recursal/Fanatic-Fandom huggingface dataset:
Speed of Lightning

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

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

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

* **Description:** + 10 ft./2 levels); Target: You; Duration: Instantaneous; Saving Throws: None; Chakra Resistance: No; Chakra Cost: 3. The user overloads his body with lightning-natured chakra and moves at astonishing speeds for a short period of time. The user teleports to any free square within range large enough to contain him instantly as per teleport extraordinary ability. This mode of movement has no visual nor auditory cue, and can only be used once per encounter. The user cannot move through he could not normally fit through, but can ignore bad terrain. Avoid an Attack: Once per day as an instant action, this technique can be used as an Avoidance maneuver against any effect that requires an attack roll. The user makes a Perform check against the opponent's attack roll (minimum 21). The user can only do so while not flat-footed or denied its Dexterity bonus to Defense. Skill threshold does not apply to avoid an attack. Chakra resistance does not apply when avoiding an attack Attempting to Avoid an Attack costs 3 points of chakra and can only be done if the attack comes from a source with a Challenge Rating equal or lesser than the user's level or 10, whichever is lower. If successful, the user is able to take a teleport up to 50 feet, as above. This effectively creates a diversion to hide. Avoiding an attack must be declared before knowing the result of the attack roll. Failure means that the chakra spent trying to avoid the attack is wasted, and the technique fails. Each use of Avoiding an Attack stacks with all other techniques with effects that allow you to Avoid an Attack, such as Hijou Kawarimi no Jutsu or Kawarimi no Jutsu. Avoiding an attack in this manner does not count towards the number of times per encounter the user can use this technique.
* **Mastery:** Every step of master in this technique after the first allows the technique to be used anadditional time per day, up to 5/day.The first, third and fifth steps of mastery after the first increases the Challenge Rating ofattack he can defend by 5 or up to his level, whichever is lower.The third step of mastery allows the user to perform this technique up to three times perencounter when not avoiding an attack, but no more than once per round.The fifth step of mastery in this technique does not limit the user in the number of timeshe can use this techniques when not avoiding an attack, but no more than once per round.
Bridge of Heaven and Earth

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 3

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 full-round action

**Range:** 0 feet

**Area:**

**Duration:** Concentration (up to 1 round/level) plus 3 rounds

* **Description:** The user creates a floating bridge, or stairway, from nearby rocks and clumps dirt. The stairway begins in front of the user's square and continues for 5 feet per level. It may incline upwards up to 45 degree, or slope downwards at a similar angle. A single 5-ft. square can support a Medium or smaller creature.
* **Mastery:** The second and fourth steps of mastery in this technique increase the width of thestairway by 10 feet.
Shinobi Secrets: Stances - Striking Tiger

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** For the duration of this technique, the user is able to fight prone without penalty. If the user so wishes, attack rolls made during this stance are modified by Dexterity instead of Strength.
Method of Life Exchange

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 6

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 full-round action

**Range:** Touch

**Area:**

**Duration:** Concentration (up to 1 round/2 levels)

* **Description:** This technique is a very convenient way of taking care of injuries on the battlefield, because of the way it acts quickly and accurately to close almost any sort of wounds. It falls in the category of 'too good to be true,' however, as it also burns the user's life as he uses it, almost as fast as he heals his charge, rendering it rather useless on one's self. Every round the user concentrates, he heals his target 1d6 points of damage it had previously taken, while the user suffers 1d6 points of damage. This technique may not heal a target whose hit points are lower than 0. As per any 'Iryou Ninjutsu: Chiyu' techniques, once used on a creature for more than 3 rounds at once, this technique also triggers chakra overload for 1 hour. Instead of healing a said amount of hit points of damage, the effects will be reversed and the target will suffer an amount of negative energy damage every minute or round equal to the amount of hit points the technique would normally heal, as long as it is maintained.
* **Mastery:** With the first step of mastery, the amount of damage taken by the user every rounddecreases to 1d4.With the third step of mastery, the amount healed by the technique every round increasesto 1d6+1.With the fifth and final step of mastery, the amount healed by the technique increases to1d6+3.
Medical Ninjutsu: Healing - Fourth Rank

