level. The Constitution modifier applies. A#tion Points The 'huriken &/pert gains a number of action points e,ual to 6 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The 'huriken &/pert:s class skills are as follows. .alance !%e/#, Climb !'tr#, %isable %evice !"nt#, %rive !%e/#, &scape Artist !%e/#, 1ide !%e/#, ;ump !'tr#, Hnowledge !behavioral science, civics, nin)a lore, popular culture, streetwise# !"nt#, <isten !=is#, Move 'ilently !%e/#, +ilot !%e/#, +rofession !=is#, Cead <anguage !(one#, Cide !%e/#, 'earch !"nt#, 'leight of 1and !%e/#, 'peak <anguage !(one#, 'pot !=is#, Tai)utsu !'tr#, Tumble !%e/#. S$i Points at Ea#' Le(e : @ 2 "nt modifier.
TABLE: THE SH2RI1EN EXPERT
Le(e
5st >nd 3rd ?th @th 6th 8th Ath 3th 57th
27 25 2> 23 23 2? 2@ 26 26 28
2> 23 23 2? 2? 2@ 2@ 26 26 28
Thrown weapon focus Capid shot 'neak attack 25d6, bonus feat Guick draw +recision 25d? 0reater thrown weapon focus, bonus feat Thrown weapon speciali4ation 'neak attack 2>d6 +recise throw, bonus feat +recision 2>d?, bullseye
25 2> 2> 23 2? 2? 2@ 26 26 28
27 27 27 27 25 25 25 25 2> 2>
C ass %eat"res The following features pertain to the 'huriken &/pert advanced class.
T'ro,n *eapon %o#"s At 5st level, the 'huriken &/pert gains greater proficiency with thrown attacks of all kinds. The character gains a 25 bonus to attack rolls made with any thrown weapon. This bonus does not stack with other similar abilities. Rapid S'ot At >nd level, the 'huriken &/pert gains the Capid 'hot feat for free, whether or not he meets the prere,uisites. "f the shuriken e/pert already has the rapid shot feat, he gains a bonus feat instead. Snea$ Atta#$ This ability functions as the (in)a 'cout sneak attack ability. "f he can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for e/tra damage. Creatures immune to critical hits and sneak attacks, or who have concealment, do not suffer e/tra damage. This e/tra damage is 5d6 at 3rd level, and it increases by 5d6 every @ levels thereafter. "f the shuriken e/pert gains a bonus to sneak attack from another source, the bonuses stack. Bon"s %eats At 3rd, 6th, and 3th level, the 'huriken &/pert gets a bonus feat. The bonus feat must be selected from the following list, and the 'huriken &/pert must meet all the prere,uisites of the feat to select it. Alertness, Armor +roficiency !light#, Athletic, Chuunin, Combat &/pertise, %ead Aim, %odge, &lusive Target, -ar 'hot, 0enin, Mobility, (imble, +recise 'hot, 'hot on the Cun, 'tealthy. 6"i#$ Dra, At ?th level, the 'huriken &/pert can draw any weapon as a free action to throw them immediately, as though drawing ammunition to shoot with a bow. "f the shuriken e/pert already has the ,uick draw feat, he gains a bonus feat instead. Pre#ision At @th level, the 'huriken &/pert deals increased damage on a successful throw. At @th level, this damage is 5d?B it increases to >d? at 57th level. The damage is applied to any throw made against a creature within 37 feet, and is not multiplied on a critical hit. +recision damage does not affect melee attacks, nor does it affect pro)ectiles of the user:s si4e or larger. +recision damage affects only living creatures with a discernable anatomy. Creatures like constructs, oo4es, plants, undeads and incorporeal creatures, as well as creatures immune to critical hits are unaffected by precision damage. Greater *eapon %o#"s
At 6th level, a 'huriken &/pert gains greater weapon focus with all thrown weapons. This ability increases the bonus on attack rolls to 2> when using thrown weapons. This bonus does not stack with other similar abilities. T'ro,n *eapon Spe#ia i.ation At 8th level, a 'huriken &/pert gains weapon speciali4ation and is able to deal more damage with a single throw. The shuriken e/pert gains a 2> bonus on damage rolls on any attacks made with thrown weapons !throwing needles included#. Pre#ise T'ro, At 3th level, a 'huriken &/pert partially ignores cover and miss chances granted to targets by anything less than total cover, or total concealment. The 'huriken &/pert ignores ? points of the %efense bonus granted by one9,uarter, one9 half, three9,uarters or nine9tenths cover and rerolls any miss chance other than from total cover or concealment. "n addition, when the 'huriken &/pert throws a weapon at a grappling opponent, he automatically strikes the chosen opponent. B" se/e *nce per encounter, the shuriken e/pert is able to gain one of the three following benefits$ 9 257 insight bonus to ranged attack rolls for 5 round, or 9 2@ insight bonus to ranged attack damage rolls for 5 round, or 9 ignoring all cover and concealment penalties with ranged attacks !save for total concealment and full cover# for 5 round This benefit does not apply when using a techni,ue of some sort, only when attacking with thrown weapons.
So" Edge
These close9,uarter specialists are adept at creating chakra9formed weapons and using them in battle. They have the ability to, at a moment:s notice, create a battle9ready weaponDa soul edgeDand use it with frightening proficiency. Re!"irements: To ,ualify to become an soul edge, a character must fulfill all the following criteria. Base Atta#$ Bon"s: 2> S$i s: Chakra Control 6 ranks %eats: Archaic =eapon +roficiency Spe#ia : Must have obtained the third step of mastery in the eireiha techni,ue. C ass In&ormation The following information pertains to the 'oul &dge advanced class. Hit Die
The 'oul &dge gains 5d57 hit points per level. The Constitution modifier applies. A#tion Points The 'oul &dge gains a number of action points e,ual to 6 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The 'oul &dge:s class skills are as follows. .alance !%e/#, Chakra Control !=is#, Concentration !Con#, Craft !calligraphy# !"nt#, ;ump !'tr#, <isten !=is#, Move 'ilently !%e/#, +rofession !=is#, Cead <anguage !(one#, Cide !%e/#, 'peak <anguage !(one#, 'pot !"nt#, Tumble !%e/#. S$i Points at Ea#' Le(e : 3 2 "nt modifier.
TABLE: THE S)2L EDGE
Le(e
5st >nd 3rd ?th @th 6th 8th Ath 3th 57th
25 2> 23 2? 2@ 26 28 2A 23 257
2> 'oul edge, weapon focus !soul edge# 23 &mpower soul edge !minor#, bonus chakra 23 .onus feat 2? "ncrease speed !@ feet# 2? 'wift blade, shape soul edge !longsword# 2@ .onus feat, empower soul edge !superior# 2@ 'hape soul edge !bastard sword# 26 "ncrease speed !57 feet# 26 .onus feat, empower soul edge !greater# 28 0host edge
25 25 2> 2> 23 23 2? 2? 2@ 2@
27 27 27 27 25 25 25 25 2> 2>
C ass %eat"res The following features pertain to the 'oul &dge advanced class. So" Edge The 'oul &dge is able to manifest his signature weapon, the soul edge, as a move action. This works in a way similar to the eireiha techni,ue, but costs no chakra, does not re,uire concentration and does not provoke an attack of opportunity. The soul edge lasts until dispelled !as a free action# or until dropped, disarmed or sundered, at which point it dissipates instantly. Though the blade can be broken by chakra9enhanced attacks !the soul edge:s hardness is 57, and has @ hit points, plus 5 per 'oul &dge level#, the 'oul &dge can simply create another one as a move action.
The soul edge is considered a shortsword in all ways e/cept visually, and is always si4ed appropriately to the character that wields itB to a Medium9si4ed character, a soul edge would deal 5d6 points of damage, crit 539>76/>. To a small character, the soul edge would deal 5d? points of damage, and 5dA points of damage to a <arge character. The soul edge is always considered a chakra9enhanced weapon for the purpose of bypassing damage reduction. The soul edge can be used to deal non9lethal damage )ust like a normal weapon, at a 9? penalty. *eapon %o#"s 9so" edge: The 'oul &dge gains the weapon focus feat for his soul edge. "t cannot be retrained. "f the soul edge already had the weapon focus feat for his soul edge, he may choose a feat from his bonus feat list instead. Bon"s C'a$ra The 'oul &dge gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e 5st D 5 >nd 5 > 3rd 5 3 ?th > ? @th > @ 6th 3 6 8th 3 8 Ath ? A 3th ? 3 57th @ 57
Empo,er So" Edge The 'oul &dge can convey the benefits of weapon seals to his soul edge as long as he is wearing a pair of chakra gauntlets with a weapon seal scribed on them. At >nd level, the soul edge is able to adapt to Minor weapon seals. At 6th and 3th level, the soul edge is able to adapt to superior and greater weapon seals respectively. The soul edge can also bypass damage reduction if the gauntlets worn are made of special materials, such as thorium or dark iron. Bon"s %eats At 3rd, 6th and 3th level, the 'oul &dge gets a bonus feat. The bonus feat must be selected from the following list, and the 'oul &dge must meet all the prere,uisites of the feat to select it.
Advanced Two9=eapon -ighting, Alertness, Armor +roficiency !light#, Chuunin, %odge, &fficient Techni,ue, &mpowered Cesilience, &/otic Melee =eapon +roficiency, 0enin, 1armony, "mproved Two9=eapon -ighting, "nnate Control, ;ounin, Heen 'enses, Mobility, 'oul &dge 'peciali4ation, Twin 'oul 'tyle, Two9=eapon -ighting. In#rease Speed At ?th and Ath level, the 'oul &dge:s base land speed increases by @ feet. This bonus applies only when the character is unencumbered and wears light armor or no armor. This ability stacks with other similar abilities. S,i&t B ade The 'oul &dge is able to create a soul edge as a swift action once per round. S'ape So" Edge The 'oul &dge is able to concentrate for a full9round action and change the shape and si4e of his soul edge. At @th level, the soul edge can be shaped into a longsword !5dA points of damage for a Medium9si4ed character, wielded as a one9handed weapon#. At 8th level, the soul edge can be shaped into a bastard sword !5d57 points of damage for a Medium9 si4ed character, wielded as a two9handed weapon unless the 'oul &dge has the &/otic Melee =eapon +roficiency !bastard sword# feat.# "f the 'oul &dge shapes his soul edge in the form of a longsword or bastard sword wields it two9handed, he applies his 'trength modifier to damage one and a half times, as with any two9handed weapon. G'ost Edge The 'oul &dge is able to empower his soul edge to suffer no penalty to hit incorporeal creatures as long as his Chakra pool is at least @7L full. "f lower than @7L, the soul edge can still be empowered as a free action at the cost of > points of chakra. This bonus lasts for the duration of the encounter or until the soul edge is dismissed or destroyed.
S!"ad Captain
The s,uad captain is a shinobi directing the flow of combat from the front lines, giving the right order at the right time and empowering his allies with his commanding presence. Re!"irements: To ,ualify to become a s,uad %aptain, a character must fulfill all the following criteria. Base Atta#$ Bon"s: 2> S$i s: Hnowledge !tactics# 6 ranks and %iplomacy or +rofession 6 ranks. %eats: 0enin, (in =eapons +roficiency. C ass In&ormation The following information pertains to the ',uad Captain advanced class. Hit Die The ',uad Captain gains 5dA hit points per level. The Constitution modifier applies.
A#tion Points The ',uad Captain gains a number of action points e,ual to 6 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The ',uad Captain:s class skills are as follows. Chakra Control !=is#, Craft !calligraphy, chemical, pharmaceutical# !"nt#, %iplomacy !Cha#, %isguise !Cha#, 0ather "nformation !Cha#, 0en)utsu !Cha#, 1ide !%e/#, "ntimidate !Cha#, ;ump !'tr#, Hnowledge !all skills taken individually# !"nt#, Move 'ilently !%e/#, <isten !=is#, (in)utsu !"nt#, +rofession !=is#, Cead <anguage !(one#, 'ense Motive !=is#, 'ign <anguage !(one#, 'peak <anguage !(one#, 'pot !=is#, Tai)utsu !'tr#. S$i Points at Ea#' Le(e : @ 2 "nt modifier.
TABLE: THE S62AD CAPTAIN
Le(e
5st >nd 3rd ?th @th 6th 8th Ath 3th 57th
27 25 2> 23 23 2? 2@ 26 26 28
Command -orce march, sneak attack 25d6 .onus feat Tactical e/pertise 'neak attack 2>d6 .onus feat "mproved command, mettle Tactical mastery, sneak attack 23d6 2? .onus feat 2@ <eading by e/ample
25 25 2> 2> 23 23 2? 2? 2@ 2@
C ass %eat"res The following features pertain to the ',uad Captain advanced class. Command The s,uad captain can improve an ally:s chance of success when aiding another. "nstead of making a skill check to aid another, he can make a %iplomacy check !%C 57# and grant his Charisma or Ceputation bonus, whichever is greater, as a competence bonus to the ally:s check. The bonus cannot be greater than 3 plus half the s,uad captain:s class level. The ally must be within line of sight and able to hear and understand him. %or#e Mar#' The s,uad captain gains a bonus to Constitution checks to continue running and during a forced march and a bonus to ;ump checks to halve or ignore terrain penalties e,ual to half his s,uad captain level !round down#.
This bonus is conferred to a number of allies within 37 feet e,ual to half his s,uad captain level plus his Ceputation bonus. Snea$ Atta#$ This ability functions as the (in)a 'cout sneak attack ability. "f he can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for e/tra damage. Creatures immune to critical hits and sneak attacks, or who have concealment, do not suffer e/tra damage. This e/tra damage is 5d6 at >nd level, and it increases by 5d6 every 3 levels thereafter. "f the s,uad captain gains a bonus to sneak attack from another source, the bonuses stack. Bon"s %eats At 3rd, 6th, and 3th level, the ',uad Captain gets a bonus feat. The bonus feat must be selected from the following list, and the ',uad Captain must meet all the prere,uisites of the feat to select it. Alertness, Armor +roficiency !light, medium#, Combat &/pertise, Chuunin, %odge, &ducated, &ndurance, -orce of +ersonality, 1eroic 'urge, ;ounin, "mproved %isarm, "mproved -eint, "mproved "nitiative, "ron =ill, <ight 'leeper, Cenown. Ta#ti#a E+pertise At ?th level, the s,uad captain can direct the flow of battle and use his tactical knowledge to coordinate his allies. As a full9round action, he can grant a bonus to attack roll or as a dodge bonus to %efense for 5 round, to a number of allies within @7 feet e,ual to his half s,uad captain level plus his Ceputation bonus. The bonus is e,ual to one9half his s,uad captain level. The s,uad captain cannot apply the benefits of this ability to himself. The allies must be within line of sight and able to hear and understand him. Impro(ed Command The s,uad captain can use his mere presence to bolster his troops. As an attack action, the s,uad captain can negate one of the following conditions for a single ally$ cowering, da4ed, fatigued, nauseated, panicked, shaked or stunned. -urthermore, when the s,uad captain uses the command ability, the bonus he grants is e,ual to his Charisma modifier plus his Ceputation bonus. The ally must be within line of sight. The s,uad captain cannot use this ability on himself. This ability can be used once per day every > s,uad captain level. Ta#ti#a Master/ This ability functions as the tactical e/pertise ability, but the s,uad captain spends an attack action to use it instead of a full9round action. Mett e =hen the s,uad captain makes a successful -ortitude or =ill save against any spell,
power, techni,ue or ability that would have a lesser effect on a successful save !such as a techni,ue that allows a saving throw of -ortitude half or =ill partial#, the shinobi bodyguard instead completely negates the effect. This ability only functions when the s,uad captain is conscious. Leading 0/ E+amp e The s,uad captain can spend an action point to ignore the effects of the following conditions$ cowering, da4ed, e/haustion, fatigue, nausea, panicked and shaken, and delay the secondary effects of poison. This ability lasts up to for the duration of the encounter, until the character falls unconscious or @ minutes !whichever comes first#, and up to 3 times per day. "t can be used without spending an action point once per day.
S"mmoner
The summoner is adept at spacetime (in)utsu of the summoning variety. More accurately, his specialty lies in forging powerful bonds with his summoned creatures and summoning increasingly powerful allies into combat. Re!"irements: To ,ualify to become an summoner, a character must fulfill all the following criteria. Base *i Sa(e: 2? S$i s: (in)utsu 3 ranks %eats: .lood +act, Cetrieval &/pert Spe#ia : Must have learned the 7u%hiyose no #utsu techni,ue. C ass In&ormation The following information pertains to the 'ummoner prestige class. Hit Die The 'ummoner gains 5d6 hit points per level. The Constitution modifier applies. A#tion Points The 'ummoner gains a number of action points e,ual to 8 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The 'ummoner:s class skills are as follows. Chakra Control !=is#, Concentration !Con#, Craft !calligraphy# !"nt#, %iplomacy !Cha#, %rive !%e/#, (in)utsu !"nt#, Hnowledge !behavioral science, current events, nin)a lore, theology and philosophy# !"nt#, +rofession !=is#, Cead <anguage !(one#, Cide !%e/#, 'peak <anguage !(one#, 'earch !"nt#, 'pot !"nt#. S$i Points at Ea#' Le(e : 3 2 "nt modifier.
TABLE: THE S2MM)NER
Le(e
27 25 25 2> 2> 23 23
2> &mpower summoning, bonus Chakra 23 Might of the summoner 25 23 .onus feat 2? &/tend summoning 2? .onus feat 2@ Might of the summoner 2>, will of the summoner 2@ +ride of the summoner, bonus feat
25 25 2> 2> 23 23 2?
C ass %eat"res The following features pertain to the 'ummoner prestige class. Empo,er S"mmoning The 'ummoner gains the &mpower 'ummoning meta9chakra feat. Bon"s C'a$ra The 'ummoner gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e 5st 5 ? >nd 3 A 3rd @ 5> ?th 8 56 @th 3 >7 6th 55 >? 8th 53 >A
Mig't o& t'e S"mmoner The summoner gains confidence as he fights with his summoned ally. =henever he fights on the same battlefield as one of his summoned creature, both the summoner and the summon gain a morale bonus to attack and weapon damage rolls and skill checks. The bonus is 25 at level > and 2> at level 6. Bon"s %eats At 3rd, @th and 8th level, the 'ummoner gets a bonus feat. The bonus feat must be selected from the following list, and the 'ummoner must meet all the prere,uisites of the feat to select it. Chuunin, Craft 'ealed "tem, &mpower 'ummoning, 0enin, 1armony, "mproved Chakra
+ool, "nsightful Cefle/es, ;ounin, (in =eapons +roficiency, (in)utsu Adept, Talented 'hinobi. E+tend S"mmoning The summoner:s summoning techni,ues duration increase by @7L. *i o& t'e S"mmoner The summoner pays less chakra per level of each creature he summons$ a soldier, protector or guardian summoned creature costs 5 point less chakra per level of the summonB a noble or champion summon costs 5.@ point less per level of the summon, rounded down. Cegardless of the amount reduced, the cost cannot be lowered by more than half !a level 57 <i4ard soldier would cost A, not @#. Pride o& t'e S"mmoner Three times per day, the summoner can perform a 'pacetime nin)utsu techni,ue with the 'ummoning descriptor with a perform time no longer than 5 full9round action as an attack action. The perform re,uirements of the techni,ue are automatically met, and performing the techni,ue does not provoke an attack of opportunity. This ability can only be used once per round. Additionally, this ability can be used to perform a 'pacetime nin)utsu techni,ue with the 'ummoning descriptor as a ,uickened action, provided the techni,ue:s perform time is no longer than 5 attack action. The ability otherwise functions as described above, but the summoner can only gain one ,uickened action per round, no matter the type !see .asic 0ame Mechanics for rules on Guickened Actions#.
S,ord Sa(ant
The sword savant is an adept warrior with the uncanny ability to flawlessly blend ninutsu and tai)utsu into a deadly hybrid style. A simple wave of the sword savant:s weapon can unleashe a thunderstorm or cause a powerful earth,uake. Re!"irements: To ,ualify to become a sword sa$ant, a character must fulfill all the following criteria. Base Atta#$ Bon"s: 26 S$i s: (in)utsu 5> ranks, Tai)utsu 5> ranks. %eats: (in)utsu Adept, Tai)utsu Adept. Spe#ia : Must be proficient in at least one archaic, e/otic, or nin weapon. C ass In&ormation The following information pertains to the 'word 'avant prestige class. Hit Die The 'word 'avant gains 5dA hit points per level. The Constitution modifier applies. A#tion Points The 'word 'avant gains a number of action points e,ual to 8 2 one9half his character
level, rounded down, everytime he attains a new level in this class. C ass S$i s The 'word 'avant:s class skills are as follows. .alance !%e/#, Chakra Control !=is#, Climb !'tr#, Concentration !Con#, ;ump !'tr#, Hnowledge !nin)a lore, tactics# !"nt#, <isten !=is#, Move 'ilently !%e/#, (in)utsu !"nt#, +rofession !=is#, Cead <anguage !(one#, 'peak <anguage !(one#, Tai)utsu !'tr#, Tumble !%e/#. S$i Points at Ea#' Le(e : 3 2 "nt modifier.
TABLE: THE S*)RD SAVANT
Le(e
27 25 2> 23 23 2? 2@
27 27 25 25 25 2> 2>
25 Chakra state, weapon focus, bonus chakra 2> .onus feat 2> 'word weaving 2> 'ealing sword !minor# 23 =eapon speciali4ation 23 1eightened chakra state, bonus feat 2? 'ealing sword !superior#
25 25 2> 2> 23 23 2?
27 27 27 27 25 25 25
C ass %eat"res The following features pertain to the 'word 'avant prestige class. C'a$ra State The sword savant can focus for 5 hour and spend 5 point of chakra per sword savant level to imbue a single weapon with the chakra state. The chakra state lasts until it is applied to another weapon or until the chosen weapon is further than @ feet away from the sword savant for >? hours or more. The chakra state weapon is treated as a chakra weapon to overcome damage reduction. "f the 'word 'avant has the two9weapon fighting feat, he may apply the benefits of his chakra state ability to two weapons. Bon"s C'a$ra The 'word 'avant gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e 5st 5 > >nd > ? 3rd 3 6 ?th ? A @th @ 57 6th 6 5> 8th 8 5?
S,ord *ea(ing =hile holding his chakra state weapon, the sword savant is able to perform techni,ues using half seals or hand seals with a simple wave of his sword. %oing so in a threatened area can still provoke an attack of opportunity. The sword savant must choose which type of techni,ues to apply this ability to$ 0en)utsu or (in)utsu. Bon"s %eats At >nd and 6th level, the 'word 'avant gets a bonus feat. The bonus feat must be selected from the following list, and the 'word 'avant must meet all the prere,uisites of the feat to select it. Chakra +enetration, Chakra Cestoration, Combat Cefle/es, %odge, &lemental 'peciali4ation, &nlarge Techni,ue, &/tend Techni,ue, -lawless -orm, 0reater Chakra +enetration, Monkey 0rip, Techni,ue -ocus, Training. Sea ing S,ord The chakra state weapon acts as a containment seal while worn by the sword savant. At ?th level, the chakra state acts as a minor containment seal. At 8th level, it acts as a superior seal. The sealing sword can be recharged once per day. *eapon Spe#ia i.ation At @th level, the 'word 'avant gains a 2> bonus to damage rolls with the weapon he applied the =eapon -ocus ability to. "f the sword savant already has this ability with his chosen weapon, he may apply it to another weapon or select a bonus feat instead. Heig'tened C'a$ra State The sword savant gains a 2> bonus to all attack rolls with his chakra state weapons. "n addition, he gains e/tra attacks as though his base attack bonus was > points higher than it is. To benefit from the e/tra attacks, the sword savant must only use his chakra state weapon to attack that round. The sword savant does not gain the benefits of this ability if it is obtained at >5st level or higher.
Tai4"ts" Master
Those melee combat specialist are evidently e/pert in Tai)utsu and martial arts. nlike most other (in)a class, this one does not rely on stealth, although they are taught some of the necessary pressure points. The fastest path to this class is through the 'trong 1ero basic class, though other paths are possible. Re!"irements: To ,ualify to become a taijutsu master, a character must fulfill all the following criteria. Base Atta#$ Bon"s: 23 S$i s: Tai)utsu 6 ranks %eats: Combat Martial Arts Spe#ia : Must know at least ? Taijutsu techni,ues. C ass In&ormation The following information pertains to the Tai)utsu Master advanced class. Hit Die The Tai)utsu Master gains 5d57 hit points per level. The Constitution modifier applies. A#tion Points The Tai)utsu Master gains a number of action points e,ual to 6 2 one9half his character level, rounded down, everytime he attains a new level in this class. C ass S$i s The Tai)utsu Master:s class skills are as follows. .alance !%e/#, Climb !'tr#, %rive !%e/#, ;ump !'tr#, Hnowledge !nin)a lore# !"nt#, +rofession !=is#, Cead <anguage !(one#, 'peak <anguage !(one#, Tai)utsu !'tr#, Tumble !%e/#. S$i Points at Ea#' Le(e : 3 2 "nt modifier.
TABLE: THE TAI52TS2 MASTER
Le(e
5st >nd 3rd ?th @th 6th 8th Ath 3th 57th
25 2> 23 2? 2@ 26 28 2A 23 257
2> 23 23 2? 2? 2@ 2@ 26 26 28
narmed attack Tai)utsu mastery .onus feat narmed attack, tai)utsu mastery 'neak attack 25d6 Tai)utsu mastery narmed attack Tai)utsu mastery .onus feat Tai)utsu mastery, unarmed attack
25 2> 2> 23 2? 2? 2@ 26 26 28
27 27 27 27 25 25 25 25 2> 2>
C ass %eat"res The following features pertain to the Tai)utsu Master advanced class.
2narmed Atta#$ The Tai)utsu Master attacks with either fist interchangeably, or even with elbows, knees, and feet. This means that the Tai)utsu Master may even make unarmed strikes when his or her hands are full, and there is no such thing as an off9hand attack for striking unarmed. The Tai)utsu Master also deals more damage with unarmed strikes. 'ee the table below for the Tai)utsu Master unarmed damage progression.
Le(e 5st ?th 8th 57th Sma Medi"m-si.e Large C'ara#ter C'ara#ter C'ara#ter 5d? 5d6 5dA 5d6 5dA 5d57 5dA 5d57 >d6 5d57 >d6 >dA
Tai4"ts" Master/ As his name indicate, the Tai)utsu Master speciali4es in Tai)utsu and martial arts more than anything. This enables the Tai)utsu Master to develop some abilities that help him through his life as a martial artist. &ach time the Tai)utsu Master gains a Tai)utsu Mastery !at level >, ?, 6, A and 57#, he may chose from the list below$ Criti%al trike 'any 5 Taijutsu &astery(: =henever the Tai)utsu Master would threaten a critical hit with an unarmed attack, he can spend an action point to automatically confirm the critical. -lying 7i%k: The Tai)utsu Master can use the momentum gained with a charge to deliver a devastating flying kick to an opponent. At the end
of this charge, the tai)utsu master adds his class level as a bonus to the damage he deals with an unarmed strike. &artial Arts &aster: This Mastery grants the Tai)utsu Master a 2> competence bonus to perform tai)utsu techni,ue and allows the Tai)utsu Master to learn Training techni,ues of the Tai)utsu subtype normally. The tai)utsu master also gains a 25 enhancement bonus to his effective skill threshold to learn Tai)utsu techni,ues. ;n%anny Criti%al 'any < Taijutsu &astery and !eapon -o%us =unarmed>(: The Tai)utsu Master:s unarmed strikes can threaten a critical hit against creatures not normally sub)ect to critical hits. tan%e &astery 'any 5 Taijutsu &astery(: The Tai)utsu Master is able to enter stances at half the normal Chakra cost !minimum 7#. This ability doesn:t stack with the Tai)utsu mastery E=ay of +reservation.E neak Atta%k 're,uires neak Atta%k 84d9(: The Tai)utsu Master may chose this ability and increase his sneak attack damage by one die. !ay o" +2pertise: The Tai)utsu Master may decide to apply either his %e/terity or =isdom bonus to attack rolls for his unarmed attack instead of strength. The damage rolls, however, are still modified by strength? !ay o" 3reser$ation 'any 5 Taijutsu &astery(: This ability of the Tai)utsu Master allows him to save his chakra when performing a trike Tai)utsu techni,ue. .y spending an action point, he may reduce the Chakra Cost of a successfully performed techni,ue by one point per two level of Tai)utsu Master !minimum 5#. !eapon -o%us: As the name suggest, the user automatically gains the feat =eapon -ocus for his unarmed attacks. !eapon &astery 'any 5 Taijutsu &astery(: The tai)utsu master is able to apply his narmed %amage to the following weapons$ nunchaku, tonfa. 1e gains all the benefits of normally wielding them, with increased damage, but may not apply any bonuses to attack and damage rolls that apply to his unarmed attacks !such as from having ranks in the Ta)utsu skill, or the weapon focus and speciali4ation masteries#, nor can he use techni,ues that can only be done with unarmed attacks with them. !eapon pe%iali)ation '!eapon -o%us 'unarmed( "eat(: The character gains a 2> damage bonus on his unarmed attacks, and damage done by trike tai)utsu techni,ues.
Taijutsu &aster
Bon"s %eats At 3rd and 3th level, the Tai)utsu Master gets a bonus feat. The bonus feat must be selected from the following list, and the Tai)utsu Master must meet all the prere,uisites of the feat to select it. Advanced Combat Martial Arts, Athletic, Chuunin, Cleave, Combat &/pertise, Combat Cefle/es, %efensive Martial Arts, -lawless -orm, 0enin, 0ouken, "mproved Combat Martial Arts, +ower Attack, Tai)utsu Adept. Snea$ Atta#$ This ability functions as the (in)a 'cout sneak attack ability. "f he can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for e/tra damage. Creatures immune to critical hits and sneak attacks, or who have concealment, do not suffer e/tra damage. This e/tra damage is 5d6 at @th level and it does not increase from taking levels in this class. "f the tai)utsu gains a bonus to sneak attack from another source, the bonuses stack.
'earch !"nt#, 'peak <anguage !(one#, 'pot !=is#, Tai)utsu !'tr#. S$i Points at Ea#' Le(e : @ 2 "nt modifier.
TABLE: THE TECHNI62E ANAL7ST
Le(e
27 25 25 2> 2>
27 27 25 25 25
27 27 25 25 25
2> Meta9chakra speciali4ation, chakra theory, bonus chakra 23 .onus feat 23 Meta9chakra speciali4ation 2? .onus feat 2? Meta9chakra speciali4ation, meta9 chakra application
25 2> 2> 23 23
25 25 25 2> 2>
C ass %eat"res The following features pertain to the Techni,ue Analyst prestige class. Meta-C'a$ra Spe#ia i.ation At 5st, 3rd and @th level, the Techni,ue Analyst gains a specialty in any meta9chakra feat. The specialty comes into play any time the analyst applies a meta9chakra feat to a techni,ue or spends a meta9chakra charge to activate an ability it may grant, and varies from one feat to another. 'peciali4ations do not stack and cannot be taken twice. The analyst must have taken the meta9chakra feat to speciali4e in it. 'ome speciali4ations have re,uirements, and they are specified parenthetically. / Adept 3uppeteer: =hen reanimating a puppet in this manner, you ignore any penalties the puppet incurs for previous defeats for 5 round. / Blood &age: The analyst can deal himself up to A points of damage to reduce the techni,ue:s chakra cost by a same amount !minimum 5#. / Blurstrike: This feat can be used up to @ times per encounter. / Con%ealed Te%hni,ue 'any 4 meta/%hakra spe%iali)ation(: The perform re,uirements increases only by 3. / Criti%al tare: The analyst can see through chakra instead. / +""i%ient Te%hni,ue: The perform re,uirements increases only by >. / +lemental haping 'any 4 meta/%hakra spe%iali)ation(: The analyst can shape a techni,ue to target, or avoid, a specific creature inside a s,uare rather than avoiding the s,uare itself entirely. / +mpower ummoning: The summoned creature gains an additional 5dA hit points. / +mpower Te%hni,ue 'any 4 meta/%hakra spe%iali)ation(: The chakra cost increases only by 3 plus 5 every > ranks !round up, no higher than the techni,ue:s rank#. / +nlarge Te%hni,ue: The techni,ue:s perform re,uirements do not increase. / +2tend Te%hni,ue: The techni,ue:s perform re,uirements do not increase. / -lawless -orm: The chakra cost increases only by 5 every 3 ranks !round up#. / Heighten Te%hni,ue 'any 4 meta/%hakra spe%iali)ation(: The techni,ue can be heightened by up to 8 ranks instead of @. / Hidden Ga)e: The techni,ue can be delivered even when blinded, but blind creatures
are still immune. / .mpro$ed A$oidan%e: The analyst gains a 2? bonus to checks made with avoidance and defensive maneuvers when using this feat. / &a2imi)e Te%hni,ue 'any 5 meta/%hakra spe%iali)ation(: The chakra cost increases only by 5 per rank. / One/&an Army: The analyst can spend an additional meta9chakra charge to reduce the damage taken when creating a clone by 5 !minimum 5#. / 3ath o" the -iend"ire: The character gains a fire resistance A for 3 rounds rather than @. / 3rote%ti$e Te%hni,ue: The protection lasts for > rounds rather than 5. / turdy .llusion: The techni,ue has a 37L chance to resist being dispelled rather than >7L. / uper%harged Te%hni,ue 'any 4 meta/%hakra spe%iali)ation(: The chakra cost increases only by 5 every > ranks !round up#. / ;nderhanded Te%hni,ue 'any 5 meta/%hakra spe%iali)ation(: The chakra cost increases by 5 every > ranks only. / @ile Te%hni,ue 'any 4 meta/%hakra spe%iali)ation(: The backlash is only 5 point of damage per rank. / !iden Te%hni,ue 'any 4 meta/%hakra spe%iali)ation(: The techni,ue:s perform re,uirements do not increase. C'a$ra T'eor/ The techni,ue analyst gains a 25 enhancement bonus to his skill threshold to perform Genjutsu and Ninjutsu techni,ues. This does not stack with other enhancement bonuses. Bon"s C'a$ra The Techni,ue Analyst gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the table below. "t is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus chakra or reserve doesn:t stack, simply choose the appropriate value based on the character:s class levels. Multiple instances of .onus Chakra and Ceserve, such as from various classes, do stack with each other.
C ass Bon"s Bon"s Le(e s C'a$ra Reser(e 5st 5 ? >nd 3 A 3rd @ 5> ?th 8 56 @th 3 >7
Bon"s %eat At >nd and ?th level, the Techni,ue Analyst gets a bonus feat. The bonus feat must be selected from the following list, and the Techni,ue Analyst must meet all the prere,uisites of the feat to select it. Alertness, Chakra =eaving, Chuunin, Critical 'tare, &fficient Techni,ue, &lemental 'haping, &mpower Techni,ue, &nlarge Techni,ue, &/tend Techni,ue, -lawless -orm, 1eighten Techni,ue, ;ounin, Ma/imi4e Techni,ue, 'turdy "llusion, Technical
Hnowledge, =iden Techni,ue. Meta-C'a$ra App i#ation *nce per encounter, the Techni,ue Analyst can use this ability to one of the two following ways$ 9 (egate the need to spend a meta9chakra charge when applying a meta9chakra feat to a single techni,ue. 9 'pend double the re,uired amounts of meta9chakra charges when applying a meta9 chakra feat to a single techni,ue and spend only half the modified chakra cost after applying the meta9chakra feat !minimum 5#.
CHAPTER X: TECHNIQUES
The following chapter contains all manners of techniques, including many different and complete fighting styles, and all the rules touching learning, creating and using techniques.
Technique Descriptions
The description of each techniques and the specific of each entries is explained below.
Name
This entry is, as the name suggest, the technique's name itself. The techniques' name are usually in romaji (japanese written using roman alphabet), followed by the english translation in parenthesis.
rounds ()4)lass), 3 minute (B4)lass), 5 minutes ( 4)lass), 36 minutes (.4)lass and .uper .4)lass), and 76 minutes (#pic). .ome seals may ta"e more or less time to craft than the number listed abo(e. character without the .ealwea(er feat or who is not at least 38th le(el with 38 or more ran"s in the ,uinjutsu s"ill suffers a 49 penalty to :earn chec"s to learn ,uinjutsu techniques and ta"es twice the normal amount of time. A%&ance% Sea's: n ad(anced seal technique is a subtype of ,uinjutsu techniques and requires the d(anced .eals ;roficiency feat to be learned, but not the .ealwea(er feat. Genjutsu This type of technique includes all forms of illusions and tric" of the mind, both to your own or another's. Techniques to entrap the mind such as Tsuyagan or to send your enemies in a mindless bloodrage li"e )hiyo"ubou both belong in this category. &ot all genjutsu are mind4affecting effects. -f a genjutsu is dispelled, it is usually only dispelled on one creature at a time (see %enjutsu 'ai or technique's description for details). The rele(ant ability score for %enjutsu is )harisma, and perform requirements are met with the %enjutsu s"ill. Compu'sion: compulsion technique forces the subject to act in some manner or changes the way his mind wor"s. .ome compulsion effects determine the subject<s actions or the effects on the subject, some compulsion effects allow you to determine the subject<s actions when you perform the technique, and others gi(e you ongoing control o(er the subject. ll )ompulsion genjutsu are mind4affecting effects. Dou(utsu: This subtype uses only ga/e attac"s as a medium for deli(ering illusions. character ad(erting his eyes has a 56= chance to be unaffected by a doujutsu (but also has a 56= automatic miss chance). Phantasm: phantasm technique creates a mental image that usually only the user and the subject (or subjects) can percei(e. This impression is totally in the minds of the subjects. -t is a personali/ed mental impression. Third parties, if the technique allows for any, (iewing or studying the scene don<t notice the phantasm. -f a phantasm technique does not target any particular creature, e(eryone and e(erything around it is affected. ll phantasms are mind4affecting effects. Ninjutsu This technique type is the most (ersatile of all. ,rom techniques that allow you to spit gouts of flame to manipulating water into a great water dragon to techniques that allow you to teleport from one location to another immediately. The rele(ant ability score for &injutsu is -ntelligence, and perform requirements are met with the &injutsu s"ill. Doton: doton technique usually in(ol(es the manipulation or creation of earth. Techniques of this subtype usually deal earth damage. -t can be speciali/ed into by #lementalists. +oton techniques can only be learned with the #arth affinity. )uuton: fuuton technique manipulates the air current to create certain effects, most not directly offensi(e. ,uuton techniques generally deal wind damage. -t can be
speciali/ed into by #lementalists. ,uuton techniques can only be learned with the *ind affinity. Hyouton: hyouton technique is usually an offensi(e technique reser(ed for arctic settings, impractical because of the need for ice or snow in the immediate area. $youton techniques usually deal cold damage. -t can be speciali/ed into by #lementalists. $youton techniques can only be learned with the -ce affinity or a comparable ability. *aton: "aton technique is usually a powerful fireball or fiery dragon and generally regarded as the most potent offensi(e subtype. 'aton techniques usually deal fire damage. -t can be speciali/ed into by #lementalists. 'aton techniques can only be learned with the ,ire affinity. +e%ica': medical technique is used to heal wounds, conditions and ability damage. Both the theory and practice of medical techniques is extremely complicated, and you suffer a 438 penalty to :earn chec"s made to learn a >edical technique, as well as ta"ing fi(e times as long as normal. +o,uton: mo"uton technique manipulates or creates wood or plants. -t can be used to entangle someone in (ines or to create a wooden house immediately, among other things. &ote that under the #lemental ffinities (ariant, this subtype requires a feat to be learned. Raiton: raiton technique manipulates electrical current or creates blasts of lightning and is often regarded as one of the most potent offensi(e subtypes. ?aiton techniques usually deal electricity damage. -t can be speciali/ed into by #lementalists. ?aiton techniques can only be learned with the :ightning affinity. Sha%o-: shadow technique manipulates the (ery shadows around you to your will. shadow technique can only be learned by a character with the .hadow rt feat. Spacetime: .pacetime ninjutsu, also called !ji"uu"an ninjutsu! is an obscure branch of ninjutsu in(ol(ing the retrie(al, summoning or transportation of an object or creature from one place to another. By far the most common use of spacetime ninjutsu is the .ummoning Technique and others of its (ariety. ny detail on .pacetime ninjutsu techniques with the Teleportation subtype is considered obscure "nowledge (+) 76 or higher 'nowledge (ninja lore) chec".) @ou ta"e a 49 penalty to :earn chec"s and ta"e twice as long as normal to learn .pacetime techniques. Suiton: suiton technique is most typically an offensi(e or defensi(e technique in(ol(ing a manipulation of water of some sort. .uiton techniques usually deal water damage. -t can be speciali/ed into by #lementalists. .uiton techniques can only be learned with the *ater affinity. Taijutsu Taijutsu at a base is hand4to4hand combat, but the taijutsu technique type encompasses all forms of martial arts and physical s"ills as well. taijutsu technique can in(ol(e a sword technique, or strengthen the muscles or drastically increase your speed for a short period of time. The rele(ant ability score for Taijutsu is .trength, and perform requirements are met with the Tainjutsu s"ill. Enhancement: n enhancement technique in(ol(es enhancing the body in some way.
Stri,e: stri"e technique, as its name implies, is a special mo(e in(ol(ing a physical attac" of some sort. >ost taijutsu techniques are stri"es. stri"e technique can be used with a weapon or unarmed, unless it has the [armed] or [punch] descriptor, e(en if it is not described as a hand to hand or "enjutsu technique. +o!i'ity: mobility technique is a typically a non4combat technique and the closest physical equi(alent to the ninjutsu .pacetime ATeleportationB subtype. ll techniques similar to .hunpo are mobility techniques. Stance: stance technique is a way to position your body to grant certain abilities or bonuses. Cnli"e other techniques, a stance technique does not ha(e a duration. -t lasts until bro"en by an ability or until you switch to another stance or simply dismiss the stance. short rest, extended rest or extended period of non4combat will also dismiss a stance. @ou can only gain benefits from one stance technique at a time. Training training technique focuses on one aspect of the character and impro(es it. Training techniques ha(e 5 subtypes2 )ha"ra )ontrol, ,uinjutsu, %enjutsu, &injutsu and Taijutsu. Training techniques do not ha(e a cha"ra cost unless the description calls for it. They do not pro(o"e sa(ing throws or ha(e a duration, they merely exist to allow a wider range of self4impro(ement. training technique does not require a component except for material focus or expendable components, which are required to learn or de(elop the technique, and (ery rarely the mastery component. Training techniques grant passi(e bonus and do not need to be performed. *hen a character is denied use of any techniques, training techniques can ne(er be affected. -n addition, training techniques don't count when ma"ing a total of a character's learned technique for requirements li"e %enin, )huunin or Dounin. character without a feat or special ability that allows him to learn Training techniques suffers a 4E penalty to :earn chec"s and must ma"e 8 additional successes. Cha,ra Contro': This training subtype focuses on impro(ing the character's cha"ra pool, reser(es and cha"ra control. The rele(ant ability score and s"ill are *isdom and )ha"ra )ontrol. .en(utsu: Training techniques of this subtype increase the character's ability to percei(e, resist, disbelie(e or perform illusions. The rele(ant ability score and s"ill are )harisma and %enjutsu. Nin(utsu: Training techniques of this subtype usually enhance the character's ability to perform or counter a certain type of ninja techniques. The rele(ant ability score and s"ill are -ntelligence and &injutsu. Tai(utsu: This training subtype focuses on increasing the physical prowesses of the character, including the ability to deli(er and ta"e damage, endurance and cha"ra pool. The rele(ant ability score and s"ill are .trength and Taijutsu. Hachimon Tonkou
hachimon ton"ou technique opens one of the #ight )elestial %ate, leading to great power at an equally great cost. -t is said to grant the power of a 'age if one is willing to ris" his life for it. They do not require the user meet any ;erform requirements to be used and do not belong to one of the four shinobi s"ills. $achimon Ton"ou can only be learned by a character with the $achimon Ton"ou feat. *hen learning a $achimon Ton"ou technique, use the character's s"ill with the highest number of ran"s ()ha"ra )ontrol, %enjutsu, &injutsu or Taijutsu) to determine the number of attempts he may ma"e and the rele(ant bonus. .ynergy bonuses do not apply. *ai/mon: Techniques of this subtype allows the user to open the nitial Gate and perform extraordinary prowess using the extra power granted from the gate. Techniques from this subtype can only be learned by a 8nd le(el or higher character. *yu/mon: 1pening the Heal Gate allows the user to heal bodily wounds much quic"er than a normal person would. Techniques from this subtype can only be learned by a Eth le(el or higher character. Sei/mon: Techniques of this subtype open the third gate, called the :ife %ate. This state, unless the user has great control o(er his body, is (ery damaging. Techniques from this subtype can only be learned by a 0th le(el or higher character. Shou/mon: The $arm %ate, while extremely powerful, threatens to deal permanent damage to the user's body, as its name implies. Techniques from this subtype can only be learned by a 9th le(el or higher character. To/mon: The ,ifth, :imit %ate's effect remo(es further limitations from the user's body, thus allowing for greater physical prowesses. Techniques from this subtype can only be learned by a 36th le(el or higher character. *ei/mon: The Fiew %ate's effect are currently undescribed and un"nown. ,urther detail will be added when more is "nown about it. Techniques from this subtype can only be learned by a 38th le(el or higher character. *yo/mon: The *onder %ate's effect are currently undescribed and un"nown. ,urther detail will be added when more is "nown about it. Techniques from this subtype can only be learned by a 3Eth le(el or higher character. Shi/mon: The +eath %ate's effect are currently undescribed and un"nown. ,urther detail will be added when more is "nown about it. Techniques from this subtype can only be learned by a 30th le(el or higher character. Hijutsu *hile a descriptor and not a type of technique in itself, it can only be self4taught from an item or scroll, or taught by someone who "nows the technique. -n some (illages, it might be rare to find a $ijutsu in a .croll of .eal, or e(en someone that can be willing to teach it. %enerally, $ijutsus are )lan4specific techniques, but they can really be anything. Cnless a character "nows of the technique, identifying it may pro(e difficult. character with no affiliation to an organi/ation, clan or (illage specified with the technique ta"es a 48 penalty to his :earn chec"s to learn a Hijutsu, e(en with the proper
tool. $ijutsu is added after the technique's subtype. :ost $ijutsu is a technique that belongs to no clan, and it is unli"ely to encounter it. !injutsu s with $ijutsu, a 'injutsu is a descriptor and not a technique type in itself. 'injutsu are often techniques that were sealed away or lost, and can only be self4taught from an item or scroll, or taught to you by someone tho "nows it. Cnless a character "nows of the technique, identifying it may pro(e difficult. 'injutsu can under no circumstances be de(eloped (learned from only obser(ation). 'injutsu literally means !forbidden art,! and the use of one can, and often will, lead to trouble. :ost 'injutsu is a technique that belongs to no clan, and it is unli"ely to encounter it.
Requirements
,ollowing directly after the technique's subtype are the requirements to learn the technique. requirement can be anything, from a feat, an ability, ran"s in a certain s"ill and are easily noticeable. -f the requirement is not ran"s in a certain s"ill, it can be identified using the method below2 (t) >eans that the requirement is a technique. (") >eans that the requirement is a feat. (a) >eans that the requirement is an ability, li"ely gained by a class, template or bloodline of sorts. (#$%) >eans that the character must ha(e at least one step of mastery in the technique, and therefore requires a technique. The number represents which step of mastery must be achie(ed for the technique to be learned. -f the technique has a )ha"ra ;ool requirement, it is the character's maximum )ha"ra ;ool that matters, and not his current. $ere is an example of what it may loo" li"e2 Ninjutsu (&e'uires (haringan E)e (a)). This entry notes that the Ninjutsu technique requires the .haringan #ye, which can be attained by a character that has selected the .haringan #ye bloodline, to be correctly used and learned. Thus, a character without .haringan #ye ability cannot learn this technique.
0Descriptor1
ppearing on the same line as the type and subtype, when applicable, is a descriptor that further categori/es the technique in some way. .ome techniques may ha(e more than one descriptor The descriptors are acid, air, armed, chaotic, cold, combination, dar"ness, death, earth, electricity, e(il, fear, fire, force, good, grapple, hijutsu, "ic", "injutsu, language4 dependent, lawful, light, mind4affecting, negati(e energy, poison, punch, sonic, teleportation, water and wood. >ost of these descriptors ha(e no game effect by themsel(es, but they go(ern how the technique interacts with other techniques, spells or effects, with special abilities, with unusual creatures, with allegiances, and so on.
technique with the armed descriptor cannot be used without a held weapon. :i"ewise, a technique with the punch descriptor cannot be used with a held weapon. grapple technique requires at least one hand free. hijutsu is a secret technique that can be tric"y to learn for creatures not affiliated to the clan, organi/ation or person who created the technique. .ee :earn +) for details, below. language4dependent technique uses intelligible language as a medium for communication. -f the target cannot understand or cannot hear what the user of a language4dependent technique says the technique fails. "injutsu is a forbidden technique that can seldom be duplicated. .ee :earn +) for details, below. combination technique combines elements of se(eral techniques. .ee :earn +) for details. mind4affecting technique wor"s only against creatures with an -ntelligence score of 3 or higher.
'age4le(el of techniques. They demand a great deal of s"ill to be used properly, and (ery few amongst the lower ran" of shinobi possess them. They are otherwise "nown as lethal or (ery dangerous techniques. ($Class* #(en beyond the power range of 4)lass techniques, techniques of these ran"s are (ery rarely seen, e(en in high4le(el shinobi battle. .ome (illage may e(en ha(e a ban on such le(el of technique, which is only remo(ed during wartime or other similar situations. (uper ($Class* >ost techniques of this ran" are 'injutsu, banned for use unless the shinobi has a -er) good reason. #(en witnessing one is a pri(ilege that happens (ery rarely, perhaps as rarely as once a decade. Determinin3 the Ran,: 1ne should be careful when determining the ?an" of a technique. *hile a character can't learn a technique with a ran" higher than his le(el (or one ran" higher than his le(el), ?an"s also affect a technique's .a(ing Throw +). +) too high can affect the game balance, so setting the ?an" too high can pro(e to be more trouble than it's worth. To increase the difficulty of learning a technique, increasing the complexity rating is a more (iable option.
4earn DC
This entry determines how difficult to master a technique is. This is usually represented by a :earn chec" +) and a number of successes. The number of successes required is the number of time the :earn +) must be beaten for the technique to be learned. ,or example, a technique with !:earn +)2 37, 8 success! would requires the character to chec" against +) 37 and succeed twice. The :earn +) of a technique is 36 G technique's ran" G technique's complexity rating. :earning a technique ta"es 3 day per ran" of the technique per attempt made. ran" 7 technique requiring 8 successes would ta"e a minimum of 0 days to learn. #ach success and failed chec" counts for 3 attempt. training day is di(ided in two bloc"s of E hours. #ach hour spent training consumes 36= of the character's cha"ra. -f he can no longer train ()ha"ra ;ool would be reduced to 6), that E4hour bloc" is wasted, but he cannot incur cha"ra depletion from training. Training can be interrupted for up to 3 month before it must be redone entirely. E4hour training bloc" refreshes the time before the character must train again to a(oid wasting the time in(ol(ed. character can ta"e 36 but not ta"e 86 when learning a technique. Ta"ing 36 is only possible if the character is unstressed and does not attempt to conceal his training. The character must ha(e at least 3 ran" in the rele(ant s"ill to learn a technique, and meet any other requirements the technique may ha(e, such as elemental affinities (see &injutsu technique subtypes, abo(e). #(ery failed chec" to learn a technique grants a cumulati(e G3 synergy bonus to
consequent chec" (maximum G5). -f the character succeeds 7 out of E successes in 7 attempts but fails 7 consecuti(e times to ma"e the Eth success, he gains a G7 synergy bonus to ma"e that chec" if he has enough attempts to ma"e another chec". This carries o(er to another attempt to learn a technique (if the character runs out of attempts) if the character does not try to learn another technique in4between. (kill &anks and Attempts* character can ma"e a number of attempt to :earn a single technique equal to 3 plus 3 e(ery 8 ran"s in the rele(ant s"ill he has, plus his rele(ant ability score modifier. .o if a character has H ran"s in %enjutsu and a )harisma score of 35, he would be able to ma"e I chec"s when learning a technique. E.ceptional (uccess and Failure* character can either reduce or increase the time spent learning a technique by succeeding or failing by more than 5. #xceptional success or failure is based on each attempt made, and only affects that attempt. The minimum time spent :earning a technique is one4quarter the technique's ran" in days per success required, rounded up to the nearest half4day. The minimum time spent on a single attempt is E hours, or one half4day.
4earn chec, resu't E55ect .uccess by more than 35 Time decreased by three4quarters (round up) .uccess by more than 5 Time hal(ed .uccess by less than 5 ttempt successful ,ailure by less than 5 ttempt unsuccessful ,ailure by more than 5 ttempt unsuccessful, time increased by one4half
Action /oints* n action point spent to boost a :earn chec" applies to all :earn chec" attempts made for that technique. (ecret and For0idden Techni'ue* technique mar"ed with the hijutsu or "injutsu descriptor not only ta"es longer to learn but is scarcely "nown and often difficult to identify. n existing hijutsu technique can be learned or de(eloped, but requires 3 additional success for a character not directly affiliated with the clan or character it is related to. ,or example, a non4Cchiha would need 7 successes to :earn a )4?an" 1chiha Clan Hijutsu, but a character taught by 1rochimaru would only need to ma"e 7 success to learn a B4 ?an" [2rochimaru Hijutsu] . "injutsu can be taught or self4taught, but cannot be de(elopped. -t can be created from scratch, but at an increased penalty. -n any instance, attempting to :earn a "injutsu requires 8 additional success. >astering a hijutsu and "injutsu doesn't require additional successes. Com0ination Techni'ues* technique mar"ed with the combination descriptor requires combines elements of se(eral techniques that must ha(e been pre(iously mastered. ,or a technique to qualify for the [Com0ination] descriptor, it must require 3 or more steps of mastery each in at least two techniques, all of the same type (all cha"ra control,
genjutsu, ninjutsu or taijutsu techniques). technique with the combination descriptor requires 8 less success (minimum 3), but has a :earn +) 5 points higher. Comple.it) &ating* The technique's complexity rating is directly related to the number of successes required to :earn the technique, and the learn +) of the technique. .ee the table below for details.
Comp'e2ity Ratin3 Num!er o5 4earn DC Success +o%i5ier #4)lass or lower 3 success G3 +4)lass 3 success G8 )4)lass 8 success G7 B4)lass 7 success GE 4)lass E success G5 .4)lass 5 success G0 .uper .4)lass 0 success GI #pic 9 success G35 $ijutsu (see abo(e) G3 success J 'injutsu G8 success J )ombination 48 success G5
Optional Rule: -nstead of using the offered :earn system, the %> can decide to use one as follow2 dd the number of successes to the :earn +), and roll only once. #ach attempt at :earning a technique ta"es a number of days equal to the Technique's ?an" multiplied by the half Technique's :earn +) minus 5 ((:earn +) K 8)45). Beating the +) by 36 hal(es the time spent training. Beating the +) by 35 reduces the time by three4quarter. 4earnin3 $onus character, in certain circumstances, can gain a bonus to :earn chec"s. This bonus can be granted from an object (a stone tablet teaching the technique), a mentor or a certain fa(orable condition. Tutoring (3aster4(tudent)* *hen the character is taught a technique, he gains a G3 bonus to :earn chec" for e(ery le(el his master has abo(e him (minimum G3, maximum G5). -f a character is teaching another, he must "now the technique he is currently teaching. -f the master is teaching a group of 8 or more, ta"e the a(erage #): to determine the le(el of the group, subtract it from the master's own le(el (not #):) and use this number to determine what bonuses he can spread amongst each of his students (maximum G7, each student must ha(e at least G3 to be taught). The compiled total bonus to :earn chec"s granted by the master may be higher than G5, but no higher than G7 and no lower than G3 for each single student (e.g., a le(el 35 master could grant ten le(el 5 characters a G3 bonus to :earn chec"s). This method of learning cannot be coupled with (el"$Teaching. #ach step of mastery
ma"e the master count as though he was one le(el higher to determine the bonus granted. .ituational bonus still apply normally. The master must teach for at least half the time his pupil spends training to grant tutoring bonus. The fifth step of mastery in a technique grants the pupil one free success (which can be rerolled to decrease the time spent training at a ris" of failing). (ituational ,onus* .ome implements in training may grant situational bonuses, such as wearing weights during speed and strength training, that will stac" with other bonuses li"e self4teaching or tutoring. Those bonuses are determined by the %> only and may differ, depending on the method used and technique learned. .uch bonus may, but generally do not, exceed G5. situational bonus stac"s with a self4teaching or tutoring bonus. (el"$Teaching* character can learn a technique from an item, such as a scroll, to help him progress faster and more easily than he would without. $e gains a G3 bonus to his :earn chec"s per 5 points of the ;urchase +) of the item, rounded down, restriction not counted (maximum G5). #(en if the bonus granted is G6, the character may still :earn the technique normally with his standard modifier. This method of learning cannot be coupled with Tutoring. 4earnin3 Processes Beyond simply learning a technique, a character can attempt to create a technique of his own, or de(elop it from something he has seen. $e may also attempt to master a technique he already "nows to increase his efficiency with it. character suffers a 4E penalty to :earn chec"s when creating a hijutsu or "injutsu techniques in addition to ma"ing additional successes. +e-eloping* This process allows a character to :earn a technique he has witnessed and identified more than once by himself, without a master, scroll, tablet or item to guide him. This method implies a 48 penalty to :earn chec"s and requires 3 additional success. To de(elop a technique, a character must ha(e the %>'s permission. This is (ery rare, in exception to technique scrolls, and the %ame >aster should be consider the situation carefully before allowing it. Creating* This process allows the character to create a technique from scratch. $e suffers a 48 penalty to :earn chec"s and must ma"e 8 additional successes. -f the character is 5 le(els higher than the technique's ran", lower the number of additional successes by 3.
*hen creating a hijutsu or "injutsu, add the normal amount of additional successes for learning a hijutsu or "injutsu technique, e(en if the character is ob(iously affiliated to the technique's source. -f the technique created is a !injutsu, the additional !units! of time can be spent studying and the training can be interrupted up to fi(e wee"s without ha(ing to be redone rather than the usual three. ;enalties for learning a 'injutsu technique apply normally. .imilarly, a character can create an already existing technique with this process when all he has are hints to its effects, but the penalty increases to 4E. 3astering* This process is used when a character has already learned this technique and consists of mastering it. The mastery has 5 stages, called steps, and each grant a set bonus. To master any stage, a character must succeed the :earn +) once again and spend time training equal to the number of successes he must achie(e. #ach step of mastery is made at an increasing penalty to the :earn chec". Bonuses from Tutoring and .elf4 Teaching do not apply when >astering a technique, but other situational bonuses, li"e weights, will. $ijutsu and "injutsu do not ha(e increased successes, but the difficulty to master a hijutsu increases by G8, and the difficulty to master a "injutsu increases by G5. The number of successes the character must achie(e to master an epic technique is doubled. ny condition that would normally increase the time, the number of successes or impose a penalty to :earn chec"s still applies. $ First (tep (Competence)* The first step of mastery requires 3 success. The character gains a G3 bonus to meet the ;erform requirements. The character also gains a G3 bonus to sa(es against the technique if he identifies it beforehand. $ (econd (tep (/ro"icienc))* The second step of mastery requires 3 success. The character gains a G8 bonus to meet the ;erform requirements. The character also gains a G3 bonus to sa(es against the technique if he identifies it beforehand. The character's effecti(e le(el when performing the technique increases by 3. $ Third (tep (Ad-anced /ro"icienc))* The third step of mastery requires 3 success. The character gains a G7 bonus to meet the ;erform requirements. The character also gains a G8 bonus to sa(es against the technique if he identifies it beforehand. The character's effecti(e le(el when performing the technique increases by 8. $ Fourth (tep ((peciali5ation)* The fourth step of mastery requires 8 successes. The character gains a GE bonus to meet the ;erform requirements. The character also gains a G8 bonus to sa(es against the technique, if identified. The character's effecti(e le(el when performing the technique increases by 7. $ Fi"th (tep (3aster))* The fifth step of mastery requires 8 successes, and is made with a 48 penalty to :earn chec"s. The character gains a G0 bonus to meet the ;erform
requirements. The character also gains a G7 bonus to sa(es against the technique, if identified. The character's effecti(e le(el when performing the technique increases by 5. -n a character's entry, the stage of mastery in a technique is specified parenthetically. ,or example2 shintenshin no jutsu (8 masteries).
Per5orm requirements
There are two parts to a technique's ;erform requirements2 a threshold and a difficulty chec". -f the character performing the technique meets the threshold, a number of ran"s required in the appropriate s"ill, then he does not need to chec" against the ;erform +). ,or example, an entry noting !Per5orm requirements: 7 ran"s (+) 35)! means that the character must succeed a ;erform chec" against +) 35 or ha(e 7 ran"s in the rele(ant s"ill to perform the technique. (kill Threshold* *hen a character obtains a certain number of ran"s in a s"ill, he is able to perform techniques with little to no difficulty. The number of s"ill ran"s needed depends on the technique's ran" and complexity rating, as shown in the table below.
)actor S,i'' Thresho'% Technique ran" (each) G3 )omplexity rating... +4)lass or lower G6 )4)lass G3 B4)lass G8 4)lass G7 .4)lass GE .uper .4)lass G5 #pic G9
-f a character does not meet the s"ill threshold, he must chec" against the technique's ;erform +) (see below). /er"orm +C* The ;erform +) is the difficulty chec" the players needs to beat in order for him to successfully perform the technique. The character may decide to spend 3 additional point of )ha"ra to gain a G5 bonus to his s"ill chec" in order to perform a technique. This bonus cannot be higher than his character le(el. To do so must be declared before the ;erform chec" is rolled. -f the ;erform chec" was failed, the action required for the technique is wasted, but the )ha"ra is not spent. +etermining the /er"orm +C* This process is quite simple. The ;erform +) is determined using the following formula2 36 G ran" of the technique G its )omplexity ?ating.
Comp'e2ity DC Ratin3 +o%i5ier #xtremely #asy 436 Fery #asy 45 #asy 43 #4)lass G6 +4)lass G3 )4)lass G7 B4)lass G5 4)lass GI .4)lass G36 .uper .4)lass G35 #pic G86
-n the case of >eta4)ha"ra feats, any complexity rating o(er epic increases the perform +) of the technique by 7. Therefore, an #pic4complexity technique whose )omplexity ?ating was increased by 7 would ha(e an adjustment of G8H, rather than G86.
Epic Comp'e2ity Ratin3 #picG3 #picG8 #picG7 #picGE etc... DC +o%i5ier G87 G80 G8H G78 G7...
Time
This entry tells how much time is required to perform the technique. Csing a technique with a required time of 3 swift action, mo(e4equi(alent action or attac" action ta"es effect immediately. Csing a technique with a required time of 3 full round is a full4round action. character can ta"e a 54foot step before, during, or after using the technique, but cannot otherwise mo(e. The character then acts normally after the technique is completed. *hen a technique requires a full4attac" action, a full4round is spent executing the technique, but it ta"es effect in the same round instead of on the user's next turn. *hile a technique requiring a full4attac" action does not always in(ol(e attac"ing, it is mostly used with Taijutsu techniques. required time of a full4attac" action ser(es only to discern techniques ta"ing effect on the user's next turn and on the (ery turn the technique was used. technique with a perform time of 3 round requires 3 full4round action to perform, during which the character can ta"e a 54ft step (as abo(e), but the technique ta"es effect at the start of the character's next turn. technique that ta"es 3 minute to perform comes into effect just before the character<s turn 3 minute later (the character spends each of those 36 rounds preparing as a full4round action). *hen a character begins a technique that ta"es 3 full round or longer to perform, he or she must continue the concentration or hand seals in(ol(ed (or concentration after the sequence is finished) from one round to just before his or her turn in the next round (at least). -f the character loses concentration after starting the technique and before it is complete, the technique is lost (see the )oncentration s"illL wor"s just as the spells,
except that the .pell :e(el is the Technique's ?an"). character retains his or her +exterity bonus to +efense while performing a technique. Attacks o" 2pportunit)* *hen the character performs a technique when threatened by an enemy, said enemy(s) gains an attac" of opportunity against the user. -f the user is damaged by the attac", he must ma"e a )oncentration chec" or fail to complete the technique (see )oncentration s"ill, rules apply as mentioned abo(e). There exist, howe(er, some exception. Cnless the technique's description calls for it, a Taijutsu technique ne(er pro(o"es an attac" of opportunity.
Components
#(ery technique has at least one component the user must pro(ide when attempting it. Han% Sea's H#: The technique requires the use of hand seals, and requires at least two hands free to perform it. blinded character has a 86= chance to fail a technique that requires hand seals. Techniques with this components cannot be used while grappled or pinned. Ha'5 Sea's S#: The technique requires half4seals, which are hand seals performed with only one hand, most usually a basic half4seal to channel cha"ra. $alf seals require only one hand free to perform. $alf4seals made from one's off4hand imply a 4E circumstance penalty to ;erform chec"s and s"ill threshold. blinded character has a 36= chance to fail a technique that requires half seals. Techniques with this components cannot be used while grappled or pinned. Concentration C#: The character must be able to concentrate or maintain concentration to perform the technique. .ha"en character has a 86= chance to fail a technique that requires concentration. +o!i'ity +#: The character must simply be able to perform unrestricted mo(ement. n entangled, paraly/ed, grappled or pinned character cannot perform a technique that requires mobility. The character suffers a 5= chance to fail a technique that requires mobility per point of armor chec" penalty, up to 06=. This penalty is also increased by 5= e(ery 5 feet the character's mo(ement is reduced below his race's base mo(ement speed, up to 76=. The character suffers a 36= chance to fail the technique if he is unable to run or charge. The chances of failure are cumulati(e, but may not go higher than H5=. +ateria' )ocus )#: material component that is required but not expended in the use of the technique, such as a weapon or a thrown object. nearby object must be within 76 feet of the character. 3 cubic foot of snow or ice is roughly 06 pounds, and 3 cubic foot of water holds 9 gallon and also weights about 06 pounds. Empo-er E#: *hile not a component in itself, this entry announces that the technique can be made more powerful by putting more )ha"ra into the mix, gi(en that the user is of sufficient le(el. Techniques that affect more creature or create objects or creature are not counted as empowerable. +astery +as#: This component has no requirement but signifies that mastering this technique grants additional bonuses. E2pen%a!'e Components X#: material component expended in the use of a technique, such as blood to form a seal or summon a creature. .ee material focus for details.
Physica' Hea'th P#: The character cannot perform the technique if fatigued, disabled, dying, exhausted, nauseated or suffering ability damage or ability drain. The character suffers a 36= chance to fail the technique if performed while carrying a hea(y load. E2perience Cost XP#: This component is not a requirement but a price for performing the technique. The M; cost is specified at the end of the technique.
Ran3e
This is the effecti(e range of the technique. Touch: The user must touch a creature or object to affect it. To use a touch range technique, the user performs the technique and then touches the subject, either in the same round or any time later. -n the same round that the character uses the technique, he also touch (or attempt to touch) the target. The user may ta"e his mo(e before attempting the technique, after touching the target, or between using the technique and touching the target. character can automatically touch one friend or use the technique on himself, but to touch an opponent, the character must succeed on an attac". Attac,: .imilar to Touch, except that the attac" roll must best the target's actual defense. %enerally used for offensi(e techniques. Persona': The technique affects only the user. C'ose: The technique reaches out 36 away from the user. The maximum range increases by 5 feet per two character le(el of the user. +e%ium: The technique reaches out to 86 G 36 feet per two character le(el. 4on3: The technique reaches out to 76 G 35 feet per two character le(el.
Tar3et
.ome techniques ha(e a specific target or targets. character uses these techniques directly on the creatures or objects, as defined by the technique itself. The user must be able to touch or see the target, and must specifically choose that target. The character does not ha(e to select his target until he completes the technique. -f the character uses a targeted technique on the wrong sort of target, it has no effects. -f the target of the technique is the user (Target2 @ou), the user does not recei(e a sa(ing throw. Su!(ect: The descripti(e text of some techniques ma"es a distinction between !target! and !subject.! The target of a technique is the creature(s) or object(s) it is directed against. target becomes a subject if it fails a sa(ing throw against the technique and is thus affected by it.
E55ect
.ome technique creates or summons things rather than affecting things that are already present. The user must designate the location where these things are to appear, either by seeing it or defining it. ?ange determines how far away an effect can appear, but if the effect is mobile it can mo(e regardless of the technique<s range. Ray: .ome effects are rays. The user aims a ray as if using a ranged weapon, though typically the character ma"es a ranged touch attac" rather than a normal ranged attac". s
with a ranged weapon, the character can fire into the dar" or at an in(isible creature and hope to hit something. character doesn<t ha(e to see the creature he is trying to hit, unli"e a targeted technique. -nter(ening creatures and obstacles, howe(er, can bloc" the user<s line of sight or pro(ide co(er for the creature being aimed at. -f a ray has a duration, it<s the duration of the effect that the ray causes, not the length of time the ray itself persists. Cnless so specified in the technique, a ray cannot score a critical hit. Sprea%: .ome effects, notably clouds and fogs, spread out from a point of origin to a distance gi(en in the technique's description. The effect can extend around corners and into areas the user can<t see. ,igure distance by actual distance tra(eled, ta"ing into account turns the technique ta"es. The user must designate the point of origin, but need not ha(e line of effect (see below) to all portions of the effect.
Area
.ome techniques affect an area. The user selects where the technique starts, but otherwise doesn<t control which creatures or objects the technique affects. .ometimes a technique describes a specially defined area, but usually an area falls into one of the following categories. $urst: s with an effect, the user selects the technique's point of origin. The technique then bursts out from this point, affecting whate(er it catches in its area. burst technique has a radius that indicates how far from the point of origin the technique<s effect extends. Cone: cone shoots away from the user in the direction he designates. cone starts in a square adjacent to the user and widens out as it goes. cone<s width at a gi(en distance from you equals that distance. -ts far end is as wide as the effect is long. Creatures: .ome techniques affect creatures directly (as a technique with a target does), but they affect creatures in an area of some "ind rather than indi(idual creatures the user selects. The area might be a burst, a cone, or some other shape. >any techniques affect li(ing creatures, which means all creatures other than constructs and undead. Cy'in%er: s with a burst, the user selects the technique<s point of origin. This point is the center of a hori/ontal circle, and it shoots down from the circle, filling a cylinder. Emanation: .ome techniques ha(e an area li"e a burst except that the effect continues to radiate from the point of origin for the duration of the technique. Quarter/Circ'e: .ome techniques ha(e a quarter4circle4shaped area. :i"e a cone, the effect starts in a square adjacent to the user and widens out as it goes. Sprea%: .ome techniques spread out li"e a burst but can turn corners. The user selects the point of origin, and the technique spreads out a gi(en distance in all directions. ,igure distance by actual distance tra(eled, ta"ing into account turns it effect ta"es. 6ther: technique can ha(e a unique area, as defined in its description. S#: -f an rea or #ffect entry ends with (.) (standing for shapeable), the user can shape the technique. shaped effect or area can ha(e no dimension smaller than 36 feet. 4ine o5 E55ect: line of effect is a straight, unbloc"ed path that indicates what a technique can affect. line of effect is canceled by a solid barrier. -t<s li"e line of sight for ranged weapons, except it<s not bloc"ed by fog, dar"ness, and other factors that limit normal sight.
The user must ha(e a clear line of effect to any target that he uses a technique on, or to any space in which he wishes to create an effect. The user must ha(e a clear line of effect to the point of origin of any technique he or she uses. ,or bursts, cones, cylinders, and emanation techniques, it only affects areas, creatures, or objects to which it has line of effect from its origin (a burst<s point, a cone<s starting point, a cylinder<s circle, or an emanation technique<s point of origin). hole of at least 3 square foot is sufficient to allow a line of effect through an otherwise solid barrier. -f any gi(en 54foot length of barrier contains such an opening, that 54foot length is not considered a barrier for purposes of a technique<s line of effect (though the rest of the barrier still counts as normal). Directin3 or Re%irectin3 E55ects: .ome techniques allow the user to redirect the effect to new targets or areas after completing it. ?edirecting a technique requires a mo(e action that does not pro(o"e attac"s of opportunity. -t also doesn<t require concentration.
Duration
The +uration entry of a technique description tells how long the effect of the technique lasts. Time% Durations: >any durations are measured in rounds, minutes, hours, or some other increment. *hen the time is up, the cha"ra dissipates and the technique ends. -f a technique<s duration is (ariable, the %> rolls it secretly. duration based on the user's le(el means !total character le(el andNor hit dice!, but not E""ecti-e Character 6e-el or Challenge &ating. Instantaneous: The cha"ra comes and goes the instant the technique is completed, though the consequences might be long4lasting. Permanent: The effect remains indefinitely, but is sustained by lingering cha"ra. -f the cha"ra dissipates, so does the effect. ;ermanent illusions can sometimes be dispelled. Concentration: The technique lasts as long as the user concentrates on it, possibly up to a specified maximum amount of time. )oncentrating to maintain a technique is an attac" action that does not pro(o"e attac"s of opportunity. nything that could brea" the character<s concentration when performing the technique can also brea" his concentration while maintaining one, causing the technique to be ruined (see )oncentration, below). character can<t use a technique while concentrating on another one. .ometimes a technique lasts for a short time after the character ceases concentrating. -n these cases, the technique just "eeps going for the stated length of time after the character stops concentrating. Su!(ects" E55ects" an% Areas: -f a technique affects creatures directly, the result tra(els with the subjects for the technique<s duration. -f the technique creates an effect, the effect lasts for the duration. The effect might mo(e or remain still. .uch an effect can be destroyed prior to the end of its duration. -f the technique affects an area, the technique stays with that area for the technique<s duration. )reatures become subject to the technique when they enter the area and are no longer subject to it when they lea(e. Dischar3e: few techniques last for a set duration or until triggered or discharged. The technique remains in place until the triggering condition is met (at which point it ta"es effect) or the maximum duration is reached (at which point it dissipates, with no effect). D#: -f the +uration entry ends with O(+)P (standing for OdismissibleP), the user can dismiss the technique at will. The user must be within range of the effect of the technique
to dismiss it. +ismissing a technique is an attac" action that does not pro(o"e attac"s of opportunity. technique that depends on concentration is dismissible by its (ery nature, and dismissing it does not require an action (since all the user has to do to end the technique is to stop concentrating). Stance: technique duration of .tance lasts for a whole encounter or until it is bro"en by either a technique or will of the user. &o two stance can be acti(e at once.
Sa&in3 Thro>ost harmful techniques allow an affected creature to ma"e a sa(ing throw to a(oid some or all of the effect. The .a(ing Throw entry in a technique description defines which type of sa(ing throw the technique allows and describes how sa(ing throws against the technique wor". Ne3ate: This term means the technique has no effect on a creature that ma"es a successful sa(ing throw. Partia': The technique causes an effect on its subject. successful sa(ing throw means that some lesser effect occurs. Ha'5: The technique deals damage, and a successful sa(ing throw hal(es the damage ta"en (round down). None: &o sa(ing throw is allowed. Dis!e'ie5: sa(ing throw is not allowed purely on the basis of encountering the technique. ?ather, the creature gets a sa(ing throw only after interacting with or carefully studying the technique. successful sa(e lets the subject ignore the effect. 6!(ect#: The technique can be cast on objects, which recei(e sa(ing throws only if they are magical in nature, or if they are attended (held, worn, or grasped) by a creature resisting the technique, in which case the object gets the creature<s sa(ing throw bonus unless its own bonus is greater. (This notation does not mean that a technique can only be used on objects. .ome techniques of this sort can be cast on creatures or objects.) Harm'ess#: The technique is usually beneficial, not harmful, but a targeted creature can attempt a sa(ing throw if it wishes. Sa&in3 Thro- Di55icu'ty C'ass: sa(ing throw against a technique has a +) of 36 G technique<s ?an" G the user<s bonus for the rele(ant ability (see ."ill chapter for details). Optional Rule: To ma"e the sa(ing throws balanced and a(oid forcing the character to become too powerful, it is strongly suggested to use the following formula to determine a technique's +)2 36 G Q the technique's ?an", rounded up G the user<s bonus for the rele(ant ability. .ee the table below for a pre4calculations of the +) for techniques of ran" 3486.
Technique $ase Sa&e Ran, DC ?an" 348 33 ?an" 74E 38 ?an" 540 37 ?an" I49 3E ?an" H436 35 ?an" 33438 30 ?an" 3743E 3I
39 3H 86
Succee%in3 at a Sa&in3 Thro-: creature that successfully sa(es against a technique without ob(ious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attac". :i"ewise, if a creature<s sa(ing throw succeeds against a targeted technique the user senses that the technique has failed. The user does not sense when creatures succeed at sa(ing throws against effect and area techniques. 7o'untari'y .i&in3 up a Sa&in3 Thro-: creature can (oluntarily forgo a sa(ing throw and willingly accept a technique<s result. #(en a character with a special resistance can suppress this resistance if he or she wants to. Items sur&i&in3 a5ter a Sa&in3 Thro-: Cnless the descripti(e text for the technique specifies otherwise, all items carried and worn are assumed to sur(i(e an attac". -f an item is not carried or worn, it does not get a sa(ing throw. -t is simply dealt the appropriate damage.
Cha,ra Resistance
)ha"ra resistance is a defensi(e ability which allows the resistant creature to negate the effects of cha"ra4based attac"s, such as elemental &injutsu techniques. -f your technique is being resisted by a creature with cha"ra resistance, you must ma"e a le(el chec" (3d86 G character le(el) against the creature's cha"ra resistance score, as an attac"er would roll an attac" against the defender's +efense score. -f the cha"ra resistance is beaten, the technique affects the resistant creature normally. dd any modifiers gained to pierce cha"ra resistance to that le(el chec" (such as feats or class abilities). The )ha"ra ?esistance entry in a technique's description allows you to determine if cha"ra resistance protects the defending creature against the technique. Techniques with a ;ersonal range and Taijutsu techniques generally do not ha(e this entry. -f the entry is missing, the technique is not affected by cha"ra resistance. The terms !object! and !harmless! apply to cha"ra resistance as they do with sa(ing throws. creature must willingly lower its cha"ra resistance as a swift action in order to be affected by a technique noted as harmless. -n that case, you do not need to ma"e a le(el chec" against spell resistance.
Cha,ra Cost
The cha"ra cost is ta"en from one's )ha"ra ;ool. -f the user fails to meet the perform requirements, he doesn't ha(e to pay the cha"ra cost.
Descripti&e Te2t
This portion of the technique details what the technique does, how it wor"s. -f an entry of the technique specifies !see text,! this is where the explanation is found. A-oiding an Attack* -f a technique has an effect called a(oiding an attac", it means that
the technique can be used to a(oid or mitigate the effects of an attac". character is limited to 5 a(oiding an attac" actions per day, regardless of the technique. (oiding an attac" is not the same as a defensi(e maneu(er. +e"ensi-e 3aneu-er* -f a technique has a defensi(e maneu(er effect, it means that the character can help the character, an ally or both a(oid or mitigate the effects of an attac". character is limited to 5 defensi(e maneu(er actions per day, regardless of the technique. defensi(e maneu(er is not the same as a(oiding an attac". Empo7er* >any techniques ha(e the #mpower component, and allow the character to spend an additional number of cha"ra when performing the technique to empower the effects. The more cha"ra spent, the stronger or longer lasting the technique will be. #mpowering a technique is done as part of the action ta"en to perform it. Held 7eapon* >ost (trike Taijutsu technique refer to the held weapon in the user's main hand. -f the technique has the /unch or !ick descriptor, the held weapon also includes the character's unarmed or natural attac". 3aster)* ?efer to this portion of the descripti(e text to determine the additional effects of mastering a technique with the >astery component. 8eapon damage* technique that deals weapon damage deals damage as though the user had executed a normal attac", including all modifiers and penalties they incur.
Thro-s: &oneL Cha,ra Resistance: @esL Cha,ra Cost: 8. Cpon completion of this technique, the user throws his ad(anced seal towards his target, seal which will transform in mid4throw into a tiny ice shard. The user must ma"e a ranged attac" roll with a G3 bonus to hit the target with the shard, to then deal 3dEG8 point of cold damage. Empo7er The user can spend 8 points of cha"ra to throw an additional dagger, up to 3 per le(el. #ach dagger requires another seal and attac" roll. E.penda0le Components* 1ne ad(anced seal.
(ands. -t is said to ha(e been used to bring down an entire country. The user controls a swarm of puppet through this technique and is unable to control any other puppets, or puppet swarms. *hen damaged while maintaining this technique, the user must ma"e a )oncentration chec" (+) 36Gdamage dealt) to a(oid losing control of it. To control the swarm of puppets wor"s in the same manner as the /uppetr) ability, except that the use must spend a full4round action controlling it e(ery round. -n order to march, he must ma"e a )oncentration chec" (+) 85)L failure means he cannot march this round, but does not lose his action. The distance penalty is negated for the first 366 feet while controlling a puppet swarm, plus additional distance from other puppeteer abilities if any, rather than the normal 76 feet. ,urthermore, the bonus $; for a construct's si/e are hal(ed when applied to a swarm. ny abilities the user can bestow his puppets, the swarm gains also. *hen the swarm is slain, or the duration expires, or the user loses control of it, it (anishes as a summoned creature would and the scroll used as focus becomes blan". The si/e of the swarm depends on the performance scroll used, and does not share the user's +efense or ?eflex sa(e. -t does not possess any components, and deals either bludgeoning, slashing or piercing damage, determined when creating the performance scroll. The swarm cannot be used to use a s"ill. The technique lasts for the duration of a whole encounter, or until it is dispelled or slain. 3aster) #(ery step of mastery in this technique increases the swarm's hit points by 5, up to 85 at the fifth step. E.penda0le Component* puppet performance scroll. To create a performance scroll, the user must spend resource, time and experience points depending on the category of puppet swarm. /er"ormance (croll (Huge) allows the user to summon a huge swarm (see special creatures chapter for detail). The user must ma"e a )raft (calligraph) chec" (+) 75) and spend 36 days, 566M; and must ma"e a ;urchase +) 85 for the required puppet and puppet parts. The user must choose the damage type of the swarm when he creates the performance scroll and purchases the materials. The user can also poison the puppet's weapons, but to do so, he must also purchase or craft poison and the ;urchase +) of the poison increases by 86. -f the user crafts the poison, the )raft and >aterial cost +)s increase by 36. /er"ormance (croll (Gargantuan) summons a %argantuan swarm. The )raft +) is E6, the time required is 35 days and the user must pay 3666M;, and ma"e a ;urchase +) 8I. The purchase +) of adding poison increases by 85, and the craft and material cost by 35. /er"ormance (croll (Colossal) summons a )olossal swarm. The )raft +) is E5, requires 86 days and a ;urchase +) 76 to craft, as well as 3566 M;. The purchase +) of poison increases by 85, and the craft and material cost by 86.
le(els)L Tar3et: 1ne li(ing sleeping creatureL Duration: -nstantaneousL Sa&in3 Thro-s: *ill negate (see text)L Cha,ra Resistance: @esL Cha,ra Cost: 9. This technique affect the technique's sleep, sending dreadful (isions of hell to disturb its rest. -f the target fails its will sa(e, the technique pre(ents restful sleep and causes 3d36 points of damage. The nightmare will lea(e the subject fatigued and unable to regain )ha"ra or hit points for the next 8E hours. $ow well you "now the target directly affects how effecti(e the technique is, refer to the table below to see how much of a bonus or penalty the target has to its will sa(e to defend against the technique's (isions.
*no-'e%3e o5 the tar3et &one .econd4hand ,amiliar ,irst4hand 9i'' sa&e mo%i5ier G36 G5 G6 45
This technique can't be dispelled, and cannot be used on a creature more than once per wee".
this technique. The user adds his sharingan eye bonus to )oncentration chec"s made if disturbed while concentrating on materasu. &o single creature can be targeted with more than 7 bursts of amaterasu per use of the technique. #ach consequent burst of amaterasu refreshes the duration for which the target will be caught on fire. This technique can only be learned if selected by the user when ta"ing the >ange"you .haringan feat. The character gains a GE bonus to chec"s to o(ercome cha"ra resistance. Empo7er The user may spend an additional 3 point of cha"ra to increase the damage dealt by one burst of flame by 3d0, up to a maximum of 3d0 per le(el or 35d0. This process must be repeated for each burst of amaterasu. The user may spend an additional point of )ha"ra per burst to increase the sa(e +) by 3 (maximum G7 for 7 cha"ra). This increment does not apply to the +) to put out the fire left by materasu. 3aster) #(ery step of mastery in this technique allows the user to ignore 7 points of fire resistance of any target caught in his materasu. ,ire immunity is not affected.
3aster) ,ifth step of mastery in this technique allows the user to chose to deal 3d0 points of damage of any two energy types (as specified abo(e) instead of 8d0 of a single type.
base land mo(ement speed as part of this technique, whiche(er is lower. A-oiding an Attack* The user performs Ba"uretsu 'awarimi as an instant action before an enemy attac" roll (melee or ranged attac", touch attac", or grapple attempt) targeting him specifically. To do so, the user cannot be flat4footed or denied his +exterity bonus to defense. ."ill threshold does not apply to a(oid an attac". (oiding an attac" costs 8 point of cha"ra, and can be done up to 3 time per day. The attac" a(oided must be from a creature with of his )hallenge ?ating equal to his le(el or 3, whiche(er is lower. The user cannot a(oid an attac" if he is immobili/ed in any way. To a(oid the attac", the user must ma"e a ;erform chec" (as per Ba"uretsu 'awarimi no Dutsu, mastery counts) opposed to the opponent's attac" roll (add 5 if the attac" roll is a )ha"ra )ontrol, %enjutsu or &injutsu effect, a natural 86 or a confirmed critical), minimum 3I. .uccess means that the user replaces himself, and the substituted object has the desired tag in the square he pre(iously occupied. (oiding an attac" must be declared before "nowing the result of the attac" roll. ,ailure means that the cha"ra spent trying to a(oid the attac" is wasted, and the technique fails. The user requires both hands free to perform this technique. n opponent can choose to lower the (alue of its )? for the purpose of allowing an opponent to e(ade the attac" in this manner, but not increase it. #ach use of A-oiding an Attack stac"s with all other techniques with effects that allow you to (oid an ttac", such as 'awarimi no Dutsu or .hundou. 3aster) #(ery step of mastery after the first allows the technique to be used an additional time per day, up to 5Nday. The first step of mastery allows the user to a(oid an attac" from a )? up to his le(el or 5, whiche(er is lower. The second step of mastery allows the user to increase the cost to E when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 36, whiche(er is lower. The third step of mastery allows the user to increase the cost to 0 when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 35, whiche(er is lower. The fifth step of mastery allows the user to increase the cost to 9 when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 86, whiche(er is lower. 3aterial Focus* 1ne or more exploding tag, greater exploding tag or sunburst tag.
Csing this technique, the user concentrates his cha"ra in a source of water and ma"es it shoot out in a long jet of water to pierce through his enemies. $e creates a cannon of water that shoots out in a 54ft. wide line from the source of water used and that cannot reach farther than 366 feet. ny creature caught in the line of effect of a cannon ta"es 5d0 points of water damage, hal(ed with a successful ?eflex sa(e. This damage ignores hardness. Empo7er The user can create an additional cannon at the cost of 5 points of cha"ra, maximum total 3 e(ery 5 le(els. 3aterial Focus* small (at least 76 litres) source of water per cannon.
Time: 3 full4round actionL Components: )L Ran3e: 36 feetL Tar3et: 1ne creatureL Duration: -nstantaneous (see text)L Sa&in3 Thro-s: &oneL Cha,ra Cost: E. Through careful analysis of one's mo(ement and actions, the user is able to determine the flaws in one's stance and exploit them to his benefits. To properly use this technique, the user must select an opponent using a stance taijutsu technique. ,or as long as the user's target maintains its present stance, the user gains a G8 insight to attac" and damage rolls against it.
Ran,: 36 (.4)lass)L 4earn DC: 80, 5 successL Per5orm requirements: 3E ran"s (+) 76)L Time: 3 attac" actionL Components: ), $L Ran3e: >elee TouchL Tar3et: 1ne creatureL Duration: 3 hourNle(elL Sa&in3 Thro-s: *ill negatesL Cha,ra Resistance: @esL Cha,ra Cost: 36. This powerful sealing technique is designed to completely scramble the target's cha"ra pathways and pattern. -n other words, the target will ha(e a (ery hard time using )ha"ra as long as the seal lasts. ,or the duration of this technique, the target will suffer a 40 penalty to its )ha"ra )ontrol, %enjutsu and &injutsu chec"s as well as being completely unaffected by 3edical type &injutsu technique of any ?an" lower than 36. This seal can be dispelled by using the same technique o(er the same target and succeeding a le(el chec" (+) equal to the technique's sa(ing throw.) This technique uses a seal slot on the subject's body.
chosen space suffer 7d0 point of fire damage and 3d0 point of force damage from the explosion, which can be hal(ed with a successful ?eflex sa(e. The explosion will set fire to flammable material and damage unattended objects.
after it began, it will be considered to be still in effect unless interrupted. (hield* t any time when threatened by an effect that will cause damage, the user can spend an instant action and 8 cha"ra from the buffer to gain a damage reduction 3N4, a acid, cold, earth, electricity, fire, water and wind resistance 3 or negate 3 fall damage die (choose one). The effect may increase by 3 up to 36 for 86 cha"ra. /rojectiles o" 6ight* The user may project his cha"ra onward as a full4attac" action and throw 3 projectile per 8 points of )ha"ra spent from the buffer. #ach projectile must hit on a ranged touch attac" and deal 3dE points of force damage on a successful hit. The user may not conceal his )ha"ra while maintaining a )ha"ra Buffer. $e may also feed up to 5 points of cha"ra per round into the buffer as a free action afterward, and by doing so increase its duration by 3 round (note that this amount may go further than the imposed limit upon prior usage of the technique). 1nce the technique ends, the cha"ra fed to the buffer (anishes and does not return to the user. -f the user's cha"ra is drawn from an outside source, such as a technique, a "i"aichuu or e(en a 'age Bunshin, the cha"ra contained in the buffer is expended first. )ha"ra or )ha"ra )oil damage is not affected by the cha"ra buffer, howe(er.
action. failed chec" means the seal is not released, and attempting to release the seals may pro(o"e an attac" of opportunity. *hen undone, the cha"ra contained in the seal returns to the subject's body. 3aster) The first, third and fifth step of mastery increases the amount of cha"ra contained by the seals by 3 (up to 9). E.penda0le Components* >aterials to scribe a seal. .cribing the seal requiress a ,uinjutsu chec" (+) 88), does not ha(e to be done by the user and ta"es one seal slot. n attempt to craft the seal ta"es 5 rounds, and a failed chec" will result in the sealing process failing without the user noticing until the end. ,uinjutsu chec" with the same difficulty class can be attempted to confirm the seal was crafted successfully (cannot be retried).
cha"ra, rounded up (up to a total of 5d0). 3aterial Focus* The touched object of >edium4si/e or smaller.
pre(ious state by 7 minute (unless specified otherwise when performing the technique) and the damage dealt to structures by 3d36.
#(ery step of mastery in this technique grants the user a G3 bonus to )oncentration chec"s made to a(oid losing control o(er the technique. t the third step of >astery in this technique, the user may use this technique with a +uration of 3 minuteNle(el (+) rather than )oncentration, with a )ha"ra )ost of 7. *ith the fifth step of mastery in this technique, the user is able to use this technique with a +uration of 36 minutesNle(el (+) rather than )oncentration, with a )ha"ra )ost of 0.
Csing the technique in this manner implies a 4E penalty to +efense and the loss of his dexterity bonus to defense until his next turn, e(en though &)uutsuki normally ignores said penalties. The user also cannot score a critical hit while using )hidori in this manner.
guess the square) or co(er, and cannot be a(oided with instant action defensi(e technique such as 'awarimi no Dutsu. >ore than one chidori senbon can hit a single target. Empo7er The user can throw an additional chidori senbon for 3 point of cha"ra per senbon, maximum 3 per le(el or 36.
the rate of absorption. 1nce the seal has absorbed 366 points of )ha"ra (the user may chose to feed the seal at any time), it can be acti(ated anytime as a swift on the user's turn. 1nce acti(ated, the user gains a G8 bonus to attac" rolls, weapon damage rolls, defense, sa(ing throws and s"ill chec"s, as well as ha(ing his maximum and current )ha"ra ;ool increase by 5 for 36 minutes. 1nce the effects of the seal subside, the user will become ,atigued. This technique uses a seal slot on the user's body, which will be freed once the duration expires or is discharged. E.penda0le Components* >aterials to scribe a seal. .cribing the seal requiress a ,uinjutsu chec" (+) 80), does not ha(e to be done by the user and ta"es one seal slot. n attempt to craft the seal ta"es 3 minute, and a failed chec" will result in the sealing process failing without the user noticing until the end. ,uinjutsu chec" with the same difficulty class can be attempted to confirm the seal was crafted successfully (cannot be retried).
3aterial Focus* :arge (at least 366 pounds) source of earth, sand, mud or roc" nearby to form the prison.
764foot radius emanation (.)L Tar3et: 3 creature per le(elL Duration: 3 roundNle(elL Sa&in3 Thro-s: &one or *ill negate (see text)L Cha,ra Resistance: @esL Cha,ra Cost: 36. This powerful Genjutsu seeps deeply into the mind of its targets, wa"ing the more feral instincts of a creature and instilling a powerful bloodlust in them. #(ery target of this technique must succeed a *ill sa(e or indulge to the bloodlust and automatically attac" the nearest creature, regardless of its status or strength until it dies or the duration expires. -n addition, any creature falling prey to this technique gain a G8 morale bonus to *ill sa(es, .trength and )onstitution scores and suffer a 48 penalty to +efense for the duration of the technique. Because of the strong instincts are interfering with their concentration, the affected creatures will not be able to use any )harisma4, +exterity4 or -ntelligence4 based s"ill (except for Balance, #scape rtist, -ntimidate, and ?ide), the )ha"ra )ontrol and )oncentration s"ills, or any abilities that require patience or concentration. )reatures with an -ntelligence score of 7 or lower do not get a sa(e to resist this technique.
ma"e a )oncentration (or )onstitution) chec" (+) 33) each round to a(oid being da/ed, in which case it suffers a 4E penalty to attac" rolls, ability chec"s and s"ill chec"s for the duration of the technique. This technique is a sound4based illusion and deaf creatures are not affected by it.
but there are no record of anyone using it in the last 866 years. Cpon completion of this technique, a huge star composed of the user's )ha"ra and that of the wildlife around him will fall from high abo(e the s"y upon the designed location. #(ery creature caught in the area of effect suffer 9d38 point of fire damage, 9d36 point of sonic damage and 9d9 point of force damage, which can be hal(ed with a successful ?eflex sa(e. -n addition, e(ery creature suffering damage from the technique must ma"e a ,ortitude sa(e or be Blinded and +eafened for 3d0 hour afterward, and will be (tunned for 3dEG3 rounds (no sa(e).
(calligraphy) s"ill for details. The subtype is either &injutsu if learned with )raft (calligraphy) or ,uinjutsu if learned with ,uinjutsu.
smaller will be sent flying 3d0x5 feet upward and will fall bac" down at the end of the technique, possibly suffering falling damage unless they succeed a ,ortitude sa(e. >edium4si/ed creature or larger are unaffected by this side effect. ,lying creatures suffer double damage from the tornado, and e(en >edium4si/ed creature will be thrown upward 3d0x5 and come crashing down. +espite its impressi(e name, +ai Tatsumaki no >utsu is merely the first stage of a greater technique.
:arge or larger creature caught in the blast is simply pushed bac" 3d0x5 feet unless it succeeds a ?eflex sa(e. .tructures caught in the blast ta"e double damage. -f a &aiton technique was used with the +aiba"ufu as its target or in its area of effect, the +ai0aku"u will deal 3dE point of electricity damage per 8 ran"s of the technique used per round to creatures and structures caught in it for 3dEG3 rounds. -f a +aiba"ufu collides with another +ai0aku"u, a (uishouha, +eishouha, or ,akusuishouha they will cancel each other. 3aterial Focus* large (at least 3666 liters) source of water nearby.
3aterial Focus*
large (at least E66 pounds) source of ice and snow nearby.
Resistance: @esL Cha,ra Cost: E. This !horrible! and !inhumane! technique was de(elopped by the per(erted .annin, Diraiya, and soon after outlawed and made "injutsu by the &inja )omittee of *oman ?ights. -t was used in times of desperation, when peeping was impossible, and when dreaded writer's bloc" hit. The user focuses a moderate amount of )ha"ra in the air around the target, creating thin blades of wind that will sherd any semblance of clothing the target wears without damaging the s"in. ny piece of equipment deemed as clothing, including fabric and plastic armors, that is not of mastercraft quality, will be shredded to pieces and completely destroyed. The target's actual equipment, such as shuri"en holsters, weapon sheath or metal armor is unaffected.
ny structure caught in the wa(e, e(en those larger than :arge si/e, suffer triple damage but are not pushed bac"ward. ,lying creatures are affected only if the wa(e can reach up to them, and $uge or larger creature are not affected. -f a !aton technique was used with the wa(e as its target or in its area of effect, it will deal 3dE point of fire damage per two ran"s of the technique used per round to creatures and structures caught in it for 3dEG3 rounds. -f a +eishouha collides with another or a ,akusuishouha, (uishouha or +ai0aku"u no >utsu, they will cancel each other out. The user must ha(e his hands in direct contact with the ground for the time he concentrates on the technique. 3aterial Focus* huge (at least 766 cube foot) source of earth, sand, roc" or mud nearby.
animals or plants. -f mixed with water or other liquids, it will remain on top. This technique cannot be used on creatures.
?rd round* The subject loses the ability to spea" or sign its non4nati(e languages. %th round* The subject loses the ability to read or write its nati(e languages. Dth round* The subject loses the ability to spea" or sign its nati(e languages.
E55ect: .tone wall whose area is up to one 364feet squareNle(el (.)L Duration: 3 hourNle(el (+)L Sa&in3 Thro-s: &oneL Cha,ra Resistance: &oL Cha,ra Cost: 38. +or)uuheki creates a wall of roc" that can merge into adjoining roc" surfaces. +or)uuheki is up to 5 inch thic" per le(el of the user and composed of up to one 364ft. wide by 364ft. high plane per le(el. @ou can double the wall's area by hal(ing its thic"ness. The wall created must be (ertical, and rest upon a firm foundation. #ach 364 foot square of the wall has 8 hit points per inch of thic"ness and hardness 9. section of wall whose hit points drop to 6 is breached. -f a creature tries to brea" through the wall with a single attac", the +) for the .trength chec" is 86 G 8 per inch of thic"ness. 1nce the duration expires, the wall slowly returns to the earth. -f a +or)uuheki is erected onto or below a structure, it may suffer 36d38 points of earth damage (left to the %>'s decision). 3aterial Focus* medium (at least 56 liters) source of earth, sand, roc" or mud nearby.
of hunting hounds to trac" down and immobili/e his foes. The pac" of dogs bursts from the ground and bites the target into submission. The pac" must ma"e 9 melee touch attac" at a G33 bonus and, if at least 7 hit, the target will be immobili/ed into place by the dogs for the duration of the technique or until it brea"s free. The subject must succeed four opposed .trength chec"s against the pac", which has a GE bonus to the chec"s, and requires a full4round action per chec". The target is locali/ed as the pac" mo(es 56 feet per round, using the .cent ability. The subject, while immobili/ed, will not be able to use any technique that require mobility or hand seals, and loses its dexterity bonus to defense. -f the subject attempts to use any sort of technique, he must succeed a )oncentration chec" as though he was entangled. The dog pac" has a defense of 37, E3 hit points and is (ulnerable to snea" attac". -t will not e(ade any techniques allowing a reflex sa(e for it would free its (ictim, and has a bonus to ,ortitude sa(e of GI. -t is immune to mind4affecting effects. +uring use of this technique, the summoning scroll must remain in contact with the ground. -f somehow destroyed, the technique ends and the pac" disappears. E.penda0le Component* .ome of the user's blood and a summoning scroll for the +og blood pact.
The user also absorbs one point of )ha"ra per round while maintaining the technique (cannot go higher than the user's maximum )ha"ra pool). n )raft (structural) chec" (+) 35) or a .pot chec" (+) 86) could re(eal some wea" points in the structure, and double the damage dealt to the dome. -f a )raft (structural) chec" (+) 86) or a .pot chec" (+) 85) is made, the character will deal triple damage to the dome. character ma"ing a successful spot chec" can share the "nowledge with his allies.
negati(e energy damage and must ma"e a *ill sa(e to a(oid suffering 3 point of temporary )harisma damage. -f the target dies before its )harisma score hits 6, the coffin reappears and spits out the target's corpse before disappearing. -f the target's )harisma score hits 6 before it dies, it is completely healed of the damage it suffered from the technique and slowly rises from the ground on the square which the coffin was placed before. The target will then be under complete control of the user for 3 hour per le(el. -t cannot by any means brea" free, except death, which is also impossible unless the user allows it. -t follows the user's command to the letter and at the best of its abilities.
ability to (oluntarily fail a sa(ing throw against a technique that would seal its soul away and "ill it instantly, such as (hiki Fuujin. The container is summoned regardless of the distance that separates it from the summoner. *ithout the immortality talisman, the summoning will last 3 day or until the seishinkugi is destroyed. dead soul can only be summoned once e(ery I days, and can resist the user's summoning after the first time. -f the soul resists, the summoning has a H6= chance to fail, plus 3= chance per further attempt, success or failure. -f a summoned soul is dispelled within 3 day of the summoning, the seishinkugi and its container return to the location they were summoned from and can be reused after a 8E hours period with only a 56= base chance to fail if the summon is unwilling. The enhancing talisman must be extracted before the dead soul can possess the seishinkugi again, but it retains its current charge and components. #xtracting the talisman ta"es 3 minute. #ach summoned soul can be dispelled indi(idually. 3aster) The first, third and fifth step of mastery in this technique allow an additional creature to be summoned when performing the technique, each costing 76 cha"ra, I56 M; and requiring a seishinkugi. 3aterial Focus* The container and seishinkugi. G/ Cost* I56 M;.
roundNle(elL Sa&in3 Thro-s: &oneL Cha,ra Resistance: @es (see text)L Cha,ra Cost: 5. .afer than it's higher le(el counterpart, Enkoudate no >utsu offers a solid defense against most forms of attac". ny creature stri"ing the user with an attac", melee or ranged, will li"ely be deflected by the fire shield. The user gains a G8 deflection bonus to defense and a damage reduction 8N4. ny unarmed or natural weapon attac"s directed at the user benefit the aforementioned bonuses, as well as reflecting the equi(alent of 3dE point of fire damage bac" to the source. *hile the shield is acti(e, the user will also gain GE bonus to sa(ing throws against fire attac"s. -f the attac" allows for a sa(ing throw to ta"e only half damage, the user suffer no damage on a successful sa(e. This technique cannot be used in conjunction with &aidate no >utsu, (ui0ouheki no >utsu, Tsuchi no Coroi, >unka5e no >utsu, !)uuk)oku Enkoudate no >utsu or other similar techniques. )ha"ra resistance applies to the reflected damage only.
Cpon completion of this technique, the user breathes out a large cone of putrid air so horrible that it e(en burns and melts e(erything it touches. #(ery creature caught in the area of effect suffer 7d0 points of fire damage and 3d0 points of acid damage, which can be hal(ed with a successful ?eflex sa(e. -n addition, any creature caught in the breath must ma"e a fortitude sa(e or be "noc"ed bac" 3dEx5 feet. This technique will damage unattended objects and set fire to combustibles.
The user creates a field of illusion upon himself that causes him to appear unworthy of attention. )reatures automatically ad(ert their ga/e from the user, and unconsciously a(oid contact with the user. )reatures loo"ing specificially for the user who ha(e a matching description of the user's general appearance, or creatures loo"ing out for any creature around them (on guard, does not wor" in a crowded area) are affected in a different way, and suffer a 4E penalty to .pot chec"s made against the user. )reatures with an -ntelligence score of 7 or lower do not get a sa(e to disbelie(e the technique, nor do 1rdonary characters 36 le(els below the user.
Ran,: I (B4)lass)L 4earn DC: 83, 7 successL Per5orm requirements: H ran"s (+) 88)L Time: 3 attac" actionL Components: $L Area: 564ft. radius, 764ft. tall cylinder centered on the userL Duration: )oncentration (up to 3 roundNle(el)L Sa&in3 Thro-s: ,ortitude halfL Cha,ra Resistance: @esL Cha,ra Cost: 9. Cpon completing this technique, a fierce storm unleashes around the user. ny creature that finds itself in the area of effect of this technique, except from the user, suffer Ed0 points of cold damage each round until they lea(e the area. fortitude sa(e hal(e the damage done by this technique, and any bonus to sa(es against cold weather apply against this technique.
needles in order to use them later. t the cost of one point of )ha"ra per needle, the user may store them in his throat for later use. ,or the duration of this technique, the user may shoot the needles at the rate of one per round at his highest attac" bonus as an attac" action (or as a part of a full4attac" action). The user remains unaffected by any poison that can be found on the needles. small creature can hold one needle, a medium4si/ed creature 7, and a large or larger H. 1nce the duration expires, unless all the needles were used, they are disintegrated. The needles will not interfere with the user's normal acti(ity, such as spea"ing or eating. 3aterial Focus* 1ne or more needles.
*ith this technique, the user is able to maintain a youthful appearance e(en in his old days. Csing this technique, the user's body re(erts bac" 3 or 8 age category (at the user's choice) below his current, and his appearance and .trength, +exterity and )onstitution score will be adjusted accordingly, along with his si/e category if needed. This technique's duration is not timed, but the technique will cease 3dEG3 rounds after the user's )ha"ra ;ool falls below 36=.
e(ery creature used that once was 39 hit dice or higher (maximum G5). Cpon completion of the technique, the user gains the )orpsewal"er template. #ach day spent performing the technique requires an amount of cha"ra equal to a day of training. E.penda0le Components* Bodies of 38 hit dice or more creature of the same gender and race as the user. G/ Cost* 5,666 M;.
Fuinjutsu Ran,: 0 ()4)lass)L 4earn DC: 3H, 8 successL Per5orm requirements: I ran"s (+) 3H)L Time: 3 full4round actionL Components: ), #L Ran3e: >elee TouchL Tar3et: 1ne willing creatureL Duration: 3 dayNle(el (see text)L Sa&in3 Thro-s: &oneL Cha,ra Cost: 8. The user touches a creature and seals a7a) its strength and speed as seal marks creep o-er its 0od) then disappearF This technique creates a strong seal that inhibits strength and speed and uses one seal slot on the subject's body. The subject ta"es a 43 strength and speed ran" penalty. The seal can be remo(ed by the subject as a mo(e action with a half seal, which can pro(o"e an attac" of opportunity. The seal mar"s appear on the s"in and through clothes before slowly burning away. Empo7er The user can increase the penalty by 3 for 3 cha"ra, up to 45. #ach time, the seal uses an extra seal slot.
,uinjutsu chec" with the same difficulty class can be attempted to confirm the seal was crafted successfully (cannot be retried).
The contract seal's effect is bro"en on a failed sa(e, the the bound creature returns to its senses and must no longer obey the contract sealIs master's command, if it was forced to. -f the affected creature has signed a blood pact, it will be unable to summon any creature from that blood pact for 3dE hours, and any summoned creature must ma"e a *ill sa(e or be banished. This technique can also be used on an object contracted with the Fuinjutsu* (huntori Fuin technique. The object can ma"e a *ill sa(e as though it was attended by the creature who created the instant retrie-al seal. This technique can only be used on a creature or object once per day. 3aterial Focus* bit of the contract seal's master's or blood pact signatory's blood.
>astery The second and fourth steps of mastery in this technique increase the range by 3 mile and the duration by 3 day. The fifth step of mastery requires #): 39 and allows the creation of a personal summoning scroll. This scroll functions as the (hunkoku 3eihoujin technique and requires a ,uinjutsu chec" (+) 87) to craft, requiring 76 minutes and an additional E points of cha"ra. The scroll has 3 charge and lasts for the duration of the technique or until it is used. 3aterial Focus* bit of the target's blood to scribe the seal. .cribing the seal requiress a ,uinjutsu chec" (+) 87), does not ha(e to be done by the user and ta"es one seal slot. n attempt to craft the seal ta"es 5 minutes, and a failed chec" will result in the sealing process failing without the user noticing until the end. ,uinjutsu chec" with the same difficulty class can be attempted to confirm the seal was crafted successfully (cannot be retried).
requiress a ,uinjutsu chec" (+) 86), does not ha(e to be done by the user and ta"es one seal slot. n attempt to craft the seal ta"es 5 rounds, and a failed chec" will result in the sealing process failing without the user noticing until the end. failed sealing will "noc" the recipient unconscious for 3 hour. ,uinjutsu chec" with the same difficulty class can be attempted to confirm the seal was crafted successfully (cannot be retried).
.uccessfully crafting this seal requires the items it will be bound to. The seal can be bound to one $uge si/e object (two :arge, four >edium, and eight .mall or smaller objects all count as one $uge object), and the contents will be summoned in their entirety when the seal is used. E.penda0le Components* >aterials to scribe a seal. .cribing the seal requiress a ,uinjutsu chec" (+) 85), does not ha(e to be done by the user and ta"es 3 page (equi(alent to 856 words). n attempt to craft the seal ta"es 5 minutes, and a failed chec" will result in the sealing process failing without the user noticing until the end. ,uinjutsu chec" with the same difficulty class can be attempted to confirm the seal was crafted successfully (cannot be retried).
attempt to craft the seal ta"es 5 minutes, and a failed chec" will result in the sealing process failing without the user noticing until the end. ,uinjutsu chec" with the same difficulty class can be attempted to confirm the seal was crafted successfully (cannot be retried).
Ran,: I (B4)lass)L 4earn DC: 83, 7 successL Per5orm requirements: H ran"s (+) 88)L Time: 3 attac" actionL Components: ), $L Ran3e: >elee touchL Tar3et: 1ne creatureL Duration: 3 hourNle(elL Sa&in3 Thro-s: &oneL Cha,ra Resistance: @esL Cha,ra Cost: 9. This practical technique is used by the most s"illed for many things2 on themsel(es, to a(oid lea"ing any information when tortured, on a guard, so they cannot cry for help, etc. 1nce the technique is ready, the hand will radiate a faint purple aura, sign that the sealing )ha"ra is in action. By succeeding a melee touch attac", the user may seal away the target's ability to spea" for the duration of the technique. Dust as though the (ocal cords were missing, the (ictim may not scream, moan, mutter, or ma"e any use of its (ocal cords at all. This seal may be dispelled, and it disappears on the target's death. This technique uses a seal slot on the subject's body, which will be freed once the duration expires or is discharged.
Ninjutsu (!aton9 &e'uires Toad ,lood /act (")) [Fire] Ran,: I ( 4)lass)L 4earn DC: 88, E successL Per5orm requirements: 36 ran"s (+) 8E)L Time: 3 attac" actionL Components: $L Ran3e: (see text)L Area: )one4shaped burstL Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex halfL Cha,ra Resistance: @esL Cha,ra Cost: 9. To execute this technique, the user himself must ha(e summoned a Toad that can produce oil and use Cutsu0a no >utsu (typically nobles and champions, or the >edium4si/ed or larger toad) and be within 5 feet of it. t the same time the user uses this technique, the toad spends an attac" action spitting a long cone of oil, at what time the user spits out the concentrated )ha"ra in a cone of fire to ignite the oil and create a deadly blast that will melt e(erything in its path. ny creature caught in the area of effect will suffer 9d9 points of fire damage, which can be hal(ed with a successful ?eflex sa(e. The cone will be 764feet long with medium4si/ed toads, 564feet long with large toads, 964 feet for huge, 3664feet for gargantuan and 3864feet long for )olossal toads. +amage dealt by %argantuan Toads uses d36 instead of d9, and )olossal d38.
This technique can only be used directly after using %atotsu -sshi"i or %atotsu &ishi"i and failing to hit with the charge attac". The user uses this technique and ma"es a melee attac" with his held weapon at his highest attac" bonus with a 45 penalty. -f it hits, it deals normal damage. This technique can only be used once per encounter. 3aster) The second and fourth step of mastery in this technique allow the technique to be used an additional times each. 3aterial Focus* piercing or slashing weapon.
Taijutsu ((trike9 re'uires Gatotsu* sshiki (?) and Gatotsu* Nishiki (t)) [Armed] Ran,: 0 (B4)lass)L 4earn DC: 86, 7 successL Per5orm requirements: 9 ran"s (+) 83)L Time: 3 attac" actionL Components: >, ,L Ran3e: >elee ttac"L Tar3et: 1ne flying or falling creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 0. This technique can only be used against a flying or falling target. The user ma"es a melee attac" against the target. -f it hits, the attac" deals an additional 8d0 points of damage not multiplied on a critical hit. The target must then ma"e a ,ortitude sa(e to a(oid losing its +exterity bonus to +efense for 3 round. ny weapon damage dealt by this technique, regardless of the type, is piercing damage. -f the target was falling uncontrollably, it suffers an additional 3d0 points of damage. 3aterial Focus* piercing or slashing weapon.
3 per points of )ha"ra spent in this technique) or be disarmed, the object flying to a square of the user's choice within 5 feet per point of )ha"ra spent in the technique, maximum 85 feet. :oc"ing gauntlets or other such de(ice may grant the wielder bonuses or ma"e disarming impossible, at the %>'s discretion. Empo7er The user can spend an additional point of cha"ra to increase the "noc"bac" distance by 5 feet, maximum 56 feet. The s"ill threshold and the perform +) increase by 3 e(ery 7 cha"ra spent in this technique.
unaffected by this instance of the technique, but does not affect another creature's perception of the illusion (so if E creatures fail to disbelie(e .hougen/ou no Dutsu, dispelling it from 3 creature will not dispel the illusion for the other 7). -f the dispel chec" fails, the cha"ra is wasted. The user may dispell his own techniques immediately if he "nows !ai, with a simple touch, without ma"ing a dispel chec" or spending any cha"ra. 3aster) *ith the fifth step of mastery in this technique, the user is able to pay double the cost to target two different -llusory effects he has identified and ma"e a dispel chec" for each, or ma"e an additional chec" to dispel the same effect.
Ran,: 0 ( 4)lass)L 4earn DC: 83, 5 successL Per5orm requirements: H ran"s (+) 87)L Time: 3 attac" actionL Components: ), $L Ran3e: .ee textL E55ect: .ee textL Duration: .ee textL Sa&in3 Thro-s: *ill disbelief (if interacted with) (see text)L Cha,ra Resistance: @esL Cha,ra Cost: E (base, see text). @ou are able to create an illusion that recreates the effects of any &injutsu technique of ran" E or lower "nown to the user, though he does not need to be able to perform it. The cha"ra cost of the technique (aries, and cannot be determined beforehand unless the user "nows the technique and has already performed it or an illusion of it. The cost of performing this technique is equal to E, the base cost, plus the cost of technique that it recreates. Techniques that deal damage ha(e normal effects unless an affected creature succeeds on a *ill sa(e. #ach disbelie(ing creatures ta"e only one4fifth damage from the attac". -f the disbelie(ed attac" has a special effect other than damage, that effect cannot be reproduced. -f recogni/ed as an illusion, the technique deals only half damage (or no damage on a successful sa(e). ?egardless of the result of the sa(e to disbelie(e, an affected creature is also allowed any sa(e that the technique being simulated allows, but the sa(e +) is set according to the Genr)uudan's ran" rather than its normal ran" (?an" 0) and as though it was a %enjutsu. &ondamaging effects ha(e normal effects except against those who disbelie(e them. gainst disbelie(ers, they ha(e no effect. 1bjects are unaffected by the technique. ?egardless of the technique, it cannot be empowered when recreated by this technique.
8I)L Time: 3 attac" actionL Components: ), $L Ran3e: :ong (76 ft. G 35 ft.N8 le(els)L Area: 964ft. radius spread (.)L Duration: 3 roundL Sa&in3 Thro-s: *ill disbelief (see text)L Cha,ra Resistance: @esL Cha,ra Cost: 33. This powerful illusion forces the people caught in the area of effect to belie(e a powerful earthqua"e is ripping the earth apart. ny creature failing its *ill sa(e will be "noc"ed down and see the surrounding creature and structures do as much. The effect last one round, during which any creature caught in the illusion can't mo(e or attac". The specific effect of the illusion depends on the nature of the terrain where it is used. Ca-e: Ca-ern: or Tunnel* The technique collapses the roof, dealing 9d0 points of nonlethal damage to any creature caught under the ca(e4in (?eflex +) 35 half) and pinning that creature beneath the rubble (see below). n earthqua"e cast on the roof of a (ery large ca(ern could also endanger those outside the actual area but below the falling debris. gain, creature disbelie(ing this illusion are unaffected. Cli""s* #arthqua"e causes a cliff to crumble, creating a landslide that tra(els hori/ontally as far as it fell (ertically. ny creature in the path ta"es 9d0 points of nonlethal damage (?eflex +) 35 half) and is pinned beneath the rubble (see below). 2pen Ground* #ach creature standing in the area must ma"e a +) 35 ?eflex sa(e or fall down. ,issures open in the earth, and e(ery creature on the ground has a 85= chance to fall into one (?eflex +) 86 to a(oid a fissure). t the end of the technique, all fissures grind shut, causing any creature !falling! in them 36d0 points of nonlethal damage. /inned 0eneath &u00le* ny creature pinned beneath rubble ta"es Ed0 points of nonlethal damage. fter the illusion fades, e(ery creature within the area that fell for the technique will reali/e that nothing happened. The user is unaffected by his own illusion.
Area: 54ft.4wide lineL Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex halfL Cha,ra Resistance: @esL Cha,ra Cost: 9. Csing this technique, the user channels )ha"ra through his sword and swings it down, sending it bursting forth in a de(astating slicing blast. ny creature caught in the area of effect suffer 0d0 points of slashing damage unless they succeed a ?eflex sa(e to half the damage. Empo7er The user can spend 8 points of cha"ra to increase the damage by 3d0, up to 3d0 per le(el or 38d0. 3aterial Focus* Rangetsu.
3aster) t the fifth step of mastery, the character may acti(ate his strength ran" 5 ability for up to 5 rounds e(ery day without paying cha"ra. The ability does not need to be used 5 rounds in a row, but begins to cost cha"ra after the fifth round. This does not stac" with mastery granted by other .trength ran" training techniques. E.penda0le Components* >uscle %rowth2 Type -- drug.
ft. apart)L Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex halfL Cha,ra Resistance: @esL Cha,ra Cost: 33. The user launches a powerful, focused attac" at se(eral opponents. -f a character entry has a specific (ariant of this technique, use that name instead (see below). The attac" deals 9d0 points of damage to each creature or object targeted, up to a maximum of 5 targets (?eflex half). &o single creature or object can be targeted twice. .ee below for the damage type, descriptors and special circumstances2 $ (hinh)oukodan no >utsu (Cold descriptor)* The missiles deal cold damage. The material focus component requires a small (at least 56S feet) source of snow or ice nearby. $ +or)uuga (ougakari (Earth descriptor)* The missiles deal earth damage. The material focus component requires a small (at least 56 pounds) source of earth, stone or mud nearby. $ &aitsume no >utsu (Electricit) descriptor)* The missiles deal electricity damage. $ !ar)uuga no >utsu (Fire descriptor)* The missiles deal fire damage. $ (uir)uuga (ougakari (8ater descriptor)* The missiles deal water damage. The material focus component requires a small (at least 56 litres) source of water nearby. $ Fuurensetsu no >utsu (8ind descriptor)* The missiles deal wind damage. This technique can be learned multiple timesL each time a new (ariant must be chosen. #ach (ariant is different and must be learned or taught separately. Empo7er The user may spend 3 point of cha"ra to increase the damage by 3 die, up to 3d0 per le(el or 86d0. 3aster) #ach step of mastery in this technique increases the maximum number of targets by 3. The first, third and fifth steps of mastery in this technique increases the maximum distance between targets by 5 feet. 3aterial Focus* Faries.
hal(ed with a successful ?eflex sa(e. .ee below for the damage type, descriptors and special circumstances2 $ H)ouseidan no >utsu (Cold descriptor)* The technique deals cold damage. The material focus component requires a small (at least 566S feet) source of snow or ice nearby. $ Chimetsu +aigeki (Earth descriptor)* The technique deals earth damage. The material focus component requires a small (at least 566 pounds) source of earth, stone or mud nearby. $ !ougeki no >utsu (Electricit) descriptor)* The technique deals electricity damage. $ (hinr)uudan no >utsu (Fire descriptor)* The technique deals fire damage. $ Tsunami no >utsu (8ater descriptor)* The technique deals water damage. The material focus component requires a small (at least 566 litres) source of water nearby. $ !uusetsume no >utsu (8ind descriptor)* The technique deals wind damage. This technique can be learned multiple timesL each time a new (ariant must be chosen. #ach (ariant is different and must be learned or taught separately. Empo7er The user may spend 3 point of cha"ra to increase the damage by 3 die, up to 3d0 per le(el or 8Ed0. 3aterial Focus* Faries.
This technique can be learned multiple timesL each time a new (ariant must be chosen. #ach (ariant is different and must be learned or taught separately. Empo7er The user may spend 3 point of cha"ra to increase the damage by 3 die, up to 3d0 per le(el or 30d0. 3aterial Focus* Faries.
Time: 3 attac" actionL Components: #, $L Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L Area: 364ft. radius burstL Sa&in3 Thro-s: ?eflex halfL Cha,ra Resistance: @esL Cha,ra Cost: E. " a character entr) has a speci"ic -ariant o" this techni'ue: use that name instead (see 0elo7)F ny creature and unattended object in the area of effect suffer Ed0 points of damage, hal(ed with a successful ?eflex sa(e. .ee below for the damage type, descriptors and special circumstances2 $ +enshindou no >utsu (Electricit) descriptor)* The technique deals electricity damage, up to 38d0. $ +orodan no >utsu (Earth descriptor)* The technique deals earth damage, up to 36d0. The material focus component requires a small (at least I5 pounds) source of earth, stone or mud nearby. $ Gehidama no >utsu (Fire descriptor)* The technique deals fire damage, up to 38d0. $ Gu"uudan no >utsu (8ind descriptor)* The technique deals wind damage, up to 38d0. $ H)ourindan no >utsu (Cold descriptor)* The technique deals cold damage, up to 36d0. The material focus component requires a small (at least 35S feet) source of snow or ice nearby. $ 3i5udan no >utsu (8ater descriptor)* The technique deals water damage, up to 36d0. The material focus component requires a small (at least I5 litres) source of water nearby. This technique can be learned multiple timesL each time a new (ariant must be chosen. #ach (ariant is different and must be learned or taught separately. Empo7er The user may spend 3 point of cha"ra to increase the damage by 3 die, maximum 3 die per le(el or depending on the (ariant performed. 3aterial Focus* Faries.
36d0. $ +oronami no >utsu (Earth descriptor)* The technique deals earth damage, up to 9d0. The material focus component requires a small (at least 85 pounds) source of earth, stone or mud nearby. $ Goukak)uu no >utsu (Fire descriptor)* The technique deals fire damage, up to 36d0. $ Gu"uuran no >utsu (8ind descriptor)* The technique deals wind damage, up to 36d0. $ H)oukaimen no >utsu (Cold descriptor)* The technique deals cold damage, up to 9d0. The material focus component requires a small (at least 5S feet) source of snow or ice nearby. $ 3i5urappa (8ater descriptor)* The technique deals water damage, up to 9d0. The material focus component requires a small (at least 85 litres) source of water nearby. This technique can be learned multiple timesL each time a new (ariant must be chosen. #ach (ariant is different and must be learned or taught separately. Empo7er The user may spend 3 point of cha"ra to increase the damage by 3 die, maximum 3 die per le(el or depending on the (ariant performed. 3aterial Focus* Faries.
This technique can be learned multiple timesL each time a new (ariant must be chosen. #ach (ariant is different and must be learned or taught separately. Empo7er The user may spend 3 point of cha"ra to increase the damage by 3 die, maximum 3 die per le(el or depending on the (ariant performed. 3aterial Focus* Faries.
Time: 3 attac" actionL Components: ., #, >asL Ran3e: 56 feet (see text)L Area: :ine attac" 354ft. wide from the user, then 764ft. radius brustL Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex halfL Cha,ra Resistance: @esL Cha,ra Cost: 36. This techni'ue: created 0) the genius ninja 1chiha tachi: is a -ast impro-ement o" the 1chiha clanIs Goukak)uuF This technique begins as a line attac" from a fireball, which then explodes in a burst attac". ny creature caught in the burst radius suffers Id0 points of damage, while creatures in the line attac" only suffer half that damage, hal(ed with a successful ?eflex sa(e in both cases. creature caught in both effects does not ta"e additional damage. The explosion can be triggered before the attac" reaches the end of the line, but this reduces the length of the line as well. Empo7er The user can spend an additional 3 cha"ra to increase the damage by 3 die, maximum 3d0 per le(el or 39d0. 3aster) #ach step of mastery in this technique allows the user to increase the length of the line by 5 feet, or the burst radius by 8 feet (rounded to the nearest 54feet unit).
*ith this technique, the user forces a large amount of )ha"ra out from his body and turns it into a de(astating wa(e of fire. ny creature caught in the area of effect suffer 0d0G0 point of fire damage, which can be hal(ed with a successful ?eflex sa(e. This technique will also damage unattended objects and ignite flammable matter. Empo7er The user may increase the damage dealt by this technique by 3d0G3, up to a maximum of 36d0G36, at the cost of 8 points of cha"ra per die of damage.
capabilities (such as burrowing, climbing, wal"ing, swimming, and flight with wings, to a maximum speed of 386 feet for flying or 06 feet for nonflying mo(ement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial s"ill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). body with extra limbs does not allow the user to ma"e more attac"s (or more ad(antageous two4weapon attac"s) than normal. ,urthermore, the user's )ha"ra .ignature and .cent also changes to imitate one similar (but not the same as) to the new form. Templates, while normally inaccessible, are still present (for example, a cursed seal can still be ta"en ad(antage of by the origin) as are seal slot presently occupied on the user's body. Cnli"e standard $enge, the user's new form cannot be discerned from the real thing. 3aster) The first step of mastery allows the user to retain his extraordinary qualities during the transformation. The second step of mastery allows the user to retain his supernatural abilities during the transformation. The third step of mastery allows the user to retain his spell4li"e abilities during the transformation.
-t disperses after 7 rounds, though a moderate wind (33G mph) disperses the smo"e in 8 rounds and a strong wind (83G mph) disperses it in 3 round. )haracters caught in a cloud of smo"e must ma"e a )onstitution chec" (+) 36, G3 per consecuti(e chec"s) to a(oid spending the round coughing and hac"ing and ta"ing no actionsL characters spending 8 consecuti(e rounds coughing ta"e 3d0 points of damage. wet cloth held o(er the eyes, nose, and mouth pro(ides a G8 bonus on the chec", and a gas mas" pre(ents requiring one. .mo"e grants a 86= miss chance penalty to all those within.
Ran,: 5 (B4)lass)L 4earn DC: 3H, 7 successL Per5orm requirements: I ran"s (+) 86)L Time: 3 attac" actionL Components: )L Ran3e: ;ersonalL Tar3et: @ouL Duration: 3 roundL Sa&in3 Thro-s: &oneL Cha,ra Cost: 5. greater (ersion of Chou)aku no >utsu and +aichou)aku no >utsu, this technique propels the user upward with a sudden burst of )ha"ra. ,or the duration of this technique, the user gains a GE6 bonus to Dump chec"s. The user is also no longer subject to the maximum jumping height when ma"ing a high jump.
Ninjutsu (&e'uires Concentration @ ranks) [6ost !injutsu: Good] Ran,: 7 ()4)lass)L 4earn DC: 30, E successL Per5orm requirements: E ran"s (+) 30)L Time: 3 attac" actionL Components: )L E55ect: )reates up to one hakutou per 7 le(el (maximum 5)L Duration: 36 minutesNle(el (or until used)L Sa&in3 Thro-s: &oneL Cha,ra Resistance: @esL Cha,ra Cost: 7 per ha"utou. -n ancient times, this technique was used by demon hunters both as a mean to "now their friends from foes, and as a method to combat them. This technique creates up to 5 hakutou, depending on the user's s"ill, which are in fact cross4shaped daggers that weighs absolutely nothing. ha"utou can only do harm to an e(il creature, as it feeds off hatred to ha(e any effect. To any such creature, the ha"utou deals 3dE points of piercing damage, plus any modifier to melee or thrown weapon damage the user may ha(e (as the case may be), as well as 7dE points of holy damage, which isn't multiplied on a critical hit. ,urthermore, the area hit glows a brilliant white for a moment, indicating both that the creature is in fact e(il, and re(ealing its position to anyone watching, acting as a beacon for other hunters. fter being used, the ha"utou disintegrates into nothingness. ,or all intent and purpose, a ha"utou is considered to be a standard dagger.
Cpon completion of this technique, the user's hair surround his body and form a protecti(e layer. ,or the duration of this technique, the user gains a GE natural armor bonus to defense and any creature that finds itself in the same square as he suffers 8d0 point of piercing damage. -n addition, any creature attac"ing him with unarmed attac"s or a .mall or smaller melee weapon suffer 8d0 points of piercing damage on a failed hit. The user cannot attac" while this technique is still in effect, nor can he perform any other technique, but he deals 8d0 points of piercing damage with a successful touch attac" when he mo(es through an occupied square (limited only by the number of creatures in his way).
creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude negatesL Cha,ra Resistance: @esL Cha,ra Cost: 8. supplementary technique sometimes taught to academy student that causes temporary blindness. -f the touched target fails a ,ortitude sa(e, it will become 0linded for one round.
discretion within that range. *hen the a transformed creature is hit while maintaining a transformation, it must succeed a )oncentration chec" (+) 36 G damage dealt) or see the technique abruptly end (note that each step of mastery grants a G3 bonus to this chec"). creature that interacts with or intently obser(es the transformed creature may ma"e a .pot chec" (+) 85 or opposed by the disguise chec") to recogni/e it as transformed, but will not be able to determine what the true form of the creature or the user is. )reatures that can .ee )ha"ra or .ee Through )ha"ra can ma"e a .pot chec" (+) 36) to notice cha"ra mo(ing in an odd pattern around the user, which will in turn allow the creature to ma"e a &injutsu chec" (+) 30) to identify the pattern as a result of $enge. The user, when performing $enge, may also spend 3 additional point of cha"ra to increase the duration by 36 minutes, up to 36 minutes per le(el. 3aster) #ach step of mastery in this technique grants the user a G3 bonus to the user's )oncentration chec" made to a(oid losing the technique if damaged.
Resistance: @esL Cha,ra Cost: 36. This technique summons a powerful illusion to subdue a creature instead of "illing it. The target must ma"e a *ill sa(e or suffer 9d36 point of nonlethal damage from this technique. Notes* Csing alternate non4lethal damage rule, where nonlethal damage is cumulati(e, this technique deals 9d0 point of nonlethal damage instead.
Ran,: I (B4)lass)L 4earn DC: 83, 7 successL Per5orm requirements: H ran"s (+) 88)L Time: 3 attac" action or 3 instant actionL Components: $, >L Ran3e: ;ersonal and >eleeL Tar3et: @ou and one creature (see text)L Duration: -nstantaneousL Sa&in3 Thro-s: (see text)L Cha,ra Resistance: &oL Cha,ra Cost: 0. This technique functions in the same way as 'awarimi no Dutsu, except that the user substitutes himself for another creature. &either the user or target can be entangled, engaged in a grapple, pinned or otherwise immobili/ed for the substitution to be successful. To substitute himself, he must succeed a touch attac" against the target that may pro(o"e an attac" of opportunity (as normal grapple attempt) and if the attac" succeeds, an opposed %rapple chec" with the creature. -f the substitution is complete, the user will be able to mo(e his normal base land speed or 76 feet, whiche(er is shorter, as per 'awarimi no Dutsu. -f the substitution is a success, the target will be in the user's pre(iously occupied position. A-oiding an Attack* The user performs $ijou 'awarimi as an instant action before an enemy attac" roll (melee or ranged attac", touch attac", or grapple attempt) targeting him specifically. To do so, the user cannot be flat4footed or denied his +exterity bonus to defense. $e must succeed in the substitution (as mentioned abo(e). ."ill threshold does not apply to a(oid an attac". (oiding an attac" costs 0 point of cha"ra, and can be done up to 3 time per day. The attac" a(oided must be from a creature of a )hallenge ?ating up to his le(el or 5, whiche(er is lower. The user cannot a(oid an attac" if he is immobili/ed in any way. To a(oid the attac", the user must ma"e a ;erform chec" (as per $ijou 'awarimi no Dutsu, mastery counts) opposed to the opponent's attac" roll (add 5 if the attac" roll is a )ha"ra )ontrol, %enjutsu or &injutsu effect, a natural 86 or a confirmed critical), minimum 35. .uccess means that the user replaces himself with the target, who ta"es the attac" as though it had been aimed at it in the first place (it must still hit, and the target can ma"e whate(er sa(ing throw is allowed). (oiding an attac" must be declared before "nowing the result of the attac" roll. ,ailure means that the cha"ra spent trying to a(oid the attac" is wasted, and the technique fails. The user requires both hands free to perform this technique. n opponent can choose to lower the (alue of its #): for the purpose of allowing an opponent to e(ade the attac" in this manner, but not increase it. #ach use of A-oiding an Attack stac"s with all other techniques with effects that allow you to (oid an ttac", such as 'awarimi no Dutsu or .hundou. 3aster)
#(ery step of mastery after the first allows the technique to be used an additional time per day, up to 5Nday. The first step of mastery allows the user to increase the cost to 9 when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 36, whiche(er is lower. The third step of mastery allows the user to increase the cost to 36 when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 35, whiche(er is lower. The fifth step of mastery allows the user to increase the cost to 38 when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 86, whiche(er is lower.
:i"e Henge, creatures that can .ee )ha"ra or .ee Through )ha"ra can ma"e a .pot chec" (+) 85) to notice cha"ra mo(ing in an odd pattern around the user, which will in turn allow the creature to ma"e a &injutsu chec" (+) 83) to identify the pattern as a result of a transformation technique.
The user ma"es an unarmed melee attac" against a single creature. -f it hits, the attac" deals normal damage plus 3d0 points of damage e(ery 8 strength charges spent, up to 3d0 per le(el or 35d0. The target is also pushed bac" 3dEx5 feet per extra damage die, hal(ed with a successful ,ortitude sa(e. -f the attac" targets an inanimate object, it will not be pushed bac" but suffer 3d36 damage e(ery 8 strength charge spent instead and ignoring all hardness. ,or two rounds afterwards, the user will count as though two si/e categories larger for the purpose of determining carrying capacity, wielding weapons, grapple, o(errun, trip and bullrush, and generate 3 strength charge per round. This technique can also be used as an instant action to increase the user's effecti(e si/e category by 3 e(ery 8 strength charge spent. This bonus applies during grapple, bullrush, o(errun and trip, and grants a GE bonus to brea" chec"s per strength charge spent. This bonus does not stac" with the bonus pro(ided by the .trength ran" abilities, and lasts for 8 rounds Empo7er The user can spend an extra strength charge to multiply his carrying capacity 3.5 per charge spent while the effect lasts. The user can spend 8 strength charge to increase his effecti(e si/e category further by 3 for the duration of the effect. 3aster) *ith the fifth step of mastery, the user can deal additional damage by spending 3 strength charge per damage die instead of 8.
Ninjutsu ((pacetime9 &e'uires Chakra Control <@ ranks: Ninjutsu <@ ranks: (hikei no n (t)) [Teleportation: Condaime Hokage Hijutsu] Ran,: 33 (.4)lass)L 4earn DC: 8I, 0 successL Per5orm requirements: 35 ran"s (+) 73)L Time: 3 swift actionL Components: ), >, .L Ran3e: 3 mileL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 8. The technique used as a complement to the (hikei no n, $iraishin no Dutsu is a space4 time technique in which the user follows the trace of his seal and mo(es directly to it. Cpon completion of this technique, the user will (anish in a flash of yellow cha"ra and mo(e within 5 feet of a subject of his )apital ;unishment .eal. -f more than one subjects are within range, the user can determine which is which and select the appropriate seal easily. 1nce the user reappears, he may ma"e a hide chec" as a free action to go undetected.
Hirame,u )'ic,er#
Taijutsu (3o0ilit)9 &e'uires (hunpo (t) and (peed rank @ (a)) [6ost Hijutsu] Ran,: 36 ( 4)lass)L 4earn DC: 85, 5 successL Per5orm requirements: 37 ran"s (+) 8I)L Time: 3 swift action or instant actionL Components: >, >asL Ran3e: 5 feetNle(elL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 5. Csing this technique, the user is able to mo(e instantly from one point to another, within range. The mo(ement is instantaneous and does not pro(o"e attac"s of opportunity from mo(ing in and out of a threatened area. The user may jump o(er or accross 364ft. tall or wide obstacle or gaps. *ith acti(e effects li"e "inobori, or tadayou, the mo(ement may be performed o(er (ertical surfaces or water. *hile in mo(ement, the user does not trigger traps that would normally from wal"ing o(er them, nor does he lea(e physical trac"s (but he may still be trac"ed by scent). -f the user lands on a surface he cannot stand on after the burst of speed, he immediately begins to fall. 1nce per day, the user may also use $irame"u as an instant action on his turn to a(oid falling damage, so long as he stands within 36 feet of a wall or sturdy (ertical surface. The fall is treated as though it was 5 feet shorter per le(el (maximum 366 feet). +efensi(e uses of this technique are shared with $iryuusen. 3aster) *ith the third step of mastery, the user is able to ma"e a $ide chec" e(en while obser(ed as he uses the technique. *ith the fifth step of mastery, the user will count as though in(isible while mo(ing with this technique. This allows the user to catch a foe by surprise up to once per encounter, for his first attac". This is negated with the high speed sight E or higher ability.
Tar3et: 1ne per dragonL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partial (see text)L Cha,ra Resistance: @esL Cha,ra Cost: I per dragons (maximum 3 per 0 le(els). t technique's completion, the user gently blows smo"e out of his lungs, out of which will fly a sna"e4li"e dragon. The dragon will fly out towards its (ictim, passing right through it as a ghost would, and gently dissipates as smo"e in the wind. &othing happens to the targets until the user's next turnL at which time the targets must ma"e a ,ortitude sa(e. -f the sa(e is successful, the target suffers only 7d0 points of wind damageL if it was failed, howe(er, the target suffers 3d7 point of temporary constitution damage and will be da/ed for one round in addition to the damage dealt by the dragon. creature cannot be targeted by more than one dragon per use of the technique.
This technique is the same as $irame"u, except as specified abo(e and as follow. The user counts as in(isible for the distance tra(eled with the $iryuusen (see 5th step of >astery for $irame"u for details). The in(isibility ability is negated with high speed sight I or higher. 3aster) *ith the third step of mastery in this technique, the user counts as though he mo(ed with a flight speed of perfect maneu(erability, allowing him to mo(e normally through space without pro(o"ing attac"s of opportunity. -f he does not land on a solid surface after the short burst of speed, he will begin to fall immediately.
The objects cannot be mo(ed out of the technique's range, but can be mo(ed hori/ontally and (ertically in any direction of the user's choice, and he can use more than one string on an object to lift an hea(ier load. $e can attach and detach his cha"ra string to alter in between objects as a free action. This technique cannot be used to disarm a creature.
Ho,a3e I:ou Hi(utsu: *u!i,iri Shuri,en ? Nihan@ Ho,a3e<s 4e3acy Secret Technique: Decapitatin3 Shuri,en ? +ar, II@#
Ninjutsu (&e'uires !u0ikiri (huriken no >utsu (?)) [(andaime Hokage Hijutsu] Ran,: 36 ( 4)lass)L 4earn DC: 85, 5 successL Per5orm requirements: 37 ran"s (+) 8I)L Time: 3 full4attac" actionL Components: ), $, >, #L E55ect: #nlarges 3 or more shuri"enL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Resistance: &oL Cha,ra Cost: 7. This techni'ue is a greater -ersion o" the !u0ikiri (huriken techni'ue that allo7s the user to thro7 and enlarge multiple projectilesF The user ma"es a full attac" with thrown shuri"en and may decide to enlarge some or all of them, each enlarged shuri"en dealing 8d9 points of damage plus the user's .trength modified multiplied by 3.5. Bonus pertaining to throwing abilities such as rapid shot, weapon focus or other abilities of the .huri"en #xpert may not apply to the !u0ikiri (huriken attac"s in(ol(ing more than one shuri"en. Empo7er The user can throw an additional shuri"en at the cost of 7 additional cha"ra, up to 3 per E le(el or 5 shuri"en. 3aster) *ith the third step of mastery in this technique, the user may increase the cost to E per shuri"en to increase the damage dealt by 3 step to 7d9. 'ubi"iri shuri"en of this si/e ignore one4quarter co(er. *ith the fifth step of mastery in this technique, the user may increase the cost to 0 per "ubi"ir shuri"en, increasing the damage dealt by 8 steps to Ed9, and ignoring one4quarter and one4half co(er. 3aterial Focus* 3 shuri"en per attac"s.
Ho,a3e Shi,i 8i(un 8utsu: *a,uan Nitten Suishu Ho,a3e Sty'e Retirement Technique: Dar,ness Sea'in3 Pa'm#
Fuinjutsu [(hodai Hokage Hijutsu] Ran,: 37 (.uper .4)lass)L 4earn DC: 76, I successL Per5orm requirements: 39 ran"s (+) 79)L Time: 3 full4round actionL Components: ), $, ML Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Tar3et: 1ne creature with the +emonic subtypeL Duration: -nstantaneous or )oncentration (up to 5 rounds)L Sa&in3 Thro-s: *ill negate (unwilling)L Cha,ra Resistance: @esL Cha,ra Cost: 8E. This technique has for effect to seal off the empowering effects of demonic cha"ra and tame the fires of insane fren/y it may cause. This technique requires a seal to be scribed on the user's palm, using a seal slot. This technique allows the user to prematurely end a rage or fren/y effect of any subject with the +emonic subtypeJinherited or not. The user may also choose to )oncentrate on the technique and restrain the subject. ,or as long as
the user concentrates, the subject will be unable to run, and ha(e an effecti(e .trength and +exterity score of 7 as long as it remains within 566 feet of the user. will sa(e negates all of the technique's effects. The seal slot is freed after using the technique regardless whether it was successful or not. E.penda0le Components* bit of the user's blood to scribe the seal on his palm. .cribing the seal requiress a ,uinjutsu chec" (+) 89). n attempt to craft the seal ta"es 3 minute, and a failed chec" will result in the sealing process failing without the user noticing until the end. ,uinjutsu chec" with the same difficulty class can be attempted to confirm the seal was crafted successfully (cannot be retried).
Ho,o(utsu: Dachi / *a!uto/,a,ushi Dachi Arme% Technique: Stance / He'm Sp'itter Stance#
Taijutsu ((tance) [Armed] Ran,: E ()4)lass)L 4earn DC: 30, 8 successL Per5orm requirements: 5 ran"s (+) 3I)L Time: 3 swift actionL Components: >L Ran3e: ;ersonalL Tar3et: @ouL Duration: .tanceL Sa&in3 Thro-s: &oneL Cha,ra Cost: E. *hile in this stance, the user deals increased damage against single creatures. ny attac" made against a single creature, or any technique dealing weapon damage that targets a single creature deals damage as though one si/e category larger than in reality (maximum one si/e category larger than the user). This bonus only applies to weapon attac"s made with properly si/ed weapons and Taijutsu techniques with the armed descriptor. 3aterial Focus* The user's held weapon.
Ho,o(utsu Hi,en: Dachi / =a!u,i Dachi Arme% Secret Technique: Stance / Spiritua' Destroyer Stance#
Taijutsu ((tance) [Armed] Ran,: 36 ( 4)lass)L 4earn DC: 85, E successL Per5orm requirements: 37 ran"s (+) 8I)L Time: 3 swift actionL Components: >L Ran3e: ;ersonalL Tar3et: @ouL Duration: .tanceL Sa&in3 Thro-s: &oneL Cha,ra Cost: 9. The user deals additional damage against any armed attac"s made with a properly4si/ed weapon or a Taijutsu technique with the armed descriptor. #ach melee attac" or armed technique that targets a single creature deals an additional 3d0 points of damage, not multiplied on a critical hit. -f the attac" scores a confirmed critical, it deals an additional 3d36 points of damage if the multiplier is x8, 8d36 if x7, etc. 3aterial Focus* The user's held weapon.
The user ma"es a single melee attac" with his held weapon. -f it hits, it deals an weapon damage plus 3d0 points of damage e(ery 7 le(els if it hits (maximum 7d0, not multiplied on a critical hit.) -f the attac" hit, the target must also ma"e a ,ortitude sa(e to a(oid being "noc"ed prone. 3aterial Focus* The user's held weapon.
Ho,o(utsu: Shinsatsu 6u3i / 6-ari $utsu Arme% Technique: .o%s'ayer Secret S,i'' / U'timate Stri,e#
Taijutsu ((trike9 &e'uires 0ase attack 0onus B#%) [Armed] Ran,: 3E (.4)lass)L 4earn DC: 80, 5 successL Per5orm requirements: 39 ran"s (+) 7E)L Time: 3 attac" actionL Components: >, ,, #L Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 38. The user ma"es a melee attac" with his held weapon against a single creature. -f it hits, the attac" deals an additional 36d0 points of damage, not multiplied on a critical hit. Empo7er The user can spend an additional 3 point of cha"ra to increase the additional damage by 3 die, up to 3 per le(el or 86d0. 3aterial Focus* The user's held weapon.
By focusing his cha"ra, the user is able to con(ert it into electricity and control it. Csing this technique, the user will emit a strong burst of electricity in a dome destined to "ill all surrounding enemies. creature caught in the burst radius suffers 7d0 points of electricity damage. creature caught in a blast is allowed a reflex sa(e to ta"e only half damage. -f this technique is used on water, the area is doubled, as long as the water co(ers the area. Empo7er The damage may be increased by one die at the cost of 8 points of cha"ra per die (up to 3d0 per le(el or 36d0).
E.penda0le Components*
The user spits out small fireballs at one or more creature. The targeted creature must ma"e a ?eflex sa(e to a(oid ta"ing 8d0 points of fire damage for each seed it was targeted with. -f a creature was hit for a total of 35 or more fire damage, it catches on fire unless it succeeds an additional ?eflex sa(e (only once). Empo7er The character can spend 3 point of cha"ra per seed to increase the damage by 3d0. single creature cannot be targeted with more than 3 damage die per le(el. This cannot be done for indi(idual seeds, and all must be empowered at once.
Ninjutsu (H)outon) [Cold: (hiseiten no Akira Hijutsu] Ran,: 36 (.4)lass)L 4earn DC: 80, 0 successL Per5orm requirements: 3E ran"s (+) 76)L Time: 3 full4round actionL Components: ), $, ,L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Area: 864ft. cubeL Duration: 3 minuteNle(el (or until destroyed) (+)L Sa&in3 Thro-s: &one or ?eflex half (see text)L Cha,ra Resistance: @esL Cha,ra Cost: 39. Csing this technique, the user causes spi"es of ice to rise from the ground and trap creatures in a 864ft. cube. )reatures standing directly outside the area suffer 8d0 points of damage, half of which is cold and the other half piercing, which can be hal(ed with a ?eflex sa(e (+) 35). )reatures trapped within the prison suffer 3d0 points of cold damage e(ery minute until they are freed or free themsel(es. ;rotection against cold, such as (ery warm clothes or Cn"i Tate no Dutsu will pre(ent that effect. The prison is made of many, many ice pillars, E6 of which are accessible to the trapped creatures. #ach pillar has 5 hit points, and will reflect the image of the user. The pillars ha(e a fire, electricy and wind resistance 35, are immune to cold and water damage and will reflect bac" rays and thrown weapon to their origin. ny creatures within 36 feet of the pillars when a cone or line attac" is used against them will also be affected, though the width of the reflection is the same as that of the attac"'s maximum. 1nce destroyed by a melee attac", the pillars reflect bac" 3dE points of cold damage to the attac"er. 1nce 35 or more pillars in an angle or wall ha(e been destroyed, the prison will be destroyed. -f attac"ed from the outside, E6 pillars are also accessible to the attac"ers, and the same method and penalties are suffered when attac"ing them (see abo(e). -f the user dies or fall unconscious, the prison is destroyed.
Ran,: 0 (B4)lass)L 4earn DC: 86, 7 successL Per5orm requirements: 9 ran"s (+) 83)L Time: 3 attac" actionL Components: ), $, ,L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Area: 364ft.4wide lineL Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex halfL Cha,ra Resistance: @esL Cha,ra Cost: 9. Csing this technique, the user creates a large ice tiger from his position and has it tear apart enemies in a straight line. ny creature caught in the area of effect suffer Ed36 point of damage, half of which is slashing and the other half cold, unless they succeed a ?eflex sa(e to ta"e only half damage instead. 3aterial Focus* medium (at least 866 pounds) source of ice and snow nearby.
rtist or +exterity chec" (+) 39) in a row. trapped creature suffers 3 point of )old damage per round unless it succeeds a ,ortitude sa(e (+) 38) or wears warm, thic" clothing or fur (or is under the effects of Cn"i Tate no Dutsu).
8E)L Time: 3 attac" actionL Components: M, $L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Tar3et: 1ne medium4si/ed or smaller creatureL Duration: 3 roundNle(elL Sa&in3 Thro-s: ?eflex negatesL Cha,ra Resistance: @esL Cha,ra Cost: 0. By forming ice around a >edium4si/ed or smaller creature at high speed, the user is able to entrap a creature in the ice. -f the creature fails its ?eflex sa(e, it will be forced into an ice prison for the duration of this technique. medium4si/ed creature will start suffocation sequence on its next turn and can only brea" free of the prison by succeeding a Brea" chec" (+) 76). .mall or smaller creature will start suffocating in 3dEG3 rounds and can damage the prison from the inside or attempt to brea" free with the Brea" chec". The -ce ;rison has no hardness and 75 hit points, and if a creature outside the prison attempts to brea" it, the trapped creature will suffer half the damage of the attac" that finally tore it down. The trapped creature can still see and be seen, cannot perform techniques that require either mobility, hand seals or half seals and counts as flat4footed until it ta"es an action in combat. E.penda0le Components* large (at least 856S feet) source of snow or ice nearby.
lower. +efensi(e >aneu(er does not count as (oiding an ttac" and is usable a separate number of times a day. Csing $youshou no Dutsu as a defensi(e maneu(er counts towards the number of times per day )hibounushi no Dutsu and ?yo"ujun no Dutsu can be used as such. 3aster) #(ery step of mastery in this technique increases the number of times per day it can be used by 3. The first step of mastery in this technique increases the )hallenge ?ating of attac"s the user can defend against to his le(el or 5, whiche(er is lower. #(ery step of mastery after the first increases the )hallenge ?ating of attac" he can defend by 5 or up to his le(el, whiche(er is lower. 3ateiral Focus* small (at least 35 litres) source of water, snow or ice nearby.
Hyuu3a Ryuu: 6u3i / Ha,,e Hya,uni(uuhachi Shou Hyuu3a Sty'e: Secret S,i'' / ABC Pa'ms o5 Di&ination#
Taijutsu ((trike9 &e'uires ,)akugan (ight ("): Tenketsu (ealing (a) and H)uuga &)u*
>)uuken $ (hodan +achi (%) and &okujuu)on (hou (t)) [/unch: H)uuga Hijutsu] Ran,: 37 (.4)lass)L 4earn DC: 8H, 0 successL Per5orm requirements: 3I ran"s (+) 77)L Time: 3 full4attac" actionL Components: ), >L Ran3e: >elee ttac"L Duration: -nstantaneous (see text)L Sa&in3 Thro-s: ,ortitude partial (see text)L Cha,ra Cost: 3E. This technique can only be used in a j)uuken stance. The user ma"es 9 j)uuken attac"s at his highest attac" bonus. #ach attac" deals half damage as per j)uuken stance, and cannot score a critical hit. -n addition, each successful hit deals 3 point of cha"ra coil damage as well as 30 points of tenketsu damage. The target will be stunned for 3 round unless it succeeds a ,ortitude sa(e. -f the target has a certain miss chance due to concealment or other abilities, Hakke H)akunijuuhachi (hou is still affected. #ach consecuti(e use of this technique or H)uuga &)u* Hakke &okujuu)on (hou on a creature in a single 8E hours period reduces the tenketsu damage dealt by the j)uuken attac"s by E each time. creature's cha"ra pool cannot be reduced below 3 by this mean.
Ran,: 5 ()4)lass)L 4earn DC: 39, 7 successL Per5orm requirements: 0 ran"s (+) 39)L Time: 3 attac" actionL Components: >L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 8. This technique can only be used in a j)uuken stance. The user ma"es a single j)uuken stri"e any one creature within range. The user still rolls a melee touch attac" and deals standard damage on a hit. -n addition, on a successful attac", the target must ma"e a ,ortitude chec" or be pushed bac" 3dEx5 feet. This attac" counts as a ray attac" e(en though it does not follow standard rules for ray effects.
certain miss chance due to concealment or other abilities, Hakke H)akunijuuhachi (hou is still affected. #ach consecuti(e use of this technique or H)uuga &)u* 2ugi $ Hakke H)akunijuuhachi (hou on a creature in a single 8E hours period reduces the tenketsu damage dealt by the j)uuken attac"s by E each time. creature's cha"ra pool cannot be reduced below 3 by this
mean.
Hyuu3a Ryuu: 6u3i / Ha,,eshou Dai,aiten Hyuu3a Sty'e: Secret S,i'' / .reat Di&ination 9hir'#
Taijutsu ((trike9 &e'uires ,)akugan (a): H)uuga &)u* >)uuken $ (hodan +achi (%):Nidan +achi (?): !aiten (<) and ,)akugan (ight (")) [/unch: H)uuga Hijutsu] Ran,: 33 ( 4)lass)L 4earn DC: 80, 5 successL Per5orm requirements: 3E ran"s (+) 89)L Time: 3 full4attac" actionL Components: ), >L E55ect: 764feet4radius demi4sphere centered on the userL Duration: -nstantaneous (see text)L Sa&in3 Thro-s: ?eflex partialL Cha,ra Cost: I. This technique is the (ery same as Hakkeshou !aiten, except that the range increases to 76 feet and the enemies are "noc"ed bac" 36 feet from the attac", and end up prone unless they succeed a ?eflex sa(e. -t can also be used to defend in the same way as the standard !aiten, but is understandably much more lethal. ttac"s made in with Hakkeshou +aikaiten count as >)uuken* Nidan +achi attac"s regardless of what stance the user was in.
Hyuu3a Ryuu: 8yuu,en / Ni%an Dachi Hyuu3a Sty'e: .ent'e )ist / Secon%
Stance#
Taijutsu ((tance9 &e'uires H)uuga &)u* >)uuken $ (hodan +achi (?) and ,)akugan (a)) [/unch: H)uuga Hijutsu] Ran,: 0 (B4)lass)L 4earn DC: 86, E successL Per5orm requirements: 9 ran"s (+) 83)L Time: 3 swift actionL Components: ), >, >asL Ran3e: ;ersonalL Tar3et: @ouL Duration2 .tanceL Sa&in3 Thro-s: &oneL Cha,ra Cost: 8. The second stance o" the >)uuken st)le is one kno7n onl) to the H)uuga clansmen o" the highest status and skillF The stances are so similar to one another that it is -er) eas) to mistake one "or the otherF The knees are slightl) more 0ent: the hands a little more turned in7ard: and the the "lo7 o" chakra is "ar more akin to a kni"e than a needleF s >)uuken $ (hodan +achi, except as abo(e and as follow. -n the Nidan +achi stance, attac"s still count as a single attac" to bypass damage reduction in the same way as (hodan +achi attac"s, but the chance to stri"e an incorporeal creature is increased to 56=. ttac"s made in this stance are touch attac"s that deal 3d9 points of damage, and the user may use either his +exterity or *isdom modifier to resol(e attac" rolls, whiche(er is highest. >)uuken attac"s bypass cha"ra damage reduction. +amage bonus to unarmed attac", such as the one obtained through the *eapon .peciali/ation class ability, is also applied as damage bonus to >)uuken attac"s. Csing this stance with the Ten"etsu .ealing ability allows the user to deal an additional 3dE points of damage on a critical hit, increased to 8dE if the user's unarmed critical multiplier is x7, 7dE if xE, and so on. -ncreased damage die to unarmed attac"s also benefit the Dyuu"en stance. -f the user's normal unarmed damage is higher than the damage dealt by Dyuu"en, use that instead. 3aster) #ach step of mastery in this technique allows the user to add up to 8 points of his +exterity or *isdom modifier as a bonus to damage rolls with j)uuken attac"s, whiche(er is highest. The bonus cannot exceed the user's +exterity or *isdom modifiers. #(ery step of mastery in this technique also increases the user's chance to stri"e an incorporeal creature by 5= with >)uuken attac"s.
Hyuu3a Ryuu: 8yuu,en / Sho%an Dachi Hyuu3a Sty'e: .ent'e )ist / )irst Stance#
Taijutsu ((tance9 &e'uires ,)akugan (a)) [/unch] Ran,: 7 ()4)lass)L 4earn DC: 30, 8 successL Per5orm requirements: E ran"s (+) 30)L Time: 3 swift actionL Components: ), >, >asL Ran3e: ;ersonalL Tar3et: @ouL Duration: .tanceL Sa&in3 Thro-s: &one (see text)L Cha,ra Cost: 3. This stance can only be acti(ated while the Bya"ugan is acti(e. The user is able to ma"e >)uuken attac"s while in this stance. j)uuken attac" is a touch attac" that deals 3d0 points of damage and while it does not bypass damage reduction or hardness by itself, the damage dealt is cumulati(e and all j)uuken attac"s dealt by the user to a single target one
round is treated as one attac". ,or example, a creature with damage reduction 9N4 hit for 7, 8 and 0 damage would suffer 7 damage instead of 6. j)uuken attac" is either a melee attac" or used in a technique that specifically allows a j)uuken attac". The user uses his *isdom modifier to resol(e attac" rolls instead of his .trength modifier, and does not add his .trength modifier to damage, or bonus damage from the melee smash strong hero talent or from strength ran"s. >)uuken attac"s deal half again as much damage to objects created by cha"ra and cha"ra constructs, such as clones or weapons summoned by the Cai0aki no !uchi)ose technique, but not summoned creatures. #ach attac" has a 85= chance to damage incorporeal creatures, and bypass cha"ra damage reduction. *hile in this stance, the user is able to use the Ten"etsu .ealing bya"ugan ability once per encounter. -f the user already has the Ten"etsu .ealing ability, he may use it once per encounter without expending one of the daily use of the ability. +amage bonus to unarmed attac", such as a bonus from the *eapon .peciali/ation class ability or synergy bonus from the Taijutsu s"ill also applied as damage bonus to j)uuken attac"s. -ncreased damage die to unarmed attac"s also benefit the Dyuu"en stance. -f the user's normal unarmed damage is higher than the damage dealt by Dyuu"en, use that instead. 3aster) #ach step of mastery in this technique increases the chance the user has to damage an incorporeal creature by 5=. The second and fourth step of mastery in this technique increases the amount of times the user gains use of the Ten"etsu .ealing ability per encounter by 3. The fifth step of mastery in this technique grants the user G3 bonus to damage rolls with j)uuken attac"s.
Hyuu3a Ryuu: 8yuu,en 6u3i / I3e,i Hissatsu Hyuu3a Sty'e: .ent'e )ist Secret S,i'' / 6ne/hit *i''#
Taijutsu ((trike9 &e'uires H)uuga &)u* >)uuken $ (hodan +achi (%): Nidan +achi (%) and ,)akugan (a)) [/unch: H)uuga Hijutsu] Ran,: H ( 4)lass)L 4earn DC: 8E, 5 successL Per5orm requirements: 38 ran"s (+) 80)L Time: 3 full4attac" actionL Components: ), >, >asL Ran3e: >elee ttac"L Tar3et: 1ne li(ing creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &one or ,ortitude partialL Cha,ra Cost: (see text). This techni'ue is more commonl) re"ered to as a KH)uuga death0lo7K and the actual mechanics o" the techni'ue is a 7ell$kept secret o" the H)uuga clan that hasnIt )et 0een leaked: much like the &idan +achiF The aim o" this techni'ue is to actuall) push a large amount o" oneIs chakra through anotherIs chakra coil s)stem: 7hich 7ill immediatel) reject it and e.pell it through its tenketsu 7ith -er) little permanent damageF Ho7e-er: 7ith the more tenketsu that 7ere closed on the opponent: the harder o" a time it
has to e.pell it and the more lasting damage is dealt 0) the harm"ul chakraF The user deli(ers a single j)uuken attac" at his highest attac" bonus. -f it hits, calculate the damage from the amount of ten"etsu damage ta"en, as described in the table below.
Ten,etsu Dama3e Ta,en H or less 36456 534HH 36643HH 866475H 706 703 Cost E55ects E 38 3E 30 39 86 80 7d0 points of nonlethal damage. Id0 points of damage, 3d0 point of cha"ra coil damage. Hd0 points of damage, 3d9 points of cha"ra coil damage. 38d0 points of damage, 3d36 points of cha"ra coil damage. 35d0 points of damage, 3d38 points of cha"ra coil damage. 86d0 points of damage, 7d9 points of cha"ra coil damage. ,ortitude sa(e or death, or 86d0 damage and 7d9 points of cha"ra coil damage
s a result of this technique, Ed9 ten"etsu damage willl be healed as they are blasted open.
Hyuu3a Ryuu: 6u3i / Ha,,e Ten,uushou Hyuu3a Sty'e: Secret S,i'' / Hea&en'y 7oi% Pa'm o5 Di&ination#
Taijutsu ((trike9 &e'uires ,)akugan (a) and >)uken* (hodan +achi (t)) [/unch: H)uuga Hijutsu]
Ran,: 9 (B4)lass)L 4earn DC: 88, E successL Per5orm requirements: 36 ran"s (+) 87)L Time: 3 attac" actionL Components: >, #L Cha,ra Cost: 8. .ame as Hakke !uushou, except as mentioned abo(e and as follow. Empo7er The user can spend an additional 8 points of cha"ra to increase the damage dealt by 3d0 and the distance the target is "noc"ed bac" by 3dEx5 feet (maximum 5dEx5 feet), up to 9d0 and 5dEx5. -f the target hits an object of its si/e category or larger that weighs at least four times its weight, the target will suffer an additional 3dE points of nonlethal damage per 36 feet it had yet to tra(el.
Genjutsu (Compulsion) [3ind$A""ecting] Ran,: 3 (#4)lass)L 4earn DC: 38, 3 successL Per5orm requirements: 3 ran" (+) 33)L Time: 3 attac" actionL Components: ), .L Ran3e: ;ersonalL Tar3et: @ouL Duration: 3 roundNle(el (+)L Sa&in3 Thro-s: *ill negatesL Cha,ra Cost: 3. Csing this technique, the user ma"e himself appear bigger and more threatening than he really is, thus gaining a GE bonus to -ntimidation chec"s for the duration of this technique against targets who failed their will sa(es.
be detected at twice the ranges noted abo(e (36 feet downwind). 1(erpowering scents, such as s"un" mus", can be detected at triple normal range (35 feet downwind). *hen a scent is detected, the exact location of the source is not re(ealedJonly its presence somewhere within range. The user can ta"e a mo(e action to note the direction of the scent. *hene(er the user comes within 5 feet of the source, the creature can pinpoint the source<s location by ma"ing a *isdom chec" (+) 86).
Inu:u,a Ryu / Dynamic Air +ar,in3 Inu:u,a Sty'e / Dynamic Air +ar,in3#
Ninjutsu (3ust 0e a 3edium$si5ed or smaller animal) [ nu5uka Hijutsu] Ran,: 5 ()4)lass)L 4earn DC: 39, 7 successL Per5orm requirements: 0 ran"s (+) 39)L Time: 3 attac" actionL Components: >L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Tar3et: 1ne creatureL Duration: 3 hourNle(el (see text)L Sa&in3 Thro-s: ?eflex negate (see text)L Cha,ra Cost: 8. Csing this quite unique technique, the animal jumps in midair and lets loose a flow of urine to mar" his foes. The target must ma"e a reflex sa(e or be blinded for 3dE rounds and become easily noticeable by scent. creature subjected to this technique will be a(ailable for tracking 0) sense o" smell e(en to creatures who normally cannot perform such a tas", and will be located with precision by a creature with the .cent quality (will "now the exact location of the creature at any time while it remain within scent range. )oncealing one's scent does not cancel this technique's effects. The mar"ing of this technique is left on the target for 3d0G3 hours. Note* The original technique was done by :emming'id and was hea(ily modified by yours truly.
Ran,: H ( 4)lass)L 4earn DC: 8E, 0 successL Per5orm requirements: 38 ran"s (+) 80)L Time: 3 attac" actionL Components: ), $ (see text)L Ran3e: ;ersonalL Tar3et: @ouL Duration: 3 roundNE le(el (+)L Sa&in3 Thro-s: &oneL Cha,ra Cost: 3E. To properly use this technique, the user must ha(e his animal companion within 5 feet. Cpon completion of the technique, both companion and user merge together to form a fearsome two4headed wolf transformation. The user gains two bite attac" in addition to a number of claw attac"s equal to what he would normally ha(e with his standard attac" bonus as all his weapons, equipment and animal companion merge with him. $e gains an additional si/e category and a bonus to his .trength, +exterity and )onstitution score equal to that of his animal companion's score modifiers as well as a 35 foot mo(ement increase. $e can still perform some techniques, mainly taijutsu, but cannot ma"e hand seals in this form.
Iryou Nin(utsu: Chiyu / .o%an 8utsu +e%ica' Nin(utsu: Hea'in3 / )i5th Ran,#
Ninjutsu (3edical9 re'uires Epic Techni'ue $ Chi)u $ Godan >utsu (") and @ r)ou Ninjutsu* Chi)u techni'ues (t)) Ran,: 30 (#pic)L 4earn DC: 70, 9 successL Per5orm requirements: 8E ran"s (+) E0)L Duration: )oncentration (up to E minutes)L Cha,ra Cost: 89. s per r)ou Ninjutsu* Chi)u $ (hodan >utsu, except as abo(e and as follow2 #(ery minute the user concentrates on this technique, the subject is healed for one4quarter its total hit points, including stamina damage. >edical .pecialist of le(el 3or higher heals the target e(ery 5 rounds, changing the duration to Concentration (up to < minutes). t Ith le(el, the >edical .pecialist heals the target e(ery round, changing the duration to Concentration (up to @ rounds). >edical .pecialist of 36 le(els or higher can discharge this technique as it is being performed, instantly healing the subject for 5 hit points per le(el. The re(erse effect of medical techinques is also not triggered unless used three times on the same target during the same encounter. 3aster) .hould this technique be mastered, the user can use the technique from 5 feet away instead, but doing so increases the s"ill threshold and perform +) by 36.
Iryou Nin(utsu: Chiyu / Ni%an 8utsu +e%ica' Nin(utsu: Hea'in3 / Secon% Ran,#
Ninjutsu (3edical9 &e'uires Chakra Control H ranks) Ran,: 5 (B4)lass)L 4earn DC: 3H, 7 successL Per5orm requirements: I ran"s (+) 86L Cha,ra Cost: 5. s per Chi)u $ (hodan >utsu: except that the effects are greater. The target is healed at a rate of 3d0G8 hit points per minute. This technique may not heal a target whose hit points
are lower than 6. >edical .pecialist of le(el 3 or higher heals the target e(ery 5 rounds, and the duration changes to )oncentration (up to 5 roundsNle(el). >edical .pecialist of le(el I or higher heals the target e(ery round, and the duration changes to )oncentration (up to 3 roundNle(el). >edical .pecialist of le(el E or higher may discharge the technique and instantly heal the target 7d0 G3 per le(el, maximum 7d0G36. -t does not trigger the re(erse effect of medical techniques unless used three times on the same target within the same encounter. 3aster) .hould this technique be mastered, the user can use the technique from 5 feet away instead, but doing so increases the s"ill threshold and perform +) by 36.
Iryou Nin(utsu: Chiyu / San%an 8utsu +e%ica' Nin(utsu: Hea'in3 / Thir% Ran,#
Ninjutsu (3edical9 &e'uires Chakra Control #< ranks) Ran,: 9 ( 4)lass)L 4earn DC: 87, E successL Per5orm requirements: 33 ran"s (+) 85)L Cha,ra Cost: I. s per Chi)u $ (hodan and Nidan >utsu: except that the effects are once again greater. The target is healed at a rate of 3d9G7 hit points per minute. This technique may not heal a target whose hit points are lower than 6. >edical .pecialist of le(el 3 or higher heals the target e(ery 5 rounds, and the duration changes to )oncentration (up to 5 roundsNle(el). >edical .pecialist of le(el I or higher heals the target e(ery round, and the duration changes to )oncentration (up to 3 roundNle(el). >edical .pecialist of le(el 0 or higher may discharge the technique and instantly heal the target Ed9 G3 per le(el, maximum Ed9G35. -t does not trigger the re(erse effect of medical techniques unless used three times on the same target within the same encounter. 3aster) .hould this technique be mastered, the user can use the technique from 5 feet away instead, but doing so increases the s"ill threshold and perform +) by 36.
Iryou Nin(utsu: Chiyu / Sho%an 8utsu +e%ica' Nin(utsu: Hea'in3 / )irst Ran,#
Ninjutsu (3edical9 &e'uires Chakra Control D ranks) Ran,: 7 ()4)lass)L 4earn DC: 30, 8 successL Per5orm requirements: E ran"s (+) 30)L Time: 3 attac" actionL Components: ), $, >asL Ran3e: >elee touchL Tar3et: 1ne li(ing creatureL Duration: )oncentration (up to 3 minuteNle(el)L Sa&in3 Thro-s: ,ortitude half (harmless)L Cha,ra Resistance: @es (harmless)L Cha,ra Cost: 8.
This basic healing technique allows the user to slowly heal himself or another li(ing creature. fter the technique's effect begins, the user must maintain contact with the target of the technique for as long as he wishes to heal the target. The target is healed at a rate of 3dEG3 hit points per minute as long as contact (and the user's concentration) is maintained. This technique may not heal a target whose hit points are lower than 6. The user cannot concentrate on healing another person and mo(e in the same round. 1nce used on a creature for more than 7 minutes (or 3.5 minutes, or 7 rounds, depending on whether the user is a medical specialist or not) at once, the user cannot stop healing the creature lest, once he uses any !)hiyu! technique again, they will ha(e the re(ersed effect on the creature due to the )ha"ra o(erload. -nstead of healing a said amount of hit points of damage, the effects will be re(ersed and the target will suffer an amount of negati(e energy damage e(ery minute equal to the amount of hit points the technique would normally heal, as long as it is maintained. The user can sense )ha"ra o(erload before he begins to perform the target, but only if he ma"es physical contact with the target. )ha"ra 1(erload lasts for 86 minutes, 43 e(ery medical specialist le(els (minimum 5 minutes). >edical .pecialist of le(el 3 or higher heals the target e(ery 5 rounds, and the duration changes to )oncentration (up to 5 roundsNle(el). >edical .pecialist of le(el I or higher heals the target e(ery round, and the duration changes to )oncentration (up to 3 roundNle(el). The user may chose to heal at a slower rate than he is capable. >edical .pecialist of le(el 8 or higher may discharge the technique and instantly heal the target 8dE G3 per le(el, maximum 8dEG5. -t does not trigger the re(erse effect of medical techniques unless used three times on the same target within the same encounter. 3aster) .hould this technique be mastered, the user can use the technique from 5 feet away instead, but doing so increases the s"ill threshold and perform +) by 36.
Iryou Nin(utsu: Chiyu / =on%an 8utsu +e%ica' Nin(utsu: Hea'in3 / )ourth Ran,#
Ninjutsu (3edical9 &e'uires Chakra Control #D ranks) Ran,: 38 (.4)lass)L 4earn DC: 89, 5 successL Per5orm requirements: 30 ran"s (+) 78)L Cha,ra Cost: 36. s per Chi)u $ (hodan and Nidan >utsu: to a greater extent. The target is healed at a rate of 3d36GE hit points per minute but this technique does not heal a target whose hit points are lower than 6. >edical .pecialist of le(el 3 or higher heals the target e(ery 5 rounds, and the duration changes to )oncentration (up to 5 roundsNle(el). >edical .pecialist of le(el I or higher heals the target e(ery round, and the duration changes to )oncentration (up to 3 roundNle(el).
>edical .pecialist of le(el 9 or higher may discharge the technique and instantly heal the target 5d36 G3 per le(el, maximum 5d36G86. -t does not trigger the re(erse effect of medical techniques unless used three times on the same target within the same encounter. 3aster) .hould this technique be mastered, the user can use the technique from 5 feet away instead, but doing so increases the s"ill threshold and perform +) by 36.
Iryou Nin(utsu: Hi,en / I%enshi Taisha no 8utsu +e%ica' Nin(utsu: Secrets / .enetic Reconstruction#
Ninjutsu (3edical9 &e'uires Chakra Control #= ranks) Ran,: 37 (.uper .4)lass)L 4earn DC: 76, 0 successL Per5orm requirements: 39 ran"s (+) 79)L Time: 3 hourL Components: ), ML Ran3e: >elee TouchL Tar3et: )reature touchedL Duration: )oncentration (up to 5 minutesN5 le(els) (see text)L Sa&in3 Thro-s: ,ortitude negates (harmless)L Cha,ra Resistance: @es (harmless)L Cha,ra Cost: 39. This (ery ad(anced healing technique allows the user to regenerate damaged cells to a greater extent than a normal medical technique would. fter the technique's effect begins, the user must maintain contact with the target of the technique for as long as he wishes to heal the target. The target is healed of one negati(e le(el per fi(e minutes as long as contact (and the user's concentration) is maintained. The user may sustain the technique for 5 minute per 5 le(el, after which he has to let go and use it once again if he wishes to resume the treatment. E.penda0le Components* .ome of the target's hair to regenerate damaged genetic structure.
Iryou Nin(utsu: Hi,en / *ata-a 8uushou +e%ica' Nin(utsu: Secrets / Cripp'in3 In(ury#
Ninjutsu (3edical9 &e'uires Chakra (calpel E.pertise (a)) Ran,: 0 (B4)lass)L 4earn DC: 86, 7 successL Per5orm requirements: 9 ran"s (+) 83)L Time: 3 attac" actionL Components: ), >L Ran3e: ;ersonalL E55ect: -mpro(ed cha"ra
scalpelL Duration: 3 roundNle(el or until dischargedL Sa&in3 Thro-s: ,ortitude partial (see text)L Cha,ra Resistance: @esL Cha,ra Cost: 7 per attac" (up to oneNfi(e le(el). This technique impro(es the user's cha"ra scalpel exponantly. *hen performing the technique, the user imbues his )ha"ra .calpel for a number of attac"s, up to 3 per 5 le(els. The technique is discharged when all successful stri"es ha(e been made, but the user's )ha"ra .calpel isn't dispelled. *hen the user stri"es at the target with his )ha"ra .calpel and scores a successful hit, he deals an additional 3d0 points of damage and may choose to target a specific limb and expend one charge of his impro(ed )ha"ra .calpel. The effect of the expended charge are described below, and can be negated with a successful ,ortitude sa(e. Arm* Target suffers 43 penalty to attac" rolls and damage for 9 hours. )an be applied twice. 6eg* Target suffers a 43 penalty to defense and reflex sa(es, and its land mo(ement speed is reduced by 5 feet for 9 hours. )an be applied twice. Torso* Target suffer a 48 penalty to )onstitution chec"s, and a 43 penalty to ,ortitude sa(es for 9 hours. )an be applied twice. Head4Neck* Target is blinded for 3d7 hours. The arm and leg damage count as ability scores of the same type and can be healed with medical techniques, with the equi(alance of 3 point of ability damage per charge. The torso counts as exhaustion and is remo(ed by any ability that completely eliminate exhaustion, but not those that turn exhaustion into fatigue. The $eadN&ec" effect can be remo(ed by any effect that cures blindness.
Iryou Nin(utsu: Hi,en / *atou Saisei +e%ica' Nin(utsu: Secrets / +inor Re!irth#
Ninjutsu (3edical9 &e'uires Chakra Control #% ranks) Ran,: 9 (.4)lass)L 4earn DC: 8E, 5 successL Per5orm requirements: 38 ran"s (+) 89)L Time: 3 full4round actionL Components: ), $L Ran3e: >elee touchL Tar3et: 1ne li(ing creatureL Duration: )oncentration (up to 3 minuteNle(el)L Sa&in3 Thro-s: ,ortitude negates (harmless)L Cha,ra Resistance: @es (harmless)L Cha,ra Cost: 38. This technique allows the user to heal a badly wounded li(ing creature and bring it bac" to life, so to spea". !atou (aisei heals 8 hit points on the round which it is used, and an additional 8 hit points e(ery minutes after that, as long as the user maintains contact with the target (see Chi)u $ (hodan >utsu technique for more details). This technique may heal a creature whose hit points are below 6, but only if that creature is stabili/ed.
Iryou Nin(utsu: Hi,en / *youi Chuushi +e%ica' Nin(utsu: Secrets / +irac'e Stasis#
Ninjutsu (3edical9 &e'uires !no7ledge (earth and li"e science) #< ranks and Chakra Control #< ranks) [6ost !injutsu] Ran,: 9 ( 4)lass)L 4earn DC: 87, 0 successL Per5orm requirements: 33 ran"s (+) 85)L Time: 3 immediate actionL Components: )L Ran3e: >elee TouchL Tar3et: 1ne dead creatureL Duration: )oncentration plus 3 roundL Sa&in3 Thro-s: ,ortitude negates (unwilling)L Cha,ra Resistance: @es (harmless)L Cha,ra Cost: 5 (see text). This technique is used in extreme circumstances and can only be performed within 3 round of the target creature's death. *hile concentrating on the technique, the user must maintain physical contact. ,or as long as the technique is maintained, the target's body is held in a stasis and is unaffected by the passing time, thus ma"ing it still eligible for other techniques such as Hiken $ !)oui (aisei which brings a dead creature bac" to 4H and stable. #ach round the user concentrates on the technique, he suffers 3 point of )onstitution damage that cannot be healed by any means other than bed rest. 1nce the technique ends, the user will be #xhausted until the )onstitution damage is healed in its entirety.
Iryou Nin(utsu: Hi,en / *youi Saisei +e%ica' Nin(utsu: Secrets / +irac'e Re!irth#
Ninjutsu (3edical9 &e'uires Treat njur) #= ranks: @ or more r)ou Ninjutsu and Hiken $ Nikuteki Taisha (t)) Ran,: 3E (.uper .4)lass)L 4earn DC: 73, 0 successL Per5orm requirements: 3H ran"s (+) 7H)L Time: 3 hourL Components: ), $, M, M;L Ran3e: 5 feetL Tar3et: 1ne li(ing creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude negate (harmless)L Cha,ra Resistance: @es (harmless)L Cha,ra Cost: 866 (see text). This technique is an extremely powerful but also immensely costly to perform alone. -t is fairly well "nown, but most hidden (illages seldom ha(e strong enough medics to perform it. The target is put on a stasis the moment the user starts to perform the techniqueJstasis which ends if the user is interrupted. *hile in the stasis, the subject does not lose hit points damage from dying, all poisons, diseases or other periodic effects (including positi(e effects li"e regeneration or fast healing) are delayed. ll delayed effects resume if the stasis ends before the technique is completed, and the time spent concentrating counts as though the same duration had really passed and the creature was ne(er put in a stasis. *hen the technique is completed, the target is healed of all negati(e le(el, including le(els drained from a force or creature, restoring the creature to the highest le(el it had pre(iously attained. -f the subject had died one round before being put in the stasis, it is brought bac" to 4H hit points and stable. The creature is also healed of all poisons and diseases, temporary and permanent ability damage and ability drain, paralysis, insanity effects, nausea, blindness, deafness, fatigue, exhaustion and all ten"etsu damage and cha"ra coils damage, both temporary and permanent, and is immediately stabili/ed if it was dying. -f the subject was missing a limb, and the limb was reco(ered and se(ered less than 5
days ago, it can be reattached without penalty to the subject, but won't be usable for 3 wee" afterwards. .e(ered heads cannot be reattached. The subject will heal hit points (and hit points only) twice as fast during bed rest for 3dE days afterwards. The user may ha(e up to four 36th le(el or higher characters with at least 3 le(el in the >edical .pecialist ad(anced class aiding him performing this technique, each granting a G8 circumstance bonus to the &injutsu, and ta"ing a fraction of the technique's cha"ra cost (366 for a single assistant, 00 for two, 56 for three and E6 for four assistants). #ach assistant must concentrate on the technique for the whole time it is being performed, and benefit from the circumstance bonus pro(ided by multiple assistants as the user. The aids do not need to be able to perform the technique. -f an aid cannot pay the cha"ra cost, the technque fails. 1nly the user pays the M; cost. G/ Cost* 3,666 M;.
