Modular Naruto d20 - build your own class! [Archive] - Wizards Community

Post/Author/DateTimePost
Prime32

12-31-07, 01:37 PM
It still needs some work, but I think it's turning out well so far. Check back every so often for updates.
Note: CitiesxOfxThexNight is now doing most of the work on this project.

The Psionic Naruto Builds (http://forums.gleemax.com/showthread.php?t=589061) thread has been a big help in statting some of the abilities.
Prime32

12-31-07, 01:38 PM
Each character's class is made up of a basic class with three demiclasses at each level, similar to a gestalt character. Prestige demiclasses also exist. It is possible to take some demiclasses twice or three times at each level for greater benefits - these will be referred to as level 2 ninjutsu users, etc.

A Scent skill exists, which covers the senses of both smell and taste – creatures with the scent ability receive a large bonus to this skill, and it can be used to detect poison.

There are three save bonus progressions, as d20 Modern, and demiclasses may increase one or more save progressions. If a character already has a good saving throw and this saving throw is increased by another category, he gains Great Fortitude, Lightning Reflexes or Iron Will as a bonus feat, as appropriate.

Ninjutsu are represented by psionics, and "power points" and "chakra points" are used interchangeably. When a character’s chakra pool falls to half of his maximum or less, he becomes fatigued. When his chakra points drop to one-quarter of his maximum or less, he becomes exhausted. Unlike normal manifesting, a shinobi's jutsu have verbal and somatic components. A shinobi's somatic components are predominantly hand-based, and simple enough to use in light armour, though they must have both hands free to perform them, and gauntlets inflict a 10% spell failure chance. (Note: Most magic gauntlets can be made as gloves, which do not interfere with manifesting).


Basic class

Saves
Fort: Poor
Ref: Poor
Will: Poor

Hit Dice: d4

Class Skills: The shinobi’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.


1 Shinobi Weapon Focus
2 -
3 Brachiation
4 -
5 -
6 Genin
7 -
8 -
9 -
10 -
11 Chunin
12 -
13 -
14 -
15 -
16 Jonin
17 -
18 -
19 -
20 -

Weapon and Armor Proficiencies: A shinobi is proficient with simple weapons and light armour, but not with shields.

Shinobi Weapon Focus: A shinobi gains a +1 bonus on attack rolls with daggers, shuriken, and unarmed strikes. This counts as the Weapon Focus feat for the purpose of feats that have Weapon Focus as a prerequisite.

Bracchiation: At 3rd level, a shinobi receives Bracchiation (Complete Adventurer) as a bonus feat.

Genin: At 6th level, a shinobi gains the title of genin (junior ninja). He attracts the attention of his patron, who may send him on simple missions.

Chunin: At 11th level, a shinobi gains the title of chunin (middle ninja). He is given more complex missions and may be given command of groups of genin. A chunin gains Leadership as a bonus feat.

Jonin: At 16th level, a shinobi gains the title of jonin (elite ninja). He is given high-risk and high-priority missions, and holds great respect in his community. A jounin gains a +2 circumstance bonus on Diplomacy and Intimidate checks made against shinobi of lower rank.


Ninjutsu
Saves
Fort: +0 categories
Ref: +0 categories
Will: +2 categories

Hit Dice: +0 categories

A ninjutsu user manifests powers as a wilder of two-fifths his class level, a level 2 ninjutsu user manifests powers as a wilder of two-thirds his class level, and a level 3 ninjutsu user manifests powers as a wilder of his full class level.


Taijutsu
Saves
Fort: +1 category
Ref: +1 category
Will: +0 categories

BAB: +1 category

Hit Dice: +1 category

A taijutsu user initiates manoeuvres as a warblade of two-fifths his class level.

Taijutsu (Level 2)
Saves
Fort: +2 categories
Ref: +2 categories
Will: +0 categories

BAB: +2 categories

Hit Dice: +2 categories

A level 2 taijutsu user initiates manoeuvres as a warblade of two-thirds his class level.

Taijutsu (Level 3)
Saves
Fort: +2 categories
Ref: +2 categories
Will: +0 categories

BAB: +2 categories

Hit Dice: +3 categories

A level 3 taijutsu user initiates manoeuvres as a warblade of his full class level, and also gains a fighter bonus feat at 1st level and every level divisible by four.


Jinchuuriki
(Note: This class is subject to DM approval)
Saves
Fort: +2 categories
Ref: +0 categories
Will: +0 categories

BAB: +0 categories

Hit Dice: +2 categories

1 Wild surge +1, Chakra enervation, Bonus chakra (+1)
2 Bonus chakra (+1)
3 Wild surge +2, Bonus chakra (+1)
4 Surging euphoria +1, Bonus chakra (+1)
5 Bonus chakra (+2)
6 Bonus chakra (+2)
7 Wild surge +3, Bonus chakra (+3)
8 Surging euphoria +2, Bonus chakra (+3)
9 Bonus chakra (+4)
10 Bonus chakra (+4)
11 Wild surge +4, Bonus chakra (+5)
12 Surging euphoria +3, Bonus chakra (+5)
13 Bonus chakra (+6)
14 Bonus chakra (+6)
15 Wild surge +5, Bonus chakra (+7)
16 Surging euphoria +4, Bonus chakra (+7)
17 Bonus chakra (+8)
18 Bonus chakra (+8)
19 Wild surge +6, Bonus chakra (+9)
20 Surging euphoria +5, Bonus chakra (+9)

