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NinjaSamurai360

PostPosted: Sat Aug 20, 2011 1:37 am


Revised 11-11

Note: The character I had originally wrote up for to have a Summoning Hawk is no longer valid, and therefore neither is the particular hawk that I had written the character profile for below. Please ignore the character profile and approve or make suggestions solely based on the species as a whole.

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Name of the contract: Joukuu-Take Hawks
Nature of the summons: Giant hawks
Description: These hawks are larger than life, having a total wingspan of over 9 meters. Hatched from eggs the size of toddlers, the giant hawks grow rapidly, reaching adulthood in a few months, and live around 15 years.
Origin: There is a mountain range, high up in the mountains beyond Kumogakure, that extends high up past any naturally forming clouds. Just beyond the highest cloud cover, the hawks dig niches into the rock face with their talons, the beginnings of their nests. The nests are typically 7-12 feet in diameter, big enough for two adults, or one and a nest. The summits of these mountains are dotted with these hawks nests, and unless the mother has laid her eggs and is guarding them, the nests are normally vacant, as the hawks like to spend most of their time flying and improving their skill.
Signature form: Blood from the summoner is dripped along the rachis and quill of the feather from the hawk to be summoned, willingly given as a gesture of giving permission, and placed upon the summoning scroll where it is imprinted into the paper when rolled up.
Physical requirements: Str mod 5, Dex mod 7, Wind or Lightning Affinity
Psychological requirements: The hawks are an extremely proud race, and to be given the privilege to summon one is an honor. The hawks take great insult at any disrespect, belittling, or condescension. The hawks reserve the right to break their contract with the summoner should they not treat the hawks with the utmost authority, equality, and respect.

IMPORTANT:To even be given the contract in the first place requires the summoner prove themselves worthy of the hawks approval. Whoever so desires the contract must travel on foot from the village of their origin to the Valley of Thunder, just beyond the boundaries of Kumogakure. The Valley of Thunder is the closest human settled area to their habitat, as the area is densely forested with mountains of staggering proportions. In fact, the only way to get to the hawks is to go through the Valley of Thunder, which was named after the frequent thunderstorms that form around the mountains. From the Valley, the hawks can survey the potential contractor, and watch their progress to determine their worthiness. The summoner must then travel to and climb the mountain at the end of the valley, which is the first mountain the hawks inhabit in the series that form the mountain range. There is a long staircase, so the task is not impossible, but it is very difficult, and shows the hawks who has the most determination. The journey takes 3 days in total, 2.5 days to climb the mountain, and a half day to fly by hawk back to civilization. Once at the top, the hawks will often stare at the newcomer, trying to decide their worth. This process can sometimes take several hours if the candidate has shown worth, but is a questionable partner. Eventually, each hawk will either turn its head to the person, signaling a denial, or will bow its head to the person, signaling acceptance. The custom among the hawks is that the highest authority hawk will often present itself to the summoner, and that is the hawk you will be able to summon. Denial of the hawk, or any sign that the person did not wish for that particular hawk, but another, is one of the most severe signs of disrespect, for which the summoner would be lucky to not be pecked and clawed all the way back down the mountain without any contract, and that person is forever barred from forming a contract with the hawks. In rare cases, a more humble elder hawk will be able to see even the slightest facial expressions of dissatisfaction, and will pass up the opportunity to sign the contract, and will allow the hawk the person desired to sign the contract instead, although this is frowned upon among the hawks.

To be perfectly clear, all times listed above are in RP time, and require sufficient posts to climb the mountain.

Climbing the mountain:
DC 10
Formula 1d20
Training 25/25 (for all 2.5 days)
*2.5 RP day MUST PASS before reaching the mountaintop*

Convincing the Hawks
DC 25
Formula (Chr + 1d20)
Training 5/5
*More than 50% failure will result in rejection by the hawks, after which they cannot be contracted*

In-Game Stats
+2 per 5 levels Dex
+2 per 5 levels Awareness
+2 per 10 levels Sense Motive
-2 per 10 levels Str
-2 per 10 levels Con
-2 per 10 levels Athletics
-2 per 5 levels Escape Artist

~Species Jutsus~


Ninjutsu-

Feza-Senbon(Feather Senbon Technique)
Description: The user contracts the follicles in their wings, allowing them to discharge feathers from their wings. In the last moments of the feather still being attached to the rest of the wing, the user embeds the feather with a small amount of chakra, making the edges extremely sharp, and the feather itself, very fast when "fired" from the wing. It this manner, the user can point their wings at the target and discharge chakra infused feathers from their wings, which function similar to senbon. The feathers have cutting, and slight piercing, capabilities.
Rank: B
Cp Cost: 15 per feather discharged
Rolls: 4
Damage: 7 + Chk mod + 2 per 10 ranks in Ninjutsu per feather
Reflex DC: 12 + Dex mod + 2 per 10 ranks Ninjutsu
Requirements: Dex mod 15, Chakra Control 30, Ninjutsu 20, only Giant Hawks can use
Training: 4 Stages
Stage 1: Chakra Control 35 Get in tune with your chakra network to discover all the different follicles your feathers protrude from, you will need to know which ones you want to discharge and how control the follicles with your chakra in order to discharge them
Stage 2: Chakra Control DC 40 Practice using your chakra to contract the muscles around your follicles, discharging the feathers
Stage 3: Dex DC 20 Practice discharging the feathers while in flight. You will need to time your shots, making sure to fire when your wings come together, parallel to each other.
Stage 4: Dex DC 25 Now that you have all the previous components down, try firing at stationary or moving targets.
Special: - User can fire 1 feather per 5 ranks in ninjutsu
- User must fire maximum amount of feathers possible, unless chakra is insufficient

