Download Naruto d20 - Relics Repository PDF

TitleNaruto d20 - Relics Repository
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Table of Contents
                            Cover
Table of Contents
Credits
OGL
Armor Seals
Archetype Armors
Weapon Seals
Archetype Weapons
Sealed Items
Modern-day Seals and Items
Item Sets
	Fallen Champion's Legacy
	Harvester's Array
	Raiment of the First Shadow
	Regalia of the Six Paths
	Shinobi Commander's Garb
	Vestments of the Eightfold Path
	Bloodline Artifacts
Seven Swords of the Mist
	Conquering the Sword
Item Record Sheet
                        
Document Text Contents
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Credits.................................................................................. 3
OGL .................................................................................. 4

Section 1: Armor Seals....................................................... 6
Section 2: Archetype Armors............................................. 9
Section 3: Weapon Seals................................................... 11
Section 4: Archetype Weapons........................................ 14
Section 5: Sealed Items..................................................... 16
Modern-day Seals and Items ............................................ 26

Section 6: Item Sets........................................................... 27
Fallen Champion's Legacy ............................................... 27
Harvester's Array ............................................................. 30
Raiment of the First Shadow ............................................ 33
Regalia of the Six Paths ................................................... 37
Shinobi Commander's Garb ............................................. 39
Vestments of the Eightfold Path ...................................... 41
Bloodline Artifacts ........................................................... 43

Section 6: Seven Swords of the Mist................................ 46
Conquering the Sword ..................................................... 52

Sealed Items and Enhancement Seals Record Sheet...... 52

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SUBSECTION V: MODERN-DAY SEALS AND ITEMS
The enhancement seals and sealed items in this section are for the modern day shinobi.
With a variety of new tools to defeat a true shinobi's subtlety, the everyday ninja requires
a bit of extra help to get the job done.

Discreet Armor [Armor]
Minor (Lv 5) DC 15
Item Slot: Armor (any metal)
Property: The armor does not set off metal detectors. Any creature attempting to make a
Search or Spot check to detect the armor gains no equipment bonus from devices that
detect metal.

Discreet Weapon [Weapon]
Minor (Lv 5) DC 15
Item Slot: Weapon (any metal)
Property: The weapon does not set off metal detectors. Any creature attempting to make
a Search or Spot check to detect the weapon gains no equipment bonus from devices that
detect metal.

High-Capacity Magazine [Sealed Item]
This simple box magazine holds much more ammunition than it appears.
Sealed Item
Minor (Lv 6) DC 17 Superior (Lv 10) DC 7
Property: The high-capacity magazine increases the amount of ammunition the
magazine it was made for by a factor of 5.
Level 10: As above, but by a factor of 10.
Power (At-Will, full-round action): Load or unload 20 bullets from the high-capacity
magazine.
Special: A high-capacity magazine only fits one type of weapon.

Quickloaded [Armor]
Superior (Lv 7) DC 22
Item Slot: Weapon (any projectile or ballistic weapon)
Property: The weapon can be reloaded more quickly, as though the wielder had the
Quick Reload feat. If the wielder had the Quick Reload feat, this seal has no additional
effect.

Swift Swim Fins [Sealed Item]
These black swim fins do not appear unusual but are lighter and maneuver far better in
water.
Sealed Item
Minor (Lv 6) +3 DC 17 Superior (Lv 8) +5 DC 25
Enhancement: Swim checks (competence)
Power (3/day, full-round action): 2 chakra. The wearer jets forwards 150 feet and does
not provoke attacks of opportunity while jetting.
Special: Swim fins can be equipped and grant a +2 equipment bonus to Swim checks, but

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the wearer cannot run or charge on land.

SECTION VI: ITEM SETS
An item sets consists of two to six sealed items that grant additional bonuses when worn
together. The number of abilities, or the strength of the abilities gained, scale up with the
number of item of the same set worn. A sufficiently high Knowledge check reveals the
location of another piece of a set, which can be used by the GM to steer the players
towards an adventure or specific location he or she wishes them to explore.

This section contains seven new item sets to complement nearly all play styles.

Fallen Champion's Legacy
Although the fallen champion's legacy are powerful tools, they are worth far more once
assembled than the sum of its parts. It was originally created long ago by a clan of ninja
with a particular talent in craftsmanship, but the secrets to its creation was stolen at the
eve of the clan's destruction and has since been passed through the shinobi villages in one
form or another. Its name has changed many times over the centuries, but the fallen
champion's legacy is the most prevalent epithet for it.

