recursal/Fanatic-Fandom huggingface dataset:
Demonic Mirage: Hell's Mouth Technique

* **Type:** Genjutsu

**Subtype:**

**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:** Up to 3 rounds (D) (see text)

* **Description:** The subject, if it fails its save, is given the illusion that the ground crumbles beneath his feet and begins to fall into the dark, fiery pits below. The first round, the subject suffers 3d6 points of nonlethal damage and is unable to act as it begins to 'fall.' The second round, the target becomes unaware of its surrounding and can take no actions as it 'falls' deeper towards the pits below at staggering speeds, and suffers 6d6 points of nonlethal damage. The third and last round, the target is swallowed in the dark fire and torn apart by countless, bloodthirsty vines. It is unable to act still and suffers 12d6 points of nonlethal damage. If the target is still conscious, it must make a second Will save to avoid being taken by irrational fear and cowering for 1d4 rounds. The target is very unlikely to be still and silent unless paralyzed and mute, while under the effects of the technique. Any outside source of damage breaks the illusion immediately. A blind creature is immune to this technique. This technique can be dispelled by an outside source. Note: Following the optional rules for stacking nonlethal damage, the technique deals 2d6, 4d6 and 6d6 nonlethal damage on rounds 1, 2 and 3 respectively.
Fireball Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

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

**Area:** 30-ft. radius burst

**Duration:** Instantaneous

* **Description:** Upon completing this technique, the user sends a large ball of blazing Chakra towards his target, likely with the intention of blowing it to bits. The fireball explodes in with a large and loud sonic boom, dealing 6d6 point of fire damage and 1d6 point of sonic damage. The fire ball will set fire to combustibles and damage unattended objects in the area. Should the user attempt to send it through a narrow passage, he must 'hit' the opening with a ranged touch attack, lest he sees the fireball explode prematurely at the opening of the passage.
* **Empower:** The user may increase the damage dealt by this technique by 1 die of fire or sonicdamage, up to a maximum of 12d6 point of fire damage and 7d6 point of sonic damage atthe cost of 2 points of chakra per die of damage, or up to 1d6 per level total.
Aeredale

Aeredal is a moderately sized town, at the western edge of the Kingdom of Loriene. It is a town of poor reputation. Councilmen speak of it in words of caution- "We must put a stop to this sort of thing, or we become like Aeredal." For Aeredal attracts discontents. Young men and women with little to lose and nothing to tie them down occasionally travel to the edge of civilization. And why? To test themselves. To strive for greatness.

To look into the wild, and be seen by it in turn.

And so, like a handful before you, you have come to Aeredal. There are few others like you, but Pig Stool is welcoming enough of your last few coin
Frozen Ground Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 attack action

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

**Area:** 5-ft. square

**Duration:** 1 round (see text)

* **Description:** Using this technique, the user will temporarily freeze the ground over a small area, causing all the creatures in it to make a Reflex save to avoid losing their dexterity bonus to defense until the user's next turn, or until they leave the targeted area.
Hand-to-Hand: Stance - Method of Counter Attack

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** While in this stance, the character may may gain an attack of opportunity against any opponent directly adjacent to him after that opponent misses with a melee attack. The attack gains a +2 bonus to attack and damage rolls, and costs 6 points of chakra. Declaring the use of the attack of opportunity is an instant action.
Fire Dragon Fang Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**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.
Hiro

## Statistics

Pool
Amount
Reserve
 423/423

## Training (Quick Learning)

Skill Training

**Accuracy** - +4 bonus to Accuracy

**Shikotsumyaku**
10 chakra equals 1d4 simple weapon

20 chakra equals plus 1 endurance

30 chakra equals increase 20 feet base movement speed

### Character Feats

**Karate**: You gain the Melee Proficiency [Your melee attacks are empowered allowing you to roll 2d8 for your damage roll with a -8 to attack roll].

