recursal/Fanatic-Fandom huggingface dataset:
Wood Release: Great Forest Technique

A technique that changes one's own arm into big trees. Using chakra, the tissues are transformed into trees at the cellular level. Then, by activating the trees, stimulating them to grow rapidly, they lengthen at high speed and fork into many branches. It is possible to capture the enemy with these branches and at the same time, if one changes the ends into sharp stakes, turn them into countless, sharp, spear-like piercing weapons.

Yamato also used this technique to infiltrateOrochimaru's hideout. After finding a small crack in the wall, the wood squeezed into the hole and grew into a square shape which increase the size of the hole so that he and his team could pass through.[2]
Suppress Weapon

Level: 3

Range: 30 ft.

Target: One weapon with an energy special ability

Duration: 5 rounds

You can suppress the energy properties of a single weapon.

When you speak this utterance, you can prevent a weapon’s energy-based special ability (or abilities) from functioning. Such abilities include fl aming and frost, among others. The weapon turns gray and ceases to emit the relevant energy type. If you successfully speak this utterance on a weapon that does not have such a property, it has no effect on the weapon but you are still considered to have spoken the utterance once. If your Truespeak check is successful, the weapon simply ceases to deal the extra energy damage provided by its ability for the duration of the utterance. You can suppress an weapon with epic enhancements by increasing the DC of the check by 5.
Wind Release: Ultra-Big Ball Rasenshuriken

The **Wind Release: Rasenshuriken** is a shuriken-shaped variant of the Wind Release: Rasengan. In the form of a Shuriken the Rasengan is a jutsu that is thrown in the targets direct, fully admitted with chakra. **Wind Release: Ultra-Big Ball Rasenshuriken** is a more advanced version of Wind Release: Rasenshuriken. This version is largely increase and is almost unescapable.

Requires: **Wind Release: Rasenshuriken**
Wind Release: Vacuum Wave

*The user takes a deep breath and spins while exhaling, compressing the released air into a solitary blade of wind that covers a substantial area around the user, due to their circular motion. The resulting sharpened blast is large enough to slice through multiple targets located a significant distance from the user, causing grievous injuries to those hit.*

*Opponent* takes 10d6 of Damage Directly upon the attacks activation with no way to avoid it. Enemies within the area of effect will experience a knockdown. A successful Fortitude Save allows the defender to resist the knockdown.
Sickle Weasel Technique

By freely manipulating the gale brought forth by a fan, the many air currents collide and create vacuum pockets. The person enveloped by this gale is assaulted by countless invisible blades, carving up their body. Also, the strong wind power will blow away all incoming projectile weapons and will even make the opponent unable to stay on their feet. The ability to manipulate the form of the gale, creating a tornado to envelop and lift said opponent, while also cutting them several times.

Requires: A Fan

Damage:

* For the next round you're immune to Projectile attacks.
* Deals 2d6 (x2 if pinned) damage
Wood Release: Foo Dog Heads

*A technique designed to be used to absorb an opponent's chakra. The user produces the "sit" (座, suwaru) kanji on their palm and creates a series of wooden pillars, which are engraved with what resemble foo dogfaces and have lit wicks on top of them. When the user slams their palm on the ground, the wooden statues rush towards the target and absorb its chakra.*

The caster creates a number of heads equal to the highest level of jutsu they can cast. These pillars can be used to make a touch attack against a single target, up to a number of attacks equal to the caster's unarmed attack bonus. These dog heads use the character's base attack bonus and their constitution score to determine their attack bonus and grapple checks. An opponent who is hit by one of these heads must make a fortitude save or they begin losing chakra, as per the drain chakra feat. Each additional head that hits the target adds 2 to the grapple check needed to break free, as well as the DC to resist the drain effect. Chakra absorbed in this way cannot be used by the caster.
Ward of Peace

Level: 5

Duration: 5 rounds (normal) or concentration up to 5 rounds (reverse)

Saving Throw: None

Normal: You ward your target from harm with a golden halo, preventing enemies from attacking her.

Opponents cannot strike or otherwise directly attack the warded creature, even with a targeted spell. Because of the distinctive golden halo around the target, enemies are aware of the prohibition and do not lose actions for attempting to strike. This utterance does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the protection but can use other spells and abilities that are not hostile toward another creature. This allows a warded cleric to heal wounds, for example, or to cast a bless spell, summon creatures, and so on.

Reverse: With a harsh sequence of words, you force a creature from another plane back to its home.

