Re: Okada Kaji - Shinobi 101
Swapping Abilities
New Abilities:
Bloody Mess (4th Ability Slot) RP Link (+300wc)
Quickdraw (8th Ability Slot) RP Link (+300wc)
Removing Abilities:
Called Shot
Ranged - Physical Style
[spoilername="Full Ability List"]01. Nimble Hands
02. Mechanized Weapon
03. Contract Mastery
04. Bloody Mess
05. Initiative
06. Defensive Technique
07. Deflection
08. Quick Draw
09. Curse Seal
10. Stalker
11. Weapon Attunement
12. Clarity
** ANBU: Sentinel
** Shinobi 101[/spoilername]
Subbing Core Ability Options
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Equipment
1. Belt Pouch
3. Earpierce Headset
4. Vest Pocket Sealing Scroll
6. Eelspine (Water Dance Stance) (Sentinel Item Slot)
** Weapon Holster - Eelspine
** Weapon Holster - Eelspine (Dracospine Form)
Primary Weapon Form
Name: Eelspine
Ranged/Slashing Weapon: Magical Scimitar (Sword)
Damage Modifiers: +2 Accuracy / -5% Damage
Secondary Effects: +3% Bleeding
Abilities: Weapon Attunement / Bloody Mess / Mechanized Weapon / Quickdraw
Power 1: Forceful Mirror
Power 2: Compulsory Evacuation Mach.
Power 3: Watchlight
Augment 1: Trick Weapon (Slashing)
Augment 2: Silencer
Augment 3: Mirage
Secondary Weapon Form
Name: Eelspine (Dracospine Form)
Slashing Weapon: Magical Scimitar (Sword)
Damage Modifiers: +2 Accuracy / -5% Damage
Secondary Effects: +8% Bleeding
Abilities: Weapon Attunement / Bloody Mess / Quickdraw
Augment 1: Blood Rack
Augment 2: Razor Strike
Augment 3: Seige
Tertiary Weapon Form
Name: Eelspine (Water Dance Stance)
Ranged Weapon: Magical Scimitar (Sword)
Damage Modifiers: +2 Accuracy / -5% Damage
Secondary Effects: +3% Bleeding
Abilities: Weapon Attunement / Bloody Mess / Quickdraw
Augment 1: Quick Switch
Augment 2: Daze
Augment 3: Rough Divide
Swapping Abilities
New Abilities:
Bloody Mess (4th Ability Slot) RP Link (+300wc)
Quickdraw (8th Ability Slot) RP Link (+300wc)
Removing Abilities:
Called Shot
Ranged - Physical Style
[spoilername="Full Ability List"]01. Nimble Hands
02. Mechanized Weapon
03. Contract Mastery
04. Bloody Mess
05. Initiative
06. Defensive Technique
07. Deflection
08. Quick Draw
09. Curse Seal
10. Stalker
11. Weapon Attunement
12. Clarity
** ANBU: Sentinel
** Shinobi 101[/spoilername]
Subbing Core Ability Options
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|Removing said:Sniper - Modification (2 points)
Restriction- Requires Called Shot
Effect: When making called shots while in Stealth mode, The user suffers no accuracy penalty.
Weapon Break - Passive (2 points)
Effect: Each time an opponent misses the user with a Taijutsu-based attack the user's next Called Shot: Weapon against that target gains +2 Accuracy. This effect stacks up to three times and lasts until the user makes a Called Shot: Weapon.
Counterattack - Passive (3 points)
Effect: Whenever the opponent misses a melee attack on the user (melee taijutsu included; they may only counter once per jutsu), the user may counterattack with their current equipped weapon dealing Basic Strike Damage at no cost. This has no limit.
[/col]Adding said:Shadowstep - Passive (2 points)
Effect: The user has a 30% chance at remaining in Stealth after performing a Sneak Attack.
Once per round, the user may make a Sneak Attack without being dropped out of Stealth; this may only be done three times per battle.
Feint - Dependent Special Move (2 points)
Sometimes a fast attack isn't always the best attack. An Opportunist can prime themselves to strike at exactly the right moment for maximum effect.
Effect: The user may add a stealth check to one of their melee attacks; if successful, it is treated as a Sneak Attack, otherwise it is used normally. This may only be done once per round successfully.
Quick Step - Boost (1 point, Purchased 3 Times)
Restriction- Can be purchased up to three times
Opportunists have mastered the art of precision attacking, knowing just when and how to catch the opponent off-guard with their attacks. It is very difficult into tricking one with your movements, masters as they are in the art of it already.
Effect: +1 accuracy (+3 Accuracy)
Class Change
Paper Trail for 35ASP Spent
[col]Current Custom Class
The Hunter
HP: (45+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: +4 Stealth and Awareness,
+5% Sneak Attack Chance
(Attacks will be considered sneak attacks;
if activated on a normal sneak attack, it will not drop the user from stealth.)
High: Ranged, Slashing (Shinobi 101)
Average: All
Low: None|New Custom Class
The Dawnbringer
HP: (40+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: +4 Stealth and Awareness,
+1 Accuracy
High: Ranged, Ninjutsu, Slashing (Shinobi 101)
Average: Genjutsu
Low: Melee[/col]
Equipment
1. Belt Pouch
- 1a. Micro Chakra Bomb x2
1b. Smoke Bombs x3
3. Earpierce Headset
4. Vest Pocket Sealing Scroll
- 4a. Explosive Notes x5
4b. Ninja Wire
4c. Antidote
6. Eelspine (Water Dance Stance) (Sentinel Item Slot)
** Weapon Holster - Eelspine
** Weapon Holster - Eelspine (Dracospine Form)
Primary Weapon Form
Name: Eelspine
Ranged/Slashing Weapon: Magical Scimitar (Sword)
Damage Modifiers: +2 Accuracy / -5% Damage
Secondary Effects: +3% Bleeding
Abilities: Weapon Attunement / Bloody Mess / Mechanized Weapon / Quickdraw
Power 1: Forceful Mirror
Power 2: Compulsory Evacuation Mach.
Power 3: Watchlight
Augment 1: Trick Weapon (Slashing)
Augment 2: Silencer
Augment 3: Mirage
Secondary Weapon Form
Name: Eelspine (Dracospine Form)
Slashing Weapon: Magical Scimitar (Sword)
Damage Modifiers: +2 Accuracy / -5% Damage
Secondary Effects: +8% Bleeding
Abilities: Weapon Attunement / Bloody Mess / Quickdraw
Augment 1: Blood Rack
Augment 2: Razor Strike
Augment 3: Seige
Tertiary Weapon Form
Name: Eelspine (Water Dance Stance)
Ranged Weapon: Magical Scimitar (Sword)
Damage Modifiers: +2 Accuracy / -5% Damage
Secondary Effects: +3% Bleeding
Abilities: Weapon Attunement / Bloody Mess / Quickdraw
Augment 1: Quick Switch
Augment 2: Daze
Augment 3: Rough Divide
[/col]