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Posted: Mon Jun 17, 2013 4:25 am
Techniques
This section contains all manners of techniques, including many different and complete fighting styles, and all of the rules touching learning, creating, and using techniques.
Technique Descriptions The description of each techniques and the specific of each entries is explained below.
Quote: NameThis entry is, as the name suggest, the technique's name itself.
Quote: Technique Type (Subtype, Requirements) Beneath the name is the technique's type and subtype, if appropriate. All techniques belong in one of the four technique types: For instance, a "Taijutsu (Enhancement) [Akimichi Hijutsu]" is a rank Taijutsu technique of the Enhancements subtype and an Akimichi Hijutsu. Quote: Chakra ControlThis type of technique includes all manner of chakra manipulation and other feats of control that are not Genjutsu or Ninjutsu. Techniques such as Kinobori, which allows you to walk on vertical surfaces or upside down, and Tadayou which allows you to walk on liquids, belong in this category. The relevant ability score for Chakra Control is Wisdom, and perform requirements are met with the Chakra Control skill. Body: A body technique focuses on enhancing or interacting with a part of your body. These techniques include hardening the skin or walking on water. Spirit: A spirit technique focuses on enhancing or using the powers of the mind to achieve powerful results, such as Dispelling a Genjutsu technique. Quote: FuinjutsuThis type of technique uses arcane symbols either created by chakra or drawn in advance and empowered with chakra. The relevant ability score for Fuinjutsu is Intelligence, and perform requirements are met with the Fuinjutsu skill. Some Fuinjutsu techniques require sealing slots to be used on the creature's body. A creature's body, regardless of its size, holds 6 seal slots. A seal slot applied by a technique is freed when the seal's duration expires, it is dismissed or broken. Other Fuinjutsu techniques require a seal to be crafted in advance. The amount of time crafting such a seal requires usually depends on the complexity of the seal: 1 round (D-Class or lower) 5 rounds (C-Class) 1 minute (B-Class) 5 minutes (A-Class) 10 minutes (S-Class and Super S-Class) 30 minutes (Epic) Some seals may take more or less time to craft than the number listed above. A character without the Sealweaver feat or who is not at least 12th level with 12 or more ranks in the Fuinjutsu skill suffers a -8 penalty to Learn checks to learn Fuinjutsu techniques and takes twice the normal amount of time. Advanced Seals: An advanced seal technique is a subtype of Fuinjutsu techniques and requires the Advanced Seals Proficiency feat to be learned, but not the Sealweaver feat. Quote: GenjutsuThis type of technique includes all forms of illusions and trick of the mind, both to your own or another's. Techniques to entrap the mind such as Tsuyagan or to send your enemies in a mindless bloodrage like Chiyokubou both belong in this category. Not all genjutsu are mind-affecting effects. If a genjutsu is dispelled, it is usually only dispelled on one creature at a time (see Genjutsu Kai or technique's description for details). The relevant ability score for Genjutsu is Charisma, and perform requirements are met with the Genjutsu skill. Compulsion: A compulsion technique forces the subject to act in some manner or changes the way his mind works. Some compulsion effects determine the subject’s actions or the effects on the subject, some compulsion effects allow you to determine the subject’s actions when you perform the technique, and others give you ongoing control over the subject. All Compulsion genjutsu are mind-affecting effects. Doujutsu: This subtype uses only gaze attacks as a medium for delivering illusions. A character adverting his eyes has a 50% chance to be unaffected by a doujutsu (but also has a 50% automatic miss chance). Phantasm: A phantasm technique creates a mental image that usually only the user and the subject (or subjects) can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. Third parties, if the technique allows for any, viewing or studying the scene don’t notice the phantasm. If a phantasm techniquedoes not target any particular creature, everyone and everything around it is affected. All phantasms are mind-affecting effects. Quote: NinjutsuThis technique type is the most versatile of all. From techniques that allow you to spit gouts of flame to manipulating water into a great water dragon to techniques that allow you to teleport from one location to another immediately. The relevant ability score for Ninjutsu is Intelligence, and perform requirements are met with the Ninjutsu skill. Doton: A doton technique usually involves the manipulation or creation of earth. Techniques of this subtype usually deal earth damage. It can be specialized into by Elementalists. Doton techniques can only be learned with the Earth affinity. Fuuton: A fuuton technique manipulates the air current to create certain effects, most not directly offensive. Fuuton techniques generally deal wind damage. It can be specialized into by Elementalists. Fuuton techniques can only be learned with the Wind affinity. Hyouton: A hyouton technique is usually an offensive technique reserved for arctic settings, impractical because of the need for ice or snow in the immediate area. Hyouton techniques usually deal cold damage. It can be specialized into by Elementalists. Hyouton techniques can only be learned with the Ice affinity or a comparable ability. Katon: A katon technique is usually a powerful fireball or fiery dragon and generally regarded as the most potent offensive subtype. Katon techniques usually deal fire damage. It can be specialized into by Elementalists. Katon techniques can only be learned with the Fire affinity. Medical: A medical technique is used to heal wounds, conditions and ability damage. Both the theory and practice of medical techniques is extremely complicated, and you suffer a -12 penalty to Learn checks made to learn a Medical technique, as well as taking five times as long as normal. Mokuton: A mokuton technique manipulates or creates wood or plants. It can be used to entangle someone in vines or to create a wooden house immediately, among other things. Note that under the Elemental Affinities variant, this subtype requires a feat to be learned. Raiton: A raiton technique manipulates electrical current or creates blasts of lightning and is often regarded as one of the most potent offensive subtypes. Raiton techniques usually deal electricity damage. It can be specialized into by Elementalists. Raiton techniques can only be learned with the Lightning affinity. Shadow: A shadow technique manipulates the very shadows around you to your will. A shadow technique can only be learned by a character with the Shadow Art feat. Spacetime: Spacetime ninjutsu, also called "jikuukan ninjutsu" is an obscure branch of ninjutsu involving the retrieval, summoning or transportation of an object or creature from one place to another. By far the most common use of spacetime ninjutsu is the Summoning Technique and others of its variety. Any detail on Spacetime ninjutsu techniques with the Teleportation subtype is considered obscure knowledge (DC 30 or higher Knowledge (ninja lore) check.) You take a -8 penalty to Learn checks and take twice as long as normal to learn Spacetime techniques. Suiton: A suiton technique is most typically an offensive or defensive technique involving a manipulation of water of some sort. Suiton techniques usually deal water damage. It can be specialized into by Elementalists. Suiton techniques can only be learned with the Water affinity. Quote: TaijutsuTaijutsu at a base is hand-to-hand combat, but the taijutsu technique type encompasses all forms of martial arts and physical skills as well. A taijutsu technique can involve a sword technique, or strengthen the muscles or drastically increase your speed for a short period of time. The