The ______'s class skills (and the key ability for each skill) are:
Bluff (Cha), Chakra Control (Wis), Concentration (Con), Craft (calligraphy, chemical) (Int), Decipher Script (Int), Genjutsu (Cha), Hide (Dex), Knowledge (behavioral science, current events, earth and life science, history, ninja lore, physical science, popular culture) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Read Language (None), Research (Int), Search (Int), Speak Language (None), Spot (Wis), Tumble (Dex).
Class: _____ StuffBlurb1: Genjutsu Mastery
2: Bonus Feat
3: Sneak Attack +1d6
4: Genjutsu Mastery
5: Bonus Feat
6:
7: Genjustu Mastery
8: Sneak Attack +2d6
9: Quick Illusion
10: Gentusu Mastery
As per his very name, the Genjutsu Master specializes in Genjutsu and all the finer points of said art. This enables the Genjutsu Master to develop some abilities that help him through his life as a shinobi. Each time the Genjutsu Master gains a Genjutsu Mastery (at levels 1, 3, 5, and 7), he may chose from the list below:
Doujutsu Proficiency (requires 1 other Genjutsu Mastery): The Genjutsu Master reduces the chance a creature adverts his eyes to avoid a saving throw by 15%. A Genjutsu Master with this master is exceptional at timing his doujutsu.
Eternal Genjutsu (requires 2 other Genjutsu Mastery): At the expenses of 5 control points, the Genjutsu Master is able to increase the maximum duration of a technique, including the length of time he can concentrate on it, by one-half.
Genjutsu Counter (requires Genjutsu Kai technique and one other Genjutsu Mastery): After being afflicted by a Genjutsu that he successfully identified, the Genjutsu Master is able to immediately attempt to counter it. At the expenses of 5 control points, the Genjutsu Master may perform the Genjutsu Kai or Genjutsu Joukai technique as an instant action. Using this mastery in a threatened area may provoke an attack of opportunity (see Concentration skill for details on using spells and techniques defensively).
Genjutsu Flow: The Genjutsu Master increases the range of his Genjutsu by one-half. Techniques with a "Touch," "Melee," or "Personal" range are unaffected.
Genjutsu Knowledge: The Genjutsu Master is very proficient at detecting and identifying Genjutsu. He gains a +4 bonus to Genjutsu checks made to detect and identify a Genjutsu technique and may now learn Training techniques of the Genjutsu subtype normally.
Genjutsu Proficiency: The Genjutsu Master gains a +2 bonus Genjutsu checks made to perform Genjutsu techniques, and a +1 enhancement bonus to his Genjutsu skill threshold.
Greater Mastery (requires 2 other Genjutsu Mastery): The Genjutsu Master increases the saving throw DC of his Genjutsu technique by 1.
Hide in Plain Sight (requires 2 other Genjutsu Mastery): A Genjutsu Master can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.
Sneak Attack +1d6 (requires 2 other Genjutsu Mastery): The genjutsu master's sneak attack increases by +1d6.\
Resilient Genjutsu (requires 1 other Genjutsu Mastery): The dispel check DC to dispel the genjutsu master's Genjutsu technique increases by 1 every odd-numbered levels.
Subdued Illusion (requires 1 other Genjutsu Mastery): The Genjutsu Master is able to increase the Genjutsu check DC made to identify his genjutsu techniques by 5.
This ability functions as the Ninja Scout sneak attack ability. If he can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Creatures immune to critical hits and sneak attacks, or who have concealment, do not suffer extra damage.
This extra damage is 1d6 at 3rd level, and it increases by 1d6 at 7th level. If the genjutsu master gains a bonus to sneak attack from another source, the bonuses stack.
At 2nd and 4th level, the Genjutsu Master gets a bonus feat. The bonus feat must be selected from the following list, and the Genjutsu Master must meet all the prerequisites of the feat to select it.
Alertness, Attentive, Blood Pact, Chakra Penetration, Educated, Extend Technique, Focused, Retrieval Expert, Greater Chakra Penetration, Meticulous, Nin Weapons Proficiency, Sturdy Illusion, Talented Shinobi, Technique Focus.
Three times per day, the Genjutsu Master can perform a Genjutsu technique as a quickened action, provided the technique's perform time is no longer than 1 full-round action. The perform requirements of the technique are automatically met, and performing the technique does not provoke an attack of opportunity. This enables the genjutsu master to take other actions, even performing a second technique, in the same round as he performed a quickened technique. The genjutsu master can only gain one quickened action per round, no matter the type (see Basic Game Mechanics for rules on Quickened Actions).
Taiga notes
Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]
Basic classes use 11 points split among [HP, Energy, skills and proficiencies]
+1 HP [1] +2 HP [2]
1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]
4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]
Highly skilled increases [Per level after] up to match Initial and costs [2]
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Advanced classes use 7
Skill base is 2 + Int per level. [0]
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Prestige is likely less [points] then adv