Hiruki Aimoto

Age: 42. Clan: Aimoto. XP: ???. Rank: A-5. Village: Yukigakure.   Chakra nature: Wind, fire, +3. Combat style: ???. Background: merchant child. Saving throws: wis, dex, int. Skill Proficiencies: chakra control, deception, History, perception, Religion, sleight of hand, stealth, tracking, will. Ryo: ???.   Weapon proficiencies: ???. Tool proficiencies: ??? Vehicle proficiencies: ???. Game proficiencies: ???   Hit die: 21d10. Chakra capacity: 345. Chakra die: 23d8 AC: 20. Max HP: 336. Speed: 85ft. Proficiency bonus: +6.   Initiative: +14. Inspiration: (5) 0. Factions: The 4 disciples. Death Save DC: 15.   Equipment: ???. Head: ??? Body: ??? Left arm: ??? Right arm: ???. Accessory 1: ???. Accessory 2: ??? Accessory 3: ???   Backpack: ???   Stats & Skills:   Power: 15, +3.   Grapple: +3.   Will: +9.   Dexterity: 16, +3, +9 saves.   Sleight of hand: +9.   Stealth: +9.   Wisdom: 16, +3, +9 saves.   Animal handling: +3.   Chakra Control: +9.   Insight: +3.   Perception: +9.   Sensory: +3.   Survival: +3.   Intelligence: 17, +4, +10 saves.   Crafting: +4.   History: +10.   Investigation: +4.   Medicine: +4.   Religion: +10.   Tracking: +10.   Charisma: 9, -1.   Deception: +5.   Diplomacy: -1.   Intimidation: -1.   Performance: -1.   Persuasion: -1.   Seduction: -1.   Combat abilities: 50.   Animal combat: 0. Fuinjutsu: 0. Genjutsu: 0. Insect use: 0. Jinchurikki: 0. Kenjutsu: 0. Kinjutsu: 15. Medical: 0. Ninjutsu: 25. Puppet: 0. Senjutsu: 0. Space-time: 0. Taijutsu: 10.   Main actions: 4. Minor actions: 3. Reactions: 2. Attacks: 2.   Feats: 5.   Can use scrolls as a minor action.   Targets that strike you with Melee attacks are dealt 1d6+willpower of cold damage.   If you expend an action you can gain advantage on your next technique.   Resistance to cold, fire,   *Gain advantage on hit die rolls.   Unarmed strikes deal 1d6+str/dex + proficiency mod damage.   If you expend an action you can impose disadvantage on the targets save.   If you inflict a status effect on a target you get advantage on all attacks you make against them.   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.   Gain advantage on chakra die rolls.   Increase your chakra die by 2.   Gain advantage on insight checks on how techniques work.   When hit with a ninjutsu you can negate up to two die of damage if you know the technique.   You can teach others techniques you know, so long as they can use the proper chakra nature.   You can imbue your chakra into weapons or items you possess.   Ninjutsu can increase their range by one level.   Gain advantage on chakra clashes you start.   You can combine multiple chakra natures to create new elements from any chakra natures you possess.   If you succeed on a chakra clash or technique clash, deal max damage to your opponent.   At the cost of an action you can charge a ninjutsu to double the radius or impose disadvantage on dodging it.   If you successfully make an unarmed attack against a target you can make another strike as a minor action.   If a target makes a melee attack against you, you can use your reaction to block 1d6+endurance mod damage.   If you use your reaction to block an attack you make your next melee attack against that target with advantage.   Techniques known: 100.   E: 22. 1st breath, 3 hit combo, Apricot blossom strike, Blade of Wind, Blazing Shuriken Dance, Body Flicker Technique, Burning Embers Technique, Burning slap of youth, Chakra Lock On, Chakra Needle , Chakra Suppression Technique, Dragon fang, False Clone Jutsu, Fire Ball Jutsu, Fists of Flaming Fury, Gale Fist Technique, Pain split technique, Pressure Damage Jutsu, Protective Wind Wall, Substitution Jutsu, Surging Fire wild dance, Wind Gust Jutsu,   D: 22. 2nd breath, 3rd breath, 5 hit combo, Armor of Wind, Bare-Handed Blade block, Blade of Wind Barrage, Chakra Transfer Technique, Crow Clone, Dragon Claw, Dragon Flame Jutsu, Dynamic entry, Explosive Clone, Gale Kick, Great Wind Wall Jutsu, Hiding in Ash and Fire Technique, Paralyzing chakra field, Rasengan, Senbon Shot, Surface Walking Technique , Tired knee,   C: 24. 100 Foot Punch, 4th breath, 10 hit combo, Air Current Slash Jutsu, Altering Terrain Technique, Arhat fist, Breakthrough Stream, Burning Chains Jutsu, Bursting Compressed Air Technique, Character Bind Jutsu, Crushing knee, Darkness Wave, Dragon Flame Bomb Jutsu, Exploding Flame Shot, Flame fist technique, Flame Whirlwind Jutsu, Flying Nail Barrage, Intersection method, Swift Wind Wall, Spirit transformation possession, Substitution Flurry, Voodoo Reflection Sigil, Water Walking Technique, Wind Step Jutsu,   B: 15. Beast Wave Gale Palm,Blast Wave Wild Dance, Body Elimination Technique, Body recreation jutsu, Burning Ash Technique, Concentrated Fire Ball Jutsu, Cursed silence, Giant Rasengan, Hell Rasengan, Hiding in Surface Technique, Mental Resistance Technique, Overwind Raid Barrage, Paralysis Jutsu,Silent Killing Technique, Vanishing Rasengan,   A: 10. Caged Heat Arson Prison, Dragon Fire Bullet Jutsu, Drilling Sky Fan Dance, Flame Serpent Jutsu, Giant Rasengan Barrage, Great Breakthrough Stream Jutsu, Great Wind Violent Wall, Misty Flames Technique, Rasenshuriken, Tandem Clone Explosives.   S: 10. Divine Mountain Wind Jutsu, Fierce Dragon Bullet Jutsu, Flames of Purgatory, Giant Rasenshuriken, Great Fire Annihilation , Hidden Doorway Technique, Paralysis Link, Rasen Ring, Tornado Rising Technique, Wind Cutter Technique,   Techniques available: 141.   Mission Record:   E:   D:   C:   B:   A:   S:   Memories:
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