Jutsu Collector

Jutsu Collector Alignment: Any

Hit Die: D6

Class Skills: Acrobatics (Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Perception (Wis), Perform (Cha), Security (Int), Sense motive (Wis), Sleight of hand (Dex), Stealth (Dex)

Skill Points at Each Additional Level: 4 + Int modifier

Proficiency: A Jutsu Collector is proficient in all simple and Martial weapons as well as Shurikens, Fuma Shurikens, and Senbon. And with Light armor, but not shields.

Chakra Multiplier: A Jutsu Collector has an amount of chakra equal to their class level x 3 x the sum of their con and wisdom bonuses. At any given time they may have up to 25% of this amount melded and available. Melding chakra requires 10 minutes of rest and a meal.

Technique Points gained: At each level the Jutsu collector gains a number of technique Points equal to twice their class level. The total amount is listed on the chart above. Technique Points can be saved form level to level however a jutsu collector cannot gain a level until they have spent at least 1 of their technique points since the last time they leveled up. Unless listed elsewhere the save DC for all jutsu is 10+1/2 character level+Cha bonus. This level includes levels in Jutsu Collector, Ninjutsu specialist, and Taijutsu Master as well as all prestige classes that provide a technique points.

Expansive lessons: At first level a Jutsu collector learns a number of extra technique points equal to their intelligence bonus plus their character level. This is a one time allotment of points and does not increase as the ninja gains more levels.

Ninja Knowledge: At 2nd level the Jutsu collector becomes intimately familiar with the ninja world and gains a bonus on all Knowledge checks equal to 1/2 their level and can attempt all knowledge checks as if trained.

Expanded study: At 3rd level and every three levels thereafter a jutsu collector may choose any technique with "Basic" in its name and gain that technique for free without paying the technique cost. This includes the basic elements, basic genjutsu, and any of the basic taijutsu styles. They must still meet all other pre-requsites for the technique.

Understanding defence: At 4th level and every 3 levels therafter the jutsu collect learns to master a new form of self defense, protecting themself from another form of attack. Each time this ability is gained they select one of the following types of danger against which they can add their int to their AC and Saves:

* Ninjutsu the user has successfully identified with a knowledge ninjutsu checks

*Attacks made while in a taijutsu or martial style or attacks using a taijutsu the jutsu collector has identified with a knowledge taijutsu check

*Attacks made without using any kind of stance or taijutsu

*Genjutsu, even those not identified with a knowledge check

* Supernatural and extraordinary abilities of monsters

*Spells and spell like abilities identified with a spellcraft check (assuming their presence in a camapign)

*Traps, flash bangs, explosive tags, alchemical weapons and other advanced ninja tools

* Poisons and diseases

*Environmental threats, drowning, suffocation, fatigue and starvation. (In this case the int bonus also applies to any con checks required)

Versatile attack: At level 5 a jutsu collector learns the virtue of varying their assault. Each time they perform a jutsu of a different nature they increase their save dc by 1 for each other type of jutsu they've performed during the encounter. Thus a jutsu collector who has already used fireball jutsu and lightning armor jutsu adds +2 to the save DC of the next wind, yin, yang, water or earth style jutsu they use. This bonus stays in place until the encounter ends. Kekei genkai count as both natures, and kekei touta count as all 3.

Always informed: At 8th level a jutsu collector has expanded their area of knowledge so significantly that they are almost never at a loss. Once per day the jutsu collector may reroll a knowledge check and take the better of the two results.

Versatile assault: at 11th level a jutsu collector's ability to bombard a foe becomes even greater. In addition to adding to the DC the versatile attack ability now also applies to any attack roll the jutsu requires. Furthermore the jutsu collector now counts Taijutsu, Genjutsu, and untyped jutsu as separate types, allowing them to gain bonuses for using those.

Genius: at 14th level the jutsu collector has become so well educated that they can reliably claim to know nearly anything. The Jutsu collector may now take 10 on all knowledge checks.

Mind like an Iron trap: At 17th level the jutsu collectors mind has become a massive archive filled with mazes of lore and secrets. Anytime the jutsu collector makes a will save against a mental effect they may roll twice and take the higher result, and if both rolls would have succeeded on the DC the attacker looses chakra equal to the jutsu collectors int bonus. This can potentially cause a creature to enter negative chakra, burning their constitution to make up the difference, as described under the chakra rules.

God of Shinobi: At 20th level a jutsu collector becomes truly adept at weaving an impenetrable web of unique combos. Each round as a free action the jutsu collector may use a jutsu of a nature they haven't used yet. (See versatile assault for a list of the natures). The jutsu chosen must have a weaving time of a standard action or less (including Taijutsu). Unlike with versatile assault however any kekei genkai or kekei touta counts as its own nature.

Favoured Class Bonus:

Any race: +1 Maximum Daily Chakra

Any Race: +1 Technique Point

Archetypes:

Jutsu Professor