To be able to comprehend and use the game to its full extent, you should purchase the d20 Modern Core Rulebook if you do not already own it. An alternative solution would be to read the System Reference Document (SRD) which contains every OGC portion of the rulebook, minus any artwork and flavor text shown in the original product. The Naruto: d20 Guidebook contains in depth information about the Naruto™ world and its inhabitant, namely the deadly shinobi and kunoichi.
It contains a wealth of information about their different techniques, the famous “Chakra” and even the geography. With a proficient Game Master, one could even recreate the whole Naruto series if he or she so wished! While the primary inspiration for this guidebook is Naruto, it also finds roots in many other anime or manga, such as Samurai Deeper Kyo, Bleach, Rurouni Kenshin, and several others. These characters and ideas are copyright of their rightful owners. This project is distrubuted for free, and if you purchased this, you have been scammed. Naruto: d20″ is Copyright ©2004-2011, Frankto Vinneti. Unauthorized distribution of this entirely free product is strictly forbidden unless you have the authorization of both Frankto Vinneti and Masashi Kishimoto. All characters related to, and the world of Naruto, are copyright Masashi Kishimoto. Visit us online at www. narutod20. com! OPEN GAME LICENSE Version 1. 0a 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this The following text is the property of Wizards of the Coast, License.
The Essay on History Of Olympic Games
The Olympic games are thegreatest sports event in the world. For many years, the Greeks used games for many reasons. The official ancient games were started in Greece. The first modern games in Athens, Greece, were held from April 6 through April 15 in the year of 1896. Since then, major world events plagued some of the Olympic games. There are a lot of examples of games being held in early ...
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Notice of License Copyright: You must update the otherwise distribute; (d)”Open Game Content” means the COPYRIGHT NOTICE portion of this License to include game mechanic and includes the methods, procedures, the exact text of the COPYRIGHT NOTICE of any Open processes and routines to the extent such content does not Game Content You are copying, modifying or distributing, embody the Product Identity and is an enhancement over and You must add the title, the copyright date, and the the prior art and any additional content clearly identified as copyright holder’s name to the COPYRIGHT NOTICE of Open Game Content by the Contributor, and means any any original Open Game Content you Distribute. work covered by this License, including translations and derivative works under copyright law, but specifically 7. Use of Product Identity: You agree not to Use any excludes Product Identity. (e) “Product Identity” means Product Identity, including as an indication as to product and product line names, logos and identifying compatibility, except as expressly licensed in another, marks including trade dress; artifacts; creatures characters; independent Agreement with the owner of each element of stories, storylines, plots, thematic elements, dialogue, that Product Identity.
The Term Paper on Brand Vs Product Products Identity Nike
Consider Naomi Klein's (No Logo) claim that brands have now become the product be a discussion of two examples of advertisement that appeal to contemporary ideas of lifestyles In order to discern if 'BRANDS' have become the 'PRODUCT' we must first evaluate where brands have come from and what infact a brand entails. Branding is commonly mistaken to be advertising, however advertising ironically is ...
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The Homework on Video Game Effect
There are millions of people who play highly controversial games like Grand Theft Auto and other violence video games, realize that it is a game and do not do things they do in the game in real life. If people believe that video games cause behavior problems, they are underlying issues with the gamer himself, and not with the software, but according to American Psychological Association, almost ...
This chapter contains some of the most relevant information found in the game, and is quite possibly the most important chapter to read for a most enjoyable gameplay experience. This information affects you, the player, more than you may know. This information also affects you, the GM, because you must know these rules by heart for the smoothest possible game development. Chakra Every living being possesses some measure of chakra, no matter how small. It represents the life energy of a being, the fuel of the soul. The more chakra an individual has, the stronger has the potential to become. Chakra is essentially divided in two parts: Chakra Pool, and Chakra Skills. Chakra Skills
The “skill” aspect of chakra is divided in four parts: Chakra Control, Genjutsu, Ninjutsu and Taijutsu, one for each type of technique shinobi are known to perform. Chakra Control serves a character the most in that it represents his ability to mold and control the flow of chakra in his body. A character with no ranks in this skill cannot tap into his chakra reserve to gain extra energy. Chakra Control techniques tend not to be offensive or defensive, but rather perform sometimes gravity-defying feats such as walking up walls or on water. Genjutsu serves a character the most in that it alters the perception of reality in a creature, causing illusions, and sometimes deadly hallucinations.
Genjutsu also serves to identify illusions cast by another to avoid being caught in them, or to gain bonuses in resisting them. Ninjutsu serves a character the most in that it allows him to blow plumes of flames, heal wounds or simply vanish without a trace. It is the most basic shinobi skill and benefits the most from strong chakra control. Taijutsu serves a character the most in that it focuses the most on the character’s physical strengths rather than how many techniques it possess, or how good his chakra control is. Although at its root, Taijutsu represents hand-to-hand combat, all forms of physical and non-mystical combat arts are represented by this skill.
The Essay on Barn Burning Abner Snopes Character Analysis
William Faulkners short story Barn Burning describes a typical relationship between wealthy people and poor people during the Civil War. The main character, Abner Snopes, sharecrops to make a living for his family. He despises wealthy people. Out of resentment for wealthy people, he goes and burns their barns to get revenge. Abners character over the course of the story is unchanging in that he is ...
Skill threshold allows a character to perform techniques without making a check as part of the technique’s perform requirements. Chakra Pool The Chakra Pool of a character essentially represents much energy it can expend on techniques or supernatural abilities before running out, and is represented by a set number that grows as the character advances in level, gains new abilities or ability score increase. A character has a reserve of chakra to supplement his chakra pool called simply the Chakra Reserve. The Chakra Control skill is crucial for any character who wishes to tap into that reserve and make the most of his abilities. Chakra Pool: A heroic character’s chakra pool is 2 chakra per level, doubled at first level.
A character whose Constitution score is high enough gains a certain amount of bonus chakra depending on his Constitution score. An ordinary character does not gain this bonus chakra. Your Constitution score grants you bonus chakra equal to your Con modifier ? your character level or hit dice. A Constitution modifier of 0 or less results in no bonus chakra. Ability Score 11 or less 12-13 14-15 16-17 18-19 20-21 22-23 24-25 26-27 28-29 30-31 32-33 34-35 36-37 38-39 40-41 1st — 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 2nd — 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 3rd — 3 6 9 12 15 18 21 24 27 30 33 36 39 42 45 4th — 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 5th — 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 Bonus Chakra (by character level or hit ice) 6th 7th 8th 9th 10th11th12th13th14th15th16th17th18th19th 20th — — — — — — — — — — — — — — — 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 18 21 24 27 30 33 36 39 42 45 48 51 54 57 60 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 30 35 40 45 50 55 60 65 70 75 70 85 90 95 100 36 42 48 54 60 66 72 78 84 90 96 102 108 114 120 42 49 56 63 70 77 84 91 98 105 112 119 126 133 140 48 56 64 72 80 88 96 104 112 120 128 136 144 152 160 54 63 72 81 90 99 108 117 126 135 144 153 162 171 180 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 66 77 88 99 110 121 132 143 154 165 176 187 198 209 220 72 84 96 108 120 132 144 156 168 180 192 204 216 228 240 78 91 104 117 130 143 156 169 182 195 208 221 234 247 260 84 98 112 126 140 154 168 182 196 210 224 238 252 266 280 90 105 120 135 150 165 180 195 210 225 240 255 270 285 300 Chakra Reserve: A heroic character gains 2 chakra reserve every level. That chakra reserve replenishes normally while he rests (see Chakra Recovery below).
The Essay on Character Analysis Of Mad Max Beyond Thunderdome
Character Analysis of Mad Max Beyond Thunderdome From beginning of the eighties and up until our days, there are more and more apocalyptical motives can be found in science fiction movies. The movie critics used to explain this by the fact that there used to be a lot of tension between USA and Soviet Union at the time, so people instinctively tried to imagine the worst possible future scenarios. ...
Ordinaries only gain 1 chakra reserve that does not increase with levels.
Ordinaries: An ordinary character only has half as much chakra as a Heroic character from levels, and only 1 chakra reserve. Bonus chakra from class abilities, feats or other abilities are applied normally. Chakra Pool and Nonabilities: A creature without a Constitution score, such as an undead or a construct, does not have a chakra pool or reserve unless explicitly specified otherwise. If so, it uses its Wisdom score to determine the amount of Chakra it has. Chakra Signature: Every creature with a chakra pool has its own chakra signature. It is embedded in its genetic code and is proper to its owner; every chakra signature is unique, no matter how slight the variation.
Chakra Signatures can be modified with abilities or technique, though those are few and far in-between. Abilities that disguise one’s appearance, such as Henge no Jutsu, do not change a creature’s chakra signature unless explicitly specified. After death, a creature’s chakra and chakra signature fades and quickly disappears. Though some things, such as aging or a dramatic growth in ability, may slightly alter a Chakra Signature, it typically remains recognizable to those familiar to it. A creature who can Sense Chakra remembers Chakra Signatures like a dog would scents, or humans would sights. Generally, one can identify whether or not the signature is human, demonic, animal or simply alien. Chakra Recovery
Once a character experiences a loss of chakra, it recovers when resting in the same manner as it would hit points. A character’s chakra pool is recovered fully after an evening of rest (approximately 8 hours).
A character recovers his chakra reserve at a rate equal to his character level every evening of rest. Bed rest does not affect the rate at which a character recovers his chakra reserve. A character whose chakra reserve is 0 suffers from chakra depletion (see below).
Low Reserve: A character whose chakra reserve is reduced below 50% is fatigued until his chakra reserve is over that threshold again. If the character’s reserves were depleted during an encounter, the fatigue does not take until the encounter ends.
