Shinobi Feats

* Benefit: You gain a the ability to learn a single technique up to rank 3 when selecting thisfeat, and gain a +2 competence bonus to Learn checks to learn and master that technique.

You cannot attain mastery in this technique until you attain sufficient level to learn it
normally.
This bonus does not stack with feats and abilities that allow learning higher-ranked techniques, such as Genius Ninja.

### **Determined Genius/Chakra Coils Disorder**

Your chakra coils are too weak to let you perform Ninjutsu, Genjutsu or Chakra Control
techniques. The condition cannot be cured. Your will is indomitable, and your
determination to succeed staggering.
Prerequisite: Wis 13, can only be taken at 1st level.

* Benefit: You are completely unable to learn and perform Chakra Control, Genjutsu or Ninjutsu techniques, though you may still identify them. You are unable to Sense Chakra,

but are still able to use Suppress Chakra if you have the ability. You are still able to learn
and perform Hachimon Tonkou techniques, if you have the ability to. You gain a +4 bonus Learn checks for Taijutsu techniques if you take one-half again the
normal time to learn the technique (before reduction from beating the Learn DC by a
certain amount), and a +4 bonus to perform and identify Taijutsu techniques. The save
DC of your Taijutsu techniques increase by 2. You also gain a +2 bonus to Will saves against fear effects. Using the Harmony feat, or
the Innate Control feat, you can gain the kinobori, tadayou and yukigutsu techniques and
perform them.

### **Face Masking**

Prerequisite: Disguise, heroic character, can only be taken at 1st level

* Benefit: Selecting this feat grants the character a +2 bonus to disguise checks made to assume the identity of a specific person and allows him to learn the Hijutsu - Kao Utsushi

no Jutsu technique, though he must still succeed a Learn check normally and find a
source to learn a Kinjutsu from.

### **Mutation**

Prerequisite: Monstrous human only, can only be taken at 1st level.

* Benefits: You gain an additional deformity. Ninjutsu AdeptYou are very good at performing hand seals and concentrating to perform Ninjutsu, and identifying them.

* Benefit: You gain a +2 bonus to Ninjutsu checks by selecting that feat and the DCs of your techniques in increased by 1. In addition, you may make 1 additional attempt when

learning Ninjutsu techniques. You gain a +1 bonus to your effective skill threshold when performing Ninjutsu
techniques. Nin Weapons Proficiency

* Benefit: You gain proficiency with all the weapons in the Nin Weapons group. Special: This feat is a bonus feat to all basic classes.

### **Sealweaver**

Prerequisite: Int 13, unless taken at 1st level

* Benefit: You can learn Fuinjutsu techniques normally. If selected at 1st level, you gain Fuinjutsu as a class skill whenever Craft (calligraphy) is a class skill.

Normal: A character without this feat takes a -8 penalty to Learn checks and takes twice
the normal amount of time to learn Fuinjutsu techniques.

## Ninja Rank Feats

### **Academy Student**

Prerequisite: Must be taken at level 1

* Benefit: Being an Academy student Grants the user the ability to manifest their Chakra control in a way they can start to learn techniques. Gain a +1 Bonus to their Wealth and +1 bonus to any one of the following **Trained only** skills:

Chakra Control, Genjutsu, Taijutsu, Ninjutsu, Sign Language, Treat Injury (Medical Ninjutsu), Fuinijutsu. Alternatively the character may choose a total of 9 skills from the skill list to have a given bonus to.

### **Genin**

Prerequisite: Must know at least 4 techniques. Academy Student

* Benefit: Being a Genin grants a character automatically a “licensed” license in his Ninja village, a +1 bonus to their Wealth and +1 bonus to any one of the following skills:

Chakra Control, Gather Information, Genjutsu, Hide, Investigate, Move Silently,
Ninjutsu, and Taijutsu.
Alternatively, the character may chose one of the two following skills in place of a
skill bonus: Sense Chakra or Suppress Chakra.

### **Chuunin**

Prerequisite: Genin, Must know at least 9 techniques or have
executed more than 8 C-Rank missions, Cha 12.

* Benefit: Being a Chuunin grants a character automatically a “restricted” license in his Ninja village, a +3 bonus to their Wealth and +2 bonus to any one of the following skills:

Bluff, Chakra Control, Diplomacy, Disable Device, Gather Information, Genjutsu, Hide,
Investigate, Knowledge (ninja lore), Move Silently, Ninjutsu, and Taijutsu.
Alternatively, the character may chose one of the following abilities in place of a skill
bonus: Sense Chakra or Suppress Chakra.
See Ninja Ranks chapter for more detail.
Special: One should note that a character may become a Chuunin without selecting this
feat. If the GM judge they are sufficiently talented to become Chuunin, he may grant
them the title without having them select this feat. This does not mean, however, that they
gain any of the benefits of taking this feat.

###

### **Jounin**

 While making it a Chuunin is an achievement in itself, a sign of proficiency and skill
even, achieving jounin is a sign of mastery. Jounins are exceptional fighters who operate
on a completely different level than their lower ranked counterparts.
Prerequisite: Heroic character level 12, Genin, Chuunin, Must know at least 17
techniques or have executed more than 20 B-Rank missions, Cha 13.

* Benefit: Being a Jounin grants a character automatically a “military” license in his Ninja village, a +4 bonus to their Wealth and +2 bonus to any two of the following skills:

Balance, Bluff, Chakra Control, Demolition, Diplomacy, Disable Device, Disguise,
Gather Information, Genjutsu, Hide, Investigate, Knowledge (ninja lore), Move Silently,
Ninjutsu, Search, Sleight of Hand, Survival, Taijutsu and Tumble.
Alternatively, the character may chose one (or both) of the following abilities in place of
one (or both) skill bonus: Sense Chakra or Suppress Chakra.

* Special: One should note that a character may become a Jounin without selecting this

feat. If the GM judge the characters are sufficiently talented to become Jounin, he may
give them the title without having them select this feat. This does not mean, however, that
they gain any of the benefits of taking this feat.

###

## Other Feats

### **Dense Chakra**

Prerequisite: Con 13, chakra pool 20.

Benefit: Your chakra is denser than normal. Your effective level to determine the
difficulty of disrupting and dispelling your techniques increases by 1.

### **Advanced Seal Proficiency**

* Prerequisite: Fuinjutsu 6 ranks.
* Benefits: You can learn fuinjutsu techniques of the Advanced Seal subtype, but remain unable to learn regular Fuinjutsu techniques.

### **Advanced Two-Weapon Defense**

* Prerequisite: Improved Two-Weapon Defense, Two-Weapon Defense, Two-Weapon

Fighting.

* Benefit: When fighting defensively or taking a total defense action and wielding twoweapons or a double weapon (not counting natural attacks or unarmed strikes), you gain

an additional +1 shield bonus to Defense.

### **Akimichi Toughness [Clan]**

This feat is unique to members of the Akimichi clan.

Prerequisite: Con 13, Heroic character, can only be taken at first level.

* Benefit: You gain 5 hit points, and the ability to consume an Akimichi Food Pill without dying, though you still suffer any aftereffects of consuming the pills.

Special: The GM may disallow this feat, at his discretion (for example, to a non-
Akimichi character).

