Naruto d20 - GM's Helper
Naruto d20 - GM's Helper
3
OGL .....................................................................................4
Foreword and Introduction ..................................................4
s Section 1: New Techniques..................................................6
Technique Index ................................................................41
s Section 2: Variant Techniques..........................................45
Technique Index ................................................................54
s Section 3: Artifacts.............................................................56
Subsection 3–A: Item Sets ................................................61
Subsection 3–B: Mundane Items ......................................64
Subsection 3–C: Puppet Components ...............................64
Subsection 3–D: Puppet Cores ..........................................65
s Section 4: Optional Rules and Systems............................66
Alternative Shinobi Drugs .................................................66
Collaboration Techniques .................................................68
Example Collaboration Techniques ................................69
Reality Manipulation .........................................................71
Quick-Time Events ............................................................75
Example Scripted Quick-Time Event .............................76
CREDITS
Design and Managing Editor Proofreaders
Frankto Vinneti Frankto Vinneti, Alex Rovinski
Thank you!
This ND20 supplement is designed for use with the ND20 and d20 Modern Roleplaying Game published by
Wizards of the Coast™. To be able to comprehend and use the game to its full extent, you should purchase
the d20 Modern Core Rulebook as well as download, entirely free of charge, the ND20: Scrolls of
Knowledge, Volume I rulebook, if you have not already. An alternative solution would be to read the
System Reference Document (SRD) which contains every OGC portion of the rulebook, minus any artwork
and flavor text shown in the original product.
Gamemaster's Helper — Campaign Diversification Volume I contains a number of new technique variants
for players and NPC alike to give campaigns more flavor.
Gamemaster's Helper — Volume I is Copyright ©Frankto Vinneti. Unauthorized distribution of this entirely
product is strictly forbidden without authorization from the author.
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Gamemaster's Helper — Campaign Diversification Volume I is Copyright ©Frankto Vinneti. Unauthorized distribution
of this product is strictly forbidden without the authorization of the author.
GAMEMASTER'S HELPER — VOLUME I
This book is intended to provide a wide variety of new techniques, feats and curios to
enhance the flavor of new or existing campaigns. Though many of these items are of
vastly different flavors, they should serve to imbue world elements with great flavor in
highly concentrated doses.
Thus I present to you the Game Master's Helper, Volume I ... a haphazard collection of
strange and wonderful things that may or may not blow you away but is sure to be useful
in providing renewed inspiration and, perhaps, infuse your campaigns with vigor.
It is my sincere hope that you find something of value in this book and continue to take
pleasure in my work. Until next time, enjoy.
— Frankto Vinneti, the author
This technique allows a single puppet with the Elemental Cannon, Greater Elemental
Cannon or Epic Elemental Cannon component to a burst attack. This technique requires 4
charges from the elemental scroll and deals 10d6 points of energy damage to all creatures
in the area, halved on a Reflex save. The energy type depends on the elemental scroll
used. Any creature who suffered damage must make a Fortitude save to avoid suffering
additional effects, depending on the element used, if the puppet was using a greater or
epic elemental cannon:
- Earth or Ice: The creature is staggered for 1 round.
- Fire: The target catches on fire.
- Lightning: The target is shaken for 1 round.
- Water or Wind: Target is knocked prone.
Empower
The user can spend 1 chakra to increase the energy damage by 1 die, up to 1d6 per level
or 18d6.
Material Focus: A puppet with the elemental cannon or greater elemental cannon.
This technique allows a single puppet with the blast punch, greater blast punch or epic
blast punch to make an that throws the target airborn. This technique functions like the
Kage Buyou technique, except as above and as follow. This technique uses 1 charge of
the blast punch component.
Material Focus: A puppet with the blast punch or greater blast punch component.
This technique allows a single puppet with the vise grip component to make an that grab
an airborn creature who is denied its Dexterity bonus to Defense. This technique
functions like the Omote Renge technique, except as above and as follow. The puppet
lands in a square adjacent to the target and is not fatigued as a result of using this
technique, but the target is only stunned 1d3 rounds on a failed save.
Material Focus: A puppet with the vise grip component.
This technique allows a single puppet with the Elemental Cannon or Greater Elemental
Cannon component to fire a focused line of elemental energy by overwleming the cannon
with chakra. This technique requires 4 charges from the elemental scroll and deals 5d6
points of energy damage in a line effect. The energy type depends on the elemental scroll
used.
The line is 30 feet long with a normal elemental cannon component, but 40 feet long with
a greater elemental cannon. Up to 3 points of the chakra cost can be paid by the puppet.
Empower
The user can spend 1 chakra to increase the energy damage by 1 die, up to 1d6 per level
or 12d6.
The user can spend 6 chakra to increase the width of the line by 10 feet, centered on the
user, but doing so expends an extra 2 charges from the scroll.
The puppet makes an attack with its blast punch component. If it hits, it deals normal
damage plus 4d6 and the target is thrown back 2d4x5 feet, suffering 2d6 points of
collision damage if it is thrown at an object its size category or larger. The knockback can
be negated with a successful Fortitude save.
Material Focus: A puppet with the blast punch component.
Ao Higi: Kougen (Blue Secret Technique: Light Cleaver)
Ninjutsu (Requires Advanced Puppetry II (a))
Rank: 6 (B-Class); Learn DC: 20, 3 success; Perform requirements: 8 ranks (DC 21);
Time: 1 attack action; Components: C, E Range: 30 feet; Target: One creature;
Duration: Instantaneous; Saving Throws: None; Chakra Cost: 6.
The puppet makes an attack with the laser sword component. If it hits, the attack deals an
extra 2d6 points of energy damage, plus 1d6 every 3 hit dice the puppet was animated
with (maximum 6d6).
The target feels echoes of distant pain and suffers 13d8 points of damage unless it
succeeds a Will save.
Empower
The user can spend 1 chakra to increase the damage by 1 die, up to 1d8 per level or 24d8.
The user can spend 3 points of chakra to affect a second target within 15 feet of the first,
which suffers half the damage taken by the primary target, unless it makes a successful
Will save.
This technique creates a seal on the user's body that activates 5 rounds after the user's
death. The seal functions as the Shinobi Hiken: Kamikakushi technique.
Material Focus: Materials to scribe a seal. Scribing the seal requiress a Fuinjutsu check
(DC 23), does not have to be done by the user and takes 1 page (equivalent to 250 words).
An attempt to craft the seal takes 5 minutes, and a failed check will result in the sealing
process failing without the user noticing until the end.
A Fuinjutsu check with the same difficulty class can be attempted to confirm the seal was
crafted successfully (cannot be retried).
Fuinjutsu: Kyuudou no In (Sealing Technique: Bag-and-Tag Seal)
Fuinjutsu
Rank: 6 (B-Class); Learn DC: 20, 3 success; Perform requirements: 8 ranks (DC 21);
Time: 1 attack action; Components: C, M, F (see text); Range: Melee Touch; Target:
One creature or object or personal (see text); Duration: 1 day/level (see text); Saving
Throws: Will negates (see text); Chakra Resistance: Yes (see text); Chakra Cost: 4.
The subject is tagged with a seal that takes the appearance of a circle of symbols, with a
special sealing character appearing in the center when a seeking seal is online.
This technique marks the touched creature with a tagging seal. This creature can be
tracked up to 1 mile by the seeking seal, which must be scribed onto the user. The subject
can make a Will save to resist the seal when it is applied.
The seeking seal can be used to track the target by spending an attack action to channel
minute amounts of chakra into the seal. Doing so displays the direction and exact distance
in feet to the target at the time the information as gathered. If the target was further than 1
mile, only the approximate direction is given, and the seal will display that the target is
out of range
Material Focus: Some ink to scribe the seeking seal.
Scribing the seal requiress a Fuinjutsu check (DC 21), must be done by the user and takes
one seal slot. An attempt to craft the seal takes 2 rounds, and a failed check will result in
the sealing process failing without the user noticing until the end.
A Fuinjutsu check with the same difficulty class can be attempted to confirm the seal was
crafted successfully (cannot be retried).
The user places a recording seal on any surface, and a viewing seal on the palm of his
hand. The user can concentrate as an attack action each round by placing the viewing seal
over his closed eye to see and hear through the recording seal as though with a security
camera, although sound is muffled and sight is blurry through the seal, imposing a –10
penalty to Listen and Spot checks made through the seal.
The recording seal can see up to 60 feet, and glows softly when in use, making easy to see
even in total darkness (Spot check DC 5).
Mastery
Each step of mastery lessens the check penalty by 1.
Material Focus: Some ink to scribe the viewing or recording seal.
Scribing the seal requiress a Fuinjutsu check (DC 25) and must be done by the user. The
viewing seal takes one seal slot. An attempt to craft the seal takes 5 rounds, and a failed
check will result in the sealing process failing without the user noticing until the end.
A Fuinjutsu check with the same difficulty class can be attempted to confirm the seal was
crafted successfully (cannot be retried).
The user imbues his either or both of his hands with wind bullets. Each bullet requires an
attack roll, has a range increment of 50 feet and deals 2d6 wind damage, but otherwise
fires like a handgun.
This technique creates 2 bullets, which must be distributed between the hands the user
decides to imbue. When a hand runs out of bullets, it can no longer be used to fire.
Empower
The user may spend 1 point of chakra to generate an additional bullet.
Mastery
With the third and fifth steps of mastery, an additional wind bullet is generated when
using this technique.
The user creates and shapes a weak wind that causes smoke to spread faster.
The user targets the origin of a source of smoke, fog or mist. Smoke from that source
spreads twice as fast.
The user creates a cyclone of powerful wind sickles. Any creature or object that passes
through the barrier suffers 10d6 points of wind damage, halved on a successful Reflex
save. Any creature in the area where the edge of the barrier would appear takes damage as
though going through the barrier, but can avoid the wall and take no damage on a
successful save, ending up on the side of its choice.
The cyclone barrier provides one-half cover against attacks made through it, and any
projectiles such as arrows and thrown weapons have a 20% miss chance on attacks made
through the barrier, but ballistic weapons are unaffected. Gases, most gaseous breath
weapons, and creatures in gaseous form cannot pass through the wall (although
incorporeal creatures are unaffected).
Empower
The user can spend 1 chakra to increase the damage dealt by the barrier by 1d6,
maximum 1d6 per level or 16d6.
The user can perform this technique once per round and only when standing on a solid
surface. He is able to move up anywhere within 30 feet as though with the fly
supernatural ability with perfect maneuverability. Neither performing this technique nor
the movement provoke attacks of opportunity. This technique can be performed as a
move action for 4 chakra to move 50 feet instead. If the user cannot find a place to land at
the end of the movement, he begins to fall.
Mastery
The second and fourth steps of mastery increase the range by 10 feet, or 20 feet when
performed as a move action. The tumble rank requirement increases by 3 each time.
This technique can only be used on a chakra current weapon currently imbued with the
Slicing effect. The weapon is imbued with a wind drill that can be activated as a swift
action immediately before making an attack. The wind drill is discharged whether or not
the attack hits, and uses two attacks of the Slicing effect. If the slicing effect had 2 or less
attacks, it is consumed.
Attacking with the wind drill is a touch attack made with the weapon and deals weapon
damage plus 4d6 as half wind, half piercing damage, and can be done as an attack action
or as part of a full-attack action. The weapon gains increased reach by 5 feet when
attacking with the wind drill, but can still target adjacent enemies. The damage ignores all
hardness and damage reduction, but not energy resistance and is still subject to chakra
resistance.
Empower
The user can pay 1 chakra to increase the damage by one die, maximum one-half his level
plus 2 or 12d6.
The user can pay 4 chakra to increase the size of the drill just before the attack. The wind
drill attack allows the user to make a free attack against a secondary target in the square
behind the target, relative to his own position. The attack is made at a -4 penalty and
deals half damage.
