Academy Feats

Adept of the Arts -Energy Control, Manipulative Arts, Ritual Arts, Primal Arts, Weapon Arts.

You are a master of one of the Five Jutsu Skills.

Benefit: You gain a +2 bonus to ----jutsu checks by selecting that feat and the DC of your ----jutsu techniques increase by 1.

In addition, you may make 1 additional attempt when learning -----jutsu techniques.

You gain a +1 bonus to your effective skill threshold when performing -----jutsu techniques.

This feat can be taken up to five times, each time applying to a different Jutsu Skill:Chakra Control, Genjutsu,Fuinjutsu,Ninjutsu and Taijutsu,

Genius

Your natural ability allows you to learn faster than normal individuals.

Prerequisite: Relevant ability score at 14 or higher (see text).

Special: Academy Enrollment

Benefit: You gain a universal +1 bonus to Learn checks and are able to learn techniques of one rank higher than your character level of that technique type but only if you have a 14 or higher in the relevant ability score

Strength 14 - Weapon Arts

Intelligence 14 - Primal Arts, Ritual Arts

Wisdom 14 - [Energy] Control

Charisma 14 - Manipulative Arts

you can take this feat as long as you have a 14 or higher in one of the four stats, gaining the learning bonus and the ability to learn abilities a rank higher than character level, this feat is also needed for other feats, if you raise an ability score to be above 14 after you've taken this feat you gain the learn bonus associated with that attribute.

Keen Sight

Your eyes were trained to see in the dark.

Prerequisite: Academy Enrollment

Benefit: You gain a low-light vision, meaning that you can see twice as far as normal in poor lighting conditions

Light Sleeper

You trained your body continuously to adapt to the lack of sleep,

and you are able to recover just as you would for the period you slept.

Prerequisite: Con 13.

Special: Academy Enrollment

Benefit: You are able to sleep only 4 hours per night and recover one-half the amount of hit points and chakra reserve normally recovered during normal rest. In this mode of sleep, ability damage is not recovered.

The character lessens the penalty to Perception(listen) checks made while asleep by 2.

Normal: A character needs to rest for 8 hours a night to recover one hit points per level previously lost.

Mentor

You are a superb guide and protector.

Benefit:

During your action, you designate an ally within 30 feet of you to receive a +1 morale bonus on all saving throws.

Talented Imperial

Taking studies seriously, you are more versed than normal in the arts.

Benefit: Upon selection of this feat, you gain 5 + your intelligence modifier (minimum 0) skill points that can only be spent in the following skills or your current class' skills:

Acrobatics, Chakra Control, Craft (chemical, mechanical, calligraphy), Fuinjutsu, Genjutsu, Stealth, Knowledge (ninja lore, tactics), Perception, Ninjutsu, Sleight of Hand, Survival, Taijutsu.(add force skills if a psychic Shinobi)

Special: A character can select this feat multiple times, its effects stack.

If no more ranks can be spent upon selection of this feat, the character can save skill points until the next level up.

Training

Benefit:

The character can learn techniques of the Training type and its subtypes without taking a penalty or requiring additional successes.

Normal:

A character normally takes a -4 penalty to Learn checks and must make 2 additional successes when learning a Training technique

Hand Seals Proficiency

Benefit: You are able to perform hand seals while holding a Small or smaller object in one hand.

Normal: A character typically cannot perform hand seals while holding an object, regardless of its size.

Urban Tracking:

You can track down the location of missing persons or wanted individuals.

Benefit: To find the trail of an individual or to follow it for 1 hour requires a Diplomacy [Gathering Information] check. You must make another

Diplomacy check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.

The DC of the check, and the number of checks required to track down your quarry, depends on the community population and the conditions:If you fail a Diplomacy check to gather information, you can retry after 1 hour of questioning.

The GM rolls the number of checks required secretly, so the player doesn’t know exactly how long the task requires.

Normal:

A character without this feat can use Diplomacy to Gather Information to find out information about a particular individual,

but each check takes 1d4+1 hours and doesn’t allow effective trailing.

Special: You can cut the time per Diplomacy check in half (to 30 minutes per check rather than 1 hour per check), but you suffer a –5 penalty on the check.