Fire Techniques
All of these techniques either use Fire or Smoke.
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 Techniques
Cinder
Use Requirements: (S) (T)
Performance Time: Full Round
Effect: You can set an unattended object within 20 feet on fire.
Chakra Cost:6
Everburning Torch
Use Requirements: (T) (C)
Performance Time: Full Round Action
Effect: You can light a torch with chakra that won't burn out unless the flame is forced to (Being dunked in water, buried, or dispelled)
Chakra Cost: 2
Fireball
Use Requirements: (S) (T)
Performance Time: Full Round
Effect: You form a 10X10 fireball that deals 1D10+ 1 for every point you excede the technique DC unless they make a reflex save of 10+ your control chakra ranks.
Chakra Cost: 4
Fire Shield
Use Requirements: (S)
Performance Time: Continous
Effect: As long as you keep concentrating for a partial action each round, flames circle around you dealing 1D6 damage to an attacker for every attack they make. If you stop concentraiting for the partial action the shield fades away in 1D4 rounds.
Chakra Cost:6
Flaming Palm
Use Requirements: (S)
Performance Time: Partial Action
Effect: You can make a touch attack to set the enemy on fire unless they make a Reflex save of 5+ how much you exceeded the technique DC>
Chakra Cost:4
Flaming Weapon
Use Requirements: (S) (T) (C)
Performance Time: 2 Full Rounds
Effect: You coat your weapon in oil and burn it without damaging the weapon. Your weapon becomes a +1 flaming burst weapon till either the combat is over or the flame is extinguished.
Chakra Cost:10
Component Cost: 1 pint of Oil.
Flashbang
Use Requirements: (S) (C)
Performance Time: Full Round
Effect: You use gunpowder to create a blinding explosion. Everyone who fails a fortitude save of 10+ your chakra control ranks gets blinded and deafened for 1D4 rounds. This includes the user.
Chakra Cost:6
Component Cost: An ounce of gunpowder.
Grease
Use Requirements: (S) (T)
Performance Time: Partial
Effect: You cover a 20X20 foot area in grease, requiring anyone walking on it to make balance checks DC 15. If a fire technique is used on the grease, it deals an additional 5 damage.
Chakra Cost: 4
Heat Ray
Use Requirements: (S) (T)
Performance Time: Partial Action
Effect: You shoot out a beam that deals 1D12+ Your character level in damage, and deals 1 nonlethal damage every following round (Fort Save prevents) until the enemy finds a way to cool them self down.
Chakra Cost:8
Intermediate Techniques
Explosive
Use Requirements: (S) (T)
Performance Time: Full Round
Effect: You turn an item on your person into an explosive, dealing 1D6 damage per 2 pounds of the item's weight (Max being your level)
Chakra Cost:20
Flamethrower
Use Requirements: (S) (T)
Performance Time: Special
Effect: You shoot out a 15X10 cone of flames infront of you, dealing 4D6 damage to everyone inside who all are in danger of being set on fire.
Chakra Cost:8/round
Hellfire Kick
Use Requirements: (S) (T) Taijitsu Mega Kick
Performance Time: Full Round
Effect: You perform a Mega Kick with chakra infused in your foot to set it aflame. Your kick acts as a +1/4 Nin levels weapon with the Flaming Burst Property.
Chakra Cost:5 Energy, 10 Chakra
Homing Flame Missile
Use Requirements: (S) (T)
Performance Time: Full Round
Effect: You launch a fireball at the enemy that can not be dodged that deals 2 damage for every point you exceed the Technique DC. A fortitude save may be made for half damage.
Chakra Cost:20
Incandescent Aura
Use Requirements: (S) (T)
Performance Time: Full Round/Continious
Effect: You raise the temperature around you dramatically, dealing non lethal heat damage to all around you. As long as someone is within 10 feet of you and are not immune to fire damage, they get dealt 2D6 heat damage. You also gain Water Resistance 15
Chakra Cost:10 Activation, 2/round
Overheat
Use Requirements: (S) (T)
Performance Time: Full Round
Effect: You perform a touch attack dealing fist damage and an additional D12+ How many points you excede the technique in nonlethal damage unless (Reflex to avoid nonlethal damage)
Chakra Cost:15
Set Ablaze
Use Requirements: (S) (T)
Performance Time: Full Round
Effect: You ignite an enemy within 30 feet, dealing 1D6/3 nin levels and they're forced to make a reflex save or catch flame
Chakra Cost:15
Comments (0)
You don't have permission to comment on this page.