Insect style

Name: **Kikaichu implantation**

Technique cost:  Origin

Prerequisites:   Insect implantation starting benefit

Chakra cost: see description

Weaving: None

Range: None

Effect: A ninja with this technique has been implanted with a swarm of Kikaichu, tiny flying black insects that consume chakra. They have incredibly powerful senses of smell and can rapidly reproduce when exposed to chakra. As a result the user of this jutsu permanently reduces their maximum daily chakra by 1

The insect user gains complete telepathic control over a single Kikaichu bug at a time. The bug's stats are presented below. If this bug is slain, or if they wish to replace it the user may produce another as a free action. Additionally the exact location of the bug is always known to the bug style user, allowing them to pinpoint the square the bug is in across any distance. These bugs are invaluable for reconnaissance. When the bug enters the same space as the jutsu user they can instantly relate everything they've seen and heard to their creator. The insect may also safely store itself within its creators body, becoming totally immune to harm until the user wishes to deploy it again as a free action.

**Kikaichu**

N Fine vermin

**Init** +5; **Senses** darkvision 30 ft.; Perception +13

DEFENSE

**AC** 23, touch 23, flat-footed 18 (+5 dex +8 size)

**hp** 1

**Fort** -2, **Ref** +5, **Will** +5

**Defensive Abilities** -   **Immune** mind-affecting effects

OFFENSE

**Speed** 20 ft., fly 30 ft. (Perfect)

Attacks -

**Space** 0 ft.; **Reach** 0 ft.

STATISTICS

**Str** 1, **Dex** 20, **Con** 1, **Int** —, **Wis** 20, **Cha** 1

**Base Atk** +0; **CMB** —; **CMD** —

**Skills** Fly +21, Perception +13, Stealth +21

Name: **Kikaichu Swarm** (Jutsu)

Technique cost: 2

Prerequisites:  Kikaichu implantation

Chakra cost: 4

Weaving: None, Full round action

Range: Personal

Effect: A  ninja with this jutsu has learned to produce and control swarms of Kikaichu at once, while having less finesse than a single one they now have the ability to act using this swarm with devastating effect. By spending 4 chakra and a full round action the jutsu user creates a Kikaichu swarm, whose stats are listed below.  Creating the swarm is a full round action that provokes an attack of opportunity. The user may communicate with and command this swarm telepathically, gaining knowledge of what the swarm sees and hears. The swarm lasts until killed or until the ninja rests and regains chakra, at which time they can pay the cost again to maintain the swarm. When not in use, the host may store the swarm safely inside their own body where they are immune to harm. Releasing an already created swarm from the user's body is a standard action that does not provoke an attack of opportunity. During the turn the swarm is released it may not take any action. At this stage the user of the jutsu can only maintain a single swarm at a time and if they use this jutsu again while the previous swarm is active then the older swarm dies. The kikaichu are very vulnerable to air-born particulates and will not enter any space containing smoke of any kind. If forced into such a space they will leave at the first possible option despite the commands of their creator. Likewise they cannot and will not go under water.

**Kikaichu Swarm**

N Fine vermin (swarm)

**Init** +0; **Senses** darkvision 30 ft.; Perception +0

DEFENSE

**AC** 18, touch 18, flat-footed 18 (+8 size)

**hp** 4 (1d8)

**Fort** +2, **Ref** +0, **Will** +0

**Defensive Abilities** swarm traits; **Immune** mind-affecting effects, weapon damage **Weaknesses** swarm traits

OFFENSE

**Speed** 20 ft., fly 30 ft. (good)

**Melee** swarm (1d4 + 1 chakra damage)

**Space** 10 ft.; **Reach** 0 ft.

**Special Attacks** chakra damage, distraction (DC 11)

STATISTICS

**Str** 1, **Dex** 10, **Con** 10, **Int** —, **Wis** 10, **Cha** 1

**Base Atk** +0; **CMB** —; **CMD** —

**Skills** Fly +12, Stealth +16

SPECIAL ABILITIES

**Chakra damage (Ex)**

A creature caught in the Kikaichu  swarm takes 1 point of chakra damage per turn. This chakra is lost from the victims currently melded chakra pool. Once melded chakra is depleted the target begins taking damage to their maximum daily chakra. If daily chakra is also depleted the target must take chakra burn as if paying chakra equal to the damage being taken. Once a creature is reduced to 1 constitution in this way any further chakra damage that would be taken instead converts existing chakra damage into chakra drain as the bugs devour the very chakra pathways in the body, permanently reducing the targets maximum daily chakra pool. Chakra drain is healed in all of the same ways as ability score drain. This can cause irreparable damage and once all the damage has been converted into drain, any further chakra damage will be fatal.

**Distraction  (Ex)**

A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save DC 11 negates the effect.

Name: **Harvest** [Technique]

Technique cost: 3

Prerequisites:  Kikaichu implantation, Kikaichu Swarm

Effect: A ninja with this technique may disperse their swarm into many small individual bugs, each sent out to explore and search for something the jutsu user designates. As a standard action the ninja may disperse one or more of their swarms to search an area of up to a 20 ft radius per swarm using the higher of their own or the swarms perception bonus. In addition to providing information like a normal perception check, the ninja may have their swarm gather anything found up to the total of what they could carry with their effective strength bonus. For example a single swarm with 1 strength could be given orders to search for any documents, and would then bring up to 3 lbs of paper from the searched area. Alternatively the ninja can have the swarm perform a knowledge nature check (or survival if using traditional skills) to gather food and water without requiring any action on the ninja's part and without slowing their overland travel. They use the higher of their own or the user's bonus. While the swarm is searching it is effectively dispersed, it cannot take other actions or be targeted, but once it finishes it returns to normal.

Name: **Poison extraction** [Technique]

Technique cost: 3

Prerequisites:  Kikaichu swarm, Kikaichu implantation

Chakra cost: None

Effect: The ninja's Kikaichu swarm is capable of extracting poison from another creature. When the swarm occupies the same space as a poisoned creature it may take that creature's poisoning onto itself. Any remaining poison duration is transferred to the swarm, who likely will die as a result. This does not undo any damage already done by the poison.

Name: **Chakra consuming insects** [Technique]

Technique cost:  4

Prerequisites:  Kikaichu swarm, Kikaichu implantation

Effect: The Ninja's Kikaichu swarm consumes pure chakra with incredible efficiency. Any Kikaichu swarm controlled by a ninja with this technique can counter Untyped jutsu in the same way that an elemental justu can counter another. Each swarm in the same space as the Untyped jutsu counts as 4 chakra for the purpose of determining if a jutsu can be countered. This can even be used to consume chakra utilizing abilities being used by a foe inside the swarm even if those jutsu don't cause outward effect. For example Someone standing in a single kokaichu swarm for example would be unable to use chakra enhanced strength unless they spent at least 8 chakra on it (double the chakra cost of the swarm).

Name: **Stinger bug** [Technique]

Technique cost: 5

Prerequisites:  Kikaichu implantation

Effect: A ninja with this technique has a far more capable Kikaichu bug. Their individual bug granted by kikaichu implantation gains the base attack, combat feats and teamwork feats of their creator as long as they meet the prerequisites. Additionally they no longer provoke an attack of opportunity for entering a foes space. The kikaichu bug also gains a bite that deals 1 damage and 1 chakra damage as per the kikaichu swarm ability. lastly they count as flanking the creature they occupy the space of as long as that foe is threatened by anyone else.

Name: **Dual drone** [Technique]

Technique cost: 6+

Prerequisites:  Kikaichu implantation

Effect: A ninja with this technique has a second Kikaichu bug as per the Kikaichu implantation technique including the reduction of maximum chakra. It has all the benefits of the first and if either is lost they can be replaced normally. This technique may be taken more than once, each time it's technique cost increases by 4 technique points.

Name: **Heart of the swarm** [Technique]

Technique cost: 7

Prerequisites: Kikaichu swarm, Kikaichu implantation

Effect: A ninja with this technique increases the strength score of their Kikaichu Swarm to 10 and allows them to act on this strength as a normal creature could. They can for example have their swarm open a door, carry a wounded ally, or hold objects. If desired they can even perform a sleight of hand check on an adjacent swarm to conceal an object inside of them. If that swarm later becomes a bug clone using bug clone jutsu the object can either be held inside the clone's body or can be used as equipment, whichever the user chooses when they turn it into a clone. Multiple swarms working together may be able to achieve even greater feats of strength. A Ninja with Kyakajutsu can even conceal explosive tags inside their swarms or bug clones and set them to activate when the tag attacks or is attacked, though this will automatically destroy the swarm. If the ninja has the compressed menace technique they increase the effective strength of a swarm by 4 for every swarm after the first combined. This strength has no influence on the swarms ability to attack or deal damage unless it is in the form of a bug clone.

Name: **Living Hive** [Technique]

Technique cost:  7

Prerequisites:  Kikaichu swarm, Kikaichu implantation

Effect: A Ninja with this technique has improved their body's ability to produce and contain insects allowing them to control vast populations. The ninja is no longer limited to 1 swarm at a time they can have as many as they can pay for. Additionally, when not in combat the ninja may create permanent swarms by reducing their maximum daily chakra by 4 per Kikaichu swarm instead of paying from their melded pool. The loss of maximum chakra is restored after the ninja gets a full nights rest once the corresponding swarm has been destroyed or dismissed. All of these swarms may be stored inside the user's body and they can all be released as the same standard action. Even if the ninja somehow gains chakra without melding they cannot produce more insect swarms than their maximum melded chakra could support while leaving at least 1 chakra. for example a ninja with 42 maximum chakra cannot have more than 10 swarms. (which would reduce their maximum daily chakra to 2).

