recursal/Fanatic-Fandom huggingface dataset:
Lucky Combo

* **Type:** Taijutsu

**Subtype:**

**Rank:** 7

**Complex:** A-Class

* **Learn DC:** 22

**Learn Success:** 5

**Perform DC:** 24

**Perform Rank:** 10

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** This technique is based solely on the user's luck, and can be either a complete waste of time or a profitable gamble. The user rolls a d20 per level and, depending on the result, he may either be in luck or waste his time. If the user rolls a 20, he makes an attack with his held weapon at his maximum attack bonus against the targeted creature. If he rolls a 7, he gains a cumulative +1 luck bonus to hit for any attacks he may gain during this technique, while a 13 results in a cumulative -1 penalty to future attacks. Rolling two 1 in a row abruptly ends the technique, and the user may not roll any more dice even if he had not reached the maximum. Any other number appearing on the dice have no effect.
Ice Ring Blast Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

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

**Area:** 10-ft. radius burst

**Duration:**

* **Description:** See Godai Taigeki: Sandan Jutsu technique.
Medical Ninjutsu: Secrets - Pain Numbing

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 6

**Complex:** A-Class

* **Learn DC:** 21

**Learn Success:** 4

**Perform DC:** 23

**Perform Rank:** 9

* **Time:** 1 full-round action

**Range:** Melee Touch

**Area:**

**Duration:** 1 minute/level (D)

* **Description:** Using this technique, the user is able to numb the sensation of pain in the touched creature's body. As a result of this technique, the touched creature will be able to make 1 move or attack action per round even when reduced below 0 hit points and dying. While under the effects of this technique, the subject will be unaware of the damage it has taken until the effects fade, but will also suffer a -2 penalty to his Dexterity score and initiative checks.
Mind Synthesis Technique

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 6

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 attack action

**Range:** 10 feet

**Area:**

**Duration:** 1 round/level (D)

* **Description:** The target believes that every effort made against the or another target designed by him (refered to as 'nemesis') is futile, and sometimes has the opposite effect. Everytime the subject performs an offensive action against its nemesis, it suffers a cumulative -1 morale penalty to skill checks, ability checks and attack rolls made to act against said nemesis, up to -10. An offensive action can be a melee or ranged attack (each action triggers the penalty, not each attack), a technique or an outside source caused by what the subject believes to be itself (the nemesis setting off a trap note, for example). Even if the nemesis is affected, it will believe otherwise and may even suffer a backlash as it believes it was itself targeted by the action. Furthermore, every offensive action it takes against its nemesis, the subject must make a Will save to avoid suffering non-lethal damage equal to the damage dealt by the action had it been successful (half that if under the cumulative non-lethal damage rule, minimum 1). Effects not dealing direct damage are not affected. This technique can be dispelled. Both the penalty and the non-lethal damage, as well as the effects of the non-lethal damage, disappear when the illusion fades or is dispelled.
Iron Wire Killer Magnet Combo

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 9

**Complex:** B-Class

* **Learn DC:** 23

**Learn Success:** 3

**Perform DC:** 24

**Perform Rank:** 11

* **Time:** 1 attack action

**Range:** Wires (see text)

**Area:**

**Duration:** Instantaneous

* **Description:** By focusing his chakra through the coiled wires around a creature trapped by Kousen Shibari no Jutsu, the user is able to create a deadly magnet that will attract all metal objects of Small size or smaller to the target. Damage dealt by this technique is as though the character was struck by falling objects. Only unattended objects within 30 feet are drawn by the magnet, the rest are unaffected.
Mudslide Barrier

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 hour/level (D)

* **Description:** Doryuuheki creates a wall of rock that can merge into adjoining rock surfaces. A Doryuuheki is up to 5 inch thick per level of the user and composed of up to one 10-ft. wide by 10-ft. high plane per level. You can double the wall's area by halving its thickness. The wall created must be vertical, and rest upon a firm foundation. Each 10- foot square of the wall has 2 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness. Once the duration expires, the wall slowly returns to the earth. If a Doryuuheki is erected onto or below a structure, it may suffer 10d12 points of earth damage (left to the GM's decision). Material Focus: A medium (at least 50 liters) source of earth, sand, rock or mud nearby.
Sword Art: Thrust