Wild Surge (Su): A jincuuriki can let his passion and emotion rise to the surface in a wild surge when he performs a jutsu. During a wild surge, a jinchuuriki gains phenomenal spiritual strength, but may harm himself by the reckless use of his power (see Chakra Enervation, below). A jinchuuriki can choose to invoke a wild surge whenever he performs a ninjutsu. When he does so, he gains +1 to his manifester level with that manifestation of the jutsu. The manifester level boost gives him the ability to augment his jutsu to a higher degree than he otherwise could; however, he pays no extra chakra point for this wild surge. Instead, the additional 1 chakra point that would normally be required to augment the jutsu is effectively supplied by the wild surge. Level-dependent jutsu effects are also improved, depending on the power a jinchuuriki manifests with his wild surge. This improvement in manifester level does not grant him any other benefits (psicrystal abilities do not advance, he does not gain higher-level class abilities, and so on). He cannot use the Overchannel feat and invoke his wild surge at the same time. At 3rd level, a jinchuuruki can choose to boost his manifester level by two instead of one. At 7th level, he can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six. In all cases, the wild surge effectively pays the extra chakra point cost that is normally required to augment the power; only the unaugmented chakra point cost is subtracted from the jinchuuriki's chakra point reserve.

Chakra Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a jinchuuriki may be overcome by the strain of his effort. The chance of suffering chakra enervation is equal to 5% per manifester level added with the wild surge. A jinchuuriki who is overcome by chakra enervation is dazed until the end of his next turn and loses a number of chakra points equal to his character level.

Bonus Chakra: At each level, a jinchuuriki's chakra pool increases by the amount shown above.

Surging Euphoria (Ex): Starting at 4th level, when a jinchuuriki uses his wild surge ability, he gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of his wild surge. If a jinchuuriki is overcome by chakra enervation following his wild surge, he does not gain the morale bonus for this use of his wild surge ability. At 8th level, and every four levels thereafter, the morale bonus on a jinchuuriki’s attack rolls, damage rolls, and saving throws increases by +1.
Prime32

12-31-07, 01:38 PM
Backgrounds
A character may select one background at 1st level. Some of these backgrounds are prerequisites for Kekkei Genkai classes, while others grant access to unique jutsu.

Aburame Clan
Benefit: You gain a spider swarm as an animal companion, as a druid of one-third your character level (before third level, the swarm is immature and has no stats). The swarm resides within your body and is treated as having an intelligence score of 1. You are immune to the swarm's distraction special quality. If your companion is killed, enough vermin remain in your body to breed and create a new swarm within one week. You may add psychic vampire to your list of ninjutsu known.

Akimichi Clan
Benefit: Add the following jutsu to your list of ninjutsu known: expansion, reach (Mind's Eye). In addition, you deal +1 point of damage with an unarmed strike.

Elemental Ninja
Benefit: You gain a +1 bonus on saving throws against effects with a chosen elemental descriptor, and the DC of your ninjutsu with that descriptor increase by 1.

Inuzuka Clan
Benefit: You gain a riding dog or wolf as an animal companion, as a druid of half your character level (at first level, the companion is immature and has no stats). At higher levels, you may choose to have your companion increase in size, gaining the stats of a dire wolf, but reducing your effective druid level by 6 as normal – this choice cannot be reversed.

Kaguya Heritage
Benefit: At will, you may create a bone shortsword or dagger from your body. This takes the same amount of time as drawing a normal weapon and deals 1 point of nonlethal damage to you. The weapons created by this ability have hardness 8.

Ninjutsu Prodigy
Benefit: Select a ninjutsu of a level one higher than your normal maximum. Once per day, you can manifest that jutsu as a full-round action. Whenever you gain access to a new level of ninjutsu, this jutsu must be one of the jutsu learned by levelling up, and you gain a new ninjutsu of the next highest level. When you are able to manifest 9th-level ninjutsu, this grants the ability to manifest a 10th-level ninjutsu once per day, but you do not learn a new ninjutsu.

Uchiha Heritage
Benefit: When you perform a ninjutsu with the fire descriptor, that jutsu deals +1 point of damage per damage dice.

Yamanaka Clan
Benefit: Add the following jutsu to your list of ninjutsu known: control body, mind switch, psionic dominate.
Prime32

12-31-07, 01:39 PM
Sharingan Master
Prerequisites
Skills: Spellcraft 8 ranks, Spot 5 ranks
Feats: Combat Expertise, Danger Sense
Background: Uchiha Heritage
Special: Must have at least one eye.

Fort: +0 categories
Ref: +0 categories
Will: +0 categories

1 Sharingan (+2 Int), canny defence
2 Arcane sight, copy jutsu
3 Sharingan skill
4 Insightful resistance (Reflex)
5 Sharingan (+4 Int)
6 True Seeing
7 Sharingan uncanny dodge
8 Insightful resistance (Will)
9 Sharingan (+6 Int)
10 Greater arcane sight
11 Insightful resistance (Fortitude)
12 Perfect reaction, Mesmeric gaze
Sharingan (Su): At first level, sharingan master unlocks the Kekkei Genkai of his clan. While the Sharingan is active, he gains a +2 insight bonus to his Intelligence score. He must pay 3 chakra points each turn to maintain the ability. At 5th level, the bonus rises to +4 and the cost is reduced to 2. At 9th level, the bonus rises to +6 and the cost is reduced to 1.

