TEXT:  
   
  
  2 
  Index 
   
  Chapter 1: Classes: Pg. 4 
  Chapter 2: Bloodlines / Templates: Pg. 8 
  Chapter 3: Techniques: Pg. 27 
  Chapter 4: Items: Pg. 30 
  Chapter 5: Summons: Pg. 31 
  Chapter 5: Additional Forms: Pg. 31 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  3 
  Disclaimer: This book is a collection of our homebrew material. A 
  significant amount of it may not be balanced for use in your own 
  game. Please consider the repercussions of this material in your own 
  game. It is not our fault if your game spirals out of control due to the 
  inclusion of this material, it is your GM’s for allowing it…  
  That being said a good amount of the material in this book has been subjected to heavy 
  balancing on our parts for our own setting but some of it may be left vague or not completely 
  fleshed out. This book is intended to add supplementary rules and content for Frankto’s D20 
  adaptation and is not meant to be taken as 100% law. Bending the rules and RAW in this 
  supplement is not only allowed it is encouraged.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  You can follow our Naruto D20 game on our Obsidian Portal page to read about our 
  weekly adventures; 
  https://naruto-d20-420yolojesusswag.obsidianportal.com/posts?order_by=oldest&page=1 
   
  
  4 
  CHAPTER 1 CLASSES 
   
  Hatred Warrior 
  HD: 1d10 
  SP: 4+INT 
  AP: 5+1/2 Character Level 
   
  Hatred Strike 
  This ability allows the user to add his current hatred pool to a melee damage roll as a free action. The activation of this ability must be 
  declared before damage is rolled. 
  Using this ability increases his hatred pool by 1. 
  Bonus Chakra 
  The Hatred Warrior gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of bonus 
  chakra or chakra reserve gained is shown on the table below. It is not influenced by ability scores, and is in addition to the standard 
  amount gained every level from gaining an additional hit dice. 
  The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate value based on the character's class levels. 
  Multiple instances of Bonus Chakra and Reserve, such as from various classes, do stack with each other. 
  1st: 1 / 2 
  2nd: 2 / 4 
  3rd: 3 / 6 
  4th: 4 / 8 
  5th: 5 / 10 
   
  Hatred Suppression 
  The character can suppress his hatred pool by an amount up to half his Hatred Warrior class levels (rounded up). This ability requires 
  concentration. 
   
  Demonic Manifestation 
  The user’s command over demonic energies has slowly lead him to become more like the creatures he hunts. The user may select one 
  extraordinary or supernatural ability for each demon within himself to add to his “Demonic Manifestations List” 
  At any time as an attack action he may increase his hatred pool by 1 to manifest an ability from this list for 1 minute, he may only 
  have 1 ability active at a time.  
   
  Smothering Presence 
  The user has become the ultimate demon hunter and his mere presence is often enough to slay a demon on the spot like a candle blow 
  out by the force of a bonfire. Any demon that comes within 50ft of the Hatred Warrior must succeed a fortitude saving throw equal to 
  10+ ½ his level + his CHA modifier or become stunned for 1d4 rounds (staggered on a successful saving throw). A demon with 5 or 
  more HD less than the user is instantly slain on a failed saving throw (stunned for 1d4 rounds on a successful saving throw). 
   
  True Power 
  The user has completely embraced the hunt. He may now select two abilities to add to his Demonic Manifestations List from his 
  absorbed demons instead of just the one. Also he may now have 2 active at one time. 
  Additionally, anyone who can see his fiendish chakra while his demonic manifestation ability is active with the “see chakra ability” 
  must succeed a saving throw equal to 10+ ½ the user’s level + his CHA modifier or become shaken. Those who have the “sense 
  chakra” ability must succeed the same saving throw or become nauseated for as long as they continue to sense his chakra, on a 
  successful save they become sickened.  
   
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Defense 
  1st 
  +1 
  +2 
  +0 
  +0 
  Hatred Strike, Bonus Chakra 
  +1 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Hatred Suppression 
  +2 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Demonic Manifestation 
  +2 
  4th 
  +4 
  +4 
  +1 
  +1 
  Smothering Presence 
  +3 
  5th 
  +5 
  +4 
  +1 
  +1 
  True Power 
  +3 
  
  5 
  Jinchuriki: The user has become a jinchuriki and as such he gains the Demonic Subtype. 
  Seething Rage: The user gains the ability to fill himself with profane energy from his inner demon, doing so grants him 
  10 temporary chakra and a single point of hatred. This ability can only be used once per day for every 4 HD the user 
  posses.  
  Hatred: A resource that taints the user body with demonic energy. This taint empowers the user’s sharingan and strength 
  but it is harmful to his physical and mental health. Additionally the more the user embraces his demons the more like 
  them he becomes. The user’s hatred pool is reduced by 1 at sunrise each day. The bonuses and penalties for excessive 
  hatred can be found below.  
  1: +1 Sharingan Eye Bonus, -5hp 
  2: +2 Strength, -2 Wisdom 
  3: User’s irises turn blood red, sclera turn jet black, chakra becomes purple 
  4: +1 Sharingan Eye Bonus, -5hp, the user gains a 50ft aura that reduces the size of all flames by 1 size category and 
  candles will become instantly extinguished. 
  5:  +2 Dexterity, -2 Charisma 
  6:  User grows horns, claws, fangs, and his chakra becomes scarlet red  
  7: +1 Sharingan Eye Bonus, -5hp, receives ½ healing from all sources 
  8: +2 Strength, -2 Wisdom, the user gains a 50ft aura that will crack all nearby mirrors, granting them the “broken” 
  condition 
  9: User grows a prehensile tail, his chakra becomes crimson red 
  10: +1 Sharingan Eye Bonus, -5hp 
  11: +2 Dexterity, -2 Charisma 
  12:  User’s horns emanate a cold black flame and his skin turns dark, additionally the user’s hair grows longer and turns 
  snow white, and the user’s chakra becomes blood red. Also the user gains a 50ft aura that spoils all food within in with the 
  exception of meat (the user gains the ability to sustain himself on meat alone).  
  13: +1 Sharingan Eye Bonus, -5hp 
  14: +2 Strength, -2 Wisdom 
  15: The user instantly awakens the mangekyo sharingan if has not done so already. If he has the mangekyo sharingan, an 
  advanced kaguya bloodline, and a zetsubo arm he will immediately awaken the rinnegan. The user gains a negative 
  energy aura that deals 10 points of damage to all living creatures within 10ft of himself, this aura cannot be turned off. 
  The user grows long black bat wings that give him a fly speed equal to twice his base land speed with good 
  maneuverability. Finally the user’s chakra turns jet black.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shinobi Vanguard  (My take on keksmuzh’s class) 
  Hit Die: 1D10 
  Skill Points: 4+Int 
  Action Points: 7+1/2 Class Level 
  Prerequisite: Frightful Presence 
   
  
  6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Reckless Gambit 
  The Shinobi Vanguard is an expert at drawing attention to himself. In combat he can choose to leave openings in his 
  defense and increase his presence to make himself almost impossible to ignore.  
  Whenever he deals damage to a target he may, as a free action, activate this ability. That target becomes his focus target 
  until he uses this ability on a new target or he ends the ability as a free action. The vanguard’s focus target suffers a -2 to 
  all attack and damage rolls against any targets other than the vanguard and any area of effect attacks that do not include 
  the vanguard have their saving throw reduced by 2 due to the target’s attention being pulled towards the vanguard. 
  However, due to the openings left in the vanguard’s defenses he suffers a -2 to his defense against attacks made by his 
  focus target. 
  At 5th level the penalty to attack, damage, and saving throws increases to -3 and at 10th level it increases to -4.  
   
  Bonus Chakra 
  The Shinobi Vanguard gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The 
  amount of bonus chakra or chakra reserve gained is shown on the table below. It is not influenced by ability scores, and is 
  in addition to the standard amount gained every level from gaining an additional hit dice. 
  The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate value based on the character's class 
  levels. Multiple instances of Bonus Chakra and Reserve, such as from various classes, do stack with each other. 
  1st: 1 / 2 
  2nd: 2 / 4 
  3rd: 3 / 6 
  4th: 4 / 8 
  5th: 5 / 10 
  6th: 6 / 12 
  7th: 7 / 14 
  8th: 8 / 16 
  9th: 9 / 18 
  10th: 10 / 20 
    
  Bonus Feat 
  Gain a bonus feat  
   
   
   
  Inner Strength 
  The Shinobi Vanguard can tap on inner reserves of power in times of need. A number of times per day equal to the ability 
  level the user may, as a swift action, gain twice his class level in temporary hit points and chakra. He may reduce the 
  action required to use this ability to a free action by expending an action point. These temporary hit points and chakra fade 
  after 1 minute per point of the user’s constitution modifier passes.  
   
  Grand Entrance 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Defense 
  Reputation 
  1st 
  +1 
  +2 
  +0 
  +2 
  Bonus Chakra, Reckless Gambit 
  +1 
  +2 
  2nd 
  +2 
  +3 
  +0 
  +3 
  Bonus Feat 
  +2 
  +2 
  3rd 
  +3 
  +3 
  +1 
  +3 
  Inner Strength 1/Day 
  +2 
  +2 
  4th 
  +4 
  +4 
  +1 
  +4 
  Grand Entrance 
  +3 
  +3 
  5th 
  +5 
  +4 
  +1 
  +4 
  Twin Reckless Gambit, Legend Status 
  +3 
  +3 
  6th 
  +6 
  +5 
  +2 
  +5 
  Mettle,   Inner Strength 2/Day 
  +4 
  +3 
  7th 
  +7 
  +5 
  +2 
  +5 
  I Can’t Die Here! 
  +4 
  +4 
  8th 
  +8 
  +6 
  +3 
  +6 
  Bonus Feat 
  +5 
  +4 
  9th 
  +9 
  +6 
  +3 
  +6 
  Inner Strength 3/Day 
  +5 
  +4 
  10th 
  +10 
  +7 
  +3 
  +7 
  A Light in The Dark, Triple Reckless 
  Gambit 
  +6 
  +5 
  
  7 
  So long as the Shinobi Vanguard is not flat-footed, at the start of an encounter he may announce his presence in a 
  dramatic fashion that draws everyone’s attention towards himself. On the first turn of an encounter the vanguard may 
  dramatically announce himself to draw people’s attention to himself as a move action. Anyone who was not prepared for 
  this will be counted as flat-footed against attacks made by anyone other than the vanguard until their next turn. 
  Additionally; if the vanguard’s reputation bonus is greater than that of his enemies he may make a free intimidate check as 
  a part of this ability against all those targets.  
   
  Twin Reckless Gambit 
  The Shinobi Vanguard may now have 2 focus targets at one time.  
   
  Legend Status 
  The Shinobi Vanguard’s presence is often described as suffocating. Whenever he targets a foe with his Reckless Gambit 
  or Grand Entrance abilities for the first time in an encounter he may force them to make a saving throw against his 
  frightful presence. If they have already succeeded their saving throw against his frightful presence today this ability 
  provokes a new saving throw.  
  Additionally, the saving throw for his frightful presence ability is increased by an amount equal to his reputation bonus.  
   
  Mettle 
  Evasion for fortitude saves.  
   
  I Can’t Die Here! 
  The Shinobi Vanguard has an indomitable will to survive. Not for himself, but for some other cause. Once per day when 
  the vanguard falls below 0 hit points he may, as a reaction, expend an action point to draw on his powerful will to survive 
  and stabilize at 1 hit point. 
  Optional Rule: This ability cannot be activated if the damage suffered exceeds the user’s Mass Damage Threshold.  
   