Kaze Slipstream (Wind Wake Technique)
The user flies at the target at an incredible speed, creating a wind wake behind them. By channeling chakra into the tips of their wings, the user can create a powerful wind slipstream behind them. The user then flies right past the target, hitting them with the jetstream infused with chakra, creating a powerful wind attack.
Rank: C Cp Cost: 50 Rolls: 3
Damage: 50-80 + Chk mod + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 10 + Dex mod + 2 per 10 ranks Ninjutsu
Requirements: Dex mod 7, Chakra Control 20, Ninjutsu 15, only Giant Hawks can use
Training: 3 Stages
Stage 1: Dex DC 20 Learn to fly very, very fast. Practice improving your speed.
Stage 2: Dex DC 25 Practice flying past a target at high speed, flying past right next to the target, but not touching
Stage 3: Chakra Control DC 30 Practice releasing chakra from the tips of your wings, infusing the slipstream with your chakra

Taijutsu-

Joukuu Rakka (Sky Drop)
The user swoops down and picks up a target with its talons, carrying it to high altitudes. When the user is high enough, they turn around and begin a daredevil free fall towards the surface, letting go of the target and pulling up just before the ground. The technique is highly similar to Hayabusa Otoshi (Peregrine Falcon Drop).
Rank: C
Cp Cost: 0
Dice Rolls: 3
Damage: 30 - 50 + 2x User Taijutsu
Reflex DC: 12 + Dex mod
Escape Artist DC: 12 + Str mod + 1 per 5 ranks Taijutsu (first round, see special)
Requirements: Str mod 2, Dex mod 10, Taijutsu 25, only Giant Hawks can use
Training 4 Stages
Stage 1: Dex DC 15 Fly up very high
Stage 2: Dex DC 25 Fly up very high, then tuck in and free fall to the ground, only to pull up just before the ground.
Stage 3: Str DC 20 Fly up very high, free fall, and pull up just before the gowned, carrying a human sized weight
Stage 4: Dex DC 30 Work on improving your speed, not allowing your target to escape your grip, and letting go of them at the last moment of terminal velocity before pulling up.
Special: Target can roll Escape Artist up to 3 times to wriggle free from grip. Every subsequent failure results in adding +5 to the Escape Artist DC (+5 the second roll, +10 the third). If the target escapes on the first/second/third DC, they must pass a Dex Check of 15/25/35 respectively to land safely. Failing the safety landing results in a loss of -20/30/40 Hp respectively.

--------------------------------------------------------------------------------------------------------------------------------------

~Character Data~


Name: Kaito
Contract to which it is bound: Kiego Raiken
Element Affinity: Wind
Gender: Male
Rank: 2 (That means Chunnin level summon)

~Appearance~


Height: 8 feet Length: 10 feet
Weight: 150 lbs
Physical Description: Kaito is a noble bird, even among the hawks. He is a fully matured hawk, so his wingspan is over 25 feet (it is unconventional among the hawks to be measured or studied, making accurate measurements unlikely). He is colored a light brown, with green eyes and purplish eye outlines (similar to Naruto in Sage Mode, only purple). His body is rather round, but to say so would constitute a rather unpleasant clawing, and he certainly has enough strength to pull his weight around so his performance is not affected. He has golden brown feet, with brightly polished talons. His beak is also the same shade of brown as his feet, and he has a notch just above his nostrils, likely from a past fight with another hawk.
Clothing: Only a black collar around his neck, with a small metal ring attached. This is so that in the event of high speed or combat flight, Kiego can attach a safety line connecting him to the collar, just in case Kiego loses his grip or gets blown off.
Background: Its a hawk. Regular hawk life.
Personality: Kaito is a kind hearted hawk, always conducting himself cordially, but only if the respect is mutual. Kaito will usually turn his head to others until they properly and appropriately introduce themselves to him, after which he will quickly bow his head in acknowledgement. Usually after that he will just stare at whoever is talking, or listen for any sounds in the distance. Kaito is a proud bird, and demands that one always ask permission before touching him. He is extremely loyal, but his pride will come before his loyalty at times. He will stand up for Kiego if he is disrespected by others, but knows that whatever situation arises is Kiego’s fight, unless it comes to life or death scenarios or the situation involves Kaito.
Other: Hawks have the ability to unsummon themselves, but do so only with the permission of their summoner. Being that the contract is signed by both parties, Kaito has the ability sense Kiego’s health, and will fly to Kiego’s rescue if he is dying. (In the event Kiego’s heath drops below 0 Hp in a fight against enemy shinobi where he is completely alone, Kaito will swoop in and carry him back to Konoha. Enemies can roll 3 attacks, and if Kaito dodges them all, Keigo will be safely extracted. If one of the DC’s fail, Kaito has dropped Kiego and will be unable to retrieve him a second time.