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes a single attack with his sword against a creature and benefits from a +1 critical range increment for this attack. This increase does not stack with other non- permanent critical range increment. Material Focus: The user's sword.
Lightning Dragon Blast Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

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

**Area:** One 10-ft.-square

**Duration:** Instantaneous

* **Description:** Using this technique, the user creates a large dragon of yellow lightning energy, which he will use to cleave his enemies in half and burn them to a crisp. Any creature caught in the area of effect suffer 7d6+5 points of electricity damage from the dragon's bite, damage which can be halved with a successful reflex save.
Infinite Air Wave Slash

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 12

**Complex:** A-Class

* **Learn DC:** 27

**Learn Success:** 4

**Perform DC:** 29

**Perform Rank:** 15

* **Time:** 1 full-attack action

**Duration:** Instantaneous

* **Description:** As per Kuuhazan, except that Mugen Kuuhazan allows the user to make a full-attack action instead of a single attack. The user send his attacks as a 30 foot long and 5-foot wide line that completely ignores concealment, but no longer adds the reach of his weapon to the length of the line. Material Focus: The user's Medium (or properly sized depending on the user's size category) or larger slashing weapon.
Ice Ruin Burst

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 10

**Complex:** B-Class

* **Learn DC:** 23

**Learn Success:** 3

**Perform DC:** 25

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** 60 feet

**Area:** Cone-shaped burst

**Duration:** Instaneaneous

* **Description:** See Godai Ransatsu: Shodan Jutsu technique.
Thousand-Bird Needles

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 3

**Complex:** S-Class

* **Learn DC:** 19

**Learn Success:** 6

**Perform DC:** 23

**Perform Rank:** 7

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** This technique requires that the user have at least 1 chidori or raikiri effect active (including Chidori Nagashi). The user fires 2 chidori senbon at targets within range, each dealing 1d4+1 points of electricity damage. The chidori senbon automatically hit regardless of concealment (barring total concealment, in which case the user must still guess the square) or cover, and cannot be avoided with instant action defensive technique such as Kawarimi no Jutsu. More than one chidori senbon can hit a single target.
* **Empower:** The user can throw an additional chidori senbon for 1 point of chakra per senbon,maximum 1 per level or 10.
Iron Wire Style: Steel Dragon Blast

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 9

**Complex:** B-Class

* **Learn DC:** 23

**Learn Success:** 3

**Perform DC:** 24

**Perform Rank:** 11

* **Time:** 1 attack action

**Range:** 20 feet or 30 feet (see text)

**Area:** Cone-shaped burst

**Duration:** Instantaneous

* **Description:** This technique can only be performed in Kousen Ryu stance. The user may make a single attack with his battle wire against all creature within the cone of effect. The attacks deal normal damage, but cannot score a critical hit. The range is 20 feet when using a battle wire, or 30 feet when using a long battle wire.
* **Empower:** A character with 2 or more levels in the Livewire class can empower this technique. Atthe cost of 1 point of chakra, the user can increase the damage dealt by 1 die, up to 5additional damage die.
Rock Concealment Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

**Range:** Personal Target: You

**Area:**

**Duration:** 10 minutes/level (see text)

**Description:** The user can camouflage himself near any dirt, rock or stone formation of his size or larger. He gains a +10 bonus to Hide checks and can hide while being observed and without any cover so long as he remains immobile. In addition, the user can partially merge with the a rock or stone formation of his volume or larger and gain damage reduction -5. This technique lasts only as long as the user remains in direct contact with the stone formation, and the bonus to Hide checks is halved against creatures who can See Chakra.
Minor Illusion Technique

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 full-round action

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

**Area:** 50-ft radius emanation (S)

**Duration:** 1 minute/level (D)

* **Description:** This technique allows the user to make minor modifications within the radius of the technique in order to trick or deceive someone. He may make up to one minor change per character level. This technique only affects unattended objects or create the illusion of an object, and cannot be applied to held weapons or creatures. A minor change is something insignificant, such as changing the inscription on a door, making a Small object or smaller appear or disappear and such, but it cannot affect a creature or directly cause harm in any way. A creature that interacts with an object created by this illusion will notice that something is out of place immediately. This technique cannot be disbelieved until it is identified or studied, and can be dispelled. Disbelieving the illusion doesn't dispell it, however. Dispelling the illusion renders the subject immune to this instance of the technique, but does not affect another creature's perception of the illusion.
Katsuyu: Immense Network Healing

Activation
 Cooldown
 Saving Throw

**Katsuyu: Immense Network Healing** is a cooperation ninjutsu used by Katsuyu and its summoner using the link shared via the Strength of a Hundred Seal.

