Untyped Jutsu

Name:  Flawed Jutsu [Technique]

Technique cost:  See description

Prerequisites: None

Effect: Sometimes a ninja has the desire or need for a Jutsu that they have learned, but not quite perfected. In such a case they can make do with a flawed Jutsu. This technique is taken in combination with a specific jutsu. By accepting certain limitations a jutsu can be learned for fewer technique points than normal. This reduction also affects how long it takes to learn the flawed jutsu in accordance with its new classification. (See Technique overview for a full explanation) The limitations are selected when the Jutsu is learned and by spending technique points they can be removed, but one cannot add limitations later, it's impossible to get worse at a Jutsu generally. A jutsu can only be reduced to a minimum of 1 technique point cost, no matter how flawed. The limitations and their reduction to technique cost are as follows:

Extra hand:  Someone with this technique has just barely grasped the basics of a jutsu but can't quite manage without a little extra help. This technique causes the associated jutsu to require 1 more hand to weave than normal but reduces the technique points to learn it by 1. This can be taken multiple times, each time adding another hand and reducing the technique point cost required to learn the technique by another 1. If this takes the number of hands above two then the weaver will need the assistance of someone else who knows the jutsu and will delay until the user's turn and spend the same action in order to finish using the jutsu, though they do not need to contribute any chakra.

Inefficient: This flawed technique causes the user to be particularly bad at regulating the chakra required for the technique. The associated jutsu increases it's chakra cost by 10% (Minimum 1 point increase) in exchange for reducing the technique point cost by 1. This can be applied multiple times when and its effects stack however each 10% increase always increases the cost by a minimum of 1 chakra.

Short range: The jutsu in question is not able to make use of its full range. A Perception or long range jutsu reduces to medium, a medium range jutsu is reduced to close, and a close range jutsu becomes touch range and requires a melee touch attack if it didn't already or if it had required a ranged touch attack. This reduces the technique point cost of a jutsu by 1 step and can be applied to the same jutsu multiple times to further reduce the cost.

Slower weaving: The time required to use the jutsu increases. An immediate or free action becomes a swift action, swift becomes move, move action becomes standard, standard action becomes full round, any jutsu taking longer than a round now doubles in weaving time. This also makes the jutsu easier to read giving anyone trying to identify it with Knowledge Ninjutsu  a +5 bonus. In exchange for this delay the jutsu requires 1 fewer technique point to learn.

Unconvincing: This flaw creates very poor imitations. It can only be used as part of a jutsu that allows a stealth, disguise or hide check as part of the jutsu, the associated check takes a -20 penalty. Most often this effectively cancels the +20 bonus many jutsu such as clone jutsu grant, but in other cases it can simple leave a jutsu very poorly concealed or hidden. This reduces the technique cost by 1.

Unreliable: This flaw represents a jutsu that works perfectly....sometimes. Each time the jutsu is used there is a 50% chance it instead fails, wasting the time and chakra used for it. This drawback reduces the technique cost by 3.

Vigilance: This flaw can only be applied to jutsu that create an effect with a duration longer than 1 round that has some visible effect. If at any point the user of the jutsu loses sight of the effect of their jutsu for more than 1 round it ends prematurely regardless of remaining duration. For example a shadow clone created with this flaw disappears if the user loses sight of it (this counts as being destroyed), and a barrier jutsu like a created wall fails if the creator doesn't continue observing it. In exchange for this limitation the technique point cost of the jutsu reduced by 2.

Weak: The jutsu has its proper form and shape but it's power is severely lacking. A jutsu can only have this drawback if it is capable of dealing damage, the damage it deals is reduced by one step. If the jutsu would normally deal d4's of damage then instead each die is treated as 1 damage. This reduces the technique cost by 2.

If due to a jutsu's nature or the way it functions a flaw would not actually be detrimental to the jutsu in any situation then that flaw cannot be applied. This technique may be taken more than once, each time applying to a different, or the same, jutsu. If desired a ninja may spend the amount of time and technique points a jutsu was discounted in order to remove it's limitation and perfect the jutsu. This requires them to have known the flawed jutsu for at least as long as it would have taken to learn the unflawed one.

Name: Basic Chakra threads (Jutsu)

Technique cost:  1, Untyped

Prerequisites: None

Chakra cost: 1 per round, 3 per round if invisible

Range: Close

Weaving: 1 hand, swift action or standard action (see description)

Effect: The user of this Jutsu creates a thread of chakra reaching from their hand to an unattended object. This allows them control over the object which allows them to perform several types of actions provided the object is within their light load. The user may move the object anywhere within the range of the jutsu as a move action. This movement is not limited to being along the ground. The objects movement does not provoke attacks from others. These threads can also do anything ninja wire can do, functioning like normal ninja wire with a length equal to the range of the jutsu. Unlike real ninja wire chakra threads normally don’t require a perception check to see. At this level of mastery the jutsu user may pay 3 chakra per round instead of 1 but in exchange the jutsu can be used without visible hand signs and allows a sleight of hand check with a +20 bonus to conceal the threads. Anyone failing an opposed perception check doesn't notice the thread being formed and won't notice the object is being targeted until the user actually moves it. Maintaining chakra threads does not require any special concentration, though the chakra cost must be paid each round to extend the duration for the round. Additionally the user must keep the hand they wove the jutsu with empty or the jutsu ends immediately. A chakra thread can be sundered as if it were a weapon wielded by the jutsu user, it has 5 Hardness and 10 hit points and a burst DC of 26 however only magical weapons or jutsu that deal slashing damage may deal any damage to a chakra thread. If another ninja attaches a thread to the same object the two ninja make an opposed strength check with the winner gaining control of the object and the losers thread breaking.

Name: Body Flicker (Jutsu)

Technique cost:  1, Untyped

Prerequisites: None

Chakra cost: 1 per 5 ft of movement

Weaving: swift action, no hands.

Range: Personal

Effect: This technique is used to enhance the speed at which a ninja travels. They may expend any amount of chakra and move 5 ft for every point of chakra spent. If the space they begin in and the space they end in both grant concealment the user may make a free stealth check as part of their move action, ignoring the penalties for moving while sneaking, anyone whose perception check doesn't exceed the user's stealth check is unable to see any part of their movement and thus is unaware what direction they travelled in. Movement made using this Jutsu does not provoke an attack of opportunity. By using carefully regulated bursts of speed and powerful leaps as well as rationing their chakra a user of this jutsu may also expend chakra from their daily maximum pool in increments of 5 in order to add another two miles traveled overland per hour, or another 16 miles traveled overland in a day. Thus a Ninja spending 10 chakra from their maximum pool could travel 4 extra miles in an hour or 32 extra miles in a days journey.

Name: Climbing (Jutsu)

Technique cost:  1, Untyped

Prerequisites: None

Chakra cost: 1 per minute

Weaving:  Free action, no hands

Range: Personal

Effect: The user of this jutsu is able to cover their feet in carefully controlled chakra allowing them to cling to surfaces. This allows them to walk or run up walls and even ceilings at their normal land speed. Surfaces that are exceptionally slippery, those covered in water or oil for example, prevent the use of this jutsu since it causes the user to instead adhere to the liquid rather than the intended surface. This jutsu lasts 1 minute after which the user may pay the chakra cost again to extend the duration by another minute.

Name: Cloak of invisibility (Jutsu)

Technique cost: 1, Untyped

Prerequisites: None

Chakra cost: 1 per 10 minutes

Weaving:  2 Hands, Full round action

Effect: The user of this technique infuses a cloth or other object with a small amount of Chakra and chooses one side of one square they occupy. The touched object perfectly blends into that exact location granting a +10 bonus to stealth checks to anyone hiding behind it and allowing them to hide without cover. This camouflage only works if a line of effect from the user would pass through the correct side of the chosen square, thus anyone viewing the cloak from the side would easily be able to see through it. Once activated the object retains the appearance for ten minutes minute, after which the user may continue to pay the chakra cost to extend the duration without having to weave the jutsu again. The primary limitation of this jutsu is that any movement at all will cause the cloth to move, suppressing the effect until the user stays still for a full round.

