madock345
2012-06-17, 01:14 AM
I am planning a Martial Arts themed campaign in a very low magic setting based on feudal japan. Unless someone can come up with another necessary role to fill I am only planning to have three “Player Classes” Ninja, Monk, and Samurai. But would like to make each customizable enough that two people could start off as the same class and have very different characters. Here are the basics of the setting:
• No common or playable fantasy races, although the Gods and nature spirits are quite real and powerful, players may have to deal with them.
• No Magic, except that which might be used by said nature spirits, and no magic Items except possibly rare gifts from the spirits or sacred artifacts, even then they should only grant passive bonuses.
• Classes run on Ki points
• The Religion will be as close as I can make it to Shinto
• Monks will not suck
• Tier wise, all classes should balance out as mid to high threes
• All characters will chose a style at character creation, which will work almost like a Bloodline, providing growing strengths and weaknesses and powers in particular areas as the player advances. (for instance, a characters martial arts style might be ranged combat themed, so they would start off with a penalty in close combat and a bonus in long range combat, while developing new abilities as they advance in level. )
• Being based on ancient Japan, there will be strict social conventions and Law vs. Chaos will probably be a major theme.
• Monks will have the most Ki power, Samurai will have the least, and Ninjas will be in the middle.
• The setting will still be Islands, but probably larger than actual Japan.
• Everyone starts with one martial art.
• you will have the option to either learn a new martial art or get extra powerful benefits in one you already know at levels 5, 10, and 15. Martial arts learned in this way advance based on the level you got them, not from level one.
This setting uses the SRD Honor System Variant (http://www.d20srd.org/srd/variant/campaigns/honor.htm)
Honor codes for the different Classes are as follows:
Ninja Code
this is the basic Ninja code, although different Ninja clans or Dojos may have their own versions.
Do what you’re told by your superiors.
Always look out for ways to make money for the Clan/Dojo.
Do not hide or hold back money from the Clan/Dojo.
Respect your elders in the Clan, and in the Organization in general.
Never let a debt go unpaid.
Never be late paying your debts.
Don’t get caught.
If you do get caught, keep your mouth shut.
Complete missions, or Die trying
Bushido
Despite this code, a samurai may be Evil. An Evil samurai either disregards the code, or has fooled himself into thinking he follows it. Evil samurai may take advantage of their position, while pretending to follow the code while in the eyes of the public, or their superiors and peers.
Gi (honesty and justice): A samurai deals openly and honestly with others and cleaves to the ideals of justice. Moral decisions do not come in shades of gray, only right and wrong.
Yu (heroic courage): A samurai never fears to act, but lives life fully and wonderfully. Respect and caution replace fear.
Jin (compassion): A samurai takes every opportunity to aid others, and creates opportunities when they do not arise. As a powerful individual, a samurai has a responsibility to use that power to help others.
Rei (polite courtesy): A samurai has no reason to be cruel, and no need to prove his strength. Courtesy distinguishes a samurai from an animal, and reveals one’s true strength.
Meyo (honor): A samurai’s conscience is the judge of his honor. The decisions he makes and how he carries them out are a reflection of his true nature.
Makoto (complete sincerity): When a samurai has said that he shall perform an action, it is as good as done. He need not make promises; speaking and doing are as if the same.
Chugo (duty and loyalty): A samurai feels responsible for his actions and their consequences, and loyal to the people in his care. A samurai’s loyalty to his lord is unquestionable and unquestioning.
Samurai however, are not necessarily of the noble class, and thus may not neccesarily have a Code at all. here the term is used to refer to those who fight in the style of the samurai, armed and armored, head on, with a focus on the physical side of Martial arts, as opposed to Monks who use martial arts as paths to enlightenment, or to help them understand the philosophy behind the art, or Ninja, who (with notable exceptions) don't care about their art in the abstract, only what it can get for them.
Even among the noble classes, great variation can be found in the code, depending on what region or island you are on.
I had an Idea that Monks would exist outside of the normal code of Honor, As their positions as priests would put them outside the normal social order, free to move between all the social classes.
Well, that’s all I have so far but, Here (http://www.giantitp.com/forums/showthread.php?t=216579), is the Ninja I am working on for the setting. Any Ideas/suggestions would be wonderful, as I have DM’ed before but never built a setting from the ground up like this and I'm not entirely sure I know what I'm doing. I have no Idea what I'm doing.
Honor System Added and I did some more work on the ninja in the Background section.
I know it sounds like Samurai are getting the short end of the stick so far (Lowest Ki and Martial arts) but I will try to make it up to them.
Backgrounds: because only humans will be playable in this setting, players will instead choose from four backgrounds at character creation, representing both their early life, and their social standing.
Noble: your character was born to a wealthy noble family, trained from birth to lead and be followed
Starting Gold: 10d4x10 (average 200)
may start with one masterwork item (or more if DM allows, he is a noble, after all)
Begin with five free ranks in Diplomacy.
+2 bonus on Diplomacy checks, Knowledge (Nobility and History) checks, bluff checks, and intimidate checks made against merchants and peasants.
+2 charisma, +2 to any physical ability score.
Voice of the Emperor: all nobles are taught from youth how to inspire obedience and trust from others, and everyone else is taught to obey and respect nobles. A noble may make an opposed charisma check against anyone, except a dedicate, of at least Indifferent attitude, if successful treat it as a suggestion spell at caster level 3 except that the duration ends as soon as the noble is no longer in line of sight of the target. ( or one minute, whichever comes first. ie. They instinctually respond with obediance when a noble starts givng orders, but start actually thinking about them pretty soon)
Merchant: Your character was born into the merchant class, you grew up learning all the skills needed to trade and barter.
Starting Gold:6d4x10: (average 150)
begin with five free ranks in any craft or profession skill.
+2 bonus on Sense motive, Appraise Checks, Gather information Checks, and checks made while haggling.
Merchants know where to buy and who to buy from. they may buy any item at 20% of it's usual price and may find rare items in one city size smaller than listed in the DMG.
+2 intelligence and any one physical ability score.
Peasant: Your character was born into the Peasantry, a servant, farmer or even slave, you have fought tooth and nail to claw your way into higher social standing and wealth.
Starting gold 2d4 silver pieces
gain the self sufficiency feat any one other feat free.
start with five ranks in Survival and three extra hit points.
4 extra skill points at first level and one extra every level after that.
+2 to Wisdom and any physical ability score.
-2 to all charisma based checks made against higher class people.
Ronin: You were a wanderer, traveling across the land by yourself or with a small group, you learned to get by.
Starting Gold: 5d4 (12 gp 5 sp)
You are physically tough and hardy from a life on the road or in the wilderness:
+2 Strength and Constitution
Start with 5 free ranks in Survival
gain weapon proficiency Longbow, shortbow, and Crossbow
You speed is calculated as being 10ft higher for determining distance traveled in overland movement.
Gain Self sufficiency free feat
Performer: you come from a family of Performers, acrobats, playwrights, or even the famous Geisha.
+2 Charisma and Dexterity
5 free ranks in any Perform skill
+2 on Balance, Tumble, and Perform
You Gain Acrobatic as a bonus feat.
Once per day, You can fascinate an audience of intelligent creatures who are at least Indifferent in attitude for a number of rounds equal to your perform skill.
Low-life: you grew up as a gang member in a city, working docks or mugging pedestrians for cash.
+2 Strength +2 any mental ability score
start with 5 ranks in profession (gambler)
+1 Hitpoint per level
Gain Toughness as a free feat
Gang Tattoos: you have tattoos on your arms, telling those that know how to read them what gang you were (or maybe still are) in, and your criminal record. +5 on Intimidate, Gather Information, and Survival Checks made in cities.
you suffer a -5 penalty on Diplomacy and Bluff checks against Police, City Guards, Respectable people, and anyone else in authority who can read your tattoos
Dedicate: Your birth family was either a peasant who sold you to a monastery or a wealthier family looking to gain favor with the gods. you grew up in a temple, taught the ways of the gods and spirits as well as mundane fields of knowledge, you have respect wherever you go, but lack the nobles ability to command.
starting Gold: 3d4x10 (average 75)
+2 to all knowledge checks
may ask for basic room and board anywhere in exchange for prayers and blessings
Dedicates live in a temple for their early years, where they strive for balance in all things +1 to all ability scores.
begins with 5 free ranks in knowledge (Religion)
Favored of the Gods: the spirits are both subtle and capricious, and only someone who has studied them closely can interact with them safely. a Dedicate receives +2 on all charisma based checks made when interacting with spirits or gods, and always knows if something will offend them, (unless it is a rare type of spirit or very minor local god)
I know merchants are underpowered, they need something. I worry peasants are too powerful, but social interaction will probably be a key factor in this setting and they start off with major disadvantages in that, so i'm not sure.
No class is limited to a single background. a dedicate may come of age, and decide to leave the temple to learn from a wandering Ninja Master. a Peasant may distinguish himself somehow enough to earn the favor of a samurai lord. A noble may decide he has wasted his life sitting around indulging himself and join a temple as a monk.
Jutsu
Least
Iron Nails
Least. Monk/ Ninja
Cost/Upkeep: 1 per turn
Activation Time: swift action
Duration: Upkeep
Range: Personal
Target: you
Saving Throw: No
Effect:
Your fingernails may be dead cells, but they can still carry your Ki.
By channeling your Ki through your fingernails, you harden and sharpen them, adding +2 piercing damage to your unarmed attacks, or functioning as a 1d4 claw attack, you are proficient with your claws.
Your fingernails also allow you to grip surfaces more easily, giving a +5 bonus to climb and grapple checks.
Enduring the Elements
Least Monk/Samurai
Cost/Upkeep: 10 Ki per Hour
Activation time: Standard Action
Duration: Upkeep
Range: Personal
Target: You
Saving throw: No
Effect:
You can draw upon your inner strength to fortify yourself against the elements.
You function as though under the effect of Endure Elements
If you are at least level 10, and expend 10 Ki per round, you instead gain energy resistance equal to your class level.
Blessing of The Resting Kami
Least. Monk
Cost: 1
Activation Time: Full round
Duration: Instantaneous
Range: You or Touch
Target: You or One willing target
Saving Throw: No
Effect:
You have asked the Kami of rest and recovery to look on you or another with favor.
