Yoko Maru

Age: 12. Clan: Maru. XP: 7,500. Rank: D-3. Village: Yukigakure.   Chakra nature: Water, Fire. Combat style: Fighter. Background: Shinobi Family. Saving throws: Power and Dex. Proficiencies: Chakra Control, Sleight of Hand, Stealth. Ryo: 100.   Hit die: 8d8. Chakra capacity: 100. Chakra die: 10d10 AC: 15. Max HP: 72. Speed: 55ft. Proficiency bonus: +3     Intiative: +12. Inspiration: 3. Factions: Team 12 (Yuki).   Equipment: ???.   Stats & Skills:   Power: 17 (+4).   Grapple: (+3)   Endurance: 16 (+3).   Willpower: (+2)   Dexterity: 18 (+4).   Sleight of hand: (+2)   Stealth: (+5)   Wisdom: 10 .   Animal handling:   Chakra Control:   Insight:   Perception:   Sensory:   Survival:   Intelligence: 12 (+1).   Crafting: (+1)   History: (+1)   Investigation: (+1)   Medicine: (+1)   Religion: (+1)   Tracking: (+1)   Charisma: 12 (+1).   Deception: (+1)   Diplomacy: (+1)   Intimidation: (+1)   Performance: (+1)   Persuasion: (+1)   Seduction: (+1)   Combat abilities: 26.   Animal combat: 0. Fuinjutsu: 0. Genjutsu: 0. Insect use: 0. Jinchurikki: 0. Kenjutsu: 0. Kinjutsu: 0. Medical: 0. Ninjutsu: 13. Puppet: 0. Senjutsu: 0. Space-time: 0. Taijutsu: 13.   Feats: 2.   Brawler: You are proficient with improvised weapons and unarmed strikes. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a minor action to attempt to grapple the target.   Taijutsu Expert: If you would receive damage from using taijutsu you can reduce that damage by half. Con saves targets make against your taijutsu have disadvantage.   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 access to your first natural chakra nature, Water.   Gain advantage on chakra die rolls.   Resistance to bludgeoning and crushing damage.   +2 Extra Actions.   +1 Extra Attack   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.   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.   our 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.   Your unarmed damage is now 1d6+modifiers.   Techniques known: 29.   E: 11. Substitution Jutsu, Escape Jutsu, Hidden Mist Jutsu, Water Whip Jutsu, Flaming Whip Jutsu, Fists of Flaming Fury, 1st gate, Burning slap of youth, 3 hit combo, Leaf drop, Shoulder charge.   D: 9. Surface Walking Technique, Water Prison Jutsu, Water Stream Jutsu, Explosive Clone, Halo Dance, 2nd gate, 3rd gate, Chakra Punch, Bare-Handed Blade block.   C: 9. Water Walking Technique, Sticky Trap Jutsu, Tornado of Water Technique, Burning Chains Jutsu, 4th gate, 10 hit combo, Banzai Drop, Cannon ball strike.   B: A: S:   Techniques available: 0.   Mission Record:   E:   D:   C:   B:   A:   S:
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