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 12

**Complex:** S-Class

* **Learn DC:** 28

**Learn Success:** 5

**Perform DC:** 32

**Perform Rank:** 16

* **Time:**

* **Description:** As per Chiyu - Shodan and Nidan Jutsu, to a greater extent. The target is healed at a rate of 1d10+4 hit points per minute but this technique does not heal a target whose hit points are lower than 0. A Medical Specialist of level 1 or higher heals the target every 5 rounds, and the duration changes to Concentration (up to 5 rounds/level). A Medical Specialist of level 7 or higher heals the target every round, and the duration changes to Concentration (up to 1 round/level). A Medical Specialist of level 8 or higher may discharge the technique and instantly heal the target 5d10 +1 per level, maximum 5d10+20. It does not trigger the reverse effect of medical techniques unless used three times on the same target within the same encounter.
* **Mastery:** Should this technique be mastered, the user can use the technique from 5 feet awayinstead, but doing so increases the skill threshold and perform DC by 10.
Dance of the Camellia

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 4

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 full-attack action

**Range:** Personal

**Area:**

**Duration:** Instantaneous plus 1 round (see text)

* **Description:** The user makes a full-attack action with his bone weapon against any single creature, and gains an additional attack at his highest attack bonus with a -5 penalty. The user gains a +1 bonus to Reflex saves and +1 dodge bonus to Defense for 1 round afterwards.
Armed Technique: Muscle Destroyer

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** The user makes a melee attack with his held weapon. If it hits, it deals half weapon damage and the target must make a Fortitude save. On a failed save, the target suffers a -1 penalty to speed or strength ranks for 5 minutes (user's choice). The penalty stacks up to 2 times. Each successful save against this technique grants the target a +2 bonus for 24 hours. Material Focus: The user's held weapon.
Hand-to-Hand: Finishing Blow

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 13

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 attack action

**Range:** Melee attack

**Area:**

**Duration:** Instantaneous

* **Description:** This technique can only be used once per encounter on a prone opponent. The user makes a single melee attack with his held weapon or unarmed and, if it hits, deals weapon damage as though one size category larger and gains a +2 bonus to rolls made to confirm a critical hit.
* **Mastery:** The second and fourth step of mastery allow the technique to be used an additional timeper encounter.
Conductor Shock 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:**

**Duration:** Instaneaneous

* **Description:** See Godai Ransatsu: Yondan Jutsu technique.
Swift Fists: Secret Skill - Body Flicker Combo

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

**Area:**

**Duration:** Instantaneous

* **Description:** The user flickers in-between foes and strikes them with quick and devastating blows. The user makes an attack against his primary target with his held weapon or unarmed. If it hits, the attack deals 8d6 points of damage of the appropriate type. From then, the user may move to any secondary target within 20 feet once every 2 levels, with each secondary target being within 20 feet of the last. The user makes an attack against the secondary target that deals half the damage dealt to his primary target on a hit. The attacks cannot score a critical hit, and a target cannot be hit by this technique more than once. The movement is done as though with Shunpo, and may spring traps and leave footprints.
* **Mastery:** With the first step of mastery in this technique, the user is able to deal non-lethal damageby taking a -4 penalty to attack rolls and perform checks, assuming his weapon allows it.
Crushing Mud Wave Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 11

**Complex:** S-Class

* **Learn DC:** 27

**Learn Success:** 5

**Perform DC:** 31

**Perform Rank:** 15

* **Time:** 1 attack action

**Range:** 15 ft. / level (see text)

**Area:**

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

* **Description:** With this technique, the user summons a gigantic wave of mud that will crush anything and everything before it. From the user's current location, a 35 feet wide and 15 feet tall wave of soil will rush onward at the speed of 60 feet per round. Any creature of Large size or smaller caught in the wave must succeed a Reflex save or be pushed backward 2d6x5 feet and suffer 2d6 points of earth damage. Any structure caught in the wave, even those larger than Large size, suffer triple damage but are not pushed backward. Flying creatures are affected only if the wave can reach up to them, and Huge or larger creature are not affected. If a Katon technique was used with the wave as its target or in its area of effect, it will deal 1d4 point of fire damage per two ranks of the technique used per round to creatures and structures caught in it for 1d4+1 rounds. If a Deishouha collides with another or a Bakusuishouha, Suishouha or Daibakufu no Jutsu, they will cancel each other out. The user must have his hands in direct contact with the ground for the time he concentrates on the technique. Material Focus: A huge (at least 300 cube foot) source of earth, sand, rock or mud nearby.
Poison Detection Technique

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 1

**Complex:** C-Class

* **Learn DC:** 14

**Learn Success:** 2

**Perform DC:** 14

**Perform Rank:** 2

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 round/level (D)

