recursal/Fanatic-Fandom huggingface dataset:
Rock Shattering Strike

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 2

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 15

**Perform Rank:** 3

* **Time:** 1 attack action

**Range:**

**Area:** 10 feet radius burst centered on the user

**Duration:** Instantaneous

* **Description:** The user focuses his energy over his attacking limb, strikes and pushes the energy forward to send a shockwave into the very ground below. Each creature in the technique's area of effect must make a Reflex save to avoid falling prone and taking 1d6 points of non-lethal damage. Underground or burrowing creatures in the area of effect suffer 3d6 points of nonlethal damage and must make a Fortitude save to avoid being stunned for 1 round. Creatures with tremorsense gain a +2 bonus to saves against this technique.
Profuse Bleeding Technique

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 attack action

**Range:** Melee Touch

**Area:**

**Duration:** 2 round/level (D)

* **Description:** To properly use this technique, the user must ensures that his target has received a wound either from a piercing or slashing weapon. This causes the victim to suffer 1 point of damage per round every round for the duration of the technique. This technique has a cumulative 5% chance to be abruptly ended every time the victim receives unnatural healing (each round passed healing from a technique or a blood increasing pill count). This technique cannot be used more than once at a time to rack up cumulative damage on a creature.
Toya

## Backstory

Toya is and orphan who was born in a fire village not to far from the leaf village. The town was attacked and her birth parents died in the attack. Toya was adopted by her now parents: Yasumoto (Father) and Sakuma (mother). Her parents have two other adopted children, both from the same village who are also girls (her sisters names: Mitsu, and Akiya). Toya was to young to remember her real parents but knows she is adopted.. after all she looks nothing like anyone in her family, but they love her and treat her well.

~Description: Toya has black and pink multi colored hair and wears a brown jacket with a panda bear design on her hoodie complete with ears and face over a fish net shirt that has black on it covering the rest of her chest areas. She has greenish khaki cargo pants with a purple trim, and a Peach colored belt with a silver buckle. her pants go just slightly past her knees and she wears white long tights under them with purple sandals. She also has a purple bandanna around her neck.

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## Statistics

Pool
Amount
Reserve
 0/0

## Training

Y/N?

Skill Training

## Feats

### Shinobi Feats

* ~**Academy Student**

Prerequisite: Must be taken at level 1

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

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

* **Type:** Ninjutsu

**Subtype:** Shadow

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 3

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 full-round action

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

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user is able to merge with his shadow and move himself behind a creature caught within his Kage Mane. Moving in this fashion provokes no attack of opportunity, and the user will appear on the square behind the target on his next turn, providing it is within range.
Remorse Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 3

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 attack action

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

**Area:**

**Duration:** Up to 5 rounds plus 1 minute

* **Description:** This technique forces the target to relive bad memories of all the people it killed. If the target has never killed, it is unaffected by the technique. The target makes a Will save each round. Each failed save gives the subject a cumulative -1 morale penalty to attack rolls, skill checks and saves, but a +1 rage bonus to weapon damage rolls against the user. The morale penalties persist for 1 minute after the first 5 rounds, while the rage bonuses go away immediately.
Medical Ninjutsu: Practice - Mystical Surgery

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** Surgery

* **Description:** Using this technique, the user may perform surgery on a single creature without requiring a surgery kit, using his chakra scalpel. This technique is discharged after 3 rounds if not used right away. While the technique is performed as an attack action, the time required to perform the actual surgery is not changed.
Lightning Strike Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 round/level (D)

* **Description:** The user creates a storm and unleashes lightning bolts at his enemies. The user can call down a 5 ft. wide, 50 ft. high cylinder of lightning when performing this technique, and each round afterwards as an attack action that does not provoke an attack of opportunity. Each lighing bolt deals 5d6 points of electricity damage, halved with a Reflex save. If this technique is used outdoors in stormy conditions, the bolts deal 5d8 points of damage instead of 5d6. The user does not need to call a lightning bolt each round and may perform other actions instead, but the technique ends after the duration expires or the user calls down 1 lightning bolt per level. This technique can be used indoors or underground, but not underwater.
Stungun Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 attack action

**Range:** 10 feet

**Area:**

**Duration:** Instantaneous

* **Description:** The user fires a ray of shocking currents and must make a ranged touch attack against any living creature within 10 feet. The ray, if it hits, deals 1d2 points of electricity damage and forces the creature to make a Fortitude save to avoid suffering 2d4 points of nonlethal damage. This counts as a stunning effect.
Spear Art: Secret Skill - Reversed Hassun

