recursal/Fanatic-Fandom huggingface dataset:
Sword Art: Dual Kodachi Style - Blazing Cross

* **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:** To properly use the technique, the user must be wielding a kodachi in each his hands. Using this technique, the user makes a single melee attack with the weapon in his main at a -4 penalty. If the attack hits, the user deals damage as though he had struck with both his main and off hand weapon. On a critical hit, only the main hand weapon is multiplied.
* **Mastery:** With the third step of mastery in this technique, the user's attack gains a kawarimi defense1.With the fifth step of mastery in this technique, the user's penalty to attack roll whenmaking this attack is reduced to -2.Material Focus: The user's two held light slashing weapons.
Don't Stress Mausi Out!

**Don't Stress Mausi Out!** is the second episode of The Grieving Girl.

## Plot

Marigraciela tried not to stress The Grieving Girl out,but something's scary happens to them when someone peeved her off.

## Characters

* Marigraciela
* The Grieving Girl
* The Pet Shop Owner
* Tabitha
* Pablo Picasso
* Rafeal Rodriguez

## Trivia

* It is revealed that The Grieving Girl used to get stressed out when she was alive.
Rising Dragon Snowstorm

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 4

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

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

**Area:** 15-ft. radius, 30-ft. high cylinder

**Duration:** Instantaneous

* **Description:** This technique calls forth two ice dragons rising toward the sky in a tornado-like movement, causing anyone caught in the area of effect much grief due to the biting cold. Any creature caught in the area of effect suffers 6d6 point of cold damage, which can be halved with a successful Fortitude save.
* **Empower:** Damage dealt by this technique can be increased by one die at the cost of 2 additionalpoint of Chakra, though it may not exceed 1d6 per level or 10d6.
Shark Water Blast Technique

* **Type:** Ninjutsu

**Subtype:** Suiton

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 3

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user creates a gigantic shark made of water and sends it flying to the enemy to blast it away. The target of this technique suffers 7d8 points of water damage. Damage dealt by this technique may be halved with a successful reflex save. Material Focus: A small (at least 20 liters) source of water within the technique's range.
Medical Ninjutsu: Practice - Diagnosis Technique

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 2

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 15

**Perform Rank:** 3

* **Time:** 1 full-round action

**Range:** Melee Touch

**Area:**

**Duration:** Instantaneous

* **Description:** This basic medical technique allows the user to completely analyze the willing creature touched and determine what conditions is currently plaguing it. Upon completion of this technique, the user will instantly detect any blindness, daze, deafness, exhaustion, fatigue, nausea, paralysis and stun effect, as well as Chakra overload (from overuse of Chiyu techniques) and any poisons or diseases and determine whether or not they are permanent. In addition, the user will know the approximate Chakra Pool and Hit Points the touched creature has left (rounded to quarter units, e.g. 3???4 full).
An important question

Thumbnail

### Description

Just watch the video, it says it all! :)Thanks so much for posting comments and forgiving me, but there are so many comments, I can't reply them all, I'm sorry!

**An important question** is a Nintendogs and general video posted by SuppaLisa in 2008. It was posted as an apology for being inactive for 2 months. She asked her viewers if they we're angry about it.
Medical Ninjutsu: Treatment - Eyes and Ears Disorder

* **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:** The technique removes blindness or deafness (the user's choice), whether the effect is normal or comes from a technique or spell. The technique does not restore ears or eyes that have been lost, and does not cure bad eyesight or hearing. Once per day, this technique can be used on a target to lower the mangekyou blindness induced penalty to attack rolls, saves and skill checks penalty by 2.
Keirigan Secret Technique: Decimation Form

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 10

**Complex:** B-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 12

* **Time:** 1 full-attack action

**Range:** See text

**Area:**

**Duration:** Instantaneous

* **Description:** The user declares a number of targets affected by his Hissatsugaku or Ousatsugaku techniques equal to the number of attacks he would normally make in a full-attack action from base attack bonus alone. The user can move his full movement speed as part of this technique and make an attack at his highest attack bonus against any declared target as though using the Spring Attack feat. These attacks all gain the benefits of the Destruction Mark feat and deal weapon damage plus an additional 12d6 on a successful hit. The additional damage is not multiplied on a critical hit, and a single creature cannot be targeted twice in the same action.
Medical Ninjutsu: Secrets - Miracle Stasis