Copy Jutsu: At 2nd level, a sharingan master is no longer restricted by his background when learning jutsu, and can learn any jutsu of the appropriate level.

Canny defence (Ex): When not wearing armor or using a shield, a sharingan master adds 1 point of Intelligence bonus (if any) per class level to his Dexterity bonus to modify Armor Class. If a sharingan master is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.

Arcane Sight (Su): At 2nd level, while the character's Sharingan is active, he gains a continuous arcane sight effect.

Sharingan skill (Su): At 3rd level, a sharingan master gains an additional bonus on Int and Wis-based skill checks while his Sharingan is active equal to the Int bonus normally provided.

Insightful resistance (Su): While a sharingan master's Sharingan is active, he may add his Intelligence bonus as an insight bonus on Reflex saves. At 4th level this ability applies to Will saves, and at 11th level it applies to Fortitude saves.

True Seeing (Su): At 6th level, while the character's Sharingan is active, he gains a continuous true seeing effect.

Uncanny Dodge (Ex): At 7th level, a sharingan master retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a sharingan master already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Greater arcane Sight (Su): At 10th level, while the character's Sharingan is active, he gains a continuous greater arcane sight effect. This supersedes the arcane sight ability.

Mesmeric Gaze (Su): At 12th level, a sharingan master gains a gaze attack that can manipulate an opponent's thoughts. This functions similarly to a suggestion spell except that only very reasonable suggestions can be made. Anyone reading the thoughts of a character under the effects of this ability may make an Intelligence check to realise that the character's thoughts are being tampered with. This ability counts as detect thoughts for the mindspy class.

Perfect reaction (Su): At 12th level, a sharingan master can no longer be caught flat-footed while his Sharingan is active.

One-eyed Sharingan Masters
Since the power of a Sharingan Master comes from his eyes, such a character with only one eye has all bonuses associated with the Sharingan reduced by 1. In addition, the DC of his Mesmeric Gaze ability is reduced by 1.

Mangekyo Sharingan
A Sharingan Master of at least 9th level may unlock a more powerful version of the Sharingan. He must kill his best friend (an evil act) solely to attain this power. While the Mangekyo Sharingan grants no abilities on its own, it is a prerequisite for three associated prestige classes.



Kekkei Genkai: Corpse Bone Pulse
Prerequisites
Background: Kaguya Heritage

Fort: +1 category
Ref: +0 categories
Will: +0 categories

BAB: +1 categories

1 Enhanced bone weapons, Strength of the Body
2 Hessendan, Bone weapon (spiked gauntlet)
3 Enhanced bone weapons (magic)
4 Bone weapon (longsword)
5 Spikes
6 Bone weapon (bastard sword)
7 Bone armour
8 Bone weapon (mancatcher)
9 Fast healing
10 Bone drill
11 Bone weapon (greatsword)
12 Grip of bone
13 Dance of the Seedling Fern
14 Enhanced bone weapons (adamantine), Improved Bone Armour

Enhanced bone weapons (Ex): When a Corpse Bone Pulse user creates bone weapons, they have hardness 10. At 3rd level, his weapons count as magic weapons for overcoming damage reduction. At 14th level, his weapons become as hard as

Strength of the Body (Ex): When attacking with bone weapons, a Corpse Bone Pulse user may add his Constitution modifier as a bonus on attack and damage rolls instead of his Strength modifier.

Hessendan (Su): At 2nd level, a Corpse Bone Pulse user may create a bone shuriken from one of their finger bones. Unlike his other bone weapons, creating these shuriken does not deal damage to him, and he may use this ability as a free action, making it possible to perform a full attack with these darts.

Bone weapon: As he gains levels, a Corpse Bone Pulse user may create additional types of bone weapons. At 2nd level, he may create a set of spiked gauntlets. At 4th level, he may create a longsword, and at 6th level he may create a bastard sword. At 8th level, he can create a staff-like weapon from his spine which wraps around opponents, with the stats of a mancatcher (Complete Warrior). At 11th level, he can create a greatsword.

Spikes (Su): At 5th level, a Corpse Bone Pulse user may grow spikes from his body as an immediate action. Treat these as armour spikes. If a creature attacks a Corpse Bone Pulse user with a natural weapon or unarmed strike, he may make an attack of opportunity against that creature with his spikes.

Bone armour (Su): At 7th level, a Corpse Bone Pulse user may create bone plates under his skin, providing a +2 armour bonus to AC and damage reduction 1/-. This does not count as armour for the purposes of abilities restricted by armour, such as evasion. At 14th level, this ability instead grants a +4 armour bonus to AC and dmage reduction 2/-/

Fast healing (Su): At 9th level, a Corpse Bone Pulse user gains fast healing 2.

Bone drill (Su): At 10th level, a Corpse Bone Pulse user can form a massive drill of bone around his arm. This deals 6d6 base damage and counts as a two-handed weapon for damage bonuses. This weapon is unwieldy, however, and he takes a -4 penalty on attacks rolls with it.

