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Ninja



Alignment: Any Lawful.

Hit Die: d8.

Class Skills

The Ninjas class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (geography, history, local, and nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Skill Points at 1st Level: (6 + Int modifier).

Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Ninja

Level

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save

Special

1st

+0

+0

2

+0

Ki Pool, Sudden Strike +1d6, Jutsu Path, Trapfinding, Improved Unarmed Strike

2nd

+1

+0

+3

+0

Jutsu Power, Evasion, Improved Initiative

3rd

+2

+1

+3

+1

Sudden Strike +2d6

4th

+3

+1

+4

+1

Jutsu Power, Slow Fall 20 ft

5th

+3

+1

+4

+1

Sudden Strike +3d6, Uncanny Dodge

6th

+4

+2

+5

+2

Jutsu Power, Slow Fall 30 ft

7th

+5

+2

+5

+2

Sudden Strike +4d6

8th

+6/+1

+2

+6

+2

Jutsu Power, Slow Fall 40 ft

9th

+6/+1

+3

+6

+3

Sudden Strike +5d6, Improved Evasion

10th

+7/+2

+3

+7

+3

Jutsu Power, Slow Fall 50 ft

11th

+8/+3

+3

+7

+3

Sudden Strike +6d6, Improved Uncanny Dodge

12th

+9/+4

+4

+8

+4

Jutsu Power, Slow Fall 60 ft

13th

+9/+4

+4

+8

+4

Sudden Strike +7d6

14th

+10/+5

+4

+9

+4

Jutsu Power, Slow Fall 70 ft

15th

+11/+6/+1

+5

+9

+5

Sudden Strike +8d6

16th

+12/+7/+2

+5

+10

+5

Jutsu Power, Slow Fall 80 ft

17th

+12/+7/+2

+5

+10

+5

Sudden Strike +9d6

18th

+13/+8/+3

+6

+11

+6

Jutsu Power, Slow Fall 90 ft

19th

+14/+9/+4

+6

+11

+6

Sudden Strike +10d6

20th

+15/+10/+5

+6

+12

+6

Jutsu Power, Slow Fall Any Distance


Class Features

All of the following are class features of the ninja.

Weapon and Armor Proficiency: A ninja is proficient with all simple weapons, and with light armor.

Sudden Strike: If a Ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This extra damage is 1d6 at 1st level, and it increases by 1d6 every two ninja levels thereafter. Should the rogue score a critical hit with a sudden strike, this extra damage is not multiplied. Ranged attacks can count as

sudden strikes only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a ninja can make a sudden strike that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sudden strike, not even with the usual –4 penalty. The ninja must be able to see the target well enough to pick out a weak spot and must be able to reach such a spot. A ninja cannot suddn strike while attacking a creature with concealment or striking the limbs of a creature whose weak spots are beyond reach.



Ki '''Pool (Su): At 1st level, a ninja gains a pool of ki, supernatural energy he can use to accomplish amazing feats. A ninja's ki pool is equal to one half his ninja level plus his Wisdom modifier. As long as he has at least 1 point in his ki pool, he gains +2 to Will saves. This is rounded down, so a ninja without a Wisdom modifier at first level has no Ki.

Jutsu Path: At first level the Ninja chooses Ninjutsu, Genjutsu or Taijutsu. In order to maintain their path the Ninja may not have more Jutsu's in another path. Thus the first Jutsu the Ninja chooses will be from their path. The Ninja gains skill bonus' based on his path as shown below.

Ninjutus: +2 to Disable Device and Stealth. This bonus becomes +4 at 10th level.

Genjutsu: +2 to Bluff and Perception. This bonus becomes +4 at 10th level.

Taijutus: +2 to Acrobatics and Escape Artist. This bonus becomes +4 at 10th level.

Jutsu Power: At every even level the Ninja may choose a Jutsu Power. Some powers have requirements. Additional feats will be listed further down below.

» Akuma no Tsubasa

» Demon Wings

Type: Ninjutsu

This technique allows the user to control the movements of a thrown object with his

Ki and have it return to him.

Requirements: Spend one Ki as a free action. Power affects one item no larger than the user.

Duration: One minute, can be broken if item is destroyed or unable to return to Ninja's hand.

Effect: Gives a held item the Reutrning quality and increases the range increment by 10' (2 squares) for weapons. This means a long sword would have a range of 20' and could be thrown without penalty.

Advancement: Each time this Jutsu is taken increase the range increment by 10' (2 squares) up to 50' (10 squares) maximum. If taken 5 times then the user may make a full attack action with the weapon and divide their attacks up amongst all targets in range with the weapon returning after each attack.

Special: While the item is flying through the air a foe can spend a readied action to grab the item if it passes through their threat range. They must beat your CMD which you get a +2 to because of the nature of the maneuver. If they successfully grab the item then you must beat their CMD at the end of your turn or the weapon will not be able to return to your hand and the Jutsu ends.



