Narutod20 Way of The Master
Narutod20 Way of The Master
3
OGL .................................................................................. 4
s Section 1: The Way............................................................. 6
s Section 2: Enhancement Seals and Artifacts.................... 7
s Section 3: The Exalted One................................................ 8
s Section 4: The Pressure Points Style............................... 11
Kyushojutsu Techniques Index ........................................ 26
s Section 5: Iconic Characters............................................ 29
Benkei .............................................................................. 29
Hoteimaru ........................................................................ 30
CREDITS
Design and Managing Editor
Frankto Vinneti
Design Advisor
Frederick Cross, Franz Thomas
Playtesters
Frankto Vinneti
Translations
Frankto Vinneti
Proofreaders
Frankto Vinneti, Frederick Cross,
Christopher Kawasaki, Franz Thomas
Special Thanks
Frederick Cross, Wizards of the Coast, Skip
Williams, Charles Ryan, Kishimoto
Masashi, and the entire community of the
Nd20 forums!
Thank you!
This ND20 supplement is designed for use with the ND20 and d20 Modern Roleplaying Game published by
Wizards of the Coast. To be able to comprehend and use the game to its full extent, you should purchase
the d20 Modern Core Rulebook as well as download, entirely free of charge, the ND20: Scrolls of
Knowledge, Volume I rulebook, if you have not already. An alternative solution would be to read the
System Reference Document (SRD) which contains every OGC portion of the rulebook, minus any artwork
and flavor text shown in the original product.
The Way of the Master contains a wealth of options for hand-to-hand experts to explore, based on real
martial arts.
Way of the Master is Copyright 2004-2011, Frankto Vinneti. Unauthorized distribution of this entirely
product is strictly forbidden without authorization from the author.
New Feats
This new feat is essential to any practitioner of the Kyushojutsu style.
Pressure Secrets
Prerequisite: Dex or Wis 15, Weapon Finesse, Knowledge (earth and life science) 4
ranks.
Benefit: You may use your Dexterity or Wisdom modifier instead of your Strength
modifier as your relevant ability score for Taijutsu techniques and learn Kyushojutsu
techniques without a penalty.
Adept Monk: You were born and raised in a monastery, or have adopted the teachings
at some point in your life. You are very studious and prefer to avoid conflict whenever
you can.
Prerequisite: Age 8+.
Skills: Select any three skills from the following list as permanent class skills. If a skill
the character selects is already a class skill, he receives a +1 competence bonus on checks
using that skill: Balance, Chakra Control, Concentration, Craft (calligraphy, chemical,
pharmaceutical), Decipher Script, Diplomacy, Genjutsu, Knowledge (earth and life
science, history, ninja lore, tactics, theology and philosophy), Listen, Ninjutsu, Perform
(martial arts), Profession, Research, Sense Motive, Taijutsu or Treat Injury.
Feat: Select one of the following: Defensive Martial Arts, Studious or Weapon Finesse.
Warrior Monk: You are a warrior monk, trained to kill but taught to avoid doing so
unless strictly necessary. Your body is a honed instrument that you use for either war or
peace, but to great effect either way.
Prerequisite: Age 15+.
Skills: Select any two skills from the following list as permanent class skills. If a skill the
character selects is already a class skill, he receives a +1 competence bonus on checks
using that skill: Balance, Climb, Chakra Control, Craft (calligraphy), Diplomacy, Jump,
Intimidate, Knowledge (history, ninja lore, tactics, theology and philosophy), Listen,
Ninjutsu, Perform (martial arts), Profession, Spot, Survival, Swim and Taijutsu.
Feat: Select one of the following: Archaic Weapons Proficiency, Combat Martial Arts,
Defensive Martial Arts, Nin Weapons Proficiency or Weapon Finesse.
Reputation Bonus Increase: +1
Exalted One
The exalted one has been set on a path to enlightenment his entire life and has finally
reached the final steps of his journey. He is a warrior monk, a master of both the mind
and the body. Wise men defer to his wisdom, and martial artists bow before his skill.
