recursal/Fanatic-Fandom huggingface dataset:
Soundless Agony Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 round/level

* **Description:** Using this technique, the user makes 1 creature per three level within range believe that it cannot, or must not, utter a sound. As a result of this technique, the creatures affected by the technique will not speak or scream, no matter the situation, but they may still feign speech to allow others to read on their lips. This technique can be dispelled.
NPC Shinobi

## Jutsu

### Jutsu Names

Iron Skin Technique Shadow Clone Jutsu

Inner Decapitation Technique

Metal Mending Technique

Metal Concealment Technique

Armed Technique: Bone Shatter

Sword Art: Secret Skill Demonic Sword

Three-Hit Kill Technique: First Strike

Three-Hit Kill Technique: Second Strike

Three-Hit Kill Technique - Third Strike

## Tools

### Weapons

Kodachi, Kunai (10), Shuriken (10) Large Shuriken (1)

 2
 3

 Rank

 8
 Combat
Statistics
 40/40
 Levels
 14
 Bonus
 0

Pool
Amount
Reserve
Control
 421/421

## Jutsu

### Releases

Yin, Fire, Blaze

 2
 3

 Satistics

 5
 Combat
Statistics
 60
 Levels

Pool
Amount
Reserve
Control
 92

## Jutsu

### Releases

Water

 2
 3

 Satistics

 3
 Combat
Statistics
 50/50
 Levels

Pool
Amount
Reserve
Control
 77/77

## Tools

### Weapons

White Light Chakra Sabre

 2
 3

 Satistics

 5
 Combat
Statistics
 50/50
 Levels

Pool
Amount
Reserve
Control
 87/87

## Jutsu

### Releases

Wind, Earth

 2
 3

 Satistics

 4
 Combat
Statistics
 60/60

Pool
Amount
Reserve
Control
 86/86

## Jutsu

### Releases

Yang

 2
 3

 Statistic

 3
 Combat
Statistics
 20/20

Pool
Amount
Reserve
Control
 43/43

## Jutsu

### Releases

Fire

 2
 3

 Satistics

 6
 Combat
Statistics
 20/20

Pool
Amount
Reserve
Control
 86/86

## Jutsu

### Jutsu Names

Body Oxidation Technique (+2 Reflex, +2 Fortitude)

 2
 3

 Satistics

 1
 Combat
Statistics
 60/60

Pool
Amount
Reserve
Control
 40/40

## Jutsu

### Releases

Earth, Water, Wind

 2
 3

 Satistics

 6
 Combat
Statistics
 100/100

Pool
Amount
Reserve
Control
 81/81

## Jutsu

### Releases

Fire

 2
 3

 Satistics

 1
 Combat
Statistics
 90/90

Pool
Amount
Reserve
Control
 96/96

## Jutsu

### Jutsu Names

Thousand Bird CurrentThousand Birds

Thousand-Bird Needles

High Voltage Touch Technique

 2
 3

 Technique

 3
 Combat
Statistics
 30/30

 Technique

Pool
Amount
Reserve
 259/259

## Jutsu

### Releases

LightningFire

Explosion

### Jutsu Names

High Voltage Hand TechniqueLighting Nova Technique

Lightning Ball Technique

Electrical Split Technique

Eye of The Storm Technique

Exploding Clay

Exploding Clay - C3 Explosion

C1 C2 C3 C4

Clay Clone

Fire Dragon Projectile

Fire Ball Technique

Dragon Fire Technique

Chakra Bomb

Hell Fire Spikes

## Tools

### Tools

Clay

 Technique

 10
 Combat
Statistics
 50/50

Pool
Amount
Reserve
 444/444

## Personal

### Classification

Genjutsu Swordsmen (Kenjutsu Specialist (10)+ Genjutsu Specialist(10))

## Jutsu

### Jutsu Names

Mind Disruption TechniqueMind Lapse

Mind Rend

Mind Synthesis

Mind and Body Disorder

Betrayal Technique

Sword Art: Diagonal cut

Sword Art: Secret Technique: Cut and Thrust

Flash Step

Secret Technique: Strength Of a Thousand

 Technique

 7
 Combat
Statistics
 80/80

Pool
Amount
Reserve
 323/323

## Brother Guk

 Technique

 0
 Combat
Statistics
 000/100

Pool
Amount
Reserve
 0/0
Illusory Dragon Blast

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 6

**Complex:** A-Class

* **Learn DC:** 21

**Learn Success:** 5

**Perform DC:** 23

**Perform Rank:** 9

* **Time:** 1 attack action

**Range:** See text

**Area:**

**Duration:** See text

* **Description:** You are able to create an illusion that recreates the effects of any Ninjutsu technique of rank 4 or lower known to the user, though he does not need to be able to perform it. The chakra cost of the technique varies, and cannot be determined beforehand unless the user knows the technique and has already performed it or an illusion of it. The cost of performing this technique is equal to 4, the base cost, plus the cost of technique that it recreates. Techniques that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creatures take only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect cannot be reproduced. If recognized as an illusion, the technique deals only half damage (or no damage on a successful save). Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the technique being simulated allows, but the save DC is set according to the Genryuudan's rank rather than its normal rank (Rank 6) and as though it was a Genjutsu. Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect. Objects are unaffected by the technique. Regardless of the technique, it cannot be empowered when recreated by this technique.
Ninja Arts: Shadow Needles

