Hikari Dara
Age: 20. Clan: Dara. XP: ???. Rank: E-5. Village: Kusagakure. Bounty: 500.
Chakra nature: Lightning. Combat style: Close combat. Background: Monk Raised. Saving throws: Pow, dex, int. Skill Proficiencies: Diplomacy, History, Insight, Intimidation, Persuasion, religion*, Seduction, sleight of hand, tracking, will. Ryo: 250.
Weapon proficiencies: Fans. Tool proficiencies: ??? Vehicle proficiencies: ???. Game proficiencies: ???
Hit die: 5d6. Chakra capacity: 65. JC: 32. Chakra die: 5d12. AC: 23. (19.) Max HP: 60. Speed: 90ft. Proficiency bonus: +2.
Initiative: +6. Inspiration: ???. Factions: ???. Death Save DC: 10.
Equipment: ???. Head: E, light armor, +2 AC. Body: E, light armor, +2 AC. Left arm: ??? Right arm: ???. Accessory 1: ???. Accessory 2: ??? Accessory 3: ???
Backpack: ???
Stats & Skills:
Power: 20, +5, +7 saves.
Grapple: +5.
Will: +7.
Dexterity: 17, +4, +6 saves.
Sleight of hand: +6.
Stealth: +4.
Wisdom: 13, +2.
Animal handling: +2.
Chakra Control: +2.
Insight: +4.
Perception: +2.
Sensory: +2.
Survival: +2.
Intelligence: 11, +1.
Crafting: +1.
History: +3.
Investigation: +1.
Medicine: +1.
Religion: +5.
Tracking: +3.
Charisma: 15, +3.
Deception: +3.
Diplomacy: +5.
Intimidation: +5.
Performance: +3.
Persuasion: +5.
Seduction: +5.
Combat abilities: 18.
Animal combat: 0. Fuinjutsu: 0. Genjutsu: 0. Insect use: 0. Jinchurikki: 5. Kenjutsu: 0. Kinjutsu: 5. Medical: 0. Ninjutsu: 0. Puppet: 0. Senjutsu: 0. Sexjutsu: 3. Space-time: 0. Taijutsu: 5.
Main actions: 1. Minor actions: 2. Reactions: 1. Attacks: 2.
Feats: 1.
Always Ready: The user gains advantage on initiative checks and may take a full turn in combat when surprised by enemies.
The user gains a secondary chakra supply known as their jinchurikki chakra, techniques can be enhanced when used with this chakra and some techniques may require it. This amount is equal to half the user's chakra capacity.
Gain proficiency in unarmed strikes, genjutsu saves and the tracking skill.
Unarmed attacks are 1d4+power+proficiency bonus mods.
When using jinchurikki chakra for techniques, you ignore resistance to any damage you inflict
Can use scrolls as a minor action.
User recovers an extra hit die when they heal.
If you successfully make an unarmed attack against a target you can make another strike as a minor action.
Gain advantage on hit die rolls.
Techniques known: 27.
E: 18. Altar of Mist, Bad-Manner Kick Course, Ball of light technique, Butting In, Butt Bash, Cotelette, Crotch Kick, Elimination By Depantsification, Enraged state, Love Tap, Night Shade, Nut Shot, Panty Toss, Payback, Pursuit, Sonido, Strip Strike, Thirst Trap Technique,
D: 9. Bala, Dark Pulse, Great Barrage Strike, Heavy Slam, Hidden Power, Love smack, Panty Flash Tornado, Pimp slap jutsu, Smackdown,
C:
B:
A:
S:
Techniques available: 27.
Mission Record:
E:
D:
C:
B:
A:
S:
Memories:
Chakra nature: Lightning. Combat style: Close combat. Background: Monk Raised. Saving throws: Pow, dex, int. Skill Proficiencies: Diplomacy, History, Insight, Intimidation, Persuasion, religion*, Seduction, sleight of hand, tracking, will. Ryo: 250.
Weapon proficiencies: Fans. Tool proficiencies: ??? Vehicle proficiencies: ???. Game proficiencies: ???
Hit die: 5d6. Chakra capacity: 65. JC: 32. Chakra die: 5d12. AC: 23. (19.) Max HP: 60. Speed: 90ft. Proficiency bonus: +2.
Initiative: +6. Inspiration: ???. Factions: ???. Death Save DC: 10.
Equipment: ???. Head: E, light armor, +2 AC. Body: E, light armor, +2 AC. Left arm: ??? Right arm: ???. Accessory 1: ???. Accessory 2: ??? Accessory 3: ???
Backpack: ???
Stats & Skills:
Power: 20, +5, +7 saves.
Grapple: +5.
Will: +7.
Dexterity: 17, +4, +6 saves.
Sleight of hand: +6.
Stealth: +4.
Wisdom: 13, +2.
Animal handling: +2.
Chakra Control: +2.
Insight: +4.
Perception: +2.
Sensory: +2.
Survival: +2.
Intelligence: 11, +1.
Crafting: +1.
History: +3.
Investigation: +1.
Medicine: +1.
Religion: +5.
Tracking: +3.
Charisma: 15, +3.
Deception: +3.
Diplomacy: +5.
Intimidation: +5.
Performance: +3.
Persuasion: +5.
Seduction: +5.
Combat abilities: 18.
Animal combat: 0. Fuinjutsu: 0. Genjutsu: 0. Insect use: 0. Jinchurikki: 5. Kenjutsu: 0. Kinjutsu: 5. Medical: 0. Ninjutsu: 0. Puppet: 0. Senjutsu: 0. Sexjutsu: 3. Space-time: 0. Taijutsu: 5.
Main actions: 1. Minor actions: 2. Reactions: 1. Attacks: 2.
Feats: 1.
Always Ready: The user gains advantage on initiative checks and may take a full turn in combat when surprised by enemies.
The user gains a secondary chakra supply known as their jinchurikki chakra, techniques can be enhanced when used with this chakra and some techniques may require it. This amount is equal to half the user's chakra capacity.
Gain proficiency in unarmed strikes, genjutsu saves and the tracking skill.
Unarmed attacks are 1d4+power+proficiency bonus mods.
When using jinchurikki chakra for techniques, you ignore resistance to any damage you inflict
Can use scrolls as a minor action.
User recovers an extra hit die when they heal.
If you successfully make an unarmed attack against a target you can make another strike as a minor action.
Gain advantage on hit die rolls.
Techniques known: 27.
E: 18. Altar of Mist, Bad-Manner Kick Course, Ball of light technique, Butting In, Butt Bash, Cotelette, Crotch Kick, Elimination By Depantsification, Enraged state, Love Tap, Night Shade, Nut Shot, Panty Toss, Payback, Pursuit, Sonido, Strip Strike, Thirst Trap Technique,
D: 9. Bala, Dark Pulse, Great Barrage Strike, Heavy Slam, Hidden Power, Love smack, Panty Flash Tornado, Pimp slap jutsu, Smackdown,
C:
B:
A:
S:
Techniques available: 27.
Mission Record:
E:
D:
C:
B:
A:
S:
Memories:
Children
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