Taijutsu

Name: **Basic Bojutsu** [Technique]

Technique cost:  1, Untyped

Prerequisites:  None

Effect: A user of this technique is a master of fighting with a variety of seemingly straightforward weapons. They gain proficiency with quarterstaves, tonfa, Jutte, Dan bong, nine section staves,  bo staves, sansetsukon and nunchaku, hereafter collectively referred to as "staff weapons". Anyone with this technique that holds a staff weapon only needs 1  hand to weave the signs for their 2 handed jutsu. Additionally someone possessing this technique and wielding a Staff weapon may use it to boost themself and vault as part of their movement, adding 5 ft to their base land speed as well as to the distance traveled with an acrobatics check to jump in any direction.

Name: **Basic Gekiganjutsu** [Technique]

Technique cost: 1

Prerequisites:  None

Effect: The ninja is a master of flexible weapons. A ninja with this technique gains proficency in all manner of corded and chained weapons including: Akyls, Chain spear, combat yo-yo, flails of all kinds, double chained kama, rope dart, all whips, spiked chain, urumi, lasso, kusarigama, kyoketsu shoge, meteor hammer, nine section whip and other similar weapons hereafter referred to as “Chain weapons”. Additionally the Ninja may treat all such chain weapons as having 10 ft reach if they would have less and may use them to attack foes within 5 ft despite this reach.  Lastly the ninja may treat any hand holding or using such a weapon as being free for the purpose of weaving jutsu.

Name: **Basic Kamajutsu** [Technique[

Technique cost:  1, Untyped

Prerequisites:  None

Effect: A user of this technque has mastered the use of a variety of weapons with curved blades ideal for carving, slashing, and tripping. The Ninja gains proficiency with kama (including chained), double chicken sabres, Kyoketsu shoge, mattocks, ogre hooks, picks, scythes, sickles and shang gou as well as similar weapons, hereafter referred to as “Hook weapons”. When wielding a hook weapon the Ninja gains +4 to CMB on trip attempts, this overrides any existing bonus the item provides to tripping if any. Additionally the ninja always succeeds on reflex saves or climb checks to catch themself while falling as long as there is a safe square within reach of their hook weapon. Lastly the ninja may treat any hand holding or using such a weapon as being free for the purpose of weaving jutsu.

Name: **Basic Kenjutsu** [Technique]

Technique cost:  1

Prerequisites: None

Effect: Someone with this technique is adept at the use of swords. They gain both proficiency with all types of swords, including exotic ones. Additionally they gain +4 to CMD to resist their sword being sundered, stolen or disarmed. Lastly the ninja may treat any hand holding or using such a weapon as being free for the purpose of weaving jutsu.

Name: **Basic Kumite** [Jutsu]

Technique cost: 1

Prerequisites:  None

Effect: The ninja is an expert at close range weapons utilizing the hands themselves. The user gains proficiency with unarmed strikes, brass knuckles, cestus, gauntlets, emei piercers, katar, knuckle axes, pata, punching daggers, scizore, tekko kagi and other similar weapons hereafter referred to as “Fist weapons”. When using a fist weapon the ninja may always choose whether to deal lethal or nonlethal damage and may choose to make any of their unarmed strikes deal bludgeoning, piercing, or slashing damage. They may change damage types as a free action as part of each attack. Additionally the ninja may treat any hand holding or using such a weapon as being free for the purpose of weaving jutsu.

Name: **Basic Kyujutsu**[Technique]

Technique cost: 1

Prerequisites: None

Effect: The foundation of proper bow combat lies in being able to strike out at a target without fear of repercussion. A ninja with this technique gains proficiency with all types of bows, but not crossbows, and does not provoke attack of opportunities when using a bow in melee combat. Additionally the ninja may treat any hand holding or using such a weapon as being free for the purpose of weaving jutsu.

Name: **Basic Onojutsu** [Technique]

Technique cost:  1

Prerequisites: None

Effect: Someone with this technique is adept at the use of a variety of high impact weapons. They gain proficiency with all types of axes, clubs, maces, morning stars, bardiche, halberds, saps, battle aspergillum, bec de corbin, bill,  dwarven ugrosh, earthbreakers, tetsubos, and hammers, which will collectively be referred to as "Onojutsu weapons". Additionally they ignore the first 5 hardness of any object they strike and gain +4 to CMB for the purpose of sundering as long as they are wielding such a weapon. Lastly the ninja may treat any hand holding or using such a weapon as being free for the purpose of weaving jutsu.

Name: **Basic Shirudojutsu** [Technique]

Technique cost: 1

Prerequisites:  None

Effect: The user of this technique is skilled in a variety of protective devices. The Ninja gains proficiency with all manner of shields including bucklers, tower shields, klar, and other similar protective devices. Additionally the Ninja may bash with any kind of shield, even if it is not the appropriate size and ignores any spell failure caused by their shield. When bashing with a shield that has no bash damage it’s damage is treated as 1d6 and it has a x2 multiplier. Additionally the ninja may treat any hand holding or using such a weapon as being free for the purpose of weaving jutsu.

Name: **Basic Shuriken jutsu** [Technique]

Technique cost:  1

Prerequisites:  None

Effect: The Ninja gains proficiency with kunai, senbon, shuriken, sling, blowgun, boomerang, chakram, dart, star knife, and windmill shuriken, hereafter referred to as " Shuriken weapons". Additionally the ninja increases the range of all of those weapons by 10 ft and no longer provoke an attack of opportunity for using them while threatened.

Name: **Basic Sojutsu** [Technique]

Technique cost: 1

Prerequisites:  None

Effect: The ninja gains proficiency with all manner of polearms which includes all spears, lances, and staffs, and even exotic ones like the Dwarven Ugrosh, ranseur and rhompahia. This also includes thrown pole arms like harpoons and javelin. Collectively these weapons are referred to as “Spear weapons”. When wielding a Spear weapon the ninja treats them as having the brace quality, even if they normally don’t, and they can use the spear weapon to attack adjacent foes even if the weapon has 10 ft reach.  Lastly the ninja may treat any hand holding or using such a weapon as being free for the purpose of weaving jutsu.

Name: **Basic Taihojutsu** [Technique]

Technique cost: 1

Prerequisites:  None

Effect: The user of this technique has a talent fore projectile weapons. The Ninja gains proficiency with all manner of guns, crossbows, atlatl launchers, blowguns, wrist launchers, tube arrow shooters and other similar projectile weapons that must be loaded, including siege weapons and artillery. These weapons are hereafter referred to as “Gun weapons”. Additionally the ninja gains  Gunsmithing as a free bonus feat. Lastly the ninja may treat any hand holding or using such a weapon as being free for the purpose of weaving jutsu.

Name: **Basic Tankenjutsu** [Technique]

Technique cost: 1

Prerequisites:  None

Effect: The ninja is an expert at fighting with daggers, knives and other small blades. The Ninja gains proficiency with daggers, butterfly swords, dogslicers, quadrens, sai, siangham, wushu darts, hunga munga, ironbrush, kerambit and kukri and other similar weapons hereafter referred to as “Knife weapons”. The Ninja may treat any knife weapon as a thrown weapon with a range of 20ft and gains +4 to sleight of hand checks to conceal such a weapon on their person. This bonus overlaps, and does not stack with, any existing bonus to conceal the weapon. Lastly the ninja may treat any hand holding or using such a weapon as being free for the purpose of weaving jutsu.

Name:  **Basic Tessenjutsu** [Technique]

Technique cost: 1

Prerequisites: None

Effect: The Ninja with this technique is adept at wielding fans in battle. They gain proficiency with War fans and Fighting fans, hereafter referred as "Fan weapons" and gain a +4 bonus when using such weapons to perform a feint in combat. Additionally the ninja may deal either bludgeoning or slashing damage with any fan weapon. Lastly the ninja may treat any hand holding or using such a weapon as being free for the purpose of weaving jutsu.

Name:  **Basic Waiyajutsu** [Technique]

Technique cost: 1

Prerequisites: None

Effect: A Ninja with basic Waiyajutsu is very adept at the discreet usage of wires. The Ninja may attach the wire to an object, creature or surface using only a swift action. If they wish to do this to a creature or an attended object they must succeed on a melee touch attack against the creature or wielder. As part of this swift action the ninja may also make a sleight of hand check to make the action and wire go unnoticed. (Remember that ninja wire provides a +20 bonus on such a check). Additionally, while the Ninja maintains hold of a wire attached to an unattended object they are able to manipulate the object in simple ways. This can include anything that the ninja would be able to do with one hand, such as pulling an attached lever, moving an object 5 ft, or activating a device or trap, but not attacking. If the wire is attached to a creature or attended object the ninja may also use the wire to attempt a combat manoeuvre as if they were adjacent to the target. Lastly, a creature who wishes to move away from a Ninja holding a wire attached to them must either cut the wire, or succeed on CMB check, either to disarm (which will sever the wire), or to drag, which will let them move normally for the remainder of the turn and if desired pull the ninja holding the wire.

Name: **Basic Yoroijutsu**[Technique]

Technique cost:  1, Untyped

Prerequisites:  None

Effect: Some ninja favour heavier sturdier armor and learn many techniques to compensate for it’s use. The Ninja gains proficiency with all kinds of medium, heavy, and exotic armors. Additionally they suffer no chance of having their jutsu fail due to their armor’s spell failure.

Name: **Chakra arrow** (Jutsu)

Technique cost: 1, Untyped

Prerequisites:  none

Chakra cost: 1

Weaving: free, no hands

Effect: This humble jutsu forms a projectile out of pure chakra. This jutsu can be used as part of making an attack with a bow, crossbow, or other ranged weapon. By spending 1 chakra the ninja creates an arrow or bolt suitable for the weapon which fades at the end of the turn. This cannot create explosives, bullets, chemical fuel or other sophisticated or high tech ammunition nor does it have any impact on reload time. The created projectile counts as magic for the purpose of overcoming damage reduction.

Name: **Born of the air** [Technique]

Technique cost: 2

Prerequisites:  Basic Tessenjutsu

Effect: Fans are elegant weapons meant to  cut through and push the air, this technique merely returns them to their natural environment. The Ninja gains the ability to use their fan weapons as thrown weapons. Fighting fans can be thrown with a range of 20 ft while a war fan can be thrown with a range of 30 ft.

Name: **Bristling bear** [Technique]

Technique cost: 2

Prerequisites:  Sekai no saya

Effect: Even a coarse hair can be a deadly weapon in the right hands. As a move action the ninja may pluck one of their hairs and if thrown in the same round the hair is treated as a senbon.

Name: **Climbing Bear** [Technique]

Technique cost: 2

Prerequisites: Basic onotjutsu

Effect: A master of axes is nearly unstoppable and will not hesitate to smash their weapon into an obstacle and pull themselves up by it. While wielding an axe weapon the ninja gains a climb speed equal to half their base land speed. This fails to function if the ninja is trying to climb a surface harder than their weapon, such as using a bone axe to climb an iron wall.

Name:  **Fear of butchery** (Jutsu)

Technique cost: 2

Prerequisites:  Intimidate 5 ranks, Basic Onojutsu

Chakra cost: None

Weaving: Taijutsu

Effect: Anytime the ninja wielding an Onojutsu weapon makes an attack using this taijutsu and misses the foe must make a will save, DC= the failed attack roll or become shaken for 1 round. This fear effect does not stack with itself to push someone beyond shaken, but it does stack with other fear effects.

Name:  **Flight of Finesse** [Technique]

Technique cost:  2

Prerequisites: Basic Shuriken jutsu, Basic Kyūjutsu, or Basic Taijho jutsu

Effect: A Ninja with this technique is able to initiate combat maneuvers, other than grapple, even when using a ranged weapon. When using a ranged weapon that does not normally add strength to the damage, such as a crossbow or firearm, they may choose to add their dex  bonus instead of strength bonus to the roll. Any ranged penalties apply to the CMB roll just as they would an attack roll.

Name: **Penitence** [Technique]

Technique cost: 2

Prerequisites:  Basic Kamajutsu

Effect: There are few weapons better for a clean kill than a scythe. When the ninja performs a coup de grace  using a hook weapon they do not provoke an attack of opportunity and the weapon increases its critical multiplier by 1. This stacks with other increase to critical multiplier.

Name: **Quarantine wall** (Jutsu)

Technique cost: 2

Prerequisites:   Basic Shirudojutsu

Chakra cost: 1+

Weaving: 2 hands, standard action

Range: Close

Effect: The ninja channels chakra through the power of their shield creating a potent barrier. The ninja forms a great wall of pure chakra, fortified and shaped by their shield. For every 1 chakra spent on the jutsu the wall extends 5 ft in a straight unbroken line. The wall cannot have any bends or turns, though it can be created in the air, entirely unsupported. This wall has hardness equal to the ninja’s shield bonus and hit points equal to five times that amount. The barrier lasts until the beginning of their next turn and is considered a force effect.

Name: **Quicksmoke** [Technique]

Technique cost: 2

Prerequisites:  None

Effect: Using a smoke pellet is now only a swift action instead of standard.

Name:  **Sekai no Saya** [Technique]

Technique cost:  2

Prerequisites: None

Effect: This fighting style treats the whole of the world as a sheathe, and all the many objects in it as a sword. A Ninja with this technique takes no penalty for wielding an improvised weapon and may treat “improvised weapons” as a weapon type for the purpose of combat feats such as weapon focus. Almost anything that is not actually a weapon fits this broad category.

Name: **Spit hot fire** (Jutsu)

Technique cost: 2

Prerequisites:  Sekai no saya

Chakra cost: 3

Weaving: Taijutsu, breath

Effect: The ninja charges a mouthful of alcohol or oil with chakra and then releases it in a spray directed at a fire. The ninja must have a source of flame within arms reach and at least a mouthful of flammable liquid. As part of weaving the ninja may pour the liquid into their mouth provided they have access to it. When they perform this taijutsu they create a 15 ft cone of flames dealing 2d4 fire damage with a reflex save for half. If the ninja’s constitution is better than their charisma they may use that to determine the save DC. For every 8 extra chakra the ninja expends they may increase the length of the cone by 5 ft and the damage by 1d4.  This is not considered a fire style jutsu.

Name: **Tactical toss** [Technique]

Technique cost: 2

Prerequisites:  Basic Shuriken jutsu

Effect: Shurikens are meant to leave the owners hands, this technique merely takes advantage of an unexpected opportunity. When the Ninja is disarmed of a shuriken weapon they may immediately make a ranged attack using it against any target within range other than the one who disarmed them.

Name: **Toppling tower** [Technique]

Technique cost: 2

Prerequisites:  Basic Shirudojutsu, improved shield bash

Effect: The more force is put into a swing the greater the impact. When a ninja attacks with a shield bash they may convert as much of their shield bonus as desired into a bonus on the attack and damage of the shield. Once chosen the bonuses apply to all attacks made with that shield for the turn. The penalty and bonus ends at the start of the ninja’s next turn.

Name: **Twin thorns** [Technique]

Technique cost: 2

Prerequisites:  Basic Sojutsu

Effect: The Ninja may treat all spear weapons as one step smaller than normal. A one handed weapon becomes a light weapon, a two handed weapon becomes one handed. This has no effect on weapons not sized normally for the wielder or on weapons that are already light.

Name: **Whetting appetite** [Technique]

Technique cost:  2

Prerequisites:  Sekai no saya

Effect: The ninja is a true expert with a whetstone. As a swift action they may draw and use a whetstone to sharpen their, or an allies, weapon, providing any bladed  weapon a +2 increase to attack and damage on it’s next attack.

Name:  **Whirling wind staff** [Technique]

Technique cost: 2

Prerequisites: Basic Bojutsu

Effect: The user of this technique is able to spin and twirl any staff weapon fast enough to generate a significant wind, enough that they receive a 10% refund of chakra spent on wind style jutsu as if they had been wielding a war fan as long as they hold a staff weapon.

Name: **A bloody star** [Technique]

Technique cost: 3

Prerequisites:  Basic Yoroijutsu, star of the morning

Effect: The Ninja has become more proficient at leaving lingering wounds. Their armor spikes deal bleed damage equal to their base damage die.

Name: **Basic makibishi jutsu** [Technique]

Technique cost: 3

Prerequisites:  None

Effect: The ninja is an expert at the use of caltrops. Deploying caltrops is now a swift action that can be performed at any point during the ninja’s movement. Additionally the ninja’s caltrops have an attack bonus of +5 instead of +0 and deal a base damage of 1d4. Lastly the ninja needs only use 1 lb of caltrops to get the effect of two, effectively doubling their number of uses.

Name: **Battering Siege strike** (Jutsu)

Technique cost:  3

Prerequisites: None

Chakra cost: 0+

Weaving: Taijutsu

Range: Melee

Effect: This brutal offensive move bashes an opponent and sends them flying. The Ninja makes a normal melee attack and on hit in addition to dealing damage they may make a free bullrush combat manoeuvre against their foe, the ninja may choose not to follow the opponent but still move them the full distance. For every 2 chakra the user expends when using this taijutsu they gain a +1 bonus on the bullrush. This bullrush cannot be used to move an opponent upwards. (For that see Rising leaf wind)

Name: **Choke chain** [Technique]

Technique cost: 3

Prerequisites:  Basic gakigenjutsu

Effect: Making use of a long weapon in close quarters is only natural. When a ninja with this technique is holding a chain weapon they automatically may choke any creature they are grappling. As long as the ninja is in control of the grapple their target cannot breathe or speak in any way and must immediately make constitution checks each round or pass out as normal for suffocating creatures.

Name: **Clinging style** [Technique]

Technique cost: 3

Prerequisites: Climb speed

Effect: The ninja with this technique has learned to integrate climbing into their fighting style. Taijutsu techniques that grant the user movement may now provide movement as climb speed instead of land speed with all the same rules and limitations. Additionally the Ninja may maintain a stance, taijutsu style, or other martial art style while climbing. Lastly, while climbing the ninja is not flat footed. This of course requires the ninja to be in situation they can use their climb speed in.

Name: **Eagles feast** [Technique]

Technique cost: 3

Prerequisites:  Basic Tankenjutsu

Effect: In the same way an eagle will often toss it’s prey into the air to get a better grip with it’s beak, the knife master deftly tosses their knife form one hand to the other. When a ninja with this technique is disarmed of their knife weapon, or otherwise unable to use their hand, they may choose to instead pass the weapon to the opposite hand,  provided it is empty. This may be done once per round without requiring an action. Additionally when the ninja makes a full attack they may choose to dual wield a single weapon, tossing it form one hand to the other, allowing a full attack routine as if holding two knifes while only requiring one.

Name: **Feather game** (Jutsu)

Technique cost:  3

Prerequisites:  Basic Tessenjutsu

Chakra cost: None

Weaving: Taijutsu

Effect: Through elegant sweeps of their fan the ninja carries their foe ever higher. When a ninja uses this taijutsu to attack a floating opponent with a fan weapon they automatically increase the height the target is floating at by 10 ft at the end of the attack.

Name: **Flying fangs** [Technique]

Technique cost: 3

Prerequisites:  Basic Makibishi jutsu

Effect: One piece of sharpened steel is little different form another when hurled at an opponents face. The ninja may use caltrops and shuriken interchangeably. A single pound of caltrops covers all of the attacks the ninja makes for a round, regardless of how many that is. Meanwhile 5 shuriken are sufficient to count as 1 lb of caltrops.

Name: **Gash** (Jutsu)

Technique cost: 3

Prerequisites:  None

Chakra cost: None

Weaving: Taijutsu

Effect: The Ninja is adept at dealing thin cuts that bleed heavily. When using this taijutsu the ninja deals 1d4 bleed damage on a successful hit. This bleed damage does not stack normally with itself, instead each additional time it is used while the target is still bleeding from a previous use the damage die increases by one step. This does however stack with other bleed damage

Name: **Heavy fire** [Technique]

Technique cost: 3

Prerequisites:  Basic Taihojutsu

Effect: The Ninja is adept at the use of massive weapons. When using a siege weapon the ninja halves any penalties they take due to range, size of the weapon, or firing an indirect siege weapon directly. Additionally when using a gun weapon such as a culverin or a double hackbut that must normally be mounted on a tripod or wall the ninja may fire it normally without any penalties or negative side effects for lacking that support.

Name: **Indomitable** [Technique]

Technique cost:  3

Prerequisites: None

Effect: Some warriors are nearly impossible to bring earthward. When a ninja with this technique would be rendered prone they instead gain a new condition “kneeling”. While kneeling the ninja takes -2 on melee attacks they make and a -2 to their armor class against melee attacks, but they gain  a +2 to their ac vs ranged attacks. The ninja may rise from kneeling as a move action that does not provoke attacks of opportunity. If an effect would cause the ninja to be rendered prone while kneeling they are actually rendered prone.

Name: **Mouth wielding** [Technique]

Technique cost:  3

Prerequisites: Base attack bonus +1

Chakra cost: None

Effect: A ninja with this technique may hold and wield a light weapon in their mouth as if it were an off hand. This can be used to perform two weapon fighting with only one hand and a mouth, or to allow a ninja to keep attacking even if both their arms have been injured or destroyed. This cannot be used to wield a third weapon in combat (But see tri wielding later in this section)

Name: **Soaring style** [Technique]

Technique cost: 3

Prerequisites: At least 1 Taijutsu known, fly speed

Effect: The ninja with this technique has learned to integrate flight into their fighting style. Taijutsu techniques that grant movement may now provide movement as fly speed instead of land speed with all the same rules and limitations. Additionally the Ninja may maintain a stance, taijutsu style, or other martial art style while flying. Lastly, while flying the ninja does not have to make a fly check to avoid loosing altitude as a result of taking damage.

