Flame Sword Technique
Ninjutsu (Katon) [Fire]
Rank: 5 (C-Class);
Learn DC: 18, 2 success;
Perform requirements: 8 ranks (DC 18);
Time: 1 attack action;
Components: S;
Range: 0 feet;
Effect: Creates a flame sword;
Duration: 1 round/level (D);
Saving Throws: None;
Chakra Resistance: Yes;
Chakra Cost: 40.
By focusing a large amount of chakra into both his hand and mouth, the user is able to breath out a small stream of fire and mold it with Chakra so that it can be used as a sword. The flame sword is wielded like a chisa-gatana.
Attacks made with it are melee touch attacks that deal 1d6 points of fire damage +1 point per two levels of the user, maximum 1d6+8.
The blade is immaterial, and the user cannot apply his Strength modifier to damage with it.
The flame sword can ignite combustible materials such as paper, straw, cloth or oil.
The flame Sword is capable of blocking Nanopulse weapons but only if the caster pays 10 chakra to 'harden' the flames, When 'hardened' up to 1/2 strength modifier can be applied to it.
In the hands of a White/Grey/Black Jedi/Espers - the Flame sword is treated as a nanopulse weapon for class abilities.
In the hands of a Force Adept the Flame sword is a valid target for Force Weapon Class ability.
Burning Ash Cloud
Ninjutsu (Katon) [Fire]
Rank: 5 (C-Class);
Learn DC: 18, 2 success;
Perform requirements: 8 ranks (DC 18);
Time: 1 attack action;
Components: H;
Range: 5 feet;
Effect: Cloud spread 15-feet wide, 5 feet high from the user;
Duration: Instantaneous;
Saving Throws: Fortitude partial;
Chakra Resistance: Yes;
Chakra Cost: 40.
The user blows a cloud of thick black ashes. On the round that it is used, the technique fills a 15-ft. wide, 5-ft. tall area filled with smoke.
On the second round, the cloud spread to 20-ft. wide and 5-ft high and will not spread further afterwards. Character moving through the ashes, or being caught in the cloud, must make a Fortitude save each round to avoid being blinded for 1d4 rounds.
On the first round, characters caught in the cloud suffer 2d6 points of fire damage, damage which is reduced to 1d6 on the second round and to nil on the third round afterwards (damage does not set fire to combustibles and does not harm unattended objects).
It disperses after 3 rounds, though a moderate wind (11+ mph) disperses the smoke in 2 rounds and a strong wind (21+ mph) disperses it in 1 round.
Characters caught in a cloud of smoke must make a Constitution check (DC 10, +1 per consecutive checks) to avoid spending the round coughing and hacking and taking no actions; characters spending 2 consecutive rounds coughing take 1d6 points of damage. [no applicable damage reductions]
A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the check, and a gas mask prevents requiring one.
Smoke grants a 20% miss chance penalty to all those within.