Ninjutsu (Raiton) [Electricity, Kumogakure Hijutsu]
Rank: 8 (B-Class);
Learn DC: 22, 4 success;
Perform requirements: 10 ranks (DC 23);
Time: 1 attack action;
Components: H, Mas;
Range: Medium (20 ft. + 10 ft./2 levels) Effect: Ray;
Duration: Instantaneous;
Saving Throw: Fortitude
partial; Chakra Resistance:
Yes; Chakra Cost: 8.
When using this technique, the user fires a bolt of golden lightning, visible only to the
user or creatures that can see chakra or see through chakra, from his pointed index and
middle finger to strike the target on its stomach; the lightning will proceed to gather in a
ball and bury itself deep within its navel. If the user succeeds on a ray attack, the target
will fall victim to the technique.
After three rounds, or when the subject next suffer damage from any source, the chakra
will erupt in a bright flash of light and the golden lightning will forcefully exit the
subject's body to vanish into thin air. At this point, the subject will suffer 8d6 points of
electricity damage and must make a Fortitude save to avoid being paralyzed for 1 round.
Every time chakra is drained from the target, while it does not trigger the release of the
technique, the user and the person to drain chakra must make an opposed level check
(modified by the user's level of mastery in this technique, for +1 per rank). If the user is
beaten, the technique is negated and will not be released. Using this technique twice on
the same creature also nullifies it.
This technique cannot be used twice on one target during the same minute; the target will
not be affected again, but any active "charge" will be nullified. And though the technique
is not physically visible, it does not grant any bonuses as though striking with an invisible
weapon.
Mastery
Every step of mastery in this technique grants the user a +2 bonus to attack rolls when
making the ray attack.
Ninjutsu (Raiton; Requires Chidori (t)) [Electricity, Hatake Kakashi Hijutsu]
Rank: 8 (S-Class);
Learn DC: 22, 6 success;
Perform requirements: 12 ranks (DC 28);
Time: 1 attack action;
Components: H;
Range: Personal (see text);
Target: You (see text);
Duration: 1 round/3 level (see text; D);
Saving Throws: None;
Chakra Resistance: Yes;
Chakra Cost: 6.
This technique is a weaker but more practical version of the Chidori. It lasts longer, takes
less Chakra and can be performed faster. As with the Chidori, the user choses which hand
will bear the Raikiri. Said hand will not be able to hold any item or weapon for the
duration of the technique; should the hand be the user's off-hand, he suffers a -4 penalty
to attack rolls (the two-weapon fighting feats halves this penalty). Unlike Chidori, this
technique deals 1d8+1 point of piercing damage, 1d6+1 point of sonic damage and 1d4+1
point of electricity damage on a successful touch attack, and scores a critical hit on a
natural roll of 18 to 20, to deal double damage. Only the piercing damage is doubled.
As with the chidori, the user may use the Ryuutsuki technique to increase the technique's
efficiency. On a successful hit with the Ryuutsuki, the user may instantly discharge the
Raikiri but deal triple the normal damage instead (though if he has two or more raikiri
active, only one is expended). On a critical hit, the multiplier increases by 1 instead, and
all damage is quadrupled.
He still suffers the standard Chidori's -4 penalty to Defense and the loss of his dexterity
bonus to defense until his next turn. The Raikiri, like the Chidori, counts as a small
weapon and can be used with the weapon focus feat (uses the same feat for both) and for
two-weapon fighting.
Because of the noise and light made by the technique, a creature may make a Spot or
Listen check (DC 5) to notice the user, even if he was hiding. If the the conditions are met
(creature is flanked, denied its dexterity bonus to defense, etc) the user can deal sneak
attack damage in addition to standard damage with the Raikiri. Attacks made in this
manner count as chakra-enhanced for the purpose of bypassing damage reduction.