Name: Clone (Jutsu)

Technique cost: 1, Untyped

Prerequisites: None

Chakra cost: 1 per minute per clone

Weaving: 2 Hands, Standard action

Effect: This jutsu allows the user to create nonphysical duplicates of themselves in any adjacent square or square adjacent to a square in which they are creating a clone. Each clone costs 1 chakra to form. The clones generally resemble the creator who makes a disguise check with a +20 bonus to make them convincing. Though the clones appear solid, their lack of shadows and inability to leave prints, disturb their environment, or make sounds of any kind makes them easy to distinguish. Anyone making a DC 20 perception check can determine whether a clone is real or not. These clones can move about at the user's discretion and directing them does not require an action however the clones cannot act on the turn they are created. The clones themselves have no intelligence and do not have their own thoughts or perceptions. This means that the user of this clone jutsu must actively be able to see their clones in order to direct them or else they are limited to very simple directions. The clone can move using any method available to the weaver. While the clones are not capable of physically affecting the world around them, they can still be a great asset in battle. Clones that have not been recognized as such count as threatening adjacent creatures, and thus can be used to flank, provoke attacks of opportunity, or cause a creature to weave defensively to avoid provoking them. A clone has an armor class of 10, automatically fails saving throws, and disappears if it takes any damage. Even though concentrating on this jutsu does not use any action, the caster still must make concentration checks if they take damage or are disrupted, as if they had been hit while weaving the jutsu, and failing to concentrate causes all created clones to vanish and the chakra expended to be lost. There are also a few other tricks that can be used with this jutsu. The jutsu the user may pay 1 additional chakra when a clone is created or dispersed in order to fill the clone’s square with a cloud of smoke that provides 20% concealment and dissipates at the beginning of the weaver's next turn. Additionally If the user knows the transformation jutsu they may use that jutsu as a free action to seamlessly alter either their own appearance or that of the newly created clone. A created clone lasts 1 minute after which the user may pay it's chakra cost again to extend to another minute with weaving new hand signs.

Name: Summoning (Jutsu)

Technique cost:  1, Untyped

Prerequisites: None

Chakra cost: 6 per CR of summoned creature

Weaving: 2 Hands, full round action

Range: Touch

Effect: This powerful jutsu invokes the power of a blood contract to call an ally across any distance. In order to invoke this jutsu the user must first provide a sacrifice of blood. If the user has taken any slashing or piercing damage they may do this without needing to draw more blood, or they may bite or cut themself as part of the jutsu dealing 1 damage to them self. Then a web of symbols emerges from the user's hand or a touched surface and the summon appears in the same square or an adjacent to the summoner. In order to summon a creature the user must first sign a contract with either that specific creature or a member of its animal it's family. For example signing a frog contract allows the summoning of poisonous frogs, giant frogs, froghemoths and so on. Similar contracts can exist for nearly all forms of creatures. The ninja can also form a “personal” contract which is an agreement with a single person that functions the same way, provided both parties sign it. Once the contract is signed the user performs the jutsu and expends 6 Chakra per CR of the target creature. (Creatures with fractional CR cost that fraction of the 6, minimum 1.) Once the creature is summoned however it is not in any way obligated to obey the summoner and it cannot act on the turn it is summoned. Either party may unsummon the creature as a free action, returning it to its original location within 1 hour of the summoning. The user may also summon more than one creature with the same action, provided they pay the chakra cost for each creature. (Calculate the cost of each summoned creature separately and then add them together). This technique can also be used to form a contract with ninja tools or inanimate objects, in which case the contract applies only to that specific object and costs 2 chakra per pound of the summoned object. There is no limit to the number of contracts of any kind a person may have, but the user should be advised, all summon contracts work both ways and any contracted person or creature can, in theory, summon the signee if they know this jutsu. If a Ninja is truly desperate they can also attempt to use the summoning jutsu without a contract by paying chakra as if summoning a creature of the user's CR. This is extremely dangerous as it has the chance to bring a creature to the location of any party involved in any summoning contract, but it could also pull the ninja into another place, another time, or even another dimension, as such this method is incredibly ill advised. By paying 1 extra chakra when this jutsu is used the user may fill their summons space with a cloud of smoke that blocks sight and provides 20% concealment. The smoke dissipates after 1 round. Regardless of the chakra spent the Ninja may not summon a creature with a CR of their level -2 or higher.

Name:  Transformation (Jutsu)

Technique cost:  1, Untyped

Prerequisites: None

Chakra cost: 1 Per 10 minutes

Weaving:  2 Hands, Standard action

Range: Self

Effect:  The jutsu user alters their appearance dramatically. This grants the user a +20 bonus on their disguise check and allows them to appear as any person, object, or creature within 1 size category of their normal form. Although this is referred to as an illusionary technique the subject does gain the actual shape of their disguise, for example they have the same texture as their illusionary form, and someone turned into for example a fuma shuriken becomes aerodynamic enough to be thrown. This does not provide any hardness, ability scores, size bonuses or other qualities or abilities nor does it disguise the jutsu user’s voice. Taking any amount of damage forces a concentration check or the jutsu ends. Being rendered unable to take mental actions immediately ends the transformation as well. Once the jutsu lasts 10 minutes at the end of which the user may pay the chakra cost again to extend the duration by another 10 minutes without having to weave signs again. By paying 1 extra chakra when this jutsu is used the user may fill their space with a cloud of smoke that blocks sight and provides 20% concealment. The smoke dissipates after 1 round.

Name:  Hiden hand sign [Technique]

Technique cost:  2, Untyped

Effect: You have honed and practiced a specific jutsu so well that it now requires only a single hand sign to weave. Select one jutsu that you know when you learn this technique. Anyone watching you weave the jutsu is unable to determine the jutsu with a Knowledge Ninjutsu check, though they can still determine the element release at work. Additionally even someone with a technique such as the sharingan cannot copy your jutsu since there are not enough signs to copy. This has no effect on the time it takes to weave the jutsu. You may take this multiple times, each time applying it to another jutsu you know.

Name: Unconventional weaving [Technique]

Technique cost: 2, Untyped

Prerequisites:  None

Effect: The Ninja has learned their own method for utilizing handsigns. This may be using their feet, an animal using their paws, or by replacing handsigns with some other movement. Regardless of the details the ninja still has all the same requirements for weaving but may replace hands with other appendages. A Ninja using their feet instead may carry items freely but cannot 5 ft step or use any stance or style on the turn they weave. A creature using paws, wings or other extremity cannot be using those limbs to hold objects, fly, or climb in the same turn they utilize a jutsu. Regardless of the details the ninja add 2 to the knowledge Ninjutsu check to identify their jutsu via handsigns. This has no effect on any other qualities of the jutsu such as weaving time or provoking.

Name:  Water walking (Jutsu)

Technique cost:  2, Untyped

Prerequisites: Climbing Jutsu

Chakra cost: 2

Weaving:  Free action

Range: Personal

Effect: The user of this jutsu is able to perfect the lessons of the climbing jutsu and allows them to walk across the surface of water and even waves as if it were solid, albeit moving, ground. Extremely choppy waters may count as difficult terrain and huge waves may be high enough to count as walls. While this jutsu is active it also provides the effect of climbing jutsu. This jutsu can be activated even during another creatures turn. This jutsu lasts 10 minutes after which the user may pay it's chakra cost again to extend it's duration.

Name:  Art of Eros (Jutsu)

Technique cost: 3, Untyped

Prerequisites: Transformation jutsu

Chakra cost: 2

Weaving: 2 hands, Standard action

Range:  Close

Effect: This special variation of the transformation jutsu is meant to assume an appealing form in order to open an opponent up to attacks. The chosen form is made tailored to best appeal to one target within range. The jutsu user makes a charisma check and the target makes a will save. If the target's will save result is worse than the charisma check they are so fascinated by the form that they are stunned for 1 round. Several factors can influence the use of this technique however. Firstly the user must have some idea of what kind of form might appeal to the target. The user should be granted a bonus or penalty ranging from -5 to +5 based on how appealing the chosen form is. Sometimes this relies on a blind guess, but clever ninjas find out their opponents preferences beforehand. It's also possible that the chosen form is so far off that it has no chance of succeeding. But equally as important as the selected form is the strength of the target. The more battles a ninja has seen the more cautious they are regarding deadly attacks and unknown jutsu, and the more shocked they are by such a harmless and seemingly impractical jutsu seeing use in battle. The target takes a -1 penalty to their will saves for every 2 levels or HD they have. However once this jutsu has been used to stun a foe they become more prepared for it, which negates this penalty.

Name: One handed weaving  [Technique] (MetaJutsu)

Technique cost: 3, Untyped

Prerequisites: None

Chakra cost: x 1.1 (+10%)

Weaving: See below

Effect: This technique represents a great deal of practice and familiarity with using two handed jutsu with just one hand. Anytime you use a jutsu you may use only one hand to weave the needed signs instead of two. Using a Jutsu in this way causes a higher degree of wasted chakra, and as such a jutsu used with this technique increases the chakra cost by 10% (Rounded down, min 1). Regardless of hands used this has no impact on the time it takes to weave the jutsu. Using a Jutsu in this way applies a -10 penalty to the knowledge ninjutsu check made by anyone trying to identify their jutsu by hand signs. Additionally the ninja may use a jutsu modified with this metajutsu while grappling without needing to make a concentration check.

