recursal/Fanatic-Fandom huggingface dataset:
Earthen Armor

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 3

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** 1 minute/level (D)

* **Description:** Using this technique, the user covers himself with an heavy earthen armor. The armor counts as a heavy armor that grants the wearer a +8 armor bonus to defense (+3 non- proficient), has a maximum Dexterity bonus of +1, an armor penalty of -6, speed of 20 feet and that weighs 80 pounds. This armor can be removed by cancelling the technique, at which time the earth covering the user crumbles into nothingness. While worn, however, the Earthen Armor grants the user a DR 2/- (this damage reduction stacks with the one provided by the Fortify bloodline, and from that source only).
* **Mastery:** With the fifth step of mastery in this technique, the armor doesn't count towards the user'scarrying capacity (as though training weights with the appropriate Strength rank).Expendable Components: 80 pounds of earth, sand, rock or mud nearby.
Delicate Illness Extraction Technique

Activation
 Cooldown
 Saving Throw

When a person has been afflicted by a pathogen or toxin, this medical ninjutsu can be used to draw out the agent and heal the damage. The cause of the illness is first determined by perceiving disturbances in the patient's chakra. Then, using a chakra scalpel, an incision is made near the affected part. Using their chakra, the medical-nin pushes a large volume of a medicinal fluid through the incision. The fluid then draws the poison out of the affected part(s) and serves as a medium through which the poison is suspended and then forced out of the person's body. This technique thus removes the poison, while simultaneously repairing the damage caused by the poison. The process itself is extremely painful and requires the subject to be restrained in order for the process to work. As such, it is considered a rather crude method to deal with pathogens and toxins, and only used in emergency. This technique only draws out most of the poison, not all of it, so the subject can potentially still be in danger, albeit not immediate. To fully treat the subject, an antidote is needed.

After the agent is drawn out, it can be used to create an antidote or medicine after it has been analysed. This can then be given to the patient to ensure a complete recovery. This technique requires the utmost care and ability in diagnosis, incising and unmatched chakra control. Therefore, it is considered an extremely difficult technique, even among medical-nin.
Mind and Body Disorder Technique

* **Type:** Genjutsu

**Subtype:**

**Rank:** 6

**Complex:** C-Class

* **Learn DC:** 19

**Learn Success:** 2

**Perform DC:** 19

**Perform Rank:** 7

* **Time:** 1 attack action

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

**Area:**

**Duration:** 1 minute/level

* **Description:** Using this technique, the user is able to add some restraint to the victim's mind, making hard for it to move and perform even their daily tasks. The target will feel that something is not quite right; breathing difficulties, lack of precision in the movements and such; for the duration of the technique, it will suffer a -4 penalty to attack and weapon damage rolls, skill checks and defense. This harmful Genjutsu can be dispelled.
Aural Delusions Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 attack action

**Range:** 5 feet

**Area:**

**Duration:** 1 round

* **Description:** Using this technique, the user uses sound waves and chakra to cast a Genjutsu on the target that triggers a mechanism in the subject's body that can't be supressed with the power of the mind alone. If the subject fails its save, it is stunned for 1 round. Material Focus: The user's worn Sound Amplifier.
Great Tiger Projectile

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 7

**Complex:** A-Class

* **Learn DC:** 22

**Learn Success:** 4

**Perform DC:** 24

**Perform Rank:** 10

* **Time:** 1 full-attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** Upon completion of this technique, the user creates a long line of chakra from ice and snow, shaped in like a ferocious tiger ready to prounce and tear apart his enemies. The user is able to focus the blast and target multiple enemies with it. The tiger initially deals 8d6 points of damage, half cold and half slashing, to the primary target, and can be directed to target any creature within 30 feet (1 per 2 level, maximum 12), dealing half damage to any secondary target. All damage suffered by the tiger can be halved by a successful Reflex save, and all creatures suffering damage from the tiger must make an additional Reflex save to avoid suffering a -1 penalty to attack rolls and skill checks for 1 minute afterward from the cold (penalty removed the moment the target has at least one hit points restored by a Medical ninjutsu technique). Who the tiger targets is entirely up to the user, who can freely chose to affect fewer secondary targets than his maximum. Material Focus: A large (at least 400 pounds) source of ice and snow nearby.
Animal Fury

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 5

**Complex:** C-Class

* **Learn DC:** 18

**Learn Success:** 2

**Perform DC:** 18

**Perform Rank:** 6

* **Time:** 1 full-round action

**Range:** 30 feet

**Area:**

**Duration:** 1 round/level (D)

* **Description:** Causes an animal to enrage and attack a creature incessantly. This technique performs exactly as Mikan Seiha no Jutsu except as noted above, and the creature can only attack a single target. The target must be a creature it would normally attack and be within line of sight of the animal. The animal gains a +1 bonus to attack and damage rolls against the target, and will attack at the best of its ability until knocked out, killed or the technique expires. This technique can be dispelled.
Hyuuga Style: Gentle Fist - First Stance

