Equipment

Equipment: The Ninja world is truly vast, and across it there is a great bounty of weapons, devices, salves, tools, and other peculiar items. Nearly any nonmagical item found in a standard pathfinder setting, with the exception of course being items like spellbooks and spell component pouches, which have no purpose unless the campaign being ran includes magic.

Alchemical items: Alchemical items remain an integral part of a Naruto game, but they are reffered to as "Chemical items" and crafted using craft Chemistry rather than Craft Alchemy. Alchemical Remedies, which are alchemical items used for healing, restorative or protective purposes can also be crafted using the Heal skill.

New items:  There are a variety of new items available in the Ninja world as described below.

Explosive tag:  These "Tags" appear to be simple rectangular strips of paper covered in signs and symbols, but they are in fact an explosion waiting to happen. Explosive tags are effectively an active explosion that has been sealed away at the moment of combustion, when the seal is opened the explosion is released. As a default most tags are placed as a full round action and are set to activate by proximity, usually blowing up when someone enters their blast radius. Obviously this type is set on a delay so it is armed one or more turns after the ninja places it. Other options are for tags that explode when read or looked at, Tags that explode when touched,  Tags that are attached to wires which will explode when the wire is tripped, or tags that explode when they come in contact with a spark or flame. Very commonly explosive tags will be attached to Kunai and set to trigger either when they come within blast range of a creature, ensuring the weapon explodes when it nears the target, or set to explode when the weapon actually strikes the creature. Some tags have no activation requirement at all and instead rely on skilled explosives experts to use their own ability to remotely detonate them. Because a fully active explosion, including oxygen is sealed inside it, these explosives work just fine under water or when buried entirely. Explosive tags come in several varieties. All have a set amount of damage, an area of effect, A cost to purchase, A DC for perception, a DC for security, A Challenge rating, and a reflex save DC. Unlike most kinds of equipment explosive tags are not duplicated when a Ninja creates a physical duplicate such as shadow clone or the like.

The damage expressed is half fire damage and half bludgeoning damage divided evenly, if the damage dealt is uneven the extra point will always be fire. The listed reflex save will halve the damage if successful. A creature physically touching an explosive tag, or reading it while in the same square is flat footed on their reflex save. The cost to purchase is self explanatory. The Notice DC is the flat DC to notice a tag that has been placed but not actively concealed. The Ninja uses the perception skill when not actively looking for a tag, and rolls either perception and Security when actively searching, their choice. A Ninja may make a disguise check when placing a tag and use that as the DC if higher. The Security DC meanwhile is the DC required to safely disarm the explosive tag without detonating it. The challenge rating of an explosive tag is used when the tag is treated as a trap, a potential hazard that players must navigate. It does not apply when an opponent uses the tags in battle, but would apply if they trapped the area beforehand.

Basic explosive tag:

Notice DC 15

Security DC 20

Damage: 3D6 Damage in a 5 ft burst

Reflex save DC: 15

CR: 1

Cost: 1,000 gp

High powered Explosive tag:

Notice DC: 15

Security DC: 20

Damage: 6D6 in a 15 ft area

Reflex save DC 20

CR 4

Cost: 4,000

Advanced explosive tag:

Notice DC: 25

Security DC: 20

Damage: 6D6 in a 15 ft area

Reflex save DC 20

CR 6

Cost: 6,000

Explosive tag ball:

Notice DC: 10

Security DC: 10

Damage: 10D6 Damage in a 20 ft burst

Reflex save DC: 22

CR 8

Cost: 8,000

Flash bomb:

Notice DC 15

Security DC 20

Damage:  20 Ft burst of bright light, followed by a 20 ft brust of normal light, followed by a 20 ft burst of dim light, lasting 1 full round. All within bright light must save or be blinded for 1d4 rounds and dazzled on sucess.

Reflex save DC: 15

CR: 1

Cost: 1,000 gp

Flash Bang grenades:

Notice DC 15

Security DC 20

Damage:  20 Ft burst of bright light, followed by a 20 ft burst of normal light, followed by a 20 ft burst of dim light, lasting 1 full round. All within bright light must save or be blinded and deafened for 1d4 rounds and dazzled on sucess.

Reflex save DC: 15

CR: 1

Cost: 2,000 gp

Variations of these explosives can be created as well. In general Explosive tags are made using the system for crafting traps but with a few exceptions. Firstly there is no reduction to the traps DC for a lower Notice or Disable DC since they can be used as weapons while ignoring those drawbacks. Secondly the cost of the trap is not halved for being a single use trap, the utility of these tags more than makes up for that drawback.

Weapons And Armor:  All the Normal pathfinder weapons exist and are possible to find somewhere in the vast ninja world. By far the most common weapons are the Shuriken, Kunai, and Katana but there are also several new weapons available detailed below.