Because of its versatility, the fallen champion's legacy should appeal to all who practice
the ninja arts, regardless of their specialization. Unlike most other item sets, one class
does not benefit from the fallen champion's legacy any more than another.

2 pieces: You gain a +1 bonus to attack rolls against unaware targets.
5 pieces: You enable nearby allies to use tactics. Once per day, you can hide even

while observed.

Lore: Characters who have ranks in Knowledge (ninja lore), or who have the street savvy
ability, can attempt to learn more about the fallen champion's legacy. When a successful
check is made, the following information is revealed, including the information of lower
DCs, depending on the result of the check.

DC 15: Though not strictly uncommon, the secret of the creation of the fallen
champion's legacy is closely guarded and was stolen from a clan of shinobi who were
particularly gifted in the art of creation, in a time long before the creation of what is now
known as the Hidden Villages. Nowadays, however, it is an open secret that every major
village knows how to create at least one piece of the fallen champion's legacy to varying
degrees of success.

DC 20: At the eve of the clan's destruction, the then clan leader separated the
original fallen champion's legacy and bid his servants to take them to all corners of the
world, stopping at nothing until they finally found someone worthy to pass it on to.
Although both the name of the clan and the clan leaders have since been lost, historians
have been able to trace its origins back several hundred years to a period of strife that
lasted for more than a decade to a ninja called Munetou, a rebel leader with a pure heart.

After being gifted with one piece of the fallen champion's legacy, he went on to

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halves (DC 5 + wielder's base attack bonus).
This ability can be used against some or all cleave targets or adjacent opponents in a
Whirlwind Attack, and each time a charge of the Blast power is used.
Special: This item cannot be crafted. Shibuki weighs 23 pounds.
The Blast power can be recharged by exchanging the large scroll and making a Craft
(calligraphy) check as though crafting an exploding tag. The check is DC 25, takes 4
hours and costs 50 chakra. Each attempt requires a Wealth check DC 20 for material
costs.

SUBSECTION VII: CONQUERING THE SWORD
Each one of the seven swords of the Mist is a deadly weapon, but moreso in the hands of
a true master.

Shuugyou: Shichigatana Engi (Training: Seven Swords Adaptation)
Training (Chakra Control) [Hijutsu]
Rank: 12 (S-Class); Learn DC: 28, 5 success; Component: F.

This training can be completed multiple times, but each time it applies to a different
weapon. The character must be proficient in the weapon he wishes to master to complete
this training. When a sword is mastered, the character gains a +5 competence bonus to
opposed disarm checks to avoid being disarmed of the weapon.

Nuibari, the Threading Needle: The stitching power of Nuibari affects all creatures
grappled in a round. When the character makes a grapple check to deal damage, all
grappled creatures must defend against the attempt.
Kiba, the Thunder Blades: The character can treat any Kiba sword wielded in the off-
hand as a light weapon for the purpose of Two-Weapon Fighting when wielding both
Kiba swords in combat simultaneously. This effect does not enable the Kiba sword to
qualify for the Weapon Finesse feat or other such abilities.
Hiramekarei, the Twin Edge: The change power of Hiramekarei lasts for 3 rounds or
until the used again and the character no longer becomes fatigued when wielding
Hiramekarei in combat.
Kabutowari, the Shield Crusher: The crush power of Kabutowari ignores any deflection
bonus to Defense as well and deals quadruple damage to unattended objects and
structures. Any damage bonus gained from the Power Attack feat applied to the crush
power is doubled.
Samehada, the Monster Blade: The amount of temporary hit points and chakra the
character can gain from Samehada in a single day is doubled.
Kubikiriboucho, the Cleaving Blade: The throw power can target as many creatures with
Kubikiriboucho as the character could make attacks during a full-attack action with base
attack bonus alone. All attacks are made at the character's highest attack bonus, but suffer
a cumulative -5 penalty for each creature targeted after the first. No creature can be
targeted twice.
Shibuki, the Exploding Blade: The blast power of Shibuki no longer has a chance to hit
the wielder as well as the target. The Reflex save to take only half damage from the blast
power is DC 7 + wielder's base attack bonus.
Material Focus: The Sword of the Mist mastered.

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