  Triple Reckless Gambit 
  The Shinobi Vanguard may now have 3 focus targets at one time. 
   
  A Light in The Dark 
  So long as the Shinobi Vanguard is at their side, the vanguard’s allies would walk through Hell and back. Those who view 
  the shinobi vanguard as an ally may use his will saving throw bonus in place of their own against any moral or fear effects 
  so long as he is in conscious. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  8 
  CHAPTER 2 BLOODLINES AND TEMPLATES 
   
   
  Hiraishin (Edited) 
   
  Requirements: 
  To qualify to gain Hiraishin bloodline levels, a character must fulfill all the following criteria. 
  Skills: Acrobatics 2 ranks 
  Feats: Advanced Bloodline (Hiraishin)  
   
  TABLE: HIRAISHIN BLOODLINE TRAITS 
  Character 
  Level 
   
  Major 
  1st 
   
  2nd 
  Movement Speed (5ft) 
  3rd 
   
  4th 
  Hiraishin 1 
  5th 
  — 
  6th 
  Movement Speed (10ft) 
  7th 
  — 
  8th 
  Hiraishin 2 
  9th 
  — 
  10th 
  Movement Speed (15ft) 
  11th 
  — 
  12th 
  Hiraishin 3 
  13th 
  — 
  14th 
  Movement Speed (20ft) 
  15th 
  — 
  16th 
  Hiraishin 4 
  17th 
  — 
  18th 
  Movement Speed (25ft) 
  19th 
  — 
  20th 
  Hiraishin 5 
   
  Hiraishin (Su): Whenever the character activates his speed ranks he may increase his effective speed rank by 
  up to this Hiraishin ability bonus. 
  In addition, the character can activate his Speed rank ability (fully or non) up to a number of rounds per day 
  equal to his Hiraishin ability plus his Dexterity modifier, without paying any Chakra. This stacks with Speed 
  rank training techniques mastery. 
   
  Movement Speed (Su): The character’s base movement speed increases by an amount equal to the ability 
  bonus. 
   
   
   
   
   
   
   
   
  
  9 
  Kasairyu (Edited) 
   
  Requirements: 
  To qualify to gain Kasairyu bloodline levels, a character must fulfill all the following criteria. 
  Affinity: Fire Affinity 
  Feats: Advanced Bloodline (Kasairyu)  
   
  TABLE: KASAIRYU BLOODLINE TRAITS 
  Character 
  Level 
   
  Major 
  1st 
  Fire Adept, Fire Starter 
  2nd 
   
  3rd 
  Dragon Soul Summoning (Small) 
  4th 
  Fire Resistance: 5 
  5th 
   
  6th 
  Dragon Soul Summoning (Medium) 
  7th 
  Fire Resistance: 10 
  8th 
   
  9th 
  Dragon Soul Summoning (Large) 
  10th 
  Fire Resistance: 15, Burn Out 
  11th 
   
  12th 
  Dragon Soul Summoning (Huge1) 
  13th 
  Fire Resistance: 20 
  14th 
   
  15th 
  Dragon Soul Summoning (Huge2) 
  16th 
  Fire Resistance R: 25 
  17th 
   
  18th 
  Dragon Soul Summoning (Huge3) 
  19th 
  Fire Immunity, Consume Flame 
  20th 
   
   
  Fire Adept (Su): The Hien have always been masters of fire techniques and as such they gain a +2 to Learn 
  checks made to learn or create techniques with the [Fire] subtype.   
   
  Fire Starter (Su): The user gains the ability to ignite any flammable object that she is touching with any part of 
  her body simply by willing it to ignite. Using this ability is a standard action that produces heat equivalent to a 
  flint and tinder for a short period of time.  
   
  Warm Blooded (Su): The Hien’s bodies naturally run hotter than most. As such they can handle colder 
  temperatures with little problem. The temperatures at which the user begins suffering negative effects are 
  reduced by 11°C (20°F). 
  Dragon Soul Summoning (Su): Once a Hien has reached a certain point in their development they gain the 
  ability to ignite a dragon soul. The first time this is done is usually an accident caused by a powerful emotion or 
  traumatic experience. This single small fire dragon is certainly something to be feared however. As a full-round 
  action that does not provoke attacks of opportunity the user may summon her fire dragon to her side. Each 
  round after the first that the dragon remains summoned costs her 1 chakra. As she becomes more powerful as 
  does her dragon as noted on the bloodline progression chart (statistics for these fire dragons can be found 
  below). 
  Feat: Tri-Dragon Brand- (Must be taken at 1st level and cannot be taken with Genius Nin); Born with the tri-
  dragon brand this Hien is capable of summoning three fire dragons at one time at the costs of 2 chakra per 
  round total. Also when she selects this feat she must choose either Ninjutsu, Taijutsu, or Fuinjutsu. She counts 
  as one level higher for the purpose of learning [Fire] subtype techniques of that type. 
  
  10 
  Size: Small 
  Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11 
  Hp: 10 AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size) 
  Saving Throws: Fort +3, Ref +4, Will +0 
  Resistances: Fire Immunity 
  Weaknesses: vulnerability to water 
  Speed: 50 ft. 
  Combat: Base Atk +2; CMB +1; CMD 13 
  Melee: Claw +4 (1d4 plus burn; 1d4, DC 11) 
  Ranged: Shoot Fire +4 (1d4 plus burn; 1d4, DC 11) (30ft) 
  Feats: Dodge, Improved Initiative, Weapon Finesse 
  Skills: Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, ,Perception +4 
  Special Abilities: Burn: In addition to damage dealt on a successful hit. Those affected by the burn ability must also 
  succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A 
  burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on 
  this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by 
  the burning creature and must make a Reflex save to avoid catching on fire.  
   
  Size: Medium 
  Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11 
  Hp: 20 AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural) 
  Saving Throws: Fort +6, Ref +7, Will +1 
  Resistances: Fire Immunity 
  Weaknesses: vulnerability to water 
  Speed: 50 ft. 
  Combat: Base Atk +4; CMB +5; CMD 19 
  Melee: Claw +7 (1d6+1 plus burn; 1d6, DC 14) 
  Ranged: Shoot Fire +7 (1d6 plus burn; 1d6, DC 14) (40ft) 
  Feats: Dodge, Improved Initiative, Weapon Finesse, Mobility 
  Skills: Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +5,Perception +7 
  Special Abilities: Burn: In addition to damage dealt on a successful hit. Those affected by the burn ability must also 
  succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A 
  burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on 
  this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by 
  the burning creature and must make a Reflex save to avoid catching on fire.  
   
   
  Size: Large 
  Str 14, Dex 21, Con 14, Int 6, Wis 11, Cha 11 
  Hp: 35 AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, -1 size) 
  Saving Throws: Fort +8, Ref +11, Will +4 
  Resistances: Fire Immunity, DR 5/- 
  Weaknesses: vulnerability to water 
  Speed: 50 ft. Fly: 25 ft. (Poor) 
  Combat: Base Atk +8; CMB +11; CMD 27 
  Melee: 2xClaw +12/+12 (1d8+2 plus burn; 1d8, DC 14) 
  Ranged: Shoot Fire +12/+12 (1d8 plus burn; 1d8, DC 14) (50ft) 
  Feats: Dodge, Improved Initiative, Weapon Finesse, Mobility, Iron Will, Spring Attack 
  Skills: Acrobatics +14, Climb +9, Escape Artist +12, Intimidate +9,Perception +11 
  Special Abilities: Burn: In addition to damage dealt on a successful hit. Those affected by the burn ability must also 
  succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A 
  burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on 
  this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by 
  the burning creature and must make a Reflex save to avoid catching on fire.  
   
  
  11 
  Size: Huge1 
  Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11 
  Hp: 50 AC 21, touch 16, flat-footed 13 (+7 Dex, +1 dodge, +5 natural, -2 size) 
  Saving Throws: Fort +10, Ref +14, Will +5 
  Resistances: Fire Immunity, DR 5/- 
  Weaknesses: vulnerability to water 
  Speed: 60 ft. Fly: 30 ft. (Average) 
  Combat: Base Atk +10; CMB +16; CMD 34 
  Melee: 2xClaw +15/+15 (2d6+4 plus burn; 2d6, DC 18) 
  Ranged: Shoot Fire +15/+15 (2d6 plus burn; 2d6, DC 18) (60ft or 15ft cone) 
  Feats: Dodge, Improved Initiative, Weapon Finesse, Mobility, Iron Will, Spring Attack, Combat Reflexes 
  Skills: Acrobatics +16, Climb +13, Escape Artist +16, Intimidate +9, Perception +13 
  Special Abilities: Burn: In addition to damage dealt on a successful hit. Those affected by the burn ability must also 
  succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A 
  burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on 
  this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by 
  the burning creature and must make a Reflex save to avoid catching on fire.  
   
  Size: Huge2 
  Str 24, Dex 27, Con 16, Int 6, Wis 11, Cha 11 
  Hp: 65 AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, -2 size) 
  Saving Throws: Fort +12, Ref +16, Will +6 
  Resistances: Fire Immunity, DR 10/- 
  Weaknesses: vulnerability to water 
  Speed: 60 ft. Fly: 30 ft. (Average) 
  Combat: Base Atk +13; CMB +22; CMD 41 
  Melee: 2xClaw +19/+19 (2d8+7 plus burn; 2d8, DC 20) 
  Ranged: Shoot Fire +19/+19 (2d8 plus burn; 2d8, DC 20) (70ft or 30ft cone) 
  Feats: Dodge, Improved Initiative, Weapon Finesse, Mobility, Iron Will, Spring Attack, Combat Reflexes 
  Skills: Acrobatics +23, Climb +20, Escape Artist +21, Intimidate +15, Perception +16 
  Special Abilities: Burn: In addition to damage dealt on a successful hit. Those affected by the burn ability must also 
  succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A 
  burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on 
  this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by 
  the burning creature and must make a Reflex save to avoid catching on fire.  
   
  Size: Huge3 
  Str 26, Dex 29, Con 18, Int 10, Wis 11, Cha 11 
  Hp: 80 AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, -2 size) 
  Saving Throws: Fort +14, Ref +19, Will +7 
  Resistances: Fire Immunity, DR 10/- 
  Weaknesses: vulnerability to water 
  Speed: 60 ft. Fly: 60 ft. (Average) 
  Combat: Base Atk +16; CMB +26; CMD 46 
  Melee: 2xClaw +23/+23 (2d8+8 plus burn; 2d10, DC 22) 
  Ranged: Shoot Fire +23/+23 (4d6 plus burn; 2d10, DC 22) (70ft or 30ft cone) 
  Feats: Dodge, Improved Initiative, Weapon Finesse, Mobility, Iron Will, Spring Attack, Combat Reflexes 
  Skills: Acrobatics +28, Climb +27, Escape Artist +28, Intimidate +19, Perception +19 
  Special Abilities: Burn: In addition to damage dealt on a successful hit. Those affected by the burn ability must also 
  succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A 
  burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on 
  this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by 
  the burning creature and must make a Reflex save to avoid catching on fire.  
   
  
  12 
  Fire Resistance (Su): The user gains fire resistance of the designated amount. This resistance becomes 
  immunity at 19th level. 
   
  Burn Out (Su): The Hien can, in times of need, use their life force as an ignition source. Whenever the user 
  attempts to cast a technique of the [Fire] subtype or whenever she pays for her bloodline abilities she can reduce 
  the cost of the technique or ability by reducing her hit-points instead of her chakra. Ex: If a fire technique costed 
  10 chakra and she expended 6 hit points to reduce the overall cost of the technique, the final cost of the 
  technique would be 4 chakra. 
   
