recursal/Fanatic-Fandom huggingface dataset:
Thousand Birds

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 5

**Complex:** A-Class

* **Learn DC:** 20

**Learn Success:** 5

**Perform DC:** 22

**Perform Rank:** 8

* **Time:** 1 full-round action

**Range:** Personal (see text)

**Area:**

**Duration:** 1 round/4 level or until discharged (see text) (D)

* **Description:** This technique was created by the genius Copy Ninja Hatake Kakashi during the Third Ninja War. It can be used for both combat and quick assassination purposes, and it packs a lot of power. To use this technique, the user determines which hand will hold the chidori, hand which will not be able to hold any item or weapon for the duration of the technique; should the hand be the user's off-hand, he suffers a -4 penalty to attack rolls (the two-weapon fighting feats halves this penalty). Attacks made in this manner count as chakra-enhanced for the purpose of bypassing damage reduction. For the duration of the technique, all attacks made with the Chidori are touch attacks that deal 1d8 point of piercing damage and 2d6 point of electricity damage, to which the user does not add his strength bonus to damage. While it can deal a critical hit, on a natural roll of 20, only the piercing damage is doubled. Should Chidori be used in conjunction with Taijutsu: Ougi - Rendan Kidouki, the user gains a +1 bonus to damage per die. A popular name for this usage of the technique is Taijutsu Ougi - Chidori Rendan. The weapon focus feat can be applied to Chidori as though it was a weapon. The user may still perform hand seals normally while the Chidori is still active, and it can also be used for two-weapon fighting, as it counts as a small weapon. If the user has two (or more) Chidori active, only one is expended when using the Ryuutsuki technique to charge and deal increased damage. Because of the noise and light made by the technique, a creature may make a Spot or Listen check (DC 5) to notice the user, even if he was hiding. If the the conditions are met (creature is flanked, denied its dexterity bonus to defense, etc) the user can deal sneak attack damage in addition to standard damage with the Chidori.
* **Empower:** In addition the may uses the Ryuutsuki technique to attack with the Chidori and while itwill instantly discharged, it will increase its potency. He can spend an additional threepoints of Chakra to increase the damage by 1d8 piercing and 1d6 electricity, up to amaximum of 7d8 piercing damage and 8d6 electricity (maximum 1 damage die per level).Using the technique in this manner implies a -4 penalty to Defense and the loss of hisdexterity bonus to defense until his next turn, even though Ryuutsuki normally ignoressaid penalties. The user also cannot score a critical hit while using Chidori in this manner.
Shadow Dance

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes a single unarmed melee attack against the target. If it hits, it deals normal damage and the target must make a Fortitude save to avoid being knocked airborne a number of feet equal to three times the damage taken. The target will be falling until the end of the user's next turn unless further action is taken, at which points it suffers normal falling damage. While falling, the target can take no actions involving movements, even hand seals, and will be denied its dexterity bonus to Defense. The user may, if he still has an action left after performing this technique, spend a move-equivalent action to mimic the course of the target and leap directly behind it. Doing so may provoke an attack of opportunity. The user still retains his Dexterity bonus to Defense while airborne and has the ability to perform actions normally. This technique can be executed as part of a Charge.
Training: Bear's Exceptional Strength

* **Type:** Training

**Subtype:** Taijutsu

**Rank:** 6

**Complex:** C-Class

* **Learn DC:** 19

**Learn Success:** 2

* **Time:**

* **Description:** The user gains a +1 inherent bonus to his Strength score. This bonus is permanent. Material Focus: Sophisticated training equipment (including weight). Purchase DC 20 Expendable Components: Health drinks and pills. Purchase DC 20
Lightning Bolt Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 attack action

**Range:** Long (30 ft. + 15 ft./2 levels)

**Area:** 5-ft. wide line to long range

**Duration:** Instantaneous

* **Description:** Upon completion of this technique, a surge of lightning rushes forward from the user's pointed hand. Any creature caught in the area of effect suffer 3d6 points of electricity damage, which can be halved with a successful Reflex save. The user can also control the length of the lightning bolt and can willingly reduce it.
* **Empower:** The user may decided to empower the technique by one die of damage at the cost of 1point of chakra (maximum 1d6 per level, up to 12d6), rounded up.
* **Mastery:** With the third step of mastery in this technique, the chakra cost of this technique isreduced to 3.
Soul Breaker

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 3

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes a single attack with his held weapon at his highest attack bonus. If it hits, it deals normal damage and the target must make a Fortitude save or take 1d4 points of chakra damage.
Sword Art: Kodachi Style - Swirling Sword Dance

