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RP Examples

Here are some example situations and the posts (most importantly the mechanics) that are associated with each situation. We will be updating them with more examples as they come up in RP. Any dice rolls are assumed to be 10s.

### Physical Combat

Physical combat is the type that is simple exchanges of blows, in much the same way that Kakashi and Obito sparred in their trainings:

*With kunai in hand, Jace would stab forward, towards Kane's chest before following it up with a series of quick slashes across his opponent's chest (DC 25/20/15 vs AC, 5 damage per hit)*

Kane would then go to his character sheet and look up his character's AC. If it is 22 he would be forced to take the first hit, but avoid the other 2.
Shadow Imitation Technique

*The user extends their shadow on any surface (even water) and as far as they want as long as there is a sufficient area. Once it comes into contact with a target's shadow, the two merge and the target is forced to imitate the user's movements. Therefore, the two can throw shuriken at each other at the same time if the user desires that (of course, to prevent hurting themselves, the user just has to have the shuriken holster in a place where you don't normally have it, like the back, so that the opponent draws nothing when the user draws a shuriken). If the target is out of range, the user can produce a better light source to increase their shadow's size or rely on pre-existing shadows for their shadow to freely travel through. It's also possible to split one's shadow, either to trap more opponents at once, or to create a distraction.*

The target must make a reflex save, success means that they have evaded the jutsu completely. If the reflex save fails, the target must make a fortitude save, on a succesful save, the jutsu fails to take hold, and the target is only slowed until their next turn. Failure means that the user and target are bonded by shadow. The target copies all actions taken by the caster. The target keeps their own stats, but physical saves (fort and reflex) become the values of the caster. The target cannot move on its own, and it max speed becomes the caster's land speed. It cannot use other means of movement. Against the caster of the jutsu, the target is considered flat-footed, and does not get a Dex bonus to AC. The caster may attack the target, though the same attacks may likely be reflected upon himself with the same attack roll as his attack on the target. Every round, the target can attempt another Fort Save to break free of the jutsu.
Poison Moth Genjutsu

*The caster first uses poison that is thin and tiny enough to be taken in the air. Her target will inhale the poison and start to see the things that the caster chooses, like caves, moths, or allies of the target trying to kill the target. When her target is imprisoned in her genjutsu, the caster can then charge and and attack her target.*
Yudoku Clan

The Yudoku Clan (Yudoku Ichizoku) are natives to the Land of Wind. Their survival in the harsh desert environment was due to their utilization of various poisons/venoms. The clan utilizes their symbolic poisons through various hidden techniques. Some clansmen, while rare, are born with poisonous chakra. The effects, type of poison and even its potency varies between clansmen, though it isn’t an odd occurrence for those with direct blood ties to have the same or a similar type of poisonous chakra. The Yudoku are characterized by their scaly skin, slitted pupils, forked tongue and hollow teeth that carry out the same function as a snake’s fangs.

## Template Statistics

Dex +4, Con +6, Wis +4

Yudoku clansmen are immune to their poisons/venoms. Furthermore, all natural poisons/venoms (Those derived from non-magical means) have no effect on a Yudoku. Should a Yudoku be poisoned, their body identifies the substance, granted that it is natural, and releases chemicals to neutralize it. As a free action, a Yudoku can discern the type of poison/venom used if it is consumed orally.

Venomous Bite: A Yudoku can attempt to bite a creature and inject them with venom, if said creature is caught in a grapple. Yudoku use their unarmed strike attack roll for their bite attack.

The DC for a Yudoku’s venom is 10 + Character Level + Con Modifier + Highest Level of Jutsu. A Yudoku can use the following venoms:

 Vitalities Leech
 Reaver Venom
 Paralyzing Agent

Poisonous Touch: A Yudoku with the clan’s KKG can secrete poisonous chakra from their tenketsu and inflict a creature with the poisons effects through physical contact (Touch Attack). As a standard action, a Yudoku can coat their form in a thin skin of their chakra causing all creatures that touch any portion of them to be subjected to the poison.

## Kekkei Genkai

A rare trait among the Yudoku Clan is their poisonous chakra. A Yudoku is able to release their chakra through all their Tenketsu is a manor similar to the Hyuga Clan, though a Yudoku’s utilization of this is crude compared to the refined techniques of the Hyuga Clan. All Yudoku clansmen with this KKG, possess a single unique poison that is infused into their chakra.

When a Yudoku utilizes a nature transformation, the resultant jutsu deals poison damage, inflicting the target with the effects of the Yudoku’s unique poison. This is dealt alongside the jutsu’s normal damage, should it deal damage. This does not apply to genjutsu.