You banish the target into an extradimensional pocket—a featureless gray void with no visible entrance or exit. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape from this place, although a plane shift spell allows it to exit to whatever plane is designated in that spell. At the end of the duration, if the subject has not left the pocket dimension, it reappears where it had been when the utterance was spoken. If this location is filled with a solid object, the subject appears in the nearest open space.
Seraphim

A Seraphim’s aura is not just a representation of its mood, but also some measure of defense for it. It can act as a barrier, preventing outside forces or energies from reaching the Seraphim. As such a Seraphim can add ⅔ of their HD to their armor class and saves as a racial bonus.

* Seraphim can learn to control their aura, which prevents them from freely displaying their emotions, however, strong urges or overwhelming feelings will negate this. A more practical and useful benefit of controlling their aura comes in the form of chakra-based appendages and constructs the user can create from it. Seraphim can create a number of these appendages or constructs equal to their Con Modifier and gains additional attacks equal to the number of ½ the number of them created. This has a reach of the user’s HD x 5ft. Its base attack bonus is equal to the user’s highest attack value, and its grapple modifier is determined by the user’s Con or Wis Modifier, whichever is higher. The user's Wis or Con Modifier (Whichever is higher) determines its attack and damage. A creature grappled by this suffers 2d8 per HD of untyped damage (Max 60d8). The creature can make a Fortitude Save (DC 10 + Character Level + Con Modifier + Highest Level of Jutsu), where success means the damage is halved.

* Sound Release - Sound Release is created through vibrating one’s chakra, much like one would do when creating Lightning Release. However, this instead produces sound waves that can be used for both offensive and defensive purposes. Alternatively, the user can instead apply their chakra to existing sound waves, such as those produced by an instrument or their own voice and then manipulate them to produce the desired effect. Seraphim are known for their tendencies to sing, which serves as a means of generating sound waves for them to manipulate. Via these methods Seraphim can generate sound-based attacks towards a single creature or all creature's within 200ft + 10ft/Character Level. This deals 3d3 points of sonic damage per Character Level. A successful Fortitude Save halves the damage. As a Full-Round Action, a Seraphim can instead unleash a burst of sound waves that causes the target to vibrate at a magnitude which breaks the bonds of their atomic structure, shattering their bodies into countless pieces and rendering them dead. This is a death attack, rendering creature's immune to death attacks helpless, as they become a pile of rubble. A successful Fortitude Save negates this and instead deals damage as stated prior. For both attacks, the DC is: 10 + Character Level + Wis Modifier + Highest Level of Jutsu).
Rock Clone Technique

Ninjutsu (Elemental Type); Genjutsu; Taijutsu Edit ====

 Saving Throw

Using this technique, the user creates a clone or several clones made of rock, which they expel from their mouth. Unlike other clones, ones generated by this method do not disappear when struck with sufficient force, but rather break apart.
Word of Nurturing, Minor

Level: 1

Duration: 5 rounds (normal) or instantaneous and concentration, up to 1 round (reverse)

Saving Throw: None

Normal: You speak a simple word of health, providing an ally with minor healing ability.

You grant a creature fast healing 1. At the beginning of each turn, a green fl ash surrounds your target, who heals slightly.

Reverse: With this word, you cause your enemy to experience painfully bleeding wounds that spontaneously emerge. You unmake a portion of the subject’s being as you utter the reverse form of the life-giving words.

You deal 1d6 points of damage to the subject as wounds appear across its body. If you concentrate for 1 round (a standard action), and the subject remains within range, it takes another 1d6 points of damage at the end of your next turn.
Seize Item

Level: 5

Range: 30 ft.

Target: One object weighing no more than 50 lbs.

Duration: Instantaneous

You speak a word to make an object your own, forcing it out of the hands of its owner, if necessary.

This utterance brings an object within range to your hand. If the object is unattended, it simply darts through the air to your hand. If attended, such as a wielded weapon, you must make a disarm attempt. You use your Primal Speaker level as your base attack bonus and your Constitution bonus in place of your Strength modifier, and a failed attempt does not allow a reactive attempt by the target. If both your hands are full when you speak this utterance, the item lands in your square at your feet.
Water Prison Technique

*This technique is used to trap a victim inside a virtually inescapable sphere of water. The only downside to this technique is that the user must keep at least one arm inside the sphere at all times in order for the victim to remain imprisoned. This technique requires a sufficient amount of water, which can be provided by expelling it from one's mouth. Once trapped the target is unable to move or breathe while within it due to the heaviness of the water.*

On a successful touch attack the opponent is trapped within a sphere of water that entirely encompasses their body. The opponent is paralyzed. A paralyzed character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A paralyzed target is treated as having a Dexterity and Strength of 0 (-5 modifier). The trapped character cannot move, but is able to take purely mental actions. Melee attacks against a paralyzed target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks gets no special bonus against paralyzed targets. Rogues can sneak attack paralyzed targets.