Make a DC 12 Cha check. If you succeed, the targets natural healing rate is doubled for 24 hours. For every 3 points by which you beat the check, the multiplier increases by 1.
Protection from the Tainted
Least. Monk (Dedicate Background, Taint variant rules)
Cost: 1
Activation Time: full round
Duration: 1 hour/HD
Range: You or Touch
Target: You or One willing target
Saving Throw: No
Effect:
You have prayed to the Kami, and they will protect you from the taint.
You gain Resist Taint 5 per HD.
Lethal Weapon
Lesser. Samurai
Cost/Upkeep: 5
Activation time: Standard Action
Duration: one Minute
Range: Touch
Target: one weapon or improvised weapon
Saving Throw: No
Effect:
You Can channel your own energies through even the simplest of tools, infusing them with your will and purpose.
The target weapon or Improvised weapon now deals lethal damage even if it normally does not.
If it would normally deal less than 1d6 damage, it now deals that instead.
If it normally deals lethal damage you are at least level 10, and expend 10 extra Ki, it's critical threat range is doubled and all critical threats are automatically successful.
You re automatically proficient with the affected weapon.
Special: if your weapon is under the effect of both Ki weapon and Lethal Weapon, You are at least level 10 and you expend 15 total extra Ki, your weapon gains the Speed special Ability.
Twilight Sight
Least Ninja/Samurai
Cost/Upkeep: 1Ki
Activation Time: Standard Action
Duration: one Minute
Range: Personal
Target: You
Saving throw: no
Effect:
Flooding your pupils with Ki, you dialate them beyond their natural limit.
You Gain Low-Light Vision, you can now see twice as far as normal in conditions of poor illumination.
If you are at least level ten, you may expend five extra Ki to gain dark-vision out to sixty feet
Projective Meditation
Least/ Monk
Cost/Upkeep: 2+1/round
Activation: full round action
Duration: Upkeep
Range: 100ft per level
Target: personal
Save: no
Effect:
Falling into a deep trance, you reach for one of the first keys to enlightenment, and detach yourself from your body.
Your body is helpless while you are in the trance, although you are aware if you take damage and can return to your body at will.
You release your spirit from your body, allowing you to travel in invisible, incorporeal form.
Your spirit can move 100ft per round, and can see and hear as well as you could if you were present. your spirit can be detected, damaged, and blocked in anyway that an incorporeal creature could. your spirit can take no actions other than to move and observe.
if you are at least level 10, your spirit can manifest visibly, and communicate verbally by expending 5 Ki a round.
if you are at least level 15, you may move things physically by expending a number of Ki points equal to the weight (in pounds) of the object to be moved.
if you are at least level 18, you may expend 30 Ki to attempt a possession. the target must make a will save equal to 10+your level+your wisdom modifier, or your spirit will overtake his, while possessing the target you have all of his physical ability scores, but your own mental ability scores. you don't need to expend any Ki to maintain control, but the target gets a new saving throw every round, and if you enter a temple, or other holy ground, or are exorcized, you loose control and are ejected back into your own body, taking damage equal to the hitdice of the creature you possessed x 1d6
Deft Strike
Samurai: Least
Cost/Upkeep: 1
Activation: standard
Duration: instant
Range: Personal
Target: You
Save:no
Effect:
Pausing for a moment, you focus yourself before making a single attack that somehow finds the hidden weakness in the armor of your foe.
you may make a single attack at your base attack bonus that ignores armor and shield bonuses to your enemies armor class
if you are at least level five, you may ignore natural armor as well
if you are at least level ten, you may bypass damage reduction equal to your wisdom modifier.
Focused Gaze
Least Ninja/Monk
Cost/Upkeep: 1Ki
Activation Time: swift
Duration: instant
Range: 30 Feet
Target: any creature
Saving throw: Will; Will partial, see text
Effect:
You can emit your Ki through your Eyes, sending those who meet your gaze reeling.
Treat this as a gaze attack.
You may render the Target Flatfooted for one round unless it succeeds on a will save equal to your 10+1/2 Ninja level+ wisdom modifier.
if you are at least level eight target is Dazzled for 1d4 rounds even if it makes its save.
If you are at least level 15 and expend 10 extra Ki target is blinded for 1d4 rounds if it fails its save, and flatfooted if it makes it.
Ki Weapon
Least Ninja/Samurai
Cost/Upkeep: 3
Activation Time: Standard
Duration: one minute/level
Range: touch
Target: weapon
Saving throw: no
Effect:
You can focus your power into your weapon, giving it strength beyond the merely physical.
The target weapon gains an enhancement bonus to attack and damage rolls equal to 1/5 your class level (min 1) your weapon is considered a magic weapon.
If you are at least level 10, and expend 5 extra Ki, target weapon is considered Adamantium.
Special: if your weapon is under the effect of both Ki weapon and Lethal Weapon, You are at least level 10 and you expend 15 total extra Ki, your weapon gains the Speed special Ability.
Fleet Foot
Least: Monk/Ninja
Cost/Upkeep: 2
Activation Time: Standard
Duration: one minute per level
Range: Personal
Target: You
Saving throw: no
Effect:
You learned to more efficiently focus Your Ki in such a way as to grant speed.
your movement speed is increased by 30 ft
at level ten you may expend 5 Ki to increase your speed by sixty feet instead
at level 18 you may expend 10 ki Per Round to increase your speed by 100ft, may run across water so long as you end your movement on solid ground, and function as though under the effect of the spells Haste, and Blur.
Lightning Draw
Least: Samurai/Ninja
Cost/Upkeep: 1
Activation: free
Duration: instant
Range: personal
Target: You
Save: no
Effect:
You have trained long and hard to react to danger in an eye blink.
you may expend one Ki to draw a weapon as a free action, or two ki to draw a hidden weapon as a free action.
if you have the quick draw feat, you may expend one Ki to draw a hidden weapon as a free action.
if you are at least level five, and expend five extra Ki, you may make an attack at your base attack bonus as part of the free action, you may do this even if it is not your turn.
at level ten, this attack gains a bonus to attack and damage equal to your level.
Arrow snatch
Least: Monk/Ninja
Cost/Upkeep: 2
Activation:free
Duration: instant
Range: Personal
Target: You
Save:no
Effect:
As the arrows draw near, the world seems to slow to a crawl, and you pluck them out of the air with a dissmissive laugh.
Once per round as a free action when targeted by a ranged attack, you may expend 2 Ki to catch the projectile as though you have the snatch arrows feat, even if you do not meet the prerequisites
If you do have the snatch arrows feat, you may do this any number of times, although the Ki cost doubles each time you do so in one round.
Ki Influence
Least: Monk
Cost/Upkeep: 5
Activation: standard
Duration: 1 minute per level
Range: 10 ft
Target: one non-hostile creature
Save: yes
Effect:
Kenobi is an Asian name...
You may influence the weak minded around you by touching their minds with your Ki.
by expending 5 Ki you may give yourself a bonus on bluff checks equal to your caster level.
if you are at least level 6, you may expend 10 Ki to effect the target with a Suggestion effect, causing them to interpret everything you say in the most favorable fashion.
Least Chant of the Herb Kami
Least. Monk (Miko)
Cost: 5
Activation Time: 10 Minutes
Duration: instantaneous
Range: Touch
Target: Healing Herbs worth at least 10gp
Saving Throw: No
Effect: You call on the aid of the kami of a healing herb, increasing it's potency.
Make a Cha check with a DC of 15. If you succeed, the herbs potency increases. The Herbs gain the following effect; You may target one creature in touch range as a full round action. Roll a Heal check and divide the result by 3. They are healed that much HP. one person can only benefit from healing in this manner once per day.
Many temples are financially supported by sales of sacred herbs and medicines which are tended to by temple novices and dedicates. the preparation, blessing, and selling of those herbs, however, is traditionally the duties of the temple Miko.
Lesser
Reiki
Lesser: Monk/Samurai
Cost/Upkeep: Varies
Activation: Full round Action
Duration: instant
Range: touch
Target: touch
Save: yes; harmless
Effect:
You can feel the flow of energy in the body of your fallen ally, and with hard earned skill, subtly guide it back into it's proper alignment.
You may Expend Ki points to gain an equivalent bonus to Heal Checks
If you expend at least 10 Ki you may cure the following effects: Dazzled, Dazed, Sickened,
If you expend at least 15 Ki you may also remove these additional effects: nauseous, stunned, Staggered, and Paralyzed, and removes all non-lethal damage.
providing long term care while expending at least 10 Ki points per patient per day causes patients to recover at four (rather than 2) times the normal rate.
Ki Cling
Lesser: Ninja
Cost/Upkeep: 3
Activation: swift
Duration: 1round
Range: personal
Target: you
Save: no
Effect:
You have learned to push your Ki into the surfaces under your hands and feat, binding yourself to them more securely than should be possible.
By expending three Ki You may climb at your move speed without penalty, however you must begin and end on a solid surface.
If you are at least level 10, and expend six Ki/round you may Walk on walls and celings as though under the effect of the Spider Climb spell.
Calm Before the storm
Lesser: Samurai
Cost/Upkeep: 10
Activation: Full round action
Duration: one minute per level
Range: Personal
Target: You
Save:no
Effect:
You have found that taking a few moments before combat to ground and center yourself can improve your performance.
You sit and meditate (considered Helpless and Prone) possibly reciting prayers, or other mantra, for a full round before entering combat.
after you are done, for the duration of the jutsu you have a +2 moral bonus to armor class, attack, and damage rolls, as well as saving throws.