Requirements:
To qualify to become an exalted one, a character must fulfill all the following criteria.
Skills: Chakra Control 9 ranks, Knowledge (theology and philosophy) 9 ranks, Taijutsu
16 ranks.
Feats: Combat Martial Arts, Harmony, Improved Combat Martial Arts, Sacred Flurry.
Special: Sacred fist stance, buddhist palm and enlightened defense Sacred Fist class
features.
Class Information
The following information pertains to the Exalted One prestige class.
Hit Die
The Exalted One gains 1d8 hit points per level. The Constitution modifier applies.
Action Points
The Exalted One gains a number of action points equal to 7 + one-half his character level,
rounded down, everytime he attains a new level in this class.
Class Skills
The Exalted One's class skills are as follows.
Balance (Dex), Concentration (Con), Chakra Control (Wis), Craft (calligraphy) (Int),
Knowledge (earth and life science, ninja lore, theology and philosophy) (Int), Profession
(Wis), Read Language (None), Ride (Dex), Sense Motive (Wis), Speak Language (None),
Spot (Wis), Taijutsu (Str).
Skill Points at Each Level: 3 + Int modifier.
Class Features
The following features pertain to the Exalted One prestige class.
Base
Attack Fort Ref Will
Defense Reputation
Level Bonus Save Save Save Special
Bonus
Bonus
1st
+1
+2 +2 +2 Exalted strike, sacred fist abilities,
+1
+1
bonus chakra
2nd
+2
+3 +3 +3 Exalted art
+2
+1
rd
3
+3
+3 +3 +3 Exalted art
+2
+1
4th
+4
+4 +4 +4 Exalted art
+3
+2
th
5
+5
+4 +4 +4 Perfection of mind and body
+4
+2
Exalted Strike
The exalted one can declare one melee attack per Exalted One level per day as a touch
attack. This attack must be done while in sacred fist stance and ignores all hardness and
damage reduction if it hits. This ability must be declared before damage is rolled.
Sacred Fist Abilities
Each exalted one class level stacks with sacred fist class levels to determine the progress
of the Sacred Fist Stance and Buddhist Palm abilities. Epic progression still requires
sufficient levels in the Sacred Fist class.
Bonus Chakra
The Exalted One gains a certain amount of bonus chakra and bonus reserve from taking
levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the
table below. It is not influenced by ability scores, and is in addition to the standard
amount gained every level from gaining an additional hit dice.
The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate value
based on the character's class levels. Multiple instances of Bonus Chakra and Reserve,
such as from various classes, do stack with each other.
Class
Bonus Bonus
Levels Chakra Reserve
1st
1
2
2nd
2
4
3rd
3
6
4th
4
8
5th
5
10
Exalted Art
At 2nd, 3rd and 4th level, the exalted one gains an exalted art, a special ability taken from
the list below:
Absolute Equilibrium: Once per day every odd-numbered exalted one level, the exalted
one is able to completely ignore falling damage and land softly and gracefully on his feet,
unless he is unable to do so. He is able to do so even when paralyzed or otherwise
physically incapacitated, but must still be conscious.
Bonus Feat: Instead of a special ability, the exemplar may elect to pick a bonus feat from
the list below instead. This ability can be selected twice.
Advanced Two-Weapon Defense, Advanced Two-Weapon Fighting, Chakra Presence,
Flawless Form, Hachimon Tonkou, Improved Two-Weapon Defense, Improved TwoWeapon Fighting, Grand Master, Monkey Grip, Oversized Weapons Mastery, Oversized
Weapons Proficiency, Power Critical, Skillful Assault, Tactical Implements, Training,
Two-Weapon Defense, Two-Weapon Fighting.