» Banryoku

» Brute Strength

Type: Taijutsu

Description: Using this technique, the user concentrates Ki through his whole body in order to

increase his physical potency.

Requirements: Spend any amount of Ki as a move action.

Duration: One round.

Effect: Add 2 to your Strength score per point of Ki spent. The total Ki spent may not be greater than ½ your character level rounded down.

Advancement: When taking this Jutsu multiple times choose one of the following. Spend any amount of Ki as a free action, duration becomes 2 rounds or add 3 to your Strength score per point of Ki spent.



» Bouenkyou Shikaku no Jutsu

» Telescopic Vision Technique

Type: Ninjutsu

Description: By focusing some Ki to his irises, the user is able to increase the efficiency of his

sight.

Requirements: Spend 1 Ki as a free action to activate. Perception 2 or more ranks.

Duration: One minute.

Effect: Perception (Sight) suffers no DC increases within the first 4 increments (no penalty for the first 400' in sunlight and so forth). You are also capable of noticing hidden objects up to 100' away (as opposed to 20' away). Ranged penalties for range weapons are halved for the duration as well.



» Bunshin no Jutsu

» Clone/Split Body Skill

Used By: All Shinobi

Type: Genjutsu

Description: A jutsu that creates an illusionary clone of the user, in numbers of 1 or more. The Clone disappears after being struck with an attack, and can deal no damage. This jutsu is one of the basics, and required to pass the Shinobi Academy.

Requirements: 1 Ki to activate as a move action.

Duration: One Minute.

Effect: Produces an illusionary double that appears adjacent to you and can move no more than 15' (3 squares) away. If attacking or attacked the clone disappears in a puff of smoke (whether the attack hits or not). The clone takes actions on your turn. When you move you may make a stealth check opposed by perception. If successful then enemies do not know which is the real you without some sort of aid. Enemies that know which is the real you may point it out on their turn as a free action. When an enemy attacks you if one or more clones are adjacent to you there is a 50% chance of a clone being attacked instead, unless they know which is the real you. If you attack an enemy while they do not know if you are real or a shadow clone they are flat footed against your attack, but then that enemy and all other enemies able to observe you know that you are not a shadow clone.

Advancement: Each time you take this Jutsu choose one of the following.

Increase the number of clones produced by one (to a maximum of 5).

Increase the duration by one rank (second rank 10 minutes, third rank 1 hour, forth rank 1 day).



» Byakugan

» White Eyes

Used By: Hyuga Clan

Type: Taijutsu (Advanced Bloodline)

Description: This jutsu is activated in the eyes, much like the Sharingan. Sharingan actually developed from Byakugan. This jutsu allows the user's vision to become 360 degrees. The user is able to see fully around them, and all their surroundings. Byakugan also has the ability to see objects, and view the inner coil system of a person's body, and in advanced cases, the Chakra Holes. Using this, the user can attack the inner organs of a person, and do high amounts of damage.

Requirements: Must be a member of the bloodline. Perception 4 ranks. One Ki to activate as a move. Must have alreay taken Bouenkyou Shikaku no Jutsu and must be a bloodline member.

Duration: One Minute.

Effect: While activated the user can see all around them. This makes them harder to flank. Flanking foes lose the +2 bonus to hit, but may still deal sneak attack damage. As a move action while activated the user can detect Ki and magic for the remainder of the round. Only the presence of Ki or magic can be detected in a person or object, not the type or amount. The users Sudden Strike becomes Sneak Attack for the duration.

Advancement: Advancing this Jutsu a second time requires 6 ranks in Perception. When the user detects magic or Ki they can detect the amount of Ki and the schools of magic, they can also see invisible. Also, the user may as a move action locate the weak points in a target. That target is flat footed to the user for the rest of the turn. Advancing this Jutsu a third time requires 10 ranks in Perception. Locating a targets weak points is a free action at this rank and enemies lose all cover bonus' to AC and hide checks except for total cover. The user also gains Blindsense out to 60'.

Special: Bouenkyou Shikaku no Jutsu may be activated along with Byakugan in the same round. This breaks the one Jutsu per turn rule.



» Byouretsu no Jutsu

» Violent Sickness Technique

Type: Genjutsu

Description: This specific genjutsu is used to trigger several mechanism in the target's body, causing it

to become violently sick for inexplicable reasons.

Requirements: Bluff 4 ranks. Spend a Ki as a standard action.

Duration: up to 1 round per Ninja level.

Effect: One target within 30' must make a Will save DC 12 + your wisdom modifier or become Nauseated. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn. At the end of each of the targets turn they may make another Will save to shake off the effects of the Jutsu.



» Chouyaku no Jutsu

» Jumping Technique

Type: Taijutsu

Description: This technique is actually one of the basic technique taught to ninja during their years at

the Academy. The basic principle is to train the students in Ki manipulation- in this

case, to improve the mobility by increasing the body's speed with Ki.