If you are at least level 10, the cost increases to 15, and the bonus increases to +4
at level 20, the cost increases to 20 and the bonus increases to +6
Razing Strike
Lesser: Ninja/Samurai
Cost/Upkeep: 2
Activation: free
Duration: instant
Range: 30 ft
Target: One Creature, Immune to Critical Hits
Save: no
Effect:
you can push Ki down the length of your weapon, striking at vital points in the spirit, rather than the body.
any time you would be eligible to deal precision damage (sneak attack, critical hits, skirmish, etc...) to a creature or object immune to those effects, you may expend 2Ki to bypass that immunity
Focused Shot
Lesser: Ninja
Cost/Upkeep: 5
Activation: full round action
Duration: one round
Range: Personal
Target: You
Save: no
Effect:
You have learned to bring Mind, body, and Bow together in a single moment of absolute Concentration.
you may expend five Ki to have a single ranged attack ignore penalties for distance, cover, and concealment
if you are at least level ten and expend 5 extra Ki, this may be a sneak attack at any range.
you may substitute a concentration check for your attack roll, for this attack.
Circulate Ki
Lesser: Samurai
Cost/Upkeep: 3
Activation:Swift
Duration: 1 round per level
Range: Personal
Target: You
Save: no
Effect:
You can manually control the circulation of Ki throughout your Body, moving it faster and more forcefully through your system than would naturally occur.
By expending 3 Ki, you may function as though you had the Diehard feat, and gain temporary hit points equal to your level for an number of rounds equal to your class level.
If you are at least level 12, and expend 20 Ki, you also gain fast healing 2 for the duration.
Communicative Meditation
Lesser: Monk
Cost/Upkeep:20
Activation: full round action
Duration: at least one round
Range: anywhere on same plane
Target: any known person
Save: will
Effect:
Falling into a deep trance, you reach out of your body to touch upon consciousness of another.
you form a connection between yourself and another person, this is only possible when their mind is open to contact which usually only occurs during sleep, however you can most effectively contact someone else in a similar trance.
If the person you are contacting is asleep, the contact is one way only, as per the Dream spell, you may only deliver your message and then the trance ends.
If, however, the recipient is in a similar trance waiting to be contacted, the Ki cost of the Jutsu is Halved between you, and you may communicate in all ways as though you were talking to each other face to face. because of the intimate nature of the contact you have a +10 to sense motive, and a -10 penalty to bluff checks.
if the target of the spell is neither sleeping nor trancing, you may remain in your trance until they are available, or you may end it immediately.
Anyone with this jutsu or sense Ki is always aware if someone is trying to contact them.
If you are at least level 15, you may expend 20 Ki at any point in the communication to strike at the spirit of the recipient, they must make a will save equal to 10+1/2your level+wis modifier or take damage equal to 1d6/2 class levels.
Ward Aginst the Yokai
Lesser. Monk
Cost: 5
Activation Time: 20 minute ceremony
Duration: 24 hours
Range: A 20ft by 20ft by 20ft cube.
Target: The cube.
Saving Throw: No
Effect:
You have prayed to the Kami to keep the trickster Yokai away.
Make a Cha check. That determines the Will DC for the Aversion effect. The area is warded witha Aversion effect against Yokai (Fey, some outsiders).
Ward Aginst the Dead
Lesser. Monk
Cost: 5
Activation Time: 20 minute ceremony
Duration: 24 hours
Range: A 20ft by 20ft by 20ft cube.
Target: The cube.
Saving Throw: No
Effect:
You have prayed to the Kami to keep the restless dead away.
Make a Cha check. That determines the Will DC for the Aversion effect. The area is warded with a Aversion effect against undead. Mindless undead recive no saving throw, and all undead are affected.
Blessing of the Hunting Kami
Lesser. Monk
Cost: 2 per HD of the Target
Activation Time: standard action
Duration: 1 Min per target's HD
Range: Creature Touched
Target: One creature
Saving Throw: Yes (Harmless)
Effect:
You have asked the Kami of hunters to grant a boon to a warrior.
Make a DC 20 Cha check, but subtract each level about first the target has from the DC. The effect depends on the targets HD.
1-3HD; The target gains a +2 Morale bonus to attack and damage rolls.
4-6HD; The Target also gains lowlight vision and scent.
7-9HD; The Morale bonus to attack and damage rolls is now +4. They also gain a +10 enhancement bonus to their base speed.
10-12HD; The target also heals for half the base damage they deal.
13-15HD; The morale bonus increases to +6. Their critical threat range increases by 1.
16-19HD; While under the blessing, the target also gains DRX/Magic and Jade. X equals their STR mod plus their CON Mod.
20HD; The Kami of the Hunt greatlly favors the strong. Their critical threat range increases by a addtional 2, and they're treated as rolling the maximum result before critical multipliers.
Shuriken Jutsu
Lesser: Ninja
Cost/Upkeep: at least 1
Activation: swift
Duration: instant
Range: Personal
Target: You
Save: no
Effect:
Shuriken may be small, but their true strength lies in numbers...
When attacking with shuriken, You may expend Ki to throw an additional number of shuriken at your base attack bonus. you must expend one Ki per extra shuriken to be thrown, up to your class level. you may target any number of creatures you could normally attack with shuriken. extra shuriken thrown in this manner are not eligible for extra damage from sneak attacks.
if you are at least level 8, you may expend five Ki per shuriken thrown to have them be eligible for sneak attack damage.
If you are at least level 12, any creature you hit with at least six shuriken continues bleed from the large number of wounds, taking damage per turn equal to one half of the shuriken you hit him with rounded down, this bleeding can be stopped with a DC15 Heal check, or when the target receives any kind of Healing.
Lesser Chant of the Herb Kami
Lesser: Monk (Miko)
Cost: 10
Activation Time: 20 Minutes
Duration: instant
Range: touch
Target: Sacred Healing Herbs worth at least 50gp touched
Saving throw: no
Effect:
You chant prayers to the Kami as you prepare the sacred healing Herbs.
Make a DC 18 Charisma check, if you are successful, the herbs gain the following ability; you may make a DC 15 Healing Check to brew the herbs into a tea, which if drunk gives a +5 bonus on saves vs. poison, Disease and any magical effect originating from the Yokai for 48 hours, and allows an immediate retry on a save against those effects.
Many temples are financially supported by sales of sacred herbs and medicines which are tended to by temple novices and dedicates. the preparation, blessing, and selling of those herbs, however, is traditionally the duties of the temple Miko.
Greater
Analyze Ki
Greater: Samurai
Cost/Upkeep: 10
Activation: standard
Duration: 1 Round per Level
Range: 60ft
Target: one creature
Save: no
Effect:
after thousands of hours of spars and duels, both in practice and in Ernest, you have learned to focus all of your senses on your opponent.
You may attune yourself completely to your enemy, all of your senses both mystical and mundane focus on one individual. you take a -5 penalty on spot and listen checks for the duration.
you may add one half your samurai level to you armor class for all attacks made by the target, all attack and damage rolls you make on the target, all sense motive and bluff checks made on the target, and all knowledge checks made to learn about the target.
If you are at least level twenty, you have learned to maintain absolute focus in many directions, you may apply the benefits of the jutsu to as many targets as you choose, paying an additional 10 Ki for each extra Target.
Restore the Tainted
Greater: Monk (Taint Variant)
Cost/Upkeep: 10
Activation: A Relgious Purifcation ceremony that lasts 8 hours
Duration: instant
Range: Touch
Target: One creature
Save: Yes (Harmless if willing)
Effect; By asking the Kami to remove the taint of dishonor, you can bring peace of mind to others.
Make a Cha check against DC 20. If you make the DC, the targets Taint score is lowered by 1d4. For every 3 points that you beat the check, a addtional 1d4 taint is removed. If the target is unwilling, and revels in the taint of dishonor, the Cha check also serves as a Will save DC. They take 1d6 Lawful damage for ever point of taint removed. In order to use this ceremony, the target must be ritualy clensed in a complex Shinto ceremony, and recive pardon from both the Kami and a lawful athourity.
Bind the Yokai
Greater: Monk
Cost/Upkeep: 10
Activation: full round action
Duration: instant
Range: 10ft per HD
Target: A Yokai that you know is in range.
Save: Yes
Effect; By making sacred signs and symbols, you bind a yokai so it cannot cause miscief.
Make a opposed Cha check agianst the target Yokai. If you win, the Yokais supernatural and spell-like abilitys are supressed for 6 hours per HD. If the Yokai wins, you take a -2 penalty to cha by every point you failed. If your Cha reaches 0, you are rended comatose for 1d6 days.
Crouching Tiger, Awesome Jumping
Greater Monk/Ninja
Cost/Upkeep: 10 per round
Activation Time: swift
Duration: upkeep
Range: Personal
Target: You
Saving throw: no
Effect:
You can propel yourself with Ki energies when you jump, performing seemingly impossible feats of grace and distance.
you may fly with poor maneuverability at a speed equal to your base land speed.
you must end your movement on a solid surface or fall, taking appropriate damage.
If you are at least level five, your weight is calculated as being one tenth of your actual weight for determining what surfaces will support you, (ie. tiny tree branches)
at level 10 your maneuverability increases to good, and you no longer take falling damage (but still must end your turn on a solid surface)
at level 20, if you are a monk, Any surface qualifies as a solid surface, including clouds, water, and other airborne objects, you must pay the upkeep at the beginning of your turn or they will cease to support you. (the idea of this is that you are just briefly touching down in each place)
Bind the Ghosts
Greater: Monk
Cost/Upkeep: 10
Activation: full round action
Duration: instant
Range: 10ft per HD
Target: A Undead that you know is in range.
Save: Yes
Effect; By making sacred signs and symbols, you bind the Restless dead so they cannot cause harm.
Make a opposed Cha check agianst the target Undead. If you win, the undead is a corpse for 1 hour per HD. If the Undead wins, you take 1 con damage for ever 3 points you failed.
Banish Yokai
Greater: Monk
Cost/Upkeep: 10
Activation: full round action
Duration: instant
Range: 10ft per HD
Target: A Yokai that you know is in range.
Save: Yes
Effect; By making sacred signs and symbols, you banish a yokai back to the night world
Make a opposed Cha check agianst the target Yokai. If you win, the Yokai is banished back to the night world. If you fail, you must do the Yokais bidding for 1 hour for each point you failed by.
Lay the Dead to Rest
Greater: Monk
Cost/Upkeep: 10
Activation: full round action
Duration: instant
Range: 10ft per HD
Target: A Undead that you know is in range.
