Naruto d20 Supplement - Shinobi Origins v3

Embed Size (px)

Citation preview

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    1/36

    Shinobi: Origins

    + Character Creation

    + Ability Scores

    In Shinobi: Origins, players have the following options when determining their characters ability scores; a. Rolling 4d6; dropping the lowest and re-rolling all1s in the first roll. (Example: Shinigami rolls 4d6

    and the result is 6, 4, 1, 1. Shinigami re-rolls both 1s and gets a 4 and a 1. The 1 cannot be re-rolled

    again.)

    b. 45 point buy

    c. Rolling 5d6; dropping the lowest two.

    In Shinobi: Origins, players have the following options when determining their characters hit points;

    a. Hit Die Roll + Con Mod (Normal)

    b. AutoHalf of Hit Die + Con

    + Chakra/Spirit

    Shinobireceive 2+Con Modifier points of Chakra every level, x2 at the 1 stlevel.

    Heroic, Non-Shinobi receive 1+ half the characters Con Modifier every level, notdoubled at the 1st.

    Commoner/Ordinary receives Con Modifier points of chakra every level, notdoubled at the 1st.

    Spirit: If chakra represents the combination of ones physical and spiritual self, then this score represents the bonds

    that hold them together. Spirit is a direct mark of ones inner strength and will. While there are very few that have

    the ability to tap into this inner reserve, for those that can an entire new level of power becomes available. One

    should be careful though, because depleting ones Spirit power can result in immediate death.

    Every character gains 1+Wis Modifier in Spirit Points (SP) every level.

    When a character reaches 0 SP, it is considered that the soul of the character has been directly affected and life is

    soon to leave them. Upon reaching 0, the character must make a Fortitude Save DC 15, or be reduced immediately

    to1 hit point and dying. On a successful save, the character becomes exhausted and begins to leak his spirit energy

    into the atmosphere. Until the character is restored to at least 1 point of SP, they will be dealt 1 point of temporary

    Constitution damage every hour until properly rested. This ability score damage heals normally with rest. A

    character regains their Wisdom Modifier + level in SP with a full evenings rest (8 hours). Whenever a character

    takes a break, they also regain their Wisdom modifier in spirit points.

    New Skill Use

    Concentration (Con)

    Trained Only.

    This skill can be used to tap into ones spiritual essence and convert it into stamina.

    Check (Convert Spirit): The character is able to gain temporary hit points by lowering his

    Spirit points by a specific amount.

    Convert Spirit Base DC

    Performed as a full attack action 15

    Performed as a standard action 20

    Temporary hp gained (per point) +1

    Character performs no seals

    Character performs a half-seal -2

    Character performs a hand seal -5

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    2/36

    A successful check means the character gains temporary hit points for 1 minute/level by lowering his spirit pool by

    the same amount.

    Retry?: The character can try again with another action.

    Time: Using this skill is either a standard or full attack action to tap one's spirit.

    Special: The character can't take 10 or take 20 when tapping his spirit pool.

    + Affinities

    A player may choose to forego an elemental affinity for the following bonus talents:

    Tough Hide:Surviving hardship and physical punishment for so long has made you slightly more resistant than the

    average person. The character gains DR 2/-.

    Brawler: Fighting has become a core of your being, so much so that you bleed adrenaline. The character gains a +1

    insight bonus to attack and damage rolls with melee weapons and natural attacks.

    Marksman: Your eye is as accurate as any device and plenty more reliable. The character gains a +2 insight bonus

    to ranged attacks rolls.

    Knowledge is Power!:Your mind is much keener than your sword. You defeat your opponents through proper

    planning and good old-fashioned investigative work. Whenever the user successfully identifies an opponent with aReputation or skill check, they gain a total of 10 bonus points that can be distributed between allies attack rolls,

    skill checks and saves. No character can gain more than a +3 bonus in a single area from this talent and it only

    affects allies within 20ft at the time the successful check was made.

    Spiritual Prodigy: Through some ties in your genetics, the ability to contain and harvest spiritual energy is greater

    within you than your peers. The character gains an additional +1 SP/level permanently. This talent can be taken

    more than once and its effects stack.

    Swift: You have an early understanding that speed often wins over power. The character gains a +2 to initiative

    checks and a +10ft increase to movement.

    + Classes

    Along with the normal selection of classes offered by Naruto D20, a player is capable of creating non-base classes

    of their own that can be taken as soon as the class has been approved and prerequisites met. Please note that for

    classes added from other sources, Firearms based feats are replaced with those that apply to ranged weapons and

    vehicle based feats are simply removed.

    Proficiencies:Naruto D20 base classes will offer the player its optional armor proficiencies, but only at the 1stlevel.

    Fast Hero: Per the optional rules, Uncanny Dodge 1 and Evasion in the Fast Talent tree will have their positions

    and prerequisites switched, meaning that a character must have Uncanny Dodge 1 before Evasion can be selected.

    Dreadnaught (D20 Future): This class is a selectable class at a players option and upon meeting the prerequisites.

    It adds Taijutsu and Knowledge (Ninja Lore) to its list of class skills.

    Explorer(D20 Future): This class is a selectable class at a players option and upon meeting the prerequisites. It

    adds Ninjutsu and Knowledge (Ninja Lore) to its list of class skills.

    Field Officer(D20 Future): This class is a selectable class at a players option and upon meeting the prerequisites.

    The feat requirement ofPersonal Firearms Proficiencyhas been changed toForce of Personality(Naruto D20) to

    better suit the specifics of the campaign. It also adds Taijutsu, Genjutsu and Knowledge (Ninja Lore) to its list of

    class skills.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    3/36

    Helix Warrior(D20 Future): This class is a selectable class at a players option and upon meeting the prerequisites.

    It adds Taijutsu and Knowledge (Ninja Lore) to its list of class skills.

    Swindler(D20 Future): This class is a selectable class at a players option and upon meeting the prerequisites. It

    adds Genjutsu and Knowledge (Ninja Lore) to its list of class skills.

    Tracer(D20 Future): This class is a selectable class at a players option and upon meeting the prerequisites. It adds

    Taijutsu, Ninjutsu and Knowledge (Ninja Lore) to its list of class skills.

    Thrasher(D20 Urban Arcana): This class is a selectable class at a players option and upon meeting the

    prerequisites. It adds Taijutsu and Knowledge (Ninja Lore) to its list of class skills.

    + Equipment

    While Enhancement Seals will be available, it is incredibly rare to find someone with the ability to craft them and

    such services are not offered cheap. The formula for calculating the cost for Enhancement Seals is now: Purchase

    DC + Rank of the Seal + 3.

    Bingo Book: Purchase DC 18, +1 License Restriction; The Bingo Book is a compilation of Shinobi that are wantedfor various reasons by Feudal Lords, clans, towns, etc. It generally lists at least the most general details about a

    person, but can also possess very detailed information about an entry and their fighting style as well as capabilities.

    A character with a Bingo Book always receives a +2 bonus to abilities such as Plan when used against someone

    listed and always succeeds on making a Reputation check to identify the person.

    The information in a Bingo Book needs to be periodically updated, a process with a Purchase DC of 10. An outdated

    Bingo Book will not refer its benefits to the user until it has been updated; a process that needs to be done at least

    once every two weeks.

    + Bloodlines/Templates

    As with custom classes, Bloodlines can be submitted for use prior to character creation and are usable upon

    approval. Rules for Bloodline levels are as seen inNaruto D20 with all, including the optional bloodline abilities,being available.

    New Template: Weapon Technician

    Somewhere in the world, lies an academy that trains its students to be masters of weapons and combat. These

    Weapon Technicians are assigned a partner, a weapon with an actual human form that accompanies them on their

    quest to purify souls and to create the ultimate weapona Death Scythe.

    Special Qualities: Partner

    Character Level Adjustment:+1

    Partner: The character begins play with their weapon of choice, a partner, who will accompany them on their

    adventure. The two connect on a truly spiritual level, a bond that is difficult to break.

    The weapon is a loyal companion that accompanies the character as he executes missions, offering aid in combat

    and non-combat situations as well as moral support when needed. As the character advances in level, the weapons

    power increases as described below. If the partner dies, a new one canbe acquired, but will need to be trained with

    continuously, 8 hours a day, for 10 days per total level or hit dice of the character (maximum 210 days). A partner

    still benefits the ability score increase every 4 hit dice it gains, and their Chakra Pool is the same as that of a Heroic,

    non-shinobi.

    A partner is treated as a NPC that is always 2 levels lower than its master (minimum level 1). Its ability scores, skill

    points, etc are created as if the character was a NPC.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    4/36

    As a standard action and at will, the weapon can transform between its human and weapon form. For every 4 hit die

    the weapon possesses, its enhancement bonus increases by +1. This bonus carries over to attacks made while in its

    human form. Additionally, as a swift action, the character can transform any part of its body into part of its weapon

    form; i.e. a partner could turn its arm into a sword blade.

    While a partner is a loyal friend, it does have a mind of its own and might not always be willing to perform a task if

    it would disagree with its own moral compass. Allegiances for the weapon are chosen at creation.

    Soul Resonance (Ex): Through use of this ability, the weapon and master can attempt to synchronize their soul

    wavelengths. Doing so requires a Chakra Control check (DC 30) that must be achieved by the combined efforts of

    master and weapon and costs the user and weapon 5 SP. Doing so successfully allows the user to enter the

    Synchronized state. In this mode and for a number of rounds equal to the users Wisdom modifier, the player sees

    their Ability Modifiers temporarily increased by an amount equal to their weapons m odifiers, +10 temporary chakra

    and the weapons base saves are added to the users. In addition, the weapon becomes a chakra enhanced weapon and

    gains use of its special ability (created by the player at character creation). The character can only spend a total

    number of rounds in this state per day equal to their Level + Wisdom modifier. At the end of the abilitys duration,

    the character and weapon must succeed a DC 15 Fortitude save or become exhausted until properly rested.

