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ZeroNumerous
2009-01-16, 05:19 PM
New Thread because I don't wanna post in my old one, which is over 7 months old now.


Koushou Shushi no Jutsu (Shining Finger Technique)
Chakra Control (Body; Tora-Hijutsu) [B-Rank; Rank 6]
Learn DC: 20; Perform DC: 21; Time: 1 Standard Action; Components: V; Range: Melee Touch; Target: One creature or object within reach; Duration: 1/round level or until discharged
Saving Throws: Fortitude for half; Chakra Cost: 10

By shouting an exclamation of intent to the heavens, the user gathers her chakra into her dominant hand. This chakra is condensed and reacts violently to any chakra signature other than the user's. The gathered chakra causes the user's hand to glow a bright color based on your primary elemental affinity. This technique functions in all ways like a weapon, and you can take Weapon Focus and Specialization with this technique.

To discharge this technique, you must perform an unarmed attack against your target. If you hit, you do normal unarmed strike damage plus an additional 1d8 points of typed damage and 1d6 points of bludgeoning damage. The typed damage is the same type as your primary elemental affinity. You may immediately begin a grapple as a free action after successfully performing this technique if your opponent is still within reach.

This technique has an accompanying effect based on the elemental affinity of the user.

{table="head]Element | Color | Effect
Fire | Red | Deals an additional amount of damage equal to character level.
Electricity | Gray | Target takes -4 penalty on attack rolls for 1 round.
Earth | Brown | User gains +8 bonus on grapple checks vs Target for 1 round.
Wind | Green | Target is knocked 1d4x5 feet backwards.
Water | Blue | Target takes -4 penalty on AC for 1 round.
Ice | White | User gains +8 bonus on trip attempts vs Target for 1 round.
[/table]

The exclamation of intent needed to use this technique is as follows: "This hand of mine glows with an awesome power! It's burning grip tells me to defeat you!"

Empower

The user may choose to spend additional points of chakra equal to her character level. This additional chakra cannot be converted to stamina damage. For every additional point of chakra spent in this manner, increase the damage of this technique by 1d8 typed damage and 1d6 bludgeoning damage.

---

Shuugyu: Inoshishi Kichi Karada (Training: Wild Boar's Healthy Body)
Taijutsu (Training; Tora-Hijutsu) [C-Rank; Rank 6]
Learn DC: 19; Components: F, X

This training empowers the user's body through rigorous training, heavy beatings, and health supplements. By completing this training, the user's Constitution score permanently increases by 1.
Expendable Components: Health drinks and pills. Purchase DC: 22

---

Ashiankoku Shushi no Jutsu (Evil Darkness Finger Technique)
Chakra Control (Body; Spirit; Tora-Hijutsu) [S-Rank; Rank 11]
Learn DC: 27; Perform DC: 31; Time: 1 Standard Action; Components: V, M; Range: 60x15ft line; Target: One creature or object within reach; Duration: Instanteous
Saving Throws: Fortitude half(see below); Chakra Cost: 30

By uttering a promise of killer intent to her opponent, the user gathers her chakra into her dominant hand. This chakra is condensed and reacts violently to any chakra signature other than the user's. The gathered chakra causes the user's hand to appear to be made of pure night as all the light around her is blotted out.

This technique does 10d8 untyped damage and 10d8 fire damage in a sixty foot line that is fifteen feet wide. Every creature affected by the blast gets a Fortitude save to halve the damage dealt by the blast. If the opponent does not have a source of demonic chakra, then using this technique causes 3d4 Strength drain and 3d4 Constitution drain.

The promise of killer intent is as follows: "This hand of mine glows with unending hate! It screams for me to destroy you!"

Empower

By adding 5 chakra that cannot be converted to stamina damage, you double the length and width of the blast and add 5d8 untyped and 5d8 fire damage. You also add 1d4 Strength and Constitution Drain. You can empower this technique one time per four character levels you have.

---

Usujido - Isshiki (Cloth Art - First Stance)
Taijutsu (Martial Arts; Stance) [C-Rank; Rank 4]
Learn DC: 17; Perform DC: 17; Time: 1 standard Action; Components: M, F; Target: Self; Duration: 1 round/level
Saving Throws: None; Chakra Cost: 2 every 3 rounds

Many martial arts practiced by shinobi focus on swords and polearms, but the most dangerous of martial arts focus on weapons you never suspect. Usujido specializes in the use of cloth and sashes to do battle.

Usujido allows you to use a sash or cloth as if it was a reach weapon that does 1d8 slashing or piercing damage, depending on how the sash is used to attack your opponent. A sash is hardly a true weapon, and you cannot threaten critical hits with it nor can you apply your strength modifier to damage rolls. Attacking with a sash or cloth is no more or less easy than attacking with a sword or one's fists using this technique, so you may make as many attacks as your BAB allows.

Focus: Twenty feet of sash or cloth on your person.

---

Usujido - Nishiki (Cloth Art - Second Stance)
Taijutsu (Martial Arts; Stance) [B-Rank; Rank 6]
Learn DC: 20; Perform DC: 21; Time: 1 standard Action; Components: M, F; Target: Self; Duration: 1 round/level
Saving Throws: None; Chakra Cost: 3 every 3 rounds

The Second Stance of Usujido is, atleast visually, no different than the First Stance. However, the mentality of the user must be completely and utterly focused on the defeat of his opponent in all ways.

Like the First Stance, the Second Stance of Usujido allows you to use a sash as a reach weapon that deals 1d8 slashing or piercing damage. However, the second stance differs in one key difference. You have become proficient enough in the sash to threaten your opponent's vital organs with it. The weapon threatens a critical hit on a 19-20 and deals double damage on a critical hit. You may apply your strength modifier to damage with your sash.

Focus: Twenty feet of sash or cloth on your person.

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Torabakuha no Jutsu (Tiger Explosion Technique)
Ninjutsu (Katon; Tora-Hijutsu) [C-Rank; Rank 4]
Learn DC: 17; Perform DC: 17; Time: 1 Standard Action; Components: H, M; Area: 20ft burst; Range: 50ft+5ft per level; Duration: Instantaneous; Saving Throws: Reflex half; Chakra Cost: 6

The user finishes her hand-seals and slams her hands into the ground. A massive flaming tiger bursts from the ground in front of her opponent and explodes in a bright burst of flame. This attack deals 3d6 points of fire damage to all creatures caught in the blast.

Empower

The user may spend extra chakra to increase the damage dealt by the tiger's explosion. Every 8 points of chakra spent increases the damage by 3d6 points of fire damage up to a maximum of 15d6.

---

Dai Torabakuha no Jutsu (Great Tiger Explosion Technique)
Ninjutsu (Katon; Requires Torabakuha no Jutsu (5); Tora-Hijutsu) [S-Rank; Rank 9]
Learn DC: 25; Perform DC: 29; Time: 1 Standard Action; Components: H, M; Area: 40ft burst; Range: 50ft+10ft per level; Duration: Instantaneous; Saving Throws: 3 Reflex saves for half; Chakra Cost: 24

The user creates a large tiger of magma from beneath the earth. The tiger bursts from beneath the area and thrashes about the area before exploding in a huge explosion.

Any creature caught in the area takes 4d6 fire damage from the tiger's initial entrance. The tiger precedes to attack four times inside the area of this technique. The tiger either attacks four creatures, or divides it's attacks among the number of creatures caught in the area of effect however the user wants. Each attack is made at a +24 bonus and deals 4d6 fire damage to any creature that is successfully hit. Once the tiger has attacked four times, it explodes in a ball of fire that deals an additional 4d6 points of fire damage.

If this technique is interrupted by a Suiton technique of equal rank, then the element of this technique becomes Doton and all damage done by the tiger is bludgeoning.

---

ZeroNumerous
2009-01-16, 05:20 PM
Meibi Kochou Ryuu - Nishiki (Beautiful Butterfly Style - Second Stance)
Taijutsu (Martial Arts; Stance; Kyusuki-Hijutsu) [C-Rank; Rank 5]
Learn DC: 24; Perform DC: 26; Time: 1 Move Action; Components: M, F; Target: Personal; Duration: 2 rounds/level; Saving Throws: Fortitude negates(see text); Chakra Cost: 3 and then 1 per round active

Meibi Kochou Ryuu, the Beautiful Butterfly Style, is a stance and style feared among shinobi the world over. Simply because the damage it can cause normally ends a shinobi's career in a bloody manner. It was this style, and it's usage during a protracted civil war, that caused the attack upon Haigakure that resulted in the death of the Haikage, the Ash Shadow, and solidified Konohagakure as the greatest shinobi village in the Fire Country.

The second stance is the stance taught to Kyusuki genin and chuunin. It's the weakest of the stances, and learning it is the beginning of adulthood among Kyusuki clan members. The user focuses his chakra into his palms, then raises his primary hand high to obscure his opponent from view. By ignoring the use of his eyes, the user opens his ears to the heart beat and breathing of his opponent, and thus learns where best to place the devastating blow.

Unarmed attacks made during this stance deal normal unarmed strike damage. However, each attack is augmented by the user's chakra. Each attack deals an additional 3d4 points of [primary element] damage, and the target must make a fortitude save with a DC equal to 5+Damage Dealt. If the target fails this saving throw, he's racked with pain and cannot perform more than one move action or one standard action in a round. The duration of his pain is equal to the user's character level.

This stance can only be maintained by spending one additional chakra per round that cannot be converted to stamina damage.

Focus: The user's gloves, which must have a chakra seal slot in them.

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Meibi Kochou Ryuu - Isshiki (Beautiful Butterfly Style - First Stance)
Taijutsu (Martial Arts; Stance; Kyusuki-Hijutsu)
Learn DC: 26; Perform DC: 29; Time: 1 Move Action; Components: M, F; Target: Personal; Duration: 1 rounds/level; Saving Throws: Fortitude negates(see text); Chakra Cost: 6 and then 3 per round active

The First Stance of Meibi Kochou Ryuu, the Beautiful Butterfly Style, is the less used but significantly more violent form of the Second Stance. Again, the user must focus his chakra into his hands to use this stance. However, in the First Stance, the user's chakra is much more plentiful and reacts much more violently when forced into the target's body.

Unarmed attacks made during this stance deal normal unarmed strike damage. However, each attack also deals 6d4 [primary element] damage. When struck, the target must make a Fortitude Save. If he fails, the bones in the limb struck shatter under the violent assault of his opponent's chakra. When a target fails against this technique's fortitude save, roll a d8 and consult the chart below.

{table="head"]d8 Result | Effect
1 | Opponent's left leg is mangled beyond use. The leg cannot be used and the target immediately falls prone.
2 | Opponent's left leg is horribly damaged, but remains functional. Target cannot make more than one move or standard action a turn due to pain.
3 | Opponent's right leg is mangled beyond use. The leg cannot be used and the target immediately falls prone.
4 | Opponent's right leg is horribly damaged, but remains functional. Target cannot make more than one move or standard action a turn due to pain.
5 | Opponent's left arm is mangled beyond use. The arm cannot be used to hold weapons or perform hand-seals with.
6 | Opponent's left arm is horribly damaged, but remains functional. Target cannot make more than one move or standard action a turn due to pain.
7 | Opponent's right arm is mangled beyond use. The arm cannot be used to hold weapons or perform hand-seals with.
8 | Opponent's right arm is horribly damaged, but remains functional. Target cannot make more than one move or standard action a turn due to pain.
[/table]

These injuries last for 1 month - (2 day x Con Mod of target). A DC 25 Heal Check reduces this time by 15 days. A DC 25 surgery check reduces this time further by one-half.

Focus: The user's gloves, which must have a chakra seal slot in them.

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Meibi Kochou Ryuu - Oni Genkotsu no Jutsu (Beautiful Butterfly Style - Demon Fist Technique)
Taijutsu (Martial Arts; Kyusuki-Hijutsu) [C-Rank; Rank 4]
Learn DC: 20; Perform DC: 19; Time: 1 Standard Action; Components: M, F; Target: One creature; Duration: instantaneous; Saving Throws: Fortitude negates(see text); Chakra Cost: 4

The user adds his chakra to his fist and performs a devastating physical blow. To use this technique, you must make a normal melee attack. If you hit, you deal normal unarmed damage plus 2d6 [primary element] damage. This damage can be halved by a successful Fortitude save.

Empower

The user may empower this technique by spending 3 points of chakra that cannot be converted into stamina damage. Each time chakra is spent in this manner the damage dealt increases by another 2d6 up to a maximum of 10d6.

Focus: User's gloves.

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Meibi Kochou Ryuu - Abarahasai Daboku (Beautiful Butterfly Style - Rib-Crushing Blow)
Taijutsu (Martial Arts; Kyusuki-Hijutsu) [B-Rank; Rank 6]
Learn DC: 22, 3 successes; Perform DC: 23; Time: 1 Standard Action; Components: M, F; Target: One creature; Duration: instantaneous; Saving Throws: Fortitude negates/Fortitude Halves(see text); Chakra Cost: 7

A terrifying blow using all the force in one's arm to crush a foe's rib-cage and cause catastrophic internal damage at the same time. The user makes a single unarmed attack which deals normal unarmed damage. The attack also deals 2d4 bleeding damage per round across 3d4+3 rounds. A successful Fortitude Save per round halves the bleeding damage. The target must also make a Fortitude Save or be rendered Fatigued for the duration of the bleeding damage.

Focus: User's gloves.

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Hiken no Meibi Kochou Ryuu - Kaimetsu no Soumi (Hidden Mystery of the Beautiful Butterfly Style - Devastation of One's Whole Body)
Taijutsu (Martial Arts; Kyusuki-Hijutsu) [A-Rank; Rank 11]
Learn DC: 26, 4 successes; Perform DC: 28; Time: 1 Standard Action; Components: M, F, Mas; Target: One creature; Duration: instantaneous; Saving Throws: Fortitude partal(see text); Chakra Cost: 12

A punch of ridiculous proportions that shatters vital bones in the target's body. The user makes a single melee attack that deals double the user's normal unarmed damage if it hits. The target must make a Fortitude Save or be Exhausted for the rest of the encounter. On a successful save, the target is merely Fatigued. Regardless of the results, the target takes a penalty to Constitution equal to 1d3 plus the user's Strength score. The penalty does not heal naturally nor does it have a duration but it cannot lower the target's Constitution score below 1. However it can be healed with a DC 25 Treat Injury check or if the target receives healing from a Medical Technique of rank 8 or higher.

This technique is incredibly difficult to master, and as such each mastery attempt is made with a -4 penalty and requires 2 extra successes on top of the inherent mastery penalties.

Mastery: Each rank of mastery increases the user's attack roll using this technique. At Rank 3 and Rank 5, the CON penalty is increased by 1 die size to a total of 1d6.

Focus: User's gloves which must have a Chakra Seal slot.

---
[b]Obsolete

Meibi Kochou Ryuu Ougi - Amatsu Hira (Beautiful Butterfly Style Secret Technique - Heavenly Palm)
Chakra Control (Body; Kyusuki-Kinjutsu) [S-Rank; Rank 9]
Learn DC: 32; Perform DC: 30; Time: 1 Standard Action; Components: M, F; Target: One creature; Duration: instantaneous; Saving Throws: Fortitude negates(see text); Chakra Cost: 20

A hundred years of training under the greatest of shinobi resulted in the creation of this technique. This technique was created by the Kyusuki founder-sisters, both of them working together to establish this instantaneous death-blow.

You make a single touch attack as part of this technique. Your touch deals no damage, but you force all of the chakra gained from Akekochou into the target. You suffer all the normal penalties for using up all the chakra in your Akekochou pool. Your target must make a Fortitude Save with a DC equal to 5+1/2 your character level+your Wisdom modifier. If he succeeds, nothing happens.

If the target fails, then the chakra forced into his body expands violently. Within 1d4-1 rounds, the target's chest cavity explodes outward, killing him instantly. This technique fails against any creature without a discernable anatomy or any creature immune to critical hits.

ZeroNumerous
2009-01-16, 05:21 PM
Akekochuu Bloodline

The Bloody Butterfly exists as a bloodline passed down the Kyusuki line since it's founders crushed all the other clans that possessed the same energy. The bloodline originated from a great Caterpillar Demon who cultivated powerful souls in order to create a cocoon. Once it was finished, the Demon would use the spilled blood and powerful spirits to transform into a beautiful butterfly. However, the caterpillar demon did not expect it's children to rebel..

The rebellion shed much blood, but the caterpillar lay dead and the captured spirit energy empowered the surviving ninja. The ninja went their separate ways and lived in peace for some time, until the two grand-daughters of the youngest shinobi slaughtered all others who held their powerful gift.

Akekochuu

Requirements:

Minor:
Skills: 2 ranks in Treat Injury, 2 ranks in Intimidate.
Feats: Advanced Bloodline(Akekochuu)

Intermediate
Ability Scores: Constitution 16, and either Intelligence 14 or Wisdom 14
Skills: 3 ranks in Treat Injury, 3 ranks in Intimidate.
Feats: Advanced Bloodline(Akekochuu)

Major
Ability Scores: Constitution 18 and either Intelligence 16 or Wisdom 16.
Skills: 4 ranks in Treat Injury, 4 ranks in Intimidate.
Feats: Advanced Bloodline(Akekochuu); Light Sleeper


{table="head"]Character Level | Minor | Intermediate | Major
1 | Heedless of Danger | Heedless of Danger | Immortal Fortitude 2; Heedless of Danger
2 | - | - | Body Over Mind
3 | - | Body Over Mind; Immortal Fortitude 1 | -
4 | - | - | Immortal Fortitude 3
5 | Body Over Mind | - | -
6 | - | - | -
7 | - | Immortal Fortitude 2 | No Challenge Is Too Great; Immortal Fortitude 4
8 | Immortal Fortitude 1 | - | -
9 | - | - | -
10 | - | - | Immortal Fortitude 5
11 | - | Immortal Fortitude 3 | -
12 | Immortal Fortitude 2 | - | -
13 | - | No Challenge Is Too Great | Immortal Fortitude 6; Insurmountable
14 | - | - | -
15 | No Challenge Is Too Great | Immortal Fortitude 4 | -
16 | Immortal Fortitude 3 | - | Immortal Fortitude 7
17 | - | - | Unbreakable
18 | - | Insurmountable; Immortal Fortitude 5 | -
19 | Immortal Fortitude 4 | - | -
20 | - | - | - [/table]

Immortal Fortitude(Ex)
The character gains a Fast Healing ability equal to the given number. This ability is active as long as the character does not engage in strenuous activities such as training, traveling, or other physically intensive or mentally exhausting exercises. This ability does not affect stamina damage.

Heedless of Danger(Ex)
The Akekochuu drains the common sense of the character and renders her incapable of judging true danger. The character gains a bonus on saves against Fear equal to 1/2 her character level as long as she is above 1/4th of her maximum HP. The character cannot flee from a battle until she has taken enough damage to be reduced below 1/2 of her maximum HP.

Body Over Mind(Ex)
The character can break herself of fear or mental control through her unwavering faith in herself. The character may, as a reaction, spend a number of chakra points up to her Immortal Fortitude bonus. This chakra cannot be converted to stamina damage. The character immediately gains an insight bonus equal to the spent chakra on Will Saves.

No Challenge Is Too Great(Ex)
A step further down the recklessness line, the character becomes so sure that she cannot fail that she cannot and will not give up. The character gains a bonus equal to her Immortal Fortitude number when she attempts a skill check or attack roll against an opponent who stands in her way. This ability is only active when the user is below 1/2 her maximum HP.

As long as the character is above 1/4th her maximum HP, the character cannot turn away from a challenge and must respond with the full force of her abilities. Normally, this involves a fight, but an enterprising Kyusuki knows that not every question has "Punch it until it stops bleeding" as an answer.

Insurmountable(Su)
No shinobi can overcome a dedicated Kyusuki. The character may, as a move action, spend an action point to regain a number of HP equal to her Immortal Fortitude number times two. Unfortunately, this ability comes at a great cost. The character may no longer turn away from any challenge, regardless of her current HP. She can only be removed when she is unconscious.

Unbreakable(Su)
A true paragon of the Kyusuki line: The Unbreakable Shinobi! The character may, as a swift action, spend an action point to regain their maximum HP. This ability may only be used when the character is between -1 and -9 HP. The character is rendered unconscious but will continue to fight via muscle memory. The character does not fall prone, but she does drop everything she's holding. The character fights on using unarmed attacks, but she is treated as being Blinded for all attacks made by her and against her.

ZeroNumerous
2009-01-16, 05:23 PM
I got alittle bored with my current work, so I'm gonna work on Goutetsu's Ansatsuken Ryuu (Goutetsu's Assassin Fist Style) made popular by Ryu, Ken, and Akuma of Street Fighter fame.

Ansatsuken Ryuu - Hadouken no Jutsu (Assassin Fist Style - Surge Fist Technique)
Chakra Control (Spirit; Gouken Hijutsu) [D-Rank; Rank 3]
Learn DC: 14; Perform DC: 12; Time: 1 Standard Action; Components: M, H; Target: One creature; Area: 15-ft line; Duration: Instantaneous; Saving Throws: Fortitude half; Chakra Cost: 2

The non-lethal version of the go hadouken no jutsu. This technique gathers a ball of chakra into the user's palms before throwing it toward an opponent. To perform this technique, you must make a normal ranged attack roll. You compare the attack result against every creature in the area of this technique. You must compare the attack result against the AC of creatures in order beginning with the creature closest to the user at the time of performance. This technique only affects the first creature it hits along the fifteen foot line.

The chakra-ball does damage equal to the user's normal unarmed attack plus 1d4 typed damage. The typed damage is dependant upon the user's primary elemental affinity. All damage from this technique is non-lethal in nature.

Empower

The user may increase the damage the chakra-ball does by expending extra chakra. Every 2 points of additional chakra spent increases the damage by 1d4, up to a maximum of 5d4.

Mastery

Every mastery step adds a +1 attack bonus with this technique.

---

Ansatsuken Ryuu - Go Hadouken no Jutsu (Assassin Fist Style - Strong Surge Fist Technique)
Chakra Control (Spirit; Goutetsu Hijutsu) [C-Rank; Rank 4]
Learn DC: 16; Perform DC: 14; Time: 1 Standard Action; Components: M, H; Target: One creature or object; Area: 30-ft line; Duration: Instantaneous; Saving Throws: Fortitude half; Chakra Cost: 4

The lethal version of the hadouken no jutsu. This technique gathers a ball of chakra into the user's palms before throwing it toward an opponent. To perform this technique, you must make a normal ranged attack roll. You compare the attack result against every creature in the area of this technique. You must compare the attack result against the AC of creatures in order beginning with the creature closest to the user at the time of performance. This technique only affects the first creature it hits along the fifteen foot line.

The chakra-ball does damage equal to 2d6 force damage plus 1d6 typed damage. The typed damage is dependant upon the user's primary elemental affinity.

Empower

The user may increase the damage the chakra-ball does by expending extra chakra. Every 2 points of additional chakra spent increases the damage by 1d6, up to a maximum of 10d6.

Mastery

Every mastery step adds a +1 attack bonus with this technique.

---

Ansatsuken Ryuu - Shoryuken no Jutsu (Assassin Fist Style - Rising Dragon Fist Technique)
Taijutsu (Martial Arts; Gouken Hijutsu) [B-Rank; Rank 6]
Learn DC: 24; Perform DC: 22; Time: 1 Standard Action; Components: M; Target: One creature; Range: Melee; Duration: Instantaneous; Saving Throws: Fortitude negates(see text); Chakra Cost: 6

A non-lethal version of dai shoryuken no jutsu. This technique involves putting all of the user's physical strength into a single vicious uppercut. To perform this technique, you must make an unarmed melee attack roll at your highest attack bonus that deals your normal unarmed damage plus 4d6 bludgeoning points of damage. Any creature struck with this technique must make a fortitude save or be stunned for 1d4 rounds. Creature without a discernible anatomy or creatures immune to critical hits automatically pass the save versus being stunned. All damage done by this technique is non-lethal in nature.

Mastery

Each rank of mastery gives +1 to your attack roll with this technique.

---

Ansatsuken Ryuu - Dai Shoryuken no Jutsu (Assassin Fist Style - Great Rising Dragon Fist Technique)
Taijutsu (Martial Arts; Goutetsu Hijutsu) [B-Rank; Rank 7]
Learn DC: 26; Perform DC: 24; Time: 1 Standard Action; Components: M; Target: One creature; Range: Melee; Duration: Instantaneous; Saving Throws: Fortitude negates(see text); Chakra Cost: 8

A lethal version of shoryuken no jutsu. This technique involves putting all of the user's physical strength into a single vicious uppercut and performing a quarter spin in the process. To perform this technique, you must make an unarmed melee attack roll at your highest attack bonus that deals your normal unarmed damage plus 4d8 bludgeoning points of damage. Any creature struck with this technique must make a fortitude save or be stunned for 1d4 rounds. Creature without a discernible anatomy or creatures immune to critical hits automatically pass the save versus being stunned.

Mastery

Each rank of mastery gives +1 to attack rolls and damage rolls with this technique.

---

Ansatsuken Ryuu - Tatsumaki Senpuu Kyaku no Jutsu (Assassin Fist Style - Tornado Whirlwind Foot Technique)
Taijutsu (Martial Arts; Gouken Hijutsu) [B-Rank; Rank 8]
Learn DC: 28; Perform DC: 26; Time: 1 Standard Action; Components: M; Target: One creature; Range: Melee; Duration: Instantaneous; Saving Throws: Reflex negates(see text); Chakra Cost: 10

The user leaps into the air and uses his chakra to begin a violent spinning kick. When performing this technique, you may make three unarmed melee attacks at your highest attack bonus. Each successful attack deals your normal unarmed melee damage plus 3d8 bludgeoning damage. Even if your none of your attacks connect, your target must make a reflex save. If your target fails the reflex save, then he falls prone in his square and is moved back 5 feet plus 5 additional feet per 5 points of damage done. All damage done from this technique is non-lethal in nature.

---

Ansatsuken Ryuu - Tatsumaki Zankuu Kyaku no Jutsu (Assassin Fist Style - Tornado Air-Cutting Foot Technique)
Taijutsu (Martial Arts; Goutetsu Hijutsu) [B-Rank; Rank 9]
Learn DC: 30; Perform DC: 28; Time: 1 Standard Action; Components: M; Target: One creature; Range: Melee; Duration: Instantaneous; Saving Throws: Fortitude half; Chakra Cost: 10

The lethal version of Tatsumaki Senpuu Kyaku no Jutsu. When performing this technique, you may make three unarmed melee attacks at your highest attack bonus. Each successful attack deals your normal unarmed melee damage plus +10 points of slashing damage. If all three of your attacks hit, then your target must make a massive damage save regardless of whether the inflicted damage was enough to force a massive damage save.

---

Ansatsuken Ryuu Ougi - Satsui no Hadou (Assassin Fist Style Secret Technique - Surge of Murderous Intent)
Chakra Control (Spirit; Lost Kinjutsu; Requires Tatsumaki Zankuu Kyaku no Jutsu[5], Dai Shoryuken no Jutsu[5], and Go Hadouken no Jutsu[5].) [S-Rank; Rank 11]
Learn DC: 32; Perform DC: 30; Time: 1 Standard Action; Components: M, F; Range Personal; Saving Throw: Will Partial(See Text); Duration: 1 round + 1 round/level; Chakra Cost: 4 + 2/round.

This evil technique was created by the martial arts master, Goutetsu, in order to attain the perfect mental-state to do combat. The user focuses his desire to grasp victory and forces everything else out of his mind, including his personal safety. The user is immune to all forms of Mind-Affecting techniques and gains a +6 morale bonus on his Will saves. Any sentient(Intelligence Score of 3 or higher) creature who looks at the user after he successfully performs this technique must make a Will Save. Failure leaves the victim Panicked, while success merely leaves them Shaken.

Should the user have mastered any Xdan Kousoku techniques then he may activate perform them along with this technique at double the normal chakra cost. Any Xdan Kousoku technique performed in this manner has the same duration as Satsui no Hadou.

While in this state, the user looses all forms of his humanity and cares only about being the strongest fighter in the world. During this technique, the user cannot distinguish friend or foe, and will continue fighting without penalty even at -1 hit points or lower. The user still dies at -10 hit points.

---

Hiken no Ansatsuken Ryuu - Shun Goku Satsu (Hidden Mystery of the Assassin Fist Style - Instant Hell Murder)
Taijutsu (Epic; Akuma Hijutsu; Requires Tatsumaki Zankuu Kyaku no Jutsu[5], Dai Shoryuken no Jutsu[5], Go Hadouken no Jutsu[5], and Epic Technique - Shun Goku Satsu(f)) [Super S-Rank; Rank 19]
Learn DC: 40; Perform DC: 38; Time: 1 Standard Action; Components: M, F; Target: One creature; Range: Melee; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 20

This seemingly non-violent throw is potentially the most deadly attack available to any user of Ansatsuken Ryuu, and it is this technique that ensures that there is forever only one true master of Ansatsuken Ryuu. The user of this technique makes an unarmed touch attack against one opponent within reach. Should he succeed, he may immediately make a grapple check. If he wins the grapple, he spins his opponent around and drags his spirit into Hell.

If the target of this technique has an Allegiance of Evil, then the target dies instantly without a save as their soul is forcibly removed from their body and dragged into the deepest pits of Hell. Should the target have an Allegiance of Neutral or Good, then they suffer 20 points of damage per hit die of the target. Should the target die from this damage, then their soul is forcibly removed and they go to be judged for which afterlife they deserve.

If the target survives the damage and has an Allegiance of Good, then they die 1d2 rounds after this technique is used.

From the outside, this appears to be nothing more than a simple over-the-shoulder throw.

If the user has not mastered Satsui no Hadou when he performs this technique, then he dies immediately after successfully performing this technique.

Focus: The prayer beads of a slain Taijutsu Master.

ZeroNumerous
2009-01-16, 06:17 PM
Toushigan Bloodline(Eyes of Clairvoyance)

http://i24.photobucket.com/albums/c26/ZeroNumerous/Toushigan-1.jpg

A horrific medical experiment by Sunagakure in an attempt to create a true rival to Konohagakure's Sharingan led to the creation of this bloodline. On it's own, the Toushigan is capable of seeing through most solid matter like most normal humans see through thin silk. the Toushigan is better known as the "Assassin's Eye" due to it's ability to find a target no matter where it hides and strike with fatal blows.

Requirements:

Ability Scores: Wisdom 14
Skills: 2 ranks in Spot, 2 ranks in Search.
Feats: Advanced Bloodline(Toushigan)

{table=header]Character Level | Minor
1 | Toushigan +1
2 |
3 | Keen Sight +1
4 |
5 |
6 | Blood Thirsty Eye(1d6)
7 |
8 | Keen Sight +2
9 | Toushigan +2
10 |
11 |
12 | Blood Thirsty Eye(2d6)
13 | Keen Sight +3
14 |
15 |
16 |
17 | Toushigan +3
18 | Keen Sight +4; Blood Thirsty Eye(3d6)
19 |
20 |
[/table]

Toushigan(Su): The character can activate this bloodline ability as a move-equivalent action that does not provoke an attack of opportunity. This ability costs 2 points of Chakra that can't be converted every 2 rounds to maintain.

While the Toushigan is active, the user gains an insight bonus to attack and damage rolls equal to the given number. The user also gains a resistance bonus to Will saves against Genjutsu and Ninjutsu, and an insight bonus to identify Genjutsu and Ninjutsu techniques.

As an attack action that does not provoke an attack of opportunity the user may gain See Through Chakra for a number of rounds equal to her wisdom modifier. Deactivating this ability is a free action.

As a full-round action that does provoke an attack of opportunity, the user may see through up to 2 feet of wood or a similarly dense material, 1 foot of iron or similarly dense material, or ten feet of mist or similarly dense material per four character levels. A character using this ability negates any cover or concealment granted by any interposing material.

Keen Sight(Ex): The character gains an insight bonus to Spot, Search, and Initiative checks equal to the given number as long as her Toushigan is active.

Blood Thirsty Eye(Su): The character gains an amount of Sneak Attack dice that stack with any Sneak Attack dice given by class levels equal to the number given while her Toushigan is active.

ZeroNumerous
2009-01-18, 12:27 AM
Toushigan Options

Clairvoyant Assassin

To master the Toushigan is to master the art of murder. It is a bloodline with a purpose mired in death, and the ability to kill is intrinsic to it's value; and by proxy the value of it's owner. An Assassin learns to turn the Assassin's Eye into not just a tool, but an instrument of death.

Requirements
BAB: +5
Special Ability: Bloodthirsty Eye(1d6)

{table=header]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Class Defense Bonus | Reputation Bonus
1 | +1 | +0 | +0 | +1 | Vengeful Assassin | +0 | +2
2 | +2 | +0 | +0 | +2 | Cloaked in Darkness | +1 | +3
3 | +3 | +1 | +1 | +3 | Blade In The Night | +1 | +4
[/table]

Vengeful Assassin
A Clairvoyant Assassin of this level adds the following bonus feats to any bonus feat list: Battle Ready Toushigan; Dead Man's Eye; Legacy of Shukaku.

Cloaked in Darkness
A Clairvoyant Assassin of this level gains the ability to, as an attack action that costs 4 points of chakra that cannot be converted, cloak himself in shadows. The Assassin gains a 20% miss chance versus ranged attacks and a +4 bonus to Hide checks as long as he concentrates(up to 1 minute/level).

Blade In The Night
A Clairvoyant Assassin may add his Intelligence bonus to damage rolls made with melee attacks while his Toushigan is active. Further, any time he or she makes a successful sneak attack he or she may, as a free action that provokes no attack of opportunity, reduce the sneak attack dice by 1 die per character level up to a maximum equal to their Dexterity Modifier. The target of this ability takes a penalty to Armor Class and Attacks equal to the number of dice lost using this method. The penalty from this ability lasts for a number of rounds equal to 1/2 the number of dice lost using this method.

---

Battle Ready Toushigan
You are quick in activating your Toushigan during battle.
Prerequisite: Advanced Bloodline(Toushigan); Toushigan +1; Bloodthirsty Eye(1d6)
Benefit: The character may spend 1 meta-chakra charge to activate the Toushigan ability as a swift action.

---

Dead Man's Eye
Your training with your Toushigan has made striking internal organs second nature.
Prerequisite: Bloodthirsty Eye(2d6)
Benefit: The character gains an additional 1d6 Sneak Attack damage when using his Bloodthirsty Eye ability.

---

Legacy of Shukaku
Your Toushigan morphs to match the pupil of Shukaku. It strikes powerful fear in your foes.
Prerequisite: Dead Man's Eye; Toushigan(+3)
Benefit: The character gains a Gaze attack usable only while the Toushigan ability is active. As a full-round action the user may project a 30ft aura extending from the user's square that forces a Will Save(DC equal to 10+1/2 Character Level+Charisma Modifier) from any creature that can see the character's eyes. Any creature that fails this will save is Shaken for 1d4+1 minutes. If a creature is already Shaken, then it becomes Frightened. If a creature is already Frightened, then it becomes Panicked. This ability is a Fear effect and has no effect on blind creatures.

The Unborne
2009-02-15, 03:15 PM
Piercing Seer

Piercing Seers are those who have mastered their Katsugan to a point where their vision becomes supernatural. The seer's Katsugan is so attuned to their surroundings, that ambushing a Piercing Seer becomes nigh impossible. Their vision becomes so perfected that the invisible become visible in front of a Piercing Seer's eyes.

Requirements
To qualify to become a Piercing Seer, a character must fulfill all the following criteria:
Base Attack Bonus: +2.
Skills: Chakra Control 6 ranks, Spot 6 ranks.
Feats: Advanced Bloodline (Katsugan)
Special: Gaze of the Predator +1

Class Information
The following information pertains to the Piercing Seer advanced class.

Hit Die
The Piercing Seer gains 1d8 hit points per level. The Constitution modifier applies.

Action Points
The Piercing Seer gains a number of action points equal to 6 + one-half his character level, rounded down, everytime he attains a new level in this class.

Class Skills
The Piercing Seer's class skills are as follows.
Balance (Dex), Chakra Control (Wis), Genjutsu (Cha), Hide (Dex), Intimidate (Cha), Knowledge
(behavioral science, ninja lore) (Int), Move Silently (Dex), Ninjutsu (Int), Read/Write Language (none), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis), Taijutsu (Str), Tumble (Dex).
Skill Points at Each Level: 3 + Int modifier.

Table: The Piercing Seer

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Def Bonus|Rep Bonus

1st|
+1|
+0|
+2|
+0|Eyes All Around|
+1|
+1

2nd|
+2|
+0|
+3|
+0|Piercing Strike|
+2|
+1

3rd|
+3|
+1|
+3|
+1|Flawless Sight|
+2|
+1[/table]

Class Features
The following features pertain to the Piercing Seer advanced class.

Eyes All Around
Piercing Seers have eyes in the back of their heads, they can fight multiple opponents without giving them any advantage. Opponents are not granted bonuses from flanking a Piercing Seer; however, this feature does not negate an opponents Sneak Attack ability. This feature also grants Piercing Seers with a +2 bonus to their Initiative.

Piercing Strike
Beginning at 2nd level, Piercing Seers are able to exploit the small kinks and weak points that they see on their enemies. As a standard action, a Piercing Seer can use a Spot Check against their opponents AC. If successful, the Piercing Seer's next attack is treated as a touch attack. A seer must also be within 30 feet of their enemy if they are attacking with a ranged weapon.

Flawless Sight
Starting at 3rd level, the Seer’s Katsugan can see what average eyes cannot. A Piercing Seer can see invisible creatures and objects, and is immune to all techniques that cause him blindness. Also, Seer's are more likely to see through Genjutsu techniques, they receive a +10 bonus to detect Genjutsu.

The Unborne
2009-02-15, 03:17 PM
Tora Oshiego

After training under self-proclaimed Tora Senseis, some students take their role as Tora Oshiegos to the point where they begin to take on qualities that simulate the tiger. After many observations of the stalking tiger, Tora Oshiegos learn to control their strength and plan their attack strategies as their feline idol.

As a Tora Oshiego, one develops their own natural weapons from raw chakra and uses them to rend their opponents. They are paragons of wild fury whose speed and power are unsurpassed.

Requirements
BAB: +4
Skills: Chakra Control 8 ranks, Taijutsu 8 ranks
Special: Possess the technique Tora no Kougake and must have used the interjection "Nyah~" at least once before

Class Information
The following information pertains to the Tora Oshiego advanced class

Hit Die
The Tora Oshiego gains 1d6 per level. The Constitution Modifier applies.