Name: **Insect Jar defense** [Technique]

Technique cost: 8

Prerequisites:  Living Hive, Kikaichu swarm, Kikaichu implantation

Effect: The ninja uses their insects to create a potent defensive barrier. Any ally, including the user, inside the users Kikaichu swarm gains the benefit of partial cover (+2 to ac, +1 to reflex saves). If an attack would miss them due to this cover it hits the swarm instead.

Name: **Six Bullet beetle** [Technique]

Technique cost:  8

Prerequisites:  Kikaichu implantation, Kikaichu swarm, Heart of the swarm

Effect: With this technique the Kikaichu  bug and Kikaichu swarm are capable of exerting bursts of potent physical action in order to alter the trajectory of projectiles. When a ranged weapon attack would pass through the same space as their insects the ninja may give the attack either a +1 bonus or -1 penalty per Kikaichu swarm or Kikaichu  bug it passes through. If the attack misses as a result of a penalty imposed by this ability, they ninja may also use an immediate action to change the target of the attack and have the bug or swarm that lowered the penalty sufficiently roll a new attack roll using their own base attack, dexterity, and size bonus, plus a bonus equal to the penalty the attack suffered from this technique. This new attack calculates range it as if it originated from the space of the last bug or swarm rather than its original origin. If the attack being made was an allies attack and they are willing then any swarm may re-direct the ranged attack as above but without replacing the original attack roll.

Name: **Compressed menace** [Technique]

Technique cost: 9

Prerequisites:  Living hive, Kikaichu swarm, Kikaichu implantation

Effect: When using living hive technique the ninja may stack multiple swarms in the same space. This forms one stronger swarm, each swarm adding another damage die for both their base damage and their chakra drain damage. This also raises the save DC of their distraction ability by 2 per additional swarm. Each swarms hit points are added together to form a single pool. When the swarm separate they must always separate into as many fully healed swarms as possible with one damaged swarm left over. Separation and combining can be done as part of a swarms movement.

Name: **Hive mind** [Technique]

Technique cost: 10

Prerequisites:  Kikaichu implantation

Effect: A ninja with this technique has improved their connection with their bugs to the point that they can direct them with incredible skill. Any Kikaichu bug or swarm the jutsu user creates gains all of their skill ranks.

Name: **Hearty Hive** [Technique]

Technique cost:  11

Prerequisites:  Kikaichu swarm, Kikaichu implantation

Effect: A ninja with this technique has incredibly hearty and durable insects, their Kikaichu swarms and individual  Kikaichu  bugs have 12 hp, resistance 5 against all elements, evasion, and fast healing 3

Name: **Aggressive Insects** [Technique]

Technique cost: 12

Prerequisites:  Kikaichu swarm, Kikaichu implantation,

Effect: A ninja with this technique breeds far more aggressive and dangerous bugs. Their swarm damage increases to 1d6 and chakra damage increases to 1d4. Their individual Kikaichu bug now has a bite attack for 1d4 damage and 1d4 chakra damage.

Name: **Insect substitution** (Jutsu)

Technique cost: 13

Prerequisites:  Kikaichu swarm, Kikaichu implantation, Clone jutsu, transformation jutsu, leaf clone jutsu, Hive mind, insect clone, body flicker

Chakra cost: 0

Weaving: no hands, immediate action

Effect: This jutsu functions identically to substitution jutsu but the user replaces them self with a Kikaichu swarm under their control. This swarm can be either from inside their body or within a distance equal to the swarms move speed. The attack automatically strikes the swarm.

Name: **Insect Jar Rotation** [Technique]

Technique cost: 14

Prerequisites: Insect jar,  Living Hive, Kikaichu swarm, Kikaichu implantation

Effect: The ninjas insect jar is made far more potent of a defense by adding a rotation to it. Any ally, including the user, inside the users Kikaichu swarm gains cover instead of partial cover (+4 to ac, +2 to reflex saves, evasion). The swarm still takes damage if it causes the attack to miss.

Name: **Insect sphere** (Jutsu)

Technique cost: 15

Prerequisites:  Compressed menace, Living Hive, Harvest, Kikaichu swarm, Kikaichu implantation

Chakra cost: 5 per swarm

Weaving: no hands, standard action

Range: 100 ft per swarm

Effect: This jutsu causes swarms of Kikaichu to spread out in all directions, searching for prey. The user selects a specific foe they can identify and temporarily disperses any number of swarms and creates a search radius with a diameter of 100 ft per swarm. If the enemy is anywhere in that area and could possibly be detected by the Kikaichu it will be located and all of the dispersed swarms will immediately re-form in that creatures square but cannot deal damage until the jutsu users next turn. As long as the jutsu persists the swarms will always follow the target and remain in their square as long as they remain in the area of effect. If the target moves further than the swarm could normally pursue they can use their full round action to move as far as would be needed to reach the foe's space but not deal damage that turn. If the foe manages to completely escape the area of effect the swarms disperse and resume searching. This jutsu lasts up to 10 minutes after which the user must pay the chakra cost again to maintain it. If any of the swarms are slain the area of effect shrinks accordingly.

Name: **Insect clone** (Jutsu)

Technique cost: 16

Prerequisites:  Kikaichu swarm, Kikaichu implantation, Clone jutsu, transformation jutsu, leaf clone jutsu, Hive mind

Chakra cost: 24

Weaving: 2 Hands, Full round action

Range: Unlimited

Effect: The user of this jutsu condenses one of their existing Kikaichu swarms into a clone that perfectly imitates their own form. This clone has the same physical ability scores as the swarm normally does but gains the appearance, shape, and mental ability scores of the jutsu user. It's weapons armor and other equipment are entirely cosmetic. The clone also possesses the user's combat feats, proficiencies, teamwork feats, and skill ranks but not chakra or jutsu. If the clone successfully strikes a foe with an unarmed strike it may choose to deal its swarm damage rather than unarmed strike and it also applies its chakra damage ability to the foe. The created clone lasts 1 hour at the end of which the user may spend it's chakra cost again to extend the duration another hour. If the clone takes any damage it disperses and turns into a normal Kikaichu swarm who then takes the damage of the attack that destroyed the clone, even if the swarm is normally immune to that damage such as weapon damage. Because coordinating a human body is far harder than an amorphous swarm only one bug clone can be maintained at once. These clones emulate the weight, chakra flow, body temperature, breathing, electrical activity and water content of a human closely enough to fool sensory jutsu that detect such things. The user may speak through this clone and thanks to their telepathic bond with their swarms effectively hold conversations across any distance.

Name: **Twisting spindle** [Technique]

Technique cost: 17

Prerequisites:  Compressed menace, Living Hive, Kikaichu swarm, Kikaichu implantation

Effect: A ninja with this technique is able to release as many of their their stored insects as desired using a single free action and the insects may act normally on the turn they are released.

Name: **Voracious vermin** [Technique]

Technique cost: 18

Prerequisites:  Kikaichu swarm, Kikaichu implantation, Aggressive insects

Effect: The ninja's insect swarms are even more aggressive and dangerous, their swarm damage increases to 1d8 and chakra damage increases to 1d6 each. Their individual Kikaichu bug now has a bite attack for 1d6 damage and 1d6 chakra damage.

Name: **Insect Barrier** [Technique]

Technique cost: 19

Prerequisites: Insect jar rotation, Insect jar,  Living Hive, Kikaichu swarm, Kikaichu implantation

Effect: The ninjas insect jar is made far more potent of a defense by adding a rotation to it. Any ally, including the user, inside the users Kikaichu swarm gains improved cover instead of regular cover (+8 to ac, +4 to reflex saves, improved evasion). The swarm still takes damage if it causes the attack to miss.

Name: **A swarm beyond counting**  [Technique]

Technique cost: 20

Prerequisites:  Compressed menace, Living Hive, Kikaichu swarm, Kikaichu implantation

Effect: The Kikaichu swarm now breeds so rapidly that they can reproduce even while attacking. Anytime a Kikaichu swarm absorbs chakra it heals for that much damage. Each time a swarm at full health absorbs 4 chakra it creates another swarm under their creators control. this new swarm survives for one minute, after which the user of this technique can choose to either allow them to die or to pay 4 chakra from their melded or maximum pool to support the swarm normally. Furthermore the ninja with this technique can use Kikaichu Swarm jutsu to create 1 swarm as a swift action or use a full round action to create as many as desired.