Save: Yes
Effect; By making sacred signs and symbols, you return the Restless dead to their graves
Make a opposed Cha check agianst the target Undead. If you win, the undead is permently dead. If you lose, you take 1d4-2 taint per HD of the Undead you were attempting to lay to rest.
Sense Ki
Greater: Monk/Samurai/Ninja
Cost/Upkeep: 5
Activation: Free
Duration: permanent
Range: 30ft+
Target: personal
Save:no
Effect:
You are sensitive to the Ki energies of those around you.
as long as you have at least 1point of Ki remaining, you are aware of all living creatures within 30 ft. as a free action you may expend 5 Ki to expand the effect to a sixty foot radius or a 120ft cone for one round. You can identify the exact square a creature occupies, but they are considered to have total concealment against you unless you can see them.
if you are at least level 10 you are instead aware of all creatures within 60 feat, and can expend 10 ki to expand the effect to a 180 ft cone.
if you are a monk, taking this jutsu instead doubles the area of your Ki Sense ability.
Locate Ki
Greater: Monk
Cost/Upkeep: 10
Activation: full round action
Duration: instant
Range: 10 miles
Target: any well known creature or type of creature
Save: no
Effect:
You are particularly sensitive to the energies of your friends and enemies.
You become aware of the exact location of either a well known creature, or all the creatures of a specific type (ie. Bears)
if many instances of that type of creature are present within range, you are aware of the greatest centers of population, and a rough estimate of how many are there.
for an extremely familiar person (lover, best friend, pet) the range is doubled
if you are at least level 15, you may expend an additional 10 Ki to become aware of their general condition, (as the Status spell)
Querent Meditation
Greater: Monk
Cost/Upkeep: 20
Activation: Full Round Action
Duration: 1 Hour
Range: Personal
Target: You
Save: no
Effect:
one of the oldest teachings of enlightenment is that all things are one. you reflect on this as you look deep within yourself to find the answers we all know.
You may meditate on a course of action for a period of one hour, during which time you recive an answer as per the spell Augury, letting you know if that course of action will bring Good, Bad, or Mixed results in the immediate future.
if you are at least level 15, and expend 40 Ki, you are instead given advice in the form of a single sentence. for instance, if you are planning to attack a sleeping bandit camp who has hidden traps around most of their camp except the trail they take to get water from the river, the sentence might be "search along water for worn earth, and step lightly to victory"
Depending on which monk you ask, the guidance comes either from the Gods and spirits, or from deep within yourself.
Flash Step
Greater: Ninja/monk
Cost/Upkeep: 10
Activation: swift
Duration: instant
Range: 20ft per level
Target: You
Save: no
Effect:
You have learned to focus large amounts of Ki into your feat, before releasing it in a single burst of speed and power.
as part of the swift action used to manifest the Jutsu, you may move up to ten feet per level, you do this at such speed that you appear to disappear and reappear at the new location. you must have line of effect to the new location.
If you are a ninja, you may expend 5 extra Ki to dissappear and reappear in a puff of smoke that leaves everyone except you in a 5ft radius sickened
If you are at least level 15 you may make a single attack at your full base attack bonus when you reappear. enemies are always considered flat-footed against this attack.
If you are under the effect of any jutsu that increases you land speed, the range of this is doubled.
Restorative Meditation
Greater: Monk
Cost/Upkeep: None
Activation: 24 Hours
Duration: Instant
Range: Personal
Target: You
Save: no
Effect:
You can sink into the deepest recesses of your mind, allowing your subconscious to direct your bodies energies in the most efficient way possible.
By focusing all of your energies inward, away from external processes, you may restore your body from intense damage, you meditate for twenty four hours, making concentration checks to resist distractions if needed. when you emerge you are at full hitpoints and cured of the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned, and has a full Ki point total. if this state is interrupted, your bodies restructuring processes are left incomplete, you are stunned for 1d4 rounds, have one half of your hit point and Ki pool total.
If you are at least level 16, you may regrow lost limbs in this manner, by remaining in this meditation for at least eight hours a day, for a period of 4d4 weeks and taking no actions more strenuous than walking and eating.someone with ranks in the Healing skill must give you longterm care for this period.
Iron Body
Greater: Monk Lesser: Samurai
Cost/Upkeep: at least 5
Activation: standard
Duration: upkeep
Range: personal
Target:You
Save:No
Effect:
By focusing you energy into your skin, you give it unnatural hardness.
you gain damage reduction/magic equal to half the amount of Ki you expend each turn, this damage reduction cannot exceed 1/2 your class level.
Special: If you are a samurai, the damage reduction is instead /- and the duration is instead equal to 1 round/class level, and stacks with damage reduction from the samurai class.
Greater Chant of the Herb Kami
Greater: Monk (Miko)
Cost: 20
Activation Time: 1 Hour
Duration: Instant
Range: Touch
Target: Sacred Herbs worth at least 300Gp touched
Saving Throw: no
Effect:
Calling on the greater Kami of protective herbs, you bring to full life the powers of the plants before you.
Make a DC20 Cha check, If you are successful the herbs gain the following quality: If sprinkled in a circle as a standard action these herbs function identically to a Magic Circle of protection against Evil, except that the duration is 24 hours or untill the circle is broken and undead cannot cross the circle. If thrown into the air as a move action, these herbs affect Yokai in a 10ft square in front of the thrower as if it had had Dismissal cast upon it, with a caster level equal to the level of the Miko who blessed the Herbs. Undead are affected as though Turned by a Cleric of the level of the Miko that blessed the Herbs.
Many temples are financially supported by sales of sacred herbs and medicines which are tended to by temple novices and dedicates. the preparation, blessing, and selling of those herbs, however, is traditionally the duties of the temple Miko.
Dark
Spirit Sight
Dark: Monk
Cost/Upkeep: 10 per round.
Activation: Standard Action
Duration: Upkeep
Range: Personal
Target: You
Save: No
Effect:
You can peer beyond the flesh, and gaze into the world of the spirit, where all things appear as they are within.
You gain the effect of the True sight Spell as well as dark-vision out to 120 ft.
You can also see exactly what and who each person is, in symbolism and the intensity of their Ki all that they are is spelled out before you (Class, HD, How honorable they are etc...) you automatically succeed on sense motive checks to catch lies, and are aware of the general emotional state of everyone around you.
if you are at least level 18 you may expend 30 extra Ki to peer back through the layers of time, learning either the specifics of a past event of which you are aware, or learning the general history of the location.
Voidness
Dark: Ninja
Cost/Upkeep:30
Activation: swift
Duration: Upkeep
Range: 60 ft
Target: 1creature per level
Save: will
Effect:
You have learned to reach for the inner void, the abscence of thought or desire, and become liken unto it.
You Project an aura of Vacancy, becoming part of the background, not invisible or undetectable, but irrelevant, unimportant. Each creature within sixty feet must make a will save vs 10+your ninja level+wisdom modifier or dismiss you as unimportant as soon as they see you, treating you as nothing more important than part of the background. and when you are gone, they will forget you were ever there at all.
Special: A bonus or penalty of up to +/-5 may apply if you are unusually conspicuous, or particularly dressed to blend in.
Snuff Ki
Dark: Ninja/Samurai
Cost/Upkeep: 20
Activation: Free
Duration: Instant
Range: 30ft
Target: One Creature
Save: Fortitude
Effect:
You can projecting your Ki through your weapon and into the heart of your foe, and in doing so,will it to stop.
You attempt to use your own Ki energies to crush that of your foe. you must successfully land an attack against your enemy, at which point you expend at least 20 Ki in an attempt to snuff out Their life force. if the target has HD equal to or less than half your level rounded down, they die instantly. if not, they must make a save equal to 10+1/2your level+your Wisdom modifier+the number of Ki over 20 you decide to spend divided by five.
Last Gasp
Dark: Samurai
Cost/Upkeep: all of it.
Activation: free
Duration: one round per level
Range:personal
Target: you
Save:no
Effect:d
You can push your body beyond all boundaries, flooding your physical form with more energy than it can possibly hold.
you may apply a bonus equal to one half your level on all rolls and ability scores. gain extra hit points equal to Class level x wisdom modifier, gain Fast healing 4, are under the effect of Haste, and damage reduction 10/- you also do not die if you fall bellow -10 hit points, but can continue functioning until the duration expires, at which point your extra hit points remaining vanish, and if you are below -10 hit points, you die. unlike temporary hitpoints, the extra hitpoints from this jutsu are not lost first.
You may use any other jutsu or Ki based techniques you wish while this Jutsu is active, the Ki cost is subtracted from your hitpoints.
the sheer stress of pushing so much Ki through your body is to much for anyone to handle; if you survive, you have no Ki, you take 6 points of damage to all physical ability scores and are left at -1 hit points unless you would otherwise have less. you must roll to become stable as normal.
Mandate of Heaven
Dark: Monk(Dedicate background)
Ki cost; 30 ki
Duration; Instantaneous
Effect
Heaven is the source of order. You have asked the Clestial Kami to bring order to the disordered.
Make a Cha check. That is the will save for this jutsu. Chaotic creatures in 60ft take 1d8 lawful damage per 2 HD(will save for half). Inaddtion, undead are affected as if you used a turning attempt as a cleric of your level. Extraplanar creatures are banished(will save negates). In order to use this jutsu, the monk must be purified according to Shinto, be sworn to a lawful algined athourity that takes it's mandate from the emporer, and must proform relgious rites after using the jutsu. If you fail to perfrom rites within twenty four hours of using this jutsu, you gain a negative level which can only be removed by said rites.
High Ritual of the Herb Kami
Dark: Monk (Miko)
Cost: 50
Activation time: 24 Hours
Duration: Instant
Range: Touch
Target: Blessed Herbs grown in the inner sanctum of a temple, tended by the Miko, and prayed over daily, worth at least 2,000 Gp
Saving Throw: no
Effect:
Tending the plant from the time it was just a seed, you nurture the Spirit within, until it is a king among the Kami of Herbs.
make a DC 25 Cha Check, If you succeed the herbs gain the following effect: These herbs may be placed in a blessed censure and burned during the blessing of a building, this provides the effect of the Hallow spell, Heightened to 9th level, with the spell Bless attached.
