Jasna

## Skills and Abilities

**Sheikah Bonuses:** +1 Finesse, Instinct and Spirit.

**Sheikah Traits:** As a Sheikah, you were born and raised to be useful to the royal family of Hyrule and the blood of the mortal goddess. You gain the ability to hide in the shadows better than most others. When making checks to hide you make them with double your stat bonuses.While Sheikah are powerful they have a handful of strange habits and compulsions. When given a direct order by any with the blood of the mortal goddess, the Sheikah must roll with disadvantage on all checks and saves if they refuse to carry out the task given. [DC 21 Diligence to end effect]The Sheikah are also very fond of fruit. When given the option of fruit, in any scenario, they feel compelled to obtain it.

**Sheikah Training:** This Ninja was trained in the arts by the Sheikah tribes giving them a variety of bonuses. When using Sheikah Technology, the Ninja normally doesn't have to roll to activate it. When interacting with Sheikah Curses, the Ninja has advantage. When interacting with Ancient Shiekah tech, the Ninja has advantage to figuring out anything about it. Shiekah made weapons deal an extra +1 damage on the first attack in a round when used by the Ninja. While in stealth, the Ninjas has an Additional +1 to their Weapon damage.

**Favored Weapon:** You are extremely gifted with a certain weapon to the point where using any other weapon just feels wrong. When using your favored weapon you treat the weapon as if it has the "Overwhelm" keyword even if it cannot obtain it normally. You can also obtain new keywords on a favored weapon as if you were the knight class. If you already are the knight class the number of possible keywords increases. When using any weapon that isn't your favored weapon you must roll with disadvantage.

**Distraction:** When cornered the dealer has to rely on their quick wit to get them out of a bad situation. Or just throw as much money at a problem until it goes away. When in combat the dealer may use 2 actions to attempt to distract a group of enemies with items or rupees, causing them to roll their diligence against the dealer's or skip their next turn or even just run away with the items entirely. Does not work when the enemy has no want for the items or feels they could just kill you and take it anyway [Bosses].

**Negotiation:** When the dealer is buying or selling merchandise they plan to make a profit on they can attempt to get the best possible prices on the items. Depending on the merchant, the dealer may be able to get them to go upwards of an extra 50 rupees on a sell or an extra 50 rupees off of a buy than any other customer could get. This ability does not work if the merchant in question is adamantly disagreeable or has a bad outlook on the dealer.

**Lucky Break:** A good dealer needs skill and luck to find the best opportunities. When attacking in battle if the user gets a critical hit they also roll on the item table for that enemy and knock off something valuable during the attack. When throwing a weapon the user can use a use of this ability to draw another weapon immediately or catch the weapon if it returns. When the user rolls a 1 or 2 any check or save they may use a use of this ability to immediately reroll.

**Bank Of Trust:** A Dealer can soothe the worries of their allies as they obtain stability. Their pride in dire situations can be infectious. As a reaction a Dealer can give out a number of d4's to their allies to be added on to stat checks and saves(One per roll). These last for 5 hours. At the start of the day the Dealer gains a number of d4's to be used in this way equal to every 150 Rupees they hold. These are given out and expire at the beginning of a new day if the Dealer has rested. However the Dealer also gains an extra 1d4 for every 100 Rupees spent.

**Fleet of Foot:** The Ninja through their training has increased their speed and learned to control the weight of their steps. When moving on their turn the Ninja is able to move an additional 2 squares. If the Ninja decides to move they may spend 1Ap to attempt to traverse floor traps without getting harmed them with a Finesse check. If the Ninja uses 1AP they may dodge enemy attacks while moving, giving all strikes against them disadvantage.

## Gallery

Jasna Original Art (by PhantomMoonrise)Jasna Current Art (by PhantomMoonrise)Cool Kids ClubFanart (by Fomal)Fanart (by Fomal)Fanart (by Fomal)Fanart (by Fomal)Fanart (by Fomal)Fanart (by Fomal)Fanart (by Fomal)Fanart (by Fomal)Fanart (by Fomal)Fanart (by Fomal)Fanart (by Fomal)NANA Fanart (by Fomal)Fanart (by Fomal)Fanart (by Fomal)Fanart (by Fomal)Fanart (by Fomal)Fanart (by Fomal)Animation (by Will)Fanart (by Will)Fanart (by Will)Fanart (by Will)Fanart (by Will)Fanart (by Will)Fanart (by Lindo)Fanart (by DD Tanis)Fanart (by DD Tanis)PTSD (by DD Tanis)Weapon of Choice:Jasna (by DD Tanis)Meeting Jack (by DD Tanis)Fanart (by DD Tanis)Nice Catch (by DD Tanis)Tight Spot (by DD Tanis)Thigh Grapple (by DD Tanis)Facing Deku Hydra (by DD Tanis)Jasna Protecc (by DD Tanis)Great Fruit War (by DD Tanis)Young Jasna (by DD Tanis)Exploring the Domain (by DD Tanis)Jasna Sketch (by DD Tanis)Sheikah Proposal (by DD Tanis)Inktober Day 5 (by DragonTanis)Banner (by NobleBrony445)(By Great Googly Moogly)(By Great Googly Moogly)