Iryou Nin(utsu: Hi,en / Ni,ute,i Taisha +e%ica' Nin(utsu: Secrets / Physica' Reconstruction#
Ninjutsu (3edical9 &e'uires Chakra Control <E ranks) Ran,: 38 (.4)lass)L 4earn DC: 89, 5 successL Per5orm requirements: 30 ran"s (+) 78)L Time: 76 minutesL Components: ), $L Ran3e: >elee TouchL Tar3et: )reature touchedL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude negates (harmless)L Cha,ra Resistance: @es (harmless)L Cha,ra Cost: 35. The user can reattach a se(ered limb to a li(ing creature touched, pro(ided the limb was lost no more than a day ago and is touching the creature. The limb will not be fully functional for some time afterwards, imposing a TE penalty to attac" rolls and damage rolls, s"ill chec"s and ability chec"s, as well as effecti(e s"ill threshold to use hand seals or half4seald. reattached leg cannot be used to run or charge, while a reattached arm doubles the penalties for encumberance until the limb becomes fully functional. This technique can also be used to remo(e scarring on an area of the body 3 square foot or smaller, as long as the scar formed less than 3 month ago. The time before a limb becomes functional is 3 month, reduced by 3 day for each le(el in the >edical .pecialist and #xarch class the user has, and per character le(el of the target (minimum 3 day).
Iryou Nin(utsu: Hi,en / Taisha no 8utsu +e%ica' Nin(utsu: Secrets / Re3eneration Technique#
Ninjutsu (3edical9 &e'uires Treat njur) #< ranks: @ or more r)ou Ninjutsu (t)) [!injutsu o" all Ninja ;illages] Ran,: H (.4)lass)L 4earn DC: 8E, 0 successL Per5orm requirements: 37 ran"s (+) 8H)L Time: 36 minutesL Components: ), $, M, M;L Ran3e: 5 feetL Tar3et: 1ne li(ing
creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude negate (harmless)L Cha,ra Resistance: @es (harmless)L Cha,ra Cost: 56. This technique allows the user to regenerate one of the target's non4(ital organ that was lost within a number of days equal to the subject's )onstitution modifier, and can only be used when the subject's cha"ra pool is full. The technique will regenerate up to 8 simple organs (such as toes and fingers) or 3 complex organ (such as an eye or the tongue). rtificially implanted eyes that were accepted by the subject's body will be regrown as such. The subject will suffer 7d0 points of cha"ra coil damage and its cha"ra pool will be reduced to 6. -n addition, the user and the subject will both gain 8 negati(e le(el, which will dissipate after 8E hours without requiring a sa(e. This technique can only used on the same creature once per year. 1therwise, the technique is ineffecti(e and the subject's negati(e le(els become permanent unless it succeeds a ,ortitude sa(e (+) 8I) after 8E hours. G/ Cost* 566 M;.
Ninjutsu (3edical9 &e'uires Chakra Control = ranks) Ran,: 5 ( 4)lass)L 4earn DC: 86, E successL Per5orm requirements: 9 ran"s (+) 88)L Time: 3 full4round actionL Components: ), $L Ran3e: >elee TouchL Tar3et: +ying creature touchedL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude negates (harmless)L Cha,ra Resistance: @es (harmless)L Cha,ra Cost: E. *ith this technique, the user will instantly sta0ili5e the touched creature, assuming it was pre(iously reduced to 43 hit points (or lower) and dying.
Iryou Nin(utsu: I(i / Shinryou 8utsu +e%ica' Nin(utsu: Practice / Dia3nosis Technique#
Ninjutsu (3edical9 &e'uires Chakra Control % ranks) Ran,: 8 ()4)lass)L 4earn DC: 35, 8 successL Per5orm requirements: 7 ran"s (+) 35)L Time: 3 full4round actionL Components: ), .L Ran3e: >elee TouchL Tar3et: )reature
touchedL Duration: -nstantaneousL Sa&in3 Thro-s: *ill negate (harmless)L Cha,ra Resistance: @es (harmless)L Cha,ra Cost: 3. This basic medical technique allows the user to completely analy/e the willing creature touched and determine what conditions is currently plaguing it. Cpon completion of this technique, the user will instantly detect any 0lindness, da5e, dea"ness, e.haustion, "atigue, nausea, paral)sis and stun effect, as well as )ha"ra o(erload (from o(eruse of )hiyu techniques) and any poisons or diseases and determine whether or not they are permanent. -n addition, the user will "now the approximate )ha"ra ;ool and $it ;oints the touched creature has left (rounded to quarter units, e.g. U full).
Iryou Nin(utsu: I(i / Shousen 8utsu +e%ica' Nin(utsu: Practice / +ystica' Pa'm Technique#
Ninjutsu (3edical9 &e'uires Chakra Control A ranks and Treat njur) A ranks) Ran,: 8 (+4)lass)L 4earn DC: 3E, 3 successL Per5orm requirements: 8 ran"s (+) 37)L Time: 3 attac" actionL Components: ), .L Ran3e: TouchL Tar3et: 1ne li(ing creatureL Duration: -nstantaneous, plus 3 hour or 3 e(ening of restL Sa&in3 Thro-s: ,ortitude negates (harmless)L Cha,ra Resistance: @es (harmless)L Cha,ra Cost: 7. This technique is the most commonly used technique in shinobi hospitals due to the fact that it consumes (ery little cha"ra and time, and is generally entirely more practical than its more powerful counterparts for minor injuries. Csing this technique, the user is able to increase the reco(ery of a single hour or e(ening of rest. -f the subject does not begin to rest within 3 hour after the technique was used, the non4 lethal damage reco(ery for that hour is doubled. 1therwise, the result of a complete e(ening of rest are doubled (8 hit points per le(el reco(ered, 8 points of ability damage reco(ered, double his le(el or hit dice ten"etsu damage healed, cha"ra reco(ery doubled), and the subject heals 3 point of temporary cha"ra coils damage. -f the subject is not capable of restful sleep, from the effects of a soldier pill or other such method, he may still reco(er half the standard amount of hit points of a normal e(ening of rest and no ability damage as long as he performs no strenuous acti(ities. This technique can only be used once in a 8E hours period. Csing this technique also counts as Treat -njury chec" made to either restore hit points, or re(i(e a da/ed, stunned or unconscious character (+) 35) with no first aid "it required.
and forces medical cha"ra into it. 1n the user's next turn, the medical cha"ra will negate the one poison effect in the subject. -f secondary damage was not dealt, the poison is halted. -f the user has H or more ran"s in both )raft (pharmaceutical) and 'nowledge (earth and life science), he may extract enough of the poison to create 7 antidotes as though from an actual dose of the poison, e(en though it can't be used to poison a creature again. The poison residue must be used within 3 hour of being extracted.
Ran,: 3 ()4)lass)L 4earn DC: 3E, 8 successL Per5orm requirements: 8 ran"s (+) 3E)L Time: 3 attac" actionL Components: ), .L Ran3e: >elee touchL Tar3et: 1ne fatigued li(ing creatureL Duration: 3 minuteNle(elL Sa&in3 Thro-s: ,ortitude negates (harmless)L Cha,ra Resistance: @es (harmless)L Cha,ra Cost: 8. This technique negates the "atigued condition for its duration, or impro(es an exhausted condition to fatigued, on a single li(ing creature. The condition returns once the technique ends.
Iryou Nin(utsu: Ryo(i / Nanroume +e%ica' Nin(utsu: Treatment / Eyes an% Ears Disor%er#
Ninjutsu (3edical) Ran,: 5 ()4)lass)L 4earn DC: 39, 8 successL Per5orm requirements: 0 ran"s (+) 39)L Time: 3 attac" actionL Components: ), $L Ran3e: >elee TouchL Tar3et: )reature touchedL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude negate (harmless)L Cha,ra Resistance: @es (harmless)L Cha,ra Cost: 5.
The technique remo(es blindness or deafness (the user's choice), whether the effect is normal or comes from a technique or spell. The technique does not restore ears or eyes that ha(e been lost, and does not cure bad eyesight or hearing. 1nce per day, this technique can be used on a target to lower the mange"you blindness induced penalty to attac" rolls, sa(es and s"ill chec"s penalty by 8.
The clone can use any feat, s"ills, talents and special ability (excluding templates and bloodlines) that the user may ha(e without penalty, as well as any technique of the user up to ?an" E. The clone has a cha"ra pool of 36. -n addition, all drawbac"s coming from a technique used by a replication not only affects the clone, but also the user. replica counts as the user if it uses a technique to create clones, and thus they are controlled by the user and his own limit is used. The clone is genuine and carries the (ery same equipment as the user except cha"ra4 dependent items such as exploding tags or sunburst tags. ny items carried by the ishi 0unshin has 7 points of hardness but only half the original's hit points. ;oison and mastercraft bonuses are not carried o(er to the clone's equipment. :astly, while the clone can use techniques, it cannot normally perform any acti(ities requiring particular attention, such as sensing cha"ra, setting off an exploding tag or carrying a serious con(ersation. 1nce the clone reaches 6 hit points, strays too far from the user or the duration expires, it returns to soil or stone. *hile the user can freely replace any clone lost by using this technique more than once, he cannot control more than 3 clone at once. $e can also chose to dissipate the clone at any time. $e also cannot control any other sort of clone while using this technique (including simple ,unshins or !age ,unshins). simple usage of this technique creates one ishi 0unshin. creature that can see through chakra will be able to notice that the body is in fact earth and stone and will be able to tell the clone from the original. 3aster) -f the technique is mastered, the clone gains a slam attac" that deals lethal damage as per his si/e category plus one, has a hardness of 0 and counts as though he was two si/e category larger during grapple, bull rush, trip and disarm attempts. 3aterial Focus* mass of earth, sand, roc" or mud equal to the user's weight.
)loud (illage), the subject will perform a (ery specific action (which must be both simple and non4harmful to the subject, such as saying a short4435 words or less44message or a certain gesture) subconsciously without it e(en noticing or thin"ing twice about it. Cnless reminded, it will be unable to recall e(er performing the action at all.
Thro-s: &oneL Cha,ra Cost: 5 plus 3 per creature attac"ed (maximum 35). The user makes a series o" e.tremel) "ast: incredi0l) su0tle attacks as he mo-es through a cro7d o" opponentsF The user is able to mo(e forward 76 feet as part of this technique. -n a 354ft. wide, 764ft. long line based from the user's starting point, he is able to ma"e a single attac" against one creature per le(el, and may not hit a single creature more than once (maxium 35). The attac"s cannot score a critical hit or gain a number of snea" attac" damage die higher than his -ntelligence modifier (maximum 7d0). $e pro(o"es no attac"s of opportunity from mo(ing through a threatened area with this technique. The user must be mo(ing at .peed ran" E or higher to use this technique. The user may decide to shorten the line of effect at will (and thus the distance he will mo(e from using this technique).
,uinjutsu chec" with the same difficulty class can be attempted to confirm the seal was crafted successfully (cannot be retried).
points of )ha"ra. The targeted boulder will be destroyed after using this technique, and cannot be used again to create a similar explosion. The hand or hands created by (houchite and !aigeki Chite no >utsu can be used as large boulders for the purpose of this technique, but since they are controlled by the user's )ha"ra, this feat can only be done by the user himself.
roof of a ca(ern or tunnel or cause a landslide on the side of a cliff. )reatures caught under the roof in the area of effect suffer 5d9 point of earth damage and must succeed a ?eflex sa(e or be pinned beneath the rubble. pinned creature suffers 3d0 point of nonlethal damage per minute, increasing by 3 die e(ery minute (8d0 the second, 7d0 the third and so on). -f it falls unconscious, it must ma"e a )onstitution chec" (+) 35) e(ery round or ta"e 3dE point of damage until freed or dead. -f the area does not ha(e a cliff, roof or similar structure, the technique has no effect other than a (iolent and brief earthqua"e that will cause creatures to fall prone if they fail a ?eflex sa(e (+) 35).
This spacetime technique allows the user to go through 7 foot of concrete per le(el, meaning he can wal" through walls and spaces occupied by objects or creatures. 1nce he hits that limit, he appear outside the obstacle and must use the technique again to go any further. -f the place the user wishes to transport to is already occupied, he will appear directly beside it and suffer 3d0 point of damage. -f there is simply no space for the user to appear, he will mo(e 8d0x36 feet in a random location and suffer 0d9 point of damage. .hould the user suffer damage from this technique due to lac" of space, any creature it carries also suffer damage. The user can bring along a single creature, each carrying up to their maximum load. .hould the user suffer damage from this technique due to lac" of space, any creature it carries or that was brought along also suffers damage.
in(isible gateL Duration: )oncentration (up to 3 roundN5 le(el) plus 3 roundL Sa&in3 Thro-s: &oneL Cha,ra Cost: 86 G 0 per additional creatures (maximum 3 (base) G 3 per 36 le(els). This technique allows the user to form an in(isible gate within 36 feet of him which only he can "now the location of. ny >edium4si/ed or smaller creature that passes through the gate is instantly teleported to any location of the user's choice, following the same rules as 3ugen 1goku no >utsu. The maximum number of creature that can pass through the gate before it disappears is 3 for the basic cost of the technique, plus 3 per e(ery 0 additional points of )ha"ra spent on the technique (maximum 3 G 3 per 36 le(els). fter using the technique, the user will be E.hausted unless he succeeds a ,ortitude sa(e (+) 85), in which case he will simply be Fatigued.
Resistance: &oL Cha,ra Cost: 30. The user must be in contact with the surface he wishes to affect to use this technique, creating an intense but highly locali/ed tremor rips the ground. The shoc" "noc"s creatures down, collapses structures, opens crac"s in the ground, and more. The effect lasts for 3 round, during which time creatures on the ground can<t mo(e or attac". creature on the ground must ma"e a )oncentration chec" (+) 86 G technique ran") or lose any technique he tries to perform. The earthqua"e affects all terrain, (egetation, structures, and creatures in the area. The specific effect of an earthqua"e technique depends on the nature of the terrain where it is cast. Ca-e: Ca-ern: or Tunnel* The technique collapses the roof, dealing 9d0 points of earth damage to any creature caught under the ca(e4in (?eflex +) 35 half) and pinning that creature beneath the rubble (see below). n earthqua"e cast on the roof of a (ery large ca(ern could also endanger those outside the actual area but below the falling debris. Cli""s* #arthqua"e causes a cliff to crumble, creating a landslide that tra(els hori/ontally as far as it fell (ertically. ny creature in the path ta"es 9d0 points of earth damage (?eflex +) 35 half) and is pinned beneath the rubble (see below). 2pen Ground* #ach creature standing in the area must ma"e a +) 35 ?eflex sa(e or fall down. ,issures open in the earth, and e(ery creature on the ground has a 85= chance to fall into one (?eflex +) 86 to a(oid a fissure). t the end of the technique, all fissures grind shut, "illing any creatures still trapped within. (tructure* ny structure standing on open ground ta"es 366 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. $ardness does not reduce this damage, nor is it hal(ed as damage dealt to objects normally is. ny creature caught inside a collapsing structure ta"es 9d0 points of bludgeoning damage (?eflex +) 35 half) and is pinned beneath the rubble (see below). &i-er: 6ake: or 3arsh* ,issures open underneath the water, draining away the water from that area and forming muddy ground. .oggy marsh or swampland becomes quic"sand for the duration of the technique, suc"ing down creatures and structures. #ach creature in the area must ma"e a +) 35 ?eflex sa(e or sin" down in the mud and quic"sand. t the end of the technique, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. /inned 0eneath &u00le* ny creature pinned beneath rubble suffers 3d0 point of nonlethal damage per minute increasing by 3 die e(ery minute. -f it falls unconscious, it must ma"e a )onstitution chec" (+) 35) e(ery round thereafter or ta"e 3dE point of damage until freed or dead.
Ran,: 5 ()4)lass)L 4earn DC: 39, 8 successL Per5orm requirements: 0 ran"s (+) 39)L Time: 3 attac" actionL Components: ), .L Ran3e: ;ersonalL Tar3et: @ouL Duration: 3 roundNle(el (+)L Sa&in3 Thro-s: *ill disbelief (if attac"ing the user only)L Cha,ra Cost: E. By means of this technique, the user casts a cle(er illusion upon himself. Csing shifts in the ambiant light and )ha"ra, he is able to gi(e off the illusion that his mo(ements are delayed, and suddenly catch up to him as he mo(es, gi(ing the illusion that he is mo(ing at great speeds. ,or the duration of the technique, attac"s directed against the user ha(e a 76= miss chance from affected creatures. This technique has no effect on blind creatures or those not relying on sight, and cannot be used in low4light or dar"ness. Though .ee )ha"ra grants no benefit against this technique, .ee Through )ha"ra negates the miss chance entirely. -f the technique is disbelie(ed, the miss chance still persists, but the user can dispel the technique's effect upon himself and become immune to this instance of the effect. This immunity does not apply to another creature using >isoku and does not apply if the user reapplies the effect after cancelling it.
Ran,: 33 ( 4)lass)L 4earn DC: 80, 5 successL Per5orm requirements: 3E ran"s (+) 89) (see text)L Time: 36 minutesL Components: ), $L Ran3e: 36 feetL Tar3et: 1ne willing or helpless li(ing creatureL Duration: -nstantaneousL Sa&in3 Thro-s: *ill negate (unwilling)L Cha,ra Resistance: @esL Cha,ra Cost: 85. Csing this technique, the user remo(es 3 seal on the target that is of ?an" 36 or lower and that he is aware of. -n addition to meeting the perform requirements, brea"ing a seal requires a good amount of )ha"ra )ontrol, forcing the user to ma"e a )ha"ra )ontrol chec" (+) 85 G the complexity rating of the seal used). -f the seal uses more than one seal slot on the target's body, more than one !caster! must perform the techniqueL meaning that it must be started and completed on the (ery same initiati(e count (possibly achie(ed through dela)ing oneIs action). ny seal slot used by the dispelled seal will be freed if the technique is a success.
additional 3d0 points of )onstitution damage from dehydratation and become ,atigued.
1n the third round, the subject falls into unconsciousness and cannot be wo"en up by means short of causing se(ere physical pain (damage equal to its )onstitution score or greater) or dispelling the technique. -f the subject ta"es damage equal to its )onstitution score during a round it is falling asleep, it may ma"e a sa(e against the technique. -f the sa(e is successful, the technique is dispelled. 1nce the subject falls asleep, it remains so for 3 minute per le(el of the user. The subject gains a G8 bonus to *ill sa(es made to resist this technique if it has 9 or more hit dice. This technique can be dispelled. This is a sleep effect.
fter passing on this seal, the user will suffer 8 negati(e le(els, which will either go away or become permanent after 8E hours if the user fails a ,ortitude sa(e (+) 87). fter being targeted by this technique, the subject must ma"e ten ,ortitude sa(e (+) 35) in a row at the rate of once per day. -f it fails two in a row, it will die. This technique uses a seal slot on the subject's body, which can ne(er be freed unless the cursed seal is remo(ed. *hen gaining the cursed seal template, the subject is immediately unwilling. -t gains a le(el adjustment of G3, which increases to G8 if it e(er becomes a willing recipient. 1nce per day (per each subject), the user may use a ga/e attac" against the subject which can ha(e (aried effect. .ee )ursed .eal template for details.
Ran,: 5 ()4)lass)L 4earn DC: 39, 7 successL Per5orm requirements: 0 ran"s (+) 39)L Time: 3 attac" actionL Components: $L Ran3e: 36 feetL Tar3et: nimal )ompanionL Duration: 3 roundNle(el (+)L Sa&in3 Thro-s: &oneL Cha,ra Cost: 5. To execute this technique, the user must meet a few requirements2 he must ha(e his (hikak)u no >utsu acti(e, and his animal companion must be either dog or wolf. Cpon completion of this technique, the user sends his )ha"ra in his animal companion and force a transformation into himself. The user's animal companion, for the duration of this technique, will change si/e category to match the user's original si/e, and transform into an exact replica of the user's (hikak)u no >utsu. The animal companion gains the user's natural weapon, but still retains his own ability scores (after si/e increment bonus). -f the animal companion falls unconscious, the transformation is automatically dispelled.
be re4done if the character acquires another animal companion. E.penda0le Component* .pecific nutritional supplements for the animal companion (equi(alent price purchase +) 30).
Ninjutsu (&e'uires 3oujuu Aishou (") and >uujin &)uu $ (eiga (?)) Ran,: I (B4)lass)L 4earn DC: 83, 7 successL Per5orm requirements: H ran"s (+) 88)L Time: 3 attac" actionL Components: ), $L Cha,ra Cost: 36. .ame as (eiga, except that the enhancement bonus is G3 per three le(els of the user, maximum G5.
8uu(in Ryuu: 6u3i / Shin(uuri,i $eastman Sty'e: Secret Technique / True Anima' Po-er#
Ninjutsu (&e'uires 3oujuu Aishou (") and an) ? >uujin &)uu techni'ues) Ran,: H ( 4)lass)L 4earn DC: 8E, E successL Per5orm requirements: 38 ran"s (+) 80)L Time: 3 full4round actionL Components: ), $L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Tar3et: 1ne animal companionL Duration: 3 roundNle(el (+)L Sa&in3 Thro-s: ,ortitude
negate (harmless)L Cha,ra Resistance: @es (harmless)L Cha,ra Cost: 39. This powerful technique is one of the secret techniques of the Beastman style. The user's animal companion doubles in si/e, and its weight is multiplied by 9 times. The animal companion gains one si/e category, which grants it a G9 si/e bonus to .trength and GE si/e bonus to )onstitution, as well as a 48 si/e penalty to +exterity. The companion's natural armor increases by 8, but its modifier to +efense and attac" rolls, as well as its base damage, are also affected (see appropriate si/e category for details). The companion also gains a damage reduction 5Ncha"ra and a G8 resistance bonus to sa(ing throws. -f insufficient room is a(ailable to allow its growth, the companion grows to the maximum possible si/e and may ma"e a .trength chec" (using its increased .trength) to burst any enclosures in the process. -f it fails, it is constrained without harm by the materials enclosing itJ the technique cannot be used to crush the companion by increasing its si/e. fter this technique is used, the companion will be fatigued for the rest of the encounter. The companion cannot benefit from this technique while fatigue, and the effects will fail.
suffer falling damage, in which case it cannot tumble to lessen the height of the fall.
ft.N8 le(els).
than two attac"s per round. -t shares the user's defense as well, with a 45 penalty, as well as all feats, talents and special abilities (though not templates andNor bloodlines) the user may ha(e, but does not benefit from any temporary bonuses the user may currently ha(e (such as .hodan 'ouso"u or Tadayou). kage 0unshin may not stray further than 3 mile from the user, and may be created in any location that can hold it within 56 feet. -t can use any technique the user may ha(e under ?an" E, with the same s"ills modifier, but doing so requires the clone to borrow the user's cha"ra directly. -n addition, all drawbac"s coming from a technique used by a replication not only affects the clone, but also the user. replica counts as the user if it uses a technique to create clones, and thus they are controlled by the user and his own limit is used. The clone is genuine and carry the (ery same equipment as the user except cha"ra4 dependent items such as exploding tags or sunburst tags. ny items carried by the kage 0unshin has no hardness and only half the original's hit points. ;oison and mastercraft bonuses are not carried o(er to the clone's equipment. :astly, while the clone can use techniques, it cannot normally perform any acti(ities requiring particular attention, such as sensing cha"ra, setting off an exploding tag or carrying a serious con(ersation. 1nce the clone reaches 6 hit points, strays too far from the user or the duration expires, it disappears in a puff of smo"e. *hen .ensing )ha"ra, the clones count as though ha(ing half the user's )ha"ra ;ool. )reating a kage 0unshin not only costs )ha"ra, but also di(ides the user's physical energy, which is why this technique is forbidden in the first place. ,or each clone created by this technique, the user suffers 3dE points of damage. *hile the user can freely replace any clones lost by using this technique more than once, he cannot control a number greater of clone than the specified maximum. $e can also choose to dissipate a single clone (or more) of his choice rather than the whole group. $e also cannot control any other sort of clone while using this technique (including simple ,unshins or Tajuu !age ,unshins). simple usage of this technique without adding to the cost (8) creates one kage 0unshin.
natural 86). The effect must come from a source with a )hallenge ?ating up to his le(el or 5, whiche(er is lower. ."ill threshold does not apply to a(oid an attac". .uccess pulls the user into an adjacent square without pro(o"ing an attac" of opportunity from mo(ing inside a threatened area (but still pro(o"es an attac" of opportunity from using the technique in a threatened area, unless performed defensi(ely). melee or ranged attac" or touch attac" is completely a(oided. -f the effect had a ?eflex sa(e instead, he may ma"e a second ?eflex sa(e against the technique, use whiche(er is higher. The user gains the #(asion ability (or -mpro(ed #(asion if he already had the #(asion ability) for the purpose of a(oiding an effect requiring a ?eflex sa(e. The user cannot A-oid an Attack if he is immobili/ed, entangled or otherwise held. This technique doesn't create a lasting clone, but the user still suffers 3dEG3 points of damage from its creation. This technique can be used once per day. #ach use of A-oiding an Attack stac"s with all other techniques with effects that allow you to (oid an ttac", such as 'awarimi no Dutsu or .hundou. 3aster) #(ery step of mastery after the first allows the technique to be used an additional time per day, up to 5Nday. The first step of mastery allows the user to a(oid an attac" from a )? up to his le(el or 36, whiche(er is lower. The second step of mastery allows the user to increase the cost to 5 when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 35, whiche(er is lower. The third step of mastery allows the user to increase the cost to 0 when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 86, whiche(er is lower. The fourth step of mastery allows the user to increase the cost to I when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 85, whiche(er is lower.
attac" roll (minimum 3H). ."ill threshold does not apply to defensi(e maneu(ers. -f the technique is successful, the user will ta"e no damage from the technique while the clone itself ta"es full damage. -f it was not destroyed by the attac", the clone will return to its pre(ious location. #ach use of a de"ensi-e maneu-er stac"s with all other techniques with a similar effect. 3aster) #(ery step of mastery after the first allows the technique to be used an additional time per day, up to 5Nday. *ith the fifth step of mastery in this technique, the user is able to create a clone as part as performing this technique when being attac"ed and does not require a nearby clone. +oing so deals 3dE points of damage to the user.
no actions in(ol(ing mo(ements, e(en hand seals, and will be denied its dexterity bonus to +efense. The user may, if he still has an action left after performing this technique, spend a mo(e4equi(alent action to mimic the course of the target and leap directly behind it. +oing so may pro(o"e an attac" of opportunity. The user still retains his +exterity bonus to +efense while airborne and has the ability to perform actions normally. This technique can be executed as part of a )harge.
the technique once per encounter (at the %>'s discretion). -f the user fails to attach his shadow, he must use the technique again and pay the cost for another attempt. >aintaining the hold requires concentration from the user. The length for which he can concentrate on the technique depends on the cha"ra pool of the creature he holds. The duration is 3 round, plus 3 round for e(ery two points of )ha"ra the user's current cha"ra pool has o(er the highest current cha"ra pool of all the creature he holds in the kage mane, maximum 3 roundNle(el (but minimum 7 rounds). The subject may also ma"e a .trength chec" (+) 85) to bloc" the user's control o(er its body and perform no action this round. -f the user is attac"ed while maintaining the hold, he must succeed a )oncentration chec" (+) 35Gdamage dealt) or lose control of the technique. #(ery si/e category a target has o(er the user increases the )ha"ra )ost of the technique by E. -n addition, :arger creatures count towards the maximum numbers of creature he can hold in his kage mane. creature one si/e category larger counts as 8 creatures, two si/e category counts as E, three counts as 0 and so on. The subjects may not perform any action besides tal"ing, though it may use technique that require only a swift or instant action, without mobility, hand seals, half seals, or physically able components and must succeed a )oncentration chec" (+) 86) to perform a technique that requires only )oncentration or >aterial ,ocus. The user may not use this technique if he is blinded. *hen caught in a kage mane, the targets mimic the user's e(ery mo(ements, whether they ha(e repercussions or not. -f the user attac"s, they will stri"e with the same attac" rolls as he, the same number of times, with the same attac" bonus (being mindful of the direction the target is facingJfor example, if the user faces his target and stri"es to the right, his target will stri"e to the user's left), though the damage dealt is in accordance to the target's held weapon and strength score. The user cannot force the subject to draw on cha"ra to perform a technique, howe(er, but if the subject "nows a technique the user is performing with hand seals or half seals, then he may do so at the same time as he. -f the user or the subject mo(es out of range, the technique ends. -f either the user or one of his targets suffer damage, it is shared by all (the user and all the trapped creatures), unless he has attained sufficient mastery to control it. 3aster) #(ery step of mastery in this technique increases the technique's base range (unmodified by the time of day) by 5 feet. #(ery step of mastery increases the minimum amount of rounds the user can maintain the 'age >ane by 3. *ith the fifth step of mastery in this technique, the user may ma"e a )oncentration chec" (+) 86) to a(oid suffering any damage when his target is attac"ed, or to a(oid sharing damage to his target if he is attac"ed.
Ran,: 9 (B4)lass)L 4earn DC: 88, 7 successL Per5orm requirements: 36 ran"s (+) 87)L Time: 3 full4round actionL Components: )L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: E. Csing this technique, the user is able to merge with his shadow and mo(e himself behind a creature caught within his !age 3ane. >o(ing in this fashion pro(o"es no attac" of opportunity, and the user will appear on the square behind the target on his next turn, pro(iding it is within range.
The one major drawbac" of the !aigan, besides the fact that it uses a large amount of )ha"ra, is that once the technique ends, the user suffers 3 point of temporary *isdom damage per round he left the !aigan open. $e may ma"e a ,ortitude sa(e (+) 86) to hal(e said *isdom damage. .hould the user's *isdom score be reduced to 6 by the 'aigan's drawbac", he will suffer 8 point of permanent *isdom damage upon complete reco(ery. The character spends 7 points of cha"ra e(ery 8 rounds the 'aigan is acti(e.
Ran,: 7 (B4)lass)L 4earn DC: 3I, 7 successL Per5orm requirements: 5 ran"s (+) 39)L Time: 3 attac" actionL Components: $, #L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L E55ect: ?ayL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Resistance: @esL Cha,ra Cost: E. 1ne of the few (uiton technique that do not require water has the user shoot out a large quantity of water, adding in )ha"ra to strengthen the flow into a pressure water cannon. The ray, if it hits, deals 8d0 points of water damage and forces the target to ma"e a ,ortitude sa(e or be "noc"ed the bac" 3d7x5 feet and fall prone. Empo7er The user can increase the damage dealt by 3 die and thus the "noc"bac" distance by 3 die si/e at the cost of 8 points of cha"ra per die, up to 5d0 points of water damage and 3d9x5 feet "noc"bac", for 36 points of )ha"ra.
of )ha"ra. Cp to 7 additional points of )ha"ra from the technique's cost can be paid by the puppet.
position to flan". $alf of the technique's cha"ra cost can be paid by the user's puppets.
*ai:an Shin(utsu: Enma no *esshin 9or'% En%in3 Supreme Technique: A&atar o5 the *in3 o5 He''#
Genjutsu (/hantasm) [Fear: 3ind$A""ecting: 6ost !injutsu] Ran,: 38 ( 4)lass)L 4earn DC: 8I, 0 successL Per5orm requirements: 35 ran"s (+) 8H)L Time: 3 attac" actionL Components: ), $L Ran3e: ;ersonalL Tar3et: @ouL Duration: 3 roundNle(el (+)L Sa&in3 Thro-s: *ill negate (see text)L Cha,ra Resistance: @esL Cha,ra Cost: 38. This particular technique creates a powerful %enjutsu field around the user and (ery slightly alters his appearance. The user gains height slightly, his eyes turn a crimson red, as his s"in becomes deathly pale. $is aura juts forth, red and chaotic as a fiery bla/e, and the ground beneath his feet sha"es with an unearthly power. $is (oice, now booming and
(ery deep, appears far more intimidating than any human (oice should be. )reatures within 56 feet of the user must ma"e a *ill sa(e to a(oid being (haken for 8d0 rounds. 1rdinary creatures are panicked instead on a failed sa(e. #(erytime a creature lea(es and enters the character's aura range, they must ma"e a new sa(e. llies within a 56 feet radius instead gain a G3 morale bonus to attac" rolls and sa(es. Targets who could identify the technique or were forewarned it would be used gain a G9 bonus to their sa(ing throw to resist it.
#(ery creatures caught in the cone4shaped burst suffer Ed0 points of wind damage, which can be hal(ed with a successful ?eflex sa(e. The technique's cone length may not exceed 76 feet. -n addition the creatures caught in the cone must ma"e a ,ortitude sa(e or be pushed bac" 3dEx5 feet. ,or this particular technique, the user can ignore the hand seals component with a simple swing of a tessen, war fan or a $uge or larger weapon, though using the technique in this manner increase the s"ill threshold and perform +) by 7. Empo7er The user may spend an additional cost of 3 point of cha"ra to increase the damage by 3 die, up to 3d0 per le(el or 38d0.
-f the ray attac" misses, the !amehameha goes in a straight line can still explode if it hits a large enough solid surface within range, such as a wall. The explosion causes a lot of pressure and will also damage unattended objects, though it will not set fire to flammable substance. Empo7er The user may increase the damage dealt by one die at the cost of 8 additional points of )ha"ra, with a maximum of damage dice equal to the user's le(el or up to 37d0, but doing so also increases the time to perform the !amehameha to a full4round action. -n addition, the burst radius of the !amehameha increases by 5 feet for e(ery 8 dice of damage added.
Thro-s: ,ortitude partialL Cha,ra Resistance: @es (see text)L Cha,ra Cost: 70. This technique is one of the most fearsome aspect of the 3angek)ou (haringan, un"nown to most e(eryone, including e(en those who possess the abysmal ability. The technique uses an enormous amount of cha"ra to create an in(isible /one around the (ictim and can theoretically completely disintegrate its body. The user must hit the target with a ranged touch attac", and deals 8dE points of damage per le(el (maximum E6dE) unless the target succeeds a ,ortitude sa(e. -f the sa(e is successful, the attac" deals 8d0 points of damage plus 3 per le(el (maximum 8d0G86). -f the target is "illed by the technique, its body, along with all of the objects it is carrying, are destroyed without a trace. -f the user only has usage of a single eye or is da//led, the damage is hal(ed. This technique cannot be used if the user is blind or if his .haringan is not currently acti(e. fter using this technique, the user gains 3 point of mange"you sharingan blindness. .ee >ange"you .haringan for details on blindness. This technique can only be learned if selected by the user when ta"ing the >ange"you .haringan feat. The user gains a GE bonus to chec"s to o(ercome cha"ra resistance.
negates this effect. Empo7er The user may spend E additional cha"ra to target an additional creature, maximum 3 per 5 le(el or 5 creatures total.
Empo7er The user may spend an additional 3 point of cha"ra to increase the intensity of the flames, and deal an additional die of damage (up to his le(el or 3Ed0). 3aster) *ith the third step of mastery, the user is able to gi(e the attac" a shape and add the .hapeable (.) component to the area of effect. $e may a(oid hitting square he desires within range of his !ar)uu Endan.
user minus two, the same attac" bonus as the user 45, though it may not ha(e more than three attac"s per round. -t shares the user's defense as well, but does not benefit from any equipment bonus to defense the user may ha(e, as well as all feats, talents and special abilities (though not templates andNor bloodlines) the user may ha(e, but does not benefit from any temporary bonuses the user may currently ha(e (such as .hodan 'ouso"u or Tadayou). kasumi 0unshin may not stray further than 3 mile from the user. -t cannot use any techniques, unli"e kage 0unshin, but is able to fly at half the user's speed with a Clums) maneu(erability. #ach time the clone is attac"ed physically, it has a 86= chance to ignore any damage dealt by the attac", unless it comes from a source that can target incorporeal creatures or deal damage other than ballistic, bludgeoning, piercing or slashing. -t has a wind resistance of 5, but any contact with fire, no matter what the source, will destroy the clone immediately. The clone is genuine and carries the (ery same equipment as the user except cha"ra4 dependent items such as exploding tags or sunburst tags. ny items carried by the kasumi 0unshin has no hardness and only half the original's hit points. ;oison and mastercraft bonuses are not carried o(er to the clone's equipment. :astly, it cannot normally perform any acti(ities requiring particular attention, such as sensing cha"ra, setting off an exploding tag or carrying a serious con(ersation. 1nce the clone reaches 6 hit points, strays too far from the user or the duration expires, it returns to nothingness. *hile the user can freely replace any clones lost by using this technique more than once, he cannot control a number greater of clone than the specified maximum. $e can also chose to dissipate a single clone (or more) of his choice rather than the whole group. $e also cannot control any other sort of clone while using this technique (including simple ,unshins or !age ,unshins). simple usage of this technique without adding to the cost (E) creates one kasumi 0unshin. creature that can see through chakra will be able to ta"e not that the body is in fact mist and cha"ra and will be able to tell the clone from the original. 3aster) >astery in this technique allows the clone to fly at the user's standard speed with a /oor maneu(erability. 3aterial Focus* nearby 54foot square filled with mist for e(ery clone created.
This technique doesn't so much create fire as it greatly increase the flame of already existing fire source. ny fire source caught in the cone4shaped area of effect suddenly bursts and expands, burning creatures caught in its radius unless they succeed a ?eflex sa(e (+) 35) to ta"e only half damage. -t will also damage and set unattended objects on fire. .ee below for the different si/e of fire source. T .mall (candle, torch)2 The small fire source expands and burns creatures and objects in a 54feet radius from its location for 8d0 point of fire damage. T >edium (campfire, grill)2 The fire source explodes and burns creatures and objects for 7d0 point of fire damage in a 364feet radius of its position. T :arge (burning old tree)2 The fire fills a 354feet radius burst and burns creatures and objects caught in it for 5d0 point of fire damage. T $uge (burning house or larger)2 large explosion fills a 864feet radius and burns creatures caught in it for 9d0 point of fire damage.
%th through Hth &ounds* Fiolent rain and wind gusts reduce (isibility. The rain obscures all sight, including dar"(ision, beyond 5 feet. creature 5 feet away has concealment (attac"s ha(e a 86= miss chance). )reatures farther away ha(e total concealment (56= miss chance, and the attac"er cannot use sight to locate the target). .peed is reduced by three4quarters. ?anged attac"s within the area of the storm are impossible. Techniques performed within the area are disrupted unless the character succeeds on a )oncentration chec" against a +) equal to the storm of (engeance<s sa(e +) G the ran" of the technique the character is trying to use. #Eth &ound* The mist clears and the cloud disperses and all appears to be well, until dar" energy rushes down from the cloud and inflicts a deadly plague upon anyone who was still beneath it. The diseases' infection method is contact, the initial +) to a(oid contracting the disease is equal to that of the technique's, while afterward the +) is 30. The incubation period is 3 wee", the inidial damage is 3d8 )on, ;aralysis 3d0G3 days, and the secondary damage is 3 )on, 3 -nt. 3aster) #(ery step of mastery in this technique increases the cloud's radius by 56 feet.
Cha,ra Resistance: @esL Cha,ra Cost: 76. *ith this fearsome technique, the user seals the target's soul into an object that represents it well. To properly use this technique, the target must still be conscious and its )ha"ra ;ool and $it ;oints must be at least 96= full. Cpon completion of this technique, should the subject ha(e failed the sa(e, the soul will be sealed in the object and the subject will die. s the soul is no longer in the body or free to roam anywhere, resurrection by any means, such as .ou/ou .aisei or #do Tensei is made ineffecti(e. G/ Cost* 36,666 M;. 3aterial Focus* n object that represents the subject well. E.penda0le Component* .ome of the user's blood. .cribing the seals requires a )raft (calligraphy) chec" (+) 87) to be made, not necessarily by the user, and ta"es 3 round. -f the chec" was failed, the sealing process will fail without the user noticing until the end.
A-oid an Attack. The construct left behind is a fair li"eness of the user and can pass inspection at first glance (.pot chec" +) 36 required to tell that the construct is a fa"e). +i-ersion* The user replaces himself with a construct that appears in his square, while he may mo(e up to 76 feet away or his current land speed (whiche(er is lower). The construct can follow a single, simple command that may be any single of the following2 (ta) still, run, 7alk, eat, sleep, s7im: and jump. The construct will follow the command for up to 7 rounds, until dismissed or it comes in contact with a physical object of any "ind, no matter how light. The replacement cannot spring a trap unless the object used can potentially do so (ie, a log might trigger a pressure plate trap). The replacement does not e(ade, dodge, bloc", and is not capable of sentient thought, nor is it capable of performing any acti(ity beyond its gi(en command. -t is completely non4 responsi(e and cannot be altered after being created, and is li"ely to act in an uncharacteistic way that will ma"e the deception ob(ious to anyone interacting with it. *hen creating the di(ersion, the user can ma"e a $ide chec" if he mo(es out of line of sight unless closely obser(ed while doing so. $e may hide without penalty as long as he has sufficient co(er. creature that can .ee )ha"ra or .ee Through )ha"ra can ma"e a .pot chec" (+) 36) to notice a strange pattern of )ha"ra o(er the construct, which will in turn enable it to ma"e a &injutsu chec" (+) 30) to identify the construct as being a replacement. A-oiding an Attack* The user performs 'awarimi as an instant action before an enemy attac" roll (melee or ranged attac", touch attac", or grapple attempt) targeting him specifically, and mo(es as though with the +i(ersion use of this technique. To do so, the user cannot be flat4footed or denied his +exterity bonus to defense. ."ill threshold does not apply to a(oid an attac". (oiding an attac" costs 3 point of cha"ra, and can be done up to 3 time per day. The attac" a(oided must be from a creature with a )hallenge ?ating equal or lesser than his le(el, or 3 (whiche(er is lower). The user cannot a(oid an attac" if he is immobili/ed in any way. To a(oid the attac", the user must ma"e a ;erform chec" (as per 'awarimi no Dutsu, mastery counts) opposed to the opponent's attac" roll (add 5 if the attac" roll is a )ha"ra )ontrol, %enjutsu or &injutsu effect, a natural 86 or a confirmed critical), minimum 35. .uccess means that the user replaces himself with a construct (as per +i(ersion abo(e) that is immediately destroyed. (oiding an attac" must be declared before "nowing the result of the attac" roll. ,ailure means that the cha"ra spent trying to a(oid the attac" is wasted, and the technique fails.
-f performed with only one hand free, the user suffers a 45 penalty to his perform chec". -f performed with no hands free, the penalty increases to 435. n opponent can choose to lower the (alue of its )? for the purpose of allowing an opponent to e(ade the attac" in this manner, but not increase it. #ach use of A-oiding an Attack stac"s with all other techniques with effects that allow you to (oid an ttac", such as $ijou 'awarimi no Dutsu or .hundou. 3aster) #(ery step of mastery after the first allows the technique to be used an additional time per day, up to 5Nday. The first step of mastery allows the user to a(oid an attac" from a )? up to his le(el or 5, whiche(er is lower. The second step of mastery allows the user to increase the cost to 8 when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 36, whiche(er is lower. The third step of mastery allows the user to increase the cost to 7 when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 35, whiche(er is lower. The fourth step of mastery allows the user to increase the cost to E when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 86, whiche(er is lower. The fifth step of mastery allows the user to increase the cost to 5 when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 85, whiche(er is lower.
The wind can carry a message no more than twenty4fi(e words or other sounds for 3 round, such as another person spea"ing (again, maximum of 85 words and the user does not need to spea" the message) as long as it is within 35 feet. The wind may also be felt as a faint stirring of the air rather than deli(er a message, depending on the user's wishes. The wind may tra(el as slow as 3 feet per minute, or as fast as 86 feet per round, and only if the user is conscious. .hould the user lose consciousness, ha(e his )ha"ra ;ool reduced to 6 or die before the wind reaches its destination, the cha"ra will (anish and the technique fails.
This basic ,uuton technique sends )ha"ra through the air in a straight line. -t reaches out to )lose range (up to a maximum of 76 feet), and e(ery creatures that gets caught in it suffers 3d9 points of wind damage. The line begins at the user. Empo7er The user may spend 3 point of cha"ra to increase the damage by G3 (maximum 3d9G5).
s !eirigan Hijutsu* Hissatsugaku, except as abo(e and as follow. The user can apply the effects of the technique to two targets he can see. Empo7er The user can spend 7 cha"ra to affect an additional creature, total maximum creature e(ery E le(els.
*eiri3an 8utsu: Sai,ou Hi,en / Saiten *eiri3an Technique: U'timate Secret S,i'' / $rea,in3 Point#
Ninjutsu (&e'uires !eirigan B@ (a): +estruction 3ark ("): Epic Techni'ue (!eirigan Hijutsu* (aikou Hiken $ (aiten) (") and (pot <@ ranks) Ran,: 35 (#pic)L 4earn DC: E6, 9 successL Per5orm requirements: 87 ran"s (+) E5)L Time: 3 attac" action or 3 instant actionL Components: )L Ran3e: ;ersonal (see text)L Tar3et: @ou (see text) or 56 feetL Duration: 3 round or instantaneous (see text)L Sa&in3 Thro-s: &one (see text)L Cha,ra Resistance: &oL Cha,ra Cost: 86 or 36. The user ma"es a .pot chec" against the target creature, object or structure. The chec" must equal or exceed a creature's touch defense, or an object or structure's )raft difficulty. successful chec" enables the user's next offensi(e ability to o(ercome or ignore all of the target's damage reduction, energy resistance, energy immunity, cha"ra resistance, cha"ra immunity or hardness qualities, regardless of the type or point of origin. The attac" ignores armor, natural armor and deflection bonuses to +efense, and can score a critical hit or deal snea" attac" damage against a target normally not subject to either. critical hit is automatically confirmed, if a critical hit is possible. ,urthermore, the user can spend a full4round action to apply his "nowledge and destroy most objects or structure (some limitations may apply, at the %>'s discretion).
+e"ensi-e 3aneu-er* 1nce per day as an instant action, the user may apply the benefits of this technique against any )ha"ra )ontrol, %enjutsu, &injutsu or Taijutsu technique or effect within 56 feet. ."ill threshold does not apply to defensi(e maneu(ers. To defend against the attac", the user must succeed a .pot chec" (+) 33 G origin's character le(el) and a &injutsu chec" against the technique's ;erform +) (mastery applies). .uccess negates the technique as though it had failed to be performed, but the target still spends one4half of its cha"ra cost. +efensi(e maneu(er must be declared before "nowing the result of the attac". ,ailure by more than 36 means that the cha"ra spent trying to a(oid the attac" is wasted, and the technique fails. +efensi(e maneu(er has a cha"ra cost of 36. +efensi(e >aneu(er does not count as (oiding an ttac" and is usable a separate number of times a day. Csing (aiten as a defensi(e maneu(er counts towards the number of times other such techniques can be used. 3aster) #ach step of mastery after the first increases the number of times per day this technique can be used by 3. #ach step of mastery in this technique grants a G3 bonus to .pot chec"s made as part of it. The fifth step of mastery allows this technique to be used as a swift action once per day.
Taijutsu ((trike) [Armed] Ran,: 3 (+4)lass)L 4earn DC: 38, 3 successL Per5orm requirements: 3 ran" (+) 38)L Time: 3 attac" actionL Components: >, ,L Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 3. The user per"orms a 0asic kenjutsu cut: "rom the groin and upF The user ma"es a single attac" with his held weapon and gains a G3 bonus to his damage roll. 3aterial Focus* The user's held slashing weapon.
bonus of G86. This attac" can be ta"en as part of a charge, though no additional bonuses are granted. -f the attac" missed, the user pro(o"es an attac" of opportunity against the creature he targeted. The user may choose to ta"e a normal attac" action while this stance is acti(e, but must declare doing so before his next turn. 3aster) *ith the third step of mastery in this technqiue, the Digen ?yu attac" gains a 'awarimi +efense of 3 per 36 points of the user's base attac" bonus.
*en(utsu: *essen 6u3i / Senmei,en S-or% Art: A!so'ute )i3htin3 S,i'' / $'urrin3 S-or%#
Taijutsu ((trike9 &e'uires !enjutsu* aido (%) and (peed rank < (a)) [Armed] Ran,: 9 ( 4)lass)L 4earn DC: 87, E successL Per5orm requirements: 33 ran"s (+) 85)L Time: 3 full4attac" actionL Components: >, ,L Ran3e: >elee ttac"L Tar3et: Cp to one adjacent creature e(ery 7 le(elsL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: E plus 8 per additional target after the first. This attack uses great speed to create a 0lurring e""ect in its 7akeF t 7as the signature techni'ue o" a 7andering assassin: and populari5ed 0) -arious s7ordsmen 7ho sought greatnessF This technique can only be user when the user is .peed ?an" 8 or higher and with his sheathed weapon. The user ma"es a single melee attac" against all adjacent creatures with his chosen weapon and deals an additional 8dE points of slashing damage, plus 3dE e(ery E le(els (maximum 0dE). The additional damage is not multiplied on a critical hit, and the user cannot deal snea" attac" damage when using this technique. t the user's wish, his sword will be sheathed or unsheathed after using this technique. 3aterial Focus* piercing or slashing weapon with a solid sheath no larger than the user's si/e category, or a "atana.
*en(utsu: *o%achi Nittouryuu / .ou,u 8uu(i S-or% Art: Dua' *o%achi Sty'e / $'a:in3 Cross#
Taijutsu ((trike9 &e'uires T7o$8eapon Fighting (") and 0ase attack 0onus B?) [Armed] Ran,: E ()4)lass)L 4earn DC: 3I, 8 successL Per5orm requirements: 5 ran"s (+) 3I)L Time: 3 attac" actionL Components: >, ,, >asL Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex partialL Cha,ra Cost: E. To properly use the technique, the user must be wielding a "odachi in each his hands. Csing this technique, the user ma"es a single melee attac" with the weapon in his main at a 4E penalty. -f the attac" hits, the user deals damage as though he had struc" with both his main and off hand weapon. 1n a critical hit, only the main hand weapon is multiplied. 3aster) *ith the third step of mastery in this technique, the user's attac" gains a "awarimi defense 3. *ith the fifth step of mastery in this technique, the user's penalty to attac" roll when ma"ing this attac" is reduced to 48. 3aterial Focus* The user's two held light slashing weapons.
*en(utsu: *o%achi Nittouryuu / *aiten *en!u Ro,uren S-or% Art: Dua' *o%achi Sty'e / Si2 S-ir'in3 S-or% Dances#
Taijutsu ((trike9 &e'uires !odachi &)u $ !aiten !en0u (?): &)uusui no 1goki (#) and T7o$8eapon Fighting (")) [Armed: 6ost Hijutsu] Ran,: I (B4)lass)L 4earn DC: 83, E successL Per5orm requirements: H ran"s (+) 88)L Ran3e: >elee ttac"L Tar3et: 1ne flat4footed creature or target caught in ?yuusui no Cgo"uL Cha,ra Cost: 9. .ame as 'aiten 'enbu except as abo(e, and as follow. The user ma"es a full4attac" action with both his held weapon, and gains a G7 bonus to attac" and damage rolls. The target automatically loses its +exterity bonus to defense against the first attac" of each hand. 3aterial Focus* The user's two held light slashing weapons.
*en(utsu: *o%achi Nittouryuu / 6nmyou Hasshi S-or% Art: Dua' *o%achi Sty'e / Dua' Hair *i''er#
Taijutsu ((trike9 &e'uires &e'uires T7o$8eapon Fighting (") and 0ase attack 0onus B@) [Armed: 6ost Hijutsu] Ran,: 5 (B4)lass)L 4earn DC: 3H, E successL Per5orm requirements: I ran"s (+) 86)L Time: 3 attac" actionL Components: ), >, ,L Ran3e: 56 feet (see text)L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex partialL Cha,ra Cost: E. ,oth kodachi rocket to7ards the target in a straight line to their target: one 0ehind the other so that e-en i" the "irst is de"lected: the second is sure to meet its markF To properly use the technique, the user must be wielding a "odachi in each his hands. The user ma"es a ranged attac" with both weapons. -f the first attac" hits, it deals normal
damage and the target is denied its +exterity bonus to +efense against the second attac". -f the first attac" missed, the target may ma"e a ?eflex sa(e against the user's attac" roll to attempt to dodge instead of rolling against +efense. The "odachi ha(e a range increment of 36 feet and cannot be thrown past 5 range increments. ny of the "odachi that hit will fall in the square the target is occupying, and any "odachi that missed will fall in a square 36 feet behind the creature harmlessly. 3aster) *ith the third step of mastery in this technique, the user may reco(er his weapons during the same round as he used this technique if he has not yet expended his mo(e action. To do so, he must mo(e to a square adjacent to the thrown weapon and ma"e an unarmed touch attac" against it (+efense 35). +oing so may pro(o"e an attac" of opportunity, and can only be done at speed ran" 3 or higher. 3aterial Focus* The user's two held light slashing weapons.
*en(utsu: *o%achi Nittouryuu / 6nmyou *ousa S-or% Art: Dua' *o%achi Sty'e / Dua' Cross#
Taijutsu ((trike9 &e'uires T7o$8eapon Fighting (") and 0ase attack 0onus B@) [Armed: 6ost Hijutsu] Ran,: 5 ()4)lass)L 4earn DC: 39, 7 successL Per5orm requirements: 0 ran"s (+) 39)L Time: 3 instant actionL Components: >, ,L Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex partial (see text)L Cha,ra Cost: E. This technique can only be used if the user attempted a melee attac" with his held weapon this round and missed by 5 or less. The user ma"es an attac" with his held weapon against the target that deals normal damage if it hits. The user may attempt to sunder the target's weapon or attempt a disarm instead. The attac" is always made with the weapon opposed to the missed attac" (if a main4hand attac" missed, the attac" will be an off4hand attac"). 3aterial Focus* The user's two held light slashing weapons.
*en(utsu: *o%achi Ryu / *aiten *en!u S-or% Art: *o%achi Sty'e / S-ir'in3 S-or% Dance#
Taijutsu ((trike9 &e'uires &)uusui no 1goki (t) and 0ase attack 0onus B%) [Armed: 6ost Hijutsu] Ran,: 5 ()4)lass)L 4earn DC: 39, 7 successL Per5orm requirements: 0 ran"s (+) 39)L Time: 3 full4attac" actionL Components: ), >, ,L Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: E. This technique can only be used on a technique that cannot pinpoint the user's location (such as a creature caught in &)uusui no 1goki). The user ma"es a full4attac" action with his held weapon and gain a G8 bonus to attac" and weapon damage rolls on each attac". The damage dealt is treated as though dealt by a weapon one si/e category larger. The target is denied its +exterity bonus to +efense until the first attac".
-f the user's weapon wasn't a mastercraft weapon, it is destroyed beyond repair after using this technique. 3aterial Focus* The user's mastercraft double "atana, chisa4gatana, "odachi, "atana, large "atana or "odachi.
*en(utsu: 6u3i / Shiryuu3a S-or% Art: Secret S,i'' / Piercin3 Dra3on )an3#
Taijutsu ((trike) [Armed: !ick or /unch] Ran,: I (B4)lass)L 4earn DC: 83, 7 successL Per5orm requirements: H ran"s (+) 88)L Time: 3 attac" actionL Components: ), >L Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: E. The user uses "ocus and precise mo-ements to gi-e the illusion that the attack comes "rom a di""erent direction than intendedF The techni'ue has roots in !enjutsu: 0ut can e.cecuted 7ith an) 7eapon (or lack thereo")F The user ma"es a melee attac" with his held weapon, or unarmed, and gains a G8 bonus to attac" and weapon damage rolls. The attac" gains a "awarimi defense 3 e(ery 0 le(els (maximum 7).
The user ma"es a single attac" with his sword against a creature and benefits from a G3 critical range increment for this attac". This increase does not stac" with other non4 permanent critical range increment. 3aterial Focus* The user's sword.
3aster) *ith the fifth step of mastery, the technique can be used on a target 5 feet farther than the user's reach if there is no obstacle between them and the target has no co(er.
*enso,u: 6u3i / Shin Iai,en S-i5t )ists: Secret S,i'' / True Un%o%3a!'e )ist#
Taijutsu ((trike9 &e'uires (peed rank < (a) and !ensoku* aiken (%)) [6ost Hijutsu: /unch] Ran,: H ( 4)lass)L 4earn DC: 8E, 5 successL Per5orm requirements: 38 ran"s (+) 80)L Time: 3 attac" actionL Components: >, >asL Ran3e: >elee, plus 36 feetL Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partial (see text)L Cha,ra Cost: 38. .ame as !ensoku* aiken except that the user can hit any creature within his melee reach, plus 36 feet. The user ma"es single unarmed attac" roll, which he gains a GE bonus to. -f the attac" hits, it deals normal damage plus an additional 3d0 e(ery 8 le(els (maximum 36d0, not multiplied on a critical hit). The target must ma"e a ,ortitude sa(e to a(oid being "noc"ed bac" 3d0x5 feet and be da/ed for 3 round. 3aster) *ith the fifth step of mastery in this technique, the range increases by an additional 36 feet.
*enso,u: 6u3i / Shunshin Ren%an S-i5t )ists: Secret S,i'' / $o%y )'ic,er Com!o#
Taijutsu ((trike9 &e'uires Hirameku (t): (peed rank ? (a): 0ase attack 0onus B## and Taijutsu #% ranks) Ran,: H (.4)lass)L 4earn DC: 85, 5 successL Per5orm requirements: 37 ran"s (+) 8H)L Time: 3 full4attac" actionL Components: ), $L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Tar3ets: 1ne primary target, plus one secondary target e(ery 8 le(els (each of which must be within 86 feet of each other)L Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 30.
The user "lickers in$0et7een "oes and strikes them 7ith 'uick and de-astating 0lo7sF The user ma"es an attac" against his primary target with his held weapon or unarmed. -f it hits, the attac" deals 9d0 points of damage of the appropriate type. ,rom then, the user may mo(e to any secondary target within 86 feet once e(ery 8 le(els, with each secondary target being within 86 feet of the last. The user ma"es an attac" against the secondary target that deals half the damage dealt to his primary target on a hit. The attac"s cannot score a critical hit, and a target cannot be hit by this technique more than once. The mo(ement is done as though with .hunpo, and may spring traps and lea(e footprints. 3aster) *ith the first step of mastery in this technique, the user is able to deal non4lethal damage by ta"ing a 4E penalty to attac" rolls and perform chec"s, assuming his weapon allows it.
To call upon the weapon, the subject must simply smear some blood o(er the seal and mold )ha"ra, which ta"es from a free action to a full minute depending on the location of the seal. $e can dismiss the weapon anytime as a free action, and in doing so will ha(e it (anish into a puff of smo"e. The same goes if the weapon is destroyed or is no longer within 3 mile of the user. -n both the latter cases, the weapon will not be a(ailable for summoning for 3 hour. .hould the seal be bro"en or if the subject were to die, the weapon will reappear in pieces, destroyed beyond repair, besides the subject. ?efer to the table below to determine how many seal slots, and what the ,uinjutsu chec" difficulty for the seals is.
Si:e Cate3ory Sea' S'ots .mall or smaller 3 >edium4si/ed 8 :arge 7 $uge E %argantuan 5 )olossal 0 )uin(utsu DC 38 30 86 8E 89 78
ll the properties of the weapon, weapon seals and mastercraft bonuses, are carried o(er during the sealing and summoning processes. #ach si/e category o(er >edium4si/e decreases the amount of seal slots ta"en by a sealed weapon by 3 (minimum 3). E.penda0le Components* >aterials to scribe a seal. .cribing the seal requiress a ,uinjutsu chec" (+) 85), does not ha(e to be done by the user and ta"es one or more seal slot. n attempt to craft the seal ta"es 36 minutes per seal slot used, and a failed chec" will result in the sealing process failing without the user noticing until the end. ,uinjutsu chec" with the same difficulty class can be attempted to confirm the seal was crafted successfully (cannot be retried).
Cntil discharged (+)L Sa&in3 Thro-s: &oneL Cha,ra Cost: E. The user car(es glowing runes into his flesh. This seal becomes dormant until acti(ated as an instant action. *hen acti(ated, the seal grants a G8 competence bonus to a *ill sa(e, a G8 competence bonus to opposed le(el chec"s or caster chec"s, or a GE competence bonus to a single )oncentration chec". This seal can only be acti(ated before the user is mentally attac"ed, performing a caster or opposed le(el chec"s, or distractedJ it remains acti(e only for the instant it ta"es to perform the chosen action. This technique requires 3 seal slot to be empty on the user's body, and the user deals himself 7 points of damage while performing this technique, dealt e(en on a failed attempt. 1nly one ,ortitude seal can be applied to the user's body at any time. Empo7er The user can double the )ha"ra )ost and the damage done to himself to double the efficiency of the seal (GE to *ill sa(es, GE to caster and opposed le(el chec"s, and G9 to )oncentration chec"s), but becomes unable to use this or the ,ortitude seal for 8E hours. 3aterial Focus* dagger of power used to car(e the seals.
only has 3 charge). This technique requires 3 seal slot to be empty on the user's body, and the user deals himself E points of damage while performing this technique, dealt e(en on a failed attempt. #ach charge of the seal puts the user in a state of mental exhaustion and he suffers a 43 penalty to -ntelligence4 and )harisma4based chec"s per charges used until he rests for 9 hours. Empo7er The user may empower the seal by doubling the cha"ra cost and damage dealt to himself to increase the number of charges the seal has to 8 before being discharged. 3aterial Focus* dagger of power used to car(e the seals.
attempt. 1nly one ,ortitude seal can be applied to the user's body at any time. Empo7er The user can double the )ha"ra )ost and the damage done to himself to double the efficiency of the seal (GE to ,ortitude sa(es, G9 to ,ortitude sa(e against poison and diseases, or damage reduction 0Ncha"ra), but becomes unable to use this or the cuity seal for 8E hours. 3aterial Focus* dagger of power used to car(e the seals.
Empo7er The user can spend an additional 5 points of cha"ra and deal himself 7 additional damage to increase the number of charges the seal contains by 3. 3aterial Focus* dagger of power used to car(e the seals.
Fuinjutsu (&e'uires ,lood 3age (") and an) ? !etsu)oujutsu techni'ue) [6ost !injutsu] Ran,: 0 ( 4)lass)L 4earn DC: 83, 0 successL Per5orm requirements: H ran"s (+) 87)L Time: 3 minuteL Components: ), ., ,, #L Ran3e: ;ersonalL Tar3et: @ouL Duration: Cntil discharged (+)L Sa&in3 Thro-s: &oneL Cha,ra Cost: 0. The user car(es glowing runes in his flesh. The seal, when finished, is dormant until called upon. cti(ating the seal is an instant action and grants the user 5 temporary hit points for 3 minute, as well as the ability to reduce the degree of exhaustion he is feeling. *hile the seal is acti(e, the exhausted condition is reduced to fatigued and the fatigued condition is ignored outright. 1nce the seal expires, the conditions will return as normal unless the effect causing them ended while the seal was acti(e. This technique requires 3 seal slot to be empty on the user's body per 5 temporary hit points granted by the seals, and the user deals himself 5 points of damage while performing this technique, e(en on a failed attempt. Empo7er The user can empower the deal by spending 3 point of )ha"ra to increase the temporary hit points granted by the seal by 3, and the damage dealt to himself while crafting the seal by 3. The number of seal slots used up by the technique increases by 3 for e(ery 5 temporary hit points granted by the technique (H temporary hit points would require 8 seal slots, up to 76 temporary hit points at 0 seal slots). 3aterial Focus* dagger of power used to car(e the seals.
Fuinjutsu (&e'uires ,lood 3age (") and an) ? !etsu)oujutsu techni'ue) [6ost !injutsu] Ran,: E (B4)lass)L 4earn DC: 39, 5 successL Per5orm requirements: 0 ran"s (+) 3H)L Time: 3 attac" actionL Components: ), ., ,L Ran3e: ;ersonalL Tar3et: @ouL Duration: 3 dayNle(el or until cancelled (+)L Sa&in3 Thro-s: &oneL Cha,ra Cost: 8. The user car(es complicated, glowing runes runes into his flesh. The seal, when created, becomes dormant until used. The dormant seal can be used as a receptacle for the user's cha"ra, and each seal can hold up to 7 points of cha"ra. ;ouring cha"ra inside a (oid seal is an attac" actionL each point of cha"ra poured into the seal deals 3 point of cha"ra damage to the user, that can't be healed until the seal is cancelled or expires. The user cannot lower his )ha"ra ;ool below 3 when pouring cha"ra into the seal. *hile the seal holds the user's cha"ra, his actual cha"ra pool is reduced by the amount held by the (oid seal(s) for the purpose of sensing cha"ra, and the user's maximum cha"ra pool. *hen the seal is cancelled (as a mo(e4equi(alent action) or expires, the )ha"ra immediately returns to the user's cha"ra pool. *hen cancelling a (oid seal, though they each count as separate entities, the user can choose to cancel any number currently applied on his body at once. This technique requires 3 seal slot to be empty on the user's body, and the user deals himself 8 points of damage while performing this technique, dealt e(en on a failed attempt. 3aterial Focus* dagger of power used to car(e the seals.
be afflicted by a bla/ing fe(er that ma"es it nigh impossible to thin" until the #xhausted condition expiresL he will suffer a 4E penalty to )oncentration, -ntelligence4, *isdom4 and )harisma4based chec"s. fter the exhausted condition, the negati(e le(els and bla/ing fe(er expire, the user will gain the -gnis Fitae subtype. $e immediately loses any elemental affinity he may ha(e had and cannot gain any other elemental affinity from any source, including (but not limited to) le(els, techniques, artifacts or relics, other than the -gnis Fitae subtype. The ,iendfire is the stronger, the only path of offensi(e blood magic. Though it ta"es its root in the flame, the true power of seals such as the ;otence or )elerity seals can be amplified tenfold using ,iendfire. E.penda0le Components* mixture of powdered basalt, coal and sulfur, as well as the user's blood.
Cntil discharged (+)L Sa&in3 Thro-s: &oneL Cha,ra Cost: 7. The user car(es glowing runes into his flesh. This seal becomes dormant until acti(ated as an instant action. *hen acti(ated, the seal grants a G8 competence bonus to a single weapon damage roll, or a GE competence bonus to a single .trength4based chec" or Brea" chec". This seal can only be acti(ated before the user attac"s, or when he performs an action requiring a .trength4based chec"Jit remains acti(e only for the instant it ta"es to perform the chosen action. Csing this seal must be declared before the damage or chec" is rolled. This technique requires 3 seal slot to be empty on the user's body, and the user deals himself 8 points of damage while performing this technique, dealt e(en on a failed attempt. 1nly one ;otence seal can be applied to the user's body at any time. Empo7er The user can double the )ha"ra )ost and the damage done to himself to double the efficiency of the seal (GE to damage, or G9 to .trength4based chec"s), but becomes unable to use this or the )elerity seal for 8E hours. 3aterial Focus* dagger of power used to car(e the seals.
sculpture mo(es at a speed of 76 feet per round and acts on the user's mental directions only. -t cannot be ta"en o(er or affected by any mind4affecting effects, and is immune to all conditions, as well as snea" attac"s and critical hits. By spending three times the required amount of clay, the user can create a flying sculpture that can mo(e at a flying speed of 76 feet, with a clumsy maneu(erability. The user may set off the explosion of the sculpture, as long as it remains within sight, as a free action. 1nce destroyed or when the duration expires, the sculpture re(erts bac" to inanimate, harmless clay. E.penda0le Components* mass of clay of the specified weight to create the sculpture.
object mends it for 3 hit points. -f the user does not ha(e the >astercraft feat, the object has a 36= chance of losing its mastercraft quality when being repaired. failed )raft chec" means that the cha"ra is spent, but the technique will not function properly.
summoned soul's carrying capacity for a light load. *hen the receptacle reconstructs, it returns to the state it was prepared for, including all equipment or articles of clothing lost. fter the receptacle is crafted, it is placed inside a coffin or container designated during the crafting process, until summoned, where it is perfectly preser(ed for 3 month. -f the receptacle is not used within 3 month, or if the container is destroyed before the summoning, it becomes unusable. Empo7er The user can spend an additional 36 points of cha"ra to empower the immortality talisman, allowing the seishinkugi to reconstruct an additional time (maximum 36 times total). +oing so increases the preparation time by 8 days and the M; cost by 85 per le(el of the summoned soul each time. 3aterial Focus* 3 coffin or container, and 3 faux body (faux body receptacle) or drugs, in"s and other components worth wealth chec" +) 85 G 3 per extra day spent preparing the receptacle (prepared receptacle). G/ Cost* faux body receptacle costs 566 M;, while a prepared receptacle costs 3666 M;. control talisman, partial or total, costs 566 M;, and an immortality talisman costs 56 M; per le(el of the summoned soul it was made for.
The user may also use !ino0ori to stop his fall if he is within 36 feet of a wall. $e will reduce the falling height by H6 feet, e(entually stopping when the falling a number of round sufficient to reach that length at one quarter his pre(ious falling speed (typically 866 feet plus 56 feet per round spent falling). &o matter what the situation, 'inobori cannot be used on ice4co(ered surfaces unless the user meets special requirements.
This training allows the character to mimic the (oice, accent and speech patterns of another creature almost perfectly. The character must spend 3 point of cha"ra per minute. :isten chec" opposed to the user's Bluff chec" is required to tell the imitation is a fa"e. The user gains a G9 bonus to this chec", and the opposing creature can gain a bonus from familiarity with the creature imitated (generally G8 to G9). This training must be repeated for each additional creature the user is attempting to mimic. The user must ha(e at least some familiarity with the mimic"ed creature, otherwise the user will ta"e ten times as long as normal to complete this training.
Empo7er The user may increase the damage dealt to Ed36 at the cost of E cha"ra.
surface or brea" through. #ach 5 sq. feet surface has a hardness of 6 and 35 hit points.
Ninjutsu ((uiton) [Amegakure !injutsu: /oison: 8ater] Ran,: 7 ( 4)lass)L 4earn DC: 39, 0 successL Per5orm requirements: 0 ran"s (+) 86)L Time: 3 attac" actionL Components: $L Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L Area: 564ft.4radius emanation (see text)L Duration: )oncentration (up to 3 roundNle(el)L Sa&in3 Thro-s: &one (see text)L Cha,ra Resistance: @esL Cha,ra Cost: 0. This forbidden and dangerous technique creates a ferocious rain dragon that can shred a human to bits. ,or this technique to be effecti(e, the user must remain within range of the area of effect at all time. $e may ma"e a touch attac" at a G38 bonus against any creature in the area of effect once per round. The creature, if it was hit by the attac", suffers 8d0G8 point of water damage and must ma"e a ,ortitude sa(e (+) 35) or suffer the effects of the rain dragon's poison, 3dE point of temporary *isdom damage. -t must ma"e an additional sa(e one minute later or suffer the poison's secondary damage, an additional 3dE point of temporary *isdom damage. This technique can only be used on a rainy area.
Duration: .tanceL Sa&in3 Thro-s: &oneL Cha,ra Cost: 8. The user is able to manipulate and utili/e a battle wire or "ousen as a weapon. -f the user is wearing a battle wire, deploying the wires is a free action. -f the user is using iron wire instead, he suffers a 4E penalty to meet the perform requirements and attac" rolls in this stance, and they must be drawn normally. The battle wire can returned to its inacti(e state as a mo(e4equi(alent action that does not pro(o"e an attac" of opportunity, or immediately as the encounter ends. ttac"ing with the battle wire or iron wire while in this stance is a ranged attac" and may pro(o"e an attac" of opportunity if used in a threatened area. .ee Battle *ire in the equipment chapter for details. 1n a threatened critical hit, the user may add his bonus .nea" ttac" damage in addition to the normal damage, e(en if his target is not flat4 footed, up to 7 snea" attac" die. 1n a natural attac" roll of 3, the user has a 56= chance to suffer 3dE points of damage as bac"lash from attempting to attac" with the wire. The battle wire attac"s do not benefit from bonuses from abilities of the .huri"en #xpert and pro(o"es an attac" of opportunity when used in a threatened area. The user can use this stance with 8 iron wires rather than a battle wire, but suffers a 4E penalty to meet the perform requirements, and to attac" rolls. The user still ta"es a 4E penalty to attac" rolls made against a target engaged in melee combat unless he has the ;recise .hot feat. The ,ar .hot feat does not benefit battle wire attac"s. 3aster) *ith the third step of mastery in this technique, the user no longer pro(o"es an attac" of opportunity when attac"ing with a battle wire in a threatened area. 3aterial Focus* battle wire or 8 iron wires.
3aster) *ith the third step of mastery in this technique, the character applies double his .trength modifier to damage when the shuri"en's base damage is 7d9 or higher. 3aterial Focus* 3 shuri"en.
ny creature caught in the area of effect suffers 3 attac" from the weasel. -t has an attac" bonus of G30 and deals 8d9G36 point of slashing damage, dealing double damage on a natural roll of 86. -f the user is holding a tessen or a war fan, he may ignore the hand seals component and simply swing the fan instead. E.penda0le Component* small quantity of the user's blood.
-f the creature cannot spea", the user, and the user alone, may roll a .ense >oti(e chec" (+) 86) to decipher what the creature is trying to say by its body language. The duration of the summoning is based directly on the summoned creature's )ha"ra ;ool. *hen summoned, the creature loses 3 point of )ha"ra e(ery 36 minutes. *hen it runs out of )ha"ra, it does not suffer hit points damage or other typical disad(antageJit simply (anishes. *hen this technique is performed, the user has a 36= chance to summon a special creature. The special creature is either a #lite (H6= chance) or a ;aragon (36= chance), determined with a second roll of a d=. The summoned #lite has a 56= chance to be a Cnique summonL ;aragons are always Cnique (see .ummoning chapter for details). The following is a list of special summons techniques, their ran"s and learn +), types and costs2 ,)akko (&ank ##: 6earn +C <%: ? success9 Cost #EE)* Tiger )hampion ;aragon, le(el 36. +oku0imaru (&ank D: 6earn +C <#: ? success9 Cost ?%)* .na"e %uardian #lite, le(el 5. Enkouou Enma (&ank H: 6earn +C <?: ? success9 Cost D<)* >on"ey )hampion ;aragon, le(el I Gama !enshin (&ank A: 6earn +C <E: ? success9 Cost #<)* Toad ;rotector #lite, le(el 7. Gama0unta (&ank #E: 6earn +C <@: ? success9 Cost DA)* Toad )hampion ;aragon, le(el 9 !atsu)u (&ank H: 6earn +C <?: ? success9 Cost AE)* .lug )hampion ;aragon, le(el I. 3anda (&ank #E: 6earn +C <@: ? success9 Cost =%)* .na"e )hampion ;aragon, le(el 9. (hirojou (&ank D: 6earn +C <#: ? success9 Cost @@)* *ar $ero )hampion #lite, le(el E. Catai !u5uchi (&ank D: 6earn +C <#: ? success9 Cost ?%)* Toad &oble #lite, le(el 5. 8ani5ame (&ank #E: 6earn +C <@: ? success9 Cost DA)* .har" )hampion ;aragon, le(el 9 E.penda0le Component* small quantity of the user's blood.
rolls and a 48 penalty to s"ill chec"s and defense. >ore than one character can apply this technique to one puppet, but no more than two on a .mall puppet, E on a >edium puppet, or 9 on a :arge puppet. -f the user himself is controlling a puppet, he suffers a 4E penalty to any attac" rolls and s"ill chec"s, as well as to the defense of all puppets he is controlling. This technique can be applied to the targeted puppet beforehand and left dormant without needing to concentrate on it. The duration the technique can be left dormant is equal to the duration the use could concentrate on the techniqueL any round spent dormant reduces the maximum duration of the concentration period by 3 round. This technique, once dormant, can be acti(ated as a swift action. #(en while dormant, the user still suffers a penalty to attac" rolls, s"ill chec"s and defense. The technique is dispelled if the targeted puppet mo(es out of range. 3aster) The second and fourth step of mastery decrease the penalty encountered when concentrating on this technique while controlling puppets by 43, for 48 at the fourth step of mastery. The fifth step of mastery in this technique increases the penalty suffered by the targeted puppet to 45.
smaller creature is immobili/ed with 8 webs and entangled with one, a >edium4si/e creature with is entangled with 8 and immobili/ed with E, a :arge creature is entangled with 9 and immobili/ed with 9 and a $uge or larger creature is not affected. n entangled creature is entangled for 8dEG3 rounds or until it succeeds two consecuti(e Brea" or #scape rtist chec"s (+) 35), once per round. n immobili/ed creature is immobili/ed for 8d0 rounds or until it succeeds three consecuti(e Brea" or #scape rtist chec"s (+) 39). Empo7er The character can spend an additional 8 points of cha"ra to fire 3 additional web, maximum 7 per le(el. E.penda0le Components* 3 "umonosu per web.
Ran,: 5 (B4)lass)L 4earn DC: 3H, E successL Per5orm requirements: I ran"s (+) 86)L Time: 3 full4round actionL Components: ), $, ML Ran3e: ;ersonalL E55ect: 1ne or more "ama or "usari4gamaL Duration: 3 roundNle(el (+)L Sa&in3 Thro-s: &oneL Cha,ra Resistance: &oL Cha,ra Cost: 8 per "ama or 7 per "usari4gama. *ith this technique, the user creates one or more 'ama or 'usari4gama using solidified kumonosu. Cpon using this technique, he must chose to create either "amas or "usari4 gamas, but may not create both. !ama* The user creates up to 3 "ama per two le(el. -t retains its original characteristics, but deals an additional point of piercing damage on a successful attac". !usari$gama* The user may create up to 3 "ama per fi(e le(el. The "usari4gama retains its original characteristics, but the wielder gains a G3 bonus to attac" rolls made with the weapon. Both 'ama and 'usari4gama ha(e a hardness of 5 and I hit points, and will turn bac" into spider threads once the duration expires. The weapons created by means of this technique will be the perfect si/e for the user, and he may not chose their si/e category. -n addition, the user is always proficient with his 'umonen"in weapons. E.penda0le Component* 3 "umonosu per 'ama or two "umonosu per 'usari4gama.
technique acti(e, he will always be aware of the location of any creature touching the ground around him. This technique ceases as soon as the user stops concentrating or mo(es from the point where he used the technique. E.penda0le Components* 8 "umonosu.
action, but can also be part of a full4attac" action. The rasengan will be discharged when used, regardless whether it hit or not. Empo7er The user may increase the damage by 3d9G3 at the cost of 3 point of )ha"ra, though it also increases the s"ill threshold and perform +) by 3 e(ery 8 die. The damage cannot exceed 30d9G30.
38 points of )ha"ra. The pulse lasts 3 round. nstant +e"ensi-e /ulse* The user may also, once per round, use this technique to with the !+efensi(e ;ulse! effect to defend against a single metal4based attac" e(en during another creature's turn. -n doing so, the perform +) becomes the creature's attac" roll (minimum 86) and the user must be aware of the attac" and not flatfooted. -f the technique was successfully performed, the attac" is ineffecti(e and the user comes out unscathed. Csing this effects requires the use of $alf .eals and costs 7 points of )ha"ra to acti(ate. -t lasts for the duration of the attac" only. ."ill threshold does not apply to defensi(e maneu(ers.
Ran,: 0 ( 4)lass)L 4earn DC: 83, E successL Per5orm requirements: H ran"s (+) 87)L Time: 3 attac" actionL Components: #, $L Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L Area: 54ft wide to medium range lineF Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex halfL Cha,ra Resistance: @esL Cha,ra Cost: 36. This ad(anced technique creates a blade of wind that goes through the enemy's defense and cut them up, lea(ing but a ra(aged corpse behind. ny creature caught in the line suffers Id9 points of wind damage. The line begins at the user, and cannot be longer than 366 feet. Empo7er The user may spend 3 additional point of )ha"ra to increase the damage by GE (maximum Id9G86).
protected flames, such as those of lanterns. ?anged weapon attac"s are impossible, and e(en siege and ballistic weapons ha(e a 4E penalty on attac" rolls. :isten chec"s are at a 49 penalty due to the howling of the wind. 4$urricane force winds (I5G mph) destroy wooden buildings, sometimes uproot e(en large trees, and cause most ships to founder. ll flames are extinguished. ?anged attac"s are impossible (except with ballistic and siege weapons, which ha(e a 49 penalty on attac" rolls). :isten chec"s are impossible2 ll characters can hear is the roaring of the wind. $urricane4force winds often fell trees. This technique must be >astered in order for the user to affect winds of this strength. 4 tornado (3I5G mph) destroys all nonfortified buildings and often uproots large trees. .ee Tatsumaki no >utsu for details. To affect winds of this strength, the user must ha(e both >astered this technique and be spending 7 points of cha"ra per rounds per wind strength category he wishes to decrease the strength of the tornado by. 1nce the technique expires or the user runs out of )ha"ra, the tornado returns full force. The user cannot use this technique to create winds of this strength, only decrease their strengths temporarily. 3aster) >astery in this technique allows the user to control $urricane and Tornado4force winds.
additonal 8 rounds. creature that cannot laugh will collapse and babble senseless gibberish for the duration of this technique.
*you,a *a3e $unshin no 8utsu Sha%o- Rep'ication Rein5orcement Technique# Chakra Control ((pirit9 &e'uires !age ,unshin no >utsu (t)) [!onoha !injutsu] Ran,: 9 (.4)lass)L 4earn DC: 8E, I successL Per5orm requirements: 38 ran"s (+) 89)L Time: 3 full4round actionL Components: )L Ran3e: >elee TouchL Tar3et: 1ne of the user's 'age BunshinL Duration: 76 minutesNle(el (+)L Sa&in3 Thro-s: &oneL Cha,ra Cost: (see text).
Csing this technique, the user is able to ma"e a !age ,unshin much more dangerous and (ersatile. Cpon recei(ing this technique, the clone's hit points double, it gains a G3 bonus to attac" rolls and defense as well as the ability to use any of the user's technique up to ?an" 0 on its own, with a )ha"ra ;ool equal to technique's )ha"ra )ost, plus any point the user may decide to spend, adding to the cha"ra cost of the technique. The clone will also gain 3 hit points per le(el of the user (maximum 35) The clone is no longer limited to the standard range of the user, and can mo(e freely according to its creator's wishes. The cha"ra cost of this technique is equal to one third of the user's total )ha"ra ;ool, rounded up. -f this technique is used on a tajuu kage 0unshin, it instantly becomes a normal kage 0unshin. The user can create up to two !)ouka !age ,unshin at once. The targeted clone will last for the duration of this technique instead of the standard !age ,unshin no >utsu duration.
Csing this complex sound4based technique, the user is able to render the opponent's hearing useless for a certain period of time. *ith a successful touch attac", the target suffers 8dEG8 points of sonic damage and must succeed a ,ortitude sa(e or become +ea"ened for 3dEG3 rounds and Nauseated for 3d7 rounds. 3aterial Focus* The user's 7orn .ound mplifier.
Taijutsu ((trike) [Armed] Ran,: 8 (+4)lass)L 4earn DC: 3E, 3 successL Per5orm requirements: E ran"s (+) 30)L Time: 3 attac" actionL Components: >, #, ,L Ran3e: ;rojectile weaponL Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 8. The user ma"es an attac" with his held projectile weapon at his highest attac" bonus with a G3 bonus to attac" and weapon damage rolls. 3aterial Focus* han"yuu, dai"yuu or greatbow.
Empo7er The user can spend 3 cha"ra to increase the duration of the summoning by 8 hours, maximum up to twice his le(el plus 9. 3aterial Focus* summoning scroll not bound to a specific contract. The scroll will become blan" after use of the technique.
Time: 3 attac" actionL Components: ., ,, >asL Ran3e: ;ersonalL Tar3et: @ouL Duration: 3 minuteNle(el or until discharged (+)L Sa&in3 Thro-s: &oneL Cha,ra Cost: 8. The user car(es si//ling, fiery seals into his flesh that release a subtle smell of sulfur as the flesh is being car(ed open. *hile acti(e, this seal grants the user a G3 circumstance bonus to &injutsu chec"s made to perform !aton techniques. -n addition, !aton techniques deal an additional 3 point of fire damage. This seal is one of the main components in the offensi(e techniques of the ,iendfire style. Though its effects do not stac", it can be applied more than once on the user. This technique requires 3 seal slot to be empty on the user's body, and the user deals himself 3 point of damage while performing this technique, dealt e(en on a failed attempt. 3aster) t the third step of mastery, which requires #): 9 or higher, the user may spend 8 more points of )ha"ra and deal himself 8 more points of damage to increase the circumstance bonus to G8 and extra damage dealt to 8. 3aterial Focus* dagger of power used to car(e the seals.
3aterial Focus*
Empo7er t 9th le(el, the user can increase the cha"ra cost by 8 to increase the damage dealt to 3d9. >astery does not count towards achie(ing this le(el. t 30th le(el, the user can increase the cha"ra cost by E to increase the damage dealt to 8d0. 3aster) *ith the third step of mastery, when empowering this technique to deal 3d9 points of damage, the attac"'s range increase to 35 feet. *ith the fifth step of mastery, when empowering this technique to deal 8d0 points of damage, the attac"'s range increase to 86 feet.
until acti(ated, the seal grants a G3 enhancement bonus to weapon damage rolls, .trength4based and Brea" chec"s until discharged as an instant action. Csing this seal must be declared before the damage or chec" is rolled. This technique requires 3 seal slot to be empty on the user's body, and the user deals himself 7 points of damage while performing this technique, dealt e(en on a failed attempt. 1nly one ,iendish ;otence or ,iendish )elerity seal can be applied to the user's body at any time. This seal can only be used once e(ery 8E hours. Empo7er The user may increase the )ha"ra )ost of the seal and the damage done to himself by 3 to increase the bonus to weapon damage roll by G3 and to .trength4based and Brea" chec"s by G8, up to a total maximum G38 damage and G89 to .trength4based and Brea" chec"s (for a )ha"ra )ost of 3E and damage inflicted of 3E). 3aterial Focus* dagger of power used to car(e the seals.
possibly brea"ing the technique. This state will persist for 3 round per le(el. The illusion is bro"en if the target becomes panicked or is co7ering, and brea"s upon being attac"ed. The subject will be able to defend normally, but if the illusion had reached the third stage, will lose its +exterity bonus to +efense against the first attac". The outward appearance of the subject will be altered so that a thin sheet of roc" forms o(er its s"in and co(ers it more and then completely in the third stage, ma"ing it loo" as though it had been petrified. This technique can be dispelled. )reatures of le(el 9 or higher gain a GE bonus to resist the illusion.
Tar3et: 1ne li(ing creatureL Duration: 1ne minuteL Sa&in3 Thro-s: *ill negatesL Cha,ra Resistance: @esL Cha,ra Cost: 38. The user creates a one4minute long illusion for the target to endure, if it fails its sa(ing throw. The subject is completely non4responsi(e while under the illusion and unaware of its surrounding, but any offensi(e action (such as a technique or damage from any source) will immediately awa"en the subject. The target cannot be the target of this technique more than once e(ery 8E hours, regardless whether it failed or succeeded the sa(ing throw. This technique can be dispelled.
as it !falls! deeper towards the pits below at staggering speeds, and suffers 0d0 points of nonlethal damage. The third and last round, the target is swallowed in the dar" fire and torn apart by countless, bloodthirsty (ines. -t is unable to act still and suffers 38d0 points of nonlethal damage. -f the target is still conscious, it must ma"e a second *ill sa(e to a(oid being ta"en by irrational fear and co7ering for 3dE rounds. The target is (ery unli"ely to be still and silent unless paraly/ed and mute, while under the effects of the technique. ny outside source of damage brea"s the illusion immediately. blind creature is immune to this technique. This technique can be dispelled by an outside source. Note* ,ollowing the optional rules for stac"ing nonlethal damage, the technique deals 8d0, Ed0 and 0d0 nonlethal damage on rounds 3, 8 and 7 respecti(ely.
subject will be bound in a "neeling position by the illusion, chains in its mind's eyes, and subject to horrible torture as the illusion is maintained. The subject will be unable to ta"e any actions until the technique ends and will suffer 3d36 points of damage per round. ny damage from an outside source will immediately end the technique. This technique can be dispelled. The subject will remain aware of its surrounding during the illusion. This technique is a sound4based illusion, and deaf creatures are immediately immune to it. 3aterial Focus* musical instrument of any type.
*ill sa(e, in which case it suffers 8d0 points of damage, which cannot reduce the target below 6 (and thus not "ill it). The target must sa(e against the technique e(ery 36 minutes.
textL Duration: 3 hour (+)L Sa&in3 Thro-s: *ill disbeliefL Cha,ra Resistance: &oL Cha,ra Cost: 7. The technique alters the perception of all creatures within 76 feet of the user when the technique was used. The effects last an hour and nothing immediately happens. But for one round per le(el afterwards, the user may, by concentrating for a mo(e4equi(alent action2 color items in a 34foot cube each round, chill, warm, or fla(or 3 pound of nonli(ing material, and create small objects. The illusions created cannot hinder the concentration or deal damage in any way, and objects created with this technique loo" crude and artificial. The illusory objects are only that, illusion, and will dispell upon contact if disturbed, and therefore cannot be used as tools or weapon. )reatures mo(ing inside the area of the technique afterwards are not affected and cannot see or feel the illusions. The illusions cannot create a radical change, such as ma"ing a blac" surface white, creating lighting or ma"ing water tasting li"e wine, but are not otherwise limited. The effects can be dispelled normally, but only for a single creature. -t is often used as a do4all for shinobi to aid in e(eryday tas"s and spice up life (or food) on the field. )reature sensing cha"ra will sense a spi"e of acti(ity equal to the technique's cost e(ery time an illusion is created, but will be unable to determine what it was. fter the period where the user may create or edit illusions, they cannot be altered unless the illusion itself is altogether dispelled.
The user ta"es on the chosen creature's personality and beha(ior while the technique lasts, but is still conscious and will remember e(erything that has happenned. -f the user has not "ept in touch with the chosen creature and is not within the range of its )ha"ra .ignature, he will ta"e on the chosen creature's abilities from his memories, at the le(el and condition it was at (e(en if the user was not fully aware of the creature's abilities). 1nce the technique expires, the user's hit points return to normal, at 56= of its maximum (or below if his pre(ious total was at that le(el) and reco(ers all of his normal abilities and techniques. $e must also succeed a ,ortitude sa(e (+) 85) to a(oid suffering 3d0 points of )ha"ra )oil damage. The user cannot personify the same creature more than once a wee". G/ Cost* 85 M; per hit dice of the personified creature.
affects unattended objects. The target may also ma"e a ?eflex sa(e to a(oid sufferring full damage, at a 4E penalty, but may not ta"e no damage on a successful sa(e with abilities such as #(asion or -mpro(ed #(asion. The bomb may be defused through the obscure method of channeling cha"ra into the subject by simply touching it and ma"ing a )ha"ra )ontrol chec" (+) 76), and spending 86 points of cha"raL the subject may also perform this feat itself without requiring to touch itself. -f the target was an object, it does not recei(e a sa(e. The user can only target unattended objects. The user may also choose to defuse his bomb at any time, by spending a mo(e4equi(alent action concentrating and no cha"ra. The user suffers a 86= chance of failure when trying to perform this technique blinded. :i"ewise, using the user's off4hand to perform the technique implies a 4E penalty. 3aster) #(ery step of mastery in this technique reduces the time it ta"es for the bomb to detonate by 3 round. The user can choose to not use his full le(el of mastery and is not forced to reduce the detonation time by any amount.
8E)LTime: 3 attac" actionL Components: ), $L Ran3e: ;ersonalL Tar3et: @ou (see text)L Duration: 3 round (see text)L Sa&in3 Thro-s: *ill partialL Cha,ra Cost: 0. This forbidden and extremely dangerous technique was designed to force one's opponent into a trap by pouring terrifying images from !hell! with a simple glare. ?epeated use of this technique can e(en dri(e a creature to insanity. ny creature that meets the user's ga/e for the duration of this technique must suffer a *ill sa(e or be panicked for 8d0G3 rounds and suffer 3dE point of temporary *isdom damage. -f the sa(e was instead a success, the creature will be shaken for 3dE rounds instead. Blind creatures or creature immune to fear are not affected by this technique.
Ran,: 36 ( 4)lass)L 4earn DC: 85, E successL Per5orm requirements: 37 ran"s (+) 8I)L Time: 3 full4round actionL Components: ), $L E55ect: 364ft. wide by 364ft. tall wallL Duration: 3 roundNle(el (+)L Sa&in3 Thro-s: ,ortitude partial (see text)L Cha,ra Resistance: @es (see text)L Cha,ra Cost: 38. This technique creates a powerful barrier in front of the user that instantly repels any creature ma"ing direct contact with it. The barrier is completely transparent and requires one to be able to (ee Chakra, (ee Through Chakra or ma"e a .pot chec" (+) 86) to detect it. ny creature ma"ing contact with the barrier suffers 3d0 point of )ha"ra and ,ire damage per round as long as it maintains contact, and will be unable to go through, as though it was facing an indestructible wall. This technique does not, howe(er, bloc" inanimate objects and will pro(ide no protection against melee or ranged armed attac"s, and neither will it bloc" any technique. *hile this technique is (ery useful to stop a pursuing foe, the user is still affected by his own barrier. )ha"ra resistance negates the damage but does not allow passage of li(ing creatures.
Ran,: 5 ()4)lass)L 4earn DC: 39, 8 successL Per5orm requirements: 0 ran"s (+) 39)L Time: 3 attac" actionL Components: ), .L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Tar3et: 1ne creatureL Duration: 8 rounds (see text)L Sa&in3 Thro-s: *ill negate (.ee text)L Cha,ra Resistance: @esL Cha,ra Cost: 5. The subject is gi(en the illusion that the ground (anishes under its feet and suddenly finds itself high in the air. The unsettling feeling that the subject is falling forces it to ma"e a *ill sa(e to resist the illusion. 1n a failed sa(e, the target will be fro/en by fear for 3 round, unable to act but able to defend normally. The target must ma"e a second *ill sa(e next round to a(oid falling prone and being nauseated for 3 round. This technique cannot be dispelled, and cannot be used twice on the subject within a 8E hours period.
Ran,: 5 ()4)lass)L 4earn DC: 39, 8 successL Per5orm requirements: 0 ran"s (+) 39)L Time: 3 full4round actionL Components: ), $, >asL Ran3e: 6 feetL E55ect: 864ft. radius pri(acy /one centered on the userL Duration: )oncentration plus 3 minuteNle(el (+)L Sa&in3 Thro-s: *ill disbelie(e (see text)L Cha,ra Resistance: &oL Cha,ra Cost: E. This technique creates a /one of pri(acy around the user. ny ordinary creature, as well as creatures without a cha"ra reser(e or with no ran" in the )ha"ra )ontrol s"ill are affected by this technique. The user can only concentrate on this technique until he first lea(es the pri(acy /one, which does not mo(e with him. ffected creatures automatically ignore unusual sightings and sounds from within the pri(acy /one, writing it as perfectly normal and not worthy of any attention, and will always try to a(oid stepping into the pri(acy /one, or if forced within, try to lea(e as soon as possible. #ach round spent inside the pri(acy /one allows a creature to sa(e in order to disbelie(e it. ny effect that causes an affected creature damage, or extremely loud or (isual e(ents, such as a bomb, will not be ignored and the affected creature may attempt to disbelie(e the technique each time one such e(ent occurs. This technique cannot be dispelled. 3aster) The first, third and fifth step of mastery increase the radius of the pri(acy /one by 36 feet.
to acti(ate the seal, and it will recite the message to whiche(er creature with the specified signature when it touches it. 1nce the message is complete, the user will be warned regardless of his present location, as the lin" is bro"en, and the seal fill fade out of existence. E.penda0le Components* 1ne ad(anced seal.
water, at the user's choice. $e also cannot control any other sort of clone while using this technique (including simple ,unshins or Tajuu !age ,unshins). simple usage of this technique without adding to the cost (5) creates one mi5u 0unshin. -n addition, if a 3i5u ,unshin sur(i(es a &aiton technique, he will deal an additional point of electricity damage per ran" of the technique on all melee attac"s for 3dEG3 rounds afterwards. creature that can see through chakra will be able to ta"e not that the body is in fact water and will be able to tell the clone from the original. 3aster) *ith the third step of mastery in this technique, the user is able to create clones of one si/e category smaller than himself using only half the required water. .i/e bonuses and penalties apply normally. *ith the fifth step of mastery in this technique, the user can change the appearance of his clone at will, including the equipment it carriers (this technique may replicate any simple gear such as a leather jac"et or a "atana, but not weapons such as firearms or platemail armor). 3aterial Focus* body of water nearby containing half the user's body weight in litres of water.
creature who used the Tadayou technique prior to mo(ing into the capture field is unaffected. 3aster) The third step of mastery in this technique allows the user to increase the area to a 354ft. square by increasing the cha"ra cost to 0. The fifth step allows the technique to co(ers a 864ft. square for a cost of 9.
Duration: 3 roundNle(el (+)L Sa&in3 Thro-s: &oneL Cha,ra Resistance: @esL Cha,ra Cost: 0. Csing this ad(anced (uiton hidden waterfall ninjutsu, the user creates a solid water blade with his own )ha"ra. The mi5ukiri appears in the user's hand and bears the same characteristics as a ninja$to, in which the user is automatically proficient. The blade also deals an additional 8 points of water damage upon a successful attac". 1nce the blade lea(es the user's hand, is destroyed or the duration expires, it turns bac" into water. ttac"s with the mi5ukiri count as cha"ra4enhanced to bypass damage reduction. 3aterial Focus* small (at least 36 litres) source of water nearby.
Ninjutsu (3okuton) [!usagakure Hijutsu: 8ood] Ran,: I (B4)lass)L 4earn DC: 83, E successL Per5orm requirements: H ran"s (+) 88)L Time: 3 attac" actionL Components: $L Ran3e: ;ersonalL Tar3et: @ouL Duration: )oncentration, plus 3 roundNle(el (+L see text)L Sa&in3 Thro-s: &oneL Cha,ra Cost: 9. Csing this technique, the user is able to merge with nature itself and tra(el through trees. This technique lasts as long as the user concentrates and e(en longer, but will instantly be dismissed if he enters a square with no tree. s a full4round action, the user can enter a tree and mo(e through its roots towards other three. s long as he is within the tree, the user himself cannot be damaged, but suffers any point of damage the tree he is currently occupying would. $e may tra(el through so"t or "irm ground at his standard mo(ement rate as a full4round action, but cannot resurface until he reaches another tree. $e may freely occupy the same square as a tree and attac" feature with his standard range. $e may also hide within a tree of his si/e or larger, ma"ing it absolutely impossible to spot him (creatures ta"e a 486 penalty to spot chec"s.)
-f the user so wish, he can command the (ines to constrict the target as a mo(e4equi(alent action once per round, as long as he is within range. +epending on how many (ines hit, the damage is adjusted accordingly.
Num!er o5 7ines 7 or less E40 I4H 36 or more Dama3e Dea't 3dE 3d0 8d0 8d9
3aster) -n addition, the second, fourth and fifth step of >astery grant the user a G3 bonus to hit with the (ines each. 3aterial Focus* tree one or more si/e category larger than the target.
effect of a technique aimed to destroy the wall). )reatures that succeed the *ill sa(e still cannot see beyond the wall but can go through without problem. The effects of this %enjutsu can be dispelled.
Taijutsu (Training9 re'uires (hunpo (t)) Ran,: 33 (B4)lass)L 4earn DC: 85, 7 success. *hile in the .hunpo stance, the user gains an additional leap per mo(e action while not hustling. *hile hustling, the user gains additional leaps equal to one4half his character le(els (total 3.5 times his character le(el).
Ran,: E ()4)lass)L 4earn DC: 3I, 8 successL Per5orm requirements: 5 ran"s (+) 3I)L Time: 3 full4round actionL Components: ), $L Ran3e: ;ersonalL Tar3et: @ouL Duration: 3 minuteNle(el (+)L Sa&in3 Thro-s: &oneL Cha,ra Cost: E. Cpon completion of this technique, the user is able to tra(el safely lea(ing little trace of his passage. *hen attempting to trac" him down using the Trac" feat or .ur(i(al s"ill, the +) is increase by 3 per le(el of the user (maximum G36). Though the duration of the technique is timed in minutes, the effects on the trac"s left while it is acti(e is permanent.
+uryou Sai,you Ryuu: Re,,a *oha U'timate Destruction Sty'e: $'a:in3 Dar, 9in3s#
Ninjutsu (!aton) [Fire: 3i0u Clan !injutsu] Ran,: 0 (B4)lass)L 4earn DC: 86, 5 successL Per5orm requirements: 9 ran"s (+) 83)L Time: 3 full4attac" actionL Components: ,, #, >asL Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Resistance: @esL Cha,ra Cost: 9. The user's cha"ra ta"es the shape of a crimson bird of prey that di(es at his enemy. The user ma"es a single ranged attac" with his held weapon against a target in range. -f it hits, the attac" deals weapon damage plus 7d0 points of fire damage (not multiplied on a critical hit). The user ta"es 7d0 points of damage from performing this technique. This technique can be performed as an attac" action with the (uccessor o" the 3ur)ou (aik)ou &)uu feat. Empo7er The user may spend an additional 3 point of cha"ra to increase the fire damage dealt by 3d0, up to 3d0 per le(el or 36d0. #ach additional damage die deals the user 3 point of damage. 3aster) *ith the third step of mastery in this technique, the user no longer suffers damage when
performing this technique. *ith the fifth step of mastery in this technique, the user no longer suffers damage from empowering this technique. 3aterial Focus* The user's held weapon.
+uryou Sai,you Ryuu: Re,,a Shirohane U'timate Destruction Sty'e: 9hite )eathery $'ast#
Ninjutsu (!aton) [Fire: 3i0u Clan !injutsu] Ran,: H ( 4)lass)L 4earn DC: 8E, 0 successL Per5orm requirements: 38 ran"s (+) 80)L Time: 3 full4attac" actionL Components: ,, #, >asL Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L Area: 764ft.4radius burstL Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex halfL Cha,ra Resistance: @esL Cha,ra Cost: 3E. The user creates a predator bird of sil(er fire which crashes into his foes in a tremendous inferno. #ach creature in the area of effect suffers Hd0 points of fire damage, hal(ed with a ?eflex sa(e. Cnattended objects are damaged and combustibles are ignited by this technique. The user ta"es 5d0 points of damage from performing this technique. This technique can be performed as an attac" action with the (uccessor o" the 3ur)ou (aik)ou &)uu feat. Empo7er The user may spend 3 point of cha"ra to increase the damage by 3 die, up to 3d0 per le(el or 35d0. #ach additional damage die deals 3 point of damage to the user. 3aster) *ith the third step of mastery in this technique, the user no longer suffers damage when performing this technique. *ith the fifth step of mastery in this technique, the user no longer suffers damage from empowering this technique. 3aterial Focus* The user's held weapon.
+uryou Sai,you Ryu / Sei5uu Hoe,o U'timate Destruction Sty'e / Roar o5 the 9in% Ti3er#
Ninjutsu (Fuuton) [3i0u Clan !injutsu: 8ind] Ran,: 9 ( 4)lass)L 4earn DC: 87, 0 successL Per5orm requirements: 33 ran"s (+) 85)L Time: 3 full4attac" actionL Components: ,, #, >asL Ran3e: 76 feetL Area: )one4 shaped burstL Tar3et: Cp to fi(e creaturesL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude half, ,ortitude partial (see text)L Cha,ra Cost: 30 (see text). The wind tiger roars and pounces on its enemies, tearing them to shred. #ach creature in the area of effect suffers 0d0 points of wind damage, hal(ed with a ,ortitude sa(e. #ach affected creature will be deafened for 3d0 rounds, and up to 0 creatures in the area of effect can be targeted with a melee attac" with the user's held weapon at his highest attac" bonus, dealing half his weapon damage as wind damage. &o
creature can be hit more than once, and the attac"s cannot score a critical hit. The user can deal himself 5d0 points of damage to create a (ile tiger that deals normal weapon damage damage instead of half. -n this case, the technique gains the negati(e energy descriptor and deals half negati(e energy, half wind damage. This technique can be performed as an attac" action with the (uccessor o" the 3ur)ou (aik)ou &)uu feat. Empo7er The user may spend 3 point of cha"ra to increase the damage of the cone attac" by 3d0, up to 3d0 per le(el or 36d0. #ach additional damage die deals 3 point of damage to the user. 3aster) *ith the third step of mastery in this technique, the user no longer suffers damage from creating a (ile tiger. *ith the fifth step of mastery in this technique, the user no longer suffers damage from empowering a dragon of blood. 3aterial Focus* The user's held weapon.
+uryou Sai,you Ryu / Sei5uu +ou,o U'timate Destruction Sty'e / 9i'% Ti3er 9in% Incarnation#
Ninjutsu (Fuuton) [3i0u Clan !injutsu: 8ind] Ran,: 5 (B4)lass)L 4earn DC: 3H, 5 successL Per5orm requirements: I ran"s (+) 86)L Time: 3 full4attac" actionL Components: ,, #, >asL Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex negate (see text)L Cha,ra Cost: 9 (see text). The wind tiger pounces on its enemy and rips it to shreds in an instant. The user ma"es a melee attac" with his held weapon against any enemy within range. -f it hits, the attac" deals normal weapon damage, half that damage being wind damage. The user can deal himself 7d0 points of damage to deal an additional 8d0 points of wind damage to the target, ?eflex sa(e negates. This technique can be performed as an attac" action with the (uccessor o" the 3ur)ou (aik)ou &)uu feat. Empo7er The user may spend 3 point of cha"ra to increase the extra wind damage by 3d0, up to 3d0 per le(el or 9d0. #ach additional damage die deals 3 point of damage to the user. 3aster) *ith the third step of mastery in this technique, the user no longer suffers damage from dealing extra wind damage. *ith the fifth step of mastery in this technique, the user no longer suffers damage from empowering the extra wind damage. 3aterial Focus* The user's held weapon.
+uryou Sai,you Ryuu: Suiha Ryuu3o,utou U'timate Destruction Sty'e: Ra3in3 9ater Dra3on#
Ninjutsu ((uiton) [3i0u Clan !injutsu: 8ater] Ran,: 5 (B4)lass)L 4earn DC: 3H, 5 successL Per5orm requirements: I ran"s (+) 86)L Time: 3 full4attac" actionL Components: ,, #, >asL Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 9 (see text). This technique creates a powerful dragon to destroy anyone who stands in its way. The user creates a (icious water dragon and ma"es a melee attac" with it against a single creature within range with his held weapon, using any modifier it gains from wielding that weapon (such as weapon focus or a weapon enhancement). -f it hits, it deals weapon damage as water damage and forces the target to ma"e a ,ortitude sa(e to a(oid being stunned for 3 round afterwards. This attac" cannot score a critical hit. The user can deal himself 7d0 points of damage to ignore the water part of the material focus component and create a dragon of blood instead. The dragon deals acid damage as well as an extra 3d0 points of acid damage, and this technique gains the acid descriptor. This technique can be performed as an attac" action with the (uccessor o" the 3ur)ou (aik)ou &)uu feat. Empo7er The user can spend an additional 3 point of cha"ra to increase the damage by 3 die, up to 3d0 e(ery 8 le(els or 5d0. -f the dragon is a blood dragon, the user deals himself an additional damage die for e(ery die the technique is empowered with. 3aster) *ith the third step of mastery in this technique, the user no longer suffers damage from creating a dragon of blood. *ith the fifth step of mastery in this technique, the user no longer suffers damage from empowering a dragon of blood. 3aterial Focus* The user's held weapon and a small (at least 86 litres) source of water nearby.
+uryou Sai,you Ryuu: Suiha Shichihouryuu U'timate Destruction Sty'e / Se&en )'o-in3 9ater Dra3ons#
Ninjutsu ((uiton) [3i0u Clan !injutsu: 8ater] Ran,: 9 ( 4)lass)L 4earn DC: 87, 0 successL Per5orm requirements: 33 ran"s (+) 85)L Time: 3 full4attac" actionL Components: ,, >asL Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Tar3et: 1ne or more creaturesL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 30. s the lower tier technique of the water style, this technique creates se(en ferocious water dragons to destroy his foes.
s (uiha &)uugokutou, except the user creates I water dragons instead. #ach dragon must hit with a melee attac" with the user's held weapon at a 45 penalty, using any modifier it gains from wielding that weapon (such as weapon focus or a weapon enhancement), and deals deals half weapon damage as water damage, and cannot score a critical hit. The target must ma"e a ,ortitude sa(e to a(oid suffering an extra 3d0 points of water damage for each dragon that hit. -f hit by multiple dragons, the target only ma"es one sa(e. The user can deal himself 5d0 points of damage to ignore the water part of the material focus component and create a dragon of blood instead. The dragon deals acid damage as well as an extra 3d0 points of acid damage, and this technique gains the acid descriptor. This technique can be performed as an attac" action with the (uccessor o" the 3ur)ou (aik)ou &)uu feat. Empo7er The user can spend an additional 3 point of cha"ra to increase the damage dealt by each water dragon by 3d0 water damage, up to 3d0 e(ery 8 le(els or 36d0. This bonus damage cannot be applied more than once to a single creature. -f the dragon is a blood dragon, the user deals himself an additional damage die for e(ery die the technique is empowered with. 3aster) *ith the third step of mastery in this technique, the user no longer suffers damage from creating a dragon of blood. *ith the fifth step of mastery in this technique, the user no longer suffers damage from empowering a dragon of blood. 3aterial Focus* The user's held weapon and a small (at least 86 litres) source of water nearby.
+uryou Sai,you Ryu: Tsui no Hi,en / $ya,,o U'timate Destruction Sty'e: Succession Technique / $ya,,o#
Ninjutsu (Fuuton) [3i0u Clan !injutsu: 8ind] Ran,: 38 (.4)lass)L 4earn DC: 89, I successL Per5orm requirements: 30 ran"s (+) 78)L Time: 3 full4attac" actionL Components: >, ,, #, >asL Area: 564ft.4radius burst centered on the userL Duration: -nstantaneous (see text)L Sa&in3 Thro-s: ?eflex half, *ill negate (see text)L Cha,ra Cost: 86. The succession technique of the *ind style personifies the terrible and unforgi(ing power of the guardian of the #ast, Bya""o. #ach creature in the area of effect suffers Id0 points of wind damage, and the user's held weapon damage as half normal damage and half wind damage, negated on a successful ?eflex sa(e. creature that succeeds a ?eflex sa(e becomes fro/en in place and suffers Id0 points of damage G3 per le(el, hal(ed with a successful ,ortitude sa(e. The user suffers Id0 points of damage from performing this technique. This technique can be performed as an attac" action with the (uccessor o" the 3ur)ou (aik)ou &)uu feat.
Empo7er The user may spend 3 point of cha"ra to increase the wind damage by 3 die, up to 3d0 per le(el or 39d0 total. #ach additional damage die deals 3 point of damage to the user. 3aster) *ith the third step of mastery in this technique, the user no longer suffers damage when performing this technique. *ith the fifth step of mastery in this technique, the user no longer suffers damage from empowering this technique. 3aterial Focus* The user's held weapon.
+uryou Sai,you Ryuu: Tsui no Hi,en / Seiryuu U'timate Destruction Sty'e: Succession Technique / Seiryuu#
Ninjutsu ((uiton) [3i0u Clan !injutsu: 8ater] Ran,: 38 (.4)lass)L 4earn DC: 89, I successL Per5orm requirements: 30 ran"s (+) 78)L Time: 3 full4attac" actionL Components: >, ,, #, >asL Area: 764ft. radius spread centered on the user (.)L Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex partial, ,ortitude halfL Cha,ra Cost: 86. The succession technique of the *ater style embodies the unstoppable power of water and the guartian of the *est, .eiryuu. The user ma"es a single melee attac" against each target in the area of effect. -f it hits, the attac" deals weapon damage as water damage, plus 5d0 points of water damage and must ma"e a ?eflex sa(e. 1n a failed sa(e, the affected creature is "noc"ed in the air 36 feet and slammed down by an angry water dragon, suffering 5d0 points of water damage, ,ortitude hal(es, as well as falling damage (7d0 points.) The attac" cannot score a critical hit. The user ta"es Id0 points of damage from performing this technique. This technique can be performed as an attac" action with the (uccessor o" the 3ur)ou (aik)ou &)uu feat. Empo7er The user may spend 8 point of cha"ra to increase the water damage from both sources by 3 die, up to 3d0 per le(el or 86d0 total. #ach additional damage die deals 3 point of damage to the user. 3aster) *ith the third step of mastery in this technique, the user no longer suffers damage when performing this technique. *ith the fifth step of mastery in this technique, the user no longer suffers damage from empowering this technique. 3aterial Focus* The user's held weapon and a large (at least 866 litres) source of water nearby.
opponents. #(en when attac"ed, he will still remain obli(ious to his surrounding. $e loses his dexterity bonus to defense towards any creature he does not recogni/e as an enemy, and cannot ma"e :isten or .pot chec"s to detect approaching foes. $e fights to the best of his ability any creatures he recogni/es as an enemy and, once that group or indi(idual are dealt with or untouchable, he stays still in the same place until the technique ends or he dies. Though while completely obli(ious to any outside threat, the user still isn't considered helpless. The user cannot be reasoned with, and any attempt at using diplomacy to calm his anger is inefficient.
Area: E64feet4radius emanation (.)L Duration: -nstantaneous plus 3 minuteNle(el (see text)L Sa&in3 Thro-s: *ill negate (see text)L Cha,ra Resistance: @esL Cha,ra Cost: H. This technique is exactly the same as >ukusui no >utsu, except that it targets a whole area and the target falls asleep after its next turn unless the technique was dispelled. The (ictims ha(e the impression that pure white feathers are falling from the s"y for the duration of the technique. .ubjects with hit dice o(er 36 gain a G3 bonus to *ill sa(es made to resist this technique, G8 at le(el 35 and G7 at le(el 86. This technique can be dispelled.
Nen Desire#
Chakra Control ((pirit9 &e'uires (atori (#E "eet) (a)9 [3uramasa Hijutsu] Ran,: 7 ()4)lass)L 4earn DC: 30, 7 successL Per5orm requirements: E ran"s (+) 30)L Time: 3 attac" actionL Components: )L Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L Tar3et: 1ne creature with a )harisma score of at least 7L Duration: )oncentration (up to 3 roundN8 le(el) plus 3 roundL Sa&in3 Thro-s: *ill negatesL Cha,ra Resistance: @esL Cha,ra Cost: 0. Csing this technique, the user forces any one of the following commands per fifteen le(el (minimum 3) into the subject, which it must follow unless it succeed the *ill sa(e, for as long as the technique is maintained. -t can also ma"e an additional *ill sa(e at a 4E penalty e(ery round in order to brea" free from the technique. Approach* 1n the subject's turn, the subject mo(es toward the caster as quic"ly and directly as possible. The subject may do nothing but mo(e during his turn, and he incurs attac"s of opportunity for this mo(ement as normal. +rop* 1n the subject's turn, he drops whate(er he is holding. The subject can't pic" up any dropped item until his next turn. Fall* The subject immediately falls to the ground and remains prone. $e may act normally while prone, but ta"es any appropriate penalties. Flee* 1n the subject's turn, he mo(es away from the caster as quic"ly as possible. The subject may do nothing but mo(e during his turn. Halt* The subject stands in place. The subject may not ta"e any actions, but may defend himself normally.
Training (Taijutsu9 &e'uires (trength rank # (a) and Taijutsu D ranks) Ran,: E (B4)lass)L 4earn DC: 39, 7 successL Components: M, >as. The character gains the .trength ran" 8 extraordinaty ability. 3aster) t the fifth step of mastery, the character may acti(ate his strength ran" 8 ability for up to 5 rounds e(ery day without paying cha"ra. The ability does not need to be used 5 rounds in a row, but begins to cost cha"ra after the fifth round. This does not stac" with mastery granted by other .trength ran" training techniques. E.penda0le Components* .pecific nutritional supplements (equi(alent price ;urchase +) 30).
1ne bonded creatureL Duration: #ncounterL Sa&in3 Thro-s: *ill negates (harmless)L Cha,ra Resistance: @es (harmless)L Cha,ra Cost: (see text). Csing this technique, the user is able to strengthen a creature he has been bonded with by Fuinjutsu* Ninjou !an. t the cost of 8 point of cha"ra, the user is able to grant the creature a G3 bonus to attac" and weapon damage rolls or a G3 dodge bonus to +efense and ?eflex sa(es, up to G8 for E points of cha"ra (choose one). creature can only be affected by one of the abo(e effects at a time.
seclusion, but sound will not. -t will reappear in the square it occupied when the technique expires, in the exact same condition it was in when it was first affected, or the nearest unoccupied space (determined randomly if necessary). The subject can attempt to escape the /one by using a .pacetime technique with the Teleportation descriptor, but must succeed on another *ill sa(e for each attempt it ma"es, or the technique fails to function. The cha"ra cost is 85 if the user performs this technique on himself. Empo7er The user can spend 5 cha"ra to allow the subject to still see creatures and e(ents unfold as though it still occupied the space it departed from, but be unable to hear or to interact with them in any way, nor will it be affected by them in any physical way.
hours. The weapon gains a G8 bonus to attac" rolls against targets affected by the >unka5e no >utsu technique or that are (ulnerable to fire damage. $ (licing (8ind a""init): 8ind descriptor)* The slicing weapon ignores up to 35 points of hardness or damage reduction and automatically confirms critical hits. The effect ends after the weapon successfully hits E times. The weapon gains a G8 bonus to attac" rolls against targets affected by the &aidate no >utsu technique or that are (ulnerable to wind damage. $ Free5ing ( ce a""init): ce descriptor)* The free/ing weapon reduces the hardness and damage reduction of objects or creatures it stri"es by 3 for 5 rounds. #ach hit reduces the hardness and damage reduction further by 3, up to a maximum of 36, but does not refresh the effect. The weapon gains a G8 bonus to attac" rolls against targets affected by the (oukou no >utsu technique technique or that are (ulnerable to cold damage. $ (lo7ing (8ater a""init): 8ater descriptor)* The slowing weapon reduces the +efense of the creature it hits by 3 for 8 rounds. #ach hit further reduces the target's +efense by 3, maximum 45. The effect ends after the weapon successfully hits 5 times. The weapon gains a G8 bonus to attac" rolls against targets affected by the Enkoudate no >utsu technique technique or that are (ulnerable to water damage. 3aster) *ith the first step of mastery in this technique, the object remains imbued e(en when dropped as long as it is not mo(ed further than 5 feet away from the user. *ith the third step of mastery in this technique, it can be performed on normal objects, regardless of material composition or enhancement seals. *ith the fifth step of mastery in this technique, the object can be imbued with a certain element (see abo(e). The fifth step of mastery can only be acquired at #): 38 or higher. 3aterial Focus* thorium, ironium or containment weapon or object.
ttaching threads to an object is a ranged touch attac". The cha"ra threads can reach up to a maximum of 5 range increments, each range increment causing a cumulati(e 48 penalty to all chec"s made with the threads, as well as attac" rolls when used to deli(er an attac". The user does not apply his or her .trength modifier to damage. #ach time an object is used to deli(er damage, the user must ma"e an -ntelligence chec" (+) 86) to a(oid losing his grip on it until the beginning of his next turn. )ha"ra threads ha(e a +efense equal to a >edium4si/e carried object, are only subject to slashing attac"s that bypass cha"ra4based damage reduction or attac"s that deal cha"ra damage, and are not affected by area effects. ,urthermore, se(ering cha"ra threads attached to multiple objects, such as puppets, will only disconnect the user from the object that thread was controlling. .e(ered cha"ra threads can be reformed as a swift action while the technique is acti(e, but still cost cha"ra. >ore than one cha"ra thread can be connected to a single object or puppet, limited by the number of objects that class of threads can control. The user cannot use two different classes of cha"ra threads at the same time. Csing cha"ra threads requires both hands free. +$Class (# chakra)* The cha"ra threads can be used to manipulate objects as a rope and has a range increment of 36 feet. The threads can also be used to deli(er disarm or trip attempts within 36 feet at a G8 circumstance bonus, without ris"ing being disarmed or tripped on a failed chec". >anipulating objects with these cha"ra strings is difficult and ha/ardous, and gi(es a 4E penalty to attac" rolls and any chec"s requiring precision. The +4)lass cha"ra threads ha(e I hit points and can control up to 8 objects or puppets, though each must be controlled indi(idually. The puppeteer cannot control more puppets than his ;uppetry and d(anced ;uppetry abilities would normally allow in this manner. C$Class (< chakra)* These cha"ra threads can be used to manipulate objects as though with a wea" tele"inetic force, allowing the user to nudge forward, pull and mo(e objects sideways, and has a range increment of 86 feet. The threads can be used to deli(er disarm and trip attempts within 35 feet, but still gi(e a 48 penalty to attac" rolls and chec"s requiring precision. The .pot chec" difficulty class to see )4)lass cha"ra threads is 35. The threads ha(e 33 hit points and can control up to 7 objects or puppets. ,$Class (? chakra)* The cha"ra threads can be used to manipulate objects as though with a tele"inetic force, increasing the user's effecti(e strength score by 8 when lifting and mo(ing objects with cha"ra threads, and ha(e a range increment of 76 feet. The cha"ra threads can be used to deli(er trip and disarm attempts within 86 feet. The .pot chec" difficulty class to see B4)lass cha"ra threads is 86. The threads ha(e 35 hit points and can control up to E objects or puppets. A$Class (@ chakra)* These high4class cha"ra threads can be used to manipulate objects as aptly as a human hand might, allowing the user to push, pull and mo(e objects easily and
with an effecti(e strength score increased by 5 when lifting and mo(ing objects, and ha(e a range increment of 56 feet. The threads can deli(er trip and disarm attempts within 76 feet. The .pot chec" difficulty class to see 4)lass cha"ra threads is 85. The threads ha(e 86 hit points and can control up to 5 objects or puppets. 3aster) #ach step of mastery grants a G3 bonus to touch attac"s to attach strings to inanimate objects. The first step of mastery ta"es fi(e times the normal amount of time to learn and allows the character to create )4)lass cha"ra threads. The second step of mastery allows this technique to be performed as a mo(e action three times per encounter. The third step of mastery ta"es ten times the normal amount of time to learn and allows the character to create B4)lass cha"ra threads. The fourth step of mastery allows this technique to be performed as a swift action three times per encounter. The fifth step of mastery ta"es twenty times the normal amount of time to learn and allows the character to create 4)lass cha"ra threads.
shadow, for example, could !gi(e birth! to 5 "agemusha). -f the "agemusha isn't within 76 feet of a shadow at any gi(en time, it will fade away and be destroyed immediately. ,or each "agemusha created, the user suffers 3 point of damage. .ee )reatures and &;)s for details on "agemusha statbloc" entry.
1nce per day, this technique can be used as an instant action immediately after performing a %enjutsu technique. 3aster) The second and fourth step of mastery allow this technique to be used an additional time per day as an instant action.
-f used twice on the same target, its effect o(erlapseJrather than stac"ing, use the user whose technique was mastered the highest. 3aster) #(ery step of mastery increases the +) by 3 when performing the technique as a full4 round action, and by 8 when performing the technique in 3 minute (maximum G5 or G36). 3aterial Focus* +isposalN,orensics 'it.
creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 8. This rudimentar) ninja skill in-ol-es little more than the user thro7ing man) shuriken 7ith little concern "or accurac) or precisionF The user throws up to 3 shuri"en, plus 3 e(ery 8 le(el (maximum 5) at a single target within range. #ach shuri"en is thrown at the user's highest base attac" bonus 43 per shuri"en thrown. ;enalties for range still apply. The shuri"en deal normal damage, without the user's .trength modifier or other bonus that may normally apply, such as weapon speciali/ation or the precision ability of the .huri"en #xpert. negati(e .trength modifier still incurs a penalty. 3aterial Focus* Two or more shuri"en.
Ninpou: Shuri,en(utsu / Reppurenshou Nin(a Art: Shuri,en S,i'' / )ierce .a'e Crusher#
Ninjutsu (Fuuton9 re'uires 0ase attack 0onus B?: &eppushou (<) and (hurikenjutsu $ Nageriki (#)) [Com0ination: 8ind] Ran,: E ()4)lass)L 4earn DC: 88, 3 successL Per5orm requirements: 5 ran" (+) 3I)L Time: 3 full4attac" actionL Components: >, ,L Ran3e: Thrown weaponL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Resistance: &oL Cha,ra Cost: E. The user ma"es a single attac" with a thrown weapon followed by a reppushou to increase its potency. -f the attac" hits, it deals an additional 8d0 points of damage and gains a G3 bonus to weapon damage rolls. The range increment for that attac" increases by one4half (stac"s with ,ar .hot to double the range). 3aterial Focus* thrown weapon.
Ninpou: Shuri,en(utsu / Taren,en Nin(a Art: Shuri,en S,i'' / .reater Shuri,en $arra3e#
Taijutsu ((trike9 re'uires Ninpou* (hurikenjutsu $ &enken (<)) Ran,: 9 ()4)lass)L 4earn DC: 83, 8 successL Per5orm requirements: H ran"s (+) 83)L Cha,ra Cost: 5. s Ninpou* (hurikenjutsu $ &enken except as abo(e and as follow. The user throws up to
8 shuri"en, plus 3 e(ery 8 le(el (maximum 36) instead, and suffers a 43 penalty to attac" rolls e(ery 8 shuri"en thrown. 3aterial Focus* Three or more shuri"en.
Ninpou: 9ana / *unai 8ou-ana Nin(a Art: Traps / .reater *unai Trap#
Ninjutsu (&e'uires Ninpou 8ana $ !unai no 8a5a (t) and !no7ledge (ninja lore) or Cra"t (mechanical) H ranks) Ran,: 0 (B4)lass)L 4earn DC: 86, 7 successL Per5orm requirements: 9 ran"s (+) 83)L Time: 5 minutes (see text)L Components: >, ML Ran3e: 5 feetL Area: 1ne 54ft. squareL Duration: ;ermanent (or until discharged)L Sa&in3 Thro-s: &oneL Cha,ra Resistance: &oL Cha,ra Cost: 6. s a result of this technique, the user is able to set a %reater 'unai .hower trap ()? 7) with the targeted square as location. The time is reduced by 3 minute (minimum 3 minute) for e(ery 7 points the user beats the s"ill threshold and perform +) by. This technique can only be used if there is something to anchor the trap to nearby. -f the technique fails to be performed correctly, the user will not notice, but the trap simply will not acti(ate properly. E.penda0le Components* 0 "unai and a trap "it (3 use).
Ninpou: 9ana / *unai *an-ana Nin(a Art: Traps / Per5ect *unai Trap#
Ninjutsu (&e'uires Ninpou 8ana $ >ou !unai no 8a5a (t) and !no7ledge (ninja lore) or Cra"t (mechanical) #< ranks) Ran,: H ( 4)lass)L 4earn DC: 8E, E successL Per5orm requirements: 38 ran"s (+) 80)L Time: 36 minutes (see text)L Components: >, ML Ran3e: 5 feetL Area: 1ne 54ft. squareL Duration: ;ermanent (or until discharged)L Sa&in3 Thro-s: &oneL Cha,ra Resistance: &oL Cha,ra Cost: 6. s a result of this technique, the user is able to set a ;erfect 'unai .hower trap ()? 5) with the targeted square as location. The time is reduced by 3 minute (minimum 3 minute) for e(ery 7 points the user beats the s"ill threshold and perform +) by. This technique can only be used if there is something to anchor the trap to nearby. -f the technique fails to be performed correctly, the user will not notice, but the trap simply will not acti(ate properly. E.penda0le Components* 9 "unai and a trap "it (3 use).
user is able to set a 'unai .hower trap ()? 8) with the targeted square as location. The time is reduced by 3 minute (minimum 3 minute) for e(ery 7 points the user beats the s"ill threshold and perform +) by. This technique can only be used if there is something to anchor the trap to nearby. -f the technique fails to be performed correctly, the user will not notice, but the trap simply will not acti(ate properly. E.penda0le Components* 5 "unai and a trap "it (3 use).
Ninpou: 9ana / *unai Shou-ana Nin(a Art: Traps / +inor *unai Trap#
Ninjutsu (&e'uires !no7ledge (ninja lore) or Cra"t (mechanical) @ ranks) Ran,: 3 (+4)lass)L 4earn DC: 37, 3 successL Per5orm requirements: 3 ran" (+) 38)L Time: 7 minutes (see text)L Components: >, ML Ran3e: 5 feetL Area: 1ne 54ft. squareL Duration: ;ermanent (or until discharged)L Sa&in3 Thro-s: &oneL Cha,ra Resistance: &oL Cha,ra Cost: 6. These techniques are usually taught to students that show potential in the academy as supplementary courses. s a result of this technique, the user is able to set a >inor 'unai .hower trap ()? 3) with the targeted square as location. The time is reduced by 3 minute (minimum 3 minute) for e(ery 7 points the user beats the s"ill threshold and perform +) by. This technique can only be used if there is something to anchor the trap to nearby. -f the technique fails to be performed correctly, the user will not notice, but the trap simply will not acti(ate properly. E.penda0le Components* E "unai and a trap "it (3 use).
restrained and unable to mo(e normally (da/ed, stunned and paraly/ed do not count) and is within the technique's range. The creature can ma"e a *ill sa(e to resist the summon. -f the teleportation succeeds, the creature disappears in a puff of smo"e and reappears by the user, when it must ma"e a ,ortitude sa(e (+) 37) or be da/ed for 3 round. E.penda0le Components* bit of the user's blood to smear o(er the seal as summoning contract.
lea(es. ,or the duration of this technique, e(ery creatures that finds itself in the area of effect suffers 7dEG3 point of slashing damage per round until it dies or lea(es the area. -t may ma"e a ?eflex sa(e to ta"e only half damage. 1nce the technique's duration expires, the tree will be stripped of its lea(es and won't be the center of this technique again until it grows new ones.
Csing this technique, the user is able to form opposite energy of ice and fire in each of his hand and fire it off towards the target in a deadly ray. The user ma"es a touch attac" against the target that, if it hits, deals 8d0 points of cold damage and 8d0 points of fire damage, as well as an additional effect rolled randomly from the table below.
DD E55ect 3 #lectric ?elease2 Target must succeed a ,ortitude sa(e or be paraly/ed for 3 round. 8 Fiolent #xplosion2 ?ay attac" deals damage in a 54ft. radius from the target instead of targeting a single creature, allowing a ?eflex sa(e for half (e(en the original target, which suffered no damage from the initial ray). 7 )old .nap2 Target becomes entangled in ice for 3dE rounds. E *ind .hoc"2 Target must succeed a ?eflex sa(e or fall prone. 5 Burst of Brightness2 Target must succeed a ,ortitude sa(e or be blinded for 3d7 rounds. 0 +ar" >atter2 Target suffers an additional 3d9 points of force damage from the ray.
3aster) *ith the fifth step of mastery in this technique, the user is able to reroll the effects if the results were not satisfactory. $e may only do so once and must use the second roll whate(er the result was.
Genjutsu (Compulsion) [3ind$A""ecting] Ran,: 8 (+4)lass)L 4earn DC: 3E, 3 successL Per5orm requirements: 8 ran"s (+) 37)L Time: 3 attac" actionL Components: ), ,L Ran3e: 5 feetL Tar3et: 1ne humanoid or animal creatureL Duration: 3 roundL Sa&in3 Thro-s: ,ortitude negatesL Cha,ra Resistance: @esL Cha,ra Cost: 8. Csing this technique, the user uses sound wa(es and cha"ra to cast a %enjutsu on the target that triggers a mechanism in the subject's body that can't be supressed with the power of the mind alone. -f the subject fails its sa(e, it is stunned for 3 round. 3aterial Focus* The user's worn .ound mplifier.
lightning. )reatures adjacent to the square he appears in must ma"e a ?eflex sa(e to ta"e only half of Ed0 points of electricity damage. The damage dealt by the technique does not affect unattended objects.
Rai(in Ri,i: 8i3en 8utsu +i3ht o5 the Thun%er .o%: A&atar Technique#
Ninjutsu (&aiton9 &e'uires Epic Techni'ue (&aijin &iki* >igen >utsu) (")) [Electricit)] Ran,: 35 (#pic)L 4earn DC: E6, 9 successL Per5orm requirements: 87 ran"s (+) E5)L Time: 3 full4round actionL Components: ), $, ,L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Tar3et: Thunder %od rmorL Duration: 3 round N le(el (+)L Sa&in3 Thro-s: &oneL Cha,ra Resistance: &oL Cha,ra Cost: 87. This ultimate technique of the Hidden Cloud is literally the physical embodiment of the Thunder %od. Csing the Thunder God Armor, which is little more than legendary scrap metal, the user fills it with )ha"ra which will quic"ly turn into electricity and form the a(atar. ,or the duration of this technique, the Thunder God Armor will become animated and turn into the Thunder God A-atar (see )reature section for details). The (atar cannot disobey the user and will only be destroyed once it reaches 6 hit points or the technique ends. 3aterial Focus* The unique artifact, armor o" &aijin.
Rai(in Ri,i: Rai(uu no Sou +i3ht o5 the Thun%er .o%: C'a- o5 Rai(uu#
Ninjutsu (&aiton) [Electricit): !umogakure Hijutsu] Ran,: 9 (B4)lass)L 4earn DC: 88, E successL Per5orm requirements: 36 ran"s (+) 87)L Time: 3 attac" actionL Components: $, >asL Ran3e: >edium (86 ft. G 36 ft.N8 le(els) E55ect: ?ayL Duration: -nstantaneousL Sa&in3 Thro-: ,ortitude partialL Cha,ra Resistance: @esL Cha,ra Cost: 9. *hen using this technique, the user fires a bolt of golden lightning, (isible only to the user or creatures that can see cha"ra or see through cha"ra, from his pointed index and middle finger to stri"e the target on its stomachL the lightning will proceed to gather in a ball and bury itself deep within its na(el. -f the user succeeds on a ray attac", the target will fall (ictim to the technique. fter three rounds, or when the subject next suffer damage from any source, the cha"ra will erupt in a bright flash of light and the golden lightning will forcefully exit the subject's body to (anish into thin air. t this point, the subject will suffer 9d0 points of electricity damage and must ma"e a ,ortitude sa(e to a(oid being paraly/ed for 3 round. #(ery time cha"ra is drained from the target, while it does not trigger the release of the technique, the user and the person to drain cha"ra must ma"e an opposed le(el chec" (modified by the user's le(el of mastery in this technique, for G3 per ran"). -f the user is beaten, the technique is negated and will not be released. Csing this technique twice on the same creature also nullifies it. This technique cannot be used twice on one target during the same minuteL the target will not be affected again, but any acti(e !charge! will be nullified. nd though the technique is not physically (isible, it does not grant any bonuses as though stri"ing with an in(isible
weapon. 3aster) #(ery step of mastery in this technique grants the user a G8 bonus to attac" rolls when ma"ing the ray attac".
able to form a de(astating offensi(e aura around him to fend off any creatures hoping to get to him. s the electricity cac"les in the air around him, e(ery creature caught in the area of effect each round on the user's turn suffer 9dE point of electricity damage, which can be hal(ed with a successful ?eflex sa(e. -n addition, while the technique lasts, the user gains a G8 bonus to ?eflex sa(es against electricity4based effects, but suffers a 49 penalty to $ide and >o(e .ilently chec"s and a 4E penalty to sa(ing throws against (uiton techniques.
Csing this technique, the user surrounds himself in small orbs of lightning which are used to intercept attac"s and "ill enemies at a distance. *hen using this technique, the user has the option to either fire one, se(eral or all orbs of lightning, and to "eep some with him. #ach orb fired requires a ranged attac" roll to hit and deal 3d0 points of electricity damage. #ach time he is struc" by a natural weapon attac", unarmed attac" or metal weapon, he may ha(e one of the orbs intercept the attac" and, while it does not stop it or help protect in any way, reflect bac" 3d0 points of damage to the attac"er. -n both cases, the orbs are consumed. The orbs last for 3 round per le(el afterwards, and the user can fire any number he wishes afterward as an attac" action that does not pro(o"e an attac" of opportunity. The damage reflected by this technique does not stac" with &aidate no >utsu.
Resistance: @esL Cha,ra Cost: 38. Csing this technique, the user creates a large dragon of yellow lightning energy, which he will use to clea(e his enemies in half and burn them to a crisp. ny creature caught in the area of effect suffer Id0G5 points of electricity damage from the dragon's bite, damage which can be hal(ed with a successful reflex sa(e.
Time: 3 attac" action or 3 instant actionL Components: ), >asL Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L Tar3et: @ouL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Resistance: &oL Cha,ra Cost: 7. The user o-erloads his 0od) 7ith lightning$natured chakra and mo-es at astonishing speeds "or a short period o" timeF The user teleports to any free square within range large enough to contain him instantly as per teleport extraordinary ability. This mode of mo(ement has no (isual nor auditory cue, and can only be used once per encounter. The user cannot mo(e through he could not normally fit through, but can ignore bad terrain. A-oid an Attack2 1nce per day as an instant action, this technique can be used as an (oidance maneu(er against any effect that requires an attac" roll. The user ma"es a ;erform chec" against the opponent's attac" roll (minimum 83). The user can only do so while not flat4footed or denied its +exterity bonus to +efense. ."ill threshold does not apply to a(oid an attac". )ha"ra resistance does not apply when a(oiding an attac" ttempting to A-oid an Attack costs 7 points of cha"ra and can only be done if the attac" comes from a source with a )hallenge ?ating equal or lesser than the user's le(el or 36, whiche(er is lower. -f successful, the user is able to ta"e a teleport up to 56 feet, as abo(e. This effecti(ely creates a di(ersion to hide. (oiding an attac" must be declared before "nowing the result of the attac" roll. ,ailure means that the cha"ra spent trying to a(oid the attac" is wasted, and the technique fails. #ach use of A-oiding an Attack stac"s with all other techniques with effects that allow you to (oid an ttac", such as $ijou 'awarimi no Dutsu or 'awarimi no Dutsu. (oiding an attac" in this manner does not count towards the number of times per encounter the user can use this technique. >astery #(ery step of master in this technique after the first allows the technique to be used an additional time per day, up to 5Nday. The first, third and fifth steps of mastery after the first increases the )hallenge ?ating of attac" he can defend by 5 or up to his le(el, whiche(er is lower. The third step of mastery allows the user to perform this technique up to three times per encounter when not a(oiding an attac", but no more than once per round. The fifth step of mastery in this technique does not limit the user in the number of times he can use this techniques when not a(oiding an attac", but no more than once per round.
Cpon completion of this technique, crac"ing bolts of energy can be seen on the user's hands as he deli(er a melee touch attac" that deals 8d0 points of electricity damage, G3 per le(el of the user (maximum 8d0G5). The user gains a G8 bonus to his touch attac" if the target wears a metal armor (or carries enough metal to pro(ide said bonus, left to the %>'s discretion).
Time: 3 attac" actionL Components: #, $L Ran3e: :ong (76 ft. G 35 ft.N8 le(els)L Area: 54ft. wide line to long rangeL Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex halfL Cha,ra Resistance: @esL Cha,ra Cost: 5. Cpon completion of this technique, a surge of lightning rushes forward from the user's pointed hand. ny creature caught in the area of effect suffer 7d0 points of electricity damage, which can be hal(ed with a successful ?eflex sa(e. The user can also control the length of the lightning bolt and can willingly reduce it. Empo7er The user may decided to empower the technique by one die of damage at the cost of 3 point of cha"ra (maximum 3d0 per le(el, up to 38d0), rounded up. 3aster) *ith the third step of mastery in this technique, the cha"ra cost of this technique is reduced to 7.
Ninjutsu [!injutsu o" All Ninja ;illages] Ran,: 3E (.uper .4)lass)L 4earn DC: 73, 9 successL Per5orm requirements: 3H ran"s (+) 7H)L Time: 3 hourL Components: ), $, M;L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L E55ect: )reates a double of a creatureL Duration: -nstantaneous (see text)L Sa&in3 Thro-s: &oneL Cha,ra Cost: 76. Csing this immoral technique, the user creates a double of a creature, be it li(ing or dead, using a blood sample and his own energy. The new body will act exactly as the chosen creature would, but cannot disobey the user's orders in any way. The soul receptacle will ha(e the same ability scores as the chosen creature, but its -ntelligence, *isdom and )harisma scores cannot be higher than 3E. -t will "eep the same feats, talents, templates and special ability the chosen creature has, but will ha(e only half its hit points and cha"ra pool. -t will suffer an additional 45 penalty to attac" rolls, sa(ing throws, defense and s"ill chec"s, and will count as though it was 5 le(el lower than the chosen creature to determine the power of certain abilities or the duration of others (such as techniques). The power of the soul receptacle depends on the power of the chosen creature at the time its blood was ta"en (if the blood sample was ta"en when the chosen creature was 0th le(el, and is now 36th le(el, the receptacle would ha(e the powers of the 0th le(el creature). *hile the technique ta"es 3 hour to perform, the receptacle will ta"e two whole month to form. The clone cannot gain experience. 3aterial Focus* n hair, s"in and blood sample of the chosen creature. G/ Cost* 8,566 M;.
Csing this technique, the user pushes a large, seemingly untamed mass of cha"ra in all direction, causing anyone near him to go flying away. ny creature caught in the area of effect must ma"e a ,ortitude sa(e to a(oid being "noc"ed bac" 3dEG3x5 feet and falling prone. ,or the purpose of .ensing )ha"ra, the cha"ra acti(ity caused by this technique is considered .trong rather than >edium. Empo7er The user may also increase the technique's cha"ra cost to 38 and deal an additional 8d0 points of force damage to creatures caught in the area of effect.
Time: 3 full4attac" actionL Components: >L Ran3e: ;ersonalL Tar3et: @ouL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: E. 8hen learning this techni'ue: it applies to a single 7eaponF t can 0e learned multiple times: each time it applies to a di""erent 7eaponF The user ma"es a full4attac" action with the held weapon and gains an additional attac" at his highest attac" bonus. ll attac"s made this round suffer a 47 penalty to attac" rolls. This technique's effect do not stac" with other non4permanent bonus attac"s (ie, other techniques that grant additional attac"s outside of speed ran"s).
E55ect: )reates one reppushouL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Resistance: &oL Cha,ra Cost: 7. The user creates a small 0ut po7er"ul gale in the "orm o" a 0each 0all$si5ed sphere o" spinning 7indF The user directs the reppushou at a creature or thrown weapon. -f used against a creature, the user must succeed with a ranged touch attac". -f it hits, the creature ta"es 8d0 points of wind damage and is "noc"ed bac" 5 feet and prone. To target a thrown weapon, the user must ready an action to use this technique and choose to either hinder or aid the attac". -f the attac" is hindered and the reppushou hits, it is thrown off course 8d0x5 feet in a random direction and misses. -f the ranged attac" is aided, it gains a GE bonus to attac" rolls and deals an additional 8d0 points of damage on a successful hit, not multiplied on a critical hit. The user gains a GE bonus to attac" rolls to aid a ranged attac" if he stands within 36 feet of the attac"er, or G9 if he is adjacent. Empo7er The user can spend an additional 7 points of cha"ra to increase the "noc"bac" distance by 5 feet or target two thrown weapons fired by the same creature at a single target.
To defend against the attac", the user must ma"e a ;erform chec" (mastery counts) opposed to the technique or effect's .a(e +) G5 (or the opponent's le(el or hit dice plus 36 if the effect does not allow a sa(e). .uccess grants the user an energy resistance against a single element (as opposed to all when used normally) for the duration of the effect, spell or technique only. +efensi(e maneu(er must be declared before "nowing the result of the attac". ,ailure by more than 36 means that the cha"ra spent trying to a(oid the attac" is wasted, and the technique fails. +efensi(e maneu(er has a cha"ra cost of E and allows the user to defend against a technique, spell or effect from an opponent with a )hallenge ?ating equal to his le(el or 3, whiche(er is lower. +efensi(e >aneu(er does not count as (oiding an ttac" and is usable a separate number of times a day. Csing ?yo"ujun no Dutsu as a defensi(e maneu(er counts towards the number of times per day )hibounushi can be used as such. 3aster) #(ery step of mastery in this technique increases the number of times per day it can be used by 3. The first step of mastery in this technique increases the )hallenge ?ating of attac"s the user can defend against to his le(el or 5, whiche(er is lower. #(ery step of mastery after the first increases the )hallenge ?ating of attac" he can defend by 5 or up to his le(el, whiche(er is lower.
Time: 3 mo(e4equi(alent actionL Components: ), ., >L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Resistance: &oL Cha,ra Cost: 8. s >igen 1goku no >utsu, except as abo(e and as follow. This technique can only be used while the H)ouma ability is acti(e, and the user can only appear in a square occupied by or adjacent to a H)oushou or 3ak)ou H)oushou ice crystal barrier. The user cannot bring other characters when using this technique.
This technique can be performed if the user has a straight path to his opponent and at least a 86 feet distance separating them, and must be wearing light armor or no armor. The user ma"es a charge attac" against his opponent, gains a G3 bonus to attac" roll to his charge attac" and his land mo(ement speed increases 36 feet until the end of his turn.
patch of quic"sands (see below) that lasts for as long as he concentrated on the technique, plus one round. This particular quic"sand is much harder to detect, raising the .ur(i(al chec" +) to 39. Luicksand (standard rules)* ;atches of quic"sand present a decepti(ely solid appearance (appearing as undergrowth or open land) that may trap careless characters. character approaching a patch of quic"sand at a normal pace is entitled to a .ur(i(al chec" (+) 9) to spot the danger before stepping in, but charging or running characters don<t ha(e a chance to detect a hidden bog before blundering in. typical patch of quic"sand is 86 feet in diameterL the momentum of a charging or running character carries him or her 3d8V5 feet into the quic"sand. E""ects o" Luicksand* )haracters in quic"sand must ma"e a .wim chec" (+) 36) e(ery round to simply tread water in place, or a .wim chec" (+) 35) to mo(e 5 feet in whate(er direction is desired. -f a trapped character fails this chec" by 5 or more, he sin"s below the surface and begins to drown whene(er he can no longer hold his breath (see the .wim s"ill description)F )haracters below the surface of a bog may swim bac" to the surface with a successful .wim chec" (+) 35, G3 per consecuti(e round of being under the surface). &escue* ;ulling out a character trapped in quic"sand can be difficult. rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the (ictim with one end of it. Then he must ma"e a .trength chec" (+) 35) to successfully pull the (ictim, and the (ictim must ma"e a .trength chec" (+) 36) to hold onto the branch, pole, or rope. -f the (ictim fails to hold on, he must ma"e a .wim chec" (+) 35) immediately to stay abo(e the surface. -f both chec"s succeed, the (ictim is pulled 5 feet closer to safety.
This sealing technique acts as an unsealer for the (eal o" Hea-en. Csing this technique on a creature 0randed creature will remo(e the Ten no n left by Tenchuu technique, thus stopping the constant damage and inability to be healed.
Genjutsu (+oujutsu) [3ind$A""ecting] Ran,: 0 (B4)lass)L 4earn DC: 86, 7 successL Per5orm requirements: 9 ran"s (+) 83)L Time: 3 attac" actionL Components: )L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Tar3et: 1ne creatureL Duration: -nstantaneous (see text)L Sa&in3 Thro-s: *ill negatesL Cha,ra Resistance: @esL Cha,ra Cost: E. By concentrating )ha"ra to his eyes, the user is able to create the illusion that he is not directly a threat to the target. The user may ma"e a +iplomacy chec" to impro(e the target's attitude requiring no action or time longer than it too" him to perform the technique. The user recei(es a G35 bonus to +iplomacy chec"s, but the trust is easily bro"en and the target will soon come to its senses if the user ob(iously wrong it, pro(iding it has an -ntelligence score of at least 7.
round. -f the sa(e succeed, they are still blinded and deafened, but can mo(e normally within the confines of the area of effect. #(en though the creatures act as though dea"ened, the user can spea" to it freely if he so wishes. creature that failed the technique's initial sa(e cannot mo(e out of the area of the technique willingly, it must be dragged out. 1nce a creature lea(es the area of effect or the technique is dispelled, its effect end. This technique can, of course, be dispelled.
Ran,: 0 ( 4)lass)L 4earn DC: 83, E successL Components: M, >as. The user gains the .peed ran" 7 extraordinary ability. 3aster) t the fifth step of mastery, the character may acti(ate his speed ran" 7 ability for up to 5 rounds e(ery day without paying cha"ra. The ability does not need to be used 5 rounds in a row, but begins to cost cha"ra after the fifth round. This does not stac" with mastery granted by other .peed ran" training techniques. E.penda0le Components* .pecific nutritional supplements (equi(alent price ;urchase +) 39).
Taijutsu ((trike9 &e'uires 0ase attack 0onus BA and (angeki Hissatsu 8a5a $ geki (?)) [Armed: !ick or /unch] Ran,: 0 (B4)lass)L 4earn DC: 86, 7 successL Per5orm requirements: 9 ran"s (+) 83)L Time: 3 full4attac" actionL Components: >L Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 0. Nigeki is the second o" a three$part com0ination used as a sure$kill techni'ueF This technique can only be used after using geki with the same weapon on the same target in the last 7 rounds. The user ma"es an attac" at his highest attac" bonus with his held weapon and a second at 45. The attac"s deal weapon damage plus 3dE on a successful hit and force the target to ma"e a ,ortitude sa(e to a(oid being stunned for 3 round, and a second sa(e to a(oid suffering 3d0G3 points of damage. The additional damage are not multiplied on a critical hit.
Empo7er The user may spend 3 cha"ra to deal an extra G3 points of cha"ra drain (maximum G3 per 7 le(els, up to 3d0G5).
$ Air +ance* The user may spend one air charge as a free action to lift himself upwards during a jump. The user can stand up from prone as a free action that does not pro(o"e an attac" of opportunity, or grants himself a G36 circumstance bonus to Dump chec"s for a single jump used immediately, and jump height restrictions are temporarily ignored for the one jump. $ Freest)le* The user may spend one air charge as an instant action to form a coccoon of rapidly twisting wind around himself and slow his falling speed to 36 feet per round for 3 round. The user ta"es no falling damage if he lands while ,reestyling. $ 3onke) Charge* The user may spend one air charge to increase his land speed by 36 feet for 7 rounds as a swift action. 3aster) t the third step of mastery, the user is able to spend 3 additional point of )ha"ra to gain 8 additional air charges, up to a maximum of 33 charges. #(ery step of mastery allows the user to spend an additional air charge in Air +ance to increase the bonus to Dump chec"s by G36, up to G06.
E.penda0le Components* >aterials to scribe a seal and a mass of sand and dar" iron equal to the user's body weight. .cribing the seal requiress a ,uinjutsu chec" (+) 8H), does not ha(e to be done by the user and ta"es one seal slot. n attempt to craft the seal ta"es 36 minutes, and a failed chec" will result in the sealing process failing without the user noticing until the end. ,uinjutsu chec" with the same difficulty class can be attempted to confirm the seal was crafted successfully (cannot be retried).
85)L Time: 3 full4round actionL Components: ), $, >asL Ran3e: TouchL Tar3et: 1ne li(ing creatureL Duration: )oncentration (up to 3 roundN8 le(els)L Sa&in3 Thro-s: ,ortitude negates (harmless)L Cha,ra Resistance: @es (harmless)L Cha,ra Cost: 3E. This technique is a (ery con(enient way of ta"ing care of injuries on the battlefield, because of the way it acts quic"ly and accurately to close almost any sort of wounds. -t falls in the category of !too good to be true,! howe(er, as it also burns the user's life as he uses it, almost as fast as he heals his charge, rendering it rather useless on one's self. #(ery round the user concentrates, he heals his target 3d0 points of damage it had pre(iously ta"en, while the user suffers 3d0 points of damage. This technique may not heal a target whose hit points are lower than 6. s per any ! r)ou Ninjutsu* Chi)u! techniques, once used on a creature for more than 7 rounds at once, this technique also triggers cha"ra o(erload for 3 hour. -nstead of healing a said amount of hit points of damage, the effects will be re(ersed and the target will suffer an amount of negati(e energy damage e(ery minute or round equal to the amount of hit points the technique would normally heal, as long as it is maintained. 3aster) *ith the first step of mastery, the amount of damage ta"en by the user e(ery round decreases to 3dE. *ith the third step of mastery, the amount healed by the technique e(ery round increases to 3d0G3. *ith the fifth and final step of mastery, the amount healed by the technique increases to 3d0G7.
Fuinjutsu Ran,: 5 ()4)lass)L 4earn DC: 39, 8 successL Per5orm requirements: 0 ran"s (+) 39)L Time: 3 attac" actionL Components: $, ), ML Ran3e: TouchL Tar3et: 1ne creatureL Duration: 3 dayNle(elL Sa&in3 Thro-s: *ill negatesL Cha,ra Resistance: @esL Cha,ra Cost: 0. Csing this technique, the user is able to put a seal on the target to pre(ent it to use any technique to end its life. *hile the seal is in place, the target will be unable to use >isatsu no >utsu and ,akuretsu >unjiru no >utsu to terminate its lifeL the downside is that the technique also impro(es the target's resistance to poison and diseases. The subject will also gain a G8 bonus to ,ortitude sa(e against poisons and diseases for the duration of the technique. 1nce put in place on the subject's body, the seal uses one seal slot. E.penda0le Components* >aterials to scribe a seal. .cribing the seal requiress a ,uinjutsu chec" (+) 86), does not ha(e to be done by the user and ta"es one seal slot. n attempt to craft the seal ta"es 3 round, and a failed chec" will result in the sealing process failing without the user noticing until the end. ,uinjutsu chec" with the same difficulty class can be attempted to confirm the seal was crafted successfully (cannot be retried).
unaware of the surrounding at his real body, lea(ing him open and defenseless. -f harmed, the connection between his manifestation is immediately cut and his !spirit! will return to his body at a speed of 3666 feet per round while being completely in(isible. Though the technique has a duration of )oncentration, the user's !spirit! can act normally as though a separate entity. *hile manifesting his spirit, the user can mo(e normally as he normally would, and while he cannot fly, he is completely unaffected by gra(ity. ttac"s of any form directed at him fail immediately unless they can hit an ethereal creature, in which case it simply cancels the technique. The user can pass through openings of any si/e as long as it is not completely sealed shut. $e can spea" and sense )ha"ra, though his (oice sounds hollow and distorted, see and hear normally, e(en in low lighting, and radiates a ,aint signature, which he cannot conceal. *hile in this form, the user cannot alter physical matter without using a technique. $e can also use techniques normally, but the )ha"ra mo(es toward his manifestation at the speed of 566 feet per round, meaning that it can ta"e a long while for him to use a single technique (if the user is 5666 feet away from his body, it ta"es 3 minute to use the technique, spending each round concentrating as though the perform time was increased, minimum 3 round). Techniques performed in his !spirit! form are always minimi/ed, meaning that all random (ariables ha(e minimal (alue. -f the technique is dispelled, forcefully by an attac" that affects ethereal creatures, or naturally, the user's !spirit! mo(es bac" towards his body at the same speed as it normally would if his real body was harmed (see abo(e). The user's manifestation is still affected by %enjutsu, as well as attac"s that do not deal physical damage or affect the body, such as !anashi0ari no >utsu. The user cannot stray farther than 3666 feet from the point where he first manifested himself.
@ouL Duration: 3 round or -nstantaneousL Sa&in3 Thro-s: *ill partialL Cha,ra Resistance: @es (see text)L Cha,ra Cost: 38 or 0 (see text). The user ma"es a ga/e attac" against opponents in his melee reach. #ach time he ma"es a melee attac" against an opponent, that opponent must ma"e a *ill sa(e. 1n a failed sa(e, the user does not appear to mo(e and the attac" appears to ha(e been made instantly by an immaterial spirit cloneL the opponent loses its +exterity bonus to +efense against that attac". 1n a successful sa(e, the user ma"es an attac" but the opponent can defend against it normally. The attac"s are otherwise resol(ed normally. The user cannot apply more snea" attac" die than his )harisma modifier (maximum 7). #ach use of se"ireigan to attac" grants 3 point of mange"you sharingan blindness. A-oiding an Attack* 1nce per day as an instant action, this technique can be used as an (oidance maneu(er against any effect that requires an attac" roll. The user ma"es a ;erform chec" against the opponent's attac" roll (minimum 80). The user can only do so while not flat4footed or denied its +exterity bonus to +efense. ."ill threshold does not apply to a(oid an attac". )ha"ra resistance does not apply when a(oiding an attac" ttempting to A-oid an Attack costs 0 points of cha"ra and can only be done if the attac" comes from a source with a )hallenge ?ating equal or lesser than the user's le(el or 35, whiche(er is lower. -f successful, the user is able to ta"e a 54ft. step while an illusory clone in his image appears to be struc" but disappears almost immediately. (oiding an attac" must be declared before "nowing the result of the attac" roll. ,ailure means that the cha"ra spent trying to a(oid the attac" is wasted, and the technique fails. #ach use of A-oiding an Attack stac"s with all other techniques with effects that allow you to (oid an ttac", such as $ijou 'awarimi no Dutsu or 'awarimi no Dutsu. >astery #(ery step of master in this technique after the first allows the technique to be used an additional time per day, up to 5Nday. The first and third steps of mastery after the first increases the )hallenge ?ating of attac" he can defend by 5 or up to his le(el, whiche(er is lower.
This extremely difficult technique begins by a long series of hand seals and focusing an enormous amount of )ha"ra into the user's hands. 1nce the technique is completed, the user touches the ground and sends an incredibly powerful shoc" wa(e through it. t first glance, it appears no more than a small rumble through the groundL after a few moments, howe(er, enormous stalagmites will erupt from the (ery ground in a burst and cause 9d38 points of earth damage to e(ery creature caught in it, though it can be shaped to a(oid targeting a defined area. The target area, after the technique is completed, will resemble a forest of 35 feet tall stalagmite and pro(ide appropriate co(er and concealmentL there will not be enough place for medium4si/ed or small creature to fight, but a Tiny creature may fight freely in it. The stalagmites will last one day and then return to the earth, or until the user dispels them as a free action. This technique may not be performed on water.
This forbidden technique was de(eloped by 1rochimaru as an e(olution of (ennei >ashuu. The number of sna"es summoned can be far greater, though at a higher price. This technique summons 7 sna"es. The sna"es appear to grow from the user's arm or slee(e, and he may use them as a 764feet extension of his own body, though using the sna"es to attac" is a full4attac" action. The sna"es are )onstrictor .na"es and may attac" with the user's highest attac" bonus with a 45 penalty. &o more than E sna"es can constrict a >edium4si/ed creature at once, or 8 for a .mall, or 3 for +iminuti(e or smaller. fter the technique's effect end, the user must ma"e a ,ortitude sa(e (+) 3H) or suffer 3d0 point of temporary .trength damage from the sna"e brutally coming out of his arm. Empo7er The user can spend an additional 8 points of )ha"ra to summon an additional sna"e, up to 3 per le(el or 35. 3aster) The first four steps of mastery decrease the ,ortitude sa(e +) to a(oid suffering strength damage by 3. The fifth step of mastery in this technique remo(es the need to ma"e a ,ortitude sa(e, and the technique no longer has a drawbac".
The target is 0ound 0) massi-e shacking stakesF The target must ma"e a *ill sa(e or become fro/en in place (as though paraly/ed, but the target is still and does not drop what it is holding). This effect ends when the target suffers damage equal to or greater than 3 point per le(el of the user. ;aralysis from this technique is a mind4affecting effect that lasts until it is dispelled.
3aster) The second and fourth step of this technique allow the user to use this technique an additional time per day.
3aterial Focus* greater ra(en summoning scroll. E.penda0le Components* bit of the user's blood.
The pre(ious afflictions can all be cured by using r)ou Ninjutsu* &)oji $ 3annou)aku, and Hiken $ Nikuteki Taisha and denshi Taisha on the target, all during the same day. -f the target failed failed its sa(ing throw, the technique can be used in the following way2 /o7er o" Human (acri"ice* *ith this technique, the user can seal the spirit of the subject on an infant less than one wee" old within a 5 feet range of the user. The subject's soul is imprisoned in the infant, which gains a bonus to an ability score equal to the subject's highest ability score's modifier (chose randomly if two abilities ha(e an equal (alue), maximum G0. -t will also gain any template or bloodline the subject may ha(e, except >oujuu ishou. fter using the technique, the subject dies and cannot be brought bac" in any way, e(en
by using #do Tensei. The %> may decide that the infant is gi(en a special template upon being bestowed the soul of the subject, such as the 'yuubi's soul for the Ghastl) nheritance template. The infant has a 85= chance to inherit the subject's primary allegiance. This method uses a seal slot on the infant's body, which will be freed once the duration expires or is discharged, though the seal is permanent. +eath God (eal* The subject's soul is sealed within the user, who gains a bonus to all his ability scores equal to the ability modifier of the subjects and all its template and ad(anced bloodline, if any and except >oujuu ishou, for the time he has left to li(e. The subject will die and cannot be brought bac" by any mean, e(en by using #do Tensei. This method uses a seal slot on the user's body, which will be freed once the duration expires or is discharged. fter using the technique, if the +eath %od's attac" was successful but regardless of whether the target passed or failed the sa(e, the user will die in 3dEG3 minutes, and cannot be brought bac" by any mean, e(en #do Tensei or .ou/ou .aisei. The technique lea(es a permanent tattoo4li"e seal on both the user and the infant used (if any) for this technique.
(maximum 5 hit dice), with a(erage hit points. -t has the same strength and dexterity score it had in its pre(ious life, maximum 30. -t is immune to poison, sleep, paralysis, stunning, disease, mind4affecting effects, critical hits, nonlethal damage, ability damage, ability drain, energy drain, effects of massi(e damage, or any effect requiring a ,ortitude sa(e unless the effect also wor"s on objects and undead or is harmless, can carry up to E6 pounds per hit dice and will mo(e 76 feet regardless of how much weight it carries or what si/e category it is. The user can only control a corpse if it remains in the technique's range (based on his current location) and in his line of sight. $e cannot command it to attac" enemies he cannot see, nor can he see through the corpse's eyes. The corpse cannot ta"e any action requiring sentience and will not ta"e attac"s of opportunity. -t cannot use any technique, counts as a )ha"ra )reated construct that has I points of )ha"ra. 3aster) The fifth step of mastery in this technique allows the user to increase the hit dice cap of the corpses to 0. 3aterial Focus* 1ne or more well preser(ed corpse of a >edium4si/ed humanoid.
.ame as Genr)uudan, but the technique allows recreation of techniques of ?an" 9 or lower. The base cost is increased to 38, plus the recreated technique's cost, and its .a(e +) is set as though the technique was of the (hin Genr)uudan's ran" instead (?an" 36). The (hin Genr)uudan does not allow the user to empower the recreated technique.
may chose to dispel one usage of the technique (say, one that altered the subject's memory of an e(ent) but not the other (the remo(ed memory of the transaction that followed said e(ent.)
not to approach within 76 feet of it. -f it is a word or phrase, it will try not to utter itL if it is an action, the subject will not willingly perform it. nd if the a(ersion is an e(ent, the subject will not willingly parta"e in, or attend, it. The subject will li"ely ta"e reasonable steps to a(oid the object of its a(ersion, but will not jeopardi/e its safety by doing so. -f the subject is forced to ta"e an action somehow in(ol(ing the object of the a(ersion, it suffers a 48 penalty on attac" rolls, ability and s"ill chec"s in(ol(ed. ,urthermore, the a(ersion can also be used as a small phobia, allowing a creature with "nowledge of the a(ersion to ta"e ad(antage of a .ource of ,ear (wea") on the subject, for the purpose of using 3agen* Narakumi no >utsu. This technique can be dispelled.
Shino!i Hi,en: Dachi / $an,you He!i Shino!i Secrets: Stances / Coi'e% Serpent#
Taijutsu ((tance) Ran,: 8 (+4)lass)L 4earn DC: 3E, 3 successL Per5orm requirements: 8 ran"s (+) 37)L
Time: 3 swift actionL Components: ), >L Ran3e: ;ersonalL Tar3et: @ouL Duration: .tanceL Sa&in3 Thro-s: &oneL Cha,ra Cost: 8. This stance can be used with both small weapons, such as "unai, and unarmed attac"s. The user hunches upon himself, bringing his limbs closer to him, and lashes out with his attac"s as a sna"e would. -n this stance, unarmed attac"s and attac"s made with Tiny or smaller melee weapon ha(e their attac" rolls modified by +exterity instead of strength. The user also gains a G3 bonus to +efense to a(oid attac"s of opportunity pro(o"ed when he attempts to grapple or disarm an opponent.
Shino!i Hi,en: Dachi / Hachi%ori no =ari Shino!i Secrets: Stances / 4ance o5 the Hummin3!ir%#
Taijutsu ((tance9 re'uires +odge (") and an) < (hino0i Hiken* +achi stances) Ran,: E ()4)lass)L 4earn DC: 3I, 8 successL Per5orm requirements: 5 ran"s (+) 3I)L Time: 3 swift actionL Components: ), >L Ran3e: ;ersonalL Tar3et: @ouL Duration: .tanceL Sa&in3 Thro-s: &oneL Cha,ra Cost: E. This stance is used against masters of spears and large weapons, and the main focus is to slip under their guards and attac" them where they are wea"est2 in close combat. To gain any benefit from this stance, the user must be wielding a single melee weapon of one si/e category or more smaller than himself, and ha(e at least one hand free. The user can only apply the benefits of this stance to his +odge target, pro(iding it is wielding a reach weapon (see dodge feat). *hen fighting in a square adjacent to his dodge target, the user gains the ability to ma"e an attac" of opportunity with his held weapon against the target if it mo(es away from the user, e(en with a 54foot step, to stri"e bac" at him. -f the target ta"es a withdrawal action or mo(es away but does not attac" the user, he gains no attac" of opportunity. The attac" of opportunity is made before the opponent stri"es. This stance does not allow the user to ma"e additional attac"s of opportunity in a round, and does not allow the user to ma"e an attac" of opportunity if the target mo(ed using some method of instant transportation, such as the (hunshin no >utsu or Hir)uusen ninjutsu and taijutsu techniques.
Shino!i Hi,en: Dachi / =asei *uma Shino!i Secrets: Stances / 9i'% $ear#
Taijutsu ((tance) Ran,: 3 (#4)lass)L 4earn DC: 38, 3 successL Per5orm requirements: 3 ran" (+) 33)L Time: 3 swift actionL Components: >L Ran3e: ;ersonalL Tar3et: @ouL Duration: .tanceL Sa&in3 Thro-s: &oneL Cha,ra Cost: 8. This basic stances emulate the (iolent trashing of a wild bear, slow but steady on his footing. The user suffers a 48 penalty to defense, a G3 bonus to unarmed attac" damage and a G8 bonus to grapple chec"s. ttac" rolls made in this stance are modified by .trength.
Ninjutsu Ran,: 0 (B4)lass)L 4earn DC: 86, 7 successL Per5orm requirements: 9 ran"s (+) 83)L Time: 3 attac" actionL Components: .L Ran3e: ;ersonalL Tar3et: @ouL Duration2 7 rounds or until dischargedL Sa&in3 Thro-s: &oneL Cha,ra Cost: E. The uses his remaining chakra to con-ert his remaining li"e energ) to chakraF -f the user dies within 7 rounds, his body will slowly (anish 5 rounds after the death and turn to cha"ra. The user's equipment is unaffected, and this process cannot be re(ersed e(en if the user is stabili/ed by an ability such as 3edical 3iracle. The user gains a G9 bonus to )oncentration chec" to perform this technique defensi(ely.
competence bonus to $ide and >o(e .ilently chec"s. 3aster) The third step of mastery, only obtainable at #): 9 or higher, increases the bonus to G8. The fifth step of mastery, obtainable at #): 38, increases the bonus to G7.
Ran,: 9 (B4)lass)L 4earn DC: 88, E successL Per5orm requirements: 36 ran"s (+) 87)L Time: 3 attac" actionL Components: ), .L Ran3e: ;ersonalL Area: )loud spreads 354feet4radius centered on the user, 364ft. highL Duration: 3 roundNle(el (+)L Sa&in3 Thro-s: &oneL Cha,ra Resistance: &oL Cha,ra Cost: 9. This technique was de(eloped by .hiroi"umo .u/uyoshi, one of the $idden )loud's elite ninja, for pure assassination purposes. -t creates a cloud of white fog around the user so condensed with )ha"ra that any creature currently (ensing Chakra will be alerted of the cloud's presence, the )ha"ra .ignature of the user and be able to spot it as though it was a (trong )ha"ra .ignature. 1nce the cloud is created, it does not follow the user, should he mo(e outside its bound or simply within them. The white fog obscures all sight, dar"(ision included, beyond 5 feet. creature within 5 feet has a 86= miss chance due to concealment, while creatures farther than that benefit from total concealment (56= miss chance, must locate the square occupied by the target by other means than sight). s long as the user, and the user alone, has the (ense Chakra ability acti(e and remains within the fog cloud, he may locate any creature and object within it without the aforementioned penalties and will be able to attac" and mo(e normally as though he possessed a sixth sense. By concentrating for a mo(e4equi(alent action, the user may also increase the radius of the cloud by 5 feet in either length or height, up to a maximum of 764feet wide and 864feet tall. The cloud can be dispersed in 5 rounds by a moderate wind (33G mph), or instantly dispersed by a strong wind (83G mph) in 3 round.
ttended summoned objects use their wielder's *ill sa(e bonus instead. Cnattended objects cannot pass the barrier. Banish resistance applies. 3aterial Focus* 1ne ad(anced seal.
(chose randomly if two abilities ha(e an equal (alue), maximum GE, and any template or bloodline the subject may ha(e, except >oujuu ishou, or gi(e him a special template appro(ed by the %> (such has %hastly -nheritance). The infant has a I5= chance to inherit the soul's primary allegiance. Cpon childbirth, the bearer of the child will die (no sa(e). -f the subject succeeds the sa(e, the technique fail and the soul escapes the object and (anishes. This technique uses a seal slot on both the infant and impregnated creature's body, slot which cannot be freed. G/ Cost* 36,666 M;. 3aterial Focus* n object on which !atou (hin Fuuin was used to bind a soul.
4)urrent conditions (ill and good) of the assumed body 4#quipment worn by the subject The user retains his own hit points, sa(ing throws (possibly modified by his new ability scores), class bonus to defense, class abilities, supernatural and spell li"e abilities (but not templates or bloodline abilities), techniques, s"ills an feats (although s"ill chec"s use the assumed body's ability scores, and the user may be unable to use certain feat if ability scores or )ha"ra pool isn't sufficiently high). -f the user's real body is damaged during the possession, the user will suffer damage and will instantly die when his hit points reach 436 or below, e(en if the assumed body has more hit points than his own. -f the assumed body is damaged during the possession, one4 half of the damage ta"en is also dealt to the user's original body, and if he suffers more damage than his body can normally sustain (he is reduced to 6 hit points or lower), he is immediately returned to his body. -f the assumed body is "illed while the user possess it, he will also die. *hen the user returns to his body, he will no longer be affected by the conditions afflicting the assumed body (such as .trength, +exterity or )onstitution damage), but -ntelligence, *isdom and )harisma damage are carried o(er. $is body will be affected by all hit points loss incured while in the assumed body. *hile its body is possessed, the subject does not suffer any -ntelligence, *isdom or )harisma damage that the user may ha(e pro(o"ed when the possession ends, but all physical afflictions are still in effect. There is no limit to how far the user can tra(el from his body with the assumed body, and can return to his body and cancel the possession at any time as a mo(e4equi(alent action that does not pro(o"e an attac" of opportunity. -f the target is pinned, held or otherwise immobili/ed, it cannot ma"e a ?eflex sa(e to a(oid this technique. :i"ewise, if the target is unaware of the attac", or couldn't identify the technique, it cannot be a(oided with a ?eflex sa(e because it is in(isible. -f the user performs an action that the subject is strongly against while in his assumed body, the subject may ma"e a *ill sa(e to abruptly end the technique to regain control of its body, and return the user to his own body. This technique, li"e all dismissable techniques, can be cancelled by the user as a mo(e4 equi(alent action. 3aster) *ith the third step of mastery in this technique, the duration increases to 5 roundsNle(el. *ith the fifth step of mastery in this technique, the duration increases to 3 minuteNle(el. #(ery step of mastery in this technique reduce the time it ta"es for the user's mind to return to his body by 3 round, minimum 8.
8E)L Time: 3 full4attac" actionL Components: #, $L Ran3e: 06 feetL E55ect: )one4shaped burstL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude half and ,ortitude partial (see text)L Cha,ra Resistance: @esL Cha,ra Cost: 9 or 38. The user releases a tremendous 0last o" sound in a cone$shaped 7a-eF ny creature caught in the powerful blast suffer 3d0 points of sonic damage e(ery two le(els (maximum 0d0). The target is thrown bac" 3d9x5 feet unless they succeed a ,ortitude sa(e. The damage can be hal(ed with a second successful ,ortitude sa(e. The user can use a sound amplifier or a similar de(ice to amplify his (oice, increasing the cha"ra cost by E and the damage die to 3d9. Empo7er The user may empower this technique by spending an additional point of cha"ra to increase the damage by one die (maximum 3d0 per le(el or 3Ed0).
Shissou Dash#
Taijutsu (Enhancement) Ran,: 5 (B4)lass)L 4earn DC: 3H, 7 successL Per5orm requirements: I ran"s (+) 86)L Time: 3 full4round actionL Components: >, ;L Ran3e: ;ersonalL Tar3et: @ouL Duration: 3 minuteNle(el (+)L Sa&in3 Thro-s: &oneL Cha,ra Cost: 9. This technique, while rarely seen, is (ery popular amongst messengers because it allows the user to run at a (ery high speed and "eep the pace for a long time. ,or the duration of this technique, the user's maximum run speed multiplier is increased by three, meaning that the user runs at I times his speed if his pre(ious maximum was E times, 9 times if it was 5 and so on. -n addition, the user gains a G36 bonus to )onstitution chec"s made to continue running. normal person mo(ing at 76 feet and running at E times its speed runs at about 38 miles an hour with this technique.
Time: 3 attac" actionL Components: ), $L Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L Tar3et: 1ne creatureL Duration: 3 roundL Sa&in3 Thro-s: *ill negatesL Cha,ra Resistance: @esL Cha,ra Cost: 7. *ith this technique, the user forces the subject's mind to loop bac" a few seconds and continue with its normal thought pattern. The subject, if it fails its sa(e, repeats the actions it too" on its pre(ious turn. -f the situation changed in such a way that the subject can no longer perform the action (foe is dead or no longer in range, )ha"ra ;ool too low for the action to be safe), the subject ta"es no action for 3 round instead. The subject still retains the ability to defend normally and does not lose its +exterity bonus to +efense.
Ninjutsu (+oton) [Earth] Ran,: I (B4)lass)L 4earn DC: 83, 7 successL Per5orm requirements: H ran"s (+) 88)L Time: 3 attac" actionL Components: $, ,, >asL Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L E55ect: 364ft. handL Duration: 3 roundNle(el (+)L Sa&in3 Thro-s: &oneL Cha,ra Resistance: &oL Cha,ra Cost: I. Csing this technique, the user creates a large earthen hand that appears between him and the opponent. This hand is anchored to the ground beneath which it stands and cannot mo(e. The hand is 36 feet tall and half as wide, and can pro(ide a >edium4si/ed or smaller creature with co(er. -t has a +efense of 6, and ta"e damage as a normal creature. The hand has 8 hit points per le(el of the user, and is immune to earth damage. ny creature weighing o(er 8,666 pounds can plow through the hand and destroy it completely while simply mo(ing. The user must be in direct contact with the ground while using this technique. 1bjects and creatures mo(ing at high speed may a(oid the earth hand by ma"ing a reflex sa(e. -mpact deals damage as though struc" with a falling object of one si/e category larger than the impacting object, without a sa(e to a(oid ta"ing damage. The earth hand also suffers damage equal to double that of the impacting object. 3aster) .hould this technique be mastered, the user can chose to pay an additional 5 points of )ha"ra to create an additional hand, though the >aterial ,ocus doubles. 3aterial Focus* :arge (at least 766 pounds) source of earth, sand, roc" or mud nearby to form the hand.
t the fifth step of mastery, the character may acti(ate his speed ran" 3 ability for up to 5 rounds e(ery day without paying cha"ra. The ability does not need to be used 5 rounds in a row, but begins to cost cha"ra after the fifth round. This does not stac" with mastery granted by other .peed ran" training techniques. E.penda0le Components* .pecific nutritional supplements (equi(alent price ;urchase +) 3E).
donor as well as his s"ills. -f the user is using the technique to create a duplicate of a donor, it costs 86 cha"ra and requires that the donor pay one4third of its total )ha"ra ;ool. -f the user creates a duplicate of himself, it costs him one4third of his total cha"ra pool. The willing creature to become a duplicate must ha(e a current cha"ra pool lower than the donor's. The duplicate will don the persona of the donor (or the user) and will thin", act li"e the user and loo" the same, to such an extreme extent that they cannot be pic"ed apart from the original. The duplicate will follow the donor's mental orders as well as the user's as long as it remains within 3 mile of either, though the user's orders ta"e priority. Both the user and the donor may see through the duplicate's eyes as long as it remains within 5,666 feet. The duplicate has the same ability scores as the donor, though it suffers a 48 penalty to its -ntelligence, *isdom and )harisma score, one4third of the donor's )ha"ra ;ool and hit points, and will be able to use any techniques the donor can of ran" 9 or lower. The creature will gain all templates of the original donor, including >oujuu ishou (but the animal companion is not duplicated, it only accepts the duplicate's order as well as the donor, though the donor's ta"e priority), as well as all feats, talents and special abilities. The duplicate counts as though it was I le(els lower than the donor to determine challenge rating and the power of certain abilities and techniques. ,urthermore, the duplicate suffers an inherent 4E penalty to attac" rolls, sa(es, defense and s"ill chec"s. 1nce the duplicate is slain, or the technique's duration expires, the duplicate returns to its original form (and suffers any standard consequence of its hit points or cha"ra pool being below 6) and both the donor and the user will be notified 3dEG3 rounds later.
The character gains the .peed ran" 0 extraordinary ability. 3aster) The first step of mastery grants the character the .peed ran" I extraordinary ability. The second step of mastery grants the character the .peed ran" 9 extraordinary ability. The third step of mastery grants the character the .peed ran" H extraordinary ability. The fourth step of mastery grants the character the .peed ran" 36 extraordinary ability. The fifth step of mastery grants the Teleport extraordinary ability with a speed of 06 feet with no (isual or auditory cues. *hile mo(ing at .peed ran" 36, the user can teleport 76 feet as a free action on his turn once per encounter.
Shu,uchi Hi3i: Shuntensatsu 9or'% $e'itt'in3 Secret Technique: )ata' Hea&en )'ash#
Taijutsu ((trike9 &e'uires (hukuchi (t) and !enjutsu* aido (%)) [Armed: 6ost Hijutsu] Ran,: 33 (.uper .4)lass)L 4earn DC: 89, I successL Per5orm requirements: 30 ran"s (+) 70)L Time: 3 full4attac" actionL Components: >, ,, >asL Ran3e: 36 feetL Area: .emi4circular shaped4burstL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 36. This techni'ues com0ine the lightning$s7i"t mo-ements o" aijutsu 7ith the speed o" shukuchi: creating a de-astating e""ect kno7n as (huntensatsu. The user ma"es a single attac" roll against all creature caught in the area of effect against which the targets lose their +exterity bonus to +efense unless they succeed a .pot chec" (+) E6). The attac" deals E times normal damage on a successful hit and forces the damaged creature to ma"e a ,ortitude sa(e or be pushed bac" a number of feet equal to the damage ta"en, rounded to the nearest 54feet unit. This technique can only be used at speed ran" 36, and will cause the sword to be unsheathed. -f the sword used was not a mastercraft weapon, it is destroyed beyond repair. This technique can only be used once per encounter. 3aster) The second and fourth steps of mastery allow the technique to be used an additional time per encounter. 3aterial Focus* sheathed one4handed sword or "atana.
without ha(ing to mo(e from his current location. The attac" can either be a melee attac" with his hand held weapon or the throwing of a thrown weaponL in either case, the target must ma"e a .pot chec" (+) opposed to the attac" roll) or lose its dexterity bonus against it. -n case of the latter, instead of allowing the user's weapon or fist to pop out of nowhere, it will allow the user to ignore range penalties for a distance equal to the technique's range. The attac" will bypass any co(er and creature in between the user and his target, as long as he "nows which square it is in.
To a(oid the attac", the user must ma"e a ;erform chec" (as per .hundou, mastery counts) opposed to the opponent's attac" roll (add 5 if the attac" is a natural 86 or a confirmed critical), minimum 3I. .uccess allows the user to a(oid the attac" completely (as though it had missed) and mo(e up to 35 feet in any direction. The difficulty increases by G5 from )ha"ra )ontrol, %enjutsu, &injutsu techniques, supernatural or spell li"e abilities. (oiding an attac" must be declared before "nowing the result of the attac" roll. ,ailure means that the cha"ra spent trying to a(oid the attac" is wasted, and the technique fails. #ach use of A-oiding an Attack stac"s with all other techniques with effects that allow you to (oid an ttac", such as $ijou 'awarimi no Dutsu or 'awarimi no Dutsu. 3aster) #(ery step of mastery after the first allows the technique to be used an additional time per day, up to 5Nday. The first step of mastery allows the user to a(oid an attac" from a )? up to his le(el or 5, whiche(er is lower. The second step of mastery allows the user to increase the cost to 7 when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 36, whiche(er is lower. The third step of mastery allows the user to increase the cost to E when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 35, whiche(er is lower. The fourth step of mastery allows the user to increase the cost to 5 when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 86, whiche(er is lower. The fifth step of mastery allows the user to increase the cost to 0 when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 85, whiche(er is lower.
Ninjutsu ((pacetime9 re'uires !uchi)ose no >utsu (<) and (hunkoku 3eihoujin $ ,ushi (t)) [(ummoning] Ran,: E ()4)lass)L 4earn DC: 3I, 8 successL Per5orm requirements: 5 ran"s (+) 3I)L E55ect: .ummons 3 ;rotector creatureL Cha,ra Cost: 8 (see text). This technique is the same as (hunkoku 3eihoujin $ ,ushi except as mentioned abo(e and as follow. Hogosha summons a ;rotector creature. -ncrease the cha"ra cost by 3 per le(el of the ;rotector creature summoned. 3aster) #ach step of mastery in this technique allow the user to summon the creature in any square within a 5 feet radius more (fifth step would be anywhere within a 764ft. radius).
