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Posted: Mon May 05, 2014 7:58 pm
[Insert tour guide's and registration officer's introduction here]
List of shinobi profiles.
Will require a quick verbal introduction to the shinobi at the desk of the shinobi registration office in the same post as your profile, just before the actual profile itself.
[Post profiles for the beta here]
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Posted: Tue May 06, 2014 7:50 pm
[brought back an old chara that isn't even original from Konoha]
Fudou heads straight for the desk and nods once at the shinobi behind it.
"Reporting for duty. I'm Fudou Akio, here to assist from Konoha."
----
~Character Data~
Name: Fudou Akio 不動明王 (Unmoving Wise King. Also see Fudou Myouou/Acala) Village: Konoha/Iwa Clan/Bloodline: N/A Element Affinity: Fire Age: 14 Gender: Male Rank: Chuunin Genin seems more appropriate. Woops.
~Appearance~
Headband: Around his neck Height: 5'3" Weight: Wiry build Hair: Akio has a completely shaved head save for a rather bushy mohawk, which he keeps ungelled. So it falls all around his head. Streaks of white are scattered throughout his mohawk thanks to unfortunate genes. Eyes: Maybelline worthy eyelashes. Otherwise, not much worth to look at, flat green-grey, somewhat large eyes. His eyebrows are kind of thin and short. Physical Description: Akio is short and scrawny. His skin is pale, but he doesn't look sickly, just angry. His face is sharp and somewhat catlike. He has natural abs that come from being skinny and not actually working out. Of course, he's still a growing boy, but in order to reach his full potential he has to start working at it and getting enough nutrition. Background: ?? Personality: Akio is sardonic, sarcastic, caustic and goes out of his way to hurt people, especially if he doesn't like you. He is usually alone and doesn't seem to mind it being that way. He likes to act in ways that people don't expect and may find repellant. He finds it difficult to trust other people and to cooperate with them. However he keeps some aspects of his personality hidden, such as the fact that he loves his mother greatly and is a massive mama's boy. He is also quite intelligent and would prefer to think about how to best approach a situation instead of jumping in headfirst. However, he also has quite the temper, which he cannot control very well. Other: ??
Jutsu:
Ninjutsu-
Bunshin Cp cost: 1 pt. per clone. Dice Rolls: 1 Roll Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit. To See Through Clones: 1d20 + user's Chakra Control skill vs 1d20 + opponent's Intelligence mod. + opponent's Awareness skill. Opponent will target the real ninja among the clones.
Henge Cp cost: 2 +1 per post Dice Rolls: 1 Roll Special: +intelligence modifier to disguise (Craft) checks.
Kawarimi Cp cost: 4 Dice Rolls: n/a Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
Kakuremino Cp cost: 1 Dice Rolls: 1 Roll Special: +2 to your Stealth check when hiding
Nawanuke Cp cost: 1 Special: +2 to your Escape Artist roll when escaping from rope.
Jibaku Fuda: Kassei Cp cost: 3 per tag Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20]
Genjutsu Kai Cp cost: 10 Dice Rolls: 2 Rolls Requirements: Chakra Control 8, Genjutsu 4 Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.
Medical Ninjutsu-
Chakratensou no Jutsu (Chakra Transfer Technique) Cp Cost: 1.5x amount given Attack Turns: 2 Damage: Can give up to a max of [level x 2 + chakra mod +2 for 4 chakra control] (As per medical ninjutsu skill bonus, add +2 per 4 ranks in medical ninjutsu since there is no range.) Requirements: Chakra Control 5 or Medical Ninjutsu 10 Special: Allows the user to determine chakra donated to target anywhere between 1 and the max determined by the above formula. Cannot be on unconscious target.
Genjutsu-
Magen: Narakumi no Jutsu (Demonic Illusion: Hell Viewing Technique) Cp cost: 12 Dice Rolls: 2 Damage: 10 - 25 + int mod Will Save DC: 10 + int mod + 2 per 10 ranks in Genjutsu Requirements: Genjutsu 8, Chakra Control 10
Decoy Projectile Technique Cp Cost: 20 Dice Rolls: 3 Damage: N/A Will Save DC: 12 + int mod + 2 per 10 ranks in Genjutsu Requirements: Stealth 10, Genjutsu 22, Chakra Control 24 Special: +6 to Stealth check.