* **Description:** By merely concentrating, the user is able to determine whether any creature in a Close range is poisoned or not. In other words, the user is able to sense the disturbance in the poisoned creature's body, and react to it. The user may also determine what type of poison is at work by succeeding a Wisdom check (DC 20).
Great Dragon Projectile

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 7

**Complex:** A-Class

* **Learn DC:** 22

**Learn Success:** 4

**Perform DC:** 24

**Perform Rank:** 10

* **Time:** 1 full-attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user focuses a large amount of Chakra to his mouth and spits out a long line of chakra shaped in like a dragon. The user is able to focus the blast and target multiple enemies with it. The dragon initially deals 8d6 points of fire damage to the primary target, and can be directed to target any creature within 30 feet (1 per 2 level, maximum 12), dealing half damage to any secondary target. All damage suffered by the dragon can be halved by a successful Reflex save, and all creatures suffering damage from the dragon must make an additional Reflex save to avoid catching on fire. Who the dragon targets is entirely up to the user, who can freely chose to affect fewer secondary targets than his maximum.
Swift Fists: Undodgeable Fist

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes a single unarmed attack at his highest attack bonus with a +2 bonus to attack roll. The attack deals normal damage plus 1d4 points of damage every 3 levels (maximuim 4d4, not multiplied on a critical hit). If the attack scored a critical hit or exceeded the target's massive damage threshold, it will be dazed for 1 round (Fortitude negates the daze effect). A spot check (DC equal to the attack roll), high speed sight 1 or speed rank 1 or higher (even while dormant or suppressed) is required to clearly see the movement. The user must have a set of clothing with waist-level pockets or suffer a -4 penalty to meet the technique's perform requirements.
* **Mastery:** With the fifth step of mastery, the technique can be used on a target 5 feet farther than theuser's reach if there is no obstacle between them and the target has no cover.
Sticky Fire 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:** Close (10 ft. + 5 ft./2 levels)

**Area:**

**Duration:** 1 round/level

* **Description:** Using this technique on a creature currently caught on fire, the user is able to increase the potency and durability. The creature's Reflex save to put out the fire increases by 3, and the fire damage dealt each round gets a +1 bonus to damage per die.
Bow Art: Basic Shot

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Projectile weapon

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes an attack with his held projectile weapon at his highest attack bonus with a +1 bonus to attack and weapon damage rolls. Material Focus: A hankyuu, daikyuu or greatbow.
Lay on Hands

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 3

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 minute

**Range:** Touch

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** The user lays his hand on the target's chest and gently allows his chakra to seep into its chakra coils and be absorbed. The subject gains 2 points of chakra. This technique can only be used on a single creature once per day. A character with 5 or more levels in the Elementalist (doton) class can reverse the petrification from a creature by using this technique.
* **Mastery:** The fifth step of mastery in this technique allows the user to replenish the subject's chakrareserve by the same amount isntead of its chakra pool, and prevent chakra depletion ifused within 5 minutes of suffering the condition. It can only be obtained at ECL 15 orhigher.
Overwhelming Emotions Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 round/level (D)

**Cooldown:** 5 rounds

* **Description:** This harmful Genjutsu is known for exhilarating or terribly frightening effect it conjures up in the target's mind. If the target is a free spirit or in peace with itself, it will fall prone and laughing from the effects of this technique for the determined duration. A laughing character is not helpless, but can take no action. If the character is brooding or remorseful, the technique will have the opposite effect and will render the target panicking for the duration of this technique.
Thunder Sword

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

**Range:** 0 feet

**Area:**

**Duration:** 1 round/level (D)

* **Description:** The user focuses his chakra in his hand, turning it into electricity and molding it into a blade. The thunder sword is wielded like a ninja-to. Attacks made with it are melee touch attacks that deal 1d6 points of electricity damage +1 point per three levels of the user (maximum 1d6+5). The blade is immaterial, and the user cannot apply his Strength modifier to damage with it. On a successful hit, if the targer carries a large amount of metal or is soaking wet, it must succeed a Fortitude save (DC 13) or be Stunned for 1 round.
Healing Technique

Activation
 Cooldown
 Saving Throw

The user gathers healing chakra into a white orb and moves it over injured areas. Sakura used this trying to heal Kakeru Tsuki. But, because too much time had passed since Ishidate's Petrification Gauntlet inflicted the wound, she was unable to heal the injuries or ultimately save the king.
Might of the Thunder God: Avatar Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 15