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 6

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 immediate action

**Range:** Melee Touch

**Area:**

**Duration:** Concentration plus 1 round

* **Description:** This technique is used in extreme circumstances and can only be performed within 1 round of the target creature's death. While concentrating on the technique, the user must maintain physical contact. For as long as the technique is maintained, the target's body is held in a stasis and is unaffected by the passing time, thus making it still eligible for other techniques such as Hiken - Kyoui Saisei which brings a dead creature back to -9 and stable. Each round the user concentrates on the technique, he suffers 1 point of Constitution damage that cannot be healed by any means other than bed rest. Once the technique ends, the user will be Exhausted until the Constitution damage is healed in its entirety.
Medical Ninjutsu: Healing - First Rank

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

* **Description:** This basic healing technique allows the user to slowly heal himself or another living creature. After the technique's effect begins, the user must maintain contact with the target of the technique for as long as he wishes to heal the target. The target is healed at a rate of 1d4+1 hit points per minute as long as contact (and the user's concentration) is maintained. This technique may not heal a target whose hit points are lower than 0. The user cannot concentrate on healing another person and move in the same round. Once used on a creature for more than 3 minutes (or 1.5 minutes, or 3 rounds, depending on whether the user is a medical specialist or not) at once, the user cannot stop healing the creature lest, once he uses any 'Chiyu' technique again, they will have the reversed effect on the creature due to the Chakra overload. 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 equal to the amount of hit points the technique would normally heal, as long as it is maintained. The user can sense Chakra overload before he begins to perform the target, but only if he makes physical contact with the target. Chakra Overload lasts for 20 minutes, -1 every medical specialist levels (minimum 5 minutes). 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). The user may chose to heal at a slower rate than he is capable. A Medical Specialist of level 2 or higher may discharge the technique and instantly heal the target 2d4 +1 per level, maximum 2d4+5. 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.
Sealing Technique: Way of the Flowing Water

* **Type:** Fuinjutsu

**Subtype:**

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 5 minutes

**Range:** Melee Touch

**Area:**

**Duration:** 1 day/level or until cancelled

* **Description:** A lesser seal than Usagido, designed for Chuunin and strong Genin to be used to conceal a portion of their strength. The seal, once completed, takes one seal slot on the target's body and reduces its Chakra Pool by 5, implies a -1 strength rank and speed rank penalty, and a -1 penalty to Defense and weapon damage rolls. This seal is somehat dangerous, and caused the death of several shinobi bearing it, but it can be released if the bearer concentrates for a move-equivalent action. Expendable Components: Materials to scribe a seal. Scribing the seal requiress a Fuinjutsu check (DC 19), does not have to be done by the user and takes one seal slot. An attempt to craft the seal takes 1 minute, and a failed check will result in the sealing process failing without the user noticing until the end. A Fuinjutsu check with the same difficulty class can be attempted to confirm the seal was crafted successfully (cannot be retried).
Shadow Embrace Technique

* **Type:** Ninjutsu

**Subtype:** Shadow

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** 1 round/level (D)

* **Description:** Another one of Sarutobi Sasuke's original technique. Kagehouyou makes the user's shadow climb up on his body and confuse his foe with erratic movements and randomly detaching itself from the user's body, effectively granting the user a 15% concealment bonus against melee attacks, unless the attacker succeeds a Will save to gain enough concentration and ignore the shadow's movement (and thus the concealment) for one round; the effect of the technique comes back after one round, however, forcing an attacker to make a Will save every round to try and ignore the concealment. A blinded creature is not affected by this technique.
Lightning replication Technique

* **Type:** Ninjutsu

**Subtype:** Raidon

**Rank:** 4

**Complex:** B-Class

* **Learn DC:** 18

**Learn Success:** 5

**Perform DC:** 19

**Perform Rank:** 6

* **Time:** 1 full-round action

**Range:** Personal (see text)

**Area:**

**Duration:** 5 round/level

* **Description:** Like Kage Bunshin, this technique creates live clones of the user. As its name suggest, the clone is made of lightning, and weighs half the user's total weight (equipment included). Using this technique, the user is able to divide his energy to create several copies of himself. While the replicas are not capable of sentient thoughts, they share a one-way bond with the user that allows him to communicate thoughts and order with them, but not the other way around. The Lightning clones move 1d4 times the user's base movement speed. They also have a 10% chance of stunning the user each round. The stun last for 1 round and is not stackable by other stuns.
Shinobi Secrets: Stances - Lance of the Hummingbird

