Hakura Bokkai
Age: 15. Clan: Bokkai. XP: 15,000. Rank: D-1. Village: Yukigakure.
Chakra nature: Wind. Combat style: Crowd Control. Background: Shinobi Family. Saving throws: Wisdom, Intelligence. Proficiencies: stealth, perception*, insight*, sleight of hand, intelligence, chakra control**, tracking, chakra control, investigation*. Ryo: 135.
Hit die: 10d6. Chakra capacity: 100. Chakra die: 10d12 AC: 10. Max HP: 70. Speed: 40 ft. Proficiency bonus: +3
Intiative: +4. Inspiration: 3. Factions: Team 12 (Yuki).
Equipment: ???.
Stats & Skills:
Power: 8 (-2).
Grapple: (-2)
Endurance: 12 (+1).
Willpower: 0.
Dexterity: 12 (+1).
Sleight of hand: (+4)
Stealth: (+4)
Wisdom: 14 (+2).
Animal handling: (+2)
Chakra Control: (+11)
Insight: (+8)
Perception: (+8)
Sensory: (+2)
Survival: (+5)
Intelligence: 16 (+3) (+6).
Crafting: (+2)
History: (+2)
Investigation: (+8)
Medicine: (+2)
Religion: (+2)
Tracking: (+5)
Charisma: 13 (+2).
Deception: (+2)
Diplomacy: (+2)
Intimidation: (+2)
Performance: (+2)
Persuasion: (+2)
Seduction: (+2)
Combat abilities: 28.
Animal combat: 0. Fuinjutsu: 0. Genjutsu: 10. Insect use: 10. Jinchurikki: 0. Kenjutsu: 0. Kinjutsu: 0. Medical: 0. Ninjutsu: 8. Puppet: 0. Senjutsu: 0. Space-time: 0. Taijutsu: 0.
Feats: 2.
Genjutsu master: Gain a +2 to your genjutsu skill modifier. Genjutsu that affect an area can have their range doubled.
Observant: You can accurately read the lips of anyone you can see. You have advantage on searches for secret doors and traps.
Gain proficiency in intelligence saves.
Genjutsu cast on an unaware opponent gains +2 to its save DC.
You can target one extra person within range with each targeted genjutsu you use.
If a target has been trapped in a genjutsu for 2 or more turns, they are given disadvantage on attempts to break out.
When a target is caught in a genjutsu they take a -2 penalty to their AC.
+1 Minor Action.
+1 Attack.
Butterflies will be under your control and are typically sustained by feeding off your chakra. You can make a ranged attack with these insects and the range they can attack from is 5/60ft. 1d6 damage of fire, cold, toxic, acid, thunder, necrotic or piercing damage of the users choice.
If you successfully attack an enemy with your insects, you can recover 1 chakra die.
When you gain chakra from your insects you also gain half as much HP. (min of 1hp)
If you strike a target with your insect attack, follow up attacks all gain advantage.
If you use an insect jutsu you take chakra from the target equal to half of the total damage dealt.
Your insects can now siphon 2 chakra die on each successful hit and restore it to you or an ally of your choice within range.
Targets that have been hit by your insects must now save against effects from your insects such as poisoned, burned, rotting or stunned.
You can communicate telepathically with your insects from a range of 100ft.
You may add your chakra control skill modifier to total damage on any ninjutsu you use.
You may add your chakra control skill modifier to saves you make against enemy ninjutsu.
Gain access to your first natural chakra nature, Wind.
Gain advantage on chakra die rolls.
Resistance to Mental damage
Techniques known: 35
E: 20. Chakra Suppression, Escape Jutsu, Chakra Needle, Chakra Lock On, Substitution Jutsu, False Clone Jutsu, Chakra Pulse, Gale Fist Technique, Wind Gust Jutsu, Pressure Damage Jutsu, Blade of Wind, Hurricane Uprising, Floating bugs jutsu, Insect gathering technique, Insect rope jutsu, Insect Sphere jutsu, Stinger shot, False surroundings, Deceptive cooperation genjutsu, Genjutsu Haze,
D: 9. Acid spray, Bright Powder Technique, Coccoon technique, Stinger shot volley, Body echo, Buried in Snow genjutsu, Butterfly needle fire, Genjutsu Break, Flower petal escape.
C: 6. Bug bomb technique, Burning swarm technique, Ally reversal, False Surroundings double layer, Paralysis Genjutsu, Tongue Tied Genjutsu.
B:
A:
S:
Techniques available: 0.
Mission Record:
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Children
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