Skills

**New skills**: The Ninja
world is a very different place than a normal pathfinder setting. And as such
Ninja developed very different needs and talents. As such the Standard Skills
have been changed significantly from their default. Many have been consolidated
and others changed or subsumed and some have been changed to trained only, or
made available to use even without training. A Gm could choose to use the
standard skills and simply add knowledge Ninjutsu and Knowledge Taijutsu if
they desired.

**Acrobatics (Dex)**:
The Acrobatics skill is mostly unchanged from Pathfinder with a few exceptions.
Firstly Ninja are natural born jumpers and as such ninja may always jump a
distance equal to their acrobatics check result, whether they are going forward
or up, and whether or not they have a running start.

Secondly all uses of the fly skill now fall under acrobatics
and the fly skill no longer exists.

**Athletics (Str)**:
This skill serves as a combination of climb and swim and has all the functions
of both.

**Bluff (Cha)**: The
Bluff skill is unchanged, however when used against nonhuman creatures capable
of understanding speech the ninja takes a -4 penalty.

**Craft (Int)**: The
Craft skill is unchanged, though craft Alchemy is now simply called craft
Chemistry

**Diplomacy (Cha)**:
The Diplomacy skill is unchanged, though a ninja using diplomacy on nonhuman
creatures capable of understanding speech takes a -4 penalty

**Disguise (Cha)**:
The disguise skill maintains all previous usage but also gains two new uses.
Determining the quality of a clone, and concealing objects.

Clone quality: Whenever a Ninja creates a clone using any
kind of clone jutsu they may roll a disguise check to determine how close the
clone is to their own appearance. This serves as the DC to see through the
disguise and realise the clone is not the original. Unless otherwise noted all
clone jutsu provide a +20 bonus on this check.

Create concealment: Disguise can also be used to hide
something by creating camouflage. This allows the ninja to use their disguise
result in place of stealth when applied to an object they wish to conceal. This
could be something as simple as piling leaves atop an explosive seal to as
complex as creating an entire fake tree or piece of furniture. Generally the
disguise functions only as long as the subject remains completely motionless.

**Handle Animal (Cha)**:
*Trained only*. The Handle animal skill
is unchanged but has been granted several new facets. Firstly all usage of the
ride skill is now governed by handle animal, the two skills are combined.
Secondly, Handle animal can be used as bluff, diplomacy or handle animal
against nonhuman creatures, whether or not they are capable of speech and they
do not take the penalties associated with the target not being human.

**Heal (Wis)**: This
skill is mostly unchanged however it can now also be used to craft medical
items, functioning just as the craft skill. Additionally, as part of a 10
minute rest a ninja may use the heal skill on up to 4 creatures to remove 1
damage and all nonlethal damage.

**Intimidate (Cha)**:
This skill is Unchanged and works equally well on humans and nonhumans unlike
most other charisma based skills.

**Knowledge Academic**
(Int)**: *Trained only*. This**
knowledge skill covers a wide variety of topics, generally covering anything
that would be taught in a higher institution of learning. It includes all the
uses of Knowledge History, Knowledge Nobility and Knowledge geography, as well
as covering Sciences and Politics. It does not cover rumors or conjecture, it
is focused on fact and theory.

**Knowledge Common**
(Int)**- This known skill covers things that aren't taught in school, yet are**
crucial for daily life.  It covers most
uses of knowledge Local and Profession, as well as covering topics like
holidays, customs, criminals, rumors, culture, superstition, navigating a city,
appraising common goods and the performing of daily tasks such as cooking,
cleaning, or the running of errands.

**Knowledge Nature**
(Int)**:  This skill is mostly unchanged,**
though it also covers questions about Senjutsu, most Monsters and the Tailed
beasts. In addition it also covers all uses of the survival skill.

**Knowledge Ninjutsu**
(Int)**: *Trained only*. This skill**
represents both practical and theoretical knowledge of various Jutsus, their
abilities and effects, their uses, and users. It serves as a knowledge check
regarding most ninja, The Nature and science of chakra, Ninjutsu, Genjutsu and related
ninja techniques. Additonally it covers Ninja Relics and the history and
origins of techniques and jutsu.

This skills other primary application is recognizing enemy
jutsu and providing information about them. The most common uses of Knowledge
Ninjutsu and their DC's are listed below.
Most Knowledge Ninjutsu DC's increase with the technique point cost of a
jutsu, this is because more complex jutsu are rarer and harder to understand.
Some jutsu, such as a ball of flames may not require a roll to recognize their
element.

