Kurama
Born by select members of the secretive Kurama Clan, this bloodline is renowned for the powerful
illusions it can create. Individuals who wield this ability have a natural talent for Genjutsu, able to
understand the subject's intricacies far better than most and able to craft illusions that are eerily
convincing. However there may be a reason for this…
Requirements:
To qualify to gain Kurama bloodline levels, a character must fulfill all of the following criteria.
Ability Scores: Wisdom 16
Skills: Genjutsu 4 ranks
Feats: Advanced Bloodline (Kurama)
TABLE: KURAMA BLOODLINE TRAITS
 Character               Major
   Level
    1st         Reality Manifestation
    2nd          Intuitive Genjutsu +1
    3rd         Persuasive Illusion +1
    4th         Dominating Illusion +1
    5th          Intuitive Genjutsu +2
    6th                    —
    7th                    —
    8th          Intuitive Genjutsu +3
    9th         Persuasive Illusion +2
   10th             Artistic Trigger
   11th          Intuitive Genjutsu +4
   12th                    —
   13th                    —
   14th          Intuitive Genjutsu +5
   15th         Persuasive Illusion +3
   16th                    —
   17th          Intuitive Genjutsu +6
   18th         Dominating Illusion +2
   19th                    —
   20th                    —
Reality Manifestation (Su): This ability has a 5% chance to manifest per level. The user automatically
ignores the effects of any Genjutsu lower than their ECL-5 (maximum rank effected Rank 7), and can
dispel them with a +10 modifier.
Also, at the cost of a 50% increase to the chakra cost (rounded down), the character can make the
damage from any Genjutsu lethal, and able to kill its victim. If they chooses to do so, the perform DC of
the technique is raised by 5 and the skill threshold is increased by 3 unless they use a material focus,
such as a painting or doll. If such a focus is used, the time needed to use the technique is increased by 1
step. If the character damages someone in this manner, the user take 1d4+1 points of temporary Wisdom
damage which heals at a rate of 1 every 20 minutes when outside of combat.
If the character's Wisdom ever reaches 0, the Iduo Demon takes over. The character's chakra pool
becomes full, and the Demon gains use of all of the user's techniques and abilities, and may use the
above ability without taking any Wisdom damage, though it still must meet the increased DCs. In
addition, the Demon is treated as having your permanent Wisdom rather than your temporary Wisdom.
While possessed by the Iduo Demon the character functions as if they were frenzied, except that the
Demon may still use any of the character's skills or abilities. The Demon will attack whoever is closest,
regardless of whether that individual is an ally or an enemy. The GM may choose how the Demon
attacks and which, if any, techniques are used. If this occurs outside of combat, the GM may take control
of the character and have them perform any action that they feel might fit the Demon's malevolence.
When the damage has been fully recovered, the character may attempt a Will Save (DC 20) every other
round (if in combat) or every 20 minutes (if outside of combat) to regain control from the Iduo Demon.
When the user does, their health and chakra pool drop to 1. A character afflicted by the Iduo Demon can
make a Wisdom check DC 15 after a possession, in which case they become aware of their condition.
Intuitive Genjutsu (Ex): As the wielder becomes more powerful, they begin to better understand the
intricate art of Genjutsu. This bonus is applied to any Genjutsu check as well as any check to learn or
teach Genjutsu.
Dominating Illusion (Ex): The more the wielder practices their illusions, the better they are able to
craft them. The character's Genjutsu become more effective, and this bonus is applied to their Genjutsu
Save DCs.
Persuasive Illusion (Ex): The illusions the user performs are more difficult to dispel. The character’s
Genjutsu become harder to dispel, this bonus is applied to Dispel Checks
Artistic Trigger (Su): Members of the Kurama clan who train their talents eventually gain the ability to
plant their Genjutsu inside material focuses, effectively delaying its activation until the target sees the
focus. This is treated as a gaze attack and the target may attempt to avoid its 'gaze', the gaze has a range
of 30 ft. All other effects of the Genjutsu imbued into the art are dependent upon the technique. The user
can only perform this ability a number of times equal to their one half their class level + Wisdom
modifier per day. Activating Artistic Trigger is done immediately upon performing the Genjutsu and the
user deciding to use this ability.