relevant ability score for Taijutsu is Strength, and perform requirements are met with the Tainjutsu skill. Enhancement: An enhancement technique involves enhancing the body in some way. Strike: A strike technique, as its name implies, is a special move involving a physical attack of some sort. Most taijutsu techniques are strikes. A strike technique can be used with a weapon or unarmed, unless it has the [armed] or [punch] descriptor, even if it is not described as a hand to hand or kenjutsu technique. Mobility: A mobility technique is a typically a non-combat technique and the closest physical equivalent to the ninjutsu Spacetime [Teleportation] subtype. All techniques similar to Shunpo are mobility techniques. Stance: A stance technique is a way to position your body to grant certain abilities or bonuses. Unlike other techniques, a stance technique does not have a duration. It lasts until broken by an ability or until you switch to another stance or simply dismiss the stance. A short rest, extended rest or extended period of non-combat will also dismiss a stance. You can only gain benefits from one stance technique at a time. Quote: TrainingA training technique focuses on one aspect of the character and improves it. Training techniques have 5 subtypes: Chakra Control, Fuinjutsu, Genjutsu, Ninjutsu and Taijutsu. Training techniques do not have a chakra cost unless the description calls for it. They do not provoke saving throws or have a duration, they merely exist to allow a wider range of self-improvement. A training technique does not require a component except for material focus or expendable components, which are required to learn or develop the technique, and very rarely the mastery component. Training techniques grant passive bonus and do not need to be performed. When a character is denied use of any techniques, training techniques can never be affected. In addition, training techniques don't count when making a total of a character's learned technique for requirements like Genin, Chuunin or Jounin. A character without a feat or special ability that allows him to learn Training techniques suffers a -4 penalty to Learn checks and must make 2 additional successes. Chakra Control: This training subtype focuses on improving the character's chakra pool, reserves and chakra control. The relevant ability score and skill are Wisdom and Chakra Control. Genjutsu: Training techniques of this subtype increase the character's ability to perceive, resist, disbelieve or perform illusions. The relevant ability score and skill are Charisma and Genjutsu. Ninjutsu: Training techniques of this subtype usually enhance the character's ability to perform or counter a certain type of ninja techniques. The relevant ability score and skill are Intelligence and Ninjutsu. Taijutsu: This training subtype focuses on increasing the physical prowesses of the character, including the ability to deliver and take damage, endurance and chakra pool. The relevant ability score and skill are Strength and Taijutsu. Quote: Hachimon TonkouA hachimon tonkou technique opens one of the Eight Celestial Gate, leading to great power at an equally great cost. It is said to grant the power of a Kage if one is willing to risk his life for it. They do not require the user meet any Perform requirements to be used and do not belong to one of the four shinobi skills. Hachimon Tonkou can only be learned by a character with the Hachimon Tonkou feat. When learning a Hachimon Tonkou technique, use the character's skill with the highest number of ranks (Chakra Control, Genjutsu, Ninjutsu or Taijutsu) to determine the number of attempts he may make and the relevant bonus. Synergy bonuses do not apply. Kai-mon: Techniques of this subtype allows the user to open the Initial Gate and perform extraordinary prowess using the extra power granted from the gate. Techniques from this subtype can only be learned by a 2nd level or higher character. Kyu-mon: Opening the Heal Gate allows the user to heal bodily wounds much quicker than a normal person would. Techniques from this subtype can only be learned by a 4th level or higher character. Sei-mon: Techniques of this subtype open the third gate, called the Life Gate. This state, unless the user has great control over his body, is very damaging. Techniques from this subtype can only be learned by a 6th level or higher character. Shou-mon: The Harm Gate, while extremely powerful, threatens to deal permanent damage to the user's body, as its name implies. Techniques from this subtype can only be learned by a 8th level or higher character. To-mon: The Fifth, Limit Gate's effect removes further limitations from the user's body, thus allowing for greater physical prowesses. Techniques from this subtype can only be learned by a 10th level or higher character. Kei-mon: The View Gate's effect are currently undescribed and unknown. Further detail will be added when more is known about it. Techniques from this subtype can only be learned by a 12th level or higher character. Kyo-mon: The Wonder Gate's effect are currently undescribed and unknown. Further detail will be added when more is known about it. Techniques from this subtype can only be learned by a 14th level or higher character. Shi-mon: The Death Gate's effect are currently undescribed and unknown. Further detail will be added when more is known about it. Techniques from this subtype can only be learned by a 16th level or higher character. Quote: HijutsuWhile a descriptor and not a type of technique in itself, it can only be self-taught from an item or scroll, or taught by someone who knows the technique. In some villages, it might be rare to find a Hijutsu in a Scroll of Seal, or even someone that can be willing to teach it. Generally, Hijutsus are Clan-specific techniques, but they can really be anything. Unless a character knows of the technique, identifying it may prove difficult. A character with no affiliation to an organization, clan or village specified with the technique takes a -2 penalty to his Learn checks to learn a Hijutsu, even with the proper tool. Hijutsu is added after the technique's subtype. A Lost Hijutsu is a technique that belongs to no clan, and it is unlikely to encounter it. Quote: KinjutsuAs with Hijutsu, a Kinjutsu is a descriptor and not a technique type in itself. Kinjutsu are often techniques that were sealed away or lost, and can only be self-taught from an item or scroll, or taught to you by someone tho knows it. Unless a character knows of the technique, identifying it may prove difficult. A Kinjutsu can under no circumstances be developed (learned from only observation). Kinjutsu literally means "forbidden art," and the use of one can, and often will, lead to trouble. A Lost Kinjutsu is a technique that belongs to no clan, and it is unlikely to encounter it.
Quote: RequirementsFollowing directly after the technique's subtype are the requirements to learn the technique. A requirement can be anything, from a feat, an ability, ranks in a certain skill and are easily noticeable. If the requirement is not ranks in a certain skill, it can be identified using the method below: (t) Means that the requirement is a technique. (f) Means that the requirement is a feat. (a) Means that the requirement is an ability, likely gained by a class, template or bloodline of sorts. (1-5) Means that the character must have at least one step of mastery in the technique, and therefore requires a technique. The number represents which step of mastery must be achieved for the technique to be learned. If the technique has a Chakra Pool requirement, it is the character's maximum Chakra Pool that matters, and not his current. Here is an example of what it may look like: Ninjutsu (Requires Sharingan Eye (a)). This entry notes that the Ninjutsu technique requires the Sharingan Eye, which can be attained by a character that has selected the Sharingan Eye bloodline, to be correctly used and learned. Thus, a character without Sharingan Eye ability cannot learn this technique.