### **Animal Bond**

* Prerequisite: Handle Animal feat
* Benefit: Your effective level when determining the progression of your animal companion increases by 1. The companion can never have more hit dice than you.

**Blood Pact**

Prerequisite: See table below.

* Benefits: To sign a blood pact, you must first find the Contract of the desired creature type. The contract holds the signature of every other being to ever sign it before you, and

can be found by summoning a Contract Holder of the desired creature type, typically any
Protector or higher ranked summon. Most blood pacts are made with a particular tribe or
clan of summoned creatures, but that is not exclusively the case.
The methods used to sign a blood pact vary but cannot be undone. Blood pacts have
varying expectations from their summoner. See Summoning and Summoned Creatures
section for details and statistic on the creatures. Having made a blood pact grants the user
a +4 bonus to any charisma-based skill checks towards his selected creature type.
The summoner gains a bonus while within 50 feet of a summoned creature of his blood
pact, as shown on the table below.(GM HAS TABLE). Bloodthirst.

* Benefit: You can use your rage or frenzy abilities an additional time every day.

### **Chakra Affinity**

* Class entitled
* You gain the ability to learn a secondary release.

### **Chakra Presence**

Prerequisite: Chakra pool 50.

* Benefit: Up to three times per day, as long as the character's chakra pool is above 25, he may activate his Chakra Presence. This ability requires a move-equivalent action to

activate and lasts for 1 minute. Any creature, ally or enemy, that comes within 10 feet of
the character while his Presence is active must make a Fortitude save (DC 15 plus or
minus 1 per 10 points above or below 50, maximum 30) or suffer a -2 penalty to attack
rolls, defense and skill checks because the air is too heavy from the character's Chakra. This effects lasts until the duration expires or the creature leaves the radius of the ability.
If the character's chakra pool increases sufficiently while the presence is active, so will
the DC to resist it; furthermore, all creatures within range will need to make a second
save to avoid the penalty. Chakra RestorationYou recover chakra faster than normal.

* Benefit: The character recovers chakra reserve at a rate equal to double his character level per evening of rest.

Additionally, the character can recover chakra during a short rest an extra time per day.
Normal: A character normally only recovers chakra reserve at a rate equal to his
character level per evening of rest.

### **Control Frenzy**

Prerequisite: Frenzy ability.

* Benefit: This feat allows you to reroll a failed save or check made to avoid entering a Frenzy up to once per day.

Special: This feat can be taken more than once, each time allows it to be used an
additional time per day. Combat Tactics

Benefit: The character gains a +4 bonus to Concentration checks made when performing techniques defensively.

### **Chakra Flow**

Prerequisites: Class only feat

* Benefit: With this feat, the character is able to transfer their chakra within objects/items/weapons easily. The Transfer allows them to unlock bonus to their specific item.
* When infused without a nature release the Chakra flow only gives an accuracy bonus of +2.
* To Add chakra flow to any weapon you must be proficient in it's type.

### **Craft Armor Seals [Item Creation]**

Prerequisite: Craft (calligraphy) 4 ranks, Craft (mechanical) 6 ranks, Chakra Control 4
ranks, heroic character.

* Benefit: With this feat, the character is able to add an Armor Seal seals to a piece of equipment or armor. The penalty to learn Fuinjutsu techniques is lessened by -4, but still

requires twice the required time below 12th level.

### **Craft Living Puppets [Item Creation]**

Prerequisite: Craft (mechanical) 12 ranks, Knowledge (earth and life science) 9 ranks,
Craft Puppets.

* Benefit: With this feat, you gain the ability to craft human and animal puppets. Refer to the puppet chapter for more details. Craft Poisons [Item Creation] Your ability at mixing chemicals and creating new ones is such that you may craft

poisons without risks.

* Benefit: This feat allows you to craft Poisons (see Craft (chemicals) new use for more details) without penalty. You may also apply poison to a weapon without risking

poisoning yourself. Normal: Crafting Poisons normally imply a -4 penalty on one's Craft checks. In addition,
you normally always risk poisoning yourself when applying Poison to a weapon (on a roll
of 1 on a d20). Craft Puppets [Item Creation] Using your mechanical genius, you can easily craft the most complex of puppets without
trouble of any sort.

* Benefit: You may use the new Craft Puppet and Modify Core use of the Craft (mechanical) skill. Craft Shinobi Drugs [Item Creation]

* Benefit: This feat allows you to craft Shinobi Drugs (see Craft (Pharmaceutical) new use for more details). You gain a +2 bonus to saves against the initial and secondary damage

of shinobi drugs.
Normal: You cannot craft shinobi drugs without this feat.

### **Craft Sealed Item [Item Creation]**

You are capable of crafting objects such as paper bombs and chakra gems, as well as
sealed items.

Prerequisites: Chakra Control 4 ranks, Craft (calligraphy) or Fuinjutsu 4 ranks.

* Benefit: You may use the Craft (calligraphy) skill to create chakra inscriptions and explosives without increasing the craft time. You are able to craft Sealed Items (as per enhancement seals).

### **Craft Weapon Seals [Item Creation]**

Prerequisite: Craft (calligraphy) 4 ranks, Craft (mechanical) 6 ranks, Chakra Control 4
ranks, heroic character.

* Benefit: You are able to add Weapon Seals to a properly outfitted weapon.

### **Elemental Specialization**

Prerequisite: Chakra Control 12 ranks, Ninjutsu 15 ranks

* Benefit: By selecting this feat, the character has to choose one of the elements: Doton, Fuuton, Hyouton, Katon, Raiton and Suiton. He may use any techniques of the chosen

element ignoring any material focus the technique may require.
Any material component fades immediately after the technique ends or after its effects
have been dealt.
Special: A character can gain this feat multiple times. Each time, the character must
select another element.

### **Empower Sealing Sword**

Prerequisite: Int 15, sealing sword (superior) ability, base attack bonus +10.

* Benefit: Your chakra state weapon gains a critical threat range bonus +1 while the containment effect of the sealing sword ability is full. This does not stack with other

abilities that increase a weapon's critical strike range. The Containment enhancement seal on a weapon does not provide this benefit.

### **Empowered Resilience**

You are proficient at using Chakra effectively to empower yourself.
Prerequisite: Chakra Control 6 ranks, Chakra Pool 16.

* Benefits: You may spend an instant action and 1 point of chakra to gain a +4 resistance bonus to saving throws until your next turn. You may do so when it is not your turn, but

must declare using the ability before making a saving throw.
Note: Using this ability expends your instant action this round, meaning that using
techniques or ability requiring a swift action or an instant action, such as kawarimi no
jutsu is impossible.

### **Eyes of Divination**

Prerequisite: Sense Motive 8 ranks, Attentive

* Benefit: Selecting this feat allows you to learn the Kaigan technique. You must still succeed the Learn check normally, and find a source to learn a Kinjutsu from.

### **Force of Personality**

Prerequisite: Cha 13.

* Benefit: You may apply your Charisma modifier to Will saves instead of your Wisdom modifier.

