ZeroNumerous
2008-01-31, 03:16 PM
I'm making some Naruto d20 techniques. Simple and effective.
First up, something my jounin is gonna start using with horrible effectiveness.
Koushou Shushi no Jutsu (Shining Finger Technique)
Chakra Control (Body; Tora-Hijutsu) [B-Rank; Rank 6]
Learn DC: 20; Perform DC: 21; Time: 1 Standard Action; Components: V; Range: Melee Touch; Target: One creature or object within reach; Duration: 1/round level or until discharged
Saving Throws: Fortitude for half; Chakra Cost: 10
By shouting an exclamation of intent to the heavens, the user gathers her chakra into her dominant hand. This chakra is condensed and reacts violently to any chakra signature other than the user's. The gathered chakra causes the user's hand to glow a bright color based on your primary elemental affinity. This technique functions in all ways like a weapon, and you can take Weapon Focus and Specialization with this technique.
To discharge this technique, you must perform an unarmed attack against your target. If you hit, you do normal unarmed strike damage plus an additional 1d8 points of typed damage and 1d6 points of bludgeoning damage. The typed damage is the same type as your primary elemental affinity. You may immediately begin a grapple as a free action after successfully performing this technique if your opponent is still within reach.
This technique has an accompanying effect based on the elemental affinity of the user.
{table="head]Element | Color | Effect
Fire | Red | Deals an additional amount of damage equal to character level.
Electricity | Gray | Target takes -4 penalty on attack rolls for 1 round.
Earth | Brown | User gains +8 bonus on grapple checks vs Target for 1 round.
Wind | Green | Target is knocked 1d4x5 feet backwards.
Water | Blue | Target takes -4 penalty on AC for 1 round.
Ice | White | User gains +8 bonus on trip attempts vs Target for 1 round.
[/table]
The exclamation of intent needed to use this technique is as follows: "This hand of mine glows with an awesome power! It's burning grip tells me to defeat you!"
Empower
The user may choose to spend additional points of chakra equal to her character level. This additional chakra cannot be converted to stamina damage. For every additional point of chakra spent in this manner, increase the damage of this technique by 1d8 typed damage and 1d6 bludgeoning damage.
---
Shuugyu: Inoshishi Kichi Karada (Training: Wild Boar's Healthy Body)
Taijutsu (Training; Tora-Hijutsu) [C-Rank; Rank 6]
Learn DC: 19; Components: F, X
This training empowers the user's body through rigorous training, heavy beatings, and health supplements. By completing this training, the user's Constitution score permanently increases by 1.
Expendable Components: Health drinks and pills. Purchase DC: 22
---
Ashiankoku Shushi no Jutsu (Evil Darkness Finger Technique)
Chakra Control (Body; Spirit; Tora-Hijutsu) [S-Rank; Rank 11]
Learn DC: 27; Perform DC: 31; Time: 1 Standard Action; Components: V, M; Range: 60x15ft line; Target: One creature or object within reach; Duration: Instanteous
Saving Throws: Fortitude half(see below); Chakra Cost: 30
By uttering a promise of killer intent to her opponent, the user gathers her chakra into her dominant hand. This chakra is condensed and reacts violently to any chakra signature other than the user's. The gathered chakra causes the user's hand to appear to be made of pure night as all the light around her is blotted out.
This technique does 10d8 untyped damage and 10d8 fire damage in a sixty foot line that is fifteen feet wide. Every creature affected by the blast gets a Fortitude save to halve the damage dealt by the blast. If the opponent does not have a source of demonic chakra, then using this technique causes 3d4 Strength drain and 3d4 Constitution drain.
The promise of killer intent is as follows: "This hand of mine glows with unending hate! It screams for me to destroy you!"
Empower
By adding 5 chakra that cannot be converted to stamina damage, you double the length and width of the blast and add 5d8 untyped and 5d8 fire damage. You also add 1d4 Strength and Constitution Drain. You can empower this technique one time per four character levels you have.