**Complex:** Epic

* **Learn DC:** 40

**Learn Success:** 8

**Perform DC:** 45

**Perform Rank:** 10

* **Time:** 1 full-round action

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

**Area:**

**Duration:** 1 round / level (D)

* **Description:** This ultimate technique of the Hidden Cloud is literally the physical embodiment of the Thunder God. Using the Thunder God Armor, which is little more than legendary scrap metal, the user fills it with Chakra which will quickly turn into electricity and form the avatar. For the duration of this technique, the Thunder God Armor will become animated and turn into the Thunder God Avatar (see Creature section for details). The Avatar cannot disobey the user and will only be destroyed once it reaches 0 hit points or the technique ends. Material Focus: The unique artifact, armor of Raijin.
Secret Technique: Strength of a Thousand

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 12

**Complex:** A-Class

* **Learn DC:** 27

**Learn Success:** 5

**Perform DC:** 29

**Perform Rank:** 15

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

**Range:** Personal or Melee Attack

**Area:**

**Duration:** Instantaneous plus 2 rounds (see text)

* **Description:** This technique allows the user to gain immense strength in very short bursts, and requires perfect timing, chakra control and knowledge of anatomy, ninjutsu, and taijutsu. The user makes an unarmed melee attack against a single creature. If it hits, the attack deals normal damage plus 1d6 points of damage every 2 strength charges spent, up to 1d6 per level or 15d6. The target is also pushed back 1d4x5 feet per extra damage die, halved with a successful Fortitude save. If the attack targets an inanimate object, it will not be pushed back but suffer 1d10 damage every 2 strength charge spent instead and ignoring all hardness. For two rounds afterwards, the user will count as though two size categories larger for the purpose of determining carrying capacity, wielding weapons, grapple, overrun, trip and bullrush, and generate 1 strength charge per round. This technique can also be used as an instant action to increase the user's effective size category by 1 every 2 strength charge spent. This bonus applies during grapple, bullrush, overrun and trip, and grants a +4 bonus to break checks per strength charge spent. This bonus does not stack with the bonus provided by the Strength rank abilities, and lasts for 2 rounds
* **Empower:** The user can spend an extra strength charge to multiply his carrying capacity 1.5 percharge spent while the effect lasts.The user can spend 2 strength charge to increase his effective size category further by 1for the duration of the effect.
* **Mastery:** With the fifth step of mastery, the user can deal additional damage by spending 1 strengthcharge per damage die instead of 2.
Spear Art: Hassun

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes an attack at his highest attack bonus with his held weapon against a single target that deals double damage on a successful hit. Material Focus: The user's spear, naginata or quarterstaff.
Other Changes to 5th Edition rules

## **No AC**

Yes, we don't have an AC, in fact we have an armor amount that is added directly like a health bar. We use your reflex bonus as an additional attack roll success against your opponent's attack roll. Read more about attack roll in combat

## **Ability Modifiers**

Ability modifiers are a direct number you get from your dice roll at start. Each time you level up, you receive one additional point to add where ever you'd like.

## **"Hit Points"**

We use an amount of Health points rather than Hit Points. This is different cause your direct character building is a bit more different and indept to where your hit points can not be changed after you've gotten them. You can however increase your Endurance 3 points higher through training.
Tracking Thunder Web Techique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 3

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 attack action

**Duration:** Concentration

* **Description:** To properly use this technique, the user must keep his hand in direct contact with the ground, or touch a Small sized or smaller metal object that is in direct contact with the ground. In doing so, the user is able to spread his Chakra as low-voltage electrical waves that will alert him of the position of all creatures of Tiny size or larger stepping onto his web, regardless whether they are visible or not. He will not be able to identify the creature beyond what size category it is, but will be able to pin down its position immediately, thus removing the need to guess the square in order to hit an invisible creature. If the at any point loses contact with the ground, the technique ends. The web does not extend to walls, trees or other surface, and only affects creature coming directly in contact with the ground.
Soaring Dragon Flash