### **Forensics Training [Medical Ninjutsu]**

Prerequisite: Knowledge (earth and life science), Treat Injury

* Benefit: You have extensive knowledge of the human body that allows you to perform a autopsy on a dead subject. Autopsy allows you to determine not only the cause of death,

but also reveals much of a body's secrets. Performing autopsy requires 1 hour and can only be done on subjects of your own type. Every 3 ranks beyond 6, you may learn to perform autopsy on one additional type.
The first hour allows you to make one use of the forensics training feat, and every hour after that allows for an additional use, up to a maximum of 1 hour per point of the dead subject's former Constitution score; afterwards, the body becomes useless. The DC of the
forensics' use depends on the use you make of it, and is always a Knowledge (earth and
life science) check, unless specified otherwise.
Cause of Death (DC 15): You are able to determine the nature of the killing blow
delivered on the subject. Viable examples include: mental trauma (possibly through
genjutsu), poison, disease, hemorrhaging (also reveals the nature of the damage), or
chakra coil damage.
Examination (DC 18): You are able to determine all types of poisons and diseases the
subject had been subjected to in the last 14 days before its passing, plus 1 day per point
you exceed the DC by.
Condition (DC 20): You are able to determine the subject's maximum hit points and
chakra pool, level, advanced bloodline and elemental affinities.
Enhancements (DC 25): You can determine whether or not the subject had taken shinobi
drugs, analyze and catalog their effects. Further analysis may reveal the components used
in the drug, at the GM's discretion.
Specialization (DC 28): You are able to determine one of the following: what the
subject's Strength, Dexterity or Constitution (choose one) scores were before its passing,
minus all enhancement bonuses, or the types of technique it utilized the most (Chakra
Control, Genjutsu, Ninjutsu or Taijutsu; if ninjutsu or taijutsu, specify the subtype, if
any).
Necromancy (Treat Injury DC 30): Another use of the forensics training is the ability to
put a body back together no matter how mangled it was, assuming no body parts are
missing. If any body parts are missing, necromancy cannot be performed. The body, when pieced back together, may be used to perform autopsy upon for 1 hour, plus 1 hour every
5 points you beat the DC by. This is generally the task of several medics aiding one
another. Necromancy cannot be retried.
A character with ranks in Treat Injury or Knowledge (earth and life science) may aid a
character perform forensics, but a character with forensics training cannot aid another
character perform autopsy without the feat. A character without a Disposal/Forensics Kit suffers a -4 penalty to checks made during
autopsy. Fuinjutsu AdeptYou are a master of sealing techniques.

* Benefit: You gain a +2 bonus to Fuinjutsu checks by selecting that feat and the DC of your Fuinjutsu techniques increase by 1. In addition, you may make 1 additional attempt

when learning Fuinjutsu techniques.
You gain a +1 bonus to your effective skill threshold when performing Fuinjutsu
techniques.

### **Gouken**

The Iron Fist style is very popular in the fire country. Most Ninja who specialize in
Taijutsu and live in the fire country know at least a technique from, or a variation of, the
Gouken style.
Prerequisite: Taijutsu 4 ranks.

* Benefit: You suffer no penalty to Learn techniques that would penalize you for not having the Gouken feat and gain a +2 bonus to attack rolls to confirm critical hits with

unarmed attacks.
Normal: A character without this feat takes a -4 penalty to learn checks for certain
taijutsu techniques, such as Taijutsu: Gouken - Konoha Daisenpuu (see Techniques
chapter for details).

### **Grand Master**

Prerequisite: 4 ranks any one of the following: Chakra Control, Genjutsu, Ninjutsu or
Taijutsu.

* Benefit: You gain a +6 bonus to Learn checks made to master a technique of all types. This applies to all steps of mastery.

### **Grandmaster Craftsman [Item Creation]**

Prerequisite: Any item creation feat.

* Benefit: Multiply the purchase difficulty class or cost of any base material cost of any item you craft by 75%. The XP cost of enhancement seals and sealed objects is not

affected.
Reducing the material cost of an item by one-quarter reduces the purchase DC by 2.

### **Greater Chakra Penetration**

Prerequisite: Chakra Penetration.

* Benefit: You gain a +2 bonus to level checks to overcome chakra resistance. This bonus stacks with the chakra penetration feat.

### **Greater Street Savvy**

Prerequisite: Street Savvy ability.

* Benefit: You gain a +2 bonus when making Street Savvy checks. Hand Seals Proficiency
* Benefit: You are able to perform hand seals while holding a Small or smaller object in one hand.

Normal: A character typically cannot perform hand seals while holding an object,
regardless of its size.

### **Harmony**

Your body and spirit coexist in peaceful harmony.
Prerequisite: Chakra Control 5 ranks.

* Benefit: You gain a +1 bonus to Chakra Control checks by selecting that feat and the DCs of your Chakra Control techniques increase by 1. In addition, you automatically

learn and automatically pass perform requirements for the Kinobori and Tadayou
techniques.

### **Heroic Surge**

Prerequisite: Heroic character only.

* Benefit: The character gains a quickened move or attack action during his turn. The character may use Heroic Surge once per day at 1st level, twice per day at 5th level, three

times per day at 9th level, four times per day at 13th level, and five times per day at 17th
level.
The character can only gain one quickened action per round, no matter what type (see
Basic Game Mechanics for rules on Quickened Actions).
Special: This feat replaces the standard d20 Modern version of the feat of the same name.

### **Illuminated Proficiency**

Prerequisite: Sacred fist stance, buddhist palm (chakra), Wis 15.

* Benefit: You may treat attacks from a quarterstaff, tonfa, nunchaku or kama as a sacred fist attack while in sacred fist stance. You use either the weapon's base damage or your

sacred fist damage, whichever is higher. The buddhist palm ability is also conferred to the
weapon. Any other ability that affect unarmed attack, such as weapon focus or weapon
specialization, does not apply to weapon attacks. Improved Chakra PoolThrough training of both body and spirit, you have increased the flow of the chakra
through your body.

* Benefit: Your chakra pool increases by 3 and chakra reserve by 1 by selecting this feat. Special: You can select this feat multiple times, its effects stack.

### **Improved Combat Expertise**

Prerequisite: Int 13, Combat Expertise, base attack bonus +6.

* Benefit: When lowering your attack bonus to improve your Defense, the number may be any number that does not exceed your base attack bonus.

Normal: A character cannot use the combat expertise feat to gain a bonus to Defense
above +5.

**Improved Feint**
Prerequisite: Int 13, Combat Expertise.

* Benefit: You can make a Bluff check to feint in combat as a move action. Normal: Feinting in combat is an attack action.

**Improved Grapple**
Prerequisite: Str 13, Combat Throw.

* Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 competence bonus on all grapple checks (regardless of

whether you started the grapple).
Normal: Characters without this feat provoke an attack of opportunity when they initiate
a grapple.

**Improved Power Attack**
Prerequisite: Str 17, Power Attack, base attack bonus +6.

* Benefit: When lowering your attack bonus to increase your damage, the damage bonus is doubled when wielding a weapon with two hands, and increased by one-half (50%),

rounded down, when wielding a weapon with one hand.
Normal: Without this feat, wielding a weapon with both hands has no effect on Power
Attack.

**Improved Two-Weapon Defense** Prerequisite: Two-Weapon Defense, Two-Weapon Fighting.

* Benefit: When fighting defensively or taking a total defense action and wielding two weapons or a double weapon (not counting natural attacks or unarmed strikes), you gain

an additional +2 shield bonus to Defense.