Exalted Fist: The exalted one always gains the benefits of the sacred fist stance ability
while entering any of the following Kyushojutsu stances: Kyushojutsu: Dachi - Shodan,
Nidan, Sandan or Seidan.
Exalted Mastery: The exalted one can substitute an attack when making a full-attack
action for a Kyushojutsu technique that can be performed as an attack action. The attack
is resolved as specified by the Kyushojutsu technique, using that attack's base attack
bonus. This ability is usable once per exalted one level per day, but no more than once per
round. The chakra cost must be paid normally, and the same technique cannot be
substituted twice during the same encounter.
Master's Resilience (Ex): The exalted one is not subject by Kyushojutsu techniques that
would not affect creatures wearing medium armor even when wearing no armor and gains
a +1 bonus per odd-numbered exalted one levels to saving throws and ability checks
against Kyushojutsu techniques.
Paragon of Body (Ex): The exalted one is immune to poisons and diseases.
Paragon of Spirit (Su): The exalted one gains a chakra resistance equal to 12 + his
exalted one level + his Wisdom modifier.
Peaceful Master: The exalted one can use his Wisdom modifier in place of his Strength
modifier to resolve unarmed attack and damage rolls in Sacred Fist Stance, whichever is
higher.
Transcendent Senses (Su): The exalted one gains the blindsense ability up to 5 feet,
doubled while in Sacred Fist stance. This exalted art can be selected more than once.
Perfection of Mind and Body
The exalted one is capable of extreme economy of energy with his body. He requires only
one meal per day to function at optimal levels, or half a gallon of fluids and one-quarter
of a pound of food every three days to avoid suffering from starvation or thirst.
Additionally, the exalted one only requires 4 hours of sleep per evening of rest to gain the
full benefits of recovery and recovers from fatigue, exhaustion and unconsciousness in
half the normal time.
Once per day, the exalted one can spend an action point to reroll failed saving throws
against all effects that currently still affect the exalted one and that required a failed save.
A successful save automatically ends the effect, even if it wouldn't otherwise. Any
lingering effect from Kyushojutsu techniques are automatically terminated, but not
reversed unless the technique specifically states otherwise.
While in this stance, the user can perform Kyushojutsu techniques as though they had the
kick descriptor. He gains a +2 competence bonus to attack rolls with Kyushojutsu
techniques, and may gain one of the three following effects.
Gentle Way: The user can undo the effects of Kyushojutsu techniques at 1 less chakra
(minimum 1).
Enduring Way: The user gains a +2 bonus to Defense, saving throws and ability checks
against Kyushojutsu techniques.
Violent Way: The user can affect creatures wearing medium armor with Kyushojutsu
techniques and can imbue Kyushojutsu techniques to affect creatures wearing heavy
armor by paying 3 chakra. Twice per encounter when imbuing a Kyushojutsu technique
that requires the target to make an ability check, that check DC increases by 2.
Mastery
The first step of mastery in this technique reduces the cost to imbue a technique with
Violent Way to 2.
The third step of mastery in this technique increases the chakra cost reduction of Gentle
Way by 1 (minimum 1).
The fifth step of mastery in this technique increases the bonus of Enduring Way by +1.
Taijutsu (Strike; requires Combat Martial Arts (f), Weapon Finesse (f), Pressure Secrets
(f) and Knowledge (earth and life science) 13 ranks) [Punch]
Rank: 10 (S-Class); Learn DC: 26, 5 success; Perform requirements: 14 ranks (DC
30); Time: 1 attack action; Components: M, P, Mas; Range: Melee Attack; Target:
One same-size humanoid creature; Duration: 1 round/level; Saving Throws: None;
Chakra Cost: 8.
This painful technique makes the opponent's head to ache and throb painfully each time
it takes actions that require concentration.