Name:  **Kidaichu implantation** (Jutsu)

Technique cost:  Origin

Prerequisites:  Insect implantation starting benefit

Chakra cost: 4

Weaving: standard action, no hands

Effect: A ninja with this jutsu has been implanted with the infamous Kidaichu insect. A tiny burrowing beetle that can feed on chakra in order to stimulate amazing, and sometimes very destructive growth in itself. At this stage the user may use this jutsu and create a beetle in an adjacent space. They maintain telepathic control of the beetle and may direct it to take any actions they desire but they do not receive telepathic messages from it and it cannot act on the turn it is expelled form the body. The beetle remains indefinitely, however anytime the ninja rests and melds chakra they must pay 4 chakra again to maintain the beetle. The user may only have one active beetle at a time and once the ninja melds chakra the beetle reverts t normal size and re-enters the ninjas body.  The created beetle has the following statistics:

**Kidaichu Beetle**

N Small vermin

**Init** +0; **Senses** low-light vision; Perception +0

DEFENSE

**AC** 12, touch 11, flat-footed 12 (+1 natural, +1 size)

**hp** 4 (1d8)

**Fort** +2, **Ref** +0, **Will** +0

**Immune** mind-affecting effects

OFFENSE

**Speed** 30 ft., fly 30 ft. (poor)

**Melee** bite +1 (1d2 Plus 1d4 chakra damage)

**Chakra**: 1

STATISTICS

**Str** 10, **Dex** 11, **Con** 11, **Int** —, **Wis** 10, **Cha** 7

**Base** **Atk** +0; **CMB** –1; **CMD** 9 (17 vs. trip)

**Skills** Fly –2

**SQ**

**Chakra damage (Ex)**

A creature bitten by the Kidaichu takes 1d4 points of chakra damage. This chakra is lost from the victims currently melded chakra pool. Once melded chakra is depleted the target begins taking damage to their maximum daily chakra. If daily chakra is also depleted the target must take chakra burn as if paying chakra equal to the damage being taken. Once a creature is reduced to 1 constitution in this way any further chakra damage that would be taken instead converts existing chakra damage into chakra drain as the bugs devour the very chakra pathways in the body, permanently reducing the targets maximum daily chakra pool. Chakra drain is healed in all of the same ways as ability score drain. This can cause irreparable damage and once all the damage has been converted into drain, any further chakra damage will be fatal.

Name: **Chitin shield** (Jutsu)

Technique cost:  2

Prerequisites:  Kidaichu implantation

Chakra cost: 1 or more

Weaving: No hands, Immediate

Range: Personal

Effect: In response to an incoming attack a ninja with this technique rapidly expands one of their kidaichu in order to use it as an impromptu shield. For one chakra the ninja creates a bug small enough to grant a +1 shield bonus to armor class and it function in all ways as a buckler or light shield. By paying  4 chakra they can create the equivalent of a heavy steel or wooden shield. By paying 8 chakra the ninja can create the equivalent of a tower shield.  The created shield lasts for 1 minute at the end of which time the ninja may pay its chakra cost again to extend it by another minute.

Name: **Boring beetle** [Technique]

Technique cost:  3

Prerequisites:  Kidaichu implantation

Effect: When the ninja creates a kidaichu of any size they may choose to replace it’s fly speed with an equivalent burrow speed. The beetle moves at this speed through dirt, gravel, sand and other loose materials. If faced with harder materials it can burrow at half speed through any material whose hardness does not exceed the beetle’s strength bonus. In either case the beetle can choose whether or not to leave a usable tunnel.

Name: **Improved Kidaichu** [Technique]

Technique cost: 4

Prerequisites:  Kidaichu implantation

Effect: The Ninja is now capable of creating a beetle the size of a human being, a stronger more capable servant. When using Kidaichu implantation they may pay 10 chakra to create a beetle with the following statistics:

**Improved Kidaichu**

N Medium vermin

**Init** +0; Senses darkvision 60 ft.; Perception +0

DEFENSE

**AC** 16, touch 10, flat-footed 16 (+6 natural)

**hp** 19 (3d8+6)

**Fort** +0, **Ref** +1, **Will** +2

**Immune** mind-affecting effects

OFFENSE

**Speed** 30 ft.   fly 30 ft. (poor)

**Melee** bite +4 (1d6+3 Plus 1d8 chakra damage)

**Chakra**: 1

STATISTICS

**Str** 15, **Dex** 10, **Con** 14, **Int** —, **Wis** 10, **Cha** 9

**Base Atk** +2; **CMB** +4; **CMD** 14

**Skills** Fly –1

**Chakra damage (Ex)**

A creature bitten by the Kidaichu takes 1d8 points of chakra damage. This chakra is lost from the victims currently melded chakra pool. Once melded chakra is depleted the target begins taking damage to their maximum daily chakra. If daily chakra is also depleted the target must take chakra burn as if paying chakra equal to the damage being taken. Once a creature is reduced to 1 constitution in this way any further chakra damage that would be taken instead converts existing chakra damage into chakra drain as the bugs devour the very chakra pathways in the body, permanently reducing the targets maximum daily chakra pool. Chakra drain is healed in all of the same ways as ability score drain. This can cause irreparable damage and once all the damage has been converted into drain, any further chakra damage will be fatal.

Name: **Skittershield** [Technique]

Technique cost:  5

Prerequisites:  Kidaichu Implantation, Chitin shield

Effect: When the ninja uses chitin shield they take none of the penalties normally associated with their shield. They have no armor check penalty or max dex bonus and if using a tower shield they do not suffer the penalty to attack rolls.

Name:  **Battle beetle** [Technique]

Technique cost:  6

Prerequisites:  Kidaichu implantation

Effect: The Ninja’s Kidaichu beetles are well trained and share the ninja’s combat and teamwork feats as long as they meet the prerequisites.

Name: **Beetle bash** [Technique]

Technique cost:  7

Prerequisites:  Skittershield, Kidaichu Implantation, Chitin shield

Effect: When the ninja uses chitin shield they gain a number of benefits. The created shield is treated as having shield spikes and the throwing extra and the returning weapon property. Any chitin shield can be used to bash even if it normally would not be able to. A buckler deals 1d4 damage and a tower shield deals 1d8, both dealing x2 damage on a critical hit. Additionally the shield deals chakra damage equal to its base damage die exactly as per the kidaichu beetles chakra damage ability.

Name: **Kidaichu Mount** [Technique]

Technique cost: 8

Prerequisites:  Kidaichu implantation, Improved Kidaichu

Effect: The Ninja is now capable of creating a beetle the size of a full grown horse. When using Kidaichu implantation they may pay 20 chakra to create a large sized beetle. This beetle is capable of carrying one or two medium or smaller riders without a saddle and is capable of serving as a combat trained mount, it has the following statistics:

**Kidaichu Mount**

N Large vermin

**Init** +0; **Senses** darkvision 60 ft.; Perception +0

DEFENSE

**AC** 17, touch 9, flat-footed 17 (+8 natural, –1 size)

**hp** 45 (7d8+14)

**Fort** +7, **Ref** +2, **Will** +2

**Immune** mind-affecting effects

OFFENSE

**Speed** 40 ft., fly 20 ft. (poor)

**Melee** bite +8 (2d6+6 plus 2d8 chakra damage)

**Space** 10 ft.; **Reach** 5 ft.

**Special Attacks** trample (1d6+6, DC 17)

**Chakra**: 3

STATISTICS

**Str** 19, **Dex** 10, **Con** 15, **Int** —, **Wis** 10, **Cha** 9

**Base** **Atk** +5; **CMB** +10; **CMD** 20 (28 vs. trip)

**Skills** Fly –6

**Chakra damage (Ex)**

A creature bit by the Kidaichu  takes 2d8 points of chakra damage. This is essentially chakra lost from one's currently melded chakra. Once melded chakra is depleted the target must take chakra burn as if paying chakra equal to the damage being taken. Once a creature is reduced to 1 constitution in this way any further chakra damage that would be taken instead converts existing chakra damage into chakra drain as the bug devours the very chakra pathways in the body. This can cause irreparable damage and once all the damage has been converted into drain, any further chakra damage will be fatal.

Name:  **Growing strong** [Technique]

Technique cost: 9

Prerequisites:  Kidaichu implantation, Improved Kidaichu, Kidaichu  mount

Effect: A ninja with this technique has trained their Kidaichu to be able to grow using any chakra they feed on instead of just their hosts. As the ninjas Kidaichu  deal chakra damage that chakra added to their melded chakra pool, even if that goes above their normal maximum melded. Once the stolen chakra is equal to the cost of creating a Kidaichu  of the next higher size the beetle automatically empties the pool, grows to that new size and fully heals all hit point and ability damage. If there is not enough room to grow the beetle still heals and it will grow as soon as the room is available. For example a large sized beetle needs 20 chakra to create (using Kidaichu  mount). And so a medium beetle who has dealt a total of 19 chakra damage instantly heals and grows as described above, since it already had a base of 1 melded chakra.

Name:  **Best bug** [Technique]

Technique cost:  10

Prerequisites:  Kidaichu implantation,

Effect: The Ninja gains a vermin companion that represents a single very large version of the bug inside of them. This functions exactly like the vermin companion variant of animal companion with several changes: Firstly the ninja uses their character level instead of druid class level, and the companion does not gain the share spells ability. Secondly the insect has access to their creators chakra pool and can even learn jutsu and techniques. The insect does not gain any technique points, however it does gain 1 apprentice point per HD, regardless of intelligence and their master may also spend their own technique points to teach them. Due to it's size this bug can no longer reside inside it's creator.

Name: **Beetle-brain** [Technique]

Technique cost: 11

Prerequisites:  Kidaichu implantation

Effect: A ninja with this technique has improved their connection with their kidaichu to the point that they can direct them with incredible skill. Any kidaichu the jutsu user creates gains all of their skill ranks even if this could go above their normal maximum ranks.

