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Posted: Mon Jun 17, 2013 10:39 am
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Quote: Gyoukou (Good Fortune) Ninjutsu Rank: 1 (D-Class) Learn DC: 13, 1 Success Perform Requirements: 1 rank (DC 12) Time: 1 full-round action Components: C Range: Personal Target: You Effect: N/A Area: N/A Duration: 7 rounds Saving Throw: None Chakra Resistance: N/A Chakra Cost: 4 Description They say luck is part of strength, and they're right. Through usage of this technique, the user gains a +1 luck bonus to saving throws, Gamble checks and attack rolls for 7 rounds. This technique can only be used once per day.
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Posted: Mon Jun 17, 2013 10:41 am
H
Quote: Henge no Jutsu (Transformation Technique) Ninjutsu Rank: 1 (E-Class) Learn DC: 12, 1 Success Perform Requirements: 1 rank (DC 11) Time: 1 attack action Components: S, Mas Range: Personal (see text) Target: You (see text) Effect: N/A Area: N/A Duration: 10 minute/level (D, see text) Saving Throw: None Chakra Resistance: N/A Chakra Cost: 1 Description This technique is taught to most every student of the academy, minus those that can't or won't use Ninjutsu. Using this technique, the user assumes the form of a creature of same size category as he is or smaller. He may freely designate the specifics of his new form (such as height, weight, hair texture and color, skin tone, etc.). In this new form, the user keeps his hit dice and special abilities, but does not gain any of his new form's extraordinary, supernatural or spell like abilities other than its natural weapons and cannot change his voice. He keeps his own ability scores, levels, hit points, allegiance, base attack and save bonuses, but they are adjusted accordingly as per his new size category (if any change occurred). In this new form, the user can use all his extraordinary, supernatural and spell like abilities unless they use a limb or body part that he does not currently posses in his new form. He can create equipment, natural weapons or simply make it so that his new form carries the same equipment as he does, but cannot create something overly complicated or that uses Chakra (no mastercrafted objects, no advanced weaponry, exploding tags, summoning scrolls, etc) and is not automatically proficient in them; any part of the body or piece of equipment that is separated from the whole reverts to its true form. He cannot use any technique of any type unless his new form allows him to, but is still capable of speech even if his new form would not usually be. Even in his new form, he retains his own creature type and does not gain any immunities he would with another (such as vermin's immunities to mind affecting attacks). The new form cannot be smaller than Tiny and he gains a +1 bonus to Disguise checks per level (maximum +15) if he uses the technique to disguise into another creature. The new form will not provide warmth if he is not clothed. The user can also use Henge to transform into an object of his size category or smaller, but that is no smaller than Tiny. The DC in that case is equal to 10 + the purchase DC of the object. He cannot transform into advanced weaponry or mastercrafted weapons, nor can he replicate the effects of an object crafted with chakra (see above). He may use Henge no Jutsu to transform his clones, but doing so increases the skill threshold and perform DC by 3, and costs 1 more chakra per clone transformed. The range of the technique in this case is of 20 feet and affects any clones at the user's discretion within that range. When the a transformed creature is hit while maintaining a transformation, it must succeed a Concentration check (DC 10 + damage dealt) or see the technique abruptly end (note that each step of mastery grants a +1 bonus to this check). A creature that interacts with or intently observes the transformed creature may make a Spot check (DC 25 or opposed by the disguise check) to recognize it as transformed, but will not be able to determine what the true form of the creature or the user is. Creatures that can See Chakra or See Through Chakra can make a Spot check (DC 10) to notice chakra moving in an odd pattern around the user, which will in turn allow the creature to make a Ninjutsu check (DC 16) to identify the pattern as a result of Henge. The user, when performing Henge, may also spend 1 additional point of chakra to increase the duration by 10 minutes, up to 10 minutes per level. Mastery Each step of mastery in this technique grants the user a +1 bonus to the user's Concentration check made to avoid losing the technique if damaged.