Quote: [Descriptor]Appearing on the same line as the type and subtype, when applicable, is a descriptor that further categorizes the technique in some way. Some techniques may have more than one descriptor. The descriptors are acid, air, armed, chaotic, cold, combination, darkness, death, earth, electricity, evil, fear, fire, force, good, grapple, hijutsu, kick, kinjutsu, language dependent,lawful, light, mind-affecting, negative energy, poison, punch, sonic, teleportation, water and wood. Most of these descriptors have no game effect by themselves, but they govern how the technique interacts with other techniques, spells or effects, with special abilities, with unusual creatures, with allegiances, and so on. A technique with the armed descriptor cannot be used without a held weapon. Likewise, a technique with the punch descriptor cannot be used with a held weapon. A grapple technique requires at least one hand free. A hijutsu is a secret technique that can be tricky to learn for creatures not affiliated to the clan, organization or person who created the technique. See Learn DC for details, below. A language-dependent technique uses intelligible language as a medium for communication. If the target cannot understand or cannot hear what the user of a language-dependent technique says the technique fails. A kinjutsu is a forbidden technique that can seldom be duplicated. See Learn DC for details, below. A combination technique combines elements of several techniques. See Learn DC for details. A mind-affecting technique works only against creatures with an Intelligence score of 1 or higher.
Quote: Rank (Complexity Rating)A technique's Rank signifies how difficult the technique is to perform and learn. The techniques range from 1 to 14. Any technique of rank 15 or higher is considered an Epic Technique and thus has special requirements. To learn a technique, one must be the same level or higher than the technique's rank (to learn a rank 8 technique, one must be at least of level 8.) and have a number of ranks in the relevant skill equal or higher than the technique's rank. Level Adjustment does not count toward the maximum rank of techniques you may learn, but some ability may allow you to learn higher ranked technique. Following the technique's rank is the complexity rating of the technique. E-Class: These techniques are below-genin levels. Most shinobi are expected to have learned those techniques in their time at the Ninja Academy. D-Class: The Genin-level techniques are still quite low-level techniques that are not expected to pack a lot of power or lethal force. These techniques are easy to come by and acquire. C-Class: These are Chuunin-level techniques that some Genins consider as trump card. Some C-Class techniques can be quite destructive if used correctly, and constitute a large majority of the arsenal of a Chuunin-level or below shinobi. B-Class: These are Jounin-level techniques. Rarely seen in the hand of Chuunin, and even more so Genin, they pack quite a bit of power and often allow a shinobi to use lethal force against another. A-Class: This rank of advanced technique is of a high-Jounin level, bordering on the Kage-level of techniques. They demand a great deal of skill to be used properly, and very few amongst the lower rank of shinobi possess them. They are otherwise known as lethal or very dangerous techniques. S-Class: Even beyond the power range of A-Class techniques, techniques of these ranks are very rarely seen, even in high-level shinobi battle. Some village may even have a ban on such level of technique, which is only removed during wartime or other similar situations. Super S-Class: Most techniques of this rank are Kinjutsu, banned for use unless the shinobi has a very good reason. Even witnessing one is a privilege that happens very rarely, perhaps as rarely as once a decade. Determining the Rank: One should be careful when determining the Rank of a technique. While a character can't learn a technique with a rank higher than his level (or one rank higher than his level), Ranks also affect a technique's Saving Throw DC. A DC too high can affect the game balance, so setting the Rank too high can prove to be more trouble than it's worth. To increase the difficulty of learning a technique, increasing the complexity rating is a more viable option.
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Posted: Mon Jun 17, 2013 4:26 am
Quote: Learn DCThis entry determines how difficult to master a technique is. This is usually represented by a Learn check DC and a number of successes. The number of successes required is the number of time the Learn DC must be beaten for the technique to be learned. For example, a technique with "Learn DC: 13, 2 success" would requires the character to check against DC 13 and succeed twice. The Learn DC of a technique is 10 + technique's rank + technique's complexity rating. To make a Learn check, the character rolls 1d20 + character level + relevant ability modifier. Learning a technique takes 1 day per rank of the technique per attempt made. A rank 3 technique requiring 2 successes would take a minimum of 6 days to learn. Each success and failed check counts for 1 attempt. A training day is divided in two blocks of 4 hours. Each hour spent training consumes 10% of the character's chakra. If he can no longer train (Chakra Pool would be reduced to 0), that 4-hour block is wasted, but he cannot incur chakra depletion from training. Training can be interrupted for up to 1 month before it must be redone entirely. A 4-hour training block refreshes the time before the character must train again to avoid wasting the time involved. A character can take 10 but not take 20 when learning a technique. Taking 10 is only possible if the character is unstressed and does not attempt to conceal his training. The character must have at least 1 rank in the relevant skill to learn a technique, and meet any other requirements the technique may have, such as elemental affinities (see Ninjutsu technique subtypes, above). Every failed check to learn a technique grants a cumulative +1 synergy bonus to consequent check (maximum +5). If the character succeeds 3 out of 4 successes in 3 attempts but fails 3 consecutive times to make the 4th success, he gains a +3 synergy bonus to make that check if he has enough attempts to make another check. This carries over to another attempt to learn a technique (if the character runs out of attempts) if the character does not try to learn another technique in-between. Skill Ranks and Attempts: A character can make a number of attempt to Learn a single technique equal to (1) (+ 1 every 2 ranks in the relevant skill he has), plus his relevant ability score modifier. So if a character has 9 ranks in Genjutsu and a Charisma score of 15, he would be able to make 7 checks when learning a technique. Exceptional Success and Failure: A character can either reduce or increase the time spent learning a technique by succeeding or failing by more than 5. Exceptional success or failure is based on each attempt made, and only affects that attempt. The minimum time spent Learning a technique is one-quarter the technique's rank in days per success required, rounded up to the nearest half-day. The minimum time spent on a single attempt is 4 hours, or one half-day. Action Points: An action point spent to boost a Learn check applies to all Learn check attempts made for that technique. Secret and Forbidden Technique: A technique marked with the hijutsu or kinjutsu descriptor not only takes longer to learn but is scarcely known and often difficult to identify. An existing hijutsu technique can be learned or developed, but requires 1 additional success for a character not directly affiliated with the clan or character it is related to. For example, a non-Uchiha would need 3 successes to Learn a C-Rank Uchiha Clan Hijutsu, but a character taught by Orochimaru would only need to make 3 success to learn a B-Rank [Orochimaru Hijutsu]. A kinjutsu can be taught or self-taught, but cannot be developped. It can be created from scratch, but at an increased penalty. In any instance, attempting to Learn a kinjutsu requires 2 additional success. Mastering a hijutsu and kinjutsu doesn't require additional successes. Combination Techniques: A technique marked with the combination descriptor requires combines elements of several techniques that must have been previously mastered. For a technique to qualify for the [Combination] descriptor, it must require 1 or more steps of mastery each in at least two techniques, all of the same type (all chakra control, genjutsu, ninjutsu or taijutsu techniques). A technique with the combination descriptor requires 2 less success (minimum 1), but has a Learn DC 5 points higher. Complexity Rating: The technique's complexity rating is directly related to the number of successes required to Learn the technique, and the learn DC of the technique. See the table below for details. Beating the DC by 10 halves the time spent training. Beating the DC by 15 reduces the time by three-quarter.