Name: **Kidaichu mammoth** [Technique]

Technique cost: 12

Prerequisites:  Kidaichu implantation, Improved kidaichu, Kidaichu Mount

Effect: The Ninja is now capable of creating a beetle the size of a full grown elephant. When using Kidaichu implantation they may pay 40 chakra to create a huge sized beetle. This beetle is capable of carrying up to four medium or smaller riders without a saddle and is capable of serving as a combat trained mount, it has the following statistics:

**Mammoth Kidaichu**

N Huge vermin

**Init** +0; **Senses** darkvision 60 ft.; Perception +0

DEFENSE

**AC** 21, touch 8, flat-footed 21 (+13 natural, –2 size)

**hp** 104 (11d8+55)

**Fort** +12, **Ref** +3, **Will** +3

**Immune** mind-affecting effects

OFFENSE

**Speed** 50 ft., fly 30 ft. (poor)

**Melee** bite +17 (3d6+16 plus 3d8 chakra damage)

**Space** 15 ft.; **Reach** 10 ft.

**Special Attacks** trample (3d8+16, DC 26)

**Chakra**: 13

STATISTICS

**Str** 32, **Dex** 10, **Con** 21, **Int** –, **Wis** 10, **Cha** 4

**Base Atk** +8; **CMB** +21; **CMD** 31 (39 vs. trip)

**Skills** Fly –8

**Chakra damage (Ex)**

A creature bit by the Kidaichu  takes 3d8 points of chakra damage. This is essentially chakra lost from one's currently melded chakra. Once melded chakra is depleted the target must take chakra burn as if paying chakra equal to the damage being taken. Once a creature is reduced to 1 constitution in this way any further chakra damage that would be taken instead converts existing chakra damage into chakra drain as the bug devours the very chakra pathways in the body. This can cause irreparable damage and once all the damage has been converted into drain, any further chakra damage will be fatal.

Name: **Beetle Bounty** [Technique]

Technique cost:  13

Prerequisites:  Kidaichu implantation

Effect: The ninja is no longer limited to having just one kidaichu beetle active at a time, they may have and control as many as they can pay the chakra cost for. Additionally when the ninja uses kidaichu implantation they may call forth more than one beetle and they do not have to be the same sizes as each other. The ninja still pays the normal chakra cost for each. Lastly the Ninja can use Kidaichu implantation to summon beetles in any square within close range instead of merely being adjacent.

Name:  **Feast of fire** [Technique]

Technique cost: 14

Prerequisites:  Growing strong, Kidaichu implantation

Effect: The ninjas Kidaichu have become so adept at feeding that they can consume even hostile sources of chakra and use them to grow. Firstly the ninjas Kidaichu gain the benefit of evasion against jutsus. Secondly, anytime their Kidaichu are targeted by a jutsu or included in the area of effect of a jutsu that fails to affect them at all they add chakra to their melded chakra pool equal to half the chakra cost of the jutsu . This only occurs when the jutsu either misses or the Kidaichu succeeds on their saving throw and completely avoids any harmful effect. It does not include things like being in the same space as a stationary effect like a rock wall for example.

Name: **Devouring Chakra** [Technique]

Technique cost:  15

Prerequisites:  Kidaichu implantation,  Improved kidaichu, Kidaichu Mount, Growing strong, feast of fire

Effect: The Ninja has bred kidaichu capable of consuming active jutsu. The kidaichu can use a standard action to attempt to devour a placed jutsu within their reach by feeding on it’s chakra. They roll a bite attack and if the attack exceeds the amount of chakra spent on the jutsu it is countered and the Kidaichu gains half the chakra spent added to it’s melded pool. This can devour almost any kind of active jutsu such as objects created from chakra, active area of effect jutsu, traps created by ninjutsu and more, even if those jutsu can’t normally be countered by a specific element. The exception is that this ability does not allow the kidaichu to consume sealing jutsu. If the attack roll fails to exceed the spent chakra however the beetle is subject to the normal effect of coming into contact with the jutsu and automatically fails any saving throw it would normally be entitled to. This does not allow the kidaichu to consume permanent terrain created through ninjutsu such as rock walls.

Name: **Kidaichu Gargant** [Technique]

Technique cost: 16

Prerequisites:  Kidaichu implantation, Improved kidaichu, Kidaichu Mount, Kidaichu Mammoth, Feast of fire

Effect: The Ninja is now capable of creating a beetle the size of a full grown elephant. When using Kidaichu implantation they may pay 40 chakra to create a huge sized beetle. This beetle is capable of carrying up to nine medium or smaller riders without a saddle and is capable of serving as a combat trained mount, it has the following statistics:

**Kidaichu Gargant**

N Gargantuan vermin

**Init** +1; **Senses** darkvision 60 ft., tremorsense 100 ft.; Perception +8

DEFENSE

**AC** 30, touch 7, flat-footed 30 (+1 Dex, +23 natural, –4 size)

**hp** 231 (22d8+132)

**Fort** +19; **Ref** +8; **Will** +7

**DR** 10/—; Chakra absorption 20, **Immune** mind-affecting effects

OFFENSE

**Speed** 60 ft., Fly 40 ft

**Melee** bite +24 (3d10+18 Plus 4d10 chakra damage)

**Space** 20 ft.; **Reach** 15 ft.

**Special Attacks** trample (2d8+18, DC 33)

**Chakra**: 33

STATISTICS

**Str** 34, **Dex** 12, **Con** 22, **Int** —, **Wis** 10, **Cha** 12

**Base Atk** +16; **CMB** +32 ; **CMD** 43

**Skills** Fly -1, Perception +8; **Racial Modifiers** Fly +8, +8 Perception

SPECIAL ABILITIES

**Chakra damage (Ex)**

A creature bit by the Kidaichu  takes 4d10 points of chakra damage. This is essentially chakra lost from one's currently melded chakra. Once melded chakra is depleted the target must take chakra burn as if paying chakra equal to the damage being taken. Once a creature is reduced to 1 constitution in this way any further chakra damage that would be taken instead converts existing chakra damage into chakra drain as the bug devours the very chakra pathways in the body. This can cause irreparable damage and once all the damage has been converted into drain, any further chakra damage will be fatal.

**Chakra Absorption (Ex)**

The kidaichu Gargant absorbs chakra. The Kidaichu is immune to any jutsu that has a chakra cost of 20 or less that targets it and as such absorbs it as per the feast of fire technique.

Name:  **Feeding frenzy** [Technique]

Technique cost:  17

Prerequisites:  Feast of fire, Growing strong, Kidaichu implantation, Improved kidaichu, Bounty of beetles

Effect: The Kidaichu inside the ninjas body can now consume the chakra of an incoming attack. The Ninja now benefits from feast of fire as if they were a Kidaichu beetle, but instead of gaining the absorbed chakra to their melded pool they automatically spend absorbed chakra to use Kidaichu implantation as an immediate action. Any leftover chakra is wasted.

Name: **Adolescent Evolved Ninja Beetles** [Techniques]

Technique cost:  18

Prerequisites:  Kidaichu implantation, Beetle-brain, Battle beetle,

Effect: The Ninja’s Kidaichu have evolved so significantly that they can share their masters techniques, chakra natures, and jutsu, though they must spend their own chakra to power them.

Name: **Kidaichu Kaiju** [Technique]

Technique cost:  19

Prerequisites:  Kidaichu implantation,  Improved Kidaichu, Kidaichu Mount, Kidaichu Mammoth, Kidaichu Gargant, Feast of fire

Effect: The Ninja is now capable of creating a massive beetle that towers over the battlefield and can stand to to toe with even other great monsters. When using Kidaichu implantation they may pay 100 chakra to create a colossal sized beetle. This beetle is truly massive, looming over trees. It is 120 ft long from the tip of its horn to the back of its armored shell. Its capable of carrying whole platoons of ninja, siege weapons or even buildings. It has the following statistics:

Kidaichu Kaiju

N Colossal vermin (Kaiju)

**Init** +1; **Senses** darkvision 600 ft., tremorsense 1,000 ft.; Perception +8

DEFENSE

**AC** 34, touch 2, flat-footed 34 (+32 natural, –8 size)

**hp** 405 (30d8+270) Fast healing 30

**Fort** +26; **Ref** +10; **Will** +10

**Defensive Abilities** ferocity, recovery; **DR** 20/Epic; **Immune** mind-affecting effects, ability damage, ability drain, death effects, disease, energy drain **Resist** acid 30, cold 30, electricity 30, Fire 30, negative energy 30, sonic 30, Kaiju Rules, Chakra absorption 30

OFFENSE

**Speed** 80 ft., 50 ft fly (poor)

**Melee** 2 claws +30 (3d8+16), bite +30 (4d8+16 Plus 6d8 chakra drain)

**Space** 20 ft.; **Reach** 15 ft.

**Special Attacks** earth-shaking, trample (3d8+24, DC 41), Hurl foe,

STATISTICS

**Str** 42, **Dex** 10, **Con** 28, **Int** —, **Wis** 11, **Cha** 2

**Base Atk** +22; **CMB** +46 (+50 grapple); **CMD** 56

**Feats**

**Skills** Acrobatics +1 (+8 jump) Perception +8; **Racial Modifiers** Acrobatics (+8 jump), +8 Perception

**SQ;** massive

SPECIAL ABILITIES

#### **Earth-Shaking (Ex)**

Whenever a Kidaichu Kaiju moves more than 10 feet in a round, all creatures within 100 feet of it must succeed on a DC 41 Reflex save or fall prone. The save DC is Strength-based. A creature using wall climbing or water walking jutsu is immune to this effect

**Chakra damage (Ex)**

A creature bit by the Kidaichu  takes 6d8 points of chakra damage. This is essentially chakra lost from one's currently melded chakra. Once melded chakra is depleted the target must take chakra burn as if paying chakra equal to the damage being taken. Once a creature is reduced to 1 constitution in this way any further chakra damage that would be taken instead converts existing chakra damage into chakra drain as the bug devours the very chakra pathways in the body. This can cause irreparable damage and once all the damage has been converted into drain, any further chakra damage will be fatal.