As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a paralyzed foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets her sneak attack damage bonus against a paralyzed foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die.

Delivering a coup de grace provokes attacks of opportunity.

Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. The opponent is also considered to be drowning. While trapped within the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1. When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to -1 hit points and is dying. In the third round, she drowns.

While this technique is active you are considered to be grappling the target, and lose your Dexterity bonus to your AC. However, if an attack that hits you would otherwise miss due to your dexterity bonus, you may dodge the attack, though this would dispel this technique.
Summoning: Triple Rashomon

*Shut tightly, this menacing gate, when summoned, provides a tremendous defense for its summoner and is able to completely intercept an opponent's physical attack.*

 You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.

A wall of iron is 1 inch thick per four caster levels. You can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.

If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures.

Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.

These walls may be stacked together, or they can be placed around the caster to create a fortress of sorts.
Sage Art Wood Release: True Several Thousand Hands

Sage Art Wood Release: True Several Thousand Hands

he **Sage Art Wood Release: True Several Thousand Hands** is a technique which creates a titanic, many-handed wooden statue that can be freely controlled by the user.

## Usage

After entering Sage Mode, Hashirama creates a wooden statue of titanic proportions; easily able to dwarf a full-sized Kurama, as well as a Complete Body — Susanoo. Thousands of hands originate from the statue's back in countless concentric rows, while its two main hands are clasped, as if in prayer. The statue can serve a variety of purposes in battle, from fighting on Hashirama's behalf to defending and even using other techniques. The sheer size of this technique makes it almost impossible to attack Hashirama himself.[2]

It can also detach its main self from its main arsenal to increase its mobility to adapt to a situation that requires more speed. With its immense strength, it can grab hold of a tailed beast with ease and hold it in place, leaving it unable to move. Hashirama can then use the Hokage-Style Sixty-Year-Old Technique — Kakuan Entering Society with Bliss-Bringing Hands in conjunction with the Wood Human on the statue's head to suppress and remove any directcontrol over the tailed beast.[3]
Technique Neutralise

# Technique Neutralize

**Ninjutsu:** Nature-less

**Level:** S (9)

**Hand Seals:**Rat - Dragon - Boar - Bird

**Casting Times:**One Standard Action

**Range:** 400ft

**Area:**One Creature or Object

**Duration:**Instantaneous

**Saving Throw:**None

*Description:*

*This Jutsu cancels or impedes the occurring of the opponents technique. It takes a large amount of concentration and can only be preformed by Kage level ninja.*

 If the target tries to cast a jutsu, make a dispel check: Roll d20 + caster level against a DC of 11 + the foe’s caster level. If the check is successful, the character’s jutsu negates the foe’s technique.
Uchiha Flame Formation

*After manifesting small chakra flames on each finger of one hand, the user then slams their palm on the ground, resulting in the creation of a cylindrical barrier enveloping a location of their choosing, protecting anything contained within and burning whatever comes into contact with the barrier's exterior.*

The wall is 1 inch thick per caster level. It covers up to a 50-foot-square area per caster level (so a 10th-level shinobi can create a wall 250 feet diameter and 10 feet high, a wall 50 feet in diameter and 500 feet high, or some other combination of length and height that does not exceed 2,500 square feet).

 Each 10-foot square of wall has 10 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 16 + caster level.

Attacking the wall with a melee weapon or unarmed causes the attacker to take 1d6 per caster level points of fire damage (no save).
Wood Release: Advent of a World of Flowering Trees

*Taking advantage of the innate properties of Wood Release which allows the user to force trees to grow on any surface at a rapid pace, the user creates a dense forest of flowering trees. During the forest's formation, the user can have the branch restrain any target(s) that tries to attack the user before the formation of the forest is complete. The pollen produced by these flowers is then released into the atmosphere and when inhaled, renders any afflicted target unconscious. The user can also control where the pollen spreads so it does not affect them nor their comrades.*

This jutsu functions like Nativity of a World of Trees, but covers a larger area and targets within the area must make a Fortitude save or fall unconscious from the pollen. Each round the target spends within this cloud the DC increases by 2. The cloud extends 5 feet over the top of the trees created by this jutsu.
Rebuild Item

Level: 3

Range: Touch

Target: Destroyed item touched

Duration: Instantaneous

You reconstitute a destroyed item, instantly putting it back together into one functional piece.