  Flame Armaments (Su): The powerful Hien are never without a weapon. As a swift action the user can 
  wreathe her forearms in fire. While on fire she counts as armed and her fists deal an additional 1d6 fire damage 
  on a successful strike. If she is holding a weapon that weapon will ignite in flames and deal an additional 1d6 
  points of fire damage on a successful strike. Also; as a part of a move action while her arms are on fire she can 
  manifest flame weapons or a flame shield in either or both of her free hands. The weapons deal normal damage 
  for their type except the user does not add her strength to damage and the attacks count as touch attacks. If the 
  user choses to summon a shield it grants her a +4 shield bonus to defense. This ability costs 2 point of chakra 
  each round that it is active. 
   
  Empowered Flames (Su): The Hien’s fire techniques have become more potent as her chakra becomes more 
  infused with natural flame. Whenever she deals fire damage with a technique the total damage is increased by 
  +1 for every 2 dice of fire damage rolled. This bonus increases to +1 for every die at 17th level.  
   
  Fire Armor (Su): The user may, as a full round action, while her fire armaments ability is active, wreathe her 
  entire body in fire armor. This armor covers her entire body and grants the fire aura 5 ability. Also if she is 
  struck by a melee attack the attacker suffers 5 points of fire damage and must succeed a reflex save to avoid 
  catching on fire (DC 10 + 1/2 her bloodline level + her Cha modifier). She must be unarmored to use this ability 
  and doing so increases the cost of her Flame Armaments ability to 4 chakra per round. 
   
  Consume Flame (Su): Whenever the user suffers fire damage from a hazard or technique not created by herself 
  she instead heals for half the negated damage.  
   
   
   
   
   
   
   
   
   
   
  
  13 
  Kasutoki (Edited) 
   
  Requirements: 
  To qualify to gain Kasutoki bloodline levels, a character must fulfill all the following criteria. 
  Feats: Advanced Bloodline (Kasutoki)  
   
  TABLE: KASUTOKI BLOODLINE TRAITS 
  Character 
  Level 
   
  Major 
  1st 
  Kasutoki 
  2nd 
  Time Slivers 
  3rd 
  — 
  4th 
  Save/Load 1 
  5th 
  Improved Time Slivers 
  6th 
  — 
  7th 
  If at First You Don’t Succeed 
  8th 
  Save/Load 2 
  9th 
  — 
  10th 
  Greater Time Slivers 
  11th 
  — 
  12th 
  Save/Load 3 
  13th 
  Borrowed Time 
  14th 
  — 
  15th 
  Advanced Time Slivers 
  16th 
  Save/Load 4 
  17th 
  — 
  18th 
  Temporal Anomaly 
  19th 
  — 
  20th 
  Master Time Slivers, Save/Load 5 
   
  Kasutoki (Su): The user gains access to Time Manipulation techniques and gains the following minor spell like abilities that 
  can be performed with extreme focus and strain as a full-round action; 
   
  Minor Temporal Lock – The user can focus on a tiny inanimate and stationary object and freeze its relative time. If the object 
  has moving parts they will stop moving and the object will be frozen in time. Any external force will break the effect. 
   
  Fast Forward – As above except the relative time will increase by two times. 
   
  Rewind – As above except time till decrease by two times and the ability can only rewind an object’s time by up to 1 minute per 
  level (this allows non-magical broken objects to be repaired). 
  Upon the user’s death he will be consumed in prismatic fire until nothing remains. Immediately afterwards every instance of his 
  name in books or other records will burn away, doing no damage to the text itself, and any memory of his existence is wiped 
  from anyone who ever met him. Those that attempt to recall the user must succeed a DC 30 will saving throw anytime they try 
  to remember the user (-10 to the DC if they were extremely close). Even on a successful saving throw these memories are dull 
  and hazy.  
  Finally; the user gains an invisible time spirit that only he can see. This time spirit assists in his growth with the Kasutoki and 
  feeds on the energy released from manipulating timelines.  
   
  Time Slivers (Su):  With enough focus he can begin to remove moments of time from his life to use at later dates to augment 
  time. The user may at any time attempt to create a time sliver, which is a solidified prismatic crystal made of compressed space-
  time. These slivers are incomparably beautiful and can be set into jewelry upon their creation if the user wishes.  
  
  14 
  The user can attempt to craft a time sliver once per day as a full-round action, doing so knocks him out of sync from the current 
  time stream and he will slowly vanish like a faded photograph. The user will cease to exist for 1d4 hours and return with a 
  single time sliver made of this lost time. While the user will feel as if no time has passed, his body will still have aged 
  appropriately, additionally because the time slivers are temporally connected to the user, he may only have a number of time 
  slivers equal to 1 plus his wisdom modifier at any time. The slivers will turn to dust if the user wishes them away or they fall 
  outside of 10ft of the user. 
  Feat: Extra Time Slivers: The user may increase his maximum time sliver pool by 2. 
  At any time, the user can will the time slivers to shatter, thus restoring a portion of their stored time back to himself to augment 
  his own timeline. He may use any of the following abilities as a free action to modify his turn. Note: Only 1 time sliver may be 
  used per turn. 
   
  Positive Time: Speed- The user may double his own time flow relative to the world around him until his next turn by 
  expending a time sliver. Doing so grants him a +1 bonus on attack rolls, a +1 dodge bonus to AC and Reflex saves, and doubles 
  his movement speed.  
  At 5th level These bonuses can be extended any extra round.  
  At 10th level the user’s relative time is quadrupled and the bonuses to attack rolls, AC, and Reflex saves increase by 1, his 
  movement speed increases by x4 instead of x2, and he may make an extra attack as a part of a full attack action.  
  At 15th level these bonuses can be extended by another round.  
  At 20th level his relative time in multiplied by 6 and the bonuses to attack rolls, AC, and Reflex saves increase by another 1, his 
  movement speed increases by x6 instead of x4, and he gains two additional attacks as a part of a full attack action. 
   
  Positive Time: Burnout- The user may expend a time sliver to rapidly age his own body to quicken conditions or calm himself. 
  The expending a time sliver he may reduce the duration of all effects on himself by 1 round. 
  At 5th level he may reduce them by 5 rounds. 
  At 10th level he may reduce them by 1 minute. 
  At 15th level he may reduce them by 5 minutes. 
  At 20th level he may reduce them by 1 hour. 
   
  Positive Time: Action- The user gains the ability to expend a time sliver to gain more actions in combat. By expending one 
  time sliver the user may gain a single swift action.  
  At 5th level he may gain a move action. 
  At 10th level he may gain a standard action. 
  At 15th level he may gain a full-round action. 
  At 20th level he may take another turn (thus allowing him to use another time sliver). However, he may not use this ability on 
  that turn. 
   
  Positive Time: Heal- It is said that time heals all wounds, well for the Kautoki user this is true. By expending a time 
  sliver the user can accelerate his own healing process. By expending a time sliver he may heal himself as if he received 2 
  full nights of rest instantly. This ability rapidly drains his energy and using it grants him the exhausted condition. 
  At 5th level this ability only grants him the fatigued condition.  
  At 10th level this ability can be used once per day without gaining the fatigued condition.  
  At 15th level this ability persists slightly; granting him fast healing 1 for 1 minute. 
  At 20th level this fast healing increases to fast healing 3. 
  
  15 
   
  Negative Time: Phase- By expending a time sliver the user may send an object into the future. He may send a tiny 
  unattended object that he is touching 1 minute into the future, where it will appear next to him. 
  At 5th level this object can be up to a small object. 
  At 10th level he may send it 1 hour into the future. 
  At 15th level this object can be up to a medium object. 
  At 20th level he may send the object 1 day into the future. 
   
  Negative Time: Avoid- The user may shoot himself instantly out of sync with this timeline. If he uses this ability to avoid 
  an attack he automatically succeeds, however it still reduces his remaining avoidance maneuvers for the day by 1. By 
  expending the time sliver he will knock himself 2d4 rounds into the future.  
  At 5th level he may reduce this time by 1 round if he wishes. 
  At 10th level he may reduce this time by up to 2 rounds if he wishes. 
  At 15th level he may reduce this time by up to 3 rounds if he wishes. 
  At 20th level he may reduce this time by up to 4 rounds if he wishes. 
   
  Negative Time: Delay- The user gains the ability to expend a time sliver to push a personal event into the future. Whenever the 
  user suffers any negative effect such as damage or negative conditions (DM discretion) he may delay the onset by 1 round. This 
  ability may be used as an instant action immediately after taking damage or failing a saving throw but before the damage is 
  calculated or the effect occurs. The user may only have 1 effect pushed into the future at a time. 
  At 5th level he may delay it by up to 2 rounds. 
  At 10th level he may delay it by up to 4 rounds. 
  At 15th level he may delay it by up to 8 rounds. 
  At 20th level he may delay it by up to 16 rounds.  
   
  Negative Time: Hop- The user may delete a small portion of his near future to “hop” in space to another location. By 
  expending a time sliver he may turn a single move action into teleportation movement. The user must be able to normally 
  move the distance on his own and he still suffers the effects of difficult or hazardous terrain he is attempting to teleport 
  through.  
  At 5th level he may move twice his speed when using this ability. 
  At 10th level he may move four times his speed when using this ability. 
  At 15th level he may move eight times his speed when using this ability. 
  At 20th level he may move sixteen times his speed when using this ability. 
   
  Save/Load (Su): The user has gained the ability to create save points that he can “reload” himself to. Creating a save point is 
  a full round action that leaves a prismatic translucent image of himself at that moment behind.  
  Starting on his next turn for number of rounds equal to his Save/Load bonus he may send himself back to that save point at the 
  cost of 2 time slivers. If he returns to his save point he reverts back to exactly the way he was when he made the save point with 
  the exception of his expended chakra and is teleported to the location the save point was created in the same stance he was in 
  when he created it (effectively going back in time). After the time runs out the translucent clone will fade away.  
  Feat: Save Scumming – The time required to make a save point is reduced to a move action. 
  Feat: Improved Save Scumming – (requires Save Scumming) Creating a save point now only costs 1 time sliver. 
  
  16 
   
  If at First You Don’t Succeed (Su): The user gains the ability to gain glimpses into the near future to see the results of 
  his immediate actions in the form of probabilities. A number of times per day equal to his Wisdom modifier the user may roll 
  twice and choose one of the results. The use of this ability must be declared before the roll is made.  
  (The DM may wish to limit what types of rolls this ability can be used on, or use it as written) 
   
  Borrowed Time (Su):  The user may attempt to steal time from anyone he comes into contact with as a standard action. At 
  13th level, once per day, as a melee touch attack he may attempt to steal someone’s future to create a time sliver. The user may 
  make a melee touch attack, if successful the target must succeed a will saving throw (DC 10 + ½ the user’s bloodline level + his 
  Wis modifier) or they will be sent out of sync with reality on the following round and they will not return for 1d4 rounds, at 
  which point they will suffer 1d8 points of force damage for each round they were out of sync for. If the target is sent out of sync 
  the user will gain a single time sliver. This ability cannot be used on the same target twice in one day due to the temporal 
  distortion is causes. Every 2 levels after 13th level this ability may be used an additional time per day. 
   