* **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:** This stance is used against masters of spears and large weapons, and the main focus is to slip under their guards and attack them where they are weakest: in close combat. To gain any benefit from this stance, the user must be wielding a single melee weapon of one size category or more smaller than himself, and have at least one hand free. The user can only apply the benefits of this stance to his Dodge target, providing it is wielding a reach weapon (see dodge feat). When fighting in a square adjacent to his dodge target, the user gains the ability to make an attack of opportunity with his held weapon against the target if it moves away from the user, even with a 5-foot step, to strike back at him. If the target takes a withdrawal action or moves away but does not attack the user, he gains no attack of opportunity. The attack of opportunity is made before the opponent strikes. This stance does not allow the user to make additional attacks of opportunity in a round, and does not allow the user to make an attack of opportunity if the target moved using some method of instant transportation, such as the Shunshin no Jutsu or Hiryuusen ninjutsu and taijutsu techniques.
Ishimaru Style: Third Stance

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 4

**Perform DC:** 20

**Perform Rank:** 7

* **Time:**

* **Description:** Same as Ishimaru Ryu - Shodan Dachi, except as mentioned above and as follow. The user gains a +2 bonus to unarmed attack and damage rolls. If the user disables an opponent with an unarmed attack (killed, unconscious for any reason), he gains an attack of opportunity against any adjacent opponent. In addition, the user gains a +4 bonus to attack rolls made to confirm a critical hit.
Medical Ninjutsu: Secrets - Crippling Injury

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** 1 round/level or until discharged

* **Description:** This technique improves the user's chakra scalpel exponantly. When performing the technique, the user imbues his Chakra Scalpel for a number of attacks, up to 1 per 5 levels. The technique is discharged when all successful strikes have been made, but the user's Chakra Scalpel isn't dispelled. When the user strikes at the target with his Chakra Scalpel and scores a successful hit, he deals an additional 1d6 points of damage and may choose to target a specific limb and expend one charge of his improved Chakra Scalpel. The effect of the expended charge are described below, and can be negated with a successful Fortitude save. Arm: Target suffers -1 penalty to attack rolls and damage for 8 hours. Can be applied twice. Leg: Target suffers a -1 penalty to defense and reflex saves, and its land movement speed is reduced by 5 feet for 8 hours. Can be applied twice. Torso: Target suffer a -2 penalty to Constitution checks, and a -1 penalty to Fortitude saves for 8 hours. Can be applied twice. Head/Neck: Target is blinded for 1d3 hours. The arm and leg damage count as ability scores of the same type and can be healed with medical techniques, with the equivalance of 1 point of ability damage per charge. The torso counts as exhaustion and is removed by any ability that completely eliminate exhaustion, but not those that turn exhaustion into fatigue. The Head/Neck effect can be removed by any effect that cures blindness.
Ninja Art: Shuriken Skill - Fierce Gale Crusher

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 22

**Learn Success:** 1

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 full-attack action

**Range:** Thrown weapon

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes a single attack with a thrown weapon followed by a reppushou to increase its potency. If the attack hits, it deals an additional 2d6 points of damage and gains a +1 bonus to weapon damage rolls. The range increment for that attack increases by one-half (stacks with Far Shot to double the range). Material Focus: A thrown weapon.
Rockbite

* **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:** 5-ft. wide burst

**Duration:** Instantaneous

* **Description:** This technique can only be used directly on hard or rocky surface and cannot be used if the target area is underwater. The user touches any hard surface and sends his chakra through the ground at high speed, causing it to explode and burst upward, causing severe damage to any creature directly under it. Any creature caught in the area of effect suffer 5d6 points of earth damage, which can be halved with a successful Reflex save.
Jutsu Tactician

The Jutsu Tactician's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), and Jutsucraft (int)

A Jutsu Tactician is able to cast ninjutsu. In order to determine the DC for his jutsu add 10 + jutsu level + (Int) mod

### Chakra pool

Though all people are born with chakra circulatory system, it takes special training to be able to use chakra in any coherent way to create effects known as ninjutstu