The user makes an unarmed attack. If it hits, the attack deals normal damage and the
target's head begins to ache painfully. The target takes a -2 penalty to Concentration and
Intelligence-based skill checks and ability checks, and each round it takes an action that
requires concentration or performs a technique, it takes damage equal to 1d6 plus its
Intelligence modifier (minimum 1d6). The target has a 20% chance to fail to perform
techniques with the Concentration component. If the target is reduced to 0 hit points or
lower while under the effects of this technique, it takes 1d10 points of Intelligence
damage.
This technique can be performed on a creature already under its effect to remove it at the
cost of 3 chakra. A creature wearing heavy armor is not subject to this technique.
Mastery
The third step of mastery in this technique increases the damage dealt to 1d8 plus its
Intelligence modifier.
The fifth step of mastery in this technique reduces the chakra cost to 6.
The target can make a DC 15 Strength or Dexterity check each round to free the targeted
limbs, whichever is higher. It makes a check for arms and legs, and a success frees both.
Two consecutive successful checks end the effect for that area.
This technique can be performed on a creature already under its effect to remove it at the
cost of 1 chakra. A creature wearing heavy armor is not subject to this technique. The
user suffers a -8 penalty to Learn checks with this technique without the Pressure Secrets
feat.
Mastery
Each step of mastery in this technique increases the DC of the check by 1.
living creature; Duration: Instantaneous; Saving Throws: Fortitude half; Chakra Cost:
12.
This technique is the so-called ultimate pressure points technique.
This technique can only be used on a creature that suffered piercing or slashing damage in
the last round. The user makes an unarmed attack. If it hits, the attack deals normal
damage and the wound bleeds profusely. The target takes 5d6 points of damage, plus 1d6
every 2 levels (maximum 15d6). The damage can be halved with a Fortitude save.
A creature wearing heavy armor is not subject to this technique.
loses control of its breathing. The target must hold its breath or begin suffocating, and can
make a DC 15 Constitution check each round. Two consecutive successful checks ends
the effect.
This technique can be performed on a creature already under its effect to remove it at the
cost of 2 chakra. This technique can only affect the same creature once per encounter.
The user suffers a -8 penalty to Learn checks with this technique without the Pressure
Secrets feat.
Mastery
Each step of mastery in this technique increases the DC of the check by 1.
With the fifth step of mastery in this technique, the attack deals normal damage.
Cost: 2.
The user makes an unarmed attack. If it hits, the attack deals no damage but the target
suffers a -2 penalty to Dexterity and initiative checks and feels no pain. The target will be
unaware of the damage it takes until the technique's effect ends. This technique can be
performed on a creature already under its effect to remove it at the cost of 1 chakra.
The user suffers a -8 penalty to Learn checks with this technique without the Pressure
Secrets feat.
the action is taken. A creature wearing medium or heavy armor is not subject to this
technique. This technique can only affect the same creatures three times per encounter.
The user suffers a -8 penalty to Learn checks with this technique without the Pressure
Secrets feat.
Mastery
With the third step of mastery in this technique, the user can force the target to turn any
direction it wishes.
With the fifth step of mastery in this technique, the attack deals normal damage.
same-size humanoid creature; Duration: 1 minute; Saving Throws: See text; Chakra
Cost: 6.
The user makes an unarmed attack. If it hits, the attack deals normal damage and forces
the target to a kneeling position and partially paralyzes it. While kneeling, the target is
unable to move, turn to face another direction or stand up, and takes a -2 penalty to attack
rolls and Defense. The target can make a DC 15 Strength or Constitution check each
round to temporarily regain use of its legs until its next turn. If it fails the check, the
target is forced to return to a kneeling position.
Once the technique is released, standing up from kneeling is a move action that does not
provoke an attack of opportunity. This technique can be performed on a creature already
under its effect to remove it at the cost of 1 chakra. A creature wearing medium or heavy
armor is not subject to this technique.
The user suffers a -8 penalty to Learn checks with this technique without the Pressure
Secrets feat.
Mastery
Each step of mastery in this technique increases the DC of the check by 1.
back together via Necromancy (see Forensics Training feat). A creature wearing heavy
armor is not subject to this technique.