Mastery
The fifth step of mastery does allows the technique to be used without the Slicing effect
already active and applies the effect on the weapon for the next two successful attacks
after activating the drill or 1 minute.
Material Focus: A chakra current weapon.
The user holds a single kunai on his palm and imbues it with the power of wind. Using
air currents, he flings it forward off his palm too quickly for the eye to follow.
The user makes a ranged attack with the thrown weapon and gains a +2 bonus to the
attack roll. The attack gains kawarimi defense 2, ignores all hardness and up to 5 points
of damage reduction. If it hits, the attack deals 2d8 points of piercing damage.
The attack cannot score a critical hit but deals an additional 2 damage die on a natural roll
of 20. The attack deals double damage to unattended objects. A small rock or similar
object can also be used, but imposes a -2 penalty to the attack roll.
Empower
The user can pay 1 chakra to increase the damage by one die, up to his level or 10 die.
The user gains a +1 bonus to the attack roll for every 2 chakra spent.
The user can pay 5 chakra to change the range to 60 feet and target all creatures in 5-ft.
wide line. The first target struck takes full damage, but any creature afterwards takes only
half damage. Use the first attack roll against all targets in the line.
Material Focus: A small or smaller thrown weapon.
The weapon ignores hardness from objects with hardness 10 or lower and up to 10 points
of damage reduction. A successful melee attack deals an additional 1d6 points of wind
damage, not multiplied on a critical hit.
The user gains a +2 circumstance bonus to attack rolls against creatures with a armor,
natural armor, shield or deflection bonus to Defense of +2 or higher. The weapon gains a
+4 bonus to attack rolls against targets affected by the Raidate no Jutsu technique.
Empower
The user can spend an additional 6 points of chakra to imbue the weapon further. The
weapon deals an additional 1d10 points of wind damage on a critical hit and ignores
hardness from objects with hardness 15 or lower, and up to 15 points of damage
reduction.
Material Focus: A chakra current weapon.
This technique can only be performed using a weapon with the Slicing effect of Ninpou:
Chakra Nagashi. The user makes an attack against a single creature with his held weapon
using his melee attack bonus. If it hits, it deals normal damage plus 2d6 damage as wind
damage, and the target must make a Fortitude save. On a failed save, the target is pulled
into a square adjacent to the user and takes an extra 3d6 points of wind damage.
Defensive Maneuver: Once per day, the user can perform this technique as an instant
action against an enemy attack or technique that requires a Reflex save and targets a
single creature or square within 30 feet. Skill threshold does not apply to defensive
maneuvers, and using this technique in a threatened area provokes an attack of
opportunity.
To defend against the attack, the user must make a Perform check (as per Fuuton Hijutsu:
Shinkuuken, mastery counts) opposed to the opponent's attack roll or technique's Save DC
+7. Attempting to defend against a technique with the Fire descriptor in this manner
imposes a -4 penalty on the user’s perform check.
A successful check means the target of the attack or effect is gains a +5 bonus to its
Reflex save. Failure by more than 10 means that the chakra spent trying to avoid the
attack is wasted, and the technique fails.
This defensive maneuver must be declared before knowing the result of the attack and
costs 5 chakra. The user can defend against a technique, spell or effect from an opponent
with a Challenge Rating equal to his level or 10, whichever is lower.
Mastery
Every step of mastery after the first increases the number of times per day this technique
can be used by 1.
The first, third and fifth steps of mastery increase the Challenge Rating of attacks the user
can defend against to his level or 5, whichever is lower, as well as improving the bonus to
Reflex save gained by the target by 1.
Material Focus: A slashing weapon with the chakra current seal.
The user can use a creature he controls with Hito Kugutsu to deliver Ninjutsu as per
Lifelike Ninjutsu class feature.
The puppet makes an attack with the drill component. If it hits, the attack deals maximum
damage plus 2d6. The target must be within puppet.
Empower
The user can spend 1 chakra to increase the damage by 1d6, up to one-half character level.
The user becomes immune to energy drain, fatigue, exhaustion and nonlethal damage for
the duration of this technique. Furthermore, the user gains fast regeneration 10, though
the user can only regrow limbs lost when affected by this technique, as a swift action, and
immunity to any Strength and Dexterity damage incurred when affected by this technique.
This technique has additional effects cna vary, see below.
- Earth affinity: The user is immune to earth damage, and can walk through stone, dirt
and almost any sort of earth (excepting metal) as easily as walking through air. He leaves
no trace of his passage, but remains susceptible to other signs of detection, but the user is
not subject to critical hits and sneak attacks. The user's natural attacks deal half earth
damage.
- Fire affinity: The user is immune to fire damage and can ignite objects on touch. He
cannot be pushed back and becomes immune to the negative effects of cold or hot
weather. The user's natural attacks deal half fire damage, and any creature who attacks
him with a natural attack, light or one-handed melee weapon suffers 1d6 points of fire
damage plus one-half his character level as backlash once per round.
- Ice affinity: The user is immune to cold damage and can walk through snow, ice and
almost any sort of frozen water (excepting liquid water) as easily as walking through air.
He is not subject to the effects of cold or hot weather and critical hits and sneak attacks.
The user's natural attacks deal half cold damage, and any creature who attacks him with a
natural attack, light or one-handed melee weapon suffers 1d6 points of cold damage plus
one-half his character level as backlash once per round.
- Lightning affinity: The user is immune to electricity damage and his land speed
increases by 30 feet. He cannot be pushed back and and gains a +8 bonus on opposed
Grapple checks and trip, disarm, bullrush or overrun checks. The user's natural attacks
deal half electricity damage, and any creature who attacks him with a natural attack, light
or one-handed melee weapon suffers 1d6 points of electricity damage plus one-half his
character level as backlash once per round.
- Water affinity: The user is immune to water damage. He cannot be pushed back, and
automatically succeeds on an opposite check to escape a Grapple or resist a trip, disarm,
bullrush or overrun attempt, and he gains a swim speed equal to his land speed as well as
the ability to move and attack normally in water regardless of his mode of attack. The
user's natural attacks deal half water damage.
- Wind affinity: The user is immune to wind damage and gains a fly speed 60 feet with
perfect maneuverability, and becomes unaffected by the effects of strong winds. He
cannot be pushed back, and automatically succeeds on an opposite check to escape a
Grapple or resist a trip, disarm, bullrush or overrun attempt. The user's natural attacks
deal half wind damage.
Haradou: Tenrai Bouheki (Way of Purification: Heavensent Barrier)
Ninjutsu (Requires Concentration 23 ranks) [Hijutsu, Good]
Rank: 14 (S-Class); Learn DC: 30, 6 success; Perform requirements: 18 ranks (DC
34); Time: 1 attack action or 1 instant action; Components: C, H, Mas; Range: 0;
Effect: Creates an impenetrable barrier; Duration: Concentration (up to 1 round/level) or
special (see text); Chakra Cost: 25.
This technique creates a defensive barrier as high and wide as the user. The barrier
provides total cover in a certain direction, has Defense 18 and 140 hit points. This
technique can be used once per day.
Defensive Maneuver: Once per day as an instant action, the user may perform this
technique to defend against an incoming effect requiring an attack roll, Fortitude save or a
Reflex save; doing so provokes an attack of opportunity. Skill threshold does not apply to
defensive maneuvers.
To defend against the attack, the user must make a Perform check (mastery counts)
opposed to the technique or effect's attack roll or Save DC +5. Success grants the user a
shield that grants a +4 bonus to Defense and saving throws and absorbs 70 points of
damage until the start of his turn.
Defensive maneuver must be declared before knowing the result of the attack. Failure by
more than 10 means that the chakra spent trying to avoid the attack is wasted, and the
technique fails.
This defensive maneuver has a chakra cost of 15 and allows the user to defend against a
technique, spell or effect from an opponent with a Challenge Rating equal to his level or
lower.
Defensive Maneuver does not count as Avoiding an Attack and is usable a separate
number of times a day. Using Tenrai Bouheki as a defensive maneuver counts towards
the number of times other such techniques can be used.
Mastery
The first, third and fifth steps of mastery increase the number of times per day the
defensive maneuver can be used by 1.
The second and fourth steps of mastery increase the number of times per day the barrier
can be used by 1.
The first, third and fifth steps of mastery in this technique increase the hit points of the
barrier by 35.
The second and fourth steps of mastery in this technique increase the hit points of shield
by 35.
The target makes a Will save or suffers 2d6 points of holy damage per round. Attackers
gain a +2 morale bonus to attack and weapon damage rolls while attacking an affected
creature. Only creatures with the demonic subtype or the evil allegiance are affected.
Mastery
The fifth step of mastery allows increases the periodic damage to 3d6.
The user manifests an avatar of holy light to either attack or defend himself against
harm.
The user makes a melee attack with his held weapon against any creature within range.
The attack deals normal damage as though two size categories larger as holy damage,
plus an additional 2d6 points of holy damage if the creature has the evil allegiance or the
demonic subtype.
Defensive Maneuver: Once per day as an instant action, the user may perform this
technique to defend against an incoming effect that uses an attack roll or a Reflex save.
Skill threshold does not apply to defensive maneuvers.
To defend against the attack, the user must make a Perform check (mastery counts)
opposed to the technique or effect's attack roll or Save DC +5. Success grants the user a
shield that grants a +4 cover bonus to Defense and saving throws and absorbs 2 points of
damage per level for the duration of that initiative count (maximum 40).
Defensive maneuver must be declared before knowing the result of the attack. Failure by
more than 10 means that the chakra spent trying to avoid the attack is wasted, and the
technique fails. Defensive maneuver has a chakra cost of 10 and allows the user to defend
against a technique, spell or effect from an opponent with a Challenge Rating equal to his
level.
Defensive Maneuver does not count as Avoiding an Attack and is usable a separate
number of times a day. Using Bussatsu Keshin as a defensive maneuver counts towards
the number of times other such techniques can be used.
Empower
The user can spend 1 chakra to increase the damage dealt to an evil or demonic creature
by 1 die, maximum one-half his character level plus 2 or 14d6.
Mastery
Every step of mastery after the first increases the number of times per day this technique
can be used as a defensive maneuver by 1.
The second and fourth steps of mastery increase the maximum damage absorbed by 10.
The fifth step of mastery increases the amount of damage absorbed to 3 per level.
The user enters the nirvana state for the duration of the technique and gains immunity to
holy damage, diseases, death effects and energy drain. Any ninjutsu technique that deals
energy damage with the subtype of the user's primary affinity can be imbued with the
nirvana state to deal half energy damage, half holy damage instead, and functions as the
Advanced Chakra Nature Manipulation ability of the devastator.
In addition, the user can call upon a saintly incarnation a free action, which will remain
manifested until the technique ends or he calls upon a different incarnation. Any benenfit
granted by a saintly incarnation persists only so long as it is manifested, and are lost when
another incarnation is called or the technique expires. Furthermore, the saintly incarnation
gains an extra attack action that can be used to deliver an attack; any saintly incarnation
with a melee attack can be used to deliver techniques with Touch or Melee range.
– Incarnate: This saintly incarnation causes enemies within 50 feet to suffer a –1 penalty
to attack and damage rolls, Defense, saving throws and skill checks unless they make a
successful Will save. The Incarnate can attack any opponent within 15 feet with his fists
against using the user's highest attack bonus and deals 5d6 points of holy and
bludgeoning damage, use its action with sufficient mastery to invoke Incarnate's
Malediction.
– Knight: This saintly incarnnation grants a +2 sacred bonus to attack and weapon
damage rolls, and 2 temporary hit points per level; the temporary hit points are gained
only once, and do not persist if another incarnation is manifested or the technqiue ends.
The Knight can attack any opponent within 15 feet with a sword using the user's highest
attack bonus and deals 5d6 points of holy damage, or use its action with sufficient
mastery to invoke Knight's Wrath.