  Temporal Anomaly (Su):  Once the user has reached a certain pentacle of time ninjutsu he may even rewind or fast-
  forward his own age. As a full-round action the user may expend a time sliver to change his age to whatever he wishes it to be. 
  Feat (Epic): Time Lord – The user may use his temporal anomaly on a willing target once per year in a ritual that required 5 
  time slivers, 12 hours, and complete silence. If any of these requirements are not met for the entirety of the ritual, it will fail and 
  cannot be performed again for a full year.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  17 
   
   
   
   
  Shinku 
  The Shinku bloodline is said to have existed before the word “shinobi” even existed. The progenitors of 
  the shinku were said to have refused the gift of elemental ninjutsu from the Zetsubo clan as it binds the user’s 
  soul into their body. Over the last few hundred years the Saishi have moved more and more away from ninja 
  society as it spread. Eventually they ended up on the Vesuvian Islands where they built a town sized monastery 
  in the mountains that worships nature. 
  The Saishi have a unique ability that stems from their lack of ninjutsu; their Shinku. When activated the 
  Saishi can shift parts of their body into the spirit world to touch the spirits of things both animate and inanimate. 
  Doing so allows them control certain spirits as well as bind parts of their essence into masks made from the 
  sacred reiaki trees.  
  These trees are notoriously difficult to care for and the secrets of their care are closely guarded by the 
  Saishi family, who view them as holy bridges into the spirit world. The trees only grow to about 10 feet in 
  height and have white wood when properly cared for (red bark when not properly cared for). They have red 
  leaves and each tree produces only a single fruit every five years that contains between 10 and 20 seeds. After 
  producing two fruits the tree will never produce anymore fruit. The fruit is extremely rich in both physical 
  nutrients and spiritual energy. The Saishi family brews these fruits into a sweet juice that is consumed by the 
  children of the clan to improve their connection to the spirit world and foster a healthy growth. Rumors claim 
  that the juice can cure any ill, either physical or spiritual and will bring your family 100 years of good luck. The 
  sap of the tree is also a crimson red, but is extremely poisonous. A single dish of the sweet sap will cause the 
  person’s body to stop producing chakra and cause them to wither away and die.  
  The Saishi family keeps a large grove of fifty trees which exist in ten plots of five trees each. Each year 
  the oldest plot is cut down and a new plot is planted in its place. The wood is used to craft masks and bows for 
  the clan members. A single tree produces enough wood for 10 masks and 5 bows. 
   
  Any arrow fired from these sacred bows is said to also be able to strike evil spirits or purify those 
  possessed by them. The masks are crafted in a ritual that takes five days and are crafted with a portion of the 
  person’s essence as well as some of the essence of whatever they are trying to seal into the mask. Once 
  complete the mask can store chakra the Saishi places inside of it. When worn this chakra slowly fades and the 
  Saishi gains amazing powers while wearing the mask based on what it was crafted around. 
   
  The Saishi also have a lesser known style of ninjutsu referred to as Yuton (phantom style) that revolves 
  around the manipulation of spirits and ghosts.  
   
  Requirements: 
  To qualify to gain Shinku bloodline levels, a character must fulfill all the following criteria. 
  Skills: Knowledge (E/L Sciences) 4 Ranks, Craft (Mask) or Craft (Arms/Armor) 4 Ranks 
  Feats: Advanced Bloodline (Shinku)  
  Special: This bloodline removes any and all elemental affinities 
   
  TABLE: SHINKU BLOODLINE TRAITS 
  Character 
  Level 
   
  Major 
  1st 
  Craft Mask, Shinku 
  2nd 
  Materialize Mask 
  3rd 
  Masks (+2) 
  4th 
  Persona Mask 
  5th 
  Masks (+3) 
  6th 
  Extraordinary Masks 
  7th 
  Masks (+4) 
  
  18 
  8th 
  Persona Mask 
  9th 
  Masks (+5) 
  10th 
  Blood Masks 
  11th 
  Masks (+6) 
  12th 
  Persona Mask 
  13th 
  Masks (+7) 
  14th 
  Class Masks 
  15th 
  Masks (+8) 
  16th 
  Persona Mask 
  17th 
  Masks (+9) 
  18th 
  Master of Faces 
  19th 
  Masks (+10) 
  20th 
  Way of the Hydra 
   
  Craft Mask (Su): The Saishi gains the ability to craft magical masks from the wood of the reiaki tree using his Shinku 
  ability. The crafting process requires five days of work (halved with a feat) and a cubic foot of reiaki wood. The first three days 
  of this process is simply used to prepare the base template for the mask from the wood. To begin the next two days the user 
  must decide what kind of mask he would like to craft from the following list; 
   
  Affinity Mask – The user gains the desired elemental affinity while wearing this mask. This mask must be crafted 
  in an area rich with the desired element.  
   
  Skill Mask – The user gains a bonus to the selected skill equal to his mask bonus, this mask must be crafted from 
  the essence of a creature that exemplifies this skill. 
   
  Ability Score Mask – The user gains a bonus to an ability score equal to his mask bonus, this mask must be 
  created from the essence of a creature that exemplifies this score.  
  The Saishi may only have a number of masks bound to himself equal to his mask bonus. Additionally, the masks only grant 
  bonuses when they are both worn and “charged” with chakra. Putting chakra into a mask is a swift action, each mask may hold 
  an amount of chakra equal to the Saishi’s bloodline level. This chakra only decays while the mask is worn; it loses 1 point of 
  chakra each round that it is in use.  
  At any time the user may choose to permanently destroy one of his masks and unbind it to himself. Doing so with a Persona 
  Mask frees the bound spirit. 
   
  Shinku (Su): The Saishi gains the ability to move his arms into the ethereal plane to touch and manipulate spirits. This is a 
  swift action that only requires concentration. Additionally, anything within the Saishi’s light load that he is holding is also 
  transferred into this plane while he is holding it. While in the ethereal plane the Saishi’s arms can pass through solid objects, 
  however if he ends this ability while phasing through something, the arm will be severed at the point of phasing.  
   
  Materialize Mask (Su): The Saishi gains the ability to dematerialize his masks and store them within an extradimensional 
  space within the user. As a standard action the user may hold his hand over his face to materialize one of his masks. When 
  destroyed or out of chakra the mask will automatically dematerialize and return to its safe realm, fully intact.  
   
  Persona Mask (Su): At 4th, 8th, 12th, and 16th level the Saishi gains the ability to use one of his mask slots to craft a persona 
  mask. Persona masks do not require chakra to function and require only a mask template to craft. A persona mask is created 
  when the Saishi binds the entire essence of a spirit into a mask. The mask retains the mental scores of the sealed creature and 
  can telepathically communicate with the wearer while the mask is worn. The blank mask automatically forms artistic features 
  that represent the personality of the spirit within.  
  To seal a creature within the mask the Saishi must have his Shinku active and he must succeed a touch attack against the 
  creature to grab its spirit. While the mask his in his off-hand he may then attempt to bind the creature’s spirit into the mask. The 
  creature must succeed a DC 10 will saving throw or be bound within the mask, if the creature is already a spirit the DC is 
  instead 10 + 1/2 the Saishi’s bloodline level + his Cha modifier.  
  Once the spirit is bound the mask will become one of the following persona masks based on its personality.  
  When donned the user may choose to shapeshift into the person or creature who is bound to the mask. This change does not 
  grant any proficiencies or ability score bonuses.  
   
  Angel:  As an immediate action, you can use feather fall as a spell-like ability any number of times per day, but only on 
  yourself. Once per day as a swift action, you can use fly as a spell-like ability; the effect lasts for 5 rounds. He may use this 
  ability twice per day at 8th level, three times per day at 12th level, and four times per day at 16th level. 
  Your alignment appears to be lawful good while you wear an angel mask. 
  
  19 
  Archmage:  You can use each of these spell-like abilities once per day: charm person, dancing lights, detect magic, and magic 
  missile. As your bloodline strengthens you can use additional spell-like abilities, each once per day: 8th 
  level, invisibility and scorching ray; 12th level, lightning bolt and slow; and 16th level,dimension door and ice storm. 
  Your caster level is treated as two higher for the purpose of casting ninjutsu.  
  Your alignment appears to be chaotic good while you wear an archmage mask. 
  Assassin:  You can deliver a sneak attack that deals an extra 1d6 points of damage when you are flanking an opponent or at any 
  time when the target would be denied its Dexterity bonus (as per the ninja scout ability). This extra damage improves to 2d6 
  points at 8th level, 3d6 at 12th level, and 4d6 at 16th level. If you get a sneak attack bonus from another source the bonuses on 
  damage stack. 
  In addition, you gain a +2 competence bonus on Hide and Move Silently checks. This bonus improves to +4 at 8th level, +6 at 
  12th level, and +8 at 16th level. 
  Your alignment appears to be lawful evil while you wear an assassin mask. 
  Demon:  Once per day, you can use summon monster III as a spell-like ability, only to summon creatures of chaotic evil 
  alignment. At 8th level, you can instead use summon monster IV; at 12th level, summon monster V; and at 16th level,summon 
  monster VI. 
  Your alignment appears to be chaotic evil while you wear a demon mask. 
  Dragon:  Three times per day you can breathe a cone of fire as a standard action. The cone is 30 feet long and deals 2d8 points 
  of fire damage. A successful Reflex save (DC 10 + ½ your bloodline level + your Cha modifier) halves the damage dealt. Once 
  you use this ability, you can't use it again for 1d4 rounds. This damage increases to 4d8 points at 8th level, 6d8 at 12th level, 
  and 10d8 at 16th level. 
  Your alignment appears to be neutral evil while you wear a dragon mask. 
  Faceless:  You gain a +5 competence bonus on saves against mind-affecting spells and abilities. Additionally; you leave no 
  footprints, have no reflection or shadow, have no scent, you may choose to produce no sound, and cannot be seen with the “See 
  chakra” ability.  
  Your alignment appears to be neutral while you wear a faceless mask. 
  Gladiator:  You gain proficiency with all martial and exotic weapons. You also gain a +1 competence bonus on attack rolls and 
  weapon damage rolls. This bonus improves to +2 at 8th level, +3 at 12th level, and +4 at 16th level. 
  Your alignment appears to be neutral while you wear a gladiator mask. 
  High Priest: You can use each of the following spell-like abilities once per day: bless, cure light wounds, protection from 
  evil, and sanctuary.  At 8th level, you can use aid and lesser restoration; at 12th level, cure serious wounds and remove curse; 
  and at 16th level, death ward and neutralize poison. 
  Anytime you would restore a creature’s hit-points you may increase the healing by 2 per die. 
  Your alignment appears to be neutral good while you wear a high priest mask. 
  Jester:  You gain a +2 competence bonus on Balance, Perform, Sleight of Hand, and Tumble checks. This bonus improves to 
  +4 at 8th level, +6 at 12th level, and +8 at 16th level. 
  Your alignment appears to be chaotic neutral while you wear a jester mask. 
  Lich: Once per day you can use cause fear and detect undead as spell-like abilities. At 8th level, you can use false life; at 12th 
  level, halt undead; and at 16th level, fear. 
  Additionally, you gain resistance to cold 10. 
  Your alignment appears to be neutral evil while you wear a lich mask. Furthermore, you register as an undead creature with Hit 
  Dice equal to your character level to any form of magical divination. 
  Lord: Once per day, you can use remove fear as a spell-like ability. At 8th level, you can use eagle's splendor; at 12th 
  level, heroism; and at 16th level, dispel chaos. 
  In addition, you gain a +2 competence bonus on Diplomacy and Gather Information checks. This bonus improves to +4 at 8th 
  level, +6 at 12th level, and +8 at 16th level. 
  Your alignment appears to be lawful neutral while you wear a lord mask. 
  Savage:  Your hands transform into claws, granting you two primary natural weapon attacks, each dealing 1d4 points of 
  damage (assuming you are Medium), plus your Strength modifier. You are considered to be proficient with your natural 
  weapons and count as if possessing the multiattack monster feat. Your claws overcome damage reduction as if they were chakra 
  enhanced weapons. 
  Your claw damage increases to 1d6 points at 8th level, 1d8 at 12th level, and 2d6 at 12th level. 
  Your alignment appears to be chaotic neutral while you wear a savage mask. 
   
