Eriku Madirame
Age: 28 Clan: Madirame XP: 450,000. Rank: A-5. Village: Tsuchigakure.
Chakra nature: Earth, fire, wind. Combat style: Stun & strike. Background: Criminal. Saving throws: *Int, wis. Proficiencies: *Chakra control, Deception, history, *Insight, investigation, Perception, religion, Seduction, Sensory, sleight of hand, survival, tracking, willpower. Ryo: ???.
Hit die: 20d6. Chakra capacity: 320. Chakra die: 20d12. AC: 19. Max HP: 220 Speed: 55ft. Proficiency bonus: +6.
Intiative: +9. Inspiration: 8. Factions: ???.
Equipment: ???.
Stats & Skills:
Power: 8, -1.
Grapple: -1.
Endurance: 13, +2.
Willpower: +8.
Dexterity: 15, +3.
Sleight of hand: +9.
Stealth: +3.
Wisdom: 20, +5, +11.
Animal handling: +5.
Chakra Control: +17.
Insight: +17.
Perception: +11.
Sensory: +11.
Survival: +11.
Intelligence: 22, +6, +18.
Crafting: +6.
History: +12.
Investigation: +12.
Medicine: +6.
Religion: +12.
Tracking: +12.
Charisma: 6, -2.
Deception: +4.
Diplomacy: -2.
Intimidation: -2.
Persuasion: -2.
Seduction: +4.
Combat abilities: 60.
Animal combat: 0. Fuinjutsu: 0. Genjutsu: 20. Insect use: 20. Jinchurikki: 0. Kenjutsu: 0. Kinjutsu: 10. Medical: 0. Ninjutsu: 10. Puppet: 0. Senjutsu: 0. Space-time: 0. Taijutsu: 0.
Feats: 5.
Genjutsu cast on unaware opponents gains +2 to their save DC.
+2 to breaking out of genjutsu you know.
You can target two extra targets within range with each single target genjutsu you use.
If a target has been trapped in a genjutsu for 2 or more turns they are given disadvantage on further attempts to escape.
When a target is caught in a genjutsu they take a -2 AC penalty.
Extra minor action* x2 (Replaces genjutsu lvl 9)
Gain advantage on breaking allies out of genjutsu.
Genjutsu range increases by 50ft.
Targets that have spent 3 or more rounds stuck in a genjutsu can no longer escape on their own.
If caught in a genjutsu, as a reaction, you can attempt to escape by triggering a genjutsu technique clash within yourself at disadvantage.
Attacks against those caught in genjutsu deal max damage, foes also take an additional -2 AC penalty while under genjutsu.
Genjutsu applies the confused condition to targets after they escape or are otherwise released.
Gain +3 on genjutsu checks and saves.
Double your genjutsu range.
Those who attempt to assist your targets' in their genjutsu save and fail the DC are placed under the same genjutsu.
The user controls insects of their choice, ???, they can make a ranged attack at a range of 5/60ft for 1d6+wis mod acid damage
If you succesfully attack an enemy with your insects you can recover 2 chakra die and restore it to you or an ally within range.
When you gain chakra from your insects you also gain half as much HP.
Extra attack
If you strike a target with your insect attack, additional insect attacks gain advantage against that target for the rest of this turn.
If you use an insect jutsu you take half as much chakra as what was consumed from the target's chakra capacity.
You can communicate telepathically with your insects from a range of 100ft.
As a reaction to a melee attack you can make an insect attack against the target.
You can attack an extra two targets within range for each insect attack you make.
By expending an action you can gain advantage on your next insect jutsu or attack.
Targets that are afflicted with a status from your insects take an extra die of damage from their effects.
Extra action x2
Advantage on saves vs poison.
Your insects automattically defend you boosting your AC by +3.
Bugs you control can sneak into enemy clothing giving you an exact location and advanatage on tracking and sensory checks against the target for the next 72 hours.
Can use scrolls as a minor action
Ninjutsu can add chakra control skill modifiers to total damage.
When hit with a ninjutsu you can add your chakra control skill modifier to any save you make.
Gain advantage on chakra die rolls.
Resistance to fire damage.
Techniques known: 89.