Mastery
Each step of mastery in this technique increase the check DCs by 1.
Mastery in Kisoku Matsudou, Nishi Toukou Okodashi and Suiheidou stack with mastery
in this technique to increase the respective check DCs, up to a maximum of +5.
The user is able to use the Treat Injury skills without a medical kit without taking a
penalty if he takes double the amount of time for each check.
Mastery
Each step of mastery in this technique increases the DC of the check by 1.
The second and fourth steps of mastery in this technique increase the penalty by 1.
Rank 1 Techniques:
Taijutsu:
Strike:
Kyushojutsu: Basshou Sanpo (Pressure Points Technique: Steady Steps)
Rank 2 Techniques:
Taijutsu:
Strike:
Kyushojutsu: Shuheido (Pressure Points Technique: Way of the Open Hand)
Rank 3 Techniques:
Taijutsu:
Strike:
Kyushojutsu: Seijaku Renshu (Pressure Points Technique: Rule of Silence)
Kyushojutsu: Seiyabari (Pressure Points Technique: Peaceful Darkness)
Stance:
Kyushojutsu: Dachi - Shodan (Pressure Points Technique: Stance - First Rank)
Rank 4 Techniques:
Taijutsu:
Strike:
Kyushojutsu: Konsui (Pressure Points Technique: Peaceful Slumber)
Kyushojutsu: Tsukubi Jiten (Pressure Points Technique: Projection Spin)
Kyushojutsu: Ukiogoshi Sanpo (Pressure Points Technique: Unsteady Steps)
Training:
Kyushojutsu: Shiatsu Jutsu (Pressure Points Technique: Acupressure Secrets)
Rank 5 Techniques:
Taijutsu:
Strike:
Kyushojutsu: Engi Renseiten (Pressure Points Technique: Riveting Performance)
Rank 6 Techniques:
Taijutsu:
Strike:
Kyushojutsu: Keiren Teashi (Pressure Points Technique: Stressful Spasms)
Kyushojutsu: Kibaku Shigai (Pressure Points Technique: Gentle Repose)
Kyushojutsu: Ryuusui Retsushou (Pressure Points Technique: Inner Flow Disruption)
Stance:
Kyushojutsu: Dachi - Nidan (Pressure Points Technique: Stance - Second Rank)
Rank 7 Techniques:
Taijutsu:
Strike:
Kyushojutsu: Kikou Teishi (Pressure Points Technique: Breathless Conclusion)
Kyushojutsu: Kizui Massatsu Dokushu Waza (Pressure Points Technique: Comforting
Embrace)
Rank 8 Techniques:
Taijutsu:
Strike:
Kyushojutsu: Intou Gekishou (Pressure Points Technique: Whisper-quiet)
Kyushojutsu: Nigirikobushi no Waza (Pressure Points Technique: Method of the Closed
Fist)
Kyushojutsu: Nishi Toukou Odokashi (Pressure Points Technique: Kneeling Reverence)
Rank 9 Techniques:
Taijutsu:
Strike:
Kyushojutsu: Sosou Rekken (Pressure Points Technique: Bracing Strike)
Stance:
Kyushojutsu: Dachi - Sandan (Pressure Points Technique: Stance - Third Rank)
Rank 10 Techniques:
Taijutsu:
Strike:
Kyushojutsu: Hentoutsuu Shou (Pressure Points Technique: Obscured Enlightenment)
Kyushojutsu: Keisuji Metsurou (Pressure Points Technique: Muscle Pinch)
Kyushojutsu: Kisoku Matsudou (Pressure Points Technique: Way of Tranquility)
Rank 12 Techniques:
Taijutsu:
Strike:
Kyushojutsu: Ougi - Hagan Rekken Rendan (Pressure Points Technique: Secret Skill Underhanded Tactics)