Flak Jacket: The Vast majority of the ninja world looks to this unique piece of armor for protection. Flak jackets some in a massive variety of styles but they are essentially metal plates along the chest covered with padding and a layer of leather along with a fine chainmail mesh below. Often times this is accentuated with Wrist and shin guards. Every Ninja who reaches Chunin rank or higher is given a flak jacket as a matter of course. A replacement can be purchased for 50 gp.

Armor bonus: +3, Max dex -, Armor check penalty 0, Speed unchanged, weight 18 lbs.

Shinobi Headband: This humble headband is a solid metal plate attached to a strip of fabric. It is awarded to all cadets who graduate from the academy and is a symbol of their existence as a shinobi. Wearing the headband of one's villiage is a sign of honour, respect and loyalty to ones homeland and opponent. It also allows other ninja to identify where you are from and who you represent. Wearing someone else's headband, especially the headband of another nation, is considered a deeply dishonourable act and many ninja would rather die than disgrace them self and their home in such a way. While worn the headband grants a +1 armor bonus to armor class that stacks with any worn armor.

Kunai:

Cost 2 gp Weight 2 lbs.

Damage: 1d4, Critical x2 Type Slashing or Piercing

Range Increment 10 ft. (thrown)

Category: light, Martial

Weapon Group: Close, thrown, Shuriken, Monk

A Kunai is asmall simple ninja weapon. The most common design is a blade like a spear tip and a simple iron handle wrapped in cloth with a ring at the pommel. Many other designs are abound however. Like a Dagger the kunai can be used both as a melee or thrown weapon, as the wielder sees fit.

Special: A kunai is a very versatile tool which can be used like a pocket knife, crowbar, simple chisel, tent peg, piton or, if combined with flint, a flint and steel. The ring on the pommel is often used to attach ninja wire or explosive tags.

Kunai blade sword:

Cost : 40 gp Weight 5 lbs.

Damage: 1d8, Critical 19-20 Type Slashing or Piercing

Category: One Handed, Exotic

Weapon Group: Heavy blade

This peculiar sword resembles a much longer kunai that has been curved and features only a single cutting edge. It's pommel ring is much larger and it features a large hole near the hilt of it. Despite being a one handed weapon a wielder with two of these swords may treat them as light weapon for the purpose of determining their attack penalty. This weapon is designed to be extremely versatile and can be modified in the field in several ways. Modifying the weapon requires a full round action, which provokes an attack of opportunity.

Firstly a chain or wire can be affixed to the ring at the base of the weapon which transforms it into a reach weapon while also functioning as a weapon strap. This causes the Kunai sword to be treated as a Chain weapon for the purpose of Gekiganjutsu

Instead of attaching a regular chain the wielder can attach a weighted chain which transforms this one handed weapon into a two handed double weapon. The weight functions as a light bludgeoning weapon that deals 1d4 damage and has the disarm quality.This causes the Kunai sword to be treated as a Chain weapon for the purpose of Gekiganjutsu

A spiked chain or kama can instead be attached which changes this wepaon into a two handed double weapon. The off hand deals 2d4 damage and has the trip quality. This causes the Kunai sword to be treated as a Chain weapon for the purpose of Gekiganjutsu

A re-enforced chain or chain with several heavy weights can be attached instead to transform this weapon into a two handed weapon that also provides a +2 shield bonus to AC. This causes the Kunai sword to be treated as a Chain weapon for the purpose of Gekiganjutsu

Lastly the weapon may even be combined with a second kunai blade sword, transforming it into a massive pair of scissors. This changes it to a 2 handed weapon with a base damage of 2d8, bludgeoning or slashing, and a critical threat range of 18-20. These scissors gain a +2 bonus on sunder attempts. The unwieldy nature of the scissors however causes the wielder to take a -4 penalty on all attack rolls and CMB rolls made with it.

War Fan:

Cost 70 gp Weight 8 lbs.

Damage: 1d10, Critical x2 Type bludgeoning

Category: Two handed, Martial

Weapon Group: Hammers, Flails, Monk,

This powerful weapon comes in two major designs. The first resembles a 5 ft long Iron rectangle with a bolt near one end, but closer inspection reveals it can unfold into a truly massive fan. The other design resembles a long staff that ends in a large re-enforced fan, made either of hardened wood, an iron frame and canvas, or sometimes entirely made of iron. In either case the affects are identical. This powerful 2 handed weapon is excellent for blocking projectiles, granting the wielder a +2 shield bonus to AC against ranged attacks. Additionally, a Ninja using a wind style jutsu gains back  10% of the spend chakra as a refund when the jutsu ends.

Windmill shuriken:

Cost 60 gp Weight 4 lbs.