The Essay on Character Analysis Of Jem Finch Of To Kill A Mockingbird
To Kill A Mockingbird Essay - Character Analysis of Jem Finch German Finch. What can you say about him? Well, you can say that he is a pretty great character. In the next couple pages, Ill tell you just why this is. Ill also explain my views on this important literary figure. So sit back, relax, and get ready for the A&E Biography of German Finch (Well, not really A&E Biography, but good ...
If the chakra reserve falls below one-quarter (25%), even during an encounter, the character is immediately fatigued. Ingesting a soldier pill will allow the character to negate fatigue from low reserves. No Chakra: When a character’s chakra pool reaches 0, its chakra reserves are instantly reduced to 0 as well to replenish his chakra pool back to 1, and it suffers chakra depletion (see below).
If the character takes chakra damage while at 0 chakra, the chakra damage is doubled and taken from his hit points instead. A character with chakra pool 0 can only take a single move or attack action every round, and cannot run or charge. Ability damage or drain cannot lower a character’s chakra pool below 1.
A character whose maximum chakra pool reaches 0 suffers Constitution damage instead (or Wisdom, if the character has no chakra score or the Will Over Flesh feat).
Chakra Depletion When a character’s chakra reserve is 0, it suffers from chakra depletion until it recovers fully. While in chakra depletion, the character is exhausted until his chakra reserve recovers to the 50% threshold, when it is fatigued until it recovers fully. In addition, the character only recovers one-quarter of his chakra pool every night during chakra depletion. Complete bed rest doubles that amount. A character suffering from chakra depletion does not regain chakra when taking a short rest.
Chakra reserve recovery coming from a source other than normal rest does not alleviate chakra depletion. Chakra Damage When a character takes chakra damage, he risks suffering chakra depletion (see above).
There are other ways in which chakra pool can go up or down, as described below. Chakra Coils Damage: This type of damage is very rare and difficult to cure. Chakra Coil Damage lowers the character’s current and total chakra pool and chakra reserves. Temporary chakra coil damage heals at the rate of 1 point per week of complete bed rest, unless aided by a medical ninjutsu technique. Permanent chakra coil damage does not heal naturally and requires the aid of specific techniques or methods.
Temporary Chakra and Bonus Chakra: Temporary increase of the relevant ability score does not increase the character’s chakra pool, unless explicitly states in the ability. Temporary chakra does not increase the chakra pool but instead serves as a buffer for it. It is generally spent first. If a temporary effect that directly increased the character’s chakra pool fades, the character’s chakra pool is not reduced below 1 when it does. The character cannot have more than his maximum chakra pool in temporary chakra at any one time. Bonus Chakra or Chakra Reserve permanently increases a character’s maximum chakra pool or reserve. Elemental Chakra Nature
All living beings are born with a specific animal affinity determined at birth. That affinity allows the character to perform elemental Ninjutsu of a certain subtype and greater resistance against that same type. There are 5 chakra types a being can have: Earth, Fire, Lightning, Water and Wind and many combinations between the five. Each chakra type, called nature, is defeated by another, and so on. When a character gains a specific elemental affinity, he becomes able to learn, perform and copy Ninjutsu techniques of that subtype. For instance, a character who gains the fire affinity is able to learn and perform Katon Ninjutsu. Affinities are gained at 1st level, then at 11th, 16th, and 21st level afterwards.
The first affinity gained is called a primary affinity, while the others are secondary affinities. See the table below for details. Level Learn Energy Affinities Bonus Resistance 1st +1 — Primary 6th +2 — — 10th +2 5 — 11th +3 5 Secondary 15th +3 10 — 16th +4 10 Secondary 20th +4 15 — 21st +5 15 Secondary Learn Bonus: This column represents the bonus gained to Learn checks gained from the primary affinity only. Energy Resistance: This column represents the energy resistance conferred by the primary affinity. See the table below for details. Affinities: This column serves as a marker for the character’s progression in acquiring new elemental affinities.
Variant: Each new elemental affinity requires a number of days of training equal to the level it was obtained at to be used (11 days at 11th level, 16 days at 16th level, etc. ) Each element has a weakness and a specific descriptor it is strong against. For example, a character with the wind affinity would gain penalties to saves against techniques with the fire descriptor. Chakra Weak Strong Descriptor Nature against? against? Earth Lightning Water Earth Fire Water Wind Fire Ice? — — Cold Lightning Wind Earth Electricity Water Earth Fire Water Wind Fire Lightning Wind Wood? — — Wood ? This affinity can only be acquired through special circumstances. Chakra nature penalties, weakness and strength only apply to primary elemental affinities. Weak/Strong against: An elemental affinity is always strong against another affinity, and weak against another. The “weak against” column notes the affinity which the character will suffer a chakra nature penalty from a chakra-based attack with the appropriate descriptor. The “strong against” column notes the affinity which will cause other characters to suffer a chakra nature penalty from a chakra-based attack with the appropriate descriptor. The element a character is strong against also determines what energy resistance he gains. A fire-natured character would gain wind resistance.
A secondary affinity does not grant particular strength or weakness. A chakra-based form of attack that strikes an object created by chakra which the attack is strong against deals normal damage, regardless of the normal damage penalty for that energy type (see below).
Chakra Nature Penalty: A chakra nature penalty, as mentioned above, is a -2 penalty to saving throws against a chakra-based attack of the specific descriptor. Descriptor: This column notes the descriptor associated with the specified affinity, for the purpose of powers, spells, techniques and determining energy resistance. Fire affinity grants wind resistance, for example, but wood affinity does not grant energy resistance.
Ice and Wood Elements: These two special elements can only be obtained by selecting special feats or bloodlines. These elements are combinations of other elements and do not have a specific weakness or strength. Hyouton Prerequisite: Primary elemental affinity (water or wind), can only be taken at 1st level, heroic character. Benefit: You gain an elemental affinity to Ice as well as Water or Wind (whichever you didn’t select as your primary elemental affinity).
Your Ice affinity may replace your primary elemental affinity, which is then downgraded to a normal affinity. You do not gain elemental affinities from levels. Mokuton Prerequisite: Primary Elemental Affinity (Earth or Water), can only be taken at 1st level, heroic character.
Benefit: When gaining a secondary elemental affinity to earth or water (whichever you didn’t select as your primary elemental affinity), you also gain a Mokuton affinity. Chakra Resistance Chakra resistance is the ability to negate all effects of a chakra-based technique— although not all techniques are affected by chakra resistance. In the simplest sense, chakra resistance counts as a Defense score that technique users must pass to affect a resistant creature. To affect a creature with chakra resistance with a technique, the origin of the technique must make a level check (1d20 + character level) against the creature’s chakra resistance score. If the check fails, the technique does not affect the creature.
Chakra resistance is always active and does not require the creature’s attention to function, meaning it will work even if he is not aware of the threat. Only techniques and spell-like abilities that allow the use of techniques are affected by chakra resistance; extraordinary abilities, supernatural abilities, spells and powers are not. Techniques originating from objects are also affected by chakra resistance, but mystical effects such as the extra damage of a cold snap enhancement seal is not. Some techniques also ignore chakra resistance, namely Taijutsu techniques, see below. A creature can choose to freely lower its chakra resistance as part of an swift action that does not provoke an attack of opportunity.
Once the chakra resistance has been lowered, it remains down until the creature’s next turn. At the beginning of the creature’s next turn, it can choose to keep its chakra resistance down as an swift action that does not provoke an attack of opportunity. A creature’s chakra resistance does not interfere with its own abilities. For example, a creature with chakra resistance attempting to use a Medical ninjutsu technique is not hampered. Chakra resistance cannot be shared and does not stack. Use whichever source of chakra resistance is strongest given the circumstances of the attack. Applying Chakra Resistance: As a general rule, chakra resistance applies to spell fueled completely by chakra, such as a great gout of flame.
The Techniques chapter contains a specific entry for each technique that allows you to determine whether or not chakra resistance applies. Area Techniques: In the case of area techniques, chakra resistance only protects a single creature. If a creature in the lot has chakra resistance the origin of the technique fails to pass, only that creature is protected from the technique. Effects: Effects techniques do not always generate effects that are affected by chakra resistance. For example, techniques that create a simple weapon allow a creature to attack another creature with chakra resistance normally. Summoned creatures are also able to attack a creature with chakra resistance normally. For lingering and ongoing effects with a duration, chakra resistance is only checked once.
If the origin successfully rolls against chakra resistance, the resistant creature will always be affected by the technique; otherwise, the creature will always be protected. This only applies to that instance of the technique. If the technique is used again, chakra resistance must be checked as well. Chakra resistance can protect a creature from techniques that have already been used. For instance, if the creature steps within a square that was set on fire by Amaterasu, chakra resistance is checked. If the origin fails, the creature is not damaged by the fire. Chakra resistance does not generally apply to effects that fool the senses, unless it directly interacts with the creature.
The Kakusu Nioi technique, which allows the character to hide his scent, will not trigger chakra resistance, but Funran no Jutsu which can disable the Scent ability would. Finally, chakra resistance applies only if the effect is forming. If the end result of a technique is to create a stone wall, a creature with chakra resistance cannot simply touch it to disrupt it if it has already formed. Resolving Chakra Resistance: Chakra resistance negates the effect of a technique on the resistant creature, but it cannot remove or negate a chakra-based effect, such as most Genjutsu, from another creature. Against a lingering effect, a failed check against chakra resistance allows the resistant creature to ignore the effects of the technique, but others continue to be affected normally. Basic Game Mechanics
This section contains all the basic game mechanics of the d20 Modern system that were modified or simply taken out, as well as important element of the Naruto d20 system. Energy Damage Four new types of energy damage were added to the Naruto d20 system, earth, water, wind and holy damage. Optional Rule: When a Earth damage is common to the Doton ninjutsu subtype and Earth dragons. Water is common in Suiton ninjutsu and Water dragon, and finally Wind damage is common in Fuuton techniques and Wind dragons. character attempts to destroy an object with an unarmed strike without the proper feats, the attack only deals half damage, before applying hardness.