    Soul Eater (Su): Whenever a creature is slain, it leaves behind its essence. A weapon feeds on this substance and

    uses it to grow stronger. As a full round action, the weapon will devour the soul of its victim healing 1d10 hit points.A character that has had its soul eaten cannot be revived by any means. A weapon that has devoured 99 Souls and 1

    of a character at least ECL 15 (for a total of 100), becomes a Death Scythe. The weapon immediately gains enough

    experience to make it equal with its master and its enhancement bonuses are doubled.

    A master of a Death Scythe has its ECL increased by an additional +1. A character wielding a Death Scythe adds its

    enhancement bonus as a deflection bonus to defense and a morale bonus to saves. The Death Scythe is also

    considered an epic weapon for the purpose of bypassing damage reduction.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    5/36

    + Feats and Skills

    There have been some adjustments to some Feats and Skills, which are detailed below.

    Sources: Feats for use in Shinobi: Origins are all drawn from D20 Modern Core Rulebook and Naruto D20: Scrolls

    of Knowledge as normal. However, the below feats have been taken from other D20 sources and are available to

    players upon reaching the appropriate criteria.

    !Action Boost(D20 Future pg. 12)

    !Fast Plus (D20 Future pg. 13)

    !Jack of all Trades(D20 Future pg. 13)

    !Dedicated Plus(D20 Future pg. 13)

    !Oathbound (D20 Future pg. 14)

    !Smart Plus(D20 Future pg. 14)

    !Strong Plus(D20 Future pg. 15)

    !Tough Plus(D20 Future pg. 16)

    !Ultra Immune System(D20 Future pg. 16)

    !Fight with Anything(D20 Apocalypse pg. 59)

    !

    Improved Grapple(D20 Urban Arcana pg. 15)!Improved Natural Healing(D20 Urban Arcana pg. 16)

    !Power Crit(D20 Urban Arcana pg. 16)

    !Precise Strike(D20 Urban Arcana pf. 16)

    !Shadow Heritage(D20 Urban Arcana pg. 17)

    !Supernatural Strike(D20 Urban Arcana pg. 17)

    Taijutsu, Ninjutsu and Chakra Control: These skills are now available in every Shinobi class list of skills.

    Heritage FeatsHeritage Feats represent traces in ones blood of abilities and special gifts that were once possessed by a characters

    ancestors. While the trait wasnt strong enough to last through several generations, there are some small signs left of

    what was once a powerful factor. Heritage Feats may only be selected at the first level and may not be chosen if the

    user has already selected the Advanced Bloodline feat.

    Advanced Dual Stance

    Prerequisite: Improved Dual Stance

    Benefit: When using the Dual Stance ability, the chakra cost of Taijutsu Stance techniques are reduced by 1 for

    every 5 ranks the user possesses in Taijutsu (minimum 1).

    Advanced Study: This feat has had the 1stlevel prerequisite removed; however, a character with the Genius Nin

    feat cannot take it. This feat can be taken multiple times and gives a +2 bonus to checks made to master the chosen

    technique; each time it applies to a new technique.

    Assassin Strike!

    Prerequisite:Sneak Attack 1d6, BAB+5, Intimidate 9 ranksBenefit:You are exceptionally skilled at delivering your sneak attack in a manner so flashy, that others are forced to

    fear the chance that they might be next. By spending one action point upon delivering a successful sneak attack, all

    opponents within 30ft who could see the attack, must make a Will save versus Demoralizewith the sneak attack

    damage added to the DC for 1 round. The DC= 10 + Charisma Modifier + Sneak Attack Damage.

    Note:Demoralized characters receive a1 penalty to attacks rolls, saves and skill checks.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    6/36

    Beneath the Underneath

    Prerequisite: Intelligence 15, Exploit Weakness Smart Hero Talent

    Benefit: Any intelligent hero knows that sometimes you have to look past the obvious to find ways to defeat an

    opponent. As an immediate action, the user can bestow an insight bonus to an allys skill check equal to his

    Intelligence modifier whenever the check involves a target the user has selected with Exploit Weakness.

    Blood Pact: This feat has been omitted as a selectable feat. Instead, when the character has signed a contract, they

    will receive this feat as a bonus. Gift of Summoning is now a prerequisite to attaining a contract.

    Bloodlines Chosen

    Prerequisite: Can only be taken at the 1stlevel, Advanced Bloodline

    Benefits: There is a level that not even a genius can reach and that is being chosen by fate. Upon selecting this feat,

    the potency of the chosen bloodline is decreased by one category. In example, a Major bloodline becomes an

    intermediate bloodline for the sake of determining the number of levels that must be taken to advance the bloodline.

    Calling CardPrerequisite:5thstep of mastery in the chosen technique, HD 8 or higher

    Benefit:This feat confers a few abilities. First, the ninja gains a +2 to Reputation. Secondly, the character chooses a

    technique that they have reached the 5 thstep of mastery in. Once per encounter, the character may choose to perform

    this technique, dealing 2 additional die of damage if it deals damage, increasing the skill threshold by 5 and thechakra cost by . A Technique that doesnt deal damage has its DC increased by 1 and duration increased by 50%.

    Every time an opponent is defeated with the empowered technique, the character gains a +1 to reputation.

    Chain Resonance

    Prerequisite: Soul Resonance (a), Chakra Control 12 Ranks

    Benefits: A Weapon Technician with this feat gains the ability to perform a Chain Resonance. To perform this

    maneuver, the user and up to a number of allies equal to their Wisdom modifier must each expend a full-round

    action as they focus their energies to sync with one another. In a similar process to Soul Resonance, the involved

    parties must achieve a combined Chakra Control perform check, DC equal to 30+10 for each additional ally after the

    Weapon Technician. If successful, each affected person is treated as if under theMind Linkspell. All effects granted

    by this ability last a number of rounds equal to the Weapon Technicians Wisdom modifier. Each involved ally must

    succeed on a Fortitude Save (DC 15) or become fatigued at the end of this abilitys duration. This ability costs the

    Weapon Technician and each ally 10 SP.

    In addition, each involved ally, including the user gains the following enhancements.

    !5 times the Weapon Technicians Dexterity Modifier as an enhancement bonus to speed.

    ! the combined result of each members Base Attack Bonus as an insight bonus to Attack rolls

    !The Weapon Technicians Wisdom Modifier as an enhancement bonus to all damage rolls.

    !2 times the Weapon Technicians Constitution Modifier in temporary Hit Points and Chakra.

    !The Weapon Technicians Wisdom Modifier as an insight bonus to Defense.

    Chakra CombaterPrerequisite: Combat Tactics, Harmony

    Benefit: As a swift action, the user can pay 3 points of chakra to gain a +1 enhancement bonus to unarmed attack

    and damage rolls for 5 rounds. This effect can stack and for every 3 points of chakra paid, the duration of this ability

    increases by 1 round. The bonus gained using this ability cannot exceed half the users level (rounded down).Attacks made while using Chakra Combater are considered chakra enhanced for the purpose of bypassing damage

    reduction.

    Chakra Void

    Prerequisite: Energy Resistance Talent, Chakra Affinity

    Benefit: Whenever the character would reduce the damage taken from a technique by means of the Energy

    Resistance ability, they gain an equal amount of temporary chakra. This temporary chakra lasts for 1 round.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    7/36

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    8/36

    Expert Sensor

    Prerequisite: Wide-Range Scan class ability

    Benefit: The Sensor automatically becomes aware of all chakra activity that takes places within 30ft whether they

    have line of sight to the effect or not. This ability functions even when the Sensor is not concentrating on the Sense

    Chakra ability.

    Extremist!

    Prerequisite: 1stLevel Only, Strength 15

    Benefit: You are a pinnacle of extreme living! The user permanently forsakes gaining a class bonus to defense, but

    instead adds the same amount as a morale bonus to melee damage. This does not affect defense gained from any

    other source.

    [Heritage] Eye of Foresight

    Prerequisites: Wisdom 15, Sense Motive 4 Ranks

    Benefits: You have the blood of the priestesses of Demon Country running through your veins. While the full power

    of Foresight has not manifested itself, you receive momentary visions of your possible death, giving you just enough

    insight to possibly deter it. At the start of combat, the user gains their Wisdom modifier to Initiative, Defense and

    Savings Throws. This bonus reduces by 1 each round until it reaches 0. In addition, the user gains a +1 bonus to

    Initiative very 5thlevel.

    Fearsome StarePrerequisite Genjutsu Adept, Intimidate 6 ranks

    Benefit: Whenever the character succeeds onIntimidatingan opponent in combat, the users next use of a Genjutsu

    with theDoujutsudescriptor against that same opponent has its DC raised by 1.

    Fierce CombatantPrerequisite: Extremist, Power Crit

    Benefit: Whenever the user scores a critical hit, they may spend an Action Point to force their opponent to make a

    MAS save on a confirmed critical hit. This ability functions once per day per four levels of the user.

    Genius of the Age

    Prerequisite: Genius Nin, Intelligence 16, Any 3 Meta-Chakra FeatsBenefit: Once in a lifetime, a genius is born that will surpass all others and bring great change to the world. The

    character gains a cumulative +1 morale bonus to learn checks every fourth level. In addition, the user may substitute

    their Intelligence modifier in place of Strength, Wisdom or Charisma as the key modifier for techniques. Only one

    may be chosen and is selected at the time this feat is taken.

    Special The user gains the Exploit Weakness Smart Hero talent even if they dont meet the prerequisites. If the user

    already possesses this talent, they instead gain the ability to select a number of targets for Exploit Weakness at once

    equal to his Intelligence modifier.

    Hand of Mercy

    Prerequisite: Wisdom 15, Healing Touch Dedicated Hero Talent

    Benefit: The user adds their Wisdom modifier to the number of hit points healed when using a Medical Kit or a

    technique with theMedicalsubtype.

    Hurl Weapon

    Prerequisites:Proficient with chosen weapon, base attack bonus +1.