~Jutsus~


Ninjutsu-

Kaze Slipstream (Wind Wake Technique)
The user flies at the target at an incredible speed, creating a wind wake behind them. By channeling chakra into the tips of their wings, the user can create a powerful wind slipstream behind them. The user then flies right past the target, hitting them with the jetstream infused with chakra, creating a powerful wind attack. Rank: C Cp Cost: 50 Rolls: 3
Damage: 50-80 + Chk mod + 2 per 10 ranks in Ninjutsu
Reflex/Acrobatics DC: 10 + Dex mod + 2 per 10 ranks Ninjutsu
Requirements: Dex mod 7, Chakra Control 20, Ninjutsu 15, only Giant Hawks can use
Training: 3 Stages
Stage 1: Dex DC 20 Learn to fly very, very fast. Practice improving your speed.
Stage 2: Dex DC 25 Practice flying past a target at high speed, flying past right next to the target, but not touching
Stage 3: Chakra Control DC 30 Practice releasing chakra from the tips of your wings, infusing the slipstream with your chakra

Futon: Daitoppa (Wind Release: Great Breakthrough)
The user sends out a powerful explosion of wind, which can easily level almost an entire area.
Cp cost: 50
Dice Rolls: 3, can be used defensively as a reaction (during opponent's turn).
Damage: (55 - 80) + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 25, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 35 Use your chakra to change and manipulate the air currents around you, causing powerful gusts of wind to blow in any direction you choose.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power and scale of your wind gusts even more. Aim to level a tree or two or ten. Well if your village has trees...
Stage III: Ninjutsu DC 32 Combine the previously learned elements.
Special:
*If technique connects target must roll an acrobatics check. If victim fails acrobatics check, user may get one attack of opportunity.
*Can be used defensively to deflect projectiles. User may roll 1d20 + Ninjutsu against opponent's ranged attack rolls. All throwing rolls beaten by Ninjutsu roll are deflected.

Kamaitachi no Jutsu (Wind Scythe Technique)
A technique that, using a giant fan or similar, creates huge gusts of wind mixed with chakra capable of cutting the target apart. This whirlwind is powerful enough to repel and destroy multiple types of throwing weapons and can even reflect sound waves right back at their original source.
Cp cost: 35
Dice Rolls: 3
Damage: 35 – 55 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 18
Training: 3 stages
Stage I: Chakra Control DC 30 Create huge gusts of wind by skilfully manipulating the air around you with your chakra.
Stage II: Chakra DC 20 {d20 + chk mod} Make the wind more deadly. Instead of sheer force or a large area, make the wind bursts sharp and deadly.
Stage III: Ninjutsu DC 33 Practise with throwing weapons in this stage. Combine the previously learned elements with an emphasis on repelling the throwing weapons.
Special: Knocks back throwing weapons.

Genjutsu-

Taijutsu-

Joukuu Rakka (Sky Drop)
The user swoops down and picks up a target with its talons, carrying it to high altitudes. When the user is high enough, they turn around and begin a daredevil free fall towards the surface, letting go of the target and pulling up just before the ground. The technique is highly similar to Hayabusa Otoshi (Peregrine Falcon Drop).
Rank: C
Cp Cost: 0
Dice Rolls: 3
Damage: 30 - 50 + 2x User Taijutsu
Fort DC: 20 + 2 per 10 ranks in Taijutsu
Requirements: Str mod 2, Dex mod 10, Taijutsu 25, only Giant Hawks can use
Training 4 Stages
Stage 1: Dex DC 15 Fly up very high
Stage 2: Dex DC 25 Fly up very high, then tuck in and free fall to the ground, only to pull up just before the ground.
Stage 3: Str DC 20 Fly up very high, free fall, and pull up just before the gowned, carrying a human sized weight
Stage 4: Dex DC 30 Work on improving your speed, not allowing your target to escape your grip, and letting go of them at the last moment of terminal velocity before pulling up.
Special: Target rolls 3 escape rolls to wriggle free from grip. Must pass +5 the original attack roll to escape. If the target escapes on the first/second/third DC, they must pass a Dex Check of 15/25/35 respectively to land safely. Failing the safety landing results in a loss of -20/30/40 Hp respectively.

~Stats~


Base Points / Distribution Points / Final Mod

LV. 17
Hp: 255
Cp: 136
MHp: 255
Stat cap: [Level + 30] = 47

Strength: 6 + 8 - 10 = 4 / 2 = 2
Dexterity: 6 + 28 - 10 = 24 / 2 = 12
Constitution: 6 + 14 - 10 = 10 / 2 = 5
Intelligence: 6 + 18 - 10 = 14 / 2 = 7
Wisdom: 6 + 14 - 10 = 10 / 2 = 5
Charisma: 6 + 8 - 10 = 4 / 2 = 2
Chakra: 6 + 12 - 10 = 8/ 2 = 4

Dodge: 27

Base Attack Bonus: 17
Attack Melee: 19
Attack Ranged: 29
Number of attacks:

Base Save Bonus: 8
Fort: 13
Rex: 20
Will: 13

~Skills~


Skill cap: [Level + 30] = 47

Strength modifier: 2

Athletics: 2 + 0 = 2

Dexterity modifier: 12

Acrobatics: 12 + 18 = 30
Escape Artist: 12 + 0 = 12
Stealth: 12 + 3 = 15
Sleight of Hand: 12 + 0 = 12

Constitution modifier: 5

Concentration: 5 + 5 = 10

Intelligence modifier: 7

Alchemy: 7 + 0 = 7
Chakra Control: 7 + 18 = 25
Craft: 7 + 0 = 7
Treat Injury: 7 + 0 = 7

