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Callos_DeTerran
2009-01-21, 07:47 PM
This thread is a compilation of all the homebrew I'll be using in a soon-to-be Naruto d20 game. Some of this is my own, some of it isn't but the people who made it will be properly credited. Of course if anyone has an opinion on the actual balance of these techniques, occupations, etc. then feel free to give them too and I'll make my own little changes..

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Occupations

Liang Clan
A well-respected clan within Amegakure that has, so far, refused to take a side in the civil war permeating the country but tends to the wounded of both Amegakure and the rebels seeking to over-thrown Hanzo. They ensure their safety by making themselves valuable to both sides and jealously secreting away the knowledge of their poisons, medical techniques, and the Silent Rain fighting style.

Liang Clan (Occupation)
Perquisite: Age 10+, allegiance to neither Amegakure or Rebels.
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: Chakra Control, Craft (pharmaceutical, poisons), Knowledge (earth and life sciences), Ninjutsu, Survival, Taijutsu, and Treat Injury.
Bonus Feat: Select one of the following: Chakra Affinity, Craft Poisons, Light Sleeper, Nin Weapon Prof., Resist Poison, Skilled, Taijutsu Adept.
Affiliation: You require one less success to learn Liang Hijutsu techniques.
Wealth Bonus Increase: +1
Reputation Bonus Increase: +1

Nakanori Clan
Known to the more normal public as a clan of ruffians and thugs, the Nakanori are a battle-hardened clan that suffers under what many would call a blessing but the wiser Nakanori know to be a curse. They are known for having impressive and resilient chakras that instill them with an unease and need for release that drives many of them into fights that could have otherwise been avoided giving the clan it’s insulting reputation.

Nakanori Clan (Occupation)
Prerequisite: Age 8+.
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: Chakra Control, Gather Information, Intimidate, Knowledge (ninja lore, popular culture, streetwise), Ninjutsu, Profession, Search, Spot, Survival, and Taijutsu.
Bonus Feat: Select one of the following: Advanced Bloodline (Reikyou), Chakra Affinity, Chakra Restoration, Improved Chakra Pool, Ninjutsu Adept, Nin Weapon Prof.
Affiliation: You require one less success to learn Nakanori Hijutsu techniques.
Wealth Bonus Increase: +1
Reputation Bonus Increase: +2

Moriharu Clan
The only known doujutsu to exist within Amegakure, the Moriharu are known for their flamboyant attitudes and manner of dress in a notably dreary country. Their potent mixture of the Mystic Eye with a unique style of fighting has given rise to the term ‘mind warriors’ to those without a finer understanding of ninja lore, but even then the stunts they can pull off are remarkable even by some ninja’s standards.

Moriharu Clan (Occupation)
Prerequisite: Age 8+.
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: Genjutsu, Intimidate, Knowledge (ninja lore), Search, Sense Motive, Spot, and Taijutsu.
Bonus Feat: Select one of the following: Advanced Bloodline (Tejinagan), Bluff, Chakra Affinity, Genjutsu Adept, Improved Chakra Pool, Ninjutsu Adept, Nin Weapon Prof.
Elemental Affinity:Wind
Affiliation: You require one less success to learn Moriharu Hijutsu techniques.
Wealth Bonus Increase: +2
Reputation Bonus Increase: +1

Tejinagan Bloodline
Tejinagan (Magic Eye) Created by Byakko on the Nd20 forum
Intermediate Bloodline
The Mystic Eye in it's dormant form causes the weilder's cornea to be of a bright and unnatural color, for example neon blue or pink. In it's first step the entire eye is consumed by that color, constantly shifting. The Mabushii Tejinagan (Radiant Mystic Eye) causes the users eyes to glow faintly in the same shifting color, and if you look close enough, the iris actually returns, but is a vibrant silver.

Requirements:
Skills: Genjutsu 4 ranks
Feats: Advanced Bloodline(Mystic Eye), Genjutsu Adept

Level Abilities
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01 | Deceptor's Skill +1
02 | -
03 | Mystic Eye +1
04 | -
05 | Deceptor's Skill +2
06 | Mystic Eye +2
07 | -
08 | -
09 | Mystic Eye +3
10 | Deceptor's Skill +3
11 | -
12 | Radiant Mystic Eye +1
13 | -
14 | -
15 | Deceptor's Skill +4, Radiant Mystic Eye +2
16 | -
17 | -
18 | Radiant Mystic Eye +3
19 | -
20 | Deceptor's Skill +5

Deceptor's Skill: The character, through natural affinity, gains a bonus to Bluff, Diplomacy, Gather Information and Sense Motive equal to X.

Mystic Eye: The character activates this ability as an attack action the does not provoke an attack of opportunity. He gains a bonus to Genjutsu checks, Chakra Control checks(for converting Chakra to HP only), Will saves vs. Genjutsu equal to the number given and a 10% miss chance on attacks against the user.

The character can concentrate for a move-equivalent action to gain the ability to See Chakra for as long as he concentrates, plus 1 round. Concentrating this way is the same as if he were concentrating on a spell or technique.

The Mystic eye costs 3 chakra per 2 rounds to maintain, and cannot be converted to hit points. It can be deactivated as a free action on the characters turn.

Radiant Mystic Eye: Radiant Mystic Eye has all of the abilities of the Mystic Eye, and the levels stack. In addition to those abilities the Radiant Mystic Eye grants a bonus to the DC of Genjutsu techniques for an enemy to resist the effects equal to X and the miss chance increases to 20%.

Radiant Mystic Eye costs 3 chakra per rounds to maintain, and cannot be converted to hit points. It can be deactivated as a free action on the characters turn.

Mabushii Tejinagan [FEAT]
Prerequisites: Advanced Bloodline(Mystic Eye), Mystic Eye +3, Genjutsu 12 ranks
Benefits: You unlock access to the Radiant Mystic Eye, and can learn several techniques unique to it.
Special: Until this feat is acquired, the progression of the Mystic Eye stops completely. The GM may require a special event before a player is able to take this feat.

Tanee Clan
Introspective monks and priests, the Tanee clan tends to the many shrines dedicated to those who have fallen in battle more so then any other and have sworn an oath of loyalty to Sanshōuo no Hanzō seeing how he maintains the stability of the small village. Rumor has it that several Tanee are among the guards regularly cycled in and out to defend Hanzo.

Tanee Clan (Occupation)
Prerequisite: Age 10+, allegiance to Amegakure.
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: Chakra Control, Craft (calligraphy), Knowledge (art, civics, current events, ninja lore, philosophy and theology), Ninjutsu, Sense Motive, Taijutsu.
Bonus Feat: Select one of the following: Advanced Bloodline (Kyuushou Kousei), Nin Weapon Prof., Resist Poison, Taijutsu Adept, Will Over Flesh.
Affiliation: You require one less success to learn Tanee Hijutsu techniques.
Wealth Bonus Increase: +1
Reputation Bonus Increase: +1

Oonishi Clan
Giants among men, literally, are what most people know about the Oonishi clan and that is usually as far as it gets. These massive shinobi proudly boast that they are descendents of giants though there is no proof to those claims and most other ninja assume them to be false. It doesn’t change the fact that the Oonishi are big and usually prefer big weapons to go with their impressive strength.

Oonishi Clan (Occupation)
Prerequisite: Age 10+.
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: Chakra Control, Climb, Gamble, Intimidate, Ninjutsu, Swim, Taijutsu.
Bonus Feat: Select one of the following: Archaic Weapon Prof., Exotic Weapon Prof., Hachimon Tonkou, Power Attack, Taijutsu Adept,.
Affiliation: You require one less success to learn Oonishi Hijutsu techniques.
Wealth Bonus Increase: +1
Reputation Bonus Increase: +1

Zhi Clan
The Zhi are those who prefer to stay out of the spotlight, sticking to the comfortable shadows where the scrutiny of larger clans cannot fall on them. With the understanding that their low numbers is a severe deterrent in any large scale conflict, the Zhi have made certain that the only missions one of their clan has gone on are ones neutral to either side of the civil war though recent rumors suggest that the clan head has been in contact with the head of the rebels...

Zhi Clan (Occupation)
Prerequisite: Age 10+.
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: Balance, Climb, Hide, Move Silently, Ninjutsu, Sleight of Hand, Taijutsu, Tumble.
Bonus Feat: Select one of the following: Atheletic, Combat Martial Arts, Defensive Martial Arts, Ninjutsu Adept, Nin Weapon Prof.,
Shadow Arts, Skilled, Taijutsu Adept.
Affiliation: You require one less success to learn Zhi Hijutsu techniques.
Wealth Bonus Increase: +1
Reputation Bonus Increase: +1
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New Jutsu

Liang Hijutsu
Musei Ame Kata (Silent Rain Style) As made by OneManHorde on Nd20 forum
Musei Ame Kata - Naoten Dageki (Silent Rain Style – Still Point Strike
(Taijutsu (Martial Arts), Liang Hijutsu), [D-Rank; Rank 1]
Learn DC: ,2 successes ; Perform DC: ; Time: 1 attack action; Components: F ; Range: Close (10ft + 5/2 levels) Target: one creature Duration: Instantaneous Saving Throw: Fortitude (negate) ; Chakra Cost: 1

The user of this technique makes a precision attack with his senbon hitting pressure points and cutting off movement. The user makes a ranged attack with a throwing needle that if it hits deals damage and stuns the target for 1d2 rounds.

Martial Focus: Throwing Needle

Musei Ame Kata - Hari no Jutsu (Silent Rain Style – Acupuncture Technique)
Taijutsu (Martial Arts; Requires Chakra Control 4 Ranks, Silent Rain Style – Still Point Strike (t), Liang Hijutsu)
[D-Rank; Rank 2]
Learn DC: 13, 1 success; Perform DC: 13 Time: 1 attack action; Component: F ; Range: Close (10ft +5/2levels) Target: one creature Duration: Instantaneous Saving Throws: Fortitude (negate) ; Chakra Cost: 2

Used as a way for practitioners of the Silent Rain Style to practice both accuracy and charging there Senbon with chakra the Deadly Acupuncture Technique combines medical science, martial art skill and chakra control to disrupt the flow of chakra and make it more difficult for an opponent to perform jutsu. The user of the technique makes ranged touch attack with a Senbon which counts as chakra enhanced for the purpose of damage reduction and deals 1d4 damage. If the target fails there saving throw they receive a -1 penalty to Ninjutsu, Genjutsu, Taijutsu and Chakra Control checks made to perform Jutsu for 1 round/level.