    Benefit:Choose one medium or smaller melee weapon. With the selected melee weapon, the character may use his

    or her strength modifier instead of his or her dexterity modifier on ranged attack rolls.

    Special: A character can gain this feat multiple times. Each time the character selects a different weapon.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    9/36

    Hyper Fighting

    Prerequisites:Advanced Combat Martial Arts, Weapon FocusUnarmed

    Benefit: You are a blur of punches and kicks! Every strike is so fast that opponents soon lose the ability to keep up.

    At the cost of an Action Point, all unarmed attacks made by the user for 1 round will have a 50% chance to deny the

    target their dexterity to defense. In addition, when using the full attack action, the user may make an additional

    attack at their highest attack bonus. All attacks made during this round suffer a 2 penalty.

    Improved Dual StancePrerequisites:Dual Stance

    Benefit: As Dual Stance, except that the duration is increased to 1 round per level.

    [Heritage] Jinchuuriki

    Prerequisite: Chakra Control 4 Ranks, Chakra Affinity

    Benefit: Somewhere in the history of your family, an individual was either blessed or cursed with having one of the

    legendary tailed beasts sealed inside of them. Despite their fate, a child was born of this individual and in the

    recesses of their genes that awful power still exists. Upon taking this feat, the user gains the Chakra Well feat for

    free and the Overwhelming Chakraability. The users chakra signature is always treated as 1 higher for the purpose

    of sensing chakra and is incapable of Suppressing Chakra. In addition, the user gains the Improved Chakra Pool feat

    at every 5thlevel.

    Juggernaut

    Prerequisite: Extremist, Combat Expertise

    Benefit: Whenever an enemy effect would cause the users defense to be negatively impacted, they gain a DR/-

    equal to their Constitution modifier.

    KagePrerequisite:Jounin, ECL 15, Reputation +20, Legendary Shinobi

    Benefits:The epitome of Shinobi ranks, a Kage is a feared opponent in any situation and one that many ninja look

    up to as a leader and role model. Those who achieve this rank gain the following benefits; +10 Diplomacy, Ninja

    Lore, Research and Knowledge checks made on subjects of the village. For the purpose of performing techniques,

    the character is treated as 3 higher and the DC of techniques (Ninjutsu, Chakra Control, Genjutsu or Taijutsu) that

    were chosen with Legendary Shinobi are increased by 2.

    Special:The Kage forms a minor village, which takes approximately a month to reach for every 100 in itspopulation.

    Legendary ShinobiPrerequisite:Reputation +12, Calling Card and at least 3 of the following: Genius Nin, Taijutsu Adept, Ninjutsu

    Adept, Genjutsu Adept, Advanced Study, Grandmaster or Harmony

    Benefit:Your name is known all over the world, for your successes. Because of this known notoriety, you receive a

    +10 bonus to Intimidate checks versus opponents who succeed on a Reputation check to identify the user. Also, the

    user gains a +2 inherent bonus to Strength, Intelligence, Wisdom or Charisma and an additional +2 to all checks

    made using that key modifier.

    Special:When Charging Chakra using Action Points, the die increases to a d12 or 2d8 with the Overwhelming

    Chakra ability.

    Normal:Charging Chakra only allows the user to roll a d6.

    Main Character Status

    Prerequisite: 1stLevel Only, Two of the following: Strength, Intelligence, Wisdom or Charisma 15

    Benefit: Whether people know it or not, the world revolves around you and in such; things somehow seem to work

    out for you in the end. There is a power of influence and strength that lives within you that will definitely change the

    world, even if it doesnt always make sense.

    Firstly, upon selecting this feat, the character gains access to one new technique. To determine the rank of this

    technique, the user adds the appropriate modifier to their level (i.e. for a Taijutsu technique, the user would add their

    Strength modifier + hit die to determine the highest level technique they could learn with this feat). The character

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    10/36

    automatically learns and can perform this technique, but is unable to gain mastery in it until they reach the

    appropriate level. Genius Nin does further affect the level of the learnable technique.

    In addition to this, once per day, the character can invoke their inner strength to gain a number of temporary hit

    points, Chakra or Spirit points equal to their hit dice + Con Modifier that can be activated as an immediate action.

    Lastly, the character gains a +20 morale bonus to diplomacy checks to influence the alignment of an opponent once

    per 4 levels.

    Martial Paragon

    Prerequisite: Taijutsu Mastery class ability, Taekwon Stance class ability

    Benefit: The users unarmed damage increases by one die size. In addition, Taijutsu Master and Taekwon levels

    stack for the purpose of determining the DCs of Taekwon Kick Maneuvers.

    Mask Illusion

    Prerequisite: Blinkstrike Stance, Genjutsu Mastery Class Feature

    Benefit: While in the Blinkstrike stance, the user may cast a non-harmful Genjutsu with the Phantasmdescriptor,

    once per round, as a swift action without the use of hand seals. Using this ability increases the chakra cost of the

    technique by 100%.

    The Power of Hope

    Prerequisite: Charisma 15, Fast Talk Charismatic Talent

    Benefit: With a cry or speech of deep rooted belief, you bestow once lost hope into a comrade. Once per day, the

    user can grant a number of temporary hit points to an ally within 20ft that can hear him equal to his hit die. Using

    this ability is a standard action that provokes Attacks of Opportunity. The Power of Hope is treated as a mind-

    effecting ability.

    Pushing the Attack

    Prerequisite: Base Attack Bonus +4

    Benefits: Whenever the user successfully deals damage to an opponent that is under the effect of the Staggered

    condition,the duration of Staggered is increased by 1 round.This ability can be used once per day for every 4 hit die

    of the user and its use must be declared before the attack roll is made.

    Sacred Blitz

    Prerequisite: Sacred Flurry

    Special: Any Taekwon Kick Maneuver

    Benefit: Whenever the user would enter a state of Sacred Flurry, they may instead use a Kick Maneuver with the

    DC or bonus increased by an amount equal to the users Wisdom modifier. In addition, Sacred Fist and Taekwon

    levels stack for the purpose of determining the DCs of Taekwon Kick Maneuvers.

    [Heritage] Samsara Eye

    Prerequisites: Onigumo Clan Occupation, Concentration 4 Ranks

    Benefit: Even though the blood of the user is not strong enough to manifest the lost Doujutsu, the Samsara Eye, thememories of past lives are fluent dreams that share knowledge of times long forgotten. The possessor of this feat

    gains the Combat Profile ability of the Samsara Eye. In addition, the user gains a +5 insight bonus to two skills of

    their choice. These skills become permanent class skills.

    [Heritage] Sharingan Eye

    Prerequisites: Uchiha Clan Occupation, Affinity Fire

    Benefits: Always spoken of as a cursed bloodline, those that carry the Uchiha blood grow ever rarer and those that

    can manifest the Sharingan Eye are even moreso. Those that simply carry the trait, while not as dangerous as their

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    11/36

    peers; have found greater proficiency with Doujutsu techniques. The skill threshold of techniques with the Doujutsu

    descriptor are decreased by 2 and the DCs of those techniques are increased by 1.

    Shinobi Soul

    Prerequisite: Taijutsu, Ninjutsu, Genjutsu Adept or Harmony

    Benefits: Whenever the user drops below 50% hit points, they may spend an Action Point to temporarily unleash

    their hidden potential. For 3 rounds, the bonuses conferred by the chosen Adept or Harmony feat will be doubled.

    Using this ability is a free action and only affects one feat per activation.

    Simple Weapons Proficiency: This feat is given free to all characters at the 1 stlevel.

    Speed over Power

    Prerequisites: Taijutsu Adept

    Benefit: The character may use his or her Dexterity modifier instead of the Strength modifier when performing

    Taijutsu techniques. This change affects attack rolls, perform checks and identify checksbut not the damage dealt by

    Taijutsu techniques.

    Spiritual Armor

    Prerequisites: Spiritual Prodigy, Spirit Pool 30, Damage Reduction talent or ability

    Benefits: Whenever this character would be subject to melee damage from an attacker, that attacker must firstsucceed a Strength check, DC 10+1 per 10 Spirit Points currently in the users pool, or have the damage nullified.

    The attacker adds their weapon enhancement bonus to this check. Once a character has overcome this resistance,

    they are unaffected by further instances of it for the duration of the encounter. This ability is always active as long as

    the user has at least 10 Sp in its pool.

    Spiritually Gifted

    Prerequisite: Can only be taken at the 1stlevel, Wis 13

    Benefit: The character treats his Wisdom modifier as 2 higher for the purpose of determining Spirit Points.

    Stance Specialization

    Prerequisite: Combat Tactics

    Benefit: Whenever the user enters a Taijutsu or Class based stance, the character gains either a +2 competence

    bonus to melee damage rolls or attack rolls. This bonus can be switched once per round as a free action.

    Stealth: Hide and Move Silently will be forged into a single skill called Stealth. All feats and abilities that would

    normally grant a bonus to either of the former skills will instead grant their bonus to Stealth.

    [Heritage] True Origin

    Prerequisite: Intimidate 4 Ranks, Constitution 15

    Benefit: Somewhere in the darker recesses of your family line lies a secret that most would find detestable. It is a

    black spot upon the very fiber of ones soul; the Cursed Seal. The user gains an inherent +4 bonus to their Chakra

    Pool. In addition, the character can manifest the Cursed Seal Level 1 ability for 1 round per level each day. After the

    10thlevel, the character can access the Cursed Seal Level 2 ability for 1 round per 3 levels each day. Each time the

    user activates either ability; they must succeed on a Will Save DC 15 or be enthralled by an unshakeable Rageforthe duration of the ability that cannot be ended prematurely. The user suffers 1 point of temporary Wisdom damage

    whenever they deactivate either ability.

    Tumble React [Meta-Chakra]

    Prerequisite: Combat Expertise

    Benefit: By spending a meta-chakra charge whenever an opponent would attempt to tumble through their threatened

    area, the user may attempt an attack roll versus their opponents tumble check. If successful, the attack deals no

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    12/36

    damage, but the targets movement stops immediately. A target affected by this ability loses any further movement it

    may have been granted this turn.