**Chakra Absorption (Ex)**

The kidaichu Kaiju absorbs chakra. The Kidaichu is immune to any jutsu that has a chakra cost of 30 or less that targets it and as such absorbs it as per the feast of fire technique.

Name:  **Parasitic Gigantic Beetle Infestation** (Jutsu)

Technique cost:  20

Prerequisites:   Kidaichu implantation, Improved kidaichu, Kidaichu Mount, Kidaichu Mammoth, Kidaichu Gargant, Kidaichu Kaiju, Feast of fire

Chakra cost: None

Weaving: Full round action

Range: Touch

Effect: This lethal jutsu implants one or more Kidaichu inside a touched target. The bugs then feed on the targets chakra and use that to expand their bodies from within, bursting their target apart in a truly nightmarish fashion. As part of this jutsu the user makes an unarmed attack. If the attack hits and deals at least 1 damage they are able to implant a Kidaichu inside their target. The target of the attack must make a fortitude save or take damage equal to its melded chakra, which is then depleted. At the same time the target erupts in one or more massive beetles that burst form their body. The jutsu creates Kidaichu beetles as if all of the their remaining melded chakra were spent on the Kidaichu  implantation jutsu. These beetles are uncontrolled and will attack anyone near them besides their own kind. Thus a ninja with 120 chakra might explode into a colossal beetle and a large sized one, or may become six large ones, or some other combination at the DMs discretion.

Name: **Shokaichu implantation** [Technique]

Technique cost:  Origin

Prerequisites:   Insect implantation starting benefit

Effect: The ninja has implanted into themself a family of chakra sensing burrowing larvae known as Shokaichu. For the time being the bugs are too fragile to leave the hosts body, but even in this early state they provide their host valuable ability to sense chakra. The ninja is automatically aware of whether or not there are any sources of chakra within 20 ft of them and is notified as soon as this changed. This ability can detect any active jutsu as well as any creatures that have more than 1 melded chakra. As the ninja improves their shokaichu they will gain more powerful sensory abilities which the ninja also gains access to.

Name: **Shokaichu deposit** (Jutsu)

Technique cost:  2

Prerequisites:  Shokaichu Implantation

Chakra cost: See description

Weaving: 1 hand, standard action

Range: Touch

Effect: The Ninja implants a shokaichu into an area of dirt, sand or other soft soil. Planting the shokaichu reduces the ninja’s maximum daily chakra by 1. This reduction returns once the ninja gets 8 hours of rest after the shokaichu dies or is dismissed. Just as with the shokaichu in their body this larvae immediately notifies the ninja if a source of chakra enters a 20 ft radius of them, this is known as their “detection radius”. This information is transmitted telepathically to the ninja. There is no limit to how many shokaichu the ninja may have planted as long as they are willing to suffer the chakra reduction. The Shokaichu is a blind, deaf, helpless creature that relies on going undetected. It is automatically slain if attacked or exposed to any damage.

Name: **Clinging chrysalis** [Technique]

Technique cost:  3

Prerequisites:  Shokaichu Implantation, Shokaichu deposit

Effect: The Ninja has learned to attach their shokaichu to any surface rather than just burying them in the ground. They may now be placed anywhere, and as part of placing them the ninja may make a sleight of hand check with a +16 circumstance bonus to conceal them. Their total serves as the DC to spot or locate the shokaichu.

Name: **Sensitive parasite** [Technique]

Technique cost:  4+

Prerequisites:  Shokaichu Implantation

Effect: The Ninja’s Shokaichu are more sensitive to chakra, their detection radius increases by 10 ft. This technique can be taken multiple times, each time the technique cost increases by 4 and the detection radius increases by another 10 ft.

Name: **Mobile force Shokaichu** [Technique]

Technique cost: 5

Prerequisites:   Shokaichu Implantation, Shokaichu deposit, Clinging chrysalis

Effect: The Ninja has dramatically enhanced the power of their shokaichu, making them not entirely helpless. By spending a standard action the ninja may direct one of their deposited shokaichu to take a full turns worth of actions, regardless of how far away they are, though they gain no special ability to share their senses beyond their chakra detection. Shokaichu have the following statistics:

**Shokaichu**

**XP 50**

N Fine vermin

**Init** +5; **Senses** darkvision 20 ft.; Chakra sense 20 ft, Perception +8

DEFENSE

**AC** 23, touch 23, flat-footed 18 (+5 Dex, +8 size)

**hp** 1 (1d8-3)

**Fort** -1, **Ref** +5, **Will** +0

**Immune** mind-affecting effects

OFFENSE

**Speed** 5 ft., Burrow 5 ft, climb 5 ft.,

**Melee** bite +8 (0 plus 1d6 chakra damage)

**Space** 1/2 ft.; **Reach** 0 ft.

**Chakra: 1**

STATISTICS

**Str** 1, **Dex** 20, **Con** 4, **Int** —, **Wis** 10, **Cha** 1

**Base Atk** +0; **CMB** -8; **CMD** 7 (can’t be tripped)

**Feats**

**Skills** Climb +12, Perception +8, Stealth +21; **Racial Modifiers** +8 Perception, +4 climb, +8 Stealth

**Chakra damage (Ex)**

A creature bit by the Shokaichu takes 1d6 points of chakra damage. This is essentially chakra lost from one's currently melded chakra. Once melded chakra is depleted the target must take chakra burn as if paying chakra equal to the damage being taken. Once a creature is reduced to 1 constitution in this way any further chakra damage that would be taken instead converts existing chakra damage into chakra drain as the bug devours the very chakra pathways in the body. This can cause irreparable damage and once all the damage has been converted into drain, any further chakra damage will be fatal.

Name:  **Counting crows** [Technique]

Technique cost:  6

Prerequisites:  Shokaichu implantation, shokaichu deposit, sensitive parasite

Effect: The Ninja has enhanced and refined the senses of their shokaichu to the point that they can now not only detect and identify creatures with just 1 melded chakra, such as birds and other insects, they can now distinguish chakra sources by order of magnitude as well as the numbers of each and their relative movement if any. They could for example detect the presence of “6 stationary chakra sources with 1 chakra, the absence of anything with 10-99 chakra, and the presence of 1 source with 100 or more chakra moving towards the village”and relay that information to their creator. This allows the ninja to sort out how much of a threat an incoming chakra source might be and allows the shokaichu to comparatively identify which chakra sources are stronger comparatively even within those orders of magnitude.

Name: **Potent hunger** [Technique]

Technique cost:  7

Prerequisites:  Shokaichu Implantation, Shokaichu deposit, Clinging chrysalis, mobile force Shokaichu

Effect: The Shokaichu now deal 2d6 chakra damage on bite, as well as 1 hit point damage. Additionally they may enter a foes space without provoking an attack of opportunity.

Name: **Feeling flesh from fire** [Technique]

Technique cost: 8

Prerequisites:  Shokaichu implantation, shokaichu deposit, sensitive parasite, counting crows

Effect: When detecting a chakra source the shokaichu gain far more information. The Shokaichu can now see the flow of chakra within their detection radius. This allows them it identify whether they are sensing a creature, a jutsu, or some other source of chakra such as a ninja relic. Furthermore this grants the ninja a +10 bonus to knowledge ninjutsu checks made to identify a jutsu within their detection radius and a +2 bonus on saving throws against jutsu that are weaved within that radius. Furthermore this ability allows the ninja to identify clones that do not emulates a creatures chakra, and allows the shokaichu to identify what elemental nature a particular jutsu has even as its being weaved.  Lastly if a shokaichu is slain it will automatically report on the cause of its death to the best of its ability.

Name: **Sniffer Shokaichu** [Technique]

Technique cost: 9

Prerequisites:  Shokaichu implantation, shokaichu deposit, sensitive parasite,

Effect: The Shokaichu have gained the scent ability with a range equal to their detection radius and they share this sense with their creator. Most ninja tend to subconsciously ignore usual or common smells picked up by their shokaichu, but particularly noteworthy smells like blood or smoke are always worth notifying the ninja about.

Name: **Sagacious Shokaichu** [Technique]

Technique cost:  10

Prerequisites:  Shokaichu implantation, shokaichu deposit, Clinging chrysalis, Mobile force shokaichu, Counting crows, feeling flesh from fire

Effect: The shokaichu have developed the ability to not just sense chakra around them but to feed on it. As a standard action the ninja may select one of their shokaichu and switch it form its normal “detection mode” into “feeding mode” Each hour it remains in feeding mode the shokaichu gains 1 melded chakra. This allows them to exceed their normal melded chakra to a maximum of 10  melded total. As a full round action the ninja may touch a deposited shokaichu and absorb it and it’s melded chakra back into them. This instantly destroys the shokaichu and gives its melded chakra to the host ninja, though it cannot cause them to exceed their normal melded maximum. While in feeding mode the Shokaichu does not detect anything around it or give any information to its creator. There is no limit to how many shokaichu can be in either mode, however switching one back into detection mode causes it to immediately lose all but 1 melded chakra. The Ninja may also choose to have the shokaichu active inside themself enter feeding mode. This causes them to not count as a shokaichu for their sensory abilities but in exchange they regain 1 spent chakra per hour.