– Protector: This saintly incarnation grants damage reduction 10/epic and chakra; the
user feels no pain and can fight normally even below –1 hit points, but his unarmed
attacks do not count as epic to overcome damage reduction. The Protector can raise his
shakujou and release a powerful blast of holy light, dealing 5d6 points of holy damage to
any enemy within 30 feet, halved on a Will save, or use its action with sufficient mastery
to invoke Protector's Benevolence.
– Ruler: The user gains a +1 insight bonus on attack and damage rolls, Defense, saving
throws, skill checks and ability checks, or increases any existing insight bonus by 1. The
Ruler can attack any opponent within 15 feet with a fiery sword using the user's highest
attack bonus and deals 5d6 points of holy and fire damage, or use its action with
sufficient mastery to invoke Ruler's Blessing.
A saintly incarnation can be called upon to invoke its special power with its special
action. Each of those abilities require mastery, as shown below).
– Incarnate's Malediction: The user can declare a number of enemies within range of the
Incarnate's penalty equal to his Wisdom modifier (minimum 1). Those enemies suffer a
–4 penalty instead, unless they make a successful Will saves; enemies who had
previously made a successful save must save again. The ability lasts for as long as the
Incarnate is manifested and can be invoked once per encounter.
– Knight's Wrath: The user can empower himself or an ally within 30 feet. The subject
will treat any melee and ranged attacks as touch attacks that ignore hardness and damage
reduction, except epic damage reduction. The ability lasts for 1 round and can be invoked
once per encounter.
– Protector's Benevolence: The user can shield himself or any ally within 30 feet. The
shield will enable the subject to automatically succeed on Concentration checks and
automatically healf half of any damage it takes instantly. The shield lasts for 1 round and
can be invoked once per encounter.
– Ruler's Blessing: The user enters a remote sensing state, but can concentrate on remote
sensing as a free action without losing his senses. The range and speed of the probe,
however, is halved.
Mastery
Each step of mastery increases the original duration of the technique by 1 minute.
The first step of mastery unlocks the special ability of the Incarnate.
The second step of mastery unlocks the special ability of the Knight.
The third step of mastery unlocks the special ability of the Protector.
The fourth step of mastery unlocks the special ability of the Ruler.
The fifth step of mastery allows the user to call upon two saintly incarnations at the same
time, but the incarnations only gain one extra action. The manifestations only last 3
rounds when used in this manner.
All allies in the area of effect gain a +1 morale bonus to attack and weapon damage rolls,
saving throws and skill checks, while enemies suffer a –1 morale penalty to attack and
damage rolls, saving throws and skill checks for the duration of the technique. Any ally
with the good allegiance can make a second saving throw against any fear effect currently
affecting them, while enemies with the evil allegiance or demonic subtype will have to
make a Fortitude save to avoid being nauseated for 1 round.
The user makes an unarmed attack against the target. If it hits, it deals normal damage but
the user uses his Dexterity modifier instead of his Strength modifier on damage rolls, plus
one-half his speed ranks (round up). The target suffers a -2 penalty to Defense and
Fortitude saves for 1 round or until it is next affected by an effect that targets either.
The user makes an unarmed attack. If it hits, it deals normal damage but the user uses his
Dexterity modifier instead of his Strength modifier on damage rolls, plus one-half his
speed ranks (round up) and causes the target to become dazed until the end of the user's
turn.
A successful hit allows the user to make 5 extra at his highest attack bonus -5. Each
attack that hit deals 1d6 points of damage and can push the target back 5 feet at the end of
the technique, at the user's choice (Fortitude negates the knockback). If any of the
successive attacks score a critical hit, their damage is not improved, but the initial attack
is considered a critical hit.
This technique can only be used successfully once per encounter. A successful use of this
technique requires the first attack to hit.
Empower
The user can spend 1 chakra to gain an extra attack, maximum one-half his level plus his
Constitution modifier or 15 extra attacks.
Mastery
Each step of mastery reduces the penalty to attack rolls on additional attacks by 1.
The third step of mastery allows this technique to be used a second time per encounter.
The fifth step of mastery increases the damage dealt by the additional attacks to 1d8.
The user makes an unarmed attack against the target. If it hits, the target suffers a -2
penalty to Defense and Fortitude save for 1 round or until the target is next affected by an
effect that targets either. If the first attack hits, the user makes an unarmed touch attack at
his highest attack bonus against the same target, but at a -5 penalty.
The second attack ignores all hardness and damage reduction, deals an additional 2d6
points of damage and the target must make a Fortitude save (as technique, plus 2) or be
pushed back 10 feet. If the attack was a critical hit, it is pushed back 30 feet and prone
(no save).
If either attacks hit, they deal normal damage but use the user's Dexterity modifier instead
of his Strength modifier on damage rolls.
The user makes an unarmed touch attack against the target. If it hits, it deals normal
damage but uses the user's Dexterity modifier instead of his Strength modifier on damage
rolls.
The attack ignores hardness and damage reduction, and the target must make a Fortitude
save or be pushed back 10 feet. The target is pushed back 30 feet and prone on a critical
hit instead (no save). If the target was affected by softening strike, the save DC increases
by 2 and the target takes an additional 2d6 points of damage.
As Hatsusen Bujutsu: Taigoken - Shodan Dachi, but up to +5. In addition, the user gains
a bonus to unarmed attack damage rolls equal to one-half his active Speed rank ability
when not using the Strength rank ability (round up).
Mastery
Mastery in this technique stacks with Taigoken - Shodan Dachi and Taigoken - Sandan
Dachi to determine mastery in this technique.
The fifth step of mastery allows this stance to be used without the Physically Able
component.
As Hatsusen Bujutsu: Taigoken - Shodan Dachi, but up to +10. In addition, the user gains
a bonus to unarmed attack damage rolls equal to one-half his active Speed rank ability
when not using the Strength rank ability (round up).
Mastery
Mastery in this technique stacks with Taigoken - Shodan Dachi and Taigoken - Nidan
Dachi to determine mastery in this technique.
The fifth step of mastery allows this stance to be used without the Physically Able
component.
Hatsusen Bujutsu: Taigoken - Shodan Dachi (Eight Immortal Wushu:
Supreme Fist - First Stance)
Taijutsu (Stance; requires Combat Martial Arts (f), Weapon Finesse (f) and base attack
bonus +4) [Punch, Kick, Hijutsu]
Rank: 4 (C-Class); Learn DC: 17, 3 success; Perform requirements: 5 ranks (DC 17);
Time: 1 swift action; Components: M, P, Mas; Range: Personal; Target: You;
Duration: Stance; Chakra Cost: 2.
The user applies his Dexterity modifier to damage rolls with any unarmed attacks that use
his Dexterity modifier to attack rolls, up to +3.
Mastery
Mastery in this technique stacks with Taigoken - Nidan Dachi and Taigoken - Sandan
Dachi to determine mastery in this technique.
The fifth step of mastery allows this stance to be used without the Physically Able
component.
As Henge no Jutsu, except as above and as follows. Hitohenge can only be used to
transform into a human. The user's chakra signature loses its nonhuman quality but
appears otherwise similar.
This technique creates a single saisei bunshin. The saisei bunshin functions like a kage
bunshin, but prevents the user from controlling any other clone at the same time.
The saisei bunshin is physically unable to attack, but can defend normally, unlike a kage
bunshin, and has 1 hit points per level plus the user's Intelligence modifier. The saisei
bunshin can use Ninjutsu techniques of the Medical subtype up to rank 8 as the user, and
draws directly from the user's chakra pool but must be within 30 feet of the user to do so.
Each time the clone uses a Medical technique, the user gains 1 übercharge per rank of the
technique used.
Mastery
Each step of mastery in this technique increase the distance the clone can use Medical
ninjutsu from the user by 10 feet.
As Jimon no Jutsu, but the gateway is only large enough to allow a small limb, such as an
arm, or a weapon through. The gateway will let through light and other ambient, airborne
particles through as well (such as toxic gas). After performing the technique, the user will
be fatigued unless he succeeds a Fortitude save (DC 20).
The user teleports up to 20 feet as per the teleport supernatural ability, but with an
auditory cue. The user cannot go through more than half a foot of solid material or carry
anyone along with the movement.
Avoid an Attack: Once per day as an instant action, this technique can be used as an
Avoidance maneuver against any effect that requires an attack roll. The user makes a
Perform check against the opponent's attack roll (minimum 20). The user can only do so
while not flat-footed or denied its Dexterity bonus to Defense. Skill threshold does not
apply to avoid an attack. Chakra resistance does not apply when avoiding an attack
Attempting to Avoid an Attack costs 3 points of chakra and can only be done if the attack
comes from a source with a Challenge Rating equal or lesser than the user's level or 5,
whichever is lower. If successful, the user is able to take a teleport up to 20 feet, as above.
This effectively creates a diversion to hide.
Avoiding an attack must be declared before knowing the result of the attack roll. Failure
means that the chakra spent trying to avoid the attack is wasted, and the technique fails.
Each use of Avoiding an Attack stacks with all other techniques with effects that allow
you to Avoid an Attack, such as Hijou Kawarimi no Jutsu or Kawarimi no Jutsu.
Empower
When not used to avoid an attack, the user can spend 1 chakra to increase the distance he
can teleport by 10 feet, maximum 10 feet every two levels.
Mastery
Every step of master in this technique after the first allows the technique to be used an
additional time per day, up to 5/day.
The second, third, fourth and fifth steps of mastery after the first increases the Challenge
Rating of attack he can defend by 5 or up to his level, whichever is lower.
The user can relocate any creature within range to any free space up to 40 feet away that
is large enough to hold the subject and that the subject has line of effect to. This
technique cannot move a creature through solid objects.
Defensive Maneuver: The user can use this technique to defend any ally within 30 feet or
himself against any effect that requires an attack roll, Fortitude save or Reflex save once
per day. The user makes a Ninjutsu check against the attack roll or the saving throw DC
+15 (mastery applies). Skill threshold does not apply to defensive maneuvers.
A successful check means the ally is relocated 25 feet and is not subject to the attack, but
only if the subject is relocated out of the area of effect. A check failed by more than 10
means the chakra is wasted and the attempt fails. Normal restrictions for defensive
maneuvers still apply.
Empower
The user can spend 5 chakra to affect an additional creature, maximum 1 creature every 7
levels.
The user can spend 1 chakra to increase the distance a creature can be relocated by 5 feet.
Mastery
Each step of mastery after the first allows this technique to be used an additional time per
day and increases the distance the subject can be moved by 5 feet.
Jikuukan Ninjutsu: Seisetsu Kekkai (Spacetime Ninjutsu: Worldfolding
Barrier)
Ninjutsu (Spacetime; Requires Kamui (5) and Immovable Object (3)) [Combination,
Reality, Teleportation]
Rank: 14 (S-Class); Learn DC: 35, 3 success; Perform requirements: 18 ranks (DC
34); Time: 1 attack action or 1 instant action; Components: C, H; Range: 50 feet (see
text); Effects: Creates a tear in spacetime; Duration: 1 round or Instantaneous; Saving
Throws: None (see text); Chakra Resistance: Yes; Chakra Cost: 20.
The user creates a tear in spacetime that enables up to one Medium-size creature every 3
levels to step through and teleport to any point selected by the user up to 30 feet per level
away. If the point of arrival is not within line of sight, any creature that steps through
must make a Fortitude save or take 6d6 points of damage.
Defensive Maneuver: Once per day, the user can perform this technique as an instant
action against an enemy area of effect effect, spell or technique that requires a Reflex
save, so long as it is perormed within 50 feet. Skill threshold does not apply to defensive
maneuvers, and using this technique in a threatened area provokes an attack of
opportunity.