---
Usujido - Isshiki (Cloth Art - First Stance)
Taijutsu (Martial Arts; Stance) [C-Rank; Rank 4]
Learn DC: 17; Perform DC: 17; Time: 1 standard Action; Components: M, F; Target: Self; Duration: 1 round/level
Saving Throws: None; Chakra Cost: 2 every 3 rounds
Many martial arts practiced by shinobi focus on swords and polearms, but the most dangerous of martial arts focus on weapons you never suspect. Usujido specializes in the use of cloth and sashes to do battle.
Usujido allows you to use a sash or cloth as if it was a reach weapon that does 1d8 slashing or piercing damage, depending on how the sash is used to attack your opponent. A sash is hardly a true weapon, and you cannot threaten critical hits with it nor can you apply your strength modifier to damage rolls. Attacking with a sash or cloth is no more or less easy than attacking with a sword or one's fists using this technique, so you may make as many attacks as your BAB allows.
Focus: Twenty feet of sash or cloth on your person.
---
Usujido - Nishiki (Cloth Art - Second Stance)
Taijutsu (Martial Arts; Stance) [B-Rank; Rank 6]
Learn DC: 20; Perform DC: 21; Time: 1 standard Action; Components: M, F; Target: Self; Duration: 1 round/level
Saving Throws: None; Chakra Cost: 3 every 3 rounds
The Second Stance of Usujido is, atleast visually, no different than the First Stance. However, the mentality of the user must be completely and utterly focused on the defeat of his opponent in all ways.
Like the First Stance, the Second Stance of Usujido allows you to use a sash as a reach weapon that deals 1d8 slashing or piercing damage. However, the second stance differs in one key difference. You have become proficient enough in the sash to threaten your opponent's vital organs with it. The weapon threatens a critical hit on a 19-20 and deals double damage on a critical hit. You may apply your strength modifier to damage with your sash.
Focus: Twenty feet of sash or cloth on your person.
---
Torabakuha no Jutsu (Tiger Explosion Technique)
Ninjutsu (Katon; Tora-Hijutsu) [C-Rank; Rank 4]
Learn DC: 17; Perform DC: 17; Time: 1 Standard Action; Components: H, M; Area: 20ft burst; Range: 50ft+5ft per level; Duration: Instantaneous; Saving Throws: Reflex half; Chakra Cost: 6
The user finishes her hand-seals and slams her hands into the ground. A massive flaming tiger bursts from the ground in front of her opponent and explodes in a bright burst of flame. This attack deals 3d6 points of fire damage to all creatures caught in the blast.
Empower
The user may spend extra chakra to increase the damage dealt by the tiger's explosion. Every 8 points of chakra spent increases the damage by 3d6 points of fire damage up to a maximum of 15d6.
---
Dai Torabakuha no Jutsu (Great Tiger Explosion Technique)
Ninjutsu (Katon; Requires Torabakuha no Jutsu (5); Tora-Hijutsu) [S-Rank; Rank 9]
Learn DC: 25; Perform DC: 29; Time: 1 Standard Action; Components: H, M; Area: 40ft burst; Range: 50ft+10ft per level; Duration: Instantaneous; Saving Throws: 3 Reflex saves for half; Chakra Cost: 24
The user creates a large tiger of magma from beneath the earth. The tiger bursts from beneath the area and thrashes about the area before exploding in a huge explosion.
Any creature caught in the area takes 4d6 fire damage from the tiger's initial entrance. The tiger precedes to attack four times inside the area of this technique. The tiger either attacks four creatures, or divides it's attacks among the number of creatures caught in the area of effect however the user wants. Each attack is made at a +24 bonus and deals 4d6 fire damage to any creature that is successfully hit. Once the tiger has attacked four times, it explodes in a ball of fire that deals an additional 4d6 points of fire damage.
If this technique is interrupted by a Suiton technique of equal rank, then the element of this technique becomes Doton and all damage done by the tiger is bludgeoning.