Damage: 1d8, Critical x2 Type Slashing

Range Increment 20 ft. (thrown)

Category: One handed, exotic

Weapon Group: Heavy blade, Close, thrown, Shuriken

A windmill shuriken, also known as a Fuma shuriken, Shadow windmill, or Demon windmill, is essentially just a massive shuriken. This weapon features a large central ring from which two or more blades protrude. Many variety of these shuriken can fold up or retract for easy storage allowing them to be concealed and carried as if they were a light weapon. Given their large sturdy nature these weapons can be used in melee just as easily as they are thrown, and if the wielder fights defensively or uses combat expertise they increase their ac by an additional +2.

Senbon

Cost 1 gp for a set of 5, Weight -

Damage: 1, 19-20, Critical x3, Type Piercing

Range Increment 10 ft. (thrown)

Category: light, Exotic

Weapon Group: Close, thrown, Shuriken, Monk

A Senbon is essentially a slender steel needle used for precisely targeted throwing attacks. A wielder may hurl an entire handful of these needles easily due to their size and as such they may make a full attack using only senbons as a standard action. Any effect that would increase the die size of a senbon instead just adds 1 to its damage. Because of their fragile nature senbon are treated as ammunition for the purpose of recovery, crafting or purchasing them as masterwork, and enchanting (in settings where enchanting is available).

Other Items and tools:

Ninja wire: Ninja wire is an incredibly versatile tool. It is so thin that it often cannot be seen even by the most powerful of eyes, yet so strong that it can bind ninja and re-direct projectiles. These wires have 10 Hardness and 15 Hit Points and can be broken with a DC 30 Strength check. Due to their incredibly thin nature they are very hard to spot. Any disguise or sleight of hand check a ninja makes to conceal wires gains a +20 bonus. Even unconcealed wires require a DC 25 Perception or Security check to observe unless in a bundle or coil. The wires are designed so that the ends of them can be effortlessly attached to cloth, wood, paper, metal, flesh, nearly anything can have a ninja wire attached to it seamlessly. On their own these wires are incredibly useful, but with proper training they can be even more so. More details are listed under the Basic Waiyajutsu technique. Cost: 25 gold per 50 ft. Weight: 2 lbs per 50 ft

Sealed equipment: Often times a Ninja may need a great deal of supplies, but carrying a significant burden of equipment can endanger a mission considerably. To that end it is not uncommon for Ninjas to have their equipment sealed Inside of one or more scrolls. The Ninja is then given the specific handsign to release one or more items when needed. The downside is that unless the ninja them self knows the basic sealing jutsu they will be unable to put the equipment back. Having equipment sealed by someone costs 10 gp per pound of equipment and the seal lasts indefinitely until released. Unlike most kinds of equipment this item is not duplicated when a Ninja creates a physical duplicate such as shadow clone or the like.

Sealed Jutsu Scrolls: These unusual scrolls contain jutsu that other ninja have used and then sealed away using a very basic seal. A single handsign will open the seal, allowing the holder of the scroll to effectively use the jutsu inside. The user does not need to expend any chakra, they need only direct the jutsu. Using a sealed jutsu is a standard action and requires the ninja to know the handsign tied to that particular seal, or to have the seal release technique. Typically when one of these scrolls is provided to a ninja they are told the exact jutsu inside, including how much chakra was spent on it and the sign needed to unseal it. One of these scrolls costs an amount of GP equal to the technique's levelxthe chakra spentx100. Thus a scroll containing fireball jutsu (which costs 2 technique Points to learn) that has been powered with 13 chakra, would cost 2,600 gp and on activation would create a 25 ft cone of 4d4 fire damage. Once the jutsu inside is unsealed the scroll becomes blank. The user of the scroll has no connection to the jutsu released, and as such cannot pay chakra to extend its duration or dismiss it early or exert other control normally available to the jutsu user. Any saving throw made against the jutsu is made using the DC of the person who sealed the jutsu, though typically the DC is 10+1/4 the chakra spent. Meanwhile any attack roll required by the jutsu is made by the person unsealing the scroll since they are able to aim it them self. Unlike most kinds of equipment this item is not duplicated when a Ninja creates a physical duplicate such as shadow clone or the like.

Kote: Also Known as the "Shinobi gauntlet" this wrist mounted device is essentially am armguard that contains a supply of one or more very small sealed jutsu scrolls. This device allows the user to make use of any sealed jutsu scrolls stored inside it without having to draw them and unseal them which means it's usage does not provoke an attack of opportunity. It also allows the ninja to use their own save DC if it would be higher than the scrolls. Additionally the gauntlet provides a +1 shield bonus to AC. These gauntlets are extremely expensive costing 10,000 gp. Unlike most kinds of equipment this item is not duplicated when a Ninja creates a physical duplicate such as shadow clone or the like.

