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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 all 1s 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. Auto Half of Hit Die + Con

+ Chakra/Spirit Shinobi receive 2+Con Modifier points of Chakra every level, x2 at the 1 st level. Heroic, Non-Shinobi receive 1+ half the characters Con Modifier every level, not doubled at the 1st. Commoner/Ordinary receives Con Modifier points of chakra every level, not doubled at the 1st. Spirit: If chakra represents the combination of ones physical and spiritual self, the n 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 to 1 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 Performed as a full attack action Performed as a standard action Temporary hp gained (per point) Character performs no seals Character performs a half-seal Character performs a hand seal Base DC 15 20 +1 -2 -5

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 a Reputation 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 1st level. 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 of Personal Firearms Proficiency has been changed to Force 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.

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 wanted for 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 in Naruto 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 weapon a 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 can be 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.

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 modifiers, +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.

+ 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 Feats
Heritage 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 1st level 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 ranks Benefit: 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 Demoralize with the sneak attack damage added to the DC for 1 round. The DC= 10 + Charisma Modifier + Sneak Attack Damage. Note: Demoralized characters receive a 1 penalty to attacks rolls, saves and skill checks.

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 1st level, 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 Card Prerequisite: 5th step 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 5th step 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 the chakra 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 the Mind Link spell. 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 Combater Prerequisite: 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.

Chakra Well Prerequisite: Improved Chakra Pool Benefit: The user gains +1 chakra per level permanently.
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Combat Martial Arts: This feat is given free to all characters at the 1 level. Counter Stance Prerequisite: Quick Stance Class Feature, Combat Reflexes Benefit: Whenever the user would be allowed to make an Attack of Opportunity, they may instead choose to activate any Taijutsu or class-based stance technique with a casting time less than a standard action as an immediate action. Using this ability counts as the users Attack of Opportunity. Dire Soul Prerequisite: Shinobi Soul Benefit: This feat functions as Shinobi Soul, with the following changes. When the user is under 25%, they may activate this ability to receive a special benefit based on the chosen feat. This can only be used once per day. ! Taijutsu Adept If the user is reduced to less than 10 hit points, the character will auto stabilize at 1 hp. ! Ninjutsu Adept The user gains a number of temporary chakra per round equal to their Intelligence modifier. ! Genjutsu Adept The user benefits from a constant 50% miss chance vs. all effects from a radial Genjutsu field. ! Harmony - The user gains a number of temporary spirit points per round equal to their Wisdom modifier. Dual Stance Prerequisite: Taijutsu 9 Ranks, Taijutsu Adept, Genius Nin Benefit: At the cost of an action point and as a free action, a character may maintain two stances at once and gain the benefits of each for a number of rounds equal to their Constitution modifier. When this ability ends, the character may choose which stance stays in effect. This ability cannot be used if the character is exhausted or fatigued and ends prematurely if the character is stunned. This feat does not affect the casting time of a stance, only allows the user to benefit from two at once. Dynamic Entrance! Prerequisite: Taijutsu 6 ranks, Taijutsu Adept Benefits: During this characters first round of combat, any opponent who is target of this characters melee attack or Taijutsu technique is considered to be Flat-footed. If the user was undetected, the bonuses conferred by Invisible Attacker are doubled for this round. Essence of Brutality Prerequisite: Extremist, Power Attack Benefit: Whenever the user activates the Power Attack feat, the bonuses conferred when lowering attack to increase damage are doubled.

Evasion React [Meta-Chakra] Prerequisite: Improved Avoidance Benefit: Whenever the users attack is the target of an opponents Avoiding an Attack technique or maneuver, and the user successfully locates the opponents position, the user may expend a meta -chakra charge as an immediate action to immediately move to a square adjacent to the opponent.

Extraordinary Genius Prerequisite: Genius Nin, Chakra Control 4 ranks, Can only be taken at 1 st level Benefit: The character gains a second, random, elemental affinity. The character cannot learn techniques higher than half his character level (minimum 1) with this second affinity and receives a 5 penalty to learn checks when dealing with techniques of that affinity. This affinity is treated as a primary for determining Learn, Convert, Perform and Resistance at half the characters hit die.