* **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:** This stance can only be activated while the Byakugan is active. The user is able to make Jyuuken attacks while in this stance. A jyuuken attack is a touch attack that deals 1d6 points of damage and while it does not bypass damage reduction or hardness by itself, the damage dealt is cumulative and all jyuuken attacks dealt by the user to a single target one round is treated as one attack. For example, a creature with damage reduction 8/- hit for 3, 2 and 6 damage would suffer 3 damage instead of 0. A jyuuken attack is either a melee attack or used in a technique that specifically allows a jyuuken attack. The user uses his Wisdom modifier to resolve attack rolls instead of his Strength modifier, and does not add his Strength modifier to damage, or bonus damage from the melee smash strong hero talent or from strength ranks. Jyuuken attacks deal half again as much damage to objects created by chakra and chakra constructs, such as clones or weapons summoned by the Yaibaki no Kuchiyose technique, but not summoned creatures. Each attack has a 25% chance to damage incorporeal creatures, and bypass chakra damage reduction. While in this stance, the user is able to use the Tenketsu Sealing byakugan ability once per encounter. If the user already has the Tenketsu Sealing ability, he may use it once per encounter without expending one of the daily use of the ability. Damage bonus to unarmed attack, such as a bonus from the Weapon Specialization class ability or synergy bonus from the Taijutsu skill also applied as damage bonus to jyuuken attacks. Increased damage die to unarmed attacks also benefit the Jyuuken stance. If the user's normal unarmed damage is higher than the damage dealt by Jyuuken, use that instead.
* **Mastery:** Each step of mastery in this technique increases the chance the user has to damage anincorporeal creature by 5%.The second and fourth step of mastery in this technique increases the amount of times theuser gains use of the Tenketsu Sealing ability per encounter by 1.The fifth step of mastery in this technique grants the user +1 bonus to damage rolls withjyuuken attacks.
Hands of Thunder 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:** Melee Touch

**Area:**

**Duration:** Instantaneous

* **Description:** Upon completion of this technique, cracking bolts of energy can be seen on the user's hands as he deliver a melee touch attack that deals 2d6 points of electricity damage, +1 per level of the user (maximum 2d6+5). The user gains a +2 bonus to his touch attack if the target wears a metal armor (or carries enough metal to provide said bonus, left to the GM's discretion).
Gate 6

* **Type:** Hachimon Tonkou

**Subtype:** Kei-mon

**Rank:** 12

**Complex:** S-Class

* **Learn DC:** 28

**Learn Success:** 5

* **Time:** 1 full-round action

* **Description:** Same as Kai-mon Kai except as noted above and as follow. The user gains a +8 enhancement bonus to Strength and Dexterity scores, and his land speed increases by 30 feet. He can no longer suppress his chakra signature, which effectively increases 2 steps. He gains 20 temporary chakra. Each round the View Gate is active, the character gains 3 temporary chakra. Each consecutive use of any Gate-release Hachimon Tonkou technique within a 24 hours period reduces the temporary chakra granted by opening a Gate by one-half. The user takes 7 points of damage each round the technique is maintained. If the View Gate was opened for 2 rounds or longer, the user takes a -6 penalty to all ability scores for 24 hours once the gate closes as well as suffer half again as much damage from all sources for 1 minute (+50%). The user must succeed a Fortitude save (DC 28) or have his hit points reduced to 0 and become exhausted. Success means that the character is only exhausted for the rest of the encounter. The user can only perform this technique while under the effects of To-mon Kai or with sufficient degree of mastery in it.
* **Mastery:** With the second step of mastery in this technique, the user can activate this gate as a freeaction for the purpose of using a more powerful gate, without actually performing thistechnique or gaining any of its benefits or penalties. He cannot otherwise perform thetechnique as a free action.With the fifth step of mastery in this technique, the user only suffers 6 points of damageper round and a -2 penalty to ability scores after using the View Gate, and does not sufferadditional damage after afterwards.
Bird's Wing Technique

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 instant action

**Range:** Personal

**Area:**

**Duration:** Concentration (up to 2 rounds)

* **Description:** This technique creates a rapidly spinning globe of air around the user and slows down the rate at which he is falling. While this technique is active, the user falls at a rate of 10 feet per round and suffers no damage when landing. This technique can be used while in mid-air to stop the user from taking falling damage. It can be used only once per day.
* **Mastery:** At the third and fifth step of mastery in this technique, the user is able to use thistechnique an additional time per day.
Hand-to-Hand: Palm Heel 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:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user makes a single unarmed attack at his highest attack bonus that deals normal damage if it hits, and forces the target to make a Fortitude save to avoid being stunned for 1 round. Creatures immune to sneak attack or critical hits are not affected by the stun.
Dance of the Crescent Moon

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 full-attack action

**Range:** Personal

**Area:**

**Duration:** 1 round

* **Description:** The user strikes with both fluidity and power, and moves with feline grace into his opponent's defenses to strike deadly blows. The user makes a full attack action and gains an additional attack at his highest attack bonus with a -5 penalty. The attacks deal normal damage on a successful hit, and the user gains a +1 dodge bonus to Defense and the benefits of the Great Cleave feat until the beginning of his next turn.
Metal Concealment Technique