Material Focus: Senbon

Musei Ame Kata - Mira-ju-hari-ame (Silent Rain Style – Illusionary Needle Rain)
(Ninjutsu (Suiton) Liang Hijutsu) [C-Rank; Rank 3]
Learn DC: 16, 2 successes ; Perform DC: 16 ; Time: 1 attack action; Components: H, F Range: Close (10ft + 5/2 levels) Area: Burst 10ft Duration: 1 round/3 levels Saving Throws: Reflex (half); Chakra Cost: 4

The user of this technique makes rain water fall from the sky while having needles rain from the sky also, hidden by the rain. When the user uses the technique is creates a 10ft burst of rain from a square within range, the rain does not create enough water to fuel other Suiton Ninjutsu and dries within seconds at the end of the techniques duration. A creature caught within the burst takes 1d3+1 damage that can be increased by +1d3 per a point of additional chakra (maximum 5d3). By spending 2 points of chakra the user of the technique can have the burst increase in size by 5ft (to a maximum of 20ft).

Material Focus: 10 Senbon/Round

Musei Ame Kata - Hari Kawarimi no Jutsu (Silent Rain Style – Senbon Body Substitution)
(Ninjutsu, Liang Hijutsu)[C-Rank; Rank 4]
Learn DC: 17 ,2 successes ; Perform DC: 17 ; Time: 1 attack action or 1 instant action ; Components: H, F Range: Personal; Target: You (See Text); Duration: Instantaneous; Saving Throws: (See Text); Chakra Cost: 2

This technique functions in the same way as Kawarimi no Jutsu, except that the user leaves behinds a burst of throwing needles as well as the object he substitutes himself with.

When the user uses this technique, a 10ft burst of Senbon dealing 2d4 damage plus any poison on the Senbon appears where he once was along with object which he substituted himself with. For every additional point of chakra the user wishes to spend he can increase the damage by 2d4 (maximum 6d4). The user may move up to 30 feet or his
base land movement speed as part of this technique, whichever is lower.

Avoiding Attacks:The user performs Senbon Body Substitution as an instant action before an enemy attack roll (melee or ranged attack, touch attack, or grapple attempt) targeting him specifically. To do so, the user cannot be flat-footed or denied his Dexterity bonus to defense.
Avoiding an attack costs 2 point of Chakra that can't be converted, and can be done up to 1 time per day. The attack avoided must be from a creature with of his ECL or 1, whichever is lower. The user cannot avoid an attack if he is immobilized in any way. To avoid the attack, the user must make a Perform check (as per Senbon Body Substitution Technique, mastery counts) opposed to the opponent's attack roll (add 5 if the attack roll is a Chakra Control, Genjutsu or Ninjutsu effect, a natural 20 or a confirmed critical), minimum 17. Success means that the user replaces himself, and the substituted object has the desired tag in the square he previously occupied. Avoiding an attack must be declared before knowing the result of the attack roll. Failure means that the chakra spent trying to avoid the attack is wasted, and the technique fails. The user requires both hands free to perform this technique. An opponent can choose to lower the value of its ECL for the purpose of allowing an opponent to evade the attack in this manner, but not increase it. Each use of Avoiding an Attack stacks with all other techniques with effects that allow you to Avoid an Attack, such as Kawarimi no Jutsu or Shundou.

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 to avoid an attack of up to his ECL or 5, whichever is
lower.
The second step of mastery allows the user to increase the cost to 4 when avoiding an
attack, to avoid an attack of up to his ECL or 10, whichever is lower.
The third step of mastery allows the user to increase the cost to 6 when avoiding an
attack, to avoid an attack of up to his ECL or 15, whichever is lower.
The fifth step of mastery allows the user to increase the cost to 8 when avoiding an attack,
to avoid an attack of up to his ECL or 20, whichever is lower.

Material Focus: Throwing needles (10 + additional 10 for each extra point of chakra spent)

Musei Ame Kata - Harikakou no jutsu Silent Rain Style – Needlefall Technique
Ninjutsu (Suiton; Requires Silent Rain Style – Illusive Needle Rain (t), Liang Hijutsu) [B Rank; Rank 5]
Learn DC: 19,3 successes ; Perform DC: 19 ; Time: 1 attack action ; Components: H, F Range: Personal; Area: 20ft Burst Target: Self; Duration: 1 Round/2 levels; Saving Throws: Reflex (Half) ; Chakra Cost: 5

A technique that builds on the Illusive Needle Rain technique, the user creates clouds from the water vapour in the air which rain needles created from the water. The user of this technique creates a burst of clouds centred on himself that rain Senbon formed from the water. Any hostile creature caught in the burst takes 2d6 damage every round it stays there, and may spend an additional point of chakra to increase the damage by +1d6. (Maximum 6d6). In addition to hostile creatures taking damage every round they are in the burst, the burst increases by 5ft every round.

This technique cannot be performed in dry climates (such as dessert), though it will still work on a dry day.

Material Focus: Either nearby clouds, a humid environment or 5 litres or more of water

Musei Ame Kata - ? (Silent Rain Style – Jugular Pin Cushion Technique!)
Taijutsu (Martial Arts; Requires Still Point Strike (3), Chakra Control 12 Ranks, Knowledge: Earth and Life Sciences 9 Ranks, Liang Hijutsu), [A-Rank, Rank 6]
Learn DC: 21,4 successes ; Perform DC: 21 ; Time: 1 attack action ; Components: F Range: Close (10ft + 5ft/2 levels); Target: one creature in range; Duration: Instantaneous; Saving Throws: Fortitude (Partial); Chakra Cost: 6

A technique perfected purely for the use in Assassination, its user throws a number of Senbon charged with his own chakra at the Jugular Vein turning it into a shredded bloody mess to be followed up by the finishing strike.. The user of this technique makes a ranged touch attack against the target that if it hits deals 2d8 damage and the target is knocked unconscious for 1d4 rounds and takes an additional 1d4 stamina damage every round until it wakes up. A successful saving throw instead stuns the target for 1 round.

When the user uses this technique against a creature whose anatomy he is not familiar with (non humanoids) increase the perform dc by 5.

Mastery: At the third stage of mastery increase the stamina damage when unconscious to 1d6.

Material Focus: Five Senbon.

Medical Technique Hijutsu As made with minor adjustment by El Maestro from the Nd20 forum
Medical Ninjutsu: Secrets - Healing Armor
Ninjutsu (Medical, Requires Medical Specialist lvl 10, Effective wisdom 16, all for Chiyu techniques at mastery +5, Ninjutsu 17 ranks, Liang Hijutsu) [S-Rank; Rank 14]
Learn DC: 30, 6 successes; Perform DC: 24; Time: 1 full-attack action; Components: H; Range: Personal (see text); Target: You; Duration: 1 round/3 lvls;
Chakra Cost: 12 for shodan, 26 for nidan, 40 for sandan, 52 for yondan (see text).

He performs a series of hand seals and the air wavers around him, converging towards his body to take the form of a thick layer of tranclucent chakra. As the layer takes form, his most dire wounds close up at an incredible rate.

When he performs the technique, the user must chose between one of the four chiyu techniques, to determine the effects of the healing. At the end of each of the rounds during which the technique lasts (starting from the one after which the user performed the technique), he is then healed as if he himself was discharging the chiyu technique on which he based the effect.

This effect doesn’t extend to creatures other than the user but gives him a +2 deflection bonus to Defense.

Finally once per month, if the user is killed while the technique is in effect, the technique automatically discharges and brings the user’s health up to a fourth of his total, regrowing any organs he might have lost. If this effect is used more than once per month, the user will permanently lose 4 points in every physical ability score due to his body being unable to withstand the damage and sudden restoration. If ever the user dies while this technique is in effect and he once lost 4 points in every physical ability due to overusing this effect. He takes 10 permanent points of damage to every physical ability and 2 points to each mental ability. If the user still lives after taking such damage, this technique will not be able to bring him back anymore.

Permanent ability damage inflicted by the use of this technique cannot be healed by any means short of an Epic level medical ninjutsu.

Iryou Ninjutsu: Hiken – Chakra no Tsurugi (Medical Ninjutsu: Secrets - Chakra Sword)
Ninjutsu (Medical; Requires Chakra Scalpel Expertise, Reverse Doctor and Katawa Juushou(5) (a), Liang Hijutsu) [B-Rank; Rank 12]
Learn DC: 26, 4 successes; Perform DC: 29; Time: 1 attack action; Components: S, M; Range:
Personal; Effect: Improved chakra scalpel; Duration: 1 round/level or until discharged;
Saving Throws: Fortitude partial (see text); Chakra Cost: 6 per charge (up to one/five
Level, determined before the perform check).

He raises his arm and you discern chakra massing around his fingers and expanding to form a long blade that resembles a chakra scalpel. Though much bigger.

This technique once used, increases dimensionally one’s chakra scalpel. When performing the technique, the user imbues his Chakra Scalpel for a number of attacks, up to 1 per 5
levels. The base damage of the chakra scalpel increases to 1d10. The technique weakens when all successful charges have been made but the scalpel will retain its size and base damage for another 3 rounds after which, the technique ends. When the user strikes at the target with his Chakra Scalpel and scores a successful hit, he deals an additional 1d6 points of damage and may choose to target a specific limb and expend one charge of his improved Chakra Scalpel.

The effect of the expended charge are described below, and can be negated with a successful Fortitude save.

Arm: Target suffers -4 penalty to attack rolls and damage for 8 hours. Can be applied
twice.

Leg: Target suffers a -2 penalty to defense and reflex saves, and its land movement speed
is reduced by 10 feet for 8 hours. Can be applied twice.

Torso: Target suffer a -4 penalty to Constitution checks, and an additionnal -2 penalty to Fortitude
saves for 8 hours. Can be applied once.

Head: Target is blinded for 2d3 rounds.