  Recognize a jutsu's elemental nature by observing it's handsigns
 while being woven:
  Recognize a specific Jutsu by observing it's handsigns while being
 woven:
  Recognize a specific jutsu by observing it's effect
  Examining a Ninja relic scroll to understand what jutsu it contains
  Recognize a Ninja Relic on sight or by description
  Read a Ninja seal to determine it's contents
  Recognize a Physical Kekei Genkai or Tailed beast affectation on
 sight
  Recognize a Jutsu only by using an ability to watch the flow of
 chakra in a subject

**Modifiers**:

If a Ninja does not possess the basic elemental style of the
jutsu they are trying to identify they take a -5 penalty. Thus a Ninja who had
only basic wind and water style would have -5 to identify a fire style move. If
a jutsu has more than one nature, such as a Kekei Genkai, this penalty is
cumulative.

If a Ninja knows the technique they are seeing they gain a +10
Bonus to recognize it

Recognizing a Kinjutsu takes a -10 penalty as such moves are
rare and prohibited in the extreme.

At the GM's discretion other jutsu may have an increase to
the DC based on the region their from or their rarity or how new they are.

**Knowledge**
Spiritualism (Int)**: *Trained only*.**
This skill governs knowledge of the ephemeral, the otherwordly, the
hypothetical and the divine. It functions as knowledge Arcane, Knowledge
Religion, and Knowledge Planes, as well as covering topics like alternate
dimensions, philosophy, meditation, self actualization,  and matters of the soul, life, and death. Because
there is little to no magic or divinity in a ninja world these topics are
primarily explored for the sake of satisfying ones curiosity.

**Knowledge Taijutsu**
(Int)**: *Trained only*. This skill**
governs all knowledge of hand to hand combat. It includes knowledge about
fighting styles and Taijutsu, Covers all non-relic ninja tools (not just
weapons), and also provides information on Ninja known for their Taijutsu.

  Recognize a Taijutsu master
  Recognize a Taijutsu or fighting style being used
  Identify a Ninja weapon or tool
  Assess a battlefield to determine what happened
  Assess roughly a target's power (presented as HD)

Additionally it allows a Ninja to gain a tactical advantage
over an opponent by assessing their strengths and weaknesses. Unlike most
knowledge skills, knowledge Taijutsu can be used repeatedly on a foe as they
continue to fight. Each round of combat after the first a Ninja can make a
knowledge taijutsu check as a swift action to gain more information about them,
the Information and DC's are available below and a Ninja may choose what
knowledge they're seeking to learn.

  Target's Armor class. If the DC is exceeded by 5 this also provides
 what the single largest factor contributing to their AC is.
  Target's Base attack Bonus. If the DC is exceeded by 5 this also
 provides what their total attack bonus is with an attack they have made.
  A single combat feat or Taijutsu technique the target possesses that
 is some way being used.
  A Foe's approximate full HP. If the DC is exceeded by 5 this also
 reveals roughly how injured a foe is.
  Target's CMD vs a specific manoeuvre. This also reveals if a foe is
 immune to that manoeuvre .
  How much damage a Jutsu, Taijutsu, or attack the foe used would deal
 roughly and what type of damage.
  The best way to dodge the foe's attacks. This provides +2 dodge bonus
 to the user's ac and CMD vs the target for 1 round
  The best way to strike the Target. This provides a +2 competence
 bonus on attacks vs the Target for 1 round.

**Linguistics (Int)**:
The linguistics skill is primarily unchanged, however in most Naruto settings
it's assumed there is only one dominant language, and most other languages are
regional rather than racial. Though there are several new languages as well. Creating
and detecting forgeries functions as normal and sees much more frequent use in
a Naruto game. Additionally linguistics can be used to forge false exploding
tags which can be recognized either by an opposed linguistics check to detect
forgery, or by a security check with the same DC.

New languages:

*Animal language*:
Animals in the ninja world are often quite intelligent, and have a rich and
complex language that humans can learn. Each time this language is taken the
player chooses a gorup of related animals such as canines, or felines, the
player is able to communicate with animals in that group as if they shared a
language, though their intelligence may limit how useful such communication can
be.

*Morse code*: While
technically a code, this language is essentially the ability to communicate by
spelling out words or numbers using only a series of long and short taps, this
makes it useful in covert communication, or for "speaking" when
unable to use one's mouth.