## Graft

A Yudoku graft grants the person being implanted with it the poisonous chakra of the DNA’s owner. As such the person gains said poisonous chakra and is able to secrete it from all their tenketsu as a Yudoku would.
Wind Enclosure Technique

* **Description:** Using this technique, the user surrounds the target in powerful wind in order to immobilize and possibly kill it. If the subject fails its save, it suffers 2d6 points of wind damage and becomes unable to move from its current location for one round and becomes unable to use the Evasion ability. It becomes consequently unable to perform techniques that require movements, such as Shunshin no Jutsu, Shunpo movement or Hirameki, but Spacetime techniques like Jigen Ugoku no Jutsu are not affected. If the subject successfully moves even 5 feet from its previous location, it is no longer restrained. The subject can still defend normally when restrained. While restrained, any projectiles or thrown weapons, other than ballistic weapons, have a 75% chance of being deflected.
Steam Dash

Ninjutsu (Ice);

*After increasing their chakra temperature to its boiling point, the user releases boiling steam from their body, after which, they dash straight at the opponent in a straight line, taking the similar approach to a locomotive and creating sounds, which are similar to the ones made by a steam whistle.*

As part of this action, you may move up to four times your base land speed. This movement does not provoke attacks of opportunity, and can only be in a straight line. It is not affected by difficult terrain, though it does not allow the user to travel up a slope that would require a climb check to traverse. All targets in the line of your movement take 4d6 + 1 / caster level points of fire and bludgeoning damage (if either would bypass a damage reduction, the target takes all the damage). A successful Reflex save reduces this damage by half.
Temporal Twist

Level: 2

Duration: Instantaneous (normal) or 1 round (reverse)

Saving Throw: None

Normal: With a word of Truespeech, you grant a creature incredible reflexes, enabling it to immediately make an attack as tendrils

of energy twist in its wake.

By delivering this utterance, you reweave the tapestry of time itself to grant your target a precious few seconds of activity. Translucent curls of energy trail behind your target for a few moments, a side effect of your utterance’s power. Your target can immediately make one melee or ranged attack, even if it has already taken its action for the round. Taking this action doesn’t affect the subject’s normal place in the initiative order. This utterance does not allow the subject to make more than one additional attack in a round. If the target has already made an additional attack, due to the haste spell, snake’s swiftness spell, or from any other source, this utterance has no effect.

Reverse: By reversing this utterance, you cause a creature to lose its focus and become bewildered.

The reversed utterance pulls time-threads out of reality, and translucent curls of energy briefly surround and slow your target. The target of this utterance is dazed for 1 round.
Storm Release: Laser Circus

This technique creates several beams and shoots them at the enemy. F*irst, a halo of bright energy spreads around the user's hands as this technique is activated, then it encircles the user's hand and from that, the beams are shot out towards the enemy. The user is able to alter the beam's direction after being shot, making it possible to strike multiple enemies with pinpoint accuracy, even bypassing hostages held in close proximity. The user can also increase the number of beams to a great amount to pin down an enemy.*

The Opponent takes 4d6 Light damage. Every 4 caster levels is an extra +1d6 of damage.

Ninjutsu (Storm);

 Saving Throw
Demonic Mirroring Ice Crystals

Ninjutsu (Ice);

 Saving Throw

*In an instant, the user creates multiple mirrors of ice are created around the enemy, reflecting nothing but the user.* *The opponent is trapped in a dome of twenty-one floating mirrors made out of ice. Twelve remain at ground level, eight float above the first twelve and angled towards the ground, and the final mirror is above the rest and facing the ground.*

Once the user has entered the mirrors, it's possible for him/her to move between the mirrors at exceedingly high speed levels. It's near impossible to follow attacks sent out from this incredible movement. As every mirror shows the users reflection, one could say it's impossible to see all of the users attacks. Even if the opponent tries to attack the real body, the user will have already moved to another mirror. Without eyes like the Sharingan, it will be impossible to keep track of him.

If the mirror the user is in is broken, he can leap out of one of the fragments and continue his attack or move to another mirror. The technique requires 10 points of chakra to maintain every turn.

The Mirrors are resistant to fire release techniques.

Requires Ice Doors

Opponent is Flat-footed
Speed of the Zephyr, Greater

Level: 3

Duration: 3 rounds

Saving Throw: None

Normal: Your ally’s movements are quicker, enhancing his offensive and defensive capabilities.

This utterance duplicates the effect of a haste spell for one target, who is limned with an amber light.

Reverse: When you speak this utterance, your target moves as though through molasses.

This utterance duplicates the effect of a slow spell for one target.
Wood Release: Transformation

Yamato performs the necessary hand seals, then wood emerges and covers his entire body with a puff of smoke orchakra, covering up the transformation. Once the technique is done, the transformation is complete. It acts more like a costume than a transformation, as he is able to leave it behind if necessary. He also demonstrates the ability to adjust his voice while using this technique.
Suicide Bombing Clone

After creating a shadow clone, it will then ingest some explosive clay and explode, creating a diversion that can be used to escape. With a "suicide bombing announcement" the enemy's wariness is heightened and this opportunity is used to switch places with a shadow clone. The explosion is said to be strong enough to destroy an entire forest. This technique requires an adept usage of verbal tricks; with this foundation of using many "arts" to trifle with the enemy, it certainly fulfils its purpose.

Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit ====

 Saving Throw
Wind Release: Cast Net

Using A Fan, *User creates multiple narrow currents of wind that form a large net of sorts.* The winds generated from this technique are extremely sharp and powerful enough to inflict shallow wounds onto Strong foes whose body is renowned for its tremendous durability.

The jutsu deals 6d6 + 1/caster level (Slashing damage) to the target on a successful ranged attack.
Valley of Remembrance

A place where war has tarnished some of the land as the grass dissapears in some spots, jagged mountains have been formed from what use to be beautiful fully formed mountains. The dead were buried on the run because the Shinobi didn't have time to prepare a proper burial for their fallen comrades as the war tore into the land killing many.

This place is located near the Land of Wind where the desert ends and forestry began. The sun would still be very unforgiving almost drying out most of the forestry during the Summer season, but it would eventually grow back when the rain came in like buckets of water during the Spring season. Wind did pick up at times helping spread the pollen across the area also adding to the ability to help the plants grow much easier.

As plants grew and dried out back and forth there would be a few visitors a year to the area almost as if it were a tourist attraction due to the formations created by war. People who were more than likely neutrally stanced on the war to keep from being killed or attacked by any Shinobi left behing by the battles. Noone usually bothered those who went to mourn their lost loved ones or missing loved ones not knowing if they were alive or dead because loss is something that oddly brings people together for one purpose, to remember. A tree stood in the center deformed by land being lifted and lowered forming unnatural shapes, however a few people have been known to climb the tree and carve their loved one's initials into the tree so that they may honor them hoping the name to stay for eternity. In a world ravaged by war and pride there is still places like this that give those people hope for a brighter future among the pain and suffering being an almost neutral ground where people can share stories of their family and travels, however there is always a dark side to every story.  Some people find themself meeting others who use this land as a science playground for them to take DNA and gather items for their own lust for power, they hide themself well behind a nice and caring personality before taking bodies for their own experiments. Noone truely knows who these people are or why they want  the DNA however not everyone really cares because those who want to honor their loved ones only care about making sure they pay their respects to them.

(Neutral ground anyone can post without threat of immediate attack on sight or kill on sight, but battle can happen if both parties agree.)
Summoning: Rashomon

*Shut tightly, this menacing gate, when summoned, provides a tremendous defense for its summoner and is able to completely intercept an opponent's physical attack.*

 You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.

A wall of iron is 1 inch thick per four caster levels. You can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.

If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures.

Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.
Orochi Clan

## Abilities

Str -4; Dex +2; Int +4, Cha +4

An Orochi may start with two extra jutsu per rank that they are able to cast, as well as being able to learn an additional 2 jutsu from a higher int bonus.

Any Orochi who gains a feat from a class may ignore any restrictions on what type of feat they can take based on class list. They are still bound by any requirements of the feat itself (such as level, prerequisite feats, etc.)
Poison Mist

====Ninjutsu (Medical)
​====

 Hand Seals:
 Saving Throw | Reflex Save

Chakra is kneaded within the body and then changed into special chemical substances which is then ejected through the mouth. When this substance comes in contact with the air outside the body, it instantly changes and is transformed into a mist of deadly poison. The poison's ability to kill is tremendous, as even just breathing in a small amount will mean the end of the target's life. As this technique combines ninjutsu, chemistry, and medical knowledge, using it requires fine chakra control and advanced ability in medical ninjutsu.
Shadow Clutch Technique

*The user materialises their shadow and increases its power, becoming like steel. The user then captures the target's shadow and forcibly moves them about. The techniques strength is proportionate to the chakra put into it, with enough strengh even giants can be moved. When used together with the Akimichi's Human Bullet Tank, it turns it into a weapon. This simple application makes it useful in a number of emergency situations. Unlike with the Shadow Imitation Technique, though the two shadows are connected, the target is not forced to copy the user's movements, allowing them to retain their own range of motion.*

On a successful ranged attack roll, the targeted creature is grappled, and must make a fortitude save. On a failed save, they are captured by the caster's shadow, and can be physically manipulated however the caster chooses. The caster can move them in any direction a number of squares equal to their caster level. Unlike most Nara Clan jutsu, the target is not forced to move with the caster's actions, but the violent motions of the jutsu make it difficult to attack targets, granting an attack penalty equal to the caster level of the user on each attack. If the target is an ally of the user, physical attacks made by the target get a damage bonus equal to the caster level instead.
Wind Release: Vacuum Blade

User exhales wind-infused Chakra onto a weapon in order to increase Sharpness, range, and lethality. For example, the user can infuse a kunai to resemble a makeshift scimitar or infuse shuriken to increase their range and cutting power. The wind does not harm the wielder. A Vacuum Blade deals an extra 2d6 points of damage on a successful hit. Kunai, shuriken, darts, and slings so crafted bestow the wind-infused chakra upon their ammunition.