Taijutsu-
Standard taijutsu (1-6 damage)
Uke (Blocking) Attack Turns: 1 (Reaction) Special: *Roll 1d20 + [Base Attack Bonus / 2] + Strength Modifier + 2 per 10 in Weapon Skill. If block check beats the attack roll, the attack was successfully blocked and causes no damage. If failed, blocker takes full attack damage. *Bare hands can only be used to deflect taijutsu attacks.
Kabaiitate (Cover) Attack Turns: 1 per action (reaction) Special: *The action of moving to cover someone or moving into cover requires one attack turn to perform. *Protector can use cover actions while providing cover. *As a cover action, user can block or defend attacks aimed at the person behind them as though they were aimed at them. *As a cover action, if protector’s dodge or reflex beats incoming attack score, they can take damage for the protected person. *As a cover action, if protector’s dodge or reflex beats incoming attack by 10, they can move the protected person out of the way and dodge the attack themselves. *Cover is broken as soon as an offensive maneuver that requires that the protector move from his spot is initiated (melee attacks, any jutsu requiring movement). *Only 1 person may be covered at a time, although many people may provide cover for a single individual.
Kanshou (Intervention) Attack Turns: 1 per action (reaction) Special: *If protector’s dodge or reflex beats incoming attack by 10, they can take damage for the protected person. *If protector’s dodge or reflex beats incoming attack by 15, they can attempt to block or defend from the attack. *If protector’s dodge or reflex beats incoming attack by 20, they can move the protected person out of the way and dodge the attack themselves. *After an intervention attempt, successful or not, target will be put under the user’s cover until it is broken.
Kumiuchi (Grappling) Attack Turns: 1 Escape Artist DC: d20 + Strength Modifier + 2 per 10 in Taijutsu Special: *Grapple is initiated like any other melee attack but does not cause damage. *Immediately following a successful grapple attack and at the beginning of any round that the hold is maintained, user and defender must roll a Grapple check of d20 + Strength Modifier + 2 per 10 in Taijutsu to see if the grapple is maintained or broken (higher score wins). *While grappled, victim rolls a free grapple check (d20 + Strength Modifier + 2 per 10 in Taijutsu) per round against the grappler's grapple check to attempt to break free from the hold, and may use their attack turns to attempt Escape Artist checks against the Grapple check to break free. *While grappling or grappled, victim and grappler lose the benefit of their Dexterity to their dodge rating and may not attack other people, block, or use techniques that require more than 1 attack turn (dice roll). *While grappling, grappler can use attack turns to either attempt taijutsu or small weapon attacks against the grappled target, attempt to disarm them, or attempt to wrestle them to the ground, negating their wisdom modifier to their dodge rating until they break free or until the grappler attempts another grapple action. *While grappled, defender may attempt taijutsu attacks against the grappler but suffers a [4 + 1 per 10 in grappler's taijutsu skill] penalty to attack score. *Any failed attack against the grappler or the grappled target has a 50% chance to hit the other party to the grapple.
Imashimeru (Binding) Attack Turns: 1 Escape Artist DC: d20 + Sleight of Hand + Str Mod Special: *Can only be used against an immobilized or grappled opponents. *User must use this technique for (5 - 1 per 15 in Sleight of Hand) continuous attack turns to successfully rope up an opponent.
Youdou (Feint) Attack Turns: 1 Sense Motive DC: d20 + Innuendo + Charisma Modifier Special: *Roll an Innuendo check (1d20 + Innuendo + Charisma Modifier) against an opponent's Sense Motive check (1d20 + Sense Motive + Wisdom Modifier). If Innuendo check beats the opponent's sense motive check, user's next melee attack that only requires one attack turn is considered a sneak attack and gains all bonuses accordingly. *-4 penalty to Innuendo check against non humanoid creatures. -8 penalty against creatures of animal intelligence. Impossible against creatures devoid of intelligence.