  Extraordinary Masks (Su): The Saishi gains the ability to craft masks that replicate the extraordinary abilities of certain 
  creatures. This functions similarly to the crafting of skill and ability score masks. During the crafting process the Saishi chooses 
  one of the creature’s extraordinary abilities to mimic (DM discretion); while the mask is worn the Saishi gains the benefit of this 
  ability. For abilities that rely on certain anatomical features; the saishi may grow these appendages or physically shift into a 
  form that permits the ability to function.  
   
  
  20 
  Blood Masks (Su): This is a forbidden ability among the Saishi. It allows the user to craft a mask from the corpse of an 
  enemy. This mask is crafted from bone instead of wood and grants the wearer any bloodline the subject naturally possessed in 
  life. The user counts as if he possessed half of the subject’s bloodline levels.  
   
  Class Masks (Su): Similar to blood masks these masks are also crafted from bone. They allow the user to gain one class 
  ability to subject possessed in life.  
   
  Master of Faces (Ex): The Saishi gains the ability to cast polymorph on himself at will with no duration and Greater 
  Polymorph once per day. 
   
  Way of the Hydra (Su): A mythical talent that only the most legendary of all Saishi ever possessed. This power allows the 
  user to materialize all of his masks as floating companions around himself. While active he gains the benefits of all of his 
  masks; however only the one he is wearing loses chakra.  
   
  Feats: 
  Swift Masks: Meta Chakra Feat: The user may expend a meta chakra charge to materialize his mask as a swift action.  
  Crafting Prodigy: The user may craft masks in half the normal time.  
  Invisible Masks: The masks the user wears are invisible.  
  Persona Mask Master: (Epic): Allows the user to gain all of the memories and abilities of the sealed spirit, effectively becoming 
  that person at will.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  21 
   
   
   
  GRIM 
  Death Wears White 
  While mortals may breed through more mundane means, spirits reproduce in a much more intimate and visceral way, through 
  soul splintering and soul fusion. The inheritor of this bloodline specifically heirs from Death himself. While there have been a 
  few humans in the past who have managed to infuse their blood with death like properties only 1 true Grim line exists. 
   
  Requirements: 
  To qualify to gain Grim bloodline levels, a character must fulfill all the following criteria. 
  Heritage: Descended from Death 
  Affinity: Those within Death’s lineage bear no elemental affinity 
  Feats: Advanced Bloodline (Grim) 
   
  TABLE: GRIM BLOODLINE TRAITS 
  Character 
  Level 
   
  Major 
  1st 
  Hallowed Soul, Grave Touch 1d4 
  2nd 
  Eldritch Affinity 1 
  3rd 
  — 
  4th 
  Grave Touch 1d6 
  5th 
  Antiquarian Soul 
  6th 
  Eldritch Affinity 2 
  7th 
  — 
  8th 
  Grave Touch 1d8 
  9th 
  Ethereal Form 
  10th 
  Eldritch Affinity 3 
  11th 
  — 
  12th 
  Grave Touch 1d10 
  13th 
  Improved Ethereal Form 
  14th 
  Eldritch Affinity 4 
  15th 
  — 
  16th 
  Grave Touch 1d12 
  17th 
  Greater Ethereal Form 
  18th 
  Eldritch Affinity 5 
  19th 
  — 
  20th 
  Grave Touch 3d6, Destroy Soul 
   
  Hallowed Soul (Su): The descendant of this bloodline passively attracts spirits to himself which fill him with 
  spiritual energy. This infusion grants him the ability to see and interact with spirits as well as cast phantom style 
  Ninjutsu. Additionally; the true paternal descendant of this clan is haunted by a powerful phantom that protects 
  him. This phantom is the ancient grandmother of the clan that first won Death’s heart. The statistics for this 
  spirit can be found below. 
  Long ago Death created the first bloodline scroll. This scroll unwillingly bound the spirits of humanity’s 
  greatest heroes. However the binding scroll was stolen from him by Kurama, a mischievous demon fox. Sense 
  then it has been lost to Death and any human that signs the scroll gains the ability to summon these powerful 
  souls. The War Heroes are sealed to the scroll and are forced to obey anyone who has signed the scroll, 
  regardless of their own opinions. This often drives the heroes to madness or depression.  
  The inheritor of this bloodline can however call these spirits to himself instinctually in times of need as he is 
  related to the progenitor of the bloodpact. Thus he does not require the “Bloodpact: War Hero” feat to summon 
  members of the bloodpact. 
   
  
  22 
  Grave Touch(Ex): The user’s ancient blood courses with innate spiritual power.  The user may as a part of drawing his 
  weapon deal its base weapon damage to himself to cover it in his own blood to start the ritual. After doing this the user may 
  spend 1 point of chakra to cause the blood to seep into the weapon. From then on the weapon will shed a slow but continuous 
  black fog.  
  As long as this ability is active the weapon will deal extra damage die that become more potent as the user gains bloodline 
  levels. This counts as negative energy damage as it steals the lifeforce from what it touches and temporarily ages the target. 
  Each round this ability is active drains the user’s blood and deals 1 point of negative energy damage to him. He may choose to 
  end this effect at will.  
  If the user is unarmed, he may activate this ability as a free action. Additionally; he may deal his grave touch damage as a melee 
  touch attack without hurting himself.  
  At 20th level if someone is reduced to negative hit points by this ability they will be instantly slain and their soul burned away 
  forever.  
   
  Eldritch Affinity (Su): At 2nd level and every 4 levels thereafter the user may choose to gain a new elemental 
  affinity. However when used to activate jutsu the jutsu becomes twisted and colored in hues of black, gray, and 
  white.  
   
  Antiquarian Soul (Su): Normally members of the War Hero bloodline will willingly serve anyone who has 
  signed the War Hero bloodpact scroll. The user’s command of the undead has given him the ability to shatter a 
  spirit’s bond to this binding scroll. Once freed the spirit may pass onto the afterlife or pledge its loyalty to the 
  possessor of this bloodline as thanks.  
  Once bound to the user they will never resist his summoning and cannot be convinced to betray him.  
   
  Ethereal Form (Su): The Grim has gained the ability to manifest his dark heritage even further. As a move 
  action he may enter an ethereal form, effectively becoming incorporeal. While incorporeal he may not touch or 
  interact with any physical object, and thus he may pass through walls. Additionally, he may levitate as gravity 
  no longer affects him, this movement counts as flying with perfect maneuverability equal to half his base 
  movement speed. The user may maintain this form for a number of rounds per day equal to his bloodline level 
  plus his CHA modifier. 
  At 13th level the user may make physical attacks with his grave touched weapons as though they were physical. 
  They still however cannot be touched by corporeal creatures. Additional the user may now fly at his full 
  movement speed. 
  At 17th level he doubles the number of rounds per day the ability may be active and his speed increases by 50%. 
   
  Phantom Chart 1-1 
  Class 
  Level HD BAB Good 
  Saves 
  Bad 
  Save Skills Feats 
  Armor 
  / 
  Dodge 
  Bonus 
  Enhance 
  Bonus 
  Dex 
   / 
  Cha 
  Bonus 
   
  Special 
  1st 
  1 
  +1 
  +2 
  +0 
  2 
  1 
  +0 
  +1 
  +0 
  Dark Vision, Link, 
  Transform 
  2nd 
  2 
  +2 
  +3 
  +0 
  4 
  1 
  +2 
  +1 
  +1 
  — 
  3rd 
  3 
  +3 
  +3 
  +1 
  6 
  2 
  +2 
  +1 
  +1 
  Phatomlord  
  4th 
  3 
  +3 
  +3 
  +1 
  6 
  2 
  +2 
  +1 
  +1 
  Touch Spells (30ft) 
  5th 
  4 
  +4 
  +4 
  +1 
  8 
  2 
  +4 
  +2 
  +2 
  +1 Ability Score 
  6th 
  5 
  +5 
  +4 
  +1 
  10 
  3 
  +4 
  +2 
  +2 
  Devotion 
  
  23 
   
  Suppressed (Su) 
  The phantom is suppressed within the subconscious of the spiritualist and he may not even be aware of its 
  presence for a time. Once the spiritualist undergoes a moment of extreme emotional distress or is placed in fatal 
  danger the phantom will manifest itself as a free action for the first time to remove the perceived threat. This 
  initial appearance also heals the spiritualist back to 50% hit points if she were below that point.  
  After the initial appearance the spirit can commune mentally with the spiritualist when not manifested. The 
  phantom shares the sense of the user and thus some phantoms may dislike their host if they are often 
  uncomfortable. This bond works both ways however and sometimes the phantom’s powerful emotions can seep 
  into the mind of the spiritualist.  
  Additionally, at the cost of 1 chakra the spiritualist may manifest her phantom as an incorporeal creature as a 
  full-round action that provokes attacks of opportunity. While manifested the physical and emotional link 
  between the two of them is severed, although the thoughts transferred by the Link ability still apply. The 
  phantom may attempt to manifest itself by dealing its host 2 points of negative energy damage per HD it 
  possesses. The host may resist this as a full-round action that provokes attacks of opportunity; this provokes an 
  opposed Charisma check between the two. If successful the phantom is caged inside the host’s mind, she suffers 
  no negative energy damage, and the phantom cannot attempt to manifest itself again for 1d4 days 
  Transform (Su) 
  While manifested the phantom may attempt to shape parts of its body into magical weapons as a part of a move 
  action. These weapons follow the normal rules for incorporeal creatures (they deal half damage to corporeal 
  creatures). These weapons must be of the same size category of the phantom and cannot be firearms. 
  Alternatively, the phantom may choose to transform its entire body into an ectoplasmic (solid) weapon to be 
  wielded by the spiritualist. This weapon has a hardness of 10 and shares a hitpoint pool with the phantom. This 
  7th 
  6 
  +6 
  +5 
  +2 
  12 
  3 
  +6 
  +2 
  +2 
  — 
  8th 
  6 
  +6 
  +5 
  +2 
  12 
  3 
  +6 
  +2 
  +3 
  — 
  9th 
  7 
  +7 
  +5 
  +2 
  24 
  4 
  +6 
  +3 
  +3 
  Flight 
  10th 
  8 
  +8 
  +6 
  +2 
  16 
  4 
  +8 
  +3 
  +4 
  +1 Ability Score 
  11th 
  9 
  +9 
  +6 
  +3 
  18 
  5 
  +8 
  +3 
  +4 
  — 
  12th 
  9 
  +9 
  +6 
  +3 
  18 
  5 
  +10 
  +3 
  +5 
  Touch Spells (50ft) 
  13th 
  10 
  +10 
  +7 
  +3 
  20 
  5 
  +10 
  +4 
  +5 
  — 
  14th 
  11 
  +11 
  +7 
  +3 
  22 
  6 
  +10 
  +4 
  +5 
  — 
  15th 
  12 
  +12 
  +8 
  +4 
  24 
  6 
  +12 
  +4 
  +6 
  +1 Ability Score 
  16th 
  12 
  +12 
  +8 
  +4 
  24 
  6 
  +12 
  +4 
  +6 
  — 
  17th 
  13 
  +13 
  +8 
  +4 
  26 
  7 
  +14 
  +5 
  +7 
  — 
  18th 
  14 
  +14 
  +9 
  +4 
  28 
  7 
  +14 
  +5 
  +7 
  — 
  19th 
  15 
  +15 
  +9 
  +5 
  30 
  8 
  +14 
  +5 
  +7 
  — 
  20th 
  15 
  +15 
  +9 
  +5 
  30 
  8 
  +16 
  +5 
  +8 
  — 
  
  24 
  weapon slowly sheds ectoplasm in the form of black vapor as it is swung around that can condense onto objects 
  making them slightly heavier. These weapons possess an enhancement bonus as noted on Chart 1-1.  
  While wielding her phantom as a weapon the spiritualist’s eyes will glow brightly and she will gain darkvision 
  as well as the ability to see invisible creatures.  
  Darkvision (Ex) 
  The phantom has darkvision out to a range of 60 feet. 
  Link (Su) 
  A spiritualist and her phantom share a mental link that allows for communication across distances (as long as 
  they are on the same plane). This communication is a free action that can be performed even when it isn't the 
  spiritualist's turn, but the spiritualist and the phantom must both be conscious to communicate in this way. This 
  allows the spiritualist to give orders to her phantom at any time. Magic items interfere with a spiritualist's 
  connection to her phantom; as a result, the spiritualist and her phantom share magic item slots. 
  For example, if the spiritualist is wearing a magic ring, her phantom can wear only one magic ring. In the case 
  of a conflict, the items worn by the spiritualist remain active, and those worn by the phantom become dormant. 
  The phantom must possess the appropriate appendages to utilize a magic item. 
  Phantomlord (Su) 
  Functions as per the beastlord moujuu aishou ability with the exception that all taijutsu techniques and bonuses 
  are instead applied to genjutsu. 
   
