Naruto D20

 

Water Techniques

Page history last edited by RicochetD20 2 yrs ago

Almost all of these techniques require a source of water

 

 

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 else's 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. Continuous means you must keep concentrating 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 different depending on the technique. It is either a Focus (What you need to do the technique), Component (What you need to sacrifice for the technique), Repetition 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

 

Chakrabreath

Use Requirements: (S)

Performance Time: Continuous

Effect: You can hold your breath for each additional round you use this technique. You can not use this technique longer then you could hold your breath in the first place.

Chakra Cost: 1/round

 

Dilute Blood

Use Requirements: (S)

Performance Time: Continuous

Effect: You manipulate your bloodstream to make substances you've ingested affect you less. You gain a +2 fortitude bonus against poisons.

Chakra Cost: 4

 

Field of Mist

Use Requirements: (S) (C)

Performance Time: Full Round

Effect: You cover a 40X40 area in mist, cutting the distance a person can see down to 15 feet. When anyone make an attack in the mist, you got a 20% miss chance for every 5 feet the enemy is away from them.

Chakra Cost:4

Component: A source of liquid within 40 feet.

 

Freeze Self

Use Requirements: Special

Performance Time: Immediate

Effect: You freeze up your body so it can not do anything. Whenever someone tries to move you they have to beat a related check equal to what you got on your control chakra check. The freeze fades in 3 rounds.

Chakra Cost: 10

Note: When frozen, you can barely move and do not get your dex bonus to AC. You are immune to coup de graces however.

 

Frozen Armor

Use Requirements: (S) (T) (C)

Performance Time: Full Round

Effect: You cover yourself in ice, forming a crude armor. You gain 5 ac, but your base movement is lowered to 20 feet per round and it has a max dex bonus of +3.

Chakra Cost: 6

Focus: The temperature around you must be below 0 degrees Celsius or the armor melts in 10 rounds.

 

Ice Shard

Use Requirements: (S) (T) (C)

Performance Time:Full Round

Effect: You launch an ice shard 40 feet that deals 1D8 + how much you excede the Technique DC.

Chakra Cost:6

Component Cost: A water skin's worth of a liquid.

 

Ice Slick

Use Requirements: (S) (C)

Performance Time: Full Round

Effect: You create a 20X10 ice slick that requires a balance check DC of 10 to walk on or DC25 to run on. The patch lasts for a number of rounds equal to how much you exceed the Technique DC.

Chakra Cost:4

Component Cost: A water skin's worth of a liquid.

 

Numbing Touch

Use Requirements: (S) (T)

Performance Time: Partial

Effect: You make a touch attack that can slow the enemy. If they fail a Fort save (10+ How much you exceeded the technique DC) at their choice they can either lose 2 strength or 2 dex. This wears off either after 8 hours has passed, someone makes a Heal check (DC10+ Your nin level), or they take at least 2 points of fire damage for every ability point they lost.

Chakra Cost: 12

 

Puddleform

Use Requirements: (S) (C)

Performance Time: 2 Full Rounds

Effect: You hide yourself in a puddle, becoming almost completely flat. You can hide in plain sight and only leave a puddle behind. You get a +5 on your hide check.

Chakra Cost: 8

Component Cost: At least a canteen's worth of water within 40 feet.

 

Sharkpunch

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You use water to increase the strength of your punch, increasing your fist by 2 Die.

Chakra Cost: 4

Component Cost: At least a canteen's worth of water within 40 feet.

 

Thaw

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You can thaw a 5X5 piece of ice and lower it's temperature for it to be safe to drink. If left alone, the water will refreeze in 10 minutes (Assuming it's in conditions to refreeze). Against any monster with the Cold subtype, you can deal 4D6 + how much you exceed the Technique DC.

Chakra Cost: 6

 

Watersense

Use Requirements: (S)

Performance Time: Partial Action

Effect: You gain the ability to sense a source of water within 500 feet, and know if it's pure or not. The amount of water must be at least 2 gallons for it to be detected.

Chakra Cost: 4

 

 

Intermediate

 

 

Flood

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You use your chakra to summon water, filling a 20X20 foot area 4 feet deep for every 10 chakra you spend.

Chakra Cost: 10/area

 

Freeze Blood

Use Requirements: (S) (T)

Performance Time: Partial Action

Effect: This can only be used on an enemy who is bleeding. You make a touch attack which forces them to make a Fortitude save of 15 + how much you exceed the Technique DC. If they fail they take 1D8 constitution damage. If they make the save they take 3D12 damage.

Chakra Cost: 24

 

Frostbite

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You make a touch attack, which deals 1D6 for every 2 points you exceed the Technique DC. This damage can not be healed normally.

Chakra Cost: 12

 

Ice Spike

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You launch an Ice Spike up to 50 feet away, dealing 1D8 for every 2 points you go over the technique DC. If the enemy is next to a wall, it pins them against it and they have to make a strength check against the amount of damage dealt, with a max being 20.

Chakra Cost: 16

 

Liquid Shield

Use Requirements: (S) (C)

Performance Time: Full Round/Continious

Effect: You create a shield around you that prevents ranged attacks from hitting you. If hit with a fire attack it simply dispels the shield, saving you from damage.

Chakra Cost: 10 Activation, 3/round

Component Cost: A water skin's worth of a liquid.

 

Sharkpunch

Use Requirements: (S) Taijitsu: Mega Punch

Performance Time: Full Round

Effect: You perform a Mega Punch with chakra infused in your fist. Your punch acts as a +1/4 Nin levels weapon and isn't affected by being underwater.

Chakra Cost: 4 Energy 8 Chakra.

 

Snowfall

Use Requirements: (S)

Performance Time: Special

Effect: It starts to snow in a 100X100 area for one minute. This snow can be used as any water based component. You can spend additional rounds making seals, making the snow last for an additional minute for every round spent.

Chakra Cost: 8/round

Chakra Bonus: If you're in conditions where it is already snowing, you can spend 6 chakra a round instead to create hail, doing 4D12 damage to everyone except you without cover.

 

Water Prison

Use Requirements: (S)

Performance Time: Continious

Effect: You trap your opponent in a water prison, making them unable to move and forcing them to hold their breath. You can not do any other actions as you maintain the prison.

Chakra Cost: 8/round

 

Water Replica

Use Requirements: (A)

Performance Time: Full Round

Effect: You create 'Replicas' to act as decoys. They all act the same as you, but only have 20 hp and can only do melee damage. Any weapon's used by the replica count as fists. These replicas do not get saving throws. You produce 1 replica +1 for every 3 points you go over your Technique DC. You produce as many replicas as you want as long as you have enough water. Underwater, a water replica regenerates at the rate of 15/round.

Chakra Cost: 10/Replica

Material Cost: You must have a 5X5 source of water to produce water replicas thats is within 30 feet. Using a water skin you can produce one replica anywhere. If snow is being used instead of water, the clone only has 10 HP, but counts as regenerating as long as it remains in the snow.

Chakra Bonus: When you produce only one clone, you can spend 10 additional chakra to create one with 40% your HP.

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