Sanyahapsu Clan

==Sanyahapsu Clan==
Originally island folks, the Sanyahapsu Clan were a thriving civilization of hunter gatherers. But eventually continental drift would smash their small island into the larger continent where the shinobi nations grew to dominance. It was at this time the Sanyahapsu people discovered that they were not only not the only humans in the world, but also that they were at a disadvantage when faced with this new civilization they had come into contact with. The Sanyahapsu retreated to their island, and they found that nature herself gave them two advantages over their neighbors: the trees on their island formed a natural barrier, making their villages hard to detect through chakra sensing, and even magic had trouble cutting through their natural defenses. The Sanyahapsu were quick to adapt, staying true to their hunting ways as they made these shinobi their new prey. The weapons made from their trees gave them advantages when fighting the chakra-using shinobi, and the clan even discovered the secret of crafting unique masks that allowed their wearer certain powerful abilities, some rare specimens of their lineage able to prepare special masks that allowed them to use the skills and chakra of their fallen foes. These slim advantages weren't enough to save every Sanyahapsu though, and the clan is certainly kept to small numbers, but rumors have spread of a group of people worshipping the hunt like a god. 
==Template Statistics==
Str -2, Dex +4, Int +4, Wis +4, Cha +6
Bereft: This clan is incapable of producing or using chakra on their own. The gift of the Sage didn't reach this group of humanity, and they take great pride in this distinction that separates them from the shinobi that they hunt.
Oni Masks: Though incapable of using chakra, the clan has the innate skill in the creation of Oni Masks. Though the form each mask may take is different by each branch of the family, the craftsman of the masks can produce similar effects:
* Elder: This mask of deep purple fluorite is sculpted in the image of a heavily wrinkled old man. A roughly circular tangle of arcane runes appears where the visage's mouth should be. You can use each of these spell-like abilities a cumulative number of times per day equal to your character's level: charm person, dancing lights , detect magic , and magic missile . As you advance in levels, you can use additional spell-like abilities, each once per day: 4th level, invisibility and scorching ray; 7th level, lightning bolt and slow; and 10th level, dimension door and ice storm. (for example, a 10th level character could use invisibility 3x per day, plus 7 dimension doors, or another mix of uses). Your alignment appears to be chaotic good while you wear an elder mask.
* Assassin: Hardened black leather and metal clasps create the disturbing aspect of the assassin. A jagged, cruel slit forms the opening for the mouth, and the mask's edges are worn and stained. You can deliver a sneak attack that deals an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus (see the rogue class feature, PH 50). As you advance in the master of masks class, your sneak attack becomes more devastating: This extra damage improves to 2d6 points at 4th level, 3d6 at 7th level, and 4d6 at 10th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack. In addition, you gain a +2 competence bonus on Hide and Move Silently checks. This bonus improves to +4 at 4th level, +6 at 7th level, and at 10th level you gain a bonus equal to your character level. Your alignment appears to be lawful evil while you wear an assassin mask.
* Angel: The image of an androgynous face with eyes serenely upturned to the heavens forms this mask, carved from flawless alabaster. Runes adorn the forehead and cheeks, and its edges are ringed by downy feathers. As an immediate action, you can use feather fall as a spell-like ability any number of times per day, but only on yourself. Once per day as a swift action, you can use fly as a spell-like ability; the effect lasts for a number of rounds equal to your HD. As you advance in levels, you can use this ability more often: twice per day at 4th level, three times per day at 7th level, and four times per day at 10th level. Your alignment appears to be lawful good while you wear an angel mask.
* Demon: This obsidian mask bears the visage of a darkly handsome fiend. Small, black horns adorn the demon's forehead, and its black ears rise to points. Its smiling mouth shows rows of sharp teeth. Once per day, you can use summon monster III as a spell-like ability, only to summon creatures of chaotic evil alignment. As you advance in levels, you can summon increasingly powerful creatures: At 4th level, you can instead use summon monster IV; at 7th level, summon monster V ; and at 10th level, summon monster VI . Your alignment appears to be chaotic evil while you wear a demon mask.