These rare and powerful herbs are used only when consecrating a new temple, or for blessing the palace or grave of the emperor, they are prepared and blessed only by the High Priestess, the Head Miko of the Imperial Temple in the Capital City.
• No common or playable fantasy races, although the Gods and nature spirits are quite real and powerful, players may have to deal with them.
• No Magic, except that which might be used by said nature spirits, and no magic Items except possibly rare gifts from the spirits or sacred artifacts, even then they should only grant passive bonuses.
• Classes run on Ki points
• The Religion will be as close as I can make it to Shinto
• Monks will not suck
• Tier wise, all classes should balance out as mid to high threes
• All characters will chose a style at character creation, which will work almost like a Bloodline, providing growing strengths and weaknesses and powers in particular areas as the player advances. (for instance, a characters martial arts style might be ranged combat themed, so they would start off with a penalty in close combat and a bonus in long range combat, while developing new abilities as they advance in level. )
• Being based on ancient Japan, there will be strict social conventions and Law vs. Chaos will probably be a major theme.
• Monks will have the most Ki power, Samurai will have the least, and Ninjas will be in the middle.
• The setting will still be Islands, but probably larger than actual Japan.
• Everyone starts with one martial art.
• you will have the option to either learn a new martial art or get extra powerful benefits in one you already know at levels 5, 10, and 15. Martial arts learned in this way advance based on the level you got them, not from level one.
This setting uses the SRD Honor System Variant (http://www.d20srd.org/srd/variant/campaigns/honor.htm)
Honor codes for the different Classes are as follows:
Ninja Code
this is the basic Ninja code, although different Ninja clans or Dojos may have their own versions.
Do what you’re told by your superiors.
Always look out for ways to make money for the Clan/Dojo.
Do not hide or hold back money from the Clan/Dojo.
Respect your elders in the Clan, and in the Organization in general.
Never let a debt go unpaid.
Never be late paying your debts.
Don’t get caught.
If you do get caught, keep your mouth shut.
Complete missions, or Die trying
Bushido
Despite this code, a samurai may be Evil. An Evil samurai either disregards the code, or has fooled himself into thinking he follows it. Evil samurai may take advantage of their position, while pretending to follow the code while in the eyes of the public, or their superiors and peers.
Gi (honesty and justice): A samurai deals openly and honestly with others and cleaves to the ideals of justice. Moral decisions do not come in shades of gray, only right and wrong.
Yu (heroic courage): A samurai never fears to act, but lives life fully and wonderfully. Respect and caution replace fear.
Jin (compassion): A samurai takes every opportunity to aid others, and creates opportunities when they do not arise. As a powerful individual, a samurai has a responsibility to use that power to help others.
Rei (polite courtesy): A samurai has no reason to be cruel, and no need to prove his strength. Courtesy distinguishes a samurai from an animal, and reveals one’s true strength.
Meyo (honor): A samurai’s conscience is the judge of his honor. The decisions he makes and how he carries them out are a reflection of his true nature.
Makoto (complete sincerity): When a samurai has said that he shall perform an action, it is as good as done. He need not make promises; speaking and doing are as if the same.
Chugo (duty and loyalty): A samurai feels responsible for his actions and their consequences, and loyal to the people in his care. A samurai’s loyalty to his lord is unquestionable and unquestioning.
Samurai however, are not necessarily of the noble class, and thus may not neccesarily have a Code at all. here the term is used to refer to those who fight in the style of the samurai, armed and armored, head on, with a focus on the physical side of Martial arts, as opposed to Monks who use martial arts as paths to enlightenment, or to help them understand the philosophy behind the art, or Ninja, who (with notable exceptions) don't care about their art in the abstract, only what it can get for them.
Even among the noble classes, great variation can be found in the code, depending on what region or island you are on.
I had an Idea that Monks would exist outside of the normal code of Honor, As their positions as priests would put them outside the normal social order, free to move between all the social classes.
Well, that’s all I have so far but, Here (http://www.giantitp.com/forums/showthread.php?t=216579), is the Ninja I am working on for the setting. Any Ideas/suggestions would be wonderful, as I have DM’ed before but never built a setting from the ground up like this and I'm not entirely sure I know what I'm doing. I have no Idea what I'm doing.
Honor System Added and I did some more work on the ninja in the Background section.
I know it sounds like Samurai are getting the short end of the stick so far (Lowest Ki and Martial arts) but I will try to make it up to them.
Backgrounds: because only humans will be playable in this setting, players will instead choose from four backgrounds at character creation, representing both their early life, and their social standing.
Noble: your character was born to a wealthy noble family, trained from birth to lead and be followed
Starting Gold: 10d4x10 (average 200)
may start with one masterwork item (or more if DM allows, he is a noble, after all)
Begin with five free ranks in Diplomacy.
+2 bonus on Diplomacy checks, Knowledge (Nobility and History) checks, bluff checks, and intimidate checks made against merchants and peasants.
+2 charisma, +2 to any physical ability score.
Voice of the Emperor: all nobles are taught from youth how to inspire obedience and trust from others, and everyone else is taught to obey and respect nobles. A noble may make an opposed charisma check against anyone, except a dedicate, of at least Indifferent attitude, if successful treat it as a suggestion spell at caster level 3 except that the duration ends as soon as the noble is no longer in line of sight of the target. ( or one minute, whichever comes first. ie. They instinctually respond with obediance when a noble starts givng orders, but start actually thinking about them pretty soon)
Merchant: Your character was born into the merchant class, you grew up learning all the skills needed to trade and barter.
Starting Gold:6d4x10: (average 150)
begin with five free ranks in any craft or profession skill.
+2 bonus on Sense motive, Appraise Checks, Gather information Checks, and checks made while haggling.
Merchants know where to buy and who to buy from. they may buy any item at 20% of it's usual price and may find rare items in one city size smaller than listed in the DMG.
+2 intelligence and any one physical ability score.
Peasant: Your character was born into the Peasantry, a servant, farmer or even slave, you have fought tooth and nail to claw your way into higher social standing and wealth.
Starting gold 2d4 silver pieces
gain the self sufficiency feat any one other feat free.
start with five ranks in Survival and three extra hit points.
4 extra skill points at first level and one extra every level after that.
+2 to Wisdom and any physical ability score.
-2 to all charisma based checks made against higher class people.
Ronin: You were a wanderer, traveling across the land by yourself or with a small group, you learned to get by.
Starting Gold: 5d4 (12 gp 5 sp)
You are physically tough and hardy from a life on the road or in the wilderness:
+2 Strength and Constitution
Start with 5 free ranks in Survival
gain weapon proficiency Longbow, shortbow, and Crossbow
You speed is calculated as being 10ft higher for determining distance traveled in overland movement.
Gain Self sufficiency free feat
Performer: you come from a family of Performers, acrobats, playwrights, or even the famous Geisha.
+2 Charisma and Dexterity
5 free ranks in any Perform skill
+2 on Balance, Tumble, and Perform
You Gain Acrobatic as a bonus feat.
Once per day, You can fascinate an audience of intelligent creatures who are at least Indifferent in attitude for a number of rounds equal to your perform skill.
Low-life: you grew up as a gang member in a city, working docks or mugging pedestrians for cash.
+2 Strength +2 any mental ability score
start with 5 ranks in profession (gambler)
+1 Hitpoint per level
Gain Toughness as a free feat
Gang Tattoos: you have tattoos on your arms, telling those that know how to read them what gang you were (or maybe still are) in, and your criminal record. +5 on Intimidate, Gather Information, and Survival Checks made in cities.
you suffer a -5 penalty on Diplomacy and Bluff checks against Police, City Guards, Respectable people, and anyone else in authority who can read your tattoos
Dedicate: Your birth family was either a peasant who sold you to a monastery or a wealthier family looking to gain favor with the gods. you grew up in a temple, taught the ways of the gods and spirits as well as mundane fields of knowledge, you have respect wherever you go, but lack the nobles ability to command.
starting Gold: 3d4x10 (average 75)
+2 to all knowledge checks
may ask for basic room and board anywhere in exchange for prayers and blessings
Dedicates live in a temple for their early years, where they strive for balance in all things +1 to all ability scores.
begins with 5 free ranks in knowledge (Religion)
Favored of the Gods: the spirits are both subtle and capricious, and only someone who has studied them closely can interact with them safely. a Dedicate receives +2 on all charisma based checks made when interacting with spirits or gods, and always knows if something will offend them, (unless it is a rare type of spirit or very minor local god)
I know merchants are underpowered, they need something. I worry peasants are too powerful, but social interaction will probably be a key factor in this setting and they start off with major disadvantages in that, so i'm not sure.
No class is limited to a single background. a dedicate may come of age, and decide to leave the temple to learn from a wandering Ninja Master. a Peasant may distinguish himself somehow enough to earn the favor of a samurai lord. A noble may decide he has wasted his life sitting around indulging himself and join a temple as a monk.
Jutsu
Least
Iron Nails
Least. Monk/ Ninja
Cost/Upkeep: 1 per turn
Activation Time: swift action
Duration: Upkeep
Range: Personal
Target: you
Saving Throw: No
Effect:
Your fingernails may be dead cells, but they can still carry your Ki.
By channeling your Ki through your fingernails, you harden and sharpen them, adding +2 piercing damage to your unarmed attacks, or functioning as a 1d4 claw attack, you are proficient with your claws.
Your fingernails also allow you to grip surfaces more easily, giving a +5 bonus to climb and grapple checks.
Enduring the Elements
Least Monk/Samurai
Cost/Upkeep: 10 Ki per Hour
Activation time: Standard Action
Duration: Upkeep
Range: Personal
Target: You
Saving throw: No
Effect:
You can draw upon your inner strength to fortify yourself against the elements.
You function as though under the effect of Endure Elements
If you are at least level 10, and expend 10 Ki per round, you instead gain energy resistance equal to your class level.
Blessing of The Resting Kami
Least. Monk
Cost: 1
Activation Time: Full round
Duration: Instantaneous
Range: You or Touch
Target: You or One willing target
Saving Throw: No
Effect:
You have asked the Kami of rest and recovery to look on you or another with favor.