Action Points
The Tora Oshiego gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills
Balance (Dex), Chakra Control (Wis), Climb (Str), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Ninja Lore) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Taijutsu (Str), Tumble (Dex)

Skill Points at each level: 3 + Int modifier

Table: The Tora Oshiego

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Def Bonus|Rep Bonus
1 | +1 | +0 | +2 | +2 | Tiger's Fury +2, Tora no Tsume 1d6 | +2 | +0
2 | +2 | +0 | +3 | +3 | Bonus Feat | +2 | -1
3 | +3 | +1 | +3 | +3 | Sneak Attack +1d6 | +3 | -1
4 | +4 | +1 | +4 | +4 | Tiger's Fury +3, Tora no Tsume 1d8, Increased Speed (5 feet) | +3 | -1
5 | +5 | +1 | +4 | +4 | Bonus Feat | +4 | -2
6 | +6 | +2 | +5 | +5 | Sneak Attack +2d6 | +4 | -2
7 | +7 | +2 | +5 | +5 | Tiger's Fury +4, Tora no Tsume 1d10 | +5 | -2
8 | +8 | +2 | +6 | +6 | Bonus Feat, Increased Speed (10 feet) | +5 | -3
9 | +9 | +3 | +6 | +6 | Sneak Attack +3d6 | +6 | -3
10 | +10 | +3 | +7 | +7 | Tiger's Rend, Tiger's Fury +5, Tora no Tsume 2d6 | +6 | -3
[/table]

Class Features
The following features pertain to the Tora Oshiego advanced class.

Tiger's Fury
At 1st level, a Tora Oshiego can enter a state of savage rage, becoming the epitome of the tiger's blood-thirsty, but calculating nature. The Tora Oshiego temporarily gains a +2 bonus to his attack bonus and damage. This bonus increases every 3 Tora Oshiego levels by the specified number written. The bonus is only applied to attacks using the Tora no Tsume written below.

While raging, a Tora Oshiego cannot use skills or abilities that require patience and concentration, this includes the performing of techniques. He can use any feat he has except for Expertise, item creation feats, meta-chakra feats and skill focus.

A fit of rage lasts by this equation, X + Constitution modifier. The X is the number specified above. The Tora Oshiego is able to prematurely end the rage voluntarily. At the end of the fury, the Tora Oshiego is fatigued (-2 Strength, -2 Dexerity, can't charge or run) for the duration of the encounter. The Tora Oshiego can only fly into a rage once per encounter.

Entering a rage takes no time itself, but the Tora Oshiego can only do it during his action, not in response to somebody else's action.

At the 10th Level a Tora Oshiego's rage does not cause him to become fatigued at the end of its duration or when it is cancelled.

Tora no Tsume
The Tora no Kougake becomes such an integral part to the Tora Oshiego that the weapon becomes more natural to create and deadlier to use. The Tora Oshiego is able to manifest this signature weapon as a move action. This ability is similar to the technique, Tora no Kougake, except that it costs no chakra to perform, no concentration is needed, and does not provoke an attack of opportunity. The Tora no Tsume lasts until dispelled (as a free action) or until dropped, disarmed, or sundered, at which point they dissipate instantly.

Though the claws can be broken by chakra-enhanced attacks (the Tora no Tsume's hardness is 10, and has 5 hit points, plus 1 per Tora Oshiego level), the Tora Oshiego can simply create another as a move action.

The Tora no Tsume surrounds the user's hands entirely and extend at the finger tips to resemble the claws of a tiger. To a Medium-sized character, Tora no Tsume deals 1d6 points of damage and has a critical modifier of 19-20/x2. The damage is increased to 1d8 at level 4, to 1d10 at level 7, and finally to 2d6 at level 10.

The Tora no Tsume is always considered a chakra-enhanced weapon for the purpose of bypassing damage reduction. The Tora no Tsume can be used to deal non-lethal damage just like a normal weapon at a -4 penalty. Because these artificial claws have been mastered to such a degree, the Tora Oshiego may count it as unarmed attacks for the benefits of feats, skills, abilities, and techniques.

Bonus Chakra
The Tora Oshiego gains a certain amount of bonus chakra from taking levels in this class. The amount of bonus chakra gained is shown on the table below. It is not influenced by ability scores, and is in addition to the standard amount of chakra gained every level from gaining an additional hit dice.

The amount of bonus chakra doesn't stack, simply choose the appropriate value based on the character's class levels. Multiple instances of Bonus Chakra, such as from various classes, do however stack with each other.

{table=head]Class Levels|Bonus Chakra|Bonus Reserve
1st | - | 1
2nd | 1 | 2
3rd | 1 | 3
4th | 2 | 4
5th | 2 | 5
6th | 3 | 6
7th | 3 | 7
8th | 4 | 8
9th | 4 | 9
10th | 5 | 10
[/table]

Bonus Feats
At 2nd, 5th, and 8th level, the Tora Oshiego gets a bonus feat. The bonus feat must be selected from the following list, and the Tora Oshiego must meet all the prerequisites of the feat to select it.

Alertness, Armor Proficiency (light), Attentive, Blood Pact (Tora), Combat Martial Arts, Combat Throw, Defensive Martial Arts, Dodge, Efficient Technique, Harmony, Impoved Charka Pool, Innate Control, Keen Senses, Mobility, Taijutsu Adept, Training, Weapon Focus (Tora no Tsume).

Sneak Attack
If a Tora Oshiego can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The Tora Oshiego’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Tora Oshiego flanks his target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every three Tora Oshiego levels thereafter. Should the Tora Oshiego score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

A Tora Oshiego can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Tora Oshiego must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Tora Oshiego cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Increased Speed
At 4th and 8th level, the Tora Oshiego's base land speed increases by 5 feet. This bonus applies only when the character is unencumbered and wears light armor or no armor. This ability stacks with other similar abilities.

Tiger's Rend
At 10th level the Tora Oshiego uses all knowledge of the tiger's ability to maim prey during a hunt to harm his adversaries. At the end of a charge, a Tora Oshiego is able to make a full attack as per the Pounce Extraordinary ability. The bonus gained by attacking during a charge is applied to every attack made during Tiger's Rend.

In addition to gaining pounce, the Tora Oshiego's epitome of expertise in everything Tiger awards him with the ability to Rake his hapless victims. For this ability the Tora no Tsume may act as natural weaponry.
---

Tora no Kougake (Gauntlets of the Tiger)
Chakra Control (Spirit; requires Seireiha(3))
Rank: 3 (C-Rank); Learn DC: 16, 2 success; Perform DC: 16; Time: 1 attack action;
Components: C; Range: 0 feet; Effect: Creates 1 Tora no Kougake; Duration: 1 minute/level (D); Saving Throws: None; Chakra Cost: 4.

Though few have mastered the art of creating Soul Edges, even fewer people have been able to dedicate their fascination of tigers with their soul weapons. With this technique a user is able to manipulate their Soul Edges into claws of pure chakra that manifest around a user’s hand. Though the damage is less than that compared to the average Soul Edge; Tora no Kougake’s created claws rely more on precision and are thus able to strike weak spots on enemies easily.

For a Medium-sized character, the Tora no Kougake deals 1d4 damage plus the dexterity bonus if any. The claws also score critical on 19-20/x2. The claws appear on one of the user’s hand and will instantly dissipate if he is disarmed or if it ever leaves his grasp. Like the Soul Edge the claws count as chakra-enhanced and has a hardness of 6 and 4 hit points.

The performance of Tora no Kougake creates gauntlets for each hand that the user possesses. User's with more than two hands also gain gauntlets for each extra hand.

ZeroNumerous
2009-03-20, 09:21 AM
Some of the Kansatsu Waza techniques..

-----------------------------------

Kansatsu Waza - Zantetsuken (Peerless Killing Method - Iron-Cutting Sword)
Taijutsu (Martial Arts; requires Death Attack(a) and Kenjutsu Ougi - Iaido(5) [Kirite Rasen Hijutsu]
Rank: 2 (S-Class); Learn DC: 18, 5 successes; Perform DC: 6 ranks (DC 22); Time: 1 attack action; Components: C, M, P; Range: Melee; Target: One creature or object; Duration: Instantaneous; Saving Throws: Fortitude partial(see text); Chakra Cost: 6

This technique was created by Kirite Rasen as a method of focusing his impressive 'ki' into a blow that cleaves through body and armor without slowing down. The user gathers his killing intent into his blade, and attacks with enough strength to cleave through anything standing in his way.

The user must study the target for three rounds as per normal for Death Attack. Instead of making his normal Death Attack, the user may instead use this technique. The user makes a single melee attack with his weapon of choice that, if it hits, deals normal damage plus sneak attack if he has it. The target must then make a Fortitude Save or be reduced to -1 HP and dying.

When used against objects, this technique allows the user to deal normal damage and ignore up to 5 points of hardness times his Strength modifier.

---

Kansatsu Waza - Rougasai (Peerless Killing Method - Wolf Fang Slash)
Taijutsu (Martial Arts) [Kirite Rasen Hijutsu]
Rank: 6 (B-Class); Learn DC: 20, 3 successes; Perform DC: 8 ranks (DC 21); Time: 1 attack action; Components: C, M, E; Range: Melee; Target: One creature; Duration: Instantaneous; Saving Throws: Fortitude half(see text); Chakra Cost: 8

This technique was created by Kirite Rasen as a method of fighting when he no longer had the initiative. Superficially, it appears to be nothing more than a very powerful sword swing but any seasoned taijutsu user can detect the killing intent hidden in the blade.

The user makes a single melee attack that, if it hits, deals normal damage plus an additional 3d6 points of damage. A successful Fortitude Save halves the additional damage dealt. All extra damage dealt is of the same damage type as the user's weapon.

Empower:

The user may add additional d6s of damage by expending 1.5 points of chakra per d6 up to a maximum of 10d6.

---

Kansatsu Waza - Bakuretsu Rougasai (Peerless Killing Method - Exploding Wolf Fang Slash)
Taijutsu (Martial Arts; Requires Kansatsu Waza - Rougasai(5)) [Kirite Rasen Hijutsu]
Rank: 9 (S-Class); Learn DC: 25, 5 successes; Perform DC: 13 ranks (DC 29); Time: 1 attack action; Components: C, M, E; Range: Melee + 10ft; Target: One creature; Duration: Instantaneous; Saving Throws: Fortitude Partial(see text); Chakra Cost: 12

Kirite Rasen created this technique by combining his chakra with his "ki" to create an obscenely dangerous technique. The user pours all his chakra into his hands then molds it around his blade. When the user stabs his opponent, his molded chakra enters the opponent's body and explodes violently when it comes in contact with his opponent's chakra.

The user makes a single melee attack roll that, if it hits, deals normal melee damage plus 3d6 piercing damage and 3d6 fire damage. A successful Fortitude save halves this damage.

Empower:

The user may empower the technique by expending 3 points of chakra to add 1d6 piercing damage and 1d6 fire damage up to a maximum of 15d6 total.

---

Kansatsu Waza - Higasakuken (Peerless Killing Method - Evil Cleaving Sword)
Taijutsu (Martial Arts) [Kirite Rasen Hijutsu]
Rank: 9 (S-Class); Learn DC: 25, 5 successes; Perform DC: 13 ranks (DC 29); Time: 1 full-round action; Components: C, M, F; Range: Melee; Target: One creature; Duration: Instantaneous; Saving Throws: Fortitude partial(see text); Chakra Cost: 10

This terrible technique was created by Kirite Rasen as a way of utterly destroying a single foe. The user must focus upon a target for a round before hand and must have made at least one melee attack roll against his target prior to using this technique.

The user makes a single melee attack roll that ignores the target's armor bonus if the target is not wearing exceptionally well made armor(at least a +2). If the attack hits it deals three times the user's normal damage and forces a massive damage save from the target regardless of whether the damage was enough to require such a save.

Any clothing or armor on the target that was not at least a mastercraft +2 item will be destroyed by this technique. Similiarly, the force of the blow will destroy any sword that is not a mastercraft +2 item.

Material Focus: The user's sword.

---

Kansatsu Waza - Sankanken/Sentaikiriken (Peerless Killing Method - Warship Breaker/Squadron Slaying Sword)
Taijutsu (Martial Arts, requires Shunpo(3)) [Kirite Rasen Hijutsu]
Rank: 10 (S-Class); Learn DC: 26, 5 successes; Perform DC: 14 ranks; 30 DC Time: 1 full-round action(or 1 attack action); Components: C, M, F; Range: Variable(see text); Target: One primary creature or object in range; Duration: Instantaneous; Saving Throws: Reflex Negates(see text); Chakra Cost: 12(or 18, see text)

Kirite developed this technique to serve two purposes. The first purpose was to defeat a group of enemies who left little space to move between them, and the second was to severely damage objects. Both methods utilize a mastery of Shunpo to perform two extremely different feats of speed. As such this technique can be used in one of two ways.

Warship Breaker: This method can only be used against a stationary unattended object. Using this method, the user tenses himself, focuses his "ki", gathers up speed with a dash and uses his iaijutsu against a single object.

As part of this technique the user must expend his move action and convert it into leaps of Shunpo. At the beginning of this technique, the user must move as if he had used a single leap of Shunpo(20ft), at the end of which he must attack his target with his sword. If his attack is successful, the user deals normal damage times the number of leaps he has left available(five leaps, for a creature with 30 movement speed).

Using this technique in this manner costs 18 chakra.

Squadron Slaying Sword: This method can only be used against creatures. Using this method, the user dashes to his first target, cuts him down and proceeds to the next and the next, until the entire squadron is dead.

As part of this technique the user must expend his move action and convert it into leaps of Shunpo. The user may, as part of this technique, make one Shunpo leap toward his target at the end of which the user makes a single melee attack. The attack deals normal damage(including sneak attack if applicable). If the target is reduced to or below 0 HP then the user may use make another Shunpo leap and make another attack.

The user may opt to continue making leaps and attacks until the user fails to kill a creature, misses an attack, or runs out of targets. No creature may be targeted more than once with this technique. Using this technique in this manner costs 12 chakra.

Mastery: Each rank of mastery allows Warship Breaker to ignore 5 hardness, up to a maximum of 25 at 5 steps. At the 5th step of mastery, the user may attack his next target, regardless of whether he killed his previous target or not, when using Squadron Slaying Sword.

Material Focus: The user's sheathed katana, chisa-gatana, double katana, or large katana.

---

Kansatsu Waza - Hitokiriken (Peerless Killing Method - Man-Slaying Sword)
Taijutsu (Martial Arts; Requires Hiryuusen(t), Godan Shodan(t), and Issen no Shiden(t)) [Kirite Rasen Hijutsu]
Rank: 12 (S-Class); Learn DC: 28, 5 successes; Perform DC: 16 ranks (DC 32); Time: 1 attack action; Components: C, M, F; Range: Long (30 ft + 15ft/2 levels); Target: One creature; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 12

This technique was developed to seize the initiative during a decisive moment in battle, The user must focus all his speed and power into a single stroke that is both horribly painful and utterly deadly to his foe.

The user moves somewhere in range in a straight line to his destination. The user may choose one creature that he passes by during this movement and make a single melee attack against that creature. The attack deals double the normal melee damage and an additional 1d6 points of damage per five feet traveled to reach the target(maximum of +5d6).

The creature is denied it's dexterity bonus unless it has High Speed Sight 7 or higher. The user must be moving at Speed Rank 5 to use this technique.

Material Focus: The user's katana, chisa-gatana, double katana, or large katana.

---

Kansatsu Waza - Shirakuken (Peerless Killing Method - Bloodletting Sword)
Taijutsu (Stance) [Kirite Rasen Hijutsu]
Rank: 2 (D-Class); Learn DC: 14, 1 successes; Perform DC: 2 ranks (DC 13); Time: 1 move action; Components: Mas, C, M, F; Range: Melee; Target: One creature; Duration: 1 round + 1 round per level; Saving Throws: None; Chakra Cost: 3 + 2 per 2 rounds.

This technique is nothing more than a simple high speed cut intended to sever many small blood vessels so as to bleed the target to death. Every melee attack made in this stance causes the target to bleed for 1d4 points of damage that bypasses damage reduction on the round after the target was hit. All melee attacks made in this stance have their damage die reduced by one.

This incredibly simple stance is, while superficially nothing but a simple cut, amazingly difficult to master. As such, mastery attempts for this technique take an additional -4 penalty and require an extra 2 successes to succeed. This is included with the pre-existing mastery penalties or bonuses.

Mastery:

At the first, third, and fifth level of mastery the initial chakra cost of this technique is reduced by one.

Material Focus: The user's slashing weapon.

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Kansatsu Waza Ougi - Issen Kirinuki (Peerless Killing Method Secret Technique - One Thousand Cuts)
Taijutsu (Martial Arts; requires Kansatsu Waza - Shirakuken(5), Kansatsu Waza - Rougasai(5), and Hiryuusen(3)) [Kirite Rasen Hijutsu]
Rank: 12(S-Class); Learn DC: 28, 5 successes; Perform DC: 16 ranks (DC 32); Time: 1 full-attack action; Components: C, P, M, Mas, F; Target: Creatures in the area; Area: Fifteen foot burst centered on the user; Duration: Instantaneous; Saving Throws: Reflex partial(see text); Fortitude Half(see text); Chakra Cost: 18

The user releases the full brunt of his killing intent and slashs at everything around him in a flurry of speed. To properly execute this technique, the user must be moving at Speed Rank 5 or higher and be able to use Hiryuusen.

The user deals 3d6 slashing damage with his sword, 3d6 bludgeoning damage from the air pressure, and 3d4 bleeding damage on the next round to each creature in the area. The damage from this technique can be halved with a successful Fortitude Save. A creature hit by this technique must make a massive damage save regardless of whether the damage dealt forces one or not. Each creature not already flat-footed when this technique is used is allowed a reflex save to negate the need for a massive damage save.

Mastery

Each step of mastery adds an additional 1d6 to the slashing damage and bludgeoning damage dealt by this technique. Each step of mastery also adds 1d4 to the bleeding damage dealt by this technique.

Material Focus: The user's slashing weapon.

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Kansatsu Waza - Isshisoguken (Peerless Killing Method - String Cutting Sword)
Taijutsu (Martial Arts) [Kirite Rasen Hijutsu]
Rank: 8 (S-Class); Learn DC: 24, 3 successes; Perform DC: 12 ranks (DC 28) Time: 1 attack action; Components: C, M, F; Range: Melee; Target: One creature; Duration: Instantaneous; Saving Throws: Reflex Partial(see text); Chakra Cost: 9

A single deadly cut aimed at the back of the human thighs. This sword technique is a virtual death sentence to any martial artist and even worse if used far away from proper medical care.

The target of this technique must make a Reflex Save or take 1d4 points of Dexterity damage and be considered Immobile for Taijutsu techniques that require mobility. The immobility penalty remains until the target is healed through medical techniques or by making a DC 20 Treat Injury check with a medical kit. The Dexterity damage caused by this technique heals naturally.

Every hour that the immobility penalty applies causes the target to bleed for one point of damage.

This technique can only be used against a single target twice a day. Further, anyone that has seen the technique performed or has had the technique performed on them gains a +2 bonus to the Reflex Save to avoid it's effects.

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Kansatsu Waza - Kenmosu no Jinbotsu (Peerless Killing Method - Sword Forged by Death in Battle)
Taijutsu (Spirit; Fear; Requires Zantetsuken(5), Rougasai(5), Higasakuken(5) and Allegience: Strength) [Kirite Rasen Kinjutsu]
Rank: 11 (Super S-Class); Learn DC: 28, 6 successes; Perform DC: 16 ranks (DC 36) Time: 1 full-round action; Components: M, F; Range: Personal; Target: Self; Duration: 1 round + 1 round/2 levels; Saving Throws: Will Partial(see text); Chakra Cost: 5+3/round

This technique came about as Kirite Rasen contemplated the path of the sword. To follow the path of the sword, one must put aside things like "compassion" and "humility" in order to stand atop a mountain of his foes and be recognized as invincible under heaven.

With this technique, the user focuses on his desire to be the strongest and utterly disregards all distractions. The user becomes immune to all forms of Mind-Affecting effects and gains a +6 morale bonus to Will saves against Fear effects. Any being with an Intelligence score that sees the user while this technique is in effect must make a Will Save(against a DC of 10+User's Level+User's Strength) score or Panicked for 2d6+6 rounds. Success leaves the target Shaken for the duration of this technique plus 2 extra rounds. If it is already Shaken then it is not Frightened.

If the user has access to any of the Eight Celestial Gates he may activate the highest Gate he has access to as a free action. The duration of the Gate is equal to the duration of this technique instead of it's normal duration.

While in this state, the user loses all forms of his humanity and cares only about becoming the strongest fighter in the world. During this technique the user cannot distinguish friend from foe and will fight any perceived foe to the best of his ability.

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Kansatsu Waza - Kamikiriken (Peerless Killing Method - God-Slaying Sword)
Taijutsu (Spirit; Requires Epic Technique - Kamikiriken(f)) [Kirite Rasen Kinjutsu]
Rank: 15 (Epic-Class); Learn DC: 40, 10 successes; Perform DC: 23 ranks (DC 45) Time: 1 full-round action; Components: P; Range: 30ft burst centered on user; Target: Every creature in range; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 14

The ultimate technique of Kansatsu Waza and subsequently the greatest way to kill a man. This technique stands undefeated under the sun, but is rooted firmly in the very basics of kenjutsu. The user empties all of his killing intent and, for a scant few seconds, makes himself utterly innocent. Every creature in the area immediately has his killing intent fold inward as no swordsman is able to strike a truly innocent being.

Each target makes a basic melee attack against himself at it's highest attack bonus. Each target gains a +10 insight bonus to this attack roll and is denied it's dexterity bonus. The attack deals damage equal to the target's maximum hit points plus 10.

Legend says that the target is absolved of it's sins by this technique and is allowed to pass on to the next world with no regrets.

ZeroNumerous
2009-04-05, 07:50 PM
Tokeidome(Clock Stopper)

This technique comes from a clan of doctors devoted to the medical arts and their unwillingness to let any patient die. For a scant few seconds the wielder of this awesome bloodline can move at supernatural speeds by supercharging his muscles with chakra. Unfortunately, this comes at a cost as over-active muscular action tears apart the user's body.

Requirements:

Ability Scores: Wisdom 14
Skills: 3 ranks in Chakra Control.
Feats: Advanced Bloodline(Tokeidome)

{table=head]Level | Intermediate
1 | Treat Injury +2
2 | Supercharge I
3 |
4 |
5 | Supercharge II
6 | Minor Charge (5)
7 | Treat Injury +4
8 | Supercharge III
9 |
10 |
11 | Supercharge IV
12 | Minor Charge (10)
13 | Treat Injury +6
14 | Supercharge V
15 |
16 |
17 | Supercharge VI
18 | Minor Charge (15)
19 |
20 | Supercharge VII[/table]

Supercharge(Su): By dumping excess chakra, the user is able to move at an inhuman level of speed. This ability is activated as a swift action by expending 8 points of Chakra that cannot be converted to Stamina damage. The technique seems to make time cease to flow for everyone but the user. In fact, the user speeds up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. The user is free to act for 1 round of apparent time. During that time, you can still be damaged by any environmental effect you move through(or happen to be standing on). Any effect or damage from techniques or attacks to other creatures during that round is delayed until the duration of the time stop effect ends.

At the end of the time stop effect's duration the user suffers 1d4 points of temporary Strength and Dexterity damage from the over-stimulation of his muscles.

At level 5, and every 3 levels thereafter, the effect increases according to the following list: 1d2, 1d3, 1d4, 1d4+1, 1d6, 1d6+1.

Minor Charge(Su): As time goes on, a Tokeidome user becomes more and more efficient with his Supercharge ability. As a free action, the user may activate an effect that replicates the spell Haste for a number of rounds equal to the number in parenthesis. Each round of Haste costs 2 points of chakra that cannot be converted to Stamina damage. The user regains his daily Haste rounds by resting for 8 hours.

Treat Injury(Ex): The character gains a bonus to Treat Injury checks equal to the amount listed.

ZeroNumerous
2009-07-15, 05:34 AM
Just the bloodline of one of my villains in Team Rin: Sword of the Valiant.

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Kesshuu

A bloodline strong in the Garou Clan of the mountains of Kumogakure. This monstrous power gives it's wielder the ability to consume the hearts of his freshly slain victims and gain their strength. Such an action is usually incredibly euphoric and quickly becomes an addiction for many ninja 'suffering' from this bloodline.

Intermediate Bloodline
Pre-reqs: Advanced Bloodline(Kesshou); Survival 2 ranks
{table=head]Level | Ability
1 | Heart of the Hateful Monster
2 | Scent(15ft)
3 |
4 | Hunting the Bloody Prey
5 |
6 | Scent(30ft)
7 |
8 | Survival +4
9 |
10 | Instincts of the Predator; Scent(45ft)
11 |
12 | Survival +5
13 |
14 | Scent(60ft)
15 |
16 | Survival +6
17 |
18 | Hateful Heart of the Hunting Wolf
19 |
20 | [/table]

Heart of the Hateful Monster: The special ability of Kesshuu users is both the most basic and the most powerful. This ability grants the user the ability to consume the heart of a slain foe. To be eligible for consumption, the heart must be intact and belong to a humanoid or monstrous humanoid enemy. When consumed the user gains the following benefits:


The user gains a +1 blood bonus to his/her Strength score per point of the consumed creature's Strength modifier.
The user gains a +1 blood bonus to his/her Dexterity score per point of the consumed creature's Dexterity modifier.
The user gains a +1 blood bonus to his/her Constitution score per point of the consumed creature's Constitution modifier.
Any blood related ability, such as those granted from a bloodline, any sealing jutsu written in the user's blood or any blood pacts; Become usable by Kesshuu user as long as they do not require extra appendages. Any such gained ability and associated DC is recalculated with the user's level and stats instead of the target's.
The user regains chakra and hit points as if she had a full night's rest.
Euphoria overtakes the user for 2d4+2 hours after the consumption. The user gains a +2 morale bonus to attack rolls, damage rolls, skill checks and ability checks during this period.


The bonuses gained, except regained HP or chakra, from consuming a creature's heart last for two years or until another heart is consumed. Consuming the heart of a slain creature takes one minute to remove undamaged and any interruption during this time has a 20% chance to irrevocably damage the target heart. Consumption of damaged hearts gives no benefits or penalties, but does allow the consumer to regain HP and chakra as if he had a full night's rest.

Further, consuming a heart carries a 33% chance per heart consumed to cause Heart's Blood Addiction, which requires a Will Save with a DC equal to 10+1/2 HD of slain creature+Slain creature's Charisma Score everytime the afflicted kills a creature or finds a dead body or the afflicted creature must consume the slain creature's heart without regard for any immediate danger.

Scent: The base creature gains scent out to the specific range based on his level. It functions as normal scent in every way except range.

Hunting the Bloody Prey: As a move action that provokes no attacks of opportunity, the user may use his/her Scent ability to discern the relative strength of a single creature in his/her Scent range. The user knows whether the target has a higher or lower HD than his/herself, knows whether the target has a higher Constituition modifier than him/her and gains a +4 to track the target by scent.

Survival: The base creature gains a bonus to Survival checks equal to the number listed.

Instincts of the Predator: A particularly strong foe drives the Kesshuu into a euphoric frenzy. After using his/her Hunting the Bloody Prey ability the user gains a +1 morale bonus to skill checks and attack rolls per 4 HD of the target creature. This ability will not work if the creature has fewer HD than the user. These bonuses last for 2d4+2 rounds or until the target creature is slain.

Hateful Heart of the Hunting Wolf: The user gains +1 to attack rolls and damage rolls against humanoid and monstrous humanoid opponents. The user may, at the expense of an action point, consume a heart as a full round action but doing so increases the chance of Heart's Blood Addiction by 33%.

kentma57
2009-07-15, 10:08 AM
HI! :smallbiggrin: That is all.

ZeroNumerous
2009-07-15, 10:39 AM
HI! :smallbiggrin: That is all.

That was a bit of a waste.

The Tygre
2009-07-15, 10:06 PM
Can I just interrupt to say how awesome all of this is? I mean, this is some seriously impressive work. I've seen a lot of Naruto d20 stuff, but this is my favorite so far. It had never even occurred to me that rituals might be the way to go. Keep up the good work!

ZeroNumerous
2009-07-16, 03:30 AM
Keep up the good work!

Thanks. It's been a bit sporadic lately since most of what I do is related to Villains in my current Naruto d20 game, and as such I keep it hush-hush until they're defeated.

Callos_DeTerran
2009-07-20, 10:54 PM
Kenjuu Ryu – Shodan Daichi (Pistol Style – First Stance)
Taijutsu (Stance) [D-Rank; Rank 1]
Learn DC: 13, 1 success; Perform DC: 12; Time: 1 Standard Action; Components: F, M; Range: Personal; Target: You;Duration: Stance; Saving Throws: None; Chakra Cost: 1

By carefully observing a battlefield, the user of this stance can catch glimpses of the flow of the battlefield. While not precognition, these brief flashes of insight do allow the user to fire a fraction more accurately and avoid return fire. As long as the user is within this stance, he gains a +1 to hit and +1 to AC against gunfire.

Material Focus: One or more Small pistols.

Kenjuu Ryu – Nidan Daichi (Pistol Style – Second Stance)
Taijutsu (Stance; Requires Kenjuu Ryu – Shodan Daichi (t) ) [C-Rank; Rank 3]
Learn DC: 16, 2 success; Perform DC: 16; Time: 1 Standard Action; Components: F, M; Range: Personal; Target: You;Duration: Stance; Saving Throws: None; Chakra Cost: 3

By carefully observing a battlefield, the user of this stance can catch glimpses of the flow of the battlefield. Unlike Kenjuu Ryu – Shodan Daichi, it’s more then just a brief flicker of insight and luck that guides the user’s gun but rather the beginning of the user’s understanding for how pistol combat works. As long as the user is within this stance, he gains a +2 to hit and +2 to AC against gunfire. It also gives the user a +2 bonus to Reflex saves against ranged attacks.

Material Focus: One or more Small pistols.

Kenjuu Ryu – Sandan Daichi (Pistol Style – Third Stance)
Taijutsu (Stance; Requires Kenjuu Ryu – Nidan Daichi (t) ) [C-Rank; Rank 5]
Learn DC: 18, 2 success; Perform DC: 18; Time: 1 Standard Action; Components: F, M; Range: Personal; Target: You;Duration: Stance; Saving Throws: None; Chakra Cost: 5

By carefully observing a battlefield, the user of this stance can catch glimpses of the flow of the battlefield and turn every movement into part of a firing action. Unlike Kenjuu Ryu – Nidan Daichi, it’s more then just a brief flicker of insight and luck that guides the user’s gun but instead turning practiced martial arts movements to pistol combat. While it is usually not the turning point of a battle, users of this stance have experienced a eight percent greater chance of survival. As long as the user is within this stance, he gains a +3 to hit and +3 to AC against gunfire. It also gives the user a +3 bonus to Reflex saves against ranged attacks.

If an opponent is dropped to or below -10 hit points while in this stance, then the user make one more attack at his highest attack bonus at another enemy within 10 ft. of the original target. The user may only make one of these attacks a round.

Material Focus: One or more Small pistols.


For the recent d20 modern/Naruto game.

horngeek
2009-07-21, 02:55 AM
Just a potential request for homebrewing (if you want to)

Now that they've released the 3rd art book with art of all the Tailed Beasts (or bijū), would anyone be willing to do homebrews of them and/or templates for their Jinchūriki? This wouldn't include the Shukaku or Kyūbi, as they've already been done in the Naruto d20 book. Obviously, there would be some guesswork involved on the exact abilities of the bijū or jinchūriki, but I would be very appreciative, and give you an internet/cookie.

(on another note) Also, Callos, the gun-kata jutsus are awesum. There's a Tome of Battle homebrew discipline on the forums *shuffles around favouites* here it is. Black Rain discipline, it's a gun-based discipline. (http://www.giantitp.com/forums/showthread.php?p=5471518) Might want to look into that for more ideas.

ZeroNumerous
2009-07-23, 03:40 PM
Obviously, there would be some guesswork involved on the exact abilities of the bijū or jinchūriki, but I would be very appreciative, and give you an internet/cookie.

There's no actual need to do that. Bijuu possess very, very little ability on their own aside from a giant blast of [Element] from the mouth, regeneration, slams with their tail and large size.

So all the work you do is just answering: "What element is tied to this bijuu?" Otherwise, just give it Regeneration 1+X, X slams as a creature of it's size and colossal size. Where X is equal to the number of tails.

ZeroNumerous
2009-07-24, 01:06 AM
Shoujuu Ryuu – Sogehikei no Jutsu (Small Arms Style – Sharpshooter Technique)
Chakra Control (Body; Requires Spot 6 ranks) [C-Rank; Rank 4]
Learn DC: 17, 2 successes; Perform DC: 17; Time: 1 swift action; Components: F, M; Range: See Text; Target: Personal; Duration: 1 round/level; Saving Throws: None; Chakra Cost: 4

The user focuses chakra into his eye and, while utilizing a special lens, enables himself to pinpoint vital locations from exceptionally long distances. The user extends the range of his sneak attack by 10 feet per rank in the Spot skill beyond the original 30 feet.

When this ability's duration would normally expire, the user may extend it by 1 round per level as a free action that costs 6 chakra to do so. Chakra spent in this manner cannot be converted to stamina damage.

Material Focus: A specially crafted lens scribed with chakra seals(Purchase DC 15).

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Shoujuu Ryuu – Tsukeme (Small Arms Style – Aim At A Weak Point)
Taijutsu (Body Arts) [B-Rank; Rank 6]
Learn DC: 20, 3 successes; Perform DC: 21; Time: 1 standard action; Components: M; Range: Long(30ft+15ft/2 levels); Target: One creature; Duration: Instantaneous; Saving Throws: Fortitude partial(see text); Chakra Cost: 7

A staple of sniping is to wound one member of a group in order to lure out others from hiding. The user of this technique chooses one target and makes a normal ranged attack against that target. Should the attack hit, it deals normal damage plus 1/2 the user's sneak attack dice if sneak attack is not applicable otherwise(either due to flat-footed or immobility). The target must make a fortitude save or be paralyzed with pain for 1d4 rounds.

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Shoujuu Ryuu – Gankoukeikei Ansatsusha (Small Arms Style – Eagle-Eyed Assassin)
Chakra Control (Spirit; Requires Bouenkyuu Shikaku (t)) [A-Rank; Rank 7]
Learn DC: 22, 4 successes; Perform DC: 24; Time: 1 full round action; Components: M; Range: Long(30ft+15ft/2 levels); Target: Personal; Duration: 1 round/2 levels; Saving Throws: None; Chakra Cost: 12+1/round.

The user of this technique focuses as much chakra into his eyes as safely possible. The user is able to see twice as far as normal(-1 to spot checks every 20ft instead of 10) before incurring spot penalties. On top of that, the user negates penalties to spot checks up to a distance equal to the range of this technique. While utilizing this technique, the user takes a -2 penalty to defense as well as a -4 penalty to attack rolls and spot checks made within 40ft.

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Shoujuu Ryuu – Kyoudan no Jutsu (Small Arms Style – Assassin's Bullet Technique)
Taijutsu (Martial Arts) [B-Rank; Rank 8]
Learn DC: 22, 3 successes; Perform DC: 23; Time: 1 full round action; Components: E, F, M; Range: Weapon Range; Target: One Creature; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 8

The user steadies his hand and sharpens his eyes with chakra in order to fire a single deadly round. The user makes an attack roll at a +2 circumstance bonus against one creature in range. The target creature is treated as flat-footed for this attack. If the attack hits it deals normal weapon damage plus 2d6.

Empower: By expending 1.5 points of chakra the user may increase the bonus damage by 1d6 up to 6d6 total.

Material Focus: The user's personal firearm.

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Shoujuu Ryuu – Ishi Yadama no Jutsu (Small Arms Style – Stone Ammunition Technique)
Ninjutsu (Doton) [B-Rank; Rank 6]
Learn DC: 20, 3 successes; Perform DC: 21; Time: 1 minute/1 full round action(see text); Components: F, H, M; Range: Close(15ft+5ft/2 levels); Target: None; Duration: 1 hour/level; Saving Throws: None; Chakra Cost: 2+2/10 bullets.

Through complex hand seals the user creates ammunition made of nearby stones. The user specifies a type of ammunition and forms up to 10 rounds per level from nearby dirt, sand or earth. Each round is treated as a normal bullet of that type, but degrades back into whatever was used to make it at the end of the duration. Ishi Yadama no Jutsu cannot create explosive, chakra-enhanced or unique ammunition. Any attempt to do so merely creates duds or normal ammunition as the case may be.

If a weapon was loaded with these special bullets when the technique ends then there is a 10% chance that the weapon jams when next fired. Any jam made by this technique can be cleared as a standard action. Further, the weapon suffers a -2 penalty to attack rolls until it's thoroughly cleaned for one minute at which point it will no longer have a chance to jam.

Material Focus: 20oz of sand, dirt or earth to form each bullet.

horngeek
2009-07-24, 10:54 PM
There's no actual need to do that. Bijuu possess very, very little ability on their own aside from a giant blast of [Element] from the mouth, regeneration, slams with their tail and large size.

So all the work you do is just answering: "What element is tied to this bijuu?" Otherwise, just give it Regeneration 1+X, X slams as a creature of it's size and colossal size. Where X is equal to the number of tails.

Except they do grant extra jutsu. For example, Four-Tailed Monkey gave Lava Release techs, and Shukaku gave sand techs.

ZeroNumerous
2009-07-24, 10:58 PM
Except they do grant extra jutsu. For example, Four-Tailed Monkey gave Lava Release techs, and Shukaku gave sand techs.

Lava Release is just mixing Katon + Doton. Sand is carried under the purview of Doton innately.

horngeek
2009-07-24, 11:03 PM
Good point, but you'd still need to make rules for them.

Catch
2009-07-25, 04:58 PM
These were made for the Modern game, and are in Chinese, since the character is as well.

Mao Shi - Long Wei Sao (Polearm Style - Dragon's Sweeping Tail)
Taijutsu (Martial Arts, requires Soujutsu Ougi - Juugeki (t))
Rank: 7 (B-Class); Learn DC: 21, 3 Successes; Perform DC: 22; Time: 1 full-attack action Components: M; Range: Melee attack; Target: Melee reach plus 5 feet; Duration: Instantaneous;
Saving Throws: Fortitude partial; Chakra Cost: 8

This technique emulates the lashing tail of the legendary dragon, striking at all foes within range and sweeping them away with a powerful slash.

The user whirls his weapon around him, making an attack with his held weapon against every enemy in his range. Each attack is increased by one die size (1d6 becomes 1d8, 1d10 becomes 2d6, etc.) Every attack counts as a normal attack and may threaten a critical hit, but does not allow the character to use the Cleave feat tree. A foe struck by an attack must succeed on a Fortitude save or be thrown back 10 feet.