Holy damage is a very uncommon type of damage found only in very few techniques, and techniques enhanced by special feats or abilities. Each of the new damage type has an energy resistance equivalent of the same name, that acts in the same way energy resistance would for typical damage types. Wind damage deals normal damage against object with hardness; earth and water deal one-quarter damage against objects with hardness, and holy deals no damage to objects. Learn This element is essential in the learning and mastering of techniques, though it can be employed elsewhere also. Learn checks are made to learn, Optional Rule: Since develop, create and master techniques. To make a Learn check, the character rolls 1d20 + character level + relevant ability modifier.
The learn bonus presented in a creature’s description does not include relevant ability modifier, but includes any bonus to Learn checks the creature may have, such as Chakra Affinity, Genius Nin or Grand Master. Naruto: d20 is a completely non-FX setting, mastercraft bonus can go up to +5 at the cost of +7 to the Purchase DC per point above 3. A character can take 10 but not take 20 when making a Learn check. Learning Techniques: The process of learning a technique is explained in details in Chapter X: Techniques. The character must succeed a number of times based on the technique’s complexity rating, and each attempt takes a number of days equal to the technique’s rank. Starting Techniques: During character creation, the player does not typically roll Learn checks. Most characters start with 1d4 techniques, plus 1 per level.
Typically, the character gains the three basic Ninjutsu as bonus techniques, so long as it has ranks in the Ninjutsu skill: Bunshin no Jutsu, Henge no Jutsu and Kawarimi no Jutsu. Actions Naruto d20 uses several new different types of action to perform feats, techniques or abilities, described in detail below. Instant Actions: A character can use an instant action even when it is not his turn. An instant action can be used to perform a defensive or counter-attack technique such as Kirikaesu no Waza, or Kawarimi no Jutsu. The character only has one instant action per round. Swift Action: A character can only use one instant and one swift action per round, but must use a swift action on his turn.
It can be used to perform a techniques, or other actions such as making a Chakra Control check to tap one’s reserves. Special Creatures: Special creatures such as elite, boss and solo creatures gain additional actions. See the Friends and Foes chapter for more detail. Combat Many combat situation calls for a particular rule that was altered for the purpose of Naruto d20, explained in detail below. Optional Rule: Heroic Short Rests and Encounter-based Abilities: Some abilities can only be used a certain number of times per encounter. Those abilities become available again as soon as the character rests for 5 minutes, called short resting periods.
The character can rest any number of resting periods in a day as he wishes. During a resting period, the character can perform no strenuous activity that would disrupt normal rest. If interrupted, the character must rest again for a full 5 minutes to complete a resting period. Afterwards, abilities such as techniques or class abilities that can only be used a certain number of times per encounter can be used again. characters running all-out can now run at 5 times their normal speed instead of 4 times. An encumbered character’s maximum run speed is x4 instead of x5 using these rules. Optional Rule: A creature with greater reach is unable to attack another if it is blocked by a creature or object in front of it.
The creature can, however, reach the creature behind the obstacle if it is at least twice as tall as it. This rule goes for attacks of opportunity as well. Up to twice per day, the character may regain his Constitution modifier in chakra during a resting period. The character’s chakra pool cannot be exceeded by this means. Action Points: In addition to their standard uses, a character can spend an action point to gain 1d6 points of Chakra for 1 minute, which can exceed his maximum Chakra Pool. More than one action point can be spent, but only the duration is refreshed, the actual chakra gained uses the highest rolled results. Action points can be applied to Learn checks (see above).
Reflex Saves: A creature can make a Reflex save at any time except when held, immobilized or unable to move. A creature with a Dexterity score of 1 or higher can move. A creature with no Dexterity score fails all Reflex saves and Dexterity checks, and cannot move. Aid Another: A character cannot aid or have someone aid him to perform or identify a technique, though some exceptions, such as Summoning, are possible. Optional Rule: Nonlethal Damage Option When the amount of nonlethal damage taken is equal to your hit points, you become staggered and Bonus Types: There are many ways to gain bonuses to an may only take a move or attack action each round (but not both).
bility score, checks, saving throws or any number of things, When it exceeds your current hit and many come from different sources. Multiple different points, you fall unconscious. It bonus types stack, but typically only a few named bonus stack doesn’t matter whether the with themselves. For example, a mastercraft bonus to Defense nonlethal damage exceeds your current hit points because the and the Mystical Armor enhancement seal are both enhancement bonus, and do not stack. A brief description of the nonlethal damage has gone up or because your current hit points different bonus types is included below. have gone down. Armor: This bonus comes from wearing a piece of nonNonlethal damage heals at the rate enhanced armor and increases the character’s Defense.
It does of 1 hit points per hour per character level; spells, techniques not apply against touch attacks. or effects that heal normal Circumstance: This modifier enters play in a situation that damage remove an equal amount provides a specific advantage or disadvantage, and is of nonlethal damage also. sometimes provided by a technique. Multiple circumstance The Brawl feat allows the bonus stack with each other, unless they are provided by the character’s attacks when he deals nonlethal damage to deal 1d4 same source. Competence: This bonus increases the character’s ability with points instead of 1d3, and the improved brawl increases that skills checks and ability checks. damage to 1d6.
Deflection: This bonus increases the character’s Defense by Staggered: A character whose deflecting attacks. nonlethal damage exactly equals his current hit points is staggered. Dodge: This bonus increases the character’s ability to dodge A staggered character may cannot and quickly avoid attacks. Dodge bonuses stack with other run or charge dodge bonuses. A character whose current hit Enhancement: This bonus represents an increase in points exceed his nonlethal damage is no longer staggered; a effectiveness of the targeted weapon, armor or the selected character whose nonlethal damage ability score. Inherent: An inherent bonus to an ability score is one granted exceeds his hit points becomes unconscious. by training techniques and shinobi drugs.
A character is limited Regeneration: The regeneration to a +5 inherent bonus to any ability score. quality treats all damage of the Insight: An insight bonus increases the character’s ability from non-vulnerable type as nonlethal a precognitive sense pertaining to the ability itself, such as the damage rather than ignoring damage equal to the character’s Sharingan Eye’s ability to perceive movement from reading massive damage threshold. Any chakra. nonlethal damage taken is healed Luck: This bonus represents good fortune for the character. at the rate specified in the monster Morale: A morale bonus or penalty comes from greater hope, entry. See Friends and Foes Special Qualities for details. ourage and determination or from moments of despair and helplessness. Natural Armor: A natural armor bonus increases Defense, typically from hardened skin, tough scales or chitinous armor. Natural armor does not apply to touch Defense. Racial: A racial bonus is typically granted to a skill check, based on the race or species of the creature. Resistance: A resistance bonus increases the character’s ability to defend from harm and chakra techniques. It is usually applied to saving throws. Shield: A shield bonus increases the Defense through wearing a shield in combat, or sometimes through force techniques. Shield bonus do not apply to touch Defense.
Size: This modifier applies when a creature or character increases or decreases in size. Typically applies to Strength, Dexterity and Constitution scores as well as Defense, Hide checks, Grapple checks and attack rolls. Chakra Created Objects and Creature: A chakra created creature or object only has as much chakra as was spent during their creation, based on the technique or effect cost, unless otherwise specified in its description. For example, a standard Kage Bunshin has 2 point of Chakra, while a Tajuu Kage Bunshin only has one. When an object’s chakra pool is reduced to 0, it is automatically destroyed, regardless of its physical condition.
The fact that a creature or object has a Chakra Pool doesn’t mean it can use technique or perform chakra-demanding activities, however. Losing an eye: When a character loses one eye, or covers one of his eyes, he suffers a -2 penalty to Spot and Search checks, and the penalty from distance is doubled. Flanking creatures gain a +1 bonus to attack rolls when flanking a one-eyed character. A character used to this condition may remove or alleviate some or all of the disadvantages of the condition (GM’s discretion. ) Massive Damage Threshold (MAS): The massive damage threshold entry has been excluded from the characters’ statistics entries because it cannot be triggered from damage.
A massive damage save is always a Fortitude save (DC 15) to avoid being reducing to -1 hit points and dying. New Conditions: Following standard conditions, these states describe ill effects and ailments a character may encounter: Dazzled: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks. Fascinated: A fascinated creature is entranced by a technique or supernatural effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks.
Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, performing a technique, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the condition as a standard action. Paralyzed: A paralyzed character cannot move, speak, or take any physical action. He is rooted to the spot, frozen and helpless. Not even friends can move his limbs. He may take purely mental actions, such as performing a technique requiring only concentration (some limitations may apply).
Paralysis works on the body, and a character can usually resist it ith a Fortitude saving throw (the DC is given in the creature’s description).
Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. Sickened: The character takes a -2 penalty on all attack rolls and damage rolls, saving throws, skill checks, and ability checks. Staggered: A staggered character cannot run or charge. Shinobi Skills Ninja have abilities most mundane character cannot even fathom. These ability include the ability to detect hostility and read thoughts, sense chakra signatures or even see chakra.