### Specialist's Edge

A Jutsu Tactician is specialized in dealing damage with his jutsu. Whenever a Jutsu Tactition casts a jutsu that deals hit point damage, he adds his (Int) bonus if any to the amount of damage dealt. For instance, if a level 20 Jutsu Tactician with 17 (Int) casts fireball, he deals 10d6 points of damage normally, plus an extra 3 points of damage due to his (Int) bonus. The bonus from the ninjutsu Specialist's edge special ability applies only to jutsu that he casts as a ninjutsu specialist, not to those he might have by virtue of levels in another class.
Ninja Art: Earth Caltrops Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 full-round action

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

**Area:**

**Duration:** 1 round/level (D)

* **Description:** The user can target up to 1 square per level of rock or soft dirt and fill that square with caltrops-like spikes (as caltrops, see equipment). Each square of caltrops has defense 11, 3 hit points and hardness 8. Each square can be dispelled individually, or all at once. The cost of filling each square is 1 chakra for 2 squares (round up).
Sword Art: Stance - Jigen Ryu

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** In this stance, the user is only able to make a single attack per round, regardless of the abilities he may have. He may take no attacks of opportunity, nor use another technique that would allow him to make a melee attack against any creature in the same round. Should the attack be made as an attack action, he gains a +2 bonus to damage rolls if it hits. If the attack was taken as a full-attack action, he gains a +2 bonus to attack and damage rolls for every 5 points of his base attack bonus, up to +8 with a base attack bonus of +20. This attack can be taken as part of a charge, though no additional bonuses are granted. If the attack missed, the user provokes an attack of opportunity against the creature he targeted. The user may choose to take a normal attack action while this stance is active, but must declare doing so before his next turn.
* **Mastery:** With the third step of mastery in this technqiue, the Jigen Ryu attack gains a KawarimiDefense of 1 per 10 points of the user's base attack bonus.
Inner Decapitation 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:** Melee

**Area:**

**Duration:** Instantaneous

* **Description:** While moving underground, possibly through Dochuu Engyou no Jutsu, the user is able to grab creatures of his size or smaller and bury them from the neck down in the earth unless it succeeds a Reflex save. A creature so buried cannot move, perform any actions other than a free action and is immobilized until it can succeed three Escape Artist or Dexterity check (DC 15) in a row. After using this technique, the user will be halfway out of the ground and exposed.
Nintendogs forever lost

Thumbnail

**Nintendogs forever lost** is a general update video uploaded by SuppaLisa in early 2008. The video explains how she found her game broken and that it wouldn't work. She then went to the store who were unable to fix it. Her first ever nintendogs from that game were lost. Unlike her other videos, this video has absolutely no background music, images or video.
Lightning Devourer Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 attack action

**Range:** Personal

**Area:** 5 ft. radius spherical emanation based on the user

**Duration:** 1 round/5 level (D)

* **Description:** Using his chakra to constantly manipulate the electrons in the air around him, the user is able to form a devastating offensive aura around him to fend off any creatures hoping to get to him. As the electricity cackles in the air around him, every creature caught in the area of effect each round on the user's turn suffer 8d4 point of electricity damage, which can be halved with a successful Reflex save. In addition, while the technique lasts, the user gains a +2 bonus to Reflex saves against electricity-based effects, but suffers a -8 penalty to Hide and Move Silently checks and a -4 penalty to saving throws against Suiton techniques.
Medical Ninjutsu: Treatment -Panacea

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 10

**Complex:** S-Class

* **Learn DC:** 26

**Learn Success:** 5

**Perform DC:** 30

**Perform Rank:** 14

* **Time:** 1 minute

**Range:** Melee Touch

**Area:**

**Duration:** Instantaneous

* **Description:** This technique will instantly cure the touched creature and dispel all blindness, daze, deafness, disease, exhaustion, fatigue, nausea, paralysis, poison and stun effects. In addition, the target will be cured of all temporary ability damage to a single ability score, and 1d4 point of permanent ability damage or ability drain, to the same score. The target also gains 2d4+1 temporary hit points. Mannouyaku does not affect negative levels. If the user is under the effect of a condition named above, or suffers ability damage or ability drain, he suffers a -10 penalty to perform checks and skill threshold.
Slicing Demon Blast

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

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user sends a drilling air blade that deals 4d6+4 points of wind damage to any one creature, and continues 5 feet afterward to affect any creature or object behind it, effectively dealing half the previous damage to a secondary creature regardless of the user's will. Both damages can be halved with a successful Reflex save.
Lightning Ball Technique

