Nasake

## Vessle

 Critical
 Type
 Style

* Axiomatic - An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of chaotic alignment. It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.
* Defending - A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn

* Merciful - This weapon deals an extra 1d6 points of damage, and all damage its deals is nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it.
* 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 (Naginata).

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

#### Nasake’s Curse

Upon receiving the weapon, you are compelled by the demon to never take any violent actions, unless in self-defense. Any such cases, any damage you deal, whether through melee or casting is considered non-lethal. Those bound by this have their critical threat range for all melee weapons increased to 15-20.

#### Merciful Strike

Bound by the demon’s oath, the wielder is able to make a single attack with its Naginata, affecting all targets within 30ft + 5ft per Character Level. The strike unleashes a wave of energy, which deals 1d8 points of non-lethal damage per Character Level. The DC is the weapon's Attack Roll and a successful Reflex Save halves the damage. Performing this is a Standard Action and costs 3 points of chakra.

#### Patience

You are able to inflict Nasake’s oath upon a single target of your choice, pacifying them and preventing them from performing violent actions. This lasts for a number of rounds equal to Character Level/2 and costs 6 points of chakra. A Will Save determines if the target succumbs to this ability (DC 10 + Character Level + Cha Modifier + Highest Level of Jutsu). Each time you target the same creature with this ability that has succeeded the save prior, the DC increases by 15.

## First Stage

Requirements - Otherworldly Welcoming Feat.

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

#### Nasake’s Protection

An invisible barrier covers the user’s body, acting as if it were a second skin. The barrier cannot be broken through with jutsu, magical and non-magical means. Upon receiving damage while it is active, the user has the damage dealt to them reflected on the attacker, as long as the user hasn't attacked the attacker. The use of this is considered a Free Action and costs 6 points of chakra for each round it remains active.

#### Merciful Slashes

The user can make a series of slashes equal to their Attack Roll (Naginata). Each slash deals 2d8 points of non-lethal damage per Character Level. On a successful Fortitude Save (DC 11 + Character Level + Dex Modifier + Highest Level of Jutsu) the target receives half damage. On a failed Fortitude Save, the target is instead inflicted with the full damage and rendered unconscious for 2d6 rounds.

#### Earthly Binds

At the beginning of your turn, you must declare the use of this ability. The user is able to turn any number of opponents who have dealt damage to you into stone. This requires you to have not made an attack against the attacker(s). Anyone who deals damage to the user in excess of, Hit Dice \* 2, is petrified. A petrified creature will remain this way for a number of rounds equal to the user's Wis Modifier. This is considered a Free Action, costing 8 points of chakra and remaining active for 3d6 rounds.

## Second Stage

Requirements - Demonic Embrace Feat.

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

#### Devastating Blow

Melee attacks made with Nasake's vessel ignores any means of damage reduction.

#### Earthen Tomb

Piercing the blade into the earth, massive pillars of stone coated in the demon's aura shoot upwards, standing at 30ft tall. These pillars completely surround a target(s), trapping them inside and enclosing around them to form a massive tomb. This ability can be used on multiple targets who are within 20ft of each other. A Reflex Save determines if they are trapped within the structure (DC 12 + Character Level + Wis Modifier + Highest Level of Jutsu). Failing the save means the target is tapped within the structure. Any damage dealt to the structure backfires on all creatures trapped within it. Jutsu or spells which enable the user to move via warping space-time do not work while inside this barrier (As Dimensional Anchor), preventing those insides from teleporting out. This lasts for a number of rounds equal to your Wis Modifier, after which the demon's aura fades away, enabling those trapped inside to damage the structure and escape.

## Third Stage

Requirements - Intermediate Mastery Feat.