Name: **Insect jamming** [Technique]

Technique cost: 11

Prerequisites:  Shokaichu implantation, shokaichu deposit, counting crows, feeling flesh from fire,

Effect: Sensory jutsu reliant on seeing chakra malfunction when used on the ninjas shokaichu. Such jutsu detect the creator of the shokaichu occupying every space within the Shokaichus detection radius.  This allows the ninja to seem to be in many locations at once, while also masking any allies near the shokaichu. A ninja who specifically has shokaichu implantation can see through this deception. As a standard action the ninja may choose a shokaichu, including the one inside them, and activate or disable this technique for that particular shokaichu.

Name: **Command of the colony** [Technique]

Technique cost:  12

Prerequisites:  Shokaichu implantation, shokaichu deposit, Clinging chrysalis, Mobile force shokaichu, Counting crows, feeling flesh from fire, sagacious shokaichu,

Effect: Anytime the ninja issues a command or switches a function of a shokaichu, they may do so for as many of them as they wish. Thus they could switch all shokaichu into “feeding mode” using a single action, or command all shokaichu to move towards and attack a specific, or simply the nearest, enemy. All Shokaichu must be given the same instruction.

Name: **Trembling worms** [Technique]

Technique cost:  13

Prerequisites:  Shokaichu implantation, shokaichu deposit, sensitive parasite, Sniffer Shokaichu

Effect: The Shokaichu now possess tremor sense in their detection range and transmit this sensory information to their creator. This allows them to feel when creatures are moving through the squares being watched by their shokaichu.

Name: **Bouncing Betty** [Technique]

Technique cost:  14

Prerequisites:  Shokaichu implantation, shokaichu deposit, Clinging chrysalis, Mobile force shokaichu, trembling worms, Counting crows, feeling flesh from fire, Sagacious shokaichu

Effect: The ninja has developed weaponized Shokaichu that can launch themself at unexpected prey. At any time the ninja may use an immediate action to command a shokaichu to spring into action and detonate itself. While in detection mode the shokaichu is capable of instantly emerging and detonating in a blast of raw chakra. Every creature in the detection range takes 1d10 Untyped damage per melded chakra it has with a reflex save for half. Meanwhile, in feeding mode the Shokaichu is far stronger but more focused. A feeding mode shokaichu may spring out and spring out and attack a single target. The Shokaichu makes an attack roll against the targets flat footed armor class and they gain a circumstance bonus equal to 2+ their currently melded chakra. If they hit they deal 1d10 Untyped damage per melded chakra it has. The Ninja may not detonate the shokaichu that lives inside their own body.

Name:  **Crawling capacitors** [Technique]

Technique cost:  15

Prerequisites:  Shokaichu implantation, shokaichu deposit, Clinging chrysalis, Mobile force shokaichu, trembling worms, Counting crows, feeling flesh from fire, Sagacious shokaichu, Bouncing betty

Effect: When the ninja deposits a shokaichu they may pay additional maximum chakra and for each 1 point of maximum chakra lost the shokaichu increases it’s melded chakra by 1 and the maximum melded chakra it can hold by 2. This does not apply to the shokaichu implanted in the host ninja.

Name: **Crawling Kaguya** [Technique]

Technique cost:  16

Prerequisites:  Shokaichu implantation, shokaichu deposit, sensitive parasite, counting crows, feeling flesh from fire, Insect jamming

Effect: The Shokaichu can now identify exactly how much melded chakra each creature in their detection radius has, as well as what elemental natures they have access to, including kekei genkai if any. They also can recognize the chakra signature of a specific person and the host can tell if they have ever seen the person before or witnessed one of their jutsu.

Name: **Living larvae** [Technique]

Technique cost:  17

Prerequisites:  Shokaichu implantation, shokaichu deposit, sensitive shokaichu, Sniffer Shokaichu, trembling worms, Counting crows, feeling flesh from fire

Effect: The ninja’s shokaichu now have blind-sight within their detection range and transmit everything they perceive to their creator. This also allows the Shokaichu to transmit what they see and hear directly to their host.

Name: **Dark wings rise** [Technique]

Technique cost:  18

Prerequisites:  Shokaichu implantation, shokaichu deposit, Clinging chrysalis, Mobile force shokaichu, trembling worms, knowledge nature 6 ranks, Sagacious shokaichu, Bouncing betty

Effect: The Ninja’s Shokaichu gain a 30 ft fly speed with perfect maneuverability. The shokaichu still must remain stationary in order to use feeding mode, however switching to detection mode and moving no longer causes them to lose their excess melded chakra, though only full hours spent in feeding mode give chakra, partial hours are not counted.

Name:  **Writhing transmission** [Technique]

Technique cost:  19

Prerequisites:   Shokaichu implantation, shokaichu deposit, sensitive shokaichu, Counting crows, feeling flesh from fire, Insect jamming, Sagacious shokaichu, Bouncing betty, counting crows, crawling Kaguya

Effect: The Ninja no longer needs to be adjacent to a shokaichu in order to absorb them and gain their melded chakra. They may do so across any distance.

Name: **Insect transmission** (Jutsu)

Technique cost:  20

Prerequisites:  Shokaichu implantation, shokaichu deposit, sensitive shokaichu, Sniffer shokaichu, Counting crows, feeling flesh from fire, Insect jamming, Sagacious shokaichu, Bouncing betty, counting crows, crawling Kaguya, writhing transmission,

Chakra cost: 20

Weaving: 2 Hands, full round action

Effect: The Ninja may weave a series of signs and then appear to collapse into a husk of quickly dissolving silk, meanwhile emerging from one of their shokaichu. The Ninja effectively teleports to the location of one of their deposited shokaichu. This slays the insect in the process but causes the creator to emerge in whatever space they occupied provided it is large enough to accommodate them. Until the Ninja’s next turn they are flat footed as the process is highly disorienting.

Name: **Rinkaichu implantation** (Jutsu)

Technique cost:  Origin

Prerequisites:  Insect implantation starting benefit

Chakra cost: 3+

Weaving: 1 hands, standard action

Range: Touch

Effect: The Ninja has been implanted with the rinkaichu, microscopic and highly venomous insects that act and attack like a virus. The Ninja need only succeed on a melee touch attack to expose their target to the following Poison:

**Rinkaichu poison:**  Contact; Fortitude save; frequency 1/round for 1 rounds; effect 1 Dex damage; cure 1 save.

For every extra time the ninja pays the jutsu’s chakra cost they add 1 round to the duration of the poison, though a success save still ends the poison effect. Thus paying 9 chakra creates a poison with a frequency of “1/round for 3 rounds, cure 1 save”. The save DC is the normal save dc for this jutsu. This poison stacks as normal for regular poison, but it always uses the higher frequency poison as a base before adding to it’s duration, and likewise requires the most saving throws to overcome out of all stacked instances of this poison.

Name: **Poisonous flesh** [Technique]

Technique cost:  2

Prerequisites:  Rinkaichu implantation

Effect: The Ninja’s body is a deadly poison to those who would consume them. As an immediate action the ninja may use Rinkaichu implantation in response to a creature subjecting them to a successful bite or swallow whole attack. Since the jutsu is used in response to being bitten there is no need for the accompanying touch attack.

Name: **Lead limb larvae** [Technique]

Technique cost:  3

Prerequisites:  Rinkaichu implantation

Effect:  The Ninja has the option to direct their parasites to target a foes muscle groups, weakening them. When using Rinkaichu implantation the ninja may choose to increase the chakra cost to 4 in order to have their poison deal strength damage instead of dexterity. Additionally if the target fails their save they are fatigued and if the poison lasts long enough that they must make a second save and they fail again the target becomes exhausted instead. The fatigue or exhaustion lasts for 1 minute. The use of this technique counts as a separate poison from other uses of Rinkaichu implantation that have other effects.

Name: **Toxic Trace** [Technique]

Technique cost:  4

Prerequisites:  Rinkaichu implantation, poisonous flesh, Body flicker, substitution jutsu

Effect: Though the ninja may slip free form an incoming attack they leave behind a shadow of themself, a cloud of toxic insects. When the ninja uses substitution jutsu to evade a melee attack they may, as part of the substitution, use Rinkaichu implantation. Since this is activated in response to being struck in melee the ninja forgoes the normally required touch attack.

Name: **Feast of fear** [Technique]

Technique cost:  5

Prerequisites:  Rinkaichu implantation

Effect: The Ninja’s insects can dissolve a creature’s resolve and courage. When using Rinkaichu implantation the ninja may choose to increase the chakra cost to 5 in order to have their poison deal wisdom damage instead of dexterity. Additionally if the target fails their save they are shaken and if the poison lasts long enough that they must make a second save and they fail it the target becomes frightened instead. A third fail in a row causes the target to be frightened. Once the ninja succeeds on a save against the poison they revert to being shaken. The shaken condition lasts for 1 minute once they’ve stopped failing saves against the poison. The use of this technique counts as a separate poison from other uses of Rinkaichu implantation that have other effects.

Name: **Decisive damage** [Technique]

Technique cost:  6

Prerequisites:  Rinkaichu implantation

Effect: The ninja’s rinkaichu are especially pernicious and cause more harm than normal. The Ninja’s rinkaichu implantation jutsu deals 1 extra point of dexterity damage, if the ninja changes the type of ability damage that rinkaichu implantation deals it also modifies this damage.

