The Tadayoshi clan has a long tradition of producing elite samurai within the land. Always known for the unbridled loyalty, it came as a great shock the day Genji Tadayoshi was branded traitor to his clan. Genji had been overseeing peace discussions between two rival clans, when tragedy struck. Both leaders were assassinated and evidence was left which pointed to Genji. Never one to flee from adversity, Genji struck out on his own to find the true culprits. He had personally received the support of his daimyo, but to the world his daimyo voiced his displeasure. Before Genji could discover the truth, forces were sent to his household to eradicate the traitors. Genji Tadayoshi died protecting his family, but before he did he was able to help his pregnant daughter Sachi escape.
Sachi sought refuge initially with her dead husband's family, but was quietly turned away from fear of retribution that may befall them. Wandering for weeks, drawing ever closer to her due date, she finally collapsed near a secreted Ninja village. Sachi would awaken in relative peace, cared for by the village healer. She told the old woman her plight and begged refuge, which was granted.
Years later, Sachi had grown to love the village and all it could offer. Aways one with plants, she became a natural when it came to the herbology required to learn the healing arts. Even without the village, she had the love of her son, Nishimura. Nishi was growing well and brought joy to her whenever she looked upon him. Content, Sachi still looked back at the life they had lost with regret. She spent many an hour telling a young Nishi about his noble father and grandfather. She did not have to try very hard to instill a strong sense of honor within her son, as it was such a strong part of his heritage. Unable to send him back to the world of the Samurai, she begged the healers son to mentor Nishi in the arts of Ninjutsu.
Nishi excelled in his training, but never seemed able to truly separate his Ninja training with that of his Samurai heritage. Luckily for Nishi, his mentor was able to help him blend the two art forms into one and he gained access to the Konoha Academy.
Name: Nishimura "Nishi" Tadayoshi
Class: Dedicated 4/Kyujutsu Samurai 2
Weight: 110 lb.
Element Affinity: Suiton (Water)
Nishi is as taut as the bow he carries in battle. When he sets his mind on achieving something, his unwavering focus often sees him to success. Many people are unsettled by his intensity, as they often feel he projects that requirement to succeed on them. This is probably furthest from the truth as he sees it is his responsibility that others succeed around them. If they fail, then he has failed them to begin with. This drive stems from his need to bring honor back to his family name, which haunts his every waking moment and many of his dreams.
Nishi maintains a meticulous appearance. Honor for him not only comes from his actions, but from how others see him. What better way to convey perfection, than to look the part. His golden eyes pierce through most of his challenges either by guiding his arrows to their mark, or focusing his will to disperse the phantoms directed his way. Rarely one to break a smile, his visage appears etched in stone.
Rank: 1 (E-Class); Learn DC: 12, 1 success; Perform requirements: 1 rank (DC 11); Time: 1 attack action; Components: C, H; Range: Personal; Effect: Duplicates of the user; Duration: 1 minute / level; Saving Throws: None; Chakra Resistance: No; Chakra Cost: 1 + 1 per additional clones (maximum 2 + 2 per level).
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. Bunshin no Jutsu(Duplication) 1E (Free)
Rank: 1 (E-Class); Learn DC: 12, 1 success; Perform requirements: 1 rank (DC 11) (see text); Time: 1 attack action; Components: S, Mas; Range: Personal (see text); Target: You (see text); Duration: 10 minute / level (D; see text); Saving Throws: None; Chakra Cost: 1.
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.
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. Henge no Jutsu(Transformation) 1E (free)
Rank: 1 (D-Class); Learn DC: 13, 1 success; Perform requirements: 1 rank (DC 12) (see text); Time: 1 attack action or 1 instant action; Components: H, M, Mas; Range: Personal; Target: You; Duration: 3 rounds (D) or Instantaneous (see text); Saving Throws: None; Chakra Cost: 1.
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 non- responsive 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.
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. Kawarimi no Jutsu(Body Replacement) 1D (Free)
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;
Duration: 1 minute/level; Saving Throws: None; Chakra Cost: 1.
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.
Kinobori 1E (Harmony)
Chakra Control (Body)
Rank: 2 (C-Class); Learn DC: 15, 2 success; Perform requirements: 3 ranks (DC 15); Time: 1 move-equivalent action; Components: C; Range: Personal; Target: You; Duration: 1 minute/level; Saving Throws: None; Chakra Cost: 1.
This technique allows the user to float on watery surfaces. He may float on water, oil or blood, even, but not actively harmful substance like Acid or Lava. The user is able to walk, run or charge normally and suffer no movement penalty while on calm water. If the user uses this technique on rough water, he must make a Balance check (DC 15) or move at half his normal speed until his next turn.
