Chakra Abilities (Shinobi) (Pathfinder Power)

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(Incomplete) (In Progress) (Last Modified 11/18/2017 by original creator) Any modifications done to this not by me will be subject to removal.


Strength Chakra Abilities:

All Strength Chakra abilities draw Chakra points from the Strength Chakra pool.

Rank I:
   As a swift action, a Shinobi may spend a Chakra point to increase the damage of his next attack. The weapons damage die is rolled twice before adding appropriate modifiers. On a critical, as a free action the Shinobi may spend 
   an additional Chakra to increase the critical multiplier of his weapon by x1.
Rank II:
   As a swift action, a Shinobi may spend 2 Chakra points to wield a single 2-handed weapon in one hand for 1 minutes per two shinobi levels. Damage modifier and power attack applied as if the weapon was a one-handed weapon.
Rank III:
   As a swift action, a Shinobi may spend 2 Chakra points to cause his weapons attacks to hit enemies adjacent to the target of the attack for half the damage the target takes. This last a number of rounds equal to the Shinobi's 
   strength modifier.
Rank IV:
   As a swift action, a Shinobi may spend 3 Chakra points to fuse his Chakra into a single weapon. For a number of rounds equal to half the Shinobi's class level + Strength modifier, the Shinobi's weapon deals damage as if it were 
   sized for a creature one step larger than the Shinobi.


Dexterity Chakra Abilities:

All Dexterity Chakra abilities draw Chakra points from the Dexterity Chakra pool.

Rank I:
   As a swift action, the Shinobi may spend 2 Chakra points to increase its base move speed by 30ft and make and extra attack at its highest base attack bonus when making a full-attack. This lasts a number of minutes equal to the 
   Shinobi's Dexterity modifier
Rank II:
   As a swift action, the Shinobi may spend a Chakra point to move up to his move speed in the blink of an eye. This causes no attacks of opportunity. 
Rank III:
   As a standard action, the shinobi may spend 3 Chakra points to move 30ft + 10ft per two Shinobi levels and make a single attack against all enemies the Shinobi comes within range of (max 1 attack/5ft). This causes no attacks of 
   opportunity.
Rank IV:
   Once per round, as an immediate action, a Shinobi may spend 4 Chakra points to gain a turn instantaneously. A Shinobi may use this ability at any time and anything that is happening at that time pauses(any saves, attacks, skill 
   or ability checks, and other effects do not happen until after the Shinobi finishes its turn). Moving from a threatened square does not provoke attacks of opportunity and if the Shinobi is no longer in its original square any 
   manufactured or natural attacks that are on hold miss. If the shinobi was facing a save before using this ability but is no longer in the effected area, he no longer needs to make a save. Effects that solely target the Shinobi 
   but do not require an attack roll still effect the Shinobi unless he is able to move out of the spells reach.


Constitution Chakra Abilities:

All Constitution Chakra abilities draw Chakra points from the Constitution Chakra pool.

Rank I:
   A Shinobi may gain an armor bonus equal to its Con modifier for a number of rounds equal to 3 + the Shinobi's level, as a swift action.
Rank II:
   As a swift action a Shinobi may spend a Chakra point to gain Fast Healing 1 for a number of minutes equal to half the Shinobi's Con modifier. The shinobi may spend an additional point per ally within 30ft it wishes to effect 
   with this ability
Rank III:
   As an immediate action, the Shinobi may spend a chakra point to transfer the damage an ally within (30ft + 15ft every 5 levels starting at level 10) is about to receive to himself. The Shinobi only takes half damage from damage 
   taken this way.
Rank IV:
   As a swift action, the Shinobi may spend 4 Chakra points to gains resistance +5(stacks) to all energy types and a number of temporary hit points equal to the Shinobi's con modifier x twice the chakra points spent on this 
   abilty. The Shinobi may spend an additional chakra point per ally it wishes to effect with this ability. 


Intelligence Chakra Abilities:

All Intelligence Chakra abilities draw Chakra points from the Intelligence Chakra pool.