* **Type:** Taijutsu

**Subtype:** Mobility

**Rank:** 12

**Complex:** A-Class

* **Learn DC:** 27

**Learn Success:** 5

**Perform DC:** 29

**Perform Rank:** 16

* **Time:**

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

* **Description:** This technique is the same as Hirameku, except as specified above and as follow. The user counts as invisible for the distance traveled with the Hiryuusen (see 5th step of Mastery for Hirameku for details). The invisibility ability is negated with high speed sight 7 or higher.
* **Mastery:** With the third step of mastery in this technique, the user counts as though he moved witha flight speed of perfect maneuverability, allowing him to move normally through spacewithout provoking attacks of opportunity. If he does not land on a solid surface after theshort burst of speed, he will begin to fall immediately.
Temple of Nirvana Technique

* **Type:** Genjutsu

**Subtype:**

**Rank:** 6

**Complex:** A-Class

* **Learn DC:** 21

**Learn Success:** 4

**Perform DC:** 23

**Perform Rank:** 9

* **Time:** 1 full-round action

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

**Area:** 40-feet-radius emanation (S)

**Duration:** Instantaneous plus 1 minute/level (see text)

* **Description:** This technique is exactly the same as Jukusui no Jutsu, except that it targets a whole area and the target falls asleep after its next turn unless the technique was dispelled. The victims have the impression that pure white feathers are falling from the sky for the duration of the technique. Subjects with hit dice over 10 gain a +1 bonus to Will saves made to resist this technique, +2 at level 15 and +3 at level 20. This technique can be dispelled.
Metal Mending Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 5

**Complex:** D-Class

* **Learn DC:** 17

**Learn Success:** 1

**Perform DC:** 16

**Perform Rank:** 5

* **Time:** 1 full-round action

**Range:** Melee Touch

**Area:**

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

* **Description:** This technique allows the user to repair one simple or moderate Large or smaller object made primarily of metal or rock. Doing so requires the user to make a Craft (mechanical) check DC equal to the item he seeks to repair. Every minute spent concentrating on the object mends it for 1 hit points. If the user does not have the Mastercraft feat, the object has a 10% chance of losing its mastercraft quality when being repaired. A failed Craft check means that the chakra is spent, but the technique will not function properly.
Sword Art: Stance - Heavenly Blade

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 full-round action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** It is said that true mastery of one's sword comes from enlightenment. To achieve this enlightenment, the user closes his eyes and embraces the flow of combat, letting his other senses guide him. While in this stance, the user gains a blindsense that extends to 1 feet per level (rounded to the nearest 5-feet unit) and gains a +3 insight bonus to Defense against creatures within the blindsight, as well as immunity to doujutsu and gaze attacks and any effect a blind creature is immune to. Any opponent beyond that range have total concealment (50% miss chance) against the user, and he loses his Dexterity bonus to defense against their attacks.
Medical Ninjutsu: Healing - Fifth Rank

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 16

**Complex:** Epic

* **Learn DC:** 36

**Learn Success:** 8

**Perform DC:** 46

**Perform Rank:** 24

* **Time:**

**Duration:** Concentration (up to 4 minutes)

* **Description:** As per Iryou Ninjutsu: Chiyu - Shodan Jutsu, except as above and as follow: Every minute the user concentrates on this technique, the subject is healed for one-quarter its total hit points, including stamina damage. A Medical Specialist of level 1or higher heals the target every 5 rounds, changing the duration to Concentration (up to 2 minutes). At 7th level, the Medical Specialist heals the target every round, changing the duration to Concentration (up to 4 rounds). A Medical Specialist of 10 levels or higher can discharge this technique as it is being performed, instantly healing the subject for 5 hit points per level. The reverse effect of medical techinques is also not triggered unless used three times on the same target during the same encounter.
* **Mastery:** Should this technique be mastered, the user can use the technique from 5 feet awayinstead, but doing so increases the skill threshold and perform DC by 10.
Gust of Wind Technique

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

**Range:** 60 feet

**Area:** Cone-shaped burst

**Duration:** 1 round

* **Description:** The user, when he uses this technique, creates a severe blast of air (approximately 50 mph) affecting all creatures in its path. A Tiny or smaller creature on the ground is knocked prone and rolled 1d6x15 feet, taking 1d4 points of nonlethal damage per 10 feet. Small creatures are knocked prone by the force of the wind and blown back 1d6x10 feet. Medium creatures are unable to move forward against the force of the wind and are blown back 1d6x5 feet. Large or larger creatures may move normally within the Ichijin effect. A successful Reflex save may prevent a creature from being blown back (and possibly knocked prone). A gust of wind can't move a creature beyond the limit of its range. Any creature, regardless of size, takes a minus 4 penalty on ranged attacks and Listen checks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
Mud Blast Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**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.
Ishimaru Style: Second Stance