Material Focus: The user's spear, quarterstaff or naginata.

Mao Shi - Zhan Ma Mao (Polearm Style - Horse Chopping Spear)
Taijutsu (Martial Arts, requires Jump 6 ranks)
Rank: 6 (B-Class); Learn DC: 20, 3 Successes; Perform DC: 21; Time: 1 full-attack action Components: M, Mas; Range: Charge; Target: One creature; Duration: Instantaneous;
Saving Throws: Fortitude partial; Chakra Cost: 6

The user charges his foe and leaps into the air, bringing the full force of his weapon down onto his opponent.

To properly use this technique, the user must have enough space to Jump up (see Jump skill) and there must be enough distance for the user to charge. He makes a Jump check with a DC equal to his target's Defense and if he succeeds, the user's makes a charge attack that deals double normal damage, with an increase of its threat range by 1 point. A target struck by this attack must make a Fortitude save or fall prone. If the Jump check fails, the user makes a standard melee attack with no special bonuses other than those from charging.

Material Focus: The user's spear, quarterstaff or naginata.

Mastery: At the third step of mastery, for every 5 points by which the user beats the Jump DC, he gains a +1 bonus to hit and damage with this technique, to a maximum of +5.

Mao Shi - Qiang Lin Lian Yu (Polearm Style - Forest of Spears)
Taijutsu (Stance, requires Taijutsu 12 ranks)
Rank: 6 (B-Class); Learn DC: 20, 3 successes; Perform DC: 21; Time: 1 swift action; Components: M, F, Mas; Range: Personal; Target: You; Duration: Stance; Saving Throws: None; Chakra Cost: 6

This stance is utilizes the impressive reach of a polearm, seeking holes in foe's defenses and lashing out at any vulnerabilities. While in this stance, when an opponent threatened by the user takes any sort of movement, including a five-foot step, he provokes an attack of opportunity from the user. Foes cannot use the withdraw action to treat the the square they start in as no longer threatened.

The user may use an attack of opportunity to make a trip attack with a +4 bonus, and if he succeeds in tripping an opponent, he gains a free attack against that opponent (as per Improved Trip.)

Foes moving at a Speed Rank higher than the user may move normally, and movements made as a swift action (such as Hirameku or Hiryuusen) do not provoke attacks of opportunity from the user.

Material Focus: The user's spear, quarterstaff or naginata.

Mastery: If this technique is mastered to the third step, the user's reach increases by five feet while in this stance

Catch
2009-07-25, 09:18 PM
These techniques were inspired by the caster shells from Outlaw Star and intended for Naruto Modern. They're certainly powerful, but I had a lot of fun with them.

Madan – Uzufuutou (Magic Shell – Wind Blade Vortex)
Ninjutsu (Sealing)
Rank: 4 (B-Class); Learn DC: 18, 2 Successes; Perform DC: 19; Time: 1 minute; Components: C, H, F; Range: Ranged attack; Effect: 15-foot cone; Duration: 10 minutes / level (D); Saving Throws: Reflex half; Chakra Cost: 5

This technique allows the user to create a special shell, which, when fired from a weapon, releases a powerful ninjutsu effect. The user may only have one special shell of each type in her possession at a time.

The user fires a shell at a 5-foot square within his weapon's range, from which emanates a vortex of slashing wind, flaying enemies and tossing them about like leaves. Every creature within the area of effect is dealt 2d6 points of wind damage and 1d8 points of slashing damage, which can be halved by a successful Reflex save. In addition, creatures caught in the cone must succeed on a Fortitude save or fall prone.

Material Focus: One bullet.

Madan - Touseisou (Magic Shell – Frozen Heavenly Spear)
Ninjutsu (Sealing)
Rank: 5 (B-Class); Learn DC: 19, 3 Successes; Perform DC: 20; Time: 1 minute
Components: C, H, F; Range: Ranged attack; Target: One creature and one 10-foot radius burst (see text); Duration: 10 minutes / level (D); Saving Throws: Reflex partial (see text); Chakra Cost: 6

This technique allows the user to create a special shell, which, when fired from a weapon, releases a powerful ninjutsu effect. The user may only have one special shell of each type in her possession at a time.

When fired, this shell creates a wicked lance of solid ice that explodes upon impact, scattering razor shards in all directions. The user makes a ranged attack roll against a target within range, that if it hits, deals 3d6 points of cold damage and 2d8 points of piercing damage. In addition, all creatures within 10 feet of the target are dealt 2d6 cold damage and 1d8 piercing damage, which can be halved with a successful Reflex save.

If the attack misses or is evaded, the lance explodes in the target's square with a shower of ice crystals, dealing 2d4 cold damage and 1d6 piercing damage in a 10-foot radius burst, which can be negated with a successful Reflex save.

Material Focus: One bullet.

Madan - Ketsusuibi Ryuudan (Magic Shell - Blood-Seeking Dragon Bullet)
Ninjutsu (Sealing)
Rank: 6 (A-Class); Learn DC: 22, 4 Successes; Perform DC: 24; Time: 1 minute
Components: C, H, F; Range: Ranged attack; Target: One creature; Duration: 10 minutes / level (D);
Saving Throws: Fortitude partial; Chakra Cost: 8

This technique allows the user to create a special shell, which, when fired from a weapon, releases a powerful ninjutsu effect. The user may only have one special shell of each type in her possession at a time.

When fired, this shell releases a coiling dragon of black flames that streaks unerringly toward the the target and attacks with a savage bite. The user makes a ranged attack roll with a +2 bonus and a +1 increase in Kawarimi defense, that if it hits, deals 6d6 damage, half of which is fire and the other half negative energy. A successful Fortitude save reduces the damage by half.

Material Focus: One bullet.

Madan – Shiden Raihane (Magic Shell – Flashing Lightning Feathers)
Ninjutsu (Sealing)
Rank: 7 (B-Class); Learn DC: 21, 3 Successes; Perform DC: 22; Time: 1 minute
Components: C, H, F; Range: Ranged attack and 30-foot radius (see text); Target: One creature per 2 levels (max 10); Duration: 10 minutes / level (D); Saving Throws: None; Chakra Cost: 10

This technique allows the user to create a special shell, which, when fired from a weapon, releases a powerful ninjutsu effect. The user may only have one special shell of each type in her possession at a time.

The user fires this shell not at an opponent, but into the air above, creating a shower of lightning bolts that cascade down onto his enemies. The user targets one square within his range and up to one creature per 2 levels (max 10) within a 30-foot radius of the chosen square is stuck by a bolt, dealing 2d4 points of electricity damge and 1d6 points of sonic damage.

Material Focus: One bullet.

Madan – Retsuryuuhou (Magic Shell – Burning Dragon Cannon)
Ninjutsu (Sealing)
Rank: 8 (A-Class); Learn DC: 23, 4 Successes; Perform DC: 25; Time: 1 minute
Components: C, H, F; Range: Ranged attack; Effect: Line, maximum 100 feet; Duration: 10 minutes / level (D); Saving Throws: Reflex half, Reflex partial (see text); Chakra Cost: 9

This technique allows the user to create a special shell, which, when fired from a weapon, releases a powerful ninjutsu effect. The user may only have one special shell of each type in her possession at a time.

When fired, this shell explodes from the user's gun into a massive beam of fire, scorching all in its path with the fury of a dragon's flame. Each creature in the area of effect is dealt 8d6 points of fire damage, which can be halved with a successful Reflex save. In its wake, this technique leaves a cloud of superheated ash that drifts 5 feet away from the area of effect on both sides, persisting for 1d4+1 rounds. Creatures caught in the cloud take 1d4 points of fire damage each round and must succeed on a Reflex save or catch on fire.

Material Focus: One bullet.

Madan - Kaijin no Ikkatsu (Magic Shell – Roar of the Sea God)
Ninjutsu (Sealing)
Rank: 10 (S-Class); Learn DC: 26, 5 Successes; Perform DC: 30; Time: 1 minute
Components: C, H, F; Range: Ranged attack; Effect: 20-foot radius burst; Duration: 10 minutes / level (D);
Saving Throws:Fortitude half, Reflex partial, Fortitude partial; Chakra Cost: 14

This technique allows the user to create a special shell, which, when fired from a weapon, releases a powerful ninjutsu effect. The user may only have one special shell of each type in her possession at a time.

The user fires a shell at a 5-foot square within his weapon's range. Upon impact, the bullet explodes with the fury of a great sea storm, pelting all creatures in the area with a rush of water, slashing winds and crashing thunder. All creatures in a 20-foot radius burst are dealt 4d8 points of water damage, 3d6 points of wind damage and 2d8 points of sonic damage, which can be halved by a successful Fortitude save. Creatures dealt damage by this technique must must succeed on a Reflex save or be knocked 1d4x5 feet away from the center of the technique and fall prone. Additionally, all creatures in the area of effect must succeed on a Fortitude save or be deafened for 1 round.

Material Focus: One bullet.

Catch
2009-07-26, 05:34 PM
More Modern stuff.

Byakugan Sogekihei Ryu: Tori Teigo (White Eyes Sniper Style – Whispering Bird)
Taijutsu (Stance, requires Byakugan (a))
Rank: 4 (C-Class); Learn DC: 17, 2 Successes; Perform DC: 17; Time: 1 swift action; Components: C, F; Range: Personal; Target: You; Duration: Stance; Saving Throws: None; Chakra Cost: 3

To an observer, this stance appears to be nothing more than a careful positioning of the user's weapon and a slight glaze over her eyes when she pulls the trigger, yet from the incredible accuracy of her shots, it seems as though the shinobi already knows where her target will move.

While under the effects of this stance, the user may substitute her Wisdom modifier for Dexterity on ranged attack rolls, and for the purposes of the user's Tenketsu Sealing ability, Tori Teigo counts as a Jyuuken stance. She may use the Tenketsu Sealing ability once per encounter as normal, using shots fired from her held ranged weapon instead of melee attacks. Attacking tenketsu this way is difficult, however, and the user may only use the Tenketsu Sealing ability against targets within 30 feet.

Material Focus: The user's pistol or rifle.

Byakugan Sogekihei Ryu: Habataki (White Eyes Sniper Style – Fluttering Wings)
Chakra Control (requires Byakugan Sogekihei Ryu: Tori Teigo; Byakugan (a))
Rank: 3 (C-Class); Learn DC: 15, 2 Successes; Perform DC: 15; Time: 1 attack action; Components: C, F; Range: Ranged attack; Target: One creature or object; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 3

Imbuing her weapon with a measure of her chakra, the user fires a shot that slips through armor like a ghost, striking at vital areas with a gentle grace.

The user makes a ranged touch attack with her held weapon that, if it hits deals normal bullet damage plus the user's Wisdom modifier and ignores the first three points of the target's damage reduction or hardness.

Material Focus: The user's pistol or rifle.

Byakugan Sogekihei Ryu: Suzume no Hishou (White Eyes Sniper Style – Flight of the Sparrow)
Chakra Control (requires Byakugan Sogekihei Ryu: Tori Teigo, Byakugan Sogekihei Ryu: Habataki ; Byakugan (a))
Rank: 9 (A-Class); Learn DC: 24, 4 Successes; Perform DC: 26; Time: 1 full-round action; Components: C, F; Range:Ranged attack; Target: One creature; Duration: Instantaneous; Saving Throws: Fortitude partial; Chakra Cost: 10

Where the Hyuuga of an age past practiced a "gentle" style of martial arts, disabling a foe by sealing his tenketsu, modern Byakugan users have chosen a less merciful style of combat. This technique targets of his foe's tenketsu with a single precise shot, ripping through the weak point and wracking him with crippling pain.

The user makes a ranged touch attack with her held weapon that, if it hits, deals normal damage +3 die and a threat increase of 1. The target also suffers 2d4 points of chakra damage, and must succeed on a Fortitude save or be stunned for 1d6 rounds and fall prone.

Material Focus: The user's pistol or rifle.

ZeroNumerous
2009-09-05, 01:52 AM
Just a copy/paste update of older techniques for players in one of my games.

Torabakuha no Jutsu (Tiger Explosion Technique)
Ninjutsu (Katon; Tora-Hijutsu) [C-Rank; Rank 4]
Learn DC: 17, 2 successes; Perform DC: 17; Time: 1 Standard Action; Components: H, M; Area: 20ft burst; Range: 50ft+5ft per level; Duration: Instantaneous; Saving Throws: Reflex half; Chakra Cost: 6

The user finishes her hand-seals and slams her hands into the ground. A massive flaming tiger bursts from the ground in front of her opponent and explodes in a bright burst of flame. This attack deals 3d6 points of fire damage to all creatures caught in the blast.

Empower

The user may spend extra chakra to increase the damage dealt by the tiger's explosion. Every 2.5 points of chakra spent increases the damage by 1d6 points of fire damage up to a maximum of 15d6.

---

Dai Torabakuha no Jutsu (Great Tiger Explosion Technique)
Ninjutsu (Katon; Requires Torabakuha no Jutsu (5); Tora-Hijutsu) [S-Rank; Rank 9]
Learn DC: 25, 5 successes; Perform DC: 29; Time: 1 Standard Action; Components: H, M; Area: 40ft burst; Range: 50ft+10ft per level; Duration: Instantaneous; Saving Throws: 2 Reflex saves for half; Chakra Cost: 24

The user creates a large tiger of magma from beneath the earth. The tiger bursts from beneath the area and thrashes about the area before exploding in a huge explosion.

Any creature caught in the area takes 4d6 fire damage from the tiger's initial entrance, with a successful reflex save for half. The tiger precedes to attack three times inside the area of this technique. The tiger either attacks three creatures, or divides it's attacks among the number of creatures caught in the area of effect however the user wants. Each attack is made at a +24 bonus and deals 4d6 fire damage to any creature that is successfully hit. Once the tiger has attacked four times, it explodes in a ball of fire that deals an additional 4d6 points of fire damage with a successful reflex save for half.

If this technique is interrupted by a Suiton technique of equal rank, then the element of this technique becomes Doton and all damage done by the tiger is bludgeoning.

---

Koushou Shushi no Jutsu (Shining Finger Technique)
Chakra Control (Body; Tora-Hijutsu) [B-Rank; Rank 6]
Learn DC: 20, 3 successes; Perform DC: 21; Time: 1 Standard Action; Components: V; Range: Melee Touch; Target: One creature or object within reach; Duration: 1/round level or until discharged
Saving Throws: Fortitude for half; Chakra Cost: 10

By shouting an exclamation of intent to the heavens, the user gathers her chakra into her dominant hand. This chakra is condensed and reacts violently to any chakra signature other than the user's. The gathered chakra causes the user's hand to glow a bright color based on your primary elemental affinity. This technique functions in all ways like a weapon, and you can take Weapon Focus and Specialization with this technique.

To discharge this technique, you must perform an unarmed attack against your target. If you hit, you do normal unarmed strike damage plus an additional 1d8 points of typed damage and 1d6 points of bludgeoning damage. The typed damage is the same type as your primary elemental affinity. You may immediately begin a grapple as a free action after successfully performing this technique if your opponent is still within reach.

This technique has an accompanying effect based on the elemental affinity of the user.

{table="head]Element | Color | Effect
Fire | Red | Deals an additional amount of damage equal to character level.
Electricity | Gray | Target takes -4 penalty on attack rolls for 1 round.
Earth | Brown | User gains +8 bonus on grapple checks vs Target for 1 round.
Wind | Green | Target is knocked 1d4x5 feet backwards.
Water | Blue | Target takes -4 penalty on AC for 1 round.
[/table]

The exclamation of intent needed to use this technique is as follows: "This hand of mine glows with an awesome power! It's burning grip tells me to defeat you!"

Empower

The user may choose to spend additional points of chakra equal to her character level. This additional chakra cannot be converted to stamina damage. For every additional point of chakra spent in this manner, increase the damage of this technique by 1d8 typed damage and 1d6 bludgeoning damage. This ability cannot exist 5d8 + 5d6 damage in this manner.

---

Shuugyu: Inoshishi Kichi Karada (Training: Wild Boar's Healthy Body)
Taijutsu (Training; Tora-Hijutsu) [C-Rank; Rank 6]
Learn DC: 19, 2 successes; Components: F, X

This training empowers the user's body through rigorous training, heavy beatings, and health supplements. By completing this training, the user's Constitution score permanently increases by 1.
Expendable Components: Health drinks and pills. Purchase DC: 22

---

Tora Ryuu - Oujajuu Bunshin no Jutsu (Tiger Style - Beast King Transformation Technique)
Ninjutsu (Body Arts; Tora-Kinjutsu, Requires Blood Pact(Tiger)) [Super S-Rank; Rank 7]
Learn DC: 24, 6 successes; Perform DC: 32; Time: 1 Standard Action; Components: M; Range: Personal; Target: You; Duration: 1 round per 2 levels.
Saving Throws: Fortitude for half(see text); Chakra Cost: One-half of user's maximum chakra pool.

A roar of might begins this great technique. Anger, sadness, happiness: All your human emotions drain away as only one thing fills your body. The desire to be the greatest: The desire to stand invincible under the sun! Your bones crack, muscles expand and teeth elongate as you shift into a horrific amalgam of man and tiger.

By burning away half your chakra you tap into your inner beast and connect with the personification of invincibility. Your size increases by 1(up to a maximum of Huge) while you're under the duration of this technique. You gain +16 to your Strength Score, +10 to your Dexterity Score and +6 to your Constitution Score for the duration of this technique. You take a -4 penalty to your Intelligence Score, a -8 penalty to your Wisdom Score and a -4 penalty to your Charisma Score for the duration of this technique. You gain a pair of claw attacks that deal 1d8+Strength damage and qualify as unarmed attacks for any abilities, feats or talents pertaining to unarmed attacks.

While under the effects of this technique you become immune to fear and charm effects. You may ignore the Fatigued or Exhausted conditions if you are afflicted with either one or both while under the effects of this technique. Further, you are able to operate normally at 0 to -9 HP and take no penalty for doing so. You are unable to use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. Further you cannot activate any technique that requires hand signs. Finally, any strength or speed ranks you have are immediately activated to their highest level and cannot be resealed during the duration of this technique.

While under the effects of this technique you become consumed solely with the desire for victory over all creatures. You cannot differientate friend from foe and must attack the closest living creature you see with all of your strength. This penalty can be mitigated with a Will Save(DC 17+Your Level). If you succeed, you may refrain from attacking 1 creature per level, but must attack any creature not exempt to the best of your ability.

When this technique ends you become Exhausted.

ZeroNumerous
2010-06-02, 07:46 PM
Since my game restarted, I'll go ahead and post something new for it.

Jiang Shi(Template)
Through techniques, 'magic' or other supernatural methods a deceased person's soul remains within it's body after death. Without being sent off into the afterlife, the deceased rises as a hungry zombie eager to consume the spirit of the still-living.
This template alters a humanoid, hereto referred to as the base creature.

Type: Type changes to Humanoid(Augmented).
HD: All Hit Dice move up by one category (d4->d6, d6->d8, d8->d10, d10-d12).
Stats: +4 to Strength, -2 to Dexterity, -4 to Constitution, +2 to Wisdom.
Saves: +2 bonus versus Chakra damaging or draining attacks. +2 bonus versus Genjutsu and Fear. A +4 bonus versus poison and disease.
Skills: -4 penalty to Chakra Control checks, +2 bonus to Survival checks to track living beings.
Feats: The base creature gains Will Over Flesh as a bonus feat.
Natural Attacks: 1 bite dealing 1d6+Strength, 2 claw attacks dealing 1d4+1/2 Strength.
Special Qualities: Leaking Chakra, Soul Tracking, Chakra Draining, Touch The Soul Through Blood.
Effective Character Level Adjustment: +2

Leaking Chakra: The jiang shi's soul, like all others, attempted to go to the afterlife after death. Attachments, magic or techniques forced the soul back into the body, but left a 'wound' through which the soul originally left.

The base creature loses it's chakra reserve(treat as if it had a reserve of 0) but never suffers from Chakra Depletion or penalties from having a low Reserve. The base creature loses the ability to make a Chakra Control check in order to tap reserves. The base creature cannot naturally regenerate chakra and loses chakra at a rate of 5 per day.

Soul Tracking: The jiang shi is able to detect a creature's presence through it's breathing. A jiang shi gains blindsense within a radius of five feet. Further, a jiang shi is able to make a Survival check to track creatures with chakra without the Track feat. A jiang shi is able to identify a creature's chakra strength and reserves through it's breath, and gains the Sense Chakra ability at a range of thirty feet. The jiang shi's Sense Chakra ability cannot be turned off.

Chakra Draining: The jiang shi is able to drain the chakra of an individual through it's touch and it's bite.

The base creature may, as an attack action that provokes no attack of opportunity, make a touch attack against a creature within it's reach. If successful, the base creature deals 1 point of damage per 2 HD it possesses. The base creature regenerates 2 points of chakra per damage dealt in this method.

The base creature may opt to bite the enemy while grappling instead of dealing it's normal unarmed damage. The bite deals damage as it normally would for the base creature, and the base creature regenerates chakra equal to the damage dealt.

A jiang shi may not regenerate chakra by consuming the chakra of living non-sentient lifeforms.

Touch The Soul Through Blood: A jiang shi must feed. It cannot, will not and should not ignore that desire, or it risks death.

A jiang shi with a chakra pool of 0 takes 1 point of Constitution damage per day that it does not feed. Further, a jiang shi that detects a chakra signature of Strong goes into a frenzy and must attack the owner of that signature to the best of it's abilities with the intent to drain the owner's chakra. This can be prevented by making a Will Save at a DC equal to 10+Owner's HD. The DC is increased by 10 if the creature's chakra signature is Overwhelming.

The jiang shi gains a +4 bonus to it's Strength and Dexterity scores and takes a -4 penalty to it's Wisdom, Intelligence and Charisma scores while frenzied. While frenzied, the jiang shi cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Intimidate), the Concentration skill or any abilities that require patience or concentration, nor can he perform Chakra Control, Genjutsu or Ninjutsu techniques, and can only perform Taijutsu that do not require the Concentration component.

If the jiang shi defeats the trigger of it's frenzy it must attempt to feed until it has drained a chakra equal to the jiang shi's hit dice

However, jiang shi are held together as much by their willpower as they are by their chakra. As such, a jiang shi may exempt 1 creature per point of Wisdom modifier from triggering the frenzy effect of this ability.

The Unborne
2010-06-04, 06:38 PM
Satsubatsu Otakebi no Jutsu (Savage Roar Technique)
Ninjutsu (Sonic) [Toshio-Hijutsu]
Rank: 8 (B-Class); Learn DC: 22, 4 success; Perform Requirements: 10 ranks (DC 23); Time: 1 attack action (see text); Components: V; Range: 0-ft; Area: 30-ft radius burst centered on the user; Duration: Instantaneous; Saving Throws: Will negates; Chakra Cost: (see text).

The roar—a well-known sound throughout the animal kingdom that made its way into the imaginations of people throughout history—distinguishes most predatory felines from their domestic cousins. Of the genus of cats who exhibit the free-floating hyoid that allows such vocalizations are lions, leopards, and tigers. Toshio, the missing-nin of Kagekure, observed the last of these during his time of seclusion in Toraten. The mummy-nin watched from afar the natural habitat of the denizens of Toraten and practiced relentlessly to mimic their very nature. The result was this technique which not only emulates the mundane aspects of a tiger's roar but also its mystic qualities.

Using this technique offers the user a versatile array of effects that all exemplify the unrelenting ferocity of tigerkind:

Horrific Roar: Throughout evolutionary time, animals have come into being with instinctive reactions to certain stimuli that cause fright in the presence of danger such as when rodents flee at the smell of cat urine. This function of Satsubatsu Otakebi no Jutsu creates a specific noise that affects creatures at the genetic level and induces fear.

All creatures (except the user) caught within the area of effect must make a Will Save or be panicked for 1d4 rounds. To be affected by this technique, the creatures must be able to hear the user. Creatures with no Intelligence or who have an immunity to fear effects are unaffected by this use of the technique. Using this effect of the technique costs 6 points of Chakra.

Noble Roar: The tigers of Toraten favor the strong-willed and those who stand firm for the sake of their ideals. Sometimes, however, people need a little coaching to be set on the right path. This function of Satsubatsu Otakebi no Jutsu instills great courage in the user's allies (including himself).

To be affected, all allies must be able to hear the user. Anyone affected within the area of effect receive a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. These bonuses last for five rounds after the performance of the technique. This effect of the technique costs the user 6 points of Chakra to activate.

Instant Defensive Roar: Though roars may fright or inspire individuals, one thing that they all have in common is the thunderous power they possess. This function of the technique creates a powerful sound wave that can disrupt the flight path of a thrown weapon saving the user from certain injury.

Once per round, the user may use this technique to defend against a single, thrown weapon even during another creature's turn. In doing so, the perform DC becomes the creature's attack roll (minimum 23) and the user must be aware of the attack and not flatfooted. If the technique was successfully performed, the attack is ineffective and the user comes out unscathed. Using the technique this way incurs a cost of 4 points of Chakra. It lasts for the duration of the attack only. Skill threshold does not apply to defensive maneuvers.

---

Meotote (Married Couple's Hands)
Taijutsu [Martial Arts]
Rank: 6 (B-Class); Learn DC: 20, 3 success; Perform DC: 8 ranks (DC 21); Time: 1 move action; Components: M; Range: Personal; Target: You; Duration: 1 Round; Saving Throws: None; Chakra Cost: 5.

One of the most practical methods of using one's body is moving both hands at the same time without separating them. This odd maneuver of synchronizing one's fists earned it the name Meotote or "Married Couple's Hands". For the duration of this technique, the user may attack as normal; however, if any of his attacks happen to miss, his opposite hand may make an attack at the same bonus as the first with a +2 attack bonus. This is so since the first attack causes the target to be more focused on defending it, the second attack comes in unaware through any opening left.

This technique may be performed with unarmed attacks or from two weapons of the same kind. Additional arms or weapons do not count, and if the user only has one arm able, the technique cannot be performed.

---

Tora Mane no Jutsu (Tiger Imitation Technique)
Taijutsu (Stance; Requires Shinobi Hiken: Dachi - Torageki (t)) [Toshio Hijutsu]
Rank: 5 (C-Class); Learn DC: 18, 2 success; Perform requirements: 6 ranks (DC 18); Time: 1 swift action; Components: M; Range: Personal; Target: You; Duration: Stance; Saving Throws: None; Chakra Cost: 4.

This technique was developed near the end of Toshio's time in Toraten in response to seeing all of the tigers' ferocious and deadly skills when subduing their prey. While using this stance, the user gains all benefits of the Torageki stance as well as being able to initiate grapples without provoking an attack of opportunity. The user of this stance also gains a +4 bonus on all grapple checks, regardless of whether he started the grapple.

---

Training: Hibiki's Unsurmountable Cardio Gauntlet
Taijutsu (Training; Requires Con 20) [Hibiki-Hijutsu]
Rank: 8 (A-Class); Learn DC: 23

Shinobi of all caliber train their bodies to the peak of human performance; men of common origins wonder in bewilderment at how these individuals break through the strata of limitations. One such being, by happenstance, figured out the secret: running—lots of running. Uchiha Hibiki, one of the last remnants of the lost village Haigakure, developed his own training regimen which involved sprinting the distance between his home village to the Fire Country's main shinobi village, Konohagakure.

While it took a commoner days to follow the same trek, Uchiha Hibiki managed to hone his skill and stamina to make the journey within less than a day. Though such a task would seem easily obtainable by any wannabe distance runner, few have the lungs nor the sane will to run across a country bi-daily. Those who do are immensely rewarded with a permanent Constitution increase by 1; also, those without the feat, Run, gain it at completion of this training and a speed increase of 10 feet.

Expendable Components: Health drinks and lots of carbs. Purchase DC: 22

---

Hibiki Launcher
Taijutsu (Mobility; Requires Str 14) [Hibiki-Hijutsu]
Rank: 4 (C-Class); Learn DC: 17, 2 successes; Perform Requirements: 5 ranks (DC 17); Time: 1 attack action; Components: M, P; Range: Touch; Target: One Medium-size creature or smaller; Duration: Instantaneous; Saving Throws: Fortitude negates (harmless); Chakra Cost: 4

Everybody needs a helping hand—some more so than others. Tired of being physically outclassed by his peers, Uchiha Hibiki decided to cut the corners with his speciality, Kage Bunshin no Jutsu. Designed for the use by clones (though not limited to them), this technique gives a boost of speed to whomever it is used upon.

Upon success with this technique, the affected subject is launched forward at a high velocity: its base speed is increased by 20 feet along the ground, and if the subject wishes, he may use his new momentum in a charge attack. By doing so, the target is treated as if he was under the effects of Ryuutsuki sans the speed increase. Anyone who is launched by this technique must move at least 20 feet afterwards.

The target of this technique may also choose to be launched into the air, and gains a +10 bonus to his jump skill. No running start is needed by the target if he jumps in this fashion.

If coordinated, two users may use this technique on the same target. Said target's bonuses are doubled: base speed is increased by 40, +2 attack bonus at the end of a charge, and a +20 bonus to jump.

The user cannot target himself with this technique without the aid of any clones.

ZeroNumerous
2010-10-04, 01:52 AM
Update for a template for one of my games.

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Ghastly Inheritance
The Kyuubi is not the only tailed beast to be sealed within a human. The two-tailed monster cat Nibi is sealed within a human sacrifice in the waning years of it's latest host. Every generation a child is chosen to be the new host of the Nibi. Ghastly Inheritance can only be applied to a host, henceforth referred to as base creature, at birth and will be released upon the host's death.

Type: Base creature's type remains unchanged, but gains the Demonic subtype.
Hit Dice: The base creature's hit die moves up one size to a maximum of 1d10.
Abilities: +2 Dexterity
Saves: +2 Reflex saves against Katon, +2 Fortitude
Skills: The base creature suffers a -2 penalty to Chakra Control and Concentration checks. The base creature gains a +2 bonus to Listen and Spot checks.
Feats: The base creature gains Weapon Finesse as a bonus feat.
Elemental Affinity: The Nibi loses it's first Elemental Affinity and gains Elemental Affinity(Fire).
Special Qualities: Overwhelming Chakra, Cat's Speed, Greater Agiltiy, Symbosis, Nibi Manifestation.
Effective Character Level Adjustment: +3
Challenge Rating Adjustment: +1

Overwhelming Chakra (Su): Once the host reaches 3rd level, he may tap into Nibi's Chakra Pool, thus greatly increasing his own. Once per day per three character levels, the host may spend an action point to increase his own Chakra Pool, as per standard rules, except that the amount is doubled and may exceed the host's maximum Chakra Pool. Since the host has the Demonic subtype, he rolls 6d4 rather than 3d6.

The obtained Chakra is far more volatile and only lasts two rounds. After using Overwhelming Chakra, the host opens a number of Tenketsu sealed on his body equal to three times the result of the roll.

Tapping into the Nibi's Chakra reserve has the side effect of enhancing the user's body, and he will gain a +2 bonus to his Strength score for 1d3 rounds. This bonus cannot be increased by using this ability two or more times in a row. A creature sensing chakra will instantly be able to notice the change in the host's signature and will feel the demonic, evil chakra easily as though it was one aura category higher than in reality.

Cat's Speed (Su): After attaining symbosis with the Nibi, the host gains the ability to tap into it's innately agile nature. The host's muscles become strong and it's body becomes light as the Nibi's chakra flood through them.

When using Cat's Speed, the host grows claws which he may use as natural weapons that deal damage for a creature of his size without penalty. The host gains a +6 bonus to Dexterity and Constitution, a +2 bonus to Reflex Saves, a 30 foot movement speed increase and a +4 dodge bonus to Defense. In addition, the host gains Fast Healing 1 for the duration. For as long as 4 rounds plus 1 round per point of his new Constitution modifier.

This ability may only be used once per day per four hit dice of the host.

Greater Agility (Ex): The host naturally moves faster and is more agile than most other creatures of his species. The host gains +5ft to his movespeed per 5 hit dice, and a cumulative +1 dodge bonus per 4 hit dice. In addition, the host is able to double his dodge bonus for one round as a free action. He may use this ability in reaction to an attack roll made against him, and only once per day.

Symbosis (Ex): At sixth level, the host joins with the spirit of the Nibi in near perfect symbosis. The host gains the ability to, once per encounter per four hit dice, reroll failed saves versus genjutsu with a +5 bonus to the roll. Further, the host gains a +1 bonus to hit and damage with the natural weapons formed by Cat's Speed.

Nibi Manifestation (Su): When the host reaches 8th level, he may attempt to subdue or tame the Nibi's spirit. Upon attaining level 8, and every subsequent level up, the host makes a level check(1d20+hit dice) versus a DC of 15 until he succeeds. On a successful level check, the host permanently gains the ability to fully transform into the Nibi.

Once per day per five hit dice, the host may transform into the Nibi while using Cat's Speed. The bonuses granted by Cat's Speed increase to +8 bonus to Dexterity and Constitution, +4 dodge bonus to defense, +4 deflection bonus to defense, +4 bonus to Reflex saves, a 60 foot movement speed increase, and Fast Healing 3. He also gains Fire Resistance 10 or increases existing Fire Resistance by 10, a Damage Reduction of 3/Chakra and all his natural attacks count as chakra-enchanced. The host's fiery chakra causes damage to those immediately near him, dealing 5 points of fire damage to every creature adjacent to him on the beginning of his turn.

In addition to these bonuses, the host gains two additional Slam attacks that deal 1d6+Strength damage on hit. These attacks are made at the host's highest attack bonus. Furthermore, all of the host's natural weapons deal an additional 5 points of Fire damage.

Transforming into the Nibi is both exhilarating and extremely taxing. Upon a successful transformation, the host regains lost HP and chakra as if he had a full night's rest. At the end of a successful transformation, the host must make a DC 20 Fortitude Save or be rendered unconscious for 1d3 hours.

Valgunn
2010-10-13, 09:09 AM
Tectonic Impulse
Taijutsu (Strike) [Yukanjishin Hijutsu]
Rank: 5 (C-Class); Learn DC: 18, 3 successes; Perform Requirements: 6 ranks (DC 18); Time: 1 attack action; Range: Attack; Target: One creature; Duration: Instant; Chakra Cost: 4.

The user makes a normal attack with a +4 bonus to his attack roll.

If the user possesses at least 4 levels in the advanced class Taijutsu Master then he may substitute regular attacks in a full attack action with Tectonic Impulse (if the user wishes to use Tectonic Impulse in place of a regular attack in conjunction with Roar of the Earth or Earthquake Understanding then he must possesses an extra 2 level in the advanced class Taijutsu Master to a total of 8 levels for an attack that uses all three techniques).

Roar of the Earth
Taijutsu (Strike; Requires Tectonic Impulse (t)) [Yukanjishin Hijutsu]
Rank: 8 (B-Class); Learn DC: 21, 4 successes; Perform Requirements: 10 ranks (DC 21); Time: 1 attack action (see text); Components: E; Range: Attack; Target: One creature; Duration: Instant; Chakra Cost: 11.

The user makes an attack which, if it hits, deals normal damage and 8d6 earth damage. However, this technique can be used in conjunction with Tectonic Impulse to make an attack that includes both effects for a surcharge of 2 chakra (if the user knows both Roar of the Earth and Earthquake Understanding then he can use all three techniques in conjunction for a surcharge of 6 chakra). This reduces the time from 1 attack action to 1 free action, and increases the bonus to attack from Tectonic Impulse by +2.

Empower
The user may also increase the damage dealt by the technique by an extra 1 die at the cost of 1.5 additional points of chakra per die up to a maximum of 17d6.
Special: If Roar of the Earth is used in conjunction with Tectonic Impulse as part of a regular attack in a full attack action it cannot be empowered.

Earthquake Understanding
Taijutsu (Strike; Requires Tectonic Impulse (t)) [Yukanjishin Hijutsu]
Rank: 7 (C-Class); Learn DC: 20, 3 successes; Perform Requirements: 8 ranks (DC 20); Time: 1 attack action (see text); Components: P; Range: Attack; Target: One creature; Duration: Instant; Saving Throws: Fortitude negate; Chakra Cost: 5.

The user makes an attack which, if it hits and the subject fails a Fortitude save, knocks the subject 3d4x5 feet away from the user. This technique can also be used in conjunction with Tectonic Impulse to make an attack that includes both effects for a surcharge of 2 chakra (if the user knows both Roar of the Earth and Earthquake Understanding then he can use all three techniques in conjunction for a surcharge of 6 chakra). This reduces the time from 1 attack action to 1 free action, and increases the bonus to attack from Tectonic Impulse by +2.

Training: Earth Dragon's Endurance
Training (Taijutsu) [Earth Dragon Hijutsu]
Rank: 6 (C-Class); Learn DC: 19, 2 successes.

This training allows the user to harden his body using the brutal but enlightening methods of the Earth Dragons. While the training is similar to other training techniques it differs in that it needs no special equipment or special foodstuffs, instead it requires that all time spent training must be done in mountainous terrain at an elevation of at least nine-thousand-and-one feet. By completing this training the user's Constitution score is permanently increased by 1.

The Unborne
2010-10-15, 04:44 PM
Ten Thousand Glorious Workmen Meditation
Ninjutsu (Requires Kage Bunshin no Jutsu (t) and Tajuu Kage Bunshin no Jutsu (t)) [Hibiki Hijutsu]
Rank: 6 (S-Class); Learn DC: 22, 6 success; Perform requirements: 10 ranks (DC 26); Time: 1 full-round action; Components: C, H, Mas; Range: 50 feet; Effect: Duplicates of the user; Duration:1 hour/level; Saving Throws: None; Chakra Cost: 2 per clone

Bored of waring himself out after continual uses of Kage Bunshin no Jutsu only to do menial tasks, Uchiha Hibiki developed an ingenious formula of trading off the complex abilities of shadow replication for an increase in number and duration greater than that of Tajuu Kage Bunshin no Jutsu without the cost of his life force.

After the performance of this technique, the user creates 4d8+1/level workmen. Unlike the more advanced kage bunshin types, these clones are unable to execute complex actions such as performing techniques or attack; they can, however, carry out labor and other simple actions at the discretion of the user. Each workman comes into existence with 1 hit point and 1 chakra point, and their outfits match the user but grant them no defense bonus. They possess user's attributes but not his special abilities. Every workmen also does not inherit the user's class bonuses, benefits, and saves. The maximum distance a workman can go from the user is one mile.

The cost of each workmen is 2 chakra points: one to create a substantial body and one for the extreme duration; however, the user does not suffer any stamina damage nor is there any limit to the amount of workmen the user can create. If the user should run out of chakra while performing this technique, the technique produces no more workmen.