* **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

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

**Area:** 20-ft. radius emanation

**Duration:** Instantaneous

* **Description:** Following the principle of Raishuriken no Jutsu, this mid-level Raiton has the user throw a sphere-shaped lightning bomb which, obviously, explodes upon contact, sending electrical discharge to creatures around. Every creature caught in the area of effect suffers 3d10 point of electricity damage, which can be halved with a successful Reflex save. If the user attempts to throw the sphere through a narrow passage, he must hit the opening with a ranged touch attack or see the bomb detonate prematurely.
* **Empower:** The user may spend an additional 10 point of Chakra to increase the damage by 1 die,up to a maximum of 6d10.
Storm of Vengeance

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 18

**Complex:** Epic

* **Learn DC:** 43

**Learn Success:** 10

**Perform DC:** 48

**Perform Rank:** 26

* **Time:** 1 full-round action

**Range:** 50 feet/level

**Area:**

**Duration:** Concentration (up to 10 rounds)

* **Description:** This technique was created a long time ago by a spy made Kage in a village long since forgotten. He bore such a grudge against the village that, even long after his master had been captured and killed, he rebelled against his people and decimated his own nation with this very technique. Eventually, the spy was caught and executed, his remains, as well as his technique, sealed deep within the bowels of the earth. The target area must be within sight. The user conjures a gigantic black storm cloud tainted with his Chakra to rain down vengeance upon his enemies. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4 plus10 minutes. If the user does not maintain concentration on the technique after performing it, it ends and he suffers no ill effects. If he concentrates on the technique for more than one round, the user must succeed a Fortitude save (DC equal to that of his technique) to avoid falling unconscious for 1d4 days. If the save is successful, the creature becomes Exhausted for 1d4 days instead. The effects for each round of concentration are described below. 2nd Round: Aid rains down in the area, dealing 1d8 points of acid damage (no save). 3rd Round: The user calls down 1 lightning bolt every 3 levels (maximum 8). Each bolt counts as a 10-ft. radius, 100-ft. high cylinder, and no two bolts can strike the same area. Each bolt deals 18d6 points of electricity damage to any creature it strikes. A creature struck can attempt a Reflex save for half damage. 4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save). 5th through 9th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters. Ranged attacks within the area of the storm are impossible. Techniques performed within the area are disrupted unless the character succeeds on a Concentration check against a DC equal to the storm of vengeance's save DC + the rank of the technique the character is trying to use. 10th Round: The mist clears and the cloud disperses and all appears to be well, until dark energy rushes down from the cloud and inflicts a deadly plague upon anyone who was still beneath it. The diseases' infection method is contact, the initial DC to avoid contracting the disease is equal to that of the technique's, while afterward the DC is 16. The incubation period is 1 week, the inidial damage is 1d2 Con, Paralysis 1d6+1 days, and the secondary damage is 1 Con, 1 Int.
* **Mastery:** Every step of mastery in this technique increases the cloud's radius by 50 feet.
Telescopic Vision Technique

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

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

**Area:**

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

* **Description:** By focusing some Chakra to his irises, the user is able to increase the efficiency of his sight. For as long as he concentrates, the user nullifies the distance penalty to spot checks for a distance up to the range of the technique. While his sight is increased on a long range, he takes a -2 penalty to spot checks and attack rolls with thrown weapon against any creature or object within 20 feet.
Iron Skin Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 11

**Complex:** S-Class

* **Learn DC:** 27

**Learn Success:** 7

**Perform DC:** 31

**Perform Rank:** 15

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** 1 round/level (D)

* **Description:** Using this technique, the user is able to drastically alter the composition of his skin for a short while, using a huge amount of Chakra. He gains a damage reduction 15/epic for the duration of the technique, as well as immunity to critical hits, diseases, electricity, poisons and blindness, ability score damage, deafness, massive damage, nonlethal damage and stunning effects that come from a physical source. The user also take only half damage from earth, fire and wind of all kinds. He however also becomes vulnerable to all special attacks that affect iron golems, constructs and large masses of metal. For the duration of the technique, the user gains a +6 enhancement bonus to his Strength score, but suffers a -6 penalty to Dexterity in return (minimum Dexterity score of 1), and his speed is reduced to half normal. He suffers a -2 speed rank penalty. The user cannot drink or play wind instruments, and suffers a -8 penalty to perform techniques that requires hand seals or half seals. Unarmed damage dealt by the user counts as though a Slam attack of a construct of his size, and thus is considered armed when making unarmed attacks. His weight increases tenfold, causing him to sink in water like a stone and thus suffers a -15 penalty on Chakra Control checks to perform techniques used to stick on objects or stand on fragile suface (such as Kinobori, Tadayou and Yukigutsu). This technique has been lost long ago and originates from the Hidden Village of Steel. After using this technique, the user will suffer 3d6 points of damage and become fatigued.
Taijutsu: Ten-Ton Style - Lariat