The arms and legs damage count as ability scores of the same type and can be healed with
medical techniques, one charge representing 1 point of ability damage. The
torso is treated as exhaustion and is removed by any ability that completely eliminate
exhaustion, though not those that turn exhaustion into fatigue. The Head effect can be
removed by any effect that cures blindness.
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Nakanori Hijutsu As written by El Maestro on the Naruto d20 forum
Evil Wind Bow- First form: Herald of Wind
Ninjutsu (Fuuton; Nakanori Hijutsu; requires BAB+5)[B-rank, Rank 8 ]:
Learn DC: 22, 4 successes; Perform DC: 23 ; Time: Standard action; Components; H,Mas, F; Range: Personal; Target: You; Duration: 1 min./ lvl; Chakra cost: 10

After executing a few wind seals, the user extends his arm and the air starts flowing around it, evoking the general shape of a bow. The newly created weapon shoots bolts of wind.

Molding the very air with chakra, the user turns it into an exceptionally flexible longbow. This weapon has the overall shape of a compound bow, it is made of rapidly blowing wing and features no string. This technique, created by a scion of the (Insert Clan Name) family is used to create a reliable long-range weapon.

For all purpose, the effect is considered a bow. It has an energy resistance of 20 against lightning, cold, water and earth damage, immunity to wind damage and 2 hit points per minute the technique still lasts (going down with time).

On a successful ranged attack, the bow deals 1d10 of piercing dmg and wind dmg. It requires no arrows to shoot and you add your dexterity bonus to damage and attack with it (but you don’t add your strength to damage). Its range is 1.5 time the range of a normal bow as long as it shoots through air (if not its range drops to half the normal range of a bow).

Special: As a swift action, you may reduce the remaining duration of the technique by half to gain a + to attack and damage= the number of minutes lost for the next attack. This can only be done once per usage of the technique and forces the user to make a DC 20 fortitude check or suffer 1 point of stamina damage per minute spent.

Material Focus: Gas of some kind in sufficient quantity to create the effect.

Mastery:
At the first level of mastery, you may shoot the bow with only one hand with no malus. Doing so reduces the duration of the technique by 3 min for each shot.
At the second level of mastery, the bow is considered mastercrafted +1 and you may perform it with a move action.
At the fifth level of mastery and once per day, you may use an action point to gain another attack per round at your highest attack bonus.

Evil wind bow – Second Form: Harbinger of Wind
Ninjutsu (Fuuton, (Insert Name Here) Hijutsu; requires BAB+8)[ A-Rank, Rank 11]
Learn DC: 27, 5 successes ; Perform DC: 28 ; Time: Move action; Components; H,Mas, F; Range: Personal; Target: You; Duration: 1 min./ lvl; Chakra cost: 24.

The user executes some wind-based hand seals and extend his arm in the air. As wind whirls around his whole body, it seems to solidfy around his arm and takes the shape of two crossed bows made of swirling wind. The newly-created weapon shoots traits of wind as wide as a man’s arm.

This technique was for most of his life, (Insert Name Here)’s «ace in the hole». At the peak of his ability, he was said to be able to take out most of his enemies in a few seconds using it.

On completion of this technique, the user creates a cross-shaped bow of wind that look like two great «Evil Wind Bows» joined by the center in a cross shape.
For all purpose, the effect is considered a mastercrafted +1 bow. It has an energy resistance of 40 against lightning, cold, earth and water damage, immunity to wind damage and 4 hit points per minute the technique still lasts (it goes down with
time).

On a successful ranged attack, the bow deals 2d8 of piercing dmg and wind damage. It requires no arrows to shoot and you add your dexterity bonus to damage and attack with it (but you don’t add your strength to damage). Its range is twice the range of a normal bow as long as it shoots through air (if not its range drops to the normal range).

Additionally, the bow is now able to contain objects the size of doses of poison or explosive tags. 12 such objects might be added to it as a Full-round action, 6 as a standard action, 4 as a move action and 2 as a swift action. The bow can contain 2 objects per level of the user which will float through the weapon. The user can choose to fire up to two such objects with each attack as a free action.

Special: As a swift action, you may reduce the remaining duration of the technique by half and gain a bonus of +1 to attack and damage per minute spent on your next attack. This can only be done once per usage of the technique.
Material Focus: Gas of some kind in sufficient quantity to create the effect.
Mastery:
At the first level of mastery the user can form the bow without making hand seals. Making them gives him a +1 to perform.
At the second level of mastery, the bow becomes mastercrafted +2 and you may perform it with a swift action.
At the fifth level of mastery, you may use an action point to gain another attack per round at your highest attack bonus.

Wind-Style Ninjutsu : Heavenly Lord of The Wind
Ninjutsu (Sealing and Fuuton; Nakanori Hijutsu, Effective Int 22, Wind element affinity (main), Ninjutsu 24 ranks, Chakra Control 24 ranks)[ Epic, Rank 15]
Learn DC: 40, 9 successes ; Perform DC: 46 ; Time: See text; Components; P, M, X, C, H; Range: Touch; Target: One creature; Duration: 1 year; Chakra cost: All the user’s and the target’s chakra that will come back at the rate of level/day of rest

This technique is used to completely attune a body with the wind and unlocks all the potential of the Fuuma no Ojigi technique. The target must have wind as a primary affinity and will be able to freely control wind moderately (make air move around him, lift lightweight objects (3 pounds or less).

This technique is a complicated sealing jutsu that merges the body of the target with the very element of wind. This ritual must be performed during a whole day. The materials required cost a 25 purchase DC and the seals a DC 30 Craft (calligraphy check) At the end of it, the target’s body will be covered entirely by seals (all seal slots occupied). At the end of this technique, the target makes a fortitude save (DC 30) or fall unconscious for 1d2 days. If the save succeeds, the user is exhausted for 6 hours. Also the user loses any elemental affinity to chakra other than wind.

The benefit of this technique are the following: Whenever the target performs a wind technique or uses one, he gains a bonus to attack, damage and DC equal to the one given by his wind affinity. Additionally, whenever, he uses a weapon that deals wind damage, he receives the same bonus to attack and damage.

Additionally, if the target so desires, he can suppress his chakra as a move action (a swift action if he already had the ability to do it).
Finally, when the user attacks with an Evil Wind Bow, he gains another attack per round with a bonus equal to half his maximum attack bonus and he is always shielded by wind, gaining a +2 deflection bonus to AC.

Material Focus: The components and seal mentioned above.

The following techniques may use Dexterity instead of strength for the Taijutsu check to perform the technique.

Bow art secret technique- Flight of a thousand arrows
Taijutsu (Martial arts; Nakanori Hijutsu; Requires Kyuudo, Rapid Shot and BAB+3) [C-Rank, Rank 7]
Learn DC: 20, 3 successes ; Perform DC: 20 ; Time: Full-round; Target: Anything that crosses you can shoot; Components: M, F; Range: Personal; Duration: Instantaneous; Saving throw: None; Chakra cost: 8

Using his material focus, the user, enhanced by chakra, sends a deadly volley of arrows (or other projectiles) on a single creature and shreds it apart. This technique allows one to shoot faster and more accurately for a brief moment (it is in fact an advanced use of Quick Draw and Rapid Shot). If the perform check is successful, the user makes a full attack action using his material focus and the Rapid Shot feat. He gains a bonus ranged attack and a +1 to all his ranged attacks during this technique.

All the user’s attack are considered normal for purposes of applying feats (such as double tap, Skip Shot, Rapid Shot, etc.).

Material Focus: One or more ranged weapon or projectile.
Mastery: At the second level of mastery, the user can add the bonuses of the Dead Aim feat to his attack if he spends a move and a swift action in the round before.

Bow art secret technique-Flash of a deadly shell
Taijutsu (Martial arts; (insert name here) Hijutsu; requires BAB+3)[B-Rank, Rank 7]
Learn DC: 20, 4 successes; Perform DC: 22; Time: Attack action; Target: One creature; Components: M,P,F; Range: Material Focus; Duration: Instantaneous; Saving throw: Reflex partial; Chakra Cost: 9

Using his material focus and a blast of raw chakra, the user lets fly a deadly projectile that blows on impact. This technique allows one to pierce through foes and tear apart adjacent targets. Upon completion of the technique, the user makes a single attack at his highest attack bonus (Which can be enhanced by any temporary bonuses like dead aim) against a single creature. If this attack hits, it deals normal damage +4d6 of damage (sneak attack may apply) to the target. If the attack misses, the target still receives the number of d6s in damage. Any creature in the same square and adjacent also receives the number of d6s in damage. Said number of d6s in damage can be halved by a successful reflex save.

The arrow ignores the first 5 points of damage reduction or hardness.

The DC of this technique for the primary target is treated as being a rank higher for every 6 points by which the user beats the target’s AC.

Material Focus: One or more ranged weapon.
Empower: At the cost of 3 points of chakra, the user may add 2d6s to the damage dealt.
Mastery:At the second level of mastery, the DC of the technique increases by 1 for each 5 points above the target’s AC instead of 6 points. The user also gains a +1 to his attack

Bow Art Secret Technique-Crippling Shot
Taijutsu (Martial Art; Nakanori Hijutsu; requires precise shot, chakra control 7 ranks and BAB+4)[B-rank, Rank 7 ]
Learn DC: 21, 4 successes ; Perform DC: 22 ; Time: Attack action (or as a ranged attack; see text; Components; M, F, E; Range: Personal; Target: You; Duration: 1d6+1 round. Saving throw: Fortitude partials; Chakra cost: 8 (11 as a ranged attack)

The user shoots his material focus to a key point of the body and, if the shot connects, the target takes damage normally and makes a fortitude save to avoid being paralyzed for 1d6+1 rounds. Even if the save is successful, roll a d8 on the table below and apply the condition mentioned for the duration of the technique. The target can instantly save again to reduce the duration of the effect to a half of the normal time.

1: Right arm: -2 to perform techniques that need hand seals
2:Left arm: -2 to perform techniques that need hand seals
3: Right leg: The target is knocked down and his base speed is reduced by 10 ft.
4:Left leg: The target is knocked down and his base speed is reduced by 10 ft.
5-6-7: Body. Target is nauseated 1 round and shaken the next.
8: Head. Target is dazed 1 round then stunned the next.