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: 1st Level 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 5th level. Fearsome Stare Prerequisite Genjutsu Adept, Intimidate 6 ranks Benefit: Whenever the character succeeds on Intimidating an opponent in combat, the users next use of a Genjutsu with the Doujutsu descriptor against that same opponent has its DC raised by 1. Fierce Combatant Prerequisite: 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 Feats Benefit: 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 the Medical subtype. 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.

Hyper Fighting Prerequisites: Advanced Combat Martial Arts, Weapon Focus Unarmed 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 Stance Prerequisites: 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 Chakra ability. 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 5th level. 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. Kage Prerequisite: 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 its population. Legendary Shinobi Prerequisite: 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: 1st Level 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

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 Phantasm descriptor, 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 mindeffecting 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, the memories 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

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 st level. 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 checks but 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 first succeed 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 1st level, 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 10th level, 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 Rage for the 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

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 Flash Prerequisite: 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. The question, why wont you die has 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.

Advanced and Prestige Classes


+ Assassin Cross Requirements To 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 Information The 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 attains a 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 1 2 3 4 5 6 7 8

BAB +0 +1 +2 +3 +3 +4 +5 +6/+1

Fort Save 1 2 2 2 3 3 4 4

Ref Save 1 2 2 2 3 3 4 4

Will Save 0 0 1 1 1 2 2 2

Special Sonic Blow Affinity to Shadows Cloaking (5ft) Craft Deadly Poison Meteor Break Cloaking (10ft) Enchant Deadly Poison Soul Breaker

Def +1 +1 +1 +2 +2 +2 +3 +3

Rep +0 +0 +0 +0 +1 +1 +1 +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.

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 characters primary 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 of Meteor 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 Feats Taijutsu Adept Special Traditional Path Kenjutsu Samurai Class Ability Class Information The following information pertains to the Battoujutsu Master advanced class. Hit Die The 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

Level 1 2 3 4 5 6 7 8 9 10

BAB +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Fort Save 2 3 3 4 4 5 6 6 7 7

Ref Save 0 0 1 1 1 2 2 3 3 3

Will Save 0 0 1 1 1 2 2 3 3 3

Special Decisive Strike, Iaijutsu Mastery Way of Fluidity Katsujinken Bonus Feat Fatal Mirage Satsujinken Way of Tranquility Bonus Feat Way of Valor Iaido Blade Storm

Def +1 +1 +2 +2 +3 +3 +4 +4 +5 +5

Rep +1 +1 +2 +2 +3 +3 +3 +4 +4 +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 a 2 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 5th level, the penalty decreases to 1 and at 9th level 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 3rd level, 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 ally for 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 the 6th level 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 7th level, 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).

Way of Valor Starting at the 9th level, 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 Feats Flawless Form Special Sacred Fist Stance (1d8) Class Information The following information pertains to the Champion prestige class. Hit Die The Champion gains 1d8 hit points per level. The Constitution modifier applies. Action Points The 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 1 2 3 4 5 BAB +0 +1 +2 +3 +3 Fort Save 1 2 2 3 3 Ref Save 1 2 2 3 3 Will Save 1 2 2 3 3 Special Soul Collect, Enlightened Spirit Mastery Spirit Mastery, Fury Spirit Mastery Spirit Mastery, Divinity Def +1 +1 +2 +2 +3 Rep +1 +1 +2 +2 +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 stance and 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 3rd and 5th level of Champion, the characters unarmed damage is increased by one die size.

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 2nd level, 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 extra attacks 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. Hit points lost from a lowered Constitution score are not recovered.

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 Requirements To qualify to become an Elemental Bender, a character must fulfill all of the following criteria. BAB +4 Feats Ninjutsu Adept, Combat Martial Arts Skills Concentration 9 ranks, Taijutsu 9 ranks Special 5th step 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 Skills The 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 1 2 3 4 5

BAB +0 +1 +2 +3 +3

Fort Save 0 0 1 2 2

Ref Save 1 2 2 3 3

Will Save 1 2 2 3 3

Special Def Elemental Combat +1 Bend Whip, Bonus Chakra +1 Bend Lance +2 Bend Shield +2 Greater Element Focus +3

Rep +1 +1 +2 +2 +3

Elemental Combat Starting at the 1st level, the Elemental Benders use of the Amatsu no Karada stance 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 2nd level, 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 Amatsu no Karada. All the standard rules for using a whip apply to this ability. Bonus Chakra The 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.