  Deliver Touch Spells (Su) 
  The phantom can deliver touch spells for the spiritualist when fully manifested. The spiritualist and the phantom 
  need not be in contact to accomplish this, but the phantom must be within 30 feet and the spiritualist must be 
  able to see the phantom. If the spiritualist is 12th level or higher, the phantom can deliver touch spells within 50 
  feet of the spiritualist. The spiritualist can cast the spell, and then the phantom can deliver the touch as 
  an immediate action. If the touch spell deals damage, the phantom must make the attack roll. The phantom can't 
  hold the charge of a touch spell cast by the spiritualist using this ability. If the spell is delivered to the phantom, 
  it must touch a target or the spell is lost. If the spell allows you to touch up to six willing targets, the phantom 
  can accomplish this with an immediate action, but all of the willing targets must be within the phantom's melee 
  reach at the time. 
  Devotion (Ex) 
  
  25 
  The phantom gains a +4 morale bonus on Will saves against enchantment spells and effects. 
  Incorporeal Flight (Su) 
  When the phantom manifests in incorporeal form, it has a fly speed of 40 feet (good). 
  Phantom Statistics 
  A spiritualist's phantom is typically the same size as the spiritualist. A spiritualist can have a phantom that is 
  one size category smaller than her, and if she is Small or smaller, she can have a phantom one size category 
  larger than her. A phantom is always a humanoid-shaped creature, and looks somewhat like it did in its past life 
  while manifested, though the emotional turmoil of its existence usually warps its appearance in some way. 
  Every phantom has the following base statistics, which are then modified by its size and emotional focus. 
  Phantom Starting Statistics: Type Outsider (phantom); Medium; Speed 30 ft. (floats slightly from the ground 
  and ignores difficult terrain); AC +2 dodge (attacked by corporeal) or +2 natural armor (attacked by 
  incorporeal); CP: HD*(2+Cha) / HD*2 
  Ability Scores Str -, Dex 14, Con -, Int 7+2d6, Wis 10, Cha 13+1d4. 
  Class Skills The following skills are class skills for the 
  phantom: Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (planes) 
  (Int), Perception (Wis),Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the spiritualist can 
  choose one additional skill as a class skill for her phantom. The phantom also gains two class skills based on its 
  emotional focus. The phantom automatically gains bonus ranks in these two skills as the spiritualist increases in 
  level—its number of ranks in these skills is always equal to its number of Hit Dice. 
  Emotional Focus: Dedication 
  Either through a sense of love or the desire to finish some unfinished task, a phantom with this emotional focus 
  has an undying devotion to something or someone in the world. It's often the case that a phantom with this 
  emotional focus has a strong familial tie with its spiritualist master. A dedication phantom most often appears as 
  a strong and stern protector with a watchful gaze, and its service to its spiritualist is unwavering. These spirits 
  exude auras of blue, or sometimes rose if their love for their spiritualist masters in life was great. Many times 
  these auras manifest as a halo, giving these phantoms a divine appearance, no matter their actual alignment or 
  opinions on matters of religion. 
  Skills: The phantom gains a number of ranks in Diplomacy and Sense Motive equal to its number of Hit Dice. 
  While confined in the spiritualist's consciousness, the phantom grants the spiritualist Skill Focus in each of 
  these skills. 
  Good Saves: Reflex and Will. 
  Iron Will: The phantom gains Iron Will as a bonus feat. Furthermore, When the phantom is within its master's 
  consciousness, it grants the benefits of Iron Will to its master if its master doesn't have that feat. 
  Dutiful Strike (Su) 
  When a creature makes an attack against the phantom's master, the phantom gains a +2 bonus on attack 
  rolls against that target, and deals damage against that target as if the phantom were one size category larger. 
  
  26 
  For the purposes of this ability, an attack includes any harmful spell targeting the spiritualist master of whose 
  area or effect includes the spiritualist master. 
  Dutiful strike lasts for 1 minute, until another creature attacks the phantom's spiritualist master (at which point 
  this effect transfers to the new attacker), or until the attacking creature is reduced to fewer than 0 hit points, 
  whichever occurs first. 
  Defending Aura (Su) 
  When the spiritualist reaches 7th level, the phantom can emit a 10-foot-radius aura that grants protection to 
  nearby allies. It can activate this aura at will as a swift action. Allies within the aura gain a +2 deflection bonus 
  to AC and a +2 bonus to CMD and on all saving throws. 
  Deactivating the aura is a free action. 
  Devoted Servant (Su) 
  When the spiritualist reaches 12th level and is caught unawares by an attack (such as an attack made in 
  a surprise round or while the spiritualist is asleep or an attack by a creature using Stealth), if the phantom is not 
  fully manifested, it automatically fully manifests from the spiritualist's consciousness to protect its master. 
  Steadfast Devotion (Su) 
  When the spiritualist reaches 17th level, the phantom becomes immune to detrimental mind-affecting effects 
  and all forms of possession, such as magic jar and possession. Furthermore, the phantom is immune 
  to banishment, dismissal, and similar effects. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  27 
  CHAPTER 3: TECHNIQUES 
   
   
  Reiha (Phantom Blast) 
  Ninjutsu [Phantom] 
  Rank: 1 (A-Class); Learn DC: 16, 1 success; Perform requirements: 1 rank (DC 14); Time: 1 attack action; 
  Components: C, H; Range: Personal; Duration: 1 minute / level; Saving Throws: None; Chakra Resistance: 
  No; Chakra Cost: 2 + 1/additional bullet 
  By using this technique, the user creates one marble sized glowing sprite that floats behind his dominant hand and 
  appears to be burning with a light green fire. The user may expend an extra point of chakra to create more spheres 
  that slowly rotate in a circle around the back of his hand. He can create a maximum of 5 spheres on either hand. For 
  the duration of this technique the user can expend that sprite to fire a ray of ectoplasmic energy from his index 
  finger. This is a ranged touch attack that deals 1d6 points of negative energy damage. 
  Empower: The user can increase the damage of the bullets by 1d6 each by expending 1 additional point of chakra 
  for each bullet the user created up to a maximum of 1d6 per level. 
  Mastery: At the third step of mastery the user can empower a single unarmed attack with one of these orbs to 
  increase the damage of the attack. Doing so reduces the damage die to d4s. 
  At the fifth step of mastery when this technique is used to empower an unarmed attack it deals normal damage.   
   
  Zanzori (After Image Cage)  
  Taijutsu (Requires: Speed Rank 5, Shunpo (5)) 
  Rank: 10 (A-Class); Learn DC: 25, 4 successes; Time: Attack Action, (See Text); Duration: (See Text); 
  Area: 15ft radius; Saving Throws: None Chakra Cost: 2 per round 
  [See Here] This technique combines the user’s shunpo with his uncanny ability to change velocity and direction to confuse his 
  opponent. By running around an area in a circle he can effectively create a wall of afterimages that is near unpassable by his 
  opponent. 
  The user must be moving at speed rank 5 or faster to use this technique. While this technique is active it will 
  appear as if several clones of the user are quickly running around the target area in different directions, but in 
  reality the user is just moving at an extremely fast speed and changing both his speed and direction at an 
  extremely fast pace. When activated the user targets a 15ft radius and begins quickly circling it with this 
  technique, for all targeting purposes the user counts as if he were occupying all the outer spaces of this area and 
  threatens adjacent areas as normal. However, he only suffers damage from an area attack once. This technique 
  remains active for along as he spends at least 1 move action per round maintaining it.  
  While the technique is active the user provokes no attacks of opportunity from this movement. If any creature 
  tries to enter or leave the area of effect the user may make an attack of opportunity against the target to, if it 
  hits, knock it back 5ft and immediately end its move action. On his own turn the user may make attacks or cast 
  techniques with his remaining standard action from any of the spaces he counts as occupying.  
  The user counts as though invisible while moving or attacking, however a Spot check opposed to the user's Hide 
  check +20 may be made to determine which space the user is in, but the miss chance due to concealment still 
  applies. This invisibility is negated by anyone with high speed sight of 3 or higher, and thus they may ignore the 
  effects of the technique.  
  
  28 
  If the user possesses the Hiraishin bloodline the chakra cost for this technique can be negated for the same 
  number of rounds he can negate the cost of speed ranks for. 
  Mastery 
  At the first, third, fifth ranks of mastery in this technique the user may choose to increase or decrease the radius 
  of effect by 5ft. 
  At each step of mastery, the high speed sight required to negate this ability’s invisibility is increased by 1. 
   
  Shunka (Flash Cry)  
  Ninjutsu (Raiton, 16 ranks Taijutsu) [Roku Kamuza Hijutsu] 
  Rank: 14 (Super S-Class); Learn DC: 31, 6 successes; Time: Attack Action; Duration: 1 round/level; Range: 
  Movement Speed Line Saving Throws: Reflex Half Chakra Cost: 15 
  Once activate the user is covered in shimmering lightning that arcs to the objects around himself dealing damage. The wreath of 
  lightning also provides him with protection from damage and amplifies his movements. 
  While active the user gains an electricity aura that deals 5 points of damage to anyone that ends their turn adjacent to him or 
  strikes him in melee (once per round). Additionally; the user gains DR5, his base movement speed increases by 15ft, and 
  whenever he strikes an opponent with an unarmed attack it deals an additional 1d6 point of electricity damage. 
  At any point the user may choose to end this technique and discharge its remaining power in a single powerful bolt of lightning. 
  This attack deals 1d6 points of electricity damage for each round remaining in its duration and can be delivered as a part of an 
  unarmed attack as a free action against a single opponent or as a line attack with a length equal to his current movement speed 
  as a standard action, reflex half. 
   
  Shunkami (God of Flash)  
  Stance (Requires Speed Rank 6, Taijutsu 15 ranks, Zanzori (5), Swift Fists: Secret Skill - Body Flicker Combo 
  (5), Shundo (5), Shunpo (5), Mugen Shunpo (5)) [Roku Kamuza Hijutsu] 
  Rank: 14 (Super S-Class); Learn DC: 31, 6 successes; Time: Swift Action; Chakra Cost: 2 
  This stance allows the user to make attacks between shunpo leaps. As a full-round action the user may make up 
  to a number of attacks equal to his current speed rank between leaps. The user can only make a single attack per 
  leap and must make at least one leap between attacks. The user provides flanking from each space he attacks 
  from and may effectively flank with himself however the user may not occupy any space that he previously 
  occupied on this turn. 
   