This attack also increases your threat range by 1. In case of a critical hit, all base damage and durations are doubled.

Mastery: At the second step of mastery, you can use this technique as part of a full-attack action once per encounter. Doing so requires three extra chakra points that cannot be converted.
Empower: By using 2 points of non-convertible chakra, you can add 1 to the DC of the technique for each 36 points for which beat the target’s defense.

Mark of doom
(Chakra Control, Nakanori Hijutsu)[C-Rank, Rank 5]
Learn DC: 17 ; Perform DC: 18 ; Time: Attack action; Components; C, X, Mas ; Range: As Projectile; Target: any one thing that matches your fancy; Duration: 5 minutes + one minute per 5 points by which your perform check exceeds 17; Chakra cost: 5

When using a ranged attack the user may use this technique to enhance a projectile, imbuing it with a specially combined chakra. If the projectile hits, the chakra crawls onto the target and start glowing brightly and buzzing, thus inflicting a -10 to hide and -5 to move silently checks.

Plus, if the user concentrates to sense chakra (which he must be able to do prior to using the technique), he will be able to sense the target up to 1000 times his normal range, giving him a +20 bonus on track checks to find the target and allowing him to ignore modifiers to survival checks that affect tracking (when tracking and sensing chakra).

Empower: The user can double the chakra cost to multiply the maluses by 1.5
Mastery: At mastery 3, you increase the duration of the technique by one minute for each 3 points by which your perform check beats the perform DC instead of 4 points for one minute.
---

Moriharu Hijutsu As made by El Maestro and Byakko from the Nd20 forum
Gaze of the Suicidal Thoughts
(Genjutsu (Doujutsu), Moriharu Kinjutsu, Requires Radiant Mystic Eye +3 and 15 ranks in Genjutsu) [Mind-Affecting]
Rank: 10 (A-Class); Learn DC: 25, 4 success; Perform DC: 27; Time: 1 attack action or instant action;
Components: M; Range: 10 ft. cone or 5ft.; Target: One or hostile creatures in the area; Duration: 1 round; Saving Throws: None (see text); Chakra Cost: 12 or 20.

With a single look, the user persuades one or more enemies of turning their killing intent toward themselves.

Used as a standard action, this technique forces the affected creatures to attack themselves or their closest ally each time they try to attack the user (player characters affected by this technique shouldn’t be revealed its effect until after they have declared their attack action(s)).

As an instant action, the user can make a creature attacking him deal the damage (or effect) of its attack to himself. The user must roll a perform check with a DC equal to the attacker’s attack score. Use of this effect must be declared after the enemy attack has been declared and before he can roll his damage.

Blurring Body Technique
Genjutsu(Phantasm; Requires Mystic Eye +2(a), Moriharu Hijutsu)[C-Rank; Rank 6]
Learn DC: 19; Perform DC: 19; Time: 1 attack action; Components: H,Mas;
Range: Personal; Target: You; Duration: 1 round/level;
Saving Throws: None; Chakra Cost: 6

This technique builds on the Mystic Eye user's miss chance granting an even greater bonus by continuing to blur their form. At it's base, it increases the miss chance by 10%.

Mastery: At each step of mastery the miss chance granted increases by 1%, when at full mastery it grants an additional 5% chance.

True Blurring Body
Genjutsu(Phantasm; Requires Radiant Mystic Eye +1(a); Moriharu Hijutsu)[A-Rank; Rank 12]
Learn DC: 31; Perform DC: 29; Time: 1 attack action; Componenets: H;
Range: Personal; Target: You; Duration: 1 round/ 2 levels;
Saving Throws: None; Chakra Cost: 9

The perfect form of Blurring Body Technique, it increases the Radiant Mystic Eye users miss chance by 25%.

Radiant Mystic Eye Forbidden Art - Sin Releasing Technique
Genjutsu(Harmful; Requires Radiant Mystic Eye +2(a); Lost Kinjutsu)[Super S-Rank; Rank 15]
Learn DC: 45; Perform DC: 40; Time: 1 Full Round action; Componenets: H,;
Range: Close(10ft. + 5/ 2 levels); Target: One creature; Duration: Concentration(1 round/level max.); Saving Throws: Will negate(See Text); Chakra Cost: See Text

This forbidden jutsu hasn't been used in over a century, and everyone's better off for it. Just to attempt this jutsu the user must pay 20 chakra before it even begins. Then for each round the user holds it he has to pay an additional 10.

This jutsu directly enters the mind of the subject it's used on and transports it to a battlefield in its own mind. This field is populated by everyone the ninja has ever wronged, harmed or killed. And they all are seeking their vengence.

This technique is devastating, because each round that the user holds it, the subject has to make a Will save to negate the effects of this jutsu. Should he fail even one check before the user can no longer hold it, he is instantly dropped to -1 HP and falling as the sins from his past destroy his mind.

To be continued!

Callos_DeTerran
2009-01-21, 07:49 PM
More Moriharu hijutsu. To be edited with the next set of hijutsu and whatnot.

Chainsword Style As written by El Maestro on the Nd20 forums
Chainsword:
1d8 Dmg,18-20/x2, 5lb., Slashing/Piercing, Gives a +1 to bluff to feint in combat and a +1 to damage when attacking a feinted opponent, Medium One-Handed Weapon. Works like a sword but can separate its blade in segments and return to its original form quickly, enabling for sawing and surprising attacks. Not Having Weapon Finesse gives a -2 penalty to all attacks with the weapon. Requires the Exotic Weapon Prof. to use.

Feintsword Secret Technique - Disorientation Dance – Confuse
Genjutsu (Doujutsu; Requires Taijutsu 8 ranks, Ninjutsu 9 ranks, Ability to use the wind element, Moriharu Hijutsu)[A-Rank, Rank 7]
Learn DC: 22, 5 success; Perform DC: 24; Time: 1 swift action
action; Components: M; Range: Personal; Target: Anyone looking at the user; Duration: 1 minute/level ; Saving Throws: Will partial; Chakra Cost: 6

This genjutsu was developed by a clan of genjutsu masters who killed their enemies heads-on without leaving them a moment to react, mocking other genjutsu users would cower in the shadows waiting for their techniques to take their effect on stronger enemies.

The point of this technique is to take away from a taijutsu user his advantages in melee combat. This dance consists in manipulating the light and air around your body to distort your image and enable to throw your attacks from unexpected places and make yourself appear where you are not. Then, when your opponent is confused by what he sees, this technique allows you to deliver a combined strike of the mind and body. It works a lot like a stance.

As long as the stance is active, you gain concealment 25% (That does not stack with the Moriharu's bloodline) and enemies receive a -2 on attacks against you. Blind creatures ignore this effect, creatures who can see chakra are only more confused by the flow of energy taking a -3 to attack on top of total concealment and creatures who can see through chakra take only a -1 to attack and your receive no concealment against their attacks.

Furthermore, the concealment granted by this technique doesn’t allow you to hide in plain sight but enables you to do so from creatures whom you have distracted for up to one round or until you act again.

Finally, you receive a +2 bonus to feint in combat.. If you attack an enemy who you feinted during this technique or who’s flat-footed, you can use your dexterity bonus instead of strength to hit and multiply it by 1.5 if you have the weapon finesse feat with your weapon. If you hit, you blast the enemy with sheer willpower and he must succeed a Will save or take your charisma modifier in psychic damage and be dazzled for one round.
Although this technique is considered a doujutsu due to the fact it is based on the targets’ vision, avoiding gaze does not grant any bonus against it.

Special: You gain no bonus to attack or damage if you aren’t proficient with your weapon.
Mastery: At mastery 3, you double your psychic damage when you score a critical hit.

Feintsword Secret Technique – Coiling Dragon, Slicing Whirlwind
Taijutsu (Martial Arts; Shodan Kousoku(t), Moriharu Hijutsu, Requires 7 ranks in Bluff)[A-Rank, Rank 8]
Learn DC: 23, 5 success; Perform DC: 25; Time: 1 swift then one attack then one move action; Components: M, F; Range: Melee; Target: One creature whose size is no bigger than one category above the size of the user’s weapon; Duration: Instantaneous; Saving Throws: Fortitude partial; Chakra Cost: 8.

After a lot of flourish, the user’s chainsword wraps around his target locks him a razor-sharp clinch. He then gives it a series of flicks that return his blade while slicing open his trapped target.

This technique allows the user to temporarily immobilize his enemy only to better shred him afterwards. The user starts the technique by feinting as a swift action with a +1 to Bluff against his target. If he succeeds, he feints his enemy and gains a +4 bonus to attack for the following attack which is a standard attack with his weapon. If the attack hits, the user deals normal damage and grapples his enemy by locking his chainsword around him. The user can then proceed to rewind his blade, a move action, inflicting his normal damage and sneak attack damage x2. Finally, the target having received all the damage must make a fortitude save to avoid being nauseated for one round afterwards.

Alternatively, the user can choose to keep his enemy restrained. The enemy can only take one standard or move action per turn which he can use to try free himself with an escape artist check (DC equals the user’s technique save DC+his dexterity bonus). Whether or not he succeeds, he takes the damage of the weapon and any modifier the user has against feinted enemies if the user still has a hand on the blade at the moment of the attempt. If the user isn’t holding his weapon, the damage inflicted is only the base damage of the material focus used for the technique. While the user keeps a hand on his weapon, he doesn’t threaten any adjacent square with it and can choose to release his target as a free action without dealing any damage.

Material Focus: A drawn chainsword or chain-based slicing weapon.
Mastery: At the second level of mastery, the user can stun his target instead of nauseating him.

Chainsword Secret Technique – Scorpion Lash
Taijutsu (Martial Arts; Moriharu Hijutsu, requires 3 ranks in bluff)
Rank: 3 (D-Class); Learn DC: 15, 2 success; Perform DC: 14; Time: 1 attack action; Components: M, F; Range: Melee; Target: One creature; Duration:
Instantaneous; Saving Throws: None; Chakra Cost: 4

With this attack, the user gains a +1 attack. If the attack was directed at a feinted or flat-footed opponent and the user hits the target, he deals half his normal damage and the target loses his next turn and is feinted and flat-footed until next attacked as per Rendan Kidouki. Otherwise, the user deals normal damage.