Name: **Swimming style** [Technique]

Technique cost: 3

Prerequisites: At least 1 Taijutsu known, Swim speed

Effect: The ninja with this technique has learned to integrate swimming into their fighting style. Taijutsu techniques that grant movement may now provide movement as swim speed instead of land speed with all the same limitations. Additionally the Ninja may maintain a stance, taijutsu style, or other martial art style while swimming. This of course requires the ninja to be in situation they can use their swim speed in.

Name: **Up close and personal** [Technique]

Technique cost: 3

Prerequisites:  Basic Taihojutsu

Effect: While antithetical to the use of ranged weapons, sometimes a foe must be dealt with face to face. The Ninja no longer provokes an attack of opportunity for using a gun weapon while threatened. Additionally if the gun weapon has a bayonet they may still fire the weapon normally. Even a gun weapon that does not have such an attachment they may still be used to strike or bash a foe. A one handed gun weapon functions exactly as a club and a two handed one functions as a great club.

Name: **Basic vehicular combat** [Technique]

Technique cost: 3

Prerequisites:  None

Effect: The Ninja is proficient in the use of various vehicles in battle. When the ninja pilots a vehicle they gain a variety of bonuses. Firstly any vehicle they pilot gains +2 to armor class, saves, and any piloting checks. Additionally if the ninja uses their vehicle to perform a ram they deal damage one step larger than normal.

Name: **An arrow by another name** [Technique]

Technique cost: 4

Prerequisites:  One of the following: Basic Taihojutsu, Basic Shuriken jutsu, Basic Kyujutsu, Born of the air,

Effect: The difference between a javalin, an arrow, and a crossbow bolt is sometimes merely academic. The Ninja is able to treat any thrown weapon as being either a shuriken, firearm attack or arrow for the purpose of taijutsu abilities. They must choose one when they take this technique. Abilities which require the ninja to expend arrows instead require the expenditure of one thrown weapon per arrow. Abilities affecting reloading have no effect on thrown weapons since they do not need to be reloaded. This ability may be taken multiple times allowing more and more abilities to be used with thrown weapons.

Name: **Anything but that** [Technique]

Technique cost: 4

Prerequisites:  Bluff 5 ranks

Effect: Sometimes a word or a glance can move a foe more certainly than any amount of force. The ninja may replace a CMB roll with a bluff check against the targets sense motive. On success the effect is calculated as if the targets sense motive was their CMD. Because this trick relies on deceiving an opponent it is only usable once per encounter and cannot be used on creatures with 2 or less intelligence, or on mindless creatures.

Name:  **Autumn scythe** (Jutsu)

Technique cost: 4+

Prerequisites: None

Weaving: Taijutsu

Effect: A ninja with this jutsu is adept at performing incredible arcing strikes that threaten large areas. When using this taijutsu the user’s attack applies to one additional space adjacent to the first. The same attack and damage roll is applied to the occupants of both squares, if any. In the event that the attack is a critical threat it is resolve against only the primary target, with the other targets taking normal damage. This technique may be taken multiple times, each time  it’s technique cost is increased by 2 and it allows the attack to target affects one additional space adjacent to another target space, even if that space would not normally be within the ninja’s reach.

Name: **Burrowing style** [Technique]

Technique cost: 4

Prerequisites: At least 1 Taijutsu known, burrow speed

Effect: The ninja with this technique has learned to integrate digging into their fighting style. Taijutsu techniques that grant movement may now provide movement as burrow speed instead of land speed with all the same limitations. Additionally the Ninja may maintain a stance, taijutsu style, or other martial art style while burrowing. This of course requires the ninja to be in situation they can use their burrow speed in.

Name:  **Dynamic entry** (Jutsu)

Technique cost: 4

Prerequisites:  None

Chakra cost:  None

Weaving: Taijutsu

Effect: This powerful attack is preceded by a great leap towards the foe. The ninja may make an acrobatics check to jump in order to move and then make a normal melee attack. This movement does not provoke an attack of opportunity. If the ninja leapt at least 20 ft they may count the attack as a charge. For every 1 chakra the user expends they gain a +1 bonus on the acrobatics check. As with all Taijutsu techniques, the total movement granted by Taijutsu techniques in a turn cannot exceed the users base land speed.

Name: **Everywhere at once** [Technique]

Technique cost:  4

Prerequisites: Basic Kyūjutsu

Chakra cost: None

Effect: When an ally within the first range increment of the ninja's bow attacks a foe the ninja may expend 1 arrow to provide the ally the benefits of flanking for that attack. This is a free action that can be done any number of times per round.

Name: **Goliath** [Technique]

Technique cost:  4

Prerequisites:  Basic Yoroijutsu

Effect: A ninja clad in powerful armor carries a force that makes them seem larger than life. When wearing medium or heavy armor the ninja counts as being 1 size larger for the purpose of intimidate checks, combat maneuver, and other abilities that are based on size such as swallow whole and trample. This does not increase their carrying capacity, damage dice, or reach.

Name: **Inverse quills** (Jutsu)

Technique cost: 4

Prerequisites: Basic Shuriken jutsu

Chakra cost: None

Weaving: Taijutsu

Effect: Having a few needles sticking out of ones body makes for a fine distraction. This taijutsu is used as part of a shuriken weapon attack. If the attack is successful the foe takes -1 on all skill checks. The penalty from this jutsu stacks and remains until the target is fully healed or they may  take a standard action to remove a shuriken, dealing 1 damage to them self and reducing the penalty by 1.

Name: **Lashing earth** (Jutsu)

Technique cost: 4

Prerequisites:  Basic gekiganjutsu

Chakra cost: None

Weaving: Taijutsu

Effect: By striking the earth with a high speed weapon the user may send debris hurtling towards a foe. When a ninja uses a chain weapon to attack with this taijutsu they may target a foe beyond their reach. For every 10 ft the target is beyond the reach of the ninja’s chain weapon their attack takes a -2 to both attack and damage. This is treated as a thrown weapon attack that uses the same properties as the ninja’s chain weapon.

Name: **Leaf rising wind** (Jutsu)

Technique cost: 4

Prerequisites:  None

Chakra cost: 0+

Weaving: Taijutsu

Range: Melee

Effect: This powerful blow is designed to send an opponent sailing into the air making them vulnerable to powerful combination attacks. The user makes a normal melee attack and in addition to dealing damage they may make a bullrush manoeuvre to push their opponent directly upwards into the air. This follows the normal rules for bullrushing and leaves the target subject to the "float" rules presented in the new rules section. Specifically the opponent does not fall until the end of their turn and while air born the foe is flat footed. If the target is lifted 10 or more feet then falling damage may apply normally. For every 2 chakra the ninja expends when making this attack they gain a +1 bonus on the attempt.

Name: **Lingering cloud** [Technique]

Technique cost:  4+

Prerequisites:  None

Effect: When the ninja uses a smoke pellet, the cloud created lasts 1 additional round before dispersing. This technique may be taken multiple times, each time adding 1 round and increasing the technique point cost by 4.

Name:  **Martial Confluence** [Technique]

Technique cost: 4

Prerequisites:  At least two of the following: Basic Tessenjutsu, Basic Tankenjutsu, Basic Sojutsu, Basic Onojutsu, Basic Kumite, Basic Kenjutsu, Basic Kamajutsu , Basic Gekiganjutsu, and Basic Bojutsu.

Effect: Truly great warriors break down the boundaries between styles. The Ninja selects two of the following Taijutsu techniques: Basic Tessenjutsu, Basic Tankenjutsu, Basic Sojutsu, Basic Onojutsu, Basic Kumite, Basic Kenjutsu, Basic Kamajutsu , Basic Gekiganjutsu, and Basic Bojutsu. Any weapon belonging to either technique’s group is counted as being in both for the purpose of taijutsu techniques, feats, or other abilities that enhance or utilize those weapons. This means a sufficiently skilled ninja could utilize the highest level of Kenjutsu using an axe, or learn to whip their staff about as fluidly as a chain and so on. This technique may be taken multiple times, each time selecting at least one different technique to incorporate.

Name: **Meteoric impact** (Jutsu)

Technique cost: 4

Prerequisites:  Basic Shirudojutsu

Chakra cost: None

Weaving: Taijutsu

Effect: The ninja is a master of crashing down to earth, shield first. This taijutsu may only be used while the ninja is floating and wielding a shield. As part of the attack the ninja falls up to 200 ft immediately and makes a shield bash attack. On hitting a foe they deal half of their falling damage to the foe and half the falling damage to their shield. If this destroys the shield the ninja absorbs any remaining falling damage. Unlike movement provided by most taijutsu moves the distance fallen is not capped by the ninja’s speed. This taijutsu can also be used to target the ground or an object, effectively allowing the ninja to cushion nearly any fall.

Name:  **Rising crash** (Jutsu)

Technique cost: 4

Prerequisites: Basic Bojutsu, vital strike

Chakra cost: None

Weaving: Move action, 2 hands

Effect: This simple taijutsu uses a staff weapon to boost the ninja into the air before they come crashing down for a huge attack. As a move action the user, who must have a staff weapon, makes an acrobatics check to use their staff weapon to vault through the air. They move a total distance equal to the result of their check, (plus the 5 ft granted by basic Bojutsu). This movement doesn't provoke attacks of opportunity and may be in any direction including up, and in fact if the user follows movement through the air with a vital strike upon landing they can transfer some of the falling damage to their opponent. For every time their vital strike allows them to roll their weapons base damage die they take 1d6 less falling damage and deal 1d6 more damage with their attack. For example is the user has improved vital strike they take 3d6 less damage and deal 3d6 more, provided they descended at least 30 ft. If the attack misses however they take the full falling damage.

Name: **Scattered shrapnel** (Jutsu)

Technique cost: 4

Prerequisites:  Basic Makibishi

Chakra cost: None

Weaving: Taijutsu

Effect: The Ninja is adept at littering the battlefield with dangerous detritus. This unique taijutsu may be used not in combination with a weapon, but with caltrops. The ninja uses the taijutsu to make a ranged attack against a square of their choosing. They are considered having a range increment of 10 ft and can throw the caltrops up to 5 increments. As a reminder, a 5 ft square has an armor class of 10. Even if the square is currently occupied this taijutsu deals no damage to the creature in it.

Name: **Shattering the Pillars** (Jutsu)

Technique cost: 4

Prerequisites:  Basic Kumite

Chakra cost: None

Weaving: Taijutsu

Effect: A single swift strike to the legs can shake the stance, breaking the foundation of any martial art. When the ninja strikes a foe with this taijutsu they may also make a free trip attempt, however instead of rendering the opponent prone they force them out of their stance, style, full defense, or taijutsu style for 1 round plus one round for every 5 their CMD was beaten by.

Name: **Tearing through** [Technique]

Technique cost:  4

Prerequisites:  Basic Onojutsu

Effect: Masters of the axe often leave unrivaled destruction in their wake. A ninja with this technique wielding an axe weapon may make an attack against an unattended object or structure once per round as a free action. This attack may be made at any point during their turn, including in the middle of their movement.

Name: **Too good to be true** (Jutsu)

Technique cost: 4

Prerequisites:  None

Chakra cost: None

Weaving: Swift

Range: see description

Effect: Sometimes an opening is just that, an opening, and failure to capitalize can be a deadly mistake. The user of this jutsu selects one creature that threatens the space they occupy and immediately provokes an attack of opportunity from their target. If the target chooses not to make the attack of opportunity then they in turn provoke the user of this jutsu. If the target either cannot make the attack of opportunity, or if they choose to make the attack then this jutsu has no other effect.

Name:  **Artful dance** (Jutsu)

Technique cost: 5

Prerequisites: None

Chakra cost:  None

Weaving: Taijutsu

Effect: The ninja uses their skill at offence to pressure an opponent into evading right where they want them. The ninja makes an ordinary melee attack and if they hit they deal damage normally. Regardless of hitting or missing they may make a reposition manoeuvre against an opponent. The Ninja may take a penalty to their attack to improve their ability to reposition. For every -2 penalty they choose to take on the attack roll the ninja gains a +2 on the reposition attempt. The penalty taken may not exceed the user's base attack bonus.

Name: **Big clouds** [Technique]

Technique cost: 5+

Prerequisites:  None

Effect: When the ninja uses a smoke pellet they create a 10 ft by 10 ft cloud instead of only filling a single square.  This technique may be taken multiple times, each time adding another 5 ft by 5 ft to the area of effect and increasing the tehcnique point cost by 5.

Name:  **Break the earth** (Jutsu)

Technique cost: 5

Prerequisites: Basic Onojutsu

Weaving: Taijutsu

Effect: An axe wielder is a warrior capable of ruining the battlefield on which they fight. The Ninja may attack the ground in any space within their reach and provided they deal at least 10 damage to the surface they damage it, turning it into difficult terrain. For every 10 extra damage they deal they may make one more space adjacent to their targeted square also become difficult terrain, even if the other spaces are not within their reach.

Name: **Gate of opening** (Jutsu)

Technique cost: 5

Prerequisites: None

Chakra cost: None

Weaving:  Standard action, no hands

Range: Personal

Effect: The user of this technique opens the first of the 8 inner gates, releasing the full potential of their muscles, this gives them tremendous strength but at a very significant personal cost. The user of this Jutsu gains an untyped +8 bonus to their strength score and a +10 ft increase to base land speed. These bonuses last until the user ceases spending a free action each round maintaining it. However great care must be taken as once the jutsu ends the user takes 1 point of strength damage per round that it was active, including the first. Anyone who is immune to strength damage is unable to make use of this jutsu. Furthermore, in a setting with curative magic the ability score damage caused by the use of this technique cannot be magically healed, only natural recovery removes it.

Name: **Hold the line** (Jutsu)

Technique cost:  5+

Prerequisites:  Basic Sojutsu

Chakra cost: None

Weaving: Full round action

Effect: Few weapons hold their ground like a spear. The ninja selects one square within the reach of their spear weapon. Any creature entering that square automatically takes damage as if the ninja had struck them with the weapon. This defense is obvious enough that any creature observing the ninja can tell they will be harmed by entering the selected space. This technique may be taken multiple times, each time the technique cost increases by 5 and allows an additional space adjacent to the first to be chosen as long as they are all within reach.

Name: **Juggernaught** [technique]

Technique cost:  5

Prerequisites:  Basic Yoroijutsu

Effect: While moving, the heavily armored ninja is a nearly unstoppable force of momentum. While the Ninja is charging and wearing medium or heavy armor they become resistant to anything that would slow, entangle, move, trip, or render them helpless. If the effect requires an attack roll the attacker rolls twice and takes the worse result, if it allows a saving throw or ability check the ninja rolls twice and takes the better result, if it allows neither it has a flat 50% chance to fail.

Name: **Killer Chemist** [Technique]

Technique cost: 5

Prerequisites:  Basic Taihojutsu

Effect: The mastery of chemistry leads to great enhancements in the field of firearms. When the ninja uses alchemical cartridges in their gun weapons they gain several benefits. Firstly any saving throw dc required by the cartridge increases by half the ninja’s character level. Additionally dragon’s breath rounds deal a base of 3d6 fire damage and only misfire if all damage die roll 1 instead of if any of them do. Using an entangling shot no longer deals half damage, though if the ninja wishes they may make all the damage nonlethal. Flare cartridges now blind the struck target for 2d4 rounds if they fail their save and all within a 40 ft radius must make a fort save or be blinded for 1 round, successful saves instead cause 1 round of dazzle to either creatures struck or those in the radius. Salt shot rounds no longer have an increased misfire chance. Smoke rounds may have a dose of inhaled poison added to them if the ninja has poison use and the poison affects anyone in the area of the smoke on the round the shot is fired.

Name: **Leaf Gale** (Jutsu)

Technique cost:  5

Prerequisites:  None

Chakra cost:  0+

Weaving: Taijutsu

Effect: This powerful sweeping attack is designed for one thing, knocking an opponent to the ground with fierce power. The ninja makes a normal melee attack and on hit, in addition to dealing damage normally, they may make a free trip attempt against the foe. For every 2 chakra the user expends when using this move they gain a +1 bonus on the attempt.

Name: **Leapfrog strike** (Jutsu)

Technique cost:  5

Prerequisites: None

Chakra cost: None

Weaving: Taijutsu

Effect:  A ninja using this jutsu leaps over or past their opponent while delivering a powerful attack. The ninja makes an attack against an adjacent foe and if they succeed they may immediately move through that foes square to the opposite side. This movement does not provoke an attack of opportunity from the target struck. As with all Taijutsu techniques, the total movement granted by Taijutsu techniques in a turn cannot exceed the users land speed.

Name: **Leviathan’s bane** [Technique]

Technique cost:  5

Prerequisites:  Basic Waiyajutsu, Basic gekiganjutsu, Basic Bojutsu, Sekai no seiya

Effect: Only the rod and reel may fell the most ferocious beasts of the sea, for it alone is most versatile of them all. The ninja may treat a fishing rod as a quarterstaff or an Aklys, and may treat it’s line as ninja wire. He ninja may change what their rod function as as a free action, swapping between attacks if so desired.

Name: **Lungwrack** (Jutsu)

Technique cost: 5

Prerequisites: None

Weaving: Taijutsu

Effect: The Ninja is adept at striking foes in such a way as to leave them short of breath. Each time the ninja uses this taijutsu to deal damage to a foe that is holding their breath they lose 1 round of air. If the creature has no rounds of breath remaining it instead adds a stacking +1 to the dc required to avoid suffocation.

Name: **Mountain stance** (Taijutsu style)

Technique cost: 5

Prerequisites:  None

Effect: The Ninja is incredibly solid. While in this taijutsu style the ninja adds their constitution bonus to their CMD for the purpose of resisting trip, bullrush, drag and reposition attempts.

Name: **Pocket thunder** (Jutsu)

Technique cost: 5

Prerequisites:  Sekai no saya

Chakra cost: 1

Weaving: Taijutsu

Effect: A loud enough noise is all one needs to deafen and disorient their foe. The ninja makes a melee touch attack using an instrument, loaded firearm, or other device capable of incredible volume. On hit they deal no damage but instead deafen their target for 1 round. If used on an already deafened foe the duration increases by 1 round.

Name: **Precise chaos** [Technique]

Technique cost: 5

Prerequisites:  Basic Taihojutsu,

Effect: The ninja has perfected the use of scatter weapons. When the ninja attacks with a scatter weapon they do not take the usual -2 penalty, and they are able to apply precision damage and damage from feats as if attacking normally.

Name: **Quick or dead** [Technique]

Technique cost: 5

Prerequisites:  Basic Taihojutsu

Effect: A ninja with this technique is the fastest draw in the land. The ninja may draw any gun weapon on their person as part of their initiative roll. Additionally if there is a surprise round the ninja would not normally act during they may act at the end of that surprise round.

Name: **Reversal** [Technique]

Technique cost: 5

Prerequisites:  Basic Kumite

Effect: Sometimes one must put their skill on the line and attempt to turn their foes tactics against them. When the ninja is targeted by a combat manoeuvre they may, as an immediate action, roll the same maneuver against their foe. If they succeed they not only resist the opponents attempt but they also subject the opponent to the normal effect of that manoeuvre. If the ninja fails they treat their CMD as a flat 10 until the beginning of their turn.

Name: **Scattering leaves** (Taijutsu style)

Technique cost: 5

Prerequisites:  Basic Makibishi jutsu

Effect: The ninja sweeps their feet as they move, pushing about obstacles and threats in their path. While in this style if the ninja enters a space that contains caltrops they may, after they are attacked by said caltrops, move them into an adjacent square as a free action. Additionally while in this stance the ninja adds 1/2 their level to their armor class and saving throws against floor based hazards such as caltrops and traps attached to the floor.

Name: **Spiraling descent** [Technique]

Technique cost:  5

Prerequisites:  Basic Kumite

Effect: Even when hurled to the ground the ninja uses movement and speed to their advantage. When the Ninja would be rendered prone or kneeling, even as a result of being rendered unconscious or helpless, they may first immediately make an attack with a fist weapon against a foe within range.

Name: **Steel stepping stone** (Jutsu)

Technique cost:  5

Prerequisites:  Basic Shuriken jutsu

Chakra cost: None

Weaving: Taijutsu

Effect: The ninja is adept at using their shuriken as stepping stones. When a ninja uses this taijutsu to make an attack with a shuriken weapon and either strikes an empty square or attacks a target and misses, they may choose one square within range to turn into a traversable square. If the square was normally difficult terrain it becomes normal terrain. If the square is a vertical wall then that 5 ft section of wall can be traversed upwards without a climb check. Often time this move is used to create a functional ladder of kunai or shuriken that can be rapidly scaled. Any ninja knowing this taijutsu may use these traversable squares, while those who do not know it treat them as normal.

Name: **Steel spun silk** [Technique]

Technique cost: 5

Prerequisites:  Basic Waiyajutsu, Basic gekiganjutsu

Effect: There is only a fine difference between wire, chain and leather cord in the hands of an adept ninja. The ninja may use any chain weapon they have as if it were a length of wire for the purpose of Waiyajutsu. Additionally the ninja may use a 20 ft length of ninja wire as a weapon, treating it in all ways as a whip. If the ninja attaches their ninja wire to a weapon they may treat it as a similar chain weapon, such as creating a kusarigama by attaching the wire to a kama.