Grip of bone (Su): At 12th level, a Corpse Bone Pulse user may extend bone spikes from his hands to aid his grip. As a swift action, he may duplicate the effects of locked gauntlets, gaining a +10 bonus on rolls to prevent being disarmed. He gains a +4 bonus on Climb checks, and may wield a two-handed weapon in one hand without penalty.

Dance of the Seedling Fern (Su): At 13th level, once per day, a Corpse Bone Pulse user can create a massive growth of bone from he ground. Treat this as a wall of bone spell (Complete Arcane), except that for a number of rounds equal to his class level after the bones have formed, he may enter and leave them as if using meld into stone as a free action.



Swordsman of the Hidden Mist
Prerequisites
Skills: Intimidate 6 ranks, Swim 11 ranks
Feats: Cleave, Combat Expertise, Weapon Focus (greatsword)
Base Attack Bonus: +6
Background: Elemental Ninja (water)

Fort: +1 category
Ref: +0 categories
Will: +0 categories

BAB: +2 categories

1 Enhanced chakra capacity, Monkey Grip
2 Weapon Specialisation
3 Water power +1
4 Improved Critical
5 Water power +2
6 Greater Weapon Focus
7 Water power +3
8 Greater Weapon Specialisation
9 Water power +4
10 Weapon Supremacy
Enhanced Chakra Capacity: A swordsman of the hidden mist gains 5 bonus chakra points at each level.

Monkey Grip (Ex): A swordsman of the hidden mist gains Monkey Grip as a bonus feat

Weapon Specialisation: A swordsman of the hidden mist gains Weapon Specialisation (greatsword) as a bonus feat at 2nd level.

Water Power (Su): A swordsman of the hidden mist gains a bonus to manifester level on ninjutsu with the water descriptor as shown above.

Improved Critical: A swordsman of the hidden mist gains Improved Critical (greatsword) as a bonus feat at 4th level.

Greater Weapon Focus: A swordsman of the hidden mist gains Greater Weapon Focus (greatsword) as a bonus feat at 6th level.

Greater Weapon Specialisation: A swordsman of the hidden mist gains Greater Weapon Specialisation (greatsword) as a bonus feat at 8th level.

Weapon Supremacy: A swordsman of the hidden mist gains Weapon Supremacy (greatsword) as a bonus feat at 10th level.
Prime32

12-31-07, 01:40 PM
Jutsu List

(Note: This is not a final list, and Expanded Knowledge is still available for anyone who wants to learn unusual techniques or kinjutsu. Some of the jutsu listed are spells, not powers - these are listed in blue and have a chakra point cost equal to double their level unless otherwise stated). New jutsu are listed in red and described below.

1st-Level Ninjutsu
Accelerated Movement (Cadv): Swift. Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
Astral Construct A: Creates astral construct to fight for you.
Catfall A: Instantly save yourself from a fall.
Control Flames A: Take control of nearby open flame.
Crystal Shard A: Ranged touch attack for 1d6 points of piercing damage.
Daze, Psionic A: Humanoid creature of 4 HD or less loses next action.
Deceleration A: Target’s speed is halved.
Demoralize A: Enemies become shaken.
Dissipating Touch A: Touch deals 1d6 damage.
Ecto Protection A: An astral construct gains bonus against dismiss ectoplasm.
Empty Mind A: You gain +2 on Will saves until your next action.
Energy Ray A: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
Entangling Ectoplasm: You entangle a foe in sticky goo.
Force Screen A: Invisible disc provides +4 shield bonus to AC.
Grease, Psionic: Makes 10-ft. square or one object slippery.
Hammer A: Melee touch attack deals 1d8/round.
Inertial Armor A: Tangible field of force provides you with +4 armor bonus to AC.
Matter Agitation: You heat a creature or object.
Mind Thrust A: Deal 1d10 damage.
Precognition, Defensive A: Gain +1 insight bonus to AC and saving throws.
Precognition, Offensive A: Gain +1 insight bonus on your attack rolls.
Prescience, Offensive A: Gain +2 insight bonus on your damage rolls.
Swift Expeditious Retreat (CAdv): Swift. Your speed increases by 30 ft. for 1 round. (if you do not have Complete Adventurer, substitute burst)

2nd-Level Ninjutsu
Animal Affinity A: Gain +4 enhancement to one ability.
Bestow Power A: Subject receives 2 power points.
Biofeedback A: Gain damage reduction 2/-.
Balancing Lorecall (CAdv): You gain a +4 bonus on Balance checks and can balance on impossible surfaces if you have 5 or more ranks in Balance - a shinobi may take a full-round action to balance himself, resetting the penalty on Balance checks. This a a psychokinesis power.
Concealing Amorpha: Quasi-real membrane grants you concealment.
Concussion Blast A: Deal 1d6 force damage to target.
Control Air A: You have control over wind speed and direction.
Dimension Swap A: You and ally or two allies switch positions.
Energy Missile A: Deal 3d6 energy damage to up to five subjects.
Energy Push A: Deal 2d6 damage and knock subject back.
Energy Stun A: Deal 1d6 damage and stun target if it fails both saves.
Hustle: Instantly gain a move action.
Inflict Pain A: Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
Knock, Psionic: Opens locked or psionically sealed door.
Mental Disruption A: Daze creatures within 10 feet for 1 round.
Psionic Lock: Secure a door, chest, or portal.
Swarm of Crystals A: Crystal shards are sprayed forth doing 3d4 slashing damage.
Thought Shield A: Gain PR 13 against mind-affecting powers.