Material Focus: A drawn chainsword or chain-based slicing weapon.
Mastery: At Mastery 1, the effect created by this attack can be considered the same as per Rendan Kidouki for purposes of follow-ups.

Feintsword Secret Technique – Hydra’s Parade
Genjutsu (Mind-Affecting Compulsion; Moriharu Hijutsu, requires 8 ranks in Bluff, Requires 4 ranks in Taijutsu)[A-Rank, Rank 7]
Rank: 7 (A-Class); Learn DC: 22, 5 success; Perform DC: 24; Time: 1 attack action; Components: M, F, S; Range: Medium (20 ft. + 10 ft./2 levels); Target: One creature; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 10 (base).

Under his target’s eyes, the user’s weapon multiplies like a Hydra’s multiple heads and forms a bouquet of blades. The blades then spring forth and impale the target damaging his mind and disrupting with his senses.

The user creates the illusion of his weapon duplicating, encircling and piercing his enemy. The target makes a Will save: if it succeeds, nothing happens. If it fails, the target sees the user’s blade duplicate and reach for him, piercing him and inflicting 5d8 points of non-lethal damage. If the save succeeds, the target must still make a Will save to avoid being feinted and flat-footed as if any attacking enemy had succeeded on a feint until the end of the user's next turn (this condition is automatic if the target fails its save).

Empower: The user can add blades to his illusion, effectively adding 1d8 points of damage per point of chakra spent (Max total die is 10d8). Doing so increases the perform by 1 per die added.
Material Focus: A drawn chainsword or chain-based slicing weapon.

Chainsword Secret Technique – Slithering Snake
Taijutsu (Martial Arts; Moriharu Hijutsu)[D-Rank, Rank 3]
Rank: 2 (D-Class); Learn DC: 15, 2 success; Perform DC: 14; Time: 1 attack action;
Components: M, F; Range: Touch; Target: One creature; Duration: Instantaneous;
Saving Throws: None; Chakra Cost: 4.

The user makes a trip attack that does not provoke an attack of opportunity, and gains an attack of opportunity himself if the attack was successful (as per Improved Trip). If the target was feinted, the user gains a +2 to attack and trip attempt and cuts his enemy’s speed by half until this enemy heals at least one point of damage or is treated with a DC 20 Treat Injury check.

Material Focus: A drawn chainsword or chain-based slicing weapon.

Feintsword Training
Taijutsu (Training; Moriharu Hijutsu, Chainsword proficiency, Improved feint) Rank: 7 (A-Class); Learn DC: 22, 5 success; Components: F

This training represents one’s advanced training with a certain weapon allowing him to feint more efficiently in combat. Each time you successfully feint someone in combat, you gain a +1 to defense against him until the start of your next turn. Additionnaly, you gain a permanent +1 to damage when Attacking a feinted opponent with a weapon or with an unarmed attack.

Material Focus: A Chainsword or chain-based slicing weapon with which the user is proficient.

Feintsword Secret Technique – Body and Mind Rend
Genjutsu (Mind-Affecting Compulsion, Special; Moriharu Hijutsu, requires 11 ranks in Bluff, requires Taijutsu 8 ranks, Shodan Kousoku(t), Improved Feint(t))[A-Rank, Rank 10]
Learn DC: 25, 5 success; Perform DC: 27; Time: 1 Full-attack action; Components: M, F, S; Range: Medium (20 ft. + 10 ft./2 levels); Target: One creature; Duration: Instantaneous; Saving Throws: Will partial, Fortitude partial ; Chakra Cost: 16.

The user harrasses his targets for a second, forcing him to open his guard in preparation for a critical attack. Once his enemy loses his footing and balance, the user lashes at his target’s mind forcing into it an illusion of pain which he sustains by lacerating his target with his chainsword. The combination of unbalancing, mind-erasing illusion and flesh-tearing attacks rips through the target’s soul.

This combo starts with the user feinting his enemy with a +2 to his Bluff. If the feint succeeds or the target has lost its dex bonus, the user follows by attacking his enemy with his chainsword and pouring chakra into his enemy through it. The user makes two attacks (one-handed) at his highest BAB and with a +2 bonus to attack and damage if the feint was successful and has to make half seals with his other hand. If at least one of the attacks hit, the target must make a fortitude save or become prone. If both attacks hit, the user gets a -2 to his save and is nauseated when he next physically acts for 1d4 rounds.

The target then makes a will save to avoid suffering form an illusion of an endless whirlwind of attacks. If the target fails his safe, he instantly suffers from 5d6+the user’s charisma damage.

If any attack hit or any save is missed during the process of the technique, the user suffer’s from a -4 to attack and defense and a -2 to sense motive and saves, has his speed diminished by half and takes double sneak attack damage for one round/lvl after the completion of the technique.

The user must be moving at least the fourth speed rank to perform this technique.
Material Focus: A Chainsword or chain-based slicing weapon with which the user is proficient.

Feintsword Secret Technique – Lash
Taijutsu (Martial Arts, Weapon finesse with the user’s material focus)[D-Rank, Rank 2]
Learn DC: 14, 2 success; Perform DC: 13; Time: 1 attack action;
Components: F, M; Range: Melee Attack; Target: One creature; Duration:
Instantaneous; Saving Throws: None; Chakra Cost: 2.

The user’s sword separates into segments attached together and he uses it to gain extra reach and surprise his target and attack delicate areas of the body.

The user makes an attack to with a 5-10ft. reach (his choice). He replaces his strenght bonus to damage by his dexterity modifier x1.5 or x2 if the user was holding his weapon with two hands. His reach stays the same until the start of his next turn.

Material Focus: A Chainsword or chain-based slicing weapon with which the user is proficient.

Feintsword Secret Technique – Speed Confounding
Taijutsu (Martial Arts, Weapon finesse with the user’s material focus, Shodan Kousoku(t)(2))[C-Rank, Rank 6]
Learn DC: 19, 3 success; Perform DC: 19; Time: 1 free action;
Components: F, M; Range: Melee Attack; Target: One creature; Duration:
Instantaneous; Saving Throws: None; Chakra Cost: 5.

His speed surges for an instant and it allows him to feint more swiftly.

Once per round the user can perform this technique to perform a Feint as a free action.

Material Focus: A Chainsword or chain-based slicing weapon with which the user is proficient.

Oonishi Clan Hijutsu

Gigantic Sword Art Secret Technique –Crushing Strike
Taijutsu (Martial Arts, Oonishi hijutsu, proficiency with focus, Str 18) [C-Rank; Rank 2]
Learn DC: 15, 3 successes; Perform DC: 16; Time: 1 attack action; Components: F, M; Range: Melee attack; Target: One Creature; Duration: Instantaneous; Saving Throws:Fort. Partial; Chakra Cost: 4

He violently slams his weapon down on his enemy, the precision and strength combined crush the target’s muscles.

On completion of this technique, the user slams his material focus on the enemy. He attacks with a +1 to attack and if the blow lands, the target must make a fortitude save or suffer 1d3 temporary dexterity damage. The save DC increases by one for each size category the weapon and the user combined have over huge.

This technique can be performed as part of a charge

Material Focus: A weapon no smaller than the user or two size category over him or a Zanbatou, Great Katana, Kanabo, or Greatsword.

Gigantic Sword Art Secret Technique – Soaring Uppercut
Taijutsu (Martial Arts, Oonishi hijutsu, requires Shundou, Str 18, Large sized weapon) [C-Rank; Rank 3]
Learn DC: 16, 3 successes; Perform DC: 16; Time: 1 attack action; Components: F, M, P; Range: Melee attack; Target: One Creature; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 5

With a mighty upward attack, he sends his target flying into the air, crouching for a moment, he then spring into the air, reappearing under his airborne target, mimicking its trajectory.

On completion of this technique, which is very similar to Kage Buyou, the user attacks with a devastating upper blow that sends the target flying.

The user attacks with his material focus and, if the blow hits, the target is sent into the air a number of feet equal to twice the damage dealt (distance traveled during the course is equal to the height slashed up in the direction the user faces when he hits the target). Unless further action is taken, the target will be sent flying in the air until the user's next turn, when it will come crashing down and suffer standard falling damage at the user’s next turn. While in the air, the target can take no actions involving movements, even hand seals, and will be denied its dexterity bonus to Defense. The user may, if he still has an action left after performing this technique, spend a move-equivalent action to mimic the course of the target and appear behind it, presumably to follow up with a Combo, though
doing so may provoke an attack of opportunity.

The follow-up combo include, but are not limited to: Shishi Rendan, Omote Renge and Ura Renge, Gigantic Sword Technique Soaring Combo. The user, if he spent his action to follow the opponent in the air, still retains his dexterity bonus to defense and the ability to perform actions normally. Furthermore, this technique can be executed as a Charge, though instead of making a standard attack the user performs a Soaring Uppercut attack. In this manner, the user cannot convert Chakra Cost to hit points and the user will not suffer falling damage for the height he gained following his target.

Material Focus: A weapon no smaller than the user or two size category over him such as a Zanbatou, Great Katana, Kanabo, or Greatsword.

Gigantic Sword Technique Soaring Combo
Taijutsu (Martial Art;Oonishi hijutsu, Str 18, Kyodai Kenjutsu Ougi – Guillotine Strike, Shundou, Gigantic Sword Art Secret Technique – Soaring Uppercut
, Asshou) [C-Rank; Rank 5]
Learn DC: 18, 3 successes; Perform DC: 18; Time: 1 full-attack action; Components: F, P, M; Range:
Melee attack; Target: One airborne creature; Duration: Instantaneous; Saving Throws:Fortitude partial;Chakra Cost: 9

Using the momentum of his jump/ascent, he hits his target even higher and the apex of its course reached, starts pulling it toward the ground with his material focus. As they both hit the ground, the target sees his bones crushed and the user springs back a certain distance, unharmed and leaving a confused foe stunned/dead inside a small crater.

