Tenzemaro Taji

Age: 68. Clan: Taji. XP: 750,000. Rank: A-3. Village: Kirigakure.   Personality: Cold, quiet, reserved.   Chakra nature: Water, +2. Combat style: Assassination. Background: Orphan. Saving throws: Power, int, Genjutsu. Skill Proficiencies: Chakra control, Crafting, insight, investigation, Sensory, Sleight of hand, stealth. Ryo: ???.   Weapon proficiencies: ???. Tool proficiencies: ??? Vehicle proficiencies: ???. Game proficiencies: ???   Hit die: 23d12. Chakra capacity: 425. Chakra die: 25d6 AC: 38 (25). Max HP: 506. Speed: 125ft. Proficiency bonus: +6   Initiative: +14. Inspiration: ???. Factions: The seven Swordsmen of the mist. Death Save DC:   Equipment: Head: A-rank light armor +6 AC, disadvantage on tracking and sensory checks against the user. +20 chakra per round. Body: A-rank medium armor, +7 AC, resistance to bleeding, cold. +20 HP per round. Left arm: -A- Executioner's Blade, 30ft reach, +20, 6d12 +20 slashing. DC 18 pow vs bleeding. Right arm: ???. Accessory 1: ???. Accessory 2: ??? Accessory 3: ???   Backpack: ???   Stats & Skills:   Power: 22, +6, +12.   Grapple: +6   Will: +6.   Dexterity: 17. +4.   Sleight of hand: +10.   Stealth: +10.   Wisdom: 14. +2.   Animal handling: +2   Chakra Control: +8   Insight: +8   Perception: +2   Sensory: +8   Survival: +2   Intelligence: 13. +2.   Crafting: +8.   History: +2.   Investigation: +8.   Medicine: +2   Religion: +2   Tracking: +2   Charisma: 13. +2.   Deception: +2.   Diplomacy: +2.   Intimidation: +2.   Performance: +2.   Persuasion: +2   Seduction: +2   Combat abilities: 55.   Animal combat: 0. Fuinjutsu: 0. Genjutsu: 0. Insect use: 0. Jinchurikki: 0. Kenjutsu: 20. Kinjutsu: 0. Medical: 0. Ninjutsu: 15. Puppet: 0. Senjutsu: 0. Space-time: 0. Taijutsu: 20.   Main actions: 4. Minor actions: 1. Reactions: 1. Attacks: 5.   Feats: 5.   Great weapon master: If you score a critical hit on a melee attack you may make another attack at disadvantage, if the user successfully hits their opponent deal an extra +10 to your total damage.   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.   Silent assassin: You make no noise when moving. When you successfully attack a target that is not facing you, under the influence of genjutsu, or unaware of your presence you may deal 3d6 extra damage from melee attacks.   Throwing expert: You have exceptional aim with your throwing weapons, when throwing a weapon you can double their range, additionally you may use throwing weapons as opportunity attacks for any in this range.   Critical targeting: You may lower the die requirement for critical hits by 1. (if it was 20, 19's on the die now count as crits) Those who are struck by one of your critical hits lose 10ft of movement.   3x 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. If someone from outside interferes in your compelled duel, the duel and all benefits from it disappear. While in a compelled duel you gain resistance to piercing, slashing and bludgeoning damage from normal weapons.   You can craft B rank weapons & equipment.   Add +2 to your rolls when attacking with a melee weapon.   You can dual wield two one-handed weapons of your choice.   Critical hits on melee attacks inflict the heavy bleeding effect.   Once per day if you hit 0hp you can choose to drop to 1hp instead, you can then take a -5 penalty on your next weapon attack but deliver max damage.   You can wield a number of weapons equal to your proficiency modifier.   