* **Type:** Ninjutsu

**Subtype:** Shadow

**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:** Instantaneous

* **Description:** Using this technique, the user makes uses of the shadow to form needles that will lash out against his opponents and tear them apart. To do so, the user is limited to a number of shadow needle depending on the size of the shadow, that is one per size category (Medium-sized is 5, Fine creatures do not cast a shadow). Each needle have a range of 10 feet from the shadow and can attack once with an attack bonus of +10. If the needle hits, it deals 1d6+1 points of piercing and slashing damage that will not affect the user or another creature if the target is bound by Kage Mane no Jutsu. The user can use any shadow within range to form the needles.
* **Mastery:** Mastery in this technique increases the attack bonus to +15.
Ray of Fire Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 2

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 15

**Perform Rank:** 3

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** By using this technique, the user concentrates a decent amount of Chakra, turning it into flame and ready to shoot out. The user must succeed a ranged touch attack to deal damage to the target. The ray deals 2d6 points of fire damage and the target must make a Reflex save to avoid catching on fire.
Sudden Gust of Wind

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 3

**Complex:** D-Class

* **Learn DC:** 15

**Learn Success:** 1

**Perform DC:** 14

**Perform Rank:** 3

* **Time:** 1 attack action

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

**Area:** 10- ft. radius, 10-ft. high cylinder

**Duration:** Instantaneous

* **Description:** Upon completion of this technique, any creature caught in the area of effect take 1d6 points of wind damage and must make a Fortitude save to avoid being blown upward 1d4x5 feet. Falling damage is dealt normally if the creature is blown high enough.
Sharingan Technique: Entrancing Gaze

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 4

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** 30 feet

**Area:**

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

* **Description:** This technique can only be used when the user's Sharingan Eye ability is active and is a gaze attack. The target must make a Will save to avoid becoming fascinated for the duration of the technique, staring blankly into the user's wildly spinning sharingan eye. The fascinated subject drops anything it is holding and can take no action unless threatened (see Fascinated condition). While fascinated, the user gains a +2 bonus to Charisma checks made against the subject. Rage and frenzy effects have a 5% chance per round of ending abruptly. The fascinated subject can make a Will save every round to break the effect. This technique can only be used once per day. The user can concentrate for up to 3 additional rounds after disabling his Sharingan (or up to the technique's maximum duration).
* **Mastery:** The second and fourth step of this technique allow the user to use this technique anadditional time per day.
Movement Analysis Technique

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 full-round action

**Range:** 10 feet

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** Through careful analysis of one's movement and actions, the user is able to determine the flaws in one's stance and exploit them to his benefits. To properly use this technique, the user must select an opponent using a stance taijutsu technique. For as long as the user's target maintains its present stance, the user gains a +2 insight to attack and damage rolls against it.
Ice Prison Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 7

**Complex:** A-Class

* **Learn DC:** 22

**Learn Success:** 4

**Perform DC:** 24

**Perform Rank:** 10

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 round/level

* **Description:** By forming ice around a Medium-sized or smaller creature at high speed, the user is able to entrap a creature in the ice. If the creature fails its Reflex save, it will be forced into an ice prison for the duration of this technique. A medium-sized creature will start suffocation sequence on its next turn and can only break free of the prison by succeeding a Break check (DC 30). A Small or smaller creature will start suffocating in 1d4+1 rounds and can damage the prison from the inside or attempt to break free with the Break check. The Ice Prison has no hardness and 35 hit points, and if a creature outside the prison attempts to break it, the trapped creature will suffer half the damage of the attack that finally tore it down. The trapped creature can still see and be seen, cannot perform techniques that require either mobility, hand seals or half seals and counts as flat-footed until it takes an action in combat. Expendable Components: A large (at least 2503 feet) source of snow or ice nearby.
Toad Oil Blast

