The description of each techniques and the specific of each entries is explained below.
Name
This entry is, as the name suggest, the technique's name itself. The techniques' name are usually in romaji (japanese written using roman alphabet), followed by the english translation in parenthesis.
Technique Type (Subtype, Requirements)
Beneath the name is the technique's type and subtype, if appropriate. All techniques belong in one of the four technique types.
A "Taijutsu (Body Arts) [Akimichi Hijutsu]" is a rank Taijutsu technique of the Body Arts subtype and an Akimichi Hijutsu.
Chakra Control
This type of technique includes all manner of chakra manipulation and other feats of control that are not Genjutsu or Ninjutsu. Techniques such as Kinobori, which allows you to walk on vertical surfaces or upside down, and Tadayou which allows you to walk on liquids, belong in this category. The relevant ability score pertaining to Chakra Control is Wisdom.
Body: A body technique focuses on enhancing or interacting with a part of your body. These techniques include hardening the skin or walking on water.
Spirit: A spirit technique focuses on enhancing or using the powers of the mind to achieve powerful results, such as Dispelling a Genjutsu technique.
Genjutsu
This type of technique includes all forms of illusions and trick of the mind, both to your own or another's. Techniques to entrap the mind such as Tsuyagan or to send your enemies in a mindless bloodrage like Chiyokubou both belong in this category. The relevant ability modifier for Genjutsu is Charisma.
Not all genjutsu are mind-affecting effects.
If a genjutsu is dispelled, it is usually only dispelled on one creature at a time (see technique's description for details).
Compulsion: A compulsion technique forces the subject to act in some manner or changes the way his mind works. Some compulsion effects determine the subject’s actions or the effects on the subject, some compulsion effects allow you to determine the subject’s actions when you perform the technique, and others give you ongoing control
over the subject. All Compulsion genjutsu are mind-affecting effects.
Doujutsu: This subtype uses only gaze attacks as a medium for delivering illusions. A character adverting his eyes has a 50% chance to be unaffected by a doujutsu (but also has a 50% automatic miss chance).
Phantasm: A phantasm technique creates a mental image that usually only the user and the subject (or subjects) can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. Third parties, if the technique allows for any, viewing or studying the scene don’t notice the phantasm. If a phantasm technique does not target any particular creature, everyone and everything around it is affected. All phantasms are mind-affecting effects.
Ninjutsu
This technique type is the most versatile of all. From techniques that allow you to spit gouts of flame to manipulating water into a great water dragon to techniques that allow you to teleport from one location to another immediately.
Some ninjutsu techniques allow creating objects or calling forth creatures from thin air (summoning) or perform outstanding elemental manipulations.
Doton: A doton technique usually involves the manipulation or creation of earth.
Techniques of this subtype usually deal earth damage. It can be specialized into by Elementalists.
Fuuton: A fuuton technique manipulates the air current to create certain effects, most not directly offensive. Fuuton techniques generally deal wind damage. It can be
specialized into by Elementalists.
Hyouton: A hyouton technique is usually an offensive technique reserved for arctic settings, impractical because of the need for ice or snow in the immediate area. Hyouton techniques usually deal cold damage. It can be specialized into by Elementalists. Note that under the Elemental Affinities variant, this subtype requires a feat to be learned. Katon: A katon technique is usually a powerful fireball or fiery dragon and generally regarded as the most potent offensive subtype. Katon techniques usually deal fire damage. It can be specialized into by Elementalists.
Medical: A medical technique is used to heal wounds, conditions and ability damage. Both the theory and practice of medical techniques is extremely complicated, and you suffer a -12 penalty to Learn checks made to learn a Medical technique, as well as taking five times as long as normal.
Mokuton: A mokuton technique manipulates or creates wood or plants. It can be used to entangle someone in vines or to create a wooden house immediately, among other things. Note that under the Elemental Affinities variant, this subtype requires a feat to be learned. Raiton: A raiton technique manipulates electrical current or creats blasts of lightning and is often regarded as the most potent offensive subtype, just behind Katon. Raiton techniques usually deal electricity damage. It can be specialized into by Elementalists. Sealing: A sealing technique uses symbols drawn with the Craft (calligraphy) skill. It can be used for various numbers of things, including storing objects into a sealing scroll or sealing a rampaging demon into an infant. You take a -8 penalty to Learn checks to learn Sealing techniques, and take twice as long as normal, if you do not have 12 ranks in Craft (calligraphy) or are 12th level or higher. Some sealing techniques are jikuukan ninjutsu, or time/space ninjutsu.
Advanced Seals: An advanced seal technique is a subtype of sealing techniques and requires the Advanced Seals Proficiency feat to be learned. A sealing technique that is also an advanced seals technique can be learned without the normal penalty by a character with the Advanced Seals Proficiency feat.
Shadow Arts: A shadow art technique manipulates the very shadows around you to your will. A shadow art technique can only be learned by a character with the Shadow Art feat. Shunjutsu: A shunjutsu technique involves various means of teleportation, and typically allows you or other creatures to move from one point to another instantly. They are extremely rare, and when identified, are typically only identified as "a variant of Shunshin no Jutsu" which is the most common Shunjutsu technique. All shunjutsu techniques are jikuukan ninjutsu, or time/space ninjutsu.
Suiton: A suiton technique is most typically an offensive or defensive technique involving a manipulation of water of some sort. Suiton techniques usually deal water damage. It can be specialized into by Elementalists.
Summoning: A summoning technique is used to create objects, summon creatures or release an object from seal-based confinement. You take a -8 penalty to Learn checks and twice the normal time to learn a Summoning technique without the Gift of Summoning feat. All summoning techniques are jikuukan ninjutsu, or time/space ninjutsu.
When using a technique to summon a creature from a specific Blood Pact (see bood pact feat), one creature can aid another and grant the summoner a +2 bonus to Perform checks with the technique if it has the same blood pact. Creatures aiding the summoner can pay half of the technique's chakra cost (that can't be converted to chakra), divided evenly among all the aiding creatures. The summoner can still convert the technique's cost to chakra, even though the aiding creatures can't.
Each creature aiding the summoner increases the summoner's ECL by 1 to determine the maximum power of the creature he can summon (maximum 10).
Taijutsu
Taijutsu at a base is hand-to-hand combat, but the taijutsu technique type encompasses all forms of martial arts and physical skills as well. A taijutsu technique can involve a sword technique, or strengthen the muscles or drastically increase your speed for a short period of time.
Body Arts: A body art technique involves enhancing the body in some way. Typically, body art techniques increase your strength and speed ranks by a certain amount for a short period of time.
Martial Arts: A martial art technique, as its name implies, is a special move involving a physical attack of some sort. Most taijutsu techniques are martial arts.
Mobility: A mobility technique is a typically a non-combat technique and the closest physical equivalent to the ninjutsu Shunjutsu subtype. All techniques similar to Shunpo are mobility techniques.
Stance: A stance technique is a way to position your body to grant certain abilities or bonuses.
Unlike other techniques, a stance technique does not have a duration. It lasts for the entire encounter, until broken by an ability or until you switch to another stance or simply
dismiss the stance.
You can only gain benefits from one stance technique at a time. Training
A training technique focuses on one aspect of the character and improves it. Training techniques have 4 subtypes: Chakra Control, Genjutsu, Ninjutsu and Taijutsu.
Training techniques do not have a chakra cost unless the description calls for it. They do not provke saving throws or have a duration, they merely exist to allow a wider range of self-improvement. A training technique does not require a component except for material focus or expendable components, which are required to learn or develop the technique. Training techniques grant passive bonus and do not need to be performed.
When a character is denied use of any techniques, training techniques can never be affected. In addition, training techniques don't count when making a total of a character's learned technique for requirements like Genin, Chuunin or Jounin.
A character without a feat or special ability that allows him to learn Training techniques suffers a -4 penalty to Learn checks and must make 2 additional successes.
Chakra Control: This training subtype focuses on improving the character's chakra
pool, chakra control and the conversion of chakra to hit points.
Genjutsu: Training techniques of this subtype increase the character's ability to perceive,
resist, disbelieve or perform illusions.
Ninjutsu: Training techniques of this subtype usually enhance the character's ability to
perform or counter a certain type of ninja techniques.
Taijutsu: Tis training subtype focuses on increasing the physical prowesses of the
character, including the ability to deliver and take damage, endurance and chakra pool. Hachimon Tonkou
A hachimon tonkou technique opens one of the Eight Celestial Gate, leading to great power at an equally great cost. It is said to grant the power of a Kage if one is willing to risk his life for it.
They do not require a Perform check to be used and do not belong to one of the four shinobi skills. When learned, use the character's level to determine the number of
attempts or synergy bonus (as per Ninjutsu skill synergy bonus, one level equaling to one rank). Hachimon Tonkou can only be learned by a character with the Hachimon Tonkou feat.
When learning a Hachimon Tonkou technique, use the character's skill with the highest number of ranks (Chakra Control, Genjutsu, Ninjutsu or Taijutsu) to determine the number of attempts he may make. Synergy bonuses do not apply.
Kai-mon: Techniques of this subtype allows the user to open the Initial Gate and
perform extraordinary prowess using the extra power granted from the gate. Techniques from this subtype can only be learned by a 2nd level or higher character.