If an opponent has the bleeding effect, gain advantage on damage rolls against them.   Boost your AC by 2 if you’re wielding a weapon.   Opponents with the bleeding effect have their movement halved.   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 psychic, bludgeoning damage.   Gain advantage in insight against enemy ninjutsu.   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.   If you make an unarmed strike you can make 2 more strikes as a minor action.   Gain advantage on hit dice rolls.   Your unarmed attacks deal 1d8 +pow/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.   18, 19&20 all count as critical strikes on melee attacks.   Your melee strikes overcome resistance.   You can make melee strikes as a reaction when a target gets within melee distance.     Techniques known: 156/163.   E: 33. 3 hit combo, Aqua Blast, Battojutsu, Body Flicker Technique, Boomerang Blade, Chakra Lock On, Chakra Pulse, Chakra Suppression Technique, Dew Shot, Disguise Jutsu, Dizzy Punch, Drizzle Technique, Dynamic action, False Swipe, Feint Attack, Front Slice, Hidden Mist Jutsu, Hiding in Water Technique, Instant Water Technique, Leaf drop, Low Cut, Mach Punch, Protective Water Sphere, Repeated Slash, Reverse Slash, Shoulder charge, Substitution Jutsu, Tearing Blade Drop, Transformation Jutsu, Water Pillar Thrust, Water Pulse, Water Whip Jutsu, Wave Crash,   D: 32. 5 hit combo, Air Lightning Strike, Bare-Handed Blade block, Binding Syrup Chains, Black Rain Technique, Bubble Bomb Technique, Chakra Punch, Chakra String Slice, Chakra Weapon Enhancement, Deception Slice, Deep Cut, Exhausted kick, Flash Slash, Force Palm, Fury Cut, Needle Arm, Power Up Punch, Raioken, Revenge Counter, Shattering Palm, Seismic Toss, Sight Slash, Spiral Flash Kick, Substitution Strike, Surface Walking Technique, Tessho, Tired knee, Vital Throw, Water Bullet Jutsu, Water Prison Jutsu, Water Stream Jutsu, Wave Surf,   C: 43. 100 Foot Punch, 10 hit combo, Afterglow Technique, All Out Pummeling, Aqua Gate, Arhat fist, Armor Eater Technique, Amputation Punishment, Baron Kick, Bloody Smash, Bone Crusher, Brave Slash, Breakneck Blitz, Breakstorm, Brute Force, Bushogoma, Chakra Shockwave Slash, Crushing knee, Deep Slash, Dustless Bewildering Cover, Eye Cut, Flying Nail Barrage, Full counter, Hammer Arm, Hazy Moonlight, Intersection method, Low blow, Meat Tornado, Mega Kick, Muddy Water Wall Jutsu, Pressure grip, Ryodan, Senmairoshi, Sickle Dance Plunging Blade, Skull Bash, Slobber knocker, Substitution Flurry, Takagoi, Taketonbo, Tornado of Water Technique, Water Clone Jutsu, Water Fang Bullet, Water Walking Technique,   B: 32. 20 hit combo, Beheading prison chop, Brutal Slash, Bubble Dome Jutsu, Chakra Blade Slice, Chakra Weapon Infusion, Comet Punch, Coral Palm, Crushing Water Sphere, Destructive barrage, Dropkick, Earth-Crawling Slash Attack, Executioner's Kick, Falcon drop, Final Cut, Focus Punch, Hydro Pump, Ikkotsu, Lariat, Liquid Bullets, Mental Resistance Technique, Rainmaker Jutsu, Rising Bomber, Serial Kick, Silent Killing Technique, Sokotsu. Spear, Spike Cannon, Suikawari, Tsukiyubi, Water Dragon Jutsu, Water Whale Splash,   A: 16. 1000 Foot Strike, 50 hit combo, Assassination Technique, Aura Sphere, Crushing Decapitation, Chunk Slash, Dragon Tail Kick, Elbow drop, Existence Decapitation, Giant Swing, Iron Claw, Kazaguruma, Last Slash, Moonlight, Oni Dekopin, Sickle Dance Strong Blade.   S:   Techniques available: 7.   Mission Record:   E:   D:   C:   B:   A:   S:   Memories:

Mental characteristics

Personal history

Tenzemaro was born to civillian parents ??? and ??? in the year 232. His father had been a butcher that never wanted children and never cared for his son. Tenzemaro would learn from an early age that the world was a dark and cold place. When his mother died during his youth, his father would turn abusive towards the boy and place him in the academy, hoping to rid himself of the son he never wanted by way of Blood mist exam. Tenzemaro would have other plans instead, he would study and train, he would practice and hope to please his father with his strength but it would not work and when Tenzemaro would graduate the academy at 8 years old, it would not be a reward he would return to but harsh punishment and lashing.   Tenzemaro had killed many children during his exam, though only the ones who approached him would earn his fury. In this even he would harm friends, neighbors, even family. When he opened the door to his home he would find his father, drunk and furious, he would lament Tenzemaro's survival and curse at the child for having ever been born, for every day of survival and of the lives he had taken. His father would call him a monster, a bastard and would launch at him with a knife. Tenzemaro would act as swiftly on his father as he had on his fellow students, and killed his father. From that day forward Tenzemaro had no parents, and his father's shop would close.   He graduated to a chunin at 10 years old and found himself struggling to survive, barely making enough from his missions to pay for his meals and staying at different inns each night to have a warm place to sleep. He would serve his village faithfully during this time, the village had never done wrong by him, they provided him with employment, wealth, food, purpose. He would refuse to betray them but as he rose through the ranks and served his time as a chunnin for 4 years he would find himself growing, he began to see that life as a shinobi was full of many moral quanderies and regrets and found himself feeling unsure of his actions.   He accepted that he had mad mistakes in his missions, perhaps some of his foes had deserved life rather than death and even his own village may have been in the wrong during these missions. This did not bother him much while working but rather when he was within the village and spending his limited free time. He felt as if there were more to learn about the world, about fighting and life as a shinobi, it was never as smple as following orders and doing what was told, he felt there had to be a higher purpose to it all, so he began to study the forms of battle and would discover the concept of Honorable Combat held dear to the samurai of the land of Iron, and before long he would make a request to be sent out to the land of iron for training, his request would be denied, and instead he would be sent on a mission to slaughter a battalion of samurai that were readying for battle.   During this mission Tenzemaro would be injured but would be saved by his samurai foes. They healed him, tended to him, and trained him back to full strength despite knowing his intentions and where he came from. The leader of the group would claim that Tenzemaro was a boy who needed help and that it was their job to help those in need, though they would keep weapons away from him for the time being. During this time Tenzemaro would find himself idolizing their passion for helping others, even their own enemies, and he would be respectful of their ways, he did not threaten them, did not attack, he did not speak much of his homeland even when asked to and he found himself learning a lot from the samurai.   After 3 months of healing and training Tenzemaro would be back to full strength and the samurai would ask him to make his decision on whether he would stay with them, or if he would return to his village. He would choose to stay and would become an excellent member of their student dojo, he would even find a woman who's company he enjoyed. The daughter of the head samurai in the in the dojo who was only a year older than him, though he surpassed her in swordsman ship, she was far deadlier with a bow. The two would spend much of their time together and soon Tenzemaro was approached by her father. The man asked Tenzemaro to make a deal with him, that Tenzemaro would not engage in romance with his daughter until after he had become a great swordsman, which Tenzemaro agreed to.   For the next 9 months Tenzemaro would dedicate himself to his swordsmanship and honing his ability, he would take extra chores and work hard studying alongside the samurai until one night while he was on watch he would see something terrible. A battalion of mist ninja, ninja he knew from his time in Kirigakure. Knowing the ninja to be powerful Tenzemaro would choose to meet them head on. The mist ninja had assumed he was killed in combat with the rest of his team and they were here to finally get revenge and slaughter the samurai responsible, upon hearing that they had saved Tenzemaro's life they would make him a deal.   If he killed the head of the dojo, and brought his head back, they wouldn't kill the rest of the temple. Tenzemaro reluctantly accepted their deal and returned to the building. There he would approach the leader and speak with him briefly before decapitating the man, unaware that his daughter had been watching on. When he returned to the mist shinobi and presented his bouty the head of the group would praise him, calling him a great swordsmen before ordering the rest of the group to slaughter the temple. Tenzemaro had been betrayed, he quickly fought the shinobi lead and killed him, but it was too late.   The order had been given and the samurai now fought without its strongest defender. Even as he slaughter the mist ninja, he stepped over the bodies of samurai, people who had treated him with nothing but kindness, compassion, and respect were now dead because of a decision he made. He closed himself off as he raced through, looking for his love, only to find her moments too late as a blade pierced through her stomach. He killed the ninja that was responsible with a single slice of his blade, decapitating him before grabbing the body of the woman he loved. She slapped him in response, unleashing a torrent of insults, bradishing him as a monster that came from a village of evil, that he was a devil in disguise and that he brought misery and suffering everywhere he went.   With her last words beng ones of hatred and venom, Tenzemaro accepted them as truth. He was a monster, a devil unworthy of joy and happiness, he was a symbol of death and despair, of evil incarnate. He would return to his village a cold and detatched man when he was 16, having spent 2 years wandering the land as a nameless killer. When he returned he would be promoted to jonin. As a jonin he would perform his duties with great skill and little question. He would train a number of students over the years, though he would live longer than most of those he taught.   He would participate in war with the land of iron for most of his early adult years and was known for his efficiency in targeting and killing leaders and generals in war. He would taken prisoner on 3 occasions during this period and each would result in his torture until escaping confinement.   He would be promoted to captain of the tracker unit at 27 and would lead it for 6 years during which he would maintain one of the best success rates for his posistion in over 100 years. At 33 he would be promoted to the seven swordsmen following the death of one of the members.   Has served as the holder of the executioner's blade for over 35 years, first being promoted in the year 265 when he was 33.
Alignment
lawful evil
Current Location
Age
68
Date of Birth
12-06-232, 2e
Birthplace
Kirigakure
Children
Sex
male
Eyes
dark, steely grey
Hair
short, spiky, black fading to grey
Skin Tone/Pigmentation
pale
Height
6'7
Weight
344lbs.
Belief/Deity
will of water
Aligned Organization

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