**Martial** **Melee** **Proficiency** - +6 Damage to attack rolls when using fist.

**Double hit** - Use 2 basic actions.

**Stunning Fist** - Attacking with your fist allows a stun for 1 round every 4 rounds

## Tier 4 (Chance Time!)

Tier 4 Allows your champion to increase it's damage based on crit chance and improves your crit chance.. Your normal attack crit chance is 20

 3
 7
 9
 12
 15
 17
 18
 19
 20

## Class (ShadowBlade)

Chakra Flow: Weapon
Chakra Flow: Chakra Blade
Ninjutsu Rank E- D
 2
 3
Shadowrun (S)

## Items

### Armor

Bone Armour (40 movement feet, +14 dex, -3 end, [13 amour bonus])

### Weapons

1 Throwing Kunai (1d2)

(S) 1 Katana (2d4) (Seeking +10%)
Gale Crusher

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 2

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 15

**Perform Rank:** 3

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** The user creates a small but powerful gale in the form of a beach ball-sized sphere of spinning wind. The user directs the reppushou at a creature or thrown weapon. If used against a creature, the user must succeed with a ranged touch attack. If it hits, the creature takes 2d6 points of wind damage and is knocked back 5 feet and prone. To target a thrown weapon, the user must ready an action to use this technique and choose to either hinder or aid the attack. If the attack is hindered and the reppushou hits, it is thrown off course 2d6x5 feet in a random direction and misses. If the ranged attack is aided, it gains a +4 bonus to attack rolls and deals an additional 2d6 points of damage on a successful hit, not multiplied on a critical hit. The user gains a +4 bonus to attack rolls to aid a ranged attack if he stands within 10 feet of the attacker, or +8 if he is adjacent.
* **Empower:** The user can spend an additional 3 points of chakra to increase the knockback distance by5 feet or target two thrown weapons fired by the same creature at a single target.
Armed Secret Technique: Stance - Spiritual Destroyer Stance

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 10

**Complex:** A-Class

* **Learn DC:** 25

**Learn Success:** 4

**Perform DC:** 27

**Perform Rank:** 13

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** The user deals additional damage against any armed attacks made with a properly-sized weapon or a Taijutsu technique with the armed descriptor. Each melee attack or armed technique that targets a single creature deals an additional 1d6 points of damage, not multiplied on a critical hit. If the attack scores a confirmed critical, it deals an additional 1d10 points of damage if the multiplier is x2, 2d10 if x3, etc. Material Focus: The user's held weapon.
Air Wave Slash

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 3

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 attack action

**Range:**

**Area:** 5-ft. wide by 30-ft. long line (see text)

**Duration:** Instantaneous

* **Description:** By concentrating Chakra to the blade of his weapon, the user is able to send forth a wave of Chakra taking the form of a powerful gust of wind. The user makes a single attack roll that will target every creature caught in the line. If it hits, it deals weapon damage. The kuuhazan attack can score a critical hit, and totally ignores concealment. Material Focus: The user's held slashing weapon.
Chakra

Every living being possesses some measure of chakra, no matter how small. It represents the life energy of a being, the fuel of the soul.

 Chakra is essentially divided in two parts: Chakra Pool, and Chakra Skills.

### **Chakra Skills**

The "skill" aspect of chakra is divided in four parts: Chakra Control, Genjutsu, Ninjutsu, and Taijutsu, one for each type of technique that shinobi are known to perform.

 **Chakra Control** serves a character the most in that it represents his ability to mold and control the flow of chakra in his body. A character with no ranks in this skill cannot tap
into his chakra reserve to gain extra energy. Chakra Control techniques tend not to be offensive or defensive, but rather perform sometimes gravity-defying feats such as
walking up walls or on water.

**Genjutsu** serves a character the most in that it alters the perception of reality in a
creature, causing illusions, and sometimes deadly hallucinations. Genjutsu also serves to identify illusions cast by another to avoid being caught in them, or to gain bonuses in resisting them.

 **Ninjutsu** serves a character the most in that it allows him to blow plumes of flames, heal
wounds or simply vanish without a trace. It is the most basic shinobi skill and benefits the
most from strong chakra control.

 **Taijutsu** serves a character the most in that it focuses the most on the character's physical
strengths rather than how many techniques it possess, or how good his chakra control is. Although at its root, Taijutsu represents hand-to-hand combat, all forms of physical and
non-mystical combat arts are represented by this skill.

 Skill threshold allows a character to perform techniques without making a check as part of the technique's perform requirements.

### **Chakra Pool**

The Chakra Pool of a character essentially represents how much energy it can expend on techniques or supernatural abilities before running out, and is represented by a set number
that grows as the character advances in level, gains new abilities or ability score increase.
A character has a reserve of chakra to supplement his chakra pool simply called the
Chakra Reserve.

 The *Chakra Control* skill is crucial for any character who wishes to tap into that reserve
and make the most of his abilities.