Make a DC 12 Cha check. If you succeed, the targets natural healing rate is doubled for 24 hours. For every 3 points by which you beat the check, the multiplier increases by 1.
Protection from the Tainted
Least. Monk (Dedicate Background, Taint variant rules)
Cost: 1
Activation Time: full round
Duration: 1 hour/HD
Range: You or Touch
Target: You or One willing target
Saving Throw: No
Effect:
You have prayed to the Kami, and they will protect you from the taint.
You gain Resist Taint 5 per HD.
Lethal Weapon
Lesser. Samurai
Cost/Upkeep: 5
Activation time: Standard Action
Duration: one Minute
Range: Touch
Target: one weapon or improvised weapon
Saving Throw: No
Effect:
You Can channel your own energies through even the simplest of tools, infusing them with your will and purpose.
The target weapon or Improvised weapon now deals lethal damage even if it normally does not.
If it would normally deal less than 1d6 damage, it now deals that instead.
If it normally deals lethal damage you are at least level 10, and expend 10 extra Ki, it's critical threat range is doubled and all critical threats are automatically successful.
You re automatically proficient with the affected weapon.
Special: if your weapon is under the effect of both Ki weapon and Lethal Weapon, You are at least level 10 and you expend 15 total extra Ki, your weapon gains the Speed special Ability.
Twilight Sight
Least Ninja/Samurai
Cost/Upkeep: 1Ki
Activation Time: Standard Action
Duration: one Minute
Range: Personal
Target: You
Saving throw: no
Effect:
Flooding your pupils with Ki, you dialate them beyond their natural limit.
You Gain Low-Light Vision, you can now see twice as far as normal in conditions of poor illumination.
If you are at least level ten, you may expend five extra Ki to gain dark-vision out to sixty feet
Projective Meditation
Least/ Monk
Cost/Upkeep: 2+1/round
Activation: full round action
Duration: Upkeep
Range: 100ft per level
Target: personal
Save: no
Effect:
Falling into a deep trance, you reach for one of the first keys to enlightenment, and detach yourself from your body.
Your body is helpless while you are in the trance, although you are aware if you take damage and can return to your body at will.
You release your spirit from your body, allowing you to travel in invisible, incorporeal form.
Your spirit can move 100ft per round, and can see and hear as well as you could if you were present. your spirit can be detected, damaged, and blocked in anyway that an incorporeal creature could. your spirit can take no actions other than to move and observe.
if you are at least level 10, your spirit can manifest visibly, and communicate verbally by expending 5 Ki a round.
if you are at least level 15, you may move things physically by expending a number of Ki points equal to the weight (in pounds) of the object to be moved.
if you are at least level 18, you may expend 30 Ki to attempt a possession. the target must make a will save equal to 10+your level+your wisdom modifier, or your spirit will overtake his, while possessing the target you have all of his physical ability scores, but your own mental ability scores. you don't need to expend any Ki to maintain control, but the target gets a new saving throw every round, and if you enter a temple, or other holy ground, or are exorcized, you loose control and are ejected back into your own body, taking damage equal to the hitdice of the creature you possessed x 1d6
Deft Strike
Samurai: Least
Cost/Upkeep: 1
Activation: standard
Duration: instant
Range: Personal
Target: You
Save:no
Effect:
Pausing for a moment, you focus yourself before making a single attack that somehow finds the hidden weakness in the armor of your foe.
you may make a single attack at your base attack bonus that ignores armor and shield bonuses to your enemies armor class
if you are at least level five, you may ignore natural armor as well
if you are at least level ten, you may bypass damage reduction equal to your wisdom modifier.
Focused Gaze
Least Ninja/Monk
Cost/Upkeep: 1Ki
Activation Time: swift
Duration: instant
Range: 30 Feet
Target: any creature
Saving throw: Will; Will partial, see text
Effect:
You can emit your Ki through your Eyes, sending those who meet your gaze reeling.
Treat this as a gaze attack.
You may render the Target Flatfooted for one round unless it succeeds on a will save equal to your 10+1/2 Ninja level+ wisdom modifier.
if you are at least level eight target is Dazzled for 1d4 rounds even if it makes its save.
If you are at least level 15 and expend 10 extra Ki target is blinded for 1d4 rounds if it fails its save, and flatfooted if it makes it.
Ki Weapon
Least Ninja/Samurai
Cost/Upkeep: 3
Activation Time: Standard
Duration: one minute/level
Range: touch
Target: weapon
Saving throw: no
Effect:
You can focus your power into your weapon, giving it strength beyond the merely physical.
The target weapon gains an enhancement bonus to attack and damage rolls equal to 1/5 your class level (min 1) your weapon is considered a magic weapon.
If you are at least level 10, and expend 5 extra Ki, target weapon is considered Adamantium.
Special: if your weapon is under the effect of both Ki weapon and Lethal Weapon, You are at least level 10 and you expend 15 total extra Ki, your weapon gains the Speed special Ability.
Fleet Foot
Least: Monk/Ninja
Cost/Upkeep: 2
Activation Time: Standard
Duration: one minute per level
Range: Personal
Target: You
Saving throw: no
Effect:
You learned to more efficiently focus Your Ki in such a way as to grant speed.
your movement speed is increased by 30 ft
at level ten you may expend 5 Ki to increase your speed by sixty feet instead
at level 18 you may expend 10 ki Per Round to increase your speed by 100ft, may run across water so long as you end your movement on solid ground, and function as though under the effect of the spells Haste, and Blur.
Lightning Draw
Least: Samurai/Ninja
Cost/Upkeep: 1
Activation: free
Duration: instant
Range: personal
Target: You
Save: no
Effect:
You have trained long and hard to react to danger in an eye blink.
you may expend one Ki to draw a weapon as a free action, or two ki to draw a hidden weapon as a free action.
if you have the quick draw feat, you may expend one Ki to draw a hidden weapon as a free action.
if you are at least level five, and expend five extra Ki, you may make an attack at your base attack bonus as part of the free action, you may do this even if it is not your turn.
at level ten, this attack gains a bonus to attack and damage equal to your level.
Arrow snatch
Least: Monk/Ninja
Cost/Upkeep: 2
Activation:free
Duration: instant
Range: Personal
Target: You
Save:no
Effect:
As the arrows draw near, the world seems to slow to a crawl, and you pluck them out of the air with a dissmissive laugh.
Once per round as a free action when targeted by a ranged attack, you may expend 2 Ki to catch the projectile as though you have the snatch arrows feat, even if you do not meet the prerequisites
If you do have the snatch arrows feat, you may do this any number of times, although the Ki cost doubles each time you do so in one round.
Ki Influence
Least: Monk
Cost/Upkeep: 5
Activation: standard
Duration: 1 minute per level
Range: 10 ft
Target: one non-hostile creature
Save: yes
Effect:
Kenobi is an Asian name...
You may influence the weak minded around you by touching their minds with your Ki.
by expending 5 Ki you may give yourself a bonus on bluff checks equal to your caster level.
if you are at least level 6, you may expend 10 Ki to effect the target with a Suggestion effect, causing them to interpret everything you say in the most favorable fashion.
Least Chant of the Herb Kami
Least. Monk (Miko)
Cost: 5
Activation Time: 10 Minutes
Duration: instantaneous
Range: Touch
Target: Healing Herbs worth at least 10gp
Saving Throw: No
Effect: You call on the aid of the kami of a healing herb, increasing it's potency.
Make a Cha check with a DC of 15. If you succeed, the herbs potency increases. The Herbs gain the following effect; You may target one creature in touch range as a full round action. Roll a Heal check and divide the result by 3. They are healed that much HP. one person can only benefit from healing in this manner once per day.
Many temples are financially supported by sales of sacred herbs and medicines which are tended to by temple novices and dedicates. the preparation, blessing, and selling of those herbs, however, is traditionally the duties of the temple Miko.
Lesser
Reiki
Lesser: Monk/Samurai
Cost/Upkeep: Varies
Activation: Full round Action
Duration: instant
Range: touch
Target: touch
Save: yes; harmless
Effect:
You can feel the flow of energy in the body of your fallen ally, and with hard earned skill, subtly guide it back into it's proper alignment.
You may Expend Ki points to gain an equivalent bonus to Heal Checks
If you expend at least 10 Ki you may cure the following effects: Dazzled, Dazed, Sickened,
If you expend at least 15 Ki you may also remove these additional effects: nauseous, stunned, Staggered, and Paralyzed, and removes all non-lethal damage.
providing long term care while expending at least 10 Ki points per patient per day causes patients to recover at four (rather than 2) times the normal rate.
Ki Cling
Lesser: Ninja
Cost/Upkeep: 3
Activation: swift
Duration: 1round
Range: personal
Target: you
Save: no
Effect:
You have learned to push your Ki into the surfaces under your hands and feat, binding yourself to them more securely than should be possible.
By expending three Ki You may climb at your move speed without penalty, however you must begin and end on a solid surface.
If you are at least level 10, and expend six Ki/round you may Walk on walls and celings as though under the effect of the Spider Climb spell.
Calm Before the storm
Lesser: Samurai
Cost/Upkeep: 10
Activation: Full round action
Duration: one minute per level
Range: Personal
Target: You
Save:no
Effect:
You have found that taking a few moments before combat to ground and center yourself can improve your performance.
You sit and meditate (considered Helpless and Prone) possibly reciting prayers, or other mantra, for a full round before entering combat.
after you are done, for the duration of the jutsu you have a +2 moral bonus to armor class, attack, and damage rolls, as well as saving throws.
If you are at least level 10, the cost increases to 15, and the bonus increases to +4
at level 20, the cost increases to 20 and the bonus increases to +6
Razing Strike
Lesser: Ninja/Samurai
Cost/Upkeep: 2
Activation: free
Duration: instant
Range: 30 ft
Target: One Creature, Immune to Critical Hits
Save: no
Effect:
you can push Ki down the length of your weapon, striking at vital points in the spirit, rather than the body.
any time you would be eligible to deal precision damage (sneak attack, critical hits, skirmish, etc...) to a creature or object immune to those effects, you may expend 2Ki to bypass that immunity
Focused Shot
Lesser: Ninja
Cost/Upkeep: 5
Activation: full round action
Duration: one round
Range: Personal
Target: You
Save: no
Effect:
You have learned to bring Mind, body, and Bow together in a single moment of absolute Concentration.
you may expend five Ki to have a single ranged attack ignore penalties for distance, cover, and concealment
if you are at least level ten and expend 5 extra Ki, this may be a sneak attack at any range.
you may substitute a concentration check for your attack roll, for this attack.