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 2

**Complex:** D-Class

* **Learn DC:** 14

**Learn Success:** 1

**Perform DC:** 13

**Perform Rank:** 2

* **Time:** 1 full-round action

**Range:** Touch

**Area:**

**Duration:** 1 hour/level (D)

* **Description:** This technique makes a metal object completely undetectable to metal detectors. When any creature or character makes a Search or Spot check to detect the object, it does not gain equipment bonuses from any device that detect metal.
Hand-to-Hand: Throw Technique - Flying Throw

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 3

**Complex:** D-Class

* **Learn DC:** 15

**Learn Success:** 1

**Perform DC:** 14

**Perform Rank:** 3

* **Time:** 1 attack action

**Range:** Melee Reach

**Area:**

**Duration:** Instantaneous

* **Description:** This technique can only be used against a target that missed the user with a melee attack this round or in the previous round, and requires both hands free. The user makes a grapple attempt and instead of grappling the targer, the user will throw it up to 10 feet away in any direction except backwards. Upon landing, the creature must make a Reflex save to avoid falling prone. The grapple attempt does not provoke an attack of opportunity. If the creature collides with a solid object, it takes damage as though it had fallen 10 feer (1d6 points) and suffers a -2 penalty to saving throws to avoid falling prone.
* **Mastery:** The second and fourth steps of mastery in this technique increase the distance a creaturecan be thrown by 5 feet and the damage it takes when colliding with a solid object asthough it had fallen an additional 10 feet.The second step of mastery allows this technique to be performed as a full-round action.The user deals damage equal to his unarmed attack damage on a successful grappleattempt.With the fifth step of mastery in this technique, the technique can be initiated against anytarget, regardless whether or not it missed the user with a melee attack, and requires onlyone hand free.
Flying Kunai

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 2

**Complex:** E-Class

* **Learn DC:** 13

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 2

* **Time:** 1 attack action

**Range:** Personal

**Area:**

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

* **Description:** As a result of this technique, the user's next throw with any weapon of small size or smaller sees its range increment, and thus its max range, doubled. Material Focus: One small or smaller throwing weapon, such as a kunai or shuriken.
Infinite Sandstorm

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 7

**Complex:** C-Class

* **Learn DC:** 20

**Learn Success:** 2

**Perform DC:** 20

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** 30 feet

**Area:**

**Duration:** Instantaneous

* **Description:** Focusing a large chunk of Chakra to his mouth, the user exhales a powerful wind blast that mixes with ambient sand and severely damage one's foes. Any creature caught in the area of effect suffer 5d8 point of wind damage, which can be halved with a successful reflex save. Creatures failing to save against the technique are knocked back 1d4x5 feet. Material Focus: A small (at least 93 feet) source of sand nearby.
Hyuuga Style: Initial Gate Forceful Release

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 11

**Complex:** A-Class

* **Learn DC:** 26

**Learn Success:** 5

**Perform DC:** 28

**Perform Rank:** 14

* **Time:** 1 attack action

**Range:** Melee Attack

**Area:**

**Duration:** 1 round/level (maximum 10)

* **Description:** One of the less known technique of the Hyuuga jyuuken style allows the user to reach so deep with his attacks that he may even target the hachimon tonkou. The user makes a single jyuuken attack, the user will open the Initial Gate in the target. Because the gate was forcefully opened, it cannot be closed and the target will suffer double damage from it if he doesn't have the Hachimon Tonkou feat. He will still, however, retain all benefits while the gate is open. A successful Fortitude save negates the effect of this technique when the attack is first made. The user can also use this technique on a target on whom the first gate was opened, to close it immediately. Doing so costs no Chakra, but requires the user to make an opposed level check against the creature who forcefully opened the gate on the target.
Dance of the Wild Monkey

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

**Range:** Personal

**Area:**

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

* **Description:** This technique imbues the user with the power of air. When performing this technique, the user is granted 5 air charges, which he may expend to perform one of the following trick. - Air Dance: The user may spend one air charge as a free action to lift himself upwards during a jump. The user can stand up from prone as a free action that does not provoke an attack of opportunity, or grants himself a +10 circumstance bonus to Jump checks for a single jump used immediately, and jump height restrictions are temporarily ignored for the one jump. - Freestyle: The user may spend one air charge as an instant action to form a coccoon of rapidly twisting wind around himself and slow his falling speed to 10 feet per round for 1 round. The user takes no falling damage if he lands while Freestyling. - Monkey Charge: The user may spend one air charge to increase his land speed by 10 feet for 3 rounds as a swift action.
* **Mastery:** At the third step of mastery, the user is able to spend 1 additional point of Chakra to gain2 additional air charges, up to a maximum of 11 charges.Every step of mastery allows the user to spend an additional air charge in Air Dance toincrease the bonus to Jump checks by +10, up to +60.
Exploding Water Cannons