 Chakra Reserves are the ability to hold Chakra inside the body in reserve for your body to function normally. If you need to use more Chakra than you have, you can tap into your reserve to use it. However, reaching 0 in Chakra reserves is equal to death.
Body Revival Technique

Activation
 Cooldown
 Saving Throw

The principles of this technique is to take advantage of the muscles' ability to grow stronger after repairing itself from damage. Understanding this theory, the Body Revival Technique can repair the user's body and increase its strength by manipulating the "Destruction and Rebirth" cycle of the muscles.

This technique allows the user to survive any otherwise normally fatal damage and instantly heal from the damage. A unique trait of this technique is that it can momentarily give the user the appearance of death, fooling even the most talented medical-nins.

When combined with Dark Chakra, this technique can also be used to physically enhance the person's speed, strength and healing capabilities to superhuman levels. It also alters the person's physical appearance drastically, making them younger and more fit in looks, greatly bulking their muscular physique. By Shinnō's claim, this form allows him to perform techniques that are normally taxing for the body, including open all Eight Gates, without any drawbacks. However, if the user loses proper control over the dark chakra while performing this technique, it can cause severe backlash that can destroy the body.
Harden Earth Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

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

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

**Area:**

**Duration:** 1 round/level (D)

* **Description:** Using this technique, the user is able to move his chakra through the earth and strengthen and compact it until it turns into rock. When performing this technique, the chakra acts by itself and turns 1 cube foot of earth or sand per level into rocks every round; you may control what area the technique works to harden. No more than 1 such technique can be active at the same time by the user or a clone. This technique cannot be used on earth summoned by chakra or manufactured objects, but can be used to slowly kill plants and trees by turning the earth beneath them into stone. This technique can also be used to create a level ground on a suface, such as on a beach.
Gravity Pulse

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** 1 round/level

* **Description:** By means of this technique, the user is able to increase his ground speed greatly until he leaves it. The user gains the Speed rank 1 extraordinary ability as long as he remains on solid, rocky ground. Should the user be knocked off his feet, be knocked prone or deliberately leave the ground, the technique ends.
Hand-to-Hand: Courageous Dragon Fang

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 full-attack action

**Range:** 0 feet

**Area:** One 10-ft- square in front of the user

**Duration:** Instantaneous

* **Description:** The user makes an unarmed melee touch attack against all creature within the targeted square. If it hits, the attack deals standard unarmed attack damage, plus 2d6 points of piercing damage, 2d6 points of sonic damage and 2d6 point of fire damage. All bonus damage can be halved with a successful Fortitude save, and is not multiplied on a critical hit. Chakra resistance does not affect the unarmed attack portion of this technique.
Hand-to-Hand: Defense Breaker

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous, plus 1 round

* **Description:** Taijutsu: Butsukari (Hand-to-Hand: Charge Breaker) Taijutsu (Strike) Rank: 3 (C-Class); Learn DC: 16, 2 success; Perform requirements: 4 ranks (DC 16); Time: 1 attack action; Components: M; Range: Melee Attack; Target: One creature; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 2. This technique can only be used within 1 round after the user is missed by a creature's charge attack. The user makes a melee attack against the subject that deals normal damage and, if it hits, allows the user to make a free trip attempt against the subject without provoking an attack of opportunity.
Demonic Mirage: Mirror of Heaven and Earth

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 12

**Complex:** A-Class

* **Learn DC:** 27

**Learn Success:** 4

**Perform DC:** 29

**Perform Rank:** 15

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** 1 round (or until discharged)

* **Description:** To properly use this technique, the user must have his Sharingan active and he must be aware of his opponent. With this technique, he is able to bounce any genjutsu back to its source. For the duration of this technique, the user will reflect the first harmful genjutsu back towards any creature within 30 feet, providing the user succeeded the save against it. He will shrug off all its effects, while the new target of the rebound will take the full effects of the technique; he must make a save if the technique allows one, or suffer its effect as the user would have had he not used this technique. Chakra resistance applies normally. If the Genjutsu allows no save, Kyouten Chiten cannot work.
Blazing Mist Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

