~Character Data~
Name: Dash (real name unknown)
Village: Otogakure
Clan/Bloodline: n/a
Element Affinity: Lightning, earth, fire
Age: 35
Gender: Male
Rank: Jounin
~Appearance~
Headband: Sewn into the left arm on his jacket
Height: 6’2
Weight: 185
Hair: bleached a brilliant white, and cut ruggedly short.
Eyes: brown.
Physical Description: Tightly toned and lean, he focuses more on the technique and form of his weapon craft than physical energy. He has several small jagged scars in his stomach and arms from his years as a street-fighter.
Clothing: Dash wears a black tank top separated into vertical sections making a pattern. On top of that he has a black jacket, made with leather, that buttons at the neck and zips up front. On the bottom of the jacket light grey and white tribal patterns decorate the trim. He wears a loose belt over average black pants and orange sandals. Always at some proximity to him are his white sunglasses with bright orange lenses. He only wears his two katanas on missions but when he does, they are strapped across his back, crossing on either side of his shoulders with a leather holster that is similar to a backpack.
Background: Dash comes from the streets of the city, a much larger industrious village on the coast of the rice, which was attacked by Taki when he was younger. The boy mastered the art of the katana to defend himself, and ended up growing up as a champion street fighter. When he was just 15 he was employed as a bodyguard for rich crime bosses. Realizing the dirt and wickedness of the place he lived. Dash packed a bag and headed to the countryside, finding himself in oto as a young boy he quickly joined the ninja ranks and found himself a new home.
First hand account of his first killing
biggrin ash struggled with something to say. "........ I was.... nine." he was quiet for a while. Raine perked up his head. "I had seen it before but I'd never done it until then." He looked to the other side of the room remembering. "I was living on the street and one night, when I was sleeping, they just grabbed me. They kicked me in the head until I passed out and then they took me to this camp. I don't know where the ******** it was. Some idiot rebels, or some stupid s**t like that, and they had a whole bunch of us there. They put us up in cages even. And then they came for you, gave you a knife and threw you into a ******** ring. Where people could watch you fight." he paused, "We fought to the death." he still hadn't looked over to the boy, but Raine had pulled himself up and the tears had dried on his cheeks. "I still remember that kid....He didn't have any clue what the hell we were doing. He didn't want to hurt me. But we looked at each other, and we thought of those cages, and we stabbed each other until he died." he looked down and pushed away his jacket, then pulled up his tank top a few inches to reveal jagged scars in his gut. There were three in the few inches Raine could see. "Hah, God damn this world sometimes." he looked up at Raine. "I broke part of the blade from my knife and stabbed myself with it.... When they took me back I pulled it out and picked my lock with it. When they slept I cut their throats and ran." A silence followed that was so deep and thick. The two could have said everything that needed to be said and it would have been the same.
Jounin years: Dash had grown a reputation for a fearless shinobi and fierce friend. As a young man he had many friends and yet spent the majority of his time alone, living with no one and never committing to anyone. The only commitment in his life was the job, and he found it enthralling. There was a fire that lived in Dash’s heart for action and adventure, he worked and studying countlessly to better himself in battle. Though he never let sight of the truth evade him, every battle was his first or his last. Every enemy was that boy staring into him, every death his price for life. He was grounded and valued everyday he lived, only hoping to rid the grime and scum that he knew from his world.
Team 4: As unwillingly as Dash first was introduced to his genin team, Raine Kimiko, and Xen, he grew to admire the kids and everything that they stood for. He hoped that he could better then, but truly doubted that he was worthy for the job. He loved them as younger siblings, and for the first time became truly attached and committed to people, as little as they may be. Though, with love comes worry, and with Dash’s susceptibility to post-traumatic stresses, he became somewhat ill with nightmares depicting their deaths. He, of course, hid this from all but his longtime friend, Dr.Grey.
Time skip: With his team split up Dash tried to stay away of larger missions and focused his energies on training and working on the building of the new academy, which the majority of the shinobi force were rebuilding.
