Naruto D20

 

Earth Techniques

Page history last edited by RicochetD20 2 yrs ago

All Earth techniques require to be on a solid surface

 

What the technique is called

Use Requirements: (S) for seals, (T) for speech, and (C) for components. (A) means you just have to be able to move to perform it.

Performance Time: How long it takes to perform the technique. Immediate means it can be used anytime, even during someone elses chance to react. Free action means you can do it freely on your round. Partial means it takes one of your two partial actions every round. Full Round means it takes the whole round to perform the technique. When it states multiple rounds the effect happens the countdown gets to zero. Continous means you must concentrait to keep it going but it works the whole time.

Effect: What the technique does.

Chakra Cost: How much chakra the technique takes.

Special This is diffrent depending on the technique. It is either a Focus (What you need to do the technique), Component (What you need to sacrafice for the technique), Repitition Cost (Extra chakra if you use the technique multiple times in one sitting), or Chakra Bonus (Additional Chakra you can spend to make the technique better)


 

Basic

 

Armor of Thorns

Use Requirements: (S) (T)

Performence Time: 2 Rounds

Effect: Everytime someone sucessfully lands a blow with a natural weapon on you, you deal them a D4+1 damage to them. If a person tries to grapple you they are delt a D4 + the amount you went over the Technique DC. A fire technique cancels out the armor.

Chakra Cost: 2/round

 

Camoflauge

Use Requirements: (S)

Performance Time:

Effect: You turn invisible in Natural surroundings, and are able to communicate with allies without making a noise.You can hide in plain sight and you gain a +1 hide bonus for every point you exceed the technique DC.

Chakra Cost: 6

 

Earth Wall

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You create a 10 foot long, 10 foot tall wall which has 30 HP and 5 hardness. It breaks away if you make another wall or the battle ends.

Chakra Cost: 10

Chakra Bonus: You can spend an additional 15 chakra to make the performance time immediate instead of full round.

 

Growth

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: A targeted 20X20 area becomes overgrown, forcing anyone going through to make a Reflex Save of 10+ your nin level or be slowed to half speed in the area and for 1 minute after leaving the area.

Chakra Cost: 12

Special This technique can only be used in areas that can support plant life. All of the growth fades after 1 hour.

 

Health Root

Use Requirements: (S) (T)

Performance Time: 3 Rounds

Effect: You plant a seed that takes a day to grow into a full grown plant.. After this day it can be harvested.When this plant is consumed, it gives the user a +4 Fortitude bonus to resisting poison and disease. The chakra spent for this technique does not regenerate normally, until the plant has either been ingested or it dies.

Chakra Cost: 10

 

Rock Fists

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: Your fists become covered in stone, increasing your fist's damage type by 1 and they ignore 10 hardness.

Chakra Cost: 2/Round

Chakra Bonus: You can spend 1 additional chakra per round to make the fists count as +1 weapons.

 

Slide

Use Requirements: (S)

Performance Time: Free Action

Effect: You can charge down any angle short of 90 degrees with no balance penalties.

Chakra Cost: 2/round

 

Intermediate Techniques

 

Armor of Sand

Use Requirements: (A)

Performance Time: Immediate

Effect: You prevent all damage delt to you for for one round.

Chakra Cost: 20

Repetition Cost: Every additional time this technique is used in battle, the cost increases by 5 chakra points.

 

Automatic Camouflages

Use Requirements: Special

Performance Time: Full Round

Effect: If you're unconscious, you automatically make a hide check as the earth tries to hide you. Your chakra regeneration is cut in half until you break off this technique.

Chakra Cost:Special, see Effect.

 

Avalanche

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: In a stone environment, you can rocks to collapse and fly towards the enemy. You make a ranged attack that deals 1D6 damage for every point you go over the Technique DC.

Chakra Cost:12

 

Bloodstone

Use Requirements: (S) (T)

Performance Time: 2 Minutes

Effect: When you use this technique, you sacrifice 2 constitution points to summon a Bloodstone. This stone is about the size of a pebble and has hardness of 20. When you are brought down to less then 1 HP, even a killing blow, the stone shatters leaving you at 0 HP.

Chakra Cost: 20

 

Earthskin

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You cover yourself in earth, forming a crude but strong armor. It has an AC bonus of 10, but it has a max dex bonus of +0 and an armor check penalty of -10.