Name: **Viper Venom** (Jutsu)

Technique cost: 5

Prerequisites: Poison training

Chakra cost: None

Weaving: Taijutsu

Effect:  The ninja may substitute a melee attack for flinging a handful of poison at the opponent. They may deliver 1 dose of inhaled poison to an adjacent target with a successful dirty trick manoeuvre to blind the foe. In addition to the normal blind effect the target is subject to the poison which they must save against normally. If desired the ninja may replace a handful of sand, commonly from their pocket, for poison in order to blind the foe for 1 additional round. This Taijutsu cannot be used with other dirty trick options, but anything that would extend the duration of the blind, such as the greater dirty trick feat, applies normally.

Name: **Wrist shattering strike** (Jutsu)

Technique cost: 5

Prerequisites: None

Chakra cost:  0+

Weaving: Taijutsu

Effect: A ninja with this technique attempts to shatter their foes wrist an attempt to make them drop their weapon. The ninja makes a normal melee attack and in addition to dealing damage on a successful hit they may make a free disarm attempt. For every 2 chakra the ninja expends they gain a +1 bonus on the disarm attempt.

Name: **All that flies and cuts** [Technique]

Technique cost: 6

Prerequisites: Two of the following: Basic Taihojutsu, Basic Kyūjutsu, Basic shuriken jutsu

Effect: The similarities between ranged weapons make them interchangeable in many situations. The ninja may treat all Shuriken weapons, Gun weapons and bow weapons as all being in each-others groups for the purpose of taijutsu abilities, though some abilities, may not apply to all weapons, such as faster reloading being applied to a bow.

Name: **Backstabber** (Jutsu)

Technique cost: 6

Prerequisites:  Basic Tankenjutsu

Chakra cost: None

Weaving: Taijutsu

Effect: The dagger is often seen as a weapon of treachery and deceit, and for good reason. When a ninja uses this taijutsu to attack with a knife weapon they deal more damage the more unexpected the attack is. If the target is flat footed the attack deals double it’s normal damage dice. For each step more favourable the target is from hostile they deal the weapon damage die an additional time. Thus stabbing a flat footed enemy who is indifferent the ninja would deal four times their normal damage dice.

Name: **Basic Kayakujutsu** [Technique]

Technique cost:  6

Prerequisites:  None

Effect: Someone with this technique is trained in the proper use of explosives. Firstly they add a +4 bonus to craft Chemistry checks when working with explosives.  Additionally the user can remotely detonate any explosive tag they set using a standard action by expending 1 chakra and forming a simple seal using 1 hand, even if the tag wasn't set for remote detonation.

Name: **Basic Nintaijutsu** [Technique]

Technique cost:  6

Prerequisites:  None

Effect: A user of this technique is a master of blending Ninjutsu and Taijutsu togather. Anyone knowing this technique no longer provokes an attack of opportunity for weaving a jutsu within reach of an opponent.

Name: **Basic Poison training** [Technique]

Technique cost: 6, Untyped

Prerequisites:  None

Effect: A Ninja with this technique can apply poisons to their weapon as a move action and never risks poisoning themselves when crafting or handling poisons. This ability counts as poison use for qualifying for feats classes and other abilities.

Name: **Black Tornado** (Jutsu)

Technique cost: 6

Prerequisites:  None

Chakra cost: None

Weaving: Taijutsu

Effect: This attack sees the user spin about, attacking everything near them, albeit with far less force than a normal attack. The Ninja makes a single attack roll and applies it against all foes within reach, however on hit they deal their weapon damage but do not add their strength bonus to the damage. Unlike most Taijutsu this cannot be combined with vital strike, power attack, cleave or any other feats that augment the way an attack functions. Feats providing flat bonuses like weapon focus still apply. If the Ninja makes a full attack using only this Taijutsu they may continue spinning and any creature that enters a space adjacent to them provokes an attack of opportunity, again dealing damage without modifiers.

Name: **Close quarters carving** (Jutsu)

Technique cost:  6

Prerequisites: Basic Tankenjutsu

Chakra cost: None

Weaving: Taijutsu

Effect: up close and personal is where short weapons to their best work. A ninja using this taijutsu to attack with a knife weapon while in a grapple takes no penalty for being grappled and deals bonus damage equal to their weapons damage dice. Additionally if the ninja’s attack exceeds the CMD required to escape the grapple they force the target to either release the grapple or have the attacks damage become bleed damage. This bleed damage stacks.

Name: **Crashing Cain** [Technique]

Technique cost: 6

Prerequisites: Basic Yoroijutsu

Effect: A ninja can use their armored frame to absorb heavy impacts. If the ninja would take damage from falling, being thrown or being pushed into an other object or creature they reduce the damage by twice their armor bonus and add that damage to the amount taken by whatever or whoever they hit.

Name: **Crimson Dart** (Jutsu)

Technique cost: 6

Prerequisites:  Sekai no saya

Chakra cost: None

Weaving: Taijutsu

Range: 30 ft

Effect: A ninja may use every weapon, even their own blood. If the Ninja is suffering from a bleed effect they may use this taijutsu to make a ranged touch attack on a foe, on hit the foe is blinded for 1 round and dazzled for 1 minute thereafter. The first time per combat the ninja uses this ability the foe is flat footed against the attack.

Name: **Flying from the pocket** (Taijutsu style)

Technique cost: 6

Prerequisites:  Basic Shuriken jutsu

Effect: The ninja prepares themself to unleash a barrage of deadly projectiles with a moments notice. While in this style the ninja draws and attacks with shuriken weapons in a single fluid motion. This allows them to attack using weapons they haven't even drawn yet. Any effect that would rely on the ninja drawing their weapon, such as a foes readied action, doesn’t occur. This also prevents the ninja from being disarmed of their shuriken weapons since they arn’t holding them until the moment they attack. The first time each combat a ninja uses this style and makes a shuriken attack they catch their foe flat footed with the attack and the target cannot deflect or snatch the projectile. Additionally the ninja may draw even weapons stowed in their backpack or within their reach as a free action.

Name: **Hard locks** [Technique]

Technique cost: 6

Prerequisites: Basic Bojutsu, Improved grapple

Effect: Someone with this technique can make full use of their staff weapons while grappling in order to make their holds more difficult to escape. Firstly the staff user may attack using a staff weapon normally as part of a grapple despite whatever size it might be. Secondly anytime the user grapples while holding a staff weapon they increase the dc to escape by 5. Lastly is the user of this technique has a staff weapon with an enhancement bonus, such as a masterwork staff, they may add that bonus to their CMB and CMD for grappling while using the staff.

Name:  **Lashing limb** [Technique]

Technique cost:  6

Prerequisites: Basic Bojutsu

Effect: As long as someone with this technique wields a staff they surround themselves with spinning flailing sweeping strikes making it impossible to get in close. In any round where the staff user makes a full attack, the squares within their reach are treated as difficult terrain for their enemies.

Name: **Screaming shield** (Taijutsu style)

Technique cost: 6

Prerequisites:  Basic Gekiganjutsu

Effect: The whirling dance of a chain weapon is an excellent defense. When the ninja wields a chain weapon and maintains this style they gain a +1 shield bonus to armor class and to CMD. If the ninja uses combat expertise or fights defensively they increase this to a  +2 bonus. This does not count as a shield for any other purposes. If the ninja is using a meteor hammer in fortress mode this shield bonus stacks and it also applies the +1 form the meteor hammer to the users CMD.

Name: **Shadow of the dancing leaf**  [Technique]

Technique cost: 6

Prerequisites:  None

Effect: This peculiar move is not in and of itself an offensive manoeuvre, but rather is the ideal setup for  allowing the user to form combos and attack a foe from behind. This Technique allows the user to immediately follow an opponent that they forced to move in any direction. This movement does not provoke attacks of opportunity and is in whatever direction and distance is needed to end adjacent to the moved foe, including through the air. The Ninja remains entirely in the foe's blind spot, hiding in their shadow, and as such the foe is flat footed against the next attack the user makes this turn. This movement is free and is taken as part of the same action to move the target. A ninja may not move more than their base land speed in a round using this technique.

Name: **Springing Back** [Technique]

Technique cost:  6

Prerequisite: Acrobatics 1 rank

Effect: A ninja with this technique makes the most of a bad situation by  rebounding back at an enemy when thrown or pushed. If the ninja would be bullrushed, thrown, dragged, or re-positioned at least 10 ft away from the creature that initiated the maneuver they may take an immediate action to charge and attack the foe. This includes rising from prone for free if the ninja had been tripped.

Name: **Thieving shadow** (Jutsu)

Technique cost: 6

Prerequisites: Sleight of hand 5 ranks

Chakra cost:  None

Weaving: Taijutsu

Effect: This Taijutsu skill offers a simple attack as a distraction to allow the ninja to steal something form their foe. The Ninja makes a normal melee attack against an adjacent foe and then a CMB in order to perform a steal manoeuvre on the same target.  By focusing more on their thieving attempt they can improve their odds. For every -1 the ninja takes to their attack roll they gain +1 on their steal attempt. The penalty taken may not exceed the user's base attack bonus.

Name: **Towering talent** [Technique]

Technique cost: 6

Prerequisites:  Basic shirudojutsu

Effect: Special training has made the tower shield increasingly useful. The ninja no longer takes -2 on attacks when using a tower shield, additionally the max dex of their tower shield increases by 2. If the ninja uses their tower shield to grant themself total cover they may pick 2 connected sides of their square to block rather than 1.

Name: **Whipping wind** (Jutsu)

Technique cost: 6

Prerequisites:  Basic Tessenjutsu

Chakra cost: None

Weaving: Taijutsu

Effect: As the ninja sweeps their fans they build up fierce winds. When the ninja uses this taijutsu to attack with a fan weapon they choose a square within reach and increase the wind speed in that space by 10 mph in a direction of their choice for 1 round, this effect stacks. If they push against an opposing wind direction they reduce that wind speed by 10 until it hits 0 and then any subsequent wind they generate takes precedence. Additionally any skill or ability checks required by high winds increase by 1/2 the ninja’s character level.

Name: **Advanced Gekiganjutsu** [Technique]

Technique cost: 7

Prerequisites:  Basic Gekiganjutsu

Effect: Practice with flexible weapons lends to flexibility in the wielder. When the ninja uses a chain weapon they deal damage one step larger than normal. Additionally anytime the ninja uses a chain weapon to perform a drag, bullrush, grapple or reposition they do not have to move with their target or into their space in the case of a grapple. Lastly the ninja may use any whip weapon as a rope and grappling hook with a length 5 ft longer than it’s reach.

Name:  **Battering blow** (Jutsu)

Technique cost: 7

Prerequisites: None

Chakra cost: None

Weaving: Taijutsu

Effect: The Ninja is adept at dealing blows that leave a foe off balance. In addition to the normal effect of the attack this taijutsu forces a target struck to make a fortitude save with a DC equal to the attack rolled or be staggered for 1 round. If the foe is already staggered and fails their save the duration is extended by 1 round.

Name: **Blocking sight** (Jutsu)

Technique cost: 7

Prerequisites:  Basic Shirudojutsu

Chakra cost: None

Weaving: Full round action

Effect: A shield is meant to be held in front of the body defensively, and so an opponent naturally will assume that their foe is behind their shield where they belong. A shield wielding ninja with this may, as a full round action drop their shield, perform a move action or charge and then make a single attack against a foe who could see them. The target of this attack is caught flat footed against the user, and as such also cannot make an attack of opportunity against them as part of their movement. This jutsu may only be used on a particular foe once per encounter.

Name:  **Chakra enhanced attacks** (Jutsu)

Technique cost:  7

Prerequisites: None

Chakra cost: 6 per +1 enhancement bonus per round

Weaving: Swift action, no hands

Effect: Someone with this technique has learned to charge their weapon or fists with chakra to enhance the strength and power significantly. For every 6 chakra the user expends they add a +1 enchantment bonus to a weapon or natural attack, to a maximum of +5. As part of using this jutsu the user may choose to empower more than one weapon by paying for each separately. Unarmed strikes always count as only 1 weapon regardless of how many knees, elbows ect are used to attack. This enchantment lasts for 1 round. If the user grants their weapon at least a +3 bonus it overcomes all damage reduction and hardness. If they grant the weapon a +5 enhancement it also ignores mundane armor and shield bonuses to armor class as it effortlessly carves through such defenses.

Name: **Crashing curmudgeon** (Jutsu)

Technique cost:  7

Prerequisites: Str 18

Chakra cost: None

Weaving: Taijutsu

Effect: Sometimes one must go beyond the violence that can be tolerated even by their own weapon. When making a melee attack using this taijutsu the ninja may choose to deal up to 1d6 extra damage for every 4 character levels, but they inflict twice that amount to their weapon, ignoring hardness. If the weapon is destroyed then any excess damage is dealt to the ninja instead. This damage ignores damage reduction and cannot be avoided or negated. A Ninja without a weapon, such as one using unarmed strikes, takes all of the rolled damage. If the ninja wields a weapon that cannot take damage, such as many ninja relics, they cannot make use of this move.

Name:  **Dancing blade risk** (Jutsu)

Technique cost: 7

Prerequisites: Basic Kenjutsu, Body flicker

Chakra cost: 2 per 5 ft moved

Weaving: No hands, Full round

Effect: The user of this technique moves in the same manner as someone using body flicker but at the end of their movement they may make a normal sword attack at their highest base attack bonus. For every 5 ft of movement that the user makes before attacking they get a +1 circumstance bonus on the attack roll and for every attack with a sword the user would be allowed on a full attack they add that weapons damage die to the damage. This includes if the user would be able to use multiple weapons on a full attack, as long as they're willing to take the dual wielding penalty and use only swords.

Name: **Falling porcupine** [Technique]

Technique cost:  7

Prerequisites:  Basic Shuriken jutsu, inverse quills

Effect: A fallen foe drives their quills even deeper into their body. If a creature suffering from the ninja’s inverse quills jutsu falls prone they immediately take damage equal to the penalty on skill checks they are suffering. They take this damage again each turn they remain prone.

Name:  **Fleet of Fletch** [Technique]

Technique cost: 7

Prerequisites: Basic Kyūjutsu

Chakra cost: None

Effect: Moving and firing a bow together is a vital skill for those in the field. A ninja with this technique may move up to half their speed and still full attack with a bow in the same round.

Name: **Flying dragon** [Technique]

Technique cost: 7

Prerequisites:  Basic Bojutsu

Effect: The ninja may apply their 5 ft of extra movement from basic Bojutsu to their 5 ft step, allowing them to move up to 10 ft in any direction without provoking. Additionally the ninja may even use this movement to automatically vault into the air up to 10 ft without an acrobatics check. Lastly the ninja always moves at least 10 ft as part of an acrobatics check made to jump unless they wish to move less distance.

Name: **Gate of Healing** (Jutsu)

Technique cost: 7

Prerequisites: Gate of opening

Chakra cost: None

Weaving:  Free action, no hands

Range: Personal

Effect: The user of this technique opens the second of the 8 inner gates, releasing a rush of re-invigorating energy and pushing ones stamina to the limit. The User must already be under the effect of the gate of opening in order to use this jutsu. Firstly the strength bonus from the gate of opening increases to +10 and their base land speed increases to +20 ft. Secondly the user is cured of any fatigue or exhaustion, and heals hit points equal to the strength bonus they receive. If the campaign uses the stamina pool optional rules then opening this gate also refreshes the user’s stamina pool. This Jutsu ends when the gate of opening ends and at that time the user becomes fatigued for the next 24 hours and if they re-open the gate of healing during that time, they will become exhausted for 24 hours after that. If the ninja uses this ability when they are already exhausted they will fall unconscious for an entire week  following it’s closing.

Name: **Hound’s lament** (Jutsu)

Technique cost: 7

Prerequisites:  Basic Kamajutsu

Chakra cost: None

Weaving: Taijutsu

Effect: Sometimes a weapon is more effective when left buried in an opponent. When a ninja uses this taijutsu to successfully attack with a hook weapon they may choose to leave it buried in the opponents body. The ninja release the weapon and the target takes bleed damage equal to the weapon’s damage dice until they use a move action to pull it free, which deals another instance of this bleed damage. If desired the target may use a standard action and make a DC 20 heal check to remove the stuck weapon without further injuring themself.

Name: **Pinned down** [Technique]

Technique cost: 7

Prerequisites:   Flight of finesse, Basic Shuriken jutsu, Basic Kyūjutsu, or Basic Taijho jutsu

Effect: The Ninja may use ranged weapons to pin foes down. This funcitons as if using flight of finesse but the CMB roll made is used for all subsequent CMB checks to maintain the grapple and the CMB result +10 is treated as the CMD to escape. The ninja does not apply any of their special abilities that apply on grapple to this ability, but they also do not gain the grappled condition.

Name: **Raging Oni** (Taijutsu style)

Technique cost: 7

Prerequisites:  Con 13, Tough enough

Effect: Each blow the ninja takes is an insult that must be answered with violence. While the ninja is in this style they gain a cumulative +1 increase to their strength score each time they take damage. This is a morale bonus and lasts until the end of combat or the ninja leaves the style.

Name:  **Stake Driver** [Technique]

Technique cost: 7

Prerequisites: Basic kayakujutsu

Effect: Anyone with this technique is adept at using the force of an explosive to drive a weapon through a foes defenses. When an explosive tag attached to a weapon detonates as part of the user's weapon attack, usually attached to a thrown kunai, the explosion damage is instead added to the weapon's damage against the target rather than being dealt separately. This also allows the weapon attack to ignore the first 10 points of hardness or damage reduction a foe possesses. The extra damage of the explosion is not multiplied by a critical hit or vital strike but is considered the weapon's damage for other effects.

Name: **The angel’s share** [Technique]

Technique cost: 7

Prerequisites:  Basic poison training

Effect: By perfecting the distillation process the ninja is able to get more out of their poison making. When crafting or harvesting poison the ninja acquires two doses of poison for every one they would normally receive.

Name: **Tough enough** [Technique]

Technique cost: 7

Prerequisites:  Con 13+

Effect: The ninja would rather die than quit. The user of this technique halves any nonlethal damage they take and gains +6 on saving throws against pain effects.

Name:  **Weaving disruption** [Technique]

Technique cost: 7

Prerequisites: Basic Nintaijutsu

Effect: Someone with this technique is adept at preventing their foes from using jutsu within arms reach. Anytime someone within the users threatened area weaves defensively the DC is equal to either the normal DC+5 or this technique user's CMD, whichever is higher. Additionally if the weaver fails they lose the jutsu AND provoke an attack of opportunity. Lastly a foe with basic nintaijutsu still needs to weave defensively to avoid provoking, though they gain a +4 on the attempt.

Name: **Wicked Jabs** (Jutsu)

Technique cost: 7

Prerequisites: Base attack bonus 6+

Chakra cost: None

Weaving: Taijutsu

Effect: The ninja focuses on throwing out as many fast attacks as possible rather than worrying about power. In place of a normal melee attack the ninja may make 2 attacks, but both take a -2 penalty and all damage dice automatically deal the minimum possible result. This includes damage dice from jutsu and other abilities. Additionally the user reduces their damage by one half their strength bonus. Thus a two handed weapon jab adds only regular strength bonus, and an offhand jab adds no strength bonus at all. It should be noted that if an attack would deal both minim and maximum damage due to conflicting abilities it deals normal rolled damage.

Name: **Advanced Shirudojutsu** [Technique]

Technique cost: 8

Prerequisites:  Basic Shirudojutsu

Effect: The shield is the ultimate defensive tool, versatile, powerful and enduring. The Ninja increases the shield bonus provided by their shield by 1 and increase it’s bash damage by one step. Additionally the shields armor check penalty is reduced by 2. lastly the ninja’s shield is treated as having 2 extra points of hardness and gains bonus hit points equal to twice it’s total shield bonus.

Name:  **Arhat fist** [Technique] (Taijutsu Style)

Technique cost:  8

Prerequisites: Basic Kumite

Effect: This fighting style emphasises hard simple and brutally powerful attacks made to emphasize the user's power. This style allows the user to add 1.5 times their strength bonus to the damage of fist weapons, including off hand, regardless of how much strength they would normally add. However while in this stance the user cannot make use of any jutsu with a weaving of "Taijutsu".

Name: **Blusterblast** [Technique]

Technique cost: 8

Prerequisites:  Basic Tessenjutsu

Effect: Rather than striking with their fan directly the shinobi bombards their foe with blasts of air. The ninja’s fan weapons increase their reach by 5 ft but when using this extra reach the ninja does not apply their strength bonus to damage or to any CMB check they make. This technique may be taken multiple times, each time adding another 5 ft to their reach. Each time this technique is taken the technique point cost increases by 4 to a maximum of 20.

Name: **Caged Tiger** [Technique] (Taijutsu style)

Technique cost: 8

Prerequisites: None

Effect: The Ninja is driven to fight harder and with more intensity the more dire the situation is. While using this taijutsu style the Ninja gains a pool of +1 bonuses equal to the number of foes threatening them. At the start of their turn they can divide these points among attack, damage, and armor class as they see fit after which they can add or subtract points only when the number of enemies changes. For example a Ninja surrounded by 4 foes might choose to gain +3 to ac and +1 to damage. Once they knock out or move away from a foe they have to choose which bonus to reduce.