E55ect: .ummons 3 %uardian creatureL Cha,ra Cost: 7 (see text). This technique is the same as (hunkoku 3eihoujin $ ,ushi except as mentioned abo(e and as follow. (hugorei summons a %uardian creature. -ncrease the cha"ra cost by 3 per le(el of the %uardian creature summoned, rounded up. 3aster) #ach step of mastery in this technique allow the user to summon the creature in any square within a 5 feet radius more (fifth step would be anywhere within a 764ft. radius).
ta"ing a leap mo(ement, the user still lea(es footprints and can still trigger traps, but he gains a GE bonus to +efense and sa(ing throws against each traps. Traps will not normally stop leap mo(ement, unless explicitely specified in the trap's description. 3aster) The first step of mastery in this technique allows the user to hal(e the distance of his leaps for a single mo(e action. The third step of mastery in this technique allows the user to ta"e leaps while encumbered, but not hea(ily encumbered. The fifth step of mastery in this technique allows the user to con(ert a single mo(e action per round to leap mo(ement at no cost if he con(erts no other actions that round.
to 5Nday.
+e"ensi-e 3aneu-er* 1nce per day as an instant action, the user may perform this technique to aid himself or an ally to defend against an incoming attac"L doing so pro(o"es an attac" of opportunity. ."ill threshold does not apply to defensi(e maneu(ers. To defend against the attac", the user must ma"e a ;erform chec" (as per .husen2 )hibounushi, mastery counts) opposed to the opponent's attac" roll or technique's .a(e +) G5. .uccess creates the barrier normally. ,ailure by less than 36 allows the technique to be performed anyway, but at one4half again its normal cost. +efensi(e maneu(er must be declared before "nowing the result of the attac". ,ailure by more than 36 means that the cha"ra spent trying to a(oid the attac" is wasted, and the technique fails. +efensi(e maneu(er has a cha"ra cost of E and allows the user to defend against an attac" or effect from an opponent with a )hallenge ?ating equal to his le(el or 3, whiche(er is lower. +efensi(e >aneu(er does not count as (oiding an ttac" and is usable a separate number of times a day. Csing )hibounushi as a defensi(e maneu(er counts towards the number of times per day ?yo"ujun no Dutsu can be used as such. 3aster) #(ery step of mastery in this technique increases the number of times per day it can be used by 3. The first step of mastery in this technique increases the )hallenge ?ating of attac"s the user can defend against to his le(el or 5, whiche(er is lower. #(ery step of mastery after the first increases the )hallenge ?ating of attac" he can defend by 5 or up to his le(el, whiche(er is lower.
Ran,: I (B4)lass)L 4earn DC: 83, 7 success. *ith this technique, the user trains to decipher %enjutsu and to sharpen his mind to create better defense against them. s a result of this training, the user gains a G3 bonus to identify %enjutsu, and a G3 bonus to *ill sa(es to resist %enjutsus.
Shuu3you: *i!a,u )uu%a *ou,a no 9a:a Trainin3: +etho% o5 Paper $om! Re5inement#
Training (Ninjutsu9 re'uires Fire a""init)) Ran,: 8 (+4)lass)L 4earn DC: 3E, 3 success. The user gains a GE bonus to )ha"ra )ontrol and +emolition chec"s to charge and place exploding tags, greater exploding tags, firecrac"er tags and trap tags. 3aster) The first step of mastery increases the time an exploding tag remains charged to 36 minutes. The third step of mastery increases the time an exploding tag remains charged to 76 minutes. The fifth step of mastery increases the time an exploding tag remains charged to 3 hour.
negation of concealment is not altered. The second step of mastery requires #): 5 or higher, and the fourth #): 36 or higher.
/er"ecting the 7ater 7alking skill allo7s a shino0i to increase his endurance and Chakra Control e.ponentiall)F )ompleting this training technique grants a G3 bonus to )ha"ra )ontrol chec"s made to tap reser(es and a G8 bonus to cha"ra pool and cha"ra reser(es. The user automatically learns the Tada)ou technique if he did not already "now it.
lmost li"e flying, when the user uses this technique he can easily join the birds in the sly with a simple and effortless jumping motion. ,or the duration of this technique, the user gains a G06 bonus to Dump chec"s. This also remo(es the maximum height cap on a jump for the duration of the technique.
respecti(e type.
Sou(utsu: 6u3i / Ura Hassun Spear Art: Secret S,i'' / Re&erse% Hassun#
Taijutsu ((trike) Ran,: 33 (.4)lass)L 4earn DC: 8I, 5 successL Per5orm requirements: 35 ran"s (+) 73)L Time: 3 full4attac" actionL Components: ,, >L Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 36. The user ma"es a single attac" with his held weapon that deals double damage on a successful hit. -n addition, the target must ma"e a ,ortitude sa(e to a(oid falling to 43 hit points. This technique can only be used once per day. 3aster) The third step of mastery in this technique allows it to be used an additional time per day. 3aterial Focus* The user's spear, naginata or quarterstaff.
summon an #lite or ;aragon creature, but elites and paragons the user already "nows how to summon can be summoned. 3aterial Focus* greater summoning scroll made for the desired blood pact. E.penda0le Component* small quantity of the user's blood.
Time: 3 hourL Components: ), $, ML Ran3e: ;ersonalL Tar3et: @ouL Duration: 3 year (or until discharged)L Sa&in3 Thro-s: &oneL Cha,ra Cost: (see text). This technique, to put it simply, renders the user in(incible for a short period of time once acti(ated. 1nce this technique is successfully completed, the user is automatically reduced to 3 cha"ra to begin the formation of the seal. #ach day afterwards, the user must feed the seal at least 5 (cannot go lower than 3 point) until the amount fed to the seal reaches 066 points at which point the seal will co(er the user's entire body and will remain there for one year until used. -f not fed at least 5 points each day, the seal will recede and lose 56 cha"ra until it reaches 6, and (anishes. 1nce the seal is complete, it will automatically acti(ate when the user's hit points reach 436. 1nce the seal acti(ates, the user is instantly brought bac" to 5d0 hit points and gains a &egeneration #< for 3d0GE rounds (this ?egeneration has no wea" energy or damage type). The regeneration will heal e(en stamina. This technique's bigger wea"ness is that it ages the user by 3dE years e(ery time it is acti(ated. This technique uses a seal slot on the user's body, which will be freed once the duration expires or is discharged. This seal can also be acti(ated manually by concentrating for a full4round action. 3aster) #(ery step of mastery in this technique reduces the number of years the user would age by 3, minimum 3. #(ery step of mastery also reduces the number of cha"ra that must be fed to the seal each day by 3, minimum 3. #(ery step of mastery also reduces the maximum cha"ra required for the seal to become acti(e by E6. E.penda0le Components* >aterials to scribe a seal with the user's blood. .cribing the seal requiress a ,uinjutsu chec" (+) 78), does not ha(e to be done by the user and ta"es one seal slot. n attempt to craft the seal ta"es 76 minutes, and a failed chec" will result in the sealing process failing without the user noticing until the end. ,uinjutsu chec" with the same difficulty class can be attempted to confirm the seal was crafted successfully (cannot be retried).
are not sent flying, but suffer double damage from the techniques. -n addition, if a creature, structure or (ehicle occupies 8 or more squares of the area of effect, the damage is increased to 5d0. This technique can only be used o(er water.
se(eral effects and techniques, and cannot be modified after the technique was used. ny creature behind the wall is protected against any ranged or thrown attac"s, cone, line and rays effect that come from an outside source, but not ballistic or siege weapons, though they affected by a 86= miss chance from ha(ing to aim through a thic" wall of water. The wall can offer co(er and protection as well as any object could. ny creature attempting to pass through the wall will find it an impossible tas" unless it succeeds a Brea" chec" (+) 85), in which case the wall will be breached long enough to allow the creature to pass through. This defense can be bypassed if the attac" come from upward. -f a &aiton technique was used with the wall as its target or in its area of effect, it will deal 3dE point of electricity damage per ran" of the technique used to creatures ma"ing direct contact with it for 3dEG3 rounds. 3aterial Focus* small (at least 366 liters) source of water nearby.
Ninjutsu ((uiton) [8ater] Ran,: I (B4)lass)L 4earn DC: 83, 7 successL Per5orm requirements: H ran"s (+) 88)L Time: 3 attac" actionL Components: ,, $L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Area: 1ne 364ft.4squareL Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex halfL Cha,ra Resistance: @esL Cha,ra Cost: 36. This water element technique has the user create a small dragon made out of water and quic"ly dispose of his enemies. lbeit ha(ing a small range, this is a (ery effecti(e technique to use against a group. ny creature caught in the area of effect suffer Id0G5 points of water damage from the dragon's bite, damage which can be hal(ed with a successful reflex sa(e. 3aterial Focus* small (at least 86 liters) source of water within the technique's range.
This technique creates a large ball of water that bursts forth, spiraling in a way not unli"e the much more potent +ai0aku"u no >utsu would. ny creature caught in the line of effect suffers 8d0 points of water damage which can be hal(ed with a successful ?eflex sa(e. ny creature damaged by the attac" must also ma"e a ,ortitude sa(e to a(oid being "noc"ed bac" 5 feet. -f "noc"ed bac" in another creature, both the target and the creature it is "noc"ed into must ma"e a Balance or +exterity chec" (+) 36) to a(oid falling prone. The line cannot be longer than 76 feet. 3aterial Focus* small (at least 35 litres) source of water nearby.
This technique allows the user to spit out a large quantity of water to be used typically to douse small fires or in suiton techniques. The water lasts only for 7 rounds, and cannot be used to quench thirst, but is otherwise pure and drin"able. The technique can be used as a swift action by increasing the perform requirements by 9 and the cha"ra cost by 8. Csing this technique in a hot, dry en(ironment (such as a desert) deals 8d0 points of damage to the user. This technique can only be used once per day. 3aster) The second and fourth step of mastery in this technique each allow the technique to be used an additional time each day.
round, instead of ha(ing to spend another mo(e4equi(alentL doing so still costs the user the same )ha"ra )ost as it would if he used the technique normally. Csing this technique underwater has no effect until the user surfaces. *hen landing on water, a character can use this technique as an instant action that does not pro(o"e an attac" of opportunity, but suffers a 486 penalty to his )ha"ra )ontrol chec" to perform, must pay double the cha"ra cost.
Cha,ra Cost: 7. This harmful genjutsu paraly/e the body of the any (ictims caught in your frightful ga/e. ny creature caught in a 864feet cone based on the direction the user is loo"ing (meaning, if the user loo"s upward to target a larger creature, creature the same si/e as he will be unaffected, as with the opposite) that fails its *ill sa(e will be co7ering for 3 round. Blind creature or a one with its eyes closed are unaffected by the Tai0akudou no >utsu. The user cannot use this technique if he himself is blinded.
Tai(utsu: .ou,en / *onoha Daisenpuu Han%/to/Han%: Iron )ist / 4ea5<s .ran% Spinnin3 9in%#
Taijutsu ((trike) [!ick or /unch]
Ran,: 5 ()4)lass)L 4earn DC: 39, 8 successL Per5orm requirements: 0 ran"s (+) 39)L Time: 3 full4attac" actionL Components: >L Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 0. The user ma"es an full attac" action that deal normal damage on a successful hit. #ach attac" has (arying effects and gain different bonus, as described below2 #st Attack* The first attac" gains a G3 bonus to attac" and damage rolls. <nd Attack* The second attac" "noc"s the target bac" 5 feet at the end of the user's turn. ?rd Attack* The third attac" deals damage as though one si/e category larger. @th Attack* The fourth attac" "noc"s the target prone unless it succeeds a ?eflex sa(e, as technique, or Tumble chec" opposed by the user's attac" roll. %th Attack and higher* Target is stunned for 3 round unless it succeeds a ,ortitude sa(e. +uration is cumulati(e with each successful attac" after the fifth. This technique does not allow the user more attac"s in one full4attac" action than normal, but simply has different effects depending on his number of attac"s. This technique can also be used in conjunction with &en5uki (unarmed). The user suffers a 4E penalty to :earn chec"s with this technique without the %ou"en feat.
Tai(utsu: .ou,en / *onoha .ouri,i Senpuu Han%/to/Han%: Iron )ist / 4ea5<s Hercu'ean Spinnin3 9in%#
Taijutsu ((trike) [!ick or /unch] Ran,: I (B4)lass)L 4earn DC: 83, 7 successL Per5orm requirements: H ran"s (+) 88)L Time: 3 full4attac" actionL Components: >L Ran3e: >elee ttac"L Tar3et: >elee ?each plus 5 feetL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 9. This technique is the same as Taijutsu* Gouken $ !onoha (enpuu except as abo(e and as follow. #ach attac" deals damage as though the user was one si/e category larger, and adjacent creatures targeted are "noc"ed bac" 5 feet if an attac" connects. The user suffers a 4E penalty to :earn chec"s with this technique without the %ou"en feat.
Tai(utsu: .ou,en / *onoha *ai3anshou Han%/to/Han%: Iron )ist / 4ea5<s $ou'%er $uster#
Taijutsu ((trike9 re'uires /o7er Attack (")) [/unch] Ran,: H (B4)lass)L 4earn DC: 87, 7 successL Per5orm requirements: 33 ran"s (+) 8E)L Time: 3 attac" actionL Components: >L Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 36. The user attacks 7ith a de-astatingl) po7er"ul el0o7 smashF The user ma"es an unarmed attac". -f it hits, the attac" deals weapon damage and Ed0 damage plus 3d0 e(ery E le(els (maximum Hd0). -f the attac" was made using the ;ower ttac" feat, the user adds G8 to damage for e(ery 43 penalty instead of the normal use of the feat. This attac" cannot target a held object, but if it hits an inanimate object, it
ignores hardness 9 or less. This technique can be used as part of a charge. The target must ma"e a ,ortitude sa(e on a successful hit, or be "noc"ed bac" a number of feet equal to the damage done, rounded down. -f the target hits a solid object of its si/e or larger, it suffers additional damage as it if had fallen 86 feet (8d0 points.) The user suffers a 4E penalty to :earn chec"s with this technique without the %ou"en feat.
Tai(utsu: .ou,en / *onoha Reppuu Han%/to/Han%: Iron )ist / 4ea5<s 7io'ent 9in%#
Taijutsu ((trike) [!ick or /unch] Ran,: 8 (+4)lass)L 4earn DC: 3E, 3 successL Per5orm requirements: 8 ran"s (+) 37)L Time: 3 attac" actionL Components: >L Ran3e: TouchL Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 3. The user ma"es a trip attempt that does not pro(o"e an attac" of opportunity. -f the trip attempt was successful, he gains an attac" of opportunity against this opponent. The user suffers a 4E penalty to :earn chec"s with this technique without the %ou"en feat.
Tai(utsu: .ou,en / *onoha Senpuu Han%/to/Han%: Iron )ist / 4ea5<s Spinnin3 9in%#
Taijutsu ((trike) [!ick] Ran,: 7 ()4)lass)L 4earn DC: 30, 8 successL Per5orm requirements: E ran"s (+) 30)L Time: 3 full4attac" actionL Components: >L Ran3e: >elee ttac"L Tar3et: djacent creaturesL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: E. The user ma"es an unarmed melee attac" against all adjacent creatures. -f it hits, the attac" deals normal damage, but does not acti(ate feats such as )lea(e or %reat )lea(e when felling an opponent. The user suffers a 4E penalty to :earn chec"s with this technique without the %ou"en feat.
Tai(utsu: .ou,en / *onoha Shou5uu Han%/to/Han%: Iron )ist / 4ea5<s Risin3 .ust#
Taijutsu ((trike) [!ick or /unch] Ran,: 0 ()4)lass)L 4earn DC: 3H, 8 successL Per5orm requirements: I ran"s (+) 3H)L Time: 3 attac" actionL Components: >L Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: E. The user ma"es a single unarmed attac" against the creature. -f it hits, it deals normal damage and the user ma"es a single disarm attempt against the target that does not pro(o"e an attac" of opportunity. The user suffers a 4E penalty to :earn chec"s with this technique without the %ou"en feat.
Tai(utsu: .ou,en / Shin Taihou,en Han%/to/Han%: Iron )ist / True )ist Roc,et#
Taijutsu ((trike9 re'uires 7aku5u Taigeki (?): Taihouken (?)) [!ick or /unch]
Ran,: I (B4)lass)L 4earn DC: 83, 7 successL Per5orm requirements: H ran"s (+) 88)L Time: 3 attac" actionL Duration: -nstantaneousL Cha,ra Cost: 9. .ame as Taihouken, except as noted abo(e, and as follow. The attac" deals 7d0 plus 3d0 e(ery E le(els, maximum 9d0. The target must ma"e a ,ortitude sa(e to a(oid being "noc"ed bac" 86 feet and fall prone. The user suffers a 4E penalty to :earn chec"s with this technique without the %ou"en feat.
Tai(utsu: .ou,en 6u3i / Asa *u(a,u Han%/to/Han%: Iron )ist Secret S,i'' / +ornin3 Peacoc,#
Taijutsu ((trike9 re'uires Hachimon Tonkou (")) [!ick: 3aito Gai Hijutsu: /unch] Ran,: 36 (.4)lass)L 4earn DC: 80, 0 successL Per5orm requirements: 3E ran"s (+) 76)L Time: 3 full4attac" actionL Components: ), #, >L Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L E55ect: 1ne or more fireballL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 7 G 8 per additional fireballs (see text). This techni'ue is one o" the Gouken st)leIs 1ugi and 7as created 0) 3aito Gai o" !onohaF The user launches small "ire0alls "rom his pumping "ists or kicks setting the -er) air a0la5e 7ith the "riction caused 0) the punchesF The user ma"es a single unarmed attac" at his highest attac" bonus modified by his +exterity modifier per fireball. #ach fire requires the user to hit the target's touch defense and deals 3d0G3 points of fire damage. The user can throw more than one fireball at any one creature. The user suffers a 4E penalty to :earn chec"s with this technique without the %ou"en feat. Empo7er The uer can increase the number of fireball thrown by spending 8 points of cha"ra for e(ery additional fireball, up to 3 per le(el or 35 (whiche(er is lower).
Tai(utsu: .ou,en 6u3i / 6mote Ren3e Han%/to/Han%: Iron )ist Secret S,i''
/ Initia' 4otus#
Taijutsu ((trike9 &e'uires !age ,u)ou (t)) [!onoha !injutsu: !ick or /unch] Ran,: 0 ( 4)lass)L 4earn DC: 83, 0 successL Per5orm requirements: H ran"s (+) 87)L Time: 3 full4attac" actionL Components: >L Ran3e: >elee attac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 9. This techni'ue is used as a "ollo7$up to !age ,u)ou: sending the user and his mark into a deadl) spiral at the ground to 0reak the markIs neckF This technique can only be followed after successfully "noc"ing an enemy airbone with 'age Buyou and following it in the air. The user ma"es a single unarmed melee attac" at his highest attac" bonus that deals triple damage on a hit. The attac" gains a critical range increment of G3, and forces the target to ma"e a ,ortitude sa(e to a(oid being stunned for 3d0 rounds. -f the opponent was "noc"ed airborne high enough with !age ,u)ou to suffer falling damage, it may not ma"e a Tumble chec" to a(oid it. The target ends up prone after this technique and the user lands in an adjacent square to it. The user becomes #xhausted for the rest of the encounter plus 5 minutes after using this technique, unless he succeeds a ,ortitude sa(e (+) 83) to become ,atigued instead.
Tai(utsu: .ou,en 6u3i / Ura Ren3e Han%/to/Han%: Iron )ist Secret S,i'' / E2treme 4otus#
Taijutsu ((trike9 &e'uires !age ,u)ou (t)) [!onoha !injutsu: !ick or /unch] Ran,: 9 (.4)lass)L 4earn DC: 8E, I successL Per5orm requirements: 38 ran"s (+) 89)L Time: 3 full4attac" actionL Components: >L Ran3e: >elee attac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 9. This technique can only be followed after successfully "noc"ing an enemy airbone with 'age Buyou and following it in the air. The user ma"es an unarmed full4attac" action against the target. #ach attac" deals an additional die of damage not multiplied on a critical hit, and gain a critical range increment of G8. The target ends up prone after this technique and the user lands in an adjacent square to it. The user becomes #xhausted for the rest of the encounter plus 5 minutes after using this technique, unless he succeeds a ,ortitude sa(e (+) 83) to become ,atigued instead. ?egardless of the result of the sa(e, the user suffers 3dE points of temporary .trength damage for 3 hour afterwards.
Tai(utsu: Hi,en Dachi / Taimetsu Dachi Han%/to/Han%: Secret Stance / 7iscera' Destroyer Stance#
Taijutsu ((tance) [!ick or /unch] Ran,: 36 ( 4)lass)L 4earn DC: 85, E successL Per5orm requirements: 37 ran"s (+) 8I)L Time: 3 swift actionL Components: >L Ran3e: ;ersonalL Tar3et: @ouL Duration: .tanceL Sa&in3 Thro-s: &oneL Cha,ra Cost: 9. The user applies his .trength modifier 3.5 times to damage with unarmed stri"es.
Tai(utsu: Issen 6u3i / Shin!atsu no Souen Han%/to/Han%: Supreme S,i'' / Di&ine 9rath#
Taijutsu ((trike9 &e'uires Epic Techni'ue (Taijutsu* ssen 2ugi $ (hin0atsu no (ouen) (")) Ran,: 35 (#pic)L 4earn DC: E6, 9 successL Per5orm requirements: 87 ran"s (+) E5)L Time: 3 swift actionL Components: ), >, >asL Ran3e: ;ersonalL Tar3et: @ouL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 3E. This technique can only be used when the user is mo(ing at speed ran" 5 or higher. $e is able to ma"e a second full4attac" action with his held weapon, if he ta"es a full4attac" action this round. The user does not benefit from effects granting additional attac"s (except for two4weapon fighting) when using this technique. This technique can only be used twice per day. 3aster) The third and fifth step of master in this technique allow it to be used an additional time per day each.
C'ea&er#
Taijutsu ((trike9 re'uires Com0at 3artial Arts (") and >uur)uu $ &isai ,utsu (<)) [/unch] Ran,: 38 ( 4)lass)L 4earn DC: 80, E successL Per5orm requirements: 35 ran"s (+) 8H)L Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 35. This simple lariat is e.ecuted 7ith such a0ilit) and po7er that the opponentIs thoracic ca-it) threatens to e.plode under the stress o" the 0lo7F s >ur)uu $ &isai ,utsu except as abo(e and as follow. The user ma"es an unarmed attac" that deals damage as though two si/e category larger plus 8 damage per acti(e strength ran"s. -n addition, the target suffers 3d0 points of damage e(ery two le(els, up to 36d0. The additional damage can be hal(ed with a ,ortitude sa(e. 3aster) *ith the third step of mastery in this technique, the target is "noc"ed prone by the attac" on a failed ,ortitude sa(e. *ith the fifth step of mastery in this technique, the additional damage is increased by 8d0, maximum 38d0.
Tai(utsu: 8uuryuu Na3e / .anso $a,u%an Tai(utsu: Ten/Ton Sty'e Thro-s / Po-er!om!#
Taijutsu ((trike9 re'uires Com0at Thro7 (")) [Grapple] Ran,: 0 ()4)lass)L 4earn DC: 39, 8 successL Per5orm requirements: I ran"s (+) 3H)L Time: 3 attac" actionL Components: >, #L Ran3e: >elee ttac"L Tar3et: 1ne same4 si/e or smaller creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 7. This technique can only be performed when the user is grappling the target. The user
ma"es an opposed grapple chec", and slams the target in the ground if it succeeds. The powerbomb deals the user's unarmed attac" damage plus 3 point per strength ran" and speed ran" acti(e (maximum G5). The target must ma"e a ,ortitude sa(e to a(oid being staggered for 8 rounds. The target will be prone after being hit by the powerbomb, but no longer grappled. Empo7er The user can spend an additional 3 point of cha"ra to increase the damage dealt by 3d0, up to a maximum of Ed0.
Tai(utsu: 8uuryuu Na3e / .o,ushou Tsuriotoshi Tai(utsu: Ten/Ton Sty'e Thro-s / Supreme $o%ys'am#
Taijutsu ((trike9 re'uires Com0at Thro7 (") and >uur)uu Nage $ Tsuriotoshi (#)) [Grapple] Ran,: 33 ( 4)lass)L 4earn DC: 85, E successL Per5orm requirements: 3E ran"s (+) 89)L Tar3et: 1ne creature one si/e category larger or smallerL Cha,ra Cost: 38. s >uur)uu Nage $ Tsuriotoshi except as abo(e and as follow. The technique can be performed outside of a grapple. The user ma"es a touch attac" and a grapple attempt against the target. -f the attempt succeeds, the user initiates a po7erslam maneu(er. The po7erslam maneu(er can throw up to 86 feet away to increase the damage by 8d0, but otherwise deals unarmed damage plus 0d0. The user does not pro(o"e an attac" of opportunity when attempting to grapple in this manner. -f the user is already grappling the target, he must succeed an opposed grapple chec" instead. Empo7er The user can spend an additional 3 point of cha"ra to increase the damage dealt by 3d0, maximum 3d0 per le(el or 38d0.
Tai(utsu: 8uuryuu Na3e / *u!i-ari 6toshi Tai(utsu: Ten/Ton Sty'e Thro-s / Super Cho,es'am#
Taijutsu ((trike9 re'uires Com0at Thro7 (") and >uur)uu Nage $ Nodo7a 2toshi (<)) [Grapple] Ran,: 33 ( 4)lass)L 4earn DC: 85, E successL Per5orm requirements: 3E ran"s (+) 89)L Cha,ra Cost: 36. s >ur)uu Nage $ Nodo7a 2toshi except as abo(e and as follow. The technique can be performed outside of a grapple. The user ma"es a touch attac" and a grapple attempt against the target. -f the attempt succeeds, the user performs the super chokeslam. The super cho"eslam deals the user's unarmed attac" as though he was one si/e category larger, plus 0d0. The target will be "noc"ed unconscious for 8 rounds afterwards, and can ma"e a ,ortitude sa(e to be staggered and lose its +exterity bonus to +efense for 3 round only. The user does not pro(o"e an attac" of opportunity when attempting to grapple in
this manner. -f the user is already grappling the target, he must succeed an opposed grapple chec" instead. Empo7er The user can spend an additional 3 point of cha"ra to increase the damage dealt by 3d0, maximum 3d0 per le(el or 36d0.
Tai(utsu: 8uuryuu Na3e / No%o-a 6toshi Tai(utsu: Ten/Ton Sty'e Thro-s / Cho,es'am#
Taijutsu ((trike9 re'uires Com0at Thro7 (")) [Grapple] Ran,: E ()4)lass)L 4earn DC: 30, 8 successL Per5orm requirements: 5 ran"s (+) 3I)L Time: 3 attac" actionL Components: >, #L Ran3e: >elee ttac"L Tar3et: 1ne same4 si/e or smaller creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 7. The user gra0s his target 0) the throat and li"ts it in the air 0e"ore slamming it into the groundF This technique can only be performed when the user is in a grapple with the target. The user ma"es a grapple chec" and performs the chokeslam if he succeeds. The powerslam deals the user's unarmed attac" damage plus 7d0, and the character must ma"e a ,ortitude sa(e to a(oid losing his +exterity bonus to +efense until the start of his next turn. The target will be prone after being hit by the chokeslam, but no longer grappled. Empo7er The user can spend an additional 3 point of cha"ra to increase the damage dealt by 3d0, up to a maximum of 5d0.
Tai(utsu: 8uuryuu Na3e / Rai3a $a,u%an Tai(utsu: Ten/Ton Sty'e Thro-s / 4i3htnin3 Crash Super!om!#
Taijutsu ((trike9 re'uires Com0at Thro7 (") and >ur)uu Nage $ Ganso ,akudan (<)) [Grapple] Ran,: 3E ( 4)lass)L 4earn DC: 89, E successL Per5orm requirements: 3I ran"s (+) 73)L Tar3et: 1ne creature one si/e category larger or smallerL Cha,ra Cost: 3E. s >ur)uu Nage $ Ganso ,akudan except as abo(e and as follow. This technique can be performed outside of a grapple, but must be done either adjacent to a 36 foot or higher drop or with strength ran" 5 or higher acti(e. The user ma"es a touch attac" and a grapple attempt against the target. -f it succeeds, the deals his unarmed attac" damage as though one si/e category larger, plus 3d0 per strength and speed ran"s acti(e (maximum 86d0). The target will be prone and no longer grappled after being hit by the raiga 0akudan, as
well as stunned for 8 rounds. The target can ma"e a ,ortitude sa(e to be staggered instead. The user does not pro(o"e an attac" of opportunity when attempting to grapple in this manner. -f the user is already grappling the target, he must succeed an opposed grapple chec" instead. Empo7er The user can spend an additional 3 point of cha"ra to increase the additional damage by 3d0, total maximum 3d0 per le(el or 86d0.
Tai(utsu: 8uuryuu3ya,u / Rairi Han3e,i Tai(utsu: Ten/Ton Sty'e Counters / Thun%er P'o- Counter#
Taijutsu ((trike9 re'uires Com0at 3artial Arts ("): (hundou (?) and >ur)uu $ &airi Nettou (?)) [Com0ination: /unch] Ran,: 3E (.4)lass)L 4earn DC: 89, 5 successL Per5orm requirements: 39 ran"s (+) 7E)L Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 39. This simple lariat is e.ecuted 7ith such a0ilit) and po7er that the opponentIs thoracic ca-it) threatens to e.plode under the stress o" the 0lo7F s (hundou, except as abo(e and as below. This technique can only be used to a-oid an attack and only once per day. The a(oidance chec" is made at a 4E penalty. -f the chec" is successful, the user ma"es a &airi Nettou attac" against the attac"er and instantly mo(es to the square behind it, relati(e to the direction of the attac", as per (hundou technique.
To determine the )? of the attac" a(oided, le(els of mastery in .hundou stac" with this technique.
89)L Time: 3 full4attac" actionL Components: >L Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 3E. The user unleashes a de-astating com0o: channelling "or a moment "urious di-ine 7rathF The user ma"es an unarmed full4attac" action and gains an additional attac" at his highest attac" bonus, but cannot deal nonlethal damage. #ach attac" that hits deals damage increased one4step, and are considered two4handed attac"s (applying 3.5 times .trength modifier to damage).
target. 3aster) The second step of mastery allows this technique to be performed against a target who did not attac" the user, regardless of the weapon it is holding. The third step of mastery allows this technique to be performed with only one hand free. The fourth step of mastery allows this technique to be performed as an attac" action once per day. The fifth step of mastery allows the user to use this technique against a creature one si/e category larger.
Tai(utsu: 6u3i / Ren%an *i%ou,i Han%/to/Han%: Secret S,i'' / Com!o Starter# Taijutsu ((trike) Ran,: 7 ()4)lass)L 4earn DC: 30, 8 successL Per5orm requirements: E ran"s (+) 30)L Time: 3 attac" actionL Components: >L Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 7.
The user "ocuses his mind and 0od) into a single path and pa-es the 7a) to ensure the
success o" his "ollo7$up mo-eF The user ma"es a melee touch attac" against an opponent. -f it hits, the opponent loses his +exterity bonus to +efense until attac"ed, as well as its next turn. The subject reco(ers its +exterity bonus to defense when next attac"ed. The user's next attac" or technique must be designated as its main focus and ha(e the subject as the primary target. -f the follow4up is a Taijutsu technique, the perform chec" is automatically a success. -f the subject dies or is mo(ed away from the user's direct attac" range (for instance, if the target cannot be reached with a 54foot step or with a free action), the user is unable to ta"e his next turn. *hen performing this technique, the user is considered flat4footed until his next action. -f the follow4up mo(e is performed in the same round as &endan !idouki, the subject does not lose his next turn. The subject cannot be affected by this technique more than once e(ery 7 rounds.
Time: 3 attac" actionL Components: >L Ran3e: >elee attac"L Tar3et: 1ne li(ing creatureL Duration: -nstantaneous (see text)L Sa&in3 Thro-s: ,ortitude partial (see text)L Cha,ra Cost: 7. This techni'ue has deep roots in the ancient and deadl) art o" 'anchoF t is considered the num0er one most idiotic techni'ue e-er createdF The user ma"es a single unarmed melee attac" against a flat4footed target no larger than one si/e category larger than himself. -f it hits, the attac" will automatically score a critical hit for nonlethal damage and "noc" the target prone. creature immune to critical hits or snea" attac" or without discernable anatomy (such as oo/e or undeads) is not affected by this technique.
damage if it hits, and forces the target to ma"e a ,ortitude sa(e to a(oid being stunned for 3 round. )reatures immune to snea" attac" or critical hits are not affected by the stun.
per encounter.
Ninjutsu (&e'uires !age ,unshin no >utsu (t)) [!onoha !injutsu] Ran,: H ( 4)lass)L 4earn DC: 8E, 0 successL Per5orm requirements: 38 ran"s (+) 80)L Time: 3 full4round actionL Components: ), $, >asL Ran3e: ;ersonalL E55ect: +uplicates of the userL Duration: 3 roundNle(elL Sa&in3 Thro-s: &oneL Cha,ra Cost: 5 G 3 per additional clone (maximum 7 per le(el). This technique is an impro(ed (ersion of !age ,unshin no >utsu that is actually lac"ing in many points. *hile the number of replication is much greater for a lesser cost, they ha(e fewer )ha"ra in them which ma"es them less efficient. The Tajuu !age ,unshin follows the same limitations as the standard kage 0unshin, except that the penalty to attac" rolls, sa(ing throws and defense is doubled, its hit points are hal(ed, it cannot ha(e more than 3 attac" per round and cannot use techniques. The maximum distance a tajuu kage 0unshin can go from the user is also hal(ed (approximately 8566 feet). ,or e(ery tajuu kage 0unshin the user creates by means of this technique, he suffers 3d7 points of damage. s with !age ,unshin, the use may replace lost clones but not control any more than his maximum. $e also cannot control any other sort of clone while using this technique (including simple ,unshins or Tajuu !age ,unshins). simple usage of this technique without adding to the cost (5) creates t-o tajuu kage 0unshin. 3aster) *ith the fifth step of mastery in this technique, the user increases the number of clone he can create by 3 per le(el, in addition to the standard >astering increase.
764ft. radius sphere4shaped emanation centered on the targeted locationL Duration: 36 minuteNle(el (+)L Sa&in3 Thro-s: &oneL Cha,ra Resistance: @esL Cha,ra Cost: 7. This technique creates a field where the user's cha"ra lingers in the air, waiting to pic" up a large cha"ra pool. The field is instantly dispelled when a creature with a current )ha"ra ;ool greater than H wal"s into it, and the user is automatically warned that the field has been dispelled (and which, if he has more than one). ?egardless of the creature's condition, if it is hidden, hiding or mo(ing underground, the field will pic" it up as long as it goes through it. creature that can (ee Chakra or (ee Through Chakra can ma"e a .pot chec" (+) 86) in order to detect the field and "now its boundaries and limitations.
Time: 3 attac" actionL Components: $L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Tar3et: 1ne li(ing creatureL Duration: )oncentration (up to 3 roundNle(el), plus 3 roundNle(elL Sa&in3 Thro-s: ,ortitude negatesL Cha,ra Resistance: @esL Cha,ra Cost: E. This technique ser(es to reduce the target's speed a great deal. ,or the duration of this technique, the subject gains a 43 speed ran"s penalty on a failed sa(e.
3dEx5 feet. ,alling damage is dealt normally if the creature is blown high enough.
his speed is reduced to half normal. $e suffers a 48 speed ran" penalty, 56= arcane spell failure (does not affect techniques) and a 49 armor chec" penalty. The user cannot drin" or play wind instruments, and suffers a 49 penalty to perform techniques that requires hand seals or half seals. Cnarmed damage dealt by the user counts as though a .lam attac" of a construct of his si/e, and thus is considered armed when ma"ing unarmed attac"s. $is weight increases tenfold, causing him to sin" in water li"e a stone and thus suffers a 435 penalty on )ha"ra )ontrol chec"s to perform techniques used to stic" on objects or stand on fragile suface (such as 'inobori, Tadayou and @u"igutsu). This technique has been lost long ago and originates from the $idden Fillage of .teel. fter using this technique, the user will suffer 7d0 points of damage and become fatigued.
This technique is considered a "or0idden techni'ue amongst Cloud ninjas and should only be used during a war. -f a branded creature dies with the brand still acti(e, it will become permanent and impossible to remo(e.
confused character who can<t carry out the indicated action does nothing but babble incoherently. ttac"ers are not at any special ad(antage when attac"ing a confused character. ny confused character who is attac"ed automatically attac"s its attac"ers on its next turn, as long as it is still confused when its turn comes. &ote that a confused character will not ma"e attac"s of opportunity against any creature that it is not already de(oted to attac"ing (either because of its most recent action or because it has just been attac"ed). The effects of this harmful %enjutsu can be dispelled.
directly affects its psyche. fter a complicated series of hand seals, the user touches the target with his now bla/ing hand. -f the unarmed touch attac" is successful, the target suffers 9d9 point of fire damage as well as 8d0G3 point of fire damage each round each round for 3d9G8 rounds as it lea(es a bla/ing seal on the target's body. The seal can be remo(ed only with a Fuuka Houin, but will disappear once the time is up. #ach round the technique deals damage, the target must succeed a *ill sa(e (+) 30) or be co7ering for 3 round and suffer 3 point of temporary *isdom damage.
Ran,: I ( 4)lass)L 4earn DC: 88, E successL Per5orm requirements: 36 ran"s (+) 8E)L Time: 3 attac" actionL Components: ), $L Ran3e: :ong (76 ft. G 35 ft.N8 le(els)L Tar3et: 1ne li(ing creature (see text)L Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Resistance: @esL Cha,ra Cost: E G 8 per additional bullet (maximum 3 per E le(el). s he does when using 3i5udama, the user forces his sali(a glands to produce a massi(e amount of sali(a. The damage, this time, (aries according to the user's si/e. 6arge si/e does 8dE points of water damageL Huge si/e does 8d9L Gargantuan si/e does Ed0 and Colossal does Ed9. The user must still ma"e a ranged attac" rolls for each Bullets to hit.
Ninjutsu ((uiton) [Amegakure Hijutsu: 8ater] Ran,: I (B4)lass)L 4earn DC: 83, E successL Per5orm requirements: H ran"s (+) 88)L Time: 3 full4attac" actionL Components: ), $L Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L Area: 964ft. high, E64ft.4radius cylinderL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude half (creatures) or &one (structures)L Cha,ra Resistance: &oL Cha,ra Cost: I. This technique can only be used if the area of effect is rainy. -t effecti(ely turns falling raindrops to iron pellets for an instant, causing extreme damage to any creature or structure that finds itself within the technique's area. ny creature and structure that finds itself in the area of effect suffer 0d9 point of piercing damage, though creatures may ma"e a ,ortitude sa(e and ta"e only half damage. -f a structure's width is completely immersed in the area of effect, it ta"es double damage.
Csing this technique, the user is able to control an inanimated and unattended object and use it as a weapon, which he may direct at any target within range. *hile he concentrates on the technique, said weapon must ne(er lea(e its line of sight, and may be anywhere within the range of the technique. The user can direct the weapon to attac" any target within rangeL he ma"es a ranged attac" against his target at his standard attac" bonus (maximum G36), with e(ery 86 feet between his target and himself implying a 43 penalty to attac" rolls. .hould the attac" hit, the weapon deals normal damage, but the user does not apply his .trength modifier to damage. The object cannot be larger than Tiny. 3aster) *ith the first step of mastery in this technique, the maximum attac" bonus increases to G33, and the si/e of the object chosen to (mall. *ith the third step of mastery, the maximum attac" bonus increases to G37 and the si/e to 3edium$si5ed. *ith the fifth step of mastery, the maximum attac" bonus increases to G30 and the si/e to 6arge.
The first step of mastery allows the user to a(oid an attac" from a )? up to his le(el or 37, whiche(er is lower. The second step of mastery allows the user to increase the cost to I when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 30, whiche(er is lower. The third step of mastery allows the user to increase the cost to H when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 3H, whiche(er is lower. The fourth step of mastery allows the user to increase the cost to 33 when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 88, whiche(er is lower. The fifth step of mastery allows the user to increase the cost to 37 when a(oiding an attac", to a(oid an attac" from a )? up to his le(el or 85, whiche(er is lower.
The maximum range of the user's awareness is 3666 feet per le(el. *hile his !awareness! is away from his body, the user ta"es a 49 penalty to :isten and .pot chec"s to notice anything around his own body. 1nce the technique is cancelled, the penalty will clear after one round. -f the duration expires normally, the penalty will clear after 7 rounds and and the user will be ,atigued until he ta"es a short rest. 3aterial Focus* crystal ball (;urchase +) 8I).
Csing this technique, the user will temporarily free/e the ground o(er a small area, causing all the creatures in it to ma"e a ?eflex sa(e to a(oid losing their dexterity bonus to defense until the user's next turn, or until they lea(e the targeted area.
Toushou )rost!ite#
Ninjutsu (H)outon) [Cold] Ran,: E ()4)lass)L 4earn DC: 3I, 8 successL Per5orm requirements: 5 ran"s (+) 3I)L Time: 3 attac" actionL Components: ), $L Ran3e: 364feetL Area: )one4shaped burstL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Resistance: @esL Cha,ra Cost: E. By concentrating )ha"ra in his lungs, the user is able to free/e the air that comes out of it
and blow it out in a 364foot long cone that deals 7d0 points of cold damage. -n addition, a creature caught within the cone must succeed a ,ortitude sa(e or suffer 3dE points of temporary .trength damage. creature immune to cold damage cannot suffer .trength damage from the frostbite. -f this technique is used in a cold en(ironment, the cold damage dealt by the frostbite is reduced to 8d0. t the %>'s decision, strong winds may also nullify this technique.
suffer ability drain or damage or affected by any effect requiring a will or fortitude sa(e. -t shares the user's ?eflex sa(e, howe(er, and e(asion or impro(ed e(asion if he has it. The swarm will continue to mo(e according to the user's will until it is either destroyed, lea(es the technique's range, the user dies or stop concentrating. E.penda0le Components* small (at least 36S feet) source of snow or ice nearby.
Cha,ra Cost: 38. To properly use this technique, the user must be in direct contact with the earth or roc" he will ma"e his shelter from. $e creates a sturdy, simple hut made of earth and stone with a le(el floor that is relati(ely clean and perfectly sanitary. -n all respect, the earth ha(en might resemble a normal house made from stone. -t has no windows and only one entrance large enough to let a >edium4si/ed or smaller creature though without problem. The entrance can be oriented anywhere to the user's chosing, and a cloth can easily be installed to bloc" sight and wea" winds. The shelter has no heating or cooling source beyong natural insulation qualities, but does retain its heat fairly well. Therefore, sources of high heat, such as a fire, are li"ely to incomodate the shelter's occupants. The shelter is as strong as a normal stone building, regardless of its composition, and resists flames and fire as if it were stone. -t is impre(ious to normal projectiles, but not those of o(erly large si/e, such as siege weapons. The shelter is completely bare of any furniture. -t will last until dispelled, e(en if the user goes to sleep. The duration can be increased by 3 hour at the cost of an additional 3 point of )ha"ra when performing the technique, up to 36 hours. 3aster) *ith the first step of mastery in this technique, the structure can be created as a 764ft. square. *ith the third step of mastery in this techique, the character is able to furnish the structure with basic furniture and con(eniences, such as tables, chairs and a fireplace that can be used to coo" with, as well as windows and separate rooms. *ith the fifth step of mastery in this technique, the structure can be created as a E64ft. square.
a dragon of any si/e can be hal(ed with a successful ?eflex sa(e. >edium dragon costs 36 points of )ha"ra, has a >edium range (86 ft. G 36 ft.N8 le(els) and deals 0d0G7 points of earth damage to creatures in a 364ft. square and increases the perform requirements by 3. :arge dragon has a :ong range (76 ft. G 35 ft.N8 le(els) and deals Hd0G5 points of earth damage to creatures in a 354ft. square and increases the perform requirements by 7. 3aterial Focus* >edium (at least 56, 366 or 356 pounds for a .mall, >edium or :arge dragon) source of earth, sand, roc" or mud nearby to create the dragon.
Ran,: 36 ( 4)lass)L 4earn DC: 85, 5 successL Per5orm requirements: 37 ran"s (+) 8I)L Time: 3 attac" actionL Components: ., ,, #L Ran3e: >elee ttac" and 76 feet (see text)L Tar3et or Area: 1ne creature and cone4shaped burst (see text)L Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex half (see text)L Cha,ra Resistance: @esL Cha,ra Cost: 36. Csing this technique, the user sends forth his bla/ing cha"ra to imitate the wrath of the god of fire, burning his foes down to ashes. *ith a single swing of his sword, the user creates a 764ft. long cone of fire that deals 5d9 points of fire damage to any creature caught in the area of effect, damage which can be hal(ed with a successful ?eflex sa(e. The fire will damage unattended objects and set fire to combustibles. -f the user so wishes, he may use this technique in melee against a foe (and li"ely pro(o"e an ttac" of 1pportunity). -n this situation, the user can use the opportunity to ma"e a single melee attac" against the creature before sending forth the bla/e. This attac" determines the direction of the cone and, if it hits, implies a 4E penalty to ?eflex sa(es to the targeted creature. Empo7er The user may increase the damage by 3d9 at the cost of 8 additional point of )ha"ra (maximum 5d9 plus 3d9 per 7 le(els, or 36d9). -f the attac" scored a critical, only the weapon damage is multiplied. 3aterial Focus* The user's piercing or slashing weapon.
e(ery creature (including the user) within 76 feet from him must ma"e a ,ortitude sa(e (+) 35) or be blinded for 3d0 roundsL in addition, both the user and the surrounding creatures suffer a 85= miss chance on their attac"s against him (or other creatures in the user's case) because of the blinding light the user reflects. Blind creatures are unaffected by the concealment effect or blindness caused by this technique. &e"erence* This technique was directly ta"en from the fanfiction Fo.hound, which - find extremely entertaining. -ts name was changed from !age >utsu* Ca0un no Fukemen which - found inappropriate.
Torture* The subject will undergo extreme torture either at the hand of the user or an illusion of his chosing, either physical or mental, or both. message can still be relayed, but the illusion is incredibly taxing for both the user and e(en more so the subject. The subject's perception of time is hea(ily distorted during torture, both because of the user's control and because of the madness it causesL a day under torture may (ery well feel li"e a wee". #ach day under this illusion deals the subject 3dEG8 points of permanent *isdom damage, negated by a successful *ill sa(e. ?egardless of the result of the sa(e, the subject will suffer Ed0 points of damage, plus 3d0 points of damage each round for 3 round afterwards, cumulati(e for each additional day. The *isdom damage can only be healed by a character 30th le(el or higher, or with 9 or more le(els in the medical specialist ad(anced class. .imilarly, the user suffers 3 point of mange"you sharingan blindness if the technique lasts longer than a day. #ach day after the third increases the mange"you sharingan blindness by 0 points, up to a total of I for E full days. -f the subjet's *isdom score is reduced to 6, it will fall in a coma and remain unconscious until its *isdom score is brought bac" to 3 or higher. -f the subject's *isdom score wasn't reduced to 6, the permanent *isdom damage is remo(ed after 8E hours but the subject suffers 3dE points of temporary -ntelligence and )harisma damage from the debilitating torture. blinded creature cannot be affected by Tsuku)omi, nor can a creature be affected twice by Tsuku)omi in a 8E hours period. -n addition, ability damage dealt by Tsuku)omi ta"es twice as long to reco(er. creature with the .haringan #ye bloodline acti(e gains a bonus to the sa(ing throw equal to its .haringan #ye ability bonus. This technique can only be learned if selected by the user when ta"ing the >ange"you .haringan feat. The user gains a GE bonus to chec"s made to o(ercome cha"ra resistance. Empo7er The user can increase the technique's )ha"ra )ost by 0 to increase the base duration by 3 day. 3aster) *ith the fifth step of mastery in this technique, the maximum number of days the technique can last increases to 5. The fifth day increases the mange"you sharingan blindness by 0 points also.
Ran,: 5 ()4)lass)L 4earn DC: 39, 8 successL Per5orm requirements: 0 ran"s (+) 39)L Time: 3 full4round actionL Components: $L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L Area: 864ft radius emanation (.)L Duration: 3 roundNle(el (+)L Sa&in3 Thro-s: *ill disbelief (see text)L Cha,ra Resistance: @esL Cha,ra Cost: 7. By means of this technique, the user is able to ma"e one creature per character le(el belie(e that it is entangled as per condition for the duration of the technique. The creatures no longer suffer from this illusion once they lea(e the area. This illusion can be dispelled.
The user ma"es a charge with his claw or feral combat attac" at his highest attac" bonus. -f it hits, the attac" deals normal damage but he adds his .trength modifier to damage twice. The user also ignores 5 points of hardness from objects when using this technique. n animal companion may execute this technique only in >uujin ,unshin state (often during a pincer maneu(er called Gatsuuga). 3aster) The user ignores an additional point of hardness of objects for e(ery step of mastery in this technique. *ith the fifth step of mastery in this technique, if the user has 0 or more le(els in the Beastmaster class, he may spend an additional 9 points of cha"ra to ma"e an additional melee attac" at his highest attac" bonus, with a 45 penalty, once per encounter.
afterward and will be permanent, until destruction of the scroll. The user cannot scribe complicated design (such as a detailed plan or line art) using this technique, but he may write normally and draw simple floorplans.
and he must ma"e at least a 54ft. mo(ement in4between each attac"s. The target must ma"e a .pot chec" (+) 36) to a(oid losing its dexterity bonus to +efense against the user's attac", but the user cannot apply snea" attac" damage while using this technique. The user must ma"e a ,ortitude sa(e (+) 33G8 per attac"s dealt) after using this technique to a(oid being nauseated for 3 round.
*eapon ;roficiency to be used correctly. To determine the cost of the summoned sword, refer to the table below. To increase the si/e category of a weapon by one step, double the cost. -f a weapon is destroyed, it just disappears in a puff of smo"e.
9eapon Battle *ire Battleaxe )hisa4gatana +aigama +ai"unai +agger +ouble "atana ,ullblade %reatsword $ansori Cost 9eapon 8 :ongsword 8 'ama 3 'atana 8 'atana, large 8 'nuc"le Blade 3 'odachi 7 'unai E 'unai, cur(ed 7 'usari4gama 8 &aginata Cost 9eapon Cost 8 &inja4to 8 3 &uncha"u 3 8 Wuarterstaff 7 7 .cythe E 3 .hortsword 3 3 .pear 7 3 .abre 8 3 .pi"ed %reatmace 7 7 Tessen 3 8 *a"i/ashi 3
E.penda0le Component* This technique requires a summoning scroll, either lesser or greater, that does not belong to any bloodpact. -f such a scroll is not used, the s"ill threshold and perform +) increase by 36.
-t is possible to wal" on a $ell .wamp using Tada)ou. The user can also control the si/e, depth and shape of the hell swamp.
being the one that was used after that, and so on. The technique can only be used to seal a +oton, Fuuton, H)outon, !aton, &aiton or (uiton technique and the ;erform +) is equal to 37 G the ran" of the technique (%ou"a"yuu no Dutsu, for example, would be +) 30). The s"ill threshold increase by 3 e(ery 8 ran"s of the sealed technique. character with the ability to (ense Chakra may concentrate for a full4round and detect the user's )ha"ra .ignature (or the one he had when sealing the technique) on the scroll. fter successful usage of this technique, the scroll will be unusable, as it is no longer blan". -f there was no elemental technique in the area of effect or the technique were used too long ago, the !blan"! "anji will appear instead of the seal and the scroll will be ruined. 3aterial Focus* 1ne blan" scroll.
Cpon completion of this technique, the user (oluntarily enters his Bla/ing ?age by forcefully triggering horrible images, memories or thought and experiencing a semi4safe mental brea"down. +oing so in this manner is not completely safe, howe(er, and the user suffers a 48 penalty to *ill sa(es against fear for the duration of his Bla/ing ?age (or 'yuubi >anifestation) plus 3dE minutes. 1nce the rage effect ends, the user must also succeed a *ill sa(e (+) 30) or suffer 3 point of temporary )harisma damage.
Therefore, this technique can only be performed if the user's body suffered from pain similar to that of the loss of an eye (to the %>'s discretion). The little bit of demonic energy amplified a hundredfold by the user's cha"ra causes ner(e wrac"ing pain to any other creature it touches. The target of this technique suffers Ed9 points of negati(e energy damage and must ma"e a ,ortitude sa(e to a(oid being stunned by the pain for 3dE rounds. .hould a creature be slain by this technique, it will wither and appear as though it had been mummified. Empo7er The damage caused by this technique can be increased by 3 die at the cost of 8 cha"ra, up to 3d9 per le(el or 38d9. #ach die of damage caused by the technique deals 3dE points of damage to the user in return, who must ma"e a ,ortitude sa(e (+) 39) to a(oid becoming fatigued. This +) increases by 8 e(erytime this technique is used until the user benefits from a complete e(ening of rest.
ha(e, but does not benefit from any temporary bonuses the user may currently ha(e (such as .hodan 'ouso"u or Tadayou). )uki 0unshin has a )old ?esistance 35 and ta"es one4 half again as much fire damage. )uki 0unshin may not stray further than 3 mile from the user, although it if is not within 366 feet of the source it was created from, it suffers a 43 penalty to attac" rolls and s"ill chec"s. -t can't use any techniques at all, and carries the (ery same equipment as the user except cha"ra4dependent items such as exploding tags or sunburst tags. ny items carried by the )uki 0unshin has no hardness and only half the original's hit points. ;oison and mastercraft bonuses are not carried o(er to the clone's equipment. The )uki 0unshin can also attac" with claws attac" as per its si/e category. :astly, it cannot normally perform any acti(ities requiring particular attention, such as sensing cha"ra, setting off an exploding tag or carrying a serious con(ersation. 1nce the clone reaches 6 hit points, strays too far from another clone or the user or the duration expires, it disappears in a puff of smo"e. *hen .ensing )ha"ra, the clones count as though ha(ing half the user's )ha"ra ;ool. *hile the user can freely replace any clones lost by using this technique more than once, he cannot control a number greater of clone than the specified maximum. $e can also chose to dissipate a single clone (or more) of his choice rather than the whole group. $e also cannot control any other sort of clone while using this technique (including simple ,unshins or Tajuu !age ,unshins). simple usage of this technique without adding to the cost (5) creates one )uki 0unshin. 3aster) *ith the fifth step of mastery, the clone's claws attac" deal damage as though it was two si/e category larger than in reality. 3aterial Focus* small (at least 35S feet) source of ice or snow per clone.
Ran,: 37 (.uper .4)lass)L 4earn DC: 76, 0 successL Per5orm requirements: 39 ran"s (+) 79)L Time: 3 minute actionL Components: ), $L Ran3e: 6 feetL E55ect: )reates a forest of snow 364ft. radiusNpoint of )ha"ra spent around youL Duration: 3 hourNle(el (+)L Sa&in3 Thro-s: &oneL Cha,ra Cost: 3 or more (maximum 7 points per le(el). Csing this technique, the user creates a sea of trees formed by ice and snow around him, and this technique can understandably only be used outdoors on a snowy plain. The trees formed by this technique are all reasonably si/ed, as would a se(eral decades old forest be (from >edium to $uge si/e). They do not impede mo(ements any more than a normal forest would, nor are any more slippery than normal trees. The trees do not ha(e foliage and pro(ide (ery little to hide with. They do not in any way pro(ide more co(er or ad(antages to the user, but he does ha(e the ability to dismiss trees singly or in group.
E.penda0le Components* >aterials to scribe a seal in the user and the recipient's mixed blood. .cribing the seals each require a ,uinjutsu chec" (+) 8H), does not ha(e to be done by the user and ta"es one seal slot. n attempt to craft each seal ta"es 36 minute, and a failed chec" will result in the sealing process failing without the user noticing until the end. ,uinjutsu chec" with the same difficulty class can be attempted to confirm the seal was crafted successfully (cannot be retried).
This technique is particularly useful to bearers of the !atsugan, as it cuts most )ha"ra alimentation to the user's eyes. ,or the duration of this technique, the user's !atsugan will be deacti(ated and the user will no longer benefit from its effects, but neither will he pay the )ha"ra )ost. $e must, howe(er, ma"e a ,ortitude sa(e (+) 86) upon completion of the technique, or also be 0linded for the duration of the technique. This technique is particularly useful when the body needs rest without useless )ha"ra waste, as it can be dismissed easily in time of need. 3aster) #(ery step of mastery grants the user a G8 bonus to his fortitude sa(e to resist the blindness induced by this technique.
This technique co(ers the user's entire body in a protecti(e cocoon, granting him an energy resistance of 5 to one of the following elements for the duration of the technique2 cold, earth, electricity, fire, water or wind. This technique cannot be used more than once to gain additional resistance.
Hachimon Ton,ou
-n the following section of the technique's chapter, you will find the techniques directly related to the eight celestial gate.
the encounter plus 3 minute. The effects of opening the first gate do not stac" with any other Hachimon Tonkou techniques unless explicitely stated otherwise. Therefore, when opening a greater gate, any pre(iously acti(e gate techniques end prematurely. -f the damage would reduce the character to 6 hit points, the technique ends prematurely. Cnless the user wishes otherwise, the technique ends at as the encounter ends. Csing any two Hachimon Tonkou consecuti(ely without at least a 3 minute pause in4 between doubles the cha"ra cost paid or damage ta"en e(ery round. 3aster) *ith the third step of mastery in this technique, the user can acti(ate this gate as a free action for the purpose of using a more powerful gate, without actually performing this technique or gaining any of its benefits or penalties. $e cannot otherwise perform the technique as a free action.
+exterity scores, and his land speed increases by 35 feet. The user can no longer suppress his cha"ra signature, which effecti(ely increases by 3 step. $e gains 9 temporary cha"ra. #ach consecuti(e use of any %ate4release $achimon Ton"ou technique within a 8E hours period reduces the temporary cha"ra granted by opening a %ate by one4half. #ach round the technique is maintained, the user suffers E points of damage. *hen the technique ends, he must succeed a ,ortitude sa(e (+) 86) or be fatigued for the rest of the encounter plus 5 minutes. The user can only perform this technique while under the effects of !)u$mon !ai or with sufficient degree of mastery in the technique. 3aster) *ith the second step of mastery in this technique, the user can acti(ate this gate as a free action for the purpose of using a more powerful gate, without actually performing this technique or gaining any of its benefits or penalties. $e cannot otherwise perform the technique as a free action. *ith the fifth step of mastery in this technique, the user suffers only 7 points of damage each round the :ife %ate is open.
3aster) *ith the second step of mastery in this technique, the user can acti(ate this gate as a free action for the purpose of using a more powerful gate, without actually performing this technique or gaining any of its benefits or penalties. $e cannot otherwise perform the technique as a free action. *ith the fifth step of mastery in this technique, the user suffers a maximum of E points of .trength damage from opening the $arm %ate, which reco(ers fully after 9 hours of rest, and suffers only E points of damage each round the gate is open.
$e gains 86 temporary cha"ra. #ach round the Fiew %ate is acti(e, the character gains 7 temporary cha"ra. #ach consecuti(e use of any %ate4release $achimon Ton"ou technique within a 8E hours period reduces the temporary cha"ra granted by opening a %ate by one4half. The user ta"es I points of damage each round the technique is maintained. -f the Fiew %ate was opened for 8 rounds or longer, the user ta"es a 40 penalty to all ability scores for 8E hours once the gate closes as well as suffer half again as much damage from all sources for 3 minute (G56=). The user must succeed a ,ortitude sa(e (+) 89) or ha(e his hit points reduced to 6 and become exhausted. .uccess means that the character is only exhausted for the rest of the encounter. The user can only perform this technique while under the effects of To$mon !ai or with sufficient degree of mastery in it. 3aster) *ith the second step of mastery in this technique, the user can acti(ate this gate as a free action for the purpose of using a more powerful gate, without actually performing this technique or gaining any of its benefits or penalties. $e cannot otherwise perform the technique as a free action. *ith the fifth step of mastery in this technique, the user only suffers 0 points of damage per round and a 48 penalty to ability scores after using the Fiew %ate, and does not suffer additional damage after afterwards.
period reduces the temporary cha"ra granted by opening a %ate by one4half. The user ta"es 9 points of damage each round the technique is maintained. -f the *onder %ate was opened for 8 rounds or longer, the user will suffer a 49 penalty to all ability scores for 8E hours once the gate closes, as well as suffer half again as much damage from all sources for 3 minute (G56=). $e must also succeed a ,ortitude sa(e (+) 76) or be exhausted for the rest of the encounter plus 3 hour. The user can only perform this technique while under the effects of !ei$mon !ai or with sufficient degree of mastery in it. 3aster) *ith the fifth step of mastery in this technique, the user only suffers I points of damage per round and a 4E penalty to ability scores after using the *onder %ate, and does not suffer additional damage after afterwards.
Hyuu3a Ryu: *ai/mon .ouin Hyuu3a Sty'e: Initia' .ate )orce5u' Re'ease#
Taijutsu ((trike9 &e'uires H)uuga &)u* >)uuken $ Nidan +achi (t)) [H)uuga Hijutsu]
Ran,: 33 ( 4)lass)L 4earn DC: 80, 5 successL Per5orm requirements: 3E ran"s (+) 89)L Time: 3 attac" actionL Components: ), >L Ran3e: >elee ttac"L Duration: 3 roundNle(el (maximum 36)L Sa&in3 Thro-s: ,ortitude negate (see text)L Cha,ra Cost:
9. 1ne of the less "nown technique of the $yuuga j)uuken style allows the user to reach so deep with his attac"s that he may e(en target the hachimon tonkou. The user ma"es a single j)uuken attac", the user will open the nitial Gate in the target. Because the gate was forcefully opened, it cannot be closed and the target will suffer double damage from it if he doesn't ha(e the Hachimon Tonkou feat. $e will still, howe(er, retain all benefits while the gate is open. successful ,ortitude sa(e negates the effect of this technique when the attac" is first made. The user can also use this technique on a target on whom the first gate was opened, to close it immediately. +oing so costs no )ha"ra, but requires the user to ma"e an opposed le(el chec" against the creature who forcefully opened the gate on the target.
Shinmei Ryu
-n the following few pages, you will find the entire (hinmei &)u style from the anime :o(e $ina and &egima. Because there are so many techniques that are completely non4 related to &aruto2 d86, they are offered their own section and technique list. -t is up to the %> alone to decide whether or not they will be used in a campaign.
Shinmei Ryu / Hi / )uu(in Ran!u 7oice o5 Hea&en Sty'e / Ran3e% / Dust Dance#
Taijutsu ((trike) [Armed] Ran,: 7 ()4)lass)L 4earn DC: 30, 8 successL Per5orm requirements: E ran"s (+) 30)L Time: 3 swift actionL Components: >, ,L Ran3e: ?anged (see text)L Tar3et: 1ne or more creature (see text)L Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 9. Csing this technique, the user throws three projectiles of Tiny si/e or smaller, be it impro(ised implements or actual weapons. The attac"s are made at the user's maximum ranged attac" bonus and are affected by range as per standard rules, but the second attac" suffers a 45 penalty and the third 436. -mpro(ised implements suffer a 4E penalty, ha(e a range increment of 5 feet and deal damage as per their si/e category. 3aterial Focus* The user's three thrown weapons.
Shinmei Ryu / *en / .uren,en 7oice o5 Hea&en Sty'e / )ist / Re% 4otus )ist#
Taijutsu ((tance9 &e'uires (eishou ,akuha (t) and Chakra Control = ranks) [!ick or /unch] Ran,: 7 ()4)lass)L 4earn DC: 30, 8 successL Per5orm requirements: E ran"s (+) 30)L Time: 3 swift actionL Components: ), >L Ran3e: ;ersonalL Tar3et: @ouL Duration: .tanceL Sa&in3 Thro-s: &oneL Cha,ra Cost: 0.
*hile this stance technique last, the user's unarmed attac" will count as armed and deal lethal due to the swirling )ha"ra around them. -n addition, unarmed attac"s made in this stance deal an additional 3 point of force damage.
Shinmei Ryu / *en / Raimei,en 7oice o5 Hea&en Sty'e / S-or% / 4i3htnin3 Cutter#
Taijutsu ((trike) [Armed: Electricit)] Ran,: 0 (B4)lass)L 4earn DC: 86, 7 successL Per5orm requirements: 9 ran"s (+) 83)L Time: 3 full4round actionL Components: >, ,, >asL Ran3e: ;ersonalL Tar3et: 1ne hand4held weaponL Duration: -nstantaneousL Sa&in3 Thro-s: &one or ,ortitude partialL Cha,ra Resistance: @esL Cha,ra Cost: 0. This technique can only be used outdoors in cloudy, rainy or stormy weather. The user calls upon the power of lightning to infuse his weapon, allowing him to deal an additional 7d0 points of electricity damage on his next successful attac". -f the target of the attac" is wearing a large amount of metal or is soa"ing wet, it must ma"e a ,ortitude sa(e to a(oid being (tunned for 3d7 rounds. 3aster) -f this user achie(es the third or higher step of mastery in this technique, it can be used normally no matter what the weather. -f this technique is mastered, it can be used indoors. >astery in this technique also affects whether &aimeiken Ni no Tachi can be used indoors, or in what weather. 3aterial Focus* The user's .mall (or properly si/ed depending on the user's si/e category) or larger bladed weapon.
Shinmei Ryu / *en / Raimei,en Ni no Tachi 7oice o5 Hea&en Sty'e / S-or% / Dou!'e Impact 4i3htnin3 Cutter#
Taijutsu ((trike9 &e'uires (hinmei &)u $ &aimaken (t) and Chakra Control #< ranks) [Armed: Electricit)] Ran,: H ( 4)lass)L 4earn DC: 8E, E successL Per5orm requirements: 38 ran"s (+) 80)L Time: 3 full4attac" actionL Components: ), >, ,, #, >asL Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L E55ect: ?ayL Duration: -nstantaneous (see text)L Sa&in3 Thro-s: &one or ,ortitude partialL Cha,ra Resistance: @esL Cha,ra Cost: 0 (see text). The impro(ed (ersion of &aimeiken can also only be used outdoors in cloudy, rainy or stormy weather. The user calls upon the power of lightning to infuse his weapon, allowing him send forth a ray attac" that, if it hits, deals Ed0 points of electricity damage to the target. -f the target is wearing a large amount of metal or is soa"ing wet, it must ma"e a ,ortitude sa(e to a(oid being (tunned for 3d7 rounds. -n addition, should the target be possessed by means of a spell, technique or ability, the user may also choose to damage the creature that possesses it insteadL the stunning effect in this case is still una(oidable by the target.
Empo7er The user may increase the damage dealt by this technique by 3 die at the cost of 8 additional points of )ha"ra, up 36d0. 3aster) -f this user achie(es the third or higher step of mastery in this technique, it can be used normally no matter what the weather. -f this technique is mastered, it can be used indoors. >astery in this technique also affects whether &aimeiken can be used indoors, or in what weather. 3aterial Focus* The user's .mall (or properly si/ed depending on the user's si/e category) or larger bladed weapon.
Shinmei Ryu / *en / ;an3an,en 7oice o5 Hea&en Sty'e / S-or% / Stone Cutter#
Taijutsu ((trike) [Armed] Ran,: 7 ()4)lass)L 4earn DC: 30, 8 successL Per5orm requirements: E ran"s (+) 30)L Time: 3 attac" actionL Components: >, ,L Ran3e: >elee ttac"L Tar3et: 1ne creature or inanimate and unattended objectL Duration: -nstantaneousL Sa&in3 Thro-s: &one or ,ortitude negate (objects)L Cha,ra Cost: E. Cpon using this technique, the user ma"es a single melee attac" with his held weapon against any one creature or inanimate object. -f the attac" hits, it ignores 5 points of hardness or any type of damage reduction, and increases the damage die by one si/e. -f the target is an inanimate and unattended object, it must ma"e a ,ortitude sa(e to a(oid suffering 3d0 points of damage per le(el (up to 36d0)L said damage bypasses any hardness it may ha(e. 3aterial Focus* The user's .mall (or properly si/ed depending on the user's si/e category) or larger bladed weapon.
Shinmei Ryu / *en / ;an3an,en Ni no Tachi 7oice o5 Hea&en Sty'e / S-or% / Dou!'e Impact Stone Cutter#
Taijutsu ((trike9 &e'uires (hinmei &)u $ Janganken (t) and Chakra Control = ranks) [Armed] Ran,: 5 (B4)lass)L 4earn DC: 3H, 7 successL Per5orm requirements: I ran"s (+) 86)L Time: 3 full4attac" actionL Components: >, ,L Ran3e: >elee ttac" (see text)L Tar3et: 1ne creature or inanimate object (see text)L Duration: -nstantaneousL Sa&in3 Thro-s: &one or ,ortitude negate (objects)L Cha,ra Cost: 0.
This technique is the (ery same as Janganken, except that the user attac"s a creature with the same bonuses as though he was using the standard Janganken, and also gets to ma"e a second Rangan"en attac" against any inanimate objects in the square directly behind a creature. -n addition, the user may also chose to not deal any damage to the creature and simply attac" the object behind it without any penalty. 3aterial Focus* The user's .mall (or properly si/ed depending on the user's si/e category) or larger bladed weapon.
Shinmei Ryu / *en / ;anma,en 7oice o5 Hea&en Sty'e / S-or% / Demon S'ayin3 S-or%#
Taijutsu ((trike9 &e'uires (eishou ,akuha (t)) [Armed: Force] Ran,: 5 ()4)lass)L 4earn DC: 39, 8 successL Per5orm requirements: 0 ran"s (+) 39)L Time: 3 attac" actionL Components: ), >, ,, #L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L E55ect: ?ayL Duration: -nstantaneous (see text)L Sa&in3 Thro-s: ,ortitude halfL Cha,ra Resistance: @esL Cha,ra Cost: 7 (see text). By gathering )ha"ra through his weapon and sharpening it into a fine spiritual edge, the user is able to swing down his sword and send forth his attac" in a shimmering golden ray. This ray attac", if it hits, deals 8d0 points of force damage to any animal, elemental, humanoid, magical beast, monstrous humanoid or outsider creature. -f fired in melee, the user may decide to concentrate the )ha"ra so that it remains on his sword as a full4attac" action and instead of a ray attac", ma"e a single melee attac" with his hand held weapon that will deal additional damage to any of the pre(iously specified creature. Empo7er The user may spend an additional point of )ha"ra to increase the damage dealt by 3d0, up to a maximum of 36d0. 3aterial Focus* The user's .mall (or properly si/ed depending on the user's si/e category) or larger bladed weapon.
Shinmei Ryu / *en / ;anma,en Ni no Tachi 7oice o5 Hea&en Sty'e / S-or% / Dou!'e Impact Demon S'ayin3 S-or%#
Taijutsu ((trike9 &e'uires (hinmei &)u $ Janmaken (t) and Chakra Control ## ranks) [Armed: Force] Ran,: 9 (B4)lass)L 4earn DC: 88, 7 successL Per5orm requirements: 36 ran"s (+) 87)L Time: 3 full4attac" actionL Components: ), >, ,, #L Ran3e: :ong (76 ft. G 35 ft.N8 le(els)L E55ect: ?ayL Duration: -nstantaneous (see text)L Sa&in3 Thro-s: ,ortitude halfL Cha,ra Resistance: @esL Cha,ra Cost: 0 (see text). The (ery same as Janmaken, except that the Janmaken Ni no Tachi can be fired in melee or through any organic matter or creature, ma"ing it easy for the user to reach any creature with its far greater range. The damage dealt Ed0 point of force. This technique can also be used in melee, as would the normal Janmaken. -n addition, the user suffers a 43 penalty to attac" rolls on his ray attac" for e(ery creature that it passes through. Empo7er The user may spend 8 additional points of )ha"ra to increase the damage by 3d0, up to 3d0 per le(el or 35d0. 3aterial Focus* The user's .mall (or properly si/ed depending on the user's si/e category) or larger bladed weapon.
Shinmei Ryu / Sen / Hya,,aryouran 7oice o5 Hea&en Sty'e / )'ash / Hun%re% 9arrin3 )'o-ers# [Armed]
Taijutsu ((trike9 &e'uires an) @ (hinmei &)u techni'ues and Taijutsu #< ranks) Ran,: 0 (B4)lass)L 4earn DC: 86, 7 successL Per5orm requirements: 9 ran"s (+) 83)L Time: 3 full4attac" actionL Components: ), >, ,L Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L Area: 354ft. wide, 864ft. high cylinderL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 36 .lashing down his cha"ra4filled sword, the user has it ta"e upon the form of a plethora of cherry blossom petals that ride the powerful blast of wind created by the slash all down towards the desired area. 1nce there, they create a powerful cyclone that slashes at e(erything within. The user may ma"e a melee attac" with his held weapon that, if it hits, deals 7d0G7 points of slashing damage. -n addition, any creature caught in the cylinder, regardless whether it was hit or not, must ma"e a ,ortitude sa(e or be blown upward 5 feet per two le(el of the user. ,alling damage may apply, and the targets blown upward will only begin to fall on their next initiati(e count, whether or not they get a turn. 3aterial Focus* The user's .mall (or properly si/ed depending on the user's si/e category) or larger bladed weapon.
Shinmei Ryu / Sen / 8a,u:an,uusen 7oice o5 Hea&en Sty'e / )'ash / 9ea, Se&erin3 Air )'ash# [Armed]
Taijutsu ((trike9 &e'uires (eishou ,akuha (t) and (hinmei &)u $ (en $ Jankuusen (t)) Ran,: E ()4)lass)L 4earn DC: 3I, 8 successL Per5orm requirements: 5 ran"s (+) 3I)L Time: 3 attac" actionL Components: ), >L Ran3e: Touch or )lose (36 ft. G 5 ft.N8 le(els) (see text)L Tar3et: 1ne non4li(ing creature or object of >edium4si/e or smallerL E55ect: ?ay (see text)L Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: E. This technique only usable against non4li(ing flesh or objects. 1n a successful melee touch or ray attac", the target will be thrown bac" a number of feet depending on the mode of attac". -f the target was hit by a ray, it is thrown bac"ward 3dEx5 feet. -f it is hit
by a melee attac", it is thrown bac"ward 3d0x5 feet. -f it collides with an object of larger si/e on the way, it will suffer 3dE points of bludgeoning damage for e(ery 36 feet between its point of origin and the object (minimum 3dE) and fall prone.
Shinmei Ryu / Sen / *a,usan ;an,ousen 7oice o5 Hea&en Sty'e / )'ash / Scattere% Se&erin3 4i3ht )'ash#
Taijutsu ((trike9 &e'uires (hinmei &)u $ (en $ Jankousen (t) and Chakra Control H ranks) [Armed: Force] Ran,: 0 (B4)lass)L 4earn DC: 86, 7 successL Per5orm requirements: 9 ran"s (+) 83)L Time: 3 full4attac" actionL Components: ), >L Ran3e: 35 feetL Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Resistance: @esL Cha,ra Cost: 7 per attac". This greater (ersion of the Jankousen requires far more control to use than one would thin". -t allows the user to ma"e a full attac" action and to transform any number of his attac"s into Jankousen attac"s at the cost of 7 points of )ha"ra per attac". The number may not exceed the user's maximum number of attac"s in a round, and the technique cannot be coupled with another technique, such as &en5uki or Tsu0aki no 3ai.
Shinmei Ryu / Sen / ;an,ousen 7oice o5 Hea&en Sty'e / )'ash / Se&erin3 4i3ht )'ash#
Taijutsu ((trike9 &e'uires (eishou ,akuha (t)) [Armed: Force] Ran,: E ()4)lass)L 4earn DC: 3I, 8 successL Per5orm requirements: 5 ran"s (+) 3I)L Time: 3 attac" actionL Components: ), >L Ran3e: 35 feetL Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Resistance: @esL Cha,ra Cost: 7. *ith a weapon or style as a focus for his )ha"ra, the user is able to ma"e a melee attac" against any creature within 35 feet that, if it hits, deals 3dE points of force damage and pro(o"es a ,ortitude sa(e that, if failed deals 3 points of damage to the target's held weapons per le(el of the user, bypassing all hardness (maximum 36). The weapon is unaffected if it has any mastercraft modifier higher than G3.
Shinmei Ryu / Sen / ;an,uusen 7oice o5 Hea&en Sty'e / )'ash / Se&erin3 Air )'ash#
Taijutsu ((trike9 &e'uires (eishou ,akuha (t))[Force] Ran,: 7 (+4)lass)L 4earn DC: 35, 3 successL Per5orm requirements: 7 ran"s (+) 3E)L Time: 3 attac" actionL Components: ), >L Ran3e: )lose (36 ft. G 5 ft.N8 le(els)L E55ect: ?ayL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partial (see text)L Cha,ra Resistance: @esL Cha,ra Cost: 8 G 8 per additional flash (maximum 3 per 8 le(el). Csing this technique, the user is able to focus his )ha"ra through his weapon or body and fire off swirling rays of condensed air. #ach !flash! launched is a ray attac" that, if it hits, deals 3dE points of force damage to the target, forcing it to ma"e a ,ortitude sa(e or be thrown bac" 5 feet. The technique's maximum distance is not affected by the enemy being thrown bac", as it all happen at once. #ach time the opponent is struct by a flash, it must
ma"e a ,ortitude sa(e (+) 36) to a(oid being stunned by the pain for 3 round (not cumulati(e).
Shinmei Ryu / Sen / ;an,uusen *ai 7oice o5 Hea&en Sty'e / )'ash / Re&ise% Se&erin3 Air )'ash#
Taijutsu ((trike9 &e'uires (hinmei &)u $ (en $ Jankuusen (t)) [Force] Ran,: 0 ()4)lass)L 4earn DC: 3H, 8 successL Per5orm requirements: I ran"s (+) 3H)L Time: 3 attac" actionL Components: ), >L Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L E55ect: ?ayL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Resistance: @esL Cha,ra Cost: 7 G 7 per additional flash (maximum 3 per 7 le(el). This technique is the (ery same as Jankuusen, except that the range is greater, each ray deals 3d0G3 points of force damage and a failed sa(e throws the tagret bac" 36 feet. The sa(e +) to a(oid being stunned by pain from a flash increases to 38.
Shinmei Ryu / Sen / ;an,uusen Ni no Tachi 7oice o5 Hea&en Sty'e / )'ash / Dou!'e Impact Se&erin3 Air )'ash#
Taijutsu ((trike9 &e'uires (hinmei &)u $ (en $ Jankuusen !ai (t) and Chakra Control #< ranks) [Force] Ran,: H (B4)lass)L 4earn DC: 87, 7 successL Per5orm requirements: 33 ran"s (+) 8E)L Time: 3 full4attac" actionL Components: ), >L Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L E55ect: ?ayL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Resistance: @esL Cha,ra Cost: E G E per additional flash (maximum 3 per E le(el). This technique is the complete mastery of Jankuusen. -t is the (ery same as Jankuusen !ai, but deals 3d0G8 points of damage and the ray can go through organic matter or creature at the user's wish, though it implies a 43 penalty to attac" rolls per creature or obstacle it passes through. The target is thrown bac"ward 35 feet per ray that hit on a failed sa(e. The sa(e +) to a(oid being stunned by pain from a flash increases to 3E.
Shinmei Ryu / Sen / ;anma,en Ni no Tachi Issen 7oice o5 Hea&en Sty'e / )'ash / 6ne Thousan% Dou!'e Impact Demon S'ayin3 S-or%s#
Taijutsu ((trike9 &e'uires (hinmei &)u $ !en $ Janmaken Ni no Tachi (t) and Chakra Control #% ranks) [Armed: Force] Ran,: H (.4)lass)L 4earn DC: 85, 5 successL Per5orm requirements: 37 ran"s (+) 8H)L Time: 3 full4attac" actionL Components: ), >, ,, #L Ran3e: :ong (76 ft. G 35 ft.N8 le(els)L E55ect: ?ayL Duration: -nstantaneous (see text)L Sa&in3 Thro-s: ,ortitude halfL Cha,ra Resistance: @esL Cha,ra Cost: 9 (see text). The Janmaken Ni no Tachi ssen follows the exact same rules as Janmaken Ni no Tachi, except that once the ray has hit once, it bounces towards the next nearest creature that meet the attac"s's criteria and so on, until it has hit its maximum of target, which is 3 per E le(els of the user, has exceeded its maximum range or would deal no damage. #ach time, the damage is hal(ed, rounded down (for example, if the original projectile
dealt 56 points of damage, the next will deal 85, 38, 0, 7 and 3 point of damage to the following targets). The user will still need to hit each target, and each time it misses, the target will be wasted and it will bounce towards the next, ignoring the original target until the next time the technique is used. The cumulati(e 43 penalty to attac" roll for passing through other creatures still applies. Empo7er The user may spend 8 additional points of )ha"ra to increase the damage by 3d0, up to 3d0 per le(el or 39d0. 3aterial Focus* The user's .mall (or properly si/ed depending on the user's si/e category) or larger bladed weapon.
Shinmei Ryu / Sen / ;antetsusen 7oice o5 Hea&en Sty'e / )'ash / Se&erin3 Stee' )'ash#
Taijutsu ((trike9 &e'uires (hinmei &)u $ (en $ Jankuusen (t) and Taijutsu #E ranks) Ran,: 5 ( 4)lass)L 4earn DC: 86, E successL Per5orm requirements: 9 ran"s (+) 88)L Time: 3 full4attac" actionL Components: ), >L Ran3e: 5 feetL Area: .emi4circleL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: E. Csing this technique, the user is able to release his )ha"ra in a powerful attac" that hits all enemies in a semi4circle around him (generally the square in front of him, and to his left and right). $e ma"es an melee attac" against all enemies in the area of effect that, if it hits, deals half damage but throws the target bac"wards 3d7x5 feet, after which it must ma"e a ,ortitude sa(e or fall prone. This technique can also be used against inanimate object of >edium4si/e or smaller, and deals normal damage in against them in addition to the throw.
Shinmei Ryu / Shou / ;an,uushou 7oice o5 Hea&en Sty'e / Pa'm / Crushin3 Air Pa'm#
Taijutsu ((trike) [Force: /unch] Ran,: 7 ()4)lass)L 4earn DC: 30, 8 successL Per5orm requirements: E ran"s (+) 30)L Time: 3 attac" actionL Components: ), >, #L Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L E55ect: ?ay (see text)L Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Resistance: @esL Cha,ra Cost: 7. -n order to properly use this technique, the user must ha(e at least one hand free. Cpon completion of the technique, the user fires off a small bullet of shimmering, pure white )ha"ra. The user must hit with a ray attac" as he normally would, but suffers a 48 penalty to attac" rolls if he lac"s a second hand free. The bullet, if it hits, deals 8d0 points of force damage to the target. The user is able to deal non4lethal damage without penalty instead of force damage with this technique. -n addition, the user can also use this technique to increase the strength in one of his punch, holding the power bac" until the (ery last moment. +oing so implies a 4E penalty
to perform the technique, and has the user ma"e an melee unarmed attac" against any opponent. -f the attac" hits, it deals standard damage in addition to 3d0 points of force damage that can't be empowered and pushes the target bac"ward 36 feet. Empo7er The user can increase the damage dealt by 3d0 at the additional cost of 8 points of )ha"ra, maximum 5d0.
Shinmei Ryu / Shou / ;an,uushou San 7oice o5 Hea&en Sty'e / Pa'm / Scattere% Crushin3 Air Pa'm#
Taijutsu ((trike) [Force: /unch] Ran,: I (B4)lass)L 4earn DC: 83, 7 successL Per5orm requirements: H ran"s (+) 88)L Time: 3 full4attac" actionL Components: ), >, #L Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L E55ect: ?ay (see text)L Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Resistance: @esL Cha,ra Cost: 3 per bullet (maximum 3 per two le(els). The (ery same as Jankuushou, except that the user can fire multiple bullets that deal dE points of damage each for each attac" he can ma"e in a full4attac" action. -f the attac"s hit, the target will be "noc"ed bac" 36 feet at the end of the user's turn. The user can fire less bullets that he is able to in a round, but isn't able to use the remaining !attac"s! in his full4attac" action to deli(er melee or ranged stri"es with his held weapon or natural weapons. The user is also able to deal non4lethal damage instead of force damage with the air bullets without penalty. Empo7er The damage in each bullet can be increased by 3 die at the cost of 3 point of cha"ra, maximum 7dE per bullets. This must be declared before the attac" is made.
Shinmei Ryu / Shou / ;anmashou Ni no Tachi 7oice o5 Hea&en Sty'e / Pa'm / Dou!'e Impact Demon Crushin3 Pa'm#
Taijutsu ((trike9 &e'uires an) A (hinmei &)u techni'ues and Chakra Control #< ranks) [Force: /unch] Ran,: 5 (.4)lass)L 4earn DC: 83, 5 successL Per5orm requirements: H ran"s (+) 85)L Time: 3 full4attac" actionL Components: ), >L Ran3e: TouchL Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Resistance: @esL Cha,ra Cost: 9. Cnli"e its (ery impressi(e name, this technique is somewhat slow and useless in combat. By gathering a large amount of )ha"ra in his palm, the user pushes it forward with crushing force that will sherd any semblance of clothing the target wears. -ndeed, any piece of equipment deemed as clothing, including fabric and plastic armors, that is not of mastercraft quality, will be shredded to pieces and completely destroyed. The target's leather equipment such as shuri"en holsters or leather jac"ets, weapon sheaths or metal
armor is unaffected.
Shinmei Ryu / ;an / Hien!attou *asumi,iri 7oice o5 Hea&en Sty'e / *i''in3 Technique / )'yin3 Sparro- +ist Stri,e#
Taijutsu ((trike) [Armed] Ran,: 5 (B4)lass)L 4earn DC: 3H, 7 successL Per5orm requirements: I ran"s (+) 86)L Time: 3 full4attac" actionL Components: >, ,, >asL Ran3e: >elee ttac"L Area: 1ne or more 54foot squaresL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 0. Csing this technique, the user attac"s normally with his two hand4held weapon incurring normal two4weapon fighting penalties, except that the attac"s target all creatures in a fi(e4foot square instead of a single creature. The series of attac" is (ery impressi(e loo"ing and was often used to impress by samurai in the days of old at tournaments and competitions. 3aster) -f the user achie(es the second step of mastery or higher in this technique, the attac"s also benefit from a !a7arimi +e"ense 3. The technique can be used if both weapons are sheathed, though the s"ill threshold and perform +) increases by E due to the difficulty of ha(ing to draw them both one4handed. 3aterial Focus* The user's .mall (or properly si/ed depending on the user's si/e category) or larger bladed weapons used in two4weapon fighting.
Shinmei Ryu / ;an / Hya,uretsu 6u,a:an 7oice o5 Hea&en Sty'e / *i''in3 Technique / Hun%re% Ra3in3 Cherry $'ossoms Stri,e#
Taijutsu ((trike9 &e'uires ? or more (hinmei &)u $ !en or Jan) [Armed] Ran,: H ( 4)lass)L 4earn DC: 8E, E successL Per5orm requirements: 38 ran"s (+) 80)L Time: 3 full4attac" actionL Components: >, ,L Ran3e: ;ersonalL Area: 354ft. wide, 364ft. high cylinder centered on the userL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 3E. By focusing his )ha"ra around him into ra/or4sharp sa"ura petals, the user is able to create a swirling storm of destruction around him that literally shreds his enemies apart. The user is able to ma"e a single melee attac" against all creatures inside the area of effect with his hand held weapon that, if it hits, deals 8d0 times 3dE points of damage. The attac" benefits from a ka7arimi de"ense 8 and deals 8d0 times 3dEG3 points of damage on a critical hit. 3aterial Focus* The user's .mall (or properly si/ed depending on the user's si/e category) or larger bladed weapon.
Shinmei Ryu / ;an / Ryuuha:an 7oice o5 Hea&en Sty'e / *i''in3 Technique / Dra3on 9a&e S'ash#
Taijutsu ((trike) [Armed] Ran,: 9 (B4)lass)L 4earn DC: 88, 7 successL Per5orm requirements: 36 ran"s (+) 87)L Time: 3 full4attac" actionL Components: >, ,L Ran3e: >elee ttac"L Tar3et: 1ne
creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &one (see text)L Cha,ra Cost: 9. Csing this technique, the user ma"es a single attac" with his hand4held weapon against the target creatureL said attac" deals normal damage unless the target is either a dragon or reptilian creature. -f it is, the attac" deals an additional E die of damage against the creature, the si/e (arying on the creature's si/e, and pro(o"es a >assi(e +amage .a(e from it. ?efer to the table below to "now how much additional damage is dealt by the technique.
.mall or smaller >edium4si/ed :arge $uge %argantuan or larger EdE Ed0 Ed9 Ed36 Ed38
3aterial Focus* The user's .mall (or properly si/ed depending on the user's si/e category) or larger bladed weapon.
Shinmei Ryu / ;an / Sami%are,iri 7oice o5 Hea&en Sty'e / *i''in3 Technique / +ay Rain S'ash#
Taijutsu ((trike) [Armed] Ran,: E (B4)lass)L 4earn DC: 39, 7 successL Per5orm requirements: 0 ran"s (+) 3H)L Time: 3 attac" actionL Components: >, ,L Ran3e: >elee ttac"L Tar3et: 1ne airborne creature or objectL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: E. Csing this technique, the user is able to cut into a an airborne creature or object. The user ma"es a single attac" that, if it hits, deals 3d0 points of damage per three le(el of the user, maximum 5d0. *hether the creature is flying or falling, it ma"es no difference, but against a falling creature, this technique is best used as a readied action. This technique is actually a succession of quic" cuts that appear to be a single slash to most e(eryone. 3aterial Focus* The user's .mall (or properly si/ed depending on the user's si/e category) or larger bladed weapon.
Shinmei Ryu *essen 6u3i / Shin Rai,ou,en 7oice o5 Hea&en Sty'e A!so'ute )i3htin3 S,i'' / True 4i3htnin3 S'ash#
Taijutsu ((trike9 &e'uires < or more (hinmei &)u $ !en techni'ues and Chakra Control #% ranks) [Armed: Electricit)] Ran,: 38 ( 4)lass)L 4earn DC: 8I, E successL Per5orm requirements: 35 ran"s (+) 8H)L Time: 3 full4round actionL Components: >, ,L Ran3e: ;ersonalL Tar3et: 1ne hand4held weaponL Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex half (see text)L Cha,ra Resistance: @esL Cha,ra Cost: 30. The ultimate destructi(e (hinmei &)u sword technique, .hin ?ai"ou"en. -t follows the principle of (arious techniques and requires (ery fine )ha"ra )ontrol to imbue the technique with enough power to be effecti(e. The user's next attac" with the imbued weapon creates an enormous burst of energy and greatly adds to the (elocity of the slash. The attac" itself gains a ka7arimi de"ense 7 against the opponent and, if it hits, implies a 4E penalty to ?eflex sa(e agains the following attac" for the targeted creature. ?egardless whether the attac" hit, said following attac" deals Ed9 points of electricity damage and
Ed9 points of force damage to all creature and inattended objects in a E64foot radius sphere around the user, damage which can be hal(ed with a successful ?eflex sa(e for each type of damage. The user is inaffected by said damage. 3aterial Focus* The user's .mall (or properly si/ed depending on the user's si/e category) or larger bladed weapon.
Shinmei Ryu 6u3i / Sen / +essetsu ;an,uu ;anmasen 7oice o5 Hea&en Sty'e Secret Technique / )'ash / Demon Crushin3 Air )'ash#
Taijutsu ((trike9 &e'uires A or more (hinmei &)u techni'ues and Chakra Control #@ ranks) [Ao)ama 3otoko Hijutsu: Armed: Force] Ran,: H ( 4)lass)L 4earn DC: 8E, 5 successL Per5orm requirements: 38 ran"s (+) 80)L Time: 3 full4attac" actionL Components: ), >, ,, #L Ran3e: >edium (86 ft. G 36 ft.N8 le(els)L Area: 354ft. squareL Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex half (see text)L Cha,ra Resistance: @esL Cha,ra Cost: 30. This technique is the result of combining many principles of the .hinmei ?yu into a single technique and firing it off as a condensed blast of )ha"ra. *ith a single wa(e of his bladed weapon, which has to be wielded two4handed lest he suffers a 4E penalty to perform the technique, he sends forth a wa(e of energy that deals 7d0 points of slashing damage, 7d0 points of force damage and 7d0 points of bludgeoning damage to any creature caught in the area of effect. The blast will damage unattended objects and will blow right through co(er as though it was a Janganken attac". -f the user fires the technique in melee, he may ma"e a melee attac" against the character to deal damage as per his held weapon. -f the attac" hits, the target suffers a 4E penalty to his ?eflex sa(e to hal(e the damage from the technique, and the area is based around the targeted creature, but will ignore the user. -f the attac" misses, the ?eflex sa(e +) is lowered by 8 and the user will suffer a 48 penalty to +efense until his next turn. Empo7er The user may also increase the damage dealt by the technique by 3 die of each type at the cost of E additional points of )ha"ra, up to 5d0 per type. The damage from this technique can be a(oided with a ?eflex sa(e. 3aterial Focus* The user's >edium4si/ed (or properly si/ed depending on the user's si/e category) or larger bladed weapon.
35) may be in order to only identify the name of the style. -ts technique are not limited to the original techniques found in this section. .tudents may also be taught the following (often renamed)2 4 'enjutsu2 -aido N Battoujutsu ( rt of .word +raw) 4 'enjutsu2 'iritsu"i N $iten >itsurugi ?yu 4 ?yu >ou .en ($iten >itsurugi .tyle 4 ,ierce +ragon ,lash) 4 'enjutsu2 Tsu"i N Tsu"i ()ut) 4 'enjutsu2 1ugi 4 Ran"ente"i N $iten >itsurugi ?yu 4 Di"i ?yu .en Ran ($iten >itsurugi .tyle 4 +e(ouring +ragon ,lash) 4 ?yuutsu"i N $iten >itsurugi ?yu 4 ?yu .ai .en ($iten >itsurugi .tyle 4 )rushing +ragon ,lash)
Hiten +itsuru3i Ryu / Do Ryu Sen Hiten +itsuru3i Sty'e / Earth Dra3on )'ash#
Taijutsu ((trike9 &e'uires 0ase attack 0onus B<) Ran,: 7 (+4)lass)L 4earn DC: 35, 3 successL Per5orm requirements: 7 ran"s (+) 3E)L Time: 3 attac" actionL Components: >, ,, >asL Ran3e: 76 feetL Area: 54ft. wide line4 shaped burstL Duration: -nstantaneousL Sa&in3 Thro-s: ?eflex halfL Cha,ra Cost: 7. To properly use this technique, the user must be standing directly on a firm or hard earthen surface, such as stone. $e proceeds to slam his weapon into the ground, brea"ing it and sending forth debris in a 764foot line, hitting the first creature standing in it for 3dE points of earth damage e(ery 8 le(els of the user (maximum EdE). The target is allowed a ?eflex sa(e to ta"e only half damage from the technique. 3aster) *ith the first step of mastery in this technique, the user is able to increase the technique's range to E6 feet. *ith the fifth step of mastery in this technique, the user is able to ma"e this technique non4lethal by ta"ing a 43 penalty to damage per die and increasing the s"ill threshold and perform +) by 5. -n doing so, the target cannot be reduced below 6 hit points from this technique. $e must declare this action before using the technique. 3aterial Focus* The user's held weapon of >edium si/e (or properly si/ed depending on the user's si/e category) or larger.
Hiten +itsuru3i Ryu / Hi Ryu Sen Hiten +itsuru3i Sty'e / )'yin3 Dra3on )'ash#
Taijutsu ((trike9 &e'uires !enjutsu 2ugi $ aido (@)) Ran,: E (+4)lass)L 4earn DC: 30, 3 successL Per5orm requirements: E ran"s (+) 35)L Time: 3 attac" actionL Components: >, ,, >asL Ran3e: 86 feetL Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: E. Csing this technique, the user needs his sheathed "atana, "odachi, chisa4gatana or wa"i/ashi in a hard sheath of wood or metal, and a (ery high mastery of 0attoujutsu. *ith a flic" of his thumb, the user sends his sword flying forward and ma"es a ranged
attac" against one creature that, if it hits, deals 3 die of bludgeoning damage per 8 le(els of the user (maximum E die of damage) and forces the target to ma"e a ,ortitude sa(e or be stunned for 3 round. -f the weapon was .mall or smaller, the damage dealt is in d7L if the weapon is >edium4si/ed or larger, the damage is dealt in dE. -f the attac" misses, the sword falls in a square 36 feet behind the target, otherwise, it falls in the square occupied by the target. -n the same round, if the user had hit with the attac", mo(ed to a square adjacent to where his sword lies and is mo(ing at .peed ?an" 3 or higher, he may ma"e a melee touch attac" against +efense 35 to grab the weapon before it hits the ground. +oing so does not pro(o"e an attac" of opportunity. 3aster) *ith the second step of mastery in this technique, the user can choose to deal non4lethal damage with this technique by ta"ing a 4E penalty to attac" rolls and perform chec"s. 3aterial Focus* The user's sheathed "atana, "odachi, chisa4gatana or wa"i/ashi.
Hiten +itsuru3i Ryu / +ou Ryu Sen Hiten +itsuru3i Sty'e / )erocious Dra3on )'ash#
Taijutsu ((tance9 &e'uires 0ase attack 0onus BA: (peed rank ?: Hiten 3itsurugi &)u $ (hi &)u (en (?)) Ran,: 0 (B4)lass)L 4earn DC: 86, 7 successL Per5orm requirements: 9 ran"s (+) 83)L Time: 3 swift actionL Components: ), >, >asL Ran3e: ;ersonalL Tar3et: @ouL Duration: .tanceL Sa&in3 Thro-s: &oneL Cha,ra Cost: 5. *hile in this stance, the user gains the benefits of the Great Clea-e feat as long as he is mo(ing at .peed ?an" 8 or faster, or simply Clea-e when mo(ing any slower than that.
Hiten +itsuru3i Ryu / Ryu *an Sen Hiten +itsuru3i Sty'e / Coi'in3 Dra3on )'ash#
Taijutsu ((trike9 &e'uires Tum0le A ranks) Ran,: 0 (B4)lass)L 4earn DC: 86, 7 successL Per5orm requirements: 9 ran"s (+) 83)L Time: 3 attac" action or 3 instant actionL Components: >, ,, >asL Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: E. Csing this counter4technique, the user ma"es a single melee attac" with his held weapon that suffers a 4E penalty to attac" and damage rolls. The particularity of this technique is that the user may ma"e a fi(e4foot step before or after using this technique, e(en if he has, or plans to, mo(ed before using the technique. 1nce per round as an instant action, if he was missed by a melee attac" from an adjacent opponent, he may use this technique instead of a defensi(e mo(e such as !a7arimi no >utsu, (hundou or any such techniques. The penalty to attac" and damage rolls is reduced to 48, and he may still ta"e a fi(e4foot step if he has not already ta"en one this round. This extra attac" counts as an attac" of opportunity, and cannot be used either if his maximum number of attac"s of opportunity
has already been reached. 3aster) The fifth step of mastery in this technique reduces the standard penalty from this technique to 48, and to 43 when used as an instant action. 3aterial Focus* The user's "atana, double "atana, hansori or large "atana.
Hiten +itsuru3i Ryu / Ryu *an Sen *o3arashi Hiten +itsuru3i Sty'e / 9ithere% Coi'in3 Dra3on )'ash#
Taijutsu ((trike9 &e'uires Tum0le #E ranks and Hiten 3itsurugi &)u $ &)u !an (en (#)) Ran,: I (B4)lass)L 4earn DC: 83, 7 successL Per5orm requirements: H ran"s (+) 88)L Time: 3 attac" action or 3 instant actionL Components: >, ,L Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 0. This technique is the same as &)uukansen, except that the penalty to attac" and damage rolls is 48 normally, and inexistant when used as an instant action. -f the attac" hits, it deals an additional 3d0 points of damage of the appropriate type (additional damage which isn't multiplied on a critical hit). 3aterial Focus* The user's "atana, double "atana, hansori or large "atana.
Hiten +itsuru3i Ryu / Ryu *an Sen Tsumu(i Hiten +itsuru3i Sty'e / Coi'in3 Dra3on Spinnin3 )'ash#
Taijutsu ((trike9 &e'uires (peed rank <: !enjutsu 2ugi $ aido (?) and Hiten 3itsurugi &)u $ &)u !an (en (?)) Ran,: 9 ( 4)lass)L 4earn DC: 87, E successL Per5orm requirements: 33 ran"s (+) 85)L Time: 3 full4attac" actionL Components: >, ,, >asL Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 9. *hile this technique bears the same name and is somewhat similar, it is at the same time entirely different and much more lethal. The user must be mo(ing at (peed &ank < to use this technique, or suffer a 45 penalty to perform chec"s per .peed ?an" he is lac"ing. Csing this technique, the user ma"es a standard charge and attac"s in a spinning manner, unsheathing his weapon and ma"ing a standard iaido attac". -f the attac" hits, it deals an additional 3d0 points of damage per 7 le(els of the user (maximum Ed0, not multiplied on a critical hit) and throws the opponent upward 3dEx5 feet. The user cannot deal non4 lethal damage with this technique. 3aster) The second, fourth and fifth step of mastery in this technique grant the user a G3, G8 and G7 bonus to his attac" roll when using this technique. 3aterial Focus* The user's "atana, double "atana, hansori or large "atana.
Hiten +itsuru3i Ryu / Ryu +ei Sen Hiten +itsuru3i Sty'e / Dea5enin3 Dra3on )'ash#
Taijutsu ((trike9 &e'uires (peed rank < and an) ? Hiten 3itsurugi techni'ues)
Ran,: 0 (B4)lass)L 4earn DC: 86, 7 successL Per5orm requirements: 9 ran"s (+) 83)L Time: 3 attac" actionL Components: ), >, ,L Area: 864ft. radius centered on the user (see text)L Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude half, ,ortitude partialL Cha,ra Cost: 0. $iten >itsurugi's sole noutoujutsu techniqueL that is, sword4sheathing technique. s is standard for many Hiten techniques, he does so at such shoc"ing speed that he creates a soundwa(e amplified greatly by his )ha"ra. #(ery creature in the area of effect suffer 3d0 points of sonic damage per two le(els of the user (maximum 5d0), which can be hal(ed with a successful ,ortitude sa(e. ,urthermore, any creatures suffering damage from this technique must ma"e a ,ortitude sa(e to a(oid being stunned for 3 round. )reatures in a 564feet radius from the area of effect must ma"e a ,ortitude sa(e (+) 35) to a(oid suffering a 48 penalty to :isten chec" for 3 minute. To use this technique, the user's "atana must be unsheathed, and will end sheathed. 3aterial Focus* The user's unsheathed "atana, double "atana, hansori or large "atana.
Hiten +itsuru3i Ryu / Ryu Shou Sen Hiten +itsuru3i Sty'e / Risin3 Dra3on )'ash#
Taijutsu ((trike9 &e'uires (econd step o" 3aster) in an) < Hiten 3itsurugi techin'ues) Ran,: E ()4)lass)L 4earn DC: 3I, 8 successL Per5orm requirements: 5 ran"s (+) 3I)L Time: 3 attac" actionL Components: >, ,L Ran3e: >elee ttac"L Tar3et: 1ne creature of the same si/e category as the userL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: E. To properly use this technique, the user must be at either of his opponent's side, rather than facing it. The user ma"es a single melee attac" with his held weapon, which he must wield two4handed. -f the attac" hits, the target suffers an additional 3dE points of damage of the appropriate type per 8 le(els (maximum 5dE, not multiplied on a critical hit), and the target will be thrown upward 3d7x5 feet, only to start falling on its next turn and become prone. *hile it is airborne, the target is denied its +exterity bonus to +efense and can ta"e no action. This technique cannot be used on a falling or mo(ing target. 3aterial Focus* The user's "atana, or large "atana.
Hiten +itsuru3i Ryu / Ryu Sou Sen Hiten +itsuru3i Sty'e / Dou!'e Dra3on )'ash#
Taijutsu ((trike9 &e'uires /ro"icienc) in !atana or 6arge !atana) Ran,: E ()4)lass)L 4earn DC: 3I, 8 successL Per5orm requirements: 5 ran"s (+) 3I)L Time: 3 full4attac" actionL Components: ,, >L Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 0. Csing this technique, the user ma"es a full4attac" action against a single creature, and gains an additional attac" at his highest attac" bonus against it. ll attac"s made during this round suffer a 48 penalty. This technique's effect do not stac" with other non4 permanent bonus attac"s (ie, other techniques that grant additional attac"s outside of speed ran"s). 3aterial Focus* The user's "atana, or large "atana.
Hiten +itsuru3i Ryu / Ryu Sou Sen .arami Hiten +itsuru3i Sty'e / Dea%'y T-in Dra3on )'ash#
Taijutsu ((trike9 &e'uires (peed rank # and Hiten 3itsurugi &)u $ &)u (ou (en (<)) Ran,: I (B4)lass)L 4earn DC: 83, 7 successL Per5orm requirements: H ran"s (+) 88)L Time: 3 full4attac" actionL Components: ,, >L Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 38. To properly execute this technique, the user must be mo(ing at .peed ?an" 3 or higher. This technique is the same as &)u (ou (en, except that the user's threat range increases by 3 for the purpose of ma"ing those attac"s, and the user's damage is increased by one die si/e (3d36 to 3d38, 8d0 to 8d9). 3aterial Focus* The user's "atana, or large "atana.
Hiten +itsuru3i Ryu / Ryu Tsui Shou Sen Hiten +itsuru3i Sty'e / Risin3 Dra3on Hammer )'ash#
Taijutsu ((trike9 &e'uires 0ase attack 0onus B=: >ump A ranks: Hiten 3itsurugi &)u $ &)u (hou (en (?): &)u Tsui (en (?) and +aichou)aku no >utsu (t)) Ran,: 9 ( 4)lass)L 4earn DC: 87, E successL Per5orm requirements: 33 ran"s (+) 85)L Time: 3 full4attac" actionL Components: >, ,L Ran3e: )hargeL Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 3E. This technique is merely the combination of two opposed force to ma"e a deadly attac". The user ma"es a standard &)u Tsui (en attac" that deals standard damage. -f it hits, the target is not "noc"ed prone but rather loses its +exterity bonus to +efense against the coming attac". *hether the &)u Tsui (en attac" hit or not, the user follows with a &)u (hou (en attac" at his highest attac" bonus 45. The distance the target is thrown upward increases to 3dEx5 feet, and it falls prone once it reaches the ground. 3aterial Focus* The user's "atana, or large "atana.
Hiten +itsuru3i Ryu / Ryu Tsui Sen Hiten +itsuru3i Sty'e / Dra3on Hammer )'ash#
Taijutsu ((trike9 &e'uires >ump A ranks and +aichou)aku no >utsu (t)) Ran,: 0 ()4)lass)L 4earn DC: 3H, 8 successL Per5orm requirements: I ran"s (+) 3H)L Time: 3 full4attac" actionL Components: >, ,, >asL Ran3e: )hargeL Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partialL Cha,ra Cost: 0. The user uses the momentum from his charge to ta"e a running leap and bring down his sword on his opponent. To properly use this technique, the user must ha(e enough space to Dump up (see Dump s"ill) and the distance between the target and he must be large enough to charge. The user must wield his sword with two hands, and ma"es a normal charge attac" that deals normal damage, plus damage depending on his Dump chec" (see below). The additional damage is not multiplied on a critical hit, and cannot exceed 3d0 per 7 le(els of the user. The additional damage is of the same type as the damage dealt by the user's held weapon.
8ump chec, resu'ts A%%itiona' $onus to attac, %ama3e ro''s
G3 G8 G8 G7 GE
-f the attac" hits, the target must ma"e a ,ortitude sa(e or fall prone. 3aster) *ith the third step of mastery in this technique, the user is able to use this technique without ma"ing a charge, but doing so increases the s"ill threshold and perform +) by 9. 3aterial Focus* The user's "atana, double "atana, hansori or large "atana.
Hiten +itsuru3i Ryu / Ryu Tsui Sen ;an Hiten +itsuru3i Sty'e / S'ayin3 Dra3on Hammer )'ash#
Taijutsu ((trike9 &e'uires >ump A ranks and Hiten 3itsurugi &)u $ &)uutsuisen (?)) Ran,: H ( 4)lass)L 4earn DC: 8E, E successL Per5orm requirements: 38 ran"s (+) 80)L Cha,ra Cost: 38. This technique is the same as &)u Tsui (en, only much more lethal. The additional damage still isn't multiplied on a critical hit, and its cap is now 3d0 per 8 le(els of the user. ?efer to the table below for the Dump chec" results, attac" roll bonus and additional damage.
8ump chec, A%%itiona' $onus to resu'ts %ama3e attac, ro'' 36 or lower 8d0 G3 35 7d0 G8 86 Ed0 G8 85 5d0 G7 76 0d0 GE 75 Id0 GE E6 9d0 G5 E5 or higher Hd0 G0
-f the attac" hits, the target must ma"e a ,ortitude sa(e or fall prone. 3aster) *ith the third step of mastery in this technique, the user is able to use this technique without ma"ing a charge, but doing so increases the s"ill threshold and perform +) by 9. 3aterial Focus* The user's "atana, double "atana, hansori or large "atana.
Hiten +itsuru3i Ryu / Shi Ryu Sen Hiten +itsuru3i Sty'e / Piercin3 Dra3on )'ash#
Taijutsu ((tance9 &e'uires 0ase attack 0onus B< and (peed rank # (a)) Ran,: 7 (+4)lass)L 4earn DC: 35, 3 successL Per5orm requirements: 7 ran"s (+) 3E)L Time: 3 swift actionL Components: ), >, >asL Ran3e: ;ersonalL Tar3et: @ouL Duration: .tanceL Sa&in3 Thro-s: &oneL Cha,ra Cost: 7. *hile in this stance, the user gains the benefits of the Clea-e feat as long as he is mo(ing at .peed ?an" 3 or faster.
Hiten +itsuru3i Ryu / Sou Ryu Sen Hiten +itsuru3i Sty'e / T-in Dra3on )'ash#
Taijutsu ((trike9 &e'uires !enjutsu 2ugi $ aido (<)) Ran,: 0 (B4)lass)L 4earn DC: 86, 7 successL Per5orm requirements: 9 ran"s (+) 83)L Time: 3 attac" actionL Components: ,, >L Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 0. To properly use this technique, the user must meet a few requirements2 his sword must be a standard "atana and it must be sheathed in a hard metal or wooden sheath. )ombining the speed attained from a iaido attac" and the fluidity of a combo, the user is able to push the (ersatility of his swordplay further, as is standard for the Hiten 3itsurugi style. The user executes a standard !enjutsu 2ugi $ aido attac" and, regardless if the attac" hits or not, he gains a second attac" at his highest attac" bonus with the sword's sheath. wooden sheath deals damage as per standard "atana two si/e category smaller, while a metal sheath deals "atana damage one si/e category smaller, and bonus to katana attac"s also apply to the sheath. The first attac" gains a G8 bonus to attac" and damage rolls and the sheath attac" suffers a 4E penalty to attac" and damage rolls. s per aido, the user will suffer a 48 penalty to +efense afterward until his next turn. This attac" cannot be used as part of a charge and cannot be used if the user is prone. t the end of the technique, the user's "atana will be unsheathed and the user will ha(e the sheath in his off4hand. 3aterial Focus* The user's "atana and sheath.
Hiten +itsuru3i Ryu / Sou Ryu Sen I,a:uchi Hiten +itsuru3i Sty'e / T-in Dra3on Thun%er )'ash#
Taijutsu ((trike9 &e'uires !enjutsu 2ugi $ aido (@) and Hiten 3itsurugi &)u $ (ou &)u (en (#)) Ran,: 0 (B4)lass)L 4earn DC: 86, 7 successL Per5orm requirements: 9 ran"s (+) 83)L Time: 3 attac" actionL Components: ,, >, >asL Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: I. This technique is similar to (ou &)u (en in that it uses both the sheath and the weapon to attac". This time, the sheath attac" comes first, and then the iaido attac". -f said sheath attac" hit, the target is denied its +exterity bonus to +efense against the user's iaido attac". 3aster) *ith the third step of mastery in this technique, the user may choose to spend an additional 5 points of )ha"ra and ta"e a 4E penalty to his aido attac" in order to target all adjacent opponent with his sword instead of just the target. +oing so, howe(er, increases the s"ill threshold and perform +) by 9. -f he cannot meet the new perform requirements but succeeds the unaltered ones, the technique carries on normally. 3aterial Focus* The user's "atana and sheath.
Hiten +itsuru3i Ryu Hi,en / *u:u Ryu Sen Hiten +itsuru3i Sty'e Secret Technique / Nine/hea%e% Dra3on )'ash#
Taijutsu ((trike9 &e'uires Third (tep o" 3aster) in an) = Hiten 3itsurugi techni'ues: &)uutsuki (%) and (peed rank ?) Ran,: H (.4)lass)L 4earn DC: 85, 5 successL Per5orm requirements: 37 ran"s (+) 8H)L Time: 3 full4attac" actionL Components: >, ,, ;, >asL Ran3e: )hargeL Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: &oneL Cha,ra Cost: 36. This technique is the second most powerful technique of the Hiten 3itsurugi style. ;ut bluntly, it is a single attac" from all the points targeted in swordsmanship ("arata"i, "esagiri, sa"agesa, hidari nagi, migi nagi, hidari "iriage, migi "iriage, sa"a"a/a and tsu"i) in an extremely quic" succession. To properly use this technique, the user must be mo(ing at .peed ?an" 7 or higher. The user ma"es nine melee attac" with his held weapon at his highest attac" bonus against the target, only the first benefitting the charge bonuses, the rest suffering a cumulati(e 43 penalty to attac" rolls e(ery attac" (from 43 to 49). ll the attac"s gain cumulati(e a 'awarimi +efense 8 that increases by 3 e(ery successful hit (from maximum H). #ach successful hit deals 3d9 points of damage of the appropriate type (doubled on a confirmed critical), and the last attac"'s threat range increases by E and deals triple damage on a confirmed critical. The user may continue to mo(e up to his maximum distance after reaching his opponent, without pro(o"ing an attac" of opportunity from it. 3aster) *ith the fourth step of mastery in this technique, the user deals 3d36 points of damage e(ery successful hit. 3aterial Focus* The user's "atana, hansori, double "atana, or large "atana.
Hiten +itsuru3i Ryu Tsui no Hi,en / Ama *a,eru Ryu no Hirame,i Hiten +itsuru3i Sty'e Succession Technique / Hea&en<s Soarin3 Dra3on )'ash#
Taijutsu ((trike9 &e'uires Third (tep o" 3aster) in an) = Hiten 3itsurugi techni'ues: !enjutsu 2ugi $ aido (%): ainuki (%) and Hiten 3itsurugi &)u Hiken $ !u5u &)u (en (t): 2ugi $ (hinjisoku (t) and (peed rank @ (a)) Ran,: H (.uper .4)lass, see text)L 4earn DC: 80, 0 successL Per5orm requirements: 3E ran"s (+) 7E)L Time: 3 full4attac" actionL Components: ), >, ,, >asL Ran3e: >elee ttac"L Tar3et: 1ne creatureL Duration: -nstantaneousL Sa&in3 Thro-s: ,ortitude partial, ,ortitude half, ?eflex partialL Cha,ra Cost: 39. The succession technique of the Hiten 3itsurugi &)u is the (ery reason why there can only be one master, and one student. -t is passed down on the student in a (ery simple ritual2 a fight to the death. -f the student has not mastered the technique, it dies at the hand of its master. -f it has mastered the technique, the master dies at the hands of the student. -t is a dreadful and seemingly ne(erending cycle, which has yet to be bro"en after the 37th generation. Cpon mastering this technique, the user dons the name of $i"o
.eijuro, master swordsman and sole user of the Hiten 3itsurugi until he, himself, find a pupil. To properly use this technique, the user must be mo(ing at .peed ?an" E or higher, and his "atana must be sheathed in a hard sheath. The user ma"es a single melee attac" with his held weapon against the target creature. -f the attac" hits, the target must ma"e a ,ortitude sa(e or be slain immediately. -f the sa(e succeeds, the target suffers 9d0 points of damage of the appropriate type instead, and an additional 5d0 points of damage on its next turn, which can be hal(ed with a successful ,ortitude sa(e. -f the attac" misses, the user ma"es a complete comebac" and a second attac" at a 45 penalty. The target must succeed a ?eflex sa(e to a(oid being drawn in the (oid left by the first attac" and lose its +exterity bonus to +efense against the second attac". -f the second attac" hits, follow the rules abo(e, but the ,ortitude sa(e +) is decreased by 5, and the damage dealt in case of a successful sa(e decreased to 0d0 and Ed0 a round later. fter using this technique, the user becomes fatigued. -f he uses this technique while fatigued, he suffers a 4E penalty to perform chec"s, and in case of success, becomes exhausted. -f the technique is used while exhausted, the penalty is 49 and the user falls unconscious for 3dE hours, and wa"es up exhausted. t the end of the technique, the user's "atana will be drawn and in his main hand. -f the user fails to perform this technique, he loses his +exterity bonus to +efense, pro(o"es an attac" of opportunity and falls prone. This techniques count as a ?an" 38 technique for the purpose of calculating how long it ta"es to learn and identifying it. 3aster) #(ery step of mastery increases the attac" bonus of the second attac" and its ,ortitude sa(e by G3, for G5 at the fifth step, thus ma"ing the attac" the same as the first one. 3aterial Focus* The user's "atana and sheath.
This technique ma"es a metal object completely undetectable to metal detectors. *hen any creature or character ma"es a .earch or .pot chec" to detect the object, it does not gain equipment bonuses from any de(ice that detect metal.
sur(eilliance de(ice to a faint outline, almost in(isible to the na"ed eye, and sounds recorded by audio recorders to a low crac"ling sound. ny creatures being attac"ed or attac"ing within the field will disrupt it entirely, ending the technique for e(eryone. The technique also grants in(isibility to creatures relying on electronical de(ices to see, such as certain types of robots. *hile the technique is useful for many tas"s requiring stealth, it sometimes ma"es life more difficult. stoplight sensor under an intersection might not pic" up a motorcycle with machine in(isibility. utomatic sliding doors at the supermar"et won<t open for the subject of the technique. Tal"ing on the telephone or radio is also impossible.
Techniques In%e2
-n the following pages, you will see a listing of all techniques found in &aruto2 d86 organi/ed by ?an"s.
Ran, A Techniques:
Cha,ra Contro': .aihou no Dutsu (.ewing Technique) ,od)* )houya"u no Dutsu (Dumping Technique) -nuhana no Dutsu (+og's &ose Technique) 'inobori (Tree )limbing Technique) (pirit* +o"u $a""en no Dutsu (;oison +etection Technique) )uin(utsu: @ouso ,uuin no Dutsu (#lement .eal Technique) .en(utsu: -"a"u no Dutsu (-ntimidation Technique) &a"imane no Dutsu ( nimal )ry -mitation Technique) .hitsu"entou no Dutsu (+isorientation Technique) .hitsunen no Dutsu (>ind :apse Technique) +oujutsu*
'youga"u no Dutsu (,right Technique) Nin(utsu: Bunshin no Dutsu (+uplication Technique) ,u"urougan (1wl's #yes) %you"ou (%ood ,ortune) $enge no Dutsu (Transformation Technique) ,uinjutsu2 Dou no -n 'ai (.ealing Technique2 :oc"ing .eal ?elease) 'a"ureimino no Dutsu (>ythical -n(isibility )loa"ing Technique) 'awarimi no Dutsu (Body .ubstitution Technique) &inpou2 .huri"enjutsu 4 &ageri"i (&inja rt2 .huri"en ."ill 4 ;ower Throw) &inpou2 *ana 4 'unai .houwana (&inja rt2 Traps 4 >inor 'unai Trap) &awanu"e no Dutsu (#scaping Technique) .hou ?a"umugai no Dutsu (>inor $armless ,all Technique) +oton* )hihou no Dutsu (#arth )ompass Technique) %enwa"udoro no Dutsu (Blinding >ud Technique) Toujun no Dutsu (#arth .hield Technique) Fuuton* 'a/egama no Dutsu (*ind .cythe Technique) 'uuryuu"en no Dutsu ( ir )urrent +etection Technique) .arutobi no Dutsu (,lying >on"ey Technique) !aton* $ia"ahou (Bla/ing ?ed )annon) 'aen .huri"en (Bla/ing .huri"en) Ta"itsu"e (,ire -gniter) Tsuufuu"a no Dutsu (%out of ,ire Technique) 3edical* -ryou &injutsu2 ?yoji 4 'e""i (>edical &injutsu2 Treatment 4 Figor) &aiton* $e"iden no Dutsu (#lectrical .plit Technique) ?aishuri"en no Dutsu (:ightning .huri"en Technique) (uiton* 'atsutai no Dutsu (.lippery Body Technique) >i/udama no Dutsu (*ater .phere Technique) Hijutsu* .umoshin Hi(utsu: 'umochuu no Dutsu (.pider .tring Technique) Ishimaru C'an: -shi no Teashi (:imbs of .tone) 8iraiya Hi(utsu: Touton no Dutsu (;eeping Technique) Tai(utsu: (trike* 'enjutsu2 gari4uchi (.word rt2 Cpward )ut) 'enjutsu2 'udari4uchi (.word rt2 +ownward )ut) 'enjutsu2 .hamen4uchi (.word rt2 +iagonal )ut) 'enjutsu2 Crashamen4uchi (.word rt2 ?e(ersed +iagonal )ut)
Taijutsu2 %ou"en ($and4to4$and2 -ron ,ist) Taijutsu2 Di"i4uchi ($and4to4$and2 1pportunity .tri"e) Taijutsu2 'ei"ai4uchi ($and4to4$and2 &imble .tri"e) Taijutsu2 Todome ($and4to4$and2 ,inishing Blow) Rentai Bougyo (Total +efense) (tance* .hinobi $i"en2 +achi 4 .houja (.hinobi .ecrets2 .tances 4 .mall .erpent) .hinobi $i"en2 +achi 4 @asei 'uma (.hinobi .ecrets2 .tances 4 *ild Bear) Hijutsu* Ishimaru C'an: -shimaru ?yu2 .hodan +achi (-shimaru .tyle2 ,irst .tance)
Ran, B Techniques:
Cha,ra Contro': )ha"ra no 'ogasu ()ha"ra Burn) %amiyari (;aper :ance) ,od)* $a""en no Dutsu (+etection Technique) 'awa no @oroi (."in rmor) .eishou Ba"uha (#nergy #xplosion) Tadayou (*ater .trider) (pirit* )ha"ra no $i"ari ()ha"ra :ight) %enjutsu 'ai (-llusion +ispel) )uin(utsu: Teiryo"u no -n (#nergy nchor .eal) Hijutsu* 4ost Hi(utsu: )raft :east )ha"ra .toring %em !injutsu* 4ost *in(utsu: 'etsuyoujutsu2 $ebigan no -n (Blood .orcery2 .na"e4eye .eal) >a'en Dutsu2 #n'mi (,iendfire Technique2 .eed of ,lame) .en(utsu: Duu"i no Dutsu ( nimal >ind Technique) >agen2 Digo"u Tenshi no Dutsu (+emonic >irage2 $ell's #lement Technique) 1nwa"u no Dutsu ( ural +elusions Technique) .hougen/ou no Dutsu (>inor -llusion Technique) +oujutsu* 'uchijou/u no Dutsu (+iplomacy Technique) .hinhe"i no Dutsu (>ind ?end Technique) /hantasm* +outa no Dutsu ($and >otion )onfusion Technique) #sagashi no Dutsu ($idden Ferse Technique) >agen2 .hitsuenjou no Dutsu (+emonic >irage2 ?eality ?e(ision Technique) Nin(utsu: )ha"ra Tsuma/u"u 'ousen no Dutsu ()ha"ra Tripline Technique)
,u"umihari ($idden &eedle) Disatsu no Dutsu (.uicide Technique) $i"iro ?en"en (,lying +emon .tri"e) 'aiso"u no Dutsu (&imble4footed Technique) >utsutenshi no .huri"en (#lemental ;rism Technique) &inpou2 )ha"ra no -to (&inja rt2 )ha"ra Threads) .hinobi no Dutsu (-nfiltration Technique) Tsu"u no Dutsu (Fomit Technique) Cn"i Tate no Dutsu (*armth .hield Technique) +oton* +ouhe"i no Dutsu (#arth .plit Technique) -shi .huri"en no Dutsu (.tone .huri"en Technique) .hindo no Dutsu (Wua"ing #arth Technique) .hinjuu Ranshu no Dutsu (-nner +ecapitation Technique) Tsuchi no Dutsu (#arth >allet Technique) Fuuton* ?eppushou (%ale )rusher) Tobi 'unai (,lying 'unai) Torihane no Dutsu (Bird's *ing Technique) H)outon* $yousou no Dutsu (-ce )laws Technique) $youtan no Dutsu (-ce ;oint Technique) Toudo no Dutsu (,ro/en %round Technique) !aton* #n"ounebai no Dutsu (.tic"y ,ire Technique) $isen no Dutsu (?ay of ,ire Technique) .hou"a"yuu no Dutsu (>inor ,ire Ball Technique) 3edical* -ryou &injutsu2 -ji 4 >ashujutsu (>edical &injutsu2 ;ractice 4 >ystical .urgery) -ryou &injutsu2 -ji 4 .hinryou Dutsu (>edical &injutsu2 ;ractice 4 +iagnosis Technique) -ryou &injutsu2 -ji 4 .housen Dutsu (>edical &injutsu2 ;ractice 4 >ystical ;alm Technique) &aiton* +engan no Dutsu (.tungun Technique) Da"uden (>inor #lectric )urrent) ?ai"ousen no Dutsu (?ay of :ightning Technique) ?aite no Dutsu ($ands of Thunder Technique) (uiton* .uisendan no Dutsu (+rilling *ater Bullet Technique) 'etsuyoujutsu2 $ebigan no -n (Blood .orcery2 .na"e4eye .eal) (pacetime* .hun"o"u >eihoujin 4 Bushi (>omentaneous lly ,ormation 4 .oldier) Training* )raft :east )ha"ra .toring %em .huugyou2 'iba"u ,uuda 'ou"a no *a/a (Training2 >ethod of ;aper Bomb ?efinement) Hijutsu*
A,imichi C'an: Bai"a no Dutsu (+ouble .i/e Technique) A!urame C'an: 'i"ai .hin"u no Dutsu (Bug ?eco(ery Technique) .umoshin Hi(utsu: 'umo"indan (.pider %olden ;rojectile) Tai(utsu: (trike* -wa"u/u Taige"i (?oc" .hattering ,ist) 'enjutsu2 -aido (.word rt2 -aido) 'enjutsu2 -ainu"i (.word rt2 -ainu"i) 'yujutsu2 'isshi (Bow rt2 Basic .hot) &inpou2 .huri"enjutsu 4 ?en"en (&inja rt2 .huri"en ."ill 4 .huri"en Barrage) ?yuutsu"i (+ragon Thrust) .ange"i $issatsu *a/a2 -ge"i (Three4$it 'ill Technique2 ,irst .tri"e) Taijutsu2 %ou"en 4 'onoha ?eppuu ($and4to4$and2 -ron ,ist 4 :eaf's Fiolent *ind) Taijutsu2 .hotei Cchi ($and4to4$and2 ;alm $eel .tri"e) (tance* .hinobi $i"en2 +achi 4 Ban"you $ebi (.hinobi .ecrets2 .tances 4 )oiled .erpent) Taijutsu2 +achi 4 'a"utou *a/a ($and4to4$and2 .tance 4 %rappling .tyle) Training* .hodan Douryo"u (?an" 1ne .trength) .hodan 'ouso"u (?an" 1ne .peed) Hijutsu* *onoha Hi(utsu: Taijutsu2 .ennen %oroshi ($and4to4$and2 Thousand @ears of ;ain)
Ran, G Techniques:
Cha,ra Contro': )ha"ra Ctsushi no Dutsu ()ha"ra ?e(ealing Technique) ,od)* +aichouya"u no Dutsu (%reater :eap Technique) %ishi no Dutsu (,eign +eath) @u"igutsu (.now *al"ing) (pirit* &en (+esire) .eireiha (.oul #dge) Training* .huugyou2 'youdo 4 .hodan (Training2 -ntensity 4 ,irst ?an") .huugyou2 &in"ido 4 .hodan (Training2 #ndurance 4 ,irst ?an") Hijutsu* 4ost Hi(utsu: ?ei"i (:ay on $ands) )uin(utsu: d(anced .eal2 Ba"udan ( d(anced .eal2 Bomb) ,uinjutsu2 Dou no -n (.ealing Technique2 :oc"ing .eal) 'ai""en no -n ()ancellation .eal)
Hijutsu* 4ost Hi(utsu: )raft :esser )ha"ra .toring %em !injutsu* 4ost *in(utsu: 'etsuyoujutsu2 %ete""i (Blood .orcery2 :esser >astery) 'etsuyoujutsu2 ?yo"u no @ou (Blood .orcery2 Blade of ;ower) >a'en Dutsu2 $appa (,iendfire Technique2 Blast) >a'en Dutsu2 .hou"en ?yuu (,iendfire Technique2 Burning ,ist .tyle) .en(utsu: Du"usui no Dutsu (.leep Technique) >agen2 &ara"umi no Dutsu (+emonic >irage2 :i(ing $ell Technique) @outon 4 'aimon no Dutsu (+emonic ?elease 4 +estruction %ate Technique) Compulsion* .hi"isosou no Dutsu (+emoti(ation Technique) +oujutsu* .hin"ujuu no Dutsu (>ental ffliction Technique) Taiba"udou no Dutsu (Body Binding .tare Technique) Nin(utsu: )ha"ra .hori no *a/a (>ethod of )ha"ra ?eading) %odai Taige"i2 .hodan Dutsu (#lemental Beatdown2 ?an" 1ne Technique) Dou ?a"umugai no Dutsu (%reater $armless ,all Technique) Duujin ?yuu 4 .eiga (Beastman .tyle 4 .pirit ,ang) Duujin ?yuu 4 @ushu (Beastman .tyle 4 $ealing $and) 'agehouyou no Dutsu (.hadow #mbrace Technique) >i"an .eiha no Dutsu (:esser +omination Technique) &e"onome ()at's #yes) 'airai #nge"i 4 .hichihenge (;uppet Theater 4 )ostume )hange) &inpou *ana 4 'unai *a/a (&inja rts Trap 4 'unai Trap) .hunshin no Dutsu (Body ,lic"er Technique) To"age no 'awa (:i/ard's ."in) Tsuushin no Dutsu (-nformation ?elay Technique) Ctsusemi no Dutsu (;rojection Technique) Renmou no Dutsu (.ightless #yes Technique) +oton* +ochuu #ngyou no Dutsu (Cnderground +isplacement Technique) +oronami no Dutsu (>ud *a(e Technique) .husen 4 )hibounushi (+efensi(e Technique 4 ?ising >ud %uardian) Fuuton* Bifuu no Dutsu (Rephyr's *ind Technique) %ufuuran no Dutsu (Tornado .licer Technique) Tengu"a/e (.udden %ust of *ind) Tobigetsu (,lying >oon) H)outon* $you"aimen no Dutsu (-ce )rusher Technique) Tou"etsu 'oushou no Dutsu (,ro/en rsenal Technique) !aton*
%ou"a"yuu no Dutsu (%rand ,ireball Technique) 3edical* -ryou &injutsu2 )hiyu 4 .hodan Dutsu (>edical &injutsu2 $ealing 4 ,irst ?an") -ryou &injutsu2 ?yoji 4 'entai (>edical &injutsu2 Treatment 4 ,atigue) &aiton* +enha no Dutsu (.tatic Burst Technique) 'eiren no Dutsu ()ramp Technique) .eiden"i ?ei"i no Dutsu (.tatic #lectricity ura Technique) (pacetime* @aiba"i no 'uchiyose (Blade .pirit .ummoning) (uiton* -ssui .uberi no Dutsu ()urrents .liding Technique) 'aihoudan (;ressure )annon) >i/u no >uchi (*ater *hip) >i/uame &abara (.yrup )apture ,ield) >i/urappa ()rushing *ater *a(e) .ui/ou no Dutsu (*ater ,ormation Technique) Tobi"omi no Dutsu (+i(ing Technique) @utsuba no Dutsu (1ily .pit Technique) Training* .huugyou2 'irihei no #ngi no *a/a (Training2 >ethod of >ist ,ighting daptation) .huugyou2 &injutsu 'en"yuu (Training2 &injutsu ?esearch) Hijutsu* A!urame C'an Hi(utsu: 'i"ai Bunshin no Dutsu (Bug ?eplication Technique) >ushi ?ou"a no Dutsu (-nsect Beacon Technique) Ame3a,ure Hi(utsu: 'uuden"ouu no Dutsu (.tatic ?ain Technique) .umoshin Hi(utsu: 'umonendou no Dutsu (.pider Fiscous ;rojection Technique) Inu:u,a C'an Hi(utsu: .hi"a"yu no Dutsu (Wuadruped Technique) 8iraiya Hi(utsu: +aisu"ebei no 'a/e (*ind of the %reat :echer) 6to3a,ure Hi(utsu: 1nbyou no Dutsu (.ound *a(e &ausea Technique) Uchiha Sasu,e Hi(utsu: )hidori .enbon (Thousand4Bird &eedles) !injutsu* A'' Nin(a 7i''a3es: .hin 'aso"u no Dutsu (>ental cceleration Technique) 4ost *in(utsu: $aradou 4 $a"utou (*ay of ;urification 4 *hite .word) @outon 4 >youri"i (+emonic ?elease 4 File ;ower) Tai(utsu: (trike* $o"ojutsu2 +aibutsu ( rmed Technique2 ;owerful Blow)
'age Buyou (.hadow +ance) 'enjutsu2 +achi 4 Digen ?yu (.word rt2 .tance 4 Digen ?yu) 'enjutsu2 'iritsu"i (.word rt2 )ut and Thrust) 'enjutsu2 Tsu"i (.word rt2 Thrust) &inpou2 .huri"enjutsu 4 'age .huri"en (&inja rt2 .huri"en ."ill 4 .hadow .huri"en) .oujutsu2 Duuge"i (.pear rt2 $ea(y .tri"e) Taijutsu2 Butsu"ari ($and4to4$and2 )harge Brea"er) Taijutsu2 &agewa/a 4 +orinage ($and4to4$and2 Throw Technique 4 +isarm Throw) Taijutsu2 %ou"en 4 'onoha .enpuu ($and4to4$and2 -ron ,ist 4 :eaf's .pinning *ind) Taijutsu2 Taihou"en ($and4to4$and2 ,ist ?oc"et) Taijutsu2 &agewa/a 4 Tobinage ($and4to4$and2 Throw Technique 4 ,lying Throw) Taijutsu2 1ugi 4 ?endan 'idou"i (Taijutsu .ecret Technique 4 )ombo .tarter) Taijutsu2 @ama4uchi ($and4to4$and2 >ountain Blow) (tance* 'ousen ?yu (-ron *ire .tyle) .ui"en +achi (+run"en ,ist .tance) Tourou"en (;raying >antis .tyle) Hijutsu* Hyuu3a C'an: $yuuga ?yu 4 Dyuu"en ($yuuga .tyle 4 %entle ,ist) Ishimaru C'an: -shimaru ?yu2 &idan +achi (-shimaru .tyle 4 .econd .tance)
Ran, E Techniques:
Cha,ra Contro': +ai %amiyari (%reat ;aper :ance) ,od)* 'a"usu &ioi ()onceal 1dor) .hinobi $i"en2 )ha"ra Toushi (.hinobi .ecrets2 )ha"ra .ight) (pirit* Bouen"you .hi"a"u no Dutsu (Telescopic Fision Technique) +ensetsu ?ei"i ( ura of :egend) .umi &amaru no Dutsu (-n" )oncealment Technique) Training* .huugyou2 'i &obori no *a/a (Training2 ct of Tree )limbing) )uin(utsu: d(anced .eal2 $youhou ( d(anced .eal2 -ce +aggers) ,uinjutsu2 .uihadou (.ealing Technique2 *ay of the ,lowing *ater) >isshi (>essage )arrier) Hijutsu* 4ost Hi(utsu: )raft %reater )ha"ra .toring %em !injutsu* *iri3a,ure *in(utsu: >i/u Bunshin no Dutsu (*ater ?eplication Technique) 4ost *in(utsu: 'etsuyoujutsu2 nshi (Blood .orcery2 &ight Fision)
'etsuyoujutsu2 'aiso"u (Blood .orcery2 )elerity) 'etsuyoujutsu2 'uuin (Blood .orcery2 Foid .eal) 'etsuyoujutsu2 .eiryo"u (Blood .orcery2 ;otence) >a'en Dutsu2 'aenfubatsu (,iendfire Technique2 -ndomitable ,ire) .en(utsu: Compulsion* +omori no Dutsu (.peech -mpediment Technique) /hantasm* >agen2 nra"ushi (+emonic >irage2 #ndgame ?elief) >agen2 )hitaiba"ushi (+emonic >irage2 #arthbinding +eath) !injutsu* *in(utsu o5 A'' Nin(a 7i''a3es: .eisa"u no Dutsu (:ife +isruption Technique) Nin(utsu: Ba"uretsu 'awarimi no Dutsu (#xploding Body .ubstitute Technique) )ha"ra Dirai no Dutsu ()ha"ra :and >ine Technique) +amashiuchi no Dutsu (.nea" ttac" Technique) %odai Taige"i2 &idan Dutsu (#lemental Beatdown2 ?an" Two Technique) $ouse"i Ba"udan (%em Bomb) 'oemane no Dutsu (Foice >imicry Technique) -""etsu no Dutsu ($emorrhage Technique) Duujin ?yuu 4 Duuso"u (Beastman .tyle 4 Bestial .wiftness) 'airai #nge"i 4 'amitederu (;uppet Theater 4 #xit .tage :eft) 'airai #nge"i 4 .en"en no >ai (;uppet Theater 4 +ance of a Thousand Blades) >u"idou .anpo no Dutsu (Trac"less .tep Technique) ?ousuru 1npa no Dutsu (+eafening .ound *a(e) .uitai no Dutsu (*ea"ening Technique) Teichou no Dutsu (.lowing Technique) +oton* +oroga no Dutsu (>ud ,ang Technique) Fuuton* #nma -bu"i no Dutsu ($ades' Breath Technique) ,uu"a"oi no Dutsu (*ind #nclosure Technique) %ufuu"en (Tornado .lash Technique) -chijin no Dutsu (%ust of *ind Technique) 'a/eboe ($owling *inds) 'uu"ihe"i no Dutsu ( ir *all Technique) &inpou2 .huri"enjutsu 4 ?eppurenshou (&inja rt2 .huri"en ."ill 4 ,ierce %ale )rusher) .arubou no >ai (+ance of the *ild >on"ey) Ran"idan (.licing +emon Blast) H)outon* $younomi no Dutsu (.wallowing -ce Technique) $yourento (,ierce -ce +aggers) ?yuuhyou no Dutsu (+rifting -ce Technique) Toushou (,rostbite) !aton* Ba"uretsu Dunjiru no Dutsu (#xplosi(e .acrifice Technique)
#nga no Dutsu (,ire ,angs Technique) 'aengiri (Bla/ing .lash) 3edical* -ryou &injutsu2 ?yoji 4 +o"u"eshi (>edical &injutsu2 Treatment 4 ;oison ;urge) &aiton* +enpo no Dutsu (.tatic Bullets Technique) $ouden no Dutsu (#lectrical +ischarge Technique) Dinrai no Dutsu (Thunderclap Technique) ?ai"oudan no Dutsu (:ightning ;rojectile Technique) (pacetime* 'yuushin no Dutsu (>essage )arrier Technique) .hun"o"u >eihoujin 4 $ogosha (>omentaneous lly ,ormation 4 ;rotector) (uiton* $a"isuitoge no Dutsu (.pitting *ater .pines Technique) 'iriga"ure no Dutsu ()oncealing >ist Technique) >i/uteppo (*ater Bullets Technique) Hijutsu* A!urame C'an: 'i"ai %isei no Dutsu (Bug .acrifice Technique) Ha,u Hi(utsu: $youshou no Dutsu (-ce )rystal Technique) *usa3a,ure Hi(utsu: 'usa 'asui no Dutsu (%rass .pi"es Technique) 1chiba me no Dutsu (?ain of ,alling :ea(es Technique) 4ost Hi(utsu: $omura +ama (Bla/ing .phere) Nara C'an: 'age >ane no Dutsu (.hadow -mitation Technique) San%aime Ho,a3e Hi(utsu: .huri"en 'age Bunshin no Dutsu (.huri"en .hadow ?eplication Technique) Saruto!i Asuma Hi(utsu: $ien Dutsu2 -ppo (,lying .wallow Technique2 ,irst .tep) =amana,a C'an: .hintenshin no Dutsu (>ind Transfer Technique) !injutsu* *iri3a,ure *in(utsu: >i/u Bunshin no Dutsu (*ater ?eplication Technique) 4ost *in(utsu: 'ageba"u .huri"en no Dutsu (.hadow Binding .huri"en Technique) @outon 4 'usa Duuji (+emonic ?elease 4 )hain )ross) Tai(utsu: (trike* %atotsu2 -sshi"i (;iercing ,ang2 ,irst .tance) 'enso"u2 -ai"en (.wift ,ists2 Cndodgable ,ist) 'yujutsu2 %ousen (Bow rt2 ;ower .hot) ?en/u"i (,lurry of Blows) Taijutsu2 Duuryuu &age 4 &odowa 1toshi (Taijutsu2 Ten4Ton .tyle Throws 4 )ho"eslam)
Taijutsu2 'ensei no *a/a ($and4to4$and2 >ethod of +i(ersion) Taijutsu2 .hime ($and4to4$and2 )ho"e $old) Taijutsu2 @amageri ?endan ($and4to4$and2 >ountain 'ic" )ombo) C/u"a/e ?enge"i (.wirling *ing .tri"es) 3o0ilit)* .hundou (-nstant +isplacement) (tance* matsu no 'arada ($ea(enly Body) $o"ojutsu2 +achi 4 'abuto4"a"ushi +achi ( rmed Technique2 .tance 4 $elm .plitter .tance) .hinobi $i"en2 +achi 4 $achidori no @ari (.hinobi .ecrets2 .tances 4 :ance of the $ummingbird) .hinobi $i"en2 +achi 4 Torage"i (.hinobi .ecrets2 .tances 4 .tri"ing Tiger) Taijutsu2 +achi 4 .ou"etsu +achi ( rmed Technique2 .tance 4 .erene ,ist .tance) Training* &idan Douryo"u (?an" Two .trength) &idan 'ouso"u (?an" Two .peed) Hijutsu* A,imichi C'an: &i"udan .ensha (>eat Tan") Inu:u,a C'an: Tsuuga (;iercing ,ang) 4ost Hi(utsu: 'enjutsu2 'odachi &ittouryuu 4 %ou"u Duuji (.word rt2 +ual 'odachi .tyle 4 Bla/ing )ross) Uchiha Sasu,e Hi(utsu: Taijutsu2 .hishi ?endan ($and4to4$and2 :ion )ombo)
Ran, J Techniques:
Cha,ra Contro': ,od)* )hibi/u"u no Dutsu ()ompression Technique) %e"itai no Dutsu (?epel Technique) $anten )houya"u (:eap to the ."y) 'ayou @uugyou no *a/a (>ethod of ?apid .wimming) >ugen -bu"i no Dutsu ( ir .upply Technique) ?yo"ujun no Dutsu (#nergy .hield) (pirit* >ajin 'ousei no Dutsu (+e(ilish ?egeneration Technique) ?ei"iha ( ura *a(e) )uin(utsu: ,uinjutsu2 %esouin (.ealing Technique2 >inor .torage .eal) .eihou"en ,uuin (:ife ;reser(ation .eal) Tsuyome no -n (.trengthening .eal) !injutsu* A'' Nin(a 7i''a3es: ,uinjutsu2 &injou"an (.ealing Technique2 #mpathic )onnection)
4ost *in(utsu: 'etsuyoujutsu2 #ibin (Blood .orcery2 cuity) 'etsuyoujutsu2 ,ujutsu (Blood .orcery2 Thaumaturgy) 'etsuyoujutsu2 %ou"i (Blood .orcery2 ,ortitude) >a'en Dutsu2 'aenra"uin (,iendfire Technique2 Bla/ing Brand) .en(utsu: -shi"i"a 'assei"a no Dutsu (.ubconscious Trigger Technique) Dougen/ou no Dutsu ( d(anced -llusion Technique) 'an"iwamaru no Dutsu (1(erwhelming #motions Technique) 'ensei no Dutsu (+i(ersion Technique) >agen2 .hin"ei &igai (+emonic >irage2 &er(ous )on(ulsions) >i""ai no Dutsu (;ri(acy ,ield Technique) &insei (.emblance of ;ersonality) .aimin Dutsu 4 >usou no Dutsu ($ypnotism Technique 4 >ind Blan" Technique) .hinodo"u (;oison of the >ind) Tsuta"a/ura %en/ou no Dutsu (-llusionary Fines Technique) +oujutsu* >emai no Dutsu (Fertigo Technique) /hantasm* Diso"u no Dutsu (;retense of .peed Technique) >agen2 >ugen +outei (+emonic >irage2 #ndless Dourney) 1npa Bunshin no Dutsu (.ound *a(e )lone Technique) Nin(utsu: )ha"ra no Ba"udan ()ha"ra Bomb) %isou no Dutsu ()amouflage Technique) %odai Taige"i2 .andan Dutsu (#lemental Beatdown2 ?an" Three Technique) Duujin ?yuu 4 +aiseiga (Beastman .tyle 4 %reat .pirit ,ang) Duusuji ( nimal ,ury) 'an ?a"umugai no Dutsu (;erfect $armless ,all Technique) >eisaiga"ure no Dutsu ()oncealing )amouflage Technique) >imisen no Dutsu (#ar ;lug Technique) &injouryo"u no Dutsu (#mpathy ;ower Technique) 1nibuyou (+emon's +ance) 1nmyou $you"a Tenchi (;rinciples of +uality) Renten"ou no *a/a (*eather4proof Technique) +oton* )hi 'atame no Dutsu ($ard #arth Technique) +orodan no Dutsu (>ud Blast Technique) -shi &an"a no Dutsu (.often .tone Technique) -wa no .ho (?oc"bite) -waba"uha no Dutsu (?oc" #xplosion Technique) -waga"ure no Dutsu (?oc" )oncealment Technique 'infu"u no Dutsu (>etal >ending Technique) .una .higure (.and .hower) Fuuton* %ufuudan no Dutsu (Tornado Blast Technique) Dun"a/e no Dutsu (.hielding *inds Technique)
'amaitachi (.ic"ling *ind Blast) .oushuuha ( d(anced Blade >anipulation) H)outon* $yourindan no Dutsu (-ce ?ing Blast Technique) Tsubame ,ubu"i (.wallow .torm) !aton* #n"oudate no Dutsu (Bla/ing .hield Technique) #n"ouu no Dutsu (,iery ?ain Technique) #ntou no Dutsu (,lame .word Technique) %ehidama no Dutsu (>inor ,ireball Technique) $aise"ishou (Burning sh )loud) 'asumi #nbu no Dutsu (Bla/ing >ist Technique) ?yuu"a no Dutsu (+ragon ,ire Technique) 3edical* -ryou &injutsu2 )hiyu 4 &idan Dutsu (>edical &injutsu2 $ealing 4 .econd ?an") -ryou &injutsu2 -ji 4 .hi"etsu (>edical &injutsu2 ;ractice 4 $emostasis) -ryou &injutsu2 ?yoji 4 &anroume (>edical &injutsu2 Treatment 4 #yes and #ars +isorder) -ryou &injutsu2 ?yoji 4 ?you"udou (>edical &injutsu2 Treatment 4 )ha"ra ;athways) &aiton* +enshindou no Dutsu (.tatic .hoc" Technique) 'uuden >ya"u no Dutsu (.tatic ;ulse Technique) ?aidate no Dutsu (:ightning .hield Technique) ?aidou no Dutsu (:ightning +isplacement Technique) ?ai"ou no Tsurugi (Thunder .word) ?a"urai no Dutsu (:ightning Bolt Technique) (uiton* >i/udan no Dutsu (*ater Blast Technique) .uibouhe"i no Dutsu (*ater .hield Technique) Training* .huugyou2 Dutsu Tai (Training2 Technique )ounter) Hijutsu* Ame3a,ure Hi(utsu: .anseiu no Dutsu ( cidic ?ain Technique) AN$U Hi(utsu: &inpou2 .higai 'aijin (&inja rts2 Body +estruction) .umoshin Hi(utsu: 'umo"aramu no Dutsu (.pider #ntanglement Technique) 'umonen"in no Dutsu (.pider %olden .cythe Technique) Hata,e *a,ashi Hi(utsu: )hidori (Thousand Birds) Inu:u,a C'an: -nu/u"a ?yu 4 +ynamic ir >ar"ing (-nu/u"a .tyle 4 +ynamic ir >ar"ing) Duujin Bunshin no Dutsu ($alf Beast )lone Technique) *a:ahana Hi(utsu: 'o"uryuu Boufuusetsu (Blac" +ragon .nowstorm) *a3uya C'an Hi(utsu:
Teshi .endan (Ten ,inger Bullets) *usa3a,ure Hi(utsu: >o"uton 4 Tsuta"a/ura Roudai no Dutsu (*ood Type 4 Fines %rowth Technique) 6to3a,ure Hi(utsu: 'youmeisen (Fibrating .ound +rill) San%aime Ho,a3e Hi(utsu: 'ubi"iri .huri"en no Dutsu (+ecapitating .huri"en Technique) !injutsu* *onoha *in(utsu: 'age Bunshin no Dutsu (.hadow ?eplication Technique) *umo3a,ure *in(utsu: @u"i Bunshin no Dutsu (.nowman ?eplication Technique) 4ost *in(utsu: 'irite no Dutsu (#dged $ands Technique) @outon 4 +aimyouri"i (+emonic ?elease 4 %reater File ;ower) +i!u C'an *in(utsu: >uryou .ai"you ?yu 4 .eifuu >ou"o (Cltimate +estruction .tyle 4 *ild Tiger *ind -ncarnation) >uryou .ai"you ?yu 4 .uiha ?yuugo"utou (Cltimate +estruction .tyle 4 ?aging *ater +ragon) Tai(utsu: Enhancement* .hissou (+ash) (trike* %atotsu2 &ishi"i (;iercing ,ang2 .econd .tance) %atotsugya"u (;iercing ,ang ?e(ersal) 'enjutsu2 1ugi 4 Ran"ente"i (.word rt2 .ecret ."ill 4 $and )utter) .oujutsu2 'aen/a"ura (.pear rt2 Bla/ing Blossoms) Taijutsu2 Bougyowaru ($and4to4$and2 +efense Brea"er) Taijutsu2 %ou"en 4 'onoha +aisenpuu ($and4to4$and2 -ron ,ist 4 :eaf's %rand .pinning *ind) Taijutsu2 Duuro"u ?endan ($and4to4$and2 .ixteen4$it )ombo) Taijutsu2 Duuryuu 4 ?isai Butsu (Taijutsu2 Ten4Ton .tyle 4 :ariat) Taijutsu2 &agewa/a 4 1saenage ($and4to4$and2 Throw Techniques 4 ;in Throw) (tance* -shimaru ?yu2 .andan +achi (-shimaru .tyle2 Third .tance) Tourou >ane no Dutsu (;raying >antis -mitation Technique) Hijutsu* Hyuu3a C'an: $yuuga ?yu2 'uushou ($yuuga .tyle2 Foid ;alm) 4ost Hi(utsu: 'enjutsu2 'odachi &ittouryuu 4 1nmyou $asshi (.word rt2 +ual 'odachi .tyle 4 +ual $air 'iller) 'enjutsu2 'odachi &ittouryuu 4 1nmyou 'ousa (.word rt2 +ual 'odachi .tyle 4 +ual )ross) 'enjutsu2 'odachi ?yu 4 'aiten 'enbu (.word rt2 'odachi .tyle 4 .wirling .word +ance)
Ran, D Techniques:
Cha,ra Contro': $isaji no >ai (+ance of the ,lying .poons) ,od)* ?anshinshou ()haotic >ental )ollision) ?eiretsu (.piritual ,ury) (pirit* )ha"ra %omumari ()ha"ra .uperball) )ha"ra 'anshou"i ()ha"ra Buffer) %enjutsu Dou"ai (%reater -llusion +ispell) Training* .huugyou2 %einage (Training2 )ounter Throw) .huugyou2 'youdo 4 &idan (Training2 -ntensity 4 .econd ?an") .huugyou2 &in"ido 4 &idan (Training2 #ndurance 4 .econd ?an") .huugyou2 .uimen $o"ou no *a/a (Training2 >ethod of *ater *al"ing) )uin(utsu: ,uinjutsu2 %ouri"i %en"ai (.ealing Technqiue2 ;ower :imiter) %en"ai ,uuin (:imiter .eal) %en/ou no -n (-llusion .eal) 'airai #nge"i 4 'enga"uryo"ou (;uppet Theater 4 ,ield Trip) 'etsu"ai $oujin (Doint .eal .quare Bind) !injutsu* 4ost *in(utsu: 'etsuyoujutsu2 Doute""i (Blood .orcery2 %reater >astery) 'etsuyoujutsu2 'etsusei"i (Blood .orcery2 Blood Figor) 'etsuyoujutsu2 >a'endou (Blood .orcery2 ;ath of the ,iendfire) >a'en Dutsu2 'aengui (,iendfire Technique2 ,lame #ater) .en(utsu: Byouretsu no Dutsu (Fiolent .ic"ness Technique) ,unran no Dutsu ()onfusion Technique) >agen2 %ousenjin (+emonic >irage2 Torture of Thousand .words) >agen2 Digo"u 'ou"a no Dutsu (+emonic >irage2 $ell's +escent Technique) &ehan .houja no Dutsu (Temple of &ir(ana Technique) .hinshin ,un"yuu no Dutsu (>ind and Body +isorder Technique) Ro"uyuuin no Dutsu ()rowd #nticement Technique) +oujutsu* >agen2 .hinsenjou no Dutsu (+emonic >irage2 >etaphysical Battleground Technique) &ouya .houretsu no Dutsu (>ind +isruption Technique) .aimin Dutsu 4 'age 'iai ($ypnotism Technique 4 1therworldly .cream) .aimin no Dutsu ($ypnotism Technique) .a"uragen/ou no Dutsu (>irage of )herry Blossoms) /hantasm* $asamiuchi (,lan"ing .tri"e) 'age"omu no Dutsu (.hadowmeld Technique)
>agen2 .hiromane no Dutsu (+emonic >irage2 )astle -mitation Technique) Hijutsu* 4ost Hi(utsu: %enryuudan (-llusory +ragon Blast) Uchiha C'an: .haringan Dutsu2 .hin"ou Dutsu (.haringan Technique2 4 >ind .nare) .haringan Dutsu2 Tsuyagan (.haringan Technique2 #ntrancing %a/e) =uuhi *urenai Hi(utsu: .a"ura 'aihou no Dutsu (Blossom #scape Technique) Nin(utsu: )hijimu no Dutsu (.hrin"ing Technique) )houmetsu no Dutsu (;itch +estruction Technique) +o"u"iri no Dutsu (;oison >ist Technique) +o"utsume no Dutsu (;oison )law Technique) ,u"e no Dutsu ( ging Technique) Ditousha no Dutsu (#ar ;rojection Technique) 'age Bunshin no Tate (.hadow ?eplication .hield) 'ousen .hibari no Dutsu (-ron *ire Bind Technique) 'ugutsu Teishi no Dutsu (;uppet +eanimation Technique) &inpou2 &ousei 'ouyou (&inja rts2 >emory #nhancer) &inpou *ana 4 'unai Douwana (&inja rts Trap 4 %reater 'unai Trap) .an -bu"i no Dutsu ( cidic Breath Technique) .hinobi $i"en2 'ami"a"ushi (.hinobi .ecrets2 .pirited way) Tanchi no .hi"ai (+etection ,ield) +oton* )hirou no Dutsu (#arthen ;rison Technique) +oryudan (+ragon >ud )annon) .houchihou no Dutsu (,lying #arth .pi"es Technique) Tsuchi no @oroi (#arthen rmor) Fuuton* $iryuu (.oaring +ragons) 'a/e no 'ogoe (*hispering *ind) 'uuha Touran no Dutsu ( ir *a(e Blade .torm Technique) &inpou2 .huri"enjutsu 4 .hippurenshou (&inja rt2 .huri"en ."ill 4 $urricane )rusher) H)outon* $you"atou (,ree/ing -ce ,lower) $you"odan (-ce Tiger >issile) $you"oretsu no Dutsu (Fiolent -ce Tiger Technique) $youran no Dutsu ($ailstorm Technique) Doushou $you"ou"en (?ising -ce %uardians) 'atawa $aijin no Dutsu ()rippling ,rostbite Technique) 'yougetsu no Dutsu (>oonlight )ry Technique) .ou"ou no Dutsu (,rost rmor Technique) !aton* $ousen"a no Dutsu (>ythical ;hoenix ,ire Technique) %ou"a 'asui no Dutsu ($ellfire .pi"es Technique) 'aryuudan (,ire +ragon ;rojectile)
Tobiendan no Dutsu (.oaring Blast Technique) 3edical* -ryou &injutsu2 $i"en 4 ,ujimi (>edical &injutsu2 .ecrets 4 ;ain &umbing) -ryou &injutsu2 $i"en 4 'atawa Duushou (>edical &injutsu2 .ecrets 4 )rippling -njury) &aiton* +en"ai no Dutsu (#lectrolysis Technique) 'oudenisho"u no Dutsu ($igh Foltage Touch Technique) 'yuuden no Dutsu (:ightning Ball Technique) 'yuuten no ?ai"iri ($ea(enly :ightning )utter) ?aiso"u (.peed of :ightning) (uiton* %e"irou no Dutsu (?aging .ea Technique) 'iriga"ure .huri"en no Dutsu (.huri"en $idden in the >ist Technique) (pacetime* +oton 4 Tsuiga no Dutsu (#arth Type 4 Trac"ing ,ang Technique) Di"uu"an .housatsu (.pacetime 1bser(ation) 'uchiyose no Dutsu (.ummoning Technique) &inshou"an no Dutsu (#mpathy Bond .ummon Technique) .hun"o"u >eihoujin 4 .hugorei (>omentaneous lly ,ormation 4 %uardian) .hunten 'aihou (-nstant ?elease) Hijutsu* 'eirigan Dutsu2 $issatsuga"u ('eirigan Technique2 rt of the +eathblow) A,imichi C'an: Bubun Bai"a no Dutsu (;artial >ulti4si/e Technique) A'' Nin(a 7i''a3es: #semono no Dutsu (-mpostor Technique) %e"ata no ,uu"atsu (:esser .eal Brea"ing) 'anashibari no Dutsu (Body Binding Technique) A!urame C'an: 'i"ai +o"u"eshi no Dutsu (Bug ;oison ;urge Technique) Hyuu3a Hi(utsu: $yuuga ?yu2 Dyuu"en 4 &idan +achi ($yuuga .tyle2 %entle ,ist 4 .econd .tance) 8iraiya Hi(utsu: #n"a ?asengan (Bla/ing ,ire .piral Blast) $ari Di/ou ($air &eedle %uardian) 4ost Hi(utsu: Tetsushin no Dutsu ($eart of .teel Technique) *a3uya C'an Hi(utsu: @anagi no >ai (+ance of the *illow) *usa3a,ure Hi(utsu: >o"uton 4 Tsuta"ado no Dutsu (*ood Type 4 Fine )apture Technique) Tai,i3a,ure Hi(utsu: >i/u"iri no @aiba (*ater #dge Blade) !injutsu* Ame3a,ure *in(utsu: 'asumi Bunshin no Dutsu (>ist )lone Technique) I-a3a,ure *in(utsu:
-shi Bunshin no Dutsu (.tone ?eplication Technique) Hyuu3a *in(utsu: ?a"uinshou no 'i/u (*ounds of the Branded) *e%oui *in(utsu: $ijutsu 4 'ao Ctsushi no Dutsu (.ecret Technique 4 ,ace )opy Technique) 4ost *in(utsu: $aradou 4 Ba"u no >ou"in (*ay of ;urification 4 .hac"les of the ;redator) @outon 4 1u no >e (+emonic ?elease 4 #ye of the #mperor) +i!u C'an *in(utsu: >uryou .ai"you ?yu 4 ?e""a 'oha (Cltimate +estruction .tyle 4 Bla/ing +ar" *ings) *onoha *in(utsu: 'age Bunshin .ai (#xplosi(e .hadow ?eplication Technique) .ennei Dashuu ($idden .na"e $ands) Tai(utsu: (trike* %atotsu2 .anshi"i (;iercing ,ang2 Third .tance) $yuuga ?yu2 'ei"etsu 'yuujo ($yuuga .tyle2 &eedle ;oint ?elief) 'enjutsu2 &agetsu"i (.word rt2 Thrust and Throw) 'enjutsu2 .outouryuusen (.word rt2 +ouble4headed +ragon ,lash) 'yujutsu2 Tsu"eme (Bow rt2 imed .hot) .ange"i $issatsu *a/a2 &ige"i (Three4$it 'ill Technique2 .econd .tri"e) .oujutsu2 +aijuuge"i (.pear rt .ecret Technique 4 .uper $ea(y .tri"e) .oujutsu2 $assun (.pear rt .ecret Technique 4 $assun) Taijutsu2 'iri"aesu no *a/a ($and4to4$and2 ct of )ounter ttac") Taijutsu2 %ou"en 4 'onoha .houfuu ($and4to4$and2 -ron ,ist 4 :eaf's ?ising %ust) Taijutsu2 Duuryuu &age 4 %anso Ba"udan (Taijutsu2 Ten4Ton .tyle Throws 4 ;owerbomb) Taijutsu2 Tetsuhaji ($and4to4$and2 -ron %rasp) Training* .andan Douryo"u (?an" Three .trength) .andan 'ouso"u (?an" Three .peed) .huugyou2 'uma no +airi"i (Training2 Bear's #xceptional .trength) .huugyou2 &e"o no Binso"u (Training2 )at's %raceful #legance) Hijutsu* Dattoumaru C'an: +attoumaru ?yu2 'ourai +achi (+attoumaru .tyle2 ?ising Thunder .tance) Hyuu3a C'an: $yuuga ?yu2 $a""eshou 'aiten (+i(ination *hirl) 4ost Hi(utsu: ?yuusui no Cgo"i (+eceitful *ater >o(ements) !injutsu* *onoha *in(utsu: Taijutsu2 %ou"en 1ugi 4 1mote ?enge ($and4to4$and2 -ron ,ist .ecret ."ill 4 -nitial :otus)
Ran, K Techniques:
Cha,ra Contro':
,od)* .orapo no Dutsu ( ir *al"ing Technique) (pirit* .hinobi $i"en2 .a""i Dutsu (.hinobi .ecrets2 'illing -ntent) )uin(utsu: )ha"raga"ure no *a/a (>ethod of )ha"ra )oncealment) ,uinjutsu2 Csagido (.ealing Technique2 *ay of the ?abbit) ,uuja $ouin (#(il .uppressor) ,uujiru no 'oe (.ealing the Foice) ,uu"a $ouin (,ire .uppressor) 'e""ai no -n (Barrier .eal) .eiha ,uuin (.oul +omination .eal) .hi"etsu no -n (>edical .tabili/ation .eal) .ou"uba"u ,uuin (-mprisonment .eal) !injutsu* 4ost *in(utsu: >a'en Dutsu2 @ouni 'aiso"u (,iendfire Technique2 ,iendish )elerity) >a'en Dutsu2 @ouni .eiryo"u (,iendfire Technique2 ,iendish ;otence) .en(utsu: >agen2 Diba"u .atsu (+emonic >irage2 Tree Binding +eath) .a"ura no @ume (+reams of )herry Blossoms) .hin"ai .atsujin no Dutsu (+eep .ea >urder Technique) +oujutsu* 'youha"u *arai no Dutsu ()ompelling :aughter Technique) >a"ai 'yuudou 4 $a""you %youshi ($ell's #nlightenment 4 -nsanity %lare) .aimin Dutsu 4 @o"en no Dutsu ($ypnotism Technique 4 ,oresight Technique) /hantasm* "umu no Dutsu (&ightmare Technique) Boushiyou no Dutsu (+ream pplication Technique) >agen2 'arasugun no 'youen (+emonic >irage2 ,east for a >urder of )rows) Training* .huugyou2 +an"oiji (Training2 Cnwa(ering .pirit) Nin(utsu: $ijou 'awarimi no Dutsu ($eartless Body .ubstitution Technique) Duujin ?yuu 4 .hinseiga (Beastman .tyle 4 True .pirit ,ang) &aruto ?yuu2 .enjutsu 4 $irya"u (&aruto .tyle2 Tactics 4 #(asion >aneu(er) &inpou2 'age &ui (&inja rts2 .hadow &eedles) 1toba"uha no Dutsu (.ound Blast Technique) Ten"ou Bunshin no Dutsu ()lone .hift Technique) Tobi"iri 'awarimi no Dutsu (%reater Body ?eplacement Technique) Tsuihou no Dutsu (Banishment Technique) +oton* +oryou +ango (1(ersi/ed ?oc" +umpling) +oryu Taiga no Dutsu (>ud ?i(er Technique) +oro"u %aeshi (:and *all ,lip) Duuryo"u 'ihan (%ra(ity .hac"les) Duuryo"u >ya"u (%ra(ity ;ulse)
?yuusa no Dutsu (Wuic"sand Technique) .houchite no Dutsu (?ising #arth $and Technique) Fuuton* +ai Tatsuma"i no Dutsu (%reat Tornado Technique) ,uudou no Dutsu (*ind Tunnel Technique) ,uu"adan no Dutsu (*ind ,lower >issile Technique) 'uuha Bu"iga"ure no Dutsu ( ir )urrent *eapon )oncealment Technique) >ugen .ajin +aitoppa (-nfinite .andstorm) ?en"u +an ()ompressed ir Blast) ?eppuu Tsu"i no Dutsu (Fiolent *ind Thrust Technique) H)outon* +ai"odan no Dutsu (%reat Tiger ;rojectile) ,ubu"i no Dutsu (Bli//ard Technique) $youhe"i no Dutsu (-ce *all Technique) $you"i no Dutsu (-ce ge Technique) $yourou no Dutsu (-ce ;rison Technique) .ensatsu .uishou no Dutsu (,lying *ater &eedles Technique) !aton* +airyuudan no Dutsu (%reat +ragon ;rojectile) %amayu #ndan (Toad 1il Blast) $idama no Dutsu (,ireball Technique) Dousan no Dutsu (#(aporation Technique) &aiton* ?ai"ouono (Thunder .tri"e xe) ?airyuudan no Dutsu (:ightning +ragon Blast Technique) .eishin"o no Dutsu ()elestial rc Technique) .huurai no Dutsu (:ightning .tri"e Technique) (pacetime* Digen Cgo"u no Dutsu (+imension .hift Technique) .hunda (Blin" ttac") .huntou no Dutsu (-nstant #scape Technique) (uiton* 1ou/umatoi (%reat *hirlpool Blade) .uiba"u no Dutsu (*ater #xplosion Technique) .uigadan no Dutsu (*ater ,ang Blast Technique) .uiryuudan no Dutsu (*ater +ragon Blast Technique) Teppoudama no Dutsu (*ater Bullet Technique) Cnagitsume no Dutsu (#el Talon Technique) Hijutsu* Ame3a,ure Hi(utsu: Tetsu"ouu no Dutsu (-ron ?ain Technique) .umoshin Hi(utsu: 'umonen"in no Tsurugi (.pider %olden .word) 'umoshibari no Dutsu (.pider Binding Technique) Inu:u,a Hi(utsu: -nu/u"a ?yu 4 %arouga (-nu/u"a .tyle 4 %reat *olf ,ang) Himashin Hi(utsu:
.ouhyoushou (?ising -ce .pears) *a3etsu,i Hi(utsu: &you"ai no 'uchitsu"e ('iss of the .uccubi) *a:ahana Hi(utsu: .ouryuu Boufuusetsu (?ising +ragon .nowstorm) *a3uya C'an Hi(utsu: Togeyomi no Dutsu (Cnderworld .pine Technique) *usa3a,ure Hi(utsu: >o"uton 4 'iugo"u no Dutsu (*ood Type 4 Tree +isplacement Technique) 4ost Hi(utsu: .hinobi $i"en2 -"usa 4 +enraisei (.hinobi .ecrets2 *ar 4 ncestral .pirit) Nara C'an: 'age 'ubishibari no Dutsu (.hadow &ec" Bind Technique) =on%aime Ho,a3e Hi(utsu: ?asengan (.piral Blast) !injutsu* *a3uya C'an *in(utsu: Togeyomi no Dutsu (Cnderworld .pine Technique) 4ost *in(utsu: >agen2 %ou"you %enmu no Dutsu (+emonic >irage2 ;hantasmal Torture Technique) .hi"on no Dutsu (+ead .oul Technique) @outon 4 .hinmyouri"i (+emonic ?elease 4 True File ;ower) *in(utsu o5 A'' Nin(a 7i''a3es: &an 'ai/ou no Dutsu (Body lteration Technique) *onoha *in(utsu: .ouja .ousai no Dutsu (+ouble .na"e ssassination Technique) Suna *in(utsu: +aisan no >e (The Third #ye) Tai(utsu: (trike* Bun"ai .aba"i no Dutsu (>o(ement nalysis Technique) $o"ojutsu2 $oro"otsu ( rmed Technique2 Bone .hatter) $o"ojutsu2 .hin +aibutsu ( rmed Technique2 wesome Blow) 'enjutsu2 1ugi 4 .hiryuuga (.word rt2 .ecret ."ill 4 ;iercing +ragon ,ang) 'enso"u2 -aisou"en (.wift ,ists2 4 Two Cndodgable ,ists) .hiden (,lic"er of .word) Taijutsu2 %ou"en 4 'onoha %ouri"i .enpuu ($and4to4$and2 -ron ,ist 4 :eaf's $erculean .pinning *ind) Taijutsu2 Duuryuu &age 4 Tsuriotoshi (Taijutsu2 Ten4Ton .tyle Throws 4 Bodyslam) Taijutsu2 .hin Taihou"en ($and4to4$and2 True ,ist ?oc"et) Taijutsu2 .hou ?yu 'en ($and4to4$and2 +ragon *a(e ,ist) Hijutsu* 4ost Hi(utsu: 'enjutsu2 'odachi &ittouryuu 4 'aiten 'enbu ?o"uren (.word rt2 +ual 'odachi .tyle 4 .ix .wirling .word +ances) *a3uya C'an Hi(utsu: Tsuba"i no >ai (+ance of the )amellia)
Ran, C Techniques:
Cha,ra Contro': 'amehameha (Turtle *a(e Blast) ,od)* %etsuga Tenshou ($ea(en's ,ang )uts the >oon) .hinsou ($ea(en's .pear) (pirit* )hounouryo"u (#xtra .ensory ;erception) Renshin ,u/ui no Dutsu ()omplete ;aralysis Technique) Training* .huugyou2 )ha"ra no .o""o"u Tanjou (Training2 -nstant )ha"ra ,ormation) Hijutsu* .huugyou2 %outsui no *a/a (Training2 )onstitution -mbuing rt) .huugyou2 'antsui no *a/a (Training2 *isdom -mbuing rt) Tsuna%e Hi(utsu: $ijutsu2 'airi"i (.ecret Technique2 .uperhuman .trength) Tenshu 'ya"u (."y4splitting $eeldrop) )uin(utsu: d(anced .eal2 ?yo"uin ( d(anced .eal2 #nergy .eal) ,uinjutsu2 'eiya"u $oujin (.ealing Technqiue2 lly )ontract) ,u"i no -n (>o(ement .eal) &injutsu no *ana (&inja rt Trap) .hinsei 'e""ai (:ife Barrier) Hijutsu* 4ost Hi(utsu: 'etsumei no Tsurugi (.word of Blood 1ath) !injutsu* A'' Nin(a 7i''a3es: ,uinjutsu2 Duura"uin (.ealing Technique 4 Brand of the Beast) 4ost *in(utsu: 'etsuyoujutsu2 -n"atsu (Blood .orcery2 .eal Brea"er) 'etsuyoujutsu2 'udou (Blood .orcery2 ;ath of ;ain) .en(utsu: )hiyo"ubou no Dutsu (Bloodlust Technique) )houfunran no Dutsu (%reat )onfusion Technique) #sefu"ashi no *a/a (>ethod of ,alse -n(isibility) $ichishi 'youbou no Dutsu (&on4lethal Brutality Technique) 'aigo no Dutsu (?emorse Technique) 'ouri .aimin no Dutsu ( uto $ypnotism Technique) >agen2 'uchira"u no Dutsu (+emonic >irage2 $ell's >outh Technique) >uon Dunan no Dutsu (.oundless gony Technique) /hantasm* &inpou2 'agemu"u %enjutsu no *a/a (&inja rts2 +ouble4:ayered >ethod of %enjutsu) Hijutsu*
.huugyou2 .ei"a"utsui no *a/a (Training2 )harisma -mbuing rt) !injutsu* 4ost *in(utsu: .ougou"i no Dutsu (>ind .ynthesis Technique) *in(utsu o5 A'' Nin(a 7i''a3es: >agen2 'younomen (+emonic >irage2 Fisage of +eath) >agen2 'yuuten Di"aichou (+emonic >irage2 ;alace of True #nlightenment) *onoha *in(utsu: 'o"uangyou no Dutsu ( bsolute +ar"ness Technique) Nin(utsu: %o"an ?anchou no Dutsu (.enses )onfusion Technique) Tai'into"u no Dutsu (Body )oncealment Technique) +oton* )hiten"you no Dutsu (Bridge of $ea(en and #arth) +oryuuhe"i (>udslide Barrier) -wayado 'u/ushi ()a(e4in )rusher) Duuryo"u %achan (%ra(ity .lam) Duuryo"u Ranchuu (%ra(ity ;illar) &inpou2 )hisendou Tanchi (&inja rt2 Tremorsense) ?a"unuma no Dutsu (+ecaying .wamp Technique) ?yuusa Ba"uryuu (+esert (alanche) Tsuchiryuu no Dutsu (#arth +ragon Technique) @omi &uma ($ell .wamp) Fuuton* ,uuchoudan no Dutsu (*ind Bird >issile Technique) 'uuha/an ( ir *a(e .lash) H)outon* 'oori Tanjou no Dutsu (-ce ,ormation Technique) $yourinmaru (,lawless -ce ?ing) !aton* Doushou 1otori no Dutsu (?ising ;hoenix Blast) &inpou2 'iba"u ,uuda no *ana (&inja rt2 ;aper Bomb Trap) 3edical* -ryou &injutsu2 )hiyu 4 .andan Dutsu (>edical &injutsu2 $ealing 4 Third ?an") -ryou &injutsu2 ?yoji 4 +o"uyo"e (>edical &injutsu2 Treatment 4 ;oison *ard) -ryou &injutsu2 $i"en 4 'atou .aisei (>edical &injutsu2 .ecrets 4 >inor ?ebirth) .hu""etsushi no Dutsu (;rofuse Bleeding Technique) &aiton* ?ai"uisha no Dutsu (:ightning +e(ourer Technique) ?airyuuretsu no Dutsu (Fiolent :ightning +ragon Technique) Tsuiraimou no Dutsu (Trac"ing Thunder *eb Techique) (pacetime* Digensuu no Dutsu (+imensional +oor Technique) Di"uu"an ?o"en (.pacetime +etection) Di"uu"an ?oshutsushou (.pacetime +isclosure) 'uchiyose2 .hun"o"u 'asei (.ummoning Technique2 -nstant ?einforcements) .hun"o"u >eihoujin 4 .eihei (>omentaneous lly ,ormation 4 &oble)
(uiton* %osho"usame (,i(e $ungry .har"s) .uijinhe"i no Dutsu (*ater *all Technique) .ui"oudan no Dutsu (.har" *ater Blast Technique) .uirou no Dutsu (*ater ;rison Technique) .uiryuuretsu no Dutsu (Fiolent *ater +ragon Technique) Hijutsu* .huugyou2 'youtsui no *a/a (Training2 -ntelligence -mbuing rt) .umoshin Hi(utsu: 'umonosu ?o"en no Dutsu (.pider *eb +etection Technique) Hata,e *a,ashi Hi(utsu: ?ai"iri (:ightning #dge) Ha,u Hi(utsu: >a"you $youshou (+emonic -ce >irrors) *umo3a,ure Hi(utsu: ?aijin ?i"i 4 ?aijuu no .ou (>ight of the Thunder %od 4 )law of ?aijuu) Nara C'an: 'age >ane @usou no Dutsu (.hadow -mitation Transportation Technique) Shiroi,umo Su:uyoshi Hi(utsu: .hiroi 'umo no Dutsu (*hite )loud Technique) Uchiha Sasu,e Hi(utsu: )hidori &agashi (Thousand Bird )urrent) =amana,a Hi(utsu: .hinmetsu no Dutsu (>ind ?uin Technique) !injutsu* *onoha *in(utsu: 'you"a 'age Bunshin no Dutsu (.hadow ?eplication ?einforcement Technique) 'yuu"yo"u #n"oudate (Cltimate ,lame .hield) &inpou2 'agemusha (&inja rts2 ;hantom *arrior) 4ost *in(utsu: -ryou &injutsu2 $i"en 4 'youi )huushi (>edical &injutsu2 .ecrets 4 >iracle .tasis) .eigae no *a/a (>ethod of :ife #xchange) @outon 4 -bara no 'anmuri (+emonic ?elease 4 )rown of Thorns) +i!u C'an *in(utsu: >uryou .ai"you ?yu 4 .eifuu $oe"o (Cltimate +estruction .tyle 4 ?oar of the *ind Tiger) >uryou .ai"you ?yu 4 .uiha .hichi $ouryuu (Cltimate +estruction .tyle 4 .e(en ,lowing *ater +ragons) Tai(utsu: (trike* 'enjutsu2 'essen 1ugi 4 .enmei"en (.word rt2 bsolute ,ighting ."ill 4 Blurring .word) 'enjutsu2 1ugi 4 >a"en (.word rt2 .ecret ."ill 4 +emonic .word) 'enjutsu2 .ouha/an (.word rt2 +ouble .lash) &inpou2 .huri"enjutsu 4 Taren"en (&inja rt2 .huri"en ."ill 4 %reater .huri"en Barrage) ?yuusei >asai (>eteor +emon .lash) Taijutsu2 ?ei"atsu ($and4to4$and2 .oul Brea"er)
Taijutsu2 ?etsuge"i ?endan ($and4to4$and2 ,urious )ombo) Training* @ondan Douryo"u (?an" ,our .trength) @ondan 'ouso"u (?an" ,our .peed) .huugyou2 Di"yuuryo"u (Training2 .tamina) Hijutsu* .huugyou2 )hi"aratsui no *a/a (Training2 .trength -mbuing rt) .huugyou2 .o"utsui no *a/a (Training2 +exterity -mbuing rt) Hyuu3a C'an: $yuuga ?yu2 $a""e Ten"uushou ($yuuga .tyle2 $ea(enly Foid ;alm) *a3uya C'an Hi(utsu: 'amaratsu no >ai (+ance of the :arch) !injutsu* *onoha *in(utsu: Taijutsu2 %ou"en 1ugi 4 Cra ?enge ($and4to4$and2 -ron ,ist .ecret ."ill 4 #xtreme :otus)
Ran, L Techniques:
Cha,ra Contro': Training* .huugyou2 @u"inadare no *a/a (Training2 >ethod of .now .triding) )uin(utsu: ,uinjutsu2 )huu/ouin (.ealing Technique2 .torage .eal) !injutsu* 4ost *in(utsu: ,u/en .hinrui ,uuin (>inor Blood Bond .eal) .en(utsu: 'angen/ou no Dutsu (;erfect -llusion Technique) +oujutsu* >agen2 Dagan (+emonic >irage2 #(il #ye) /hantasm* .himenuchi ( ttac" ,rom ll .ides) Hijutsu* Hi(utsu o5 A'' Nin(a 7i''a3es: .aimin Dutsu 4 .hinteiryuu no Dutsu ($ypnotism Technique 4 >ind Bloc" Technique) !injutsu* 4ost *in(utsu: 'youshitsu no Dutsu (+readful ?eality Technique) .aimin Dutsu 4 'age %ugen no Dutsu ($ypnotism Technique 4 .hadow -ncarnation Technique) +i!u C'an *in(utsu: .e"ireigan (*agtail #ye) Nin(utsu: ,uroufushi no Dutsu (;erpetual @outh Technique) Duujin ?yuu 1ugi 4 .hinjuuri"i (Beastman .tyle .ecret Technique 4 True nimal ;ower) &inpou *ana 4 'unai 'anwana (&inja rts Trap 4 ;erfect 'unai Trap) .hishi"u no Dutsu (:ion's ?oar Technique)
Tsu"iga"ure Tou"ai no Dutsu ($idden >oon )oncealment Technique) +oton* )hi $a"aiha no Dutsu (#arth +estruction *a(e Technique) +ai Tsuchiryuu no Dutsu (%reat #arth +ragon Technique) +ou"a +orodomu no Dutsu (Fampire >ud +ome Technique) ?etsudo Tenshou (#arth .plitting ,orce) Fuuton* +ai 'amaitachi no Dutsu (%reat .ic"ling *ind Blast Technique) 'a/e no @aiba (Blade of the *ind) H)outon* $aryuu >uu"ou (+e(astating -ce Tiger) !aton* %ou"a no Dutsu ($ellfire Technique) 'aryuu #ndan (,ire +ragon Blast) &aiton* 'ousen Di/an ?endan (-ron *ire 'iller >agnet )ombo) ?ai"odan (:ightning Tiger >issile) (uiton* Ba"usuihou (#xploding *ater )annons) (pacetime* #do ,uumetsu (.ealed pocalypse) 'uchiyose 4 'iri"iri >ai (.ummoning Technique 4 .pinning *hirl) Hijutsu* A,imichi Hi(utsu: )hou Bai"a no Dutsu (>ega >ulti4.i/e Technique) *a3uya C'an Hi(utsu: Tessen"a no >ai (+ance of the )lematis) Naruto Hi(utsu: 'uroi ?asengan (+ar" .piral Blast) 4ost Hi(utsu: $aradou 4 .ei"oujin (*ay of ;urification 4 .acred :ife Barrier) 'uuryuusan no Dutsu ( ir ,low >anipulation Technique) Uchiha Itachi Hi(utsu: %ouen"yuu (%reat Bla/ing .phere) !injutsu* Inu:u,a *in(utsu: -nu/u"a ?yu 4 .outourou (-nu/u"a .tyle 4 +ouble4headed *olf) 4ost *in(utsu: $aradou 4 "u no .oushi"i (*ay of ;urification 4 ,uneral for the *ic"ed) 'age nsatsu no Dutsu (.hadow ssassination Technique) .anmai no Dutsu ( bsorption Technique) *onoha *in(utsu: .ennei Tajashuu (>any $idden .na"e $ands) Tajuu 'age Bunshin no Dutsu (>ultiple .hadow ?eplication Technique) *in(utsu o5 A'' Nin(a 7i''a3es: -ryou &injutsu2 $i"en 4 Taisha no Dutsu (>edical &injutsu2 .ecrets 4 ?egeneration Technique)
?ansoutengai no Dutsu ($ea(enly +isplacement Technique) *umo3a,ure *in(utsu: Tenchuu (*rath of $ea(en) +i!u C'an *in(utsu: >uryou .ai"you ?yu 4 ?e""a .hirohane (Cltimate +estruction .tyle 4 *hite ,eathery Blast) Tai(utsu: (trike* $o"ojutsu2 'inmetsu ( rmed Technique2 >uscle +estroyer) 'yujutsu2 Tsu"eme $a"ai (Bow rt2 1bliterating .hot) >i"a/u"i no >ai (+ance of the )rescent >oon) Taijutsu2 %ou"en 4 'onoha 'aiganshou ($and4to4$and2 -ron ,ist 4 :eaf's Boulder Buster) Taijutsu2 @uumai %aryuu ($and4to4$and2 )ourageous +ragon ,ang) 3o0ilit)* Ba"uhatsuryo"u (#xplosi(e .peed) 'enso"u2 1ugi 4 .hunshin ?endan (.wift ,ists2 .ecret ."ill 4 Body ,lic"er )ombo) 'ousen ?yu2 Tetsuryuuha (-ron *ire .tyle2 .teel +ragon Blast) .ange"i $issatsu *a/a2 .ange"i (Three4$it 'ill Technique2 Third .tri"e) (tance* 'enjutsu2 +achi 4 Battoujutsu (.word rt2 .tance 4 rt of Wuic"draw) 'enjutsu2 +achi 4 Ten"en (.word rt2 .tance 4 $ea(enly Blade) .hunpo (,lash .tep) Hijutsu* Hyuu3a C'an: $yuuga ?yu2 $a""e ?o"ujuuyon .hou ($yuuga .ytle2 0E ;alms of +i(ination) 4ost Hi(utsu: ,utae no 'iwami (+ouble ;unch) 'enso"u2 1ugi 4 .hin -ai"en (.wift ,ists2 .ecret ."ill 4 True Cndodgable ,ist) Saitou Ha(ime Hi(utsu: %atotsu2 Reroshi"i (;iercing ,ang2 Rero .tance) !injutsu* Hyuu3a C'an: $yuuga ?yu2 Dyuu"en 1ugi 4 -ge"i $issatsu ($yuuga .tyle2 %entle ,ist .ecret Technique 4 1ne4hit 'ill)
Ran, AI Techniques:
Cha,ra Contro': !injutsu* *in(utsu / A'' 7i''a3es: )ha"ramane no Dutsu ()ha"ra -mitation Technique) )uin(utsu: )hacha no -n (+isruption .eal) )ha"ra no .ouin ()ha"ra )ontainment .eal) ,uinjutsu2 .huntori ,uin (.ealing Technqiue2 -nstant ?etrie(al .eal) Hijutsu* Hi(utsu o5 A'' Nin(a 7i''a3es:
,uinjutsu2 ?yuutatsu no -n (.ealing Technique2 ,low .uppression .eal) .en(utsu: %en/ou Dishin no Dutsu (-llusionary #arthqua"e Technique) Hijutsu* 4ost Hi(utsu: >ajutsu 4 'aiba"u (>ystical rts 4 >ystical Bind) .hin %enryuudan (True -llusory +ragon Blast) Uchiha Hi(utsu: .haringan Dutsu2 'agesui (.haringan Technique2 .hac"ing .ta"es) Nin(utsu: %ugenjuu no Dutsu (Beastly >anifestation Technique) %odai ?ansatsu2 .hodan Dutsu (#lemental +estruction2 ?an" 1ne Technique) +oton* Tsuchi @adori no Dutsu (#arth $a(en Technique) Tsuchihoudan (#arth +estruction Blast) Fuuton* .hin"uudan no Dutsu (Foid Burst Technique) H)outon* $youmetsudan (-ce ?uin Burst) ?ouga &adare no Dutsu (*olf ,ang (alanche Technique) !aton* 'aenhoudan no Dutsu (Bla/ing )annonball Technique) >ashouhe"i (+e(il's Barrier) &aiton* )hitenraisou (1ne4Thousand $ea(enly .pears) ?aiseidan no Dutsu (:ightning &o(a Technique) (pacetime* .higarasugan (+eath in the eye of a )row) .hun"o"u >eihoujin 4 .hingen (>omentaneous lly ,ormation 4 )hampion) .hun/e"i (Blin" %ate) (uiton* +aiba"ufu no Dutsu (%reat *aterfall Technique) 'iritai no Dutsu (>ist Body Technique) .uiseidan no Dutsu (*ater &o(a Technique) Hijutsu* 'eirigan $ijutsu2 $ametsu 'ata ('eirigan .ecret Technique2 +ecimation ,orm) 'eirigan $ijutsu2 1usatsuga"u ('eirigan .ecret Technique2 rt of the 1(er"ill) Hoshi3a,i *isame Hi(utsu: .ui"ousandan no Dutsu (Three .har" *ater Blast Technique) *onoha Hi(utsu: >o"uton 4 .hichuu"a no Dutsu (*ood ?elease 4 ,our ;illar $ome Technique) *usa3a,ure Hi(utsu: >o"uton 4 ,utorisugi no Dutsu (*ood Type 4 ;lant 1(ergrowth Technique) 4ost Hi(utsu: .andangamae Tenshi (#lemental Trinity) Tsui no $i"en 4 'agu/uchi (.uccession .ecret Technique 4 %od of ,ire) San%aime Ho,a3e Hi(utsu:
$o"age -/ou $ijutsu2 'ubi"iri .huri"en J &ihanY ($o"age's :egacy .ecret Technique2 +ecapitating .huri"en J >ar" --Y) Shiseiten no A,ira Hi(utsu: $you"enseisou (#ternity Trapped in -ce) Tsuna%e Hi(utsu: -ryou &injutsu2 ?yoji 4 >annouya"u (>edical &injutsu2 Treatment 4 ;anacea) U:uma,i Naruto Hi(utsu: 1odama ?asengan (%reat .phere .piral Blast) !injutsu* Hi%an *in(utsu: 'ami no .aba"i (%od's ;unishment) 4ost *in(utsu: &aijin 1u"a no Dutsu (-nner .elf bsorption Technique) *onoha *in(utsu: Di"o"u 'age Bunshin no Dutsu (-nstant .hadow ?eplication Technique) *umo3a,ure *in(utsu: 'aigan (#yes of +i(ination) 6rochimaru *in(utsu: .houshagan no Dutsu (Body >old Technique) 6to3a,ure *in(utsu: $ijutsu 4 Ban"a no Dutsu (.ecret Technique 4 ?hapsody for the ,allen) Uchiha *in(utsu: materasu (%oddess of the .un) Tai(utsu: (tance* $o"ojutsu $i"en2 +achi 4 @abu"i +achi ( rmed .ecret Technique2 .tance 4 .piritual +estroyer .tance) Taijutsu $i"en2 +achi 4 Taimetsu +achi ( rmed .ecret Technique2 .tance 4 Fisceral +estroyer .tance) Hijutsu* +aito .ai Hi(utsu: Taijutsu2 %ou"en 1ugi 4 sa 'uja"u ($and4to4$and2 -ron ,ist .ecret ."ill 4 >orning ;eacoc") 4ost Hi(utsu: $irame"u (,lic"er)
Ran, AA Techniques:
)uin(utsu: %ogyou ,uuin (,i(e #lement .eal) Hijutsu* *umo3a,ure Hi(utsu: .aido 'aiin (?edemption Cnsealer) .en(utsu: Ten"you no Dutsu (-nsanity Technique) Hijutsu* =amana,a C'an: .hinranshin no Dutsu (Betrayal Technique)
!inutsu* 4ost *in(utsu: >agen2 >ugen 1nsa (+emonic >irage2 Thrall of an -nfinite >elody) Nin(utsu: +oton* +eishouha no Dutsu ()rushing >ud *a(e Technique) (uiton* .uishouha no Dutsu (%reat *ater *a(e Technique) (pacetime* .ourei .aiji no Dutsu (?ites of the Twin .ouls Technique) Hijutsu* A'' Nin(a 7i''a3es: Dou"ata no ,uu"atsu (%reater .eal Brea"ing) Hyuu3a Hi(utsu: $yuuga ?yu 4 $a""eshou +ai"aiten ($yuuga .tyle 4 %reat +i(ination *hirl) *a3uya C'an Hi(utsu: .awarabi no >ai (+ance of the .eedling ,erns) Tenshunrei,en C'an Hi(utsu: Tenshunrei"en ($ea(enly .piritual ,ist) =on%aime Ho,a3e Hi(utsu: $iraishin no Dutsu (,lying Thunder %od Technique) !injutsu* Ame3a,ure *in(utsu: me no 'ise"i (>iracle of ?ain) 4ost *in(utsu: Tetsu"awa no Dutsu (-ron ."in Technique) *in(utsu / A'' Nin(a 7i''a3es: )hi"ara no -n (#nergy .eal) Tai(utsu: (trike* -ssen no .hiden (1ne4thousand ,lic"er of .words) .oujutsu2 1ugi 4 Cra $assun (.pear rt2 .ecret ."ill 4 ?e(ersed $assun) Taijutsu2 'ijin ?endan ($and4to4$and2 ,ierce %od )ombo) Taijutsu2 Duuryuu &age 4 %o"ushou Tsuriotoshi (Taijutsu2 Ten4Ton .tyle Throws 4 .upreme Bodyslam) Taijutsu2 Duuryuu &age 4 'ubiwari 1toshi (Taijutsu2 Ten4Ton .tyle Throws 4 .uper )ho"eslam) Training* >ugen .hunpo (-nfinite ,lash .tep) Hijutsu* 4ost Hi(utsu: .hu"uchi $igi2 .huntensatsu (*orld Belittling .ecret Technique2 ,atal $ea(en ,lash)
Ran, AB Techniques:
Cha,ra Contro': Training*
.huugyou2 'youdo 4 .andan (Training2 -ntensity 4 Third ?an") .huugyou2 &in"ido 4 .andan (Training2 #ndurance 4 Third ?an") )uin(utsu: !injutsu* Hyuu3a *in(utsu: -tami no ?a"uin (Brand of ;ain) .en(utsu: >orishouhe"i no Dutsu (,orest Barrier Technique) !injutsu* Uchiha *in(utsu: Tsu"uyomi (%od of the >oon) +oujutsu* >agen2 'youten )hiten (+emonic >irage2 >irror of $ea(en and #arth) Hijutsu* 4ost Hi(utsu: %enhina no Dutsu (-llusory +oll Technique) !injutsu* 4ost *in(utsu: 'ai/an .hinjutsu 4 #nma no 'esshin (*orld #nding .upreme Technique 4 (atar of the 'ing of $ell) Nin(utsu: %odai ?ansatsu2 &idan Dutsu (#lemental +estruction2 ?an" Two Technique) +oton* +oryuuga .ouga"ari (,ocused #arth +ragon ,ang) Fuuton* ,uurensetsu no Dutsu (?eaping *inds Technique) >ugen 'uuha/an (-nfinite ir *a(e .lash) H)outon* .hinhyou"odan no Dutsu (Cltimate -ce Tiger Blast Technique) .hounadare no Dutsu ( (alanche *a(e Technique) !aton* 'aryuuga no Dutsu (,ire +ragon ,ang Technique) 3edical* -ryou &injutsu2 )hiyu 4 @ondan Dutsu (>edical &injutsu2 $ealing 4 ,ourth ?an") -ryou &injutsu2 $i"en 4 &i"ute"i Taisha (>edical &injutsu2 .ecrets 4 ;hysical ?econstruction) &aiton* ?aitsume no Dutsu (:ightning )law Technique) (pacetime* >ugen Cgo"u no Dutsu (-nfinite .hift Technique) (uiton* Ba"usuishouha no Dutsu (Bursting *ater *a(e Technique) .uiryuuga .ougara"i (,ocused *ater +ragon ,ang) Hijutsu* 4ost Hi(utsu: >ajutsu 4 Ba"uhatsu (>ystical rts 4 #xplosion) Shiseiten no A,ira Hi(utsu:
>uhyougeten (>irage of a ,ro/en >oon in the $ea(ens) !injutsu* +i!u C'an *in(utsu: >uryou .ai"you ?yu Tsui no $i"en 4 Bya""o (Cltimate +estruction .tyle .uccession Technique 4 Bya""o) >uryou .ai"you ?yu Tsui no $i"en 4 .eiryuu (Cltimate +estruction .tyle .uccession Technique 4 .eiryuu) Tai(utsu: (trike* 'enjutsu2 1ugi 4 .hin"en (.word rt2 .ecret ."ill 4 +i(ine .word) ?ensatsu Ranshin (?eaping .tri"e) Taijutsu2 Duuryuu 4 ?airi &ettou (Taijutsu2 Ten4Ton .tyle 4 :ightning ;low )lea(er) Training* %odan Douryo"u (?an" ,i(e .trength) %odan 'ouso"u (?an" ,i(e .peed) Hijutsu* 4ost Hi(utsu: $iryuusen (.oaring +ragon ,lash) Tsuna%e Hi(utsu: $ijutsu2 .enninri"i (.ecret Technique2 .trength of a Thousand)
Ran, AG Techniques:
)uin(utsu: Hijutsu* Sho%ai Ho,a3e Hi(utsu: $o"age .hi"i Dijun Dutsu 4 'a"uan &itten .uishu ($o"age .tyle ?etirement Technique 4 +ar"ness .ealing ;alm) =on%aime Ho,a3e Hi(utsu: .hi"ei no -n ()apital ;unishment .eal) Nin(utsu: $ito &ingyouge"i no Dutsu (:i(ing $uman ;uppetry Technique) +oton* Dishin no Dutsu (#arthqua"e Technique) 'aige"i )hite no Dutsu (:arge )rushing #arth $and Technique) H)outon* .eihyourou no Dutsu (#ternal -ce ;rison Technique) @u"inomori (.now ,orest) 3edical* -ryou &injutsu2 $i"en 4 -denshi Taisha no Dutsu (>edical &injutsu2 .ecrets 4 %enetic ?econstruction) (uiton* ?youtou .uiryuudan no Dutsu (+ouble4headed *ater +ragon Blast Technique) Hijutsu* Hyuu3a Hi(utsu: $yuuga ?yu 4 $a""e $ya"unijuuhachi .hou (1ne4hundred and twenty4eight ;alms of +i(ination)
Sho%ai Ho,a3e Hi(utsu: $o"age .hi"i Dijun Dutsu 4 'a"uan &itten .uishu ($o"age .tyle ?etirement Technique 4 +ar"ness .ealing ;alm) !injutsu* Dei%ara *in(utsu: 'iba"u &endo (#xploding )lay) 4ost *in(utsu: 'uu Bunshin no $aetori (Foid )lone +eath Trap) *in(utsu / A'' Nin(a 7i''a3es: Tenma >u"urode ($and of the +e(il) +i!u C'an *in(utsu: >uryou .ai"you ?yu Tsui no $i"en 4 .u/a"u (Cltimate +estruction .tyle .uccession Technique 4 .u/a"u)
Ran, AE Techniques:
)uin(utsu: Tobi"iri .aisei no Dutsu (%reater ?ebirth Technique) !injutsu* *in(utsu o5 A'' Nin(a 7i''a3es: ,uinjutsu2 'aiya"u ,uuin (.ealing Technique2 )ontract )ancellation .eal) ,uinjutsu2 'eiya"u ,uuin (.ealing Technique2 )ontract .eal) Duuin Dutsu ()ursed .eal Technique) 'atou .hin ,uuin (:esser .oul .eal) .hinji $en"ou no Dutsu (>ind lteration Technique) .hinsubu no Dutsu (.oul Binding Technique) @uu"aifuu (,usion .eal) 4ost *in(utsu: ,ushi no -n (.eal of -mmortality) 'injutsu2 .eishin"ugi (,orbidden Technique2 -mmortal .oul .acrifice) San%aime *a:e,a3e *in(utsu: .atetsu (-ron .and) Nin(utsu: %odai ?ansatsu2 .andan Dutsu (#lemental +estruction2 ?an" Three Technique) %odai ?ansatsu2 @ondan Dutsu (#lemental +estruction2 ?an" ,our Technique) +oton* )himetsu +aige"i (#arth4shattering Blast) +oton 4 Touri"i (#arth ?elease 4 Tower of >ight) .e"ijun $ayashi no Dutsu (.talagmite ,orest Technique) .hingen no Dutsu (:ocali/ed #arthqua"e Technique) Fuuton* 'uusetsume no Dutsu (?eaping ir Talons Technique) .hippu"en ($urricane .word) H)outon* -"a"u $a"ugei no Dutsu (1ne4horned .now *hale Technique) $youseidan no Dutsu (-ce &o(a Technique) .hiroiyari no Dutsu (*hite -ce .pear Technique) !aton*
'aryuu #ntou no Dutsu (Bla/ing Fengeance Technique) .hinryuudan no Dutsu (Cltimate +ragon Blast Technique) 3edical* -ryou &injutsu2 $i"en 4 'youi .aisei (>edical &injutsu2 .ecrets 4 >iracle ?ebirth) &aiton* +endouso"u no Dutsu ()onductor .hoc" Technique) 'ouhe"i no Dutsu (?oaring Thunder Technique) Taifuugan (#ye of the .torm) (uiton* .uidoutai no Dutsu (*ater Det Technique) Tsunami no Dutsu (Tidal *a(e Technique) (pacetime* Dimon no Dutsu (Time %ate Technique) &injutsu $i"en2 Di"uu"an -ngo"u (&injutsu .ecrets2 .pacetime .eclusion) Hijutsu* San%aime Ho,a3e Hi(utsu: Tomegane no Dutsu (Telescope Technique) Suna3a,ure Hi(utsu: Tatsuma"i no Dutsu (Tornado Technique) !injutsu* Dei%ara *in(utsu: 'iba"u &endo 4 )7 no Ba"uhatsu (#xploding )lay 4 )7 #xplosion) *in(utsu o5 A'' Nin(a 7i''a3es: ?ei"ibutsu no Dutsu (.oul ?eceptacle Technique) .hinji $en"ou no Dutsu (>ind lteration Technique) .houten no Dutsu (.hapeshifting Technique) 4ost *in(utsu: .ei"itai no Dutsu ( stral Body Technique) Tennoi/ou 4 $a"ushou"a ($ea(en's :egacy 4 .earing *hite ,lame) 6rochimaru *in(utsu: ,uuja .aisei no Dutsu ( rt of the .na"e's ?ebirth) Uchiha *in(utsu: 'amui (*rath of the %ods) Tai(utsu: (trike* $o"ojutsu2 .hinsatsu 1ugi 4 1wari Butsu ( rmed Technique2 %odslayer .ecret ."ill 4 Cltimate .tri"e) Taijutsu2 Duuryuu &age 4 ?aiga Ba"udan (Taijutsu2 Ten4Ton .tyle Throws 4 :ightning )rash .uperbomb) Taijutsu2 Duuryuugya"u 4 ?airi $ange"i (Taijutsu2 Ten4Ton .tyle )ounters 4 Thunder ;low )ounter) !injutsu* 4ost *in(utsu: &one
Epic Techniques
Ran, AJ Techniques:
Nin(utsu: 'eirigan Dutsu2 .ai"ou $i"en 4 .aiten ('eirigan Technique2 Cltimate .ecret ."ill 4 Brea"ing ;oint) >ahou 'eshin no Dutsu (>ystical (atar Technique) &aiton* ?aijin ?i"i 4 Digen Dutsu (>ight of the Thunder %od 4 (atar Technique) !injutsu* *onoha *in(utsu: #do Tensei (-mpure ?esurrection) Tai(utsu: (trike* Taijutsu2 -ssen 1ugi 4 .hinbatsu no .ouen ($and4to4$and2 .upreme ."ill 4 +i(ine *rath)
Ran, AD Techniques:
Nin(utsu: !aton* ?yuujin Ba"uha (+ragon 'ing Blast) 3edical* -ryou &injutsu2 )hiyu 4 %odan Dutsu (>edical &injutsu2 $ealing 4 ,ifth ?an") Tai(utsu: Training* 'ongouri"i ($erculean .trength) .hu"uchi (?educed #arth)
Ran, AK Techniques:
)uin(utsu: .ou/ou .aisei (%enesis ?ebirth) Nin(utsu: Hijutsu* A,asuna no Sasori Hi(utsu: "ahigi 4 $ya""i no .ouen (?ed .ecret Technique 4 ;erformance of a $undred ;uppets) 6rochimaru Hi(utsu: ,ushi Tensei no Dutsu (:i(ing )orpse ?eincarnation Technique)
Ran, AC Techniques:
Nin(utsu: Fuuton* 'ata"iuchi no rashi (.torm of Fengeance)
Ran, AL Techniques:
Nin(utsu: )houshinsei no Dutsu (.uperno(a Technique)
Ran, BI Techniques:
)uin(utsu: !injutsu* =on%aime Ho,a3e *in(utsu: .hi"i ,uujin (+eath %od -mprisonment) Nin(utsu: (pacetime* 'uchiyose 4 Duunishinshou (.ummoning Technique 4 $ea(en's Twel(e %enerals)
Ran, E Techniques:
Hachimon Ton,ou: !)u$mon* 'yu4mon 'ai ($eal %ate ?elease)
Ran, D Techniques:
Hachimon Ton,ou: !)u$mon* .eishun no )hi"araYYY (;ower of @outhYYY) (ei$mon* .ei4mon 'ai (:ife %ate ?elease)
Ran, C Techniques:
Tai(utsu: Training* .huugyou2 ?enge $enshou (Training2 The :otus Blooms Twice) Hachimon Ton,ou: (hou$mon* .hou4mon 'ai ($arm %ate ?elease)
Ran, AI Techniques:
Hachimon Ton,ou: To$mon* To4mon 'ai (:imit %ate ?elease)
Ran, AB Techniques:
Hachimon Ton,ou: !ei$mon* 'ei4mon 'ai (Fiew %ate ?elease)
Ran, AE Techniques:
Ran, E Techniques:
Tai(utsu: (trike* .hinmei ?yu 4 &agewa/a 4 C"igumo Tsumujiissen (Foice of $ea(en .tyle 4 %rapple 4 ,loating )loud Twisting ,lash) .hinmei ?yu 4 .en 4 Da"u/an"uusen (Foice of $ea(en .tyle 4 ,lash 4 *ea" .e(ering ir ,lash) .hinmei ?yu 4 .en 4 Ran"ousen (Foice of $ea(en .tyle 4 ,lash 4 .e(ering :ight ,lash) .hinmei ?yu 4 Ran 4 .amidare"iri (Foice of $ea(en .tyle 4 'illing Technique 4 >ay ?ain .lash)
Ran, J Techniques:
Tai(utsu: (trike* .hinmei ?yu 4 'en 4 Rangan"en &i no Tachi (Foice of $ea(en .tyle 4 .word 4 +ouble -mpact .tone )utter) .hinmei ?yu 4 'en 4 Ranma"en (Foice of $ea(en .tyle 4 .word 4 +emon .laying .word) .hinmei ?yu 4 .en 4 Rantetsusen (Foice of $ea(en .tyle 4 ,lash 4 .e(ering .teel ,lash) .hinmei ?yu 4 .hou 4 Ranmashou &i no Tachi (Foice of $ea(en .tyle 4 ;alm 4 +ouble -mpact +emon )rushing ;alm) .hinmei ?yu 4 Ran 4 $ienbattou 'asumi"iri (Foice of $ea(en .tyle 4 'illing Technique 4 ,lying .parrow >ist .tri"e)
Ran, D Techniques:
Tai(utsu: (trike* .hinmei ?yu 4 'en 4 ?aimei"en (Foice of $ea(en .tyle 4 .word 4 :ightning )utter) .hinmei ?yu 4 .en 4 $ya""aryouran (Foice of $ea(en .tyle 4 ,lash 4 $undred *arring ,lowers) .hinmei ?yu 4 .en 4 'a"usan Ran"ousen (Foice of $ea(en .tyle 4 ,lash 4 .cattered .e(ering :ight ,lash)
.hinmei ?yu 4 .en 4 Ran"uusen 'ai (Foice of $ea(en .tyle 4 ,lash 4 ?e(ised .e(ering ir ,lash)
Ran, K Techniques:
Tai(utsu: (trike* .hinmei ?yu 4 .hou 4 Ran"uushou .an (Foice of $ea(en .tyle 4 ;alm 4 .cattered )rushing ir ;alm)
Ran, C Techniques:
Tai(utsu: (trike* .hinmei ?yu 4 'en 4 Ranma"en &i no Tachi (Foice of $ea(en .tyle 4 .word 4 +ouble -mpact +emon .laying .word) .hinmei ?yu 4 Ran 4 ?yuuha/an (Foice of $ea(en .tyle 4 'illing Technique 4 +ragon *a(e .lash)
Ran, L Techniques:
Tai(utsu: (trike* .hinmei ?yu 4 'en 4 ?aimei"en &i no Tachi (Foice of $ea(en .tyle 4 .word 4 +ouble -mpact :ightning )utter) .hinmei ?yu 4 .en 4 Ran"uusen &i no Tachi (Foice of $ea(en .tyle 4 ,lash 4 +ouble -mpact .e(ering ir ,lash) .hinmei ?yu 4 .en 4 Ranma"en &i no Tachi -ssen (Foice of $ea(en .tyle 4 ,lash 4 1ne Thousand +ouble -mpact +emon .laying .words) .hinmei ?yu 4 Ran 4 $ya"uretsu 1u"a/an (Foice of $ea(en .tyle 4 'illing Technique 4 $undred ?aging )herry Blossoms .tri"e) Hijutsu* Aoyama +oto,o Hi(utsu: .hinmei ?yu 1ugi 4 .en 4 >essetsu Ran"uu Ranmasen (Foice of $ea(en .tyle .ecret Technique 4 ,lash 4 +emon )rushing ir ,lash)
Ran, AB Techniques:
Tai(utsu: (trike* .hinmei ?yu 'essen 1ugi 4 .hin ?ai"ou"en (Foice of $ea(en .tyle bsolute ,ighting ."ill 4 True :ightning .lash)
$iten >itsurugi ?yu 4 .hi ?yu .en ($iten >itsurugi .tyle 4 ;iercing +ragon ,lash)
Ran, E Techniques:
Tai(utsu: (trike* $iten >itsurugi ?yu 4 $i ?yu .en ($iten >itsurugi .tyle 4 ,lying +ragon ,lash) $iten >itsurugi ?yu 4 ?yu .hou .en ($iten >itsurugi .tyle 4 ?ising +ragon ,lash) $iten >itsurugi ?yu 4 ?yu .ou .en ($iten >itsurugi .tyle 4 +ouble +ragon ,lash)
Ran, D Techniques:
Tai(utsu: (trike* $iten >itsurugi ?yu 4 ?yu 'an .en ($iten >itsurugi .tyle 4 )oiling +ragon ,lash) $iten >itsurugi ?yu 4 ?yu >ei .en ($iten >itsurugi .tyle 4 +eafening +ragon ,lash) $iten >itsurugi ?yu 4 ?yu Tsui .en ($iten >itsurugi .tyle 4 +ragon $ammer ,lash) $iten >itsurugi ?yu 4 .ou ?yu .en ($iten >itsurugi .tyle 4 Twin +ragon ,lash) $iten >itsurugi ?yu 4 .ou ?yu .en -"a/uchi ($iten >itsurugi .tyle 4 Twin +ragon Thunder ,lash) (tance* $iten >itsurugi ?yu 4 >ou ?yu .en ($iten >itsurugi .tyle 4 ,erocious +ragon ,lash)
Ran, K Techniques:
Tai(utsu: (trike* $iten >itsurugi ?yu 4 ?yu 'an .en 'ogarashi ($iten >itsurugi .tyle 4 *ithered )oiling +ragon ,lash) $iten >itsurugi ?yu 4 ?yu .ou .en %arami ($iten >itsurugi .tyle 4 +eadly Twin +ragon ,lash)
Ran, C Techniques:
Tai(utsu: (trike* $iten >itsurugi ?yu 4 ?yu 'an .en Tsumuji ($iten >itsurugi .tyle 4 )oiling +ragon .pinning ,lash) $iten >itsurugi ?yu 4 ?yu Tsui .hou .en ($iten >itsurugi .tyle 4 +ragon $ammer ,lash)
Ran, L Techniques:
Tai(utsu: (trike* $iten >itsurugi ?yu 4 ?yu Tsui .en Ran ($iten >itsurugi .tyle 4 .laying +ragon $ammer ,lash) $iten >itsurugi ?yu $i"en 4 'u/u ?yu .en ($iten >itsurugi .tyle .ecret Technique 4 &ine4headed +ragon ,lash) $iten >itsurugi ?yu Tsui no $i"en 4 ma 'a"eru ?yu no $irame"i ($iten >itsurugi .tyle .uccession Technique 4 $ea(en's .oaring +ragon ,lash)
Ran, E Techniques:
Nin(utsu: &aiton* Tou"a 'ansei no Dutsu (Blac"out Technique)
Ran, J Techniques:
Nin(utsu: 'youso"u no Dutsu (.peed Burst Technique)
Ran, D Techniques:
Nin(utsu: &aiton* .hinjun +en"ou no Dutsu (-nfiltation )urrent Technique)
Doukagan
Sharingan Eye
Byakugan
Kaigan (technique)
Sharingan Eye
Bloodlines
Bloodlines are inherited powers and abilities, ninja techniques passed on by blood. In the technical sense, bloodlines are a genetic mutation that grants an individual supernatural abilities, such as the power to see through walls or gain exceptional physical strength. There are two types of bloodlines: progressive bloodlines, and bloodline templates. rogressive bloodlines are described in the following chapter, but bloodline templates li!e the "ha!ra #ampire or $abi!etsu can be found in the $ubtypes and Templates section. %enerally, the !nowledge of advanced bloodlines, or even of their existance, are !ept from non&shinobi and even a good number of low&ran!ed shinobi. Bloodline&related feats sometimes follow progressive bloodlines. ' bloodline mar!ed (Doujutsu] means that it can be transplanted.