Quote: Learning BonusA character, in certain circumstances, can gain a bonus to Learn checks. This bonus can be granted from an object (a stone tablet teaching the technique), a mentor or a certain favorable condition. Tutoring (Master/Student): When the character is taught a technique, he gains a +1 bonus to Learn check for every level his master has above him (minimum +1, maximum +5). If a character is teaching another, he must know the technique he is currently teaching. If the master is teaching a group of 2 or more, take the average ECL to determine the level of the group, subtract it from the master's own level (not ECL) and use this number to determine what bonuses he can spread amongst each of his students (maximum +3, each student must have at least +1 to be taught). The compiled total bonus to Learn checks granted by the master may be higher than +5, but no higher than +3 and no lower than +1 for each single student (e.g., a level 15 master could grant ten level 5 characters a +1 bonus to Learn checks). This method of learning cannot be coupled with Self-Teaching. Each step of mastery make the master count as though he was one level higher to determine the bonus granted. Situational bonus still apply normally. The master must teach for at least half the time his pupil spends training to grant tutoring bonus. The fifth step of mastery in a technique grants the pupil one free success (which can be rerolled to decrease the time spent training at a risk of failing). Situational Bonus: Some implements in training may grant situational bonuses, such as wearing weights during speed and strength training, that will stack with other bonuses like self-teaching or tutoring. Those bonuses are determined by the GM only and may differ, depending on the method used and technique learned. Such bonus may, but generally do not, exceed +5. A situational bonus stacks with a self-teaching or tutoring bonus. Self-Teaching: A character can learn a technique from an item, such as a scroll, to help him progress faster and more easily than he would without. He gains a +1 bonus to his Learn checks per 5 points of the Purchase DC of the item, rounded down, restriction not counted (maximum +5). Even if the bonus granted is +0, the character may still Learn the technique normally with his standard modifier. This method of learning cannot be coupled with Tutoring.
Quote: Learning ProcessesBeyond simply learning a technique, a character can attempt to create a technique of hisown, or develop it from something he has seen. He may also attempt to master a technique he already knows to increase his efficiency with it. A character suffers a -4 penalty to Learn checks when creating a hijutsu or kinjutsu techniques in addition to making additional successes. Developing: This process allows a character to Learn a technique he has witnessed and identified more than once by himself, without a master, scroll, tablet or item to guide him. This method implies a -2 penalty to Learn checks and requires 1 additional success. To develop a technique, a character must have the GM's permission. This is very rare, in exception to technique scrolls, and the Game Master should be consider the situation carefully before allowing it. Creating: This process allows the character to create a technique from scratch. He suffers a -2 penalty to Learn checks and must make 2 additional successes. If the character is 5 levels higher than the technique's rank, lower the number of additional successes by 1. When creating a hijutsu or kinjutsu, add the normal amount of additional successes for learning a hijutsu or kinjutsu technique, even if the character is obviously affiliated to the technique's source. If the technique created is a Kinjutsu, the additional "units" of time can be spent studying and the training can be interrupted up to five weeks without having to be redone rather than the usual three. Penalties for learning a Kinjutsu technique apply normally. Similarly, a character can create an already existing technique with this process when all he has are hints to its effects, but the penalty increases to -4. Mastering: This process is used when a character has already learned this technique and consists of mastering it. The mastery has 5 stages, called steps, and each grant a set bonus. To master any stage, a character must succeed the Learn DC once again and spend time training equal to the number of successes he must achieve. Each step of mastery is made at an increasing penalty to the Learn check. Bonuses from Tutoring and Self-Teaching do not apply when Mastering a technique, but other situational bonuses, like weights, will. Hijutsu and kinjutsu do not have increased successes, but the difficulty to master a hijutsu increases by +2, and the difficulty to master a kinjutsu increases by +5. The number of successes the character must achieve to master an epic technique is doubled. Any condition that would normally increase the time, the number of successes or impose a penalty to Learn checks still applies. - First Step (Competence): The first step of mastery requires 1 success. The character gains a +1 bonus to meet the Perform requirements. The character also gains a +1 bonus to saves against the technique if he identifies it beforehand. - Second Step (Proficiency): The second step of mastery requires 1 success. The character gains a +2 bonus to meet the Perform requirements. The character also gains a +1 bonus to saves against the technique if he identifies it beforehand. The character's effective level when performing the technique increases by 1. - Third Step (Advanced Proficiency): The third step of mastery requires 1 success. The character gains a +3 bonus to meet the Perform requirements. The character also gains a +2 bonus to saves against the technique if he identifies it beforehand. The character's effective level when performing the technique increases by 2. - Fourth Step (Specialization): The fourth step of mastery requires 2 successes. The character gains a +4 bonus to meet the Perform requirements. The character also gains a +2 bonus to saves against the technique, if identified. The character's effective level when performing the technique increases by 3. - Fifth Step (Mastery): The fifth step of mastery requires 2 successes, and is made with a -2 penalty to Learn checks. The character gains a +6 bonus to meet the Perform requirements. The character also gains a +3 bonus to saves against the technique, if identified. The character's effective level when performing the technique increases by 5. In a character's entry, the stage of mastery in a technique is specified parenthetically. For example: shintenshin no jutsu (2 masteries).