Personality: Dash is witty and cool. Taking on joking and harsh moods as he goes. The man is quiet generally. He is a good, calm, powerful leader and a strong and forceful friend. Loyal to those he loves and his adopted home.
Other:
Missions:
S:
A:
B: 1
C:
D:
Jutsu:
Bunshin no Jutsu (Clone Technique)
This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.
Kakuremino no Jutsu (Cloak of Invisibility Technique)
This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.
Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.
Ninjutsu-
Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Dice Rolls: 1 Roll
Damage: Exploding tag damage [10-20]
Reflex DC: 8 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Learn in the academy. Chakra Control 2.
Training: 1 stage
Stage I: Chakra Control DC 12 The paper of a bomb tag has been specially infused with a certain chakra that reacts with aggressive chakra. Project your chakra and practice activating them.
Genjutsu Kai (Genjutsu Release)
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else.
Cp cost: 10
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Chakra Control 8, Genjutsu 4
Training: 2 stages
Stage I: Genjutsu DC 14 Learn the basics of genjutsu. Learn how they work, and how to escape from it.
Stage II: Chakra Control DC 18 Become in tune with your body's chakra system. You may ask a friend who knows genjutsu to perform one on you so you can practice breaking your chakra circulation and the genjutsu.
Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.
Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.
Chakra Kyūin Jutsu (Chakra Absorption Technique)
This technique allows the user to absorb the physical and spiritual energy of an opponent. The user doesn't have to actually touch the opponent, since it is also possible to use it through other media such as earth or water. The only necessary condition is some medium through which chakra can be channeled.
Cp cost: 1/4 of chakra drained.
Dice Rolls: 4 Rolls
Damage: User can drain from (chk mod) to (chk mod x 3) cp per usage
Will DC: 15 + user's chakra mod + 2 per 10 ranks in user's Ninjutsu
Requirements: Chakra Control 30, Ninjutsu 28
Training: 4 stages
Stage 1: Chakra Control DC: 40, Creating a vacuum to your chakra system.
Stage 2: Ninjutsu DC: 38, Draining chakra from another living organism through direct contact.
Stage 3: Ninjutsu DC: 40, Draining chakra from another living organism through an object or element.
Stage 4: Chakra Control DC: 42, Assimilating the stolen chakra to your chakra system.
Special: A successful Will check prevents any chakra from being drained. A natural 1 on Will check doubles it. The user gains the Cp drained from the target. Can be used while grappling.
Hien (Flying Swallow)
This technique requires a bladed weapon. By feeding chakra into the weapon, the ninja will increase the length and density of his blade to strike an enemy from several feet out of the physical blade's range. This is accomplished by creating an invisible extension of chakra that shapes into an edge that functions like the normal blade itself. Seeing the blade, the opponent may misjudge how far they need to move to avoid an incoming strike and thereby still be cut even if they manage to avoid the metal portion of the blade.
Cp cost: 30 + 2 chakra points per round the blade is maintained this way.
Dice Rolls: 4 Rolls
Damage: Add [chk mod] to [attack melee] with the weapon.
Reflex DC: n/a
Awareness DC: 15 + user's chakra mod + 2 per 10 level in user's ninjutsu
Requirements: Bladed weapon skill 25, Ninjutsu 30, Chakra Control 30, Sneak Attack 20
Training: 4 stages
Stage 1: Chakra Control DC: 40, Infusing blades with chakra flow.
Stage 2: Ninjutsu DC: 40, Extending the chakra flowing through the blade passed its tip.
Stage 3: Sneak Attack DC: 30, Concealing the extension of the blade to keep the opponent guessing.
Stage 4: Bladed weapon skill DC: 35, Adapting to fighting with the weapon without cutting yourself.
Special: As long as Awareness DC is not matched by opponent, all attacks are considered Sneak Attacks.
Katon: Karyudan (Fire Release: Fire Dragon Missile)
A huge blaze is blown to ignite the mud balls launched from Doton: Doryūdan (Earth Release: Earth Dragon Bullet), making it more devastating.