Class Levels 1 2 3 4 5

Bonus Chakra 1 2 3 4

Bonus Reserve 2 4 6 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 Check 1-10: +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 5th level, 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 Fire for 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

+ 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 Die The 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 1 2 3 4 5 6 7 8 9 10 BAB +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save 1 2 2 2 3 3 3 4 4 4 Ref Save 1 2 2 2 3 3 3 4 4 4 Will Save 0 0 1 1 1 2 2 2 3 3 Special Kidou Spiritual Regeneration Bonus Feat Hollow Slayer +2d6 Spiritual Regeneration Bonus Feat Spiritual Awareness Hollow Slayer +4d6 Bonus Feat Spiritual Awareness Def +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 Rep +0 +0 +1 +1 +2 +2 +3 +4 +4 +5

Kidou Reapers gain access to a special form of magic known as Kidou. Starting from 1 st level and progressing throughout the Reapers advancement they gain access to divine spells as a Mystic (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 each evening of rest equal to his levels in this class. At the 5th level 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, 6th and 9th level, 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, TwoWeapon Defense, Improved Two-Weapon Fighting, Cleave, Power Attack, Combat Expertise, Combat Reflexes

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 7th level, 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 10th level, 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 Die The 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 1 2 3 4 5

BAB +0 +1 +2 +3 +3

Fort Save 1 2 2 3 3

Ref Save 1 2 2 3 3

Will Save 1 2 2 3 3

Special Talisman Mastery Minor Imbue Talisman Shape Talisman Adv. Imbue Talisman Talisman Defense

Def +1 +1 +2 +2 +3

Rep +1 +1 +2 +2 +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, Genjutsu or 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.

Shape Talisman Starting at the 3rd level, 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 5th Level, 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 Requirements To 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 1 2 3

BAB +0 +1 +1

Fort Save 0 0 1

Ref Save 0 0 1

Will Save 1 2 2

Special Scan, Bonus Chakra Surveillance, Catapsi Wide-Range Scan

Def +1 +1 +2

Rep +0 +1 +1

Scan Starting at the 1st level, 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 the hit points, chakra pool and spirit points of those within the standard range of the Sense Chakra ability. Bonus Chakra The 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.

Class Levels 1 2 3

Bonus Chakra 1 2 3

Bonus Reserve 2 4 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 3rd level, 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 Points The 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 Skills The 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 1 2 3 4 5

BAB +1 +2 +3 +4 +5

Fort Save 0 0 1 1 2

Ref Save 1 2 2 2 3

Will Save 1 2 2 2 3

Special Sync, Feeling Hatred Warmth Comfort Wrath of the Celestial

Def +1 +1 +1 +2 +2

Rep +1 +1 +2 +2 +3

Sync Taekwon and Star Gladiator levels stack for the purpose of determining the DCs for Taekwon Kick maneuvers. In addition, at the 2nd and 4th level, the unarmed damage dealt while using Taekwon Stance increases by one size.

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 bodies themselves. 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.

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 th level 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 gains Blind-Sight (10ft) for 5 rounds. ! Comfort of the Moon: The user gains the benefit of a Fast Healing 2 for 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 a 5 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 Information The 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 1 2 3 4 5

BAB +0 +1 +2 +3 +3

Fort Save 1 2 2 3 3

Ref Save 1 2 2 3 3

Will Save 1 2 2 3 3

Special Soul Link, Warm Wind Bonus Chakra Soul of the Celestial Spiritual Endowment Kaihi Esma

Def +1 +1 +1 +2 +2

Rep +1 +1 +2 +2 +3

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 12 4 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 3rd level, 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. This ability 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.