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 3

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** This technique can only be used on a technique that cannot pinpoint the user's location (such as a creature caught in Ryuusui no Ugoki). The user makes a full-attack action with his held weapon and gain a +2 bonus to attack and weapon damage rolls on each attack. The damage dealt is treated as though dealt by a weapon one size category larger. The target is denied its Dexterity bonus to Defense until the first attack. Material Focus: The user's held light slashing weapon.
Succession Secret Technique: God of Fire

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 10

**Complex:** A-Class

* **Learn DC:** 25

**Learn Success:** 5

**Perform DC:** 27

**Perform Rank:** 13

* **Time:** 1 attack action

**Range:** Melee Attack and 30 feet (see text)

**Area:** One creature and cone-shaped burst (see text)

**Duration:** Instantaneous

* **Description:** Using this technique, the user sends forth his blazing chakra to imitate the wrath of the god of fire, burning his foes down to ashes. With a single swing of his sword, the user creates a 30-ft. long cone of fire that deals 5d8 points of fire damage to any creature caught in the area of effect, damage which can be halved with a successful Reflex save. The fire will damage unattended objects and set fire to combustibles. If the user so wishes, he may use this technique in melee against a foe (and likely provoke an Attack of Opportunity). In this situation, the user can use the opportunity to make a single melee attack against the creature before sending forth the blaze. This attack determines the direction of the cone and, if it hits, implies a -4 penalty to Reflex saves to the targeted creature.
* **Empower:** The user may increase the damage by 1d8 at the cost of 2 additional point of Chakra(maximum 5d8 plus 1d8 per 3 levels, or 10d8). If the attack scored a critical, only theweapon damage is multiplied.Material Focus: The user's piercing or slashing weapon.
Ice Nova Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 14

**Complex:** S-Class

* **Learn DC:** 29

**Learn Success:** 5

**Perform DC:** 34

**Perform Rank:** 18

* **Time:** 1 attack action

**Range:** Long (30 ft. + 15 ft./2 levels)

**Area:** 40-ft. radius burst

**Duration:** Instaneaneous

* **Description:** See Godai Ransatsu: Sandan Jutsu technique.
Ray of Lightning Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 2

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 15

**Perform Rank:** 3

* **Time:** 1 attack action

**Range:** Medium (20 ft. + 10 ft./2 levels)

**Area:**

**Duration:** Instantaneous

* **Description:** By using this technique, the user concentrates a decent amount of Chakra, turning it into electricity and ready to shoot out. The user must succeed a ranged touch attack to deal damage to the target. The ray deals 2d6 points of electricity damage and the target must make a Fortitude save to avoid being Stunned for 1 round.
Medical Ninjutsu: Secrets - Regeneration Technique

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 9

**Complex:** S-Class

* **Learn DC:** 24

**Learn Success:** 6

**Perform DC:** 29

**Perform Rank:** 13

* **Time:** 10 minutes

**Range:** 5 feet

**Area:**

**Duration:** Instantaneous

* **Description:** This technique allows the user to regenerate one of the target's non-vital organ that was lost within a number of days equal to the subject's Constitution modifier, and can only be used when the subject's chakra pool is full. The technique will regenerate up to 2 simple organs (such as toes and fingers) or 1 complex organ (such as an eye or the tongue). Artificially implanted eyes that were accepted by the subject's body will be regrown as such. The subject will suffer 3d6 points of chakra coil damage and its chakra pool will be reduced to 0. In addition, the user and the subject will both gain 2 negative level, which will dissipate after 24 hours without requiring a save. This technique can only used on the same creature once per year. Otherwise, the technique is ineffective and the subject's negative levels become permanent unless it succeeds a Fortitude save (DC 27) after 24 hours. XP Cost: 500 XP.
One-Thousand Flicker of Swords

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 11

**Complex:** S-Class

* **Learn DC:** 27

**Learn Success:** 5

**Perform DC:** 31

**Perform Rank:** 15

* **Time:** 1 full-attack action

**Range:**

**Area:** 15-feet wide by 30-feet long line

**Duration:** Instantaneous

* **Description:** The user makes a series of extremely fast, incredibly subtle attacks as he moves through a crowd of opponents. The user is able to move forward 30 feet as part of this technique. In a 15-ft. wide, 30-ft. long line based from the user's starting point, he is able to make a single attack against one creature per level, and may not hit a single creature more than once (maxium 15). The attacks cannot score a critical hit or gain a number of sneak attack damage die higher than his Intelligence modifier (maximum 3d6). He provokes no attacks of opportunity from moving through a threatened area with this technique. The user must be moving at Speed rank 4 or higher to use this technique. The user may decide to shorten the line of effect at will (and thus the distance he will move from using this technique).
Static Burst Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:** Cone-shaped burst from the user