    Vigorous Onslaught

    Prerequisite: Extremist, Shinobi Soul

    Benefit: With each successful attack made while the user is in the Shinobi Soul or Dire Soul state, he gains his

    Constitution modifier in hit points. This ability cannot raise the users hit points above their normal maximum.

    Violent FlashPrerequisite: Melee Smash Strong Hero talent

    Benefit:Whenever the user declares an attack against an opponent, they may choose to deal 1d6 points of damage

    to themselves for every 3 levels, to gain an equal bonus to melee damage on their next attack. This ability need not

    be used at its max.

    If the user possesses the Power Attack feat and uses it in conjunction with this ability, the bonus damage will ignore

    any damage reduction the target may have.

    If the user possesses the Extremist feat, a target successfully hit by this attack is pushed back 10ft at the end of the

    maneuver.

    Will to Live

    Prerequisite: Constitution 16, Second Wind Tough Hero Talent

    Benefit: With an exceptionally strong resolve, you hold on to life longer than anyone else could ever imagine. Thequestion, why wont you diehas been posed to you several times during the course of your life. The user is not

    considered to be dead until they reach -20 hit points. The user still falls unconscious at -1 if they do not possess the

    Remain Conscious talent.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    13/36

    Advanced and Prestige Classes

    + Assassin Cross

    RequirementsTo qualify to become an Assassin Cross, a character must fulfill all of the following criteria.

    Base Attack Bonus +6

    Skills Stealth 10 ranks, Taijutsu 10 Ranks, Craft (Chemical) 10 Ranks

    Feats Craft Poison, Two-Weapon Fighting

    Class InformationThe following information pertains to the Assassin Cross advanced class.

    Hit Die

    The Assassin Cross gains 1d6 hit points per level. The Constitution modifier applies.

    Action Points

    The Assassin Cross gains action points equal to 7+ one half his character level, rounded down, every time he attainsa new level in this class.

    Class Skills

    The Assassin Cross class skills are as follows.

    Balance, Craft (Chemical), Climb, Jump, Survival, Taijutsu, Tumble, Ninjutsu, Concentration, Spot, Listen,

    Knowledge (Ninja Lore, Tactics), Stealth, Genjutsu, Bluff, Decipher Script, Escape Artist, Gather Information

    Skill Points 6 + Int Modifier

    Level BAB Fort Save Ref Save Will Save Special Def Rep1 +0 1 1 0 Sonic Blow +1 +0

    2 +1 2 2 0 Affinity to Shadows +1 +03 +2 2 2 1 Cloaking (5ft) +1 +0

    4 +3 2 2 1 Craft Deadly Poison +2 +0

    5 +3 3 3 1 Meteor Break +2 +1

    6 +4 3 3 2 Cloaking (10ft) +2 +1

    7 +5 4 4 2 Enchant Deadly Poison +3 +1

    8 +6/+1 4 4 2 Soul Breaker +3 +2

    Sonic Blow an Assassin Cross wielding two light weapons can perform a Sonic Blow. This blindingly fast series of

    attacks is enough to possibly stun the unfortunate target. As a standard action, the user makes a single attack that if

    successful, deals 1d8 points of damage for every level in this prestige class. The target is also forced to make a

    Fortitude save DC= 10 + Assassin Cross Class levels + Intelligence Modifier or be stunned for one round. A

    successful save both halves the damage dealt by this ability and negates the stun. This ability can be used once per

    day for every 4 levels in this class.

    Affinity to Shadows an Assassin Cross in shadows or under the effects of concealment gains his Intelligence

    modifier to defense as an insight bonus. Opponents that are not hindered by poor lighting or that can ignore

    concealment also ignore this bonus to defense.

    Cloaking While walking within the specified distance to a wall or other large object capable of casting a shadow

    (regardless of the lighting conditions), the Assassin Cross can activate this ability to become Invisible at the cost of 2

    chakra per round.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    14/36

    Craft Deadly Poison The guild responsible for training these special breeds of Assassin have also created a poison

    whose origin and ingredients are known only to members. This poison, called the Devils Brew, can be created with

    a Craft (Chemical) check DC 28 and ingredients with a wealth equivalent of 17. This contact poisons initial effect

    deals 2d4 points of damage over 5 rounds that can be negated with Fortitude save DC 20. The secondary effect deals

    2d4 points of Constitution damage. If this poison is used in conjunction with the Death Attack special ability, the

    DC is increased by 2.

    Meteor Break This is one of the secret techniques coveted by the Assassin Cross. By building a large quantity of

    energy within their weapons, they swing in a wide circle, creating an explosion of energy around them. This is a

    burst attack with a 10ft radius centered on the Assassin Cross that deals 5d6 points of damage; half physical and half

    energy. The type of this damage is determined by the charactersprimary elemental affinity. If the character doesnt

    have one, it defaults as sonic damage. A successful reflex save DC= 10+Class Level + Int Modifier halves the

    damage dealt by this ability. Meteor Break can be used once per encounter and the user must be wielding two

    weapons in order to activate it.

    Enchant Deadly Poison One of the deadlier abilities of the Assassin Cross is one that allows him to enchant his

    weapons with Devils Brew. As a standard action that costs 8 points of chakra, a single weapon held by the Assassin

    Cross is immediately coated in a single dose of poison. This condition lasts for 1 round or until the first successful

    strike with the enchanted weapon. If the weapon leaves the hand of the user, the effect will end prematurely.

    Soul Breaker The final and most outwardly destructive of techniques known by the Assassin Cross; the Soul

    Breaker is a culmination of mystical and physical force used most often when the Assassin realizes that covert ops

    are no longer an option. Twice per day, the Assassin Cross can unleash this ability as a ray attack. With a successful

    ranged touch attack with a range of 20ft, this ability initially deals damage as if the user had succeeded a melee

    attack with both held weapons (including enhancement or special effects). The opponent is then subject to 10d6

    points of damage per the rules ofMeteor Break. A successful Fortitude save DC= 10+Class Level + Int Modifier

    halves the damage dealt by this ability.

    + Battoujutsu Master

    Requirements

    To qualify to become a Battoujutsu Master, a character must fulfill all of the following criteria.Base Attack Bonus +5

    Skills Profession 6 ranks, Taijutsu 9 ranks

    FeatsTaijutsu Adept

    Special Traditional PathKenjutsu Samurai Class Ability

    Class Information

    The following information pertains to the Battoujutsu Master advanced class.

    Hit DieThe Battoujutsu Master gains 1d8 hit points per level. The Constitution modifier applies.

    Action Points

    The Battoujutsu Master gains action points equal to 6+ one half his character level, rounded down, every time he

    attains a new level in this class.

    Class Skills

    The Battoujutsu Masters skills are as follows.

    Balance, Chakra Control, Climb, Diplomacy, Jump, Knowledge (Ninja Lore, Society, Tactics), Intimidate, Sleight

    of Hand, Stealth, Survival, Taijutsu, Tumble

    Skill Points 3 + Int Modifier

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    15/36

    Level BAB Fort Save Ref Save Will Save Special Def Rep

    1 +1 2 0 0 Decisive Strike, +1 +1

    Iaijutsu Mastery

    2 +2 3 0 0 Way of Fluidity +1 +1

    3 +3 3 1 1 Katsujinken +2 +2

    4 +4 4 1 1 Bonus Feat +2 +2

    5 +5 4 1 1 Fatal Mirage +3 +3

    6 +6 5 2 2 Satsujinken +3 +3

    7 +7 6 2 2 Way of Tranquility +4 +3

    8 +8 6 3 3 Bonus Feat +4 +4

    9 +9 7 3 3 Way of Valor +5 +4

    10 +10 7 3 3 Iaido Blade Storm +5 +4

    Decisive Strike (Ex) A true swordsman knows the meaning of ending a battle in as few moves as possible. A

    Battoujutsu Master forces the blunt of their power into a single blow destined to ceremoniously defeat their

    opponent. As a full attack action, the character makes one attack with their held weapon, at their highest attack

    bonus but taking a2 penalty on the attack roll. If the attack hits, it deals double damage (as well as any other

    attacks you make before the start of your next turn). At 5 thlevel, the penalty decreases to1 and at 9thlevel

    disappears.

    This ability cannot be used if the character is exhausted, fatigued or carrying more than a light load.

    Iaijutsu Mastery A weapon in the hands of a Battoujutsu Master flows as easily as the winds amongst the plains.

    The character gains the benefit of the Quick Draw feat. In addition, the user can sheath his weapon as a free action

    once per round.

    Way of Fluidity One of the principles of Bushido, the Battoujutsu Master learns to become one with the universe

    and the world around him. You add your Charisma modifier to defense for 1 round after making an attack using the

    Decisive Strike ability.

    Katsujinken Every swordsman is taught that their sword has both the potential to create harmony and destruction.

    Upon attaining the 3rdlevel, the Samurai learns the importance of saving life. As a standard action, the Battoujutsu

    Master can transfer a number of points of class defense equal to his levels in this advanced class to an adjacent allyfor 1 round as he defends them from harm. This ability ends immediately if either the Battoujutsu Master or the

    target moves more than 5ft from one another.

    Bonus Feats Acrobatic, Agile Riposte, Archaic Weapons Proficiency, Athletic, Blind-Fight, Chakra Presence,

    Cleave, Combat Reflexes, Defensive Martial Arts, Dodge, Exotic Melee Weapon Proficiency, Great

    Cleave, Improved Two-Weapon Fighting, Mobility, Monkey Grip, Power Attack, Power Critical, Spring Attack,

    Two-Weapon Fighting, Weapon Adaptation Training, Weapon Finesse.

    Fatal Mirage At this stage of the swordsmans training; they have learned to strike with such speed and precision,

    that the untrained eye becomes incapable of keeping up. As a swift action, the Battoujutsu Master can endow his

    next attack this round with a Kawarimi Defense +1.

