Leif Krogh
Age: 13. Clan: Krogh. XP: 10,000. Rank: D-1. Village: Nordic Isles.
Chakra nature: Lightning, wind, +1. Combat style: Close. Background: Traveling Warrior. Saving throws: Dex, Wis. Proficiencies: Animal Handling, chakra control*, perception, sleight of hand*, crafting. Ryo: 300.
Hit die: 10d10. Chakra capacity: 80. Chakra die: 10d8. AC: 14. Max HP: 100. Factions: Team 5 (Nordic Isles). Speed: 75. Proficiency bonus: +3.
Equipment: ???.
Strength: 14 (+2). Constitution: 12 (+1). Dexterity: 15 (+3). Wisdom: 15 (+3) Intelligence: 12 (+1). Charisma: 8 (-1).
Combat abilities: 30.
Animal combat: 0. Fuinjutsu: 10. Genjutsu: 0. Insect use: 0. Kenjutsu: 10. Medical: 0. Ninjutsu: 10. Puppet: 0. Senjutsu: 0. Taijutsu: 0.
Feats:
Gain advantage on your chakra die rolls
Resistance to lightning damage.
Ninjutsu can add chakra control skill modifiers to total damage.
When hit with a ninjutsu you can add your chakra control modifier to any save you may make.
You can craft D rank weapons & equipment.
Gain an extra attack when using a melee weapon.
Add +2 to your rolls when attacking with a melee weapon.
You can dual wield two one-handed weapons of your choice.
You have two uses per day on compelled duel, this can be used on two targets at once or one target at two seperate times. While in a compelled duel you gain resistance to piercing, slashing and bludgeoning damage from normal weapons.
Once per day you can compel an enemy to duel you, those in compelled duels focus only on attacking you and vice versa. In a compelled duel each competitor makes only melee weapon attacks or other weapon based abilities/techniques. If someone from outside interferes in your compelled duel, the duel and all benefits from it disappear.
You can make 3 attacks using melee weapons as a main action.
You can craft E rank weapons & equipment.
You can use scrolls as a reaction.
Gain advantage on all future chakra die rolls.
Seals you place can be camouflaged into items.
Seals placed on willing targets double their duration.
Barriers made by you can further their range by 25ft.
Gain two extra actions.
gain advantage on checking for traps and barriers.
Barriers and seals can now be imbued with other techniques to protect or amplify them.
Techniques known: 18/35.
E: 7
Strength enhancing seal
Barrier shield technique
Electric Jolt technique
Blade of wind
Gale fist technique
Electric shock needle
D: 7
Protection seal
Regeneration seal
Hell stab
Gale kick
Beast wave palm
Thunder wall jutsu
Blade of wind barrage
C: 4
Great Capturing Barrier
Swift wind wall jutsu
Air current slash jutsu
Aftershock technique
B:
A:
S:
Techniques available: 35.
Children
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