**Duration:** Instaneaneous

* **Description:** See Godai Taigeki: Shodan Jutsu technique.
Three-Hit Kill Technique: First Strike

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** Igeki is the first of a three-part combination used as a sure-kill technique. The user makes a single melee attack with his held weapon at his highest attack bonus. If it hits, it deals an additional 1d4 points of damage and forces the target to make a Fortitude save to avoid being stunned for 1 round. The additional damage is not multiplied on a critical hit.
Rising Ice Spears

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 4

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

**Range:**

**Area:** 20-ft. radius centered on the user

**Duration:** Instantaneous

* **Description:** This technique cannot be used in try or overly warm environment, such as a desert. The user freezes the moisture in the air and manipulates it to form thin blades of ice, which he will have rotate at high speeds around him. Any creature caught in the area of effect suffers 3d6 points of cold damage and 2d6 points of wind damage, which can be halved with a successful Reflex save.
* **Empower:** The user may choose to increase the damage by 1 die of either of the types at the cost of 2points of Chakra. The total damage may not exceed 1d6 per level, or 7d6 of eachrespective type.
Thunderclap Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 4

**Complex:** D-Class

* **Learn DC:** 16

**Learn Success:** 1

**Perform DC:** 15

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** 30 feet

**Area:** Cone-shaped spread

**Duration:** Instantaneous

* **Description:** The user focuses chakra in his hands to create a loud burst of energy that resounds like a thunderclap once clapped together. As an attack action one time every 10 level (minimum 1), the user is able to create a violent thunderclap that deafens all target in the area who failed their Fortitude save for 1d4+1 minutes. If the thunderclaps are not used within 1 minute, the chakra fades and the technique must be re-used. Using a thunderclap after the first activation of this technique does not provoke an attack of opportunity, but using this technique in a threatened area does. If the user wears a sound amplifier, the range is increased to 40 feet and duration to 1d4+2 minutes.
Sword Art: Dual Kodachi Style - Dual Cross

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 3

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 instant action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** This technique can only be used if the user attempted a melee attack with his held weapon this round and missed by 5 or less. The user makes an attack with his held weapon against the target that deals normal damage if it hits. The user may attempt to sunder the target's weapon or attempt a disarm instead. The attack is always made with the weapon opposed to the missed attack (if a main-hand attack missed, the attack will be an off-hand attack). Material Focus: The user's two held light slashing weapons.
Insanity Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 11

**Complex:** S-Class

* **Learn DC:** 27

**Learn Success:** 5

**Perform DC:** 31

**Perform Rank:** 15

* **Time:** 1 attack action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:**

**Duration:** 1 round/level (D)

* **Description:** This peculiar but very dangerous Genjutsu causes the subject to become very unstable and to act randomly. Refer to the table below to determine its behavior every round. D20 Behavior 1-2 Attack the user with melee or ranged weapon (or close close with the user if attack is not possible). 3-4 Act normally. 5-10 Do nothing but babble incoherently. 11-15 Flee away from the user at top speed. 16-20 Attack nearest creature with melee or ranged weapon. A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). The effects of this harmful Genjutsu can be dispelled.
Tornado Slicer Technique

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:** Cone-shaped burst from the user

**Duration:** Instaneaneous

* **Description:** See Godai Taigeki: Shodan Jutsu technique
Three-Hit Kill Technique: Second Strike

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** Nigeki is the second of a three-part combination used as a sure-kill technique. This technique can only be used after using Igeki with the same weapon on the same target in the last 3 rounds. The user makes an attack at his highest attack bonus with his held weapon and a second at -5. The attacks deal weapon damage plus 1d4 on a successful hit and force the target to make a Fortitude save to avoid being stunned for 1 round, and a second save to avoid suffering 1d6+1 points of damage. The additional damage are not multiplied on a critical hit.
Mud River Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

**Range:** 10 feet/level (see text)

**Area:**

**Duration:** 1 round/level (D

* **Description:** Using this technique, the user creates a 10-foot wide line of mud that pushes forward any creature it encounters. The line starts from the user's current location and travels forward at the speed of 40 feet per round in a direction chosen by the user at the technique's completion. Any creature caught in the wave must succeed a Reflex save each round or be pushed back 1d4x5 feet by it. If a creature fell pray to the wave of mud once, it must succeed two Reflex save in a row to be free from it. One success will merely stop it from being pushed further for one round. Even though the wave travels forward, creature caught at its base will still be affected. The wave will not go father than 150 feet. Material Focus: A medium (at least 50 liters) source of mud nearby.
Infinite Flash Step