Wisdom modifier: 5

Awareness: 5 + 20 = 25
Read Lips: 5 + 10 = 15
Sense Motive: 5 + 20 = 25
Survival: 5 + 0 = 5

Charisma modifier: 2

Diplomacy: 2 + 0 = 2
Handle Animal: 2 + 0 = 2
Intimidate: 2 + 3 = 5
Innuendo: 2 + 0 = 2
Perform: 2 + 0 = 2
Seduction: 2 + 0 = 2

Ninja Skills [Combat] ((No Modifiers)):

Taijutsu: 25
Ninjutsu: 20
Genjutsu: 0
Fuuin Jutsu: 0
Sneak Attack: 4
Puppet Play: 0
Ninja Weapons (Melee): 0
Ninja Weapons (Ranged): 0


~Possessions~


Weapons:
Other:

PostPosted: Sun Aug 21, 2011 12:54 am


Please take into account that most of the In-Game Stats are based on things a hawk would be good at like flying and eyesight. The stats are exactly counterbalanced with things that birds are generally lesser at than other animals, and things that birds have no ability to do.

Also, I will not be applying the In-Game Stats to Kaito's profile until I get approval for them.

NinjaSamurai360


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PostPosted: Tue Aug 23, 2011 8:26 pm


Two questions before I really go to town here:

1. Is this a public contract?
2. What do you mean by rank 2 for Kaito?
PostPosted: Tue Aug 23, 2011 8:39 pm


1. This is currently a public contract. Anyone wishing to contract the hawks has only to journey to Kumogakure. Once it opens, they will need the permission of the Raikage for safe passage through the Land of Lightning. This explained in the description.

2. In the summons thread where I found the script for this profile, it was mentioned to generalize all Gennin level summons as Rank 1, Chunnin as Rank 2, and so on. So by rank, Kaito would be a Chunnin by human terms. Obviously animals don't share the same titles as shinobi, so to generalize their power levels, they are put into Ranks.

Now please, feel free to go to town mrgreen

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PostPosted: Wed Aug 24, 2011 8:43 am


For the actual hawk contract:

Sensibility Test:Looks good.

Science Test I have to disagree with the titanium alloy. As far as I know alloys do not occur naturally and require smelting. Also what was the problem with them simply have larger bird bones? [fail]

Canon Test: Good to go since Hawks are canon.

Balancing:The amount of skills buffs and de-buffs is a little off the rails. Instead of having some many mods to the stats and skills you should just do the stats for the summons in a way that reflects a Hawks strengths and weaknesses. Perhaps you could just state for future people what their strengths and weaknesses are? Especially since you will be able vote on other peoples' Hawk summon.

Kaito: I'll address that when the actual contract looks good.
PostPosted: Wed Aug 24, 2011 11:37 am


Tairu Khime

Science Test I have to disagree with the titanium alloy. As far as I know alloys do not occur naturally and require smelting. Also what was the problem with them simply have larger bird bones? [fail]


As far as the hawk bones, I wanted to actually make it realistic by giving them a metal alloy. Since the birds are far bigger than normal, the material their bones are made from needs to be a material that is far more dense than actual bone, so that the bones can handle the pressure put on their wings from flying with that much weight. As far as titianium, I think I was liking more of aluminum.

By anyways my points is is that the bones need to be harder, denser, and more lightweight than actual bone. If you have ever looked at bird physiology, you would know that birds bones are already hollow, to decrease their weight. The material the bones can be made from can be something else, just strong and light.


Tairu Khime


Balancing:The amount of skills buffs and de-buffs is a little off the rails. Instead of having some many mods to the stats and skills you should just do the stats for the summons in a way that reflects a Hawks strengths and weaknesses. Perhaps you could just state for future people what their strengths and weaknesses are? Especially since you will be able vote on other peoples' Hawk summon.


I tried to balance the stats as much I could to accommodate the things I believe the hawks truly needed. Allow me to explain:

- Dexterity: Hawks definitely need dexterity as they can't block things, so dodging is their only defense. Plus, birds in general are very nimble and flexible as far as their wings go.

- Intelligence: Summoning animals are very smart creatures, look at the Toads; they could talk. Hawks may not be able to talk, but they are still very intelligent creatures

- Awareness, Read Lips, Sense Motive: are all associated with the Hawks eyes. Hawks have extremely good eyesight, like the Byakugan of birds, being able to see 10-20 milesaway. Sense Motive and Read Lips I might be swayed to cut if really necessary, but Awareness is the top priority for stats.

NinjaSamurai360


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PostPosted: Wed Aug 24, 2011 1:06 pm


Based on the fact that a Pterosaur's bones were in fact hollow and that the largest Pterosaur, the Pteranodon, has a documented largest size of a 7.5 meter wingspan it is no stretch of the imagination that an additional 2.5 meter wingspan would not cause them to be too big to fly with hollow bones. In fact having naturally occurring metallic bones would be more of a stretch.

I understand that you want the hawks to reflect certain abilities but a mass of +'s and -'s is just not the way to do it. You can achieve the same effect by just distributing the stats in a specific way.

Dex: Yes birds are nimble but the justification about a lack of blocking I don't see as valid. Blocking can only be done with a weapon against another weapon making it a single case ability. Where as Dex affects your dodge ability, your chance to attack first, acrobatics, escape artist, slight of hand, and stealth. Why not just make the bonus to acrobatics instead of Dex?

