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| #1ryumon_hozukimaruApr 05, 2008 15:38:03 | Cleaning up the jutsu that I have done so far, pretty much every ninjutsu from E Rank to C Rank (Though I am half-way done with that even). Though I am bringing along all the ninjutsu and genjutsu, and if they are un-ranked, I will sort them out into a level that I find fitting. Please be patient, this is hard without copying spells. ![]() I based the jutsu after NightScreamer20's spin on the Naruto Shinobi Class. http://forums.gleemax.com/showthread.php?t=356723 Though I am thinking, depending on your rank granted through the Shinobi Class, depends on the casting time? Something I will work out later. If I get any comments on saying how this is a fool's job or I should just use Psionics (:mad because it is "easier". I don't care... someone has to do it.______________________________ 0- Level Ninjutsu. [Academy Level] Bunshin no Jutsu - Clone Technique Ninjutsu Level: Shin 0 Casting Time: 1 standard action Range: 30 ft. Effect: Create mirror copies of the shinobi. Duration: None. Saving Throw: None Chakra Points: 2 The Shinobi creates 1d4 [+1 per caster level] copies of himself, all these clones have the same AC along with Strength and Dexerity stats as the summoner. Though each copy only has a single hitpoint, so once a opponent or even a friendly ally deals one point of damage, either be it lethal or non-lethal, the copy explodes into a small puff of smoke. Henge no Jutsu - Transformation Technique Ninjutsu Level: Shin 0 Casting Time: free action Range: Self Effect: Disguise oneself as another person. Duration: 1 minute (+1/per level) Saving Throw: None Chakra Points: 1 +10 checks to Disguise Self. Kakuremino no Jutsu - Magic Cloak of Invisibility Technique Ninjutsu Level: Shin 0 Casting Time: 1 standard action Range: Self Effect: Covering himself in a clock, improving his hiding skills. Duration: Once moved, effect wears off. Saving Throw: None Chakra Points: 1 +10 checks to Hide. Kawarimi no Jutsu - Change of Body Stance Technique Ninjutsu Level: Shin 0 Casting Time: swift action Range: Close (25 ft. + 5 ft./2 levels) Effect: Trade position with a lifeless objects. Duration: None Saving Throw: None Chakra Points: 3 Activating this jutsu as a counter towards a opponents attack roll, a shinobi will able to switch out his body with that of a nearby object within 40ft. of the Shinobi, it must be solid. And instead, the shinobi switches places with the position the object was laying, then the solid object takes on the attack rather than the Shinobi. Nawanuke no Jutsu - Escaping Skill Ninjutsu Level: Shin 0 Casting Time: free action Range: Self Effect: Use your nimble fingers to escape the most tied situations. Duration: 1 minute (+1/per level) Saving Throw: None Chakra Points: 1 +10 checks to Escape Artist. 1- Level Ninjutsu. [Genin] Kanashibari no Jutsu - Temporary Body Paralysis Technique Ninjutsu Level: Shin 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Paralysis a target within eyesight. Duration: None Saving Throw: Breaks [Will 15 (+1/per level)] Chakra Points: 3 Causes the target to be paralyzed, and for each 1 Chakra Point spent, the target remains paralyzed for another round. Kirigakure no Jutsu - Hidden Mist Technique Ninjutsu Level: Shin 1 Casting Time: swift action Range: Close (25 ft. + 5 ft./2 levels) Effect: Disguise oneself as another person. Duration: None Saving Throw: None Chakra Points: 3 A Shinobi summons the small water particles around him as he slowly creates a blanket of thick mist around him and his allies, gaining one edge of the sword while the opponents gain the other. A target 5-10 feet away has a concealment bonus of 20%, while targets up to 15-25 feet away have a concealment bonus of 50%. Oboro Bunshin no Jutsu - Haze Clone Technique Ninjutsu Level: Shin 1 Casting Time: 1 standard action Range: 30 ft. Effect: Summon more clones and give them alittle extra life. Duration: None Saving Throw: None Chakra Points: 3 The Shinobi creates 1d6 [+1 per caster level] copies of himself, all these clones have the same AC along with Strength and Dexerity stats as the summoner. Each clone has a hitpoint equal to the amount of extra chakra points a Shinobi invests to this ability, though the clones are still in-capable of attacking in this form, it will confuse the target if attacks one and it doesn't puff away. Shinjuu Zanshu no Jutsu - Double Suicide Decapitation Technique Ninjutsu Level: Shin 1 Casting Time: 1 standard action Range: Self Effect: Allows Shinobi to burrow into the ground. Duration: None Saving Throw: None Chakra Points: 3 Activating this jutsu causes the Shinobi to gain a burrow speed of 20ft. while under the ground, the Shinobi can grasp down on a target's ankle as he makes a Grapple check versus the target's Reflex check, if succeeds, the target is dragged and pulled into the ground, while underground the target is defenseless and prone to attack. A Strength check of 15 results in pulling one self from the ground. Shunshin no Jutsu - Body Flicker Technique (Augment) Ninjutsu Level: Shin 1 Casting Time: swift action Range: Medium (45 ft. + 5 ft./2 levels) Effect: Teleports one self to a different area. Duration: None Saving Throw: None Chakra Points: 4 A much more advanced version of the Change of Body Stance technique. But instead of being able to teleport themselves in the place of a object, they can transport to another location without the exchange of that object. Though rather this doesn't work as a counter, and must be used during the player's phase. For every 2 Chakra Points invested into this technique, the range is widened by another 20ft. Zankuuha - Decapitating Air Waves (Augment) Ninjutsu Level: Shin 1 Casting Time: 1 standard action Range: Close (30 ft. + 5 ft./2 levels) Effect: Creates a sonic wave. Duration: None Saving Throw: Halves [Reflex 15 (+1/per level)] Chakra Points: 3 The Shinobi extends out his arms of emense waves of sonic force is dispelled from them. All within the range of the jutsu of the shinobi then suffer 1d6 sonic damage. For every two chakra point invested into this technique, advance the damage die up one point. 2- Level Ninjutsu. [Chunin] Daitoppa - Great Breakthrough Ninjutsu Level: Shin 2 Casting Time: 1 standard action Range: Medium (45 ft. + 5 ft./2 levels) Effect: Summons a large gust of wind. Duration: None Saving Throw: None Chakra Points: 3 Creates a large gush of wind spreaded out 15ft. from the Shinobi that holds fast Medium sized creatures in there position, while it pushes back all size categories under Small back 10ft. per-round. Though it augments the power of fire-jutsu by one level. Doro Gaeshi - Mud Overturn Ninjutsu Level: Shin 2 Casting Time: swift action Range: Self Effect: Create a large wall of mud. Duration: None Saving Throw: None Chakra Points: 3 By focusing chakra into his hands the Shinobi slams his fists into the ground, with that action they make a 20ft. long wall infront of them sprut out from the ground. Blocking all projectile type attacks. The wall carries 20 hp, AC 13, Hardness 3. Retsudo Tenshou - Revolving Split Earth Palm [Read Text] Ninjutsu Level: Shin 2 Casting Time: swift action Range: Long (100 ft. + 10 ft./2 levels) Effect: Control and sling rocks. Duration: 1 minute Saving Throw: Halves [Reflex 18 (+1/per level)] Chakra Points: Read Text After performing the correct handseals and slamming there fists into the ground, the Shinobi is able to control rocks with the power of his chakra and through thought. Depending how much chakra they are able to invest into this technique is depending the size of the rocks. 1 Chakra point for Small rocks, 2 Chakra points for Meduim sized, 4 Chakra for Large sized, 8 Chakra points for Huge sized. Though while the Shinobi is controlling the rocks and after they activate the jutsu, they aren't able to move themselves from the position till the jutsu has ended. Goukakyuu no Jutsu - Great Fireball Technique Ninjutsu Level: Shin 2 Casting Time: standard action Range: Close (30 ft. + 5 ft./2 levels) Effect: Sprut flames from the Shinobi's mouth Duration: None Saving Throw: Halves [Reflex 15 (+1/per level)] Chakra Points: 3 Chakra Points The Shinobi focuses chakra in his lungs as he dispells the heated chakra from his mouth. All within the range of the jutsu from the Shinobi then suffer 1d8 fire damage. For every 3 Chakra Points invested into this technique, advance the damage die up another 1d8. Housenka no Jutsu - Mythical Fire Phoenix Technique Ninjutsu Level: Shin 2 Casting Time: 1 standard action/full-round action Range: 60 ft. (any direction) Effect: Sprouts multiple fireballs from the Shinobi's mouth. Duration: None Saving Throw: Halves [Reflex 15 (+2/per level)] Chakra Points: 4 Small fireballs flicker out of the Shinobi's mouth as they scatter themselves towards his enemy. As a standard action, the shinobi is able to sprout up to four fireballs, all of them up to dealing 1d4 damage, the Shinobi is able to select up to four targets for the fireballs, or focus all of them on one more