Although they may not often come into play, these are also critical elements of the Naruto d20 system, and are described in detail below. Detect Emotions (Su): Some ability may grant a character the ability to sense a sentient creature’s mood and emotions, as long as the creature has an Intelligence score and is capable of sentient thoughts. If a character is aware of a creature that is within 30 feet, he may make a Sense Motive check (DC 20) to determine whether or not the creature is hostile or its current mood without having to interact with it. Targets of this ability must have an Intelligence, Wisdom and Charisma score of at least 1. By concentrating further, the character is able to detect surface thoughts of a creature, providing it is sufficiently weak willed.
Further concentration requires an attack action and focuses on one creature at a time. 1st round: Character is able to determine whether the creature is capable of sentient thoughts. 2nd round: Character detects emotions on a basic level, such as anger, frustration, contentment, relief or happiness. 3rd round: Character is able to probe into the creature’s surface thoughts and read them, providing that the character’s level or sense motive bonus is higher than the creature’s Will save modifier. This is a gaze attack with a range equal to the Detect Emotions ability’s range, and has a Will save DC of 10 + ? character’s level + character’s Wis modifier.
Succeeding the save prevents the character from reading the target’s thoughts for 24 hours. Surface thoughts can be read and will show the character certain images, but will not be able to determine complicated and structured sentences, such as “the enemy will attack from the seventh door to the west at midnight, and will come in small numbers, with a captain. ” Creatures of animal intelligence have simple, instinctual thoughts that the character can also pick up. A creature that realizes its thoughts are being read may attempt a new save every round. The character is only able to read the thoughts of a struggling creature for 1 minute per day, though there is no limit if the creature is willing.
See Chakra (Su): The character is able to see chakra being used, chakra auras and lingering chakra and allows him to attempt to identify the effect of the lingering chakra, though usually not precisely unless he is particularly familiar with the technique. The character can use the Spot skill instead of making a Genjutsu check or a Wisdom check to detect Genjutsu or see chakra activity (see Sense Chakra for detail).
In addition, he can focus his sight to examine a creature or object to detect traces of lingering chakra from it with a Spot check. Those traces are the result of an active effect that was placed on the target from a technique or ability that required the use of chakra. Success allows the character to make a second check to identify the effect to get a rough idea of the source, but requires him to have a clear line of sight to the target.
The check difficulty is based on the amount of chakra used to create the effect and requires the target to be within 30 feet. Source Strength Spot check DC Faint (5 chakra or less) 20 Moderate (6 to 15 chakra) 15 Strong (15 to 25 chakra) 10 Overwhelming (26 chakra or more) 5 The character can also see a creature’s chakra pool and can determine the strength of the chakra signature, but does not gain a bonus to Spot checks to detect a creature regardless of the strength of its chakra aura. Each chakra signature has an individual color to it, but it is typically not plausible for the character to remember each one. This ability depends on sight and does not function when blinded. Chakra is normally invisible to a character without this ability or See Through Chakra.
See Through Chakra (Su): This ability functions like See Chakra, but the character gains a +4 circumstance bonus to Spot checks to detect lingering chakra, genjutsu and see chakra activity, and a +2 resistance bonus to Will saves to disbelieve Genjutsu techniques. The character knows whether a creature is a noncorporeal chakra construct or a physical entity, and can tell most summons and clones by sight, though some exceptions exist (such as Kage Bunshin no Jutsu).
Furthermore, the character can see internal uses of chakra such as active bloodline abilities and strength or speed ranks as lingering chakra (see above).
Sense Chakra (Su): The character can sense lingering chakra in places and chakra signatures. The ability is something of a sixth sense, but it isn’t visual nor does it depend on other senses like touch, or hearing.
To manifest the ability, the character must concentrate for an attack action. He will be able to sense chakra for as long as he concentrates, plus 1d3 rounds. Unless otherwise specified, the character’s Sense Chakra ability has a range of 5 feet per level or hit dice. Chakra Activities: The source comes from a technique that was just used or that has a lasting effect on the target. To detect chakra activity, the character must make a Wisdom check (DC 15–chakra spent).
The strength of the aura is based on the chakra cost of the technique used. Chakra Signature: The source of this Source Faint Moderate Strong Overwhelming Chakra comes from a creature directly.
A Chakra Activity 5 or less 6-15 16-25 Higher than 26 character able to detect Chakra Signatures Chakra Signature 18 or less 19-35 36-75 Higher than 76 can easily identify the source of the chakra and remembers chakra signatures just as normal humans do sight, though it may take quite some time for a creature to get used to a specific Chakra Signature. The strength of the source is based on the creature’s current Chakra Pool. Suppressed: A suppressed Chakra Signature is undetectable and cannot be identified. It always counts as Chakra Pool 0. Faint: The source is very weak and barely detectable at all. It can be identified if the character is intimately familiar with the signature, but the character cannot pinpoint its location nor the distance which it is at.
Moderate: The source is easily detectable and decently strong. The character can identify it easily and gains a +2 bonus to checks made to detect its physical presence. Strong: The chakra source is powerful and can easily be picked apart from the rest. It can be identified and the character gains a +4 bonus to checks to detect its approach, even in low lighting and concealment. Overwhelming: The source is overwhelmingly powerful and whole, and can be instantly picked apart even in a room packed with Strong signatures. The character gains a +10 bonus to checks to detect it even without lighting and in total darkness or concealment, even if he is blind. Miss chance due to lack of sight is not affected.
Dormant Sense: The character is able to sense chakra instinctively when he touches a living creature, even if he is not concentrating on Sensing Chakra. The character will be able to determine how strong the chakra signature was, but will not be able to recognize if it is familiar—only that it is. This ability does not work of the character is fatigued or exhausted. Suppress Chakra (Su): The characters puts a hold on his chakra and burrows it within himself until, with enough skill, it is completely snuffed out. The ability requires a full-round action to manifest. At this point, the strength of the character’s chakra signature is decreased by 1 category (for example, from Strong to Moderate).
If the character’s chakra pool changes, or if he uses a technique whose chakra Source’s Strength ost was not concealed, he must make a Concentration or Chakra Control check (DC 10+chakra lost or gained) or lose control and end the effect prematurely. The character is able to lower his chakra signature further by 1 additional category every 5 level or hit dice, by spending 5 full-round actions concentrating. The character can suppress his chakra for as long as he concentrates (as a swift action when not stressed or endangered, or an attack action otherwise) plus 10 minutes/level, or until cancelled. Sealing Tenketsu: Dealing tenketsu damage forces a progressive paralyzation of the chakra coil system on the target, making it difficult to utilize techniques to a certain degree.
The paralysis impedes the target’s ability to perform Chakra Control, Genjutsu and Ninjutsu techniques of a progressively higher rank, starting from Rank 1, and also implies a penalty to perform checks. When performing a technique after suffering tenketsu damage, the character must check to see if the technique’s rank is equal to or lower than the technique rank relevant to the amount of tenketsu damage taken (see table below).
If so, he must make a Chakra Control check to see if he can perform the technique; on a failed check, the character automatically fails his perform check. If the character succeeds or the technique’s rank is higher than the rank impeded by the tenketsu damage, he performs the technique normally but suffers a penalty to his Perform checks (see table below).
The penalties increase with the tenketsu damage (sealed tenketsu) taken, starting from 2, to 4, 8, 16, 32, 64, 128, 256 and every additional 8 from then on. Refer to the table below to determine the penalties for the amount of tenketsu damage taken. Tenketsu Damage: This entry relates to the amount of tenketsu damage taken by the character. The penalties are not cumulative. Chakra Control DC: The difficulty of the chakra control check the character must succeed to perform a technique of a rank impeded by tenketsu damage (see below).
Technique Rank: The rank of techniques impeded by tenketsu damage, for which the character must succeed a Chakra Control check in addition to a perform check. If the performed technique’s rank is equal to or lower than this entry, it is impeded.
Check and Threshold Penalty: The penalty to the character’s effective skill threshold and perform checks in Chakra Control, Genjutsu and Ninjutsu suffered from tenketsu damage. This penalty does not apply to the chakra control check made to tap one’s reserves, but it does apply to Chakra Control checks made to perform a Chakra Control technique (assuming the check was a success or the technique is not affected by tenketsu damage).
Tenketsu Chakra Technique Check and Tenketsu Chakra Technique Check and Damage Control DC Rank Threshold Damage Control DC Rank Threshold Penalty Penalty 2 11 1 — 232 23 12 -8 4 12 2 — 240 24 13 -9 8 13 3 -1 248 24 13 -9 6 32 64 128 136 144 152 160 168 176 184 192 200 208 216 224 14 15 16 17 17 18 18 19 19 20 20 21 21 22 22 23 3 4 5 6 6 7 8 9 9 10 10 11 11 12 12 12 -1 -2 -2 -3 -3 -4 -4 -5 -5 -6 -6 -7 -7 -8 -8 -8 256 264 272 280 288 296 304 312 320 328 336 344 352 360 361 26 26 27 27 29 29 30 30 32 32 33 33 35 35 40 13 13 14 14 14 14 15 15 15 15 16 16 16 16 20 -9 -9 -10 -10 -10 -10 -11 -11 -11 -11 -12 -12 -12 -12 -15 128 or more tenketsu damage: A character with 128 or more tenketsu damage is fatigued until tenketsu damage taken is reduced to 127 or lower. Healing Tenketsu: Recovering from tenketsu damage outside of techniques is done while the character rests.
