Matsutōya Ikiryo

Age: 21. Clan: Ikiryo. XP: ???. Rank: D-4. Village: Kusagakure. Bounty: ???.   Personality: ???.   Chakra nature: Soul Style. Combat style: ???. Background: Ninja Apprentice. Saving throws: Wis, Dex, int. Skill Proficiencies: survival, *chakra control, crafting, *History, Insight, medicine, *religion, *Sensory, *Stealth, willpower. Ryo: 75.   Weapon proficiencies: Polearms. Armor proficiencies: Light armor. Tool proficiencies: ??? Vehicle proficiencies: ???. Game proficiencies: ???   Hit die: 7d6. Max HP: 64. Chakra die: 7d12. Chakra capacity: 80. AC: 22. (16.) Speed: 60ft. Proficiency bonus: +3.   Initiative: +11. Inspiration: ???. Factions: ???. Death Save DC: 10 +1 everytime the user falls to 0hp and begins to make death saving throws.   Equipment: ???. Head: D, Light armor, +3 AC. 1 benefit. Body: D, light armor, +3 AC, 1 benefit. Left arm: D, Bo-staff, +10ft reach, +9, 2d8+14 bludgeoning. Right arm: Two handed weapon. Accessory 1: ???. Accessory 2: ??? Accessory 3: ???   Backpack: ???   Stats & Skills:   Power: 13 (+2).   Grapple: +2   Will: +2.   Dexterity: 16 (+3), +6 saves.   Sleight of hand: +3   Stealth: +6   Wisdom: 26 (+8), +11 saves.   Animal handling: +8.   Chakra Control: +8.   Insight: +11.   Perception: +8.   Sensory: +11.   Survival: +8.   Intelligence: 22 (+6), +9 saves.   Crafting: +9.   History: +9   Investigation: +6.   Medicine: +9.   Religion: +9.   Tracking: +6.   Charisma: 16 (+3).   Deception: +3   Diplomacy: +3   Intimidation: +3   Performance: +3   Persuasion: +3   Seduction: +3   Combat abilities: 20.   Animal combat: 0. Fuinjutsu: 6. Genjutsu: 0. Insect use: 0. Jinchurikki: 0. Kenjutsu: 0. Kinjutsu: 6. Magic: 2. Medical: 0. Ninjutsu: 0. Puppet: 0. Senjutsu: 0. Sexjutsu: 0. Space-time: 6. Taijutsu: 0.   Main actions: 1. Minor actions: 2. Reactions: 1. Attacks: 1.   Transformations: ???.   Resistances: ???.   Feats: 4.   Friendly Extrovert: Gain +1 charisma. Strangers naturally feel more comfortable with you. Twice per day when making a charisma check you can double your charisma modifier.   Telepathic: +2 wisdom. The user can communicate with the target, or a number of people equal to their proficiency bonus at once, or attempt to read the minds, feelings, memories and intentions of a single target. The target must make a DC 6+wis+proficiency bonus wisdom save or you are able to peer into their mind. The target can make another saving throw to resist this if you continue to pry, hit a sensitive subject, they notice your telepathy or they feel the need to resist your efforts.   Triclops: The user has a secret, or not secret, Third Eye they can use. Gain proficiency in perception and insight, along with resistence to being blinded.   Always Ready: The user gains advantage on initiative checks and may take a full turn in combat when surprised by enemies.   You can use scrolls as a minor action.   Gain advantage on all chakra die rolls.   Seals you place can be camouflaged into items.   Seals placed on willing targets double their duration.   Can use scrolls as a minor action.   Unarmed strikes deal 1d4+str/dex + proficiency mod damage.   Gain an extra chakra die when you take the charge action.   You can increase the range of all techniques by 1 level.   Gain advantage on chakra die rolls.   Techniques known: 31/33.   E: 18. Bakudo #6, Shield, Blitzkrieg, Body Flicker Technique, Chakra draining seal, Chakra Seal, Confinement barrier, Force Shove, Gravity Decrease, Kotan Zanshun, Pain split technique, Portal strike, Spirit Communication, Spirit Link, Spiritual Healing, Substitution Jutsu, Summoning jutsu, Tatari, The Evil Eye, Weak portal creation.   D: 12. Barrier drop, Barrier Shield Zone, Curse of The Dead, Healing Barrier, Gravity Increase, Onryō, Op-Op-Room, Reflection Barrier, Santen Kesshun, Spiritual Sensing, Spiritual Summoning, Time pause.   C:   B:   A:   S:   Techniques available: 3.   Mission Record:   E:   D:   C:   B:   A:   S:   Memories:
Children

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