Rank I:
   As a swift action, spend 1 Chakra points to cause manufactured and natural attacks to deal the Shinobi's intelligence modifier as bonus damage of the energy type the Shinobi chose when selecting intelligence as a primary or 
   secondary path. Lasts a number of rounds equal to 3 + the shinobi's intelligence modifier.
Rank II:
   As a standard action, spend one chakra point to deal 1d6/level (of chosen energy type) damage to a target within 100ft + 10ft per level. A shinobi may spend an additional chakra point to target and additional enemy and may 
   continue to do so a number of times equal to the shinobi's intelligence modifier.
Rank III:
   As a swift action, spend 1 Chakra points to cause manufactured and natural attacks to deal the Shinobi's intelligence modifier as bonus force damage. Lasts a number of rounds equal to 3 + the shinobi's intelligence modifier.
Rank IV:
  As a standard action, spend 2 chakra points to cause a 25ft burst, centered on you, dealing 1d6 per 2 shinobi levels (chosen energy type). The shinobi may spend an additional point to cause increase the area to 45ft.


Wisdom Chakra Abilities:

All Wisdom Chakra abilities draw Chakra points from the Wisdom pool.

Special: A Shinobi that chooses wisdom as a primary or secondary ability may choose to sacrifice all other wisdom chakra abilities abilities and gain the Talisman(Ex) Chakra Ability.
      Talisman(EX): As a standard action a shinobi may fuse a chakra ability into a talisman. This costs 1 + the chakra abilities cost. If wisdom is the primary path the shinobi gains access to all rank 1 chakra abilities at level 
      1, he gains access to rank 2 chakras at level 3, rank 3 at level 9, and finally rank 4 at 15. If wisdom is the secondary path he gains access to all rank 1 chakra abilities at level 1, he gains access to rank 2 chakras at 
      level 6, rank 3 at level 12, and finally rank 4 at level 18. Using a talisman requires a standard action, the talisman may be drawn during a move action or as a free action if the shinobi has the quick draw feat. Any chakra 
      ability that refers to a modifier or shinobi level remains the same if wisdom is the shinobi's primary path but uses half the shinobi's wisdom modifier or level if secondary path. You may have up to 5 + shinobi level 
      talisman(primary created at any given time. At level 6 a shinobi hones his craft of talisman, he may fuse a chakra ability that is an immediate or swift action action into a talisman with a trigger and gains the ability to 
      throw his talisman 30ft and stick to the target. At level 11 a shinobi's talisman are so well made an ally may use it as a standard action and the shinobi may throw a talisman up to 60ft. When using a talisman as a standard 
      action the ability acts as if the user was the caster. A triggered talisman acts as if its target was the caster. If it doesn't have a target the effect emanates from the talismans location. A thrown talisman does not 
      activate unless its trigger causes it to do so.
 Rank I:
 Rank II:
 Rank III:
 Rank IV:


Charisma Chakra Abilities:

All Charisma Chakra abilities draw Chakra points from the Charisma pool.

 Special: A Shinobi that chooses charisma as a primary or secondary path may sacrafice rank 1 and rank 4 abilites to gain a animal companion (as druid)
   Animal companion: The animal companion is more of an embodiment of the shinobi's chakra. The shinobi may summon its companion once each day at no cost and 5 chakra points to summon if killed. The companion must stay withing 
   100ft + 20ft per shinobi level. The shinobi may choose an accursed companion and suffer no ill effects. At level 6 the shinobi's link with its companion becomes stronger,  as long as you or your companion have at least 1 hp, any 
   damage that would cause you or your companion to fall under 1 hp is instead taken by the other. When both you and your companion reach 1 hp your companion takes the remainder of the damage. At 10th level the shinobi may spend 2 
   points to increase his companions size by 1 step. At 15th the shinobi may spend and additional 2 points to increase his companions size by 2 steps.
 Rank I:
 Rank II:
   As a swift action the shinobi may spend a chakra point to cause two enemies withing 40ft to gain Antagonized, Shaken, Sickened, Staggered for a number of rounds equal to 1 + Cha modifier
 Rank III:
   As standard action the shinobi may spend 3 points and cause a single target within 30ft to attack its allies as if they were you. This lasts a number of rounds equal to your charisma modifier times two
 Rank IV:


Table: Jutsu List
Jutsu Requirements Type Level Chakra Effect
Transformation Already Learned None 1 1 upon activating and 1 every 5 turns Transform into any desired form of humanoid or object. This can be seen as a disguise, and the enemy must make a perception or sense motive check against the disguise check that the ninja preforms. For disguise, different gender: -2 on DC, different race: -2, different age: -2 per age category. For perception check, recognizes on sight: +4, friends or associates: +6, close friends: +8, intimate: +10. For a transformation in an object use the Polymorph Any Object Spell.
Rope Escape Already Learned None 1 0 The ninja can escape from tied ropes.
Clone Already Learned None 1 1 Two clones are made and have no substance therefore they may only use the move action. These clones are used to confuse the enemy and provoke an attack of opportunity. Using this ability is a free action that provokes no attacks of oppertunity and may only be used a number of times per day equal to the shinobi's highest ability modifier. The clones may move a distance up to the shinobi's move speed and disipate after they are the hit by an attack.
Substitution Already Learned None 1 1 When a Character is allowed a Reflex Save, or find themselves the target of an attack, they may use this jutsu as and immediate action to replace themsleves with a random scenery object nearby. When used the shinobi automaticly suceeds on the saving throw or is missed by the attack and the shinobi appears in a location within 20ft of the shinobi's original position.
Shadow Clone Learns at level 4 None 4 2 Create one Copy of Character. Dissapates when the character calls off the jutsu/runs out of chakra points, or is hit for one damage. The clones may not use chakra abilities but the player may as a free action swap places with one of the clones. There are many derivitives for this technique such as, earth, water, fire or lightning. This uses the shinobi's highest abiltity modifier to determine the save DC. Once one of these energy types is chosen the shinobi may not change it. If a fire based clone is attacked in melee the attacker must make a reflex saving throw. If the target fails it is ingulfed in fire dealing 2d6 fire damage to the target for 3 rounds. If an earth based clone is attacked the attacker must succeed on a fortitude save or be grappled and unable use any actions, the target may make another save each round to escape the grapple, lasts 4 rounds. If a water clone is attacked, the clone has a 50% chance of reforming after the attack. If a lightning clone is attacked all enemies within 10ft of the clone the target must succeed on a will saving throw or be stunned for 1 rounds.
Shuriken Replication Learns at level 7 None 7 6 Creates 3 copies of one thrown weapon that last til the end of the player's action.
Mass Shadow Clone Learns at level 11 None 11 2*x/round As Shadow Clone, but creates x copies of character.
Chidori May replace a primary or secondary Path ability Lightning 12 5+1/d12 Character must prepare a charge attack action and designate that he is activating Chidori in order to use this attack. Adds 1d8/level(max20d8) lightning damage to one unarmed melee charge attack. This unarmed strike leaves the player slightly fatigued, increasing the normal AC penalty for charging by another -2, to -4. If you choose this jutsu, you cannot choose RasenShuriken at level 20.
Rasengan May replace a primary or secondary Path ability Sonic 12 1/d10 Character must be unarmed to use this attack. Takes one round to charge. Character cannot make any other action while charging. Next round the character may move 10 feet before making the attack. This attack deals 1d10/level(max20d10)+strength mod Sonic damage. If you choose this jutsu, you cannot choose Improved Chidori at level 20.
Time Space Jutsu No Path requirement None 14 10/5 miles+ 10 per passenger Character can transport themselves anywhere they can see or remember in detail including other planes of existence.
Improved Chidori May replace a primary or secondary Path ability Lightning 19 15+1/d10 As Chidori, but deals 20d10, Half Electric, Half Force. Can also channel Improved Chidori through an equipped melee weapon.
RasenShuriken May replace a primary or secondary Path ability Sonic and Force 19 15+1/d12 Same as Rasengan, but takes two rounds to charge, can be thrown, and deals 20d12+strength mod damage + 10d12 to everything within 10ft, half Force, half sonic. 30 ft range.
Pain of a Thousand Years Path of the Bull None 1 cost +1d6 damage and 20 foot knockforward.