**Range:**

**Area:** Cloud spreads 30-feet-radius from the user's location, 10-ft. high

**Duration:** Instantaneous

* **Description:** This technique doesn't so much create fire as it greatly increase the flame of already existing fire source. Any fire source caught in the cone-shaped area of effect suddenly bursts and expands, burning creatures caught in its radius unless they succeed a Reflex save (DC 15) to take only half damage. It will also damage and set unattended objects on fire. See below for the different size of fire source. � Small (candle, torch): The small fire source expands and burns creatures and objects in a 5-feet radius from its location for 2d6 point of fire damage. � Medium (campfire, grill): The fire source explodes and burns creatures and objects for 3d6 point of fire damage in a 10-feet radius of its position. � Large (burning old tree): The fire fills a 15-feet radius burst and burns creatures and objects caught in it for 5d6 point of fire damage. � Huge (burning house or larger): A large explosion fills a 20-feet radius and burns creatures caught in it for 8d6 point of fire damage.
Hand-to-Hand: Thousand Years of Pain

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 2

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 attack action

**Range:** Melee attack

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** This technique has deep roots in the ancient and deadly art of Kancho. It is considered the number one most idiotic technique ever created. The user makes a single unarmed melee attack against a flat-footed target no larger than one size category larger than himself. If it hits, the attack will automatically score a critical hit for nonlethal damage and knock the target prone. A creature immune to critical hits or sneak attack or without discernable anatomy (such as ooze or undeads) is not affected by this technique.
Hyuuga Style: Secret Skill - Heavenly Void Palm of Divination

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 4

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 attack action

* **Description:** Same as Hakke Kuushou, except as mentioned above and as follow.
* **Empower:** The user can spend an additional 2 points of chakra to increase the damage dealt by 1d6and the distance the target is knocked back by 1d4x5 feet (maximum 5d4x5 feet), up to8d6 and 5d4x5.If the target hits an object of its size category or larger that weighs at least four times itsweight, the target will suffer an additional 1d4 points of nonlethal damage per 10 feet ithad yet to travel.
Heavenly Body

* **Type:** Taijutsu

**Subtype:** Stance

**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:** Stance

* **Description:** This stance was developed by shinobi who wished to mix ninjutsu and taijutsu into one deadly fighting style, namely, elementalists. When entering this stance, the user declares which of the following energy type he will use: cold, earth, electricity, fire, water or wind. Elemental chakra will be forced into the user's body, causing it to glow a faint hue colored appropriately depending on the energy type, and the kind of elemental energy chosen to gather around the user's hands. Any attack made in this stance is a touch attack that deals 2d6 damage of the chosen energy type. The user uses his Dexterity bonus to attack rolls instead of his Strength modifier (whichever is higher), and does not apply his Strength modifier to damage. Damage bonus to unarmed attacks or elemental damage from class abilities or feats, such as Weapon Specialization or Elemental Fury, also applies to the damage dealt by this technique. Abilities increasing the attack bonus from unarmed attacks do not, however, affect attacks made in this stance. Should the user lack Advanced Proficiency in this technique, he suffers 1d4 points of damage per round while he uses this technique from the unnatural output of energy from this technique. Entering this stance in melee may provoke an attack of opportunity.
* **Mastery:** Fifth step of mastery in this technique allows the user to chose to deal 1d6 points ofdamage of any two energy types (as specified above) instead of 2d6 of a single type.
Hiten Mitsurugi Style - Rising Dragon Flash

* **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 this technique, the user must be at either of his opponent's side, rather than facing it. The user makes a single melee attack with his held weapon, which he must wield two-handed. If the attack hits, the target suffers an additional 1d4 points of damage of the appropriate type per 2 levels (maximum 5d4, not multiplied on a critical hit), and the target will be thrown upward 1d3x5 feet, only to start falling on its next turn and become prone. While it is airborne, the target is denied its Dexterity bonus to Defense and can take no action. This technique cannot be used on a falling or moving target. Material Focus: The user's katana, or large katana.
Dragon Mud Cannon

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 6

**Complex:** C-Class

* **Learn DC:** 19

**Learn Success:** 2

**Perform DC:** 19

**Perform Rank:** 7

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 round/level (D

* **Description:** To use this technique, the user must have a Doryuu Taiga no Jutsu active, as well as having its starting point within range. From this point, a dragon-shaped head will appear and shoot any creature caught in the Doryuu Taiga. The dragon will throw one projectile per 3 level of the user per round to any creature caught in the mud river, and can hit a single target more than once. A single projectile deals 1d6 point of earth damage to a target unless it succeeds a Reflex save (per projectile) to avoid them. If the user uses any Katon ninjutsu technique with the Doryuudan dragon in its area of effect, each projectile will deal an additional 1d4 point of fire damage for 1d4+1 rounds. Doryuudan lasts until its duration expires or until the Doryuu Taiga technique powering it ends.
Hand-to-Hand: Iron Grasp