**Initiate of the Eight Celestial Gates [Race/Class]**

Prerequisite: Str 15 or Dex 15 or Con 15.

* Benefit: By selecting this feat, the character is able to learn techniques of the Hachimon Tonkou type and its subtypes. Insightful Reflexes

* Benefit: You may apply your Intelligence modifier rather than your Dexterity modifier to

Reflex saves (whichever is higher).

## **Keen Senses**

###

Your uncanny ability to Sense Chakra is beyond that of a normal ninja.Prerequisite: Heroic character level 6, Wis 13, Sense Chakra

* .Benefit: You are able to sense chakra as a swift action once per encounter (not limited

while outside combat). The duration also increases to Concentration plus 1d4+1 rounds,
and you gain a +2 competence bonus to Wisdom and Spot checks made while using the
ability.
Normal: A character must normally concentrate for an attack action in order to Sense
Chakra for 1d3 rounds.

### **Keen Sight**

Your eyes were trained to see in the dark.

* Prerequisite: Heroic character, can only be taken at first level.
* Benefit: You gain a low-light vision, meaning that you can see twice as far as normal in poor lighting conditions (see low-light vision ability for details).

### **Kusari-gama Style**

* Prerequisite: Int 13, Combat Expertise, proficient with the kusari-gama.
* Benefit: You can use the kusari-gama as a two-handed weapon to attack enemies up to 10 feet away and no longer suffer an attack of opportunity to do so. However, you do not

threaten a larger area than normal when wielding the weapon in this manner.
Normal: You can only throw the kusari-gama to make a single attack, and need a move-
equivalent action to recover it. You also incur an attack of opportunity from any creature
threatening you.

### **Legendary Craftsman [Item Creation]**

* Prerequisite: Any item creation feat.
* Benefit: When calculating the XP cost of any item you craft, multiply that amount by 75%.

### **Light Sleeper**

You trained your body continuously to adapt to the lack of sleep, and you are able to
recover just as you would for the period you slept.

* Prerequisite: Con 13.
* Benefit: You are able to sleep only 4 hours per night and recover one-half the amount ofhit points, chakra pool and chakra reserve normally recovered during normal rest. In this mode of sleep, ability damage is not recovered. The character lessens the penalty

to Listen checks made while asleep by 2.
Normal: A character needs to rest for 8 hours a night to recover one hit points per level
previously lost.

### **Master Craftsman [Item Creation]**

* Prerequisite: Any item creation feat.
* Benefit: When calculating the time taken to craft an item, multiply that amount by 75%. The minimum amount of time taken when crafting enhancement seals or sealed objects is

4 hours. The brewing time of shinobi drugs is not affected

### **Mastercrafter [Item Creation]**

You are adept at creating mastercraft electronic and mechanical devices (including tools,
vehicles, weapons, robot manipulators, and armor).
Prerequisites: Either Craft (electrical) 9 ranks or Craft (mechanical) 9 ranks or both.

* Benefit: When successfully completed, the mastercraft quality of an object can provide a the user a bonus to attack or damage rolls, skill checks, Defense or any other

characteristics of the object that improves. A mastercraft electronic or mechanical object can provide an equipment bonus on skill
checks made to use the object (in the case of mastercraft vehicles, this includes Drive or
Pilot checks). A mastercraft weapon provides a bonus on attack, damage rolls or even
hardness (your choice). A mastercraft suit of armor improves the armor’s equipment
bonus to Defense, or armor penalty. In each case, the bonus can be +1, +2, or +3, and no single object can have more than one
mastercraft feature. (For instance, you cannot build a mastercraft weapon that gains a
bonus on attack rolls and damage rolls.) On average, it takes twice as long to build a mastercraft object as it does to build an
ordinary object of the same type. The cost to build a mastercraft object is equal to the
purchase DC for the object (or its components) + the bonus provided by the mastercraft
feature (+1, +2, or +3). In addition to the Wealth check, you must also pay a cost in experience points equal to
250 × the bonus provided by the mastercraft feature. The experience points must be paid
before making the Craft check. If the expenditure of these experience points would drop
you below the minimum needed for your current level, then the experience points can’t be
paid and you can’t make the mastercraft object until you have sufficient experience points
to remain at your current level after the expenditure is made. Apply the following modifiers to the Craft check DC for mastercraft items: MastercraftDC Modifier Mastercraft +1
Mastercraft +2
Mastercraft +3
You can add the mastercraft feature to an existing ordinary object or a lower-grade mastercraft object by making a Wealth check and then making the Craft check as though
you were constructing the object from scratch. To craft a mastercraft electronical object, one must meet the prerequisite of having 9
ranks in Craft (electronical). Same rule applies for crafting mechanical objects, one needs
9 ranks in Craft (mechanical). Mastercraft bonuses do not stack with enhancement +3 +5
+10 bonuses when applied to weapons or armors.

### **Melee Mastery**

Prerequisite: Weapon Focus, Weapon Specialization class feature, base attack bonus
+11.

* Benefit: You may select a group of weapon, bludgeoning, piercing or slashing. You must have selected the Weapon Focus and Weapon Specialization class feature for a melee

weapon that deals that type of damage. When using a melee weapon that uses the selected
damage type, you gain a +1 bonus to attack and weapon damage rolls.
Special: You may select this feat multiple times; each time, it applies to a different melee
weapon damage type.

### **Monkey Grip**

You are adept at using abnormally large weapons with ease.

Prerequisite: Str 13, base attack bonus +1

* Benefit: This feat grants the character the ability to wield larger weapons with less effort. A Medium character with this feat is able to wield a Large weapon with one hand, or a

Huge weapon with two-hands, although penalties for wielding an improperly-sized
weapon are not affected. A Medium weapon is not considered a light weapon for a
character with this feat. The character is also able to take a hand off a two-handed weapon as a free action to
perform a technique with half seal components or cast a spell with somatic components.
Normal: You can use a melee weapon one size category larger but with greater effort. A
light weapon for a Medium character without this feat is Small or smaller.

### **Moujuu Aishou**

The spirit of the beast is in you. For as long as you can remember, your animal
companion has been by your side, helping you through life's hardships.
Prerequisite: Can only be taken at first level.

* Benefit: Selecting this feat grants the character access to the Moujuu Aishou template, and he must chose his animal companion between Ape, Boar, Cheetah, Dog, Hawk,

Hyena, Owl, Tiger, Wolf (refer to the Creatures and NPCs chapter for more details on
animal companion characteristic). Special: The GM may deny a player the access to this feat as he see fit.

### **Multipuppet Fighting**

You are adept at fighting with multiple puppets.

Prerequisite: Advanced Puppetry class ability, Dex 13.

* Benefits: You can animate multiple puppets with an attack action. When animating or fighting with more than one puppet, you can increase the number of hit dice of puppets

you can control by one-half (+50%) by lowering the maximum hit dice a puppet can be
animated with up to your character level or hit dice –3.

### **Oversized Two-Weapon Fighting**

Prerequisite: Str 13, Two-Weapon Fighting.

* Benefit: You suffer penalties to attack roll when wielding one-handed weapons in your off-hand as though you were wielding a light weapon instead.

### **Oversized Weapons Mastery**

Prerequisite: Str 15, Monkey Grip, Oversized Weapons Proficiency, base attack bonus
+11.