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 11

**Complex:** S-Class

* **Learn DC:** 27

**Learn Success:** 5

**Perform DC:** 31

**Perform Rank:** 15

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes a single attack with his held weapon that deals double damage on a successful hit. In addition, the target must make a Fortitude save to avoid falling to -1 hit points. This technique can only be used once per day.
* **Mastery:** The third step of mastery in this technique allows it to be used an additional time per day.Material Focus: The user's spear, naginata or quarterstaff.
Spear Art: Super Heavy Strike

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 6

**Complex:** C-Class

* **Learn DC:** 19

**Learn Success:** 2

**Perform DC:** 19

**Perform Rank:** 7

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** Same as Juugeki, except as above and as follow. The knockback distance increases to 1d10x5 feet instead. If it collides with a solid object, it takes damage as though it had fallen 20 feet (2d6 points.)
* **Mastery:** The third step of mastery in this technique increases the distance thrown back to 2d6x5feet.Material Focus: The user's spear, naginata or quarterstaff.
Mystical Arts: Mystical Bind

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 10

**Complex:** S-Class

* **Learn DC:** 26

**Learn Success:** 7

**Perform DC:** 30

**Perform Rank:** 14

* **Time:** 1 full-round action

**Range:** 50 feet

**Area:**

**Duration:** 1 round/level (D)

* **Description:** This technique is an ancient form of Genjutsu created by the first generation of shinobi. It uses a long-lost chakra-weaving method called kuji-kiri that puts a sort of lock on the chakra used. The user weaves nine intricate symbols in the air with the index and middle finger of one hand, which must first be imbued with chakra. When the pattern is completed, the user releases a shockwave of energy through the invisible 'seal' and simply directs it towards the target(s). The subjects of the technique, for its duration, have an effective (but not actual) Strength and Dexterity score of 3, suffer a -10 penalty to use technique requires hand-seals or half- seals (negated by the Hand Seals Mastery feat to use none), move at half their speeds and cannot run or charge. Subjects may also not take more than one attacks of opportunity per rounds, regardless whether it has feats or abilities to allow otherwise. This technique cannot be dispelled unless the creature attempting to do so has at least 10 ranks in the Concentration skill. The user suffers a 20% chance of failure when trying to perform this technique blinded. Likewise, using the user's off-hand to perform the technique implies a -4 penalty.
Ninja Art: Shuriken Skill - Greater Shuriken Barrage

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 8

**Complex:** C-Class

* **Learn DC:** 21

**Learn Success:** 2

**Perform DC:** 21

**Perform Rank:** 9

* **Time:**

* **Description:** As Ninpou: Shurikenjutsu - Renken except as above and as follow. The user throws up to 2 shuriken, plus 1 every 2 level (maximum 10) instead, and suffers a -1 penalty to attack rolls every 2 shuriken thrown. Material Focus: Three or more shuriken.
Thousand Bee Stings Technique

* **Type:** Ninjutsu

**Subtype:** Ninken

**Rank:** 9

**Complex:** B-Class

* **Learn DC:** 23

**Learn Success:** 3

**Perform DC:** 24

**Perform Rank:** 11

* **Time:** 1 attack action

**Range: Per bee amount 1d4 plus class level**

**Area: 1d10 square of bees**

**Duration:** Instantaneous

* **Description: The user attacks with a barrage of bees. The bees use their stingers to attack their target with 1d4 amounts of poison per amount of bees. amount of successful stingers is determined by 1d6 plus amounts of bees on a successful hit.**
Rising Ice Guardians

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

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

**Area:** One 5-ft square (see text)

**Duration:** Instantaneous

* **Description:** Using this technique, the user sends his Chakra through the ground, forcing the water upward and freezing it with his Chakra. From this process, large ice spike will rise from the ground and impale any creature in its path. The user may target a 5-foot square with every spike, and each spike deals 2d8 points of damage, half of which is Cold and the other half Piercing, which can be halved with a successful saving throw.
* **Empower:** The user can spend 2 chakra to create an extra spike to target another square, up to 1spike per two levels.
Soften Stone Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 minute