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 3

**Perform DC:** 16

**Perform Rank:** 4

* **Time:**

* **Description:** Same as Ishimaru Ryu - Shodan Dachi, except as mentioned above and as follow. The user enters the Second Stance of the Ishimaru Style. He gains a +2 bonus to unarmed attack and damage rolls. If he kills or disables an opponent with an unarmed attack (death, effects of massive damage, unconscious from non-lethal damage), he gains an attack of opportunity against any adjacent opponent.
Speech Impediment Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 4

**Complex:** B-Class

* **Learn DC:** 18

**Learn Success:** 3

**Perform DC:** 19

**Perform Rank:** 6

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 minute/level (D)

* **Description:** The subject slowly loses the ability to read, write and speak languages as the technique overstimulates the language center of its brain. The subject may still attempt to speak, but it will only spew gibberish; it may attempt to read, but will not understand; it may attempt to write, but will only scribble. This effect happens progressively as the technique lasts. 1st round: The subject loses the ability to read or write its non-native languages (languages not granted by a race). 3rd round: The subject loses the ability to speak or sign its non-native languages. 5th round: The subject loses the ability to read or write its native languages. 7th round: The subject loses the ability to speak or sign its native languages.
Privacy Field Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 full-round action

**Range:** 0 feet

**Area:**

**Duration:** Concentration plus 1 minute/level (D)

* **Description:** This technique creates a zone of privacy around the user. Any ordinary creature, as well as creatures without a chakra reserve or with no rank in the Chakra Control skill are affected by this technique. The user can only concentrate on this technique until he first leaves the privacy zone, which does not move with him. Affected creatures automatically ignore unusual sightings and sounds from within the privacy zone, writing it as perfectly normal and not worthy of any attention, and will always try to avoid stepping into the privacy zone, or if forced within, try to leave as soon as possible. Each round spent inside the privacy zone allows a creature to save in order to disbelieve it. Any effect that causes an affected creature damage, or extremely loud or visual events, such as a bomb, will not be ignored and the affected creature may attempt to disbelieve the technique each time one such event occurs. This technique cannot be dispelled.
* **Mastery:** The first, third and fifth step of mastery increase the radius of the privacy zone by 10 feet.
Pretense of Speed Technique

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** 1 round/level (D)

* **Description:** By means of this technique, the user casts a clever illusion upon himself. Using shifts in the ambiant light and Chakra, he is able to give off the illusion that his movements are delayed, and suddenly catch up to him as he moves, giving the illusion that he is moving at great speeds. For the duration of the technique, attacks directed against the user have a 30% miss chance from affected creatures. This technique has no effect on blind creatures or those not relying on sight, and cannot be used in low-light or darkness. Though See Chakra grants no benefit against this technique, See Through Chakra negates the miss chance entirely. If the technique is disbelieved, the miss chance still persists, but the user can dispel the technique's effect upon himself and become immune to this instance of the effect. This immunity does not apply to another creature using Jisoku and does not apply if the user reapplies the effect after cancelling it.
Dragon Fire Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 attack action

**Range:** 40-feet

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** To properly use this technique, the user must target a creature caught within Kousen Shibari no Jutsu, or bound in such a way that the flames can follow a direct path to the target, and be right beside the origin of the technique (or have used the technique himself) or path. As some Katon techniques, Ryuuka has the user shoot a long stream of fire that follows the path set towards the bound creature. The target of this technique suffers 6d6 points of fire damage and must make a Fortitude save or catch on fire for 2d6+1 rounds. Once the technique is completed, the iron wire or rope that binds the target will be destroyed and the target freed.
Medical Ninjutsu: Secrets - Miracle Rebirth