Name:  Substitution (Jutsu)

Technique cost:  3, Untyped

Prerequisites: Body flicker

Chakra cost: 5

Weaving: None, immediate action

Effect: This jutsu allows the user to instantly move form their location and substitute themself with an object in order to avoid an attack. This jutsu can be activated as an immediate action when the user would take damage. They may immediately take a move action which they may only use to move. This movement does not provoke an attack of opportunity and takes place before whatever harmful condition triggered the effect. At the same time an object appears In the space the user occupied before activating this jutsu. That object takes the damage instead of the user. The object must be one within the user's light load that was either on the user's person or within their base land speed and unattended. This Jutsu cannot be used when the user is flat footed against the attack that triggers it, or if the user is immobilized, grappled, rooted, slowed, entangled or otherwise unable to leave their square. This jutsu cannot protect against effects that do not deal hit point damage, it also cannot be used against Genjutsu, even those that do deal damage.

Name: Basic sealing (jutsu)

Technique cost: 4, Untyped

Prerequisites:  None

Chakra cost: 1+

Weaving:  2 Hands, 1 Round

Range: Touch

Effect: Also known as enclosing technique, this jutsu forms the foundation of all sealing jutsu and it is known and feared for its versatility. In the simplest terms this jutsu takes something and stores it inside of a seal. The seal is a set of strange symbols that can be overlaid onto anything, usually a scroll. The application for this is immense however. This jutsu requires a whole round to weave meaning it finishes at the beginning of the user's next turn. During this round the jutsu user is flat footed unless they choose to abandon weaving in response to an attack, this does not waste the chakra that would have been used. If desired the user may continue weaving the jutsu, spending more turns until an appropriate object comes within arms reach to seal. Despite the difficulty and required setup this jutsu has many amazing uses. Firstly this jutsu can be used to store an object at a cost of 1 chakra per 10 pounds of the object or objects. Secondly it is capable of storing people inside. Storing a person inside of a seal requires the expenditure of 20 chakra if they are medium size. The chakra cost is doubled for each size larger and halved for each size smaller. Creating a seal also reduces the user's maximum daily chakra by 10% of the cost of sealing, Minimum 1 chakra. Thus sealing 100 lbs worth of equipment would reduces the ninja's maximum daily chakra by 1 while the seal persists. This chakra is regained once the ninja gets a full night's sleep after the seal is opened. While sealed, any creature or object is stored entirely in stasis, unaging and immune to biological needs or the passage of time. Given the time it takes to weave this jutsu the sealing aspect of it has little practical combat application. Primarily the seal is used for transportation of goods. If the seal is damaged or destroyed it immediately releases its contents into the nearest open space. Any ninja who knows this jutsu can take a full round action and undo the seal, likewise releasing whatever is held within. A creature released form a seal is unable to act on the round it is released as it takes in it’s surroundings and suffers profound disorientation. If desired this jutsu can also be used to add something else to an existing seal, this does not alter the cost in any meaningful way. It is also possible to seal a sealed object and doing so makes it more difficult to assess the contents of the seal, see seal reading for more details. This jutsu grants the ninja access to sealing style, an entire discipline all it’s own.

Name:  Chakra thread combat theory [Technique]

Technique cost: 4, Untyped

Prerequisites: chakra threads jutsu

Effect: A ninja with this technique expands their options for using chakra threads in combat. If the user of this technique attaches their thread to a weapon they may attack as if they were wielding it. The attack is calculated exactly as if the jutsu user were standing where the weapon is and attacking with it. The jutsu user can perform combat maneuver, make full attacks, charges (which penalize the objects ac rather than the ninjas), and can even throw the weapon if desired. Lastly, as long as the chakra threads are attached, the jutsu user can make attacks of opportunity using the weapon, threatening the area around it as normal for the weapon's reach. If a weapon with a chakra thread successfully strikes an objects or creature the user of this jutsu may use a free action to attach the thread to the target, removing it from the weapon in the process. Alternatively, rather than attaching the threads to an object they can directly use them against a foe. This allows the user to make combat manoeuvres against any foe within range of their active chakra threads. If they use this to disarm a foe they may automatically attach their thread to the foe's weapon if desired. If a ninja with this technique is forced to make an opposed strength check to control an object another ninja has stuck their chakra threads to they may add their base attack bonus to the result of their strength check.

Name: Leaf Clone (Jutsu)

Technique cost: 4, Untyped

Prerequisites: Clone Jutsu, Transformation Jutsu

Chakra cost:  2 per 10 minutes per clone

Weaving: 2 hands, Standard action

Effect: This Jutsu is one of the first and easiest techniques that combines two other techniques the clone and transformation. This technique allows the weaver to transform one or more objects within reach into an illusionary clone similar to the Clone jutsu. The clone functions exactly as the result of the clone jutsu. The object changes appearance to match the jutsu user, who makes a disguise check with a +20 bonus. When the clone takes damage the illusion breaks and instead the object takes the damage and falls to the ground in whatever space the clone occupied. Each target object must be 20 lbs or less. Because the affected object is actually moving and there is some mass involved this Jutsu casts a shadow, and causes minute disturbances in grass, and leaves tracks. As a result the DC to determine a clone is 35 instead of 20. Leaf Clones lasts 10 minutes at the end which the user may pay the chakra cost again to extend it without weaving their hand signs again.

Name: Sneak attack [Technique]

Technique cost:  4, Untyped

Prerequisites:  None

Effect: A ninja with this technique is adept at dealing better damage to surprised foes. When damaging a flat footed or flanked foe with a ranged or melee attack roll they deal an additional 1d6 damage. This extra damage can even be dealt by jutsu which require attack rolls and is considered precision damage. Unlike other similar abilities this ability is not limited by range and still applies against a foe with concealment. This technique may be learned more than once, each time adding an additional D6, but each time it is taken the technique point cost increases by 4. This counts as sneak attack for all purposes and if the ninja later gains sneak attack from another source they may use it as described here and it's damage stacks with this technique.

Name:  Chakra Scalpel (Jutsu)

Technique cost:  5, Untyped

Prerequisites: None

Chakra cost: 6 Per round

Weaving: Swift action, no hands

Effect: The user of this technique shapes an incredibly fine blade of chakra around their hands allowing delicate cuts to be made. When using this Jutsu to make a heal check involving surgery the user gains a +8 bonus and if the procedure normally causes hit point damage the subject always receives the minimum damage. This Jutsu can also be used  offensively though it's damage is quite limited. When used in combat the user may make a melee attack as a standard action that deals 1 slashing damage plus any bonuses to their damage that they normally would add to a light slashing weapon. The enhanced attack ignores damage reduction, hardness, armor and natural armor. Alternatively the user may attempt to attack specific vulnerable body parts. If the chakra scalpel is used to make a called shot it effects the target as if the called shot was a critical called shot, however when used this way the attack does not ignore armor or natural armor. This jutsu lasts 1 round at the end of which the user may pay it’s chakra cost again to extend the duration another round without weaving the signs again.

Name: Favoured Terrain [Technique]

Technique cost:  5, Untyped

Effect: The Ninja selects a particular location that they are specially trained to operate in. This functions exactly as the favoured terrain ability of the ranger but it does not improve with levels. This ability may be taken multiple times either selecting a new terrain or an existing one. Each time the ninja selects an existing terrain the bonus provided increases by +2, but the technique cost is 3 points higher up to a maximum of 5 times in a particular terrain.

Name: Precharge jutsu [Technique] (Metajutsu)

Technique cost: 5, Untyped

Prerequisites:  None

Chakra cost: +x (see description)

Effect: A Ninja using this metajutsu may choose to invest a great deal more chakra into any jutsu ahead of time to prolong it's effect. When the ninja uses any jutsu that can have its duration extended by paying more chakra, the Ninja may pay as much chakra ahead of time as they wish in order to ensure their jutsu continues to be extended. Many Ninja use this in order to create a long lasting jutsu before resting. This also makes the jutsu much harder to counter since more chakra was invested into it, and it can be very beneficial to front load the chakra cost of a jutsu when working with abilities that provide a percentage refund. This does not change the rule that melding new chakra causes the user’s active jutsu to end.

Name: Basic Puppetry (Jutsu)

Technique cost:  6, Untyped

Prerequisites: Basic Chakra threads Jutsu

Chakra cost:  Puppet HD per round.

