Kintaro

## Vessel

 Critical
 Type
 Style

* Speed - When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation.
* Vorpal - This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body.
* Ghost Touch - A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with ghost touch weapons).

## Base Stage

Requirements - Exotic Weapon Proficiency (Katana).

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities
 Special Qualities

#### Manifestation

Similar to Mizuki, Kintaro is able to assume a physical form and interact with the world, though unlike Mizuki he is able to physically damage creatures. For each round Kintaro remains manifested he consumes 8 points of chakra. The wielder can also substitute this for HP, in which case it costs 20 points per round. He is treated as a separate entity and damage dealt to his manifested form is negated.

##### Mad Dash

Kintaro targets a single creature of the user’s choice, charging towards them, with the aim of slamming his shoulder into them. The small yet absurdly strong demon deals 3d4 points of damage per Character Level, where a Reflex Save (DC 10 + Character Level + Str Modifier + Highest Level of Jutsu) allows the target to safely dodge. A creature that fails their save is knocked down. Regardless of the first attack's result, Kintaro makes a single slash towards them, sending a wave of destructive winds at the target. This deals 3d2 points of slashing damage per Character Level. A Fortitude Save reduces this damage by half (DC 10 + Character Level + Str Modifier + Highest Level of Jutsu).

##### Lazy Strike

Targeting all creatures within 30ft + 5ft per Character Level, Kintaro claps his hand with such force that it unleashes a massive shockwave, hurling harsh winds and debris. All creatures within this radius are pushed back 60ft from their current position. All creatures within this radius are also dealt 3d8 points of damage, per Caracter Level, where a Fortitude Save halves it (DC 10 + Character Level + Str Modifier + Highest Level of Jutsu).

#### Crushing Blow

Kintaro’s aura coats the weapon’s blade, wafting upward with a smoke-like appearance. You are able to send a single slash towards all creature's within 60ft + 5ft per Character Level, dealing 6d6 points of damage per Character Level (Max 270d6 at level 45). A Fortitude Save reduces the damage by half (DC 10 + Character Level + Wis Modifier + Highest Level of Jutsu).

## First Stage

Requirements - Otherworldly Welcoming Feat.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities
 Special Qualities

#### Manifestation

##### Return to Sender

For the first time Kintaro seriously displays a portion of his overwhelming might. His malicious aura manifests around him, coating his entire body. In this state he is able to deflect any jutsu or spell directed at him or his wielder, reflecting the attack back at its caster. Once per turn, Kintaro intercepts any jutsu or spell that the user is subjected to an attack from and reflects it back at its caster. It is reflected with the same strength as it was casted, using the same DC, damage and any other effects. This can only be performed once per turn, upon a successful Reflex Save. If the user has Epic Counter Jutsu/Spell, this can instead be used against any number of jutsu directed at the user per turn.

##### Flurry

Converging his aura around his arms, Kintaro sends a flurry of attacks at a single target. Kintaro need not make physical contact with his target, as the force behind each punch causes violent blasts of air to bombard the target. This deals 5d10 points of damage per Character Level. A Reflex Save reduces this damage by half (DC 11 + Character Level + Str Modifier + Highest Level of Jutsu). Should Kintaro land a direct strike on the target, the creature dies on a failed save, where sucess means it receives damage as stated before.

#### Wavering Stance

Lifting the weapon above their head, the user assumes an undefended stance, seemingly lowering their guard for attack. The demon's aura oozes out of the blade as it appears to wobble back and forth. The user then suddenly thrusts the blade downward, cutting through their plane of existence itself as well as their target. This is considered a death attack. The attack sends a vertical paper-thin wave of aura that severs the target from their current plane of existence. The user is able to perform this once per turn, its sucess being determined with a Reflex Save (DC 11 + Character Level + Wis Modifier + Highest Level of Jutsu).

## Second Stage

Requirements - Demonic Embrace Feat.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilites
 Special Qualities

#### Manifestation

##### Rockslide

Slamming his feet onto the ground, several cracks run though the earth, followed by a massive slab of earth being pushed upwards by the force exerted upon it from the simple motion. Unleashing a swift kick upon the slab of earth, it shatters into numerous pieces, which are hurled towards all creatures within a 60ft line from Kintaro. This deals 2d8 points of damage per Character Level (Max 100d8). A Fortitude Save reduces the damage by half (DC 12 + Character Level + Str Modifier + Highest Level of Jutsu).

##### Corrupted Shot

Condensing a ball of aura around his fist, Kintaro makes a single punch towards a target of the wielder’s choice, sending a beam of energy towards them. The energy bombards the target's form, seeping into them and gnawing at their lifeforce. The target has to make a Reflex Save (DC 12 + Character Level + Wis Modifier + Highest Level of Jutsu), where failure means they take 2d10 points of Con damage.

## Third Stage

Requirements - Intermediate Mastery Feat.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities
 Special Qualities

#### Dispel

Kintaro grants his wielder a portion of his aura, allowing them to fend off jutsu/spells that are directed at them. Instead of reflecting it, the user is able manifest a pitch-black orb which rapidly expands and swallows the jutsu/spell, before fizzling away into nothingness. The user is able to use this on a jutsu that would hit them, once per turn. Its use induces 8 points of temporary Con damage. This works on any jutsu/spell that has a physical form, no matter the size or magnitude. This is a Full-Round Action.

## Fourth Stage

Requirements - Demonic Mastery Feat.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilites
 Saves
 Space/Reach
 Special Abilities
 Special Qualities

#### Rampage

Bestowing even more power onto his wielder, Kintaro’s final ability allows the user to enter a state of overwhelming rage, drastically boosting their strength but physically taxing them in exchange for the power boost. For every round you remain within this state your Con is decreased by 2 points. Entering this state is considered a Free Action. In it you gain a temporary bonus to physical stats equal to ¼ of your Character Level. This is also applied as a resistance bonus on Fortitude and Reflex Saves. All the user’s melee attacks bypasses damage reduction. Once per turn, the user can sacrifice a number of points of their Armor Class and add that value as a bonus to their Attack Roll. In this state, the user is unable to cast jutsu or spells or perform skills which require concentration.

Wrath’s Shield - In their fit of rage the user can cover themself in the demon’s aura, creating a shield that attacks those who have dealt damage to the user. Every time the user receives damage, half of that damage is inflicted back onto the attacker as the shield animates and attacks them. This can be avoided through a successful Reflex Save (DC 14 + Character Level + Wis Modifier + Highest Level of Jutsu).

Obliterate - After succeeding on a touch attack the user channels the demon’s aura around the target, sealing them within a cocoon of darkness, that then crushes them. This instantly kills the target unless they make a successful fortitude save (DC 14 + Character Level + Wis Modifier + Highest Level of Jutsu). A successful save allows the target to avoid being crushed to death and instead deals Con damage equal to Character Level/5 rounded down.

Rage Shot - Forming an orb from the rage fueled aura consuming your body, the user punches the orb sending it soaring towards a single target, with blinding speed. Having an effective range of 60ft + 10ft per Character Level, this deals 4d4 points of damage per character level, where a fortitude save reduces the damage by half (DC 14 + Character Level + Wis Modifier + Highest Level of Jutsu).