Relic scrolls: These sacred scrolls have had infusions of knowledge and chakra sealed into their very being. They possess ancient techniques and wisdom and ninja secrets. A Relic scroll contains one or more techniques or jutsu. These scrolls allow the reader to learn the technique or jutsu inscribed on them without having to pay the technique point cost. This requires the user to have access to the scroll for as long as it takes to learn the jutsu. Access to one of these scrolls has an estimated value in gold equal to (technique level squaredx5,000 gp.) however even someone with the funds may not be considered worthy of access, or the relic scroll in question may not be available in a particular area, or at all. Access to a relic scroll is never a certainty.

Secret healing ointment: This extremely powerful ointment is made using chakra infused herbs and oils that have become saturated with both Yang chakra and cells from plants grown using wood style jutsu. It's healing abilities are far beyond any conventional medicine but the secrecy of its recipe and incredibly expensive components make it a very rare and valuable medicine indeed. This item cannot be crafted using Craft Chemistry or Heal skill. A single jar of this ointment has 10 applications, each of which can heal 1 hit point. A Jar of this medicine costs 10,000 gp, and barring unusual circumstances only one may be purchased or requisitioned at a time. In a campaign that also includes magical healing this remedy should cost around 100 gp as it's value is rather undercut by other sources of healing.

Eye scope: This fantastic device affixes to the face and places a high powered lenses over one of the user's eye allowing for impressive magnification and range finding. This device allows the user to see ten times farther than normal by reduce the range penalty on perception checks to -1 every 100 ft. The scope also allows the wearer to very accurately measure distance and nullifies the first -2 penalty of using a weapon beyond its range increment. This item costs 12,000 gp.

Drill arm: This large arm mounted drill is both a deadly weapon as well as an incredibly versatile tool for travelling. This powerful drill can carve through nearly any obstacle or foe. When used as a weapon this functions as a punching dagger with a base damage of 1d10. Additionally the drill ignores hardness and always does maximum damage to objects. When used to dig this device grants the user a 20 ft burrow speed that allows them to pass through nearly any kind of terrain, though the speed drops to 10 ft when burrowing through solid stone. This incredible ninja tool costs 18,000 gp

Concealed mouth ember: This simple but useful ninja tool is a small pellet that is kept discreetly in the mouth, hidden in a cheek or under the tongue. When bitten into the pellet begins to heat up, and after a few seconds it will begin to combust. The ember deals 1 fire damage per turn to whatever surface it is in contact with for 1 minute. Using this item is a standard action and requires a ranged touch attack with a range of 10 ft. This item is often extremely useful in case a ninja is captured, as the ember can assuredly burn through ropes or start fires. Because the pellets react on contact with eachother only one can be held in a mouth at once. Each ember costs 5 gp.

Soldier pill: These small calorie packed pills are designed for ninja to consume during missions when eating or carrying food and cooking supplies is not viable. Soldier pills come in an assortment of, what are generously referred to as, "flavours". Consuming a soldier pill provides 1 chakra as well as nourishment for an entire day. A ninja may benefit from only 1 soldier pill per day, and the gastrointestinal effects of subsisting on these non-perishable chemical globules are likely far from pleasant. Each pill costs 10 gp

Vehicles:

Surfboard: The Humble surfboard allows a single rider to glide atop waves

DESCRIPTION

Medium Water vehicle

Squares 1 (5 ft. by 5 ft.); Cost 20 gp

DEFENSE

AC 10; Hardness 5

hp 30 (15)

Base Save +0

OFFENSE

Maximum Speed 60 ft.; 10 ft paddle Acceleration 10 ft. Or 5 ft paddle

Attack None

CMB +0; CMD 10

DRIVE

Propulsion current (water) or Paddle

Driving Check: Athletics

Forward Facing Rider’s forward

Driving Device None

Cargo Up to 10 lbs.

Snowboard

Sled

Kite

Ninja Relics: The ninja world is filled with many powerful and mysterious artefacts of seemingly magical power. These items are referred to here as Relics, but in a traditional pathfinder game they would be considered artifacts. They have immense and unusual abilities, each being entirely unique, and each is extraordinarily difficult to destroy. Unless otherwise listed assume a Ninja relic is indestructible. The most common way to acquire a ninja relic is to choose it as a background option at character creation. Below are a list of some sample relics, others may exist in your game and relics are entirely at the discretion of the GM.

Bashōsen: This legendary fan is considered the offensive counterpart to the yata mirror. A single swipe of this fan allows the wielder to produce a huge blast of element energy in a devastating cone in front of them. A single swipe of this fan produces a 50 ft cone of either fire, water, wind, lightning or earth which deals 10d6 Fire, Bludgeoning, slashing, electric, or piercing damage respectively. Furthermore this counts as a jutsu of the chosen element for the purpose of countering or being augmented. Those within the cone may make a reflex save DC 20+Wielder's base attack bonus to halve the damage. This fan however costs a tremendous amount of energy, requiring 40 chakra per use. As a full round action the wielder may instead sweep the fan with even more force and power, this costs 50 chakra and increases the cone to 100ft and the damage to 20d6. The use of this fan never fails due to lack of chakra, it always extracts it's cost from the wielder, bringing them into reserve chakra or even killing them if necessary, in such a case the fan's ability still works even if enough chakra wasn't paid, the user's life makes up the difference.