## Usage Edit

Firstly, Katsuyu divides its body into several smaller clones, and then each attaches itself to a person. The slug's summoner then channels their medical chakra through Katsuyu, who in turn transfers it to the wounded person, healing their wounds, restoring their stamina and chakra reserves.

This technique allows the user to heal a great number of persons simultaneously regardless of distance. While using this technique, the user is linked with Katsuyu, shown when Tsunade was able to communicate directly with the slug, had a sense of what Katsuyu was encountering on the battlefield, her reaction to Katsuyu finding Kakashi Hatake apparently dead,and later when she told Chōji Akimichi that his father was still alive after a brief pause.
Infiltration Current Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 full-round action

**Range:** Personal

**Area:** 5-ft radius emanation centered on the user

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

* **Description:** This technique shields any creature and object from video and audio recording devices, so long as they remain in the emanation radius, reducing any image recorded by a video surveillance device to a faint outline, almost invisible to the naked eye, and sounds recorded by audio recorders to a low crackling sound. Any creatures being attacked or attacking within the field will disrupt it entirely, ending the technique for everyone. The technique also grants invisibility to creatures relying on electronic devices to see, such as certain types of robots. While the technique is useful for many tasks requiring stealth, it sometimes makes life more difficult. A stoplight sensor under an intersection might not pick up a motorcycle with machine invisibility. Automatic sliding doors at the supermarket won't open for the subject of the technique. Talking on the telephone or radio is also impossible.
Sword Art: Secret Skill - Hand Cutter

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous and 5 minutes (see text)

* **Description:** The user performs a iaido attack against his target. If it hits, the user applies his Strength modified 1.5 times to damage and deals an additional 1d6 points of damage every 2 levels (maximum 4d6). The target must make a Fortitude save if hit to avoid suffering 1d4 points of temporary Dexterity damage for 5 minutes. The target gains a +2 bonus to saves against this technique each consecutive time it is targeted by it during the same 24 hours period. Material Focus: A piercing or slashing weapon with a solid sheath that is no larger than the user's size category, and no smaller than two size categories below the user, or a katana.
Ice Crystal Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 3

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action or instant action

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

**Area:**

**Duration:** 1 minute/level (D)

* **Description:** Using this technique and his advanced blood, the user is able to create a five foot wide by 7 foot tall ice wall anywhere within range. The wall is a mere 4 inch thick, has 12 hit points, a hardness of 2 and Break DC of 15. It can grant a Medium-size creature three- quarter cover. Defensive Maneuver: Once per day as an instant action, the user may perform this technique to aid himself or an ally to defend against an incoming attack; doing so provokes an attack of opportunity. Skill threshold does not apply to defensive maneuvers. To defend against the attack, the user must make a Perform check (as per Hyoushou no Jutsu, mastery counts) opposed to the opponent's attack roll or technique's Save DC +10. Success creates the barrier normally. Failure by less than 10 allows the technique to be performed anyway, but at one-half again its normal cost. Defensive maneuver must be declared before knowing the result of the attack. Failure by more than 10 means that the chakra spent trying to avoid the attack is wasted, and the technique fails. Defensive maneuver has a chakra cost of 4 and allows the user to defend against an attack or effect from an opponent with a Challenge Rating equal to his level or 1, whichever is lower. Defensive Maneuver does not count as Avoiding an Attack and is usable a separate number of times a day. Using Hyoushou no Jutsu as a defensive maneuver counts towards the number of times per day Chibounushi no Jutsu and Ryokujun no Jutsu can be used as such.
* **Mastery:** Every step of mastery in this technique increases the number of times per day it can beused by 1.The first step of mastery in this technique increases the Challenge Rating of attacks theuser can defend against to his level or 5, whichever is lower.Every step of mastery after the first increases the Challenge Rating of attack he candefend by 5 or up to his level, whichever is lower.Mateiral Focus: A small (at least 15 litres) source of water, snow or ice nearby.
Quaking Earth Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 2