Int: Yes the toads could talk but some of them were also very stupid. As was noted with the Nara clan Only Shikamaru was noted to be a genius so the whole clan should not get an Int boost. People can talk as well but our characters don't get an Int boost.

Awarness: You might be justified in a one time bonus or a static one like x1.2 but awareness is about the five senses and your eyes are only 1 of the five.

Read lips: While this requires eyes to see the persons lips the stat for it is wisdom which is a mental aspect not a visual one. Once again maybe this could get a 1 time boost but I would be much less keen on allowing a boost to this one than Awareness.

Sense motive: This could possibly be influenced by the eyes in the sense that with good eyes you could pick up on subtle body movements but just like read lips this is a wisdom stat and is largely mental not visual.
PostPosted: Wed Aug 24, 2011 2:39 pm


Tairu Khime
Based on the fact that a Pterosaur's bones were in fact hollow and that the largest Pterosaur, the Pteranodon, has a documented largest size of a 7.5 meter wingspan it is no stretch of the imagination that an additional 2.5 meter wingspan would not cause them to be too big to fly with hollow bones. In fact having naturally occurring metallic bones would be more of a stretch.


Okay, fair enough. I mean if you guys are okay with it I guess normal bones are fine. Just thought the additional stress put on the wings would require harder lightweight material.

Tairu Khime

Dex: Yes birds are nimble but the justification about a lack of blocking I don't see as valid. Blocking can only be done with a weapon against another weapon making it a single case ability. Where as Dex affects your dodge ability, your chance to attack first, acrobatics, escape artist, slight of hand, and stealth. Why not just make the bonus to acrobatics instead of Dex?


Does acrobatics basically substitute Dodge in long range situations? If so, I'm okay with this, although I have some reservations about chance to attack first (due to high flight speed) and stealth (during flight).

Tairu Khime

Int: Yes the toads could talk but some of them were also very stupid. As was noted with the Nara clan Only Shikamaru was noted to be a genius so the whole clan should not get an Int boost. People can talk as well but our characters don't get an Int boost.


I would argue that hawks would generally be smarter than most animals, at least among summons. Before I get rid of the bonus, I would like the opinion of another to break the tie.

Tairu Khime

Awarness: You might be justified in a one time bonus or a static one like x1.2 but awareness is about the five senses and your eyes are only 1 of the five.


I agree that awareness relies on all five senses, but you can't argue that such an acute sense of sight wouldn't grant a bonus to Awareness with sight related checks. It would be something if the target was underground or using a camouflage jutsu, but the hawks would be able to pick out a target under brush cover, as long as they were moving. Any target in hiding, as soon as they moved, would be noticed by the hawk's sight and immediately detected. Also, the hawks 20/2 vision would allow them to pick up targets from long distances, the perfect scout.

Tairu Khime

Read lips: While this requires eyes to see the persons lips the stat for it is wisdom which is a mental aspect not a visual one. Once again maybe this could get a 1 time boost but I would be much less keen on allowing a boost to this one than Awareness.


I would give you this one, were the facial movements would need to be recognizable, so this is more a mental aspect.

Tairu Khime

Sense motive: This could possibly be influenced by the eyes in the sense that with good eyes you could pick up on subtle body movements but just like read lips this is a wisdom stat and is largely mental not visual.


I would argue that this would be included before Read Lips, but if you really want to push that this doesn't deserve a bonus, I won't fight it.

NinjaSamurai360


NinjaSamurai360

PostPosted: Fri Sep 02, 2011 6:02 pm


Can I please get someone to post either suggestions for improvement or their approval?
PostPosted: Sun Sep 04, 2011 5:29 pm


Bump. I'll post some comments in a li'l while. ><

Stained Class King

IRL Lunatic


NinjaSamurai360

PostPosted: Sun Sep 04, 2011 6:25 pm


Its all I ask
PostPosted: Sun Sep 04, 2011 9:32 pm


NinjaSamurai360
Okay, fair enough. I mean if you guys are okay with it I guess normal bones are fine. Just thought the additional stress put on the wings would require harder lightweight material.


I don't think it would. Physically they're regular hawks, just bigger. Doesn't that mean their bones would be larger / thicker and therefore stronger and more able to handle stress?

NinjaSamurai360
Does acrobatics basically substitute Dodge in long range situations? If so, I'm okay with this, although I have some reservations about chance to attack first (due to high flight speed) and stealth (during flight).


The chance to attack first kind of makes sense, but wouldn't it only be applicable if the hawk was already in flight. While Hawks are fast I don't think their acceleration is that great at lower altitudes. Don't they usually pick up speed by diving?

The stealth while flying could make sense, if you were flying at a really high altitude. I don't think that justifies an increase to stealth at all times. Maybe you could make an ability along the lines of "high altitude flight" that would increase stealth?

Stained Class King

IRL Lunatic


NinjaSamurai360

PostPosted: Sun Sep 04, 2011 10:09 pm


GoldenMyr
NinjaSamurai360
Okay, fair enough. I mean if you guys are okay with it I guess normal bones are fine. Just thought the additional stress put on the wings would require harder lightweight material.


I don't think it would. Physically they're regular hawks, just bigger. Doesn't that mean their bones would be larger / thicker and therefore stronger and more able to handle stress?

Not exactly. The wings need to be as small and strong as possible, and while they would be increased size from regular hawks, some factors, like strength/density need to be increased exponentially rather than directly.