Bloodline Levels
)ver the life of a character, a character with a bloodline gradually gains more ability as he gains strength*and because it is so, static level adjustment doesn+t reflect this progression particularly well. Instead, the character must ta!e one or more level in his bloodline to gain its progressing benefit ,see below-. .hile the character gains certain benefits up to a certain level without any bloodline levels, the character must also meet certain prerequisites to gain levels in a specific bloodline ,see below-. ' bloodline level grants none of the level&specific benefits and is treated in the same way as a level adjustment, in that it doesn+t grant hit points, base attac! bonus or base save bonuses, cha!ra, or give s!ill points, or even increase a creature+s "/*a bloodline level is simply a level ta!en to strengthen a character+s bloodline and increases only the
character+s effective character level ,0"1-. ' bloodline level doesn+t count towards your number of level when determining the power of your bloodline and does not count towards your number of levels when determining the power of spells or techniques, or the maximum ran! of technique you can learn. It does, however, count towards determining your 0"1 ,0ffective "haracter 1evel-. .hen a character gains a bloodline level, he unloc!s the progression of his bloodline. 2or example, a character ta!ing a level in a minor bloodline would gain abilities up to 34th level5 ta!ing a level in an intermediate bloodline will allow him to gain all abilities and bonuses from 6st level through 63th level.
TABLE: BLOODLINE LEVEL PROGRESSION
Bloodline Level Minor Intermedi te M !or 4 6&7th 6&8th 6&8th 6st 9&34th 7&63th 7&64th 3nd * 6:&34th 66&68th :rd * * 67&34th
If the character has an intermediate or major bloodline and does not ta!e a level in the bloodline when a new step opens up to him ,8th and 63th levels for an intermediate bloodline, or every 8th, 64th and 68th levels for major bloodlines-, he suffers a non& cumulative 64; experience penalty for the first step missed, 68; for the second and 34; for the third. .hen the character ta!es a level in his bloodline, the penalty is reduced 6 step ,minimum 4;-5 experience lost is not regained. 2or example, a character with no level in a <ajor Bloodline would gain all abilities leveling up to 8th level. If he too! a bloodline level at level =, he would automatically gain abilities of level 7, 9, > and =, but he would also suffer a 64; experience penalty up until he ta!es a bloodline level at level =. If the character were 69th level with 6 bloodline level in a major bloodline, the penalty would be 68; ,or 34; with no bloodline levels-.
A"ilities
Typically, there are four types of different benefits of bloodline levels: A"ilit# Boost: The character gains a permanent increase to the specified ability score, equal to the amount specified in the entry. A$$init#: The character gains a competence bonus ,either ?3, ?@ or ?7- to all Bluff, Aiplomacy, %ather Information, Intimidate and erform chec!s made to interact with creatures of his bloodline. S%ill Boost: The character gains a bonus ,typically ?3 or ?@- to chec!s made with the given s!ill. S&e'i l: The character gains a special ability, such as bonus feats, special attac!s or abilities or spell&li!e abilities.
If the ability is a feat, the character can choose another feat if he already has selected the feat, unless it can be ta!en twice ,subject to normal prerequisites-. Prere()isites .hen a bloodline has prerequisites, the character is still able to ta!e the required feat for it but is unable to gain a level in the bloodline until he meets the prerequisites. .hile ta!ing the 'dvanced Bloodline feat unloc!s the bloodline+s BfreeB powers, he must still meet the requirements if he wishes to ta!e levels in it. 0lemental affinities are only a requirement when using that variant.
2urthermore, an implanted doujutsu has a different cha!ra color than the rest of the body+s cha!ra circulatory system and is visible to creatures who can see cha!ra. Bloodline-specific Dra backs! "ertain doujutsu bloodlines may have additional drawbac!s during the "ne Eye "nly condition. They are described below: B# %)- n: Benefits of the Telescopic 0ye supernatural ability are halved. . ts)- n: The 1ight $ensitivity penalty increases by 6, and the Digh $peed $ight ability is reduced by 6.
Bloodlines
The following section contains all the information a player should need concerning bloodlines.
B# %)- n /Do)!)ts)0
The Byakugan is a special eye condition that can be awa!ened by some members of the Dyuuga "lan. 'ny and all individual who carry the bloodline+s power have white eyes, even when the power is not active. )nce activated, the nerves around the eyes will be visible under the s!in, ma!ing even the most composed and beautiful face suddenly unsightly and intimidating. Re()irements: To qualify to gain Byakugan bloodline levels, a character must fulfill all the following criteria. S%ills: $earch, $ense <otive or $pot : ran!s. 1e ts: 'dvanced Bloodline ,Bya!ugan-.
TABLE: B2A.3GAN BLOODLINE TRAITS
C4 r 'ter Level 6st 3nd :rd @th 8th 7th 9th >th =th 64th 66th 63th 6:th 6@th 68th 67th 69th 6>th 6=th 34th
Intermedi te Bya!ugan ?6 * Eeen $ight ?3 "ombat Insight ?6 Bya!ugan ?3 * Telescopic 0ye Ten!etsu $ealing "ombat Insight ?3 Bya!ugan ?: * Eeen $ight ?@ "ombat Insight ?: Bya!ugan ?@ * Eeen $ight ?7 * "ombat Insight ?@ Bya!ugan ?8 *
B# %)- n +S),: The character can activate this ability as an attac! action that costs : points of "ha!ra every 3 rounds to maintain. The character gains an insight bonus to Aefense, Initiative and Digh $peed $ight, and the ability to constantly $ee "ha!ra. De is also able to see through and thus ignore lighter forms of concealment, such as smo!e or mist. The character may concentrate for an attac! action while his Bya!ugan is active to $ee Through "ha!ra for as long as he concentrates ,as per technique- and his Bya!ugan remains active. Aeactivating this ability is a free action.
Hi-4 S&eed Si-4t +E5,: .hile the character+s bya!ugan is active, he gains a high speed sight quality as above. .een Si-4t +E5,: .hile the character+s Bya!ugan remains active, he gains an insight bonus to $earch, $ense <otive and $pot chec!s. Com" t Insi-4t +E5,: The character gains an insight bonus to /eflex saves and attac! rolls while his Bya!ugan is active. Teles'o&i' E#e +E5,: .hen concentrating to $ee Through "ha!ra, the character can also spend a swift action to gain the ability to see through 6 foot of stone or concrete, 6 inch of metal or up to three feet of wood, plaster walls or dirt per 8 levels, for 6 round. De also suffers a penalty to spot chec!s only every 84 feet instead of every 64 feet. .hile this ability is active, he cannot apply his Aexterity bonus to defense against melee attac!s, and suffers a &@ penalty to melee attac! rolls. Ten%ets) Se lin- +S),: Fp to four times per day, the character may activate this ability as a swift action as long as his Bya!ugan is active. This ability enables the character to directly see the cha!ra coil system of anything it focuses his eyes on. The ten!etsu sealing ability grants the character a ?6 bonus to attac! rolls made in any jyuu!en stance, and every successful jyuu!en attac! deals 6 ten!etsu damage to the target unless it succeeds a 2ortitude save ,A" 64 ? G character+s level ? character+s .isdom modifier-. )n a confirmed critical hit, the jyuu!en attac! deals 3 ten!etsu damage ,or : if the character+s critical multiplier is x:, @ if it is x@, and so on-. Ten!etsu damage to cha!ra created constructs and objects does not apply*instead, each point of ten!etsu damage dealt deals 6 point of damage to the target. The ability lasts for 6 round when activated. Enli-4tened B# %)- n +S),: .hile his bya!ugan is active, the character can only be flan!ed by creatures of his level or higher, and can no longer lose his Aexterity bonus to defense unless caught flat&footed or immobiliHed. In addition, when concentrating to use his Telescopic sight, he may ma!e a spot chec! in any direction without needing to move. )ther conditions that may cause the character to lose his Aexterity bonus to Aefense, such as being feinted against, are still applicable.
All6Seein- E#e
Iou see all that is around you, and nothing can escape your all&seeing eye. Prere()isite: 'dvanced Bloodline ,Bya!ugan-, Bya!ugan $ight, Bya!ugan ?:, Eeen $ight ?@. Bene$it: Fp to three times per day, the character may spend a swift action to gain a Blindsense :4 feet for 6 round while his Bya!ugan is active. The blindsense is directly dependent on sight and blindness cancels it.
B# %)- n Si-4t
Iour eye of insight increases while using the Bya!ugan, never letting anyone catch you off&guard. Prere()isite: 'dvanced Bloodline ,Bya!ugan-, .is 6:, $pot 7 ran!s, Bya!ugan ?3, Ten!etsu $ealing Bya!ugan. Bene$it: Iou gain the 0nlightened Bya!ugan, and the ability to learn several #yuuga $yu techniques.
1 rseein- E#e
Iou see what others cannot. Prere()isite: 'dvanced Bloodline ,Bya!ugan-, Bya!ugan ?3, Eeen $ight ?3, Telescopic 0ye. Bene$it: Iou ignore spot penalties for the first 84 feet when your Bya!ugan is active. .hen using the Telescopic 0ye, you ignore spot penalties for an additional 644 feet, and suffer a &6 penalty to $pot chec!s every 84 feet.
C4 r 'ter Level 6st 3nd :rd @th 8th 7th 9th >th =th 64th 66th
Minor ?3 on Dandle 'nimal chec!s * $cent ,least* * 'ware ?3 Boost $cent ,lesser* ?3 on $pot chec!s * *
S'ent +le st, +E5,: The character can activate or deactivate this ability as a swift action. De gains the scent extraordinary ability and may detect nearby creatures and sniff out hidden foes, and trac! by sense of smell. The ability lasts until the user runs out of cha!ra or is deactivated, and costs 6 point of cha!ra every :4 minutes. Aeactivating this ability is a free action. The range of $cent ,least- is :4 feet ,doubled upwind, halved downwind-. A* re +E5,: The character gains a bonus to 1isten and $pot chec!s made against surprise, and to detect a creature concealing its scent. Boost S'ent +E5,: The character can spend : points of cha!ra to increase his sense of smell manyfold for 3 rounds. 't 9th level, the range at which the $cent ability can detect creatures, but not pinpoint their locations, is multiplied by 8. 't 6@th level, the range is multiplied by 64. $trong smells can ma!e the character nauseous, and it must succeed a 2ortitude save ,A" 68- or be nauseated for 6 minute. <anifesting this ability is an attac! action, and stac!s with increases provided by scent ,lesser or greater-. S'ent +lesser, +E5,: $ame as scent ,least-, and gains a ?@ bonus to $urvival chec!s made to trac! by scent. The range of $cent ,lesser- is 74 feet ,doubled upwind, halved downwind-. The character can spend : points of cha!ra increase the range to 634 feet for 6 minute. S'ent +-re ter, +E5,: $ame as scent ,lesser- except that the range of $cent ,greater- is =4 feet ,doubled upwind, halved downwind-. The character can spend : points of cha!ra to increase the range to 6>4 feet for 6 minute.
D iri%i
This bloodline is very famous in the Didden #illage of $tone, for it was the bloodline of their first 'suchikage. It has a direct connection with the earth and greatly enhances the strength of its heir. The clan is very famous for their implication in the #illage+s defense and are well !nown for their unwavering loyalty towards the Tsuchi!age.
Re()irements: To qualify to gain Dairiki bloodline levels, a character must fulfill all the following criteria. Element l A$$init#: 0arth. A"ilit# S'ores: $trength 6:. 1e ts: 'dvanced Bloodline ,Aairi!i-.
TABLE: DAIRI.I BLOODLINE TRAITS
C4 r 'ter Level 6st 3nd :rd @th 8th 7th 9th >th =th 64th 66th 63th 6:th 6@th 68th 67th 69th 6>th 6=th 34th
Minor * * Aairi!i ?6 0arth /esistance 8 * ower of the 0arth ?6 * * ower of the 0arth ?3 Aairi!i ?3 * ower of the 0arth ?: * * 0arth /esistance 64 ower of the 0arth ?@ * * * ower of the 0arth ?8
D iri%i +S),: The character can manifest this power as an attac! action. De gains a bonus to $trength ran!s that stac!s with other non&permanent bonuses, and his muscle mass increases visibly. Dis $trength score counts as though it was @ points higher than in reality to determine his carrying capacity. This power costs 3 points of "ha!ra per round to maintain active, and can be deactivated as a free action. E rt4 Resist n'e +S),: The character gains an earth resistance while the Aairi!i ability is still active. Po*er o$ t4e E rt4 +S),: The character gains an enhancement bonus to Jinjutsu chec!s made to perform Aoton techniques, and a resistance bonus to saves against Aoton type Jinjutsu techniques while the Aairi!i ability is active.
Do)% - n /Do)!)ts)0
The 2ujiwara clan+s Aou!agan is a bloodline that manifests itself in the eye and allows its wielder to memoriHe the movements of "ha!ra when molded and used in techniques.
Re()irements: To qualify to gain Doukagan bloodline levels, a character must fulfill all the following criteria. S%ills: %enjutsu 3 ran!s, Jinjutsu 3 ran!s. 1e ts: 'dvanced Bloodline ,Aou!agan-.
TABLE: DO3.AGAN BLOODLINE TRAITS
C4 r 'ter Level 6st 3nd :rd @th 8th 7th 9th >th =th 64th 66th 63th 6:th 6@th 68th 67th 69th 6>th 6=th 34th
Minor * Aou!agan ?6 * * Digh $peed $ight 6 * * )smosis * * Aou!agan ?3 * * Digh $peed $ight 3 * * Aou!agan ?: * * Digh $peed $ight :
Do)% - n +S),: The character can activate this bloodline ability by spending an attac! action that does not provo!e an attac! of opportunity, and costs : points of cha!ra every 3 rounds to maintain. .hile the Aou!agan is active, the character gains a resistance bonus to .ill saves against %enjutsu and Jinjutsu techniques, and a bonus to identify %enjutsu and Jinjutsu techniques ,see above-. The character may also concentrate for an attac! action to See %hakra for as long as his Aou!agan remains active. .ill save bonuses against %enjutsu from $eeing "ha!ra do not stac! with the Aou!agan+s. Aeactivating this ability is a free action. Hi-4 S&eed Si-4t +E5,: .hile the character+s Aou!agan is active, he gains a high speed sight equal to the specified amount. Osmosis +S),: )nce per round as an instant action while the character+s Aou!agan is active and he is $eeing "ha!ra, he may KassimilateL any Jinjutsu or %enjutsu technique he sees being performed by spending an action point. The technique must be performed with either the half seal or hand seals component.
)ther than assimilating the technique, his Aou!agan bonus increases by ?3 against the assimilated technique. The technique, once assimilated, allows the character to develop it within 3 wee!s with a bonus to 1earn chec!s equal to his Aou!agan bonus increased by )smosis. If unused within 3 wee!s, the !nowledge fades and is useless. Jormal restrictions and requirements of the technique ,such as elemental affinity or need of a bloodline- apply. If the technique cannot be assimilated, the action point is not wasted. The character can only assimilate a number of techniques per month equal to his Intelligence modifier plus 3.
1orti$#
'mongst the members of the Ishimaru "lan, there is a few individual born with the power to manipulate their cells in such way that their s!in becomes hard as stone, while the texture itself doesn+t change. They named the ability 2ortify. It usually awa!ens at a young age, but ta!es a long time to control. Re()irements: To qualify to gain (ortify bloodline levels, a character must fulfill all the following criteria. Element l A$$init#: 0arth. 1e ts: 'dvanced Bloodline ,2ortify-.
TABLE: 1ORTI12 BLOODLINE TRAITS
C4 r 'ter Level 6st 3nd :rd @th 8th 7th 9th >th
Minor 1esser $tone $!in ?6 2ortify I ,3Mcha!ra* 2ortify I ,:Mcha!ra1esser $tone $!in ?3 * 2ortify I ,8Mcha!ra$tone $!in ?:
=th 64th 66th 63th 6:th 6@th 68th 67th 69th 6>th 6=th 34th
* 2ortify II ,8Mcha!ra$tone $!in ?@ * 2ortify II ,9Mcha!ra%reater $tone $!in ?8 * 2ortify II ,>Mcha!ra%reater $tone $!in ?7 * 2ortify III ,64Mcha!ra0arth 2renHy
Lesser Stone S%in +S),: 'ctivating this ability is an attac! action that costs : points of cha!ra every 3 rounds. The character gains a natural armor bonus equal to the specified amount. If the character already had a natural armor bonus, it does not stac!, use whichever is higher. Aeactivating this ability is a free action. 1orti$# I +S),: The character gains a damage reduction equal to the amount specified parenthetically ,see above- while his 1esser $tone $!in or $tone $!in ,if the character doesn+t yet have 2ortify II- is active. Stone S%in +S),: $ame as 1esser $tone $!in, except that the ability costs : points of "ha!ra per round to maintain. 1orti$# II +S),: $ame as 2ortify I, except that it is active only when the $tone $!in or %reater $tone $!in ,if the character doesn+t yet have 2ortify III- ability is, rather than 1esser $tone $!in. Gre ter Stone S%in +S),: $ame as 1esser $tone $!in, except that the cost is 8 points of "ha!ra per round. 1orti$# III +S),: $ame as 2ortify I, except that the ability is active only when %reater $tone $!in is, rather than 1esser $tone $!in or $tone $!in. E rt4 1ren8# +S),: The character can activate this ability as a swift action whenever his 1esser $tone $!in, $tone $!in or %reater $tone $!in ability is active, and it can be used once per day. The character+s natural armor bonus and damage reduction improve by ?3 points, and he gains a ?@ enhancement bonus to $trength and "onstitution scores. .hile frenHied, the character cannot use any "harisma&, Aexterity&, or Intelligence&based s!ills ,except Intimidate-, the "oncentration s!ill or any abilities that require patience or concentration, but is still in control of his actions or who it can or can+t attac!. Though it cannot use Jinjutsu or %enjutsu techniques, it may still use Doton ninjutsu techniques, and Taijutsu techniques normally, albeit at a &@ penalty to erform chec!s. The character+s unarmed attac! damage improves by 6 step while frenHied. The frenHy effect lasts for : rounds plus the character+s newly modified "onstitution modifier. .hen the frenHy ends, the character becomes fatigued for the rest of the encounter. If the
character was already fatigued, he becomes exhausted. The character cannot enter frenHy while exhausted. If either of the used ability ends before the frenHy effect, the frenHy effect is also prematurely terminated.
G)mos4in
The fearsome ability of the %umoshin clan is in fact a mutation much li!e the 'burame, except that this particular clan holds several glands and traits found on numerous spiders, namely the ability to produce sil! threads or wal! on walls with mere cha!ra manipulations. $ome of the stronger individuals of the %umoshin are !nown to grow several additional arms, sometimes even up to @. Re()irements: To qualify to gain )u*okeitou bloodline levels, a character must fulfill all the following criteria. S%ills: "limb 3 ran!s. 1e ts: 'dvanced Bloodline ,%umoushin-.
TABLE: G3MOSHIN BLOODLINE TRAITS
C4 r 'ter Minor Level 6st $pider $il! 3nd * :rd $pider "limb 6Mday @th * 8th $pider 'ffinity ?3 7th * 9th Blood act ,$pider>th * =th ?6 bonus to 2ortitude vs. $pider poison 64th * 66th $pider "limb 3Mday 63th * 6:th ?3 bonus to 2ortitude vs. $pider poison 6@th * 68th $pider 'ffinity ?@ 67th * 69th ?: bonus to 2ortitude vs. $pider poison 6>th * 6=th $pider "limb :Mday 34th *
S&ider Sil% +S),: The character+s body produces spider sil! by itself, though he cannot use it without techniques. Dis body holds 6 !umonosu per level. )nce used, !umonosu are created at the rate of 6 per hour. If the character does not possess a bloodline level in this bloodline, he does not gain additional !umonosu after 7th level until a level is ta!en. S&ider Clim" +S),: ' number of times per day, the user can use this ability as an attac!
action. By spending 6 !umonosu or 3 points of cha!ra to wal! on horiHontal surfaces or upside down, including walls and ceiling, as per the spider cli*b spell ,caster level is the character level-. Aeactivating this ability is a free action. Bon)s 1e t: The character gains the Blood act ,spider- feat at 9th level. M)lti6Armed S)"t#&e ' character with this bloodline may choose to grow more than a pair of arm at character creation. The character may gain up to @ additional arms, ta!en in pairs. 'raits! 9 :6Armed: The character gains a ?@ racial bonus to "limb and %rapple chec!s, and 3 additional arms. The character gains a level adjustment ?3. The character can only have one multi&armed trait. 9 ;6Armed: The character gains a ?> racial bonus to "limb and %rapple chec!s, and @ additional arms. The character gains a level adjustment ?@. The character can only have one multi&armed trait. 9 M)lti6Armed: The multi&armed character+s additional off&hands are not included in the Two&.eapon 2ighting feats, and he therefore must select the <ultiweapon 2ighting feat ,see +onster (eats+ for details-. ' character with multiple arms gained by this bloodline, regardless of proficiency, may never ta!e the ,d-anced +ulti eapon (ighting feat.
Hir is4in
The special Bloodline power of the Aattoumaru clan relies mostly on speed, which generally gives one the edge he needs to catch his foe off&guard or quic!ly retreat or catch up to someone, thus ma!ing short wor! of a hot pursuit. This power is very popular amongst Ku*ogakure+s 'JBF and Dunter&Jins and many have tried, and failed, to claim it for themselves. Re()irements: To qualify to gain #iraishin bloodline levels, a character must fulfill all the following criteria. S%ills: Balance, Nump or Tumble 3 ran!s. 1e ts: 'dvanced Bloodline ,Diraishin-.
TABLE: HIRAISHIN BLOODLINE TRAITS
C4 r 'ter Level 6st 3nd :rd @th 8th 7th 9th >th =th 64th
66th 63th 6:th 6@th 68th 67th 69th 6>th 6=th 34th
$low 2all ,84 feet* * Diraishin : * * $low 2all ,any distance* * Diraishin @
Hir is4in +S),: The character gains the $peed ran! extraordinary quality, starting with $peed ran! 6 ,progression as per table-. If the character learns a speed ran! training technique, it does not stac! with the Diraishin ability, use whichever is higher. In addition, the character can activate his $peed ran! ability ,fully or non- up to a number of rounds per day equal to his Diraishin ability plus his Aexterity modifier, without paying any "ha!ra. This stac!s with $peed ran! training techniques mastery. 3& t4e 7 lls +E5,: .hen his Diraishin is active, the character is able to run up @8& degree inclinations without problem, or run up walls in a movement action by ma!ing a "limb or Tumble chec! ,A" 34-. If he does not reach a solid, horiHontal surface by the end of the action, he begins to fall. Slo* 1 ll +E5,: .hen the character+s Diraishin is active and the character is currently falling within 64 feet of a wall or otherwise solid vertical surface, he may treat his fall as though it was 84 feet shorter at 66th level, or fall any distance without harm at 69th level.
H#o)m
'long the froHen wastelands, no clan is more adept to survival than the silent Dimashin clan. Aue to their advanced blood, they can wal! into the coldest of areas wearing nothing and still feel perfectly fine. In order to stealthily move against their prey, they can meld with the very ice itself, becoming one with the icy ground of the froHen continent that they strive on. In time, they can even sense whomever is touching the ice nearby, stri!ing and fighting from even inside the ice with their terrifying Dyouton. /emnants of the bloodline could be found a few years ago in the Didden <ist, before a civil war !illed off that one branch. Re()irements: To qualify to gain #you*a bloodline levels, a character must fulfill all the following criteria. Element l A$$init#: .ater or .ind. 1e ts: 'dvanced Bloodline ,Dyouma-.
TABLE: H2O3MA BLOODLINE TRAITS
C4 r 'ter Level
Intermedi te
6st 3nd :rd @th 8th 7th 9th >th =th 64th 66th 63th 6:th 6@th 68th 67th 69th 6>th 6=th 34th
Dyouton "old Blooded ?6 * Dyouma ,half* 'rctic rotection 64 * 'rctic Trac!ing * "old Blooded ?3 * Dyouma ,full* 'rctic rotection 68 * "old Blooded ?: * 'rctic rotection 34 * "old Blooded ?@
Bon)s 1e t: The character gains the Dyouton feat at first level. Cold Blooded +E5,: The character gains a bonus to chec!s made to identify and perform Dyouton techniques, and to saves against cold weather. H#o)m +S),: The character can activate this ability as an attac! action that costs : points of cha!ra every minute. .hile active, the character can move at a burrow speed for half of his normal land speed, but only in ice, snow or fully froHen earth. 't 63th level, the ability improves and allows the character+s full movement speed as burrow speed. In addition, while this ability is active, the character may spend 6 minute concentrating on freeHing up to 84 litre of water into ice per level or a move&equivalent action concentrating to freeHe 6 litre of water into ice per level. The character may choose whether or not to leave tunnels. Aeactivating this ability is a free action. 't 63th level, the character may freeHe 84 litres of water per level into ice as part of a technique, once per day. Ar'ti' Prote'tion +S),: .hile the character+s Dyouma is active, he gains a "old /esistance equal to the number specified above. Ar'ti' Tr '%in- +S),: .hile the character+s Dyouma is active, he may spend a swift action each round to gain a Tremorsense :4 feet that functions only on ice or snow. The tremorsense lasts for 6 round.
. mitor
)f all the advanced bloodlines, one of the oddest and yet most powerful lay in the hands of the $oushi "lan. "oming from generations of artists, they have the innate ability to
bring their drawings to life, animating them while giving them incredible powers. <any legendary monsters tend to appear when one fights a $oushi, with all of their legendary powers intact. Iet, although their clan has such a power, only a rare few of the clan have the awa!ened bloodline gift. Re()irements: To qualify to gain Ka*itora bloodline levels, a character must fulfill all the following criteria. S%ills: "raft ,calligraphy- or "raft ,visual arts- @ ran!s. 1e ts: 'dvanced Bloodline ,Eamitora-, "raft $ealed Item.
TABLE: .AMITORA BLOODLINE TRAITS
C4 r 'ter M !or Level 6st "raft ,calligraphy or visual arts- ?3 3nd <onster $ummoner I :rd * @th In! #ision 8th * 7th * 9th <onster $ummoner II >th "raft ,calligraphy or visual arts- ?@ =th * 64th 'dvanced <onster $ummoner 66th * 63th <onster $ummoner III 6:th * 6@th "raft ,calligraphy or visual arts- ?7 68th * 67th * 69th <onster $ummoner I# 6>th * 6=th * 34th *
Monster S)mmoner I +S),: The character is able to summon a monster from in! on a scroll. Beforehand, the character must spend time drawing the desired monster on a blan! scroll, requiring a "raft ,calligraphy- or "raft ,visual arts- chec! ,A" 68-. 0ach attempt uses up one page on the scroll, and ta!es 8 minutes. The character is fully aware of a failed chec! and will !now whether the drawing will produce a monster. The monster can be summoned anytime afterwards by touching the drawing and spending a full&round action concentrating that may provo!e an attac! of opportunity, and paying the monster+s cha!ra cost ,3 points of "ha!ra per hit dice5 the ability counts as a ran! 3 technique-. <onsters with less than 6 hit die count as though they had 6 hit die for the purpose of calculating the cha!ra cost. The monster summoned may go anywhere within 64 miles of the character and will follow mental orders to the letter, regardless of personal danger or current relevance. They are immune to mind&affecting effects and a "ha!ra ool equal to the cha!ra spent
during their creation. The summoned monster lasts for 6 hour per level of the character, or until !illed. .hen !illed or the duration expires, the monster simply vanishes. The monster, when created, is obviously made of in! and paper. Though it behaves normally according to its species, it cannot be mista!en for the real creature. The summoned monster ta!es one&half again as much damage from sources that deal 2ire or .ater damage. The summoned monster lasts 6 hour per level, retains all of its original qualities ,including massive damage threshold and spell&li!e abilities- and can have up to the user+s level in hit dice ,or up to 8 DA-. It cannot be advanced. In% Vision +S),: By concentrating ,as though a technique-, the character is able to see through the eyes of a summoned monster and directly control it. This ability functions as though the user was using Shintenshin no .utsu with his summoned monster, with a few differences: it cannot miss, or be resisted, and the character does not retain any of his abilities, nor does he suffer damage when the monster he controls does. De simply inserts his conscious into the cha!ra construct and direct what ability it should use, sitting in the bac! of the monster+s mind merely as a dominant +voice in one+s head+. There is no limit to the distance from the monster to the user except that of the $ummon <onster ability ,64 miles-. S)mmon Monster II +S),: This ability is the same as $ummon <onster I, except that it affects monsters of up to 64 hit dice. Arawing the monster ta!es 64 minutes and requires a "raft ,calligraphy- or "raft ,visual arts- chec! ,A" 34- and ta!es 6 page of space on a blan! scroll. $ummon <onster II counts as a ran! 9 technique. Adv n'ed Monster S)mmoner +S),: If a monster can be advanced by hit dice, the character is able to do so in the limits of the summon monster ability ,summon monster I# cannot advance a monster beyond 34 hit dice-. ' monster advanced a category may require a higher $ummon <onster ability to summon. Arawing an advanced monster increase the drawing time by 8 minutes and the chec! A" by 8, but not the time it ta!es to summon it. S)mmon Monster III +S),: This ability is the same as $ummon <onster I, except that it affects monsters of up to 68 hit dice. Arawing the monster ta!es 68 minutes and requires a "raft ,calligraphy- or "raft ,visual arts- chec! ,A" 38- and ta!es 6 page of space on a blan! scroll. $ummon <onster III counts as a ran! 63 technique. S)mmon Monster IV +S),: This ability is the same as $ummon <onster I, except that it affects monsters of up to 34 hit dice. Arawing the monster ta!es 34 minutes and requires a "raft ,calligraphy- or "raft ,visual arts- chec! ,A" :4- and ta!es 6 page of space on a blan! scroll. $ummon <onster I# counts as a ran! 69 technique.
. ts)- n /Do)!)ts)0
This advanced bloodline is very popular amongst the 'JBF and Dunter&Jin of the various ninja villages. It drastically improves the eyesight and allows one to easily spot a hiding foe or a concealed trap. $eeing creatures moving at high speed are also no problem for the Katsugan, but its one wea!ness also lies in its greatest strength: the eyesight becomes too good, and direct exposure to light can hurt the eyes. Jevertheless, the Katsugan is considered the bane of many ambush. ' character having the Katsugan is required to have good "ha!ra "ontrol, otherwise he will see his reserves mined quic!ly due to the constant strain on his eyes and drain of his "ha!ra. Re()irements: To qualify to gain Katsugan bloodline levels, a character must fulfill all the following criteria. S%ills: $pot 3 ran!s. 1e ts: 'dvanced Bloodline ,Eatsugan-.
TABLE: .ATS3GAN BLOODLINE TRAITS
C4 r 'ter Level 6st 3nd :rd @th 8th 7th 9th >th =th 64th 66th 63th 6:th 6@th 68th 67th 69th 6>th 6=th 34th
Minor 1ight $ensitivity &6 * Eeen $ight ?3 Aar!vision :4 ft. * 1ight $ensitivity &3 %aHe of the redator ?6 * Eeen $ight ?@ Digh $peed $ight 6 * %aHe of the redator ?3 2ar $ight * Eeen $ight ?7 1ight $ensitivity &: * Aar!vision =4 ft. Digh $peed $ight : *
Li-4t Sensitivit# +E5,: The character+s eyes are naturally sensitive to bright light. De suffers a penalty to attac! rolls, s!ill chec!s and ability chec!s when directly exposed to bright lights or sunlight on a sunny day. .hen the character+s penalty reaches &3 at 7th level, he must ma!e a 2ortitude chec! ,A" 68, ?6 per additional minute of exposure- when exposed to bright light for 6 minute, to avoid being blinded for 3d7 minutes. This penalty can be negated by pulling a thin cloth*usually a sil!en blindfold*over the
character+s eyes. Aoing thus reduces the Eeen $ight bonus by half ,maximum ?3-, rounded down, the %aHe of the redator bonus by 6 ,minimum 4- and the Digh $peed $ight by 6 ,minimum 4-. The range of the character+s Aar!vision is also halved. The cost of the Eeen $ight is also paid only every four hours if the light sensitivity is negated, rather than every two hours. .een Si-4t +S),: This ability is always active, and costs 6 cha!ra every two hour the character remains awa!e. The character gains a bonus to $earch and $pot chec!s. The Eeen $ight ability cannot normally be deactivated. Blindness negates any bonuses and penalties of the Eeen $ight bloodline, as well as the cha!ra cost. The cha!ra cost of the Eeen $ight ability can be reduced by pulling a thin cloth over the character+s eyes ,see 1ight $ensitivity-. It can be disabled entirely with a doujutsu inhibitor. G 8e o$ t4e Pred tor +S),: The character gains a bonus to attac! rolls made when the Eeen $ight ability is active. Hi-4 S&eed Si-4t +S),: The character gains a high speed sight when the Eeen $ight ability is active. 1 r Si-4t +S),: The character suffers a penalty to spot chec!s of &6 every 34 feet rather than every 64 feet. This ability is negated if the character+s eyes are covered to negate the 1ight $ensitivity ability.
.eiri- n /Do)!)ts)0
The specifics of this particular bloodline is that it has the innate ability to spot wea!ness in all things: objects, people, attac!s and defenses. This bloodline manifests as a white cross in the center of an otherwise completely blac! eye. Re()irements: To qualify to gain Keirigan bloodline levels, a character must fulfill all the following criteria. +inor! S%ills: $earch, $pot or Treat Injury 3 ran!s. 1e ts: 'dvanced Bloodline ,Eeirigan-. /nter*ediate! S%ills: $earch, $pot or Treat Injury @ ran!s. 1e ts: 'dvanced Bloodline ,Eeirigan-.
TABLE: .EIRIGAN BLOODLINE TRAITS
C4 r 'ter Minor Level 6st * 3nd * :rd Eeirigan ?6 @th * 8th Aeadly Insight ?6 7th * 9th Digh $peed $ight 6 >th * =th Eeirigan ?3 64th * 66th 0xecutioner+s <ar! 63th * 6:th Aeadly Insight ?3 6@th * 68th Eeirigan ?: 67th * 69th Digh $peed $ight 3 6>th * 6=th Eeirigan ?@ 34th *
Intermedi te * Eeirigan ?6 Aeadly Insight ?6 * Eeirigan ?3 Digh $peed $ight 6 * Eeirigan ?: Aeadly Insight ?3 0xecutioner+s <ar! Eeirigan ?@ Digh $peed $ight 3 * Eeirigan ?8 Aeadly Insight ?: * Eeirigan ?7 Digh $peed $ight : * *
.eiri- n +S),: The character manifests this ability as an attac! action that does not provo!e an attac! of opportunity. De gains an insight bonus to Aefense, Aemolitions and $pot chec!s. In addition, the character can ma!e a $pot chec! opposed to a creature+s touch Aefense to determine its current physical condition ,as per /ryou 0injutsu! /ji - Shinryou .utsu-. This use of the Eeirigan is a move&equivalent action that may provo!e an attac! of opportunity. The character can concentrate for a move&equivalent action to gain the ability to $ee "ha!ra for as long as he concentrates, plus 8 rounds. "oncentrating this way is the same as if he were concentrating on a spell or technique. The !eirigan costs : point of cha!ra every 3 rounds to maintain. Aeactivating this ability is a free action. De dl# Insi-4t +S),: The character gains an insight bonus to attac! rolls and /eflex saves while the !eirigan is active. Hi-4 S&eed Si-4t +S),: .hen the !eirigan is active, the character gains a high speed sight of the specified amount for as long as he can $ee "ha!ra. E5e')tioner<s M r% +S),: The character may ta!e a full&round action to study a creature or object before attac!ing to gain full understanding of its wea!nesses. It applies its Aeadly Insight bonus to weapon damage rolls to his next attac! against that creature. .hile studying a mar!, the character can only ta!e action requiring no concentration and
can only ta!e a 8&ft. step. This ability also stac!s with other similar abilities, such as the shade+s Aeath 'ttac!.
Minor * Eoimeigan ?6 Digh $peed $ight 3 Eoimeigan ?3 'drenaline $urge ,6MdayEoimeigan ?: Digh $peed $ight @
>th =th 64th 66th 63th 6:th 6@th 68th 67th 69th 6>th 6=th 34th
Eoimeigan ?@ 'drenaline $urge ,3MdayEoimeigan ?8 Digh $peed $ight 7 Eoimeigan ?7 'drenaline $urge ,:MdayEoimeigan ?9 Digh $peed $ight > Eoimeigan ?> 'drenaline $urge ,@MdayEoimeigan ?= Digh $peed $ight 64 Eoimeigan ?64
.oimei- n +S),: This ability can be manifested as an attac! action that does not provo!e an attac! of opportunity. .hile active, the Eoimeigan grants the character a bonus to Initiative chec!s and $pot chec!s against fast&moving objects, such as attac!s or Taijutsu techniques that grant a $pot chec! to avoid additional effects. .hile the Eoimeigan is active, he cannot lose his dexterity bonus to Aefense and cannot be flan!ed, unless the flan!ing creature has 3 or more hit dice more than the character. 'dditionally, the character can concentrate for a move&equivalent action to See %hakra for as long as he concentrates, plus : rounds. The Eoimeigan costs 6 point of cha!ra every 3 rounds to maintain, and can be deactivated as a free action on the character+s turn. Hi-4 S&eed Si-4t +S),: .hile the !oimeigan is active, the character gains a high speed sight of the specified amount ,see above-. Adren line S)r-e +S),: ' number of times per day specificied parentethically, the character is able to gain an adrenaline surge as an free action. The adrenaline surge only remains available for the action it was declared for, and if left unused, is wasted. The adrenaline surge grants the character a ?6 circumstance bonus every two levels ,maximum ?64- to a single attac! roll, /eflex save or Aefense against a single attac!, or to any chec! made to use a technique as a defensi-e *aneu-er or while a-oiding an attack. If the adrenaline surge is used to gain a bonus to a /eflex saving throw or to Aefense, the surge consumes a daily use of both defensi-e *aneu-er and a-oiding an attack.
.#))s4o) .o)sei
.ith this odd bloodline, they say that you cannot die. It allows one to live longer, heal his body and never lose consciousness. Re()irements:
To qualify to gain Kyuushou Kousei bloodline levels, a character must fulfill all the following criteria. A"ilit# S'ores: "onstitution 6@. 1e ts: 'dvanced Bloodline ,Eyuushou Eousei-.
TABLE: .233SHO3 .O3SEI BLOODLINE TRAITS
C4 r 'ter Level 6st 3nd :rd @th 8th 7th 9th >th =th 64th 66th 63th 6:th 6@th 68th 67th 69th 6>th 6=th 34th
Intermedi te 0xtended 1ife ,64 yearsseudomortality 6 Aeathless 2ortitude ?6 * * 0xtended 1ife ,68 yearsseudomortality 3 Aeathless 2ortitude ?3 * 'geless 0xtended 1ife ,34 yearsseudomortality : Aeathless 2ortitude ?: * * 0xtended 1ife ,@4 yearsseudomortality @ Aeathless 2ortitude ?@ * *
E5tended Li$e +E5,: The character adds the amount specified parenthetically to his normal middle age, old and venerable age categories, slowing the effect of aging in the age category he is currently in by the specified amount. Pse)domort lit# +S),: This power can be activated as an attac! action, and costs : points of cha!ra every 3 rounds to maintain active, and can be deactivated as a free action. .hile the seudomortality effect lasts, the character gains a fast healing supernatural quality ,see above-. De t4less 1ortit)de +S),: .hile under the effects of seudomortality, the character gains a bonus to 2ortitude saves and "onstitution chec!s as noted above. The character is also able to ta!e an attac! or move action each round while reduced to &6 hit points or lower, though he still dies normally when reaching &64 hit points. A-eless +E5,: The character stops aging, and no longer suffers penalty from advancing an age category. 'ny previously applied aging penalty remain, and the character can still die of old age.
eyes. The medusa eye is entirely charcoal blac! with a slitted crimson pupil. Re()irements: To qualify to gain +edusa Eye bloodline levels, a character must fulfill all the following criteria. Element l A$$init#: 0arth. S%ill: Jinjutsu @ ran!s. 1e ts: 'dvanced Bloodline ,<edusa 0ye-.
TABLE: MED3SA E2E BLOODLINE TRAITS
C4 r 'ter Intermedi te Level 6st * 3nd <edusa 0ye ,6d7:rd etrifying %lare ,$trength@th * 8th <edusa 0ye ,3d77th * 9th 0arth "ontrol ,Dalf&$eals>th <edusa 0ye ,:d7=th * 64th <edusa 0ye ,@d766th * 63th 0lemental $pecialiHation ,Aoton6:th <edusa 0ye ,8d76@th 68th 0arth "ontrol ,Dand $eals67th <edusa 0ye ,7d769th * 6>th etrifying %lare ,Aexterity6=th <edusa 0ye ,9d734th *
Med)s E#e +S),: The character gains the ability to fire a blast of earth&natured cha!ra against any creature within 84 feet as an attac! action. The blast requires a ranged touch attac! modified by the character+s Intelligence modifier. If it hits, it deals earth damage equal to the amount specified parenthetically. It can score a critical on a natural roll of 34, and deal double damage. ' target slain by this ability turns to stone. This condition can only be reversed by a Aoton elementalist of 8th level or higher using the $eiki technique. The <edusa 0ye cannot be used if the characer+s cha!ra pool is 4. 2iring the blast in melee provo!es an attac! of opportunity. Petri$#in- Gl re +S),: The character can manifest this ability as an attac! action that does not provo!e an attac! of opportunity. .hile it is active, the character deals 6 point of temporary $trength damage on a successful hit with the <edusa 0ye ability. 't 6>th level, the character may choose to deal Aexterity damage instead. The ability damage from the petrifying glare lasts for 8 minutes. If the target+s $trength or Aexterity
score are reducted to 4 from this ability, its flesh turns to stone ,see above-. ' petrified but live character is not !illed, only helpless. The character is able to concentrate as a move action to $ee "ha!ra for as long as he concentrates, plus : rounds. The etrifying %lare costs 6 point of cha!ra per round while active. It can be deactivated as a free action. It cannot be used if the character is blinded. E rt4 Control +S),: .hile the character+s etrifying %lare ability is active, he is able to ignore the half&seal component of any Doton Jinjutsu technique. 't 68th level, he is able to ignore the hand seal component of such techniques as well. Element l S&e'i li8 tion: The character gains the 0lemental $pecialiHation ,Aoton- feat for free.
Rei%#o)
Bearer of impressive battle auras, the Imagawa warrior were feared indeed when the time came to do battle. Their bloodlines, nic!named Bgolden energy,B allowed them to drastically increase their cha!ra capacity in order to perform with greater efficiency and lesser costs. Re()irements: To qualify to gain $eikyou bloodline levels, a character must fulfill all the following criteria. 1e ts: 'dvanced Bloodline ,/ei!you-, Improved "ha!ra ool.
TABLE: REI.2O3 BLOODLINE TRAITS
C4 r 'ter Level 6st 3nd :rd @th 8th 7th 9th >th =th 64th 66th 63th 6:th 6@th 68th 67th 69th 6>th
Intermedi te "ha!ra /estoration * * Didden ower 6Mday * Improved "ha!ra ool * $urging ower Didden ower 3Mday * Improved "ha!ra ool 1atent otential * Didden ower :Mday * Improved "ha!ra ool * *
6=th 34th
Bon)s 1e ts: The character gains the "ha!ra /estoration feat at 6st level, and the Improved "ha!ra ool feat at 7th, 66th and 67th level. Hidden Po*er +S),: The character can activate this ability as a swift action a number of times per day. In doing so, he taps in a well of hidden power that exponentially increases his cha!ra reserves. This ability lasts for : rounds. The character+s cha!ra color turns a bright, rich color, usually gold, and becomes clearly visible to the na!ed eye. "reatures who can see cha!ra or see through cha!ra loo!ing directly at the character become daHHled for 6 round ,2ortitude save negates, A" 64 ? one&half the character+s level ? the character+s "on modifier-. ' successful save against this ability negates the effect for 3@ hours. 0ach time the character successfully ma!es a "ha!ra "ontrol chec! to tap his cha!ra reserves, he gains bonus temporary cha!ra. 2or each multiple of 8 he draws from his cha!ra reserves, the character gains 6 bonus temporary cha!ra ,for example, a character drawing @ cha!ra from his reserves would gain no bonus temporary cha!ra, and a character drawing 69 would get : bonus temporary cha!ra.The character can gain 8 bonus temporary cha!ra safely each time this ability is activated. Dowever, any bonus temporary cha!ra gained over that number is subtracted from the character+s cha!ra reserves at the end of the encounter or 8 minutes, whichever is shorter. S)r-in- Po*er +E5,: .hile the Didden ower is active, the character adds 6d7 to the result of any action point spent to gain temporary cha!ra. In addition, the maximum amount of bonus temporary cha!ra that can be gained safely each time the Didden ower ability is activated increases to 64. L tent Potenti l +E5,: .hen using the Didden ower ability, the character gains 3 bonus temporary cha!ra for each multiple of 8 he draws from his cha!ra reserves instead of 6, and his cha!ra signature strength is always )verwhelming when the ability is active, or one category higher if it was already )verwhelming. The maximum amount of bonus temporary cha!ra that can be gained safely each time the Didden ower ability is activated increases to 68. C4 %r S)r-e +S),: The character can use this ability once per day when under the effects of the Didden ower ability. Instead of gaining bonus temporary cha!ra when drawing from his cha!ra reserves as per the normal calculation, the character gains temporary cha!ra equal to the amount he tapped his cha!ra reserves for ,up to a maximum of his character level-. 'ctivating this ability costs an action point.
The $haringan is the most feared ability of the Fchiha "lan. This unique ability manifests in a clan member+s eyes, and while some might call it a genetic aberration or deformity, the Fchiha have used this gift to devastating effect. In some members this ability will only let them anticipate or predict the path of an attac!. )ther clan members even have the ability to disorient and mimic an opponent+s techniques, and although this aspect isn+t perfect the Fchiha still have put it to good use. ' subset ability of the mimicry ability is that of the ability to copy and learn a technique that one+s opponent has used, and there are members of the clan that have grown most powerful because of this unique talent. The most secret abilities of the $haringan are also the most feared, and have not been able to be recorded by those outside the clan for no one has survived an encounter with these abilities unscathed. Re()irements: To qualify to gain Sharingan Eye bloodline levels, a character must fulfill all the following criteria. +inor! S%ills: Intimidate or $pot 3 ran!s. 1e ts: 'dvanced Bloodline ,$haringan 0ye-. /nter*ediate! Element l A$$init#: 2ire, 1ightning or .ind. S%ills: Intimidate @ ran!s or $pot @ ran!s. 1e ts: 'dvanced Bloodline ,$haringan 0ye-.
TABLE: SHARINGAN E2E BLOODLINE TRAITS
C4 r 'ter Minor Intermedi te Level 6st * * 3nd * $haringan 0ye ?6 :rd $haringan 0ye ?6 )ffensive 2oresight ?6 @th * Digh $peed $ight 6 8th )ffensive 2oresight ?6 * 7th * $haringan 0ye ?3 9th Digh $peed $ight 6 )ffensive 2oresight ?3 >th * $haringan 0ye ?: =th $haringan 0ye ?3 * 64th * %lare 66th $haringan 0ye ?: $haringan 0ye ?@ 63th %lare Digh $peed $ight 3 6:th )ffensive 2oresight ?3 * 6@th * $haringan 0ye ?8 68th $haringan 0ye ?@ Digh $peed $ight : 67th * )ffensive 2oresight ?: 69th Digh $peed $ight 3 * 6>th * Digh $peed $ight @ 6=th Digh $peed $ight : $haringan 0ye ?7 34th * Digh $peed $ight 8
S4 rin- n E#e +S),: The character activates this ability as an attac! action that does not provo!e an attac! of opportunity. De gains an insight bonus to Aefense, Initiative and
$pot chec!s and %enjutsu chec!s to detect illusions, as well as chec!s made to read lips or memoriHe a string of numbers, words or certain details ,such as a crime scene-. The character can concentrate for a move&equivalent action to gain the ability to $ee "ha!ra for as long as he concentrates, plus 8 rounds. "oncentrating this way is the same as if he were concentrating on a spell or technique. The sharingan eye costs 6 point of cha!ra per round to maintain. If the character is blinded, he gains none of the benefits of the sharingan. Fnless caught flat&footed, immobiliHed or feinted against, the character cannot lose his Aexterity bonus to defense while the sharingan is active. Aeactivating this ability is a free action. 1ariant! /egardless of the level of the character, the sharingan can only be activated for the first time when the character survives an attac! that would have otherwise !illed him ,succeeding a save, for example- and remains conscious. Hi-4 S&eed Si-4t +S),: .hen the sharingan eye is active, the character gains a high speed sight of the specified amount for as long as he can $ee "ha!ra. O$$ensive 1oresi-4t +S),: The character gains an insight bonus to attac! rolls and /eflex saves, and Intimidate chec!s when his sharingan eye is active. Gl re +S),: The character+s sharingan eye evolves, and gains a third tomoe ,a BcommaB-. The character gains a ?@ bonus to perform Aoujutsu techniques and detecting while his sharingan eye is active. The A" of the character+s Aoujutsu techniques increases by 6 while his sharingan eye is active. S4 rin- n Te'4ni()e Mimi'r# +S),: This ability allows the character to copy techniques using the $haringan+s precognitive ability, and its ability to see cha!ra. In addition, he gains a bonus to chec!s made to remember things he has seen with his $haringan 0ye active equal to his $haringan 0ye bonus. The character readies an action. 'ny technique he sees performed within 84 feet, he may copy using his readied action. The character must must meet the requirements of the technique to copy it, and if he does not, the readied action is wasted. The technique must be a %enjutsu or Jinjutsu technique performed with hand seals or half seals components, or be a $tri!e or $tance subtype taijutsu technique. ' "ha!ra "ontrol technique, a technique performed with no hand seals or an 0nhancement Taijutsu technique cannot be copied. To copy a technique, he must succeed a chec! to identify it and chec! again to erform the technique. If both chec!s to identify and perform the technique, the maneuver can be initiated.
.hen initiating the maneuver, the character has a >4; base chance of success. If he fails, the readied action is wasted, but he spends no cha!ra. If he succeeds, the character must pay the same cha!ra cost as the technique that was performed ,accounting for meta& cha!ra feats and the technique being empowered-. If a meta&cha!ra feat was applied to the technique, the chance of success is reduced by :4;. The character is able to determine if a meta&cha!ra feat was applied to the technique when he succeeds on identifying it. If the victim is under the BTechnique "opyB effect of the $haringan )ugi & $hin!ou Nutsu technique, the chance of success increases by 64;. If the character can $ee "ha!ra, the chance of success increases by 64;. If the maneuver succeeds, the character can choose to "opy, <emoriHe or Jullify. %opy! The character performs the technique as it was performed by the creature he copied from, and it has the same effects. The character gains a ?3 bonus to 1earn chec!s made to develop the technique for 3 wee!s. If unused, the bonus fades. +e*ori2e! The character gains a ?@ bonus to 1earn chec!s to develop the technique for 6 month. If unused, the bonus fades. De regains one&half the cha!ra cost he paid to initiate the maneuver. 0ullify ()enjutsu or 0injutsu only)! The character counters the creature performing the technique, and the technique has no effect. The character gains a ?3 bonus to 1earn chec!s made to develop the technique for 3 wee!s. If unused, the bonus fades. ' technique with a ersonal range cannot be nullified. M n-e%#o) S4 rin- n +S),: The character can activate this power as a free action that does not provo!e an attac! of opportunity only when his sharingan eye is active. 2or 3 rounds, the character+s sharingan eye and offensive foresight gain an additional ?6 bonus. 'dditionally, he can See %hakra without needing to concentrate and is able to See 'hrough %hakra while concentrating. The mange!you sharingan can be used up to once every five levels every day. 0ach use after the fourth grants the character 6 point of mange!you sharingan blindness. +angekyou Sharingan Blindness! )veruse of the mange!you sharingan and use of certain techniques gives the character mange!you sharingan blindness. 0ach point is cumulative, and has an effect depending on the number of points currently afflicting the character. <ange!you $haringan blindness is treated as ability damage, and heals at the rate of 6 point per day. Because the strain is so high, mange!you sharingan blindness will not heal until all other temporary ability damage has been mended. "omplete bed rest doubles the amount of mange!you sharingan blindness healed. The penalties are shown on the table below, and are all negated while the mange!you
sharingan is active.
M n-e%#o) Att '% De$ense S&ot Re$le5 S&e'i l Blindness Rolls '4e'%s s ves 6 or less * * * * * 3 &6 &6 &3 &6 * : &6 &3 &@ &6 * @ &3 &: &7 &3 * 8 &3 &: &> &3 2atigued for :4 minutes after an encounter 7 &: &@ &64 &: 2atigued for 6 hours after an encounter 9 &: &8 &63 &: 0xhausted for 6 hour after an encounter > &: &7 &6@ &: 0xhausted for 3 hours after an encounter = &@ &7 &67 &@ 0xhausted for @ hours after an encounter 64 or more &@ &9 $pecial &@ Blinded, 0xhausted for > hours after an encounter
M n-e%#o) S4 rin- n
Through effort and powerful blood, you unloc! the ultimate $haringan 0ye. Prere()isite: 'dvanced Bloodline ,$haringan 0ye-, $haringan 0ye ?@. Bene$it: $electing this feat enables you to learn two of the following techniques: 'materasu, Eamui or Tsu!uyomi, and you become able to learn the genjutsu +agen Kyouten %hiten3 Iou gain the mange!you sharingan. S&e'i l: The %< may require the character to accomplish some deeds in order to be able to select this feat ,such as the assassination of a beloved one, for example-.
Fsing your !een and insightful $haringan, you are able to pierce through your enemy+s technique and copy them. Prere()isite: 'dvanced Bloodline ,$haringan 0ye-, $haringan 0ye ?3 Bene$it: Iou gain the $haringan Technique <imicry special ability.
S4i%ots) M# %)
The Kaguya clan+s power, dead bone pulse, allows its bearer to harden the s!eleton and the creation of new bone tissues to replace those that have gone missing, one of the clan+s specialty. In its purest form, the bloodline even allows the regeneration of lost limbs and crippling injuries at alarming rates. In the long run, there is very little that can permanently cripple the bearer of the Shikotsu +yaku. Re()irements: To qualify to gain Shikotsu +yaku bloodline levels, a character must fulfill all the following criteria. +inor! 1e ts: 'dvanced Bloodline ,$hi!otsu <ya!u-, Toughness. /nter*ediate! S%ills: "oncentration or Intimidate 3 ran!s. 1e ts: 'dvanced Bloodline ,$hi!otsu <ya!u-, Toughness. +ajor! B se 1ortit)de S ve: ?6. S%ills: "oncentration or Intimidate 3 ran!s. 1e ts: 'dvanced Bloodline ,$hi!otsu <ya!u-, Toughness.
TABLE: SHI.OTS3 M2A.3 BLOODLINE TRAITS
C4 r 'ter Level
Minor
Intermedi te
M !or
6st 3nd :rd @th 8th 7th 9th >th =th 64th 66th 63th 6:th 6@th 68th 67th 69th 6>th 6=th 34th
Bone .eapon ,smallBone .eapon ,small* * * Bone 'rmor Bone 'rmor * * Bone .eapon ,<edium* * Bone .eapon ,<edium- Aead Bone ulse ?6 * * * Bone .eapon ,1argeAead Bone ulse ?6 * 0xtended 1ife ,64 years* * Bone .eapon ,1argeAead Bone ulse ?3 * * * Aead Bone ulse ?: Aead Bone ulse ?3 * * Aead Bone ulse ?@ * * Aead Bone ulse ?: Aead Bone ulse ?8 * *
Bone .eapon ,smallBone 'rmor * Bone .eapon ,<edium0xtended 1ife ,64 years* Aead Bone ulse ?6 Bone .eapon ,1arge* Aead Bone ulse ?3 Aeathless ?6 * Aead Bone ulse ?: 0xtended 1ife ,34 years* Aead Bone ulse ?@ Aead Bone ulse ?8 * Aeathless ?3 0xtended 1ife ,38 years-
Bone 7e &on +E5,: The character is proficient at removing strengthened bones from his body and using them as battle implements*thus creating a bone weapon. The bone weapon is a simple weapon for the character and requires the $imple .eapons roficiency to be wielded properly, except for the 1arge bone weapon wielded with one hand, which requires the 0xotic <elee .eapons roficiency ,bone weapon- feat. ' character without this bloodline can never be proficient with bone weapons. ' bone weapon is always appropriately siHed for the user+s current siHe category. The following statistics are provided for a <edium&siHed character. ' small bone weapon deals 6d@ points of piercing damage, crit 6>&34Mx35 it can be wielded as a one&handed, light weapon. ' medium bone weapon deals 6d7 points of damage, crit 6>&34Mx3, and can be wielded as a large weapon. ' large bone weapon deals 6d> points of damage, crit 6>&34Mx3, and can be wielded as a two&handed weapon, unless the character ta!es the 0xotic <elee .eapon roficiency ,bone weapon- feat, which allows him to wield the 1arge bone weapon with one hand. To form a bone weapon, the user must spend 6 cha!ra, and be unable to use the limb used in the creation of said bone weapon, for 64 rounds minus 6 per level ,minimum 6-. If the limb used was an arm, the arm cannot be used during s!ill chec!s, to ma!e hand seals or wield a weapon, and the user suffer a &3 penalty to $trength and %rapple chec!s. If the limb used was a leg, the character+s movement rate is halved and he cannot run. De suffers a &6 penalty to defense and a &@ penalty to any opposed chec!s during Bull /ush, Trip or )verrun. "reating a bone weapon is a move&equivalent action and does not provo!e an attac! of opportunity. ' bone weapon can be bro!en ,it has a hardness of 64, and @, 9 or = hit
points, depending on the siHe-5 the character can however simply create another. The same limb cannot be used to create another bone weapon until it becomes usable once again. The bone weapon turns to dust after 7 hours. Bone Armor +S),: The character is able to spend "ha!ra to improve his defense. 's an instant action, the character can spend 6 points of cha!ra to gain a damage reduction 6Mdar! iron, cumulative every point of cha!ra spent up to 8, to gain a damage reduction 8Mdar! iron. The bone armor lasts for 6 round. E5tended Li$e +E5,: The character adds the amount specified parenthetically to his normal lifespan, slowing the effect of aging in the age category he is currently in by the specified amount. De d Bone P)lse +S),: The character gains an enhancement bonus to attac! and weapon damage rolls when wielding a bone weapon he created. De t4less +S),: The character gains a bonus to 2ortitude saves against the effects of massive damage ,see above-. 2urthermore, he is able to regrow lost limbs ,except a head-, though time time it ta!es depends on the limb. ' minor regrowth, such as a finger or a toe is regrown in 6d@?3 days5 a major regrowth such as a hand or a foot ta!es :d@?7 days, and an extreme regrowth such as an entire arm or leg ta!es @d7 wee!s. The character will be fatigued during the entire limb growth ,a condition which not even soldier pills or technique can allow him to ignore-. The character recovers from $trength and Aexterity damage twice as fast as normally, when resting.
S#m"iote
.hile not technically a bloodline, some ninja clan have ta!en to forming a special symbiotic relationship with some species of insects bred specifically for the purpose of combat, spying or other aspect of the shinobi profession. These bugs range from cha!ra devouring, flesh eating, poisonous and even trac!ing bugs. Re()irements: To qualify to gain Sy*biote bloodline levels, a character must fulfill all the following criteria. 1e ts: 'dvanced Bloodline ,$ymbiote-.
TABLE: S2MBIOTE BLOODLINE TRAITS
C4 r 'ter Level
Minor
Intermedi te
M !or
6st 3nd :rd @th 8th 7th 9th >th =th 64th 66th 63th 6:th 6@th 68th 67th 69th 6>th 6=th 34th
$ymbiote ,one type* * * /eserve * * Bloodline Traits ?6 * $chism ?6 * Bloodline Traits ?3 * * * Bloodline Traits ?: * $chism ?3 * Bloodline Traits ?@
$ymbiote ,one type* * Bloodline Traits ?6 /eserve * $chism ?6 Bloodline Traits ?3 * $ymbiote ,two types* Bloodline Traits ?: * $chism ?3 * Bloodline Traits ?@ * * * Bloodline Traits ?8
$ymbiote ,one type* Bloodline Traits ?6 $chism ?6 /eserve Bloodline Traits ?3 * $ymbiote ,two typesBloodline Traits ?: $chism ?3 * Bloodline Traits ?@ * $ymbiote ,three typesBloodline Traits ?8 $chism ?: * Bloodline Traits ?7 * *
S#m"iote +E5,: The character gains the ability to breed swarms of insects inside his body. De begins with one swarm at 6st level, and gains an additional swarm every odd& numbered level thereafter. The swarms are under direct control of the symbiote, and do not !now betrayal. They will obey any directions without hesitation regardless of the ris!s involved. ' swarm cannot be control by anyone other than the symbiote and are immune to any form of mind control. The symbiote can spawn different types of swarms depending on the strength of his bloodline. ' minor symbiote bloodline only allows one type of swarms, while an intermediate symbiote allows two and a major symbiote allows three. 0ach time the character gains a level, his swarms also gain additional benefits. $warms gain s!ill points and feats, and some types of swarms have special abilities that depend on the character+s level5 however, each type of swarm can be advanced differently, though all swarms of the same type will share the same traits. $ee the (riends and (oes chapter for more details on $ymbiote $warms. The character can release any number swarms from his body as a free action that does not provo!e an attac! of opportunity. ' technique or ability that requires a swarm being away from his body for any length of time cannot be used for any other purpose. The swarm can only perform either a move action or attac! action, and one free action, while under the symbiote+s control. ' swarm that in a square adjacent to the character can return to his body as a free action. $warms can also be used as substitutes for techniques such as Ka ari*i no .utsu, but will not be affected by a weapon attac! or effect that targets a single creature. ' swarm that is destoryed or left behind will scatter after : days without the user+s guidance. The symbiote can spawn a new swarm every 6d@ days5 each time he does so, he decides what type of swarm is spawned, if multiple types are possible. $ee the (riends
and (oes chapter for more details on $ymbiote $warms statistics. If the character does not gain bloodline levels in this bloodline, the number of swarms he can control is also limited until a bloodline level is gained. The %< may also impose conditions on the acquisition of new types of symbiotic swarms ,for instance, finding a specimen to start a colony-. Bloodline Tr its +E5,: The character gains a racial bonus to saves against poisons and diseases. Reserve +E5,: The character can declare up to 6 swarm per level as reserve while they are outside his body. The reserve swarms stay in the same general area where they were left at, moving only to feed, and will not scatter for up to 6 wee! per level. /eserve swarms cannot be controlled by the character until they are returned to his body for at least 6 day, but will not lose allegiance to the character. $warms declared as reserve will be replaced by 6d@ days as though they were discarded. /egardless of the means he employs, the character can neither host nor control an amount of swarms greater than his symbiote ability allows. /eserve swarms are generally used as a mean of quic! replacement for slain symbiotic swarms. S'4ism +S),: The character gains a racial bonus to saves against massive damage and mind&affecting effects. S#m"ioti' S* rms: The character gains access to a certain number of swarm types when gaining the $ymbiote ability, each type having its own characteristics.
Bl '% De t4
Prere()isite: $ymbiote special ability, %reater Divemind, Divemind. Bene$it: 0very hive mother born after selecting this feat deal poison damage with their bite attac!. This feat does not apply when it merges with a swarm. The poison has a 2ortitude save ,A" 64 ? 6M: host+s level ? hive mother+s "on modifierand deals 6d@ points of Aexterity damage as initial and secondary damage.
B)- Host
Prere()isite: $ymbiote and /eserve special abilities. Bene$it: Iou gain an additional swarm.
Destr)'tion B)-s
Prere()isite: $ymbiote special ability. Bene$it: Iour swarms gain additional 6 hit point per hit dice, and the swarm+s distraction+s A" increases by ?3.
Emer-en'e /E&i'0
Prere()isite: $ymbiote special ability, schism ?3, bloodline traits ?@, base will bonus ?64. Bene$it: Iou gain an extra type of symbiotic swarm.
Hivemind
Iou acquire and introduce various species of symbiotic swarms into your hive. Prere()isite: $ymbiote special abilities, at least one $ymbiote bloodline level. Bene$it: Iour body produces up to 6 hive mother per 8 level ,maximum @-. The hive mother can merge with any swarm to increase the swarm+s "onstitution score by 3. The hive mother, regardless of whether it is merged or alone, senses cha!ra as a passive ability with a range of 34 feet. Iou can sense cha!ra through the hive mother by concentrating normally ,see $ense "ha!ra for details-. If the hive mother is !illed ,or if the symbiotic swarm it was sent with is destroyed-, a new one is born every day. Jo more than 6 hive mother can be present in a swarm.
user to not only communicate with bladed weapons but to read mind and a person+s surface thoughts. If instances of the Shingan are considered rare amongst the <ibu, the Satori was only possessed by the clan+s strongest blac!smith and one of the four elders, who has long since passed away after being branded a traitor. Re()irements: To qualify to gain Satori bloodline levels, a character must fulfill all the following criteria. +inor! S%ills: "raft ,mechanical- or Enowledge ,tactics- 3 ran!s, $ense <otive 3 ran!s. 1e ts: 'dvanced Bloodline ,$atori-. +ajor! S%ills: "raft ,mechanical- @ ran!s, Enowledge ,tactics- @ ran!s, $ense <otive @ ran!s. 1e ts: 'dvanced Bloodline ,$atori-, 'ttentive.
TABLE: SATORI BLOODLINE TRAITS
C4 r 'ter Level 6st 3nd :rd @th 8th 7th 9th >th =th 64th 66th 63th 6:th 6@th 68th 67th 69th 6>th 6=th 34th
Intermedi te * $ense <otive ?6 * 0ye of the Deart ?6 * Aamage /eduction 6Mbludgeoning or piercing * Blade 'ffinity ?6 * $ense <otive ?3 * 0ye of the Deart ?3 * Blade 'ffinity ?3 * $ense <otive ?: * 0ye of the Deart ?: * Aamage /eduction 3Mbludgeoning or piercing
M !or $ense <otive ?3 * $atori ,64 feet0ye of the Deart ?6 * Aamage /eduction 6Mbludgeoning or piercing Blade 'ffinity ?6 * $ense <otive ?@ 0ye of the Deart ?3 * $atori ,34 feetBlade 'ffinity ?3 * 0ye of the Deart ?: $ense <otive ?7 * Blade 'ffinity ?: Aamage /eduction 3Mbludgeoning or piercing $atori ,:4 feet-
E#e o$ t4e He rt +S),: The character is one with his weapons, and shares a symbiotic relationship with them, though it only extends to metal&based bladed weapons. De gains an insight bonus to attac! rolls made with bladed weapons, such as a shortsword, !atana, spear or naginata. Bl de A$$init# +E5,: The character+s mind is li!e the sharp edge of a blade. De gains an insight bonus to defense against bladed weapons and an insight bonus to .ill saves
against mind&affecting effects. S tori +S),: The character is able to feel and read surface thoughts. De gains the Aetect 0motions with a range specified parenthetically, rather than the typical :4 feet range.
Red E#es
The <ibu "lan+s /ed 0yes is a bloodline it is famous for, and is a condition that empowers the character to extreme extents when used, though extremely few individuals in the clan were !nown to possess it. The /ed 0yes are a sign of noble blood and any who show the potential to activate it is promoted to the Joble caste of <ibu. Aespite its name, the <ibu+s $ed Eyes bloodline is not a doujutsu. Re()irements: To qualify to gain $ed Eyes bloodline levels, a character must fulfill all the following criteria. A"ilit# S'ores: $trength 6@, Aexterity 6@ or "onstitution 6@. S%ills: Intimidate @ ran!s. 1e ts: 'dvanced Bloodline ,/ed 0yes- or True /ed 0yes.
TABLE: RED E2ES BLOODLINE TRAITS
>th =th 64th 66th 63th 6:th 6@th 68th 67th 69th 6>th 6=th 34th
$trong <ind, $trong Body ?6 * Digh $peed $ight 3 * $wiftness ,64 feet* $trong <ind, $trong Body ?3 * Digh $peed $ight : * /ed 0yes ?@ * Intimidate ?@
Red E#es +S),: The character can activate this power as an attac! action, and deactivate it as a free action. <aintaining the /ed 0yes active costs the user 6 point of cha!ra per round. The character gains an enhancement bonus to his $trength, Aexterity and "onstitution scores. .hile the /ed 0yes are active, the character becomes unable use the "oncentration s!ill, and Intelligence&, .isdom& and "harisma&based s!ills other than Intimidate. De is also unable to perform techniques requiring the "oncentration component. De remains able to $ense "ha!ra normally, and counts as though he was 8 levels higher than normally while doing so. Hi-4 S&eed Si-4t +S),: .hile the /ed 0yes are active, the character gains a high speed sight equal to the specified amount. Stron- Mind= Stron- Bod# +S),: .hile the /ed 0yes are active, the character gains a dodge bonus to Aefense and a resistance bonus to .ill saves. S*i$tness +S),: .hile the /ed 0yes are active, the character gains a land speed increase of the amount specified parenthetically.
Iou are a successor of the ultimate destruction style, and your s!ill with it is unmatched. Prere()isite: 'ny meta&cha!ra feat, cha!ra pool :4, base attac! bonus ?:. Bene$it: Iou are able to perform any +uryou Saikyou $yuu Jinjutsu technique as an attac! action instead of a full&attac! action. Jormal: The +uryou Saikyou $yuu Jinjutsu techniques require a full&attac! action to perform.
Be rer o$ S4)% %)
Iou hold the awesome power of the one tail, $hu!a!u. It was sealed within you before birth and has haunted you since the day you were born, preventing you from ever getting a full night of sleep without having parcels of your mind eaten away by the horrible burden you must bear. Fsing the beast+s power, you are able to expertly control $and, ma!ing you a force to be rec!oned with in the desert. This inherited template can be applied to any creature. T#&e: $ame as base creature, but gains the Aemonic subtype.
S%ills: The character suffers a &3 penalty to "oncentration chec!s and all "harisma&based s!ills except %enjutsu. 1e ts: The base creature gains the Improved "ha!ra ool for free upon receiving this template, and said feat will always be available in any Bonus 2eat list to the host. S&e'i l Att '%s: $and+s 0mbrace, $una $huri!en. S&e'i l >) lities: 2ear 'ura, $and <anipulation, $hu!a!u <etamorphosis, $oulless $lumber. Level Ad!)stment: ?: C4 llen-e R tin-: ?3. 1e r A)r +E5,: 'ny creature that finds itself within 84 feet of the bearer of $hu!a!u during the $hu!a!u <etamorphosis must ma!e a .ill save ,A" 68 ? the bearer+s .isdom modifier- or be $ha!en for 3d7?3 rounds. S nd<s Em"r 'e: Fsing the sand around him, the bearer of $hu!a!u is able to form gigantic arms or shapes of sand to slam into his enemies. The bearer can use a mass of sand equal to his body weight to deliver an attac! within :4 feet as long as his cha!ra pool is 6 or higher. 'lthough this attac! is considered a natural attac!, the bearer can still deliver multiple attac!s during a full attac! action, depending on his base attac! bonus. The character still threatens only the squares adjacent to him despite the range of this attac!. The attac! deals damage as a slam attac! from a magical beast one siHe larger than the character with his $trength score, plus one&half his level ,round down-. The attac! increases in siHe by one category every 8 levels. The sand also gains a ?@ bonus to grapple chec!s, but does not benefit from speed or strength ran!s or non&permanent bonus to $trength or siHe. 't 64th level, the bearer can deal damage as a claw attac! instead. The sand+s embrace can be shaped at the bearer+s will ,being mindful of the embrace+s siHe, at the %<+s discretion-, but doing so does not increase or reduce the damage it can deal. /egardless of its shape, the sand+s embrace will always appear to obviously be a sand construct unless it is somehow disguised. The bearer can still attac! airborne creatures without being hindered by the normal limitations of ma!ing sand levitate ,see below-. S nd M ni&)l tion +S),: The bearer of $hu!a!u, regardless of his will, is always protected by the sand. .henever he finds himself within :4 feet of sand, the bearer gains a ?64 deflection bonus to defense against the first 6 attac!s per 8 levels ,minimum 6, maximum @- in a round, after which the deflection bonus is reduced to ?@, along with an immunity to ray attac!s because of the sand shielding him. De may also use sand to form 1arge or smaller objects, such as a wall, chair, table or other such items, including weapons, at his will. The sand can be used to carry weight with its equivalent strength score ,see $and+s 0mbrace-, so long as it remains within :4 feet of the bearer, separate from the bearer+s own carrying capacity, though only as a
creature of the same siHe as the user ,typically <edium&siHed, with no multiplier for being a larger creature-. Fsing the sand to float higher than 8 feet above the ground requires a "oncentration chec! ,A" 34- and spending 3 points of cha!ra each round to avoid the mass of sand losing shape and dropping whatever it is holding. The user can command a mass of sand equal to five times his own weight to move at the same speed he can, but may only command a mass equal to his own weight to follow him during transportations such as $hunshin no Nutsu or $hunpo ,counts as a weightless creature-. The range of control the bearer has over the sand is limited to :4 feet. This ability is not available to the user in B$hu!a!u form.B S4)% %) Met mor&4osis +S),: The bearer constantly faces the threat of being overta!en by $hu!a!u. The ability wor!s in a way similar to a frenHy effect and will be referred as such*and as such, will not stac! with other frenHy abilities. The frenHy lasts for 64 minutes and is usable once per day. .henever the bearer ta!es damage, he ris!s entering frenHy starting his next action, which can be resisted by ma!ing a .ill save ,A" 68- at the start of his next turn. The bearer, when frenHied, enters a feral transformation and becomes a parody of his own self. De loses the ability to use the $and+s 0mbrace, and $and <anipulation, but will gain the 2ear 'ura and $una $huri!en abilities instead. In addition, bearer+s unarmed attac! in this form deal "law damage as though he was one siHe category larger than in reality. In addition, he gains a ?@ bonus to $trength and "onstitution scores, natural armor bonus to Aefense and a 68 feet movement increase. .hile frenHied, the bearer cannot use any "harisma&, Aexterity&, or Intelligence&based s!ills ,except Intimidate-, the "oncentration s!ill, abilities that require patience or concentration, nor can he perform %hakra %ontrol, )enjutsu, 0injutsu or 'aijutsu techniques except (uuton and Doton techniques, which he can perform without ma!ing a erform chec!. Auring frenHy, the bearer must attac! those he perceives as foes to the best of his ability. $hould he run out of enemies before his frenHy expires, his rampage continues. De must then attac! the nearest creature ,determine randomly if several potential foes are equidistant- and fight that opponent without regard to friendship or health ,the target+s or his own-. In this case, the A" to cancel the frenHy is equal a A" 38 & bearer+s level ,minimum 64- and can be attempted once every round. .hen a frenHy ends, the bearer is fatigued and suffers 6d@ points of .isdom damage. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends*at which point the character is exhausted, not merely fatigued. S)n S4)ri%en +E5,: .hen frenHied, the bearer of $hu!a!u is able to throw shuri!en
made from his own sand. 0ach shuri!en require an attac! roll, and he can throw @ per round at his highest attac! bonus. ' $una $huri!en deals 6d7 plus his modified $trength score points of piercing damage and has a range increment of 84 feet. So)lless Sl)m"er +S),: The bearer of $hu!a!u has a 38; chance, minus 6; per level ,minimum 64;-, whenever he sleeps of suffering 3d@ points of temporary .isdom damage, halved by a successful .ill save ,A" 3:, ?3 from the 1ight $leeper feat-. If the bearer+s .isdom score is reduced to 4, he is completely overta!en by $hu!a!u and has no control over his action until his .isdom score is 6 or higher. 't this point, there are two possible outcomes: &If there is a mass of sand equal to the bearer+s own nearby, he fully transforms into the $hu!a!u ,see 7/chibi47 Suna no Shukaku for details-, and loses all techniques, special abilities, class levels, hit points, saves and anything defined by his type, classes, hit dice, race and templates. Instead used are $hu!a!u+s own until the control fades. &If there is not enough or no sand nearby, the $hu!a!u still gains control, but the bearer retains his own qualities, techniques and abilities. De gains the $hu!a!u+s Intelligence, .isdom and "harisma score when overta!en, however, instead of using his own. .hen the bearer is overta!en, he heals 6 point of .isdom damage every > hours, at which point the $hu!a!u+s control fades. The control also fades when the bearer becomes unconscious, and he will not awa!en regardless of what is done to him until his .isdom score is 6 or higher. The bearer gains no experience from $hu!a!u+s rampage.
S vin- T4ro*s: Jone5 C4 %r Cost: 3, plus : per 3 rounds ,see text-. This technique allows the user to manipulate sand in a way that is more effective. De may float the sand he controls through the $and <anipulation ability without needing to ma!e a "oncentration chec! each round, and reducing the cost to : points of cha!ra every 3 rounds, rather than 3 points per round. The user will be fatigued once the technique expires. The user cannot use this technique in B$hu!a!u formB and $hu!a!u cannot use this technique. +astery The fifth step of <astery in this technique allows the user to ma!e a 2ortitude save ,A" 68- when the technique expires to avoid being 2atigued.
If the subject fails its save, it is trapped in a compact sphere of sand. It can breathe and move freely around the tight area, perform techniques or cast spells, however, techniques with the mobility, hand seals or half seals or spells with somatic components have a 84; chance of failure. The sphere can be attac!ed from within at a &@ penalty ,defense 63-, has a hardness of 64 and : hit points per level of the user, but can be bro!en by succeeding a Brea! chec! ,A" :8-. <eanwhile, the sphere protects the target from all area of effects and attac!s. The sphere is immune to earth damage. The user can perform the $aba!u $ousou technique on the subject and its mount, if it had one, while it is trapped in the sphere without a perform chec!, as though the subject+s entire body was caught. The user can spend an additional 3 points of "ha!ra to increase the damage by 6 die, up to 63 dice of damage ,cost 34-. Aoing so dispels $aba!u /ou afterwards. If the sphere suffers fire damage equal to half its hit points or higher, it turns to glass and becomes useless when the duration expires, unless it was immediately destroyed, in which case it still turns to glass. +aterial (ocus! ' mass of sand equal to the subject+s ,including his mount, if anyweight.
By sending a huge amount of "ha!ra in waves through the ground, the user is able to compress soft ground ,such as sand- and deal tremendous amount of damage to any creature within. 'ny creatures currently underground caught in the spread ,which reaches up to 8 feet deep per character level or hit dice of the user- suffers =d64 points of damage which can be halved with a successful 2ortitude save. "reatures using Dochuu Engyou no .utsu are also caught by $aba!u Taiso.
+astery 0very step of mastery after the first allows the technique to be used an additional time per day, up to 8Mday. The first step of mastery allows the user to avoid an attac! from a "/ up to his level or 8, whichever is lower. The second step of mastery allows the user to increase the cost to 9 when avoiding an attac!, to avoid an attac! from a "/ up to his level or 64, whichever is lower. The third step of mastery allows the user to increase the cost to > when avoiding an attac!, to avoid an attac! from a "/ up to his level or 68, whichever is lower. The fourth step of mastery allows the user to increase the cost to = when avoiding an attac!, to avoid an attac! from a "/ up to his level or 34, whichever is lower. The fifth step of mastery allows the user to increase the cost to 64 when avoiding an attac!, to avoid an attac! from a "/ up to his level or 38, whichever is lower. +aterial (ocus! ' mass of sand equal to the subject+s weight nearby.
This technique grants the bearer of the $hu!a!u the fearsome ability to harness the power of $hu!a!u. The technique costs the user+s entire cha!ra pool but only when the transformation ends, at which point his cha!ra will be reduced to 4 and he will suffer from cha!ra depletion. The transformation lasts > hours or until the user is !noc!ed unconscious or !illed. 2or as long as the bearer is in control, he gains all of $hu!a!u+s abilities except its Intelligence, .isdom and "harisma score, fear aura, dar!vision and techniques, as well as "ha!ra ool, and loses all his own except techniques directly related to the Bearer of $hu!a!u ,see above techniques-. The bearer suffers 6 points of .isdom damage each round. .hen his wisdom score is reduced to 4, the $hu!a!u gains control and the use of all of its abilities, as well as its own cha!ra pool and techniques. The user may, willingly, give control to the $hu!a!u as a full&round action and by this mean stop suffering .isdom damage each round. The user will only remember his actions for as long as he was in control. If the $hu!a!u is slain, then user dies also. The user gains no experience for the damage caused by $hu!a!u. +aterial (ocus! ' mass of sand equal to the user+s weight. <= %ost! 3,844 C .
Cor&se* l%er
The corpsewal!er is an abomination, a parody of humanity. It moves from one life to the next, possessing bodies and using them until they brea! for their own selfish ambitions. This template can only be applied to Dumanoids or <onstrous Dumanoids. T#&e: The base creature+s type changes to 'berration. A"ilities: $ee below. S&e'i l >) lities: ossession, #ipermorph, ImmobiliHation 'ura, seudomortality. Level Ad!)stment: ?3. C4 llen-e R tin-: ?:. A"err tion: The corpsewal!er+s form becomes that of a 1arge sna!e. In this form ,see #ipermorph-, he gains a ?> siHe bonus to $trength, a &3 siHe penalty to Aexterity and a ?@ siHe bonus to "onstitution, a ?@ bonus to %rapple chec!s, a ?3 natural armor bonus, a &@ penalty to Dide chec!s, as well as a &6 penalty to attac! rolls and defense. The corpsewal!er gains a Aar!vision 74 ft., but must still drin!, eat and sleep normally. The corpsewal!er cannot perform techniques while in his aberration form. If the character was originally $mall, he gains a ?@ siHe bonus to $trength, &3 siHe penalty to Aexterity, ?3 siHe bonus to "onstitution, loses attac! rolls, defense and hide chec! bonuses, but also grapple penalties from being $mall siHe.
/ather than standard natural attac!s, the corpsewal!er gains 6 bite attac! in his aberration form, as the sna!es forming his body twist and attac!. The first bite attac! deals damage normally, but the additional bite attac!s deal damage as though they were one siHe category smaller, and the corpsewal!er only applies half his $trength modified to each. 'll attac!s are made at his highest attac! bonus, but additional bite attac!s suffer a &8 penalty. Vi&ermor&4 +S),: The corpsewal!er may leave a body he was possessing as a full&round action that does not provo!e an attac! of opportunity. De stands in the same square he was previously in his aberration form, and gains the usage of his ossession and ImmobiliHation 'ura abilities, as well as the seudomortality ability. In his aberration form, the corpsewal!er gains a fast healing 3 and a ?@ bonus to saving throws against the effects of massive damage. The corpsewal!er is immune to death effects in his aberration form. Pse)domort lit# +S),: In his true form of a sna!e, the corpsewal!er suffers 6 point of temporary "onstitution every 3 hours that cannot be healed until he possesses another vessel. Possession +S),: This ability can only be used in his aberration form. The corpsewal!er gains a gaHe attac! that allows him to attempt to possess a helpless creature up to twice per day. The targeted creature and the user must then ma!e opposed .ill saves once every round for 8 rounds, during which neither the corpsewal!er nor his victim may ta!e any action, be it mental or physical, as they are transported within the mindscape of the corpsewal!er. If the corpsewal!er wins the contest of wills by winning the most opposed saves, the creature+s soul is torn to shred and discarded, and the corpsewal!er is now in control of the body. If the targeted creature wins the contest of will, it will escape the mindscape and be unaffected, as the corpsewal!er becomes helpless and unable to act for 6d: rounds. If the contest of will is a draw, both the corpsewal!er and his target become helpless and unable to act for 6 round. The corpsewal!er, after the possession, will permanently enter the body of the target and the following change incurs: & The corpsewal!er+s $trength, Aexterity and "onstitution score, as well as its siHe category and type change to become that of the subject+s, but he retains his Intelligence, .isdom and "harisma score. & The corpsewal!er gains all natural weapons, movement modes and extraordinary qualities possessed by the subject. & The corpsewal!er gains all the templates and bloodline levels the subject had except
<oujuu 'ishou, as well as all their 0"1 'djustment. The corpsewal!er does not gain bloodline&related feats. & The corpsewal!er gains half the subject+s permanent ower Fnits ,minimum 4-. & The corpsewal!er gains all the subject+s $trength and $peed /an!s. & The corpsewal!er gains any power ran! the subject may have. & The corpsewal!er loses all inherent bonuses, $trength and $peed /an!s, ower Fnits and bloodline benefits, as well as any template gained in his old body except for the "orpsewal!er template, until he reassumes his aberration form. & The corpsewal!er loses all natural weapons, movement modes and extraordinary qualities possessed by its previous body or vessel. & The corpsewal!er retains all spell&li!e and supernatural abilities of its previous body, except for breath weapons and gaHe attac!s. 0ven though his body changes, he still retains all his class levels, hit dice, base saves, base defense bonus and reputation, though that latter is subject to change. De retains all of his techniques. The possession is not permanent, however, because the body+s condition worsens dramatically over time without the original soul to fuel it. The possession will last for as much as 6 year per point of the body+s "onstitution modifier, plus : months every 8 hit dice it had before possession, and an additional 3 years per level of the "ursed $eal the body possessed, if it was given one. If the corpsewal!er is not the origin of the cursed seal, he still gains the increased duration but is subject to the origin+s compulsions. 0very month the corpsewal!er remains in the possessed body after its time is up, he gains 6 permanent negative level. 'fter possessing a new body, he will be unable to leave it safely for 6d: years. 'ttempting to do so will bestow 8d7 negative levels on the corpsewal!er, which can be removed either with a technique, or each resisted individually after 3@ hours by ma!ing a 2ortitude save ,A" :4- for each negative level gained. Immo"ili8 tion A)r +S),: In his aberration form, the corpsewal!er emanates a contact poison that affects any creature within a 64&ft. radius of itself. The poison+s initial and secondary damage is paralysis 6d7 minutes, and the 2ortitude save A" is 64 ? G the corpsewal!er+s hit dice ? corpsewal!er "on modifier.
C)rsed Se l
The character is afflicted with the "ursed $eal, which may come as either a blessing or a curse. The seal itself releases a toxin in the creature+s brain that serves to grant potent short&term benefits but on a long&term basis also irreparably limits the creature+s potential. There are two levels of the cursed seal, simply named Blevel 6B and Blevel 3B. To attain the level 3 cursed seal, external application of a cursed seal of great power is not sufficient. ' specific shinobi drug must be ingested, which is said to put the creature in a short coma while the body is altered. This template can only be applied to a living creature, and has no effects for constructs or
undeads. S%ills: "ontrol "ursed $eal as a class s!ill. S&e'i l >) lities: "ursed $eal 1evel 6, "ursed $eal 1evel 3. Level Ad!)stment: ?6 ,unwilling creature- or ?3 ,willing creature-. C)rse Se l Level @ +S),: .hen this ability is manifested, the creature gains a ?6 bonus to Aefense, /eflex saves, attac! and weapon damage rolls, a ?3 bonus to opposed disarm, trip, grapple, bullrush or overrun chec!s and "limb, Nump and $wim chec!s. In addition, the creature gains 63 temporary cha!ra, and his carrying capacity by one&half ,round down-. 0very consequent use within a 3@ hours period reduce the amount of cha!ra gained any level by @, minimum 4. The temporary cha!ra fades immediately after the cursed seal is deactivated. This ability can be manifested as an attac! action or deactivated as a swift action. 2or an unwilling creature, it is harder to control ,see "ontrol "ursed $eal s!ill-. The cursed seal recedes when the creature falls unconscious. 0ach round spent under the influence of the level 6 cursed seal gives the creature 6 "$ ,see "onsequences of )veruse below-. The level 6 or 3 cursed seal can be used a number of times every 3@ hours equal to the creature+s "onstitution modifier. 0ach time after that deals 3 points of temporary "onstitution damage upon activation, and puts the creature into a fatigued condition when deactivated ,or exhausted if it was already fatigued-. C)rsed Se l Level : +S&,: .hen manifested, this ability grants the creature a ?3 bonus to Aefense, /eflex saves, attac! and weapon damage rolls, a ?@ bonus to opposed disarm, trip, grapple, bullrush or overrun chec!s and "limb, Nump and $wim chec!s. De gains 3@ temporary cha!ra and his carrying capacity doubles. 0very consequent use within a 3@ hours period reduce the amount of cha!ra gained by any level by >, minimum 4. The temporary cha!ra fades immediately after the cursed seal is deactivated. In addition, while the level 3 cursed seal is active, the creature may manifest an innate natural weapon as a swift action, and dismiss it as a swift action. The natural weapon granted by the seal is chosen upon application: bite, claw, gore, slap or talon. & ' bite attac! manifests as wic!ed fang, and deals 6d7 points of piercing damage for a <edium&siHe creature. & ' claw attac! manifests itself as wic!ed claws and deal 6d@ points of slashing damage for a <edium&siHe creature. & ' gore attac! manifests itself as a pair of horns protruding from the creature+s head, and deal 6d7 points of piercing damage for a <edium&siHe creature. & ' slap manifests itself as a long, scaly tail and deals 6d@ points of bludgeoning damage for a <edium&siHe creature. & ' talon attac! manifests itself as a pair of wing that allow the creature to 2ly at a speed of half his land speed, with a "lumsy maneuverability, and deal 6d: points of slashing damage for a <edium&siHe creature.
If severed, natural weapons will regrow after 6 day. Fntil fully regrown, they cannot be manifested. 1i!e the level 6 cursed seal, manifesting or deactivating this ability is difficult for an unwilling creature ,see "ursed $eal 1evel 6-. 0ach round spent under the influence of the level 3 cursed seal grants 3 "$ . The level 6 or 3 cursed seal can be used a number of times every 3@ hours equal to the creature+s "onstitution modifier. 0ach time after that deals 3 points of temporary "onstitution damage upon activation, and puts the creature into a fatigued condition when deactivated ,or exhausted if it was already fatigued-. 7illin- or 3n*illin-: 'n unwilling creature instinctually resists the cursed seal and though it can exert some measure of control upon it, it must constantly struggle with it. ' willing creature, however, accepts the cursed seal and embraces its power. It has complete freedom over the process of activating or deactivating the cursed seal. The origin of the seal gains some measure of control over the carrier of the seal. 's a gaHe attac!, the creature who applied the "ursed $eal upon the creature ,using the Nuuin Nutsu technique- may convey a single Suggestion ,as per the spell- if the creature is willing, or cause the creature to become sickened ,as per condition- for 6 minute. The gaHe attac! has a range of :4 feet and can be resisted with a .ill save ,A" 64 ? 6M3 origin+s DA ? "ha modifier-. The gaHe attac! can only be used once per day, even if it is resisted. If the creature is unwilling, the origin may use the gaHe attac! instead to force the activation of the cursed seal. The origin decides which level to activate, if the creature has both. Conse()en'es o$ Over)se: The cursed seal is a double edged sword, a very sharp one. Fsing the cursed seal little has few long term consequences, but abusing it can do terrible damage to the cursed creature+s body. 0ach round spent under the cursed increases the character+s "ursed $eal ool ,B"$ B- by 6 or 3, depending on the seal level. ' full day ,3@ hours- later, starting from the moment the cursed seal was used, the creature adds all "$ acquired and compares the value on the table and suffers the appropriate drawbac!s for that amount of "$ ,choose the highest value only-. 'fter suffering the drawbac!s, the amount of "$ a creature has is halved, and heals at rate of 6 point per level per evening of rest, doubled by complete bed rest ,but not bed rest-. If the creature has a "$ pool higher than 4 but did not use the cursed seal within a 6 day
period ,ie, the creature is currently healing-, it does not suffer daily drawbac!s until it uses the seal again. ' creature with the True )rigin feat does not gain cha!ra seal pool.
CSP : or less @&7 9&= 64&63 6:&68 67&6> 6=&3@ 38&:6 :3&:9 :>&@: @:&@= 84 or more Dr *" '% * 2ortitude save ,A" 6:- or 6d@ "on 2ortitude save ,A" 68- or 6d@ "on 2ortitude save ,A" 69- or 6d7 "on 2ortitude save ,A" 6=- or 3d@ "on 2ortitude save ,A" 3:- or 3d7 "on 2ortitude save ,A" 38- or 3d7 "on 'fflicted by disease ,see below- and 2ortitude save ,A" 38- or 3d7 "on 'fflicted by disease ,see below- and 2ortitude save ,A" 39- or 3d7 "on 'fflicted by disease ,see below- and 2ortitude save ,A" 3=- or 3d7 "on 'fflicted by disease ,see below- and 2ortitude save ,A" ::- or :d@ "on 'fflicted by Aeath %od+s .rath ,see below- and 2ortitude save ,A" :8or @d@ "on
Disease! The disease+s incubation period is 6d@ days. Its initial damage is 6 $tr, 6 Aex, and secondary damage is 6d@ $tr, 6d@ Aex. The 2ortitude save A" against primary and secondary damage is 67, and must be made each day after secondary damage is ta!en. This disease can only be removed using a <edical technique from a character of equal or higher level than the diseased creature ,mastery counts-. 'bility damage from the disease can still be healed normally. Death )od:s &rath! The disease+s incubation period is 6d@ days. Its initial damage is 6d: $tr, 6d: Aex, and secondary damage is 3d@ $tr, 3d@ Aex. The 2ortitude save A" against primary and secondary damage is 6=, and must be made each day after secondary damage is ta!en. This disease can only be removed using a <edical technique from a character of : or more level higher than the diseased creature ,mastery counts-. 'bility damage from the disease can still be healed normally. Control C)rsed Se l +7is, This s!ill is used by the unwilling recipient of the cursed seal, or by a willing recipient to enhance his use of the cursed seal. 'ny character possessing the cursed seal and that is aware of the condition can learn "ontrol "ursed $eal as a class s!ill. The willing seal bearer does not need this s!ill, because it has full control over the seal, but can still ma!e use of it. C4e'% +Resist Tr ns$orm tion,: The cursed creature ma!es a chec! to resist the activation of the cursed seal. This chec! is made when struc! in combat, or at the beginning of battle or when the creature is feeling particularly strong emotions. The difficulty varies depending on the situation.
Invol)nt r# Tr ns$orm tion $tart of an encounter $truc! in combat owerful emotions %aHe attac! Control C)rsed Se l DC 68 38 68 64?6M3 origin DA?"ha modifier.
)n a failed chec! at the start of an encounter, when feeling powerful emotions or from the origin+s gaHe attac!, the character is forced to activate the cursed seal at the first opportunity as an attac! action.
.hen injured in combat, the cursed character must ma!e a chec! every time it accumulates enough damage to reduce its hit points by one&quarter and again every quarter lost. If the character has the level 3 cursed seal ability and the level 6 seal is already active, a second failed chec! activates the level 3 seal. $etry! "hec! to resist an involuntary transformation every time a triggering effect occurs. C4e'% +1or'e Tr ns$orm tion,: The cursed character ma!es a chec! to forcefully activate the cursed seal.
Vol)nt r# Tr ns$orm tion 1evel 6 1evel 3 Control C)rsed Se l DC 68 34
$etry! The character can attempt to force the cursed seal to activate as often as he li!es. 0ach attempt is an attac! action. C4e'% +De 'tiv te C)rsed Se l,: The cursed character ma!es a chec! to attempt to deactivate the cursed seal.
De 'tiv te Se l Control C)rsed Se l DC 1evel 6 ,#oluntary- 64 1evel 3 ,#oluntary- 68 1evel 6 ,Involuntary- 68 1evel 3 ,Involuntary- 34
$etry! The character can retry to deactivate a voluntary transformation an unlimited amount of times, each try is an attac! action. 'n involuntary transformation deactivates on its own as the encounter ends. C4e'% +>)i'%en Tr ns$orm tion,: )nly a willing recipient can use this s!ill to facilitate the transformation and deactivation process.
>)i'%en Tr ns$orm 'ctivate 1evel 6 'ctivate 1evel 3 Aeactivate 1evel 6 Aeactivate 1evel 3 Control C)rsed Se l DC 38 :4 34 38
$etry! 0ach attempt at a quic!ened transformation is a swift action. C4e'% +P rti l M ni$est tion,: )nly a willing recipient can use this s!ill to partially manifest his cursed seal at level 3. 0ach time the natural weapon is manifested, the willing recipient gains 6 "$ . The manifestation lasts 64 minutes, until dismissed via this s!ill, or until the cursed seal level 3 is activated and deactivated.
N t)r l 7e &on Bite or gore "law or slap Talon ,wingsAismiss weapon Control C)rsed Se l DC 38 34 :8 64
$etry! 0ach attempt at a partial manifestation is an attac! action. S&e'i l: ' character can+t Ta!e 64 or Ta!e 34 when using this s!ill. ' character with 8 or more ran!s in this s!ill gains a ?3 bonus to .ill save to resist the origin+s gaHe attac!. ' character with 8 or more ran!s in this s!ill and the True )rigin feat gains a ?3 bonus to
C)rsed To)-4ness
Prere()isite: Toughness, "ursed $tri!e 3Mday class ability. Bene$it: 't the end of the day, your cursed seal pool decreases by :.
Tr)e Ori-in
Prere()isite: "an only be ta!en at 6st level, heroic character. Bene$it: The character gains the "ursed $eal template at birth, and the "ursed $eal level 6 ability. The character has no BoriginB and cannot be forced into the cursed seal by a creature+s gaHe attac!. The character always succeeds "ontrol "ursed $eal chec!s made to force transformation or deactivate a voluntary transformation. Because the cursed seal is naturally occuring, the character also cannot gain cursed seal pool. The cursed seal template does not use a seal slot on the character+s body, and there is no telltale mar! to show for the template. .hile in a cursed seal state, the ability manifests itself as a frenHy that lasts for 7 rounds plus the character+s "onstitution modifier. Auring frenHy, the character must attac! those he perceives as foes to the best of his ability. $hould he run out of enemies before his frenHy expires, his rampage continues. De must then attac! the nearest creature ,determine randomly if several potential foes are equidistant- and fight that opponent without regard to friendship or health ,the target+s or his own-. In this case, the frenHy can be cancelled with a .ill save ,A" 38- or a "ontrol "ursed $eal chec! ,A" 34- if the character is willing. The character may attempt to cancel the frenHy once per round. artial manifestation does not induce frenHy in the character. The character+s level adjustment increases by 6. The character+s willingness to give in to the cursed seal still determines the use he may ma!e of the "ontrol "ursed $eal s!ill. Though he cannot gain cursed seal pool, the character still suffers "onstitution damage for using the "ursed $eal too many times in a single day.
Demoni' S)"t#&e
The demonic subtype can be applied to any creature that has cha!ra. The creature+s cha!ra becomes demonic and allows it to utiliHe certain techniques and abilities otherwise restricted to demons. If this subtype was not inherited but applied to a creature other than an outsider, the creature+s cha!ra signature still appears normal for one of its race. If the subtype was inherited, the creature+s cha!ra has a distinct evil feel to it. 'raits! *Aemonic "ha!ra: "an use techniques and abilities requiring demonic cha!ra. *)verwhelming "ha!ra: .hen spending an action point for cha!ra, roll 3d@ instead. The cha!ra lasts for 6 minute.
*0vil: "reature has a 84; chance of having the evil allegiance if inherited. "an be resisted with a .ill save ,A" 68- if applied to a creature.
long as > rounds plus his new "onstitution modifier, the host will go on fighting until the enemy it is currently fighting is dead, attac!ing the nearest creature if it runs out of foes ,roll randomly for creatures of equal proximity-, including friends regardless of health and friendship until put down. The host may ma!e a .ill save ,A" 34- each round to stop himself from attac!ing a friend or !illing or stri!ing the dead blow to a foe to move on to the next, but cannot prematurely terminate the rage. This ability counts as a frenHy, but will not leave the host fatigued when it fades. )nce the host reaches =th level, he may manifest the Bla2ing $age at will. /egardless of the user+s condition, the rage cannot be user more than one times per day per 8 character level or hit dice of the host. Over*4elmin- C4 %r +S),: )nce the host reaches :rd level, he may tap into Kyuubi+s "ha!ra ool, thus greatly increasing his own. )nce per day per four character level, the host may spend an action point to increase his own "ha!ra ool, as per standard rules, except that the amount is tripled and may exceed the host+s maximum "ha!ra ool. $ince the host has the demonic subtype, he rolls 7d@ rather than :d7. The obtained "ha!ra is far more volatile and only lasts one round. 'fter using the )verwhelming "ha!ra, the host opens a number of Ten!etsu sealed on his body equal to four times the result of the roll. Tapping into the Eyuubi+s "ha!ra reserve has the side effect of enhancing the user+s body, and he will gain a ?3 bonus to his $trength score for 6d: rounds. This bonus cannot be increased by using this ability two or more times in a row. ' creature sensing cha!ra will instantly be able to notice the change in the host+s signature and will feel the demonic, evil cha!ra easily as though it was one aura category higher than in reality. Gre ter He lt4 +S),: The host recovers cha!ra twice as fast during cha!ra depletion, and he recovers from ability damage twice as fast. In addition, the host recovers 6 cha!ra reserve every 8 minutes in addition to normal recovery. .#))"i M ni$est tion +S),: )nce the host reaches >th level, he may spend an action point during the Bla2ing $age to increase its power and manifest some of Kyuubi+s own. .hile the duration is no greater than it previously was, the host+s frenHy bonus increase to ?> $trength and "onstitution, ?@ dodge bonus to defense, ?@ deflection bonus to defense, ?@ bonus to .ill saves and a 38 feet movement increase. De also gains a (ire $esistance 64, (ast #ealing > and Da*age $eduction of :M&, and his claws deal damage as though the host was one siHe category frenHy. In addition to that, because Eyuubi+s cha!ra is clearly the host+s to control during the $age, he gains an additional claw attac! per round at his highest attac! bonus, made by the cha!ra itself. De may also reach out and lash at the enemy at safe distance using the
Eyuubi+s cha!ra, and thus gains a 8 foot reach increment. $ince the Eyuubi+s influence is greater on the host, it gains 6 tail attac! per round per 3 levels after =th when ma!ing a full&attac! action in that mode. ' tail attac! deals the equivalent of a slam attac! with a 68 foot reach5 because that mode of attac! is so powerful, the host+s attac! bonus decreases only by 3 each attac! instead of the usual 8 ,?66M?=M?9M?8, etc.-5 in addition, the host cannot have more than = tails attac!. .hile in the !yuubified frenHy, the host cannot stop himself from !illing a foe nor attac!ing friends, regardless of the success of his .ill saves. Because puts the host+s body through a lot of strain, he must succeed a 2ortitude save ,A" 38- or fall unconscious for 6d@?6 hours as soon as the frenHy ends.
Heroi' S)"t#&e
This subtype is usually applied to particularly powerful creatures or creatures with levels in a character class. ' heroic creature gains cha!ra normally and also has a cha!ra reserve.
Immort l S)"t#&e
The creature is immortal and cannot be !illed, regardless of how mangled its body is. It does not naturally regrow limbs, but severed limbs, even the head, can be reattached within 6d@ hours and mend, or be sewn bac!. If the immortal has the ability to remain conscious below 4 hit points, it can still act normally. If its head is severed, it remains conscious but does not retain the use of its body.
Typically, the immortal can never die, no matter how badly damaged its body is. Dowever, some means may exist to permanently !ill the immortal, specified in the creature+s entry. Those means usually entail the removal of the immortal+s soul and complete and permanent destruction of its body, such as with the Ka*ui technique.
The amount drained to creatures increases to 3 at level 64, and : at level 68. The amount drained to living, non&sentient being increases to 8 at level 64, but the damage caused is increased to 6d63?3. This ability can be controlled by the character, and he may choose to drain less cha!ra at will.
Mo)!)) Ais4o)
There are some things that can not be explained, something that not even the greatest shinobi minds can crac!. That is how certain ninjas are able to connect with animals so strongly that they are a bonded for life li!e a pair of soul mates. It is not simply master and pet, it is an equal partnership, one that both parties have to put effort in. The animal must be a paragon of its species. It can even learn a few techniques, grow stronger, faster and smarter as well they can almost communicate with the one they bonded with. 1osing one that they have bonded with the human can eventually overcome his grief and bond with another animal. The animal however, if it loses it+s human partner will never recover and slowly waste away. S&e'i l >) lities: 'nimal "ompanion Level Ad!)stment: ?6 Anim l Com& nion: The character begins play with an animal companion selected from the following list: 'pe, Boar, "heetah, Aog, Daw!, Dyena, )wl, Tiger, .olf ,see %reatures and 0=%s chapter for more details-. The animal is a loyal companion that accompanies the character as he executes missions, offering aid in combat and non&combat situations as well as moral support when needed. 's the character advances in level, the animalQs power increases as shown on the table below. If the animal companion dies, a new one can be acquired, but will need to be trained continuously, > hours a day, for 3 days per total level or hit dice of the character ,maximum 644 days-. 'n animal companion still benefits the ability score increase every @ hit dice it gains, and their cha!ra pools is li!e summon creatures. 'n animal companion shares the character+s /eputation bonus. 2urthermore, some companion may grow slower than others, and some faster, because they are either wea!er or stronger than what is considered an average. /efer to their monster entries ,in the ,ni*al %o*panions (+oujuu ,ishou) section of the $pecial "reatures and J "s-. The actual level of the character cannot be below 6 when determining the strength of his companion.
TABLE @@6@: ANIMAL COMPANION
C4 r 'ter Bon)s N t)r l Armor StrADe5 Bon)s S&e'i l >) lities Level HD Ad!)stment Ad!)stment Tri'%s 6&3 ?4 ?4 ?4 6 1in! :&8 ?3 ?3 ?6 3 Beastlord, 0vasion
7&> =&66 63&6@ 68&69 6>&34 36&3: 3@&37 39&3= :4&:3 ::&:8 :7&:> :=&@6 @3&@@ @8&@9 @>&84
?@ ?7 ?> ?64 ?63 ?6@ ?67 ?6> ?34 ?33 ?3@ ?37 ?3> ?:4 ?:3
?: ?8 ?7 ?> ?= ?66 ?63 ?6@ ?68 ?69 ?6> ?34 ?36 ?3: ?3@
: @ 8 7 9 > = 64 66 63 6: 6@ 68 67 69
%rowth <ultiattac! Aevotion $peech %rowth Improved 0vasion * %rowth * * * * 0pic %rowth * *
C4 r 'ter Level: The characterQs total level or hit dice. Bon)s HD: 0xtra hit dice, each of which gains a "onstitution modifier, as normal. /emember that extra hit dice improves the animal companionQs base attac! and base save bonuses. 'n animal companionQs base attac! bonus is the same as that of a 2ast Dero of a level equal to the animalQs DA. 'n animal companion has good 2ortitude and /eflex saves ,treat it as a character whose level equals the animalQs DA-. 'n animal companion gains 3 s!ill points per hit die, and an additional feat once every @ hit die. It must meet the prerequisites normally. 'n animal companion does not count towards the party+s experience and does not gain experience as a cohort would*it simply gains in power as its master does. N t)r l Armor Ad!)stment: The number noted here is an improvement to the animal companionQs existing natural armor bonus. StrADe5 Ad!)stment: 'dd this value to the animal companionQs $trength and Aexterity scores. Bon)s Tri'%s: The value given in this column is the total number of KbonusL tric!s that the animal !nows in addition to any that the character might choose to teach it ,refer to Dandle 'nimal s!ill for details-. These bonus tric!s donQt require any training time or Dandle 'nimal chec!s, and they donQt count against the normal limit of tric!s !nown by the animal. ' tric! cannot be unlearned by the animal. ?ink (E@)! The character may handle his animal companion as a free action, or push it as a move action, even if he doesnQt have any ran!s in the Dandle 'nimal s!ill. In addition, he gains a ?@ circumstance bonus on all Dandle 'nimal chec!s made regarding the animal companion.
Beastlord (E@)! This enables the animal companion to learn a Jinjutsu or Taijutsu technique the user may teach it. The animal companion can learn one technique per : level of the users, and it ta!es double the time for an animal to learn a technique. The animal companion+s bonus to Jinjutsu or Taijutsu are equal to the character+s ran!s in the s!ill & 3 ? the animal companion+s bonus in the relevant ability score. The animal+s companion 1earn bonus is equal to its total hit dice. E-asion (E@)! If an animal companion is subjected to an attac! that normally allows a /eflex saving throw for half damage, it ta!es no damage if it ma!es a successful saving throw. +ultiattack! The animal companion gains the <ultiattac! feat for free. Its penalty when using its secondary natural weapon is reduced from &8 to &3. If it does not have three or more natural attac!s, the companion gains a second natural attac! with its primary weapon, albeit at a &8 penalty. )ro th (E@)! .hen an animal gained sufficient experience over time with its master, its body also develops. .henever the character attains a level where the animal companion gains this ability, the animal companion+s siHe category permanently increases by one step. 'n animal companion cannot grow larger than 1arge siHe. De-otion (E@)! 'n animal companion gains a ?@ morale bonus on .ill saves against mind&affecting technique and effects. Speech (E@)! The animal companion is now able to express itself freely in the human tongue, using the language the user employs the most often only. 's can be expected from an animal mind, the companion will not be as smart as your typical human, much less shinobi, but it can sell express itself freely and warn others from dangers. /*pro-ed E-asion (E@)! .hen subjected to an attac! that normally allows a /eflex saving throw for half damage, an animal companion ta!es no damage if it ma!es a successful saving throw and only half damage if the saving throw fails. Epic )ro th (E@)! The animal companion gains an additional siHe category, and is allowed growth to Duge siHe. The benefits of increasing from 1arge to Duge siHe are as follow: ?> siHe bonus to $trength, &3 siHe penalty to Aexterity, ?@ siHe bonus to "onstitution, fighting space and reach increment, ?@ siHe bonus to %rapple chec!s, and a &@ siHe penalty to Dide chec!s.
Nin Anim l
Jin 'nimals are selectively bred animals serving under ninja, possessing amaHing human&li!e intelligence and cunning, and the incredible ability to spea!. Jin 'nimal is an inherited template that can be applied to animals and magical beasts only, henceforth referred to as Bbase creatureB. Jin 'nimals cannot be used as animal
companions. Tem&l te Tr its Jin 'nimal T#&e: The base creature+s type changes to magical beast. Hit Di'e: The base creature gains 3 hit dice. C4 %r Pool: $ame as the base creature. S&eed: $ame as the base creature. De$ense: The base creature+s natural armor increases by 6. Att '%s: $ame as base creature. S&e'i l >) lities: <agical Beasts traits, no dar!vision, lifespan increases 3d34 years. Alle-i n'es: $ame as the base creature. A"ilit# S'ores: Intelligence increases :d7, "harisma increases 6d@. S%ills: $pea!s the language of the clan that bred them, may learn an additional bonus language. %ains 6d@x8 s!ill points, spent in any s!ill ,nin animals are more partial to !nowledge s!ills as they are more erudites than warriors-. Adv n'ement: By hit dice.
R re S)"t#&e
' rare creature is more powerful than its peers. Fnli!e other nonheroic creatures, a rare creature gains cha!ra normally, but has no cha!ra reserves.
Re&tili n S)"t#&e
These creatures are usually scaly and coldblooded. The reptilian subtype is only applied to humanoid creatures, not all animals and monsters that are true reptiles.
Ri&&er
' creature becomes a ripper when it experiments on its body to such a degree it fails to perform as a human body anymore. The ripper is an acquired template. This template can be applied to any humanoid or monstrous humanoid, henceforth refered to as the BripperB or the Bbase creatureB. T#&e: The base creature+s type changes to 'berration. A"ilities: ?3 $trength, &3 "onstitution, &3 "harisma. S&e'i l >) lities: 'geless, dar!vision 74 ft., immunities, tentacle ra!e, improved grab, heart stealer, shapeshift, empty body. Level Ad!)stment: ?7. C4 llen-e R tin-: ?>. A"err tion: The ripper+s type becomes aberration*he gains a dar!vision 74 ft, and still retains his need for food, drin! and sleep.
A-eless +E5,: 2or each heart the ripper has, its current lifespan increases by @4 years. It no longer suffers penalties from aging. If the ripper went on replacing each its hearts every @4 years, it could never die of old age. Imm)nities +E5,: The ripper is immune to critical hits and snea! attac!s. Tent 'le R %e +E5,: The ripper gains @ tentacle ra!e attac!s, each dealing 6d> points of slashing damage plus the creature+s $trength modifier. The tentacles have a reach of 64 feet. In addition, the ripper can extend his limb 64 feet to deliver touch attac!s. Im&roved Gr " +E5,: The ripper may ma!e a free grapple attempt once per round if it hits with 3 tentacle ra!es, without provo!ing an attac! of opportunity. He rt Ste ler +E5,: The ripper may ma!e a special coup de grace action against a pinned, helpless or dying creatures, with one of his tentacles. If the target fails its save, the ripper rips out its heart and integrates it into his body, providing he has enough space for an additional heart. S4 &es4i$t +S),: The ripper can shapeshift as a full&round action that does not provo!e an attac! of opportunity as long as he has three or more wor!ing hearts left in its body. The ripper gains one siHe category, and though he gains none of the standard bonuses from gaining a siHe category ,such as $trength and "onstitution increases-, he gains 3 additional tentacle ra!es and a natural bonus to defense of ?>, and a siHe bonus to $trength of ?3. "haracters gaHing upon the ripper+s new form must ma!e a .ill save ,A" 67- to avoid being $ic!ened for 6d7 rounds. "hanging bac! is a move&equivalent action, though its number of wor!ing hearts dropping below : immediately cancels the shapeshift. Ener-# S&it +S),: .hen shapeshifted, the ripper can spit up to @ balls of energy as part of his full&attac! action, limited by his base attac! bonus. The balls of energy deal 3d7 points of energy damage on a touch attac!*the damage dealt depends on the hearts used to fire them. The balls have a range increment of 34 feet. Em&t# Bod# +S),: The ripper+s body is unable to develop additional elemental nature transformations other than the elemental affinity it began with, but it is able to contain up to @ additional hearts*a total of 8 hearts in his body. 0ach heart after the first grants the ripper an elemental affinity of that element, and 84 hit points. .henever the ripper ta!es 84 hit points of damage, he decides which one of his heart is sacrificed, and which elemental affinity to lose. )nly wor!ing hearts currently inside his body can be sacrificed. .hen one of his heart dies inside his body, the ripper is cured of all poisons and diseases, ability damage, ability drain, energy drain and mind&affecting effects, and the heart must be discarded to free up a heart BslotB. .hen four hearts have been !illed, the ripper+s last heart contains his entire original hit points*if that heart is !illed and the ripper is reduced to &64 hit points, he dies. The user can !ill off a heart as a swift action and though he loses what remaining portion of its hit points it granted, he is cured regardless.
Dearts heal at a rate of 8 points per round. The ripper also gains a fast healing of 6 ? the number of wor!ing heart in his body. Aiscarding an unwanted or useless heart is an attac! action*if it wasn+t already, the heart immediately becomes useless, ashen and withered. The ripper can also extract up to @ hearts from his body as a full&round action. 0xtracting a heart means that the ripper loses the bonus hit points it grants, which will automatically return when the heart rejoin his body. 0ach heart acts as its own creature as dictated by the ripper, and may rejoin with him as a move&equivalent action as performed by the heart, so long as it is within 64 feet of the ripper. De suffers no penalties for discarding or extracting its original heart other than the penalties that apply to every heart he ta!es. .hen the ripper has no wor!ing heart left in his body, he dies. He rt: <edium&siHed 'berration5 4& 845 M s *5 Init *5 S&d 64 ft. fly ,perfect-5 De$ense 64, Touch 64, 2lat&2ooted 645 BAB ?85 Gr & ?85 At% ?8 melee ,6d>, tentacle ra!e-5 1)ll At% ?8 melee ,6d>, 3 tentacle ra!es-5 1S 8 ft by 8 ft5 Re '4 64 ft.5 S> fast healing 8, fragile vitality, improved grab, energy spit, element, energy immunity, immunities5 SV 2ort ?@, /ef ?@, .ill ?*5 CP *5 Str 64, De5 64, Con 64, Int *, 7is *, C4 *. 1r -ile Vit lit# +E5,: .hen a heart is moved farther than :4 feet from its host, it suffers 38 damage per round until returned to more comfortable proximity or dead. Ener-# S&it +S),: ' heart has the ability to spit a ball of energy once every 6d@ rounds. The spit has a 84 feet range increment, and the heart must hit with a ranged touch attac!, which it ma!es at a ?68 bonus. The energy spit deals @d7 points of energy damage, determined by its element. Fsing the energy spit is an attac! action that does not provo!e an attac! of opportunity. Element +E5,: ' heart has an element of the same type it bestows upon its host. If the heart has the earth affinity, it is earth type, fuuton being wind, and so on. The element determine what energy type it deals and is immune to. Ener-# Imm)nit# +S),: The heart is immune to a damage type determined by its element. Imm)nities +E5,: The heart is immune to poison, diseases, ability damage, ability drain, energy drain and mind&affecting effects, and all effects requiring a .ill save. Im&roved Gr " +E5,: The heart must hit with both tentacle ra!e attac!s to use this ability.
live past @4, though sufficient training in physical arts is rumored to vanquish the disease to some extent. S ves: The character gains a ?3 bonus to 2ortitude save against poisons. S&e'i l >) lities: /ust Blood, "urse of $hort 1ife, 0xtended 1ife 0xpectancy. Level Ad!)stment: * R)st Blood +S),: "haracters of :rd level or higher are able to manifest this ability. 't the cost of : points of "ha!ra every two rounds, the character is able to turn blood flowing through his vein in a dangerous toxin potentially lethal to any who does not share his "ha!ra $ignature. ' BdoseB of blood is enough to cover a $mall or smaller weapon, two for a <edium&siHed weapon, three for a 1arge weapon, and so on. 'pplying the poison ta!es a move& equivalent action per weapon, though collecting the blood may ta!e additional actions ,at the %<+s discretion-. The poison is an injury poison with a 2ortitude save ,A" 64 ? half the character+s level ? the character+s "onstitution modifier-, deals a primary damage of 6d7 points of $trength damage, and the target must ma!e an additional save 6 minute later to avoid suffering 6d7 points of $trength damage, and 6d7 points of Aexterity damage. ' character with this ability can collect up to 6 BdoseB of blood per two level of the character before becoming 2atigued ,or 0xhausted if the character was already fatigued-. 'ny more during fatigue caused from this ability provo!es a <assive Aamage save per dose. The blood becomes harmless once the ability is activated. To reactivate it, the character must collect new blood from his body. Targets already poisoned may still ta!e $econdary damage. 'ctivating this ability is an attac! action that does not provo!e an attac! of opportunity. C)rse o$ S4ort Li$e +E5,: Fpon entering the <iddle 'ge ,@4&8=- category, the character must ma!e a 2ortitude save ,A" 34- every day upon wa!ing or be fatigued. In addition, the character suffers 6 point of permanent "onstitution drain every wee! unless it succeeds a 2ortitude save ,A" 38- to ma!e the damage temporary. The cause of this disease is due to an odd cycle the character+s body goes through every wee!. E5tended Li$e E5&e't n'#: Fpon attaining 68th level, the character no longer needs to ma!e a 2ortitude save every day to avoid becoming 2atigued, and the "onstitution damage ta!en is merely temporary, with a 2ortitude save ,A" 68- required to negate it for another wee!.
S tets)
The ability, said bloodline, of the Third EaHe!age, which he created upon witnessing the powers of the Bearer of $hu!a!u: Satetsu. The Iron $and is in many way similar to the
powers of the $hu!a!u vessel, but also has several limitations of note, namely the number of sand the user can hold. This template can be applied to a human puppet made from the body of a creature that possessed the template, but doing so increases the "raft ,mechanical- A" by ?68 and the urchase A" by ?64. ' puppet cannot have more than 64 satetsu, even if the body it was made from was higher than 34th level. S&e'i l >) lities: $atetsu, $atetsu $hield, $atetsu $word. Level Ad!)stment: ?3. S tets) +S),: The character+s body contains 6 satetsu plus 6 every odd&numbered level. The satetsu is a fine dar! iron powder ,or iron sand- that the character can manipulate at will. The satetsu, if left behind, is not recovered naturally and must be recovered or recreated. )ne satetsu worth of dar! iron has a purchase A" cost of 6=. 0ach satetsu weighs 64 pounds, but does not count towards carried equipment as the character does not need to physically lift it. The character can draw up to 8 satetsu as a move&equivalent action. It can be made into a simple object as a free action. The base object+s siHe is Tiny or smaller, plus 6 siHe category per satetsu added to it ,maximum 6 additional siHe category per @ level, or Duge-. )bjects made from satetsu have the same characteristics as normal items made of dar! iron ,68 hardness, :4 hit points per inch of thic!ness-. If the object is simple, it can be fashioned as a free action. If it is moderate, it can be made as a move action. If it is complex, it can be made as an attac! action. If it is advanced, it requires a full&round action to ma!e. $atetsu can be made into an object that can grant cover. )nly non&technological objects that can be made with the "raft ,mechanical- or "raft ,structural- s!ill can be created with satetsu. The objects fall apart if the character falls unconscious, runs out of cha!ra or wal!s further than 644 feet from it. The satetsu is lifted as though telepathically within 644 feet, and can carry : pounds per level of the character. The satetsu can travel 84 feet per round. 'll satetsu laying about within 84 feet can be animated from outside the character+s body, though he cannot control more satetsu than his body can hold. S tets) S4ield +S),: The character can fashion extracted satetsu into a shield he !eeps close to his person. The shield doesn+t require a hand to hold it and reacts to the character+s instinctual thoughts. .ith 6 satetsu, the shield grants a ?6 shield bonus to defense and a fire resistance 6. .ith 3 satetsu, the shield grants a ?3 shield bonus to defense and a fire resistance 3 but has a &6 armor penalty. .ith : satetsu, the whield grants a ?: bonus to defense and a fire
resistance : but has a &3 armor penalty. .ith 7 satetsu, the satetsu shield grants a ?: bonus and a fire resistance : but has an armor penalty of &6. This shield can grant cover without obscuring sight, as though a riot shield. 'dditional satetsu can be added after the shield is formed as a free action. S tets) S*ord +S),: The character can fashion extracted satetsu into a weapon of sorts, which he doesn+t swing himself but appears to be controlled telepathically. This is an attac! action. It can be formed anywhere within :4 feet, and attac!s only when the character commands it to ,as though he was attac!ing normally, wielding the satetsu sword is a strenuous action-. It can be moved with a move&equivalent action, but cannot charge or be used to execute a charge attac! or technique to ma!e a charge attac!. The weapon can deal any one of the following damage type: bludgeoning, slashing or piercing, and can bypass Bdar! ironB damage reduction. It starts at Tiny siHe with 6 satetsu. 'dditional satetsu can be added to the weapon after it is formed, as a free action. The character can use the weapon to attac! any creature within :4 feet. If the weapon is $mall or smaller, it can attac! from inside the creature+s square. If it is <edium, 1arge or Duge, it occupies a 8 ft. by 8 ft. fighting space can attac! adjacent foes within 8 feet. If the weapon is %argantuan or larger, it occupies a 64 ft. by 64 ft. fighting space and can attac! adjacent foes within 8 feet, and implies a &3 and &@ penalty to attac! rolls for using an inappropriately siHed weapon respectively. The satetsu sword can ta!e or provo!e attac!s of opportunity from creatures moving in its threatened area, or from moving in a creature+s threatened area, but its maximum number of attac! of opportunity is shared with the character. The character can add his $trength modifier to attac! and damage rolls. $atetsu $word attac!s are considered melee attac!s. The character must always have line of sight with both his weapon and his target to attac!. The character may also create two weapons that can be of <edium siHe or smaller. Those weapons occupy the same 8 ft. by 8 ft. fighting space and can attac! adjacent foes within 8 feet, as per Two&.eapon 2ighting rules. Bonus from feats and other abilities the character may have apply. The weapon focus feat or class ability, or other class abilities of the same type, also can be applied to the satetsu sword. If destroyed, the satetsu weapon can be reformed : rounds later.
7e &on Si8e D m -e S tets) H rdness nd Hit Points Tiny 6d@ 6 68 hardness, 64 hit points $mall 6d7 3 68 hardness, 34 hit points
: @ 8 7 9
68 hardness, :4 hit points 68 hardness, @4 hit points 68 hardness, 84 hit points 68 hardness, 78 hit points 68 hardness, >4 hit points
Bloodline Cl sses
This section contains classes relating to a certain template or bloodline.
B ttle Mime
The battle mime is a powerful Fchiha warrior who has trained to become more efficient than most in using his powerful $haringan 0ye. Re()irements: To qualify to become a battle *i*e, a character must fulfill all the following criteria. B se Att '% Bon)s: ?3 S%ills: 'ny 3 of the following: %enjutsu 7 ran!s, Jinjutsu 7 ran!s, Taijutsu 7 ran!s. 1e ts: 'dvanced Bloodline ,$haringan 0ye- and any one of the following: %enius Jinja, %enjutsu 'dept, Jinja+s <imicry, Jinjutsu 'dept, Taijutsu 'dept. S&e'i l: $haringan 0ye ?6 and )ffensive 2oresight ?6 supernatural abilities.
2ire affinity. Fchiha "lan occupation only. Cl ss In$orm tion The following information pertains to the Battle <ime advanced class. Hit Die The Battle <ime gains 6d> hit points per level. The "onstitution modifier applies. A'tion Points The Battle <ime gains a number of action points equal to 7 ? one&half his character level, rounded down, everytime he attains a new level in this class. Cl ss S%ills The Battle <ime+s class s!ills are as follows. Balance ,Aex-, "ha!ra "ontrol ,.is-, %enjutsu ,"ha-, Dide ,Aex-, Intimidate ,"ha-, Enowledge ,behavioral science, ninja lore, tactics- ,Int-, <ove $ilently ,Aex-, Jinjutsu ,Int-, /eadM.rite 1anguage ,none-, $leight of Dand ,Aex-, $pea! 1anguage ,none-, $pot ,.is-, Taijutsu ,$tr-, Tumble ,Aex-. S%ill Points t E '4 Level: : ? Int modifier.
TABLE: THE BATTLE MIME
?4 ?6 ?3
?6 ?3 ?3
?6 ?3 ?3
?6 ?3 ?3
?6 ?6 ?6
Cl ss 1e t)res The following features pertain to the Battle <ime advanced class. S'rolls o$ 7 r The battle mime specialiHes in one of three areas, choose one below. +irage! The battle mime gains a ?3 bonus to chec!s made to 1earn, perform and copy Aoujutsu %enjutsu techniques. (an! The battle mime gains a ?3 bonus to chec!s made to 1earn, perform and copy Eaton ninjutsu techniques. #a k! The battle mime gains a ?3 bonus chec!s made to 1earn, perform and copy Taijutsu techniques. S'rolls o$ 7isdom The following feats always figure in the battle mime+s list of bonus feats: Battle /eady ,$haringan-, <ange!you $haringan and Jinja+s <imicry. The following feats always figure in the battle mime+s list of epic bonus feats: Aar!bane $haringan and 0pic $haringan.
S'rolls o$ He ven nd E rt4 The battle mime gains additional bonus from having his $haringan 0ye active, depending on the specialiHation ta!en from $crolls of .ar. +irage! The battle mime gains a ?3 bonus to his "harisma score while his $haringan 0ye is active. (an! The battle mime gains a ?3 bonus to his Intelligence score while his $haringan 0ye is active. #a k! The battle mime gains a ?3 bonus to his $trength score while his $haringan 0ye is active. The battle mime gains a ?3 bonus to erform chec!s made for any Achiha %lan #ijutsu or Achiha %lan Kinjutsu techniques.
C)rsed 7 rrior
The cursed warrior is a willing recipient of the cursed seal that has learned to use the seal to its advantage. Re()irements: To qualify to become a cursed arrior, a character must fulfill all the following criteria. B se Att '% Bon)s: ?3 S%ills: "ontrol "ursed $eal 7 ran!s. S&e'i l: "ursed $eal 1evel 6 supernatural ability. The character must have a ower or 0vil allegiance, or the True )rigin feat. The character+s "ursed $eal ool must have been 38 or higher at least once, or the True )rigin feat. The character must be a willing recipient of the cursed seal. Cl ss In$orm tion The following information pertains to the "ursed .arrior advanced class. Hit Die The "ursed .arrior gains 6d64 hit points per level. The "onstitution modifier applies. A'tion Points The "ursed .arrior gains a number of action points equal to 7 ? one&half his character level, rounded down, everytime he attains a new level in this class. Cl ss S%ills The "ursed .arrior+s class s!ills are as follows. "limb ,$tr-, "ontrol "ursed $eal ,.is-, Intimidate ,"ha-, Nump ,$tr-, Enowledge ,current events, ninja lore, popular culture, streetwise, tactics- ,Int-, rofession ,.is-, /eadM.rite 1anguage ,none-, $pea! 1anguage ,none-, $wim ,$tr- and Taijutsu ,$tr-. S%ill Points t E '4 Level: : ? Int modifier.
TABLE: THE C3RSED 7ARRIOR
6st 3nd :rd @th 8th 7th 9th >th =th 64th
?6 ?3 ?: ?@ ?8 ?7 ?9 ?> ?= ?64
?3 ?: ?: ?@ ?@ ?8 ?8 ?7 ?7 ?9
?4 ?4 ?6 ?6 ?6 ?3 ?3 ?3 ?: ?:
?4 ?4 ?6 ?6 ?6 ?3 ?3 ?3 ?: ?:
"ursed resilience, bonus cha!ra "ursed stri!e 6Mday Aamage reduction 6Mcha!ra Bonus feat Aamage reduction 3Mcha!ra "ursed stri!e 3Mday Aamage reduction :Mcha!ra Bonus feat Aamage reduction @Mcha!ra "ursed blood, cursed stri!e :Mday
?6 ?3 ?3 ?: ?: ?: ?@ ?@ ?8 ?8
?4 ?4 ?4 ?4 ?6 ?6 ?6 ?6 ?3 ?3
Cl ss 1e t)res The following features pertain to the "ursed .arrior advanced class. C)rsed Resilien'e The cursed warrior adds his class level to "ontrol "ursed $eal chec!s and 2ortitude saves made to resist the drawbac!s of overusing the cursed seal ,cursed seal pool is @ or higher-. The character can use his "onstitution modifier instead of his .isdom modifier on "ontrol "ursed "hec!s, whichever is higher. Bon)s C4 %r The "ursed .arrior gains a certain amount of bonus cha!ra and bonus reserve from ta!ing levels in this class. The amount of bonus cha!ra or cha!ra reserve gained is shown on the table below. It is not influenced by ability scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus cha!ra or reserve doesn+t stac!, simply choose the appropriate value based on the character+s class levels. <ultiple instances of Bonus "ha!ra and /eserve, such as from various classes, do stac! with each other.
Cl ss Bon)s Bon)s Levels C4 %r Reserve 6st 6 3 3nd 3 @ :rd : 7 @th @ > 8th 8 64 7th 7 63 9th 9 6@ >th > 67 =th = 6> 64th 64 34
C)rsed Stri%e The cursed warrior can infuse his melee attac!s with the vile power of his cursed seal. De
adds his cursed warrior level to the damage of the melee attac!. The cursed warrior gains 6 cursed seal pool when using this ability. Bon)s 1e t 't @th and >th level, the "ursed .arrior gets a bonus feat. The bonus feat must be selected from the following list, and the "ursed .arrior must meet all the prerequisites of the feat to select it. "ursed Toughness, %reat 2ortitude, Improved "ha!ra ool, Improved Jatural 'ttac! ,level 3 weapon only-, ower 'ttac!, Toughness, #ile Technique. D m -e Red)'tion The cursed warrior gains a damage reduction 6Mcha!ra at :rd level. It increases by 6 every odd&numbered level thereafter. C)rsed Blood The cursed warrior gains the Aemonic subtype, and the "ursed $eal 1evel 3 ability if he did not have it already.
Elder S -e
The elder sage is a warrior of the <ibu clan who fights with the power of the mind*his enemies+. The elder sage reads minds and surface thoughts, and anticipates his enemies+ moves several turns in advance. Re()irements: To qualify to become an elder sage, a character must fulfill all the following criteria. B se Att '% Bon)s: ?3 S%ills: "oncentration 7 ran!s, $ense <otive 7 ran!s. 1e ts: 'dvanced Bloodline ,$atori-, 'ttentive. S&e'i l: $atori ability. <ust have at least 6 level in $atori bloodline. Cl ss In$orm tion The following information pertains to the 0lder $age advanced class. Hit Die The 0lder $age gains 6d> hit points per level. The "onstitution modifier applies. A'tion Points The 0lder $age gains a number of action points equal to 7 ? one&half his character level, rounded down, everytime he attains a new level in this class. Cl ss S%ills The 0lder $age+s class s!ills are as follows. Bluff ,"ha-, "ha!ra "ontrol ,.is-, "oncentration ,"on-, Enowledge ,behavioral science,Int-, 1isten ,.is-, /eadM.rite 1anguage ,none-, $ense <otive ,.is-, $pea! 1anguage
?6 ?3 ?:
?4 ?4 ?6
?4 ?4 ?6
?6 ?6 ?3
?4 ?4 ?4
Cl ss 1e t)res The following features pertain to the 0lder $age advanced class. Anti'i& te The elder sage is adept in combat because he can read his adversary+s mind, telling him where to bloc! or when to dodge. Because his enemies telegraph their intentions, he is able to easily anticipate them. The elder sage adds a ?6 insight bonus of his "harisma modifier per elder sage level to his Aefense, saving throws or attac! rolls against any creature whose surface thoughts he is reading ,choose one-. This bonus is negated if the elder sage is caught flat&footed or denied his Aexterity bonus to defense. This bonus stac!s with the bonus provided by Blade 'ffinity or 0ye of the Deart, and can be changed once per round as a free action. The elder sage can gain different bonuses from different creatures he is reading with the multitas! ability. 1o')s Because of the elder sage+s primary focus of reading minds, he must ta!e a Bloodline level in the $atori as soon as it becomes necessary. If he does not, he loses all the benefits of the 0lder $age class until he gains a bloodline level. Com" t Tele& t4# The elder sage can ma!e a "oncentration chec! ,A" 64?damage ta!en the previous round- to maintain his concentration on the $atori as a free action. Minds' n The elder sage is immediately aware of creatures whose mind he can and cannot read. De can detect immediately the absence or presence of thought in any creature within range of his $atori, and the Intelligence score of each thin!ing mind in the area, without needing to focus on one creature. Inst nt Minds' n The elder sage can begin concentration on any single thin!ing creature in range of his $atori as a free action and gain all information from the detect emotions ,presence or
absence of thought, basic emotions- and may immediately begin focusing on the target+s surface thoughts as an attac! action. The elder sage+s target still gets a .ill save to !eep its surface thoughts secret. De can attempt to read the surface thought of a creature an additional time per day per elder sage level. M)ltit s% The elder sage is able to focus on two creatures at once when using his $atori. De gains anticipate bonus against both of them. )nce per round as a free action, he may choose new minds to read.
Hivem ster
The hivemaster is a secret weapon of the 'burame clan, often nic!named the Bliving hive.B Divemasters are hosts to a swarm of blac! death and destruction. Re()irements: To qualify to become a hi-e*aster, a character must fulfill all the following criteria. B se 7ill S ve Bon)s: ?3 S%ills: 1isten @ ran!s, Dandle 'nimal @ ran!s. 1e ts: 'dvanced Bloodline ,$ymbiote-, Aestruction Bugs. S&e'i l: $ymbiote ability. Cl ss In$orm tion The following information pertains to the Divemaster advanced class. Hit Die The Divemaster gains 6d7 hit points per level. The "onstitution modifier applies. A'tion Points The Divemaster gains a number of action points equal to 7 ? one&half his character level, rounded down, everytime he attains a new level in this class. Cl ss S%ills The Divemaster+s class s!ills are as follows. Balance ,Aex-, "ha!ra "ontrol ,.is-, "limb ,$tr-, %ather Information ,"ha-, %enjutsu ,"ha-, Dandle 'nimal ,"ha-, Dide ,Aex-, Investigate ,Int-, Enowledge ,behavioral science, civics, current events, ninja lore, physical science, tactics- ,Int-, 1isten ,.is-, <ove $ilently ,Aex-, Jinjutsu ,Int-, /eadM.rite 1anguage ,none-, /esearch ,Int-, $earch ,Int-, $pea! 1anguage ,none-, $pot ,.is-, $urvival ,.is- Taijutsu ,$tr-, Tumble ,Aex-. S%ill Points t E '4 Level: 8 ? Int modifier.
TABLE: THE HIVEMASTER
?4 ?6 ?3
?4 ?4 ?6
?4 ?4 ?6
?3 1iving hive, destruction blast ?: 1iving hive, for the hive ?: 1iving hive, swarm of doom
?6 ?6 ?3
?4 ?4 ?4
Cl ss 1e t)res The following features pertain to the Divemaster advanced class. Livin- Hive The hivemaster chooses one mutation every level from the table below. Dis hivemaster level plus his Intelligence modifier determines the mutations from which he can choose. De cannot choose a mutation twice.
Level B Int M)t tion modi$ier 6 Dealth 3 Dearing : "hitin @ Divemend 8 #ermin blood 7 Blac! blood 9 $ixth sense E$$e't Divemaster gains : hit points Divemaster gains a ?3 racial bonus to 1isten chec!s Divemaster gains a ?6 natural armor bonus to defense Divemaster recovers an additional point of ability damage per day Immunity to diseases with at least 6 swarm inside the hivemaster Immunity to poison with at least 6 swarn inside the hivemaster Blindsense 8 feet per swarm in the hivemaster ,maximum :4 feet-
Destr)'tion Bl st The hivemaster can throw a destruction blast as an attac! action. The destruction blast releases 6 symbiotic swarm from the hivemaster+s body, which will return on his next turn. The destruction blast is a ranged touch attac! that deals 6d7 points of slashing damage per @ character level ,maximum 7d7-, and can have an additional effect when using a certain type of symbiotic swarm to deliver the attac!
S* rm T#&e Ao!umushi 2lesh eating Ei!aichuu Addition l E$$e't Injury poison5 2ort save A" 64?6 per damage die, 6d@ AexM6d@ Aex Aestruction blast deals an extra 6d7 points of damage Aestruction blast deals 6 cha!ra damage every 3 damage die
The swarm disperses after the destruction blast, reforms when it returns to the hivemaster+s body. It cannot be damaged outside the body. Aestruction Blast is a supernatural ability. The destruction blast has a range increment of 34 feet, and cannot deal damage past 8 range increments. 1or t4e Hive The following feats will always figure in the Divemaster+s list of bonus feats: Blac! Aeath, Bug /eserve, %reater Divemind and Divemind. S* rm o$ Doom The hivemaster+s symbiotic swarms have a better swarm attac!. 'll swarms gain a ?6 bonus to damage per damage die during the swarm attac!. The !i!aichuu swarm+s cha!ra leech can also deal damage instead of only causing cha!ra
drain, but does not gain a bonus to damage. This damage depends on the siHe of the swarm, and follows a reduced progression: R ,no base damage-, 6, 6d3, 6d:, 6d@, 6d7, 6d>, 3d7.
7 rmon-er
The .armonger is a warrior bred by the Eaguya clan, taught at a young age that war is the best way to resolve conflicts. De is !nown to fly into murderous rage in battle. Re()irements: To qualify to become a ar*onger, a character must fulfill all the following criteria. B se Att '% Bon)s: ?: S%ills: Enowledge ,tactics- @ ran!s, Taijutsu 7 ran!s. 1e ts: 'dvanced Bloodline ,$hi!otsu <ya!u-. S&e'i l: Bone .eapon ,small- and Bone 'rmor abilities. Eaguya "lan occupation only. Cl ss In$orm tion The following information pertains to the .armonger advanced class. Hit Die The .armonger gains 6d63 hit points per level. The "onstitution modifier applies. A'tion Points The .armonger gains a number of action points equal to 7 ? one&half his character level, rounded down, everytime he attains a new level in this class. Cl ss S%ills The .armonger+s class s!ills are as follows. Balance ,Aex-, "ha!ra "ontrol ,.is-, Intimidate ,"ha-, Nump ,$tr-, Enowledge ,ninja lore, tactics- ,Int-, Jinjutsu ,Int-, /eadM.rite 1anguage ,none-, $pea! 1anguage ,none-, $pot ,.is-, $wim ,$tr-, Taijutsu ,$tr-, Tumble ,Aex-. S%ill Points t E '4 Level: : ? Int modifier.
TABLE: THE 7ARMONGER
?6 ?3 ?:
?3 ?: ?:
?4 ?4 ?6
?6 ?3 ?3
?4 ?4 ?4
Cl ss 1e t)res The following features pertain to the .armonger advanced class. 1ren8# The .armonger can enter a frenHy during combat. .hile frenHied, he gains a ?@ bonus to
his $trength and is able to create bone weapons as a free action. Dowever, he also ta!es a &@ penalty to Aefense and ta!es 3 points of damage per round ,or 3 points of non&lethal damage under the cumulative non&lethal damage rules-. ' frenHy lasts for a number of rounds equal to @ ? the warmonger+s "onstitution modifier. To end the frenHy before its duration expires, the character may attempt a .ill save ,A" 34- once per round as a free action. $uccess ends the frenHy immediately5 failure means it continues. The effects of frenHy stac! with those from any rage ability the character may have. De may not use this ability more than once per encounter. The warmonger can enter frenHy at any time as a free action. In addition, whenever he ta!es enough damage to equal to one quarter of his total hit points, he enters a frenHy at the start of his next action, as long as he has any daily use of the ability left. In order to avoid doing so, he must succeed a .ill save ,A" 34- at the start of his next turn. De must ma!e another save every further quarter of his hit points he loses. .hile frenHied, the character cannot use any "harisma&, Aexterity&, or Intelligence&based s!ills ,except Intimidate-, the "oncentration s!ill or any abilities that require patience or concentration, nor can he perform %hakra %ontrol, )enjutsu or 0injutsu techniques. De may still perform 'aijutsu techniques of a ran! no higher than half his character level, as long as they don+t require with the "oncentration component. De also suffers a &@ penalty to chec!s made to perform 'aijutsu techniques while frenHied. Auring frenHy, the .armonger must attac! those he perceives as foes to the best of his ability. $hould he run out of enemies before his frenHy expires, his rampage continues. De must then attac! the nearest creature ,determine randomly if several potential foes are equidistant- and fight that opponent without regard to friendship or health ,the target+s or his own-. In this case, the A" to cancel the frenHy is equal a A" 34 & warmonger+s class levels. .hen a frenHy ends, the warmonger is fatigued for the duration of the encounter. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends*at which point the character is exhausted, not merely fatigued. 1 n ti'ism The .armonger gains a ?6 bonus to melee damage rolls when he ta!es enough damage to equal to one quarter of his hit points, up to ?:. This bonus lasts until he recovers enough hit points to reduce the bonus by ?6 or rests for > hours. Bon)s 1e t 't 3nd level, the .armonger gets a bonus feat. The bonus feat must be selected from the following list, and the .armonger must meet all the prerequisites of the feat to select it. Bloodthirst, "leave, %reat "leave, Improved Initiative, ower 'ttac!, .hirlwind 'ttac!. .illin- S&ree The .armonger can ta!e a 8&ft. step in between attac!s of opportunity or cleave attac!s
74ite .ni-4t
The white !night is a powerful Dyuuga warrior, master of one of the world+s most devastating fighting style: the %entle 2ist. Though the white !night is a warrior, a berser!er he is not*his pride will not allow it. De fights to uphold the honor of the Dyuuga clan and ascertain its unwavering strength to the world. Re()irements: To qualify to become a hite knight, a character must fulfill all the following criteria. B se Att '% Bon)s: ?3 S%ills: Taijutsu 7 ran!s any any one of the following: $earch 7 ran!s, $ense <otive 7 ran!s or $pot 7 ran!s. 1e ts: 'dvanced Bloodline ,Bya!ugan- and any one of the following: Bya!ugan $ight, %enius Jinja, Taijutsu 'dept. S&e'i l: Bya!ugan ?6 and Eeen $ight ?3 abilities. Dyuuga "lan occupation only. Cl ss In$orm tion The following information pertains to the .hite Enight advanced class. Hit Die The .hite Enight gains 6d> hit points per level. The "onstitution modifier applies. A'tion Points The .hite Enight gains a number of action points equal to 7 ? one&half his character level, rounded down, everytime he attains a new level in this class. Cl ss S%ills The .hite Enight+s class s!ills are as follows. Balance ,Aex-, "ha!ra "ontrol ,.is-, Dide ,Aex-, Intimidate ,"ha-, Enowledge ,behavioral science, ninja lore- ,Int-, <ove $ilently ,Aex-, Jinjutsu ,Int-, /eadM.rite 1anguage ,none-, $earch ,Int-, $ense <otive ,.is-, $leight of Dand ,Aex-, $pea! 1anguage ,none-, $pot ,.is-, Taijutsu ,$tr-, Tumble ,Aex-. S%ill Points t E '4 Level: : ? Int modifier.
TABLE: THE 7HITE .NIGHT
?6 ?3 ?:
?4 ?4 ?6
?3 ?: ?:
?6 ?3 ?3
?4 ?4 ?4
Cl ss 1e t)res The following features pertain to the .hite Enight advanced class.
Gentle .ni-4t The white !night moves with the flow of battle, he does not push and struggle against it. .hile his Bya!ugan is active, he may use his .isdom modifier instead of his $trength modifier to Taijutsu chec!s and to determine Taijutsu saving throws A". Pride$)l .ni-4t The .hite Enight is proud of his heritage and fights to uphold the honor of the Dyuuga "lan. The following feats always figure in the .hite Enight+s list of bonus feats: 'll&$eeing 0ye, Battle /eady ,Bya!ugan-, Bya!ugan $ight, 2arseeing 0ye. R)t4less .ni-4t The .hite Enight grows wiser with each passing moment. 'nd with added wisdom, he grows stronger. The .hite Enight may use his .isdom modifier to melee damage rolls instead of his $trength or Aexterity modifier while his Bya!ugan is active, whichever is higher. This bonus applies to Nyuu!en attac!s.
'ase Atta#( '$n)s ('A') This entry is directly dependent on the monster's hit dice, and determines how high the creature's attack modifier and grapple checks are. *ra""le (*ra") The monster's grapple bonus is used when grappling or to a"oid being grappled by another creature, and includes all modifiers pertaining to )trength, si&e, and all other applicable modifiers. Atta#( (At() This entry uses the mode of attack the monster is most likely to use when making an attack action. The attack bonus includes all applicable modifiers. 1f the monster uses natural attacks, this entry uses the attack it is most likely to use when making an attack action. The damage each attack deals is noted in parenthesis. F)ll Atta#( (F)ll At() This entry shows all the attack modes used by the monster when it makes a full5attack action, including multiple attacks made with a single weapon separated by slashes. 1f the creature uses natural weapon and has more than one attack, it will be specified in parenthesis after the attack bonus ,d/./, , claws! and makes all attacks with the gi"en attack bonus. Fighting S"a#e and Rea#h (FS and Rea#h) The monster's fighting space determines the squares it occupies on the battlefield and the monster's reach is a radius which it threatens around its fighting space threatened area!. 1f a creature has a fighting space of , 67, feet by , 67, feet, two creatures can fight in the same square without hampering one another's efforts. Allegian#es (A+) This entry notes the creature's allegiances up to three!. These allegiances may determine how it will react to certain situations and if it is affected by certain spells, techniques or abilities. S"e#ial ,)alities (S,) This entry shows all of the monster's special attacks, special qualities and abilities pertaining to its type, template and statblocks, with details gi"en parenthetically. # special ability is either e$traordinary E$!, supernatural )u! or spell5like )p!. 8hen an attack allows a sa"ing throw, the 9C is noted in the ability's descripti"e te$t or parenthetically. Sa%es (S-) This entry notes the monster's :ortitude, ;efle$ and 8ill sa"e modifiers. A#ti$n P$ints (AP)
This entry notes how many action points the monster has, if any. 1f the monster has none, the entry is either left blank or remo"ed. Cha(ra P$$l (CP) This entry notes the monster's ma$imum chakra pool. Re")tati$n (Re") This entry shows the reputation modifier of the creature, used in making ;eputation checks if an NPC recogni&es it. .ealth This entry shows the wealth it carries on itself, not including the monster's list of specific treasures in the equipment line, if any. A/ilities These entries show the monster's ability scores in the typical order< )tr, 9e$, Con, 1nt, 8is and Cha. Each ability score represents its total including all permanent bonuses and penalties it may ha"e. Nonabilities: )ome creatures ha"e a none$istent ability score. The monster does not ha"e an ability score of =, it simply lacks the ability altogether. The modifier for such an nonability is .=. O##)"ati$n This line shows the creature's starting occupation, in the case of an NPC. 1f it does not ha"e a starting occupation, it is either left blank or remo"ed. The benefits of the occupation are noted parenthetically. S(ills This line shows the creature's skills in which it has either ranks or a modifier of sorts, including all ad>ustments from ability scores, feats, racial traits or templates. Feats This line shows the feats a creature possesses, including all racial bonus feats, bonus feats from classes or occupations, starting feats and feats obtained from either le"els or hit dice. #ny details, modifiers or the number of times the feat was taken is noted parenthetically. Te#hni0)es 1n$2n 1f the monster has any techniques, they are noted in this line, split by types Chakra Control first, 'en>utsu, Nin>utsu then Tai>utsu!, including all modifiers and modifiers pertaining to feats, abilities or degrees of mastery in a particular techniques. )ome entries will state that the creature knows a number of techniques and masteries appropriate to its rank. This entry allows the '3 to decide which technique it knows and ha"e almost complete freedom with the character.
E0)i"ment This line shows what specific gear the monster is carrying and any particular treasure it may ha"e on its person when encountered.
S"e#ial ,)alities
This section notes special qualities specific to monsters in the Naruto d,= guidebook. 'anish Resistan#e (S)): The creature, typically summoned creatures, gains the specified bonus to sa"es against effects that would banish or otherwise cause it to unsummon, such as Tsuihou no Jutsu. 1f the effect affects hit dice instead, the creature gains the specified number as bonus to its effecti"e hit dice to resist the ability. 'lindsight 'lindsense (E3): This ability represent the power to use non5"isual senses to detect and locate creatures and operate normally without need of "ision. This sense may refer to a keen sense of chakra, acute scent, sensiti"ity to "ibration, keen hearing and so forth. Blindsight: This ability makes in"isibility and concealment magical or not! irrele"ant to the creature though it still can't see ethereal creatures and must ha"e line of effect to a creature or ob>ect to discern that creature or ob>ect!. This ability operates out to a range specified in the creature description. The creature does not need to make )pot or %isten checks to notice creatures within range of blindsight. ?nless noted otherwise, blindsight is continuous and the creature does not need to consciously focus to use it. )ome forms of blindsight, howe"er, need be triggered as a free action, so noted in the creature's description. 1f it must trigger the blindsight ability, the creature gains the benefits of blindsight only during its turn. 5*lindsight ne"er allows a creature to distinguish colors or "isual contrast. 1t cannot read using blindsight. 5*lindsight does not sub>ect a creature to ga&e attacks, unless the creature's eyes are functional and open though dark"ision does!. 5*linding attacks do not penali&e creatures using blindsight. 59eafening attacks nullify blindsight if it rely on keen hearing. 5Effects nullifying sense chakra nullify blindsight if it relies on a sense of chakra. 5*lindsight negates effects like displacement and blur. Blindsense: This ability is a lesser "ariant of blindsight that allows the creature to notice things it cannot see, but without the pinpoint precision of blindsight. The creature with blindsense usually does not need to make )pot or %isten checks to notice and locate creatures within range of its blindsense ability, pro"ided that it has line of effect to that creature. #ny opponent the creature cannot see has total concealment @=A miss chance! against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that ha"e concealment. Bisibility still affects the mo"ement
of a creature with blindsense. # creature with blindsense is still denied its 9e$terity bonus to 9efense against attacks from creatures it cannot see. Cha(ra Damage and Cha(ra Drain: )ome creatures ha"e the supernatural ability to directly deal chakra damage or drain another creature's chakra. 8hile these attacks typically require a melee attack roll, the medium is specified in the creature's descripti"e te$t. 1f the ability was chakra damage, the target suffers the specified amount of damage to its chakra pool. Chakra damage heals normally during rest, but may still cause chakra depletion see Basic Game Mechanics chapter for details.! 1f the ability was chakra drain, the ability is treated as chakra damage to the "ictim, but each point of chakra drained grants 6 temporary chakra to the creature. 1f the chakra drain would e$ceed the creature's ma$imum chakra pool, or if it has no chakra pool no constitution score!, the creature gains , temporary hit points for e"ery point of Chakra drained, which go away after 6 hour. Cha(ra Imm)nit! (E3): This ability works e$actly like Chakra ;esistance, e$cept that it cannot be o"ercome or lowered. This ability can ha"e specific conditions that apply to it or only work in certain instances, as specified in the effects' description. Techniques that are not affected by chakra resistance are not affected by chakra immunity. Cha(ra Resistan#e (E3): # creature with chakra resistance can fully negate the effects of techniques and spell5like abilities that allow the use of techniques that would normally affect it. To determine whether or not the creature is affected, the attacker must make a le"el check 6d,= . character le"el! against the creature's chakra resistance. 1f the result equals or e$ceeds the chakra resistance, the technique works normally. The creature is still allowed a sa"ing throw. Change Sha"e: # creature with this special quality has the ability to assume the appearance of a specific creature or type of creature usually a humanoid!, but retains most of its own physical qualities. # creature using change shape re"erts to its natural form when killed, but separated body parts retain their shape. # creature cannot use change shape to take the form of a creature with a template. Changing shape results in the following changes to the creature< 5 The creature retains the type and subtype of its original form. 1t gains the si&e of its new form. 5 The creature loses the natural weapons and mo"ement modes of its original form, as well as any e$traordinary special attacks of its original form not deri"ed from class le"els such as the charismatic hero's charm class feature!. 5 The creature gains the natural weapons, mo"ement modes, and e$traordinary special attacks of its new form. 5 The creature retains all other special attacks and qualities of its original form, e$cept for breath weapons and ga&e attacks. 5 The creature retains the ability scores of its original form.
5 E$cept as described elsewhere, the creature retains all other game statistics of its original form, including but not necessarily limited to! (9, hit points, skill ranks, feats, base attack bonus, and base sa"e bonuses. 5 The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with "erbal components and it must ha"e humanlike hands to cast spells with somatic components. 5 The creature is effecti"ely camouflaged as a creature of its new form, and gains a .6= bonus on 9isguise checks if it uses this ability to create a disguise. 5 #ny gear worn or carried by the creature that canCt be worn or carried in its new form instead falls to the ground in its space. 1f the creature changes si&e, any gear it wears or carries that can be worn or carried in its new form changes si&e to match the new si&e. Nonhumanoid5shaped creatures canCt wear armor designed for humanoid5shaped creatures, and "ice"ersa.! 'ear returns to normal si&e if dropped. Damage Red)#ti$n (E3 $r S)): 9amage reduction in Naruto d,= works differently from standard d,= 3odern in that it does not require certain magical enhancement but rather special material, damage type, magical5 or chakra5based enhancements. # creature with this special quality ignores damage from most weapons and natural attacks. 8ounds heal immediately, or the weapon bounces off harmlessly in either case, the opponent knows the attack was ineffecti"e!. The creature takes normal damage from energy attacks e"en nonmagical ones!, techniques, spell5like abilities, and supernatural abilities. # certain kind of weapon can sometimes damage the creature normally, as noted below. The entry indicates the amount of damage ignored usually @ to 6@ points! and the type of weapon that negates the ability. )ome creatures are "ulnerable to piercing, bludgeoning, or slashing damage. Dthers are "ulnerable to certain materials, such as cold iron, dark iron, sil"er or thorium. #ttacks from weapons that are not made of the correct material ha"e their damage reduced, e"en if the weapon has an enhancement bonus of sorts. )ome monsters are "ulnerable to chakra5enhanced weapon. #ny weapon that has been permanently or temporarily enhanced with chakra, such as "ia a technique or a certain type of weapon seal, o"ercomes the damage reduction of these monsters. )uch creatures' natural weapons but not attacks with weapons! are treated as chakra5enhanced for the purpose of o"ercoming damage reduction. # few "ery powerful creatures are "ulnerable only to other epic creatures attacks4 that is, an attack coming from either a magical weapon with a ./ or higher enhancement bonus, an epic or legendary enhancement seal, or a creature with ,6 or more le"els. )uch creaturesC natural weapons are also treated as epic for the purpose of o"ercoming damage reduction. 8hen a damage reduction entry has a dash 5! after the slash, no weapon negates the damage reduction. # few creatures are harmed by more than one kind of weapon. #
weapon of either type o"ercomes this damage reduction. # few other creatures require combinations of different types of attacks to o"ercome their damage reduction. # weapon must be both types to o"ercome this damage reduction. # weapon that is only one type is still sub>ect to damage reduction. # pro>ectile weapon bestows what qualities it has to its ammunition for the purpose of o"ercoming damage reduction. 8hene"er damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as in>ury type poison, a stunning effect, and in>ury type disease. 9amage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases deli"ered by inhalation, ingestion, or contact. #ttacks that deal no damage because of the targetCs damage reduction do not disrupt spells or techniques. 1f a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. 1nstead, the creature gets the benefit of the best damage reduction in a gi"en situation. Energ! Drain and Negati%e +e%els: )ome creatures, such as undeads, possess the supernatural ability to drain le"els or deal negati"e le"els. 3ost energy drain attacks require a melee attack roll2mere physical contact is not enough. Each successful energy drain bestows one or more negati"e le"el on the target, specified in the creature's description. 1f the ability was in fact an energy drain, the creature gains @ hit points 6= on a critical hit! for each negati"e le"els it bestows. 1f the attack merely ga"e the target a negati"e le"el, the drain does not occur. These hit points are temporary and last 6 hour. # creature takes the following penalty for each negati"e le"el it has gained< 56 to all skill checks and ability checks. 56 to all attack rolls, defense and sa"ing throws. 5@ hit points. 56 effecti"e le"el when determining the creature's le"el in a die roll or calculation, reduce by 6 each negati"e le"el! 1f the target casts spells, it loses access to one spell as if it had cast its highest5le"el, currently a"ailable spell. 1f it has more than one spell at her highest le"el, it chooses which it loses.! 1n addition, when the target ne$t prepares spells or regains spell slots, it gets one less spell slot at its highest spell le"el. 1f the target performed techniques, the ma$imum ranks of the techniques it can learn perform is reduced as though it was 6 le"el lower per negati"e le"el gained. Negati"e le"els remain until ,/ hours ha"e passed or until they are remo"ed with a spell or technique. 1f a negati"e le"el is not remo"ed before ,/ hours ha"e passed, the affected creature attempts a :ortitude sa"e 9C 6= . 67, draining creature's racial (9 . draining creature's Cha modifier, specified in the draining creature's description!. Dn a successful sa"e, the negati"e le"el goes away with no harm to the creature.
Dn a failure, the negati"e le"el goes away, but the creature's le"el is also reduced by 6. # separate sa"ing throw is required for each negati"e le"el. # character with negati"e le"els at least equal to her current le"el, or drained below 6st le"el, is instantly slain. E%asi$n (E3): The creature takes no damage on a successful from an ability that allows a ;efle$ sa"e for half damage. This ability only functions if the creature is wearing light armor or no armor, and unencumbered. Dther restrictions may apply see creature's descripti"e te$t for details!. Fast Regenerati$n (E3 $r S)): The creature is not killed when it reaches E6= hit points, and instead can continue to take damage indefinitely. :urthermore, it reco"ers a number of hit points per round regardless of its condition, specified in the creature's entry. 1t can also regenerate entire limbs if it concentrates completely on mending. # limb takes 6 full round to regenerate, and this has the effect of doubling the regenration rate until the end of its ne$t turn. The creature continues to reco"er until it reaches full hit points, and retains the ability to regenerate until its body is destroyed completely, until the head is separated from it or until a condition specified in the creature's entry is met. )ome creatures continue to regenerate e"en when its body is destroyed or it fails a sa"ing throw against a death effect, until the condition is met. )ome type of damage, generally a type of energy damage, can stop the fast regeneration for 6 round. # creature reduced below E6= hit points is immediately killed if the fast regeneration ability is stopped. Fright&)l Presen#e (E3): This ability makes a creature's presence particularly intimidating to foes. 1t acti"ates automatically when the creature performs an intimidating or dramatic action, such as charging, attacking or snarling. Dpponents within range who witness the action may become frightened or shaken. #ctions requires to trigger the ability are gi"en in the creature's description. The range is usually 0= feet, and the duration is usually @dF rounds. This ability affects only opponents with fewer (it 9ice or le"els than the creature has. #n affected opponent can resist the effects with a successful 8ill sa"e 9C 6= . 67, frightful creature's racial (9 . frightful creature's Cha modifier4 the e$act 9C is gi"en in the creatureCs description!. #n opponent that succeeds on the sa"ing throw is immune to that same creatureCs frightful presence for ,/ hours. This ability is not related to the feat of the same name. Im"r$%ed E%asi$n (E3): The creature takes no damage on a successful from an ability that allows a ;efle$ sa"e for half damage, and only half damage on a failed sa"e. This ability only functions if the creature is wearing light armor or no armor, and unencumbered. Dther restrictions may apply see creature's descripti"e te$t for details!.
In#$r"$real (E3 $r S))< The creature is incorporeal, and can only be harmed by chakra5 enhanced or magical weapons, spell5like or supernatural abilities and weapons with the power to harm incorporeal creatures. 1t is completely immune to any nonmagical physical attack form and has @=A chance to ignore damage from techniques or spells cast from a corporeal source e$cept for force effects, and attacks made with a weapon with a soul flayer weapon seal on it ha"e a @=A chance to deal damage!. 1t can pass through solid ob>ects at will, though it cannot see when their eyes are in solid matters, but not force effects such as a barrier created with an ad"anced seal or other such means!. #ttacks made by the creature ignore natural armor, armor, and shields, though deflection bonuses still work normally against it. The creature has no scent, lea"es no footprints and makes no noises unintentionally. 1t can mo"e up and down regardless of solid surface as though flying at will, cannot fall or take falling damage, cannot trip or grapple, ha"e no weight and therefore do not set off traps triggered by weight. Non"isual senses, such as blindsight and scent, are completely ineffecti"e against the creature. In%isi/ilit!: #n in"isible creature is "isually undetectable and gains a ., bonus to attack rolls against creatures that rely on sight and ignores its opponent's 9e$terity bonus to 9efense if any!. 1n"isibility has no effect against blinded or nonsighted creatures. #n in"isible creature's location cannot be pointed by "isual means, including low5light or dark"ision. 1t has total concealment4 e"en if an attacker correctly guesses the in"isible creature's square, the attacker has a @=A miss chance in combat. 1n"isibility does not, by itself, make a creature immune to critical hits, but it does make the creature immune to e$tra damage from being a nin>a hunter's fa"ored enemy and from sneak attacks. # creature can generally notice the presence of an acti"e in"isible creature within 0= feet with a )pot check 9C ,=!. The obser"er gains a hunch that GsomethingCs thereH but canCt see it or target it accurately with an attack. # creature who is holding still is "ery hard to notice 9C 0=!. #n inanimate ob>ect, an unli"ing creature holding still, or a completely immobile creature is e"en harder to spot 9C /=!. 1tCs practically impossible .,= 9C! to pinpoint an in"isible creatureCs location with a )pot check, and e"en if a character succeeds on such a check, the in"isible creature still benefits from total concealment @=A miss chance!. # creature can use hearing to find an in"isible creature. # character can make a %isten check for this purpose as a free action each round. # %isten check result at least equal to the in"isible creatureCs 3o"e )ilently check result re"eals its presence. # creature with no ranks in 3o"e )ilently makes a 3o"e )ilently check as a 9e$terity check to which an armor check penalty applies.! # successful check lets a character hear an in"isible creature Go"er there somewhere.H 1tCs practically impossible to pinpoint the location of an
in"isible creature. # %isten check that beats the 9C by ,= pinpoints the in"isible creatureCs location. # creature can grope about to find an in"isible creature. # character can make a touch attack with his hands or a weapon into two ad>acent @5foot squares using a standard action. 1f an in"isible target is in the designated area, there is a @=A miss chance on the touch attack. 1f successful, the groping character deals no damage but has successfully pinpointed the in"isible creatureCs current location. 1f the in"isible creature mo"es, its location, ob"iously, is once again unknown.! 1f an in"isible creature strikes a character, the character struck still knows the location of the creature that struck him until, of course, the in"isible creature mo"es!. The only e$ception is if the in"isible creature has a reach greater than @ feet. 1n this case, the struck character knows the general location of the creature but has not pinpointed the e$act location. 1f a character tries to attack an in"isible creature whose location he has pinpointed, he attacks normally, but the in"isible creature still benefits from full concealment and thus a @=A miss chance!. # particularly large and slow creature might get a smaller miss chance. 1f a character tries to attack an in"isible creature whose location he has not pinpointed, ha"e the player choose the space where the character will direct the attack. 1f the in"isible creature is there, conduct the attack normally. 1f the enemyCs not there, roll the miss chance as if it were there, donCt let the player see the result, and tell him that the character has missed. That way the player doesnCt know whether the attack missed because the enemyCs not there or because you successfully rolled the miss chance. 1f an in"isible character picks up a "isible ob>ect, the ob>ect remains "isible. Dne could coat an in"isible ob>ect with flour to at least keep track of its position until the flour fell off or blew away!. #n in"isible creature can pick up a small "isible item and hide it on his person tucked in a pocket or behind a cloak! and render it effecti"ely in"isible. 1n"isible creatures lea"e tracks. They can be tracked normally. :ootprints in sand, mud, or other soft surfaces can gi"e enemies clues to an in"isible creatureCs location. #n in"isible creature in the water displaces water, re"ealing its location. The in"isible creature, howe"er, is still hard to see and benefits from concealment. # creature with the scent ability can detect an in"isible creature as it would a "isible one. # creature with the *lind5:ight feat has a better chance to hit an in"isible creature. ;oll the miss chance twice, and he misses only if both rolls indicate a miss. #lternati"ely, make one ,@A miss chance roll rather than two @=A miss chance rolls.! # creature with blindsight can attack and otherwise interact with! creatures regardless of in"isibility. #n in"isible burning torch still gi"es off light. 1n"isible creatures cannot use ga&e attacks. 1n"isibility does not thwart other modes of
detection, such as hostile intent or sense chakra. )ince some creatures can detect or e"en see in"isible creatures, it is helpful to be able to hide e"en when in"isible. +$24+ight -isi$n (E3): # creature with low5light "ision can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, e"en in dim lighting. # creature with low5light "ision can see outdoors on a moonlit night as well as they can during the day. 5$des $& 5$%ement: # creature may ha"e modes of mo"ement other than walking and running. These are generally natural and not artificial from an item or technique!, unless specified in the monster's statistics entry. Burrow: # creature with a burrow speed can tunnel through dirt but not rock, unless the description specifies otherwise. 1t cannot charge or run while burrowing, and generally do not lea"e tunnels behind them either because the material they tunnel through fills behind them, because they simply mo"e through or sometimes because they choose not to!. )ee the creature's statistics entry for more detail. Climb: # creature with a climb speed has a .- racial bonus to Climb checks. 1t must make a Climb check to climb any wall or slope with a 9C o"er =, but can always take 6= on a Climb check e"en while threatened. The creature climbs at its gi"en speed while climbing. 1f it chooses an accelerated climb it mo"es at double the gi"en climb speed or its base land speed, whiche"er is lower! and makes a single Climb check at a 5@ penalty. # creature cannot run while climbing but its 9e$terity bonus to 9efense if any! while climbing, and opponents get no special bonus on their attacks against a climbing creature. Fly: # creature with a fly speed can mo"e through the air at the indicated speed if carrying no more than a light load. #ll fly speeds include a parenthetical note indicating maneu"erability, as follows< - erfect: The creature can perform almost any aerial maneu"er it wishes. 1t mo"es through the air as well as a human mo"es o"er smooth ground. - Good: The creature is "ery agile in the air like a housefly or a hummingbird!, but cannot change direction as readily as those with perfect maneu"erability. - !"erage: The creature can fly as adroitly as a small bird. - oor: The creature flies as well as a "ery large bird. - Clumsy: The creature can barely maneu"er at all. # creature that flies can make di"e attacks. # di"e attack works >ust like a charge, but the di"ing creature must mo"e a minimum of 0= feet and descend at least 6= feet. 1t can make only claw or talon attacks, but these deal double damage. # creature can use the run action while flying, pro"ided it flies in a straight line. Flight (E3 $r S)): # creature with this ability can cease or resume flight as a free action. 1f the ability is supernatural, it becomes ineffecti"e in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists. #wim: # creature with a swim speed can mo"e through water at its swim speed without
making )wim checks. 1t has a .- racial bonus on any )wim check to perform some special action or a"oid a ha&ard. The creature can always can choose to take 6= on a )wim check, e"en if distracted or endangered. The creature can use the run action while swimming, pro"ided it swims in a straight line. Tele$ort: # creature with a teleport speed can mo"e through terrain without penalties and does not pro"oke attacks of opportunity for mo"ing through a threatened square. 1t must appear in an unoccupied area large enough for the creature to occupy within line of sight, but not necessarily within line of effect. Teleporting generally carries an auditory or "isual component such as a high5pitched sound or a flash! when used, pre"enting use of the (ide or 3o"e )ilently skills see the creature's statistics entry for details on which is used, or if none are used.! The creature mo"es its gi"en speed in any direction while teleporting. 1t cannot run or charge, and must ha"e sure footing to teleport. )ee the Teleport ability below. Tele"$rt (E3 $r S)): # creature with this ability can mo"e at its teleport speed as a mo"e action. 1f the ability is supernatural, it can be used while entangled, grappled or held by a physical ob>ect, and can also be used without sure footing. The supernatural ability is ineffecti"e in an antimagic field. Nat)ral .ea"$ns: # natural weapon is a physical part of a creature that grants it a mode of attack. # creature making a melee attack with a natural weapon is considered armed and does not pro"oke attacks of opportunity. %ikewise, it threatens any space it can reach see ;each!. (owe"er, a creature does not gain multiple attacks from higher base attack bonus. The number of attacks a creature can make with natural weapons depends both on the type of attack and how many natural weapon it has. The number of natural attacks it can make is always specified in the creature's description. ?nless otherwise noted, a natural weapon threatens a critical hit on a natural roll of ,= and deals double damage. 8hen a creature has more than one natural weapon, one of them is the primary weapon. #ll the creature's remaining natural weapons are secondary. The primary weapon is always the weapon gi"en in the creature's #ttack #tk! entry, and the weapon it is most likely to attack with during an attack action. Typically, a creature's primary weapon is its most effecti"e weapon, be it by "irtue of training, physiology or innate talent. #n attack with a primary natural weapon uses the creatureCs full attack bonus. #ttacks with secondary natural weapons are less effecti"e and are made with a 5@ penalty on the attack roll, no matter how many there are Creatures with the 3ultiattack feat take only a 5, penalty on secondary attacks.! This penalty applies e"en when the creature makes a single attack with the secondary weapon as part of the attack action or as an attack of opportunity.
Natural weapons ha"e types >ust as other weapons do. The most common are summari&ed below. Bite: The creature attacks with its mouth, dealing piercing, slashing or bludgeoning damage. Claw or Talon: The creature rips and tear with sharp claws or talons, dealing piercing or slashing damage. Gore: The creature spears through opponents with antlers, horns or similar modes of attack, dealing piercing damage. #lam or #la$: The creature punches, slap or slams into opponent with its fist or other blunt appendage, dealing bludgeoning damage. #ting: The creature stabs with a stinger, dealing piercing damage and often poisoning a foe. Tentacle: The creature flails at opponents with a powerful tentacle, dealing bludgeoning or sometimes! slashing damage. N$na/ilities: )ome creatures lack certain ability scores. These creatures do not ha"e an ability score of =2they lack the ability altogether. The modifier for a nonability is .=. Dther effects of nonabilities are detailed below. #trength: #ny creature that can physically manipulate other ob>ects has at least 6 point of )trength. # creature with no )trength score canCt e$ert force, usually because it has no physical body or because it doesnCt mo"e. The creature automatically fails )trength checks. 1f the creature can attack, it applies its 9e$terity modifier to its base attack bonus instead of a )trength modifier. %e&terity: #ny creature that can mo"e has at least 6 point of 9e$terity. # creature with no 9e$terity score canCt mo"e. 1f it can perform actions such as casting spells!, it applies its 1ntelligence modifier to initiati"e checks instead of a 9e$terity modifier. The creature automatically fails ;efle$ sa"es and 9e$terity checks. Constitution: #ny li"ing creature has at least 6 point of Constitution. # creature with no Constitution has no body or no metabolism. 1t is immune to any effect that requires a :ortitude sa"e unless the effect works on ob>ects or is harmless. # creature without constitution cannot ha"e Chakra unless its description e$plicitly states otherwise. The creature is also immune to ability damage, ability drain, chakra damage, chakra drain and energy drain, and automatically fails Constitution checks. # creature with no Constitution cannot tire and thus can run indefinitely without tiring unless the creatureCs description says it cannot run!. 'ntelligence: #ny creature that can think, learn, or remember has at least 6 point of 1ntelligence. # creature with no 1ntelligence score is mindless, an automaton operating on simple instincts or programmed instructions. 1t has immunity to mind5affecting effects charms, compulsions, phantasms, patterns, and morale effects! and automatically fails 1ntelligence checks.
3indless creatures do not gain feats or skills, although they may ha"e bonus feats or racial skill bonuses. (isdom: #ny creature that can percei"e its en"ironment in any fashion has at least 6 point of 8isdom. #nything with no 8isdom score is an ob>ect, not a creature. #nything without a 8isdom score also has no Charisma score. Charisma: #ny creature capable of telling the difference between itself and things that are not itself has at least 6 point of Charisma. #nything with no Charisma score is an ob>ect, not a creature. #nything without a Charisma score also has no 8isdom score. P$ssessi$n (S)): This ability comes in a myriad of forms< ga&e attacks, touch attacks, rituals or simple mind switches. The specific working of the ability, including whether it is permanent or not, is found in the creature's descripti"e te$t. 1f the possession ability allows a sa"e, it is typically a 8ill sa"e 9C 6= . 67, hit dice . Cha modifier!. The creature takes control of the sub>ect's body and it becomes a new "essel for the creature's soul. 1f the creature had a body, it falls lifeless and will die from star"ation or dehydration unless properly cared for. The body is ali"e in the medical term but is completely unresponsi"e and cannot take any action or form a conscious thought. 1n some case, the possession seals the sub>ect's soul in the creature's own body, and the benefits are re"ersed see creature's descripti"e te$t, and below for details on the effects of possession!. The creature incurs the following changes, and gains the following< 5 The creature's )trength, 9e$terity and Constitution score, as well as its si&e category and type change to become that of the sub>ect's, but he retains his 1ntelligence, 8isdom and Charisma score. 5 The creature gains all the subtypes, templates and bloodline le"els the sub>ect had e$cept 3ou>uu #ishou, as well as all their EC% #d>ustment. The creature does not gain bloodline5related feats. 5 The creature retains any class ability, class le"els, base attack bonus, sa"ing throws and class defense, as well as hit points although current hit points on possession is based on a percentage depending on the new "essel's current hit points!. The creature does not gain any class abilities or any modifiers deri"ated from a class le"el possessed by the sub>ect. 5 The creature gains all natural weapons, mo"ement modes and e$traordinary qualities possessed by the sub>ect. 5 The creature gains half the sub>ect's permanent Power ?nits minimum =!. 5 The creature gains all the sub>ect's )trength and )peed ;anks. 5 The creature gains any power rank the sub>ect may ha"e. 5 The creature loses all inherent bonuses, )trength and )peed ;anks, Power ?nits and bloodline benefits, as well as any template gained in its pre"ious body or "essel, but gains all those possessed by the new "essel. 5 The creature loses all natural weapons, mo"ement modes and e$traordinary qualities possessed by its pre"ious body or "essel. 5 The creature gains any ability damage, ability drain, negati"e le"els currently ailing the
sub>ect, as well as all poisons, diseases and conditions affecting it. 5 The creature retains all spell5like and supernatural abilities of its pre"ious body, e$cept for breath weapons and ga&e attacks. E"en though his body changes, the creature still retains all class le"els, hit dice, feats and skills, base attack bonus, sa"ing throw bonus, class defense bonus and reputation. 1f the creature knew had spells or spell5like abilities, or knew to perform techniques, it retains the ability to use them. 1f the possession is not permanent, once the duration e$pires, the creature immediately reassumes its pre"ious form or returns to its body possession is not cancelled upon death, and cannot be dismissed!. 1f the sub>ect was sent into the creature's pre"ious "essel, it returns to its own body when the creature lea"es it. 1f the creature's pre"ious "essel died, the creature dies with it. Dther methods and conditions may apply. )ee the creature's descripti"e te$t for detail. #oul-less )essels and Muscle !tro$hy: 1t is possible to preser"e a body after its soul has left it with sufficient equipment, typically that which is used to support comatose patients. E"ery 6d0 months the body is inacti"e, it suffers 6 point of )trength and 9e$terity damage, minimum 0. This ability damage heals at a rate of 6 e"ery , weeks, or 6 per week with aided reco"ery. 1f possessed, the body will be unable to run or charge until all of the ability damage has been healed, either by techniques or naturally. P$is$n Resistan#e (E3): The creature gains the specified bonus to sa"ing throws against poison and poison effects. P$2er&)l Charge (E3): The creature deals additional damage on a successful charge attack. The e$act amount is specified in the creature's description. 1f it can make multiple attacks in a charge, the damage applies only to the first, regardless whether it hit or not. #dditional damage is not multiplied on a critical hit. Regenerati$n (E3): This ability makes the creature imper"ious to most types of damage. #ny damage dealt to the creature that falls below its massi"e damage threshold doesnCt reduce its hit points, unless that damage is of a type it is specifically "ulnerable to, as mentioned in the creatureCs description. 3assi"e damage that doesnCt match the creatureCs "ulnerability reduces its hit points, but such damage automatically heals at a fi$ed rate, as detailed in the creatureCs description. 8hen the creature takes massi"e damage from an attack type it isnCt "ulnerable to, a failed sa"e renders it da&ed for 6 round instead of reducing it to E6 hit points!. 9amage the creature is "ulnerable to deals damage with e"ery successful attack. )uch damage canCt be regenerated, and massi"e damage from such an attack follows the normal massi"e damage rules. ;egeneration doesnCt pro"ide any benefit against attack forms that donCt deal hit point damage. ;egeneration also doesnCt restore hit points lost to star"ation, thirst, or
suffocation. ;egenerating creatures can regrow and reattach se"ered body parts. )e"ered parts that arenCt reattached wither and die normally. ;egeneration continues to work no matter how low the creatureCs hit points drop, restoring lost hit points from any damage other than from attack forms the creature is specially "ulnerable to. Variant (Cumulative Non-Lethal Rules; Recommended): The creature treats all damage from types to which it is not "ulnerable as non5lethal damage. #ny nonlethal damage taken is healed automatically at the rate specified in the monster entry. Certain attack forms, dealing damage to which the creature is "ulnerable, deal normal damage that does not go away and must be healed normally as per the creature's natural healing rate. # regenerating creature that has been rendered unconscious by non5lethal damage can be killed with a Coup de 'race. The attack cannot be of a type that automatically con"erts to non5lethal damage. ;egeneration does not restore hit points lost from thirst or star"ation. #ttack forms that don't deal hit points damage ignore regeneration, and a creature must ha"e a Constitution score to ha"e regeneration. #n attack that causes instant death only threatens the creature with death if it is deli"ered by a weapon that deals it lethal damage. The regeneration ability may allow the creature to reattach or regrow limbs, so specified in the creature's entry. Rem$te Sensing (S)): )ome creatures, usually nin>a or creatures trained by nin>a, are able to sense chakra o"er e$treme distance with particularly acute skill. This ability is known as remote sensing, and allows the creature to cast out its senses without actually needing to mo"e, called the probe. The creature remains unmo"ing and unaware of its surroundings while remote sensing, and automatically fails %isten and )pot checks until shaken or attacked. The remote sensing allows the creature to mo"e the probe up to ,== feet per round within /== feet per le"el or hit dice. The creature can sense chakra @= feet in e"ery direction and detect all li"ing creatures with a chakra pool of faint or higher, as well as pinpoint them precisely. The creature can also focus on a single creature to detect whether it is lying or under a 'en>utsu with a le"el check instead of a )ense 3oti"e or 'en>utsu check, without needing to be ne$t to or within line of sight of the creature, and is able to track any use of chakra "ery precisely. The probe has a chakra signature , steps lower than its own and can be detected by a creature that can sense chakra. 1f the creature also has the remote sensing ability, it can be tracked back to the origin. 1f the origin cancels the ability, the creature will be able to determine its precise direction relati"e to its own, and the appro$imate distance separating them. The creature will be da&ed for 6 round after dismissing the ability.
Rend (E3): 1f the creature hits with the specified natural attack, it latches onto the target's body and rend it apart. # rend attack deals damage equal to the creature's natural attack . one and a half times its )trength modifier. The e$act amount is specified in the creature's description. S#ent (E3): This special quality allows the creature to detect approaching enemies and sniff out hidden foes. Creatures with the scent ability can identify familiar odors >ust as humans do familiar sights. The creature can detect opponents, generally within 0= feet, by sense of smell. 1f the opponent is upwind, the range increases to F= feet4 if downwind, it drops to 6@ feet. )trong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted abo"e. D"erpowering scents, such as skunk musk, can be detected at triple normal range. 8hen a scent is detected, the e$act location of the source is not re"ealed2only its presence somewhere within range. The creature can take a mo"e action to note the direction of the scent. 8hene"er the creature comes within @ feet of the source, it can pinpoint the sourceCs location. # creature with the Track feat and the scent ability can follow tracks by smell, making a 8isdom check to find or follow a track. The typical 9C for a fresh trail is 6=. The 9C increases or decreases depending on how strong the quarryCs odor is, the number of creatures, and the age of the trail. :or each hour that the trail is cold, the 9C increases by ,. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor "isibility. Creatures with the scent ability can identify familiar odors >ust as humans do familiar sights. 8ater, particularly running water, ruins a trail for air5breathing creatures. 8ater5 breathing creatures that ha"e the scent ability, howe"er, can use it in the water easily. :alse, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base )ur"i"al 9C to track becomes ,= rather than 6=. Sense Cha(ra (E3 $r S)): The creature can sense chakra, as per shinobi skill see *asic 'ame 3echanics chapter for details!. This entry is either acti"ated or passi"e. 1f passi"e, the ability is always acti"e, but can be turned off for 6 round as a free action. 1f acti"ated, it functions normally. S"ell4li(e A/ilities: ?sing techniques in spell5like abilities allow the creature to perform the technique normally, without paying the chakra cost though chakra is still used for the purpose of sensing chakra!. :urthermore, a spell5like ability has no hand seals, half5seal or concentration component, nor does it require a focus, component or ha"e an IP cost unless specified otherwise in the creature's description. The le"el at which the technique is performed, how many times the technique can be used, and the le"el of mastery are all specified in the monster's entry.
:or e$ample, +67day2Goukakyuu no Jutsu FdF, 9C 6@!. Character le"el 6=.+ would mean that the creature can use the Goukakyuu no Jutsu once per day to deal FdF points of fire damage with a ;efle$ sa"e 9C 6@, without spending chakra, as though it was a 6=th le"el character. The techniques cannot be empowered unless specified otherwise. S)""ress Cha(ra (E3 $r S)): The creature can suppress chakra as per shinobi skill see *asic 'ame 3echanics chapter for details!. This entry is either acti"ated or passi"e. 1f passi"e, it can be turned off or lessened as a free action for 6 round, but is otherwise always acti"e at full power, meaning that the creature's chakra is suppressed as far as its hit dice or le"el allows. 1f acti"ated, it functions normally. Tram"le (E3): #s a full5round action, the creature can use this special attack to mo"e up to twice its speed and trample o"er any opponent at least one si&e category smaller than itself. The creature simply mo"es through the occupied space of any opponent in its path. #ny creature whose space is completely co"ered by the trampling creature's space is sub>ect to the trample attack. 1f a targetCs space is larger than @ feet, it is only considered trampled if the trampling creature mo"es o"er all the squares it occupies. 1f the trampling creature mo"es o"er only some of a targetCs space, the target can make an attack of opportunity against the trampling creature at a 5/ penalty. # trampling creature that accidentally ends its mo"ement in an illegal space returns to the last legal position it occupied, or the closest legal position, if thereCs a legal position thatCs closer. # trample attack deals bludgeoning damage the creatureCs slam damage . 6J times its )tr modifier!. The creatureCs descripti"e te$t gi"es the e$act amount. Trampled opponents can attempt attacks of opportunity, but these take a 5/ penalty. 1f they do not make attacks of opportunity, trampled opponents can attempt ;efle$ sa"es to take half damage. The sa"e 9C against a creatureCs trample attack is 6= . J creatureCs (9 . creatureCs )tr modifier the e$act 9C is gi"en in the creatureCs descripti"e te$t!. # trampling creature can only deal trampling damage to each target once per round, no matter how many times its mo"ement takes it o"er a target creature. Trem$rsense (E3 $r S)): # creature with tremorsense automatically senses the location of anything that is in contact with the ground and within range. #quatic creatures with tremorsense can also sense the location of creatures mo"ing through water. 1f no straight path e$ists through the ground from the creature to those that itCs sensing, then the range defines the ma$imum distance of the shortest indirect path. 1t must itself be in contact with the ground, and the creatures must be mo"ing to be detected. #s long as the other creatures are taking physical actions, including casting spells with somatic components, or technique with the 3obility or (and )eals half5seals!
components, theyCre considered mo"ing4 they donCt ha"e to mo"e from place to place for a creature with tremorsense to detect them. -)lnera/ilit! t$ Energ!: The creature takes half again as much damage as normal from a certain kind of energy type .@=A!6 regardless whether a sa"ing throw is allowed, or if the sa"e is a success or a failure.
5$nster Feats
This section contains the multiple feats used to impro"e the natural qualities of monsters.
A/ilit! F$#)s
#dded proficiency with a special attack Prere0)isite: )pecial attack. 'ene&it: The creature chooses a single special attack to focus in. The ability must be an e$traordinary, supernatural or spell5like attack obtained from a race, template or class. #dd ., to the 9C of all sa"ing throws of the attack it focuses in. S"e#ial: This feat can be selected multiple times. 1ts effect does not stack, but each time it applies to a new ability. #bility :ocus cannot be applied to a spell, technique or item.
A2es$me 'l$2
Prere0)isite: )tr ,@, Power #ttack, 1mpro"ed *ull ;ush, %arge or larger. 'ene&it: #s an attack action, the creature can deli"er an awesome blow by taking a 5/ penalty to its melee attack roll. 1f the creature hits a corporeal opponent smaller than itself with an awesome blow, the opponent must succeed a ;efle$ sa"e 9C damage done! to a"oid being knocked backwards 6= feet in a straight line, and fall prone.
Fl!/! Atta#(
Prere0)isite: :ly speed. 'ene&it: 8hen flying, the creature can take a mo"e action including a di"e! and another standard action at any point during the mo"e. The creature cannot take a second mo"e action during a round when it makes a flyby attack. N$rmal: 8ithout this feat, the creature takes a standard action either before or after its mo"e.
5)ltiatta#(
The creature is adept at using all its natural weapons at once. Prere0)isite: Three or more natural weapons. 'ene&it: The creatureCs secondary attacks with natural weapons take only a E, penalty. N$rmal: 8ithout this feat, the creatureCs secondary natural attacks take a E@ penalty.
5)lti2ea"$n Fighting
Prere0)isite: 9e$ 60, three or more hands. 'ene&it: The creature's penalties for fighting with more than one weapon are lessened by , for the main hand, and F for each off5hands. The weapons used must be all melee or all ranged weapons. N$rmal: # creature without this feat takes a 5F penalty on attacks made with its primary hand and a 56= penalty on attacks made with its off hands. 1t has one primary hand, and
all the others are off hands.! )ee Two58eapon :ighting. S"e#ial: This feat replaces the Two58eapon :ighting feats for a creature with three or more hands, and it does not gain the benefits of said feats unless fighting with only two weapons.
Snat#h
Prere0)isite: (uge or larger. 'ene&it: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the impro"ed grab special attack. 1f the creature gets a hold on a creature three or more si&es smaller, it squee&es each round for automatic bite or claw damage. # snatched opponent held in the creatureCs mouth is not allowed a ;efle$ sa"e against the creatureCs breath weapon, if it has one. The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. # flung creature tra"els 6dF$6= feet, and takes 6dF points of damage per 6= feet tra"eled. 1f the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whiche"er is greater.
.ing$%er
Prere0)isite: :ly speed. 'ene&it: # flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 6-= degrees regardless of its maneu"erability, in addition to any other turns it is normally allowed. # creature cannot gain altitude during a round when it e$ecutes a wingo"er, but it can di"e. The change of direction consumes 6= feet of flying mo"ement.
Creating an En#$)nter
Creating an interesting encounter can be a challenging thing for a game master. There are many factors that may increase or decrease the challenge of an encounter, such as terrain, the number of creatures, and of course, the challenge rating of the participating creatures "ersus the le"el of the party. 1n Naruto< d,=, there are two ways offered to a game master to pro"ide increased challenge or to create a more epic fighting sequence, where the party battles against a mob of thirty or more indi"idually. They are minion, elite, boss and solo creatures.
5ini$n S)/t!"e
# minion creature is designed to pose little threat, a creature that the players will destroy as easily as a knife cuts through butter. They deal slightly less damage, and are destroyed "ery easily, which makes them "ery desirable for a game master to send in massi"e wa"es before the actual encounter, either to test them or reflect the power they ha"e thus far acquired. The players should usually be fully aware that they are leagues ahead in power compared to a minion creature.
Minion traits: Hit Di#e: # minion creature gains only 6 hit point per hit dice, plus its Constitution modifier once instead of e"ery hit dice!. The Toughness feat only gi"es a minion 6 hit point. Damage: # minion creature deals half damage from attacks and techniques. 9amage from e$plosi"es or effects not originating from the minion is not modified. Challenge Rating: # minion creature indi"idually grants one5quarter the normal e$perience gi"en by a creature of its challenge rating. 8hen calculating the le"el of an encounter, four minion creatures of the same type are equal in "alue to a single creature of the same type without the minion subtype.
Elite S)/t!"e
#n elite creature is a creature that is more powerful than its peers, as well as more resilient. The elite creature is usually used as a 'boss' type creature or perhaps a friendly general, because it is much a more difficult and powerful enemy than its normal counterpart, without necessarily requiring power ranks see Epics chapter for details!. The players should usually be aware that the elite creature seems especially powerful compared to the others. *lite traits: Hit Di#e: #n elite creature gains the ma$imum number of hit points per le"el or hit die, plus its Constitution modifier. De&ense: #n elite creature gains a .6 luck bonus to 9efense. E3tra A#ti$ns: #n elite creature gains an additional swift, mo"e or attack action each round. This action cannot be used to cast a spell, manifest a psionic power or perform a technique. Challenge Rating: #n elite creature indi"idually gi"es half again as much e$perience as awarded by a creature of its challenge rating .@=A!. 8hen calculating the le"el of an encounter, an treat an elite creature as a normal creature of its challenge rating.
'$ss S)/t!"e
# boss creature is a being or indi"idual that has obtained incredible power. )imply being around a boss creatures gi"es an impression of great power and creates an almost tangible tension in the air, and it appears to dwarf e"erything around it by its sheer presence. Thankfully, the boss creature has a tendency to fight alone. The players should be immediately aware that the boss creature carries a great deal more power compared to the rest of their foes, e"en elite creatures. Boss traits: Hit Di#e: # boss creature gains double the ma$imum number of hit points per le"el or hit die, plus its Constitution modifier e"ery le"el or hit die not multiplied!. The Toughness feat gi"es a boss creature @ hit points. De&ense: # boss creature gains a ., luck bonus to 9efense. Sa%es: # boss creature gains a .6 luck bonus all sa"ing throws. E3tra A#ti$ns: # boss creature gains an additional swift, mo"e action and attack action
each turn, but not a full5round action. These actions cannot be used to cast a spell, use supernatural or spell5like ability, manifest a psionic power or perform a technique. Twice per encounter, the boss creature may ignore the restrictions on the use of its e$tra actions or trade its e$tra actions to make an additional attack at his highest attack bonus during a full5attack action, and a second attack at a E@ penalty. This effect stacks with other effects that grant an e$tra attack. Imm)nities: # boss creature is immune to up four of the following< ability damage, da&e, death, paralysis and stunning effects. Challenge Rating: # boss creature indi"idually gi"es double the e$perience awarded by a creature of its challenge rating. 8hen calculating the le"el of an encounter, a boss creature counts as two creatures of its challenge rating.
S$l$ S)/t!"e
# solo creature is a force of nature. 1ts power is unmatched by any one being and nigh godlike. That power lea"es a strong impression to anyone it comes in contact with2it is a being of unshakable will and unyielding power. Entire armies come to their knees before its might. The crushing might of a )olo creature is ob"ious to anyone who comes in contact with it. The players and especially creatures relying on instinct are instantly aware that a )olo creature's power is o"erwhelming. 1t is roughly twice as powerful as any boss creatures. #olo traits: Hit Di#e: # solo creature gains four times the ma$imum number of hit points per le"el or hit die, plus its Constitution modifier e"ery le"el or hit die not multiplied!. The Toughness feat gi"es a solo creature 6= hit points. De&ense: # solo creature gains a .0 luck bonus to 9efense. Sa%es: # solo creature gains a ., luck bonus all sa"ing throws. A#ti$ns: There are se"eral ways to balance a solo creature, and most re"ol"e around granting the creature multiple actions. Two particular methods are detailed below. *&tra !ctions: The solo creature gains an additional swift, mo"e action and attack action each turn, but not a full5round action. These actions cannot be used to cast a spell, use supernatural or spell5like ability, manifest a psionic power or perform a technique. Twice per encounter, the solo creature may ignore the restrictions on the use of its e$tra actions or trade its e$tra actions to make an additional attack at his highest attack bonus during a full5attack action, and a second attack at a E@ penalty. This effect stacks with other effects that grant an e$tra attack. Multi$le Turns: The solo creature rolls initiati"e twice or more!4 pick the highest roll and di"ide it in half. The solo creature will act on both of those initiati"e counts each round. 1n the case of abilities that take effect or end at the start of the solo creature's turn, use the following rule as guidance< if the ability ends or takes effect at the start of the creature's turn, use the creature's first turn that round4 if it ends or takes effect at the end of the creature's turn, use the end of the creature's second turn that round. #n ability that takes effect at the beginning or end of the creature's turn only takes effect once each round. This is especially useful if the solo creature has multiple modes of attack, as it can a"oid repeating its action and use different sets of abilities on each of its turns.
Imm)nities: # solo creature is immune to death effects and effects that cause the loss of a turn, as well as up to fi"e of the following< ability damage, ability drain, da&e, fear, nausea, negati"e le"els, paralysis, and stunning effects. Challenge Rating: # solo creature indi"idually gi"es three times the e$perience awarded by a creature of its challenge rating. 8hen calculating the le"el of an encounter, a solo creature counts as three creatures of its challenge rating. The minion, elite and boss traits are by no means permanent. # creature that might once ha"e been elite may become normal after ha"ing been defeated by the party as they grow more powerful. # thug that was once a minion may ha"e worked hard or undergone a transformation that would turn it into an elite creature. )imilarly, a group of creatures that had been sent to test the party as minions may return later as powerful though not elite! foes after reporting to their elite or boss master. #n early boss might return later as an elite or normal creature, or e"en much later as a minion. (owe"er, one must e$ercise a great deal of caution when creating a boss and especially a solo creature. The boss and solo traits are able to turn an ordinary creature into a "ery difficult challenge, but they can also turn a challenging creature into one impossible to defeat. )uch a creature should usually be reser"ed for heroic campaigns where a highly trained medic is on hand.
Creat)res
This section contains "arious statblocks and creature entries to supplement a '3 or to populate the Naruto uni"erse.
Talent (Str$ng): 3elee )mash Te#hni0)es 1n$2n :: Control +,-.- Minobori4 Gen/utsu +,0.54 Nin/utsu +,-.5 *unshin no Lutsu, Mawarimi no Lutsu4 Tai/utsu +,1.5 #sshouN E0)i"ment: Nin>a "est, shuriken holster / kunai or 6@ shuriken!, belt pouch @ shuriken, , smoke bombs, 6 blank scroll!, standard nin>a outfit any region!, forehead protector any "illage!, nin>a5to, "arious personal gear. +$24le%el Ordinar! Nin9a Charismatic Drdinary ,4 C; 64 3edium (umanoid (uman!4 HD ,dF4 h" K4 5as @=4 Init .64 S"d 0= ft4 De&ense 6, .6 de$, .6 class!, Touch 6,, :lat5:ooted 664 'A' .64 *ra" .=4 At( .= melee 6d056 non5lethal, unarmed!4 F)ll At( .= melee 6d056 non5 lethal, unarmed! or ., ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ none4 S- :ort .,, ;ef .0, 8ill .64 AP =4 CP 04 Re" .64 .ealth .-4 +earn: .,4 Str -, De3 6,, C$n 6=, Int 6/, .is 60, Cha 6@. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'ather 1nformation, Nin>utsu4 Bonus Feat: 'en>utsu #dept! S(ills: *luff .O @!, Chakra Control .@ /!, Concentration ., ,!, 9iplomacy .K @!, 'ather 1nformation .6= @!, 'en>utsu .- /!, Lump .6 ,!, Mnowledge Nin>a %ore! .F /!, Nin>utsu .F /!, Profession .0 ,!, Tai>utsu .6 ,!. Feats: 'en>utsu #dept, Nin 8eapons Proficiency, )imple 8eapons Proficiency, Trustworthy. Te#hni0)es 1n$2n: Gen/utsu +,2.5None4 Nin/utsu +,3.5 *unshin no Lutsu, (enge no Lutsu, Mawarimi no Lutsu4 Tai/utsu +,4.5 None. E0)i"ment: )huriken holster / kunai or 6@ shuriken!, belt pouch @ shuriken, , smoke bombs, 6 blank scroll!, standard nin>a outfit any region!, forehead protector any "illage!, "arious personal gear. +$2 t$ 5id4le%el Her$i# Nin9a S#$)t :ast (ero 07Nin>a )cout 64 C; /4 3edium (umanoid (uman!4 HD /d-.-4 h" ,K4 5as @=4 Init .04 S"d 0= ft4 De&ense 6- .0 de$, .@ class!, Touch 6-4 'A' .,4 *ra" .04 At( .0 melee 6d0.6, ?narmed )trike!4 F)ll At( .0 melee 6d0.6, ?narmed )trike! or .@ ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ none4 S- :ort .0, ;ef .O, 8ill .04 AP -4 CP 6F4 Re" .64 .ealth .F4 +earn: .@4 Str 60, De3 6F, C$n 6/, Int 6=, .is 6,, Cha -. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .@ /!, Concentration ./ ,!, 'en>utsu ., 0!, (ide .@ =!, Lump ., 6!, Mnowledge Nin>a %ore! .O O!, 3o"e )ilently .F =!, Nin>utsu .0 0!, Profession .0 ,!, )ur"i"al ./ 0!, Tai>utsu .@ /!. Feats: Chakra ;estoration, 9efensi"e 3artial #rts, 'enin 3o"e )ilently!, Nin 8eapons Proficiency, )imple 8eapons Proficiency, )tealthy. Talents (Fast Her$): E"asion, ?ncanny 9odge 6. Talent (Nin9a S#$)t): Track Te#hni0)es 1n$2n: Chakra Control +,1.- Minobori4 Gen/utsu +,5.5 None4 Nin/utsu +,-.5 *unshin no Lutsu, (enge no Lutsu, Mawarimi no Lutsu4 Tai/utsu +,1.5 1rekawari Ma&e, ;yuutsuki.
E0)i"ment: )huriken holster 6@ throwing needles or 6@ shuriken!, belt pouch 6@ throwing needles, 6 smoke bombs, , blank scroll!, standard nin>a outfit any region!, forehead protector any "illage!, 0 e$ploding tags, "arious personal gear +$2 t$ 5id4le%el Ordinar! Nin9a +a2 En&$r#ement 9edicated Drdinary /4 C; 04 3edium (umanoid (uman!4 HD /dF./4 h" ,=4 5as @=4 Init .=4 S"d 0= ft4 De&ense 60 .= de$, .0 class!, Touch 60, :lat5:ooted 604 'A' .04 *ra" .,4 At( ., melee by weapon!, .0 ranged by weapon!4 F)ll At( ., melee by weapon!, .0 ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ none4 S- :ort .0, ;ef .6, 8ill ./4 AP =4 CP -4 Re" .,4 .ealth .O4 +earn: .@4 Str -, De3 6=, C$n 6,, Int 6/, .is 6@, Cha 6/. O##)"ati$n: Nin>a %aw Enforcement Bonus Class #kills: 'en>utsu, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills : Chakra Control .66 O!, Craft calligraphy! .O @!, 'en>utsu .O @!, 1n"estigate .F /!, Mnowledge nin>a lore! .- F!, %isten .@ 0!, Nin>utsu . K @!, )pot .@ 0!, )ur"i"al .O @!, Treat 1n>ury .- F!. Feats: 'enin Chakra Control!, (armony, Nin>utsu #dept, Nin 8eapons Proficiency, )imple 8eapon Proficiency. Te#hni0)es 1n$2n: Control +,44.- Mai, Minobori #uto5)uccess!, 'enki no Lutsu, Tadayou #uto5)uccess!4 Gen/utsu +,6.5 None4 Nin/utsu +,7.5 *unshin no Lutsu, 3i&udama no Lutsu4 Tai/utsu +-4.5 None E0)i"ment: )huriken holster / kunai or 6@ shuriken!, belt pouch O throwing needles, , kunai, , smoke bombs, 6 blank scroll!, standard nin>a outfit any region!, forehead protector any "illage!, 6 e$ploding tags, "arious personal gear.
(enge no Lutsu, 1ssui )uberi no Lutsu, Mage *unshin no Lutsu, Mawarimi no Lutsu, Ma&egama no Lutsu, 3i&udama no Lutsu4 Tai/utsu +,-.5 None. E0)i"ment: )huriken holster / kunai or 6@ shuriken!, belt pouch @ kunai, 6 smoke bomb, , blank scroll!, standard nin>a outfit any region!, nin>a "est, forehead protector any "illage!, @ e$ploding tags, "arious personal gear. 5id +e%el Ordinar! Nin9a )trong Drdinary /7:ast Drdinary ,4 C; @4 3edium (umanoid (uman!4 HD /d-./ plus ,d-.,4 h" 004 5as @=4 Init .,4 S"d 0= ft4 De&ense ,6, ,, melee ., de$, .O class, ., armor!, Touch 6K, :lat5:ooted 6K4 'A' .@4 *ra" .-4 At( .K melee 6d/.0 lethal, unarmed!, .- melee by weapon!, .O ranged by weapon!4 F)ll At( .K melee 6d/.0 lethal, unarmed!, .- melee by weapon!, .O ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ none4 S- :ort .0, ;ef .@, 8ill .,4 AP =4 CP 6=4 Re" .=4 .ealth .@4 +earn: .F4 Str 6F, De3 6/, C$n 60, Int 6=, .is 6,, Cha -. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, Nin>utsu, Tai>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .F @!, Climb .@ ,!, (ide .O @!, Lump .@ ,!, 3o"e )ilently .F /!, Nin>utsu ./ /!, Tai>utsu .6@ K!. Feats: Combat 3artial #rts, 9efensi"e 3artial #rts, 1mpro"ed Chakra Pool, Nin 8eapons Proficiency, )imple 8eapon Proficiency, Tai>utsu #dept. Te#hni0)es 1n$2n: Control +,3.- None4 Gen/utsu +,0.5 None4 Nin/utsu +,8.5 'youkou, Mawarimi no Lutsu4 Tai/utsu +,41.5 #sshouN, 1wa Mu&uken. E0)i"ment: )huriken holster / kunai or 6@ shuriken!, belt pouch @ kunai, 0 smoke bombs!, standard nin>a outfit any region!, nin>a "est, forehead protector any "illage!, @ e$ploding tags, "arious personal gear.
Talent (Fast Her$): E"asion, ?ncanny 9odge 6, 1ncrease )peed 6 Talent (Nin9a S#$)t): Track, )neak #ttack .,dF!, 1ncrease )peed, (ide in Plain )ight. Te#hni0)es 1n$2n: Control +,41.- Minobori, )hinobi Myoufu no Lutsu, Tadayou4 Gen/utsu +,40.5 Taibakudou no Lutsu4 Nin/utsu +,45.5 *unshin no Lutsu, 'oukakyuu no Lutsu, (enge no Lutsu, 1shi *unshin no Lutsu, 1shi )huriken no Lutsu, 1shi no Teashi, Mawarimi no Lutsu4 Tai/utsu +,50.5 #sshou, Nidan Mousoku, )hodan Mousoku, 1rekawari Ma&e, )andan Mousoku, Rondan Mousoku. E0)i"ment: Nin>a "est, mastercraft .6 to hit! nin>a5to, shuriken holster / kunai or 6@ shuriken!, belt pouch F shuriken, , smoke bomb, 6 blank scroll!, hunter5nin mask, standard nin>a outfit any region!, forehead protector any "illage!, "arious personal gear.
A(imi#hi Ch$)9i )trong (ero ,7Tough (ero @4 C; O4 3edium (umanoid (uman!4 HD ,d-.F plus @d6=.6@ plus @4 h" O04 5as @=4 Init .=4 S"d 0= ft4 De&ense 6@ .@ class!, Touch 6@, :lat5:ooted 6@4 'A' .@4 *ra" .-4 At( .66 melee 6d-.0 nonlethal, brawl! or .- melee by weapon! or .@ ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ shikamaru, leaf, friends4 S- :ort .-, ;ef .6, 8ill .,4 AP -4 CP 0,4 Re" .64 .ealth .6F4 +earn: .O4 Str 6F, De3 66, C$n 6O, Int 66, .is 6,, Cha 6=. O##)"ati$n:#cademy )tudent Bonus Class #kills: Chakra Control, Nin>utsu, Tai>utsu4 Bonus Feat: 'enin! S(ills: Chakra Control .K -!, 'en>utsu .0 0!, Mnowledge nin>a lore! .0 0!, Nin>utsu .O O!, Tai>utsu .6@ K!. Feats: #kimichi Toughness, *rawl, 'enin Tai>utsu!, 1mpro"ed *rawl, Nin 8eapons Proficiency, Power #ttack, )imple 8eapon Proficiency, Tai>utsu #dept, Technique :ocus *aika no Lutsu!. Talent (Str$ng Her$): Tai>utsu Talent (T$)gh Her$): ;obust, )econd 8ind, )econd Chance Te#hni0)es 1n$2n: Control +,6.- Minobori4 Gen/utsu +,-.5 None4 Nin/utsu +,6.5 *aika no Lutsu, *ubun *aika no Lutsu, *unshin no Lutsu, (enge no Lutsu, Mawarimi no Lutsu4 Tai/utsu +,41.5 #sshouN, 1wa Mu&uken, Nikudan )ensha E0)i"ment: *elt pouch / kunai, @ shuriken, #kimichi Enhancement Pills!, *elt pouch 6= kunai with iron wire P./ Nikudan #ensha damage, one full5round action to put onQ!, forehead protector leaf!,shuriken holster / kunai or 6@ shuriken!, casual outfit, akimichi food pills green, yellow and red!, "arious personal gear. 'a(i Tough (ero F7Nin>a )cout O7:uuton Elementalist ,4 C; 6@4 3edium (umanoid (uman!4 HD Fd6=.,/ plus Od-.,- plus ,dF.- plus F4 h" 6/64 5as @=4 Init .64 S"d 0@ ft4 De&ense ,0 .6 de$, .K class, .0 armor!, Touch ,=, :lat5:ooted ,,4 'A' .6=4 *ra" .604 At( .6/ melee 6d-.0, nin>a5to! or .66 ranged by weapon!4 F)ll At( .6/7.K melee 6d-.0, nin>a5to! or .667.F ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ suna, duty, law4 S- :ort .K, ;ef .6=, 8ill .6=4 AP -4 CP K=4 Re" ./4 .ealth .604 +earn: .6F .6/ doton!4 Str 6F, De3 60, C$n 6-, Int 60, .is 6,, Cha 60. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, Nin>utsu4 Bonus Feat: Nin>utsu #dept! S(ills: Chakra Control .6O 6F!, 'en>utsu .6/ 60!, Mnowledge nin>a lore! .- O!, 3o"e )ilently .F @!, Nin>utsu .,/ 6-!, )pot .F @!, )ur"i"al .K -!, Tai>utsu .6- 60!, Tumble .F @!. Feats: #gile ;iposte, Chuunin Nin>utsu!, Combat 3artial #rts, 9efensi"e 3artial #rts, 9odge, 'enin Nin>utsu!, ;etrie"al E$pert, Lounin Nin>utsu, Tai>utsu!, 3obility, Nin 8eapons Proficiency, Nin>utsu #dept, )imple 8eapon Proficiency, )pring #ttack, 8eapon :ocus nin>a5to!. Talent (T$)gh Her$): ;obust, *onus :eat 'enin, ;etrie"al E$pert, Nin 8eapons Proficiency!, 9amage ;eduction 675, 9amage ;eduction ,75. Talent (Nin9a S#$)t): Track, )neak #ttack .,dF!, *onus :eat #gile ;iposte, Chuunin!, 1ncrease )peed @ feet!, (ide in Plain )ight, E"asion I E"asion!. Talent (F))t$n Elementalist): Elemental )peciali&ation :uuton!, Elemental :ury
Te#hni0)es 1n$2n: Control +,46.- Chakra no Mogasu, 'ishi no Lutsu, Mai, Makusu Nioi, Minobori, )hinobi Myoufu no Lutsu, Tadayou4 Gen/utsu +,48.5 Lougen&ou no Lutsu, )hinshin :unkyuu no Lutsu, )hougen&ou no Lutsu4 Nin/utsu +,58.5 *unshin no Lutsu, 9ai Tatsumaki no Lutsu, 9aisan no 3e, (enge no Lutsu, 1chi>in no Lutsu, 1shi *unshin no Lutsu, Ligen ?goku no Lutsu, Mawarimi no Lutsu .,-4 3astery!, Ma&e no Raiba, Ma&egama no Lutsu, Muuha Touran no Lutsu, Muuha&an, )hunshin no Lutsu4 Tai/utsu +,42.5 #sshouN, *utsukari, Nidan Mousoku, )hodan Mousoku, Miun *utsu, Namidatsu MukkinN, Tetsuha>i. E0)i"ment: (ea"y nin>a "est, standard nin>a outfit desert camouflage!, nin>a5to, shuriken holster / kunai or 6@ shuriken!, belt pouch / e$ploding kunai, , smoke bombs, - greater e$ploding tags, , blank scrolls!, "arious personal gear. F)!ag)ma 5iz$re Tough (ero F7Nin>a )cout 64 C; O4 3edium (umanoid (uman!4 HD Fd6=.,/ plus 6d-./4 h" O04 5as @=4 Init .=4 S"d S"d 0= ft, fly 0= ft. $oor4 De&ense 6-, ,, ranged ./ class, ./ armor!, Touch 60, :lat5:ooted 6/4 'A' ./4 *ra" .O4 At( .K melee 6dF./, snow5nin gauntlet! or .@ ranged 6dF.0, snow5nin gauntlet!4 F)ll At( .K melee 6dF./, snow5nin gauntlet! or .@ ranged 6dF.0, snow5nin gauntlet!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ training, dotou, snow country4 S- :ort .O, ;ef .,, 8ill ./4 AP -4 CP @O4 Re" .,4 .ealth .604 +earn: .-4 Str 6O, De3 66, C$n 6-, Int 6,, .is 60, Cha 6,. O##)"ati$n: #cademy )tudent Bonus Class #kills: Nin>utsu, Tai>utsu, )ur"i"al4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .F @!, 'en>utsu .0 ,!, Mnowledge nin>a lore! .O F!, Nin>utsu .F @!, Tai>utsu .6F 6=!, )ur"i"al .F /!. Feats: Chuunin Tai>utsu!, 'enin Tai>utsu!, 1mpro"ed *ull ;ush, 1mpro"ed Chakra Pool, Nin 8eapons Proficiency, Power #ttack, )imple 8eapon Proficiency, Tai>utsu #dept, Track, 8eapon :ocus snow5nin gauntlet! Talent (T$)gh Her$): Cold ;esistance 0, *onus :eat 'enin, 1mpro"ed Chakra Pool, Tai>utsu #dept!, 9amage ;eduction 675, 9amage ;eduction ,75. Talent (Nin9a S#$)t): Track Te#hni0)es 1n$2n: Control +,3.- (akken no Lutsu, Minobori, Tadayou, Rukigutsu4 Gen/utsu +,-.5 None4 Nin/utsu +,3.5 *unshin no Lutsu, (enge no Lutsu, 1ssui )uberi no Lutsu, Touketsu Moushou no Lutsu, Toushou4 Tai/utsu +,43.5 #sshouN, *ougyo (akaisha, 1wa Mu&uken, Namidatsu MukkinN, ;yuutsuki. E0)i"ment: Chakra armor, snow5nin gauntlet, belt pouch F instant5ice bomb!, "arious personal gear. H!))ga Hinata 9edicated (ero 07:ast (ero 67Nin>a )cout ,7*yakugan 64 C; F4 3edium (umanoid (uman!4 HD 0dF.0 plus 6d-.6 plus ,d-.,4 h" 0-4 5as @=4 Init .,4 S"d 0= ft4 De&ense 6K, ,= melee ., de$, .O class!, Touch 6K, :lat5:ooted 6O4 'A' .04 *ra" ./4 At( .O melee 6dF.6, /yuuken!4 F)ll At( .O melee 6dF.6, /yuuken! or .@ ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 S, byakugan .,, keen sight .,, combat insight .64 A+ Naruto, konoha, friends4 S- :ort .0, ;ef .O, 8ill .F4 AP 4 CP 6F4 Re" .64 .ealth .K4 +earn: .O4 Str 66, De3 6/, C$n 6,, Int 6/, .is 6@, Cha 6,. O##)"ati$n: #cademy )tudent Bonus Class #kills: 'en>utsu, Nin>utsu, Tai>utsu4
Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .60 6=!, 'en>utsu .K -!, (ide .O @!, Mnowledge nin>a lore! .- F!, 3o"e )ilently .O @!, Nin>utsu .66 K!, )pot .- F!, )ur"i"al .- F!, Tai>utsu .K -!. Feats: #d"anced *loodline (yuuga Clan *yakugan!, 9efensi"e 3artial #rts, 'enin Chakra Control!, (armony, Nin 8eapons Proficiency, )imple 8eapon Proficiency, Track, 8eapon :inesse. Talent (Dedi#ated Her$): Empathy, *onus :eat (armony!, 1ntuition Talent (Fast Her$): E"asion Talent (Class): Track, )neak #ttack .6dF! Te#hni0)es 1n$2n: Control +,4-.- Minobori #uto5)uccess!, Tadayou #uto5 )uccess!4 Gen/utsu +,7.5 None4 Nin/utsu +,44.5 *unshin no Lutsu, (akisuitoge no Lutsu, (enge no Lutsu, Mawarimi no Lutsu .604 Proficiency!4 Tai/utsu +,7.5 (yuuga ;yu 5 Lyuuken, Mekai *utsu. E0)i"ment: )huriken holster / kunai or 6@ shuriken!, belt pouch / kunai, / shuriken, / e$ploding tags, , smoke bombs!, forehead protector konoha!, "arious personal gear. H!))ga Ne9i :ast (ero /79edicated (ero 67Tai>utsu 3aster 07*yakugan 64 C; -4 3edium (umanoid (uman!4 HD /d-.- plus 6dF., plus 0d6=.F4 h" F=4 5as @=4 Init .04 S"d 0= ft4 De&ense ,6, ,, melee .0 de$, .- class!, Touch ,6, :lat5:ooted 6-4 'A' .F4 *ra" .-4 At( .60 melee 6dF.6, /yuuken!4 F)ll At( .607.- melee 6dF.6, /yuuken!4 FS @ ft by @ ft4 Rea#h @ ft4 S, byakugan .,, keen sight .,, combat insight .6, telescopic eye, tenketsu sealing, enlightened byakugan4 A+ self, konoha4 S- :ort .O, ;ef .O, 8ill ./4 AP -4 CP ,O4 Re" .,4 .ealth .6F4 +earn: .K .66 Tai>utsu!4 Str 6/, De3 6O, C$n 6/, Int 6/, .is 6/, Cha 6/. O##)"ati$n: (yuuga Clan Bonus Class #kills: Nin>utsu4 Bonus Feat: #d"anced *loodline! S(ills: *alance .@ ,!, Chakra Control .- F!, 'en>utsu .0 6!, (ide .K F!, Lump ./ ,!, Mnowledge nin>a lore! .K O!, 3o"e )ilently .K F!, Nin>utsu .K O!, )ense 3oti"e .0 6!, )leight of (and ./ ,!, )pot .- F!, Tai>utsu .6@ 66!, Tumble .O /!. Feats: #d"anced *loodline (yuuga Clan *yakugan!, *yakugan )ight, Combat 3artial #rts, Combat ;efle$es, 9efensi"e 3artial #rts, 'enin Tai>utsu!, 'enius Nin>a Tai>utsu!, Nin 8eapons Proficiency, )imple 8eapon Proficiency. Talent (Fast Her$): E"asion, ?ncanny 9odge Talent (Dedi#ated Her$): Empathy Talent (Tai9)ts) 5aster): ?narmed #ttack 6dF!, Tai>utsu 3astery 8ay of E$pertise! Te#hni0)es 1n$2n: Control +,2.- Minobori, )eishou *akuha, Tadayou4 Gen/utsu +,-.5 None4 Nin/utsu +,7.5 *unshin no Lutsu, (enge no Lutsu, Mawarimi no Lutsu .6,4 #d"anced Proficiency!4 Tai/utsu +,4-.5 #sshouN, Nidan Mousoku, )hodan Mousoku, (yuuga ;yu 5 (akke ;oku>uuyon )hou, (yuuga ;yu 5 (akkeshou Maiten .6F4 #d"anced Proficiency!, (yuuga ;yu 5 Lyuuken .6O4 )peciali&aion!. E0)i"ment: *elt pouch / kunai, / shuriken, 6 smoke bombs, / e$ploding tags, 6 blank scroll!, forehead protector leaf7hyuuga!, shuriken holster / kunai or 6@ shuriken!,
hyuuga outfit, "arious personal gear. In)z)(a 1i/a )trong (ero ,7Tough (ero /7Nin>a )cout 67Child of the 8ild 64 C; O4 3edium (umanoid (uman!4 HD /d-.- plus /d6=.- plus 6d-.,4 h" FO4 5as @=4 Init .64 S"d 0= ft4 De&ense 6K .6 de$, .F class, ., armor!, Touch 6O, :lat5:ooted 6-4 'A' .@4 *ra" .O4 At( .O melee by weapon!4 F)ll At( .- melee 6d/., claws, shikakyu no /utsu! or .O melee 6d/., bite, shikakyu no /utsu!4 FS @ ft by @ ft4 Rea#h @ ft4 S, scent least!, aware .,4 A+ konoha, #kamaru, friends4 S- :ort .F, ;ef ./, 8ill .04 AP -4 CP ,K4 Re" .64 .ealth .664 +earn: .-4 Str 6/, De3 6,, C$n 6@, Int 6=, .is 6,, Cha 66. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, Nin>utsu, )ur"i"al4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .O F!, 'en>utsu .6 6!, (andle #nimal ., =!, Mnowledge nin>a lore! .F F!, Nin>utsu .O O!, )ur"i"al ./ 0!, Tai>utsu .6/ K!. Feats: #rmor Proficiency light!, 'enin Tai>utsu!, 1mpro"ed Chakra Pool, 3ou>uu #ishou 9og!, Nin 8eapons Proficiency, Power #ttack, )imple 8eapon Proficiency, Technique :ocus Luu>in *unshin no Lutsu!, 8eapon :ocus claws!. Talent (Str$ng Her$): Tai>utsu, *onus :eat 8eapon :ocus 5 claws! Talent (T$)gh Her$): ;obust, *onus :eat 1mpro"ed Chakra Pool, Power #ttack!, )econd 8ind Talent (Nin9a S#$)t): Track Te#hni0)es 1n$2n: Control +,6.- Chouyaku no Lutsu, (akken no Lutsu, Minobori4 Gen/utsu +,4.5 None4 Nin/utsu +,6.5 *unshin no Lutsu, (enge no Lutsu, Luu>in *unshin no Lutsu .66!, Mawarimi no Lutsu, )hikakyu no Lutsu4 Tai/utsu +,48.5 #sshouN, Tsuuga E0)i"ment: )huriken holster / kunai or 6@ shuriken!, belt pouch F kunai, @ shuriken, 0 smoke bombs, @ soldier pills!, casual clothes, forehead protector konoha!, battle "est A(amar): C; ,4 )mall animal4 (9 @d-.@4 hp ,-4 3as @=4 1nit .04 )pd /= ft.4 9efense 6K, touch 6/, flat5footed 6@ .6 si&e, .0 9e$, .@ natural!4 *#* .04 'rap .64 #tk .F melee 6d/.0, bite!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S low5light "ision, scent, link, beastlord, e"asion4 #% companion4 )B :ort .@, ;ef .O, 8ill .,4 #P =4 CP F4 ;ep .=4 )tr 6@, 9e$ 6O, Con 6,, 1nt 0, 8is 6,, Cha F. S(ills: Lump .,, %isten .O, Nin>utsu .6, )pot .O, )ur"i"al .@ .K when tracking by scent!, )wim ./, Tai>utsu .K. Feats: 8eapon :ocus bite!. S(ill '$n)s: 9ogs gain a ., species bonus on Lump checks. 9ogs also gain a ./ species bonus on )ur"i"al checks when tracking by scent. 1a()!$() F)/)(i :ast (ero 07Charismatic (ero ,7Nin>a )cout ,4 C; O4 3edium (umanoid (uman!4 HD 0d-.0 plus ,dF., plus ,d-.,4 h" /64 5as @=4 Init .04 S"d 0= ft, fly 0= ft. $oor4 De&ense ,/, ,- ranged .0 de$, .O class, ./ armor!, Touch ,=, :lat5:ooted ,/4 'A' ./4 *ra" .@4 At( .@ melee by weapon! or .O ranged by weapon!4 F)ll At( .@ melee by weapon! or .O ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ self, snow country, dotou4 S- :ort ./, ;ef .6=, 8ill .@4 AP -4 CP 0=4 Re" .,4 .ealth .604 +earn: .-4
Str 6,, De3 6F, C$n 60, Int 60, .is 6/, Cha 6F. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, Craft chemical!, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .6= -!, Craft chemical! .66 6=!, 'en>utsu .K F!, (ide .6= O!, Mnowledge nin>a lore! .K -!, 3o"e )ilently .6= O!, Nin>utsu .6/ 6=!, )ur"i"al .F /!. Feats: #gile ;iposte, #rmor Proficiency medium!, Craft Poisons, Chuunin Nin>utsu!, 9odge, 'enin Nin>utsu!, Nin 8eapons Proficiency, )imple 8eapon Proficiency, Track. Talent (Fast Her$): E"asion, ?ncanny 9odge 1, *onus :eat 9odge! Talent (Charismati# Her$): :ast5talk, *onus :eat #gile ;iposte! Talent (Nin9a S#$)t): Track, )neak #ttack .6dF! Te#hni0)es 1n$2n: Control +,40.- Chouyaku no Lutsu, Mai, Minobori, Tadayou, Rukigutsu4 Gen/utsu +,7.5 1kaku no Lutsu, Lukusui no Lutsu, Nakimane no Lutsu, )hitsukentou no Lutsu4 Nin/utsu +,48.5 *unshin no Lutsu, :ubuki no Lutsu, (enge no Lutsu, (yourou no Lutsu, 1ssui )uberi no Lutsu, Loushou (youkouken, Mawarimi no Lutsu .6F4 Proficiency!, Tsubame :ubuki4 Tai/utsu +,4.5 None. E0)i"ment: Chakra armor, shuriken holster / kunai or 6@ shuriken!, belt pouch F kunai, F instant5ice bombs!, "arious personal gear. 1azahana D$t$) )trong (ero /7Tough (ero F4 C; 6=4 3edium (umanoid (uman!4 HD /d-.6, plus Fd6=.6- plus F4 h" 6==4 5as @=4 Init .64 S"d 0= ft, fly 0= ft. $oor4 De&ense ,0, ,/ melee, ,O ranged .6 de$, .F class, .F armor!, Touch 6O, :lat5:ooted ,,4 'A' .-4 *ra" .664 At( .6, melee 6d/./, unarmed! or .K ranged by weapon!4 F)ll At( .6,7.O melee 6d/./, unarmed! or .K7./ ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ self, power, money4 S- :ort .6=, ;ef ./, 8ill ./4 AP -4 CP O=4 Re" .,4 .ealth .,F4 +earn: .6=4 Str 6O, De3 6,, C$n 6F, Int 60, .is 6,, Cha 60. O##)"ati$n: Nin>a %aw Enforcement Bonus Class #kills: Chakra Control, Nin>utsu, Tai>utsu4 Bonus Feat: #rmor Proficiency! S(ills: Chakra Control .6= K!, Climb .6= O!, Concentration .6, O!, Lump .6= O!, Nin>utsu .6/ 6,!, Tai>utsu .60 6=!. Feats: #rmor Proficiency hea"y!, Clea"e, Combat 3artial #rts, 9efensi"e 3artial #rts, :ocused, 'enin Nin>utsu!, 'reat :ortitude, Nin 8eapons Proficiency, Power #ttack, )imple 8eapon Proficiency, Technique :ocus )ouryuu *oufuusetsu!. Talent (Str$ng Her$): *onus :eat Power #ttack, Combat 3artial #rts! Talent (T$)gh Her$): Endurance, *onus :eat 'reat :ortitude, 1mpro"ed *ull ;ush, 1mpro"ed Chakra Pool!, Cold ;esistance 0, 1mpro"ed Endurance Te#hni0)es 1n$2n: Control +,40.- Chouyaku no Lutsu, Minobori, Rukigutsu4 Gen/utsu +,0.5 None4 Nin/utsu +,48.5 Mokuryuu *oufuusetsu, )ouryuu *oufuusetsu .6-!, Touketsu Moushou no Lutsu, Toushou4 Tai/utsu +,4-.5 #sshouN, )hodan Mousoku, 1wa Mu&uken, Namidatsu MukkinN. E0)i"ment: #d"anced chakra armor, designer outfit, "arious personal gear. 5ait$ *ai )trong (ero 07Tai>utsu 3aster 6=7Nin>a )cout /4 C; 6O4 3edium (umanoid (uman!4
HD 0d-.K plus 6=d6=.0= plus /d-.6,4 h" 6@,4 5as @=4 Init .,4 S"d 0@ ft4 De&ense ,O, ,- melee ., de$, .6, class, .0 armor!, Touch ,/, :lat5:ooted ,@4 'A' .6F4 *ra" .6K4 At( .,0 melee ,dF.F, unarmed! or .6- ranged by weapon!4 F)ll At( .,07.6-7.607.melee ,dF.F, unarmed! or .6-7.607.-7.0 ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ %ee, friends, konoha4 S- :ort .60, ;ef .6,, 8ill .F4 AP -4 CP O,4 Re" .,4 .ealth .,=4 +earn: .6K4 Str 6O, De3 6@, C$n 6F, Int 6/, .is 6=, Cha 60. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: *alance .K O!, Chakra Control .6@ 6@!, Climb .6= O!, 'en>utsu .K -!, Lump .6F 60!, Mnowledge nin>a lore! .60 66!, Nin>utsu .,6 6O!, Tai>utsu .0= ,=!, Tumble .6, 6=!. Feats: #rmor Proficiency light!, *lood Pact Turtle!, Chuunin Tai>utsu!, Combat 3artial #rts, 9efensi"e 3artial #rts, 'enin Tai>utsu!, ;etrie"al E$pert, 'ouken, 1mpro"ed Combat 3artial #rts, Lounin Nin>utsu, Tai>utsu!, Nin 8eapons Proficiency, )imple 8eapon Proficiency, )pecialist's 'a&e Counter, Track. Talent (Str$ng Her$): Tai>utsu, *onus :eat Combat 3artial #rts!, 1mpro"ed Tai>utsu. Talent (Tai9)ts) 5aster): ?narmed #ttack 6d6,!, Tai>utsu 3astery 8eapon :ocus unarmed!, 8eapon )peciali&ation unarmed!, :lying Mick, Critical )trike, 1mpro"ed Critical unarmed!!, *onus :eat 'ouken, 1mpro"ed Combat 3artial #rts!, )neak #ttack .6dF! Talent (Nin9a S#$)t): Track, )neak #ttack .6dF!, *onus :eat ;etrie"al E$pert!, 1ncrease )peed. Te#hni0)es 1n$2n: Control +,41.- Chakra no Mogasu, Chouyaku no Lutsu, Mai, Minobori, Tadayou4 Gen/utsu +,7.5 None4 Nin/utsu +,54.5 *unshin no Lutsu, (enge no Lutsu, Mage *unshin no Lutsu, Maisoku no Lutsu, Mawarimi no Lutsu .,@4 )peciali&ation!, Muchiyose no Lutsu, Nawanuke no Lutsu4 Tai/utsu +,-0.5 #sshouN, *akuhatsuryoku, *ougyo (akaisha, Nidan Mousoku, 9ai>inryoku, 'ouken, )hodan Mousoku, 1wa Mu&uken, Mage *uyou, Monoha 'ouriki )enpuu, Monoha ;eppuu, Monoha )enpuu, Myouran )u>iN, )andan Mousoku, Namidatsu MukkinN, Dmote ;enge, ;ekka #rashi, ;en&uki unarmed!, ;yuutsuki, )hundou .004 #d"anced Proficiency!, )hunpo, Tai>utsu Dugi 5 ;endan Midouki, ?ra ;enge, Rondan Mousoku. E0)i"ment: 'reen spande$ suit, hea"y nin>a "est, weights ankle, O@ pounds each!, shuriken holster / kunai or 6@ shuriken!, belt pouch / kunai, @ shuriken, , blank scrolls, 6 smoke bombs!, forehead protector konoha!, "arious personal gear. 5itarashi An($ :ast 07Charismatic ,7Nin>a )cout F7Nin>a Dperation Counter 0 EC% 6@!4 C; 6/4 3edium (umanoid (uman, Cursed )eal Template!4 HD 0d-.0 plus ,dF., plus Fd-.F plus 0dF.04 h" -04 5as @=4 Init .04 S"d 0@ ft4 De&ense ,/, ,@ ranged, ,O "s. traps .0 de$, .66 class!, Touch ,/, :lat5:ooted ,64 'A' .K4 *ra" .6=4 At( .6= melee by weapon! or .6, ranged by weapon!4 F)ll At( .6=7.@ melee by weapon! or .6,7.O melee by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 S, cursed seal le"el 6 unwilling!4 A+ leaf, comrades, re"enge on Drochimaru4 S- :ort .-, ;ef .6/ .6O "s. traps!, 8ill .-4 AP -4 CP 0K4 Re" ./4 .ealth .604 +earn: .6F4 Str 60, De3 6F, C$n 6,, Int 6/, .is 6/, Cha 6F.
O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: *luff .K /!, Chakra Control .,= 6F!, Control Cursed )eal .6, 6=!, 'en>utsu .6F 6,!, (ide .6- 6/!, Mnowledge nin>a lore! .6/ 6,!, %isten .6= F!, 3o"e )ilently .6- 6/!, Nin>utsu .,@ 6F!, )earch .F .6= "s. traps! /!, )pot .6= .6/ "s. traps! F!, )ur"i"al .- F!, Tai>utsu .66 6=!. Feats: #lertness, *lood Pact snake!, Chuunin Nin>utsu!, Lounin Chakra Control, Nin>utsu!, 'enin Nin>utsu!, ;etrie"al E$pert, Nin 8eapons Proficiency, Nin>utsu #dept, )imple 8eapon Proficiency, )tealthy, Talented )hinobi, Track. Talent (Fast Her$): E"asion, *onus :eat )tealthy!, 9eflect. Talent (Charismati# Her$): 'en>utsu, *onus :eat 9ecepti"e!. Talent (Nin9a S#$)t): Track, )neak #ttack .,dF!, *onus :eat ;etrie"al E$pert, Talented )hinobi!, 1ncrease )peed @ feet!, (ide in Plain )ight. Talent (Nin9a O"erati$n C$)nter): Technique Counter, Trap )ense, Plan I, )wift Tracker, Tenketsu :ree&e. Te#hni0)es 1n$2n: Control +,50.- Chakra no Mogasu, 'ishi no Lutsu, (akken no Lutsu, Mai, Minobori, ;yoku>un no Lutsu, Tadayou, Rukigutsu4 Gen/utsu +,43.5 :unran no Lutsu, Lougen&ou no Lutsu, Lukusui no Lutsu, 3usou no Lutsu, )aimin no Lutsu, )hougen&ou no Lutsu4 Nin/utsu +,51.5 *unshin no Lutsu, 9oryuudan, 9oryuu Taiga no Lutsu, (enge no Lutsu, (ousenka no Lutsu, 1chi>in no Lutsu, Ligen ?goku no Lutsu, Mage *unshin no Lutsu .,-4 #d"anced Proficiency!, Maryuu Endan, Masumi Enbu no Lutsu, Mawarimi no Lutsu .,-4 #d"anced Proficiency!, Mouryuu no Lutsu, Muchiyose 5 9okubimaru, Muchiyose no Lutsu .064 3astery!, 3eisaigakure no Lutsu, 3ukidou )anpo no Lutsu, Nawanuke no Lutsu, )ennei Lashuu .,-4 #d"anced Proficiency!, )hunshin no Lutsu, )ou>a )ousai no Lutsu, )uitai no Lutsu4 Tai/utsu +,44.5 #sshouN, *utsukari, Nidan Mousoku, )hodan Mousoku, Miun *utsu. E0)i"ment: )huriken holster / kunai or 6@ shuriken!, belt pouch / kunai, , poisoned shuriken turtle's de$terity!, / greater e$ploding tag, / red smoke bombs!, standard nin>a outfit forest camouflage!, forehead protector leaf!. 5$m$#hi ;a/)za )trong (ero 07Nin>a )cout 07)hinobi )wordsman 6=4 C; 6F4 3edium (umanoid (uman!4 HD 0d-.F plus ,d-./ plus 6=d6=.,=4 h" 6,,4 5as @=4 Init .,4 S"d 0= ft4 De&ense ,6, ,, melee ., de$, .K class!, Touch ,6, :lat5:ooted 6K4 'A' .6@4 *ra" .6F4 At( .,, melee ,dF.-, greatsword! or .6F ranged by weapon!4 F)ll At( .,,7.6O7.6, melee ,dF.-, greatsword! or .6F7.667.F ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ dream, power, (aku4 S- :ort .6,, ;ef .K, 8ill .K4 AP -4 CP @/4 Re" .,4 .ealth .6-4 +earn: .6-4 Str 6@, De3 6@, C$n 6/, Int 6/, .is 6F, Cha 6@. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, (ide, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .6K 6/!, 'en>utsu .O @!, (ide .,= 6F!, Mnowledge nin>a lore! .- F!, %isten .6@ 6,!, 3o"e )ilently .,= 6F!, Nin>utsu .6- 60!, )ur"i"al .F 0!, Tai>utsu .6@ 60!. Feats: #rmor Proficiency light!, #rchaic 8eapon Proficiency, *lind5:ight, Chuunin Chakra Control!, Clea"e, Combat ;efle$es, 'enin Nin>utsu!, 'reat Clea"e, Lounin Nin>utsu, Tai>utsu!, 3onkey 'rip, Nin 8eapons Proficiency, Power #ttack, )imple
8eapon Proficiency, )tealthy, Track. Talent (Str$ng Her$): 3elee )mash, *onus :eat 'enin!, 3elee )mash ,. Talent (Nin9a S#$)t): Track, )neak #ttack .6dF!. Talent (Shin$/i S2$rdsman): 8eapon :ocus greatsword!, Suick 9raw, 1n"isible )trike, *onus :eat Chuunin, 3onkey 'rip, Power #ttack!, )neak #ttack .,dF!, 8eapon )peciali&ation, 'reater 8eapon :ocus, Power of the Elite, 1mpro"ed Critical, 'reater 8eapon )peciali&ation. Te#hni0)es 1n$2n: Control +,46.- Minobori, 3ugen 1buki no Lutsu, )hinobi Myoufu no Lutsu, Tadayou4 Gen/utsu +,6.5 Taibakudou no Lutsu4 Nin/utsu +,42.5 #kuma no Tsubasa, *unshin no Lutsu, 9aibakufu no Lutsu, (enge no Lutsu, 1ssui )uberi no Lutsu, Mawarimi no Lutsu .,,4 )peciali&ation!, Mirigakure no Lutsu .,/4 3astery!, Mirigakure )huriken no Lutsu, 3i&u *unshin no Lutsu .,/4 3astery!, )ui>inheki no Lutsu, )uirou no Lutsu, )uiryuudan no Lutsu, )ui&ou no Lutsu .,/4 3astery!4 Tai/utsu +,41.5 #sshouN, *ougyo (akaisha, Nidan Mousoku, )hodan Mousoku .,64 3astery!, ;yuutsuki. E0)i"ment: 'reatsword +kubikiri+ mastercraft .0 to hit greatsword!, shuriken holster / kunai or 6@ shuriken!, belt pouch F kunai, / shuriken, 6 smoke bomb, / e$ploding tags!, forehead protector kiri!, "arious personal gear. 5$rin$ I/i(i )mart (ero /7Charismatic (ero 07Nin>a Police 6=4 C; 6O4 3edium (umanoid (uman!4 HD /dF.- plus 0dF.F plus 6=dF.,=4 h" K04 5as @=4 Init .4 S"d 0= ft4 De&ense 6K .O class, ., armor!, Touch 6O, :lat5:ooted 6K4 'A' .6=4 *ra" .6,4 At( .6, melee by weapon! or .6= ranged by weapon!4 F)ll At( .6,7.O melee by weapon! or .6=7.@ ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ 4 S- :ort .6=, ;ef .-, 8ill .604 AP -4 CP F/4 Re" .664 .ealth .6F4 +earn: .6-4 Str 6/, De3 66, C$n 6/, Int 6O, .is 6F, Cha 6-. O##)"ati$n: Nin>a %aw Enforcement Bonus Class #kills: Chakra Control, 'en>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: *luff .,= 6/!, Chakra Control .,= 6O!, 9emolitions .K F!, 9iplomacy .6, F!, 9isable 9e"ice .60 6=!, :orgery .60 6=!, 'ather 1nformation .6F 6=!, 'en>utsu .00 ,=!, 1ntimidate .,0 6O!, 1n"estigate .,O 6-!, Mnowledge nin>a lore! .6= O!, Nin>utsu .,0 6F!, ;esearch .K F!, )earch .60 6=!, )ense 3oti"e .,, 6O!, )ur"i"al .F 0!, Tai>utsu ./ ,!. Feats: #ttenti"e, Chuunin 'en>utsu!, Confident, 9ecepti"e, :rightful Presence 9C ,O!, 'enin 'en>utsu!, 'en>utsu #dept, (eroic )urge, Lounin 'en>utsu, Nin>utsu! Nin 8eapons Proficiency, ;enown, )imple 8eapon Proficiency, Trustworthy. Talent (Smart Her$): )a"ant 1n"estigate!, *onus :eat 1ron 8ill, Nin>utsu #dept!, E$ploit 8eakness. Talent (Charismati# Her$): 'en>utsu, *onus :eat 'en>utsu #dept!, 1mpro"ed 'en>utsu. Talent (Nin9a P$li#e): Profile, Contact low5le"el!, *onus :eat Chuunin, Confident, 9ecepti"e!, )neak #ttack .,dF!, Contact mid5le"el!, Contact high5le"el!, #nticipate Te#hni0)es 1n$2n: Control +,50.- 'ishi no Lutsu, Mai, Makusu Nioi, Minobori, )hinobi Myoufu no Lutsu, Tadayou4 Gen/utsu +,--.5 (ichishi Myoubou no Lutsu, 1kaku no Lutsu, Lougen&ou no Lutsu, Lukusui no Lutsu, Mangen&ou no Lutsu, 3agen 5 Myuuten Likaichou, 3agen 5 )hinsen>ou no Lutsu, 3akai Myuudou 5 (akkyou 'youshi, Nehan
)hou>a no Lutsu, )aimin no Lutsu, )hinkai )atsu>in no Lutsu, )hinshin :unkyuu no Lutsu, )hitsukentou no Lutsu, )hougen&ou no Lutsu, Tsutaka&ura 'en&ou no Lutsu4 Nin/utsu +,5-.5 *akuretsu Lun>iru no Lutsu, *unshin no Lutsu, :u>iru no Moe, :uuka (ouin, 'ogyou :uuin, (enge no Lutsu, (iryuu, Ligen ?goku no Lutsu, Lisatsu no Lutsu, Luuryoku 'achan, Mage *unshin no Lutsu, Mawarimi no Lutsu .,O4 )peciali&ation!, Ma&egama no Lutsu, Moemane no Lutsu, Nawanuke no Lutsu, )hunshin no Lutsu4 Tai/utsu +,8.5 Miun *utsu, Tentai *ougyo. E0)i"ment: Nin>a "est, standard nin>a outfit night camouflage!, black o"ercoat, shuriken holster / kunai or 6@ shuriken!, belt pouch - greater e$ploding tags, / sunburst tags, / blood increasing pills, / soldier pills, , smoke bombs!, "arious personal gear. Nara Shi(amar) )mart (ero 07Charismatic (ero 07Nin>a )cout 64 C; O4 3edium (umanoid (uman!4 HD 0dF.F plus 0dF.F plus 6d-.,4 h" /64 5as @=4 Init .,4 S"d 0= ft4 De&ense 6O ., de$, .0 class, ., armor!, Touch 6@, :lat5:ooted 6@4 'A' .,4 *ra" .04 At( .0 melee by weapon! or ./ ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ konoha, friends, self4 S- :ort @, ;ef .@, 8ill .-4 AP -4 CP ,@4 Re" .04 .ealth .6-4 +earn: .-4 Str 6,, De3 6@, C$n 6/ Int 6-, .is 6@, Cha 6F. O##)"ati$n:#cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, )ur"i"al4 Bonus Feat: Nin 8eapons Proficiency! S(ills: *luff .6076F -!, Chakra Control .6, 6=!, Craft structural! .- /!, Craft calligraphy! .6, -!, 9isable 9e"ice .6= F!, 9iplomacy .F7K 0!, 'en>utsu .6, K!, (ide .O @!, 1n"estigate .- F!, 1ntimidate .F 0!, Mnowledge nin>a lore! .6= F!, Mnowledge tactics! .60 F!, 3o"e )ilently .0 6!, Nin>utsu .6@ 6=!, ;esearch .6= F!, )pot .@ 0!, )ur"i"al .66 K!. Feats: #rmor Proficiency 3edium!, 9ecepti"e, Chuunin *luff!, 'enin Nin>utsu!, 1ron 8ill, Nin 8eapons Proficiency, )hadow #rts, )imple 8eapon Proficiency Talent (Smart Her$): )a"ant Mnowledge 5 tactics!, *onus :eat Combat E$pertise!, Plan Talent (Charismati# Her$): Coordinate, *onus :eat 9ecepti"e!, :ast5talk Talent (Nin9a S#$)t): Track Te#hni0)es 1n$2n: Control +,45.- Chakra no Mogasu, 'ishi no Lutsu, Mai, Minobori4 Gen/utsu +,45.5 None4 Nin/utsu +,41.5 *unshin no Lutsu, (enge no Lutsu, Mawarimi no Lutsu .6O4 Proficiency!, Mage Mubishibari no Lutsu, Mage 3ane no Lutsu .,64 3astery!, Nekonome4 Tai/utsu +,4.5 None. E0)i"ment: *elt pouch / kunai, / shuriken, , smoke bombs, / e$ploding tags and / sunburst tags!, forehead protector leaf!, nin>a "est, shuriken holster / kunai or 6@ shuriken!, standard nin>a outfit, "arious personal gear. R$#( +ee )trong (ero 07:ast (ero 67Tai>utsu 3aster F4 C; 6=4 3edium (umanoid (uman!4 HD 0d-.F plus 6d-., plus Fd6=.6,4 h" O/4 5as @=4 Init .04 S"d 0= ft4 De&ense ,,, ,0 melee .0 de$, .K class!, Touch ,,, :lat5:ooted 6K4 'A' .K4 *ra" .6,4 At( .6O melee 6d-.F lethal, unarmed!, .6, melee or ranged by weapon!4 F)ll At( .6O7.6, melee 6d-.F lethal, unarmed!, .6,7.O melee or ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ 9reams, friends, hidden leaf4 S- :ort .K, ;ef .O, 8ill .O4 AP -4 CP 004 Re" .64
.ealth .6@4 +earn: .66 .6@ when taking 6J the normal time!4 Str 6F, De3 6F, C$n 6@, Int 6,, .is 6/, Cha K. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, Lump, Tai>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: *alance .- @!, Chakra Control .6@ 60!, (ide .@ ,!, Lump .6, -!, Mnowledge nin>a lore! .O F!, 3o"e )ilently .@ ,!, Tai>utsu .,@ 60!, Tumble .- @!. Feats: Combat 3artial #rts, 9efensi"e 3artial #rts, 9etermined 'enius7Chakra Coil 9isorder, 'enin Tai>utsu!, 'ouken, (achimon Tonkou, Nin 8eapons Proficiency, )imple 8eapon Proficiency. Talent (Str$ng): Tai>utsu, *onus :eat 'enin!, 1mpro"ed Tai>utsu. Talent (Fast): E"asion Talent (Tai9)ts) 5aster): ?narmed #ttack 6d-!, Tai>utsu 3astery 8eapon :ocus 5 unarmed, 8eapon )peciali&ation 5 unarmed, Critical )trike!, *onus :eat Tai>utsu #dept!, )neak #ttack .6dF!. Te#hni0)es 1n$2n: Control +,41.- None4 Gen/utsu +,0.5 None4 Nin/utsu +,0.5 None4 Tai/utsu +,51.5 #sshouN, *utsukari, Nidan Mousoku .064 3astery!, 'ouken, )hodan Mousoku .064 3astery!, Mage *uyou, Mekkai *utsu, Miun *utsu, Monoha ;eppuu, Monoha )enpuu, Monoha )houfuu, )andan Mousoku, Dmote ;enge, ;en&uki unarmed!, )hundou .,-4 #d"anced Proficiency!, )uiken 9achi, ?ra ;enge, Tentai *ougyo4 9achimon Tonkou 5 Mai5mon Mai, Myu5mon Mai, )ei5mon Mai, )eishun no ChikaraNNN, )hou5mon Mai, To5mon Mai. E0)i"ment: )huriken holster / kunai or 6@ shuriken!, standard nin>a outfit forest camouflage!, forehead protector konoha!, belt pouch / kunai, / shuriken, , smoke bombs purple!, / e$ploding tags!, , shin weights F= pounds each!, "arious personal gear. R$)ga Nadare :ast (ero /7)mart (ero 67Nin>a )cout O7(youton Elementalist 04 C; 6@4 3edium (umanoid (uman!4 HD /d- plus 6dF plus Od- plus 0dF4 h" O64 5as @=4 Init .04 S"d 0= ft, fly 0= ft. $oor4 De&ense ,K, 00 ranged .0 de$, .6, class, ./ armor!, Touch ,@, :lat5:ooted ,K4 'A' .6=4 *ra" .664 At( .66 melee by weapon! or .60 ranged by weapon!4 F)ll At( .667.F melee by weapon! or .607.- ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ snow country, dotou, self4 S- :ort ./, ;ef .60, 8ill .6=4 AP -4 CP @/4 Re" .04 .ealth .,64 +earn: .6- .,, nin>utsu, .6O tai>utsu, .6F katon!4 Str 60 De3 6O, C$n 66, Int 6@, .is 6,, Cha 6/. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: *alance .6, K!, Chakra Control .,6 6-!, 9isable 9e"ice .6/ 6,!, 'en>utsu .6- 6F!, (ide .6= O!, Lump .O F!, Mnowledge nin>a lore! .6O 6@!, 3o"e )ilently .O /!, Nin>utsu .,- 6-!, )leight of (ands .K F!, )ur"i"al ./ 0!, Tai>utsu .@ /!, Tumble .6, K!. Feats: #rmor Proficiency medium!, *lood Pact :rost 9ragon!, Chakra #ffinity 'ood Nin>utsu, Poor Tai>utsu!, Chuunin Nin>utsu!, 9odge, 'enin Nin>utsu!, 'enius Nin>a Nin>utsu!, ;etrie"al E$pert, Lounin Chakra Control, Nin>utsu!, Nin 8eapons Proficiency, Nin>utsu #dept, )imple 8eapon Proficiency, Track, 8ill o"er :lesh. Talent (Fast): E"asion, ?ncanny 9odge 1, *onus :eat 'enin, 9odge!
Talent (Smart Her$): Nin>utsu Talent (Nin9a S#$)t): Track, )neak #ttack .,dF!, *onus :eat Chuunin, ;etrie"al E$pert!, 1ncrease )peed @ feet!, (ide in Plain )ight, E"asion I 1mpro"ed E"asion!. Talent (H!$)t$n Elementalist): Elemental )peciali&ation (youton!, Elemental :ury, %imitless :ury Te#hni0)es 1n$2n: Control +,54.- Chakra no Mogasu, Chouyaku no Lutsu, Mai, Minobori, )hinobi Myoufu no Lutsu, ;yoku>un no Lutsu, Tadayou, Rukigutsu4 Gen/utsu +,42.5 )hitsukentou no Lutsu, )hougen&ou no Lutsu4 Nin/utsu +,52.5 *unshin no Lutsu, 9ochuu Engyou no Lutsu, :ubuki no Lutsu .0=!, (aryuu 3uukou .0=!, (enge no Lutsu, 1tsukaku (akuegei no Lutsu .0/!, Ligen ?goku no Lutsu, Lisatsu no Lutsu, Loushou (youkouken, Maisoku no Lutsu, Mawarimi no Lutsu .0,4 )peciali&ation!, Moori Tan>ou no Lutsu .0=!, Muchiyose no Lutsu, 3i&u *unshin no Lutsu, ;ouga Nadare no Lutsu .0=!, )hunshin no Lutsu, )ui>inheki no Lutsu, Toushou .0=!, Matawa (ai>in no Lutsu .0=!4 Tai/utsu +,1.5 )hodan Mousoku. E0)i"ment: Chakra armor, belt pouch F kunai, F instant5ice bomb!, shuriken holster / kunai or 6@ shuriken!, "arious personal gear. Sa/a() n$ *aara Tough (ero @7Nin>a )cout @4 C; 6,4 3edium (umanoid 9emonic!4 HD @d6=.,= plus @d-.6F plus @ h" K/4 5as @=4 Init .64 S"d 0= ft4 De&ense ,- first , attacks! or ,, after , attacks! .6 de$, .O class, .6= or ./ deflection!, Touch ,/, :lat5:ooted ,04 'A' .F4 *ra" .-4 At( .66 melee 6d-./, sand:s embrace! or .O ranged by weapon! or .O ranged 6dF.,, suna shuriken!4 F)ll At( .667.F melee 6d-./, sand:s embrace! or .O7., ranged by weapon! or .O ranged 6dF.,, / suna shuriken!4 FS @ ft by @ ft4 Rea#h @ ft4 S, sand's embrace, suna shuriken, fear aura, sand manipulation, shukaku metamorphosis, soulless slumber, demonic subtype inherited!4 A+ massacre, self, power4 S- :ort .-, ;ef .F, 8ill .F4 AP -4 CP O/4 Re" .,4 .ealth .6/4 +earn: .664 Str 6/, De3 6,, C$n 6K, Int 60, .is 6/, Cha 6,. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, (ide, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .6/ 6,!, 'en>utsu ./ 0!, (ide .6F 60!, Mnowledge nin>a lore! .O F!, 3o"e )ilently .K F!, Nin>utsu .6@ 66!, )ur"i"al .@ 0!, Tai>utsu .O @!. Feats: Combat Throw, 9efensi"e 3artial #rts, 'enin Nin>utsu!, 1mpro"ed Chakra Pool, 1mpro"ed Combat Throw, Nin 8eapons Proficiency, Nin>utsu #dept, Power #ttack, )imple 8eapon Proficiency, )tealthy, Track. Talent (T$)gh Her$): ;obust, *onus :eat 1mpro"ed Chakra Pool, Power #ttack!, Endurance, 1mpro"ed Endurance Talent (Nin9a S#$)t): Track, )neak #ttack .6dF!, *onus :eat )tealthy!, 1ncrease )peed @ feet!, (ide in Plain )ight Te#hni0)es 1n$2n: Control +,48.- Minobori, Tadayou4 Gen/utsu +,8.5 None4 Nin/utsu +,41.5 9aisan no 3e, (enge no Lutsu, 1shi *unshin no Lutsu, 1shi Nanka no Lutsu, Ligen ?goku no Lutsu, Mawarimi no Lutsu .6-4 #d"anced Proficiency!, 3ugen )a>in 9aitoppa, ;yuusa *akuryuu, )abaku Myuu .,64 3astery!, )abaku )ousou .,64 3astery!, )abaku Taiso, )houchihou no Lutsu, )hunshin no Lutsu, )una no Roroi, )una )higure .,64 3astery!, Tanuki Neiri no Lutsu4 Tai/utsu +,6.5 None. E0)i"ment: 9esigner outfit, shuriken holster / kunai or 6@ shuriken!, forehead
protector suna!, sand gourd medium5si&ed sand mass!, "arious personal gear. <S)na n$ 1aze(age6< Sa/a() n$ *aara (A&ter Times(i") Tough (ero @7Nin>a )cout O79oton Elementalist @ EC% ,=!4 C; 6K4 3edium (umanoid 9emonic!4 HD @d6=.,@ plus Od-.0@ plus @dF.,@ plus @4 h" 6-64 5as @=4 Init .64 S"d 0@ ft4 De&ense 0/, 0@ melee first 0 attacks! or ,-, ,K melee after 0 attacks! .6 de$, .60 class, .6= or ./ deflection!, Touch 0/, :lat5:ooted 004 'A' .664 *ra" .60 .,0 sand's embrace!4 At( .6O melee ,d-.F, sand:s embrace!4 F)ll At( .6O7.6,7.O melee ,d-.F, sand:s embrace! or .6,7.O7., ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft 0= ft. sand's embrace!4 S, sand's embrace, suna shuriken, fear aura, sand manipulation, shukaku metamorphosis, soulless slumber, demonic subtype inherited!4 A+ )unagakure, friends and family, honor4 S- :ort .66, ;ef .6=, 8ill .664 AP -4 CP 60F4 Re" .04 .ealth .,-4 +earn: .6K4 Str 6/, De3 6,, C$n ,=, Int 6/, .is 6/, Cha 6/. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, (ide, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .,/ ,=!, Concentration .6@ 6=!, 'en>utsu .6= -!, (ide .66@!, Mnowledge nin>a lore! .6@ 60!, 3o"e )ilently .60 6=!, Nin>utsu .,O ,=!, )ur"i"al .@ 0!, Tai>utsu .O @!. Feats: Combat Throw, 9efensi"e 3artial #rts, Chuunin Nin>utsu!, Elemental )haping, 'enin Nin>utsu!, 1mpro"ed Chakra Pool, 1mpro"ed Combat Throw, Lounin Chakra Control, Nin>utsu!, Nin 8eapons Proficiency, Nin>utsu #dept, Power #ttack, )imple 8eapon Proficiency, )tealthy, Track. Talent (T$)gh Her$): ;obust, *onus :eat 1mpro"ed Chakra Pool, Power #ttack!, Endurance, 1mpro"ed Endurance Talent (Nin9a S#$)t): Track, )neak #ttack .,dF!, *onus :eat )tealthy!, 1ncrease )peed @ feet!, (ide in Plain )ight, E"asion I E"asion! Talent (D$t$n Elementalist): Elemental )peciali&ation, Elemental :ury, %imitless :ury, *onus :eat Elemental )haping!, ;age of the Elements Te#hni0)es 1n$2n: Control +,58.- Mai, Minobori, Tadayou4 Gen/utsu +,40.5 None4 Nin/utsu +,56.5 9ai Tsuchiryuu no Lutsu, 9aisan no 3e, (enge no Lutsu, 1shi *unshin no Lutsu, 1shi Nanka no Lutsu, Ligen ?goku no Lutsu, Mawarimi no Lutsu .064 )peciali&ation!, 3ugen )a>in 9aitoppa, ;yuusa *akuryuu, )abaku :uuyu .004 3astery!, )abaku Myuu .004 3astery!, )abaku ;ou .064 )peciali&ation!, )abaku )ousou .004 3astery!, )abaku Taiso, )houchihou no Lutsu, )hunshin no Lutsu, )una no Roroi, )una )higure .004 3astery!, Tanuki Neiri no Lutsu, Tsuchiryuu no Lutsu4 Tai/utsu +,6.5 None. E0)i"ment: 9esigner outfit, shuriken holster / kunai or 6@ shuriken!, forehead protector suna!, sand gourd medium5si&ed sand mass!, ka&ekage garb, "arious personal gear. Sandaime H$(age (The Pr$&ess$r6 *$d $& All Nin9a) )mart (ero 07:ast (ero 67Nin>a )cout 6=79edicated (ero 07Nin>a Dperations Counter @79oton Elementalist @ EC% ,-4 , Power ?nits!4 C; ,O4 3edium (umanoid Benerable (uman!4 HD 6d-.6 plus 0dF.0 plus 0dF.0 plus 0dF.0 plus 6=d-.6=4 h" 6=@4 5as @=4 Init .F4 S"d /@ ft4 De&ense 0=, 00 "s traps ., de$, .6@ class, ., epic, .6 power units!, Touch 0=, :lat5:ooted ,-4 'A' .6,4 *ra" .6F4 At( .6F melee by weapon! or .6K
melee 6dF.,, kongou nyoi! or .6- ranged by weapon!4 F)ll At( .6F7.667.F melee by weapon! or .6K7.6/7.K melee 6dF.,, kongou nyoi! or .6-7.607.- ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft up to 6@ feet with Mongou Nyoi!4 A+ Monoha, :riends and :amily, (ope4 S- :ort .6,, ;ef .6- .,6 "s traps!, 8ill .,/4 AP -4 CP @K4 Re" .6, .6/ in Monoha!4 .ealth .064 +earn: .0@ .0O Nin>utsu!4 Str 6=, De3 6/, C$n 66, Int ,6, .is 6-, Cha 6K. O##)"ati$n: 3entored Bonus Class #kills: Chakra Control, 'en>utsu, Tai>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control ./= 0=!, Concentration .6, 6,!, Craft calligraphy! .6@ 6=!, Craft chemical! .,= 6@!, 9isable 9e"ice .6- 60!, 'en>utsu .0F 0=!, (ide .,= 6,!, 1n"estigate .66 F!, Mnowledge earth and life science! .6@ 6=!, Mnowledge nin>a lore! .0@ 0=!, %isten .6/ .,F "s. surprise! 6=!, 3o"e )ilently . 6,!, Nin>utsu .// 0=!, )earch .6- .,, "s. traps! 60!, )pot .6/ .6- "s. traps, .,F "s. surprise! 6=!, )ur"i"al .6/ 6=!, Tai>utsu .0, 0=!, Tumble .6- 6=!. Feats: *lood Pact 3onkey!, Chuunin Nin>utsu!, 'en>utsu #dept, 'enin Nin>utsu!, 'enius Nin>a Nin>utsu!, ;etrie"al E$pert, (armony, (eroic )urge, 1mpro"ed Chakra Pool, Lounin Chakra Control, Nin>utsu!, Nin 8eapons Proficiency, Nin>utsu #dept, )imple 8eapon Proficiency, )tealthy, Tai>utsu #dept, Track, 8eapon :ocus quarterstaff!. E"i# Feats: Elemental )peciali&ation 9oton!, Epic Technique 5 )hiki :uu>in, Epic 8ill. Talent (Smart Her$): Nin>utsu, *onus :eat 'enin!, 1mpro"ed Nin>utsu Talent (Fast Her$): E"asion Talent (Nin9a S#$)t): Track, )neak #ttack .0dF!, *onus :eat Chuunin, ;etrie"al E$pert, )tealthy!, 1ncrease )peed 6= feet!, (ide in Plain )ight, E"asion I 1mpro"ed E"asion!, Suicken Technique Talent (Dedi#ated Her$): )kill Emphasis Chakra Control!, *onus :eat (armony!, #ware Talent (Nin9a O"erati$ns C$)nter): Technique Counter, Trap )ense, Plan I, E"asion I 1mro"ed E"asion!, )wift Tracker, Tenketsu :ree&e, *onus :eat Lounin!, 'reater Technique Counter Talent (D$t$n Elementalist): Element )peciali&ation 9oton!, Elemental :ury, %imitless :ury, *onus :eat 1mpro"ed Chakra Pool!, ;age of the Elements Te#hni0)es 1n$2n: Control +,80.- *ouenkyou )hikaku no Lutsu, Chakra no Mogasu, Chakramane no Lutsu, Chounouryoku, Chouyaku no Lutsu, 9oku (akken no Lutsu, (akken no Lutsu, Mai, Makusu Nioi, Minobori #uto5)uccess!, ;yoku>un no Lutsu, )eishou *akuha, )hinobi Myoufu no Lutsu, )hiri&okeru, Tadayou #uto5)uccess!, Rukigutsu4 Gen/utsu +,-3.5 :unran no Lutsu, 'en&ou Lishin no Lutsu, (asamiuchi, (ichishi Myoubou no Lutsu, 1shikika Masseika no Lutsu, Lougen&ou no Lutsu, Lukusui no Lutsu, Mangen&ou no Lutsu, Nakimane no Lutsu, )aimin no Lutsu, )hinshin :unkyuu no Lutsu, )hitsukentou no Lutsu, )hougen&ou no Lutsu, Taibakudou no Lutsu4 Nin/utsu +,88.5 Mage *unshin )ai, *akuretsu Mawarimi no Lutsu .@=4 3astery!, *unshin no Lutsu, Chi (akaiha no Lutsu, Chi Matame no Lutsu, Chihou no Lutsu, Chirou no Lutsu, 9airyuudan, 9eishouha no Lutsu, 9ochuu Engyou no Lutsu, 9oroku 'aeshi, 9oryuu Taiga, 9oryuudan, 9oryuuheki, En'en no )huriken, Entou no Lutsu, :ukurougan, :uuin Lutsu 5 Chuu&ouin, :uuin Lutsu 5 'esouin, :uu>a (ouin, :uuka (ouin, 'ekata no :uukatsu, 'ouka Masui no Lutsu, 'oukakyuu no Lutsu, (enge no Lutsu, (iakahou, (isen
no Lutsu, 1chi>in no Lutsu, 1sogi no #ori, 1shi )huriken no Lutsu, Ligen ?goku no Lutsu, Loukata no :uukatsu, Lishin no Lutsu, Maigeki Chite no Lutsu .@=4 3astery!, Mage *unshin no Lutsu .@=4 3astery!, Makureimino no Lutsu, Manashibari no Lutsu, Maryuu Endan, Maryuudan, Mawarimi no Lutsu .@=4 3astery!, Ma&egama no Lutsu, Muchiyose 5 Enkouou Enma, Muchiyose no Lutsu, 3eisaigakure no Lutsu, 3ikan )eiha no Lutsu, 3i&udama no Lutsu, 3ukidou )anpo no Lutsu, Nawanuke no Lutsu, Ninpou 8ana 5 Munai Louwana, Ninpou 8ana 5 Munai Manwana, Ninpou 8ana 5 Munai 8ana, Ninpou 8ana 5 Munai )houwana, ;aite no Lutsu, ;yuuka no Lutsu, )arutobi no Lutsu, )hiki :uu>in, )hinobi no Lutsu, )houchihou no Lutsu, )houchite no Lutsu, )hunshin no Lutsu, )huriken Mage *unshin no Lutsu, )uigadan no Lutsu, Ta>uu Mage *unshin no Lutsu, Takitsuke, Tomegane no Lutsu, Touton no Lutsu, Tsuchi Radori no Lutsu, Tsuchiryuu no Lutsu, ?nki Tate no Lutsu, ?tsusemi no Lutsu, Raibaki no Muchiyose, Romi Numa, Rouso :uuin no Lutsu, Rutsuba no Lutsu4 Tai/utsu +,-5.5 #sshouN, Mage *uyou, Mage )huriken no Lutsu, Meikai *utsu, Miun *utsu, Monoha ;eppuu, Monoha )enpuu, Namidatsu MukkinN, Nidan Mousoku, Dmote ;enge, ;yuutsuki, ;en&uki quarterstaff!, )hodan Mousoku, )hundou .,@4 #d"anced Proficiency!, )ou>utsu Dugi 5 (assun, Tentai *ougyo. E0)i"ment: )huriken holster / kunai!, shuriken holster 6@ shuriken plus 6 kunai!, belt pouch , smoke bomb, , kousen, @ soldier pills, @ blood increasing pills, - e$ploding tags!, forehead protector konoha!, standard shinobi outfit night camouflage!, "arious personal gear. Sar)t$/i As)ma )trong (ero 07Tai>utsu 3aster F7Nin>a )cout @4 C; 6/4 3edium (umanoid (uman!4 HD 0d-.F plus Fd6=.6, plus @d-.6=4 h" 6=@4 5as @=4 Init .,4 S"d 0= ft4 De&ense ,@ ., de$, .6= class, .0 armor!, Touch ,,, :lat5:ooted ,04 'A' .6,4 *ra" .6F4 At( .6melee 6d-.O, knuckle blades! or .6/ ranged by weapon!4 F)ll At( .6F7.667.F melee 6d-.O, knuckle blades Pprimary handQ! and .6F7.66 melee 6d-.@, knuckle blades Poff5 handQ! or .6/ ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ friends, konoha, duty4 S- :ort .66, ;ef .6=, 8ill .O4 AP -4 CP @=4 Re" .,4 .ealth .6,4 +earn: .6@4 Str 6-, De3 6@, C$n 6/, Int 6/, .is 6/, Cha 6/. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, Nin>utsu, )ur"i"al4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .6O 6@!, 'en>utsu .F /!, (ide .@ 0!, Lump .,6 6O!, Mnowledge nin>a lore! .6= -!, 3o"e )ilently .F /!, Nin>utsu .,= 6F!, )ur"i"al .6/ 6,!, Tai>utsu .,- 6F!. Feats: #rmor Proficiency light!, Chuunin Tai>utsu!, Combat 3artial #rts, 'enin Tai>utsu!, 1mpro"ed Two58eapon :ighting, Lounin Nin>utsu, Tai>utsu!, Nin 8eapons Proficiency, )imple 8eapon Proficiency, Tai>utsu #dept, Two58eapon :ighting. Talent (Str$ng Her$): E$treme Efforts, *onus :eat Combat 3artial #rts!, Tai>utsu. Talent (Tai9)ts) 5aster): ?narmed #ttack 6d-!, Tai>utsu 3astery 8eapon :ocus 5 unarmed, Critical )trike!, *onus :eat Chuunin!, )neak #ttack .6dF!. Talent (Nin9a S#$)t): Track, )neak #ttack .6dF!, *onus :eat ;etrie"al E$pert!, 1ncrease )peed @ feet!, (ide in Plain )ight. Te#hni0)es 1n$2n: Control +,46.- Chouyaku no Lutsu, Mai, Minobori, )eishou *akuha, )hinobi Myoufu no Lutsu, Tadayou4 Gen/utsu +,3.5 None4 Nin/utsu +,50.5 *unshin no Lutsu, 9ochuu Engyou no Lutsu, (aisekishou .,F4 3astery!, (enge no
Lutsu, (ien Lutsu< 1ppo, Mage *unshin no Lutsu, Maisoku no Lutsu, Mawarimi no Lutsu .,04 #d"anced Proficiency!, Nawanuke no Lutsu, )arutobi no Lutsu4 Tai/utsu +,52.5 #sshouN, *ougyo (akaisha, Nidan Mousoku, )hodan Mousoku, Miun *utsu, Namidatsu MukkinN, ;en&uki knuckle blade!, ;yuutsuki, )hundou, )hunpo, Tentai *ougyo. E0)i"ment: Two knuckle blades, hea"y nin>a "est, standard nin>a outfit night camouflage!, shuriken holster / kunai or 6@ shuriken!, belt pouch / kunai, / shuriken, , smoke bombs, / greater e$ploding tags!, cigarettes, "arious personal gear. Temari )mart (ero 07Nin>a )cout 07:uuton Elementalist ,4 C; -4 3edium (umanoid (uman!4 HD 0dF.F plus 0d-.F plus ,dF./4 h" @=4 5as @=4 Init .,4 S"d 0= ft4 De&ense 6F ., de$, ./ class!, Touch 6F, :lat5:ooted 6/4 'A' ./4 *ra" .@4 At( .@ melee 6d-.6, large tessen! or .F ranged by weapon!4 F)ll At( .@ melee 6d-.6, large tessen! or .F ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ suna, duty, friends4 S- :ort ./, ;ef .-, 8ill .-4 AP -4 CP 004 Re" .,4 .ealth .6,4 +earn: .K4 Str 6,, De3 6/, C$n 6/, Int 6F, .is 6,, Cha 6/. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, Tai>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: *alance .- F!, Chakra Control .6= K!, Craft calligraphy! .O F!, 'en>utsu .K O!, (ide .F /!, 1n"estigate .- F!, Mnowledge nin>a lore! .- F!, Mnowledge tactics! .O @!, %isten .@ /!, 3o"e )ilently .F /!, Nin>utsu .6- 66!, )earch .6, F!, )pot .@ /!, )ur"i"al ./ 0!, Tai>utsu .O F!, Tumble .- F!. Feats: Chuunin Nin>utsu!, Craft )ealed 1tem, 'enin Nin>utsu!, ;etrie"al E$pert, 9odge, Nin 8eapons Proficiency, Nin>utsu #dept, )imple 8eapon Proficiency. Talent (Smart Her$): )a"ant )earch!, *onus :eat Nin>utsu #dept!, Plan. Talent (Nin9a S#$)t): Track, )neak #ttack .6dF!, *onus :eat ;etrie"al E$pert!. Talent (F))t$n Elementalist): Elemental )peciali&ation :uuton!, Elemental :ury. Te#hni0)es 1n$2n: Control +,40.- Mai, Minobori, Tadayou4 Gen/utsu +,7.5 1kaku no Lutsu4 Nin/utsu +,42.5 *unshin no Lutsu, (enge no Lutsu, Mamaitachi, Mawarimi no Lutsu .,=4 Proficiency!, Ma&egama no Lutsu4 Tai/utsu +,6.5 #sshouN, *utsukari. E0)i"ment: %arge tessen, forehead protector suna!, casual outfit, shuriken holster / kunai or 6@ shuriken!, belt pouch / kunai, / shuriken, / e$ploding tags, 6 smoke bomb!, "arious personal gear. Tenten :ast (ero 07)huriken E$pert /4 C; O4 3edium (umanoid (uman!4 HD 0d-.F plus /dF.-4 h" @F4 5as @=4 Init .04 S"d 0= ft4 De&ense ,= .0 de$, .O class!, Touch ,=, :lat5:ooted 6O4 'A' .@4 *ra" .F4 At( .K ranged 6d/.6 lethal, kunai!, .F melee by weapon! or .- ranged by weapon!4 F)ll At( .K ranged 6d/.6 lethal, kunai!, .O7.O ranged 6d/.6 lethal, kunai!, .F melee by weapon! or .- ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ leaf, friends, self4 S- :ort .,, ;ef .K, 8ill .,4 AP -4 CP ,/4 Re" .=4 .ealth .6@4 +earn: .O4 Str 6,, De3 6O, C$n 6/, Int 60, .is 60, Cha 6/. O##)"ati$n: #cademy )tudent Bonus Class #kills: (ide, Nin>utsu, )leight of (ands4 Bonus Feat: Nin 8eapons Proficiency! S(ills : *alance .6= O!, Chakra Control .0 ,!, Climb .@ /!, 'en>utsu .0 6!, (ide .60 6=!, 3o"e )ilently .60 6=!, Nin>utsu .O F!, )leight of (and .K F!, Tumble .6=
O!. Feats: 9odge, 3obility, Nin 8eapons Proficiency, Point *lank )hot, Precise )hot, )hot on the ;un, )imple 8eapon Proficiency Talent (Fast): E"asion, 9eflect Talent (Sh)ri(en E3"ert): Thrown 8eapon :ocus, ;apid )hot, )neak #ttack .6dF!, Suick 9raw Te#hni0)es 1n$2n: Control +,-.5 Mai, Minobori4 Gen/utsu +,-.5 None4 Nin/utsu +,6.5 *unshin no Lutsu, :ukurougan, (enge no Lutsu, (iryuu, Mawarimi no Lutsu .K4 Proficiency!, Nekonome, Tobi Munai4 Tai/utsu +,0.5 None. E0)i"ment: )huriken holster / kunai or 6@ shuriken!, casual clothes, belt pouch 6= kunai, , scrolls!, forehead protector konoha!, "arious personal gear. Tenten (A&ter Times(i") :ast (ero 07)huriken E$pert O78eaponmaster ,4 C; 6,4 3edium (umanoid (uman!4 HD 0d-.F plus OdF.6/ plus ,d6=./4 h" -F4 5as @=4 Init ./4 S"d 0= ft4 De&ense ,/, ,@ ranged ./ de$, .6= class!, Touch ,=, :lat5:ooted 6O4 'A' .K4 *ra" .664 At( .6@ ranged 6d/./ plus 6d/, kunai!, .6/ melee 6dF.@, quarterstaff!4 F)ll At( .6@7.6= ranged 6d/./, kunai!, .607.607.- ranged 6d/./ plus 6d/, kunai!, .6,7.O melee 6dF.@, quarterstaff! and .6, melee 6dF./, quarterstaff!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ leaf, friends, self4 S- :ort .O, ;ef .6=, 8ill ./4 AP 6,4 CP 0K4 Re" .,4 .ealth .6@4 +earn: .604 Str 6/, De3 6-, C$n 6/, Int 6/, .is 6/, Cha 6/. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, Mnowledge tactics!, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .60 66!, (ide .60 6=!, Mnowledge tactics! .66 6=!, Mnowledge nin>a lore! .F @!, 3o"e )ilently .60 6=!, Nin>utsu .6@ 60!, )leight of (and .K F!, Tai>utsu .6F 6/!, Tumble .6/ 6=!. Feats: #rchaic 8eapon Proficiency, 9odge, (eroic )urge, 3obility, Nin 8eapons Proficiency, Point *lank )hot, Precise )hot, )hot on the ;un, )imple 8eapon Proficiency, Two58eapon :ighting, 8eapon #daptation Training. Talent (Fast): E"asion, 9eflect Talent (Sh)ri(en E3"ert): Thrown 8eapon :ocus, ;apid )hot, )neak #ttack .6dF!, Suick 9raw, *onus :eat :ar )hot, )hot on the ;un!, Precision .6d/!, 'reater Thrown 8eapon :ocus, Thrown 8eapon )peciali&ation. Talent (.ea"$nmaster): 8eapon :ocus quarterstaff!, 8eapon )peciali&ation. Te#hni0)es 1n$2n: Control +,4-.5 Mai, Minobori, Tadayou4 Gen/utsu +,5.5 None4 Nin/utsu +,41.5 *unshin no Lutsu, :ukurougan, :uuin Lutsu 5 Chuu&ouin, (enge no Lutsu, (iryuu, :uuin Lutsu 5 'esouin, Mawarimi no Lutsu .6O4 Proficiency!, Nekonome, )hunten Maihou, Tobi Munai4 Tai/utsu +,43.5 Namidatsu MukkinN, Nidan Mousoku .6O4 Competance!, ;en&uki quarterstaff!, )hodan Mousoku .,,4 3astery!, )ou>utsu Dugi 5 9ai>uugeki .6O4 Competance!, )ou>utsu Dugi 5 Luugeki .,,4 3astery!. E0)i"ment: )huriken holster 6@ shuriken! plus 6 kunai, casual clothes, belt pouch 6= kunai, , scrolls!, belt pouch ,@ kunai!, forehead protector konoha!, sealing scroll / belt pouch containing ,@ kunai, mastercraft ., to5hit quarterstaff!, "arious personal gear. =min$ Ir)(a Charismatic (ero 07)mart (ero 07Nin>a )cout @4 C; 664 3edium (umanoid (uman!4
HD 0dF.F plus 0dF.F plus @d-.6=4 h" O@4 5as @=4 Init .,4 S"d 0= ft4 De&ense ,= ., de$, .F class, ., armor!, Touch 6-, :lat5:ooted 6-4 'A' .@4 *ra" .F4 At( .F melee by weapon! or .O ranged by weapon!4 F)ll At( .F melee by weapon! or .O ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ friends, konoha, good4 S- :ort .@, ;ef .K, 8ill .-4 AP -4 CP /64 Re" ./4 .ealth .6/4 +earn: .604 Str 60, De3 6/, C$n 6/, Int 6@, .is 6/, Cha 6F. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, Nin>utsu, )ur"i"al4 Bonus Feat: Nin 8eapons Proficiency! S(ills: *luff .O /!, Chakra Control .6- 6/!, 9iplomacy .O /!, 9isable 9e"ice .6= -!, 9isguise .O /!, :orgery .O 0!, 'ather 1nformation .K F!, 'en>utsu .,= 6/!, (ide .K @!, 1n"estigate .O @!, Mnowledge nin>a lore! .6F 6/!, 3o"e )ilently .K @!, Nin>utsu .,= 6/!, )earch .K @!, )ur"i"al .- F!, Tai>utsu .- O!. Feats: Chuunin Nin>utsu!, 'enin Chakra Control!, 'en>utsu #dept, (armony, 3eticulous, Nin 8eapons Proficiency, Point *lank )hot, ;apid )hot, )imple 8eapon Proficiency, )tealthy. Talent (Charismati# Her$): 'en>utsu, *onus :eat 'enin!, :ast Talk. Talent (Smart Her$): Nin>utsu, *onus :eat 'en>utsu #dept!, 1mpro"ed Nin>utsu. Talent (Nin9a S#$)t): Track, )neak #ttack .6dF!, *onus :eat Chuunin!, 1ncrease )peed @ feet!, (ide in Plain )ight. Te#hni0)es 1n$2n: Control +,42.- Chouyaku no Lutsu, Mai, Minobori #uto5 )uccess!, Tadayou #uto5)uccess!4 Gen/utsu +,50.5 *youretsu no Lutsu, (asamiuchi, Lisoku no Lutsu, Lougen&ou no Lutsu, Lukusui no Lutsu, 3agen 5 'ousen>in, Nakimane no Lutsu, )hougen&ou no Lutsu, Tsutaka&ura 'en&ou no Lutsu4 Nin/utsu +,50.5 *unshin no Lutsu .,F4 3astery!, :ukurougan .,/4 )peciali&ation!, 'oukakyuu no Lutsu .,64 Competence!, (enge no Lutsu .,F4 3astery!, 1shi )huriken no Lutsu .,/4 )peciali&ation!, Ligen ?goku no Lutsu .,,4 Proficiency!, Mawarimi no Lutsu .,04 #d"anced Proficiency!, 3i&udama, Nawanuke no Lutsu, ;aite no Lutsu, ;akurai no Lutsu, )hunshin no Lutsu .,F4 3astery!4 Tai/utsu +,2.5 *utsukari, )hodan Mousoku, Tentai *ougyo. E0)i"ment: Nin>a "est, standard nin>a outfit forest camouflage!, shuriken holster / kunai or 6@ shuriken!, belt pouch / kunai, / shuriken, , blank scrolls, 6 nin>a bombs, / e$ploding tags!, "arious personal gear. >amana(a In$ :ast (ero 07Charismatic (ero 04 C; F4 3edium (umanoid (uman!4 HD 0d-.0 plus 0dF.04 h" /04 5as @=4 Init .04 S"d 0= ft4 De&ense 6- .0 de$, .@ class!, Touch 6-, :lat5:ooted 6-4 'A' .04 *ra" .@4 At( .@ melee by weapon! or .F ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ sasuke, konoha, friends4 S- :ort ./, ;ef .O, 8ill .04 AP -4 CP 6,4 Re" .04 .ealth .6@4 +earn: .O4 Str 6/, De3 6F, C$n 6,, Int 60, .is 60, Cha 6F. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, Nin>utsu4 Bonus Feat: 'enin! S(ills: *alance .K F!, Chakra Control .O F!, 9iplomacy .66 -!, Escape #rtist .F 0!, 'en>utsu .6, -!, (ide .K 0!, Mnowledge nin>a lore! .O F!, 3o"e )ilently .- 0!, Nin>utsu .O F!, )leight of (and .- @!, Tai>utsu .- F!. Feats: #gile ;iposte, #rchaic 8eapon Proficiency, #rmor Proficiency %ight!, 'enin
'en>utsu!, Nin 8eapons Proficiency, )imple 8eapon Proficiency, )tealthy. Talent (Fast Her$): E"asion, *onus :eat )tealthy!, ?ncanny 9odge 6 Talent (Charismati# Her$): Charm men!, *onus :eat 9odge!, :ast5talk Te#hni0)es 1n$2n: Control +,6.- Mai, Minobori4 Gen/utsu +,45.5 1kaku no Lutsu, Taibakudou no Lutsu4 Nin/utsu +,6.5 *unshin no Lutsu, (enge no Lutsu, Mawarimi no Lutsu .K4 Proficiency!, )hintenshin no Lutsu .K4 Proficiency!4 Tai/utsu +,2.5 Namidatsu MukkinN E0)i"ment: *elt pouch / kunai, @ shuriken, 6 smoke bombs, , blank scrolls!, forehead protector leaf!, shuriken holster / kunai or 6@ shuriken!, casual outfit, "arious personal gear.
Creat)res
Cha(ra .raith This abomination is the result of terrible e$periments in possession and demonic chakra. 8hen hunting, Chakra 8raiths usually target the largest chakra signatures that a"ail themsel"es to them. Chakra 8raiths look "aguely human, but cannot possibly be mistaken for a human being. They stand generally between @ and F feet tall, with decaying flesh, billowing robes and empty eyesockets. S"e#ies Trait 'lindsight (E3): # chakra wraith has a blindsight that e$tends to 0F= feet. 1t is directly dependant on its ability to sense chakra. Fear A)ra (S)): #ll creatures within 6== feet of a chakra wraith become )haken unless they succeed a 8ill sa"e 9C 6= . 67, chakra wraith's (9 . chakra wraith's Cha modifier!. Dnly creatures with less than the chakra wraith's hit dice are affected4 stronger creatures ha"e a slightly uneasy feeling but are otherwise unaffected. # successful sa"e makes the target immune to the chakra wraith's fear aura for ,/ hours. Damage Red)#ti$n (S)): # chakra wraith has a damage reduction 6=7chakra. Imm)nities: # chakra wraith is immune to fear effects. +ee#h (S)): The chakra wraith may drain , points of Chakra on a successful slam attack. Each point of chakra drained cures the chakra wraith , hit points. Ps!#hi# S#ream (S"): # chakra wraith can scream in a 0=5ft. long cone once e"ery encounter. Each creature caught in the cone must make a 8ill sa"e 9C 6= . 67, chakra wraith's (9 . chakra wraith's Charisma modifier!. # failed sa"e means the target is stunned for 6d/ rounds. Sense Cha(ra (S)): The chakra wraith can sense chakra as a passi"e ability, with a range of 0F= feet. S(ill '$n)s: # chakra wraith gains a ./ racial bonus on (ide and 3o"e )ilently checks, and a .- racial bonus to )ense 3oti"e checks. S$)l +ee#h (S)): # chakra wraith that has pinned an opponent may attempt to suck out its soul. 1f it pins its foe, it drains 6= points of Chakra each round the pin is maintained. # creature slain by )oul %eech has a @A chance 6 on a d,=! to return as a chakra wraith ,/ hours later.
Tele"ath! (S)): # chakra wraith cannot speak, nor can it speak telepathically, but can share thoughts, feelings and simple concepts "ia mental images with any willing creature with an 1ntelligence score of 0 or higher. Cha(ra .raith: C; K4 3edium undead4 (9 -d6,4 hp @,4 3as 24 1nit .64 )pd ,= ft., fly /= ft. good!4 9efense 6-, touch 66, flat5footed 6O .6 9e$, .O natural!4 *#* ./4 'rap .O4 #tk .O melee 6d-./ slam plus leech!4 :ull #tk .O melee 6d-./, , slams plus leech!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S blindsight 0F= ft., fear aura 9C 6-!, damage reduction 6=7chakra, immunities, leech, psychic scream 9C 6F!, sense chakra 0F= ft., soul leech, telepathy, undead traits4 #% chaos and neutral or e"il4 )B :ort .,, ;ef .0, 8ill .F4 CP 24 )tr 6O, 9e$ 6,, Con 2, 1nt -, 8is 60, Cha 6/. S(ills: (ide .O, 3o"e )ilently .6,, )ense 3oti"e .6-. Feats: #bility :ocus fear aura!, 1mpro"ed Natural 8eapon slam!. Ad%an#ement: K56/ (9 3edium5si&e!4 6@5,/ (9 %arge!. Elemental S"irits Elemental )pirits are unnatural manifestation of elemental chakra unleashed by nature itself for reasons unknown. )ome theori&e that chakra contained in fallen bodies accumulate in the en"ironment they are laid to rest in and is one day released in a fury of elemental de"astation. Elemental )pirits cannot speak, the only e$ception being Elder )pirits. Elemental )pirits assume a "aguely humanoid shape when created, that constantly shifts and distorts as it mo"es or is attacked. S"e#ies Trait 'lindsight (E3): #n elemental spirit does not see as li"ing creatures do, and ha"e senses and instincts beyond the ken of mortal creatures. #n elemental spirit has blindsight e$tending to F= feet. Sense Cha(ra (S)): #n elemental spirit can sense chakra as an acti"e ability, with a range of 6== feet. Damage Red)#ti$n (S)): #ll elemental spirits ha"e a damage reduction ,=7chakra. Elemental Imm)nit! (S)): #ll elemental spirits are immune to damage from their natural element li"ing bla&e, for instance, is immune to fire!. Elemental -)lnera/ilit! (S)): #ll elemental spirits are "ulnerable to their elemental opposites and take half again as much damage from it .@=A!. Elemental Traits: Elementals are immune to poison, sleep, paralysis, and stunning. They are not sub>ect to critical hits, flanking, or the effects of massi"e damage. Elementals cannot be raised from the dead. Elder S"irits: )ome powerful elementals, usually with 0= or more hit dice, ascend to become Elder )pirits. Elder spirits ha"e no elemental "ulnerability, gain 1nt ./, 8is .and Cha .-, as well as the following abilities< Atta#(s: #n elder spirit makes , slam attacks instead of one. Alter Sel& (S)): Elder )pirits can shapeshift as an attack action to match any shape of their si&es2the shape must be a humanoid, animal, construct of some sort and cannot be
an ob>ect. This has no other effect on their abilities, attacks or defenses. 5an!s"ea( (E3): Elder )pirits can read, write and speak all mortal languages, as well as draconic. They do not naturally understand sign language, unless they specifically learn it. Tele"ath! (S)): Elder )pirits can communicate telepathically with any creatures within 6== feet. )ome more powerful Elder )pirits may ha"e other abilities not listed in the abo"e list. +i%ing 'laze: C; F4 3edium elemental4 (9 6=d-.,=4 hp F@4 3as 24 1nit .O4 )pd 0= ft4 9efense 6-, touch 6,, flat5footed 6F ., 9e$, .F natural!4 *#* .O4 'rap .K4 #tk .6= melee 6dF.0 fire, slam!4 :ull #tk .6= melee 6dF.0 fire, slams!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S sear, heat wa"e, blindsight F= ft., damage reduction ,=7chakra, fire immunity, water "ulnerability, sense chakra 6== ft., elemental traits4 #% 24 )B :ort .0, ;ef .-, 8ill .,4 CP 004 )tr 6/, 9e$ 6F, Con 6/, 1nt 6=, 8is -, Cha 6,. S(ills: %isten .F, )peak 1gnan, )pot .F. Feats: 9odge, 1mpro"ed 1nitiati"e, 3obility, 8eapon :inesse. Ad%an#ement: 6=56- (9 3edium5si&e!4 6K5/@ (9 %arge!4 /F. (9 (uge!. The li"ing bla&e cannot enter or cross a body of water unless he has a mean to >ump o"er it. Sear (S)): The %i"ing *la&e's touch sets fire to combustibles. Those hit by the li&ing bla&e's slam attack must make a ;efle$ sa"e to a"oid catching on fire for 6d/ rounds. The sa"e 9C is 6, 3edium!, 6@ %arge! or 6- (uge!. Heat .a%e (S)): # %i"ing *la&e is able to spit a cone of fire in front of it with a range of 0= feet 3edium!, F= feet %arge! or K= feet (uge!. The li"ing fire deals 6dF points of fire damage per @ Chakra spent in the ability ma$imum @dF for 3edium, 6=dF for %arge or ,=dF for (uge!. The damage dealt can be hal"ed with a ;efle$ sa"e 9C 6@!. The sa"e is Constitution5based. This ability is an attack action. +i%ing R$#(&all: C; F4 3edium elemental4 (9 6=d-.,=4 hp F@4 3as 24 1nit .,4 )pd ,= ft, burrow 0= ft.4 9efense 6@, touch K, flat5footed 6F 56 9e$, .F natural!4 *#* .O4 'rap .6=4 #tk .6= melee 6dF./ earth, slam!4 :ull #tk .6= melee 6dF./ earth, slams!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S rock toss, blindsight F= ft., damage reduction ,=7chakra, earth immunity, electricity "ulnerability, sense chakra 6== ft., elemental traits4 #% 24 )B :ort .-, ;ef .,, 8ill ./4 CP 004 )tr 6O, 9e$ -, Con 6/, 1nt 6=, 8is 60, Cha 6,. S(ills: %isten .-, )peak Terran, )pot .-. Feats: Power #ttack. Ad%an#ement: 6=56@ (9 3edium5si&e!4 6F5,/ (9 %arge!4 ,@50/ (9 (uge!4 0@5/@ (9 'argantuan!4 /F. (9 Colossal!. The li"ing rockfall is able to mo"e swiftly through stone, dirt, or almost any sort of earth e$cept metal, as easily as a fish swims in water. 1t does not lea"e tunnels, holes or create ripples when it burrows through earth. P)sh (E3): The li"ing rockfall may make a bull5rush attempt without pro"oking an attack of opportunity. R$#( T$ss (S)): The %i"ing ;ockfall can create and immediately toss a hea"y rock with a range increment of F= feet 3edium!, -= feet %arge!, 6== feet (uge!, 6,= feet 'argantuan! or 6/= feet Colossal!. The throw is a ranged attack to which the li"ing
earth applies its 9e$terity modifier, and deals 6dF points of earth damage plus 6dF per si&e category after 3edium, plus the li"ing earth's )trength modifier. This ability is an attack action and costs F points of Chakra. +i%ing Ts)nami: C; F4 3edium elemental4 (9 6=d-.6=4 hp @@4 3as 24 1nit .,4 )pd @ ft, swim O= ft.4 9efense 6-, touch 6,, flat5footed 6F ., 9e$, .F natural!4 *#* .O4 'rap .K4 #tk .K melee 6dF.0 water, slam!4 :ull #tk .K melee 6dF.0 water, slams!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S drench, tsunami blast, blindsight F= ft., damage reduction ,=7chakra, water immunity, earth "ulnerability, sense chakra 6== ft., elemental traits4 #% 24 )B :ort .O, ;ef .@, 8ill .F4 CP ,,4 )tr 6/, 9e$ 6/, Con 6,, 1nt 6=, 8is 6F, Cha -. S(ills: %isten .6=, )peak #quan, )pot .6=. Feats: None. Ad%an#ement: 6=56- (9 3edium5si&e!4 6K5/@ (9 %arge!4 /F. (9 (uge!. Dren#h (E3): The li"ing tsunami's touch is able to put out torches, campfire or other e$posed sources of fire that are %arge si&e or smaller. 1t can dispel flames created by #materasu as an attack action if it is %arge or larger. Ts)nami 'last (S)): The %i"ing Tsunami can throw a blast of rapidly spinning water at a target as a ranged touch attack with a range of ,== feet. 1f the attack hits, it deals 0dF points of water damage 3edium!, FdF %arge! or 6,dF (uge! and knocks the target back @ feet per die of damage dealt, and knocks it prone unless it maked a :ortitude sa"e 9C @.damage dealt!. The damage is doubled if the target is partially submerged in water more than waist5deep!. S(ills: The li"ing typhoon gains a .- racial bonus to swim checks to perform a special action or a"oid a ha&ard. 1t may always take 6= on a swim check e"en when distracted. 1t can use the run action while swimming, pro"ided it swims in a staight line. +i%ing T!"h$$n: C; F4 3edium elemental4 (9 6=d-4 hp /@4 3as 24 1nit .O4 )pd fly F= ft. perfect!4 9efense 6K, touch 60, flat5footed 6F .0 9e$, .F natural!4 *#* .O4 'rap .K4 #tk .6= melee 6dF.0 wind, slam!4 :ull #tk .6= melee 6dF.0 wind, slam!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S tornado rush, blindsight F= ft., damage reduction ,=7chakra, wind immunity, cold "ulnerability, sense chakra 6== ft., elemental traits4 #% 24 )B :ort .0, ;ef .K, 8ill .04 CP 664 )tr 6/, 9e$ 6O, Con 6=, 1nt 6,, 8is 6=, Cha -. S(ills: %isten .O, )peak #uran, )pot .O. Feats: :lyby #ttack, 1mpro"ed 1nitiati"e, 8eapon :inesse. Ad%an#ement: 6=56@ (9 3edium5si&e!4 6F5,/ (9 %arge!4 ,@50/ (9 (uge!4 0@5/@ (9 'argantuan!4 /F. (9 Colossal!. T$rnad$ R)sh (S)): Dnce per three rounds, the %i"ing Typhoon can charge at any target within F= feet and not pro"oke attacks of opportunity from mo"ing through a creature's threatened area. 1f the charge hits, it deals double damage and knocks all ad>acent creatures upwards 6d/$@ feet 3edium!, 6dF$@ %arge!, 6d-$@ (uge!, 6d6=$@ 'argantuan! or 6d6,$@ feet Colossal! unless they succeed a ;efle$ sa"e 9C 6F!. The creatures suffer falling damage normally if applicable!. This ability is an attack action and costs / points of Chakra. The sa"e is 9e$terity5based. +i%ing Sn$2st$rm: C; F4 3edium elemental4 (9 6=d-.0= plus 04 hp O-4 3as 24 1nit .,4 )pd 0= ft., burrow ice! 0= ft.4 9efense 6-, touch 6,, flat5footed 6F ., 9e$, .F natural!4 *#* .O4 'rap .K4 #tk .K melee 6dF.0 cold, slam!4 :ull #tk .K melee 6dF.0
cold, slams!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S frost no"a, blindsight F= ft., damage reduction ,=7chakra, cold immunity, fire "ulnerability, sense chakra 6== ft., elemental traits4 #% 24 )B :ort .K, ;ef .@, 8ill .04 CP //4 )tr 6/, 9e$ 6/, Con 6F, 1nt 6,, 8is 6=, Cha -. S(ills: %isten .O, )peak #quan, )pot .O. Feats: Toughness. Ad%an#ement: 6=56- (9 3edium5si&e!4 6K5/@ (9 %arge!4 /F. (9 (uge!. The li"ing snowstorm is able to mo"e swiftly through snow, ice, or almost any sort of fro&en water e$cept liquid, as easily as a fish swims in water. 1t does not lea"e tunnels, holes or create ripples when it burrows through ice. Fr$st N$%a (S)): The %i"ing )nowstorm is able to unleash a wa"e of cold in a 6=5ft. radius burst 3edium!, ,=5ft. radius bust %arge! or 0=5ft. radius burst (uge! centered upon itself. :rost no"a deals 6dF points of cold damage per @ points of Chakra the li"ing ice puts into it, up to a ma$imum of @dF 3edium!, 6=dF %arge! or ,=dF (uge!. The damage can be hal"ed with a ;efle$ sa"e 9C 6O!. The sa"e is Constitution5based. +i%ing Th)nder: C; F4 3edium elemental4 (9 6=d-.,=4 hp F@4 3as 24 1nit .04 )pd fly F= ft. perfect!4 9efense 6K, touch 60, flat5footed 6F .0 9e$, .F natural!4 *#* .O4 'rap .K4 #tk .6= melee 6dF.0 electricity, slam!4 :ull #tk .6= melee 6dF.0 electricity, slams!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S call lightning, blindsight F= ft., damage reduction ,=7chakra, electricity immunity, wind "ulnerability, sense chakra 6== ft., elemental traits4 #% 24 )B :ort .0, ;ef .K, 8ill .04 CP 004 )tr 6/, 9e$ 6F, Con 6/, 1nt 6=, 8is -, Cha 6,. S(ills: %isten .F, )peak #uran, )pot .F. Feats: 9odge, :lyby #ttack, 8eapon :inesse. Ad%an#ement: 6=56- (9 3edium5si&e!4 6K5/@ (9 %arge!4 /F. (9 (uge!. Call +ightning (S)): The %i"ing Thunter is able to call down a bolt of lightning to fall down in a 6=5ft. radius, 0==5ft. high cylinder at any location within 6== feet. The lightning bolt deals 6dF points of damage per / points of Chakra the li"ing thunder puts into it up to /dF for 3edium, -dF for %arge or 6,dF for (uge!, and can be hal"ed with a ;efle$ sa"e 9C 6F!. The li"ing thunder can call 6 lightning bolt if it is 3edium, , if it is %arge or 0 if it is (uge. 1f the sky is rainy, the sa"e 9C increases by ,4 if the sky is stormy, the sa"e 9C increases by , and the damage is increased by one5half .@=A!. The sa"e is 9e$terity5based. H)ge S2arm: (uge construct4 HD 6@d6= plus ,=4 h" 6=,4 5as 24 Init 564 S"d 0= ft. fly poor!4 De&ense ,, 56 de$, 5, si&e, .6@ natural!, Touch O, :lat5:ooted ,64 'A' .664 *ra" 24 At( swarm ,d-.6=, swarm!4 F)ll At( swarm ,d-.6=, swarm!4 FS ,= ft by ,= ft4 Rea#h = ft.4 S, swarm trait, swarm, distraction 9C 6@!, damage type4 A+?4 S:ort .2, ;ef ./, 8ill .24 CP 0@4 Str ,/, De3 -, C$n 2, Int 2, .is 2, Cha 2. Distra#ti$n (E3): The distraction's 9C for puppet swarms is as though the puppet was 6= (9 lower. Damage T!"e: The swarm's damage type bludgeoning, piercing or slashing! is determined when the performance scroll is created.
*argant)an S2arm: 'argantuan construct4 HD 6-d6= plus /=4 h" 60K4 5as 24 Init 5,4 S"d 0= ft. fly poor!4 De&ense ,/ 5, de$, 5/ si&e, .,= natural!, Touch /, :lat5:ooted ,/4 'A' .604 *ra" 24 At( swarm 0d-.6F, swarm!4 F)ll At( swarm 0d-.6F, swarm!4 FS 0= ft by 0= ft4 Rea#h = ft.4 S, swarm trait, swarm, distraction 9C 6-!, damage type4 A+?4 S- :ort .2, ;ef ./, 8ill .24 CP @=4 Str 0,, De3 F, C$n 2, Int 2, .is 2, Cha 2. C$l$ssal S2arm: 'argantuan construct4 HD ,6d6= plus F=4 h" 6O/4 5as 24 Init 5,4 S"d 0= ft. fly poor!4 De&ense ,F 5, de$, 5- si&e, .,F natural!, Touch =, :lat5:ooted ,F4 'A' .6@4 *ra" 24 At( swarm /d-.,,, swarm!4 F)ll At( swarm /d-.,,, swarm!4 FS @= ft by @= ft4 Rea#h = ft.4 S, swarm trait, swarm, distraction 9C ,6!, damage type4 A+ ?4 S- :ort .2, ;ef .@, 8ill .24 CP -=4 Str /=, De3 F, C$n 2, Int 2, .is 2, Cha 2. Hi%e 5$ther: C; 67-4 :ine "ermin4 (9 Jd-4 hp 64 3as @=4 1nit ./4 )pd 6@ ft., fly F= ft. perfect!4 9efense ,,, touch ,,, flat5footed 6/ .- si&e, ./ 9e$!4 *#* .=4 'rap 54 #tk .6, melee 6, bite!4 :) , J ft. by , J ft.4 ;each = ft.4 )S e"asion, scent, sense chakra, "ermin traits, telepathy4 #% the host4 )B :ort ./, ;ef .-, 8ill .,4 #P =4 CP 64 ;ep .=4 )tr 6, 9e$ 6K, Con 6/, 1nt 2, 8is 6=, Cha /. S(ills: (ide .,=, 3o"e )ilently .F. ! hi"e mother; if $roduced by a host:s body; follows the order of the host without fail and has no self-$reser"ation instincts beyond the orders< Sense Cha(ra (S)): The hi"e mother can sense chakra as a passi"e ability, with a range of ,= feet. Tele"ath! (S)): The hi"e mother can communicate with its )ymbiote "ia telepathy if it is within 6== feet. Though it is not intelligent enough to make reasoning, it can communicate e$actly what it is seeing. The hi"e mother has no memory whatsoe"er. S!m/i$ti# S2arm: C; 67-4 9iminuti"e "ermin4 (9 6d-4 hp /4 3as @=4 1nit .04 )pd 6@ ft., fly 0= ft. poor!4 9efense 6O, touch 6O, flat5footed 6/ ./ si&e, .0 9e$!4 *#* .=4 'rap 54 #tk swarm 6d,!4 :) @ ft. by @ ft.4 ;each = ft.4 )S dark"ision 0= ft., energy resistance, immunity to mind5affecting effects, >oin, scent, swarm traits, "ermin traits4 #% symbiote4 )B :ort .,, ;ef .0, 8ill E,4 #P =4 CP ,4 ;ep .=4 )tr 6, 9e$ 6F, Con 6=, 1nt 2, 8is 6=, Cha 6. S(ills: (andle #nimal E@, (ide .0, %isten .=, 3o"e )ilently .0, )earch .=, )ense 3oti"e .=, )pot .=, )ur"i"al .=. Feats: Track. The symbiotic swarm gains additional s$ecial =ualities de$ending on the ty$e of swarm it is< Furthermore; the swarms gain 5 skill $oints each time the symbiote gains a character le"el; which it can only s$end on skills listed in the #kill section of its statistic block< The symbiotic swarm also gains a new feat each time the symbiote gains 3 le"els< For more
information on the different swarm ty$e; see below< Distra#ti$n (E3): #ny intelligent creature "ulnerable to a swarmCs damage that begins its turn with a swarm in its fighting space is distracted. The target must attempt a :ortitude sa"e 9C 6= . swarmCs (it 9ice! or become nauseated for 6 round by the intense pain of countless bites, stings, and pinches. # creature that takes no damage from the swarmCs attack is not sub>ect to distraction. Nauseated creatures are unable to attack or do anything else requiring attention or concentration4 the only action a nauseated creature can take is a single mo"e action per turn. E"en if the target creature succeeds at a :ortitude sa"e, it is still "ulnerable to the swarmCs distraction. 1t is difficult to undertake comple$ actions while co"ered by a swarm. Performing or concentrating on a technique requires a Concentration check 9C ,= . technique rank!. ?sing skills requiring patience and concentration such as mo"ing silently or opening a lock! requires a Concentration check 9C ,=!. 1f the check fails, the target creature is unable to complete the action. Energ! Resistan#e (S)): The symbiotic swarm gain a resistance to cold, earth, electricity, fire, water and wind damage equal to the )ymbiote's le"el, up to double its hit dice or 6=, whiche"er is lower. @$in: # symbiotic swarm can >oin with another swarm of the same type while outside or inside its host's body. :or e"ery swarm that >oins with another, the swarm gains 6 hit die. Each time the swarm gains , hit dice, its fighting space increases by @ feet ma$imum ,@ ft. by ,@ ft.!, and its flight speed decreases by @ feet minimum 6= feet!, and it gains a ., bonus to its Constitution score ma$imum .6=!. Each time the swarm gains two hit dice, the damage of its swarm ability increases accordingly 6d,, 6d0, 6d/, 6dF, 6d-, ,dF, 0dF, /dF!. The symbiote cannot command the symbiotic swarms to >oin if they are farther than 6== feet from himself. 1ncreasing the swarm's hit dice can also increase the potency of its special abilities. S2arm Traits: # symbiotic swarm possesses most, but not all, swarm traits. Those that it has are as follow< S2arm: The symbiotic swarm is not sub>ect to critical hits or flanking. 1t takes half damage from ballistic, slashing, and piercing weapons, and has a @=A chance not to suffer any weapon damage at all. 1t is immune to any spell, technique or effect that targets a specific number of creatures including single5target spells such as disintegrate or hyouki no /utsu!. # swarm takes a E6= penalty on sa"ing throws against spells, techniques or effects that affect an area, such as many e"ocation spells or elemental techniques or grenade5like weapons. 1f the area effect attack does not allow a sa"ing throw, the swarm takes double damage instead. )warms donCt make standard melee attacks. 1nstead, they deal automatic damage to any creature whose space they occupy at the end of their mo"e, with no attack roll needed. )warms cannot attempt trip or grapple checks, nor can they be tripped or grappled
themsel"es. )warms do not threaten creatures in their square and do not make attacks of opportunity with their swarm attack. (owe"er, they distract foes whose squares they occupy, as described below.
Ada"ti%e S2arm
The adapti"e swarm is an incredibly resilient species of insect that can endure e"en the most harsh and punishing conditions. 1t gains a ./ racial bonus to sa"ing throws against weather5 and en"ironment5based effects, and its energy resistance qualities all increase by @.
Chamele$n S2arm
The chameleon swarm is capable of incredible feats of camouflage. 1t loses the )cent ability, but gains the Camouflage e$traordinary ability. Cam$)&lage (E3): The chameleon swarm can change its color at will to match its en"ironment by remaining unmo"ing for at least 6 minute. This grants the swarm a ./ circumstance bonus to (ide checks until the swarm changes color again. This bonus becomes a E/ penalty to (ide checks instead if it changes en"ironments before changing color or simply returning to normal free action!. The chameleon swarm gains a co"er bonus to (ide checks equal to one5half the symbiote's character le"el when it stays still while using the camouflage ability ma$imum .6=!. Cra2ling S2arm The crawling swarm cannot fly, but rather burrow inside the ground. 1t gains a ., racial bonus to (ide and 3o"e )ilently checks, loses its fly speed but gains a land speed 0= feet, climb ,= ft. and burrow 6= ft.
D$()m)shi S2arm
The dokumushi swarms ha"e been bred to produce deadly to$ins it can in>ect in its foes. 1ts swarm attack gains a poison, as described below. P$is$n (E3): Each time the dokumushi swarm deli"ers a swarm attack, affected creatures suffer from a poison. The poison has a :ortitude sa"e 9C 6= . swarm's Con modifier, and the damage dealt "aries depending on the swarm's si&e category, as shown below. # creature affected by the swarm's 9istraction ability must make a sa"e 9C 6= . one5half the swarm's hit dice . the swarm's Con modifier instead.
S2arm Size Tiny or smaller )mall Initial Se#$ndar! Damage Damage 6d, 9e$ 6d0 9e$ 6d0 9e$ 6d/ 9e$
1i(ai#h)) S2arm
9estruction bugs, the kikaichuu swarm drains chakra and is a speciality of the #burame clan of Monoha. The kikaichuu do not deal swarm damage, and instead gain a chakra leech attack. Cha(ra +ee#h (E3): The kikaichuu udeli"ers chakra drain with its swarm attack. E"erytime a creature is damaged by this ability, it suffers 6 point of chakra drain per fi"e le"els of the host, ma$imum /. ?p to two kikaichuu can occupy one square unless the kikaichuu is large enough to occupy a square of its own!. # creature affected by the 9istraction ability suffers an e$tra point of chakra drain. The chakra drained increases by 6 point e"ery @ hit dice of the swarm, up to -.
Tra#(ing S2arm
The tracking swarm is naturally adept at tracking creatures. 1t gains a ./ racial bonus on )earch and )ur"i"al checks when tracking by scent and its swarm ability can tag creatures with a scent marker. S#ent 5ar(er (E3): Dnce per day, a tracking swarm can attempt to release a scent marker against any creature it hits with a swarm attack. The scent marker grants any creature circumstance bonus to )ur"i"al checks to track the creature by scent equal to one5half the symbiote's character le"el, rounded down ma$imum .6=!. The scent marker can be remo"ed with a thorough wash and other such applicable methods, such as intense heat. Effects that conceal the marked creature's scent still grant a bonus to the opposed check equal to half the scent marker's bonus, rounded down. #ll combined swarms in a >oined swarm e$pend a use of this ability when it is used. 5essenger +izard 3uch like messenger birds, these li&ards are bred and trained to deli"er messages to
specific places. The messenger li&ard has the natural ability to walk on water and other liquid surfaces. S(ill '$n)ses: 3essenger %i&ards gain a .- racial bonus to *alance and Climb checks, and a ./ bonus to (ide checks in rocky terrain. .ater .al( (E3): The messenger li&ard is able to walk on water and liquid surfaces as though always affected by the Tadayou technique. 5essenger +izard: C; 67/4 Tiny magical beast4 (9 6d-4 hp /4 3as @=4 1nit .@4 )pd 0= ft., climb ,= ft.4 9efense 6O, touch 6O, flat5footed 6, ., si&e, .@ 9e$!4 *#* .64 'rap 5-4 #tk .O melee 6d,5/, bite!4 :ull #tk .O melee 6d,5/,bite!4 :) 67, ft. by 67, ft.4 ;each = ft.4 )S e"asion, water walk4 #% "aries4 )B :ort .,, ;ef .O, 8ill .,4 CP ,4 )tr ,, 9e$ ,=, Con 6=, 1nt /, 8is 6/, Cha ,. S(ills: *alance .6@, Climb .F, (ide .6/ .6- in rocky terrain!, %isten ./, )pot ./. Feats: Endurance, 8eapon :inesse. Samehada6 the 5$nster 'lade: C; 6=4 3edium aberration4 (9 6,d-.,/4 hp O-4 3as @=4 1nit ./4 )pd ,= ft., climb ,= ft.4 9efense ,,, touch 6/, flat5footed ,= ., 9e$, .6= natural!4 *#* .K4 'rap .6,4 #tk .6, melee ,d/.0 and 6dF chakra, bite!4 :ull #tk .6, melee ,d/.0 and 6dF chakra leech, bite! and .6= melee 6dF.6 and 6d/ chakra leech, , spines!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S aberration traits, chakra resistance ,/, chakra leech, e"asion, immunities, rend ,d/.0 and 6dF chakra leech, sense chakra, shapeshift4 #% the host4 )B :ort .F, ;ef .F, 8ill .-4 #P =4 CP 64 ;ep .=4 )tr 6F, 9e$ 6@, Con 6/, 1nt 0, 8is 66, Cha /. Feats: 3ultiattack. Cha(ra +ee#h (E3): Each time )amehada hits with a melee attack, it leeches chakra. :or each point of chakra it leeches, it heals 6 point of damage and gains 6 point of temporary chakra for @ minutes. 8hen a technique fails to pass samehada's chakra resistance, it absorbs part of it and gains 6 temporary chakra e"ery , technique ranks round down!. 8hen it leeches more than @ points of chakra per round, it gains a .6 enhancement bonus to attack and damage rolls for the duration of the encounter or @ minutes, whiche"er is shorter. Imm)nities: )amehada is immune to negati"e le"els, chakra damage, chakra coil damage, tenketsu damage and ability damage or ability drain. Rend (E3): 8hen samehada hits with two spine attacks, it automatically deals damage equal to its bite attack. Sense Cha(ra (E3): )amehada can sense chakra as a passi"e ability in a range of O@= feet. Sha"eshi&t (E3): #s a free action, samehada can return to its weapon form at any time. 8hen doing so, it loses any temporary chakra it may ha"e gained. Th)nder *$d A%atar C; 6O4 3edium5si&ed Dutsider4 HD ,,d-.FF4 h" 6064 5as @=4 Init .,=4 S"d F= ft4 De&ense 0/ .- de$, .- natural, .- dodge!, Touch ,F, :lat5:ooted ,F4 'A' .,=4 *ra" .,04 At( .,0 melee ,dF.0 electric, slam! or .,- ranged 0d-, thunder >a"elin!4 F)ll At( .,0 melee ,dF.0 electric, 0 slam! or .,- ranged 0d-, 0 thunder >a"elin!4 FS @ ft by @ ft4 Rea#h 6= ft4 S, immunity to mind affecting effect, immunity to critical hits and sneak attack, e"asion, thunder a"atar, thunder >a"elin4 A+ none or master4 S- :ort .6F,
;ef .,6, 8ill .6F4 CP ,04 Str 6O, De3 ,F, C$n 6F, Int 6/, .is 6O, Cha ,6. S(ills: Chakra Control .,0, 'en>utsu .,O, Lump .,-, Nin>utsu .,/, Tai>utsu .60. Feats: #rchaic 8eapon Proficiency, 1mpro"ed Chakra Pool, 1mpro"ed 1nitiati"e, ;un, )uperior 1nitiati"e. Th)nder A%atar (S)): *eing one with thunder, the Thunder 'od #"atar is completely immune to all electricity damage. 1n addition, the Thunder #"atar can use all raiton technique, including (i>utsu and Epic Techniques minus ;ai>in ;iki 5 Ligen Lutsu 3ight of the Thunder 'od 5 #"atar Technique!! e$cept the ones created recently without e"er making a Nin>utsu check. (e can also use Bakuhatsuryoku, Mugen #hun$o, #hundou, #hun$o and 9irameku without e"er needing to make a Tai>utsu check. 1n addition, in the hand of the Thunder #"atar, >ai/in no ?en deals double damage and cannot be destructed. *ecause he is nothing more than thunder, the a"atar can e$tend his limbs to reach up to 6= feet and attack any enemy within range if needed. The a"atar has a fi$ed amount of chakra that cannot increase. Th)nder @a%elin (S)): The Thunder #"atar can shoot 0 thunder >a"elin per round as a full5attack action. Each >a"elin has an attack bonus of .,-, a range of @= feet and deals 0d- points of electricity damage.
Animal C$m"ani$ns (5$)9)) Aish$)) #d"ancement< #ll animal companions ad"ance by (9 and as shown on table 6656.
TA'+E AB4A: ANI5A+ CO5PANION SPEED '> SI;E
#$eed by #i@e +feet. C$m"ani$n (le%el ad9)stment) Tin! Small 5edi)m +arge H)ge #pe le"el 5 6! 2 0= 0= /= @= *ear le"el 5 ,! 2 0= 0= /= @= *oar le"el 5 6! 0= /= @= @= F= Cheetah le"el 5 ,! /= @= F= O= -= 9og le"el . 6! 0= /= @= F= F= (awk le"el . 6! 6=, fly @= 6=, fly F= 6=, fly O= 6=, fly O@ 6=, fly -= good! good! a"erage! a"erage! poor! (yena le"el . =! 0= /= @= F= F= Dwl le"el . 6! 6=, fly /= 6=, fly @= 6=, fly F= 6=, fly O= 6=, fly O@ good! good! a"erage! a"erage! poor! )nake le"el 5 6! 2 ,=, climb 0=, climb /=, climb @=, climb ,= 0= 0= 0= Tiger le"el 5 0! 2 /= @= @= @= 8olf le"el . =! 2 /= @= @= @=
A"e C$m"ani$n (le%el4A): C; 67/4 )mall animal4 (9 6d-4 hp /4 3as @=4 1nit ./4 )pd 0= ft., climb 0= ft.4 9efense 6F, touch 6@, flat5footed 66 .6 si&e, ./ 9e$, .6 natural!4 *#* .=4 'rap 5/4 #tk .6 melee 6d0, claw!4 :ull #tk .6 melee 6d0, , claws! and 5/ melee 6d0, bite!, or .6 ranged4 :) , 67, ft. by , 67, ft.4 ;each @ ft.4 )S low5light "ision, scent4 #% companion4 )B :ort .,, ;ef .F, 8ill .64 #P =4 CP 64 )tr 6=, 9e$ 6K, Con 6=,
1nt ,, 8is 6,, Cha O. S(ills: Climb .F, %isten .0, )pot .0. Feats: None. S#ent (E3): This ability allows an ape to detect approaching enemies, sniff out hidden foes, and track by sense of smell. 'ear C$m"ani$n (le%el4B): C; 67/4 )mall animal4 (9 6d-.64 hp @4 3as @=4 1nit .04 )pd 0= ft.4 9efense 6@, touch 60, flat5footed 6, .6 si&e, .0 9e$, .6 natural!4 *#* .=4 'rap 504 #tk ., melee 6d0.6, claw!4 :ull #tk ., melee 6d0.6, , claws! and 50 melee 6d/.6, bite!4 :) , 67, ft. by , 67, ft. coiled!4 ;each @ ft.4 )S impro"ed grab, low5light "ision, scent4 #% companion4 )B :ort .0, ;ef .@, 8ill .64 #P =4 CP ,4 )tr 6,, 9e$ 6F, Con 60, 1nt ,, 8is 6,, Cha F. S(ills: Climb ./, %isten .0, )pot .0. Feats: None. '$ar C$m"ani$n (le%el4A): C; 67/4 Tiny animal4 (9 6d-.,4 hp F4 3as @=4 1nit .,4 )pd 0= ft.4 9efense 6-, touch 6/, flat5footed 6/ ., si&e, ., 9e$, ./ natural!4 *#* .,4 'rap ./4 #tk ./ melee 6d0.=, gore!4 :ull #tk ./ melee 6d0.=, gore!4 :) , 67, ft. by , 67, ft.4 ;each @ ft.4 )S ferocity, scent, low5light "ision4 #% companion4 )B :ort ./, ;ef ./, 8ill .64 #P =4 CP 04 )tr O, 9e$ 6/, Con 6@, 1nt ,, 8is 60, Cha /. S(ills< %isten ./, )pot .0. Feats: None. Fer$#it! (E3): *oars are such tenacious combatants that they continue to fight without penalty until reduced to E6= hit points. #t E6= hit points, they are slain. +$24+ight -isi$n (E3): *oars can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Cheetah C$m"ani$n (le%el4B): C; 67/4 Tiny animal4 (9 6d-4 hp /4 3as 6@4 1nit .@4 )pd /= ft.4 9efense 6-, touch 6O, flat5footed 66 .@ 9e$, ., si&e, .6 natural!4 *#* .=4 'rap 5K4 #tk .O melee 6d056, bite!4 :) , 67, ft. by , 67, ft.4 ;each = ft.4 )S scent, low5 light "ision, sprint4 #% companion4 )B :ort .,, ;ef .O, 8ill .64 #P =4 CP 64 )tr -, 9e$ ,6, Con 6=, 1nt ,, 8is 6,, Cha F. S(ills: (ide .F, %isten .0, 3o"e )ilently .,, )pot .0 Feats: #lertness, 8eapon :inesse. Tri" (E3): # cheetah that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or pro"oking an attack of opportunity. 1f the attempt fails, the opponent cannot react to trip the hyena. S"rint (E3): Dnce per hour, a cheetah can mo"e ten times its normal speed /== feet! when it makes a charge. D$g C$m"ani$n (le%elCA): C; 67/4 Tiny animal4 (9 6d-4 hp /4 3as @=4 1nit .04 )pd 0= ft.4 9efense 6F, touch 6@, flat5footed 60 ., si&e, .0 9e$, .6 natural!4 *#* .=4 'rap E/4 #tk .6 melee 6d056, bite!4 :) , 67, ft. by , 67, ft.4 ;each = ft.4 )S low5light "ision, scent4 #% companion4 )B :ort .,, ;ef .@, 8ill .64 #P =4 CP 64 )tr K, 9e$ 6O, Con 66, 1nt 0, 8is 6,, Cha F.
S(ills: Lump .,, %isten .@, )pot .@, )ur"i"al .6 .@ when tracking by scent!, )wim ./. Feats: None. S(ill '$n)s: 9ogs gain a ., species bonus on Lump checks. 9ogs also gain a ./ species bonus on )ur"i"al checks when tracking by scent. Ha2( C$m"ani$n (le%elCA): C; 67/4 Tiny animal4 (9 6d-4 hp /4 3as @=4 1nit .04 )pd 6= ft., fly F= ft. good!4 9efense 6O, touch 6@, flat5footed 6/ ., si&e, .0 9e$, ., natural!4 *#* .=4 'rap E6=4 #tk .@ melee 6d/E,, claw!4 :) , 67, ft. by , 67, ft.4 ;each = ft.4 #% companion4 )B :ort .,, ;ef .@, 8ill .,4 #P =4 CP 64 ;ep .=4 )tr F, 9e$ 6O, Con 6=, 1nt 0, 8is 6/, Cha F. S(ills: %isten .F, )pot .F .6/ in daylight!. Feats: 8eapon :inesse. S(ill '$n)s: (awks gain a .- species bonus on )pot checks in daylight. '$n)s Feat: (awks gain the bonus feat 8eapon :inesse. H!ena C$m"ani$n (le%elCD): C; 67/4 Tiny animal4 (9 6d-4 hp /4 3as 6@4 1nit .,4 )pd 0= ft.4 9efense 6F, touch 6@, flat5footed 66 .0 9e$, ., si&e, .6 natural!4 *#* .=4 'rap 56=4 #tk .= melee 6d0, bite!4 :) , 67, ft. by , 67, ft.4 ;each = ft.4 )S scent, low5light "ision, trip4 #% companion4 )B :ort .,, ;ef .@, 8ill .64 #P =4 CP 64 )tr F, 9e$ 6O, Con 6=, 1nt ,, 8is 6,, Cha F. S(ills: (ide ., .F when hiding in an undergrowth!, %isten .0, )pot ., Tri" (E3): # hyena that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or pro"oking an attack of opportunity. 1f the attempt fails, the opponent cannot react to trip the hyena. S(ill '$n)ses: (yenas recei"e a ./ species bonus on (ide checks when hiding in an undergrowth. O2l C$m"ani$n (le%elCA): C; 67/4 Tiny animal4 (9 6d-4 hp /4 3as @=4 1nit .04 )pd 6= ft., fly /= ft. good!4 9efense 6O, touch 6@, flat5footed 6/ ., si&e, .0 9e$, ., natural!4 *#* .=4 'rap E6=4 #tk .@ melee 6d,E,, claw!4 :) , 67, ft. by , 67, ft.4 ;each = ft.4 )S low5light "ision4 #% companion4 )B :ort .,, ;ef .@, 8ill .,4 #P =4 CP 64 )tr O, 9e$ 6F, Con 6=, 1nt 0, 8is 6/, Cha /. S(ills: %isten .6/, 3o"e )ilently .,=, )pot .F .6/ in dusk and darkness!. Feats: 8eapon :inesse. S(ill '$n)ses: Dwls recei"e a .- species bonus on %isten checks and a .6/ species bonus on 3o"e )ilently checks. They recei"e a .- species bonus on )pot checks in dusk and darkness. '$n)s Feat: Dwls gain the bonus feat 8eapon :inesse. Sna(e C$m"ani$n (le%el4A): C; 67/4 )mall animal4 (9 6d-4 hp /4 3as @=4 1nit .04 )pd ,= ft., climb ,= ft.4 9efense 6@, touch 60, flat5footed 6, .6 si&e, ./ 9e$, .6 natural!4 *#* .=4 'rap 504 #tk ., melee 6d/.6, bite!4 :ull #tk ., melee 6d/.6, bite!4 :) , 67, ft. by , 67, ft. coiled!4 ;each @ ft.4 )S impro"ed grab, constrict 6d0.6, low5light "ision, scent4 #% companion4 )B :ort .,, ;ef .F, 8ill .64 #P =4 CP 64 )tr 60, 9e$ 6O, Con 66, 1nt 6, 8is 6,, Cha 0. S(ills: *alance .66, Climb .0, (ide .O, %isten .F, )pot .F.
Feats: None. Im"r$%ed *ra/ (E3): To use this ability, a snake must hit with its bite attack. 1f it gets a hold, it can constrict see below!. )ee 1mpro"ed 'rab. C$nstri#t (E3): 8ith a successful grapple check against a creature of its si&e or smaller, a snake deals damage equal to its bite damage. S(ill '$n)ses: )nakes recei"e a .- species bonus on *alance checks and a ./ species bonus on (ide, %isten, and )pot checks. )nakes apply either their )trength or 9e$terity modifier, whiche"er is higher, to Climb checks. Tiger C$m"ani$n (le%el4E): C; 67/4 )mall animal4 (9 6d-4 hp /4 3as @=4 1nit ./4 )pd /= ft.4 9efense 6F, touch 6@, flat5footed 66 .6 si&e, ./ 9e$, .6 natural!4 *#* .=4 'rap 5/4 #tk .6 melee 6d0.=, claw!4 :ull #tk .6 melee 6d0.=, , claws!, .6 melee 6d/, bite!4 :) , 67, ft. by , 67, ft.4 ;each @ ft.4 )S pounce, impro"ed grab, rake 6d0, low5light "ision4 #% companion4 )B :ort .,, ;ef .F, 8ill .64 #P =4 CP 64 )tr 66, 9e$ 6K, Con 66, 1nt ,, 8is 6,, Cha F. S(ills: *alance .K, (ide .K .60 in tall grass or undergrowth!, %isten .,, 3o"e )ilently .K, )pot .,, )wim .,. Feats: None. P$)n#e (E3): 1f a tiger leaps upon a foe during the first round of combat, it can make a full attack e"en if it has already taken a mo"e action. Im"r$%ed *ra/ (E3): To use this ability, the tiger must hit with a claw or bite attack. 1f it gets a hold, it can rake see below!. Ra(e (E3)< # tiger that gets a hold of its target can make two rake attacks .6 melee! with its hind legs for 6d0 points of damage each. 1f the tiger pounces on an opponent, it can also rake. S(ill '$n)ses: Tigers recei"e a ./ species bonus on *alance, (ide, and 3o"e )ilently checks. 1n areas of tall grass or hea"y undergrowth, their (ide bonus impro"es to .-. .$l& C$m"ani$n (le%elCD): C; 67/4 )mall animal4 (9 6d-4 hp /4 3as 6@4 1nit .,4 )pd /= ft.4 9efense 6/, touch 60, flat5footed 6, ., 9e$, .6 si&e, .6 natural!4 *#* .=4 'rap 5/4 #tk .= melee 6d/, bite!4 :) , 67, ft. by , 67, ft.4 ;each = ft.4 )S scent, low5light "ision, trip4 #% none4 )B :ort .,, ;ef ./, 8ill .64 #P =4 CP 64 )tr 6=, 9e$ 6@, Con 6=, 1nt ,, 8is 6,, Cha F. S(ills: (ide .0, %isten .F, 3o"e )ilently ./, )pot ./, )ur"i"al .6 .@ when tracking by scent!. Tri" (E3): # wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or pro"oking an attack of opportunity. 1f the attempt fails, the opponent cannot react to trip the wolf. S(ill '$n)ses: 8ol"es recei"e a ./ species bonus on )ur"i"al checks when tracking by scent.
,dF.,6, bite! and .0, melee ,d/.6/, , claws!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S pounce, impro"ed grab, rake ,d/.6/!, dark"ision F=ft., banish resistance ./4 #% none4 )B :ort .,6, ;ef .6O, 8ill .6=4 #P =4 CP 6,4 ;ep .=4 )tr 0-, 9e$ ,=, Con ,-, 1nt 6=, 8is 6-, Cha 66. S(ills: *alance .6/, (ide .O .66 in tall grass or undergrowth!, %isten .K, 3o"e )ilently .6,, )pot .K, )wim .,=. Feats: Clea"e, Combat ;efle$es, 'reat Clea"e, 3ultiattack, Power #ttack. D$()/imar): C; O4 3edium5si&e 3agical *east4 (9 Kd-.K4 hp /@4 3as @=4 1nit .,4 )pd ,= ft., climb ,= ft., swim ,= ft.4 9efense 6F, touch 60, flat5footed 60 .0 9e$, .0 natural!4 *#* .K4 'rap .6,4 #tk .6, melee 6dF.0, bite!4 :ull #tk .6,7.6=7.O7.@ melee 6dF.0, bite!4 :) @ ft. by @ ft. coiled!4 ;each @ ft.4 )S impro"ed grab, constrict 6dF.-, scent, low5light "ision, poison 9C 6F!, immunity to poisons4 #% summoner4 )B :ort ./, ;ef .K, 8ill ./4 #P =4 CP ,=4 ;ep .=4 )tr 6O, 9e$ 6F, Con 60, 1nt K, 8is 60, Cha 6/. S(ills: *alance .-, Chakra Control .-, Climb .66, 'en>utsu .K, (ide .6/, %isten .K, 3o"e )ilently .-, Nin>utsu .66, )pot .K, )wim .K. Feat: 3ultiattack, Nin>utsu #dept. Te#hni0)es 1n$2n: Control +,2.- Minobori, Tadayou4 Gen/utsu +,7.5 :unran no Lutsu, )aimin no Lutsu4 Nin/utsu +,44.5 9okukiri no Lutsu, 9okutsume no Lutsu, )an 1buki no Lutsu4 Tai/utsu +,-.5 None. Enma (Fast Her$ E): C; 664 3edium5si&ed 3agical *east4 (9 6,dF.0F plus 0d-.K4 hp 6=K4 3as @=4 1nit .F4 )pd /= ft.4 9efense ,F, touch 6F, flat5footed ,F ., de$, .6= natural, ./ class!4 *#* .6/4 'rap .6O4 #tk .6O melee 6d/.0, claw! or .6- melee 6dF.0, bite!4 :ull #tk .6@ melee 6d/.0, claws! and .6- melee 6dF./, bite!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S henge 5 kongou nyoi, speech4 #% none4 )B :ort .6,, ;ef .66, 8ill .O4 #P =4 CP F/4 ;ep .=4 )tr 6F, 9e$ 6@, Con 6F, 1nt 6O, 8is 6/, Cha 60. S(ills: Chakra Control .6,, *alance .6-, Chakra Control .6/, Climb .6F, 'en>utsu .(ide .6F, Lump .K, %isten .K, 3o"e )ilently .66, Nin>utsu .60, )pot .66, Tai>utsu .6=. Feats: 1mpro"ed 1nitiati"e, 3ultiattack, Nin 8eapons Proficiency, 8eapon :ocus bite!. Talents (Fast Her$): E"asion, ?ncanny 9odge 1. Te#hni0)es: Control +,45.- Chakra no Mogasu, Mai, Minobori4 Gen/utsu +,2.5 None4 Nin/utsu +,48.5 (enge no Lutsu, Mage *unshin no Lutsu, Ma&egama no Lutsu, )arutobi no Lutsu4 Tai/utsu +,42.5 #sshouN, Nidan Mousoku, )hodan Mousoku. Henge 4 1$ng$) N!$i (S"): ?sing 9enge no Jutsu, Enma is able to transform itself into ?ongou Nyoi for the duration of the technique. )ee Nin/a Tools - >elics and !rtifact chapter for more details. *ama 1enshin: C; 04 )mall 3agical *east4 (9 @dF.@4 hp ,F4 3as @=4 1nit .04 )pd ,@ ft.4 9efense 6O, touch 6/, flat5footed 6/ .0 9e$, ., armor, .6 natural, .6 si&e!4 *#* .@4 'rap .F4 #tk .K melee 6d-.6, katana!4 :ull #tk .K melee 6d6=.6, katana!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S constrict, dark"ision F=ft., e"asion, speech, tongue4 #% none4 )B :ort .@, ;ef .O, 8ill .04 #P =4 CP 6,4 ;ep .=4 )tr 6,, 9e$ 6F, Con 6,, 1nt 6,, 8is 6/, Cha O. S(ills: (ide .6@, Lump .6-, %isten .O, )pot .F.