Because this technique has no limitations such as those present in the other Bunshin-related techniques, the user is unable to move or take any action as he concentrates to sustain the number of workmen created if the number of clones is more than 3 per character level.

If the user needs to meditate in this way, but his meditation is interrupted then the workmen remain for 4 rounds before dissipating into nothingness.

Mastery
At every odd number step of mastery in this technique, the user increases the number of clones he creates with this technique by 1d8, in addition to the standard Mastering increase; however, the limit of clones he can control while taking other actions does not increase with each step of mastery.

---

Kasokubunshin no Jutsu (Accelerated Replication Technique)
Ninjutsu (Requires Jikoku Kage Bunshin no Jutsu (t) and Supercharge IV (a)) [Hibiki Hijutsu]
Rank: 11 (A-Class); Learn DC: 26, 5 success; Perform requirements: 14 ranks (DC 28); Time: 1 swift action; Components: C, H, E (see text); Range: Close (10 ft. + 5 ft./2 levels); Duration:1 round; Saving Throws: None; Chakra Cost: 10

A variant of a variant, Kasokubunshin no Jutsu was made for the sole purpose of exploiting the bizarre effects of the Tokeidome bloodline. Though unaware of his own nature-defying speed, Uchiha Hibiki was able to devise one of the world's only sure-fired way of producing a clone that can attack time spared for the user himself.

This technique creates a single clone as per Jikoku Kage Bunshin no Jutsu but the time required is reduced even more so. The clone may act right after the technique is used, but may only perform a standard action due to its production being quickened so that its capabilities adversely affected.

The clone has the same limitations as a clone created by Jikoku Kage Bunshin no Jutsu, and likewise disappears in a puff of smoke once its round is over or if it is destroyed. The user can only create one clone produced by this technique, and the user's essence suffers 1d4+1 points of damage from its creation.

Empower
The user can expend one round of his Minor Charge ability to endow the clone created by Kasokubunshin no Jutsu with the capability to perform up to a full-round action.

The Unborne
2011-12-11, 11:27 PM
With permission from averagejoe, I'm updating this thread for my soon-to-come game. Starting the party off is some optional content found from a game on the Nd20 forums:



Shinobi Archetypes (http://www.narutod20.com/forum/viewtopic.php?t=2694&start=0)

Tanker
The tanker is able to take a lot of punishment.
Defense: +1 natural armor bonus to Defense
Hit Points: +1 hit points per level

Medic
Skills: Knowledge (earth and life science) and Treat Injury always a class skill. The Medic gains 1 rank in Knowledge (earth and life science) and Treat Injury every level, plus 3 at first level.
Feats: Medical Expert
Special: The Medic can learn Medical ninjutsu techniques without penalties.
The Harmony and Surgery feats are always part of the character's bonus feat list.

Assassin
Skills: Hide and Move Silently always a class skill. The Assassin gains 1 rank in Hide and Move Silently every level, plus 3 at first level.
Special: The character gains the Suppress Chakra ability.
The Light Sleeper and Stealthy feats are always part of the character's bonus feat list.

Sensor
Skills: Listen and Spot always a class skill. The Sensor gains 1 rank in Listen and Spot every level, plus 3 at first level.
Special: The character gains the Sense Chakra ability and the Remote Sensing ability at 9th level.
The Alertness and Keen Senses feats are always part of the character's bonus feat list.

Tracker
Skills: Survival and Search always a class skill. The Tracker gains 1 rank in Survival and Search every level, plus 3 at first level.
Feats: Track.
The Guide and Keen Sight feats are always part of the character's bonus feat list.

Deathdealer
Attack: +1 bonus to attack rolls
Damage: +1 bonus to weapon damage rolls
Special: The Skillfull Assault feat are always part of the character's bonus feat list.
Irony doesn't affect the deathdealer very much.

Seal Expert
Skills: Craft (calligraphy) is always a class skill. The Seal Expert gains 1 rank in Craft (calligraphy) every level, plus 3 at first level.
Feats: Scribe Chakra Symbols.
Special: The character is able to learn Sealing ninjutsu techniques without penalties.
The Craft Armor Seals and Craft Weapon Seals feats are always part of the character's bonus feat list.

Genjutsu Expert
Skills: Genjutsu is always a class skill. The Genjutsu Expert gains 1 rank in Genjutsu every level, plus 3 at first level.
Feats: Genjutsu Adept.
Special: The character gains 1 bonus chakra every level.
The Combat Tactics and Training (Genjutsu) feats are always part of the character's bonus feat list, plus 3 at first level.

Ninjutsu Expert
Skills: Ninjutsu is always a class skill. The Ninjutsu Expert gains 1 rank in Ninjutsu every level, plus 3 at first level.
Feats: Ninjutsu Adept.
Special: The character gains 1 bonus chakra every level.
The Combat Tactics and Training (Ninjutsu) feats are always part of the character's bonus feat list.

Taijutsu Expert
Skills: Taijutsu is always a class skill. The Taijutsu Expert gains 1 rank in Taijutsu every level, plus 3 at first level.
Feats: Taijutsu Adept.
Special: The character gains 1 bonus chakra every level.
The Flawless Form and Training (Taijutsu) feats are always part of the character's bonus feat list.

Detective
Skills: Investigate and Sense Motive always a class skill. The Detective gains 1 rank in Investigate and Sense Motive every level, plus 3 at first level.
Feats: Attentive.
Special: Once per day, the Detective may attempt a Will save (DC 15) to gain a hunch that everything is alright, or that he gets a bad feeling about a specific situation.
This ability can be used twice a day at 6th level, three times per day at 12th level, and four times per day at 18th level.

Spy
Skills: Bluff and Gather Information always a class skill. The Spy gains 1 rank in Bluff and Gather Information every level, plus 3 at first level.
Feats: Deceptive.
Special: Attentive and Trustworthy feats are always part of the character's bonus feat list.

Chemist
Skills: Craft (chemical) and Craft (pharmaceutical) always a class skill. The Chemist gains 1 rank in Craft (chemical) and Craft (pharmaceutical) every level, plus 3 at first level.
Feats: Builder (Chemical and Pharmaceutical).
Special: Craft Poisons and Craft Shinobi Drugs feats are always part of the character's bonus feat list.

Techie
Skills: Craft (mechanical) and Disable Device always a class skill. The Techie gains 1 rank in Craft (mechanical) and Disable Device every level, plus 3 at first level.
Feats: Cautious.
Special: Craft Puppets and Builder feats are always part of the character's bonus feat list.

Warrior
Feats: Archaic Weapons Proficiency, Nin Weapons Proficiency.
Special: The warrior is proficient in all exotic melee weapons.
Weapon Adaptation Training feat is always part of the character's bonus feat list.

Elementalist
Feats: Elemental Specialization (any).
Special: The character gains 1 bonus chakra every level.
Combat Tactics and Insightful Reflexes feats are always part of the character's bonus feat list.


Afterword: every starting character selects one of the above archetypes and receives all of the benefits listed. Choosing such archetypes also affects the character in non-mechanical ways. Higher ups may treat you differently with different expectations based off your own knack for certain areas. For example, characters with the Medic archetype tend to be perceived as the go-to people for injuries; however, this also allows for people to be disappointed if you don't strictly live up to the expectations of your natural talents. People are close-minded after all.

---

Here's a new mechanic drawn from the second Naruto OVA rendered by one of these forums' greats:


Gelel

Gelel fits into a special school of techniques that can best be described as ninjutsu. Using Gelel energy is different from using chakra and shinobi who have spent their lives mastering chakra techniques find it difficult to adapt to using this new form of energy (Imparting a +4 increase to the Learn and Perform DCs). The only source of Gelel energy that occurs naturally is from the Gelel stone (or it’s fragments) and is a highly sought after item indeed by those who use Gelel energy for anything. However another source was developed for the creation of Gelel energy in the device known as a Gelel Converter. This device is crafted by the more advanced technologies from the Land of Death and thus is hard to find (though much easier then a Gelel stone fragment), though worth it to anyone…even those who don’t use Gelel specific techniques. Through a not-well-understood process the converter changes half of the wearer’s chakra capacity into Gelel energy.

Gelel energy can be used in place of chakra at an increased rate of exchange with one point of Gelel energy equaling two chakra points. Chakra, however, cannot be exchanged for Gelel energy at all and is in fact much more difficult to recover if used for its intended purpose. Expending Gelel energy in place of chakra carries no ill side-effects and will recover at the same rate that chakra does, but when Gelel energy is expended in a Gelel technique it recovers at a rate of 1 point/day. Removing the Converter does not reset the amount of Gelel energy and thus removing it and putting it back on won’t spontaneously regenerate Gelel energy. (Ex. Toshio uses up all of his Gelel energy and removes his converter. After his Chakra recovers he then puts the converter back on to discover that nothing has changed, he still has no Gelel energy. However after resting for the night Toshio loses two points of chakra and regains one point of Gelel energy in addition to the normal amount of chakra recovered by resting.) This is one of the many reasons that Gelel users refrain from using their unique techniques since the only people who’s bodies could handle Gelel energy and Gelel techniques have been killed off.


Greater Gelel Change
Ninjutsu (Gelel; Requires Lesser Gelel Change (5))
Rank: 12 (Super S-Class); Learn DC: 33, 6 success; Perform requirements: 17 ranks (DC 41); Time: 1 attack action; Components: F, G, P, E; Range: Self; Effect: See below; Duration: 1 round/level; Saving Throws: Fortitude negates; Chakra Cost: 8 Chakra and 4 Gelel (For every 1 chakra spent the duration increases by one round, up to ten rounds total added on)

This technique functions as Lesser Gelel Change, except as noted above and below. A Greater Gelel Change is an example of manipulating Gelel energy in a much more masterful fashion then many other Gelel techniques. Instead of simply augmenting the natural human body a Greater Gelel Change will fundamentally alter it for the duration. When using Greater Gelel Change the user picks two of the following ‘changes’.

-Gain a +4 bonus to a physical ability score that stacks with other non-permanent bonuses. This overlaps instead of stacks with Lesser Gelel Change. (Usually ascribed to increased muscle mass, suddenly dexterous body reconstruction, etc.)
-Gain a +2 bonus to each ability score that stacks with other non-permanent bonuses. This overlaps instead of stacks with a Lesser Gelel Change. (A side-effect of Gelel energy ‘perfecting the human system’ and could be described in any number of ways.)
-Gain 4 non-permanent speed OR strength ranks that stack with other non-permanent rank increases. This overlaps instead of stacks with Lesser Gelel Change(Is usually accompanied by a greenish blue glow, sudden loss of fat, etc.)
-Gain a 5-foot increase to reach for a total of 10-foot reach for Medium characters. (Lengthened arms, supernatural quickness, etc.)
-Gain a +4 natural armor bonus that stacks with other non-permanent bonuses.
-Gain a natural weapon that does damage based on a natural weapon (excluding wings) of the same size as the user. This sort of change is always accompanied by a bestial change that accommodates the chosen natural weapon.
-Gain a fly speed of 40 ft. at perfect maneuverability.
-Gain DR 10/Chakra Enhanced Weapon. This follows the normal rules for DR (in that it replaces less efficient DR instead of adding unto it. And does nothing if the user has better DR)

Unlike Lesser Gelel Change, Greater Gelel Change can only alter the human form so much before it simply fails to continue adapting the user’s body. As such Greater Gelel Change can only ever provide four ‘changes’ to the user at any given time. Any further uses will merely replace two bonuses with two different bonuses. A Greater Gelel Change also differs from a Lesser in the sense that the fine manipulation needed in order to perform it imparts protection to the harmful side effects inherent in Lesser Gelel Change. Upon reverting back to normal after the duration expires the user of Greater Gelel Change must make a Fortitude save (DC equal to that of the technique) or be sickened for 10 minutes and be unable to take anything that could be considered a combat action (using a technique, activating a bloodline ability, attacking with a weapon, etc. etc.)

For every additional point of chakra spent when Greater Gelel Change is performed the duration increases by an additional round.

Material Component: A Gelel Converter or Gelel stone.


Lesser Gelel Change
Ninjutsu (Gelel)
Rank: 6 (A-Class); Learn DC: 25, 4 success; Perform requirements: 9 ranks (DC 27); Time: 1 attack action; Components: F, G, P, E; Range: Self; Effect: See below; Duration: 1 round/2 levels; Saving Throws: Fortitude negates; Chakra Cost: 2 Chakra and 2 Gelel (For every 1 chakra spent the duration increases by one round, up to six rounds total added on)

Using this technique, the user uses his supply of Gelel energy to shape and mutate his body in a limited fashion. The user picks one of the ‘changes’ below that takes effect as the technique is finished.

-Gain a +2 bonus to a physical ability score that stacks with other non-permanent bonuses. (Usually ascribed to increased muscle mass, suddenly dexterous body reconstruction, etc.)
-Gain 2 non-permanent speed OR strength ranks that stack with other non-permanent rank increases. (Is usually accompanied by a greenish blue glow, sudden loss of fat, etc.)
-Gain a 5-foot increase to reach for a total of 10-foot reach for Medium characters. (Lengthened arms, supernatural quickness, etc.)
-Gain a +2 natural armor bonus that stacks with other non-permanent bonuses.

This technique can be performed more then once with a different change being selected each time with a further monstrous change to appearance and do stack with each other. However each individual change does not stack with itself, it merely replaces the previous change. Picking the physical ability score increase twice in a row does not give a +2 bonus to two different physical ability scores but switches which score the bonus applies too. Choosing to gain speed/strength ranks again doesn’t increase both sets of rank by 2 but will just change which one you increased (From speed ranks to strength ranks but not both at the same time.)

The technique can be ended before it’s duration expires and usually is since keeping a Lesser Gelel Change for too long can make the transformation back to normal dangerous and possibly fatal. Changing back within the first three rounds of transformation is the safest course since the user’s body is still malleable and can take the change better, taking only 2d6 damage upon reverting back. For every round after the 3rd results in another 1d6 damage added unto the 2d6 when the user reverts back.

For every additional point of chakra spent when Lesser Gelel Change is performed the duration increases by an additional round.

Material Component: A Gelel Converter or Gelel stone.

Afterword: this system may be a little outdated, but the mechanics do a great job of highlighting the fluff. Some play testing is needed to see how well it matches up to the latest version of the system.

---

Next up is some fun, creative techniques with plenty of opportunities for plot progression from another favorite of mine:




Spirit Sealing Technique
Fuinjutsu [Good, Hijutsu]
Rank: 10 (A-Class); Learn DC: 25, 5 successes; Perform Requirements: 13 ranks (DC 27); Time: 1 full-round action; Components: H, C, F; Range: Close (10 ft. + 5 ft./2 levels); Target: One ghost; Duration: Permanent; Saving Throws: Will negate; Chakra Resistance: Yes; Chakra Cost: 15

A very rare technique not commonly used in modern, peaceful times, but during the time of the clans when warfare was constant this technique was widely known of despite only a small number ever learning this technique. It was used to seal away ghosts who refused to pass on and instead lingered. As time passed these spirits eventually go mad and become little more than mindless animals acting on their basest instincts. Others stumble upon a trick of their new form; they can feed on abstract concepts embodied in the world. It was this last form of ghost this technique was designed chiefly to combat.

The technique targets a ghost and seals them within a prepared vessel called a containment vessel. The spirit is tempted into the containment vessel by the items within long enough for the technique to snap it shut and activate the seals inscribed within. After the technique is successfully completed the ghost is incapable of escape without outside assistance. It was often the case that they would use other techniques to guard the box against accidental release until somebody could be found who was capable of forcing the spirit into the afterlife where it could rest.
Material Focus: A prepared vessel filled with fine items (items that resonate with the spirit apply penalties to that spirits Will save from -1 to -10 depending on how relevant they are), and inscribed on the inside with seals (calligraphy check DC 15).

Yama's Final Decision: Purgatory!
Fuinjutsu [Sakuza Rowh Kinjutsu]
Rank: 14 (S-Class); Learn DC: 30, 6 successes; Perform Requirements: 18 ranks (DC 34); Time: 24 hours; Components: H, C, F, X, XP; Range: Close (10 ft. + 5 ft./2 levels); Target: One ghost (see text); Duration: Permanent; Saving Throws: Will negate (harmless); Chakra Resistance: Yes; Chakra Cost: 24

A highly secret technique created by jounin Sakuza Rowh in response to a chance discovery of a ghost sealed away in a jewelry box.

To use this technique you must have a ghost sealed inside a containment vessel by way of the Spirit Sealing Technique and three-hundred pounds of clay. Drawing a large, special seal you place the clay in the centre and the box on the edge. Then, sitting in front of the containment vessel , the user must make the sign of the dragon with one hand and the inverse sign of the dragon with the other and maintain that pose for twenty-four hours paying a point of chakra each hour. When the final point of chakra is spent the user declares a command phrase, brings his two hands together and points them to the pile of clay. The ghost is then forcibly released from the containment vessel and made to inhabit the clay from which a physical body erupts that contains the ghost. The ghost becomes a human with the Clay Body subtype. The ghost can be returned to her containment vessel by speaking the command phrase chosen at the end of the technique and making the full hand seal for dragon, and similarly she can be released from her box again and into human form by speaking the command phrase while making the full hand seal for the inverse dragon - forcing the spirit back into her containment vessel destroys the body the technique originally made for her, so another three-hundred pounds of clay is needed for her to be returned to human form.
Expendable Components: 300 pounds of clay.
XP Cost: 1,000 XP


Afterword: these techniques are more likely only for roleplaying purposes after reading through them. As such, they offer a decent background for characters or ways in creating/materializing NPCs. Subtype to come.

Sir Shadow
2011-12-12, 08:35 AM
I. Love. Archetypes. I'm currently in 2 games on the Nd20forumns that uses them and now I don't know how I play games without them... @_@

The gelel stuff could definitely use an update/expansion, but it's a solid idea to start from.

I have similar sealing techniques made for my own game, but I won't post them here because I don't want my players somehow finding them <__<;;;

I've been working on a lot of techniques lately, and I may post em here for posterity.

ZeroNumerous
2011-12-29, 04:39 PM
A template I had made.

Euryale Clan
In a time before Hidden Villages, before the militarization of ninja, before even the rise to power of the Senju or the Uchiha... There was the Euryale. In the beginning, the First Sage struck down the gods, overturned the natural order and forced the heavens to kneel to Man. He demanded obedience, but did not expect the treachery that would come. The fallen gods bound their power into mortals, imbued human flesh with their natural magic and corrupted thousands. Many of these corrupted humans had either been driven mad or slain outright by the 'gifts' of the gods. But, as always, there were survivors. One such group was the Euryale clan. The original members were not blood relatives, nor did they share any common philosophy. But they were bound by the curse in their flesh far tighter than bonds of blood or fealty.

The Euryale clan did not grow to the power of the Senju or Uchiha, nor did they swear allegiance to their betters like the Hyuuga. Instead, the Euryale wandered into the central plains and lost themselves among the grass. Years passed, and a small city had flourished where the Euryale had once wandered to die. The city, called the Village Hidden in the Grass, pledged it's allegiance to the Daimyo of the Land of Grass. They produced young ninja trained in ancient techniques passed down the Euryale clan for many human generations, and in time would challenge the might of Konohagakure and the legacy of the Senju.

But the Will of Fire was stronger than the Snake God's curse, and Kusagakure was crushed. Their ninja brushed away, their country in ruins and their morale in tatters: The grass-nin rebelled against their Euryale masters. The Euryale clan had been delegated to a role of support and subservience to Kusagakure, and while their cursed blood remained strong; they could never rule their fellow man again.

Description
Members of the Euryale clan are divided into two parts those possessing the Lesser Curse of the Snake God and those possessing the Greater Curse. All members are treated equally regardless of which curse a member possesses, and all members of age are allowed to vote and take part in clan discussions. The clan is ruled by a loose oligarchy, and membership of the ruling council is determined by vote and by age. Members over the age of 20 are allowed a seat on the council, but first they must be nominated by an already sitting member and then elected by a simple majority vote of the clan. Kusagakure views the clan as a nuisance and a liability, due in part to the restrictions and problems of their curse. But that same blood is often brought up when discussing the prospensity of the clan to produce highly skilled ninja.

Members of the clan with the Lesser Curse are humans(generally standard, fire-type or wind-type) with the Lesser Curse Template applied. Members of the clan with the Greater Curse are humans(generally standard, fire-type or wind-type) with the Greater Curse template applied.

Greater Curse Template
The Greater Curse of the Snake God can only be applied to a Normal Human(hereafter referred to as the base creature) and is considered hereditary. The template can only be applied at birth.

Size and type
The base creature's size does not change. The creature gains the Subtype Cursed Human(Snake).

Hit Die
Decrease the base creature's hit die by one step to a minimum of 1d6. (1d12->1d10->1d8->1d6).

Speed
The base creature's speed does not change.

Special Qualities
The base creature gains the following qualities in addition to it's own special qualities:

Cursed Blood(Ex): A creature suffering under the Greater Curse of the Snake God is able to manifest the Medusa Eye. The creature gains Advanced Bloodline(Medusa Eye) feat as a bonus feat.

Doomed Soul(Ex): A creature suffering from the Greater Curse of the Snake God lives dramatically shortened lifespans. As such, they effectively have two ages: Their Actual Age(or AA), which uses the standard aging chart to determine positive ability score adjustments, and their Effective Age(or EA), which uses the standard aging chart to determine negative ability score adjustments. The creature's Effective Age is determined at character creation by multiplying their actual age by 2.75(rounded down). They then gain one EA every 130 days.

For example: A 15 year old boy with this template would have an AA of 15, and thus gains no positive bonuses to his ability scores. He would have an EA of 41, and thus would qualify as middle aged and take a -1 penalty to his STR, DEX and CON). A doomed soul lives an additional +1d4*2 Actual Age years after reaching an Effective Age of Venerable. For Example: A 29 year old cursed human rolls a 1 on his 1d4, living for 2 more years before dying at the age of 31 regardless of his EA.

Burn Brightly; Burn Quickly(Ex): A doomed soul that gains great power burns out the meagre life it has been granted much faster than those with lesser ambitions. Any creature with this template that attains eighth level or higher gains an EA every 65 days, instead of the normal 130.

Level Adjustment: +0


Lesser Curse
As Greater Curse, except without the Those Who Burn Bightly; Burn Quickly(Ex) or Cursed Blood(Ex) abilities. This template should only be applied to non-player characters.
CR Adjustment: +0

Medusa Eye
As per Medusa Eye(Naruto d20 pdf page 771-772) except as follows: Elemental Affinity requirement removed. Eye blasts are poisonous chakra rather than blasts of earth, but they still deal Doton damage.

A feat that goes with it.

Battle Ready(Medusa Eye) [Meta-Chakra]
You are quick to petrify your enemies in battle.
Prerequisite: Petrifying Glare
Benefit: You may spend a meta-chakra charge to activate the Petrifying Glare ability as a swift action.

Some hijutsu based on it.

Hebikamigan (Snake God's Gaze)
Ninjutsu(Doujutsu) (Requires Petrifying Glare(a)) [Doton] [Euryale Cybele Hijutsu]
Rank: 7 (A-Class); Learn DC: 22, 4 successes; Perform requirements: 10 ranks, DC 24; Time: 1 Attack Action; Components: C; Range: Close(10ft+5ft/2 levels); Target: One creature; Duration: 1 round/3 levels; Saving Throws: Fortitude Partial; Chakra Resistance: Yes; Chakra Cost: 8

The curse of the snake god flows through the user's eyes and into the target. The target's blood thickens, senses dull and nerves deaden as they're afflicted with the user's poisonous chakra. The poisonous chakra deals 3d6 Doton damage to the target. If a target takes damage from this ability, then they must make a Fortitude saving throw. On a failure the target is stunned for 1 round per 3 levels of the User.

Hebikami Batsuyou (Snake God's Last Descendant)
Ninjutsu(Doujutsu) (Requires Petrifying Glare(a), Medusa Eye 4d6) [Doton] [Euryale Cybele Hijutsu]
Rank: 11 (S-Class); Learn DC: 27, 5 successes; Perform requirements: 15 ranks, DC 31; Time: 1 Full Round Action; Components: C; Area: 30ft Cone; Duration: Instantaneous; Saving Throws: Fortitude Negates; Chakra Resistance: Yes; Chakra Cost: 13

Calling on the deep curse of the snake god, Cybele focuses her energy into her eyes and releases it as a wave of petrifying chakra. Anything caught in the area of effect must make a Fortitude saving throw or be petrified instantly. Objects caught in the area of effect are petrified without saving throws.

A petrified creature cannot interact with the world and is considered helpless. A petrified creature is not dead, and may not be resurrected by any technique intended to resurrect the dead. A petrified creature is treated as having permanent Strength and Dexterity damage equal to its Strength and Dexterity scores. Once this damage is healed, a petrified creature is restored to flesh. This ability damage does not heal naturally, and can only be restored via Medical techniques.

Using this ability is both mentally and physically exhausting, as well as life-threatening. Each usage of this technique deals a point of Constitution and Wisdom damage to the user. On top of that, the user's Effective Age increases by 2 years with each use.

ZeroNumerous
2011-12-30, 01:52 PM
The Black Heaven and Earth Style from the korean manhwa: The Breaker

Kuroshoujou no Jutsu (Black Heaven and Earth Technique)
Chakra Control(Spirit) [Goomoonryong Hijutsu]
Rank: 5 (A-Class); Learn DC: 20, 5 successes; Perform requirements: 8 ranks, DC 22; Time: Varies(see text); Components: C, M, Mas; Range: Self; Target: Self; Duration: 1 minute; Saving Throws: None; Chakra Resistance: No; Chakra Cost: 0+Varies(see text).

This technique can be used in a variety of ways, all of which circulate chakra through the body to attain a wide variety of effects. Simply activating this technique costs no chakra, as it is nothing but movement of chakra when used by itself. Activating this technique without activating any of its components is a free action. This technique must be activated alone before its components can be used, and once this technique expires all of its components expire simultaneously.

Earthen Body: Using this method is an attack action. With this method the user may spend points of chakra to give herself temporary HP. Every point of chakra spent in this manner grants 5 points of temporary HP. This temporary HP stacks with itself, but the user may only gain up to 1/4th his current non-temporary HP with this method. Any temporary HP above 1/4th his current non-temporary HP is wasted. All temporary HP gained from this method is lost when the technique ends.

Heavenly Fists: Using this method is a move action. With this method the user may spend points of chakra to give herself a bonus to unarmed damage. Every 2 points of chakra spent in this manner gives the user a +1 enhancement bonus to unarmed damage until the end of the technique. This bonus stacks with itself up to a maximum of the user's hit dice.

Heavenly Body: Using this method is a move action. With this method the user may spend points of chakra to give herself a bonus to STR-, DEX- or CON-based skills. Each point of chakra spent in this manner gives the user a +2 enhancement bonus to STR-, DEX- or CON-based skills until the technique ends. This bonus stacks with itself up to a maximum of double the user's hit dice. This bonus does not apply to Taijutsu.

Earthern Fists: Using this method is an attack action. With this method the user may spend points of chakra to give herself a bonus to unarmed attacks. Every 4 points of chakra spent in this manner gives the user a +1 enhancement bonus to unarmed attacks until the end of the technique. This bonus stacks with itself up to a maximum of 1/3rd of the user's hit dice.

Body of Heaven and Earth: Using this method is a full round action. With this method the user may spend 5 points of chakra to give herself Fast Healing 1. Every 5 additional points of chakra spent in this manner gives the user a +1 bonus to her fast healing, up to a maximum of 1/4th the user's hit dice. This method can only be activated on the first round of using this technique and lasts until the technique ends. If the user is under the effect of this method when the technique ends then he or she is Fatigued(or Exhausted if already Fatigued). This method may not be activated if the user is Exhausted.

Mastery: Every step of Mastery increases the duration of this technique by 30 seconds.

--

Kurosujoushikii (Black Origin Threshold)
Chakra Control(Spirit) (Requires Kuroshoujou no Jutsu(5))[Goomoonryong Hijutsu] [Kinjutsu]
Rank: 10 (Super S-Class); Learn DC: 32, 7 successes; Perform requirements: 15 ranks, DC 35; Time: 1 move action; Components: C, M, Mas; Range: Self; Target: Self; Duration: 1 minute/character level; Saving Throws: Will Partial(see text); Chakra Resistance: No; Chakra Cost: 9

The final expression of the Black Heaven and Earth Technique. The Black Origin Threshold brings the user close to the ultimate marriage of mind and body. Any limit on the user's power is released: Both in body and in mind. As a result, the user acts on any desire, and poses a serious risk to both allies and enemies.

The user of this technique must immediately make a Will Save at a DC of 25 minus the User's Wisdom Modifier plus the highest Strength modifier of the strongest creature in a 30ft radius centered on the user. If the user fails this save, then the user enters the Threshold and becomes unable to tell friend from foe. As long as the user is in the Threshold, he attacks any perceived threat to the absolute best of his abilities and continues to do so until he is dead or has run out of enemies. If the user succeeds, then he retains enough control to be able to end this technique at any time.

Whether the user succeeds or fails, he enters a rage upon using this technique. The user gains a +6 morale bonus to his Strength and Dexterity scores for the duration of this technique. He may not use any INT-, CHA-, WIS-based skills except Chakra Control, nor may he activate any Genjutsu, Ninjutsu, Fuinjutsu or weapon-based Taijutsu techniques.

Mastery: Each step of mastery reduces the save DC by 1 while simultaneously decreasing the cost of using Kuroshoujou no Jutsu while under the effect of this technique by 1 to a minimum of 1.

--

Shinkujikutsuku (Soul-Crushing Strike)
Taijutsu (Strike) [Punch] [Goomoonryong Hijutsu]
Rank: 4 (B-Class); Learn DC: 18, 4 successes; Perform requirements: 6 ranks, DC 19; Time: One attack action; Components: C, M; Range: Melee; Target: One creature; Duration: Instantaneous; Saving Throws: Fortitude Halves; Chakra Resistance: No; Chakra Cost: 5

The user focuses his chakra along his fist, striking and releasing the pent up chakra at the same time to produce an explosive burst of speed that greatly damages the target.

The user makes an unarmed attack that, if it hits, deals normal damage plus 3d6 bludgeoning damage. The bludgeoning damage may be halved on a successful Fortitude save.

A taijutsu master of 4th level may substitute a normal attack for this technique during a full attack action. He may not use Chakra Control to tap his reserve to pay the price for this technique, nor may he empower it.

Empower: The user may spend 1.5 points of chakra to increase the bludgeoning damage by 1d6, up to a maximum of 7d6.

--

Shinshoutsuku (Soul-Destroying Strike)
Taijutsu (Strike) [Punch] [Goomoonryong Hijutsu]
Rank: 7 (A-Class); Learn DC: 22, 5 successes; Perform requirements: 10 ranks, DC 24; Time: One attack action; Components: C, M; Range: Melee; Target: One creature; Duration: Instantaneous; Saving Throws: Fortitude Halves; Chakra Resistance: No; Chakra Cost: 9

The user focuses more of his chakra along his fist, striking and releasing the pent up chakra at the same time to produce an explosive burst of speed that greatly damages the target.

The user makes an unarmed attack that, if it hits, deals normal damage plus 6d6 bludgeoning damage. The bludgeoning damage may be halved on a successful Fortitude save.

A taijutsu master of 8th level may substitute a normal attack for this technique during a full attack action. He may not use Chakra Control to tap his reserve to pay the price for this technique, nor may he empower it.

Empower: The user may spend 1.5 points of chakra to increase the bludgeoning damage by 1d6, up to a maximum of 14d6.

--

Shoutensochi (Focus Step)
Taijutsu (Strike) [Goomoonryong Hijutsu]
Rank: 6 (A-Class); Learn DC: 21, 5 successes; Perform requirements: 9 ranks, DC 23; Time: One move action or one attack action(see text); Components: C, M; Range: 30ft Radius(see text); Target: All creatures in 30ft radius, or one creature(see text); Duration: Instantaneous; Saving Throws: Reflex Partial, or Reflex Negates(see text); Chakra Resistance: No; Chakra Cost: 10

The user channels his chakra into a foot, then stomps the ground with enough force to crack it. The impressive display of physical force offsets the balance of enemies, and can be used as an execution tactic.

Ground Stomp: The user sends out a shockwave that affects all creatures touching the ground in a 30ft radius. All creatures caught in the effect must make a Reflex Save or be rendered prone. Creatures with ten ranks or more in Balance automatically pass this save. Using Shoutensochi in this manner is a move equivalent action.

Execution Stomp: The user stomps a prone creature. The targeted creature must make a Reflex Save which, if successful, negates this technique. If this technique is negated with a successful reflex save, the user may use the Ground Stomp method of the technique instead. If the target fails its Reflex Save, then the user makes a normal unarmed attack at a +4 bonus that deals triple the normal damage and forces a massive damage save if it hits.

Unfinished stuff

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Waza no Ugoki: Jin (Art of Movement: Advance)
Taijutsu (Requires Shundou (t)) [Goomoonryong Hijutsu]
Rank: 4 (B-Class); Learn DC: XX, X successes; Perform requirements: X ranks, DC XX; Time: X; Components: C, M; Range: X; Target: X; Duration: X; Saving Throws: X; Chakra Resistance: X; Chakra Cost: X

--

Waza no Ugoki: Tweh (Art of Movement: Retreat)
Taijutsu (Requires Shundou (t)) [Goomoonryong Hijutsu]
Rank: 4 (B-Class); Learn DC: XX, X successes; Perform requirements: X ranks, DC XX; Time: X; Components: C, M; Range: X; Target: X; Duration: X; Saving Throws: X; Chakra Resistance: X; Chakra Cost: X

--

Waza no Ugoki: Hweh (Art of Movement: Evasion)
Taijutsu (Requires Shundou (t)) [Goomoonryong Hijutsu]
Rank: 6 (A-Class); Learn DC: XX, X successes; Perform requirements: X ranks, DC XX; Time: X; Components: C, M; Range: X; Target: X; Duration: X; Saving Throws: X; Chakra Resistance: X; Chakra Cost: X

--

Waza no Ugoki: Kyuk (Art of Movement: Counterattack)
Taijutsu (Requires Shundou (t)) [Goomoonryong Hijutsu]
Rank: 7 (A-Class); Learn DC: XX, X successes; Perform requirements: X ranks, DC XX; Time: X; Components: C, M; Range: X; Target: X; Duration: X; Saving Throws: X; Chakra Resistance: X; Chakra Cost: X

--

Waza no Ugoki: Hwan (Art of Movement: Misdirection)
Taijutsu (Requires Shundou(3) (t)) [Goomoonryong Hijutsu]
Rank: 8 (S-Class); Learn DC: XX, X successes; Perform requirements: X ranks, DC XX; Time: X; Components: C, M; Range: X; Target: X; Duration: X; Saving Throws: X; Chakra Resistance: X; Chakra Cost: X

--

Shinjoushinkeki (Body Protecting Barrier)
Chakra Control (Spirit) [Goomoonryong Hijutsu]
Rank: X (X-Class); Learn DC: XX, X successes; Perform requirements: X ranks, DC XX; Time: X; Components: C, M; Range: X; Target: X; Duration: X; Saving Throws: X; Chakra Resistance: X; Chakra Cost: X

--

Houhimei no Jutsu (Cry of the Phoenix Technique)
Chakra Control (Spirit) [Goomoonryong Hijutsu]
Rank: X (X-Class); Learn DC: XX, X successes; Perform requirements: X ranks, DC XX; Time: X; Components: C, M; Range: X; Target: X; Duration: X; Saving Throws: X; Chakra Resistance: X; Chakra Cost: X

The Unborne
2011-12-30, 07:50 PM
Uzumaki Clan
One of the most notable tragedies in contemporary memory, this offshoot clan of the Senju has experienced one of gravest of events: genocide. Unfortunately this is not an uncommon concept in the Shinobi world and probably not the last, but the Uzumaki lived up to the legends surrounding their clan of hardiness and strength with the few number of survivors still out in the world. Though not every member of this lost clan recognizes their innate capability in the art of Fuinjutsu, the stories of historical figures strong enough to seal even the world's most dangerous creatures continue to live on in the minds of people, fueling their fear of this once great clan.

Uzumaki Clan (Occupation)
Prerequisite: Age 12+
Skills: Select any two skills from the following list as permanent class skills. If a skill the character selects is already a class skill, he receives a +1 competence bonus on checks using that skill: Bluff, Chakra Control, Concentration, Craft (calligraphy), Diplomacy, Fuinjutsu, Intimidate, Knowledge (arcane lore, ninja lore, tactics), Ninjutsu, Sense Motive, Survival.
Feat: An Uzumaki gains the Improved Toughness feat and selects one of the following: Chakra Affinity, Chakra Restoration, Craft Sealed Item, Fuinjutsu Adept, Great Fortitude, Improved Chakra Pool, Nin Weapons Proficiency, Resist Poisons, Sealweaver, Will Over Flesh
Affiliation: You require 1 less success to learn Uzumaki Hijutsu techniques.
Reputation Bonus: +2

ZeroNumerous
2012-12-12, 08:12 PM
Suibensha

Suibensha is a mutation inside the brain that allows its bearer to reflexively control water, create water from his own body, and even manipulate blood. In the ancient past a group of humans made a bond with a great water dragon living deep beneath the sea. It provided food and trade, and in turn they provided worship and praise. However, with the rise of the First Sage and the destruction of the old system the dragon found itself subservient to its former supplicants. Unlike many of its kin from around the world, the dragon did not hate the humans. They gave it much of the same things it wished for before: Worship and reverence. So it continued to bring them trade and food.

However, even the great Dragon Clan are not true immortals. A great battle nearby poisoned the dragons' home with the blood of many humans, and that in turn poisoned the dragons' heart. The dragon came ashore one final time in order to warn the people that it could no longer provide for them, and they must provide for themselves. The people nursed the dragon as best they could, but all they accomplished was prolonging its suffering. The dragon died, but the people prospered. In time, this bloodline sprang from that small village. Whether it is a mutation or a final blessing of the dragon has yet to be seen, but its powers grant a great many abilities to a crafty ninja.

Requirements
A character must fulfill all the following criteria in order to gain Suibensha bloodline levels:

Elemental Affinity: Water
Ability Scores: Wisdom 17
Feats: Advanced Bloodline(Suibensha)

{table=head]
Level |
Major
1 |
Blood Rebellion (1d6)
2 |
Water Creation (1d8)
3 |
Water Manipulation +1
4 |
Watery Companion (Small)
5 |
Blood Rebellion (2d6)
6 |
Water Creation (1d6)
7 |
--
8 |
Watery Companion (Medium)
9 |
Blood Rebellion (3d6)
10 |
Water Creation (1d4)
11 |
Water Manipulation +2
12 |
Watery Companion (Large)
13 |
Blood Rebellion (4d6)
14 |
Water Creator Apotheosis
15 |
--
16 |
Watery Companion (Huge)
17 |
Blood Rebellion (5d6)
18 |
--
19 |
Water Manipulation +3
20 |
--
[/table]

Blood Rebellion(Su): Members of the Suibensha bloodline find the easiest way to manipulate water begins with manipulating a part of their body they're quite used to: Blood.