**Type:** Ninjutsu

**Subtype:** Suiton

**Rank:** 9

**Complex:** A-Class

**Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 12

**Time:** 1 full-attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** Using this technique, the user concentrates his chakra in a source of water and makes it shoot out in a long jet of water to pierce through his enemies. He creates a cannon of water that shoots out in a 5-ft. wide line from the source of water used and that cannot reach farther than 100 feet. Any creature caught in the line of effect of a cannon takes 5d6 points of water damage, halved with a successful Reflex save. This damage ignores hardness.
* **Empower:** The user can create an additional cannon at the cost of 5 points of chakra, maximum total1 every 5 levels.Material Focus: A small (at least 30 litres) source of water per cannon.
Hand-to-Hand: Iron Fist - Leaf's Rising Gust

* **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:** The user makes a single unarmed attack against the creature. If it hits, it deals normal damage and the user makes a single disarm attempt against the target that does not provoke an attack of opportunity. The user suffers a -4 penalty to Learn checks with this technique without the Gouken feat.
Demonic Mirage: Evil Eye

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 attack action

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

**Area:**

**Duration:** One minute

* **Description:** The user creates a one-minute long illusion for the target to endure, if it fails its saving throw. The subject is completely non-responsive while under the illusion and unaware of its surrounding, but any offensive action (such as a technique or damage from any source) will immediately awaken the subject. The target cannot be the target of this technique more than once every 24 hours, regardless whether it failed or succeeded the saving throw. This technique can be dispelled.
Great Sickling Wind Blast Technique

* **Type:** Ninjutsu

**Subtype:** Fuuton

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 attack action

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

**Area:** Cone-shaped burst or line

**Duration:** Instantaneous

* **Description:** This greater version of Kamaitachi allows for greater range and efficiency at the cost of more Chakra. The user can still ignore the hand seals component with a simple swing of a tessen, war fan or a Huge sized or larger weapon, by increasing the skill threshold and perform DC by 4. Every creatures caught in the cone-shaped burst suffer 6d6 points of wind damage, which can be halved with a successful Reflex save. In addition the creatures caught in the cone must make a Fortitude save (DC 15) or be pushed back 1d6x5 feet.
* **Empower:** The user can spend 1 point of chakra to increase the damage by 1 die, up to 1 die per levelor 12d6. Doing so also increases the perform requirements by 1 every 2 die.
Demonic Ice Mirrors

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 5

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 full-round action

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

**Area:** 20-ft. radius, 15-ft. high half-sphere (S)

**Duration:** 1 round/level (D)

* **Description:** The user creates a dome of chakra-enhanced reflective ice crystals. Each crystal (normally 24 on the sides, 36 on the ceilling) occupies one square, and he is able to move inside them freely while his Hyouma ability is active (vertical movement is possible as though normal movement). This technique can trap up to 36 squares of creatures, up to Huge size. As long as the user occupies a square filled with a crystal, he gains a +3 speed rank bonus (maximum speed rank 6) and the ability to hide without cover from any creature caught in the area of effect. The user is able to move through a threatened zone without provoking an attack of opportunity for 1 round after exiting a mirror, as long as he moves inside the area. While moving through a square occupied by an ice crystal, he appears in all ice crystals formed in the area. Each mirror has hardness 5, 20 hit points, fire resistance 5 and is not subject to ice damage. There is enough space in-between crystals for a Medium-size creature to slip through; attempting to exit the area provokes an attack of opportunity from the user. If it hits, the escaping creature is knocked back inside the area. The user can not make additional attacks of opportunity than normal in one round. If a mirror is destroyed, a Medium-size or smaller creature can slip through that square without provoking an attack of opportunity. The user can spend a move action and 1 chakra per mirror to restore up to 1d4 plus 1 per level (maximum 10) mirrors each round. If the user remains hidden within a mirror, he is completely unaffected by physical attacks and technique until the mirror is destroyed. Mateiral Focus: A large (at least 250 litres) source of water, snow or ice nearby.
Gravity Shackles

* **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:**

**Area:** 30-ft. radius sphere that moves with the user

**Duration:** Concentration (up to 1 round/level) plus 3 rounds

* **Description:** For the duration of the technique, every creature in the area of effect will be unable to run or charge, suffer a -2 penalty to attack and weapon damage rolls and all carried items and creatures will see their weight increased by 50% (including the subject's, but the subject's increased weight has no impact other than on the environment, such as brittle footings, etc). Affected creatures also suffer a -2 speed rank penalty, which can be lowered by 1 for every strength rank currently active (minimum 0). A successful Fortitude save negates the effect even if the creature exits and re-enters the area of effect, until the technique is renewed and a new save is required.
Deceitful Water Movements