* Weapons thrown get a reflex saving throw, receiving no damage upon failure
Starch Syrup Capture Field

*The user expels high-viscosity, chakra-infused water, aimed at a surface of wide scope. This is a stream of sticky liquid which can be used to form an adhesive trap that can inhibit a person's mobility. One can effectively reduce their enemy's area of activity with this technique, and has the effect of being able to take complete control over the battlefield.*

Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving and does not have to make a concentration check to use jutsu, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artistcheck), a creature remains entangled, but may move through the field very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.
Tailed Beasts

The **tailed beasts** (尾獣, *bijū*), sometimes referred to as "**Chakra Monsters**" (チャクラのバケモノ, *Chakura no Bakemono*), are the nine titanic living forms of chakra created by the Sage of Six Paths out of the chakra from the Ten-Tails. They are differentiated by the number of tails they have, ranging from one to nine.

Shukaku (One Tails)

Matatabi (Two Tails)

Isobu (Three Tails)

Son Gokū (Four Tails)

Kokuō (Five Tails)

Saiken (Six Tails)

Chōmei (Seven Tails)

Gyūki (Eight Tails)

Kurama (Nine Tails)
Shadow Clone Technique

Similar to the basic Clone Technique, this technique creates copies of the user, however, these clones are corporeal instead of illusions. The user's chakra is evenly distributed among every clone, giving each clone an equal fraction of the user's overall power. The clones are capable of performing techniques on their own, including the Shadow Clone Technique itself,[and can even bleed, but will usually disperse after hit by a strong enough force. The clones can also disperse on their own, or be dispelled by the user of the technique.
Tenseigan

The **Tenseigan** (転生眼, *Literally meaning:* Reincarnation Eye) is a dōjutsu possessed by Hamura Ōtsutsuki and his descendants. It is characterised by blue pupils and irides which contain a white, floral pattern.

### Abilities:

Like the Byakugan, if the user is able to manifest it, plus the Tenseigan grants some extra abilities:

* The Tenseigan allows one to manipulate both attractive and repulsive forces. (Fort save negates pushback, half damage) This technique extends out as a 10 ft burst. Using this jutsu does not allow for attacks of opportunity. On a failed Fort save, DC 10 + character level + highest level of jutsu you can cast + your wisdom modifier, you push the character back 5 feet per maximum jutsu level your character can cast. This jutsu deals 2d6 per character level points of bludgeoning damage (max 120d6 at level 60). A successful Fort save reduces this damage by half. If the user wishes to pull a target closer, they instead can move them 5 ft per maximum jutsu level per round, on a failed fort save. This ability costs 3 points of chakra per use, or per round maintained.
* Tenseigan Chakra Mode: The character gains a bonus to all their stats (str, dex, con, etc) equal to 1/4 the character's level (rounded down, at level 45 you would gain a +11 bonus, etc). Your land speed increases by 5 ft x your character level, and you gain a fly speed equivalent to your new land speed. Activating chakra mode costs 30 points of chakra, and it lasts for a number of rounds equal to your character level.
* Truth Seeking Orbs: The character is able to manifest a number or Truth Seeking Orbs equal to their con modifier. The character may control a number of orbs equal to their base attack bonus per turn. Orbs make all attacks as touch attacks, and have a speed of 30 ft + 10 ft per highest level of jutsu a character can cast. On a successful hit, the orbs deal 3d6 per 2 character level points of damage. This damage ignores all forms of damage reduction. A succesful fort save reduces this damage by half. Truth Seeker Orbs counter all jutsu with no need for a caster level check, but cannot affect techniques enhanced by natural energy. Orbs are treated as having an enhancement bonus equal to the character's level if used as weapons, and use the highest mental stat.

## Techniques

S-Rank: Silver Wheel Reincarnation Explosion
Senju Clan

The Senju are descendants of Asura Ōtsutsuki, the younger son of Hagoromo Ōtsutsuki. Through Asura, the Senju inherited the Hagoromo's "body", granting them a powerful life force and chakra. Unlike most other clans, the Senju never developed a trademark ability or style of combat, its members instead being equally proficient in all the ninja arts. It is from this balance that they acquired their name, "Senju" (千手, *Literally meaning:* "a thousand skills", "a thousand hands"), in reference to their being "the clan with a thousand skills". The Senju are distant relatives of the Uzumaki clan, and for that reason the two clans remained close allies throughout the years. Members at times married between clans, as with Hashirama Senju and Mito Uzumaki,[3]and the Uzumaki would provide fūinjutsu whenever the Senju needed one performed. More distantly, the Senju are also related to the Uchiha clan, who descend from Hagoromo's elder son, Indra.