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 15

**Perform Rank:** 3

* **Time:** 1 attack action

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

**Area:** One 10-ft.-square (S)

**Duration:** Instantaneous

* **Description:** Using this technique, the user presses his hand to the ground and is able to cause a slight tremor in the ground, causing standing creatures to fall prone. All creatures caught in the area of effect must make a Reflex save to avoid falling prone.
Roaring Thunder Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 14

**Complex:** S-Class

* **Learn DC:** 29

**Learn Success:** 5

**Perform DC:** 34

**Perform Rank:** 18

* **Time:** 1 attack action

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

**Area:** 40-ft. radius burst

**Duration:** Instaneaneous

* **Description:** See Godai Ransatsu: Sandan Jutsu technique.
Ishimaru Style:First Stance

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 13

**Learn Success:** 2

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** At the beginning of his turn, the user declares the usage of this technique and enters the First Stance, thus gaining a +2 competence bonus to unarmed attack damage.
Swift Fists: Secret Skill - True Undodgable Fist

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 5

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** Melee, plus 10 feet

**Area:**

**Duration:** Instantaneous

* **Description:** Same as Kensoku: Iaiken except that the user can hit any creature within his melee reach, plus 10 feet. The user makes single unarmed attack roll, which he gains a +4 bonus to. If the attack hits, it deals normal damage plus an additional 1d6 every 2 levels (maximum 10d6, not multiplied on a critical hit). The target must make a Fortitude save to avoid being knocked back 1d6x5 feet and be dazed for 1 round.
* **Mastery:** With the fifth step of mastery in this technique, the range increases by an additional 10feet.
Ice Point Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 2

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 15

**Perform Rank:** 3

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** With this technique, the user creates small projectiles from ice and snow and uses his Chakra to send them at his enemies at high speed. The user must make a ranged attack roll at his highest attack bonus for each projectile. If it hits, the projectile deals 1d4+1 points of cold damage. Material Focus: One pound of ice or snow per projectile.
Ninja Art: Shuriken Skill - Hurricane Crusher

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 25

**Learn Success:** 1

**Perform DC:** 17

**Perform Rank:** 5

* **Time:**

* **Description:** As Ninpou: Shurikenjutsu - Reppurenshou, but the user makes two thrown weapon attack: one attack at his highest attack bonus, and one attack at a -5 penalty. Material Focus: Two thrown weapon.
Sword Art: Upward Cut

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 12

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user performs a basic kenjutsu cut, from the groin and up. The user makes a single attack with his held weapon and gains a +1 bonus to his damage roll. Material Focus: The user's held slashing weapon.
Ice Wall Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 full-round action

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

**Area:**

**Duration:** 1 round/level (D)

* **Description:** Using this technique, the user is able to form a wall from the ice or snow lying about to possibly halt or block the progression of a creature or object. The wall is 1 feet wide and 1 feet tall per level of the user, rounded to the nearest 5-foot unit (a wall formed by an 8th level character would be 10-ft. wide and 10-ft. tall.) The wall is 1 inch thick per level of the user, and has a Break DC equal to 15 + the user's level. Until the wall's hit points are reduced to 0, a creature succeeds the Break DC or the duration expires, it will hold on and let no creature or object pass through. Material Focus: A medium (at least 100 litres) source of water, snow or ice nearby.
Medical Ninjutsu: Treatment - Poison Ward

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 8

**Complex:** S-Class

* **Learn DC:** 24

**Learn Success:** 5

**Perform DC:** 28

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** Melee Touch

**Area:**

**Duration:** 1 minute/level or until discharged (D)

* **Description:** This technique will grant the touched creature a quasi-total immunity to poisons and diseases for the duration of the technique, based on its chakra. The subject becomes immune to the next disease or poison effect he is subjected to, at which point the technique is discharged.
* **Empower:** The user can spend 3 chakra to immunize the subject against an additional poison effectbefore the technique is discharged, maximum 1 every 5 levels or 5.
Reaping Air Talons Technique

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 14

**Complex:** S-Class

* **Learn DC:** 29

**Learn Success:** 5

**Perform DC:** 34

**Perform Rank:** 18

* **Time:** 1 attack action

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

**Area:** 40-ft. radius burst

**Duration:** Instaneaneous

* **Description:** See Godai Ransatsu: Sandan Jutsu technique.
Sword Art: Secret Skill - Piercing Dragon Fang