* **Type:** Taijutsu

**Subtype:** Training

**Rank:** 11

**Complex:** B-Class

* **Learn DC:** 25

**Learn Success:** 3

* **Time:**

* **Description:** While in the Shunpo stance, the user gains an additional leap per move action while not hustling. While hustling, the user gains additional leaps equal to one-half his character levels (total 1.5 times his character level).
Localized Earthquake Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 14

**Complex:** S-Class

* **Learn DC:** 29

**Learn Success:** 5

**Perform DC:** 34

**Perform Rank:** 18

* **Time:** 1 attack action

**Range:** Long (30 ft. + 15 ft./2 levels)

**Area:**

**Duration:** Instaneaneous

* **Description:** See Godai Ransatsu: Yondan Jutsu technique.
Sharingan Technique: Mind Snare

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 6

**Complex:** C-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 19

**Perform Rank:** 7

* **Time:** 1 attack action

**Range:** 50 feet or Personal

**Area:**

**Duration:** Instantaneous or 1 round/level

* **Description:** This technique can be used in two ways, to copy techniques or confuse an enemy. Sharingan Mirage (;requires Glare ability): The subject makes a Will save. If it fails, the subject falls unconscious for 1d6+1 rounds. When it awakens, it will be dazed for 1 round and remember nothing about falling unconscious and 1 round before falling prey to the technique. The target will not forget especially important events (such as a bomb going off in an hospital or crashing a car). Ordinary characters fall unconscious for 1d4 hours rather than 1d6+1 rounds. Technique Copy: The character gains a gaze attack with a range of 50 feet. The chance of success of his Sharingan Technique Mimicry ability increases by 10% against creatures falling prey to the gaze attack (no save, can be avoided by adverting one's gaze) for 1 round per level.
Souzen

## Statistics

Speed 30

Pool
Amount
Reserve
 84/84

## Training

Y/N?
 Chakra Contol
1 Skill point

Skill Training

## Feats

### Clan Feats

SImple Weapon Prof.

Awareness (no flat-footed)

### Character Feats

Animal Bond (+1 level for animal companion)

Combat Caster: +4 to success roll of abilities (not including unique abilities)

## Items

### Other

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Taijutsu=

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***S+***

Genjutsu=

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Taijutsu: Ten-Ton Style Throws - Supreme Bodyslam

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 11

**Complex:** A-Class

* **Learn DC:** 25

**Learn Success:** 4

**Perform DC:** 28

**Perform Rank:** 14

* **Time:**

* **Description:** As Juuryuu Nage - Tsuriotoshi except as above and as follow. The technique can be performed outside of a grapple. The user makes a touch attack and a grapple attempt against the target. If the attempt succeeds, the user initiates a powerslam maneuver. The powerslam maneuver can throw up to 20 feet away to increase the damage by 2d6, but otherwise deals unarmed damage plus 6d6. The user does not provoke an attack of opportunity when attempting to grapple in this manner. If the user is already grappling the target, he must succeed an opposed grapple check instead.
* **Empower:** The user can spend an additional 1 point of chakra to increase the damage dealt by 1d6,maximum 1d6 per level or 12d6.
Illusory Doll Technique

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 12

**Complex:** A-Class

* **Learn DC:** 27

**Learn Success:** 5

**Perform DC:** 29

**Perform Rank:** 15

* **Time:** 1 full-round action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:**

**Duration:** 1 round/level (D) and Concentration (up to 1 round/level) plus 1 round

* **Description:** This technique causes the user to become invisible as an illusory double of him appears in the same square he was in, or within range of the technique. The user is thus free to move elsewhere while the double acts accordingly, which requires concentration beginning on the first round after using the technique. The double can move and act as though it was you, but cannot alter objects around it or make any sounds. It can appear superimposed perfectly over the user's own body so that it the user cannot be seen turning invisible. The double dispells upon foreign contact (when touched or attacked) and can be disbelieved if interacted with. The double lasts for as long as the user concentrates, plus 1 round. After concentration is stopped, the double slowly fades into nothingness. The invisibility effect cannot function for targets who did not see the user perform the technique, and breaks when the user attacks a target or is attacked or harmed in any way.
Spear Art: Blazing Blossoms