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Posted: Mon Jun 17, 2013 10:42 am
I
Quote: Ikaku no Jutsu(Intimidation Technique) Genjutsu (Compulsion) [Mind-Affecting] Rank: 1 (E-Class) Learn DC: 12, 1 Success Perform Requirements: 1 rank (DC 11) Time: 1 attack action Components: C, S Range: Personal Target: You Effect: N/A Area: N/A Duration: 1 round/level (D) Saving Throw: Will negates Chakra Resistance: N/A Chakra Cost: 1 Description Using this technique, the user make himself appear bigger and more threatening than he really is, thus gaining a +4 bonus to Intimidation checks for the duration of this technique against targets who failed their will saves.
Quote: Inuhana no Jutsu (Dog’s Nose Technique) Chakra Control (Body; requires Track 4 Ranks) Rank: 1 (C-Class) Learn DC: 14, 2 Success Perform Requirements: 2 ranks (DC 14) Time: 1 attack action Components: C Range: Personal Target: You Effect: N/A Area: N/A Duration: 1 minute/level Saving Throw: None Chakra Resistance: N/A Chakra Cost: 4 Description An uncommon technique among genin that is actually a weaker variant of the much rarer Hakken no Jutsu. The user amplifies his nose by a good amount, thus aiding in detection, but this ability is by no mean perfect and consumes a large amount of Chakra. This special quality allows the user to detect approaching enemies, but not sniff out hidden foes or track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The user can detect opponents within 10 feet by sense of smell. If the opponent is upwind, the range increases to 20 feet; if downwind, detection is impossible. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above (10 feet downwind). Overpowering scents, such as skunk musk, can be detected at triple normal range (15 feet downwind). When a scent is detected, the exact location of the source is not revealed—only its presence somewhere within range. The user can take a move action to note the direction of the scent. Whenever the user comes within 5 feet of the source, the creature can pinpoint the source’s location by making a Wisdom check (DC 20).
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Posted: Mon Jun 17, 2013 10:43 am
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Posted: Mon Jun 17, 2013 10:44 am
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Quote: Kakureimino no Jutsu (Mythical Invisibility Cloaking Technique) Ninjutsu Rank: 1 (E-Class) Learn DC: 12, 1 Success Perform Requirements: 1 rank (DC 11); Time: 1 full-round action Components: F Range: Personal Target: You Effect: N/A Area: N/A Duration: Instantaneous Saving Throw: None Chakra Resistance: N/A Chakra Cost: 1 Description This ninjutsu allows the user to blend with the environment even more. The user attempts to hide. He makes a Hide check, as long as he is not observed and has at least one-quarter cover, and gains a +4 bonus to that check. He remains hidden until he moves or take an action requiring exaggerated movement. Material Focus: Camouflage clothes or cloak appropriate for the current setting.
Quote: Kawarimi no Jutsu (Body Substitution Technique) Ninjutsu Rank: 1 (D-Class) Learn DC: 13, 1 Success Perform Requirements: 1 rank (DC 12) Time: 1 attack action or 1 instant action Components: H, M, Mas Range: Personal Target: You Effect: N/A Area: N/A Duration: 3 rounds (D) or Instantaneous (see text) Saving Throw: None Chakra Resistance: N/A Chakra Cost: 1 Description The user substitutes himself with another object of approximate size that he can lift with his carrying capacity, found in his general area. This allows him to effectively replace himself with a chakra construct and use this technique to either create a Diversion or Avoid an Attack. The construct left behind is a fair likeness of the user and can pass inspection at first glance (Spot check DC 10 required to tell that the construct is a fake). Diversion: The user replaces himself with a construct that appears in his square, while he may move up to 30 feet away or his current land speed (whichever is lower). The construct can follow a single, simple command that may be any single of the following: Stay still, run, walk, eat, sleep, swim, and jump. The construct will follow the command for up to 3 rounds, until dismissed or it comes in contact with a physical object of any kind, no matter how light. The