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

**Area:**

**Duration:** 1 round/level (D)

* **Description:** This technique is the exact opposite to Chi Katame no Jutsu and turns 1 cubic foot of stone into sand per round; you may control what area the technique eats away at. No more than 1 such technique can be active at the same time by the user or a clone. If the targeted rock is from a manufactured object or a piece of masonry, it gets a Fortitude save with a +4 bonus to resist the transformation. The technique counts as though dealing 1d10 points of damage per round to a structure.
Shadowmeld Technique

* **Type:** Genjutsu

**Subtype:**

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 full-round action

**Range:** Personal

**Area:**

**Duration:** 1 hour/level

* **Description:** This elaborate technique is in fact a preparation for the user's chakra stream to generate a 'non-detection field' on command. The field can be activated anytime on the user's turn as a free action, and deactivated in the same manner. It costs 1 point of chakra to maintain every round. While the field is active, a person that lays eyes on, hears or smells the user must make a Will save to avoid dismissing the user as an unimportant detail in the background, allowing him to hide in plain sight, without using cover. If the user is stationary, he gains a +2 bonus to hide checks against subjects failing their saves. Every time the user leaves a creature's line of sight for more than 5 rounds, it must make a new save to resist the technique regardless of the previous success or failure. In some conditions, such as lack of details to blend in, when walking in a blank, white room with the subject staring at the door for instance, the field may not work. This technique affects only the subject's visual senses, and cannot be dispelled.
Nightmare Technique

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 7

**Complex:** A-Class

* **Learn DC:** 22

**Learn Success:** 4

**Perform DC:** 24

**Perform Rank:** 10

* **Time:** 1 full-round action

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

**Area:**

**Duration:** Instantaneous

* **Description:** This technique affect the technique's sleep, sending dreadful visions of hell to disturb its rest. If the target fails its will save, the technique prevents restful sleep and causes 1d10 points of damage. The nightmare will leave the subject fatigued and unable to regain Chakra or hit points for the next 24 hours. How well you know the target directly affects how effective the technique is, refer to the table below to see how much of a bonus or penalty the target has to its will save to defend against the technique's visions. Knowledge of the target Will save modifier None +10 Second-hand +5 Familiar +0 First-hand -5 This technique can't be dispelled, and cannot be used on a creature more than once per week.
Sword Art: Stance - Art of Quickdraw

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 9

**Complex:** B-Class

* **Learn DC:** 23

**Learn Success:** 3

**Perform DC:** 24

**Perform Rank:** 11

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** This stance is result of intense training that signifies utmost mastery in the art of quickdraw. This stance allows for a series of lightning quick slashes designed to pierce through the opponent's guard and kill without them realizing. To initiate a Battoujutsu attack sequence, the user's weapon must be sheathed. It is then removed from its sheath to perform the first attack, on which the user deals an additional die of damage. The remaining attacks are then performed normally, and the user may return the weapon to its sheath as a free action. It should be noted that on all attacks made using this stance, needs both hand (one holding the sheath, the other holding the sword), cannot fight with standard two-weapon fighting, and cannot hold his weapon with both hand, but the user's Kawarimi Defense increases by 1. Material Focus: A piercing or slashing weapon with a solid sheath that is no larger than the user's size category, and no smaller than two size categories below the user, or a katana.
Swallow Storm

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 attack action

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

**Area:**

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

* **Description:** This technique calls forth a swarm of bird born from the ambient ice and snow. The swarm occupies a 5 foot wide by 10 foot long space and appears within 10 feet of the user. It can move at the user's will within the technique's range at a flying speed of 50 feet with Perfect maneuverability and provokes no attack of opportunity from moving in and out of a creature's threatened area. If it flies through a square occupied by a creature(s), said creature suffers 2d6 points of cold damage and 2d6 points of slashing damage, and is allowed a reflex save to take only half damage. The swarm is completely unaffected by attacks that target a single creature, has a Defense of 18 and 10 hit points. It cannot be caught flat-footed, entangled, stunned, poisoned, suffer ability drain or damage or affected by any effect requiring a will or fortitude save. It shares the user's Reflex save, however, and evasion or improved evasion if he has it. The swarm will continue to move according to the user's will until it is either destroyed, leaves the technique's range, the user dies or stop concentrating. Expendable Components: A small (at least 103 feet) source of snow or ice nearby.
Mind Rend Technique