Weaving: 2 Hand, swift action

Range:  Close

Effect: Someone who learns this art gains both a passive ability and a jutsu they can activate. Firstly they gain the ability to create animated objects as if they possessed the craft constructs feat and they may ignore all prerequisites for doing so. However the animated objects created by this means can only function in combination with the active part of this jutsu. When someone with this Jutsu connects their chakra threads to an animated object created using this technique the object is animated and able to take action, however doing so costs the user their own actions. For example making a medium sized puppet move its land speed expends the jutsu user's move action, and making the puppet attack expends the user's standard action. The Jutsu user may also expend an attack of opportunity to allow a puppet to make an attack of opportunity when provoked. Furthermore the weaver may cause any jutsu that would normally originate from their square to instead originate from their puppet. The Puppet gains access to all of the user’s feats and techniques, but uses it’s own base attack bonus and ability scores. Maintaining the actions of their puppet requires intense concentration as well as the use of both hands and while the jutsu is being used the weaver is flat footed, though they may end their technique as an immediate action in order to allow them to use their full armor class against an attack. Even while focusing on this jutsu the user may choose to use their hands and standard action to weave other jutsu normally, without ending this jutsu. Since the puppets are still attached to chakra strings they can be moved anywhere in the range of this jutsu using a single move action, including moving through the air. This movement provokes attacks of opportunities normally and can only be used if the target puppet falls within the Ninja’s medium load or less. If the puppet ever moves outside of the range of this Jutsu it collapses and becomes inert until this jutsu is re-activated. Like the basic chakra threads jutsu, the threads controlling a puppet can be thinned out in order to become invisible, but this doubles the chakra cost to twice the puppet’s HD per round. Many puppet masters like to build traps into their puppets directly to add more deadly attack actions and doing so uses all the normal rules for crafting traps. When the puppet strikes a creature or object the user of this jutsu may, as a free action attach their chakra threads to the target instead of their puppet. If they have the additional puppet technique and room for at least 1 more puppet they can attach these threads in addition to maintaining the puppet. Regardless of chakra spent the Ninja cannot control a puppet with a CR higher than their own level. If another Ninja with this technique attaches their threads to the same puppet the puppet will be unable to move until one ninja releases it. Either of the two ninja must make an opposed strength check as a swift action, adding their respective levels. The winner of the check regains control of the puppet and the losers chakra threads snap. The ninja who constructed the puppet gains a +5 bonus on this check.

Name: Basic sensory (jutsu)

Technique cost: 6, Untyped

Prerequisites: None

Chakra: 1

Weaving: 1 Hand, standard or full round, see description

Effect: Someone with this technique is sensitive to the feeling of chakra. They may pay 1 chakra and use a standard action to automatically gain an approximate reading of the chakra of creatures they can see. This is only accurate enough to provide a rough comparison and general feeling of the melded chakra of visible creatures. It can identify who in a group of people has the strongest chakra, whether someone has more or less chakra than the user, and other generalizations. This can usually only pick up on a difference of at least 25%. By Changing the weaving to a full round action the user can also extend this ability to search for chakra sources within close range and get a general sense of their direction and power using the same general qualities listed above even for creatures not within line of sight or effect. This does not allow them to pinpoint creatures, nor does it allow the ninja to see or sense someone using a jutsu of any kind to conceal their presence. The jutsu lasts 1 round at the end of which the ninja may pay the chakra cost again to extend it another round without weaving handsigns again.

Name: Poison training [Technique]

Technique cost: 6, Untyped

Prerequisites:  None

Effect: A Ninja with this technique can apply poisons to their weapon as a move action and never risks poisoning themselves when crafting or handling poisons. This ability counts as poison use for qualifying for feats classes and other abilities.

Name: Chakra Enhanced Reflexes (Jutsu)

Technique cost:  7, Untyped

Prerequisites: None

Chakra cost:  3 chakra per point of dexterity bonus

Weaving: no hands, Immediate action

Range: Self

Effect: The user of this Jutsu focuses their chakra into their nerves to dramatically increase their physical dexterity. The user expends 3 chakra for every +1 enhancement bonus to dexterity they wish to receive. The effects of this jutsu last until the beginning of the user's next turn.

Name: Chakra Enhanced Strength (Jutsu)

Technique cost:  7, Untyped

Prerequisites: None

Chakra cost:  3+

Weaving: No hands, Swift action

Range: Self

Effect: The User of this Jutsu focuses their chakra into their muscles to dramatically increase their physical strength. This dramatically augments the ninja's ability to inflict damage with their physical attacks, destructive power and augments the amount they can lift. For every 3 chakra the user expends they gain a +1 enhancement bonus to their strength score and for every 6 chakra spent on this jutsu they also gain a doubling to the distance covered by any acrobatics check made for jumping. (Remember that two doublings is a tripling and so on). This Bonus lasts until the beginning of the user's next turn.

Name: Favoured enemy [Technique]

Technique cost:  7, Untyped

Effect: The Ninja selects a particular species or group that they are specially trained to oppose. This functions exactly as the favoured enemy ability of the ranger but it does not improve with levels. In most campaigns it would be inappropriate to select “Human” as a favoured enemy, instead the ninja may choose a specific country, nationality, ethnicity, or organization to be especially efficient against. This ability may be taken multiple times either selecting a new group or an existing one. Each time the ninja selects an existing group the bonus provided increases by +2, but the technique cost is 3 points higher up to a maximum of 5 times against a particular group.

Name: Corpse clone [Technique]

Technique cost:  8, Untyped

Prerequisites:  Clone jutsu

Effect: When a Ninja with this technique creates a clone, that clone is able to simulate a realistic death. The Ninja’s clones do not “pop” or dismiss upon taking enough damage to die, instead they realistically emulate dying at the hands of the enemy attack. The ninja may continue to pay their chakra cost to keep the “corpse” present as per the normal duration of the clone. The corpse cannot be healed or used in any way but determining the body is not real requires a DC 25 heal check and at least 1 minute of investigation. Ninja with sensory jutsu are very likely to see through the clone however.

Name:  Genjutsu Dispersal [Technique]

Technique cost: 8, Untyped

Prerequisites:  Int 13+

Chakra cost: See description.

Weaving: 2 hand, standard action

Range: Touch

Effect: A Ninja with this technique knows how to flood their own, or another creatures, chakra circulatory system. This causes a powerful disruption to any Genjutsu that has been used. A ninja using this technique pays 5% of their maximum melded chakra and immediately ends all genjutsu effecting them. This can also be used on a creature touched however the cost the user pays will need to exceed 5% of the target's maximum melded chakra, rounded up. This means there may be some guesswork involved if the user can't sense chakra quantities. Because this technique relies on the minimum amount of quantity that will shock a system it's cost cannot be reduced or refunded.

Name:  Hands free jutsu [Metajutsu]

Technique cost:  8, Untyped

Prerequisites: One handed weaving

Chakra cost: +20%

Effect: The Ninja has honed and practiced their jutsu so well that they can shape their chakra without needing to weave hand signs at all, or by simply weaving them so fast they cannot be observed. By paying extra chakra for a jutsu the ninja may perform it without any visible hand signs. This makes it impossible for anyone to use Knowledge Ninjutsu to determine what jutsu they are using by observing their hand signs. Additionally it means the user does not provoke attacks of opportunity for using the jutsu and they may use the jutsu even when grappled or entangled. Additionally a jutsu modified in this way does not suffer any spell failure chance from armor. This also removes the hand requirement for the jutsu. A jutsu enhanced by this metajutsu increases it's chakra cost by 20%.

Name: Chakra enhanced senses (Jutsu)

Technique cost:  9, Untyped

Prerequisites:  Basic sensory jutsu

Chakra cost: 2+

Weaving: 2 Hands, swift

Range: Personal

Effect: This jutsu allows the ninja to focus chakra into various sensory organs in order to enhance their abilities. The Ninja chooses a sense and gains a bonus on perception checks that utilize the related sense. This bonus is +1 for every 2 chakra the user spends. Additionally each sense comes with a separate bonus.

* Sight: For every 10 chakra the user spends on the jutsu they add 10 ft to the distance away something must be before the DC to notice it increases. Thus a ninja spending 20 chakra would only add +1 to the dc to see an enemy 50 ft away.

* Hearing: The Ninja adds the perception bonus form this jutsu to their sense motive as well, and also applies it to knowledge taijutsu checks made to analyze a creature in combat.

* Touch: The Ninja can automatically pinpoint a creature within 10 ft by feeling the movement of the air around them. They also add the bonus on perception checks to craft checks

* Taste: The Ninja can immediately discern the contents and ingredients of anything they taste in even the smallest amount. They also add the bonus to perception to any fortitude save that would be called for due to eating something hazardous like poison.