Name Path of the Bull None 3 cost The weapons damage die is rolled twice before adding appropriate modifiers.
Path of the Bull None 5 Melee weapon attack that hits enemies adjacent to the target of the attack for half the damage the target takes.
Path of the Bull None 9
Path of the Bull None 12 The Shinobi may wield a single 2-handed weapon in one hand. Damage modifier and power attack applied as if the weapon was a one-handed weapon.
Path of the Bull None 15
Path of the Bull None 17
Path of the Bull None 19 The Shinobi's weapon deals damage as if it were sized for a creature one step larger than the Shinobi.
Shadow Leaf Dance Path of the Tiger None 1 After dealing damage to opponent, as a free action, move right behind the target.
Path of the Tiger None 3 As a swift action, The Shinobi may use this ability to travel a distance equal to his/her move speed instantaneously. This causes no attacks of oppertunity.
Path of the Tiger None 5 When the shinobi scores a critical hit, but before the hit is confirmed,the shinobi may, as a free action, use this ability to increase the critical multiplier of his weapon by x1.
Path of the Tiger None 9
Path of the Tiger None 12 As a move action, the shinobi may move 30ft + 10ft per two Shinobi levels and make a single attack against all enemies the Shinobi comes within range of (max 1 attack/5ft). This causes no attacks of opportunity.
Path of the Tiger None 15
Path of the Tiger None 17
Path of the Tiger None 19 As an immediate action and only once per round, A Shinobi may use this ability at any time and anything that is happening at that time pauses(any saves, attacks, skill or ability checks, and other effects do not happen until after the Shinobi finishes its turn). Moving from a threatened square does not provoke attacks of opportunity and if the Shinobi is no longer in its original square any manufactured or natural attacks that are on hold miss. If the shinobi was facing a save before using this ability but is no longer in the effected area, he no longer needs to make a save. Effects that solely target the Shinobi but do not require an attack roll still effect the Shinobi unless he is able to move out of the spells reach.
Path of the Bear None 1 As a swift action the shinobi may gain a bonus to AC equal to his Con modifier
Release Path of the Bear None 3 11 Can use this ability to make a concentration check instead of will save for mind affecting spells, spell-like abilities, powers, etc. The shinobi rolls a d20 and adds half its character level and its con modifier to the result
Path of the Bear None 5 As a swift action the shinobi may grant himself fast healing I. The shinobi may effect allies within 30ft by multiplying the cost by the number of allies effected and adding XX
Path of the Bear None 9 As an immediate action, the Shinobi may transfer the damage an ally within 30ft (+ 15ft every 5 levels starting at level 10) is about to receive to himself. The Shinobi only takes half damage from damage taken this way.
Chakra Barrier Path of the Bear None 12 3/round +5 AC and +10 resist to all energy types per round active. Character cannot use any actions.
Path of the Bear None 15
Path of the Bear None 19 20+20/ally As a swift action, the Shinobi can give him/herself and his allies within touch range resistance +5(stacks) to all energy types and a number of temporary hit points equal to the Shinobi's con modifier + 40. This ability functions until all temporary hit points are lost.
Imbue Element Path of the Fox Chosen Element 1 4+1/d6 Imbues thrown weapons with 1d6/4levels chosen element damage for 1 minute.
Energyball Path of the Fox Chosen Element 3 2+1/d6 1d6/level(max10d6) energyball with a range of of 40 feet.
Dragon's Breath Path of the Fox Chosen Element 5 3+1/d6 50 ft line dealing 1d6/level(max15) chosen element damage.
Element Rising Wall Path of the Fox Chosen element 9 11 This Ability functions as "Wall of Fire" if the shinobi's chosen element is fire or lightning, wall of ice if ice is chosen element or wall of stone if acid is chosen element.
Grand Energy Ball Path of the Fox Chosen Element 12 10+1/d8 1d8/level(max 15) energyball that explodes with a 20-foot radius and 80 foot limit range.
Elemental Cannonball Path of the Fox Chosen Element 15 10+1/d6 Creates the heads of a two headed Dragon within 5ft of the shinobi that is made of chosen element and shoots 2 balls of energy at 2 seperate targets dealing 1d6/level chosen element damage up to 100 feet away. Lasts 3 rounds.