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 6

**Complex:** A-Class

* **Learn DC:** 21

**Learn Success:** 4

**Perform DC:** 23

**Perform Rank:** 9

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes a single unarmed attack against an adjacent creature. If it hits, the target must make a Fortitude save to decide the result of the attack. On a failed save, the attack deals double damage and grants the user a free grapple attempt that does not provoke an attack of opportunity. On a successful save, the attack deals normal damage and the user applies his Strength modifier 1.5 times. A creature immune to critical hits or sneak attack only takes damage as though it had succeeded its save on a failed save, but still grants the user a free grapple attempt.
Earth Destruction Blast

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 10

**Complex:** B-Class

* **Learn DC:** 23

**Learn Success:** 3

**Perform DC:** 25

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** 60 feet

**Area:** Cone-shaped burst

**Duration:** Instaneaneous

* **Description:** See Godai Ransatsu: Shodan Jutsu technique.
Hellfire Spikes Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 attack action

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

**Area:** 10-ft.-radius-burst

**Duration:** Instantaneous

* **Description:** With this technique, the user is able to create and manipulate a large dragon-like pillar of lava rising to crush his enemies. The hellfire spike must make a touch attack against all creatures in the area with a +25 bonus, which deals 4d10 points of fire damage upon success. All creatures damaged by this technique must make a Reflex save or catch on fire. Material Focus: A medium-sized (at least 20 litres) source of lava nearby.
Evaporation Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** With this technique, the user has the choice to completely evaporate one or several 5-ft. cube filled with water or target a single creature. The maximum number of target, squares and creatures both, is 1 every 5 levels. Square: The steam deals damage to any creature standing over the square in a 5-ft. wide and 10-ft. high cylinder. The target must make a Reflex save to take only half of 6d6 points of fire damage. Any creature standing directly over the cube may fall, but it is unlikely to have any visible effect if the technique is performed on a lake. Creatures: The creatures suffer 6d6 point of fire damage from having the water inside it reach boiling point, which in turn provokes a Fortitude save to avoid it suffering an additional 1d6 points of Constitution damage from dehydratation and become Fatigued.
Blazing Sphere

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 3

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

**Range:** 0 feet

**Area:**

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

* **Description:** This technique can only be used on a melee weapon. Using this technique, the user focuses his chakra to the tip of his weapon and ignites it, thus creating a deadly implement to an already devastating attack. The Homura Dama will stay active until the user lands a successful hit, in which case it deals an additional 2d6 points of fire damage to the attack. An attack evaded by means such as Kawarimi no Jutsu counts as a successful hit only if the attack would have hit the target. Should the attack score a critical hit, the additional damage is not multiplied, but the technique deals an additional 1d6 points of fire damage.
* **Empower:** The user may spend an additional 2 points of chakra to increase the damage by 1d6(maximum 5d6).Material Focus: The user's Small (or properly sized depending on the user's size category) or larger bladed weapon.
Devil's Barrier

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 10

**Complex:** A-Class

* **Learn DC:** 25

**Learn Success:** 4

**Perform DC:** 27

**Perform Rank:** 13

* **Time:** 1 full-round action

**Duration:** 1 round/level (D)

* **Description:** This technique creates a powerful barrier in front of the user that instantly repels any creature making direct contact with it. The barrier is completely transparent and requires one to be able to See Chakra, See Through Chakra or make a Spot check (DC 20) to detect it. Any creature making contact with the barrier suffers 1d6 point of Chakra and Fire damage per round as long as it maintains contact, and will be unable to go through, as though it was facing an indestructible wall. This technique does not, however, block inanimate objects and will provide no protection against melee or ranged armed attacks, and neither will it block any technique. While this technique is very useful to stop a pursuing foe, the user is still affected by his own barrier. Chakra resistance negates the damage but does not allow passage of living creatures.
Crowd Enticement Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 7

**Complex:** A-Class

* **Learn DC:** 22

**Learn Success:** 4

**Perform DC:** 24

**Perform Rank:** 9

* **Time:** 1 attack action

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

**Area:**

**Duration:** 30 minutes/level (D)

* **Description:** This technique creates a sound-based illusion and the targets must be able to hear and understand the user clearly. Any targets currently being attacked by the user or his allies receive a +5 circumstance bonus to the saving throw. The user does not gain control of the charmed subjects but instead makes them perceive his words in the most favorable way. The user can attempt to give the charmed subjects orders, but he must succeed an opposed Charisma check to convince the subjects to obey (the user can't retry). A charmed subject never obeys suicidal or obviously harmful orders. Any act by the user or his allies that threaten a charmed subject breaks the effect over them. All subjects must speak the user's language to communicate and obey commands.
Demonic Mirage: Feast for a Murder of Crows