---
First up, something my jounin is gonna start using with horrible effectiveness.
Koushou Shushi no Jutsu (Shining Finger Technique)
Chakra Control (Body; Tora-Hijutsu) [B-Rank; Rank 6]
Learn DC: 20; Perform DC: 21; Time: 1 Standard Action; Components: V; Range: Melee Touch; Target: One creature or object within reach; Duration: 1/round level or until discharged
Saving Throws: Fortitude for half; Chakra Cost: 10
By shouting an exclamation of intent to the heavens, the user gathers her chakra into her dominant hand. This chakra is condensed and reacts violently to any chakra signature other than the user's. The gathered chakra causes the user's hand to glow a bright color based on your primary elemental affinity. This technique functions in all ways like a weapon, and you can take Weapon Focus and Specialization with this technique.
To discharge this technique, you must perform an unarmed attack against your target. If you hit, you do normal unarmed strike damage plus an additional 1d8 points of typed damage and 1d6 points of bludgeoning damage. The typed damage is the same type as your primary elemental affinity. You may immediately begin a grapple as a free action after successfully performing this technique if your opponent is still within reach.
This technique has an accompanying effect based on the elemental affinity of the user.
{table="head]Element | Color | Effect
Fire | Red | Deals an additional amount of damage equal to character level.
Electricity | Gray | Target takes -4 penalty on attack rolls for 1 round.
Earth | Brown | User gains +8 bonus on grapple checks vs Target for 1 round.
Wind | Green | Target is knocked 1d4x5 feet backwards.
Water | Blue | Target takes -4 penalty on AC for 1 round.
Ice | White | User gains +8 bonus on trip attempts vs Target for 1 round.
[/table]
The exclamation of intent needed to use this technique is as follows: "This hand of mine glows with an awesome power! It's burning grip tells me to defeat you!"
Empower
The user may choose to spend additional points of chakra equal to her character level. This additional chakra cannot be converted to stamina damage. For every additional point of chakra spent in this manner, increase the damage of this technique by 1d8 typed damage and 1d6 bludgeoning damage.
---
Shuugyu: Inoshishi Kichi Karada (Training: Wild Boar's Healthy Body)
Taijutsu (Training; Tora-Hijutsu) [C-Rank; Rank 6]
Learn DC: 19; Components: F, X
This training empowers the user's body through rigorous training, heavy beatings, and health supplements. By completing this training, the user's Constitution score permanently increases by 1.
Expendable Components: Health drinks and pills. Purchase DC: 22
---
Ashiankoku Shushi no Jutsu (Evil Darkness Finger Technique)
Chakra Control (Body; Spirit; Tora-Hijutsu) [S-Rank; Rank 11]
Learn DC: 27; Perform DC: 31; Time: 1 Standard Action; Components: V, M; Range: 60x15ft line; Target: One creature or object within reach; Duration: Instanteous
Saving Throws: Fortitude half(see below); Chakra Cost: 30
By uttering a promise of killer intent to her opponent, the user gathers her chakra into her dominant hand. This chakra is condensed and reacts violently to any chakra signature other than the user's. The gathered chakra causes the user's hand to appear to be made of pure night as all the light around her is blotted out.
This technique does 10d8 untyped damage and 10d8 fire damage in a sixty foot line that is fifteen feet wide. Every creature affected by the blast gets a Fortitude save to halve the damage dealt by the blast. If the opponent does not have a source of demonic chakra, then using this technique causes 3d4 Strength drain and 3d4 Constitution drain.
The promise of killer intent is as follows: "This hand of mine glows with unending hate! It screams for me to destroy you!"
Empower
By adding 5 chakra that cannot be converted to stamina damage, you double the length and width of the blast and add 5d8 untyped and 5d8 fire damage. You also add 1d4 Strength and Constitution Drain. You can empower this technique one time per four character levels you have.