Quote: Perform requirementsThere are two parts to a technique's Perform requirements: a threshold and a difficulty check. If the character performing the technique meets the threshold, a number of ranksrequired in the appropriate skill, then he does not need to check against the Perform DC. For example, an entry noting "Perform requirements: 3 ranks (DC 15)" means that the character must succeed a Perform check against DC 15 or have 3 ranks in the relevant skill to perform the technique. Skill Threshold: When a character obtains a certain number of ranks in a skill, he is able to perform techniques with little to no difficulty. The number of skill ranks needed depends on the technique's rank and complexity rating, as shown in the table below. If a character does not meet the skill threshold, he must check against the technique's Perform DC (see below). Perform DC: The Perform DC is the difficulty check the players needs to beat in order for him to successfully perform the technique. The character may decide to spend 1 additional point of Chakra to gain a +5 bonus to his skill check in order to perform a technique. This bonus cannot be higher than his character level. To do so must be declared before the Perform check is rolled. If the Perform check was failed, the action required for the technique is wasted, but the Chakra is not spent. Determining the Perform DC: This process is quite simple. The Perform DC is determined using the following formula: 10 + rank of the technique + its Complexity Rating. In the case of Meta-Chakra feats, any complexity rating over epic increases the perform DC of the technique by 3. Therefore, an Epic-complexity technique whose Complexity Rating was increased by 3 would have an adjustment of +29, rather than +20.
Quote: TimeThis entry tells how much time is required to perform the technique. Using a technique with a required time of 1 swift action, move-equivalent action or attack action takes effect immediately. Using a technique with a required time of 1 full round is a full-round action. A character can take a 5-foot step before, during, or after using the technique, but cannot otherwise move. The character then acts normally after the technique is completed. When a technique requires a full-attack action, a full-round is spent executing the technique, but it takes effect in the same round instead of on the user's next turn. While a technique requiring a full-attack action does not always involve attacking, it is mostly used with Taijutsu techniques. A required time of a full-attack action serves only to discern techniques taking effect on the user's next turn and on the very turn the technique was used. A technique with a perform time of 1 round requires 1 full-round action to perform, during which the character can take a 5-ft step (as above), but the technique takes effect at the start of the character's next turn. A technique that takes 1 minute to perform comes into effect just before the character’s turn 1 minute later (the character spends each of those 10 rounds preparing as a full-round action). When a character begins a technique that takes 1 full round or longer to perform, he or she must continue the concentration or hand seals involved (or concentration after the sequence is finished) from one round to just before his or her turn in the next round (at least). If the character loses concentration after starting the technique and before it is complete, the technique is lost (see the Concentration skill; works just as the spells, except that the Spell Level is the Technique's Rank). A character retains his or her Dexterity bonus to Defense while performing a technique. Attacks of Opportunity: When the character performs a technique when threatened by an enemy, said enemy(s) gains an attack of opportunity against the user. If the user is damaged by the attack, he must make a Concentration check or fail to complete the technique (see Concentration skill, rules apply as mentioned above). There exist, however, some exception. Unless the technique's description calls for it, a Taijutsu technique never provokes an attack of opportunity.
Quote: ComponentsEvery technique has at least one component the user must provide when attempting it. Hand Seals (H): The technique requires the use of hand seals, and requires at least two hands free to perform it. A blinded character has a 20% chance to fail a technique that requires hand seals. Techniques with this components cannot be used while grappled or pinned. Half Seals (S): The technique requires half-seals, which are hand seals performed with only one hand, most usually a basic half-seal to channel chakra. Half seals require only one hand free to perform. Half-seals made from one's off-hand imply a -4 circumstance penalty to Perform checks and skill threshold. A blinded character has a 10% chance to fail a technique that requires half seals. Techniques with this components cannot be used while grappled or pinned. Concentration (C): The character must be able to concentrate or maintain concentration to perform the technique. A Shaken character has a 20% chance to fail a technique that requires concentration. Mobility (M): The character must simply be able to perform unrestricted movement. An entangled, paralyzed, grappled or pinned character cannot perform a technique that requires mobility. The character suffers a 5% chance to fail a technique that requires mobility per point of armor check penalty, up to 60%. This penalty is also increased by 5% every 5 feet the character's movement is reduced below his race's base movement speed, up to 30%. The character suffers a 10% chance to fail the technique if he is unable to run or charge. The chances of failure are cumulative, but may not go higher than 5%. Material Focus (F): A material component that is required but not expended in the use of the technique, such as a weapon or a thrown object. A nearby object must be within 30 feet of the character. 1 cubic foot of snow or ice is roughly 60 pounds, and 1 cubic foot of water holds 8 gallon and also weights about 60 pounds. Empower (E): While not a component in itself, this entry announces that the technique can be made more powerful by putting more Chakra into the mix, given that the user is of sufficient level. Techniques that affect more creature or create objects or creature are not counted as empowerable. Mastery (Mas): This component has no requirement but signifies that mastering this technique grants additional bonuses. Expendable Components (X): A material component expended in the use of a technique, such as blood to form a seal or summon a creature. See material focus for details. Physical Health (P): The character cannot perform the technique if fatigued, disabled, dying, exhausted, nauseated or suffering ability damage or ability drain. The character suffers a 10% chance to fail the technique if performed while carrying a heavy load. Experience Cost (XP): This component is not a requirement but a price for performing the technique. The XP cost is specified at the end of the technique.
Quote: RangeThis is the effective range of the technique. Touch: The user must touch a creature or object to affect it. To use a touch range technique, the user performs the technique and then touches the subject, either in the same round or any time later. In the same round that the character uses the technique, he also touch (or attempt to touch) the target. The user may take his move before attempting the technique, after touching the target, or between using the technique and touching the target. A character can automatically touch one friend or use the technique on himself, but to touch an opponent, the character must succeed on an attack. Attack: Similar to Touch, except that the attack roll must best the target's actual defense. Generally used for offensive techniques. Personal: The technique affects only the user. Close: The technique reaches out 10 away from the user. The maximum range increases by 5 feet per two character level of the user. Medium: The technique reaches out to 20 + 10 feet per two character level. Long: The technique reaches out to 30 + 15 feet per two character level.
Quote: TargetSome techniques have a specific target or targets. A character uses these techniques directly on the creatures or objects, as defined by the technique itself. The user must be able to touch or see the target, and must specifically choose that target. The character does not have to select his target until he completes the technique. If the character uses a targeted technique on the wrong sort of target, it has no effects. If the target of the technique is the user (Target: You), the user does not receive a saving throw. Subject: The descriptive text of some techniques makes a distinction between "target" and "subject." The target of a technique is the creature(s) or object(s) it is directed against. A target becomes a subject if it fails a saving throw against the technique and is thus affected by it.
