Mato Akiko

Age: 22. Clan: Akiko. XP: 4,000. Rank: D-5. Village: Kusagakure. Bounty: 1,000 ryo.   Chakra nature: Crystal, earth. Combat style: Defensive. Background: Civilian Family. Saving throws: Power, wis. Skill Proficiencies: Chakra control, Insight, Intimidation, Persuasion, Sleight of hand, Willpower. Ryo: 2,500.   Weapon proficiencies: Hammers, Shields. Tool proficiencies: ??? Vehicle proficiencies: ???. Game proficiencies: ???   Hit die: 6d12. Chakra capacity: 90. Chakra die: 6d6. AC: 35. (22.) Max HP: 134. Speed: 40ft. (100ft.) Proficiency bonus: +3.   Initiative: +13. Inspiration: ???. Factions: ???. Death Save DC: 11.   Equipment: ???. Head: D, Light armor, +3 AC. Body: D, heavy armor, +5 AC, -30ft speed penalty. Left arm: D, warhammer, +12, 2d10+12 bludgeoning. Right arm: D, heavy shield, +5 AC, -30ft speed. Accessory 1: ???. Accessory 2: ??? Accessory 3: ???   Backpack: ???   Stats & Skills:   Power: 23, +7, +10.   Grapple: +7.   Will: +10.   Dexterity: 19, +5.   Sleight of hand: +8.   Stealth: +5.   Wisdom: 11, +1.   Animal handling: +1.   Chakra Control: +4.   Insight: +4.   Perception: +4.   Sensory: +1.   Survival: +1.   Intelligence: 8, -1.   Crafting: -1.   History: -1.   Investigation: -1.   Medicine: -1.   Religion: -1.   Tracking: -1.   Charisma: 11, +1.   Deception: +1.   Diplomacy: +1.   Intimidation: +4.   Performance: +1.   Persuasion: +4.   Seduction: +1.   Combat abilities: 18.   Animal combat: 0. Fuinjutsu: 0. Genjutsu: 0. Insect use: 0. Jinchurikki: 0. Kenjutsu: 2. Kinjutsu: 0. Medical: 0. Ninjutsu: 8. Puppet: 0. Senjutsu: 0. Sexjutsu: 0. Space-time: 0. Taijutsu: 8.   Main actions: 1. Minor actions: 1. Reactions: 1. Attacks: 2.   Feats: 2.       Defensive Fighter: The user does not provoke opportunity attacks while moving away from enemies. The user gains +2 AC while remaining still. If the user is hit by a melee attack that does not surpass your AC, deal damage to the attacker equal to half the difference between the opposing attack roll and user AC. ( If the attack was a 15, and the user has an AC of 25 the difference would be 10 so the attacker would be dealt 5 points of damage.   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 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 thunder 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+pow mod damage.   Techniques known: 38.   E: 19. 3 hit combo, Agonizing Thorn Technique, Battojutsu, Body Flicker Technique, Boomerang Blade, Burning slap of youth, Crystal Shuriken Technique, Diamond Wall of Protection, Front Slice, God's Crossing, Growing Crystal Impalement, Jade Crystal Blade Strike, Karate Chop, Mud River Jutsu, Mud shot Technique, Shuriken Flurry, Stone Spear Jutsu, Substitution Jutsu, Tearing Blade Drop   D: 19. 5 hit combo, Amethyst Stockade Creation, Bare-Handed Blade block, Chakra Punch, Crystal Wheel, Crystal Fist Jutsu, Crystal Senbon Shot, Dynamic entry, Great Mud River Jutsu, Mega Punch, Multi-Diamond Wall Jutsu, Sapphire Ring, Seismic Toss, Sexy Jutsu, Shotput Technique, Stone Bullet Jutsu, Stone Fist Jutsu, Substitution Strike, Weighted Boulder Jutsu,   C:   B:   A:   S:   Techniques available: 0.   Mission Record:   E:   D:   C:   B:   A:   S:   Memories:
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