~Stats~ LV. 10 Experience: 0/550 Hp: 100 Cp: 90 MHp: 110
Strength: 6 + 2 Mod: -1 Dexterity: 6 + 4 Mod: 0 Constitution: 6 + 4 Mod: 0 Intelligence: 6 + 10 Mod: 3 Wisdom: 6 + 6 Mod: 1 Charisma: 6 + 2 Mod: -1 Chakra: 6 + 2 Mod: -1 Dodge Bonus: 11
Base Attack Bonus: 10/5 Attack Melee: 9/4 Attack Ranged: 10/5
Base Save Bonus: 5 Fort: 5 Rex: 5 Will: 6
~Skills~
Ninja Skills [Mundane] ((Modified By)):
Acrobatics (Dex): 4 Alchemy (Int): 6 Awareness (Wis): 10 Athletics (Str): 0 Chakra Control (Int): 24 Concentration (Con): 0 Craft (Int): 0 Diplomacy (Cha): 0 Escape Artist (Dex): 0 Handle Animal (Cha): 0 Innuendo (Cha): 0 Intimidate (Cha): 10 Perform (Cha): 0 Read Lips (Wis): 0 Seduction (Cha): 0 Sense Motive (Wis): 10 Sleight of Hand (Dex): 0 Stealth (Dex): 10 Survival (Wis): 4 Treat Injury (Int): 4
Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons: 0 Taijutsu: 4 Ninjutsu: 0 Medical Ninjutsu: 0 Genjutsu: 22 Fuuin Jutsu: 0 Sneak Attack: 2 Puppet Play: 0
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kouri-chan_xx Vice Captain
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Posted: Wed May 07, 2014 9:10 am
User-name: PupSage Posting: Daily -- Weekly Time zone: Central ~Character Data~ Name: Kiwa Koda Village: Iwagakure Clan/Bloodline: None Element Affinity: Unknown Age: 10 Gender: Female Rank: Genin ~Appearance~ Headband: Around Neck Height: 4 ft 7 Weight: 88 lbs Hair: Brown Eyes: Hazel Physical Description: She is tiny, with a freckled face and a muscluar body for her age that she hides under her clothes. Clothing: Aside from a face full of makeup, normally she wears a bulky coat and a loose fitting tanktop and pants with leather boots.She also wears weighted gloves. Background: Raised by her mom to be a pretty princess, but riveted with tales by her uncles and father she decided to enroll in the academy. Unfortunately her chakra tanks are small and she has to rely on her physical prowess. After graduating the academy and getting her headband she became the muscle of her team, as well as the mouthpiece, and while she is far from the best ever, she has her dreams of becoming the best one day. Personality: Kiwa is a Southern Belle at heart, full of Sugars and Honeys with kindness in spades. She saves violence for the last resort, but she is full of saucy attitude. Other: She doesn't like being touched. It usually triggers her to punch 0unless she initiates contact. Missions: S: 0 A: 0 B: 0 C: 1 D: 5 Jutsu: Ninjutsu- Academy Techniques Jibaku Fuda: Kassei, (Exploding Tag: Activate) Medical Ninjutsu- Genjutsu- Taijutsu- Style: Gouken (Strong Fist) Dynamic Entry Reppū (Gale) Summoning Contract- ~Stats~ LV. 10 Experience: Hp: 100 Cp: 80 MHp: 100 >>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<< Strength: 6+8=14 Mod: +2 Dexterity: 6+6=12 Mod: +1 Constitution: 6+4=10 Mod: +0 Intelligence: 6+2=08 Mod: -1 Wisdom: 6+4=10 Mod: +0 Charisma: 6+6=12 Mod: +1 Chakra: 6+0=06 Mod: -2 Dodge Bonus: 11 Base Attack Bonus: 10 Attack Melee: 12 Attack Ranged: 11 Base Save Bonus: 5 Fort: +5 Rex: +6 Will: +5 ~Skills~ Ninja Skills [Mundane] ((Modified By)): Acrobatics (Dex): 4 Alchemy (Int): Awareness (Wis): 6 Athletics (Str): 10 Chakra Control (Int): 2 Concentration (Con): Craft (Int): Diplomacy (Cha): Escape Artist (Dex): Handle Animal (Cha): 22 Innuendo (Cha): Intimidate (Cha): 18 Perform (Cha): Read Lips (Wis): Seduction (Cha): Sense Motive (Wis): 10 Sleight of Hand (Dex): Stealth (Dex): 10 Survival (Wis): 10 Treat Injury (Int): Ninja Skills [Passive] ((No Modifiers)): Ninja Weapons: Taijutsu: 20 Ninjutsu: Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: Puppet Play: ~Possessions~ Money: Ryo: Broke as a joke. Equipment: Kunai x10, Exploding tags x10 Valuables
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Posted: Thu May 08, 2014 5:57 am
"Haruka Nanami." the pale haired kunoichi says, glancing at the attendant with a disdainful glance before setting her shinobi file on the desk and simply walking away again.