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Posted: Mon Jun 17, 2013 4:27 am
Quote: EffectSome technique creates or summons things rather than affecting things that are already present. The user must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile it can move regardless of the technique’s range. Ray: Some effects are rays. The user aims a ray as if using a ranged weapon, though typically the character makes a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, the character can fire into the dark or at an invisible creature and hope to hit something. A character doesn't have to see the creature he is trying to hit, unlike a targeted technique. Intervening creatures and obstacles, however, can block the user’s line of sight or provide cover for the creature being aimed at. If a ray has a duration, it’s the duration of the effect that the ray causes, not the length of time the ray itself persists. Unless so specified in the technique, a ray cannot score a critical hit. Spread: Some effects, notably clouds and fogs, spread out from a point of origin to a distance given in the technique's description. The effect can extend around corners and into areas the user can’t see. Figure distance by actual distance traveled, taking into account turns the technique takes. The user must designate the point of origin, but need not have line of effect (see below) to all portions of the effect.
Quote: AreaSome techniques affect an area. The user selects where the technique starts, but otherwise doesn’t control which creatures or objects the technique affects. Sometimes a technique describes a specially defined area, but usually an area falls into one of the following categories. Burst: As with an effect, the user selects the technique's point of origin. The technique then bursts out from this point, affecting whatever it catches in its area. A burst technique has a radius that indicates how far from the point of origin the technique’s effect extends. Cone: A cone shoots away from the user in the direction he designates. A cone starts in a square adjacent to the user and widens out as it goes. A cone’s width at a given distance from you equals that distance. Its far end is as wide as the effect is long. Creatures: Some techniques affect creatures directly (as a technique with a target does), but they affect creatures in an area of some kind rather than individual creatures the user selects. The area might be a burst, a cone, or some other shape. Many techniques affect living creatures, which means all creatures other than constructs and undead. Cylinder: As with a burst, the user selects the technique’s point of origin. This point is the center of a horizontal circle, and it shoots down from the circle, filling a cylinder. Emanation: Some techniques have an area like a burst except that the effect continues to radiate from the point of origin for the duration of the technique. Quarter-Circle: Some techniques have a quarter-circle-shaped area. Like a cone, the effect starts in a square adjacent to the user and widens out as it goes. Spread: Some techniques spread out like a burst but can turn corners. The user selects the point of origin, and the technique spreads out a given distance in all directions. Figure distance by actual distance traveled, taking into account turns it effect takes. Other: A technique can have a unique area, as defined in its description. (S): If an Area or Effect entry ends with (S) (standing for shapeable), the user can shape the technique. A shaped effect or area can have no dimension smaller than 10 feet. Line of Effect: A line of effect is a straight, unblocked path that indicates what a technique can affect. A line of effect is canceled by a solid barrier. It’s like line of sight for ranged weapons, except it’s not blocked by fog, darkness, and other factors that limit normal sight. The user must have a clear line of effect to any target that he uses a technique on, or to any space in which he wishes to create an effect. The user must have a clear line of effect to the point of origin of any technique he or she uses. For bursts, cones, cylinders, and emanation techniques, it only affects areas, creatures, or objects to which it has line of effect from its origin (a burst’s point, a cone’s starting point, a cylinder’s circle, or an emanation technique’s point of origin). A hole of at least 1 square foot is sufficient to allow a line of effect through an otherwise solid barrier. If any given 5-foot length of barrier contains such an opening, that 5-foot length is not considered a barrier for purposes of a technique’s line of effect (though the rest of the barrier still counts as normal). Directing or Redirecting Effects: Some techniques allow the user to redirect the effect to new targets or areas after completing it. Redirecting a technique requires a move action that does not provoke attacks of opportunity. It also doesn't require concentration.
Quote: DurationThe Duration entry of a technique description tells how long the effect of the technique lasts. Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the chakra dissipates and the technique ends. If a technique’s duration is variable, the GM rolls it secretly. A duration based on the user's level means "total character level and/or hit dice", but not Effective Character Level or Challenge Rating. Instantaneous: The chakra comes and goes the instant the technique is completed, though the consequences might be long-lasting. Permanent: The effect remains indefinitely, but is sustained by lingering chakra. If the chakra dissipates, so does the effect. Permanent illusions can sometimes be dispelled. Concentration: The technique lasts as long as the user concentrates on it, possibly up to a specified maximum amount of time. Concentrating to maintain a technique is an attack action that does not provoke attacks of opportunity. Anything that could break the character’s concentration when performing the technique can also break his concentration while maintaining one, causing the technique to be ruined (see Concentration, below). A character can’t use a technique while concentrating on another one. Sometimes a technique lasts for a short time after the character ceases concentrating. In these cases, the technique just keeps going for the stated length of time after the character stops concentrating. Subjects, Effects, and Areas: If a technique affects creatures directly, the result travels with the subjects for the technique’s duration. If the technique creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to the end of its duration. If the technique affects an area, the technique stays with that area for the technique’s duration. Creatures become subject to the technique when they enter the area and are no longer subject to it when they leave. Discharge: A few techniques last for a set duration or until triggered or discharged. The technique remains in place until the triggering condition is met (at which point it takes effect) or the maximum duration is reached (at which point it dissipates, with no effect). (D): If the Duration entry ends with “(D)” (standing for “dismissible”), the user can dismiss the technique at will. The user must be within range of the effect of the technique to dismiss it. Dismissing a technique is an attack action that does not provoke attacks of opportunity. A technique that depends on concentration is dismissible by its very nature, and dismissing it does not require an action (since all the user has to do to end the technique is to stop concentrating). Stance: A technique duration of Stance lasts for a whole encounter or until it is broken by either a technique or will of the user. No two stance can be active at once.
Quote: Saving ThrowMost harmful techniques allow an affected creature to make a saving throw to avoid some or all of the effect. The Saving Throw entry in a technique description defines which type of saving throw the technique allows and describes how saving throws against the technique work. Negate: This term means the technique has no effect on a creature that makes a successful saving throw. Partial: The technique causes an effect on its subject. A successful saving throw means that some lesser effect occurs. Half: The technique deals damage, and a successful saving throw halves the damage taken (round down). None: No saving throw is allowed. Disbelief: A saving throw is not allowed purely on the basis of encountering the technique. Rather, the creature gets a saving throw only after interacting with or carefully studying the technique. A successful save lets the subject ignore the effect. (Object): The technique can be cast on objects, which receive saving throws only if they are magical in nature, or if they are attended (held, worn, or grasped) by a creature resisting the technique, in which case the object gets the creature’s saving throw bonus unless its own bonus is greater. (This notation does not mean that a technique can only be used on objects. Some techniques of this sort can be cast on creatures or objects.) (Harmless): The technique is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it wishes. Saving Throw Difficulty Class: A saving throw against a technique has a DC of 10 + Technique’s Rank + the user’s bonus for the relevant ability (see Skill chapter for details). Succeeding at a Saving Throw: A creature that successfully saves against a technique without obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature’s saving throw succeeds against a targeted technique the user senses that the technique has failed. The user does not sense when creatures succeed at saving throws against effect and area techniques. Voluntarily Giving up a Saving Throw: A creature can voluntarily forgo a saving throw and willingly accept a technique’s result. Even a character with a special resistance can suppress this resistance if he or she wants to. Items surviving after a Saving Throw: Unless the descriptive text for the technique specifies otherwise, all items carried and worn are assumed to survive an attack. If an item is not carried or worn, it does not get a saving throw. It is simply dealt the appropriate damage.