The character heals his character level or hit dice in tenketsu damage every evening of rest. Tenketsu damage is healed twice as fast during bed rest. Complete bed rest triples the amount of tenketsu damage healed. Strength Ranks and Speed Ranks When a character performs certain types of speed and strength training, his body develops enhanced muscles. This translates in mechanic as Strength ranks and Speed ranks. Temporary Speed or Strength Ranks: If the character gains temporary Speed or Strength ranks, the ability cannot be suppressed and is always active, but costs no chakra. If the character already has a Speed or Strength rank, the abilities do not stack, use whichever is highest.
Speed or Strength Rank Bonus: When the character gains a bonus to Speed or Strength ranks, such as from the Speed or Strength armor seals, this bonus increases the efficiency of the ability, but not the cost. For example, a +2 bonus to Speed ranks allows Speed rank 0 to function as Speed rank 2, but the ability can be suppressed to Speed rank 1 or 0 as normal. Activation: During an encounter, or when a character is threatened or stressed, he must choose to consciously suppress his Strength and Speed ranks to conserve energy, otherwise the ability is automatically active. The opportunity comes into play as soon as the ability activates when the character is no longer flat-footed, at the start of his turn, or at the start of the battle following a surprise ound taken against the character, even if he did not win the initiative, as a free action. Activating a previously suppressed strength or speed rank during an encounter, after the first round of combat, is a free action on the character’s turn. Outside of an encounter, a character has to concentrate for a full-round action to call upon his strength and speed. Suppressing strength and speed ranks is a free action on the character’s turn. The character may choose to activate or suppress his strength and speed ranks to any degree he desires. A character with 2 strength ranks and 2 speed ranks can choose to suppress his speed rank fully (speed rank 0) but only suppress 1 strength rank, or suppress them both fully if he desires.
Activating strength and speed ranks outside of an encounter works in the same manner, in that the character may choose to call upon some of his strength but none of his speed, or vice-versa. The chakra cost from strength and speed ranks is spent the moment they are activated—if the character moves from one strength or speed rank to a higher one before he has to pay the chakra cost again, he must still immediately pay the higher rank’s chakra cost in full. If a character’s chakra pool would be reduced to 0 or below from strength or speed ranks, the ability is immediately suppressed and cannot be reactivated until the character recovers chakra, unless it can be activated at no cost. When inactive during combat, the ability is referred to as suppressed; outside of combat, it is simply dormant.
Penalties: When a character suffers a penalty to strength or speed rank, his maximum strength or speed rank is immediately lowered until the effect ends (see effect’s description for details).
A permanent strength or speed rank penalty can only be removed by medical techniques. Strength and Speed ranks cannot go below 0. If the character’s strength or speed ranks are lowered to 0 because of a penalty, it immediately counts as suppressed and costs no chakra. The chakra cost of strength or speed rank with a penalty is equal to the actual rank, not what the effective rank should be without the penalty. An encumbered character suffers a -1 strength and speed rank penalty, increasing to -2 if heavily encumbered.
A fatigued character suffers a -1 strength and speed rank penalty, increasing to -2 if exhausted. A character wearing medium armor suffers a -1 speed rank penalty, and a character wearing heavy armor suffers a -3 speed rank penalty. An entangled character suffers a -4 penalty to speed ranks, while helpless, paralyzed, immobilized, grappled or pinned creatures are automatically treated as having speed rank 0. Penalties from fatigue, encumbrance, armor and conditions stack. Speed Ranks: The speed ranks are numbered from 0 to 10, where an untrained character has a speed rank of 0 and a fully trained character has a speed rank of 5. Some highly specialized, epic characters may gain Speed ranks of up to 10, but such a thing is extremely rare.
Kawarimi Defense: An attack that gains kawarimi defense means a character cannot use defensive maneuver or the ‘avoid an attack’ maneuver against that attack unless he is moving at a certain speed rank (for example, a character with 4 speed ranks cannot avoid an attack with a kawarimi defense 4 if he is suppressing any of his speed ranks).
High Speed Sight (Ex): A character with the high speed sight ability negates any speed bonus to Hide checks a character gains by having speed ranks up to a certain degree mentioned in the character’s statistic block, but only for his person. A character with high speed sight 3 spotting against a character with speed rank 5 would negate +3 of the character’s +5 speed bonus to Hide checks. – Speed Rank 0 (Ex): The character moves at normal speed and gains no benefits from this speed rank. When not suppressed or dormant, speed rank 0 costs no chakra. Speed Rank 1 (Ex): The character gains a +2 bonus to Jump checks, a +1 dodge bonus to Defense and Reflex saves. The character’s land speed increases by 10 feet, and gains a +1 speed bonus to Hide checks. A character loses his dodge bonus to Defense when caught flat-footed. When not suppressed or dormant, speed rank 1 costs 1 point of chakra every 5 rounds. The speed bonus to Hide only applies to situations where fast movement would help. – Speed Rank 2 (Ex): The character gains a +3 bonus to Jump checks, a +2 dodge bonus to Defense and Reflex saves, and a +1 bonus to attack rolls. The character’s land speed increases by 15 feet, and gains a +2 speed bonus to Hide checks..
When not suppressed or dormant, speed rank 2 costs 2 points of chakra every 5 rounds. – Speed Rank 3 (Ex): The character gains a +4 bonus to Jump checks, a +3 dodge bonus to Defense and Reflex saves, and a +1 bonus to attack rolls. The character’s land speed increases by 20 feet, and gains a +3 speed bonus to Hide checks. When not suppressed or dormant, speed rank 3 costs 3 points of chakra every 5 rounds. – Speed Rank 4 (Ex): The character gains a +5 bonus to Jump checks, a +4 dodge bonus to Defense and Reflex saves, and a +2 bonus to attack rolls. The character’s land speed increases by 25 feet, gains a +4 speed bonus to Hide checks, and his attacks have a kawarimi defense 1.
When not suppressed or dormant, speed rank 4 costs 4 points of chakra every 5 rounds. – Speed Rank 5 (Ex): The character gains a +6 bonus to Jump checks, a +5 dodge bonus to Defense and Reflex saves, and a +2 bonus to attack rolls. The character’s land speed increases by 30 feet, gains a +5 speed bonus to Hide checks, and his attacks have a kawarimi defense 2. When not suppressed or dormant, speed rank 5 costs 1 point of chakra every round. – Speed Rank 6 (Ex): The character gains a +7 bonus to Jump checks, a +6 dodge bonus to Defense and Reflex saves, and a +3 bonus to attack rolls. The character’s land speed increases by 35 feet, gains a +6 speed bonus to Hide checks, and his attacks have a kawarimi defense 3.
He gains an additional attack when making a full-attack action, at his highest attack bonus but at a -5 penalty. When not suppressed or dormant, speed rank 6 costs 3 points of chakra every 2 rounds. – Speed Rank 7 (Ex): The character gains a +8 bonus to Jump checks, a +7 dodge bonus to Defense and Reflex saves, and a +3 bonus to attack rolls. The character’s land speed increases by 40 feet, gains a +7 speed bonus to Hide checks, and his attacks have a kawarimi defense 3. He gains an additional attack when making a full-attack action, at his highest attack bonus. When not suppressed or dormant, speed rank 7 costs 2 points of chakra every round. Speed Rank 8 (Ex): The character gains a +9 bonus to Jump checks, a +8 dodge bonus to Defense and Reflex saves, and a +4 bonus to attack rolls. The character’s land speed increases by 45 feet, gains a +8 speed bonus to Hide checks, and his attacks have a kawarimi defense 4. He gains an additional attack when making a full-attack action, at his highest attack bonus. When not suppressed or dormant, speed rank 8 costs 5 points of chakra every 2 rounds. – Speed Rank 9 (Ex): The character gains a +10 bonus to Jump checks, a +9 dodge bonus to Defense and Reflex saves, and a +4 bonus to attack rolls. The character’s land speed increases by 50 feet, gains a +9 speed bonus to Hide checks, and his attacks have a kawarimi defense 5.
He gains an additional attack when making a full-attack action, at his highest attack bonus. When not suppressed or dormant, speed rank 9 costs 3 points of chakra every round. – Speed Rank 10 (Ex): The character gains a +10 bonus to Jump checks, a +10 dodge bonus to Defense and Reflex saves, and a +5 bonus to attack rolls. The character’s land speed increases by 60 feet, gains a +10 speed bonus to Hide checks, and his attacks have a kawarimi defense 6. He gains an additional attack when making a full-attack action, at his highest attack bonus, and a second additional attack at a -5 penalty. When not suppressed or dormant, speed rank 10 costs 6 points of chakra every round.
The character cannot activate the Speed rank 10 ability if he is fatigued, exhausted, or suffers from Dexterity or Constitution damage. Strength Rank: As with speed ranks, strength ranks are numbered from 0 to 10 and untrained character stand at strength rank 0, while only truly epic characters ever reach strength rank 10. The bonus to attack and weapon damage rolls granted by Strength rank is treated as a bonus granted by the Strength score for the purpose of multiplying or dividing it, and deciding whether to use the Strength or Dexterity score with attack rolls. – Strength Rank 0 (Ex): The character gains no particular benefits from enhanced strength. When not suppressed or dormant, strength rank 0 costs no chakra. Strength Rank 1 (Ex): The character gains a +1 bonus to attack and weapon damage rolls (if he is able to apply his Strength modifier to damage for that weapon—for example, to a katana or shuriken attack, but not a throwing needle).
When not suppressed or dormant, strength rank 1 costs 1 points of chakra every 5 rounds. Whether active or dormant, strength rank 1 increases the character’s effective Strength score to determine his carrying capacity by +1. – Strength Rank 2 (Ex): The character gains a +1 bonus to attack and weapon damage rolls, and a +2 bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and Break, Climb, Jump and Swim checks. His carrying capacity increases by one-half (round down).
In addition, a character with Strength Rank 2 ignores hardness from objects with 2 or less hardness.