Cp cost: 65
Dice Rolls: 4
Damage: Read special.
Reflex DC: 15 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 42, Ninjutsu 40, Doton: Doryuudan (Earth Release: Earth Dragon Bullet).
Training: 3 stages
Stage I: Chakra Control DC 52 Generate the flame from within you. This time the focus is not on accuracy or control but on sheer power.
Stage II: Chakra Control DC 55 Make sure the flame is hot and potent enough to ignite the mud balls launched by Doton: Doryuudan.
Stage III: Ninjutsu DC 55 Combine the previously learned elements.
Special: Increases Doton: Doryuudan damage by 50%.
Katon: Haisekishō, (Fire Release: Burning Ash)
Unlike other fire-based techniques, this technique allows the user to breathe out a cloud of superheated ash. Because it is ash and not flame, the ash remains in the air around the target, and therefore remains potent for a longer period.
Cp cost: 160
Dice Rolls: 5
Damage: 75 – 100 + chk mod, +(20 + chk mod) damage every round the victim stays in the area.
Reflex DC: 18 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Fire Affinity, Chakra Control 45, Ninjutsu 40
Training: 5 stages.
Stage I: Chakra Control DC 55 Practise generating superheated ash. Focus on making the ash super light so it disperses well in the air.
Stage II: Chakra DC 25 {d20 + chk mod} Work on making the ash even hotter than you've managed before.
Stage III: Chakra Control DC 57 Improve your dispersing skills. Use your chakra to ensure the ash is widely spread.
Stage IV: Constitution DC 22 {d20 + con. mod} The ash will do a runner to your lungs. You just have to get used to it.
Stage V: Ninjutsu DC 55 Combine all the previously trained elements together.
Special: Ashes remain for a number of rounds equal to the user’s chakra modifier. Ashes damage ALL people in the area.
Doton: Doroku Gaeshi (Earth Release: Earth Shore Return)
After striking the ground with his hands, the user creates a large wall of earth will rise into place as defense. The defense is not perfect though, since a hard or drilling impact can puncture the wall.
Cp cost: 45
Dice Rolls: 3
Damage: ----
Reflex DC: N/A
Requirements: Earth Affinity, Chakra Control 20, Ninjutsu 18
Training: 3 stages
Stage I: Chakra Control DC 30 Pack large quantities of earth together to create a sturdy wall.
Stage II: Chakra DC 20 {d20 + chk mod} Reinforce with chakra.
Stage III: Ninjutsu DC 30 Draw the earth wall up from the ground focusing on speed.
Special: Grants +10 reflex bonus and halves area effect ninjutsu damage for [user's chk mod / 2] turns, unless the area is bigger than the wall can cover. Of course the user must be behind the wall to enjoy the benefits.
Doton: Retsudotensho (Earth Release: Split Earth Turn Around Palm)
This technique allows the ninja to control nearby rocks and stones that surround the enemy and will begin to hit and spin about crushing all those trapped within it.
Cp cost: 20 + 10 per rock
Dice Rolls: 3
Damage: 20 + 5 – 15 per rock used + chk mod.
Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu
Requirements: Earth Affinity, Chakra Control 23, Ninjutsu 21
Training: 3 stages
Stage I: Chakra Control DC 33 Levitate rocks and stones.
Stage II: Chakra DC 18 {d20 + chk mod} Work on the spin and speed the rocks travel at.
Stage III: Ninjutsu DC 33 Combine the previously learned elements.
Special: Maximum amount of rocks you can control is equivalent to your chakra mod.
Raiton: Raidendou (Lightning Release: Lightning Conduction)
The user channels his lightning chakra through his weapon for added damage. Only weapons made with Kumo steel can conduct lightning chakra.
Cp cost: 10 per attack
Dice Rolls: 2 (to activate)
Damage: See Special.
Reflex DC: N/A
Requirements: Lightning Affinity, Kumo steel weapon, Chakra Control 10, Ninjutsu 6
Training: 2 stages
Stage I: Ninja Weapons DC 12 Weapon familiarisation.