Requirements: Spend 1 Ki as a free action to activate. 2 ranks in Acrobatics.

Duration: One minute.

Effect: User gains +4 to Acrobatics (jump) check for the duration and has their base movement increased by 5'.

Advancement: Each time this Jutus is taken increase the Acrobatics bonus by +2, increase the movement bonus by 5' and increase the duration by one rank (2nd rank is ten minutes, 3rd rank is one hour, fourth rank is four hours). This Jutsu can only be taken 4 times. Increase the Acrobatics requirements by 2 ranks each time you take this Jutsu.



» Daichouyaku no Jutsu

» Greater Leap Technique

Type: Taijutsu

Description: Gathering even more Ki to his feet, the user is able to increase the maximum

distance attained in his jumps tenfold.

Requirements: Chouyaku no Jutsu and Acrobatics 4 ranks. Spend 1 Ki as a free action.

Duration: 1 round.

Effect: The user gains +20 to Acrobatics (jump) checks for the listed duration. The user may also combine jumping with a charge attack. The jump check replaces the users normal movement. If the jump check is sufficient to reach the target then they are considered flat-footed to the attack.



» Domori no Jutsu

» Speech Impediment Technique

Type: Genjutsu

Description: The subject slowly loses the ability to read, write and speak languages as the technique overstimulates the language center of its brain. The subject may still attempt to speak, but it will only spew gibberish; it may attempt to read, but will not understand; it may attempt to write, but will only scribble. This effect happens progressively as the technique lasts.

Requirements: Intimidate 4 ranks. Spend one Ki as a standard action.

Duration: One minute.

Effect: The target must make a Will save DC 12 + the users Wisdom modifier. If the save is failed the target suffers the following effects each round.

1st round: The subject loses the ability to read or write its non-native languages (languages not granted by a race). +4 to the DC for Concentration checks to cast spells.

3rd round: The subject loses the ability to speak its non-native languages. +8 to the DC for Concentration checks to cast spells. Must make a concentration check for each spell cast. Jutsu's cost an additional Ki to use.

5th round: The subject loses the ability to read or write its native languages. Scrolls for spells or Jutsu's can no longer be used. Conversely the subject is immune to Explosive Runes and the like.

7th round: The subject loses the ability to speak its native languages. Cannot cast spells or use Jutsu's since both require the subject to remember something they can no longer remember. Even divine casters and spontaneous casters are effected. Diplomacy checks cannot be made and all other Charisma based checks suffer a -8 penalty.

10th round: The subject must make another Will save or become confused for 1d4 rounds as the language center of their brain violently returns to normal. A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all other creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that attacked it until that creature is dead or out of sight.

Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.

d% Behavior

01–25 Act normally.

26–50 Do nothing but babble incoherently.

51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.

76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self ).

A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Special: This Jutsu can be used from hiding. Make a stealth check opposed by the targets perception. If you win the target has no idea they're under the effects of Jutsu, nor do they know where the effect came from.


» Douheki no Jutsu

» Earth Split Technique

Description: One of the earth element's sole low-level damaging technique can only be used on firm or

hard earthen ground, such as stone, and the user must be able to touch his hand directly against the ground.

Type: Ninjutsu

Requirements: Spend 1 Ki as a standard action.

Duration: Instantaneous.

Effect: So long as both the user and the target are standing on the ground this Jutsu can be used. The ground under the targeted area explodes, dealing 2d6 points of blundgeon damage to any creature standing directly on it, damage increasing by 1.5 times against prone creatures, as the ground bursts apart violently. Damage from this technique can be halved with a successful reflex save DC 12 + the users wisdom modifier. The range is 100' and can be used from hiding. The user may make a stealth check opposed by the targets perception to remain hidden after using this technique.

Advancement: Each time you take this Jutsu increase the damage by 1d6 up to 5d6 maximum. If you take this Jutsu a 5th time then those that fail their Reflex save fall prone and those already prone are instead stunned for one round.



» Fukumihari

» Hidden Needle

Type: Ninjutsu

Description: This technique allows the user to hide a throat dart in their esophagus. A throat dart launched in this manner can inflict grievous wounds on an unsuspecting foe.

Requirements: Base Attack +3. Bluff 4 ranks. Craft (alchemy) 2 ranks. Spend 1 Ki as a full round action to insert dart into throat. Spend a free action on your turn to launch (no more than 1 dart per round).

Duration: Held for 1 day. Instantaneous when launched.

Effect: The user may insert a throat dart into their esophagus as a full round action while spending a point of Ki. This dart stays in the throat until launched and does not impede the user in any way. Only one dart may be inserted. On the users turn they may fire the dart from their throat as a free action that does not provoke, this even ignores the normal rules for using a ranged weapon in melee. The darts range is 15' (3 squares) and deals 1 point of damage. When attacking make a bluff check opposed by the targets sense motive. If you win then the target is flat-footed against your attack. Poison may be applied to the dart without any risk of harming the user.

