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..
---
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
----------------------------
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
---
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.
---
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!
---
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
----------------------------
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
---
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.
---
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!