With this utterance, you instantly restore an item destroyed within the last round to its normal, undamaged state. Essentially, by reminding the item of its truename, you unmake its destruction. Magic items affected by this power retain all their magical properties, unlike items restored with a make whole spell. The reconstituted item has full hit points. This utterance has no effect on any item that has been destroyed for more than 1 round. You cannot restore a destroyed artifact with this utterance.
Wind Release: Rasenshuriken

*The **Wind Release: Rasenshuriken** is a shuriken-shaped variant of the Wind Release: Rasengan. After travelling a certain distance or colliding with a target that it can't slice through, the central sphere of the Rasenshuriken detonates, producing a vortex of wind in the immediate area. Within this vortex, countless microscopic wind blades are created, so many that even the Sharingan can't count them all. The wind blades damage anything within the vortex on a cellular level, attacking the chakra circulatory system to such a degree that no amount of medical ninjutsu can heal it. Some medical ninjas compare the damage to poison, and warn that if the damage is great enough, those affected by it won't be able to use jutsu again.*

This jutsu is a ranged touch attack. A missed attack means that the target will avoid initial damage caused by this technique, but a reflex save is still required upon this jutsu's detonation. This technique deals 10d6 +1 points of damage per caster level points (maximum 10d6 + 40) of slashing damage to all targets in a 100 ft line that are hit by the touch attack. Anything less than total cover does not protect from this, and only if the cover is 1 inch per caster level thick. Items of exceptional hardness, such as a half-body susano'o, but not the ribcage version, are considered strong enough to protect the user regardless of thickness. Upon reaching the maximum range, or upon hitting the intended target, the jutsu explodes outward, dealing (1d6 + 2) per caster level in damage (maximum 40d6 + 80) points of damage in a burst with a radius of the caster level \* 5 feet. A sucessful reflex save reduces this damage by half.
Silent Caster

Level: 2

Duration: 1 round

Saving Throw: None (normal) or Will negates (reverse)

Normal: Your ally can cast spells without making a sound, the verbal component instead appearing as sigils of power.

You grant your target the ability to apply the effect of the Silent Spell feat to any spell she casts without increasing the cost of the spell. Glowing runes appear above your target’s head that take the place of the verbal component of the spell.

Reverse: An enemy creature is unable to speak or make a peep, its vocal cords completely stilled.

You silence your target, making it incapable of producing sound, conversing, or using spells with verbal components. It automatically succeeds on Move Silently checks.
Speak Rock to Mud

Level: 2

Duration: 1 minute

With a word, you create an area of viscous, sucking mud.

You change the fundamental nature of solid stone in the affected area, turning it into thick mud. This utterance functions as a transmute rock to mud spell (PH 295) with a caster level equal to your truenamer level, except as noted here.
Water Gun Technique

*The user mimics a fire gun with his hand and, through the Hydrification Technique, compresses a drop of water in their index finger, firing it with tremendous force and speed similar to a gunshot.*

Requires: Hydrification Technique.

The jutsu deals 1d6 + 1/caster level to the target on a successful ranged touch attack.
Wind Release: Air Current Wild Dance

*The user creates and controls air currents from the palms of their hands and other objects. The technique is able to easily whip up loose dust in the area.*

A bank of fog billows out from the point you designate. The fog obscures all sight, excluding chakrasight, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
Toru

## Abilities

### Binding DC - Binding DC + 10

Toru grants its vessel a bonus to attack and damage equal to 1/5 the binding check used to summon it, rounded down.

### Binding DC + 11 - Binding DC + 20

The vessel of Toru can create a whirlpool of water around themselves. This vortex extends out to an area of 30 feet around the vessel, and all creatures within the area must make a concentration check in order to cast spells, activate jutsu, or use primal speech equal to the binding DC used to bind Toru, innate abilities are not affected by this restriction. Enemies within the vortex also take 1d10 per point of binding result to bind Toru. A succesful Fort save reduces this damage by half.

### Binding DC 21 - Binding DC + 30

Any water or cold based ability used by the vessel of Toru ignores resistances or immunities to cold or water. These could be jutsu, spells, or innate abilities.