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user strikes with a devastating lariat at the opponent's throat or upper torso. This technique can be used as part of a charge. The user makes an unarmed attack that deals damage as though one size category larger, plus 2 damage per active strength rank (maximum +6).
* **Mastery:** With the third step of mastery in this technique, the user can make a trip attempt with theattack without provoking an attack of opportunity.
Taijutsu: Ten-Ton Style Throws - Powerbomb

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 6

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 19

**Perform Rank:** 7

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** This technique can only be performed when the user is grappling the target. The user makes an opposed grapple check, and slams the target in the ground if it succeeds. The powerbomb deals the user's unarmed attack damage plus 1 point per strength rank and speed rank active (maximum +5). The target must make a Fortitude save to avoid being staggered for 2 rounds. The target will be prone after being hit by the powerbomb, 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 4d6.
Ice Crusher Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**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.
Steadfast as a Rock

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** 1 round/level

* **Description:** The user gains a +12 bonus to checks made to resist Trip, Bull Rush, Overrun and Grapples as long as his feet remain firmly planted on the ground. When he moves from the spot which he used the technique, be it simple movement or a failed check (user is overrun, tripped, etc), the technique ends.
Illusion Dispel

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 attack action

**Range:** Melee Touch

**Area:**

**Duration:** Instantaneous

* **Description:** This technique allows the user to isolate and forcefully remove the effect of a single Genjutsu effect, so long as it can be dispelled (see technique description). To isolate a Genjutsu effect, the character must be aware that himself or his target are under the effect of a Genjutsu (see below). The chosen effect is a technique that was forcefully applied to the target and cannot be dispel a Personal range technique from an opponent. A character aware that he or she is under the effect of Genjutsu has either failed a save to disbelieve a Genjutsu but is aware of its presence, has seen the Genjutsu being cast and knows its effects (successfully identifying the Genjutsu), or has succeeded in identifying and analyzing the Genjutsu without having seen it cast (see Genjutsu skill for details). To dispel the Genjutsu, the user must give at least a rough description of the effect (e.g. 'I attempt to dispel the effect causing my character to fall asleep.') and make a dispel check (DC is the Genjutsu's save DC plus 2). The user makes a dispel check (1d20), to which he gains a of +1 for every rank in the Chakra Control skill, up to +10. The effect dispelled can only be an effect with a timed duration or that is Permanent (or until discharged), and cannot be Instantaneous (the effects of an Instantaneous technique do not last long enough to be dispelled, as the harm will already have been done). If the user dispels the effect of a technique affecting a creature indirectly, such as the effects of Jisoku no Jutsu or Shougenzou no Jutsu and its variants, the target becomes unaffected by this instance of the technique, but does not affect another creature's perception of the illusion (so if 4 creatures fail to disbelieve Shougenzou no Jutsu, dispelling it from 1 creature will not dispel the illusion for the other 3). If the dispel check fails, the chakra is wasted. The user may dispell his own techniques immediately if he knows Kai, with a simple touch, without making a dispel check or spending any chakra.
* **Mastery:** With the fifth step of mastery in this technique, the user is able to pay double the cost totarget two different Illusory effects he has identified and make a dispel check for each, ormake an additional check to dispel the same effect.
Rising Phoenix Blast Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 3

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 attack action

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

**Area:** 20-ft. tall, 5-ft. wide cylinder from the ground

**Duration:** Instantaneous

* **Description:** Upon completing this technique, the user places his hand on the ground and sends his Chakra traveling through it. Once it reaches the target, it will erupt in a devastating column of fire and deal 8d6 point of fire damage to any creature caught in the blast, damage that can be halved by a successful Reflex save.
* **Empower:** The user may increase the damage by one die at the expenses of 2 points of chakra, up to1d6 per level or 15d6.
Training: Hand Seal Profession Rank 3

Learn Success: 3

Learn DC: 10

Preform Rank: 2

Requires: Training: Hand Seal Profession Rank 1 **and** Training Hand Seal Profession Rank 2

Hand Seal Profession Rank 3 gives the user better proficiency of learning Hand Seals. If the Jutsu requires a Preform Rank included in the DC the user gains a +1 to the DC.
David (Raid)

David é uma raid que é liberada no nível 77, especificamente na UNION HQ (para a Wild, Old Guro Station).