GoldenMyr
NinjaSamurai360
Does acrobatics basically substitute Dodge in long range situations? If so, I'm okay with this, although I have some reservations about chance to attack first (due to high flight speed) and stealth (during flight).


The chance to attack first kind of makes sense, but wouldn't it only be applicable if the hawk was already in flight. While Hawks are fast I don't think their acceleration is that great at lower altitudes. Don't the usually pick up speed by diving?

The stealth while flying could make sense, if you were flying at a really high altitude. I don't think that justifies an increase to stealth at all times.


This is exactly my thought. Hawks don't normally fly at low altitudes, so during fights they would be diving, therefore the chance to attack first and stealth bonuses. If not at high altitudes, riding on a giant hawk, while possibly increasing your speed, just makes you a bigger target. Therefore summoning the hawk would only be effective if falling from a fatal distance, or attacking a foe from the ground.
PostPosted: Tue Oct 04, 2011 7:30 am


NinjaSamurai360
User Image
Name of the contract: Joukuu-Take Hawks
Nature of the summons: Giant hawks
Description: These hawks are larger than life, having a total wingspan of over 9 meters. Hatched from eggs the size of toddlers, the giant hawks grow rapidly, reaching adulthood in a few months, and live around 15 years. Because of their enormous size, the hawks have evolved to a point where their bones are formed of a lightweight but extremely hard titanium alloy. One would think that this, combined with the fact that these birds live at very high altitudes and fly, that this species would’ve been wiped out by lightning strikes. However, during their evolution, they have also developed a genetic response to this: a unique electromagnetic field formed by their natural electrical pulse. This field has a unique frequency and signature that seems to repel lightning strikes like magnets, allowing the hawks to fly within feet of nearby lightning strikes. This field is specific to naturally occurring lightning only, and not Raiton jutsus.
Origin: There is a mountain range, high up in the mountains beyond Kumogakure, that extends high up past any naturally forming clouds. Just beyond the highest cloud cover, the hawks dig niches into the rock face with their talons, the beginnings of their nests. The nests are typically 7-12 feet in diameter, big enough for two adults, or one and a nest. The summits of these mountains are dotted with these hawks nests, and unless the mother has laid her eggs and is guarding them, the nests are normally vacant, as the hawks like to spend most of their time flying and improving their skill.
Signature form: Blood from the summoner is dripped along the rachis and quill of the feather from the hawk to be summoned, willingly given as a gesture of giving permission, and placed upon the summoning scroll where it is imprinted into the paper when rolled up.
Physical requirements: Str mod 5, Dex mod 7, Wind or Lightning Affinity
Psychological requirements: The hawks are an extremely proud race, and to be given the privilege to summon one is an honor. The hawks take great insult at any disrespect, belittling, or condescension. The hawks reserve the right to break their contract with the summoner should they not treat the hawks with the utmost authority, equality, and respect.

IMPORTANT:To even be given the contract in the first place requires the summoner prove themselves worthy of the hawks approval. Whoever so desires the contract must travel on foot from the village of their origin to the Valley of Thunder, just beyond the boundaries of Kumogakure. The Valley of Thunder is the closest human settled area to their habitat, as the area is densely forested with mountains of staggering proportions. In fact, the only way to get to the hawks is to go through the Valley of Thunder, which was named after the frequent thunderstorms that form around the mountains. From the Valley, the hawks can survey the potential contractor, and watch their progress to determine their worthiness. The summoner must then travel to and climb the mountain at the end of the valley, which is the first mountain the hawks inhabit in the series that form the mountain range. There is a long staircase, so the task is not impossible, but it is very difficult, and shows the hawks who has the most determination. The journey takes 3 days in total, 2.5 days to climb the mountain, and a half day to fly by hawk back to civilization. Once at the top, the hawks will often stare at the newcomer, trying to decide their worth. This process can sometimes take several hours if the candidate has shown worth, but is a questionable partner. Eventually, each hawk will either turn its head to the person, signaling a denial, or will bow its head to the person, signaling acceptance. The custom among the hawks is that the highest authority hawk will often present itself to the summoner, and that is the hawk you will be able to summon. Denial of the hawk, or any sign that the person did not wish for that particular hawk, but another, is one of the most severe signs of disrespect, for which the summoner would be lucky to not be pecked and clawed all the way back down the mountain without any contract, and that person is forever barred from forming a contract with the hawks. In rare cases, a more humble elder hawk will be able to see even the slightest facial expressions of dissatisfaction, and will pass up the opportunity to sign the contract, and will allow the hawk the person desired to sign the contract instead, although this is frowned upon among the hawks.

In-Game Stats
+2 per 5 levels Dex
+2 per 10 levels Int
+5 per 10 levels Awareness
+2 per 10 levels Read Lips
+2 per 10 levels Sense Motive
-2 per 10 levels Str
-2 per 10 levels Con
-2 per 10 levels Cha
-2 per 10 levels Athletics
-5 per 10 levels Escape Artist
-2 per 10 levels Alchemy

[It wasn't exactly planned at first for summons to have specific boosts and reductions in addition to the increase in stat cap for anatomical differences, but it does seem to make sense that there would be! Because the description for your summon is relatively vague it is difficult to see justification for some of these variations. For example, there seems to be an emphasis on nobility and hierarchy in your description which seems to hint at a form of aristocratic structure to this group, yet they have a penalty to charisma where you would expect them to have a boost if they are culturally prone to this type structure (diplomacy, seduction, intimidation etc.) Also, I understand your point for the intelligence bonus, that the summons do not necessarily reflect there real life counterparts, but some explanation should be given in the summon description to justify it since birds are notably amongst the dumbest animals outside the oceans. And why the penalty specifically to alchemy?]