  Zanzo Bunshin no Jutsu (After Image Replication Technique)  
  Training: Taijutsu (Requires: Speed Rank 6+, Mugen Shunpo (5)) 
  Rank: 12 (Super S-Class); Learn DC: 29, 6 successes; Time: Free Action; Duration: 1 round per 5 levels; 
  Chakra Cost: 4 (maximum of 1 plus 1 per 4 levels) 
  Like Kage Bunshin, this technique creates live clones of the user. The clones are created by adding chakra to an 
  afterimage the user creates by using the shunpo technique. This technique may only be activated when the user 
  makes a shunpo leap; he may then expend 5 chakra and 1 shunpo leap to create an after image clone. Unlike 
  most clones these clones are permitted to act on the round they were created. The clones weigh roughly half of 
  what the user weighs and are made entirely of chakra. 
  While the replicas are not capable of sentient thoughts, they share a one-way bond with the user that allows him 
  to communicate thoughts and orders with them, but not the other way around. The clones follow the user's 
  
  29 
  orders to the letter, and are their own person. If caught in a genjutsu, only the clone will be affected and not the 
  user and/or entire group 
  of clones. 
  The clones have one hit point per level of the user, share the user's saving throws and attack bonus with a -4 
  penalty, and are unable to make more than two attacks in a full-round action. It also shares the user's defense 
  with a -5 penalty, as well as all feats, talents and special abilities (bloodlines and templates excluded). It does 
  not benefit from any temporary bonus the user may have (such as bonuses from the eight gates or speed ranks) 
  and cannot stray further than 1 mile from the user. The clones cannot use any techniques. The clones are 
  genuine and carry the very same equipment as the user except chakra dependent items such as exploding tags or 
  sunburst tags. Any items carried by the clones have no hardness and only half the original's hit points. Poison, 
  mastercraft, and enhancement bonuses are not carried over to the clone's equipment. Lastly, the clone cannot 
  normally perform any activities requiring particular attention, such as sensing chakra, setting off an exploding 
  tag or carrying a serious conversation. Once the clone reaches 0 hit points it flickers away in a similar fashion to 
  shundou.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  30 
  CHAPTER 4 ITEMS 
   
  [EDITED] Nuibari, the Threading Needle [Sealed Item, Weapon] 
  This long, thin sword resembles a needle. A long thread of flexible iron wire extends from a ring at the hilt, the 
  eye of the needle. 
  Sealed Item (ninja-to, uncraftable) 
  Legendary (Lv 35) +3 DC 67 
  Enhancement: Attack and damage rolls 
  Property: Nuibari can deal either piercing or slashing damage and counts as a light weapon when using the 
  Weapon Finesse feat if the wielder can use it with one hand. 
  Property: When the wearer deals sneak attack damage, the sneak attack damage is dealt in d8 instead of d6. 
  Power (At-Will, swift action): After a successful attack roll the user may “stitch” that target by running the 
  battle wire through the target. 
  Power (1/round, attack action): Throw Nuibari in a 30-ft. long line, and make a separate attack roll against 
  each creatures in the line. Each target takes full damage. Nuibari is recovered at the end of this maneuver and 
  each target struck becomes stitched. 
  Power (1/round, attack action): The user may deal standard battle wire damage to all stitched targets.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  31 
  CHAPTER 5 SUMMONS 
   
  SALAMANDERS 
   
  Chakra Cost: Soldier—1.5/level; Protector—2/level plus 3; Guardian—3/level plus 10; Noble—3.5/level plus 
  15; Champion—5.5/level plus 20. 
   
  Level 1 Salamander Soldier: Small magical beast (aquatic); HD 2d8; hp 9; Init +2; Spd 30 ft., swim 30 ft.; 
  Defense 16, touch 13, flat-footed 13 (+1 size, +2 Dex, +2 natural); BAB +2; Grap +0; Atk +2 melee (1d2-1, 
  slam); Full Atk +2 melee (1d2-1, 2 slams) and -3 melee (1d3-1, tail whip); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ 
  amphibious, salamander regeneration; AL summoner; SV Fort +3, Ref +2, Will +1; CP 6; Rep +0; Str 8, Dex 
  14, Con 10, Int 6, Wis 12, Cha 5. 
  Skills: Listen +7, Spot +7, Swim +8. Feat: Improved Grapple 
  Summon 
  Level 
  Fortitude 
  Save 
  Other Saves 
  BAB  
  1 
  +3 
  +0 
  +2 
  2 
  +4 
  +1 
  +4 
  3 
  +5 
  +2 
  +6/+1 
  4 
  +6 
  +2 
  +8/+3 
  5 
  +7 
  +3 
  +10/+5 
  6 
  +8 
  +4 
  +12/+7/+2 
  7 
  +9 
  +4 
  +14/+9/+4 
  8 
  +10 
  +5 
  +16/+11/+6/+1 
  9 
  +11 
  +6 
  +18/+13/+8/+3 
  10 
  +12 
  +6 
  +20/+15/+10/+5 
   
  Amphibious (Ex): The salamander is amphibious, meaning that it can breathe both water and air normally. 
  Breath Weapon (Su): The salamander can blow a cloud of steam as a breath weapon attack that deals 2d4 
  points of damage per summon level, half fire and half water damage. The breath is a 30-ft cone and the damage 
  can be halved with a Reflex save DC 10 + summon level + summon's Con modifier. The summon is immune to 
  his own breath weapon. The salamander can use this ability once every 1d6 rounds. 
  Natural Weapons: The salamander has 2 slam and 1 tail whip attack. 
  Salamander Regeneration (Ex): The salamander is able to regenerate lost limbs with enough time to 
  recuperate. A single lost limb can be regenerated in one day to one week, depending on the limb (at the GM's 
  discretion). 
  The salamander cannot regenerate a lost head. 
  Swallow Whole (Ex): All salamander of Large size or larger gain this ability. 
  The salamander can try to swallow a grabbed opponent two size category smaller than itself with a successful 
  grapple check. Once inside, the opponent takes 2d8 points of damage, half water and half fire, each round from 
  the salamander's breath weapon. 
  A swallowed creature can cut itself free by dealing the salamander's innards 5 points of damage per summon 
  level (Defense 16). 
  The salamander can swallow one creature two size category smaller than itself, or four creature three size 
  category smaller.  
   
   
  
  32 
   
   
  Size > Slam + Tail Whip 
  Slam: Small: 1d2 Med: 1d3, Large: 1d4, Huge: 1d6, Garg: 1d8 
  Tail Whip: Small 1d3. Med: 1d4, Large: 1d6, Huge:2d4, Garg: 2d6 
   
  Elites and Paragons 
  - Elite (Chakra Cost: +1/level): The Elite summon gains 1 bonus feat when summoned, and an additional feat 
  every 4 HD. It gains an ability score increase every 4 hit dice, and an additional skill point every level of 
  summoning in addition to its Intelligence bonus once, if any. 
  The Elite summon is able to take [Summon] and [Summon Multiclass] feats may take ranks in the Chakra 
  Control, Genjutsu, Knowledge (ninja lore), Ninjutsu and Taijutsu skills, and gains one elemental affinity 
  (secondary). The Elite loses 1 point of Chakra every 20 minutes when it is summoned. 
   
  - Paragon (Chakra Cost: +2/level): The Paragon summon also gains a bonus feat when summoned, and a feat 
  every 3 hit dice. The Paragon gains an ability score increase every 4 hit dice, and two additional skill points 
  every level of summoning in addition to its Intelligence bonus once, if any. 
  The Paragon may take [Summon] and [Summon Multiclass] feats and may take ranks in the Chakra Control, 
  Genjutsu, Knowledge (ninja lore), Ninjutsu and Taijutsu skills, and gains either one primary elemental affinity 
  or two secondary elemental affinities. The 
  Paragon loses 1 point of Chakra every 30 minutes when it is summoned. 
   
  FEATS (1 Feat/Summon Rank + Paragon/Elite Feat(s)) 
   
   
  Bear (Kuma) 
  
  33 
  This powerful animal is one of the strongest of mother nature's creation. Bane of hunters and even fierce 
  woodland creatures, its pride forces it to charge head first and tear apart any enemy that stands in its way. This 
  feared animal will not accept a coward for a master, but can be otherwise a very dependable and loyal ally. 
   
  Dog (Inu) 
  A dog is a loyal and dedicated animal. It is a kind, loving, and protective soul that will defend its friends and 
  family when the situation calls for it. It will serve anyone that will treat it with kindness and respect. If neither 
  of these qualities are found within a person then the dog will not serve them. 
   
  Dragon (Ryuu) 
  These mythical creatures are thought to nothing but legends. The oldest are often gifted with vast intelligence 
  and power. A dragon values values courage as well as honor. It is a beast to be feared and will not serve a 
  coward, or one who lies to save themselves. Once their service, and friendship, is gained it is a bond that will 
  not easily be broken. There are six types of dragon: Earth, Fire, Ice, Lightning, Water and Wind. The user must 
  specify which type he makes a pact with when he does; the Dragon's breath weapon and resistance are based on 
  this type. 
   
  Hare (Usagi) 
  A hare is a swift and agile creature that has been known to elude even the most tenacious of pursuers. Although 
  the hare is not an animal that is good in combat, it however makes an excellent messenger. It will serve those 
  that find the spreading of knowledge that will help others to be a great service. They will however not serve 
  those that seek to horde information for themselves. 
   
  Hawk (Taka) 
  Swift, silent, and deadly are the methods and tools for survival that a hawk employs. 
  They are known for their keen eyesight and ability to strike without warning on their unsuspecting prey. A 
  hawk is also fierce when guarding its home and family. A hawk will serve anyone who embodies its methods 
  when on the battlefield or when protecting those that are considered close and family. 
   
  Hivemind (Mushigokoro) 
  The creatures of this bloodpact are mindless soldiers that follow their masters' orders without questions or 
  concern to their personal safety, if loyalty is earned. A commanding presence is all that is required of most 
  summoners of the Hivemind blood pact. 
   
  Imperial Wyrm (Tenryuu) 
  The imperial wyrm is a serpentine, wingless dragon that possesses astonishing healing abilities. It is generally 
  regarded as a symbol of strength and good luck, and associated with many monarchs and generals. The imperial 
  wyrm values integrity, loyalty and strength of character. 
   
  Lizard (Tokage) 
  The lizard is a patient and combat-able animal. It can be both a biped and quadruped, and is able to perform a 
  large number of tasks. The Lizard is often used as a substitute for the rare dragon-type summon, and they tend 
  to dislike being compared to them. It does not consider itself a silver medal, and will not obey a master who 
  looks down on the weak. 
   
  Monkey (Saru) 
  Normally a playful, intelligent and shy animal, it can become a fierce combatant when angered. The closest 
  rival to humans in terms of intelligence, monkeys are able to use almost any weapon or tool that a human could. 
  This means that a monkey will be a fierce opponent for any enemy to deal with. A monkey will only take a 
  creative master that also likes to have fun, as they have little patience for those without imagination. 
   
  
  34 
  Ogre (Oni) 
  This extremely rare type of summon obeys only to the strong and those evil to the core. It likes nothing more 
  than to rip apart and inflict havoc and destruction on those it consider weak. It is a long forgotten blood pact and 
  rarely answers to the call of a human. The Ogre will not answer to a master who is either weak willed, lacks 
  power or wishes for the well being of others before his own. 
   
