Speed Ranks: The speed ranks are numbered from 0 to 10, where an untrained character has a speed rank of 0 and a fully trained character has a speed rank of 5. Some highly specialized, epic characters may gain Speed ranks of up to 10, but such a thing is extremely rare.
Kawarimi Defense: An attack that gains kawarimi defense means a character cannot use defensive maneuver or the 'avoid an attack' maneuver against that attack unless he is moving at a certain speed rank (for example, a character with 4 speed ranks cannot avoid an attack with a kawarimi defense 4 if he is suppressing any of his speed ranks).
High Speed Sight (Ex): A character with the high speed sight ability negates any speed bonus to Hide checks a character gains by having speed ranks up to a certain degree mentioned in the character's statistic block, but only for his person. A character with high speed sight 3 spotting against a character with speed rank 5 would negate +3 of the character's +5 speed bonus to Hide checks.
Speed Rank 0 (Ex): The character moves at normal speed and gains no benefits from this speed rank. When not suppressed or dormant, speed rank 0 costs no chakra.
Land Speed bonus and natural flight: any race with natural flying ability gains a speed boost to flight as well, examples include Minshara Fae, Lanteans,Kaern and others, Magical or Force flight is not eligible for speed boost.
Rank One Speed)
Training (Taijutsu; requires Taijutsu 5 ranks)
Rank: 2 (C-Class); Learn DC: 15, 2 success; Components: X, Mas.
The character gains the Speed rank 1 extraordinary ability.
Mastery
At the fifth step of mastery, the character may activate his speed rank 1 ability for up to 5 rounds every day without paying chakra. The ability does not need to be used 5 rounds in a row, but begins to cost chakra after the fifth round. This does not stack with mastery granted by other Speed rank training techniques.
Expendable Components:
Specific nutritional supplements (equivalent price Purchase DC 14).
Speed Rank 1 (Ex):
The character gains:
a +2 bonus to Jump checks,
a +1 dodge bonus to Defense and Reflex saves.
a land speed Increase of 10 feet
a +1 speed bonus to Hide checks.
A character loses his dodge bonus to Defense when caught flat-footed.
When not suppressed or dormant, speed rank 1 costs 5 chakra every 5 rounds.
The speed bonus to Hide only applies to situations where fast movement would help.
Rank Two Speed)
Training (Taijutsu; Requires Speed rank 1 (a) and Taijutsu 7 ranks)
Rank: 4 (B-Class); Learn DC: 18, 3 success; Components: X, Mas.
The character gains the Speed rank 2 extraordinaty ability.
Mastery
At the fifth step of mastery, the character may activate his speed rank 2 ability for up to 5 rounds every day without paying chakra. The ability does not need to be used 5 rounds in a row, but begins to cost chakra after the fifth round. This does not stack with mastery granted by other Speed rank training techniques.
Expendable Components:
Specific nutritional supplements (equivalent price Purchase DC 16).
Speed Rank 2 (Ex):
The character gains:
a +3 bonus to Jump checks,
a +2 dodge bonus to Defense and Reflex saves.
a +1 bonus to attack rolls.
a land speed Increase of 15 feet
a +2 speed bonus to Hide checks.
A character loses his dodge bonus to Defense when caught flat-footed.
When not suppressed or dormant, speed rank 2 costs 10 chakra every 5 rounds.
The speed bonus to Hide only applies to situations where fast movement would help.
Rank Three Speed)
Training (Taijutsu; Requires Speed rank 2 (a) and Taijutsu 9 ranks)
Rank: 6 (A-Class); Learn DC: 21, 4 success; Components: X, Mas.
The user gains the Speed rank 3 extraordinary ability.
Mastery
At the fifth step of mastery, the character may activate his speed rank 3 ability for up to 5 rounds every day without paying chakra. The ability does not need to be used 5 rounds in a row, but begins to cost chakra after the fifth round. This does not stack with mastery granted by other Speed rank training techniques.
Expendable Components:
Specific nutritional supplements (equivalent price Purchase DC 18).
Speed Rank 3 (Ex):
The character gains:
+4 bonus to Jump checks,
a +3 dodge bonus to Defense and Reflex saves.
a +1 bonus to attack rolls.
a land speed Increase of 20 feet
a +3 speed bonus to Hide checks.
A character loses his dodge bonus to Defense when caught flat-footed.
When not suppressed or dormant, speed rank 3 costs 15 chakra every 5 rounds.
The speed bonus to Hide only applies to situations where fast movement would help.
Rank Four Speed)
Training (Taijutsu; Requires Speed rank 3 (a), Taijutsu 11 ranks, Taijutsu Adept (f) and Training (f))
Rank: 8 (A-Class); Learn DC: 23, 4 success; Components: X, Mas.
The character gains the Speed rank 4 extraordinary ability.
Mastery
At the fifth step of mastery, the character may activate his speed rank 4 ability for up to 5 rounds every day without paying chakra. The ability does not need to be used 5 rounds in a row, but begins to cost chakra after the fifth round. This does not stack with mastery granted by other Speed rank training techniques.