3rd-Level Ninjutsu
Body Equilibrium: You can walk on nonsolid surfaces.
Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.
Dispel Psionics A: Cancels psionic powers and effects.
Energy Bolt A: Deal 5d6 energy damage in 120-ft. line.
Energy Burst A: Deal 5d6 energy damage in 40-ft. burst.
Energy Cone A: Deal 5d6 energy damage in 60-ft. cone.
Energy Retort A: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
Energy Wall: Create wall of your chosen energy type.
Eradicate Invisibility A: Negate invisibility in 50-ft. burst.
Keen Edge, Psionic: Doubles normal weapon’s threat range.
Mental Barrier A: Gain +4 deflection bonus to AC until your next action.
Psionic Blast A: Stun creatures in 30-ft. cone for 1 round.
Solicit Psicrystal A: Your psicrystal takes over your concentration power.
Telekinetic Force A: Move an object with the sustained force of your mind.
Telekinetic Thrust A: Hurl objects with the force of your mind.

4th-Level Ninjutsu
Dimension Door, Psionic: Teleports you short distance.
Empathic Feedback A: When you are hit in melee, your attacker takes damage.
Energy Ball A: Deal 7d6 energy damage in 20-ft. radius.
Energy Adaptation A: Your body converts energy to harmless light.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Immovability A: You are almost impossible to move and gain DR 15/-.
Inertial Barrier: Gain DR 5/-.
Intellect Fortress A: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
Mindwipe A: Subject’s recent experiences wiped away, bestowing negative levels.
Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.
Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
Psychic Vampire: Touch attack drains 2 power points/level from foe.
Telekinetic Maneuver A: Telekinetically bull rush, disarm, grapple, or trip your target.
Wall of Ectoplasm: You create a protective barrier.

5th-Level Ninjutsu
Catapsi A: Psychic static inhibits power manifestation.
Ectoplasmic Shambler: Foglike predator deals 1 point of damage/two levels each round to an area.
Energy Current A: Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
Hail of Crystals A: A crystal explodes in an area, dealing 9d4 slashing damage.
Leech Field A: Leech power points each time you make a saving throw.
Major Creation, Psionic: As psionic minor creation, plus stone and metal.
Plane Shift, Psionic: Travel to other planes.
Power Resistance: Grant PR equal to 12 + level.
Psychic Crush A: Brutally crush subject’s mental essence, reducing subject to -1 hit points.
Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
Shatter Mind Blank: Cancels target’s mind blank effect.
Tower of Iron Will A: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.

6th-Level Ninjutsu
Aura Alteration A: Repairs psyche or makes subject seem to be something it is not.
Breath of the Black Dragon A: Breathe acid for 11d6 damage.
Disintegrate, Psionic A: Turn one creature or object to dust.
Fuse Flesh A: Fuse subject’s flesh, creating a helpless mass.
Null Psionics Field: Create a field where psionic power does not function.
Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances.
Retrieve A: Teleport to your hand an item you can see.
Suspend Life: Put yourself in a state akin to suspended animation.
Temporal Acceleration A: Your time frame accelerates for 1 round.

7th-Level Ninjutsu
Decerebrate: Remove portion of subject’s brain stem.
Divert Teleport: Choose destination for another’s teleport.
Energy Conversion: Offensively channel energy you’ve absorbed.
Energy Wave A: Deal 13d4 damage of your chosen energy type in 120-ft. cone.
Evade Burst A: You take no damage from a burst on a successful Reflex save.
Fission: You briefly duplicate yourself.
Mind Blank, Personal: You are immune to scrying and mental effects.
Moment of Prescience, Psionic: You gain insight bonus on single attack roll, check, or save.
Oak Body A: Your body becomes as hard as oak.
Phase Door, Psionic: Invisible passage through wood or stone.
Ultrablast A: Deal 13d6 damage in 15-ft. radius.

8th-Level Ninjutsu
Bend Reality X: Alters reality within power limits.
Combined Transformation: Merge with a willing target to transform.
Iron Body, Psionic: Your body becomes living iron.
Matter Manipulation X: Increase or decrease an object’s base hardness by 5.
Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing.
Recall Death: Subject dies or takes 5d6 damage.
Shadow Body: You become a living shadow (not the creature).
Teleport, Psionic Greater: As psionic teleport, but no range limit and no off-target arrival.
True Metabolism: You regenerate 10 hit points/round.

9th-Level Ninjutsu
Affinity Field: Effects that affect you also affect others.
Assimilate: Incorporate creature into your own body.
Etherealness, Psionic: Become ethereal for 1 min./level.
Reality Revision X: As bend reality, but fewer limits.
Timeless Body: Ignore all harmful, and helpful, effects for 1 round.
Tornado Blast A: Vortex of air subjects your foes to 17d6 damage and moves them.