  Ox (O-ushi) 
  The most notable characteristic of an ox is its great fortitude and strength. These creatures can push themselves 
  for many long hours without tiring. Oxen are quite slow to anger, but are powerhouses once enraged. The frail 
  have no chance of being accepted by an ox, only the hearty are accepted. 
   
  Rat (Nezumi) 
  A rat is a creature that lives on the fringes of human society. Almost like parasites they create their nest in our 
  homes and eat our food. A rat's greatest quality is its stealth, as often the only sighting of a rat is by what it has 
  done. Rat's are feared by many, not for their combat prowess, but for the fact that they are often disease carriers. 
  A brash and loud person has no chance of being accepted as a master, as they have little to no use for sneaking 
  by an enemy. 
   
  Raven (Karasu) 
  Often considered bad omen, the Raven is used to being chased and shunned, looked down upon as a worthless 
  critter. In truth, ravens are quite clever and sturdy, proficient at both detecting sneaky foes and taking a few hits. 
  A Raven will not answer to a master who looks down on it. (Switch Champion and Noble Str and Int Scores) 
   
  Salamander (Hanzaki) 
  The salamander is an aquatic, steam-breathing lizard. Though not very intelligent, the salamander is very loyal 
  and flocks towards strong personalities. A salamander summoner is usually a commanding or has a forceful 
  personality. 
   
  Shark (Same) 
  There are few aquatic predators more dangerous than the shark. Though it is limited to 
  the seas, the shark has always been a creature that strikes fear and awe in the hearts of those it crosses. The 
  shark will not accept a complacent or cowardly master; they are ruthless creatures of a single mind. 
   
  Slug (Namekuji) 
  This creature is often looked down upon by the others because of its appearance and lack of defense 
  mechanism. While its greatest weapon may not be its body, it is a knowledgeable and kind hearted creature, 
  with a compassionate heart that knows not hate. It will refuse to serve a master that goes against its principles 
  and way of life. The slugs also grow unusually large in size. 
   
  Snake (Hebi) 
  These treacherous creatures serve only the most foul of humankind. They are good at sneaking past an enemy's 
  defense and strike them in the back, even going as far as backstabbing their own masters if the reward is good 
  enough. A snake will not serve a master that either does not bow to their wills, or fail show equal power and 
  promises of greatness. 
   
  Spider (Gumo) 
  There are few creatures as feared as a spider. Its appearance is one from the darkest nightmares of mankind. 
  However, the spider should not be feared for its looks alone, many spiders are able to inject powerful venoms 
  and trap creatures in its webs. The preferred master of a spider is one that can see through appearances and are 
  able to see the power within the unusual. 
   
  
  35 
  Tiger (Tora) 
  This fierce creature is feared by even the most vicious predators. Its excellent hunting and hiding ability make it 
  a dreadful opponent, and its strength will see to it that even if it falls, its opponent will not come out unscathed. 
  It is very prideful and despise weakness and cowardice, and will refuse to serve a master that does not possess 
  true strength of heart. 
   
  Toad (Gama) 
  Despite all appearance, a toad is an intelligent creature and tends to show more respect to the knowledgeable. It 
  appreciates an easy life, and can show true patience and cunning given a good reason to. It will not serve an 
  inconsiderate master who does not have any strength of will and determination. 
   
  Turtle (Kame) 
  Often looked down upon, Turtles are known to be weak creatures. While they might not possess strength or 
  agility, they certainly have endurance, the wisdom to know their own weakness, and the cunning of judging its 
  opponent's strength. The will not accept a master who will lead them needlessly into danger, and cannot stand 
  for himself. 
   
  Apes 
  The two ape summons featured in this book are an elite named Shuumaru who, despite his impressive size, is an 
  excellent tracker. The second, a paragon named Sarusouji, is an adept warrior who wields two axes in combat. 
   
  Bats 
  The two bat summons from this books are both elites. Henshin, a terror in the sky, is an extremely dangerous 
  nocturnal predator who likes to fly high in the sky and dive down upon his prey in a devastating surprise attack, 
  while Kawago, a smaller but still formidable creature, has sharp senses that enable it to spot prey others would 
  have missed. 
   
  Boars 
  Umabuta and Yamabuta are both sides of the same coin. Where Umabuta is small and powerful, Yamabuta is 
  massive and powerful. Both share the same keen insight of strategy: if it moves, charge it. Repeat. 
   
  Cats 
  The two cat summons are Nekojiro, a champion paragon, and the Temple Guardian, a non-unique guardian 
  elite. The Temple Guardian is a quick and deadly predator, particularly adept at playing guardian for places and 
  individual. Nekojiro is a proud, clever cat that rarely backs down from a fight. 
   
  Elephants 
  The two elephant summons, Araku and Daaru, protector elite and noble paragon respectively, are two sides of 
  the same coin. Despite his young age, Araku is a clever animal, while Daaru is an ancient, enormous animal 
  capable of buffeting enemies away with a blast of air from his trunk or simply crushing them under his mighty 
  stamps. 
   
  Horses 
  Umafushi is a black horse, skeletal and with hollow, blood-red eyes. He is clearly dead and has a sinister air to 
  him. Umahiko, on the other hand, is a stallion in his prime, fast, strong and enduring, perfect to carry a rider 
  into combat or across a small country in a short time. 
   
  Octopuses 
  
  36 
  The featured two octopus summons are the Hunter Killer, a non-unique guardian elite and the Depth Stalker, a 
  noble paragon. The Hunter Killers are dangerous for their poisonous bite, while the Depth Stalker can lay in 
  wait, perfectly camouflaged, and rend a foe apart with its mighty tentacles. 
   
  Raccoons 
  Araijoji, a guardian elite, is a curious creature, but an adept tracker. Hitoguma, a noble 
  paragon, is a much larger, more powerful raccoon summon and capable wrestler. 
   
  Crocodile (Wani) 
  The crocodile is an aquatic predator well-known for its surprise attacks and its ability to 
  be almost impossible to detect when it lies still in water. The crocodile will prefer a summoner who can take its 
  time when hunting, and understands the value of patience. 
   
  Rhinoceros (Sai) 
  The rhinoceros is a headstrong and dangerous animal. It will only accept a summoner who shows pride in 
  himself and his accomplishments. 
   
  Tyrant (Kyouryuu) 
  The creatures of this bloodpact are ancient reptilians and animals from an age where the predators to look out 
  for where routinely the size of a small house, with jaws or claws perfectly capable of tearing through even steel. 
  Creatures of the Tyrant bloodpact obey only charismatic individuals, or persons of great individual power and 
  presence 
   
  Wolf (Okami) 
  The wolf is fast, enduring and dangerous, easily deserving its reputation as a dangerous predator. A pack 
  animal, the wolf is always strongest when fighting along with its pack. The wolf will only accept a summoner 
  who knows the value of putting his faith in another, and who knows his place in the pack. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  37 
  CHAPTER 6 ADDITIONAL FORMS 
   
   
  Begin on Next Page 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  38 
   
  Note: 100 Coins 
  weigh 1ibs (Less than 
  100 coins weigh a 
  negligible amount) 
   
   
   
  Note: 450 bills weigh 
  1ibs (Less than 450 
  bills weigh a 
  negligible amount) 
   
   
  Valuable 
  Quantity 
  Worth 
  Weight 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Totals: 
   
   
   
   
   
  Stored in Bank: 
   
   
   
   
   
   
  Coinage 
  # of Coins 
  Amount of Money 
  Weight 
  5 Ryo 
   
   
   
  10 Ryo 
   
   
   
  50 Ryo 
   
   
   
  Totals: 
   
   
   
  Bill 
  # of Bills 
  Amount of Money 
  Weight 
  100 Ryo 
   
   
   
  250 Ryo 
   
   
   
  500 Ryo 
   
   
   
  1,000 Ryo 
   
   
   
  10,000 Ryo 
   
   
   
  50,000 Ryo 
   
   
   
  Totals: 
   
   
   
  
  39 
  Ninja Record 
   
  Mission Rank 
  Completed 
  Failed 
  D 
   
   
  C 
   
   
  B 
   
   
  A 
   
   
  S 
   
   
   
  Alignment 
  Amount 
  Bonus (Amount / 10) 
  Fame 
   
   
  Infamy 
   
   
  Totals: 
   
   
   
  Ryo in Wallet 
   
  Ryo in Bank 
   
   
  Nindo/Motivations 
   
   
  Additional Character Notes 
   
   
   
   
  
  40 
  Associates 
  Name 
  Description 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  41 
  Puppet Name:_______________________    Engineer:_______________________     
   
   
  Weapon Name: 
  Type: 
  Range: 
  To Hit: 
  DMG: 
  Weapon Name: 
  Type: 
  Range: 
  To Hit: 
  DMG: 
  Weapon Name: 
  Type: 
  Range: 
  To Hit: 
  DMG: 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Notes 
   
   
   
  Basic Info 
  Size 
  Type 
  Minimum Thread Quality 
   
   
   
  Special Weapon: 
  Type: 
  Range: 
  To Hit: 
  DMG: 
  Sp: 
  Critical: 
  Hit Points 
  (1d10/HD + Size) 
  HD 
  BAB 
   
  HD 
  BAB 
   1 
  +0 
   
  11 
  +8/+3 
   2 
  +1 
   
  12 
  +9/+3 
  3 
  +2 
   
  13 
  +9/+3 
  4 
  +3 
   
  14 
  +10/+4 
  5 
  +3 
   
  15 
  +11/+5 
  6 
  +4 
   
  16 
  +12/+6/+1 
  7 
  +5 
   
  17 
  +12/+6/+1 
  8 
  +6/+1 
   
  18 
  +13/+7/+2 
  9 
  +6/+1 
   
  19 
  +14/+8/+3 
  10 
  +7/+2 
   
  20 
  +15/+9/+4 
  
  42 
  Components 
   
   
  Part Name: 
  Body Slot: 
  Minimum Thread Quality: 
  Weight: 
  Point Cost: 
  Description: 
   
  Part Name: 
  Body Slot: 
  Minimum Thread Quality: 
  Weight: 
  Point Cost: 
  Description: 
   
  Part Name: 
  Body Slot: 
  Minimum Thread Quality: 
  Weight: 
  Point Cost: 
  Description: 
   
   
   
   
   
  Core Points 
  Power 
  Utility 
  Free 
  / 
  / 
  / 
  
  43 
  Part Name: 
  Body Slot: 
  Minimum Thread Quality: 
  Weight: 
  Point Cost: 
  Description: 
   
  Part Name: 
  Body Slot: 
  Minimum Thread Quality: 
  Weight: 
  Point Cost: 
  Description: 
   
  Part Name: 
  Body Slot: 
  Minimum Thread Quality: 
  Weight: 
  Point Cost: 
  Description: 
   
  Part Name: 
  Body Slot: 
  Minimum Thread Quality: 
  Weight: 
  Point Cost: 
  Description: 
   
   
   
   
  
  44 
  Part Name: 
  Body Slot: 
  Minimum Thread Quality: 
  Weight: 
  Point Cost: 
  Description: 
   
  Part Name: 
  Body Slot: 
  Minimum Thread Quality: 
  Weight: 
  Point Cost: 
  Description: 
   
  Part Name: 
  Body Slot: 
  Minimum Thread Quality: 
  Weight: 
  Point Cost: 
  Description: 
   
  Part Name: 
  Body Slot: 
  Minimum Thread Quality: 
  Weight: 
  Point Cost: 
  Description: 
   
   
   
   
   
  
SOURCE: textdata/thevault/Naruto [multi]/Naruto (d20)/Naruto-d20-Homebrew-Compendium-Suppliment.pdf