Quote: Chakra ResistanceChakra resistance is a defensive ability which allows the resistant creature to negate the effects of chakra-based attacks, such as elemental Ninjutsu techniques. If your technique is being resisted by a creature with chakra resistance, you must make a level check (1d20 + character level) against the creature's chakra resistance score, as an attacker would roll an attack against the defender's Defense score. If the chakra resistance is beaten, the technique affects the resistant creature normally. Add any modifiers gained to pierce chakra resistance to that level check (such as feats or class abilities). The Chakra Resistance entry in a technique's description allows you to determine if chakra resistance protects the defending creature against the technique. Techniques with a Personal range and Taijutsu techniques generally do not have this entry. If the entry is missing, the technique is not affected by chakra resistance. The terms "object" and "harmless" apply to chakra resistance as they do with saving throws. A creature must willingly lower its chakra resistance as a swift action in order to be affected by a technique noted as harmless. In that case, you do not need to make a level check against spell resistance.
Quote: Chakra CostThe chakra cost is taken from one's Chakra Pool. If the user fails to meet the perform requirements, he doesn't have to pay the chakra cost.
Quote: Descriptive TextThis portion of the technique details what the technique does, how it works. If an entry of the technique specifies "see text," this is where the explanation is found. Avoiding an Attack: If a technique has an effect called avoiding an attack, it means that the technique can be used to avoid or mitigate the effects of an attack. A character is limited to 5 avoiding an attack actions per day, regardless of the technique. Avoiding an attack is not the same as a defensive maneuver. Defensive Maneuver: If a technique has a defensive maneuver effect, it means that the character can help the character, an ally or both avoid or mitigate the effects of an attack. A character is limited to 5 defensive maneuver actions per day, regardless of the technique. A defensive maneuver is not the same as avoiding an attack. Empower: Many techniques have the Empower component, and allow the character to spend an additional number of chakra when performing the technique to empower the effects. The more chakra spent, the stronger or longer lasting the technique will be. Empowering a technique is done as part of the action taken to perform it. Held weapon: Most Strike Taijutsu technique refer to the held weapon in the user's main hand. If the technique has the Punch or Kick descriptor, the held weapon also includes the character's unarmed or natural attack. Mastery: Refer to this portion of the descriptive text to determine the additional effects of mastering a technique with the Mastery component. Weapon damage: A technique that deals weapon damage deals damage as though the user had executed a normal attack, including all modifiers and penalties they incur.
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Posted: Mon Jun 17, 2013 4:30 am
Quote: Japanese Name (English Name)Type (Subtype) [Descriptor]Rank: X (X-Class) Learn DC: X, X Success Perform Requirements: X Time: X Components: X Range: X Target: X Effect: X Area: X Duration: X Saving Throw: X Chakra Resistance: X Chakra Cost: X Description
[quote][b]Japanese Name [i](English Name)[/i][/b] [size=10][i]Type (Subtype) [Descriptor][/i][/size] [size=11][b]Rank:[/b] X (X-Class) [b]Learn DC:[/b] X, X Success [b]Perform Requirements:[/b] X [b]Time:[/b] X [b]Components:[/b] X [b]Range:[/b] X [b]Target:[/b] X [b]Effect:[/b] X [b]Area:[/b] X [b]Duration:[/b] X [b]Saving Throw:[/b] X [b]Chakra Resistance:[/b] X [b]Chakra Cost:[/b] X [i]Description[/i] [/size][/quote]
Example Technique:
Quote: Chouyaku no Jutsu (Jumping Technique) Chakra Control (Body) Rank: 1 (D-Class) Learn DC: 13, 1 Success Perform Requirements: 1 rank (DC 12) Time: 1 Swift Action Components: C Range: Personal Target: You Effect: 1 Area: N/A Duration: 1 round/level Saving Throw: None Chakra Resistance: N/A Chakra Cost: 1 This technique is actually one of the basic technique taught to ninja during their years at the Academy. The basic principle is to train the students in Chakra manipulation- in this case, to improve the mobility by increasing the body's speed with Chakra. By focusing his Chakra to his legs, the user gains a +4 enhancement bonus to Jump checks and his movement speed increases by 5 feet. In addition, he gains a +1 bonus to Jump check to when benefiting from a running start. The movement bonus granted by this technique does not stack with other non-permanent enhancements.
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Posted: Mon Jun 17, 2013 4:50 am
Techniques Index AIn d20 Naruto, there are literally hundreds of Jutsu that can be learned! For the sake of everyone's sanity, we won't be posting all of them up on these Gaia forums. However, that does not mean that they aren't available to you. While Most Rank 1 through Rank 3 Techniques will be posted in this library, you can find more in the Naruto d20 Resource [More info here!]. If you find a jutsu there that you want, and you are qualified to learn it, you may request its addition to the library by PM'ing a moderator. When you request an addition, be sure to give the technique's full name, along with its rank and page number. In this index, you can find all of the techniques currently in the library, sorted by Rank, Type, then Sub-Type.