~Character Data~
Name: Haruka Nanami Village: Iwagakure Clan/Bloodline: N/A Element Affinity: Wind Age: 17 Gender: Female Rank: Chuunin
~Appearance~

Headband: Blue, on forehead. Height: 163.7 cm (5' 4") Weight: 53.4 kg (118 lb) Hair: Light pale blue, almost looks white in the sun. Eyes: Grey specked blue Physical Description: Normal toned body, and surprisingly well endowed. Clothing: Short blue kimono that comes to the knees, with a gold obi. The rest as picture shows. Background: Entered Iwa's shinobi Academy and graduated with above average scores, and was placed in a four man squad until complications arose which ended up with her being placed in a new temporary team. Doesn't mind it too much as of the moment. Personality: Doesn't like to talk much. Calm and cool, she likes complicated problems to solve, and mostly relies on herself to handle things. Has a tendency to ignore those that she doesn't like, therefore liable to piss them off even further. Still hasn't gotten around to fixing her indifference, unless it has to do with her profession in where she'll be as professional as can be. Other: Likes sweets.
Missions:
S: A: B: C: D:
Jutsu: Bunshin Cp cost: 1 pt. per clone. Dice Rolls: 1 Roll Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit. To See Through Clones: 1d20 + user's Chakra Control skill vs 1d20 + opponent's Intelligence mod. + opponent's Awareness skill. Opponent will target the real ninja among the clones.
Henge Cp cost: 2 +1 per post Dice Rolls: 1 Roll Special: +intelligence modifier to disguise (Craft) checks.
Kawarimi Cp cost: 4 Dice Rolls: n/a Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
Kakuremino Cp cost: 1 Dice Rolls: 1 Roll Special: +2 to your Stealth check when hiding
Nawanuke Cp cost: 1 Special: +2 to your Escape Artist roll when escaping from rope.
Jibaku Fuda: Kassei Cp cost: 3 per tag Dice Rolls: 1 Roll Damage: Exploding tag damage [10-20]
Genjutsu Kai (Genjutsu Release) The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else. Cp cost: 10 Dice Rolls: 2 Rolls Damage: N/A Requirements: Chakra Control 8, Genjutsu 4 Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.
Soshuha (Manipulating Attack Blades)
Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target. Cp cost: 6 per blade per turn Dice Rolls: 3 Rolls Damage: weapon damage + chk mod Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu Requirements: Chakra Control 15, Ninjutsu 13, the weapons.. Special: Can control up to 2 blades + 2 more for every 10 ranks in Chakra Control
Ninjutsu-
Fūton: Kaze Dama (Wind Release: Spiraling Wind Ball) This technique allows the user to breathe wind-infused chakra into the palm of their hand, shaping it into a small, whirlwind-like ball. Then the user will shoot it at their opponent. Given the light weight of the ball and it's nature, the user can easily adjust it's trajectory in mid air to close in on the target. This technique seems to be very fast and powerful, as it is capable of smashing through thick rock. Rank: C Dice Rolls: 3 Cp cost: 40 Damage: (40 - 60) + chk mod + 2 per 10 ranks in Ninjutsu. Reflex DC: 12 + 2 x chk mod + 2 per 10 ranks in Ninjutsu Requirements: Wind Affinity, Chakra Control 20, Ninjutsu 12.
Medical Ninjutsu-
Genjutsu-
Taijutsu- Uke (Blocking) Attack Turns: 1 (Reaction) Special: *Roll 1d20 + [Base Attack Bonus / 2] + Strength Modifier + 2 per 10 in Weapon Skill. If block check beats the attack roll, the attack was successfully blocked and causes no damage. If failed, blocker takes full attack damage. *Bare hands can only be used to deflect taijutsu attacks.
Kabaiitate (Cover) Attack Turns: 1 per action (reaction) Special: *The action of moving to cover someone or moving into cover requires one attack turn to perform. *Protector can use cover actions while providing cover. *As a cover action, user can block or defend attacks aimed at the person behind them as though they were aimed at them. *As a cover action, if protector’s dodge or reflex beats incoming attack score, they can take damage for the protected person. *As a cover action, if protector’s dodge or reflex beats incoming attack by 10, they can move the protected person out of the way and dodge the attack themselves. *Cover is broken as soon as an offensive maneuver that requires that the protector move from his spot is initiated (melee attacks, any jutsu requiring movement). *Only 1 person may be covered at a time, although many people may provide cover for a single individual.
Kanshou (Intervention) Attack Turns: 1 per action (reaction) Special: *If protector’s dodge or reflex beats incoming attack by 10, they can take damage for the protected person. *If protector’s dodge or reflex beats incoming attack by 15, they can attempt to block or defend from the attack. *If protector’s dodge or reflex beats incoming attack by 20, they can move the protected person out of the way and dodge the attack themselves. *After an intervention attempt, successful or not, target will be put under the user’s cover until it is broken.