When not suppressed or dormant, strength rank 2 costs 2 points of chakra every 5 rounds. Whether active or dormant, strength rank 2 increases the character’s effective Strength score to determine his carrying capacity by +2. – Strength Rank 3 (Ex): The character gains a +2 bonus to attack and weapon damage rolls, and a +4 bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and Break, Climb, Jump and Swim checks. His carrying capacity doubles. In addition, a character with Strength Rank 3 ignores hardness from objects with 4 or less hardness. When not suppressed or dormant, strength rank 3 costs 3 points of chakra every 5 rounds.
Whether active or dormant, strength rank 3 increases the character’s effective Strength score to determine his carrying capacity by +3. – Strength Rank 4 (Ex): The character gains a +2 bonus to attack and weapon damage rolls, and a +6 bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and Break, Climb, Jump and Swim checks. His carrying capacity doubles. In addition, a character with Strength Rank 4 ignores hardness from objects with 6 or less hardness. When not suppressed or dormant, strength rank 4 costs 4 points of chakra every 5 rounds. Whether active or dormant, strength rank 4 increases the character’s effective Strength score to determine his carrying capacity by +4. Strength Rank 5 (Ex): The character gains a +3 bonus to attack and weapon damage rolls, and a +8 bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and Break, Climb, Jump and Swim checks. His carrying capacity is multiplied by 2. 5 (round down).
In addition, a character with Strength Rank 5 ignores hardness from objects with 8 or less hardness. When not suppressed or dormant, strength rank 5 costs 1 point of chakra every round. Whether active or dormant, strength rank 5 increases the character’s effective Strength score to determine his carrying capacity by +5. – Strength Rank 6 (Ex): The character gains a +4 bonus to attack and weapon damage rolls, and a +10 bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and Break, Climb, Jump and Swim checks.
His carrying capacity is multiplied by 2. 5 (round down) and he gains a damage reduction 2/dark iron. In addition, a character with Strength Rank 6 ignores hardness from objects with 8 or less hardness. When not suppressed or dormant, strength rank 6 costs 3 points of chakra every 2 rounds. Whether active or dormant, strength rank 6 increases the character’s effective Strength score to determine his carrying capacity by +6. – Strength Rank 7 (Ex): The character gains a +4 bonus to attack and weapon damage rolls, and a +10 bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and Break, Climb, Jump and Swim checks.
His carrying capacity triples and he gains a damage reduction 3/dark iron. In addition, a character with Strength Rank 7 ignores hardness from objects with 8 or less hardness. When not suppressed or dormant, strength rank 7 costs 2 point of chakra every round. Whether active or dormant, strength rank 7 increases the character’s effective Strength score to determine his carrying capacity by +7. – Strength Rank 8 (Ex): The character gains a +5 bonus to attack and weapon damage rolls, and a +11 bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and Break, Climb, Jump and Swim checks. His carrying capacity triples and he gains a damage reduction 5/dark iron.
In addition, a character with Strength Rank 8 ignores hardness from objects with 8 or less hardness. When not suppressed or dormant, strength rank 8 costs 5 points of chakra every 2 rounds. Whether active or dormant, strength rank 8 increases the character’s effective Strength score to determine his carrying capacity by +8. – Strength Rank 9 (Ex): The character gains a +5 bonus to attack and weapon damage rolls, and a +11 bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and Break, Climb, Jump and Swim checks. His carrying capacity is multiplied by 3. 5 (round down) and he gains a damage reduction 6/dark iron.
In addition, a character with Strength Rank 9 ignores hardness from objects with 8 or less hardness. When not suppressed or dormant, strength rank 9 costs 3 point of chakra every round. Whether active or dormant, strength rank 9 increases the character’s effective Strength score to determine his carrying capacity by +9. – Strength Rank 10 (Ex): The character gains a +6 bonus to attack and weapon damage rolls, and a +12 bonus to opposed disarm, trip, grapple, bullrush or overrun checks, strength checks and Break, Climb, Jump and Swim checks. His carrying capacity quadruples and he gains a damage reduction 8/dark iron. In addition, a character with Strength Rank 10 ignores hardness from objects with 10 or less hardness.
When not suppressed or dormant, strength rank 10 costs 6 point of chakra every round. The character cannot activate the Strength rank 10 ability if he is fatigued, exhausted, or suffers from Strength or Constitution damage. Whether active or dormant, strength rank 10 increases the character’s effective Strength score to determine his carrying capacity by +10. Variants There are many variant rules offered to enhance gaming experience in Naruto d20, from the Simplified Chakra Pool to the Elemental Affinities. These variants are all completely optional and should be considered carefully with both the players’ and GM’s best interest in mind before using them in a campaign.
Empathic Learning Variant: This variant allows the character to learn techniques on the spot by spending points which he has earned in combat or by distinguishing himself. In fast-paced action, the characters don’t always have time to train. In fact, a warrior’s best teacher is the field of battle. This variant comes into play when the players overcome a challenge, and when the need strikes for a dramatic or well-timed display of creativity and awesome power. As the players progress through a story or defeat a challenge, they earn empathy points. Empathy points can be spent during a battle or in a situation where gaining a specific ability will serve the character well. Awarding Empathy Points: As a general rule, follow the table below to determine when to award the player empathy points.
In other situations, when the player is particularly clever or when the character shines, empathy points should also be awarded. Award empathy points when… the character gains a level the players defeat an encounter the players defeat a boss creature the players defeat a solo creature the players reach an adventure landmark Empathy Points Earned 2 1 1 2 2 to 5 Spending Empathy Points: In dramatic situations, such as an encounter or during pursuit, the player can spend empathy points to instantly learn a technique that is relevant to his situation in only the time it takes to perform the action. Outside of dramatic situations, it takes 1 minute to learn a technique by spending empathy points.
To learn a technique, the player must spend a number of empathy points equal to the technique’s skill threshold (see Perform Requirements. ) The character cannot gain mastery in a technique by spending empathy points. It can be helpful for the GM to set a list of a limited number of technique that can be renewed or updated every adventure or everytime a character gains a level, and enforce that specific list for each player outside of very dramatic situations. Optional: In dramatic situations, the GM may determine that the character may spend the normal amount of ETP to perform a technique he already knows without spending chakra chakra, and halve the chakra spent to empower it, if at all. In certain situation, the GM may decide that empowering the technique has no chakra cost.
Hostage Maneuver Variant: When a character is holding a creature hostage, it is able to react quickly and deal critical damage, which is primarily what makes hostage situations so tricky. The hostage can serve as a shield against anyone who dares to direct their attack the character. To qualify as a hostage, the creature must be helpless, prone, grappled or pinned, and be up to two size category smaller than the character, or up to two size category larger and prone. The hostage maneuver is a full-round action each round that may provoke an attack of opportunity. If the hostage is willing or simply not resisting, holding it is an attack action. Taken Hostage: When a creature is taken hostage, it may take an attack of opportunity against the character if it retains its Dexterity bonus to Defense.
If the attack hits, the hostage attempt has 50% chance to fail. While taken hostage, the creature can still take any action (see The Certain Death Rule, below. ) The Certain Death Rule: The certain death rule dictates that the character is able to react with an attack of opportunity against the hostage against any action it takes, including speaking or dodging from an attack, before it is able to complete the action. In addition, the character is able to take an attack of opportunity against the hostage at any time he wishes to. That attack is always considered a coup de grace. A creature immune to critical hits and sneak attacks is also immune to the effects of a coup de grace.
Staggered: If the character takes more than 1 point of damage per level per round while maintaining the hostage maneuver, it will become staggered and unable to make attacks of opportunity against the hostage for 1 round. If the hostage was grappled or pinned, it may make an opposed Grapple check (as a free action) to break the hostage maneuver. Doing so will also break the grapple. Hostage Shield: Each attack directed at the character has a 75% chance of hitting the hostage instead during the hostage maneuver, unless the attack would miss by 10 or more (this penalty is reduced to 25% if the character is not aware of the attack. ) The attack does not check against the hostage’s defense unless it attempts to dodge (see The Certain Death Rule, above. ) Some conditions might lower or negate the chance of hitting the hostage entirely (at the GM’s discretion).
At Sword Point: Initiating the hostage maneuver against an unaware opponent requires a touch attack against the creature who is denied its Dexterity modifier to Defense and a successful level check (DC is the target’s level +11).
Performing the hostage maneuver in this manner does not result in the target being grappled or hindered and is a full-round action. Grappled Hostage: Initiating the hostage maneuver during a grapple requires a successful Grapple check against the creature, which provokes an attack of opportunity if the target is carrying a light weapon, has a natural attack or if its unarmed attacks are treated as armed. If the attack hits, the hostage maneuver has a 50% chance to fail. The character gains a +4 bonus to his Grapple check if the creature is pinned.
Reflex Saves and Movement Penalties Variant: For increased realism, some conditions may reduce a character’s ability to dodge attacks. All of these penalties stack. Cowering: Character takes a -2 penalty to Reflex saves. Dazed: Character cannot use evasion or improved evasion. Disabled: Character takes a -1 penalty to Reflex saves. Flat-footed: Character takes a -4 penalty to Reflex saves (Uncanny Dodge negates).
Grappled: Character takes a -2 penalty to Reflex saves. Panicked: Character takes a -1 penalty to Reflex saves. Staggered: Character takes a -2 penalty to Reflex saves and cannot use evasion; improved evasion works as evasion. Stunned: Character takes a -2 penalty to Reflex saves and cannot use evasion or improved evasion.