Feats: E$otic 3elee 8eapon Proficiency katana!, 8eapon :inesse, 8eapon :ocus katana!. E0)i"ment: Matana, battle armor. *ama/)nta: C; 6@4 Colossal 3agical *east4 (9 6OdF.,=/4 hp ,F04 3as @=4 1nit .=4 )pd @= ft.4 9efense 6/, touch ,, flat5footed 6/ .6, natural, 5- si&e!4 *#* .6O4 'rap .,04 #tk .,@ melee FdF.,6, colossal shortsword! or .66 ranged by weapon!4 :ull #tk .,@7.,=7.6@7.6= melee FdF.,6, colossal shortsword! or .667.F7.6 ranged by weapon!4 :) @= ft. by @= ft.4 ;each 0= ft.4 )S constrict, dark"ision F=ft., e"asion, speech, tongue4 #% none4 )B :ort .6K, ;ef .6=, 8ill .K4 #P =4 CP ,0/4 ;ep .=4 )tr 0K, 9e$ 66, Con 0/, 1nt 6/, 8is 6@, Cha 66. S(ills: Chakra Control .6O, 1ntimidate .,=, Lump .O/, %isten .6=, Nin>utsu .6/, )pot .@, Tai>utsu .6-. Feats: #rchaic 8eapon Proficiency, 1ron 8ill, Technique :ocus Teppoudama no Lutsu!. Te#hni0)es: Control +,43.- Chouyaku no Lutsu, 9aichouyaku no Lutsu4 Gen/utsu +,0.5 None4 Nin/utsu +,48.5 3i&udama, Teppoudama no Lutsu .6-!4 Tai/utsu +,42.5 *utsukari, Men>utsu Dugi 5 Miritsuki. E0)i"ment: Casual clothes, colossal shortsword. *$zaem$n Senz)san$s)(e Shir$)9$): C; O4 3edium5si&e (umanoid human!4 (9 -d6=./-4 hp --4 3as @=4 1nit .6=4 )pd 0= ft.4 9efense 06, touch ,/, flat5footed 06 ., de$, .O armor, .66 insight, .6 speed rank!4 *#* .-4 'rap .6@4 #tk .,6 melee 6d6=.6=, naginata! or .6/ ranged by weapon!4 :ull #tk .,67.6F melee 6d6=.6=, naginata! or .6/7.K ranged by weapon!4 :) @ ft. by @ ft.4 ;each 6= ft.4 )S battle arsenal .@, battle senses .66, e"asion, speed rank 64 #% summoner4 )B :ort .6,, ;ef .6,, 8ill .664 #P =4 CP F04 ;ep .=4 )tr ,/, 9e$ ,,, Con ,,, 1nt 6-, 8is ,,, Cha ,=. S(ills: *alance .-, Climb .-, Lump .6/, %isten .6/, )pot .6/, )wim .-, Tai>utsu .6O, Tumble .6@. Feats: 1mpro"ed 1nitiati"e, Power #ttack, 8eapon :ocus naginata!. Te#hni0)es: Control +,0.- None4 Gen/utsu +,0.5 None4 Nin/utsu +,0.5 None4 Tai/utsu +,46.5 *utsukari, Mirikaesu no 8a&a, )ou>utsu Dugi 5 (assun. E0)i"ment: 3astercraft .@ to5hit naginata, o5yoroi, katana, waki&ashi. 1ats)!) (Dedi#ated Her$ E 5edi#al S"e#ialist A): C; 6,4 'argantuan Bermin4 (9 66dF.@@ plus 0dF.6@ plus 6dF.@4 hp 60,4 3as @=4 1nit 504 )pd 0= ft.4 9efense 60, touch 0, flat5footed 60 5/ si&e, 50 9e$, .6= natural!4 *#* .6=4 'rap .0,4 #tk .6F melee 6d-.6= slam!4 :) ,= ft. by F= ft.4 ;each 6= ft.4 )S acid resistance 6@, breath weapon 6@d-, refle$ 9C ,=!, dark"ision F= ft., immune to mind5affecting attacks, escape artist, speech4 #% none4 )B :ort .60, ;ef .6, 8ill .-4 #P =4 CP KO4 ;ep .=4 )tr 06, 9e$ /, Con ,6, 1nt 60, 8is 6@, Cha 6=. S(ills: Chakra Control .6O, 9iplomacy .O, 'en>utsu .66, Mnowledge earth and life science! .6=, %isten .-, Nin>utsu .6F, )pot .-, Treat 1n>ury .60. Feats: None. Te#hni0)es 1n$2n: Control +,46.- )eishou *akuha, Tadayou4 Gen/utsu +,44.5 )hougen&ou no Lutsu, )hitsukentou no Lutsu4 Nin/utsu +,43.5 1ryou Nin>utsu< Chiyu 5 )hodan Lutsu, 1ryou Nin>utsu< Chiyu 5 Nidan Lutsu, 1ryou Nin>utsu< ;yo>i 5 9okukeshi, 9okukiri no Lutsu, (enge no Lutsu, Nawanuke no Lutsu, )an 1buki no Lutsu, 1ryou
Nin>utsu< 1>i 5 )hiketsu4 Tai/utsu +,0.5 None. 1agem)sha: C; 24 3edium5si&ed Construct4 (9 ,d6=4 hp 664 3as 54 1nit .@4 )pd 0= ft.4 9efense 6@, touch 6@, flat5footed 6= .@ 9e$!4 *#* .64 'rap 54 #tk .F melee 6d/ negati"e energy plus energy drain, ghastly blade!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S incorporeal, construct immunities, energy drain, light "ulnerability4 #% none4 )B :ort 5, ;ef .@, 8ill 54 #P =4 CP ,4 ;ep .=4 )tr 2, 9e$ ,=, Con 2, 1nt 2, 8is 2, Cha 2. S(ills: (ide .- .6F in darkness or dark places!. # Magemusha is an humanoid creature draped in shadow. 1f not for the aura of mysteries surrounding it and for the fact that it can mo"e through ob>ects, it could easily be mistaken for a dark5clad, masked human, likely a shinobi. 1t wields a shadowy blade that constantly wa"es and shudders menacingly. Energ! Drain (S)): The kagemusha bestows 6 negati"e le"el on a successful ghastly blade attack. This amount is not doubled on a critical hit. :or each negati"e le"el inflicted, the kagemusha heals fully. The targeted creature howe"er cannot gain more negati"e le"el than half its le"el by this method, meaning that it cannot be killed through energy drain. The negati"e le"els remain for 6 minute only and cannot become permanent. +ight -)lnera/ilit! (E3): # light5based attack has a @=A chance of slaying a kagemusha, regardless of its effects or source. 1t suffers a 56= penalty to sa"es against light5based attacks. In#$r"$real (E3)< # kagemusha can only harmed by another incorporeal body, .6 or better magic weapons, techniques, spell5like or supernatural abilities and weapon with the power to harm incorporeal creatures. 1t is completely immune to any nonmagical physical attack form and has @=A chance to ignore damage from techniques or spells cast from a corporeal source e$cept for force effects, and attacks made with a weapon with a soul flayer weapon seal on it ha"e a @=A chance to deal damage!. 1t can pass through solid ob>ects at will, as long as it has a shadow and therefore cannot mo"e through walls or doors!, but not force effects such as a barrier created with an ad"anced seal or other such means!. #ttacks made by the kagemusha ignore natural armor, armor, and shields, though deflection bonuses still work normally against it. # Magemusha mo"es silently and cannot be heard with listen checks. 1t has no )trength score, so its de$terity modifier applies both to its melee and ranged attacks. Non"isual senses, such as blindsight and sent, are completely ineffecti"e against a kagemusha. 1t also cannot be tripped or grappled by a corporeal creature, nor can its equipment be affected by one. +e%el B .ar Her$ S$ldier (@))nishinsh$)): C; 04 3edium5si&e (umanoid human!4 (9 /d6=.-4 hp 0=4 3as @=4 1nit .F4 )pd /= ft.4 9efense 6@, touch 6@, flat5footed 6@ ., de$, .0 insight!4 *#* ./4 'rap .O4 #tk .- melee 6d6=.0, katana! or .F ranged by weapon!4 :ull #tk .- melee 6d6=.0, katana! or .F ranged by weapon!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S battle arsenal .6, battle senses .0, e"asion4 #% summoner4 )B :ort .F,
;ef .F, 8ill .O4 #P =4 CP 6@4 ;ep .=4 )tr 6F, 9e$ 6/, Con 6/, 1nt 6,, 8is 6F, Cha 6F. S(ills: *alance .@, Climb ./, %isten ./, )pot .O, )wim ./, Tumble .-. Feats: 1mpro"ed 1nitiati"e. +e%el B .ar Her$ Pr$te#t$r (@))nishinsh$)): C; /4 3edium5si&e (umanoid human!4 (9 /d6=.6,4 hp 0/4 3as @=4 1nit .-4 )pd /= ft.4 9efense 6K, touch 6K, flat5 footed 6K ./ de$, .@ insight!4 *#* ./4 'rap .K4 #tk .66 melee 6d6=.@, katana! or .ranged by weapon!4 :ull #tk .66 melee 6d6=.@, katana! or .- ranged by weapon!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S battle arsenal .,, battle senses .@, e"asion4 #% summoner4 )B :ort .O, ;ef .-, 8ill .-4 #P =4 CP ,=4 ;ep .=4 )tr ,=, 9e$ 6-, Con 6F, 1nt 6/, 8is 6-, Cha 6F. S(ills: *alance .O, Climb .F, %isten .@, )pot .-, )wim .F, Tumble .66. Feats: 1mpro"ed 1nitiati"e. +e%el E .ar Her$ *)ardian (@))nishinsh$)): C; F4 3edium5si&e (umanoid human!4 (9 Fd6=.,/4 hp @K4 3as @=4 1nit .-4 )pd /= ft.4 9efense ,6, touch ,6, flat5 footed ,6 ./ de$, .O insight!4 *#* .F4 'rap .6,4 #tk .6@ melee 6d6=.K, naginata! or .6= ranged by weapon!4 :ull #tk .6@7.6= melee 6d6=.K, naginata! or .6=7.@ ranged by weapon!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S battle arsenal .0, battle senses .O, e"asion4 #% summoner4 )B :ort .K, ;ef .6=, 8ill .6=4 #P =4 CP 0@4 ;ep .=4 )tr ,,, 9e$ ,=, Con 6-, 1nt 6F, 8is ,=, Cha 6-. S(ills: *alance .O, Climb .F, %isten .O, )pot .-, )wim .F, Tumble .66. Feats: 1mpro"ed 1nitiati"e. +e%el : .ar Her$ Elite (@))nishinsh$)): C; -4 3edium5si&e (umanoid human!4 (9 -d6=.0,4 hp OF4 3as @=4 1nit .-4 )pd /= ft.4 9efense ,0, touch ,0, flat5footed ,0 ./ de$, .K insight!4 *#* .-4 'rap .6/4 #tk .6- melee 6d6=.F, katana! or .60 ranged by weapon!4 :ull #tk .6-7.60 melee 6d6=.F, katana! or .6/7.K melee 6d6=.F, katana! and .6/ melee 6d6=.0, katana! or .607.- ranged by weapon!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S battle arsenal ./, battle senses .K, e"asion, nittoryu4 #% summoner4 )B :ort .6=, ;ef .66, 8ill .664 #P =4 CP /@4 ;ep .=4 )tr ,,, 9e$ ,=, Con 6-, 1nt 6F, 8is ,=, Cha ,=. S(ills: *alance .-, Climb .F, %isten .K, )pot .66, )wim .F, Tumble .6@. Feats: 1mpro"ed 1nitiati"e. 5anda: C; 6F4 Colossal 3agical *east4 (9 6Od-.66K4 hp ,6O4 3as @=4 1nit 5,4 )pd /= ft., climb /= ft., swim /= ft.4 9efense ,6, touch 6, flat5footed ,6 5, 9e$, 5- si&e, .,6 natural!4 *#* .6O4 'rap .0F4 #tk .,= melee /dF.66, bite!4 :ull #tk .,=7.6@7.6=7.@ melee /dF.66, bite!4 :) @= ft. by @= ft. coiled!4 ;each ,= ft.4 )S impro"ed grab, constrict /dF.66, scent, low5light "ision, poison 9C ,F, 6dF str primary, ,dF str secondary!, immunity to poisons4 #% none4 )B :ort .6/, ;ef .-, 8ill .O4 #P =4 CP 6//4 ;ep .=4 )tr 0,, 9e$ O, Con ,/, 1nt 66, 8is 6@, Cha 60. S(ills: *alance .O, Chakra Control .66, Climb .,6, 'en>utsu .66, (ide .-, %isten .6=, Nin>utsu .60, )pot .6=, )wim .6K. Feats: Power #ttack, 8eapon :ocus 5 *ite. Te#hni0)es: Control +,44.- None4 Gen/utsu +,44.5 )hougen&ou no Lutsu, Taibakudou no Lutsu4 Nin/utsu +,4-.5 9ochuu Engyou no Lutsu, 9okukiri no Lutsu, (enge no Lutsu,
Mawarimi no Lutsu, Tobikiri Mawarimi no Lutsu4 Tai/utsu +,0.5 None. Nin Cat: C; 64 Tiny magical beast nin animal!4 (9 ,d-4 hp K4 3as 6=4 1nit .,4 )pd 0= ft.4 9efense 6@, touch 6/, flat5footed 60 ., si&e, ., 9e$, .6 natural!4 *#* .,4 'rap E 6=4 #tk .F melee 6d,E/, claw!4 :ull #tk .F melee 6d,E/, , claws!, .6 melee 6d0E/, bite!4 :) , 67, ft. by , 67, ft.4 ;each = ft.4 )S low5light "ision4 #% clan4 )B :ort .,, ;ef ./, 8ill .64 #P =4 CP 64 ;ep .=4 )tr 0, 9e$ 6@, Con 6=, 1nt 6/, 8is 6,, Cha K. S(ills: *alance .6=, Climb .@, (ide .6O .,6 in tall grass or hea"y undergrowth!, Lump .F, Mnowledge nin>a lore! .O, %isten .F, 3o"e )ilently .K, ;ead78rite %anguage, )peak %anguage, )pot .F. Feats: 8eapon :inesse. Ad%an#ement: *y (9. Nin D$g: C; 64 )mall animal4 (9 0d-.F4 hp 6K4 3as 6@4 1nit .04 )pd /= ft.4 9efense 6@, touch 6/, flat5footed 6, .6 si&e, .0 9e$, .6 natural!4 *#* .04 'rap .=4 #tk .@ melee 6d/.6, bite!4 :ull #tk .@ melee 6d/.6, bite!4 :) @ ft. by @ ft.4 ;each @ ft.4 )S scent4 #% none or owner4 )B :ort ./, ;ef .@, 8ill .64 #P =4 ;ep .=4 )tr 60, 9e$ 6O, Con 6@, 1nt 66, 8is 6,, Cha -. S(ills: Lump .0, Mnowledge nin>a lore! .@, %isten .@, ;ead78rite %anguage, )peak %anguage, )pot .@, )ur"i"al .F .6= when tracking by scent!, )wim .@. Feats: None. Ad%an#ement: *y (9. Pa(()n (+e%el : D$g *)ardian Elite): C; 04 Tiny #nimal4 (9 -d-4 hp 004 3as @=4 1nit .,4 )pd 0@ ft.4 9efense 6@, touch 60, flat5footed 60 .@ 9e$, .@ natural, ., si&e!4 *#* .F4 'rap 564 #tk .K melee 6d0.6, bite!4 :ull #tk .K melee 6d0.6, bite!4 :) , 67, ft. by , 67, ft.4 ;each = ft.4 )S dark"ision F= ft., scent4 #% none4 )B :ort .,, ;ef .66, 8ill .@4 #P =4 CP K4 ;ep .=4 )tr 6,, 9e$ ,=, Con 6=, 1nt 6,, 8is 6O, Cha 60. S(ills: Lump .@, %isten .O, (ide .6O, 3o"e )ilently .K, )pot .O, )ur"i"al .6= .6when tracking by scent!, )wim .0. Feats: Erudite, Meen )cent, Tiny )i&e. >atai 1)z)shi: C; K4 %arge 3agical *east4 (9 6=d-.F=4 hp 66,4 3as @=4 1nit .,4 )pd 0= ft.4 9efense ,6, touch 66, flat5footed ,= 56 si&e, ., 9e$, ., armor, .- natural!4 *#* .6=4 'rap .,04 #tk .,0 melee 6d6=.K, longsword!4 :ull #tk .,07.6- melee 6d6=.K, longsword! or .6K7.6/ melee 6d6=.K, longsword! and .6K melee 6d6=.0, longsword!4 :) 6= ft. by 6= ft.4 ;each @ ft.4 )S constrict, dark"ision F=ft., tongue4 #% none4 )B :ort .K, ;ef .-, 8ill .O4 #P =4 CP OO4 ;ep .=4 )tr ,-, 9e$ 6/, Con ,,, 1nt 66, 8is 60, Cha -. S(ills: *alance .K, Lump .,6, %isten .O, )pot .F. Feats: #rchaic 8eapon Proficiency, Two58eapon :ighting. E0)i"ment: %arge longswords ,!, battle armor. .anizame: C; -4 %arge 3agical *east4 (9 6Fd6=.66,4 hp 6K04 3as @=4 1nit .O4 )pd swim -= ft.4 9efense ,/, touch 6,, flat5footed ,6 56 si&e, .0 9e$, .66 natural!4 *#* .,4 'rap .04 #tk .,/ melee ,dF.60, bite!4 :ull #tk .,/ melee ,dF.60, bite!4 :) 6= ft. by 6= ft.4 ;each @ ft.4 )S keen scent, power charge, aquatic subtype4 #% (oshigaki Misame4
)B :ort .6O, ;ef .60, 8ill .-4 #P =4 CP F-4 ;ep .=4 )tr ,K, 9e$ 6O, Con ,/, 1nt 6=, 8is 6F, Cha -. S(ills: %isten .6,, )pot .6,, )wim .6O. Feats: 1mpro"ed 1nitiati"e, Power #ttack, 8eapon :inesse. (ani@ame is 9oshigaki ?isame:s $ersonal summon and obeys only to him; regardless of who summoned him<
healing 66, damage reduction 6,7chakra and epic4 A+ chaos, e"il, self4 S- :ort .0-, ;ef .,0, 8ill .6/4 CP F=,4 Str 0-, De3 -, C$n 0K, Int 6/, .is 6/, Cha 6/. S(ills: Chakra Control .,=, 1ntimidate .6-, Lump .,=. Feats: Clea"e, 9ire Charge, Epic Chakra Pool $0!, 'reat Clea"e, 1mpro"ed Chakra Pool $6!, 1mpro"ed 1nitiati"e, 3ultiattack, Power #ttack Fear A)ra (E3): #ny creature that finds itself within @= feet of )hukaku must make a 8ill sa"e 9C 0=! or be )haken for ,dF., rounds. *reat Size (E3): 9ue to its o"erwhelming si&e, all of )hukaku's attack target a 6=5foot square instead of a single creature. Sand A&&init! (S"): 9ue to its nature, +1chibi+ knows and is able to perform any Fuuton as well as #abaku ?yuu, #abaku #ousou and #abaku Taisou without ha"ing to make a Nin>utsu check. (e may not howe"er perform 9i/utsu, newly created techniques or techniques that require a special ability to work, but this limitation does not apply to epic techniques. (e must still pay the chakra cost normally, . Sand In#arnati$n (S)): 9ue to )hukaku's nature and body, he can "ery well be cut but not wounded. )hukaku has a )lashing, Piercing, *allistic, :ire and Electricity ;esistance of 6=. 1n addition, damage dealt from any of these source heals at a rate of 66 hit points per round. )hukaku will not regenerate if its hit point are reduced to = or below. Sand 5ani")lati$n (S)): )hukaku, can declare to be protected by the sand at will. )hukaku will gain a .6= deflection bonus to defense, along with an immunity to ray attacks because of the sand shielding him. (e may also use sand to form %arge or smaller ob>ects, such as a wall, chair, table or other such items, including weapons, at his will, from either his body or nearby mass of sand. S)na Sh)ri(en (E3): )hukaku is able to throw shuriken made from his own sand. Each shuriken require an attack roll, and he can throw / per round at his highest attack bonus. # )una )huriken deals ,dF.6/ points of piercing damage and has a range of ,== feet. <1!))/i< n$ >$)($ (Nine4tailed Dem$n F$3) C; ,O4 Colossal 3agical *east 9emonic!4 HD /6d6=.O0-4 h" K@-4 5as @=4 Init 5,4 S"d @= ft4 De&ense 0= 5, de$, 5- si&e, .,, natural, .- deflection!, Touch -, :lat5:ooted 0=4 'A' ./64 *ra" .O=4 At( .@F melee FdF.,,, bite!4 F)ll At( .@/ melee ,d-.6@, , claws! and .@F melee FdF.6@, bite! and .@/ melee 6d-.6@, K tails!4 FS /@ ft by /@ ft4 Rea#h ,@ ft 6,@ ft. with tails!4 S, chakra deflection, dark"ision 6,=ft., demonic chakra, fast healing 6K, fear aura, fire element affinity, fire immunity, great si&e, scent, damage reduction ,=7chakra and epic4 A+ power, chaos, e"il4 S- :ort ./,, ;ef .,6, 8ill .6F4 CP -O/4 Str /6, De3 O, C$n /F, Int 6O, .is 6K, Cha 6F. S(ills: Chakra Control .,0, Lump .6-, )ur"i"al .,O .0O when tracking by scent!. Feats: Clea"e, Epic Chakra Pool $F!, 1mpro"ed Chakra Pool $0!, 3ultiattack, Power #ttack.
Cha(ra De&le#ti$n (S)): #s long as Myuubi's Chakra Pool more than @=A full, it gains a .- deflection bonus to defense against all attacks. Fast Healing (E3): Myuubi regenerates damage at the rate of 6K points per round, though it will not regenerate if it is reduced below = hit points. Fear A)ra (E3): #ny creature that finds itself within @= feet of Myuubi must make a 8ill sa"e 9C 0/! or be )haken for ,dF., rounds. Fire Element A&&init! (S"): 9ue to its nature, the Myuubi knows and is able to perform any ?aton technique without ha"ing to make a Nin>utsu check. (e may not perform 9i/utsu, howe"er, or techniques that require a special ability he does not ha"e, newly created techniques, but this limitation does not apply to epic techniques. (e must still pay the chakra cost normally. Dem$ni# Cha(ra (S)): The Myuubi is able to learn and perform any techniques requiring the D"erwhelming Chakra ability. 1n addition, the demonic Chakra is so potent that 6 point of the Myuubi's Chakra equates to , points of chakra when performing techniques, meaning that the Chakra cost is hal"ed. 1n addition, Chakra damage is also hal"ed, and each point of Chakra absorbed deals / points of negati"e energy damage to the target and threatens to render it :atigued unless it succeeds a :ortitude sa"e 9C 6@ . amount of Chakra absorbed!, unless the target has the 9emonic subtype. *reat Size (E3): 9ue to its o"erwhelming si&e, all of Myuubi's attack target a 6=5foot square instead of a single creature. S#ent (E3): Myuubi's senses are e$tremely accurate, and as such he is able to sniff out hidden foes and track by scent.
The Sannins
The legendary three shinobi of Monoha, who rose to fame in the first 'reat )hinobi 8ar. They are the student of the legendary Third (okage of Monoha, nicknamed the Professor, for being a li"ing technique library and one of the most powerful )hinobi to ha"e e"er li"ed. @irai!a Tough (ero /7Charismatic (ero O7Nin>a )cout O7)mart (ero 07Nin>a Police /4 C; ,@4 3edium (umanoid (uman!4 HD /d6=.6, plus OdF.,6 plus Od-.,6 plus 0dF.K plus /dF.6,4 h" 6-64 5as @=4 Init .64 S"d 0= ft4 De&ense ,0 .6 de$, .66 class, .6 epic!, Touch ,0, :lat5:ooted ,,4 'A' .6,4 *ra" .6@4 At( .6@ melee by weapon! or .6@ ranged by weapon!4 F)ll At( .6@7.6=7.@ melee by weapon! or .6@7.6=7.@ ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ friends, self, konoha4 S- :ort .60, ;ef .6/, 8ill .6F4 AP -4 CP K04 Re" .6@4 .ealth .064 +earn: .,-4 Str 6/, De3 6,, C$n 6@, Int 6F, .is 6@, Cha 6O. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, (ide, Nin>utsu4
Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .06 ,F!, Craft calligraphy! .60 6=!, 'ather 1nformation .0, ,O!, 'en>utsu .6- 6@!, (ide .6- 6O!, 1n"estigate .,0 6-!, Mnowledge nin>a lore! .,6 6-!, Nin>utsu ./= ,F!, ;esearch .F 0!, )earch .60 6=!, )ense 3oti"e .K @!, )pot .,F ,,!, )ur"i"al .- F!, Tai>utsu .F /!. Feats: #lertness, #rmor Proficiency %ight!, #ttenti"e, *lood Pact Toad!, Chuunin Nin>utsu!, Craft )ealed 1tem, 'enin nin>utsu!, ;etrie"al E$pert, (armony, 1mpro"ed Chakra Pool, 1ron 8ill, Lounin Chakra Control, Nin>utsu!, Nin 8eapons Proficiency, Nin>utsu #dept, ;enown, )imple 8eapon Proficiency, Technique :ocus ;asengan!, Track, Trustworthy, 8indfall. E"i# Feats: Epic Nin>utsu #dept, Epic Technique :ocus ;asengan!. Talent (T$)gh Her$): ;obust, *onus :eat #lertness, 'enin!, )tamina. Talent (Charismati# Her$): Charm women!, *onus :eat 1ron 8ill, ;enown, 8indfall!, :ast5talk, 9a&&le, Taunt. Talent (Nin9a S#$)t): Track, )neak #ttack .,dF!, *onus :eat Chuunin, ;etrie"al E$pert!, 1ncrease )peed @ feet!, (ide in Plain )ight, E"asion I E"asion!. Talent (Smart Her$): Nin>utsu, *onus :eat Nin>utsu #dept!, 1mpro"ed Nin>utsu. Talent (Nin9a P$li#e): Profile, Contact low5le"el!, *onus :eat Trustworthy!, )neak #ttack .6dF!. Te#hni0)es 1n$2n: Control +,-4.- Chakra no Mogasu, Chouyaku no Lutsu, (akken no Lutsu, Mai, Makusu Nioi, Minobori #uto5)uccess!, 3ugen 1buki no Lutsu, )hiri&okeru, Tadayou #uto5)uccess!4 Gen/utsu +,42.5 (asamiuchi, Lougen&ou no Lutsu, )hougen&ou no Lutsu4 Nin/utsu +,80.5 *unshin no Lutsu, Chacha no 1n, Chi Matame no Lutsu, Chihou no Lutsu, Chitenraisou, 9aisukebei no Ma&e ./F4 3astery!, 9oryuuheki, Enka ;asengan ./F4 3astery!, :uuin Lutsu 5 Chuu&ouin, :uuin Lutsu 5 'esouin, :uu>a (ouin, :uuka (ouin, 'amayu Endan, 'ekata no :uukatsu, 'ogyou :uuin, 'ogyou Maiin, 'oukakyuu no Lutsu, (ari Li&ou, (enge no Lutsu, 1ssui )uberi no Lutsu, Ligen ?goku no Lutsu, Loukata no :uukatsu, Mage *unshin no Lutsu, Manashibari no Lutsu, :uuin Lutsu 5 'esouin, Mawarimi no Lutsu, Muchiyose 5 'ama Menshin, Muchiyose 5 'amabunta, Muchiyose 5 Ratai Mu&ushi, Muchiyose no Lutsu, 3eisaigakure no Lutsu, 3i&udama no Lutsu, 3ukidou )anpo no Lutsu, Nawanuke no Lutsu, Ninpou 8ana 5 Munai Louwana, Ninpou 8ana 5 Munai 8ana, Ninpou 8ana 5 Munai )houwana, ;asengan .0O4 3astery!, )arutobi no Lutsu, )hunda, )huntou no Lutsu, )ourei )ai>i no Lutsu, )hunshin no Lutsu, Touton no Lutsu ./F4 3astery!, Tsuchiryuu no Lutsu, Romi Numa4 Tai/utsu +,3.5 #sshouN, *utsukari, Myouran )u>iN .6,4 3astery!, Namidatsu MukkinN .6,4 3astery!, )ennen 'oroshi, )hime, )hodan Mousoku .6,4 3astery!. E0)i"ment: Casual outfit, toad contract, "arious personal gear. Or$#himar) Charismatic (ero @7Nin>a )cout -7:ast (ero /7)mart (ero /7Nin>a Dperations Counter @ EC% ,K!4 C; ,K4 3edium (umanoid (uman4 Cursed )eal Template!4 HD @dF.6= plus -d-.6F plus /d-.6= plus /dF.- plus @dF.6=4 h" 6@,4 5as @=4 Init .04 S"d /= ft4 De&ense ,K, 0= melee, 0, traps .0 de$, .6/ class, ., epic!, Touch ,K, :lat5:ooted ,K4 'A' .6,4 *ra" .6O4 At( .6O melee by weapon! or .6- ranged by weapon! or .6melee 6d6=.@, kusanagi no tsurugi!4 F)ll At( .6O7.6,7.O melee by weapon! or .6-7.607.- ranged by weapon! or .6-7.607.- melee 6d6=.@, kusanagi no tsurugi! or .6@7.6@7.6=7.@ melee 6d6=.@, kusanagi no tsurugi!4 FS @ ft by @ ft4 Rea#h @ ft4 S,
cursed seal le"el 6, cursed seal le"el ,, willing origin self!, "ipermorph4 A+ self, power, e"il4 S- :ort .66, ;ef .6- .,6 "s. traps!, 8ill .6/4 AP -4 CP K/4 Re" .6,4 .ealth .,,4 +earn: .0, .0/ Nin>utsu!4 Str 6/, De3 6F, C$n 6@, Int 6-, .is 6F, Cha 6-. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: *luff .6= F!, Chakra Control .0, ,K!, Control Cursed )eal .66 -!, Craft calligraphy! .6@ 66!, 9isable 9e"ice .6@ 66!, 9isguise .- /!, Escape #rtist .- @!, 'ather 1nformation .6, -!, 'en>utsu .// ,K!, (ide .6K 6/!, 1ntimidate .6@ 66!, Mnowledge earth and life science! .0= ,/!, Mnowledge nin>a lore! .0@ ,K!, %isten .K F!, 3o"e )ilently .6K 6/!, Nin>utsu .0K ,K!, )earch .6= .6/ "s. traps! F!, )leight of (and .- @!, )pot .60 .6O "s. traps! 6=!, )ur"i"al .66 -!, Tai>utsu .6F 6/!, Tumble .F 0!. Feats: #rmor Proficiency light!, *lood Pact )nake!, Chuunin 'en>utsu!, Combat E$pertise, Combat 3artial #rts, 9ecepti"e, 9efensi"e 3artial #rts, Educated earth and life science, nin>a lore!, E$otic 3elee 8eapon Proficiency katana!, 'enin 'en>utsu!, 'enius Nin>a Nin>utsu!, 'en>utsu #dept, Lounin 'en>utsu, Nin>utsu!, Nin 8eapons Proficiency, Nin>utsu #dept, )hadow #rts, )imple 8eapon Proficiency, )tealthy, Track, 8eapon :ocus katana!. E"i# Feats: Epic Technique 5 Edo Tensei, Epic Technique 5 :ushi Tensei no Lutsu. Talent (Charismati# Her$): 'en>utsu, *onus :eat 9ecepti"e, 'en>utsu #dept!, 1mpro"ed 'en>utsu, #d"anced 'en>utsu. Talent (Nin9a S#$)t): Track, )neak #ttack, *onus :eat Chuunin, )tealthy!, 1ncrease )peed 6= feet!, (ide in Plain )ight, E"asion I 1mpro"ed E"asion!. Talent (Fast Her$): E"asion, *onus :eat 9efensi"e 3artial #rts, Combat E$pertise!, ?ncanny 9odge 1. Talent (Smart Her$): Nin>utsu, *onus :eat Nin>utsu #dept, Educated!, 1mpro"ed Nin>utsu. Talent (Nin9a O"erati$ns C$)nter): Technique Counter, Trap )ense, Plan I Plan!, E"asion I 5!, )wift Tracker, Tenketsu :ree&e, *onus :eat Lounin!, 'reater Technique Counter. Te#hni0)es 1n$2n: Control +,-5.- Chakra no Mogasu, Chouyaku no Lutsu, 'ishi no Lutsu, (akken no Lutsu, Mai, Minobori, 3ugen 1buki no Lutsu, ;yoku>un no Lutsu, Tadayou4 Gen/utsu +,88.5 #kumu no Lutsu, Chiyokubou no Lutsu, :unran no Lutsu, (asamiuchi, (ichishi Myoubou no Lutsu, 1kkaku no Lutsu, 1sshikika Masseika no Lutsu, Lougen&ou no Lutsu, Lukusui no Lutsu, Mangen&ou no Lutsu, Myougaku no Lutsu, Myouhaku 8arai no Lutsu, Myoushitsu no Lutsu, 3akai Myuudou 5 (akkyou 'youshi, Mokuangyou no Lutsu, 3agen 5 Narakumi no Lutsu, Nakimane no Lutsu, Nehan )hou>a no Lutsu, )aimin Lutsu 5 3usou no Lutsu, )aimin no Lutsu, )himenuchi, )hinkai )atsu>in no Lutsu, )hinshin :unkyuu no Lutsu, )hitsukentou no Lutsu, )hougen&ou no Lutsu, Taibakudou no Lutsu, Tenkyou no Lutsu, Tsutaka&ura 'en&ou no Lutsu4 Nin/utsu +,-7.5 #kuma no Tsubasa, *unshin no Lutsu, 9ochuu Engyou no Lutsu, 9ouka 9orodomu no Lutsu, Edo Tensei, :ushi Tensei no Lutsu, :ukurougan, :uuin Lutsu 5 Nin>ou Man, :uu>a )aisei no Lutsu, :uu>iru no Moe, 'ekata no :uukatsu, 'ogyou :uuin, 'ogyou Maiin, 'oukakyuu no Lutsu, 'okan ;anchou no Lutsu, (enge no Lutsu, (iakahou, (i>ou Mawarimi no Lutsu, (iryuu, (ouden no Lutsu, 1chi>in no Lutsu, 1shi )huriken no Lutsu, 1ssui )uberi no Lutsu, Lakuden, Ligen ?goku no Lutsu, Lisatsu no Lutsu, Loukata no :uukatsu, Loushou (youkouken, Loushou Dotori no Lutsu, Luuin Lutsu, Mage *unshin no
Lutsu, Magebaku )huriken no Lutsu, Magehouyou no Lutsu, Maisoku no Lutsu, Manashibari no Lutsu, Mawarimi no Lutsu, Ma&egama no Lutsu, Moori Tan>ou no Lutsu, Muchiyose no Lutsu ./@4 3astery!, Muchiyose 5 9okubimaru ./@4 3astery!, Muchiyose 5 3anda ./@4 3astery!, Muuha&an, 3ashouheki, 3eisaigakure no Lutsu, 3i&u *unshin no Lutsu, 3i&udama, Nan Mai&ou no Lutsu, Nawanuke no Lutsu, Nekonome, Ninpou 8ana 5 Munai Louwana, Ninpou 8ana 5 Munai Manwana, Ninpou 8ana 5 Munai 8ana, Ninpou 8ana 5 Munai )houwana, Dtobakuha no Lutsu, ;akurai no Lutsu, ;ousuru Dnpa no Lutsu, ;yuuka no Lutsu, )an 1buki no Lutsu, )eidenki ;enki no Lutsu, )eihouken :uuin, )eki>un (ayashi no Lutsu, )ennei Lashuu ./@4 3astery!, )ennei Ta>ashuu ./@4 3astery!, )hin>uu Tanshu no Lutsu, )houshagan no Lutsu, )hunshin no Lutsu, )huriken Mage *unshin no Lutsu, )ou>a )ousai no Lutsu4 Tai/utsu +,43.5 #sshouN, *utsukari, Nidan Mousoku, )hodan Mousoku, Men>utsu Dugi 5 Miritsuki, Men>utsu Dugi 5 Tsuki, Miun *utsu, 3ika&uki no 3ai, Namidatsu Mukkin, ;en&uki katana!, )hime. E0)i"ment: Casual clothes, kusanagi no tsurugi, forehead protector sound!, "arious personal gear. Or$#himar) (A/errati$n F$rm) %arge #berration4 HD @dF.,= plus -d-.0, plus /d-.6F plus /dF.6F plus @dF.,=4 h" ,=/4 5as @=4 Init .,4 S"d /= ft4 De&ense ,K, 0= melee, 0, traps ., de$, 56 si&e, .6/ class, ., epic, ., natural!, Touch ,O, :lat5:ooted ,K4 *ra" .,@4 At( .,= melee ,dF.F, bite!4 F)ll At( .,= melee ,dF.F, bite! and .6@ melee ,d/.0, / bites!4 FS 6= ft by 6= ft4 Rea#h 6= ft4 S, possession, immobili&ation aura, pseudomortality4 S- :ort .60, ;ef .6O .,= "s. traps!, 8ill .6/4 CP 6/-4 Str ,,, De3 6/, C$n 6K, Int 6-, .is 6F, Cha 6-. Ts)nade4hime )trong (ero 6=79edicated (ero 673edical )pecialist 6=7Epic )trong (ero /4 C; ,@4 3edium (umanoid (uman!4 HD 6=d-.,= plus 6dF., plus 6=dF.,= plus /d-.-4 h" 6O=4 5as @=4 Init .=4 S"d 0= ft4 De&ense ,,, ,0 melee .66 class, .6 epic!, Touch ,,, :lat5:ooted ,,4 'A' .6F4 *ra" .,@4 At( .,- melee 6d/.6/, unarmed! or .6O ranged by weapon!4 F)ll At( .,-7.,07.6-7.60 melee 6d/.6/, unarmed! or .6-7.607.-7.0 ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ lo"ed ones, good, konoha4 S- :ort .60, ;ef .6=, 8ill .6F4 AP -4 CP KO4 Re" .664 .ealth .=4 +earn: .,F .,- nin>utsu, .,@ tai>utsu!4 Str ,/, De3 66, C$n 6@, Int 6/, .is 6F, Cha 6F. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .0K ,-!, Concentration .O @!, Craft chemical! .6= -!, Craft pharmaceutical! .,= 6F!, 'en>utsu .6@ 6,!, Mnowledge earth and life science! .,= 6-!, Mnowledge nin>a lore! .6= -!, Nin>utsu .0/ ,-!, Tai>utsu .,= 6,!, Treat 1n>ury .,/ 6K!. Feats: #rmor Proficiency light!, *lood Pact )lug!, Chakra #ffinity 'ood Nin>utsu, Poor Tai>utsu!, Chuunin Chakra Control!, Combat 3artial #rts, 9efensi"e 3artial #rts, :orensics Training, 'enin Chakra Control!, ;etrie"al E$pert, (armony, (eroic )urge, Lounin Chakra Control, Nin>utsu!, 3edical E$pert, Nin 8eapons Proficiency, Nin>utsu #dept, Power #ttack, )imple 8eapon Proficiency, )urgery, 8eapon :ocus unarmed!. E"i# Feats: Epic Technique 5 )ou&ou )aisei, 'reat )trength $0!. Talent (Str$ng Her$): 3elee )mash 6, *onus :eat #rmor Proficiency, Combat
3artial #rts, 'enin, Power #ttack, 8eapon :ocus 5 unarmed!, 3elee )mash ,, 3elee )mash 0, 1gnore (ardness 6, Tai>utsu Talent (Dedi#ated Her$): Chakra Control. Talent (5edi#al S"e#ialist): 3edical #bility, Chakra )calpel 6dF!, E$pert (ealer, *onus :eat Chuunin, ;etrie"al E$pert, )urgery!, )neak #ttack .,dF!, Chakra )calpel E$pertise, 3edical 3astery, Empower (ealing. Talent (E"i# Str$ng Her$): Epic 3elee )mash 6, *onus Epic :eat 'reat )trength, 'reat )trength!, Epic 3elee )mash , Te#hni0)es 1n$2n: Control +,-7.- *anryoku ./@4 3astery!, Chakra no Mogasu, Chouyaku no Lutsu, Tenshu Myaku ./@4 3astery!, 9oku (akken no Lutsu, Mai, Makusu Nioi, Minobori #uto5)uccess!, ;anshinshou, ;yoku>un no Lutsu, Tadayou #uto5 )uccess!4 Gen/utsu +,42.5 1kaku no Lutsu, Lukusui no Lutsu, )hitsukentou no Lutsu, )hougen&ou no Lutsu4 Nin/utsu +,-8.5 *unshin no Lutsu, 9ochuu Engyou no Lutsu, 9okukiri no Lutsu, :uroufushi no Lutsu ./=4 3astery!, (enge no Lutsu, Ligen ?goku no Lutsu, Mage *unshin no Lutsu, Mawarimi no Lutsu, Muchiyose no Lutsu, Nawanuke no Lutsu, Ninpou 8ana 5 Munai 8ana, Ninpou 8ana 5 Munai )houwana, )hin>uu Tanshu no Lutsu, )hunshin no Lutsu, )ou&ou )aisei, Tobikiri )aisei no Lutsu 1ryou Nin>utsu< Chiyu 5 Nidan Lutsu ./@4 3astery!, 1ryou Nin>utsu< Chiyu 5 Rondan Lutsu ./@4 3astery!, 1ryou Nin>utsu< Chiyu 5 )hodan Lutsu ./@4 3astery!, 1ryou Nin>utsu< Chiyu 5 )andan Lutsu ./@4 3astery!, 1ryou Nin>utsu< ;yo>i 5 9okukeshi ./@4 3astery!, 1ryou Nin>utsu< ;yo>i 5 9okuyoke ./@4 3astery!, 1ryou Nin>utsu< (iken 5 Matawa Luushou, 1ryou Nin>utsu< (iken 5 Matou )aisei ./@4 3astery!, 1ryou Nin>utsu< ;yo>i 5 Luuki, 1ryou Nin>utsu< ;yo>i 5 Mekki ./@4 3astery!, 1ryou Nin>utsu< ;yo>i 5 Mentai ./@4 3astery!, 1ryou Nin>utsu< ;yo>i 5 3annouyaku ./@4 3astery!, 1ryou Nin>utsu< ;yo>i 5 Nanroume, 1ryou Nin>utsu< 1>i 5 3ashu>utsu ./@4 3astery!, 1ryou Nin>utsu< 1>i 5 )hiketsu ./@4 3astery!, 1ryou Nin>utsu< 1>i 5 )hinryou Lutsu ./@4 3astery!, 4 Tai/utsu +,50.5 9ai>inryoku, Luuriki, Myouran )u>iN, Namidatsu MukkinN, )hin Taihouken, )hodan Mousoku, )uiken 9achi, Taihouken, ?ke ;endan. E0)i"ment: Casual outfit, precious necklace, "arious personal gear.
A(ats)(i
These K elite )5;ank Criminals are immensely powerful e"en among other criminals of matching rank. Their goal is the gathering of all bi>uu and to create a world of war eternal. Mnown members, and e$5members, of the akatsuki include< Drochimaru the %eaf5 nin, Tetsu the 'rass5nin, ?chiha 1tachi the %eaf5nin, (oshigaki Misame the 3ist5nin, Maku&u the 8aterfall5nin, (idan, )asori of the ;ed )ands the )and5nin, 9eidara the ;ock5nin and finally Tobi. Hidan Tough (ero O7)hinobi *odyguard 6=4 C; 6O4 3edium (umanoid 1mmortal subtype!4 HD Od6=.,- plus 6=d6,./= plus 6=4 h" ,=@4 5as @=4 Init .=4 S"d 0= ft4 De&ense 6K .K class!, Touch 6K, :lat5:ooted 6K4 'A' .6,4 *ra" .6@4 At( .6F melee ,d/.O, scythe!4 F)ll At( .6F7.667.F melee ,d/.O, scythe!4 FS @ ft by @ ft4 Rea#h @ ft4 S, immortal traits4 A+ Lashin, chaos, e"il4 S- :ort .6O, ;ef .@, 8ill .K4 AP -4 CP K=4 Re" .@4 .ealth .F4 +earn: .,=4 Str 6F, De3 66, C$n 6-, Int 6,, .is 6K, Cha 6/. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, Craft
calligraphy!, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .,= 6@!, Concentration .6- 6=!, Craft calligraphy! .66 6=!, Mnowledge nin>a lore! .6F 6@!, Mnowledge theology and philosophy! .6K 6-!, Nin>utsu .,@ ,=!, Tai>utsu .6@ 6=!. Feats: Chuunin Nin>utsu!, :ocused, 'enin Nin>utsu!, 'reat :ortitude, (armony, Nin 8eapons Proficiency, Nin>utsu #dept, Power #ttack, )imple 8eapons Proficiency, Tai>utsu #dept, Talented )hinobi, 8eapon :ocus scythe!. Talent (T$)gh Her$): ;obust, 9amage ;eduction 072, *onus :eat 'reat :ortitude, Tai>utsu #dept, Talented )hinobi!. Talent (Shin$/i '$d!g)ard): ;emain Conscious, (arm's 8ay, *onus :eat Chuunin, :ocused!, 8ings of the ?ndying 6, 9amage ;eduction ,75, )neak #ttack .6dF!, 8ings of the ?ndying ,, 8ings of the ?ndying 0 Te#hni0)es 1n$2n: Control +,50.- Minobori, Tadayou4 Gen/utsu +,5.5 24 Nin/utsu +,51.5 *unshin no Lutsu, (enge no Lutsu, Mami no )abaki .064 3astery!, Mawarimi no Lutsu .,K4 )peciali&ation!, Ninpou 5 )endachi4 Tai/utsu +,41.5 9ai>inryoku, Luuriki, Myouran )u>iN, Namidatsu MukkinN. E0)i"ment: 3astercraft .0 damage scythe containment seal!, standard nin>a outfit night camouflage!, akatsuki cloak, akatsuki ring, "arious personal gear. Note: (idan is able to make a single ranged attack at his highest attack bonus as a full5 attack action because of the rope attached to his scythe. The range is 6@ feet. Hidan (Sh$)ten n$ @)ts)) C; 6=4 3edium (umanoid (uman!4 h" F-4 5as @=4 Init .=4 S"d 0= ft4 De&ense 6@ .K class, 5/ inherent!, Touch 6@, :lat5:ooted 6@4 *ra" .664 At( .6, melee ,d/.O, scythe!4 F)ll At( .6,7.O7., melee ,d/.O, scythe!4 S- :ort .60, ;ef .=, 8ill .@4 CP 0=4 Str 6F, De3 66, C$n 6-, Int 6,, .is 6K, Cha 6/. S(ills: Chakra Control .6@, Concentration .60, Craft calligraphy! .F, Mnowledge nin>a lore! .66, Mnowledge theology and philosophy! .6/, Nin>utsu .,=, Tai>utsu .60. Te#hni0)es 1n$2n: Control +,41.- Minobori, Tadayou4 Gen/utsu +--.5 24 Nin/utsu +,50.5 *unshin no Lutsu, (enge no Lutsu, Mawarimi no Lutsu .,/4 )peciali&ation!, Ninpou 5 )endachi4 Tai/utsu +,40.5 9ai>inryoku, Luuriki, Myouran )u>iN, Namidatsu MukkinN. <1iri n$ 1ai9in6< H$shiga(i 1isame )trong (ero -7)hinobi )wordsman 6=7)uiton Elementalist /4 C; ,,4 3edium (umanoid (uman, #quatic!4 HD -d-.,/ plus 6=d6=.0= plus /dF.6,4 h" ,664 5as @=4 Init .64 S"d 0= ft, swim 0= ft.4 De&ense ,0 .6 de$, .6= class, ., armor!, Touch ,6, :lat5:ooted ,,4 'A' .6K4 *ra" .,@4 At( .0= melee ,dF.6@, samehada! or .,6 ranged by weapon!4 F)ll At( .0=7.,@7.,=7.6@ melee ,dF.6@, samehada! or .,67.6F7.667.F ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ self, power, akatsuki4 S, aquatic subtype, breathe water, amphibious4 S- :ort .6@, ;ef .K, 8ill .K4 AP -4 CP 60/4 Re" .-4 .ealth .664 +earn: .,, .,= raiton!4 Str ,,, De3 60, C$n 6-, Int 60, .is 6=, Cha 60. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 3o"e )ilently, Nin>utsu4 Bonus Feat: #rchaic 8eapon Proficiency!
S(ills: Chakra Control .,, ,=!, 'en>utsu .K -!, (ide .,= 6O!, Lump .- ,!, 3o"e )ilently .,0 ,=!, Nin>utsu .,O ,,!, )wim .6= /!, Tai>utsu .,6 6/!, Tumble .@ /!. Feats: #rchaic 8eapon Proficiency, #rmor Proficiency light!, *lind5:ight, *lood Pact shark!, Chuunin Nin>utsu!, Clea"e, Combat E$pertise, 'enin Tai>utsu!, 1mpro"ed Chakra Pool $0!, 1mpro"ed Combat E$pertise, 1mpro"ed Power #ttack, Lounin Chakra Control, Nin>utsu!, 3onkey 'rip, Nin 8eapons Proficiency, Nin>utsu #dept, Power #ttack, )imple 8eapon Proficiency, )tealthy. E"i# Feats: Elemental )peciali&ation )uiton!. Talent (Str$ng Her$): 3elee )mash 6, *onus :eat 'enin, #rmor Proficiency, Power #ttack, Clea"e!, 3elee )mash ,, 3elee )mash 0, 1gnore (ardness 6. Talent (Shin$/i S2$rdsman): 8eapon :ocus greatsword!, Suick 9raw, 1n"isible )trike, *onus :eat 3onkey 'rip, *lind5:ight, Combat ;efle$es!, )neak #ttack .,dF!, 8eapon )peciali&ation, 'reater 8eapon :ocus, Power of the Elite, 1mpro"ed Critical, 'reater 8eapon )peciali&ation. Talent (S)it$n Elementalist): Elemental )peciali&ation, Elemental :ury, %imitless :ury, *onus :eat Lounin!. Te#hni0)es 1n$2n: Control +,55.- Chakra no Mougasu, Chouyaku no Lutsu, Mai, Mayou Ruugyou, Minobori, )hinobi Myoufu no Lutsu, Tadayou4 Gen/utsu +,7.5 1kaku no Lutsu, )hougen&ou no Lutsu4 Nin/utsu +,56.5 *unshin no Lutsu, 9aibakufu no Lutsu, 'ekirou no Lutsu, 'oshokusame, (enge no Lutsu, Ligen ?goku no Lutsu, 1ssui )uberi no Lutsu, Mawarimi no Lutsu .004 3astery!, Mirigakure no Lutsu .004 3astery!, Muchiyose no Lutsu, Muchiyose 5 8ani&ame .004 3astery!, 3eisaigakure no Lutsu, 3i&u *unshin no Lutsu, 3i&udama, Dou&umatoi, )hunshin no Lutsu, )uikoudan no Lutsu .004 3astery!, )uikousandan no Lutsu .004 3astery!, )uirou no Lutsu, )uishouha no Lutsu, Tobikomi no Lutsu .004 3astery!, Rutsuba no Lutsu4 Tai/utsu +,54.5 *ougyo (akaisha, *utsukari, )hodan Mousoku, Miun *utsu, Namidatsu MukkinN, ;yuutsuki. E0)i"ment: #katsuki cloak, akatsuki ring, standard nin>a outfit night camouflage!, )amehada, belt pouch / kunai, @ shuriken, / e$ploding tags, , blank scrolls!, "arious personal gear. <1iri n$ 1ai9in6< H$shiga(i 1isame (Sh$)ten n$ @)ts)) CR 6@4 h" O=4 De&ense 6K .6 de$, .6= class, ., armor, 5/ inherent!, Touch 6O, :lat5 :ooted 6-4 *ra" .,64 At( .,F melee ,dF.6@, samehada! or .6O ranged by weapon!4 F)ll At( .,F7.,67.6F7.66 melee ,dF.6@, samehada! or .6O7.6,7.O7., ranged by weapon!4 S- :ort .66, ;ef .@, 8ill .@4 AP -4 CP //4 Str ,,, De3 60, C$n 6-, Int 66, .is -, Cha 66. S(ills: Chakra Control .6O, 'en>utsu ./, (ide .6F, Lump ./, 3o"e )ilently .6K, Nin>utsu .,,, )wim .F, Tai>utsu .6O, Tumble .6. Te#hni0)es 1n$2n: Control +,46.- Chakra no Mougasu, Chouyaku no Lutsu, Mai, Mayou Ruugyou, Minobori, )hinobi Myoufu no Lutsu, Tadayou4 Gen/utsu +,8.5 1kaku no Lutsu, )hougen&ou no Lutsu4 Nin/utsu +,55.5 *unshin no Lutsu, 9ochuu Engyou no Lutsu, 'ekirou no Lutsu, 'oshokusame, (enge no Lutsu, Ligen ?goku no Lutsu, 1ssui )uberi no Lutsu, Mawarimi no Lutsu .,-4 3astery!, Mirigakure no Lutsu .,-4 3astery!, Muchiyose no Lutsu, Muchiyose 5 8ani&ame .,-4 3astery!, 3eisaigakure no Lutsu, 3i&u *unshin no Lutsu, 3i&udama, Tobikomi no Lutsu .,-4 3astery!, Rutsuba no Lutsu, )hunshin no Lutsu, )uikoudan no Lutsu, )uirou no Lutsu4 Tai/utsu +,46.5 *ougyo (akaisha, *utsukari, )hodan Mousoku, Miun *utsu, Namidatsu MukkinN, ;yuutsuki.
1a()z) )mart (ero /7Nin>a )cout 6=7)uiton Elementalist O EC% ,O!4 C; ,@4 3edium #berration ;ipper!4 HD /dF./ plus 6=d-.6= plus OdF.O plus ,==4 h" 06=4 5as @=4 Init .F4 S"d /= ft4 De&ense ,@, ,F melee ., de$, .66 class, ., armor!, Touch ,0, :lat5 :ooted ,04 'A' .604 *ra" .6K4 At( .6- melee 6d-./, tentacle rake!4 F)ll At( .6melee 6d-./, / tentacle rakes!4 FS @ ft by @ ft4 Rea#h 6= ft4 S, ageless, dark"ision F= ft., immunities, tentacle rake, impro"ed grab, heart stealer, shapeshift, empty body water, fire, wind, lightning, earth!4 A+ money, self, e"il4 S- :ort .O, ;ef .60, 8ill .6@4 AP -4 CP 6,O4 Re" .O4 .ealth .0@4 +earn: .,@4 Str 6-, De3 6/, C$n 6,, Int 6F, .is 6F, Cha 60. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, Tai>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .,K ,/!, Concentration .6O 6F!, 9isable 9e"ice .6F 60!, :orgery .6/ 66!, 'en>utsu .60 6,!, (ide .6, 6=!, Mnowledge nin>a lore! .06 ,/!, Mnowledge streetwise! .,6 6-!, 3o"e )ilently .6, 6=!, Nin>utsu .0/ ,/!, )earch .6F 60!, )ur"i"al .O /!, Tai>utsu .6@ 66!. Feats: #gile ;iposte, Chuunin Nin>utsu!, Combat Throw, 9efensi"e 3artial #rts, 9odge, 'enin Nin>utsu!, (eighten Technique, 1mpro"ed 1nitiati"e, Lounin Chakra Control, Nin>utsu!, %ight )leeper, Nin 8eapons Proficiency, Nin>utsu #dept, )imple 8eapons Proficiency, )upercharged Technique, Track, 8eapon :ocus tentacle rake!, 8iden Technique. E"i# Feats: Elemental )peciali&ation )uiton!. Talent (Smart Her$): )a"ant knowledge 5 nin>a lore!, *onus :eat Nin>utsu #dept, 8eapon :ocus!, Plan. Talent (Nin9a S#$)t): Track, )neak #ttack .,dF!, *onus :eat Chuunin, 9efensi"e 3artial #rts, 9odge!, 1ncrease )peed 6= feet!, (ide in Plain )ight, E"asion I E"asion!, Suicken Technique. Talent (S)it$n Elementalist): Elemental )peciali&ation, Elemental :ury, %imitless :ury, *onus :eat )upercharged Technique!, ;age of the Elements, Elemental :ocus, Elemental )urge Te#hni0)es 1n$2n: Control +,57A,-1B Mastery.- Chouyaku no Lutsu, 9aichouyaku no Lutsu, 1nuhana no Lutsu, Mai, Minobori, Tadayou, Rukigutsu4 Gen/utsu +,4-A,42B Mastery.5 1kaku no Lutsu, Myougaku no Lutsu, 3agen 5 Narakumi no Lutsu, 3agen 5 )hinkei Nigai, )hitsunen no Lutsu4 Nin/utsu +,-8A,80B Mastery.5 *unshin no Lutsu, 9aibakufu no Lutsu, 9airyuudan no Lutsu, 9ai Tsuchiryuu no Lutsu, 9okukiri no Lutsu, 9oroku 'aeshi, (enge no Lutsu, Ligen ?goku no Lutsu, Loushouu Dotori, Maryuu Endan, Mawarimi no Lutsu, Mirigakure no Lutsu, Myuuden no Lutsu, 3i&u no 3uchi, 3i&udama no Lutsu, 3ukidou )anpo no Lutsu, ;aite no Lutsu, ;akurai no Lutsu, ;enkuu 9an, ;youtou )uiryuudan no Lutsu, )hunshin no Lutsu, )uirou no Lutsu, )uiryuudan no Lutsu, )uiryuuretsu no Lutsu, )uisendan no Lutsu, Tsuchiryuu no Lutsu, ?nagitsume no Lutsu, Rouso :uuin no Lutsu, Tankidan, Tentenkou no 8a&a4 Tai/utsu +,41A,54B Mastery.5 #sshouN, Namidatsu MukkinN, ;en&uki tentacle rake!, )hodan Mousoku, Tetsuha>i. E0)i"ment: #katsuki cloak, akatsuki ring, standard nin>a outfit night camouflage!, "arious personal gear.
Note: Maku&u has mastery in e"ery single technique he has learned, up to the last step, or the last step he has a"ailable to him. 1a()z) (Sha"eshi&ted) De&ense 0,, 00 melee 56 si&e, ., de$, .66 class, ., armor, .- natural!, Touch ,,, :lat5 :ooted 0=4 *ra" .,04 At( .6- melee ,dF.@, tentacle rake!4 F)ll At( .6- melee ,dF.@, F tentacle rakes! or .6@7.6=7.@ ranged ,dF, energy spit!4 FS 6= ft by 6= ft4 Rea#h 6@ ft4 Str ,=, De3 6/, C$n 6,, Int 6F, .is 6F, Cha 60. 1a()z) (Sh$)ten n$ @)ts)) C; 6-4 h" 6=04 5as @=4 Init .F4 S"d /= ft4 De&ense ,6, ,, melee ., de$, .66 class, ., armor, 5/ inherent!, Touch ,0, :lat5:ooted ,04 *ra" .6@4 At( .6- melee 6d-./, tentacle rake!4 F)ll At( .6/ melee 6d-./, / tentacle rakes!4 FS @ ft by @ ft4 Rea#h 6= ft4 S, ageless, dark"ision F= ft., immunities, tentacle rake, impro"ed grab, heart stealer, shapeshift, empty body water, fire, wind, lightning, earth!4 S- :ort .O, ;ef .60, 8ill .6@4 AP -4 CP /,4 Re" .O4 Str 6-, De3 6/, C$n 6,, Int 6F, .is 6F, Cha 60. S(ills: Chakra Control .,@, Concentration .60, 9isable 9e"ice .6,, :orgery .6=, 'en>utsu .K, (ide .-, Mnowledge nin>a lore! .,O, Mnowledge streetwise! .6O, 3o"e )ilently .-, Nin>utsu .0=, )earch .6,, )ur"i"al .0, Tai>utsu .66. Te#hni0)es 1n$2n: Control +,57A,-1B Mastery.- Chouyaku no Lutsu, 9aichouyaku no Lutsu, 1nuhana no Lutsu, Mai, Minobori, Tadayou, Rukigutsu4 Gen/utsu +,4-A,42B Mastery.5 1kaku no Lutsu, Myougaku no Lutsu, 3agen 5 Narakumi no Lutsu, 3agen 5 )hinkei Nigai, )hitsunen no Lutsu4 Nin/utsu +,-8A,80B Mastery.5 *unshin no Lutsu, 9airyuudan no Lutsu, 9okukiri no Lutsu, 9oroku 'aeshi, (enge no Lutsu, Ligen ?goku no Lutsu, Loushouu Dotori, Mawarimi no Lutsu, Mirigakure no Lutsu, Myuuden no Lutsu, 3i&u no 3uchi, 3i&udama no Lutsu, 3ukidou )anpo no Lutsu, ;aite no Lutsu, ;akurai no Lutsu, ;enkuu 9an, )hunshin no Lutsu, )uirou no Lutsu, )uiryuudan no Lutsu, )uisendan no Lutsu, Tsuchiryuu no Lutsu, ?nagitsume no Lutsu, Rouso :uuin no Lutsu, Tankidan, Tentenkou no 8a&a4 Tai/utsu +,41A,54B Mastery.5 #sshouN, Namidatsu MukkinN, ;en&uki tentacle rake!, )hodan Mousoku, Tetsuha>i. 1a()z) (Sh$)ten n$ @)ts)F Sha"eshi&ted) De&ense ,-, ,K melee 56 si&e, ., de$, .66 class, ., armor, .- natural, 5/ inherent!, Touch ,,, :lat5:ooted ,F4 *ra" .6K4 At( .6/ melee ,dF.@, tentacle rake!4 F)ll At( .6/ melee ,dF.@, F tentacle rakes! or .6/7.K7./ ranged ,dF, energy spit!4 FS 6= ft by 6, ft4 Rea#h 6@ ft4 Str ,=, De3 6/, C$n 6,, Int 6F, .is 6F, Cha 60. =#hiha Ita#hi :ast /7Nin>a )cout 6=7Nin>a Dperations Counter 67)huriken E$pert 6=7)haringan Eye 1ntermediate! ,4 C; ,@4 3edium (umanoid (uman!4 HD /d-./ plus 6=d-.6= plus 6dF.6 plus 6=dF.6=4 h" 6@64 5as @=4 Init .@4 S"d 0= ft4 De&ense 00, 0/ melee, 0F "s traps .@ de$, .6O class, .6 epic!, Touch 00, :lat5:ooted 004 'A' .604 *ra" .6O4 At( .,, ranged 6d/./ plus ,d/, kunai!4 F)ll At( .6O7.6,7.O melee by weapon! or .,=7.6@7.6= ranged by weapon! or .,,7.6O7.6, ranged 6d/./, kunai! or .,=7.,=7.6@7.6= ranged 6d/./ plus ,d/, kunai!4 FS @ ft by @ ft4 Rea#h @ ft4 S,
sharingan eye .F, offensi"e foresight .0, high speed sight @, glare, nin>a mimicry, mangekyou sharingan @7day4 A+ self, power4 S- :ort .6=, ;ef .,, .,@ "s traps!, 8ill .604 AP 0=4 CP F04 Re" .6= .6, in Monoha!4 .ealth .,/4 +earn: .,O .,K Nin>utsu!4 Str 6/, De3 ,6, C$n 60, Int 6-, .is 6@, Cha 6F. O##)"ati$n: #cademy )tudent Chakra Control, 'en>utsu, Nin>utsu4 Nin 8eapons Proficiency! S(ills: *alance .66 F!, Chakra Control .,- ,F!, 9isable 9e"ice .6K 6@!, 'en>utsu .,, 6K!, (ide .,O ,=!, Lump .K O!, Mnowledge nin>a lore! .6/ 6=!, %isten .6, 6=!, 3o"e )ilently .,O ,=!, Nin>utsu .0/ ,-!, )leight of (ands .6, O!, )earch .,6 .,@ "s traps! 6O!, )pot .6, .6F "s traps! 6=!, )ur"i"al .6= -!, Tai>utsu .,= 6-! and Tumble .6O 6,!. Feats: #d"anced *loodline ?chiha Clan )haringan!, Combat 3artial #rts, Chuunin Nin>utsu!, 9efensi"e 3artial #rts, :ar )hot, 'enin Nin>utsu!, 'enius Nin>a Nin>utsu!, ;etrie"al E$pert, 3angekyou )haringan, Nin>a 3imicry, Nin>utsu #dept, Nin 8eapons Proficiency, Point *lank )hot, Precise )hot, )tealthy, Technique :ocus Tsukuyomi! E"i# Feats: Epic )haringan, Epic Technique :ocus Tsukuyomi! Talent (Fast Her$): E"asion, *onus :eat 9efensi"e 3artial #rts, 'enin!, ?ncanny 9odge 6 Talent (Nin9a S#$)t): Tracker, )neak #ttack .0dF!, *onus :eat Combat 3artial #rts, Chuunin, ;etrie"al E$pert!, 1ncrease )peed 6= feet!, (ide in Plain )ight, E"asion I 1mpro"ed E"asion!, Suicken Technique Talent (Nin9a O"erati$ns C$)nter): Technique Counter, Trap )ense Talent (Sh)ri(en E3"ert): Thrown 8eapon :ocus, ;apid )hot, )neak #ttack .,dF!, *onus :eat 9odge, :ar )hot, Precise )hot!, Suick 9raw, Precision .,d/!, 'reater Thrown 8eapon :ocus, Thrown 8eapon )peciali&ation, Precise Throw, *ullseye. Te#hni0)es 1n$2n: Control +,52.- Chikara no Mogasu, Chouyaku no Lutsu, Mai, Makusu Nioi, Minobori, 3ugen 1buki no Lutsu, )hinobi Myoufu no Lutsu, Tadayou4 Gen/utsu +,55.5 9outa no Lutsu, (asamiuchi, Lukusui no Lutsu, )haringan Dugi 5 )hinkou Lutsu, 3agen 5 Myuuten Chiten, Nakimane no Lutsu, Tsukuyomi #uto )uccess!4 Nin/utsu +,-8.5 #materasu, Mage *unshin )ai .0K4 3astery!, *unshin no Lutsu, 9airyuudan .0K4 3astery!, 'ouenkyuu .0K4 3astery!, 'oukakyuu no Lutsu .0K4 3astery!, (enge no Lutsu, (ousenka no Lutsu .0K4 3astery!, 1shi )huriken no Lutsu, Ligen ?goku no Lutsu, Likoku Mage *unshin no Lutsu .0K4 3astery!, Lisatsu no Lutsu, Lishin no Lutsu, Mage *unshin no Lutsu .0K4 3astery!, Maryuudan .0K4 3astery!, Mawarimi no Lutsu .0K4 3astery!, Ma&egama no Lutsu, ;yuuka no Lutsu .0K4 3astery!, )hunshin no Lutsu, )uigadan no Lutsu, Tenkou *unshin no Lutsu .0K4 3astery!4 Tai/utsu +,50.5 #sshouN, Nidan Mousoku, )hodan Mousoku, )andan Mousoku, )hundou and )hunpo. E0)i"ment: *elt pouch - kunai, 0 shuriken, , smoke bombs!, shuriken holster / kunai or 6@ shuriken!, standard nin>a outfit night camouflage!, akatsuki cloak, akatsuki ring, "arious personal gear. =#hiha Ita#hi (Sh$)ten n$ @)ts)) CR 6-4 h" @=4 De&ense ,K, 0= melee, 0, "s traps .@ de$, .6O class, .6 epic, 5/ inherent!, Touch ,K, :lat5:ooted ,K4 *ra" .604 At( .60 melee by weapon! or .6F ranged by weapon! or .6- ranged 6d/.F, kunai!4 F)ll At( .607.-7.0 melee by
weapon! or .6F7.667.F ranged by weapon! or .6-7.607.- ranged 6d/./ plus ,d/, kunai! or .6F7.6F7.667.F ranged 6d/./ plus ,d/, kunai!4 S- :ort .F, ;ef .6- .,6 "s traps!, 8ill .K4 AP 0=4 CP ,64 Str 6/, De3 ,6, C$n 60, Int 6F, .is 60, Cha 6/. S(ills: *alance .O, Chakra Control .,0, 9isable 9e"ice .6/, 'en>utsu .6O, (ide .,0, Lump .@, Mnowledge nin>a lore! .K, %isten .O, 3o"e )ilently .,0, Nin>utsu .,K, )leight of (ands .-, )earch .6F .,= "s traps!, )pot .O .66 "s traps!, )ur"i"al .@, Tai>utsu .6F and Tumble .60. Te#hni0)es 1n$2n: Control +,5-.- Chikara no Mogasu, Chouyaku no Lutsu, Mai, Makusu Nioi, Minobori, 3ugen 1buki no Lutsu, )hinobi Myoufu no Lutsu, Tadayou4 Gen/utsu +,46.5 9outa no Lutsu, (asamiuchi, Lukusui no Lutsu, )haringan Dugi 5 )hinkou Lutsu, Nakimane no Lutsu4 Nin/utsu +,57.5 Mage *unshin )ai, *unshin no Lutsu, 'oukakyuu no Lutsu, (enge no Lutsu, (ousenka no Lutsu, 1shi )huriken no Lutsu, Ligen ?goku no Lutsu, Lisatsu no Lutsu, Mage *unshin no Lutsu, Mawarimi no Lutsu .0@4 3astery!, Ma&egama no Lutsu, ;yuuka no Lutsu, )hunshin no Lutsu, )uigadan no Lutsu, Tenkou *unshin no Lutsu4 Tai/utsu +,43.5 #sshouN, Nidan Mousoku, )hodan Mousoku, )andan Mousoku, )hundou.
5ain Cast
This section contains the four characters of the main cast, and their ad"ancement. Har)n$ Sa()ra 9edicated (ero 07)mart (ero ,73edical )pecialist 64 C; F4 3edium (umanoid (uman!4 HD 0dF plus ,dF plus 6dF4 h" 6-4 5as @=4 Init .,4 S"d 0= ft4 De&ense 6F ., de$, ./ class!, Touch 6F, :lat5:ooted 6/4 'A' .04 *ra" .04 At( ./ melee by weapon! or .@ ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ )asuke, friends, hidden leaf4 S- :ort .,, ;ef ./, 8ill .664 AP -4 CP -4 Re" .04 .ealth .6@4 +earn: .O4 Str 6,, De3 6/, C$n 66, Int 6F, .is 6F, Cha 6,. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .6- K!, 'en>utsu .66 K!, (ide .@ /!, 1n"estigate .O /!, Mnowledge earth and life science! .6, K!, Mnowledge nin>a lore! .6/ K!, %isten .@!, Nin>utsu .6/ K!, ;ead78rite %anguage, )peak %anguage, )pot .O /!, )ur"i"al .F 0!, Treat 1n>ury .6/ K!, Tumble .@ 0!. Feats: Educated history, nin>a lore!, 'enin Chakra Control!, (armony, (eroic )urge, 1ron 8ill, 3edical E$pert, Nin 8eapons Proficiency, )imple 8eapon Proficiency Talent (Dedi#ates): Chakra Control, 1mpro"ed Chakra Control Talent (Smart): Nin>utsu Talent (5edi#al S"e#ialist): 3edical #bility, Chakra )calpel 6d/! Te#hni0)es 1n$2n: Control +,42.- Mai, Minobori #uto5)uccess!, Tadayou #uto5 )uccess!4 Gen/utsu +,44.5 3agen 5 )hitsuen>ou no Lutsu, )hougen&ou no Lutsu4 Nin/utsu +,48.5 *unshin no Lutsu, (enge no Lutsu, Mawarimi no Lutsu .6F4 Proficiency! 1ryou Nin>utsu< Chiyu 5 )hodan Lutsu, 1ryou Nin>utsu< ;yo>i 5 Mekki, 1ryou Nin>utsu< ;yo>i 5 Mentai4 Tai/utsu +,4.5 None. E0)i"ment: )huriken holster / kunai or 6@ shuriken!, belt pouch , kunai, 6@ throwing needles, , blank scroll!, casual clothes, forehead protector konoha!, soldier
pills @!, blood increasing pills @!, "arious personal gear. H$(ageGs A""renti#e Har)n$ Sa()ra (A&ter Times(i") 9edicated (ero 07)mart (ero ,73edical )pecialist /7Tai>utsu 3aster 04 C; 6,4 3edium (umanoid (uman!4 HD 0dF.F plus ,dF./ plus FdF.6, plus 6d6=.,4 h" -64 5as @=4 Init .,4 S"d 0= ft4 De&ense 6K ., de$, .O class!, Touch 6K, :lat5:ooted 6O4 'A' .K4 *ra" .6,4 At( .6/ melee 6dF.F, unarmed! or .6= ranged by weapon!4 F)ll At( .6/7.K melee 6dF.F, unarmed! or .6O7.6, melee 6dF.K, unarmed and banryoku! FS @ ft by @ ft4 Rea#h @ ft4 A+ )asuke, friends, hidden leaf4 S- :ort .-, ;ef .O, 8ill .6/4 AP -4 CP /F4 Re" ./4 .ealth .6@4 +earn: .6@4 Str 6F, De3 6/, C$n 6/, Int 6F, .is 6O, Cha 6,. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .,F 6@!, Craft pharmaceutical! .6K 6/!, 'en>utsu .66 K!, (ide .O @!, 1n"estigate .O /!, Mnowledge earth and life science! .6O 6,!, Mnowledge nin>a lore! .,= 6@!, %isten .- @!, Nin>utsu .,= 6@!, ;ead78rite %anguage, )peak %anguage, )pot .O /!, )ur"i"al .F 0!, Treat 1n>ury .6K 6/!, Tai>utsu .60 6=!, Tumble .@ 0!. Feats: Combat 3artial #rts, Chuunin Chakra Control!, 9efensi"e 3artial #rts, Educated earth and life science, nin>a lore!, 'enin Chakra Control!, (armony, (eroic )urge, 1ron 8ill, 3edical E$pert, Nin 8eapons Proficiency, Power #ttack, )imple 8eapon Proficiency, Talented )hinobi, 8eapon :ocus unarmed!. Talent (Dedi#ates): Chakra Control, 1mpro"ed Chakra Control. Talent (Smart): Nin>utsu. Talent (5edi#al S"e#ialist): 3edical #bility, Chakra )calpel 6d/!, E$pert (ealer, *onus :eat Chuunin, Talented )hinobi!, )neak #ttack .6dF! Talent (Tai9)ts) 5aster): ?narmed #ttack 6dF!, Tai>utsu 3astery 8eapon )peciali&ation 5 ?narmed!, *onus :eat Power #ttack!. Te#hni0)es 1n$2n: Control +,53.- *anryoku, Tenshu Myaku, Mai, Minobori #uto5 )uccess!, Tadayou #uto5)uccess!4 Gen/utsu +,44.5 3agen 5 )hitsuen>ou no Lutsu, )hougen&ou no Lutsu4 Nin/utsu +,50.5 *unshin no Lutsu, (enge no Lutsu, Mawarimi no Lutsu .6F4 Proficiency! 1ryou Nin>utsu< Chiyu 5 )hodan Lutsu, Chiyu 5 Nidan Lutsu, Chiyu 5 )andan Lutsu, 1>i 5 3ashu>utsu, 1>i 5 )hiketsu, 1>i 5 )hinryou Lutsu, 1>i 5 )housen Lutsu, ;yo>i 5 9okukeshi, ;yo>i 5 Luuki .,F4 3astery!, ;yo>i 5 Mekki, ;yo>i 5 Mentai4 Tai/utsu +,4-.5 #sshouN, 1wa Mu&uken .6K4 3astery!, Namidatsu MukkinN, Nigeki ;endan 5 (ana, Nigeki ;endan 5 (aru no )huurai, )hin Taihouken, )hodan Mousoku, Taihouken .6K4 3astery!. E0)i"ment: )huriken holster 6@ shuriken plus 6 kunai!, belt pouch 6= kunai, 6 blank scroll!, casual clothes, forehead protector konoha!, soldier pills @!, blood increasing pills @!, "arious personal gear. 'ea)ti&)l Nin9a Har)n$ Sa()ra (A&ter Times(i") 9edicated (ero 07)mart (ero ,73edical )pecialist O7Tai>utsu 3aster 04 C; 6@4 3edium (umanoid (uman!4 HD 0dF.F plus ,dF./ plus KdF.6- plus 6d6=.,4 h" KK4 5as @=4 Init .,4 S"d 0= ft4 De&ense ,6 ., de$, .K class!, Touch 6K, :lat5:ooted 6O4 'A' .6,4 *ra" .6@4 At( .6O melee 6dF.F, unarmed! or .60 ranged by weapon!4 F)ll At(
.6O7.6, melee 6dF.F, unarmed! or .,67.6F7.66 melee 6dF.6=, unarmed and banryoku! FS @ ft by @ ft4 Rea#h @ ft4 A+ )asuke, friends, hidden leaf4 S- :ort .K, ;ef .-, 8ill .6@4 AP -4 CP @-4 Re" .@4 .ealth .6@4 +earn: .6-4 Str 6F, De3 6/, C$n 6/, Int 6F, .is 6O, Cha 6,. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills B:: Chakra Control .,F 6@!, Craft pharmaceutical! .6K 6/!, 'en>utsu .66 K!, (ide .O @!, 1n"estigate .O /!, Mnowledge earth and life science! .6O 6,!, Mnowledge nin>a lore! .,= 6@!, %isten .- @!, Nin>utsu .,= 6@!, ;ead78rite %anguage, )peak %anguage, )pot .O /!, )ur"i"al .F 0!, Treat 1n>ury .6K 6/!, Tai>utsu .60 6=!, Tumble .@ 0!. Feats: Combat 3artial #rts, Chuunin Chakra Control!, 9efensi"e 3artial #rts, Educated earth and life science, nin>a lore!, :orensics Training, 'enin Chakra Control!, (armony, (eroic )urge, 1mpro"ed Combat 3artial #rts, 1ron 8ill, 3edical E$pert, Nin 8eapons Proficiency, Power #ttack, )imple 8eapon Proficiency, Talented )hinobi, 8eapon :ocus unarmed!. Talent (Dedi#ates): Chakra Control, 1mpro"ed Chakra Control. Talent (Smart): Nin>utsu. Talent (5edi#al S"e#ialist): 3edical #bility, Chakra )calpel 6d/!, E$pert (ealer, *onus :eat Chuunin, :orensics Training, Talented )hinobi!, )neak #ttack .6dF!, Chakra )calpel E$pertise, 3edical 3astery. Talent (Tai9)ts) 5aster): ?narmed #ttack 6dF!, Tai>utsu 3astery 8eapon )peciali&ation 5 ?narmed!, *onus :eat Power #ttack!.
Nige(i Rendan 4 Har) n$ Sh))rai (T2$4hit C$m/$ 4 Fall $& the 'l$ss$m)
Tai/utsu +#trikeB >e=uires Nigeki >endan - 9ana +t.. C9aruno #akura 9i/utsuD Ran(: F C5Class!4 +earn DC: 6K, 0 success4 Per&$rm DC: 6K4 Time: 6 full5attack action4 C$m"$nents: 3, E4 Target: Dne creature affected by Nigeki >endan - 9ana4 D)rati$n: 6 round4 Sa%ing Thr$2s: None4 Cha(ra C$st: 6=. This technique can only be used on a target who failed to resist Nigeki >endan - 9ana 6
round prior, and can only be performed under the effects of Banryoku. #s part of the technique, the user must ha"e a straight path to charge to a square ad>acent to the target's new position. The user makes a single unarmed charge attack that, if it hits, deals an additional @dF points of damage not multiplied on a critical hit and knock the target prone. *m$ower The user may spend an additional 6.@ points of chakra rounded up! to increase the damage by 6 die, ma$imum 6 die per le"el or 66dF. This technique can only be used once per encounter. Hata(e 1a(ashi :ast (ero 07Nin>a )cout -7)mart (ero 07Nin>a Dperation Counter @7)haringan Eye #rtificial, 1ntermediate! ,4 C; 6K4 3edium (umanoid (uman!4 HD 0d-.0 plus -d-.plus 0dF.0 plus @dF.@4 h" 6664 5as @=4 Init ./4 S"d /@ ft4 De&ense 0= 00 "s traps! ./ de$, .6@ class, .6 armor!, Touch ,K, :lat5:ooted ,F4 'A' .6,4 *ra" .6/4 At( .6/ melee by weapon! or .6F ranged by weapon!4 F)ll At( .6/7.K7./ melee by weapon! or .6F7.667.F ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 S, sharingan eye .@, offensi"e foresight .,, high speed sight ,, glare, nin>a mimicry4 A+ konoha, friends, good4 S- :ort .K, ;ef .6F .6K "s traps!, 8ill .6/4 AP -4 CP @04 Re" .04 .ealth .,64 +earn: .,6 .,0 Nin>utsu!4 Str 6/, De3 6-, C$n 60, Int 6-, .is 6O, Cha 6F. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: *alance .6= F!, Chakra Control .,@ ,,!, Craft calligraphy! .6= F!, 9isable 9e"ice .6- 6/!, 'en>utsu .,O ,,!, (ide .,0 6O!, 1n"estigate .6, -!, Mnowledge nin>a lore! .6@ 66!, %isten .60 -!, 3o"e )ilently .,0 6O!, Nin>utsu .00 ,,!, )earch .,@ .,K "s traps! 6F!, )leight of (and .6= F!, )pot .60 .6O "s traps! -!, )ur"i"al .66 -!, Tai>utsu .6, 6=!, Tumble .6@ 66!. Feats: #d"anced *loodline ?chiha Clan )haringan!, #lertness, #rmor Proficiency light!, *lood Pact 9og!, Chuunin Nin>utsu!, Combat 3artial #rts, 'enin Nin>utsu!, 'enius Nin>a Nin>utsu!, ;etrie"al E$pert, Lounin 'en>utsu, Nin>utsu!, Nin 8eapons Proficiency, Nin>utsu #dept, Nin>a 3imicry, )imple 8eapon Proficiency, )tealthy, Track. Talent (Fast Her$): E"asion, *onus :eat 'enin!, 1ncrease )peed. Talent (Nin9a S#$)t): Track, )neak #ttack .,dF!, *onus :eat Chuunin, ;etrie"al E$pert!, 1ncrease )peed 6= feet!, (ide in Plain )ight, E"asion I 1mpro"ed E"asion!. Talent (Smart Her$): )a"ant )earch!, *onus :eat Nin>utsu #dept!, Plan. Talent (Nin9a O"erati$n C$)nter): Technique Counter, Trap )ense, E"asion I 1mpro"ed E"asion!, Plan I, )wift Tracker, Tenketsu :ree&e, *onus :eat Lounin!, 'reater Technique Counter. Te#hni0)es 1n$2n: Control +,51.- Chouyaku no Lutsu, Mai, Minobori, 3ugen 1buki no Lutsu, )hinobi Myoufu no Lutsu, )hiri&okeru, Tadayou, Rukigutsu4 Gen/utsu +,56.5 Lougen&ou no Lutsu, )haringan Dugi 5 )hinkou Lutsu, 3agen 5 Narakumi no Lutsu, )hougen&ou no Lutsu4 Nin/utsu +,--.5 *akuretsu Lun>iru no Lutsu, *unshin no Lutsu, Chidori .0K4 3astery!, 9aibakufu no Lutsu, 9ochuu Engyou no Lutsu, 9oton 5 Tsuiga no Lutsu .0K4 3astery!, 'ekata no :uukatsu .0F4 #d"anced Proficiency!, (aryuu 3ouko,
(enge no Lutsu, (i>ou Mawarimi no Lutsu .0F4 #d"anced Proficiency!, 1tsukaku (akuegei no Lutsu, Ligen ?goku no Lutsu, Lisatsu no Lutsu, Mage *unshin no Lutsu, Mawarimi no Lutsu .0-4 3astery!, Muchiyose no Lutsu, 3i&u *unshin no Lutsu, ;aikiri .0K4 3astery!, )hin>uu Tanshu no Lutsu, )hunshin no Lutsu, )huurai no Lutsu, )ui>inheki no Lutsu, )uiryuudan no Lutsu, Ta>uu Mage *unshin no Lutsu, Rominodoki4 Tai/utsu +,45.5 Nidan Mousoku, )hodan Mousoku, )andan Mousoku, ;yuutsuki, )ennen 'oroshi, )hundou, )hunpo, Tai>utsu Dugi 5 ;endan Midouki. E0)i"ment: %ight nin>a "est, camouflage outfit forest!, forehead protector konoha!, shuriken holster / kunai or 6@ shuriken!, belt pouch / kunai, @ shuriken, / e$ploding tags, icha icha paradise!, "arious personal gear. N$tes: Makashi was allowed to select the #d"anced *loodline feat after first le"el. *ecause of that, Makashi's body cannot fully adapt to the )haringan, and its Chakra Cost is doubled. =#hiha Sas)(e :ast (ero 07Nin>a )cout 07Tai>utsu 3aster ,7)haringan Eye 1ntermediate! 64 C; -4 3edium (umanoid (uman4 Cursed )eal Template!4 HD 0d-.F plus 0d-.F plus ,d6=./4 h" @O4 5as @=4 Init .04 S"d 0@ ft4 De&ense ,6, ,, melee .0 de$, .- class!, Touch ,6, :lat5:ooted 6-4 'A' .F4 *ra" .-4 At( .K melee 6dF.,, unarmed strike!4 F)ll At( .K7./ melee 6dF.,, unarmed strike! or .K7./ ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 S, sharingan eye .0, offensi"e foresight .6, high speed sight 6, cursed seal le"el 6, cursed seal le"el ,4 A+ power, re"enge, ?chiha Clan4 S- :ort .O, ;ef .6=, 8ill ./4 AP 6=4 CP ,O4 Re" .,4 .ealth .6F4 +earn: .K .66 Nin>utsu!4 Str 6/, De3 6F, C$n 6@, Int 6/, .is 60, Cha 60. O##)"ati$n: ?chiha Clan Bonus Class #kills: Nin>utsu4 Bonus Feat: #d"anced *loodline4 Bonus Techni=ue< 'oukakyuu no Lutsu! S(ills: *alance .- 0!, Chakra Control .F @!, Concentration ./ ,!, Control Cursed )eal .@ /!, 'en>utsu .F @!, (ide .@ ,!, Mnowledge Nin>a %ore! .O F!, 3o"e )ilently ./ 6!, Nin>utsu .66 -!, )leight of (and .- @!, )ur"i"al ./ 0!, Tai>utsu .- F!, Tumble .@ ,!. Feats: #d"anced *loodline ?chiha Clan )haringan!, Combat 3artial #rts, 9efensi"e 3artial #rts, :ocused, 'enin Nin>utsu!, 'enius Nin>a Nin>utsu!, Nin 8eapons Proficiency, )imple 8eapon Proficiency Talents (Fast Her$): E"asion, 1ncrease )peed Talents (Nin9a S#$)t): Track, )neak #ttack .6dF! Talents (Tai9)ts) 5aster): ?narmed #ttack 6dF!, Tai>utsu 3astery 3artial #rts 3aster! Te#hni0)es 1n$2n: Chakra Control +,3.- Chouyaku no Lutsu, Minobori, Tadayou4 Gen/utsu +,3.5 None4 Nin/utsu +,44.5 *unshin no Lutsu, Chidori, 'oukakyuu no Lutsu .6/4 #d"anced Proficiency!, (enge no Lutsu, (ousenka no Lutsu, Mawarimi no Lutsu .604 Proficiency!, Mousen )hibari no Lutsu, ;yuuka no Lutsu4 Tai/utsu +,2.5 #sshouN, Nidan Mousoku, )hodan Mousoku, Mage *uyou, ;yuutsuki, )hishi ;endan. E0)i"ment: )huriken holster / kunai or 6@ shuriken!, forehead protector konoha!, uchiha clan outfit, belt pouch F kunai, / shuriken, , smoke bombs!, "arious personal gear.
=z)ma(i Nar)t$ Tough (ero @79edicated (ero 0 'hastly 1nheritance4 EC% 66!4 C; K4 3edium (umanoid 9emonic!4 HD @d6=.,@ plus 0dF.6@ plus -4 h" K=4 5as @=4 Init .64 S"d 0= ft4 De&ense 6@ .6 de$, ./ class!, Touch 6@, :lat5:ooted 6/4 'A' .@4 *ra" .O4 At( .melee 6d-., nonlethal, brawl!4 F)ll At( .- melee 6d-., nonlethal, brawl!4 FS @ ft by @ ft4 Rea#h @ ft4 S, *la&ing ;age, 'reater (ealth, Myuubi 3anifestation, Dutstanding #bility, D"erwhelming Chakra, demonic subtype applied!4 A+ dreams, friends, good4 S- :ort .K, ;ef .-, 8ill ./4 AP 6,4 CP O04 Re" .,4 .ealth .6F4 +earn: .-4 Str 6/, De3 60, C$n ,6, Int 60, .is K, Cha 6/. O##)"ati$n: #cademy )tudent Bonus Class #kills: Nin>utsu, )ur"i"al, Tai>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .- 66!, Concentration .- F!, 'en>utsu ./ ,!, Mnowledge nin>a lore! ./ 0!, %isten ., 0!, Nin>utsu .6= -!, )ur"i"al .0 /!, Tai>utsu .66 K!. Feats: *lood Pact Toad!, *rawl, 'enin Nin>utsu!, ;etrie"al E$pert, 1mpro"ed *rawl, 1mpro"ed Chakra Pool, Nin 8eapons Proficiency, Power #ttack, )imple 8eapon Proficiency, Technique :ocus Ta>uu Mage *unshin no Lutsu!. Talent (T$)gh Her$): Endurance, 1mpro"ed Endurance, #d"anced Endurance Talent (Dedi#ated Her$): Empathy, 1ntuition Te#hni0)es 1n$2n: Control +,2.- Minobori, )eishou *akuha, Tadayou4 Gen/utsu +,8.5 None4 Nin/utsu +,40.5 (enge no Lutsu, Mage *unshin no Lutsu .6/4 )peciali&ation!, Makureimino no Lutsu, Mawarimi no Lutsu .664 Competence!, Muchiyose no Lutsu, Muroi ;asengan, ;asengan, Ta>uu Mage *unshin no Lutsu .6O4 #d"anced Proficiency!4 Tai/utsu +,44.5 #sshouN, )ennen 'oroshi, ?&umaki Naruto ;endan E0)i"ment: )huriken holster / kunai or 6@ shuriken!, forehead protector konoha!, casual clothes, belt pouch / kunai, / shuriken, , smoke bombs, "arious nin>a scrolls, 6 blank scroll!, hokage crystal necklace, "arious personal gear. Note: 9espite being of insufficient le"el, Naruto is still able to use ?age Bunshin and Ta/uu ?age Bunshin no Jutsu without problem. O)tstanding A/ilit! (E3): 8hen creating clone using the ?age Bunshin or Ta/uu ?age Bunshin no Jutsu technique, Naruto's clones are sentient and able to act on their own. They cannot be told apart from the user, regardless of the ability used. =z)ma(i Nar)t$ ('lazing Rage) h" 66O4 5as @=4 S"d /@ ft4 De&ense 6K .6 de$, ./ class, ./ dodge!, Touch 6K, :lat5 :ooted 6/4 *ra" .6=4 At( .6= melee 6d/.@, , claws!4 F)ll At( .6= melee 6d/.@, , claws! and .@ melee 6d/.@, bite!4 FS @ ft by @ ft4 Rea#h @ ft4 S, Myuubi 3anifestation, D"erwhelming Chakra, :ast (ealing 0, demonic subtype4 S- :ort .6,, ;ef .-, 8ill .F4 CP 66@4 Str ,=, De3 60, C$n ,O, Int 60, .is K, Cha 6/. =z)ma(i Nar)t$ (1!))/i 5ani&estati$n) h" 6,F4 5as @=4 Init .64 S"d @@ ft4 De&ense ,0 .6 de$, ./ class, ./ dodge, ./ deflection!, Touch ,0, :lat5:ooted 6-4 *ra" .664 At( .66 melee 6dF.F, claws!4 F)ll
At( .66 melee 6dF.F, , claws! and .F melee 6dF.F, bite! or .66 melee 6d/.F, tail!4 FS @ ft by @ ft4 Rea#h 6= ft4 S, Myuubi 3anifestation, D"erwhelming Chakra, :ast (ealing @, :ire ;esistance 6=, 9amage ;eduction 075, demonic subtype4 S- :ort .60, ;ef .-, 8ill .-4 CP 6,@4 Str ,,, De3 60, C$n ,K, Int 60, .is K, Cha 6/. =z)ma(i Nar)t$ (A&ter Times(i") Tough (ero @79edicated (ero 07Nin>a )cout @ 'hastly 1nheritance4 EC% 6F!4 C; 6/4 3edium (umanoid 9emonic!4 HD @d6=.0= plus 0dF.6- plus @d-.0= plus 604 h" 6@04 5as @=4 Init .,4 S"d 0@ ft4 De&ense ,= ., de$, .- class!, Touch ,=, :lat5:ooted 6-4 'A' .-4 *ra" .6=4 At( .6, melee 6d-.0 nonlethal, brawl!4 F)ll At( .6,7.O melee 6d-.0 nonlethal, brawl!4 FS @ ft by @ ft4 Rea#h @ ft4 S, *la&ing ;age, 'reater (ealth, Myuubi 3anifestation, D"erwhelming Chakra, demonic subtype4 A+ dreams, friends, good4 S- :ort .66, ;ef .60, 8ill .-4 AP 6,4 CP 6,/4 Re" .04 .ealth .6F4 +earn: .6/4 Str 6/, De3 6/, C$n ,,, Int 6/, .is 6=, Cha 6/. O##)"ati$n: #cademy )tudent Bonus Class #kills: Nin>utsu, )ur"i"al, Tai>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .6/ 6F!, Concentration .6, F!, 'en>utsu .K O!, Mnowledge nin>a lore! .- F!, %isten .F F!, Nin>utsu .6K 6F!, )pot .0 0!, )ur"i"al .O O!, Tai>utsu .6@ 60!. Feats: *lood Pact Toad!, *rawl, 'enin Nin>utsu!, ;etrie"al E$pert, 1mpro"ed *rawl, 1mpro"ed Chakra Pool 0!, Nin 8eapons Proficiency, Power #ttack, )imple 8eapon Proficiency, Technique :ocus Ta>uu Mage *unshin no Lutsu!, Track. Talent (T$)gh Her$): Endurance, 1mpro"ed Endurance, #d"anced Endurance Talent (Dedi#ated Her$): Empathy, 1ntuition Talent (Nin9a S#$)t): Track, )neak #ttack .6dF!, *onus :eat 1mpro"ed Chakra Pool!, 1ncreased )peed @ feet!, (ide in Plain )ight Te#hni0)es 1n$2n: Control +,48.- Mai, Minobori, 3a>in Mousei no Lutsu, )eishou *akuha, Tadayou4 Gen/utsu +,7.5 )hougen&ou no Lutsu4 Nin/utsu +,47.5 *unshin no Lutsu, Enka ;asengan, (enge no Lutsu, Mage *unshin no Lutsu .,@4 3astery!, Naruto ;yuu< )en>utsu 5 (iryaku .064 3astery!, Mage *unshin no Tate, Makureimino no Lutsu, :uuin Lutsu 5 'esouin, Mawarimi no Lutsu, Muchiyose no Lutsu, Muchiyose 5 'amabunta, Muroi ;asengan, Dodama ;asengan, ;asengan .,@4 3astery!, Ta>uu Mage *unshin no Lutsu .,K4 3astery!4 Tai/utsu +,41.5 #sshouN, )ennen 'oroshi, )hodan Mousoku, ?&umaki Naruto ;endan. E0)i"ment: )huriken holster / kunai or 6@ shuriken!, forehead protector konoha!, casual clothes, belt pouch / kunai, / shuriken, , smoke bombs, "arious nin>a scrolls, 6 blank scroll!, hokage crystal necklace, "arious personal gear. =z)ma(i Nar)t$ (A&ter Times(i"F 'lazing Rage) h" ,=,4 5as @=4 Init .,4 S"d @= ft4 De&ense ,/ ., de$, .- class, ./ dodge!, Touch ,/, :lat5:ooted 6-4 *ra" .6/4 At( .6/ melee 6d/.@, claws!4 F)ll At( .6/ melee 6d/.@, , claws! and .K melee 6d/.@, bite!4 FS @ ft by @ ft4 Rea#h @ ft4 S, 'reater (ealth, Myuubi 3anifestation, D"erwhelming Chakra, fast healing 0, demonic subtype4 S- :ort .6/, ;ef .60, 8ill .6=4 CP 6FF4 Str ,=, De3 6/, C$n ,-, Int 6/, .is 6=, Cha 6/. =z)ma(i Nar)t$ (A&ter Times(i"F 1!))/i 5ani&estati$n)
h" ,6@4 5as @=4 Init .,4 S"d F= ft4 De&ense ,- ., de$, .- class, ./ dodge, ./ deflection!, Touch ,-, :lat5:ooted ,,4 *ra" .6@4 At( .6@ melee 6dF.F, claws!4 F)ll At( .6@ melee 6dF.F, 0 claws! and .6= melee 6dF.F, bite! or .6@7.60 melee 6d/.F, tails!4 FS @ ft by @ ft4 Rea#h 6= ft4 S, 'reater (ealth, D"erwhelming Chakra, fast healing @, damage reduction 075, fire resistance 6=, demonic subtype4 S- :ort .6@, ;ef .60, 8ill .6,4 CP 6-=4 Str ,,, De3 6/, C$n 0=, Int 6/, .is 6=, Cha 6/. F)t)re H$(age =z)ma(i Nar)t$ (A&ter Times(i") Tough (ero @79edicated (ero 07Nin>a )cout K 'hastly 1nheritance4 EC% ,=!4 C; 6-4 3edium (umanoid 9emonic!4 HD @d6=.0= plus 0dF.6- plus Kd-.@/ plus 604 h" 6KK4 5as @=4 Init .,4 S"d /= ft4 De&ense ,, ., de$, .6= class!, Touch ,,, :lat5:ooted ,=4 'A' .664 *ra" .604 At( .6@ melee 6d-.0 nonlethal, brawl!4 F)ll At( .6@7.6=7.@ melee 6d-.0 nonlethal, brawl!4 FS @ ft by @ ft4 Rea#h @ ft4 S, *la&ing ;age, 'reater (ealth, Myuubi 3anifestation, D"erwhelming Chakra, demonic subtype4 A+ dreams, friends, good4 S- :ort .60, ;ef .6@, 8ill .K4 AP 6O4 CP 6F=4 Re" ./4 .ealth .6K4 +earn: .,=4 Str 6/, De3 6/, C$n ,,, Int 6/, .is 6=, Cha 6/. O##)"ati$n: #cademy )tudent Bonus Class #kills: Nin>utsu, )ur"i"al, Tai>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .6- ,=!, Concentration .6@ K!, 'en>utsu .6, 6=!, Mnowledge nin>a lore! .6O 6@!, %isten .F F!, Nin>utsu .,@ ,=!, )pot .F F!, )ur"i"al .O O!, Tai>utsu .6O 6@!. Feats: *lood Pact Toad!, *rawl, 'enin Nin>utsu!, ;etrie"al E$pert, 1mpro"ed *rawl, 1mpro"ed Chakra Pool /!, Nin 8eapons Proficiency, Nin>utsu #dept, Power #ttack, )imple 8eapon Proficiency, Dne 3an #rmy, Technique :ocus Ta>uu Mage *unshin no Lutsu!, Track. Talent (T$)gh Her$): Endurance, 1mpro"ed Endurance, #d"anced Endurance Talent (Dedi#ated Her$): Empathy, 1ntuition Talent (Nin9a S#$)t): Track, )neak #ttack .,dF!, *onus :eat 1mpro"ed Chakra Pool ,!, 6!, 1ncreased )peed @ feet!, (ide in Plain )ight, E"asion I E"asion!. Te#hni0)es 1n$2n: Control +,42.- Mai, Minobori, 3a>in Mousei no Lutsu, )eishou *akuha, Tadayou4 Gen/utsu +,45.5 )hougen&ou no Lutsu4 Nin/utsu +,51.5 *unshin no Lutsu, Enka ;asengan .064 3astery!, :uuton 5 ;asen )huriken, (enge no Lutsu, Mage *unshin no Lutsu .064 3astery!, Naruto ;yuu< )en>utsu 5 (iryaku .064 3astery!, Mage *unshin no Tate, Makureimino no Lutsu, :uuin Lutsu 5 'esouin, Mawarimi no Lutsu, Muchiyose no Lutsu, Muchiyose 5 'amabunta, Muroi ;asengan .064 3astery!, Dodama ;asengan .064 3astery!, ;asengan .064 3astery!, )huugyou< (okage 1&ou no 8ana, Ta>uu Mage *unshin no Lutsu .064 3astery!4 Tai/utsu +,46.5 #sshouN, Namidatsu MukkinN, )ennen 'oroshi, )hodan Mousoku, ?&umaki Naruto ;endan. E0)i"ment: )huriken holster / kunai or 6@ shuriken!, forehead protector konoha!, casual clothes, belt pouch / kunai, / shuriken, , smoke bombs, "arious nin>a scrolls, 6 blank scroll!, hokage crystal necklace, "arious personal gear. F)t)re H$(age Nar)t$ ('lazing Rage) h" ,@=4 S"d @@ ft4 De&ense ,F ., de$, .6= class, ./ fren&y!, Touch ,F, :lat5:ooted ,=4 'A' .664 *ra" .6F4 At( .6F melee 6d/.@, claw!4 F)ll At( .6F melee 6d/.@, , claws! and .66 melee 6d/.@, bite!4 FS @ ft by @ ft4 Rea#h @ ft4 S, 'reater (ealth,
Myuubi 3anifestation, D"erwhelming Chakra, fast healing 0, demonic subtype4 S- :ort .6F, ;ef .6@, 8ill .664 CP ,6O4 Str ,=, De3 6/, C$n ,-, Int 6/, .is 6=, Cha 6/. F)t)re H$(age Nar)t$ (1!))/i 5ani&estati$n) h" ,FO4 S"d F@ ft4 De&ense 0= ., de$, .6= class, ./ fren&y, ./ deflection!, Touch 0=, :lat5:ooted ,/4 'A' .664 *ra" .6O4 At( .6O melee 6dF.F, claw!4 F)ll At( .6O melee 6dF.F, 0 claws! and .6, melee 6dF.F, bite! or .6O7.6@7.607.66 melee 6d/.F, tails!4 FS @ ft by @ ft4 Rea#h 6= ft4 S, 'reater (ealth, D"erwhelming Chakra, fast healing @, damage reduction 075, fire resistance 6=, demonic subtype4 S- :ort .6O, ;ef .6@, 8ill .604 CP ,0@4 Str ,,, De3 6/, C$n 0=, Int 6/, .is 6=, Cha 6/. O)tstanding A/ilit! (E3): 8hen creating clone using the ?age Bunshin or Ta/uu ?age Bunshin no Jutsu technique, Naruto's clones are sentient and able to act on their own.
Sh))g!$): H$(age Iz$) Sh))g!$) n$ .ana (Training: 5eth$d $& H$(age +ega#! Training)
Nin/utsu +TrainingB re=uires ?age Bunshin no Jutsu +1.; Ta/uu ?age Bunshin no Jutsu +1.; Ene-Man !rmy +f. and Chakra ool 481. CF@umaki Naruto ?in/utsuD Ran(: 6, #5Class!4 +earn DC: ,O, F success. This training allows the character to spend an action point to reduce the training time of a technique by half, before reducing the time for beating the %earn 9C by a certain amount minimum a half day, or =.@ day!. The character also gains a .6= bonus to that %earn check. This training can only be used to %earn new techniques, and not master e$isting ones. #t the end of a training day, the user suffers /=dF points of nonlethal damage ,=dF if a half5day!. # character cannot be reduced below = hit points by suffering this damage. Note: This training method is "ery optional, and )(D?%9 be denied to any player characters.
Other Chara#ters
Hit$(iri 'att$)sai :ast (ero F7)hade @78eaponmaster @4 C; 6F4 3edium (umanoid (uman!4 HD Fd-.F plus @dF.@ plus @d6=.@4 h" -O4 5as @=4 Init .6=4 S"d 0= ft4 De&ense ,O, ,- melee .F 9e$, .66 class!, Touch ,O, :lat5:ooted ,O4 'A' .6,4 *ra" .6/4 At( .,= melee 6d6=.6=, katana!4 F)ll At( .,=7.6@7.6= melee 6d6=.6=, katana!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ the patriots, peace, good4 S- :ort .O .6= "s. poison!, ;ef .6/, 8ill .O4 AP 6F4 CP 0/4 Re" .@4 .ealth ./4 +earn: .6F .6- Tai>utsu!4 Str 6/, De3 ,0, C$n 60, Int 6O, .is 6F, Cha 6/. O##)"ati$n: 3entored Bonus Class #kills: %isten, )pot, Tai>utsu4 Bonus Feat: 'enius Nin>a! S(ills: *alance .6@, (ide .,,, Lump .,6, %isten .6@, Mnowledge tactics! .60, 3o"e )ilently .,,, )leight of (ands .6@, )pot .,=, Tai>utsu .,/, Tumble .,=. Feats: # )word that Ne"er Mills, #bility :ocus 9eath #ttack!, #rchaic 8eapon Proficiency, Combat ;efle$es, 9efensi"e 3artial #rts, E$otic 3elee 8eapon Proficiency katana!, :lawless :orm, 'enius Nin>a Tai>utsu!, 1mpro"ed 1nitiati"e, %ight )leeper, )ealthy, Tai>utsu #dept, 8eapon :inesse. Talent (Fast Her$): E"asion, ?ncanny 9odge, ?ncanny 9odge ,, *onus :eat 9efensi"e 3artial #rts, )tealthy, Combat :inesse!. Talent (Shade): 9eath #ttack 9C ,=!, )neak #ttack ./dF, .0 sa"es "s. poison, )ure Mill. Talent (.ea"$nmaster): 8eapon :ocus katana!, 8eapon )peciali&ation, 'reater 8eapon :ocus, *onus :eat :lawless :orm!, 'reater 8eapon )peciali&ation, 1mpro"ed Critical. Te#hni0)es 1n$2n: Control +,-.- None4 Gen/utsu +,5.5 None4 Nin/utsu +,-.5 None4 Tai/utsu +,58.5 Namidatsu MukkinN, Nidan Mousoku, )andan Mousoku, )hodan
Mousoku. (iten 3itsurugi ;yu 5 9o ;yu )en, (i ;yu )en, 3ou ;yu )en, ;yu Man )en, ;yu Man )en Mogarashi, ;yu Man )en Tsumu>i, ;yu 3ei )en, ;yu )hou )en, ;yu )ou )en, ;yu )ou )en 'arami, ;yu Tsui )hou )en, ;yu Tsui )en, ;yu Tsui )en Tan, )hi ;yu )en, )ou ;yu )en .0=4 3astery!, )ou ;yu )en 1ka&uchi .0=4 3astery!, Dugi 5 )hinkousoku. Men>utsu Dugi 5 *attou>utsu .0=4 3astery!, 1aido .0=4 3astery!, 1ainuki .0=4 3astery!, Tsuki .,O4 #d"anced Proficiency!. E0)i"ment: 9ark samurai's garb, mastercraft .0 damage! katana blood thirster and lesser concealment weapon seals!. Tets)tei 1ai Tough (ero 6=7)hinobi )wordsman 6=7Epic Tough (ero @4 C; ,@4 3edium (umanoid (uman!4 HD 6=d6=.O= plus 6=d6=.O= plus @d6=.0@ plus 6= plus 6@ plus 04 h" 0FO4 5as @=4 Init .64 S"d 0= ft4 De&ense ,, .6 de$, .6= class, .6 epic!, Touch ,,, :lat5 :ooted ,64 'A' .6O4 *ra" .,04 At( .,@ melee 6d6=.6,, katana! or .6- ranged by weapon!4 F)ll At( .,@7.,=7.6@7.6= melee 6d6=.6,, katana! or .6-7.607.-7.0 ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 S, strength rank 6 epic feat, suppressed by eye patch!4 A+ battle, corruption, power4 S- :ort .,/, ;ef .6=, 8ill .6/4 AP -4 CP 6,,,- without the eyepatch!4 Re" .6=4 .ealth .K4 +earn: .,@4 Str 6K, De3 60, C$n ,/, Int 6,, .is 6F, Cha 60. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: Chakra Control .,F ,6!, Concentration .6K 6,!, 'en>utsu .66 6=!, (ide .6= O!, 3o"e )ilently .6= O!, Nin>utsu .,, 6F!, )pot .6- 6-!, Tai>utsu .,6 6F!. Feats: #lertness, #rchaic 8eapon Proficiency, *lood Pact *ear!, Chakra Presence 9C ,, with the eyepatch, 9C 0= without!, Chakra ;estoration, Chuunin Nin>utsu, Tai>utsu!, E$otic 3elee 8eapon Proficiency katana!, 'enin Nin>utsu!, ;etrie"al E$pert, 'reat :ortitude, 1mpro"ed Chakra Pool, 1ron 8ill, Lounin Chakra Control, Nin>utsu!, 3onkey 'rip, Nin 8eapons Proficiency, Power #ttack, )imple 8eapon Proficiency, )tealthy, Toughness. E"i# Feats: Epic Chakra Pool 11, 'reat )trength, E$treme )trength. Talent (T$)gh Her$): Endurance, *onus :eat #lertness, Chuunin, 1mpro"ed Chakra Pool, 'enin!, 1mpro"ed Endurance, #d"anced Endurance, 9amage ;eduction 675, 9amage ;eduction ,75 Talent (Shin$/i S2$rdsman): 8eapon :ocus katana!, Suick 9raw, 1n"isible )trike, *onus :eat Epic 3elee 8eapon Proficiency, 3onkey 'rip, Power #ttack!, )neak #ttack .,dF!, 8eapon )peciali&ation, 'reater 8eapon :ocus, Power of the Elite, 1mpro"ed Critical, 'reater 8eapon )peciali&ation. Talent (E"i# T$)gh Her$): ;obust, *onus :eat Epic Chakra Pool $,!, Epic Toughness, Epic )tamina. Te#hni0)es 1n$2n: Control +,53.- Chouyaku no Lutsu, Mawa no Roroi, Minobori, )hinobi Myoufu no Lutsu, ;yoku>un no Lutsu, Tadayou4 Gen/utsu +,44.5 Myougaku no Lutsu, 3agen 5 Narakumi no Lutsu, )hougen&ou no Lutsu4 Nin/utsu +,55.5 #kuma no Tsubasa, *akusuihou, *unshin no Lutsu, 9ochuu Engyou no Lutsu, 9oryou 9ango, 9oryuudan, 9oryu Taiga no Lutsu, :uuin Lutsu 5 'esouin, 'ouka no Lutsu, (akisuitoge
no Lutsu, (enge no Lutsu, 1shi *unshin no Lutsu, 1shi )huriken no Lutsu, Luuryoku 'achan, Makureimino no Lutsu, Mawarimi no Lutsu, Muchiyose no Lutsu, Muuha&an, 3ikan )eiha no Lutsu, 3ukidou )anpo no Lutsu, )hin>uu Tanshu no Lutsu, )hunshin no Lutsu4 Tai/utsu +,54.5 9ai>inryoku, )hodan Mousoku, Men>utsu Dugi 5 1aido, Men>utsu Dugi 5 Miritsuki, Miun *utsu, Myouran )u>iN, Namidatsu MukkinN, ;yuutsuki, Tentai *ougyo. E0)i"ment: Casual clothes, Chakra )ealing Eyepatch, old beat up katana mastercraft ./ to damage!, backpack / kunai, 6 camouflage blanket 6=$6=, forest!, , blank scroll, writing materials, / greater e$ploding tags!. 5issi$n Card: D4Ran(: 6-@ C4Ran(: 0O '4Ran(: 6K A4Ran(: ,/6 60O solo! S4Ran(: @O 66 solo!
This e$pert hunter5nin from the 9idden )illage of Cloud is world5famous for ne"er letting his pray escape. No matter how fast one is, Ganshi of the (inds is faster. This special >ounin, while young, has already completed more missions than people twice his age. (e is also considered as one of the e$perts in ?en/utsu of the Thunder Country. (e's more commonly known as +Tenken no Tanshi+, Tanshi of the (ea"en )word. (e usually can be found appro$imately anywhere in the world, wearing a gas mask, samurai clothes and his katana. 8hen on a mission, he will use any means necessary to accomplish his task. No peace treaty, no agreement or promises will keep him from retrie"ing or killing! his target. (is mastery of the sword is rarely matched by anyone or anything. (e escaped death many times alone and with his teammates, back in the +Three man team+ days. (e can and likely will ally himself with the worst scum or the most pious noble without remorse or second thoughts if it might benefit. :or him, the adage< +True nin>as lies in deception+ is a motto. *ack in the #cademy, he was a quiet student with few friends and no ri"als. 'irls didn't look at him much and he was glad not to draw too much attention. (is father was a good >ounin, with a preference for 'en>utsu, a he was disappointed when Tanshi told him that he would sooner carry the sword than try to fool people with stupid illusions. #s Chuunin at 6, and a Lounin at 6/, he was one of the youngest of his "illage and one of the most feared. (is missions are usually gi"en directly by the ;aikage and he will answer only to him. Normally, people tends to back off when they see him roaming the streets of the 9idden Cloud. (is mask and outfits are well known and a few still call him Tanshi around a cup of warm sake, but they are a rarity indeed. (is parents died about a year ago on a mission, the bodies ha"e been retrie"ed but no indications of who is responsible for that. Tanshi is still searching.
;anshi $& the .inds :ast (ero O7)hinobi )wordsman -4 C; 6@4 3edium (umanoid (uman!4 HD Od-.,6 plus -d6=.,/4 h" 6,64 5as @=4 Init .-4 S"d /@ ft4 De&ense ,@, ,F melee ./ de$, .66 class!, Touch ,@, :lat5:ooted ,64 'A' .6@4 *ra" .6F4 At( .,6 melee 6d6=.O, katana! or .6K ranged by weapon!4 F)ll At( .,67.6F7.66 melee 6d6=.O, katana! or .6K7.6/7.K ranged by weapon!4 FS @ ft by @ ft4 Rea#h @ ft4 A+ kumogakure, duty, training4 S- :ort .6,, ;ef .66, 8ill .O4 AP 6,4 CP F/4 Re" ./4 .ealth .664 +earn: .6F4 Str 6,, De3 6K, C$n 6F, Int 6/, .is 6/, Cha 6/. O##)"ati$n: #cademy )tudent Bonus Class #kills: Chakra Control, 'en>utsu, Nin>utsu4 Bonus Feat: Nin 8eapons Proficiency! S(ills: *alance .K @!, Chakra Control .6- 6F!, 'en>utsu .66 K!, (ide .6- 6,!, Mnowledge nin>a lore! .- F!, 3o"e )ilently .6- 6,!, Nin>utsu .,= 6F!, Tai>utsu .,F 6-!, Tumble .6- 6/!. Feats: #rchaic 8eapon Proficiency, #rmor Proficiency light!, Chuunin Tai>utsu!, 9efensi"e 3artial #rts, 9odge, E$otic 3elee 8eapon Proficiency katana!, 'enin Tai>utsu!, 1mpro"ed 1nitiati"e, Lounin Nin>utsu, Tai>utsu!, 3obility, Nin 8eapons Proficiency, )imple 8eapon Proficiency, )pring #ttack, )tealthy. Talent (Fast Her$): 1ncreased )peed, *onus :eat 9efensi"e 3artial #rts, 9odge, )tealthy!, 1mpro"ed 1ncrease )peed, #d"anced 1ncreased )peed, E"asion. Talent (Shin$/i S2$rdsman): 8eapon :ocus katana!, Suick 9raw, 1n"isible )trike, *onus :eat Chuunin, 'enin!, )neak #ttack .,dF!, 8eapon )peciali&ation, 'reater 8eapon :ocus, Power of the Elite. Te#hni0)es 1n$2n: Control +,42.- Chakra no Mogasu, Chouyaku no Lutsu, 9aichouyaku no Lutsu, 'ishi no Lutsu, (anten Chouyaku, Mai, Makusu Nioi, Minobori, )orapo no Lutsu, Tadayou4 Gen/utsu +,7.5 Mokuangyou no Lutsu, )hougen&ou no Lutsu4 Nin/utsu +,50.5 *unshin no Lutsu, (enge no Lutsu, Lakuden no Lutsu, Mawarimi no Lutsu, 3eisaigakure no Lutsu, Nawanuke no Lutsu, ;akurai no Lutsu, )eidenki ;eiki no Lutsu, )huurai no Lutsu4 Tai/utsu +,53.5 #sshouN, *akuhatsuryoku, *utsukari, Nidan Mousoku, )hodan Mousoku, 'odan Mousoku, Mekai *utsu, Men>utsu Dugi 5 1aido, Men>utsu Dugi 5 1ainuki, Men>utsu Dugi 5 )hinken, Men>utsu Dugi 5 Miritsuki, Men>utsu Dugi 5 )hinken, Men>utsu Dugi 5 Tenken, Men>utsu Dugi 5 Tsuki, Miun *utsu, )andan Mousoku, 3ugen )hunpo, ;en&uki katana!, ;yuutsuki, ;yuusei 3asai, )hiden, )hime, )hotei ?chi, )hundou, )hunpo, )ouha&an, Rondan Mousoku. E0)i"ment: +3a Ma&e+ ., damage! mastercraft katana quickblade weapon seal!, black samurai outfit, belt pouch F kunai, / sunburst tags, - greater e$ploding tags, @ soldier pills, @ blood increasing pills, 6 spirit bottle!, "arious personal gear. 5issi$n Card: D4Ran(: @K C4Ran(: /F '4Ran(: K, A4Ran(: @F S4Ran(: 0K
Creature Type
This entry represents the creature type of the summoned creature, and what benefits it gains every time it gains a hit dice (base attack bonus, for e ample!. "f a creature's saving throws differ from its original type, saves made poor or good, and altered base attack bonus will be specified parenthetically (for e ample# $agical %east (&ood 'ortitude! where the summon has a &ood 'ortitude, but a (oor )efle and *ill saves!. A summon's intelligence may be greater than its type indicates. Added to this entry is the creature's good and poor saves in parenthesis, if any change was made.
Hit "i#e
The creature's hit dice. The hit dice granted to a creature may not match that of the creature's type. +se this entry instead.
Ran$ Re%uirements
A summoned creature belongs to a specific rank# Soldier, (rotector, &uardian, ,oble and -hampion. .ach rank has different level re/uirements to be summoned, individual to each blood pact. These re/uirements are specified parenthetically after each rank. 'or e ample, a blood pact with this rank re/uirements ,oble (01summon level! would re/uire the character to be at least 2th level to summon a level 3 noble creature from the blood pact, or 34th level if the creature were summon level 5. A rank without special mention has no re/uirements. - Soldier (Bushi): Soldiers are often called to perform the most mundane tasks, such as fighting an enemy of creating a diversion. Soldiers are compelled to obey the summoner's commands. - Protector (Hogosha): (rotectors, like soldier, performs its duty with greater efficiency but is harder to summon. 'rom this rank on, all summons are capable of speech and are able to summon a blood pact contract at will as a full6round action or dismiss it as a free action.
Some bloodpacts may be incapable of speech (such as "nsect!, or have all ranks capable of speech (or *ar hero!. (rotectors are compelled to obey the summoner's commands, but cannot be forced to summon a blood pact contract. - Guardian (Shugorei): The guardians are strong, typically larger summons with even greater abilities. &uardians are compelled to obey the summoner's commands. - Noble (Seihei): ,oble summons are rarely encountered in battle, for they re/uire not only much chakra to summon but also a great deal of skill. Summoned creatures of this rank have free will but are almost always partial to taking their summons' orders, though not always at its own personal risk. - Champion (Shingen): The greatest of the summons7the -hampion7towers over its peers, a pillar of strength unrivaled by the other ranks. -hampion summons have been known to grow to outrageous si8e and power, and as such are very difficult and costly to summon. The champion summon is able to share energy with its summoner# As a full6round action, the -hampion summon may deal 4 points of damage or chakra damage to himself, to grant 3 point of temporary chakra to its summoner for 3 hour, up to one6/uarter the cost of its summoning per day, rounded down. This ability may provoke an attack of opportunity, and re/uires physical contact. The -hampion summon always has free will and may not always obey orders or re/uests. The -hampion summon may sometimes ask for compensation if the summoner has poor relations with the summon tribe or blood pact. Those compensation or tribute may vary# a tribute re/uiring a wealth check 9- 3:1summon level, a blood sacrifice of 3:;( per summon level, or even a human sacrifice for the more sinisters summoned creatures. A harduous task, such as fighting an opponent of e/ual challenge rating, may increase its effective level by up to 4, and a dangerous task like fighting an opponent of higher challenge rating, may increase the effective level by up to 5. (ayment is generally dealt with later on.
C&a$ra C st
This entry notes the chakra cost of each rank to summon. "f the cost has a one6half chakra value, round up (3.< becomes 4!.
'e(el
A summon's level is what determines the number of hit dice and skill points it has, as well as the chakra cost re/uired to summon it. .very level, a summon gains 4 hit dice, 41"nt modifier (minimum 3! skill, and its bonus attack and saves bonus increases. A summon cannot have more than 3: levels, or 4: hit dice.
Summ n G ) Sa(e P r Sa(e *ase Atta#$ 'e(el * nus * nus * nus (A! 3 1= 1: 13 *ase Atta#$ * nus (*! 14 *ase Atta#$ * nus (C! 1:
4 = 5 < > @ 0 2 3:
1= 15 15 1>?13 1>?13 10?1= 1@?14 13:?1< 12?15 134?1@?14 13:?1< 135?12?15 134?1@?14 13>?133?1>?13 13=?10?1= 130?13=?10?1= 13<?13:?1< 14:?13<?13:?1<
*hen summoning a creature, the character has a 3:A chance to call upon a greater power# an .lite, or a (aragon. These summons are unusually powerful, but cost more chakra. See .lites and (aragons for more detail. The character cannot summon a creature with more hit dice than himself, though some conditions may temporarily increase his effective hit dice for the purpose of summoning the creature, such as summoning scrolls or totems.
Spe#ial +ualities
This entry contains a list of special /ualities pertaining to a certain summon type, including what natural weapons it is proficient in, racial skill bonuses, special attacks and the like.
Me#&ani#s
The following entries describe the basic mechanics involved in summoning, including the proper way to advance a summon's levels and attacks, the details pertaining to the summon's free will and death, and the duration of the summoning. Also included in this section are the mechanics involved in summoning an .lite or (aragon creature.
Summ n A)(an#ement
"n each summon type entry, you will find an e ample level 3 soldier summon. Bou must use this entry as a base to advance the summon according to its' new rank and level. )ank bonuses are not cumulative.
Si-e Slam &argantuan 3d0 Cuge 3d> Darge 3d5 $edium 3d= Small 3d4 Tiny 3
A summoned creature does not gain feats and skills normally. .ach level (not hit die!, the summon gains 41"nt modifier (minimum 3! skill points, and only gains feat as bonus feats specified with every summon types (each bonus feats from previous ranks are gained as a summon advances a rank!. A summoned creature does not gain ability score increases every 5 hit dice. .very rank, the summon may gain a special ability, and a bonus feat, in addition to increased si8e category and ability bonuses. The natural armor bonus specified is not a progression of, but in addition to, the armor bonus presented in the Soldier entry. ,atural armor, si8e increments and ability bonus from
TA*'E: "RAGON NATURA' ATTAC,S
Si-e Slam &argantuan 4d> Cuge 3d0 Darge 3d> $edium 3d5 Small 3d= Tiny 3d4
previous ranks do not stack. Summons of higher ranks retain all bonus feats and special abilities granted by lower ranks, unless specified otherwise. Enly .lite or (aragon summons gain elemental affinities.
Slam *ite Cla. G re *hen a summon increases in si8e either from Si-e &argantuan 3d0 4d0 4d> 4d0 selecting a summon feat or simply being a Cuge 3d> 4d> 4d5 4d> larger si8e category, its natural attacks are also Darge 3d5 3d0 3d> 3d0 affected. The following table is designed to $edium 3d= 3d> 3d5 3d> 3d4 3d5 3d= 3d5 help the /uick referrencing process of building Small Tiny 3 3d= 3d4 3d= an advanced summon. *hen normally advancing a summon by rank, the values included in each of the two summon tables already take these into account. Some summons may have a stronger or weaker attack7follow that value when increasing the die si8e rather than the value depicted on this table. An ability score cannot be reduced below = from gaining or losing a si8e category. Natural Str "e/ C n Arm r 15 64 7 7 15 64 14 7 10 64 15 14 10 64 15 1= 10 7 15 15
TA*'E: OUTSI"ER NATURA' ATTAC,S
Ol) Si-e Ne. Si-e Tiny Small Small $edium $edium Darge Darge Cuge Cuge &argantuan
*l
A summoned creature capable of summoning a blood pact contract can never be forced to do so, and will usually be e tremely reluctant to do so unless either the summoner or the person to sign the contract has performed an e traordinary deed for or is especially notorious among said blood pact.
Si-e Slam &argantuan 4d0 Cuge 4d> Darge 3d0 $edium 3d> Small 3d5 Tiny 3d=
Si-e Slam &argantuan 3d0 Cuge 3d> Darge 3d5 $edium 3d= Small 3d4 Tiny 3
A summon can spend a full6round action to return to its original plane of e istence by itself. "f the summon does not have free will, the summoner must order it or be slain
(some orders may contradict this! before it is able. The summon cannot rest and heal normally until it returns to its original plane of e istence, effectively ending the summoning techni/ue.
Multiple Summ ns
A character can summon up to five creatures whose total summon level do not e ceed his total level or hit dice. Any attempt to summon more creatures will result in too much strain being put on the character and the creature with the lowest summon level (roll randomly for e/ual levels! being instantly banished. Some circumstances, like the FGuchiyose 6 HuunishinshouF techni/ues may allow the character to summon more than five creatures at any one time.
ranks in the -hakra -ontrol, &enjutsu, Gnowledge (ninja lore!, ,injutsu and Taijutsu skills, and gains one elemental affinity (secondary!. The .lite loses 3 point of -hakra every 4: minutes when it is summoned. - Paragon (Chakra Cost: $"le#el): The (aragon summon also gains a bonus feat when summoned, and a feat every = hit dice. The (aragon gains an ability score increase every 5 hit dice, and two additional skill points every level of summoning in addition to its "ntelligence bonus once, if any. The (aragon may take ISummonJ and ISummon $ulticlassJ feats and may take ranks in the -hakra -ontrol, &enjutsu, Gnowledge (ninja lore!, ,injutsu and Taijutsu skills, and gains either one primary elemental affinity or two secondary elemental affinities. The (aragon loses 3 point of -hakra every =: minutes when it is summoned. *hen summoning an .lite or a (aragon creature, the summoner gains the ability to summon them at will with a techni/ue, without needing to spend time learning it. The techni/ue is an e/uivalent of %uchi&ose no 'utsu, but has an increased rank ()ank 5 1 K the summon's level (rounded down!, plus 3 if the summoned creature is an .lite or 14 if it is a (aragon! and -hakra -ost depending on whether it is a (aragon or an .lite (see above!. The techni/ue to summon a particular creature can be taught to another summoner of the same bloodpact. (ree )ill and Character An .lite summon has a <:A chance of being a uni/ue creature, while a (aragon creature is always uni/ue. $ultiple instances of a non6uni/ue creature can be summoned, but they do not have free will. +ni/ue creatures always have free will and may end the summoning without being prompted, and do not have to follow the summoner's commands. *eath and +n,ur& Special summonings are not all subject to the same rules as normal summons. *hen a +ni/ue summon is reduced to 63 hit points or lower, it falls unconscious and has a 3:A chance every round to return to its original plane, where it stabili8es automatically. "f a +ni/ue summon is slain (reduced to 63: hit points!, there is only a 3:A chance it will return to its original plane7failure on either count means the summon is slain and can never be summoned again. The slain summon is left to decompose where it was killed, which it will do in 3d5 hours. A +ni/ue summon must heal normally in its original plane. "f summoned after being dismissed without being given time to heal (either partially or fully!, it will appear in its current condition and will be unable to heal naturally or rest until it returns to its original plane. A non6uni/ue .lite creature returns to its original plane when defeated. Banished
A summon creature that fails a saving throw against a banishing effect is not slain, unsummoned and returned to its place of origin.
Si4nin4 a *l
) Pa#t
A character is only able to obtain a contract with a blood pact by signing his name in blood in a contract scroll to forge a pact. This scroll can be obtained in three ways# a summoned creature from a certain type is able to summon a copy if it is of (rotector rank or higher, the original scroll can be found somewhere in the world (most likely under heavy guard, or lost in a ruin filled with great dangers unknown! or a new contract with a tribe is made. A contract is typically signed between a character and a tribe or clan of that pact. Tribes can vary in si8e, specialities or power. Signing a blood pact with a tribe of summoned creatures usually constitutes an alliance between that tribe and the clan or village of the signatory. This alliance is typically represented by wearing a clan symbol or forehead protector. -ni.ue Creatures Enly uni/ue creatures summoned by a techni/ue belong to a tribe or clan, meaning that any non6elite and non6paragon summon creature can be summoned by anyone who possesses the blood pact of that type. An .lite creature has a @<A chance of belonging to a specific tribe or clan, while the other 4<A are clanless. A (aragon creature has a 2<A chance of belonging to a tribe or clan. "n special circumstances, it is possible for a summoner to train, or train with, a particular summon creature. "n cases like this, the summon creature's stats may differ from the norm slightly, and the summoner can directly play a hand in the summon creature's development. *hether this rule is invoked or not is at the &$'s discretion. Summon /ribes and 0o&alties As a general rule, when two tribes of the same blood pact are allied with opposed factions, they either refuse to fight amongst each other or only fight when summoned. Some blood pacts, such as the Egre and *ar Cero, may have different views on this subject. ,ot every tribe is ac/uainted, or even aware of, other tribes within their blood pact, though it is not especially rare for them to entertain civil or hostile relations or rivalries among each other.
Summ n 5eats
This section contains a list of feats with the ISummonJ suffi available only to special creatures7.lites and (aragons. Summons also have free access to monster feats.
Alternate 5 rm 6Summ n7
Prere%uisite: (rotector or higher.
*ene8it: The summon gains the rare supernatural ability to adopt another form uni/ue to itself, either a creature or an object, determined when selecting this feat. +sing this ability is an attack action and costs the summon < chakra, plus 3 per summon level. "f the summon opted to take the form of a creature, the alternate form must either be human or resemble its base form in some way (a bear could not transform into an octopus, for instance!. The new form is the same si8e category as the summon's original form, or $edium6si8ed, and its Strength, 9e terity and -onstitution scores are affected accordingly. The ability otherwise functions as change shape. "f the summon opted to take the form of an object, it usually performs a specific function. The object is mundane and behaves normally, but the summon remains conscious and retains the ability to see and hear, use darkvision, sense chakra, see chakra, blindsense or blindsight up to =: feet, and retains one6half its natural armor bonus to 9efense as well as its hit points. "n the case of a weapon or armor, the object can be si8ed either to the summon's si8e category or for its summoner, at the summon's discretion when changing form. 'urthermore, the alternate form gains a 13 enhancement bonus to any e/uipment or armor bonus, or attack and weapon damage rolls, if the summon is a &uardian, a 14 enhancement bonus if it is ,oble, or a 1= enhancement bonus if it is a -hampion, and the object can be any special material if the summon is a (aragon (at the &$'s discretion!. "f the summon possesses the Two6*eapon 'ighting feat, it can choose to transform into two weapons of the same type when selecting this feat. *hile retaining an object form, the summon creature is not normally part of the initiative order. Spe#ial: This feat can be selected twice. .ach time a summon takes the feat, it must select a kind of form it did not take, either an object or a creature.
A%uati# 6Summ n7
Prere%uisite: Summon level =, "nsect, Di8ard, Slug or Snake summon only. *ene8it: The summon gains the A/uatic subtype, as well as the amphibious /uality. The summon also gains a swim speed e/ual to its land speed, or 4: feet if it doesn't have a land speed, but loses any fly speed.
burrow speed =: feet and 4 additional hit points per summon level. Additionally, the imperial wyrm doesn't gain the sense hostility ability, but rather the "ncite -onfusion supernatural ability. The imperial wyrm can compel any creature within >: feet to have difficulty acting normally, unless it can succeed a *ill save 9- 3: 1 summon level. The target becomes confused for 3 round every 4 summon levels on a failed save and must roll on the table below at the start of each turns to determine how it will act. The imperial wyrm can use this ability once every 3d> rounds, but only once per encounter on the same creature.
*e&a(i r Act normally. 9o nothing but babble incoherently. 'lee from imperial wyrm at top speed. Attack nearest creature (Summon 'amiliars and Animal -ompanions are treated as yourself for this purpose! 2363:: Attack the imperial wyrm with a melee or ranged weapon (or close in on the imperial wyrm if attacking is not possible! ": 364: 436<: <360: 0362:
Eart&).eller 6Summ n7
Prere%uisite: Salamander only. *ene8it: The salamander summon loses the a/uatic subtype, the amphibious ability, its Swim speed and racial bonus to Swim check, and the salamander's breath weapon deals fire damage. "nstead, the summon gains a tremorsense 3:: feet and a burrow speed of 4: feet.
Eru)ite 6Summ n7
*ene8it: The summon gains 51"nt modifier skill points (minimum 5! per summon level if it is an elite, or >1"nt modifier (minimum >! if the summon creature is a paragon instead of the normal number of skill points. The summon creature adds any 5 skills to its list of class skills. All elite and paragon summons have -hakra -ontrol, &enjutsu, ,injutsu and Taijutsu as class skills.
E(asi n 6Summ n7
*ene8it: Summon level 5, 9e 3>. Spe#ial: The summon gains the .vasion ability. *henever the summon makes a )efle save to take half damage against an ability, he takes no damage on a successful save. The summon must not be encumbered to use this ability.
Prere%uisite: Summon level 5, ,inja Training, 2 ranks in either of these skills# -hakra -ontrol, &enjutsu, ,injutsu or Taijutsu. *ene8it: The summon is able to learn 5 techni/ues of any type it has at least 2 ranks in, of up to )ank 0 or comple ity rating F%6-lassF. The summon creature's chakra pool increases by <. The summon cannot learn learn $edical Nin,utsu through this feat.
P is n *reat& 6Summ n7
Prere%uisite: Summon level 5, breath weapon. *ene8it: The summon's breath weapon is replaced by a poison breath. The poison breath deals either Strength or 9e terity damage, decided upon selecting this feat, and can be used once per encounter. )efer to the table below to determine the damage and area of the breath weapon. "f the summon has the swallow whole ability, a swallowed creature is subjected to the primary damage of the poison each round it remains in the summon's stomach. The save 9- is reduced by < if the breath weapon was used in the encounter. The poison is inhaled and has a 'ortitude save 9- 3: 1 summon level 1 summon's -on modifier. The summon is immune to its own breath weapon.
Summ n Ran$ Soldier (rotector &uardian ,oble -hampion Primary Se# n)ary "ama4e "ama4e 3d= 3d4 3d5 3d= 3d> 3d5 3d0 3d> 4d> 3d0 Area -loud spread 3:6ft. wide, 3:6ft. high -loud spread 3<6ft. wide, 3:6ft. high -loud spread 4:6ft. wide, 3:6ft. high -loud spread 4:6ft. wide, 4:6ft. high -loud spread =:6ft. wide, 4:6ft. high
S#&ism 6Summ n7
Prere%uisite: Summon level 4, slug only, protector or higher. *ene8it: Ence per encounter, the slug summon can separate into multiple creatures. "nstead of a single creature, the slug can become up to 3 minion creatures per summon level. The minions can all communicate with one another telepathically. .ach minion creature is two si8e category smaller than the original slug summon, and its ability scores are reflected by its new si8e category. To know the number of minion creature the summon can turn into, determine the amount of hit points a minion version of the summon would have and how many minion creatures the amount of damage the summon creature has taken would have killed, rounded up. 'or e ample, a level 3: slug noble with 3<: would create minion creatures each with 45 hit pointsM if the slug summon has taken 2: damage, it be able to separate into > creatures instead of 3: (2: divided by 45, rounded up, is 5!. A minion's acid spit always deals minimum damage instead of half damage. "f the summon creature attempts to reform, all of the minions must be in adjacent s/uares and concentrate for 3 full round action. *hen reformed, the slug summon takes 3 point of damage per level for every minion that was killed, substracted from the hit points it had before fragmenting. "f more than half of the minions were killed, the summon creature cannot reform. +sing this ability is an attack action that can be done as part of the escape artist ability (see Slug summon for details!.
Stampe)e 6Summ n7
Prere%uisite: Summon level =, trample special attack. *ene8it: The summon's trample deals an additional die of damage.
Sp $en 9 r) 6Summ n7
Prere%uisite: Soldier only. *ene8it: The summon is capable of speech.
S.i8tness 6Summ n7
Prere%uisite: Summon level 4. *ene8it: The summon's land, burrow, swim, climb and flying speed increase by 3: feet.
Ence per encounter, the summon can gain a 13 bonus to attack rolls with all natural attacks or unarmed attacks for 3 round as a free action.
Ence per day, the summon can use the FCide in (lain SightF ninja scout ability.
*l
) Pa#ts
The following section contains the numerous blood pacts. The availability of these blood pacts is entirely at the &$'s discretion.
*ear (,uma!
This powerful animal is one of the strongest of mother nature's creation. %ane of hunters and even fierce woodland creatures, its pride forces it to charge head first and tear apart any enemy that stands in its way. This feared animal will not accept a coward for a master, but can be otherwise a very dependable and loyal ally. Creature Type: $agical %east (&ood 'ortitude! Hit "i#e: 3d3: Ran$ Re%uirements: Soldier, (rotector, &uardian (51summon level!, ,oble (@1summon level!, -hampion (331summon level!. C&a$ra C st: Soldier7=?levelM (rotector7=?level plus =M &uardian7=?level plus 3:M ,oble7=.<?level plus 30M -hampion7<.<?level plus 4:. "ar$(isi n (E/!: The bear can see in total darkness, out to >: feet. 9arkvision is black6 and6white only, but is otherwise like normal light. Impr (e) Gra0 (E/!: To succeed with improved grab, the bear must hit with two claw
attacks. Natural 9eap ns: The bear has 4 claws and 3 bite attack. S#ent (E/!: This ability allows a bear to detect approaching enemies, sniff out hidden foes and track by sense of smell.
TA*'E: *EAR SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! Str (rotector $ 4d3:15 (3< hp! 30 &uardian D 4d3:10 (32 hp! 4> ,oble C 4d3:134 (4= hp! =5 -hampion & 4d3:13> (4@ hp! 54
"e/ C n 34 35 3: 30 3: 44 0 4>
Int 2 3: 3: 34
Ran$ Initiati(e "e8ense Spe#ial A0ilities (rotector 13 30, touch 33, flat6footed 3@ (13 9e , 1@ natural! 7 &uardian 1: 4:, touch 2, flat6footed 4: (63 si8e, 133 natural! 7 ,oble 1: 44, touch 0, flat6footed 44 (64 si8e, 135 natural! 7 -hampion 63 45, touch <, flat6footed 4= (65 si8e, 63 9e , 130 natural! 9amage )eduction 3?chakra per level
'e(el < *ear S l)ier: $edium magical beastM C9 4d3:14M hp 33M "nit 13M Spd =: ft.M 9efense 3=, touch 3:, flat6footed 34 (L3 si8e, 13 9e , 1= natural!M %A% 14M &rap 1<M Atk 1< melee (3d51=, claw!M 'ull Atk 1< melee (3d51=, 4 claws! and 1: melee (3d>13, bite!M 'S < ft. by < ft.M )each < ft.M SN improved grab, darkvision >: ft., scentM AD summonerM SO 'ort 15, )ef 13, *ill 13M -( 0M )ep 1:M Str 3>, 9e 34, -on 34, "nt 0, *is 34, -ha >. S$ills: -limb 10, Disten 15, Spot 15. 5eats: *eapon 'ocus (claw!.
* ar (Osu=0uta!
A boar may not be the smartest of creatures but it does possess one redeeming /uality, its almost single6minded dedication to a task or ideal. Ence a boar has decided on a course of action their attention and dedication are not easily averted or diverted. They will serve those that dedicated themselves to a purpose or ideal. They will not, however, serve those who lack focus and determination within them. Creature Type: $agical %east (&ood 'ortitudeM %A% =?5 of total Cit 9ice! Hit "i#e: 3d34 Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (>1summon level!, -hampion (3:1summon level!. C&a$ra C st: Soldier74.<?levelM (rotector7=?level plus =M &uardian7=?level plus 3:M ,oble7=?level plus 3<M -hampion75.<?level plus 4:. "ar$(isi n (E/!: The boar can see in total darkness, out to >: feet. 9arkvision is black6 and6white only, but is otherwise like normal light. Natural 9eap ns: The boar has 3 gore attack. S#ent (E/!: This ability allows a boar to detect approaching enemies, sniff out hidden foes and track by sense of smell. Trample (E/!: The boar may trample foes. The damage is e/ual to its gore damage.
Ran$ Si-e Hit "i#e (&p! Str "e/ C n Int 9is C&a * nus 5eat (rotector S 4d3413: (43 hp! 30 2 43 @ 34 = Toughness &uardian $ 4d34134 (4= hp! 44 2 4= 0 34 < "mproved ,atural Attack (gore! ,oble $ 4d3413> (4@ hp! 45 2 4> 0 35 @ Toughness -hampion D 4d3414: (=3 hp! =4 2 =: 3: 35 2 7
TA*'E: *OAR SUMMON A*I'ITIES *; RAN,
Spee) 5: ft. <: ft. <: ft. >: ft. Spe#ial A0ilities 7 7 7 7
Ran$ Initiati(e "e8ense (rotector 63 30, touch 3:, flat6footed 30 (63 9e , 13 si8e, 10 natural! &uardian 63 4:, touch 2, flat6footed 4: (63 9e , 133 natural! ,oble 63 44, touch 2, flat6footed 44 (63 9e , 13= natural! -hampion 63 4@, touch 0, flat6footed 4@ (63 si8e, 63 9e , 132 natural!
'e(el < * ar S l)ier: Small magical beastM C9 4d341>M hp 32M "nit 63M Spd =: ft.M 9efense 35, touch 3:, flat6footed 35 (63 9e , 13 si8e, 15 natural!M %A% 13M &rap 1:M Atk 1< melee (3d>15, gore!M 'ull Atk 1< melee (3d>15, gore!M 'S < ft. by < ft.M )each < ft.M SN darkvision >: ft., trample 3d>15M AD summonerM SO 'ort 1>, )ef 1:, *ill 1:M -( 34M )ep 1:M Str 3>, 9e 2, -on 3@, "nt >, *is 3:, -ha =. S$ills: Disten 15, Spot 15. 5eats: ,one.
" 4 (Inu!
A dog is a loyal and dedicated animal. "t is a kind, loving, and protective soul that will defend its friends and family when the situation calls for it. "t will serve anyone that will treat it with kindness and respect. "f neither of these /ualities are found within a person then the dog will not serve them. Creature Type: $agical %east (&ood )efle M %A% =?5 of total Cit 9ice! Hit "i#e: 3d0 Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (<1summon level!, -hampion (21summon level!. C&a$ra C st: Soldier73.<?levelM (rotector74?level plus =M &uardian7=?level plus @M ,oble7=?level plus 34M -hampion75?level plus 30. "ar$(isi n (E/!: The dog can see in total darkness, out to >: feet. 9arkvision is black6 and6white only, but is otherwise like normal light. Natural 9eap ns: The dog has 3 bite attack. S#ent (E/!: This ability allows a dog to detect approaching enemies, sniff out hidden foes, and track by sense of smell. S$ill * nuses: A dog gains a 14 racial bonus to Hump checks and a 1> racial bonus to Survival checks when tracking by the sense of smell.
TA*'E: "OG SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! (rotector S 4d014 (33 hp! &uardian $ 4d015 (3= hp! ,oble D 4d010 (3@ hp!
Str 3= 3@ 4<
C n 34 3< 32
Int 33 34 35
44 3< 32
3<
"mproved ,atural <: ft. Attack (bite! Spe#ial A0ilities 7 7 7 1> to Hump and Survival
Ran$ Initiati(e "e8ense (rotector 15 30, touch 3<, flat6footed 35 (15 9e , 1= natural, 13 si8e! &uardian 1= 32, touch 3=, flat6footed 3> (1= 9e , 1> natural! ,oble 1= 43, touch 34, flat6footed 30 (63 si8e, 1= 9e , 12 natural! -hampion 14 4=, touch 3:, flat6footed 43 (64 si8e, 14 9e , 13= natural!
'e(el < " 4 S l)ier: Small magical beastM C9 4d0M hp 2M "nit 14M Spd =< ft.M 9efense 3<, touch 3=, flat6footed 3= (14 9e , 14 natural, 13 si8e!M %A% 13M &rap 64M Atk 1= melee (3d513, bite!M 'ull Atk 1= melee (3d513, bite!M 'S < ft. by < ft.M )each < ft.M SN darkvision >: ft., scentM AD summonerM SO 'ort 1:, )ef 1<, *ill 13M -( >M )ep 1:M Str 34, 9e 35, -on 3:, "nt 3:, *is 3=, -ha 2. S$ills: Hump 1<, Disten 1=, Spot 1=, Survival 15 (13: when tracking by scent!, Swim 1=. 5eats: Track.
"ra4 n (Ryuu!
These mythical creatures are thought to nothing but legends. The oldest are often gifted with vast intelligence and power. A dragon values values courage as well as honor. "t is a beast to be feared and will not serve a coward, or one who lies to save themselves. Ence their service, and friendship, is gained it is a bond that will not easily be broken. There are si types of dragon# .arth, 'ire, "ce, Dightning, *ater and *ind. The user must specify which type he makes a pact with when he doesM the 9ragon's breath weapon and resistance are based on this type. Creature Type: 9ragon. H": 3d3: Ran$ Re%uirements: Soldier, (rotector (51summon level!, &uardian (>1summon level!, ,oble (01summon level!, -hampion (341summon level!. C&a$ra C st: Soldier75?levelM (rotector7<?level plus <M &uardian7<?level plus 3<M ,oble7>?level plus 4:M -hampion7@?level plus =:. *reat& 9eap n (Su!: A breath weapon attack causes energy damage (of the selected type! e/ual to 4d5 per summon level. The breath may be either a 5:6feet6long cone, or a >:6feet6long line. The damage can be halved with a )efle save 9- 3: 1 summon level 1 summon's -on modifier. The summon is immune to his own breath weapon. A 9ragon can only use this ability once per 3d> rounds. "ar$(isi n (E/!: The 9ragon can see in total darkness, out to 2: feet. 9arkvision is black6and6white only, but is otherwise like normal light. Ener4y Resistan#e (E/!: A dragon has a resistance to energy of his given type (fire dragon has fire resistance, etc! e/ual to < 1 4 per summon level. 5li4&t (E/!: All dragons are capable of flight. H l) *reat& (E/!: The water dragon can hold its breath for a number of rounds e/ual to four times its -onstitution modifier before it risks to drown. Natural 9eap ns: The dragon has 3 bite and 4 claw attacks.
* nus 5eat: All dragons have the Alertness feat. Earth *ragon: The earth dragon's breath weapon deals earth damage, and it gains earth resistance. "t is very resilient, but among the clumsiest of all species of dragons. The earth dragon's breath weapon is a 5:6ft. cone.
TA*'E: EARTH "RAGON SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! Str "e/ C n Int 9is C&a * nus 5eat (rotector S 4d3:1> (3@ hp! 4: 0 3> @ 34 2 7 &uardian $ 4d3:10 (32 hp! 45 > 30 0 34 2 "mproved ,atural Attack (bite! ,oble D 4d3:134 (4= hp! =4 > 44 2 34 33 $ultiattack -hampion C 4d3:130 (42 hp! 5: 0 40 3: 35 3= 7
TA*'E: EARTH "RAGON SUMMON A*I'ITIES *; RAN,
Spee) =: ft., fly 5: ft. (clumsy! =: ft., fly 5: ft. (poor! =: ft., fly >: ft. (poor! =: ft., fly >: ft. (average! Spe#ial A0ilities 7 7 7 1> to 'ortitude saves
Ran$ Initiati(e "e8ense (rotector 63 32, touch 3:, flat6footed 32 (63 9e , 13 si8e, 12 natural! &uardian 64 32, touch 0, flat6footed 32 (64 9e , 133 natural! ,oble 64 43, touch @, flat6footed 43 (63 si8e, 64 9e , 135 natural! -hampion 63 4<, touch @, flat6footed 4< (64 si8e, 63 9e , 130 natural!
(ire *ragon: The fire dragon's breath weapon deals fire damage, and it gains fire resistance. "ts power is unrivaled amongst the dragons. The fire dragon's breath weapon is a >:6ft. line.
TA*'E: 5IRE "RAGON SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! Str "e/ C n Int 9is C&a * nus 5eat (rotector S 4d3:15 (3< hp! 4: 3: 35 2 3: 34 7 &uardian $ 4d3:1> (3@ hp! 45 0 3> 3: 3: 34 "mproved ,atural Attack (bite! ,oble D 4d3:13: (43 hp! =4 > 4: 34 33 3= $ultiattack -hampion C 4d3:13> (4@ hp! 54 0 4> 35 34 3= 7
TA*'E: 5IRE "RAGON SUMMON A*I'ITIES *; RAN,
Spee) =: ft., fly 5: ft. (poor! =: ft., fly 5: ft. (poor! =: ft., fly >: ft. (average! =: ft., fly >: ft. (average!
Ran$ Initiati(e "e8ense Spe#ial A0ilities (rotector 1: 30, touch 33, flat6footed 30 (13 si8e, 1@ natural! 7 &uardian 63 30, touch 2, flat6footed 30 (63 9e , 12 natural! 7 ,oble 64 32, touch @, flat6footed 32 (63 si8e, 64 9e , 134 natural! 7 -hampion 63 44, touch @, flat6footed 44 (64 si8e, 63 9e , 13< natural! 15 to 'ortitude and )efle saves
+ce *ragon: The ice dragon's breath weapon deals cold damage, and it gains cold resistance. "t can endure enormous amounts of punishment, but is very clumsy. The frost dragon's breath weapon is a 5:6ft. cone.
TA*'E: ICE "RAGON SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! Str "e/ C n Int 9is C&a (rotector S 4d3:10 (32 hp! 35 3: 30 @ 34 34
* nus 5eat 7
&uardian
4:
34
34 3= 3=
45 2 3= =: 3: 3<
"mproved ,atural =: ft., fly 5: ft. (clumsy! Attack (bite! $ultiattack =: ft., fly >: ft. (poor! 7 =: ft., fly >: ft. (poor! Spe#ial A0ilities 7 7 7 15 to 'ortitude and *ill saves
Ran$ Initiati(e "e8ense (rotector 1: 30, touch 33, flat6footed 30 (13 si8e, 1@ natural! &uardian 63 30, touch 2, flat6footed 30 (63 9e , 12 natural! ,oble 64 4:, touch @, flat6footed 4: (63 si8e, 64 9e , 13= natural! -hampion 63 45, touch @, flat6footed 45 (64 si8e, 63 9e , 13@ natural!
0ightning *ragon: The lightning dragon's breath deals electricity damage, and it gains electricity resistance. "t is /uick and deadly, but not as resilient as other breeds of dragons. The lightning dragon's breath weapon is a >:6ft. line.
TA*'E: 'IGHTNING "RAGON SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! (rotector S 4d3:14 (3= hp! &uardian $ 4d3:15 (3< hp! ,oble D 4d3:10 (32 hp!
9is C&a * nus 5eat 0 2 7 2 2 $ultiattack 3: 3: "mproved ,atural Attack (bite! -hampion C 4d3:135 (4< hp! =2 33 4< 35 3= 33 7
TA*'E: 'IGHTNING "RAGON SUMMON A*I'ITIES *; RAN,
Int 2 3: 34
Spee) =: ft., fly 5: ft. (poor! =: ft., fly 5: ft. (poor! =: ft., fly >: ft. (poor! =: ft., fly >: ft. (average!
Ran$ Initiati(e "e8ense Spe#ial A0ilities (rotector 14 30, touch 3=, flat6footed 3> (13 si8e, 14 9e , 1< natural! 7 &uardian 13 32, touch 33, flat6footed 30 (13 9e , 10 natural! 7 ,oble 1: 43, touch 2, flat6footed 43 (63 si8e, 134 natural! 7 -hampion 1: 4<, touch 0, flat6footed 4< (64 si8e, 13@ natural! 15 to )efle and *ill saves
)ater *ragon: The water dragon's breath weapon deals water damage, and it gains water resistance. "t is agile and adaptative, but not very intelligent. The earth dragon's breath weapon is a >:6ft. line.
TA*'E: 9ATER "RAGON SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! Str "e/ C n Int 9is C&a * nus 5eat (rotector S 4d3:10 (32 hp! 35 35 30 @ 34 2 7 &uardian $ 4d3:13: (43 hp! 3> 34 4: 0 34 2 "mproved ,atural Attack (bite! ,oble D 4d3:135 (4< hp! 4> 3: 45 2 34 2 $ultiattack -hampion C 4d3:130 (42 hp! =5 34 40 3: 35 33 7
TA*'E: 9ATER "RAGON SUMMON A*I'ITIES *; RAN,
Spee) =: ft., fly 5: ft. (poor! =: ft., fly 5: ft. (poor! =: ft., fly >: ft. (poor! =: ft., fly >: ft. (poor!
Ran$ Initiati(e "e8ense Spe#ial A0ilities (rotector 14 32, touch 3=, flat6footed 3@ (14 9e , 13 si8e, 1> natural! 7 &uardian 13 32, touch 33, flat6footed 30 (13 9e , 10 natural! 7 ,oble 1: 43, touch 2, flat6footed 43 (63 si8e, 134 natural! 7 -hampion 13 4>, touch 2, flat6footed 4< (64 si8e, 13 9e , 13@ natural! 15 to )efle and *ill saves
)ind *ragon: The wind dragon's breath weapon deals wind damage, and it gains wind resistance. "t is the most agile species of dragon. The earth dragon's breath weapon is a 5:6ft. cone.
TA*'E: 9IN" "RAGON SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! (rotector S 4d3:14 (3= hp! &uardian $ 4d3:1> (3@ hp! ,oble D 4d3:13: (43 hp!
C n 34 3> 4:
Int @ 0 2
Spee) =: ft., fly >: ft. (good! =: ft., fly >: ft. (good! =: ft., fly 0: ft. (good! =: ft., fly 0: ft. (perfect! Spe#ial A0ilities 7 7 7 1> to )efle saves
Ran$ Initiati(e "e8ense (rotector 1= 4:, touch 35, flat6footed 3@ (13 si8e, 1= 9e , 1> natural! &uardian 14 4:, touch 34, flat6footed 30 (14 9e , 10 natural! ,oble 13 43, touch 3:, flat6footed 43 (63 si8e, 13 9e , 13= natural! -hampion 14 4@, touch 3:, flat6footed 4< (64 si8e, 14 9e , 13@ natural!
'e(el < Eart& "ra4 n S l)ier: Small dragonM C9 4d3:15M hp 3<M "nit 64M Spd =: ft., fly 5: ft. (clumsy!M 9efense 35, touch 2, flat6footed 3> (64 9e , 13 si8e, 1< natural!M %A% 14M &rap 1:M Atk 1> melee (3d>15 bite!M 'ull Atk 1> melee (3d>1= bite! and 13 melee (3d513, 4 claws!M 'S < ft. by < ft.M )each < ft.M SN breath weapon (4d5 earth 9- 3=!, earth resistance @, darkvision 2: ftM AD summonerM SO 'ort 1<, )ef 13, *ill 1=M -( 3:M )ep 1:M Str 3>, 9e 0, -on 35, "nt >, *is 3:, -ha 2. S$ills: -oncentration 15, Disten 1<, Spot 1<. 5eats: Alertness. 'e(el < 5ire "ra4 n S l)ier: Small dragonM C9 4d3:14M hp 3=M "nit 63M Spd =: ft., fly 5: ft. (poor!M 9efense 35, touch 3:, flat6footed 3< (63 9e , 13 si8e, 15 natural!M %A% 14M &rap 13M Atk 1> melee (3d>15 bite!M 'ull Atk 1> melee (3d>1= bite! and 13 melee (3d513, 4 claws!M 'S < ft. by < ft.M )each < ft.M SN breath weapon (4d5 fire 9- 34!, fire resistance @, darkvision 2: ftM AD summonerM SO 'ort 15, )ef 14, *ill 1=M -( 0M )ep 1:M Str 3>, 9e 0, -on 34, "nt 0, *is 3:, -ha 2. S$ills: -oncentration 1=, Disten 1<, Spot 1<. 5eats: Alertness. 'e(el < I#e "ra4 n S l)ier: Small dragonM C9 4d3:15M hp 3<M "nit 63M Spd =: ft., fly 5: ft. (clumsy!M 9efense 35, touch 3:, flat6footed 3< (63 9e , 13 si8e, 15 natural!M %A% 14M &rap 1:M Atk 1< melee (3d>1= bite!M 'ull Atk 1< melee (3d>14 bite! and 1: melee (3d513, 4 claws!M 'S < ft. by < ft.M )each < ft.M SN breath weapon (4d5 cold 9- 3=!, cold resistance @, darkvision 2: ftM AD summonerM SO 'ort 1<, )ef 14, *ill 1=M -( 3:M )ep 1:M Str 35, 9e 0, -on 35, "nt >, *is 3:, -ha 2. S$ills: -oncentration 15, Disten 1<, Spot 1<. 5eats: Alertness. 'e(el < 'i4&tnin4 "ra4 n S l)ier: Small dragonM C9 4d3:14M hp 3=M "nit 1:M Spd =:
ft., fly 5: ft. (poor!M 9efense 3<, touch 33, flat6footed 3< (13 si8e, 15 natural!M %A% 14M &rap 1:M Atk 1< melee (3d>1= bite!M 'ull Atk 1< melee (3d>14 bite! and 1: melee (3d513, 4 claws!M 'S < ft. by < ft.M )each < ft.M SN breath weapon (4d5 electricity 9- 3=!, electricity resistance @, darkvision 2: ftM AD summonerM SO 'ort 15, )ef 1=, *ill 14M -( 0M )ep 1:M Str 35, 9e 3:, -on 34, "nt 0, *is 0, -ha 2. S$ills: -oncentration 1=, Disten 15, Spot 15. 5eats: Alertness. 'e(el < 9ater "ra4 n S l)ier: Small dragonM C9 4d3:15M hp 3<M "nit 1:M Spd =: ft., fly 5: ft. (poor!M 9efense 3<, touch 33, flat6footed 3< (1: 9e , 13 si8e, 15 natural!M %A% 14M &rap 1:M Atk 1< melee (3d>1= bite! 'ull Atk 1< melee (3d>14 bite! and 1: melee (3d514, 4 claws!M 'S < ft. by < ft.M )each < ft.M SN breath weapon (4d5 water 9- 3=!, hold breath, water resistance @, darkvision 2: ftM AD summonerM SO 'ort 1<, )ef 1=, *ill 1=M -( 3:M )ep 1:M Str 35, 9e 3:, -on 35, "nt >, *is 3:, -ha 2. S$ills: -oncentration 15, Disten 1<, Spot 1<. 5eats: Alertness. 'e(el < 9in) "ra4 n S l)ier: Small dragonM C9 4d3:14M hp 3=M "nit 1:M Spd =: ft., fly >: ft. (good!M 9efense 3<, touch 34, flat6footed 35 (13 9e , 13 si8e, 1= natural!M %A% 14M &rap 1:M Atk 1> melee (3d>15 bite!M 'ull Atk 1> melee (3d>1= bite! and 13 melee (3d513, 4 claws!M 'S < ft. by < ft.M )each < ft.M SN breath weapon (4d5 wind 9- 34!, wind resistance @, darkvision 2: ftM AD summonerM SO 'ort 15, )ef 1=, *ill 1=M -( 0M )ep 1:M Str 3>, 9e 3:, -on 34, "nt >, *is 3:, -ha 2. S$ills: -oncentration 1=, Disten 1<, Spot 1<. 5eats: Alertness.
Hare (Usa4i!
A hare is a swift and agile creature that has been known to elude even the most tenacious of pursuers. Although the hare is not an animal that is good in combat, it however makes an e cellent messenger. "t will serve those that find the spreading of knowledge that will help others to be a great service. They will however not serve those that seek to horde information for themselves. Creature Type: $agical %east (&ood )efle and *illM %A% =?5 of total Cit 9ice! H": 3d> Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (51summon level!, -hampion (01summon level!. C&a$ra C st: Soldier73.<?levelM (rotector74?level plus =M &uardian7=?level plus @M ,oble7=?level plus 34M -hampion7=.<?level plus 3<. "ar$(isi n (E/!: The hare can see in total darkness, out to >: feet. 9arkvision is black6 and6white only, but is otherwise like normal light. Natural 9eap ns: The hare has 3 bite attack and uses both claws to make 3 claw attack. S#ent (E/!: This ability allows a hare to detect approaching enemies, sniff out hidden foes and track by sense of smell. S$ill * nuses: A hare gains a 10 racial bonus to Cide, Hump, Disten and Spot checks, as
Si-e T T S $
Hit "i#e (&p! 4d>64 (< hp! 4d> (@ hp! 4d>14 (2 hp! 4d>14 (2 hp!
"e/ 44 4= 44 43
C n 2 3: 34 3=
Int 3: 35 3> 3@
9is C&a * nus 5eat 3> 3: Alertness 3> 34 Stealthy 30 34 7 32 3= "mproved ,atural Attack (bite!
Ran$ Initiati(e "e8ense (rotector 1> 4:, touch 30, flat6footed 35 (14 si8e, 1> 9e , 14 natural! &uardian 1> 43, touch 30, flat6footed 3< (14 si8e, 1> 9e , 1= natural! ,oble 1> 43, touch 3@, flat6footed 3< (13 si8e, 1> 9e , 15 natural! -hampion 1< 44, touch 3<, flat6footed 3@ (1< 9e , 1@ natural!
'e(el < Hare S l)ier: Tiny magical beastM C9 4d>64M hp <M "nit 15M Spd =: ft.M 9efense 3@, touch 3>, flat6footed 3= (14 si8e, 15 9e , 13 natural!M %A% 13M &rap 63M Atk 1@ melee (3d=6= bite!M 'ull Atk 1@ melee (3d=6= bite! and 14 melee (3, claw!M 'S 4 3?4 ft. by 4 3?4 ft.M )each : ft.M SN darkvision >: ft., scentM AD summonerM SO 'ort 63, )ef 1@, *ill 15M -( >M )ep 1:M Str 5, 9e 30, -on 0, "nt 0, *is 34, -ha 0. S$ills: %alance 1@, Cide 144, Hump 1>, Disten 13:, $ove Silently 12, Spot 13:. 5eats: *eapon 'inesse.
Ha.$ (Ta$a!
Swift, silent, and deadly are the methods and tools for survival that a hawk employs. They are known for their keen eyesight and ability to strike without warning on their unsuspecting prey. A hawk is also fierce when guarding its home and family. A hawk will serve anyone who embodies its methods when on the battlefield or when protecting those that are considered close and family. Creature Type: $agical %east (&ood )efle M %A% =?5 of total Cit 9ice! H": 3d> Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (<1summon level!, -hampion (21summon level!. C&a$ra C st: Soldier73.<?levelM (rotector74?level plus =M &uardian7=?level plus @M ,oble7=?level plus 34M -hampion75?level plus 30. "ar$(isi n (E/!: The hawk has great eyesight and can see in total darkness, out to 30: feet. 9arkvision is black6and6white only, but is otherwise like normal light. 5lin4 (E/!: +sing its powerful talons, a hawk can drop a creature it has grabbed or use an attack action to fling it aside. The creature must be one si8e category smaller than the hawk for this maneuver to work. A flung creature travels =: feet and takes =d> points of damage. "f the hawk flings it while flying, the creature takes this amount or falling damage, whichever is greater. Natural 9eap ns: The hawk uses both talons for 3 talon attack. S$ill * nuses: A hawk gains a 10 racial bonus to Spot and Survival checks during daylight.
Ran$ Si-e Hit "i#e (&p! (rotector T 4d> (@ hp! &uardian S 4d>14 (2 hp! ,oble $ 4d>1> (3< hp! -hampion D 4d>13: (3@ hp!
Str 0 35 30 4>
"e/ 43 4: 4: 32
C n 3: 34 3> 4:
Int 3: 33 34 3=
Spee) 3: ft., fly <: ft. (average! 3: ft., fly <: ft. (good! 3: ft., fly >: ft. (good! 3: ft., fly >: ft. (perfect! Spe#ial A0ilities 7 9arkvision 4@: ft. .vasion 9arkvision =>: ft.
Ran$ Initiati(e "e8ense (rotector 1< 32, touch 3@, flat6footed 35 (14 si8e, 1< 9e , 14 natural! &uardian 1< 32, touch 3>, flat6footed 35 (13 si8e, 1< 9e , 1= natural! ,oble 1< 32, touch 3@, flat6footed 3< (1< 9e , 15 natural! -hampion 15 43, touch 3=, flat6footed 3@ (63 si8e, 15 9e , 10 natural!
'e(el < Ha.$ S l)ier: Tiny magical beastM C9 4d>M hp @M "nit 1<M Spd 3: ft., fly <: ft. (average!M 9efense 3>, touch 3<, flat6footed 3= (14 si8e, 1= 9e , 13 natural!M %A% 13M &rap 62M Atk 1> melee (3d463, talon!M 'ull Atk 1> melee (3d463, talon!M 'S 4 3?4 ft. by 4 3?4 ft.M )each : ft.M SN darkvision 30: ft., flingM AD summonerM SO 'ort 1:, )ef 1>, *ill 13M -( >M )ep 1:M Str >, 9e 3@, -on 3:, "nt 0, *is 3=, -ha 0. S$ills: Disten 14, Spot 1= (133 in daylight!, Survival 14 (13: in daylight!. 5eats: *eapon 'inesse.
Hi(emin) (Mus&i4 $ r !
The creatures of this bloodpact are mindless soldiers that follow their masters' orders without /uestions or concern to their personal safety, if loyalty is earned. A commanding presence is all that is re/uired of most summoners of the Civemind blood pact. Creature Type: Oermin H": 3d0 Ran$ Re%uirements: Soldier, (rotector, &uardian (51summon level!, ,oble (>1summon level!, -hampion (3:1summon level!. C&a$ra C st: Soldier74?levelM (rotector7=?level plus =M &uardian7=?level plus 3:M ,oble7=?level plus 30M -hampion75.<?level plus 4:.
/he chakra cost o2 the blood pact is the same regardless o2 the t&pe o2 hi#emind creature summoned3
Arm re) C&itin (E/!: "n addition to their e isting natural armor bonus, insects gain a 13 natural armor bonus every 4 summon level (minimum 13!. "ar$(isi n (E/!: All insects can see in total darkness, out to >: feet. 9arkvision is black6and6white only, but is otherwise like normal light. Telepat&y (Su!: "nsects cannot speak, but instead can communicate basic thoughts telepathically. Soldiers, protectors and guardians may only communicate as such with their summoners, whereas ,oble insects may communicate with any sentient creature within =: feet. -hampions have a telepathy range of 3:: feet. -reatures that cannot communicate via telepathy must respond orally. Summ n 9asp: Starting from Soldier rank and above, the summoner can call on the wasps. The wasp has 3 sting attack and can deliver poison with it. P is n (E/!: The wasp forces its target to make a fortitude save against poison on each
successful sting attack that deal damage. The initial and secondary damage is 3d> 9e , and the 'ortitude save 9- is 3: 1 half of the wasp's C9 1 wasp's -onstitution modifier. S$ill * nuses: The wasp gains a 15 racial bonus to Spot checks, and a 15 racial bonus to Survival checks made to orient itself.
TA*'E: HI2EMIN" (9ASP! SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! Str "e/ C n Int 9is C&a * nus 5eat (rotector S 4d0 (@ hp! 3= 3@ 33 7 2 4 7 &uardian S 4d014 (33 hp! 35 30 34 7 2 4 "mproved ,atural Attack (sting! ,oble $ 4d015 (3= hp! 30 3> 35 7 2 4 7 -hampion D 4d010 (3@ hp! 4> 3> 30 7 2 4 7
TA*'E: HI2EMIN" (9ASP! SUMMON A*I'ITIES *; RAN,
Spee) fly <: ft. (good! fly <: ft. (good! fly >: ft. (good! fly >: ft. (good!
Ran$ Initiati(e "e8ense Spe#ial A0ilities (rotector 1= 30, touch 35, flat6footed 35 (13 si8e, 1= 9e , 15 natural! 7 &uardian 15 4:, touch 3<, flat6footed 3> (13 si8e, 15 9e , 1< natural! 7 ,oble 1= 4: touch 3=, flat6footed 3> (1= 9e , 1@ natural! 7 -hampion 1= 44, touch 34, flat6footed 32 (63 si8e, 1= 9e , 13: natural! 14 to 'ortitude and )efle saves
'e(el < Hi(emin) S l)ier (9asp!: Small verminM C9 4d0M hp 2M "nit 1=M Spd fly <: ft. (good!M 9efense 3@, touch 35, flat6footed 35 (13 si8e, 1= 9e , 1= natural!M %A% 13M &rap 6=M Atk 15 melee (3d=13 plus poison, sting!M 'ull Atk 15 melee (3d=13 plus poison, sting!M 'S 4 3?4 ft. by 4 3?4 ft.M )each : ft.M SN armored chitin 13, poison (9- 33!, vermin traits, darkvision >: ft., telepathy (summoner!M AD summonerM SO 'ort 1=, )ef 1=, *ill 63M -( >M )ep 1:M Str 3=, 9e 3@, -on 3:, "nt 7, *is 2, -ha 4. S$ills: Spot 1>, Survival 14. 5eats: *eapon 'inesse. Summ n Centipe)e: 'rom protector rank and up, the summoner can call upon the centipede hivemind, with their powerful bodies strong enough to crush a bull's spine. The centipede has 3 bite attack that it uses for improved grab. Impr (e) Gra0 (E/!: *henever the centipede scores a successful bite attack against a creature of its si8e or smaller, it may attempt a &rapple without provoking an attack of opportunity. C nstri#t (E/!: The centipede may make a &rapple check each round to a grappled creature to deal damage e/ual to its' bite attack. S$ill * nuses: The centipede gains a 15 racial bonus to -limb, Cide and Spot checks. "t can use either its Strength or 9e terity modifier for -limb checks, whichever is higher. -entipedes can take 3: on -limb checks, even if threatened or distracted.
TA*'E: HI2EMIN" (CENTIPE"E! SUMMONS *; RAN,
Hit "i#e (&p! 4d015 (3= hp! 4d010 (3@ hp! 4d010 (3@ hp!
"e/ 35 34 34
C n 35 30 32
Int 7 7 7
9is C&a 34 = 34 = 34 =
* nus 5eat 7 7 7
Spee) =: ft., climb =: ft. =: ft., climb =: ft. 5: ft., climb 5: ft. Spe#ial A0ilities 7 7
Ran$ Initiati(e "e8ense &uardian 14 30, touch 34, flat6footed 3> (14 9e , 1> natural! ,oble 13 4:, touch 3:, flat6footed 32 (63 si8e, 13 9e , 13: natural!
-hampion
13
44, touch 3:, flat6footed 43 (63 si8e, 13 9e , 134 natural! 14 to )efle and *ill saves
'e(el < Hi(emin) Pr te#t r (Centipe)e!: $edium verminM C9 4d014M hp 33M "nit 14M Spd =: ft., climb =: ft.M 9efense 3@, touch 34, flat6footed 3< (14 9e , 1< natural!M %A% 13M &rap 1=M Atk 1= melee (3d01=, bite!M 'ull Atk 1= melee (3d01=, bite!M 'S < ft. by < ft.M )each < ft.M SN armored chitin 13, improved grab, constrict 3d01=, darkvision >: ft., vermin traits, telepathy (summoner!M AD summonerM SO 'ort 15, )ef 14, *ill 13M -( 0M )ep 1:M Str 3<, 9e 35, -on 3=, "nt 7, *is 34, -ha =. S$ills: -limb 1@, Cide 1>, Spot 1>. 5eats: "mproved ,atural Attack (bite!. Summ n Giant *eetle: The summoner is able to call giant beetles from guardian rank and up, starting at the si8e of a small horse, the hivemind beetles easily rival the largest of summon creatures at the height of their power. The hivemind beetle's thick, gleaming chitin armor is strong enough to stop steel. The giant beetle has 3 gore attack and can trample. Trample (E/!: The giant beetle may trample any creature in its path, dealing damage e/ual to its gore attack. The refle save 9- is 3: 1 summon level 1 the %eetle's Str modifier. Impr (e) Arm re) C&itin (E/!: The giant beetle's armored chitin grants an additional one6half natural armor bonus (rounded down!.
TA*'E: HI2EMIN" (GIANT *EET'E! SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! Str "e/ C n Int 9is C&a ,oble C 4d010 (3@ hp! 4@ 3: 32 7 3= 5 -hampion & 4d0135 (4= hp! => 0 45 7 3= 5
* nus 5eat 7 7
Ran$ Initiati(e "e8ense ,oble 1: 4:, touch 0, flat6footed 4: (64 si8e, 134 natural! -hampion L3 4=, touch <, flat6footed 4= (63 9e , 65 si8e, 130 natural!
'e(el < Hi(emin) Guar)ian (Giant *eetle!: Darge verminM C9 4d01>M hp 3<M "nit 13M Spd =: ft.M 9efense 3@, touch 3:, flat6footed 3> (13 9e , 63 si8e, 1@ natural!M %A% 13M &rap 12M Atk 15 melee (4d>1>, gore!M 'ull Atk 15 melee (4d>1>, gore!M 'S 3: ft. by 3: ft.M )each 3: ft.M SN trample 4d>1>, improved armored chitin 13, vermin traits, darkvision >: ft., telepathy (summoner!M AD summonerM SO 'ort 1>, )ef 13, *ill 13M -( 34M )ep 1:M Str 32, 9e 34, -on 3@, "nt 7, *is 3=, -ha 5. S$ills: 7 5eats: "mproved ,atural Attack (gore!. Summ n S# rpi n: The second strongest of all hivemind creatures are enormous scorpions whose stingers carry a deadly venom potent enough to very rapidly paraly8e a horse to enable a /uick kill. The scorpion has 4 claws and 3 sting attack. P is n (E/!: The scorpion forces the target of any successful sting attack to make a fortitude save against poison. The initial and secondary damage is 3d> Str, and the 'ortitude save 9- is 3: 1 half the scorpion's C9 1 the scorpion's -on modifier. Impr (e) Gra0 (E/!: To use this ability, the scorpion must hit with both claw attacks. C nstri#t (E/!: A scorpion's constrict deals automatic claw damage.
S$ill * nuses: The scorpion gains a 15 racial bonus to -limb, Cide and Spot checks.
TA*'E: HI2EMIN" (SCORPION! (SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! Str "e/ C n Int 9is C&a * nus 5eat Spee) -hampion D 4d013: (3@ hp! 4> 34 4: 7 35 < "mproved ,atural =: ft. Attack (sting!
TA*'E: HI2EMIN" (SCORPION! SUMMON A*I'ITIES *; RAN,
Ran$ Initiati(e "e8ense -hampion 13 4=, touch 3:, flat6footed 44 (63 si8e, 13 9e , 13= natural!
'e(el < Hi(emin) N 0le (S# rpi n!: $edium verminM C9 4d015M hp 3=M "nit 14M Spd =: ft.M 9efense 32, touch 34, flat6footed 3@ (14 9e , 1@ natural!M %A% 13M &rap 15M Atk 15 melee (3d51=, claw!M 'ull Atk 15 melee (3d51=, 4 claws! and 14 melee (3d>1= plus poison, sting!M 'S < ft. by < ft.M )each < ft.M SN improved grab, constrict 3d51=, poison (9- 3=!, armored chitin 13, vermin traits, darkvision >: ft., telepathy =: ft.M AD summonerM SO 'ort 1<, )ef 14, *ill 14M -( 34M )ep 1:M Str 3>, 9e 3<, -on 3>, "nt 7, *is 35, -ha <. S$ills: -limb 1<, Cide 1>, Spot 1@. 5eats: $ultiattack. Summ n Mantis: The hivemind avatars are enormous, gleaming black praying mantises the si8e of a horse, with deadly scythelike claws and snapping pincers. The hivemind mantis has 5 claws and 3 bite attack. Ren) (E/!: The mantis must hit with two claw attacks. The damage dealt is 3d0 plus one and a half times the mantis' strength modifier. P .er8ul C&ar4e (E/!: The mantis deals an additional 4d> points of damage on a charge. S$ill * nuses: The mantis gains a 15 racial bonus to Disten, $ove Silently and Spot checks, and a 10 racial bonus to Cide checks during nighttime. 'e(el < Hi(emin) C&i n (Mantis!: Darge verminM C9 4d015M hp 3=M "nit 12M Spd >: ft.M 9efense 4>, touch 35, flat6footed 33 (1< 9e , 63 si8e, 134 natural!M %A% 13M &rap 10M Atk 12 melee (3d012, claw!M 'ull Atk 12 melee (3d012, 5 claws! and 1@ melee (3d015, bite!M 'S 3: ft. by 3: ft.M )each < ft.M SN armored chitin 13, powerful charge 14d>, rend 3d013=, vermin traits, darkvision >: ft., telepathy <: ft.M AD summonerM SO 'ort 1<, )ef 1<, *ill 14M -( 35M )ep 1:M Str 40, 9e 4:, -on 30, "nt 7, *is 35, -ha >. S$ills: Disten 1@, Cide 14 (13: during nighttime!, $ove Silently 13:, Spot 1@. 5eats: "mproved "nitiative, "mproved ,atural Attack (claw!, $ultiattack, *eapon 'inesse.
H rse (Uma!
There are few creatures in nature that can rival the horse's speed and splendor. A horse is a creature of determination, often willing to be pushed to their death by fatigue, rather then buckle under the pressure their rider puts on them. $any think a horse is useless in combat, but its kicks can be deadly to the unprepared. Corses can't stand la8iness and will
not accept a master if they don't show similar determination. Creature Type: $agical %east (&ood 'ortitude and *ill! H": 3d0 Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (<1summon level!, -hampion (21summon level!. C&a$ra C st: Soldier74?levelM (rotector7=?level plus =M &uardian7=?level plus 3:M ,oble7=?level plus 30M -hampion75.<?level plus 4:. * nus 5eat: The horse gains the .ndurance bonus feat for free. "ar$(isi n (E/!: The horse can see in total darkness, out to >: feet. 9arkvision is black6 and6white only, but is otherwise like normal light. In#rease) Carryin4 Capa#ity (E/!: The horse is able to bear greater charge, and its carrying capacity increases as though it was one si8e category larger than in reality. Natural 9eap ns: The horse has 4 hoof attacks S#ent (E/!: This ability allows a horse to detect approaching enemies, sniff out hidden foes and track by sense of smell.
TA*'E: HORSE SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! (rotector D 4d01> (3< hp! &uardian D 4d010 (3@ hp! ,oble D 4d013: (32 hp!
Str 43 44 45
C n 3@ 30 4:
9is C&a * nus 5eat 3: > 7 33 @ )un 33 0 "mproved ,atural Attack (hoof! 4< 3: 34 2 7
Int 0 0 3:
Spee) 5: ft. <: ft. <: ft. >: ft. Spe#ial A0ilities 7 7 7 )un speed multiplier >
Ran$ Initiati(e "e8ense (rotector 14 3>, touch 33, flat6footed 35 (63 si8e, 14 9e , 1< natural! &uardian 14 30, touch 33, flat6footed 3> (63 si8e, 14 9e , 1@ natural! ,oble 1= 43, touch 34, flat6footed 30 (63 si8e, 1= 9e , 12 natural! -hampion 14 4=, touch 3:, flat6footed 43 (64 si8e, 14 9e , 13= natural!
'e(el < H rse S l)ier: Darge magical beastM C9 4d015M hp 3=M "nit 13M Spd 5: ft.M 9efense 3=, touch 33, flat6footed 34 (13 9e , 14 natural!M %A% 14M &rap 13:M Atk 1< melee (3d>15, hoof!M 'ull Atk 1< melee (3d>15, 4 hooves!M 'S 3: ft. by 3: ft.M )each < ft.M SN darkvision >: ft, increased carrying capacity, scentM AD summonerM SO 'ort 1<, )ef 13, *ill 14M -( 3:M )ep 1:M Str 32, 9e 3=, -on 35, "nt 0, *is 2, -ha <. S$ills: Disten 15, Spot 15. 5eats: .ndurance.
,oble (01summon level!, -hampion (341summon level!. C&a$ra C st: Soldier75?levelM (rotector7<?level plus <M &uardian7<?level plus 3<M ,oble7>?level plus 4:M -hampion7@?level plus =:. "ar$(isi n (E/!: The imperial wyrm can see in total darkness, out to >: feet. 9arkvision is black6and6white only, but is otherwise like normal light. 5ast Healin4 (Su!: The imperial wyrm gains the fast healing 3 supernatural /uality. This trait is subject to being increased at higher summon ranks. 5li4&t (Su!: The imperial wyrm is capable of wingless flight as a supernatural ability. Men)in4 T u#& (Su!: The imperial wyrm can heal another creature with its mere touch. This ability re/uires an attack action and costs 3 chakra for every 4 hit points healed, but does not provoke an attack of opportunity. The imperial wyrm cannot use this ability on itself. The number of hit points the imperial wyrm can restore per day varies depending on its summon rank and level (see below!, but he can choose to divide the healing over multiple recipients, and does not have to use it all at once.
