The Lost Academy
Hello guest and welcome to The Lost Academy also known as TLA. Here on TLA we rp as our own characters not canons sorry guys. We also have 2 main rules that are.

1. Have Fun
2. HAVE FUN!

see ya

~Head admin: Zero~
The Lost Academy
Hello guest and welcome to The Lost Academy also known as TLA. Here on TLA we rp as our own characters not canons sorry guys. We also have 2 main rules that are.

1. Have Fun
2. HAVE FUN!

see ya

~Head admin: Zero~
The Lost Academy
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This is where you can role-play a Naruto universe using D&D 4E rules.
 
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 Earthquake Technique

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Zero
Gennin
Gennin
Zero


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Shinobi Infomation
Rank: Genin
Health:
Earthquake Technique Left_bar_bleue60/60Earthquake Technique Empty_bar_bleue  (60/60)
Chakra:
Earthquake Technique Left_bar_bleue49/50Earthquake Technique Empty_bar_bleue  (49/50)

Earthquake Technique Empty
PostSubject: Earthquake Technique   Earthquake Technique I_icon_minitimeMon Jun 28, 2010 7:54 am

Jishin no Jutsu (Earthquake Technique)
Ninjutsu (Doton) [Earth]
Rank: 13 (A-Class);
Range: Long (30 ft. + 15 ft./Rank of user);
Area: 80-ft. radius spread (S);
Duration: 1 round;
Saving Throws: See text;
Chakra Resistance: No;
Chakra Cost: 9.

When you use Jishin no Jutsu, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A creature on the ground must make a Str check (DC 20 + technique rank) or lose any technique he tries to perform. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake technique depends on the nature of the terrain where it is cast.

[list][*]Cave, Cavern, or Tunnel: The technique collapses the roof, dealing 8d6 points of earth damage to any creature caught under the cave-in (Dex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the cavern will be falling debris.

[*]Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of earth damage (Dex DC 15 half) and is pinned beneath the rubble (see below).

[*]Open Ground: Each creature standing in the area must make a DC 15 Dex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Dex DC 20 to avoid a fissure). At the end of the technique, all fissures grind shut, killing any creatures still trapped within.

[*]Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 80 points of bludgeoning damage (Dex DC 15 half) and is pinned beneath the rubble (see below).

[*]River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marshes or swampland becomes quicksand for the duration of the technique, sucking down creatures and structures. Each creature in the area must make a DC 15 Dex save or sink down in the mud like quicksand. At the end of the technique, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

[*]Pinned beneath Rubble: Any creature pinned beneath rubble suffers 15 points of nonlethal damage per minute increasing by 5 every minute. If it falls unconscious, it must make a Str check (DC 15) every round thereafter or take 10 points of damage until freed or dead.
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