## Template Statistics

Str +4, Con +6, Wis +2, Int +2

Every other time a Senju character gains a feat, they are able to take an additional feat with it (1st level, 6th level, 12, etc). This only includes feats gained by a character through level progression, and not through class abilities.

## Kekkei Genkai

Though not often seen, the Senju clan uses Wood Style, which allows the manipulation and creation of wood and plants. It is made up of techniques that mix earth-based chakra in one hand and water-based chakra in the other to create wood as well as various plants, from simple seeds to even flowering trees. Wood and plants can be produced from any surface, including the user's own body, as the user's chakra is literally converted into a source of life. Wood Release has also been coveted by many due to its ability to suppress and control the chakra of a tailed beast and, by proxy, its jinchūriki.
Ranmaru Clan

This clan possesses a unique doujutsu, causing their eyes to glow red when used. In exchange for such great ocular powers, the clansmen are usually physically weaker and less conditioned than an average shinobi.

### Shinkugan: (Crimson Eye)

This dōjutsu grants the wielder a number of abilities that revolve around extrasensory perception, including viewing and hearing events from vast distances and clearly seeing through obstructions. Likewise, the Crimson Eye's vision can easily locate and track others by sensing chakra, picking up chakra from undefined distances. The dōjutsu has the ability to counter another's visual prowess as it can completely hinder the ability to see chakra and an individual's ability to overcome genjutsu. Notably, it can also perform elaborate genjutsu that can deceive sensory abilities.

The Shinkugan gives its wielder unparalleled visual range, (400 ft + 400 ft/HD). Within this area the user is treated as having dark-vision and truesight. In addition, any other doujutsu users within this area must make a caster level check (d20 plus their HD vs 11 + the HD of the user of the crimson eye) or have their doujutsu nullified.

When active, the Shinkugan gives its wielder the ability to resist genjutsu, it gives the slippery mind ability, allowing an additional reroll attempt on the start of the next turn when the user is placed under genjutsu. The user of the Shinkugan is also able to gain any mental stat in addition to their attack rolls, saves and jutsu DC.
Water Shark Bullet Technique

*The user shapes water into the form of a large shark and thrusting their hand forward, sends it hurtling towards the opponent at high-speeds, resulting in a powerful impact.*

The user must succeed on a ranged touch attack against their target. A successful attack means the target takes 6d6 bludgeoning and 6d6 piercing damage. As part of the attack the user may move the same path and distance travelled by the projectile, up to 2x their normal land speed, whichever is less.
Wood Release Cutting Technique

*A versatile technique where the user can produce sharp wooden spikes from their body to either fashion short-range weapons akin to a makeshift sword, or else use them as long-range projectiles, where the branches' growth can be triggered remotely, skewering the enemy as a result.*

This jutsu creates a single tree branch, which can be used as a one-handed weapon, two handed weapon, or a staff. This weapon is treated as having a bonus equal to the caster level of the user (max 10) and uses the caster's primary stat for attack and damage. It can be used as a thrown weapon, and on a successful hit the caster can cause the wood to explode out inside the target's body, causing the weapon's damage plus two points per caster level.
Wind Release: Vacuum Sphere

The user takes a deep breath and then exhales several small blasts of wind chakra in such a manner that they are dispersed over an expansive range, enough to make it difficult to avoid them entirely without taking any damage. Due to the properties of this technique, the expelled blasts are capable of piercing into and potentially through an opponent's flesh when they collide with it.

Damage: 1d10 +1/caster level (x amount of spheres casted)
Suppress Item

Level: 4

Range: 60 ft.

Target: One magic item

Duration: 1 round, or concentration, up to 5 rounds

Your uninterrupted focus on a magic item keeps it from functioning, turning it gray and rendering it useless.

By speaking this utterance and focusing on a single item, you prevent any magical properties or effects of the item from functioning as long as you concentrate and remain within range. The item turns gray and ceases to glow or otherwise indicate its magical nature. If the item moves out of range, the utterance’s effect ends 1 round later. This effect otherwise functions as a dispel magic spell (PH 223) that targets a magic item.
Shield of the Landscape

Level: 1

Duration: 1 minute

Area: 20-ft.-radius spread, centered on you

You cause the ground to alter its basic form, creating cover for your allies, or removing it for your foes.

You can temporarily create or remove natural obstacles that provide cover. An object that provides total cover in the affected area now provides only cover, and any object that provides cover no longer does so. Any small outcroppings of rock, clumps of shrubberies, and even the trunks of trees in the affected area wither and shrink from in front of your foes. Alternatively, you can create small outcroppings of cover behind which you and your allies can hide. You must be standing on a natural surface, such as earth or unworked stone, to use this effect. Each creature of Medium size or smaller in the area gains the benefit of cover from the outcroppings, which are not substantial enough to hinder movement through these squares. These outcroppings do not provide cover against adjacent foes (although they do help against reach attacks). After the utterance’s duration expires, the affected natural obstacles resume their normal shape and position, growing back to their original forms in a second or two.
Vision Sharpened

Level: 3

Duration: 5 rounds

Saving Throw: None

Normal: Your ally can see the unseen in the warp and weft of air nearby.

The target of this utterance gains the effect of a see invisibility spell (PH 275). Your target cannot discern details of the creatures he sees, but the air around the invisible creatures seems to warp, allowing your target to pinpoint the creatures’ location and strike at them accurately.

Reverse: With the reverse of this utterance, your target disappears from view.

This utterance duplicates the effect of an invisibility spell (PH 245) for one target, who fades into nothingness after a second or two.
Sealing Technique: Black Water Blob

*After liquefying a portion of his body, the user manipulates the resulting water to stick anything from the opponent to the user's body. Thus, preventing them from using said item/part of the body in order to either render the victim pinned and entangled or disarm them of their possessions.*

Requires:

* Hydrification Technique.
* Twin Spell (feat)
* Drowning Water Blob (jutsu)

As part of this jutsu the user liquefies a limb which is used to make a ranged touch attack. If it misses the technique is not considered expended and another touch attack may be made, up to the user's maximum allowed by their base attack bonus. If the touch attack succeeds the target must make a fortitude save, success indicates that they are entangled but not pinned.
Water Dragon Bullet Technique

*The Water Release: Water Dragon Bullet Technique shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage. The ideal place to use it is near a body of water, but if the user's skill allows it, it is possible to use it even in a place where there is none.*

This technique deals 10d6 points of bludgeoning damage + 1d6/caster level. A successful reflex save reduced this damage by half, and evasion does not function against this technique, as the user can change the direction of the water to at least partially hit even the most agile of targets. Improved evasion functions as evasion against this technique, with a failed reflex save dealing the full damage of this technique, while a successful save evades damage as normal.

This jutsu requires a large body of water, such as a river, a lake, or at the very least a fully filled fountain or swimming pool from which the water must be drawn. However if the user possesses the Epic Jutsu Focus (Water) feat they may bypass this requirement by spending and extra 10 points of chakra on this technique, assuming this would not put them over their chakra expenditure limits for their caster level.
Wood Release: Several Hundred Hands

Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit ====

 Saving Throw

While using Yamato as a medium, Tobi creates a massive statue, similar to Hashirama Senju's Sage Art Wood Release: True Several Thousand Hands technique. Unlike Hashirama's much larger variant however, this creation does not utilise senjutsu chakra. The wielder of this avatar is capable of using a multitude of hands to assault their opponents.

Unlike its counterpart, this avatar does not have the wood human or dragon atop its heads, however, Tobi displayed the ability to channel its ability to manipulate all five basicnature transformations from the miniature faces that encircle its head.
Water Release: Gunshot

*The user kneads chakra, and converts it into water, and then spits it out in the form of condensed balls. The high-speed water ball attack possesses just as much power to kill as an actual gunshot. While this is a Water Release technique, it can still be employed someplace where no water is available, which is a great advantage. It is also possible to increase the power of destruction of the spheres themselves by building up the chakra inside of them. The number of bullets is determined while kneading chakra.*

This technique deals 4d6/caster level (maximum 20) points of damage with a single sphere of water. The user may instead sacrifice a standard action during their turn to charge chakra for an additional sphere (if in combat they must make a concentration check) each action sacrificed in this way grants the user an additional water sphere. They may continue to accumulate spheres to an amount equal to 1/2 their caster level. Additional spheres do 4d6/caster level (max 20) points of damage and allow the target to make additional reflex saves.

Each step on the size chart that the jutsu user is larger than medium, grants an increase in damage die (large makes it d8, huge d10, gargantuan d12, colossal d20)
Speed of the Zephyr

Level: 2

Duration: 5 rounds

Saving Throw: None

Normal: You urge your ally on to greater speed with this utterance, enabling him to sprint across treacherous surfaces or even scale sheer walls.

Your target’s base speed increases by 20 feet as his feet glow with an amber light. In addition, he can adjust his body’s equilibrium so that he can walk on water, quicksand, snow, or even a spider’s web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). In addition, the target can take part of one of its move actions to traverse a wall or other relatively smooth vertical surface if it begins and ends its move on a horizontal surface. The height it can achieve on the wall is limited only by this movement restriction. If it does not end its move on a horizontal surface, it falls prone, taking falling damage as appropriate for its distance above the ground. Treat the wall as a normal floor for the purpose of measuring movement. Passing from floor to wall or wall to fl oor costs no movement; the target can change surfaces freely. Opponents on the ground can make attacks of opportunity as the target moves up the wall.