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 full-attack action

**Range:**

**Area:** 5-ft. radius, 10-ft. high cylinder centered on the user

**Duration:** Instantaneous

* **Description:** The user spins his weapon so swiftly it ignites the very air around him. Any creature caught in the area of effect is targeted by a melee attack at the user's highest attack bonus with his held weapon that deals normal damage if it hits. Furthermore, any creature caught in the area suffers 5d6 points of fire damage, which may be halved with a successful Reflex save and must also make a Fortitude save to avoid being knocked back 5 feet.
* **Mastery:** With the fifth step of mastery in this technique, the cylinder's radius increases to 10-ft.and height to 15-ft. high.Material Focus: The user's held spear, quarterstaff or naginata.
Mirage of Cherry Blossoms

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 6

**Complex:** A-Class

* **Learn DC:** 21

**Learn Success:** 4

**Perform DC:** 23

**Perform Rank:** 9

* **Time:** 1 attack action

**Range:** 30 feet

**Area:**

**Duration:** 1 round/level (D)

* **Description:** Using this technique, the user is able to give off the illusion that a creature ia actually another. For a short moment, the target will believe that is it surrounded by a storm of swirling cherry blossom petals that will obscure its sight, before the illusion fades and the other is in place. To the subject's perception, all creature's appearance will be different, how exactly is left to the user's discretion. The modifications may be anything, meaning that the user can turn an ally into an enemy to the subject's eyes, but cannot affect a creature's size category, meaning that a mouse cannot become a starving troll. If the user wishes so, the subject also will not be able to make sense out of any speech in the area; it will simply reach his ears as senseless gibberish. This technique cannot be used on a blind creature or one with its eyes shut, and can be dispelled. Sakuragenzou no Jutsu counts as a Rank 9 technique for the purpose of being identified and dispelled.
Taijutsu: Ten-Ton Style Counters - Thunder Plow Counter

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 14

**Complex:** S-Class

* **Learn DC:** 28

**Learn Success:** 5

**Perform DC:** 34

**Perform Rank:** 18

* **Time:**

* **Description:** This simple lariat is executed with such ability and power that the opponent's thoracic cavity threatens to explode under the stress of the blow. As Shundou, except as above and as below. This technique can only be used to avoid an attack and only once per day. The avoidance check is made at a -4 penalty. If the check is successful, the user makes a Rairi Nettou attack against the attacker and instantly moves to the square behind it, relative to the direction of the attack, as per Shundou technique. To determine the CR of the attack avoided, levels of mastery in Shundou stack with this technique.
Shadow Neck Bind Technique

* **Type:** Ninjutsu

**Subtype:** Shadow

**Rank:** 9

**Complex:** S-Class

* **Learn DC:** 25

**Learn Success:** 7

**Perform DC:** 29

**Perform Rank:** 13

* **Time:** 1 attack action

**Range:** Melee attack

**Area:**

**Duration:** Instantaneous

* **Description:** Another one of Sarutobi Sasuke's original technique. Kage Ansatsu allows the user to sneak up to the enemy, and deal a mortal blow to him by targeting his shadow. For this technique to work, a few conditions must be met: the user must be able to make out the target's shadow clearly, and the target must be unaware of the user. If the attack is successful (a shadow has a defense of 10), the user deals normal damage to the target, and the target must succeed a Fortitude save (DC 15) or automatically be reduced to -1 hit points (unless the attack brought the target lower than -1 hit points). This attack can be a sneak attack, can deal critical hits and automatically bypasses any damage reduction the target may have. A creature immune to sneak attack or critical hits is not affected by Kage Ansatsu.
Illusionary Vines Technique

* **Type:** Genjutsu

**Subtype:**

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 full-round action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:** 20-ft radius emanation (S)

**Duration:** 1 round/level (D)

* **Description:** By means of this technique, the user is able to make one creature per character level believe that it is entangled as per condition for the duration of the technique. The creatures no longer suffer from this illusion once they leave the area. This illusion can be dispelled.
Semblance of Personality

* **Type:** Genjutsu

**Subtype:**

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 full-round action

**Range:** Personal

**Area:**

**Duration:** 1 day (D)

* **Description:** Using this technique, the user is able to either fake exhaustion, sickness or any ill condition, or appear as though he was not ailing to those around him. For the duration of this technique, the user will give off the illusion that he is either ill, fatigued or well; said illusion affects the sense of sight and hearing. Creatures interacting with the user will be able to identify and disbelieve the illusion, but it cannot be dispelled or seen through.
Soaring Dragon

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Medium (20 ft. + 10 ft./2 levels)