Circulate Ki
Lesser: Samurai
Cost/Upkeep: 3
Activation:Swift
Duration: 1 round per level
Range: Personal
Target: You
Save: no
Effect:
You can manually control the circulation of Ki throughout your Body, moving it faster and more forcefully through your system than would naturally occur.
By expending 3 Ki, you may function as though you had the Diehard feat, and gain temporary hit points equal to your level for an number of rounds equal to your class level.
If you are at least level 12, and expend 20 Ki, you also gain fast healing 2 for the duration.
Communicative Meditation
Lesser: Monk
Cost/Upkeep:20
Activation: full round action
Duration: at least one round
Range: anywhere on same plane
Target: any known person
Save: will
Effect:
Falling into a deep trance, you reach out of your body to touch upon consciousness of another.
you form a connection between yourself and another person, this is only possible when their mind is open to contact which usually only occurs during sleep, however you can most effectively contact someone else in a similar trance.
If the person you are contacting is asleep, the contact is one way only, as per the Dream spell, you may only deliver your message and then the trance ends.
If, however, the recipient is in a similar trance waiting to be contacted, the Ki cost of the Jutsu is Halved between you, and you may communicate in all ways as though you were talking to each other face to face. because of the intimate nature of the contact you have a +10 to sense motive, and a -10 penalty to bluff checks.
if the target of the spell is neither sleeping nor trancing, you may remain in your trance until they are available, or you may end it immediately.
Anyone with this jutsu or sense Ki is always aware if someone is trying to contact them.
If you are at least level 15, you may expend 20 Ki at any point in the communication to strike at the spirit of the recipient, they must make a will save equal to 10+1/2your level+wis modifier or take damage equal to 1d6/2 class levels.
Ward Aginst the Yokai
Lesser. Monk
Cost: 5
Activation Time: 20 minute ceremony
Duration: 24 hours
Range: A 20ft by 20ft by 20ft cube.
Target: The cube.
Saving Throw: No
Effect:
You have prayed to the Kami to keep the trickster Yokai away.
Make a Cha check. That determines the Will DC for the Aversion effect. The area is warded witha Aversion effect against Yokai (Fey, some outsiders).
Ward Aginst the Dead
Lesser. Monk
Cost: 5
Activation Time: 20 minute ceremony
Duration: 24 hours
Range: A 20ft by 20ft by 20ft cube.
Target: The cube.
Saving Throw: No
Effect:
You have prayed to the Kami to keep the restless dead away.
Make a Cha check. That determines the Will DC for the Aversion effect. The area is warded with a Aversion effect against undead. Mindless undead recive no saving throw, and all undead are affected.
Blessing of the Hunting Kami
Lesser. Monk
Cost: 2 per HD of the Target
Activation Time: standard action
Duration: 1 Min per target's HD
Range: Creature Touched
Target: One creature
Saving Throw: Yes (Harmless)
Effect:
You have asked the Kami of hunters to grant a boon to a warrior.
Make a DC 20 Cha check, but subtract each level about first the target has from the DC. The effect depends on the targets HD.
1-3HD; The target gains a +2 Morale bonus to attack and damage rolls.
4-6HD; The Target also gains lowlight vision and scent.
7-9HD; The Morale bonus to attack and damage rolls is now +4. They also gain a +10 enhancement bonus to their base speed.
10-12HD; The target also heals for half the base damage they deal.
13-15HD; The morale bonus increases to +6. Their critical threat range increases by 1.
16-19HD; While under the blessing, the target also gains DRX/Magic and Jade. X equals their STR mod plus their CON Mod.
20HD; The Kami of the Hunt greatlly favors the strong. Their critical threat range increases by a addtional 2, and they're treated as rolling the maximum result before critical multipliers.
Shuriken Jutsu
Lesser: Ninja
Cost/Upkeep: at least 1
Activation: swift
Duration: instant
Range: Personal
Target: You
Save: no
Effect:
Shuriken may be small, but their true strength lies in numbers...
When attacking with shuriken, You may expend Ki to throw an additional number of shuriken at your base attack bonus. you must expend one Ki per extra shuriken to be thrown, up to your class level. you may target any number of creatures you could normally attack with shuriken. extra shuriken thrown in this manner are not eligible for extra damage from sneak attacks.
if you are at least level 8, you may expend five Ki per shuriken thrown to have them be eligible for sneak attack damage.
If you are at least level 12, any creature you hit with at least six shuriken continues bleed from the large number of wounds, taking damage per turn equal to one half of the shuriken you hit him with rounded down, this bleeding can be stopped with a DC15 Heal check, or when the target receives any kind of Healing.
Lesser Chant of the Herb Kami
Lesser: Monk (Miko)
Cost: 10
Activation Time: 20 Minutes
Duration: instant
Range: touch
Target: Sacred Healing Herbs worth at least 50gp touched
Saving throw: no
Effect:
You chant prayers to the Kami as you prepare the sacred healing Herbs.
Make a DC 18 Charisma check, if you are successful, the herbs gain the following ability; you may make a DC 15 Healing Check to brew the herbs into a tea, which if drunk gives a +5 bonus on saves vs. poison, Disease and any magical effect originating from the Yokai for 48 hours, and allows an immediate retry on a save against those effects.
Many temples are financially supported by sales of sacred herbs and medicines which are tended to by temple novices and dedicates. the preparation, blessing, and selling of those herbs, however, is traditionally the duties of the temple Miko.
Greater
Analyze Ki
Greater: Samurai
Cost/Upkeep: 10
Activation: standard
Duration: 1 Round per Level
Range: 60ft
Target: one creature
Save: no
Effect:
after thousands of hours of spars and duels, both in practice and in Ernest, you have learned to focus all of your senses on your opponent.
You may attune yourself completely to your enemy, all of your senses both mystical and mundane focus on one individual. you take a -5 penalty on spot and listen checks for the duration.
you may add one half your samurai level to you armor class for all attacks made by the target, all attack and damage rolls you make on the target, all sense motive and bluff checks made on the target, and all knowledge checks made to learn about the target.
If you are at least level twenty, you have learned to maintain absolute focus in many directions, you may apply the benefits of the jutsu to as many targets as you choose, paying an additional 10 Ki for each extra Target.
Restore the Tainted
Greater: Monk (Taint Variant)
Cost/Upkeep: 10
Activation: A Relgious Purifcation ceremony that lasts 8 hours
Duration: instant
Range: Touch
Target: One creature
Save: Yes (Harmless if willing)
Effect; By asking the Kami to remove the taint of dishonor, you can bring peace of mind to others.
Make a Cha check against DC 20. If you make the DC, the targets Taint score is lowered by 1d4. For every 3 points that you beat the check, a addtional 1d4 taint is removed. If the target is unwilling, and revels in the taint of dishonor, the Cha check also serves as a Will save DC. They take 1d6 Lawful damage for ever point of taint removed. In order to use this ceremony, the target must be ritualy clensed in a complex Shinto ceremony, and recive pardon from both the Kami and a lawful athourity.
Bind the Yokai
Greater: Monk
Cost/Upkeep: 10
Activation: full round action
Duration: instant
Range: 10ft per HD
Target: A Yokai that you know is in range.
Save: Yes
Effect; By making sacred signs and symbols, you bind a yokai so it cannot cause miscief.
Make a opposed Cha check agianst the target Yokai. If you win, the Yokais supernatural and spell-like abilitys are supressed for 6 hours per HD. If the Yokai wins, you take a -2 penalty to cha by every point you failed. If your Cha reaches 0, you are rended comatose for 1d6 days.
Crouching Tiger, Awesome Jumping
Greater Monk/Ninja
Cost/Upkeep: 10 per round
Activation Time: swift
Duration: upkeep
Range: Personal
Target: You
Saving throw: no
Effect:
You can propel yourself with Ki energies when you jump, performing seemingly impossible feats of grace and distance.
you may fly with poor maneuverability at a speed equal to your base land speed.
you must end your movement on a solid surface or fall, taking appropriate damage.
If you are at least level five, your weight is calculated as being one tenth of your actual weight for determining what surfaces will support you, (ie. tiny tree branches)
at level 10 your maneuverability increases to good, and you no longer take falling damage (but still must end your turn on a solid surface)
at level 20, if you are a monk, Any surface qualifies as a solid surface, including clouds, water, and other airborne objects, you must pay the upkeep at the beginning of your turn or they will cease to support you. (the idea of this is that you are just briefly touching down in each place)
Bind the Ghosts
Greater: Monk
Cost/Upkeep: 10
Activation: full round action
Duration: instant
Range: 10ft per HD
Target: A Undead that you know is in range.
Save: Yes
Effect; By making sacred signs and symbols, you bind the Restless dead so they cannot cause harm.
Make a opposed Cha check agianst the target Undead. If you win, the undead is a corpse for 1 hour per HD. If the Undead wins, you take 1 con damage for ever 3 points you failed.
Banish Yokai
Greater: Monk
Cost/Upkeep: 10
Activation: full round action
Duration: instant
Range: 10ft per HD
Target: A Yokai that you know is in range.
Save: Yes
Effect; By making sacred signs and symbols, you banish a yokai back to the night world
Make a opposed Cha check agianst the target Yokai. If you win, the Yokai is banished back to the night world. If you fail, you must do the Yokais bidding for 1 hour for each point you failed by.
Lay the Dead to Rest
Greater: Monk
Cost/Upkeep: 10
Activation: full round action
Duration: instant
Range: 10ft per HD
Target: A Undead that you know is in range.
Save: Yes
Effect; By making sacred signs and symbols, you return the Restless dead to their graves
Make a opposed Cha check agianst the target Undead. If you win, the undead is permently dead. If you lose, you take 1d4-2 taint per HD of the Undead you were attempting to lay to rest.