Psychometabolism
Level: Shinobi 8
Components: V, S
Manifesting Time: 1 standard action
Range: Touch
Target: You and one touched willing creature of your type and your size or smaller
Duration: 1 round/level (D)
Power Points: 16

You and another creature combine, as the fusion power, then transform, as metamorphosis. The fused being can take on a form of the type of either creature - for this reason, most shinobi use this power with intelligent non-humanoids. You cannot take the form of an object with this jutsu. In addition to the chakra point cost for the manifester, the second creature must expend 2 chakra points.
Prime32

01-04-08, 05:52 PM
Just to let you know, I am updating this, but I am doing so through edits, so it doesn't show up. I just added a background for members of the Kaguya clan (with the "Corpse Bone Pulse" Kekkei Genkai)

The three great dojustu will have similar abilities, with the Sharingan boosting Int, the Byakugan Wis, and Rinnegan Cha.

I'm trying to base all of the skill sets on different ability scores, with genjutsu being Int-based, medical jutsu being Wis-based, most Kekkei Genkai being Con-based...
sword_war444

01-05-08, 04:59 PM
I love this project
Prime32

01-05-08, 05:33 PM
I love this project:blush:
Prime32

01-05-08, 06:53 PM
I've added a PrC for members of the Kaguya clan, though it still needs a few things (like Dance of the Seedling Fern)
sword_war444

01-06-08, 04:41 PM
Can you explain more about how the base class works maybe give an example
sword_war444

01-09-08, 03:01 PM
ok a few questions
A what about genjutsu does it work like ninjutsu.
B I think ninjustsu should not get just +2 will save catergory and nothing else.

ALso are the prc like demi classes. And what about the jinrukchi thing
Prime32

01-09-08, 04:32 PM
The base class has the abilities of three demiclasses added to it.

A character might be something like:
Taijutsu 1 // Stealth 1 // Jinchuuriki 1
Taijutsu 2 // Ninjutsu (II) 1
Taijutsu 3 // Ninjutsu (II) 2
Taijutsu 4 // Ninjutsu (II) 3
Taijutsu 5 // Ninjutsu (II) 4
Taijutsu 6 // Ninjutsu (II) 5
Sharingan Master 1 // Taijutsu 7 // Stealth 2

Such a character would also have the abilities of a 7th-level member of the base class and would thus be a genin.

A what about genjutsu does it work like ninjutsu.
Genjutsu is yet to come - either it adds to your list of jutsu known, or grants SLAs.
B I think ninjustsu should not get just +2 will save catergory and nothing else.
I don't understand. A Ninjutsu (III) character is basically a standard wizard or psion.

ALso are the prc like demi classes. And what about the jinrukchi thing
Yeah, they're demiclasses too. And what about them?
EDIT: If you don't know what "jinchuuriki" means, it's someone with a "Bijuu" (tailed beast) sealed inside them, though if a player wants to be one, you might decide that it is a lesser spirit held with a weaker seal (which allows more power out).
Prime32

01-09-08, 04:37 PM
Classes to come

Stealth (base demiclass)
Medical Ninja
Genjutsu
Kekkei Genkai: Byakugan
Mangekyo Sharingan: Amaterasu (Epic)
Mangekyo Sharingan: Tsukoyomi (Epic)
Mangekyo Sharingan: Susanoo (Epic)
Jinchuuriki Unbound (Epic) - frenzied berserker/metamind-style class

The MS powers are split up because there isn't any order in which they must be gained.
Prime32

01-09-08, 05:16 PM
Some ideas for feats

Chakra Strike [Psionic]
Prerequisites: Concentration 6 ranks, Improved Unarmed Strike
Benefit: When making an unarmed strike, you may expend chakra to provide a bonus on the damage roll equal to the number of chakra points expended. The maximum number of chakra points you can expend with one attack is equal to your Wisdom modifier.

Chakra Scalpel [Psionic]
Prerequisites: Chakra Strike, and some medical PrC-related prereq
Benefit: You may create a scalpel from chakra to aid in medical techniques. When making a Heal check, you may expend chakra to grant a bonus equal to the number of chakra points expended. The maximum number of chakra points you can expend with one check is equal to your Wisdom modifier. The scalpel can also be used as a weapon, in which case this ability functions like chakra strike, except that the attack deals slashing damage, and you add your Wisdom modifier to the attack roll instead of your Strength modifier. You are not proficient with your chakra scalpel.

Combat Chakra Scalpel [Psionic]
Prerequisites: Chakra Scalpel
Benefit: You have learned to use your scalpel as an efficient weapon. You gain proficiency with your chakra scalpel, and its critical multiplier increases to x3.


Simplified Jutsu
You can perform ninjutsu more easily
Prerequisites: Ability to perform 1st-level ninjutsu
Benefit: Select a number of ninjutsu equal to your Int modifier. You may perform the somatic components of these jutsu with one hand. A jutsu may be selected twice, in which case it does not require somatic components.

Eyes of a Demon
You believe in that weird Hyuuga x Tengu theory (http://forums.narutofan.com/showthread.php?t=106576).
Prerequisites: Sharingan Skill, Uchiha Heritage
Benefit: The bonus from your Sharingan Skill ability also applies to Intimidate checks.
Tchjr13

01-11-08, 10:58 AM
Alright its obvious you put a lot of work into this and I don't mean to be a jerk or shoot you down or anything but can you explain to me what advantage this system has over Frankto's Naruto D20?

And please don't say 'this system doesn't use the D20 system, it uses the D&D system', becuase really that makes very little differance.

Once again I'm not trying to be a jerk but why not just modify Frankto's system to fit your needs? His system is huge, ballanced and carefully thought out/play tested and when you get down to it, the content he has made can be used or excluded as you see fit. Besides Its not like you would be selling it and making money off of it so he can't tell you to stop.