+ Taekwon Requirements To qualify to become a Taekwon, a character must fulfill all of the following criteria. Base Attack Bonus +2 Skills Taijutsu 6 ranks Feats Combat Martial Arts, Taijutsu Adept Class Information The 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 Skills The 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 1 2 3 4 5 6 7 8 9 10

BAB +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2

Fort Save 1 2 2 2 3 3 4 4 5 5

Ref Save 1 2 2 2 3 3 4 4 5 5

Will Save 0 0 1 1 1 2 2 2 2 3

Special Taekwon Stance (1d6), Roundhouse Kick Quick Stance Bonus Feat Whirlwind Kick Dash +2 Taekwon Stance (1d8) Bonus Feat Axe Kick Counter Kick Dash +4

Def +1 +1 +1 +2 +2 +2 +3 +3 +4 +4

Rep +0 +0 +0 +0 +1 +1 +1 +2 +2 +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 2nd level, 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.

Bonus Feat Advanced Combat Martial Arts, Advanced Dual Stance, Chuunin, Counter Stance, Defensive Martial Arts, 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 Attack feat. Dash A Taekwon of 5th level 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 9th level 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 users turn 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 ranks Special Taekwon Stance (1d8) Class Ability

Class Information The 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 Points The 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

Level 1 2 3

BAB +1 +2 +3

Fort Save 1 2 2

Ref Save 1 2 2

Will Save 0 0 1

Special Furious Taekwon, Heavens Thunder Taekwon Mission Martial Supremacy Oblivion

Def +1 +1 +2

Rep +1 +1 +2

Furious Taekwon Starting at the 1st level, the Taekwon Master gains the ability to use Kick maneuvers with the greatest efficiency. The Taekwon Master may substitute an attack during a full attack action with any Kick maneuver. The maneuver is performed at the users current attack bonus, but otherwise retains a ll details of its use. Heavens Thunder Using this advanced maneuver, the Taekwon Master displays a feat of great speed and power. As part of this maneuver, the user instantly moves up to 20ft and targets a single opponent within range with a powerful dropkick. The Taekwon Master makes a single attack at his highest attack bonus that if successful, deals 2x the users unarmed damage. If the target is caught flat-footed, they are dealt 3x damage instead. Using this maneuver is a standard action and the user falls prone after its execution in a square adjacent to the target. Taekwon Mission Once per day, the Taekwon Master can select a single opponent with whom to challenge the pride of his style. As long as the Taekwon Master is the only source of damage to that opponent, the user gains a morale bonus to attack and damage rolls equal to their levels in this class. Martial Supremacy Whenever an opponent uses an unarmed attack against the Taekwon Master, he may take an Attack of Opportunity against the attacker, even if a feat or technique would state otherwise. Using this ability does not grant the Taekwon Master more Attacks of Opportunity in a round than they would normally have. Oblivion State Using this special maneuver, the Taekwon Master sacrifices stature for the chance to deliver a fatal attack to his opponent. As a full attack action, the Taekwon Master deducts any number of points from his class defense and adds it to a special pool. For every point in this pool, the user adds +1 damage to their next use of a damaging Kick Maneuver. This bonus to damage lasts until the end of the encounter or until an attack is made. If the user has 10+ points in the pool, the chosen kick maneuver will provoke a MAS save from the target (DC 15) in addition to dealing its damage. The defense deducted for use with this ability returns to normal when an attack has been made or at the end of the encounter.

+ Quincy Requirements To qualify to become a Quincy, a character must fulfill all of the following criteria. BAB +3 Feats Precise Shot Skills Chakra Control 6 ranks, Balance 6 ranks Special: Must have obtained the third step of mastery in the Seireiha technique. Class Information The following information pertains to the Quincy advanced class. Hit Die The Quincy gains 1d8-hit points per level. The Constitution modifier applies. Action Points The Quincy 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 Quincys 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 5 + Int Modifier

Level 1 2 3 4 5 6 7 8 9 10

BAB +0 +1 +2 +3 +3 +4 +5 +5 +6 +7

Fort Save 0 0 1 1 1 2 2 2 3 3

Ref Save 1 2 2 3 3 3 3 4 4 5

Will Save 1 2 2 3 3 3 3 4 4 5

Special Quincy Shot Weapon Focus Hirenkyaku 1/day Soul Eraser 3 Spirit Gather Hirenkyaku 2/day Soul Eraser 6 Greater Weapon Focus Hirenkyaku 3/day Heavenly Wild Suit