* **Type:** Taijutsu

**Subtype:** Mobility

**Rank:** 6

**Complex:** B-Class

* **Learn DC:** 20

**Learn Success:** 4

**Perform DC:** 21

**Perform Rank:** 8

* **Time:** 1 attack action

**Range:** 0 feet

**Area:**

**Duration:** Up to 3 rounds

* **Description:** The user must be moving at speed rank 1 or faster to use this technique. While this technique is active, the user will appear to be moving very slowly in a circle around his opponent, but will in fact be moving at very high speed. This technique remains active for along as he spends at least 1 move action per round moving through at least 4 squares adjacent to the target (none of which can be the same), or until he takes an action other than moving. While the technique is active, the user provokes no attacks of opportunity from his target while moving through a threatened area (other creatures may still make attacks of opportunity, but at a -4 penalty). The user gains total concealment from his target (it must guess the square the user is in, and suffers a 50% miss chance on attacks). If it tries to move away from the user in any way (including 5-ft. step), the user may make an attack of opportunity against the target to, if it hits, knock it back and stop it from moving. The user counts as though invisible while attacking, but only for as long as his first attack or technique A Spot check opposed to the user's Hide check +10 may be made to determine which square the user is in, but the miss chance still applies.
* **Mastery:** With the fifth step of mastery in this technique, the user is able to increase the ChakraCost by 3 to increase the duration by up to 1 round.
Intimidation Technique

* **Type:** Genjutsu

**Subtype:** Compulsion

**Rank:** 1

**Complex:** E-Class

* **Learn DC:** 12

**Learn Success:** 1

**Perform DC:** 11

**Perform Rank:** 1

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** 1 round/level (D)

* **Description:** Using this technique, the user make himself appear bigger and more threatening than he really is, thus gaining a +4 bonus to Intimidation checks for the duration of this technique against targets who failed their will saves.
Goddess of the Sun

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 10

**Complex:** A-Class

* **Learn DC:** 25

**Learn Success:** 6

**Perform DC:** 27

**Perform Rank:** 13

* **Time:** 1 attack action

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

**Area:**

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

* **Description:** This legendary technique draws filters the innate powerful fire energy in the wielder of the mangekyou sharingan and brings it forth in a burst of black flames. The user can target up to 1 creature or unattended object per round with this technique, with which he must have line of sight. Each burst of flame deals 2d6 points of fire damage, which can be halved with a successful Reflex save. On a failed save, the target also catches on fire for 1 round/level or the number of damage die dealt by a burst of amaterasu (whichever is lower). The DC to put out Amaterasu-level flames for 1 round is a Reflex save (DC 25). It cannot be doused by normal water unless it was created or manipulated by a creature with at least 18 ranks in the Ninjutsu skill for 1 minute (by means of a Suiton technique), but it can be sealed by the Fuuka Houin technique. If a burst of flame was fired near a surface, a 5-ft. square of the surface will catch on fire, dealing half the damage of the original burst of flame to every creature and object that comes in contact with it. The fire will not spread and will burn until everything within is consumed. After using this technique, the user gains 1 point of mangekyou sharingan blindness. See Mangekyou Sharingan for details on blindness. Every 2 rounds after the first the user concentrates on this technique, the user gains 1 point of mangekyou sharingan blindness. The user does not need to maintain the Mangekyou Sharingan active to concentrate on this technique. The user adds his sharingan eye bonus to Concentration checks made if disturbed while concentrating on Amaterasu. No single creature can be targeted with more than 3 bursts of amaterasu per use of the technique. Each consequent burst of amaterasu refreshes the duration for which the target will be caught on fire. This technique can only be learned if selected by the user when taking the Mangekyou Sharingan feat. The character gains a +4 bonus to checks to overcome chakra resistance.
* **Empower:** The user may spend an additional 1 point of chakra to increase the damage dealt by oneburst of flame by 1d6, up to a maximum of 1d6 per level or 15d6. This process must berepeated for each burst of amaterasu.The user may spend an additional point of Chakra per burst to increase the save DC by 1(maximum +3 for 3 chakra). This increment does not apply to the DC to put out the fireleft by Amaterasu.
* **Mastery:** Every step of mastery in this technique allows the user to ignore 3 points of fire resistanceof any target caught in his Amaterasu. Fire immunity is not affected.
Combat Style

**Tiger Style**: All your unarmed melee attacks deal piercing damage.

**Dragon Style**: All your unarmed melee attacks deal bludgeoning damage.

**Lion Style**: All your unarmed melee attacks deal slicing Damage. (only races with claws)

**Mantis Style**: Slicing Damage applies a bleeding effect of 1d6 that does not stack. This increases to 1d10 at level 50 in Attack and 1d20 at 100.

**Panda Style**: Your Grapples apply Crippling Damage of 1d4. (1.Knock up, 2.Knock down, 3.Slow, and 4.Cripple)

**Lancer**: If you attack while or being mobile, (After using a movement action if you have the feat to do so one the same turn) you apply an extra 1d10 of damage to your target if your attack hits successfully.

**Fencer**: If you attack after guarding you will do double the damage if your attack is successful.

**Bee Style:**After dodging an attack you can deal a counter of 1d6 piercing damage (if you have a piercing weapon) and Attack damage to your opponent.