Help me understand here, please.
Prime32

01-11-08, 11:20 AM
Mostly for fun, and its partly about the whole "demiclasses" idea - you could use it to make classes for use in other settings.
Tchjr13

01-11-08, 11:36 AM
Ah, that makes since. Thanks.
sword_war444

01-11-08, 06:58 PM
Yay I realy like your demiclass styem and I am bpwering the idea for one of my game
Edit: as for the Ms make it one class and you chose witch option every x leve
sigma999

01-29-08, 06:13 PM
Interesting ideas.
sword_war444

02-01-08, 05:52 PM
prime: give use more
Prime32

02-16-08, 04:02 PM
I've talked to CitiesxOfxThexNight about continuing this - he seems eager to stat the Byakugan - there are still a few things I need to fix (adding balancing lorecall to the jutsu list, for one).
Prime32

02-22-08, 05:20 PM
I still add small things to this every so often - I'm wondering if CitiesxOfxThexNight is going to put anything up. :rolleyes:
CitiesxOfxThexNight

02-24-08, 02:25 PM
Work Currently In Process.

!Use Under DM's Approval!

Jinchuuriki Unbound [Epic]
Prerequisites
Special: Existing levels in Jinchuuriki.
Abilities: Wild Surge +6, Surging Euphoria +6

Fort: +0 categories
Ref: +0 categories
Will: +0 categories

BAB: +1 categories

Hit Dice: 1d10


1 Free manifesting 1st, 3/day, Frenzy 1/day
2 Inner Demonic Chakra, Demon Chakra (+3)
3 Free manifesting 2nd, 3/day, Frenzy 2/day
4 Deathless Frenzy, Demon Chakra (+4)
5 Free manifesting 3rd, 1/day
6 Frenzy 3/day, Demon Chakra (+5)
7 Free manifesting 4th, 1/day, Greater Frenzy
8 Demon chakra (+6)
9 Free manifesting 5th, 1/day, Frenzy 4/day
10 Monstrous Chakra, Demon chakra (+7)


Free Manifesting: At 1st level, a jinchuuriki unbound can manifest any 1st-level power he knows for free (without spending chakra) three times per day.
At higher levels, a jinchuuriki unbound gains the ability to freely manifest additional higher-level powers: three 2nd-level powers per day at 3rd level; one 3rd-level power per day at 5th level; one 4th-level power per day at 7th level; and one 5th-level power per day at 9th level.
This benefit applies only to the chakra cost of an unaugmented power. Chakra spent to augment a power and an experience point cost (if any) must be paid as normal.

Frenzy: Unleashing the power of the jinchuuriki, animalistic like features begin to run across the wielder. Which each jinchuuriki unbound, they take on a different appearance, be it sprouting out fox like tails or taking on a form that most resembles the jinchuuriki. The jinchuuriki unbound then recieves +6 strength bonus, but also suffers -4 penalty to Armor Class. This ability only lasts a amount of rounds equal to 4 +Con modifier. Though each round this form is substained, the jinchuuriki ubound suffers -2 hitpoints per round.

Inner Demonic Chakra: Under Construction, Give Me Abit

Deathless Frenzy: (As Frenzy) If your hitpoints are reduced down to -0 while in the Frenzy state, the jinchuuriki subtains the user alive even while in negative hitpoints, remaining conscious and acting as though they still have 1 hitpoint left. (For the purpose of over-coming one action per round while in negative hitpoints)

Greater Frenzy: (As Frenzy) But add a +10 bonus to strength.

Monstrous Chakra: A 10th-level jinchuuriki unbound can tap down into the powers of there seal jinchuuriki, producing seemingly endless chakra once per day, for up to 1 minute. His body begins to take on a feral looking position, getting small traits of the jinchuuriki as a faint aura of chakra begins to surrond on there body. While so empowered, he can manifest any of his powers without drawing from his chakra reserve. He finds the chakra he needs welling up within his own body.
CitiesxOfxThexNight

02-26-08, 05:28 PM
!UPDATE! :P
Well after the latest news in Naruto, it seems Mangekyou users aren't restricted to two abilities (one-per eye :)) As I thought they would. So the three Mangekyou Prestige classes will go under-way, though they will be about a three level class, mostly basing itself off of the Heir Of Sibery's prestige class in the Eberron Campaign Setting Handbook.
;)

Then work on the Byakugan and Gentle Fist Prestige class, sometime next month!!
Prime32

02-26-08, 05:39 PM
!UPDATE! :P
Well after the latest news in Naruto, it seems Mangekyou users aren't restricted to two abilities (one-per eye :)) As I thought they would.
I told you, by that logic one attack would have to use the nose :D
CitiesxOfxThexNight

02-27-08, 12:36 AM
Honestly, I am up past my bed-time when I made this, might take out Manipulate Amaterasu, but Itachi was able to use that so... reason why I add in the Bonus Feat at level one is so, players won't just take one level in it to gain the Amasteru! :P

Mangekyou Sharingan (Amaterasu) [Epic]
http://i31.tinypic.com/2n219ck.jpg
Prerequisites
Skills: Spellcraft 12 ranks, Spot 9 ranks
Background: Atleast 9 levels in Sharingan Master
Special: Gain the Mangekyou Sharingan...