Expendable Components:
Muscle Growth: Type I drug.
Speed Rank 4 (Ex):
The character gains:
+5 bonus to Jump checks,
a +4 dodge bonus to Defense and Reflex saves.
a +2 bonus to attack rolls.
a land speed Increase of 25 feet
a +4 speed bonus to Hide checks.
and his attacks have a Kawarimi defense 1.
A character loses his dodge bonus to Defense when caught flat-footed.
When not suppressed or dormant, speed rank 4 costs 20 chakra every 5 rounds.
The speed bonus to Hide only applies to situations where fast movement would help.
Rank Five Speed)
Training (Taijutsu; Requires Speed rank 4 (a), Taijutsu 15 ranks, Taijutsu Adept (f) and Training (f))
Rank: 12 (S-Class); Learn DC: 28, 5 success; Components: X, Mas.
Through extensive training, the character increases his speed to what is wholly accepted as the human limit.
The character gains the Speed rank 5 extraordinary ability.
Mastery
At the fifth step of mastery, the character may activate his speed rank 5 ability for up to 5 rounds every day without paying chakra. The ability does not need to be used 5 rounds in a row, but begins to cost chakra after the fifth round. This does not stack with mastery granted by other Speed rank training techniques.
Expendable Components:
Muscle Growth: Type II drug.
Speed Rank 5 (Ex):
The character gains:
+6 bonus to Jump checks,
a +5 dodge bonus to Defense and Reflex saves.
a +2 bonus to attack rolls.
a land speed Increase of 30 feet
a +5 speed bonus to Hide checks.
and his attacks have a Kawarimi defense 2.
A character loses his dodge bonus to Defense when caught flat-footed.
When not suppressed or dormant, speed rank 5 costs 5 chakra every round.
The speed bonus to Hide only applies to situations where fast movement would help.
Reduced Earth)
Training (Taijutsu; Requires Speed rank 5 (a) and Epic Technique (Shukichi) (f))
Rank: 16 (Epic); Learn DC: 41, 8 success; Components: X, Mas.
The character gains the Speed rank 6 extraordinary ability.
Mastery
The first step of mastery grants the character the Speed rank 7 extraordinary ability.
The second step of mastery grants the Speed rank 8 extraordinary ability.
The third step of mastery grants the Speed rank 9 extraordinary ability.
The fourth step of mastery grants the Speed rank 10 extraordinary ability.
The fifth step of mastery grants the Teleport extraordinary ability with a speed of 60 feet with no visual or auditory cues.
Expendable Components:
to be added
Speed Rank 6 (Ex):
The character gains a +7 bonus to Jump checks, a +6 dodge bonus to Defense and Reflex saves, and a +3 bonus to attack rolls. The character's land speed increases by 35 feet, gains a +6 speed bonus to Hide checks, and his attacks have a kawarimi defense 3. He gains an additional attack when making a full-attack action, at his highest attack bonus but at a -5 penalty.
When not suppressed or dormant, speed rank 6 costs 15 chakra every 2 rounds.
Speed Rank 7 (Ex):
The character gains a +8 bonus to Jump checks, a +7 dodge bonus to Defense and Reflex saves, and a +3 bonus to attack rolls. The character's land speed increases by 40 feet, gains a +7 speed bonus to Hide checks, and his attacks have a kawarimi defense 3. He gains an additional attack when making a full-attack action, at his highest attack bonus.
When not suppressed or dormant, speed rank 7 costs 10 chakra every round.
Speed Rank 8 (Ex):
The character gains a +9 bonus to Jump checks, a +8 dodge bonus to Defense and Reflex saves, and a +4 bonus to attack rolls. The character's land speed increases by 45 feet, gains a +8 speed bonus to Hide checks, and his attacks have a kawarimi defense 4. He gains an additional attack when making a full-attack action, at his highest attack bonus.
When not suppressed or dormant, speed rank 8 costs 25 chakra every 2 rounds.
Speed Rank 9 (Ex):
The character gains a +10 bonus to Jump checks, a +9 dodge bonus to Defense and Reflex saves, and a +4 bonus to attack rolls. The character's land speed increases by 50 feet, gains a +9 speed bonus to Hide checks, and his attacks have a kawarimi defense 5. He gains an additional attack when making a full-attack action, at his highest attack bonus.
When not suppressed or dormant, speed rank 9 costs 15 chakra every round.
Speed Rank 10 (Ex):
The character gains a +10 bonus to Jump checks, a +10 dodge bonus to Defense and Reflex saves, and a +5 bonus to attack rolls. The character's land speed increases by 60 feet, gains a +10 speed bonus to Hide checks, and his attacks have a kawarimi defense 6. He gains an additional attack when making a full-attack action, at his highest attack bonus, and a second additional attack at a -5 penalty.
When not suppressed or dormant, speed rank 10 costs 25 chakra every round.
A character cannot activate the Speed rank 10 ability if he is fatigued, exhausted, or suffers from Dexterity or Constitution damage.
While moving at Speed rank 10, the user can teleport 30 feet as a free action on his turn once per encounter.