To defend against the attack, the user must make a Perform check (as per Spacetime
Ninjutsu: Worldfolding Barrier, mastery counts) opposed to the opponent technique's
Save DC +7.
A successful check means the point of impact of the attack or technique is moved up to
10 feet per level to any point within line of sight, as though it had been the original point
of origin. Failure by more than 10 means that the chakra spent trying to avoid the attack is
wasted, and the technique fails.
This defensive maneuver must be declared before knowing the result of the attack and
costs 20 chakra. The user can defend against a technique, spell or effect from an opponent
with a Challenge Rating equal to his level or 15, whichever is lower.
Mastery
Every step of mastery after the first increases the number of times per day this technique
can be used by 1.
The second and fourth steps of mastery increase the Challenge Rating of attacks the user
can defend against to his level or 5, whichever is lower.
This technique can only be performed while executing a charge. The user makes his
charge attack normally, but provokes no attacks of opportunity for moving through
threatened areas and suffers no penalty for moving through difficult terrain. The charge
movement is treated as shundou for the purpose of being spotted and triggering traps.
After the charge attack, regardless whether or not it hits, all creatures adjacent to the user
must make a Fortitude save or take 3d6 points of wind damage and being pushed back
1d6x5 feet. The knockback distance and damage dealt to the target of the charge is
doubled. Chakra resistance applies only to this effect.
Empower
The user can spend 2 chakra to increase the wind damage by 1 die and the knockback
distance by +1, up to 6d6 wind damage and 1d6+3x5 knockback.
The user can spend 2 chakra to move up to 3 times his speed during the charge instead of
2 times.
In this stance, the user gains a +4 bonus to rolls made to confirm a critical strike with a
two-handed weapon, break checks, bullrush and overrun attempts. Once per round when
making a successful melee attack, the user can make a melee attack with his held weapon
against a creature adjacent to his target and himself. The attack is made at the same attack
bonus as the attack that triggered it and cannot score a critical hit, but gains a +2 bonus to
attack and weapon damage rolls. This stance cannot be used in conjunction with the
Cleave or Great Cleave feats.
The user makes a melee attack with his held weapon. If it hits, it deals weapon damage
plus 5d6 and the user makes a second attack against a secondary target adjacent to both
the user and the target. The attack deals half the primary attack's damage. This attack
technique does not stack with the benefits of the Goukiri Dachi stance.
Material Focus: A large or larger two-handed weapon.
The user makes a sunder attempt against an object that does not provoke an attack of
opportunity. If it hits, it deals normal damage to attended objects or triple damage to
unattended objects.
Material Focus: A large or larger two-handed weapon.
The user makes a melee attack with his held weapon. If it hits, target must make a
Fortitude save or suffer weapon damage plus 12d6 and loses use of one of its limbs for
1d6 rounds (determine randomly). A successful save means the target suffers weapon
damage plus 6d6 instead and does not lose use of a limb.
On a natural roll of 20, followed by a confirmed critical, the target is decapitated and
slain instantly on a failed save. A creature immune to critical hits or sneak attack
automatically succeeds a saving throw against this technique, and a creature immune to
death effects still suffers the effects but does not lose a limb or suffer decapitation.
The user continues to make extra attacks until the creature dies, he misses, or he has
made a total of 1 attack every 2 levels (maximum 8). The penalty is cumulative for each
successive attack. This technique can only be used once per encounter.
Mastery
The third step of mastery allows this technique to be used an additional times per
encounter
The secnd and fourth steps of mastery in this technique increase the maximum number of
attacks by 1.
Material Focus: A large or larger two-handed weapon.
In this stance, the user can wield a fullblade or other Huge-size weapon with one hand,
but only in his main hand. Furthermore, he gains a +2 bonus to resist disarm checks and
confirm critical hits while in this stance, and a +4 bonus to Perform (martial arts) checks.
The user makes a melee attack with his held weapon. If it hits, the attack deals normal
damage plus 4d6 and throws the target back 2d4x5 feet. If the target collides with an
object its size or lerger, it suffers damage as though it had falled 20 feet (2d6 points.) The
knockback can be negated with a Fortitude save.
Material Focus: A large or larger two-handed weapon.
Empower
The user can spend 2 chakra to animate an additional puppet shadow clone, up to 1 clone
every two levels.
Material Focus: One puppet the same size category as the user with the Adept Body
component, pre-equipped with a gemstone worth at least Purchase DC 14 or more
beforehand (DC 14 Repair check, 5 minutes). The gemstone is burned out and turns to
dust when the clone technique expires or is undone.
As Kairai Engeki: Hayagawari, but this technique allows the user to protect all puppets
subject to the same attack with the same check. The difficulty of the save is equal to the
Reflex save DC plus 15.
This technique allows the user to control a single puppet in a defensive formation. The
action required to concentrate on this technique is the action to control that puppet, and
allows the user to control other puppets normally.
The controlled puppet suffers a -2 penalty to attack rolls, defense and saving throws but is
able to act as though it had the Harm's Way Shinobi Bodyguard class feature. When
acting in that capacity, the puppet gains a +2 bonus to defense and saving throws.
The controlled puppet gains 3 chakra and is able to use enhancement seals and sealed
items.
This technique allows a single puppet with the force shield component to be temporarily
surrounded by a force cage that deflects attacks
Defensive Maneuver: The user makes a Ninjutsu check, as per technique, against the
opposing attack or technique's attack roll or Reflex save difficulty class, plus 2 per rank
of the technique (up to +10), minimum 28. The user suffers a further -4 penalty to this
check when not using C-Class chakra threads or better. Skill threshold does not apply to
avoid an attack.
A successful check causes the puppet to be surrounded by a force cage until the end of
that initiative count. The force cage stops any effect that cannot pass through a force
effect, but is immediately dismissed once bypassed. A force cage is destroyed when it
suffers 10 damage per level of the user. The chakra threads will be detached as a result of
using this technique. This technique can only be used once per day against an attack from
an opponent with a Challenge Rating equal to his level or 10, whichever is lower.
Each use of Defensive Maneuver stacks with all other techniques with effects that allow
you to use a defensive maneuver, such as Shusen: Chibounushi.
Mastery
Every step of master in this technique after the first allows the technique to be used an
additional time per day.
The first, third and fifth step of mastery increases the Challenge Rating of attack he can
defend by 5 or up to his level, whichever is lower.
The user can concentrate to sense chakra as a free action a number of times per day equal
to one-half his character level.
Kanchijutsu: Shingan Jutsu (Sensor Technique: Mind's Eye Technique)
Ninjutsu (Requires Sense Chakra (a) and Concentration 12 ranks)
Rank: 9 (A-Class); Learn DC: 24, 4 success; Perform requirements: 12 ranks (DC
26); Time: 1 full-round action; Components: C, H; Range: See text; Target: One
creature; Duration: Concentration (up to 1 round/level); Saving Throws: None; Chakra
Resistance: No; Chakra Cost: 2.
The user performs this technique while using the Sense Chakra or Remote Sensing ability
and concentrates on a single creature whose chakra he can sense. While concentrating on
this technique, the user is unable to sense any other creature than his target, but is able to
glean information about its chakra the longer he concentrates. Concentrating on this
technique is a full-round action, and allows the user to maintain concentration on the
Sense Chakra or Remote Sensing abilities, should they require any.
This technique can only be used after the user has analyzed a crime scene with the
Investigate skill. As a result, he is able to determine the last technique used at the crime
scene and make a clear picture of its effects in his mind.
The user invokes the might of the kirin to burn his foe.
The target must make a Reflex save or take electricity damage equal to the user's held
weapon damage plus 6d6. The target takes 6d6 points of electricity damage on a failed
save, which it can halve with a successful Fortitude save. The user may opt to delay the
second portion of the electricity damage either until the target takes an action or the
beginning of his next turn.
Empower
The user can spend 2 chakra to increase the both instances of electricity damage by 1 die
each, up to 1 die per level or 20 dice total.
Material Focus: The user's held weapon.
This technique creates one duplicate of any creature from which you have collected
genetic material (hair, blood and flesh), provided it doesn't have more than twice as many
hit dice or levels as the user. It appears to be the same as the original, but has 5 less level
or hit dice than the original creature (but no more than the user's level).
The duplicate is not sentient and cannot take any action on its own. No special link exists
between it and the original creature, and the impure duplicate cannot gain a level or
increase its ability scores normally. The technique is completed in 1 hour, but the impure
duplicate takes 1 month to fully form.
Material Focus: Homunculi chamber. Safeguard seal.
Scribing the seal requiress a Fuinjutsu check (DC 39), does not have to be done by the
user and takes one seal slot. An attempt to craft the seal takes 10 minutes, and a failed
check will result in the sealing process failing without the user noticing until the end.
A Fuinjutsu check with the same difficulty class can be attempted to confirm the seal was
crafted successfully (cannot be retried).
Material Component: A sample of blood, hair and flesh from the cloned creature. 10,000
ryo per hit dice of the cloned creature in components.
XP Cost: 100 XP per hit dice of the cloned creature.
The target takes 2d6 points of wind damage and must make a Fortitude save to avoid
being thrown back 1d4x5 feet and prone. If the subject collides with a solid object, it
takes damage as though it had fallen 20 feet (2d6 points).
Empower
The user may spend an additional 1 point of chakra to increase the damage dealt by 1d6
and the knockback distance by 1 die (up to 6d6 points of damage and 5d4x5 feet
knockback).
This technique can only be performed at speed rank 8 or higher. The user makes a full-
attack action against the target. Each attack deals unarmed damage as though the user
were one size category larger. Additionally, the target suffers an additional 2d6 points of
damage and 1 negative level per successful attack in the full-attack action (Fortitude save
halves the damage, and a second Fortitude save negates the negative levels). The negative
levels are lost immediatley at the start of the user's next turn.
A target killed by this technique ruptures and explodes violently, as per Kyushojutsu:
Kibaku Shigai.
Mastery
The user can delay the damage by 1 round per step of mastery. If the damage would
normally kill the target, it is instead immobilized and can take no actions until the
damage takes its course. The user can perform this technique again on a target
immobilized by delayed damage to instead cancel the delayed damage and free the target,
at the cost of 10 chakra.
Kyushojutsu: Itamiamashi (Pressure Points Technique: Harm's Way)
Chakra Control (Body; requires Pressure Secrets (f), Defensive Martial Arts (f), Weapon
Finesse (f), Kikou Teishi (1), Gekitai no Jutsu (3) and Knowledge (earth and life science)
10 ranks) [Combination, Punch, Hijutsu]
Rank: 9 (B-Class); Learn DC: 28, 1 success; Perform requirements: 11 ranks (DC
24); Time: 1 attack action; Components: C, M, E, Mas; Range: Melee Attack; Target:
One same-size humanoid creature; Duration: 2 rounds/level; Saving Throws: See text;
Chakra Cost: 8.
The user makes an unarmed attack. If it hits, the attack has the same effect as
Kyushojutsu: Kikou Teishi and the target is pushed back 10 feet.
Empower
The user can spend 1 point of chakra to increase the push back distance by 5 feet.
Mastery
Levels of mastery in this technique stack with mastery in Kikou Teishi to determine the
effects of the attack.
The target makes a Will save and becomes fascinated as long as the user continues to
speak or sing. If the user moves away from the subject, the subject will walk up to its
maximum speed to follow after, until the user stops moving. The subject will regain its
senses if the technique is dispelled or if the user stops singing or speaking.
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.
Mastery
The second and fourth step of this technique allow the user to use this technique an
additional time per day.
Majutsu: Kekkei no Chikara (Demonic Technique: Power of Ancestry)
Ninjutsu (Requires Demonic subtype) [Evil, Hijutsu]
Rank: 8 (A-Class); Learn DC: 23, 5 success; Perform requirements: 11 ranks (DC
25); Time: 1 attack action; Components: H; Range: Personal; Target: You; Duration:
1 round/level; Chakra Cost: 8.