* Benefit: You are able to wield oversized weapons with one hand. In addition, weapons one size category larger are now treated as light weapons. Weapons that cannot normally

be wielded one-handed, such as a fullblade, still require two hands to use.

### **Oversized Weapons Proficiency**

Prerequisite: Str 13, Monkey Grip, base attack bonus +1.

* Benefit: You are able to wield oversized weapons proficiently so long as you have proficiency in the base weapon.

### **Power Critical**

Prerequisite: Base attack bonus +4, Weapon Focus with the chosen weapon.

* Benefit: You gain a +4 bonus to attack rolls made to confirm a threatened critical with a chosen weapon.

Special: You may select this feat multiple times. Each time you take the feat, it may
apply to a different weapon or the same. On the same weapon, its effects stack.

### **Puppet Multiattack**

Prerequisite: Advanced Puppetry class ability.

* Benefit: Your puppet's penalty when making attack with its secondary natural weapon is reduced to -2. If the puppet does not have a secondary natural weapon, it may make a

second attack with its primary natural weapon at a -5 penalty.

### **Puppeteer Insight**

You are adept at battling with other puppeteers.
Prerequisite: Advanced Puppetry II class ability, Int 13.

* Benefit: Once per round, you may spend an attack action to "gain focus" by making a Concentration check (DC 20). You retain focus for the duration of the encounter, or until

it is expended in one of the following ways, as an instant action:
Analyze: You gain insight on the current weapon another puppeteer is using. You
automatically know the hit dice of any puppet the opponent animates within the next 3
rounds, and currently controls.
Counter: You gain offensive insight of another puppeteer's style, and gain a +2 insight
bonus to attack and damage rolls made against his or her puppets for 3 rounds.
Defend: You gain defensive insight of another puppeteer's style, and you and your
puppets gain a +2 insight bonus to saves and defense against the opponent's puppets'
attacks.
You may gain focus before an encounter or during a surprise round.

### **Ranged Mastery**

Prerequisite: Weapon Focus, Weapon Specialization class feature, base attack bonus
+11.

* Benefit: You may select a group of weapon, ballistic, bludgeoning, piercing or slashing. You must have selected the Weapon Focus and Weapon Specialization class feature for a

ranged weapon that deals that type of damage. When using a ranged weapon that uses the
selected damage type, you gain a +1 bonus to attack and weapon damage rolls.
Special: You may select this feat multiple times; each time, it applies to a different
ranged weapon damage type.

### **Rapid Shot**

Prerequisite: Dex 13, Point Blank Shot

* Benefit: You may make an additional ranged attack from a bow or a thrown weapon during a full-attack action. Every attack made in the same round will suffer a -2 penalty.

This ability does not stack with other similar abilities, such as Renzuki or Storm of
Blows.

### **Retrieval Expert**

Prerequisite: Ninjutsu 9 ranks

* Benefit: This feat allows you to learn Spacetime techniques without suffering penalty to your Learn checks and taking additional time.

Normal: Without this feat, the character takes a -8 penalty to his Learn checks and takes
twice the normal amount of time to learn them.

### **Reverse Doctor**

You are as terrifying as you are great. The very air shakes in fright before your might!
You are the Reverse Doctor!

Prerequisite: Chakra Scalpel class ability.

* Benefit: You may apply your Dexterity or Intelligence modifier with your attack rolls made with the Chakra Scalpel instead of your Wisdom modifier, whichever is higher.

You may also add up to a +3 bonus of either your Dexterity or Intelligence modifier to damage rolls made with the chakra scalpel (choose one, you may change once per round
as a free action).Resist Poison

* Benefit: You gain a +4 bonus to Fortitude save versus poisons and diseases.

### **Sacred Flurry**

Prerequisite: Sacred fist stance (1d6), buddhist palm (chakra), base attack bonus +6, Dex

* Benefit: The sacred fist may spend a swift action each round to enter a state of sacredflurry. During the sacred flurry, the character gains an additional sacred fist attack at his

highest attack bonus when making a full-attack action, but all attacks made this round
suffer a -2 penalty to attack rolls. The sacred flurry does not stack with other similar abilities, such as flurry of blows or the
Renzuki technique, and can only be used when the character is in the Sacred Fist stance.

###

### **Shadow Arts**

You are a master at killing silently, using both your knives and Ninja techniques
Prerequisite: Hide 5 ranks, Ninjutsu 5 ranks.

* Benefit: You can learn Shadow ninjutsu techniques. Normal: A character without this feat cannot learn Shadow techniques. Skilled

Prerequisite: Can only be taken at first level.

* Benefit: The character selecting this feat gains 4 skill points at 1st level, and an

additional skill point per level afterwards.

### **Skillful Assault**

Prerequisite: Wis 13, Heroic character.

* Benefit: At the beginning of your turn, you can designate an opponent and each attack made against that opponent will not reduce it below 0, but suffer a -2 circumstance

penalty to attack and damage rolls. This cannot be used on a creature at or below 0 hit
points. You may select a new opponent at the beginning of any turn.

### **Specialist's Gaze Counter**

You have become adept at fighting creatures with dangerous gaze attacks, and trained
yourself hard to find a proper counter. Prerequisite: Wis 13, base attack bonus +3.

* Benefit: When Averting One's Eyes to defend against a gaze attack, you may reroll the success chance of the maneuver if you happen to fail. In addition, the opponent gain no

concealment bonus from the maneuver.
Normal: You have a 50% chance to avoid the gaze attack, but your attacks suffer a 50%
miss chance against the opponent.

### **Soul Edge Specialization**

Prerequisite: Soul Edge class ability, Ghost Edge, Weapon Focus (soul edge) Wis 13.

* Benefit: You gain the Weapon Specialization ability with the soul edge, and gain a +2 bonus to damage rolls made with the Soul Edge.

### **Superior Combat Martial Arts**

Prerequisite: Combat Martial Arts, base attack bonus +3.

* Benefit: Your unarmed strikes deal more damage as you gain levels, as shown on the table below. Character Level Damage

8 or lower 1d6
9-16 1d8
17 or higher 1d10. Special: If you have the Feral Combat beastmaster ability, Living Weapon martial artist
ability, Sacred Fist Stance sacred fist ability or the Unarmed Strike taijutsu master ability,
you deal damage as though four levels higher.

### **Tactical Implements**

Prerequisite: Weapon Focus (any weapon).

* Benefit: This feat allows you to treat any weapon or improvised weapon of a similar shape and size to the selected weapon and allow it to substitute for the Material Focus

component of a Strike Taijutsu technique with the Armed descriptor if it requires the
selected weapon.
Special: This feat may be selected multiple times; each time, it applies to an additional
weapon. Taijutsu AdeptYour finely tuned body and extensive training of the hand to hand arts makes you a
master of Taijutsu.

* Benefit: You gain a +2 bonus to Taijutsu checks by selecting that feat and the DCs of your Taijutsu techniques are increased by 1. In addition, you may make 1 additional

attempt when learning Taijutsu techniques. You gain a +1 bonus to your effective skill threshold when performing Taijutsu
techniques. Talented ShinobiTaking studies seriously, you are more versed than normal in the ninja arts.

