Su Namikaze

Age: ???. Clan: Namikaze. XP: 7,500,000. Rank: S-2. Village: Konohagakure. Bounty: 500,000.   Chakra nature: ???, +2. Combat style: ???. Background: ???. Saving throws: Power, +2. Skill Proficiencies: crafting, deception, insight, medicine*, Persuasion, religion, survival*, tracking, +2. Ryo: ???.   Weapon proficiencies: ???. Armor proficiencies: Light Armor. Tool proficiencies: ??? Vehicle proficiencies: ???. Game proficiencies: ???   Hit die: 29d12. Chakra capacity: 290+pow mod. Nature Energy: 145? Divine Energy: 1,000. Chakra die: 29d6. AC: 29. (15.) Max HP: 464+pow mod. Speed: 30ft. Proficiency bonus: +7.   Initiative: +7. Inspiration: ???. Factions: ???. Death Save DC: 10 +1 everytime the user falls to 0hp and begins to make death saving throws.   Equipment: ???. Head: S, light armor, +7 AC. Body: S, Light Armor, +7 AC. Left arm: ??? Right arm: ???. Accessory 1: ???. Accessory 2: ??? Accessory 3: ???   Backpack: ???   Stats & Skills:   Power: ???.   Grapple:   Will:   Dexterity: ???.   Sleight of hand:   Stealth:   Wisdom: ???. +6   Animal handling:   Chakra Control:   Insight:   Perception:   Sensory:   Survival:   Intelligence: ???.   Crafting:   History:   Investigation:   Medicine:   Religion:   Tracking:   Charisma: ???. +2.   Deception:   Diplomacy:   Intimidation:   Performance:   Persuasion:   Seduction:   Combat abilities: 47/68.   Animal combat: 0. Fuinjutsu: 2. Genjutsu: 0. Insect use: 0. Jinchurikki: 0. Kenjutsu: 0. Kinjutsu: 0. Magic: 0. Medical: 30. Ninjutsu: 0. Puppet: 0. Senjutsu: 15. Sexjutsu: 0. Space-time: 0. Taijutsu: 0.   Main actions: 1. Minor actions: 2. Reactions: 1. Attacks: 1.   Transformations: Curse mark release, Stage 1 curse mark, Curse mark stage 2.   Resistances: necrotic, Spiritual, toxic. Immunities: +1.   Feats: 7.   Blessed Healer: When the user heals a target using a healing technique they are also restored 1/10th of the health the target received.   Greedy Strikes: When the user makes a melee attack against an enemy, siphon chakra equal to 1/10th the total damage done (minimum of 1).   ???.   ???.   ???.   ???.   ???.   Gain advantage on hit die rolls.   You can heal yourself as a reaction for 1 hit die + medicine HP.   Status effects you cause deal maximum damage.   Unarmed strikes now deal 1d4+proficiency bonus + wis/dex modifier.   If you expend an action to heal an ally from the dying state they can be restored to 3 hit die+ medicine+pow mod, HP.   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.   When healing an ally from the dying state you also heal any Diseases they had and remove any status they previously had.   Once per day you can choose to succeed a save you would have failed if the save was for resisting a status effect.   If you heal an ally this turn gain advantage on your next attack.   You have gained access to a reserve of healing energy that can be used to heal yourself or any other you make physical contact with. Whenever you heal an ally you can count add half of the total HP healed towards your reserve. Healing reserve: 500.   Once per day you can revive a corpse that has been dead for less than a day, you must expend equal to half their total hit die in life force, this can be from your health, your allies or your healing reserve.   Your healing reserve can also be channeled into necrotic damage to be added to any melee strike you make.   If you hit 0 HP while your healing reserve has more than twice your max HP you can immediately restore up to half your max HP.   You can heal allies from 50ft away, even if they typically require touch to do so, as long as you maintain concentration, during this state you are vulnerable.   Your healing techniques can double the hit dice used.   Techniques you use that would cause you damage have that damage halved.   Dealing necrotic damage restores 1/5th the total damage to the user's HP, this can not exceed the user's max HP.   You can craft S-rank supplies and equipment.   You can use scrolls as a minor action.   You can harness nature energy by staying motionless, nature energy must be tracked separately and is a finite resource. You can match half your chakra capacity with nature energy.   When using a technique with your nature energy you overcome ignore resistance.   You can enter a Senjutsu transformation in which you are boosted with high stats and have nature energy flowing through your body. In this state your any of your techniques ignore resistance, users may pick their senjutsu transformation.   You can speak to animals.   While in a senjutsu transformation you can add +2 to your Power or Dexterity.   You can charge your chakra as a reaction.   When you hit 0hp you may use a reaction to enter your senjutsu transformation.   While in your senjutsu transformation you can exchange health and chakra and can only be defeated when both are at 0.   You can sense when one is lying as well as the emotions or feeling of living objects near you while in a nature transformation.   While in a senjutsu form you can deal an extra 2 damage die to any technique you perform or melee attack you make.   While in a senjutsu form your physical stats and and AC are increased by +4 rather than +2.   You can access an advanced senjutsu transformation that gives the user advantage on saving throws for the duration, all chakra is transformed to nature energy, the user gains 1 personal benefit of their choice.   If the user charges chakra they recover both nature energy and regular chakra.   Follower abilities:   Gain better deals with local shops.   Gain advantage on insight checks against any who follow you.   Shops have a 1 in 10 chance of gifting you a free item   Your divinity allows you to deal extra damage. When making a melee or ranged attack, deal +5 true damage. Your presence alone is great enough to make most men turn in fear when challenging you. Targeted allies within range gain a +2 to Intimidation and enemies within 1 mile of the user have a -5 charisma penalty. You have begun to hear the prayers of those who believe in you! You may bless a target to grant them advantage on any die check they may make for the next 24 hours up to a number of times per day, equal to your proficiency bonus. By being within a certain radius, a number of miles equal to your proficiency bonus, you can immediately tell whether someone is good, evil, or neutral. By being an acolyte, and a well praised figure, you have gained a great amount of followers! When visiting a temple or the home of one of your followers, you may refill all rations for yourself and all party members. Upon entering a temple devoted to the user, the user and any allies are immediately cleansed of any diseases, toxins, or battle damage. You can detect lies at any time that any person may tell. The user gains an additional chakra source, known as divine energy, that comes from their followers. For every 100 followers, the user gains 1 divine energy. Techniques that use divine energy deal true damage. When using divine energy on a technique that deals damage, immediately deal max damage. By using 100 divine energy, the user can perform a minor miracle. This can replace any technique, even those not known by the user, or create a replacement for any item. Targets that fail intimidation checks immediately gain the fear effect. The user can sense the location and life force of all followers, individually. The user can expend 250 divine energy to choose a target and allow them to immediately pass or fail a dice check of their choosing.   Upon reaching 0 HP, the user's spirit immediately travels to the nearest temple or holy site. The user will recover from any and all injuries, given enough time. By expending 500 divine energy, the user can perform a major miracle. This could be anything from true ressurection to a change in the timeline.   The user gains advantage on all Death saving throws. The user's body no longer ages or is susceptible to disease.   The user ignores resistance on melee and ranged attacks they make.   If the user has 0 HP, but has remaining divine energy, they may use that divine energy as temp HP.   The user may add their religion modifier to all hit die rolls. The user may exchange their divine energy as healing for a target of their choosing that can be seen or sensed by the user. 30. God: 1,000,000 followers- While within 100ft of one another, the user and any followers both gain advantage on all attacks and saving throws they make.   Techniques known: ???   E:   D:   C:   B:   A:   S:   Techniques available: 218.   Mission Record:   E:   D:   C:   B:   A:   S:   Memories:

Mental characteristics

Personal history

Su was born in Konohagakure to a Namikaze father and an Uzumaki mother, though both of her parents died when she was young. She was raised as an orphan in Konoha, and was trained in the academy as many of the other children were, she was quickly able to rise to the top of the class.   During her brief period as a genin she would be noticed for her exceptional talent at medical jutsu, she would be brought in to high level missions as a result of this and forced to hone her craft in the field of battle. This would earn her the notice of a notorious figure, Daitan Kiruku. When one of his aides reported finding such a talented medic around worthless anbu, it enticed Daitan to teach her more properly how far she could go as a medic, though he knew her pesky memories of home would turn her against him. With this knowledge he sealed her memories away, placing a great deal of effort on erasing them entirely.   She was forced to heal not just his wounded soldiers but also work on his experiments, it wasn't often that he would devote time to teaching her personally, but when he would do so she was amazed at the knowledge he held. He was an intimidating figure at all times, but passion burned through him like none other when he experimented, and though it may have led to the death or suffering of others it was clear science held a fire in his heart like none other. Eventually Su would grow to prominent enough posistion to meet Daitan's children and his assisstants.   During her time with Daitan she meets Shirohebei who convinces her to join her group and betray Daitan, though Su is reluctant at first she does eventually agree. The two bond and over ther yars their bond crosses from allies, to friends, to lovers.
Children

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