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 7

**Complex:** A-Class

* **Learn DC:** 22

**Learn Success:** 4

**Perform DC:** 24

**Perform Rank:** 10

* **Time:** 1 attack action

**Range:** (see text)

**Area:** Cone-shaped burst

**Duration:** Instantaneous

* **Description:** To execute this technique, the user himself must have summoned a Toad that can produce oil and use Yutsuba no Jutsu (typically nobles and champions, or the Medium-sized or larger toad) and be within 5 feet of it. At the same time the user uses this technique, the toad spends an attack action spitting a long cone of oil, at what time the user spits out the concentrated Chakra in a cone of fire to ignite the oil and create a deadly blast that will melt everything in its path. Any creature caught in the area of effect will suffer 8d8 points of fire damage, which can be halved with a successful Reflex save. The cone will be 30-feet long with medium-sized toads, 50-feet long with large toads, 80- feet for huge, 100-feet for gargantuan and 120-feet long for Colossal toads. Damage dealt by Gargantuan Toads uses d10 instead of d8, and Colossal d12.
Mystical Avatar Technique

* **Type:** Ninjutsu

**Subtype:** Shadow

**Rank:** 15

**Complex:** Epic

* **Learn DC:** 40

**Learn Success:** 10

**Perform DC:** 45

**Perform Rank:** 23

* **Time:** 1 full-round action

**Range:** Personal

**Area:**

**Duration:** 1 round/level

* **Description:** By means of this technique, the user is able to take on a single creature's essense, abilities and techniques for a short while. To do so, he must be either currently sensing the creature's Chakra Signature or be intimately familiar with it, must know at least 5 of the creature's ability, the chosen creature must have an Intelligence, Wisdom and Charisma score of at least 3, and the user must be within 2 size category of the chosen creature. Upon completion of the technique, the user loses all of his techniques, extraordinary, supernatural and spell-like attacks and qualities, and gains the following: The chosen creature's: - Type and size category - Total hit points - Maximum chakra pool, though his current remains unchanged (but is lowered to its maximum, if higher than the maximum) - Chakra Signature and ability scores - Skills and feats - Extraordinary, supernatural and spell-like attacks and qualities, as well as all templates (except Moujuu Aishou) - Techniques of rank 14 or lower The user takes on the chosen creature's personality and behavior while the technique lasts, but is still conscious and will remember everything that has happenned. If the user has not kept in touch with the chosen creature and is not within the range of its Chakra Signature, he will take on the chosen creature's abilities from his memories, at the level and condition it was at (even if the user was not fully aware of the creature's abilities). Once the technique expires, the user's hit points return to normal, at 50% of its maximum (or below if his previous total was at that level) and recovers all of his normal abilities and techniques. He must also succeed a Fortitude save (DC 25) to avoid suffering 1d6 points of Chakra Coil damage. The user cannot personify the same creature more than once a week. XP Cost: 25 XP per hit dice of the personified creature.
Inuzuka Style: Great Wolf Fang

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 4

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 full-attack action

**Range:** Melee Attack (see text)

**Area:**

**Duration:** Instantaneous

* **Description:** This technique can only be used while the user is under the effects of the Soutourou technique and able to charge his target. The charge path is treated as a line attack and knocks anyone standing in it 5 feet to the left or right (determined randomly) if they fail a Fortitude save. The user suffers a 20% miss chance with his charge attack, but deals double damage with his claw or bite attacks. The user must make a Fortitude save (DC 15) afterwards to avoid becoming nauseated for 1 round.
* **Mastery:** Each step of mastery in this technique reduces the miss chance by 5%.
Sound Wave Clone Technique

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

**Range:**

**Area:** 30-ft. burst centered on the user

**Duration:** 10 minutes/level (D)

* **Description:** This technique creates a number of sound-based, illusory clones in the mind of any creature within 30 feet of the user when he performs the technique. Only creatures who were within range of the user are able to see the clones. The clones exist to the subjects as long as they are within the user's line of sight, regardless of how far they move from the original area of effect. The subjects are all part of the same illusion, meaning that any clone that moves or is destroyed is perceived by all subjects in the exact same manner. The clones look physical and generate an illusory field around them that makes the environment they are a part of appear as though it was affected by the physical presence of a clone (blades of grass bent, footprints in the dirt, though the illusion moves with the clone and no traces are left if the clone moves). In addition, the clones are able to speak and create sounds in the user's voice to any creature subjected to the illusion. The illusory clone is destroyed on contact and has the same defense as the user's touch defense -5. Deaf creatures are immune to this effect.
* **Empower:** The user can empower the technique to create an additional clone at the cost of 1 point ofchakra. No more than the user's level in clones can be active at any one time.
Praying Mantis Style

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** While the user remains in this stance, he gains a +2 bonus to Balance and Tumble checks as well as having his maximum number of attacks of opportunity per round increase by 1.
Shinobi Secrets: Stances - Small Serpent