Reverse: The target of this utterance cannot move as quickly as it had just a moment before. Your target’s base speed is reduced by 10 feet, as its feet seem to stick to the ground.
Time Reversal Technique

This technique is used by the Anbu to pull out forgotten memories. After forming the appropriate hand seals, the Anbu will put the target into a state of reverse hypnosis, allowing them to remember details that they otherwise would not. The target will comply with interrogation, but seems to retain his or her personality while under hypnosis. For example, when the Anbu used this technique to bring back Naruto's memories about his conversations withGennō, Naruto was more specific about the ramen he shared with the old man rather than their conversations, which the Anbu were asking about.

#### Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit

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Wind Release: Repeated Rasenshuriken

User can activate a Rasenshuriken just like they would a normal Rasenshuriken. The Wind Release: Repeated Rasenshuriken  is the abilitey to be able to form two Rasenshuriken and wield both at the same time. As used as a melee weapon the Damage of the Rasenshuriken is 10d10 x2

Requires:

* This is only acquirable with Sage Mode class.
* Wind Release: Rasengan

 The user is Fatigued after use.
Scorch Release: Chakra Mode

*Coating the user in an aura of extremely hot flames, this mode makes the user near if not impossible to approach unless one wishes to suffer burns- the severity of burns will increase the closer someone is to the user. Naturally being engulfed in scorching flames will cause anything that comes in contact with the flames to be burned, including the environment. Additionally, the user can shoot explosive bursts of flames from their palms or feet to propel themselves or simply to obliterate foes with. With training users of this mode can learn to concentrate this firey aura around certain parts of their body rather than evenly distributing it over their entire body;*
 doing so results in more intense flames.

This jutsu surrounds the user in a field of intense flames that can bypass fire damage reduction, but not immunity. Within 5 feet of the caster, targets must make a Fortitude save or die instantly from the intense flames. A successful save means the opponent takes 40d4 points of fire damage per round they are within this jutsu. Between 5-15 feet, the opponents take 20d4 points of damage per round, a successful fort save negates this damage, and between 15-30 feet away opponents take 10d4 damage every round, and a successful reflex save negates this damage. While this jutsu is active, the caster may fly with perfect maneuverability with a speed equal to their base land speed plus 5 ft/3 caster levels.

Alternatively, the caster may instead concentrate this jutsu into a line of 5 ft/caster level, which applies the instant death effect to all targets who fail the ranged touch attack roll and a fortitude save, or take 10d4 points of fire damage per caster level (max 200d4). This expends the jutsu fully, and ends the duration, if there is any remaining. This transformation can only be used if the jutsu has at least 10 rounds remaining in its duration.
Water Gun: Two Guns Technique

*The user mimics a fire gun with his hand and, through the Hydrification Technique, compresses a drop of water in their index finger, firing it with tremendous force and speed similar to a gunshot.*

Requires: Hydrification Technique.

The jutsu deals 1d6 + 1/caster level to the target on a successful ranged touch attack.

A single activation of this jutsu allows the user to make a series of attacks up to the maximum of their base attack bonus. Two weapon fighting or multi-weapon fighting feats can increase the number of these attacks.
Super Open Hand Slap

Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit ====

 Saving Throw

After using the Multi-Size Technique to increase their size, the user funnels chakra into their hands, which causes special markings to appear in them. The weight and power of the hands are greatly increased because of the larger size, the muscles are activated with concentrated chakra, and the thickness is also increased. With so much chakra that it becomes visible, the user's palms become like an iron hammer. This gives this attack the power to even cave in the earth, causing extensive crushing damage to anything that may be caught beneath them. This attack is also shown to have a wide range due to the increased size of his palms.
Spell Rebirth

Level: 4

Duration: Instantaneous

Saving Throw: None

Normal: You briefly unwind time to restore lost magic when you speak this utterance.

With this utterance, you restore an effect that has just been dispelled or dismissed within the last round. Provided that it had duration remaining, it resumes immediately with all its former attributes.

Reverse: Your words strip away a magical effect from your target.