* Benefit: Upon selection of this feat, you gain 5 + your intelligence modifier (minimum 4) skill points that can only be spent in the following skills or your current class' skills:Balance, Chakra Control, Concentration, Craft (chemical, mechanical, calligraphy),

Fuinjutsu, Genjutsu, Hide, Jump, Knowledge (ninja lore, tactics), Listen, Move Silently,
Ninjutsu, Search, Sign Language, Sleight of Hands, Spot, Survival, Taijutsu, Tumble.
Special: A character can select this feat multiple times, its effects stack. If no more ranks
can be spent upon selection of this feat, the character can save skill points until the next
level up. Technique Focus You attain particular aptitude at a specific field of Genjutsu or Ninjutsu.

* Benefit: You choose one subtype of Genjutsu or Ninjutsu techniques (such as Doujutsu or Katon) and are able to perform those techniques as though you were one level higher.

In addition, you gain a +1 enhancement bonus to skill threshold to perform techniques of
that subtype.
Enhancement bonus do not stack with one another. Universal focus applies to any
Genjutsu or Ninjutsu without a subtype.
Special: You can chose this feat multiple times. Each time, it applies to a different
subtype of techniques.

### **Technical Knowledge**

Your advanced knowledge of the true workings of Chakra enables you to teach others and
yourself with great efficiency.
Prerequisite: Educated, Knowledge (ninja lore) 9 ranks, any 1 Meta-Chakra
Specialization (class ability).

* Benefit: The character gains a +1 bonus to Learn checks made when developing or creating a Chakra Control, Genjutsu or Ninjutsu technique. The character also grants an

additional +2 bonus to Learn checks when teaching a Chakra Control, Genjutsu or
Ninjutsu technique that he knows to another. The Teaching bonus cannot be higher than
+5 still even with the bonus granted by this feat. Training

* Benefit: The character can learn techniques of the Training type and its subtypes without taking a penalty or requiring additional successes.

Normal: A character normally takes a -4 penalty to Learn checks and must make 2
additional successes when learning a Training technique.

### **True Blinkstrike**

Prerequisite: Blinkstrike +3 class ability, Quick Draw, Dodge, Mobility, Agile Riposte.

* Benefit: The character is able to use this ability as a free action, it lasts for 1 round. The character turns his Blinkstrike bonus to defense into a bonus to attack and damage

rolls equal to half his Blinkstrike level, rounded up. While in the Blinkstrike stance, he
may make a full-attack action and still move up to his speed.
The character is subject to attacks of opportunity while doing so, but may Tumble
normally or use the Blink Step ability as part of his move. If he is prevented from
completing his move, he is also prevented from finishing his full-attack action.
While using this ability, the character must make a minimum 5 feet movement between
each attacks, including attacks of opportunity, and is unable to return to a square he previously occupied this round.

### **Twin Soul Style**

Prerequisite: Soul Edge class ability, Two-Weapon Fighting, Dex 15.

* Benefit: When forming a soul edge, you may create an additional soul edge to be wielded in the off-hand as a free action. Though the secondary soul edge cannot be shaped, it can

still be empowered by enhancement seals (see Empower Soul Edge ability) and benefits
from the Ghost Edge ability.

### **Two-Weapon Defense**

Prerequisite: Two-Weapon Fighting.

* Benefit: When fighting defensively or taking a total defense action and wielding two weapons or a double weapon (not counting natural attacks or unarmed strikes), you gain

an additional +1 shield bonus to Defense.

### **Unbalance Opponent**

Prerequisite: Dex 15, Combat Throw, Defensive Martial Arts, base attack bonus +6.

* Benefit: You can designate an opponent no more than one size category larger than you as a free action. That opponent doesn't get to add its Strength modifier to attack rolls

when targeting you with a melee attack, but the opponent's Strength modifier applies to
damage as usual. If the opponent has a Strength penalty, it still takes this penalty. An
opponent is always aware that it is the target of this feat after it makes an attack against
you

### **Weapon Adaptation Training**

This is the true mark of a weaponmaster, and allows you to truly master every weapon
you have proficiency in.
Prerequisite: Int 12.

* Benefit: You may make an Intelligence check (DC 10) to retrain one of your weapon- specific feats and abilities, such as weapon focus or the weapon specialization class

feature. You may not retrain class or extraordinary abilities restricted to a single weapon, such as
the Weapon Focus (unarmed) feature of the taijutsu master class. If the ability retrained is
a chosen weapon tree, the abilities become unavailable until they have all been retried.
Each attempt takes 4 hours and allows to retrain one ability.The character cannot take 10 on that check. You cannot apply the feats and abilities to
weapon you are not proficient in. Other restrictions may apply, as specified in the
retrained ability.

### **Weapon Finesse**

Prerequisite: Proficient with weapon, base attack bonus +1.

* Benefit: With a light weapon, katana (one-handed), kusari-gama, ninja-to, rapier, or spiked chain made for a creature of your size category, you may use your Dexterity

modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor
check penalty applies to your attack rolls.
Special: Natural weapons, including unarmed attacks, are always considered light weapons.
Note: This feat differs from the d20 Modern weapon finesse feat in that it applies to all
light weapon, not merely a single weapon.

### **Webspinner**

Prerequisite: Advanced Bloodline (Gumoshin), Gumokeitou.

* Benefit: You gain the ability to spend 2 point of chakra to create 2 additional kumonosu up to three times per day as a free action, though you cannot exceed your maximum

number of kumonosu by this mean. The rate at which you regenerate your kumonosu
increases to 4 per hour.

### **Will over Flesh**

Even for those who have a frail body, to tap into a different well to fuel their chakra
reserves is still possible.

Prerequisite: Can only be taken at first level.

* Benefit: The character uses his Wisdom modifier to determine the total amount of chakra he may have instead of using his Constitution modifier, and chakra recovered while

resting, during complete short rest, bed rest and resting periods.

## Meta-Chakra Feats

 Meta-chakra feats are tools to help a character alter and augment the properties of a
technique to a certain degree, enabling them to be far more versatile than they could
otherwise be. The when applying a meta-chakra feat to a technique, its perform requirements increase
by an amount specified in the feat description. If the perform requirements of a technique was increased by 3, simply increase the skill threshold by 3. When increasing the perform DCs component, increase the complexity rating rather than the DC itself. When
calculating the cost of an enhanced technique, simply add or subtract from the cost as advised.

### **Adept Puppeteer [Meta-Chakra]**

You have great control over your puppets and can reanimate them in the blink of an eye.
Prerequisite: Ninjutsu 12 ranks, Int 15, Advanced Puppetry class ability.

* Benefit: The character can reanimate a puppet that was deanimated from a failed Concentration check as a free action by spending a meta-chakra charge without paying

chakra from chakra threads. This can be done even during another's turn, but must still be
done within 1 round of the puppet being deanimated.

### **Blood Mage [Meta-Chakra]**

You draw power from your blood and use it to perform various techniques and rituals.

Prerequisite: Fuinjutsu 6 ranks, Con 13.

* Benefit: The character is able to learn techniques requiring the Blood Mage meta-chakra eat, without penalty, even if they are Sealing ninjutsu techniques (the user still suffers

normal penalty to learn other sealing techniques until he meets the requirements). He is also able to expend a meta-chakra charge to convert his blood into chakra, dealing
himself 1 point of damage to reduce the chakra cost of a technique by 1.