Kyushojutsu: Ougi - Nishisatsu Waza (Pressure Points Technique: Secret Skill Agressive Negotiations)
Kyushojutsu: Ougi - Shoufuku Seidou (Pressure Points Technique: Secret Skill - Way of
the Peaceful Resolution)
Stance:
Kyushojutsu: Dachi - Seidan (Pressure Points Technique: Stance - Master Rank)
Rank 13 Techniques:
Taijutsu:
Strike:
Kyushojutsu: Kessen Ougi - Satsute Uchi (Pressure Points Technique: Absolute Fighting
Skill - Touch of Death)
Rank 18 Techniques:
Taijutsu:
Strike:
Kyushojutsu: Issen Ougi - Shisei Hirate (Pressure Points Technique: Supreme Skill -
Quivering Palm)
masteries), kessen ougi - satsute uchi, kikou teishi (3 masteries), kizui massatsu dokushu
waza, konsui (3 masteries), nishi toukou odokashi, ougi - nishisatsu waza, seijaku renshu
(3 masteries), seiyabari (3 masteries)
kyushojutsu dachi: nidan, sandan, shodan
Hachimon Tonkou- Kai-mon Kai (5 masteries), Kyu-mon Kai (4 masteries), Seimon Kai (3 masteries), Shou-mon Kai (2 masteries), To-mon Kai
Benkei (Any kyushojutsu stance or sacred fist stance, with strength ranks): Def 25,
melee 25, touch 26, flat-footed 25 (+3 Wis); Atk +20 melee (1d12+9, spiked greatmace)
or +20 melee (1d10+6, sacred fist); Full Atk +20/+15/+10 melee (1d12+9, spiked
greatmace) or +19/+14/+9 melee (1d10+6, sacred fist) or +17/+17/+12/+7 melee
(1d10+6, sacred fist flurry).
Hoteimaru
Hoteimaru is an apprentice monk who aspires one day to become head priest of his order.
He studies diligently and practices his art every day from dawn to dusk.
Hoteimaru: Dedicated Hero 3/Sacred Fist 2; CR 5; Medium-sized humanoid; HD 3d6+3
plus 2d8+2; hp 32; Init +1; Spd 30 ft; Defense 15, touch 15, flat-footed 13 (+2 dex, +3
class); BAB +3; Grap +4; Atk +6 melee (1d4+2, unarmed); Full Atk +6 melee (1d4+2,
unarmed); FS 5 ft by 5 ft; Reach 5 ft; AL monk order, peace, good; SV Fort +6, Ref +6,
Will +7; AP 5; CP 13 (18 reserve); Rep +1; Str 14, Dex 13, Con 12, Int 14, Wis 14,
Cha 14.
Occupation: Adept Monk (Bonus Class Skills: Craft (chemical), Diplomacy, Taijutsu;
Bonus Feat: Weapon Finesse)
Skills: Chakra Control +10, Craft (chemical) +6, Craft (pharmaceutical) +6, Diplomacy
+10, Knowledge (history) +8, Knowledge (ninja lore) +5, Knowledge (theology and
philosophy) +13, Ninjutsu +7, Taijutsu +10
Feats: Combat Martial Arts, Defensive Martial Arts, Harmony, Pressure Secrets, Simple
Weapons Proficiency, Weapon Finesse, Weapon Focus (unarmed).
Talent (Dedicated Hero): Skill emphasis (knowledge theology and philosophy), faith.
Talent (Sacred Fist): Sacred fist stance (1d6).
Equipment: Monk's robes, various personal possessions.
Techniques Known: Benkei knows techniques appropriate for an apprentice monk, as
well as the following:
Taijutsu- kyushojutsu: bassho sanpo, dachi - shodan, seijaku renshu, suiheido,
tsukubi jiten
Hoteimaru (Sacred fist stance): Atk +6 melee (1d6+2, sacred fist); Full Atk +6 melee
(1d6+2, sacred fist).