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 round or until discharged (see text)

* **Description:** The subjects will be assaulted by a murder of crows if they fail to resist the technique. For one round, they will suffer a -10 penalty to Listen and Spot checks, lose their dexterity bonus to Defense against the next attack and will need to make a Concentration check (DC 15) to use any skill that requires concentration or techniques. If the subject is attacked, the effects of the technique will fade immediately. The subject cannot be affected twice by this technique in an hour.
Decaying Swamp Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 8

**Complex:** S-Class

* **Learn DC:** 24

**Learn Success:** 5

**Perform DC:** 28

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** Touch

**Area:**

**Duration:** (see text)

* **Description:** To properly use this technique, the user must touch his hand to a swamp created by a Yomi Numa technique from his own Chakra Signature. The swamp's duration is reduced to 1 round/level, but it deals 1d6 points of acid damage to all creature trapped in it. Creatures standing on it or sharing the user's Chakra Signature are unaffected, and Tadayou can still be used to normally stand on the swamp without penalty, but suffer 1 point of acid damage each round nonetheless, unless proper, protective footwear is worn.
Hyuuga Style: Void Palm of Divination

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 3

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** This technique can only be used in a jyuuken stance. The user makes a single jyuuken strike any one creature within range. The user still rolls a melee touch attack and deals standard damage on a hit. In addition, on a successful attack, the target must make a Fortitude check or be pushed back 1d4x5 feet. This attack counts as a ray attack even though it does not follow standard rules for ray effects.
Blizzard Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

**Range:**

**Area:** 50-ft. radius, 30-ft. tall cylinder centered on the user

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

* **Description:** Upon completing this technique, a fierce storm unleashes around the user. Any creature that finds itself in the area of effect of this technique, except from the user, suffer 4d6 points of cold damage each round until they leave the area. A fortitude save halve the damage done by this technique, and any bonus to saves against cold weather apply against this technique.
Absolute Darkness Technique

* **Type:** Genjutsu

**Subtype:**

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 6

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 round/level (D)

* **Description:** The target must succeed a Will save to avoid falling prey to the effect of the technique. On a failed save, the subject is caught in a 50-ft. radius zone of darkness only it can see. Darkvision cannot see through the darkness, and it can only see the creatures it comes in direct, skin-to-skin physical contact with. The subject will also be Shaken for the duration of the technique. If the target sees the user in the darkness, meaning that it comes in direct contact with him, the user is treated as though having a Gaze attack (DC equal to the technique's DC) that will cause the subject to become Shaken on a failed Will save. If a creature has created clones, such as Kage Bunshin, the clones are also affected. However, if the technique target a clone, only the single clone is affected. Blind creatures are not affected by this technique. Everytime the subject is attacked, the user must succeed a Will save (DC 10+damage done) or the technique will be dispelled (maximum 4 attacks). It can be dispelled.
Blazing Shuriken

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 13

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** This basic katon technique imbues a thrown shuriken with fire chakra. The projectile deals 1d6 point of fire damage, which can be halved with a successful Reflex save.
* **Empower:** The user can spend an additional point of chakra to deal an additional point of damage,up to a maximum of 1d6+5.Material Focus: 1 shuriken.
Devilish Regeneration Technique

* **Type:** Chakra Control

**Subtype:** Spirit

**Rank:** 5

**Complex:** Very Easy

* **Learn DC:** 16

**Learn Success:** 1

**Perform DC:** 10

**Perform Rank:** 5

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** Using this technique, the user is able to call forth the Kyuubi's healing power without letting its Chakra overpower his senses. When calling up the Kyuubi's Chakra using the Overwhelming Chakra ability, he may chose to spend it all on this technique and immediately gain 2d10 temporary hit points and a Fast Healing 2 as well as a +4 bonus on Fortitude save against massive damage for 1d4 rounds afterwards. The user will still feel the after effects of the Overwhelming Chakra after using this technique. To use this technique, the user must not have spent any of the Chakra gained from the Overwhelming Chakra ability beforehand.
Freezing Ice Flower