Using this combo follow-up to Gigantic Sword Technique Soaring Uppercut, the user, if he is in range of the flying enemy, is able to make a Guillotine Strike attack, , without spending chakra, to push the said target even higher toward the sky a number of feet equal to half the damage dealt if he hits. With his blade, the user then proceeds to pull down with him the target, thus ensuring the latter is between the cutting/crushing side of his material focus and the ground when it hits it. Regardless of whether or not the attack hits, the opponent will then fall prone on the ground and the user gains a bonus Asshou! attack against that opponent, at his highest attack bonus. If the user knocked the opponent high enough with Gigantic Sword Technique Soaring Uppercut or Guillotine Strike or so that it should normally suffer falling damage, the opponent does not get to make a Tumble check to avoid it, and the user lands safely on his feet and up to 15 feet away from the impact.

Finally, the target must, after his fall and before the finishing move make a fortitude save or be stunned for 1d3 rounds and shaken for 1d6+1 rounds (minimum=the number of round stunned)

Material Focus: As required for Guillotine Strike.

Gigantic Sword Art Secret Technique – Guillotine Strike
Taijutsu (Martial Arts; Oonishi hijutsu, Str 19, Kyouran suji!) [D-Rank; Rank 3]
Learn DC: 15, 2 successes; Perform DC: 15; Time: 1 attack action; Components: F, Mas., M; Range: Melee attack; Target: One Creature; Duration: Instantaneous; Saving Throws:Fort. Partial; Chakra Cost: 5

Running up to his target he lowers his weapon on his target swiftly, cleaving through its flesh with unparalleled speed.

Using a burst of strength, the user slashes at his target, inflicting massive damage and pushing it away. The user attempts an attack action and adds 1.5 times his strength to damage if he wields his material focus one-handed or twice his strength if the latter his wielded two-handed.

If the target fails his save he falls prone. Whether or not the attack hit, the user will suffer a -2 to defense that will last until he takes another action (GM’s discretion regarding whether or not the action is sufficient for the user to regain his balance).

This technique can be performed as part of a charge.

Material Focus: A weapon no smaller than the user or two size category over him such as a Zanbatou, Great Katana, Kanabo, or Greatsword.

Training: Phoenix’s Toughness
Taijutsu (Training, Oonishi hijutsu, Jikyuuryoku(t)) [C-Rank; Rank 8]
Learn DC: 21, 3 successes; Components: X

Upon completing this training, the user’s constitution score is permanently increased by one. He will also get a +1 permanent increase to his chakra pool.

Additionally, this training cannot under any circumstances take less than 30 days to complete.

Expendable components: Purchase DC 18 for chemicals, medicine and treatments.

Gigantic Kenjutsu Secret Technique – Earthquake Strike
Taijutsu (Martial Arts, Oonishi Hijutsu, requires Guillotine Strike (1), Crushing Strike(1), Able to reach the second rank of speed, Effective strength score of 21, Power Attack(f)) [S-Rank; Rank 11 (12, see text)]
Learn DC: 28, 6 successes; Perform DC:34; Time: 1 full-attack action; Components: F, M, Mas; Range: Melee Attack; Target: One creature; Duration: Instantaneous; Saving Throws: Fortitude partial, Reflex partial; Chakra Cost: 17.

Mustering all of its strength, the user delivers a most powerful blow. Is target is crushed under the sheer strength of the user and the shock wave knocks down everything around the impact.

This technique is made after a soujutsu move called Ura Hassun. Oonishi Hashu, fascinated by the effect it could cause if performed by a true fighter like him decided to adapt the principles of the move to his own Kyodai Kenjutsu style and renamed the technique Jishin Dageki, Earthquake strike as his version was much more deadlier than the spear one.

To properly execute this technique, the user must have an effective strength score of 21 and be moving at the second rank of speed. Upon success of a perform check, the user makes a single attack roll against a creature with a +2 bonus to attack. If the attack succeeds, the target must make a Fortitude save or be reduced to -1 hit points and dying. If the save is successful, the user still deals double damage with his material Focus and his bonus to damage due to strength modifiers goes up one step (x1 to x1.5 to x2 ....

Regardless of the save, if the attack hits, everything and everyone in a 20 feet radius centered on the target must make a Reflex Save or fall prone due to the earth being wrecked by the impact. The user gains a bonus to his save equal to his strength modifier. The target gains a minus to his save equal to the user’s strength modifier.

This technique cannot in any way, be used to deal nonlethal damage.

Mastery: At the first step of mastery, the user no more needs to save when he perform this technique.
At the fifth step of mastery, the user can choose to kill the target if it fails its save. Additionally, if the target is hit and survives this technique, it must make an additional Fortitude save to avoid cowering during one round. Finally, the user can perform this technique as part of a charge.
Material Focus: A weapon no smaller than the user or two size category over him such as a Zanbatou, Great Katana, Kanabo, or Greatsword.

Callos_DeTerran
2009-01-26, 11:22 AM
Zhi Hijutsu
Panther’s Dexterity
Taijutsu (Training, Zhi Hijutsu, Neko no Binsoku) [C-Rank; Rank 8]
Learn DC: 21, 3 successes; Components: -

Upon completing this training, the user’s dexterity score is permanently increased by 1 and he gains a +1 to balance and tumble checks. Also, when using the weapon finesse feat, he gains a +1 to disarm checks.

Jumping Mouse Style – Somersault Dance
Taijutsu (Stance; Zhi Hijutsu, Tumble 3 ranks, Acrobatic strike(f), Chouyaku(t) or Jump 6 ranks, Shodan Kousoku, Dex 16) [C-Rank; Rank 5]
Learn DC: 18, 3 successes; Perform DC: 18; Time: 1 swift; Components: M, Mas; Range: Personal; Target: You; Duration: Stance; Saving Throws: None; Chakra Cost: 2.

He bends his knees and raises his weapon(s). Just by looking at him, you can see that he is ready to dash, roll, jump or dive. While fighting, he constantly hops around, trying to tumble to weak points in the defense of his enemies.
When the user performs this stance, he gains a +1 to tumble checks. He also gains a +1 to damage when using the acrobatic strike attack bonus against a tumbled-past target. In this stance, the user may only make one attack per round (without counting attacks of opportunity) if he attacks in melee.

Mastery: At the third step of mastery, the user also gains a +1 to defense when in this stance.

Jumping Mouse Style –Dance of the Springs
Taijutsu (Stance; Zhi Hijutsu, Requires Tumble or Jump 6 ranks, Acrobatic strike, Chouyaku, Nidan Kousoku, Somersault Dance(t), Effective Dexterity 18) [B-Rank; Rank 7]
Learn DC: 21, 4 successes; Perform DC: 22; Time: 1 swift; Components: M, Mas; Range: Personal; Target: You; Duration: Stance; Saving Throws: None; Chakra Cost: 4

He adopts a fluid stance and lowers his center of gravity. Then, suddenly he springs in the air rebounding constantly on the ground and slashing at every foe he passes near.
This stance works the same way as Somersault Dance for the user except that he receives a +4 bonus to reflex saves made to avoid falling prone, a +2 to jump checks and a -4 to saves made to avoid being pushed back. Additionally, the user, when he attacks with acrobatic strike and hits, may take an additional five-foot step that doesn’t provoke an attack of opportunity if he succeeds on a DC 25 tumble or jump check and as long as he doesn’t ends into a square occupied by an enemy.

Finally, the user reduces the bonus for flanking him by one.
In this stance, the user may only make one attack per round (without counting attacks of opportunity) if he attacks in melee.

Mastery:At the third step of mastery. the user gains a +2 to defense while in this stance.

Jumping Mouse Style – Blade-Whirl Dance
Taijutsu (Stance; Zhi Hijutsu, Requires Tumble or jump 9 ranks, Acrobatic strike, Chouyaku, BAB+5, Sandan Kousoku, Dance of the Springs(t)(2), Effective dexterity 20) [A-Rank; Rank 9]
Learn DC: 24, 5 successes; Perform DC: 26; Time: 1 swift; Components: M, Mas, P; Range: Personal; Target: You; Duration: Stance; Saving Throws: None; Chakra Cost: 6.

He raises his weapon and makes it rotate around his body. As it rotates faster and faster, he follows the movement of the blade with his body and tumble toward his enemies hovering around them as his sword slashes them to bits.

This stance is said to be the pinnacle of the Jumping Mouse style. The user’s sword and body harmonize into a deadly tumble. When the user performs this stance, he gains a +3 to tumble checks. He also gains a +2 to damage and attack when using the acrobatic strike attack bonus, a +4 to reflex saves to avoid falling prone, a +2 to jump checks and a -4 to saves against effects that push back.

In this stance, the user may only make on attack per round (without counting attacks of opportunity) if he attacks in melee but he gets the benefits of the Whirlwind attack feat. However, if he chooses to use it, all attacks he makes suffer a -5 to attack but negate all bonus for flanking him until the start of his next turn.

Additionally, the user, when he attacks in combination with Acrobatic Strike and hits, may take an additional five-foot step that doesn’t provoke an attack of opportunity if he succeeds on a DC 25 tumble or jump check and as long as he doesn’t ends into a square occupied by an enemy. If he does that he can automatically attack again with a minus of -6 but still retains the bonus of acrobatic strike (gaining no special bonus or minus in the end to attack and no extra five-foot step if that attack hits).

Mastery: At the first step of mastery, once per round, the user may freely make a tumble, balance or jump check (DC 30), to avoid falling prone.
At the fourth step of mastery,the user gains a +3 to defense and reduces the penalty for his whirlwind and extra attacks by one.

Jumping Mouse Style – Hummingbird Dance
Taijutsu (Stance; Zhi Zhong Hijutsu, Requires Tumble or jump 12 ranks, Acrobatic strike, Chouyaku, BAB+7, Yaibasenpuu no Mai (4), Yondan Kousoku, Effective Dexterity 22) [A-Rank; Rank 11]
Learn DC: 26, 5 successes; Perform DC: 28; Time: 1 swift; Components: M, Mas, P; Range: Personal; Target: You; Duration: Stance; Saving Throws: None; Chakra Cost: 8.

He is now jumping around his enemy so fast he seems to hover everywhere in the air at the same time.