Name: **Concussive impact** (Jutsu)

Technique cost: 8

Prerequisites:  Basic Kumite

Chakra cost: None

Weaving: Taijutsu

Effect: The Ninja strikes with a blow specifically intended to disorient their opponent. A creature hit with this taijutsu must make a will save or be dazzled for 1 round. If the target is already dazzled then it must make a save or be shaken. If the target is already shaken it must make a save or be confused. If the creature is already confused it must make the save or add 1 round to the duration of the confusion.

Name:  **Drunken fist** [Technique] (Taijutsu style)

Technique cost: 8

Prerequisites:

Effect: This powerful fighting style relies on using one's sickness, dizzyness and confusion to greatly enhance their skill. A ninja in this style gains benefits depending on what sort of penalties they have are under and what kind of conditions they are affected by they received various benefits. Any effect that would normally force the user out of this style has no effect.

Ability damage: Any points of ability damage to intelligence are added to strength, and any points of wisdom damage are added to dexterity. This is treated as an untyped bonus.

Blinded: The ninja gains the benefit of blind fight and 20 ft blindsense.

Confused: The ninja's attacks are so unpredictable that foes are flat footed against them. Additionally a result of 51-75 on the confusion chart is changed to "Perform a combat manoeuvre on nearest creature."

Dazed/Stunned: The dazed or stunned ninja is not flat footed, has no penalty to ac, and in fact adds twice their dexterity to their armor class and reflex save instead of adding it once. If they are a taijutsu master they may also add twice their wisdom to ac while dazed or stunned.

Disabled/dying: A disabled or dying ninja with may act normally and does not take damage for strenuous actions.

Energy drained: The ninja ignores a number of negative levels equal to their con bonus. Only when that number is exceeded do any negative levels begin applying.

Fatigued/exhausted: The Ninja may fall prone as an immediate action. Each turn they remain prone will suppress their fatigue and exhaustion for 1 minute once they get up.

Shaken/frightened/panicked: If the ninja would be panicked or frightened they instead enter a rage as a barbarian of their level and must attack the nearest enemy. If the Ninja would be shaken they instead gain +2 to attacks, saves, skills and ability checks

Nauseated: As a free action the nauseated ninja may make a dirty trick manoeuvre against a foe within 10 ft. On success they both blinded and sickened for 1d4 rounds and the ninja may reduce their nauseated condition to sickened.

Prone: The ninja’s armor class is increased by 4 instead of reduced but all bonuses for being prone apply normally. The ninja takes no penalty when attacking from prone and they can rise from prone as a free action without provoking. The first time each combat they rise from prone while in this stance they not only do not provoke, but they may actually make a melee attack as a free action.

Sickened: The penalties inflicted by sickened are instead bonuses.

Staggered: Instead of the normal effect of staggered the ninja gains a free move action each turn.

Name: **Expansive explosive** [Technique]

Technique cost: 8+

Prerequisites: Basic explosives

Effect: Someone with this jutsu is able to utilize explosive to create a bigger blast. Any exploding tag, tag ball, or similar explosive increases it's area of effect radius by 5 ft. The user may decide to make the explosion smaller than their maximum if desired but they must make this choice when the tag is placed or the tag ball is thrown. This ability may be taken multiple times and the effects stack. Each time this technique is taken its technique point cost increases by 4.

Name:  **Falcon drop** (Jutsu)

Technique cost: 8

Prerequisites: Improved grapple

Chakra cost: None

Weaving: Taijutsu

Effect: This move is a vicious pile driver, meant for dropping an opponent onto their head with incredible force. This technique requires the user to make a CMB to grapple an airborne opponent. On success the target and user both immediately drop to the ground at which point the target takes falling damage as if they fell twice the normal distance, up to the usual maximum of 20d6 for falling 100 ft. The user of this attack meanwhile takes no falling damage. Following the damage the grapple ends and the foe is rendered prone.

Name: **Firing line** [Technique]

Technique cost: 8

Prerequisites: Basic Kyūjutsu

Effect:  The ninja focuses all their attention on a single ideal firing line and guard it with their life. As a standard action the ninja creates a line from their space out to the first range increment of their bow. Any creature entering any square of this line provokes a ranged attack of opportunity from the ninja. Each time the target moves into another such square they provoke another attack of opportunity. This line ends at the beginning of the ninja's turn.

Name: **Flinging fools** (Technique)

Technique cost: 8

Prerequisites: Basic Kumite, Str 16

Effect: Sometimes it’s not enough to merely defeat a foe, sometimes they must be drawn into the violence. When the Ninja makes an attack with a fist weapon and renders their opponent unconscious or dead they can immediately make a free thrown weapon attack, treating the defeated foe as an improvised weapon. This attack has a range of 10 ft and deals 2d6 damage if the thrown creature is medium sized. Each size category up or down increases or decreases the die size one step but the ninja may never throw a creature larger than themself.

Name: **Little dragon’s treasure** (Jutsu)

Technique cost: 8

Prerequisites:  Basic Sojutsu

Chakra cost: None

Weaving: Taijutsu

Effect: The ninja is adept at impaling their foes and using them as a temporary shield. When the user of this taijutsu slays the target of their attack they drive their weapon through them, using their deceased foe’s body to protect them. The Ninja gains a +4 shield bonus to armor class. This bonus is lost the first time an attack directed at them misses. The user can potentially stack multiple foes on their spear at once, this does not increase the bonus but it does retain the protection against one additional missed attack per foe killed with this taijutsu.

Name: **Protective propulsion** [Technique]

Technique cost:  8

Prerequisites:  Basic Shirudojutsu

Effect: Sometimes one must ride the force of an attack rather than stand their ground. When the ninja is subject to a damaging area of effect they may choose to  leap into the air and allow the force of the attack to carry them. As an immediate action the ninja directs the attack to their shield, which takes damage as if they had failed their saving throw. In exchange the ninja is pushed back 5 ft for every 5 damage the attack would have done. If they are pushed into an object they take damage as if they had fallen the distance they would have been pushed. This has no effect on non damaging area of effects.

Name: **Shimmering Mantle**  (Jutsu)

Technique cost: 8, Untyped

Prerequisites:  None

Chakra cost: 10+

Weaving: No hands, Immediate

Range: Personal

Effect: This jutsu allows the user to infuse their armor with chakra, allowing it to resist penetration. As an immediate action the ninja spends 10 chakra and may apply their armor bonus to their ac against the next touch or ranged touch attack they would be subjected to before their next turn. This also includes other effects that would ignore armor like without specifically mentioning touch ac. For every 10 additional chakra they pay they can protect themself from an additional attack that occurs before their next turn.

Name: **Silent focus** [Technique] [Taijutsu style]

Technique cost: 8

Prerequisites: Stealth rank 4

Chakra cost: 2 per round

Weaving: None, free action

Range: personal

Effect: Master's of taijutsu have learned to follow their senses and trust them with their lives, this fighting style seeks to disrupt those senses themselves. The user of this style cloaks their body in a field of chakra shaped like an owls feathers. This makes their attacks utterly silent, blurs the fine details that allow their movements to be read, and distorts the air blocking scent and the feeling of their movements passing through the air. A foe that applies their wisdom bonus to their attacks, saves, or armor class is denied that ability against a ninja using silent fist style. Additionally the user gains the benefit of improved feint, even if they do not meet the prerequisites and a foe does not apply their wisdom to the sense motive to resist this feint. Unlike most techniques this fighting style does require chakra, it lasts 1 round at the end of which the user may expend the cost again to extend the duration another round.

Name: **Skipping stone** (Jutsu)

Technique cost: 8+

Prerequisites:  Basic Shuriken jutsu

Chakra cost: None

Weaving: Taijutsu

Effect: The ninja is adept at bouncing their shurikens. When the ninja uses this taijutsu to make a shuriken attack they may choose to treat one square within range as the starting point for calculating range and cover. This can even be used to attack around corners, to effectively double the range of their weapon or even to strike foes from behind. The first time in a combat that this taijutsu is used on a foe they are rendered flat footed against the attack.  This Taijutsu can be taken multiple times, each time after the first adds another ricochet and increases the technique cost of the jutsu by 4.

Name: **Star of the morning** [Technique]

Technique cost: 8

Prerequisites:  Basic Yoroijutsu

Effect: Spiked armor becomes even more effective in the hands of a talented ninja. Anytime the Ninja is able to deal their armor spikes damage they add their armor bonus as a flat amount, and anytime an ability allows the ninja to deal their armor bonus as damage they add their armor spikes damage.

Name: **Strong fist** [Technique] [Taijutsu style]

Technique cost: 8

Prerequisites: None

Effect: This style allows the user to fight with incredible power and force that causes even a blocked attack to bruise flesh and bone alike. Anytime a ninja in this style succeeds on a melee attack or combat manoeuvre or fails by 4 or less they may deal nonlethal damage equal to 1+their strength bonus to the target or targets. Despite the name this style works equally well with melee weapons.

Name: **Trading blows** (Jutsu)

Technique cost: 8

Prerequisites:  Too good to be true

Chakra cost: None

Weaving: No hands, swift action

Effect: The Ninja creates what seems like an opening in defenses, but is actually a deadly trap. The user of this jutsu selects one foe that threatens them in melee and immediately provokes an attack of opportunity from that foe. If the target chooses to make the attack of opportunity, they will in turn provoke the user of this technique, who will get their own attack of opportunity which resolves first.

Name:  **Advanced Bojutsu** [Technique]

Technique cost: 9

Prerequisites: Basic Bojutsu

Effect: Someone possessing this technique is capable of using their staff weapon for extraordinary defense. Anytime the user wields a staff weapon they increase the damage die of their weapon by 1 step. Additionally the Bojutsu wielder gains the deflect arrows feat but using a staff instead unarmed strike.

Name:  **Advanced Kenjutsu** [Technique]

Technique cost: 9

Prerequisites: Basic kenjutsu,

Effect: A ninja with this technique is a truly deadly master of the blade. Firstly, anytime the user wields a sword they increase the damage die of their weapon by 1 step. Secondly the sword wielder may attempt to counter an attack with one of his own. Once per round when the ninja makes a full attack with their sword they may choose to skip one of their attacks. In exchange they gain the ability to parry an incoming attack that round. If a weapon attack is made against the user of this technique they may oppose the attack roll with one of their own, at the same bonus as the attack they gave up. If the user of this technique rolls higher, then they counter the opponents attack, causing it to miss. This can be used against any weapon attack whether melee or ranged, including touch attacks, or against a combat maneuver, but cannot be used if the ninja is flat footed. If the user of this technique is wielding more than one sword they may make one parry per round with each sword, provided they give up the appropriate number of attacks, though they may only roll one parry against any given attack.

Name: **Advanced Kyujutsu**[Technique]

Technique cost: 9

Prerequisites: Basic Kyūjutsu

Effect:  A master of the bow must account for all things, from the flow of the wind to the movement of their enemies. The ninja halves ranged penalties with all bows. If they also possess far shot this effectively allows them to attack out to their maximum range with no penalty. Furthermore they add their dexterity bonus to their bow damage. If they are using a composite bow they may use either the allowed strength bonus or their dex bonus, whichever is higher. Lastly each time they make a ranged attack with a bow and miss they gain +1 attack with all bow attacks until the end of their turn.

Name: **Advanced Makibishi jutsu** [Technique]

Technique cost: 9

Prerequisites:  Basic Makibishi jutsu

Effect: The Ninja’s caltrops are even more versatile. Anytime the ninja uses caltrops they have an attack bonus of +10, instead of +5 and deal 2d4 damage. Additionally a foe is only able to ignore caltrops if they move just 5 ft a round through the caltrop filled space, instead of at half speed. Lastly when the ninja deploys caltrops they can scatter a single 2 lbs bag covers two adjacent squares rather than one.

Name:  **Advanced Shuriken jutsu** [Technique]

Technique cost: 9

Prerequisites: Basic shuriken jutsu

Effect: A ninja with this technique has mastered throwing their shuriken in such a way as to curve them in mid air allowing for unexpected angles of attacks. Any shuriken weapon attack they make ignores any cover less than total cover and any concealment less than total concealment. Additionally the ninja increases the damage of their shuriken weapons by one step.

Name: **Advanced Sojutsu** [Technique]

Technique cost: 9

Prerequisites:  Basic Sojutsu

Effect: The ninja has greatly improved their skill with polearms. The Ninja may treat any spear weapon as having 10 ft reach and can throw any one handed spear weapon with a range increment of 20 ft. Additional the ninja’s spear weapons deal damage one step larger and if desired the ninja may choose to deal bludgeoning damage rather than the weapons normal damage.

Name: **Advanced Tessenjutsu** [Technique]

Technique cost: 9

Prerequisites: Basic Tessenjutsu

Effect:  The ninja has become so proficient with fans that they have learned to use them in a wider variety of ways. Firstly, while wielding a fan weapon the Ninja may move horizontally 5 ft for every 5 ft they fall, allowing them to glide gracefully through the air. This also means the Ninja does not take fall damage while holding such a weapon. This benefit is activated as a free action, meaning the Ninja may use it nearly anytime they choose to fall, but may not be able to use it in situations where they are forced to the ground, such as by certain Taijutsu attacks. Secondly, while fighting defensively, using total defense or using combat expertise the Ninja gains an additional +2 to AC when using a fan weapon. Lastly the ninja deals damage one step higher with their fan weapon.

Name: **Advanced vehicular combat**  [Technique]

Technique cost: 9

Prerequisites:  Basic vehicular combat

Effect: The ninja is adept at fighting while operating a vehicle. When piloting a vehicle the ninja is able to attack normally, even if they would normally need to keep their hands occupied with the vehicle at all times.  This also allows the ninja to use the accelerate or slow down action as a move action instead of a standard action, though they may still only do so once per turn.

Name:  **Advanced Waiyajutsu** [Technique]

Technique cost: 9

Prerequisites: Basic Waiyajutsu

Effect: A Ninja with this technique is even faster and more skilled using their Ninja wires. Attaching a ninja wire is now a free action that can be used once per round. Secondly the ninja may use any weapon they have a string attached to attack as if they were in the square where the weapon is. If the ninja attaches a wire to a creature then that creature becomes entangled until they manage to escape it.  When making a full attack a ninja may even use a shuriken with attached wire to make multiple attacks by pulling the projectile back at the target after it seems to have missed, doing this allows the Ninja to target their opponents flat footed ac with the second attack. Further, a ninja can pull an unattended object up to 10 ft closer to them per point of strength bonus the Ninja possesses, provided the object would be a light load or less. Lastly, a thrown weapon with attached ninja wire can be used as a grappling hook. If using a wire and weapon as a grapple hook the Ninja may make a full round action and move a distance equal to the lesser of either twice the length of the wire or twice the height of the point the weapon is anchored to, this movement does not provoke an attack of opportunity. For example if a ninja threw a shuriken on a 50 ft wire at a tree 40 ft up they could travel 80 ft in the initial direction of the anchor point.

Name: **Armored wall** (Jutsu)

Technique cost: 9

Prerequisites:  Basic Yoroijutsu

Effect: A ninja covered head to toe in armor is a difficult foe to bring down. When wearing medium or heavy armor the Ninja gains temporary hit points equal to their armor bonus. Anytime they take a break to meld chakra, don a new suit of armor, or rest they can restore these temporary hit points.

Name:  **Army toppling mantra** (Jutsu)

Technique cost: 9

Prerequisites: None

Chakra cost: None

Weaving: Taijutsu

Effect: When the ninja uses this taijutsu and makes a melee attack that destroys a clone or defeats their target they may immediately move up to 10 ft and then another melee attack against a new target at the same bonus. As with all taijutsu that grant movement the ninja may not use this jutsu to move a distance greater than their land speed.

Name: **Axe Kick** (Jutsu)

Technique cost: 9

Prerequisites:  None

Chakra cost: None

Weaving: Taijutsu

Effect: The ninja focuses their power into a devastating blow meant to crush a downed enemy. The ninja makes an ordinary attack and on hit they deal their regular damage but if they roll the lowest result on any of their damage dice they may instead reroll it and take the new result. If this attack is used against a prone opponent however the attack deals the maximum possible damage. If for some reason the attack would already deal maximum damage it instead deals the maximum damage and then adds then rolls the weapons damage dice and adds that. Despite its name this attack does not need to be made using an unarmed strike.

Name: **Between the ribs** [Technique]

Technique cost: 9

Prerequisites:  Sneak attack technique or class feature, Basic Tankenjutsu

Effect: No weapon is better for murdering an unsuspecting foe than a sharp knife. When the ninja uses a knife weapon to deal sneak attack damage they increase the die size of the sneak attack by one step.

Name: **By hook and crook** [Technique]

Technique cost: 9

Prerequisites:  Basic Kamajutsu, Leaf gale

Effect: When one hooks the foes leg or ankle, it is only natural that something vital may get nicked or cut. When a ninja with this technique uses a hook weapon to trip a foe that foe must make a fortitude save or be slowed as per the slow spell. Each round at the end of the target’s turn it may make a new fortitude save to end this effect

Name:  **Cyclone staff dissipation** (Jutsu)

Technique cost: 9

Prerequisites: Basic Tessenjutsu

Chakra cost: 2 per 5 ft

Weaving: Standard action, 2 hands

Range: See description

Effect: This simple jutsu uses the  sweeping of a fan to generate a chakra infused gust of wind of up to 10 mph. The weaver must be holding a fan weapon in order to utilize this jutsu. The area of effect is a line 5 ft long. For every extra 2 chakra the user expends they may add 5 ft to the length of the line and 5 mph to the speed of the wind. Even though it does not require wind style this jutsu's area of effect is considered wind style for the purpose of augmenting and countering other jutsu.

Name:  **Defensive Improvisation** [Technique]

Technique cost:  9

Prerequisites:  Sekai no saya

Effect: The world is not only a sword, but a shield as well. As a swift action the ninja may manipulate their environment in such a way as to provide themself either a +2 cover bonus to ac and reflex saves, or to grant themself 10% concealment. This could be as simple as kicking a chair into their path, blowing a mouthful of cigar smoke, or kicking a tree so it rains down leaves. This bonus generally protects only the ninja’s square and lasts only one round, however at the GM’s discretion and suitable environment it could provide a larger bonus, bigger area or longer duration

Name: **Equivalent equipment** [Technique]

Technique cost: 9

Prerequisites:  Sekai no saya

Effect: Ninjas make do. The ninja is adept at using makeshift materials to fill in for proper tools of the trade. Provided the ninja has some sort of object or equipment on hand that is somewhat similar they may treat it as being a proper tool or piece of equipment of a similar nature that has a value of 10 gp or less. The ninja could for example break a bottle and treat it as caltrops, or use a bar of soap like alchemical grease. The GM is the final arbiter of what is or is not close enough of a substitute.

Name: **Eye of the bull** (Jutsu)

Technique cost: 9

Prerequisites:  Sekai no saya

Chakra cost: 1

Weaving: Taijutsu

Range: 60 ft or 120 ft

Effect: By funneling a small amount of chakra into a bullseye lantern the ninja can produce a blinding bolt of light. This taijutsu attack can only be made when holding a bullseye lantern in one hand. The ninja makes a ranged attack roll and on hit the foe is blinded for 1 round if they are within 60 ft or dazzled for 1 round if they are within 120 ft.

Name: **Gate of Life** (Jutsu)

Technique cost: 9

Prerequisites: Gate of opening, Gate of healing

Chakra cost: None

Weaving:  Free action, no hands

Range: Personal

Effect: The user of this technique opens the third of the 8 inner gates, increasing the users heart rate dramatically to further enhance their abilities and refresh themselves. This Jutsu may only be used if all the previous gates are active. The user increase the strength bonus from gate of opening to +12 and the base land speed increase to +30 ft. Additionally the user gains an extra move action each round. Lastly the user regains chakra equal to the bonus received to strength. This bonus chakra cannot take them beyond their normally melded maximum. This Jutsu ends when the gate of opening is closed and at that time causes the user to lose health and chakra equal to the strength bonus they had received. The loss of hit points cannot reduce the user below -1 hp, and any chakra loss beyond their presently melded ammount comes from their daily maximum pool, if that empties they must burn their constitution as normal for depleted chakra.

Name:  **Inevitable striking onslaught**  (Jutsu)

Technique cost: 9

Prerequisites: Base attack bonus 6+

Chakra cost: None

Weaving: Full round, no hands

Effect: The user of this attack unleashes an incredible barrage of high speed attacks in order to press a foe's defence until they fail. When this technique is used the user makes a full attack exactly as they normally would, however each time they miss their opponent they gain a +1 on the next attack and add 1 to their critical threat range. This increase to critical threat range stacks with but is applied after any other multiplier to threat range. These bonuses continue to accrue and stack with each successive miss against the same target, and if this attack is used multiple turns in a row the bonuses will carry over to the next round. Once the user hits with an attack, goes a round without using this jutsu, or uses this jutsu on a new target, the bonuses are reset.

Name: **Jigsaw peril** [Technique]

Technique cost:  9, Untyped

Prerequisites:  Craft trapmaking 8 ranks

Effect: When the ninja crafts a trap they may add their int bonus to any hit point damage dealt by that trap.

