Katsu Tatsuno

  Age: 18. Clan: wind. XP: 25,000. Rank: C-4. Village: Uzushiogakure.   Chakra nature: Lightning. Combat style: Assassination. Background: ninja apprentice. Saving throws: Int, dex. Proficiencies: *chakra control, deception, History, insight, Sleight of hand, Sensory, *Stealth, . Ryo: ???.   Hit die: 12d12. Chakra capacity: 170. Chakra die: 12d6. AC: 15. Max HP: 182. Speed: 75ft. Proficiency bonus: +4.   Initiative: +10. Inspiration: ???. Factions: ???.   Equipment: ???.   Stats & Skills:   Power: 17, +4.   Grapple: +4.   Endurance: 16, +3.   Willpower: +3.   Dexterity: 14, +2, +6.   Sleight of hand: +6.   Stealth: +6.   Wisdom: 17, +4.   Animal handling: +4.   Chakra Control: +12.   Insight: +8.   Perception: +4.   Sensory: +8.   Survival: +4.   Intelligence: 22, +6.   Crafting: +6.   History: +10.   Investigation: +6.   Medicine: +6.   Religion: +6.   Tracking: +6.   Charisma: 13, +2.   Deception: +6.   Diplomacy: +2.   Intimidation: +2.   Performance: +2.   Persuasion: +2.   Seduction: +2.   Combat abilities: 32.   Animal combat: 0. Fuinjutsu: 0. Genjutsu: 0. Insect use: 0. Jinchurikki: 0. Kenjutsu: 0. Kinjutsu: 0. Medical: 0. Ninjutsu: 10. Puppet: 0. Senjutsu: 0. Space-time: 11. Taijutsu: 11.   Feats: 3. Main actions: 4. Minor actions: 1. Reactions: 1. Attacks: 2.   You may add your chakra control skill modifier to total damage on any ninjutsu you use.   You may add your chakra control skill modifier to saves you make against enemy ninjutsu.   *Gain advantage on chakra die rolls.   Resistance to spiritual, necrotic, bludgeoning damage.   Gain an extra chakra die when you take the charge action.   You can increase the range of all techniques by 1 level.   If you expend an action you can gain advantage on your next technique.   If you save against a technique and would have taken half damage, you instead take no damage.   If you successfully make an unarmed attack against a target you can make another strike as a minor action.   Gain advantage on hit die rolls.   Your unarmed attacks deal 1d4 +pow/dex mod + proficiency bonus damage.   If a target makes a melee attack against you, you can use your reaction to block 1d6+endurance mod damage.   If you use your reaction to block an attack you make your next melee attack against that target with advantage.   +2 on chakra die rolls.   Techniques known: 63.   E: 17, 3 hit combo, Ball of light technique, blade of wind, Body Flicker Technique, gale fist, gravity push, Leaf drop, Portal strike, Reflex Dilution technique, pressure damage jutsu, Substitution Jutsu, Shoulder charge, surging fire wild dance, Transformation Jutsu, Weak portal creation, wind gust jutsu, Zone of Death,   D: 19, 5 hit combo, afterimage clone, Age acceleration technique, air bullet jutsu, armor of wind, blade of wind barrage, Chakra Punch, Cloud strike combo, Gale kick, Gravity Increase, great wind wall, Life Revitalization Technique, Op-Op-Room, Substitution Strike, Surface walking technique, Time pause, time skip, vacuum cannon blast technique, violent whirlwind jutsu,   C: 27, 10 hit combo, 100ft punch, Aging Touch, air current slash jutsu, Arhat fist, Armor Eater Technique, breakthrough stream, Bullet punch, Bursting Compressed Air Technique, Crushing weight Technique, Early Sacrifice, flying nail barrage, gravity removal, hurricane gale technique, Intersection method, Lion's barrage, Pressure grip, Second chance rewind, slobber knocker, Substitution Flurry, Sukunahikona, swift wind wall, Time stasis, vacuum crushing jutsu, Water Walking Technique, whirlwind drop jutsu, wind step jutsu,   B:   A:   S:   Techniques available: 4.   Mission Record:   E:   D:   C:   B:   A:   S:
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