Ketsueki Clan

Ketsueki Clan, a clan that randomly appeared within the point-blank period after the death of the sage of six paths, this clan is known for its use of blood release along with the traits that give it nearly nocturnal like abilities like a vampire.

## Template Statistics

Str +6, Dex +4, Int +2, Wis +2, Cha +4

Blood Dependency: The Ketsueki cannot produce more of their own blood, being failed Zetsu transformations, they require feeding to replenish themselves. Every 5 sessions of RP the character participates
in, they must feed or incur a -5 penalty to their stats, as well as their innate abilities taking a -2 penalty to DC. These penalties stack, but feeding clears all stacks.

## Vampirism

The members of this clan all have elongated teeth, granting them an innate bite attack that deals 1d6 base damage, or the unarmed damage of the user, whichever is higher. In addition to this bite attack, the Ketsueki clan member can use their fangs to drain the blood of their victims with a grapple check to maintain the hold on their enemy. Each round this grapple check is successful, the Ketsueki can deal 1d4 points of con damage to the target and also regain either 5 health points or 5 chakra points, at the choice of the clan member. At level 25 this ability improves to 1d4 + 2 points of Con damage.

In addition to the fangs granted at first level, every 5 levels the clan member can attain a new power from the list below:

* Energy Drain: an opponent hit by an unarmed attack from the Ketsueki clan member gainst 2 negative levels, and the Ketsueki gains 5 health or 5 chakra.
* Alternate Form: The Ketsueki can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise.
* Damage Reduction: The Ketsueki gains damage reduction against physical attacks equal to one half their character level, bypassed by silver weapons.
* Fast Healing: A Ketsueki heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. Each Ketsueki with this ability must have a phylactery of totem where it can recover. It must reach this item within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours in gaseous form.) Any additional damage dealt to a Ketsueki forced into gaseous form has no effect. Once at rest in its phylactery, a Ketsueki is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. In order to use this ability, the Ketsueki must first have a Gaseous Form.
* Gaseous Form: As a standard action, a Ketsueki can assume gaseous form at will (caster level equal to the character level), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
* Energy Resistance: A Ketsueki has resistance to wind 10 and electricity 10.
* Poisonous Blood: The chakra and blood of the Ketsueki become toxic to their enemies. Attempting to absorb any jutsu used by the Ketsueki deals 1 point of constitution damage per level of jutsu absorbed. In the case of absorbing chakra directly from the Ketsueki every point of chakra absorbed causes 1d6 points of damage, which lasts for a number of rounds equal to the constitution modifier of the person being drained.

After Level 25, the Ketsueki can take additional powers, or some abilities they may already have can improve to grow more powerful:

* Energy Drain: Increases to 3 negative levels per hit, and restores 10 hp or 10 chakra.
* Alternate Form:  A Ketsueki can assume the form of any animal, as the druid ability *wild shape* used by a druid with a caster level equal to their HD. The Ketsueki can use this power at will as a move-equivalent action. The Ketsueki can change from one animal shape to another without having to revert to its humanoid form.
* Damage Reduction: Improves to 15 and the weapon must have an enhancement bonus equal to half the Ketsueki's character level to bypass the damage reduction.
* Fast Healing: The Ketsueki now heals 8 hit points each round so long as it has at least 1 hit point. It has 24 hours to reach a place of rest (rather than 2 hours) if brought to zero hit points. A Ketsueki can have many places of rest prepared, with a number of phylacteries available to it equal to its con modifier.
* Telekinesis: A Ketsueki can use *telekinesis* (caster level 12th) at will.
* Telepathy: A Ketsueki can communicate telepathically with any living creature within 100 feet that has a language, and with any other Ketsueki within 1 mile.
* Domination: A Ketsueki can do this either by gaze or voice. It does not require line of sight to the target, but the target must be able to hear the Ketsueki's voice when it speaks at a normal volume level. This is a will save with a DC equal to 10 + the Ketsueki's level + their charisma modifier.
* Create Spawn: A creature whose constitution stat drops to 0 from the Ketsueki's blood drain ability becomes a member of the clan. Upon becoming a member of this clan, the new Ketsueki loses their original clan's stat bonuses, and it gains the Ketsueki's instead. They maintain all their levels and abilities, but can no longer progress in their original clan's powers (a converted Uchiha cannot awaken mangekyou if it had not done so prior, etc.).
* Unnatural Grace: A Ketsueki can add their charisma modifer to all saves.

## Blood Release

The exclusive kekkei genkai of the Ketsueki clan, this nature requires the careful molding of Yin Release and Water Release.