Chakra Cost: 16

 

Earthwalking

Use Requirements: (S)

Performance Time: Full Round

Effect: For 10 minutes, you can freely walk inside soft earth and trees, though they can not go through rock and stone. They can only remain in the ground as long as they can hold their breath, but they can resurface for more air.

Chakra Cost: 15

 

Earth Wave

Use Requirements: (T)

Performance Time: Full Round

Effect: You send out a wave of destruction that is 15 feet across and travels 30 feet a round. It can not change direction and does 1D4 damage for every point you go over the Technique DC. You can avoid the wave with a Reflex save equal to 5+ how the user has exceeded the Technique DC. This wave travels up to 90 feet (Or less, user's choice).

Chakra Cost: 16

 

Explosive Growth

Use Requirements: (S) (T)

Performance Time: Partial Action

Effect: You can force a seed to grow into a full grown plant 3 rounds after this technique is used. You must be able to touch the seed to make it grow.

Chakra Cost: 10

Chakra Bonus: You can spend 5 additional chakra to make the technique an Immediate Technique and t he plant grows to full size at the same time, but it dies in one minute.

 

Gravity Well

Use Requirements: (S) (T)

Performance Time: Partial Action

Effect: You use your chakra to pull everything towards you. All unattended objects move 5 feet towards you, and all characters have to make a strength check of DC 10 + how much the Technique DC was exceeded to also be pulled 5 feet.

Chakra Cost: 4

Special You can spend an additional 2 chakra to pull things an additional 5 feet. At most you can move things 20 feet in this way with one move.

 

Gravity Fling

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You force an enemy flying back 40 feet, unless they can make either a Reflex Save of 10+ how much you exceeded the technique DC, or a Strength check of 20+ your nin level.

Chakra Cost: 18

 

Ground's Binding

Use Requirements: (S) (T)

Performance Time: Partial Action.

Effect:Sand grabs the opponent by the legs, grappling the enemy with 20 strength and a +4 grapple bonus.

Chakra Cost:12

Chakra Bonus: You can spend 4 extra chakra to increase the grapple bonus to +6.

 

Nature's Mending

Use Requirements: (S) (T)

Performance Time: Continuous

Effect: You put yourself together using plants. You heal yourself 1D8+ how much you go over per round. Until you rest, you are dealt double damage by fire techniques.

Chakra Cost: 4/round

 

Razor Leaf

Use Requirements: (S) (T)

Performance Time: Partial Action

Effect: You can use plant leaves as weapons. Tiny leaves can work as shuriken, Small leaves work as Kuni, Medium leaves count as short swords, and giant leaves count as long swords with a range of 40 feet.

Chakra Cost: 1/10 Shuriken. 2/5 Kuni. 3/1 Shortsword. 5/1 Longsword.

 

Sand Burial

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You trap an enemy in a tomb of sand, preventing them from doing anything. They can only escape with either a Strength check of 30 or Escape Artist Check of 35. This technique ends when the battle above is over. To avoid the Sand Burial the enemy must make a reflex save of 10+ how much you exceed the Technique DC.

Chakra Cost:20

Special

 

Sand Clone

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You create a clone out of sand that has 50% of your HP and can deal melee damage. When this clone is hit it takes on a sandy appearance, letting you know it's a clone.

Chakra Cost: 20

Chakra Bonus: You can spend an additional 2 chakra and instead make 2 clones with 25% health.

 

Sand Shield

Use Requirements: Automatic

Performance Time: Immediate.

Effect: You use chakra dedicated to this technique as a shield. Every point of chakra to sacrifice you gain a point of Temp. HP. This temp HP can be avoided by anyone with more then 2 Speed Ranks higher then the user.

Or you can pay 4 chakra and gain an additional AC for the rest of the battle per 4 spent. Every time this AC saves you it drops by one until it gets to the original.

Chakra Cost: Special

 

Sand Shuriken

Use Requirements: (T)

Performance Time: Partial

Effect: You coat your Shuriken in Sand, causing them to deal more damage. Each Shuriken does 5 damage instead of one damage.

Chakra Cost: 30

Chakra Bonus: You can spend an additional 10 chakra to triple the range of the shurikens.

 

Stone Blizzard

Use Requirements: (S) (T)

Performance Time: Continuous

Effect: You cover a 40X40 area with flying deb re, blinding anyone doesn't have their eyes protected. Anyone inside the Stone Blizzard who isn't in the center is dealt 1D6 damage per round.

Chakra Cost: 8/round

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