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user uses focus and precise movements to give the illusion that the attack comes from a different direction than intended. The technique has roots in Kenjutsu, but can excecuted with any weapon (or lack thereof). The user makes a melee attack with his held weapon, or unarmed, and gains a +2 bonus to attack and weapon damage rolls. The attack gains a kawarimi defense 1 every 6 levels (maximum 3).
Shinobi Secrets: Killing Intent

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 7

**Complex:** E-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 7

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** 1 round

* **Description:** This technique enhances the fear stimuli exhibited by the user with a burst of chakra and murderous intents, thus making the user appear far more threatening to weak-willed creatures. He gains the frightful presence extraordinary ability (see Monster Special Qualities for details) with a Will save (DC 10 + 1/2 user's level + Cha modifier). A failed save renders a creature Shaken for 2d6 rounds. If the creature has 15 less hit dice than the user or a Wisdom score of 3 or lower, it becomes Frightened for 2d6 rounds. This technique can be used only once per day. Mastery does not count towards the user's level to determine the save DC. A successful save renders the creature immune to the user's fightful presence for 24 hours. Once per encounter, this technique can be used to cancel the effect of frightful presence used by an enemy with the Sakki technique. This expends a daily use of the technique.
* **Mastery:** The second and fourth step of mastery in this technique allow the user to use thetechnique an additional time per day each.
Medical Ninjutsu: Treatment - Paralysis

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Melee Touch

**Area:**

**Duration:** Instantaneous

* **Description:** The subject gains a +4 resistance bonus against a paralysis effect affecting it and may make another saving throw against it. This technique does not affect mind-affecting effects.
* **Mastery:** The first, third and fifth step of mastery in this technique increases the save bonus by +1,up to a total of +7.With the fifth step of mastery, the user gains the ability to use the technique on himself1/day, even while paralyzed.
Taijutsu: Ten-Ton Style Throws - Chokeslam

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user grabs his target by the throat and lifts it in the air before slamming it into the ground. This technique can only be performed when the user is in a grapple with the target. The user makes a grapple check and performs the chokeslam if he succeeds. The powerslam deals the user's unarmed attack damage plus 3d6, and the character must make a Fortitude save to avoid losing his Dexterity bonus to Defense until the start of his next turn. The target will be prone after being hit by the chokeslam, but no longer grappled.
* **Empower:** The user can spend an additional 1 point of chakra to increase the damage dealt by 1d6,up to a maximum of 5d6.
Celestial Arc Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

**Range:** 20 feet

**Area:** Semicircular electrical wave, centered on the user's hands

**Duration:** Instantaneous

* **Description:** The user sends a powerful surge of electrical energy forward in a white arc that serves to damage and stun the enemies. All creature caught in the area of effect take 6d6 point of electrical damage, which can be halved with a successful Reflex save. In addition, any creature suffering damage from the technique must make a Fortitude save or be stunned for 1d3 rounds afterwards.
Shadow Replication Reinforcement Technique

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 8

**Complex:** S-Class

* **Learn DC:** 24

**Learn Success:** 7

**Perform DC:** 28

**Perform Rank:** 12

* **Time:** 1 full-round action

**Range:** Melee Touch

**Area:**

**Duration:** 30 minutes/level (D)

* **Description:** Using this technique, the user is able to make a Kage Bunshin much more dangerous and versatile. Upon receiving this technique, the clone's hit points double, it gains a +1 bonus to attack rolls and defense as well as the ability to use any of the user's technique up to Rank 6 on its own, with a Chakra Pool equal to technique's Chakra Cost, plus any point the user may decide to spend, adding to the chakra cost of the technique. The clone will also gain 1 hit points per level of the user (maximum 15) The clone is no longer limited to the standard range of the user, and can move freely according to its creator's wishes. The chakra cost of this technique is equal to one third of the user's total Chakra Pool, rounded up. If this technique is used on a tajuu kage bunshin, it instantly becomes a normal kage bunshin. The user can create up to two Kyouka Kage Bunshin at once. The targeted clone will last for the duration of this technique instead of the standard Kage Bunshin no Jutsu duration.
Swirling Wind Strikes