Byakugan[ Unfinished] The Ninja has aquired a single byakugan, one which they were not born with, but has none-the-less been implanted into one of their eye sockets.

Dako: This peculiar spear has the ability to stretch, bend, twist and contract in nearly any way the wielder desires. In its normal form this weapon functions like a shortspear with the brace quality and a base damage of 1d10, but it's true power lays in its flexibility. If desired the wielder may instead treat this weapon as a whip but while retaining the base 1d10 damage and gaining the ability to harm creatures regardless of their armor level, and the ability to deal lethal damage if desired. The user of this weapon may change its form as a free action made as part of each attack which grants it further benefits. Firstly they may increase its reach from anywhere up to 30 ft if desired allowing them to attack distant foes and may attacks of opportunity from farther away. Secondly they may choose to sweep the weapon around them, this allows the user to apply their melee attack to every foe adjacent to them, rolling the attack roll and damage once. If the attack would be a critical hit it is confirmed against one foe of the target's choice. A third option is to cause the spear to wrap around any obstacles protecting the target, this allows their attack to ignore armor class bonuses from cover or shields, they may even attack a foe with full cover as long as there is a path the weapon could follow to reach them within 30 ft. (though 50% concealment could still apply if the wielder can't see the target). As a fourth option they may choose for their attack to be so unpredictable that it targets flat footed armor class even against an aware opponent. Or the fifth and final option allows the wielder to make a normal attack against an adjacent foe, but as part of the attack move themself up to 30 ft away without provoking an attack of opportunity. Additionally if the weapon is used to perform any combat manoeuvres the wielder may roll twice and take the better die result and they may use the manoeuvre against target's exactly the same way that it is used to attack, thus allowing disarming a foe 20 ft away or tripping everyone adjacent for example. Besides it's combat applicaiton the spear can do anything that 50 ft of rope topped with a grappling hook or ninja wire could do, though it remains unbreakable.

Dragon blade: This peculiar dagger has the potential for great power, a weapon that can change chakra nature's and absorb chakra itself. The weapon is a dagger with a large hole in the hilt which can be filled with one of five special orbs. There is one orb for each of the five elemental natures, and when the appropriate orb is slotted in the dagger's wielder gains access to that element. This grants the ninja the Basic element style technique for that element as well as 10 technique points to be spent on jutsu or techniques that require that element. Once chosen these technique points cannot be changed, though a different wielder may select different techniques when they first insert the orb. Switching orbs is a move action. In addition to this ability the Dagger can be charged with chakra allowing the wielder to pay chakra into it on a 1:1 basis and it may store up to 50 chakra. This stored chakra can be spent to pay for any of the techniques that were made available through an inserted orb. Furthermore the blade may be used to counter jutsu and absorb them through martial skill alone. When an orb is inserted into the dagger the wielder's melee attacks with the weapon are treated as that element for the purpose of countering other jutsu and the attack roll made is counted as the chakra spent. If a jutsu is successfully countered it's chakra will be absorbed into the weapon, if this would bring the weapon to more than 50 chakra the counter attempt fails automatically.

Hiramekarei: Known as the "Twinswords" this is perhaps the most versatile weapon ever created. In its basic form it appears to be a single massive blade with two handles bound by a cord, but it is so much more. The base form of this greatsword deals 2d8 slashing damage with a threat range of 19-20 and a x2 multiplier and it weighs 10 lbs. This sword is capable of holding and expending chakra. The wielder may freely pay chakra into the weapon, storing it inside on a 1:1 basis. The sword can hold up to 50 chakra at a time. If desired the wielder may pay their own chakra to directly power the weapon instead of relying on its reserves.

* By paying 1 chakra the wielder of this weapon may change the type of damage it deals to bludgeoning or piercing for 1 round.

* By paying 1 chakra per round the wielder may cause the weapon to take the form of any other melee or ranged weapon they desire, functioning as that weapon but dealing damage 1 step higher than normal. This also automatically creates as much standard ammunition, if any, as is needed when the weapon attacks.

* By paying 2 chakra the wielder may split the weapon into two light weapons, each dealing 1d10 slashing damage with a 19-20 threat range.

* By paying 4 chakra per attack as a full round action the wielder may full attack as if throwing Senbons that have a base of 10 damage each and a base range of 50 ft.

* By paying 5 chakra the wielder may increase either the weapons critical multiplier or critical threat range by 1 for a single attack. The change to threat range stacks with effects that increase threat range but is applied after wards.