**Area:**

**Duration:** Instantaneous

* **Description:** At technique's completion, the user gently blows smoke out of his lungs, out of which will fly a snake-like dragon. The dragon will fly out towards its victim, passing right through it as a ghost would, and gently dissipates as smoke in the wind. Nothing happens to the targets until the user's next turn; at which time the targets must make a Fortitude save. If the save is successful, the target suffers only 3d6 points of wind damage; if it was failed, however, the target suffers 1d3 point of temporary constitution damage and will be dazed for one round in addition to the damage dealt by the dragon. A creature cannot be targeted by more than one dragon per use of the technique.
Medical Ninjutsu: Treatment - Poison Purge

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 4

**Complex:** B-Class

* **Learn DC:** 18

**Learn Success:** 3

**Perform DC:** 19

**Perform Rank:** 6

* **Time:** 1 full-round action

**Range:** Melee touch

**Area:**

**Duration:** Instantaneous

* **Description:** For this technique, the user concentrates chakra in his hand, touches a poisoned creature and forces medical chakra into it. On the user's next turn, the medical chakra will negate the one poison effect in the subject. If secondary damage was not dealt, the poison is halted. If the user has 9 or more ranks in both Craft (pharmaceutical) and Knowledge (earth and life science), he may extract enough of the poison to create 3 antidotes as though from an actual dose of the poison, even though it can't be used to poison a creature again. The poison residue must be used within 1 hour of being extracted.
Training: Intelligence Imbuing Art

* **Type:** Training

**Subtype:** Ninjutsu

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 4

* **Time:**

* **Description:** This training can only be completed after the user ingests a B-, A- or S-Class Intelligence- enhancing Shinobi Drug. The inherent bonus of the shinobi drug increases by +1.
Static Bullets Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 4

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

**Range:** Medium (20 ft. + 10 ft./2 levels)

**Area:**

**Duration:** Instaneaneous

* **Description:** The attack deals 3d6 points of Lightning damage to each creature or object targeted, up to a maximum of 2 targets (Reflex half). No single creature or object can be targeted twice.

The missiles deal electricity damage, up to 11d6

Empower: The user may spend 1 point of chakra to increase the damage by 1 die, maximum 1 die per level or depending on the variant performed.
Taijutsu Specialist

## Special Information

### Unarmed Strike

At 1st level, a taijutsu specialist gains Improved Unarmed Strike as a bonus feat. A taijutsu specialist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a taijutsu specialist may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a taijutsu specialist striking unarmed. A taijutsu specialist may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a taijutsu specialist’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

### Slow Fall

At 4th level or higher, a taijutsu specialist within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The taijutsu specialist’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her taijutsu specialist level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

### Evasion

At 5th level or higher if a taijutsu specialist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a taijutsu specialist is wearing light armor or no armor. A helpless taijutsu specialist does not gain the benefit of evasion.

### Improved Evasion

At 11th level, a taijutsu specialist’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless taijutsu specialist does not gain the benefit of improved evasion.

### Uncanny Dodge

Starting at 17th level, a taijutsu specialist can react to danger before her senses would normally allow her to do so. She retains her Endurance even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Endurance if immobilized. The Taijutsu Specialist in addition can dodge every 3rd attack regardless of specifications
Lightning Shuriken Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 13

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 attack action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:**

**Duration:** Instantaneous

* **Description:** This basic raiton technique creates a small shuriken-shaped projectile which the user throws at his foes. The projectile deals 1d6 point of electricity damage, which can be halved with a successful Reflex save.
* **Empower:** The user can spend an additional point of Chakra to deal an additional point of damage,up to a maximum of 1d6+5.
Thunder Strike Axe

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 7

**Complex:** A-Class

* **Learn DC:** 22

**Learn Success:** 4

**Perform DC:** 24

**Perform Rank:** 10

* **Time:** 1 attack action

**Range:** 10 feet

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user calls a large amount of lightning into his hands, which he use to slam into his enemies no farther than 10 feet away in the form of a large lightning axe. The target must make a Reflex save to take half of 6d8 points of lightning damage. Should it suffer damage from the technique, the subject must also make a Fortitude save to avoid being paralyzed for 2 rounds afterwards. This technique can be used in melee without provoking an attack of opportunity.
One-Thousand Heavenly Spears