The user's size increases two size categories, and he gains a +4 size bonus to his Strength
score, a –4 penalty to his Desterity score, a size bonus to defense equal to his size
category's and a +4 natural armor bonus to Defense. In addition, the user gains two
primary claw attacks and one bite attack, but becomes unable to perform hand seals.
Empower
The user can spend 4 chakra to increase the Strength bonus by +2, maximum +10.
The user can spend 4 chakra to grow a second pair of arms, gaining two claw attacks.
This requires mastery.
The user can spend 6 chakra to grow a pair of wings, gaining 1 secondary wing clip attack
and a fly speed equal to one-half his land speed, rounded up, with clumsy
maneuverability. This requires mastery.
The user can spend 2 chakra to grow spikes on its body, gaining the ability to deal an
amount of damage equal to his claw attack plus its Strength modifier 1.5 times on a
successful grapple check. This requires mastery.
Mastery
The fifth step of mastery enables the user to empower the technique to grow additional
bodyparts. He must choose the method in which he is able to empower the technique
when gaining mastery, and cannot learn a second one.
The user fills a 10 foot square with caltrops. The caltrops deal 2 points of damage and last
for the duration or until they deal damage once. Vehicles like a car, truck or motorbike
driven into the tire popper field can make a Reflex save to take only half damage to its
tires, or make a Drive check with a DC increased by 10. A motorbike rider with evasion
confers the benefits of this ability to its vehicle.
Empower
The user can spend an additional 2 points of chakra to increase the damage to 1d6+1.
The user can spend an additional 2 points of chakra to allow the caltrops to deal damage
an additional times, maximum 4 times.
Material Focus: A small (at least 2 litres) source of water.
Ninjutsu Hiken: Jikuukan Kekkai (Ninjutsu Secrets: Spacetime Barrier)
Ninjutsu (Requires Jimon no Jutsu (t)) [Hijutsu, Teleportation]
Rank: 14 (Super S-Class); Learn DC: 31, 7 success; Perform requirements: 19 ranks
(DC 39); Time: 1 instant action; Components: C, H; Range: Medium (20 ft. + 10 ft./2
levels); Target: See text; Duration: Instantaneous (see text); Saving Throws: See text;
Chakra Resistance: See text; Chakra Cost: 30.
Defensive Maneuver: Once per day as an instant action, the user may perform this
technique to defend against an incoming single target or area effect that requires an attack
roll, Fortitude or Reflex save. Skill threshold does not apply to defensive maneuvers.
To defend against the attack, the user must make a Perform check (mastery counts)
opposed to the technique or effect's attack roll or Save DC +5. Success relocates the
effect to any location within range, line of sight and line of effect. The effect still requires
a saving throw if it would affect any target, but the duration of any lasting conditions is
reduced to the minimum possible variable, while any numeric penalty imposed or effect
duration calculated in units of time per level is halved and any direct damage dealt by the
effect is subjected to a maximum of 40 points of damage.
Defensive maneuver must be declared before knowing the result of the attack. Failure by
more than 10 means that the chakra spent trying to avoid the attack is wasted, and the
technique fails. Defensive maneuver has a chakra cost of 10 and allows the user to defend
against a technique, spell or effect from an opponent with a Challenge Rating equal to his
level.
Defensive Maneuver does not count as Avoiding an Attack and is usable a separate
number of times a day. Using Jikuukan Kekkai as a defensive maneuver counts towards
the number of times other such techniques can be used.
Mastery
Every step of mastery after the first increases the number of times per day this technique
can be used by 1, but no more than once per encounter.
The first, third and fifth step of mastery increase the maximum damage redirected by 20.
This technique functions as Touka Kansei no Jutsu, except it disables all electonical
devices weighing 10 pounds per level or less within range for as long as the user
concentrates, plus 2 minutes. Cybernetics are unaffected, and attended objects gain a +2
bonus.
The user must remain within the emanation to concentrate on the technique, and the zone
does not move with the user. This technique cannot be used more than once every hour
on the same object.
The user attaches a chakra string to the back of the target's head and reads its thoughts.
The user makes a ranged touch attack against the target. The user gains the Detect
Emotion ability against the target as long as he concentrates. This technique can only be
used against a creature with an Intelligence score of 3 or higher. The user can concentrate
as long as he retains line of effect against the target.
The chakra string used in this manner can reveal the position of the user and the subject,
as per kugutsu no jutsu. The Detect Emotion effect can be resisted if the subject is aware
of it (see Detect Emotions).
The user must be using Speed rank 10 to perform this technique. The user makes a single
unarmed attack against the target, which must make a Spot check against the attack roll or
lose its Dexterity bonus to Defense against the attack as though struck by an invisible
attack.
If the attack hits, it deals triple damage and the target is pushed back a number of feet
equal to the damage done, rounded to the nearest 5-ft. unit unless it makes a successful
Fortitude save; if the target is thrown into an object its size or larger, it suffers damage as
though falling 20 feet (2d6 points). This technique can be used once per encounter.
Mastery
The second and fourth steps of mastery allow this technique to be used an additional time
per encounter.
The subject is infected by pale worms, a parasite that rests in the chakra-circulatory
system. To fight off the infection, the subject must make a Fortitude save every 10
minutes for one hour while the parasite is incubated; two consecutive successes
eliminates the infection.
If the parasite takes, the user is able to control it like a symbiote and give it one mental
command per round as a free action as long as it remains within 100 feet. The parasite
can cause the subject immense pain, imposing a –4 penalty to attack rolls, ability checks
and skill checks and giving techniques with the Concentration component a 20% chance
to fail for 1 round, or forcefully convert 1d6 points of chakra from the subject's reserves
to its chakra pool. The user can sense and precisely pinpoint the location of any creature
with a fully-incubated parasite within 30 feet.
The parasite lives until it is removed with Surgery (see the Treat Injury skill), although
other means can be employed as well (most likely more dangerous or painful, at the GM's
discretion).
The user makes an unarmed attack. The attack deals 3d6 points of damage, plus 1d6
every 4 levels (maximum 8d6). The target must make a Fortitude save or be pushed back
10 feet and immediately brought out of total defense. The user suffers a -4 penalty to
Learn checks with this technique without the Gouken feat.
Youton: Nikuren (Demonic Style: Fel Scythe)
Ninjutsu (Requires Ninpou: Chakra Nagashi (5)) [Evil]
Rank: 6 (B-Class); Learn DC: 20, 3 success; Perform requirements: 8 ranks (DC 21);
Time: 1 attack action; Components: C, F; Range: 0 feet; Target: Held weapon;
Duration: 1 minute/level or until dropped (D) (see text); Saving Throws: None;
Chakra Resistance: No; Chakra Cost: 8.
The imbued weapon bypasses chakra-based damage reduction and deals 1d6 points of
negative energy damage to living creatures, and grants a +2 bonus to attack rolls against
creatures with the Good allegiance. This technique counts as Ninpou: Chakra Nagashi for
the purposes of using a chakra current weapon.
Material Focus: A thorium, ironium or containment weapon or object.
Youton: Shikon Sousou (Demonic Style: Rites for the Dead Souls)
Ninjutsu (Spacetime; requires Blood Pact (any) (f)) [Evil, Kinjutsu, Summoning]
Rank: 6 (A-Class); Learn DC: 21, 6 success; Perform requirements: 9 ranks (DC 23);
Time: 1 attack action; Components: C, H, X; Range: Close (10 ft. + 5 ft./2 levels);
Effect: Summons one creature; Duration: Special; Saving Throws: None; Chakra
Cost: 8.
This technique functions like Kuchiyose no Jutsu, except as above and as follow. The
summoned creature belongs to the blood pact, but does not belong to any tribe or clan and
is considered a special creature accessible only with this technique. An elite or paragon
creature can still be summoned, but only through this technique. The cost of the
summoning is increased by 8, and the summon creature expends chakra twice as quickly
as time passes.
The summoned creature has the allegiances evil and chaos and gains a +2 morale bonus
to attack and damage rolls and a +1 luck bonus to Defense and saving throws. While the
summoned creature doesn't hold allegiance to its summoner, it begins with a friendly
attitude towards him, which can be improved or worsened though actions and use of the
Diplomacy skill. Summoned creatures retain this attitude between summonings.
Techniques Index
The index below contains all techniques found in this section, organized by rank, type
and subtype.