Fort: +0 categories
Ref: +1 categories
Will: +0 categories

BAB: +1 categories

Hit Dice: 1d8


1 Bonus Feat
2 Amaterasu
3 Manipulate Amaterasu


Amaterasu: The black flame of god sprouts away from the user's mouth as it begins to spray it's death in a 40 ft. cone from the direction the player is facing. This spray of black flame causes 15d6 worth of fire damage to all targets (ignores all hardness, effects even if subject has fire resistance), causing a slight effect of being nauseated. The Amaterasu lingers in the 30 ft. cone as each creature that steps within suffers under 8d6 damage and takes the remaining tole as the others, for every round, the targets suffer +2d6 damage per round for the next 12-rounds along with 1 point of Constitution damage [Even if they leave the area the Amaterasu dwells]. But if one should die under the influence of the Amaterasu, one disintegrates into non-existance, only to way to bring back such a person requires True Ressurection.

Manipulate Amaterasu: If the user of the Mangekyou sharingan takes a full-round action to prepare Amaterasu, once activated the black flames that linger in there original spots, one would be able to bend them and move them with the power of his sharingan. As a move action, one could move the black flames at a 40 ft. base land speed. Anyone caught up in the moving flames suffer the same amount of damage as if they walked within it.
CitiesxOfxThexNight

02-27-08, 09:41 AM
Reserved For!

Mangekyou Sharingan (Tsukoyomi) [Epic]
CitiesxOfxThexNight

02-27-08, 09:43 AM
Reserved For!

Mangekyou Sharingan (Susanoo) [Epic]
Prime32

04-13-08, 10:29 AM
Da Bump! :bump:

Just had some ideas - incomplete. I'll probably remove the jutsu which duplicate these effects now. Characters can take chakra variants of the standard psionic feats (e.g. Chakra Fist)

Chakra Focus [General]
You can concentrate chakra in one region of your body.
Prerequisites: Concentration 6 ranks, Shinobi level 1st
Benefit: As a full-round action, you may attain chakra focus. This follows all the rules for psionic focus.
Normal: Shinobi cannot attain psionic focus
Special: As part of the training for this ability, you learn how to project your chakra to walk up walls. While in chakra focus, you are under the effects of a constant wall walker effect.

Improved Chakra Focus [Chakra]
Your ablity to focus chakra improves
Prerequisites: Concentration 9 ranks, Chakra focus
Benefit: While in chakra focus, you are under the effects of a constant body equilibrium effect.

Chakra Agility [Chakra]
Prerequisites: Chakra Focus, Dex 13
Benefit: You may expend your chakra focus to take 15 on a Jump or Balance check.
Normal: You may only expend your chakra focus to take 15 on a Concentration check.

Chakra Strike [Chakra]
Prerequisites: Chakra focus, Improved Unarmed Strike
Benefit: When making an attack with an unarmed strike, you may expend chakra to provide a bonus on the damage roll equal to the number of chakra points expended. The maximum number of chakra points you can expend with one attack is equal to your Wisdom modifier.

Hands of Steel [Chakra]
Prerequsites: Chakra Strike, Concentration 15 ranks
Benefit: When you expend at least 3 chakra points when using Chakra Strike, attacks with that weapon overcome damage reduction as adamantine weapons.

Improved Chakra Strike [Chakra]
Prerequisites: Chakra Strike
Benefit: You may use the Chakra Strike feat with any melee weapon. In addition, in the following round, the weapon used gains a bonus on damage rolls equal to half the previous bonus.

Chakra Scalpel [Chakra]
Prerequisites: Chakra Strike, ability to perform medical jutsu
Benefit: You may create a scalpel from chakra to aid in medical techniques. When making a Heal check, you may expend chakra to grant a bonus equal to the number of chakra points expended. The maximum number of chakra points you can expend with one check is equal to your Wisdom modifier. The scalpel can also be used as a weapon, in which case this ability functions like chakra strike, except that the attack deals slashing damage, and you add your Wisdom modifier to the attack roll instead of your Strength modifier. You are not proficient with your chakra scalpel.

Combat Chakra Scalpel [Chakra]
Prerequisites: Chakra Scalpel
Benefit: You have learned to use your scalpel as an efficient weapon. You gain proficiency with your chakra scalpel, and its critical multiplier increases to x3.
CitiesxOfxThexNight

05-09-08, 01:30 PM
Bad Bad Bad Me! :mad:
Okay, sorry for slacking off for about... three months. But I was really busy, be it girls or classes, though now adays, I got tons of free time. So much so, I think I will add pictures to most of the things I am going to work on now, since I seem to have a fetish for carrying colored manga scans.
sword_war444

05-25-08, 08:00 PM
wow this is getting good.
Masaru-the-Fallen

06-07-08, 11:15 PM
I really like it, it's really good. it's my opinion that the genin, chuunin, and jounin levels shouldn't be automatically at a certain level. Take Naruto for example, he's technically still a genin, but he fights at a level much higher. I think it should read something like "skill of a genin" meaning the character would be able to at least fight on par with a genin, or posesses enough skill to be considered a genin by the home village.
M-bark

06-11-08, 04:13 AM
Well, you could make it so you can get Genin, Chuunin or Jounin rank at a certain level, but must complete a specific "quest" to really get it.