* T**ype:** Ninjutsu

**Subtype:** Raiton

**Rank:** 10

**Complex:** S-Class

* **Learn DC:** 26

**Learn Success:** 5

**Perform DC:** 30

**Perform Rank:** 14

* **Time:** 1 full-round action

**Range:** Long (30 ft. + 15 ft./2 levels)

**Area:** 80-ft. high, 40-ft.-radius cylinder

**Duration:** Instantaneous

* **Description:** Using this advanced Raiton technique, the user makes it rain spear-shaped lightning bolts. The technique originally targets 2d6 creatures in the area of effect. Each target is hit by 1d4+1 lightning bolts, each lightning bolt dealing 1d8+1 point of electrical damage. No save is allowed by the technique, but a creature cannot be targeted twice, even if there are less enemies than the number of target this technique hits. Structures are also counted as potential target, and suffer double damage from the lightning bolts. In a crowded area with many structures (such as a town), a creature or structure has a 25% chance to be targeted by the technique. The user cannot chose which creature or structure he will target.
* **Empower:** The user can spend an additional 2 points of chakra to increase the number of targets byone die, up to a maximum of 5d6.
Shinobi Secrets: Stances - Wild Bear

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 1

**Complex:** E-Class

* **Learn DC:** 12

**Learn Success:** 1

**Perform DC:** 11

**Perform Rank:** 1

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** This basic stances emulate the violent trashing of a wild bear, slow but steady on his footing. The user suffers a -2 penalty to defense, a +1 bonus to unarmed attack damage and a +2 bonus to grapple checks. Attack rolls made in this stance are modified by Strength.
Sword Art: Iainuki

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 2

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 15

**Perform Rank:** 3

* **Time:** 1 full-attack action

**Range:** Melee Attack

* **Description:** square; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 2. Same as Kenjutsu: Iaido except that it can be used while prone, and the user suffers no penalty to Defense after using the technique. This technique cannot be used as part of a charge, and the perform time can be reduced to an attack action with the Quick Draw feat. Material Focus: A piercing or slashing weapon with a solid sheath no larger than the user's size category, or a katana.
Oversized Rock Dumpling

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 full-attack action

**Range:** 50 feet

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user pulls out an extremely large oval-shaped rock formation from the ground in a seemingly impossible show of strength. The trick is in fact quite simple, as only Chakra does the work and it puts almost no strain on the user. Upon throwing the oversized boulder, it will travel some ways, crushing any creature in its way. Any creature that finds itself in the area of effect suffers 3d10 point of earth damage from a Medium boulder, 6d10 point of earth damage from a Large boulder or 9d10 point of earth damage from a Huge boulder and fall prone. A successful Reflex save allows one to avoid both falling prone and the damage from this technique. The 'rock dumpling' will crumble shortly after being thrown.
Sword Art: Double Slash

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 3

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes an attack with his held weapon at his highest attack bonus against one creature. If it hits, the user gains an attack of opportunity against that same target at a -5 penalty. The attacks both deal weapon damage. The user may not exceed his maximum number of attack of opportunity made in a single round.
Medical Ninjutsu: Practice - Hemostasis

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 5

**Complex:** A-Class

* **Learn DC:** 20

**Learn Success:** 4

**Perform DC:** 22

**Perform Rank:** 8

* **Time:** 1 full-round action

**Range:** Melee Touch

**Area:**

**Duration:** Instantaneous

* **Description:** With this technique, the user will instantly stabilize the touched creature, assuming it was previously reduced to -1 hit points (or lower) and dying.
Piercing Fang Reversal

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 swift action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** This technique can only be used directly after using Gatotsu Isshiki or Gatotsu Nishiki and failing to hit with the charge attack. The user uses this technique and makes a melee attack with his held weapon at his highest attack bonus with a -5 penalty. If it hits, it deals normal damage. This technique can only be used once per encounter.
* **Mastery:** The second and fourth step of mastery in this technique allow the technique to be used anadditional times each.Material Focus: A piercing or slashing weapon.
One-horned Snow Whale Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 14

**Complex:** Super S-Class

* **Learn DC:** 31

**Learn Success:** 6

**Perform DC:** 39

**Perform Rank:** 19

* **Time:** 1 full-round action

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:** 20-ft. radius, 100-ft. high cylinder (see text) then 40-ft. wide, 100-ft. long line

**Duration:** Instantaneous

* **Description:** This extremely high level Hyouton forms a huge narwhal breaking through the ground using its massive horn, impaling any creature that happens to be in its way. Any creature caught in the area effect of the cylinder will suffer 8d6 points of damage, half piercing and half cold, unless they make a Reflex save for half damage, and be thrown 2d6x5 feet upward (thus suffering falling damage, which can be lessened with a successful Tumble check). Taking no damage from the first attack avoids being tossed in the air and unless the user is targeting a particular creature, generally grants the creature a 20% chance to be out of the line of effect. In addition, the user may direct it to fall in any direction while it is dissolving, thus causing any creature caught in the 40-ft. wide and 100-ft. long line (based on the technique's starting point) 8d6 points of cold damage, which can also be halved with a successful Reflex save. Material Focus: A colossal (at least 50003 feet) source of snow or ice nearby.
Thousand Bird Current