* Smell: The Ninja gains scent with a range of 10 ft for every 4 chakra spent on this jutsu

These enhanced senses come with a drawback however. Any attack that targets the ninja’s enhanced senses, including any genjutsu delivered by that sense, increases it’s save DC, if any, by the ninja’s bonus to their perception checks granted by the jutsu. When using this jutsu the ninja may choose to enhance multiple senses at once, each additional sense increases the chakra cost by 10, this extra chakra does not enhance their perception bonus nor does it increase the effect of enhancing the ninja’s senses. The bonus from this jutsu lasts 10 minutes at the end of which the ninja may pay the chakra cost again to extend it another 10 minutes without weaving handsigns again.

Name: Clone substitution [Technique]

Technique cost:  9, Untyped

Prerequisites:  Substitution jutsu, clone jutsu, Body flicker

Effect: This technique allows a ninja to combine two other very valuable abilities, substitution and clones. When a ninja with this techniques uses substitution jutsu they may, as part of the same action use any clone jutsu they know to create a clone to take the damage instead of an object. The clone jutsu being used must have a weaving time of standard action or less and the ninja cannot use this ability to create more than one clone.

Name:  Improved Chakra Control [Technique]

Technique cost:  9, Untyped

Prerequisites: Intelligence 15+

Effect: Someone with this technique has undergone extensive training in carefully regulating the usage of their chakra to prevent any energy from being wasted. Anytime someone with this technique uses chakra they regain 10% of the chakra spent after their jutsu is used. (rounded down, minimum 0).

Name: After Image Clones (Jutsu)

Technique cost: 10, Untyped

Prerequisites: Clone Jutsu, Body Flicker, Basic Nintaijutsu, Advanced Nintaijutsu,

Chakra cost: 5 chakra per clone per round

Weaving: Swift action, 2 hands

Range: Close

Effect: This Jutsu takes the basic idea of the body flicker and elevates it to an incredible degree. By constantly moving back and forth between several locations the user can create the appearance of being in several places at once. For every 5 chakra spent the user creates another "clone" within range of the jutsu. Each clone is able to move normally as if using a move action however all clones must remain within the jutsu range of all other clones. A moving clone provokes attacks of opportunity normally and uses the jutsu user’s touch ac. A clone can pretend to make an attack, and thus provide flanking bonuses, but on its own it cannot attack or deal damage. As a free immediate action however the user may seamlessly swap places with one of their clones a number of times equal to their dexterity bonus per round. This allows them to launch an attack, including attack of opportunity, or jutsu from any clone's space. This also allows them to evade an attack by switching places with the clone. Any clone that would be damaged by anything immediately vanishes as the user can't keep moving into that hazardous space. Likewise if the user would for whatever reason be unable to move into the space as another clone that clone vanishes. For example if the user were encased in a solid stone prison all their clones would vanish since moving to that space would be impossible regardless of speed. The Jutsu also ends if the user becomes entangled, grappled, rooted in place, slowed, staggered, blinded, or unable to move due to any effect. Because the clones are effectively just the user, they provide sensory information to the jutsu user at all times. This jutsu lasts 1 round, ending at the beginning of the user's next turn unless they pay its chakra cost again to extend the duration by another round.

Name: Animal companion [Technique]

Technique cost: 10, Untyped

Prerequisites:  Handle animal 5 ranks

Effect: This technique grants the ninja a skilled animal companion as the druids class feature with several changes: Firstly the ninja uses their character level in place of their druid class level, and the companion does not gain the share spells ability. Secondly as a living creature an animal companion has chakra and as a ninja's companion they can even learn jutsu and techniques. An animal calculates chakra as a ninja but with a chakra multiplier of 1 and has one elemental nature but no starting benefit. The companion does not gain any technique points, however their master may spend their own technique points to teach them. The animal can in theory gain apprentice points based on its intelligence and HD which allows their master to teach them, though very few animals possess sufficient intelligence to do so. Teaching an animal a technique or jutsu requires that the mentor also succeeds on a handle animal check with a DC of 20+The technique's point cost, it must repeat this check for each day of training, which takes 1 step longer than it normally would to learn a technique of its normal difficulty. A failed check means that days efforts do not count towards the required training time. For very long training times a check can be made to represent weeks, months or even years of effort instead.

Name:  Chakra maintenance [Technique]

Technique cost: 10, Untyped

Prerequisites:  None

Effect: The ninja has perfected the use of a specific jutsu allowing them to extend it far beyond it's normal limitations. When the ninja learns this technique they pick a specific jutsu that allows chakra to be spent after certain increments of time to maintain the duration. The increment of time that passes before chakra must be paid increases one step using the following categories: 1 round> 1 minute>10 minutes>Hours>Indefinite. A jutsu with a duration of indefinite effectively lasts until the user melds chakra again at which point they must use it again. Jutsu that have a duration but do not allow chakra to be paid to extend it do not qualify for this technique.This technique may be taken multiple times, applied either to the same jutsu or a different one. If this technique is applied to the same jutsu multiple times the technique point cost increases by 3 each time.

Name: Advanced sensory jutsu [Technique]

Technique cost:  11, Untyped

Prerequisites:  Basic sensory jutsu

Effect: The ninja is now able to discern much more detail when using sensory jutsu. The ninja can clearly identify  and compare chakra of any amount, being able to tell who in a group has the most, even if it is only by a single point. They can also identify the general region of the world a creature was born in, as well as what race they are, and even recognize family lineages based on their chakra. This also grants a  bonus on Knowledge Ninjutsu to identify a jutsu, heal checks, and sense motive checks equal to half the ninja’s level. Additionally, using sensory jutsu now only requires a move action, and if the ninja uses a full round action they can instead sense chakra as above out to a medium range, though they still can’t pinpoint creatures or see through jutsu.

Name:  Corpse Puppetry  (Jutsu)

Technique cost:  11, Untyped

Prerequisites: Puppet jutsu, Basic Chakra threads

Chakra cost: 1 per HD or 1 per 2 HD, see description

Weaving: 2 Hands, Swift action.

Range: Close

Effect: This jutsu allows the user to take control of a corpse using their chakra threads. This animates the corpse under the jutsu users control and applies the zombie or skeleton template to it. Any action that the corpse takes requires the jutsu user to expend their own action. A zombie animated by this jutsu is not staggered. If the animated corpse weighs less than the ninja’s medium load it may be moved anywhere within range of the jutsu as a move action, including through the air, though this provokes an attack of opportunity normally. This Jutsu occupies both of the users hands and leaves them flat footed, though they may choose to end the jutsu at any time in order to dodge an incoming attack. When the Jutsu is ended the zombie or skeleton collapses back into a regular corpse. It can be re-animated by this technique but retains any damage taken previously. If the user possesses the additional puppets technique they may also apply it to this jutsu. Maintaining this jutsu costs 1 chakra per HD of any skeleton created, or per 2 HD of any zombie created, this cost is paid each round. When the corpse puppet strikes a creature or object the user of this jutsu may, as a free action attach their chakra threads to the target instead of their corpse puppet. If they have the additional puppet technique and room for at least 1 more puppet they can attach these threads in addition to maintaining the puppet.

Name: Enhanced summoning [Metajutsu]

Technique cost:  11, Untyped

Prerequisites:

Chakra cost: See description

Effect: This Metajutsu modifies jutsu that call, animate or create allies, allowing the creature or creatures to appear or animate already under the benefit of another of the user's jutsu. When the Ninja calls their summon or animates a creature they may also pay the chakra cost for a jutsu with a range of personal or touch but have that jutsu affect the creature rather than them self. If summoning or creating multiple creatures they must pay the chakra cost for each. Any further chakra cost beyond the initial expenditure must be paid by the summon, who may or may not be willing to continue being affected by the jutsu. This can affect jutsu such as Summoning jutsu, creation of demons, jutsu that create golems or elementals, jutsu that animate the dead, or puppetry jutsu.

Name: Hearty Clones [Technique]

Technique cost: 11, Untyped

Prerequisites:  Any clone jutsu

Chakra cost: 1 per hp

Effect: This useful technique allows a ninja to fortify their clones with chakra to keep them around despite taking damage. When a clone would be popped, dispersed or killed by damage the user may pay chakra equal to the amount of damage taken to keep the clone from disappearing, this does not require an action and can be done over any distance. Clones that activate a special effect on being struck and destroyed do not trigger their effect unless they are actually destroyed.