This stance was created by Zhi Zhong after he reached the pinnacle of the Jumping-Mouse style and desired a stance more fit to his abilities. This stance works the same way as Blade-Whirl Dance for the user but he also gains the following bonus that overlapes those of Blade-Whirl: +5ft movement bonus, +2 to defense when using the dodge feat (if the user has the dodge feat, he gains a +2 to defense instead of a plus one when using it), the user negates the minuses to saves of Blade-Whirl and is always considered not flanked unless attacked by someone who has high speed sight 3 (and even then, the use of the Whirlwind attack given by this stance makes the user un-flankable).

Mastery:At the third step of mastery, he also gains the benefit of the Somukeru feat during the stance as his eyes are so hard to follow when he tumble (must tumble during his round). At the fourth step of mastery one needs High Speed Sight 4 to flank him. At the fifth step of mastery, the user gains a +5 to balance checks and checks made to resist a trip attempt and a +4 to defense.

Fluid Movements
Taijutsu (Body Art; Zhi Hijutsu) [B-Rank; Rank 4]
Learn DC: 18, 4 successes; Perform DC: 19; Time: 1 move action; Components: None; Range: Personal; Target: You; Duration: 1 round/level; Saving Throws: (Harmless); Chakra Cost: 4.

He concentrates for a moment and, when you look at him again, his movements seem surer, more precise.

This signature technique of the Zhi clan drastically improves one’s dexterity and fluidity. Upon completing this technique, the user gains a +2 bonus to dexterity for its duration. For the same period of time, he will also ignore difficult terrain.

Oozing movements
Taijutsu (Body Art, Zhi Hijutsu; Fluid Movements(t)) [A-Rank; Rank 8]
Learn DC: 23, 5 successes; Perform DC: 25; Time: 1 full-round action; Components: C; Range: Personal; Target: You; Duration: 1 round/level; Saving Throws: No; Chakra Cost: 10

He concentrates for a moment and, when he starts moving, you have the impression all his movements are planned in advance as he demonstrates epic precision.

This technique, that only a small number of ninjas of the Zhi clan can brag about brings the user’s movement to an virtually unattainable degree of fluidity and precision. The user gains a +4 to dexterity, ignores difficult terrain, 15% of concealment and gains evasion (if the user has it, he gains a additional +2 to reflex save instead).

Jumping Mouse Style Tripping Thrust
Taijustu (Martial Arts, Zhi Hijutsu: requires at least Somersault Dance active) [D-Rank; Rank 2]
Learn DC: 14, 2 successes; Perform DC: 13; Time: 1 attack action; Components: F, M; Range: Touch; Target: One creature; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 1.

He rolls toward him and, accelerating suddenly, stabs his legs, unbalancing and nailing him to the ground.

To execute this Jumping Mouse technique, the user catches the opponent off guard and thrusts at his leg, effectively tripping him. The user makes a trip attack that does not provoke an attack of opportunity, and gains an attack of opportunity himself if the attack was successful (as per Improved Trip). If the user tumbled past his opponent as per acrobatic strike, he gains the attack bonus for his trip attempt and the attack of opportunity, should he successfully trip his opponent.

Material Focus: The user's weapon.

Jumping Mouse Style – Sword Bind Technique
Taijutsu [Martial Art: Zhi Zhong Hijutsu, requires ninjutsu 7 ranks, Kousen Shibari (2), at least Somersault Dance on][B-Rank; Rank 7]
Learn DC: 21, 4 successes; Perform DC: 22; Time: 1 full-attack action; Components: F; Range: 20 ft; Target: One creature of Large size or smaller; Duration: Instantaneous (see text); Saving Throws: None (see text); Chakra Cost: 5

He slashes at you and, as his sword tear through your flesh, kousens spring from its hilt and wrap him tightly immobilizing him.

This technique was the signature move of a much respected swordsman of the Zhi clan. It allows one to damage and immobilize a target. The user executes a kousen shibari attack that can be performed as a melee attack or as a ranged attack. If the attack is performed in melee, the user use the attack bonus of his weapon instead of using his ranged attack bonus. If the melee attack hits, the user also deals damage normally with his weapon.

Material Focus: The user’s weapon personalized with kousen or a set of kousen (which cannot be used alone in melee).

Jumping Mouse Style - Tripping Thrust Combo
Taijustu (Martial Arts, Zhi Hijutsu, requires a Dance active, Asshou, Jumping Mouse Style-Tripping Thrust (2)) [D-Rank; Rank 3]
Learn DC: 15, 2 successes; Perform DC: 14; Time: 1 attack action; Components: F, M; Range: Touch; Target: One creature; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 2.

He rolls toward him and, accelerating suddenly, stabs at his legs, unbalancing and violently nailing him to the ground.

This technique is the same as Tripping Thrust but if the trip attempt is successful, the user instead makes an Asshou! attack instead of the normal one.

Material Focus: The user’s weapon.

Jumping Mouse Style – Rat’s Charge
Taijutsu (Martial Arts, Zhi Hijutsu, requires a Somersault Dance active) [C-Rank; Rank 2]
Learn DC: 15, 3 successes; Perform DC: 15; Time: 1 full-attack action; Components: M, F, P, Mas.; Range: Personal; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 2.

He jumps, roll and dive towards him at incredible speed. When in range, he attacks in a superb display of acrobatic skills.

The user execute a charge during which he can tumble through up to 8 squares of terrain (But he must still succeed on the check). The user must not carry anything more than a light load to be able to execute this technique. At the end of the charge, if the user tumbled during the charge, he gets the benefits of acrobatic strike on his attack and reduces the minus to defense of the charge by 1.

Material Focus: The user’s weapon.
Mastery: At the third step of mastery, the user can carry up to a medium load while preforming the technique.

Jumping Mouse Style – Deadly Rise
Taijutsu (Martial Arts, Zhi Hijutsu, requires at least Dance of the Springs on, Kenjutsu Ougi – Tsuki(2)) [C-Rank; Rank 5]
Learn DC: 18, 3 successes; Perform DC: 18; Time: 1 attack action; Components: F, M; Range: Melee Attack; Target: One creature; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 3.

He tumbles toward him and when in range, darts his weapons forward, aiming carelessly for a critical spot.

The user makes an attack and gains a +2 to his critical range increment. If the attack misses though, he get a -4 to defense and balance checks for one round. The user may use this attack in combination with acrobatic strike.

Material Focus: The user's weapon.

Jumping Mouse Style – Lightning Peck
Taijutsu (Martial Arts, Zhi Hijutsu, Requires Kenjutsu Ougi - Iaido (5), Sandan Kousoku (t), Kenjutsu Ougi – Tsuki (2)(t) and at least Dance of the Springs, ninjutsu 8 ranks, Raiton affinity) [A-Rank;Rank 7]
Learn DC: 22, 5 successes; Perform DC: 24; Time: 1 full-attack action; Components: M, F, Mas.; Range: Melee; Target: One thing; Duration: Instantaneous; Saving Throws: None or Fortitude Partial; Chakra Cost: 5 (see below)

Rolling past his target, he draws his weapon and, sheathed with blue electricity, it crashes down on his foe.

This technique was the signature move of one of the champions of the Jumping Mouse Style. When the user is in range at rank speed 2, he may attack with a devastating lightning attack. The user makes a melee attack with his weapon that is treated as an Iaido attack (if his weapon was sheathed) that deals normal damage +1d6 lightning damage per points of chakra used after performing this technique (Maximum lvl/2+2d6).

On a confirmed critical during which the user added electricity damage , the target must make a fortitude save or be paralyzed for 1 round (and make another fortitude save to avoid being stunned for the round after if the technique is mastered).

Material Focus: The user's weapon.
Mastery: At the first step of mastery, the user can put back his weapon in his sheath after the attack and his sheath in his belt and negate the malus to defense of his iaido attack.
At the third step of Mastery, the user may use this technique as part of a Rat’s Charge.
At the fifth step of mastery, the target must make a Fortitude save or be stunned for 1 additional round.

Jumping Mouse Style – Ligtning Peck Spear
Taijutsu (Martial Arts, Zhi Hijutsu, Requires Kenjutsu Ougi - Iaido (5), Sandan Kousoku (t), Kenjutsu Ougi – Tsuki (2) and at least Dance of the Springs, ninjutsu 8 ranks, Raiton affinity, Lighting Peck (3)) [A-Rank;Rank 9]
Learn DC: 24, 5 successes; Perform DC: 26; Time: 1 full-attack action; Components: M, F, Mas.; Range: 5ft/3 lvl.; Target: One thing; Duration: Instantaneous; Saving Throws: None or Fortitude Partial; Chakra Cost: 10 (see below)

The user draws his sword sheathed in lightning and throws the blue energy at his foe shaping it in an extension of his weapon.

The user makes melee attack with an increased reach that deals damage as per a Lightning Peck.

Material Focus: The user's weapon.
Mastery: At the first step of mastery, the user can put back his weapon in his sheath after the attack and his sheath in his belt and negate the malus to defense of his iaido attack.
At the third step of Mastery, the user may use this technique as part of a Rat Charge.
At the fifth step of mastery, the target must make a Fortitude save or be stunned for 1 round.

Jumping Mouse Style – Death Wheel
Taijutsu (Martial Arts, (Insert Clan Name) Hijutsu, requires at least Dance of the springs on, Nidan Kousoku, Kenjutsu Ougi – Iaido (4)) [C-Rank; Rank 6]
Learn DC: 19, 3 successes; Perform DC: 19; Time: 1 full-attack action; Components: M, F, P, Mas.; Range: Personal; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 6.

He spins over him and attack with both his sword an sheath whilst wheeling in the air

While moving at speed rank 2, the user makes a normal move action and tumbles past his target. If his tumble check succeeds, he gains two attacks while passing his target. The first one is a classical iaido that deals damage as per the technique and the user follows with a slash of the sheath that deals the same damage as the weapon it would contain but one size category smaller. If one of the attack hits, the target must make a Fortitude save to avoid being stunned for 1 round. If both attacks hit, he gets a -2 penalty to his save.

Material Focus: The user's sheathed weapon in a solid sheath.
Mastery: At the first step of mastery, the user can put back his weapon in his sheath after the attack and his sheath in his belt and negate the minus to defense of his iaido attack.

