Chakra Control (Medical; Requires Chakra Scalpel Expertise (a))
Rank: 6 (B-Class); Learn DC: 20, 3 success;
Perform requirements: 8 ranks (DC 21);
Time: 1 attack action;
Components: C, M;
Range: Personal;
Effect: Improved chakra scalpel;
Duration: 1 round/level or until discharged;
Saving Throws: Fortitude partial (see text);
Chakra Resistance: Yes;
Chakra Cost: 3 per attack (up to one/five level).
This technique improves the user's chakra scalpel exponantly. When performing the technique, the user imbues his Chakra Scalpel for a number of attacks, up to 1 per 5 levels. The technique is discharged when all successful strikes have been made, but the user's Chakra Scalpel isn't dispelled.
When the user strikes at the target with his Chakra Scalpel and scores a successful hit, he deals an additional 1d6 points of damage and may choose to target a specific limb and expend one charge of his improved Chakra Scalpel. The effect of the expended charge are described below, and can be negated with a successful Fortitude save.
Arm: Target suffers -1 penalty to attack rolls and damage for 8 hours. Can be applied twice.
Leg: Target suffers a -1 penalty to defense and reflex saves, and its land movement speed is reduced by 5 feet for 8 hours. Can be applied twice.
Torso: Target suffer a -2 penalty to Constitution checks, and a -1 penalty to Fortitude saves for 8 hours. Can be applied twice.
Head/Neck: Target is blinded for 1d3 hours.
The arm and leg damage count as ability scores of the same type and can be healed with medical techniques, with the equivalance of 1 point of ability damage per charge. The torso counts as exhaustion and is removed by any ability that completely eliminate exhaustion, but not those that turn exhaustion into fatigue.
The Head/Neck effect can be removed by any effect that cures blindness.