Sense Ki
Greater: Monk/Samurai/Ninja
Cost/Upkeep: 5
Activation: Free
Duration: permanent
Range: 30ft+
Target: personal
Save:no
Effect:
You are sensitive to the Ki energies of those around you.
as long as you have at least 1point of Ki remaining, you are aware of all living creatures within 30 ft. as a free action you may expend 5 Ki to expand the effect to a sixty foot radius or a 120ft cone for one round. You can identify the exact square a creature occupies, but they are considered to have total concealment against you unless you can see them.
if you are at least level 10 you are instead aware of all creatures within 60 feat, and can expend 10 ki to expand the effect to a 180 ft cone.
if you are a monk, taking this jutsu instead doubles the area of your Ki Sense ability.
Locate Ki
Greater: Monk
Cost/Upkeep: 10
Activation: full round action
Duration: instant
Range: 10 miles
Target: any well known creature or type of creature
Save: no
Effect:
You are particularly sensitive to the energies of your friends and enemies.
You become aware of the exact location of either a well known creature, or all the creatures of a specific type (ie. Bears)
if many instances of that type of creature are present within range, you are aware of the greatest centers of population, and a rough estimate of how many are there.
for an extremely familiar person (lover, best friend, pet) the range is doubled
if you are at least level 15, you may expend an additional 10 Ki to become aware of their general condition, (as the Status spell)
Querent Meditation
Greater: Monk
Cost/Upkeep: 20
Activation: Full Round Action
Duration: 1 Hour
Range: Personal
Target: You
Save: no
Effect:
one of the oldest teachings of enlightenment is that all things are one. you reflect on this as you look deep within yourself to find the answers we all know.
You may meditate on a course of action for a period of one hour, during which time you recive an answer as per the spell Augury, letting you know if that course of action will bring Good, Bad, or Mixed results in the immediate future.
if you are at least level 15, and expend 40 Ki, you are instead given advice in the form of a single sentence. for instance, if you are planning to attack a sleeping bandit camp who has hidden traps around most of their camp except the trail they take to get water from the river, the sentence might be "search along water for worn earth, and step lightly to victory"
Depending on which monk you ask, the guidance comes either from the Gods and spirits, or from deep within yourself.
Flash Step
Greater: Ninja/monk
Cost/Upkeep: 10
Activation: swift
Duration: instant
Range: 20ft per level
Target: You
Save: no
Effect:
You have learned to focus large amounts of Ki into your feat, before releasing it in a single burst of speed and power.
as part of the swift action used to manifest the Jutsu, you may move up to ten feet per level, you do this at such speed that you appear to disappear and reappear at the new location. you must have line of effect to the new location.
If you are a ninja, you may expend 5 extra Ki to dissappear and reappear in a puff of smoke that leaves everyone except you in a 5ft radius sickened
If you are at least level 15 you may make a single attack at your full base attack bonus when you reappear. enemies are always considered flat-footed against this attack.
If you are under the effect of any jutsu that increases you land speed, the range of this is doubled.
Restorative Meditation
Greater: Monk
Cost/Upkeep: None
Activation: 24 Hours
Duration: Instant
Range: Personal
Target: You
Save: no
Effect:
You can sink into the deepest recesses of your mind, allowing your subconscious to direct your bodies energies in the most efficient way possible.
By focusing all of your energies inward, away from external processes, you may restore your body from intense damage, you meditate for twenty four hours, making concentration checks to resist distractions if needed. when you emerge you are at full hitpoints and cured of the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned, and has a full Ki point total. if this state is interrupted, your bodies restructuring processes are left incomplete, you are stunned for 1d4 rounds, have one half of your hit point and Ki pool total.
If you are at least level 16, you may regrow lost limbs in this manner, by remaining in this meditation for at least eight hours a day, for a period of 4d4 weeks and taking no actions more strenuous than walking and eating.someone with ranks in the Healing skill must give you longterm care for this period.
Iron Body
Greater: Monk Lesser: Samurai
Cost/Upkeep: at least 5
Activation: standard
Duration: upkeep
Range: personal
Target:You
Save:No
Effect:
By focusing you energy into your skin, you give it unnatural hardness.
you gain damage reduction/magic equal to half the amount of Ki you expend each turn, this damage reduction cannot exceed 1/2 your class level.
Special: If you are a samurai, the damage reduction is instead /- and the duration is instead equal to 1 round/class level, and stacks with damage reduction from the samurai class.
Greater Chant of the Herb Kami
Greater: Monk (Miko)
Cost: 20
Activation Time: 1 Hour
Duration: Instant
Range: Touch
Target: Sacred Herbs worth at least 300Gp touched
Saving Throw: no
Effect:
Calling on the greater Kami of protective herbs, you bring to full life the powers of the plants before you.
Make a DC20 Cha check, If you are successful the herbs gain the following quality: If sprinkled in a circle as a standard action these herbs function identically to a Magic Circle of protection against Evil, except that the duration is 24 hours or untill the circle is broken and undead cannot cross the circle. If thrown into the air as a move action, these herbs affect Yokai in a 10ft square in front of the thrower as if it had had Dismissal cast upon it, with a caster level equal to the level of the Miko who blessed the Herbs. Undead are affected as though Turned by a Cleric of the level of the Miko that blessed the Herbs.
Many temples are financially supported by sales of sacred herbs and medicines which are tended to by temple novices and dedicates. the preparation, blessing, and selling of those herbs, however, is traditionally the duties of the temple Miko.
Dark
Spirit Sight
Dark: Monk
Cost/Upkeep: 10 per round.
Activation: Standard Action
Duration: Upkeep
Range: Personal
Target: You
Save: No
Effect:
You can peer beyond the flesh, and gaze into the world of the spirit, where all things appear as they are within.
You gain the effect of the True sight Spell as well as dark-vision out to 120 ft.
You can also see exactly what and who each person is, in symbolism and the intensity of their Ki all that they are is spelled out before you (Class, HD, How honorable they are etc...) you automatically succeed on sense motive checks to catch lies, and are aware of the general emotional state of everyone around you.
if you are at least level 18 you may expend 30 extra Ki to peer back through the layers of time, learning either the specifics of a past event of which you are aware, or learning the general history of the location.
Voidness
Dark: Ninja
Cost/Upkeep:30
Activation: swift
Duration: Upkeep
Range: 60 ft
Target: 1creature per level
Save: will
Effect:
You have learned to reach for the inner void, the abscence of thought or desire, and become liken unto it.
You Project an aura of Vacancy, becoming part of the background, not invisible or undetectable, but irrelevant, unimportant. Each creature within sixty feet must make a will save vs 10+your ninja level+wisdom modifier or dismiss you as unimportant as soon as they see you, treating you as nothing more important than part of the background. and when you are gone, they will forget you were ever there at all.
Special: A bonus or penalty of up to +/-5 may apply if you are unusually conspicuous, or particularly dressed to blend in.
Snuff Ki
Dark: Ninja/Samurai
Cost/Upkeep: 20
Activation: Free
Duration: Instant
Range: 30ft
Target: One Creature
Save: Fortitude
Effect:
You can projecting your Ki through your weapon and into the heart of your foe, and in doing so,will it to stop.
You attempt to use your own Ki energies to crush that of your foe. you must successfully land an attack against your enemy, at which point you expend at least 20 Ki in an attempt to snuff out Their life force. if the target has HD equal to or less than half your level rounded down, they die instantly. if not, they must make a save equal to 10+1/2your level+your Wisdom modifier+the number of Ki over 20 you decide to spend divided by five.
Last Gasp
Dark: Samurai
Cost/Upkeep: all of it.
Activation: free
Duration: one round per level
Range:personal
Target: you
Save:no
Effect:d
You can push your body beyond all boundaries, flooding your physical form with more energy than it can possibly hold.
you may apply a bonus equal to one half your level on all rolls and ability scores. gain extra hit points equal to Class level x wisdom modifier, gain Fast healing 4, are under the effect of Haste, and damage reduction 10/- you also do not die if you fall bellow -10 hit points, but can continue functioning until the duration expires, at which point your extra hit points remaining vanish, and if you are below -10 hit points, you die. unlike temporary hitpoints, the extra hitpoints from this jutsu are not lost first.
You may use any other jutsu or Ki based techniques you wish while this Jutsu is active, the Ki cost is subtracted from your hitpoints.
the sheer stress of pushing so much Ki through your body is to much for anyone to handle; if you survive, you have no Ki, you take 6 points of damage to all physical ability scores and are left at -1 hit points unless you would otherwise have less. you must roll to become stable as normal.
Mandate of Heaven
Dark: Monk(Dedicate background)
Ki cost; 30 ki
Duration; Instantaneous
Effect
Heaven is the source of order. You have asked the Clestial Kami to bring order to the disordered.
Make a Cha check. That is the will save for this jutsu. Chaotic creatures in 60ft take 1d8 lawful damage per 2 HD(will save for half). Inaddtion, undead are affected as if you used a turning attempt as a cleric of your level. Extraplanar creatures are banished(will save negates). In order to use this jutsu, the monk must be purified according to Shinto, be sworn to a lawful algined athourity that takes it's mandate from the emporer, and must proform relgious rites after using the jutsu. If you fail to perfrom rites within twenty four hours of using this jutsu, you gain a negative level which can only be removed by said rites.
High Ritual of the Herb Kami
Dark: Monk (Miko)
Cost: 50
Activation time: 24 Hours
Duration: Instant
Range: Touch
Target: Blessed Herbs grown in the inner sanctum of a temple, tended by the Miko, and prayed over daily, worth at least 2,000 Gp
Saving Throw: no
Effect:
Tending the plant from the time it was just a seed, you nurture the Spirit within, until it is a king among the Kami of Herbs.
make a DC 25 Cha Check, If you succeed the herbs gain the following effect: These herbs may be placed in a blessed censure and burned during the blessing of a building, this provides the effect of the Hallow spell, Heightened to 9th level, with the spell Bless attached.
These rare and powerful herbs are used only when consecrating a new temple, or for blessing the palace or grave of the emperor, they are prepared and blessed only by the High Priestess, the Head Miko of the Imperial Temple in the Capital City.