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

#### Broken Oath

Nasake presents his wielder with a choice to follow the oath or forgo it. If the wielder refuses the offer and continues to abide by the oath, they are able to freely choose between non-lethal or normal damage when attacking. Additionally, their melee attacks inflict 3 points of Strength damage, per hit (This applies when attacking with Nasake). Forgoing the oath means the user no longer has to act in self-defense and is free to choose between lethal and non-lethal damage on attacks, just as someone that remained true to the oath would. However, those that forgo the oath are unable to progress to the Fourth Stage and can no longer receive the benefits of Nasake's Protection.

#### Soul Stab

Coating the weapon (Naginata) in the demon’s energy, the user is able to bypass a person’s physical form and inflict damage onto their soul, dealing 2d4 points of permanent Con damage per hit. Soul Stab costs 8 points of chakra and stays active for 3d8 rounds. While it is active, attacks made with Nasake's vessel are treated as Touch Attacks, ignoring armor and shield bonuses to AC.

#### Vicious Strike

The demon's aura coats the weapon, seeping into inflicted wounds and causing profuse bleeding. The user delivers a wound onto a creature which acts as stated above. This is a Reflex Save (DC 13 + Character Level + Dex Modifier + Highest Level of Jutsu). Failing the save deals 2d4 points of damage per Character Level and additional damage equal to 2d2 points of damage per Character Level, each round afterward, until the target is healed.

## Fourth Stage

Requirements - Demonic Mastery Feat.

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

#### Possession

The demon possesses his wielder, giving them the power to freely manipulate the earth. This grants the user an affinity for Earth Release if not already possessed, though this is tied to Nasake and once not in possession of the demon it cannot be utilized. The user can learn and cast Earth Release Jutsu and Earth-Based Spells through their current casting class. Each round you remain possessed your mental Ability Scores temporarily decreases by 1 point.

Shield - Performing a series of fluid dance-like motions, the demon’s energy is infused into the earth below you, allowing you to unearth chunks of stone and create a rotating barrier of stone around your entire body. The barrier possesses half of the user’s maximum Hit Points and prevents the user from moving. Attacks directed at you instead hit the barrier and will continue to do so until it's Hit Points is depleated.

Rock Barrage - Crashing your foot into the ground, the earth cracks from the mighty blow, forcing fragments of stone upwards. With a simple forward push of your palm these fragments are sent flying towards a single target, dealing 1d10 points of damage per Character Level. Reflex Save (DC 14 + Character Level + Wis Modifier + Highest Level of Jutsu)

Rock Coffin - A simple clap of your hands forces the earth beneath a single target to be teared out of the ground by an invisible force and constrict around them. Those targeted by this are able to make a Reflex Save (DC 14 + Character Level + Wis Modifier + Highest Level of Jutsu), where failure means they are encased within a coffin of stone. Within this small construct they are unable to move and thus cannot perform hand seals necessary for jutsu. Jutsu or abilities that does not require mobility can still be used

#### Temple of Tranquility

 While the user is possessed, Nasake's aura oozes out from them and blankets an area equal to 100ft + 100ft per Character Level. The terrain within this area is removed and on top of it a massive shrine is constructed. The appearance of it can be altered as the user wishes. The shrine possesses its own Hit Dice (Character Level \* Wis Modifier).

Attacks directed at the user are blocked, the shrine breaking apart and reconstructing itself to protect the person that has summoned it. When the shrine intercepts attacks, regardless of the damage sustained, it always retains its original appearance as if it had not been damage, though once its Hit Points are depleted it breaks apart and crumbles back into the nothingness from which it came.

The shrine also prompts those within its walls each round, lulling them into a passive state, though this is only induced if the creature has attempted to attack the shrine's summoner. Creatures that have done so must make a Will Save (DC 14 + Character Level + Wis Modifier + Highest Level of Jutsu), where failing means the creature is unable to attack or take violent actions against the shrine's summoner. However, for a creature that has succeeded their save, the shrine attempts to weaken them each round that creature remains within it. The creature is subjected to a Will Save (DC 14 + Character Level + Cha Modifier + Highest Level of Jutsu) on the following turn and failing it inflicts 2d8 Str Damage.