Ninjutsu (Fuuton/Doton) [Sand]
Rank: 7 (C-Class);
Learn DC: 20, 2 success;
Perform requirements: 8 ranks (DC 20);
Time: 1 attack action;
Components: H, F;
Range: 30 feet; Effect: Cone-shaped burst;
Duration: Instantaneous;
Saving Throws: Reflex half;
Chakra Resistance: Yes;
Chakra Cost: 6.
Focusing a large chunk of Chakra to his mouth, the user exhales a powerful wind blast
that mixes with ambient sand and severely damage one's foes. Any creature caught in the
area of effect suffer 5d8 point of Sand damage, which can be halved with a successful
reflex save. Creatures failing to save against the technique are knocked back 1d4x5 feet.
Material Focus: A small (at least 9³ feet) source of sand nearby.
Ninjutsu [Sand]
Rank: 7 (B-Class);
Learn DC: 21, 3 success;
Perform requirements: 9 ranks (DC 22);
Time: 1 attack action;
Components: C, H;
Range: Close (10 ft. + 5 ft./2 levels);
Area: 20-ft-radius emanation (S);
Duration: Concentration, plus 1 round;
Saving Throws: (see text);
Chakra Resistance: No;
Chakra Cost: 8.
This technique can only be used on soft ground. Using this technique, the user creates a
patch of quicksands (see below) that lasts for as long as he concentrated on the technique,
plus one round. This particular quicksand is much harder to detect, raising the Survival
check DC to 18.
Quicksand (standard rules): Patches of quicksand present a deceptively solid appearance
(appearing as undergrowth or open land) that may trap careless characters. A character
approaching a patch of quicksand at a normal pace is entitled to a Survival check (DC 8)
to spot the danger before stepping in, but charging or running characters don’t have a
chance to detect a hidden bog before blundering in. A typical patch of quicksand is 20
feet in diameter; the momentum of a charging or running character carries him or her
1d2×5 feet into the quicksand.
Effects of Quicksand: Characters in quicksand must make a Swim check (DC 10) every
round to simply tread water in place, or a Swim check (DC 15) to move 5 feet in
whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks
below the surface and begins to drown whenever he can no longer hold his breath (see the
Swim skill description).
Characters below the surface of a bog may swim back to the surface with a successful
Swim check (DC 15, +1 per consecutive round of being under the surface).
Rescue: Pulling out a character trapped in quicksand can be difficult. A rescuer needs a
branch, spear haft, rope, or similar tool that enables him to reach the victim with one end
of it. Then he must make a Strength check (DC 15) to successfully pull the victim, and
the victim must make a Strength check (DC 10) to hold onto the branch, pole, or rope. If
the victim fails to hold on, he must make a Swim check (DC 15) immediately to stay
above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety.