Jack Hoshi

Age: 21. Clan: Hoshi. XP: 2,500. Rank: E-1. Village: Kumogakure. Bounty: 2,500 ryo.   Chakra nature: Lightning, +1. Combat style: close combat. Background: Criminal. Saving throws: pow, dex. Skill Proficiencies: animal handling, chakra control, crafting, deception, Intimidation, Sleight of hand*. Ryo: 600.   Weapon proficiencies: Axes. Armor proficiencies: medium. Tool proficiencies: ??? Vehicle proficiencies: ???. Game proficiencies: ???   Hit die: 5d8. Chakra capacity: 58. Chakra die: 5d10. AC: 26 (20.) Max HP: 53. Speed: 50ft. Proficiency bonus: +2.   Initiative: +4. Inspiration: ???. Factions: ???. Death Save DC: 10.   Equipment: ???. Head: E, medium, +3 AC, -10ft. Body: E, medium, +3 AC, -10ft. Left arm: -E- Battle Axe, melee, +2, 1d10+7 slashing. Right arm: ???. Accessory 1: ???. Accessory 2: ??? Accessory 3: ???   Backpack: ???   Stats & Skills:   Power: 22, +6, +8 saves.   Grapple: +6.   Will: +6.   Dexterity: 14, +2, +4 saves.   Sleight of hand: +8.   Stealth: +2.   Wisdom: 18, +4.   Animal handling: +6.   Chakra Control: +6.   Insight: +4.   Perception: +4.   Sensory: +4.   Survival: +4.   Intelligence: 10.   Crafting: +0.   History: +0.   Investigation: +0.   Medicine: +0.   Religion: +0.   Tracking: +0.   Charisma: 17, +4.   Deception: +6.   Diplomacy: +4.   Intimidation: +6.   Performance: +4.   Persuasion: +4.   Seduction: +4.   Combat abilities: 18.   Animal combat: 0. Fuinjutsu: 0. Genjutsu: 0. Insect use: 0. Jinchurikki: 0. Kenjutsu: 6. Kinjutsu: 0. Magic: 0. Medical: 0. Ninjutsu: 6. Puppet: 0. Senjutsu: 0. Sexjutsu: 0. Space-time: 0. Taijutsu: 6.   Main actions: 1. Minor actions: 1. Reactions: 1. Attacks: 3.   Feats: 1.   Brutal Killer: When you successfully drop an enemy to 0 HP, you can immediately make another attack against a target in range as a minor action. Allies of the killed target take a -5 penalty to any Charisma checks used against them for the round.   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.   Your unarmed attacks deal 1d4 +pow/dex mod + proficiency bonus damage.   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.   Once per day you can compel an enemy to duel you, those in compelled duels focus only on attacking you and vice versa. In a compelled duel each competitor makes only unarmed or weapon attacks or other weapon based abilities/techniques. If someone from outside interferes in your compelled duel, the duel and all benefits from it disappear.   You can craft E rank weapons & equipment.   Add +2 to your rolls when attacking with a weapon.   You can dual wield two one-handed weapons of your choice.   Gain advantage on chakra die rolls.   Techniques known: 25.   E: 11. Disguise Jutsu, Dizzy Punch, Hozuri, Eye jab, Karate Chop, Lightning Ball Jutsu, Lorentz Gun, Low Cut, Overdrive Technique, Static Transfer Technique, Thunder Punch,   D: 14. Blade Glint, Electromagnetic Murder Technique, Flash Slash, Hell Stab, Lightning Transfer Jutsu, Mad Stomp, Mega Punch, Pressure point barrage, Thunderbolt Technique, Air Lightning Strike, Thunder Bullet Jutsu, 5 hit combo, Flash Slash, Lorentz Gun Double Layer.   C:   B:   A:   S:   Techniques available: 0.   Mission Record:   E:   D:   C:   B:   A:   S:   Memories:
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