Def +1 +2 +2 +3 +3 +4 +4 +5 +6

Rep +0 +1 +1 +2 +2 +3 +3 +4 +4

Quincy Shot Signature to every Quincy, is the ability to create a bow of condensed spiritual energy. Forming the bow is a move-equivalent action that lasts until the user relinquishes his hold of it, dismisses it or becomes stunned or unconscious. This ability manifests itself as a ranged touch attack with a range increment of 60ft. This attack deals 1d8 points of force damage plus the users Wisdom modifier with a critical threat range of 18-20. Each shot fired using this ability cost 2sp and can be used in conjunction with feats and abilities that would normally affect a bow-type weapon. Weapon Focus This ability functions as the Weapon Focus feat, but applies only to attacks made with the Quincy Shot ability. Hirenkyaku This ability is the Quincys version of popular techniques such as Shunpo. Using Hirenkyaku, the Quincy rides a wave of spirit particles from one destination to the next, emulating the effects of fast movement. The use of Hirenkyaku allows the user to instantaneously move up to 40ft without provoking Attacks of Opportunity as a swift action. At the users discretion, they may choose to blind side the opponent, forcing a spot check versus the users hide check. A failed check by the opponent leaves them flat-footed against the Quincys next attack during that round. Soul Eraser By spending an additional 3sp in conjunction with the Quincy Shot, the user deals Spirit Point damage equal to the shown amount in addition to the damage dealt by Quincy Shot. If the spirit point damage dealt by this ability reduces a target below 0 spirit points, the excess figure is added to the Spirit Depletion save. If the target has 0sp and is targeted with this ability, it is instead dealt as chakra damage. Spirit Gather As a move action, the Quincy can collect excess spirit particles from the very air around them and channel it into their Quincy Shot. Focusing and balancing their energies can increase the effect by several times. To initiate this maneuver, the Quincy makes a Balance skill check. The result of the skill check rewards the following bonus to the Quincy Shot ability; 1-15: +1d6 Force Damage 16-30: +2d6 Force Damage 31+: +3d6 Force Damage and on a successful critical hit, the target loses 1d6 sp for 3 rounds. Greater Weapon Focus As Weapon Focus, but the conferred benefit is +2 to attack rolls made with the Quincy Shot. Heavenly Wild Suit Puppet Considered being one of the most advanced techniques in the Quincys arsenal, HWSP allows the user to manipulate ambient spirit energy to control his own body, much in the fashion of a marionette.

While this ability is active, the Quincy ignores paralysis, stun or any effect that would render the Quincy unable to move or be considered helpless. Activating HWSP is a full attack action that costs 4sp per round to maintain. If dealt damage while using this ability, the Quincy must succeed a Chakra Control check DC 10+damage dealt or lose focus on the technique and have it ended abruptly. This ability will not allow the user to avoid the penalties or effects caused by grappling or otherwise simply being held immobile.

+ Wind Walker Requirements To qualify to become a Wind Walker, a character must fulfill all of the following criteria. Base Attack Bonus +3 Skills Taijutsu 6 ranks and Tumble 6 ranks Feats Advanced Bloodline (Hiraishin), Acrobatic Special Hiraishin +1 Class Information The following information pertains to the Wind Walker advanced class. Hit Die The Wind Walker gains 1d8 hit points per level. The Constitution modifier applies. Action Points The Wind Walker 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 Wind Walker class skills are as follows. Balance, Chakra Control, Climb, Jump, Sleight of Hand, Survival, Taijutsu, Tumble Skill Points 3 + Int Modifier Level 1 2 3 4 5 6 BAB +0 +1 +2 +3 +3 +4 Fort Save 1 2 2 2 3 3 Ref Save 1 2 2 2 3 3 Will Save 0 0 1 1 1 2 Special Combat Flow Impact +1d8 Evasion X Flow Counter Impact +2d8 Moving Target Def +2 +3 +3 +4 +4 +5 Rep +0 +0 +1 +1 +2 +2

Combat Flow Once per round, as an immediate action and at the cost of 3 points of chakra, the Wind Walker can use this ability. When the character is subject to a melee or melee touch attack, he can attempt a Tumble check (as a reaction) to negate the hit. The hit is negated if your Tumble result is greater than the opponents attack roll. (Es sentially, the Tumble result becomes the characters Defense if its higher than the characters regular AC.) Impact As a full attack action, the Wind Walker can charge with deadly results. This is treated as a line attack with the users base speed as the range. One attack roll is made against each creature within range and if hit, are dealt additional sonic damage equal to the characters Impact and leaves the user in an unoccupied square at the end of the techniques range. This ability is usable once per day for every 2 levels the character possesses in the Wind Walker class.

