Taijutsu (Stance; Requires Tourouken (t))
Rank: 5 (C-Class);
Learn DC: 18, 2 success;
Perform requirements: 8 ranks (DC 18);
Time: 1 swift action;
Components: M;
Range: Personal;
Target: You;
Duration: Stance;
Saving Throws: None;
Chakra Cost: 12.
When using this stance, the user gains all benefits of the Tourouken stance as well as seeing his unarmed attacks deal slashing damage and always deal lethal damage. Attack rolls made using the Tourou Mane stance are modified by Dexterity.
Taijutsu (Strike; Requires Kage Bunshin no Jutsu (t)) [Uzumaki Naruto Hijutsu]
Rank: 5 (A-Class);
Learn DC: 20, 5 success;
Perform requirements: 12 ranks (DC 22);
Time: 1 full-attack action;
Components: C, M;
Range: Attack; Target: One creature;
Duration: Instantaneous;
Saving Throws: None;
Chakra Cost: 20.
This technique can only be executed with 4 physical clones (typically kage bunshin) adjacent to the target. Each clone's action is also used as part of this technique.
Each physical clone makes an unarmed attack at its highest attack bonus to knock the target airborne 5 feet per successful hit. Once the target is airborne, it is denied its Dexterity bonus to Defense against further attacks. If the target is out of reach, it must succeed a Jump check (DC varies) to make its attack roll.
The user makes a leaping strike against the airborne target, gaining a +4 circumstance bonus to Jump check per aiding clone (maximum +20). If the user succeeds in reaching the target, he makes an unarmed attack at his highest attack bonus that deals double damage and sends the target crashing towards the ground. The target takes falling damage as though it had fallen 20 feet, regardless of the actual height of the fall (2d6 points.)
The user cannot have more than 8 clones knocking the target airborne prior to his attack. The Uzumaki Naruto Rendan may not be used on creatures two size category larger than the user. If the target attempt to break its fall using the Tumble skill, the DC is increased by 10; the Jump skill may not be used for that purpose in this situation. If the user is unable to reach his target with a Jump check, the target still suffers standard falling damage without the DC increase to Tumble checks, but the technique can't be completed.