Name: **Advanced Kamajutsu** [Technique]

Technique cost: 10

Prerequisites:  Basic Kamajutsu

Effect: Wicked curved weapons create an artful, but deadly dance. When the ninja uses hook weapons they deal damage one step higher than normal and anytime they use such a weapon to perform a combat manoeuvre they deal damage to their target equal to their weapons damage dice. Additionally anytime the ninja wields a Hook weapon they gain a 10 ft climb speed.

Name:  **Advanced Kayakujutsu** [Technique]

Technique cost:  10

Prerequisites: Basic explosives technique

Effect: Anyone with this technique is adept at the use of explosives. Any damage they deal using an explosive tag, exploding tag ball, or similar explosive is increased by 1 die and increases the save, perception and security DC’s, if any, by 2. Additionally drawing an explosive tag or explosive tag ball is always a free action and attaching a tag or ball is now a move action.  Lastly someone with this technique may expend 10 chakra as a standard action to trigger any remote explosive tag within sight, even if they were not the one to set it.

Name: **Advanced Tankenjutsu** [Technique]

Technique cost: 10

Prerequisites:  Basic Tankenjutsu

Effect: Even a small blade can be a deadly weapon in the right hands. When wielding a knife weapon the ninja deals damage one step larger than normal. If the ninja’s dexterity bonus is higher than their strength bonus they may add it to their damage using a knife weapon instead of their strength bonus. Additionally the ninja does not provoke an attack of opportunity for throwing a knife weapon.

Name: **Backspin** [Technique]

Technique cost: 10

Prerequisites:  Basic shuriken jutsu, Advanced shuriken jutsu

Effect: The Ninja has mastered the art of adding so much spin to their shurikens that they may force them to move slower without loosing power. Anytime the Ninja makes an attack with a shuriken weapon they may choose for the attack to resolve 1 round later, waiting and rolling the attack on the target at that time. This roll uses the ninja’s bonus at the time it was thrown and can be made even if the ninja dies or looses consciousness before the attack is resolved. Multiple attacks resolved on the same turn pool their damage and function as a single attack once each has been rolled. The first time a creature is targeted with this attack in a combat they are flat footed against it. If an attack made using this ability misses the projectile returns to the owner if desired, ready to be thrown again on the same turn, as long as they did not make use of another taijutsu that requires the weapon to stick into the ground, such as steel stepping stones.

Name: **Barrier method formation**  (Jutsu)

Technique cost:  10

Prerequisites: Expansive explosive, Basic explosives

Chakra cost: 5 per explosive, see description

Weaving: 1 minute per tag, 2 hands

Range: 0 ft

Effect: Someone with this technique may arrange explosive tags and augment them with chakra to create an incredibly deadly trap. The user places  at least three identical explosive tags in such a way that all of their areas of effect overlap in at least one square. When someone enters a square that all the explosives would include in their blast radius they all detonate at once creating a cage of deadly explosive shockwaves that is nearly impossible to survive. For each tag used in the jutsu beyond the first the damage die of a single explosive tag increases by one step, and the saving throw DC increases by +2. This trap remains in place until it is detonated and it is not uncommon for decades old traps to go off killing innocent bystanders. When creating this barrier the Ninja reduces their maximum daily chakra by 1 for every 10 chakra spent on the jutsu. This daily chakra is not regained until they get a full night’s sleep after the barrier has been activated.

Name: **Cloaked in menace** (Taijutsu style)

Technique cost: 10

Prerequisites:  Intimidate 10 ranks

Effect: The more easily a foe evades an attack, the more intimidating they become and thus the harder it is to strike them. A ninja in this style gains a +1 dodge bonus to their armor class each time an attack misses their armor class. This bonus stacks and lasts until the ninja leaves this style. However if the ninja is successfully hit by an attack they are immediately forced out of this stance, though they can re-enter it as a free action on their turn as per normal.

Name:  **Falcon arrow** [Technique]

Technique cost: 10

Prerequisites: Basic Kyūjutsu, Advanced Kyūjutsu

Effect: Distance is hardly a factor for a true artisan of the bow. A ninja with this technique doubles all range increments of their bows, this stacks with all other similar effects. (Remember that two doublings equals a tripling and so on). This ability may be taken multiple times, each time it's technique cost increases by 3.

Name: **Fool me twice** [Technique]

Technique cost: 10

Prerequisites:  Anything but that, Bluff 5 ranks

Effect: The only trick a foe is not prepared for is the one they have already been fooled by, surely no one would try the same thing twice. When the ninja uses a feat, technique, jutsu or other ability to catch a foe off guard that can normally only be used once per encounter they may instead use it twice. If the ability can normally be used only once per foe it can be used against that foe once per round instead. The same principal also allows the ninja to retry bluff checks without increasing the DC, even if the target managed to see through the bluff before.

Name:  **Heaven piercing drill** (Jutsu)

Technique cost: 10

Prerequisite: Basic Sojutsu, Advanced Sojutsu

Chakra cost: None

Weaving: Full round action, no hands

Effect: The user of this jutsu hefts their spear weapon for a single devastating attack. The user may charge and make a single attack with their spear weapon. The user deals double their normal damage if they hit. For every extra attack the user would have on a full attack they may increase this multiplier by one. This attack cannot however score a critical hit.

Name: **Lost lamb** (Taijutsu style)

Technique cost: 10

Prerequisites:  Anything but that, bluff 10 ranks

Effect: The art of appearing entirely nonthreatening is a difficult one to master. While in this style the ninja emanates a sense of peace, weakness, and unpreparedness. Their actions do not provoke attacks of opportunity and if there are  other viable targets engaged in the combat their enemies must target them first unless doing so would be more dangerous. The first attack or combat manoeuvre the user of this style makes catches an opponent flat footed. This style is not without a weakness. An opponent can make a sense motive with a DC of the user’s bluff bonus +20 in order to ignore it’s effects. If the ninja carries a weapon or takes hostile action of any kind the dc is reduced by 10. Because this style relies on deception, once the ninja has made an attack it cannot be used again during the same encounter.

Name:  **Mad world** [Technique]

Technique cost: 10

Prerequisites:  Sekai no saya

Effect: When the ninja causes damage to a creature using the environment they increase the damage done by 1 point per die. This includes falling damage, damage for throwing someone into acid or fire, or even damage caused by hazards the ninja placed in the environment like caltrops. It does not include damage caused as part of a jutsu, such as a jutsu that creates a burning patch of fire on the ground.

Name:  **Mountain breaking persistence**  [Taijutsu Style]

Technique cost: 10

Prerequisites: Basic Onojutsu

Effect: A ninja in this style builds incredible momentum with their attacks, turning each miss into a more devastating conclusion. Each time a ninja using this style attacks with an Onojutsu weapon and misses they add the weapon's damage dice to the next successful attack made while still using this style. This can stack cumulatively with each miss until a hit is scored. For example if a ninja swinging a great axe and making four attacks misses with the first three the final attack will deal 4d12 damage, at which point the bonus damage is reset. These extra die are not multiplied on a critical hit or vital strike. If the ninja goes an entire round without making at least one weapon attack against a foe, or they leave this taijutsu style they lose the accumulated damage dice.

Name: **Reaping shuriken** (Jutsu)

Technique cost: 10

Prerequisites: None

Chakra cost: None

Weaving: Taijutsu

Effect: This potent ability allows the user to attack in sweeping arcs using a ranged weapon. This taijutsu can only be utilized in combination with a ranged attack. If the attack successfully kills or incapacitates an enemy, including destroying a clone, the user may immediately make a new ranged attack using the same projectile against a new target within range of the previous target. This continues until the attack either misses or fails to defeat it’s target.

Name: **Second skin** [Technique]

Technique cost: 10

Prerequisites:  Basic Yoroijutsu

Effect: A ninja With this technique has learned to wear their armor as a second skin. The Ninja increases their maximum dexterity bonus by +2, reduces their armor check penalty by 2, and reduces their arcane spell failure by 10 %. Additionally they treat their medium or heavy armor as one step lighter for determining the penalty to their movement speed, if any. This ability may be taken multiple times. Each time it’s technique cost increases by 2 and the effects stack. Armor cannot be reduced to counting as less than light. The ninja still may count their armor as heavy for the purpose of beneficial effects such as armor related techniques.

Name:  **Silent killing** [Technique] (Taijutsu style)

Technique cost: 10

Prerequisites: Stealth rank 6

Effect: This technique is a terror to behold and works by utterly silencing one's movements, allowing them to easier land a killing blow on a helpless foe. Firstly the user of this technique is incredibly difficult to hear unless they wish to be heard. They gain a +10 bonus on stealth checks made in a situation where they have total concealment from a foe. Additionally when attacking a flat footed foe the user of this technique deals 1d6 extra precision damage for every 4 character levels they possess. This functions identically to, and stacks with, the sneak attack technique. If a ninja uses this jutsu to kill an opponent they prevent the slain creature from making any noise that might otherwise give them away.

Name:  **Sweeping wind, striking stone** [Technique]

Technique cost:  10

Prerequisites: Greater trip

Effect: In the moment that a ninja breaks a foes stance they have an opportunity to score a clean hit. After tripping an opponent, that opponent is flat footed against all of the ninja’s attacks until the beginning of their next turn.

Name: **Tearing talon** [technique]

Technique cost: 10

Prerequisites:  Hounds lament or Gash, Basic Kamajutsu, Advanced Kamajutsu

Effect: The wicked edge of a hook weapon is ideal for opening gashes on a foe. Anytime the ninja uses a hook weapon to inflict a bleeding injury the bleed damage is always the maximum possible result.

Name:  **Tempestuous Tree** [Technique]

Technique cost:  10

Prerequisites: Basic Bojutsu, Lashing limb, Advanced Bojutsu

Effect: The endless intricate series of attacks and sweeps around the user makes it impossible to attack them unnoticed. Any round someone with this technique uses a staff weapon to make a full attack they gain immunity to being flanked and they automatically pinpoint invisible foes within their reach. Additionally the ninja may use deflect arrows to intercept ranged attacks even if they are flat footed against them.

Name: **The devil’s cut** [Technique]

Technique cost: 10

Prerequisites: The angel’s share,  Basic Poison training, advanced poison training,

Effect: The ninja’s masterful use of poison extends to poisons they create. When the ninja crafts a poison it is treated as being applied by the ninja for the purposes of their feats, techniques, and abilities regardless of who actually uses it. Thus a ninja with advanced poison training crafts poisons with a dc 2 higher, that can be applied as a swift action and deal damage 1 step higher. This does not cause those affects to be applied twice even if both crafter and user have the aforementioned techniques or feats.

Name: **Weighted strikes** [Technique]

Technique cost:  10

Prerequisites: Basic Yoroijutsu

Effect: The weight and bulk of a ninja’s armor can make for devastating blows. When wearing medium or heavy armor the Ninja adds their armor bonus to the damage of their unarmed strikes

Name: **Windstorm** [Technique]

Technique cost: 10

Prerequisites:  Basic Tessenjutsu, Advanced Tessenjutsu, Whipping wind, Feather game

Effect: When the Ninja uses whipping wind they may choose to increase the wind speed in any or all of the squares within the reach of their weapon. When the Ninja uses Feather game they may push their target up to 20 ft up and up to 10 ft in any direction of their choice.

Name:  **Advanced Onojutsu** [Technique]

Technique cost: 11

Prerequisites: Basic Onojutsu

Effect: A ninja with this technique is a truly deadly master of the axe. Firstly, a ninja with this technique deals weapon damage one step larger using any form of  Onojutsu weapon they wield. Secondly any damage roll made against objects or structures while using such a weapon is maximized, always rolling the highest result.

Name: **Advanced poison training** [Technique]

Technique cost: 11

Prerequisites:  Basic poison training

Effect: The ninja has become more versed in the art of poison. Poisoning a weapon now requires only a swift action from the ninja and the save dc of any poison they use increases by +2. Additionally any damage, including ability damage, the poison causes has it’s die size increased by 1 step

Name: **Advanced Taihojutsu** [Technique]

Technique cost: 11

Prerequisites:  Basic Taihojutsu

Effect: The Ninja’s expertise with gun weapons has dramatically expanded. When the ninja adds their dex bonus to the damage of all gun attacks unless they already add strength to their damage, in which case they use the higher bonus. Additionally all gun weapon are reloaded one step faster along the following progression: Full round>Standard>Move>Free. If the weapon normally requires more than a full round to reload the time taken reduces by 1 round. This stacks with other similar effects. Lastly if the gun weapon has a misfire chance that chance is reduced by 1, if it does not then the weapon no longer automatically misses on a natural 1.

Name:  **Assassin expertise** (Taijutsu style)

Technique cost: 11

Prerequisites: Stealth 8 ranks

Effect: This fighting style focuses on killing an exposed opponent with ruthless efficiency using weapons. While in this style all weapon and unarmed attacks automatically confirm critical threats. Additionally when scoring a critical hit the wielder deals all their weapon dice as bleed damage rather than normal damage.

Name: **Banner Breaker** [Technique]

Technique cost: 11

Prerequisites:  Basic Yoroijutsu, Crashing Cain technique, Juggernaught technique

Effect: The fully armored ninja is an invincible wrecking ball that only builds in power in the face of adversity. While charging the ninja gains temp hp equal to twice their armor bonus and any damage they take while charging is added to the damage of the first attack made at the end of the charge, if successful. These temporary hit points stack with any others they may have.

Name: **Blockade** [Technique]

Technique cost:  11

Prerequisites:  Basic Shirudojutsu, advanced Shirudojutsu

Effect: Getting past a well placed shield can be an uphill battle. While wielding a shield the ninja causes all squares adjacent to them to be treated as difficult terrain for their enemies.

Name: **Dank cloud** [Technique]

Technique cost:  11

Prerequisites:  None

Effect: When the ninja creates a cloud using a smoke pellet it blocks all sight, providing 50% concealment instead of 20%.

Name: **Dragons teeth** [Technique]

Technique cost: 11

Prerequisites:  Basic Makibishi jutsu, advanced makibishi jutsu

Effect: The ninja’s caltrops are placed perfectly for using a foes weight against them. The ninja’s caltrops deal additional damage to a foe equal to their armor bonus. Additionally any land based vehicle moving over the caltrops is treated as a creature and targeted by the caltrops and takes additional damage equal to twice it’s hardness. A vehicle damaged in this way is slowed to half speed until it is fully repaired.

Name: **Freeze** [Technique]

Technique cost: 11

Prerequisites:  Basic Taihojutsu, Advanced Taihojutsu

Effect: The ninja is adept at readying a shot against a foe. Anytime the ninja chooses to take a readied action they may pick two different situations and two different responses as long as both of them involve the use of a gun weapon. If either action takes place the ninja may initiate either response. They could for example ready to shoot someone if they move as well as ready to pistol whip anyone who comes through the door to the room. If the ninja readies an attack the target is flat footed against that attack.

Name: **Gate of pain** (Jutsu)

Technique cost: 11

Prerequisites: Gate of opening, Gate of healing, Gate of life

Chakra cost: None

Weaving:  Free action, no hands

Range: Personal

Effect: The user of this technique opens the fourth of the 8 inner gates, pushing their muscles even further than 100% potential. This Jutsu may only be used if all the previous gates are active. The user increases the strength bonus from gate of opening to +14 and the base land speed increases to +40 ft. Additionally the extra move action granted by the gate of life becomes a standard action. Lastly the user increases all weapon and unarmed damage as if they were 1 size larger. This effect ends when the gate of opening is closed and when it is, the fatigue caused by the gate of healing worsens by one step. Fatigue becomes exhaustion, exhaustion becomes sleeping for a week, and if they would already sleep for a week the ninja is instead bed ridden for 1 month.

Name: **Hollowpoint** (Jutsu)

Technique cost: 11

Prerequisites:  Basic Taihojutsu, Advanced Taihojutsu

Chakra cost: None

Weaving: Taijutsu

Effect: The ninja is an expert at firing their projectiles in such a way that they explode and threaten an area. When a ninja uses this taijutsu with a gun weapon they treat the weapon as if it had the scatter property, creating a cone with a length 1.5 x the first range incriminate of the weapon. Even a firearm that already had the scatter quality may use this cone if it is larger than normal.

Name: **Iron Maiden** [Technique]

Technique cost: 11

Prerequisites:  Basic Onojutsu, Advanced Onojutsu

Effect: A foes own armor can quickly become their demise when battered violently enough. Anytime a ninja with this technique sunders an opponents armor and deals enough damage to overcome it’s hardness the wearer of the armor takes damage equal to their armor bonus.

Name: **Piercing beak** (Jutsu)

Technique cost: 11

Prerequisites:  Basic Kamajutsu, Advanced Kamajutsu

Chakra cost: None

Weaving: Taijutsu

Effect: The deadly tip of many hook weapons is ideal for punching through armor. When a ninja uses this taijutsu to make an attack with a hook weapon and misses they reduce the foes armor bonus, if any by 1. This penalty is cumulative. The lost bonus can be restored with 10 minutes of light work and simple tools and a DC 15 craft armorsmithing check.

Name: **Jetstream Slam** (Jutsu)

Technique cost: 11

Prerequisites:  Basic Tessenjutsu, Advanced Tessenjutsu,Whipping wind

Chakra cost: None

Weaving: Taijutsu

Effect: By swinging with the wind the ninja may greatly enhance the power of their attack. If the ninja uses this taijutsu to attack a target that is standing in a square with significant wind they add +1 to the attack and damage for every 10 mph of the wind in that square.

Name:  **Kaiju step** [Technique]

Technique cost:  11

Prerequisites: Str and con 16+

Effect: Some people are too powerful, too mighty, too great to be hindered. A ninja with this technique now moves an extra 5 ft when making a 5 ft step and they are never hindered by difficult terrain.

Name: **Proud nail** (Jutsu)

Technique cost: 11

Prerequisites:  Basic Tankenjutsu, advanced Tankenjutsu

Chakra cost: None

Weaving: Taijutsu

Effect: Sometimes weapon is more useful when the wielder leaves it right where it is. A ninja using this taijutsu may pin a foe in place using a knife weapon. On a successful attack the ninja makes a dirty trick manoeuvre, but on success they have tow new options. The first is the option to stab through an opponent, pinning them to the ground or a nearby surface. The target becomes rooted in place until it takes a standard action to pull the knife free. It cannot otherwise move away form the surface it’s rooted to though it takes no other penalties. If the surface somehow move, such as the side of a passing train, it takes the target with it, provided it could support their weight. If it can’t then the target is freed automatically. The other option is to pin the targets hand to something they’re holding, such as a cloak, parchment, or even a weapon. Provided the ninja’s attack does more damage than the object their foe is holding has hardness they can nail the foes hand to it, preventing them from dropping the object until it uses a standard action to pull the weapon out with it’s other hand. If the target has both of their hands incapacitated then pulling a knife out requires a full round action and provokes an attack of opportunity.

Name: **Sidhe storm** [Technique]

Technique cost: 11

Prerequisites:   Flight of finesse, Basic Shuriken jutsu, Basic Kyūjutsu, or Basic Taijho jutsu

Effect: The Ninja may use any melee taijutsu they know through their ranged weapon as long as it does not require their physical presence or reach.

Name:  **Samurai Flash** (Jutsu)

Technique cost: 11

Prerequisites: Basic kenjutsu, Chakra enhanced attacks

Chakra cost: 8 per round

Weaving: Swift action, 2 hands

Range: Personal

Effect: The user coats their sword in a sheath of raw cutting chakra. This allows them to extend the reach of their blade by 5 ft and provides the benefit of the improved critical feat. If the user already has improved critical they instead increase the threat range by 1. This stacks with, but is applied after any other multipliers to critical threat range. This costs 8 chakra each round it is maintained. Additionally the user may project the energy blade at foes using their melee attacks sending slashes of pure chakra at the target. The Jutsu user may choose to make attacks with the chakra blades as ranged attacks within close range. On a hit they deal their normal melee damage.

Name: **Shoot first** [Technique]

Technique cost: 11

Prerequisites:  Basic Taihojutsu, Advanced Taihojutsu, Quick or dead

Effect: Speed is everything in a duel to the death. When a ninja uses quick or dead to draw a loaded gun weapon they may also use it to make an attack as part of the initiative roll. If the gun weapon is not loaded they may instead load it as part of the initiative roll. Additionally the ninja may now act in the surprise round at their normal rolled initiative.

Name: **Tale of the tape** [Technique]

Technique cost: 11

Prerequisites:  Knowledge taijutsu 10 ranks

Effect: Many ninja focus so completely on the artistry of combat that they have little time for histories and lineages, only talent matters. Once a ninja with this technique has seen a creature fight for at least two full rounds they gain the ability to learn more about them through their fighting. The ninja may use knowledge taijutsu in place of any knowledge check, heal check, or sense motive check made to know about or assess a creature that is currently fighting. They may be able to ascertain a creature is self taught from the way they throw a punch, that they have damage to their liver from the way they favour one side of their body, and even understand a creatures feelings, hopes, and dreams from the way they battle.

Name: **Unburdened** [Technique]

Technique cost: 11

Prerequisites:  Basic Shirudojutsu

Effect: A warrior accustomed to the weight of a shield feels far lighter when it is missing. Anytime the ninja is no longer wielding their shield they gain the benefit of a haste effect for 2 rounds, exactly as per the spell. This includes if they are disarmed, if their shield is destroyed, thrown, or even if they simply unequip it. Regardless of how often a shield is lost this technique only activates once per encounter.