---
Usujido - Isshiki (Cloth Art - First Stance)
Taijutsu (Martial Arts; Stance) [C-Rank; Rank 4]
Learn DC: 17; Perform DC: 17; Time: 1 standard Action; Components: M, F; Target: Self; Duration: 1 round/level
Saving Throws: None; Chakra Cost: 2 every 3 rounds
Many martial arts practiced by shinobi focus on swords and polearms, but the most dangerous of martial arts focus on weapons you never suspect. Usujido specializes in the use of cloth and sashes to do battle.
Usujido allows you to use a sash or cloth as if it was a reach weapon that does 1d8 slashing or piercing damage, depending on how the sash is used to attack your opponent. A sash is hardly a true weapon, and you cannot threaten critical hits with it nor can you apply your strength modifier to damage rolls. Attacking with a sash or cloth is no more or less easy than attacking with a sword or one's fists using this technique, so you may make as many attacks as your BAB allows.
Focus: Twenty feet of sash or cloth on your person.
---
Usujido - Nishiki (Cloth Art - Second Stance)
Taijutsu (Martial Arts; Stance) [B-Rank; Rank 6]
Learn DC: 20; Perform DC: 21; Time: 1 standard Action; Components: M, F; Target: Self; Duration: 1 round/level
Saving Throws: None; Chakra Cost: 3 every 3 rounds
The Second Stance of Usujido is, atleast visually, no different than the First Stance. However, the mentality of the user must be completely and utterly focused on the defeat of his opponent in all ways.
Like the First Stance, the Second Stance of Usujido allows you to use a sash as a reach weapon that deals 1d8 slashing or piercing damage. However, the second stance differs in one key difference. You have become proficient enough in the sash to threaten your opponent's vital organs with it. The weapon threatens a critical hit on a 19-20 and deals double damage on a critical hit. You may apply your strength modifier to damage with your sash.
Focus: Twenty feet of sash or cloth on your person.
---
Torabakuha no Jutsu (Tiger Explosion Technique)
Ninjutsu (Katon; Tora-Hijutsu) [C-Rank; Rank 4]
Learn DC: 17; Perform DC: 17; Time: 1 Standard Action; Components: H, M; Area: 20ft burst; Range: 50ft+5ft per level; Duration: Instantaneous; Saving Throws: Reflex half; Chakra Cost: 6
The user finishes her hand-seals and slams her hands into the ground. A massive flaming tiger bursts from the ground in front of her opponent and explodes in a bright burst of flame. This attack deals 3d6 points of fire damage to all creatures caught in the blast.
Empower
The user may spend extra chakra to increase the damage dealt by the tiger's explosion. Every 8 points of chakra spent increases the damage by 3d6 points of fire damage up to a maximum of 15d6.
---
Dai Torabakuha no Jutsu (Great Tiger Explosion Technique)
Ninjutsu (Katon; Requires Torabakuha no Jutsu (5); Tora-Hijutsu) [S-Rank; Rank 9]
Learn DC: 25; Perform DC: 29; Time: 1 Standard Action; Components: H, M; Area: 40ft burst; Range: 50ft+10ft per level; Duration: Instantaneous; Saving Throws: 3 Reflex saves for half; Chakra Cost: 24
The user creates a large tiger of magma from beneath the earth. The tiger bursts from beneath the area and thrashes about the area before exploding in a huge explosion.
Any creature caught in the area takes 4d6 fire damage from the tiger's initial entrance. The tiger precedes to attack four times inside the area of this technique. The tiger either attacks four creatures, or divides it's attacks among the number of creatures caught in the area of effect however the user wants. Each attack is made at a +24 bonus and deals 4d6 fire damage to any creature that is successfully hit. Once the tiger has attacked four times, it explodes in a ball of fire that deals an additional 4d6 points of fire damage.
If this technique is interrupted by a Suiton technique of equal rank, then the element of this technique becomes Doton and all damage done by the tiger is bludgeoning.
---