Ichiro Hyuga
Ichiro Hyuga
Age: 34. Clan: Hyuga. XP: 650,000. Rank: A-3. Village: Konohagakure.
Chakra nature: Wind. Combat style: Close combat. Background: Main clan. Saving throws: Wis, dex. Proficiencies: chakra control, crafting, Insight, *medicine, Persuasion, religion, sleight of hand, survival. Ryo: ???.
Hit die: 22d10. Chakra capacity: 336. Chakra die: 24d8. AC: 22. Max HP: 396. Speed: 105ft. Proficiency bonus: +6.
Intiative: +16. Inspiration: (8) 4. Factions: The five sanin, Yugaray.
Equipment: ???.
Stats & Skills:
Power: 12, +1.
Grapple: +1.
Endurance: 16, +3.
Willpower: +3.
Dexterity: 20, +5, +11.
Sleight of hand: +11.
Stealth: +5.
Wisdom: 20, +5, +11.
Animal handling: +5.
Chakra Control: +11.
Insight: +11.
Perception: +5.
Sensory: +5.
Survival: +11.
Intelligence: 16, +3.
Crafting: +9.
History: +3.
Investigation: +3.
Medicine: +15.
Religion: +9.
Tracking: +3.
Charisma: 15, +3.
Deception: +3.
Diplomacy: +3.
Intimidation: +3.
Performance: +3.
Persuasion: +9.
Seduction: +3.
Combat abilities: 52.
Animal combat: 0. Fuinjutsu: 0. Genjutsu: 0. Insect use: 0. Jinchurikki: 0. Kenjutsu: 0. Kinjutsu: 0. Medical: 12. Ninjutsu: 20. Puppet: 0. Senjutsu: 0. Space-time: 0. Taijutsu: 20.
Feats: 6.
Resistance to Crushing, fire, necrotic, toxic damage
*advantage on hit die rolls.
You can heal yourself as a reaction for 1 hit die + medicine HP.
You can craft D-rank supplies and equipment.
Status effects you cause deal maximum damage.
Unarmed strikes now deal 1d10+proficiency bonus + pow/wis/dex modifier.
Extra minor action x2.
If you expend an action to heal an ally from the dying state they can be restored to 3 hit die+ medicine+ endurance mod HP.
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.
Extra action x2.
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.
If you successfully make an unarmed attack against a target you can make another strike as a minor action.
Extra attack. x2.
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.
If you successfully make an unarmed strike against a target you may attack at advantage as a minor action.
Critical hits on melee attacks inflict the bleeding effect on target's you strike.
19's on the die also count for the sake of critical hits.
Your AC without armor is 8 + end mod +dex mod +proficiency. (typically a +3 AC boost)
Your melee strikes overcome resistance.
Techniques known: ???
E: 2. Body flicker technique, Substitution jutsu,
D: 1.
C: 1.
B: 1.
A: 1.
S: 1.
Techniques available: 92.
Mission Record:
E:
D:
C:
B:
A:
S:
Chakra nature: Wind. Combat style: Close combat. Background: Main clan. Saving throws: Wis, dex. Proficiencies: chakra control, crafting, Insight, *medicine, Persuasion, religion, sleight of hand, survival. Ryo: ???.
Hit die: 22d10. Chakra capacity: 336. Chakra die: 24d8. AC: 22. Max HP: 396. Speed: 105ft. Proficiency bonus: +6.
Intiative: +16. Inspiration: (8) 4. Factions: The five sanin, Yugaray.
Equipment: ???.
Stats & Skills:
Power: 12, +1.
Grapple: +1.
Endurance: 16, +3.
Willpower: +3.
Dexterity: 20, +5, +11.
Sleight of hand: +11.
Stealth: +5.
Wisdom: 20, +5, +11.
Animal handling: +5.
Chakra Control: +11.
Insight: +11.
Perception: +5.
Sensory: +5.
Survival: +11.
Intelligence: 16, +3.
Crafting: +9.
History: +3.
Investigation: +3.
Medicine: +15.
Religion: +9.
Tracking: +3.
Charisma: 15, +3.
Deception: +3.
Diplomacy: +3.
Intimidation: +3.
Performance: +3.
Persuasion: +9.
Seduction: +3.
Combat abilities: 52.
Animal combat: 0. Fuinjutsu: 0. Genjutsu: 0. Insect use: 0. Jinchurikki: 0. Kenjutsu: 0. Kinjutsu: 0. Medical: 12. Ninjutsu: 20. Puppet: 0. Senjutsu: 0. Space-time: 0. Taijutsu: 20.
Feats: 6.
Resistance to Crushing, fire, necrotic, toxic damage
*advantage on hit die rolls.
You can heal yourself as a reaction for 1 hit die + medicine HP.
You can craft D-rank supplies and equipment.
Status effects you cause deal maximum damage.
Unarmed strikes now deal 1d10+proficiency bonus + pow/wis/dex modifier.
Extra minor action x2.
If you expend an action to heal an ally from the dying state they can be restored to 3 hit die+ medicine+ endurance mod HP.
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.
Extra action x2.
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.
If you successfully make an unarmed attack against a target you can make another strike as a minor action.
Extra attack. x2.
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.
If you successfully make an unarmed strike against a target you may attack at advantage as a minor action.
Critical hits on melee attacks inflict the bleeding effect on target's you strike.
19's on the die also count for the sake of critical hits.
Your AC without armor is 8 + end mod +dex mod +proficiency. (typically a +3 AC boost)
Your melee strikes overcome resistance.
Techniques known: ???
E: 2. Body flicker technique, Substitution jutsu,
D: 1.
C: 1.
B: 1.
A: 1.
S: 1.
Techniques available: 92.
Mission Record:
E:
D:
C:
B:
A:
S:
Mental characteristics
Personal history
Ichiro Hyuga was born shortly after his father's promotion to Hokage, and as such was held to a very fine standard. While he may have had a rather lavish childhood he yearned for more than help and other's forced to listen to him. He desired communication and freedom to play with others, to get hurt and play pranks. This annoyance grew over time as even his brief, limited freedom was taken away and replaced with burdens of what he must do for his father, for the village, for his clan.
He grew to be one of the strongest and most respected ninja in his village and still he was to burdened with responsibility to enjoy himself, no time for dates yet countless talks of marriage, no time to bond but always needed to speak of their importance, always needed to teach but never a moment to learn or be taught his own interests. This would leave Ichiro sour for many years before he would be offered a choice, to gain extreme power and the freedom he so desired for every member of his clan, but to do this he would need to turn against his father and his village.
He chose to use his posistion of power to lead the Hyuga's in his father's place and began sending many members of his clan to the hidden moon village, along with many Uchiha. While its not known what his ultimate objective is, he has been able to hide his actions with his natural charm and political power.
Relationships
History
Ichiro Hyuga joined the Five Sannin in the year 296, leading into his meeting and working with Namiko. Although the two are very different in how they act both during missions and during their free time, Ichiro and Namiko have a silent understanding of one another in regards of their individual beliefs and actions.
Relationship Reasoning
Coworkers
Commonalities & Shared Interests
Protecting Konoha. Reading. Shogi. Sweets. Dislike Macho Savage.
Shared Acquaintances
Macho Savage, Kazuyoshi Senju, Arashiyama Sarutobi
Alignment
Lawful Neutral
Current Status
Leading the Hyuga clan
Current Location
Age
28
Spouses
Siblings
Children
Pronouns
He/him
Sex
Male
Belief/Deity
Will of the sage
Aligned Organization
Other Affiliations
Comments