Name: **Unorthodox approach** (Jutsu)

Technique cost: 11

Prerequisites: None

Chakra cost: None

Weaving: Taijutsu

Effect: This unorthodox taijutsu move can only be used in combination with a ranged attack rather than a melee attack. The attack delivered by this taijutsu cannot be deflected. A foe that attempts to deflect or snatch the projectile using the deflect arrows or snatch arrows feat, gloves of arrow snaring, or similar effect is unable to do so and instead the foe is so caught off guard that they become flat footed against the attack.

Name:  **10 Meter punch** (Jutsu)

Technique cost:  12

Prerequisites: Chakra enhanced strength

Chakra cost: 8

Weaving: Taijutsu

Range: Melee

Effect: This powerful Taijutsu augments the user's physical attack with chakra to hurl back a foe. On a successful hit the user deals their normal damage and the target must make a fort save or be knocked back or upwards 30 ft at the end of which they fall prone. If the target hits a barrier that would prevent their movement then the barrier takes 3d6 damage, if this destroys the barrier the target takes damage equal to the hp of the barrier and continues on moving. This movement is not considered a bullrush.

Name: **A bullet with your name on it** [Technique]

Technique cost:  12

Prerequisites:  Basic Taihojutsu, Advanced Taihojutsu

Effect: The ninja has a score to settle. When the ninja melds chakra they may take some time to inscribe a specific persons name onto one piece of ammunition used for a gun weapon. If that ammo is fired at the inscribed target and hits the attack is automatically a critical threat. The ninja may only have one such inscribed bullet at a time and using this ability again removes the power of the previous inscription.

Name: **Advanced Kumite** [Technique]

Technique cost: 12

Prerequisites:  Basic Kumite

Effect: A true master of unarmed combat knows that the hand is the most versatile weapon imaginable.  As a free action as part of making a attack with a fist weapon the ninja selects one of the following qualities and bestows it their attack:

\* 10 ft reach

\* 19-20 critical threat range

\* x3 critical multiplier

\* Damage one step larger than normal

\* Any of the following weapon qualities: Blocking, Brace, Deadly, Disarm, Distracting, Grapple, Sunder

Name:  **Advanced Nintaijutsu** [Technique]

Technique cost: 12

Prerequisites: Basic Nintaijutsu

Effect: This technique represents an extensive knowledge of how to weave hand to hand combat and jutsu signs together seamlessly. Anytime someone with this technique uses a jutsu with a weaving of standard or full round action they may also make a normal melee or ranged attack against a foe as a free action. This free attack resolves before their jutsu and must be a normal attack, it cannot be a combat maneuver, taijutsu move, vital strike or the like. Someone with this technique may also use jutsu while grappling without needing a concentration check.  Anyone grappled in such a situation is automatically hit by a weaved jutsu that requires a touch attack or ranged touch attack. Lastly if someone with this technique either uses a jutsu on a  grappled foe the saving throw DC of the jutsu increases by +2

Name: **Armadillo shell** [Technique]

Technique cost: 12

Prerequisites:  Basic Shirduo jutsu, advanced Shirudojutsu, two weapon fighting

Effect: If one shield is good, two shields are better. The ninja gains a number of benefits when wielding two shields. Firstly the ninja uses the higher shield bonus+1 as their shield bonus. Secondly the ninja may treat both shields as light weapons for the purpose of two weapon fighting. If the ninja has an ability to deflect, parry, or absorb an attack using a shield they may do so twice in a turn, once with each shield, even if they would not normally sitll have the action required to perform the second use. Lastly if the ninja has tower shields they may use a single standard action to gain cover from both shields, blocking two edges of their space (or all four if they also have tower talent).

Name: **Capturing chain** [Technique]

Technique cost: 12

Prerequisites: Screaming shield, Basic gekiganjutsu, advanced gekiganjutsu

Effect: When the ninja uses screaming shield style their shield bonus increases to +2 normally and +4 when using combat expertise or fighting defensively. Additionally if this bonus is the difference between an attack hitting and missing the ninja may use an make a free disarm attempt on the foe to take the attacking weapon. If the attacker was using an unarmed strike the ninja may instead make a grapple attempt. This technique may only be used once per round.

Name:  **Flying snake** [Technique]

Technique cost:  12

Prerequisites: Basic Bojutsu, Advanced Bojutsu

Effect: A skilled warrior with this technique not only grips and swings their staff but artfully throws, kicks, bounces and rebounds it around themself and their foes. Someone with this technique may choose to count their reach as 5 ft longer than it normally is as a free action that can be done even when it is not their turn. There is a peril to using this technique however, a creature targeted by an attack using this extended reach may treat the attack as a ranged attack if they desire. This means, among other things, that they can use deflect or snatch arrows against the staff weapon.

Name: **Full metal jacket** (Jutsu)

Technique cost: 12

Prerequisites:  Basic Taihojutsu, Advanced Taihojutsu

Chakra cost: None

Weaving: Taijutsu

Effect: The ninja is adept at firing shots with incredible penetrating power. When a ninja uses this taijutsu to attack with a gun weapon they may ignore any cover, including full cover, if the maximum damage of their gun weapon would be able to overcome the covers hardness. For example a ninja with a heavy crossbow (1d10 damage), could ignore the cover provided by a stone wall (8 hardness). This also automatically allows the ninja using this taijutsu to ignore all forms of soft cover.

Name: **Hellish hail** [Technique]

Technique cost: 12

Prerequisites: Basic Kyūjutsu, Advanced Kyūjutsu

Chakra cost: None

Effect: An ocean of foes cannot wash over an avalanche. As a full round action a ninja with this technique may make one ranged attack against each foe within the first range increment of their weapon, they may not use any taijutsu weaving jutsu or combat manoeuvre with these attacks.

Name: **Herd halting** [Technique]

Technique cost:  12

Prerequisites:  Sekai no saya, Eye of the bull

Chakra cost: 6

Weaving: Taijutsu

Range: 60 ft cone and 120 ft cone

Effect: When the ninja uses eye of the bull jutsu their target is blinded for 2d4 rounds and all creatures in a 60 ft cone, whose area must include the target,  must make reflex saves or be blinded for 1 round. Meanwhile creatures in a 120 ft cone who are not blinded by this jutsu are automatically dazzled for 2d4 rounds. Using this tehcnique increases the chakra cost of eye of the bull to 6.

Name: **Insulated armor** [Technique]

Technique cost: 12

Prerequisites: Basic Yoroijutsu

Effect: Armor serves to protect it’s wearer from many kinds of harm, not merely weapons. A ninja with this technique wearing medium or heavy armor gains energy  resistance equal to their armor bonus against one type of energy of their choosing. This technique may be taken multiple times, each time applying to another type of energy. Each time after the first this ability is taken the technique cost decreases by 2 to a minimum of 2.

Name:  **Hedgehog Kata** (Taijutsu style)

Technique cost:  12

Prerequisites:  Basic Sojutsu, Advanced Sojutsu

Effect: Those who approach a spear master must do so carefully. While in this style the ninja is always considered bracing for a charge. A foe charging into one of their threatened squares provokes an attack and if it hits the attack deals double damage.

Name: **Mistral** [Technique]

Technique cost: 12

Prerequisites:  Basic Tessenjutsu, Advanced Tessenjutsu, Whipping wind

Effect: The mistral is cold wind known for its persistence. When the Ninja uses whipping wind taijutsu the winds they create last 2 rounds instead of 1. Additionally if the Ninja manages to create winds of 100 mph or more they make even siege weapons fail automatically, large creatures are checked, medium or smaller creatures may be blown away, and the skill penalty increases to -12.

Name: **Skin of steel** [Technique]

Technique cost: 12

Prerequisite: Tough enough, Basic Kumite

Effect: Through rubbing coarse salts into the skin and building thick callouses the ninja has turned their skin into a nearly unbreakable protective layer. When flat footed the ninja gains a natural armor bonus equal to their constitution bonus.  If desired a ninja may willingly tighten their muscles and endure incoming attacks, essentially allowing them to become flat footed anytime they wish.

Name: **Sleight style** (Taijutsu style)

Technique cost:  12

Prerequisites:  Sleight of hand 8 ranks, Stealth 8 ranks

Effect: The Ninja has developed special techniques for fighting as deceptively as possible. While in this style the ninja gains a bonus to sleight of hand to conceal weapons as well as on bluff checks to hide their intention to attack or to feint. This bonus is equal to 1/2 their character level. They also increase the DC of knowledge taijutsu made to analyze them by 1/2 their character level. Unlike most taijutsu styles this one has no visible indication, one can maintain this style during daily life without appearing any different from normal.

Name: **Squared circle** (Jutsu)

Technique cost: 12

Prerequisites:  Tough enough, Knowledge Taijutsu 10 ranks

Chakra cost: None

Weaving: No hands, Swift action

Range: See description

Effect: Inside the ring a true warrior’s spirit shines through. The Ninja gains the ability to create an arena in their mind in which their prowess is heightened. This “Ring” is a 20 ft by 20 ft square that can be placed anywhere the ninja wishes as long as the ninja is inside the area when it is created. Inside the ring the Ninja’s attention is hyper focused. They add half their level to sense motive, knowledge taijutsu, and perception checks as well as to CMD. Additionally the Ninja gains the benefit of uncanny dodge. However, everything outside the ring falls away. Any attack coming from outside this “ring” automatically catches the ninja flat footed. If the Ninja is forced outside of the ring they create they are automatically stunned for 1 round. A creature using knowledge taijutsu to identify the use of this jutsu is also able to visualize where the ring has been placed. If the ninja is fighting in an actual ring or arena that is larger than the listed area they instead use the size of the arena they are fighting in.

Name: **World of deadly weapons** [Technique]

Technique cost:  12

Prerequisites:  Sekai no Saya

Effect: A warrior with this technique is a deadly adept when within arms reach of nearly anything. The ninja may always “draw” an improvised weapon within 5 ft of them as a free action, even when it’s not their turn. This can be done even without a readily available object on hand, such as finding a rock on the ground, prying a board from a floor, or even simple a discarded branch or handful of dirt, only in the absolute most unusual of circumstances should this ability fail.  Additionally the retrieved object gains one of the following benefits of the ninja’s choice:

\* 10 ft reach

\* 19-20 critical threat range

\* x3 critical multiplier

\* Damage one step larger than a normal improvised weapon of it’s size

\* 20 ft range when thrown and throwing it does not provoke an attack of opportunity

\* Any of the following weapon qualities: Blocking, Brace, deadly, disarm, distracting, grapple, Monk, nonlethal, Sunder, Trip

Instead of any of the above options the ninja may instead choose a weapon similar to the improvised weapon on hand and treat the object in all ways as being that weapon, taking on it’s qualities, damage, and even being compatible with taijutsu styles used for that type of weapon. A broken bottle becomes a dagger, a bag of coins becomes a light flail and so on.

Name: **Area suppression** [Technique]

Technique cost: 13

Prerequisites: Basic Kyūjutsu, Advanced Kyūjutsu, Firing line

Effect:  A true archer's attention is vast enough to cover a much wider area. When using firing line the ninja now creates a cone of the same length instead of a line. Additionally the cone lasts until the beginning of their second turn after using this ability, provided that the ninja does not move from the square they were in when it was created.

Name: **Chained by possibility** (Taijutsu style)

Technique cost: 13

Prerequisites:  Basic Kumite, Advanced Kumite

Effect: The infinite possibilities of an unarmed fighter can leave an opponent trapped in indecision, shackled by possible attacks and counters, the greater their knowledge of the possibilities, the more fully they are bound. While in this style if the ninja does not make any attacks during their turn, all foes within their reach are entangled unless they succeed on a will save with a DC equal to their bonus in knowledge Taijutsu. Creatures failing their save cannot move from their current space and each time they make an attack against the user of this jutsu they provoke an attack of opportunity from their target which resolves before their own.

Name: **Colossus Charge** [Jutsu]

Technique cost:  13

Prerequisites:  Basic Yoroijutsu, Goliath

Effect: Crushing the masses underfoot is only a natural conclusion for an armored ninja. While wearing medium or heavy armor, performing an overrun combat maneuver is a free action that can be made during a charge. Additionally any foe that is overrun takes bludgeoning damage equal to the Ninja’s armor bonus.

Name: **Forced co-operative weaving** [Technique]

Technique cost: 13

Prerequisites: Basic Nintaijutsu, advanced nintaijutsu, one handed weaving

Effect: Someone with this technique can catch an opponents free hand with theirs in order to form half of their sign when weaving a jutsu. The user may choose to make their free attack with advanced nintaijutsu into grapple attempt before weaving a jutsu. If they succeed they catch one of the opponents free hands in order to help them weave. The user of this technique pays only half of the cost for the jutsu they use in the same round and the opponent pays the other half. This can only be used with a jutsu that requires at least 2 hands and once it has been used on a target it will not work against them again during the same encounter. This cannot be be used to force a target to burn constitution in order to pay the chakra cost for a jutsu, and if it would, the jutsu fails.

Name: **Gate of limit** (Jutsu)

Technique cost: 13

Prerequisites: Gate of opening, Gate of healing, Gate of life, Gate of pain

Chakra cost: None

Weaving:  Free action, no hands

Range: Personal

Effect: The user of this technique opens the fifth of the 8 inner gates, pushing their body even beyond the previous gates. This Jutsu may only be used if all the previous gates are active. The increases the strength bonus from gate of opening to +16 and their base land speed increase to +50 ft. Additionally the extra standard action granted by the gate of pain becomes an extra full rounds worth of actions. Further the user now moves so fast that all foes are flat footed against their attacks. This effect ends when the gate of opening is closed and when it does the str damage caused by the gate of opening is doubled.

Name: **Live for the crowd** [Technique]

Technique cost:  13

Prerequisites:  Tough enough, Squared circle

Effect: The Ninja lives to battle before a crowd, the more the better. When the ninja uses squared circle they gain bonuses based on the number of spectators. Having one person watching grants +1 attack and +1 damage with all melee attacks. For every 10 times increase in crowd size the bonus increases by +1. Thus 10 spectators is +2, 100 is +3 and so on. To qualify as a spectator a creature must be taking no meaningful action other than observing. This bonus can even include creatures viewing remotely such as through television or scrying, or even creatures listening to a live broadcast of the fight, as long as the ninja is aware that they are watching.

Name: **Master Gekiganjutsu** [Technique]

Technique cost:  13

Prerequisites:  Basic Gekiganjutsu, advanced gekiganjutsu

Effect: A chain weapon is a particularly difficult threat to manage against. When the ninja attacks with any chain weapon they may, as a free action choose to treat the weapon as light, one handed or two handed. They may make this distinction at the start of their turn. This allows them to dual wield even large cumbersome weapons or to use light agile weapons two handed to make better use of their strength.  Additionally the ninja increases the reach of any chain weapon they wield by 5 ft, to a minimum of 15 ft.

Name: **Master Kamajutsu** [Technique]

Technique cost: 13

Prerequisites:  Basic Kamajutsu, Advanced Kamajutsu

Effect: There are few weapons as versatile as the kama, able to carve into foes and terrain alike. When the ninja uses a hook weapon and performs a combat manoeuvre against a creature successfully they now deal damage as if they had struck them, including strength bonus and other increases instead of just deal damage dice as per advanced Kamajutsu. Additionally when the ninja would be forcibly moved by any effect other than a teleportation effect they halve the distance they would be pushed, to a minimum of 5 ft. The ninja cannot use this effect if there is nothing within reach of their weapon they could use to slow their movement, such as when being flung into the sky.

Name:  **Master Kenjutsu** [Technique]

Technique cost: 13

Prerequisites: Basic kenjutsu, Advanced Kenjutsu

Effect: There is no outdueling a master of Kenjutsu. Someone with this technique cannot be disarmed of their sword  weapon, nor can it be sundered or stolen as long as they hold it. Even a mind controlling effect cannot force the wielder to surrender their weapon.

Name: **Master Shirudojutsu** [Technique]

Technique cost: 13

Prerequisites:  Basic Shirudojutsu, advanced Shirudojutsu

Effect: Few things can get past the invincible defense provided by a master of the shield. The Ninja’s shield bonus increases by an additional+1 and their armor check penalty is reduced by an additional 2. Their shield’s hardness increases by an additional 3 points and their shield’s hit points increase by another three times their shield bonus. These bonuses all stack with advanced Shirudojutsu.

Name: **Nintaijutsu barrage** [Technique]

Technique cost: 13

Prerequisites:  Rapid chakra melding, Basic Nintaijutsu, Advanced Nintaijutsu

Effect: A ninja with this technique has mastered the art of calling upon jutsu in the midst of combat. Weaving and attacking with any jutsu requiring a melee touch attack can now be done as an attack action, allowing a ninja to full attack with touch attack jutsu's provided they have the chakra required. This can only be used in combination with jutsu that require a standard action or less to weave

Name: **Muscles of iron** [Technique]

Technique cost: 13

Prerequisites:  Basic Kumite, Advanced Kumite, Tough enough, Skin of steel

Effect: Through brutal training and the building of thick layers of muscle the ninja has turned their body into a living suit of armor. The ninja is always treated as wearing heavy armor for the purpose of Yorojutsu, and they may use their constitution bonus as their armor bonuses for such abilities. This ability does not function when the ninja wears armor of any kind.

Name: **Poison smoke** [Technique]

Technique cost: 13

Prerequisites:  Basic poison training, advanced poison training, quick smoke, big clouds

Effect: The Ninja may combine a smoke pellet with a dose of inhaled poison as if they were applying poison to a weapon. When the pellet is release it treats everyone in it’s cloud as being exposed to the inhaled poison when they enter the cloud or if they start their turn inside it. If the ninja has lingering cloud technique the poison is takes effect for each turn the cloud remains.

Name: **Speeding bullet** (Jutsu)

Technique cost: 13

Prerequisites:  Basic Taihojutsu, Advanced Taihojutsu

Chakra cost: None

Weaving: Taijutsu

Effect: The ninja puts all of their focus into firing as quickly as possible. When the ninja uses this taijutsu to attack with a firearm they target the opponents flat footed ac rather than their normal ac. If the gun weapon normally targets touch AC it loses that ability while using this jutsu.

Name: **Storm riding** [Technique]

Technique cost:  13

Prerequisites:   Screaming shield, Basic gekiganjutsu, advanced gekiganjutsu, master gekiganjutsu

Effect: While using screaming shield style the ninja causes all squares within the reach of their chain weapon to be treated as difficult terrain for their enemies.

Name: **Sundowner** (Jutsu)

Technique cost: 13

Prerequisites:  Basic Tessenjutsu, Advanced Tessenjutsu

Chakra cost: None

Weaving: Taijutsu

Effect: The ninja creates a powerful blow that uses a massive bust of wind to drive opponents into the earth. When the ninja uses this taijutsu to strike a floating or flying opponent the target immediately looses 100 ft of altitude and if they strike the ground they take double the normal falling damage.

Name:  **Swatting flies** (Jutsu)

Technique cost:  13

Prerequisites:  None

Chakra cost: None

Weaving: Taijutsu

Effect: Some opponents are effortless to deal with. When a Ninja uses this taijutsu and incapacitates an enemy who was at full health they regain the action spent to make the attack. In the case of a full attack they regain that one attack, not the entire full attack sequence.

Name: **Tri wielding** [Technique]

Technique cost: 13

Prerequisites: Mouth wielding, Two weapon fighting

Effect: The elevated form of mouth wielding, this special technique allows the user to fight with three weapons at once. This style, sometimes referred to as Santoryu, sees the user holding one weapon in their mouth and another in each hand. This functions as two weapon fighting but all penalties are doubled. Thus even someone with two weapon fighting using light weapons would take -4 on all three attacks. Just like two weapon fighting the offhand attacks add only half strength bonus to damage. Both improved two weapon fighting and greater two weapon fighting provide an extra attack to the weapon wielded in the mouth just as they do with the normal offhand.

Name: **1 ft style** (Taijutsu style)

Technique cost:  14

Prerequisites:  Close quarters carving, Basic Tankenjutsu, advanced Tankenjutsu

Effect: The strongest weapon in the world is of little use when the opponent is just one foot away with a rusty shiv. While in this style the ninja access as using a knife weapon to hinder foes. Any foe adjacent to the ninja that attacks them using a one handed weapon rolls twice and takes the worse of the two rolls. A foe adjacent to the ninja using a two handed weapon takes the above penalty and adds only half their strength bonus to their damage instead of one and a half.

Name: **Armored fortress** [Technique]

Technique cost: 14

Prerequisites: Basic Yoroijutsu, Armored wall technique

Effect:  A master of armored fighting can survive nearly anything. Any attack that depletes all of the ninja’s temporary hp granted by armored wall is entirely blocked. The remaining damage is not dealt to the ninja and is instead negated. Armored wall temp hp is lost even before other temp hp.

Name:  **Clean blade** [Technique]

Technique cost: 14

Prerequisites: Basic kenjutsu, Advanced Kenjutsu, Master Kenjutsu

Effect: A ninja with this technique is so swift and precise with their sword attacks that their weapon is never besmirched. Anytime someone with this technique uses a sword to attack a foe they are exempt from effects that such an action would normally trigger. For example if using their sword to attack and destroy a fire clone they would not get burned, a foe with lightspeed counter would not be able to parry or counter attack the ninja’s attacks, and so on. This includes striking things that would harm the weapon, activating readied actions, contingent effects, counter attacks, parries, substitution techniques and the like.