* Dragon: This multihued mask of precious metals and scintillating gemstones forms the terrible visage of a snarling wyrm. A sunburst of metallic and bejeweled scales flares out around the reptilian face. Three times per day you can breathe a cone of fire as a standard action. The cone is 30 feet long and deals 2d8 points of fire damage. A successful Reflex save (DC 10 + your character level + your Cha modifier) halves the damage dealt. Once you use this ability, you can't use it again for 1d4 rounds. As you advance in the class, you can deal additional damage with this ability: 4d8 points at 4th level, 6d8 at 7th level, and 10d8 at 10th level. Your alignment appears to be neutral evil while you wear a dragon mask.
*Ronin: This wyvern-hide mask is shaped like the face of a grim warrior. Scars cover its surface, and silver chainmail rings surround its outer edge. You gain proficiency with all martial and exotic weapons. You also gain a +1 innate bonus on attack rolls and weapon damage rolls. As you advance in the levels, you become more expert in weapon use: This bonus improves to +2 at 4th level, +3 at 7th level, and +4 at 10th level. Your alignment appears to be neutral while you wear a gladiator mask.
*Priest: This mask of rose porphyry has a wide mouth open in song, but instead of eyes it has slits twisted into runes (these do not restrict your vision). You can use each of the following spell-like abilities a cumulative number of times per day equal to your character level: bless , cure light wounds , protection from evil , and sanctuary . As you advance in the class, you can use additional spell-like abilities, each once per day: At 4th level, you can use aid and lesser restoration ; at 7th level, cure serious wounds and remove curse; and at 10th level, death ward and neutralize poison. Your alignment appears to be neutral good while you wear a priest mask.
*Lich: This mask is made of poorly cured, purplish skin stretched over yellowed bone. Bloodless cuts and old bruises mar its surface, and tufts of long, white hair sprout from its wrinkled brow. A cumulative number of times equal to your character level you can use cause fear and detect undead as spell-like abilities. As you advance in levels, you can use additional spell-like abilities, each once per day: At 4th level, you can use false life ; at 7th level, halt undead ; and at 10th level, fear. Additionally, you gain resistance to cold 10. Your alignment appears to be neutral evil while you wear a lich mask. Furthermore, you register as an undead creature with Hit Dice equal to your character level to any form of magical divination (such as detect undead).
*Shogun: A swirling mixture of gleaming copper and silver forms the regal countenance of a smiling man. A gem-studded diadem adorns its brow, and stamped across its surface are layered images of coins. Once per day per character level, you can use remove fear as a spell-like ability. As you advance in levels, you can use additional spell-like abilities, each once per day: At 4th level, you can use eagle's splendor; at 7th level, heroism; and at 10th level, dispel chaos. In addition, you gain a +2 competence bonus on Diplomacy and Gather Information checks. This bonus improves to +4 at 4th level, +6 at 7th level, and +8 at 10th level. Your alignment appears to be lawful neutral while you wear a shogun mask.
*Savage: Bright, flaking warpaint streaks this battered wooden image of a snarling, fang-toothed wild man. Your hands transform into claws, granting you two primary natural weapon attacks, each dealing 1d4 points of damage (assuming you are Medium), plus your Strength modifier. You are considered to be proficient with your natural weapons. Your claws overcome damage reduction as if they were magic weapons. As you advance in the character leve, you can deal more damage with your claws: 1d6 points at 4th level, 1d8 at 7th level, and 2d6 at 10th level. Your alignment appears to be chaotic neutral while you wear a savage mask.
*Mirror: The mightiest of the Sanyahapsu's masks, this mask of highly polished silver has its tongue extended, with a reservoir for the heart or brains of a defeated opponent. When the reservoir is filled, the wearer of the mask gains the abilities of the vanquished target, their base attack bonus, base saves, and any class abilities such as spell/jutsu lists, special abilities like primal speech, or any talismans they might have prepared. The mask only confers knowledge of spells prepared by the defeated subject, you cannot exchange anything the subject knows for another jutsu of a nature the donor knew. This mask is only attainable to Sanyahapsu of 20th level or higher.
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