Air Wall Technique
Ninjutsu (Fuuton) [Wind]
Rank: 4 (C-Class);
Learn DC: 17, 2 success;
Perform requirements: 7 ranks (DC 17);
Time: 1 full-round action;
Components: C, H;
Range: Close (10 ft. + 5 ft./2 levels);
Effect: Wall up to 5 ft./level long and 1 ft./level high (maximum 50 ft. long and 10 ft. tall; S);
Duration: 1 round/level (D); Saving Throws: None (see text);
Chakra Resistance: No;
Chakra Cost: 30.
The user uses this technique to create a wind curtain in the surrounding area.
It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance, though ballistic weapons, siege weapons or unnaturally large projectiles are unaffected. Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, it can be shaped it in any continuous path along the ground as desired. It is impossible to create cylindrical or square wind walls to enclose specific points.
Dance of the Wild Monkey
Ninjutsu (Fuuton; requires Wind affinity (a), Sarutobi no Jutsu (5) and Torihane no Jutsu (2)) [Wind]
Rank: 4 (C-Class);
Learn DC: 17, 2 success;
Perform requirements: 7 ranks (DC 17);
Time: 1 attack action;
Components: C, H, Mas;
Range: Personal;
Target: You;
Duration: 1 hour/level or until discharged (D);
Saving Throws: None;
Chakra Cost: 20.
This technique imbues the user with the power of air. When performing this technique, the user is granted 5 air charges, which he may expend to perform one of the following trick.
- Air Dance:
The user may spend one air charge as a free action to lift himself upwards during a jump. The user can stand up from prone as a free action that does not provoke an attack of opportunity, or grants himself a +10 circumstance bonus to Jump checks for a single jump used immediately, and jump height restrictions are temporarily ignored for the one jump.
- Freestyle:
The user may spend one air charge as an instant action to form a coccoon of rapidly twisting wind around himself and slow his falling speed to 10 feet per round for 1 round. The user takes no falling damage if he lands while Freestyling.
- Monkey Charge:
The user may spend one air charge to increase his land speed by 10 feet for 3 rounds as a swift action.
Mastery
At the third step of mastery, the user is able to spend 5 Chakra to gain 2 additional air charges, up to a maximum of 11 charges.
Every step of mastery allows the user to spend an additional air charge in Air Dance to increase the bonus to Jump checks by +10, up to +60.