Name: **Darude** [Technique]

Technique cost: 14

Prerequisites:  Basic Tessenjutsu, Advanced Tessenjutsu, Windstorm, whipping wind

Effect: The ninja’s storms of wind create blinding clouds of dust and sand. When the ninja creates wind using whipping wind they may choose as many of the squares filled with wind as desired and fill them with thick dust. This dust provides 20% concealment to creatures within 5 ft and 50% concealment to creatures further than that. As part of any whipping wind attack the ninja may also choose to quell the wind and settle the dust in any squares within reach before the attack is rolled.

Name: **Enduring venom** [Technique]

Technique cost: 14+

Prerequisites:  Basic poison training, advanced poison training

Effect: The ninja’s poisons are especially potent, able to linger even after used. When the ninja applies poison to their weapon the poison lasts for 2 hits instead of being used up after the first. This technique may be taken multiple times, each time adding another hit before the poison vanishes and increasing the technique cost by 2.

Name: **Flailing Forest** [Technique]

Technique cost:  14

Prerequisites: Basic Bojutsu, Advanced Bojutsu, Master Bojutsu, Lashing limb, Tempestuous tree

Effect: The endless storm of attacks around the staff user have made it impossible to emerge unscathed. On any round that the user of this technique makes a full attack with a staff weapon all foes moving into a square within their reach automatically takes the ninja’s weapon damage, not including strength bonus or other modifiers. If the ninja is wielding multiple weapons or both ends of a double weapon they add the damage dice together. A creature moving through multiple such squares takes this damage multiple times.

Name:  **Freed from earthly guilt** [Technique]

Technique cost:  14

Prerequisites:  Penitence, Basic Kamajutsu, advanced Kamajutsu, master Kamajutsu

Effect: There is no better weapon for taking a foes head than a deadly curved blade. The Ninja’s hook weapons have a critical multiplier one higher than normal. This stacks with other increases to critical multiplier. When the ninja uses a hook weapon to perform a coup de gras their weapon gains the vorpal quality, automatically decapitating the target.

Name: **Gun Kata** [Taijutsu style]

Technique cost:  14

Prerequisites:  Basic Taihojutsu, Advanced Taihojutsu, Knowledge Taijutsu 10 ranks

Effect: The gun kata is a specialized form of martial art designed to utilize the gun as a total weapon. Each fluid position representing a maximized killzone, inflicting maximum damage on the maximum number of targets while keeping the user clear of the statistically traditional trajectories of return fire. While in this style the Ninja reduces any miss chance their gun weapon attacks suffer by 10% per enemy in the combat utilizing a ranged weapon to a minimum of 0% as well as increasing the critical threat range of their gun weapon by 1 per enemy wielding a ranged weapon. This bonus stacks with but is applied after other effects that increase critical threat range. At the same time any ranged attacks against them have a 10% chance to miss per such enemy, to a maximum of 50%. This protection applies even to attacks the ninja would be flat footed against.

Name:   **Iaidō** [Technique]

Technique cost: 14

Prerequisites: Basic kenjutsu, Advanced Kenjutsu, Master Kenjutsu

Effect: A master of Iado is always ready to draw and strike a foe with impossible speed. A ninja with this jutsu threatens the area around them even if their sword is sheathed. Additionally they may draw and unsheath their sword as part of the initiative roll or when a foe provokes them. Furthermore no opponent adjacent to someone with this technique may take a 5 ft step or weave jutsu defensively, a creature attempting to do so instead provoke an attack of opportunity and their attempt fails, though this does not waste their action. Lastly a ninja with this technique has no limit to the number of attacks of opportunity they may make in a round using a sword weapon, though still only one per provoking action. This counts as the user having the combat reflexes feat.

Name:  **Light speed counter** [Technique]

Technique cost: 14

Prerequisites: Basic kenjutsu, Advanced Kenjutsu, Master Kenjutsu

Effect: When the ninja uses their parry ability granted from advanced or master kenjutsu  and succeed they may also compare their attack to the foes armor class and if it is higher they also deal damage to the foe as if they had made a normal sword attack against them if they are within reach of the Ninja’s sword.

Name: **Master Shuriken Jutsu** [Technique]

Technique cost: 14

Prerequisites: Basic shuriken Jutsu, Advanced shuriken jutsu

Effect: A ninja with this technique has mastered their chosen weapons. Anytime the ninja makes a ranged attack with a shuriken weapon they may make two attacks at the same bonus, dealing damage separately. The damage includes any bonus damage from jutsu that allow shuriken attacks as part of them such as phoenix fire. The ninja has another option however. The ninja may instead choose to sacrifice this additional attack by using the second shuriken to deflect the first, changing its course unexpectedly. This has the effect of making foes flat footed against their shuriken attacks and ignoring even full cover and concealment as long as there is some possible path the thrown weapon could take to reach the enemy by making only one change in direction.

Name: **Master Sojutsu** [technique]

Technique cost: 14

Prerequisites:  Basic Sojutsu, Advanced Sojutsu

Effect: The spear is an unstoppable weapon In the hands of a true master. When the ninja wields a spear weapon they may make one additional attack at their highest bonus during a full attack. If the ninja would make one attack at the end of a charge they may instead make two, including any bonuses such as using a lance while mounted.  Even if wielding two spear weapons they get only one extra attack.

Name: **Master vehicular combat** [Techniqe]

Technique cost: 14

Prerequisites:  Basic vehicular combat, advanced vehicular combat

Effect: Defensive manouvres are the difference between a fiery crash and crossing the finish line first. Once per round while the ninja is operating a vehicle that may make a piloting check in place of either a saving throw or armor class for themself, a passenger, or their vehicle.  This applies against only a single attack, but if it is an area of effect ability the check is used as the save for vehicle and passengers alike, if better than their base save.

Name: **Monsoon** [Technique]

Technique cost: 14

Prerequisites:  Basic Tessenjutsu, Advanced Tessenjutsu, whipping wind, Darude

Effect: The storms of dust kicked up by the ninja are filled with tiny hazards. Any square of dust the ninja creates using Darude deals damage to any creature entering it equal to 1 per 10 mph of the wind strength in that square. This damage is both slashing and piercing and occurs anytime a creature enters such a square or  starts their turn in it.

Name: **Sawed off stinger** [Technique]

Technique cost:  14

Prerequisites:  Basic gekiganjutsu, Advanced gekiganjutsu, Master gekiganjutsu

Effect: By shortening the length of their weapon a master of chains can spin faster and build greater force. When a ninja with this technique uses a chain weapon to attack they may add their weapons damage dice an additional time for every 5 ft of reach they could sacrifice while still reaching their target. Thus a ninja with 15 ft reach attacking a foe 5 ft away would add deal their weapon damage dice three times before adding strength and other bonuses.

Name: **Shearing Serpentfang** (Jutsu)

Technique cost: 14

Prerequisites:  Basic Kamajutsu, advanced Kamjutsu, Master Kamajutsu

Weaving: Taijutsu

Effect: The hook weapon is ideal for severing and destroying the opponents limbs. When a ninja uses this taijutsu to make a called shot with a hook weapon they double the penalty to their attack roll, but in exchange they treat any successful hit as a critical hit for the purpose of determining the effect of the called shot. This does not actually multiply the damage.

Name:  **Warrior beyond imagination** [Technique]

Technique cost: 14

Prerequisites: None

Chakra cost: None

Effect: Sometimes an opponent simply needs to be reminded where they stand. When a foe makes an attack roll against a ninja with this technique and misses by at least 10 points they provoke an attack of opportunity from the ninja.

Name: **Dragonfell** (Jutsu)

Technique cost: 14

Prerequisites:  Basic Tankenjutsu, Advanced Tankenjutsu

Chakra cost: None

Weaving: Taijutsu

Effect: There is no armor without gaps, provided one has a fine enough blade. When a ninja uses this taijutsu to attack a foe using a knife weapon they may ignore the targets armor and natural armor. Unlike a normal touch attack this does not bypass a foes shield.

Name: **100 meter punch** [Technique]

Technique cost: 15

Prerequisites: 10 meter punch, Chakra enhanced strength

Effect: When a Ninja with this technique uses the 10 meter punch they may increase the chakra cost to 25 and in turn launch their target up to 325 ft. If the launched foe hit's an obstacle they deal 12d6 damage to the obstacle instead of 3d6.

Name: **Absorbing impact** [Technique]

Technique cost:  15

Prerequisites:  Basic shirudojutsu, advanced Shirudojutsu, master Shirudojutsu

Effect: A shield exists to endure powerful blows. When the ninja is targeted by an attack, including a touch attack or ranged touch attack, they may as an immediate action direct the attack to their shield. The shield is struck automatically and takes the maximum possible damage from the attack, but even if it is destroyed it completely protects the ninja from the attack.

Name: **Cutting calamity** [Technique]

Technique cost: 15

Prerequisites:  Basic kenjutsu, Advanced Kenjutsu, Master Kenjutsu

Effect: A master of the blade can carve through anything. The ninja no longer needs to set aside an attack in order to parry with a sword weapon, they simply gain the ability to make one parry each round at their highest bonus. If desired they may set aside as many sword attacks as they would have to gain extra parries at the relevant bonuses. Lastly the ninja can parry touch attacks and ranged touch attacks, including spells and jutsu.

Name**:  Disturbance Taijutsu** [Technique] [Taijutsu Style]

Technique cost: 15

Prerequisites: Perform dance 15 ranks

Effect: This powerful fighting style causes ones movements and attacks to become incredibly unpredictable. While in this style the user's movement does not provoke attacks of opportunity and their attacks target flat footed AC, even if the target possess uncanny dodge or other abilities that prevent being flat footed such as the sharingan.

Name:  **Endless rampage** [Technique]

Technique cost:  15

Prerequisites: Basic Onojutsu, advanced Onojutsu, Tearing through

Effect: The Ninja may now use “tearing through” each time they move 5 ft in a turn, allowing them to carve and bash through everything around them.

Name: **Fight to the death** (Taijutsu style)

Technique cost: 15

Prerequisites:  Intimidate 15 ranks

Effect: In a real life or death battle its only natural for one to shift in stance, to draw away from their opponent, to shorten their reach unintentionally. All creatures within 30 ft of the ninja, including themself reduce their reach by 5 ft. A creature that only had 5 ft reach rolls twice for attacks and takes the lower of the two rolls and cannot make attacks of opportunity. There are two conditions for the use of this style, firstly the ninja cannot choose to deal nonlethal damage or pull their punches in any way. Secondly the ninja radiates such a sense of bloodlust that creatures are immediately aware of their presence and hostile intent. Creatures are not caught by surprise by a ninja using this style. Creatures immune to fear effects do not have their reach reduced

Name: **Gate of view** (Jutsu)

Technique cost: 15

Prerequisites: Gate of opening, Gate of healing, Gate of life, Gate of pain, gate of limit

Chakra cost: None

Weaving:  Free action, no hands

Range: Personal

Effect: The user of this technique opens the sixth of the 8 inner gates, pushing their body even beyond the other gates. This Jutsu may only be used if all the previous gates are active. The user increases the strength bonus from gate of opening to +18 and their base land speed increase to +60 ft. Additionally on a full attack the user makes an extra attack at their full bonus. Lastly the bonus chakra granted by the gate of life now allows them to exceed their normally melded maximum. This effect ends when the gate of opening is closed and at that point the hit point and chakra loss caused by the gate of life and gate of healing is doubled.

Name: **Gut shot** (Jutsu)

Technique cost: 15

Prerequisites:  Basic Taihojutsu, Advanced Taihojutsu, Master Taihojutsu

Chakra cost: None

Weaving: Taijutsu

Effect:The ninja is a master at dealing lethal bleeding wounds. When using this taijutsu with a gun weapon the ninja also deals 1 point of constitution bleed on a success hit. The target may make a fortitude save to resist the bleed damage each round but only effects that cure or end normal bleeding will actually stop it. If the ninja’s dexterity bonus exceeds their charisma bonus they may use that to determine the save DC instead.

Name: **Master Makibishi** [Technique]

Technique cost: 15

Prerequisites:  Basic Makibishi, Advanced makibishi

Effect: Proper use of caltrops can leave creatures debilitated and areas of the battlefield incredibly perilous. The Ninja’s caltrops attack with a +15 bonus and deal 3d4 damage on hit. Additionally there is no way to avoid the caltrops by moving slowly through their area. Lastly a single bag of caltrops can cover up to a 10 ft by 10 ft square.

Name: **Master Taihojutsu** [Technique]

Technique cost: 15

Prerequisites:  Basic Taihojutsu, Advanced Taihojutsu

Effect: The ninja has reached peak skill with their gun weapons. Any gun weapon the ninja uses deals damage one step higher than normal. Additionally the weapon now reloads two steps faster rather than one and if it has a misfire chance reduces it by 1 more.

Name: **Pulled into peril** [Technique]

Technique cost:  15

Prerequisites:  Basic Kamajutsu, advanced Kamajutsu, Master Kamajutsu

Effect: By forcing an enemy into a vulnerable position the master of the kama may create a dangerous opening. Once per round when the ninja uses a hook weapon to successfully reposition or drag a creature they may make a free unarmed strike against that foe. This unarmed strike is a normal attack and cannot be substituted for a taijutsu or combat manoeuvre. If the ninja is wielding two hook weapons they may substitute the unarmed strike for an attack with the other hook weapon.

Name: **Razorwind** [Technique]

Technique cost: 15

Prerequisites:   Scattered shrapnel, Basic shuriken jutsu, Advanced shuriken jutsu, Master shuriken jutsu,

Effect: Even the smallest cut can bleed deeply. All of the ninja’s Shuriken weapons now deal 1 point of bleed damage on hit. This bleed stacks with itself and other instances of bleed damage.

Name: **Rising Revengence** [Technique]

Technique cost: 15

Prerequisites: Basic Tessenjutsu, Advanced Tessenjutsu, Master Tessenjutsu,  Monsoon, Minstral, Sundowner, Jetstream slam, Darude, Windstorm, Whipping wind

Effect: The Ninja can create violent storms of wind. When using whipping wind the ninja may direct the wind upwards. Anytime the ninja increases the wind speed in an area all creatures inside that would be blown away must immediately make a strength check or be blown back, even if this would require the creature to make multiple such checks in a turn. Additionally a creature blown away moves 1d10x10 ft, including into the air. If the ninja chooses to blow them along the ground the creature takes 1d6 nonlethal damage per 10 ft blown. If desired the ninja may choose to blow a creature any distance less than the amount they rolled.

Name: **Shaori** [Technique]

Technique cost: 15

Prerequisites:  Tough enough

Effect: The Ninja has become adept at relaxing their body completely, making their body incredibly resistant to impact. The Ninja halves any bludgeoning or falling damage they sustain. This technique fails to function if the user is flat footed, shaken, frightened, panicked, confused or under a genjutsu.

Name: **Shatterworld** [Technique]

Technique cost: 15

Prerequisites: Basic Onojutsu, Advanced Onojutsu, Break the earth, Tearing through

Effect: When an axe wielder misses, the earth suffers. Anytime the ninja misses an attack with an axe weapon they may treat it as a successful use of “break the earth” allowing them to damage their surroundings.

Name: **Spearpoint** [Technique]

Technique cost: 15

Prerequisites:  Basic Sojutsu, advanced Sojutsu, Master Sojutsu

Effect: Using the very tip of a spear weapon generates the maximum possible force and dealiest cutting power, while increasing the range it can cover. The ninja increases the reach of all of their spear weapons by 5 ft. Additionally when the ninja strikes a foe occupying the farthest square they can reach they deal additional damage equal to their strength bonus.

Name: **Still waters run deep** [Technique]

Technique cost: 15

Prerequisites:  Light speed counter, Basic Kenjutsu, Advanced Kenjutsu, Master Kenjutsu

Effect: When making a full attack the ninja may choose to prepare as many counters using advanced kenjutsu as desired, even being able to make a “full attack” containing no actual attacks, merely preparing numerous counters.

Name:  **Vexing viper** (Jutsu)

Technique cost:  15

Prerequisites:  Basic Gekiganjutsu, advanced Gekiganjutsu, master Gekiganjutsu

Chakra cost: None

Weaving: Taijutsu

Effect: The greatest advantage of a whip weapon is how difficult they are to block, they wind and coil past all defenses. When a ninja uses this taijutsu to attack with a chain weapon they ignore shield bonuses, cover bonuses, as well as the bonus from combat expertise, defensive fighting, total defense or a defending weapon.

Name: **Way of the void** (Jutsu)

Technique cost:  15

Prerequisites:   Lungwrack, Basic Kumite, Advanced Kumite,

Chakra cost: None

Weaving: Taijutsu

Effect: This jutsu utilizes the deadliest gas in the world, oxygen. A creature struck with this taijutsu must make a fortitude save or be unable to breathe air for 1 minute. They must immediately begin making constitution checks to hold their breath as normal per suffocation rules. A ninja that knows this jutsu may use it on someone already suffering from it’s effects, including themself, to end the effect.

Name: **Weeping tiger** (Jutsu)

Technique cost:  15

Prerequisites:  Basic Sojutsu, Advanced Sojutsu, Master Sojutsu

Chakra cost: None

Weaving: Full round

Effect: As a full round action the ninja may make a full attack against each foe within reach of their weapon. These attacks must be normal attacks, they cannot utilize taijutsu or combat manoeuvres.

Name: **Blasting through** [Technique]

Technique cost: 16

Prerequisites:  Basic Taihojutsu, advanced Taihojutsu, master Taihojutsu

Effect: The most powerful of weapons can punch through any defense.  All of the ninja’s gun weapons now target touch ac at any distance, regardless of if they were normally able to or not. Additionally all gun weapons the ninja use increase their critical multiplier by 1. This stacks with other similar increases. Lastly gun weapons deal maximum damage to obstacles and objects.

Name: **Iai beheading** [Technique]

Technique cost: 16

Prerequisites: Basic Kenjutsu, Advanced Kenjutsu, master kenjutsu, Iado, Clean blade

Effect: This technique represents the ultimate lethality with the sword. Firstly any sword the user of this technique wields gains the Vorpal quality. Secondly the user of this technique has the skill and power to pool their offense into a single monstrous attack. The greater the skill of the wielder the more certain death is. As a standard action the user of this jutsu may make a single normal attack with a sword weapon. If it hits they may choose to roll another attack. If that attack hits they may roll another and so on. This continues until either the wielder decides to stop rolling attacks, at which point they deal the total damage of each successful hit added together, or they miss at which point the entire attack misses. While using this technique the user cannot score a critical hit, however if one of their attacks is a natural 20 they are allowed to attempt a confirmation roll, and on success they behead their opponent as the vorpal ability.

Name:  **Master Bojutsu** [Technique]

Technique cost: 16

Prerequisites: Basic Bojutsu, advanced Bojutsu

Effect: Someone with this technique gains many benefits as a true master of the staff. Firstly they may deflect a number of ranged attacks equal to their dexterity bonus per round while wielding a staff weapon rather than just one. Secondly the user may now also deflect one ranged touch attack performed against them per turn. Lastly the bonus 5 ft of movement granted by basic Bojutsu increases by 5 ft.

Name: **Master Kayakujutsu** [Technique]

Technique cost: 16

Prerequisite: Advanced Kayakujutsu , Basic Kayakujutsu

Effect: Someone with this technique may place an available explosive tag on any object or person they touch as a free action once per turn or as an immediate action. Additionally they always take minimum damage from explosives and their explosives ignore evasion and reduce improved evasion to normal evasion.

Name: **Master Kyujutsu**[Technique]

Technique cost: 16

Prerequisites: Basic Kyūjutsu, Advanced Kyūjutsu

Effect:  To fire an arrow is to make a promise, and the ninja’s vows are unbreakable. Anytime the ninja's ranged attack fails to hit its target, whether due to concealment, cover, deflection, not hitting ac, or the like the target still takes slashing damage equal to the ninja's dexterity bonus. This does not count as the attack succeeding, nor does it apply effects such as contact poison which require a hit. The only time this ability does not apply is if the target of the attack is not in the targeted square.

Name:  **Master Nintaijutsu** [Technique]

Technique cost: 16

Prerequisites: Basic Nintaijutsu, Advanced Nintaijutsu

Effect: A true master of Nintaijutsu never needs to pick between a battering physical assault and weaving potent jutsu. A person with this jutsu may use any standard action attack instead of the basic attack granted by advanced nintaijutsu. This means they can weave a jutsu as a standard or full round action and make a grapple, bullrush, vital strike, taijutsu or the like. This does not allow them to use other actions that require standard actions.

Name: **Master Poison training** [Technique]

Technique cost: 16

Prerequisites:  Basic poison training, advanced poison training

Effect: The pursuit of poison has lead one to a mastery of their art. The ninja may now apply poison as a free action once per round. If the ninja uses a poison that would have a save DC lower than 10+1/2 their level +their intelligence bonus they may increase the DC to this amount before applying other modifiers such as from advanced poison training. Additionally when using a poison the ninja may increase or decrease the frequency by 1 step as follows: Rounds>Minutes>Hours>Days>Weeks. This means they could take a poison that normally takes effect every 10 minutes and cause it’s effect to occur once a round. Or they could take a poison with a frequency of hours and stretch it out over many days instead. The ninja chooses at the time they apply the poison what the new frequency will be.