Name: Additional Puppet [Technique]

Technique cost:  12+, Untyped

Prerequisites: Basic Puppetry, Advanced chakra thread, Basic chakra threads

Effect: This technique expands the options of a puppet user by allowing them to maintain and control a puppet one handed. All uses of chakra threads now require only 1 hand instead of two. This also allows control an additional puppet or corpse at the same time. This requires the user to pay the chakra cost for each puppet separately. When doing this they also gain the use of another standard or move action that they can use solely for the purpose of moving or attacking with a puppet. No individual puppet can take more than a move and standard action in a single round. The first time this technique is learned it allows a second puppet and costs 12 technique points to learn. Each additional time it's taken its technique cost increases by 1 point and it allows control over an additional puppet. This can be taken a maximum of 9 times to allow a total of 10 puppets controlled at once with a total of 10 standard actions and 1 move action split between them.

Name:  Advanced chakra thread [Technique]

Technique cost: 12, Untyped

Prerequisites: Basic Chakra thread jutsu, Chakra thread combat theory

Chakra cost: See description

Effect: A ninja with this technique possesses great skill at creating and controlling chakra threads. The range of their basic chakra threads, and any technique that has it as a pre-requisite, increases to medium. Additionally when using chakra threads the ninja can create up to 10 threads, paying for each separately. Rather than using the normal attack options available they may instead make one attack using each object with a thread attached. Doing this requires a full round action and causes all attacks to suffer a cumulative -2 for every controlled object. Each attack can be either melee or ranged and must still take place within the range of the jutsu. These attacks cannot make use of any Taijutsu techniques, they must be normal attacks. Each weapon is still capable of making attacks of opportunity however those attacks also take a -2 penalty for each object with a thread attached. Additionally the user's chakra strings are now as hard to detect as regular ninja wire without paying extra chakra. Furthermore the threads can carry up to the user’s medium load, and if the user falls within this weight limit they can use their threads to move themselves to a space within short range as a move action as if they were an object attached to the threads. Lastly any ninja without advanced chakra threads cannot use their chakra threads to immobile any object, puppet, or creature you have attached your threads to.

Name: Swift as the wind [Technique]

Technique cost:  12, Untyped

Prerequisites:  None

Effect: The Ninja’s speed increases by 10 ft for all speeds they have access to. This technique may be taken multiple times and it’s effects stack, each time it is taken the technique cost increases by 2 points.

Name: Evasion [Technique]

Technique cost:  13, Untyped

Prerequisites:  Reflex save +5

Effect: The Ninja gains evasion. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. A helpless ninja does not gain the benefit of evasion. This technique may be taken a second time to gain improved evasion, but the second time it’s technique point cost increases by 7 points. Improved evasion causes the ninja to take half damage even on a failed save.

Name: Rapid chakra Molding [Metajutsu]

Technique cost: 13, Untyped

Prerequisites: None

Chakra cost: x1.5 (+50%)

Weaving: See below

Effect: Someone with this metajutsu has learned to rush a jutsu, but in exchange wastes a great deal of chakra. The user may use this metajutsu anytime they weave a jutsu, regardless of its element. Weaving that Jutsu can now be done 1 step faster. A full round Jutsu becomes a standard action. A standard action jutsu can be done as a move action. A move action Jutsu can be done as a swift action. And a swift jutsu may be done as an immediate action. Doing this increases the chakra cost of the jutsu by 50%, always costing a minimum of 5 extra chakra. This technique may be applied multiple times to further increase the weaving time by another step per 50% increase, each step increases the minimum chakra cost by at least 5.

Name:  Rasengan (Jutsu)

Technique cost: 13, Untyped

Prerequisites: None

Chakra cost: 32

Weaving: 1 hand, Standard action

Range: Touch

Effect: The user of this jutsu creates and incredibly dense and compact spiraling sphere of raw chakra. This attack grinds enemies and possesses immense raw power. Upon weaving the user creates a ball in their hand which they can then use to make a melee touch attack. On hit the target takes 7d8 damage that is both slashing and bludgeoning. This attack is extremely useful for damaging objects and ignores the first 10 points of hardness of any object struck. Additionally if the attack hits  a creature the target is knocked back a number of feet equal to the damage they took, rounded down to the nearest 5 ft increment. A fortitude save negates the movement but not the damage. For every 8 additional chakra the user expends they increase the damage by 1d8 and gain a +1 bonus on the attack roll as the ball grows larger.

Name: Cloneswap [Technique]

Technique cost:  14, Untyped

Prerequisites:  Any Clone jutsu

Effect: If the Ninja is attacked while they have an adjacent clone they may use their immediate action, as well as the clones, to instantly switch places, causing the clone to be the target of the attack instead. This switch functions like a 5 ft step.

Name: Genjutsu resistance [Technique]

Technique cost: 14, Untyped

Prerequisites:  base will save 6+, intelligence 15+

Effect: When a ninja with this technique fails a save against a Genjutsu they halve the amount of time before they are allowed another save (if any). Thus a Genjutsu granting a new save each minute grants one every 5 turns, and one per day becomes every 12 hours and so on. A Genjutsu allowing a new save each round allows the target to roll twice and take the better result.

Name:  Living Puppet [Technique]

Technique cost:  14, Untyped

Prerequisites: Advanced chakra threads, Basic chakra threads, Basic Puppetry jutsu, Chakra thread combat theory, Greater grapple,

Effect: A ninja with this technique is able to attach their chakra threads to another creature in order to turn them into a living puppet. When the Ninja uses their chakra threads to grapple an opponent they may choose to commandeer their body. Each time the ninja succeeds on a check to maintain a grapple they may force the grappled creature to take an action that it is capable of. The grappled creature suffers penalties as if entangled rather than grappled, but can be forced to take almost any physical action. The creature cannot be forced to use a jutsu. If the grappled creature's weight falls within the jutsu user’s medium load they can even use one of these actions to move them to any space within range of the chakra threads in the same way they would move a puppet. On it’s own turn the grappled creature may still attempt to escape normally. If the target of the jutsu is willing to take any action the puppeteer desires they may choose to voluntarily fail the checks to resist the grapple and instead gain a +4 bonus to dexterity and +2 on all attack rolls and increase their land speed by 10 ft. This effectively allows the puppeteer to grant the creature extra actions, while enhancing their natural abilities.

Name: Mettle [Technique]

Technique cost:  14, Untyped

Prerequisites:  Fort+5 and will +5

Effect: If the ninja makes a successful Will or Fortitude saving throw that would normally reduce the any sort of harmful effect they suffer no effect at all instead. Only those abilities with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Name: Master sensory jutsu [Technique]

Technique cost: 15, Untyped

Effect: The ninja has advanced their sensory jutsu to remarkable levels. The ninja is now able to use sensory jutsu to determine the elemental affinity the creature was born with and they can also determine roughly how much of their melded and daily chakra they’ve used, to within 25%. If a creature was born with a kekei genkai the ninja instead knows only one of their two elements. Using sensory jutsu is now only a swift action, but if the ninja uses a full round action it’s range extends to long. Additionally the ninja’s awareness of a creatures flowing chakra gives it a +2 bonus to armor class and on all saves against being used by an enemy they can see the chakra of. Lastly, while using sensory jutsu the Ninja also gains an immediate will save to see through any disguise, clone or invisibility jutsu, even if the jutsu doesn’t normally allow a save.

Name: Last Bastion [Technique]

Technique cost: 15, Untyped

Prerequisites:  Iron will

Effect: A ninja with this technique is able to struggle against nearly anything, if only briefly. If the ninja fails a will saving throw they may delay the effect until the end of their turn at which point they suffer all the normal effects of failing their save and it’s duration begins.

Name: Shadow clone (Jutsu)

Technique cost: 15, Kinjutsu, Untyped

Prerequisites: Clone jutsu, Leaf clone jutsu

Chakra cost: See description

Weaving: 2 hands, standard action

Range: See description

Effect: This incredibly powerful technique is one of the most advanced forms of clone jutsu, but also one of the most dangerous for the user. Rather than creating illusionary clones, this technique creates real duplicates of the user, complete with chakra and physical mass. These clones have their own minds, will, and bodies, each one is capable of taking its own actions, making its own decisions, and even weaving its own jutsu, including potentially more shadow clones. They are in all regards their own separate living, albeit temporary, creatures. As such these clones are indistinguishable from the original to all forms of sensory jutsu that do not allow the user to see the soul itself. Created clones act on the creator's turn but do not get any actions on the turn they are made. Though they could later delay their respective turns or even be involved in entirely separate encounters. The clones have all the same statistics as the creator, including having access to the same equipment as the creator. The exception to this would be unique items such as scientific ninja tools, relics, sealing scrolls, and magical items. Taking any amount of damage destroys the clones and any cloned equipment.