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 full-attack action

**Range:** Personal

**Area:**

**Duration:** Instantaneous

* **Description:** The user spins upon himself as he moves forward, creating the entrancing effect of a swirling dance of death. The user is able to move his full movement distance as part of this technique. Because of his spinning movements, he gains a +4 deflection bonus to defense against attacks of opportunity provoked from moving through a threatened area. As he moves, he may make an attack against one creature every two levels (maximum 5), but cannot strike the same creature more than once. The attack cannot score a critical hit, and he must make at least a 5-ft. movement in-between each attacks. The target must make a Spot check (DC 10) to avoid losing its dexterity bonus to Defense against the user's attack, but the user cannot apply sneak attack damage while using this technique. The user must make a Fortitude save (DC 11+2 per attacks dealt) after using this technique to avoid being nauseated for 1 round.
Soaring Blast Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 move or full-round action

**Range:** Personal

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique causes the user to fly through the air at his base land speed (or at his run speed, if used as a full-round action) as though flying with a clumsy maneuverability. The user can only fly in a straight line and cannot soar upwards at an angle over 45 degrees. The speed is doubled when moving at an angle greater than 45 degrees downward but lesser than 90 degrees. The user does not suffer falling damage from moving in this manner. This technique cannot be used more than once every two rounds.
Spitting Water Spines Technique

* **Type:** Ninjutsu

**Subtype:** Suiton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user creates thin needles out of water to shoot out and make his targets into porcupines. He may make a ranged attack with every spine at his highest attack bonus to target any creature within range (each creature can be targeted more than once with the spines). If an attack hits, it deals 1d4 points of water damage. Because of the speed of the needles, the user gains a Kawarimi Defense 1 against his attacks. If the user is immersed in water, he may discard the Half Seals component, but the skill threshold and perform DC increase by 5. Once the technique is over, every spines dissolve into water. Material Focus: A tiny (50 ml. per spine) source of water or other non-poisonous liquid nearby.
Mind Lapse Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 1

**Complex:** C-Class

* **Learn DC:** 14

**Learn Success:** 2

**Perform DC:** 14

**Perform Rank:** 2

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 round

* **Description:** With this technique, the user forces the subject's mind to loop back a few seconds and continue with its normal thought pattern. The subject, if it fails its save, repeats the actions it took on its previous turn. If the situation changed in such a way that the subject can no longer perform the action (foe is dead or no longer in range, Chakra Pool too low for the action to be safe), the subject takes no action for 1 round instead. The subject still retains the ability to defend normally and does not lose its Dexterity bonus to Defense.
Minor Fire Ball Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 attack action

**Range:** 5 ft./2 levels

**Area:** 5-ft. wide line

**Duration:** Instantaneous

* **Description:** The far more known, and incidentally much less damaging, lower-ranked counterpart to Goukakyuu no Jutsu has the user spit out a ball of flame in a small line. Any creature caught in the area of effect suffers 2d4 points of fire damage that can be halved with a successful reflex save. The line cannot extend farther than 20 feet.
* **Empower:** The user may chose to spend 1 additional point of Chakra to increase the damage by 1d4,up to 1d4 per level, maximum 5d4.
Snow Forest

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 13

**Complex:** Super S-Class

* **Learn DC:** 30

**Learn Success:** 6

**Perform DC:** 38

**Perform Rank:** 18

* **Time:** 1 minute action

**Range:** 0 feet

**Area:**

**Duration:** 1 hour/level (D)

* **Description:** Using this technique, the user creates a sea of trees formed by ice and snow around him, and this technique can understandably only be used outdoors on a snowy plain. The trees formed by this technique are all reasonably sized, as would a several decades old forest be (from Medium to Huge size). They do not impede movements any more than a normal forest would, nor are any more slippery than normal trees. The trees do not have foliage and provide very little to hide with. They do not in any way provide more cover or advantages to the user, but he does have the ability to dismiss trees singly or in group.
Three-Hit Kill Technique - Third Strike

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 9

**Complex:** S-Class

* **Learn DC:** 25

**Learn Success:** 5

**Perform DC:** 29

**Perform Rank:** 13

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** Sangeki is the last of a three-part combination used as a sure-kill technique. This technique can only be used after using Igeki and Nigeki with the same weapon on the same target in the last 5 rounds. The user makes an attack at his highest attack bonus with his held weapon, a second attack at -5 and a third at -10. The attacks deal weapon damage plus 1d6 on a successful hit and force the target to make a Fortitude save to avoid being stunned for 1 round, and a second save to avoid suffering 1d6+1 points of damage. Each successful hit provokes a massive damage saving throw as if it had exceeded the target's MAS. The additional damage are not multiplied on a critical hit.
Tornado Blast Technique