Summ n Ran$ Soldier (rotector &uardian ,oble -hampion Healin4 #apa#ity Summon level?day Summon level 1 -ha mod?day 4 P Summon level 1 -ha mod?day 4 P Summon level 1 -ha mod?day = P Summon level 1 -ha mod?day
Natural 9eap ns: The imperial wyrm has 3 bite attack, 4 claw attacks and 3 tail slap attack. Sense H stility (Su!: The imperial wyrm can sense any hostile intent within >: feet and gets a sense of the general direction, though it cannot pinpoint its distance precisely. The hostility does not have to be directed at the imperial wyrm. This ability detects active agression but not vigilence. The imperial wyrm cannot be caught flat6footed by a creature susceptible to mind6affecting effects. S$ill * nuses: The imperial wyrm gains a 15 bonus to 9iplomacy and Sense $otive checks.
TA*'E: IMPERIA' 9;RM SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! (rotector $ 4d014 (33 hp! &uardian D 4d01> (3< hp! ,oble C 4d013: (32 hp! -hampion C 4d013: (32 hp!
Str 35 44 =: =:
"e/ 35 35 34 34
C n 34 3> 4: 4:
* nus 5eat 7 7 7 7
Spee) =: ft., fly =: ft. (poor! =: ft., fly 5: ft. (poor! 5: ft., fly <: ft. (clumsy! 5: ft., fly >: ft. (clumsy! Spe#ial A0ilities 'ast healing = 'ast healing < 'ast healing @ Sense hostility
Ran$ Initiati(e "e8ense (rotector 14 30, touch 34, flat6footed 3< (14 9e , 1> natural! &uardian 14 4:, touch 33, flat6footed 30 (L3 si8e, 14 9e , 12 natural! ,oble 13 4=, touch 2, flat6footed 44 (L4 si8e, 13 9e , 135 natural! -hampion 13 4>, touch 2, flat6footed 4< (L4 si8e, 13 9e , 13@ natural!
'e(el < Imperial 9yrm S l)ier: Small dragonM C9 4d01>M hp 3<M "nit 1=M Spd =: ft., fly =: ft. (poor!M 9efense 3<, touch 3=, flat6footed 3= (13 si8e, 14 9e , 14 natural!M %A% 14M &rap 1>M Atk 1> melee (3d5, bite!M 'ull Atk 1> melee (3d5, bite! and 13 melee (3d=, 4 claws! and 13 melee (3d4, tail slap!M 'S < ft. by < ft.M )each < ft.M SN darkvision >: ft.,
fast healing 3, flight, mending touchM AD summonerM SO 'ort 1=, )ef 1>, *ill 1<M -( >M )ep 1:M Str 3:, 9e 3>, -on 3:, "nt 35, *is 35, -ha 3:. S$ills: 9iplomacy 10, -oncentration 1<, Sense $otive 10. 5eats: *eapon 'inesse.
'i-ar) (T $a4e!
The li8ard is a patient and combat6able animal. "t can be both a biped and /uadruped, and is able to perform a large number of tasks. The Di8ard is often used as a substitute for the rare dragon6type summon, and they tend to dislike being compared to them. "t does not consider itself a silver medal, and will not obey a master who looks down on the weak. Creature Type: $agical %east (&ood )efle M %A% =?5 of total Cit 9ice! H": 3d0 Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (>1summon level!, -hampion (3:1summon level!. C&a$ra C st: Soldier73.<?levelM (rotector74?level plus =M &uardian7=?level plus @M ,oble7=?level plus 34M -hampion75.<?level plus 30. "ar$(isi n (E/!: The Di8ard can see in total darkness, out to >: feet. 9arkvision is black6and6white only, but is otherwise like normal light. Natural 9eap ns: The li8ard has 4 claws and 3 bite attack as biped or 3 bite attack as /uadruped. The li8ard has opposable thumbs that enable it to wield weapons and other objects. P sture (E/!: +sing this ability, the li8ard is able to switch between two modes of movement# biped, and /uadruped. 9oing so re/uires a move6e/uivalent action that does not provoke an attack of opportunity. As a biped, by default, the li8ard can use both bite and claws attack or wield hand6held weapons. As a /uadruped, the Di8ard's carrying capacity doubles, his speed increases by 3: feet, but he can only use bite attacks. S#ent (E/!: This ability allows a li8ard to detect approaching enemies, sniff out hidden foes and track by sense of smell. S$ill * nuses: Di8ards use their 9e terity modifier for -limb checks. They gain a 10 species bonus on %alance checks and a 15 species bonus on Cide and $ove Silently checks and to Survival checks when tracking by scent. "n wooded or overgrown areas, the species bonus on Cide checks improves to 10. * nus 5eat: The li8ard gains the *eapon 'inesse and Simple *eapons (roficiency feats as bonus feats. 9eap nry: An elite or paragon li8ard has a <:A chance of being summoned with a simple or archaic weapon, selected randomly.
TA*'E: 'I>AR" SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! Str "e/ C n Int 9is C&a * nus 5eat (rotector S 4d014 (33 hp! 34 3@ 34 2 3= 0 Archaic *eapons (roficiency &uardian $ 4d015 (3= hp! 3> 3< 35 3: 35 2 7 ,oble $ 4d01> (3< hp! 32 3> 3> 3: 3< 33 $ultiattack
Spee) 4: ft., climb 4: ft. 4: ft., climb 4: ft. =: ft., climb =: ft.
4: 34 3<
34
Ran$ Initiati(e "e8ense Spe#ial A0ilities (rotector 1= 3@, touch 3=, flat6footed 3= (13 si8e, 1= 9e , 14 natural! 7 &uardian 14 30, touch 34, flat6footed 3> (14 9e , 1> natural! 7 ,oble 1= 43, touch 3=, flat6footed 30 (1= 9e , 10 natural! 7 -hampio 14 4=, touch 33, flat6footed 43 (63 si8e, 14 9e , 134 natural! -old and *ater )esistance n 3<
'e(el < 'i-ar) S l)ier: Small magical beastM C9 4d0M hp 2M "nit 1=M Spd 4: ft., climb 4: ft.M 9efense 35, touch 35, flat6footed 33 (1= 9e , 13 si8e!M %A% 13M &rap 6<M Atk 1< melee (3d=63, claw!M 'ull Atk 1< melee (3d=63, 4 claws! and 1: melee (3d563, bite!M 'S < ft. by < ft.M )each < ft.M SN darkvision >: ft., posture, scentM AD summonerM SO 'ort 1:, )ef 1<, *ill 13M -( >M )ep 1:M Str 0, 9e 3@, -on 3:, "nt 0, *is 34, -ha 0. S$ills: %alance 1@, -limb 1>, Cide 1@ (133 in wooded or overgrown areas!, Disten 1<, $ove Silently 1@, Spot 1>, Survival 1= (1@ when tracking by scent!. 5eats: Simple *eapons (roficiency, *eapon 'inesse.
M n$ey (Saru!
,ormally a playful, intelligent and shy animal, it can become a fierce combatant when angered. The closest rival to humans in terms of intelligence, monkeys are able to use almost any weapon or tool that a human could. This means that a monkey will be a fierce opponent for any enemy to deal with. A monkey will only take a creative master that also likes to have fun, as they have little patience for those without imagination. Creature Type: $agical %east (&ood )efle and *ill! H": 3d> Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (>1summon level!, -hampion (3:1summon level!. C&a$ra C st: Soldier74?levelM (rotector7=?level plus =M &uardian7=?level plus 3:M ,oble7=?level plus 30M -hampion75.<?level plus 4:. "ar$(isi n (E/!: The monkey can see in total darkness, out to >: feet. 9arkvision is black6and6white only, but is otherwise like normal light. Natural 9eap ns: The monkey has 4 claws and 3 bite attack. The monkey has opposable thumbs that enable it to wield weapons and other objects. * nus 5eat: The monkey gains the Simple *eapons (roficiency feat. S$ill * nuses: The monkey gains a 15 racial bonus to %alance and -limb checks.
TA*'E: MON,E; SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! (rotector T 4d> (2 hp! &uardian S 4d> (2 hp! ,oble $ 4d>15 (3= hp! -hampion D 4d>10 (3@ hp!
Str 0 34 32 40
"e/ 32 30 3> 35
C n 3: 33 35 32
Int 34 3= 35 3>
Spee) =: ft., climb =: ft. =: ft., climb =: ft. 5: ft., climb 5: ft. 5: ft., climb 5: ft.
Ran$ Initiati(e "e8ense Spe#ial A0ilities (rotector 15 3@, touch 3<, flat6footed 35 (14 si8e, 1= 9e , 14 natural! 7 &uardian 15 32, touch 3<, flat6footed 3< (13 si8e, 15 9e , 15 natural! .vasion ,oble 1= 32, touch 3=, flat6footed 3> (1= 9e , 1> natural! 7 -hampion 14 4:, touch 33, flat6footed 30 (63 si8e, 14 9e , 12 natural! Henge no 'utsu at6will as a spell6like ability
'e(el < M n$ey S l)ier: Tiny magical beastM C9 4d>64M hp <M "nit 1=M Spd =: ft., climb =: ft.M 9efense 3>, touch 3<, flat6footed 3= (14 si8e, 1= 9e , 13 natural!M %A% 14M &rap 60M Atk 1@ melee (3d464, 4 claws!M 'ull Atk 1@ melee (3d464, 4 claws! and 14 melee (3d=64, bite!M 'S 4 3?4 ft. by 4 3?4 ft.M )each : ft.M SN darkvision >: ft.M AD summonerM SO 'ort 63, )ef 1>, *ill 15M -( >M )ep 1:M Str >, 9e 3>, -on 0, "nt 3:, *is 34, -ha 0. S$ills: %alance 134, -limb 1>, Cide 1>, Disten 1<, Spot 1<. 5eats: Simple *eapons (roficiency, *eapon 'inesse.
O4re (Oni!
This e tremely rare type of summon obeys only to the strong and those evil to the core. "t likes nothing more than to rip apart and inflict havoc and destruction on those it consider weak. "t is a long forgotten blood pact and rarely answers to the call of a human. The Egre will not answer to a master who is either weak willed, lacks power or wishes for the well being of others before his own. Creature Type: Eutsider (%A% =?5 of total Cit 9ice! H": 3d34 Ran$ Re%uirements: Soldier, (rotector (41summon level!, &uardian (51summon level!, ,oble (@1summon level!, -hampion (341summon level!. C&a$ra C st: Soldier7=?levelM (rotector7=?level plus <M &uardian75.<?level plus 3:M ,oble7<?level plus 30M -hampion7@.<?level plus 4:. "ar$(isi n (E/!: The Egre can see in total darkness, out to >: feet. 9arkvision is black6 and6white only, but is otherwise like normal light. Natural 9eap ns: The ogre has 3 claw attack. Resistan#e t Ener4y (E/!: The Egre possess an Acid, -old and 'ire resistance e/ual to its number of hit dice. S#ent (E/!: +sing its sense of smell, the Egre is able to detect approaching enemies, sniff out hidden foes and track by sense of smell. ,ana0 : .very Egre carries a kanabo with which it is proficient. The kanabo, when wielded by an ogre, grants an enhancement bonus to attack rolls. 5ear Aura (Su!: Egre Avatars have a fear aura that surrounds them. -reature that begin their turn in the fear aura must make a *ill save or be shaken 4d> rounds. The saving throw 9- is (9- 3: 1 summon level 1 ogre's wisdom modifier! and the aura has a <: feet range.
TA*'E: OGRE SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! (rotector $ 4d3413: (32 hp! &uardian $ 4d3413: (32 hp! ,oble D 4d34135 (4< hp! -hampion C 4d34130 (4@ hp!
Str 32 44 =: =0
"e/ 33 34 34 3=
C n 4: 43 45 40
* nus 5eat 7 7 7 7
Ran$ Initiati(e "e8ense (rotector 1: 30, touch 3:, flat6footed 30 (10 natural! &uardian 13 43, touch 33, flat6footed 4: (13 9e , 13: natural! ,oble 13 45, touch 3:, flat6footed 45 (63 si8e, 13 9e , 135 natural! -hampion 13 40, touch 2, flat6footed 4@ (64 si8e, 13 9e , 132 natural!
'e(el < O4re S l)ier: $edium outsiderM C9 4d341>M hp 32M "nit 1:M Spd =: ft.M 9efense 3>, touch 3:, flat6footed 3> (1> natural!M %A% 13M &rap 15M Atk 1< melee (3d3415, kanabo!M 'ull Atk 15 melee (3d51=, claw! or 1< melee (3d3415, kanabou!M 'S < ft. by < ft.M )each < ft.M SN acid resistance 4, cold resistance 4, darkvision >: ft., fire resistance 4, scentM AD summoner, evilM SO 'ort 1>, )ef 1=, *ill 1<M -( 34M )ep 1:M Str 3>, 9e 33, -on 3@, "nt 34, *is 35, -ha 2. S$ills: -oncentration 12, Disten 1@, Spot 1@ 5eats: (ower Attack.
O/ (O=us&i!
The most notable characteristic of an o is its great fortitude and strength. These creatures can push themselves for many long hours without tiring. E en are /uite slow to anger, but are powerhouses once enraged. The frail have no chance of being accepted by an o , only the hearty are accepted. Creature Type: $agical %east (&ood 'ortitudeM %A% =?5 of total Cit 9ice! H": 3d3: Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (>1summon level!, -hampion (3:1summon level!. C&a$ra C st: Soldier7=?levelM (rotector7=?level plus =M &uardian7=?level plus 3:M ,oble7=.<?level plus 3<M -hampion7<?level plus 4:. "ar$(isi n (E/!: The o can see in total darkness, out to >: feet. 9arkvision is black6 and6white only, but is otherwise like normal light. Natural 9eap ns (E/!: The o has 3 gore attack. Trample (E/!: The o may trample any creature in its path, dealing damage e/ual to its gore attack. The refle save 9- is 3: 1 summon level 1 the o 's Str modifier.
TA*'E: OX SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! Str "e/ C n Int 9is C&a * nus 5eat (rotector $ 4d3:134 (4= hp! 43 < 4= 0 5 = 7 &uardian D 4d3:135 (4< hp! =: > 45 3: > 5 "mproved ,atural Attack (gore! ,oble D 4d3:130 (42 hp! =3 > 42 3: @ < 7 -hampion C 4d3:144 (== hp! 5: 5 =4 34 0 > 7
TA*'E: OX SUMMON A*I'ITIES *; RAN,
Ran$ Initiati(e "e8ense (rotector 6= 33, touch @, flat6footed 33 (6= de , 15 natural! &uardian 64 3<, touch @, flat6footed 3< (63 si8e, 64 de , 10 natural! ,oble 64 3@, touch @, flat6footed 3@ (63 si8e, 64 de , 13: natural! -hampion 6= 4:, touch <, flat6footed 2 (64 si8e, 6= de , 13< natural!
'e(el < O/ S l)ier: $edium6si8e magical beastM C9 4d3:13:M hp 43M "nit 6=M Spd =: ft.M 9efense 2, touch @, flat6footed 2 (6= de , 14 natural!M %A% 13M &rap 1<M Atk 1< melee (3d>15 gore!M 'ull Atk 1< melee (3d>15 gore!M 'S < ft. by < ft.M )each < ft.M SN darkvision >: ft., trampleM AD summonerM SO 'ort 10, )ef 6=, *ill 6=M -( 3>M )ep 1:M Str 30, 9e <, -on 4:, "nt 0, *is 5, -ha =. S$ills: -oncentration 1@, Swim 12. 5eats: "mproved %ull )ush.
Ram (O=&itsu1i!
The ram is a very headstrong and brash animal. Eften charging head first at a problem, it won't /uit until it has over come the obstacle. That fact alone makes them a creature not to be trifled with on the battlefield. $any have fallen to a ram's horns and will. The meek sicken a ramM in its eyes if a person is not willing to stand by itself, it does not deserve its services. Creature Type: $agical %east (&ood 'ortitudeM %A% =?5 of total Cit 9ice! H": 3d0 Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (<1summon level!, -hampion (21summon level!. C&a$ra C st: Soldier73.<?levelM (rotector74?level plus =M &uardian7=?level plus 3:M ,oble7=?level plus 3<M -hampion7<?level plus 4:. "ar$(isi n (E/!: The ram can see in total darkness, out to >: feet. 9arkvision is black6 and6white only, but is otherwise like normal light. Natural 9eap ns: The ram has 3 gore attack. S#ent (E/!: This ability allows a ram to detect approaching enemies, sniff out hidden foes and track by sense of smell. S$ill * nuses: The ram gains a 15 racial bonus to %alance, -limb and Hump checks. Rus&in4 C&ar4e (E/!: "f the )am succeeds a -harge attack, it may attempt to e ecute a rushing charge at the target once per encounter. "f it does not succeed a Strength check (9- 3: 1 half the )am's C9 1 )am's Str modifier!, the target is knocked prone and the charge attack deals double damage.
TA*'E: RAM SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! Str "e/ C n Int 9is C&a * nus 5eat (rotector S 4d01> (3< hp! 3> 3< 3@ 0 34 < 7 &uardian $ 4d013: (32 hp! 43 35 43 2 3= < "mproved ,atural Attack (gore! ,oble $ 4d0135 (4= hp! 4= 3> 45 3: 3< @ 7 -hampion D 4d0130 (4@ hp! =4 35 40 3: 3> 2 7
TA*'E: RAM SUMMON A*I'ITIES *; RAN,
Spee) =: ft. =: ft. 5: ft. 5: ft. Spe#ial A0ilities 7 7 7 13< bonus to %alance, -limb and Hump checks
Ran$ Initiati(e "e8ense (rotector 14 3<, touch 34, flat6footed 35 (13 si8e, 13 9e , 1= natural! &uardian 14 3>, touch 33, flat6footed 3< (13 9e , 1< natural! ,oble 1= 4:, touch 33, flat6footed 32 (13 9e , 12 natural! -hampion 14 4<, touch 3:, flat6footed 45 (13 9e , 13 si8e, 13< natural!
'e(el < Ram S l)ier: Small magical beastM C9 4d015M hp 3=M "nit 13M Spd =: ft.M 9efense 35, touch 34, flat6footed 3= (13 si8e, 13 9e , 14 natural!M %A% 13M &rap L3M Atk 15 melee (3d51= gore!M 'ull Atk 15 melee (3d51= gore!M 'S < ft. by < ft.M )each < ft.M SN darkvision >: ft., scentM AD summonerM SO 'ort 1<, )ef 15, *ill 6=M -( 3:M )ep 1:M Str 35, 9e 34, -on 3<, "nt @, *is 3:, -ha <. S$ills: %alance 1@, -limb 13:, Hump 134 5eats: "mproved %ull )ush.
Rat (Ne-umi!
A rat is a creature that lives on the fringes of human society. Almost like parasites they create their nest in our homes and eat our food. A rat's greatest /uality is its stealth, as often the only sighting of a rat is by what it has done. )at's are feared by many, not for their combat prowess, but for the fact that they are often disease carriers. A brash and loud person has no chance of being accepted as a master, as they have little to no use for sneaking by an enemy. Creature Type: $agical %east (%A% =?5 of total Cit 9ice! H": 3d> Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (51summon level!, -hampion (01summon level!. C&a$ra C st: Soldier73.<?levelM (rotector74?level plus =M &uardian7=?level plus @M ,oble7=?level plus 34M -hampion75?level plus 30. "ar$(isi n (E/!: The rat can see in total darkness, out to >: feet. 9arkvision is black6 and6white only, but is otherwise like normal light. "isease Carrier (E/!: Any creature suffering damage from a rat's bite attack is infected by a disease (injury type, save 9- 3<, incubation period 3 day, damage 3 point of -onstitution damage!. This disease can be treated normally. Natural 9eap ns: The rat has 3 bite attack. S#ent (E/!: This ability allows a rat to detect approaching enemies, sniff out hidden foes and track by sense of smell. S$ill * nuses: A rat gains a 10 racial bonus to %alance and $ove Silently check, as well as a 10 racial bonus to hide checks during nighttime.
TA*'E: RAT SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! Str "e/ C n Int 9is C&a * nus 5eat (rotector T 4d>14 (2 hp! > 32 34 2 3> > 7 &uardian T 4d>14 (2 hp! 0 4: 34 3: 3@ > "mproved ,atural Attack (bite! ,oble S 4d>1> (3= hp! 33 43 3> 33 30 0 7 -hampion $ 4d>10 (3< hp! 3> 4: 30 34 4: 3: 7
TA*'E: RAT SUMMON A*I'ITIES *; RAN,
Ran$ Initiati(e "e8ense (rotector 15 30, touch 3<, flat6footed 35 (14 si8e, 15 9e , 14 natural! &uardian 1< 4:, touch 3@, flat6footed 3< (14 si8e, 1< 9e , 1= natural! ,oble 1< 43, touch 3>, flat6footed 3> (13 si8e, 1< 9e , 1< natural!
-hampion
1<
1> to Cide and $ove Silently checks, disease save 9- increases by <
'e(el < Rat S l)ier: Tiny magical beastM C9 4d>M hp @M "nit 1=M Spd 4: ft., climb 3< ft., swim 3: ft.M 9efense 3>, touch 3<, flat6footed 3= (14 si8e, 1= 9e , 13 natural!M %A% 13M &rap 63:M Atk 1> melee (3d=6=, bite!M 'ull Atk 1> melee (3d=6=, bite!M 'S 4 3?4 ft. by 4 3?4 ft.M )each : ft.M SN darkvision >: ft., disease carrier, scentM AD summonerM SO 'ort 1=, )ef 1>, *ill 14M -( >M )ep 1:M Str 5, 9e 3>, -on 3:, "nt 0, *is 35, -ha >. S$ills: %alance 13=, -limb 1@, Cide 1> (135 at night!, $ove Silently 135, Swim 14. 5eats: Track, *eapon 'inesse.
Ra(en (,arasu!
Eften considered bad omen, the )aven is used to being chased and shunned, looked down upon as a worthless critter. "n truth, ravens are /uite clever and sturdy, proficient at both detecting sneaky foes and taking a few hits. A )aven will not answer to a master who looks down on it. Creature Type: $agical %east (&ood 'ortitude, )efle ! H": 3d> Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (<1summon level!, -hampion (21summon level!. C&a$ra C st: Soldier73.<?levelM (rotector74?level plus =M &uardian7=?level plus @M ,oble7=?level plus 34M -hampion75?level plus 30. "ar$(isi n (E/!: The raven has great eyesight and can see in total darkness, out to >: feet. 9arkvision is black6and6white only, but is otherwise like normal light. Natural 9eap ns: The raven uses both talons for 3 attack. S$ill * nuses: A raven gains a 14 racial bonus to Disten and Spot checks and a 15 bonus to hide checks during nighttime.
TA*'E: RA2EN SUMMONS *; RAN,
Si-e Hit "i#e (&p! Str S 4d>14 (2 hp! 0 S 4d>14 (2 hp! 2 $ 4d>1> (3= hp! 3> D 4d>13: (3@ hp! 4<
"e/ 30 32 30 3>
C n 35 35 3@ 4:
9is C&a 30 0 32 3: 4: 34 4: 3=
* nus 5eat 7 7 7 7
Spee) 3: ft., fly 5: ft. (average! 3: ft., fly <: ft. (average! 3: ft., fly <: ft. (average! 3: ft., fly >: ft. (good! Spe#ial A0ilities .vasion 7 7 "mproved .vasion
Ran$ Initiati(e "e8ense (rotector 15 3@, touch 3<, flat6footed 3= (13 si8e, 15 9e , 14 natural! &uardian 15 30, touch 3<, flat6footed 35 (13 si8e, 15 9e , 1= natural! ,oble 15 32, touch 35, flat6footed 3< (15 9e , 1< natural! -hampion 1= 4:, touch 34, flat6footed @ (63 si8e, 1= 9e , 10 natural!
'e(el < Ra(en S l)ier: Small magical beastM C9 4d>14M hp 2M "nit 14M Spd 3: ft., fly 5: ft. (average!M 9efense 35, touch 3=, flat6footed 34 (13 si8e, 14 9e , 13 natural!M %A% 14M &rap 65M Atk 1< melee (3d464, talon!M 'ull Atk 1< melee (3d464, talons!M 'S < ft. by < ft.M )each < ft.M SN darkvision >: ft.M AD summonerM SO 'ort 15, )ef 1<, *ill 15M -( 0M )ep
1:M Str >, 9e 3<, -on 34, "nt 3:, *is 3<, -ha 0. S$ills: Cide 1> (13: during nighttime!, Disten 10, Spot 10. 5eats: *eapon 'inesse.
Salaman)er (Han-a$i!
The salamander is an a/uatic, steam6breathing li8ard. Though not very intelligent, the salamander is very loyal and flocks towards strong personalities. A salamander summoner is usually a commanding or has a forceful personality. Creature Type: $agical %east (&ood 'ortitude, A/uatic subtype! H": 3d3: Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (<1summon level!, -hampion (3:1summon level!. C&a$ra C st: Soldier73.<?levelM (rotector74?level plus =M &uardian7=?level plus 3:M ,oble7=.<?level plus 3<M -hampion7<.<?level plus 4:. Amp&i0i us (E/!: The salamander is amphibious, meaning that it can breathe both water and air normally. *reat& 9eap n (Su!: The salamander can blow a cloud of steam as a breath weapon attack that deals 4d5 points of damage per summon level, half fire and half water damage. The breath is a =:6ft cone and the damage can be halved with a )efle save 9- 3: 1 summon level 1 summon's -on modifier. The summon is immune to his own breath weapon. The salamander can use this ability once every 3d> rounds. Natural 9eap ns: The salamander has 4 slam and 3 tail whip attack. Salaman)er Re4enerati n (E/!: The salamander is able to regenerate lost limbs with enough time to recuperate. A single lost limb can be regenerated in one day to one week, depending on the limb (at the &$'s discretion!. The salamander cannot regenerate a lost head. S.all . 9& le (E/!: All salamander of Darge si8e or larger gain this ability. The salamander can try to swallow a grabbed opponent two si8e category smaller than itself with a successful grapple check. Ence inside, the opponent takes 4d0 points of damage, half water and half fire, each round from the salamander's breath weapon. A swallowed creature can cut itself free by dealing the salamander's innards < points of damage per summon level (9efense 3>!. The salamander can swallow one creature two si8e category smaller than itself, or four creature three si8e category smaller. S$ill * nuses: The salamander gains a 10 racial bonus to Swim checks and a 15 racial bonus to Disten and Spot checks. The salamander can always take 3: on a Swim check.
TA*'E: SA'AMAN"ER SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! Str "e/ C n Int 9is C&a * nus 5eat (rotector S 4d014 (33 hp! 34 35 34 > 3= < 7 &uardian $ 4d015 (3= hp! 3@ 34 35 @ 35 < "mproved ,atural Attack (tail whip! ,oble D 4d010 (3@ hp! 4> 34 32 0 3< @ 7 -hampion C 4d0134 (43 hp! => 3: 44 0 3> 2 $ultiattack
Spee) =: ft., swim =: ft. =: ft., swim =: ft. =: ft., swim 5: ft. =: ft., swim 5: ft.
Ran$ Initiati(e "e8ense Spe#ial A0ilities (rotector 14 3@, touch 3=, flat6footed 35 (13 si8e, 14 9e , 1= natural! 7 &uardian 13 30, touch 33, flat6footed 3@ (13 9e , 1@ natural! %reath *eapon ,oble 13 4:, touch 3:, flat6footed 32 (63 si8e, 13 9e , 13: natural! Swallow *hole (see te t! -hampion 1: 44, touch 0, flat6footed 44 (64 si8e, 135 natural! 'ire and *ater resistance 3<
'e(el < Salaman)er S l)ier: Small magical beast (a/uatic!M C9 4d0M hp 2M "nit 14M Spd =: ft., swim =: ft.M 9efense 3>, touch 3=, flat6footed 3= (13 si8e, 14 9e , 14 natural!M %A% 14M &rap 64M Atk 14 melee (3d463, slam!M 'ull Atk 14 melee (3d463, 4 slams! and 6= melee (3d=63, tail whip!M 'S < ft. by < ft.M )each < ft.M SN amphibious, salamander regenerationM AD summonerM SO 'ort 1=, )ef 14, *ill 13M -( >M )ep 1:M Str 0, 9e 35, -on 3:, "nt >, *is 34, -ha <. S$ills: Disten 1@, Spot 1@, Swim 10. 5eats: ,one.
S&ar$ (Same!
There are few a/uatic predators more dangerous than the shark. Though it is limited to the seas, the shark has always been a creature that strikes fear and awe in the hearts of those it crosses. The shark will not accept a complacent or cowardly masterM they are ruthless creatures of a single mind. Creature Type: $agical %east (A/uatic subtype! H": 3d3: Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (<1summon level!, -hampion (3:1summon level!. C&a$ra C st: Soldier7=?levelM (rotector7=?level plus =M &uardian7=?level plus 3:M ,oble7=?level plus 3<M -hampion7<?level plus 4:. ,een S#ent (E/!: A shark can notice creatures by scent in a 30:6foot radius and detect blood in the water at ranges of up to one mile, and track by sense of smell. * nus 5eat: Sharks gain the bonus feat *eapon 'inesse. P .er C&ar4e (E/!: Ence per encounter, the shark can charge at four times its speed. Natural 9eap ns: The shark has 3 bite attack.
TA*'E: SHAR, SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! Str "e/ C n (rotector $ 4d3:15 (3< hp! 3> 3@ 3< &uardian D 4d3:10 (32 hp! 45 3< 30 ,oble D 4d3:13: (43 hp! 4< 35 4: -hampion C 4d3:135 (4< hp! =4 34 45
Int > @ 0 0
* nus 5eat 7 7 7 7
Spee) swim >: ft. swim @: ft. swim 0: ft. swim 0: ft.
Ran$ Initiati(e "e8ense Spe#ial A0ilities (rotector 1= 30, touch 3=, flat6footed 3< (1= 9e , 1< natural! 7 &uardian 14 4:, touch 33, flat6footed 30 (63 si8e, 14 9e , 12 natural! 7 ,oble 14 44, touch 33, flat6footed 4: (63 si8e, 14 9e , 133 natural! 7 -hampion 13 4>, touch 3:, flat6footed 4< (63 si8e, 13 9e , 13> natural! *ater )esistance 4:14?level
'e(el < S&ar$ S l)ier: $edium magical beast (a/uatic!M C9 4d3:14M hp 3=M "nit 13M
Spd swim <: ft.M 9efense 3<, touch 34, flat6footed 3= (14 9e , 1= natural!M %A% 14M &rap 1=M Atk 15 melee (3d014, bite!M 'ull Atk 15 melee (3d014, bite!M 'S < ft. by < ft.M )each < ft.M SN a/uatic subtype, keen scent, power chargeM AD summonerM SO 'ort 15, )ef 1<, *ill 14M -( 0M )ep 1:M Str 34, 9e 3<, -on 3=, "nt >, *is 34, -ha 5. S$ills: Disten 1<, Spot 1<, Swim 1>. 5eats: "mproved ,atural Attack (bite!, Track, *eapon 'inesse.
Slu4 (Name$u1i!
This creature is often looked down upon by the others because of its appearance and lack of defense mechanism. *hile its greatest weapon may not be its body, it is a knowledgeable and kind hearted creature, with a compassionate heart that knows not hate. "t will refuse to serve a master that goes against its principles and way of life. The slugs also grow unusually large in si8e. Creature Type: $agical %east (&ood 'ortitude, *illM %A% 3?4 of total Cit 9ice! H": 3d> Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (51summon level!, -hampion (01summon level!. C&a$ra C st: Soldier73.<?levelM (rotector74?level plus =M &uardian7=?level plus @M ,oble7=?level plus 34M -hampion75?level plus 30. A#i) Spit (Su!: A slug may spit a gob of acid at a target with a >: feet range. The creature caught (and the ones in a < feet radius of it! are allowed a )efle save for half damage (9- 3: 1 summon level 1 the summon's -on modifier!. The acid spit deals 3d0 points of acid damage plus 3d5 points of acid damage as splash damage to adjacent creatures per summon level, up to a ma imum of dice specified below. A slug can breath once rounds. )efer to the table below for the Acid Spit damage.
Ran$ Ma/imum Splas& "ama4e "ama4e Soldier 4d0 4d5 (rotector =d0 =d5 &uardian 5d0 5d5 ,oble >d0 >d5 -hampion 0d0 0d5
"ar$(isi n (E/!: The slug can see in total darkness, out to >: feet. 9arkvision is black6 and6white only, but is otherwise like normal light. Es#ape Artist (Su!: The slug is able to escape a grapple or pin by breaking itself in smaller slugs and reforming outside the grapple. +sing this ability re/uires a move6 e/uivalent action. Immunities: The slug is immune to all mind6affecting effects and can never fail a massive damage save. A slug cannot be knocked prone. Natural 9eap ns: The slug has 3 slam attack. Resistan#e t Ener4y (Su!: The Slug has an Acid )esistance e/ual to < 1 the slug's hit dice. Sl .: The slug cannot run or charge.
TA*'E: S'UG SUMMONS *; RAN,
Ran$
* nus 5eat
Spee)
(rotector &uardian
= 4 4 =
3: 3: 3> 35 3: 30 30 34 32 44 35 4:
3: 34 35 3<
Ran$ Initiati(e "e8ense (rotector 65 3<, touch @, flat6footed 3< (13 si8e, 65 9e , 10 natural! &uardian 65 3>, touch >, flat6footed 3> (65 9e , 13: natural! ,oble -hampion 65 65
Spe#ial A0ilities 7 (oison and disease immunity 4:, touch <, flat6footed 4: (63 si8e, 65 9e , 13< natural! 7 45, touch 5, flat6footed 45 (64 si8e, 65 9e , 14: natural! Acid Spit 9- increases by 4
'e(el < Slu4 S l)ier: Tiny magical beastM C9 4d>M hp @M "nit 6=M Spd 3: ft.M 9efense 34, touch 2, flat6footed 34 (14 si8e, 6= 9e , 1= natural!M %A% 13M &rap 634M Atk 6= melee (3, slam!M 'ull Atk 6= melee (3, slam!M 'S 4K ft. by 4K ft.M )each : ft.M SN acid spit, darkvision >: ft., immunities, resistance to massive damage, escape artist, slowM AD summonerM SO 'ort 1=, )ef 6=, *ill 1<M -( >M )ep 1:M Str 3, 9e <, -on 3:, "nt 3:, *is 35, -ha 0. S$ills: 9iplomacy 1=, Gnowledge (earth and life science! 15, Disten 15, Spot 15, Treat "njury 1=. 5eats: ,one.
Sna$e (He0i!
These treacherous creatures serve only the most foul of humankind. They are good at sneaking past an enemy's defense and strike them in the back, even going as far as backstabbing their own masters if the reward is good enough. A snake will not serve a master that either does not bow to their wills, or fail show e/ual power and promises of greatness. Creature Type: $agical %east (&ood )efle , *ill! H": 3d0 Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (>1summon level!, -hampion (3:1summon level!. C&a$ra C st: Soldier74?levelM (rotector74?level plus <M &uardian7=?level plus 3:M ,oble7=.<?level plus 3<M -hampion7<.<?level plus 4<. C nstri#t (E/!: *ith a successful grapple check against a creature of its si8e or smaller, a snake deals damage e/ual to its bite damage. "ar$(isi n (E/!: The snake can see in total darkness, out to >: feet. 9arkvision is black6 and6white only, but is otherwise like normal light. Impr (e) Gra0 (E/!: To succeed with improved grab, the snake must hit with its bite attack. Natural 9eap ns: The snake has 3 bite attack. P is n (E/!: A snake injects venom with a successful bite. The victim must succeed on a 'ortitude save or take 3d> points of temporary Strength damageM a second 'ortitude save must be made 3 minute later to negate the venomQs secondary damage, 3d> point of temporary Strength damage. The save 9- is e/ual to 3: 1 summon level 1 summon's
-on modifier. S#ent (E/!: This ability allows a snake to detect approaching enemies and sniff out hidden foes, and track by sense of smell. S$ill * nuses: A snake gains a 10 racial bonus to %alance, -limb and Swim checks, as well as a 1> racial bonus to Cide, Disten and Spot checks. S.all . 9& le (E/!: Enly snakes of Darge si8e or larger can use this ability. "f the snake begins its turn with an opponent held in its mouth (see improved grab, above!, it can attempt a new grapple check (as though attempting to pin the opponent!. "f it succeeds, it swallows its opponent and deals bite damage. +nless noted otherwise, the opponent can be up to one si8e category smaller than the swallowing creature. %eing swallowed has various conse/uences depending on the creature, but a swallowed opponent is considered grappled, while the creature is not. A swallowed opponent can try to cut its way free with any light piercing or slashing weapon (the snake will release its target when 4: or more points of damage is dealt to it in that fashion!, or it can just try to escape the grapple. "f the swallowed opponent chooses the latter course, success puts it back in the creatureQs mouth, where it may be bitten or swallowed again.
TA*'E: SNA,E SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! Str "e/ C n Int 9is C&a (rotector S 4d0 (@ hp! 3< 30 3: 3: 2 0 &uardian ,oble $ 4d015 (33 hp! 32 3> D 4d010 (3< hp! 4@ 35 35 34 3: 32 3= 34 4< 35 3= 2 3: 34
Spee) 4: ft., climb 4: ft., swim 4: ft. Track =: ft., climb =: ft., swim =: ft. "mproved ,atural =: ft., climb =: ft., swim Attack (bite! =: ft. 7 5: ft., climb 5: ft., swim 5: ft.
* nus 5eat 7
Ran$ Initiati(e "e8ense Spe#ial A0ilities (rotector 15 30, touch 3<, flat6footed 35 (13 si8e, 15 9e , 1= natural! 7 &uardian 1= 32, touch 3=, flat6footed 3> (1= 9e , 1> natural! 7 ,oble 14 32, touch 33, flat6footed 3@ (63 si8e, 14 9e , 10 natural! Swallow *hole (see te t! -hampion 14 43, touch 3:, flat6footed 43 (64 si8e, 14 9e , 133 natural! -onstrict damage doubled
'e(el < Sna$e S l)ier: Small $agical %eastM C9 4d064M hp @M "nit 1=M Spd 4: ft., climb 4: ft., swim 4: ft.M 9efense 35, touch 34, flat6footed 34 (1= 9e , 13 si8e, 13 natural!M %A% 14M &rap 1:M Atk 1> melee (3d514, bite!M 'ull Atk 1> melee (3d514!M 'S < ft. by < ft. (coiled!M )each < ft.M SN constrict 3d514, darkvision, improved grab, scent, low6light vision, poisonM AD summonerM SO 'ort 63, )ef 1>, *ill 14M -( >M )ep 1:M Str 35, 9e 3>, -on 2, "nt 0, *is 2, -ha @. S$ills: %alance 13=, -limb 135, Cide 13:, Disten 1>, Spot 1>, Swim 134. 5eats: *eapon 'ocus (bite!.
Spi)er (Gum !
There are few creatures as feared as a spider. "ts appearance is one from the darkest nightmares of mankind. Cowever, the spider should not be feared for its looks alone, many spiders are able to inject powerful venoms and trap creatures in its webs. The preferred master of a spider is one that can see through appearances and are able to see
the power within the unusual. Creature Type: Oermin H": 3d> Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (<1summon level!, -hampion (21summon level!. C&a$ra C st: Soldier74?levelM (rotector74?level plus =M &uardian7=?level plus <M ,oble7=?level plus 3:M -hampion7<?level plus 3<. "ar$(isi n (E/!: The spider can see in total darkness, out to >: feet. 9arkvision is black6and6white only, but is otherwise like normal light. M nstr us Spi)er: The spider possess all monstrous spider and vermin traits and attacksM refer to their entries for details. Natural 9eap ns: The spider has 3 bite attack.
TA*'E: SPI"ER SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! (rotector S 4d>14 (2 hp! &uardian $ 4d>15 (33 hp! ,oble D 4d>13: (3@ hp! -hampion C 4d>135 (43 hp!
Str 33 3> 45 =4
"e/ 35 35 3= 3=
C n 34 35 4: 4<
Int 7 7 7 7
* nus 5eat 7 7 7 7
Spee) =: ft., climb 3: ft. =: ft., climb 3: ft. =: ft., climb 4: ft. 5: ft., climb 4: ft. Spe#ial A0ilities 7 7 7 Tremorsense >: ft.
Ran$ Initiati(e "e8ense (rotector 14 3<, touch 35, flat6footed 3= (13 si8e, 14 9e , 14 natural! &uardian 14 3>, touch 34, flat6footed 35 (14 9e , 15 natural! ,oble 13 3@, touch 3:, flat6footed 3@ (63 si8e, 13 9e , 1@ natural! -hampion 13 4:, touch 2, flat6footed 4: (64 si8e, 13 9e , 133 natural!
'e(el < Spi)er S l)ier: Tiny verminM C9 4d>M hp @M "nit 14M Spd =: ft., climb 3: ft.M 9efense 3<, touch 35, flat6footed 3= (14 si8e, 14 9e , 13 natural!M %A% 13M &rap 63:M Atk 1< melee (3d=6= plus poison, bite!M 'ull Atk 1< melee (3d=6= plus poison, bite!M 'S 4K ft. by 4K ft.M )each : ft.M SN poison, webs, darkvision >: ft., immune to mind6 affecting attacks, resistance to massive damage, speechM AD summonerM SO 'ort 1= (10 vs. massive damage!, )ef 14, *ill 63M -( >M )ep 1:M Str <, 9e 3<, -on 3:, "nt 7, *is 0, -ha 3. S$ills: -limb 13:, Cide 13:, Hump 15, $ove Silently 1@, Spot 13:. 5eats: *eapon 'inesse.
Ti4er (T ra!
This fierce creature is feared by even the most vicious predators. "ts e cellent hunting and hiding ability make it a dreadful opponent, and its strength will see to it that even if it falls, its opponent will not come out unscathed. "t is very prideful and despise weakness and cowardice, and will refuse to serve a master that does not possess true strength of heart. Creature Type: $agical %east H": 3d0 Ran$ Re%uirements: Soldier, (rotector, &uardian (51summon level!, ,oble (@1summon level!, -hampion (331summon level!.
C&a$ra C st: Soldier74?levelM (rotector7=?level plus <M &uardian7=?level plus 3:M ,oble7=.<?level plus 30M -hampion7>?level plus 4:. "ar$(isi n (E/!: The tiger can see in total darkness, out to >: feet. 9arkvision is black6 and6white only, but is otherwise like normal light. Impr (e) Gra0 (E/!: To succeed with improved grab, the tiger must hit with its claw attack. Natural 9eap ns: The tiger has 4 claw and 3 bite attack. P un#e (E/!: "f a tiger leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Ra$e (E/!: A tiger that gets a hold of its target can make two rake attacks with its hind legs for standard claw damage each. "f the tiger pounces on an opponent, it can also rake. S$ill * nuses: The tiger gains a 15 bonus to %alance and Cide checks, and a 10 bonus to Cide checks while in tall grass or undergrowth.
TA*'E: TIGER SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! (rotector D 4d013: (32 hp! &uardian D 4d0134 (43 hp! ,oble D 4d0135 (4= hp! -hampion C 4d0130 (4@ hp!
Str 4> 42 =: =0
"e/ 3> 30 30 4:
C n 43 44 45 40
Int @ 0 3: 33
Spee) =: ft. =: ft. 5: ft.. 5: ft. Spe#ial A0ilities 7 7 7 'ire resistance <14?level
Ran$ Initiati(e "e8ense (rotector 1= 30, touch 34, flat6footed 3< (L3 si8e, 1= 9e , 1> natural! &uardian 15 43, touch 3=, flat6footed 3@ (L3 si8e, 15 9e , 10 natural! ,oble 15 4=, touch 3=, flat6footed 32 (L3 si8e, 15 9e , 13: natural! -hampion 1< 4>, touch 3=, flat6footed 43 (L4 si8e, 1< 9e , 13= natural!
'e(el < Ti4er S l)ier: $edium magical beastM C9 4d01>M hp 3<M "nit 1=M Spd =: ft.M 9efense 3<, touch 3=, flat6footed 34 (1= 9e , 14 natural!M %A% 14M &rap 1>M Atk 1> melee (3d>15, claw!M 'ull Atk 1> melee (3d515, 4 claws!, 12 melee (3d>15, bite!M 'S < ft. by < ft.M )each < ft.M SN pounce, improved grab, rake 3d514, darkvision >: ft.M AD summonerM SO 'ort 1>, )ef 1>, *ill 14M -( 34M )ep 1:M Str 3>, 9e 3>, -on 3>, "nt >, *is 35, -ha @. S$ills: %alance 10, Cide 12 (13= in tall grass or undergrowth!, Disten 15, $ove Silently 12, Spot 15, Swim 1> 5eats: ,one.
T a) (Gama!
9espite all appearance, a toad is an intelligent creature and tends to show more respect to the knowledgeable. "t appreciates an easy life, and can show true patience and cunning given a good reason to. "t will not serve an inconsiderate master who does not have any strength of will and determination. Creature Type: $agical %east (&ood )efle , *ill, A/uatic subtype! H": 3d0 Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (>1summon level!, -hampion (3:1summon level!.
C&a$ra C st: Soldier73.<?levelM (rotector74?level plus =M &uardian7=?level plus 3:M ,oble7=?level plus 3<M -hampion7<?level plus 4:. Amp&i0i us (E/!: The toad is amphibious, meaning that it can breathe both water and air normally. C nstri#t (E/!: *ith a successful grapple check using its tongue against a creature of its si8e or smaller, a toad deals damage e/ual to its slam damage. "ar$(isi n (E/!: The toad can see in total darkness, out to >: feet. 9arkvision is black6 and6white only, but is otherwise like normal light. Natural 9eap ns: The toad has 3 slam attack. Salt 9ater A(ersi n: *hen directly e posed to a /uantity larger than one tenth its own si8e of salt water, the toad suffers a L5 penalty to skill checks, saving throws, ability checks, attack and weapon damage rolls. S$ill * nuses: The toad gains a 10 racial bonuses to Cide and Hump checks. T n4ue (E/!: The toad may, once per round, use its tongue to deliver slam damage with doubled reach. *hen it reaches -hampion rank, the tongue's reach is four times its normal reach. The toad summon is also able to use its tongue as a rope, using its normal Strength score.
TA*'E: TOA" SUMMONS *; RAN,
Si-e Hit "i#e (&p! Str S 4d01: (2 hp! 3: $ 4d014 (33 hp! 35 D 4d010 (3@ hp! 45 C 4d0134 (43 hp! =5
C n 33 3= 32 4=
Int 2 3: 33 34
* nus 5eat 7 7 7 7
Spee) =: ft., swim =: ft. =: ft., swim =: ft. 5: ft., swim 5: ft. 5: ft., swim 5: ft.
Ran$ Initiati(e "e8ense Spe#ial A0ilities (rotector 15 3@, touch 3<, flat6footed 3= (13 si8e, 15 9e , 14 natural! 7 &uardian 1= 3@, touch 3=, flat6footed 35 (1= 9e , 15 natural! 7 ,oble 1= 32, touch 34, flat6footed 3> (63 si8e, 1= 9e , 1@ natural! Spit Eil (4utsuba no 'utsu as spell6like ability every 4 rounds! -hampion 14 43, touch 3:, flat6footed 32 (64 si8e, 14 9e , 133 15: bonus to Hump checks, natural! no ma imum jump height
'e(el < T a) S l)ier: Tiny magical beast (a/uatic!M C9 4d064M hp @M "nit 1=M Spd =: ft., swim =: ft.M 9efense 3>, touch 3<, flat6footed 3= (14 si8e, 1= 9e , 13 natural!M %A% 14M &rap 62M Atk 13 melee (3, slam!M 'ull Atk 13 melee (3, slam!M 'S 4K ft. by 4K ft.M )each : ft.M SN a/uatic subtype, amphibious, constrict (3!, darkvision >: ft., salt water vulnerability, tongueM AD summonerM SO 'ort 63, )ef 1>, *ill 15M -( >M )ep 1:M Str 5, 9e 3>, -on 0, "nt 0, *is 3=, -ha >. S$ills: Cide 135, Hump 10, Disten 15, Spot 1<. 5eats: ,one.
Turtle (,ame!
Eften looked down upon, Turtles are known to be weak creatures. *hile they might not possess strength or agility, they certainly have endurance, the wisdom to know their own
weakness, and the cunning of judging its opponent's strength. The will not accept a master who will lead them needlessly into danger, and cannot stand for himself. Creature Type: $agical %east (&ood 'ortitude, A/uatic subtypeM %A% =?5 of total Cit 9ice! H": 3d0 Ran$ Re%uirements: Soldier, (rotector, &uardian, ,oble (<1summon level!, -hampion (21summon level!. C&a$ra C st: Soldier73.<?levelM (rotector74?level plus =M &uardian7=?level plus @M ,oble7=?level plus 34M -hampion75.<?level plus 30. Amp&i0i us (E/!: The turtle is amphibious, meaning that it can breathe both water and air normally. "ar$(isi n (E/!: The turtle can see in total darkness, out to >: feet. 9arkvision is black6 and6white only, but is otherwise like normal light. Natural 9eap ns: The turtle has 3 bite attack. At noble rank or higher, the turtle gains 4 claw attacks. S&ell: The turtle gains an additional 14 bonus to natural armor each time it gains a si8e category. S$ill * nuses: A turtle gains a 10 racial bonus to -oncentration and Swim checks. The turtle can swim without a swim check, and may take 3: on a swim check even when threatened or distracted. Sl .: The turtle cannot run, but can still charge.
TA*'E: TURT'E SUMMONS *; RAN,
Ran$ Si-e Hit "i#e (&p! (rotector T 4d01> (3< hp! &uardian S 4d010 (3@ hp! ,oble $ 4d0134 (43 hp! -hampion D 4d013> (4< hp!
Str 35 32 45 =4
"e/ > 5 5 5
C n 3> 30 44 4>
Int 2 3: 33 34
Spee) 3: ft., 4: ft. swim 3: ft., =: ft. swim 3: ft., =: ft. swim 4: ft., 5: ft. swim
Ran$ Initiati(e "e8ense Spe#ial A0ilities (rotector 64 44, touch 3:, flat6footed 43 (14 si8e, 64 9e , 133 natural! 7 &uardian 6= 45, touch 0, flat6footed 4= (13 si8e, 6= 9e , 13> natural! 7 ,oble 6= 40, touch @, flat6footed 4> (6= 9e , 143 natural! 4 claw attacks -hampion 6= =3, touch >, flat6footed =: (63 si8e, 6= 9e , 14< natural! 9amage )eduction 3?chakra and dark iron per level
'e(el < Turtle S l)ier: Tiny magical beast (a/uatic!M C9 4d014M hp 33M "nit 6=M Spd 3: ft., 4: ft. swimM 9efense 35, touch 2, flat6footed 35 (14 si8e, 6= 9e , 1< natural!M %A% 13M &rap 6@M Atk 1= melee (3d=, bite!M 'ull Atk 1= melee (3d=, bite!M 'S 4 3?4 ft. by 4 3?4 ft.M )each : ft.M SN darkvision >: ft., shell, slowM AD summonerM SO 'ort 15, )ef 64, *ill 1:M -( 0M )ep 1:M Str 3:, 9e 5, -on 34, "nt 0, *is 33, -ha @. S$ills: -oncentration 133, Disten 1<, Spot 1<, Swim 13: 5eats: "mproved ,atural Attack (bite!.
materiali8ed spirits. They appear as white clad, robed and masked humans holding a finely crafted weapon ready to be used. ,eedless to say, little more than one or two individuals last century possessed this blood pact, and nothing other than a /uirk of fate would allow one to ac/uire it. They have no particular moral and will answer to whomever calls them for a chance to battle. The only way to identify the rank of a *ar Cero is its mask and weaponry. The weaponry is finer with each rank, and the masks are as follow# A Soldier's mask is completely white, a (rotector's mask is white with a single black vertical stripe in the middle, a &uardian's mask has two vertical stripes in the middle, a ,oble's mask is completely black and an -hampion's mask is black with a white hori8ontal stripe across the eyes. All *ar Ceroes are capable of speech. Creature Type: Cumanoid (&ood 'ortitude, )efle , *illM %A% Total Cit 9ice! H": 3d3: Ran$ Re%uirements: Soldier, (rotector, &uardian (51summon level!, ,oble (>1summon level!, -hampion (3:1summon level!. C&a$ra C st: Soldier7=?levelM (rotector7=?level plus =M &uardian7=?level plus 3:M ,oble7=?level plus 3<M -hampion7<?level plus 4:. *attle Arsenal: The Cero, while proficient with any melee weapon and armor, is summoned with its weapon of choice. Said weapon has a enhancement bonus to attack rolls e/ual to the specified entry, is unsummoned as soon as it breaks or the Cero is unsummoned and is of a type determined at random using the following table#
"?@ 9eap n Type "?@ 9eap n Type 3 +narmedR 33 %attlea e 4 ,inja6to 34 )apier = Dongsword 3= -hisa6gatana 5 ,aginata 35 -hain < Gatana 3< Gama > Darge Gatana 3> Gusari6gama @ Spear 3@ Gukri 0 &reatsword 30 ,unchaku 2 $etal %aton 32 Three6section Staff 3: Tonfa 4: Scythe R -ombat martial arts feat, no mastercraft bonus.
*attle Senses (E/!: A Cero gains an insight bonus to defense e/ual to the specified entry, can only be flanked by creatures with 3 or more level or hit dice than the hero, and does not lose its de terity bonus to defense when caught flat6footed. E(asi n (E/!: All *ar Ceroes possess this ability. "f the hero is e posed to any effect that normally allows a character to attempt a )efle saving throw for half damage, he suffers no damage if he makes a successful saving throw. Nitt ryu: A ,oble or -hampion6level *ar Cero is able to wield two weapons. "f the weapon type rolled is a one6handed weapon, the Cero may be summoned with two (<:A chance! and able to fight with two weapons as though it had the Two6*eapon 'ighting and Two6*eapon 9efense feats. "f the Cero's level is greater than 5, it also gains the "mproved Two6*eapon 'ighting and "mproved Two6*eapon 9efense feats.
TA*'E: 9AR HERO SUMMONS *; RAN,
Ran$
* nus 5eat
Spee)
$ $ $ $
4d3:1> (3@ hp! 4d3:10 (32 hp! 4d3:10 (32 hp! 4d3:13: (43 hp!
30 4: 43 45
3> 32 4: 45
3> 30 32 4:
35 3< 3> 30
35 3< 3> 3@
34 35 3> 3@
=: ft. =: ft. =: ft. 5<ft (speed rank included! Spe#ial A0ilities %attle arsenal 14 %attle arsenal 1= %attle arsenal 15, nittoryu %attle arsenal 1<, speed rank 4
"e8ense 32, touch 32, flat6footed 3> (1= de , 1> insight! 44, touch 44, flat6footed 30 (15 de , 10 insight! 4<, touch 4<, flat6footed 4: (1< de , 13: insight! 40, touch 40, flat6footed 43 (1@ de , 133 insight!
'e(el < 9ar Her S l)ier: $edium humanoidM C9 4d3:15M hp 3<M "nit 1>M Spd =: ft.M 9efense 3<, touch 3<, flat6footed 3< (14 de , 1= insight!M %A% 14M &rap 1<M Atk 1> melee (by weapon Ibattle arsenalJ! or 15 ranged (by weapon!M 'ull Atk 1> melee (by weapon Ibattle arsenalJ! or 15 ranged (by weapon!M 'S < ft. by < ft.M )each < ft.M SN battle arsenal 13, battle senses 1=, evasionM AD summonerM SO 'ort 1<, )ef 1<, *ill 15M -( 3:M )ep 1:M Str 3>, 9e 35, -on 35, "nt 34, *is 3=, -ha 34. S$ills: %alance 1<, -limb 15, Disten 15, Spot 1>, Swim 15, Tumble 1>. 5eats: "mproved "nitiative. Summ n Creatures %elow are some already6made special elite and paragon summon creatures that can be used in emergencies or when one needs. Gama0unta ('e(el <@ T a) C&i n Elite!: &argantuan magical beast (a/uatic!M C9 4:d0130:M hp 4@:M "nit 14M Spd 5: ft., swim 5: ft.M 9efense 4=, touch 0, flat6footed 43 (65 si8e, 14 9e , 13< natural!M %A% 14:M &rap 150M Atk 1=4 melee (=d>13>, chisa6gatana!M 'ull Atk 1=4?14@?144?13@ melee (=d>13>, chisa6gatana!M 'S 4: ft. by 4: ft.M )each 3< ft.M SN a/uatic subtype, amphibious, constrict 3d013>, darkvision >: ft., salt water aversion, tongueM AD summonerM SO 'ort 13<, )ef 135, *ill 13>M -( 44@M )ep 1:M Str 54, 9e 35, -on 40, "nt 34, *is 32, -ha 3:. S$ills: Hump 1>:, Disten 1>, ,injutsu 133, Spot 1>, Taijutsu 14>. 5eats: &igantic Si8e, "mproved ,inja Training, ,inja Training, Signature "tem (chisa6 gatana!, *andering *arrior. Te#&ni%ues ,n .n: &amabunta only knows the following techni/ues# Nin,utsu- mi8uteppo, teppodama (5d>! /ai,utsu- hokojutsu# daibutsu (5 masteries!M kenjutsu# iaido
Missions
Typically, in the world of Naruto, characters working in one of the Hidden Villages will be given different tasks to accomplish that fits in their abilities. Those missions are distributed to Ninjas in the form of D- ank, !- ank, "- ank and #- ank missions. $enins are allowed to take on D- ank missions, with the occasional !- ank or accidental "- ank %in which case they are always accompanied by their jounin or chuunin protectors&. !huunins are given D- ank and !- ank, with the occasional "- ank if they show real skills, and finally 'ounins are given all of the above. The $( may set a special rank of ninjas to be given a different array of missions, but typically, refer to the above mention for standards. )ver the course of a week, the missions may give a wealth reward e*ual to the result of a +rofession check with a bonus e*ual to ,- for D-Rank, ,. for CRank, ,/ for B-Rank and ,0 for A-Rank. Treat this as a standard level up profession check, and the bonus for each mission stack. # failed mission of course does not grant any bonus to profession checks, and if all missions were failed in a week or no mission were completed or re*uested, a ninja receives no pay.
Hiring Ninjas
To hire a ninja, one must visit the Hidden Village in which he wishes to do business, or find a liaison willing to act as intermediary to complete the transaction. # Gather Information check %of Specific type& is re*uired to find the location of a liaison agent, and a $ather 1nformation check of Restricted type is re*uired to find the location of a hidden village. )nce the introductions to the village leader %generally Kage2 see Ninja anks chapter for details& are complete and the task to be accomplished are decided, a price will be offered. efer to the table below for details on price. The leader may decide that the number of Ninja is not sufficient to execute the re*uired task and simply refuse to do the mission for that price.
(ission ank !ost .0 D- ank .3 !- ank /4 "- ank 0#- ank Additional Time -.4 +er day +er week ,/ +er month ,5 +er additional Ninja ,/ Those modificators do not stack! the" act as a #ase price for each mission$ Chose one of the fo%r$ Ro%nd %p &hen the time comes to make the total$
# basic mission re*uires 0 ninjas and lasts for 0 days. No modifications to the D! are needed if the team count less Ninjas or the mission takes less than 0 days to complete.
D-Rank Those missions consist of non-lethal manial labor or activities such as walking a dog%s&, babysitting a child or helping an old lady weed her garden. 1n those missions, there is always no risk of injury, and the salary is very minimal. "elow is a table containing 4- DRank 'ission sample.
TAB E !"-!: D-RAN# MISSI$NS
D% Mission .-/ 6alk an elderly woman7s horde of dog across town 0-5 +ick up trash left across town 4-3 6eed a lady7s garden 9-: <-...-./ .0-.5 .4-.3 .9-.: .<-//.-// /0-/5 /4-/3 /9-/: /<-00.-0/ 00-05 04-03 09-0: 0<-55.-5/ 50-55 54-53 59-5: 5<-4-
40-45 #ct as a cook for a restaurant 44-43 8elp the child of a prominent political figure in a childish and harmless prank war (ow the lawns of an entire neighborhood 49-4: $uard a celebrity against papara;;i =ind a little girl7s lost pet 4<-3- #ct as a life guard for kids swimming in a lake>river Deliver groceries for a man calling in sick 3.-3/ =ind a lost pendant or something else with sentimental value "abysit a young woman7s three children 30-35 =ind the pervert that has been peeping in the woman7s bath house +aint a wounded man7s house 34-33 8elp tutor an academy student Delivering various letters 39-3: !lean the streets after a parade>festival !leaning a messy basement>attic 3<-9- "eing a bag carrier for a rich girl on a shopping spree +icking various herbs for the hospital 9.-9/ 8elping with orientation day for new academy students 8ousekeeping 90-95 8elp construction workers take down a house Destroy a rats7 nest plaguing a 94-93 6ash dishes at a restaurant neighborhood 8elp restore a soiled monument 99-9: 6in a eating contest for a third-party 8elp on a farm 9<-:- 8elp an academy student in tactical training 8elp a construction team to build various :.-:/ 8elp a writer find inspiration by performing for structures %such as houses& him Take pictures at a family reunion :0-:5 =ix a destroyed field, where a ninja battle previously took place 6in the (aster Race for a third party :4-:3 +erform an exorcism at a haunted house ?ntertain children at a party :9-:: ecover the precious watch lost somewhere in the city Decorate a house for a party :<-<- !lean up after the child of a prominent political figure engaged in a childish but harmless prank war %see 44-43& +romote a third party7s business <.-</ 8elp an elderly man find the @matured fruit@ he7s been looking for Distribute flyers <0-<5 8elp a linguist decipher an old manuscript ?scort an elderly man or woman over <4-<3 8elp a convoy cross a river town 8elp a man try to calm his furious wife <9-<: !ross a trap field to recover a lost child 8elp a rescue team look for a lost person <<-.-- eroll twice and use both suggestions in one mission.
C-Rank
The C-Rank 'issions are in many way similar to the previous D-Ranks, but slightly more dangerous. They may involve battle against bandits, or recovering a document before it reaches a certain location by train. (ost C-Rank missions take place outside the village, and will put the characters in more danger than D-Ranks. "elow is a list of /- example C-Rank 'issions.
TAB E !"-&: C-RAN# MISSI$NS
D&' Mission D&' Mission . ?scort the client outside village, in a non-life .. +rotect the client against kidnappers threatening situation / ?xecute a D-Rank mission in a foreign ./ Aerve as a witness during an important deal is country being processed 0 =ollow the client7s daughter as she sneaks .0 1nvestigate the recent disappearance in a small out of her house at night town 5 Track down the client7s old business .5 Atop a thief that creates havoc in a wealthy associate who wronged him village 4 =end off bandits assaulting a shop .4 Take diplomatic actions to end a conflict continuously in a nearby village between two clans 3 #ct as a bodyguard for a celebrity when the .3 $ather information for the client about his wife, client comes in town for a week, during his whom he suspect is cheating him world tour 9 Atrengthen the security at the fair in a nearby .9 8elp a wounded ninja back home to his hidden village village : Deliver the very expensive master crafted .: =ind the ingredient to a secret recipe that are sword to the expert in a foreign country scattered over the world and very tricky to obtain < $ive the feudal lord7s son some rudimentary .< Aneak into a house and steal the wife7s precious training necklace .- +rotect an actress over the course of a film7s /- ?nd a gang war, by force if you need to production
B-Rank The dangerous and expensive B-Rank generally put the characters7 life directly at risk during espionage, bodyguard duty or even battles between ninjas. Those missions are usually handled by the experienced 'ounin and very skilled !huunins. "elow is a list of /- example mission a Ch%%nin or )o%nin would be sent on.
TAB E !"-(: B-RAN# MISSI$NS
D&' Mission D&' Mission . =orce your way into the enemy base and .. escue the client7s relative from public execution rescue a wounded comrade / Bead a platoon of ninja into a deadly battle ./ eplace several expensive items in a museum in the shadows against other, low-level with fakes ninjas 0 1nfiltrate the enemy base and learn the battle .0 # wealthy and powerful band of gangster are plans for the upcoming war after the deed to an important allied base2 protect it with your life 5 Defend the client7s life with your own against .5 Two enemy factions are meeting in secret2 find bandits or low-level ninjas out why 4 ?scort the client to a foreign country, all the .4 The mutilated body if a prominent political while protecting him during possible figure has been found2 investigate the murder encounter with bandits 3 Aneak into the enemy fortress and steal an .3 # scroll of seal containing many forbidden important item techni*ues has been stolen2 recover it at all cost
9 : <
!onduct an investigation about strange serial murders Atart a war between two opposed factions.
eplace the target7s medication by the one provided to you before it is delivered to him .- "efore it is shown in an exposition, steal the expensive diamond necklace and bring it back to the client
.9 The client7s heir is dying, and the only cure available can only be found in enemy territory2 retrieve it in time before all is lost .: # long thought extinct animal has been spotted in the wilds2 retrieve it before the many others hunting party do .< # man needs to have his brother incapacitated so that he alone can inherit his father7s business /- #ssassinate the child of a prominent political figure and make it pass as an accident.
A-Rank 1n most situation, A-Rank missions will put either the characters7 life at risk or re*uire them to take the life of another. Cery rarely will a character be given an A-Rank 'ission that is not, in fact, an unsavory job. They must still, however, do it. "elow is a list of /example A-Rank mission the player%s& can be assigned to.
TAB E !"-": A-RAN# MISSI$NS
D&' Mission D&' Mission . #n assassination contract has been issued on .. # ninja from your village has been discovered to your client2 disguise yourself as him to buy be a spy2 execute him and his contacts him time to escape / "efore a man passes on, he wants the head ./ # strange cult has been spreading of his enemy brought to him discontentment among civilians that has lead to revolts2 find the heads of this cult and stop the movement at all costs 0 ?liminate a band of ./ renegade ninjas .0 # man has been killed by one of his relative2 whose sole purpose is the murder of all hide all traces of the murder and destroy the feudal lords body before the authorities can blame anybody 5 # strange rumor of a oni roaming across the .5 The client re*uested the murder of the head of a country has been spreading2 investigate the wealthy company2 sneak past the guard and do matter thoroughly the deed without being seen 4 # high-ranking 'ounin has been murdered .4 6ipe out a large bandit head*uarter and burn it and a threating message written in his blood2 to ashes bring his murderer to justice 3 # group of bandits, dressed in your village7s .3 # serial murderer his rumored to be a high-level uniform, has attacked an important jounin from an enemy village2 deal with him as ambassador2 to avoid war at all cost, hunt the soon as possible and bring back evidence to your responsible down and bring their head to the village offended country 9 # dangerous missing-nin long thought dead .9 # very powerful potential ninja has been spotted has resurfaced2 kill him for good this time by numerous scout from hidden villages2 recruit him before the enemy does : Dnnatural weather has been plaguing a .: # group of powerful missing-nins has been villageE discover what7s causing it and deal trying to claim land in your country to create a with it new hidden village2 stop them at all cost < Two minor hidden *illages are playing war, .< # full scale revolt has happened in a far off with a major village backing one up2 find out country. The rebel side promises to ally with what they hope to gain in the conflict your village2 tip the scale in their favor just enough to have them win
.- The entire population of a small village has disappeared2 find the cause
/- # girl who has 4 identical twins witnessed a wealthy merchant eliminating a rival2 she stayed silent until now but it may lead to trouble later. =ind out which of the twins did it and eliminate her
Missing-Nin H)n*: These missions are commissioned by a village to get rid of a nuisance. They are reserved to hunter-nins most of the time, but some other ninjas may attempt them with the village Fage7s blessing. The mission7s reward and rank vary upon the level of the encounter, though one still has to follow some guidelines. efer to Table .4-4 below for informations on mission ranks and reward.
TAB E !"-+: MISSIN,-NIN HUNT
En-o)n*.r ./.0: The estimated level of the counter, including all opponent. Beft to the $(7s decision %see #warding ?xperience +oints in chapter 9 of the core rulebook&. Mission Rank: # more detailed and in-depths explanation is offered below. C-Rank+ # !- ank mission demands that the hunter uses as little force as possible if it were to endangers innocent lives and unless special orders are given, the hunter can capture his victim instead of killing it. These missions usually target $enin-level ninjas. B-Rank+ These missions re*uire the user to *uickly dispose of his target and bring back proof of its demise to collect his pay and thus end the mission. Dnless special orders are given, the hunter must kill his victim to complete such a mission. #gain, one has to be mindful of his surrounding and must not threaten innocently life during this mission. These missions usually target one !huunin-level ninja or a few $enins. A-Rank+ During a A-Rank hunt, one must face one or more 'ounin and>or !huunin-level foes and *uickly eliminate them through whatever means necessary. Dnless specific orders are given, the hunter must kill his target and bring proof of its death to complete the mission. S-Rank+ Dsing whatever means necessary to subdue his target, the hunter must get rid of this extreme nuisance as soon as humanly possible while still collecting proof of its demise. =ailure is not an option to consider. # suitable target for such a mission will be of high-'ounin level or many !huunin. The S-Rank is a @off-chart@ mission rank that can only be given during (issing-Nin assassination mission. 1.a0*2 R.3ar4: This wealth bonus is awarded to the whole team, not individually. 8ow it is split is up to the hunters.
A4/.n*)r.s This section contains a short, low-level adventure that can be used as an introduction to a beginner-level campaign.
A4/.n*)r. S)99ar8
Today is the big day for academy students. 1t7s graduation dayG (any students are happy about possibly becoming ninjas and getting away from their strict instructor $yuketsusensei. #fter getting to school the $yuketsu selects teams, %with the +!s being on the same team of course& and are sent of to learn about their mission. The mission involves the characters finding their way to cave in the wilderness %=orest, desert, etc.& and retrieving a @valuable@ scroll from with in. The cave is filled with traps and other obstacles to test the characters ninja abilities and intelligence. )nce the scroll is found the characters start to travel back to town. # group of bandits decide that the characters would be an easy target and decide to try and rob them. #fter the fight is over, they arrive home and depending on how the characters preformed the either graduate or have to repeat the class again. Par* $n.: $n. S*.: C0os.r *o B.-o9ing a Ninja6 6hen getting ready for play ask each of the players to describe how each of their characters gets ready and heads out for the academy on graduation day. #fter that roll a d/- for each player and consult the following chart, making sure to re roll any duplicates. 8umor and the element of randomness are important elements of the Naruto anime and manga and this chart should help you to integrate it in your first adventure. Number twenty is left vague for you to possible work in details for a future adventure.
TAB E !"-;: RAND$M AND 5UNN< EVENTS
D&' $--)rr.n-. . The character runs into his>her rival / The character runs into aunt>friendly old lady that likes to pinch>pull his face like taffy 0 The character has to try and dodge %or possibly join with& a stream of fan girls chasing after the village heart throb
The character gets a bucket of water accidentally dumped on her from someone in a second story window The town drunk collapses on top of the character # group of kids are playing catch, one of them misses it and the ball beans the character in the head # thief runs by with the victim in hot pursuit # child cries because her kitty is up a tree # group of kids picks on a younger kid # passing kid tries to trip the character #n old lady spills her grosseries Bittle kids ask the character to play ninja with them #n escaped farm animal rushes down the street # younger academy student is trying to use 8enge no 'utsu, but it just won7t turn out right # large swarm of insects begins to follow the character # prankster has tied a trip wire and the person that trips it will have water poured on their head # panicked woman runs down the street with a large spider on her shoulder # small child tries to use a ninja prop to help himself hide and fails horribly # crowd forms around a street performer # fortune teller wishes to speak with the character
Ran4o9 E/.n*s #fter the characters get to class it should still be a little time before class begins so, fill it with random kids talking amongst themselves. (ost kids are excited about becoming a genin and finally getting away from the very strict $yuketsu-sensei. # few more are *uite nervous. Dnless of course they all decide that their characters come late. 1n that case $yuketsu-sensei will chew them out in front of the class about how they are lucky to have even made it this far with their pathetic abilities and how punctuality is essential to a ninja. 6ith a few minutes of pointless banter, $yuketsu-sensei shows up and the class goes silent. !learing his throat he tells the class that, now that they have graduated, they are to be given a mission. 6ith that he begins to read off names. Naturally the +!s are all on the same team. 'ust use random names for the rest of the class or simply skip that part. $yuketsu then tells the +!7s team to follow him to receive their instructions. #fter a long walk down a hallway, $yuketsu leads them into a small room. Booking a the door he explains that a long lost, forbidden scroll has been rumored to be located in a cave deep in the wilderness. Their mission is to travel to the cave and secure the scroll and bring it back to town without reading the contents. 6ith that he tells the characters to hurry up and get out of his sight. Par* T3o: T2. 5or=i44.n S-ro00 The cave is located a good three days traveling time from town. The trip should be uneventful unless you would like to throw in a few minor encounters, like say with wild animals or other travelers, maybe even a scouting party of bandits. %No more than . per character& There is no map provided for the cave, just general guidelines as to which order to run the
challenges. #ll the traps will be ! .>/ unless otherwise noted. Ar.a !: Ca/. En*ran-. The mouth of the cave is about /- feet wide and 0- feet high. There is enough light to be able to see far into the cave, but then again that7s not what7s interesting. 8idden rather poorly are several bear traps. The teeth have been removed, so if a character that steps in one won7t receive any damage. # spot roll %D! 4& is re*uired to spot the traps and if a character steps in one a strength check with a D! of .- will free him. The only real danger here is at the mouth of the cave. oll secretly a spot check %D! .-& for all characters. # net trap is hidden in the dirt that surrounds the cave entrance. 1f the characters are caught in it, they can attempt a combined strength check %D! /-& to break free, an escape artist check %D! .4& or draw something sharp, then try and cut the net. The net has a no hardness and 5 hp. Ar.a &: T2. 1a00 The first tunnel of the cave goes about 5- feet and leads to a high %/- foot tall& wall that the characters must climb in order to continue on. 1t7s *uite steep, attempting to climb it re*uires a successful climb check with a D! of /-. The characters can use Finobori, grappling hooks or, surprisingly enough, since the wall is not made of hard stone, using a kunai to create stepping stones can reduce the D! by .- but takes ten times longer to climb. Ar.a (: T2. Dang.ro)s 50oors This room is contains hidden 47 by 47 pit traps, which a spot check %D! .4& will reveal, thus allowing the characters to avoid them. 1f a character falls into one, they find that the pit is only ten feet deep and the walls are coated with grease preventing the victim from climbing out %!limb check D! 0- to climb out&. There is a large, but unlocked, wooden door at the end of this room. Ar.a ": T2. P2an*o9 Ra/in. #s the characters enter this room, they will no doubt be surprised to see that the room stretches for about 5-- feet. 8owever, that7s not the surprise2 the real surprise is that there is a large ravine cutting the room in two. The only way to cross it is a rope tied to a stake on both end of the chasm. To cross it by tight rope walking the characters must succeed .- balance check, one every .- feet. The D! for this check is .- , / for every +! trying to cross at the same time. 1f they try to cross with the hand over hand method they have to make a D! .- Atr check every /- feet. 1f a character happens to fall,everyone is in for a shock as the character will fall only .4 feetG The ravine is merely a $enjutsu that is dispelled when a character falls. The $enjutsu can be identified with a successful $enjutsu check %D! /-&2 make it a secret roll also. Ar.a +: A 5ina0 P)>>0. The next room is rather small, only 0- feet in diameter. There is a locked steel door blocking the characters way. The lock cannot be picked, and any attempts to pick it will
result in a cloud of pepper being sprayed in the characters face. 1f the character fails a =ortitude save %D! .4&, he will be blinded for .d3 rounds. #ny attempts to tamper with the door results in the same spray of pepper, as does answering the riddle wrong. !arved in the right hand way is @6hat does a ninja lackH@. The words are carved above a small alcove above four keys. )n each key is a picture. The first has an image of a man running, the second has an angry face, the third has a muscled arm on it and the last has an image of a man hiding in shadows. The correct key is the one with an angry face. # ninja lacks emotion. Atrength, speed and stealth are all elements important to a ninja. Ar.a ;: T2. S-ro00 8ere, finally, is what the characters are after, the scrollG 1t rests on an altar in a small alcove. 6ith that done the characters can head back. 8owever if a character opens the scroll at all before handing it over to $yuketsu. # special jutsu is triggered that lets the sensei know that the scroll has been opened. The word @fail@ is printed in bright red ink letting the characters know that they screwed up. Par* (: T2. 5ina0 a:6 T2. ?o)rn.8 Ho9. #bout half way home the characters are confronted by a group of men wearing ragged, dirty clothes. The bandits have decided that these little kids would be easy prey. 1t7s up to the characters prove them wrongG The bandits will fight until only one remains. The final one will scream and run off %if allowed to&. The characters can loot for a total wealth bonus of ,/ from the bandits. The way home should be uneventful after that. 6hen they get back to the school and deliver the scroll to $yuketsu-sensei, as long as they didn7t look in the scroll and spring too many traps, the characters are promoted to the rank of genin and receive their forehead protectors. # kind hearted $( can let the characters pass any way as long as they defeated the bandits if he doesn7t want to run any more academy based adventures. Congra*)0a*ions6 <o) 2a/. 7inis2.4 8o)r 7irs* a4/.n*)r. in Nar)*o: 4&'6 5o00o3 ):: There are several follow-ups you can doE first there is the possible hints to future adventures the fortuneteller may have dropped and secondly just what exactly were bandits doing so close to the townH Don7t forget that first they have to all meet their new 'ounin teacherG
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8ere is complementary informations to the ,ar%to+ d-. adventureE +ass or =ailG The Trial of the (ysterious !aveG TrapsE 5x B.ar Tra:s /Spot DC 01 Disa#le De*ice DC 203 - 1mmobili;es a (edium-si;ed creature until it frees itself as a full-round action re*uiring a Atrength check %D! .-&.
6x Pi* Tra:s /Spot DC 201 Disa#le De*ice DC -3 - # character that fails to notice this may fall into this .- foot deep pit unless it succeeds either a eflex save %D! .4& or a 'ump check %D! .4& to grab onto the edge of the pit. The walls are covered with goo, making it extremely hard to climb out of the pit without aid. # !limb check %D! 0-& is re*uired to climb out. P.::.r Bo9= /Spot DC -1 Disa#le De*ice DC -0& - This trap is only triggered if a character attempts to pick the lock on the iron door or answers the riddle incorrectly. The victim and any creature in a .--feet radius must make a =ortitude save %D! .4& or be blinded for .d3 rounds. The trap can be triggered 4 times, when it runs out of charges.
T2. Ban4i*s:
T2. .a4.r AC2aris9a*i- $r4inar8 !B: ! .>/2 (edium-si;ed 8uman2 8D .d3,.2 hp 42 (as 4-2 1nit ,.2 Apd 0- ft.2 Defense .., touch .., flat-footed .- %,. Dex&2 "#" ,-2 $rap -.2 #tk ,. melee %.d5-., straight ra;or&2 =A 4 ft. by 4 ft.2 each 4 ft.2 #B none2 AC =ort ,/, ef ,., 6ill ,-2 #+ -2 !+ /2 ep ,-2 Atr :, Dex ./, !on .0, 1nt .-, 6is .5, !ha .4. Ski00s: Diplomacy ,3, Disguise ,3, $amble ,3, 1ntimidate ,:, Fnowledge %streetwise& ,5, Treat 1njury ,5. 5.a*s: !onfident, Aimple 6eapon +roficiency, 6eapon =inesse %straight ra;or& EC)i:9.n*: !asual clothes, straight ra;or, various personal gear. T2. i.)*.nan* A5as* $r4inar8 !B: ! .>/2 (edium-si;ed 8uman2 8D .d:,.2 hp 32 (as 4-2 1nit ,/2 Apd 0- ft.2 Defense .4, touch .4, flat-footed .0 %,/ Dex, ,0 class&2 "#" ,32 $rap ,/2 #tk ,/ melee %.d3,/, swordcane&2 =ull #tk -/ melee %.d3,/ swordcane& and -/ melee %.d3,. scabbard IclubJ&2 =A 4 ft. by 4 ft.2 each 4 ft.2 #B the leader2 AC =ort ,., ef ,0, 6ill -.2 #+ -2 !+ /2 ep ,-2 Atr .5, Dex .4, !on .0, 1nt ./, 6is :, !ha .-. Ski00s: "alance ,3, ?scape #rtist ,3, 8ide ,3, (ove Ailently ,3, Taijutsu ,3, Tumble ,3. 5.a*s: #rchaic 6eapon +roficiency, Aimple 6eapon +roficiency, Two 6eapon =ighting EC)i:9.n*: !asual clothes, swordcane, various personal gear. T.-2niC).: Tai4%ts% /563- TaijutsuE Todome. T2. & T2)gs ATo)g2 $r4inar8 !B: ! .>/2 (edium-si;ed 8uman2 8D .d.-,/2 hp 92 (as 4-2 1nit ,-2 Apd 0- ft.2 Defense .3, touch ./, flat-footed .4 %,. Dex, ,. class, ,5 armor&2 "#" ,32 $rap ,/2 #tk ,/ melee %.d3,/, clubs&2 =A 4 ft. by 4 ft.2 each 4 ft.2 #B the leader2 AC =ort ,0, ef ,-, 6ill ,.2 #+ -2 !+ 02 ep ,-2 Atr .5, Dex .-, !on .4, 1nt :, 6is .0, !ha ./. Ski00s: !oncentration ,3, 1ntimidate ,4, Fnowledge %streetwise& ,0, Aurvival ,4. 5.a*s: #rmor +roficiency %(edium&, +ower #ttack, Aimple 6eapon +roficiency EC)i:9.n*: !asual clothes, concealable vest, clubs, various personal gear.
exam is a 3 part exam that tests the characters on their ability to perform a techni*ue they likely have to learn on the spot, their knowledge of the ninja world and its history, their ability to perform a mission and their combat capabilities. #dding to the difficulty, the test is taken individually, with a chance of even being put against a teammate to compete for the 'ounin title. "elow, you will find further explanation of the 3 parts of this exam. T2. S-ro00 T.s* APar* !B: =or this part, the characters will have three days %9/ hours& to seal as many elemental techni*ues as they can using the 7o%so 8%%in no )%ts% techni*ue. They are given a scroll of seal explaining the basics of this techni*ue, enough for a character to learn it but not to provide a bonus. The deadline given includes the time spent to Bearn the techni*ue. ?ach scroll sealed gives the character . point per rank of the sealed techni*ue, and they need .4 point to pass. # character cannot seal the same techni*ue more than twice, and the origins of the techni*ue do not matter. 1f a character is caught cheating %the !hakra Aignature in the scroll is not his own&, he is instantly dis*ualified. #lso note that a character that does not meet the re*uirements to learn Aealing techni*ues may suffer penalties to Bearn checks. T2. Ninja Pa:.r T.s* APar* &B: =or this part of the exam, the character must answer /4 *uestions about the Ninja 6orld in one hour and a half %<- minutes&. =or this purpose, the character must succeed certain Fnowledge %ninja lore& checks in order to gain enough points. ?ach *uestion from . to .: is worth one point, the .<th / points and the /-th *uestion 0. # character needs .4 points to pass. ?ach check takes a set time to make, and may be retried as long as the exam is not over. 1n addition, a character can halve the time re*uired to answer a *uestion by taking a -.- penalty to his knowledge %ninja lore& check. # character caught cheating is instantly dis*ualified %left to the $(7s discretion&. efer to the table below for D!s and Time re*uired by *uestions. The maximum number of points ac*uired in this test is /0, and the minimum time re*uired to answer all *uestion is 5minutes %or /- minutes by taking a -.- penalty on one7s knowledge checks&. To make this test more interesting, the $( can decide to roll the Fnowledge checks himself, and declare that the character is uncertain of his answer if he succeeds or fails the check difficulty by 4 or less, and certain that he had the *uestion right, or wrong, if the check was succeeded or failed by 3 or more. # failed *uestion can be retried.
Q).s*ion D . /-4 3-.4 .3-.: .< /Ti9. #no30.4g. Aninja 0or.B DC . minute .4 . minute .: / minutes /0 / minutes /3 0 minutes /< 4 minutes 04
T2. E77i-i.n-8 T.s* APar* (B: During this test, the character will be tested in his efficiency and ability to execute solo missions. 8e may re*uest missions from any rank, and is given .- days to ac*uire 04 point. # D- ank mission is worth / point, a !- ank mission is worth 4 points, a "- ank mission .4 points, an #- ank mission is worth /points and finally, an A- ank mission is worth 04 points. The missions that can be re*uested can be either missing-nin hunt or a random mission from table .4-., .4-/, .4-0 and .4-5. The character receives no wealth award from the mission and must accomplish
them alone, even if he is to die. 1f he received some sort of assistance, the mission count as failed. To receive point, a character must of course succeed the mission. The duration of the mission is left to the $(7s discretion. T2. 5irs* Co9=a* T.s* APar* "B: 1n this part of the exam, the character is pitted against a ookie 'ounin and 0 genins. The combat is entirely non-lethal and both party must be alive once the fight is over. The character is denied the right to use any Template ability or #dvanced "loodline except (oujuu #ishou. The character begins with /- points, and loses one every round that passes during the fight. To pass this test, the character must have at least . point. Filling any of the genins or the jounin results in dis*ualification, as will the activation of a bloodline or template ability. This restriction does not apply to any of the opposing party, however, and any of the opponents may activate their abilities to its fullest. T2. S.-on4 Co9=a* T.s* APar* +B: 'ust like in the previous part of the exam, the character will be put against this time / (id-Bevel !huunins. "efore the fight, he will be treated by expert medical ninjas and will be at full hit points, chakra pool and any ability damage or negative level will be cured. #gain, the both party must be alive at the end of the fight. This time, however, he can freely use any bloodline and template ability. #s the previous test, the character begins with /- points, loses one every round and must have at least . point to pass. Filling either opponent will result in dis*ualification. T2. 5ina0. APar* ;B: 1n this last part of the exam, the user will again be pitted against an ?lite 'ounin. #s per the previous exams, he will be completely healed and healthy before the fight. Dnlike the two previous fight where there was no life threatening conditions, the character is allowed to kill his opponent, just as he himself may be killed %though if knocked unconscious, the fight ends and the character will not be killed unless it is necessary&. The character begins with . point and gains another every round that passes while fighting. To pass this test, the character must have at least .- points %have fought for at least .- round before being knocked out or beating his opponent& and if he beats his opponent, he gains an additional /- points. ,ote+ During the last 0 combat tests, the opponents will give up if reduced below .4K of their total health. To be promoted to 'ounin, a character needs to have a certain number of points. ?ven if he has gone through all 3 parts of this exam without problem, he may still not pass the test. 1n other words, the character needs at least .-/ points to be promoted to 'ounin, or at least /- more points than the minimum. # character with .4- or more points is considered extremely skilled and may receive additional bonuses or propositions. The table below shows the skill level of an individual depending on the number of points it has.
Poin*s Bess than .4 .3-.-. .-/, .04, .4-, Rank EC)i/a0.n-. $enin !huunin 'ounin #N"D 8unter-Nin
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E@a9:0. ,.nin AS*rong H.roB Atrong 8ero /2 ! /2 (edium 8umanoid %8uman&2 HD /d:,52 2: .32 Mas 4-2 Ini* ,.2 S:4 0- ft2 D.7.ns. .0, .5 melee %,. dex, ,/ class&, Touch .0, =lat-=ooted ./2 BAB ,/2 ,ra: ,52 A*k ,4 melee %.d5,/, unarmed& or ,0 ranged %by weapon&2 5S 4 ft by 4 ft2 R.a-2 4 ft2 A none2 SV =ort ,5, ef ,., 6ill ,.2 AP 32 CP <2 R.: ,-2 .arn: ,/2 S*r .4, D.@ .0, Con .5, In* :, 1is ./, C2a .-. $--):a*ion: #cademy Atudent %Bon%s Class Skills+ !hakra !ontrol, $enjutsu, Taijutsu2 Bon%s 8eat+ Nin 6eapons +roficiency& Ski00s: !hakra !ontrol ,5 %0&, $enjutsu ,/ %/&, Ninjutsu ,- %.&, Taijutsu ,: %0&. 5.a*s: !ombat (artial #rts, Defensive (artial #rts, $enin %Taijutsu&, Nin 6eapons +roficiency, Aimple 6eapon +roficiency. Ta0.n* AS*rong H.roB: Taijutsu, "onus =eat %$enin&. T.-2niC).s #no3n: Control /593- Finobori2 Gen4%ts% /5-3- "unshin no 'utsu, 8enge no 'utsu2 ,in4%ts% /5.3- Nawanuke no 'utsu2 Tai4%ts% /5:3- #sshouG, Namidatsu FukkinG, Ahotei Dchi. EC)i:9.n*: Ahuriken holster %5 kunai, 4 shuriken&, belt pouch %5 kunai, 5 exploding tags, . smoke bomb&, forehead protector %any village&, various personal gear. E@a9:0. ,.nin AS9ar* H.roB Amart 8ero 02 ! 02 (edium 8umanoid %8uman&2 HD 0d3-02 2: .-2 Mas 4-2 Ini* ,.2 S:4 0- ft2 D.7.ns. ./ %,. dex, ,. class&, Touch ./, =lat-=ooted ..2 BAB ,.2 ,ra: ,-2 A*k ,- melee %by weapon& or ,/ ranged %., throwing needle&2 5)00 A*k ,- melee %by weapon& or ,/>,/ ranged %., throwing needle&2 5S 4 ft by 4 ft2 R.a-2 4 ft2 A none2 SV =ort ,-, ef ,/, 6ill ,42 AP 32 CP 02 R.: ,. %,0 in his village&2 .arn: ,0 %,4 ninjutsu&2 S*r :, D.@ ./, Con :, In* .0, 1is .3, C2a .5. $--):a*ion: #cademy Atudent %Bon%s Class Skills+ !hakra !ontrol, $enjutsu, Ninjutsu2 Bon%s 8eat+ Nin 6eapons +roficiency& Ski00s: !hakra !ontrol ,< %3&, =orgery ,9 %3&, $enjutsu ,: %3&, 8ide ,5 %0&, Fnowledge %ninja lore& ,.- %3&, Bisten ,3 %0&, (ove Ailently ,5 %0&, Ninjutsu ,.- %3&, Apot ,3 %0&, Aurvival ,3 %0&, Taijutsu ,/ %0&. 5.a*s: $enin %Ninjutsu&, $enius Ninja %Ninjutsu&, Ninjutsu #dept, Nin 6eapons +roficiency, Aimple 6eapon +roficiency. Ta0.n* AS9ar* H.roB: Aavant %knowledge - ninja lore&, +lan. T.-2niC).s #no3n: Control /5;3- Fai, Finobori2 Gen4%ts% /5<3- "unshin no 'utsu, 8enge no 'utsu2 ,in4%ts% /52.3- Ahoukakyuu no 'utsu, Fawarimi no 'utsu, (ukidou Aanpo no 'utsu2 Tai4%ts% /5-3- Lentai "ougyo. EC)i:9.n*: Ahuriken holster %.4 throwing needles, 4 shuriken&, belt pouch %5 kunai, .throwing needles, . smoke bomb&, forehead protector %any village&, various personal gear. E@a9:0. ,.nin AC2aris9a*i- $r4inar8B !harismatic 8ero 02 ! /2 (edium 8umanoid %8uman&2 HD 0d32 2: .02 Mas 4-2 Ini* -.2 S:4 0- ft2 D.7.ns. ./ %-. dex, ,. class, ,/ armor&, Touch .-, =lat-=ooted .02 BAB ,.2 ,ra: ,/2 A*k ,/ melee %by weapon& or ,. ranged %by weapon&2 5S 4 ft by 4 ft2 R.a-2 4 ft2 A none2 SV =ort ,/, ef ,., 6ill ,.2 AP 32 CP 02 R.: ,/2 .arn: ,52 S*r
./, D.@ :, Con .-, In* .5, 1is .0, C2a .4. $--):a*ion: #cademy Atudent %Bon%s Class Skills+ !hakra !ontrol, $enjutsu, Ninjutsu2 Bon%s 8eat+ Nin 6eapons +roficiency& Ski00s: "luff ,: %3&, !hakra !ontrol ,3 %4&, !raft %visual art& ,: %3&, Diplomacy ,3 %5&, Disguise ,9 %4&, $enjutsu ,.. %3&, Fnowledge %ninja lore& ,: %3&, Ninjutsu ,: %3&, Aense (otive ,5 %0&, Taijutsu ,0 %/&. 5.a*s: #rmor +roficiency %light&, $enjutsu #dept, $enin %$enjutsu&, Nin 6eapons +roficiency, Aimple 6eapon +roficiency. T.-2niC).s #no3n: Control /563- None2 Gen4%ts% /5223- "unshin no 'utsu, 8enge no 'utsu, Ahitsukentou no 'utsu2 ,in4%ts% /5<3- Fawarimi no 'utsu, Nawanuke no 'utsu2 Tai4%ts% /5=3- None. EC)i:9.n*: Ahuriken holster %5 kunai, 4 shuriken&, belt pouch %5 kunai, 5 soldier pills&, battle vest, forehead protector %any village&, various personal gear. Mi4- ./.0 C2))nin Atrong 8ero 5>Taijutsu (aster 52 ! :2 (edium 8umanoid %8uman&2 HD 5d:,5 plus 5d.-,52 2: 4.2 Mas 4-2 Ini* ,/2 S:4 0- ft2 D.7.ns. /-, /. melee %,/ dex, ,3 class, ,/ armor&, Touch .:, =lat-=ooted .:2 BAB ,:2 ,ra: ,..2 A*k ,.0 melee %.d:,3, unarmed& or ,.- ranged %by weapon&2 5)00 A*k ,.0>,: melee %.d:,3, unarmed& or ,.->,4 ranged %by weapon&2 5S 4 ft by 4 ft2 R.a-2 4 ft2 A none2 SV =ort ,:, ef ,4, 6ill ,/2 AP :2 CP .:2 R.: ,-2 .arn: ,:2 S*r .3, D.@ .5, Con ./, In* .-, 1is .-, C2a ./. $--):a*ion: )ccupation %Bon%s Class Skills+ !hakra !ontrol, Ninjutsu, Taijutsu2 Bon%s 8eat+ Nin 6eapons +roficiency& Ski00s: !hakra !ontrol ,< %<&, !limb ,5 %.&, $enjutsu ,/ %.&, 'ump ,3 %0&, Ninjutsu ,.%<&, Taijutsu ,.3 %<&. 5.a*s: #rmor +roficiency %light&, !huunin %Taijutsu&, !ombat (artial #rts, Defensive (artial #rts, $enin %Ninjutsu&, Nin 6eapons +roficiency, Aimple 6eapon +roficiency. Ta0.n* AS*rong H.roB: Taijutsu, "onus =eat %!ombat (artial #rts, $enin&, (elee Amash. Ta0.n* ATaij)*s) Mas*.rB: Dnarmed Atrike %.d:&, Taijutsu (astery %6eapon =ocus unarmed, 6eapon Apeciali;ation - unarmed&, "onus =eat %!huunin&. T.-2niC).s #no3n: Control /5;3- !houyaku no 'utsu, Fai, Finobori, Tadayou2 Gen4%ts% /5-3- "unshin no 'utsu, 8enge no 'utsu2 ,in4%ts% /52.3- Fawarimi no 'utsu, (i;udama no 'utsu, Nawanuke no 'utsu, aishuriken no 'utsu2 Tai4%ts% /5263- #sshouG, "utsukari, 1wa Fu;uken, $ouken, 'uuroku endanG, Fiun "utsu, yuutsuki, Ahotei Dchi, Taijutsu )ugi - endan Fidouki. EC)i:9.n*: Ahuriken holster %5 kunai, 4 shuriken&, belt pouch %5 soldier pills, 5 exploding tags&, battle vest, forehead protector %any village&, various personal gear. Mi4- ./.0 C2))nin =ast 8ero 0>Ninja Acout 0>?lite Ahinobi Awordsman /2 ! :2 (edium 8umanoid %8uman&2 HD 0d:,0 plus 0d:,0 plus /d.-,/2 2: 532 Mas 4-2 Ini* ,32 S:4 0- ft2 D.7.ns. //, /0 ranged %,0 dex, ,9 class, ,/ armor&, Touch /-, =lat-=ooted .<2 BAB ,32 ,ra: ,:2 A*k ,.- melee %.d:,/, ninja-to& or ,< ranged %by weapon&2 5)00 A*k ,.->,4 melee %.d:,/, ninja-to& or ,< ranged %by weapon&2 5S 4 ft by 4 ft2 R.a-2 4 ft2 A none2 SV =ort ,3, ef ,:, 6ill ,/2 AP 92 CP .:2 R.: ,.2 .arn: ,<2 S*r .5, D.@ .9, Con .0,
In* .-, 1is :, C2a ./. $--):a*ion: )ccupation %Bon%s Class Skills+ !hakra !ontrol, $enjutsu, Ninjutsu2 Bon%s 8eat+ Nin 6eapons +roficiency& Ski00s: !hakra !ontrol ,.. %.-&, $enjutsu ,< %:&, Fnowledge %ninja lore& ,3 %3&, Ninjutsu ,.. %.-&, Aurvival ,/ %0&, Taijutsu ,.0 %..&. 5.a*s: #rmor +roficiency %light&, !huunin %!hakra !ontrol&, $enin %Ninjutsu&, 1mproved 1nitiative, Nin 6eapons +roficiency, Aimple 6eapon +roficiency, Atealthy, 6eapon =inesse %ninja-to&. Ta0.n* A5as* H.roB: Deflect, "onus =eat %$enin&, ?vasion Ta0.n* ANinja S-o)*B: Track, Aneak #ttack %,.d3&, "onus =eat %!huunin&. Ta0.n* AE0i*. S2ino=i S3or4s9anB: 6eapon =ocus %ninja-to&, Muick Draw. T.-2niC).s #no3n: Control /5223- Finobori, Tadayou2 Gen4%ts% /5;3- Ahitsukentou no 'utsu, Ahougen;ou no 'utsu2 ,in4%ts% /5223- "unshin no 'utsu, 8enge no 'utsu, 'akuden no 'utsu, Fawarimi no 'utsu, Fyuuden no 'utsu, (i;u "unshin no 'utsu, Nawanuke no 'utsu, aishuriken no 'utsu, akurai no 'utsu2 Tai4%ts% /52=3- #sshouG, Nidan Fousoku, Ahodan Fousoku, Fenjutsu )ugi - Firitsuki, Fenjutsu )ugi - Tsuki, Fiun "utsu, Lentai "ougyo. EC)i:9.n*: Ahuriken holster %5 kunai, 4 shuriken&, belt pouch %5 kunai, . smoke bomb, 5 greater exploding tags&, forehead protector %any village&, battle vest, various personal gear. Rooki. ?o)nin Amart 8ero 0>Ninja Acout 4>Ninja )peration !ounter 5 %?!B .0&2 ! ./2 (edium 8umanoid %8uman&2 HD 0d3,3 plus 4d:,.- plus 5d:,:2 2: :/2 Mas 4-2 Ini* ,-2 S:4 0- ft2 D.7.ns. /-, /0 vs. traps %,: class, ,/ armor&, Touch .:, =lat-=ooted /-2 BAB ,92 ,ra: ,:2 A*k ,: melee %by weapon& or ,9 ranged %by weapon&2 5)00 A*k ,:>,0 melee %by weapon& or ,9>,/ ranged %by weapon&2 5S 4 ft by 4 ft2 R.a-2 4 ft2 A none2 SV =ort ,3, ef ,9 %,.- vs. traps&, 6ill ,42 AP <2 CP 0<2 R.: ,/2 .arn: ,.5 %,.3 Ninjutsu&2 S*r ./, D.@ .-, Con .5, In* .3, 1is .-, C2a .0. $--):a*ion: #cademy Atudent %Bon%s Class Skills+ !hakra !ontrol, $enjutsu, Aurvival2 Bon%s 8eat+ Nin 6eapons +roficiency& Ski00s: !hakra !ontrol ,.4 %.4&, !raft %chemical& ,./ %<&, Demolitions ,< %3&, Disable Device ,./ %<&, $enjutsu ,.: %.4&, 8ide ,.3 %.5&, 1nvestigate ,< %3&, Fnowledge %ninja lore& ,.0 %.-&, (ove Ailently ,.4 %.0&, Ninjutsu ,/4 %.4&, Apot ,.- %,.5 vs traps& %.-&, Aearch ,: %,./ vs traps& %:&, Aurvival ,: %:&. 5.a*s: #dvanced "loodline %=ujiwara !lan Doukagan&, #rmor +roficiency %light&, "lood +act %8awk&, !huunin %Ninjutsu&, $enin %Ninjutsu&, $enius Ninja %Ninjutsu&, etrieval ?xpert, 'ounin %$enjutsu, Ninjutsu&, Ninjutsu #dept, Nin 6eapons +roficiency, Aimple 6eapon +roficiency, Atealthy, Track. Ta0.n* AS9ar* H.roB: Ninjutsu, "onus =eat %$enin&, 1mproved Ninjutsu. Ta0.n* ANinja S-o)*B: Track, Aneak #ttack %,/d3&, "onus =eat %#rmor +roficiency, !huunin&, 1ncreased Apeed %4 feet&, 8ide in +lain Aight Ta0.n* ANinja $:.ra*ion Co)n*.rB: Techni*ue !ounter, Trap Aense, +lan N %+lan&, Tenketsu =ree;e, Awift Tracker, "onus =eat %'ounin& T.-2niC).s #no3n: Control /5203- !hakra no 8ikari, !hakra no Fogasu, Fai, Fawa no Ooroi, Finobori, yokujun no 'utsu, Tadayou2 Gen4%ts% /52<3- 'ougen;ou no 'utsu,
Fangen;ou no 'utsu, Ahitsukentou no 'utsu, Ahougen;ou no 'utsu2 ,in4%ts% /5-03"unshin no 'utsu, Doryuuheki, ?n7en no Ahuriken, $oukakyuu no 'utsu, 8enge no 'utsu, 8ouden no 'utsu %,/:2 #dvanced +roficiency&, 'igen Dgoku no 'utsu %,/:2 #dvanced +roficiency&, Fage "unshin no 'utsu, Fawarimi no 'utsu, (eisaigakure no 'utsu, Ahunshin no 'utsu, Auigadan no 'utsu %,/:2 #dvanced +roficiency&, Tajuu Fage "unshin no 'utsu, Tanchi no Ahikai, Toushou no 'utsu, Dtsusemi no 'utsu, Oouso =uuin no 'utsu2 Tai4%ts% /5.3- None. EC)i:9.n*: Ninja vest, shuriken holster %5 kunai, 4 shuriken&, belt pouch %5 kunai, 5 instant-ice bomb, 5 greater exploding tags, 4 blood increasing pills&, standard ninja outfit %night camouflage&, forehead protector %any village&, various personal gear. E0i*. ?o)nin Tough 8ero 3>Ninja Acout :>Faton ?lementalist /2 ! .32 (edium 8umanoid %8uman&2 HD 3d.-,.: plus :d:,/5 plus /d3,32 2: .042 Mas 4-2 Ini* ,/2 S:4 5- ft2 D.7.ns. /4 %,/ dex, ,.- class, ,0 armor&, Touch //, =lat-=ooted /02 BAB ,..2 ,ra: ,.52 A*k ,.5 melee %.d:,0, ninja-to& or ,./ ranged %by weapon&2 5)00 A*k ,.5>,<>,5 melee %.d:,0, ninja-to& or ,./>,:>,0 ranged %by weapon&2 5S 4 ft by 4 ft2 R.a-2 4 ft2 A none2 SV =ort ,9, ef ,./, 6ill ,<2 AP :2 CP 3:2 R.: ,52 .arn: ,.: %,.3 8youton&2 S*r .3, D.@ .5, Con .3, In* .5, 1is .5, C2a .5. $--):a*ion: #cademy Atudent %Bon%s Class Skills+ !hakra !ontrol, $enjutsu, Ninjutsu2 Bon%s 8eat+ Ninjutsu #dept& Ski00s: !hakra !ontrol ,.< %.4&, $enjutsu ,./ %.-&, 8ide ,: %3&, Fnowledge %ninja lore& ,./ %..&, (ove Ailently ,3 %4&, Ninjutsu ,/0 %.3&, Apot ,.- %:&, Aurvival ,.0 %..&, Taijutsu ,.0 %.-&, Tumble ,3 %4&. 5.a*s: #rmor +roficiency %light&, "lood +act %Tiger&, !huunin %Ninjutsu&, !ombat (artial #rts, Dodge, $enin %Ninjutsu&, etrieval ?xpert, 'ounin %!hakra !ontrol, Ninjutsu&, (obility, Nin 6eapons +roficiency, Ninjutsu #dept, Aimple 6eapon +roficiency, Track. Ta0.n* ATo)g2 H.roB: obust, "onus =eat %$enin, etrieval ?xpert, Nin 6eapons +roficiency&, Damage eduction .>-, =ire esistance 0. Ta0.n* ANinja S-o)*B: Track, Aneak #ttack %,/d3&, "onus =eat %#rmor +roficiency, !huunin&, 1ncrease Apeed %.- feet&, 8ide in +lain Aight, ?vasion N %?vasion&. Ta0.n* A5))*on E0.9.n*a0is*B: ?lemental Apeciali;ation %Faton&, ?lemental =ury T.-2niC).s #no3n: Control /52;3- !hakra no Fogasu, Fai, Fakusu Nioi, Finobori, eikiha, yokujun no 'utsu, Tadayou2 Gen4%ts% /52-3- "unshin no 'utsu, 8enge no 'utsu2 ,in4%ts% /5-=3- ?n7en no Ahuriken, $oukakyuu no 'utsu, 8iakahou, 8idama no 'utsu, 8ousenka no 'utsu, 'igen Dgoku no 'utsu, 'oushou )otori no 'utsu, Fage "unshin no 'utsu, Faryuu ?ndan, Fawarimi no 'utsu, (ashouheki, Ahunshin no 'utsu, Takitsuke2 Tai4%ts% /52=3- #sshouG, Ahodan Fousoku, Namidatsu FukkinG, Ahou yu Fen. EC)i:9.n*: 8eavy vest, ninja-to, shuriken holster %5 kunai, 4 shuriken&, belt pouch %5 exploding kunai, / smoke bombs, 5 greater exploding tags, / spirit bottle&, various personal gear.
General Rules
The Epic Levels follow a different progression than non epic levels. !hile they receive similar bonuses, such as "eats, #$ills, %bility &onus and %ction 'oints, some classes basic, advanced and prestige ali$e may progress farther than the indicated ma(imum and he now has access to Epic "eats. Epic Attac an! De"ense #$nus: !hile the character does not gain any additional attac$s, nor does his base attac$ bonus increase beyond 20th level, he does receive a )* cumulative epic bonus to attac$ rolls every even numbered levels. Li$ewise, the character gains a )* cumulative epic bonus to +efense every even numbered levels. %ny time a feat, prestige class, or other rule refers to the character,s base attac$ bonus or class defense bonus -e(cept for gaining additional attac$s., use the sum of its base attac$ bonus or class defense bonus and epic bonus. Epic Sa%es: The epic character,s base save do not increase beyond 20th level. /owever, the character does receive a cumulative )* epic bonus on all saving throws at every odd numbered level beyond 20th. Epic Reputati$n #$nus: The Epic 0haracter,s reputation increase tremendously once he reaches epic levels. /is base reputation bonus will not increase, but instead he will receive a cumulative )* epic bonus to reputation every level.
TA#&E '()': EPIC &EVE& PROGRESSION
&e%el Epic Attac an! Epic Epic Reputati$n De"ense #$nus Sa%es #$nus 2*st )0 )* )* 22nd )* )* )2 21rd )* )2 )1 22th )2 )2 )2 23th )2 )1 )3 24th )1 )1 )4 25th )1 )2 )5 26th )2 )2 )6 27th )2 )3 )7 10th )3 )3 )*0
*ealt+: "or character a whose starting level is 2*st or higher, refer to the table below to determine its starting wealth.
TA#&E '()2: EPIC STARTING *EA&TH
Epic C+aracter *ealt+ Epic C+aracter *ealt+ &e%el #$nus &e%el #$nus 2*st )*6 1*st )22 22nd )*6 12nd )22
Tec+ni,ues: These e(tremely powerful techni8ues not only re8uire that a character ta$es a feat to learn it, who often have very high re8uirements, but also may re8uire that a character goes on a 8uest to find a source to learn the techni8ue from, or ac8uire a special material component absolutely needed for the techni8ue to wor$. Class -eatures: #ome things do not change once he reaches epic levels. The character continues to gain /it +ice normally. The character gains a number of %ction 'oints as per class entry. Epic 0haracter Level stac$ with non epic levels to determine the ma(imum damage of a techni8ue, the character,s E0L, and anywhere else the 0haracter Level is used. %ny class feature that uses the character,s level as a base still increases normally beyond 20th level. C+a ra: Epic characters unloc$ two new categories of cha$ra signature strength, which were unavailable before attaining 2*st level even if the character,s 0ha$ra 'ool was sufficiently high. The same rules from #ensing 0ha$ra still apply normally.
Epic C+a ra Si.natures S$urce &e.en!ar/ G$!li e 0ha$ra #ignature -0ha$ra 'ool. *30 277 100 or higher
&e.en!ar/: The source of the aura is so powerful that it can be located without any problem, no matter where it is, if it is hiding behind an ob9ect, or if a wall separates it and the character. Lighting or sight is irrelevant when detecting a Legendary signature. % legendary signature counts as #trong to dormant senses. G$!li e: The source is so powerful that it overwhelms the senses completely. 0reatures sensing a :odli$e source can tell the direction of the signature, but because it is so powerful, not pinpoint it directly or tell how close it is. % character detecting a godli$e signature must ma$e a !ill save -+0 *6. each round or become da;ed. % godli$e signature counts as Overwhelming to dormant senses.
Epic Classes
Once a character reaches *0th level in a basic class, he is forced to chose from either another basic class, or an advanced or prestige class. %t epic levels, this is no longer the
case. In the following chapter will be introduced Epic &asic 0lasses, a progression of the standard basic classes beyond *0th level available to any Epic 0haracter that meets the re8uirements. Ordinary classes are not available beyond 20th level.
&e%el
Class A2ilit/
**th *2th *1th *2th *3th *4th *5th *6th *7th 20th
Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat
Class -eatures The following features pertain to the #trong /ero epic class. Epic Talent
%t *st, 1rd, 3th, 5th, and 7th level, the #trong hero selects a talent from the following talent trees. #ome trees have a set order that must be followed, while others provide a list to choose from. %s long as the hero 8ualifies, he can select freely from any and all talent trees. <o talent can be selected more than once unless e(pressly indicated. Epic E3tre0e E""$rt Talent Tree The Epic #trong hero,s ability to show immense strength. Epic E3tre0e E""$rt: The effort re8uires a full round action and provides a )6 bonus on the chec$. Prerequisites: E(treme effort, improved e(treme effort, advanced e(treme effort, any 2 strong hero talent, #tr *7). I0pr$%e! Epic E3tre0e E""$rt: The effort re8uires a full round action and provides a )2 bonus that stac$s with the bonus provided by e(treme effort -)*0 total.. Prerequisites: E(treme effort, improved e(treme effort, advanced e(treme effort, any 2 strong hero talent, epic e(treme effort, #tr *7). A!%ance! Epic E3tre0e E""$rt: The effort now re8uires an attac$ round action and provides a )2 bonus that stac$s with the bonus provided by e(treme effort -)*2 total.. Prerequisites: E(treme effort, improved e(treme effort, advanced e(treme effort, any 2 strong hero talent, epic e(treme effort, improved epic e(treme effort, #tr *7). Epic I.n$re Har!ness Talent Tree The Epic #trong hero,s aptitude at brea$ing things. Epic I.n$re Har!ness: The Epic #trong /ero ignores an additional 2 points of ignore hardness, which stac$ with the previously attained Ignore Hardness talent tree, for a total of 6. Prerequisites: Ignore hardness, improved ignore hardness, advanced ignore hardness, any 2 strong hero talent, #tr *6). I0pr$%e! Epic I.n$re Har!ness: The Epic #trong /ero,s strength is able to effortlessly bend even the toughest iron, and he gains an additional two points of ignore hardness, for a total of *0. Prerequisites: Ignore hardness, improved ignore hardness, advanced ignore hardness, epic ignore hardness, any 2 strong hero talent, #tr *6). A!%ance! Epic I.n$re Har!ness: "inally, the Epic #trong /ero,s Epic Ignore Hardness ma(es out at *2 points. Prerequisites: Ignore hardness, improved ignore hardness, advanced ignore hardness, epic ignore hardness, improved epic ignore hardness, any 2 strong hero talent, #tr *6). Epic 4elee S0as+ Talent Tree The Epic #trong hero,s ability to deal e(cessive damage is ta$en to epic proportion. Epic 4elee S0as+: The Epic #trong /ero receives a )* bonus to damage on melee attac$s due to his great strength. This bonus stac$s with the standard Aelee #mash talent tree. Prerequisites: Aelee smash, improved melee smash, advanced melee smash, any 2 strong hero talent, #tr *6).
I0pr$%e! Epic 4elee S0as+: The Epic #trong /ero,s bonus to damage increases to )2. Prerequisites: Aelee smash, improved melee smash, advanced melee smash, any 2 strong hero talent, epic melee smash, #tr *6). A!%ance! Epic 4elee S0as+: "inally, the Epic #trong /ero,s bonus to damage increases to )2. Prerequisites: Aelee smash, improved melee smash, advanced melee smash, any 2 strong hero talent, epic melee smash, improved epic melee smash, #tr *6). S0ite Alle.iance Talent Tree The Epic #trong hero,s wrath is not to be trifled with. If he decides to unleash his fury upon you, death is the only possible outcome. S0ite Alle.iance: The Epic #trong /ero receives a )* bonus to damage rolls against the allegiance chosen upon selecting this talent. Prerequisites: Epic Aelee #mash, #tr *6), 0ha *4). I0pr$%e! S0ite Alle.iance: The Epic #trong hero,s bonus to damage against the chosen allegiance increases to )2. Prerequisites: Epic Aelee #mash, #tr *6), 0ha *5), #mite %llegiance. A!%ance! S0ite Alle.iance: The Epic #trong hero deals an additional *d2 point of damage against attac$s on creatures of the chosen allegiance. This bonus stac$s with the previous talents granted bonus. Prerequisites: Epic Aelee #mash, #tr *6), 0ha *6), #mite %llegiance, Improved #mite %llegiance. Epic #$nus -eats %t 2nd, 2th, 4th, 6th, and *0th level, the Epic #trong hero gains a bonus epic feat. The character may either pic$ a bonus epic feat or chose from the #trong /ero bonus feat list. %rmor #$in, 0ombat %rchery, +ire 0harge, Epic 0ha$ra 'ool, Epic "ortitude, Epic ?eputation, Epic Tai9utsu %dept, Epic Toughness, Epic !eapon "ocus, Epic !eapon #peciali;ation, :reat #trength, Legendary 0limber, Legendary Leaper, Legendary !restler.
The "ast /ero gains a number of action points e8ual to 6 ) one half his character level, rounded down, everytime he attains a new level in this class. Class S ills The "ast /ero,s class s$ills are as follows. &alance -+e(., 0raft -mechanical. -Int., +rive -+e(., Escape %rtist -+e(., /ide -+e(., >nowledge -current events, nin9a lore, popular culture, streetwise. -Int., Aove #ilently -+e(., 'ilot -+e(., 'rofession -!is., ?ead@!rite Language -none., ?ide -+e(., #leight of /and -+e(., #pea$ Language -none., Tai9utsu -#tr. and Tumble -+e(.. S ill P$ints at Eac+ &e%el: 3 ) Int modifier.
TA#&E '()5: EPIC -AST HERO
&e%el **th *2th *1th *2th *3th *4th *5th *6th *7th 20th
Class A2ilit/ Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat
Class -eatures The following features pertain to the "ast /ero epic class. Epic Talent %t *st, 1rd, 3th, 5th, and 7th level, the "ast hero selects a talent from the following talent trees. #ome trees have a set order that must be followed, while others provide a list to choose from. %s long as the hero 8ualifies, he can select freely from any and all talent trees. <o talent can be selected more than once unless e(pressly indicated. Outstan!in. Spee! Talent Tree The Epic "ast hero,s speed is so great that it enables him to avoid any attac$s li$e he would 9ump out of the way of a rushing turtle. I0pr$%e! E%asi$n: !hen sub9ected to an attac$ that normally allows a ?efle( saving throw for half damage, the Epic "ast hero ta$es no damage if it ma$es a successful saving throw and only half damage if the saving throw fails. The epic fast hero must be wearing light armor or no armor and be unencumbered for this talent to function. Prerequisites: Evasion, Bncanny +odge *, Bncanny +odge 2, +efensive ?oll, any fast hero talent. C$nceal0ent: %ttac$s against the Epic "ast hero have a 3C miss chance, similar to the effect of concealment. The epic loses this benefit whenever he would lose his +e(terity bonus to +efense. Prerequisites: +e( 2*), Evasion, Bncanny +odge *, Bncanny +odge 2, +efensive ?oll,
any fast hero talent, Improved Evasion. Greater C$nceal0ent: The Epic hero,s miss chance increases to *0C upon selecting this talent. Prerequisites: +e( 21), Evasion, Bncanny +odge *, Bncanny +odge 2, +efensive ?oll, any fast hero talent, Improved Evasion, 0oncealment. Epic De"lect Talent Tree The Epic "ast hero,s ability at deflecting pro9ectile increases so that very few even land anymore. Epic De"lect: To use this talent, the Epic "ast hero must have at least one hand free -holding nothing.. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you ta$e no damage from it. Dou must be aware of the attac$ and not flatfooted. The Epic "ast hero may deflect ballistic weapons and such pro9ectile as well. %ttempting to deflect a ranged weapon doesnEt count as an action. Bnusually massive ranged weapons and ranged attac$s generated by techni8ues -such as Shuriken Kage Bunshin no Jutsu. canEt be deflected. &urst fires, strafes or autofire can be deflected as well with this ability. Prerequisites: +e( *6), +eflect, Improved +eflect, %dvanced +eflect, any 2 fast hero talent. Snatc+ Pr$6ectile: !hen using the Epic +eflect ability, the Epic "ast hero may catch the weapon instead of 9ust deflecting it. Dou must have at least one hand free -holding nothing. to use this ability. &allistic weapons are also affected, although the ammunition cannot be re used. Prerequisites: +e( 20), +eflect, Improved +eflect, %dvanced +eflect, any 2 fast hero talent, Epic +eflect. Re"lect Pr$6ectile: !hen the Epic "ast hero deflects an pro9ectile, the attac$ is reflected bac$ upon the attac$er at the characterEs base ranged attac$ bonus. Prerequisites: +e( 2*), +eflect, Improved +eflect, %dvanced +eflect, any 2 fast hero talent, Epic +eflect, #natch 'ro9ectile. Epic Increase Spee! Talent Tree The Epic "ast hero,s Increase #peed talent ta$en to epic proportion. Epic Increase Spee!: The Epic "ast hero,s speed increases by 23 feet. This bonus overlaps -does not stac$. the Increased #peed talent tree of the "ast /ero basic class. Prerequisites: +e( *6), Increase #peed, Improved Increase #peed, %dvanced Increase #peed, any 2 fast hero talent. I0pr$%e! Epic Increase Spee!: The Epic "ast hero,s speed increases by 10 feet. Prerequisites: +e( *6), Increase #peed, Improved Increase #peed, %dvanced Increase #peed, any 2 fast hero talent, Epic Increase #peed. A!%ance! Epic Increase Spee!: The Epic "ast hero,s speed increases by 20 feet. Prerequisites: +e( *6), Increase #peed, Improved Increase #peed, %dvanced Increase #peed, any 2 fast hero talent, Epic Increase #peed, Epic Improved Increase #peed. Epic #$nus -eats
%t 2nd, 2th, 4th, 6th, and *0th level, the Epic "ast hero gains a bonus epic feat. The character may either pic$ a bonus epic feat or chose from the "ast /ero bonus feat list. &linding #peed, 0ombat %rchery, +e(terous "ortitude, +e(terous !ill, +istant #hot, Epic +odge, Epic ?efle(es, Epic ?eputation, Epic #peed, Epic Tai9utsu %dept, :reat +e(terity, Improved 0ombat ?efle(es, Improved #nea$ %ttac$, Instant ?eload, Legendary ?ider, Legendary !restler, 'erfect Two !eapon "ighting, #nea$ %ttac$ of Opportunity, #uperior Initiative, Two !eapon ?end.
&e%el **th *2th *1th *2th *3th *4th *5th *6th *7th 20th
Class A2ilit/ Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat
Class -eatures The following features pertain to the Tough /ero epic class. Epic Talent %t *st, 1rd, 3th, 5th, and 7th level, the Tough hero selects a talent from the following talent trees. #ome trees have a set order that must be followed, while others provide a list to choose from. %s long as the hero 8ualifies, he can select freely from any and all talent trees. <o talent can be selected more than once unless e(pressly indicated. Epic Da0a.e Re!ucti$n Talent Tree The Epic Tough hero,s fearsome ability to sha$e off damage ta$en to the limits. Epic Da0a.e Re!ucti$n 57): The Epic Tough hero ignores 2 points of damage from melee and ranged attac$s. This bonus overlaps -does not stac$. the damage reduction granted by the tough hero talent. Prerequisites: +amage ?eduction *@ , +amage ?eduction 2@ , +amage ?eduction 1@ , any tough talent, 0on *7). I0pr$%e! Epic Da0a.e Re!ucti$n (7): The Epic Tough hero ignores an additional point of damage -+? 3@ .. Prerequisites: +amage ?eduction *@ , +amage ?eduction 2@ , +amage ?eduction 1@ , any tough talent, 0on *7), Epic +amage ?eduction 2@ . A!%ance! Epic Da0a.e Re!ucti$n 87): The Epic Tough hero ignores an additional point of damage from melee and ranged attac$s, in addition to two more points of damage from non epic characters or ordinaries -+? 4@ to epic characters, +? 6@ to non epic characters or ordinaries.. Prerequisites: +amage ?eduction *@ , +amage ?eduction 2@ , +amage ?eduction 1@ , any tough talent, 0on *7), Epic +amage ?eduction 2@ , Improved Epic +amage ?eduction 3@ . Epic Ener./ Resistance Talent Tree To the Epic Tough hero, the strength of the elements is nothing to be afraid of. Epic Aci! Resistance: The Epic Tough hero ignores an amount of %cid damage e8ual to twice his 0onstitution modifier. This number overlaps -does not stac$. with the tough hero talent or non permanent effects. Prerequisites: %cid ?esistance, any 2 tough hero talent, 0on *6). Epic C$l! Resistance: The Epic Tough hero ignores an amount of 0old damage e8ual to twice his 0onstitution modifier. This number overlaps -does not stac$. with the tough hero talent or non permanent effects. Prerequisites: 0old ?esistance, any 2 tough hero talent, 0on *6). Epic Eart+ Resistance: The Epic Tough hero ignores an amount of Earth damage e8ual to twice his 0onstitution modifier. This number overlaps -does not stac$. with the tough hero talent or non permanent effects. Prerequisites: Earth ?esistance, any 2 tough hero talent, 0on *6). Epic Electricit/ Resistance: The Epic Tough hero ignores an amount of Electricity damage e8ual to twice his 0onstitution modifier. This number overlaps -does not stac$. with the tough hero talent or non permanent effects.
Prerequisites: Electricity ?esistance, any 2 tough hero talent, 0on *6). Epic -ire Resistance: The Epic Tough hero ignores an amount of "ire damage e8ual to twice his 0onstitution modifier. This number overlaps -does not stac$. with the tough hero talent or non permanent effects. Prerequisites: "ire ?esistance, any 2 tough hero talent, 0on *6). Epic S$nic7C$ncussi$n Resistance: The Epic Tough hero ignores an amount of #onic or 0oncussion damage e8ual to twice his 0onstitution modifier. This number overlaps -does not stac$. with the tough hero talent or non permanent effects. Prerequisites: #onic@0oncussion ?esistance, any 2 tough hero talent, 0on *6). Epic *ater Resistance: The Epic Tough hero ignores an amount of !ater damage e8ual to twice his 0onstitution modifier. This number overlaps -does not stac$. with the tough hero talent or non permanent effects. Prerequisites: !ater ?esistance, any 2 tough hero talent, 0on *6). Epic *in! Resistance: The Epic Tough hero ignores an amount of !ind damage e8ual to twice his 0onstitution modifier. This number overlaps -does not stac$. with the tough hero talent or non permanent effects. Prerequisites: !ind ?esistance, any 2 tough hero talent, 0on *6). Epic T$u.+ness Talent Tree %s his name indicates, the Epic Tough hero is ama;ingly tough. /e will most li$ely recover from any in9ury in no time. Epic T$u.+ness: The Epic Tough hero becomes especially robust, gaining a number of hit points e8ual to his Epic Tough level times three as soon as he selects this talent. Thereafter, the hero gains )1 hit point with each level of Epic Tough he gains. Prerequisites: ?obust, any 2 tough talent. Epic Sec$n! *in!: The Epic Tough hero can spend an action point to obtain a 8uic$ recovery. Once this talent is activated, the Epic hero will recover a number of hit points e8ual to twice his 0onstitution modifier. The Tough /ero may not e(ceed his ma(imum hit points by this mean. Prerequisites: ?obust, any 2 tough talent, Epic Toughness. Epic Sec$n! C+ance: The Epic Tough hero can spend an action point to gain a e(tra 0ha$ra, as with #econd 0hance. Once this talent is activated, the Epic hero will recover a number of 0ha$ra point e8ual to twice his 0onstitution modifier. The Tough /ero may not e(ceed his ma(imum 0ha$ra 'ool by this mean. Prerequisites: ?obust, any 2 tough talent, Epic Toughness, Epic #econd !ind. Epic Sta0ina: The Epic Tough hero ability to recover from the brin$ of death is truly ama;ing. The epic hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awa$ens in one third the normal time after being $noc$ed unconscious. Prerequisites: ?obust, any 2 tough talent, Epic Toughness. Epic #$nus -eats %t 2nd, 2th, 4th, 6th, and *0th level, the Epic Tough hero gains a bonus epic feat. The character may either pic$ a bonus epic feat or chose from the Tough /ero bonus feat list. %rmor #$in, +amage ?eduction, +ire 0harge, Energy ?esistance, Epic 0ha$ra 'ool, Epic Endurance, Epic "ortitude, Epic ?eputation, Epic Tai9utsu %dept, Epic Toughness,
&e%el **th *2th *1th *2th *3th *4th *5th *6th *7th 20th
Class A2ilit/ Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat
Class -eatures The following features pertain to the #mart /ero epic class.
Epic Talent %t *st, 1rd, 3th, 5th, and 7th level, the #mart hero selects a talent from the following talent trees. #ome trees have a set order that must be followed, while others provide a list to choose from. %s long as the hero 8ualifies, he can select freely from any and all talent trees. <o talent can be selected more than once unless e(pressly indicated. Epic Researc+ Talent Tree &e it languages or science, none can best the Epic #mart hero. Epic Sa%ant: The Epic #mart hero, upon selecting this talent, gains a )3 bonus to any s$ill for which he has selected the #avant smart hero talent. This talent may be selected more than once, and each time it applies to a different s$ill. Prerequisites: #avant, Linguist, any 1 smart hero talent. P$l/.l$t: The Epic #mart hero can spea$ any and every language. If he is literate, he may also read and write in any language with an alphabet. Prerequisites: #avant, Linguist, any 1 smart hero talent. Epic Strate./ Talent Tree %s a cunning strategist, the Epic #mart hero is completely at ease ma$ing plans on the fly. Epic Plan: This talent of the Epic hero wor$s in the e(act same way as the 'lan talent of the smart hero. The results obtained are simply doubled. %n epic plan never really fails, and re8uires one minute to complete.
C+ec Result #$nus 7 or lower )* *0 *2 )2 *3 22 )2 23 or higher )4
Prerequisites: 'lan, any 2 smart hero talent, * talent from the Epic ?esearch Talent Tree. Cann/ Tactics: Bpon selecting this talent, the Epic #mart hero may decide to apply his Intelligence modifier instead of #trength to attac$ rolls or +e(terity modifier to defense. % situation that would normally deny the character,s de(terity denies the hero use of this ability. Prerequisites: 'lan, any 2 smart hero talent, * talent from the Epic ?esearch Talent Tree, Epic 'lan. Greater Cann/ Tactics: The Epic #mart hero, with this talent, applies his Intelligence modifier in addition to both his #trength modifier for attac$ rolls, and +e(terity modifier to defense. % situation that would normally deny the character,s de(terity denies the hero use of this ability. Prerequisites: 'lan, any 2 smart hero talent, * talent from the Epic ?esearch Talent Tree, Epic 'lan, 0anny Tactics. Epic #$nus -eats %t 2nd, 2th, 4th, 6th, and *0th level, the Epic #mart hero gains a bonus epic feat. The character may either pic$ a bonus epic feat or chose from the #mart /ero bonus feat list. +istant #hot, Elemental #peciali;ation, Epic <in9utsu %dept, Epic ?eputation, Epic !ill, :reat Intelligence, Trap #ense.
&e%el **th *2th *1th *2th *3th *4th *5th *6th *7th 20th
Class A2ilit/ Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat
Class -eatures The following features pertain to the +edicated /ero epic class. Epic Talent
%t *st, 1rd, 3th, 5th, and 7th level, the +edicated hero selects a talent from the following talent trees. #ome trees have a set order that must be followed, while others provide a list to choose from. %s long as the hero 8ualifies, he can select freely from any and all talent trees. <o talent can be selected more than once unless e(pressly indicated. Epic E0pat+/ Talent Tree The human heart holds very little secret to the Epic +edicated hero. Epic Ai! An$t+er: The Epic +edicated heroEs bonus on attempts to aid another increases by )1 on a successful aid another chec$. This talent can be selected multiple times, each time increasing the bonus by )1. Prerequisites: %id %nother, any 2 dedicated hero talent. Epic E0pat+/: &y spending a full minute studying a creature, the Epic +edicated hero is able to detect its surface thoughts by succeeding a #ense Aotive chec$ -+0 13. with a bonus e8ual to his Epic +edicated level. This also grants the hero a )2 insight bonus to attac$ rolls, s$ill chec$s and defense against that creature for one minute afterward. Prerequisites: !is *7), Empathy, any 2 dedicated hero talent, Epic %id %nother Epic Healin. Talent Tree The Epic +edicated hero,s way with healing surpass all. Epic Healin. :nac : The epic hero has a $nac$ for the healing arts, so much that it,s almost magical. The hero receives a )2 bonus on all Treat In9ury s$ill chec$s. This talent may be selected more than onceF its effects stac$. Prerequisites: /ealing >nac$, /ealing Touch *, /ealing Touch 2, any 2 dedicated hero talent. Epic Healin. T$uc+ ': The Epic +edicated hero is able to restore greater amount of health using a medical $it, or performing a surgery. The amount of hit point recovered increases by *d2. Prerequisites: /ealing >nac$, /ealing Touch *, /ealing Touch 2, any 2 dedicated hero talent, Epic /ealing >nac$. Epic Healin. T$uc+ 2: The Epic +edicated hero,s ability to heal damage increases even further. /e heals an additional *d2 point of damage when performing a surgery or with a medical $it. This ability stac$s with any previous increase the hero may have had. Prerequisites: /ealing >nac$, /ealing Touch *, /ealing Touch 2, any 2 dedicated hero talent, Epic /ealing >nac$, Epic /ealing Touch *. Epic Insi.+t Talent Tree The Epic +edicated /ero,s ability of insight is ta$en to epic e(tent. Epic S ill E0p+asis: !hen the Epic hero selects this talent, he choses a single s$ill and receives a )3 bonus on all chec$s with that s$ill. This bonus does not allow the epic hero to ma$e chec$s for a trained only s$ill if he has no ran$s in the s$ill. This talent may be selected more than onceF its effects stac$. Prerequisites: #$ill Emphasis, any 2 dedicated hero talent, !is *6). Epic -ait+: The Epic hero,s faith drives him to achieve greater heights. !henever the Epic +edicated hero spends an action point to alter a roll to which he apply his wisdom
modifier, he may add an additional die to the result. Prerequisites: #$ill Emphasis, "aith, any 1 dedicated hero talent, !is *6), Epic #$ill Emphasis. Epic C$0p$sure: !ith +edicated hero,s s$ill previously selected with the 0ool Bnder 'ressure dedicated hero talent, he may now ta$e 20 even when distracted or under pressure. If the character cannot ta$e 20 with a s$ill, he still may not do so with this ability. Prerequisites: #$ill Emphasis, either "aith or %ware, any 1 dedicated hero talent, !is *6), Epic #$ill Emphasis, Epic "aith. Epic #$nus -eats %t 2nd, 2th, 4th, 6th, and *0th level, the Epic +edicated hero gains a bonus epic feat. The character may either pic$ a bonus epic feat or chose from the +edicated /ero bonus feat list. 0ombat %rchery, +istant #hot, Elemental #peciali;ation, Epic "ortitude, Epic /armony, Epic ?eputation, Epic !ill, Epic !eapon "ocus, :reat !isdom, Instant ?eload, Legendary Trac$er, Trap #ense.
&e%el **th *2th *1th *2th *3th *4th *5th *6th *7th 20th
Class A2ilit/ Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat Epic talent Epic bonus feat
Class -eatures The following features pertain to the 0harismatic /ero epic class. Epic Talent %t *st, 1rd, 3th, 5th, and 7th level, the 0harismatic hero selects a talent from the following talent trees. #ome trees have a set order that must be followed, while others provide a list to choose from. %s long as the hero 8ualifies, he can select freely from any and all talent trees. <o talent can be selected more than once unless e(pressly indicated. Epic -ast)tal Talent Tree The Epic 0harismatic hero,s innate ability with words and mannerism. Epic -ast)tal : The Epic 0harismatic hero has an uncanny ability to con and deceive, and is very at ease in situations where the odds are against him. !ith this talent, he applies his Epic 0harismatic level as a competence bonus on any &luff, +iplomacy, or :amble chec$s the hero ma$es while attempting to lie, cheat, or otherwise bend the truth. This bonus stac$s with the "ast tal$ charismatic hero talent. Prerequisites: 0ha *6), "ast tal$, +a;;le, Taunt, any 2 charismatic hero talent. Epic #arter: &y spending an action point to activate this ability, the /ero is able to reduce the purchase +0 of an item by * point per Epic 0harismatic /ero level -minimum *.. Prerequisites: 0ha 2*), "ast tal$, +a;;le, Taunt, any 2 charismatic hero talent. Epic Da<<le: The Epic 0harismatic hero has the ability to da;;le a target through sheer force of personality, a winning smile, and fast tal$ing. The target must have an Intelligence score of 1 or higher to be susceptible to a da;;le attempt, must be within 10 feet of the hero, and must be able to see, hear, and understand the hero. To da;;le a target, the hero must use an attac$ action and ma$e a 0harisma chec$ -+0 23., adding his Epic 0harismatic levels and 0harismatic hero levels as a bonus. If the 0harisma chec$ succeeds, the target can try to resist. The target resists the da;;le attempt by ma$ing a !ill saving throw -+0 *0 ) 0harismatic heroEs class level ) Epic 0harismatic hero,s class level ) 0ha bonus.. If the save fails, the target receives a G1 penalty on attac$ rolls, ability chec$s, s$ill chec$s, and saving throws for a number of rounds e8ual to the characterEs total 0harismatic levels. This talent can be selected multiple times, each time worsening the da;;led penalty by G1. This is a Aind %ffecting effect.
Prerequisites: 0ha *7), "ast tal$, +a;;le, Taunt, any 2 charismatic hero talent, Epic "ast tal$. Surren!er=: The Epic 0harismatic /ero may inflict significant moral drop upon his foes. The targets may have an Intelligence score of 1 or higher, be sub9ect to mind affecting effects and be within 30 feet of the /ero. !hen this talent is activated, the character rolls a 0harisma chec$ with a bonus e8ual to his Epic 0harismatic /ero levelF the number of /it +ice of creature affect depends solely on the result of the chec$.
Nu02er C+ec Result $" HDs *3 or lower 6 *4 21 *2 22 10 *4 1* or higher 2*
The /ero may target any number of creature providing the number of hit dice targeted covers it. The target creature must then ma$e a !ill save -+0 *0 ) Epic 0harismatic /ero,s level ) his 0harisma modifier. or suffer a 4 moral penalty to attac$ and damage rolls and s$ill chec$s. The effects of this talent last for 2d4)2 rounds. This talent re8uires an action point to activate. Prerequisites: "ast tal$, +a;;le, Taunt, any 2 charismatic hero talent, Epic "ast tal$. Epic Taunt: !ith a successful bluff chec$ -+0 *0 ) target,s total /+. with a bonus e8ual to his Epic 0harismatic hero level, the /ero is able to deny the target its ne(t turn and causes it to be flat footed unless it succeeds a !ill save -+0 *0 ) total 0harismatic level ) 0ha modifier.. This mind affecting effect does not affect creature with an intelligence of 1 or lower. % creature cannot be taunted more than once per minute -*0 rounds.. Prerequisites: 0ha 20), "ast tal$, +a;;le, Taunt, any 2 charismatic hero talent, Epic "ast tal$, Epic +a;;le. Epic &ea!ers+ip Talent Tree %s the Epic hero,s reputation has grown, he also ac8uired respect. This respect allow him to recruit fanatics to help him in time of need. C$+$rt: The Epic 0harismatic hero,s renown has grown and he is now $nown throughout the land. /e may recruit up to * cohort per 1 Epic 0harismatic level. ?egardless of his reputation, the cohort,s level can not be higher than the 0harismatic,s level minus *0. The cohorts do not count to determine party e(perience, and gain e(perience half as fast as the hero does. % slain cohort may be replaced. Prerequisites: ?eputation 6), 0ha 20), 0oordinate, Inspiration, :reater Inspiration, any 2 charismatic talent. 4$ti%ate=: !ith either smooth tal$ing or sheer force of personality, the hero is able to motivate his 0ohorts to improve their performance further. &y spending an action point to activate his talent, the hero may grant any cohort within 30 feet a )2 bonus to attac$ rolls, s$ill chec$s and saving throws, in addition to an immunity to fear effects. Prerequisites: 0oordinate, Inspiration, :reater Inspiration, any 2 charismatic talent, 0ohort. Epic Inspirati$n: The hero,s ability to inspire an ally reaches epic proportion with this talent. %n ally must listen to and observe the 0harismatic hero for a full round for the greater inspiration to ta$e hold, and the hero must ma$e a 0harisma chec$ -+0 *3.. The
effect lasts for a number of rounds e8ual to the heroEs 0harisma modifier. %n inspired ally gains an additional )1 morale bonus on saving throws, attac$ rolls, and damage rolls, which stac$s with the bonus from inspiration and greater inspiration for a total of a )4 morale bonus. % 0harismatic hero canEt inspire him or herself. The hero can inspire a number of allies e8ual to one half his total 0harismatic level, rounded down -to a minimum of five ally.. 0ohorts are not affected. Prerequisites: 0oordinate, Inspiration, :reater Inspiration, any 2 charismatic talent, 0ohort, AotivateH. Epic #$nus -eats %t 2nd, 2th, 4th, 6th, and *0th level, the Epic 0harismatic hero gains a bonus epic feat. The character may either pic$ a bonus epic feat or chose from the 0harismatic /ero bonus feat list. +istant #hot, Elemental #peciali;ation, Epic "ortitude, Epic :en9utsu %dept, Epic 'rowess, Epic ?eputation, Epic ?efle(, Epic !ill, :reat 0harisma, Instant ?eload, #uperior Initiative.
Epic S ills
This section details the epic use of some otherwise mundane s$ills. Cra"t >C+e0ical? >Int? @Epic UseA &eyond normal poison, the character,s ability to craft epic level poison is a devastating advantage that can easily turn the tide of battle in his favor.
Na0e T/pe Sa%e Initial Da0a.e Sec$n!ar/ Purc+ase 4aterial Cra"t Ti0e ResB DC Da0a.e DC C$st DC Envy Inhaled 10 *d4 0on 2d4 0on 15 12 30 4 hr. )2 -Ill. :luttony Ingested 12 1d4 #tr *0d4 hp 20 10 33 22 hr. )2 -Ill. :reed 0ontact 27 2d4 Int 2d4 !is 13 25 21 *0 hr. )1 -Ail. Lust Ingested 25 2d4 0ha 2d4 0ha 11 2* 20 6 hr. )1 -Ail. 'ride In9ury 26 *d4 #tr, *d4 2d4 +e(, 2d4 16 13 23 *0 hr. )2 -Ill. 0on !is #loth 0ontact 11 1d4 #tr 1d4 +e( 16 12 30 *4 hr. )2 -Ill. !rath In9ury 25 2d4 #tr *d4 0on 15 27 20 6 hr. )1 -Ail. 'urity 0ontact 27 2d4 0ha 2d4 0ha 12 26 13 4 hr. )1 -Ail. Aidnight Iapor Inhaled 24 Bnconsciousness Bnconsciousness 10 23 12 4 hr. )2 -?es. 2d2 hours 2d4 hours #oul #leep Inhaled 25 Bnconsciousness J 20 12 34 12 hr. )2 -Ill. 4d6 hours #ting of the In9ury 12 2d4 0on, 2d4 0onK 23 14 32 *20 )2 -Ill. #corpionKK "atigue 1 days hr.
See Craft Epic Poisons feat for detai s!
K #econdary damage of this poison only happens after 1 days, rather than * minute. The difficulty of any chec$ made to remove the poison or aid the victim by any means -such as a techni8ue or the Treat In9ury s$ill. increases by *3. KK This poison can be crafted without the proper instructions, but at a 20 penalty.
Sting of the Scorpion: !hen poisoned, the victim cannot heal ability damage and will remain fatigued until it suffers secondary damage or is cured. Cra"t >4ec+anical? >Int? @Epic UseA This s$ill grants the character unparallel command of your craftsmanship, enough to distinguish him from his peers. C+ec >En+ance0ent Seal Sl$ts?: The character can add enhancement seal slots to weapon and armor that can bear epic and legendary seals, and even add e(tra seal slots to e8uipment that normally could not support any more.
En+ance0ent Seal Sl$t Epic #eal #lot Legendary #eal #lot E(tra Ainor #eal #lot E(tra #uperior #eal #lot E(tra :reater #eal #lot Cra"t DC 23 33 23 40 53 C+a ra 20 60 23 13 23 Ti0e 26 hr. 52 hr. *2 hr. 22 hr. 52 hr.
Epic an! &e.en!ar/ Seal Sl$ts: The character can decide to apply an epic or legendary seal slot to a piece of armor or weapon in place of a minor, advanced or greater seal slot. E3tra Sl$ts: %n armor or weapon can only have a single e(tra slot, no matter what type it is. % weapon with an e(tra slot is considered an epic weapon for the purpose of overcoming damage reduction. Retr/C: % failed chec$ permanently eliminates the seal slot on the weapon or armor. %nother chec$ can be attempted on the same piece if it can hold other seal slots. Special: % character without an inscriber,s $it ta$es a 2 penalty on 0raft chec$s to craft enhancement seal slots. C+ec >Cra"t Epic Puppet C$0p$nent?: % puppet component with a difficulty of # class is e(tremely difficult to craft and re8uires the 0raft 'uppets feat. The component has a 0raft difficulty e8ual to its purchase +0 plus *0, a material cost e8ual to the purchase +0 minus 2, and ta$es 2 hours per 3 points of the material cost. C+ec >Epic 4$!i"icati$ns?: The craftsman can can modify his puppets in such a way they anyone who sees them will recogni;e them as his wor$, not only because of his e(cellent craftsmanship, but because few, if any, can approach his level of s$ill.
4$!i"icati$n %dd body slotD Optimi;e de(terityD Optimi;e hardnessD Optimi;e resilienceD Optimi;e strengthD Purc+ase DC 23 13 20 20 13 Cra"t DC 53 33 43 43 33 Ti0e 52 hr. 22 hr. 26 hr. 26 hr. 22 hr.
L #ee item description for details. A!! #$!/ Sl$ts: The puppet core gains a body slot in any category -head, chest or limb.. Opti0i<e De3tertit/: The puppet core,s +e(terity modifier or +e(terity score improves by 2, but its #trength score decreases by 2. This does not stac$ with the improve de(terity modification. Opti0i<e Har!ness: The puppet core,s hardness improves by 2, but its bonus hit points decrease by *0 -minimum 0.. This does not stac$ with the improve hardness
modification. Opti0i<e Resilience: The puppet core,s bonus hit points increases by *0, but its hardness decreases by 2 -minimum 0.. This does not stac$ with the improve resilience modification. Opti0i<e Stren.t+: The puppet core,s #trength score improves by 2, but its +e(terity modifier or +e(terity score decreases by 2. This does not stac$ with the improve strength modification. :n$Ele!.e >Int? @AllA Trained Only. #ame as the conventional >nowledge s$ill, e(cept for a new topicM <in9a Lore. <in9a LoreM Ta$ing $nowledge to the e(treme, the character is able to increase his chances to learn a techni8ue. S/ner./: % character with 23 or more ran$s in >nowledge -nin9a lore. gains a )* bonus on his Learn chec$ to learn a new techni8ue. Every 3 ran$s afterwards increase this bonus by )*. Sur%i%al @Epic UseA "rained #n $! %equires Trac$! % s$illed user of the #urvival s$ill can trac$ even the most difficult prey and, sometimes, even teleporting creatures. %lthough teleporting creatures leave no obvious physical trace, the travel still leaves a noticeable trace to the trained eye. C+ec >Trac in. a Telep$rtin. Creature?: The chec$ is made li$e any normal #urvival chec$, but the trail can only be pic$ed up at the point of departure and arrival of the teleport movement. !hen trac$ing a teleporting creature, obstacles can 8uic$ly become an issue, which serves to increase the difficulty significantly. In addition to the surface area the creature is being trac$ed on, the amount of obstacles becomes a factor. This determines the base difficulty of the chec$.
O2stacles ?are "ew "re8uent Iery fre8uent Trac DC 20 23 30 40
Rare: %ny area where there is only the rare tree, boulder or stream in the way. -eE: %ny area with slightly more fre8uent obstacles to detract the trac$er, such as bushes or similarly small obstacles. -re,uent: %n area with fre8uent obstacles is a sparse forest or thic$et but that does not impede movement. Ver/ "re,uent: %ny area where movement may be impeded, such as bamboo forest or a settlement. #ome conditions may also affect the difficulty of the chec$, but some do not. "or e(ample, si;e provides no modifier to the difficulty when trac$ing a teleporting creature, and neither does trac$ing a group of teleporting creature. "urthermore, a teleporting creature cannot hide its trail.
DC C$n!iti$n 4$!i"ier Every hour since the trail was madeL )* Every hour of rain since the trail was madeL )1
& "hese 'odifiers stack!
Epic -eats
Only epic characters and epic creatures can have epic feats. Aany epic classes offer epic feats as bonus feats.
Ar0$r S in @EpicA
#ene"it: The character gains a )2 natural armor bonus to +efense, or his e(isting natural armor bonus increases by 2. This feat does not stac$ with any natural armor bonus granted by non permanent techni8ues effect. Special: % character can gain this feat multiple times. Its effects stac$.
s$ill for details on epic poisons. N$r0al: % character cannot normally craft epic poisons.
Special: Dou can select this feat multiple times, its effects stac$.
#ene"it: Dou gain a )2 bonus to attac$ rolls with a weapon you have applied the !eapon "ocus feat and !eapon #peciali;ation class feature to. Special: % character may select this feat multiple times. Each time, it apples to another weapon.
Special: This feat may be ta$en up to 3 times. Each time, the potency of the #trength ran$ ability increases by * -ma(imum #trength ran$ 3..
#ene"it: The character can use the trac$ feat and move at his normal speed or twice his normal speed without ta$ing a penalty. N$r0al: To move at normal speed while trac$ing implies a 3 penalty to his #urvival chec$. Aoving at twice the character,s speed implies a 20 penalty.
Special Fualities: I''unities: % living puppet is immune to ability damage, ability drain, poison, sleep effects, paralysis, disease, nausea, fatigue, e(haustion, and energy drain. It is also not sub9ect to nonlethal damage dealt from a physical source -ie, by means of an unarmed attac$. and fatigue caused by running for e(tended periods of time. *nnatura Sta'ina: The Living 'uppet can also fight and perform relatively normally below 0 hit pointsF it is not unconscious but suffers a 2 penalty to ability chec$s, s$ill chec$s, attac$ rolls and defense. !hen it reaches *0 hit points, its body is destroyed beyond repair and it dies. The living puppet does not lose hit points normally when it has fewer than 0 hit points. +ife ess: The Living 'uppet cannot recover hit points or cha$ra points while resting. It needs not sleep, eat or drin$, though it can if it so desires, and may still gain benefits from them -soldier pills and other variant, for e(ample., and must be repaired manually -see below.. The living puppet suffers no penalty for aging, but still retains what previous penalty it had in life. &ecause of the seals used in the transformation, the living puppet regains cha$ra at the rate of one tenth of its cha$ra pool and 2 cha$ra reserve per hour, doubled by the 0ha$ra ?estoration feat, regardless of the activities if performs. "urthermore, the Living 'uppet cannot be healed by means such as the Treat In9uries s$ill and is completely unaffected by all Aedical techni8ues. ,ortification: The living puppet has a 23C chance everytime it is hit by a critical hit or snea$ attac$ to treat it as a normal attac$. Though the living puppet does not gain benefits from armor, its natural armor can be improved in other ways. The living puppet,s armored body can be given the 'astercraft 8uality even after being crafted. -#ee rules for mastercraft items. %epaira- e: The living puppet cannot heal damage on its own but can be repaired using the ?epair s$ill. % successful ?epair chec$ -+0 20. heals *d*0 points of damage to the living puppet, and each chec$ represents * hour of wor$. The chec$ can be made by the living puppet himself, but at a 2 penalty. /owever, by spending 2 points of cha$ra, the living puppet can recover *d4 hit points. This process ta$es *0 minutes and can be performed while being repaired, but not while repairing one,s self. Co'ponents: %s per normal puppets, components may be added and removed from the living puppet,s body following the amount of !eapon and Btility points he crafted into himself. #uch components are not duplicated by techni8ue that creates a physical replication, such as Kage Bunshin no Jutsu, unless they are purely mechanical. Alle.iances: #ame as the base creature. A2ilit/ Sc$res: #ame as the base creature, but living puppets have no constitution score. S ills: Living 'uppets spea$, read, and write the languages they $new in life. A!%ance0ent: &y character class. &e%el A!6ust0ent: )*. C+allen.e Ratin.: )*.
4aestr$ @EpicA
Prere,uisites: Int *7, Aultipuppet "ighting, %dvanced 'uppetry II class ability.
#ene"it: !hen animating multiple puppets, you are able to ignore the limit imposed by your character level as long as no puppets have more hit dice than your character level minus 3. #ome techni8ue or abilities may interact differently with the puppeteer abilities.
specific creatures or character.. If the chosen enemy is a specific creature, meaning a creature with a name and an identity, the summon has intimate $nowledge of the creature on the same level as the summoner,s. It will retain that $nowledge until the summon e(pires and everytime it is summoned with this same purpose after that. / (eter'ined: The summoned creature gains a )* bonus to !ill saves against compulsion, enchantments, fear, phantasm, and sleep effects every summon level, and is able to remain conscious and perform normally when reduced below 0 hit points and dying. / Co'passion: The summoned creature will be summoned with the unyielding desire to aid and protect those wea$er than itself, or a creature it was summoned to protect. It gains the /arm,s !ay ability -as per Bndying #hinobi. and a )* bonus per 2 summon levels to +efense and saving throws when protecting creature with 3 or more /+ less than itself -half that, rounded down, if summoned to protect a single creature only.. / Herois' 0requires 3ood a egiance2: The summoned creature is made to radiate such a feeling of heroism that it becomes immune to fear effect, and grants all allies within 10 feet, as well as itself, a )* bonus to attac$ rolls and saving throws against fear every 1 summon levels -)* if it is a Elite, or )2 if it is a 'aragon.. Once per encounter, the summoned creature can let forth a rallying cry, and grant all allies within 10 feet a )* bonus to damage rolls per summon level to their ne(t attac$.
Epic 0lass 'rogressions %ny basic, advanced or prestige class with *0 levels can have an epic progression. Other classes with 1, 3 ot 5 levels cannot.
&e%el
Class A2ilit/
**th *2th *1th *2th *3th *4th *5th *6th *7th 20th
Epic bonus feat #nea$ attac$ )2d4 Epic bonus feat Increase speed -*3 feet. Epic bonus feat #nea$ attac$ )3d4 Epic bonus feat Increase speed -20 feet. Epic bonus feat #nea$ attac$ )4d4
Class -eatures The following features pertain to the <in9a #cout epic class.
Snea Attac %t *2th level and every 2 level afterwards, the Epic <in9a #cout gains a snea$ attac$ die. Epic #$nus -eats %t **th, *1th, *3th, *5th, and *7th level, the Epic <in9a #cout gains a bonus epic feat. The character may either pic$ a bonus epic feat or chose from the <in9a #cout bonus feat list. +e(trous "ortitude, +e(trous !ill, +istant #hot, Epic :en9utsu %dept, Epic /armony, Epic <in9utsu %dept, Epic ?eputation, Epic Tai9utsu %dept, Epic Techni8ue "ocus, #nea$ %ttac$ of Opportunity.
Epic Puppeteer
<othing is as deadly as a trap, and no one is more deadly than the epic puppeteer, a master of puppets, wal$ing traps filled with incredible cleverness. !hether it,s a long distance fight with puppets, or well crafted puppet armor, this master of puppets has it all. They are proficient in not only wielding deadly puppets, but wielding their puppet bodies as if they were a true e(tension of themselves. Their mind,s are always planning one step ahead of their foes, and they often prefer to supplement their puppets with poisons far more deadly than the average nin9a, so that even a scratch of the tiniest weapon is as lethal as the largest blade or strongest e(plosive. This class is only available to epic characters who have *0 levels in the 'uppeteer class. Class In"$r0ati$n The following information pertains to the 'uppeteer epic class. Hit Die The Epic 'uppeteer gains *d4 hit points per level. The 0onstitution modifier applies. Acti$n P$ints The Epic 'uppeteer gains a number of action points e8ual to 6 ) one half his character level, rounded down, everytime he attains a new level in this class. Class S ills The Epic 'uppeteer,s class s$ills are as follows. 0raft -mechanical. -Int., 0limb -#tr., 0oncentration -0on., +isable +evice -Int., +rive -+e(., Escape %rtist -+e(., /ide -+e(., >nowledge -nin9a lore, popular culture, streetwise. -Int., Listen -!is., <in9utsu -Int., 'ilot -+e(., 'rofession -!is., ?ead Language -<one., ?epair -Int., ?ide -+e(., #earch -Int., #pea$ Language -<one., #pot -!is.. S ill P$ints at Eac+ &e%el: 3 ) Int modifier.
TA#&E '()'1: EPIC PUPPETEER
&e%el
Class A2ilit/
**th *2th
Epic puppeteer s$ill Epic bonus feat Epic puppeteer s$ill Epic bonus feat Epic puppeteer s$ill Epic bonus feat Epic puppeteer s$ill Epic bonus feat
Class -eatures The following features pertain to the 'uppeteer epic class. Epic Puppeteer S ills The Epic 'uppeteer can chose from either the standard puppeteer s$ills from the advanced class, or the s$ills of epic puppetry shown below. Epic (efense 0requires Puppet (efense2: !ith this epic puppetry s$ill, the puppeteer grants a )2 dodge bonus to defense to its puppet as long as it remains within 10 feet. This bonus does not stac$ with the Puppet (efense s$ill and increases to )3 at *6th level, and )4 at 22th level. Epic , ight 0requires Puppet , ight2: The puppet,s maneuverability rating increases to .1erage and its speed becomes its normal speed. Epic 3rapp e: !ith this epic s$ill, the puppeteer gains a )2 bonus to grapple chec$s with his puppets. This bonus increases to )4 at *3th level, )5 at 20th level, and )6 at 23th level. Epic Puppet: !ith this s$ill, the puppeteer can control an additional *0 hit dice of puppet. <o puppet can have more hit dice than the puppeteer, and this does not stac$ with other similar puppeteer s$ills. Epic %ange: !ith this s$ill, the puppeteer negates the range penalty of his puppet by 20 feet. This bonus increases to 10 feet at 20th level. Epic Sneak .ttack 045d62 0%equires Sneak .ttack 045d62 puppeteer ski 2: !hen selecting this s$ill, the puppeteer,s snea$ attac$ increases by )*d4, bonus also shared by his puppets within 10 feet. The only snea$ attac$ bonus the puppet may benefit is one gained through this class and the puppeteer class. Epic #$nus -eats %t 2nd, 2th, 4th, 6th, and *0th level, the Epic 'uppeteer gains a bonus epic feat. The character may either pic$ a bonus epic feat or chose from the 'uppeteer bonus feat list -from the 'uppeteer #$ill,s &onus "eat s$ill list.. 0raft Epic 'oisons, Epic Aastercrafting, Epic <in9utsu %dept, Epic 'rowess, Epic ?eputation, Epic !ill, :reat Intelligence, Improved #nea$ %ttac$, Aaestro, #nea$ %ttac$ of Opportunity, #uperior Initiative.
&e%el
Class A2ilit/
**th *2th *1th *2th *3th *4th *5th *6th *7th 20th
+amage reduction 3@cha$ra Epic bonus feat #acred fist stance -2d4. Epic bonus feat J Epic bonus feat #acred fist stance -2d6. Epic bonus feat +amage reduction *0@cha$ra Epic bonus feat
Class -eatures The following features pertain to the #acred "ist epic class. Da0a.e Re!ucti$n %t **th level, and every 6 levels thereafter, the #acred "ist gains a damage reduction 3@cha$ra supernatural ability. %ll of the sacred fist,s unarmed attac$s, not only those made in the #acred "ist #tance, count as cha$ra enhanced to bypass damage reduction of the same type.
Sacre! -ist Stance This ability increases at *1th level and every 2 levels thereafter, up until level 2*st level, when it a ma(imum of 2d*0. Ti0eless #$!/ The epic #acred "ist is no longer sub9ect to aging penalties to ability scores, if he had any. Epic #$nus -eats %t *2th, *2th, *4th, *6th, and 20th level, the Epic #acred "ist gains a bonus epic feat. The character may either pic$ a bonus epic feat or chose from the #hinobi #wordsman bonus feat list. %rmor #$in, +ire 0harge, Energy ?esistance, Epic "ortitude, Epic 'rowess, Epic ?efle(es, Epic Tai9utsu %dept, Epic !ill, :reater #acred "lurry, #uperior Initiative.
Epic Sa0urai
The epic #amurai is a fierce, valorous combatant. /is aptitude as a warrior ma$e him a formidable force on any battlefield, but the abilities conferred to him by his samurai training go beyond that of a mere warrior. /is ability to easily wear the heaviest of armor, as well as his fierce offense and the arcane samurai combat techni8ues passed down to him, ensure the epic samurai can wear down and overcome almost any foe. Class In"$r0ati$n The following information pertains to the #amurai epic class. Hit Die The Epic #amurai gains *d*0 hit points per level. The 0onstitution modifier applies. Acti$n P$ints The Epic #amurai gains a number of action points e8ual to 6 ) one half his character level, rounded down, everytime he attains a new level in this class. Class S ills The Epic #amurai,s class s$ills are as follows. 0ha$ra 0ontrol -!is., 0limb -#tr., =ump -#tr., >nowledge -tactics. -Int., Aove #ilently -+e(., ?ead Language -<one., 'rofession -!is., ?ide -+e(., #leight of /ands -+e(., #pea$ Language -<one., #pot -!is., #wim -#tr., Tai9utsu -#tr. and Tumble -+e(.. S ill P$ints at Eac+ &e%el: 1 ) Int modifier.
TA#&E '()'': EPIC SA4URAI
&e%el
Class A2ilit/
:reater weapon focus Epic bonus feat %rmor adaptation Epic bonus feat
:reater weapon speciali;ation Epic bonus feat #upreme path mastery Epic bonus feat %rmor supremacy Epic bonus feat
Class -eatures The following features pertain to the #amurai epic class. Greater *eap$n -$cus %t **th level, the epic samurai gains greater proficiency with his chosen weapon, and the bonus granted by !eapon "ocus increases to )2. Ar0$r A!aptati$n The epic samurai reduces the armor chec$ penalty imposed by medium or heavy armor by 2 -minimum 0.. Greater *eap$n Speciali<ati$n %t *3th level, the epic samurai,s bonus damage with his chosen weapon increases to )2. Supre0e Pat+ 4aster/ %t *5th level and every 2 levels thereafter, the epic samurai gains a )* bonus to attac$ and weapon damage rolls with all the weapons of his chosen path. This bonus stac$s with the bonus provided by feats and abilities such as weapon focus and weapon speciali;ation, but overlaps the bonus provided by ?anged Aastery and Aelee Aastery. Ar0$r Supre0ac/ The epic samurai,s ma(imum +e(terity bonus when wearing medium or heavy armor increases by *. This ability only reduces the armor,s ability to affect the epic samurai,s +efense, and not his +e(terity modifier. Epic #$nus -eats %t 2nd, 2th, 4th, 6th, and *0th level, the Epic #amurai gains a bonus epic feat. The character may either pic$ a bonus epic feat or chose from the #amurai bonus feat list. %rmor #$in, +ire 0harge, Epic 0ha$ra 'ool, Epic Endurance, Epic "ortitude, Epic 'rowess, Epic Tai9utsu %dept, Epic Toughness, Epic !eapon "ocus, Epic !eapon #peciali;ation.
will be detected, 8uic$ refle(es and inhuman battle prowesses will ensure that the enemy will not get luc$y twiceJor ever again. Class In"$r0ati$n The following information pertains to the #hinobi #wordsman epic class. Hit Die The Epic #hinobi #wordsman gains *d*0 hit points per level. The 0onstitution modifier applies. Acti$n P$ints The Epic #hinobi #wordsman gains a number of action points e8ual to 6 ) one half his character level, rounded down, everytime he attains a new level in this class. Class S ills The Epic #hinobi #wordsman,s class s$ills are as follows. &alance -+e(., 0limb -#tr., 0oncentration -0on., +rive -+e(., /ide -+e(., =ump -#tr., >nowledge -nin9a lore, streetwise, tactics. -Int., Listen -!is., Aove #ilently -+e(., ?ead Language -<one., ?ide -+e(., #leight of /ands -+e(., #pea$ Language -<one., #pot -!is., #urvival -!is., #wim -#tr., Tai9utsu -#tr. and Tumble -+e(.. S ill P$ints at Eac+ &e%el: 1 ) Int modifier.
TA#&E '()'': EPIC SHINO#I S*ORDS4AN
&e%el
Class A2ilit/
**th *2th *1th *2th *3th *4th *5th *6th *7th 20th
/ide in plain sight Epic bonus feat #nea$ attac$ )1d4 Epic bonus feat J Epic bonus feat J Epic bonus feat #nea$ attac$ )2d4 Epic bonus feat
Class -eatures The following features pertain to the #hinobi #wordsman epic class. Hi!e in Plain Si.+t The epic shinobi swordsman can use the /ide s$ill even while being observed. %s long as he is within *0 feet of some sort of shadow, he can hide himself from view in the open without anything to actually hide behind. /e cannot, however, hide in his own shadow. Epic #$nus -eats %t 2nd, 2th, 4th, 6th, and *0th level, the Epic #hinobi #wordsman gains a bonus epic feat. The character may either pic$ a bonus epic feat or chose from the #hinobi #wordsman bonus feat list.
%rmor #$in, +ire 0harge, Energy ?esistance, Epic 0ha$ra 'ool, Epic Endurance, Epic "ortitude, Epic 'rowess, Epic Tai9utsu %dept, Epic Toughness, Epic !eapon "ocus, Epic !eapon #peciali;ation.
&e%el
Class A2ilit/
Epic tai9utsu mastery Epic bonus feat Epic tai9utsu mastery Bnarmed attac$ Epic tai9utsu mastery Epic bonus feat Epic tai9utsu mastery Bnarmed attac$ Epic tai9utsu mastery Epic &onus "eat
Class -eatures The following features pertain to the Tai9utsu Aaster epic class. Epic Tai6utsu 4aster/ %t **th level and every odd numbered level afterward, the epic Tai9utsu Aaster gains a tai9utsu mastery chosen below or from the Tai9utsu Aaster,s list of tai9utsu masteries. % mastery cannot be selected twice unless e(plicitely specified otherwise, and any specified
re8uirement must be met before the mastery can be selected. 3reater 7eapon 8aster$ 0requires 7eapon 8aster$2: The tai9utsu master is able to perform techni8ues with the %rmed descriptor while unarmed, and may perform techni8ues with the 'unch descriptor while wielding a $ama, nuncha$u or tonfa. 3reater Stance 8aster$ 0requires Stance 8aster$2: The epic tai9utsu master is able to combine the benefits of two stances at once. The two stances, perform time is e8ual to whichever stance,s is the highest -two stances re8uiring swift actions would have a perform TimeM * swift action, whereas two stances re8uiring a swift action and an attac$ action would have a TimeM * attac$ action.. #ome benefits from stances may not stac$, including effects that grant an additional attac$. Limitations from either stance still affect the character -such as the =igen ?yuu stance only allowing for a single attac$.. The cha$ra cost is paid for each stance, but halved as per stance mastery. 3reater 7eapon ,ocus 0*nar'ed2: The epic tai9utsu master gains an additional )* bonus to unarmed attac$ rolls from the weapon focus mastery -for a total of )2.. 3reater 7eapon Specia i9ation 0*nar'ed2 0%equires 3reater 7eapon ,ocus 0*nar'ed2 'aster$2: The epic tai9utsu master gains an additional )2 bonus to unarmed damage rolls from the weapon speciali;ation mastery -for a total of )2.. "rue E:pertise 0requires 7a$ of E:pertise and an$ epic "ai;utsu 8aster$2: The epic tai9utsu master uses his +e(terity modifier to damage rolls with his unarmed attac$s instead of his #trength modifier. Unar0e! Attac The epic Tai9utsu Aaster follows his unarmed attac$ progression even at epic level, up until *4th level.
&e%el S0all C+aracter *2th 2d4 *6th or higher 2d6 4e!iu0)si<e C+aracter 2d6 2d*0 &ar.e C+aracter 2d4 2d6
Epic #$nus -eats %t *2th, *4th and 20th level, the Epic Tai9utsu Aaster gains a bonus epic feat. The character may either pic$ a bonus epic feat or chose from the Tai9utsu Aaster bonus feat list. %rmor #$in, &linding #peed, +ire 0harge, Epic "ortitude, Epic 'rowess, Epic Tai9utsu %dept, Epic Toughness, Epic !eapon "ocus, Epic !eapon #peciali;ation, Improved 0ombat ?efle(es, #uperior Initiative.
Epic 4$nsters
This section contains anything a game master needs to create epic challenges and
&ase %ttac$ &onus -%.M Bse this column for aberrations, animals, constructs, elementals, giants, humanoids, oo;es, plants, and vermin. &ase %ttac$ &onus -&.M Bse this column for dragons, magical beasts, monstrous humanoids, and outsiders. &ase %ttac$ &onus -0.M Bse this column for fey and undead. C$l$ssalJ #ome elite opponents re8uire a larger si;e categories that other monsters, si;e represented by the new category P0olossal)P -see below.. These enormous monsters are far larger and much more powerful than 0olossal creatures.
Si<e Attac an! Grapple Hi!e Di0ensi$n *ei.+t -i.+tin. Reac+ cate.$r/ De"ense 0$!i"ier 0$!i"ier 0$!i"ier Space 0olossal) *2 )20 20 *26 ft. or 2,000,000 30 ft. by 20 ft. more lb. or more 30 ft.
!hen a creature,s si;e changes from 0olossal to 0olossal), its ability scores and natural armor change according to the table belowM
Ol! Si<e NeE Si<e Str De3 C$n Natural Ar0$r I0pr$%e0ent 0olossal 0olossal) )6 J )2 )4
The creature,s si;e determines many of its characteristics, including its natural attac$s and physical ability score. Bnless otherwise specified in the creature,s description, the :A will assign values as he deems appropriate. The table below follows standard progression for monsters of every type, at si;e 0olossal).
4$nster T/pe C$n 4ini0u0 E3tra Hit Sla0 HD P$ints %berration 30 3* *0 ** 12 11 42d6 J 1d4 %nimal 30 3* *0 ** 12 11 42d6 J 1d4 0onstruct 32 33 4 5 J 42d*0 *40 4d4 +ragon 32 33 4 5 12 13 54d*2 J 1d6 Elemental 32 31 4 5 12 11 42d6 J 4d4 "ey 30 3* 6 7 10 1* 42d4 J 1d4 :iant 32 33 4 5 12 13 42d6 J 1d4 /umanoid J J J J J J Aagical &east 30 3* *0 ** 12 11 42d*0 J 1d4 Aonstrous 30 3* 6 7 10 1* 42d6 J 1d4 /umanoid Oo;e 32 31 4 5 10 11 42d*0 30 4d4 Outsider 32 33 4 5 12 11 42d6 J 4d4 'lant 32 31 4 5 12 11 42d6 J 4d4 Bndead 32 31 4 5 J 42d*2 J 4d4 Iermin 30 3* 4 5 10 1* 42d6 J 1d4 Str De3 #ite ClaE G$re 4d6 4d4 1d4 4d6 4d4 1d6 1d6 J 4d4 1d6 4d4 4d4 1d4 4d4 4d4 1d6 1d6 1d6 4d4 1d6 1d6 1d6 J 1d6 1d6 1d6 1d6 1d6 1d6 1d6 4d4 4d4 4d4 4d4 1d4 4d4 4d4 J 4d4 4d4 1d4 1d4 4d4 1d4 4d4
Attac s: The enlightened character,s hit dice and level still determine its attac$ bonus, but it gains a )* divine bonus to attac$ rolls per power ran$, and its natural attac$s overcome epic damage reduction. Sa%in. T+r$Es: The enlightened character gains a )* divine bonus to saving throws per power ran$. It does not automatically fail a saving throw on a natural roll of * if it has 4 or more power ran$s. A2ilities: The enlightened character gains a )2 divine bonus to one ability score each time it gains a power ran$. The bonus stac$s up to ten time on any single ability score -)20.. Often, characters with power ran$s begin with much higher ability scores than their more mundane peersF to this end, included below are two suggested ability score arrays to choose from in order to create an enlightened character. The first is the enlightened array, for characters of uncommon but not unmanageable strengthM *7, *5, *3, *2, *2, *2. The second array, the immortal array, is for characters of such power that it is unmatched or unthin$ably strongM 21, 20, *6, *3, *1, *2. The third and most powerful array, the legendary array, is for characters of godli$e powerM 26, 21, *6, *3, *3, *3. A.in.: !hile the character still ages, he does not receive the penalties that normally comes with old age. Each power ran$ increases the character,s ma(imum life span by 23C. If the character was already immortal before receiving a power ran$, he continue being so. I00unities: The character has the following immunitiesM ability damage, massive damage effects, stun, sleep, paralysis, death, compulsion and charm effects. If the enlightened character has 3 or more power ran$s, it gains an immunity to ability drain, disease, energy drain, and poison. Da0a.e Re!ucti$n: The enlightened character gains a damage reduction depending on the number of power ran$s it has, as shown on the table below.
P$Eer Ran s Enlightened -*. Immortal -2G3. Legendary -4G*0. :odli$e -**G*3. %scended -*4G20. Transcendent -2*). Da0a.e Re!ucti$n 3@epic *0@epic *3@epic 20@epic 23@epic 10@epic
Ele0ental Resistances: The enlightened character gains an energy resistance 3 to two of the following energy types, or energy resistance *0 to one of the following typesM cold, earth, electricity, fire, holy, negative energy, water and wind. The character can increase any e(isting energy resistance by 3, or gain energy resistance 3 to a new type per additional power ran$. Enli.+tene! A2ilitiesM The character has two powers, called a discipline, that he may chose when receiving this template, plus one per power ran$ after *. Senses: The enlightened character has e(tremely $een senses and gains * of the following twoM #ense 0ha$ra or +etect Emotions, as an active ability. The character also adds 30 feet to the range of his sense cha$ra per power ran$. B ock Sensing: %s an attac$ action, the enlightened character can remove himself from the senses of any non enlightened creatures. This ability only affects #ense 0ha$ra and +etect Emotions, and does not re8uire that the character conceals his cha$ra or emotions.
The ability lasts for as long as the enlightened character concentrates, plus *d2 rounds. Enli.+tene! Hal$: %s long as the enlightened character,s cha$ra pool is higher than *, it gains fast healing * per power ran$. P$Eer Aura: The enlightened character can gain up to two different power aura, as shown below. %ll effects of the aura are mind affecting, e(traordinary abilities. %ny creature with fewer or no power ran$s that enter the aura must ma$e a !ill save. %ny creature who ma$es a successful saving throw against the aura becomes immune to its effect for 22 hours. The enlightened character can decide at will who his aura will or won,t affect, as a free action. This renders them effectively immune until the enlightened character decicides otherwise. The aura e(tends around the character in a radius of 20 feet per power ran$s. The radius can be reduced or increased up to its ma(imum range as a free action by the character. It can be reduced so that only creatures that directly ma$e contact with the character are affected. The aura must be consciously used each round, and has a !ill save -+0 *0 ) 2 per power ran$ ) 0harisma modifier.. (a9e: %ffected creatures 9ust stare at the enlightened character in fascination. They can defend themselves normally but can ta$e no actions. Each round, they may attempt an additional save that will sha$e them out of their da;es, but not render them immune to the aura unless they succeed an additional save the other round. ,right: %ffected creatures become sha$en and suffer a G2 morale penalty on attac$ rolls, saves, and chec$s. The merest glance or gesture from the enlightened ma$es them cower, unless they succeed a second !ill save to avoid the cowering effect altogether, though they will remain sha$en. Pressure: %ffected creatures are completely overwhelmed by the enlightened character,s aura and feel as though it was weighing them down. They suffer a 2 penalty to attac$ rolls, s$ill chec$s and defense. %eso 1e: The enlightened characterEs allies receive a )* morale bonus on attac$ rolls, saves, and chec$s per power ran$s, while the character,s foes receive a G* morale penalty on attac$ rolls, saves, and chec$s every 2 power ran$s, ma(imum )3 and 3 -round down. The enlightened character does not gain the benefits of this aura.
Disciplines
!hen the character becomes enlightened, he gains access to various disciplines that serve only to further strengthen and speciali;e the character.
Acti$n Sur.e
Prere,uisite: 'ower ?an$ 2. #ene"it: The enlightened character, when spending an action point, increases the number of dice he can roll by *. "or e(ample, a *3th level enlightened character would roll 2d4 when determining the results of an action point.
Celerit/
Prere,uisite: 'ower ?an$ *, +e( *7. #ene"it: The character,s #peed ran$ e(traordinary improves by *. If he does not have the #peed ran$ ability, the character gains the #peed ran$ 2 e(traordinary ability. In addition,
if he can use either Shunpo or 8ugen Shunpo, his effective level increases by *3 when he uses them.
Detecti$n
Prere,uisite: 'ower ?an$ *, !is *7. #ene"it: The character,s #ense 0ha$ra range increases by 30 feet, and his #ense &loc$ing ability now lasts *d2)2 rounds.
Ele0ental D$0inance
Prere,uisite: 'ower ?an$ 1, Endurance, Elemental #pirit -element chosen., 0ha$ra 'ool 10. #ene"it: The character choses an element from the followingM Earth, "ire, Ice, Lightning, !ater and !ind. The character gains almost total dominance over the element in a 20 feet range per power ran$. The character also gains the ability to learn techni8ues whose element fall under his dominance at half the normal time. Earth: The character has dominance over the earth and can prevent it to rise or be affected within range, thus preventing the use of any (oton techni8ue using earth, sand, mud or roc$ unless the opposing party has the ability to ignore material components. /e can also create ob9ects out of earth as long as his 0ha$ra 'ool is at least 30C full. Earth dominance allows the character to ignore the material components of (oton techni8ue. ,ire: The character has total dominance over fire and can prevent any fire source or techni8ue to harm any number of target within his range. This effectively renders any Katon techni8ue useless, if he so wishes. /e can control fire in the sense that he can ma$e it increase in si;e one category or e(tinguish it as long as his 0ha$ra 'ool is at least 30C full. "ire dominance allows the character to ignore the material components of Katon techni8ue. IceM The character has total dominance over ice and cannot slip on it. /e gains the ability to reinforce it so that he can wal$ safely on a millimeter thin sheet of ice, or wea$en it so that a foot thic$ wall of ice crumbles with a mere wea$ punch, and prevent any snow or ice from moving in the area, rendering any H$outon techni8ues that use them useless unless the opposing party has the ability to ignore material components. Ice dominance allows the character to ignore the material components of H$outon techni8ue. +ightning: The character has total dominance over lightning and can prevent any lightning stri$e, electricity source or techni8ue to harm any number of target within his range. This effectively renders any %aiton techni8ue useless, if he so wishes. Lightning dominance allows the character to ignore the material components of %aiton techni8ue. 7ater: The character has complete control over water and can wal$ over any watery substance as though it was solid ground and prevent any Suiton techni8ue to be used within range unless the opposing party has the ability to ignore material components. /e can also create ob9ects out of water as long as his 0ha$ra 'ool is at least 30C full. !ater dominance allows the character to ignore the material components of Suiton techni8ue. 7ind: The character has total dominance over wind and can freely stop, manipulate or create any wind as though using a mastered Kuur$uusan no Jutsu freely, within range of this feat rather than the techni8ue. /e can also stop the usage of any ,uuton techni8ue that use wind, and use wind of *20 mph or higher to fly at half his base speed at a C u's$ maneuverability as long as his 0ha$ra 'ool is completely full. !ind dominance allows the character to ignore the material components of ,uuton techni8ue.
%ctivating a +ominance can only be done if the user is conscious and able to mentally perform normally -not da;ed, stunned or nauseated.. It can be done even when it is not the character,s turn. The character can only activate one +ominance per round. Special: The character can chose this discipline more than once, each time it applies to a new element. The :A is also free to deny the right to this +iscipline to any character wishing to ta$e it.
Ele0ental Spirit
Prere,uisite: 'ower ?an$ *, Int *7. #ene"it: The character choses an <in9utsu element from the followingM (oton, ,uuton, H$oton, Katon, %aiton and Suiton. !hen performing any of these techni8ues, the character deals an additional * point of damage per die and the techni8ue,s save +0 increases by *, and he gains a )3 enhancement bonus to his s$ill threshold as well as a )*0 bonus to the 'erform chec$. Special: The character can chose this discipline more than once, each time it applies to a new element.
En!urance
Prere,uisite: 'ower ?an$ *, 0on *7. #ene"it: The character gains a )*0 bonus to 0onstitution chec$s, 20 hit points, as well as increasing his 0ha$ra 'ool and +amage ?eduction as though he was * power ran$ higher than in reality.
Enli.+tene! Spirit
Prere,uisite: 'ower ?an$ 2, !is 2*. #ene"it: The enlightened character is able to use any s$ill untrained and may also ta$e *0 with any s$ill that allows for it, even in a stressful situation.
Illusi$nist
Prere,uisite: 'ower ?an$ *, 0ha *7. #ene"it: The enlightened character,s save +0 when using :en9utsu techni8ues increase by 2, and he may ta$e *0 even when threatened when performing any gen9utsu. /e also gains a )*0 bonus to identify and detect gen9utsu.
P$tence
Prere,uisite: 'ower ?an$ *, #tr *7. #ene"it: The character,s #trength ran$ e(traordinary improves by *. If he does not have the #trength ran$ ability, the character gains the #trength ran$ 2 e(traordinary ability. The character counts as though he was an additional si;e category larger when determining bonuses during grapples, bull rush, overrun or other such actions. In addition, the character,s carrying capacity increases as though he was one si;e category larger than he is in reality.
Pr$"icienc/
Prere,uisite: 'ower ?an$ *.
#ene"it: Bpon selecting this discipline, the enlightened character gains a )*0 divine bonus to any one s$ill that he has ran$s in. Special: The character can chose this discipline more than once, each time it applies to a different s$ill.
Su00$ner
Prere,uisite: 'ower ?an$ *. #ene"it: The enlightened character, when summoning a creature with the Kuchi$ose no Jutsu techni8ue or other similar techni8ue, counts as though he was 3 levels higher than in reality to determine the ma(imum hit dice and category of his summon.
Transp$rtati$n
Prere,uisite: 'ower ?an$ *, Int *7. #ene"it: !hen the character uses either Jigen *goku no Jutsu, or 8ugen *goku no Jutsu he does not provo$e an attac$ of opportunity and can do so using only half seals. In addition, he counts as though his actual level was *0 higher when using them.
Traps
!rom pits to arro" traps, falling bloc#s to "ater$filled rooms and anything else that depends on a mechanism to operate. A trap can be constructed by a character through successful use of the %raft &mechanical' s#ill &see (esigning a Trap, belo", and the s#ill description'. !orever have traps been been one of the most popular "ay to deal "ith most situations for most ninja. They can help one set an ambush, or delay and even totally obliterate the enemy faction. A trap typically is defined by its location and triggering conditions, ho" hard it is to spot before it goes off, ho" much damage it deals, and "hether or not the heroes receive a saving thro" to mitigate its effects. Traps that attac# "ith projectiles, s"eeping blades, and other types of "eaponry ma#e normal attac# rolls, "ith a specific attac# bonus dictated by the trap)s design. %reatures "ho succeed on a (% *+ earch chec# detect a simple trap before it is triggered. &A simple trap is a snare, a trap triggered by a trip"ire, or a large trap such as a pit'. %omplex traps are denoted by their triggering mechanisms and involve pressure plates, mechanisms lin#ed to doors, changes in "eight, disturbances in the air, vibrations, and other sorts of unusual triggers. Elements of a Trap All traps have the follo"ing elements: trigger, reset, earch (%, (isable (evice (%, attac# bonus &or saving thro" or onset delay', damage,effect, and %hallenge Rating. ome traps may also include optional elements, such as poison or a bypass. These characteristics are described belo". Trigger A trap)s trigger determines ho" it is sprung. Location: A location trigger springs a trap "hen someone stands in a particular s-uare. Pro imit!: This trigger activates the trap "hen a creature approaches "ithin a certain distance of it. A proximity trigger differs from a location trigger in that the creature need not be standing in a particular s-uare. %reatures that are flying can spring a trap "ith a proximity trigger but not one "ith a location trigger. .echanical proximity triggers are extremely sensitive to the slightest change in the air. This ma#es them useful only in places such as crypts, "here the air is unusually still. So"n#: This trigger springs a magic trap "hen it detects any sound. A sound trigger functions li#e an ear and has a /01 bonus on 2isten chec#s. A successful .ove ilently chec#, supernatural &or spell$li#e' silence, and other effects that "ould negate hearing defeat it. A trap "ith a sound trigger may re-uire the usage of a techni-ue during construction &specified in the description'.