The user of the jutsu does not have any control over the created clones, nor are they able to share their senses in any meaningful way, however since they are a perfect copy of the user's mental state they will generally have the same motivations as the creator. When a clone is dismissed, but not destroyed, the creator regains all of the clones memories and experiences exactly as if they were their own. This can potentially be a great hazard as any mental afflictions, such as genjutsu or mental ability damage dealt to a clone will also be applied to the creator when the clone is dismissed. The biggest danger of this jutsu is the cost. Firstly each created shadow clone divides the user's chakra by the number of clones plus themself. Thus making 1 clone leaves the clone and user with half the user's chakra. Creating 2 clones gives each of them 1/3 of the user's current chakra and so on. After this cost is paid the user then pays 1 chakra per clone created. Created clones last 10 minutes after which either the user or clone must pay another 1 chakra to extend the duration by another 10 minutes. Because clones are continually expending energy they cannot meld chakra, nor can their creator meld while the clones are active. If a clone is dismissed early it returns whatever melded chakra it has left, but not the flat 1 point or any chakra spent to extend its duration. If the jutsu user is knocked out or falls asleep, all of their created clones are immediately destroyed.

Name: Cloned consciousness [Technique]

Technique cost:  16, Untyped

Prerequisites:  Any clone jutsu

Weaving: No hands, full round

Effect: A Ninja with this ability has a direct sensory connection to any clone they create using a clone jutsu. They can take a full round action to see what the clone sees, hear what they hear and so on. While sharing senses this way the clone and jutsu user are also in telepathic communication, able to communicate freely. The Clone also gains the ability to use a full round action to reach out to the jutsu user in the same way. This technique has no effects on mindless clones such as leaf clones.

Name:  Shadow shuriken [Jutsu]

Technique cost: 16, Untyped

Prerequisites: Shadow clone jutsu, Clone jutsu, Leaf clone, Advanced Shurikenjutsu, Basic Shuriken

Chakra cost: 32

Weaving: 2 hands, Standard action

Range: See description

Effect: The user of this jutsu hurls at first what seems to be a single projectile before creating countless shadow clones of that projectile to create a sudden and instantaneous swarm of projectiles. Upon weaving this jutsu the user makes a ranged attack with a shuriken, kunai, senbon, or fuma shuriken. If they hit they deal the base damage of their thrown weapon once for each point that their attack roll exceeded the targets armor class. This attack represents a storm of many projectiles and as such cannot be deflected by any effect that is limited to stopping a certain number of attacks, projectiles, or jutsu per round. Likewise the attack ignores concealment entirely. Any benefits or abilities that apply to the user’s shuriken attack apply to this, including the ability to apply any ranged taijutsu. Lastly the Jutsu user may expend additional chakra for additional benefits as follow:

* May spend 4 extra chakra spent the jutsu user may gain a +1 bonus on their attack roll

* May spend 4 extra chakra to add 1 to their attacks critical threat range (This increase stacks with other effects that modify threat range but is applied after their effects)

* May spend 4 extra chakra to apply the attack against a different target within range.

Name: Waltz of Puppets [Technique]

Technique cost:  16, Untyped

Prerequisites:  Basic Puppetry jutsu, Master chakra threads, Advanced chakra threads,  Basic chakra threads jutsu, Additional puppets technique

Effect: The puppet master  has learned the intricate art of moving and attacking with their puppets simultaneously. The user may now have each puppet they control take a full rounds worth of actions while still retaining their own full rounds worth. This replaces the bonus acitons provided by puppetry and additional puppet technique.

Name: Master Chakra Threads [Technique]

Technique cost:  17, Untyped

Effect: The Ninja’s chakra threads have reach their peak. The Threads now have 20 hardness and 30 hit points and the basic chakra threads jutsu, and all jutsu that require it, now have a range of long. Additionally when using chakra threads to make multiple weapon attacks the ninja may apply their taijutsu techniques to those attacks, and they may also choose to make combat maneouvres instead, taking the usual -2 per thread to all such rolls. Lastly Only a Ninja who also possesses master chakra threads can immobilize an object, puppet, or creature attached to the ninja’s threads by using their own threads.

Name: Primordial  place (Jutsu)

Technique cost:  17, Untyped

Prerequisites:  Summoning jutsu, Basic sealing jutsu

Chakra cost: 100+

Weaving: 2 Hands, 8 hours or full round action

Range: 0 ft

Effect: This remarkable spacetime jutsu creates a personal dimension for the ninja and allows them to travel there and back. This jutsu allows the user to create their own persona demiplane and choose the details of it. The demiplane can be up to 1 square mile in size, and It’s landscape is as the creator determines, though by default the plane does not have any natural endemic life such as plants or animals. On using the jutsu the ninja may select one of the following qualities and apply it to the plane:

* Time: The Ninja may make their plane timeless or halve or double the flow of time relative to the material plane. If this is selected multiple times each application doubles or halves mathematically, thus two doublings is a quadrupling.

* Gravity: The Ninja may select between high, low, no, subjective directional, or objective directional gravity. In the last case they determine in which places gravity flows in which way at the time the jutsu is used.

* Spatial boundaries: The Ninja may choose to make the edges of the space loop, creating a finite but self contained space or they may choose to make the space as large as they wish, up to and including infinite in size.

* Morphic: The ninja may make the plane highly morphic, magically morphic or static.

* Essence: The ninja may make the plane air, earth, fire, water, negative, or positive dominant

* Jutsu: The Ninja may select normal magic, dead magic, enhanced, impeded, limited or wild magic qualities, but rather than affecting just magic they also affect jutsu. Rather than selecting a school of magic for any of the above affects the ninja may select an elemental affinity or untyped to be blocked or enhanced. Regardless of this trait a ninja cannot be prevented from using space time jutsu to leave the demiplane.

* Life: The Ninja may choose for their plane to possess natural plantlife and animals as per their wishes

When using this jutsu the Ninja may pay extra chakra in increments of 100 to select additional qualities for their created plane. The created demiplane is permanent, however on completion of the jutsu the ninja reduces their maximum daily chakra by 10% of the chakra spent on this jutsu. The maximum daily chakra can only be regained if the demiplane is somehow destroyed, the demiplane cannot be dismissed.

If the ninja wishes they may perform this jutsu multiple times, creating more than one personal demiplane, though the reduction in maximum chakra can make this an expensive proposition.

Once the Ninja has constructed their demiplane they may spend a full round action to weave this jutsu and pay it’s chakra cost and immediately be brought into their demiplane. The Ninja, and anything else brought here always arrives at the same specific point in the demiplane. Using the jutsu inside the plane will return them to where they were when they left. Using the jutsu in this way does not reduce the ninja’s maximum chakra. They may take up to their heavy load worth of equipment with them and up to 8 willing creatures within reach, though they pay 100 chakra per creature to be brought with them.

Name: Uncanny Dodge [Technique]

Technique cost:  17, Untyped

Prerequisites:  Perception 15+

Effect: The Ninja is so alert that they gain the benefits of uncanny dodge. This ability may be taken a second time, providing improved uncanny dodge, using the ninja’s character level rather than any class level. The second time it is taken the technique point cost increases by 3.

Name: Amenotejikara (Jutsu)

Technique cost:  18, Untyped

Prerequisites:  Basic sealing jutsu, Body flicker, Afterimage clones, substitution jutsu, summoning jutsu, basic nintaijutsu, advanced nintaijutsu, master nintaijutsu

Chakra cost: 30

Weaving: 2 hands, swift action

Range: Close

Effect: This potent space-time jutsu allows the user to instantly switch places with an object or creature. The ninja selects one object or creature within range and instantly they exchange locations. In the case of a creature it must make a will save and if it succeeds the jutsu fails. The target creature becomes flat footed until the start of it’s next turn. If the ninja uses this jutsu while grappled, entangled, or under some other effect due to it’s placement, the new creature is immediately subject to that effect as it it had failed it’s save.

