Taijutsu (Requires Moujuu Aishou (t) and Shikakyu no Jutsu (t)) [Inuzuka Hijutsu]
Rank: 4 (C-Class);
Learn DC: 17, 3 success;
Perform requirements: 7 ranks (DC 17);
Time: 1 full-attack action;
Components: M, Mas;
Range: Charge;
Target: One creature;
Duration: Instantaneous;
Saving Throws: None;
Chakra Cost: 10.
This technique can only be used while in Shikakyu no Jutsu state or with the Feral Combat class ability, with enough space between the user and his
opponent to execute a Charge. The user makes a charge with his claw or feral combat attack at his highest attack bonus. If it hits, the attack deals
normal damage but he adds his Strength modifier to damage twice.
The user also ignores 5 points of hardness from objects when using this technique. An animal companion may execute this technique only in
Juujin Bunshin state (often during a pincer maneuver called Gatsuuga).
Mastery
The user ignores an additional point of hardness of objects for every step of mastery in this technique.
With the fifth step of mastery in this technique, if the user has 6 or more levels in the Beastmaster class, he may spend an additional 32 points of chakra to make an additional melee attack at his highest attack bonus, with a -5 penalty, once per encounter.
Taijutsu (Strike)
Rank: 4 (C-Class);
Learn DC: 17, 2 success;
Perform requirements: 7 ranks (DC 17);
Time: 1 full-attack action;
Components: C, M, P;
Range: Personal;
Duration: Instantaneous;
Saving Throws: None;
Chakra Cost: 20.
The user spins upon himself as he moves forward, creating the entrancing effect of a swirling dance of death.
The user is able to move his full movement distance as part of this technique. Because of his spinning movements, he gains a +4 deflection bonus to defense against attacks of opportunity provoked from moving through a threatened area.
As he moves, he may make an attack against one creature every two levels (maximum 5), but cannot strike the same creature more than once. The attack cannot score a critical hit, and he must make at least a 5-ft. movement in-between each attacks. The target must make a Spot check (DC 10) to avoid losing its dexterity bonus to Defense against the user's attack, but the user cannot apply sneak attack damage while using this technique.
The user must make a Fortitude save (DC 11+2 per attacks dealt) after using this technique to avoid being nauseated for 1 round.