replacement cannot spring a trap unless the object used can potentially do so (ie, a log might trigger a pressure plate trap). The replacement does not evade, dodge, block, and is not capable of sentient thought, nor is it capable of performing any activity beyond its given command. It is completely nonresponsive and cannot be altered after being created, and is likely to act in an uncharacteistic way that will make the deception obvious to anyone interacting with it. When creating the diversion, the user can make a Hide check if he moves out of line of sight unless closely observed while doing so. He may hide without penalty as long as he has sufficient cover. A creature that can See Chakra or See Through Chakra can make a Spot check (DC 10) to notice a strange pattern of Chakra over the construct, which will in turn enable it to make a Ninjutsu check (DC 16) to identify the construct as being a replacement. Avoiding an Attack: The user performs Kawarimi as an instant action before an enemy attack roll (melee or ranged attack, touch attack, or grapple attempt) targeting him specifically, and moves as though with the Diversion use of this technique. To do so, the user cannot be flat-footed or denied his Dexterity bonus to defense. Skill threshold does not apply to avoid an attack. Avoiding an attack costs 1 point of chakra, and can be done up to 1 time per day. The attack avoided must be from a creature with a Challenge Rating equal or lesser than his level, or 1 (whichever is lower). The user cannot avoid an attack if he is immobilized in any way. To avoid the attack, the user must make a Perform check (as per Kawarimi no Jutsu, mastery counts) opposed to the opponent's attack roll (add 5 if the attack roll is a Chakra Control, Genjutsu or Ninjutsu effect, a natural 20 or a confirmed critical), minimum 15. Success means that the user replaces himself with a construct (as per Diversion above) that is immediately destroyed. Avoiding an attack must be declared before knowing the result of the attack roll. Failure means that the chakra spent trying to avoid the attack is wasted, and the technique fails. If performed with only one hand free, the user suffers a -5 penalty to his perform check. If performed with no hands free, the penalty increases to -15. An opponent can choose to lower the value of its CR for the purpose of allowing an opponent to evade the attack in this manner, but not increase it. Each use of Avoiding an Attack stacks with all other techniques with effects that allow you to Avoid an Attack, such as Hijou Kawarimi no Jutsu or Shundou. Mastery Every step of mastery after the first allows the technique to be used an additional time per day, up to 5/day. The first step of mastery allows the user to avoid an attack from a CR up to his level or 5, whichever is lower. The second step of mastery allows the user to increase the cost to 2 when avoiding an attack, to avoid an attack from a CR up to his level or 10, whichever is lower. The third step of mastery allows the user to increase the cost to 3 when avoiding an attack, to avoid an attack from a CR up to his level or 15, whichever is lower. The fourth step of mastery allows the user to increase the cost to 4 when avoiding an attack, to avoid an attack from a CR up to his level or 20, whichever is lower. The fifth step of mastery allows the user to increase the cost to 5 when avoiding an attack, to avoid an attack from a CR up to his level or 25, whichever is lower.
Quote: Kinobori (Tree Climbing Technique) Chakra Control (Body) Rank: 1 (E-Class) Learn DC: 12, 1 Success Perform Requirements: 1 rank (DC 11); Time: 1 move-equivalent action Components: C 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 This technique allows the user to stick to smooth surfaces, climb up vertical walls horizontally, stick to ceilings with his feet alone and walk on them as he would do on the floor. It holds its name due to the fact that young ninjas are taught this technique trying to climb up trees vertically. Hanging upside down implies a cumulative -1 penalty to attack rolls and skill checks per two rounds spent in that position. Should the user be tripped while hanging upside down, he will fall without possibility of catching himself at a rate of 200 feet per round, increasing by 50 feet every round. Alternatively, if