Name: Dimensional combat [Technique]

Technique cost:  18, Untyped

Prerequisites:  Primordial Place, summoning jutsu, basic sealing jutsu

Effect: The Ninja has mastered the power of their dimensional travelling abilities for the purpose of combat. Firstly, traveling into their demiplane now requires only an immediate action and 10 chakra, plus 10 per willing creature they are touching. They may even use this power to teleport an incoming jutsu to their dimension by paying chakra equal to or in excess of the incoming jutsu, though this could cause considerable harm to their pocket plane. Secondly the ninja may treat any weapon or object in their pocketplane as being on hand, they may pay 10 at any time to bring any such object to their hand as a free action that can be taken even during another creatures turn. This allows even an unarmed ninja to call a weapon and use it in response to an enemy provoking them. The ninja may also use a standard action to pay 10 chakra per target within close range and force them to make reflex saves or be pulled into their demiplane. Lastly the Ninja may forcible eject creatures or objects as a standard action by paying 10 chakra. The ejected object or creature appears in a square of the ninja’s choosing within short range. In the case of an object it may be used to make an immediate ranged attack as if thrown, in the case of a creature it is flat footed until it’s next turn. If the Ninja knows substitution jutsu they can substitute themself with any object or creature inside their demiplane by paying 15 chakra instead of 5.The creature or object appears and immediately takes the damage directed at the ninja. If the Ninja possess Primordial step they may pay 10 chakra as a free action to treat any square within close range as adjacent to them, allowing them to threaten, attack, or move into that or adjacent spaces.

Name:  Human Puppetry  (Jutsu)

Technique cost:  18, Kinjutsu, Untyped

Prerequisites: Corpse puppetry, Basic Puppetry jutsu, Master chakra threads, Advanced chakra threads,  Basic chakra threads jutsu, Additional puppets technique, Heal 10 ranks, craft trapmaking 10 ranks,

Chakra cost: Corpse HD X3

Weaving: 2 Hands, swift action

Range: Close

Effect: This technique combines the art of puppet making with the gruesome practice of corpse puppetry to create a puppet weapon out of a dead body. This process requires a great deal of time and effort. The insides of the body are carefully removed, the entire cadaver is treated to prevent decay, and often new weapons are installed. During this process the jutsu user learns the intimate details of their corpses abilities. This process requires one day per HD of the corpse and requires components parts and chemicals costing gp equal to the square of the corpses HDx1,000. Once properly prepared the corpse becomes an exceptional puppet. While the user’s chakra threads are attached the corpse functions as the creature did in life, retaining its physical ability scores, jutsu's, feats, skill ranks and so on. Despite having all the same ability the puppet is still just that, a puppet. It cannot speak for itself, take any actions for itself, or even truly think, though all the information it knew in life is still stored inside it's brain. Once created this functions as a puppet does, allowing the user to attach chakra strings and control the puppet using their own actions. A puppet used in this way requires more chakra, 3 per HD of the corpse each round, and furthermore any jutsu the puppet knows can be used by the user expending their own chakra. If the user possesses the additional puppet technique they may control multiple human puppets they have prepared at once.

Name: Minds eye of the Kagura [Technique]

Technique cost: 19, Kinjutsu, Untyped

Prerequisites: Master sensory jutsu, Advanced sensory jutsu, Basic sensory jutsu

Chakra cost: 10

Weaving: 2 Hands, full round action

Effect: This jutsu is regarded as perhaps the ultimate in sensory abilities, in some ways eclipsing even the most powerful of dojutsu. The Ninja is now able to use their sensory jutsu to the fullest potential. The Ninja can now use sensory jutsu as a free action and can tell exactly how much chakra a creature has melded, and which elements they are capable of using, including any kekei genkai. The bonus to saves and armor class against incoming jutsu increases to +4 and the ninja gains evasion against any jutsu they can see while using sensory jutsu. If the ninja uses sensory jutsu as a full round action they extend their sense to a 5 mile square centered on the user. By spending additional turns the ninja may focus or move their senses. A second round focusing on this jutsu lets the user pinpoint the exact locations of each chakra source and gauge their relative power in comparison to eachother. A third full round action may be used to identify a specific source, revealing the amount of chakra the source has melded, what it's approximate maximum is, and which elements or keki genkai it is capable of using. If the ninja has used met the creature even once before they immediately recognize them by the feeling of their chakra. The Ninja may also use a full round action to evaluate any 5 mile square adjacent to the one they viewed last round, and with enough time they could potentially sense chakra and find a familiar source of chakra anywhere on earth. Searching such a vast area is very chakra intensive however and using the full round action version of this jutsu costs 10 chakra per round instead of 1.

Name: Primordial step [Technique]

Technique cost:  19, Untyped

Prerequisites:  Body flicker, summoning jutsu, primordial place, basic sealing jutsu.

Effect: A ninja with this technique is able to change the point in space that they enter and return when using primordial place jutsu. Anytime the ninja sends something to their pocket plane, including themself, they may choose anywhere in that plane to arrive them, including different location when sending multiple targets at once. When emerging from their pocket plane they may appear in any location, on any plane they have been to and can clearly picture. This effectively allows them to teleport, albeit at considerable chakra cost.

Name: Survival of the fittest [Technique]

Technique cost:  19, Untyped

Prerequisites:  Shadow clone jutsu, Leaf clone, clone jutsu

Effect: If a Ninja with this ability is slain while they still have a shadow clone active they may select 1 such clone, that clone no longer has an ongoing chakra cost and if it survives long enough to rest for 8 hours it will awaken as the “real” jutsu user. Effectively allowing the Ninja some degree of immortality. If the selected clone is destroyed while others are active they may choose a new clone, if none remain the ninja is truly dead.

Name: Authority of god (Jutsu)

Technique cost:  20, Untyped

Prerequisites: Dimensional combat,  Primordial step, Primordial Place, summoning jutsu, basic sealing jutsu

Chakra cost: 15

Weaving: Free, no hands

Range: Personal

Effect: This incredible technique allows the ninja to transfer any part of their body that would come to harm into their demiplane in order to avoid nearly any attack. The Ninja may pay 15 chakra anytime they are subject to an attack or targeted by an effect in order to simply phase any part of their body into a place of their choice inside their demiplane and completely ignore the attack, jutsu spell or ability. Because this ability physically shifts the user into an entirely different plane it protects against any effect that cannot target and affect creatures across planar boundaries. If the ninja is attacked in their demiplane this ability likewise shifts them into a specific place on another plane, usually the material one. Theoretically if the ninja is being attacked in both locations at once they would have to choose which effect to be exposed to, and in such a case they are flat footed against that attack. The ninja also cannot protect themself against effects that are already a part of them, for example a ninja exposed to poison cannot shift to another place to avoid recurring ability damage. The ninja must be aware they are being targeted in order to avoid an effect, and so if they are flat footed against an attack they cannot use this to avoid it. The only other limitation is that the ninja cannot make an attack on any initiative count in which they avoid an attack. Thus if an enemy attacks them and they choose to avoid the attack they could not then make an attack of opportunity on the same initiative count.

Name: Mass Shadow clone (Jutsu)

Technique cost: 20, Untyped

Prerequisites: Shadow clone jutsu, Clone jutsu, Leaf jutsu

Chakra cost: See description

Weaving: 2 Hands, full round action

Range: Close

Effect: This Jutsu is The ultimate expression of the shadow clone, it creates not just a few but an army of clones. By dividing their chakra into no fewer than a dozen clones, but sometimes much more. These clones form a roiling mob. Thus jutsu effectively creates a copy of the user but with the troop subtype applied. This gargantuan sized troop has the same statistics as the jutsu user, including equipment and remaining chakra. The troop has hit points equal to the amount of chakra the user spent on the jutsu and chakra. Any attack or weapon the user has can be used by the troop, dealing twice the normal damage and automatically hitting. Using this jutsu reduces the user to 10% of their remaining chakra, and must leave the user with at least 5 chakra remaining. (As such it cannot be used with fewer than 50 chakra). If the created troop possesses enough chakra they may also use the user's jutsu, either dealing twice the damage and either automatically succeeding on any associated attack roll, or increasing the area of effect by 100%, or causing the targets to have to roll twice for any saving throw and take the lower result. If the troop reaches 0 chakra or hp they are dispersed. If the user is willing and possess the power they may also expend an even greater amount of chakra, dividing their chakra by 100, again with the requirement of having at least 1 left. If they do this they create a colossal troop instead, and multiply weapon and jutsu damage by 5 instead of 2, automatically suceeding on related attacks, increasing area of effects of jutsu by % 500, And causing targets to automatically fail saves. As with shadow clones this troop cannot act until the turn after it is created. Regardless of what abilities the user may possess they never receive a chakra refund from abilities such as improved chakra control since the cost of this technique assumes chakra is divided but not lost. The created clones last 10 minute after which they vanish. The user cannot meld chakra while this troop remains, nor can the troup itself create clones or meld chakra.

Name: Nation toppling performance [Technique]

Technique cost:  20, Untyped

Prerequisites:  Waltz of puppets, Basic Puppetry jutsu, Master chakra threads, Advanced chakra threads,  Basic chakra threads jutsu, Additional puppets techniquex9

Effect: The Puppet master no longer has any limit to how many chakra threads or puppets can be controlled and maintained at once.