Gatotsugyaku (Piercing Fang Reversal)
Taijutsu (Strike; Requires Gatotsu: Isshiki (2) and Gatotsu:Nishiki (2)) [Armed]
Rank: 5 (B-Class); Learn DC: 19, 3 success; Perform requirements: 7 ranks (DC 20);
Time: 1 swift action; Components: M, F; Range: Melee Attack; Target: One creature;
Duration: Instantaneous; Saving Throws: None; Chakra Cost: 4.
This technique can only be used directly after using Gatotsu Isshiki or Gatotsu Nishiki
and failing to hit with the charge attack. The user uses this technique and makes a melee
attack with his held weapon at his highest attack bonus with a -5 penalty. If it hits, it deals
normal damage.
This technique can only be used once per encounter.
Mastery
The second and fourth step of mastery in this technique allow the technique to be used an
additional times each.
Material Focus: A piercing or slashing weapon.
Gatotsu: Isshiki (Piercing Fang: First Form)
Taijutsu (Strike) [Armed]
Rank: 4 (C-Class); Learn DC: 17, 2 success; Perform requirements: 5 ranks (DC 17);
Time: 1 full-attack action; Components: M, F, Mas; Range: Charge; Target: One
creature; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 6.
The user makes a standard charge attack with his held weapon. If the attack hits, it deals
double damage. Any damage dealt, regardless of the weapon used, is piercing damage.
This technique can only be used once per encounter. Damage dealt not normally
multiplied on a critical hit is not doubled.
Mastery
The first, third and fifth step of mastery increase the number of time Gatotsu Isshiki can
be used in an encounter by 1.
Material Focus: A piercing or slashing weapon.
Gatotsu: Nishiki (Piercing Fang: Second Form)
Taijutsu (Strike; requires Gatotsu: Isshiki (t)) [Armed]
Rank: 5 (B-Class); Learn DC: 19, 3 success; Perform requirements: 7 ranks (DC 20);
Target: A creature neither flying, swimming or underground; Saving Throws: Fortitude
partial; Chakra Cost: 7.
Same as Gatotsu Isshiki, except as above and as follow. If the attack hits, the target must
make a Fortitude save or fall prone and take an additional 1d6 points of damage. This
technique can only be used once per encounter. Gatotsu Nisshiki can only be used on a
creature that isn't flying, swimming or underground.
Mastery
The first, third and fifth step of mastery increase the number of time Gatotsu Nishiki can
be used in an encounter by 1.
Material Focus: A piercing or slashing weapon.
Gatotsu: Sanshiki (Piercing Fang: Third Form)
Taijutsu (Strike; requires Gatotsu: Isshiki (3) and Gatotsu: Nishiki (t)) [Armed]
Rank: 6 (B-Class); Learn DC: 20, 3 success; Perform requirements: 8 ranks (DC 21);
Time: 1 attack action; Components: M, F; Range: Melee Attack; Target: One flying or
falling creature; Duration: Instantaneous; Saving Throws: Fortitude partial; Chakra
Cost: 6.
This technique can only be used against a flying or falling target. The user makes a melee
attack against the target. If it hits, the attack deals an additional 2d6 points of damage not
multiplied on a critical hit. The target must then make a Fortitude save to avoid losing its
Dexterity bonus to Defense for 1 round. Any weapon damage dealt by this technique,
regardless of the type, is piercing damage. If the target was falling uncontrollably, it
suffers an additional 1d6 points of damage.
Material Focus: A piercing or slashing weapon.
Gatotsu: Zeroshiki (Piercing Fang: 'Zero' Form)
Taijutsu (Strike; requires Gatotsu: Isshiki (5) and Gatotsu: Nishiki (5) and Gatotsu:
Sanshiki (3)) [Armed, Saitou Hajime Hijutsu]
Rank: 9 (A-Class); Learn DC: 24, 5 success; Perform requirements: 12 ranks (DC
26); Time: 1 attack action; Components: M, F, E, Mas; Range: Melee Attack; Target:
One creature; Duration: Instantaneous; Saving Throws: Fortitude partial; Chakra Cost:
6.
The user makes a single melee attack with his held weapon. If it hits, the target suffers
normal weapon damage plus 3d6 points of damage not multiplied on a critical hit. The
target must make a Fortitude save to avoid being knocked backward 15 feet in a straight
line; if the target hits a solid object before the knockback distance is traveled, both the
object and the target suffer 1d6 points of damage every 15 feet distance of the original
knockback (hardness applies), and the target falls prone.
After performing this technique, the user loses his weapon; it flies away and lands in the
same square as his target, whether it was knocked back or not. The user may make a
Strength check (DC 20) to maintain his hold on the weapon and prevent it from flying
away; on a success, the weapon lands in a square adjacent to the user. Beating the DC by
more than 5 means that the user does not lose his weapon.
Empower
The user can spend additional 2 points of chakra to increase the damage by 1d6 and the
knockback distance by 5 feet, up to a maximum of 1d6 and 5 feet per level or 10d6 and
50 feet. The extra damage is not multiplied on a critical hit.
Mastery
Every step of mastery in this technique grants the user a +2 bonus to Strength checks
made to keep hold on the weapon.
Material Focus: A piercing or slashing weapon.