    Satsujinken This is the sword that takes life; a symbol of the swordsmans ability to destroy creation. Starting at the6thlevel and at the cost of an Action Point, the Battoujutsu Master adds his Charisma modifier as a bonus to attack

    and damage rolls with the Decisive Strike ability or when using Kenjutsu Ougi Iaido until the end of the turn. This

    ability can be used once per day for every 3 levels in this class.

    Way of Tranquility Starting at the 7thlevel, whenever the Battoujutsu Master makes an attack using the Decisive

    Strike ability, you add your Charisma modifier to saves for 1 round (whether successful or not).

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    16/36

    Way of Valor Starting at the 9thlevel, the Battoujutsu Master gains a DR/chakra equal to your Charisma modifier

    for 1 round after making an attack using the Decisive Strike ability.

    Iaido Blade Storm Unleashing a horrific fury, once per encounter, the Battoujutsu Master can target a number of

    opponents equal to his Charisma modifier in a 15ft radius with the Decisive Strike ability as if they were in melee

    range. One attack is made against each opponent at the users highest attack bonus that deals damage normally,

    including sneak attack damage if applicable. Critical hits dealt using this ability deal x3 damage instead of the

    normal x2. The Battoujutsu Masters weapon is sheathed at the end of this ability.

    + Champion

    Requirements

    To qualify to become a Champion, a character must fulfill all of the following criteria.

    Base Attack Bonus +5

    Skills Taijutsu 10 ranks, Chakra Control 10 ranks, Concentration 6 ranks

    FeatsFlawless Form

    Special Sacred Fist Stance (1d8)

    Class InformationThe following information pertains to the Champion prestige class.

    Hit Die

    The Champion gains 1d8 hit points per level. The Constitution modifier applies.

    Action PointsThe Champion gains action points equal to 7+ one half his character level, rounded down, every time he attains a

    new level in this class.

    Class Skills

    The Champion class skills are as follows.

    Balance, Chakra Control, Climb, Jump, Survival, Taijutsu, Tumble, Ninjutsu, Concentration, Spot, Listen,

    Knowledge (Earth & Life Sciences, Ninja Lore, Tactics)

    Skill Points 3 + Int Modifier

    Level BAB Fort Save Ref Save Will Save Special Def Rep1 +0 1 1 1 Soul Collect, Enlightened +1 +1

    2 +1 2 2 2 Spirit Mastery +1 +1

    3 +2 2 2 2 Spirit Mastery, Fury +2 +2

    4 +3 3 3 3 Spirit Mastery +2 +2

    5 +3 3 3 3 Spirit Mastery, Divinity +3 +3

    Soul Collect A Champion learns the ability to gather excess energy in the air into a compacted form that can be used

    to strengthen his own fighting prowess. As a move action requiring half seals, the user forms one Spirit Orb that

    hovers around him. Each Spirit Orb adds +1 damage to unarmed attacks dealt while in the Enlightened Fist stanceand you can summon 1 Spirit Orb per level of this prestige class (maximum 5). A summoned Spirit Orb lasts until

    discharged through use of an ability or 1 minute.

    Enlightened Levels in Champion stack with those of Sacred Fist for the purpose of determining improvements to

    the Sacred Fist stance and class level specific abilities offered in this prestige class. In addition, at the 3 rdand 5th

    level of Champion, the characters unarmed damage is increased by one diesize.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    17/36

    Spirit Mastery Reaching the pinnacle of enlightenment, the Champion understands how to use spiritual energy to

    push all limits to their breaking point and beyond. At every level, starting at the 2ndlevel, the Champion selects

    ability from the list below.

    Iron Fists: The user gains +2 damage to his unarmed attacks

    Sphere Absorption (Requires 1 other Spirit Mastery): As a standard action, the user can absorb any number of

    summoned Spirit Orbs to gain a +1 bonus to unarmed attack rolls for 1 round.

    Occult Impaction: The use of this ability discharges one Spirit Orb. The user makes a melee touch attack that deals

    normal unarmed damage +1d4 force damage that deals double damage to a creature with the Evil descriptor. Using

    this ability does not provoke an Attack of Opportunity.

    Throw Spirit (Requires Occult Impaction and one other Spirit Mastery): As Occult Impaction, but the user instead

    makes a ranged touch attack with a range increment of 5ft per Champion level. The user can choose to expend one

    or all of his Spirit Orbs in a single attack using this method, dealing damage for each. A fortitude save DC =

    10+Champion level + Wisdom Modifier halves the force damage dealt by this ability.

    Raging Triflecta (Requires Iron Fist): The use of this ability discharges one Spirit Orb. Whenever the character uses

    a full attack action, he may expend one Spirit Orb to make one additional attack at a -5 penalty. This ability may

    only be used once per round and cannot be used in conjunction with other abilities or techniques that grant extraattacks per round.

    Chain Crush Combo (Requires Raging Triflecta and 2 other Spirit Mastery): The use of this ability discharges 2

    Spirit Orbs. After successfully hitting with Raging Triflecta, this ability may be automatically activated to deal an

    additional 1d4 point of damage (same type as the users unarmed attack) for each successfu l attack made during this

    turn as the user completes the combination with a flashy finish.

    Guillotine Fist (Requires 3 other Spirit Mastery): A desperation attack that places all of ones hopes and dreams into

    a single attack meant to crush the very essence of the opponent. The use of this ability discharges 5 Spirit Orbs. As a

    full attack action, the user makes a single unarmed attack at a target. If successful, that opponent is dealt unarmed

    damage as if the attack was a confirmed, critical hit and an additional amount of damage equal to 2x the users

    current chakra pool as force damage. The force damage dealt by this ability can be halved with a Fortitude save DC

    = 10 + Champion Level + Wisdom Modifier. An opponent that fails this save must also succeed a save versus MAS.At the end of this ability, the user is fatigued until they can gain a full evenings rest and is reduced to 1 chakra.

    Dangerous Soul Collect (Requires Sphere Absorption and 1 other Spirit Mastery): As a full attack action, the user

    can summon the maximum number of Spirit Orbs available to him all at once.

    Steel Body (Requires 1 other Spirit Mastery): The user gains DR/1- for each Spirit Orb discharged in conjunction

    with this ability as a standard action. This effect lasts for a number of rounds equal to the users Wisd om modifier.

    Fury The user absorbs summoned energy into himself, creating a burst of offensive power although at a price. As

    a standard action, the Champion can absorb any number of Spirit Orbs into himself. For each Orb absorbed this way,

    the user suffers 1 point of temporary Constitution damage, but sees his critical threat ranged for unarmed attacks

    increased by 1. In addition, the Champion gains a +2 enhancement bonus to Strength and Dexterity for 2 rounds for

    each Spirit Orb absorbed. All effects, including the Constitution damage are removed at the end of this effect. Hitpoints lost from a lowered Constitution score are not recovered.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    18/36

    Divinity The Champion is a statue of enlightenment and bodily purification. Their focus on traveling a path guided

    by the hand of spiritual perfection has made them resistant to those that would seek to sully their efforts. The user

    adds his Wisdom modifier as an insight bonus to his savings throws and defense versus techniques and creatures

    with the Evil descriptor.

    + Elemental Bender

    RequirementsTo qualify to become an Elemental Bender, a character must fulfill all of the following criteria. BAB +4

    FeatsNinjutsu Adept, Combat Martial Arts

    Skills Concentration 9 ranks, Taijutsu 9 ranks

    Special 5thstep of Mastery in Amatsu no Karada

    Class Information

    The following information pertains to the Elemental Bender advanced class.

    Hit Die

    The Elemental Bender gains 1d6-hit points per level. The Constitution modifier applies.

    Action Points

    The Elemental Bender gains action points equal to 6 + one half his character level, rounded down, every time he

    attains a new level in this class.

    Class SkillsThe Elemental Benders class skills are as follows.

    Balance, Chakra Control, Climb, Jump, Survival, Taijutsu, Tumble, Ninjutsu, Concentration, Spot, Search,

    Knowledge (Ninja Lore, Tactics, Planes, Earth and Life Sciences)

    Skill Points 5 + Int Modifier

    Level BAB Fort Save Ref Save Will Save Special Def Rep

    1 +0 0 1 1 Elemental Combat +1 +1

    2 +1 0 2 2 Bend Whip, Bonus Chakra +1 +1

    3 +2 1 2 2 Bend Lance +2 +2

    4 +3 2 3 3 Bend Shield +2 +2

    5 +3 2 3 3 Greater Element Focus +3 +3

    Elemental Combat Starting at the 1stlevel, the Elemental Benders use of the Amatsu no Karadastance is improved

    drastically. The user adds their Intelligence modifier to damage rolls while using this ability. By paying 2 points of

    chakra as an instant action, the users reach while making attacks in this stance can be increased by 5ft for 1 round.

    Bend Whip Starting at the 2ndlevel, as a move action, channeled elemental energy can be formed into a long whip

    with a range increment of 20ft. This weapon deals damage according to the energy types chosen when using Amatsuno Karada. All the standard rules for using a whip apply to this ability.

    Bonus ChakraThe Elemental Bender gains a certain amount of bonus chakra and bonus reserve from taking levels in this class.

    The amount of bonus chakra or chakra reserve gained is shown on the table below. It is not influenced by ability

    scores, and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount

    of bonus chakra or reserve doesn't stack, simply choose the appropriate value based on the character's class levels.

    Multiple instances of Bonus Chakra and Reserve, such as from various classes, do stack with each other.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    19/36

    Class Levels Bonus Chakra Bonus Reserve

    1 - -

    2 1 2

    3 2 4

    4 3 6

    5 4 8

    Bend Lance As a standard action, the Elemental Bender can fire the energy they have gathered through Elemental

    Combat as a line attack with a range increment of 50ft,a 10ft radius burst or a 15ft cone dealing damage as though

    they had hit with a successful melee attack in the Amatsu no Karada stance. In addition, if the user activates this

    ability as a full-attack action, they may also attempt a Concentration check to deal greater damage according to the

    chart below. The save for this ability is 10+Class Levels + Intelligence modifier.