Dragon Blast Path of the Fox Chosen Element 17 10+1/d8 Creates the head of a Dragon that shoots a cone of the shinobi's chosen element that reaches out 50 feet and deals 1d8/level chosen element damage. Lasts one round.
Energy Blade Path of the Fox Chosen Element 19 10+1/d6 & 10+1/d6 per additional round Form a blade of energy in your hand that functions as a one hand weapon that deals 1d6/level of the shinobi's chosen energy damage when the shinobi makes an attack. Attacks with the energy blade do not apply any modifiers to the result and the blade has a critical threat range of 19-20 with a x2 multiplier.
Summoning I Path of the Owl None 1 6 Summons one object or willing creature. Must be marked with a contract seal (one chakra point per seal). Anything marked with the contract seal can be summoned. Can also be used as summon monster I.
Path of the Owl None 3
Summoning II Path of the Owl None 5 12 Summons up to two objects or willing creatures. Must be marked with a contract seal (one chakra point per seal). Anything marked with the contract seal can be summoned. Can also be used as summon monster III.
Path of the Owl None 9
Summoning III Path of the Owl None 12 18 Summons up to three objects or willing creatures. Must be marked with a contract seal(one chakra point per seal). Anything marked with the contract seal can be summoned. Can also be used just like Summon Monster VI.
Path of the Owl None 15
Path of the Owl None 17
Summoning IV Path of the Owl None 19 24 Summons up to four objects or willing creatures. Must be marked with a contract seals(one chakra point per seal). Anything marked with the contract seal can be summoned. Can also be used just like summon monster IX.
Third Eye Path of the Eagle Earth 1 6 Creates an eye of sand, dirt, clay, etc. that can move 10ft/lvl away from the character and the shinobi may use Jutsus as if the character was were the eye was.
Path of the Eagle None 3 Cause two enemies withing 40ft to gain Antagonized, Shaken, Sickened, Staggered for a number of rounds equal to 1 + Cha modifier
Shadow Bind Path of the Eagle None 5 6&1 The Shinobi stretches his shadow out a distance equal to his move speed to hold one target in place, target must make a will save or be grappled. 6 chakra to initiate the jutsu, and 1 chakra per round after initiation. Save is Charisma based
Shadow Strangulation Path of the Eagle, Active Shadow Bind 9 4/round Can only use after successfully using Shadow Bind. Deal unarmed strike damage per round while both are active.
Path of the Eagle None 12 The Shinobi may use this ability as a standard action to cause a single target within 30ft to attack its allies as if they were you. This lasts a number of rounds equal to your charisma modifier times two
Dance of the
Crescent Moon
Path of the Eagle, Melee weapon 15 10 Creates two copies of the character for one round to attack a target. The target must succeed on a will save or an automatic hit is achieved dealing double the shinobi's weapon damage and dazing the target for two rounds. If the target succeed the save but by less than 10 the target is dazed for one round. Save DC is Charisma Based
Path of the Eagle None 17
Spirit Projection Path of the Eagle None 19 20 Character projects spirit that moves at half the character's normal speed. If moved into a space with a living creature, character can start a will battle, and if they win, the player takes control of that creature for 5 minutes/50 rounds or until cancelled. The player's body remains vulnerable to attack and weather, however, and as such this jutsu should never be performed when going solo. Save is Charisma Based
1st Gate, Gate of Opening (Kaimon) Path of the Bull, Path of the Tiger Taijutsu 1 5 Full round action to force open some of the limiters on the body's muscles. +2 damage to all attacks, +10 speed, +2 dodge ac bonus for Strength + Dexterity Mod rounds. May only be used once per encounter. The shinobi automatically learns this ability at level 1 if requirements are met.
2nd Gate, Gate of Healing (Kyūmon) Path of the Bull, Path of the Tiger Taijutsu 3 7 Must have 1st gate already open. Full round action to force open some more of the limiters on the body's muscles. An extra attack at the shinobi's highest base attack bonus during a full attack action and +2 damage to all attacks, +10 speed, +2 dodge ac bonus for Strength + Dexterity Mod + 1 rounds, after the time is up, the character is fatigued for a half the number of rounds the gate was opened. May only be used once per encounter. This overrides the 1st gate open effect reseting the effect length.