the user is tripped while standing on the side of a wall or surface, he will still fall unless he makes a Climb check (DC 15) to catch himself, though he will still be considered prone. On the round the technique should end, the user may spend a free action to sustain the technique and renew its effect rather than have it end. Doing so still costs the user the same Chakra Cost, as though he had used the technique normally. The user does not lose his dexterity bonus to defense while "climbing" in this manner, nor does he suffer any movement penalty. When walking up a slippery or completely smooth surface, the user must make a Chakra Control check (DC 10) every round or fall down (see above). When landing on a wall or other similar surfaces, a character can use this technique as a free action that does not provoke an attack of opportunity, but suffers a -5 penalty to his Chakra Control check to perform, must pay double the chakra cost. The user may also use Kinobori to stop his fall if he is within 10 feet of a wall. He will reduce the falling height by 90 feet, eventually stopping when the falling a number of round sufficient to reach that length at one quarter his previous falling speed (typically 200 feet plus 50 feet per round spent falling). No matter what the situation, Kinobori cannot be used on ice-covered surfaces unless the user meets special requirements. Quote: Kyougaku no Jutsu (Fright Technique) Genjutsu (Doujutsu) [Fear, Mind-Affecting] Rank: 1 (D-Class) Learn DC: 13, 1 Success Perform Requirements: 1 rank (DC 12) Time: 1 attack action Components: C, S Range: Melee Touch Target: N/A Effect: N/A Area: N/A Duration: 1 round/level (D) Saving Throw: Will disbelief Chakra Resistance: Yes Chakra Cost: 3 Description Using this technique, the user is able to lead the subject into believing something is wrong, and shake their beliefs a little. The target makes a Will save to avoid suffering a -1 penalty to attack rolls and skill checks for the duration of the technique due to a minor Genjutsu-induced fright. This technique can be dispelled.
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Posted: Mon Jun 17, 2013 10:45 am
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Posted: Mon Jun 17, 2013 10:46 am
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Posted: Mon Jun 17, 2013 10:47 am
N
Quote: Nakimane no Jutsu (Animal Cry imitation Technique) Training (Genjutsu) Rank: 1 (D-Class) Learn DC: 13, 1 Success Perform Requirements: N/A Time: N/A Components: N/A Range: N/A Target: N/A Effect: N/A Area: N/A Duration: N/A Saving Throw: N/A Chakra Resistance: N/A Chakra Cost: N/A Description This rudimentary skill is taught to many ninja to use as inconspicuous signals. This training allows the user to replicate animal cries, such as birds call or the barking of a dog, once every three rounds. A Listen check opposed to a Bluff check from the user allows opposing characters to detect the mimicked cry for what it is. The user gains a +4 bonus to this check.
Quote: Nawanuke no Jutsu (Escaping Technique) Ninjutsu Rank: 1 (E-Class) Learn DC: 12, 1 Success Perform Requirements: 1 rank (DC 11) Time: 1 attack action Components: C Range: Personal Target: You Effect: N/A Area: N/A Duration: 1 round/level Saving Throw: None Chakra Resistance: N/A Chakra Cost: 1 Description This basic ninjutsu grants the user more freedom of movements. For the duration of this technique, the user will gain a +4 bonus to Escape Artist or Dexterity checks to free himself from bounds or confinement (such as ropes or manacles).
Quote: Ninpou: Shurikenjutsu - Nageriki (Ninja Art: Shuriken Skill – Power Throw ) Ninjutsu Rank: 1 (E-Class) Learn DC: 12, 1 Success Perform Requirements: 1 rank (DC 11) Time: 1 attack action Components: C, M, F Range: Thrown Weapon Target: N/A Effect: N/A Area: N/A Duration: Instantaneous Saving Throw: None Chakra Resistance: No Chakra Cost: 1 Description The user throws a single thrown weapon and makes an attack roll at his highest attack bonus. If the attack hits, gains a +1 bonus to weapon damage rolls. Empower The user can spend 1 point of chakra to increase the damage dealt by +1, total maximum +5. Mastery The fifth step of mastery in this technique increases the technique’s base damage bonus and the maximum amount it can be empowered to by +1.