Evasion X The Wind Walker gains Evasion or Improved Evasion if they already have it. This ability only functions if the Wind Walker is in light or no armor and unencumbered. Flow Counter Whenever the character successfully negates an attack with Combat Flow, he gains a +1 to attack and damage rolls against that opponent for 1 round. In addition, the opponent is treated as flat-footed against this characters next attack. Moving Target As long as the characters Hiraishin ability is active, they receive their Hiraishin as a dodge bonus to defense versus ranged attacks. Also, whenever the character makes a successful reflex save versus an effect that targets him specifically, he can choose to move up to 10 feet in any direction. This ability ceases to function whenever the character is flat-footed or otherwise immobile.

New Template: Combat Groove System A fighting system native to the Capcom and SNK franchises, this template allows a player to select a Combat groove, which gives them a considerable arsenal of abilities to be used in combat. There are 6 styles that can be chosen from. Activating the gauge abilities from any style is a swift action that does not provoke Attacks of Opportunity. Character Level Adjustment: +1 C-Groove: You have a three tiered-meter that fills up rather quickly as you attack and take damage. With the selection of this combat groove, the character gains access to the following abilities: ! C-Groove Gauge: Whenever the character takes or deals damage, half that amount is added to the gauge. When the gauge reaches 100 points, 1 level of the gauge is filled. At 300 points, the gauge is filled to max and any further points gained are simply lost. ! Block: As a standard action, a character can choose to block attacks for 1 round. During this time, any damage that would be dealt to the character is reduced 50% after any adjustments would be made for damage reduction, etc. ! Air Block: The character no longer loses his dexterity bonus to defense while in mid-air versus normal attacks and Taijutsu techniques. ! Technique Cancel: Whenever the character uses an ability in conjunction with a level 2 gauge ability, as an immediate action, the character can spend the last level of the C-groove gauge to perform another technique with a casting time no longer than a standard action and a rank no higher than 3 (effectively requiring a full gauge to perform). ! Dash: Whenever the character would take a 5-ft step, they may instead move 10ft without provoking attacks of opportunity. ! Counter Attack: While blocking, the character spends 4 points of chakra to perform a counter attack against any character that manages to deal damage to them. This is a normal attack with the characters held weapon, or natural weapon as an immediate action and can only be used once per round. ! Tactical Recovery: Whenever the character is subject to a fall (be it from trip, etc), the character may attempt a tumble check (DC 20) to immediately stand back up.

A- Groove: You get a two tiered-meter, and you are restricted to Level 1 gauge abilities only (but you can store up to two of them at a time.) However, once the meter is full, you also gain access to Custom Combos. ! A-Groove Gauge: Whenever the character takes or deals damage, half that amount is added to the gauge. When the gauge reaches 100 points, 1 level of the gauge is filled. At 200 points, the gauge is filled to max and any further points gained are simply lost. ! Custom Combo: During this state of being, the character moves at such high speeds, they are often mistaken for a group. This ability can be activated in one of two ways; the first, at gauge level 1, grants the character the Custom Combo ability for 1 round. In the second method, at gauge level 2, the ability is active for 3 rounds. For the duration of this ability, every successful attack dealt by the character has its damage dealt twice (as if the attack had hit twice) and acts as if hasted . At any time during this state, this character can use a technique of rank 2 or lower as an immediate action, but doing so ends the Custom Combo state immediately. Further, if the character is dealt any damage while in this state, the effects will end prematurely. ! Dash: Whenever the character would take a 5-ft step, they may instead move 10ft without provoking attacks of opportunity. ! Block: As a standard action, a character can choose to block attacks for 1 round. During this time, any damage that would be dealt to the character is reduced 50% after any adjustments would be made for damage reduction, etc. ! Counter Attack: While blocking, the character spends 4 points of chakra to perform a counter attack against any character that manages to deal damage to them. This is a normal attack with the characters held weapon, or natural weapon as an immediate action and can only be used once per round. ! Safe Fall: Whenever the character is subject to a fall (be it from trip, etc), the character may attempt a tumble check (DC 20) to immediately stand up and hop back 5ft without provoking an attack of opportunity.