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

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

**Area:** 10-ft. radius burst

**Duration:**

* **Description:** See Godai Taigeki: Sandan Jutsu technique.
Templates

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Medical Ninjutsu: Secrets - Minor Rebirth

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 8

**Complex:** S-Class

* **Learn DC:** 24

**Learn Success:** 5

**Perform DC:** 28

**Perform Rank:** 12

* **Time:** 1 full-round action

**Range:** Melee touch

**Area:**

**Duration:** Concentration (up to 1 minute/level)

* **Description:** This technique allows the user to heal a badly wounded living creature and bring it back to life, so to speak. Katou Saisei heals 2 hit points on the round which it is used, and an additional 2 hit points every minutes after that, as long as the user maintains contact with the target (see Chiyu - Shodan Jutsu technique for more details). This technique may heal a creature whose hit points are below 0, but only if that creature is stabilized.
Soul Edge

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** 0 feet

**Area:**

**Duration:** 1 minute/level (D)

* **Description:** The user creates a shapeless, weightless blade of chakra. The blade counts as a shortsword properly sized to the user, but can only be sundered by chakra-enhanced attacks (for a Medium-sized character, the soul edge would deal 1d6 points of damage, crit 19-20/x2). The sword will appear in the user's hand and will instantly dissipate if he is disarmed or it ever leaves his grasp. The sword counts as chakra-enhanced when delivering attacks, and has a hardness of 6 and 4 hit points.
Shadow Clone Technique

Shadow Clone Technique

**Subtype:** Chakra Control

**Rank:** 4

**Complex:** B-Class

* **Learn DC:** 18

**Learn Success:** 5

**Perform DC:** 19

**Perform Rank:** 6

* **Time:** 1 full-round action

Range: Short Range

Area: 5ft per class level

Duration: 4 rounds

Saving Throw None

Similar to the basic Clone Technique, this technique creates copies of the user, however, these clones are corporeal instead of illusions. The user's chakra is evenly distributed among every clone, giving each clone an equal fraction of the user's overall power. The clones are capable of performing techniques on their own, including the Shadow Clone Technique itself,[and can even bleed, but will usually disperse after hit by a strong enough force. The clones can also disperse on their own, or be dispelled by the user of the technique. Being the most realistic of all clones these clones give the user an additional 1d8 for reflex saves. Despite the Shadow clone giving help to training for jutsus in the series , the shadow clones do not have any addition help to DC checks involving training.
Kenjutsu Master

## Special information

### Chakra Flow: **Weapons** (F)

Chakra flow Weapons allows you to add the Chakra Flow bonus and the nature affinity from your character to weapons that you are proficient in adding Chakra flow to.

### Disarm

You can disarm your opponents as a free action with a bonus stated in your sheet.

### Unconditioned Evasion

At 5th level or higher if a Kenjutsu specialist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save and in addition will take no conditions, she instead takes no damage. Evasion can be used only if a Kenjutsu specialist is wearing light armor or no armor.
Mythical Phoenix Fire Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 6

**Complex:** C-Class

* **Learn DC:** 19

**Learn Success:** 2

**Perform DC:** 19

**Perform Rank:** 7

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** The user spits out small fireballs at one or more creature. The targeted creature must make a Reflex save to avoid taking 2d6 points of fire damage for each seed it was targeted with. If a creature was hit for a total of 15 or more fire damage, it catches on fire unless it succeeds an additional Reflex save (only once).
* **Empower:** The character can spend 1 point of chakra per seed to increase the damage by 1d6. Asingle creature cannot be targeted with more than 1 damage die per level. This cannot bedone for individual seeds, and all must be empowered at once.
Swallowing Ice Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** To properly perform this technique, there must be at least 2 feet of snow or ice below the target if it is Tiny or smaller, 5 if it is Small or Medium size, 10 if it is Large, 20 if it is Huge, 30 if it is Gargantuan and 50 if it is Colossal. The snow and ice underneath the target will open up and swallow the target unless it makes a Reflex save to avoid falling in the technique. A creature so buried is only partially exposed and cannot move, perform any actions other than a free action and is immobilized until it can succeed three Escape Artist or Dexterity check (DC 18) in a row. A trapped creature suffers 1 point of Cold damage per round unless it succeeds a Fortitude save (DC 12) or wears warm, thick clothing or fur (or is under the effects of Unki Tate no Jutsu).
Sword Art Secret Technique - Cut and Thrust