3rd Gate, Gate of Life(Seimon) Path of the Bull, Path of the Tiger Taijutsu 5 9 Must have 2nd gate already open. Full round action to force open some more of the limiters on the body's muscles. An extra attack at the shinobi's highest base attack bonus during a full attack action and +4 damage to all attacks, +20 speed, +4 dodge ac bonus for Strength + Dexterity Mod + 1 rounds, after time is up, character is fatigued for half the number of rounds the gate was opened + accumulated fatigue rounds from previous gates (rounded up). May only be used once per encounter. This overrides the 2nd gate open effect reseting the effect length and fatigue rounds stack.
4th Gate, Gate of Pain (Shōmon) Path of the Bull, Path of the Tiger Taijutsu 9 11 Must have 3rd gate already open. Standard or move action to force open some more of the limiters on the body's muscles. An extra attack at the shinobi's highest base attack bonus and an additional attack at -5 highest BAB during a full attack action also, +4 damage to all attacks, +20 speed, +4 dodge ac bonus for Strength + Dexterity Mod +2 rounds, after time is up, character is fatigued for half the number of rounds the gate was opened + accumulated fatigue rounds from previous gates (rounded up). May only be used once per encounter. This overrides the 3rd gate open effect, but the effect length resets and the fatigue rounds stack.
5th Gate, Gate of Limit (Tomon) Path of the Bull, Path of the Tiger Taijutsu 12 13 Must have 4th gate already open. Standard or move action to force open some more of the limiters on the body's muscles. An extra attack at the shinobi's highest base attack bonus and an additional attack at -5 highest BAB during a full attack action, also +6 damage to all attacks, +30 speed, +6 dodge ac bonus for Strength + Dexterity Mod +2 rounds, after time is up, character is fatigued for half the number of rounds the gate was opened + accumulated fatigue rounds from previous gates (rounded up). May only be used once per encounter. This overrides the 4th gate open effect, but the effect length resets and the fatigue rounds stack.
6th Gate, Gate of View (Keimon) Path of the Bull, Path of the Tiger Taijutsu 15 15 Must have 5th gate already open. Swift action to force open some more of the limiters on the body's muscles. An extra attack at the shinobi's highest base attack bonus and an additional attack at -5 and -10 highest BAB during a full attack action, also +6 damage to all attacks, +30 speed, +6 dodge ac bonus for Strength + Dexterity Mod +3 rounds, after time is up, character is fatigued for half the number of rounds the gate was opened + accumulated fatigue rounds from previous gates (rounded up). May only be used once per encounter. This overrides the 5th gate open effect, but the effect length resets and the fatigue rounds stack.
7th Gate, Gate of Wonder (Kyōmon) Path of the Bull, Path of the Tiger Taijutsu 17 17 Must have 6th gate already open. Swift action to force open some of the limiters on the body's muscles. An extra attack at the shinobi's highest base attack bonus and an additional attack at -5 and -10 highest BAB during a full attack action, also +8 damage to all attacks, +40 speed, +8 dodge ac bonus for Strength + Dexterity Mod +3 rounds, after time is up, character is fatigued for half the number of rounds the gate was opened + accumulated fatigue rounds from previous gates (rounded up). May only be used once per encounter. This overrides the 6th gate open effect, but the effect length resets and the fatigue rounds stack.
8th Gate, Gate of Death (Shimon) Path of the Bull, Path of the Tiger Taijutsu 19 20 Must have 7th gate already open. Free action to force open some of the limiters on the body's muscles. Two additional attacks at the shinobi's highest base attack bonus and two more attacks at -5 highest BAB during a full attack action, also +10 damage to all attacks, +50 speed, +10 dodge ac bonus for Strength + Dexterity Mod +4 rounds, after time is up, the character drops to -1 Hp, loses all the chakra in his/her pool and loses consciousness for half the number of rounds of accumulated fatigue rounds (rounded up). May only be used once per encounter. The shinobi may be healed but does not regain consciousness until the fatigue rounds have ended and loses a number of hitpoints equal to half the number of rounds the shinobi has been unconscious each round. This overrides the 7th gate open effect, but the effect length resets.
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