P-Groove: You get a single meter, which fills up slowly in comparison to the other Grooves, and when it is full you must use the entire meter on a single Level 3 gauge ability. However, this Groove also has the ability that many players consider to be the most advantageous ability in the whole game: Parrying. ! P-Groove Gauge: Unlike some of the other gauge types, this gauge gains no points from the character taking damage. Only half the damage dealt by the character is added to the pool and the points gained by using the Parry ability. ! Parry: Whenever the character would be subject to damage from an attack, they may attempt an opposed perform check. For each successful check, the character negates 1 die of damage from the attack. If the character fails, they are automatically subject to the remaining die of damage. The player must choose to use this ability before the attack roll is made and once decided, cannot use abilities such as Kawarimi no Jutsu. Parrying costs 3 points of chakra per use. Each successful Parry adds 5 to the P-groove gauge. In addition, the character gains a cumulative +1 insight bonus to attack rolls for 1 round for each die of damage parried. The player can use this ability a number of times per round equal to their Dexterity modifier and it cannot be used against Mind-Effecting abilities or techniques. ! Dash: Whenever the character would take a 5-ft step, they may instead move 10ft without provoking attacks of opportunity. ! Small Jump: The character treats all jumps as 5ft shorter and incurs no attacks of opportunity from jumping when in threatened squares. ! Tactical Recovery: Whenever the character is subject to a fall (be it from trip, etc), the character may attempt a tumble check (DC 20) to immediately stand back up. ! Block: As a standard action, a character can choose to block attacks for 1 round. During this time, any damage that would be dealt to the character is reduced 50% after any adjustments would be made for damage reduction, etc. S- Groove: In this Groove, you have single level gauge that fills up very slowly as you are attacked. However, in this Groove, you also have the ability to manually charge the meter. In addition, this is the only groove to feature the incredibly dangerous, Desperation Mode where one can barrel out techniques without cost when their life is in danger. ! S-Groove Gauge: Very different from the others, the S-groove gauge gains 50% of damage dealt to the character in its pool. In addition, the character may choose to fill the gauge by the following method. A move-action will add 5 to the gauge, a standard action 10, a full attack action 20 and a full round action 40. When using a full round action, the character loses his Dexterity to defense until the start of their next turn. Whenever the character gains a full charge, they gain a +1 bonus to all ability scores for 3 rounds. At the end of the 3rd round, the gauge will completely deplete itself, regardless whether or not an ability was used. ! Dodge: As an immediate action, the character can spend 3 chakra to gain a +3 dodge bonus to defense against a single attack. This ability can be used a number of times per round equal to the characters Dexterity modifier. ! Small Jump: The character treats all jumps as 5ft shorter and incurs no attacks of opportunity from jumping when in threatened squares. ! Counter Attack: While blocking, the character spends 4 points of chakra to perform a counter attack against any character that manages to deal damage to them. This is a normal attack with the characters held weapon, or natural weapon as an immediate action and can only be used once per round. ! Tactical Recovery: Whenever the character is subject to a fall (be it from trip, etc), the character may attempt a tumble check (DC 20) to immediately stand back up. ! Desperation Mode: Whenever the character is reduced to 20% of the maximum health, they enter desperation mode. In this state, the character can use techniques of Rank 2 and below without paying the techniques chakra cost. In addition, the character gains a +1 bonus to attack rolls, defense and saves. When the character completely fills their S-Groove gauge, they can use a 3rd level gauge ability instead of the usual 1st level. The full gauge ability stacks with the benefits offered from Desperation Mode. ! Block: As a standard action, a character can choose to block attacks for 1 round. During this time, any damage that would be dealt to the character is reduced 50% after any adjustments would be made for damage reduction, etc.