    Concentration Check1-10: +1d4 damage

    11-20: +2d4 damage

    21-25: +3d4 damage

    26+: +4d4 damage

    Bend Shield Whenever the character uses the block, total defense or fight defensively action, attackers that make a

    successful hit against the user will be dealt damage as if struck using the Amatsu no Karada stance.

    Greater Element Focus At the 5thlevel, the user has gained sufficient experience with their element to perform far

    beyond the extent of most combatants. Depending on the users primary affinity, different abilities are unlocked.

    Using this ability is a swift action that costs an Action Point.

    White Fire (Kaiton) With each successful melee attack made during this round, the damage dealt by the user

    increases by 1d6 from the searing white flames. Any enemy successfully hit by this ability must succeed a Reflex

    save (DC 20) or Catch on Firefor 2 rounds that cannot be put out and ignores fire resistance but not immunity. This

    ability lasts 5 rounds.

    Crushing Earth(Doton) The user gains a Tremorsense of 25ft for 5 rounds as long as they are standing on solid

    earth. As an immediate action, once per round while this ability is active, the user can create a 5ft wall of rock and

    dirt that grants the user or an ally half cover. This ability can also be used to launch the user into the air, granting a+10 competence bonus to jump checks.

    Flowing Wind(Fuuton) The user gains a +2 deflection bonus to defense and a +5 circumstance bonus to tumble and

    jump checks. Base land speed is increased by 20ft and once per round as an immediate action, the user can create a

    gust of air that automatically causes any ranged or thrown weapon to veer off course and miss a target of the users

    choosing within 40ft. While under the effect of this ability, the user is treated as if they possessed the Mobility feat

    even if they do not meet the prerequisites. This ability lasts for 1 minute.

    Soothing Wave(Suiton) The user gains the ability to use their water for healing purposes, coating their allys

    wounds. The target is healed 1d4 points of damage +2 for every 5 ranks in Ninjutsu the Bender possesses as a

    standard action. In addition, the user gains a swim speed equal to their base land speed. This ability lasts 6 rounds.

    Storm Barrage(Raiton) The users attacks while in the Amatsu no Karada stance gain a Kawarimi defense of 2.Whenever the user spends chakra to increase the range of their attacks per the Elemental Combat ability, the critical

    threat range of the attack is also increased by 2. This ability lasts 5 rounds.

    Blistering Frost(Hyouton) The user radiates an aura of cold that deals 1d6 points of cold damage to any creature

    within 5ft of the user. In addition, a creature that is dealt damage by this ability must succeed Fortitude save (DC 15)

    or take 2 points of temporary Dexterity damage for 1 round. The range of this aura increases by 5ft whenever the

    user empowers the Element Focus ability

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    20/36

    + Reaper of Souls

    Requirements

    To qualify to become a Reaper of Souls, a character must fulfill all of the following criteria.

    Base Attack Bonus +4

    Skills Chakra Control 9 ranks and Taijutsu, Ninjutsu or Genjutsu 9 Ranks

    Ability Wisdom 14

    Feats Bearer of the Soul Blade

    Class Information

    The following information pertains to the Reaper of Souls advanced class.

    Hit DieThe Reaper of Souls gains 1d8 hit points per level. The Constitution modifier applies.

    Action Points

    The Reaper of Souls gains action points equal to 7+ one half his character level, rounded down, every time he attains

    a new level in this class.

    Class Skills

    The Reaper of Souls class skills are as follows.

    Balance, Chakra Control, Climb, Genjutsu, Jump, Knowledge (Ninja Lore, Earth & Life Sciences, Tactics, Planes),

    Sleight of Hand, Survival, Taijutsu, Tumble, Treat Injury

    Skill Points 3 + Int Modifier

    Level BAB Fort Save Ref Save Will Save Special Def Rep

    1 +1 1 1 0 Kidou +1 +0

    2 +2 2 2 0 Spiritual Regeneration +1 +0

    3 +3 2 2 1 Bonus Feat +2 +1

    4 +4 2 2 1 Hollow Slayer +2d6 +2 +1

    5 +5 3 3 1 Spiritual Regeneration +2 +26 +6 3 3 2 Bonus Feat +3 +2

    7 +7 3 3 2 Spiritual Awareness +3 +3

    8 +8 4 4 2 Hollow Slayer +4d6 +3 +4

    9 +9 4 4 3 Bonus Feat +4 +4

    10 +10 4 4 3 Spiritual Awareness +4 +5

    Kidou Reapers gain access to a special form of magic known as Kidou. Starting from 1 stlevel and progressing

    throughout the Reapers advancement they gain access to divine spells as aMystic(pg. 42 Urban Arcana). When

    casting spells using this ability, the Reaper pays a number of spirit points equal to the level of the spell being cast in

    order to successfully generate the effect.

    Spiritual Regeneration Reapers of the Soul are much more in-tune with the ambient sources of spiritual energy that

    radiate in the air. Starting at the 2nd

    level, the character restores an additional amount of Spirit Points with eachevening of rest equal to his levels in this class. At the 5 thlevel this ability heightens and once per day, the character

    can gain his Wisdom modifier in Sp as a full attack action.

    Bonus Feat At the 3rd, 6thand 9thlevel, the character gains a bonus feat that must be selected from the following list;

    Improved Natural Healing, Spellslinger, Supernatural Strike, Empower Spell, Enlarge Spell, Heighten Spell, Reach

    Spell, Technique Focus, Will over Flesh, Blind-Fight, Combat Reflexes, Quick Draw, Two-Weapon Fighting, Two-

    Weapon Defense, Improved Two-Weapon Fighting, Cleave, Power Attack, Combat Expertise, Combat Reflexes

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    21/36

    Hollow Slayer Reapers are particularly efficient at the hunting and slaying of creatures known as Hollow.

    Whenever the Reaper of the Soul deals damage to a creature with the Hollow subtype, it is dealt additional damage

    as shown on the table above. This damage is not multiplied on a critical hit.

    Spiritual Awareness Starting at the 7thlevel, the character becomes sensitive to the presence of spiritual pressure.

    The character becomes immediately aware of any creature within 60ft with at least a moderate spirit signature as if

    he were actively Sensing Chakra. At the 10thlevel, the range of this ability increases to 100ft.

    + The Seal Expert

    Requirements

    To qualify to become a Seal Expert, a character must fulfill all of the following criteria.

    Base Attack Bonus +2

    Skills Craft (Calligraphy) 9 Ranks, Ninjutsu, Genjutsu or Chakra Control 9 Ranks

    Feats Craft Sealed Item

    Class Information

    The following information pertains to the Seal Expert advanced class.

    Hit DieThe Seal Expert gains 1d8 hit points per level. The Constitution modifier applies.

    Action Points

    The Seal Expert gains action points equal to 7+ one half his character level, rounded down, every time he attains a

    new level in this class.

    Class Skills

    The Seal Expert class skills are as follows.

    Balance, Chakra Control, Climb, Jump, Sleight of Hand, Survival, Taijutsu, Tumble, Ninjutsu, Concentration

    Skill Points 7 + Int Modifier

    Level BAB Fort Save Ref Save Will Save Special Def Rep

    1 +0 1 1 1 Talisman Mastery +1 +1

    2 +1 2 2 2 Minor Imbue Talisman +1 +1

    3 +2 2 2 2 Shape Talisman +2 +2

    4 +3 3 3 3 Adv. Imbue Talisman +2 +2

    5 +3 3 3 3 Talisman Defense +3 +3

    Talisman Mastery The user gains a bonus to Craft (Calligraphy) checks equal to his levels in this advanced class.

    In addition, when using Sealed Items or techniques with the Sealing or Advanced Seal descriptor, the DCs are

    increased by 1.

    Minor Imbue Talisman Starting at the 2nd

    level, the Seal Expert can imbue advanced seals with Ninjutsu, Genjutsuor Chakra Control techniques of rank 3 or lower with a range of Touch or Personal. The chakra is paid at the time of

    the seals creation and need not be spent again when using the seal. An enemy who fails to remove a seal placed

    upon them loses the ability to make a save against its effect. A seal created in this fashion lasts for a number of days

    equal to the users levels in this advanced class. Once expired, the seal is wasted and becomes inert.

    Creating this special talisman requires a full round action that provokes Attacks of Opportunity and requires a Craft

    (Calligraphy) check equal to the techniques perform DC.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    22/36

    Shape Talisman Starting at the 3rdlevel, the Seal Expert can shape the effect of sealed items such as Exploding

    Tags, Sunburst Tags, etc. When using this ability, the area of effect can be changed to a cone at half the effects

    normal radius or a line attack at double the effects normal radius. Using this ability is a move -action and the user

    must be in contact with the item when setting this ability.

    Advanced Imbue Talisman As Minor Imbue Talisman, except that the highest technique rank a Seal Expert can

    imbue is changed to 6.

    Talisman Defense At the 5thLevel, the Zen Master gains the ability to create defensive barriers using Imbued

    Talismans as a medium. As an immediate action, the Seal Expert can channel a prepared talisman into a wall of

    force, with a radius of 5ft that grants the user and those within range a deflection bonus to Defense equal to the

    imbued techniques rank. This bonus to defense lasts until the users turn.

    + Sensor

    RequirementsTo qualify to become a Sensor, a character must fulfill all of the following criteria. BAB +2

    Feats Track, Keen Senses

    Skills Sense Motive 6 ranks, Chakra Control 6 ranks

    Special Sense Chakra ability

    Class Information

    The following information pertains to the Sensor advanced class.

    Hit Die

    The Sensor gains 1d6-hit points per level. The Constitution modifier applies.

    Action Points

    The Sensor gains action points equal to 5 + one half his character level, rounded down, every time he attains a new

    level in this class.