### Binding DC 31 - Binding DC + 40

Toru grants its vessel additional spells from the list below:

1. Jump
2. Fog Cloud
3. Water Breathing
4. Control Water
5. Ice Storm
6. Cone of Cold
7. Acid Fog
8. Horrid Wilting
9. Elemental Swarm (Water)

### Binding DC 41 Binding DC 50+

Toru manifests a portion of the Plane of Water within its vessel. The binder gets a bonus to the caster level and DC of all water and cold based abilities equal to 1/5 the binding check used to bind Toru. If the vessel is bonded with another of the elemental vestiges, however, this check applies to all spells, abilities or jutsu the target may use. As a free action, the vessel may manifest the fullness of Toru's essence, becoming a water elemental with HD equal to the binder's character level. With a third elemental vestige, the bonder also regains a number of spell points per round equal to the number of elemental vestiges bound to the vessel x that vessel's casting stat modifier.
Singular Mind

Level: 6

Duration: Instantaneous (normal) or concentration, up to 5 rounds (reverse)

Saving Throw: None (normal)

Normal: With a word, you liberate your target from all foreign influence, freeing her mind. Any enchantments or curses are converted to runic truespeech and fade harmlessly away.

This utterance restores your target to her natural state as glowing runic letters briefly appear above her head. It frees the subject from enchantments, curses, and possession. If the spell or effect is one that cannot be dispelled by dispel magic, singular mind works only if the truespeaker’s level is greater than that of the original caster.

Reverse: Your words crawl into the mind of your enemy, allowing you control of your foe’s body as if it were your puppet. This utterance duplicates the effect of a dominate monster spell, except that to maintain domination, you must spend a standard action to concentrate and direct the creature’s actions. Runic letters appear above your target’s head, but only you can see them. They change shape with each new command you issue.
Word of Nurturing, Lesser

Level: 2

Duration: 5 rounds (normal) or instantaneous and concentration, up to 1 round (reverse)

Saving Throw: None

Normal: You speak a more complex utterance of health, providing an ally with the soothing balm of healing.

You grant a creature fast healing 3. At the beginning of each turn, a green flash coalesces into an energy field that surrounds and erases your target’s wounds.

Reverse: You speak a word that tears at an enemy’s flesh, causing it to bleed from several wounds.

You unmake a portion of the subject’s being as you utter the reverse form of the life-giving words. You deal 2d6 points of damage to the subject. If you concentrate for 1 round (a standard action), and the subject remains within range, it takes another 2d6 points of damage at the end of your next turn.
Sensory Focus

Level: 5

Duration: 1 round (normal) or 3 rounds (reverse)

Saving Throw: None

Normal: Your target can pierce the veil of deception and see everything as it truly is.

You grant your target sharper senses, the combination of which are equivalent to blindsight (MM 306) and the effect of the true seeing spell (PH 296).

Reverse: Your words strip away your target’s ability to see or hear.

With this reversed utterance, you send your target a riot of swirling sound and fl ashing color, rendering it unable to perceive the outside world. Your target is both blinded and deafened.
Summoning: Quintuple Rashomon

# Summoning: Triple Rashomon

*Shut tightly, this menacing gate, when summoned, provides a tremendous defense for its summoner and is able to completely intercept an opponent's physical attack.*

 You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.

A wall of iron is 1 inch thick per four caster levels. You can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.

If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures.

Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.

These walls may be stacked together, or they can be placed around the caster to create a fortress of sorts. They may also be used to completely trap an enemy within their confines, in which case the target is given a reflex save to escape.
Word of Nurturing, Moderate

Level: 3

Duration: 5 rounds (normal) or instantaneous and concentration,

up to 1 round (reverse)

Saving Throw: None

Normal: Your words soothe your ally, gradually restoring some of the damage he has sustained.

A nearly constant tendril of green energy moves up and down your target’s body, healing any wounds it fi nds. You grant a creature fast healing 5.

Reverse: Your words rip at your enemy, tearing at its flesh and bones.

You unmake a portion of the subject’s being as you utter the reverse form of the life-giving words. You deal 4d6 points of damage to the subject. If you concentrate for 1 round (a standard action), and the subject remains within range, it takes another 4d6 points of damage at the end of your next turn.
Water Bullet Technique

*The Water Release: Water Bullet Technique is a highly versatile Water Release technique which has many variations. After kneading chakra in their stomach, the user expels a large quantity of water in the form of a powerful torrent towards their intended target.*

This technique has three basic variations in form, though the damage they deal is the same, regardless of the area of the technique. This technique deals 4d4 points of bludgeoning damage + 1d4 every 5 caster levels the user has. A successful reflex save reduces this damage by half.