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 1

**Complex:** E-Class

* **Learn DC:** 12

**Learn Success:** 1

**Perform DC:** 11

**Perform Rank:** 1

* **Time:** 1 swift action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** In this stance, the user is crouching low and lashes out and retreats quickly when he strikes, emulating the undulating movements of a snake. Unarmed attack rolls made in this stance are modified by Dexterity, and the user gains a +1 bonus to Defense and checks made to avoid being tripped.
Non-lethal Brutality Technique

* **Type:** Genjutsu

**Subtype:**

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** This technique summons a powerful illusion to subdue a creature instead of killing it. The target must make a Will save or suffer 8d10 point of nonlethal damage from this technique. Notes: Using alternate non-lethal damage rule, where nonlethal damage is cumulative, this technique deals 8d6 point of nonlethal damage instead.
Sword Art: Diagonal Cut

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 1

**Complex:** E-Class

* **Learn DC:** 11

**Learn Success:** 1

**Perform DC:** 11

**Perform Rank:** 1

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user performs a basic kenjutsu cut, from the shoulder to the hip. The user makes a single attack with his held weapon and gains a +1 bonus to his attack roll, but suffers a -1 penalty to his damage roll. Material Focus: The user's held slashing weapon.
Medical Ninjutsu: Practice - Mystical Palm Technique

* **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:** Touch

**Area:**

**Duration:** Instantaneous, plus 1 hour or 1 evening of rest

* **Description:** This technique is the most commonly used technique in shinobi hospitals due to the fact that it consumes very little chakra and time, and is generally entirely more practical than its more powerful counterparts for minor injuries. Using this technique, the user is able to increase the recovery of a single hour or evening of rest. If the subject does not begin to rest within 1 hour after the technique was used, the non- lethal damage recovery for that hour is doubled. Otherwise, the result of a complete evening of rest are doubled (2 hit points per level recovered, 2 points of ability damage recovered, double his level or hit dice tenketsu damage healed, chakra recovery doubled), and the subject heals 1 point of temporary chakra coils damage. If the subject is not capable of restful sleep, from the effects of a soldier pill or other such method, he may still recover half the standard amount of hit points of a normal evening of rest and no ability damage as long as he performs no strenuous activities. This technique can only be used once in a 24 hours period. Using this technique also counts as Treat Injury check made to either restore hit points, or revive a dazed, stunned or unconscious character (DC 15) with no first aid kit required.
Minor Electric Current

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 2

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 15

**Perform Rank:** 3

* **Time:** 1 attack action

**Range:** Personal

**Area:**

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

* **Description:** Through usage of this technique, the user is able to accelerate the flow of Chakra in his body, thus creating a small electric current that can be passed onto a hand-held weapon, or concentrated on a small part of the user's body to attack with. Doing so allows the user to add 1d4 points of electricity damage to any unarmed attacks and weapon with which the user is in direct contact with the metal part that strikes the target (therefore, a sword generally isn't affected). Ranged and thrown weapon are not affected by Jakuden. The user may also use Jakuden to make unarmed melee touch attack instead and simply deal 1d4 points of electricity damage, to which he does not apply his strength modifier, nor can the attack score a critical hit. While Jakuden remains active, the user benefits from a +1 bonus to Fortitude and Reflex saves against electricity based effects and techniques. The Jakuden remains active for up to 1 attack per two levels of the user (maximum 8)
Lightning Displacement Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 move-equivalent action

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

**Area:**

**Duration:** Instantaneous

* **Description:** This technique is the very same as Shunshin no Jutsu, and the user disappears in a flash of lightning. Creatures adjacent to the square he appears in must make a Reflex save to take only half of 4d6 points of electricity damage. The damage dealt by the technique does not affect unattended objects.
Land Wall Flip

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 full-round action

**Range:** 5 feet

**Area:**

**Duration:** 1 round/level (D)

* **Description:** To use this technique, the user touches his hand to the ground and out rises a 10 foot wide, 10 foot tall wall facing the same direction as the user. The wall is 6 inch thick, has an hardness of 8 and 90 hit points. Breaking through requires a Strength check (DC 30). Until the wall's hit points are reduced to 0, a creature succeeds the Break DC or the duration expires, it will hold on and let no creature or object pass through. Material Focus: A medium (at least 300 pounds) source of earth or stone below the user's feet.
Taijutsu: Ten-Ton Style Throws - Lightning Crash Superbomb