~Character Data~


Name: Kaito
Contract to which it is bound: Kiego Raiken
Element Affinity: Wind
Gender: Male
Rank: 2

~Appearance~


Height: 8 feet Length: 10 feet
Weight: 150 lbs
Physical Description: Kaito is a noble bird, even among the hawks. He is a fully matured hawk, so his wingspan is over 25 feet (it is unconventional among the hawks to be measured or studied, making accurate measurements unlikely). He is colored a light brown, with green eyes and purplish eye outlines (similar to Naruto in Sage Mode, only purple). His body is rather round, but to say so would constitute a rather unpleasant clawing, and he certainly has enough strength to pull his weight around so his performance is not affected. He has golden brown feet, with brightly polished talons. His beak is also the same shade of brown as his feet, and he has a notch just above his nostrils, likely from a past fight with another hawk.
Clothing: Only a black collar around his neck, with a small metal ring attached. This is so that in the event of high speed or combat flight, Kiego can attach a safety line connecting him to the collar, just in case Kiego loses his grip or gets blown off.
Background: Its a hawk. Regular hawk life.
Personality: Kaito is a kind hearted hawk, always conducting himself cordially, but only if the respect is mutual. Kaito will usually turn his head to others until they properly and appropriately introduce themselves to him, after which he will quickly bow his head in acknowledgement. Usually after that he will just stare at whoever is talking, or listen for any sounds in the distance. Kaito is a proud bird, and demands that one always ask permission before touching him. He is extremely loyal, but his pride will come before his loyalty at times. He will stand up for Kiego if he is disrespected by others, but knows that whatever situation arises is Kiego’s fight, unless it comes to life or death scenarios or the situation involves Kaito.
Other: Hawks have the ability to unsummon themselves, but do so only with the permission of their summoner. Being that the contract is signed by both parties, Kaito has the ability sense Kiego’s health, and will fly to Kiego’s rescue if he is dying. (In the event Kiego’s heath drops below 0 Hp in a fight against enemy shinobi where he is completely alone, Kaito will swoop in and carry him back to Konoha. Enemies can roll 3 attacks, and if Kaito dodges them all, Keigo will be safely extracted. If one of the DC’s fail, Kaito has dropped Kiego and will be unable to retrieve him a second time.[Not sure I get this part... If Hp falls below 0, Kiego is dead... (Corrected after basic review of game system sweatdrop ) And does the hawk have to be already summoned for this effect to take place? From what I seem to understand, when a user dies or becoms unconscious, the summoning is broken and the summon is automatically sent back to his plane.]

~Jutsus~


Ninjutsu-

Kaze Slipstream (Wind Wake Technique)
The user flies at the target at an incredible speed, creating a wind wake behind them. By channeling chakra into the tips of their wings, the user can create a powerful wind slipstream behind them. The user then flies right past the target, hitting them with the jetstream infused with chakra, creating a powerful wind attack.
Rank: C
Cp Cost: 50
Rolls: 3
Damage: 50-80 + Chk mod + 2 per 10 ranks in Ninjutsu
Reflex/Acrobatics DC: 10 + Dex mod + 2 per 10 ranks Ninjutsu [Which one is it? Acrobatics DC is used for attacks in which the character's balance or tumbling abilities will be used to prevent damage from a technique, the Reflex DC will be used in situation where it is an outright dodge of the attack (getting out of the way). In this case, I'd lean more towards a dodge DC and maybe a separate acrobatics DC to maintain balance after the wind strikes. There could be a special ability for this one to maintain footing or lose an attack in the next turn if acrobatics DC isn't met.]
Requirements: Dex mod 7, Chakra Control 20, Ninjutsu 15, only Giant Hawks can use
Training: 3 Stages
Stage 1: Dex DC 20 Learn to fly very, very fast. Practice improving your speed.
Stage 2: Dex DC 25 Practice flying past a target at high speed, flying past right next to the target, but not touching
Stage 3: Chakra Control DC 30 Practice releasing chakra from the tips of your wings, infusing the slipstream with your chakra

Futon: Daitoppa (Wind Release: Great Breakthrough)
The user sends out a powerful explosion of wind, which can easily level almost an entire area.
Cp cost: 50
Dice Rolls: 3, can be used defensively as a reaction (during opponent's turn).
Damage: (55 - 80) + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Acrobatics DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 25, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 35 Use your chakra to change and manipulate the air currents around you, causing powerful gusts of wind to blow in any direction you choose.
Stage II: Chakra DC 18 {d20 + chk mod} Increase the power and scale of your wind gusts even more. Aim to level a tree or two or ten. Well if your village has trees...
Stage III: Ninjutsu DC 32 Combine the previously learned elements.
Special:
*If technique connects target must roll an acrobatics check. If victim fails acrobatics check, user may get one attack of opportunity.
*Can be used defensively to deflect projectiles. User may roll 1d20 + Ninjutsu against opponent's ranged attack rolls. All throwing rolls beaten by Ninjutsu roll are deflected.