Name: **Brain-rot** [Technique]

Technique cost:  7

Prerequisites:  Rinkaichu implantation

Effect: The Ninja’s insects can attack a creature’s mind directly, assaulting and dismantling their very mind. When using Rinkaichu implantation the ninja may choose to increase the chakra cost to 6 in order to have their poison deal intelligence damage instead of dexterity. Additionally if the target fails their save they are confused for that round and if the poison lasts long enough that they must make a second save they will be confused on any round that they fail the fortitude save.

Name: **Cancerous Crypt** [Technique]

Technique cost:  8

Prerequisites:  Rinkaichu implantation, decisive damage

Effect: Even death cannot discourage the merciless parasites, in fact, they feed on it. If a creature dies while suffering from the effect of Rinkaichu implantation it becomes a deadly biological weapon. The dead creature inflicts it’s poison on anyone who touches it as if the jutsu had been used on them. This costs no additional chakra. The corpse remains infectious for ten times the poison’s remaining duration. Thus a creature that dies with 2 rounds of poison left is contagious for 2 minutes.

Name: **Feasting on faith** [Technique]

Technique cost:  9

Prerequisites:  Rinkaichu implantation

Effect:  The sensation of microscopic insects devour you form the inside is enough to make anyone falter. When using Rinkaichu implantation the ninja may choose to increase the chakra cost to 7 in order to have their poison deal charisma damage instead of dexterity. Additionally if the target fails their save they are fascinated for that round and if the poison lasts long enough that they must make a second save they will be fascinated on any round that they fail the fortitude save. The poison itself does not count as a threat or attack towards breaking the fascination The use of this technique counts as a separate poison from other uses of Rinkaichu implantation that have other effects.

Name: **Thriving hive** [Technique]

Technique cost:  10

Prerequisites:  Rinkaichu implantation

Effect:  The ninja’s insects can feed better and become more potent when their host is healthy. The ninja may use their constitution bonus in place of charisma for determining the save DC of their Rinkaichu implantation jutsu.

Name: **Crush Heart Virus** [Technique]

Technique cost:  11

Prerequisites:  Rinkaichu implantation, Decisive damage, Resident weevil

Effect:  The Ninja’s rinkaichu are immensely destructive. The Ninja’s rinkaichu implantation jutsu deals 1d4 dexterity damage instead of just 1.

Name: **Bloated blight** [Technique]

Technique cost:  12

Prerequisites:  Rinkaichu implantation, Cancerous crypt, Decisive damage

Effect:  A rinkaichu’s victim becomes deadly contagious even while alive. Anyone touching someone afflicted by rinkaichu implantation must also save against the jutsu exactly as if it had been used on them. Additionally, a corpse infected by the rinkaichu implantation stays infectious for one hour per round of poison it had left.

Name: **Extreme Secret Jutsu: Poisonous Dust** (Jutsu)

Technique cost:  13

Prerequisites:  Rinkaichu implantation, decisive damage, Crush card virus,

Chakra cost:  x2, see description

Weaving: 2 Hands, breath, standard action

Effect:  The ninja gathers together a mass of chakra engorged rinkaichu and exhales them in a great billowing cloud, though they live only briefly without a host this jutsu can potentially infect many victims. The ninja creates a 30 ft cone emanating from their square. Every creature inside must make a fortitude save or be afflicted with the poison described under the rinkaichu implantation jutsu. Any technique that modifies the rinkaichu implantation’s poison can also be applied to this jutsu. This jutsu costs double the chakra cost of the rinkaichu implantation the ninja is using. For example if exhaling a cloud modified by lead limb larvae  it would cost 8 chakra plus another 8 for every extra round of frequency desired.

Name: **Resident Weevil** [Technique]

Technique cost:  14

Prerequisites:  Rinkaichu implantation, Decisive damage, Crush card virus

Effect: The ninja’s rinkaichu are exceptional difficult to expunge. The ninja’s rinkaichu implantation is now cured by two consecutive successful saves instead of 1.

Name: **Kochu Venom** [Technique]

Technique cost:  15

Prerequisites:  Rinkaichu implantation, Thriving hive, decisive damage, poisonous flesh, Resident weevil, Crush card virus

Effect: The Ninja has added powerful Kochu into their body, enhancing their ability to incapacitate foes.  When the ninja uses rinkaichu implantation to deal dexterity damage they may choose to increase the chakra cost to 8 and in exchange if the target fails their saving throw they are slowed and If the poison lasts long enough that they must make a second save and they fail it the target becomes paralyzed for that round. Once the ninja succeeds on a save against the poison they revert to being slowed until they fail another save. The slowed condition lasts for 1 minute once they’ve stopped failing saves against the poison. The use of this technique counts as a separate poison from other uses of Rinkaichu implantation that have other effects.

Name: **Armor of infection** (Jutsu)

Technique cost:  16

Prerequisites:  Rinkaichu implantation, Thriving hive, decisive damage, poisonous flesh, Resident weevil, Crush card virus, Body flicker, substitution jutsu, toxic trace

Chakra cost: x5, see description

Weaving: No hands, immediate action

Range: Personal

Effect: The Ninja covers their body in their deadly rinkaichu, threatening all those near them. Once the ninja activates this jutsu their skin turns a wicked shade of purple as deadly nanoscopic rinkaichu engorge their body. The ninja pays five times the normal cost of their Rinkaichu implantation but in exchange any creature that touches the ninja, including with a non-reach melee weapon, is exposed to the Rinkaichu implantation. Multiple attacks from the same enemy cause multiple instances of exposure and the poison stacks as normal for poison. This can be combined with any other ability that modifies the effect of rinkaichu implantation.

Name: **Black death** [Technique]

Technique cost:  17

Prerequisites:  Rinkaichu implantation, Thriving hive, decisive damage, poisonous flesh, Resident weevil, Crush card virus

Effect:  The Ninja’s Rinkaichu rapidly attack and devour the life force of their target. When using Rinkaichu implantation the ninja may increase the chakra cost to 10 and In exchange their poison deals constitution damage instead of dexterity and each time the target fails their save to resist the con damage they also gain a negative level. The target heals these negative levels at the same rate that they heal ability damage. The use of this technique counts as a separate poison from other uses of Rinkaichu implantation that have other effects.

Name: **Jar of Poison** [Technique]

Technique cost:  18

Prerequisites:  Rinkaichu implantation, decisive damage, Crush card virus, resident weevil, Poisonous flesh, Extreme Secret Jutsu: Poisonous Dust, cancerous crypt, bloated blight

Effect: The bodies left in the wake of the ninja’s vermin are a deadly weapon indeed. When a corpse infected using cancerous crypt would cease being infected it instead explodes in a massive gas cloud with a radius of 5 ft x the target’s hd in life. Any creature caught in the blast must make a fortitude save or be infected with the rinkaichu poison that had been affecting the corpse. As a swift action the ninja may choose an infected corpse they can see and detonate it immediately.

Name: **Thousand eyes restriction** [Technique]

Technique cost:  19

Prerequisites:  Rinkaichu implantation, decisive damage, Crush card virus, resident weevil, Poisonous flesh, cancerous crypt, bloated blight

Effect:  The ninja’s rinkaichu feed information about their host directly to the ninja. The ninja may see, hear and smell as if they were standing in the same space as any creature or corpse currently infected with their rinkaichu poison. Additionally the rinkaichu automatically inform the ninja anytime an infected creature uses a jutsu, including how much chakra is being spent on it and who it is targeting.

Name: **Virulent end** [Technique]

Technique cost:  20

Prerequisites:  Rinkaichu implantation, Thriving hive, decisive damage, poisonous flesh, Resident weevil, Crush card virus, Extreme Secret Jutsu: Poisonous Dust, cancerous crypt, bloated blight

Chakra cost: 30+

Effect:  The ninja transforms their rinkaichu into agents of certain death. By increasing the cost of rinkaichu implantation to 30 the ninja replaces the dexterity damage with death. A failed save means the infected instantly dies. The use of this technique counts as a separate poison from other uses of Rinkaichu implantation that have other effects.

Name: **Insect gathering** (Jutsu)

Technique cost: 1

Prerequisites: Insect implantation starting benefit,

Chakra cost: 2

Weaving: Full round action

Range: 100 ft

Effect: This jutsu allows the user to expel a web of chakra that attracts local insects form within a 100 ft radius. While incredibly useful to those who can speak with insects, its primary benefit to most others is that these insects collectively can be consumed and count as a single meal and serving of water.

Name: **Worm-tongue** [Technique]

Technique cost:  2

Prerequisites:  Insect implantation starting benefit

Effect: The Ninja is able to speak with insect. Mindless insects are generally not very intelligent and can only relay very basic information such as where they saw creatures and roughly what size and shape they were.

Name: **Many minds make light work** [Technique]

Technique cost:  3

Prerequisites:  Insect implantation starting benefit

Effect: Having countless insects lending their cognitive ability to their host holds many benefits. The ninja always counts as having at least 1 rank in all knowledge skills and they may count those skills as class skills. Additionally they gain a +4 bonus on saves against mind effects.

Name: **Critical drain** [Technique]

Technique cost:  4

Prerequisites:  Insect plantation starting benefit, One of the following: Stinger bug, Mobile force shokaichu, Kidaichu implantation,  carving chitin

Effect: Anytime the ninja or their insects deal chakra damage there is the potential to drain far more. If the ninja’s insects score a critical hit with a natural attack that deals chakra damage they also multiple the chakra damage dealt by their critical hit multiplier. Similarly a weapon created using carving chitin jutsu also multiplies its chakra damage on a critical hit. This has no effect on chakra damage done from other sources, including the kikaichu swarm.