## Funcionalidade

David é uma raid que, assim como a Irina e outras raids, também possui ''fases''. A cada fase, o mesmo se transforma, e ganha ataques diferenciados, alguns ataques sendo totalmente HK. Comparado a Irina, é uma raid um pouco mais tranquila.

## Ataques

A maioria dos ataques do David terão marca no chão, então basta desviar. Porém, David possui certos ataques que precisam de atenção.

### Ataques Importantes

* Marcador da Morte do David (1): Esse é bem simples, o jogador que foi marcado deve ficar PARADO, enquanto os outros jogadores devem ficar no circulo verde para não levar dano do David. Caso a pessoa esteja solo não é preciso se preocupar.
* Marcador da Morte do David (2): É similar ao anterior, porém o jogador marcado precisa sair das explosões, enquanto os demais jogadores precisam sair das explosões E também ficar no círculo verde. Geralmente esse ataque causa confusões em grupo, então é preferível usar Force Cancel ou alguma skill que te deixe invulnerável, assim evitando estresse. Caso esteja jogando solo, basta correr/andar.
* Explosão Verde: Esse ataque pega quase no mapa todo, então use Force Cancel ou skill que deixe invulnerável, ou corra até a linha do círculo e se afaste, embora, nem sempre você vai ter tempo de fazer este método.
* Céu com Dano: Metade do mapa vai ter uma camada dando dano. Vá para o centro do mapa para não levar dano.
* Na fase final de David, evite encostar nas paredes, também evite que ele te jogue nelas, caso contrário pode ser fatal.
* Linhas/lugares azuis **dentro** dos ataques do David significam que você pode ficar ali que não vai levar dano.

## Craft

Indo a raid do David você consegue itens para fazer o módulo, receiver e arma dele.
Ninja Art: Shuriken Skill - Shuriken Barrage

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 attack action

**Range:** Thrown weapon

**Area:**

**Duration:** Instantaneous

* **Description:** This rudimentary ninja skill involves little more than the user throwing many shuriken with little concern for accuracy or precision. The user throws up to 1 shuriken, plus 1 every 2 level (maximum 5) at a single target within range. Each shuriken is thrown at the user's highest base attack bonus -1 per shuriken thrown. Penalties for range still apply. The shuriken deal normal damage, without the user's Strength modifier or other bonus that may normally apply, such as weapon specialization or the precision ability of the Shuriken Expert. A negative Strength modifier still incurs a penalty. Material Focus: Two or more shuriken.
Mind Disruption Technique

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 round/level (D)

* **Description:** The technique affects creatures controlled by the subject's will, such as kage bunshin or other similar techniques, but not puppets. When the subject gives mental orders to the creatures, they have a 50% chance to be ignored. If the creatures were created before the illusion was cast upon the subject, they continue to do as they did (a creature told to attack has a 50% chance to ignore the command when told to stop), and if the creatures were created after, have a 50% chance to take no actions. This technique can be dispelled.
Total Defense

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 13

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 move-equivalent action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** While in this stance, the user is always in total defense. The character cannot move, attack or otherwise perform any action or the stance will abruptly end. This stance does not stack with benefits given from other stances, but instead overlapses them. This stance can only be entered once per encounter and is broken when the user leaves total defense.
* **Mastery:** The second and fourth steps of mastery allow this stance to be used an extra time perencounter.
Medical Ninjutsu: Secrets - Physical Reconstruction