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 14

**Complex:** A-Class

* **Learn DC:** 28

**Learn Success:** 4

**Perform DC:** 31

**Perform Rank:** 17

* **Time:**

* **Description:** As Juryuu Nage - Ganso Bakudan except as above and as follow. This technique can be performed outside of a grapple, but must be done either adjacent to a 10 foot or higher drop or with strength rank 5 or higher active. The user makes a touch attack and a grapple attempt against the target. If it succeeds, the deals his unarmed attack damage as though one size category larger, plus 1d6 per strength and speed ranks active (maximum 20d6). The target will be prone and no longer grappled after being hit by the raiga bakudan, as well as stunned for 2 rounds. The target can make a Fortitude save to be staggered instead. The user does not provoke an attack of opportunity when attempting to grapple in this manner. If the user is already grappling the target, he must succeed an opposed grapple check instead.
* **Empower:** The user can spend an additional 1 point of chakra to increase the additional damage by1d6, total maximum 1d6 per level or 20d6.
Spear Art: Heavy Strike

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes a single melee attack with his held weapon. If the attack hits, it deals normal damage and knocks the target back 1d4x5 feet, distance halved with a Fortitude save. This technique can be used on an adjacent target even with a reach weapon. Material Focus: The user's spear, naginata or quarterstaff.
Rising Earth Hand Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 7

**Complex:** B-Class

* **Learn DC:** 21

**Learn Success:** 3

**Perform DC:** 22

**Perform Rank:** 9

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 round/level (D)

* **Description:** Using this technique, the user creates a large earthen hand that appears between him and the opponent. This hand is anchored to the ground beneath which it stands and cannot move. The hand is 10 feet tall and half as wide, and can provide a Medium-sized or smaller creature with cover. It has a Defense of 0, and take damage as a normal creature. The hand has 2 hit points per level of the user, and is immune to earth damage. Any creature weighing over 2,000 pounds can plow through the hand and destroy it completely while simply moving. The user must be in direct contact with the ground while using this technique. Objects and creatures moving at high speed may avoid the earth hand by making a reflex save. Impact deals damage as though struck with a falling object of one size category larger than the impacting object, without a save to avoid taking damage. The earth hand also suffers damage equal to double that of the impacting object.
* **Mastery:** Should this technique be mastered, the user can chose to pay an additional 5 points ofChakra to create an additional hand, though the Material Focus doubles.Material Focus: A Large (at least 300 pounds) source of earth, sand, rock or mud nearbyto form the hand.
Medical Ninjutsu: Secrets - Genetic Reconstruction

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 13

**Complex:** Super S-Class

* **Learn DC:** 30

**Learn Success:** 6

**Perform DC:** 38

**Perform Rank:** 18

* **Time:** 1 hour

**Range:** Melee Touch

**Area:**

**Duration:** Concentration (up to 5 minutes/5 levels) (see text)

* **Description:** This very advanced healing technique allows the user to regenerate damaged cells to a greater extent than a normal medical technique would. After the technique's effect begins, the user must maintain contact with the target of the technique for as long as he wishes to heal the target. The target is healed of one negative level per five minutes as long as contact (and the user's concentration) is maintained. The user may sustain the technique for 5 minute per 5 level, after which he has to let go and use it once again if he wishes to resume the treatment. Expendable Components: Some of the target's hair to regenerate damaged genetic structure.
Stone Shuriken Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 2

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 15

**Perform Rank:** 3

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** This technique allows the user to hurl small stones or tiles at enemies, 'stone shuriken'. The user must make a ranged attack roll at his highest attack bonus for each Shuriken; a Ishi Shuriken deals 1d6 points of earth damage and cannot score a critical hit.
* **Empower:** The user can create an additional shuriken at the cost of 1 point of chakra (maximum 1every 2 levels).Material Focus: A stone, tile or other such object per shuriken.
Ice Formation Technique

* **Type:** Ninjutsu

**Subtype:** Hyouton

**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:** One 5-sq. ft. surface / level

**Duration:** Instantaneous (see text)

* **Description:** With this technique, the user is able to freeze water and create a thick sheet of ice over it. The ice covers one 5-ft. square of water per level and may support up to 500 pounds before breaking (one square at a time). Any creature standing on the ice must make a Balance check (DC 12) each round at the beginning of its turn or fall prone. A creature caught under the ice cannot reach the surface and will drown unless it finds an ice-free surface or break through. Each 5 sq. feet surface has a hardness of 0 and 15 hit points.
Subconscious Trigger Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 5

**Complex:** A-Class

* **Learn DC:** 20

**Learn Success:** 4

**Perform DC:** 22

**Perform Rank:** 8

* **Time:** 1 full-round action

**Range:** Touch

**Area:**

**Duration:** 1 day/level (or until discharged)

* **Description:** Using this technique, the user inputs a subconscious trigger in the target's mind that will activate and have it perform the action when a specific condition is met. The user must speak the condition to the target, then the command to perform. The target makes a Will save to resist the trigger, and, in case of failure will simply forget about the event in itself. If the command has been inputted (subject failed its save), and once the condition is met (said condition has to be simple, such as a certain person asking for the weather in the Cloud village), the subject will perform a very specific action (which must be both simple and non-harmful to the subject, such as saying a short--15 words or less--message or a certain gesture) subconsciously without it even noticing or thinking twice about it. Unless reminded, it will be unable to recall ever performing the action at all.
Shadow Binding Shuriken Technique