two targets. As a full-round action, the shinobi fires the fireballs, but is able to augment them by carefully throwing either a kunai or shuriken just as they are sprouted. The weapon damage is same as that of the normal weapon damage, and the target is considered flat-footed. Ryuuka no Jutsu - Dragon Fire Technique Ninjutsu Level: 2 Casting Time: 1 standard action Range: 120ft. Effect: Sprouts a huge stream of fire from the Shinobi's mouth. Duration: None Saving Throw: Halves [Reflex 15 (+2/per level)] Chakra Points: 3 The Shinobi focuses on alittle more direct approach to a enemy rather than bathing fire to all who is infront of him. The jutsu shoots in a straight 120ft. line from the Shinobi as it deals 2d6 damage to all is in the line of fire. For every two chakra points invested into this technique, raises the attack die by another 1d6. Kuchiyose no Jutsu - Spiritualism Technique [See Text] When taking this feat the Shinobi signs a contract with a sect of Beasts (Dogs, Frogs, Monkies, Snakes, Turtles, etc.), when utilizing Kuchiyose no Jutsu the Shinobi can only summon animals of that kind. However she may also utilize a special form of Kuchiyose no Jutsu, summoning Avatars of these creatures into being. The better th Avatar, the more Chakra she must use along with Kuchiyose no Jutsu. This will take work on the DMs part in order to create each Avatar. Guidance Avatar Hit Die: +2 Size: Small Stat Adj: +4 Int/Wis/Cha Skill Adj: +10 Survival/Spot/Listen Feats: Items: None Cost: 4 Chakra Points Warrior Avatar Hit Die: +6 Size: Large Stat Adj: +4 Str/Dex, +2 Con/Wis Skill Adj: +5 Spot/Listen Feats: Weapon Focus (Weapon carried), Power Attack, Cleave Items: Hide Armor, buckler, and either a Battleaxe, Flail, Longsword, or Warhammer Cost: 10 Chakra Points Guardian Avatar Hit Die: +6 Size: Large Stat Adj: +4 Con/Wis, +2 Str/Dex Skill Adj: +5 Spot/Listen Feats: Diehard, Endurance, Toughness Items: Breastplate Armor, large steel shield, and either a Club, Light Mace, or Sickle. Cost: 10 Chakra Points Destroyer Avatar Hit Die: +10 Size: Huge Stat Adj: +8 Str/Dex, +4 Con/Wis Skill Adj: +8 Intimidate, Listen, spot, Survival Feats: Weapon Focus (Weapon carried), Power Attack, Cleave, Great Cleave, Improved Bull rush Items: Banded Armor, small steel shield or buckler, and either a Battleaxe, Flail, Greataxe, Greatclub, Greatsword, Longsword or Warhammer Cost: 15 Chakra Points Battleguard Avatar Hit Die: +10 Size: Huge Stat Adj: +8 Con/Wis +4 Str/Dex Skill Adj: +8 Diplomacy, Listen, Spot, Survival Feats: Diehard, Endurance, Toughness x3 Items: Full Plate Armor, tower shield, and either a Battleaxe, Flail, or Warhammer Cost: 15 Chakra Points Boss Avatar Hit Die: +16 Size: Gargantuan Stat Adj: +10 Str/Dex/Con, +8 Int/Wis/Cha Skill Adj: +15 Diplomacy, Intimidate, Knowledge (History), Knowledge (Nobility and Royalty), Knowledge (Nature), Listen, Spot, Surivival Feats: Player's choice Items: Player's choice (all mundane) Cost: 20 Chakra Points Mizu Bunshin no Jutsu - Water Clone Technique (Augment) Ninjutsu Level: 2 Casting Time: 1 standard action Range: 30ft. Effect: Creates duplicates of the Shinobi based on water. Duration: (There until hit or dismissed) Saving Throw: None Chakra Points: 4 The Shinobi is allowed to create up to 1d6 [+1 caster level] clones of himself as long as there is a source of water within 50ft. of the shinobi. Due to it having some subsance to form itself off of, this allows the clone to carry out limited attacks on its target. Allowing the clone to make a single attack at the Shinobi's highest attack bonus once per round. The clones do carry the same Strength and Dexerity along with having the same weapons that the Shinobi has [All turned mundane], but unlike the Oboro Bunshin no Jutsu, they can't have anymore than a single hitpoint. For every 4 Chakra Points invested into this technique, one more clone appears, up to a limit of three. Suirou no Jutsu - Water Prison Technique Ninjutsu Level: 2 Casting Time: 1 standard action Range: 5ft. Effect: Creates a dome of water over your opponent. Duration: Read Text. Saving Throw: Halves [Reflex 15 (+2/per level)] Chakra Points: 5 The Shinobi encases a adjacent enemy in nothing but a barrier of water, inwhich they can't escape from. While in this barrier, the target is treated as if he is underwater, and is able to drown in that time. The only way this jutsu is broken is unless the Shinobi is attacked or moves away from the watery barrier. And must sacrifice 1 Chakra Point every two rounds to keep it up. Senei Jashu - Hidden Shadow Snake Hands Ninjutsu Level: 2 Casting Time: swift action Range: Self Effect: Sprouts snakes from the Shinobi's sleeves. Duration: 1 min. (+1 min/per level) Saving Throw: None Chakra Points: 3 While ultilizing this jutsu, the Shinobi is able to manifest 1d4 snakes from his sleeve, this snakes then coil around the Shinobi's arm and are able to attack. The snakes themselves have a reach of 10ft. and are able to use bite attacks. Though for each snake that you are able to summon, you get a +1 bonus to grapple, disarm, and trip attempts, up to a bonus of +4. Zankyokukuuha - Extreme Decapitating Air Waves Ninjutsu Level: 2 Casting Time: 1 standard action Range: 60 ft. Effect: Blasts even more ultra sonic waves through the Shinobi's palms. Duration: None Saving Throw: [Reflex 15 (+2/per level)] Chakra Points: 4 The Shinobi extends out his arms as he forces out emnse waves of sonic energy from his palms as he sprays it at his enemies. All within a 60 ft. cone from the Shinobi then suffer 2d6 sonic damage. For every 2 Chakra Points invested into this technique, advance the damage by 1d6. |
| #2ryumon_hozukimaruApr 11, 2008 21:27:54 | No feedback? Even after 67 views? Hmmm. ![]() (Best most of them were going to show me the Psionic Naruto Builds for the 120389758347530971th time.) I will be working on Jounin jutsu soon enough, but the website I keep using to get a description of the jutsu always seems to crash down. So once it is up and running again in afew days (or tomorrow) I will work on that. But feedback is nice guys. ![]() Attention In the near future, I will be constructing feats for the Naruto universe based off of NightScreamer20's class. Then after doing that for awhile, I plan on making a Karin Zanjutsu Prestige Class. (For those who don't know, it is a technique/style used in Zombie Powder, a manga made by Tite Kubo before Bleach) |
| #3elliott20Apr 14, 2008 13:03:05 | part of the problem is that this post piggy-backs entirely on the other thread you posted. add to the fact that it is a large body of work onto itself that you're adding your own stuff onto, it makes reviewing this kind of a daunting task. (Not to mention talking about balancing factors and such) I feel that the guy did a good job writing up a new base class using the existing mechanics. And once play tested will fit well into any genre appropriate game. But than throw your stuff into the mix and it's a whole new round of play testing. I will give you one quick feedback though - list the names in English. While I'm sure a lot of people out there are proficient enough at Japanese that they can tell what jutsu is what just at a glance, I personally can't, and I have to read the translation or the descriptions afterwards to know what I'm looking at. This can make referencing it kind of a pain in the ass. (this is why I think it was a good idea that Nightscreamer20 just drew the jutsus to analgous existing spells) |
| #4ryumon_hozukimaruApr 14, 2008 15:29:58 | Good suggestions actually. (Get to work on that soon enough) But as for it bringing into a whole new play testing area, well, people like me, who don't have all the books because we don't have enough money. ( ) Playing things such as that class are out of the question really, unless we were supplied with it from someone else or dig deep into the internet. So this is why I created this, to make it for everyone who wants something to play with in a Naruto campaign wthout borrowing already made Psionics or spells or just kinda a intresting read.One thing though... I did list the names in english. ![]() Right next to there japanese name. (Ex. Housenka no Jutsu - Mythical Fire Phoenix Technique) |
| #5elliott20Apr 14, 2008 16:01:57 | Well, you certainly DID translate it, but the translations came AFTER the original name, which, for reference purposes, can be problematic. It's just an organization issue. My suggestion is that you find a couple of test play groups who can just take the material that's on the internet and free and just play it out. Try it out with your groups. I personally wouldn't MIND trying it out if I was actually running an anime style game that has a mythical asia feel to it. But I'm not. The class itself that he seems to only require you have the core books to be able to play with. That and you might need to spend some time printing after you spend some time organizing his notes and class abilities into a word doc. That's what I did when I want to play test my own material. I would recommend you do the same thing. |