Takashi Hatake

Age: 15. Clan: Hatake. XP: 15,000. Rank: D-1. Village: Yukigakure   Chakra nature: Lightning, wind. Combat style: Close combat. Background: Shinobi family. Saving throws: Dex, wisdom. Proficiencies: Chakra control, Crafting, Grapple, intimidation, insight, Sleight of hand, stealth. Ryo: 50.   Hit die: 10d12. Chakra capacity: 110. Chakra die: 10d6. AC: 22. Max HP: 150. Speed: 120ft. Proficiency bonus: +3.   Initiative: +12. Inspiration: (2) 0. Factions: ???.   Equipment: ???. Head: (D) Ninja headband, +3 AC, +2 dex. Body: (D) Spiked armor, +4 AC, -15ft movement, 1d6 piercing damage to any targets who make melee attacks against you this round. Left arm: ??? Right arm: ???. Accessory 1: (D) ???, resistence to piercing. Accessory 2: (D) ???, +1 hit die per turn. Accessory 3: (D) ???, resistence to bludgeoning.   Backpack: ???   Equipment: 2 D-rank katanas +12 2d8+12 slashing damage.   D-rank medium armor +4 AC.   2 D-rank flash bombs, 3 D-rank bomb balls. Stats & Skills:   Power: 19, +5.   Grapple: +8.   Endurance: 17, +4.   Willpower: +4.   Dexterity: 18, +4, +7.   Sleight of hand: +7.   Stealth: +7.   Wisdom: 12, +1, +4.   Animal handling: +1.   Chakra Control: +1.   Insight: +4.   Perception: +1.   Sensory: +1.   Survival: +1.   Intelligence: 12, +1.   Crafting: +7.   History: +1.   Investigation: +1.   Medicine: +1.   Religion: +1.   Tracking: +1.   Charisma: 8, -1.   Deception: -1.   Diplomacy: -1.   Intimidation: +2.   Persuasion: -1.   Seduction: -1.   Combat abilities: 28.   Animal combat: 0. Fuinjutsu: 0. Genjutsu: 0. Insect use: 0. Jinchurikki: 0. Kenjutsu: 10. Kinjutsu: 0. Medical: 0. Ninjutsu: 9. Puppet: 0. Senjutsu: 0. Space-time: 0. Taijutsu: 9.   Feats: 2.   Savage Attacker: Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total. Your weapon attacks also inflict the bleeding effect on your target on critical hits.   Sentinel: When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. Gain 5ft reach on all weapon attacks. When an enemy within reach targets an ally for an attack, you can make an opportunity attack against them as a reaction.   Twice 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 melee weapon attacks or other weapon based abilities/techniques. While in a compelled duel you gain resistance to piercing, slashing and bludgeoning damage from normal weapons. If someone from outside interferes in your compelled duel, the duel and all benefits from it disappear.   You can craft D rank weapons & equipment.   Extra attack x3.   Add +2 to your rolls when attacking with a melee weapon.   You can dual wield two one-handed weapons of your choice.   Ninjutsu can add chakra control skill modifiers to total damage.   When hit with a ninjutsu you can add your chakra control modifier to any save you may make.   Gain advantage on your chakra die rolls.   Resistance to thunder damage.   Extra action   If you make an unarmed strike you can make another as a minor action.   Gain advantage on hit dice rolls.   Your unarmed attacks deal 1d4 +str/dex mod + proficiency bonus damage.   If a target makes a melee attack against you, you can use your reaction to block 1d6 damage.   If you use your reaction to block an attack you make your next melee attack against that target with advantage.   Techniques known: 32.   E: 13, 1st breath, 3 hit combo, Battojutsu, Blade of Wind, Covert Cut, Dancing leaf shadow, Front Slice, Hurricane Uprising, Pressure Damage Jutsu, Protective Wind Wall, Shoulder charge, Substitution Jutsu, Tearing Blade Drop,   D: 14, 2nd breath, 3rd breath, 5 hit combo, Air Lightning Strike, Armor of Wind, Bare-handed blade block, Beast Wave Palm, Blade of Wind Barrage, Chakra Weapon Enhancement, Deception Slice, Dragon Claw, Flash Slash, Gale Kick, Great Wind Wall Jutsu, Vacuum Cannon Blast technique,   C: 5, Amputation Punishment, Brute Force, Chakra Shockwave Slash, Hazy Moonlight, Sickle Dance Plunging Blade   B:   A:   S:   Techniques available: 0.

Relationships

Takashi Hatake

Younger brother (Important)

Towards Yoro Hatake

3
1

Honest


Yoro Hatake

Older brother (Trivial)

Towards Takashi Hatake

1
0

Frank


History

Yoro was adopted into the Hatake clan, and as such, him and Takashi quickly began to train together. They desired to be strong and capable warriors on the field of battle and did their best to hone their skills. Eventually, Yoro moved away from the Hatake clan in order to aid the Shinobi Alliance. This left his adoptive parents and younger brother home in the village to continue their lives on as shinobi.

Relationship Reasoning

Yoro was adopted into the Hatake clan.

Commonalities & Shared Interests

Training   Strength   Nature   Cold weather   Challenges

Spouses
Siblings
Yoro Hatake (Older brother)
Children

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