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 2

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 15

**Perform Rank:** 3

* **Time:** 1 attack action

**Range:** 30 feet

**Area:**

**Duration:** Instantaneous

* **Description:** The user forces chakra into a gaze attack that sends a shock into the target's brain and triggers many sorts of conflicting alerts. The target must make a Fortitude save against a Gaze attack to avoid being dazed for 1 round, and a Will save to avoid suffering 2d6 points of non-lethal damage. This technique can only attempt to daze a target once every 24 hours.
Mud Fang Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 4

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instaneaneous

* **Description:** See Godai Taigeki: Nidan Jutsu technique.
Sword Art: Secret Skill - Demonic Sword

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 attack action

**Range:** Melee Attack

* **Description:** square; Duration: Instantaneous (see text); Saving Throws: Fortitude partial; Chkara Cost: 8. This technique focuses pure evil intent and expert kenjutsu in a beautiful and deadly attack. It is said to be the sister technique of 'Shinken' of the Katsujin style. The user makes a single attack with his held weapon against a single creature. If it hits, the attack deals normal damage and ignores any damage reduction or hardness, as well as causing the target to bleed for 1d6 points of damage each round for 1d4+2 rounds afterwards or until a Treat Injury check (DC 25) is performed on it or it is healed 1 or more hit points with a medical technique. If the user's weapon wasn't a mastercraft weapon, it is destroyed beyond repair after using this technique. Material Focus: The user's mastercraft double katana, chisa-gatana, kodachi, katana, large katana or kodachi.
Poison of the Mind

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 5

**Complex:** B-Class

* **Learn DC:** 19

**Learn Success:** 3

**Perform DC:** 20

**Perform Rank:** 7

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 round/level (D)

* **Description:** The technique makes the subject believe that it is under the effect of a poison of effects specified by the user. If it fails its Will save, it suffers 2d6 points of temporary ability damage, chosen by the user. It acts as though it had an effective ability score reduced by the damage dealt by the technique. If a Constitution was the chosen ability score, the creature gains a +2 bonus to resist the technique. If the subject's hit points are reduced to 0 or below according to its new total, it acts as though it was disabled, or falls unconscious. Any damage to the unconscious creature will, however, awaken the target for 1 round until the technique's effects take hold again. The illusion does not cause secondary damage, and the penalties will fade after the illusion dissipates. It cannot be applied twice to a creature that is already affected.
Swift Fists: Two Undodgable Fists

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** While in this stance, all of the user's attacks count as iaiken attacks (as per Kensoku: Iaiken). The user suffers a -2 penalty to attack rolls, but each of his attacks deal an additional 1d4 points of damage per 5 levels (maximum 2d4, not multiplied on a critical hit). The user gains a +2 bonus to rolls made to confirm iaiken critical hits, and the target becomes dazed for 1 round on a critical hit, or when exceeding its massive damage threshold (does not stack).
Reaping Strike

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 12

**Complex:** A-Class

* **Learn DC:** 26

**Learn Success:** 4

**Perform DC:** 29

**Perform Rank:** 15

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes a melee attack against a single creature. If it hits, the attack deals weapon damage plus 4d6 points of additional damage, not multiplied on a critical hit. Following the first attack, the user may make an attack at his highest attack bonus minus 5 with the same weapon and dealing half the damage dealt to the primary target against any adjacent targets.
* **Empower:** The user can spend an additional 1 point of chakra to increase the additional damage by 1die, up to 1 per level or 16d6.
Ninja Arts: Double-Layered Method of Genjutsu

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 3

**Perform DC:** 23

**Perform Rank:** 10

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

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

* **Description:** + 10 ft./2 levels); Target: One creature; Duration: 1 round/level (D); Saving Throws: Will negates; Chakra Resistance: Yes; Chakra Cost: 4. This technique places an illusion upon a target who has already detected or who is under the influence of an illusion. This technique must be tied to an existing genjutsu effect (when the technique is performed). On a failed save, the subject will have the targeted genjutsu effect locked with kagemuku. The kagemuku is a locking mechanism placed on the illusion, a second layer of sorts. When a creature checks to dispel the targeted genjutsu effect, it checks to dispel kagemuku instead. Up to 5 kagemuku can be applied to a single illusion, but each kagemuku after the first increase the cost of the technique by 2 and decrease the dispel check DC of all kagemuku by 1 (the second application costs 6, the third 8, the fourth 10, and so on). If the subject is not under the effect of the targeted genjutsu effect, the technique has no effect and the chakra is wasted. Once per day, this technique can be used as an instant action immediately after performing a Genjutsu technique.
* **Mastery:** The second and fourth step of mastery allow this technique to be used an additional timeper day as an instant action.
Ninja Art: Tremorsense

