Underboss Tayo Tokomine

Age: ???. Clan: Tokomine. XP: 15,000 Rank: B-2. Village: Kusagakure. Bounty: 20,000.
  Chakra nature: Wind, Lightning, Fire, Water, Earth, Explosive, +1. Combat style: ???. Background: Criminals. Saving throws: Dexterity, Intelligence, Wisdom. Skill Proficiencies: Chakra Control*, crafting, Diplomacy, history*, Insight, medicine, religion*, sleight of hand*, survival, and willpower. Ryo: ???.
  Weapon proficiencies: ???. Armor proficiencies: Light armor. Tool proficiencies: ??? Vehicle proficiencies: ???. Game proficiencies: ???
  Hit die: 19d6. Chakra capacity: 378 (492.) Chakra die: 21d12 AC: 17 (22). Max HP: 266 (323.) Speed: 85ft. Proficiency bonus: +5.
  Initiative: +7. Inspiration: ???. Factions: Nezu Mafia. Death Save DC: 10 +1 everytime the user falls to 0hp and begins to make death saving throws.
  Equipment: ???. Head: ??? Body: (B) Light Armor, +5 AC, resistance to piercing and slashing. Left arm: ??? Right arm: ???. Accessory 1: ???. Accessory 2: ??? Accessory 3: ???
  Backpack: ???
  Stats & Skills:
  Power: 17 (+4).
  Grapple: +4.
  Will: +9.
  Dexterity: 15 (+3).
  Sleight of hand: +13.
  Stealth: +3.
  Wisdom: 19 (+5).
  Animal handling: +5.
  Chakra Control: +15.
  Insight: +10.
  Perception: +5.
  Sensory: +5.
  Survival: +10.
  Intelligence: 17 (+4).
  Crafting: +9
  History: +14
  Investigation: +4
  Medicine: +9
  Religion: +14
  Tracking: +4
  Charisma: 12 (+1).
  Deception: +1.
  Diplomacy: +6.
  Intimidation: +1.
  Performance: +1.
  Persuasion: +1.
  Seduction: +1.
  Combat abilities: 48.
  Animal combat: 0. Fuinjutsu: 0. Genjutsu: 0. Insect use: 0. Jinchurikki: 0. Kenjutsu: 0. Kinjutsu: 7. Magic: 20. Medical: 0. Ninjutsu: 15. Puppet: 0. Senjutsu: 0. Sexjutsu: 0. Space-time: 0. Taijutsu: 6.
  Main actions: 3. Minor actions: 4. Reactions: 1. Attacks: 2.
  Feats: 4.
  Evasion: When the user makes a dex save for half damage, on a success the user instead takes no damage.
  Regenerating Body: The user recovers 1d8 + Power + Medicine HP at the end of each of their turns.
  Aura of Protection: The user provides a sense of safety around their allies, any within 20ft of the user gain a +2 bonus to all saving throws they make.
  Always Ready: The user gains advantage on initiative checks and may take a full turn in combat when surprised by enemies.
  Resistances: Mental, Spiritual.
  Can use scrolls as a minor action.
  Unarmed strikes deal 1d4+str/dex + proficiency mod damage.
  Targets that strike you with Melee attacks are dealt 1d4+willpower damage of Force
  The user may add their wisdom mod in place of their power or dex mod when making an attack against an enemy.
  The user may add their chakra control score to their total damage for any magic they use.
  The user may add their wisdom mod in place of their power or dex mod when calculating AC.
  The user can block any damage from incoming attacks and techniques equal to their chakra control modifier.
  When healing a target the user may use the target's chakra supply instead of their own.
  The user gains an extra chakra die when they take the charge action.
  The user can craft B rank supplies and items.
  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.
  Increase your chakra die by 2.
  Gain advantage on insight checks on how techniques work.
  When hit with a ninjutsu you can negate up to two die of damage if you know the technique.
  You can teach others techniques you know, so long as they can use the proper chakra nature.
  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.
  Techniques known: 115.
  E: 40. Aero, Ball of light technique, Barrier, Blinding, Body Flicker Technique, Bomb Flash, Break, Chakra Blast, Chakra Suppression Technique, Clone Jutsu, Confuse, Cure, Drain, Energy Blast, Enlarge/Reduce, Eldritch Blast, Exploding Palm, Fear Spell, Fire, Flare, Float, Force Shove, Hidden Mole Jutsu, Mine trap Jutsu, Mud River Jutsu, Mud shot Technique, Mud Wall Jutsu, Kick Bomb, Mind sliver, Object Extraction, Pain split technique, Payback, Repulsion jutsu, Shatter, Slow, Speed, Stunning spell, Substitution Jutsu, Thunder, Transformation Jutsu.
  D: 28. Aera, Afterimage Clone, Blast Flash, Breakara, Chakra Blast Barrage, Darkness, Dispel Magic, Explosive Kick, Energy Wave, Electromagnetic Murder Technique, Feather Fall, Fira, Great Mud River Jutsu, Hell Stab, Kirisame technique, Magic Missile, Minefield Jutsu, Multi-Mud Wall Jutsu, Phantom Force, Protect, Quake, Rhythm Echo, Scourge, Sleep, Substitution Strike, Surface Walking Technique, Thundara, Weighted Boulder Jutsu.
  C: 30. Aeroga, Bottomless Swamp Technique, Breakaga, Comet, Breakthrough Stream, Bursting Compressed Air Technique, Chakra Beam, Counter Spell, Firaga, Flash Bang, False Darkness, Great Mud Wall Jutsu, Detonation Kick, Explosion Barrage, Headhunter Jutsu, Lightning Rod Technique, Mute, Quakara, Regen, Scroll Communication Technique, Silence, Sinkhole Jutsu, Sleepra, 4 Finger Spear Hand, Stone Armor Jutsu, Substitution Flurry, Thundaga, Water Walking Technique, Wind Step Jutsu.
  B: 18. Acid Permeation, Bomb Barrage, Breakaja, 3 Finger Spear Hand, Feast of Lightning, Firaja, Full Power chakra beam, Heal, Hiding in Surface Technique, Mental Resistance Technique, Pyroblast, Quakaga, Revive, Self Destruct, Thundaja, Thunder Clone Technique, Tornado, Twin Comet.
  A: 3. Destroy, Life , Meteor.
  S:
  Techniques available: 115.
  Mission Record:
  E:
  D:
  C:
  B:
  A:
  S:
  Memories:
Children

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