Advancement: Each time you take this Jutsu choose one of the following, increase the dart range to 30', increase the number of darts you may keep in your throat by 1 (to a maximum of 3 darts) or increase the darts base damage to 1d6 and its threat range to 19-20.


» Fuukakoi no Jutsu

» Wind Enclosure Technique

Type: Ninjutsu.

Description: Using this technique, the user surrounds the target in powerful wind in order to

immobilize and possibly kill it.

Requirements: Spend 1 Ki as a standard action. Acrobatics 5 ranks.

Duration: Instantaneous.

Effect: The range on this attack is 30'. If the target fails a Reflex save DC 14 + the users Wisdom modifier then the target takes 2d6 slashing damage and is pinned until the end of the users next turn. A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is flat-footed. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check DC 19 + the users wisdom modifier. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned creature that attempts to cast a spell must make a Spellcraft check (DC 15 + the spell’s level) or lose the spell. Pinned is a more severe version of grappled and their effects do not stack.

Advancement: Each time you take this Jutsu increase the DC by 1 and the damage dice by 1d6 to a maximum of +3 to the DC and +3d6 to the damage. If this Jutsu is taken a 5th time the pinning effect last 2 rounds instead and the target will still take ½ damage on a successful save.


» Genjutsu Kai

» Illusion Dispel

Type: Genjutsu

Description: This technique allows the user to isolate and forcefully remove the effect of a single

Genjutsu effect, so long as it can be dispelled.

Requirements: At least one other Genjutsu. Spend one Ki as a full round action.

Duration: Instantaneous.

Effect: This Jutsu allows a target to make another Will save against a Genjutsu, enchantment or illusion that is currently affecting them and has a DC no greater than 12 + the Jutsu users Wisdom modifier.

Advancement: If this is taken a second time you may use this Jutsu on yourself as an immediate action when you fail a Will save against a Genjutsu, enchantment or illusion with a DC no greater than 12 + the users Wisdom modifier.



» Gishi no Jutsu

» Feign Death

Type: Ninjutsu

Description: This technique allows the user to appear dead. He slows his pulse down to the point it's

unnoticeable, his body temperatures slowly drops as if had been recently killed, and will

be paralyzed for the duration of the technique.

Requirements: Bluff 4 ranks. Spend 1 Ki as an immediate action when dealt damage.

Duration: Up to 1 minute per Ninja level.

Effect: After taking the damage gain 5 temporary hit points. So long as you are not below 0 hit points you appear as if you were dead. Your body is paralyzed while the Jutsu is active, but all your sences are still active. Someone interacting with your body makes a Sense Motive DC 10 + your bluff to realize you're not dead.

Special: You may use Kawarimi no Jutsu (Body Substitute Skill) for only 1 Ki while under the effect of this Jutsu.


» Gouken

» Iron Fist

Type: Taijutsu.

Description: The very basic technique of the style of the same name, this attack is a very

straightforward blow that deals increased amounts of damage.

Requirements: +1 base attack. Spend 1 Ki as part of an unarmed attack.

Duration: Instantaneous.

Effect: Increase your unarmed strike damage by 1d6 for the attack. If you miss you lose no Ki. This bonus damage is added to your base damage so it would be doubled on a critical hit.

Advancement: Each time you take this Jutsu increase the bonus damage die by one type (d8 to d10 to d12 max).


» Henge no Jutsu

» Transformation Skill

Used By: All Shinobi

Type: Genjutsu

Description: An illusionary jutsu that gives the user the appearance of another person or object. A commonly used skill.

Requirements: Two ranks in disguise. 1 Ki to activate as a move action.

Duration: 1 Hour

Effect: The user gets a +10 to disguise for the duration with one disguise or the user gets +10 to stealth for the duration so long as they don't move.


» Hirai Ashi

» Flying Thunder Leg

Type: Taijutsu.

Description: Using this technique, the user sends a powerful kick to his enemy's head, destined to stun

and throw it to the ground.

Requirements: Base attack +3. One other Taijutsu. Spend a Ki as part of standard unarmed attack action.

Duration: Instantaneous.

Effect: If the attack hits then the target makes a Fortitude save DC 12 + your Wisdom modifier or become stunned for one round and fall prone.


» Hyousou no Jutsu

» Ice Claws Technique

Type: Ninjutsu

Description: This technique requires that the user has both hands free when performed. Upon

completion of this technique, the user's hands are covered in wicked ice claws, allowing

his unarmed attacks to deal lethal slashing damage in addition to cold damage.

Requirements: Two-Weapon Fighting. +3 Base Attack. Spend 1 Ki as a standard action to activate.

Duration: 1 Minute.

Effect: Both your hands become coated in sharpened ice crystals. This allows you to make two unarmed attacks that deal lethal slashing damage and an additional 1d6 cold damage. These attacks do not provoke attacks of opportunity. The downside of this technique is that while it lasts, the user cannot perform hand seals, cast spells with somatic components, hold objects or use any feat, skills or ability that makes uses of hands or opposable thumbs.