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 8

**Complex:** C-Class

* **Learn DC:** 21

**Learn Success:** 2

**Perform DC:** 21

**Perform Rank:** 9

* **Time:** 1 attack action

**Range:** Personal

**Area:**

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

* **Description:** The user gains the tremorsense 30 feet extraordinary ability for the duration of the technique.
* **Mastery:** The first, third and fifth steps of mastery increase the range of the tremorsense by 10 feet.
High Voltage Touch Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 42

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Melee Touch

**Area:**

**Duration:** Up to 1 round/level or until discharged (D) (see text)

* **Description:** Using this technique, the user focuses a large amount of Chakra in his hand and turns it to high-voltage electricity. The user makes a touch attack against one creature and, if it hits, immediately provokes a MAS save +1 from the target. This technique does not impede the user's hand.
Illusionary Earthquake Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 10

**Complex:** A-Class

* **Learn DC:** 25

**Learn Success:** 4

**Perform DC:** 27

**Perform Rank:** 13

* **Time:** 1 attack action

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

**Area:** 80-ft. radius spread (S)

**Duration:** 1 round

* **Description:** This powerful illusion forces the people caught in the area of effect to believe a powerful earthquake is ripping the earth apart. Any creature failing its Will save will be knocked down and see the surrounding creature and structures do as much. The effect last one round, during which any creature caught in the illusion can't move or attack. The specific effect of the illusion depends on the nature of the terrain where it is used. Cave, Cavern, or Tunnel: The technique collapses the roof, dealing 8d6 points of nonlethal damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. Again, creature disbelieving this illusion are unaffected. Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of nonlethal damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the technique, all fissures grind shut, causing any creature 'falling' in them 10d6 points of nonlethal damage. Pinned beneath Rubble: Any creature pinned beneath rubble takes 4d6 points of nonlethal damage. After the illusion fades, every creature within the area that fell for the technique will realize that nothing happened. The user is unaffected by his own illusion.
Blinding Mud Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 1

**Complex:** E-Class

* **Learn DC:** 12

**Learn Success:** 1

**Perform DC:** 11

**Perform Rank:** 1

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** This technique is the very basic of earth manipulation doton principles. The target must make a Reflex save to avoid being blinded by the mud flung at its face. The blindness lasts until the target removes the mud as a move-equivalent action that provokes an attack of opportunity and requires at least one hand free, or lasts for 1d6 rounds. After the mud is removed, the subject suffers a -1 penalty to spot checks and attack rolls for 1 round afterwards. Material Focus: One pound of earth, sand, or mud nearby.
Stat Training

Training: Study Bonus Rank 1

Training: Study Bonus Rank 2

Training: Study Bonus Rank 3

Training: Lucky Memory DC

Training: Hand Seal Profession Rank 1

Training: Hand Seal Profession Rank 2

Training: Hand Seal Profession Rank 3

Training: Stat Bonus

Training: Study Skill

Training: Chakra Training

Training: Intensity - First Rank

Training: Intensity - Second Rank

Training: Intensity - Third Rank

Training: Endurance - First Rank

Training: Endurance - Second Rank

Training: Endurance - Third Rank

Training: Instant Chakra Formation

Training: Counter Throw

Training: Constitution Imbuing Art

Training: Method of Tree Climbing

Training: Wisdom Imbuing Art

Training: Method of Water Walking

Training: Method of Snow Striding

Training: Strength Imbuing Art

Training: Unwavering Spirit

Training: Stamina

Training: Technique Counter

Training: Method of Paper Bomb Refinement

Training: Method of Mist Fighting Adaptation

Training: Bear's Exceptional Strength

Training: Intelligence Imbuing Art

Training: Cat's Graceful Elegance

Training: Charisma Imbuing Art

Training: Dexterity Imbuing Art

Training: The Lotus Blooms Twice
Sword Art: Iaido

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

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

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user performs a slash after quickly drawing his sword, a maneuver using momentum to gain power named 'iaido' and the basics of the iaijutsu style. This technique can only be used while the user's weapon is sheathed and his size category or smaller, or is a katana. The user makes a single attack with his chosen weapon that deals damage as though used with two hands (Strength modifier applied 1.5 times) and gains a +2 bonus to attack and weapon damage rolls. He suffers a -2 penalty to Defense until this next turn after using this technique. This attack can be made as part of a charge. This technique cannot be used while prone. This technique can be performed as an attack action with the Quick Draw feat. Material Focus: A piercing or slashing weapon with a solid sheath no larger than the user's size category, or a katana.
Sword Art: Secret Skill - Divine Sword