Rank 2 Techniques:
Ninjutsu:
Fuuton:
Fuuton: Haigumo (Wind Style: Ash Cloud)
Rank 3 Techniques:
Genjutsu:
Compulsion:
Magen: Keisei no Kyoku (Demonic Mirage: Siren's Song)
Ninjutsu:
Fuuhou (Wind Gun)
Suiton:
Mizukugi (Tire Popper)
Taijutsu:
Strike:
Hatsusen Bujutsu: Heiwa Butsu (Eight Immortal Wushu: Softening Strike)
Rank 4 Techniques:
Taijutsu:
Strike:
Juuryuu Kenjutsu: Kaigeki Zanshaku (Ten-Ton Style Sword Art: Earthshaking Stone
Crusher)
Stance:
Hatsusen Bujutsu: Taigoken - Shodan Dachi (Eight Immortal Wushu: Supreme Fist -
First Stance)
Rank 5 Techniques:
Ninjutsu:
Spacetime:
Jikuukan Ninjutsu: Isshun no Jutsu (Spacetime Ninjutsu: Blink Shift Technique)
Taijutsu:
Strike:
Hatsusen Bujutsu: Senheika (Eight Immortal Wushu: Immortal's Palm Thrust)
Rank 6 Techniques:
Fuinjutsu:
Fuinjutsu: Kyuudou no In (Sealing Technique: Bag-and-Tag Seal)
Ninjutsu:
Ao Higi: Kaigeki Taihouken (Blue Secret Technique: High Power Bodyblow)
Ao Higi: Kougen (Blue Secret Technique: Light Cleaver)
Gekisakka Hiken: Kingukiri (Playwright Secrets: Digging for Gold)
Hitohenge no Jutsu (Human Transformation Technique)
Kairai Engeki: Gekisakka no Keigo (Puppet Theater: Playwright's Enforcer)
Youton: Nikuren (Demonic Style: Fel Scythe)
Fuuton:
Fuuton: Koushasou (Wind Style: Anti-tank Kunai)
Fuuton: Tenpo (Wind Style: Soaring Steps)
Jinpuu Dengeki (Divine Wind Blitz)
Spacetime:
Youton: Shikon Sousou (Demonic Style: Rites for the Dead Souls)
Taijutsu:
Strike:
Hatsusen Bujutsu: Sengouheika (Eight Immortal Wushu: Immortal's Powerful Palm
Thrust)
Juuryuu Kenjutsu: Taigeki (Ten-Ton Style Sword Art: Bodyblow)
Stance:
Juuryuu Kenjutsu: Goukiri Dachi (Ten-Ton Style Sword Art: Cleaving Stance)
Juuryuu Kenjutsu: Shigaikyou Dachi (Ten-Ton Style Sword Art: Corpsemaker Stance)
Rank 7 Techniques:
Ninjutsu:
Ao Higi: Bakudan (Blue Secret Technique: Blaster)
Haradou: Shinpuukou (Way of Purification: Purifying Winds)
Kairai Engeki: Hikimaku (Puppet Theater: Curtain Time)
Fuuton:
Fuuton Hijutsu: Shinkuuken (Fuuton Secrets: Vaccuum Sword)
Taijutsu:
Strike:
Juuryuu Kenjutsu: Kaigeki Hitogoroshi (Ten-Ton Style Sword Art: Earthshaking Cleaver
Attack)
Rank 8 Techniques:
Fuinjutsu:
Fuinjutsu: Harukami no In (Sealing Technique: Remote Viewing Seal)
Fuinjutsu: Kamikakushi (Sealing Technqiue: Spirited Away)
Ninjutsu:
Ao Higi: Saegenshou (Blue Secret Technique: Explosive Punch)
Ao Higi: Sangeki Daidan (Blue Secret Technique: Three-hit Destruction)
Haradou Hijutsu: Hikari no Rouka (Way of Purification Secret Technique: Beacon of
Light)
Kairai Bunshin no Jutsu (Puppet Clone Technique)
Keinin Hiken: Hanzaibasho Saiken (Ninja Police Secrets: Crime Scene Reconstruction)
Majutsu: Kekkei no Chikara (Demonic Technique: Power of Ancestry)
Raiton:
Raiton: Denjiha (Lightning Style: Electromagnetic Field)
Fuuton:
Fuuton: Egukiri (Wind Style: Excavation Drill)
Kogarashi (Withering Wind)
Taijutsu:
Strike:
Hatsusen Bujutsu: Hiken - Senhourekka (Eight Immortal Wushu: Secret Technique -
Immortal's Furious Barrage)
Taijutsu: Hiken - Tatebuchi (Hand-to-Hand: Secrets - Shield Crusher)
Stance:
Hatsusen Bujutsu: Taigoken - Nidan Dachi (Eight Immortal Wushu: Supreme Fist -
Second Stance)
Rank 9 Techniques:
Ninjutsu:
Kanchijutsu: Shingan Jutsu (Sensor Technique: Mind's Eye Technique)
Rank 10 Techniques:
Genjutsu:
Shinkui no Jutsu (Mind Leech Technique)
Ninjutsu:
Fuuton Hijutsu: Tetsukaru (Wind Style Secret Technique: Shearing Blade)
Rank 11 Techniques:
Ninjutsu:
Kairai Engeki: Hisei Kago (Puppet Theater: Force Cage)
Rank 12 Techniques:
Ninjutsu:
Ao Higi: Kidan Daidan (Blue Secret Technique: Incineration)
Haradou Hijutsu: Bussatsu Keshin (Way of Purification Secret Technique: Saintly
Incarnation)
Fuuton:
Fuuton: Taifuu Kekkai (Wind Style: Cyclone Barrier)
Medical:
Iryou Ninjutsu: Hiken - Saisei Bunshin (Medical Ninjutsu: Secrets - Rebirth Clone)
Spacetime:
Jikuukan Kanmon no Jutsu (Spacetime Gateway Technique)
Taijutsu:
Strike:
Juuryuu Kenjutsu: Ougi - Ranshunsatsu (Ten-Ton Style Sword Art: Secret Technique -
Storm of Blows)
Stance:
Hatsusen Bujutsu: Taigoken - Sandan Dachi (Eight Immortal Wushu: Supreme Fist -
Third Stance)
Rank 13 Techniques:
Ninjutsu:
Raiton:
Kessen Ougi: Kirin (Ultimate Fighting Skill: Shining Light)
Rank 14 Techniques:
Genjutsu:
Ashura Izou Jutsu: Onmekka (Carnage Demon Legacy Technique: Echoes of Pain)
Ninjutsu:
Haradou: Tenrai Bouheki (Way of Purification: Heavensent Barrier)
Kairai Engeki: Bikeigun (Puppet Theater: Decor Change)
Kinjutsu: Edo Fukusei (Forbidden Technique: Impure Duplication)
Ninjutsu Hiken: Jikuukan Kekkai (Ninjutsu Secrets: Spacetime Barrier)
Soukisei Kansen (Pale Worm Infection)
Spacetime:
Jikuukan Ninjutsu: Seisetsu Kekkai (Spacetime Ninjutsu: Worldfolding Barrier)
Taijutsu:
Kyushojutsu Hiken: Bakuhitsu Rendan (Pressure Points Secrets: Mandatory Pacifism)
Shukuchi Higi: Itadama (World-belittling Secret Technique: Painball)
Strike:
Juuryuu Kenjutsu: Kessen Ougi - Gouriki Zansatsu Ken (Ten-Ton Style Sword Art:
Ultimate Fighting Skill - Herculean Decapitator)
Rank 15 Techniques:
Ninjutsu:
Godai Henka no Jutsu (Elemental Transformation Technique)
Haradou Hiken: Bussatsu Keshin - Bukka Kyouzou (Way of Purification Secrets: Saintly
Incarnation - Reflection of Nirvana)
Rank 16 Techniques:
Ninjutsu:
Spacetime:
Jikuukan Ninjutsu: Jikuukan Saihaichi (Spacetime Ninjutsu: Spacetime Realignment)
The user causes a single creature within range to hear a short message of up to 25 words
as though spoken by his own voice. The creature is innately aware that the voice is not
real.
Mastery
Each step of mastery allows the user convey the message to an additional creature within
range.
The fifth step of mastery allows the user to send a message of up to 100 words.
Suggested Names: Shinme no Jutsu (Mindweave Technique), Ninpou: Gensei (Ninja
Art: Hallucinatory Conversation).
Communication: Stone Carving
Ninjutsu (Doton) [Earth]
Rank: 3 (D-Class); Learn DC: 15, 1 success; Perform requirements: 3 ranks (DC 14);
Time: 1 attack action; Components: H, Mas; Range: Long (30 ft. + 15 ft./2 levels);
Effect: Send a message; Duration: Instantaneous; Saving Throws: None; Chakra Cost:
1.
The user can imprint a small message of up to 25 words on any patch of dirt within range.
He must be able to see his target and be able to make contact with dirt or stone to use this
technique.
Mastery
The third step of mastery allows the user to imprint a message in stone for 3 chakra.
The fifth step of mastery allows the user to send a message of up to 100 words.
Suggested Names: Enchi no Jutsu (Lithography Technique), Ninpou: Kakuji (Ninja Art:
Graven Missive).
The user's voice is magnified ten times, and he can easily be heard out to 250 feet when
speaking normally, or up to 500 feet when shouting. Sleeping creatures within that
distance are instantly woken up.
Mastery
The fifth step of mastery allows the user to concentrate on this technique for up to 3
rounds. Concentrating on this technique is a full-round action.
Suggested Names: Houdan no Jutsu (Vocalist's Sermon Technique), Daisei no Jutsu
(Thundering Voice Technique).
The user detect hostile creatures or creature preparing themselves to take a hostile action
within 30 feet gets a sense of the general direction, though it cannot pinpoint its distance
precisely. The hostility does not have to be directed at the user.
This ability detects active aggression but not vigilance. The user cannot be caught flat-
footed by a creature susceptible to mind-affecting powers within range while under the
effects of this technique.
Mastery
Each step of mastery increases the distance by 10 feet. Each step of mastery increases the
Sense Motive requirement by 3.
Suggested Names: Shintsui no Jutsu (Moral Compass Technique), Zensei (True Serenity).
The user detects creatures with high body temperature (30C, 85F or higher) within 30
feet, and can make a Spot check at a +4 bonus to detect such creatures when hiding.
Ambient temperatures higher than 37C or 98F negates this ability.
Mastery
Each step of mastery increases the distance by 10 feet.
Suggested Names: Nukutsui no Jutsu (Heat Seeking Technique), Mamushi no Jutsu (Pit
Viper Technique).
Detection: Airflow
Ninjutsu (Fuuton; Requires Concentration 7 ranks) [Wind]
Rank: 4 (C-Class); Learn DC: 17, 2 success; Perform requirements: 5 ranks (DC 17);
Time: 1 attack action; Components: C, H; Range: Personal; Target: You; Duration:
Concentration; Saving Throws: None; Chakra Cost: 2.
The user can detect movement from subtle change in air flow around himself, and can
pinpoint the location of any creature within 10 feet as long as it is moving. Creatures
standing perfectly still are undetectable by this ability, as are incorporeal creatures. A
projectile or missile does not create enough air displacement to be detected.
Creatures aware of the ability can make a Move Silently check modified by their
Intelligence modifier opposed to the user's Concentration check to remain undetected, but
must remain immobile.
Mastery
The third and fifth steps of mastery increase the range of the ability by 5 feet.
Suggested Names: Ninpou: Kuuhou Jutsu (Ninja Art: Motion Sense Technique), Doukan
no Jutsu (Motion Sense Technique).
Detection: Sonar
Ninjutsu (Listen 15 ranks) [Sonic]
Rank: 12 (B-Class); Learn DC: 26, 3 success; Perform requirements: 14 ranks (DC
27); Time: 1 attack action; Components: C, H; Range: 60 feet; Area: Emanation from
the user; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 2.
The user emits a sharp sound inaudible to most humans (Listen check DC 40) and gains a
picture of the surroundings as though with the blindsight ability. The only provides
information on the surroundings as they were the instant it was taken, and does not reveal
color or allow the you to read text or detect other subtle details.
Mastery
The first, third and fifth steps of mastery increase the range of the ability by 10 feet.
Suggested Names: Ninpou: Onshi Roken (Ninja Art: Sonar Detection), Onkyoutei no
Jutsu (Echolocation Technique).
As detection: sonar, but not as precise. The information is gained as though using the
blindsense ability, and creatures with sufficient cover may still hide. The user can make a
Listen check against the hiding creature's Hide check with a +4 bonus to detect it,
regardless of lighting or distance. Invisible creatures do not gain a bonus to Hide checks,
and bonuses to hide provided from camouflage or concealment are negated.
Mastery
The second and fourth steps of mastery increase the range of the ability by 5 feet.
Suggested Names: Hayacho no Jutsu (Bat's Ears Technique), Kyoukan no Jutsu
(Supersonic Detection Technique).
The user acts as though he had the Strength rank 1 and Speed rank 1 extraordinary
abilities. The abilities can be suppressed, but can only be active in areas of bright light or
at midday, and still require chakra to use.
Empower
At the cost of 2 chakra, the ability increases one step, up to rank 3. This requires
appropriate mastery.
Mastery
The second and fourth steps of mastery allow this technique to be empowered to rank 2
and rank 3 respectively and require ECL 8 and 10.
The fifth step of mastery allows the Strength and Speed rank abilities to be active
regardless of ambient lighting.
Suggested Names: Ninpou: Kageriki (Ninja Art: Shadow Might), Meiryoku no Jutsu
(Dark Power Technique).
The user acts as though you had the Speed rank 1 extraordinary ability.
Empower
At the cost of 1 chakra, the ability increases one step, up to rank 3. This requires
appropriate mastery.
Mastery
The second and fourth steps of mastery allow this technique to be empowered to rank 2
and rank 3 respectively and require ECL 8 and 10.
Suggested Names: Raiton: Inazuma (Lightning Style: Lightning Flash), Kagerou no
Jutsu (Mayfly Technique).
The user acts as though he had the Strength rank 1 extraordinary ability.
Empower
At the cost of 1 chakra, the ability increases one step, up to rank 3. This requires
appropriate mastery.
Mastery
The second and fourth steps of mastery allow this technique to be empowered to rank 2
and rank 3 respectively and require ECL 8 and 10.
Suggested Names: Katon: Shounetsu (Fire Style: Raging Inferno), Ninpou: Karyoku
(Ninja Art: Blistering Might).
Enhancement: Landslide Armor
Ninjutsu (Doton; requires Earth affinity)
Rank: 6 (C-Class); Learn DC: 19, 2 success; Perform requirements: 7 ranks (DC 19);
Time: 1 attack action; Components: H, E, Mas; Range: Personal; Target: You;
Duration: 1 minute/level (D); Saving Throws: None; Chakra Cost: 2.
The user acts as though he had the Strength rank 2 extraordinary ability, but suffers a -1
speed rank penalty.
Empower
At the cost of 1 chakra, the ability increases one step, up to rank 4, but the penalty by -1
each time. This requires appropriate mastery.
Mastery
The second and fourth steps of mastery allow this technique to be empowered to rank 3
and rank 4 respectively and require ECL 8 and 10.