* By paying 10 chakra the weapon may deal damage as if it were 1 step larger for 1 attack, this may be done more than once, increasing the size again for every 10 chakra.

Jidanda: Possibly the most menacing weapon ever made Jidanda is a 10 ft tall, 400 lb ball of spiked iron covered in explosive tags with an extending steel cable leading to a great club which serves as it's handle. There are many components to this massive deadly weapon. Firstly the Handle of this weapon is on its own a massive iron club that functions as a great club. This club is connected to the massive iron ball by a thick strong of cables that can extend up to 30 ft. Even these cables are a wicked weapon and they allow the wielder to attack using the club handle as if it's reach as equal to 30-the distance they are away from the ball. This a wielder 10 ft away from the huge sphere is treated as having 20 ft reach. The sphere is far too massive for any creature smaller than huge to wield, it is treated as a gargantuan sized heavy flail. However the countless explosive tags placed on the sphere allow it's wielder to detonate the tags in order to move the sphere and attack with it. The wielder of this weapon may use an attack action to detonate an explosive tag on the orb, which is in all ways treated as a normal explosive tag blast, but in addition it moves the orb 20 ft. If this movement brings it into the same square as an enemy the wielder may make a free attack  as if they were able to wield the gargantuan flail in 2 hands. (A medium creature would take a -6 penalty and a hit would deal 4d8 damage.). Since the ball is large sized it is quite possible that it could be moved into the same square as more than one creature and in such a case the wielder may make a free attack against each individually. Jidanda produces an unlimited number of exploding tags but they cannot in any way be removed from the ball, nor can they create a chain reaction since only the wielder may activate them and each must be activated seperately as mentioned above.

Altering terrain diagram scroll: This powerful scroll is not only the ultimate map, but grants the ultimate mastery over terrain. This map always contains a map of the 20 square miles around the owner. This map is detailed and includes topography allowing them to judge the height and depth of everything to within a few feet. This map is never wrong and allows the user to automatically succeed on survival checks to avoid getting lost. As long as the wielder of the map is in a part of the map they have studied for at least 10 minutes they gain a +10 circumstance bonus on all Acrobatics, Climb,  perception, Stealth, and survival checks. This is only the beginning of its power however. The Ninja in possession of this scroll may freely use Earth flow divide jutsu to reshape any part of the terrain depicted on the map even if they do not know that jutsu or even have the ability to use earth style jutsu. This is an exception to the jutsu's normal range. Additionally the chakra cost of that jutsu is halved. The changes are made simply by carefully altering the map using cartographers tools, which in turn alters the actual land it depicts. Furthermore the ninja may place traps, and exploding tags anywhere on the map as if they had access to the selected region, this is done by physically constructing the trap, at which point the scroll can move the trap to the chosen location.

Kabutowari: This incredibly powerful relic is in fact two weapons connected by a leather cord. One weapon is a massive axe that functions identically to a greataxe, while the other is a huge mallet that functions as a warhammer but with a base damage of 1d12. Their true power comes from their ability to be used together. Both weapons require only a single hand to wield each and count as light weapons for the purpose of determining penalties for two weapon fighting. Furthermore the hammer can be used to drive the axe through any defense. On a full attack the wielder of this weapon may sacrifice any number of hammer attacks to augment their axe attacks. Each axe attack increases its base damage to 2d12 and base critical multiplier to x4. Furthermore the augmented attacks ignore any armor or shield bonus to ac, and any hardness or damage reduction not belonging to a relic. The wielder of this blade also treats any sunder attempt they make using the axe as being augmented in the above way.

Kiba: A powerful relic sword that harnesses the power of lightning to devastating efficiency. In truth Kiba is not an entirely unique relic, there are in fact at least two of these swords, possibly more in the world. Each one functions as a Katana however the wielder may choose to treat it as a light weapon if doing so would be beneficial. Additionally these blades harness the power of electricity to great effect. Firstly the wielder of these blades may use lightning style jutsu without weaving any handsigns. Secondly any chakra spent on a lightning style jutsu has 50% of its cost refunded after paid, allowing the wielder to use far more powerful techniques without wasting nearly as much chakra. If the wielder of this blade expends 4 chakra when making an attack they grant the weapon the keen weapon quality for the round. Even more useful, the wielder of this blade may use a standard action to spin the blade with incredible speed causing it to function as a dynamo, doing so grants the wielder 10 points of temporary chakra that must be used by the end of their next turn and may only be sued for lightning style jutsu. If the wielder has more than one Kiba they gain 10 such chakra for each one using the same standard action. As it's final ability any electricity damage caused by any source that isn't the wielder them self is absorbed. They take no damage and instead gain temporary chakra equal to the damage they would have taken with the same limitations above.