The creature gains the ability to manipulate the blood of a creature within 50 feet as an attack action. This ability does not affect creatures without blood or discernible anatomies, and as such creatures immune to critical hits are immune to this ability.

This ability requires a touch attack modified by Wisdom. If it hits, and the creature is not immune to it, then it deals water damage equal to the amount in parenthesis to the creature. This attack can score a critical hit on a natural roll of 20, and deals triple damage if the critical is confirmed. If the target is slain by this ability then the user may use his Watery Companion ability to create a Blob from its blood as a swift action. A Blob created in this manner is equal to the size of the creature minus 1, and gains a bonus to Attack, Defense, Damage, and Skill checks equal to 1/3 the HD of the creature killed with this ability.

Blood manipulation may not be used if the creature's chakra pool is 0. Using this ability n melee provokes an Attack of Opportunity.

Water Creation(Su): The creature gains the ability to create water from its blood. The user may, once per round as a free action, use this ability to deal non-lethal damage to himself equal to the amount in parenthesis. The user creates 7 liters of water per level with each use of this ability, and water created with this technique acts as normal water in every way once created. As the user becomes more powerful he is able to create more water from less blood, and eventually no longer needs to harm himself in order to create water.

Water Manipulation(Su): This ability gives a bonus equal to the number in the table above to Swim checks, Ninjutsu checks concerning Suiton techniques, Learn checks for Suiton techniques, and the user's skill threshold when it comes to Suiton techniques.

As a free action that costs 5 points of chakra, the user may increase the bonus to Swim checks by +1 per hit die for a number of rounds equal to 1 round per level.

Watery Companion(Ex): The user may turn a body of water into a Blob as a standard action that does not provoke an attack of opportunity. In order to create a Blob, the user needs a small source of water(four liters or more) nearby. A user may create a Blob of a size equal to the size listed in the table above. The user may create a Blob smaller than her maximum size, up to a minimum of Small. Each Blob above Small size requires x4 more liters of water than the previous size. (12 for Medium, 48 for Large, 192 for Huge)

A Blob may act on the round after it is created, and acts on its creator's initiative count.

The Blob creature is listed below. A Blob has HD equal to its creator's HD. A creature may not create more than 1 Blob at a time. When a creature creates another Blob then the oldest active Blob is destroyed.

Water Creator Apotheosis(Ex): Water Creation no longer causes you any damage, though you are still limited in how much water you can create at a time.


New Creature:
Small Blob
A small rotund little droplet of water jiggles and wiggles in place before you. It has two no visible eyes, no visible ears, and appears to be a colossal autonomous drop of water.
Init +2; Spd 30 ft; Defense 14 (+2 dex, +1 size, +1 natural), Touch 13, Flat-Footed 12; BAB +0; Grap -4; Atk +3 melee (1d4 lethal, slam) or +3 ranged (1d4 water shot); Full Atk +3 melee (1d4 lethal, slam) or +3 ranged (1d4 water shot); FS 5 ft by 5 ft; Reach 5 ft; AL Creator; SV Fort +0, Ref +3, Will +1; AP 0; CP 2; Rep +0; Wealth +0; Learn +0; Str 11, Dex 15, Con 8, Int 8, Wis 13, Cha 8.
Skills: Spot +5; Listen +5; Hide +4; Move Silently +4.
Feats: Alertness; Weapon Focus(Slam); Weapon Focus(Water Shot); Power Attack; Weapon Finesse.
Abilities: Water Shot(Ex); Water Absorption(Su); Earth Vulnerability(Ex); Creator Link(Su)

Water Absorption(Su): A Blob may, as a full round action, absorb a nearby source of water in order to increase its combat effectiveness. A Blob can hold up to its Constitution modifier times 4 in liters of water at a time. For each 4 liters of water, the Blob gains a +1 bonus to damage rolls with its Slam attack.

Blobs lose 1 water at a rate of 1 liter per hour, and a Blob without any water inside it falls apart. If a Blob ever has less than 1/2 its Constitution modifier in liters of water inside its body, then it reduces in size category by 1, to a minimum of Small.

A Blob takes half damage from Water Techniques.

Earth Vulnerability(Ex): A Blob takes 50% more Doton damage when subjected to Doton techniques or abilities that deal Doton damage.

Water Shot(Ex): A Blob may, as an attack action, shoot water out of its body at a target. The Blob chooses to spray a number of liters up to its HD at a target creature. This ability may be used against any creature or object within 30 feet times the number of liters spent. This ability requires a ranged attack roll modified by Dexterity or Constitution, whichever is higher, and deals 1d4 points of damage per liter spent on the attack if it hits. The Blob loses liters from its body appropriately when it uses this ability.

Creator Link(Ex): A Blob is linked to its creator mentally at all times. As long as a Blob is within 100 feet of its creator its creator may send it commands and orders as if it were a Shadow Clone. This communication is solely one-way, and the Blob cannot send messages back. The Blob understands commands from its creator perfectly, but does not speak any languages and can only communicate in emotions and very simple concepts. Blobs are always loyal and obedient to their creator, and cannot be forced to betray their creator no matter the circumstances.

Blobs have d8 HD, 3/4th BAB, Good Fortitude Saves, Good Reflex Saves, and poor Will Saves. Blobs do not gain feats nor do they gain ability score increases. When a Blob increases in size, it gains +4 STR, -2 DEX, +2 CON, and +3 Natural Armor per size increase. A Blob increases its Wisdom Score by 1 every 3 HD. A Blobs class skills are Spot, Listen, Hide, Move Silently, and Escape Artist. A Blob gains 4+INT skill points per level.

New Feats:
Blood Doctor
You have become the dangerous, the terrifying, the insane...! Blood Doctor!
Prerequisite: Reverse Doctor, Expert Healer
Benefits: You can, as a standard action, use your Blood Rebellion ability to heal an ally. When you use this ability you roll Blood Rebellion damage as if you were 4 levels lower than you actually are. Using this ability in this way costs 2 chakra.
Normal: Your Blood Rebellion only deals damage.

Explosive Blob
They called me mad? I'LL SHOW THEM MAD!
Prerequisite: Watery Companion(Small); Blood Rebellion (2d6)
Benefits: Any Blob you create gains the Explosive Surprise ability.
Normal: Your Blobs lack the Explosive Surprise ability.

Explosive Surprise(Ex): A Blob may, as a standard action, blow itself up in order to deal 1d8 suiton damage per HD it has. The explosion is a burst centered on the Blob with a radius of 10ft+5ft per HD of the Blob. A Blob reflexively uses this ability as a free action when it is reduced to 0 HP or lower.

Battle Ready(Watery Companion)
You are particularly fast when creating watery companons.
Prerequisite: Watery Companion(Small)
Benefits: You may create a Watery Companion as a move action. It is able to take a single move action on the round it is created.
Normal: You may only create a Watery Companion as a standard action. It is only able to act the round after it is created.

Waterbender
The waterbender is a warrior who has honed her ability to manipulate water or blood.

Requirements:
A character must meet all the following criteria to qualify to become a waterbender:
Skill Ranks: Ninjutsu 6 ranks; Swim 3 ranks.
Feats: Advanced Bloodline(Suibensha)
Special: The Blood Rebellion(1d6) and Water Manipulation +1 supernatural abilities.
Water affinity.

Class Information
The following pertains to the Waterbender advanced class.

Hit Die
The Waterbender gains 1d6 hit points per level plus her Constitution modifier.

Action Points
The Waterbender gains 6 + 1/2 her level, rounded down, in action points at each level up.

Skill Points Per Level
3+Intelligence Modifier

Class Skills
The Waterbender's class skills and the key ability for each are as follows.
Chakra Control (Wis), Gamble (Wis), Investigate (Int), Knowledge (ninja lore, physical sciences) (Int), Listen (Wis), Ninjutsu (Int), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), Taijutsu (Str), and Treat Injury (Wis).

Table: The Waterbender
{table=head]
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Defense Bonus |
Reputation Bonus

1 |
+0 |
+2 |
+1 |
+0 |
Aspect of Streams |
+1 |
+0

2 |
+1 |
+3 |
+2 |
+0 |
Aspect of Rivers |
+2 |
+0

3 |
+2 |
+3 |
+2 |
+1 |
Aspect of Oceans |
+2 |
+1
[/table]

Aspect of Streams(Ex): The first step to becoming a waterbender is to understand that all things come from humble beginnings. Even the mighty ocean starts as the tiny stream. The waterbender makes her first choice on the path to greatness: Does she bend water, or blood?

The waterbender chooses to enhance either her water manipulation ability, or her blood rebellion ability. This choice cannot be changed later. This choice is heretoafter referred to as her chosen aspect.

If the waterbender elects to enhance her water manipulation ability, then her water manipulation ability increases the save DCs of her suiton techniques by an amount equal to its bonus(minimum +1).

If the waterbender elects to enhance her blood rebellion ability, then it deals an additional 1d6 points of damage when used.

Aspect of Rivers(Ex): The waterbender moves closer to total dominion over water, and further enhances her chosen aspect.

If water manipulation was the waterbender's chosen aspect, then she gains a bonus to her effective skill threshold to use suiton techniques equal to her waterbender level. Further, the waterbender gains Water Resistance equal to her Constitution Score plus her waterbender level.

If blood rebellion was the waterbender's chosen aspect, then her blood rebellion ability is further modified. If the ability hits, then the waterbender may choose to do less dice of damage in order to impose a penalty to the attack rolls, damage rolls, and defense of the target. Each die of damage traded away in this manner imposes a -2 penalty to the target instead of doing damage. The penalty lasts a number of rounds equal to the user's waterbender level, and does not stack with itself.

Aspect of Oceans(Ex): The waterbender comes into her own and passes from the rivers into the vast ocean. Her skill with her chosen aspect increases greatly.

If water manipulation was the waterbender's chosen aspect, then the waterbender does bonus damage on each suiton technique equal to her hit dice. Further, the waterbenders' water manipulation bonus increases by +1.

If blood rebellion was the waterbender's chosen aspect, then she gains the ability to completely manipulate the targets' body. The waterbender may choose to not do damage when making a blood rebellion attack. Instead, the target must make a Fortitude Save (DC 10 + waterbender level + waterbender's Wisdom modifier) or act as if affected by the Betrayal Technique for a number of rounds equal to the users' waterbender level. The target still has control of his head and mount as per the Betrayal Technique, but otherwise is unable to control his body. The waterbender does not need to concentrate in order to use this ability, but must use her move action each round in order to maintain control over the afflicted target.

---

Sword Saint
A sword saint is the perfect marriage of ninjutsu and taijutsu. With but a swing of her sword, the sword saint unleashes devastating elemental attacks which tear apart her opponents. A sword saint is not something attained through mere effort, and all sword saints are geniuses of an extreme calibur in either Ninjutsu or Taijutsu. To be a sword saint is more than merely being powerful, as the title of sword saint confers a great deal of renown and influential skill. The fastest path to this class is through any heroic class.

Requirements:
Skills: Ninjutsu 10 ranks, Taijutsu 10 ranks, Chakra Control 5 ranks.
Feats: Genius Nin(Ninjutsu) or Genius Nin(Taijutsu); Ninjutsu Adept; Taijutsu Adept.
Abilities: Elemental Fury(A), Elemental Specialization[Any Element](A)
Reputation: +4 or higher
Special: A would-be sword saint must be recognized by another living sword saint, or must have defeated foe(s) of CR+3 by herself.

Class Information:
The following information pertains to the Sword Saint prestige class.

Hit Die: 1d8

Action Points: The Sword Saint gains 7+1/2 level, rounded down, everytime she attains a new level in this class.

Class Skills: The Sword Saint's class skills are as follows:
Balance (Dex), Chakra Control (Wis), Climb (Str), Concentration (Con), Jump (Str), Knowledge (current events, history, ninja lore, popular culture) (Int), Listen (Wis), Move Silently (Dex), Ninjutsu (Int), Read Language (None), Search (Int), Speak Language (None), Spot (Wis), Taijutsu (Str), Tumble (Dex).
Skill points at each level: 5+INT modifier.

Table: The Sword Saint
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Defense Bonus|Reputation Bonus
1st|[]+1[/]|[]+0[/]|[]+1[/]|[]+1[/]|[]Saint's Blessing (+1), Bonus chakra[/]|[]+2[/]|[]+4[/]

2nd|[]+2[/]|[]+0[/]|[]+2[/]|[]+2[/]|[]Saint's Fury[/]|[]+2[/]|[]+5[/]

3rd|[]+3[/]|[]+1[/]|[]+2[/]|[]+2[/]|[]Saint's Blessing (+2), Saint's Conviction (+1)[/]|[]+3[/]|[]+6[/]

4th|[]+4[/]|[]+1[/]|[]+2[/]|[]+2[/]|[]Bonus Feat[/]|[]+3[/]|[]+7[/]

5th|[]+5[/]|[]+1[/]|[]+3[/]|[]+3[/]|[]Saint's Blessing (+3)[/]|[]+4[/]|[]+8[/]

6th|[]+6[/]|[]+2[/]|[]+3[/]|[]+3[/]|[]Condemnation, Saint's Conviction (+2)[/]|[]+4[/]|[]+9[/]

7th|[]+7[/]|[]+2[/]|[]+4[/]|[]+4[/]|[]Saint's Blessing (+4), Sword and Soul as One[/]|[]+5[/]|[]+10[/] [/table]

Class Features
The class features of the Sword Saint are as follows:

Saint's Blessing(Ex)
As the sword saint's skill in taijutsu grows, so does her skill in ninjutsu. The sword saint gains the ability to use freely ignore the hand-seal or half-seal requirement of an elemental ninjutsu technique by swinging her sword toward the targeted area. A sword saint may only ignore the hand-seal or half-seal requirement of a technique that matches the elemental of her Elemental Specialization ability.

To ignore the hand-seal or half-seal requirement of a technique the sword saint must be able to perform the technique purely with her skill threshold. If a sword saint must roll her Ninjutsu skill in order to perform the technique, then she may not ignore the hand-seal or half-seal requirements. Using a technique with this method does not provoke an Attack of Opportunity when threatened.

Further, the sword saint's skill grows more and more with each battle. A sword saint gains a +1 bonus to performance rolls and skill threshold with elemental ninjutsu and taijutsu techniques. This bonus increases by 1 every 2 levels, up to a maximum of +4.

Bonus Chakra
The Sword Saint 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.
{table=head]Class Level | Bonus Chakra | Bonus Reserve
1st | 1 | 3
2nd | 2 | 6
3rd | 3 | 9
4th | 4 | 12
5th | 5 | 15
6th | 6 | 18
7th | 7 | 21[/table]

Saint's Fury(Su)
A sword saint's fury knows no bounds. As a free action, during her turn, the sword saint may enter an elemental rage. A sword saint's weapon is sheathed in elemental energy for the duration of the rage. This energy enhances the sword saint's weapon attacks, causing her to deal additional damage of the same type as her Elemental Specialization. This additional damage increases once every third level as follows:
{table=head]Class Level | Additional Damage
1st | 2d6
4th | 3d6
7th | 4d6[/table]
During this rage, the sword saint may freely ignore the hand-seal and half-seal requirement of any elemental ninjutsu technique, regardless of her Elemental Specialization. Further, the sword saint's save DCs for elemental ninjutsu sharing her Elemental Specialization increase by 2 while raging. A sword saint gains a +4 bonus versus fear, a +2 bonus to reflex saves against elemental ninjutsu, and a -2 penalty to Defense for the duration of the rage.

An elemental rage lasts for a number of rounds equal to 3+1/2 Sword Saint Class Levels+her Intelligence Modifier. At the end of a rage, the Sword Saint is exhausted for an amount of time equal to the time spent in the rage.

Saint's Conviction(Su)
A sword saint may modify any elemental ninjutsu and bind its wild energies into her sword. This ability may only be used when in an elemental rage. As part of this ability the sword saint uses a move-equivalent action to perform any elemental ninjutsu technique she knows. However, instead of selecting a target and performing the technique normally she binds the technique within her weapon. The weapon must be a Masterwork +2 item, or it is destroyed when this ability is used. The chakra cost is paid as per normal for this technique, and the sword saint may not tap reserves to pay for the cost of the chosen technique. The binding will fail if the technique costs more chakra than the sword saint's total character level, and on a failed binding the chakra spent on the technique is wasted.

When a sword saint has an elemental ninjutsu bound within her sword she may chose to release it upon a successful melee attack. The target of her successful melee attack is immediately subjected to the effects of her chosen technique--such as damage, being knocked back, etc--as if he was the target of the technique. The technique does not activate normally, and only affects the target of the sword saint's melee attack. The target may make a Fortitude Save to halve the damage of the technique, even if the technique would normally require a different saving throw or did not allow a save. The Fortitude Save is equal to 10+Technique Rank+Sword Saint's Intelligence modifier. All other effects of a technique use technique's rules normally. The technique is still modified by any abilities that modify its damage or effects, such as Elemental Fury.

A technique may only be bound if its Rank is equal to the sword saint's total character level-3, up to a maximum of Rank 11 techniques. A sword saint may not bind more than one technique within her weapon, and any currently bound techniques dissipate harmlessly when a new one is bound.

In additional, a sword saint gains a +1 bonus to hit when attacking while a technique is bound within her weapon. This bonus increases to +2 at 6th level.

Bonus Feat
A sword saint may select a bonus feat from the following list:
Advanced Two-Weapon Fighting, Archaic Weapon Proficiency, Athletic, Blind Fight, Blood Pact, Chakra Presence, Chuunin, Cleave, Exotic Melee Weapon Proficiency, Flawless Form, Genin, Improved Chakra Pool, Improved Two-Weapon Fighting, Nin Weapons Proficiency, Power Attack, Two-Weapon Fighting.

Condemnation(Ex)
A sword saint gains the ability to project her killing intent and use it as a weapon. A sword saint may, as a standard action, gain the Frightful Presence extraordinary ability with a range of 50ft. The sword saint's Frightful Presence is not limited by the hit dice of the target and will affect everyone applicable within range--whether ally or enemy. All creatures affected by the sword saint's Frightful Presence must make a Will Save against a DC of 10 + the Sword Saint's class level + the Sword Saint's Strength modifier. If a creature fails this save, then it's Shaken for 2d6+2 rounds. If a creature fails this save by 5 poitns or more, then it is frightened for 1d4 rounds and flees from the sword saint as quickly as it can.

This ability may be used once per encounter, and the Frightful Presence lasts for a number of rounds equal to 3 plus the sword saint's Charisma modifier. This ability may be used as a swift action upon entering an elemental rage. A creature that successfully saves against the sword saint's Frightful Presence is not subject to it again for 24 hours.

Sword and Soul as One(Su)
The sword saint may spend an action point to activate this ability. The sword saint becomes a pure expression of sword skill and ninja skill as she flawlessly marries her sword and elemental techniques into one. After this ability is activated the sword saint may use the Saint's Conviction ability to bind elemental ninjutsu as a free action during a full attack action. She may perform, bind, and then discharge a number of elemental ninjutsu techniques equal to the number of attacks she has available in a full attack action.

Ex: Sanagi spends an action point to use Sword and Soul as One. She has 6 BAB, so she can make two attacks on a full attack action. She may bind Elemental Beatdown: Rank 1 into her sword and discharge it with her first attack, and then immediately bind Elemental Beatdown Rank 2 and discharge it with her second attack. Both bindings are performed as a free action, and do not interrupt her full attack action.

Techniques bound in this manner still obey all the restrictions outlined in Saint's Conviction.

This ability remains active for a number of full attack actions equal to the sword saint's Charisma modifier(minimum 1), at which point it ends and the sword saint is fatigued for 1 hour.

The sword saint may not activate this ability when fatigued or exhausted.

---

Sealed Dragon
Sealed Dragon is an applied template that can be added to any living, corporeal creature (referred to hereafter as the base creature).

A sealed dragon uses all the base creature's statistics and special abilities except as noted here.

Size and Type
The creature's size remains unchanged. A creature's type becomes Dragon. Do not recalculate BAB or saves.

Hit Dice
Increase base creature's HD by 1 step up to a maximum of a d10. Do not change if higher than a d10. Applies to class or racial HD.

Speed
A sealed dragon maintains the same speed of the base creature.

Transformation
A sealed dragon can, as a full round action, burst the seals of it's human form. A Sealed Dragon can only use this ability once per day per point of CHA modifier.

The base creature is modified as follows:

--+6 Strength, +4 DEX, +6 CON.
--Increase size to Huge. Do not gain the normal ability score changes based on size increases. Gain all other benefits/penalties.
--Gain a claw/claw/bite natural attack routine. A claw attack deals 2d6+STR damage and a Bite attack deals 2d8+STR damage.
--Gain a breath weapon that deals 1d8 damage per 2 HD in a 40ft cone with a Reflex Save(10+CON+1/2 HD) for half. Deals damage based on elemental variety. A sealed dragon can only use this ability once every 1d4+1 rounds.

This transformation lasts for a number of rounds equal to the Sealed Dragon's CHA modifier. The sealed dragon is then exhausted for an hour per round spent transformed.

Special Qualities
A sealed dragon has all the special qualities of the base creature, plus darkvision out to 90 feet and low-light vision. A sealed dragon has immunity to sleep and paralysis effects, and elemental resistance based on its dragon variety.

Earth = Doton
Fire = Katon
Wind = Fuuton
Water = Suiton
Frost = Hyouton
Lightning = Raiton

All Resistances are equal to 5+HD and stack with resistance granted from the base creature's elemental affinity.

Elemental Affinity
Sealed dragons gain a free elemental affinity based on their dragon variety as outlined above.

Abilities
Increase from the base creature based on dragon variety:

Earth- +2 CON, +2 CHA, -2 WIS, -2 DEX
Fire- +2 STR, +2 CHA, -2 INT, -2 CON
Frost- +2 DEX, +2 INT, -2 STR, -2 WIS
Lightning- +4 DEX, -2 CON, -2 INT
Water- +2 DEX, +2 WIS, -2 INT, -2 STR
Wind- +2 STR, +2 WIS, -2 CHA, -2 CON

Feats
A sealed dragon gains Blood Pact(Dragon) as a bonus feat.

Level Adjustment
+1

---

Moe-igan made for an AU Naruto game.

Blue Eyes White Momo
Um, what were we doing again?
Benefit: You unlock the Blissful Innocence ability of your Sharingan. But in doing so, you lose the ability to take the Ninja's Mimicry or Mangekyou Sharingan feats.
Normal: You do not have the Blissful Ignorance ability, and may take Ninja's Mimicry or the Mangekyou Sharingan at any time you qualify for them.

Screw The Rules, I Have Moe
Through constant molestation and powerful memory wipes, you have attained the ultimate Moe.
Prereq: Blue Eyes White Momo, Sharingan Eye +3
Benefit: Selecting this feat allows you to learn the Blue Eye Sharingan Skill: Forgetful Ninja and the Blue Eye Sharingan Skill: Innocent Maiden techniques. Further, you gain the Kazeguruma Sharingan.
Normal: You may not learn those techniques, nor do you gain the Kazeguruma Sharingan

Blissful Innocence(Su):
Your eyes turn to the purest blue instead of that icky blood red. At any time you are subjected to a mind-affecting effect you may make two saves instead of one. If either save succeeds then you are considered to have succeeded. If either one fails, then you may make another save on the next round for a number of rounds equal to your Charsima. If any of these saves succeeds, then you are no longer affected by the mind-affecting effect and you forget ever being subjected to that affect.

You gain a 30ft gaze attack that requires a Will Save to resist(DC 10+1/2 level+Charisma). If a target fails this gaze attack, then the moe look on your face allows you some measure of control over them. If they attempt to perform a Ninjutsu or Genjutsu technique and you correctly identify it, then you may choose to do one of three things:

Copy: It's a fun game! You copy their actions, and may perform the technique even if you do not know it. The technique is performed as you copied everything the original user is doing, except that you must pay any chakra cost for the technique. This ability may not be used if the technique requires a bloodline, class ability, skill, or other ability you do not have.

Forget: Remember to smile and nod. Your pure smile causes the target to respond in kind, and he or she gets another Will Save(same DC as before) to resist. If it fails as well, then the target simply does not perform his technique. No chakra is used by either party. This ability uses up a daily use of your Defensive Maneuver pool.

Nullify: Like copy, but even more fun! You copy their actions, but instead of perform the technique normally you attempt to send their technique back to them. Both techniques are nullified by the other. You must still pay the chakra cost of perform the technique.

Kazeguruma Sharingan(Su)
The character can activate this power as a free action that does not provoke an attack of opportunity only when his sharingan eye is active. For 2 rounds, the character's sharingan eye and offensive foresight gain an additional +1 bonus. Additionally, he can See Chakra without needing to concentrate and is able to See Through Chakra while concentrating. The kazeguruma sharingan can be used up to once every five levels every day. Each use after the fourth grants the character 1 point of kazeguruma sharingan forgetfulness.

Kazeguruma Sharingan Forgetfulness:
{table=head]Kazeguruma Forgetfulness | Attack Rolls | Defense | Reflex Saves | Spot Checks | Special
1 or less | -- | -- | -- | -- | --
2 | -1 | -1 | -1 | -2 | --
3 | -1 | -2 | -1 | -4 | --
4 | -2 | -3 | -2 | -6 | --
5 | -2 | -4 | -2 | -8 | Must make a DC 10 Wisdom check to remember where she is. Fatigued for 30 minutes after deactiving the Kazeguruma.
6 | -3 | -5 | -3 | -10 | Must make a DC 15 Wisdom check to remember where she is. Fatigued for 1 hour after deactiving the Kazeguruma.
7 | -3 | -6 | -3 | -12 | Must make a DC 15 Wisdom check to remember where she is, and a DC 10 Wisdom check to remember who people she's met before are. Exhausted for 1 hour after deactiving the Kazeguruma.
8 | -4 | -7 | -4 | -14 | Must make a DC 15 Wisdom check to remember where she is, and a DC 15 Wisdom check to remember who people she's met before are. Exhausted for 2 hours after deactiving the Kazeguruma.
9 | -4 | -8 | -4 | -16 | Must make a DC 15 Wisdom check to remember where she is, and a DC 15 Wisdom check to remember who people she's met before are, and finally must make a DC 10 Wisdom check to remember she's a ninja. Exhausted for 4 hours after deactiving the Kazeguruma.
10 or more | -5 | -9 | -5 | Special | Blinded. Must make a DC 15 Wisdom check to remember where she is, and a DC 15 Wisdom check to remember who people she's met before are, and finally must make a DC 10 Wisdom check to remember she's a ninja. Exhausted for 8 hours after deactiving the Kazeguruma.[/table]

Points of Forgetfulness heal as if they were ability damage, at a rate of 1 per day. If a Kazeguruma user forgets anything due to Wisdom checks, then he or she remembers again when the Fatigued or Exhaustion from her Forgetfulness wears off.

Souzengan Sharingan Jutsu: Wasureppoi Shinobi(Blue Eye Sharingan Skill: Forgetful Ninja)
Genjutsu(Doujutsu) [Uchiha Momo Hijutsu]
Rank: 8 (A-class); Learn DC: 23, 5 successes; Perform DC: 12 ranks(DC 25); Components: M, C; Time: 1 standard action; Target: One creature; Range: Close(15ft+5ft/2 levels); Effect: Destroys one creature's skill in a given ninja skill; Duration: 1 round/level(or until discharged); Saving Throws: Will Save Negates; Chakra Resistance: Yes; Chakra Cost: 8

Target makes a Will Save. If it succeeds, then it's unable to use one skill chosen from the following list by the user: Ninjutsu, Genjutsu, Taijutsu, or Fuinjutsu. This means it may not attempt to identify techniques using the skill, use techniques from the skill, nor may it attempt to learn techniques from the skill. For all intents and purposes, the target is treated as having 0 ranks in the chosen skill. Inherent bonuses(such as those from Strength and Speed ranks or other training techniques) are not lost. This ability can affect the same target more than once, and each use must target a different skill.

This effect can be discharged in order to greatly affect the target's ability to fight. The target regains use of its forgotten skill, but takes 1 point of Wisdom damage for every two ranks in the forgotten skill. For each point of Wisdom damage lost in this way, the target takes a -1 penalty to all skill checks, attack rolls, and damage rolls as they literally forget how to fight. For every 2 points of penalty the target accumulates, he or she loses the ability to perform a technique determined randomly. This ability is a mind-affecting effect.

Using this technique gives the user 1 point of Kazeguruma Forgetfulness. Discharging the technique gives the user 1 point of Kazeguruma Forgetfulness.

Empower: The technique may be empowered to last an additional round by expending 2 points of chakra per additional round, up to a maximum of 1/2 the user's level.

Souzengan Sharingan Jutsu: Ijirashii Shojo(Blue Eye Sharingan Skill: Innocent Maiden)
Ninjutsu(Doujutsu) [Uchiha Momo Kinjutsu]
Rank: 9 (S-class); Learn DC: 25, 7 successes; Perform DC: 13 ranks(DC 29); Components: M, C; Time: 1 full attack action; Target: One creature; Range: Close(15ft+5ft/2 levels); Effect: Destroys one creature retroactively; Duration: Instantaneous; Saving Throws: None; Chakra Resistance: Yes; Chakra Cost: 10

The user's ability to forget things affects the world around them, as they channel this ability offensively. The user makes a ranged touch attack modified by Intelligence instead of Dexterity as part of this technique. If it succeeds, the target is ripped apart by unseen forces. This attack deals 4d6 points of untyped damage, plus an additional 4d6 points of slashing damage.

A creature killed by this technique is completely destroyed along with all of its equipment. The creature's existence and actions over the last 24 hours are immediately forgotten by anyone who had interacted with the creature. Anything the creature had done(such as dealing damage, placing explosive tags, etc) within the last round is immediately reversed and undone, as if the creature had never made those actions.

Empower: The technique may be empowered by 1d6 additional untyped and 1d6 additional slashing damage for 4 chakra(up to a maximum of 9d6 untyped and 9d6 slashing).

Additionally, the user may affect more of a destroyed creature's history by empowering this technique. By expending an additional 5 chakra, and for every additional 5 chakra spent in this manner, the user may undo an additional round of actions(up to a maximum of 4 rounds).

These effects are empowered separately.

Using this ability grants 2 points of Kazeguruma Forgetfulness.

Sir Shadow
2012-12-12, 08:53 PM
Um, ok, water companion + Swift Companion + Explosive companion is a little OP.

Each round I create a companion as a swift action and cause it to detonate? All I'm reading is #d6 damage every round as a swift action for no chakra at all.

I think creating a companion should take a full-round action minimum and cost chakra equal to its HD.

The other stuff looks interesting, not sure how it would balance out.

ZeroNumerous
2012-12-12, 09:00 PM
Um, ok, water companion + Swift Companion + Explosive companion is a little OP.

Each round I create a companion as a swift action and cause it to detonate? All I'm reading is #d6 damage every round as a swift action for no chakra at all.

I think creating a companion should take a full-round action minimum and cost chakra equal to its HD.

So you've spent 3 feats to do Level*d8 damage, ref-save for half, each round as a swift action, as long as the enemy is standing beside a source of water 4 liters in size. Congratulations. Now you have to live with the fact that you can't Kawarimi anything, or if you do Kawarimi something then your combo no longer works.

It works, but the combo is easily negated by just moving away from the source of water the person is using to create the blobs, or just attacking the blob creator to force them to Kawarimi.

I don't think there should be a full-round action minimum on it, as then the technique would never be used because there are much better things to do with your full round than summon a blob that doesn't act until your next turn. A chakra cost could work, but feels like an unnecessary and extremely expensive tax for an ability that has very little use aside from the combo you just mentioned.

For example, a level 6 Small Blob attacks at +6 to hit for 1d4 damage a round. Spending 6 chakra and a full round action to make that is extremely underwhelming.

Sir Shadow
2012-12-12, 10:00 PM
what are you talking about? Using a defensive maneuver or whatever is an instant action, which is not the same as a swift action. you can still Kawarimi even if you use your turn's swift action.

and yea, that's a little much even for 3 feats. Even if it's not #d8 damage every single turn, it's still free damage. which is the main problem with the water companion, it shouldn't be completely free.

ZeroNumerous
2012-12-12, 10:12 PM
what are you talking about? Using a defensive maneuver or whatever is an instant action, which is not the same as a swift action. you can still Kawarimi even if you use your turn's swift action.

Ah, you're right. I thought it was an immediate action rather than a swift action. Then I'll just change Battle Ready to a move action rather than a swift.


and yea, that's a little much even for 3 feats. Even if it's not #d8 damage every single turn, it's still free damage. which is the main problem with the water companion, it shouldn't be completely free.

If the target allows you to do it every single turn, then you should be allowed to do it every single turn. There are plain and obvious ways to counter it, the least of which just involves moving around. It's not any different than full attacking every turn if they just stand there and take it.

Applying a chakra cost to nerf a single combo would force everyone to take that combo or else the ability would be practically worthless. You're spending chakra that you could otherwise be spent on much more useful techniques in order to summon a very minor creature.

Sir Shadow
2012-12-13, 12:16 AM
it's not just nerfing the combo, it's nerfing the companion in general. Even if you don't take exploding companion, it's still something you can create every round for free. And concerning the battle ready feat, as a ninjutsu user, I can't tell you how often I don't even use my move actions, even if you made it move instead of swift, I wouldn't have any problem drumming a new one every time the old one was destroyed.

I'm not saying the cost should be huge. A flat amount based on the size of the companion plus an additional 0.5 + 1/2 the HD of the blob would be fine.

There's not even a duration on it, and with your natural ability to create water along with other techniques that generate water, it's possible to create a huge one with a little downtime and a medic between fights.

The ability to essentially have infinite minions for free, even if it's only one at a time, is just a little too strong, in my opinion.

ZeroNumerous
2012-12-13, 12:28 AM
it's not just nerfing the combo, it's nerfing the companion in general. Even if you don't take exploding companion, it's still something you can create every round for free. And concerning the battle ready feat, as a ninjutsu user, I can't tell you how often I don't even use my move actions, even if you made it move instead of swift, I wouldn't have any problem drumming a new one every time the old one was destroyed.

That is the intention, yes. To use your actions that aren't your standard action. And nerfing the companion in general is why I won't nerf the combo. Because nerfing the companion in general does nothing. Have you tried stating out a blob? 'Cause you'll find out real quick that it is not that great.


I'm not saying the cost should be huge. A flat amount based on the size of the companion plus an additional 0.5 + 1/2 the HD of the blob would be fine.

Any cost is too much cost for what you get early on, which is essentially a disposable flanking buddy.


There's not even a duration on it, and with your natural ability to create water along with other techniques that generate water, it's possible to create a huge one with a little downtime and a medic between fights.

The lack of a duration is by design. And yes, you can create a Huge one. At level 16. Do you honestly think the ability to summon a Huge companion at level 16 is overpowered? 'Cause it pales in comparison to any of the actual summons. If I were to make it cost chakra, then it would need to be buffed to compare to other things that cost chakra.


The ability to essentially have infinite minions for free, even if it's only one at a time, is just a little too strong, in my opinion.

So the ability to create a single 1 HD rat is too powerful?

I feel that you're going through a kneejerk reaction, and haven't actually spent any time creating a blob. After you've done that, then I'm happy to hear any complaints you have about the summon.

Sir Shadow
2012-12-13, 01:06 AM
I have already looked at the numbers, yes. You're assuming I haven't thought out what I am saying, which is not the case.

This thing has 8 intelligence (I'm not sure why it isn't mindless) which means that it can receive complicated orders and is capable of higher oder thinking. You haven't stated whether or not it has any kind of fine motor skills, but with a dex of 15, I'd argue that it could work something out. Which reminds me, this thing has no maximum range. so it can follow out these orders even if you are miles away from it.

At level 4 when you get it, you create a 4hd blob with a +6 to attack that can deal 1d4+8 damage. Unless you're ambushed, you can feed this thing 40 litres of water per minute so I don't think it's too hard to get into a fight with it at full strength in most circumstances, at least based on my gameplay.

As it gets bigger, it gets way better. At level 16 (ECL 19) when you get the Huge one, it has 23 strength giving it a +17 (12 BAB + 6 strength + 1 weapon focus -2 size) bonus to attack which is not terribly shabby for that level and it's slam deals 2d6+23, not including any bonuses you might get with power attack, also, just for kicks, it can critical for x3 damage for some reason, so 6d6+69 damage if it's lucky... This thing is a Ninjutsu or Genjutsu user's worst nightmare.

My level 19 Ninjutsu specialist is no slouch defensively by any stretch of the imagination, but still only achieves a 26-29 defense depending on what he's doing, not considering any defensive maneuvers. That means this thing has roughly a 50% chance to hit, and while I might be able to kawarimi it, that means I won't be able to avoid something bigger that comes my way, so it's either take this hit or maybe get hit by something worse.

And even if it's just a flanking buddy (which it's not, this thing is great) it's still a freaking flanking buddy taking up space, threatening squares, taking AoOs, and running interference for you. And I can make a new one instantly every turn with no cost.

EDIT: and let's not even go into the realm of thinking it might pretend to be an actual puddle or part of a water environment like a swamp, river, or ocean. Then it could hit someone when they're flatfooted along perhaps with being considered an invisible opponent, meaning it's basically hitting a defense of 10 unless it's target is a Fast hero.

ZeroNumerous
2012-12-13, 01:53 AM
At level 4 when you get it, you create a 4hd blob with a +6 to attack that can deal 1d4+8 damage. Unless you're ambushed, you can feed this thing 40 litres of water per minute so I don't think it's too hard to get into a fight with it at full strength in most circumstances, at least based on my gameplay.

Congratulations, you have a creature that has a +6 modifier to hit and deals 1d4+8. It doesn't compare to an actual melee fighter. And yes, you're intended to be able to fill it with water(though 40 liters a minute will cause you a good deal of non-lethal damage if you're the one filling it up) so that it doesn't just do 1d4 points of damage early on.


As it gets bigger, it gets way better. At level 16 (ECL 19) when you get the Huge one, it has 23 strength giving it a +17 (12 BAB + 6 strength + 1 weapon focus -2 size) bonus to attack which is not terribly shabby for that level and it's slam deals 2d6+23, not including any bonuses you might get with power attack, also, just for kicks, it can critical for x3 damage for some reason, so 6d6+69 damage if it's lucky... This thing is a Ninjutsu or Genjutsu user's worst nightmare.