Suggested Names: Doton: Chihou no Yoroi (Earth Style: Landslide Armor),
Yamashuunen no Jutsu (Implacable Tenacity Technique).
The user acts as though he had the Speed rank 2 extraordinary ability, but suffers a -1
strength rank penalty
Empower
At the cost of 1 chakra, the ability increases one step, up to rank 4, but the penalty by -1
each time. This requires appropriate mastery.
Mastery
The second and fourth steps of mastery allow this technique to be empowered to rank 3
and rank 4 respectively and require ECL 8 and 10.
Suggested Names: Fuuton: Taifuuki (Wind Style: Gale Force), Ninpou: Chousoku no
Jutsu (Ninja Art: Breakneck Speed Technique).
The target's movement speed is reduce to 0 feet and it is unable to turn to face another
direction. It takes a -2 penalty to Defense and Reflex saves.
Suggested Names: Shinkase no Jutsu (Mind Shackle Technique), Magen: Ryuusa
(Demonic Mirage: Quicksand).
The target is stunned for 1 round and dazed the round after on a failed save, or staggered
for 1 round on a successful save instead.
Suggested Names: Kibara no Jutsu (Absentmindedness Technique), Gamuchi (Ego
Whip).
The user conceals his hostile intent. When using this technique, the user makes a Bluff
check which can be retried every 10 minutes as a full-round action. Any creature with the
ability to detect hostile intent must make a Sense Motive check opposed to the user's
Bluff check to detect his intent. Creatures with Detect Emotion gain a +4 bonus to this
check but can be fooled.
Suggested Names: Ninpou: Shizuki (Ninja Art: Heart of Stone), Shuigakure no Jutsu
(Motive Concealment Technique).
Hiding: Lower Body Temperature
Ninjutsu (Requires Survival 12 ranks)
Rank: 9 (B-Class); Learn DC: 23, 3 success; Perform requirements: 11 ranks (DC
23); Time: 1 attack action; Components: C, H; Range: Personal; Target: You;
Duration: Concentration plus 1 minute; Saving Throws: None; Chakra Cost: 4.
The user lowers his body temperature. When using this technique, he makes a Survival
check modified by his Intelligence modifier, which can be retried every 10 minutes as a
full-round action. Creatures that can sense body temperature must make a Concentration
check to detect the user, opposed by the Survival check. This also applies to heat vision,
but the Concentration check is opposed by the creature's Spot check.
Suggested Names: Ninpou: Reiketsu no Jutsu (Ninja Art: Coldblooded Technique),
Ondoshuu no Jutsu (Temperature Control Technique).
The user creates a sound barrier around himself. When using this technique, he makes a
Move Silently check check modified by his Intelligence modifier, which can be retried
every 10 minutes as a full-round action. While under the effects of this technique, the
user gains a +2 circumstance bonus to Move Silently checks, and creatures using sonar
must make a Listen check opposed to his initial Move Silently check to detect the user,
who otherwise remains hidden.
Suggested Names: Ninpou: Otozoku (Ninja Art: Sound Thief), Onkyuu no Jutsu (Sound
Absorption Technique).
Make a ranged touch attack against the target. The target is entangled, and constructs are
immobilized. The target can make a Reflex save each round to end the effect as a move
action.
Suggested Names: Suiton: Kotsubari (Water Style: Syrup Bind), Ryuukasu no Jutsu
(Muck Spray Technique).
Ninjutsu Binding: Earth Hands
Ninjutsu (Doton) [Earth]
Rank: 6 (B-Class); Learn DC: 20, 3 success; Perform requirements: 8 ranks (DC 21);
Time: 1 attack action; Components: C, H; Range: Close (10 ft. + 5 ft./2 levels); Target:
One creature; Duration: Concentration (up to 1 round/level); Saving Throws: None;
Chakra Resistance: Yes; Chakra Cost: 4.
This technique can only be used against targets standing on dirt or mud. The user makes 4
melee touch attacks against the target with hands, rods or pillar fashioned from dirt or
stone. If three or more attacks hit, the target is held immobile. Each round when
concentrating, the user can attempt to constrict the target and deal 1d4 points of damage,
plus 1 per earth hands, rods or pillars remaining. This requires an Intelligence check
opposed to the target's Strength check, +1 every 2 attacks that hit.
Each earth hand has 5 hit points. The target cannot use its hands when held by 2 or more
earth hands. The target is immobilized until all earth hands are destroyed. A target held
by only one earth hand is considered entangled but has a movement speed of 0 feet.
Empower
Spend 2 chakra to make one more attack, up to the user's level or 8.
Mastery
The third step of mastery in this technique allows this technique to be performed with
stone. Each stone hand has hardness 8.
Suggested Names: Doton: Tsukami Chite (Earth Style: Grasping Stone Hands), Ishirou
no Jutsu (Stone Prison Technique).
The target is dazed. It can make a Fortitude save each round to end the condition as a free
action.
Suggested Names: Katon: Ensho (Fire Style: Heat Wave), Kansou no Jutsu (Dessication
Technique).
The target is entangled. It can make a Fortitude save each round to end the condition as a
free action.
Suggested Names: Raiton: Keisuji (Lighthing Style: Muscle Spasm), Tenkanhossa no
Jutsu (Sensory Overload Technique).
The user makes an attack against the target. If it hits, the attack deals normal damage and
the target must make a Fortitude save or be rooted in place, unable to move from its
current square or turn to face another direction for the duration of the technique. The
effect ends if the target suffers damage equal to or greater than 1 point per level of the
user (maximum 20).
Suggested Name: Ryoutatsu Rengeki (Reaving Dragon Strike), Taijutsu: Yoshin (Hand-
to-Hand: Aftershock).
The user makes an attack against the target. If it hits, the attack deals normal damage and
the target is nauseated for 1 round (Fortitude negates).
Empower
Spend 1 point of chakra to increase the damage by 1d6, up to 1d6 every 3 level or 4d6.
Suggested Names: Sawari Daigeki (Sickness Strike), Taijutsu: Ibyouda (Hand-to-Hand:
Nauseating Strike).
Techniques Index
The index below contains all techniques found in this section, organized by rank, type
and subtype.
Rank 2 Techniques:
Genjutsu:
Phantasm:
Genjutsu Binding: Entangle
Rank 3 Techniques:
Genjutsu:
Phantasm:
Communication: Phantom Voice
Ninjutsu:
Doton:
Communication: Stone Carving
Rank 4 Techniques:
Genjutsu:
Compulsion:
Genjutsu Binding: Root
Ninjutsu:
Fuuton:
Detection: Airflow
Rank 5 Techniques:
Ninjutsu:
Communication: Voice Amplification
Katon:
Ninjutsu Binding: Dizziness
Suiton:
Ninjutsu Binding: Capture
Rank 6 Techniques:
Genjutsu:
Compulsion:
Genjutsu Binding: Stun
Ninjutsu:
Detection: Hostile Intent
Detection: Lesser Sonar
Hiding: Conceal Hostility
Doton:
Enhancement: Landslide Armor
Ninjutsu Binding: Earth Hands
Fuuton:
Enhancement: Gale Force
Katon:
Enhancement: Raging Inferno
Raiton:
Enhancement: Lightning Speed
Ninjutsu Binding: Erratic Movements
Shadow:
Enhancement: Shadow Might
Taijutsu:
Strike:
Taijutsu Binding: Violent Sickness
Rank 9 Techniques:
Ninjutsu:
Detection: Body Temperature
Hiding: Lower Body Temperature
Rank 10 Techniques:
Taijutsu:
Strike:
Taijutsu Binding: Phantom Pain
Rank 12 Techniques:
Ninjutsu:
Detection: Sonar
Hiding: Sound Barrier
Chakra Suppression Enhancer: This potion can be ingested to suppress the character's
chakra. The character's chakra signature is suppressed by 2 categories for 1d4x10
minutes, but he suffers a –4 penalty to Chakra Control checks made to tap his reserves
and a –2 penalty to meet the perform requirements of Chakra Control, Genjutsu and
Ninjutsu techniques while the effect lasts.
Bladed Wheel (Motorcycle Puppet only): The puppet's gains a secondary buzzsaw
attack. The buzzsaw deals 2d6 points of damage on a successful hit.
Body Slot: Limb or Torso. Points: 2 weapon. Difficulty: B-Class. Cost: 18. Weight: 10
lbs.
Drill: The puppet's slam attack turns into a drill attack. The drill attack can only be used
to make one attack as an attack action, but deals 2d10 points of damage on a successful
hit, and threatens a critical hit on a natural roll of 20 for triple damage. The drill
component can revert to and from a slam attack as an attack action that can provoke an
attack of opportunity.
Body Slot: Limb. Points: 2 weapon, 1 utility. Difficulty: B-Class. Cost: 18. Weight: 10
lbs.
Laser Sword: This component enables the elemental cannon component to form a sword
instead of firing a blast. The laser sword is a light melee weapon that deals 1d8 points of
damage (2d6 for a greater elemental cannon) and threatens a critical hit on a natural roll
of 19 or 20. Creating the sword is an attack action and consumes chakra and charges from
the elemental scroll as though a shot had been fired. Each sword lasts 10 minutes or until
dismissed as a free action.
Body Slot: None, requires Elemental Cannon (any). Points: 1 weapon. Difficulty: A-
Class. Cost: 19. Weight: 1 lb.
High-Mobility Array (Armor Puppets only): When animated and worn as a suit of
armor, the puppet can be used with the Puppet Flight puppeteer skill, allowing the puppet
to move at one-half its movement speed with a poor maneuverability.
Body Slot: Chest. Points: 3 utility. Difficulty: A-Class. Cost: 26. Weight: 20 lbs.
Power Array (Armor Puppets only): When animated and worn as a suit of armor, the
puppet gains the benefit of active Speed and Strength ranks.
Body Slot: Chest. Points: 2 utility. Difficulty: B-Class. Cost: 22. Weight: 10 lbs.
Puppeteer Array (Armor Puppets only): When animated and worn as a suit of armor,
the puppeteer can still animate other puppets.
Body Slot: Chest. Points: 2 utility. Difficulty: B-Class. Cost: 22. Weight: 10 lbs.
Armor Puppet: Medium Construct; hp +10; Spd 40 ft.; Defense +1 natural; Grap +0
size; Atk +0 size (1d6+2 slam); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ hardness 3, puppet
immunities; CP +0; Str 14, Dex +0.
Skills: -4 armor check penalty.
Components (3 weapon points, 3 utility points): Head 1—None; Limbs 3—None;
Chest 1—None.
Special: The armor puppet can transform to and from an animated suit of armor each
time it is deanimated or animated. Equipment penalty taken from being defeated applies
to the armor's armor check penalty.
The transformation takes 1 round, and the puppet is unable to take any action or be
reanimated during this process. The suit of armor takes 1 full-round action to be donned
and can be removed by a latch from the inside even when the armor puppet is
deanimated; this process takes 1 full-round action.
The armor puppet must be worn by the puppeteer who animated it, and prevents the
puppeteer from controlling any other puppets while worn. While wearing the armor
puppet, the puppeteer can take actions as though it were its puppet and make skill checks
normally without taking a penalty, and the puppet does not count towards his carried
weight. Furthermore, he gains total cover while the armor puppet is animated, and can
only be targeted when the puppet is deanimated; however, the puppeteer is still subject to
gases, gaze attacks, suffocation and drowning, as well as any effect that would ignore
armor or penetrate total cover, such as being submerged in acid or lava, either partially or
completely.
When the armor puppet is worn but deanimated, it counts as a suit of heavy armor that
weighs as much as the armor puppet weighs, with a +6 armor bonus to Defense (+3
nonproficient), a –4 armor check penalty and a maximum Dexterity bonus of +2.