» Kage Buyou

» Shadow Leaf Dance

Type: Taijutsu

Description: A technique that attaches the user to the opponents shadow, leaving the opponent vulnerable to stronger attacks.

Requirements: Base Attack +3. Spend one Ki as a move action or as part of a move action.

Duration: Concentration, up to one minute.

Effect: The target must make a Reflex save (DC 10+1/2 users level +Wisdom Modifier) to be affected. If the save succeeds then no Ki is spent, but that target may not be affected by this Jutsu again for one day. If the save fails then so long as the user stays within 10' of the target then they get +2 to hit the target and whenever the target moves the user moves with them. If the target attacks anyone except the user then the user may make an attack of opportunity on the target.

Special: Taijutsu's that require a standard attack action to use may be used as move actions against the target of this Jutsu.



» Kage Shuriken no Jutsu

» Shadow Shuriken Skill

Type: Ninjutsu

Description: A technique which places a second shuriken in the shadow of a first (thrown) shuriken, confusing the enemy.

Requirements: Bluff 2 ranks. Quick Draw. Spend one Ki as a free action when throwing a projectile weapon. Two projectile weapons are used up in the process. Usable once per round.

Duration: Instantaneous.

Effect: Make a ranged attack as normal with the first projectile. If successful then make a second ranged attack at the same attack bonus with a +2 modifier. If both attacks are successful apply sudden strike damage to both attacks, otherwise deal damage normally. If the first attack misses make a second attack at the same attack bonus. If the second attack hits while the first misses apply sudden strike damage to the second attack only.


» Katon Ryuuka Engo

» Fire Type; Dragon Fire Protection

Type: Ninjutsu

Description: A jutsu that protects the user from fire for a short period of time. Allows access to many fire based Jutsu's.

Requirements: Spend one Ki as a free action on your turn.

Duration: One minute.

Effect: Gain Fire Resistance 10 for the duration.

Advancement: By taking this Jutsu again you may increase the duration by one rank (10 minutes for second rank, 1 hour for third rank and 1 day for fourth rank) or increase the resistance by 10 to a maximum of 30.



» Katon Ryuuka no Jutsu

» Fire Type; Dragon Fire Skill

Appearance: Chapter 49

Used By: Uchiha Sasuke

Type: Ninjutsu

Description: A jutsu that sends a stream of fire towards the opponent, originating from the users mouth.

Requirements: Katon Ryuuka Engo, spend one Ki as part of a standard action to activate.

Duration: Instantaneous.

Effect: Make a ranged touch attack against one target within 30' (six squares). If you hit then you deal 1d6 damage per 2 levels in Ninja you possess.


» Kawarimi no Jutsu

» Body Substitute Skill

Type: Ninjutsu

Description: A common jutsu - used to quickly replace a body with a close by object. Creates confusing among the opponent(s) - creating a chance to escape, or return with a larger strike. Useful for avoiding attacks, and hiding from potential enemies.

Requirements: Bluff and Stealth 2+ ranks. Spend 2 Ki as an immediate action and make a succesful bluff check opposed by attackers perception. Cannot be used against a critical threat or hit.

Duration: Instantaneous.

Effect: Replaces user with a random nearby object. User disappears in a puff of smoke and reappears anywhere from 5' (one square) to 20' (up to four squares) away. This disrupts the attack and it now counts as a miss. This Jutsu can be used no more than once per minute.

Advancement: If taken a second time then you may either make an attack of opportunity if reappearing adjacent to the attacker or a hide check if reappearing 10 or more feet away, so long as there is cover. The opponent is considered flat footed against the attack of opportunity.


» Kuchiyose no Jutsu

» Summoning Skill

Appearance: Chapter 48

Used By: Hatake Kakashi, Orochimaru, Jiraiya, Uzumaki Naruto

Type: Ninjutsu

Description: Using a contract, seal, and the users blood, allows the user to summon an animal. The type of the animal is determined by the contract used, and the blood is the 'signature'(Which can be on a scroll, tattoo, etc).

Requirements: Must have a contract with a named, summonable creature. Spend 1 Ki per level of the Summonable creature and 1 hit point per Hit Die of the summonable creature. 4th level in Ninja.

Duration: 1 Minute.

Effect: As a full round action that provokes attacks of opportunity the user presses their hand against the ground as a replication of the summoning seal appears around them. In a puff of smoke the summoned creature appears in either the users square or an adjacent one. The sumoned creature acts on the summoners turn and may act the turn it is summoned. If the summoned creature is reduced to zero or less hp it disappears and may not be summoned until its hit points are completely refilled. A summonable creature regains hp equal to its hit dice each hour it is unsummoned. A summoned creature may be dismissed as a free action on your turn.