Name: **Crawling cloak** [Technique]

Technique cost:  5

Prerequisites:  Insect implantation starting benefit

Effect: The ninja has mastered the art of covering their body with bugs in order to darken their hue and cover their breathing. The Ninja gains a +8 racial bonus to stealth checks as long as they devote an entire full round action to hiding, rather than the normal move action.

Name: **Carving chitin** (Jutsu)

Technique cost: 6

Prerequisites:  Insect implantation starting benefit

Chakra cost: 4

Weaving: Swift, 1 hand

Range: Personal

Effect:  This simple technique allows the user to coalesce the bugs inside their body into a usable physical weapon made up of countless insects. The ninja may create any weapon they are proficient with as long as it does not require any components with unique chemical or magical properties. Thus the ninja could create a sword or whip but not a gun. This weapon functions in all ways like its normal counterpart but it also deals 1d4 points of chakra damage as per the chakra damage ability possessed by the hosts bugs. As a swift action the ninja may change the weapon into another weapon if they desire, healing any damage that had been dealt to it in the process. This jutsu can even be used to emulate ranged or thrown weapons, and in the case of ranged weapons they will not run out of ammunition. The created weapon lasts 1 minute, at the end of which the user may pay the chakra cost again to extend the duration by another minute. However if the weapon deals chakra damage to an opponent its duration is reset at no cost to the user. No one but the ninja may wield the created weapon.

Name: **Skittering sentai** (Jutsu)

Technique cost:  7

Prerequisites:  Insect implantation starting benefit, Crawling cloak,

Chakra cost: 4+

Weaving: Immediate action, no hands

Range: Personal

Effect: The Ninja is able to call upon the insects that inhabit their body to transform their skin into a chitinous armor. The Ninja gains a +3 natural armor bonus to their armor class, and for every 4 extra chakra they pay this bonus increases by +1. Once activated this jutsu lasts 1 minute at the end of which the user may pay it’s chakra cost again to extend the duration another minute.

Name: **Rebuilding the hive** [Technique]

Technique cost:  8

Prerequisites:  Insect implantation starting benefit, skittering sentai, crawling cloak

Effect:  The insects inside the ninja’s body are quick to rebuild their lost home. If the ninja suffers the loss of a body part or organ it can quickly be replaced by the bugs inside their body, this has a myriad of benefits. Firstly the ninja is no longer subject to death from massive damage, secondly any lost limbs or damaged organs will be replaced by natural healing once the ninja reaches full hit points. This does not include body parts lost as a result of sacrificing them for a jutsu (such as Izanami or Izanagi). Third the ninja now heals hit points at twice the normal rate, double their character level per night of sleep. And finally the ninja gains the benefit of the diehard feat.

Name: **Compound eyes** [Technique]

Technique cost:  9

Prerequisites:  Insect implantation, many minds make light work

Effect: The countless insects inside the host ninja’s body are vigilant, always watching their surroundings, measuring their opponents. The Ninja gains a +8 racial bonus to perception and sense motive checks as well as 60 ft darkvision.

Name: **Parasite Paracide** (Jutsu)

Technique cost:   10

Prerequisites:  Insect implantation starting benefit

Chakra cost: 12

Weaving: 2 Hands, standard action

Range: Close

Effect: This jutsu creates powerful waves of chakra that is repellent to vermin. The jutsu creates a 20 ft radius of repellent chakra. No vermin creature will willingly enter the affected area, mindless vermin automatically flee the area and will not re-enter it. Intelligent vermin are allowed a will save to resist but if they fail they likewise flee and avoid the area. Creatures that would be forced to flee but are unable to instead cower and take no action. For every 8 extra chakra the user pays the area of effect increases by 20 ft and the save DC increases by +2. This jutsu lasts 1 minute but the ninja may double the chakra cost to increase the duration to 1 hour, or triple it to increase it to 8 hours.

Name: **Crawling armor** (Jutsu)

Technique cost:   11

Prerequisites: Insect implantation starting benefit, skittering sentai, crawling cloak, rebuilding the hive,

Chakra cost: 8+

Weaving: Immediate action, no hands

Range: Personal

Effect: The Ninja calls a legion of insects to cover their body, absorbing the impact of incoming attacks. The Ninja gains DR 8/-, and for every 4 extra chakra they pay this damage reduction increases by 1. This protection lasts until the start of the ninja’s next turn.

Name:  **Clean colony** [Technique]

Technique cost:  12

Prerequisites:  Insect implantation starting benefit, skittering sentai, rebuilding the hive

Effect: The insects inside the ninja’s body viciously attack anything that might threaten the safety of their host. The Ninja gains immunity to poison, disease, fatigue, exhaustion, paralysis, and sleep effects.

Name: **Beetleborg** (Jutsu)

Technique cost: 13

Prerequisites: Skittering sentai, crawling cloak, Carving chitin, Rebuilding the hive, clean colony, Insect implantation

Chakra cost: See description

Weaving: 2 Hands, standard

Range: Personal

Effect:  This awe inspiring jutsu allows the ninja to craft an idealized form using insects, chitin, silk, and wax. The Ninja gains a limited version of protean abilities. Essentially upon learning this technique they select a specific allocation of protean abilities that would cost up to a maximum of their character level in chakra. By using this jutsu the ninja takes on those specific abilities and pays half the normal chakra cost they would incur, rounded up. For example a level 8 ninja may select 10 ft jet speed (costing 4 chakra), two claw natural attack (2 chakra), and +1 natural armor (4 chakra). Then by weaving this jutsu and paying 4 chakra the ninja takes on those qualities. The change lasts 1 minute, at the end of which the ninja may choose to pay the chakra cost again in order to maintain the change for another minute without taking an action. Each time the ninja gains a level they may change the form they take on.

Name: **Silkblood** [Technique]

Technique cost:  14

Prerequisites:  Crawling cloak, Skittering sentai, Carving chitin, Rebuilding the hive, clean colony, Insect implantation

Effect: The insects inside the ninja’s body are constantly working to repair their home. The ninja gains fast healing equal to their character level.

Name: **Kamen Rider** [Technique]

Technique cost:  15

Prerequisites:  Beetleborg, Skittering sentai, crawling cloak, Carving chitin, Rebuilding the hive, clean colony, Transformation jutsu, Insect implantation

Effect: The ninja is more versatile in the use of their transformed abilities. Beetleborg jutsu now provides twice the ninja’s character level worth of chakra in abilities. Additionally by changing the weaving time  to 1 round the ninja may re-select which protean abilities they gain access to. While weaving the jutsu the ninja is flat footed, though they may choose to stop the weaving in order to apply their dexterity against an incoming attack. The chakra cost is paid and the protean abilities are chosen only when the jutsu finishes weaving. Lastly the ninja’s transformation is now so dramatic that It provides a +20 bonus on disguise checks.

Name: **Bug-brain** [Technique]

Technique cost:  16

Prerequisites:   Insect implantation, many minds make light work, Compound eyes,

Effect: The ninja’s mind has become so interconnected with their insects that it no longer resembles a human mind. The ninja is now immune to genjutsu and to any mind affecting ability that only works on humans.

Name: **Writhing master** [Technique]

Technique cost:  17

Prerequisites:   Insect implantation, many minds make light work, Compound eyes, Bug-brain, Crawling cloak, Skittering sentai, Carving chitin, Rebuilding the hive, clean colony, Silkblood, crawling armor, compound eyes

Effect: The Ninja has become so adept at using their insects as an extension of their body that they become seamlessly combined. The Ninja gains access to the protean system.

Name:  **Miraculous ladybugs** [Technique]

Technique cost:  18

Prerequisites:  Kamen rider, Beetleborg, Skittering sentai, crawling cloak, Carving chitin, Rebuilding the hive, clean colony, Transformation jutsu, Insect implantation

Effect: Each of the ninja’s insects has the ability to re-roll one roll that they make, once this ability is used by a particular insect it cannot make another such roll until the ninja that created them melds chakra again. While the ninja is using Beetleborg jutsu they may re-roll one die roll per turn and take the better of the two results.

Name: **Larval legacy** [Technique]

Technique cost:  19

Prerequisites:  Insect implantation, many minds make light work, Compound eyes, Bug brain, Crawling cloak, Skittering sentai, Carving chitin, Rebuilding the hive, clean colony, silkblood

Effect: A ninja finds a way to endure, by any means. Even when the ninja is slain they are not entirely gone. Upon death the user of this technique selects 1 vermin or vermin swarm under their control and transfers their soul into it. That vermin remains active and alive even if it would normally die or discorperate without it’s master. It no longer needs chakra to maintain it. Each day the insect gains1  point of intelligence and more and more of the ninja’s memories and personality. Once it has reached full intelligence the insect forms a chrysalis or hive and after 1 weeks time the ninja emerges in a new body reassembling their old one, emerging at full health, though without any of their gear. This process is extremely taxing and each time it occurs the ninja permanently halves their maximum daily chakra. If this would reduce them to less than 20 maximum daily chakra the process instead fails. This only affects their maximum chakra at the time they died, if they should gain levels later on any newly acquired chakra is not affected, unless they die again.

Name: **Crawling legion** [Technique]

Technique cost:  20

Prerequisites:   Insect implantation, many minds make light work, Compound eyes, Bug-brain, Crawling cloak, Skittering sentai, Carving chitin, Rebuilding the hive, clean colony, Silkblood, crawling armor, compound eyes, Writhing master

Effect: The Ninja becomes a living mass of insects, they gain the worm that walks template.