    Class Skills

    The Sensors class skills are as follows.Balance, Chakra Control, Climb, Survival, Taijutsu, Tumble, Ninjutsu, Concentration, Spot, Search, Knowledge

    (Ninja Lore, Tactics, Planes, Earth and Life Sciences), Sense Motive

    Skill Points 6 + Int Modifier

    Level BAB Fort Save Ref Save Will Save Special Def Rep

    1 +0 0 0 1 Scan, Bonus Chakra +1 +0

    2 +1 0 0 2 Surveillance, Catapsi +1 +1

    3 +1 1 1 2 Wide-Range Scan +2 +1

    Scan Starting at the 1stlevel, the Sensor gains the ability to read intricate details from the chakra pathways of those

    that they are surveying. Whenever the Sensor is concentrating on the Sense Chakra ability, they can determine thehit points, chakra pool and spirit points of those within the standard range of the Sense Chakra ability.

    Bonus ChakraThe Sensor gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The amount of

    bonus chakra or chakra reserve gained is shown on the table below. It is not influenced by ability scores, and is in

    addition to the standard amount gained every level from gaining an additional hit dice. The amount of bonus chakra

    or reserve doesn't stack, simply choose the appropriate value based on the character's class levels. Multiple instances

    of Bonus Chakra and Reserve, such as from various classes, do stack with each other.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    23/36

    Class Levels Bonus Chakra Bonus Reserve

    1 1 2

    2 2 4

    3 3 6

    Surveillance While concentrating on the Sense Chakra ability, the Sensor immediately becomes aware of any other

    creature within the range of the ability that is currently using the Sense or Suppress Chakra ability. Once identified,

    the Sensor is always aware of the targets presence and location as long as they are within the Sensors range.

    Catapsi As an immediate action, once per day, the Sensor can attempt to disrupt a targets ability to effectively use

    their chakra. By succeeding an opposed Chakra Control check, the Sensor can attempt to negate a targets Suppress

    Chakra or Sense Chakra ability, rendering them unable to use the ability again for 1minute per level in this class.

    Wide-Range Scan At the 3rdlevel, the Sensor can increase their tracking prowess by several times. As a full round

    action, the Sensor can use the Sense Chakra ability, but multiplies the range by 10. This ability ends immediately

    when the user stops concentrating, even if the Sense Chakra ability would persist longer.

    + Star Gladiator

    Requirements

    To qualify to become a Star Gladiator, a character must fulfill all of the following criteria.

    Base Attack Bonus +5

    Skills Taijutsu 9 ranks, Knowledge (Earth & Life Sciences) 6 ranks

    Ability Dash +2

    Class Information

    The following information pertains to the Star Gladiator prestige class.

    Hit Die

    The Star Gladiator gains 1d10 hit points per level. The Constitution modifier applies.

    Action PointsThe Star Gladiator gains action points equal to 6 + one half his character level, rounded down, every time he attains

    a new level in this class.

    Class SkillsThe Star Gladiators class skills are as follows.

    Balance, Chakra Control, Climb, Jump, Survival, Taijutsu, Tumble, Ninjutsu, Concentration, Spot, Listen,

    Knowledge (Ninja Lore, Tactics, Planes, Earth and Life Sciences), Stealth, Escape Artist

    Skill Points 3 + Int Modifier

    Level BAB Fort Save Ref Save Will Save Special Def Rep

    1 +1 0 1 1 Sync, Feeling +1 +12 +2 0 2 2 Hatred +1 +1

    3 +3 1 2 2 Warmth +1 +2

    4 +4 1 2 2 Comfort +2 +2

    5 +5 2 3 3 Wrath of the Celestial +2 +3

    Sync Taekwon and Star Gladiator levels stack for the purpose of determining the DCs for Taekwon Kick

    maneuvers. In addition, at the 2ndand 4thlevel, the unarmed damage dealt while using Taekwon Stance increases by

    one size.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    24/36

    Feeling Star Gladiators special talent allows them to surpass their potential by syncing themselves with the universe

    within a small area of space. Once a SG uses this ability to mark an area, they will find that their combat prowess

    will be raised significantly. This ability can be used to designate up to three areas, which are referred to as Location

    of the Stars, Sun and Moon. Each type of marking has its own benefits and its own area and are all activated as a full

    attack action and have a duration of 1 minute or until the ability has been used again. While a character may have

    one of each marking active at one time, attempting to use a duplicate will cause the previous marking to end

    prematurely. Location markers, when activated, use the Star Gladiators current location as the center of the abilitys

    radius. A location marker does not move with the Star Gladiator. Those with the ability to See Chakra or Sense

    Chakra can locate the areas marked via this ability; otherwise they are invisible to all but the user.

    !Location of the Stars: This marking has a radius of 10ft. As long as the Star Gladiator remains within the radius of

    this marker, Hatred and Comfort abilities designated as Star can be activated. In addition, as long as the user is

    positioned inside of this marker, he gains a +1 bonus to attack rolls per 2 class levels while using the Taekwon

    stance.

    !Location of the Sun: This marking has a radius of 15ft. As long as the Star Gladiator remains within the radius of

    this marker, Hatred and Comfort abilities designated as Sun can be activated. In addition, as long as the user is

    positioned inside this marker, he gains a +1 bonus to unarmed damage rolls per 2 class levels while using the

    Taekwon stance.

    !Location of the Moon: This marking has a radius of 20ft. As long as the Star Gladiator remains within the radius

    of this marker, Hatred and Comfort abilities designated as Moon can be activated. In addition, as long as the user is

    positioned inside of this marker, he gains a +1 dodge bonus to defense per 2 class levels while using the Taekwon

    stance.

    Hatred Star Gladiators, within their marker, can gain special advantages against opponents that would dare tread

    into their territory. These are extraordinary abilities that can be activated as a standard action. Whenever the

    opponent leaves the celestial markers, they gain a new save against the abilities effect. An opponent that has

    succeeded a save against a particular celestial ability cannot be targeted by it again for 24 hours.

    !Hatred of the Stars: This causes the target to feel slightly uneasy on their feet, as if the world is shifting around

    them. On a failed Will save, DC = 10+Class level + Intelligence modifier, the target gains a 2 penalty to disarm,

    trip, grapple and bull rush checks. This effect lasts until the target dies or leaves the marked location.

    !Hatred of the Sun: Ambient reflections of light seem to make the user shift in and out of reality constantly, making

    it difficult for the target to read the users movements. On a failed Reflex save, DC = 10+Class Level + Dexterity

    modifier, the Star Gladiator may attempt an additional attack per round at their highest attack bonus against the

    affected target. When using this ability, all of the Star Gladiators attacks incur a 2 penalty in that round. This

    effect lasts until the target dies or leaves the marked location.

    !Hatred of the Moon: To the target, an unnatural darkness seems to cloud the area, making it difficult to guard

    themselves properly against the users attacks. On a failed Will save, DC = 10+Class level + Intelligence modifier,

    the users unarmed attacks against the target become melee touch attacks. This effect lasts until the target dies or

    leaves the marked location.

    Warmth Deep within the soul of the Star Gladiator burns radiance and power akin to the celestials bodiesthemselves. With focus and training, the Star Gladiator can learn to call upon this power and use it as their own. As

    an immediate action, this ability can be activated to deal 2d4 points of fire damage to any opponent that comes

    within 5ft of the Star Gladiator for 1 round. Any target affected by this ability must also succeed fortitude save (DC

    15) to avoid being pushed back 5ft. This ability can be used once per day per level in this class.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    25/36

    Comfort Those who come to attune themselves to the celestial forces of the universe find not only great strength,

    but also great comfort from their ambient energies. Star Gladiators of at least 4 thlevel can call upon these abilities as

    a standard action once per day while positioned within the appropriate, celestial location. The benefits granted by

    Comfort will end prematurely if the Star Gladiator leaves the marked area.

    !Comfort of the Stars: The user gains a +2 morale bonus to savings throws for 5 rounds.

    !Comfort of the Sun: The user gainsBlind-Sight(10ft) for 5 rounds.!Comfort of the Moon: The user gains the benefit of a Fast Healing 2for 5 rounds.

    Wrath of the Celestial Using this ability, the Star Gladiator is blessed with great power by the celestial bodies that

    he has come to recognize. Such a power does not come without a price though. In exchange for such a bestowment,

    the Star Gladiators body is wrought with a temporary, Celestial Sickness. This sickness affects the users eyes,

    limiting his vision to just a small area around him. Creatures more than 10ft away from the user gain concealment

    while those more than 20ft away gain total concealment. As a benefit, whenever the user takes a full attack action,

    kick maneuver or uses a technique with the Taijutsu descriptor, the Star Gladiator can make a free unarmed attack at

    his highest attack bonus against any adjacent opponent with a5 penalty. This attack gains the full benefits of any

    Celestial Markers that may be active. In addition, whenever the Star Gladiator uses the Total Defense action or

    Combat Expertise, the dodge bonus granted increases by 2. This ability can be used for a total of 1 minute per day,

    but need not be used all at once. This is a supernatural ability that is activated as a standard action.

    + Soul Linker

    Requirements

    To qualify to become a Soul Linker, a character must fulfill all of the following criteria. Base Attack Bonus +2

    Feats Spiritually Gifted, Chakra Well

    Ability Intelligence and Wisdom 13

    Class InformationThe following information pertains to the Soul Linker prestige class.

    Hit Die

    The Soul Linker gains 1d6-hit points per level. The Constitution modifier applies.

    Action Points

    The Soul Linker gains action points equal to 5 + one half his character level, rounded down, every time he attains a

    new level in this class.

    Class Skills

    The Soul Linkers class skills are as follows.