* **Type:** Ninjutsu

**Subtype:** Shadow

**Rank:** 4

**Complex:** S-Class

* **Learn DC:** 20

**Learn Success:** 7

**Perform DC:** 24

**Perform Rank:** 8

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

**Range:** (see text)

**Area:**

**Duration:** 1 round/level

* **Description:** This fearsome technique is an ancient art created by the legendary ninja Sarutobi Sasuke in the feudal age. By striking the target's shadow with a shuriken, kunai or other small thrown weapon, Sarutobi paralyzed his enemies and killed them swiftly. Rumor has it that by making it rain shuriken, Sarutobi Sasuke killed an entire army in an instant, all by himself, with this technique. By striking the Shadow of a creature no larger than the user's size category, he may paralyze it for the duration of the technique; a shadow has a Defense of 10 if the target is unaware, or equal to 10 + target's class bonus + dexterity bonus otherwise. The technique's range is equal to the weapon's range, and he may target as many creature as he can throw weapons; the perform time also depends on the number of weapon thrown: a single weapon is an attack action, two or more is a full-attack action. Once a target is caught by the technique, it must make a Will save every round to free itself; until that is done, it is held in place by an immovable force and cannot be moved under any circumstances unless the weapon that holds the target's shadow in place is removed. A creature with no shadow cannot be affected by this technique. While this technique is meant to be used with ranged weapon, it is still possible to use it with melee weapon. A paralyzed creature is held in place and cannot move a finger, but can move its eyes, mouth and vocal cords (meaning it can speak and look around).
Mystical Palm Technique

Activation
 Cooldown

The **Mystical Palm Technique** is a medical ninjutsu which allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. This requires a great amount of chakra control, and because of this, only a few highly skilled medical-nin are able to use this technique. Kabuto Yakushi demonstrated the ability to use it a short distance away from the target instead of through direct contact.

By sending an excess amount of chakra into the patient's body, the user can overload the patient's normal circulation, trapping them in a comatose state. Although this is usually undesirable, Kabuto once effectively used this side effect to get Kiba Inuzuka out of his way.
Sword Art: Reversed Diagonal Cut

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 1

**Complex:** E-Class

* **Learn DC:** 11

**Learn Success:** 1

**Perform DC:** 11

**Perform Rank:** 1

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user performs a basic kenjutsu cut, from the hip to the shoulder. The user makes a single attack with his held weapon and gains a +1 bonus to his damage roll, but suffers a -1 penalty to his attack roll. Material Focus: The user's held slashing weapon.
Marigraciela's Living Doll

**Marigraciela's Living Doll** is a episode of The Grieving Girl.

## Plot

Marigraciela receives a old doll on her 1st birthday, but she realizes her doll is haunted.

## Trivia

* The regular end credit music is replaced by Marigraciela singing a creepy doll song.
* When Marigraciela says "Yah Boo", she sounds a lot like Lily Loud.
* The form which The Grieving Girl and Carlos refer to the fear of dolls is doll-o-phobia; however, the actual term of this is pediophobia.
Sword Art: Downward Cut

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 12

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user performs a basic kenjutsu cut, from the head and down. The user makes a single attack with his held weapon and gains a +1 bonus to his attack roll. Material Focus: The user's held slashing weapon.
Taijutsu: Ten-Ton Style Throws - Super Chokeslam

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 11

**Complex:** A-Class

* **Learn DC:** 25

**Learn Success:** 4

**Perform DC:** 28

**Perform Rank:** 14

* **Time:**

* **Description:** As Juryuu Nage - Nodowa Otoshi except as above and as follow. The technique can be performed outside of a grapple. The user makes a touch attack and a grapple attempt against the target. If the attempt succeeds, the user performs the super chokeslam. The super chokeslam deals the user's unarmed attack as though he was one size category larger, plus 6d6. The target will be knocked unconscious for 2 rounds afterwards, and can make a Fortitude save to be staggered and lose its Dexterity bonus to Defense for 1 round only. The user does not provoke an attack of opportunity when attempting to grapple in this manner. If the user is already grappling the target, he must succeed an opposed grapple check instead.
* **Empower:** The user can spend an additional 1 point of chakra to increase the damage dealt by 1d6,maximum 1d6 per level or 10d6.
Ninja Art: Phantom Warrior