Quote: Rank 1 Techniques:Chakra Control:Saihou no Jutsu (Sewing Technique) Body:Chouyaku no Jutsu (Jumping Technique) Inuhana no Jutsu (Dog's Nose Technique) Kinobori (Tree Climbing Technique) Spirit:Doku Hakken no Jutsu (Poison Detection Technique) Fuinjutsu:Youso Fuuin no Jutsu (Element Seal Technique) Genjutsu:Ikaku no Jutsu (Intimidation Technique) Nakimane no Jutsu (Animal Cry Imitation Technique) Shitsukentou no Jutsu (Disorientation Technique) Shitsunen no Jutsu (Mind Lapse Technique) Doujutsu:Kyougaku no Jutsu (Fright Technique) Ninjutsu:Bunshin no Jutsu (Duplication Technique) Fukurougan (Owl's Eyes) Gyoukou (Good Fortune) Henge no Jutsu (Transformation Technique) Fuinjutsu: Jou no In Kai (Sealing Technique: Locking Seal Release) Kakureimino no Jutsu (Mythical Invisibility Cloaking Technique) Kawarimi no Jutsu (Body Substitution Technique) Ninpou: Shurikenjutsu - Nageriki (Ninja Art: Shuriken Skill - Power Throw) Ninpou: Wana - Kunai Shouwana (Ninja Art: Traps - Minor Kunai Trap) Nawanuke no Jutsu (Escaping Technique) Shou Rakumugai no Jutsu (Minor Harmless Fall Technique) Doton:Chihou no Jutsu (Earth Compass Technique) Genwakudoro no Jutsu (Blinding Mud Technique) Toujun no Jutsu (Earth Shield Technique) Fuuton:Kazegama no Jutsu (Wind Scythe Technique) Kuuryuuken no Jutsu (Air Current Detection Technique) Sarutobi no Jutsu (Flying Monkey Technique) Katon:Hiakahou (Blazing Red Cannon) Kaen Shuriken (Blazing Shuriken) Takitsuke (Fire Igniter) Tsuufuuka no Jutsu (Gout of Fire Technique) Medical:Iryou Ninjutsu: Ryoji - Kekki (Medical Ninjutsu: Treatment - Vigor) Raiton:Hekiden no Jutsu (Electrical Split Technique) Raishuriken no Jutsu (Lightning Shuriken Technique) Suiton:Katsutai no Jutsu (Slippery Body Technique) Mizudama no Jutsu (Water Sphere Technique) Taijutsu:Strike:Kenjutsu: Agari-uchi (Sword Art: Upward Cut) Kenjutsu: Kudari-uchi (Sword Art: Downward Cut) Kenjutsu: Shamen-uchi (Sword Art: Diagonal Cut) Kenjutsu: Urashamen-uchi (Sword Art: Reversed Diagonal Cut) Taijutsu: Gouken (Hand-to-Hand: Iron Fist) Taijutsu: Jiki-uchi (Hand-to-Hand: Opportunity Strike) Taijutsu: Keikai-uchi (Hand-to-Hand: Nimble Strike) Taijutsu: Todome (Hand-to-Hand: Finishing Blow) Zentai Bougyo (Total Defense) Stance:Shinobi Hiken: Dachi - Shouja (Shinobi Secrets: Stances - Small Serpent) Shinobi Hiken: Dachi - Yasei Kuma (Shinobi Secrets: Stances - Wild Bear)
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Posted: Mon Jun 17, 2013 10:29 am
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Posted: Mon Jun 17, 2013 10:31 am
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Posted: Mon Jun 17, 2013 10:32 am
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Posted: Mon Jun 17, 2013 10:33 am
B
Quote: Bunshin no Jutsu (Duplication Technique) Ninjutsu Rank: 1 (E-Class) Learn DC: 12, 1 Success Perform Requirements: 1 rank (DC 11) Time: 1 attack action Components: C, H Range: Personal Target: N/A Effect: Duplicates of the user Area: N/A Duration: 1 minute / level Saving Throw: None Chakra Resistance: No Chakra Cost: 1 + 1 per additional clones (Maximum 2 + 2 per level) Description By using this technique, the user creates one or more duplicate of himself. The clones stay near you and disappear when attacked. The clones appear by the user's side and cannot stray more than 100 feet away from the original. The duplicates look like the user and are perfect duplicate, but they cannot speak or perform any action that requires having a body, like lifting an object or attacking a creature. Once touched by another creature or object or violently shaken, it disappears in a puff of smoke. If the user stand among his clones, roll randomly to see whether his clone or the real one is hit, unless the creature knows or has a way to determine which is the user. A clone's Defense is 10 + the user's size Modifier + Dex modifier + half the user's class class bonus. A clone does make noise when it moves and it has a scent. They cannot perform any action that requires concentration and of course, cannot perform any technique.
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Posted: Mon Jun 17, 2013 10:35 am
C
Quote: Chouyaku no Jutsu (Jumping Technique) Chakra Control (Body) Rank: 1 (D-Class) Learn DC: 13, 1 Success Perform Requirements: 1 rank (DC 12) Time: 1 Swift Action Components: C Range: Personal Target: You Effect: 1 Area: N/A Duration: 1 round/level Saving Throw: None Chakra Resistance N/A Chakra Cost 1 This technique is actually one of the basic technique taught to ninja during their years at the Academy. The basic principle is to train the students in Chakra manipulation- in this case, to improve the mobility by increasing the body's speed with Chakra. By focusing his Chakra to his legs, the user gains a +4 enhancement bonus to Jump checks and his movement speed increases by 5 feet. In addition, he gains a +1 bonus to Jump check to when benefiting from a running start. The movement bonus granted by this technique does not stack with other non-permanent enhancements.
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Posted: Mon Jun 17, 2013 10:36 am
D
Quote: Doku Hakken no Jutsu (Poison Detection Technique) Chakra Control (Spirit) Rank: 1 (C-Class) Learn DC: 14, 2 Success Perform Requirements: 2 ranks (DC 14) Time: 1 attack action Components: C Range: Close (10 ft. + 5ft./2 levels) Target: N/A Effect: N/A Area: N/A Duration: 1 round/level Saving Throw: None Chakra Resistance: N/A Chakra Cost: 1 Description By merely concentrating, the user is able to determine whether any creature in a Close range is poisoned or not. In other words, the user is able to sense the disturbance in the poisoned creature's body, and react to it. The user may also determine what type of poison is at work by succeeding a Wisdom check (DC 20).
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Posted: Mon Jun 17, 2013 10:37 am
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Posted: Mon Jun 17, 2013 10:38 am
F
Quote: Fuinjutsu: Jou no In Kai (Sealing Technique: Locking Seal Release) Ninjutsu Rank: 1 (D-Class) Learn DC: 13, 1 Success Perform Requirements: 1 rank (DC 12) Time: 1 attack action Components: C Range: Melee Touch Target: One sealed object Effect: N/A Area: N/A Duration: Instantaneous Saving Throw: None Chakra Resistance: N/A Chakra Cost: 1 (general lock) or 2 (specific lock) Description This technique is used as a counter to Fuinjutsu: jou no in and does nothing more than break the seal. If the seal is a specific lock, the user must focus strongly on the code to break the seal.
Quote: Fukurougan (Owl’s Eyes) Ninjutsu Rank: 1 (D-Class) Learn DC: 13, 1 Success Perform Requirements: 1 rank (DC 12) Time: 1 full-round action Components: H Range: Personal Target: You Effect: N/A Area: N/A Duration: 1 minute/level Saving Throw: None Chakra Resistance: N/A Chakra Cost: 1 Description By gathering some Chakra to his eyes, the user gains Low-light Vision for the duration of this technique.
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