**Bird Style**: Actively protect adjacent allies with your block points,while also providing them a +2 dodge bonus.

**Monkey Style**: With two hand bludgeoning weapons you are a swift fighter, your adjacent attacks can not be missed/dodged.

**Fish Style**: When fighting near **water** your attacks are empowered. Allowing your weapons to deal 1 dice roll higher of damage.

**Lizard Style**: When fighting near **fire** your attacks are empowered. Allowing your weapons to deal 1 dice roll higher of damage

**Beast Style**: When near an Animal Companion, your companion will take lethal damage for you, and will also take any damage over 50 to protect you.

**Bat Style**: When blinded your perception is increased, you can not be caught off guard/flat footed. You also are immune to stealth attacks. However, can not take movement actions while blinded.

**Snake Style**: You can grapple any foe without a grapple check 2 times, but it counts a full action.

**Cricket Style**: Your opponent has a habit of missing you, You gain +4 reflex bonus

**Dolphin Style**: You gain dodges equal to your knowledge modifier.

**Bull Style**: You Grapple opponents who charge at you automatically

**Crane Style**: When only taking defense actions for 3 rounds you gain a **true** damage attack. One per battle.

**Judo**: You can throw opponents regardless of size.

**Kick Boxing**: You gain a +5 bonus to your attack roll when using your feet.

`**Karate Combat Style**` has been changed. Karate is now a 2d8 damage with a -8 to the attack roll when using Karate and can not be used with weapons.

**Aikido**: Upon being attacked you can parry your attacker if they fail their success roll, you attack them back as a free action.

**Taekwondo**: You gain a +5 agility bonus.

**Jiu-Jutsu**: You gain a +1 bonus to Strength, Endurance, Speed and Accuracy

**Boxing**: You have quick reflexes and gain the combat reflexes feat for free.
Hell's Enlightenment: Insanity Glare

* **Type:** Genjutsu

**Subtype:** Doujutsu

**Rank:** 7

**Complex:** A-Class

* **Learn DC:** 22

**Learn Success:** 4

**Perform DC:** 24

**Perform Rank:** 10

* **Time:** 1 attack action

**Range:** Personal

**Area:**

**Duration:** 1 round (see text)

* **Description:** This forbidden and extremely dangerous technique was designed to force one's opponent into a trap by pouring terrifying images from 'hell' with a simple glare. Repeated use of this technique can even drive a creature to insanity. Any creature that meets the user's gaze for the duration of this technique must suffer a Will save or be panicked for 2d6+1 rounds and suffer 1d4 point of temporary Wisdom damage. If the save was instead a success, the creature will be shaken for 1d4 rounds instead. Blind creatures or creature immune to fear are not affected by this technique.
Flawless Ice Ring

* **Type:** Ninjutsu

**Subtype:** Hyouton

**Rank:** 8

**Complex:** A-Class

* **Learn DC:** 23

**Learn Success:** 4

**Perform DC:** 25

**Perform Rank:** 11

* **Time:** 1 attack action

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

**Area:**

**Duration:** Instantaneous (see text)

* **Description:** Using this technique, the user fires off a breathtakingly beautiful ice dragon from his blade, which he sends forth as a homing missile towards his enemy. The user must make a ranged touch attack against the creature he wishes to hit in order for the technique to succeed. If the attack hits, the dragon deals 3d6 points of piercing damage and 5d6 points of cold damage. If the attack hit, the target must make a Fortitude save to avoid being encased in ice and immobilized for 1 minute. If the save was passed, the target merely suffers a -2 penalty to attack rolls and defense for 1 minute from the cold.
* **Empower:** The cold damage dealt by hyourinmaru can be increased at the cost of 2 points of chakra,up to a maximum of 9d6.Material Focus: The user's Hyourinmaru.
Hailstorm Technique

* **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:** 20- ft. radius, 40-ft. high cylinder (S)

**Duration:** 1 round

* **Description:** Using this technique, the user has it rain down hailstones for one round in the designed. All creatures in the area suffer 3d6 points of bludgeoning damage and must make a Fortitude save to avoid also taking 2d6 points of cold damage. A -4 penalty applies to all Listen checks made within the hail storm, and all airborne movements are halved. Material Focus: A medium (at least 100 pounds) source of ice and snow nearby.
Dragon Thrust

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 2

**Complex:** C-Class

* **Learn DC:** 15

**Learn Success:** 2

**Perform DC:** 15

**Perform Rank:** 3

* **Time:** 1 full-attack action

**Range:** Charge

**Area:**

**Duration:** Instantaneous

* **Description:** This technique can be performed if the user has a straight path to his opponent and at least a 20 feet distance separating them, and must be wearing light armor or no armor. The user makes a charge attack against his opponent, gains a +1 bonus to attack roll to his charge attack and his land movement speed increases 10 feet until the end of his turn.
Lightning Tiger Missile