* **Type:** Ninjutsu

**Subtype:** Shadow

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 6

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 full-round action

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

**Area:**

**Duration:** 1 round/level (D)

* **Description:** This technique was used by shinobi to create mythical replication of the iconic ninja to fool mundane into believing them gods. The user manipulates his Chakra cunningly in such a way that he is able to materialize shadows into deadly warriors. To create a kagemusha, the user requires 1 Medium-sized or larger shadow to be within the technique's range. The kagemusha appears right next to the creature whom the shadow is attached to and will be ready to act on the user's next turn. For every size category above Medium-sized, the shadow can be used to create an additional kagemusha (a colossal shadow, for example, could 'give birth' to 5 kagemusha). If the kagemusha isn't within 30 feet of a shadow at any given time, it will fade away and be destroyed immediately. For each kagemusha created, the user suffers 1 point of damage. See Creatures and NPCs for details on kagemusha statblock entry.
Medical Ninjutsu: Treatment - Vigor

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 1

**Complex:** C-Class

* **Learn DC:** 14

**Learn Success:** 2

**Perform DC:** 14

**Perform Rank:** 2

* **Time:** 1 attack action

**Range:** Melee touch

**Area:**

**Duration:** 1 minute/level

* **Description:** This technique negates the fatigued condition for its duration, or improves an exhausted condition to fatigued, on a single living creature. The condition returns once the technique ends.
Tiers

Tiers are an available option for your ninjas to deal more damage based off of their BAB scores.

## Tier 1

Tier 1 allows your character to gain a stronger hit dice as his/her level progresses.

 4
 6
 8
 10
 12
 14
 16
 18
 20

## Tier 2

Tier 2 allows your character an empowered BAB attack, where your BAB is equal to your amount of damage on hit.

 2
 3
 4
 5
 6
 7
 8
 9
 10

## Tier 3

Tier 3 allows you to add your BAB as Accuracy on the attack roll, as well as damage on hit. However Opponents will have the option to roll for fortitude saves against your attacks.

## Tier 4

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

 3
 7
 9
 12
 15
 17
 18
 19
 20
Perfect Illusion Technique

* **Type:** Genjutsu

**Subtype:** Phantasm

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:**

* **Description:** This technique is the same as Shougenzou no Jutsu, except as mentioned above and as follow. Using this technique, the user is able to make up to 1 minor change per level in the area, 1 advanced change every 2 level or 1 greater change every 5 level (chose one). A greater change can be of great importance, such as changing a whole room, completely concealing a trapdoor or a pit and making objects of Large size or smaller appear or disappear. A creature that interacts with an objects created by this technique will believe that it is real and appear to affect it, but in reality no such thing happens (a bridge will feel real, but the creature will fall through if it passes through it, just like a glass of water will appear to be refreshing but have in fact no effect.
Medical Ninjutsu: Treatment - Fatigue

* **Type:** Ninjutsu

**Subtype:** Medical

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Melee touch

**Area:**

**Duration:** Instantaneous

* **Description:** This technique instantly cures all fatigue, and improves the exhausted condition to fatigued. It also cures 1d4 points of temporary ability damage to a single ability score, but does not affect permanent ability damage or ability drain. Using this technique more than once on the same creature in a 24 hour period increases the chakra cost by 2 each time.
Piercing Fang: Third Form

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** This technique can only be used against a flying or falling target. The user makes a melee attack against the target. If it hits, the attack deals an additional 2d6 points of damage not multiplied on a critical hit. The target must then make a Fortitude save to avoid losing its Dexterity bonus to Defense for 1 round. Any weapon damage dealt by this technique, regardless of the type, is piercing damage. If the target was falling uncontrollably, it suffers an additional 1d6 points of damage. Material Focus: A piercing or slashing weapon.
Method of False Invisibility

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 full-round action

**Range:** Personal

**Area:**

**Duration:** 10 minutes/level (D)

* **Description:** The user creates a field of illusion upon himself that causes him to appear unworthy of attention. Creatures automatically advert their gaze from the user, and unconsciously avoid contact with the user. Creatures looking specificially for the user who have a matching description of the user's general appearance, or creatures looking out for any creature around them (on guard, does not work in a crowded area) are affected in a different way, and suffer a -4 penalty to Spot checks made against the user. Creatures with an Intelligence score of 3 or lower do not get a save to disbelieve the technique, nor do Ordonary characters 10 levels below the user.
Minor Fireball Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 attack action

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

**Area:** 10-ft. radius burst

**Duration:**

* **Description:** See Godai Taigeki: Sandan Jutsu technique.
Ninja Art: Shuriken Skill - Shadow Shuriken

