Riasu Asano

Age: 14. Clan: Asano. XP: 15,000. Rank: D-1. Village: Yukigakure.   Chakra nature: Water. Combat style: Support. Background: Healers. Saving throws: Wisdom, *intelligence. Proficiencies: *Medicine, *insight, *survival, sensory, crafting, perception, chakra control Ryo: 75.   Hit die: 10d10. Chakra capacity: 100. Chakra die: 10d8. AC: 17. Max HP: 130. Speed: 60ft. Proficiency bonus: +3.   Initiative: +7. Inspiration: (2) 1. Factions: ???.   Equipment: 5, E-rank med kits, 3 D-rank. 3 D rank smoke bombs, 3 D-rank poison bombs, 25 senbon needles, +8, 1d4+8 piercing, 10/50ft.   Head: (D) Ninja headband, +3 AC, +1 Wis. Body: (D) medic's armor, +3 AC, advantage on saves against the bleeding effect. Left arm: ??? Right arm: ???. Accessory 1: (D) glasses, +2 insight. Accessory 2: (C) bracelet, +3 wisdom. Accessory 3: (D) Surgeon's mask, +3 AC, advantage on saves vs the poisoned condition.   Backpack: ???   Stats & Skills:   Power: 11, +1.   Grapple: +1.   Endurance: 15, +3.   Willpower: +3.   Dexterity: 16, +3.   Sleight of hand: +3.   Stealth: +3.   Wisdom: 23, +7, +10.   Animal handling: +7.   Chakra Control: +10.   Insight: +13.   Perception: +10.   Sensory: +10.   Survival: +13.   Intelligence: 18, +4, +10.   Crafting: +7.   History: +4.   Investigation: +7.   Medicine: +10.   Religion: +4.   Tracking: +4.   Charisma: 12, +1.   Deception: +1.   Diplomacy: +1.   Intimidation: +1.   Persuasion: +1.   Seduction: +1.   Combat abilities: 28.   Animal combat: 0. Fuinjutsu: 0. Genjutsu: 13. Insect use: 0. Jinchurikki: 0. Kenjutsu: 0. Kinjutsu: 0. Medical: 15. Ninjutsu: 0. Puppet: 0. Senjutsu: 0. Space-time: 0. Taijutsu: 0.   Feats: 2.   Healer: When you use a med kit to stabilize a dying creature, that creature also regains 3d10+medicine hit points. If a target was suffering a condition when a med kit is used on them that condition is also removed.   Medical expert: Gain proficiency in Medicine. Medical ninjutsu or items you use that have healing effects gain advantage on their rolls and heal targets an additional 2 hit die.   Resistant to poison & necrotic damage.   Gain advantage on every hit dice you roll.   You can heal yourself as a reaction for 1 hit die + medicine + con modifier.   You can craft C rank supplies and equipment.   Status effects you cause deal maximum damage.   Unarmed strikes now deal 1d4+proficiency bonus + wis/dex modifier.   You can use healing supplies as a minor action   If you heal an ally from the dying state they can be restored an extra 3 hit die.   You have learned how to exchange chakra for health, you can trade either resource for the other.   Double the damage for status effects you cause.   Genjutsu cast on an unaware opponent gains +2 to its save DC.   Gain +2 to breaking out of genjutsu you know.   You can target one extra person within range with each targeted genjutsu you use.   If a target has been trapped in a genjutsu for 2 or more turns, they are given disadvantage on attempts to break out.   When a target is caught in a genjutsu they take a -2 penalty to their AC.   When using a genjutsu as a main action, you can use your reaction to cast it against another target or group within range.   Gain advantage on breaking allies out of genjutsu.   You target up to 2 extra people with any single target genjutsu you cast.   You can add an extra 50ft to your genjutsu range.   Techniques known: 27.   E: 8, Chakra bandage technique, Chakra enhancing music, Clone Jutsu, False surroundings, Genjutsu Haze, Poison bullet jutsu, Poison extraction technique, Substitution Jutsu,   D: 10, Bell ring genjutsu, Chakra scalpel, Enhancing flattery, Flower petal escape, Genjutsu Break, Minor healing jutsu, Paralysis cure technique, Poison bullet barrage, Self healing technique, Spare the dying technique,   C: 8, Chakra anesthesia injection, Flash of light genjutsu, Flower mist, Great poison bullet, Healing jutsu, Mist of respite, Mist servant technique, Paralysis Genjutsu,   B: 1, Internal devastation jutsu   A:   S:   Techniques available: 0.
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