Stage II: Chakra Control DC 22 Practise conducting the chakra through the weapon. The weapon should be like an extension of your own hand.
Special: Add chakra mod. to damage. Melee weapons only.
Raiton: Hiraishin (Lightning Release: Electric Needle Spark)
After coming into physical contact with the opponent, the user raises their arm into the air, generating a powerful bolt of electricity which will travel through their body into the body of the opponent.
Cp Cost: 80 Cp
Dice Rolls: 3
Damage: 65 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: n/a
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 20, Ninjutsu 25, Chakra 28
Training: 3 stages
Stage I: Chakra Control DC 30 Wrapping a limb with electric chakra.
Stage II: Chakra DC 19 {d20 + chk mod} Forcing your electric chakra inside the target.
Stage III: Ninjutsu DC 35 Not electrocuting yourself with your own jutsu despite contact.
Special: Used after a succesful melee or weapon attack or during a grapple. There is no reflex save for this technique, it is an auto-hit through direct contact. Victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next tur
Medical Ninjutsu-
Medical Technique: Minor Chakra Heal
By using one's chakra, a ninja can repair damaged muscles and skin. Through hard studies and continual practice a ninja can master the proteins in a body to help repair these injuries. [no bones can be repaired by this technique.]
Cp Cost: 12 per usage
Dice Rolls: 2
Heals: 1 - 10 + Chakra Mod.
Requirements: Medical Ninjutsu 15, Chakra Control 20
Training:
Stage I: Chakra Control DC 30 Heal a wound of a lesser life form (flower, insect, tiny animal...).
Stage II: Chakra Control DC 32 Increase the radius of a wound and repeat stage I.
Stage III: Medical Ninjutsu DC 27 Heal a wound of a fellow human being.
Special: Heals a small amount of HP on a desired target.
Genjutsu-
Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique)
This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great.
Cp cost: 12
Dice Rolls: 2
Damage: 10 - 25 + int mod
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 8, Chakra Control 10
Training days: 2 stages
Stage I: Chakra Control DC 20
Stage II: Genjutsu DC 18
Suzu Senbon no Genkaku (Illusion Bell Needles)
Technique which uses special bells attached to throwing needles {senbon}. The bells ring at a certain frequency and the sound directly affects the brain. This is able to disorient the opponent and create various illusions that hinder the opponent's ability to attack and defend.
Cp cost: 15 + 4 per post.
Dice Rolls: 2
Damage: See Special.
Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Senbon, Crafted bells {Only available in Otogakure or Craft DC 20}, Genjutsu 16, Chakra Control 20
Training: 2 stages
Stage I: Chakra Control DC 30
Stage II: Genjutsu DC 26
Special: -2 compounding to all rolls per turn trapped in the Genjutsu, max is -8
Mateki: Mugen'onsa (Demonic Flute: Dream Sound Chain)
The recipient will feel like they are tied with numerous wires, restricting their movement. Then, their flesh will begin to melt away from their bones, causing great pain and horror to the person receiving the jutsu.
Cp cost: 70 + 20 per subsequent turn
Dice Rolls: 4
Damage: 70 - 90 + int mod per turn
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 38, Chakra Control 40
Training: 4 stages
Stage I: Chakra Control DC 50
Stage II: Intelligence DC 25 {d20 + int mod}
Stage III: Chakra Control DC 52
Stage IV: Genjutsu DC 48
Special: If Genjutsu DC is more than 10 points over the target's Will Save check, the target is put in a state of Panic.
Taijutsu-
Hayabusa Otoshi (Peregrine Falcon Drop)
The user grabs a falling opponent by their ankles, wraps their legs around the opponents waist, and drives them head first into the ground.
Cp cost: ---
Dice Rolls: 3
Damage: Taijutsu damage x 2 + 10 – 15 damage per 10 feet of falling.
Requirements: Taijutsu 23, height to perform the move from (Konoha Senpu, a ledge, a crate etc.).