This utterance dispels the spell with the highest caster level affecting the target.
Water Release: Water Blade Technique

*The user forms a hand seal and raises a column of underground water from beneath their feet, which takes the shape of a high-pressured water blade. If one were to take a direct hit from the blade, it would cut clean through flesh and bone. This technique is perfect for digging through bedrock without creating igniting sparks.*

This technique creates a thin plane of water that deals 1d6 damage per three caster levels (max 15d6 at 45). Alternatively, this jutsu can be used to remove a 5x5x5 block per caster level per activation of this jutsu. If used against natural stone or earth, there is no caster level check required, but if used against a jutsu, the caster must first succeed on a caster level check. Success means the technique resolves normally, otherwise the jutsu simply fails to bypass the opponent's effect.
Storm Release: Black Hunting

Seemingly using the envanrablity of the user's Storm Release: Laser Circus technique, but employing the use of black lightning instead of normal lightning,  sends out several panthers which are guided towards the opponent, slashing them as they pass. *The opponent takes 6d6 damage from slashing upon reflexing.* The panthers then merge into a single, giant panther behind the opponent, which bites them and then explodes. (*The bite and explosion take 10d10 damage* )====

* Requires: Storm Release: Laser Circus Technique

Ninjutsu (Storm);

Level:

A7

Hand Seals:

Ram

Casting Time:

1 full-round action

Range:

long (400 ft)

Area:

Line

Duration:

Instanteous

Saving Throw

Reflex; Half
Water Release: Water Formation Wall

*The user spits a stream of water from their mouth at the ground, which circles around them and rises upward to create a wall. If the user is standing on a body of water, they can instead create the wall from the surroundings. The water wall defends anyone within its perimeter from attack, with the wall's strength being determined by how much of the user's chakra is put into it. Users control how long the wall lasts as well as how much water it's made with. Because the water is clear, the wall doesn't obstruct the user's vision, allowing them to make their next move uninhibited. The wall's initial formation, if timed correctly, can be used to fend off opponents, flinging them away as the wall rises.*

This jutsu is primarily used defensively, but if used to block an incoming melee attack, the caster can attempt to push their attacker back on a failed fortitude save. If the attacker fails, they are pushed back by the wall, and knocked prone. The character is moved back a number of feet equal to 1/2 the caster level (rounded down) x 5 ((at 10th level it is 25 feet). If a wall or some other obstruction prevents this movement, the opponent takes 1d4 points of damage per 5 foot interval they would have been pushed.
Preternatural Clarity

Level: 5

Duration: 5 rounds or until discharged (normal), or 5 rounds (reverse)

Saving Throw: None

Normal: You speak and sharpen your ally’s mind with an awareness of all that is and all that might be.

Once during the duration of this utterance, your target can choose to use its effect. This word grants the subject a +5 insight bonus on any single attack roll, opposed ability or skill check, or saving throw. When your target uses the insight bonus, those within 10 feet of her can hear an echo of your original utterance, even if you’re no longer present. Activating the effect is an immediate action. The target can choose to apply the bonus after she has rerolled the d20, but before the Dungeon Master reveals the result of the check.

Reverse: At your command, the universe temporarily becomes incomprehensible to your target.

Your reversed utterance echoes in the ears of your target and can be heard as a faint murmur by anyone within 10 feet. This reversed utterance causes the target to become confused, as the confusion spell.
Wind Release: Slash

*The user waves his hand and creates multiple blades of wind, which combine to form a single, large blade of air that can be thrown at the opponent*.

This jutsu deals 3d6 + 2/caster level (max 10) per blade that makes up the attack. A single activation of the technique grants 1d4 of these blades which conglomerate into a single attack. The caster must succeed on a ranged touch attack, and the target is allowed a reflex save to reduce the damage in half.
Word of Nurturing, Potent

Level: 4

Duration: 5 rounds (normal) or instantaneous and concentration, up to 1 round (reverse)

Saving Throw: None

Normal: Your powerful utterance grants an ally increased ability to knit her own wounds.

A thin network of green tendrils heals your target’s wounds almost as fast as they’re created. You grant a creature fast healing 10.

Reverse: With the reverse of this utterance, you tear at the fabric of your enemy’s connection to its body, causing great wounds.

You rupture a portion of the subject’s being as you utter the reverse form of the life-giving words. You deal 6d6 points of damage to the subject. If you concentrate for 1 round (a standard action), and the subject remains within range, it takes another 6d6 points of damage at the end of your next turn.
Super: Human Bullet Tank

After using the Multi-Size Technique to increase their size, the user funnels chakra into their hands, which causes special markings to appear in them. The weight and power of the hands are greatly increased because of the larger size, the muscles are activated with concentrated chakra, and the thickness is also increased. With so much chakra that it becomes visible, the user's palms become like an iron hammer. This gives this attack the power to even cave in the earth, causing extensive crushing damage to anything that may be caught beneath them. This attack is also shown to have a wide range due to the increased size of his palms.

Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit ====

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Sumireha Clan

## Graft

Unlike the Sharingan, the Byakugan may be activated or deactivated at will. In an implanted character, using the Byakugan costs 2 chakra points per round. Upon attaining the graft, the character can choose any one stat to apply a benefit to (Wis, Dex, or Int) which cannot be changed later. Also, the character gets EITHER the Uncanny Dodge OR the Genjutsu awareness. The range of an implanted Byakugan is much smaller (10 ft +5ft/character level) but otherwise functions as well as a normal eye when used.