Chakra Abilities (Shinobi) (Pathfinder Power)

From D&D Wiki

Jump to: navigation, search
Work In Progress

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

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.

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.

The dc for abilities that cause a target to make a saving throw is 10 + half character level + appropriate modifier for the path

Table: Basic 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 (Swift Action) 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. (Swift action)
Time Space Jutsu Learns at level 14 None 14 10/5 miles+ 10 per passenger (Swift Action) Character can transport themselves anywhere they can see or remember in detail including other planes of existence.
Table: Path of the Bull Jutsu List
Jutsu Requirements Type Level Chakra Effect
Pain of a Thousand Years Path of the Bull None 1 2 (Free Action)Upon a successful hit the shinobi may activate this ability to cause +1d6 damage and 20 foot knockback.
Name Path of the Bull None 3 5 (Free Action) The shinobi is able to manipulate the flow of chakra through his body and weapon, the shinobi may cause his next attack to deal double the weapons damage dice before adding appropriate modifiers.
Path of the Bull none 5 10 (Standard Action) 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 15 (Standard Action) Slams the ground causing all enemies within 30ft of the shinobi to make a reflex save or be knocked prone.
Path of the Bull None 12 5/round (Swift Action) 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.
Phantom Strikes Path of the Bull None 15 4/round (Free action) The shinobi attacks with such force that he is able to harm targets further away. The shinobi may attack targets, with unarmed or melee weapons, 5ft further away than normal but rolls the damage as if it was one step smaller or increase the range increment of ranged weapons by 50% and deals damage as if it were 1 step larger up to its original range increment
Path of the Bull None 17 6/round (Swift action) When attacking the shinobi uses its level as its BAB
Gravity Weapon Path of the Bull None 19 30/round (Swift Action) The Shinobi's attacks deals damage as if they were sized for a creature 3 steps larger than the Shinobi.
Table: Path of the Tiger Jutsu List
Jutsu Requirements Type Level Chakra Effect
Shadow Leaf Dance Path of the Tiger None 1 2 (Free Action) After dealing damage to opponent, move right behind the target.
Feline Instinct Path of the Tiger None 3 2/round (Free Action) The shinobi increases its bonus to AC from dexterity by 50% (rounded up)
Flash Step Path of the Tiger None 5 6 (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.
Tiger's Clarity Path of the Tiger None 9 3/round (Free Action) Doubles any bonuses the shinobi gets to initiative and reflex saves from dexterity modifier
Shadowless Flight Path of the Tiger None 12 15 (Move Action) the shinobi may move up to 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.
Tiger's Fury Path of the Tiger None 15 5 (Free Action) When the shinobi scores a critical hit, but before the hit is confirmed,the shinobi may use this ability to increase the critical multiplier of his weapon by x1.
Tiger Stance Path of the Tiger None 17 6/round (Swift Action) The Shinobi grants itself an extra attack at its highest base attack bonus when making a full attack, this stacks with similar effects
Recipro Burst Path of the Tiger None 19 40 (Immediate Action) 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.
Table: Path of the Bear Jutsu List
Jutsu Requirements Type Level Chakra Effect
Path of the Bear None 1 1/round (Free Action) the shinobi may gain a bonus to AC equal to his Con modifier
Release Path of the Bear None 3 3 (Free Action) 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 5 or 5*x+x (Standard Action) the shinobi may grant himself fast healing I for 1 minute + 10s per con mod. The shinobi may effect allies within 30ft by multiplying the cost by the number of allies effected (X) and adding X to the end result
Path of the Bear None 9 10 (Immediate Action) the Shinobi may transfer the damage an ally within 30ft (+ 15ft every 5 levels after level 10) is about to receive to himself. The Shinobi only takes half damage from damage taken this way.
Path of the Bear None 12 3+3/ally then 10+10/ally (Standard action or 1 minute) The shinobi's body is a temple, when this ability is activated immediately reduce any penalties from ability drain or damage by 1 for himself and two allies the shinobi is touching. The shinobi may choose to not move for a minute and pay an additional 10+10/ally to remove all ability score damage from himself and his allies. The shinobi must be touching the allies the entire minute for them to benefit from this ability.
Chakra Barrier Path of the Bear None 15 3/round (Swift Action) +5 AC and +10 resist to all energy types per round active. The shinobi can only move 5ft when this ability is active. May cancel at any time
Path of the Bear None 17
Path of the Bear None 19 35+15/ally (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.