I dunno where you're getting x3 crit. Maybe you misread Blood Manipulation and assumed that was its Slam ability, but its Slam is 20x2 like every other slam in the game. And a +17 modifier to hit at level 16? Yes, in my games that is not terribly good. I have characters who are able to get +17 modifiers at level 7. Further, its damage is only 2d6+20, not 23. It is not able to two-hand its slam, so it only gets +6 STR to damage rather than +9.

Even so, it still does not compare to a dedicated melee fighter who should be able to out-damage and out-hit it at every level. Especially level 16 where you're looking at some truly ridiculous abilities.

And a Ninjutsu or Genjutsu user's worst nightmare? Did you forget that Tree Climbing negates its ability to attack someone? What about the Genjutsu user being invisible because it has a Poor Will Save and a maximum of 16 Wisdom?


My level 19 Ninjutsu specialist is no slouch defensively by any stretch of the imagination, but still only achieves a 26-29 defense depending on what he's doing, not considering any defensive maneuvers.

25-27 is achievable by level 6 and 7 melee fighters, and that only goes up with levels and speed ranks. Its fairly trivial to achieve 30+ AC by level 13. Yes, that thing can hit roughly 50% of the time because its attacking a character that doesn't have a high defense. That's part of the game design.


And even if it's just a flanking buddy (which it's not, this thing is great) it's still a freaking flanking buddy taking up space, threatening squares, taking AoOs, and running interference for you. And I can make a new one instantly every turn with no cost.

Taking up space and making AoOs are extremely rare in play, unless you play Naruto as you would play D&D. Between Tree Climbing, the vast array of mobility Ninjutsu, mobility Taijutsu, and the ability to just plain be invisible as far as Genjutsu is concerned: It is trivial to maneuver past a target no matter what your focus--exempting Fuinjutsu. So yes, it's just a flanking buddy at early levels. At later levels its often ignored due to not being able to tree climb, and having a mere 30ft move speed.


EDIT: and let's not even go into the realm of thinking it might pretend to be an actual puddle or part of a water environment like a swamp, river, or ocean. Then it could hit someone when they're flatfooted along perhaps with being considered an invisible opponent, meaning it's basically hitting a defense of 10 unless it's target is a Fast hero.

It's a viscous blob with Disguise cross-class and no Disguise bonus to pretend to be a puddle. If someone is fooled by it pretending to be a puddle, then they deserve to die because they're clearly not ninja material. In a water environment like a swamp, river, or ocean you have actual suiton techniques to use instead of wasting time on a blob. Furthermore: The blob lacks a swim speed, and is not innately able to walk on water. In a watery environment it is worse by RAW than it would be on land.

Sir Shadow
2012-12-13, 07:22 AM
I think you're entirely wrong and I'd just be repeating myself at this point to go on about why I think you're wrong. If this was a core bloodline it'd be entirely broken and there'd be no reason for every suiton user not to try and let their DM allow it for them. It doesn't matter if it's not as strong as a dedicated melee fighter, it's still a really nice thing to have.

But one more thing: if a creature only has 1 natural weapon it gets 1.5 times its strength modifier to damage, so it would be +23. The Water Shot (Ex) is a racial feature and wouldn't count as a secondary natural attack if that's what you were thinking.

ZeroNumerous
2012-12-13, 07:39 AM
I think you're entirely wrong and I'd just be repeating myself at this point to go on about why I think you're wrong. If this was a core bloodline it'd be entirely broken and there'd be no reason for every suiton user not to try and let their DM allow it for them. It doesn't matter if it's not as strong as a dedicated melee fighter, it's still a really nice thing to have.

Sure there is: You're eating LA to do it, and gaining very little as a result. You can harp on and on about the blob, but at the end of the day it's nothing in actual play.


But one more thing: if a creature only has 1 natural weapon it gets 1.5 times its strength modifier to damage, so it would be +23. The Water Shot (Ex) is a racial feature and wouldn't count as a secondary natural attack if that's what you were thinking.

In D&D. D20 modern has no such caveat.

Sir Shadow
2012-12-13, 07:57 AM
That might be true, but I guarantee you Nd20 uses it. Check out the monster entries.

The Unborne
2012-12-13, 09:50 AM
*Rereads thread*

*Looks at water blob*

Funny how the blob got the most feedback about being "OP."

ZeroNumerous
2013-03-09, 06:19 PM
Just cataloguing some PrCs made for Soragakure.

Chemist

Requirements:
To qualify to become a chemist, a character must fulfill all the following criteria.
Skills: Craft(Pharmaceutical) 8 ranks; Knowledge(Earth and Life Sciences) 8 ranks.
Feats: Craft Poisons, Craft Shinobi Drugs
Special: Must have crafted at least four different poisons and successfully used them.

Hit Die
The Chemist gains 1d6 hit points per level. The Constitution modifier applies.

Action Points
The Chemist gains a number of action points equal to 7 + one-half his character level, rounded down, everytime she attains a new level in this class.

Class Skills
The Chemist's class skills are as follows.
The Medical Specialist's class skills are as follows.
Balance (Dex), Chakra Control (Wis), Concentration (Con), Craft (chemical, pharmaceutical) (Int), Fuinjutsu (Int), Genjutsu (Cha), Hide (Dex), Jump (Str), Knowledge (earth and life science, current events, ninja lore, popular culture) (Int), Listen (Wis), Move Silently (Dex), Ninjutsu (Int), Profession (Wis), Read Language (None), Speak Language (None), Spot (Wis), Survival (Wis), Treat Injury (Wis), Tumble (Dex).
Skill Points at Each Level: 5 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Defense|

1st|
+0|
+2|
+0|
+0|
+1|Poison Crafter; Sneak Attack (+1d6)

2nd|
+1|
+3|
+0|
+0|
+1|Potent Poisoner (+1)

3rd|
+2|
+3|
+1|
+1|
+1|Potion Crafter

4th|
+3|
+4|
+1|
+1|
+2|Potent Poisoner (+2)

5th|
+3|
+4|
+1|
+1|
+2|Master Poison Maker; Sneak Attack(+2d6)

6th|
+4|
+5|
+2|
+2|
+2|Potent Poisoner (+3)

7th|
+5|
+5|
+2|
+2|
+3|Master Potion Maker

8th|
+6|
+6|
+2|
+2|
+3|Potent Poisoner (+4)

9th|
+6|
+6|
+3|
+3|
+3|Sneak Attack(+3d6)

10th|
+7|
+7|
+3|
+3|
+4|Potent Poisoner (+5); Apoetheosis of the Yonbi; Elixir of the Yonbi[/table]

Class Features

Poison Crafter (Ex): The chemist gains the ability to craft poisons with exceptional skill. She gains a +4 bonus to Craft (Chemical) checks in order to create poisons. She further reduces the Purchase DC for materials by 5 for all poisons he crafts.

Sneak Attack (Ex): This ability functions as the Ninja Scout sneak attack ability. If she can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Creatures immune to critical hits and sneak attacks, or who have concealment, do not suffer extra damage. This extra damage is 1d6 at 1st level, and it increases to 2d6 at 5th level, and 3d6 at 9th level. If the chemist gains a bonus to sneak attack from another source, the bonuses stack.

Potent Poisoner (Ex): The chemists' poisons become more and more dangerous as her skill grows. A master chemist can imbue poisons she crafts with additional potency, increasing the Difficulty Class of saving throws made against her poisons by +1. This number increases by 1 at 4th, 6th, 8th, and 10th level.

Potion Crafter (Ex): Not all chemistry is dangerous, and some can be beneficial--at least, beneficial after the pain goes away. The chemist gains a +4 bonus to Craft (Pharmaceutical) checks made to create shinobi drugs or Cure Potions. She also reduces the XP Cost of creating either of these items by 1/2.

Master Poison Maker (Ex): The chemists' skill with poison making grows greater, and she gains another +4 bonus to Craft (Chemical) checks to create poisons. She reduces the purchase DC for material costs of poisons she crafted by another 5. The chemist, through trial and error, learns how to craft a great and dangerous poison: Black Widow Venom.

Master Potion Maker (Ex): Where there is death, there is also life. The chemists' skill with potion making allows her to craft Cure Potions with Craft (Pharmaceutical) checks in the place of Craft (Calligraphy) checks. Further, she gains another +4 bonus to Craft (Pharmaceutical) checks to create shinobi drugs or Cure Potions. Finally, she reduces the purchase DC for material costs of drugs or Cure Potions by 5.

Apotheosis of the Yonbi (Ex): The chemist, having either accidentally or intentionally poisoned herself thousands of times, becomes capable of drinking the most dangerous poisons as if they were afternoon tea. The chemist becomes immune to poison, and no longer suffers any negative side effects of shinobi drugs she ingests. She still gains the positive benefits of such drugs.

Elixir of the Yonbi (Su): A secret formula unearthed only by the insane chemists willing to use their own life essence in a truly grand poison. Once per day, the chemist may use this ability. Using this ability requires the chemist to provide a vial of poison or a Cure Potion, and the poison or potion is destroyed in the process.

The poison or potion converts into a bubbling vial of green liquid that will either slay another creature outright, or bring a creature back to its peak physical condition. The chemist chooses to either craft a Healing Elixir or Poisonous Elixir, and once she has chosen the choice is irreversible. A healing or poisonous elixir lasts a number of weeks equal to the creators' chemist level divided by 2.

A healing elixir provides 1 dose of a poison that casts Heal on the imbiber, as if cast with a caster level equal to the chemists' character level. Creatures are allowed a Will Save to resist the effect of a Yonbi Elixir at a DC equal to 5+1/2 the Chemists' level+the Chemists' Wisdom modiifier.

A poisonous elixir provides 1 dose of an injury and ingested poison that casts Harm on the subject, as if cast with a caster level equal to the chemists' character level. Creatures are allowed a Will Save to resist the effect of a Yonbi Elixir at a DC equal to 5+1/2 the Chemists' level+the Chemists' Wisdom modiifier.

An elixir of the yonbi bypasses all poison immunity, and may poison creatures normally immune to those methods or who lack discernable anatomy.

---

Black Widow Venom: Injury or Ingested Poison. Fort Save DC: 22. Primary ability damage: 2d4 CON. Secondary ability damage: 2d4 CON.

---

Mad Chemist

Requirements:
To qualify to become a mad chemist, a character must fulfill all the following criteria.
Skills: Craft(Pharmaceutical) 13 ranks; Knowledge(Earth and Life Sciences) 13 ranks.
Feats: Craft Poisons, Craft Shinobi Drugs
Abilities: Potent Poisoner (+3)
Special: Must have crafted at least four different potions or poisons and successfully used them.
Special: Evil Allegiance.

Hit Die
The Mad Chemist gains 1d4 hit points per level. The Constitution modifier applies.

Action Points
The Mad Chemist gains a number of action points equal to 7 + one-half his character level, rounded down, everytime she attains a new level in this class.

Class Skills
The Mad Chemist's class skills are as follows.
The Medical Specialist's class skills are as follows.
Balance (Dex), Chakra Control (Wis), Concentration (Con), Craft (chemical, pharmaceutical) (Int), Fuinjutsu (Int), Genjutsu (Cha), Hide (Dex), Jump (Str), Knowledge (earth and life science, current events, ninja lore, popular culture) (Int), Listen (Wis), Move Silently (Dex), Ninjutsu (Int), Profession (Wis), Read Language (None), Speak Language (None), Spot (Wis), Survival (Wis), Treat Injury (Wis), Tumble (Dex).
Skill Points at Each Level: 5 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Defense|

1st|
+0|
+2|
+0|
+0|
+0|Flask of the Forlorn Soul

2nd|
+1|
+3|
+0|
+0|
+1|-

3rd|
+1|
+3|
+1|
+1|
+1|Potion of the Torturous Mind

4th|
+2|
+4|
+1|
+1|
+1|-

5th|
+2|
+4|
+1|
+1|
+1|Mad Chemists' Concoction

6th|
+3|
+5|
+2|
+2|
+2|-

7th|
+3|
+5|
+2|
+2|
+2|Bottled Madness

8th|
+4|
+6|
+2|
+2|
+2|-

9th|
+4|
+6|
+3|
+3|
+2|Flask of the Inner Monster

10th|
+5|
+7|
+3|
+3|
+3|My Greatest Creation![/table]

Class Features

Flask of the Forlorn Soul (Ex): Not all chemists become insane, but those that do forget what it means to be human. A mad chemist becomes capable of concocting this dangerous flask in order to show others her way of seeing things.

The mad chemist makes a craft chemical check against a DC of 18. If successful, then she creates a single Flask of the Forlorn Soul. A flask lasts indefinitely, and maybe consumed to create an ingested poison or an injury poison.

If used as an ingested poison, then anyone may drink the Flask and transform into a dangerous beast. The imbiber gains a +2 monster bonus to Strength and Dexterity, 10 temporary hit points, +10 foot monster bonus to move speed, and gains two claw attacks(1d6 each). The imbibers hands become incapable of grasping a weapon, and the imbiber drops any weapon he or she originally held. During the transformation the imbiber may not use any techniques, but her maximum strength and speed ranks are always active.

This transformation lasts a number of rounds equal to the mad chemists Intelligence modifier + 1/2 the imbiber's level. The imbiber is in constant pain during this transformation, but remains able to discern friend from foe. At the end of the transformation the imbiber takes 3d6 points of damage.

If used as an injury poison, then any creature poisoned with it must make a Fortitude Save(DC 11 + Mad Chemists' Intelligence + Potent Poisoner bonus) or suffer 1d6 Wisdom damage + 2d6 points of damage.

Potion of the Torturous Mind (Ex): The mad chemist makes a craft chemical check against a DC of 21. If successful, then she creates a single Potion of the Torturous Mind. A potion lasts indefinitely, and may be consumed to create an ingested poison or an injury poison.

If used as an ingested poison, then anyone may drink the Flask and transform into a dangerous beast. The imbiber gains a +6 monster bonus to Strength and Dexterity, 15 temporary hit points, +15 foot monster bonus to move speed, a Fly speed equal to his base move speed with Good maneuverability, and gains two claw attacks(1d8 each). The imbibers hands become incapable of grasping a weapon, and the imbiber drops any weapon he or she originally held. During the transformation the imbiber may not use any techniques, but her maximum strength and speed ranks are always active.

This transformation lasts a number of rounds equal to the mad chemists Intelligence modifier + 1/2 the imbiber's level. The imbiber is in constant pain during this transformation, and becomes unable to discern friend from foe. At the end of the transformation the imbiber takes 4d6 points of damage.

If used as an injury poison, then any creature poisoned with it must make a Fortitude Save(DC 13 + Mad Chemists' Intelligence + Potent Poisoner bonus) or suffer 1d6 Intelligence damage + 3d6 points of damage.

Mad Chemists' Concoction (Ex): The mad chemist makes a craft chemical check against a DC of 27. If successful, then she creates a single Mad Chemists' Concoction. A mad chemists' concoction lasts indefinitely, and may be imbibed for the following effect.

Anyone may drink the potion and transform into a dangerous beast. The imbiber gains a +10 monster bonus to Strength and Dexterity, 40 temporary hit points, +30 foot monster bonus to move speed, grows to Large size, and gains two claw attacks(1d8+STR each), two tentacle attacks(1d6+STR each), and a single gore attack(1d10+STR). The imbibers hands become incapable of grasping a weapon, and the imbiber drops any weapon he or she originally held. During the transformation the imbiber may not use any techniques, but her maximum strength and speed ranks are always active.

This transformation lasts a number of rounds equal to the mad chemists Intelligence modifier + 1/2 the imbiber's level. The imbiber is in constant pain during this transformation, and considers all creatures nearby to be foes. At the end of the transformation the imbiber takes 5d6 points of damage.

Flask of the Inner Monster (Ex): The mad chemist makes a craft chemical check against a DC of 30. If successful, then she creates a single Flask of the Inner Monster. A flask of the inner monster lasts indefinitely, and may be imbibed for the following effect.

Anyone may drink the Flask and transform into a dangerous beast. The imbiber gains a +15 monster bonus to Strength and Dexterity, 60 temporary hit points, +30 foot monster bonus to move speed, grows to Huge size, and gains two claw attacks(1d10+STR each), four tentacle attacks(1d8+STR each), and a single gore attack(1d12+STR). The imbibers hands become incapable of grasping a weapon, and the imbiber drops any weapon he or she originally held. During the transformation the imbiber may not use any techniques, but her maximum strength and speed ranks are always active.

This transformation lasts a number of rounds equal to the mad chemists Intelligence modifier + 1/2 the imbiber's level. The imbiber is in constant pain during this transformation, and lashes out at the nearest creature regardless of its prior allegiances. At the end of the transformation the imbiber takes 6d6 points of damage.

My Greatest Creation! (Ex): The final step in a mad chemists' descent into darkness is consuming his own insanity. The mad chemist makes a craft chemical check against a DC of 40. If successful, then she creates her greatest potion. This potion lasts indefinitely, but only one may be in existence at a time. If another greatest creation is made, then the previous greatest creation becomes nothing but water. Why? No one knows. It may have just been water the whole time. The mad chemists' greatest creation may only be consumed by the mad chemist herself, and the imbiber gains the following effects.

The imbiber transforms into a colossal tower of fury and pain. The imbiber gains a +20 monster bonus to Strength and Dexterity, 100 temporary hit points, +60 foot monster bonus to move speed, grows to Gargantuan size, and gains two claw attacks(2d6+STR each), six tentacle attacks(1d10+STR each). The imbibers hands become incapable of grasping a weapon, and the imbiber drops any weapon he or she originally held. During the transformation the imbiber may not use any techniques, but her maximum strength and speed ranks are always active.

This transformation lasts a number of rounds equal to the mad chemists Intelligence modifier + 1/2 the imbiber's level. The imbiber is no pain whatsoever during this transformation, and is able to discern friend and foe with perfect clarity. Of course, a mad chemist this far gone may not have friends anymore.

At the end of the transformation the imbiber must make a Fortitude Save(DC 10+1/2 Mad Chemists' level+Mad Chemists' Intelligence modifier) or be reduced to -1 HP and dying.

ZeroNumerous
2013-06-01, 07:32 PM
Ninja Smith
Requirements:
A character must meet all the following criteria to qualify to become a ninja smith:
Skill Ranks: Ninjutsu 6 ranks; Craft(Mechanical) 6 ranks.
Feats: Craft Sealed Item
Special: Must successfully craft at least two signed weapons.

Class Information
The following pertains to the ninja smith advanced class.

Hit Die
The ninja smith gains 1d8 hit points per level plus her Constitution modifier.

Action Points
The Ninja Smith gains 6 + 1/2 her level, rounded down, in action points at each level up.

Skill Points Per Level
5+Intelligence Modifier

Class Skills
The Ninja Smith's class skills and the key ability for each are as follows.
Chakra Control (Wis), Craft (mechanical, structural, visual art) (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Investigate (Int), Knowledge (business, current events, ninja lore, physical sciences, technology and philosophy) (Int), Ninjutsu (Int), Profession (Wis), Repair (Int), Research (Int), and Search (Int).

Table: The Ninja Smith
{table=head]
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Defense Bonus | Reputation Bonus

1 |
+0 |
+2 |
+0 |
+1 |
Beginner Smith Path; Craft(Mechanical) +1 |
+1 | +0

2 |
+1 |
+3 |
+0 |
+2 |
Smith Skill |
+1 | +0

3 |
+2 |
+3 |
+1 |
+2 |
Intermediate Smith Path; Craft(Mechanical) +2 |
+2 | +0

4 |
+3 |
+4 |
+1 |
+2 |
Smith Skill |
+2 | +1

5 |
+3 |
+4 |
+1 |
+3 |
Advanced Smith Path; Craft(Mechanical) +3 |
+3 | +1

6 |
+4 |
+5 |
+2 |
+3 |
Smith Skill |
+3 | +2

7 |
+5 |
+5 |
+2 |
+4 |
Heroic Smith Path; Craft(Mechanical) +4 |
+4 | +2

8 |
+6 |
+6 |
+2 |
+4 |
Smith Skill |
+4 | +3

9 |
+6 |
+6 |
+3 |
+4 |
Deific Smith Path; Craft(Mechanical) +5 |
+5 | +3

10 |
+7 |
+7 |
+3 |
+5 |
Smith Skill |
+5 | +4[/table]

Special Abilities

Beginner Smith Path(Ex): A ninja smith's heart and soul goes into every blade, and depending on who the smith is that can cause the blade to change. The ninja smith chooses a Path to walk, and from that point onward all weapons she makes bear the mark of her heart and soul. This choice is irrevocable and may not be changed for any reason.

The Noble Path: A ninja smith chooses this path to fight for righteousness, protect the downtrodden, or simply to do what she feels is right in her heart. All weapons crafted by the ninja smith grant a +1 enhancement bonus to hit and damage creatures with the Evil, Self, or Violence allegiances. This bonus goes up by +1 every 2 levels(+1 at 1st, +2 at 3rd, +3 at 5th, +4 at 7th, and finally +5 at 9th level). The wielder of a weapon crafted by the ninja smith replaces his or her tertiary allegiance with Good, Justice, or Nonviolence at his choice.

The Demon Path: A ninja smith chooses this path to craft a perfect weapon. And what good is a weapon that does not cut? All weapons crafted by the ninja smith grant a +1 enhancement bonus to hit and damage creatures deemed an enemy by its wielder. This bonus goes up by +1 every 2 levels(+1 at 1st, +2 at 3rd, +3 at 5th, +4 at 7th, and finally +5 at 9th level). The wielder of a weapon crafted by the ninja smith is overcome by the amount of bloodlust placed into the blade, and replaces his or her primary allegiance with Evil, Self, or Violence(chosen randomly).

Smith Skills
At 2nd, 4th, 6th, 8th, and 10th level, the Ninja Smith gets the chance to improve her skills as a smith. She may choose from the following list of abilities every time she gains a Smith Skill. Unless specified, a skill cannot be selected more than once.

Bonus Feat(can be selected multiple times): The Ninja Smith gets a bonus feat. The bonus feat must be selected from the following list, and the Ninja Smith must meet all the prerequisites of the feat to select it.
Alertness, Archaic Weapons Proficiency, Armor Proficiency (Light, Medium, Heavy), Brawl, Builder, Chuunin, Craft Armor Seals, Craft Weapon Seals, Deceptive, Educated, Focused, Gearhead, Genin, Grandmaster Craftsman, Mastercrafter, Master Craftsman, Meticulous, Nin Weapons Proficiency, Legendary Craftsman, Stealthy, Studious, Trustworthy.

Resilient Flesh(Ex): Working with metal all day makes the Smith more resilient. She gains +1 hit point per Smith level.

Steel Folding Method(Ex): Mastercrafted weapons apply 2/3rds of their Mastercraft bonus to damage or attack; whichever wasn't boosted by the Mastercraft bonus before.

Warrior-Smith(Ex): A Ninja Smith gains a +1 bonus to hit and damage with any weapon she crafts. This bonus goes up by 1 every 3 Ninja Smith levels(to a maximum at +3 at 9th level).

Soulforging(Ex): A Ninja Smith may pay a number of XP when crafting an item equal to 50*her level. The ninja smith imbues a crafted weapon or armor with an enhancement bonus equal to 1/2 her Smith levels. This enhancement bonus applies to attack rolls and damage rolls, and multiplies the weapon's HP by an amount equal to the enhancement bonus. An item can only be soulforged during its creation, and no item may be soulforged more than once. Soulforging an item takes an additional 8 hours for each +1 of its enhancement bonus. Soulforged items count as chakra-enhanced.

Hundred Handed Craftsman(Ex): A ninja smith may spend an action point in order to finish a single item within 8 hours rather than its normal crafting time. This bonus may be applied to the following items: Weapons, armor, weapon seals, armor seals, and puppets.

Unique Material Specialist(Ex)(Requires Mastercrafter(f)): A ninja smith may specialize in a chosen unique material. The smith must choose a material from the following list: Dark iron, ironium, heavy dark iron, cold iron, thorium, and silver. The smith gains a benefit according to the table below based on which unique material they have selected.
{table=head]Material | Effect
Dark Iron | Weapons gain double the Mastercraft bonus to damage, armor grants DR/Dark Iron equal to its Mastercraft bonus.
Dark Iron, Heavy | Weapons gain triple the Mastercraft bonus to damage.
Cold Iron | Weapons gain an additional +1 to hit when Mastercrafted to hit.
Ironium | Weapons gain the Chakra Consuming special effect; dealing an additional 1d4 chakra damage with each hit. Armor grants a +2 equipment bonus to chakra control checks to tap reserves.
Thorium | One-handed weapons made with Thorium count as Light weapons. The bonuses for Armor are doubled(+2 Max DEX, -4 Armor Check, and +4 equipment bonust to tap reserves) and the armor is reduced by 1 weight category(heavy to medium, medium to light).
Silver | All weapons deal an additional 1d6 points of damage to creatures with DR/Silver[/table]

Craft Living Weapon(Su)(Requires Unique Material Specialist(Ironium)(a)): A ninja smith learns the ancient secrets of crafting a living chakra-consuming weapon. By expending a number of XP equal to 150*her level, a greater soulbound weapon seal, and making the appropriate wealth checks, the Ninja Smith may craft a +3 masterwork ironium weapon. The weapon is automatically soulforged, and the greater soulbound seal is automatically applied to it. The living weapon's stats are as follows:

Living Weapon
Applied to any edged weapon.
The weapon gains a number of Construct hit dice equal to the level of the ninja smith that crafted it. The weapon's type changes to Construct(Living).
The weapon becomes sentient(rolling 2d6+6 three times to determine its intelligence, wisdom, and charisma).
The weapon deals bludgeoning, piercing, and slashing damage.
The weapon has a will of its own, and may freely attune its soulbound property to anyone it likes.
The weapon drains 5d6 points of chakra from its wielder every 4 hours as a meal.
It deals an additional 2d4 chakra damage to a creature struck with the weapon.
The creature gains a store of chakra equal to its wisdom modifier times its hit dice. The weapon may allow the wielder to draw upon this chakra at any time. Any chakra damage the weapon deals restores an equal amount of chakra to this pool. If its chakra pool is full, then the weapon gains temporary chakra equal to the bonus chakra damage dealt(up to a maximum of two times its chakra pool).

Sneak Attack(Requires any other Smith Skill)(Ex): A Ninja Smith is still a ninja, and may gain the ability to sneak attack unwary enemies. This ability functions exactly like the Ninja Scout ability of the same name. A ninja smith gains +1d6 sneak attack, and this bonus increases by 1d6 every 4 levels(1d6 at 4th, 2d6 at 8th).

Sword Breaking Hammer(Ex): A ninja smith can analyze the weakest parts of an object, a weapon, or a suit of armor, and knows precisely where to place her blow in order to shatter it completely. The ninja smith gains a bonus to damage versus objects equal to her ninja smith level. She further gains the Improved Sunder feat without needing to meet the prerequisites for it.

Heart of Fire, Body of Iron(Ex): A ninja smith gains a calm spirit from working metal, and a hardy body to match. She gains a morale bonus to saves against fear, morale effects, poison, death effects, and on massive damage saves or any effect that would reduce her to -1 HP equal to 1/3rd of her ninja smith level.

Cursed Ironsmith(Ex)(Requires Unique Material Specialist(Cold Iron)(a) and Evil Allegiance: A ninja smith may craft cursed iron from cold iron by spending 4 days working the metal and 5*her level in XP. Cursed iron gains all the benefits and penalties of cold iron, but also adds 1d6 negative energy damage to any weapon made with cursed iron. Cursed iron increases the cost of creating cold iron by seven times(a +14 modifier) and requires a human sacrifice.

Blood Gathering Blade(Ex)(Requires Requires Unique Material Specialist(Ironium)(a)): A ninja smith may change ironium so that it may repair itself no matter how damaged the blade becomes. The process takes 4 days, but costs no XP to complete. A weapon crafted with blood-gathering ironium repairs when the weapon is used in combat. Each strike that damages a creature with blood restores 1d6 hit points to the weapon. When the weapon reaches maximum HP then the weapon is repaired fully, and any penalties are removed.

Chakra Blade(Ex)(Requires Unique Material Specialist(Thorium)(a)): A ninja smith may craft ghost iron using thorium by spending 4 days working with the metal and spending 10*her level in XP. A ghost iron weapon gains the ability to, once per day, become ethereal and turn a single melee attack into a touch attack.

Craft(Mechanical)(Ex): The Ninja Smith gains a +1 competence bonus to Craft(Mechanical) checks. This bonus increases by 1 every 2 levels(+1 at 1st, +2 at 3rd, +3 at 5th, +4 at 7th, and finally +5 at 9th).

Intermediate Smith Path(Ex): The ninja smith advances further down the path of a chakra-enhanced blacksmith. Weapons crafted by the ninja smith gain additional bonuses based on which path she chose at level 1.

The Noble Path: All weapons crafted by the ninja smith grant a +1 deflection bonus to defense against attacks made by creatures with the Evil, Self, or Violence allegiances. This bonus goes up by +1 every 3 levels(+1 at 3rd, +2 at 6th, and finally +3 at 9th level).

The Demon Path: All weapons crafted by the ninja smith deal 2d6 additional damage of the appropriate damage type. The wielder takes 1d6 points of damage in return. The bonus damage and damage taken by the wielder goes up by 1d6 every 3 levels(+3d6/2d6 at 6th, and +4d6/3d6 at 9th level).

Advanced Smith Path(Ex): The ninja smith advances further down the path of a chakra-enhanced blacksmith, and steps into the realm of masters of the craft. At this point all weapons created by the ninja smith are considered works of art, and may be sold for exorbitant sums. Weapons crafted by the ninja smith gain additional bonuses based on which path she chose at level 1.

The Noble Path: All weapons created by a ninja smith on this path with this skill grant their wielders the ability to smite the unrighteous. Once per day per point of Charisma bonus, the wielder may elect to make a smite attack against a creature with an allegiance to Evil, Self, or Violence. The wielder makes a standard melee attack with a sacred bonus equal to her charisma modifier. The wielder deals additional damage equal to her level. This smite may modify any standard melee attack, including attacks made during a full attack. This smite may not modify a technique requiring a melee attack.

The Demon Path: All weapons created by a ninja smith on this path with this skill draw out their wielder's violent spirit. Once per day, the wielder enters a Frenzy when drawing this weapon unless she succeeds on a DC 20 Will Save. The wielder gains a +4 frenzy bonus to Strength, a +2 bonus to Constitution, and a -4 penalty to Defense while Frenzied. If the wielder has at least 10 hit dice, then she may frenzy twice per day.

Heroic Smith Path(Ex): The ninja smith advances further down the path of a chakra-enhanced blacksmith, and steps into the realm of heroic spirits. At this point weapons crafted by the ninja smith are priceless works of art seen once a generation. Weapons crafted by the ninja smith gain additional bonuses based on which path she chose at level 1.

The Noble Path: All weapons created by a ninja smith on this path with this skill ignore the damage reduction and hardness of creatures with an allegiance to Evil, Self, or Violence. The wielder may choose to deal non-lethal damage at any time with no penalty to attack rolls regardless of her weapon.

The Demon Path: All weapons created by a ninja smith on this path with this skill grant the wielder the ability to ignore the damage reduction or hardness of a creature or object, but the wielder takes damage equal to the damage reduction or hardness of the creature or object being struck. The wielder deals additional damage equal to her charisma modifier whenever she ignores damage reduction or hardness.

Deific Smith Path(Ex): The ninja smith advances further down the path of a chakra-enhanced blacksmith. Weapons crafted by the ninja smith gain additional bonuses based on which path she chose at level 1, and can be considered works rivaling that of the god of craftsmen.

The Noble Path: A weapon made by a ninja smith with this skill is a beautiful work of art. But at the same time, it is a shield of the righteous. The wielder of such a weapon gains the ability to, as a free action usable at any time, sacrifice the weapon to shield a single creature within 50 feet. The weapon explodes into a burst of angelic feathers that flutter around the shielded creature, and the shielded creature gains 100 temporary hit points for 1 round. The shielded creature, touched by the destruction of such a beautiful work of art, gains a morale bonus equal to 1/2 the creator's Ninja Smith level(max +5) to attack rolls, defense, and saves for 10 rounds. The weapon is irreparably destroyed in the process.

The Demon Path: A weapon made by a ninja smith of this skill is a bloodthirsty demon in metal form. The wielder of such a dangerous blade may free himself of it by breaking it against the hide of an enemy. The wielder may sacrifice the sword to deal three times the wielder's level in additional damage on her next attack. The wielder takes 1/2 of the damage dealt by this ability. The sword is irreparably destroyed in the process.

Bad Situation
2014-02-05, 06:47 AM
This seemed like a good thread to catalog my homebrew stuff in. It's been a headache trying to keep track of everything to be honest. It's not everything I've ever done but it's everything pertaining to this bloodline I wrote up.

Chi no Bousou
Chi no Bousou
http://oi43.tinypic.com/23sw0es.jpg
Of the great many clans who claim descent from the various demon tribes of yore, few families manifest abilities half as terrifying as the Yato clan (http://www.youtube.com/watch?v=iZdds56v770) and the Oni blood that they lay claim to. Though deceptively human by most appearances, the Yato manifest the remnants of their infernal ancestry through their blood to empower themselves at the expense of their own humanity. Through the use of their bloodline, the mercenary Yato have carved a bloody notch in the history books as implacable killing machines who turn the tides of battle in one fell swoop. They are known as blood-thirsty shinobi whose killing instincts and insatiable hunger for battle have given them a reputation even greater and more foul than the demons whose blood they purportedly share.

Requirements
A character must fulfill all the following criteria in order to gain Chi no Bousou bloodline levels:
Ability Scores: Strength 15
Feats: Advanced Bloodline (Chi no Bousou), Power Attack
TABLE: CHI NO BOUSOU BLOODLINE TRAITS

[/tr]

Level
Major


1st
Riot of the Blood +2


2nd
Infernal Constitution 2 (10)


3rd
Dreadful Personage +1


4th
--


5th
Infernal Constitution 3 (15)


6th
The Blood that Hates, Dreadful Personage +2


7th
Riot of the Blood +4


8th
Monstrous Physique


9th
Dreadful Personage +3


10th
Infernal Constitution 4 (20)


11th
--


12th
Dreadful Personage +4


13th
--


14th
Riot of the Blood +6


15th
Infernal Constitution 5 (25)


16th
Dreadful Personage +5


17th
--


18th
Dreadful Personage +6


19th
--


20th
Infernal Constitution 6 (30)




Riot of the Blood (Su):
The character can enter a bloodthirsty rage in combat. While under the effects of Riot of the Blood, he temporarily gains a bonus to his Strength and Constitution scores but takes a -2 penalty to his Defense. Riot of the Blood lasts a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. To end Riot of the Blood before its duration expires, the character may attempt a Will save once per round as a free action. The DC is equal to 13 + ½ the character’s level. Success ends the rage immediately; failure means it continues. The effects of Riot of the Blood do not stack with the Beastmaster’s frenzy class feature or similar abilities.

The character can Blood Riot once per day as a free action and gains an additional usage per day every 5 character levels. Even though this takes no time, he can do it only during his turn and not in response to another's action.

While enraged, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill or any abilities that require patience or concentration, nor can he perform Chakra Control, Genjutsu or Ninjutsu techniques. He can use any feat he has except Combat Expertise or meta-chakra feats.

While under the influence of Riot of the Blood, the character must attack those he perceives as foes to the best of his ability. Should he run out of enemies before Riot of the Blood expires, his rampage continues regardless. He must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target's or his own).

When Riot of the Blood ends, the character is fatigued for the duration of the encounter. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.

Infernal Constitution (Su): As a move action the character gains the fast healing ability and may heal an amount of hit points per day up to the number listed within the parenthesis on the table above. The character can end Infernal Constitution as a free action at the start of his turn in order to spread out his healing throughout the day.

The Blood that Hates (Ex): When the character makes use of the Power Attack or Improved Power Attack feat he may instead apply his attack roll penalty to his Defense.

Monstrous Physique (Ex): You are treated as one size category larger for the purposes of determining melee weapon damage (including natural weapons), as well as for combat maneuvers such as bull rush, disarm, overrun, sunder, trip, and knockback. Monstrous Physique does not affect your reach, speed, ability scores, skills, or other effects dependent on size.

Dreadful Personage (Ex): You gain a bonus to Intimidate checks. At 6th level you may add your Strength modifier to Intimidate skill checks in place of your Charisma modifier.

The Ravager
Ravager
The Ravager is a Yato born warrior who delights in the destruction he sows across the battlefield. Like an unshackled beast, the Ravager shatters enemy lines and human bodies alike, elating himself in the slaughter with a manic glee.

Requirements:
To qualify to become a ravager, a character must fulfill all the following criteria.
Base Attack
Base Attack Bonus: +6
Skills: Taijutsu 10 ranks
Feats: Advanced Bloodline (Chi no Bousou), Taijutsu Adept
Special: Riot of the Blood ability.
Class Information
The following pertains to the Ravager advanced class.

Hit Die
The Ravager gains 1d12 hit points per level plus his Constitution modifier.

Action Points
The Ravager gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

Class Skills
The Ravager's class skills and the key ability for each are as follows.
Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Taijutsu (Str), Treat Injury (Wis), Tumble (Dex).
Skill Points Per Level: 3 + Int Modifier

Table: The Ravager

[/tr]

Level
BAB
Fort
Ref
Will
Special
Defense
Reputation


1st
+1
+2
+1
+0
Dreadful Talent
+1
+1


2nd
+2
+3
+2
+0
Making One's Heart an Oni's
+1
+1


3rd
+3
+3
+2
+1
Monstrous Talent
+2
+2


4th
+4
+4
+2
+1
Like An Oni with his Kanabo
+3
+3


5th
+5
+4
+3
+1
Atrocious Talent
+4
+3


Class Features
The following features pertain to the Ravager advanced class.
Dreadful Talent (Ex)
Some warriors gain their skill through years of constant discipline and training. A Yato bloodrager on the other hand, owes his combat ability to the brutish strength that runs through his veins. There is however, a kind of unrefined grace in the terrible power that he bring to bear. At 1st level, whenever the Ravager strikes a target as a standard action or deals enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), he gets an immediate, extra melee attack against another creature within reach. The Ravager can use this ability once per round.

Making One's Heart an Oni's (Ex)
A Yato bloodwarrior hardens his heart to pity and deadens his feelings in order to become a peerless warrior on the battlefield. At 2nd level, once per day as free action, the Ravager may reroll a single Will Save that he is subjected to and may add his Strength modifier to the roll but must take the final result, even if it is lower. At 4th level, he gains two additional uses of this class feature per day.