If the technique is used on stormy water, the user must make a Balance check (DC 20) or move at one-quarter his normal speed and lose his dexterity bonus to defense until his next turn, where he must remake another check. On the round the technique should end, the user may spend a free action to sustain the technique and renew its effect on the same round, instead of having to spend another move-equivalent; doing so still costs the user the same Chakra Cost as it would if he used the technique normally.
Using this technique underwater has no effect until the user surfaces. When landing on water, a character can use this technique as an instant action that does not provoke an attack of opportunity, but suffers a -20 penalty to his Chakra Control check to perform, must pay double the chakra cost. Tadayou 2C (Harmony)
Taijutsu (Strike) [Armed]
Rank: 3 (C-Class); Learn DC: 16, 2 success; Perform requirements: 4 ranks (DC 16); Time: 1 attack action; Components: M, E, F; Range: Projectile weapon; Target: One creature; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 2.
The user makes an attack with his held projectile weapon at his highest attack bonus which gains a kawarimi defense 1 every 4 levels (maximum 5).
A Samurai character of the Kyujutsu path with 2 or more class level is able to substitute this technique for an attack during a full-attack action. The base attack bonus of the technique is that of the attack it was substituted for. To substitute the attack, it cannot be empowered. Perform requirements are automatically met.
The user may spend an additional 1 points of chakra to ignore 1 point of armor or natural armor bonus to defense, up to 3.
Material Focus: The user's daikyuu, hankyuu or greatbow. Kyujutsu; Sasshi 3C (free-Samurai)
Taijutsu (Strike) [Armed]
Rank: 2 (D-Class); Learn DC: 14, 1 success; Perform requirements: 4 ranks (DC 16); Time: 1 attack action; Components: M, E, F; Range: Projectile weapon; Target: One creature; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 2.
The user makes an attack with his held projectile weapon at his highest attack bonus with a +1 bonus to attack and weapon damage rolls.
Material Focus: A hankyuu, daikyuu or greatbow. Kyujutsu:Kisshi2D
Taijutsu (Strike; Requires Spot 6 ranks and Dead Aim (f))
Rank: 6 (C-Class); Learn DC: 19, 2 success; Perform requirements: 7 ranks (DC 19); Time: 1 full-attack action; Components: M, F, Mas; Range: Projectile weapon; Target: One creature; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 6.
The user makes a single attack with his projectile weapon against any target in range. If it hits, the user makes a Spot check before rolling damage, and gains additional damage depending on his check result.
If the user took 1 full-round action beforehand to use the Dead Aim feat, he also gains a +2 bonus to his Spot check. The additional damage is not multiplied on a critical hit, and cannot exceed 1d6 every 2 levels.
Spot check results Added dmg Bonus Att
10 or lower 1d6 +1
15 2d6 +2
20 3d6 +2
30 4d6 +3
40 and higher 5d6 +4
Material Focus: The user's daikyuu, hankyuu or greatbow. Kyujutsu: Tsukeme 6C
Ninjutsu (Suiton) [Water]
Rank: 1 (D-Class); Learn DC: 13, 1 success; Perform requirements: 1 rank (DC 12); Time: 1 attack action; Components: H, E; Range: Close (10 ft. + 5 ft./2 levels); Target: One living creature (see text); Duration: Instantaneous; Saving Throws: None; Chakra Resistance: Yes; Chakra Cost: 1.
By focusing his Chakra into his salivary gland, the user is able to produce a great amount of saliva very quickly, and even thicken it to harden the impact. The user then spit those ball of saliva, who are now very much like mud, onto his targets and makes a ranged attack roll at his maximum attack bonus for each sphere. Said spheres deal 1d4 points of water damage to the target; the user may target different creature for each ball, as long as they are within range.
A Mizudama may also put out small fire, such as a torch or a candle. Mizudama no Jutsu is one of the few Suiton technique that does not require a source of water nearby. In addition, if the user is able to perform Toushou, he may do so right before using Mizudama no Jutsu by increasing the perform time of Mizudama no Jutsu to a full-attack action. Doing so counts as though the user had performed only one technique.
Using both technique in such quick succession allows the user to freeze his water spheres in addition to having the standard effects of Toushou, allowing him to deal 1d4+2 points of damage, half being cold and half being water. Using the technique in this manner no longer allows the user to put out small fires, though he may use the projectiles to break lanterns and such.
The user can fire an affitional sphere at the cost of 2 additional points of chakra (maximum 1 every 2 levels). Mizudama no Jutsu 1D
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; Duration: 1 round/level; Saving Throws: None; Chakra Cost: 1.