Save Scores Variant: This variant differs from the normal rules in that when a character uses a technique or an effect that, the players must roll against the opponent’s save scores. In effect, this means the attacker makes most of the rolls and thus relieves a good deal of pressure from the game master. Anytime a character casts a spell, manifests a power, performs a technique, or uses an ability or item that provokes a saving throw, the attacker rolls a save check against the defender’s save score. If the result of the save check exceeds or equals the defender’s save score, the defender is affected as though it had failed its save. If the result is lower than the save score, the defender is affected as though it had succeeded its save.
A natural roll of 1 is always considered a successful save, and a natural roll of 20 is always considered a failed save. Save check: 1d20 + technique rank + ability modifier + other modifier. Fortitude score: 11 + Fortitude save modifier. Reflex score: 11 + Reflex save modifier. Will score: 11 + Will save modifier. Abilities and Items: If an ability or a specific item has a saving throw DC, the attacker rolls a save check with a bonus equal to the ability or item’s DC minus 10. A firecracker tag would have a +5 save check modifier Simplified Chakra Variant: With the Chakra Control system being understandably complicated, the Naruto: d20 supplement offers an optional rule to greatly simplify and quicken gameplay for inexperienced players.
The Chakra Pool of a character is calculated as such: 2 plus the character’s Constitution modifier (minimum 1) every level (therefore, a level 2 character with a Constitution of 13 would have 6 points of Chakra, while a level 10 character with a Constitution score of 16 would have a Chakra Pool of 50).
Ordinaries still have half that amount. Learning Genjutsu and Ninjutsu techniques now requires 1 rank of Chakra Control per rank of the technique the character seeks to learn (4 ranks for a Rank 4 technique).
Furthermore, Soldier Pills grant a bonus to Chakra Pool of 2d6+2 instead of 2d4+1. Trump Card Variant: The player characters gain abilities called trump card under this variant.
A trump card is a special technique known by the character held in reserves for dramatic situations. The trump card variant enables the character to use that technique for free in certain situations. Gaining a Trump Card: The character gains a trump card ability when reaching certain levels. Each time, he selects a class ability or technique he learned previously and applies the trump card to that ability or technique. A technique the GM judges is too commonly used should not be allowed to be made a trump card. Alternatively, the GM may allow a technique or ability that is commonly used to become a trump card when used in very specific circumstances.
Techniques that can call summon creatures must be targeted at a specific summon creature (see Kuchiyose no Jutsu variants).
Trump Card (Sp): Once per day, you may use the trump card at no cost to yourself if it was not used before during the encounter. A technique trump card costs no chakra to perform or empower, and a class ability that requires an action point or chakra costs none. A technique or class ability with a limited number of uses per day or encounter is not expended. Trump Card (Lesser): This trump card is earned at 5th level and is a technique of rank 4 or lower, or a class ability obtained from any class obtained with 4 or fewer levels in that class.
Trump Card (Superior): This trump card is earned at 10th level and is a technique of rank 9 or lower, or a class ability obtained from any class obtained with 7 or fewer levels in that class. Trump Card (Greater): This trump card is earned at 15th level and is a technique of rank 14 or lower, or a class ability obtained from any class obtained with 10 or fewer levels in that class. Retraining a Trump Card: The character can retrain any existing trump cards each time he obtains a new trump card or when he reaches 21st level. In effect, this allows the character to apply a trump card spell-like ability to a different technique or class ability. Unarmed Lethal Damage Variant: As an optional rule, all heroic shinobi are able to deal lethal damage and count as armed when making an unarmed attack.
The shinobi still deals 1d3 point of damage, though, unless he has a special feat increasing that amount (such as combat martial arts).
This rule does not change the benefits of Brawl, as it still deals non-lethal damage. Power Units (PU): Power units functions in such a way to allow a character greater freedom within a game. They serve to make the inexperienced prodigy stronger and still somewhat of a challenge to the seasoned veteran. A character with more power units is capable of greater prowesses, both mental and physical, but distinctly has less experience than a character of higher level. The only true way to acquire a power unit is for the GM to give one or to benefit from a non-permanent effect that increase one’s power unit.
One should always be mindful of game balance when considering using power units, and they are a completely optional portion of the Naruto: d20 system. Nevertheless, implementing them can add distinct flavor to a game and add that edge combat needs to be just that much more interesting. Optional Rules: Because of the obvious advantage a Power Unit grant to a character, it may be a good idea to increase the character’s ECL and CR by 0. 5 point per permanent Power Unit (rounded down).
Power Units add up to each other and all bonuses listed below stack: – +0. 5 dodge bonus to Defense (rounded down) – +0. 5 hit points per level (rounded down) – +1 to his Learn checks – +2 bonus to Chakra Pool +1 bonus to attack rolls – +1 bonus to saving throws – +2 bonus to Balance, Climb, Hide, Jump, Listen, Move Silently, Spot, Swim and Tumble checks – +2 bonus to Initiative – +2 feet movement increase (rounded to the nearest 5-feet unit) For example, a character with 3 Power Units (PU) would gain the following: a +1 dodge bonus to defense, +1 hit points per level, +3 bonus to his Learn checks, +3 bonus to his Chakra Pool, attack rolls, saving throws, +6 bonus to Initiative and Balance, Climb, Hide, Jump, Listen, Move Silently, Spot, Swim and Tumble checks as well as a 5 feet movement increase. Credits goes to Critical Strike Press for the original idea, although it was mostly modified by yours truly. They can be reached on their website (www. criticalstrikepress. com).
Note that the Power Units are not Open Game Content and cannot be used without permission of their respective owner, in this case Critical Strike Press and Frankto Vinneti. Create a True Ninja: In the following paragraph, you will find details on how to create a true Naruto ninja for a high powered campaign.
Be warned that this can, and likely will, result in a very high powered game and should be used only by an experienced GM or a person seeking to play in that kind of universe. A true Naruto ninja has to be strong, cunning, agile and have the ability to come up with thorough plan on the fly. He, or she, must be experienced and talented, wise and collected. He must always be prepared for the worst case scenario and have the ability to deal with anything life throws his way. To be a true Ninja, one must: – be built using 40-point buy or 5d6, taking the three best, rerolling ones. – have at least 1 power unit. – be able to learn techniques with only half the normal time. be able to move at up to 5 times his normal speed. – count as armed and deal lethal damage with unarmed strikes even without the Combat Martial Arts feat (as per optional rule).
– begin play with the three basic techniques, Bunshin, Henge and Kawarimi, as well as 2d4 +1 technique per level. – have Balance, Chakra Control, Climb, Disguise, Genjutsu, Hide, Listen, Move Silently, Ninjutsu, Search, Spot, Survival and Taijutsu as permanent class skills. – be able to recover Chakra loss twice as fast. Seeing how this can obviously unbalance the whole game, it should not be used unless one is looking for a “legal” way to create truly powerful characters. Character Creation
Creating a character can sometimes be a tricky thing to do, especially using a system so heavily modified as this one. Below are some tips and advice, and the general process rewritten to serve as an aid to new players. Ask Your GM! Always have the GM “ok” the build or direction you wish to send your character in! Not meeting the GM’s approval without having him know can cause trouble later on! Ability Scores Generating your ability score is generally done through the point-buy system (see below).
Heroes and villains typically use 36- or 32-point buy, while NPCs use 25-point buy, and civilian and creatures 12 or 15-point buy. Point Buy System: Each ability score starts at 8.
The character must spend points to purchase the ability score he desires; ability scores from 8 to 14 cost 1 point. 15 and 16 cost 2 points, and 17 and 18 both cost 3 points. For example, 36-point buy can generate the following array: 16, 14, 14, 14, 14, 10. The 16 score costs 10, while all four 14 cost 6, and the 10 costs 2; adding together makes 36. Rolling the Die: Other ability generation systems including rolling the die, picking the best three of 4d6. For high-power campaign, picking the best three of 4d6, rerolling 1s is usually preferred. Race Is your character a normal human, or does he gain special benefit from his ancestor’s body manipulation and experiments? Is he abnormally tall, or small? See chapter 2 for more details on the new races!
Basic Class Choosing what basic class you take first will determine the foundation you will base your character upon. See chapter 3 for more details. Hit Points The amount of hit point a character has is determined by what class he takes. At first level, a character always get maximum hit points from the hit die, but each subsequent level must be rolled. Chakra Pool A character’s chakra pool is equal to 2 per level, doubled at first level, plus his Constitution modifier (minimum 0) every level. Starting Occupation Most shinobi character—the heroes, generally—choose from the four starting occupations offered in this book: Academy Student, Mentored, Ninja Law Enforcement or Wandering Ninja.
What occupation you choose determine the benefits you gain from it —choose wisely! Action Points All basic class offer the same number of action points: 5 + half the character’s level in the class (rounded down).
Characters starting at higher than 1st level typically gain what action points their last level in the last class their character has taken rather than the number of action points it would have if it had progressed normally in all classes without spending an action point (left at the GM’s discretion).
Skills and Feats Choosing skills and feats can determine what advanced and prestige classes, techniques and later feats are available to you. A character gains skill oints every level (times four at 1st level) depending on what class he takes, and one feat at first level plus any bonus his class and occupation may grant. See chapters 2, 3 and 4 for details. Wealth Roll 2d4 and add whatever bonus your character’s starting occupation may grant to determine wealth at first level. Feats and skills, such as windfall and Profession may add to your wealth bonus. See page 204 of the d20 Modern Core Rulebook for wealth of characters after 1st level. Equipment After determining wealth, a character must then spend it on what equipment he can, being mindful of the item’s restriction. See page 91 of the d20 Modern Core Rulebook for rules on spending and losing wealth. See chapter 7 for equipment and new items unique to Naruto d20.