### **Blurstrike [Meta-Chakra]**

Prerequisite: Quick Draw, Blinkstrike +1 class ability, fifth step of mastery in Kenjutsu:
Iaido.

* Benefit: The character is able to sheathe and draw his weapon as a free action in the Blinkstrike stance, without provoking an attack of opportunity.

The character may spend 1 meta-chakra charge to increase his Blinkstrike ability bonus
by +2 for 1 round while making a full-attack action. This feat can be used up to three
times per encounter.
This ability does not stack with the True Blinkstrike feat, and cannot be used in
conjunction with it. Chakra Weaving [Meta-Chakra]You are more adept at using meta-chakra feats and less limited in your usage of them.

* Benefit: The character gains 1 meta-chakra charge, in addition to the two granted from selecting a meta-chakra feat.

Special: A character can take this feat multiple times, its effects stack.

### **Concealed Technique [Meta-Chakra]**

Prerequisite: Efficient Technique, Chakra Control 12 ranks.

* Benefit: You may apply this meta-chakra feat to a Chakra Control, Fuinjutsu, Genjutsu or Ninjutsu technique. The chakra cost of the technique is completely concealed and the

chakra cost is reduced by 1 every 4 ranks (minimum 1). The technique's perform
requirements increase by 6.

### **Critical Stare [Meta-Chakra]**

Your experience and expertise allows you to see more than what meets the eyes.
Prerequisite: Any 2 Meta-Chakra Specialization, Spot 6 ranks.

* Benefit: The character may spend 1 meta-chakra charge to gain the ability to See Chakra for 1 minute as a full-round action that may provoke an attack of opportunity. Blindness, both temporary or permanent, immediately terminates the ability.

### **Efficient Technique [Meta-Chakra]**

You are able to use techniques more efficiently.
Prerequisite: Any 1 meta-chakra feat, Chakra Control 9 ranks.

* Benefit: This meta-chakra feat, when applied to a technique, increases its efficiency by allowing for less chakra to be used. The technique's perform requirements increases by 4. The chakra cost decreases by 50%.

If the technique was empowered, the total cost decreases by 25% instead (use whichever
lowers the cost more).
Special: If you apply this feat to a technique, it cannot be enhanced by another meta-
chakra feat.

### **Elemental Mastery [Meta-Chakra]**

Your innate genius allows you to learn gain additional elemental affinities.
Prerequisite: Genius Ninja, any 1 meta-chakra feat, Ninjutsu 9 ranks.

* Benefit: When selecting this feat, you gain an additional elemental nature transformation. Special: This feat can be selected multiple times, each time it applies to a different

affinity.

### **Elemental Shaping [Meta-Chakra]**

You are able to practice far greater control over your elemental Ninjutsu techniques.
Prerequisite: Any 1 meta-chakra feats, Ninjutsu 12 ranks.

* Benefit: This meta-chakra feat allows the character to add the Shapeable (S) component to a cone, line, emanation or burst area effect of a Doton, Fuuton, Hyouton, Katon,

Raiton or Suiton Ninjutsu technique. The technique's perform requirements increase by 2. The chakra cost increases by 1 every
2 ranks (round up)

**Empower Summoning [Meta-Chakra]**

Your summoned creatures are more powerful than usual.
Prerequisite: Retrieval Expert.

* Benefit: Any summoned creatures you call upon by applying this meta-chakra feat to a technique gains 1d8 hit points, +1 per level of the summon. In addition, the summoned

creature gains a +1 bonus to attack and damage rolls.
The technique's perform requirements increase by 3. The chakra cost increases by 10.
Special: This feat can be selected twice. The second time, the feat increases the bonus to
hit points by +1 per level of the summon, and attack and damage rolls by an additional
+1.

**Empower Technique [Meta-Chakra]**

You are able to strengthen your technique for far more devastating effects than the normal
shinobi.
Prerequisite: Any 2 meta-chakra feats, Chakra Pool 40, Chakra Control 12 ranks.

* Benefit: This meta-chakra feat increases all variable, numeric value of the chosen Fuinjutsu, Genjutsu or Ninjutsu technique by 50% (one-half). Saving throws, weapon

damage and opposed rolls are not affected, nor are technique without random variables.
The technique's perform requirements increase by 3. The chakra cost increases by 1 per
rank. Special: If you apply this feat to a technique, it cannot be enhanced by another meta-
chakra feat. Enlarge Technique [Meta-Chakra]Your techniques have a far longer reach than normal.

* Benefit: This meta-chakra feat allows the character to increase the range a technique gains every two level by 100%. An enlarge technique with a range of Close has a 10 ft. +

10 ft./2 levels, while medium-range techniques have a range of 20 ft. + 20 ft./2 levels, and
long-range techniques have a range of 30 ft. + 30 ft./2 levels. If the technique has a
maximum range it can reach, it is not increased.
The technique's perform requirements increase by 2. The chakra cost increases by 1 every
2 ranks (round up). Extend Technique [Meta-Chakra]Your techniques' effects last longer than normal.

* Benefit: Applying this feat to a technique increases the technique's duration by 50%. A technique with a duration of concentration, instantaneous, or permanent is not affected by

this feat.
The technique's perform requirements increase by 2. The chakra cost increases by 1 every
2 ranks (round up).

**Flawless Form [Meta-Chakra]**

You execute taijutsu moves to a perfection.
Prerequisite: Taijutsu 4 ranks

* Benefit: This meta-chakra feat can only be applied to a Strike taijutsu technique. Although it grants no benefits, you gain a +2 enhancement bonus to attack and damage

rolls for 1 round after performing the technique successfully.
The technique's perform requirements increase by 2. The chakra cost increases by 1 every
2 ranks (round up)

.
**Hand Seals Mastery [Meta-Chakra]**

Further increasing your mastery of seals, you are able to completely ignore them and still
succeed a technique.
Prerequisite: Ninjutsu 15 ranks, Sleight of Hands 12 ranks, Genius Ninja (Genjutsu or
Ninjutsu), One-handed Seals.

* Benefit: This feat allows the character to use bypass the hand seals or half-seals components when performing a Fuinjutsu, Genjutsu or Ninjutsu technique, thus ignoring

the need for one or both hands free in doing so. He provokes no attack of opportunity
unless the technique has the C or M component.
The technique's perform requirements increase by 3.
The character can spend a meta-chakra charge to ignore the complexity rating increment
when performing that technique.
Special: If you apply this feat to a technique, it cannot be enhanced by another meta-
chakra feat.
Applying this meta-chakra feat to a technique does not always consume a meta-chakra
charge.

**Heighten Technique [Meta-Chakra]**

You can imbue your techniques with greater power and finesse, making them harder to
command but far more deadly. Prerequisite: Any 1 meta-chakra feat.

* Benefit: This meta-chakra feat, when applied to a technique, allows a character to increase the technique's effective rank by 1, up to 5 (maximum rank 14). This also

increases the perform requirements as well as the saving throw DC of the technique by
the set amount. All effects dependent on the technique's Rank are calculated according to
the heightened technique.
The technique's perform requirements increase by 3. The chakra cost increases by 3 plus
1 every 2 ranks (round up).
Special: If you apply this feat to a technique, it cannot be enhanced by another meta-
chakra feat.