Jumping Mouse Style – Vicious Rat’s Charge
Taijutsu (Martial Arts, Zhi Hijutsu, requires at least Blade-Whirl Dance on, Rat’s charge (1)(t), and Sandan Kousoku(t), Kenjutsu Ougi – Iaido (5)(t)) [C-Rank; Rank 6]
Learn DC: 19, 3 successes; Perform DC: 19; Time: 1 full-attack action; Components: M, P, F, Mas.; Range: 10 ft.; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 5.

He jumps, roll and dive towards him at incredible speed. Suddenly he launches his sheath forward and as soon as it hits his target, he follows in with a devastating slash towards exposed vital spots.

The user execute a Rat’s Charge during which he unsheathes his sword and throws its sheath at the target before striking him while unbalanced.

During the charge, the user makes a ranged attack roll with his weapon with a range increment of 5 ft (no minus if executed 5ft from target). If the attack hits, he deals damage as with his weapon one size category smaller and leaves the opponent flat-footed for his next attack. If the user is in range for a melee attack at the end of his charge, he can use acrobatic strike as per Rat’s Charge but deals sneak attack damage with an additional 1d6 of damage and attacks as if he was using Kenjutsu Ougi - Iaido.

Mastery: At the first step of mastery, the user can put back his weapon in his sheath after the attack and his sheath in his belt and negate the malus to defense of his iaido attack if he succeeds on a free melee touch attack after his sheath hit. If it missed it suffers the same rule for random falling square as any projectile. At the third step of mastery, the user may deny his target the uncanny dodge ability. At the fifth step of mastery, the target must make a Fortitude save or be stunned for 1 round.
Material Focus: The user's sheathed weapon in a solid sheath.
Special: If the weapon used and it sheath are not at least mastercraft, they suffer 5 point of damage ignoring hardness.

Jumping Mouse Style – Sharp Fangs Tornado
Taijustu (Martial Arts, Zhi Hijutsu, Requires at least Blade-Whirl Dance on, Nidan Kousoku(t), Tumble 10 ranks) [B-Rank; Rank 7]
Learn DC: 21, 4 successes; Perform DC: 21; Time: 1 full-attack action; Components: M, F; Range: Melee Attack+1 squares; Target: Everything within Melee Reach plus 5 feet; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 8.

He jumps, rebounds and, falling upon a bunch of targets whirl into the fray, slashing at all of them at once and pulling their weapons from their hands.

This technique, said to be the true form of Blade-whirl Dance allows the user to dispatch quickly a group of armed enemies. The user executes a Blade Whirl Whirlwind attack after tumbling 2 squares (DC 25 check required, failure terminates the technique with no chakra expenditure). The attacks suffer from no minus and for each attack that hits, the user gain a free disarm check at a -5 penalty on the hit target (said checks do not provoke attacks of opportunity).

Material Focus: The user’s weapon.
Mastery: For each step of mastery, the user reduces the penalty to disarm checks by one.

Jumping Mouse Style – Vicious Lightning Peck Charge
Taijutsu (Martial Arts, Zhi Hijutsu, requires at least Blade-Whirl Dance on, Rat’s Charge (1)(t) and Sandan Kousoku(t), Kenjutsu Ougi – Iaido (5)(t), Lighting Peck (1)(t)) B-Rank; Rank 8]
Learn DC: 22, 4 successes; Perform DC: 22; Time: 1 full-attack action; Components: M, P, F, Mas.; Range: Charge; Duration: Instantaneous; Saving Throws: (see below); Chakra Cost: 12 (see below)

He jumps, roll and dive towards him at incredible speed. Suddenly he launches his electrified sheath forward and as soon as it hits his target, he follows in with a devastating lightning slash to the vital spots of his target.

The user make a standard Vicious Rat’s Charge charge but he may use a Lightning Peck attack at the end of his charge and half the extra d6 (round down) he deals with his blade are also dealt by his sheath.

Mastery: At the first step of mastery, the user can put back his weapon in his sheath after the attack and his sheath in his belt and negate the minus to defense of his iaido attack if he succeeds on a free melee touch attack after his sheath hit. If it missed it suffers the same rule for random falling square as any projectile.
Material Focus: The user's sheathed weapon in a solid sheath.

Jumping Mouse Style – Ninety-Six Bites of the Underworld
Taijutsu (Martial Arts, Zhi Hijutsu, Yondan Kousoku(t), at least Blade-Whirl Dance on, Effective Dex 22) [A-Rank; Rank 9]
Learn DC: 24, 5 successes; Perform DC: 26; Time: 1 full-attack action; Components: M, F, Mas.; Range: Melee Attack; Target: One creature; Duration: Instantaneous; Saving Throws: Fortitude partial; Chakra Cost: 12.

The user start slashing at his opponent. As he cuts, him, he starts moving faster and faster, seeming to hover around his target as he cut them to ribbons with so many attacks only the most perceptive eye can follow.

The most powerful original attack of the Jumping-Mouse Style, the Ninety-Six Bites are kept secret, taught only to the best of the apprentices and shown only to the most deadly foes, seconds before they fall to the ground bleeding.

To perform this technique, the user must be moving at speed rank 4. The user makes a single tumble check DC 30. If the check fails, no chakra is expended and the technique abruptly ends. If it succeeds, he makes a single melee attack against his target with a kawarimi defense increased by 2. If it hits, the user then strikes ninety-six times and inflict terrible damage on the foe. The target takes seven times the base damage of the weapon, though static modifiers and extra dice of damage, such as from sneak attack, are only added in once. Additionally, the target must make a Fortitude save to avoid being stunned for 1d4 rounds. If the save succeeds, the target is stunned only for 1 round but still bleeds for 1d4+1 points of damage a number of round equal to the user’s level (Max 15). If the save fails the target still bleeds.

After the performance of this technique, the user can choose to reappear in any unoccupied square adjacent to his target.

The bleeding forces the target to make a concentration check DC 20 minus his level if he wants to perform complicated tasks (what is a complicated task is left to the GM’s discretion).

Material Focus: The user's slashing weapon.
Mastery: For each step of mastery the user has in this technique, he adds 2 to the total damage dealt. At the third step, the user may sheath his weapon after his attack.

Jumping Mouse Style – Ninety-Six Lightning Pecks of the Underworld Hummingbird
Taijutsu (Martial Arts - Zhi Zhong Hijutsu, Yondan Kousoku(t), Dance of the Hummingbird (t), Lightning Peck (4), Ninety-Six Bites of the Underworld (t), Effective Dex 22, Ninjutsu 15 ranks, taijutsu 15 ranks) [B-Rank; Rank 11]
Learn DC:25, 4 successes; Perform DC: 26; Time: 1 full-attack action; Components: M, F,Mas.; Range: Melee Attack; Target: One creature; Duration: Instantaneous; Saving Throws: Fortitude partial; Chakra Cost: 17.

The user executes a Ninety-Six Bites of the Underworld attack with a lightning-enhanced sword and tears cracked and charred flesh from the body of his target.

This technique once was the ultimate version of Zhi Zhong’s signature move. He combined the Lightning Peck with the fearsome Ninety-Six Bites of the Underworld for a terrifying result. As it demands a lot of energy, the swordsman only used it to quickly finish dangerous fights.

It works the same as Ninety-Six Bites of the Underworld except that the wounds of the target don’t bleed but the user deals an extra 2 points of lightning damage per lvl upon completing the attack and the stunning effect lasts 2d3 rounds for a failed fortitude save that counts as if the technique’s rank was 13.

On a confirmed critical, the target must make a fortitude save or be paralyzed for 1 round.

Mastery: For each step of mastery the user has in this technique, he adds 1 to the total damage dealt.
At the third step, the user may sheath his weapon after his attack.
At the fifth step of mastery, the target must make a Fortitude save or be stunned for 1d3 rounds.
Special: This technique counts as a rank 13 for the purpose of learning time the first time you learn it.
Material Focus: The user's slashing weapon.

Jumping Mouse Style – Glare of the Hummingbird
Ninjutsu (Raiton; Zhi Hijutsu, Base Attack Bonus +6, Effective Dex 18) [B-Rank; Rank 7]
Learn DC:21, 4 successes; Perform DC: 22; Time: 1 standard action; Components: S, Mas, F; Range: Melee Touch; Target: One weapon; Duration: 1 min./4 lvl or until fully discharged; Saving Throws: None required; Chakra Cost: 9.

He runs his hand along his weapon and swirling blue energy wrap closely around its edges. Furthermore, the blue current also crawls up his arm to circle the eye that’s the closest to his weapon.

When this technique is successfully performed, the user gains a +2 threat range increase that stacks with other effects with the weapon on which the technique was used. After two attacks with it, the technique dispels.

This effect stacks with other lightning based effects that enhance a weapon but will cancel every other elemental-based effect that previously or will affect the weapon for the duration of this technique.

Material Focus:A weapon.
Mastery:With each step of mastery beyond 2, the user gains one more attack before the technique discharges. At the fifth step, on a confirmed critical, the user can choose to spend 1 chakra point to deal an additionnal d6 of lightning damage to his target.

Jumping Mouse Style – Lightning Beak of the Hummingbird
Taijutsu (Body; Zhi Hijutsu, Ninjutsu 15 ranks, Raiton main elemental affinity, Effective Con 16) [B-Rank; Rank 11]
Learn DC:25, 4 successes; Perform DC: 26; Time: 1 move action; Components: P, F Range:
Personal; Duration: 2 rounds/lvl or Until Discharged; Saving Throws:
None; Chakra Cost: 14.

The user concentrates for an instant and a blue hue starts glowing around his shoulders and face. When he moves the effect trails behind him, giving the look of fast beating wings.

Once this technique is performed, it can be discharged one the user’s next Lightning Peck-based technique to add 2d4 points of dexterity damage on a successful hit.

This technique’s full damage can only be used on a target once per encounter. If used again the damage will fall to 2d3 then 1d3 than 0 due to the technique being unable to inflict full damage on a target that already has lost most (or part) of his dexterity.

Mastery: At the third level of mastery, if the technique used was Ninety-Six Lightning Pecks of the Underworld Hummingbird or a higher Lighting Peck-based attack, the damage dealt is 2d4+2 instead (then 2d4 then 1d4 then 0).