Name: **Master Tessenjutsu** [Technique]

Technique cost: 16

Prerequisites: Advanced Tessenjutsu, Basic Tessenjutsu

Effect: Truly excelling at the use of fans in combat is an art all its own. The gliding granted by Advanced Tessenjutsu now allows the Ninja to move up to 20 ft for every 10 ft they fall, and if an attack is made at the end of that movement it gains a +2 bonus as if charging, but without the AC penalty.  Additionally, anyone attacking the fan wielder and missing, due to ac, substitution jutsu, or concealment, provokes an attack of opportunity from them.

Name:  **Master Waiyajutsu** [Technique]

Technique cost: 16

Prerequisites: Advanced Waiyajutsu, Basic Waiyajutsu

Effect: The ultimate talent with ninja wires manifests as a number of benefits. Firstly, the Ninja may attach a wire as an immediate action if they wish, automatically succeeding if used in response to an object or creature touching them. Secondly, when a thrown weapon attack with a ninja wire attached misses, the ninja may reroll the attack, either as a ranged touch attack in order to attach the wire to the foe, or as a the same kind of attack it was. The Ninja may do this only once per attack. Additionally, a ninja may swing with a ninja wire as a move action instead of a full round action.

Name: **No one left alive** [Technique]

Technique cost: 16

Prerequisites:  Basic Kamajutsu, Advanced Kamajutsu, Master Kamajutsu

Effect: None may approach a master of the scythe and leave unscathed. If the ninja makes a full attack using only scythe weapons they may, once all of their attacks are resolved, make one additional attack at their highest bonus against each within reach that they have not yet attacked that turn.

Name: **Soulbreaking trauma** [Technique]

Technique cost: 16

Prerequisites:  Intimidate 15 ranks

Effect: The violence the ninja inflicts haunts those who survive. Any creature that enters battle with the user of this technique and is reduced to half their hp or less becomes haunted by the memory of the encounter. As long as the user of this technique lives the haunted suffer fitful nightmares. They heal only half as much as normal and take twice as long to do so, recovering one hit point per two character levels for every two night’s rest. Ability damage is healed one point every four days. To make matters worse each time the ninja sleeps or melds chakra they must make a will save with a DC equal to the ninja’s intimidate bonus. If they fail that period of rest gives them no benefit. In the case of melding they will require another 10 uninterrupted minutes, though they do not need to eat again. In the case of sleep they will need another 8 hours sleep.

Name: **Absolute domain** [Technique]

Technique cost: 17

Prerequisites: Basic Kyūjutsu, Advanced Kyūjutsu, Master Kyūjutsu,  Firing line, area suppression

Effect:  No foe escapes the domain of a master archer. When using firing line the  ninja now creates a sphere with a radius equal to the line they would have created. As with area suppression this effect lasts until the end of their next turn or until they move.

Name: **Gaia’s cloak** [Technique]

Technique cost: 17

Prerequisites:  Sekai no saya, stealth 15 ranks

Effect: By working up a vigorous sweat the ninja is able to cover their body in sand, dirt and leaves, allowing them to blend seamlessly into the environment. If the ninja has been in combat for at least a full round and is wearing no armor they may as a swift action cover themself in camoflague. This provides them a +10 bonus to stealth checks, allows them to hide in plain sight, and reduces the penalty for hiding after attacking down to a -10. This bonus remains until the ninja moves to another type of terrain, combat ends, or the ninja is washed clean by a large amount of water or other solvent.

Name: **Gate of wonder** (Jutsu)

Technique cost: 17

Prerequisites: Gate of opening, Gate of healing, Gate of life, Gate of pain, Gate of limit, Gate of view

Chakra cost: None

Weaving:  Free action, no hands

Range: Personal

Effect: The user of this technique opens the seventh of the 8 inner gates, causing the body to overheat violently, sweating a miasma of glowing steam as the body struggles not to burn itself to death. This Jutsu may only be used if all the previous gates are active. The user increases the strength bonus from gate of opening to +20  and their base land speed increase to +70 ft. Additionally the user becomes covered in a shroud of boiling steam granting them 50% concealment against all foes and adds 2d6+Con bonus fire damage to all of their melee attacks. This effect ends when the gate of opening is closed and at that time the user is left on the brink of death. They are reduced to 0 hit points, 0 melded and 0 maximum daily chakra, and take strength damage equal to their strength score-1, this supersedes the normal damage from the other gates. They cannot recover any hit points or ability score damage until they have been fed and hydrated, and had a weeks bed rest. Even after that they require long term medical attention in order to recover at the normal rate granted to someone who doesn't have long term care.

Name: **Indomitable intercession** (Taijutsu style)

Technique cost: 17

Prerequisites:  Blockade, Basic Shirudojutsu, advanced Shirudojutsu, Master Shirudojutsu

Effect: By carefully positioning the shield near their foe’s elbow that can completely restrict the use of their arm. While in this style and wielding a shield the ninja forgoes all bonuses provided by their shield and in exchange one adjacent enemy looses the use of one arm. They cannot use that arm to wield a weapon, weave hand-signs, or take any other action besides holding, drawing, or dropping something. This likewise prevents the foe from using a two handed weapon. As a free action during their turn the ninja may change which creature is being restricted. Using this style does not prevent the ninja from using their blockade technique, but it does prevent the use of any other taijutsu, techniques, feats, or other bonuses that require the use of a shield. If the ninja has armadillo shell technique and is wielding two shields they only loose the benefit of one shield, unless they choose to lose both in order to restrict either both arms of a foe or one arm belonging to two different foes.

Name: **Killing wind** (Taijutsu style)

Technique cost:  17

Prerequisites:  Basic gekiganjutsu, Advanced gekiganjutsu, Master gekiganjutsu

Effect: By focusing on building speed in their weapon the ninja creates a striking point that cannot be followed by the eye. While in this fighting style all of the ninja’s attacks with chain weapons target flat footed armor class.

Name:  **Master Onojutsu** [Technique]

Technique cost: 17

Prerequisites: Basic Onojutsu, Advanced Onojutsu

Effect: When a ninja with this technique wields an Onojutsu weapon they always roll the maximum result on their weapon damage die. If they would already deal maximum damage they may roll the damage die and then add the maximum result ontop. Additionally the ninja overcomes dr/adamantine and ignores the first 20 hardness of any object they strike, this stacks with other similar effects.

Name: **Master Tankenjutsu** [Technique]

Technique cost: 17

Prerequisites:  Basic Tankenjutsu, Advanced Tankenjutsu

Effect: Precision is far deadlier than power in the hands of a knife master. The Ninja’s attacks with a knife weapon now deal damage two steps larger than normal rather than one. Additionally the ninja reduces any penalty to attacks for making a called shot by 2.

Name: **Murderous world bristling with blades**  [Technique]

Technique cost: 17

Prerequisites:  Sekai no saya, world of deadly weapons

Effect:  In the hands of a master the irregularities and flaws of everyday things can make them more useful than specially forged weapons. When the ninja uses world of deadly weapons they may either choose two qualities to bestow onto their improvised weapon, double the effect of a single quality, or choose to treat the object as an existing weapon and add one quality from the list of options.

Name: **Poison Hand** [Technique]

Technique cost: 17

Prerequisites:  Basic Poison training, Advanced Poison training, Master Poison training, Basic Kumite, Advanced Kumite

Effect: Through brutal and painful training the ninja has soaked their hand in so much poison that it is never again safe. The Ninja selects a poison that becomes permanently applied to their unarmed strike. Each day spent towards training this jutsu requires the ninja to willingly expose themself to one dose of this poison. It must be either a contact or injury poison. They do not have to voluntarily fail their save, but they do suffer any normal effects of a failed save. Missing a day of training undoes a previous day of training, requiring even more time and poison to be spent. Once the training is complete their unarmed strikes always are considered to have the poison applied. In the case of a contact poison, anything they touch with that hand will be affected. In the case of an injury poison any creature they attempt a heal check on will be affected. The ninja cannot deactivate this ability and so many choose to wear gloves or poison only a single hand.

Name: **Sanjuro** (Jutsu)

Technique cost: 17

Prerequisites:  Clean blade, Basic Kenjutsu, Advanced Kenjutsu, Master Kenjutsu

Chakra cost: None

Weaving: Taijutsu

Effect: Some strikes are so swift and clean that they barely seem to have happened until the sword slides back into it’s sheath. The Ninja gains the ability to delay the onset of the damage caused by their attacks. Anytime the ninja uses this Taijutsu with a sword weapon to deal damage they may choose to make the damage “Iai damage”, and the amount dealt is not revealed to the victim and has no effect on them. Damage reduction or resistance applies to Iai damage when it would be initially calculated. At any time, up to one round after the encounter ends, the ninja may decide as a free action to cause all Iai damage to become real damage, choosing at that time between lethal or nonlethal. This is considered one instance of damage for the effects of death from massive damage and if any of the attacks were called shots the ninja may choose one of those successfully struck areas and treat the total damage as a single instance for attempting to deliver a debilitating blow. Until the damage becomes “real” Iai damage cannot be healed, likewise the damage cannot be substituted out of either at the time it is calculated nor at the time it would be dealt.

Name: **Tombstone** [Technique]

Technique cost: 17

Prerequisites:  Basic Taihojutsu, Advanced Taihojutsu, Master Taihojutsu, Quick or dead, Shoot first

Effect: As part of the initiative roll the ninja may draw, fire, and reload a gun weapon, allowing them to load and fire an unloaded weapon, or fire and then reload an already loaded one. Additionally the ninja may take a full rounds worth of actions during the surprise round and if they kill a creature during that surprise round all of that creatures allies reduce their initiatives by -4. This penalty stacks if a creature has multiple allies die in this way during the surprise round A creature reduced to 0 initiative or less in this way is stunned for their first turn and is treated as being at 0 initiative.

Name: **Armored Citadel** [Technique]

Technique cost: 18

Prerequisites:   Armored Fortress technique, Armored wall technique, Basic Yoroijutsu

Effect: Small blows bounce and glance off of the ninja’s incredible defenses. While the ninja with this technique still has temporary hit points granted by Armored wall they ignore any damage less than that amount. For example a Ninja in full plate ignores any damage of 8 or less.

Name: **Bleeding windmill** (Jutsu)

Technique cost: 17

Prerequisites:  Weeping tiger jutsu, Heaven piercing drill, Basic Sojutsu, Advanced Sojutsu, Master Sojutsu

Chakra cost: None

Weaving: Full round

Effect: The Ninja advances forward whirling their spear weapon in a horrible bloody arc, carving through everything in their path. The Ninja moves up to their land speed and makes a spear weapon attack against every creature or object that they can reach at any point during this movement. These must be normal attacks and cannot be taijutsu or combat maneouvres. If successful the attacks deal the ninja’s normal damage but add the weapons damage dice again for every additional attack they could make on a full attack. This must be used with a single weapon, it cannot be combined with dual wielding. Thus a Ninja with base attack 17  and master Sojutsu using a two handed spear would deal 5 times their damage dice plus one and a half times their strength bonus.

Name: **Bolter** (Jutsu)

Technique cost: 18

Prerequisites:  Basic Taihojutsu, Advanced Taihojutsu, Master Taihojutsu, Hollowpoint, Full metal jacket

Chakra cost: None

Weaving: Taijutsu

Effect: The Ninja has mastered the art of firing truly deadly projectiles. When the ninja attacks using a gun weapon each shot fired explodes in a 20 ft burst of shrapnel, all creatures in the area must make a reflex save or take the weapons damage dice as bleed damage. A creature struck directly by the attack gets no save to resist this bleed. If the ninja’s dex bonus exceeds their charisma bonus they may use it to calculate the save DC for this jutsu.

Name: **Killer instinct** [Technique]

Technique cost: 18

Prerequisites:  Basi Tankenjutsu, advanced Tankenjutsu, master Tankenjutsu

Effect: The knife is the ultimate weapon for a perfect life ending strike to a vital area. When the ninja wields a knife weapon they double it’s critical threat range and increase it’s critical multiplier by one. If they have already doubled the threat range they instead increase it by 1, after the doubling. These bonuses stack with other effects that modify critical hits.

Name: **La sange est sur la branche** [Technique]

Technique cost:  18

Prerequisites:  Basic Bojutsu, Advanced Bojutsu, Master Bojutsu, Flying Dragon

Effect: Moving like a nimble monkey the staff master springs away from danger. As an immediate action the Ninja may move up to 10 ft from their current square. If this is done in response to an attack and brings the ninja outside of the reach or range of the attack then the attacker must roll twice and take the worst of the two results. If the effect is one that does not require an attack roll this ability does not protect the ninja unless they use it to leave the maximum range or area of effect, in which case they may roll their saving throw twice and take the better result.

Name: **Master Kumite** [Technique]

Technique cost: 18

Prerequisites:  Basic Kumite, Advanced Kumite

Effect: The whole of the world can be held in the hand of a true master. The ninja may select two abilities from the list provided by advanced kumite, or in lieu of those two choices they may choose to treat their fist weapon as any melee weapon or shield they are familiar with, taking on that weapons qualities, damage, threat range, reach and so on, while retaining any values of their own that are better. This also allows the ninja to use any taijutsu techniques, feats, and abilities specific to that weapon through their hands.

Name: **Truth itself** (Jutsu)

Technique cost: 18

Prerequisites:  Basic Kyūjutsu, Advanced Kyūjutsu, Master Kyūjutsu

Chakra cost: None

Weaving: Full round action

Range: see description

Effect: The ninja culminates all of their skill into a single absolute shot. As a full round action the ninja makes a single ranged attack using a bow weapon on all creatures in a straight line with a length equal to their bows maximum range. On hit the bow does it’s normal damage but adds it’s total damage again for every arrow the ninja would have been able to fire on a full attack, including from feats such as rapid fire, many shot and so on. Any object in the path of the arrow takes this damage as well. If the ranged attack would be a critical hit the ninja picks one target to roll confirmation against and treats all of the damage dice as the weapons base damage for the purpose of multiplying on a crit. If the Ninja wishes they may instead use this ability on a single target within their maximum range, rather than a line. Regardless the ninja takes no range penalties on the attack roll and the arrow attack cannot be deflected.

Name: **Gate of Death** (Jutsu)

Technique cost: 19

Prerequisites: Gate of opening, Gate of healing, Gate of life, Gate of pain, Gate of limit Gate of view, gate of wonder

Chakra cost: None

Weaving:  Free action, no hands

Range: Personal

Effect: The user of this technique opens the last of the 8 inner gates, causing the body to begin combusting as the user's chakra takes on a deep red shade as their very blood evaporates into a crimson steam and they seem to become something beyond human entirely. This Jutsu may only be used if all the previous gates are active. The user increases the strength bonus from gate of opening to +30 and their base land speed increase to +160 ft. Additionally the user may move and full attack as a full round action, taking their attacks at any time during their movement and dividing them up as they see fit. If the ninja attacks the same foe from 2 different squares that would flank this allows them to flank with them self. Furthermore the user may move across the air as if it were solid ground, allowing them full omnidirectional movement at their land speed. The user's stamina is raised to the point that they cannot be killed by normal hit point damage. Finally the user has access to all their remaining chakra for the day as if they had managed to meld all of it at once, on top of the bonus chakra granted by the gate of life. This effect ends when the gate of opening is closed and at that time the user is left on the brink of death. They collapse and one round later, die as their heart disintegrates. Only an effect capable of completely regenerating a destroyed organ is able to save them, if this is provided they suffer the drawbacks of using the gate of wonder but they sleep for one month before beginning the healing process.

Name: **Killing blow** (Jutsu)

Technique cost: 19

Prerequisites:  Basic Tankenjutsu, Advanced Tankenjutsu, Master Tankenjutsu

Chakra cost: None

Weaving: Taijutsu

Effect: Ending a life in a single blow is the trademark of a merciless knife master. When a ninja makes a knife attack using this taijutsu they take a -20 on the attack roll, but if they still hit the attack is automatically a critical threat.

Name: **Knockout punch** (Jutsu)

Technique cost: 19

Prerequisites:  Concussive impact, Basic Kumite, Advanced Kumite, Master Kumite, Knowledge taijutsu 15 ranks

Chakra cost: None

Weaving: 1 hand, Standard action

Range: Touch

Effect: The ninja has perfected the art of striking the opponent in exactly the place, with exactly the force, required to knock them out. The Ninja makes an unarmed attack against a foe within reach and on hit, in addition to dealing damage, the target must make a fortitude save or be knocked out for 1d4 rounds.  Even the sound of pitched combat will not wake them, only being struck for at least 10 points of damage will wake the target.

Name: **Sweep away** (Jutsu)

Technique cost: 19

Prerequisites:  Basic Onojutsu, Advanced Onojutsu, Master Onojutsu, Tearing through, Break the earth, shatterworld

Chakra cost: None

Weaving: Full round action

Effect: In a single devastating blow the master of the axe carves through everything. As a full round action the ninja creates a cone with a length of 50 ft+ 5 ft per point of strength bonus the user has. All creatures inside this cone take the user’s weapon damage with a reflex save for half. All unattended objects inside this cone take the Ninja’s weapon damage automatically as if the ninja attacked them. If the ninja is wielding multiple Onojutsu weapons they apply the total damage of all of them togather. All squares with hardness 30 or less become difficult terrain. Any effect inside the area that could be blown away by any amount of wind is blown away automatically.

Name:  **Perils of war** (Jutsu)

Technique cost: 19

Prerequisites: Improved called shot, Heal 14 ranks

Chakra cost: None

Weaving: Taijutsu

Effect: If the attack made as part of this taijutsu is successful, before damage is rolled, the ninja may choose to declare it as a called shot as long as the penalty would not have been enough to cause the attack to miss.

Name: **1,000 meter punch**  [Technique]

Technique cost: 20

Prerequisites: 100 meter punch, 10 meter punch, Chakra enhanced strength

Effect: A ninja with this technique may enhance the power of their 10 meter punch even farther. By increasing the chakra cost to 50 the user may launch their struck target an astounding 3,280 ft. If the launched foe hit's an obstacle they deal 20d6 damage to the obstacle instead of 3d6.

Name: **A kill a day** [Technique]

Technique cost: 20

Prerequisites:  Knowledge taijutsu 20 ranks, War god

Effect: For some, there is nothing but battle and all else falls away. The user of this technique is revitalized by combat. Each time the ninja enters combat they extend their lifespan by 24 hours. This increase is cumulative and has no limit. Despite the name of this technique they do not need to kill their foe, nor even to win. Additionally each hour that the user spends preparing or training for a fight rejuvenates their body, counting as a full night’s sleep for the purpose of recovering from ability damage, fatigue, or injury. Lastly the ninja suffers no penalties for aging, any penalty to their physical ability scores due to old age is removed.

Name: **Five Point Palm Exploding Heart** (Jutsu)

Technique cost: 20

Prerequisites:  Basic Kumite, Advanced Kumite, Master Kumite, Knockout punch, Knowledge taijutsu 20 ranks

Chakra cost: None

Weaving: 1 Hand, Full round action

Range: Touch

Effect: The dreaded “touch of death” is known by many names, but the effects are always the same. The Ninja makes an attack with a fist weapon against their opponent. If they hit, in addition to dealing damage, the target must make a fortitude save or die instantly as it’s heart explodes. If the ninja wishes they may set a condition when they use this jutsu and the target meeting that condition is instead what causes them to die. Common conditions are things like Taking five steps, drawing a weapon, or so on, though some may choose to grant their target a day or even a year to live and set their affairs in order. Regardless of the condition if the fortitude save was failed then death is inevitable.

Name: **Grand Master Shaori** [Technique]

Technique cost: 20

Prerequisites:  Tough enough, Shaori

Effect: The ninja’s body becomes like a sheet of silk fluttering in the wind, so loose and free that nothing can harm it. The Ninja’s shaori technique now applies to all forms of weapon damage.

Name: **True Master** [Technique]

Technique cost: 20

Prerequisites:  At least two fo the follow: Master Tessenjutsu, Master Tankenjutsu, Master Sojutsu, Master Onojutsu, Master Kumite, Master Kenjutsu, Master Kamajutsu , Master Gekiganjutsu, and Master Bojutsu. And Martial confluence for those two styles.

Effect: There is no style beyond the reach of a true master. Anytime the ninja identifies an opponents taijutsu using knowledge taijutsu they gain the ability to use that particular taijutsu move for the current encounter. If the ninja later wishes to learn that particular taijutsu they need only pay for it using technique or apprentice points, as if they had already spent the time required to learn it. Additionally the Ninja may treat any weapon they wield as being in all taijutsu groups for the purpose of taijutsu techniques and abilities. The ninja gains a refund for any technique points spent on martial confluence.

Name: **Merciless blitz** [Technique]

Technique cost: 20

Prerequisites: Basic Nintaijutsu, Advanced Nintaijutsu, Master Nintaijutsu

Effect: When someone with this technique uses a jutsu as a standard or full round action they may also make a full attack in the same round that functions identically to a normal full attack. This replaces the free attack granted by Master Nintaijutsu.

Name: **Wargod** [Technique]

Technique cost: 20

Prerequisites: Combat reflexes, Base attack bonus 15+

Effect: A ninja with this technique is never safe to engage in close combat. Moving into the ninja’s threatened squares provokes an attack of opportunity.