* **Type:** Ninjutsu

**Subtype:** Hyoton

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** Using this technique, the user focuses a large amount of Chakra into the already active weapon seal on the weapon to increase the potency of the cold produced by it. On the next attack which he deals damage with the weapon, the attack will deal an additional 3d6 points of piercing damage and 3d6 points of cold damage, as well as force the enemy to make a Fortitude save to avoid being encased in ice and immobilized for the next 1d4+1 rounds or until it succeeds a Strength check (DC 20) to free itself as a full-round action. Material Focus: The user's Hyourinmaru.
Hyuuga Style: 64 Palms of Divination

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 5

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** This technique can only be used in a jyuuken stance. The user makes 4 jyuuken attacks at his highest attack bonus. Each attack deals half damage as per jyuuken stance, and cannot score a critical hit. In addition, each successful hit deals 1 point of chakra damage as well as 16 points of tenketsu damage. The target will be dazed for 1 round unless it succeeds a Fortitude save. If the target has a certain miss chance due to concealment or other abilities, Hakke Hyakunijuuhachi Shou is still affected. Each consecutive use of this technique or Hyuuga Ryu: Ougi - Hakke Hyakunijuuhachi Shou on a creature in a single 24 hours period reduces the tenketsu damage dealt by the jyuuken attacks by 4 each time. A creature's chakra pool cannot be reduced below 1 by this mean.
Hand-to-Hand: Iron Fist

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 13

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** This technique is a very basic, straightforward gouken-style attack. The user makes a single unarmed attack and gains a +1 bonus to his damage roll.
Gate 1

* **Type:** Hachimon Tonkou

**Subtype:** Kai-mon

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** 1 round/level (D)

* **Description:** The user opens the first gate. For the duration of the technique, he gains a +2 enhancement bonus to Strength and Dexterity scores, and his land speed increases by 10 feet. The user can no longer suppress his chakra signature. Each round the technique is maintained, the user suffers 2 points of damage. When the technique ends, he must succeed a Fortitude save (DC 15) or be fatigued for the rest of the encounter plus 1 minute. The effects of opening the first gate do not stack with any other Hachimon Tonkou techniques unless explicitely stated otherwise. Therefore, when opening a greater gate, any previously active gate techniques end prematurely. If the damage would reduce the character to 0 hit points, the technique ends prematurely. Unless the user wishes otherwise, the technique ends at as the encounter ends. Using any two Hachimon Tonkou consecutively without at least a 1 minute pause in- between doubles the chakra cost paid or damage taken every round.
* **Mastery:** With the third step of mastery in this technique, the user can activate this gate as a freeaction for the purpose of using a more powerful gate, without actually performing thistechnique or gaining any of its benefits or penalties. He cannot otherwise perform thetechnique as a free action.
Bow Art: Power Shot

* **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 (see text)

**Range:** Projectile weapon

**Area:**

**Duration:** Instantaneous

* **Description:** The user draws the string of his greatbow fully, and fires a shot using all of the weapon's power. The user makes a ranged attack with the greatbow. He may apply the benefits of the Power Attack feat to this attack, as though it was a melee attack, but only against a target within 5 range increments. If the user performs this technique as a full-attack action instead, he gains a +2 bonus to attack rolls. Material Focus: The user's greatbow and one arrow.
Crushing Water Wave

* **Type:** Ninjutsu

**Subtype:** Suiton

**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.
Demon's Dance

* **Type:** Ninjutsu

**Subtype:** Shadow

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

**Range:** 10 feet

**Area:**

**Duration:** 1 round/level

* **Description:** The unanimated object selected by the user can be no larger than one size category larger than him. Upon usage of this technique, his shadow will take over and he may let go of the object, and use it as a weapon. The user may let go of the weapon, and his shadow will attack on his own using the base attack bonus of the user, but does not add any Strength bonus to damage or other, non-weapon specific bonus to damage and attack rolls, such as the Melee Smash talent tree. It never leaves the user's side (never straying more than 5 feet) but will become unanimated once again if the user falls unconscious or dies. The user can grasp it while it is attacking on its own as a free action, but when so retrieved it can�t attack on its own again unless the user performs the technique again. The user can only control one such weapon at time.
Dance of the Larch