N-Groove: In this Groove, you get a single gauge. Upon becoming full, provides you with one Power Stock, and immediately empties to be filled again. You can store up to three Power Stocks. With these stocks, you may do one of a few things. You may use a level 1-gauge ability, you may expend a stock (in conjunction with another) to use a level 3-gauge ability and lastly, a stock may be expended to gain DR/5- for 3 rounds. Like other 3 gauge systems, each stock represents 100 points in the pool. ! N-Groove Gauge: See C-groove gauge. With the exception that while a character has an activated stock ability, damage dealt or received is not added to the pool. ! Run: The character gains an inherent +10ft to their movement. ! Roll: The character gains a permanent +5 morale bonus to Tumble Checks. ! Small Jump: The character treats all jumps as 5ft shorter and incurs no attacks of opportunity from jumping when in threatened squares. ! Counter Movement: At the cost of 1 stock, whenever the character Blocks an attack, they may take a free 5ft step backwards. ! Counter Attack: While blocking, the character spends 4 points of chakra to perform a counter attack against any character that manages to deal damage to them. This is a normal attack with the characters held weapon, or natural weapon as an immediate action and can only be used once per round. ! Safe Fall: Whenever the character is subject to a fall (be it from trip, etc), the character may attempt a tumble check (DC 20) to immediately stand up and hop back 5ft without provoking an attack of opportunity. ! Block: As a standard action, a character can choose to block attacks for 1 round. During this time, any damage that would be dealt to the character is reduced 50% after any adjustments would be made for damage reduction, etc. K-Groove: In this groove, you have one meter (referred to as the Rage Gauge), which fills up as you get attacked. Once it fills completely, you will turn red and experience an increase in offense and defense. During this time, the meter will slowly start to drain, and you will return to normal when it empties. You may also execute a Level 3 gauge ability and drain the meter instantly. The K-Groove also features an exclusive ability known as "Just Defend". ! K-groove gauge: This gauge is only filled when the character is dealt damage or through use of the Just Defend ability. When the rage gauge is completely filled, the character gains a 33% increase to physical damage and a DR/2- for 5 rounds. During this time, points cannot be added to the gauge pool. ! Just Defend: In a fashion similar to Parrying, the character attempts to nullify an opponents attack. An opposed perform check is made for each die of damage dealt by an opponents technique or ability. If successful, the damage is negated and the character heals 1 point of HP. If the attempt is failed by less than 5, the character instead enters the blocking state for the duration of the attack. Just Defending adds 10 to the K-Groove gauge. This ability can be attempted a number of times per round equal to the characters Dexterity modifier and it cannot be used against Mind-Effecting abilities or techniques. ! Special Gauge Ability: A player can choose to expend his Rage gauge in conjunction with a technique to maximize all variable factors of the technique and double the damage. ! Block: As a standard action, a character can choose to block attacks for 1 round. During this time, any damage that would be dealt to the character is reduced 50% after any adjustments would be made for damage reduction, etc.

Universal Gauge Abilities


Level 1 Gauge Abilities By spending a gauge in conjunction with a technique or ability, one can choose to receive one of the following benefits: 1) A technique or ability can be treated as if under the effect of the Enlarge Technique Meta-Chakra Feat 2) The character may add their elemental affinity to a non-elemental Ninjutsu or Taijutsu technique (thus dealing damage of the new type). 3) The DC of the selected technique will increase by 1.

Level 2 Gauge Abilities By spending a level 2 gauge in conjunction with a technique or ability, one can choose to receive one of the following benefits: 1) A technique or ability can be treated as if under the effect of the Empower Technique Meta-Chakra Feat. 2) A technique or ability can be empowered with a special knockdown ability (Fort DC 20) that will push the target 10ft and prone on a failed save. This is in addition to any other effects the technique may have. 3) The character can gain Fast Healing 2 for 4 rounds. 4) The character is treated as 3 levels higher for the purpose of technique effects and durations. 5) The DC of the chosen technique is increased by 2. Level 3 Gauge Abilities By spending a level 3 gauge in conjunction with a technique or ability, one can choose to receive one of the following benefits: 1) A technique or ability can be treated as if under the effect of the Maximize Technique Meta-Chakra Feat. 2) The DC of the chosen technique is increased by 3. 3) The characters chakra costs are halved for 2 rounds. 4) The character is treated as 4 levels higher for the purpose of determining technique effects and duration for 1 round. 5) The character gains DR/20- for 2 rounds. 6) On a failed save, the target of this characters technique or ability is also Staggered for 1 round.

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