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 9

**Complex:** A-Class

* **Learn DC:** 24

**Learn Success:** 4

**Perform DC:** 26

**Perform Rank:** 12

* **Time:** 1 full-attack action

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

**Area:**

**Duration:** Instantaneous

* **Description:** This technique is also known as delayed tiger missile by its old name. It creates a tiger made out of glimmering yellow lightning that will rush and bound across the distance to its target and pass right through it, no matter how fast it is. The target initially suffers 4d8 points of electricity damage, which can be halved with a successful Fortitude save. Up to 5 rounds later (minimum 1 round) on the target's turn, it will suffer an additional 3d8 points of electricity damage and must make a Fortitude save to avoid suffering 1d4 points of chakra coils damage.
Hand-to-Hand: Furious Combo

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 8

**Complex:** B-Class

* **Learn DC:** 22

**Learn Success:** 3

**Perform DC:** 23

**Perform Rank:** 10

* **Time:** 1 full-attack action

**Range:** Melee Attack

**Area:**

**Duration:** Instantaneous

* **Description:** The user strikes at the target with light, lightning-quick blows. This technique can only be used during the round following Rendan Kidouki. The user makes a full-attack action with his unarmed attacks and gains 2 additional attacks at his highest attack bonus with a -5 penalty. The additional attacks cannot score a critical hit, and the user suffers a -6 penalty to rolls made to confirm a critical hit this round. If either of the two additional attacks connect, the subject must make a Fortitude save to avoid being knocked back 10 feet.
Earth Release: Tower of Might

* **Type:** Ninjutsu

**Subtype:** Doton

**Rank:** 14

**Complex:** S-Class

* **Learn DC:** 30

**Learn Success:** 5

**Perform DC:** 34

**Perform Rank:** 18

* **Time:** 1 full-round action

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

**Area:** 10-ft. radius, 100-ft. high cylinder (S)

**Duration:** Instantaneous and 10 minutes/level (D) (see text)

* **Description:** To properly use this technique, the user must be standing directly on an earthen surface. Using this high level doton technique, the user buries his hand in the ground, no matter how hard it may be, and feeds it his chakra directly. From ground level rises a 10-feet radius and 100 feet tall stalagmite, a tower of might, that skewers his enemies dead. Any creature caught in the area of effect may make a Reflex save to take only half of 5d10 points of earth damage and 5d10 points of piercing damage, and must make a secondary Reflex save to avoid being thrown upward 1d10x5 feet; flying creature are unaffected by this last effect. The pillar remains for 10 minutes per level of the user afterward, or until dismissed as a move-equivalent action. It can be used for support or structure, and is made of stone.
Gout of Fire Technique

* **Type:** Ninjutsu

**Subtype:** Katon

**Rank:** 1

**Complex:** D-Class

* **Learn DC:** 13

**Learn Success:** 1

**Perform DC:** 12

**Perform Rank:** 1

* **Time:** 1 full-round action

**Range:** 0 feet

**Area:** Line-shaped burst

**Duration:** Concentration (up to 10 rounds)

* **Description:** Using this technique, the user focuses a moderate amount of Chakra in his mouth and breathes out a very short stream of fire, which can serve various different purposes. It can be used against a creature occupying the same square as the user, dealing 1 point of fire damage, which can be halved with a successful reflex save. It can also be used against unattended objects and foodstuffs. Various things happen, depending on the number of round of exposure: 1st Round: Combustibles and fabrics catch on fire, meat is cooked 'very rare.' 2nd Round: Metal is warmed and becomes uncomfortable to the touch, meat is cooked 'medium.' 3rd Round: Metal is heated and causes 1 point of fire damage to the touch, meat is cooked 'well done.' 4th Round: Metal is searing and causes 1d4 points of fire damage to the touch, meat is hardly edible anymore. 5th Round and up: Metal can be used in various processes of metallurgy and crafts, such as weaponsmithing, and meat is carbonized and inedible.
* **Mastery:** For each step of mastery, the technique can be held for one additional round.
Double-headed Water Dragon Blast Technique

* **Type:** Ninjutsu

**Subtype:** Suiton

**Rank:** 13

**Complex:** A-Class

* **Learn DC:** 28

**Learn Success:** 4

**Perform DC:** 30

**Perform Rank:** 16

* **Time:** 1 full-attack action

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

**Area:** Two 15-ft.-square

**Duration:** Instantaneous

* **Description:** Using this advanced Suiton technique, the user creates two large dragon made of water to quickly dispose of his foes. Not only does this technique have a greater range than its lower-rank counterpart, the dragons also bite through a greater area. All creature caught in either area of effect suffer 7d6+3 point of water damage, which can be halved with a successful Reflex save. The dragons may both target the same squares, should the user chose to, though the creature must make one reflex save per dragon bite. Material Focus: A medium-sized (at least 200 liters) source of water within the technique's range.
Great Waterfall Technique