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 full-attack action

**Range:** Charge

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user executes a standard charge which, if the attack is successful, grants him a free Bull Rush attempt without provoking an attack of opportunity. Material Focus: The user's sword.
Training: Counter Throw

* **Type:** Training

**Subtype:** Chakra Control

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 26

**Learn Success:** 1

* **Time:**

* **Description:** The user gains a +2 bonus to defend against grapple, bullrush, trip or overrun attempts while under the effects of the Ki Nobori or Tadayou techniques. This bonus does not extend to checks made to escape a grapple.
* **Mastery:** The second and fourth steps of mastery increase the bonus by +1.
Samurai Tempest

## Special information

### Lure of Misconception

The Samurai Tempest lures you into her blade. Every time her attack roll fails, her opponent must make a Will saving throw with a DC of 16 to avoid being hit by her basic attack. The DC increases by 1 every 4 Class levels.

### Hit of a Thousand in One

The Samurai Tempest attacks are so quick and confusing to the opponent, that the opponent believes they are only being hit once or twice when in reality are being hit 3-6 times a second. The Samurai Tempest only has to roll 1 attack roll for each of her hits. If she is successful the first time she will not have to roll again and all of her attacks hit. If She fails, she applies *Lure of Misconception,* but then none of her other attacks hit.

### Evasion

At 7th level or higher if a Samurai Tempest makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Samurai Tempest is wearing light armor or no armor. A helpless/prone Samurai Temptest does not gain the benefit of evasion.

### Grasping Reality

At level 8 samurai temptest's Genjutsus become 5% more real. This bonus increases 9, 12, 16, and 19th levels.

### Improved Evasion

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

### Evasion Strike

At 14th Level, A Samurai tempest after becoming a sly devil in the art of avoiding enemy attacks. The Samurai Tempest after Evading a technique using Evasion, the Samurai Tempest gains a successful basic attack as an immediate action.
Piercing Fang

* **Type:** Taijutsu

**Subtype:**

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 3

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 full-attack action

**Range:** Charge

**Area:**

**Duration:** Instantaneous

* **Description:** This technique can only be used while in Shikakyu no Jutsu state or with the Feral Combat class ability, with enough space between the user and his opponent to execute a Charge. The user makes a charge with his claw or feral combat attack at his highest attack bonus. If it hits, the attack deals normal damage but he adds his Strength modifier to damage twice. The user also ignores 5 points of hardness from objects when using this technique. An animal companion may execute this technique only in Juujin Bunshin state (often during a pincer maneuver called Gatsuuga).
* **Mastery:** The user ignores an additional point of hardness of objects for every step of mastery inthis technique.With the fifth step of mastery in this technique, if the user has 6 or more levels in theBeastmaster class, he may spend an additional 8 points of chakra to make an additionalmelee attack at his highest attack bonus, with a -5 penalty, once per encounter.
Medical Ninjutsu: Treatment - Chakra Pathways

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

**Range:** Melee Touch

**Area:**

**Duration:** Instantaneous

* **Description:** This technique allows the user to heal 2d6 points of tenketsu damage, or 1d2 points of temporary chakra coil damage, or 1 point of permanent chakra coil damage to the subject. It can only be used on the same creature once per 24 hours.
Rock Explosion Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user focuses his Chakra into the ground through his hand and destroys rocks and boulders that are in direct contact with the ground. The boulders literally explode and rocks shoot out to harm the creatures around them. All damage suffered by the technique can be halved with a successful Reflex save (DC 15) Small: Deals 1d6 points of earth damage to creatures in a 5 feet radius and costs 2 points of Chakra. Medium: Deals 2d8 points of earth damage to any creatures within 10 feet at the cost of 4 points of Chakra. Large: Deals 3d10 points of earth damage to any creatures within 20 feet at the cost of 6 points of Chakra. Huge: Deals 4d12 points of earth damage to any creature within 30 feet at the cost of 8 points of Chakra. The targeted boulder will be destroyed after using this technique, and cannot be used again to create a similar explosion. The hand or hands created by Shouchite and Kaigeki Chite no Jutsu can be used as large boulders for the purpose of this technique, but since they are controlled by the user's Chakra, this feat can only be done by the user himself.