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 12

**Complex:** S-Class

* **Learn DC:** 28

**Learn Success:** 5

**Perform DC:** 32

**Perform Rank:** 16

* **Time:** 30 minutes

**Range:** Melee Touch

**Area:**

**Duration:** Instantaneous

* **Description:** The user can reattach a severed limb to a living creature touched, provided the limb was lost no more than a day ago and is touching the creature. The limb will not be fully functional for some time afterwards, imposing a �4 penalty to attack rolls and damage rolls, skill checks and ability checks, as well as effective skill threshold to use hand seals or half-seald. A reattached leg cannot be used to run or charge, while a reattached arm doubles the penalties for encumberance until the limb becomes fully functional. This technique can also be used to remove scarring on an area of the body 1 square foot or smaller, as long as the scar formed less than 1 month ago. The time before a limb becomes functional is 1 month, reduced by 1 day for each level in the Medical Specialist and Exarch class the user has, and per character level of the target (minimum 1 day).
Praying Mantis Imitation Technique

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Duration: Stance

* **Description:** When using this stance, the user gains all benefits of the Tourouken stance as well as seeing his unarmed attacks deal slashing damage and always deal lethal damage. Attack rolls made using the Tourou Mane stance are modified by Dexterity.
Sword Art: Dual Kodachi Style - Dual Hair Killer

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 4

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 attack action

**Range:** 50 feet (see text)

**Area:**

**Duration:** Instantaneous

* **Description:** Both kodachi rocket towards the target in a straight line to their target, one behind the other so that even if the first is deflected, the second is sure to meet its mark. To properly use the technique, the user must be wielding a kodachi in each his hands. The user makes a ranged attack with both weapons. If the first attack hits, it deals normal damage and the target is denied its Dexterity bonus to Defense against the second attack. If the first attack missed, the target may make a Reflex save against the user's attack roll to attempt to dodge instead of rolling against Defense. The kodachi have a range increment of 10 feet and cannot be thrown past 5 range increments. Any of the kodachi that hit will fall in the square the target is occupying, and any kodachi that missed will fall in a square 10 feet behind the creature harmlessly.
* **Mastery:** With the third step of mastery in this technique, the user may recover his weapons duringthe same round as he used this technique if he has not yet expended his move action. Todo so, he must move to a square adjacent to the thrown weapon and make an unarmedtouch attack against it (Defense 15). Doing so may provoke an attack of opportunity, andcan only be done at speed rank 1 or higher.Material Focus: The user's two held light slashing weapons.
Large Crushing Earth Hand Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 13

**Complex:** A-Class

* **Learn DC:** 28

**Learn Success:** 4

**Perform DC:** 30

**Perform Rank:** 16

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 round/level (D)

* **Description:** This technique has the same benefits as Shouchite no Jutsu, except that the hand can once per round reach out and crush enemies according to the user's will. The hand has a Strength score of 35, and can make grapple attempts with a touch attack bonus equal to one-half the user's level + its Strength modifier 1 from size, and has a Grapple modifier equal to one-half the user's level + its Strength modifier + 4 from size. Each round after initiating a grapple, it can attempt to constrict its opponent with a successful Grapple check to deal 2d6+12 points of damage. The hand has a Defense 20 (1 size, +11 natural), 2 hit points per level of the user, and is unaffected by most effects that do not cause damage. Material Focus: A Large (at least 300 pounds) source of earth, sand, rock or mud nearby to form the hand.
Shielding Winds Technique

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** 1 round/level

* **Description:** Using this technique, the user conjures protective winds about him to offer a solid defense against most forms of attack. Any creature striking the user with an attack, melee or ranged, will likely be deflected by the wind shield. The user gains a +2 deflection bonus to defense, as well as a wind resistance 5. Any unarmed or natural weapon attacks directed at the user benefit the aformentionned bonuses, as well as reflecting the equivalent of 1d4 point of wind damage back to the source. While the shield is active, the user will also gain +4 bonus to saving throws against wind-based attacks. If the attack allows for a saving throw to take only half damage, the user suffers no damage on a successful save. This technique cannot be used in conjunction with Enkoudate no Jutsu, Tsuchi no Yoroi, Raidate no Jutsu, Kyuukyoku Enkoudate no Jutsu, Soukou no Jutsu or other similar techniques. Chakra resistance applies against the reflected damage.
* **Empower:** The user may spend an additional cost of 1 point of chakra to increase the damage by 1die, up to 1d6 per level or 12d6.
Lightning Claw Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 12

**Complex:** A-Class

* **Learn DC:** 26

**Learn Success:** 4

**Perform DC:** 29

**Perform Rank:** 15

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instaneaneous

* **Description:** See Godai Ransatsu: Nidan Jutsu technique.