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 14

**Complex:** Super S-Class

* **Learn DC:** 31

**Learn Success:** 6

**Perform DC:** 39

**Perform Rank:** 19

* **Time:** 1 hour

**Range:** 5 feet

**Area:**

**Duration:** Instantaneous

* **Description:** This technique is an extremely powerful but also immensely costly to perform alone. It is fairly well known, but most hidden villages seldom have strong enough medics to perform it. The target is put on a stasis the moment the user starts to perform the technique�stasis which ends if the user is interrupted. While in the stasis, the subject does not lose hit points damage from dying, all poisons, diseases or other periodic effects (including positive effects like regeneration or fast healing) are delayed. All delayed effects resume if the stasis ends before the technique is completed, and the time spent concentrating counts as though the same duration had really passed and the creature was never put in a stasis. When the technique is completed, the target is healed of all negative level, including levels drained from a force or creature, restoring the creature to the highest level it had previously attained. If the subject had died one round before being put in the stasis, it is brought back to -9 hit points and stable. The creature is also healed of all poisons and diseases, temporary and permanent ability damage and ability drain, paralysis, insanity effects, nausea, blindness, deafness, fatigue, exhaustion and all tenketsu damage and chakra coils damage, both temporary and permanent, and is immediately stabilized if it was dying. If the subject was missing a limb, and the limb was recovered and severed less than 5 days ago, it can be reattached without penalty to the subject, but won't be usable for 1 week afterwards. Severed heads cannot be reattached. The subject will heal hit points (and hit points only) twice as fast during bed rest for 1d4 days afterwards. The user may have up to four 10th level or higher characters with at least 1 level in the Medical Specialist advanced class aiding him performing this technique, each granting a +2 circumstance bonus to the Ninjutsu, and taking a fraction of the technique's chakra cost (100 for a single assistant, 66 for two, 50 for three and 40 for four assistants). Each assistant must concentrate on the technique for the whole time it is being performed, and benefit from the circumstance bonus provided by multiple assistants as the user. The aids do not need to be able to perform the technique. If an aid cannot pay the chakra cost, the technque fails. Only the user pays the XP cost. XP Cost: 1,000 XP.
Sword Art: Absolute Fighting Skill - Blurring Sword

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** This attack uses great speed to create a blurring effect in its wake. It was the signature technique of a wandering assassin, and popularized by various swordsmen who sought greatness. This technique can only be user when the user is Speed Rank 2 or higher and with his sheathed weapon. The user makes a single melee attack against all adjacent creatures with his chosen weapon and deals an additional 2d4 points of slashing damage, plus 1d4 every 4 levels (maximum 6d4). The additional damage is not multiplied on a critical hit, and the user cannot deal sneak attack damage when using this technique. At the user's wish, his sword will be sheathed or unsheathed after using this technique. Material Focus: A piercing or slashing weapon with a solid sheath no larger than the user's size category, or a katana.
Shadowblade

Special Information

### Chakra Flow: Chakra Blade

Chakra blade allows the ShadowBlade to use his chakra as a weapon without a special proficiency or a blade to use at all. The Chakra blade takes form of any blade like weapon the user wishes. The blade deals a 1d6 + STG of damage including the Chakra Flow: Weapons damage as well as it is made from the chakra release of the user.

### Shadowrun

The user embodies shadows and can move through them. This allows them to move as if sliding on a metal slide. However ends their movement turn. The user can choose where to get the slide.

### Empowered 3rd Strike

With 20 Chakra the ShadowBlade can use an Empowered strike after his first two BAs. The Empowered Strike can not be blocked by fortitude and can not be dodged by reflex. It's a guaranteed hit, however it only applies the damage from the weapon and the damage from the user's strength. No other multipliers or conditions can be applied.

###

### Damage of A True Shinobi

Every Empowered Strike will deal True Damage as the shinobi has learned to pierce the chakra of the enemy. The amount of Damage will also steal the same amount of chakra from the enemy.

### Black Clone

Black clone is the result of every movement action, After the Shadow Blade moves from any location, A clone is represented in his place that is represented as a black figure. This figure is that of a shadow that can damage physically with a the BAB of the ShadowBlade as it's damage. After the Shadowblade's turn the clone disperses. A clone can not be left in the place of a Shadowrun.

Lucky Darkness

If a Shadowblade is 20ft away from an enemy she can use Lucky Darkness to become unseen as she blinds any target of her choice. While an enemy is blinded the Shadowblade can use melee attacks on the enemy from 20ft away. Even if the enemy is blinded without using Lucky Darkness. The enemy gets a penalty of -3 Reflex against all saves during this time.