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 12

**Complex:** S-Class

* **Learn DC:** 28

**Learn Success:** 5

**Perform DC:** 32

**Perform Rank:** 16

* **Time:** 1 attack action

**Range:** Melee Attack (see text)

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** This technique combines grace, power and expert kenjutsu to form a beautiful and deadly attack. It is said to be the sister technique of 'Maken' of the Satsujin style. The user makes a single attack with his held weapon, against which the target loses its Dexterity bonus to Defense. If it hits, the target suffers no damage or ill effects, but is completely numbed to physical pain for 1 round. On the user's next turn, the target is suddenly cut and suffers 3d6 points of slashing damage plus 1 per level of the user (maximum 3d6+15) and provokes a massive damage save, bypassing any damage reduction. The damage is dealt prior to the massive damage save, not after. The shinken attack scores a critical hit on a natural roll of 20 and deals double damage. The target suffers no pain from the damage, even if it is killed by it. If the user's weapon wasn't a mastercraft weapon with a +2 or higher mastercraft bonus, it is destroyed beyond repair after using this technique. Material Focus: The user's mastercraft double katana, kodachi, chisa-gatana, katana, large katana or wakizashi.
Might of the Thunder God: Claw of Raijuu

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 4

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** When using this technique, the user fires a bolt of golden lightning, visible only to the user or creatures that can see chakra or see through chakra, from his pointed index and middle finger to strike the target on its stomach; the lightning will proceed to gather in a ball and bury itself deep within its navel. If the user succeeds on a ray attack, the target will fall victim to the technique. After three rounds, or when the subject next suffer damage from any source, the chakra will erupt in a bright flash of light and the golden lightning will forcefully exit the subject's body to vanish into thin air. At this point, the subject will suffer 8d6 points of electricity damage and must make a Fortitude save to avoid being paralyzed for 1 round. Every time chakra is drained from the target, while it does not trigger the release of the technique, the user and the person to drain chakra must make an opposed level check (modified by the user's level of mastery in this technique, for +1 per rank). If the user is beaten, the technique is negated and will not be released. Using this technique twice on the same creature also nullifies it. This technique cannot be used twice on one target during the same minute; the target will not be affected again, but any active 'charge' will be nullified. And though the technique is not physically visible, it does not grant any bonuses as though striking with an invisible weapon.
* **Mastery:** Every step of mastery in this technique grants the user a +2 bonus to attack rolls whenmaking the ray attack.
Tornado Technique

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 14

**Complex:** S-Class

* **Learn DC:** 30

**Learn Success:** 7

**Perform DC:** 34

**Perform Rank:** 18

* **Time:** 1 full-round action

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

**Area:**

**Duration:** 1 minute (see text)

* **Description:** Using this extremely dangerous technique, the user is able to increase the wind speed over a small area and create a tornado. Over the course of 1d4+1 rounds, a 200 feet tall and 30 feet wide tornado will form on the desired location to cause only havoc and destruction for exactly one minute, starting the second the tornado was complete. Each round, a tornado has 50% chance of moving in a random direction or to stay put. See below for the effects of a tornado. Tornado: All flames are extinguished. All ranged attacks are impossible (even with ballistic weapons), as are Listen checks. Instead of being blown away, characters in close proximity to a tornado who fail their Fortitude saves (DC 30) are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of wind damage per round, before being violently expelled (falling damage may apply). While a tornado's rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction. While Medium-sized creatures or smaller are sucked in, Large creatures are Blown Away, Huge creatures are Knocked Down and Gargantuan or Colossal creatures are Checked. Flying creatures are treated as though they were one size category smaller than in reality to determine the effects of a tornado. Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6x5 feet. Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6x10 feet. Blown Away: Creatures on the ground are knocked prone and rolled 1d6x10 feet, taking 1d6 points of damage per 10 feet. Flying creatures are blown back 2d6x10 feet and take 2d6 points of damage due to battering and buffeting.
Lightning Nova Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**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.  Using this technique, the user releases a devastating elemental attack at his opponents. If a character entry has a specific variant of this technique, use that name instead (see below). Any creature and unattended object in the area of effect suffers 6d6 points of damage, halved with a successful Reflex save
Taijutsu: Ten-Ton Style - Lightning Plow Cleaver