Advancement: Each time you take this Jutsu choose one of the following, increase all summonable creatures level by one (this increases their hit dice and grants them more advanced abilities), exchange a summonable creature for one of a higher level (this dismisses one contract in faovr of a new contract with a new summons), or increase the summoning duration by 1 rank (ten minutes for 2nd rank, one hour for 3rd rank and 4 hours for fourth and final rank).

Special: You may spend additional Ki when performing a summons. Each Ki spent may heal a summonable creature by 10 hit points or be added to the summoned creatures Ki pool for them to use if they possess Jutsu's. Only Ninja Animals may be summoned, but certain feats can summon different and more powerful creatures.


» Magen - Anrakushi

» Demonic Mirage - Endgame Relief

Type: Genjutsu

Description: Should the subject fail its Will save, the technique gives off an illusion that lets it see what it desires most to see, be it reinforcement, the death of an enemy or other such occurences.

Requirements: Bluff 2 ranks. Spend 1 Ki as a standard.

Duration: 1 round.

Effect: A target within 30' (6 squares) makes a Will save DC 12 + the users Wisdom modifier. On a failed save, the subject either loses its Dexterity bonus to AC until the end of the users next turn, or loses its standard action during its next turn, but remains able to defend itself normally, at the jutsu user's choice. Once the technique expires, if the subject still lives, it suffers 2d6 points of non-lethal damage as the illusion crumbles and its hope comes crashing down. The user cannot know what the illusion showed the target unless he is told about it.


» Ninpou - Sendachi

» Ninja Art - Mystical Sword

Type: Ninjutsu.

Description: For the duration of the technique, the weapon counts as though it was Ki-enhanced

for the purpose of bypassing damage reduction.

Requirements: Base Attack +3. Spend one Ki as a move action.

Duration: 1 Minute.

Effect: One held weapon, or the users unarmed attacks, becomes +1 magic. This has no effect on an already magical or Ki infused weapon. The weapon may be used by others.

Advancement: You may take this Jutsu a second time if you have a base attack of +6, if you do the weapon becomes +2. You may take this Jutsu a third time if you have a base attack of +9, if you do the weapon becomes +3 and you may take this Jutsu a fourth and final time if you have a base attack of +12, if you do the weapon becomes +4.


» Ryuutsuki

» Dragon Thrust

Type: Taijutus

Description: A powerful, Ki infused charge attack that can break through most barriers.

Requirements: Spend 1 ki as part of a charge attack.

Duration: Instantaneous

Effect: Your charge attack gains an additional +2 to hit and +4 damage. The attack also ignores the first 5 points of damage reduction on any inanimate object struck. If the attack misses then the Ki is not spent.


» Sangeki Hissatsu Waza - Igeki

» Three-Hit Kill Technique - First Strike

Type: Taijutsu

Description: First part of a three-part combo is often given as an exam to serious recruits of various

swordsmanship or martial arts school.

Requirements: Base attack +3. Spend 1 Ki as a move action.

Duration: Instantaneous and 1 round.

Effect: The use makes one attack as a standard action. If successful then the target takes an additional 1d6 force damage and must make a Fortitude save DC 13 + the users Wisdom Modifier or be stunned until the end of the users next turn.

Special: If you've taken Nigeki increase the DC by 2, if you've taken Sangeki increase the DC by an additional 2.



» Sangeki Hissatsu Waza - Nigeki

» Three-Hit Kill Technique - Second Strike

Type: Taijutsu

Description: Second of three part of a popular combo is usually as far as a large majority of the martial

artist get before they either quit, are killed or simply cannot achieve the third level. This

technique can only be used after using Igeki with the same weapon on the same target in the previous round.

Requirements: Base Attack +6. Spend 1 Ki as a move action.

Duration: Instantaneous and 1 round.

Effect: The use makes one attack as a standard action. If successful then the target takes an additional 3d6 force damage and must make a Fortitude save DC 14 + the users Wisdom Modifier or be stunned until the end of the users next turn.

Special: If you've taken Sangeki increase the DC by an additional 2.



» Sangeki Hissatsu Waza - Sangeki

» Three-Hit Kill Technique - Third Strike

Type: Taijutsu.

Description: To show the third technique is not only an honor for the user, but also an honor to the

victim. Very few experts ever got far enough in any style to master the third and final part

of the combo, and much less have the opportunity to fight a strong enough opponent to

actually use it. This technique can only be used after using Nigeki with the same

weapon on the same target since the last round.

Requirements: Base Attack +9. Spend 1 Ki as a move action.

Duration: Instantaneous and 1 round.

Effect: The use makes one attack as a standard action. If successful then the target takes an additional 9d6 force damage and must make a Fortitude save DC 15 + the users Wisdom Modifier or fall unconscious until roused. Unconscious foes are considered helpless and may be coup de graced.


» Tobi Kunai

» Flying Kunai

Type: Ninjutsu

Description: As a result of this technique, the user's thown weapons of small size or

smaller see their range increments, and thus their max ranges, doubled.