Iron Tyrant: Large Construct; hp +20; Spd 20 ft.; Defense +3 natural, –1 size; Grap +4
size; Atk –1 size (2d6+13 slam); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ hardness 8, puppet
immunities; CP +5; Str 28, Dex –2.
Skills: -6 armor check penalty.
Components (3 weapon points, 3 utility points): Head 2—None; Limbs 2—None;
Chest 2—None.
Special: The iron tyrant can transform from a balanced form, typically humanoid, to an
attack form at the puppeteer's command, usually that of a massive bipedal lizard. The
transformation takes 1 round, and the puppet is unable to take any action or be reanimated
during this process. When the puppet is deanimated, it automatically reverts to its
balanced form.
When the iron tyrant is in attack form, it suffers a –5 penalty to Defense, but gains a +2
circumstance bonus to attack and weapon damage rolls. In addition, the iron tyrant cannot
benefit from being made from other materials, as it is already made from dark iron.
Collaboration Techniques
A collaboration effect is a type of technique that is achieved when two or more
participants perform two or more component techniques simultaneously. The
collaboration effect must be learned beforehand, following the normal rules for learning a
technique. All component techniques must be performed during the same initiative count,
which is typically accomplished by delaying one's action, and a character can only
perform 1 collaboration effect per encounter.
The collaboration effect overrides the effects of all component techniques when
performed, unless specified otherwise, and uses the highest saving throw amongst the
component techniques as the basis for all required saves, plus a bonus to the saving throw
equal to one-half the collaboration effect's rank (round down). In addition, the ranks of
collaboration effects range from 1 to 6 rather than 1 to 14. Learning a collaboration effect
is a Learn check modified only by the character's Intelligence modifier.
There are no subtypes for collaboration effects. Furthermore, the perform time of the a
collaboration effect may vary depending on the perform time of the component
techniques, and it is not increased. Each different character involved in a collaboration
effect is referred to as a participant, and any variant that calls for level refers to the
participant levels, which is obtained by using the average value of all participants
involved in the collaboration effect (mastery may increase the effective level of one of the
participants to determine the maximum values of the technique).
This collaboration effect requires the component techniques Suiryuuga Sougakari and
Fuurensetsu no Jutsu. The effect deals 2d6 points of water and wind damage against up
to 5 targets, plus 1d6 per chakra spent in the collaboration effect (maximum participant
levels plus 2 or 22d6).
The damage is halved on a successful Reflex save and affected targets must make a
Fortitude save to avoid being thrown back 2d4x5 feet and suffer 2d6 points of collision
damage when colliding with an object their size or larger.
Requirements: Either Suiryuuga Sougakari (3 mastery) or Fuurensetsu no Jutsu (3
mastery).
This collaboration effect requires the component techniques Mizudan no Jutsu and
Gufuudan no Jutsu. The effect deals 2d6 points of water and wind damage, plus 1d6 per
chakra spent in the collaboration effect (maximum participant levels plus 2 or 14d6),
halved on a Reflex save.
This technique leaves a zone in the affected area. Enemies who attempt to enter or leave
must make a Fortitude save to avoid being buffetted back by the wind. This lasts 1 round.
Requirements: Either Mizudan no Jutsu (5 mastery) or Gufuudan no Jutsu (5 mastery).
Collaboration: Scorching Blast
Collaboration [Fire, Wind]
Rank: 2 (C-Class); Learn DC: 15, 2 success; Component: D; Range: Medium (20 ft. +
10 ft./2 levels); Area: 20-ft. radius burst; Duration: Instantaneous; Saving Throws:
Reflex half; Chakra Resistance: Yes.
This collaboration effect requires the component techniques Gehidama no Jutsu and
Gufuudan no Jutsu. The effect deals 2d6 points of fire and wind damage, plus 1d6 per
chakra spent in the collaboration effect (maximum participant levels plus 2 or 14d6).
Requirements: Either Gehidama no Jutsu (3 mastery) or Gufuudan no Jutsu (3 mastery).
Collaboration: Summoning
Collaboration [Summoning]
Rank: 4 (A-Class); Learn DC: 19, 3 success; Component: A; Range: Close (10 ft. + 5
ft./2 levels); Effect: Summons one creature; Duration: Instantaneous; Saving Throws:
None.
This technique can be performed by up to eight participants, but must be done in pairs.
This technique summons one creature from a single blood pact using the highest level
participant to determine the character level for the summoning, as Kuchiyose no Jutsu.
Each pair in the summoning increases that level by 2.
To determine the chakra cost paid by each participant, divide the chakra cost of the
summoned creature by the number of participant, and multiply that number by two.
Requirements: Kuchiyose no Jutsu (3 mastery), all participants must have the same blood
pact.
Reality Manipulation
Some enormously powerful beings have the ability to manipulate the fabric of reality
seemingly at will. Those beings are few and far in-between, but sometimes a GM might
wish to allow his or her players a small fraction of this power. This could be achieved by
using the optional system of reality revision, as shown in this segment.
Reality Revision (Cha)
Trained Only.
You can use this skill to modify or even overwrite the fabric of reality with shards, a zone
of altered reality where you can create your own rules. To do so, however, can be
especially dangerous. Any chakra cost incurred by a successful use of this skill incurs
severe drawbacks unless paid in totality with Senjutsu chakra. Refer to the section below
for Reality Revision drawbacks.
Check (Detect Shard): You can make a DC 15 Reality Revision check to detect the
presence of any shard within 30 feet. The shards manifest as subtle shimmers where the
boundary of the shard meets the real world which only you can see.
Retry?: Yes.
Time: Detecting a shard requires an attack action.
Check (Access Shard): You can make a Reality Revision check to enter a shard you
would normally be excluded from. The difficulty of the check is equal to 11 + the Reality
Revision skill modifier of the shard's creator. You can use this check to grant any two
creatures you touch access instead. This check must be made each time you or the
touched creature wishes to enter the shard.
Retry?: Yes.
Special: A character can't take 10 or take 20 when accessing or granting access to a
shard.
A successful check to access or grant access to a shard carries a chakra cost equal to one-
quarter the chakra cost of the shard.
Time: Accessing or granting access to a shard takes 1 round.
Check (Create Shard): You can alter the fabric of reality in a limited area by creating
shards, a special kind of spirit plane that lasts only for a short while. While certain
adjustments can be made to reality inside a shard, everything that happens in the shard
also has real-world consequences (for instance, to die in a shard means to die in the real
world as well). The difficulty of creating a shard, as well as the cost, depends on
primarily on its size, as shown on the table below.
Shard size Base DC Chakra Cost Time
Small (up to 50 ft. by 50 ft.) 10 5 1 round
Medium (up to 100 ft. by 100 ft.) 15 10 1 minute
Large (up to 250 ft. by 250 ft.) 20 15 10 minutes
Enormous (up to 1,000 ft. by 1,000 ft.) 25 20 30 minutes
Massive (up to 5 mi. by 5 mi.) 30 25 1 hour
Immense (up to 25 mi. by 25 mi.) 35 50 8 hours
Titanic (up to 100 mi. by 100 mi.) 40 100 24 hours
Infinite (entire country, continent or planet) 50 500 56 hours
No matter the size of the shard, however, it can usually only ever be accessed by passing
through a space adjacent to you. This space could be a doorway, a street, an arch or
simply an empty space. Additionally, unless otherwise noted, there is only two ways to
exit the shard: to pass through the entrance or to wait for the shard to end.
A shard is generally its own separate reality, meaning that people outside of it cannot see,
hear or experience anything that happens inside, and likewise people inside cannot see,
hear or experience what happens outside. Furthermore, when a shard is created, unless it
directly overwrites reality, it can only be accessed by passing through the entrance or
boundary in the right direction. If the shard directly overwrites reality, however, everyone
in the area of the shard is automatically pulled inside, which can have dire consequences,
and nobody can be excluded. When such shards overlap, it can have highly volatile and
usually unpredictable effects (at the GM's discretion).
When a shard ends, there is generally no consequence to the creatures still inside. Anyone
inside the shard is relocated outside the entrance or boundary to the shard, and any object
Retry?: Yes.
Special: A character can't take 10 or take 20 when creating a shard.
A successful check to create a shard has a chakra cost, as shown on the tables above.
Time: See above. The time spent to create a shard must be continuous and uninterrupted,
as though concentrating on a technique.
Check (Exclude or Banish Character): You can make a Reality Revision check to
exclude a character from the shard. The difficulty of this check varies depending on
whether or not the character is inside the shard: DC 15 to prevent a character from
entering the shard, or DC 15 + character' level or hit dice to banish the character from the
shard and prevent it access.
A banished character is forcefully removed from the shard and relocated to the boundary
or entrance of the shard, and will be unable to re-enter, unless the shard directly
overwrites reality.
This check carries a –20 penalty when performed by anyone other than the shard's creator.
A shard's creator can never be excluded or banished from his own shard.
Retry?: Yes.
Special: A character can't take 10 or take 20 when excluding or banishing a character.
A successful check to banish a character has a chakra cost equal to one-half the
character's level or hit dice.
Time: Excluding or banishing a character takes 1 attack action.
Check (Innoculate Self): You can make a Reality Revision check to become unaffected
by modifications made to a shard. This includes all modifications in the alter gravity and
elemental affinity categories, but not alter time. The difficulty of this check is DC 15 for
the shard creator or DC 11 + the Reality Revision skill modifier of the shard's creator for
anyone else.
Retry?: Yes.
Special: A character can't take 10 or take 20 when innoculating yourself..
A successful check to innoculate yourself has a chakra cost equal to one-quarter the
shard's chakra cost
Time: Innoculating yourself takes 1 full-round action.
Check (Modify Shard): You can make a Reality Revision check while inside any shard
to modify the fabric of reality inside it. These modifications can be subtle or overt, but
always have a chakra cost.
D10 Drawback
1 Roll again twice
2 Take 2d6 damage to all ability scores
3 Take 1d6 damage to all ability scores
4 Become disconnected from reality, take a –4 penalty to Will saves
5 Become impeded by reality, take a –4 penalty to Reflex saves
6 Become impacted harshly by reality, take a –4 penalty to Fortitude saves
7 Eldritch overload, become nauseated
8 Eldritch sickness, automatically fail Reality Revision checks
9 Eldritch fatigue, take a –10 penalty to Reality Revision checks
10 No drawback
Quick-Time Events
A quick time event is a scripted skill challenge within an encounter, always initiated by a
NPC. As a general rule, the outcome of each quick-time event (QTE) is left at the GM's
discretion, but there are two types of QTEs: scripted and open-ended. Regardless of the
type, however, all quick-time events require some foresight and a great deal of planning.
A victory track, for example, could look like this: –1 penalty to armor class > –1 penalty
to armor class, –1 penalty to saves > –2 penalty to armor class and saves > –2 penalty to
armor class and saves, –2 penalty to attack rolls > –3 penalty to armor class, attack rolls
and saves > –4 penalty to armor class, attack rolls and saves > –5 penalty to armor class,
attack rolls and saves > –5 penalty to armor class, attack rolls and saves, movement speed
is halved > –10 penalty to armor class, attack rolls and saves, movement speed is halved.
The above victory track has 9 steps, meaning that no more than 10 to 12 challenges
should be allowed throughout the encouner.
– Challenge 3: DC 30 Attack roll. The battle sorcerer moves to the offensive! A curved
sword flies out of its sheath and comes alight with sparks with a spoken word as Kazuma
swings it at Shiguro's neck with all his might!
Success: Shiguro takes 20 damage. The attack strikes true, but Kazuma fails to follow
through entirely when the blackguard catches the sword in his iron-clad hands!
Failure: Kazuma takes 10% max hp damage. Shiguro nudges the attack aside with one
of his pauldrons and comes in low! Kazuma isn't quick enough to avoid a deep cut to his
belly!