Training: 3 stages.
Stage I: Taijutsu DC 33. Dive from a high ledge and save yourself with a big log or some other kind of substitute for a person.
Stage II: Taijutsu DC 35. Dive from a higher ledge.
Stage III: Taijutsu DC 38. Jump together with your training object and then use the technique.
Summoning Contract-
~Stats~
LV. 35
Experience: 0/1800
Hp: 805
Cp: 630
MHp: 805
Strength: 12 + 26 Mod: 14
Dexterity: 12 + 22 Mod: 12
Constitution: 12 + 24 Mod: 13
Intelligence: 12 + 20 Mod: 11
Wisdom: 12 + 24 Mod: 13
Charisma: 12 + 19 Mod: 10
Chakra: 12 + 28 Mod: 15
Dodge Bonus: 10+12+13= 35
Damage: 38-43
Katana: 93-102
Base Attack Bonus: 35
Attack Melee: 51/46/41/36/31/26
Attack Melee with Katana: 61/56/51/46/41/36/(31* Duel wielding)
Attack Ranged: 47/42/37/32/27/22
Base Save Bonus: 17
Fort: 30
Rex: 29
Will: 30
~Skills~
Ninja Skills [Mundane] ((Modified By)):
Athletics (Str): 14+0=14
Acrobatics (Dex): 12+3=15
Escape Artist (Dex): 12+2=14
Sleight of Hand (Dex): 12+0=12
Stealth (Dex): 12 + 23=35
Concentration (Con): 13+10=23
Alchemy (Int): 11+0=11
Chakra Control (Int): 11+34 =45
Craft (Int): 11+3=14
Treat Injury (Int): 11+9=20
Awareness (Wis): 13+ 25=38
Read Lips (Wis): 13+0=13
Sense Motive (Wis): 13+15=28
Survival (Wis): 13+4=17
Diplomacy (Cha): 10+5=15
Handle Animal (Cha): 10+0=10
Innuendo (Cha): 10+0=10
Intimidate (Cha): 10+8=18
Perform (Cha): 10 +10=20
Seduction (Cha): 10+18=28
Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons (Melee): 55 (Katana)
Ninja Weapons (Ranged):
Taijutsu: 23
Ninjutsu: 40
Medical Ninjutsu: 15
Genjutsu: 38
Fuuin Jutsu:
Sneak Attack: 20
Puppet Play:
~Possessions~
Money:
Ryo: 500
Equipment:
2xKatana: The katana is the most artistic and well crafted sword in all the world. The curve of the katana's blade allows the user to draw the sword at faster speed than any other sword created by man, the sword itself is both hard and light and can cut through almost anything with ease. Unfortunately it is large and so is cumbersome to fight with in small rooms.
Damage: 1 - 10 + str. mod.
Range: Melee.
Fue: A musical instrument used in conjuction with techniques. By using a special chakra, the user is able to create melodies that can control ogres or even create powerful illusions. The flute itself, is quite durable and can withstand attacks from an opponent's weapon.
5xKibaku Fuda: (exploding tag) A piece of paper marked with the character "Explode" (Baku). The tag can be placed on various objects and will detonate after a certain amount of time.
Damage: 10 – 20
Radio: The short range radio is capable of keeping ninja in contact across several miles. The radio can accept multiple frequencies and is activated to talk by pushing a button on the neck attachment.
5xSuzu: A basic bell used to test the abilities of a ninja, such as Genin.
5xKunai: "Read description in melee weapons"
Damage: 1 - 4 + Dex. mod.
Range: 30 ft.
Special:
10xShuriken: The shuriken is a traditional Japanese concealed weapon that was used for throwing, and sometimes stabbing. They are small, sharpened, hand-held blades made from a variety of everyday items, such as needles, nails, and knives, as well as coins, washers and other flat plates of metal.
Damage: 1 - 2 + Dex. mod.
Range: 40 ft.
Special: Can throw six shuriken per turn. "In other words 3 from each hand."
Valuables A small cheap looking seashell souvenir.