Table: Path of the Fox Jutsu List
Jutsu Requirements Type Level Chakra Effect
Imbue Element Path of the Fox Chosen Element 1 4+1/d6 (Free Action) Imbues weapons with 1d6/4levels chosen element damage for 1 minute.
Energy Missile Path of the Fox Chosen Element 3 2+1/missile (Standard Action) One energy missile (per level)(max 20 missiles) dealing 1d4+1 damage with a range of of 40 feet. Missiles may strike separate targets or all hit the same target. The shinobi need only make one ranged attack roll per target but decides where the missiles go before making the attack rolls.
Dragon's Breath Path of the Fox Chosen Element 5 3+1/d6 (Standard Action) 50 ft line dealing 1d6/level(max15) chosen element damage. Reflex for half damage
Element Rising Wall Path of the Fox Chosen element 9 10 (Standard Action) 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 7+1/d8 (Standard Action) 1d8/level(max 15) energyball that explodes with a 20-foot radius and 80 foot limit range. Reflex for half damage
Elemental Cannonball Path of the Fox Chosen Element 15 10+1/d6 (Standard Action) 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 (Standard Action) 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. Reflex for half damage
Energy Blade Path of the Fox Chosen Element 19 20+1/d4 & 10+1/d4 per additional round (Swift Action) Form a blade of energy in your hand that functions as a one hand weapon that deals 1d4/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.
Table: Path of the Owl Jutsu List
Jutsu Requirements Type Level Chakra Effect
Contract Seal Path of the Owl None 1 1 (Swift action) Place a contract seal on an ally or object. The Shinobi knows the direction and location of things marked with a contract seal. A contract seal has an hp and hardness of 5
Chakra Bonds Path of the Owl None 3 1/round (Free Action) The shinobi and allies marked with a contract seal may communicate with eachother telepathically with no distance restrictions and the shinobi knows the marked allies HP
Summoning II Path of the Owl None 5 12 (Full-Round Action) 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.
Life Force Manipulation Technique Path of the Owl None 9 X (Full-Round Action) The shinobi may transfer X*2 hp from a willing ally marked with a contract seal to another ally marked with a contract seal or to him/herself
Summoning III Path of the Owl None 12 18 (Full-Round Action) 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.
Spiritual Conduit Path of the Owl None 15 2/round (Free Action)Beneficial abilities and effects that affect the shinobi also affects allies marked with a contract seal. These bonuses stack with effects the allies are already receiving
Summoning IV Path of the Owl None 17 40 (Full-Round Action) 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.
Five Seal Barrier Path of the Owl None 19 20 (5 rounds) The shinobi sets up 5 seals on the edge of a 50ft circle. Nothing may pass into the area from outside after the final seal is placed. The barrier can be broken if all the seals are destroyed but each time a seal is broken it creates a copy of the creature that destroyed but with half its hp and AC, to attack the aggressor. The seal has a hardness and hp of 10
Table: Path of the Eagle Jutsu List
Jutsu Requirements Type Level Chakra Effect
Third Eye Path of the Eagle Earth 1 2 (Free Action) Creates an eye of sand, dirt, clay, etc. that can move 10ft/lvl away from the character and the shinobi may use Jutsus and see as if the character was were the eye was. At level 5 and 10 the Shinobi is able to make an additional eye for 2 more chakra points. The eye has a hardness of 15 because of its size and an hp of 5
Path of the Eagle None 3 6 (Swift Action) 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 (Swift Action) 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. The shinobi may move but may not move further than the distance of this ability or it will end. The shinobi may not attack while this is active.
Shadow Strangulation Path of the Eagle, Active Shadow Bind 9 4/round (Free Action) Can only use after successfully using Shadow Bind. Deal unarmed strike damage per round while both are active.
Path of the Eagle None 12 (Standard Action) The Shinobi may use this ability 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 None 15 10 (Swift Action) Creates two copies of the character for one round to attack a target within 100ft. 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 succeeds by more than 10 it takes no ill effects. If it succeeds, but by less than 10, the target is dazed for one round and takes no damage.
Temple of Nirvana Path of the Eagle None 17 20 (Standard Action) The Shinobi uses a powerful genjutsu that causes all enemies within a 60ft area to fall asleep if they fail a will save. This ability has a range of 100ft +10/level
Spirit Projection Path of the Eagle None 19 40 (Swift Action) 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
Table: Replacement Jutsu List

Alternate Jutsu Abilities (may replace primary ability of the abilities level if requirements are met)