*Ninja sign language*:
This language allows the user to communicate with anyone who can see their
hands, regardless of distance and without making a sound. It can be used to
express complex ideas than tactical sign language and requires tactical sign
language be known before it can be taken.

*Smoke signals*: By
using a campfire and a cloak or blanket a ninja can send smoke signals into the
air denoting a specific message to anyone who can see the smoke, which can
sometimes be up to 50 miles or more under the right conditions. This language
can only communicate basic ideas such as the need for help, the presence of
enemies, a camp willing to share food, and other simple messages. Optionally
each villiage may develope their own complex smoke signal language.

*Tactical sign language*:
This set of hand signals and signs can be used to explain basic battle plans.
It includes words like "Wait" and "attack" and "on my
signal" and can be used to convey enemy numbers and relative strength but
not in any significant detail.

*Village Markings*:
This language represents a set of simple lines and dots that can be drawn using
a kunai on nearly any solid surface. The language can convey basic information
such as "Traps" or "wild animals" or "Enemy occupied
area". These signs are usually intentionally made shallow enough that
after a week they no longer remain, though they can be made to last longer if
desired. Each village has their own set of markings and each set can be learned
as a separate language.

*Making and breaking*
codes*: Linguistics can be used to encode, decode, and crack, important*
messages. When encoding a message the user makes a linguistics check to
determine how strong the code is. Breaking the code requires an opposed
linguistics check with a DC of 10+the result of the check made to encode it. This
takes 1 hour to create the code and 1 hour per 5 points of the DC to attempt to
crack it. Instead of creating a new code each time a Ninja may also use an
existing code, possibly created by someone else, which will have a set DC
regardless of the person actually encoding the message. The Downside to this is
that if someone were to get a hold of the cipher, that is an object explaining
how the code works, they can automatically decipher all messages made using
that code without a roll.

**Perception (Wis)**:
 The Perception skill is mostly unchanged
however it is no longer used for searching an area, that is now the purview of
the security skill.

**Perform (Cha)**:
The Perform skill is unchanged however it needs only to be taken once in order
to cover all uses of perform, including all instruments suitable for the
character and campaign.

**Ride (Dex)**: The
Ride skill has been fully incorporated into the handle animal skill, which does
everything ride once did.

**Sense motive (Wis)**:
This skill is unchanged however a ninja attempting to sense the motive of a
nonhuman creature takes a -4 penalty.

**Security (Int)**: *Trained Only*. This skill serves as a
combination of several existing skills. Firstly, Security
is used whenever a Ninja is searching an area. This is used in addition to
perception whenever a Ninja is examining an area, looking for traps, or trying
to find hidden doors, mechanisms or creatures.
The Ninja rolls both perception and security and takes the better of the
two results. Additionally this skill now handles all uses of the Appraise,
Disable device, Escape artist, knowledge dungeoneering, and Knowledge
Engineering skills, which it replaces.

**Sleight of hand (Dex)**:
This skill is mostly unchanged save for two additional uses. Weaving
defensively, and covert weaving.

Weaving defensively: As part of weaving a jutsu the ninja
may increase the amount of time they take in order to try and avoid being
disrupted. The time it takes to weave a jutsu is increased by one step. A free
or immediate action becomes swift, a swift action becomes a move, a move action
becomes standard, a full round action becomes 1 round, and any time more than 1
round is doubled. In exchange the Ninja may make a sleight of hand check as
part of using the jutsu. Any ninja who does not exceed the sleight f hand
result with a perception check does not get an attack of opportunity against
the jutsu user.

Covert weaving: As part of weaving a jutsu the ninja may
increase the amount of time they take in order to try and avoid having their
hand signs read by mixing in fake signs and moving their body to try and
obfuscate their motions. The time it takes to weave a jutsu is increased by one
step. A free or immediate action becomes swift, a swift action becomes a move,
a move action becomes standard, a full round action becomes 1 round, and any
time more than 1 round is doubled. In exchange the Ninja may make a sleight of
hand check as part of using the jutsu. Any Ninja failing an opposed perception
check is unable to read the hand signs and thus cannot attempt a Knowledge
Ninjutsu check to identify the jutsu being used based on hand signs. Other
means of identifying a jutsu still function normally.

**Stealth (Dex)**:
This skill functions normally.

**Survival (Wis)**:
This skill has been removed and all of it's former functions are included in
knowledge Nature.