**Hidden Gaze [Meta-Chakra]**

Prerequisite: Genjutsu 15 ranks.

* Benefit: This meta-chakra feat can only be applied to a Doujutsu genjutsu technique. The gaze attack cannot be avoided by adverting one's gaze, and is delivered as long as the

character is in the targets' line of sight.
The technique's perform requirements increase by 2. The chakra cost increases by 1 every
2 ranks (round up).
Blind creatures are still unaffected by Doujutsu techniques.
Special: If you apply this feat to a technique, it cannot be enhanced by another meta-
chakra feat.

**Improved Avoidance [Meta-Chakra]**

You gain greater ability to perform defensive maneuvers and to avoid incoming attacks.
Prerequisite: Str 13 or Int 13.

* Benefit: Up to 3 times per day, the character can spend a meta-chakra charge when taking a "defensive maneuver" or "avoiding an attack" action. This action counts towards neither

the technique's use per day nor the maximum use of that specific action per day. Special: This feat can be selected twice. The second time, the requirements increase to
Str 15 or Int 15, and the feat can be used up to 5 times per day.

**Innate Control [Meta-Chakra]**

You are able to manifest true mastery over chakra.
Prerequisite: Chakra Control 15 ranks,Harmony.

* Benefit: The character is able to use the Kinobori, Tadayou or Yukigutsu technique once per round as a reaction, without needing to make a perform check, to concentrate or use

chakra, even if the character does not know the techniques. Every use expends a meta-
chakra charge.

**Maximize Technique [Meta-Chakra]**

You are able to manipulate and weave your chakra to gain the best effect from
techniques.
Prerequisite: Empower Technique, Chakra Pool 60, Chakra Control 15 ranks.

* Benefit: This meta-chakra feat maximizes all variable, numeric effects of a Fuinjutsu, Genjutsu or Ninjutsu technique. Saving throws, weapon damage and opposed rolls are

not affected, nor are techniques without random variables. The technique's perform requirements increase by 3. The chakra cost is increased by 3
plus 1 per rank.
Special: If you apply this feat to a technique, it cannot be enhanced by another meta-
chakra feat.

**One-handed Seals [Meta-Chakra]**

Your extreme ability and genius gives you the uncanny ability to perform hand seals one
handed.
Prerequisite: Ninjutsu 9 ranks, Sleight of Hands 6 ranks, Genius Ninja (genjutsu or
ninjutsu).

* Benefit: A character selecting this feat may use a Fuinjutsu, Genjutsu or Ninjutsu technique with the Hand Seals component as though they required only Half Seals,

meaning that he can perform techniques requiring Hand Seals with only one hand free.
Changing the Hand Seals component into Half Seals increase the technique's perform
requirements by 2. The character can spend a meta-chakra charge to ignore the complexity rating increment
when performing that technique.
Normal: A character cannot perform hand seals one handed without this feat.
Special: The character can apply this feat to a technique that has already been enhanced
by another meta-chakra feat. Applying this meta-chakra feat to a technique does not always consume a meta-chakra
charge.

**One-Man Army [Meta-Chakra]**

Prerequisite: Any 1 meta-chakra feat, Kage Bunshin no Jutsu (Advanced Proficiency),
Tajuu Kage Bunshin no Jutsu

* Benefit: You may spend 1 meta-chakra charge to suffer 1 less damage per clone when performing Kage Bunshin or Tajuu Kage Bunshin no Jutsu to replicate yourself,

minimum 1.

**Path of the Fiendfire [Meta-Chakra]**

You draw power from your blood and use it to perform various techniques and rituals.
Prerequisite: Blood Mage, Knowledge (ninja lore) 9 ranks, Fuinjutsu 9 ranks, Con 15.

* Benefit: The character is able to learn techniques requiring the Path of the Fiendfire meta-chakra feat, without penalty, even if they are Sealing ninjutsu techniques (the user

still suffers normal penalty to learn other sealing techniques until he meets the
requirements). He is also able to expend a meta-chakra charge as a swift action to gain a Fire Resistance
5 for 3 rounds.

**Protective Technique [Meta-Chakra**]

Prerequisite: Any 1 meta-chakra feat, Con 13.

* Benefit: Applying this meta-chakra feat to a Chakra Control or Ninjutsu technique used on yourself grants you a +4 deflection bonus to Defense for 1 round.

The technique's perform requirements increase by 2. The chakra cost is increased by 1
every 2 ranks (round up). Special: If you apply this feat to a technique, it cannot be enhanced by another meta-
chakra feat.

**Sturdy Illusion [Meta-Chakra]**

Your illusions are tougher to dispel.
Prerequisite: Any 1 meta-chakra feat, Genjutsu 12 ranks.

* Benefit: Applying this meta-chakra feat to a Genjutsu technique gives it a 20% chance to resist being dispelled.

The technique's perform requirements increase by 2. The chakra cost is increased by 1
every 2 ranks (round up).
Special: If you apply this feat to a technique, it cannot be enhanced by another meta-
chakra feat.

**Supercharged Technique [Meta-Chakra]**

You are able to supercharge a technique to alter its elemental properties.
Prerequisite: Any 1 meta-chakra feat.

* Benefit: This meta-chakra feat can only be used with a Doton, Fuuton, Hyouton, Katon, Raiton or Suiton technique. Half the elemental damage of the appropriate type dealt by

the technique is force damage.
The technique's perform requirements increase by 3. The chakra cost is increased by 3
plus 1 every 2 ranks (round up).
Special: If you apply this feat to a technique, it cannot be enhanced by another meta-
chakra feat.

**Underhanded Technician [Meta-Chakra]**

Prerequisite: Sneak attack +2d6.

* Benefit: You may apply this meta-chakra feat to a Chakra Control or Ninjutsu technique that targets only one creature, or that is shaped to target a number of creatures equal to

your Intelligence modifier (maximum 3).
If you meet the requirements to deal sneak attack damage, you may add your sneak attack
damage die to the total damage dealt, and you gain a +4 bonus to checks made to conceal
the chakra cost. The technique's perform requirements increase by 6. The chakra cost is
increased by 3 plus 1 every 2 ranks (round up).
Special: If you apply this feat to a technique, it cannot be enhanced by another meta-
chakra feat.

**Vile Technique [Meta-Chakra]**

You are able to imbue your techniques with dark, vile power.
Prerequisite: Any 2 meta-chakra feats, Wis 16, evil allegiance.

* Benefit: This meta-chakra feat allows the character to use any Ninjutsu technique dealing direct damage to turn half of that damage to negative energy damage.

The technique's perform requirements increase by 2. The chakra cost is increased by 1
every 2 ranks (round up).
If the character does not have the demonic subtype, he suffers 1d4 points of damage per
rank as backlash when performing the technique.
Special: If you apply this feat to a technique, it cannot be enhanced by another meta-chakra feat. Widen Technique [Meta-Chakra]

* Benefit: This meta-chakra feat allows the character to alter a burst, emanation, line, or spread shaped technique to increase its area. Any numeric measurements of the

technique’s area increase by 50%, but techniques that do not have an area of one of these
four sorts are not affected by this feat.
The technique's perform requirements increase by 3. The chakra cost is increased by 2
plus 1 every 2 ranks (round up).