Requirements: At least 1 Ki remaining in the users Ki pool.

Duration: Continuous

Effect: The range increments for the users thrown weapons that are one or more sizes smaller than the user have their range doubled.


Summonable Creatures


1ST-LEVEL NINJA ANIMAL

Small Outsider (native)

Hit Dice:

2d8 (9 hp)

Initiative:

0

Speed:

30 ft. (6 squares)

Armor Class:

13 (+0 Dex, +2 natural, +1 size), touch 11, flatfooted 12

Base Attack/Grapple:

+2/–1

Attack:

Natural attack +3 melee (1d4)

Full Attack:

Natural attack +3 melee (1d4)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Sudden Srike +1d6

Special Qualities:

outsider traits, low-light vision

Saves:

Fort +3, Ref +3, Will +3

Abilities:

Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10

Skills:

8 skill points per level. Each creature has its own list.

Feats:

Any 1

Environment:

Any

Organization:

Solitary

Challenge Rating:

1

Treasure:

None

Alignment:

As summoner

Advancement:

Level Adjustment:


Typical 1st level Ninja Animals.




Animal

Stats

Special

Skills

Monkey

+4 dex, +2 con, +2 wis

Climb Speed 30, may wield small weapons

Acrobatics Bluff Climb Craft Diplomacy Disguise Escape Artist Intimidate Knowledge (geography) Knowledge (local) Knowledge (nature) Perception Perform Sense Motive Sleight of Hand Spellcraft Stealth Survival Swim

Badger

+4 dex, +2 con, +2 wis

Rage pts 8, burrow 10, claw/claw/bite

Bluff Diplomacy Escape Artist Intimidate Knowledge (geography) Knowledge (nature) Perception Sense Motive Spellcraft Stealth Survival Swim

Bat

-4 str, +6 dex, +2 con, +2 int, +4 wis

Fly 30, tiny, bite

Bluff Diplomacy Escape Artist Fly Intimidate Knowledge (arcana) Knowledge (dungeoneering) Knowledge (geography) Knowledge (history) Knowledge (local) Knowledge (nature) Knowledge (religion) Perception Sense Motive Spellcraft Stealth Survival Swim

Bear Cub

+6 str, +2 con

claw/claw/bite, additional +2 natural armor

Bluff Escape Artist Intimidate Knowledge (geography) Knowledge (nature) Perception Sense Motive Spellcraft Stealth Survival Swim

Cat

-2 str, +6 dex, +2 wis, +2 cha

claw/claw/bite, +4 perception/stealth, tiny

Acrobatics Bluff Climb Diplomacy Escape Artist Intimidate Knowledge (local) Perception Perform Sense Motive Sleight of Hand Spellcraft Stealth Survival Swim

Dog

+2 str, +2 dex, +2 con, +2 wis

bite, scent,

Bluff Diplomacy Escape Artist Handle Animal Heal Intimidate Knowledge (local) Knowledge (nature) Knowledge (nobility) Perception Perform Sense Motive Spellcraft Stealth Survival Swim

Eagle

+4 dex, +4 wis

bite, fly 30

Bluff Diplomacy Escape Artist Fly Intimidate Knowledge (geography) Knowledge (nature) Perception Sense Motive Spellcraft Stealth Survival Swim

Lizard

-2 str, +4 dex, +2 con, +2 wis

Bite, additional +2 natural armor, scent, +4 hide

Acrobatics Bluff Climb Diplomacy Escape Artist Intimidate Knowledge (dungeoneering) Knowledge (geography) Knowledge (nature) Perception Sense Motive Spellcraft Stealth Survival Swim

Owl

-2 str, +4 dex, +2 con, +4 wis

bite, fly 30, darkvision

Appraise Bluff Diplomacy Escape Artist Fly Intimidate Knowledge (arcana) Knowledge (geography) Knowledge (history) Knowledge (nature) Knowledge (religion) Linguistics Perception Sense Motive Spellcraft Stealth Survival

Rat

-4 str, +6 dex, +4 con, +2 wis

bite, tiny, +4 saves vs disease

Acrobatics Appraise Bluff Climb Disable Device Escape Artist Intimidate Knowledge (engineering) Knowledge (local) Perception Perform Sense Motive Sleight of Hand Spellcraft Stealth Survival Swim

Raven

-4 str, +6 dex, +2 con, +2 int, +4 wis

Fly 30, tiny, bite

Appraise Bluff Diplomacy Escape Artist Fly Intimidate Knowledge (arcana) Knowledge (geography) Knowledge (history) Knowledge (local) Knowledge (nature) Linguistics Perception Sense Motive Sleight of Hand Spellcraft Stealth Survival