Kamaitachi no Jutsu (Wind Scythe Technique)
A technique that, using a giant fan or similar, creates huge gusts of wind mixed with chakra capable of cutting the target apart. This whirlwind is powerful enough to repel and destroy multiple types of throwing weapons and can even reflect sound waves right back at their original source.
Cp cost: 35
Dice Rolls: 3
Damage: 35 – 55 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 18
Training: 3 stages
Stage I: Chakra Control DC 30 Create huge gusts of wind by skilfully manipulating the air around you with your chakra.
Stage II: Chakra DC 20 {d20 + chk mod} Make the wind more deadly. Instead of sheer force or a large area, make the wind bursts sharp and deadly.
Stage III: Ninjutsu DC 33 Practise with throwing weapons in this stage. Combine the previously learned elements with an emphasis on repelling the throwing weapons.
Special: Knocks back throwing weapons.

Genjutsu-

Taijutsu-

Joukuu Rakka (Sky Drop)
The user swoops down and picks up a target with its talons, carrying it to high altitudes. When the user is high enough, they turn around and begin a daredevil free fall towards the surface, letting go of the target and pulling up just before the ground. The technique is highly similar to Hayabusa Otoshi (Peregrine Falcon Drop).
Rank: C
Cp Cost: 0
Dice Rolls: 3
Damage: 30 - 50 + 2x User Taijutsu
Fort DC: 20 + 2 per 10 ranks in Taijutsu
Requirements: Str mod 2, Dex mod 10, Taijutsu 25, only Giant Hawks can use
Training 4 Stages
Stage 1: Dex DC 15 Fly up very high
Stage 2: Dex DC 25 Fly up very high, then tuck in and free fall to the ground, only to pull up just before the ground.
Stage 3: Str DC 20 Fly up very high, free fall, and pull up just before the gowned, carrying a human sized weight
Stage 4: Dex DC 30 Work on improving your speed, not allowing your target to escape your grip, and letting go of them at the last moment of terminal velocity before pulling up.
Special: Target rolls 3 escape rolls to wriggle free from grip. Must pass +5 the original attack roll to escape. If the target escapes on the first/second/third DC, they must pass a Dex Check of 15/25/35 respectively to land safely. Failing the safety landing results in a loss of -20/30/40 Hp respectively.[C is 3 stages, love the enthusiasm though! wink ]

[Are these jutsus specifically for him or general to the contract? DO not forget that based on the formula your summon could have all the academy jutsus + 5 of your choice.]

~Stats~


Base Points / Distribution Points / Final Mod

LV. 17
Hp: 255
Cp: 136
MHp: 255
Stat cap: [Level + 30] = 47

Strength: 6 + 8 - 10 = 4 / 2 = 2
Dexterity: 6 + 28 - 10 = 24 / 2 = 12
Constitution: 6 + 14 - 10 = 10 / 2 = 5
Intelligence: 6 + 18 - 10 = 14 / 2 = 7
Wisdom: 6 + 14 - 10 = 10 / 2 = 5
Charisma: 6 + 8 - 10 = 4 / 2 = 2
Chakra: 6 + 12 - 10 = 8/ 2 = 4

There are 10 points missing here, the formula is [level x 6] +10 which is equal to 112 in your case. You only have 102.

Dodge: 27

Base Attack Bonus: 17
Attack Melee: 19
Attack Ranged: 29
Number of attacks:

Base Save Bonus: 8
Fort: 13
Rex: 20
Will: 13

~Skills~


Skill cap: [Level + 30] = 47

Strength modifier: 2

Athletics: 2 + 0 = 2

Dexterity modifier: 12

Acrobatics: 12 + 18 = 30
Escape Artist: 12 + 0 = 12
Stealth: 12 + 3 = 15
Sleight of Hand: 12 + 0 = 12

Constitution modifier: 5

Concentration: 5 + 5 = 10

Intelligence modifier: 7

Alchemy: 7 + 0 = 7
Chakra Control: 7 + 18 = 25
Craft: 7 + 0 = 7
Treat Injury: 7 + 0 = 7

Wisdom modifier: 5

Awareness: 5 + 20 = 25
Read Lips: 5 + 10 = 15
Sense Motive: 5 + 20 = 25
Survival: 5 + 0 = 5

Charisma modifier: 2

Diplomacy: 2 + 0 = 2
Handle Animal: 2 + 0 = 2
Intimidate: 2 + 3 = 5
Innuendo: 2 + 0 = 2
Perform: 2 + 0 = 2
Seduction: 2 + 0 = 2

Ninja Skills [Combat] ((No Modifiers)):

Taijutsu: 25
Ninjutsu: 20
Genjutsu: 0
Fuuin Jutsu: 0
Sneak Attack: 4
Puppet Play: 0
Ninja Weapons (Melee): 0
Ninja Weapons (Ranged): 0

[The formula here is Total skill points = [summon's level x 8] + 10 which this character's case = 146. However, your character has 164 points distributed, a little excess of 18 points.]

~Possessions~


Weapons:
Other:


I suggest you post the summon specific jutsus in the general description of the clan so it is clear that any hawks can have those and then copy them back into the summon's profiles. With these minor modifications and maybe some silght tweak to the stats based on the questions I posted in the quote I'd gladly give you my vote for approval smile .

Hoshigaki Hiru
Crew


LOL0800

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PostPosted: Tue Oct 04, 2011 7:38 am


D****t Hiru you just had to beat me to this haven't you lol wink . O well, You pretty much summarized it up. Take a look at Hiru suggestions and take em into consideration Ninja!!!
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