Kohaku no Jōhei: This barrel sized sacred urn is one of the most powerful sealing devices ever devised and its ease of use is a thing to be feared. This 4 ft tall clay pot inscribed with runes has the ability to seal away creatures regardless of power so long as they meet one frighteningly simple condition. When the user speaks to a creature and that creature replies to them with even a single word the user may activate the urn and seal them away. Sealing a creature in this way causes it to be pulled into the urn flawlessly and transformed into a liquid in the bottom of it. A sealed creature is incapable of any action, unaging, and immortal and will remain sealed until the wielder of the jar chooses to free them. This tremendously powerful item however is not without cost. Activating it requires expending 50 chakra from the wielder, if they would not have enough chakra, even by spending all their reserve and dying, their life still ends but the sealing performs successfully, the user's sacrifice being rewarded despite their lack of power.

Kubikiribōchō: This gigantic sword was used for executions and has grown hungry for blood. The largest and most imposing of weapons, this greatsword has a base damage of 2d12, 10 ft reach and a x4 critical multiplier. Unlike most reach weapons this can still be used against adjacent creatures. The bade weigh's more than 40 lbs and requires 20 strength to wield normally. A character with 30 strength however can wield the weapon one handed if so desired. Unlike most relics this sword can in fact be damaged, though it has 14 hardness and 100 hit points. Anytime the weapon deals damage it heals itself equal to the damage inflicted.

Nuibari: An incredibly thin straight sword, this weapon is a single massive needle used to commit gruesome atrocities on the battlefield. This sword functions as a rapier but with a base of 1d8 damage instead of a d6. Furthermore the hilt of this weapon produces an endless amount of ninja wire allowing the user to always act as if holding such wire. It's true ability however is its power to pierce it's foes body and lead those wires through them. Any creature damaged by this weapon is entangled automatically as the weapon passes through them, leading wire into their body. Any creature so entangled must make a CMB check in order to take any action besides talking, if they fail to beat the wielder's CMD then instead the wielder of Nuibari decides their action, though they can only make a creature move or attack with a held weapon and the penalties for being entangled still apply. Furthermore as a swift action Nuibari may make a CMB check to reposition, and it is applied to every creature entangled by the weapon. Instead of repositioning those who fail however the wielder may make them move or attack with a held weapon as detailed above. If an entangled creature is adjacent to a solid surface or object with less than 10 hardness the wielder of Nuibari may choose to root the target to that object, preventing them from moving at all until they escape, thus limiting their forced actions to only attacking. Generally speaking a creature may only escape this entanglement by being released willingly or by making a DC 25 strength or escape artist check as a standard action. Because by definition the entangled creature will have to pull the wire through their body they take 1 point of constitution bleed after making the attempt, regardless of success or failure.

Nyoi kino bo: A staff of legendary proportions this gold tipped rod of black iron is in fact a staff of almost any length. As a free action once per round the wielder of this staff may alter its length and width to almost any amount desired. They may make the staff up to a maximum 4 Miles long, and up to 20 ft in diameter. This allows the wielder to treat the weapon as a magical adamantine club, great club, or quarterstaff of whatever size they wish. Despite being able to extend the weapon's lengththe wielder is still only able to re-act so quickly with such a long weapon in various conditions, this means that while they can make attacks anywhere within the reach of their weapon, they can only make attacks of opportunity and threaten an area within 15 ft. Likewise attacks or abilities allowing  a wielder to attack all foes within their reach only count their reach as 15 ft. In addition the weapon can be made as small as a sewing needle making it incredibly easy to hide. As a further use of this staff the user may hold one end and extend the staff allowing them to push them self to it's endpoint, this allows them to travel up to 4 Miles in a straight line, but due to the precise control necessary it requires a move action to do so. The staff's ability to extend can also be used to push foes or shatter objects. When used to make a normal burst check the wielder counts their strength score as 50 (a +20 bonus). And if desired the wielder can attempt to push a creature using the pole's extension. This requires first a melee attack against the target, and then if successful the wielder makes a bullrush attempt as normal but treats their strength score as if it were 50. If this check is successful they move the target back 5 ft for every point they beat the foes CMD by instead of for every 5 points. There are likely many other uses of this staff, such as using it to create cover, manipulate distant objects and so on.

Seal of rebirth: This incredibly potent  talisman has the essence of life itself sealed within. Once only this seal may be placed upon a deceased creature and will instantly and wholly resurrect them to the peak of perfect physical condition and health including all they were holding or wearing. If their previous form was untenable, such as someone who died of old age or a horrible mutation, they will have a new body created. A person revived by this seal will live beyond even the normal maximum age limit for their race, provided they do not die to violence before then. If the person with the talisman in their possession dies it will immediately activate and resurrect them. There is no limit to how long a creature may have been dead before this item brings them back. Once used the talisman is destroyed forever.

Sharingan: The Ninja has acquired a single Sharingan, one which they were not born with, but has none-the-less been implanted, usually into one of their eye sockets.