Jutsu Requirements Type Level Chakra Effect
Chidori May replace a primary 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 path ability Sonic 12 1/d10 (Full Round Action) 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.
Improved Chidori May replace a primary 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 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.
1st Gate, Gate of Opening (Kaimon) Must have taken Path of the Bull and Tiger (Replaces the primary ability) Taijutsu 1 10 Full round action to force open some of the limiters on the body's muscles. +2 damage to all unarmed strikes, +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) Must have taken Path of the Bull and Tiger (Replaces the primary ability) Taijutsu 3 14 Must have 1st gate already open. Full round action to force open some more of the limiters on the body's muscles. When using a full attack action with unarmed strikes gain an extra attack at the shinobi's highest base attack bonus and add +2 damage to all the attacks, otherwise only gain +10 speed, +2 dodge ac bonus for Strength + Dexterity Mod + 1 rounds, after the time is up, the character is staggered 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) Must have taken Path of the Bull and Tiger (Replaces the primary ability) Taijutsu 5 18 Must have 2nd gate already open. Full round action to force open some more of the limiters on the body's muscles. When using a full attack action with unarmed strikes gain an extra attack at the shinobi's highest base attack bonus and add +4 damage to all the attacks, otherwise only gain +20 speed, +4 dodge ac bonus for Strength + Dexterity Mod + 1 rounds, after time is up, character is staggered for half the number of rounds the gate was opened + accumulated stagger 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 staggered rounds stack.
4th Gate, Gate of Pain (Shōmon) Must have taken Path of the Bull and Tiger (Replaces the primary ability) Taijutsu 9 22 Must have 3rd gate already open. Standard or move action to force open some more of the limiters on the body's muscles. When using a full attack action with unarmed strikes gain an extra attack at the shinobi's highest base attack bonus and an additional attack at -5 highest BAB and add +4 damage to all the attacks, otherwise only gain +20 speed, +4 dodge ac bonus for Strength + Dexterity Mod +2 rounds, after time is up, character is staggered for half the number of rounds the gate was opened + accumulated staggered 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 staggered rounds stack.
5th Gate, Gate of Limit (Tomon) Must have taken Path of the Bull and Tiger (Replaces the primary ability) Taijutsu 12 26 Must have 4th gate already open. Standard or move action to force open some more of the limiters on the body's muscles. When using a full attack action with unarmed strikes gain an extra attack at the shinobi's highest base attack bonus and an additional attack at -5 highest BAB and add +6 damage to all the attacks, otherwise only gain +30 speed, +6 dodge ac bonus for Strength + Dexterity Mod +2 rounds, after time is up, character is staggered for half the number of rounds the gate was opened + accumulated staggered 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 staggered rounds stack.
6th Gate, Gate of View (Keimon) Must have taken Path of the Bull and Tiger (Replaces the primary ability) Taijutsu 15 30 Must have 5th gate already open. Swift action to force open some more of the limiters on the body's muscles. When using a full attack action with unarmed strikes gain an extra attack at the shinobi's highest, -5 highest, and -10 highest BAB during a full attack action and add +6 damage to all the attacks, otherwise only gain +30 speed, +6 dodge ac bonus for Strength + Dexterity Mod +3 rounds, after time is up, character is staggered for half the number of rounds the gate was opened + accumulated staggered 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 staggered rounds stack.
7th Gate, Gate of Wonder (Kyōmon) Must have taken Path of the Bull and Tiger (Replaces the primary ability) Taijutsu 17 34 Must have 6th gate already open. Swift action to force open some of the limiters on the body's muscles. When using a full attack action with unarmed strikes gain an extra attack at the shinobi's highest, -5 highest and -10 highest BAB during a full attack action and add +8 damage to all the attacks, otherwise only gain +40 speed, +8 dodge ac bonus for Strength + Dexterity Mod +3 rounds, after time is up, character is staggered for half the number of rounds the gate was opened + accumulated staggered 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 staggered rounds stack.
8th Gate, Gate of Death (Shimon) Must have taken Path of the Bull and Tiger (Replaces the primary ability) Taijutsu 19 40 Must have 7th gate already open. Free action to force open some of the limiters on the body's muscles. When using a full attack action with unarmed strikes gain two additional attacks at the shinobi's highest base attack bonus and two more attacks at -5 highest BAB during a full attack action and add +10 damage to all the attacks, otherwise only gain +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.




Back to Main PagePathfinder Homebrew

Personal tools
Home of user-generated,
homebrew pages!
system reference documents
admin area
Terms and Conditions for Non-Human Visitors