The most common use of this technique is a stream of water, which takes the shape of a cone, the length of the cone is equal to the range of this technique.

This technique may also take the form of a line, changing the damage from bludgeoning to piercing.

Lastly this technique can be a 30 foot burst, which can be shot anywhere within the range to deal the same amount of damage to all targets in the area, as well as initiating a bull rush attempt against each target with a bonus on the opposed Strength checks equal to your caster level.
Shadow Imitation Shuriken Technique

*By infusing the blades with his own chakra beforehand, they are given the effect of his shadow techniques. By using these weapons to pierce the enemies' shadows, they are paralyzed in place. To pierce the shadow, it is necessary to avoid the target just barely. Since it is more difficult for the enemy to notice it, this ninjutsu compensates for the weak point of the similar Shadow Imitation Technique, being its limited effective range. It is unknown for how long this jutsu can keep its targets paralyzed, however it can be disrupted simply by the removal of the blade or by the disappearance of the opponent's shadow.*

On a ranged touch attack, the target is considered helpless. If the caster misses their attack, the jutsu i still considered to be expended and must be recast.
Shadow–Neck Binding Technique

*A technique developed from the Nara clan's hiden Shadow Imitation Technique with combat in mind. It is possible to inflict direct damage to the enemy by transforming and moving shadows endowed with physical power.It is possible to attack body parts like fingers and such by turning the shadow slender and to bind the opponent's body in order to restrain them. It was given its name because, above all else, strangulation is the most efficient method. The smaller the distance to the target, the greater the power of the shadow. This technique cannot be used for an extended period of time, as it weakens with each passing minute.*

On a successful ranged attack roll, the targeted creature is grappled, and must make a fortitude save. On a failed save, they are being strangled by the caster's shadow. They cannot use any spell or ability with a verbal component, and they must make a constitution check (opposed by the caster's int check) to resist losing consciousness. Regardless of this check, the user also takes 1d8 points per caster level of the caster. On a successful Fort save, the target is not at risk of suffocating, but is still considered grappled, and takes 1d4 points of damage per caster level. All checks are made at the start of the caster's turn.
Paralysing Flute Genjutsu

An illusion that relies on the sound of the flute. After the user plays a melody though the flute, whoever hears it will become paralysed as if their bodies became heavier.

The Caster will need to do a Skill Check for Performance. If failed, the jutsu can not be performed.

The Target can roll a new saving throw each round on their turn to try and break the Genjutsu.
Rockslide Genjutsu

This technique casts an illusion on multiple targets, making them perceive multiple large explosions going off. From this, the victims will see the ground around them collapsing, disorienting them and leave them confused and panicked. This technique does not appear to be very powerful as an individual can negate it themselves and all others around them without direct contact on the fellow victims.
Storm Release Secret Technique: Demon Dragon Storm

*User uses the Storm Release to produce a massive thunder cloud capable of infinitely absorbing chakra to grow in size, strength and ferocity.*

 The amount of chakra it receives will also increase. The Cloud takes 10 *Chakra x2 per turn.* The user can channel this absorbed energy into themself, amplifying the technique to its highest limit.

Ninjutsu (Elemental Type);

 Saving Throw
Wood Release: Four-Pillar House Technique

By sending chakra into the ground, the roots of the plants are converted into raw materials. This technique allows for a building to be constructed, by forcing accelerated growth. Just like with the Four-Pillar Prison Technique, the size and shape of the building are taken from the user's imagination or memories. By placing tags around the house, the user creates a barrier, making it impossible for the enemy to detect it and allowing the user to "camp" in peace.
Storm Release: Thunder Cloud Inner Wave

User uses Storm Release to generate a thick ring of thunderclouds and electricity around themself, creating an offensive and defensive ward. *They can then use these clouds to fire powerful blasts of lightning at their enemies, and as an electrified perimeter; effectively preventing their enemies from getting close. If hit with a blast of lightning, 8d8 of light damage will be done and if entering the electrical perimeter 10 damage will be dealt per round*

Ninjutsu (Storm)

 Saving Throw
Silver Wheel Reincarnation Explosion

*While using Tenseigan Chakra Mode, the user focuses his chakra into one of his Truth-Seeking Balls and grasps it in his hand to create a powerful silvery typhoon.*