E: 20, Ball of light technique, Bug bite technique, Chakra Lock On, Chakra Suppression Technique, Disguise Jutsu, Escape Jutsu, False surroundings, Fire Ball Jutsu, Floating bugs jutsu, Genjutsu Haze, Hurricane Uprising, Insect Sphere, Mine trap Jutsu, Mud shot Technique, Mud Wall Jutsu, Stinger shot, Stone Shuriken Technique, Substitution Jutsu, Transformation Jutsu, Viscious mockery,
D: 22, Acid spray, Air Bullet Jutsu, Beast Wave Palm, Bell ring genjutsu, Body echo, Bright Powder Technique, butterfly needly fire, Destructive insect barrage, Earth Dome Technique, enhancing flattery, Exploding Flame Trap Technique, Genjutsu Break, Genjutsu Kiss, Insect Injection jutsu, Insect shield, Minefield Jutsu, Rockslide genjutsu, Stalactite Drills Technique, Stinger shot volley, Stone Bullet Jutsu, Surface walking technique, Tree binding death genjutsu,
C: 24, Air current slash technique, Ally reversal, bug bomb jutsu, Burning swarm technique, Darkness Wave, Dragon Flame Bomb Jutsu, False Surroundings double layer, Flash of light genjutsu, Great mud wall, Haze Clone Jutsu, Headhunter Jutsu, Honey trap jutsu, insect jamming technique, Nature's melody, Paralysis Genjutsu, poison clone, Sinkhole Jutsu, Stinger shot barrage, stinging drill jutsu, Substitution Flurry, Subterranean Voyage Technique, Tongue Tied Genjutsu, tornado blade dance, Water Walking Technique,
B: 12, Bursting Insect Technique, Cancelling sound, Chains of Fantasia, consuming insect dome, Destructive insect bind, Hive mind, Infestation technique, Interrogation Genjutsu, into the depths, Thousand red camellias, Thousand stings technique, Tree binding explosive death genjutsu,
A: 11, Chakra ghost technique, corpse Cocoon technique, Ephemeral, Feather fall genjutsu, Genjutsu Reversal, infinite darkness, insect hailstorm, Nail paralysis genjutsu, Phantom judgement, Poison cloud technique, Thousand stings volley,
S:
Techniques available: 31.
Chakra nature: Earth, fire, wind. Combat style: Stun & strike. Background: Criminal. Saving throws: *Int, wis. Proficiencies: *Chakra control, Deception, history, *Insight, investigation, Perception, religion, Seduction, Sensory, sleight of hand, survival, tracking, willpower. Ryo: ???.
Hit die: 20d6. Chakra capacity: 320. Chakra die: 20d12. AC: 19. Max HP: 220 Speed: 55ft. Proficiency bonus: +6.
Intiative: +9. Inspiration: 8. Factions: ???.
Equipment: ???.
Stats & Skills:
Power: 8, -1.
Grapple: -1.
Endurance: 13, +2.
Willpower: +8.
Dexterity: 15, +3.
Sleight of hand: +9.
Stealth: +3.
Wisdom: 20, +5, +11.
Animal handling: +5.
Chakra Control: +17.
Insight: +17.
Perception: +11.
Sensory: +11.
Survival: +11.
Intelligence: 22, +6, +18.
Crafting: +6.
History: +12.
Investigation: +12.
Medicine: +6.
Religion: +12.
Tracking: +12.
Charisma: 6, -2.
Deception: +4.
Diplomacy: -2.
Intimidation: -2.
Persuasion: -2.
Seduction: +4.
Combat abilities: 60.
Animal combat: 0. Fuinjutsu: 0. Genjutsu: 20. Insect use: 20. Jinchurikki: 0. Kenjutsu: 0. Kinjutsu: 10. Medical: 0. Ninjutsu: 10. Puppet: 0. Senjutsu: 0. Space-time: 0. Taijutsu: 0.
Feats: 5.
Genjutsu cast on unaware opponents gains +2 to their save DC.
+2 to breaking out of genjutsu you know.
You can target two extra targets within range with each single target genjutsu you use.
If a target has been trapped in a genjutsu for 2 or more turns they are given disadvantage on further attempts to escape.
When a target is caught in a genjutsu they take a -2 AC penalty.
Extra minor action* x2 (Replaces genjutsu lvl 9)
Gain advantage on breaking allies out of genjutsu.