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 4

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 attack action

**Range:** 0 feet

**Area:**

**Duration:** 1 round/2 levels (D)

* **Description:** The user empowers a single weapon with the containment weapon seal to carry the somewhat dilluted power of Chidori. Attacks made with this weapon ignore 10 points of hardness from objects, 2 points of armor or shield bonus to defense and deal an additional 1d6 points of electricity damage on a successful hit, not multiplied on a critical hit. The technique can be released as a swift action anytime the user wishes, on his turn. This allows him to deal 1d6 points of electricity damage to any creature within 10 feet, and forces them to make a Fortitude save to avoid being staggered for 1 round and knocked prone. If the user is disarmed or loses contact with the weapon for more than 1 round, the technique ends. Attacks made in this manner count as chakra-enhanced for the purpose of bypassing damage reduction.
* **Mastery:** The third step of mastery in this technique allows the user to increase the cost by 4 anddeal an additional 1d10 points of electriticy damage on a confirmed critical hit. Whendischarged, the technique deals an additional 1d6 points of concussion damage.The fifth step of mastery allows the user to increase the cost of the technique by 2 toincrease the damage to 1d10 on a successful hit, and by an additional 1d6 points ofelectricity damage when released.Material Focus: A melee weapon with a containment weapon seal placed on it.
Piercing Fang: 'Zero' Form

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 5

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes a single melee attack with his held weapon. If it hits, the target suffers normal weapon damage plus 3d6 points of damage not multiplied on a critical hit. The target must make a Fortitude save to avoid being knocked backward 15 feet in a straight line; if the target hits a solid object before the knockback distance is traveled, both the object and the target suffer 1d6 points of damage every 15 feet distance of the original knockback (hardness applies), and the target falls prone. After performing this technique, the user loses his weapon; it flies away and lands in the same square as his target, whether it was knocked back or not. The user may make a Strength check (DC 20) to maintain his hold on the weapon and prevent it from flying away; on a success, the weapon lands in a square adjacent to the user. Beating the DC by more than 5 means that the user does not lose his weapon.
* **Empower:** The user can spend additional 2 points of chakra to increase the damage by 1d6 and theknockback distance by 5 feet, up to a maximum of 1d6 and 5 feet per level or 10d6 and50 feet. The extra damage is not multiplied on a critical hit.
* **Mastery:** Every step of mastery in this technique grants the user a +2 bonus to Strength checksmade to keep hold on the weapon.Material Focus: A piercing or slashing weapon.
Static Pulse Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 attack action (see text)

**Range:** Close (10 ft. + 5 ft./2 levels)

**Area:**

**Duration:** 1 round (see text)

* **Description:** Using this versatile technique, the user is able to create a strong, if brief, magnetic field on a certain location, which can produce the following effects: Immobilization: By using this technique on a single creature, the user is able to hold any metal-based weapon and armor in their place. In other words, the creature will not be able to use any handheld or thrown metal-based weapon, or will be unable to make any movement, no matter the direction, for the duration of the pulse. A fortitude save negates this effect. Using this effect of the technique costs 7 points of Chakra and targets a single creature; the effect lasts for one round. Defensive Pulse: With this version of the technique, the user is able to create a static aura around him that stops any type of metal-based object from penetrating it. For the duration of the pulse, the user will be untouchable by any metal-based melee or ranged attack, unless the used weapon or object is of Huge size or larger. The downside of this effect is that the user will also be unable to use any metal-based weapon or projectile while the pulse lasts, no matter the size. Once attacked, the weapon is either held back in the case of melee attacks, or the projectile falls to the ground if the attack was a thrown or ranged weapon. Using this effect requires the use of Hand Seals, affects only the user and costs 12 points of Chakra. The pulse lasts 1 round. Instant Defensive Pulse: The user may also, once per round, use this technique to with the 'Defensive Pulse' effect to defend against a single metal-based attack even during another creature's turn. In doing so, the perform DC becomes the creature's attack roll (minimum 20) and the user must be aware of the attack and not flatfooted. If the technique was successfully performed, the attack is ineffective and the user comes out unscathed. Using this effects requires the use of Half Seals and costs 3 points of Chakra to activate. It lasts for the duration of the attack only. Skill threshold does not apply to defensive maneuvers.