Shibuki: This dreadful "Sword" is in truth a two handed axe of catastrophic proportion. It's double length handle is topped by a 5 ft long cylinder that perpetually generates exploding tags which roll out onto the flat chopping blade of this nightmarish weapon. Shibuki combines the best of both an axe and greatsword with a base damage of 2d6 slashing damage and a critical threat range of 19-20 and a multiplier of x3, it also counts as both weapon types for all beneficial abilities. It's true power lies in its ability to produce a ribbon of devastating explosive tags which detonate when the axe strikes something or when the wielder desires it. As an attack action, instead of attacking normally, the wielder of this axe may extend a 5 ft streamer of explosive tags. They may either wrap these tags around the weapon, building its power for when it detonates, or they may extend the tags outward in a line of continuous squares. Each attack action allows them to re-arrange the shape of their line as long as each square remains adjacent to at least 1 other and 1 square remains adjacent to the wielder. Thus by using a full attack they could extend a substantial stream of explosive tags to cut off an opponent's route or to damage a large group of foes at once. When detonated each 5 ft section explodes in a 10 ft radius blast of 4d6 damage with a reflex save for half. The DC is equal to 20+the wielder's base attack bonus. A foe caught in the area of multiple explosions makes only a single save against the total damage. As with exploding tags half of this damage is fire and half is bludgeoning. If the tags were wrapped around the axe then this simply creates a bigger explosion, though only up to 10 ft of tags can be wrapped around the axe for a maximum explosion of 8d6. The wielder of the axe is not immune to the explosion however they may roll twice and take the better result on their reflex save and they gain the benefit of improved evasion against these explosions specifically. The wielder of this weapon may apply any benefits they have for using exploding tags to the weapon. Enemies may not remotely detonate the tags on this weapon through any means.

Sword of Kusanagi: This powerful katana is perhaps the pinnacle of what it means to be a sword, it's ability is cutting in its most primal form. This sword is treated as a Katana but it's natural critical threat range is 17-20 and it's base damage is 1d10. Furthermore this sword ignores all hardness and damage reduction as well as armor and natural armor allowing it to cut through almost anything that is not also a relic. However a relic does not have its qualities ignored.

Totska blade: The sword of sealing, the dreaded totska blade is a weapon made of liquidised sealing chakra. The handle for this "sword" is a finely made sake gourd, while the liquid blade can be shaped into whatever melee weapon is desired. The base weapon can be changed as a free action once per round allowing the wielder to select any melee weapon and in any size they desire. This weapon has two primary abilities. The first is that it's blade can cleave through most objects, ignoring armor bonuses to AC and the hardness of objects. But when the blade slices a living creature the wielder may choose to use its secondary ability instead of dealing damage. When the secondary ability is used the wielder calculates the damage a successful attack would have done on a coup de gras, if this damage would be enough to reduce the enemy to 0 hit points the blade can instead immediately seal the target inside the gourd, trapping it helplessly in a genjutsu world of drunken dreams. In this genjutsu world the target neither ages nor experiences the threat of hunger or thirst and instead feels only hazy pleasant dreams. The wielder of the blade may choose to release any creature that was trapped inside the gourd whenever desired into an adjacent space as a standard action. When a creature emerges, drunken, from the gourd it will automatically treat it's attitude as friendly towards the wielder of the blade for 24 hours.

Tsurukame:  This one of a kind relic is a modern invention born of a desire to create the ultimate ninja tool, a massive shield that can protect and attack. It is the peak of both offense and defense in one. This incredible tower shield provides a +6 shield bonus to ac and is filled with many barrels and firing mechanisms that allow the wielder to attack while blocking. When a ninja with this shield uses the tower shield to provide full cover they may also make a full attack using the ranged weapons built into the shield. The shield is capable of launching kunai, senbons, shuriken, crossbow bolts, spiked chains, exploding tag balls, activating scrolls, or firing as any type of firearm. The wielder may even treat this full attack as if they were dual wielding, as long as they take the normal two weapon fighting penalties. The weapon  is loaded by sliding a scroll with any of the above weapons sealed into it, the weapon allows the wielder to unseal whatever ammunition they desire as part of the attack. Loading a new scroll is a move action.

Yata mirror: This renown shield is regarded as one of the few ultimate defenses. It functions as a large steel shield with no max dex or armor check penalty and provides a +4 shield bonus to ac. Far more than that however the shield is imbued with the power of all 5 elemental nature's, which allows it to counter any elemental jutsu. Anytime the target of the mirror would be in the area of effect of an elemental jutsu they may attempt to counter it by paying chakra. Each chakra spent is doubled before determining if it were powerful enough to counter a jutsu. This means that effectively the target would only have to pay 1/4 the chakra cost of an incoming attack in order to completely negate it, protecting the wielder and other creatures targeted by the jutsu.