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Taijutsu shinobi

D8

Class skill

Balance,Climb,Chakra control, Escape artist,


jump,Profession,Survival,Swim,Taijutsu,
tumble

4+int x 4 at first level

Class Features
All of the following are class features
of the Taijutsu shinobi.
Weapon and Armor Proficiency: Taijutsu
Shinobi are proficient with the kunai, shuriken, kama, nunchaku, quarterstaff and sai.
Taijutsu shinobi are not proficient with any armor. When wearing armor, or carrying a heavy load, a
taijutsu shinobi loses his defenses bonus, as well as his fast movement.
Defenses bonus: A taijutsu shinobi is highly trained at dodging blows, and they have a sixth sense that
lets them avoid even unanticipanted attacks. When wearing no armor or light armor and unencumbered,
the taijutsu shinobi adds his wisdom modifier to is defenses. In addition, a taijutsu shinobi gain a +1
bonus to defense like the other classes, exception that the taijutsu shinobi receive it at level 5 instead of
2nd level. This bonus increase by 1 for every five taijutsu shinobi levels thereafter (+2 at 10th, +3 at 15th,
and +4 at 20th level).
Taijutsu specialist: At 1 st level, a Taijutsu shinobi have an affinity with taijutsu. Every taijutsu chakra
cost is reduced by 1.
Unarmed Strike: At 1st level, a Taijutsu shinobi gains Improved Unarmed Strike as a bonus feat. A
taijutsu shinobi's attacks may be with either fist or with elbows, knees, and feet. This means that a
taijutsu shinobi may make unarmed strikes with his hands full. There is no such thing as an off-hand
attack for a taijutsu shinobi striking unarmed. A taijutsu shinobi may thus apply his full Strength
bonus on damage rolls for all his unarmed strikes. Usually a Taijutsu shinobi’s unarmed strikes deal
lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll.
He has the same choice to deal lethal or nonlethal damage while grappling. A taijutsu shinobi’s
unarmed strike is treated both as a manufactured weapon and a natural weapon for the
purpose of jutsu and effects that enhance or improve either manufactured weapons or natural weapons.
A taijutsu shinobi also deals more damage with his unarmed strikes than a normal person would, as
shown on the graph below. The unarmed damage on the Table 2 is for Medium taijutsu shinobi. A
Small taijutsu shinobi deals less damage than the amount given there with his unarmed attacks, while a
Large taijutsu shinobi deals more damage; see table 1: Small or Large taijutsu shinobi Unarmed
Damage

Ta ble 1: S m a ll or L ar g e Taijut su s hinobi U n ar m e d D a m a g e


Damage Damage
Level ( S m all taijut su s hinobi) (Lar ge Taijut su s hinobi)
1 st–3rd 1 d4 1 d8
4th–7th 1 d6 2d6
8th–1 1th 1 d8 2d8
12th– 15th 1 d 10 3d6
16th– 19th 2d6 3d8
20th 2d8 4d8
Table 2: Taijutsu Shinobi
Base
Att a c k Fort R ef Will U n a r m ed D ef S p e ed
Level B o nu s S ave S a ve S ave S p e ci al Damage* B o nu s B o nu s
1 st +1 +2 +1 +0 Taijutsu specialist, 1 d6 +0 +0 ft.
unarmed strike
2nd +2 +3 +2 +0 Bonus feat, 1 d6 +0 +0 ft.
Evasion
3rd +3 +3 +2 +1 Maneuver training 1 d6 +0 +10 ft.
4th +4 +4 +2 +1 Chakra bonus, 1 d8 +1 +10 ft.
slow fall 20 ft.
5th +5 +4 +3 +1 High jump, 1 d8 +1 +10 ft.
Sneak atk (+1d6)
6th +6/+1 +5 +3 +2 Bonus feat, 1 d8 +1 +20 ft
Slow fall 30 ft.
7th +7/+2 +5 +4 +2 - 1 d8 +1 +20 ft.
8th +8/+3 +6 +4 +2 Slow fall 40 ft. 1 d 10 +2 +20 ft.
9th +9/+4 +6 +4 +3 Improved evasion 1 d 10 +2 +30 ft.
10th +10/+5 +7 +5 +3 Bonus feat, 1 d 10 +2 +30 ft.
slow fall 50 ft.
1 1th +11/+6/+1 +7 +5 +3 Sneak atk (+2d6) 1 d 10 +2 +30 ft.
12th +12/+7+2 +8 +6 +4 slow fall 60 ft., 2d6 +3 +40 ft
Chakra bonus.
13th +13/+8/+3 +8 +6 +4 - 2d6 +3 +40 ft.
14th +14/+9/+4 +9 +6 +4 Bonus feat, 2d6 +3 +40 ft
Slow fall 70 ft..
15th +15/+10/+5 +9 +7 +5 Sneak atk (+3d6) 2d6 +3 +50 ft.
16th +16/+11/+6/+1 +10 +7 +5 Chakra bonus, 2d8 +4 +50 ft.
slow fall 80 ft.
17th +17/+12/+7/+2 +10 +8 +5 - 2d8 +4 +50 ft.
18th +18/+13/+8/+3 +11 +8 +6 Bonus feat, 2d8 +4 +60 ft
Slow fall 90 ft..
19th +19/+14/+9/+4 +11 +8 +6 - 2d8 +4 +60 ft.
20th +20/+15/+10/+5 +12 +9 +6 Sneak atk (+4d6) 2d10 +5 +60 ft.
slow fall any distance

Evasion: At 2nd level or higher, if a taijutsu shinobi makes a successful Reflex saving throw
against an attack that normally deals half damage on a successful save, he instead. takes no
damage. Evasion can be used only if a taijutsu shinobi is wearing light armor or no armor. A
helpless taijutsu shinobi does not gain the benefit of evasion.

Maneuver Training : At 3rd level, a taijutsu shinobi uses his taijutsu shinobi level in place of his base
attack bonus when calculating his. combat maneuver bonus. Base attack bonuses granted from other
classes are unaffected and are added normally.

Chakra bonus : At 4th level, a taijutsu shinobi gain 2 extra point of chakras. At level 12 you gain a 4
extra points and at level 16, 8 extra points.

Sneak atk : At 5th level, If a taijutsu shinobi can catch an opponent when he is unable to defend
himself effectively from his attack, he
can strike a vital spot for extra damage. The taijutsu shinobi attack deals extra damage any time his
target would be denied a Dexterity bonus to Defenses (whether the target actually has a Dexterity
bonus or not), or when the taijutsu shinobi flanks his target. This extra damage is 1d6 at 5th level.
Should the taijutsu shinobi score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a kunai or an
unarmed strike, a taijutsu shinobi can make a sneak attack that deals nonlethal damage instead
of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak
attack, not even with the usual –4 penalty. The taijutsu shinobi must be able to see the target well
enough to pick out a vital spot and must be able to reach such a spot. A Taijutsu shinobi cannot sneak
attack while striking a creature with concealment or striking the limbs of a creature whose vitals are
beyond reach.

Improved Evasion : At 9th level, a taijutsu shinobi evasion ability improves. He still takes no damage
on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a
failed save. A helpless taijutsu shinobi does not gain the benefit of improved evasion.

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