To"c$: A touch trigger, "hich springs the trap "hen touched, is one of the simplest #inds of trigger to construct. This trigger may be physically attached to the part of the mechanism that deals the damage or it may not. Time#: This trigger periodically springs the trap after a certain duration has passed. Reset A reset element is the set of conditions under "hich a trap becomes ready to trigger again. No Reset: hort of completely rebuilding the trap, there)s no "ay to trigger it more than once. pell traps have no reset element. Repair: To get the trap functioning again, you must repair it. %an"al: Resetting the trap re-uires someone to move the parts bac# into place. This is the #ind of reset element most traps have. A"tomatic: The trap resets itself, either immediately or after a timed interval. Repairing an# Resetting Traps Repairing a trap re-uires a %raft &mechanical' chec# against a (% e-ual to the one for building it. The purchase (% for ra" materials is reduced by 1. To calculate ho" long it ta#es to fix a trap, use the same calculations you "ould for building it, but use the cost of the ra" materials re-uired instead of the actual price. Resetting a trap usually ta#es only a minute or so. !or a trap "ith a more difficult reset method, you should set the time and labor re-uired. &!pass 'Optional Element( 3f the builder of a trap "ants to be able to move past the trap after it is created or placed, it)s a good idea to build in a bypass mechanism 4something that temporarily disarms the trap. Loc): A loc# bypass re-uires a (isable (evice chec# &(% 5+' to open. Hi##en S*itc$: A hidden s"itch re-uires a earch chec# &(% *1' to locate. Hi##en Loc): A hidden loc# combines the features above, re-uiring a earch chec# &(% *1' to locate and a (isable (evice chec# &(% 5+' to open. Searc$ an# +isa,le +e-ice +Cs: The builder sets the earch and (isable (evice (%s for a trap. The base (% for both earch and (isable (evice chec#s is *+. Raising or lo"ering either of these (%s affects the base cost &Table: %ost .odifiers for Traps' and possibly the %R &Table: %R .odifiers for Traps'. Attac) &on"s.Sa-ing T$ro* +C A trap usually either ma#es an attac# roll or forces a saving thro" to avoid it. 6ccasionally a trap uses both of these options, or neither &see 7ever .iss'. Pits: These are holes &covered or not' that characters can fall into and ta#e damage. A pit needs no attac# roll, but a successful Reflex save &(% set by the builder' avoids it. 6ther save$dependent traps also fall into this category. Pits come in three basic varieties: uncovered, covered, and chasms. Pits and chasms can be defeated by judicious application of the %limb s#ill, the 8ump s#ill, or various other means. 9ncovered pits serve mainly to discourage intruders from going a certain "ay, although they cause much grief to characters "ho stumble into them in the dar#, and they can
greatly complicate a melee ta#ing place nearby. %overed pits are much more dangerous. They can be detected "ith a earch chec# &(% *+', but only if the character is ta#ing the time to carefully examine the area before "al#ing across it. A character "ho fails to detect a covered pit is still entitled to a Reflex save &(% *+' to avoid falling into it. :o"ever, if he "as running or moving rec#lessly at the time, he gets no saving thro" and falls automatically. Trap coverings can be as simple as piled refuse &stra", leaves, stic#s, garbage', a large rug, or an actual trapdoor concealed to appear as a normal part of the floor. uch a trapdoor usually s"ings open "hen enough "eight &usually about 1+ to ;+ pounds' is placed upon it. (evious trap builders sometimes design trapdoors so that they spring bac# shut after they open. The trapdoor might loc# once it)s bac# in place, leaving the stranded character "ell and truly trapped. 6pening such a trapdoor is just as difficult as opening a regular door &assuming the trapped character can reach it', and a trength chec# &(% 05' is needed to #eep a spring$loaded door open. Pit traps often have something nastier than just a hard floor at the bottom. A trap designer may put spi#es, monsters, or a pool of acid, lava, or even "ater at the bottom. pi#es at the bottom of a pit deal damage as daggers "ith a /0+ attac# bonus and a /0 bonus on damage for every 0+ feet of the fall &to a maximum bonus on damage of /1'. 3f the pit has multiple spi#es, a falling victim is attac#ed by 0d< of them. This damage is in addition to any damage from the fall itself. %reatures sometimes live in pits. Any creature that can fit into the pit might have been placed there by the trap)s designer, or might simply have fallen in and not been able to climb bac# out. A secondary trap at the bottom of a pit can be particularly deadly. Activated by a falling victim, the secondary trap attac#s the already injured character "hen she)s least ready for it. Range# Attac) Traps: These traps fling #unai, arro"s, spears, or the li#e at "hoever activated the trap. The builder sets the attac# bonus. A ranged attac# trap can be configured to simulate the effect of a bo" "ith a high strength rating "hich provides the trap "ith a bonus on damage e-ual to its strength rating. %elee Attac) Traps: These traps feature such obstacles as sharp blades that emerge from "alls and stone bloc#s that fall from ceilings. 6nce again, the builder sets the attac# bonus. +amage.Effect The effect of a trap is "hat happens to those "ho spring it. Pits: !alling into a pit deals 0d= points of damage per 0+ feet of depth. Range# Attac) Traps: These traps deal "hatever damage their ammunition normally "ould. 3f a trap is constructed "ith a high strength rating, it has a corresponding bonus on damage. %elee Attac) Traps: These traps deal the same damage as the melee "eapons they >"ield.? 3n the case of a falling stone bloc#, you can assign any amount of bludgeoning damage you li#e, but remember that "hoever resets the trap has to lift that stone bac# into place. A melee attac# trap can be constructed "ith a built$in bonus on damage rolls, just as if the trap itself had a high trength score. Special: ome traps have miscellaneous features that produce special effects, such as
dro"ning for a "ater trap or ability damage for poison. aving thro"s and damage depend on the poison or are set by the builder, as appropriate. %iscellaneo"s Trap /eat"res ome traps include optional features that can ma#e them considerably more deadly. The most common such features are discussed belo". 0as: With a gas trap, the danger is in the inhaled poison it delivers. Traps employing gas usually have the never miss and onset delay features &see belo"'. Li1"i#: Any trap that involves a danger of dro"ning is in this category. Traps employing li-uid usually have the never miss and onset delay features &see belo"'. %"ltiple Target: Traps "ith this feature can affect more than one character. Ne-er %iss: When the entire "all moves to crush you, your -uic# reflexes "on)t help, since the "all can)t possibly miss. A trap "ith this feature has neither an attac# bonus nor a saving thro" to avoid, but it does have an onset delay &see belo"'. .ost traps involving li-uid or gas are of the never miss variety. Onset +ela!: An onset delay is the amount of time bet"een "hen the trap is sprung and "hen it deals damage. A never miss trap al"ays has an onset delay. Poison: Traps that employ poison are deadlier than their nonpoisonous counterparts, so they have correspondingly higher %Rs. To determine the %R modifier for a given poison, consult Table: %R .odifiers for Traps. 6nly injury, contact, and inhaled poisons are suitable for traps@ ingested types are not. ome traps simply deal the poison)s damage. 6thers deal damage "ith ranged or melee attac#s as "ell. Pit Spi)es: Treat spi#es at the bottom of a pit as daggers, each "ith a /0+ attac# bonus. The damage bonus for each spi#e is /0 per 0+ feet of pit depth &to a maximum of /1'. Aach character "ho falls into the pit is attac#ed by 0d< spi#es. Pit spi#es do not add to the average damage of the trap &see Average (amage, belo"'. Pit &ottom: 3f something other than spi#es "aits at the bottom of a pit, it)s best to treat that as a separate trap &see .ultiple Traps, belo"' "ith a location trigger that activates on any significant impact, such as a falling character. To"c$ Attac): This feature applies to any trap that needs only a successful touch attac# &melee or ranged' to hit. Sample Traps The purchase (% listed for traps are mar#et prices. CR 2 Traps %inor 3"nai S$o*er Trap: %R 0@ location trigger@ no reset@ At# /B ranged &*d<, #unai' Note: 5+$ft. max range@ earch (% 01@ (isable (evice (% 0=. Purchase DC: *+. %inor Paper &om, Trap: %R 0@ proximity trigger@ no reset@ (% 01 Reflex save halves@ 01 ft. radius burst &*d= fire'@ onset delay &0 rounds'@ earch (% 0B@ (isable (evice (% 05. Purchase DC: 0C. CR4 Traps 3"nai S$o*er Trap: %R *@ location trigger@ no reset@ At# /0+ ranged &5d</*, #unai' Note: <+$ft. max range@ earch (% 0C@ (isable (evice (% 0B. Purchase DC: *5. CR 5 Traps
&am,oo Spi)e Pit Trap: %R 5@ location trigger@ repair reset@ (% *5 Reflex save avoids@ 0+ ft. deep &0d=, fall'@ pit spi#es &At# /0+ melee, 0d< spi#es per target for 0d=/0 each'@ earch (% *+@ (isable (evice (% *0. Purchase DC: *C. Paper &om, Trap: %R 5@ proximity trigger@ no reset@ (% 0; Reflex save halves@ *+ ft. radius burst &<d= fire'@ onset delay &0 rounds'@ earch (% 0C@ (isable (evice (% 01. Purchase DC: *+. 0reater 3"nai S$o*er Trap: %R 5@ location trigger@ no reset@ At# /05 ranged &<d</1, #unai' Note: 1+$ft. max range@ earch (% *+@ (isable (evice (% *0. Purchase DC: 5+. CR 6 Traps Perfect 3"nai S$o*er Trap: %R 1@ location trigger@ no reset@ At# /0= ranged &1d</0+, #unai' Note: =+$ft. max range@ earch (% **@ (isable (evice (% *5. Purchase DC: 5*. Roc)fall Trap: %R 1@ location trigger@ automatic reset@ hidden loc# bypass@ multiple targets &all target in a *+$foot radius'@ roc# falls &5d;/= bludgeoning'@ never miss@ onset delay &* rounds'@ ranged &5d</*, #unai' Note: <+$ft. max range@ earch (% *=@ (isable (evice (% *<. Purchase DC: 5B. CR 7 Traps +iamon# 8ire Trap: %R =@ location trigger@ manual reset@ loc# bypass@ At# /0= melee &<d;,x5, slashing'@ earch (% *0@ (isable (evice (% *1. Purchase DC: *C.
+esigning a trap %ec$anical Traps: imply select the elements you "ant the trap to have and add up the adjustments to the trap)s %hallenge Rating that those elements re-uire &see Table: %R .odifiers for .echanical Traps' to arrive at the trap)s final %R. !rom the %R you can derive the (% of the %raft &mechanical' chec#s a character must ma#e to construct the trap. C$allenge Rating of a Trap To calculate the %hallenge Rating of a trap, add all the %R modifiers &see the tables belo"' to the base %R for the trap type. %ec$anical Trap: The base %R for a trap is +. 3f your final %R is + or lo"er, add features until you get a %R of 0 or higher. A-erage +amage: 3f a trap does hit point damage, calculate the average damage for a successful hit and round that value to the nearest multiple of B. 9se this value to adjust the %hallenge Rating of the trap, as indicated on the tables belo". (amage from poisons and pit spi#es does not count to"ard this value, but damage from a high strength rating and extra damage from multiple attac#s does. %"ltiple Traps: 3f a trap is really t"o or more connected traps that affect approximately the same area, determine the %R of each one separately. Multiple Dependent Traps: 3f one trap depends on the success of the other &that is, you can avoid the second trap altogether by not falling victim to the first', they must be treated as separate traps. Multiple Independent Traps: 3f t"o or more traps act independently &that is, none depends on the success of another to activate', use their %Rs to determine their combined
Ancounter 2evel as though they "ere monsters. The resulting Ancounter 2evel is the %R for the combined traps.
TA&LE: CR %O+I/IERS /OR TRAPS
/eat"re Search DC 01 or lo"er *1D*C 5+ or higher Disable Device DC 01 or lo"er *1D*C 5+ or higher Reflex Save DC Pit or !ther Save"Dependent Trap# 01 or lo"er 0=D*< *1D*C 5+ or higher $ttac% &onus Melee or Ran'ed $ttac% Trap# /+ or lo"er /0 to /1 /= to /0< /01 to /0C /*+ to /*< Da(a'e)*ffect Average damage Miscellaneous +eatures 2i-uid .ultiple target 6nset delay 0 round 6nset delay * rounds 6nset delay 5 rounds 6nset delay </ rounds Poison :eartroot Po"der 7ightlily Paste Fetsue#igyou#o 7evoa Gas Pit spi#es Touch attac#
, Rounded to the nearest (ultiple of - round up for an avera'e that lies exactl. bet/een t/o nu(bers#.
Trap Cost The base cost of a trap is purchase (% *+. Apply all the modifiers from Table: %ost .odifiers for Traps for the various features you)ve added to the trap to get the modified base cost. The final cost is e-ual to the basic cost / extra costs. After you)ve determined the cost of the trap, add the price of any poison you incorporated into the trap &see page *+< for purchase (% value'. 3f the trap uses one of these elements and has an automatic reset, multiply the poison cost by 0+ to provide an ade-uate supply of doses. %"ltiple Traps: 3f a trap is really t"o or more connected traps, determine the final cost of each separately, then add those values together. This holds for both multiple dependent
/eat"re Tri''er T.pe 2ocation Proximity Touch Touch &attached' Timed Reset T.pe 7o reset Repair .anual Automatic &or + if trap has timed trigger' &.pass T.pe 2oc# &6pen 2oc# (% 5+' :idden s"itch & earch (% *1' :idden loc# &6pen 2oc# (% 5+, earch (% *1' Search DC 0C or lo"er *+ *0 or higher Disable Device DC 0C or lo"er *+ *0 or higher Reflex Save DC Pit or !ther Save"Dependent Trap# 0C or lo"er *+ *0 or higher $ttac% &onus Melee or Ran'ed $ttac% Trap# /C or lo"er /0+ /00 or higher Da(a'e &onus :igh strength rating &ranged attac# trap' :igh trength bonus &melee attac# trap' Miscellaneous +eatures 7ever miss Poison
P"rc$ase +C %o#ifier 4 /* 4 $0 /0 /0 /0 4 /* /* /* /1 $0 4 /* $0 4 /* $0 4 $0 4 /5 /* x bonus &max /<' /* x bonus &max /;' /< %ost of poisonE
, Multipl. cost b. 01 if trap features auto(atic reset see pa'e 213 of the core ruleboo% for details on purchase DC value#
Craft +Cs for Traps 6nce you #no" the %hallenge Rating of a trap determine the %raft &mechanical' (% by referring to the table and the modifiers given belo".
Trap &ase CR Craft +C 0$5 *+ <$= *1 B$0+ 5+ 00/ 51 A##itional Components %o#ifier to Craft +C
/1 /1
%a)ing t$e C$ec)s: To determine ho" much progress a character ma#es on building a trap each "ee#, that character ma#es a %raft &mechanical' chec#. ee the %raft s#ill description for details on %raft chec#s and the circumstances that can affect them.
%inor
C$a)ra Armor: These extremely rare and po"erful armor protect the user against most techni-ues and lethal blo". This (ediu( armor grants the "earer a /< armor bonus, has a maximum dexterity bonus of /< "hile having no armor penalty or reducing the character speed. As long as the characterHs %ha#ra Pool is not depleted, he can +l. at his base speed "ith a poor maneuverability, as long as he does not carry more than a medium load. 3n addition, the armor grants the user a /< deflection bonus to defense against ranged attac#s "hile increasing the characterHs maximum %ha#ra Pool by 0* points. Adding to all that, the armor "ill protect the user against any Cha%ra Control, 4en5utsu and Nin5utsu techni-ue as long as it can store the entire %ha#ra %ost of the techni-ue. The armor can store up to 01+ %ha#ra Point, after "hich it "ill brea# and the user "ill no longer benefit from the flight, cha#ra pool bonus, deflection bonus to defense and protection against techni-ues. 3f the armor cannot absorb the %ha#ra %ost in its "hole for a techni-ue, it "ill brea# and the "earer "ill suffer the techni-ueHs full effects. Techni-ues of Ran# B or higher are not affected and bypass this protection. The character may release the %ha#ra torage of the armor, though the process ta#es ; hours and the armor cannot be "orn during that time. Repairing the armor re-uires a Repair chec# &(% 51' and ta#es *< hours. 3f a character "earing a %ha#ra Armor touches or attac#s another "earing said armor &or advanced cha#ra armor', both parties "ill suffer Bd= points of electricity damage per attac#, and the armor as a 01I cumulative chance of brea#ing per attac# for both the
attac#er and its target. This protection is not active if either armor is bro#en. Jonuses granted by this armor are not carried over by any KJunshinK techni-ue. Sno*9nin 0a"ntlet: With this gauntlet "orn by many no" 7injas, the "ielderHs unarmed attac# al"ays deal lethal damage e-ual to a slam attac# of a creature the same type and siLe as he. 3n addition, the "ielder may fire the gauntletHs KfistK *1$feet in any direction to deliver either a touch attac#, grapple or standard attac#. While this is very practical, the "ielder may not attac# "ith the gauntlet until he reel the fist bac# in as a move$e-uivalent action.
%a:or
A#-ance# C$a)ra Armor: While bearing the same -ualities as a standard issue %ha#ra Armor, the Advanced version allo"s the character to target an a 1$foot s-uare "ith his unarmed attac# as long as his %ha#ra Pool is at leas 1+I full, "hile increasing the "earerHs %ha#ra Pool by 0; instead of 0*. The advanced armor is a heavy armor that grants a /= armor bonus to defense and has a $* armor penalty, along "ith a maximum dexterity bonus of /* but still does not reduce the character speed. 3t can also store up to **+ point of %ha#ra before brea#ing and "ill bloc# techni-ues up to Ran# 00. A character "earing Advanced Armor can freely attac# a character "earing a standard %ha#ra Armor, but the same penalty applies if he tries to attac# another Advanced Armor$clad foe. Jonus granted by this armor are not carried over by any KJunshinK techni-ue. &lesse# T$ori"m: This silvery$"hite metal, often called arcanite, is a naturally occurring phenomenon "hen thorium veins form in a place rich in cha#ra. Arcanite is a very rare metal "ith mystical properties, so rare that it has no mar#et price and is nigh un#no"n. 6nly "eapons or armors made mostly of metal benefit from being made of arcanite. 3n addition, Arcanite has the strange property of adapting to incorporeal or ethereal creatures. An incorporeal or ethereal creature can "ear arcanite armor or "ield arcanite "eapons or objects as though it "as physical, and gain full benefits from it &protection from physical attac#s or the ability to stri#e "ith a physical object'. The arcanite, ho"ever, becomes incorporeal or ethereal to match the state of the creature. Armors and hields: Armors or shields made of arcanite apply their armor bonus against attac#s from incorporeal and ethereal creatures. Weapons: Weapons made of arcanite can deal non$lethal damage to any creature except for incorporeal creatures and outsiders "ithout penalty. 3t suffers no penalty for hitting an incorporeal creature, nor can an incorporeal creature have a chance to ta#e no damage from it. 3f the "eapon is incapable of dealing non$lethal damage, it deals no damage. An arcanite "eapon also bypasses KthoriumK damage reduction. Anhancement seals placed on an arcanite "eapon radiate t"ice as much cha#ra.
Arcanite has a hardness of 01, and 01 hit points per inch. 3t "eighs the same as normal thorium. /or,i##en Scroll of Seals '3ono$a(: This very large scroll mar#ed "ith the symbol KFinK appears as a very ancient but "ell conserved scroll. 3n reality, it contains a massive number of forbidden techni-ue, including all the forbidden techni-ues of the :idden 2eaf. A character studying the follo"ing techni-ues from the !orbidden croll of eals gains a /< e-uipment bonus to 2earn chec#s: Fage Junshin ai, %ha#ramane no 8utsu, %hi#ara no 3n, Ado Tensei, 8i#o#u Fage Junshin no 8utsu, 8uuin 8utsu, Fage Junshin no 8utsu, Fai$mon Fai, Fei$mon Fai, Fo#uangyou no 8utsu, Fyou#a Fage Junshin no 8utsu, Fyu$mon Fai, Fyuu#yo#u An#oudate, .agen $ Fyounomen, .agen $ Fyuuten 8i#aichou, 7an FaiLou no 8utsu, 6mote Renge, Ransoutengai no 8utsu, ei$mon Fai, ennei 8ashuu, ennei Tajashuu, ennen Goroshi, hi#i !uujin, hou$mon Fai, huri#en Fage Junshin no 8utsu, ouja ousai no 8utsu, Tajuu Fage Junshin no 8utsu, Tenma .u#urode, To$mon Fai, Tomegane no 8utsu, 9ra Renge and Muu#aifuu. H!o"rinmar": This (astercraft 67 to da(a'e arcanite hansori is also a po"erful "eapon of the ice element. 3t is e-uipped "ith a 'reater soulbind seal attuned to 8itsu'a.a Toushiro, a soul fla.er seal and a (idni'ht chill seal. 3t is also considered to be an epic "eapon for the purpose of bypassing damage reduction. 3ongo" N!oi: This master"or# -uarterstaff is in fact *n(aHs transformed form, and grants its "ielder a /* bonus to attac# and damage rolls. 6nce per round at the userHs command, *n(a may lash out and extend his arm from the staff to attac# t"ice "ith its cla" attac# at a /0B attac# bonus, and deal 0d</5 point of slashing damage on a successful hit. The Fongou 7yoi has a hardness of 0+ and shares the same hit point as *n(a. 6nce the staff is destroyed, Anma is dismissed. 3n addition, the staff may freely expand and grants the user a 0+ foot reach. 3t also can collapse and become as small as Tin. "hen needed. While in this state, Anma is still a"are of his surrounding and can spea#, hear and see all the same. :e can still change bac# at any time as a free action. 3f the "eapon is duplicated using a techni-ue such as 9a'e &unshin, Anma cannot ma#e a cla" attac# through the staff. %"gen:in: This (astercraft 6: to da(a'e %atana "as a "eapon "ielded by the master assassin Shishio Ma%oto. The "ielder gains a /< bonus to chec#s made to perform %aen'iri, ho(ura da(a and tsui no hi%en " %a'u;uchi techni-ues. .ugenjin counts as an epic "eapon for the purpose of bypassing damage reduction. S$inso": This mastercraft /5 to hit arcanite "a#iLashi has a 'reater soulbind seal attuned to Ichi(aru 4in, an expand "eapon seal and a soul fla.er "eapon seal. 3t is considered to be an epic "eapon for the purpose of bypassing damage reduction.
;angets": This (astercraft 67 to hit arcanite 'reats/ord is actually a legendary s"ord "ielded by an expert s"ordsman "ho has long since passed. 3t is e-uipped "ith a 'reater soulbind seal attuned to 9urosa%i Ichi'o, a heaven<s steel blade seal as "ell as a soul fla.er seal. Nangetsu is considered to be an epic "eapon for the purpose of bypassing damage reduction.
P"ppets
3t is not unusual for a ninja to use a tool to fight for him, "hile he hides in the shado"s, "aiting for the right moment. The Puppeteer enjoys the ability to control a construct at safe distance, "hile staying out of danger. The rules for controlling puppets are based on standard character$scale combats. Jy spending his o"n actions, the puppeteer ma#es his puppet fight or perform a tas#. These basic rules are made as simple as possible to allo" both ease of play and efficiency.
P"ppet T!pes
Puppets come in all siLe and colors, and can serve many, many purpose. 3n the various hidden villa'es, it is not completely unusual to find a shop specialiLed in puppeteer e-uipment that sells parts or offer repair service. Jasically, there are t"o types of puppets: combat puppets, and utility puppets. Co(bat Puppets: These constructs are designed for the best possible combat efficiency. They are easily identified "ith by their many "eapons &or hidden "eapons', and often their lac# of design. Refer to the table belo" to see the maximum number of points that can be spent on a %ombat Puppet. =tilit. Puppets: The utility puppets are often used to carry materials or creatures, and are much less versatile as their combat counterpart. They are easily identifiable by their utter lac# of "eapon, and often pompous design. Refer to the table belo" to see the maximum number of points that can be spent on an 9tility Puppet. $ni(al Puppets: These puppets "ere crafted from animal bodies. The mechanics surrounding them are covered later in this chapter. 8u(an Puppets: .uch li#e animal puppets, these puppets "ere crafted from actual human bodies "ith very specific purpose in mind. They are covered later in the chapter.
P"ppet <tilit! Point 8eapon Point /ree Point %ombat 1 C * 9tility C 1 5 :uman 0+ 0+ 4 Animal ; ; 4
8eapon Point: These units are used to calculate the number of offensive gadgets a puppet can have. <tilit! Point: These units represent the number of non$lethal gadgets a puppet may have, such as a container able to entrap a medium$siLe creature or smaller. /ree Point: A free point is one that can be assigned as either a utility or "eapon slot and can be used to "or# in either type of components.
Regardless of type, a puppet can only contain a set number of components, as sho"n belo":
P"ppet Si=e mall .edium 2arge :uge /ig$ting Space 1 ft. by 1 ft. 1 ft. by 1 ft. 0+ ft. by 0+ ft. 01 ft. by 01 ft. Reac$ &on"s Hit Points 1 ft. 1 1 ft. 0+ 1 ft. *+ 0+ ft. 5+ Hea# 4 0 * * &o#! Slots Lim, C$est * * 5 * 5 * 5 5
Si=e: The siLe category of the puppet. /ig$ting Space: The fighting space used by the puppet. Reac$: The reach of the puppetHs melee attac#s. Hea#: This entry indicates the number of components a character can add to the puppetHs head &such as a smo#e bomb thro"er'. Lim,: The number indicated here is the maximum number of components a character can add to a puppetHs limbs &such as extra limbs'. C$est: This entry indicates the number of components the puppetHs body can contain &such as a creature container to trap a smaller creature inside'. Installin' a Co(ponent: Re-uires 0 hour per 1 point of the purchase (% &rounded do"n' and a Repair chec# e-ual to the purchase (% of the component. 9ninstalling a component ta#es half as long and re-uires a Repair chec# (% 01.
P"ppeteer Com,at
%ontrolling a puppet in combat is made slightly different from normal combat. Wherever the puppet goes, the puppeteer must have line of effect "ith it at all times. $ctions: The puppeteer decides every round "hat actions he sacrifice into controlling his puppets. A move$e-uivalent action means that the puppets can move up to their maximum range or perform a s#ill re-uiring such an action. An attac# action means that the puppet can activate a component that re-uires an attac# action, or attac# a single creature. A full round action means that the puppet can perform a full$attac# action, ma#e a s#ill chec# that ta#es a full round, or ma#e a move$e-uivalent action and an attac# action. Avery puppet under control of the puppeteer gain the appropriate number of action sacrificed. And so if the puppeteer spends a full round controlling t"o puppets, both can ma#e a full attac# action. Abilities that grant the puppeteer extra move or attac# actions can only apply to a single puppet. Restricted Move(ent: When the puppeteer is unable to move freely, he is also not able to control his puppets to the best of his ability, or at all. The conditions belo" may hamper or prevent the puppeteer from controlling his animated puppets. Antangled: An entangled puppeteer can only ta#e a move action or attac# action each round to control puppets. Grappled: A grappled puppeteer can only ta#e a move action or attac# action each round
to control puppets. 3mmobiliLed: An immobiliLed puppeteer cannot ta#e actions to control puppets. ParalyLed: A paralyLed puppeteer cannot ta#e actions to control puppets Pinned: A pinned character can only ta#e a move action or attac# action each round to control puppets, and cannot use components that re-uire activation. %arc$: The puppeteer may ma#e a full$round action to instead move both himself and all puppets he controls at t"ice their movements speed. Joth puppeteer and puppets provo#e attac#s of opportunity normally "hile (archin'. Puppet 8D: A puppet al"ays has 0 hit die. The puppeteer may, ho"ever, have an ability that may increase that number. A puppet gains hit dice and base attac# bonus as normal constructs, 0d0+ hit points per hit dice and base attac# bonus e-ual to 5,< its hit dice, plus bonus hit points based on its siLe category. 6nce a puppet is reduced to + hit points or belo", it is disabled and becomes inanimate. A disabled puppet cannot be reanimated for * rounds. Puppet Defense: A puppetHs base defense is 0+ / siLe modifier / the puppeteerHs class defense D * per puppet the puppeteer is controlling after the first. The puppet gains a bonus "hen not flat$footed and against touch attac# e-ual to either the puppeteerHs (exterity modifier or its o"n, if it has one. The puppetHs siLe and type may increase the puppetHs effective (exterity score. The puppet also suffers a cumulative $0 penalty for every 0+ feet beyond 5+ feet from the puppeteer. %ertain abilities a puppeteer can have may change this value. Puppet<s Savin' Thro/s: A puppet is completely immune to effects re-uiring a !ortitude save that donHt deal direct damage or pushbac#, unless they are harmless or also "or# on objects, and all effects re-uiring a Will save. 3ts base Reflex save is e-ual to that of the user / puppetHs (exterity bonus D * per puppet the user is controlling after the first. 6ther modifiers may add a bonus or penalty to the puppetHs Reflex save. Puppet $ttac%: The puppet determines its number of attac#s depending on its :( and components. .a#ing more than one attac# re-uires a full$attac# action. The puppet suffers a cumulative $0 penalty every 0+ feet beyond 5+ feet from the puppeteer. A puppetHs attac# bonus is determined as follo": 0d*+ / puppetHs base attac# bonus / siLe modifier / trength score / miscellaneous bonus &such as feats, mastercraft components or special abilities'. 3f the puppeteer has the nea# Attac# ability, the puppet may also deal snea# attac# damage as long as it remains "ithin 5+ feet of the puppeteer. P"ppet>s Stan#ar# &on"s: Refer to the puppetHs entry for details. Range Penalt!: Puppets suffer a $0 penalty to attac# rolls and defense every 0+ feet beyond 5+ feet from the puppeteer. Si=e %o#ifier: Puppets are mall, .edium$siLe or 2arge in siLe. mall puppets have a
/0 bonus to attac# rolls and defense, .edium$siLe puppets have no bonus to attac# rolls or defense and 2arge puppets suffer a $0 penalty to attac# rolls and defense. A,ilit! Scores: A puppet only has a trength score, as "ell as a (exterity score that is based on the userHs &living puppets being an exception to that rule, see belo"'. 3t has no 3ntelligence, Wisdom or %harisma scores. A puppet has a (exterity score e-ual to the useHs (exterity score, modified by its siLe category. A mall puppet gains a /* bonus to its (exterity score, "hile .edium$siLed and 2arge puppets suffers a /+ and $* penalty respectively, regardless of the userHs. A"tomatic %isses an# Hits: As in standard combat, a natural 0 on the attac# roll is al"ays a miss. A natural *+ is al"ays a hit. A natural roll of *+ may also threaten a critical hit. Puppet 8ardness: (espite having hardness, puppets ta#e normal damage from energy of all types, even those that "ould affect objects differently. Puppet S%ills: While a puppet may have no ran# in any s#ills, the puppeteer can still use the puppet as medium to perform any of the follo"ing s#ill "ith a $< penalty: %omputer 9se, %raft &any s#ill', (emolitions, (isable (evice, (rive, Ascape Artist, :ide, .ove ilently, Pilot, Perform &any but sing' and Repair. The puppeteer also suffers form Range Penalty "hen having its puppet perform a s#ill &cumulative $* penalty to s#ill chec#s for every 0+ feet from the puppeteer'. ome component may give the puppet a bonus to certain s#ill. Puppet +eats: A puppet has no feat, but the puppeteer may have abilities that allo"s him to use a puppet as though it possessed a determined feat. Puppet $r(or and >eapon Proficiencies: A puppet is proficient in simple "eapons and all types of armor. A puppet counts as armed "hen using its slam attac# and can ma#e additional attac#s "ith it based on its base attac# bonus. %omponents, feats and ability can grant additional "eapon proficiencies. Puppet Move(ents: The standard puppet movement is 71 feet, although some feat or ability may modify that entry. ome puppets may have a component that allo"s the puppeteer to ma#e it fly. Puppet I((unities: A puppet is immune to ability damage, ability drain, blindness, mind$ affecting effects, daLe, deafness, death effects, disease, energy drain, fatigue, exhaustion, nausea, paralysis, stun and poisons. A puppet is also immune to mind$affecting effects, effects provo#ing a !ortitude or Will save, critical hits and snea# attac#s. Puppet Cha%ra: A puppet can be animated using the puppeteerHs cha#ra. 3f a puppetHs cha#ra becomes +, regardless "hether it "as drained or other"ise expended it, it becomes disabled and cannot be animated for 0d< rounds. P"ppet +efeats: 3f a puppet is defeated in combat, reduced to + hit points or belo", it becomes disabled and unable to be animated again for * rounds.
3n addition, the puppet gains a cumulative $0 e-uipment penalty to attac# rolls, defense, saving thro"s and s#ill chec#s every time it is defeated, up to $1. 3f the penalty reaches $1, the puppet is destroyed. Disconnected or Severed Threads: When the last cha#ra thread connecting the puppeteer to his puppet is severed or disconnected, he loses control of the puppet, but the puppet retains its cha#ra for 0 round. The puppeteer can reanimate the puppet for as long as it retains its cha#ra by attaching a cha#ra thread to the puppet &or creating ne" threads first, then connecting them to the puppet if the threads "ere all severed'. !ver%ill: When a puppet is disabled, it may be instantly destroyed if it suffered enough damage. 3f the attac# that disables the puppet deals damage e-ual to or greater than t"ice the hit dice it "as animated "ith plus its current hit points, the e-uipment penalty it ta#es is doubled. 3f the attac# dealt damage e-ual to or greater than five times the number of hit dice it "as animated "ith plus its current hit points, ho"ever, it is instantly destroyed &but not beyond repair, see belo"'. Repairin' a Puppet: Removing $0 from the defeat penalty re-uires a Repair chec# &(% *+' and ta#es 0 hour, half that if the chec# "as beaten by 1 or more. 3t has a cost e-uivalent to a "ealth chec# (% ;. Repairing a destroyed puppet re-uires a Repair chec# &(% 51' and each attempt is 5* hours of "or# &< days', half that if the chec# "as beaten by 1 or more. 3t has a cost e-uivalent to a "ealth chec# (% 0B. All components are included during the repair4meaning that they are functional, but not necessarily reloaded unless the extra cost are paid.
A,ilit! Scores: A human puppetHs trength and (exterity score remain the same, but it has no %onstitution, 3ntelligence, Wisdom or %harisma scores. The human puppet does not share the userHs (exterity score. !urthermore, "hile a .edium$siLe human puppet has maximum trength and (exterity modifiers of /1, a 2arge or larger human puppet has a maximum trength modifier of /B and a maximum (exterity modifier of /5, "hile a mall or smaller human puppet has a maximum trength modifier of /5 and a maximum (exterity modifier of /B. Hit Points: A human puppetHs hit points are the same as a regular puppet "ith its bonus hit points as a construct, and it gains a /0 bonus hit point per * hit dice of the base creature used to ma#e it. 3t #eeps this bonus even "hen animated "ith 0 :( &so a 0:( .edium$siLed puppet made of a ; :( humanoid "ould have 0d0+ plus 0< hit points'. &on"s C$a)ra Pool: When animated, a human puppet gains a bonus to its %ha#ra Pool e-ual to /0 for every 0+ points of the original creatureHs %ha#ra Pool, maximum /1. When crafted, the bonus cha#ra can be less than maximum at the crafterHs choice. The bonus cha#ra pool is a daily bonus that is recovered fully every *< hours "hen used. Jonus cha#ra expended is not regained until then, even if the puppet is reanimated. Special A,ilities: The puppet #eeps none of its extraordinary, supernatural or spell$li#e special abilities, but has standards puppet immunities and bonus granted by the puppeteer. Po*er <nits: A human puppet "ill #eep as many or all po"er unit that the base creature may have had as the character crafting it is capable of including in the crafting process. Components: A human puppet can still have components as a standard puppet, but its number of utility or combat point is limited. Refer to Table: %rafting :uman Puppets belo" for details. Crafting: The creation of a human puppet re-uires the use of the %raft &mechanical' s#ill and ta#es < hours per point of the (%. Refer to the table belo" for the conditions that increases or decrease the %raft (%.
TA&LE 26926: CRA/TIN0 H<%AN P<PPETS
Crafting Con#itions
Jase %reatureHs iLe &%hoose one' mall or smaller &counts as mall' + .edium$siLed 1 2arge or larger &counts as 2arge' 0+ Jase %reatureHs .ovement peed &%hoose one' *+ feet $0 5+ feet /+ <+ feet /0 /0+ feet /0 Aach day after death &max /0+, round up' /+.1
Per :( of the base creature &round up' Avery additional day spent &max $0+' Per Po"er 9nits of the base creature Per point of trength modifier? &max /1' Per point of (exterity modifier? &max /1' Per 9tility point &max 0+' Per Weapon point &max 0+, round up' Jonus %ha#ra Pool &max /1' ? See $bilit. Scores for details.
Nat"ral Attac)s: The animal puppet may #eep some of its natural attac#, but it can use no more than * of each natural attac#. !or instance, a puppet made from an animal "ith < cla" attac#s "ould only retain * cla" attac#s. An animal puppet cannot have more than < natural attac#s in total. 7atural attac#s that have secondary effects, such as poison, lose their effect unless a special component is added &see %omponents belo"'. Special A,ilities: The puppet #eeps none of its extraordinary, supernatural or spell$li#e special abilities, but has standards puppet immunities and bonus granted by the puppeteer. A puppet made from an animal that had a fly, climb, s"im, burro" or teleport speed normally loses this mode of movement. Components: Animal puppets can still have components as a standard puppet, but its number of utility or combat point is limited by the amount it "as crafted "ith. Refer to the table belo" for details. Crafting: The creation of an animal puppet re-uires the use of the %raft &mechanical' s#ill and ta#es 5 hours per point of the (%. Refer to the table belo" for the conditions that increases or decrease the %raft (%.
TA&LE 26927: CRA/TIN0 ANI%AL P<PPETS
Crafting Con#itions
Craft +C P"rc$ase +C %o#ifier %o#ifier + 1 0+ $0 /+ /0 /0 /+.1 /* /+.1 $0 /0 /0 /* /+.1 /+.1 /* + 1 0+ /+ /+ /+ /0 /0 /0 /+.1 $ /0 /0 /0 /+.1 /+.1 /0
Jase %reatureHs iLe &%hoose one' Tiny or mall &counts as mall' .edium$siLed 2arge or larger &counts as 2arge' Jase %reatureHs .ovement peed &%hoose one' *+ feet 5+ feet <+ feet /0+ feet Aach day after death &max /0+, round up' %reature "as a magical beast or vermin Per :( of the base creature &round up' Avery additional day spent &max $0+' Per point of trength modifier? &max /1' Per point of (exterity modifier? &max /1' Per natural attac# &see above, max <' Per 9tility point &max ;, round up' Per Weapon point &max ;, round up' Jonus %ha#ra Pool &max /1'
? See $bilit. Scores for details.
P"ppet Components
6ne of the most important asset of a puppeteer is the number of %omponent a puppet has. ome puppeteer may chose -uality over -uantity, but a hefty number of "eapons or gadget is very important to have a useful puppet.
%omponents that re-uire a save have a (% of 0+ / half the puppetHs :( / puppeteerHs 3nt modifier, unless specified other"ise. P"ppets an# En$ancement Seals 3t should be noted that "hile puppets can "ear enhancement seals and carry sealed items, because it does not have any cha#ra, those objects are only active "hen the puppet is animated. P"ppet Components The follo"ing section is dedicated to puppet components. 9nless explicitely stated other"ise, operating a component is an attac# action. ee %raft &mechanical' for more details on crafting puppet components, including the rules for mastercraft components. &o#! Slot: The body slot the component fits in. 3t is freed if the component is uninstalled or destroyed. Points: The number of points, utility, combat or free, the component re-uires "hen installed. The points are freed if the component is uninstalled. Cost: The componentHs Purchase (%. +iffic"lt!: This re-uirement only applies "ith components that are particularly tric#y to use. The component is only considered installed, and can only be used if, the puppet is animated "ith the indicated level of cha#ra threads or better. ($%lass is the lo"est level, and $%lass is the highest. 8eig$t: The componentHs "eight adds to the puppetHs "eight. A##itional Lim,s: Aach additional limb grants the puppet an additional slam attac#. This component can be ta#en multiple times, but each time the Weapon Points cost increase by 0 &0 for the first, * for the second, 5 for the third, and so on'. 3nstalling this component more than once re-uires an additional 2imb slot. A living puppet "ith more than one pair of limb can gain this component at half the "eapon point cost &round up', up to the number of limbs the creature originally had. The limbs must be identical at least in function. &o#! Slot: 2imbs. Points: 0 "eapon. +iffic"lt!: %$%lass. Cost: *+. 8eig$t: < lbs. A#ept &o#!: The puppetHs body is far easier to control. The puppeteer ta#es no penalty for using s#ills through the puppets. &o#! Slot: %hest. Points: 0 utility. Cost: 01. 8eig$t: Puppet "eight reduced by 1 pounds. Armor Plating? Hea-!: As armor plating component, but a /; armor bonus to (efense and a D< armor chec# penalty. The puppet also has a maximum (exterity bonus to (efense of /0, and its movement speed is reduced by 0+ feet. This component is treated as a suit of heavy armor. &o#! Slot: %hest. Points: * utility. Cost: *1. 8eig$t: 1+ lbs. Armor Plating? Lig$t: The plating provides the puppet "ith a /* armor bonus to
defense. This component is treated as a suit of light armor but cannot be sundered or removed. &o#! Slot: %hest. Points: 0 utility. Cost: 01. 8eig$t: 01 lbs. Armor Plating? %e#i"m: As armor plating component, but a /< armor bonus to (efense and a D* armor chec# penalty. The puppet also has a maximum (exterity bonus to (efense of /<, and its movement speed is reduced by 0+ feet. This component is treated as a suit of medium armor. &o#! Slot: %hest. Points: 0 utility. Cost: *+. 8eig$t: 5+ lbs. A"to9Repair 3it: A special cha#ra$based mechanical unit is placed in the puppet. When it is disabled, the #it activates and automatically mends the puppet, removing the $0 e-uipment penalty. This process ta#es 0 round, and "hen finished, the component slot is freed from the puppet. This component cannot be repaired. &o#! Slot: %hest. Points: * utility. Cost: 0C. 8eig$t: 1 lbs. &la#es: With this component, the puppetHs main hand holds a "eapon that deals damage as 0d; damage &0d= for small, 0d0+ for large'. The blades score a critical hit on a natural roll of 0C or *+. The blades cannot be disarmed, but they can be sundered. &o#! Slot: 2imbs. Points: 0 "eapon. Cost: 01. 8eig$t: 0 lb. &la#es? $i##en: This component uses no slot but must instead be attached to the Jlades component. The blades are contained in the puppetHs body instead and may be released, or dra"n, as a free action. 3t can also be done as part of an attac# action, against "hich the target must succeed a pot chec# &(% opposed to the puppetHs attac# roll' or lose its (exterity bonus to defense against the first attac#. The blade after"ards function as a normal Jlades component and re-uires a full$round action to KsheatheK. &o#! Slot: 7one, re-uires Jlades &any'. Points: 0 "eapon. Cost: *+. 8eig$t: + lbs. &la#es? $"ge: As blades component, but deals *d; damage &*d= for small, 5d= for large'. This component does not stac# "ith any other Jlades component. &o#! Slot: 2imbs. Points: 5 "eapon. Cost: *1. 8eig$t: 1 lbs. &la#es? large: As blades component, but deals *d= damage &0d; for small, *d; for large'. This component does not stac# "ith any other Jlades component. &o#! Slot: 2imbs. Points: * "eapon. Cost: *+. 8eig$t: 5 lbs. &la#es? $ollo*: This component can be added to any Jlades or Oenomous component and does not use a body slot, but cannot be used "ith &lades, hidden. This component
allo" the attac# to hold t"o dose of poison instead of 0. &o#! Slot: 7one, re-uires Oenomous or Jlades &any'. Points: 0 "eapon. Cost: 01. 8eig$t: + lbs. &om,: This component allo"s the puppet to self$destruct. The puppet deals 0d= points of fire damage per * cha#ra &maximum 0+d=', "hich can be halved "ith a Reflex save. The blast radius is 0+$ft. & mall puppet', *+$ft. &.edium puppet' or 5+$ft. &2arge or larger puppet'. When this component is used, the puppet is deanimated and immediately destroyed &e-uipment penalty immediately increased to $1'. Aach component of the puppet has a 0+I chance of being permanently destroyed, roll for each component. &o#! Slot: Any. Points: 0 "eapon. Cost: 01. 8eig$t: 0+ lbs. Caltrops Trap: The component can cover a 0+$ft. by 0+$ft. area "ith caltrops "ith 0 charge, re-uiring a ranged attac# roll "ith a range increment of 0+ feet. The caltrops trap holds * charges as a chest component or 0 charge as a limb or head component. Aach charge can be replaced "ith a Repair chec# &(% 05' and a "ealth chec# &(% 1', "hich ta#es 0 minutes per charge. &o#! Slot: Any. Points: 0 "eapon and * utility &head or limb' or * "eapon and 0 utility &chest'. Cost: 0<. 8eig$t: * lbs. Cannon: This cannon is integrated as a hidden "eapon in the puppetHs head or limb. The puppet can hold up to 1 smo#e bomb, grenade, shuri#en, #unai, thro"ing needles or other such small projectile, "hich it can thro" normally "ithout needing to dra" them. The grenades can and must be replaced after being used, "hich re-uires a Repair chec# &(% 0*' and 0 round per object. &o#! Slot: :ead or 2imb. Points: 0 "eapon. Cost: *+. 8eig$t: 1 lbs. C$a)ra Accelerator: The puppetHs body is strenghtened further by better adapting the cha#ra flo"ing through it. 3t gains 0 hit point every * hit dice it is animated "ith. &o#! Slot: %hest. Points: * utility. Cost: *<. 8eig$t: 01 lbs. C$a)ra Accelerator? 0reater: As cha#ra accelerator, but the puppet gains 0 hit point per hit dice it is animated "ith. A puppet "ith this component animated "ith cha#ra threads that do not meet the difficulty re-uirement cannot move and is helpless. &o#! Slot: %hest. Points: 5 utility. +iffic"lt!: J$%lass. Cost: *;. 8eig$t: 01 lbs. +etac$a,le Lim,s: The puppetHs limbs can detach and re$attach itself. 3t gains a /< bonus to escape artist chec#s, and can free itself from being Antangled as a full$round action "ith an Ascape Artist chec# &(% *+'. &o#! Slot: 2imb. Points: * utility. +iffic"lt!: %$%lass. Cost: 01. 8eig$t: + lbs. +ragon>s &reat$: The puppet releases a *+$ft. cone$shaped burst of fire. Any creature caught in the area of effect of the cone ta#es 5d; point of fire damage, halved on a
successful Reflex save. The component must be reloaded after each use, "ith a Repair chec# &(% 0;' and a "ealth chec# &(% <'. 9sing this component costs the puppet * cha#ra. &o#! Slot: :ead. Points: 0 "eapon, 0 utility. +iffic"lt!: %$%lass. Cost: 0;. 8eig$t: * lbs. +ragon>s &reat$? 0reater: As dragonHs breath component, but the damage is =d; and the area is a <+$ft. cone$shaped burst. The cha#ra cost is < cha#ra. Reloading this component is a Repair chec# &(% *5' and a "ealth chec# &(% B'. &o#! Slot: :ead. Points: * "eapon, 0 utility. +iffic"lt!: J$%lass. Cost: 0;. 8eig$t: < lbs. Elemental Cannon: The puppet can shoot elemental KbulletsK as part of a normal attac# action or full$attac# action. The attac# roll is modified by the puppeteerHs 3ntelligence modifier. This component must be loaded "ith an Alemental croll &see %raft &calligraphy' for details'. .anually loading a scroll in the component is an attac# action and re-uires a Repair chec# &(% 05'. Aach bullets deal *d= points of damage of the type determined by the scroll used &a !ire croll "ould deal fire damage, 3ce croll cold damage, 2ightning croll electricity damage and so on'. Aach bullet is fired as part of a ranged attac#, and has a range increment of *+ feet &maximum 0+ increments'. Aach bullet consumes 0 charge from the elemental scroll, "hich is destroyed "hen expended. !iring the elemental cannon costs the puppet 0 cha#ra each round it is used. This component cannot be installed "ith a Jlades component. &o#! Slot: 2imb. Points: * "eapon. Cost: 0C. 8eig$t: * lbs. Elemental Cannon? S"perior: ame as Alemental %annon, but the attac#s deal 0d= points of splash damage creatures in s-uares adjacent to the target. &o#! Slot: 2imb. Points: * "eapon. +iffic"lt!: %$%lass. Cost: **. 8eig$t: * lbs. Elemental Cannon Holster: This component is installed "ith the Alemental %annon component and allo"s the puppet to carry < elemental scrolls. The scrolls in the component can be loaded as a move$e-uivalent action &as though reloading a firearm'. &o#! Slot: 7one, re-uires Alemental %annon. Points: 0 utility. Cost: 0<. 8eig$t: 5 lbs. E ten#a,le Lim,s: With this component, the puppeteer is able to increase the reach of a puppetHs limb by 1 feet. This does not increase the puppetHs threatened Lone or allo" it to deliver attac#s of opportunity further a"ay than it normally "ould &o#! Slot: 2imbs. Points: 5 utility. Cost: 0=. 8eig$t: < lbs. /orce S$iel#: ame as !orce hield, .inor, except that the bonus is /*. The cha#ra cost
is *. &o#! Slot: 2imb. Points: 0 utility. +iffic"lt!: %$%lass. Cost: 05. 8eig$t: 0 lb. /orce S$iel#? S"perior: ame as !orce hield, .inor, except that the bonus is /5 and the puppet suffers a $0 armor chec# penalty. The cha#ra cost is 5. &o#! Slot: 2imb. Points: * utility. +iffic"lt!: J$%lass. Cost: 0=. 8eig$t: 0 lb. /orce S$iel#? %inor: The puppet holds creates a shield in one of its hand, ma#ing it unable to hold a "eapon or object. The shield is bright blue and made of cha#ra, and grants the puppet a /0 shield bonus to (efense. The shield lasts for 0 minute and costs the puppet 0 cha#ra. &o#! Slot: 2imb. Points: 0 utility. Cost: 0+. 8eig$t: 0 lb. /orce S$iel#? 0reater: ame as !orce hield, .inor, except that the bonus is /< and the puppet suffers a $* armor chec# penalty. The cha#ra cost is <. &o#! Slot: 2imb. Points: 5 utility. +iffic"lt!: A$%lass. Cost: *+. 8eig$t: * lbs. Hollo* &o#!: This component allo"s the puppet to store "eapons or items in its body that it can dra" as a free action. The hollo" body can hold 0 item one siLe category larger than the puppet, * items of the same siLe, < items one siLe category smaller, and so on. The puppetHs hardness decreases by 0. &o#! Slot: %hest. Points: * utility. Cost: 0=. 8eig$t: Puppet core "eight reduced by one$-uarter. Impro-e# Ser-os: The puppet gains a /* e-uipment bonus to trength, and all natural attac#s damage die increased one step. &o#! Slot: 2imb. Points: * utility. Cost: *<. 8eig$t: 0+ lbs. Inconspic"o"s 'H"man or Animal P"ppets onl!(: The puppet is made to resemble the person or creature it "as made from, including s#in$li#e textures, furs, pelts and artificial chitins. The pot chec# to recogniLe the puppet as a puppet difficulty class increases by 0+, but all chec#s made to repair the puppets, install or reload components also have their difficulty class increased by 1. &o#! Slot: 7one. Points: 0 utility. Cost: 0=. 8eig$t: 1 lbs. Iron %ai#en: The puppetHs torso tan# contains an iron maiden trap that can be activated or deactivated as a move action. Aach round the target spends inside the torso tan# "hile the iron maiden is activated, it suffers piercing damaga e-ual to the puppetHs slam attac# "ith one$half its trength modifier. &o#! Slot: 7one, re-uires Torso Tan#. Points: * "eapon. Cost: *+. 8eig$t: 0+ lbs. Lig$t /rame 'Small or %e#i"m9si=e# onl!(: The puppet gains a /* bonus to (exterity,
but suffers a $* penalty to trength. &o#! Slot: %hest. Points: 0 utility. Cost: 0*. 8eig$t: Puppet core "eight reduced by 0+ pounds &minimum half'. Loc)ing 0a"ntlets: With this particular component, the puppet is able to "ield a "eapon "ith the same proficiencies as its puppeteer. 3t also gains a /< bonus to chec#s to resist disarms. &o#! Slot: 2imbs. Points: 0 utility. Cost: 0<. 8eig$t: 0 lbs. 0ore: The puppet gains a gore attac# that deals damage according to its siLe category. The gore attac# counts as a secondary natural "eapon, and cannot be used in a full$attac# action "ith the tail component@ the puppeteer must choose "hich one to use one. The gore attac# can only be used "ith %$%lass cha#ra threads or better. &o#! Slot: :ead. Points: 0 "eapon. Cost: 0<. 8eig$t: * lbs. 3"nai S$o*er: The puppet releases a torrent of #unai in a 01$ft. cone$shaped burst. The burst deals *d</* points of piercing damage, and can be avoided "ith a Reflex save. 6nce used, the component must be reloaded "ith a Repair chec# &(% 0<' and a "ealth chec# &(% 5'. This process ta#es 1 rounds. The trap can be coated in injury poison by applying 1 doses before installation, though it reduces the efficiency of the poison used & ave (% reduced by *'. &o#! Slot: Any. Points: 0 "eapon. Cost: 0=. 8eig$t: * lbs. 3"nai S$o*er %ar) II: As #unai sho"er component, except that the damage dealt is 5d</5. 3t can be reloaded "ith a Repair chec# &(% 0=' and a "ealth chec# &(% 1'. &o#! Slot: Any. Points: * "eapon. +iffic"lt!: %$%lass. Cost: 0;. 8eig$t: < lbs. 3"nai S$o*er %ar) III: As #unai sho"er component, except that the damage dealt is 1d</1. 3t can be reloaded "ith a Repair chec# &(% 0=' and a "ealth chec# &(% 1'. &o#! Slot: Any. Points: * "eapon. +iffic"lt!: J$%lass. Cost: *+. 8eig$t: = lbs. Net Trap: The puppet fires a burst of netting as a ranged touch attac# "ith a *+$ft. range. 3f the attac# hits, the target becomes entangled. The target can attempt to escape once per round as a move$e-uivalent action that may provo#e an attac# of opportunity "ith an Ascape Artist chec# &(% 0</puppeteerHs 3nt modifier'. The net can only be used on a .edium or smaller target, and must be reloaded after being used. Reloading the trap ta#es 1 minutes, a Repair chec# &(% 0<' and a "ealth chec# &(% 1' &o#! Slot: %hest. Points: * utility. Cost: 0;. 8eig$t: < lbs. Porc"pine Trap: The puppet shoots a torrent a needle out of its body in a *+$ft. burst around itself. %reatures caught in the area of effect suffer 5d=/5 point of piercing
damage, halved "ith a successful Reflex save. The needles can be poisoned "hen loading the component using 1 doses of poison, though it reduces the efficiency of the poison used & ave (% reduced by *'. After being used, the trap must be reloaded "ith a Repair chec# &(% 01' and a "ealth chec# &(% ;, not including the poison'. This process ta#es 0 minute. &o#! Slot: 2imbs and %hest. Points: * utility. +iffic"lt!: %$%lass. Cost: *+. 8eig$t: 1 lbs. Sea of Open Han#s: This counts as a .edium$siLed entity attached to the puppet occupying the five$foot s-uare in adjacent to it. The puppet cannot attac# "hile this entity is active &dismissing it is a free action'. The entity can grapple a target from 01 feet a"ay and counts as a creature three siLe category larger than the puppet it is attached to for the purpose of doing so, using the puppetHs grapple and strength bonuses. 3f the puppeteer deals damage during a grapple, the puppet counts as though it "as three siLe category larger than in reality for the purpose of doing so. &o#! Slot: 2imbs. Points: 0 "eapon, * utility. +iffic"lt!: J$%lass. Cost: *5. 8eig$t: * lbs &1+ lbs. "hile active'. S$iel#s: The shield$li#e plating is installed on every limb of the puppet in order to allo" the puppeteer a greater bloc#ing potential. 3t provides the puppet a /* shield bonus to (efense. .ultiple shield bonuses do not stac#. &o#! Slot: 2imbs. Points: * utility. Cost: 05 /0 per attac#ing limbs of the puppet &usually *'. 8eig$t: 0 lb per limb. Tail 8$ip: The puppet gains a tail "hip attac# that deals damage as per a lam attac#. The tail attac# counts as a secondary natural "eapon, and cannot be used in a full$attac# action "ith the Gore component, the puppeteer must choose "hich one to use. &o#! Slot: 2imb. Points: 0 utility. +iffic"lt!: %$%lass. Cost: 0*. 8eig$t: 0+ lbs. Torso Tan): With this component, the puppet gains the "allo" Whole special ability, except that the creature is located in the puppetHs torso instead of its mouth. The puppeteer can also control a puppet from "ithin its Torso Tan#, "here he gains total cover. The torso tan# can be forced open "ith a trength chec# &(% *1' or by dealing * damage per hit dice of the puppet "ith a light "eapon. Releasing a creature from the torso tan# is a move$e-uivalent action for the puppeteer. The puppet counts as though it "as one siLe category larger for the purpose of determining "hat siLe of creature it can Ks"allo"K. A .edium$siLe puppet, for example, can s"allo" one .edium or t"o mall creatures. &o#! Slot: %hest. Points: * utility. Cost: *1. 8eig$t: 0+ lbs. Venomo"s 'Animal P"ppet onl!(: This component only can be applied to a natural
puppet "ith a natural attac# that "as previously used to deliver poison. The attac# can no" hold 0 dose of poison. &o#! Slot: 7one, re-uires poisonous attac#. Points: 0 "eapon. Cost: 0<. 8eig$t: 0 lb. Vise 0rip: The puppet deals slam damage increased as though one siLe category larger "hen attac#ing a creature it is currently grappling or holds a pin against. &o#! Slot: 2imbs. Points: * "eapon. Cost: 0;. 8eig$t: * lbs. 8ire: The puppet has a garrote "ire concealed in its hand that can be dra"n as a free action even during a grapple. 3t re-uires a full$attac# action to sheathe after"ard. &o#! Slot: 2imbs. Points: 0 "eapon. Cost: 0+. 8eig$t: 0 lbs.
P"ppet Cores
A puppet core is not a monster entry but merely details the bonus the puppet gains. The puppet, "hen animated, advances li#e a normal construct. The entries for each category are either fixed &for example, the mall %ombat PuppetHs trength score is 0*' or a bonus, follo"ed by the descriptor and the details of the ability parenthetically &The At# entry, for example, is the puppet coreHs modifier to attac# rolls follo"ed by the damage parenthetically, not the puppetHs attac# bonus'. Small Com,at P"ppet: mall %onstruct@ hp /1@ pd 5+ ft.@ (efense /0 siLe@ Grap $< siLe@ At# /0 siLe &0d</0 slam'@ ! 1 ft. by 1 ft.@ Reach 1 ft.@ P hardness *, puppet immunities@ %P /+@ tr 0*, (ex /*. #ills: /< hide. .odifications: 7one. Components '5 com,at points(: 8ead 147one@ @i(bs 247one@ Chest 247one. Small <tilit! P"ppet: mall %onstruct@ hp /1@ pd 5+ ft.@ (efense /0 natural, /0 siLe@ Grap $< siLe@ At# /0 siLe &0d<$0 slam'@ ! 1 ft. by 1 ft.@ Reach 1 ft.@ P hardness *, puppet immunities@ %P /+@ tr C, (ex /*. #ills: /< hide. .odifications: 7one. Components '5 "tilit! points(: 8ead 147one@ @i(bs 247one@ Chest 247one. %e#i"m Com,at P"ppet: .edium$siLe %onstruct@ hp /0+@ pd 5+ ft.@ (efense /+@ Grap /+@ At# /+ siLe &0d=/* slam'@ ! 1 ft. by 1 ft.@ Reach 1 ft.@ P hardness 5, puppet immunities@ %P /+@ tr 01, (ex /+. #ills: 7one. .odifications: 7one. Components '@ com,at points(: 8ead 047one@ @i(bs 747one@ Chest 247one. %e#i"m <tilit! P"ppet: .edium$siLe %onstruct@ hp /0+@ pd 5+ ft.@ (efense /0 natural@ Grap /+@ At# /+ siLe &0d=/0 slam'@ ! 1 ft. by 1 ft.@ Reach 1 ft.@ P hardness 5, puppet immunities@ %P /+@ tr 0*, (ex /+. #ills: 7one. .odifications: 7one.
Components '@ "tilit! points(: 8ead 047one@ @i(bs 747one@ Chest 247one. Large Com,at P"ppet: 2arge %onstruct@ hp /*+@ pd 5+ ft.@ (efense $0 siLe@ Grap /< siLe@ At# $0 siLe &0d;/< slam'@ ! 0+ ft. by 0+ ft.@ Reach 1 ft.@ P hardness 1, puppet immunities@ %P /+@ tr 0;, (ex $*. #ills: $< hide. .odifications: 7one. Components '6 com,at points(: 8ead 247one@ @i(bs 747one@ Chest 747one. Large <tilit! P"ppet: 2arge %onstruct@ hp /*+@ pd 5+ ft.@ (efense /0 natural, $0 siLe@ Grap /< siLe@ At# $0 siLe &0d;/* slam'@ ! 0+ ft. by 0+ ft.@ Reach 1 ft.@ P hardness 1, puppet immunities@ %P /+@ tr 01, (ex $*. #ills: $< hide. .odifications: 7one. Components '6 "tilit! points(: 8ead 247one@ @i(bs 747one@ Chest 747one. Sample H"man P"ppet 'Craft +C 55? P"rc$ase +C 47(: .edium$siLe %onstruct@ hp /0<@ pd 5+ ft.@ (efense /+@ Grap /+@ At# /+ siLe &0d=/5 slam'@ ! 1 ft. by 1 ft.@ Reach 1 ft.@ P hardness 5, puppet immunities@ %P /*@ tr 0B, (ex 0<. #ills: 7one. .odifications: 7one. Components '7 com,at points? @ "tilit! points(: 8ead 047one@ @i(bs 747one@ Chest 247one.
En$ancement Seals
The art of scribing enhancement seals is one seldom taught and rarely accessible. The seals grant additional properties to other"ise mundane e-uipment, mostly "eapons and armor. Aach seal has its o"n properties, and each piece of e-uipment has a limit as to the number of different seals it can hold. An enhancement seal cannot be removed from a "eapon or armor unless said "eapon or armor is destroyed and reforged. The #no"ledge and techni-ue re-uired to craft these seals or adapt e-uipment to bear an enhancement seal is usually extremely rare, seldom taught or sealed a"ay. This content, and all rules pertaining to enhancement seals, is purely optional. Rea#ing t$e Entr! Aach type of enhancement seal has a statistics entry. :ere is a sample entry for a ring or earring granting cha#ra resistance: C$a)ra Resistance AArmorB Minor @v A# (% 0= $dvanced @v 00# (% *= 4reater @v 0A# (% 5= *pic @v 20# @e'endar. @v 70# (% <* (% 1B
Item Slot: Aar or !inger Po*er '5.#a!? s*ift action(: * cha#ra. Gain cha#ra resistance 00 against the next techni-ue. @evel 00: < cha#ra. Gain cha#ra resistance 05 against the next techni-ue. @evel 0A: = cha#ra. Gain cha#ra resistance 01 against the next techni-ue. @evel 20: ; cha#ra. Gain cha#ra resistance *< against the next techni-ue. @evel 70: 0+ cha#ra. Gain cha#ra resistance 5* against the next techni-ue. Na(e and Descriptor The first line of the entry is the name of the enhancement seal and the descriptor, "hich allo"s you to determine "hether or not the seal is an armor or a "eapon enhancement seal. The cha#ra resistance seal is an armor seal. Ran%, @evel and Purchase DC !ollo"ing the name and descriptor, you can see the ran# of the enhancement seal, follo"ed by the level re-uired to craft it in parenthesis and the purchase (ifficulty %lass of the item. 3f the seal grants an enhancement bonus, it "ill be added before the purchase (%. The minor version of the cha#ra resistance seal re-uires =th level or higher to craft, and the character must ma#e a Wealth chec# (% 0= to purchase the material components. The seal "ill ta#e *.1 days to craft &0 day plus 0,* day per point of the purchase (% over 0+' and "ill cost 0*+ QP to ma#e &level = multiplied by purchase (% 0= times 1, divided by four because it is a minor seal'. Ite( Slot The item slot of the enhancement seal represents the piece of e-uipment it must be placed on to count as active. There are a limited number of item slots, as sho"n belo". The cha#ra resistance seal functions only on a ring or earring. *nhance(ent Although the cha#ra resistance seal grants none, certain seals grant a passive enhancement bonus to a certain statistic. This line sho"s you "hat to apply the enhancement bonus to. 3f left unspecified, the bonus is an enhancement bonus. 6ther"ise, the bonus type "ill be added parenthetically. Remember that certain bonus type do not stac#. Po/er ome enhancement seals grant po"ers that must be activated to function. This entry sho"s the number of times it can be activated and the action re-uired to activate it. 3f the entry first specifies an amount of cha#ra, that number is the amount it costs to activate the seal.
The level indicated sho"s the progression of an ability. A higher level seal has access to any lo"er$level abilities sho"n in its entry. The cha#ra resistance seal can be activated 5 times per day as a s"ift action, and costs * or more cha#ra. Propert. 2i#e po"ers, some enhancement seals have passive abilities that do not need to be activated, and al"ays function as long as the item bearing the seal is "orn. 9nli#e the activated po"er, the level of the property cannot be adjusted do"n.
+C 0$* 5$< 1$= B$; C$0+ 00$0* 05$0< 01$0= 0B$0; 0C$*+ *0$** *5$*< *1$5+ 50$51 51$<+ <0$1+ 10$11 11$=+ =0$=1 =1$B+ B0$B1 B1$;< ;1$0++
Seal Item %ape or mantle %orset hoes or shinguard Jracer or "ristband 6bi or sash Girdle :elmet or headband Glasses or goggles Jrooch or medallion Pendant or amulet Robe or vest %oat Ring Aarring !orehead protector %loa# Joots or greaves 7ec#lace andals Gloves Jelt Armguard or vambrace Armor &see belo"'
P"rc$ase +C ',ase( 0$*1 Reinforced uit ; *=$1+ 7inja Oest 0+ 10$B1 Jattle Oest 0* B=$;+ Jattle Armor 0C ;0$;1 :eavy Jattle Armor *5 ;=$CB amurai Armor *1 C;$0++ 6$yoroi *;
TA&LE: SPECIAL %ATERIALS
+C Armor
Cost The "ealth chec# difficulty class for the material components of the seal is dependent on its ran# and the level of the seal at that particular ran#. !ollo" the table belo":
Ran) an# Con#ition Ran% .inor uperior Greater Apic and 2egendary Seal T.pe P"rc$ase +C %o#ifier 0+ plus seal level 01 plus seal level *+ plus seal level eal level x 0.1 plus 0+ &round up'
Armor or Weapon ealed 3tem Char'es choose one# 1 charges < charges 5 charges * charges 0 charge
En$ancement The enhancement and bonus type of the enhancement seal does not change, but it normally increases "ith the ran# of the seal. ome bonus types do not stac# &see Jasic Game .echanics for details'. Po*er A po"er is an activated ability. 3f the enhancement seal has one or more po"ers, al"ays specify the number of times it can be activated and the action it ta#es to activate it. 3f the seal has a cha#ra cost, specify it first. (eactivating a po"er is the same action as activating it. 3f the enhancement seal has multiple ran#s, add a line beginning "ith the level of the ne" ran# &see Ran#' and the ne" po"er. The extra damage die from po"ers is never multiplied on a critical hit, unless it explicitly states other"ise. $t">ill: The po"er can be used at "ill and does not have a daily limit. Dail.: The po"er can be used a number of times per day, usually *,day or 5,day. *ncounter: The po"er can be used a number of times per encounter, normally only 0,encounter. Ancounter po"ers can be recovered "ith a hort Rest. Char'es: This po"er can only be used a number of times before the item is expended. The item can have up to 1 charges. 6nce the number of charges has been expended, the seal fades from the item. This po"er type is generally reserved to sealed items. Po/er Descriptors A po"erHs descriptor follo"s the activation limits and helps determine the origin of the po"er. The descriptors are the same as techni-ue descriptors &see Techni-ues chapter for details'. Propert! ome seals have properties, "hich are li#e po"er except that they are al"ays active. The property doesnHt normally re-uire an action to be used, although they sometimes can be deactivated or activated.
Crafting a Seal
%rafting enhancement seals, a practice called sealsmithing or seal"eaving, re-uires specifically prepared items, and costs experience points as "ell as time and cha#ra. Aach day of crafting counts as a day of training for the purpose of cha#ra expenditure. BP Cost
The QP %ost to craft each seal follo"s a simple formula: .ultiply the seal level by the purchase difficulty class, and multiply that result by 1. A level 0+ seal "ith a purchase (% *1 "ould cost 0,*1+QP to craft. The QP %ost to craft a .inor seal is one$-uarter the normal cost &round up'. Ti(e to Create The time it ta#es to craft a seal depends on the purchase difficulty class of the seal. %rafting a seal ta#es 0 day, plus half a day for each point of the purchase (% over 0+. ome feats and ability may decrease or increase the amount of time it ta#es to create a seal, but the minimum time spent is a half$day &< hours'. Add 0 day for superior seals, * days for greater seals, 5 days for epic seals and < days for legendary seals. Impro-ing a Seal 3f an enhancement seal "as added to a piece of e-uipment and the player "ishes to improve it, it can be done. When improving an already existing seal slot, subtract from the final QP %ost the amount of experience paid for creating the existing seal. !or example, a minor cha#ra armor seal costs *<+ QP to create. 3mproving it to a superior cha#ra armor seal "ould cost 00C+ QP &0<5+ QP minus *<+.' The purchase difficulty class "hen improving a seal is reduced by 1, and the time it ta#es is based on the ne" (%. C$a)ra an# Seals Aach enhancement seal and sealed item is po"ered by the cha#ra of the creature "earing it. A creature "ith no cha#ra is unable to use enhancement seals or sealed items, unless in very specific cases. Aach seal "orn, as "ell as each sealed item carried, give a /0 bonus to pot chec#s against the "earer to all creatures that can sense cha#ra, maximum /0+. ome enhancement seals can negate this bonus. This bonus is lo"ered by /* for each category the creature is able to suppress its cha#ra. As long as the bonus is /0 or higher, the creatureHs cha#ra signature "ill be treated as !aint.
Armor Seals
Armor seals are the first category of enhancement seals, and unli#e "eapon seals, are divided into ; categories: armor, bac#, feet, head, finger or ear, nec# and "rist. A piece of e-uipment can only carry one seal slot. An armor seal only functions "hen placed over the proper area of the body, because it ma#es use of the cha#ra coil system and the minute amounts of cha#ra released by certain ten#etsu.
A creature, regardless of its siLe, is limited in the amount of e-uipment outfitted "ith enhancement seals it can "ear at once: $ 0 suit of armor, shirt, vest or vestment on the torso or body &armor'. $ 0 cape, cloa#, coat, jac#et, mantle, robe, sha"l or tabard on the shoulders or bac# &bac#' $ 0 pair of boots, greaves, sandals, shinguards or shoes on the feet &feet'. $ 0 belt, corset, girdle, obi or sash around the "aist &"aist'. $ 0 pair of arm guards, gloves, bracers, vambraces or "ristbands on the arms or "rists &"rist'. $ 0 blindfold, eyepatch, forehead protector, glasses, goggles, hat, headband, helmet or mas# around the face or head &head'. $ 0 amulet, brooch, collar, medallion, nec#lace, pendant or scarf around the nec# &nec#' $ * rings or earrings &or one ring and one earring' on the finger or ear &finger, ear'. !or bracers or boots, or other similar items, the armor seal can only be used "hen the creature "ears both items in a pair. &ro%en $r(or: When a piece of armor is bro#en, it can be repaired. Any enhancement seals applied to that piece of armor has a 1+I chance to be destroyed "hen repaired. C$a)ra Armor AArmorB Minor @v A# (% 0= 4reater @v 0A# Superior @v 00# (% *= Item Slot: Armor Propert!: (amage reduction 0,cha#ra. @evel 00: (amage reduction 5,cha#ra. @evel 0A: (amage reduction 1,cha#ra.
(% 5=
C$a)ra Resistance AArmorB Minor @v A# (% 0= *pic @v 20# (% <* Superior @v 00# (% *= @e'endar. @v 70# (% 1B 4reater @v 0A# (% 5= Item Slot: Aar or finger Po*er '5.#a!? s*ift action(: 0 cha#ra. Gain cha#ra resistance 05 for 0 round. @evel 00: * cha#ra. As above but gain cha#ra resistance 0=. @evel 0A: 5 cha#ra. As above but gain cha#ra resistance 0C. @evel 20: < cha#ra. As above but gain cha#ra resistance *<. @evel 70: 1 cha#ra. As above but gain cha#ra resistance 5*.
C$anging AArmorB Minor @v :# (% 01 4reater @v 02# (% 5* Superior @v -# (% ** Item Slot: Armor &special' Po*er 'At98ill? f"ll9ro"n# action(: The light armor shifts to become mundane clothing. 3f the armor it "as applied to included more than one piece &such as boots, pants, gauntlets, etc.' the garment it becomes can include additional articles. The "eight of the original item remains unchanged. Joth forms benefit from enhancement seals. @evel -: %an be applied to medium armor. @evel 02: %an be applied to heavy armor. Special: The secondary form is selected "hen creating the seal. Concealing AArmorB Minor @v :# (% 01 Superior @v 01# (% *1 Item Slot: Jac# Po*er 'At98ill? attac) action(: As 9a%urei(ino no Cutsu, but functions in all settings. Po*er '5.#a!? attac) action(: @evel 01: 5 cha#ra. As Meisai'a%ure no Cutsu. 2asts 1 minutes. +o":"ts" In$i,itor AArmorB Superior @v -# (% ** 4reater @v 0A# (% 5= Item Slot: :ead Propert!: Mour doujutsu bloodline is suppressed. The doujutsu inhibitor must be ta#en off or moved a"ay from the eye before activating the bloodline. Po*er '2.#a!? s*ift action(: @evel 0A: Activate a (oujutsu bloodline as a s"ift action. Elemental Resistance AArmorB Minor @v 3# (% 0< 4reater @v 03# (% 5< Superior @v D# (% *< *pic @v 27# (% << Item Slot: Aar, finger or nec# Po*er '2.#a!? attac) action(: 5 cha#ra. Gain 1 resistance to cold, earth, electricity, fire, "ater or "ind &choose one "hen creating the seal'. Absorbs up to 1+ damage. @evel D: 1 cha#ra. Gain resistance 0+@ absorbs up to 0++ damage. @evel 03: B cha#ra. Gain resistance 01@ absorbs up to 01+ damage. @evel 27: 0+ cha#ra. Gain resistance *+@ absorbs up to *++ damage. El"#ing AArmorB Superior @v E# /0 (% *5 4reater @v 03# Item Slot: Jac# or !eet En$ancement: Reflex saves &resistance' /* (% 5<
/eat$er*eig$t AArmorB Superior @v -# (% ** Item Slot: Armor &medium or heavy' Propert!: Armor treated as though one category lighter &medium to light, heavy to medium.' The armorHs armor chec# penalty is reduced by * and its maximum (exterity bonus
increased by *. Proficiency in the original armor type is still re-uired. Propert!: Armor "eight halved &round up, minimum 0 lb.' /lic)ering AArmorB Superior @v 01# (% *1 4reater @v 0:# (% 51 Item Slot: Jac# Po*er '4.#a!DTeleportation? mo-e action(: Teleport up to 5+ feet as per supernatural ability. @evel 0:: As above, but up to =+ feet. /ragmentation AArmorB 4reater @v 0E# (% 5; Item Slot: Armor Po*er '4.#a!? mo-e action(: .ove up to your movement speed and split into a s"arm of fine objects during the action. Wearer is immune to attac#s that target a single creature during the fragmentation and gains a /0+ bonus to .ove ilently chec#s. :e automatically brea#s any grapple or pin at the start of the movement. 0li#ing AArmorB Minor @v :# /* (% 01 4reater @v 03# /= (% 5< Superior @v D# /< (% *< Item Slot: Jac# En$ancement: 8ump chec#s Po*er '5.#a!? instant action(: 9se "hen falling. The "earer can glide up to his base movement speed on his next action or slo" his fall to 0+ feet per round, effectively gaining a fly speed "ith clumsy maneuverability. 2asts 0 round. @evel D: As above, but the "earerHs fly speed increases by 0+ feet. @evel 03: As above, but the "earerHs fly speed increases by 5+ feet. %in# 8ar# AArmorB Minor @v 7# /0 (% 05 4reater @v 03# /5 (% 5< Superior @v E# /* (% *5 *pic @v 21# /< (% <+ Item Slot: :ead or ear En$ancement: Will saves against compulsion, enchantment and mind$affecting &resistance' %onitoring AArmorB Superior @v -# (% ** Item Slot: !inger Po*er 'At98illD%e#ical? free action(: 9se to gain information about the condition of the "earer of every lin#ed ring, as per Ir.ou Nin5utsu: I5i " Shinr.ou Cutsu. 3f the "earer of a ring is #illed or the ring is ta#en off, the ring simply becomes inactive, but no further information is provided. This ability has a range of 0++ miles. Special: ealed item cannot be removed by anyone other than the user, unless the limb is severed. .ultiple rings must be lin#ed together. 2in#ing multiple rings together ta#es 5+ minutes,
and cannot be undone. %!stical Armor AArmorB Minor @v 3# /0 (% 0< Superior @v E# /* (% *5 4reater @v 02# /5 (% 5* Item Slot: Armor En$ancement: (efense *pic @v 20# @e'endar. @v 2A# /< (% <* /1 (% <C
Negation AArmorB Superior @v -# (% ** Item Slot: 7ec# or "aist Propert!: 7egates the cha#ra aura of all carried enhancement seals and sealed items. N"llstep AArmorB Superior @v -# /0 (% ** *pic @v 20# /5 (% <0 4reater @v 07# /* (% 55 Item Slot: !eet En$ancement: .ove ilently chec#s &competence' Propert!: 3ncreases the difficulty class of urvival chec#s to trac# the "earer by 1. The "earer does not count to"ards the number of creatures "hen trac#ing a group. Po*er 'At98ill? f"ll9ro"n# action(: < cha#ra. As Mu%idou Sanpo no Cutsu, use the sealHs level to determine the bonus. 2asts 0+ minutes. Po*er AArmorB Minor @v 3# /0 (% 0< 4reater @v 02# /5 (% 5* Superior @v E# /* (% *5 Item Slot: Waist En$ancement: trength chec#s, %limb, 8ump and "im s#ills &competence' Po*er '2.#a!? free action(: 0 cha#ra. Mou gain a /0 bonus to melee "eapon damage rolls for 0 round. @evel 02: 5 cha#ra. /* bonus. Po*erlift AArmorB Minor @v A# /0 (% 0= Superior @v 00# /* (% *= Item Slot: Waist or "rist En$ancement: trength chec#s Propert!: WearerHs carrying capacity increases by x0.*1 &/*1I'. @evel 00: As above, but by x0.1 &/1+I'. Precision AArmorB Minor @v 3# /0 (% 0< 4reater @v 02# /5 (% 5* Superior @v E# /* (% *5 Item Slot: Wrist En$ancement: (exterity chec#s, Jalance, leight of :ands, Tumble s#ill &competence' Po*er '2.#a!? free action(: 0 cha#ra. Mou gain a /0 bonus to ranged "eapon damage
rolls for 0 round. @evel 02: 5 cha#ra. /* bonus. Resilient AArmorB Superior @v E# /0 (% *5 4reater @v 03# Item Slot: Jac# or Waist En$ancement: !ortitude saves &resistance' /* (% 5<
Restoration AArmorB Superior @v D# (% *< 4reater @v 0:# (% 51 Item Slot: Aar Po*er '5.#a!D%e#ical? attac) action(: 1 cha#ra. Gain fast healing 5 for 5 rounds. @evel 0:: C cha#ra. !ast healing < for < rounds. Restraining AArmorB Minor @v 3# (% 0< 4reater @v 02# (% 5* Superior @v E# (% *5 *pic @v 20# (% <0 Item Slot: Wrist Propert!: Wearer ta#es a $0 penalty to peed and trength ran#s. @evel E: As above, but penalty is $*. @evel 02: As above, but penalty is $5. @evel 20: As above, but penalty is $1. S"refoote# AArmorB Minor @v 7# /0 (% 05 4reater @v 03# /5 (% 5< Superior @v E# /* (% *5 *pic @v 21# /< (% <+ Item Slot: !eet En$ancement: trength chec#s to defend against bull$rush and overrun Po*er '4.#a!? attac) action(: @evel E: Wal# on li-uids, vertical surfaces and sno" as though under the effect of 9inobori, Tada.ou and Fu%i'utsu. 2asts 0+ minutes. @evel 03: As above, but lasts 5+ minutes. @evel 20: As above, but lasts 0 hour. Spee# AArmorB Superior @v 01# (% *1 4reater @v 0A# (% 5= Item Slot: !eet or Wrist Propert!: Reduces the effective cost of speed ran# by 0 step &minimum 0'. Po*er '2.#a!? s*ift action(: @evel 0A: Gain a /0 bonus to speed ran# for * rounds. Strengt$ AArmorB Superior @v 01# (% *1 4reater @v 0A# (% 5= Item Slot: Jac# or Wrist Propert!: Reduces the effective cost of strength ran# by 0 step &minimum 0'. Po*er '2.#a!? s*ift action(: @evel 0A: Gain a /0 bonus to strength ran# for * rounds. S*ift AArmorB Minor @v 3# (% 0< 4reater @v 02# (% 5*
Superior @v E# (% *5 Item Slot: !eet Propert!: 2and movement speed increases by 0+ feet. @evel E: 2and movement speed increases by *+ feet. @evel 02: 2and movement speed increases by 5+ feet. Po*er '2.#a!DTeleportation? mo-e action(: @evel 02: .ove to any s-uare "ithin *++ feet as per teleport extraordinary ability. .ust have line of sight and line of effect to the s-uare. Voi# AArmorB Superior @v -# /0 (% ** *pic @v 20# 4reater @v 07# /* (% 55 Item Slot: Armor or Jac# En$ancement: :ide chec#s &competence' Propert!: 2o"ers your cha#ra signature by 0 step. @evel 07: 2o"ers your cha#ra signature by * steps. @evel 20: 2o"ers your cha#ra signature to suppressed. /5 (% <0
8eapon Storing AArmorB Minor @v 7# (% 05 4reater @v 02# (% 5* Superior @v -# (% ** *pic @v 20# (% <0 Item Slot: Jac# or "rist Po*er 'At98ill? free action(: (ra" any "eapon stored in the seal into your hand. Po*er 'At98ill? mo-e action(: tore an unattended "eapon into the seal by touching it. The seal can contain 0 large, * medium, or < small or ; tiny "eapons. @evel -: As above, but the seal holds 0 huge, * large, < medium, ; small or 0= tiny "eapons. @evel 02: As above, but the seal holds * huge, < large, ; medium, 0= small or 5* tiny "eapons. @evel 20: As above, but the seal holds 5 huge, = large, 0* medium, *< small or <; tiny "eapons.
8eapon Seals
Weapon seals are the other type of enhancement seals and relate only to "eapons. A "eapon can normally only carry t"o seal slots, only one of "hich can be a greater seal slot &one minor, superior, greater, epic or legendary seal slot, and one minor or superior seal slot'. The same seal cannot be applied to a "eapon t"ice. Aach head of a double "eapon counts as an individual "eapon. Anhancement bonuses from different "eapon seals, such as bonuses to attac# and damage, never stac#. $dditional Da(a'e Dice: 9nli#e normal damage modifiers, additional damage dice are almost never modified on a critical hit.
Repairin' a >eapon: When a "eapon is sundered, it can be repaired. 3f that "eapon carried one or more enhancement seals, each enhancement seal has a 1+I chance to be destroyed "hen repaired. As$en A8eaponB Minor @v 7# (% 05 4reater @v 02# (% 5* Superior @v -# (% ** Item Slot: Weapon &any' Po*er 'At98illD/ire? attac) action(: * cha#ra. !ills an adjacent 1$ft. s-uare "ith ash, as per 8aise%ishou techni-ue & ave (% 01'. @evel A: < cha#ra. !ills a 0+$ft. s-uare & ave (% 0B'. @evel 02: = cha#ra. !ills a *+$ft. s-uare & ave (% 0C'. Aci# &"rst A8eaponB Superior @v E# (% *5 *pic @v 22# (% <5 4reater @v 03# (% 5< Item Slot: Weapon &any' Po*er 'At98illDAci#? free action(: :alf of the damage dealt by the "eapon is acid damage. Another free action returns the damage to normal. Po*er 'At98illDAci#? attac) action(: @evel 03: < cha#ra. (eal an extra 0d= acid damage. 2asts 0 minute. @evel 22: = cha#ra. 0d0+ acid damage. Special: Projectile "eapons grant this bonus to their ammunitions. Armor Piercing A8eaponB Superior @v -# /0 (% *5 *pic @v 20# /5 (% <0 4reater @v 03# /* (% 5< Item Slot: Weapon &any' En$ancement: Attac# and damage rolls Propert!: Gain a /* circumstance bonus to attac# rolls against armored targets or targets "ith a natural armor bonus to (efense, and attac#s ignore 1 hardness. @evel 03: As above, but attac#s ignore 0+ hardness. &anis$ing A8eaponB 4reater @v 03# (% 5< *pic @v 23# (% <= Item Slot: Weapon &any' Po*er 'At98ill? attac) action(: < cha#ra. Attac#s "ith this "eapon deal double damage to summoned creatures. 2asts 0 minute. Po*er '2.enco"nter? free action(: @evel 20: Attac#s against a summoned creature force it to ma#e a !ortitude save &(% *=' or be banished. 2asts 0 round.
+C 8eapon 0 !ullblade *$0+ 7inja$to 00$01 %ha#ra gauntlet 0=$*+ (ai#unai *0$*1 Fama *=$5+ Fusari$gama 50$51 "ord$cane 5=$<1 huri#en 1=$=+ Funai =0$B+ Fodachi B0$B1 Wa#iLashi B=$;1 Fatana ;=$0++ %hisa$gatana +C 0 *$1 =$C 0+$05 0<$0B 0;$*0 **$*1 *=$*C 5+$55 5<$5B 5;$<0 <*$<1 <C$<C 1+$15 1<$1B 1;$=0 =*$=1 ==$=C B+$B5 B<$BB B;$;0 ;*$;1 ;=$;C C+$C5 C<$CB C;$CC 0++ 8eapon cythe (aigama :ansori (ouble #atana %urved #unai hu#o and ashi#o pi#ed greatmace Jattleaxe abre Fanabo horts"ord 7aginata Greats"ord Greatbo" War !an Tessen Thro"ing #nife (agger :and crossbo" !uuma shuri#en Jlo"gun Puarterstaff 7uncha#u Thro"ing needle 2ong battle "ire Fnuc#le blade 2ong #atana
+C Special %aterial 0$=+ =0$=1 ==$B+ B0$;1 ;=$C+ C0$C1 C=$CC 0++
Cost %o#ifier 7ormal materials 4 7onlethal $5 ilver /* 3ronium /5 6versiLed /< (ar# iron /1 Thorium /; :eavy dar# iron /0;
&loo#t$irster A8eaponB 4reater @v 02# (% 5* *pic @v 21# (% <0 Item Slot: Weapon &any' Po*er 'At98ill 4.ro"n#? free action(: 0 cha#ra. 9se "hen you hit "ith his "eapon. (eals 0 point of damage each round for 0+ rounds. Aach use refreshes the duration and increases the damage by 0, up to 1. @evel 20: * cha#ra. 2i#e above, but deals 0d= extra damage. C$a)ra C"rrent A8eaponB Superior @v D# /0 (% *< *pic @v 22# /5 (% <5 4reater @v 0A# /* (% 5= @e'endar. @v 2E# /< (% 1* Item Slot: .elee "eapon &any ironium or thorium' En$ancement: Attac# and damage rolls Propert!: This "eapon can be imbued "ith Ninpou: Cha%ra Na'ashi "ith elemental properties "ithout the re-uired mastery. The duration of the techni-ue is increased by 1 minutes or * successful attac#s. @evel 0A: As above, but imbuing only costs < cha#ra and the duration is increased by 0+ minutes or < successful attac#s. @evel 22 or 2E: As above, but costs * cha#ra and the techni-ue lasts until cancelled or an additional ; successful attac#s. Po*er '2.#a!DVaries? s*ift action(: @evel 0A: As Ninpou: Cha%ra Na'ashi on the cha#ra current "eapon, lasts 0 minute or until discharged. 9ses the "ielderHs elemental affinity. C$a)ra +e-o"ring A8eaponB 4reater @v 0A# (% 5= *pic @v 71# (% 11 Item Slot: Weapon &any' Po*er 'At98ill? free action(: 9se "hen ta#ing an attac# of opportunity or readied attac# against someone using a techni-ue or "hen attac#ing to disrupt someone using a techni-ue ta#ing 0 round or longer. Attac# deals no damage, but forces a %oncentration chec# &(% *+/techni-ue ran#' to avoid the techni-ue being disrupted and losing the cha#ra spent. @evel 71: %hec# (% is &(% *1/techni-ue ran#' and deals 0d= cha#ra damage. C$illing A8eaponB Superior @v -# (% ** *pic @v 20# (% <0 4reater @v 07# (% 55 Item Slot: Weapon &any' Po*er 'At98illDCol#? free action(: :alf of the damage dealt by the "eapon is cold damage. Another free action returns the damage to normal. Po*er '5.#a!DCol#? free action(: 9se a 7injutsu "ith the cold descriptor "ithout hand seals or half seals. 6ne affected target suffers an extra 0d; cold damage and 0 cold damage every round for 5 rounds &does not stac#'. The perform time is not modified. @evel 07: *d; extra damage and * every round. @evel 20: 5d; extra damage and 5 every round. Special: Projectile "eapons besto" the At$Will po"er to their ammunition.
Col# &"rst A8eaponB Minor @v 7# (% 05 4reater @v 07# (% 55 Superior @v -# (% ** *pic @v 21# (% <+ Item Slot: Weapon &any' Po*er 'At98illDCol#? free action(: :alf of the damage dealt by the "eapon is cold damage. Another free action returns the damage to normal. Po*er '2.enco"nterDCol#? free action(: @evel 07: Gain 0+ cold resistance for 5 rounds. @evel 21: Gain 01 cold resistance for 5 rounds. Po*er 'At98illDCol#? attac) action(: @evel -: < cha#ra. (eal an extra 0d= cold damage. 2asts 0 minute. @evel 07: = cha#ra. 0d0+ cold damage. @evel 21: 0+ cha#ra. *d= cold damage. Special: Projectile "eapons grant this bonus to their ammunitions. Concealing A8eaponB Minor @v 3# (% 0< Superior @v E# (% *5 Item Slot: Weapon &any' Propert!: The "eapon emanates no cha#ra from seals. Po*er '2.#a!? s*ift action(: @evel E: Mour cha#ra signature is fully suppressed for 1 rounds. Containment A8eaponB Minor @v :# (% 01 4reater @v 0:# (% 51 Superior @v 01# (% *1 *pic @v 21# (% <+ Item Slot: Weapon &any' Po*er 'At98ill? attac) action(: 9se "hen ma#ing a successful attac# "ith this "eapon. (ischarges the stored techni-ue as though it had been performed normally. A techni-ue re-uiring a touch attac# automatically hits. %an be used as part of a full$attac# action. Po*er '5.#a!? free action(: 0 cha#ra. Mou can store a single cha#ra control, genjutsu or ninjutsu techni-ue in the "eapon as long as it is performed in 5 rounds of activating this seal. The techni-ue must have a perform time of K0 attac# action.K The techni-ue is held for 5 days or until discharged. The techni-ue must be used normally to be stored, and can be empo"ered or affected by meta$cha#ra feats as normal. The seal can contain up to 0+ cha#ra. @evel 01: * cha#ra. %ontain up to 01 cha#ra. @evel 0:: 5 cha#ra. %ontain up to *+ cha#ra. @evel 2:: < cha#ra. %ontain up to 5+ cha#ra. E pan# A8eaponB Minor @v 3# (% 0< Item Slot: Weapon &any' Po*er 'At98ill? attac) action(: < cha#ra. The "eapon becomes an oversiLed "eapon. 2asts until cancelled &free action'. Eart$ S$oc) A8eaponB
Minor @v 7# (% 05 4reater @v 07# (% 55 Superior @v -# (% ** *pic @v 21# (% <+ Item Slot: Weapon &any' Po*er 'At98illDEart$? free action(: :alf of the damage dealt by the "eapon is earth damage. Another free action returns the damage to normal. Po*er '2.enco"nterDEart$? free action(: @evel 07 or 21: Perform Doton 7injutsu "ith the half seals component "ithout ma#ing seals. 2asts 5 rounds. Po*er 'At98illDEart$? attac) action(: @evel -: < cha#ra. (eal an extra 0d= earth damage. 2asts 0 minute. @evel 07: = cha#ra. 0d0+ earth damage. @evel 21: 0+ cha#ra. *d= earth damage. Special: Projectile "eapons grant this bonus to their ammunitions. /lame &"rst A8eaponB Minor @v 7# (% 05 4reater @v 07# (% 55 Superior @v -# (% ** *pic @v 21# (% <+ Item Slot: Weapon &any' Po*er 'At98illD/ire? free action(: :alf of the damage dealt by the "eapon is fire damage. Another free action returns the damage to normal. Po*er '2.enco"nterD/ire? free action(: @evel 07: All attac#s "ith this "eapons are touch attac#s for 0 round. @evel 21: As above, gains 1$ft. reach. Po*er 'At98illD/ire? attac) action(: @evel -: < cha#ra. (eal an extra 0d= fire damage. 2asts 0 minute. @evel 07: = cha#ra. 0d0+ fire damage. @evel 21: 0+ cha#ra. *d= fire damage. Special: Projectile "eapons grant this bonus to their ammunitions. /lic)ering A8eaponB Superior @v E# (% *5 4reater @v 03# (% 5< Item Slot: Weapon &melee only' Po*er '5.#a!? free action(: 0 cha#ra. Attac#s "ith this "eapon have a 0+I chance to deny the target its (ex bonus to (efense. Jlind creatures and creatures that do not rely on sight are immune. 2asts 0 round. @evel 03: * cha#ra. As above, but 1,day and *+I chance. Healing A8eaponB 4reater @v 02# (% 5* *pic @v 23# (% <= Item Slot: Weapon &melee only' Po*er '6.#a!D%e#ical? free action(: * cha#ra. 9se before ma#ing an attac#. Attac# deals no damage but heals for half the damage it "ould normally deal. @evel 23: < cha#ra. As above, but heals for "eapon damage. H"rricane /orce A8eaponB Minor @v 7# (% 05 Superior @v -# (% ** Item Slot: Weapon &any' 4reater @v 07# *pic @v 21# (% 55 (% <+
Po*er 'At98illD8in#? free action(: :alf of the damage dealt by the "eapon is "ind damage. Another free action returns the damage to normal. Po*er '5.enco"nterD8in#? free action(: @evel 07: 9se after a critical hit. Target suffers $0 to attac# and "eapon damage rolls, s#ill chec#s and saving thro"s for 0 round. @evel 21: As above, the but the penalty is $*. Po*er 'At98illD8in#? attac) action(: @evel -: < cha#ra. (eal an extra 0d= "ind damage. 2asts 0 minute. @evel 07: = cha#ra. 0d0+ "ind damage. @evel 21: 0+ cha#ra. *d= "ind damage. Special: Projectile "eapons grant this bonus to their ammunitions. %anifesting A8eaponB Minor @v :# (% 01 4reater @v 07# (% 55 Superior @v D# (% *< Item Slot: Weapon &any' Po*er '5.#a!DTeleportation? mo-e action(: 0 cha#ra. ummon the "eapon into your hand no matter "here it is. Range 0++ feet. @evel D: * cha#ra. 1++ feet range. @evel 07: 5 cha#ra. 0 mile range. Special: This seal must be bound to a single creature, "hich ta#es 5+ minutes and cannot be undone. %"r#ering A8eaponB 4reater @v 02# (% 5* Item Slot: Weapon &any' Po*er '5.#a!? attac) action(: = cha#ra. Aach melee attac# applies a mar# on the target. 6n a natural roll of *+ against any mar#ed target, the target must ma#e a !ortitude save &(% **' or die. uccessful save deals *d=/0+ negative energy damage instead. 2asts 0 minute or 0 murder attempt. %!stical 8eapon A8eaponB Minor @v :# /0 (% 01 *pic @v 20# /< (% <0 Superior @v 01# /* (% *1 @e'endar. @v 2A# /1 (% <C 4reater @v 0:# /5 (% 51 Item Slot: Weapon &any' En$ancement: Attac# rolls and damage rolls Special: Projectile "eapons besto" the enhancement bonus to their ammunition. %!stif!ing A8eaponB 4reater @v 03# (% 5< *pic @v 23# (% <= Item Slot: Weapon &any' Po*er 'At98illD%in#9Affecting? attac) action(: < cha#ra. %reates a body double in an adjacent s-uare or your s-uare. The double loo#s lifeli#e and generates a genjutsu field to ma#e it appear as though it alters substance. The double cannot interact "ith physical objects in any real "ay, but can create sounds. The body double can be attac#ed but not slain and does not dissipate "hen hit. 3t appears to be damaged as normal. The double shares your (efense score and you can control it
"ith a mental effort "hile holding the "eapon. 3t can be touched and interacted "ith by creatures "ho have not disbelieved it, but canHt use special abilities. Aach time the double is attac#ed gives a chance to identify and disbelieve it. 3dentifying the double as an illusion is a Genjutsu chec# &(% *;' and disbelieving it is a Will save &(% *5'. .aintaining the double costs < cha#ra per round but no actions. @evel 23: ; cha#ra. The (% to identify the double is 55 and the Will save (% to disbelieve it is *B. The double is able to attac# sharing your mode of physical attac#s, and deals half your damage as nonlethal damage. The doubleHs attac#s are ineffective if it is disbelieved. %reatures immune to mind$affecting attac#s or una"are of the doubleHs presence are also not affected. P"lsing A8eaponB Superior @v -# (% ** *pic @v 20# (% <0 4reater @v 07# (% 55 Item Slot: Weapon &any' Po*er 'At98illDElectricit!? free action(: :alf of the damage dealt by the "eapon is electricity damage. Another free action returns the damage to normal. Po*er '5.#a!DElectricit!? free action(: 9se a 7injutsu "ith the electricit. descriptor "ithout hand seals or half seals. 6ne affected target suffers an extra 0d; electricity damage and 0 electricity damage every round for 5 rounds &does not stac#'. The perform time is not modified. @evel 07: *d; extra damage and * every round. @evel 20: 5d; extra damage and 5 every round. Special: Projectile "eapons besto" the At$Will po"er to their ammunition. E"a)ing A8eaponB Superior @v -# (% ** *pic @v 20# (% <0 4reater @v 07# (% 55 Item Slot: Weapon &any' Po*er 'At98illDEart$? free action(: :alf of the damage dealt by the "eapon is earth damage. Another free action returns the damage to normal. Po*er '5.#a!DEart$? free action(: 9se a 7injutsu "ith the earth descriptor "ithout hand seals or half seals. 6ne affected target suffers an extra 0d; earth damage and 0 earth damage every round for 5 rounds &does not stac#'. The perform time is not modified. @evel 07: *d; extra damage and * every round. @evel 20: 5d; extra damage and 5 every round. Special: Projectile "eapons besto" the At$Will po"er to their ammunition. E"ic),la#e A8eaponB 4reater @v 02# (% 5* Item Slot: Weapon &melee only' Po*er 'At98ill? free action(: (ra" this "eapon as a free action. Po*er 'At98ill? free action(: 5 cha#ra. .a#e an extra attac# "ith this "eapon "hen ma#ing a full$attac# action. This ability does not stac# "ith other techni-ues or abilities that grant an extra attac#, such as the flurr. of blo/s ability, the Ren;u%i techni-ue or itself.
Ret"rning A8eaponB Minor @v 7# (% 05 Superior @v -# (% ** Item Slot: Weapon &thro"n' Po*er 'At98ill? free action(: 9se before ma#ing an attac#. The thro"n "eapon "ill return to your hand at the beginning of your next turn. Range 1+ feet. @evel -: 0 cha#ra. Weapons that hit deal 0 extra damage at the start of your next turn as they rip themselves out. Scattering A8eaponB Superior @v E# (% *5 4reater @v 02# (% 5* Item Slot: Weapon &melee only' Po*er 'At98ill? attac) action(: * cha#ra. .a#e an attac# against any enemy "ithin 5+ feet. Target must ma#e a pot chec# &(% 05' to retain its (exterity bonus to (efense against it. Po*er 'At98ill? attac) action(: @evel 02: ; cha#ra. .a#e a full$attac# action against any enemy "ithin 5+ feet. pot chec# is (% 0=. Scorc$ing A8eaponB Superior @v -# (% 0B *pic @v 20# (% <0 4reater @v 07# (% 55 Item Slot: Weapon &any' Po*er 'At98illD/ire? free action(: :alf of the damage dealt by the "eapon is fire damage. Another free action returns the damage to normal. Po*er '5.#a!D/ire? free action(: 9se a 7injutsu "ith the fire descriptor "ithout hand seals or half seals. 6ne affected target suffers an extra 0d; fire damage and 0 fire damage every round for 5 rounds &does not stac#'. The perform time is not modified. @evel 07: *d; extra damage and * every round. @evel 20: 5d; extra damage and 5 every round. Special: Projectile "eapons besto" the At$Will po"er to their ammunition. Screaming &"rst A8eaponB Superior @v E# (% *5 *pic @v 22# (% <5 4reater @v 03# (% 5< Item Slot: Weapon &any' Po*er 'At98illDSonic? free action(: :alf of the damage dealt by the "eapon is sonic damage. Another free action returns the damage to normal. Po*er 'At98illDSonic? attac) action(: @evel 03: < cha#ra. (eal an extra 0d< sonic damage. 2asts 0 minute. @evel 22: = cha#ra. *d< sonic damage. Special: Projectile "eapons grant this bonus to their ammunitions. S$apes$ifting A8eaponB Superior @v -# (% ** 4reater @v 02# (% 5* Item Slot: Weapon Po*er 'At98ill? f"ll9ro"n# action(: The "eapon shifts and becomes a different "eapon or object of the same siLe and similar shape. Joth forms benefit from enhancement seals. @evel 02: 9p to * siLe category smaller or larger, and does not need to be similarly
shaped. Special: The secondary form of a "eapon is selected "hen creating the seal. 3f this seal is applied to a double "eapon, both heads of the "eapon must gain this seal to benefit from it. S$iel#ing A8eaponB Minor @v 3# /0 (% 05 *pic @v 21# Superior @v E# /* (% *5 @e'endar. @v 2A# 4reater @v 02# /5 (% 5* Item Slot: Weapon &melee' En$ancement: (efense &deflection' /< (% <+ /1 (% <C
S$oc)ing &"rst A8eaponB Minor @v 7# (% 0* 4reater @v 07# (% 55 Superior @v -# (% ** *pic @v 21# (% <+ Item Slot: Weapon &any' Po*er 'At98illDElectricit!? free action(: :alf of the damage dealt by the "eapon is electricity damage. Another free action returns the damage to normal. Po*er '5.enco"nterDElectricit!? attac) action(: @evel 07: !ire a bolt of electricity. Ranged ray attac#, *++$ft. range. 5d= points of electricity damage, provo#es a !ortitude save &(% 01' to avoid stun 0 round. @evel 21: =d= damage and saving thro" (% *0. Po*er 'At98illDElectricit!? attac) action(: @evel -: < cha#ra. (eal an extra 0d= electricity damage. 2asts 0 minute. @evel 07: = cha#ra. 0d0+ electricity damage. @evel 21: 0+ cha#ra. *d= electricity damage. Special: Projectile "eapons grant this bonus to their ammunitions. So"l,o"n# 8eapon A8eaponB Minor @v A# /0 (% 0= 4reater @v 0E# /5 (% 5; Superior @v 00# /* (% *= Item Slot: Weapon &any' En$ancement: Attac# rolls and damage rolls Propert!: Gain 0 negative level "hile holding the "eapon if not bonded to it. Any other enhancement seal or special properties of the "eapon do not function unless bonded to the armor. @evel 00: * negative levels. @evel 0E: 5 negative levels and base "eapon damage reflected to the "ielder each attac#. Propert!: Weapon hardness /1. @evel 00: Weapon hardness /B. @evel 0E: Weapon hardness /C. Special: Jinding this "eapon to a creature ta#es 5+ minutes and cannot be undone. A soulbound "eapon does not grant negative levels to a creature it is bonded to. 3f this seal is applied to a double "eapon, both heads must gain the seal to have any effect. Projectile "eapons besto" the enhancement bonus to their ammunition.
So"lfla!ing A8eaponB Superior @v E# (% *5 4reater @v 02# (% 5* Item Slot: Weapon &any' Propert!: Attac#s "ith this "eapon hit incorporeal creatures normally. Po*er 'At98ill? free action(: 9se "hen attac#ing an outsider or creature "ith the evil or chaos allegiance. Attac#s "ith this "eapon deal /* damage. @evel 02: As above, attac# gains /* bonus to attac# rolls. S1"alling A8eaponB Superior @v -# (% ** *pic @v 20# (% <0 4reater @v 07# (% 55 Item Slot: Weapon &any' Po*er 'At98illD8in#? free action(: :alf of the damage dealt by the "eapon is "ind damage. Another free action returns the damage to normal. Po*er '5.#a!D8in#? free action(: 9se a 7injutsu "ith the /ind descriptor "ithout hand seals or half seals. 6ne affected target suffers an extra 0d; "ind damage and 0 "ind damage every round for 5 rounds &does not stac#'. The perform time is not modified. @evel 07: *d; extra damage and * every round. @evel 20: 5d; extra damage and 5 every round. Special: Projectile "eapons besto" the At$Will po"er to their ammunition. Stainless A8eaponB Minor @v 7# (% 05 Superior @v 01# (% *1 Item Slot: Weapon &any' Propert!: The "eapon cannot rust or get stained by li-uids, including blood. 3t is still damaged by acid and other dangerous li-uids. Propert!: @evel 01. The "eapon never re-uires maintenance and never loses its edge unless destroyed or damaged. S",#"ing A8eaponB Minor @v A# (% 0= Superior @v 01# (% *1 Item Slot: Weapon &any' Po*er 'At98ill? free action(: Attac#s "ith this "eapon deal nonlethal damage. 2asts until cancelled. Po*er 'At98ill? free action(: @evel 01. 0 cha#ra. 9se "hen dealing nonlethal damage "ith this "eapon. (eal an extra 0d= nonlethal damage. S"rging A8eaponB Superior @v -# (% ** *pic @v 20# (% <0 4reater @v 07# (% 55 Item Slot: Weapon &any' Po*er 'At98illD8ater? free action(: :alf of the damage dealt by the "eapon is "ater damage. Another free action returns the damage to normal. Po*er '5.#a!D8ater? free action(: 9se a 7injutsu "ith the /ater descriptor "ithout hand seals or half seals. 6ne affected target suffers an extra 0d; "ater damage and 0 "ater damage every round for 5 rounds &does not stac#'. The perform time is not modified.
@evel 07: *d; extra damage and * every round. @evel 20: 5d; extra damage and 5 every round. Special: Projectile "eapons besto" the At$Will po"er to their ammunition. Ti#al /orce A8eaponB Minor @v 7# (% 05 4reater @v 07# (% 55 Superior @v -# (% ** *pic @v 21# (% <+ Item Slot: Weapon &any' Po*er 'At98illD8ater? free action(: :alf of the damage dealt by the "eapon is "ater damage. Another free action returns the damage to normal. Po*er '2.enco"nterD8ater? free action(: @evel 07 or 21: Perform Suiton 7injutsu ignoring the material focus component. 2asts 5 rounds. Po*er 'At98illD8ater? attac) action(: @evel -: < cha#ra. (eal an extra 0d= "ater damage. 2asts 0 minute. @evel 07: = cha#ra. 0d0+ "ater damage. @evel 21: 0+ cha#ra. *d= "ater damage. Special: Projectile "eapons grant this bonus to their ammunitions. Venomo"s A8eaponB 4reater @v 03# (% 5< Item Slot: Weapon &melee only' Po*er '5.enco"nterDPoison? free action(: %ha#ra cost varies. 9se before attac#ing. The "eapon is coated "ith one dose of poison the "ielder crafted once previously. %ha#ra cost is half the poisonHs saving thro" (%. Poison lasts 0 minute or 0 successful attac#. <n!iel#ing A8eaponB Superior @v E# /0 (% *5 4reater @v 02# /* (% 5* Item Slot: Weapon &any melee' En$ancement: (amage rolls Po*er 'At98ill? attac) action(: * cha#ra. Weapon gains 0+ hardness and 01 hit points. 2asts 0+ minutes. @evel 02: *+ hardness, 5+ hit points. 8eig$t Spell A8eaponB 4reater @v 07# (% 55 Item Slot: Weapon &any' Po*er 'At98ill? attac) action(: < cha#ra. Aach time this "eapon stri#es an object, its "eight increases by its base "eight. 3f the object "as a held "eapon, each application of this ability confers a $0 penalty to attac# rolls and /0 bonus to melee damage, up to 1 times. 2asts 5 rounds. 8i#ening A8eaponB Superior @v -# (% ** *pic @v 20# (% <0 4reater @v 02# (% 5* Item Slot: Weapon &any' Po*er '2.#a!? free action(: 9se "hen using an area effect. 3ncreases the radius of a
burst, spread or emanation by 1 feet, the length of a cone by 0+ feet, and the length of a line by *+ feet. @evel 02: 5,day. @evel 20: 1,day. 8in#f"r! A8eaponB 4reater @v 0A# (% 5= Item Slot: Weapon &melee only' Po*er '2.ro"n#D8in#? free action(: 9se after threatening a critical. Gain an extra melee attac# "ith this "eapon "ith a /1 enhancement bonus to attac# and "eapon damage rolls. %annot score a critical hit. Special: The once per round limit applies to each individual "eapons if more than one "indfury seal is used.
Seale# Items
ealed items are specific items rather than seals and generally do not occupy an armor slot. ealed items do not fall in any other item classification. 3f a sealed item has multiple descriptor, it may occupy an armor slot or be used as a "eapon, and re-uires multiple feats to craft &a R ealed 3tem, WeaponS item "ould re-uire the %raft ealed 3tem and %raft Weapon eals feats'. Those items are rare and are called archetype items. ealed items and archetype armors or "eapons cannot gain additional seal slots. !urthermore, if the sealed item is "orn on the body &such as a sentinelHs mas# or expertHs holster', it generates a cha#ra aura li#e an armor seal. 3f the sealed item is an archetype "eapon, it generates a cha#ra aura li#e a "eapon seal. ome archetype items give additional bonus if they are "orn in a set. These item sets are rare but can grant a po"erful advantage. Arcane Cr!stal ASeale# Item? SpecialB This .ello/ cr.stal cannot be crafted, but is found in blessed thoriu( veins. Seale# Item '"ncrafta,le( Minor @v A# (% 0= 4reater @v 0D# (% <* Superior @v 00# (% *; *pic @v 70# (% 1= Po*er 'At98ill? free action(: 9se this item "hen creating an item, using a techni-ue or performing any action causing QP loss. The crystal can pay up to 1++ QP from the amount lost &minimum +'. 3f the crystal is not fully expended after use, the remaining QP can be used at a later time. 6nly one crystal per source can be used. Superior: 9p to 0,+++ QP. 4reater: 9p to *,+++ QP. *pic: 9p to 5,+++ QP. Special: When expended, the crystal turns to useless mineral dust. Arcane crystals cannot be crafted.
Assassin>s +ec) ASeale# ItemB This dec% of :3 cards see(s co(pletel. (undane but can be used as a deadl. /eapon in s%illed hands. Seale# Item Minor @v 3# /0 (% 01 Superior @v E# /* (% *1 En$ancement: Attac# rolls Propert!: Aach card can be thro"n as a dagger or #unai. A thro"n card has 1+I chance to be destroyed. Assassin>s Little Helper ASeale# Item? 8eaponB This ironiu( %unai appears perfectl. ordinar.. Seale# Item 'ironi"m )"nai( Minor @v A# (% 0* Propert!: Attac#s from this "eapon bypass cha#ra damage reduction. Po*er '2 c$arge? free action(: The ironium #unai permanently transforms into an ironium dai#unai. The "eapon retains the ability to bypass cha#ra damage reduction. Special: %rafting an assassin<s little helper yields t"o such "eapons. &loo#stone Ring ASeale# ItemB This fine silver rin' is (ounted /ith a fla/less 5asper. Seale# Item 'ring( 4reater @v 0:# (% 5; Po*er '5.#a!? free action(: 9se "hen performing a %ha#ra %ontrol, Genjutsu or 7injutsu techni-ue. The cha#ra cost is reduced as though affected by the *fficient TechniGue meta$cha#ra feat. This po"er does not go to"ards the maximum number of meta$cha#ra feats one can apply to a techni-ue. Cape of t$e Soaring Hea-en AArmor? Seale# ItemB This cloa% is a sno/"/hite cloa% /ith a cri(son tri( and an i(pressivel. lar'e collar. Seale# Item 'cloa)( Superior @v 00# /5 (% *; En$ancement: (efense &armor' Propert!: The %ape of the oaring :eaven counts as a type O training "eight, and does not count to"ards encumberance "hen "orn. 3t can be donned off as a free action. Celerit! Seal ASeale# ItemB This s(all paper ta' has a co(plex seal /ritten upon it. Seale# Item Superior @v E# (% *+ 4reater @v 03# (% 5* Po*er '2 c$arge? s*ift action(: Mou gain a /0 speed ran# bonus for * rounds. @evel 0:: Gain /* speed ran# bonus. Special: 9ses one seal slot "hile active. Mou can only use one celerity seal every day. C$a)ra 8eapon ASeale# Item? 8eaponB This /eapon appears ordinar. but has been (ade to adapt to cha%ra ver. easil.. In a
statistics entr., this /eapon /ould be %no/n b. its /eapon t.pe. $ fullblade (ade into the superior cha%ra /eapon archet.pe /eapon /ould be %no/n as a 60 cha%ra fullblade. Seale# Item 'an! ironi"m or t$ori"m melee *eapon( Minor @v 7# (% 0< Superior @v -# /* (% *< En$ancement: Attac# and damage rolls Propert!: 3mbue "ith the non$elemental Ninpou: Cha%ra Na'ashi techni-ue as a s"ift action for only 0 cha#ra. Po*er '2.ro"n#D/orce? free action(: @evel 00: * cha#ra. 9se "hen ma#ing a successful melee attac# "ith this "eapon. The attac# deals an extra *d= points of force damage. C$a)ra9sealing E!epatc$ AArmor? Seale# ItemB This si(ple leather e.epatch appears (undane but has the abilit. to seal a/a. the /earer<s cha%ra. Seale# Item 'e!epatc$( 4reater @v 03# (% 5B Propert!: When "orn, your cha#ra pool is reduced by 0++. 3f your cha#ra pool is reduced belo" + through this mean, you may suffer from cha#ra depletion. Any penalty or condition suffered from this effect ends "hen the cha%ra"sealin' e.epatch is removed. Propert!: Mou ta#e a D1 penalty to pot chec#s and a D0 penalty to peed and trength ran#s "hile "earing the cha%ra"sealin' e.epatch. Po*er 'At98ill? free action(: Remove the cha%ra"sealin' e.epatch and send a sudden burst of cha#ra to stun cha#ra$sensitive creatures nearby. Any creature that can sense your cha#ra pool must ma#e a !ortitude save &(% 01/0 every 0+ points of your current cha#ra pool over 0++' or be daLed for * rounds. +eat$9ro* C"ffs ASeale# ItemB These (undane cuffs are (ade specificall. to restrain hi'h"level nin5a. Seale# Item Superior @v E# (% *1 4reater @v 03# (% 5B Propert!: These manacles act as a sealing tag "hen "orn. The (isable (evice chec# to remove them is (% 5+. @evel 03: The (isable (evice chec# is (% 51 and the cuffs gain 0 hardness and 0 hit points per level of the "earer &max /0+ hardness, /0+ hit points'. +emon,loo# Nec)lace ASeale# ItemB This ornate nec%lace al/a.s feels cold to the touch and sli'htl. unco(fortable to /ear. Seale# Item 'nec)lace( 4reater @v 0D# (% <* Propert!: When spending an action point to gain cha#ra, the result is tripled. When the cha#ra is used or after 0 minute, "hichever is longer, ma#e a !ortitude save &(% 0*/cha#ra gained' or suffer *d< points of ten#etsu damage. E pert>s Holster ASeale# ItemB This si(ple leather shuri%en holster is desi'ned specificall. for shuri%en expert /ho use
cha%ra blades. Seale# Item Minor @v :# /0 (% 0= 4reater @v 0:# /5 (% 5; Superior @v 01# /* (% *B En$ancement: leight of :and chec#s to conceal a "eapon Propert!: Acts as a shuri#en holster. Apply enhancement bonus as attac# and "eapon damage bonus to any charged thorium or ironium "eapon dra"n from the holster. Po*er 'At98ill? attac) action(: Recharge up to 01 "eapons in the holster. %harged "eapons retain their charge for up to 0 round after they are dra"n. Special: This item can be a shuri#en holster or a large shuri#en holster, but no more than 01 "eapons can be charged at once. E plo#ing 3"nai ASeale# Item? 8eaponB This %unai appears (undane but can be turned into a deadl. explosive. Seale# Item ')"nai( Minor @v 7# (% 0< Po*er 'At98ill? attac) action(: * cha#ra. %harge the #unai "ith explosive po"er. The #unai explodes in a 0+$ft. radius burst "hen it stri#es an enemy or hard object, dealing <d= points of fire damage &Reflex save (% 01 halves'. The enemy target suffers a D< penalty to the saving thro" if the exploding #unai hits "ith a successful thro"n attac#. The exploding #unai is destroyed after exploding. /a" &o#! ASeale# ItemB This featureless bod. is hu(anoid and other/ise hu(an"shaped but obviousl. nonhu(an. Seale# Item Superior @v E# (% *1 4reater @v 02# (% 5+ Propert!: This .edium humanoid body can be possessed by creatures "ith the possession ability. 3t "ill immediately ta#e upon the features of the possessing creature if it is humanoid, or simply gro" the necessary organs for the creature to function if it is not. The faux body has trength, (exterity and %onstitution scores of 0+. @evel 02: The greater faux body has ability scores of 01, 05 and 0* to be distributed upon creation. /iel# Pac) ASeale# ItemB This belt pouch appears ordinar., but is e(po/ered /ith h.brid container seals that allo/ it to contain (uch (ore than it nor(all. /ould. Seale# Item Superior @v 01# (% *B Propert!: This reinforced belt pouch can hold up to 1+ pounds of material, or up to 1 cubic feet in volume, but al"ays "eighs 1 pounds. Hitman>s /ire*or)s ASeale# ItemB This s(all pouch contains a special po/der, an explosive /hich is inert /hen used separate fro( the pouch. To use, thro/ the full pouch in an. open fla(e.
Seale# Item Minor @v 7# (% C Po*er '2 c$argeD/ire(: Thro" in an open flame "ith a range increment 0+ feet. As 9asu(i *nbu no Cutsu, up to medium explosion. Ho)age Cr!stal Nec)lace AArmor? Seale# ItemB This stone is ru(ored to be cursed, to stri%e do/n /hoever /ears it al(ost as soon as the. /ear it. It is ru(ored to be /orth enou'h to bu. several (ountains. Seale# Item 'nec)lace? "ncrafta,le( *pic @v 22# (% <B Propert!: The "earer suffers a D< penalty to saving thro"s against the 8o%a'e Shi%i Ci5un Cutsu: 9a%uan Nitten Suishu ninjutsu techni-ue, and the user can concentrate on the techni-ue against the "earer for t"ice as many round as normal. Po*er 'At98ill? free action(: 9se "hen performing the 8o%a'e Shi%i Ci5un Cutsu: 9a%uan Nitten Suishu ninjutsu techni-ue. The saving thro" difficulty increases by < and you can concentrate on the techni-ue for t"ice as many rounds as normal. Horn of &attle ASeale# ItemB This unassu(in' horn can be used to fire shoc%in'l. loud battle calls. Seale# Item Superior @v E# (% *1 Po*er '5.#a!DSonic? attac) action(: Mou sound the horn and fire a 5+$ft. burst cone attac#. Anyone caught in it must ma#e a !ortitude save &(% 0;' or be #noc#ed bac# 01 feet and prone, and deafened for 0d< rounds. The horn can be heard by anyone "ithin 0 mile "hen used in this manner. Any sleeping characters hearing the horn "ithin 1++ feet are instantly "o#en up. %haracters further a"ay ma#e a 2isten chec# &(% +' to "a#e up instantly. 3t ignores any sound barriers erected by characters 01th level or lo"er. Imperial &la#e ASeale# Item? 8eaponB This pristine ornate %atana has a fla/less ed'e that appears capable of cuttin' throu'h an.thin'. Seale# Item ')atana? "ncrafta,le( @e'endar. @v 7:# /< (% =B En$ancement: Attac# and damage rolls Propert!: Attac#s "ith the i(perial blade ignore all hardness and up to 1 points of damage reduction. The imperial blade is not subject to effects that ignore hardness. Po*er 'At98ill? attac) action(: 1 cha#ra. The i(perial blade begins to fight on its o"n using your base attac# bonus. 3t cannot ma#e attac#s of opportunity and you are not considered armed "ith the "eapon, but the "eapon behaves as though "ielded by you. While fighting on its o"n, the "eapon ta#es up the same space as you and can attac# adjacent foes, accompanying you every"here regardless of the means used to relocate. Mou can grasp the "eapon "hile it is fighting on its o"n as a free action, thus terminating this po"er. 2asts 5 rounds or until the s"ord is reta#en. Po*er 'At98ill? mo-e action(: * cha#ra. 9se "hen separated "ith the "eapon "hile it is "ithin line of sight. The "eapon flies into your hand unless it is someho" prevented from
doing so. This po"er does not function if the "eapon "as unattended for more than 0 minute or "ielded by another character. Special: This item cannot be crafted. %agneti=e# +agger ASeale# Item? 8eaponB This ancient dar% iron da''er al/a.s points north. Seale# Item '#ar) iron #agger( Minor @v 3# /0 (% 01 Superior @v -# /* (% *< En$ancement: Attac# rolls against targets "earing metal armor &circumstance' Propert!: When laid against a flat surface, the magnetiLed daggerHs tip al"ays points north. Nin:a>s Loc) ASeale# ItemB This si(ple loc% contains a special cha%ra"based loc%in' (echanis( preventin' it fro( bein' opened. Seale# Item Superior @v -# (% *< Propert!: This loc# functions as a high$-uality loc# &(isable (evice chec# (% 5+' and is also loc#ed as though by the +uuin Cutsu " Cou no In seal. Jefore opening the loc# "ith the #ey or disabling it, it the cha#ra loc# must first be disabled. 6nce the loc# is re$ engaged, the cha#ra loc# seal is also activated. Special: 3f the cha#ra loc# seal has a specific combination, it must be #eyed in during the loc#Hs creation. 3t cannot be changed once it has been created. Ring of Camo"flage AArmor? Seale# ItemB This si(ple rin' allo/s the /earer to turn partiall. invisible. Seale# Item 'ring( Superior @v 00# (% *; Po*er '4.#a!? f"ll9ro"n# action(: As Meisai'a%ure no Cutsu, but is dispelled automatically "hen hit or on offensive action &no chec#'. 2asts 1 minutes. Ring of %is#irection AArmor? Seale# ItemB This rin' has the stran'e abilit. to let the /earer blend in cro/ds. Seale# Item 'ring( Superior @v E# (% *1 Greater @v 0:# (% 5; Po*er '5.#a!? attac) action(: As 9a'e%o(u, but costs no cha#ra to maintain &Will (% 0= negates'. 2asts * minutes. @evel 0:: As above, but lasts 1 minutes. The Will save is (% *+. Star,"rst 0lo-e AArmor? Seale# ItemB This si(ple leather 'auntlet is outfitted /ith a cr.stal e(bedded on a co(plicated seal arra.. Seale# Item 'glo-e? "ncrafta,le( Superior @v D# /0 (% *= Greater @v 0:# /* (% 5; En$ancement: Attac# rolls and s#ill chec#s made "ith the starburst glove Po*er 'At98ill? special(: 0 cha#ra. 9se to fire a crystal burst as a ranged action during
an attac# or full$attac# action. The crystal burst is a ranged touch attac# that deals *d< points of force damage. 9sing this ability in a threatened area can provo#e an attac# of opportunity, and it has a range increment of <+ feet &maximum 0+ increments'. Mou may ma#e a %ha#ra %ontrol chec# each round against any opponent you attac# before ma#ing a crystal burst attac#. 3f the chec# exceeds opponentHs touch defense, the crystal burst attac#s deal *d; points of damage instead. Apply penalties for range increments normally as though the chec# "ere an attac# roll. Po*er '6.#a!? special(: * cha#ra. As above, but the crystal burst attac# deals an extra die of damage. Special: The starburst 'love cannot be crafted. Stonemantle Cloa) AArmor? Seale# ItemB The fabric this cloa% /as crafted fro( is said to have been /oven fro( stone /ith special techniGues. Seale# Item 'cloa)? "ncrafta,le( 4reater @v 0-# (% <+ Propert!: The stone(antle cloa% gives a /; armor bonus to (efense "hen "orn and a D< armor chec# penalty, but does not reduce the "earerHs speed. A character not proficient in heavy armor only gains a /5 armor bonus to (efense. Propert!: The "earer gains earth resistance 01. Po*er '2.#a!? free action(: The earth resistance provided increases to 5+. 2asts 5 rounds. Special: The stone(antle cloa% cannot be crafted. Wearing this cloa# provides a /* e-uipment bonus in roc#y environments, and it "eighs B+ pounds. Potence Seal ASeale# ItemB This s(all paper ta' has a co(plex seal /ritten upon it. Seale# Item Superior @v E# (% *+ 4reater @v 03# (% 5* Po*er '2 c$arge? s*ift action(: Mou gain a /0 strength ran# bonus for * rounds. @evel 0:: Gain /* strength ran# bonus. Special: 9ses one seal slot "hile active. Mou can only use one potence seal every day. E"ic)#ra* Sca,,ar# ASeale# ItemB This /ooden sheath is desi'ned to fit an. (ass produced curved blade of a specific t.pe. It can be crafted to fit a specific blade as /ell. Seale# Item Minor @v :# (% 0= Propert!: (ra" the "eapon stored "ithin as part of any attac# or techni-ue that uses it. Po*er '5.#a!? free action(: 9se 9en5utsu: Iaido or 9en5utsu: Iai5utsu as an attac# action. Same$a#a? t$e %onster &la#e ASeale# Item? 8eaponB This banda'e"/rapped s/ord hides so(ethin' (onstrous beneath. Seale# Item 'greats*or#? "ncrafta,le( @e'endar. @v 7:# /< (% =B En$ancement: Attac# and damage rolls
Propert!: amehada functions as a 'reater soulbound "eapon, but is able to change the person it attunes itself to at "ill. Propert!: Sa(ehada has a "ill of its o"n, and may transform into its Monster &lade form and slither a"ay from the user at "ill. This transformation is a free action and can be done at any time. When #illed, Sa(ehada is destroyed permanently. 9sing this ability purges any stored cha#ra the blade may have had. Propert!: Absorbs and stores half the cha#ra from disrupted techni-ues or "hen attac#ing creatures "ith temporary cha#ra. Aach tail of bijuu po"er is "orth 1 cha#ra. The cha#ra is lost after a *< hour period. Po*er 'At98ill? free action(: 9se "hen ma#ing an attac# of opportunity provo#ed by using a techni-ue in your threatened area or "hen disrupting someone performing a techni-ue "ith a time of 0 round or longer. This attac# is a touch attac#. The attac# deals no "eapon damage, but deals 0d= cha#ra damage and forces a %oncentration chec# &(% *1/techni-ueHs ran#' to avoid being interrupted and losing the cha#ra from the techni-ue. Po*er 'At98ill? free action(: 9se "hen attac#ing someone "ho has temporary cha#ra or in a bijuu transformation, or "hen stri#ing an object imbued "ith temporary cha#ra. The attac# deals no damage, but the "eaponHs base damage in cha#ra damage. This attac# is a touch attac#. 3f the target had a bijuu transformation, the transformationHs po"er is also decreased by 0d5 tails. 3f the target object "as empo"ered "ith cha#ra, the effect is cancelled if it ta#es cha#ra damage e-ual to or greater than the cost of the effect. Po*er 'At98ill? f"ll9ro"n# action(: (ra" the cha#ra contained in sa(ehada and gain the same amount as temporary cha#ra or hit point for 0 hour. The character cannot gain more than * points of cha#ra or hit points per level each day from this ability. Special: This item cannot be crafted. Sentinel>s %as) ASeale# ItemB This (as% is held in place b. cha%ra seals on the /earer<s face. The (as% is 'enerall. featureless save for faint lines of colored paint. This (as% is co((onl. used b. $N&= and hunter nin5a. Seale# Item Minor @v :# /0 (% 0= 4reater @v 07# /5 (% 5= Superior @v 01# /* (% *B En$ancement: pot chec#s &competence' Propert!: !unctions as a gas mas#. Po*er 'At98ill? free action(: 0 cha#ra. Gain lo"$light vision for 0+ minutes. Po*er 'At98ill? attac) action(: @evel 01 or 07: 9se 9oe(ane no Cutsu as a spell$li#e ability for as long as you concentrate &attac# action'. Po*er '5.#a!? attac) action(: @evel 07: Gain ense %ha#ra for 5 rounds. S"mmoner>s E"i-er ASeale# ItemB This Guiver has a slot on its side to insert a s(all scroll. Seale# Item Superior @v E# (% *1 Po*er 'At98illDS"mmoning? free action(: (ra" an arro" or bolt from the -uiver.
6nce dra"n, the ammunition "ill last 0 round. Po*er 'At98ill? f"ll9ro"n# action(: Replace the po"ering scroll and attune it to the -uiver. This cannot be undone. 6nce the scroll can be used, the -uiver can create more ammunition. Special: Whether this item creates arro"s or bolts must be determined "hen creating the -uiver. This -uiver only functions "hen there is a ummoning croll po"ering it. A lesser scroll "ill po"er 0++ arro"s, and a greater scroll *++. The ammunition created by the -uiver is perfectly ordinary. S"ppl! Pac) ASeale# ItemB This reinforced belt pouch is (uch lar'er on the inside than on the outside, and contains seal to re(ain li'ht no (atter /hat is placed inside. Seale# Item 4reater @v 07# (% 5= Propert!: This reinforced large belt pouch can hold up to 0++ pounds of material, or up to 0+ cubic feet in volume, but al"ays "eighs 0+ pounds. T$"n#er 0o#>s &attlegear This set of t"o relics appear mundane and "orn at first glance, but hold "ithin them great po"er. The thunder 'od<s battle'ear is a set of t"o: armor of Raijin and s"ord of Raijin. Wearing multiple pieces of the set can grant additional bonuses, as sho"n belo": 2 pieces: %an unleash a po"erful shoc#"ave of electricity in a closed area. Lore: %haracters "ho have ran#s in Fno"ledge &ninja lore' can attempt to learn more about the thunder 'od<s battle'ear. When a successful chec# is made, the follo"ing information is revealed, including the information of lo"er (%s, depending on the result of the chec#. +C 4F: The s"ord of Raijin "as used by the econd :o#age to great effect during the Great hinobi World War and is a favored "eapon of "ater$based ninjutsu users. +C 46: The armor and s"ord of Raijin are part of an item set, and can be used to negate even high$level electricity based attac#s and unleash a po"erful one of their o"n. T$"n#er 0o#>s &attlegear >earin' both pieces of the thunder godHs battlegear, the li'htnin' crac%les around the character and sur'es in ti(es of hei'htened e(otion. Item Set '4 pieces( Po*er '2.#a!DElectricit!? attac) action(: 2 pieces set bonus. Release a shoc#"ave of electricity in a 0+$ft. radius burst. (eals s"ord of Raijin "eapon damage as electricity damage. Armor of Rai:in AArmor? Seale# ItemB This /orn and battered sa(urai ar(or conceals an untold po/er. Seale# Item ',attle armor( 4reater @v 0D# (% <* Propert!: Grants electricity resistance *+. Set: This item is part of a set of t"o: Thunder GodHs Jattlegear.
S*or# of Rai:in ASeale# Item? 8eaponB This /ooden s/ord hilt doesn<t appear to be fit to host a /eapon, and at first 'lance see(s co(pletel. (undane. $ si(ple press of a concealed button releases a shinin' blade of crac%lin' electricit. as radiant as it is deadl.. Seale# Item ')"nai( 4reater @v 0D# /5 (% <* En$ancement: Attac# and damage rolls Po*er 'At98ill? free action(: Activate the s"ord of Raijin after dra"ing it. 6nce activated, the hilt "ill generate a po"erfully bright, yello"$colored blade that can be used to as a light source "ithin =+ feet. This glo" can be dulled at "ill "ith a move action, until it is barely stronger than a candleHs. 6nce activated, this "eapon is "ielded as a #unai, but deals damage as a #atana. Abilities that improve the proficiency of either the #unai or the #atana also apply to the s"ord of Raijin, but not both. 6n a successful hit, the s"ord of Raijin al"ays deals electricity damage instead of slashing damage. 3f the "eapon is sundered &hardness 0+, *1 hit points', it can be reformed again on the "ielderHs next turn. Set: This item is part of a set of t"o: Thunder GodHs Jattlegear. Tr"e Nat"re Seal ASeale# ItemB This s(all paper ta' has a series of seals scribed on it. Seale# Item 4reater @v 03# (% 5* Po*er '2 c$argeD%in#9Affecting? attac) action(: .a#e a touch attac# against a creature "ith the demonic subtype using a rage or frenLy ability. 3f it hits, the targetHs rage or frenLy ends and it falls unconscious 1 minutes &Will (% 0; negates'. This is a mind$ affecting effect. Tr"t$fin#ing Seal ASeale# ItemB This s(all paper ta' has a co(plex seal /ritten upon it. Seale# Item Superior @v 00# (% *5 Po*er '2 c$argeD%in#9Affecting? f"ll9ro"n# action(: Mou can deliver a touch attac# against a helpless creature before the end of your next turn. The target "ill be affected by Ma'en " 9.uuten Ci%aichou for 0+ rounds &Will (% *+ negates'. Voi#$eart Cloa) ASeale# ItemB This uniGue vest(ent functions both as a trainin' tool and ar(ored vest(ent. Seale# Item 'cloa)? "ncrafta,le( 4reater @v 0E# /* (% <0 En$ancement: (efense &armor' Propert!: The Ooidheart %loa# "eighs one pound per point of the "earerHs current cha#ra pool. Aach *+ pounds of "eight increases the armor bonus of the cloa# by /0, maximum /;. Propert!: The Ooidheart %loa# counts as a type O training "eight, but counts to"ards encumberance "hen "orn. 3t can be donned off as a free action.
Special: This item cannot be crafted and cannot be destroyed short being left in lava for extended periods of time. 8ets"it ASeale# ItemB The /etsuit is not a true /etsuit but an ense(ble (ade fro( a stretch., rubber. (aterial that absorbs shoc%, aids stealth and does not stain. The /etsuit is 'enerall. a pair of open"toed boots, pants, a tan% top and 'loves that co(e to (id"bicep. Seale# Item Minor @v A# /0 (% 0B 4reater @v 0-# /5 (% <+ Superior @v 00# /* (% *; En$ancement: :ide and .ove ilently chec#s &competence' Propert!: The "etsuit is impermeable and all li-uids slide off "ithout staining it, including blood. 3t is still damaged by acid or other dangerous substances. Po*er '2.#a!? f"ll9ro"n# action(: @evel 00 or 0-: Aliminates all strong scents from your body &but does not completely remove your scent.' 8rat$ of t$e +emi"rge ASeale# Item? 8eaponB This lar'e %atana is si(ple in desi'n /ith a stran'el. lon' handle. It is said to have the po/er to sla. a 'od. Seale# Item 'large )atana? "ncrafta,le( @e'endar. @v 7:# /5 (% =B En$ancement: Attac# and damage rolls Propert!: The /rath of the de(iur'e can threaten a critical hit on a creature that "ould not normally be subject to critical hits. The critical hit must still be confirmed normally. Po*er 'At98ill? attac) action(: The /rath of the de(iur'e changes its properties to overcome one of the follo"ing types of damage reduction: dar# iron, silver or thorium. Po*er 'At98ill? attac) action(: *+ cha#ra. .a#e an attac# "ith the /rath of the de(iur'e. The attac# ignores all armor, natural armor, shield and deflection bonus to defense, and deals double "eapon damage as divine damage not subject to energy resistances or damage reductions. The target loses any damage reduction, energy reduction and any immunity it possesses and is unaffected by any effect that "ould restore hit points or regenerate a limb for 0 round, regardless of the source. A creature can only be affected by this po"er once in its lifetime. Special: This item cannot be crafted.
Purc!"#e Ry$ Purc!"#e Ry$ DC E%u&'"(ence DC E%u&'"(ence " #$ "% &#$,$$$ ' &"$ "( "$$,$$$ ) "$$ "* "%#,$$$ # '$$ '$ '#$,$$$ + )$$ '& #$$,$$$ % ##$ '" +#$,$$$ ( %$$ '' *$$,$$$ * *$$ ') &,"$$,$$$ &$ &,"$$ '# &,#$$,$$$ && &,#$$ '+ ",$$$,$$$ &" ",$$$ '% ",%#$,$$$ &' ",%#$ '( ',#$$,$$$ &) ',#$$ '* #,$$$,$$$ &# #,$$$ )$ +,#$$,$$$ &+ +,#$$ )& *,$$$,$$$ &% *,$$$ )" &",$$$,$$$ &( &",$$$ )' &#,$$$,$$$ &* &#,$$$ )) "$,$$$,$$$ "$ "$,$$$ )# "%,#$$,$$$ "& "%,#$$ )+ '#,$$$,$$$ "" '#,$$$ )% #$,$$$,$$$ "' #$,$$$ )( +#,$$$,$$$ ") +#,$$$ )* *$,$$$,$$$ "# *$,$$$ #$ &"$,$$$,$$$ "+ &"$,$$$
To convert the price of an item into ryo, ta,e a value between the item-s Purchase DC and the DC & point above .for e/ample, a DC # item would be worth '$$ to '** ryo0. To calculate the monetary value of a wealth reward, use the following formula1 # 2 wealth reward 2 &3" character-s previous wealth bonus and use that value on the table above. 4o, a character with 2+ wealth earning a wealth reward of 2" would have gained &,"$$ ryo .e!uivalent purchase DC &$0. 5hen determining a wealth reward e!uivalence for more than one character, ta,e the party-s average wealth bonus instead of a single character-s. Ryo come in five, ten and fifty ryo coins as well as one6hundred, two6hundred and fifty, five6hundred, one6thousand, ten6thousand and fifty6thousand notes, though the latter two
are !uite uncommon and not generally accepted in stores. 7 ryo is roughly the e!uivalent &$ 84 cent .&$ ryo to a dollar0. There is appro/imately &$$ coins or )#$ bills to one pound. )e"(*! A+"r,# "n, Tre"#ure# To calculate the amount of wealth a character gains from treasure, first determine the 5ealth bonus of the treasure9 typically, a treasure has a 5ealth bonus e!ual to its challenge rating. Then compare the character-s 5ealth bonus to the treasure-s 5ealth bonus and treat this process as a successful purchase of an ob:ect with a Purchase DC e!ual to the treasure-s 5ealth bonus plus &$, only the character gains the amount of wealth he would normally have lost. ;ach additional share the treasure is divided into reduces the treasure-s 5ealth bonus by ". If a treasure is multiplied, increase the wealth bonus by " per multiplier .for e/ample, a triple normal CR ( treasure would have a wealth bonus of &"0. <or e/ample, a character with a 2+ wealth bonus finding a treasure with a 2( wealth bonus would compare his 2+ wealth bonus to &(, the treasure-s wealth bonus plus &$, and his 5ealth bonus would increase by &d+2& .because the treasure-s result is &# or higher, and &" points higher than the character-s wealth bonus .a CR &" treasure would have a 2&" wealth bonus, but only a 2+ wealth bonus when divided among ) people9 too many shares can reduce the wealth bonus of the treasure below $, at which point it awards no wealth but does not incur a wealth penalty0.
seems to ta,e his time. GM secretly rolls to tap reser es !ith the "ha#ra "ontrol s#ill to partially pay the cost of Suiryuudan no Jutsu. The $" to tap % reser es &'%( !ith hand seals &)%( as a *o e action &+0( is +0. The GM rolled +, and added the jounin-s *odifier of '., for a total of 2% and succeeds. GM: 7 watery dragon tears through the surface of the water, immediately flying towards P("yer 1 and 3. Cou two, ma,e me a Refle/ save to ta,e half of the "' water damage. P("yer 1: I rolled "&. P("yer 3: I use an action point. That-s ' plus &* for "", and I have evasion. GM: oth of you pass the save, P("yer 1 suffering &" points of damage and 3 coming out unscathed. P("yer 2, it-s your turn. P("yer 2: I draw and throw an e/plosive ,unai at the Aounin. 4orry P("yer 3. >y attac, roll is a "), and I ma,e the chec, to trigger the ,unai. GM: That-s a hit. oth the Aounin and P("yer 3 ma,e Refle/ saves DC &# to avoid ta,ing ( fire damage damage from the e/plosion. The :ounin dissolves into a mass of water when hitDyou recogniBe Eawarimi no AutsuF Roll your refle/ save, P("yer 3. 7nd all of you ma,e spot chec,s. GM rolled a ninjutsu chec# &$" 2/( to escape fro* the 0unai attac# and succeeded !ith a 2,. The Jounin no! *o es 10 feet bac#!ard and into the bushes, hiding. P("yer 1: I rolled && on my spot chec,. P("yer 2: I spot a &*. P("yer 3: I got "' on my Refle/ save and ) on my spot chec,. GM: linded by the e/plosion, P("yer 3 can-t spot the Aounin anywhere. I-m afraid the two other are in the same predicament. Now... !hat do you do@ S&*u"*&$n 2 - Gen1u*#u: There has been confusion with the way a non6harmful =en:utsu functions. ?ne needs to ,now the difference between a 2ill negate save entry and 2ill disbelief. The former is used mostly for harmful gen:utsu, such as Shin#ai Satsujin no Jutsu &$eep Sea Murder Technique(, where the user completely shrugs off the effect of the gen:utsu if he succeeds a 5ill save, while the latter needs to be studied and identified to eventually be disbelieved. The following situation is designed to help a => understand better the rules tied to =en:utsu. The players fro* the pre ious situations pursued the fleeing Jounin and e entually caught up !ith hi*, but not before entering his Genjutsu created surrounding. GM: The three of you arrive at a clearing, where the traces stop. The :ounin is nowhere in sight, and there are no hint as to where he-s gone. 3n secret, GM rolls three Genjutsu chec#s to deter*ine if the players !ill be able to identify the illusionary setting, created !ith 0angen4ou no Jutsu &$" 2/ to identify(. 5nly 6layer 2 succeeded the chec#, as he is the *ost proficient in Genjutsu. P("yer 14 2 "n, 3 &n un&#$n: I loo, around to see if the Aounin can be found. GM: The Aounin is nowhere in sight, but P("yer 2, ma,e me a 5ill save. The $" for the 2ill sa e is 20. The Jounin-s charis*a score &+1( plus the ran# of the technique &7( *a#e the total, as he does not ha e the Genjutsu 8dept feat. P("yer 2: 4ure thing. I rolled a &(.
GM: 7lright. There-s something strange about, but you can-t really place what. Now, as you-re about to give up the search, a voice calls from nowhere... GHichishi Eyoubou no AutsuFG >a,e me a 5ill save, P("yer 1F 3f 6layer 2 had succeeded on his 2ill sa e, he !ould ha e been able to disbelie e and e entually dispel illusion for hi*self and his co*rades !ith the Genjutsu 0ai technique. No!, 6layer + *ust succeed a 2ill sa e &$" +7( in order to shrug off the effects of 9ichishi 0youbou no Jutsu, !hich is in this case %/ point of non)lethal da*age. P("yer 1: <umbleF I rolled &, for a total of +. GM: 7 dragon :umps out of the forest and lunges at you, ta,ing huge chun,s of your flesh in a single biteF <ortitude save, please. P("yer 1: 7rghF I rolled +, for &) total. GM: Player & is ,noc,ed out for the count, as he suffers #) point of nonlethal damageF 8nd the fighting begins, as 6layer + is #noc#ed out for 1 rounds.
V&(("5e C$n,&*&$n It is important to note the condition the village is currently in. It might have a direct impact on the player-s approach of the village, depending on their reasons and ob:ectives.
D6 &6+$ +&6($ (&6(* *$6*# *+6&$$ V&(("5e C$n,&*&$n =ood Damaged adly Damaged 4everely Damaged Critical
G$$,: The village is in good condition and has not suffered any recent loss. 8se the unmodified information provided below for the village generation. D"-"5e,: The village has suffered recent damage, though light and possibly due to an enemy raid, and its Civilian population is reduced by &#J, as well as all its 4hinobi population by &$J. The buildings are not severely nor permanently damaged and normal activities can be carried on to a certain e/tent. B",(y D"-"5e,: The village-s condition, though not critical, is not loo,ing good. 7 good portion of the village-s buildings are damaged, and its Civilian population is reduced
by "#J while all 4hinobi population is reduced by '$J. Se'ere(y D"-"5e,: The village is partially destroyed and more than half of its population finds itself homeless, as the most of the rest of the buildings are damaged. Its Civilian population is reduced by )$J and its 4hinobi population by +$J. Cr&*&c"(: Kery little of the village is left, counting both human beings and building. 7lmost all of the village-s buildings are destroyed, its Civilian population is reduced by +$J and 4hinobi by (#J. R"n8 The ran, held by a 4hinobi is somewhat important in determining the village-s strength. The ran, of a shinobi is generally determined by the strength of the shinobi .as standard Nin:a Ran,s in Chapter KII0. There are, however, e/ceptions to every rules. )"r*&-e Pr$-$*&$n#: Due to the greater need, promotions are handed out more resiliently during war time. Ievel )6# =enins may become Chuunin, level (6&& Chuunins may become Aounin and level &'6&) Aounins may become ;lite Aounin. The 4hinobi Ran,s proposed below are for non6wartime situations and were duly earned. S-"(( V&(("5e 9M&n$r: 7 small minor village counts very little high6leveled 4hinobi, as most of its population consists of civilians. The village, having very little nin:as, struggles to maintain a secretive life without relying on commerce. A'er"5e )e"(*!: 4truggling .2& to 2)0. C&'&(&"n P$0u("*&$n: &%# to #$$. S!&n$.& P$0u("*&$n: "# to +$ 8cade*y Student: &$6&# Genin: #6"$ "huunin: #6&& Special Jounin: &6+ Jounin: "6# ;lite Jounin: & .village leader0 8N<=: &6" "aptain: L 0age: L S-"(( V&(("5e 9M"1$r: Though relatively small, the village fares well in the shinobi world because of the powerful status it holds over its minor counterpart. It has more nin:as and thus has it easier to maintain its situations and possibly even improve its condition. 7 notable reason for its status is that every >a:or village has a Eage. A'er"5e )e"(*!: >iddle Class .2) to 2%0 C&'&(&"n P$0u("*&$n: '$$ to %$$ S!&n$.& P$0u("*&$n: #$ to &$$ 8cade*y Student: &$6'$ Genin: "# "huunin: "$ Special Jounin: "6%
Jounin: '6% ;lite Jounin: &6" 8N<=: '6( "aptain: L 0age: & .village leader0 Me,&u- V&(("5e 9M&n$r: This hidden village, about the siBe of a small mundane city, fares well in the world with its healthy number of nin:a and even civilians. Iife is comfortable, even without the presence of a Eage to lead the village. A'er"5e )e"(*!: >iddle Class .2# to 2(0. C&'&(&"n P$0u("*&$n: )#$ to ",$$$. S!&n$.& P$0u("*&$n: &#$ to '$$ 8cade*y Student: )#6%$ Genin: )$6($ "huunin: )$6($ Special Jounin: (6"# Jounin: %6"& ;lite Jounin: &6# 8N<=: (6&( "aptain: & .village leader0 0age: L Me,&u- V&(("5e 9M"1$r: 8p to the siBe of a nice town, the village holds a large concentration of 4hinobi and is comfortable in its position of power. It is lead by a Eage that has a large number of powerful tool at its disposal. A'er"5e )e"(*!: >iddle Class .2# to 2&$0. C&'&(&"n P$0u("*&$n: %$$ to ',#$$. S!&n$.& P$0u("*&$n: "$$ to ##$ 8cade*y Student: )#6%$ Genin: #$6&#$ "huunin: )$6&)$ Special Jounin: "$6($ Jounin: ""6+$ ;lite Jounin: #6&# 8N<=: &+6'" "aptain: & 0age: & .village leader0 L"r5e V&(("5e 9M&n$r: Despite being a >inor village, this very large Hidden Killage is led by a Eage. In both 4hinobi and Civilian population, the village outclasses even its smaller >a:or counterparts, as very little can stand in its way. 5hile they are few, village li,e these are both feared and respected by others. A'er"5e )e"(*!: >iddle Class .2# to 2&"0. C&'&(&"n P$0u("*&$n: ",$$$ to #,$$$.
S!&n$.& P$0u("*&$n: ##$ to &,$$$ 8cade*y Student: ($6&"$ Genin: &#$6'$$ "huunin: &"#6"%$ Special Jounin: %#6&$$ Jounin: )(6+# ;lite Jounin: &$6"$ 8N<=: +$6&"$ "aptain : &6" 0age: & .village leader0 L"r5e V&(("5e 9M"1$r: Colossal, overpowering and impossibly large. These are words often used by outsiders when they first see the large ma:or village. Ied by what is usually the most powerful Eage, or at least the one with the most power at his disposal, this village is considered an ultimate fighting force amongst nin:a. >any respect and envy its power, and few will dare enter an all6out war with it, at least not without enough allies. A'er"5e )e"(*!: 8pper >iddle Class .2+ to 2�. C&'&(&"n P$0u("*&$n: ',$$$ to (,$$$. S!&n$.& P$0u("*&$n: %#$ to &,***. 8cade*y Student: ($6&"$ Genin: ""#6%+$ "huunin: "$$6++$ Special Jounin: %#6"$# Jounin: #$6&%# ;lite Jounin: "#6#$ 8N<=: *$6&)$ "aptain : &6" 0age: & .village leader0 T&ny V&(("5e 9O0*&$n"(: 7 tiny nin:a village has a very small nin:a population and very few or no civilians. The hierarchy is usually poorly defined in such villages. A'er"5e )e"(*!: 4truggling .2& to 2)0. C&'&(&"n P$0u("*&$n: $ to #$. S!&n$.& P$0u("*&$n: &# to "# 8cade*y Student: L Genin: #6&$ "huunin: #6% Special Jounin: '6# Jounin: &6' ;lite Jounin: & .village leader0 8N<=: L "aptain: L 0age: L Hu5e V&(("5e 9O0*&$n"(:
This massive village is hidden only in name and principle. It boasts the largest shinobi force of all types by an enormous margin, and is led by a powerful Eage and his advisors. To meet such a village in war usually spells certain doom. A'er"5e )e"(*!: 8pper >iddle Class .2+ to 2�. C&'&(&"n P$0u("*&$n: ',$$$ to (,$$$. S!&n$.& P$0u("*&$n: ",$$$ to ),%#$. 8cade*y Student: 7t least &$$ Genin: ($$6"$$$ "huunin: %$$6&#$$ Special Jounin: "$$6#$$ Jounin: &$$6'$$ ;lite Jounin: %#6&#$ 8N<=: &#$6'$$ "aptain: &6) 0age: & .village leader0 G"r5"n*u"n V&(("5e 9O0*&$n"(: This massive village is hidden only in name and principle. It boasts the largest shinobi force of all types by an enormous margin, and is led by a powerful Eage and his advisors. To meet such a village in war usually spells certain doom. A'er"5e )e"(*!: 8pper >iddle Class .2+ to 2�. C&'&(&"n P$0u("*&$n: ',$$$ to (,$$$. S!&n$.& P$0u("*&$n: ),%#$ to (,"#$. 8cade*y Student: 7t least &$$ Genin: "$$$6'#$$ "huunin: &+#$6"%#$ Special Jounin: #$$6%#$ Jounin: '$$6+#$ ;lite Jounin: &#$6'$$ 8N<=: &#$6'$$ "aptain: &6) 0age: & .village leader0 C$($##"( V&(("5e 9O0*&$n"(: This massive village is hidden only in name and principle. It boasts the largest shinobi force of all types by an enormous margin, and is led by a powerful Eage and his advisors. To meet such a village in war usually spells certain doom. A'er"5e )e"(*!: 8pper >iddle Class .2+ to 2�. C&'&(&"n P$0u("*&$n: ',$$$ to (,$$$. S!&n$.& P$0u("*&$n: (,"#$ or higher. 8cade*y Student: 7t least &$$ Genin: 7t least '#$$ .usually )$$$6+$$$0 "huunin: 7t least "%#$ .usually '$$$6#$$$0 Special Jounin: 7t least %#$ .usually ($$6&"#$0 Jounin: 7t least +#$ .usually %$$6&$$$0 ;lite Jounin: 7t least '$$ .usually '#$6#$$0 8N<=: 7t least '$$ .usually '#$6#$$0
is very li,ely to be sent bac, penniless if the license is not presented at the same time as the bounty. Collection agencies usually ,eep trac, of which bounty hunter collected what bounty, and often have information on how many bounties of the various ran,s, and if it collected legendary bounties. T!e Re+"r, ounties are classed by pay class, from ; to 46Class pay. How the reward is split if the bounty was collected by more than one hunter is up to the group-s designed Gcollector.G To determine how much money is had, one must ma,e a Profession .bounty hunter0 chec, as though he had gained a level, with the following bonus, depending on the bounty-s pay class .when the bounty is collected in group, split the s,ill bonus from the pay class and have everyone roll instead of sharing the result of a single chec,01
P"y C("## ;6Class D6Class C6Class 6Class 76Class 46Class Re+"r, B$nu# None 2& 2' 2# 2% 2&$
"ri*inal <ounties The pay classes are issued depending on the severity of the offense caused by the bounty and how far the authorities are willing to go to have it caught. ;)"lass: >inor offense, such as an eat6and6run criminal or a purse thief. $)"lass: rea,6in, minor assault or property damage, thievery and other such crimes. ")"lass: 7ssault, severe property damage, arson that did not cause death. <)"lass: 7ttempted murder, voluntary or involuntary manslaughter, abduction, arson that caused the death of one or more individuals. 8)"lass: >urder with or without premeditation. S)"lass: 4erial murder, act of terrorism. Non)"ri*inal <ounties <or non6criminal bounties, such as a certain collection item or a legendary creature, the reward is set by the client. The pay class depends on the difficulty of the catch and it may not always be accurate. The hunter is both contract6 and honor6bound to honor the deal made with the client, even if the bounty is not fair to either side. If either the collector is cheated out of the mar, or the hunter out of the reward, retribution may be sought. )"rn&n5 Le'e( ;ach poster possess various warning level depending on the severity of the crimes committed and how powerful the bounty is .or the protections around it0. They help the bounty hunters determine if they are capable of handling the bounty.
&S(: This warning denotes that the bounty is suspected of having various s,ills associated with 4hinobi, or is protected by 4hinobi. &<<8(: ?rders to ring ac, 7live. This warning is added ne/t to warning levels and means that it can absolutely not be ,illed or destroyed. Investigations are li,ely to be made in case of the death of the target. This warning is most often used for higher warning levels. &$58(: ounty can be collected if the target is Dead, or 7live. If the warning is .D?7/"0, the reward bonus is doubled if the target is caught alive. ): This warning signifies that the bounty is unli,ely to cause any or much harm and is often associated with pay classes ; or D. 8se of lethal force is not permitted. ": The target is armed but uns,illed. 4hould still be handled with caution. 8se of lethal force is permitted but investigated. <: Target is armed and proficient in the use of the carried weaponry. 4hould be handled with caution and the use of lethal force is permitted. 8: Target is e/tremely dangerous and li,ely to be armed with dangerous weaponry. Treat with e/treme caution. 8se of lethal force is permitted, and if the bounty has the .D?70 status, encouraged. 881 Target is highly s,illed, dangerous and li,ely to ,ill on sight if it senses danger. 4hould be treated with the utmost caution. 8se of lethal force is permitted and encouraged, as this warning level is almost always accompanied by a .D?70 status. 888: The highest possible warning level. Target has long since ,illed the first hunters sent after it and is li,ely to continue unless stopped. Reward bonus in this warning levels are always doubled, and are tripled with a .D?7/"0 status, etc. 8se of lethal force is always permitted and encouraged. Reward can be collected even if the target is dead. ;>a*ple: Te*#u*e& <"& 9M"(e: S)"lass 5arning Ievel1 777 .46D?7/'0 6 Charged with the murder of '% shinobi of the Hidden 4tone. )"rn&n5: E/ce0*&$n"((y #*r$n5 "n, +e(( 8n$+n ;$r !&# '&c&$u#(y !&5! en,ur"nce= S"&, *$ .e $n 0"r +&*! *!e Le5en,"ry T!ree= D$ n$* en5"5e &; c$n;r$n*"*&$n c"n .e "'$&,e,= Mun,"ne L"+ En;$rce-en* There are typically two classes of law6enforcement, the peace,eepers and the peacema,ers. The peace,eepers are investigators and tend to ,eep peace with the word of law and threats alone, while the peacema,ers are generally dispatched to physically handle a threat, and have a more forceful approach of the law. 7 typical partnership is between a peace,eeper and peacema,er, for they have good balance and their abilities merge better. Pe"ce-"8er C$--"n,er 9S*r$n5 Or,&n"ry >:: CR #9 >edium6siBed Human9 HD +d(2&"9 hp )"9 >as &)9 Init 2&9 4pd '$ ft.9 Defense &#, touch &", flat6footed &) .2& De/, 2' class, 2) armor09 7 2+9 =rap 2*9 7t, 2* melee .&d)2', tonfa0 or 2&$ melee
.&d+2', sabre0 or 2% ranged .&d&$, crossbow0 9 <ull 7t, 2*32) melee .&d)2', tonfa0 or 2&$32# melee .&d+2', sabre09 <4 # ft. by # ft.9 Reach # ft.9 7I law, good9 4K <ort 2#, Ref 2', 5ill 2"9 7P $9 CP "9 Rep 2&9 4tr &+, TABLE 1>-2: MOVEMENT AND DISTANCE 1@ ;ee* 2A ;ee* 3A ;ee* De/ &', Con &), Int &", 5is &$, Cha (. One R$un, 9T"c*&c"(:C Occu0"*&$n: Iaw ;nforcement .Enowledge 5al, &# ft. "$ ft. '$ ft. .civics0, Iisten9 7rmor Proficiency .light00 Hustle '$ ft. )$ ft. +$ ft. Iand Hop )# ft. +$ ft. *$ ft. S8&((#: Climb 2%, Aump 2%, Enowledge Run ./'0 )# ft. +$ ft. *$ ft. .civics0 2+, Enowledge .tactics0 2&$, Run ./)0 +$ ft. ($ ft. &"$ ft. Profession 2(, 4wim 2+. Run ./#0 %# ft. &$$ ft. &#$ ft. ?e"*#: 7rchaic 5eapon Proficiency, 7rmor One M&nu*e 9L$c"(: Proficiency .light, medium0, Power 7ttac,, 5al, &#$ ft. "$$ ft. '$$ ft. Hustle '$$ ft. )$$ ft. +$$ ft. 4imple 5eapon Proficiency. Iand Hop )#$ ft. +$$ ft. *$$ ft. E%u&0-en*: Peacema,er outfit, binocular, Run ./'0 )#$ ft. +$$ ft. *$$ ft. crossbow .&$ bolts0, commander-s sabre Run ./)0 +$$ ft. ($$ ft. &,"$$ ft. .mastercraft 2& to6hit sabre0, tonfa, Run ./#0 %#$ ft. &$$$ ft. &,#$$ ft. One H$ur 9O'er("n,: concealable vest, various personal gear.
5al, Pe"ce-"8er Recru&* 9S*r$n5 Or,&n"ry 1:: Hustle Iand Hop CR &3"9 >edium6siBed Human9 HD &d(2"9 Run hp #9 >as &)9 Init 2&9 4pd '$ ft.9 Defense &), One D"y 9O'er("n,: touch &", flat6footed &' .2& De/, 2& class, 2" 5al, Hustle armor09 7 2&9 =rap 2'9 7t, 2' melee Hop .&d)2", tonfa0 or 2' melee .&d+2", sabre0 or Iand Run
BA ;ee* )$ ft. ($ ft. &"$ ft. &"$ ft. &+$ ft. "$$ ft. )$$ ft. ($$ ft. &,"$$ ft. &,"$$ ft. &,+$$ ft. ",$$$ ft.
&6&3" miles " miles ' miles ) miles ' miles ) miles + miles ( miles )6&3" miles + miles * miles &" miles D D D D &" miles &+ miles ") miles '" miles D D D D D D D D D D D D
2" ranged .&d&$, crossbow09 <4 # ft. by # ft.9 + Tactical *o e*ent is often *easured in squares on the battle grid Reach # ft.9 7I law, good9 4K <ort 2', Ref rather than feet. 2&, 5ill 2$9 7P $9 CP "9 Rep 2&9 4tr &#, De/ &', Con &), Int &", 5is &$, Cha (. Occu0"*&$n: Iaw ;nforcement .Enowledge .civics0, Iisten9 7rmor Proficiency .light00 S8&((#: Climb 2), Aump 2), Enowledge .civics0 2', Enowledge .tactics0 2#, Profession 2), 4wim 2). ?e"*#: 7rchaic 5eapon Proficiency, 7rmor Proficiency .light0, 4imple 5eapon Proficiency. E%u&0-en*: Peacema,er outfit, binocular, crossbow .&$ bolts0, sabre, tonfa, light undercover shirt, various personal gear. Pe"ce-"8er Ve*er"n 9S*r$n5 Or,&n"ry 3:: CR "9 >edium6siBed Human9 HD 'd(2+9 hp "&9 >as &)9 Init 2&9 4pd '$ ft.9 Defense &#, touch &", flat6footed &) .2& De/, 2" class, 2" armor09 7 2'9 =rap 2#9 7t, 2# melee .&d)2", tonfa0 or 2# melee .&d+2", sabre0 or 2) ranged .&d&$, crossbow09 <4 # ft. by # ft.9 Reach # ft.9 7I law, good9 4K <ort 2), Ref 2", 5ill 2&9 7P $9 CP "9 Rep 2&9 4tr &#, De/ &', Con &), Int &", 5is &$, Cha (. Occu0"*&$n: Iaw ;nforcement .Enowledge .civics0, Iisten9 7rmor Proficiency .light00 S8&((#: Climb 2#, Aump 2#, Enowledge .civics0 2), Enowledge .tactics0 2%, Profession 2+, 4wim 2#. ?e"*#: 7rchaic 5eapon Proficiency, 7rmor Proficiency .light0, Power 7ttac,, 4imple 5eapon Proficiency. E%u&0-en*: Peacema,er outfit, binocular, crossbow .&$ bolts0, sabre, tonfa, light undercover shirt, various personal gear.
Pe"ce8ee0er C$--"n,er 9De,&c"*e, Or,&n"ryDT$u5! Or,&n"ry 3D3:: CR #9 >edium6siBed Human9 HD 'd+2+ plus 'd&$2+9 hp '*9 >as 	 Init 2$9 4pd '$ ft.9 Defense &%, touch &', flat6footed &( .6& de/, 2) class, 2) armor09 7 2)9 =rap 2+9 7t, 2% melee .&d+2", sabre0 or 2% melee .&d+2", brawl09 <4 # ft. by # ft.9 Reach # ft.9 7I law, good9 4K <ort 2+, Ref 2&, 5ill 2)9 7P $9 CP "9 Rep 2&9 4tr &), De/ (, Con &#, Int &), 5is &", Cha &$. Occu0"*&$n: Iaw ;nforcement .=ather Information, Iisten9 7rmor Proficiency .light00 S8&((#: Diplomacy 2), =ather Information 2+, Investigate 2(, Enowledge .civics0 2(, Iisten 2#, Profession 2(, Read35rite Ianguage .any0, 4ense >otive 2#, 4pea, Ianguage .any0, 4pot 2*, Treat In:ury 2#. ?e"*#: 7rchaic 5eapon Proficiency, 7rmor Proficiency .light, medium0, rawl, 4imple 5eapon Proficiency. E%u&0-en*: Peace,eeper outfit, binocular, commander-s sabre .mastercraft 2& to6hit sabre0, concealable vest, various personal gear. Pe"ce8ee0er Recru&* 9De,&c"*e, Or,&n"ry 1:: CR &3"9 >edium6siBed Human9 HD &d+9 hp )9 >as &$9 Init 2&9 4pd '$ ft.9 Defense &), touch &", flat6footed &' .2& De/, 2& class, 2" armor09 7 2$9 =rap 2&9 7t, 2& melee .&d)2&, tonfa0 or 2" melee .&d+2&, brawl09 <4 # ft. by # ft.9 Reach # ft.9 7I law, good9 4K <ort 2&, Ref 2&, 5ill 2'9 7P $9 CP &9 Rep 2&9 4tr &", De/ &', Con &$, Int &), 5is &#, Cha (. Occu0"*&$n: Iaw ;nforcement .=ather Information, Iisten9 7rmor Proficiency .light00 S8&((#: =ather Information 2', Investigate 2+, Enowledge .civics0 2+, Iisten 2), Profession 2+, Read35rite Ianguage .any0, 4ense >otive 2), 4pea, Ianguage .any0, 4pot 2), Treat In:ury 2). ?e"*#: 7rmor Proficiency .light0, rawl, 4imple 5eapon Proficiency. E%u&0-en*: Peace,eeper outfit, binocular, tonfa, light undercover shirt, various personal gear. Pe"ce8ee0er Ve*er"n 9De,&c"*e, Or,&n"ry 3:: CR "9 >edium6siBed Human9 HD 'd+9 hp &)9 >as &$9 Init 2&9 4pd '$ ft.9 Defense &#, touch &', flat6footed &) .2& De/, 2" class, 2" armor09 7 2$9 =rap 2'9 7t, 2' melee .&d)2&, tonfa0 or 2) melee .&d+2&, brawl09 <4 # ft. by # ft.9 Reach # ft.9 7I law, good9 4K <ort 2', Ref 2", 5ill 2)9 7P $9 CP "9 Rep 2&9 4tr &", De/ &', Con &$, Int &), 5is &#, Cha (. Occu0"*&$n: Iaw ;nforcement .=ather Information, Iisten9 7rmor Proficiency .light00 S8&((#: =ather Information 2#, Investigate 2(, Enowledge .civics0 2(, Iisten 2#, Profession 2(, Read35rite Ianguage .any0, 4ense >otive 2#, 4pea, Ianguage .any0, 4pot 2#, Treat In:ury 2#. ?e"*#: 7rmor Proficiency .light, medium0, rawl, 4imple 5eapon Proficiency. E%u&0-en*: Peace,eeper outfit, binocular, tonfa, light undercover shirt, various personal gear.
M$'e-en*
>any times, shinobi will be re!uired to use their greater mobility to their greatest advan6
tage. Typically, there are three movement scales, as follows. 6Tactical, for combat, measured in feet .or s!uares0 per round. 6Iocal, for e/ploring an area, measured in feet per minute. 6?verland, for getting from place to place, measured in miles per hour or miles per day. M$,e# $; M$'e-en*: 5hile moving at the different movement scales, creatures generally wal,, hustle, or run. 4hinobi, on the other hand, benefit from an additional scale of movement, called land hop. 2al#: 7 wal, represents unhurried but purposeful movement at ' miles per hour for an unencumbered human. 9ustle: 7 hustle is a :og at about + miles per hour for an unencumbered human. 7 character moving his speed twice in a single round, or moving that speed in the same round that he or she performs a attac, action or another move action is hustling when he or she moves. ?and 9op: The land hop is a type of movement designed by shinobi and allows an unencumbered human to hop and run at about * miles per hour. 7 character moves at his speed thrice in a single round, but land hop cannot be performed in combat. @un &>1(: >oving three times speed is a running pace for a character in heavy armor. It represents about * miles per hour for a human in an o6yoroi. @un &//(: >oving four times speed is a running pace for a character in light, medium, or no armor, or a shinobi in heavy armor .optional rule0. It represents about &" miles per hour for an unencumbered human, or ( miles per hour for a human in chainmail. @un &/%A optional rule(: >oving five times speed is a running pace for a shinobi in light, medium, or no armor. It represents about &# miles per hour for an unencumbered human, or &" miles per hour for a human in chainmail. L$c"( M$'e-en* Characters e/ploring an area use local movement, measured in feet per minute. )"(8: 7 character can wal, without a problem on the local scale. Hu#*(e: 7 character can hustle without a problem on the local scale. 4ee ?verland >ovement, below, for movement measured in miles per hour. L"n, H$0: 7 character can land hop without a problem on the local scale. 4ee ?verland >ovement, below, for movement measured in miles per hour. Run: 7 character with a Constitution score of * or higher can run for a minute without a problem. =enerally, a character can run for a minute or two before having to rest for a minute. O'er("n, M$'e-en*
TABLE 1>-3: TERRAIN AND OVERLAND Characters covering long distances cross6country use overland movement. ?verland movement is measured in MOVEMENT Terr"&n H&5!+"y R$", $r Tr"c8(e## miles per hour or miles per day. 7 day represents ( Tr"&( /'3) /&3" hours of actual travel time. <or rowed watercraft, a day Crowd, light /& Crowd, heavy /'3) /&3" /&3) represents &$ hours of rowing. <or a sailing ship, it Desert, sandy /& /&3" /&3" represents ") hours. <orest /& /& /&3" )"(8: 7 character can wal, ( hours in a day of travel Hills /& /'3) /&3" without a problem. 5al,ing for longer than that can Aungle /& /'3) /&3) >oor /& /& /'3) wear him out .see <orced >arch, below0. >ountains /'3) /'3) /&3" Hu#*(e: 7 character can hustle for & hour without a Plains /& /& /'3) problem. Hustling for a second hour in between sleep 4wamp /& /'3) /&3" cycles deals & point of non6lethal damage, and each Tundra, froBen /& /'3) /'3) additional hour deals twice the damage ta,en during the previous hour of hustling. 7 character who ta,es any non6lethal damage damage from hustling becomes fatigued. 7 fatigued character canMt run or charge and ta,es a penalty of L" to 4trength and De/terity. ;liminating the non6lethal damage also eliminates the fatigue. L"n, H$0: 7 character land hopping, generally only shinobi, fuels cha,ra in his muscles and can do so for ) hours without a problem. ;ach hour of land hopping costs the character & point of cha,ra. Iand hopping for a fifth hour between sleep cycles deals & point of damage, and each additional hour deals twice the damage ta,en during the previous hour of land hopping. 7 character who ta,es any damage from land hopping becomes fatigued. 7t level &$, a shinobi-s base movement speed during land hop is )$ feet. 5hile land hopping, the shinobi can ma,e a Aump chec, .DC &# for highway, road or trail, or DC "$ for trac,less0 to halve terrain penalties for that hour ./&3) becomes /&3", /&3" becomes /'3), /'3) becomes /&0. 7dd # to the DC to ignore terrain penalties. The character cannot retry for that hour. Run: 7 character canMt run for an e/tended period of time. 7ttempts to run and rest in cycles effectively wor, out to a hustle. Terr"&n: The terrain through which a character travels affects how much distance he can cover in an hour or a day .see Table &%6)1 Terrain and ?verland >ovement0. 7 highway is a straight, ma:or, paved road. 7 road is typically a dirt trac,. 7 trail is li,e a road, e/cept that it allows only single6file travel and does not benefit a party traveling with vehicles. Trac,less terrain is a wild area with no paths.
It is entirely plausible that a shinobi character undergoes training to get adapted to a certain type of movement and negates penalties of traveling through a road or trail, or even trac,less environment. ?$rce, M"rc!: In a day of normal wal,ing, a character wal,s for ( hours. The rest of the daylight time is spent ma,ing and brea,ing camp, resting, and eating. 7 character can wal, for more than ( hours in a day by ma,ing a forced march. <or each hour of marching beyond ( hours, a Constitution chec, .DC &$, 2" per e/tra hour0 is re!uired. If the chec, fails, the character ta,es & point of nonlethal damage. 7 character who ta,es any nonlethal damage from a forced march becomes
fatigued. ;liminating the nonlethal damage also eliminates the fatigue. ItMs possible for a character to march into unconsciousness by pushing himself too hard. M$un*e, M$'e-en*: 7 mount bearing a rider can move at a hustle. The damage it ta,es when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution chec,s automatically fail, and, again, the damage it ta,es is lethal damage. >ounts also become fatigued when they ta,e any damage from hustling or forced marches. 4ee Table &+6#1 >ounts and Kehicles for mounted speeds and speeds for vehicles pulled by draft animals. )"*er.$rne M$'e-en*: 4ee Table &+6#1 >ounts and Kehicles for speeds for water vehicles. C"r4 *ruc8 $r -$*$r.&8e: 4eeing as they re!uire manual operation, a day of travel for a car, truc, or motorbi,e is ( hours. 7ny further counts as forced march that deals nonlethal damage.
M$un*DVe!&c(e M$un* Iight horse or light warhorse Heavy horse or heavy warhorse Pony or warpony Don,ey or mule Cart or wagon Car or truc, >otorbi,e S!&0 Raft or barge .poled or towed0N Eeelboat .rowed0N Rowboat .rowed0N 4ailing ship .sailed0 4teamboat .engine powered0
Per H$ur Per D"y + miles )( miles # miles )$ miles ) miles '" miles ' miles ") miles " miles &+ miles )# miles '+$ miles ## miles ))$ miles &3" mile & mile # miles &$ miles
&6&3" miles &# miles " miles )( miles ( miles &*" miles
& Rafts, barges, ,eelboats, and rowboats are used on la,es and rivers. If going downstream, add the speed of the current .typically ' miles per hour0 to the speed of the vehicle. In addition to &$ hours of being rowed, the vehicle can also float an additional &) hours, if someone can guide it, so add an additional )" miles to the daily distance traveled. These vehicles canMt be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.
The amount of e/perience awarded by a creature with a CR greater than '$ is e!ual to a creature its CR minus ", doubled. XP C$#*#: The e/perience costs when performing techni!ues or crafting items is also affected, as per the table below.
5hen crafting items, such as cha,ra gems and enhancement seals, the e/perience cost is multiplied as well.
I*e- Le'e( &6# #6&$ &&6&# &+ or higher E/0er&ence Mu(*&0(&er /& /" /) /&$
8lternati e 6rogression: The alternative progression re!uires an average number of encounters to advance a level e!ual to the current level .minimum &'0. The amount of OP awarded by a monster in the alternate progression is the amount of OP a character needs to level, divided by the monster-s CR, multiplied by ), rounded down to the lowest unit of &$$$. This is balanced for a party of ) shinobi. The -minion e/perience- column notes the e/perience award for a minion creature, which differs from the rules offered in the >inion entry of the <riends and <oes chapter. The -normal e/perience- is the e/perience awarded for a normal creature, and the amount to multiply for an elite, boss or solo creature. >inion e/perience is &3(th up to &"th level.7t &'th level, it decreases to &3&"th , &3&+th at &%th level and finally &3"$th at "&st level.
CR & " ' ) # + % ( * &$ && &" &' &) &# M&n&$n N$r-"( CR M&n&$n N$r-"( E/0er&ence E/0er&ence E/0er&ence E/0er&ence '( '$$ &+ #,&+% +",$$$ %# +$$ &% +,$$$ *+,$$$ &&' *$$ &( +,*'( &&&,$$$ &#$ &,"$$ &* &$,#$$ &+(,$$$ ""# &,($$ "$ &",#$$ "$$,$$$ '$$ ",)$$ "& &#,"$$ '$),$$$ )#$ ',+$$ "" &(,&#$ '+',$$$ +$$ ),($$ "' "%,($$ ##+,$$$ *$$ %,"$$ ") '','$$ +++,$$$ &,"$$ *,+$$ "# #&,"$$ &,$"),$$$ &,%#$ &),$$$ "+ +&,#$$ &,"'$,$$$ ",'%# &*,$$$ "% *),($$ &,(*+,$$$ ",)&+ "*,$$$ "( &&),"#$ ","(#,$$$ ",('' '),$$$ "* &%+,##$ ',#'&,$$$ ),)&% #',$$$ '$ "&','$$ ),"++,$$$
New:
Skills: Added a number of puppet core modification options Added Advanced component quality and added information on mastercraft components Repair skill now has an entry that groups the puppet-related uses for the skill in one section Feats: Oversi ed !wo-"eapon Fighting #quipment: Added "arhammer Added Armored Suit and $eavy %est light armors Added &attlefield 'nit medium armor Added throwing a(e and throwing spear
Advanced and )restige *lasses: Added a section on +odern *ampaigns which e(plains slight changes that should be made to class skills and bonus feats )rofession is now a class skill for all advanced and prestige classes !echniques: Fuin,utsu: -eiyaku $ou,in .Sealing !echnqiue: Ally *ontract/ 0isou no 1utsu .*amouflage !echnique/ 2wagakure no 1utsu .Rock *oncealment !echnique/ -uchiyose: Shunkoku -asei .Summoning !echnique: 2nstant Reinforcements/
3in,a !ools: Added Armor )lating4 +edium and Armor )lating4 $eavy puppet components Added *hakra Accelerator4 0reater puppet component Added a section to the puppets chapter to better e(plain how puppets and enhancement seals mesh together 0amemastering: Added "ealth Awards and !reasure section under *urrency .treasure mechanics/
Modifications:
3onhuman $eroes: +onstrous Race was updated and gained new deformities Skills: !he *raft .mechanical/ section was revamped and condensed into one skill with 5 types of checks: *raft )uppet4 +odify *ore and #nhancement Seal Slots6 !he !umble skill was modified to match the changes made in 787 version 5696 Feats: !he !wo-"eapon 7efense feats were significantly changed6
#quipment: 2ronium weapons no longer overcome thorium damage reduction .!!/ Advanced and )restige *lasses: !he 3in,a Scout:s ;uicken !echnique is now correctly using the ;uicken Actions mechanics !he duration of the )uppetry and Advanced )uppetry 2 to 2% was increased significantly6 Added a )uppeteer skill called #fficient )uppetry6 Shinobi Swordsman:s )ower of the #lite now only gives a bonus to damage rolls4 but instead slightly increases the 7* of Strike techniques6 !he Shade class progression is now staggered over < levels rather than 94 and it gains a slightly better defense progression .!!!/ "eaponmaster class removed4 relocated instead to the upcoming )ortfolio of )restige6 Samurai class removed4 relocated instead to the upcoming )ortfolio of )restige6
!echniques: *hakra 3agashi:s #lemental variants now also affects vulnerable creatures differently6 Samurai-based -en,utsu4 -yusho,utsu4 Sou,utsu and !sui,utsu techniques removed4 relocated instead to the upcoming )ortfolio of )restige6 &loodlines: !he Shikotsu +yaku:s dead bone pulse ability now increases attack and damage rolls instead of only damage rolls6 Added the Rare and $eroic subtypes6 Friends and Foes: Added invisibility6 2mmortal subtype changed slightly6 Associated immunities were removed6 #pics: !he epic attack and defense bonuses have been merged into one progression !he *raft .mechanical/ epic skill now has a section on epic puppet core modifications 3in,a !ools: !he armor piercing weapon seal was altered =iving puppet ma(imum ability scores were altered slightly6 Armor plating component renamed to Armor )lating4 =ight and modified slightly6 !he point cost of -unai Shower 222 was decreased slightly6 +akibishi =auncher now renamed *altrops !rap and modified slightly6 !he point cost of #lemental *annon4 Superior was decreased slightly6 !he 2ron +aiden component was modified and its point cost was decreased slightly 0reater dragon:s breath component now costs > chakra
Priority Chart: .!/ - 2mportant .!!/ - %ery 2mportant .!!!/ - +ust Read