    Balance, Chakra Control, Climb, Jump, Survival, Taijutsu, Tumble, Ninjutsu, Concentration, Spot, Search,

    Knowledge (Ninja Lore, Tactics, Planes, Earth and Life Sciences), Treat Injury, Craft (Calligraphy, Pharmaceutical,

    Chemical)

    Skill Points 6 + Int Modifier

    Level BAB Fort Save Ref Save Will Save Special Def Rep

    1 +0 1 1 1 Soul Link, Warm Wind +1 +1

    Bonus Chakra

    2 +1 2 2 2 Soul of the Celestial +1 +1

    3 +2 2 2 2 Spiritual Endowment +1 +2

    4 +3 3 3 3 Kaihi +2 +2

    5 +3 3 3 3 Esma +2 +3

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    26/36

    Soul Link The specialty of the Soul Linker class, this ability allows the Soul Linker to bless another creature with

    considerable prowess. As a standard action, the Soul Linker can grant any ally a cumulative +1 to attack rolls,

    defense, saves and skill checks at the cost of (3) chakra. The bonus granted cannot exceed the users Intelligence

    modifier. The link stays active for 1 minute, after which the target will revert to normal. While it takes no effort on

    the Soul Linkers behalf to maintain the link, the user cannot Link a number of allies greater than her own Wisdom

    modifier at one time. The Soul Linker is always aware of the location of a linked target as long as the benefits are

    still active.

    Warm Wind At the cost of 1sp, the Soul Linker can temporarily charge their Soul Linker abilities with an elemental

    affinity of their choice. This ability lasts for 1 minute.

    Bonus Chakra

    The Soul Linker gains a certain amount of bonus chakra and bonus reserve from taking levels in this class. The

    amount of bonus chakra or chakra reserve gained is shown on the table below. It is not influenced by ability scores,

    and is in addition to the standard amount gained every level from gaining an additional hit dice. The amount of

    bonus chakra or reserve doesn't stack, simply choose the appropriate value based on the character's class levels.

    Multiple instances of Bonus Chakra and Reserve, such as from various classes, do stack with each other.

    Class Levels Bonus Chakra Bonus Reserve

    1 1 4

    2 3 8

    3 5 124 7 16

    5 9 20

    Soul of the Celestial At the cost of 2sp, the Soul Linker can focus and direct a stream of ambient energy towards a

    single opponent. This is a ranged touch attack with a range increment of 30ft that deals 2d6 points of damage. On a

    successful hit, the target must succeed a Fortitude save DC= 10 + class level + Intelligence Modifier or become

    stunned for 1 round. This ability is considered to be a Chakra Control (Spirit)technique of Rank 3 for the purpose

    of feats and abilities and can be specialized in as if it were a Ray Attack.

    Spiritual Endowment Starting at the 3rdlevel, the Soul Linker can bestow additional benefits to an ally when using

    the Soul Link ability. Using any of these abilities increases the chakra cost of Soul Link by 3 and only one benefit

    can be given to a single ally.

    Spirit of the Beast: The targeted ally, in addition to the Soul Link benefits, gains a +2 bonus to melee damage rolls

    and a DR 2/-.

    Spirit of the Hunter: The targeted ally, in addition to the Soul Link benefits, gains Blindsight equal to 5ft per point

    of the Soul Linkers Intelligence modifier and gain the ability to fire or throw two ranged weapons as part of a single

    attack action for the duration of this ability.

    Spirit of the Sage:Ninjutsu, Genjutsu and Spirit techniques used by the target have their costs reduced by the Soul

    Linkers Intelligence modifier to a minimum of 1.

    Kaihi By tapping into the divine energies of the celestial bodies, the Soul Linker can endow himself or a Soul

    Linked ally with a special healing energy. As a standard action that costs 5sp, the user can target one Soul Linked

    ally or herself with Kaihi. Whenever the targeted creature would take lethal damage of any source, they are healed

    for 1d4 points of damage. Kaihi can be empowered to a maximum of 3d4 at the cost of (2) chakra per die. Thisability ends when the targets Soul Link status ends, or 1 minute if the Soul Linker is the target.

    Esma By tapping deep within the ambient energies of the cosmos, the Soul Linker can direct a blast of great force at

    their enemies. This ability can only be activated on a target that has been hit by the Soul of the Celestial ability

    within the last round and is within 30ft. The target creature is dealt 6d6 points of damage. If the character was

    stunned by Soul of the Celestial, then this ability deals double damage. The damage dealt by this ability can be

    halved with a Fortitude save DC = 10 + Class Level + Wisdom modifier increased by 2 if the target was stunned by

    Soul of the Celestial.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    27/36

    + Taekwon

    Requirements

    To qualify to become a Taekwon, a character must fulfill all of the following criteria.

    Base Attack Bonus +2Skills Taijutsu 6 ranks

    Feats Combat Martial Arts, Taijutsu Adept

    Class InformationThe following information pertains to the Taekwon advanced class.

    Hit Die

    The Taekwon gains 1d8 hit points per level. The Constitution modifier applies.

    Action Points

    The Taekwon gains action points equal to 5 + one half his character level, rounded down, every time he attains a

    new level in this class.

    Class SkillsThe Taekwons class skills are as follows.

    Balance, Chakra Control, Climb, Jump, Survival, Taijutsu, Tumble, Ninjutsu, Concentration, Spot, Listen,

    Knowledge (Ninja Lore, Tactics), Stealth, Escape Artist

    Skill Points 3 + Int Modifier

    Level BAB Fort Save Ref Save Will Save Special Def Rep

    1 +0 1 1 0 Taekwon Stance (1d6), +1 +0

    Roundhouse Kick

    2 +1 2 2 0 Quick Stance +1 +0

    3 +2 2 2 1 Bonus Feat +1 +0

    4 +3 2 2 1 Whirlwind Kick +2 +05 +3 3 3 1 Dash +2 +2 +1

    6 +4 3 3 2 Taekwon Stance (1d8) +2 +1

    7 +5 4 4 2 Bonus Feat +3 +1

    8 +6/+1 4 4 2 Axe Kick +3 +2

    9 +6/+1 5 5 2 Counter Kick +4 +2

    10 +7/+2 5 5 3 Dash +4 +4 +2

    Taekwon Stance Unlike other martial adepts, Taekwons focus the primary bulk of their power into furious kicks.

    While in this stance, the character deals unarmed damage equal to the amount displayed in parenthesis. While in this

    stance and as the character progresses throughout this class, they gain access to special maneuvers. These are treated

    as Extraordinary abilities and cannot be used if the character is immobilized or otherwise denied Dexterity to

    defense, or while carrying more than a light load.

    Round Kick The Taekwon can use this ability to unleash a special kick maneuver that is meant to catch the

    opponent off guard with fancy footwork. The character may attempt a Stealth check opposed by the opponents Spot

    check. If the user is successful, the opponent is treated as flat-footed against this attack. This maneuver is a standard

    action that does not provoke Attacks of Opportunity.

    Quick Stance Starting at the 2ndlevel, the Taekwons growing martial knowledge allows him to switch between

    stances much faster than other practitioners. All stance techniques used by the Taekwon have their casting time

    reduced by one step.

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    28/36

    Bonus FeatAdvanced Combat Martial Arts, Advanced Dual Stance, Chuunin, Counter Stance, Defensive MartialArts, Dual Stance, Empowered Resilience, Improved Combat Martial Arts, Improved Initiative, Improved Dual

    Stance, Flawless Form, Genin, Keen Senses, Sacred Flurry, Taijutsu Adept, Quick Stance.

    Whirlwind Kick Using this ability, the Taekwon can make a wide, sweeping kick against every adjacent opponent.

    This attack is treated as if the user was under the effect of the Whirlwind Attackfeat.

    Dash A Taekwon of 5thlevel has learned to shift the momentum in their movements to increase the power and speed

    of their attacks. Whenever a Taekwon has moved at least 15ft in a round, they gain the specified number as a bonus

    to Strength and Dexterity for 1 round. This bonus stacks with any other bonuses the character might benefit from.

    Axe Kick Using this maneuver, the Taekwon can strike an opponent with such force, that they can temporarily halt

    their movements. A target effected by this attack must succeed a fortitude save DC = 10+class level +strength

    modifier or have their effective speed reduced to 0 for 1 round. A character subject to this ability consecutively

    gains a cumulative +1 bonus to the save each round it is used in a row. This maneuver is a standard action that does

    not provoke Attacks of Opportunity.

    Counter Kick A Taekwon of 9thlevel has learned to use his opponents strength as a weapon to his own advantage.

    On his following turn after being dealt melee damage by an attacker, the Taekwon can return a blow that deals its

    normal damage plus the attackers strength modifier as bonus damage. This ability must be activated on the usersturn following the attack in order to gain the benefits. This bonus damage stacks for every successful attack made by

    a single attacker. This maneuver is a standard action that does not provoke Attacks of Opportunity.

    + Taekwon Master

    Requirements

    To qualify to become a Taekwon Master, a character must fulfill all of the following criteria. BAB +6

    Feats Improved Combat Martial Arts, Weapon Focus (Unarmed)

    Skills Taijutsu 9 ranks, Knowledge (Tactics) 6 ranksSpecial Taekwon Stance (1d8) Class Ability

    Class InformationThe following information pertains to the Taekwon Master Prestige class.

    Hit Die

    The Taekwon Master gains 1d10-hit points per level. The Constitution modifier applies.

    Action PointsThe Taekwon Master gains action points equal to 6 + one half his character level, rounded down, every time he

    attains a new level in this class.

    Class Skills

    The Taekwon Masters class skills are as follows.

    Balance, Chakra Control, Climb, Jump, Survival, Taijutsu, Tumble, Ninjutsu, Concentration, Spot, Search,

    Knowledge (Ninja Lore, Tactics, Earth and Life Sciences)

    Skill Points 3 + Int Modifier

  • 8/14/2019 Naruto d20 Supplement - Shinobi Origins v3

    29/36

    Level BAB Fort Save Ref Save Will Save Special Def Rep

    1 +1 1 1 0 Furious Taekwon, +1 +1

    Heavens Thunder

    2 +2 2 2 0 Taekwon Missio