* **Type:** Taijutsu

**Subtype:** Enhancement

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 5

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 full-round action

**Range:** Personal

**Area:**

**Duration:** 1 round/level (D)

* **Description:** Using this technique, the user uses his bloodline to extract his bones to a greater degree than with any of the previous dances. Out of everywhere on his body, forearm, hands, ribs, back, shoulder and even his legs, the bones stick out in a protective and lethal armor. He gains a +3 natural armor bonus to defense, and all attacks made against him with a hand-held weapon of Small or smaller size or unarmed attacks deal 1d4 points of piercing damage to the attacker in return. In addition once every 3 rounds, he may give up all his attacks for the round in order to spin wildly and make an attack at his highest attack bonus against all adjascent opponents, as per Whirlwind Attack feat. All unarmed attacks made in this state deal damage as though attacked by a claw attack of a creature one size category larger than the user.
Hand-to-Hand: Nimble Strike

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 13

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user focuses on a single, efficient and graceful strike. The user makes a single melee attack against an opponent with a +1 bonus to attack rolls. The user may use his Dexterity modifier in place of his Strength modifier to attack rolls using this technique, whichever is higher.
Earth Mallet Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 move-equivalent action

**Range:** Personal

**Area:**

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

* **Description:** With this technique, the user covers his hand with earth and rocks to form a large sledge hammer, which he uses to bludgeon his foes to death. For as long as the technique lasts, or for 1 attack per 2 levels, the user will deal an additional 1d4 points of earth damage on his unarmed attacks, will count as armed and deal lethal damage with them. The user will not be able to use a weapon in the hand with which he used the technique, however. Material Focus: 1 pound of earth, sand, rock or mud nearby to form the mallet.
Hyuuga Style: Secret Skill - 128 Palms of Divination

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 13

**Complex:** S-Class

* **Learn DC:** 29

**Learn Success:** 6

**Perform DC:** 33

**Perform Rank:** 17

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** This technique can only be used in a jyuuken stance. The user makes 8 jyuuken attacks at his highest attack bonus. Each attack deals half damage as per jyuuken stance, and cannot score a critical hit. In addition, each successful hit deals 1 point of chakra coil damage as well as 16 points of tenketsu damage. The target will be stunned for 1 round unless it succeeds a Fortitude save. If the target has a certain miss chance due to concealment or other abilities, Hakke Hyakunijuuhachi Shou is still affected. Each consecutive use of this technique or Hyuuga Ryu: Hakke Rokujuuyon Shou on a creature in a single 24 hours period reduces the tenketsu damage dealt by the jyuuken attacks by 4 each time. A creature's chakra pool cannot be reduced below 1 by this mean.
Blazing Cannonball Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 10

**Complex:** B-Class

* **Learn DC:** 23

**Learn Success:** 3

**Perform DC:** 25

**Perform Rank:** 12

* **Time:** 1 attack action

**Range:** 60 feet

**Area:** Cone-shaped burst

**Duration:** Instaneaneous

* **Description:** See Godai Ransatsu: Shodan Jutsu technique.
Demonic Mirage: Earthbinding Death

* **Type:** Genjutsu

**Subtype:** Compulsion

**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:** 3 rounds, plus 1 round/level (D)

* **Description:** This technique is used to slowly petrify a weak-willed opponent. It is split in three stages, one per round, and the illusion is easily broken by strong emotions or instincts, like the need to flee. 1st round: The target is unable to run or charge. 2nd round: The target is unable to run or charge, and moves at half its speed. 3rd round: The target is unable to move or take any actions that require movement from the subject, such as performing a technique, chewing, opening one's mouth or attacking. The subject may still breath normally, but cannot fly or swim, and will drown or fall--thus possibly breaking the technique. This state will persist for 1 round per level. The illusion is broken if the target becomes panicked or is cowering, and breaks upon being attacked. The subject will be able to defend normally, but if the illusion had reached the third stage, will lose its Dexterity bonus to Defense against the first attack. The outward appearance of the subject will be altered so that a thin sheet of rock forms over its skin and covers it more and then completely in the third stage, making it look as though it had been petrified. This technique can be dispelled. Creatures of level 8 or higher gain a +4 bonus to resist the illusion.
Electrical Split Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 1

**Complex:** E-Class

* **Learn DC:** 12

**Learn Success:** 1

**Perform DC:** 11

**Perform Rank:** 1

* **Time:** 1 full-round action

**Range:** Touch

**Area:**

**Duration:** Instantaneous

* **Description:** A supplementary technique sometimes taught to academy student that causes temporary blindness. If the touched target fails a Fortitude save, it will become blinded for one round.