Genjutsu range increases by 50ft.
Targets that have spent 3 or more rounds stuck in a genjutsu can no longer escape on their own.
If caught in a genjutsu, as a reaction, you can attempt to escape by triggering a genjutsu technique clash within yourself at disadvantage.
Attacks against those caught in genjutsu deal max damage, foes also take an additional -2 AC penalty while under genjutsu.
Genjutsu applies the confused condition to targets after they escape or are otherwise released.
Gain +3 on genjutsu checks and saves.
Double your genjutsu range.
Those who attempt to assist your targets' in their genjutsu save and fail the DC are placed under the same genjutsu.
The user controls insects of their choice, ???, they can make a ranged attack at a range of 5/60ft for 1d6+wis mod acid damage
If you succesfully attack an enemy with your insects you can recover 2 chakra die and restore it to you or an ally within range.
When you gain chakra from your insects you also gain half as much HP.
Extra attack
If you strike a target with your insect attack, additional insect attacks gain advantage against that target for the rest of this turn.
If you use an insect jutsu you take half as much chakra as what was consumed from the target's chakra capacity.
You can communicate telepathically with your insects from a range of 100ft.
As a reaction to a melee attack you can make an insect attack against the target.
You can attack an extra two targets within range for each insect attack you make.
By expending an action you can gain advantage on your next insect jutsu or attack.
Targets that are afflicted with a status from your insects take an extra die of damage from their effects.
Extra action x2
Advantage on saves vs poison.
Your insects automattically defend you boosting your AC by +3.
Bugs you control can sneak into enemy clothing giving you an exact location and advanatage on tracking and sensory checks against the target for the next 72 hours.
Can use scrolls as a minor action
Ninjutsu can add chakra control skill modifiers to total damage.
When hit with a ninjutsu you can add your chakra control skill modifier to any save you make.
Gain advantage on chakra die rolls.
Resistance to fire damage.
Techniques known: 89.
E: 20, Ball of light technique, Bug bite technique, Chakra Lock On, Chakra Suppression Technique, Disguise Jutsu, Escape Jutsu, False surroundings, Fire Ball Jutsu, Floating bugs jutsu, Genjutsu Haze, Hurricane Uprising, Insect Sphere, Mine trap Jutsu, Mud shot Technique, Mud Wall Jutsu, Stinger shot, Stone Shuriken Technique, Substitution Jutsu, Transformation Jutsu, Viscious mockery,
D: 22, Acid spray, Air Bullet Jutsu, Beast Wave Palm, Bell ring genjutsu, Body echo, Bright Powder Technique, butterfly needly fire, Destructive insect barrage, Earth Dome Technique, enhancing flattery, Exploding Flame Trap Technique, Genjutsu Break, Genjutsu Kiss, Insect Injection jutsu, Insect shield, Minefield Jutsu, Rockslide genjutsu, Stalactite Drills Technique, Stinger shot volley, Stone Bullet Jutsu, Surface walking technique, Tree binding death genjutsu,
C: 24, Air current slash technique, Ally reversal, bug bomb jutsu, Burning swarm technique, Darkness Wave, Dragon Flame Bomb Jutsu, False Surroundings double layer, Flash of light genjutsu, Great mud wall, Haze Clone Jutsu, Headhunter Jutsu, Honey trap jutsu, insect jamming technique, Nature's melody, Paralysis Genjutsu, poison clone, Sinkhole Jutsu, Stinger shot barrage, stinging drill jutsu, Substitution Flurry, Subterranean Voyage Technique, Tongue Tied Genjutsu, tornado blade dance, Water Walking Technique,
B: 12, Bursting Insect Technique, Cancelling sound, Chains of Fantasia, consuming insect dome, Destructive insect bind, Hive mind, Infestation technique, Interrogation Genjutsu, into the depths, Thousand red camellias, Thousand stings technique, Tree binding explosive death genjutsu,
A: 11, Chakra ghost technique, corpse Cocoon technique, Ephemeral, Feather fall genjutsu, Genjutsu Reversal, infinite darkness, insect hailstorm, Nail paralysis genjutsu, Phantom judgement, Poison cloud technique, Thousand stings volley,
S:
Techniques available: 31.
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