Monstrous Talent (Ex)
A true Yato embraces the monster lurking within his human personage and learns to revel in the blood he sheds. At 3rd level, the Ravager is no longer limited to using his Dreadful Talent class feature once per round.

Like An Oni with his Kanabo (Ex)
Giving an Oni an iron club is akin to making an already unstoppable force, insurmountable. Similarly, a Yato bloodwarrior who embraces his carnal instincts, obtains that very same invincibility and metes out his power to all that would oppose his conquest. At 4th level, the Ravager's attacks ignore an amount of DR equal to half his character level and completely ignores hardness when striking objects.

Atrocious Talent (Ex)
Like an Asura, a Yato warrior descends upon the battlefield in a bloodhaze, leaving nothing but carnage and the shattered forms of his foes in his wake. At 5th level, the Ravager can take a 5-foot step between attacks when using his Dreadful Talent class feature. These 5-foot steps do not count against his movement in the following round.

Here are some homebrew techniques for the Yato. I haven't really bothered to edit in proper prerequisites but they all require Advanced Bloodline (Chi no Bousou). I should probably go over them again at some point but I'm pretty sure they're all balanced well enough.
Kanabo Strike
Taijutsu (Strike; Requires Power Attack (f))
Rank: 6 (B-Class); Learn DC: 21, 3 success; Perform requirements: 8 ranks (DC 21); Time: 1 attack action; Components: M; Range: Melee Attack; Target: One creature; Duration: Instantaneous; Saving Throws: Fort (negate); Chakra Cost: 6.

The user makes an attack at his highest attack bonus against a single target and on a successful hit chooses to either deal double damage or force the target to make a Fortitude saving throw or else be knocked back 1d4x5 feet.

Monstrous Throw
Taijutsu (Strike)
Rank: 5 (C-Class); Learn DC: 18, 2 success; Perform requirements: 6 ranks (DC 18); Time: 1 attack action; Components: E, M; Range: Melee Attack; Target: One creature; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 3.

As part of this technique, the user must succeed on a melee touch attack against your foe. If it hits, the user and the target make opposed grapple checks. If the user wins, the opponent is thrown Str*5 feet and takes 1d6+Str damage.

Empower
The user may empower this technique to increase the throw damage by 1d6 per chakra point spent up to a maximum of 6d6.

Kill Rush
Taijutsu (Strike) [Kick or Punch]
Rank: 10 (A-Class); Learn DC: 25, 4 success; Perform requirements: 13 ranks (DC 27); Time: 1 full-round action; Components: M; Range: Melee Attack; Target: One creature; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 6.

The user initiates a charge attack and follows up with a full attack that deals normal damage on every successful hit. Each attack has varying effects and gains different bonus, as described below:
1st Attack: The first attack gains a +2 bonus to attack rolls.
2nd Attack: The second attack knocks the target back 5 feet at the end of the user's turn.
3rd Attack: The fourth attack shakens the target.
4th Attack: Target is stunned for 1 round unless it succeeds a Fortitude save.
5th Attack and higher: The fifth and any additional attacks inflict 2 temporary constitution damage per hit.

This technique does not allow the user more attacks in one full-attack action than normal, but simply has different effects depending on his number of attacks. This technique can also be used in conjunction with Renzuki (unarmed). Chakra costs for both techniques are still paid normally.

Force of Nature
Taijutsu (Mobility; Requires Chi no Bousou (a))
Rank: 7 (B-Class); Learn DC: 21, 3 success; Perform requirements: 9 ranks (DC 21); Time: 1 move-equivalent action or 1 instant action; Components: M, Mas; Range: Varies; Duration: Varies; Saving Throws: None; Chakra Cost: 3 or 4 (evade).

The user moves his full land speed and until the end of his next turn, gains resistance to all elements at a value equal to his character level.

Avoiding an Attack: The user may, as an immediate action used in reaction to a Reflex save, charge through an attack. The user makes a Taijutsu skill check (DC equal to the Reflex Save +5). If it is successful, then the user cleaves through the triggering ability and moves a distance less than or equal to his land speed in a straight line. Instead of avoiding damage altogether, the user automatically halves all incoming damage from the technique and negates all secondary, non-damage effects.

Mastery
Every step of mastery after the first allows the technique to be used an additional time per day, up to 5/day.
The first step of mastery allows the user to avoid an attack from a CR up to his level or 5, whichever is lower.
The second step of mastery allows the user to avoid an attack from a CR up to his level or 10, whichever is lower.
The third step of mastery allows the user to avoid an attack from a CR up to his level or 15, whichever is lower.
The fourth step of mastery allows the user to avoid an attack from a CR up to his level or 20, whichever is lower.
The fifth step of mastery allows the user to avoid an attack from a CR up to his level or 25, whichever is lower.

Training: Unstoppable Force
Rank: 8 (A-Class); Learn DC: 23, 4 success
Taijutsu (Training; Requires Force of Nature (3))

When the user uses Force of Nature to move or to Avoid an Attack, he may choose to pay an additional point of chakra and ignore any difficult terrain.

Sense Fear
Taijutsu (Stance)
Rank: 4 (B-Class); Learn DC: 15, 2 success; Perform requirements: 3 ranks (DC 15); Time: 1 swift action; Components: M, Mas; Range: Personal; Target: You; Duration: Stance; Saving Throws: None; Chakra Cost: 3.

For the duration of this technique, the user gains a +2 competence bonus to unarmed attack and damage rolls and gains a +4 bonus to attack rolls made to confirm a critical hit when striking a target who is currently shaken.

Mastery
At the first step of mastery, the user gains a competence bonus to his Intimidate checks as well.
At the third step of mastery,

Fearsome Blow
Taijutsu (Strike; Requires Sense Fear (t)) [Kick or Punch]
Rank: 3 (C-Class); Learn DC: 16, 2 success; Perform requirements: 4 ranks (DC 16); Time: 1 attack action; Components: M; Range: Melee attack; Target: One creature the same size as the user or smaller; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 2.

The user makes an unarmed attack that deals normal damage. If it hits, the user may make a free Intimidate check to demoralize his target.

Murder Impulse
Taijutsu (Enhancement; Requires Chi no Bousou (a))
Rank: 4 (A-Class); Learn DC: 19, 5 success; Perform requirements: 7 ranks (DC 21); Time: 1 move-equivalent action; Components: Mas; Range: 30 ft. + 10ft./2 levels; Target: Any target within range; Duration: 1d4+2; Saving Throws: Fortitude partial; Chakra Cost: 5.

Though many shinobi learn to harness their killing intent as a weapon, few are able to wield it half as effectively the terrible Yato clan whose oni blood make the application of fear as simple as breathing. Murder Impulse has two uses:

Flight: The target is struck with a primal fear of the character and must make a Will Save or become frightened of the user for 1d4+2 rounds and be compelled to run away. Targets with HD equal to or greater than the user's HD gain a +4 bonus to this Will Save.

Fight: The target is struck with an urge to fight back, as though pushed into a corner, ignoring all other targets. If the target fails a Will save, they suffer a -4 penalty to any attack rolls that do not include the user of Murder Impulse as well as a -2 penalty to Defense when attacked by someone other than the subject of their fear. Targets with HD less than the user's HD gain a +4 bonus to this Will Save.

Mastery
At the first step of mastery, the user may target up to two opponents with Murder Impulse at no additional cost.
At the second step of master, the
At the third step of mastery, the user may target up to three opponents with Murder Impulse at no additional cost.
At the fifth step of mastery, the user may target up to four opponents with Murder Impulse at no additional cost.

ZeroNumerous
2014-02-05, 09:06 AM
May as well catalogue the new stuff too.

Shinobi Marksman
"Staring through the scope of my rifle and watching my target smoke his last cigarette, take his last phone call, or read his last newspaper... I know men better than their own wives do. Then I kill them." - Scarlet Lake

Like their brethren, the shinobi swordsman, a shinobi marksman has aimed to master a weapon normally used only by those who are unable to use chakra: The gun. As the world advances into the future, shinobi marksman have abandoned the idea of using swords and adopted the gun as their main weapon in combat. Few men survive a direct engagement with shinobi marksman, and fewer still have defeated one.

Shinobi marksman are as wildly different as their sword-carrying brethren, and wield everything from pistols to shotguns, rifles to bazookas, and do so with terrifying efficiency. The fastest path to this class is through the Fast Hero base class.

Requirements:
A character must meet all the following criteria to qualify to become a shinobi marksman:
Skill Ranks: Spot 4 ranks, Sleight of Hand 8 ranks, Craft(Mechanical) 5 ranks.
Feats: Personal Firearms Proficiency or Exotic Firearms Proficiency, Point Blank Shot, Stealthy
Special: Must have killed at least three enemies of no less than CR 5 with guns alone.

Class Information
The following pertains to the shinobi marksman advanced class.

Hit Die
The shinobi marksman gains 1d8 hit points per level plus her Constitution modifier.

Action Points
The shinobi marksman gains 6 + 1/2 her level, rounded down, in action points at each level up.

Skill Points Per Level
3+Intelligence Modifier

Class Skills
The shinobi marksman's class skills and the key ability for each are as follows.
Balance (Dex), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Genjutsu (Cha), Hide (Dex), Knowledge (current events, ninja lore, popular culture, streetwise) (Int), Move Silently (Dex), Pilot (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak Language (none), Taijutsu (Str) and Tumble (Dex).

Table: The Shinobi Marksman


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Defense Bonus
Reputation Bonus


1
+1
+1
+2
+0
Weapon Focus
+1
+0


2
+2
+2
+3
+0
Bonus Feat
+1
+0


3
+3
+2
+3
+1
Beginner's Gun Kata
+2
+1


4
+4
+2
+4
+1
Bonus Feat
+2
+1


5
+5
+3
+4
+1
Weapon Specialization
+3
+1


6
+6
+3
+5
+2
Advanced Gun Kata
+3
+2


7
+7
+3
+5
+2
Greater Weapon Focus
+4
+2


8
+8
+4
+6
+2
Bonus Feat
+4
+2


9
+9
+4
+6
+3
Expert's Gun Kata
+5
+3


10
+10
+5
+7
+3
Bullseye
+5
+3



Weapon Focus
The shinobi marksman gains Weapon Focus as a bonus feat. It provides the same benefit as the feat of the same name. She must focus on a particular weapon. Whatever weapon the shinobi marksman has chosen will henceforth be referred to as her chosen weapon.

Beginner's Gun Kata
A shinobi marksman chooses which style of gun combat she will focus on from this point forward.

Gunslinger: The shinobi marksman has a love of westerns, or just really like revolvers. As long as she has a holstered revolver, then she may shoot her revolver at an enemy as a free action at the start of combat before initiative is rolled. The attack is made at the shinobi marksman's highest attack bonus, using whichever holstered revolver the shinobi marksman chooses to use, and has a -2 penalty for being made in haste. The shinobi marksman may only fire once regardless of any additional attacks she would otherwise be granted, may only fire one revolver, and may only fire at an enemy. The shinobi marksman's gun is drawn and visible after taking this free shot.

Sniper: A love of long-range shooting grants the shinobi marksman a sense of clarity when firing at a target. As long as the shinobi marksman cannot be seen by her target, and she is using a longarm of some sort, then the shinobi marksman gains a +1 bonus to hit and deals an additional 1d8 points of damage.

"Matrix" Style: The Matrix film romanticized dual-wielding pistols in pop culture, and the shinobi world is not so disconnected that it was unaffected. A shinobi marksman using the Matrix Style may fire both of his pistols as a standard action. He may fire at the same target with both guns, or two separate targets. Any technique that uses one gun may use both guns, but doing so doubles the chakra cost and imposes the same penalties as dual-wielding.

Boring Pistol Style: The most effective firing stance using a pistol is planting the feet firmly, stabilizing the pistol with both hands, and aiming down the sights. This is the style of professionals, and its effectiveness doesn't diminish despite its boring appearance. The shinobi marksman gains a +1 insight bonus to hit and a +2 insight bonus to damage with her chosen weapon so long as she is wielding one handgun with two hands.

Street Sweeper Style: Shotguns are fun! The power, the allure, and the devastation is too much to resist for many shinobi. The shinobi marksman can fire her shotgun wildly and without concern for accuracy. As a result, the shinobi marksman deals two additional dice of damage, but takes a -3 penalty to attack rolls made with their shotgun.

Spray and Pray Style: Modern weapons are amazing, and with weapons that can fire upwards of 1200 rounds a minute it becomes easier and easier to simply fire wildly and get lucky than to use any skill or expertise. A shinobi marksman using this style can use autofire to devastating effect. When making an autofire attack the Reflex Save DC to avoid damage increases by 1/2 the shinobi marksman's level.

Boom Style: The power and danger of using a rocket or grenade launcher is often something many shinobi desire, but the ability of many targets to avoid being hurt often makes them troublesome to use. A shinobi marksman with this style increases the Reflex Save DC of any rocket or grenade launcher she fires by 1/2 her shinobi marksman level.

Bonus Feat
The shinobi marksman gains a bonus feat at 2nd, 4th, 8th level. She must choose a feat from the following list, and must meet the prereqs for any feat he selects:

Advanced Firearms Proficiency, Advanced Two-Weapon Defense, Advanced Two-Weapon Fighting, Athletic, Burst Fire, Blood Pact, Chakra Presence, Chuunin, Combat Expertise, Dead Aim, Dodge, Double Tap, Far Shot, Flawless Form, Genin, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, Nin Weapons Proficiency, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Skip Shot, Specialist's Gaze Counter, Strafe, Taijutsu Adept, Training, Two-Weapon Defense, Two-Weapon Fighting.

Weapon Specialization
The shinobi marksman gains Weapon Specialization in her chosen weapon. She deals an additional 2 damage with her chosen weapon.

Advanced Gun Kata

Gunslinger: Revolvers take so long to reload! The shinobi marksman may reload his revolver as a free action, and subsequently never needs to worry about running out of ammo in fights. A shinobi marksman may use her Beginner's Gun Kata to shoot twice at the same target, but the second shot is done at a -7 penalty.

Sniper: Killing from far away makes one detached. A sniper style shinobi marksman gains a +4 bonus to will saves vs mind-affecting effects. Further, his Beginner's Gun Kata advances to +2 and deals +2d8 damage.

"Matrix" Style: You know kung-fu. Or, well, you know how to kick people while shooting guns. If the shinobi marksman shoots and hits a target while dual-wielding, then she gains an Attack of Opportunity against that target. She may only make an unarmed attack as her Attack of Opportunity. This attack of opportunity counts against her normal limit. The unarmed attack is made at her highest attack bonus with a -5 penalty, and never threatens an Attack of Opportunity even if the shinobi marksman does not have Combat Martial Arts.

Boring Pistol Style: A shinobi marksman using this professional style gets better at shooting people. The shinobi marksman may elect to make a disabling shot. The shinobi marksman must spend an action point, and gets the benefits of spending an action point to enhance an attack roll. The attack, if successful, deals 1/2 damage and forces the target to make a Fortitude Save(DC 10+1/2 shinobi marksman levels+INT modifier) or be dazed for 1 round.

This ability can be used once per day without spending an action point.

Further, her Beginner's Gun Kata advances to a +2 insight bonus to attack rolls and a +4 insight bonus to damage rolls.

Street Sweeper Style: Shotguns never get old, but they do get a little boring. The shinobi marksman can elect to fire her shotgun twice in quick succession, dealing an additional die of damage with no penalty to attack rolls. Further, her Beginner's Gun Kata only imposes a -2 penalty instead of a -3 penalty.

Spray and Pray Style: The shinobi marksman deals an additional die of damage with her autofire attacks.

Boom Style: The shinobi marksman can fire specialized rockets or grenades that "stick" to an object. She may make a ranged attack roll against a creature instead of firing normally. If she succeeds, then the rocket or grenade hits the target directly and explodes. It deals half damage, but the target may not make a Reflex Save to reduce the damage.

Expert's Gun Kata

Gunslinger: A revolver is one's only friend in the wild, and that has proven no different in the modern era. A shinobi marksman using the gunslinger style may mark one special revolver as his by engraving something special or unique to him on it. Doing so costs 25 XP per shinobi marksman level. The special revolver gains a +1 enhancement bonus per 2 shinobi marksman levels, and is treated as a magic weapon.

Further, the shinobi marksman's Beginner's Gun Kata advances once more, and the gunslinger may make a third shot before combat begins. The third shot is made at a -12 penalty. Finally, the shinobi marksman may split any of his three shots among up to three different targets.

Sniper: Being so distant from others causes one to go a little stir crazy, and this often manifests in an unhealthy obsession with one's gun. The shinobi marksman may mark a rifle with some special adornment, ranging from a ribbon to an engraving. The shinobi marksman may, as a free action once per encounter, reroll any attack made with her special rifle. She must use the second result, even if it is worse than her first.

Further, the shinobi marksman's Beginner's Gun Kata advances into its final form, granting her a +3 bonus to hit and deal an additional 3d8 points of damage so long as her target is unable to see her.

"Matrix" Style: Losing something important can result in an apotheosis into a truly special being. Whether the shinobi marksman has gone through that or not, her gun kata becomes so advanced that she can freely interweave shots and kung fu. As long as the shinobi marksman is dual-wielding guns, then she benefits from the Combat Reflexes feat. If the shinobi marksman already has the Combat Reflexes feat, then she gets an additional unarmed attack of opportunity on the first successful ranged attack per round.

Boring Pistol Style: A professional is always polite, efficient, and has a plan to kill everyone they meet. As a free action, before combat begins, the professional may make an Intelligence check(DC 15) with a bonus equal to her shinobi marksman level. If she succeeds, then she may add her intelligence modifier to damage when using her Gun Kata.

Further, her Gun Kata advances to a +3 insight bonus to attack rolls and +6 insight bonus to damage rolls.

Street Sweeper Style: The shinobi marksman may fire three shells, dealing two additional dice of damage, with no penalty to her attack rolls.

Further, her Beginner's Gun Kata advances to deal 4 additional dice of damage at a -2 penalty.

Spray and Pray Style: The shinobi marksman may spend 4 points of chakra to enhance her bullets. She deals two additional dice of damage with her autofire, deals half-damage on a successful Reflex Save, and opponents caught in her autofire may not benefit from Improved Evasion or Evasion.

Boom Style: The shinobi marksman learns that a direct hit is the greatest way to damage their enemies. She may, at the expense of an action point, make a ranged touch attack roll. If she is successful, then the target takes damage as if they were in the explosion of her rocket or grenade and failed a save.

Further, any living creature that is not immune to critical hits that is damaged by her explosives must make a Fort Save(DC 10+1/2 shinobi marksman levels+INT) or be stunned for 1 round.

Greater Weapon Focus
The shinobi marksman gains Greater Weapon Focus in her chosen weapon. She gains an additional +1 bonus to hit with her chosen weapon. This stacks with Weapon Focus.

Greater Weapon Specialization
The shinobi marksman gains Greater Weapon Specialization in her chosen weapon. She deals an additional 2 damage with her chosen weapon. This stacks with Weapon Specialization for a total of +4 damage with her chosen weapon.

Bullseye
At 10th level, a shinobi marksman becomes so adept at using her chosen weapon that her attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, she can spend 1 action point to deal double damage.

Demonic Arm Template
Monsters made of malicious chakra exist within the world, and such monsters should always be exterminated with extreme prejudice. But humans desire power from all sorts of places, and even these monsters can be used. A human may use a monster's cursed chakra to supplement their own, but doing so causes drastic physical effects.

The Demonic Arm template can only be applied to a living corporeal human. It is always applied after birth, and cannot be inherited. The human this template is applied to is heretofore refered to as the base creature.

Size and type
The base creature's size does not change. The creature gains the Demonic Subtype.

Speed
The base creature's speed does not change.

Attack
A cursed human fighting without a weapon may expose his cursed arm and use a slam natural attack with it. The base creature gains a slam that deals 1d4 plus their strength modifier in damage. This slam is treated as if it were made with a dark iron weapon, and ignores up to 15 points of damage reduction or hardness. If the base creature is armed, then this slam may only be used as a secondary weapon if they are not wielding their primary weapon with two-hands or are wielding their primary weapon in their non-cursed arm.

Special Qualities
The base creature gains the following qualities in addition to it's own special qualities:
Bound Demonic Arm(Ex): One of the base creature's arms--their right or left--is destroyed irreparably. All flesh, blood, and sinew contained in the limb withers over the course of eight hours and rots away until nothing but the bone remains behind. This process causes an immense amount of pain the base creature. Over the course of the next eight hours, blood red chakra flows out of the exposed bone, and eventually the base creature is left with an arm composed of pure chakra covering a skeletal hand.

The base creature's demonic arm is always active, and it drains 1 points of chakra for each round the limb is uncovered. As long as the limb is uncovered it grants a +2 profane bonus to the user's Strength score. This bonus only applies to one arm, and as such the user does gain this benefit when two-handing their weapon.

The user may, as a free action, pour more of his own lifeforce into the demonic arm to increase its effectiveness. The user may increase the bonus Strength granted by their demonic arm by 1 point per 2 levels, but takes 1d4 points of lethal and chakra damage for every 2 points she increases her profane bonus by. This increased strength drains an additional 1 chakra per 2 points of bonus Strength per round. The damage taken cannot be reduced by damage reduction. The bonus to the user's Strength score lasts until the limb is covered up again.

Ex: An 8th level human with a Demonic Arm can increase her +2 modifier to +6, but takes 2d4 points of lethal damage and 2d4 points of chakra damage by doing so. Every round, he will need to pay 3 points of chakra until he covers up the limb.

Holy Shroud(Ex): A piece of cloth blessed by a holyman, soaked in holy water, or otherwise made resistant to the power of demonic energy. This cloth covers the user's demonic arm, and prevents it from draining any chakra from the base creature. The cloth takes a full round action to wind around the user's limb, and can be undone as a swift action. The cloth does not allow the user to wear any kind of armor over the arm it's wrapped around, but can be worn under clothes easily.

The base creature must modify any armor to leave their demonic arm uncovered, and as a result reduces the armor bonus of any armor they wear by 1 permanently. The holy shroud provides a +2 sacred bonus to AC and saves vs creatures with the Demonic or Evil subtypes, or the Outsider type.

Demonic Chakra(Ex): The base creature's chakra signature is irrevocably changed, and she will always appear to those with chakra sensing capabilities as a Demon rather than a Human.

Abilities
The demonic chakra in their bodies strengthens the cursed human, but does so at the cost of longevity. The base creature gains a +2 bonus to their Strength score, but takes a -2 penalty to their Constitution score.

Level Adjustment: +2

Mystic Eyes of Death Perception Style
Made for a unique character in a Naruto game that never took off.

Mystic Eyes of Death Perception Style: Circuit Release
Chokushi no Magan Ryuu: Kairo Kai (Mystic Eyes of Death Perception Style: Circuit Release)
Chakra Control (Spirit; Requires Nanaya Occupation, Keireigan +1(a)) [Nanaya Shiki Hijutsu]
Rank: 4 (A-Class); Learn DC: 19, 4 successes; Perform requirements: 7 ranks, DC 21; Time: 1 move-equivalent action; Components: M, F, Mas; Range: Personal; Target: Self; Duration: Until dismissed; Chakra Cost: 2.

Shiki pulls off his glasses and opens up his mind to the horrific realization that anything and everything can be destroyed with something as simple as his fingernail. Activating this technique is required in order to use any other ability in the Mystic Eyes of Death Perception Style.

To activate this technique, Shiki must remove his glasses and be able to see. If Shiki is blinded, dazzled, or otherwise unable to see then this ability fails to work. Closing his eyes or being in total darkness does not dismiss or affect this ability. Shiki gains an insight bonus to damage rolls equal to 1/2 his level while this ability is active. Shiki further takes an insight penalty to Will Saves vs fear equal to 1/2 his level so long as this ability is active.

This ability costs 2 chakra per 5 rounds to maintain. It can be dismissed by putting a doujutsu limiter on, which requires a move equivalent action.

Mastery

Every level of mastery increases Shiki's bonus to damage by 1, up to a cap of 5. Every level of mastery also increases Shiki's penalty to saves vs fear by 1.


Material Focus: The user's doujutsu inhibitor glasses.

Mystic Eyes of Death Perception Style: Point of Death

Chokushi no Magan Ryuu: Chobo no Shi (Mystic Eyes of Death Perception Style: Point of Death)
Taijutsu (Requires Chokushi no Magan Ryuu: Kairo Kai(3), Chokushi no Magan Ryuu: Suji no Shi(2)) [Armed] [Nanaya Shiki Kinjutsu]
Rank: 8 (S-Class); Learn DC: 24, 7 successes; Perform requirements: 12 ranks, DC 28; Time: 1 attack action; Components: M; Range: Melee; Target: One Creature or Object; Saving Throws: Will negate(see text); Chakra Resistance: No; Chakra Cost: 18

With Shiki's eyes open his mind expands to realize the death of anything he perceives. The "death" of things are perceived as dots and lines spider-webbed across an object or creature. Shiki can trace these "lines" in order to cut pieces off an object or creature, or stab its "dots" in order to slay it permanently. This technique represents Shiki going after a creature's "dots".

In order to use this technique, Shiki must have activated Chokushi no Magan Ryuu: Kairo Kai. As part of this technique, Shiki makes a melee attack with his wielded weapon against the target. This attack deals normal weapon damage, ignores hardness and damage reduction, and deals an additional 1d4+1 per level(max 20d4+20). A creature may attempt to exert its belief in its own existence, and makes a Will Save to negate the added damage. If a creature is killed by this technique, then its body, fluids, and anything that had come out of its body(such as blood or poison) disappears instantly without a trace. A creature killed by this technique cannot be revived--whether through medical ninjutsu or the Edo Tensei technique--and this technique can even kill creatures with the Immortal subtype.

An object struck by this technique does not get a save and takes 2d4 additional damage per level(max 40d4).

This technique cannot be used if Shiki is blind, dazzled, or otherwise unable to clearly see his target(such as due to concealment).

After using this technique, Shiki takes 1d4 points of Wisdom damage. Shiki may not be reduced below 3 Wisdom by this effect.

Mystic Eyes of Death Perception Style: Line of Death

Chokushi no Magan Ryuu: Suji no Shi (Mystic Eyes of Death Perception Style: Line of Death)
Taijutsu (Requires Chokushi no Magan Ryuu: Kairo Kai(1)) [Armed] [Nanaya Shiki Hijutsu]
Rank: 6 (A-Class); Learn DC: 21, 4 successes; Perform requirements: 9 ranks, DC 23; Time: 1 attack action; Components: M; Range: Melee; Target: One Creature or Object; Saving Throws: Will partial(see text); Chakra Resistance: No; Chakra Cost: 5

With Shiki's eyes open his mind expands to realize the death of anything he perceives. The "death" of things are perceived as dots and lines spider-webbed across an object or creature. Shiki can trace these "lines" in order to cut pieces off an object or creature, or stab its "dots" in order to slay it permanently. This technique represents Shiki tracing along one of these "lines".

In order to use this technique, Shiki must have activated Chokushi no Magan Ryuu: Kairo Kai. As part of this technique, Shiki makes a melee attack with his wielded weapon against the target. The attack deals normal weapon damage that ignores hardness and damage reduction. Shiki deals an additional 2d6 points of damage on this attack. A creature struck by this ability may make a Will Save to halve the additional damage.

Empower:

Shiki may empower this ability at the cost of 1 point of chakra per 1d6 points of damage(max 6d6).


Mystic Eyes of Death Perception Style: Mystic Killer

Chokushi no Magan Ryuu: Masatsujin (Mystic Eyes of Death Perception Style: Mystic Killer)
Chakra Control (Spirit; Requires Chokushi no Magan Ryuu: Kairo Kai(5), Deadly Insight +2(a), Keirigan +3(a)) [Nanaya Shiki Kinjutsu]
Rank: 7 (S-Class); Learn DC: 23, 7 successes; Perform requirements: 11 ranks, DC 27; Time: 1 full-attack action; Components: C; Range: Personal; Target: Self; Duration: 1 round/level; Saving Throws: Will partial(see text); Chakra Resistance: No; Chakra Cost: 11

There are many things that fear death, and not all of them are mortal. Vampires, dragons, even gods fear the inevitable end of existence, and locked deep within Shiki's mind lies the capacity to bring them that death. Shiki retreats within his mind, and what emerges is not entirely a different person. Rather, this technique represents the possibility that Shiki could become a psychopathic hunter of immortals.

As part of this technique, Shiki makes a Will Save with a DC equal to 10 plus one-half the difference between his current HP and max HP. If Shiki succeeds, then he retains control of himself during this technique. If he fails, then Shiki lashes out at any potential threats nearby.

At the conclusion of this technique, Shiki enters a frenzy. While in this frenzy, Shiki attacks his foes to the best of his ability, favoring magical foes and immortals over mundane enemies. If Shiki runs out of foes and this technique is still active, then he attacks the nearest living creature to the best of his ability. He still favors magical and immortal enemies over mundane enemies: This includes, but is not limited to, ninja.

He gains a +4 morale bonus to his Strength and Dexterity scores, and a +6 bonus to Initiative, Strength-based, and Dexterity-based checks. Shiki becomes immune to fear, and gains the ability to substitute any attack in a full-attack action with the Chokushi no Magan Ryuu: Chobo no Shi technique. The wisdom damage effects of the Chokushi no Magan Ryuu: Chobo no Shi technique are delayed until the end of the frenzy. Shiki may end his frenzy at any time by making a DC 15 Will Save. If Shiki ends his frenzy early, then he takes 1d4 WIS damage.

At the start of his turn Shiki takes 5 points of damage, and when the technique ends Shiki must make a Fortitude Save(DC 15+1 per round spent under the effects of this technique). On a failed save, Shiki takes 1d4 points of Constitution damage. On a successful save, Shiki is fatigued for 24 hours, or until he gets 8 hours of bed rest.

Shiki cannot activate this technique if he has any ability damage.


Mystic Eyes of Death Perception Style: Nanaya Release

Chokushi no Magan Ryuu: Nanaya Kai (Mystic Eyes of Death Perception Style: Nanaya Release)
Chakra Control (Training; Spirit; Requires Chokushi no Magan Ryuu: Kairo Kai(5), Deadly Insight +2(a), Keirigan +3(a)) [Nanaya Shiki Hijutsu]
Rank: 8 (S-Class); Learn DC: 24, 6 successes.

This training technique modifies Chokushi no Magan Ryuu: Kairo Kai. At any time while under the effect of Chokushi no Magan Ryuu: Kairo Kai, Shiki may chose to fall prey to the Nanaya blood within his body. The Nanaya clan imbued Shiki with many demon-hunting instincts and skills, and this technique represents his ability to subconsciously call upon them.

While under the effect of Chokushi no Magan Ryuu: Kairo Kai Shiki gains a constant +1 bonus to attack and damage rolls.

As a free action Shiki may call upon his demon slayer skills. This allows Shiki to substitute a normal attack in a full-attack action with the Chokushi no Magan Ryuu: Suji no Shi technique. Shiki may not empower the Chokushi no Magan Ryuu: Suji no Shi technique when used in this manner.

As part of a full-attack action made while under the effect of Chokushi no Magan Ryuu: Kairo Kai, Shiki may pay 5 chakra to make an additional attack at his highest base attack bonus with a -5 penalty. This ability cannot be used in conjunction with any technique or ability that grants additional attacks(e.x: Mikazuki no Mai, Renzuki).

As a move-equivalent action that costs 6 chakra, and while under the effect of Chokushi no Magan Ryuu: Kairo Kai, Shiki may revert to his Nanaya "personality" and adopt the nature of a cold-blooded killer. For 1 round per 2 levels, Shiki becomes immune to fear-based effects, and loses all sense of compassion. This ability may be activated even when Shiki is stunned, dazed, frightened, or otherwise unable to take actions so long as he is conscious.


Since Soragakure ended, I figured I may as well share Remilia's Trueblooded Vampire template.

Trueblooded Vampire
Trueblooded Vampire: As Vampire template, except as follows:

Remove: Gaseous Form, Children of the Night, Create Spawn, Turn Resistance, and Energy Drain.

Gain:
Bat Swarm Evasion(Su): A trueblooded vampire may disintegrate into a Bat Swarm of one size larger than herself in order to evade attacks. When subjected to an attack roll or reflex save the base creature may, as an instant action, make a Spot check with a plus five bonus against the attack roll or the DC of the Reflex Save +10. If her Spot check succeeds, then the base creature explodes into a swarm of bats. The attack is not negated, and still goes off as per normal, but the base creature takes no damage from it. The base creature may reform her body anywhere within a radius of 30ft + 5 feet per HD. This ability may only be used 5 times per day.

Descendant of Tepes(Su): A trueblooded vampire supposedly carries the incredibly potent blood of the First Vampire within her veins. The lowly blows of mortals and vampire hunters are nothing before the majestic charisma of vampire nobility. The base creature applies her Charisma to her hit dice when determining her HP.

Further, a member of nobility has an obligation to protect those under her care, even if they are sun-dwelling mortals. The base creature does not take damage from sunlight, nor does she need to sleep during the day. Particularly powerful sun-based magic still harms her as if she were an undead creature.

Finally, Remilia's nature prevents her from learning Genjutsu, Ninjutsu, Taijutsu, Chakra Control, or Fuinjutsu techniques. She is an unnatural entity, and thus cannot learn or use Senjutsu.

Lady of the Red Castle(Su): Remilia is the Lady of the Scarlet Devil Mansion, and no god, mortal, or demon can ever dispute her right to rule. Within her domain she is God. Remilia may freely alter the size, shape, timeflow, and all other traits within the Scarlet Devil Mansion as if using the divine ability Alter Reality. She may not directly affect a creature with this ability, nor may she cause them indirect harm(such as turning the floor to acid under their feet). Cheating in that manner is far below someone of her noble pedigree.

Further, Remilia's charisma brings a little of the Scarlet Devil Mansion wherever she goes. She applies 1/3rd of her Charisma bonus to her Defense, and 1/4th of her Charisma bonus to her saves. Within the actual Scarlet Devil Mansion, she applies her full Charisma to both her Defense and Saves.

Finally, Remilia may, as an instant action that does not provoke an attack of opportunity, project the full force of her charisma in order to intercept an attack directed at her. This ability is triggered in response to a technique or ability that requires a Reflex Save. Remilia may make an Intimidate check against a DC equal to the technique's Reflex Save DC + 10. If her Intimidate check succeeds, then the technique does nothing and the chakra used on it is wasted. This ability may be used 5 times per day.

Fate Manipulation(Su): Remilia is capable of manipulation the vagaries of Fate in order to produce scenarios she is happy with. Remilia may choose to take 10 on any roll she makes, even after knowing the results. She knows whether a given action is positive or negative for her health and survival, and may freely cast Commune as a spell-like ability. Remilia must still know about an object or person in order to manipulate its fate.

Further, Remilia may not be caught flat-footed, nor may she be denied her Dexterity bonus due to surprise.

Finally, she is capable of manipulating her enemies' fate. Once per round per enemy, Remilia may attempt to force an enemy to reroll a given roll and accept the new result whether it's higher or lower than the original. A creature may attempt to resist this reroll by making a Will Save against a DC of 10 + 1/2 Remilia's HD + Remilia's Charisma.

"Hawkeye" Kotoba's Method of the Slumbering Dragon

Method of the Slumbering Dragon: The Dragon that Tosses and Turns

Ryuubisuisuru no Waza: Ryuutentensuru (Method of the Slumbering Dragon: The Dragon that Tosses and Turns)
Taijutsu (Stance) [Kotoba Noriaki Hijutsu]
Rank: 6 (A-Class); Learn DC: 21, 5 successes. Time: 1 swift action; Components: M; Range: Personal; Target: User; Duration: Stance; Saving Throws: None; Chakra Cost: 6

A stance designed to counterbalance the fact that Kotoba is blind. Normally, her inability to see would cause a loss of skill and grace, and this is true. So rather than try to refine her swordsmanship to the point that she could attack despite her blindness, "Hawkeye" simply embraced a new wild and dangerous fighting style. The heart of the newly minted Method of the Slumbering Dragon is embodied in this stance, as the user thrashes about like a blind dragon instead of using any precision.

While in this stance the user makes all of her melee attacks as if they targeted all creatures in a five foot square. Sight-based miss chances, such as from being blind, concealment, the blur spell, smoke bombs, or any similar effect do not apply to the user's attacks. The user cannot apply any precision based bonus damage, such as sneak attack, to their attacks using this stance.

All of the user's attacks are made at a -2 penalty, and deal an additional +4 damage due to their wild accuracy and unrestrained power.

Method of the Slumbering Dragon: Thrashing Dragon

Ryuubisuisuru no Waza: Ryuuchouchakusuru (Method of the Slumbering Dragon: Thrashing Dragon)
Taijutsu (Strike) [Kotoba Noriaki Hijutsu]
Rank: 5 (B-Class); Learn DC: 19, 4 successes. Time: 1 full-attack action; Components: M, F; Range: Melee; Target: 1 creature; Duration: Instantaneous; Saving Throws: Will partial(see text); Chakra Cost: 5

A dragon leaps upon its enemies with glee, and if they haven't fled yet then the dragon thrashes and crushes its opposition in glorious battle. This technique embodies the mindset of the Slumbering Dragon style.

As part of this technique, the user charges one creature within its normal charge range. The target gets a Will Save, and on a failure is Shaken for 1 round per level of the user. At the end of the charge, the user may make a full attack against the targeted creature, but each attack is done at a -2 penalty. This technique cannot benefit from any effects that grant additional attacks.

Focus: The user's held slashing weapon.

Method of the Slumbering Dragon: Sleepwalking Dragon

Ryuubisuisuru no Waza: Ryuumuyuubyou (Method of the Slumbering Dragon: Sleepwalking Dragon)
Chakra Control (Spirit; Requires Listen 9 ranks) [Kotoba Noriaki Hijutsu]
Rank: 7 (S-Class); Learn DC: 23, 6 successes. Time: 1 move action; Components: C, M; Range: 60ft; Target: Self; Duration: 1 minute/level(D); Saving Throws: None; Chakra Cost: 6

A half-way point between Slumbering and Awakening. This technique was designed to bridge the gap between Kotoba's new style and her old precision-based style.

Kotoba uses chakra to enhance her already great hearing, granting her the ability to "see" via echolocation. This grants the user blindsight out to 60ft range. While benefiting from this blindsight, the user gains a +4 bonus to Sense Motive and Listen checks. While this ability is active, the user takes a -4 penalty to saves vs Sound-based techniques and takes an additional 50% Sonic damage.

