Hoshiko Uchiha

Species: Human. Age: 23. Clan: Uchiha. XP: ???. Rank: D-3. Village: Kirigakure. Bounty: ???.   Personality: ???.   Description: ???.   Chakra nature: Lightning, +1. Combat style: ???. Background: War prisoner. Saving throws: charisma, wis, int. Skill Proficiencies: Acrobatics, *chakra control, *deception, diplomacy, *endurance, *history, intimidation *persuasion, religion*, *seduction, sleight of hand, stealth, Ryo: ???.   Weapon proficiencies: +1. Armor proficiencies: Light. Tool proficiencies: +1. Vehicle proficiencies: +1. Game proficiencies: +1. Musical Proficiencies: +1.   Hit die: 8d8. Max HP: 75. Chakra die: 8d10 Chakra capacity: 106. AC: 14. (17) Speed: 80ft. Proficiency bonus: +3.   Initiative: +11. (+16) Inspiration: ???. Factions: ???. Death Save DC: 10 +1 everytime the user falls to 0hp and begins to make death saving throws.   Equipment: ???. Head: Uncommon Cloth Mask, +3 stealth, +3 deception, Imposes a -3 modifier to opposing perception, sensory and investigation checks.   Body: Uncommon Silk Robes, +3 AC, advantage on seduction checks.   Left arm: Dual Wield weapon. Right arm: Uncommon Chain Scythes, 10ft reach 10/70ft thrown, +9, 3d12+14 piercing. DC 12 Dex vs grapple, grappled targets take double damage.   Accessory 1: ???. Accessory 2: ??? Accessory 3: ???   Backpack: Uncommon Scythe, +9, 1d10+14 slashing. Targets hit by this weapon take a -1 dex mod until the end of their next turn.     Stats & Skills:   Power: 12, +1.   Athletics: +1.   Endurance: +7.   Grapple: +1.   Dexterity: 15, +3.   Acrobatics: +6.   Sleight of hand: +6.   Stealth: +6. (+9)   Wisdom: 18, +4.   Animal handling: +4.   Chakra Control: +10.   Insight: +4.   Nature: +4.   Perception: +4.   Sensory: +4.   Survival: +4.   Intelligence: 20, +5.   Crafting: +5.   History: +11.   Investigation: +5.   Medicine: +5.   Religion: +11.   Tactics: +5.   Tracking: +5.   Charisma: 21, +6.   Deception: +12. (+15)   Diplomacy: +9.   Intimidation: +9.   Performance: +6.   Persuasion: +12.   Seduction: +12.   Combat abilities: 24.   Animal combat: 0. Fuinjutsu: 0. Genjutsu: 0. Insect use: 0. Jinchurikki: 0. Kenjutsu: 0. Kinjutsu: 5. Magic: 0. Medical: 0. Ninjutsu: 6. Puppet: 0. Senjutsu: 0. Sexjutsu: 6. Space-time: 5. Taijutsu: 4.   Main actions: 1. Minor actions: 2. Reactions: 1. Attacks: 2.   Transformations: ???.   Resistances: ???.   Feats: 5.   Jashinist: By sacrificing at least 1 human soul in a ritual the user can become immortal for 30 days. Preparing the ritual will take a main action and only lasts for 1 hour, if a soul is not offered in this hour or if the user takes more than 30 days to complete this ritual they will lose all benefits for this feat and 1 soul is added to the user's debt which must be paid to regain usage of this feat.   Acrobat: gain advantage on saves against traps you are aware of. When you succeed on a dexterity save you gain a +1 modifier on your next roll.   Lets make a deal: When making deals or negotiating, this feat can be activated. The user can impose a -3 penalty to the targets die roll and can add 1d6 to their total roll. If the target fails their check and agrees to the deal they will find themselves unable to go against their word, each attempt to do so will result in a wisdom save on the target's behalf. DC 6+cha+proficiency bonus. On a fail the target is unable to break their deal. This ability ends once a target has upheld their end of the deal. This ability can only be activated twice per long rest.   Prodigal Asshole: +2 level up points.   Soul of storms: The user radiates lightning and electrical energy around their body dealing 1d4+wis+prof. bonus thunder damage per round. This radius is 30ft around the user and lasts for 1 hour upon each use. This ability can be activated twice per day.   Can use scrolls as a minor action.   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 advantage on chakra die rolls.   User recovers an extra hit die when they heal.   Once per day the user can give advantage to one of their charisma checks or disadvantage to a target.   Compelled Demand: once per day you may choose a target within speaking distance or up to 50ft away, you give a demand, order or suggestion and they must make a charisma save (DC 10 + cha + proficiency bonus) on a fail they must do as the user desires. This can be used to calm even hostile enemies.   Your presence inspires confidence in your allies, granting them a +2 AC bonus. within 50ft of the user.   Gain an extra chakra die when you take the charge action.   You can increase the range of all techniques by 1 level.   If you successfully make an unarmed attack against a target you can make another strike as a minor action.   Techniques known: 32/39.   E: 10. 1st breath, 3 hit combo, Electro Ball, Rizz Steal, Sensual Gaze, Sonido, Thirst Trap Technique, Thunder Punch, Thunder shuriken Technique, Weak portal creation,   D: 22. Coercion Genjutsu, Dark Pulse, Dimensional Slash, Draining Kiss, Electro Drift, Enticing Touch, Euphoric Wave, Hell Stab, Jutsu Eating Technique, Kirisame technique, Life Revitalization Technique, Lorentz Gun Double Layer, Nut Blast, Op-Op-Room, Strip Strike Combo, Technique Copy, Ten, Thunderbolt Technique, Thunder Fang, Time pause, Time skip, Two Tomoe,   C:   B:   A:   S:   Techniques available: 39.   Mission Record:   E:   D:   C:   B:   A:   S:   Memories:
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