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Thrown weapon

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes two thrown weapon attack at his highest attack bonus, the second at a -5 penalty. The attacks deal normal damage, but the second thrown weapon cannot or deal sneak attack damage. Unless the opponent succeeds a Spot check (DC 20) against the second thrown weapon, it loses its Dexterity bonus to Defense against it. Blind creatures or creatures not reliant on sight are not affected in a particular way by this technique. Material Focus: Two throwing weapon of the same type and size.
Iron Wire Style

* **Type:** Taijutsu

**Subtype:** Stance

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** Stance

* **Description:** The user is able to manipulate and utilize a battle wire or kousen as a weapon. If the user is wearing a battle wire, deploying the wires is a free action. If the user is using iron wire instead, he suffers a -4 penalty to meet the perform requirements and attack rolls in this stance, and they must be drawn normally. The battle wire can returned to its inactive state as a move-equivalent action that does not provoke an attack of opportunity, or immediately as the encounter ends. Attacking with the battle wire or iron wire while in this stance is a ranged attack and may provoke an attack of opportunity if used in a threatened area. See Battle Wire in the equipment chapter for details. On a threatened critical hit, the user may add his bonus Sneak Attack damage in addition to the normal damage, even if his target is not flat- footed, up to 3 sneak attack die. On a natural attack roll of 1, the user has a 50% chance to suffer 1d4 points of damage as backlash from attempting to attack with the wire. The battle wire attacks do not benefit from bonuses from abilities of the Shuriken Expert and provokes an attack of opportunity when used in a threatened area. The user can use this stance with 2 iron wires rather than a battle wire, but suffers a -4 penalty to meet the perform requirements, and to attack rolls. The user still takes a -4 penalty to attack rolls made against a target engaged in melee combat unless he has the Precise Shot feat. The Far Shot feat does not benefit battle wire attacks.
* **Mastery:** With the third step of mastery in this technique, the user no longer provokes an attack ofopportunity when attacking with a battle wire in a threatened area.Material Focus: A battle wire or 2 iron wires.
Sword Art: Thrust and Throw

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 6

**Complex:** C-Class

* **Learn DC:** 19

**Learn Success:** 2

**Perform DC:** 19

**Perform Rank:** 7

* **Time:** 1 full-attack action

**Range:** Charge

**Area:**

**Duration:** Instantaneous

* **Description:** The user combines the principles of tsuki and charging attacks and creates a deadly combination. The user makes a charge attack against a single creature. If it hits, it deals normal damage plus 1d4 points of additional piercing damage every 2 levels (maximum 5d4) and knocks the target back 1d4x5 feet. The additional damage is not multiplied on a critical hit. If the target one or more size category larger than the user, it is not knocked back This technique can only be used once during an encounter. Material Focus: The user's slashing or piercing weapon.
Three Shark Water Blast Technique

* **Type:** Ninjutsu

**Subtype:** Suiton

**Rank:** 10

**Complex:** A-Class

* **Learn DC:** 25

**Learn Success:** 5

**Perform DC:** 27

**Perform Rank:** 13

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** This technique is an advanced version of Suikoudan no Jutsu created by Hoshigaki Kisame, the Monster of the Mist. It creates 3 water sharks and hurls them at one or more creature, each dealing 7d6 points of water damage, with a Reflex save for half damage.
* **Mastery:** The fifth step of mastery in this technique increases the damage dealt by the shark to 8d6Material Focus: A moderate (at least 60 liters) source of water nearby.
Training: Constitution Imbuing Art

* **Type:** Training

**Subtype:** Chakra Control

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 4

* **Time:**

* **Description:** This training can only be completed after the user ingests a B-, A- or S-Class Constitution-enhancing Shinobi Drug. The inherent bonus of the shinobi drug increases by +1.
Sleep Technique

* **Type:** Genjutsu

**Subtype:**

**Rank:** 3

**Complex:** C-Class

* **Learn DC:** 16

**Learn Success:** 2

**Perform DC:** 16

**Perform Rank:** 4

* **Time:** 1 attack action

**Range:** Touch

**Area:**

**Duration:** Instantaneous plus 1 minute/level (see text)

* **Description:** This technique puts the targeted creature to sleep, slowly but surely. The user makes a melee touch attack against the target that, if it hits, puts it in a state of groginess that gratually forces it into sleep. The subject suffers a -2 penalty to attack and damage rolls, skill checks and saving throws. The next round, the penalty increases to -4. On the third round, the subject falls into unconsciousness and cannot be woken up by means short of causing severe physical pain (damage equal to its Constitution score or greater) or dispelling the technique. If the subject takes damage equal to its Constitution score during a round it is falling asleep, it may make a save against the technique. If the save is successful, the technique is dispelled. Once the subject falls asleep, it remains so for 1 minute per level of the user. The subject gains a +2 bonus to Will saves made to resist this technique if it has 8 or more hit dice. This technique can be dispelled. This is a sleep effect.