God of Darkness

If the Shadowblade is to go below 50% of his max health, he can become unable to be damaged for 2 rounds. In addition while in Shadowrun, a black clone is represented in the place of the previous location the Shadowblade was standing.
Hypnotism Technique - Foresight Technique

* **Type:** Genjutsu

**Subtype:** Doujutsu

**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:**

**Duration:** 1 round/level (D)

* **Description:** With this technique, the user is able to force the subject's train of thought in a very distinct pattern easy to recognize for him. For the duration of the technique, if the target fails to realize the trick and resist it, the user gains a +2 insight bonus to attack rolls, skill checks and defense against that one creature. The weakness of this genjutsu is that it can only be used on one creature at once, and its effect must cease before the user uses it against another creature. This technique can be dispelled, once the Genjutsu is detected.
Piercing Fang: Second Form

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:**

* **Description:** Same as Gatotsu Isshiki, except as above and as follow. If the attack hits, the target must make a Fortitude save or fall prone and take an additional 1d6 points of damage. This technique can only be used once per encounter. Gatotsu Nisshiki can only be used on a creature that isn't flying, swimming or underground.
* **Mastery:** The first, third and fifth step of mastery increase the number of time Gatotsu Nishiki canbe used in an encounter by 1.Material Focus: A piercing or slashing weapon.
Poison Mist

Activation
 Cooldown
 Saving Throw

Chakra is kneaded within the body and then changed into special chemical substances which is then ejected through the mouth. When this substance comes in contact with the air outside the body, it instantly changes and is transformed into a mist of deadly poison. The poison's ability to kill is tremendous, as even just breathing in a small amount will mean the end of the target's life. As this technique combines ninjutsu, chemistry, and medical knowledge, using it requires fine chakra control and advanced ability in medical ninjutsu.[1]

## Variations

* Ibuse used a variation where it causes the target's body to go numb in a matter of seconds after inhalation, rather than cause instant death as with Shizune's usage. With the targets paralysed, Hanzō can attack at his leisure. This poison, however, must first be generated and stored for five minutes within Ibuse's body before using this technique.[2]
Lightning Edge

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 8

**Complex:** S-Class

* **Learn DC:** 22

**Learn Success:** 6

**Perform DC:** 28

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** Personal (see text)

**Area:**

**Duration:** 1 round/3 level (see text

* **Description:** This technique is a weaker but more practical version of the Chidori. It lasts longer, takes less Chakra and can be performed faster. As with the Chidori, the user choses which hand will bear the Raikiri. Said hand will not be able to hold any item or weapon for the duration of the technique; should the hand be the user's off-hand, he suffers a -4 penalty to attack rolls (the two-weapon fighting feats halves this penalty). Unlike Chidori, this technique deals 1d8+1 point of piercing damage, 1d6+1 point of sonic damage and 1d4+1 point of electricity damage on a successful touch attack, and scores a critical hit on a natural roll of 18 to 20, to deal double damage. Only the piercing damage is doubled. As with the chidori, the user may use the Ryuutsuki technique to increase the technique's efficiency. On a successful hit with the Ryuutsuki, the user may instantly discharge the Raikiri but deal triple the normal damage instead (though if he has two or more raikiri active, only one is expended). On a critical hit, the multiplier increases by 1 instead, and all damage is quadrupled. He still suffers the standard Chidori's -4 penalty to Defense and the loss of his dexterity bonus to defense until his next turn. The Raikiri, like the Chidori, counts as a small weapon and can be used with the weapon focus feat (uses the same feat for both) and for two-weapon fighting. Because of the noise and light made by the technique, a creature may make a Spot or Listen check (DC 5) to notice the user, even if he was hiding. If the the conditions are met (creature is flanked, denied its dexterity bonus to defense, etc) the user can deal sneak attack damage in addition to standard damage with the Raikiri. Attacks made in this manner count as chakra-enhanced for the purpose of bypassing damage reduction.
Mud Wave Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

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

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

**Duration:** Instaneaneous

* **Description:** See Godai Taigeki: Shodan Jutsu technique.
Medical Ninjutsu: Healing - Third Rank

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 11

* **Time:**

* **Description:** As per Chiyu - Shodan and Nidan Jutsu, except that the effects are once again greater. The target is healed at a rate of 1d8+3 hit points per minute. This technique may not heal a target whose hit points are lower than 0. A Medical Specialist of level 1 or higher heals the target every 5 rounds, and the duration changes to Concentration (up to 5 rounds/level). A Medical Specialist of level 7 or higher heals the target every round, and the duration changes to Concentration (up to 1 round/level). A Medical Specialist of level 6 or higher may discharge the technique and instantly heal the target 4d8 +1 per level, maximum 4d8+15. It does not trigger the reverse effect of medical techniques unless used three times on the same target within the same encounter.
* **Mastery:** Should this technique be mastered, the user can use the technique from 5 feet awayinstead, but doing so increases the skill threshold and perform DC by 10.