Snake, Viper

-6 str, +6 dex, +4 wis

Bite – poison, tiny

Bluff Climb Diplomacy Escape Artist Intimidate Knowledge (arcana) Knowledge (dungeoneering) Knowledge (geography) Knowledge (nature) Linguistics Perception Sense Motive Spellcraft Stealth Survival Swim

Toad

+6 con, +2 wis

Swim 30

Acrobatics Bluff Climb Diplomacy Escape Artist Heal Intimidate Knowledge (geography) Knowledge (history) Knowledge (local) Knowledge (nature)Knowledge (religion) Perception Sense Motive Spellcraft Stealth Survival Swim


All natural attacks deal 1d4 damage (1d3 for tiny creatures). With claw/claw/bite the bite is primary and claw attacks are made at -5 to hit and deal half the strength bonus in damage. If the creature just has bite as an attack then the damage becomes 1d6 (1d4 for tiny) + times and a half strength bonus.



Tiny creatures get an additional +1 to hit and to AC due to size and an additional +4 to stealth checks. Tiny creatures also gain Weapon Finesse as a bonu feat.



A vipers poison DC is 10 + ½ the vipers Hit Dice + constitution modifier. Choose 1 of the following for 1st level viper poison types, 1d6 damage, dazzled for 1 minute or sickened for one round.



All Ninja Animals are capable of speech. If their summoner falls the summoned creature will act to save their life first if possible before the summoning effect ends. They can execute most tasks given to them and are fully capable of reason. They work with their summoner because they want to. If the summoner's alignment changes then they will have to change what they summon as soon as they level since the summoned creature will no longer answer their call.



Here are some sample Ninja Animals.



Bear Cub

Small Outsider (native)

Hit Dice:

2d8 (11 hp)

Initiative:

0

Speed:

30 ft. (6 squares)

Armor Class:

15 (+0 Dex, +4 natural, +1 size), touch 11, flatfooted 12

Base Attack/Grapple:

+2/–1

Attack:

Claw +1 melee (1d4+1), Bite +6 melee (1d4+3)

Full Attack:

Claws x2, Bite

Space/Reach:

5 ft./5 ft.

Special Attacks:

Sudden Srike +1d6

Special Qualities:

outsider traits, low-light vision

Saves:

Fort +4, Ref +3, Will +3

Abilities:

Str 16, Dex 10, Con 12, Int 10, Wis 10, Cha 10

Skills:

Bluff +4 Escape Artist +4 Intimidate +5 Knowledge (geography) +4 Knowledge (nature) +4 Perception +5 Sense Motive +5 Spellcraft +4 Stealth +4 Survival +5 Swim +8

Feats:

Power Attack

Environment:

Any

Organization:

Solitary

Challenge Rating:

1

Treasure:

None

Alignment:

As summoner

Advancement:

Level Adjustment:


Raven


Small Outsider (native)

Hit Dice:

2d8 (9 hp)

Initiative:

_+3

Speed:

30 ft. (6 squares) Fly 30 ft (6 squares) average

Armor Class:

17 (+3 Dex, +2 natural, +2 size), touch 11, flatfooted 12

Base Attack/Grapple:

+2/–1

Attack:

Bite +7 melee (1d4-2)

Full Attack:

Bite

Space/Reach:

5 ft./5 ft.

Special Attacks:

Sudden Srike +1d6

Special Qualities:

outsider traits, low-light vision

Saves:

Fort +4, Ref +6, Will +5

Abilities:

Str 6, Dex 16, Con 12, Int 12, Wis 14, Cha 10

Skills:

Appraise +5 Bluff +4 Diplomacy +6 Escape Artist +7 Fly +7 Intimidate +4 Knowledge (arcana) +5 Knowledge (geography) +5 Knowledge (history) +5 Knowledge (local) +5 Knowledge (nature) +5 Linguistics +5 Perception +6 Sense Motive +6 Sleight of Hand +7 Spellcraft +5 Stealth +14 Survival +6

Feats:

Weapon Finese (B), Skill Focus Stealth

Environment:

Any

Organization:

Solitary

Challenge Rating:

1

Treasure:

None

Alignment:

As summoner

Advancement:

Level Adjustment:



Ninja Feats



Additional Jutsu

Requirements: Must have one or more Jutsu's already.

Gain one new Jutsu. You may not retake a Jutsu you already have and you must still have all the requirements for the new Jutsu.


Body of Ki

Requirements: 1st level only. Constitution 13+

Whenever the character would gain bonus Ki from having a high Wisdom they instead gain bonus Ki equal to their Constitution modifier. Whenever a ninja ability would use your wisdom modifier as a bonus, instead apply your Constitution bonus.


Sudden Stun

Requirements: Sudden Strike. +2 base attack.

Whenever you would be able to apply Sudden Strike damage to an attack you may instead spend 1 Ki before making the attack roll. If the attack hits you deal damage normally, but without the bonus dice off of Sudden Strike. The target makes a Fortitude save DC 10 + your total number of Sudden Strike bonus dice + your wisdom modifier or become stunned for one round.