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 12

**Complex:** A-Class

* **Learn DC:** 26

**Learn Success:** 4

**Perform DC:** 29

**Perform Rank:** 15

* **Time:**

* **Description:** This simple lariat is executed with such ability and power that the opponent's thoracic cavity threatens to explode under the stress of the blow. As Juryuu - Risai Butsu except as above and as follow. The user makes an unarmed attack that deals damage as though two size category larger plus 2 damage per active strength ranks. In addition, the target suffers 1d6 points of damage every two levels, up to 10d6. The additional damage can be halved with a Fortitude save.
* **Mastery:** With the third step of mastery in this technique, the target is knocked prone by the attackon a failed Fortitude save.With the fifth step of mastery in this technique, the additional damage is increased by2d6, maximum 12d6.
Ice Tiger Missile

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

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

**Area:** 10-ft.-wide line

**Duration:** Instantaneous

* **Description:** Using this technique, the user creates a large ice tiger from his position and has it tear apart enemies in a straight line. Any creature caught in the area of effect suffer 4d10 point of damage, half of which is slashing and the other half cold, unless they succeed a Reflex save to take only half damage instead. Material Focus: A medium (at least 200 pounds) source of ice and snow nearby.
Life Disruption Technique

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 4

**Complex:** A-Class

* **Learn DC:** 19

**Learn Success:** 6

**Perform DC:** 21

**Perform Rank:** 7

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user is able to disrupt the subject's heart beat, and instantly kills it. If the subject has less than 6 hit dice, it automatically dies on a failed save. If the target has 6 or more hit dice or passes its saving throws, it suffers 4d6 points of damage. Damage suffered by this technique cannot kill a subject with 6 or more hit dice, and will merely reduce it to 0 and disable it.
Flash Step

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 9

**Complex:** B-Class

* **Learn DC:** 23

**Learn Success:** 3

**Perform DC:** 24

**Perform Rank:** 11

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** This stance allows the user to perform high speed movements in quick bursts to travel long distances in short periods of time. This distance is calculated in leaps, and depends on the user's movement speed. Converting a move action to leap movement costs 1 chakra; hustling for 1 round costs 3 chakra. Each 5 foot block of movement during a move action becomes, or can become, a leap movement (a character with a 30 feet movement speed can take up to 6 leaps in a move action). Non-permanent movement speed increases do not change the number of leaps the user can take during a single move action. Passing through a threatened area during a leap movement does not provoke an attack of opportunity, but beginning a leap in one may. While hustling, the user gains additional leaps equal to his character level, active Speed ranks and Dexterity modifier. The user can convert up to 1 round of hustling movement to leap movement per point of his Constitution modifier every minute, and no two consecutive rounds. Each round over that limit, or each time the user hustles two rounds in a row, he must make a Constitution check or become fatigued for 1 minute (DC 10, +1 per successful checks that day). Each leap allows the user to instantly move 20 feet in any direction, or 10 feet uphill (up to a 45 degree incline) or 30 feet downhill (up to a 45 degree decline). The base difficulty class to spot the in mid-leap or in-between leaps increases by 20 and the user suffers no penalty to Hide checks to move at normal speed. The high speed sight 4 or higher extraordinary ability negates the Spot check increment. Each leap must begin and end on a solid surface that can support the user's weight, or the user will not be able to take another. The distance of each leap is halved when wearing medium armor. It is not possible to take any leaps in heavy armor. The user cannot take a leap through an obstructed area, an area that would decrease his movement speed, or while encumbered, heavily encumbered, entangled, fatigued, staggered, exhausted or unable to run or charge or while wearing heavy armor. While taking a leap movement, the user still leaves footprints and can still trigger traps, but he gains a +4 bonus to Defense and saving throws against each traps. Traps will not normally stop leap movement, unless explicitely specified in the trap's description.
* **Mastery:** The first step of mastery in this technique allows the user to halve the distance of hisleaps for a single move action.The third step of mastery in this technique allows the user to take leaps whileencumbered, but not heavily encumbered.The fifth step of mastery in this technique allows the user to convert a single move actionper round to leap movement at no cost if he converts no other actions that round.
Mystical Arts: Explosion