Method of the Slumbering Dragon: Bite of the Dragon

Ryuubisuisuru no Waza: Hitokuchi no Ryuu (Method of the Slumbering Dragon: Bite of the Dragon)
Taijutsu (Strike; Requires Ryuutentensuru(3)(t)) [Kotoba Noriaki Hijutsu]
Rank: 5 (S-Class); Learn DC: 21, 6 successes. Time: 1 attack action; Components: C, M, F; Range: Melee; Target: Creatures in range; Duration: 1 round; Saving Throws: Fortitude Negates(see text); Chakra Cost: 7

The dragon holds no illusions about its strength: It is legendary and destructive. The power of the dragon cleaves through the armor and shields of cowards like paper!

As part of this technique, the user makes a melee touch attack with their held weapon against every creature adjacent to the user. Each creature successfully struck by the user takes damage as per normal, plus an additional 1d4 points of bludgeoning, 1d4 points of slashing, and 1d4 points of piercing damage.

Every creature damaged by this technique makes a Fortitude Save. On a failure, the creature takes a -4 penalty to Defense, a -2 penalty to attack rolls, damage rolls, and Fortitude saves for a round. The penalties from this technique do not stack, and additional uses of this technique against a creature merely refreshes the duration of the penalties.

Whether the creature saves or not they are pushed away 5 feet from the user for every point of STR modifier the user has.

A samurai of 2nd level or higher may substitute this technique for an attack during a full attack action, but it only strikes one creature and does not cause any penalties if used in this manner.

Focus: The user's held slashing weapon.

Method of the Slumbering Dragon: The Dragon's Awakening

Ryuubisuisuru no Waza: Ryuu no Kankisuru (Method of the Slumbering Dragon: The Dragon's Awakening)
Taijutsu (Stance; Requires Ryuumuyuubyou(5)(t), Ryuutentensuru(5)(t), and Allegiance: Slaughter) [Kotoba Noriaki Kinjutsu]
Rank: 9 (Super S-Class); Learn DC: 26, 7 successes. Time: 1 swift action; Components: C, M; Range: Personal; Target: Self; Duration: 1 round/level; Saving Throws: None; Chakra Cost: 9

The awakening of the slumbering dragon is not something done lightly. To use this technique properly, one must have become accustomed to regular and casual slaughter; and then one must feel remorse for their bloodied hands. The user of this technique draws out such memories of wanton slaughter, and swallows the dark and evil thoughts necessary to find such killing fun or pleasurable. She then discards any illusions of morality, and becomes the man-killing assassin of bygone days.

This stance functions as per Ryuutentensuru, but the user suffers no penalties to attacks and may benefit from precision damage. Furthermore, the user benefits from the technique Ryuumuyuubyou so long as this stance is active.

Finally, the user may spend a point of chakra to deal 1d4 additional precision damage, up to a maximum of 4d4 damage per attack, as the method of murder used in the past awakens in the user.

Of course, such a technique is not without its danger: The user's love of killing threatens to overwhelm their reason. Once per round, the user is forced to make a DC 15 Will Save or fall into a Frenzy in which she cannot discern friend from foe.

If the user voluntarily fails this Will Save, then this Frenzy functions as per the class ability of the same name used by the Beastmaster, and the user gains all the benefits of a Frenzy but cannot choose to attack enemies first(and thus attacks whichever creature is closest).

If the user fails this save without intending to, then this Frenzy grants no bonuses. However, the user may chose to attack foes first rather than allies. The user takes a -4 penalty to attack rolls and a -8 penalty to damage rolls against any former ally as they attempt to resist slaughtering their friends.

Once assumed, this stance cannot be dismissed for 1 round per level. This stance ends automatically at the end of that time.

Zanos
2014-07-30, 02:51 PM
Made some stuff for Ignis. We might not get to a high enough level that I can use these, but planning ahead never killed anyone.

Training: Flames of the Underworld
Training (Ninjutsu; Requires Amaterasu(1); Mangekyou Sharingan(a); Elemental Specialization(Katon)(a))[Cassius Uchiha Hijutsu]
Rank: 10 (A-Class); Learn DC: 25, 5 success; Components: Mas.

The user enhances his Katon techniques with the black flames of Amaterasu, allowing him to burn through considerable protections. The user ignores 3 points of fire resistance or hardness with his Katon techniques while his Mangekyou Sharingan is active. This technique can be applied without the Mangekyou Sharingan, but doing so ages the user by 1 year or drains 1 year from his Year Pool.
If a creature Catches On Fire as a result of a technique enhanced by this ability, the burning damage also benefits from the reduction in fire resistance.

Mastery
The first four steps of mastery allow the user to ignore an additional 3 points of fire resistance with his Katon techniques while his Mangekyou Sharingan is active, and each require one additional step of mastery in Amaterasu. The fourth rank of mastery therefore requires full mastery of Amaterasu.
The fifth step of mastery allows the user to deal half damage to fire immune creatures with Katon techniques while Mangekyou Sharingan is active, and allows Amaterasu itself to completely overcome fire immunity.

Bound in the Underworld
Ninjutsu (Katon; Requires Amaterasu(5); Mangekyou Sharingan(a); Fuuinjutsu 12 Ranks) [Fire][Cassius Uchiha Kinjutsu]
Rank: 13 (S-Class); Learn DC: 29, 7 success; Perform requirements: 17 ranks (DC 33)
27); Time: 1 full-round action; Components: C, Mas; Range: Close (10 ft. + 5 ft./2 levels); Target: One On Fire creature or corpse
Duration: Varies; Saving Throws: Fortitude Half and Will Partial; Chakra Resistance: Yes; Chakra Cost: 30

This foul technique seals the victim in the user's Mangekyou Sharingan, along with the flames consuming them. The user fans the flames of their own life by allowing the black flames to consume another in his place. The target must be On Fire as a result of Amaterasu or a Katon technique augmented with Flames of the Underworld. The flames flare to life in an immense tower of black fire, inflicting 25d6 damage, which a successful fortitude save reduces by half. If the damage dealt from this technique reduces a living creature to 0 hp or fewer, it must make a will save or have it's body burnt to cinders, and it's remaining essence sealed within the user's Mangekyou Sharingan. The user can also target an On Fire corpse with this technique, as long as it was killed less than five rounds ago by him with Amaterasu or a Flames of the Underworld technique and is On Fire as a result. A corpse receives a will save versus the binding, but does not include any equipment it may have had.

If the victim fails their will save, the user adds 50% of the target's constitution score or it's remaining lifespan to his Year Pool, whichever is less. A bound soul cannot be revived or used by techniques such as Edo Tensei. When the user would age, years from his Year Pool are first consumed before he truly ages. While the Year Pool holds at least 1 year, the user takes no penalties from age. The Year Pool has a maximum capacity equal to 10 + (the user's constitution score*2)

If the target survives the damage dealt by this technique, they immediately lose the On Fire condition as the pillar of flame dissipates.

The damage dealt by this technique benefits as though it was Amaterasu for the purpose of Flames of the Underworld.

This technique can only be used with an active Mangekyou Sharingan, and generates 1 point of Mangekyou Sharingan blindness.

Mastery
Each step of mastery increases the amount of years added to the users Year Pool by 10% of the target's constitution score.
The first, third, and fifth step of mastery increase the capacity of the year pool by the user's constitution score(10+5*CON at maximum mastery).

Enlightenment of the Burning Soul
Ninjutsu (Katon; Requires Bound in the Underworld(t))[Cassius Uchiha Kinjutsu]
Rank: 12 (S-Class); Learn DC: 28, 7 success; Perform requirements: 16 ranks (DC 32);
Time: 8 hours or Full-Round Action; Components: C, H, Mas; Range: Personal; Target: You;
Duration: Instantenous; Saving Throws: None; Chakra Cost: 30

The user forms of a link between the knowledge and experience of the souls bound within him. By feeding on them, he may treat his age category as middle-aged for the purposes of mental ability score bonuses. However, contact with the tortured souls is physically taxing to the user's body, and he is also treated as middle-aged for the purposes of physical ability score penalties. If the user is already in an age category higher than middle-aged, use whichever penalties are higher.

The user can take a full-round action to perform part of the extensive handseals required for this technique to revert it's effects, resting his effective age category back to normal.

Mastery
The third step of mastery allows the user to treat himself as though old for the purposes of mental ability score increases.
The fifth step of mastery allows the user to treat himself as though venerable for the purposes of mental ability score increases.

Rekindle the Blackened Soul
Fuinjutsu (Requires Bound in the Underworld(t))[Cassius Uchiha Kinjutsu]
Rank: 14 (Super S-Class); Learn DC: 31, 8 success; Perform requirements: 19 ranks (DC 39);
Time: 1 hour; Components: C, H, X; Range: Personal; Target: You;
Duration: 1 year (or until discharged); Saving Throws: None; Chakra Cost: 50

The user scribes a flame-shaped sealing pattern across their heart, sacrificing the souls of others to continue their existence. After being formed, this seal automatically activates when the user is brought to -10 hitpoints. After one minute of their death, the user is brought back from the dead at 1 hit point with all adverse effects removed, and 20 years are drained from his Year Pool as the flames of the underworld demand payment in his place. If he cannot pay this cost, he ages any remaining years he must pay. If this would put him past his maximum age, he dies anyway.

Expendable Components: Materials to scribe a seal in the user's blood and the ash of a burnt corpse. Scribing the seal requires a Fuinjutsu check (DC 29), does not have to be done by the user and takes one seal slot. An attempt to craft the seal takes 15 minutes, and a failed check will result in the sealing process failing without the user noticing until the end. A Fuinjutsu check with the same difficulty class can be attempted to confirm the seal was crafted successfully (cannot be retried).[/QUOTE]

Immolate the Pure Soul
Ninjutsu (Katon)[Cassius Uchiha Kinjutsu]
Rank: 13 (Super S-Class); Learn DC: 30, 8 success; Perform requirements: 18 ranks (DC 38); Time: 1 swift action; Range: Personal; Target: You;
Duration: Instantaneous; Saving Throws: None; Chakra Cost: 40 or 60 or None.

A burning soul can unleash incredible power. Using this technique, the user feeds the flames consuming the souls within him, and draws on the resulting power. The user sacrifices years from his year pool to mend his body and mind. The costs are as follows.
10 Years: Remove 1 Negative Level
5 Years: Remove 1 of the following conditions: blindness, daze, deafness, disease, exhaustion, fatigue, nausea, paralysis, poison or stun.
3 Years: Cure 1 point of ability damage or drain.
1 Year: Restore 5 hit points or gain 3 points of temporary chakra, which last for an hour.

The user cannot spend more than 15 years of his Year Pool with a single instance of this technique. If this technique is only used to gain temporary chakra, the chakra cost is 0. At the cost of increasing the chakra cost to 60 and a DC 20 concentration check, the user can activate this technique even if a condition would normally prevent him from being able to do so, such as using it to remove the dazed or stunned condition.

This technique is theoretically usable by anyone, but using it without access to other souls to fuel it causes it to burn the users soul, resulting in a dramatically shortened lifespan.

Mastery
Each step of mastery increases the number of Years that can be spent at once with this technique by 3.

RinVindor
2016-09-19, 01:35 PM
Just cataloguing some PrCs made for Soragakure.

Chemist

Requirements:
To qualify to become a chemist, a character must fulfill all the following criteria.
Skills: Craft(Pharmaceutical) 8 ranks; Knowledge(Earth and Life Sciences) 8 ranks.
Feats: Craft Poisons, Craft Shinobi Drugs
Special: Must have crafted at least four different poisons and successfully used them.

Hit Die
The Chemist gains 1d6 hit points per level. The Constitution modifier applies.

Action Points
The Chemist gains a number of action points equal to 7 + one-half his character level, rounded down, everytime she attains a new level in this class.

Class Skills
The Chemist's class skills are as follows.
The Medical Specialist's class skills are as follows.
Balance (Dex), Chakra Control (Wis), Concentration (Con), Craft (chemical, pharmaceutical) (Int), Fuinjutsu (Int), Genjutsu (Cha), Hide (Dex), Jump (Str), Knowledge (earth and life science, current events, ninja lore, popular culture) (Int), Listen (Wis), Move Silently (Dex), Ninjutsu (Int), Profession (Wis), Read Language (None), Speak Language (None), Spot (Wis), Survival (Wis), Treat Injury (Wis), Tumble (Dex).
Skill Points at Each Level: 5 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Defense|

1st|
+0|
+2|
+0|
+0|
+1|Poison Crafter; Sneak Attack (+1d6)

2nd|
+1|
+3|
+0|
+0|
+1|Potent Poisoner (+1)

3rd|
+2|
+3|
+1|
+1|
+1|Potion Crafter

4th|
+3|
+4|
+1|
+1|
+2|Potent Poisoner (+2)

5th|
+3|
+4|
+1|
+1|
+2|Master Poison Maker; Sneak Attack(+2d6)

6th|
+4|
+5|
+2|
+2|
+2|Potent Poisoner (+3)

7th|
+5|
+5|
+2|
+2|
+3|Master Potion Maker

8th|
+6|
+6|
+2|
+2|
+3|Potent Poisoner (+4)

9th|
+6|
+6|
+3|
+3|
+3|Sneak Attack(+3d6)

10th|
+7|
+7|
+3|
+3|
+4|Potent Poisoner (+5); Apoetheosis of the Yonbi; Elixir of the Yonbi[/table]

Class Features

Poison Crafter (Ex): The chemist gains the ability to craft poisons with exceptional skill. She gains a +4 bonus to Craft (Chemical) checks in order to create poisons. She further reduces the Purchase DC for materials by 5 for all poisons he crafts.

Sneak Attack (Ex): This ability functions as the Ninja Scout sneak attack ability. If she can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Creatures immune to critical hits and sneak attacks, or who have concealment, do not suffer extra damage. This extra damage is 1d6 at 1st level, and it increases to 2d6 at 5th level, and 3d6 at 9th level. If the chemist gains a bonus to sneak attack from another source, the bonuses stack.

Potent Poisoner (Ex): The chemists' poisons become more and more dangerous as her skill grows. A master chemist can imbue poisons she crafts with additional potency, increasing the Difficulty Class of saving throws made against her poisons by +1. This number increases by 1 at 4th, 6th, 8th, and 10th level.

Potion Crafter (Ex): Not all chemistry is dangerous, and some can be beneficial--at least, beneficial after the pain goes away. The chemist gains a +4 bonus to Craft (Pharmaceutical) checks made to create shinobi drugs or Cure Potions. She also reduces the XP Cost of creating either of these items by 1/2.

Master Poison Maker (Ex): The chemists' skill with poison making grows greater, and she gains another +4 bonus to Craft (Chemical) checks to create poisons. She reduces the purchase DC for material costs of poisons she crafted by another 5. The chemist, through trial and error, learns how to craft a great and dangerous poison: Black Widow Venom.

Master Potion Maker (Ex): Where there is death, there is also life. The chemists' skill with potion making allows her to craft Cure Potions with Craft (Pharmaceutical) checks in the place of Craft (Calligraphy) checks. Further, she gains another +4 bonus to Craft (Pharmaceutical) checks to create shinobi drugs or Cure Potions. Finally, she reduces the purchase DC for material costs of drugs or Cure Potions by 5.

Apotheosis of the Yonbi (Ex): The chemist, having either accidentally or intentionally poisoned herself thousands of times, becomes capable of drinking the most dangerous poisons as if they were afternoon tea. The chemist becomes immune to poison, and no longer suffers any negative side effects of shinobi drugs she ingests. She still gains the positive benefits of such drugs.

Elixir of the Yonbi (Su): A secret formula unearthed only by the insane chemists willing to use their own life essence in a truly grand poison. Once per day, the chemist may use this ability. Using this ability requires the chemist to provide a vial of poison or a Cure Potion, and the poison or potion is destroyed in the process.

The poison or potion converts into a bubbling vial of green liquid that will either slay another creature outright, or bring a creature back to its peak physical condition. The chemist chooses to either craft a Healing Elixir or Poisonous Elixir, and once she has chosen the choice is irreversible. A healing or poisonous elixir lasts a number of weeks equal to the creators' chemist level divided by 2.

A healing elixir provides 1 dose of a poison that casts Heal on the imbiber, as if cast with a caster level equal to the chemists' character level. Creatures are allowed a Will Save to resist the effect of a Yonbi Elixir at a DC equal to 5+1/2 the Chemists' level+the Chemists' Wisdom modiifier.

A poisonous elixir provides 1 dose of an injury and ingested poison that casts Harm on the subject, as if cast with a caster level equal to the chemists' character level. Creatures are allowed a Will Save to resist the effect of a Yonbi Elixir at a DC equal to 5+1/2 the Chemists' level+the Chemists' Wisdom modiifier.

An elixir of the yonbi bypasses all poison immunity, and may poison creatures normally immune to those methods or who lack discernable anatomy.

---

Black Widow Venom: Injury or Ingested Poison. Fort Save DC: 22. Primary ability damage: 2d4 CON. Secondary ability damage: 2d4 CON.

---

Mad Chemist

Requirements:
To qualify to become a mad chemist, a character must fulfill all the following criteria.
Skills: Craft(Pharmaceutical) 13 ranks; Knowledge(Earth and Life Sciences) 13 ranks.
Feats: Craft Poisons, Craft Shinobi Drugs
Abilities: Potent Poisoner (+3)
Special: Must have crafted at least four different potions or poisons and successfully used them.
Special: Evil Allegiance.

Hit Die
The Mad Chemist gains 1d4 hit points per level. The Constitution modifier applies.

Action Points
The Mad Chemist gains a number of action points equal to 7 + one-half his character level, rounded down, everytime she attains a new level in this class.

Class Skills
The Mad Chemist's class skills are as follows.
The Medical Specialist's class skills are as follows.
Balance (Dex), Chakra Control (Wis), Concentration (Con), Craft (chemical, pharmaceutical) (Int), Fuinjutsu (Int), Genjutsu (Cha), Hide (Dex), Jump (Str), Knowledge (earth and life science, current events, ninja lore, popular culture) (Int), Listen (Wis), Move Silently (Dex), Ninjutsu (Int), Profession (Wis), Read Language (None), Speak Language (None), Spot (Wis), Survival (Wis), Treat Injury (Wis), Tumble (Dex).
Skill Points at Each Level: 5 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Defense|

1st|
+0|
+2|
+0|
+0|
+0|Flask of the Forlorn Soul

2nd|
+1|
+3|
+0|
+0|
+1|-

3rd|
+1|
+3|
+1|
+1|
+1|Potion of the Torturous Mind

4th|
+2|
+4|
+1|
+1|
+1|-

5th|
+2|
+4|
+1|
+1|
+1|Mad Chemists' Concoction

6th|
+3|
+5|
+2|
+2|
+2|-

7th|
+3|
+5|
+2|
+2|
+2|Bottled Madness

8th|
+4|
+6|
+2|
+2|
+2|-

9th|
+4|
+6|
+3|
+3|
+2|Flask of the Inner Monster

10th|
+5|
+7|
+3|
+3|
+3|My Greatest Creation![/table]

Class Features

Flask of the Forlorn Soul (Ex): Not all chemists become insane, but those that do forget what it means to be human. A mad chemist becomes capable of concocting this dangerous flask in order to show others her way of seeing things.

The mad chemist makes a craft chemical check against a DC of 18. If successful, then she creates a single Flask of the Forlorn Soul. A flask lasts indefinitely, and maybe consumed to create an ingested poison or an injury poison.

If used as an ingested poison, then anyone may drink the Flask and transform into a dangerous beast. The imbiber gains a +2 monster bonus to Strength and Dexterity, 10 temporary hit points, +10 foot monster bonus to move speed, and gains two claw attacks(1d6 each). The imbibers hands become incapable of grasping a weapon, and the imbiber drops any weapon he or she originally held. During the transformation the imbiber may not use any techniques, but her maximum strength and speed ranks are always active.

This transformation lasts a number of rounds equal to the mad chemists Intelligence modifier + 1/2 the imbiber's level. The imbiber is in constant pain during this transformation, but remains able to discern friend from foe. At the end of the transformation the imbiber takes 3d6 points of damage.

If used as an injury poison, then any creature poisoned with it must make a Fortitude Save(DC 11 + Mad Chemists' Intelligence + Potent Poisoner bonus) or suffer 1d6 Wisdom damage + 2d6 points of damage.

Potion of the Torturous Mind (Ex): The mad chemist makes a craft chemical check against a DC of 21. If successful, then she creates a single Potion of the Torturous Mind. A potion lasts indefinitely, and may be consumed to create an ingested poison or an injury poison.

If used as an ingested poison, then anyone may drink the Flask and transform into a dangerous beast. The imbiber gains a +6 monster bonus to Strength and Dexterity, 15 temporary hit points, +15 foot monster bonus to move speed, a Fly speed equal to his base move speed with Good maneuverability, and gains two claw attacks(1d8 each). The imbibers hands become incapable of grasping a weapon, and the imbiber drops any weapon he or she originally held. During the transformation the imbiber may not use any techniques, but her maximum strength and speed ranks are always active.

This transformation lasts a number of rounds equal to the mad chemists Intelligence modifier + 1/2 the imbiber's level. The imbiber is in constant pain during this transformation, and becomes unable to discern friend from foe. At the end of the transformation the imbiber takes 4d6 points of damage.

If used as an injury poison, then any creature poisoned with it must make a Fortitude Save(DC 13 + Mad Chemists' Intelligence + Potent Poisoner bonus) or suffer 1d6 Intelligence damage + 3d6 points of damage.

Mad Chemists' Concoction (Ex): The mad chemist makes a craft chemical check against a DC of 27. If successful, then she creates a single Mad Chemists' Concoction. A mad chemists' concoction lasts indefinitely, and may be imbibed for the following effect.

Anyone may drink the potion and transform into a dangerous beast. The imbiber gains a +10 monster bonus to Strength and Dexterity, 40 temporary hit points, +30 foot monster bonus to move speed, grows to Large size, and gains two claw attacks(1d8+STR each), two tentacle attacks(1d6+STR each), and a single gore attack(1d10+STR). The imbibers hands become incapable of grasping a weapon, and the imbiber drops any weapon he or she originally held. During the transformation the imbiber may not use any techniques, but her maximum strength and speed ranks are always active.

This transformation lasts a number of rounds equal to the mad chemists Intelligence modifier + 1/2 the imbiber's level. The imbiber is in constant pain during this transformation, and considers all creatures nearby to be foes. At the end of the transformation the imbiber takes 5d6 points of damage.

Flask of the Inner Monster (Ex): The mad chemist makes a craft chemical check against a DC of 30. If successful, then she creates a single Flask of the Inner Monster. A flask of the inner monster lasts indefinitely, and may be imbibed for the following effect.

Anyone may drink the Flask and transform into a dangerous beast. The imbiber gains a +15 monster bonus to Strength and Dexterity, 60 temporary hit points, +30 foot monster bonus to move speed, grows to Huge size, and gains two claw attacks(1d10+STR each), four tentacle attacks(1d8+STR each), and a single gore attack(1d12+STR). The imbibers hands become incapable of grasping a weapon, and the imbiber drops any weapon he or she originally held. During the transformation the imbiber may not use any techniques, but her maximum strength and speed ranks are always active.

This transformation lasts a number of rounds equal to the mad chemists Intelligence modifier + 1/2 the imbiber's level. The imbiber is in constant pain during this transformation, and lashes out at the nearest creature regardless of its prior allegiances. At the end of the transformation the imbiber takes 6d6 points of damage.

My Greatest Creation! (Ex): The final step in a mad chemists' descent into darkness is consuming his own insanity. The mad chemist makes a craft chemical check against a DC of 40. If successful, then she creates her greatest potion. This potion lasts indefinitely, but only one may be in existence at a time. If another greatest creation is made, then the previous greatest creation becomes nothing but water. Why? No one knows. It may have just been water the whole time. The mad chemists' greatest creation may only be consumed by the mad chemist herself, and the imbiber gains the following effects.

The imbiber transforms into a colossal tower of fury and pain. The imbiber gains a +20 monster bonus to Strength and Dexterity, 100 temporary hit points, +60 foot monster bonus to move speed, grows to Gargantuan size, and gains two claw attacks(2d6+STR each), six tentacle attacks(1d10+STR each). The imbibers hands become incapable of grasping a weapon, and the imbiber drops any weapon he or she originally held. During the transformation the imbiber may not use any techniques, but her maximum strength and speed ranks are always active.

This transformation lasts a number of rounds equal to the mad chemists Intelligence modifier + 1/2 the imbiber's level. The imbiber is no pain whatsoever during this transformation, and is able to discern friend and foe with perfect clarity. Of course, a mad chemist this far gone may not have friends anymore.

At the end of the transformation the imbiber must make a Fortitude Save(DC 10+1/2 Mad Chemists' level+Mad Chemists' Intelligence modifier) or be reduced to -1 HP and dying.


I have to ask sorry for Necro'ing this but your Mad Chemist is missing Bottled Madness. Any chance we can get that resolved? I really do love your stuff!

ZeroNumerous
2016-09-19, 04:55 PM
I have to ask sorry for Necro'ing this but your Mad Chemist is missing Bottled Madness. Any chance we can get that resolved? I really do love your stuff!

You're right about that. I've been meaning to fix it for over a year now, but I never got around to it. I'll fix it sometime tomorrow.

The Unborne
2017-07-29, 11:47 PM
Starting up another game. Gonna need some Pirate-themed mechanics...

Bucca-Nin
http://i.imgur.com/FDlGWwDm.jpg
"I'm more in the business of making loot disappear."

Not all ninjas are cut out for feudal espionage. The Bucca-Nin was born for the sea. Excelling at fighting in the most hazardous of conditions, the Bucca-nin constantly maintains control over her surroundings whether near the water, on the water, or even in the water. Having a knack for flair and a penchant for leaving behind ships and coastal towns in mayhem, the Bucca-nin rules her watery domain with an iron fist and an iron stomach.

Overview:

Class
Description
Works well with
Builds from


Bucca-Nin
Specialist in sea combat and pirate life.
Elementalist, Squad Captain, Weaponmaster
Charismatic, Fast, Strong



Requirements:
Skills: Balance 6 ranks, Diplomacy 6 ranks, Profession 6 ranks, Swim 6 ranks.
Feats: Pirate Weapon Proficiency, Resist Poison

Class Information:
Hit Die: 1d8
Action Points: 7 + 1/2 character level, rounded down.
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Demolitions (Int), Diplomacy (Cha), Drive (Dex), Escape Artist (Dex), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Business, Civics,
Current Events, Physical Sciences, Streetwise, Tactics)(Int), Navigate (Int), Ninjutsu (Int), Profession (Wis), Read/Write Language (None), Repair (Int), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), and Taijutsu (Str).
Skill Points: 7 + Int modifier.

Table 2-1: The Bucca-Nin


Level
BAB
Fort
Ref
Will
Special
Def
Rep
Chakra


1st
+0
+2
+1
+0
Cast-Iron Stomach; Save against Poison and Disease +1
+1
+1
+0/+1


2nd
+1
+3
+2
+0
Sea-Dog I
+1
+1
+1/+2


3rd
+2
+3
+2
+1
Sea Legs (+5); Bonus Feat
+2
+1
+1/+3


4th
+3
+4
+2
+1
"Walk the Plank!"
+2
+2
+2/+4


5th
+3
+4
+3
+1
Sea-Dog II; Save against Poison and Disease +2
+3
+2
+2/+5


6th
+4
+5
+3
+2
Sea Legs (+10); Treasure Sense 20 ft
+3
+2
+3/+6


7th
+5
+5
+4
+2
Bonus Feat
+4
+3
+3/+7


8th
+6
+6
+4
+2
Sea-Dog III; Save against Poison and Disease +3
+4
+3
+4/+8


9th
+6
+6
+4
+3
Sea Legs (+15); Dead Man's Chest
+5
+3
+4/+9


10th
+7
+7
+5
+3
My Life, My Love, My Lady...Is the Sea
+5
+4
+5/+10




Class Features:
Cast-Iron Stomach: There's not much to do out in open waters besides drinking (and reading, and working...you get the picture). Being used to having to eat whatever food is available, good or bad, you are immune to any food-borne illness.

Additionally, you are able to go without water for 2 days plus a number of hours equal to her Constitution score and 1 week without food before having to roll hourly Constitution Checks (DC 10, +1 for each previous check) to avoid 1d6 points of nonlethal damage.

Most importantly, you can consume massive amounts of alcohol without concern for a debilitating hangover the next morning.

Save against Poison and Disease: A life of debauchery leads to many things. For the Bucca-Nin, it leads to resistance against toxins, drugs, and other activities. Gain the indicated number as a natural bonus to saves against poison and diseases.

Sea-Dog I: Every Bucca-Nin has a different path in life, taking up different roles as they sail onward. Upon your second level and every third level after, select one of the available given options.

Storm Release: Gain the Ranton feat, no level restrictions apply.
Boatswain: Gain the Command feature (pg. 236); however, you may use an Intimidate check in place of a Diplomacy check. If you already possess the Command feature from levels in Squad Captain, you may combine both class levels and then halve.
Master-at-Arms: Gain the benefit of the Weapon Focus feat for all Pirate weapons.

Sea Legs: Even in the most dangerous storms, Bucca-Nin are able to hold steadfast. Whenever you are on a ship at sea or in the water, you gain a competence bonus to Balance, Climb, and Swim checks.

Bonus Feat: Alertness, Athletic, Brawl, Combat Expertise, Dead Aim, Elemental Specialization (Suiton or Raiton), Endurance, Far Shot, Force of Personality, Frightful Presence, Great Fortitude, Improved Brawl, Improved Feint, Innate Control, Light Sleeper, Quick Reload, Weapon Finesse

"Walk the Plank!" [Compulsion]: Bucca-Nin are no strangers to forcing others to do their bidding, even when that means death for those that hear their commands. Once per day, you can make an Intimidate check (DC 20) to compel a target to do one standard action.

Targets can make a Will save to refuse any command from the Bucca-Nin. The Save DC is 10 + 1/2 Bucca-Nin levels + Charisma bonus.

Any target asked to work against their own nature roll their Will Save with a +2 bonus. Any target asked to self-terminate will roll their save with an additional +5.

Sea-Dog II: Select one of the following or choose an option from Sea-Dog I that hasn't been selected yet.

Weather Control (Su) [Requires Ranton feat]: At one with the sea and weather, some Bucca-Nin are known not only for predicting the weather but sometimes are said to control it. You can forecast the next 48 hours of naturally occurring weather by concentrating for 1 minute. Once per week, you can concentrate for 10 minutes to summon one of two types of weather: either clear skies or thunderstorms. You can direct the weather (such as direction and strength of wind), but not exert precise control (such as where lightning will strike). The weather change affects an area with a radius of 1,000 ft per Bucca-Nin level.
Ship's Master: Moving up the ranks, Bucca-Nin begin to have complete control over everyday life aboard a ship. This mastery has led to much transfer even when on the mainland. Once per day, by spending a move action, you can instantly teleport a number of party members and/or crewmembers equal to your Bucca-Nin levels to within a 30 ft radius of yourself. Their teleportation is instantaneous, but their combat round and initiative is rolled at the end of the round they were teleported. You can activate this feature by shouting, “All hands on deck!”
Master Gunner [Requires Master-at-Arms feature]: One never knows what type of battle they’ll have to join aboard a ship, whether flintlocks, swords, or cannons, the Bucca-Nin, however, doesn’t care and can fight with any pirate weapon. If you have any attack and/or damage bonus that applies for one type of pirate weapon, that bonus applies to all other pirate weapons. Bonuses from same feat, ability, feature, etc. are not cumulative.

Treasure Sense: Bucca-Nin have the uncanny ability of sensing and valuing treasure. While awake, you can sense buried treasure (anything deliberately hidden with a value exceeding 1.5 million ryo (Wealth DC 35)). You may also use a Profession check to value any individual piece of loot (Wealth DC - 15). Any item with a DC of 10 or less that you value this way causes you to be extremely irritated.

Being so proficient at discovering buried and/or submerged treasure makes the Bucca-Nin well attuned to their surroundings, granting you the Tremorsense extraordinary ability (pg. 854) with a range of 20 feet. This ability can be activated once per day as a swift action but works both on land and in the water.

Sea-Dog III: Select one of the following or choose an option from Sea-Dog I-II that hasn't been selected yet.

Thunder God (Su) [Requires Weather Control supernatural feature]: Legends have it that by combining their natural affinity to the weather and their control over chakra, Bucca-Nin are able to smite enemy ships with lightning. Once per day during a thunderstorm, you can spend an action point to direct a single lightning bolt to any designated target. To call upon lightning requires a full-round action. The lightning bolt strikes an area with a 10 ft radius and causes 1d6 points of electricity damage per Bucca-Nin level. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue downwards.
Captain: Bucca-Nin in charge of their own ship carry with them an aura that imbues all of their crewmembers with courage and a ferocious fighting spirit. Once per day, spend an action point to inspire crewmembers within 30 ft of you. Inspired crewmembers gain a +5 bonus on all skill checks, attack rolls, and saves for 1 round. Crewmembers also become immune to cowering, nausea, shaken, and panicked or a duration equal to your reputation bonus, halved.
Demolitions Expert: Some Bucca-Nin find inspiration when blowing up things, more specifically, other ships. Three times per day, by spending an action point, every explosive weapon you use (including cannon fire you shoot) gains a 10 ft increase in radius and deals maximized damage.

Dead Man's Chest: It’s no secret mishaps happen while adventuring across the high seas, for the most experienced Bucca-Nin, they can take tremendous pain and come out smiling. Once per round as a free action, you can spend chakra to negate damage at the cost of 1 chakra per 2 points of hit point damage. This ability can negate up to 10 hit points per Bucca-Nin level.

My Life, My Love, My Lady...Is the Sea (Su): The upper echelons of Bucca-Nin are simply put: married to the sea. As such, the waters act and respond to the Bucca-Nin completely. Gain the ability Summon (Ocean). When near an ocean, you are able to summon a Greater Water elemental 1/day. The duration equals 1 hour/level. The Water Elemental cannot cross land, and when the Elemental is on the ocean and adjacent to a ship, it can double the speed of any ship.

Sariel Vailo
2017-07-30, 09:55 PM
I wanted to create a variant jutsu of the 1000 years of death using speed ranks and a icy finger

The Unborne
2017-08-30, 01:08 AM
Doku Ningen
http://i.imgur.com/jo6SNrIm.jpg
"Everything is my poison of choice."

Insert Fluff

Requirements
Base Fortitude Save: +1
Feat: Resist Poisons



Level
Doku Ningen
Major



1

Poison Dependency



2

Strengthened Immune System



3

Toxic Biology +1



4

-



5

Advanced Antibodies +1



6

Toxic Biology +2



7

-



8

-



9

Toxic Biology +3



10

Advanced Antibodies +2



11

Powerful Potency +1



12

Toxic Biology +4



13

Advanced Antibodies +3



14

-



15

Toxic Biology +5



16

Advanced Antibodies +4



17

Poison Immunity



18

Toxic Biology +6



19

Powerful Potency +2



20

-



Poison Dependency (Ex)
The Doku Ningen have become so accustomed to toxins that they seem to be unable to work normally without some steady amount of natural toxins in their diet. You require a daily intake of special herbs (Purchase DC 15 for a month supply) or suffer the fatigue condition for the next day's activities. The fatigue washes away 30 minutes after consuming your next batch of herbs.

These special herbs can be substituted by purposefully ingesting or inhaling any poison with a Save DC of 18+. You must make a save check when consuming poisons in such a manner. Poisons that have been naturally produced by the Toxic Biology ability.

Strengthened Immune System (Su)
Poison courses through the veins of all Doku Ningen, so it's no surprise that their natural ability to stave off foreign substances surpasses all normal expectations. Whenever you successfully resist a poison's effect, you become immune to any further contact with that specific poison (effectively, if you require to roll a save check against the effects of that poison, you roll a save with an natural bonus equal to its Save DC; natural ones do not count as misses when immune).

For poisons that have both a primary and secondary effect, both effects must be successfully resisted to grant immunity.

Doku Ningen also have the uncanny ability of reinforcing their immune systems with their Chakra Pathway System to combat newly introduced toxins and diseases. You may spend an instant action and 1 point of chakra to gain a +4 resistance bonus to Fortitude saves made against poisons and diseases.

Toxic Biology (Ex)
The constant ingestion and ease of combating toxins have transformed Doku Ningen's very blood into an amalgam of dangerous venoms that can even be used to poison others. By extracting your own blood, you can create dosage of toxin to coat your weapons.

By spending 1 hit point, you can produce Doku Blood to imbue your weapons with one dose of either the naturally occurring poison that inhabits most Doku Ningen's bloodstreams or any other poison that is currently stored within your body. The number of weapons imbued this way is equal to the specified bonus. Applying a poison to a single weapon requires a move action but does not incur the 5% chance of self-poisoning, nor does a natural 1 rolled on an attack with poison derived from the Toxic Biology require a Reflex save to avoid self-poisoning.

Besides their natural Doku blood, Doku Ningen can store an additional number of poisons that they have recently been exposed to equal to the listed modifier. In order to store an additional poison, you must have first gained an immunity to the desired poison as per the Strengthened Immune System ability and be exposed to it within the last 24 hours. Storing a poison within your bloodstream costs Chakra equal to the poison's Save DC. This stored poison stays in your system indefinitely until you decide to replace it with another poison to which you were recently exposed.

Any poison ever stored this way gains the Toxic Biology bonus when crafting and/or identifying the substance. Regardless of poison used through Toxic Biology, the Save DC is 10 + 1/2 Character Level + Toxic Biology Bonus. Due to the need to have a highly functional immune system, when you are fatigued you are unable to both store a new poison and apply poison using the Toxic Biology ability.

Advanced Antibodies (Ex)
Whereas the Doku Ningen’s blood can serve as a powerful poison, the antibodies that enable their life can be used to not only stave off new poisons and diseases but also to create antidotes. When using blood extracted from the Toxic Biology ability, you can create an antidote that acts both as a specific cure to Doku Blood Poison and an antidote for a general poison with Save DCs of 18 or below. You can also create antidotes for specific poisons that are currently stored using the Toxic Biology ability.

The Craft DC for a Doku Blood Poison antidote is 13 and using 1 HP worth of Doku Blood Poison yields 3 doses. Antidotes for other specific poisons require their regular Craft DC. Crafting antidotes in such manner require no Wealth check. You also gain a bonus to Craft antidotes equal to the listed bonus.

You also gain the listed bonus to your Fortitude Saves against poisons and diseases.

Powerful Potency (Ex)
The poisons Doku Ningen extract from their bloodstreams become even deadlier than poisons derived naturally. You gain a bonus to the Save DCs of poisons extracted using the Toxic Biology ability and same type damage of poisons. Bonus permanent ability damage, however, becomes temporary.

Poison Immunity (Ex)
A life filled interacting with various toxins in the world make you immune to all poisons.

==========================================

New Poisons


Poison
Type
Damage
Frequency



Doku Blood

Injury

1 HP

1/1r