Techniques Finally, a character begins with a number of techniques at 1st level equal to 1d4+1. See chapter 10 for more details on techniques. CHAPTER II: NONHUMAN HEROES Most shinobi coming from clans of their respective country are not typical, average humans due to the nature of their training and alterations inherited from their ancestors’ bodies due to their training, either through various drugs or several generations following specific training methods and chakra manipulations. While a civilian wouldn’t typically have a shinobi race, the offspring of a man whose family background includes 4 generations of extensively trained shinobi might.
The term nonhuman hero is used loosely: these creatures are both human and not, lacking the adaptability of the average man but gaining abilities from the blood running through their veins. Such a creature is not treated as human and does not gain extra skill points, as shown on the table below. TABLE 2-1: HON-HUMANS AND SKILL POINTS Class Basic Classes Strong Fast Tough Smart Dedicated Charismatic Advanced Classes Soldier Martial Artist Gunslinger Infiltrator Daredevil Bodyguard Field Scientist Techie Field Medic Investigator Personality Negotiator Beastmaster Blinkstrike Medical Specialist Ninja Police Ninja Scout Puppeteer Sacred Fist Shinobi Adept Shinobi Bodyguard Shinobi Swordsman Shuriken Expert Soul Edge Squad Captain Sword Savant Taijutsu Master Prestige Classes Beastlord Blinkstrike
Skill Points Human Shinobi Races 3+Int modifier 2+Int modifier 5+Int modifier 4+Int modifier 3+Int modifier 2+Int modifier 9+Int modifier 8+Int modifier 5+Int modifier 4+Int modifier 7+Int modifier 6+Int modifier 5+Int modifier 3+Int modifier 5+Int modifier 7+Int modifier 5+Int modifier 3+Int modifier 7+Int modifier 7+Int modifier 5+Int modifier 5+Int modifier 5+Int modifier 5+Int modifier 3+Int modifier 3+Int modifier 5+Int modifier 5+Int modifier 5+Int modifier 5+Int modifier 3+Int modifier 7+Int modifier 3+Int modifier 3+Int modifier 5+Int modifier 3+Int modifier 5+Int modifier 3+Int modifier 3+Int modifier 3+Int modifier 3+Int modifier 4+Int modifier 2+Int modifier 4+Int modifier 6+Int modifier 4+Int modifier 2+Int modifier 6+Int modifier 6+Int modifier 4+Int modifier 4+Int modifier 4+Int modifier 4+Int modifier 2+Int modifier 2+Int modifier 4+Int modifier 4+Int modifier 4+Int modifier 4+Int modifier 2+Int modifier 6+Int modifier 2+Int modifier 2+Int modifier 4+Int modifier 2+Int modifier 4+Int modifier 2+Int modifier 2+Int modifier 2+Int modifier 2+Int modifier Devastator Exarch Exemplar Elementalist Genjutsu Master Livewire Ninja Operations Counter Shade Summoner Technique Analyst Weaponmaster 5+Int modifier 5+Int modifier 3+Int modifier 5+Int modifier 5+Int modifier 3+Int modifier 7+Int modifier 5+Int modifier 3+Int modifier 5+Int modifier 3+Int modifier 4+Int modifier 4+Int modifier 2+Int modifier 4+Int modifier 4+Int modifier 2+Int modifier 6+Int modifier 4+Int modifier 2+Int modifier 4+Int modifier 2+Int modifier
Skills and Feats Nonhumans species gain 4 fewer skill points at 1st level, and 1 fewer every level thereafter, as well as one feat fewer at 1st level. Languages Known Nonhuman species in general gain one bonus language in addition to Common, that of their own country. Shinobi Species Following the descriptive text of each species is a summary of special traits and abilities. Size: The species’ size. Species that are exceptionally large or small receive modifiers to their Defense, attack rolls, grapple checks, and Hide skill checks. Ability Modifiers: These modifiers adjust the ability scores of every member of the species. Size modifier to ability scores are already taken into account.
Base Speed: The distance an average member of the species can move (in feet) during a move action. In general, Medium and Large characters have a base speed of 30 feet, while Small characters have a base speed of 20 feet. Special Qualities: Special qualities include species bonuses to skill checks and saving throws, bonus feats, and natural armor bonuses to Defense (if any).
This section also describes any special abilities of the species, including special combat bonuses, the ability so see in low light or utter darkness, and the ability to resist magic. Elemental Affinity: Using the elemental affinity optional rules, the species automatically gains the specified entry instead of chosing.
Free Language Skills: Nonhuman species receive a certain number of Read/Write Language and Speak Language skills for free, without spending any skill points. These free language skills are listed here. Other Languages: Other languages commonly known to members of the species. Shinobi may learn additional languages, following the rules presented under the Speak Language and Read/Write Language skill descriptions. Small and Large characters Small characters gain a +1 size bonus to Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They suffer a –4 penalty on grapple checks. Large characters suffer a -1 size penalty to Defense, attack rolls and a -4 size penalty on Hide checks. They gain a +4 bonus on grapple checks.
Small characters’ lifting and carrying limits are three-quarters of those of Medium characters. Large characters’ lifting and carrying limits are twice that of Medium characters. Small characters generally move about two-thirds as fast as Medium characters. Large characters generally move the same speed as Medium characters. Small characters must use smaller weapons than Medium characters. They must use two hands to wield a weapon of Medium, and a weapon must be of Tiny size or smaller for them to consider it as a light weapon. Large characters must use weapons larger than Medium characters. They may wield Large weapons with one hand, and must use a Medium or smaller for them to consider a light weapon.
Armor for Small characters can be chopped down from existant protective outfits. It costs the same as Medium armor and weighs half as much. A Medium or larger creature cannot wear armor sized for a Small character. Armors for Large characters can be pieced together with existant protective outfits. It costs one-half again as Medium armor and weighs twice as much. A Medium or smaller creature cannot wear armor sized for a Large character. Gigantic These humans are just like typical humans except that they are unusually large. They grow up to be anywhere between 8 and 14 feet tall. Size: Large. Large characters suffer a -1 size penalty to Defense, attack rolls and a -4 size penalty on Hide checks.
They gain a +4 bonus on grapple checks. Ability Modifiers: +8 Strengh, +4 Constitution, -2 Dexterity. Base Speed: 30 feet. Natural Armor: Gigantic humans gain a +2 natural armor bonus to Defense. Humans: Gigantic humans still counts as humanoids, though the type does not generally allow creatures of Large size. Their slam deals 1d4 points of damage, claws 1d6, bites 1d6 and gores 1d8. Bonus Feat: Gigantic humans receive Simple Weapons Proficiency as a bonus feat. Elemental Affinity: Any. Free Language Skills: Read/Write Common (or local language), Speak Common (or local language).
Other Languages: Any. Challenge Rating: +1. Level Adjustment: +2. Human
This species is the typical, adaptable human. They gain additional skill points and feats, and no other special bonuses. The default race in d20 Modern is human and the bonus feat and skill points are already represented in the Basic Classes section, therefore no adjustments need to be made from selecting this race. Size: Medium. Humans have no special bonuses or penalties due to their size. Ability Modifiers: — Base Speed: 30 feet. Bonus Skills: Humans gain 4 more skill points at 1st level, and 1 more every level thereafter. Bonus Feat: Humans gain an additional feat to choose from at 1st level, as well as Simple Weapons Proficiency. Elemental Affinity: Any.
Free Language Skills: Read/Write Common (or local language), Speak Common (or local language).
Other Languages: Any. Human/Earth Humans native from the earth country, they are generally sturdier and larger than their peers. Size: Medium. Humans have no special bonuses or penalties due to their size. Ability Modifiers: +2 Constitution, -2 Wisdom. Base Speed: 30 feet. Tremorsense (Ex): A human/earth can concentrate for 1 swift action to activate a tremorsense 30 ft. ability once per day. The tremorsense lasts for 1 minute or the duration of an encounter (whichever is shorter).
This ability can be used twice per day at 10th level, and three times per day at 20th level. Skill Bonus: The human/earth gains a +2 racial bonus to Climb checks.
Saving Throw Bonus: The human/earth gains a +1 racial bonus to saves against earthbased attacks. Bonus Feat: Humans receive Simple Weapons Proficiency as a bonus feat. Elemental Affinity: Earth. Free Language Skills: Read/Write Common, Speak Common, Speak Earth. Other Languages: Sign Earth Common, Sign Common, Fire, Lightning, Water, Wind. Human/Fire Humans native from the fire country do not differ from the norm in sizes, but favor lighter-colored hair and tan more easily. Size: Medium. Humans have no special bonuses or penalties due to their size. Ability Modifiers: +2 Charisma, -2 Strength. Base Speed: 30 feet. Inspire Courage (Sp): The human/fire may inspire courage in all allies within 30 feet once per day.
As a swift action, he may grant himself and his allies a +1 morale bonus to attack rolls, saves and skill checks, and a +4 morale bonus to saves against fear effects for 1 minute or the duration of an encounter (whichever is shorter).
This ability can be used twice per day at 10th level, and three times per day at 20th level. Skill Bonus: The human/fire gains a +1 racial bonus to Diplomacy and Gather Information checks. Saving Throw Bonus: The human/fire gains a +1 racial bonus to saves against fire-based attacks. Bonus Feat: Humans receive Simple Weapons Proficiency as a bonus feat. Elemental Affinity: Fire. Free Language Skills: Read/Write Common, Speak Common, Speak Fire. Other Languages: Sign Fire Common, Sign Common, Earth, Lightning, Water, Wind. Human/Lightning Humans native from the lightning country are generally short and stout, favor