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). Nawanuke no Jutsu 1E
Rank: 3 (D-Class); Learn DC: 15, 1 success; Perform requirements: 3 ranks (DC 14); Time: 1 attack action; Components: C, S, F; Range: 0 feet; Target: Held weapon; Duration: 1 minute/level or until dropped (D) (see text); Saving Throws: None; Chakra Resistance: No; Chakra Cost: 2 or 6.
This technique imbues a held object or up to 5 thrown weapon with chakra until the technique expires or 1 round after they are dropped. The imbued weapons count as chakra enhanced to bypass damage reduction and deals an additional 1d6 points of force damage to objects and creatures made from pure chakra. This damage does not apply to creatures like clones or summon creatures.
With appropriate mastery, the chakra cost can be increased to 6 to imbue the weapon with the user's primary elemental affinity, but does not change the object's outward
appearance. This adds a descriptor to the technique, as shown below.
- Crushing (Earth affinity, Earth descriptor): The crushing weapon has hardness 20, bypasses dark iron damage reduction and ignores hardness from objects with 8 hardness or below. Objects enhanced with this effect retain normal hardness. The weapon gains a +2 bonus to attack rolls against targets affected by the Suibouheki no Jutsu technique.
- Vibrating (Lightning affinity, Electricity descriptor): The vibrating weapon ignores all hardness from objects and up to 5 points of damage reduction. Objects enhanced with this effect retain normal hardness. The weapon gains a +4 bonus to attack rolls against targets affected by the Tsuchi no Yoroi technique.
- Searing (Fire affinity, Fire descriptor): The searing weapon reduces the hardness and damage reduction of objects or creatures it strikes by 2 for 3 rounds. Each hit reduces hardness and damage reduction further by 2, up to a maximum of 10, but does not refresh the duration. This effect ends after the weapon successfuly hits 5 times.
A creature that suffers damage equal to or greater than one-quarter of its hit points from a searing weapon gains only half of the effects of any Medical ninjutsu techniques, Conjuration (Healing) spell and use of the Treat Injury skill to restore hit points for 24 hours. The weapon gains a +2 bonus to attack rolls against targets affected by the Junkaze no Jutsu technique.
- Slicing (Wind affinity, Wind descriptor): The slicing weapon ignores up to 15 points of hardness or damage reduction and automatically confirms critical hits. The effect ends after the weapon successfully hits 4 times. The weapon gains a +2 bonus to attack rolls against targets affected by the Raidate no Jutsu technique.
- Freezing (Ice affinity, Ice descriptor): The freezing weapon reduces the hardness and damage reduction of objects or creatures it strikes by 1 for 5 rounds. Each hit reduces the hardness and damage reduction further by 1, up to a maximum of 10, but does not refresh the effect. The weapon gains a +2 bonus to attack rolls against targets affected by the Soukou no Jutsu technique.
- Slowing (Water affinity, Water descriptor): The slowing weapon reduces the Defense of the creature it hits by 1 for 2 rounds. Each hit further reduces the target's Defense by 1, maximum -5. The effect ends after the weapon successfully hits 5 times. The weapon gains a +2 bonus to attack rolls against targets affected by the Enkoudate no Jutsu technique.
With the first step of mastery in this technique, the object remains imbued even when dropped as long as it is not moved further than 5 feet away from the user.
With the third step of mastery in this technique, it can be performed on normal objects, regardless of material composition or enhancement seals.
With the fifth step of mastery in this technique, the object can be imbued with a certain element (see above). The fifth step of mastery can only be acquired at ECL 12 or higher. Material Focus: A thorium, ironium or containment weapon or object. Ninpou: Chakra Nagashi 3D
Rank: 2 (D-Class); Learn DC: 14, 1 success; Perform requirements: 2 ranks (DC 13); Time: 1 swift action; Components: C, M; Range: Personal; Target: You; Duration: Stance; Saving Throws: None; Chakra Cost: 2.
This stance can be used with both small weapons, such as kunai, and unarmed attacks. The user hunches upon himself, bringing his limbs closer to him, and lashes out with his attacks as a snake would. In this stance, unarmed attacks and attacks made with Tiny or smaller melee weapon have their attack rolls modified by Dexterity instead of strength. The user also gains a +1 bonus to Defense to avoid attacks of opportunity provoked when he attempts to grapple or disarm an opponent. Shinobi Hiken: Dachi- Bankyou Hebi 2D
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; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 1.
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. Shou Rakumugai no Jutsu 1E