This jutsu deals the damage of the Truth Seeker Orb, plus 2d4 per character level. A succesful Fort save reduces this damage and the damage of the Truth Seeker Orb in half.
Unearthed Slash

Ninjutsu (Water);

 Hand Seals:
 Casting Time
 Range
 Area
 Duration
 Saving Throw:

*After forming the appropriate hand seals, the user infusing chakra into earth, blanketing a dome shaped area in it. All the moisture within this area trickles out of the environment, forming visible droplets of water suspended in mid-air. The user can then freely manipulate these droplets, using them to send thin slashes of fast moving water towards opponents.*

The area in which this is casted upon must possess some form of water, whether from underground wells, subsurface streams, vegatation, mosisture within in the air, etc. At the beginning of their turn all creatures within this area are required to make a will save. Failing means that the caster's chakra has inflitrated the creature's body and extracted all the water from it. This painfull tears the water from the creature's cells - inflictng instant death. The caster is able to mainpulate the gathered water within this zone, allowing them to shape it as they please for offensive and defensive purposes. Attacks made this way deals 6d4 points of damage per CL.
Shielding Winds Technique

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

## About Taijutsu Specialist

Taijutsu Specialist is a Class that Specializes in Taijutsu. Taijutsu is a basic form of techniques and refers to any techniques involving the martial arts or the use of natural human abilities.

## Class Statistics and Charts

### Specials

* **Jutsu Casting**: A taijutsu specialist is able to use taijutsu. The DC for his taijutsu is 10 + 1/5 his character's level + jutsu level + Strength Modifier.

* **AC Bonus:** When unarmored and unencumbered, the taijutsu specialist adds her Wisdom bonus (if any) to her AC. In addition, a taijutsu specialist gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five taijutsu specialist levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even when the taijutsu specialist is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

* **Bonus Feat:** At 1st level, a taijutsu specialist may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A taijutsu specialist need not have any of the prerequisites normally required for these feats to select them.

* **Slow Fal**l: At 4th level or higher, a taijutsu specialist within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The taijutsu specialist’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her taijutsu specialist level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

* **Evasion**: At 5th level or higher if a taijutsu specialist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a taijutsu specialist is wearing light armor or no armor. A helpless taijutsu specialist does not gain the benefit of evasion.

* **Improved Evasion:** At 11th level, a taijutsu specialist’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless taijutsu specialist does not gain the benefit of improved evasion.

* **Uncanny Dodge**: Starting at 17th level, a taijutsu specialist can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Yuki Clan

The Yuki clan is most known for its members carrying the Ice Release Kekkei Genkai, the ability to create and use their chakra into Ice that is resistant to most Fire type jutsu as well as being very tough.

## Template Statistics

No ability modifiers

A Yuki has resistance to cold damage equal to 1/10th their character level x 5 (rounded down) (minimum 5).

A Yuki may also take either Water Release or Wind Release for free at character creation.

## Ice Release

It allows the user to freely create and manipulate ice by simultaneously combining wind and water-based chakra. When the user releases their chakra, the surrounding vicinity becomes cold enough to cause snow to fall.
Word of Bolstering

Level: 4

Duration: Instantaneous (normal) or 5 rounds (reverse)

Saving Throw: None

Normal: Suffusing your ally with the glow of positive energy, you eliminate the drain he experiences.

Pebble-sized motes of positive energy briefly swirl around your target, then rush into his body with a fl ash. This utterance cures 1d6 points of ability damage or ability drain to one ability score.

Reverse: Your words cause the body of a foe to weaken and grow more frail.

Your target absorbs pebble-sized motes of negative energy and takes a –1d6 penalty to a physical ability score (your choice of Strength, Dexterity, or Constitution). This utterance cannot reduce an ability score below 1.
Sand Body

*Firstly deconstructing the sand from his gourd, the user's body also changes into sand. In this form, the user is invulnerable to damage and can travel long distances as a rushing sandstorm. It can also be applied in battle, transforming parts of the body to increase maneuverability on the battlefield.*

The subject and all its gear become a whirling sandstorm. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject becomes immune to physical damage and becomes immune to poison and critical hits. It can’t attack or cast jutsu with verbal, somatic, material, or focus components while in Sand Body form. (This does not rule out the use of certain jutsu that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses abilities that are dependent upon a physical feature (such as the Sharingan genjutsu) while in Sand Body form. If it has a touch based jutsu ready to use, that jutsu is discharged harmlessly when the gaseous form spell takes effect.