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 12

**Complex:** S-Class

* **Learn DC:** 28

**Learn Success:** 6

**Perform DC:** 32

**Perform Rank:** 16

* **Time:** 1 full-round action

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

**Area:** 30-ft. radius burst centered on one creature or object (see text)

**Duration:** Instantaneous (see text)

* **Description:** This technique is an ancient form of Ninjutsu created by the first generation of shinobi. It uses a long-lost chakra-weaving method called kuji-kiri that puts a sort of lock on the chakra used. The user weaves nine intricate symbols in the air with the index and middle finger of one hand, which must first be imbued with chakra. When the pattern is completed, the user gently focuses chakra through the 'seal' and attaches it to a target. The subject is infused with a bomb that will detonate in 6 rounds. When the explosion goes off, the blast deals 10d8 points of fire damage to all creatures in range, which can be halved with a successful Reflex save. The damage also sets fire to combustibles and affects unattended objects. The target may also make a Reflex save to avoid sufferring full damage, at a -4 penalty, but may not take no damage on a successful save with abilities such as Evasion or Improved Evasion. The bomb may be defused through the obscure method of channeling chakra into the subject by simply touching it and making a Chakra Control check (DC 30), and spending 20 points of chakra; the subject may also perform this feat itself without requiring to touch itself. If the target was an object, it does not receive a save. The user can only target unattended objects. The user may also choose to defuse his bomb at any time, by spending a move-equivalent action concentrating and no chakra. The user suffers a 20% chance of failure when trying to perform this technique blinded. Likewise, using the user's off-hand to perform the technique implies a -4 penalty.
* **Mastery:** Every step of mastery in this technique reduces the time it takes for the bomb to detonateby 1 round. The user can choose to not use his full level of mastery and is not forced toreduce the detonation time by any amount.
Strengthening Prescription: Chakra Injection

Activation
 Cooldown
 Saving Throw

The **Strengthening Prescription: Chakra Injection** was a dark medical ninjutsu that Yomi's clan had spent generations to perfect just for the night of releasing Mōryō's spirit in the Land of Demons.

This technique creates dark snakes that forcibly connect with a person and inject them with medically altered chakra. This extra chakra will allow the user to utilize high level element ninjutsu. It also allows the user to use elemental techniques that they wouldn't be able to master normally. The chakra is not infinite and must be replenished over time. Furthermore, only one type of elemental chakra can be injected into the person at a time, as Neji noted that Shizuku was seen with a completely different element from the previous encounter.

The person injected with these snakes can also force the snake out, and drink the chakra directly, vastly increasing their chakra and power, as well as inducing a body-mutating transformation (in Gitai's case, he became an Asura-like entity, with three faces, six-arms, and a tail), but results in their body being highly unstable, which, if struck with sufficient force, can result in the body exploding.

The dark chakra snakes can also be used against the opponents. By injecting them with the same chakra, it can either paralyze or kill without leaving a mark.
Confusion Technique

* **Type:** Genjutsu

**Subtype:**

**Rank:** 6

**Complex:** C-Class

* **Learn DC:** 19

**Learn Success:** 2

**Perform DC:** 19

**Perform Rank:** 7

* **Time:** 1 minute

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

**Area:** 30- ft.-radius emanation (S)

**Duration:** 1 minute/level

* **Description:** Using this technique, the user is able to confuse one of three senses for every creature failing their will saves. This technique can be used as a multi-layer technique, that is to say, it can be used more than once on the same area to confuse more than one sense, and must be disbelieved more than once to completely shake off its effects. The effects of this technique can be dispelled. Hearing: This function of the technique makes all creature caught in the technique deaf for the duration of the technique. Creatures that are already deaf are immune to this effect. Sight: Using the technique in this manner bestows a -4 penalty to spot checks and attack rolls to all affected creatures in the area of effect for the duration of the technique. Blind creatures are unaffected by this effect. Smell: All creatures in the area of effect can no longer use the Scent ability for the duration of the technique.
Shinobi Secrets: Stances - Coiled Serpent

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** This stance can be used with both small weapons, such as kunai, and unarmed attacks. The user hunches upon himself, bringing his limbs closer to him, and lashes out with his attacks as a snake would. In this stance, unarmed attacks and attacks made with Tiny or smaller melee weapon have their attack rolls modified by Dexterity instead of strength. The user also gains a +1 bonus to Defense to avoid attacks of opportunity provoked when he attempts to grapple or disarm an opponent.