Quote: Ninpou: Wana – Kunai Shouwana (Ninja Art: Traps – Minor Kunai Trap) Ninjutsu (Requires Knowledge (ninja lore) or Craft (mechanical) 4 ranks) Rank: 1 (D-Class) Learn DC: 13, 1 Success Perform Requirements: 1 rank (DC 12) Time: 3 minutes Components: M, X Range: 5 feet Target: N/A Effect: N/A Area: One 5-ft. Square Duration: Permanent (or until discharged) Saving Throw: None Chakra Resistance: No Chakra Cost: 0 Description These techniques are usually taught to students that show potential in the academy as supplementary courses. As a result of this technique, the user is able to set a Minor Kunai Shower trap (CR 1) with the targeted square as location. The time is reduced by 1 minute (minimum 1 minute) for every 3 points the user beats the skill threshold and perform DC by. This technique can only be used if there is something to anchor the trap to nearby. If the technique fails to be performed correctly, the user will not notice, but the trap simply will not activate properly. Expendable Components: 4 kunai and a trap kit (1 use).
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Posted: Mon Jun 17, 2013 10:47 am
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Posted: Mon Jun 17, 2013 10:48 am
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Posted: Mon Jun 17, 2013 10:48 am
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Posted: Mon Jun 17, 2013 10:48 am
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Posted: Mon Jun 17, 2013 10:49 am
S
Quote: Saihou no Jutsu (Sewing Technique) Chakra Control Rank: 1 (E-Class) Learn DC 12, 1 Success Perform requirements 1 rank (DC 11) Time 1 Full-Round Action Components C Range Touch Target: N/A Effect Mends Fabric Area: N/A Duration: Concentration Saving Throw: None Chakra Resistance No Chakra Cost 1 Description ] It is said that every good ninja should learn to repair his clothing, but very few take the time to learn to, or are ready to sink so low as to learn such an useless trick. Every standard fabric that the user touches will be repaired of 1 point of damage per round as long as the user maintains this technique. The user cannot, however, repair destroyed clothing; the technique will only work on torn or damaged fabric.
Quote: Shitsukentou no Jutsu (Disorientation Technique) Genjutsu [Mind Affecting] Rank: 1 (D-Class) Learn DC: 13, 1 Success Perform Requirements: 1 rank (DC 12) Time: 1 attack action Components: C, H Range: 20 feet Target: One Creature Effect: N/A Area: N/A Duration: 1 round Saving Throw: Will negates Chakra Resistance: Yes Chakra Cost: 2 Description This harmful Genjutsu traps the target's mind and forces it to drift onto other thoughts, leaving it confused and vulnerable. As a result of this technique, the target will find itself Dazed for 1 round.
Quote: Shitsunen no Jutsu (Mind Lapse Technique) Genjutsu (Compulsion; Requires Genjutsu 6 Ranks) Rank: 1 (C-Class) Learn DC: 14, 2 Success Perform Requirements: 2 ranks (DC 14) Time: 1 attack action Components: C, H Range: Medium (20 ft. + 10 ft./2 levels) Target: One Creature Effect: N/A Area: N/A Duration: 1 round Saving Throw: Will negates Chakra Resistance: Yes Chakra Cost: 3 Description With this technique, the user forces the subject's mind to loop back a few seconds and continue with its normal thought pattern. The subject, if it fails its save, repeats the actions it took on its previous turn. If the situation changed in such a way that the subject can no longer perform the action (foe is dead or no longer in range, Chakra Pool too low for the action to be safe), the subject takes no action for 1 round instead. The subject still retains the ability to defend normally and does not lose its Dexterity bonus to Defense.
Quote: Shou Rakumugai no Jutsu (Minor Harmless Fall Technique) Ninjutsu Rank: 1 (E-Class) Learn DC: 12, 1 Success Perform Requirements: 1 rank (DC 11) Time: 1 swift action Components: M Range: Personal Target: You Effect: N/A Area: N/A Duration: Instantaneous Saving Throw: None Chakra Resistance: N/A Chakra Cost: 1 Description This technique is taught to academy graduates in various village and is all about absorbing damage from one's fall with Chakra and clever use of positioning. During any fall which was not caused by a technique (for example, being thrown up by Kage Buyou) and in which he is not denied his dexterity bonus to Defense, the user may use this technique to reduce the effective falling height by 10 feet for the purpose of calculating the damage of the fall. This technique stacks with use of the Tumble or Jump skills.
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Posted: Mon Jun 17, 2013 10:53 am
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Posted: Mon Jun 17, 2013 10:53 am
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