Hijou Kawarimi no Jutsu (Heartless Body Substitution Technique)
Ninjutsu
Rank: 7 (B-Class);
Range: Personal and Melee;
Target: You and one creature (see text);
Duration: Instantaneous;
Saving Throws: (see text);
Chakra Resistance: No;
Chakra Cost: 6.
This technique functions in the same way as Kawarimi no Jutsu, except that the user substitutes himself for another creature. Neither the user or target can be entangled, engaged in a grapple, pinned or otherwise immobilized for the substitution to be successful.
To substitute himself, he must succeed a touch attack against the target that may provoke an attack of opportunity (as normal grapple attempt) and if the attack succeeds, an opposed Grapple check with the creature. If the substitution is complete, the user will be able to move his normal base land speed or 30 feet, whichever is shorter, as per Kawarimi no Jutsu.
If the substitution is a success, the target will be in the user's previously occupied position.
Avoiding an Attack: The user performs Hijou Kawarimi as an instant action before an enemy attack roll (melee or ranged attack, touch attack, or grapple attempt) targeting him specifically. To do so, the user cannot be flat-footed or denied his Dexterity bonus to defense. He must succeed in the substitution (as mentioned above). Skill threshold does not apply to avoid an attack.
Avoiding an attack costs 6 point of chakra, and can be done up to 1 time per day. The attack avoided must be from a creature of a Challenge Rating up to his level or 5, whichever is lower. The user cannot avoid an attack if he is immobilized in any way.
To avoid the attack, the user must make a Perform check (as per Hijou Kawarimi no Jutsu, mastery counts) opposed to the opponent's attack roll (add 5 if the attack roll is a Chakra Control, Genjutsu or Ninjutsu effect, a natural 20 or a confirmed critical), minimum 15. Success means that the user replaces himself with the target, who takes the attack as though it had been aimed at it in the first place (it must still hit, and the target can make whatever saving throw is allowed).
Avoiding an attack must be declared before knowing the result of the attack roll. Failure means that the chakra spent trying to avoid the attack is wasted, and the technique fails.
The user requires both hands free to perform this technique. An opponent can choose to lower the value of its ECL for the purpose of allowing an opponent to evade the attack in this manner, but not increase it.
Each use of Avoiding an Attack stacks with all other techniques with effects that allow you to Avoid an Attack, such as Kawarimi no Jutsu or Shundou.
Mastery- Every step of mastery after the first allows the technique to be used an additional time per day, up to 5/day.
- The first step of mastery allows the user to increase the cost to 8 when avoiding an attack, to avoid an attack from a CR up to his level or 10, whichever is lower.
- The third step of mastery allows the user to increase the cost to 10 when avoiding an attack, to avoid an attack from a CR up to his level or 15, whichever is lower.
- The fifth step of mastery allows the user to increase the cost to 12 when avoiding an attack, to avoid an attack from a CR up to his level or 20, whichever is lower.