* **Type:** Ninjutsu

**Subtype:** Suiton

**Rank:** 10

**Complex:** A-Class

* **Learn DC:** 26

**Learn Success:** 4

**Perform DC:** 27

**Perform Rank:** 13

* **Time:** 1 attack action

**Range:** 25 ft. / level (see text)

**Area:**

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

* **Description:** Calling upon the force of nature, the user creates this swirling blast of water that will most surely destroy everything in its path. This technique creates a powerful blast of water that moves through the land at the speed of 75 feet per round. The blast's point of origin is the user's current location and it can only go down a straight path; if it moves out of the technique's range, it simply runs out of energy and becomes a harmless wave of water. Any Medium-size or smaller creature that comes in contact with the blast must succeed a Reflex save or get dragged along with it and suffer 3d6 points of water damage every round until it succeeds a Reflex save (or Swim check, at the subject's decision) allowed each round to get out of the blast's effect at its current location. A Large or larger creature caught in the blast is simply pushed back 1d6x5 feet unless it succeeds a Reflex save. Structures caught in the blast take double damage. If a Raiton technique was used with the Daibakufu as its target or in its area of effect, the Daibakufu will deal 1d4 point of electricity damage per 2 ranks of the technique used per round to creatures and structures caught in it for 1d4+1 rounds. If a Daibakufu collides with another Daibakufu, a Suishouha, Deishouha, or Bakusuishouha they will cancel each other. Material Focus: A large (at least 1000 liters) source of water nearby.
Hattori

## Statistics Edit

Pool
Amount
Reserve
 74/74

## Training Edit

Y/N?

Skill Training

Take 2- Ability Drained- Cannot go below 5 Chakra, Revealed- immune to invisibility

Mana Reduction - reduce all Chakra costs by 10

Skillful master- with one ability add +10 damage bonus

### Clan Feats

White Light Chakra Sabre- The Weapon has the unique ability to allow Chakra flow without actually having to have the Chakra to flow into the weapon. It is said to have it's own Chakra flow. The Chakra flow gives an extra 1d6 of damage after each strike.

## Items Edit

### Other Edit

###
Hiten Mitsurugi Style - Earth Dragon Flash

* **Type:** Taijutsu

**Subtype:** Strike

**Rank:** 3

**Complex:** D-Class

* **Learn DC:** 15

**Learn Success:** 1

**Perform DC:** 14

**Perform Rank:** 3

* **Time:** 1 attack action

**Range:** 30 feet

**Area:** 5-ft. wide line- shaped burst

**Duration:** Instantaneous

* **Description:** To properly use this technique, the user must be standing directly on a firm or hard earthen surface, such as stone. He proceeds to slam his weapon into the ground, breaking it and sending forth debris in a 30-foot line, hitting the first creature standing in it for 1d4 points of earth damage every 2 levels of the user (maximum 4d4). The target is allowed a Reflex save to take only half damage from the technique.
* **Mastery:** With the first step of mastery in this technique, the user is able to increase the technique'srange to 40 feet. With the fifth step of mastery in this technique, the user is able to makethis technique non-lethal by taking a -1 penalty to damage per die and increasing the skillthreshold and perform DC by 5. In doing so, the target cannot be reduced below 0 hitpoints from this technique. He must declare this action before using the technique.Material Focus: The user's held weapon of Medium size (or properly sized depending on the user's size category) or larger.
Hiten Mitsurugi Style - Deafening Dragon Flash

* **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:**

**Area:** 20-ft. radius centered on the user (see text)

**Duration:** Instantaneous

* **Description:** Hiten Mitsurugi's sole noutoujutsu technique; that is, sword-sheathing technique. As is standard for many Hiten techniques, he does so at such shocking speed that he creates a soundwave amplified greatly by his Chakra. Every creature in the area of effect suffer 1d6 points of sonic damage per two levels of the user (maximum 5d6), which can be halved with a successful Fortitude save. Furthermore, any creatures suffering damage from this technique must make a Fortitude save to avoid being stunned for 1 round. Creatures in a 50-feet radius from the area of effect must make a Fortitude save (DC 15) to avoid suffering a -2 penalty to Listen check for 1 minute. To use this technique, the user's katana must be unsheathed, and will end sheathed. Material Focus: The user's unsheathed katana, double katana, hansori or large katana.
Electrical Discharge Technique

* **Type:** Ninjutsu

**Subtype:** Raiton

**Rank:** 4

**Complex:** C-Class

* **Learn DC:** 17

**Learn Success:** 2

**Perform DC:** 17

**Perform Rank:** 5

* **Time:** 1 attack action

**Range:**

**Area:** 25-ft.-radius burst centered on the user

**Duration:** Instantaneous

* **Description:** By focusing his chakra, the user is able to convert it into electricity and control it. Using this technique, the user will emit a strong burst of electricity in a dome destined to kill all surrounding enemies. A creature caught in the burst radius suffers 3d6 points of electricity damage. A creature caught in a blast is allowed a reflex save to take only half damage. If this technique is used on water, the area is doubled, as long as the water covers the area.
* **Empower:** The damage may be increased by one die at the cost of 2 points of chakra per die (up to1d6 per level or 10d6).