A gaseous creature can’t run, but it can fly at a speed of 50 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
Powers or Authorities

Instead of an additional feat at first level, powers gain Yin Release. Powers can cast Juinjutsu at +1 CL. Each 10 HD it has adds an additional +1 to the CL of their Juinjutsu. Powers possess Juinjutsu unique to them, listed below.

## Juinjutsu Techniques

* [A-Rank] Curse of Mortality - Shackle the tenketsu to prevent the use of chakra. Shackle to mind to hinder the psyche. Suppress the soul to prevent the use of spiritual energy. Curse the individual so that no form of energy abides to their commands. The Curse of Mortality brands a cursed seal onto the target, rendering them incapable of using Jutsu, Spells and Innate Abilities, etc, that require the use of some form of energy. Physical attacks are the exception to this. A successful Will Save negates this. The caster must be within 30ft + 5ft/CL of the target. For each turn this jutsu remains active, the caster must sacrifice a Standard Action.

* [B-Rank] Flesh Consuming Curse - The curse of the flesh withers the fleshly body, sapping the target’s physical strength and overtime returning them to dust. When this jutsu is successfully casted, the target experiences a loss of physical stats equal to 1 per CL/10. A successful Fortitude Save halves the reduction to physical stats. On a failed save, the target’s lost stats are absorbed into the curse seal and transferred to the caster, or whomever the caster bestows the seal upon. The caster must be within 60ft + 10ft/CL of the target.

* [B-Rank] Mind Consuming Curse - Conjure vile energy, degrade the mind and wound the soul. The Mind Consuming Cure siphons all mental related facilities of the target, inducing a loss of mental stats equal to 1 per CL/10. A successful Will Saves halves the reduction to mental stats. On a failed save, the target’s lost stats are absorbed into the curse seal and transferred to the caster, or whomever the caster bestows the seal upon. The caster must be within 60ft + 10ft/CL of the target.

* [A-Rank] Curse Suppression Seal - Inversing the corrupting and vile nature of their chakra, infusing the power of their blood, the bane of curses is born. This technique dispels curses, be they magical or by means of jutsu. This technique has no save, nullifying any and all curses it is casted upon. The caster must be within 30ft + 5ft/CL of the target.
Universal Aptitude

Level: 1

Duration: 5 rounds

Saving Throw: None

Normal: You speak a word of proficiency and ability, increasing the natural aptitude of your ally. Your target is better able to block out distractions and perceive the subtleties of any task—almost as if the universe wants your target to succeed at upcoming challenges. He is aware of subtle clues in the environment as the world reworks itself in small ways to make success more likely. The target’s lockpicks might become slightly more supple, or the ground beneath her feet might be slightly better for tumbling. The target might notice subtle body language that makes a Sense Motive check easier, or she might find her steed unusually amenable to difficult equestrian jumps. For the duration of the utterance, the target gains a +5 bonus on skill checks.

Reverse: With the reversal of this utterance, you instruct the universe to hinder your foe’s ability to perform even everyday tasks. The reversed utterance causes the universe to conspire in small ways against your target. The lockpicks become too stiff to reach the inner workings of the lock, and small debris makes tumbling treacherous. Your target misses the subtleties of tone and body language in a conversation, and her horse is reluctant to attempt stunts. For 5 rounds, your target takes a –5 penalty on skill checks.
Wood Release: Wood Dragon Technique

The user creates a gigantic wooden dragon, which they can use for a multitude of purposes including restraining a target, or for offensive purposes. The dragon that the user creates can vary in terms of appearance. While both instances created a serpentine dragon, Chinese dragon, though the first had a short trunk-like nose, while the other two later created did not. It also has the ability to absorb chakra from its target, slowly rendering them unable to use techniques by biting into the target and draining them almost in a vampiric fashion.[2][3] In the anime, Hashirama was able to cause the dragon to detonate on his target, resulting in a large explosion.[4]

## Countering

Despite being a formidable technique, it was shown that if the wood dragon's head is destroyed, its ability to consume chakra is eliminated. Both Naruto Uzumaki and Kurama countered it this way by destroying the head with a Body Flicker Techniqueand Tailed Beast Ball combination respectively.[5][6] Madara Uchiha would also counter it with his Susanoo, deflecting its attempts to drain his chakra with a sword.[7]