Kumiuchi (Grappling) Attack Turns: 1 Escape Artist DC: d20 + Strength Modifier + 2 per 10 in Taijutsu Special: *Grapple is initiated like any other melee attack but does not cause damage. *Immediately following a successful grapple attack and at the beginning of any round that the hold is maintained, user and defender must roll a Grapple check of d20 + Strength Modifier + 2 per 10 in Taijutsu to see if the grapple is maintained or broken (higher score wins). *While grappled, victim rolls a free grapple check (d20 + Strength Modifier + 2 per 10 in Taijutsu) per round against the grappler's grapple check to attempt to break free from the hold, and may use their attack turns to attempt Escape Artist checks against the Grapple check to break free. *While grappling or grappled, victim and grappler lose the benefit of their Dexterity to their dodge rating and may not attack other people, block, or use techniques that require more than 1 attack turn (dice roll). *While grappling, grappler can use attack turns to either attempt taijutsu or small weapon attacks against the grappled target, attempt to disarm them, or attempt to wrestle them to the ground, negating their wisdom modifier to their dodge rating until they break free or until the grappler attempts another grapple action. *While grappled, defender may attempt taijutsu attacks against the grappler but suffers a [4 + 1 per 10 in grappler's taijutsu skill] penalty to attack score. *Any failed attack against the grappler or the grappled target has a 50% chance to hit the other party to the grapple.
Imashimeru (Binding) Attack Turns: 1 Escape Artist DC: d20 + Sleight of Hand + Str Mod Special: *Can only be used against an immobilized or grappled opponents. *User must use this technique for (5 - 1 per 15 in Sleight of Hand) continuous attack turns to successfully rope up an opponent.
Youdou (Feint) Attack Turns: 1 Sense Motive DC: d20 + Innuendo + Charisma Modifier Special: *Roll an Innuendo check (1d20 + Innuendo + Charisma Modifier) against an opponent's Sense Motive check (1d20 + Sense Motive + Wisdom Modifier). If Innuendo check beats the opponent's sense motive check, user's next melee attack that only requires one attack turn is considered a sneak attack and gains all bonuses accordingly. *-4 penalty to Innuendo check against non humanoid creatures. -8 penalty against creatures of animal intelligence. Impossible against creatures devoid of intelligence. Summoning Contract-
~Stats~ LV. 10 Experience: 0/550 Hp: 90 Cp: 100 MHp: 100
Strength: 6 + 8 Mod: 2 Dexterity: 6 +2 Mod: -1 Constitution: 6 + 2 Mod: -1 Intelligence: 6 + 8 Mod: 2 Wisdom: 6 +4 Mod: 0 Charisma: 6 + 2 Mod: -1 Chakra: 6 + 4 Mod: 0 Dodge Bonus: 9
Base Attack Bonus: 10 Attack Melee: 12 Attack Ranged: 9
Base Save Bonus: 5 Fort: 4 Rex: 4 Will: 5
~Skills~
Ninja Skills [Mundane] ((Modified By)):
Acrobatics (Dex): 3 Alchemy (Int): Awareness (Wis): 10 Athletics (Str): Chakra Control (Int): 20 Concentration (Con): Craft (Int): Diplomacy (Cha): Escape Artist (Dex): Handle Animal (Cha): Innuendo (Cha): Intimidate (Cha): Perform (Cha): Read Lips (Wis): Seduction (Cha): 10 Sense Motive (Wis): 10 Sleight of Hand (Dex): Stealth (Dex): 10 Survival (Wis): 5 Treat Injury (Int):
Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons(Katana): 20 Taijutsu: Ninjutsu: 20 Medical Ninjutsu: Genjutsu: Fuuin Jutsu: Sneak Attack: 2 Puppet Play:
~Possessions~
Money:
Ryo:
Equipment: Katana (1) Exploding Tag (10) Senbon (20)
Valuables
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Posted: Sun May 18, 2014 8:16 pm
The masked veteran approaches the administrative officer nonchalantly.Hitenshi... *cough* Hitenshi Kouraku, reporting from the field. Sorry for the delay since my last report, had been stuck in an infiltration mission that stretched out longer than anticipated.~Character Data~
Time zone: ET Name (last, first): Kouraku (光落, Bolt of Light) Hitenshi (緋天使, Scarlet Angel) Village: Iwagakure Clan/Bloodline: n/a Element Affinity: Unknown (Chakra Form Manipulator) Age: 23 Gender: Male Rank: Jounin
~Stats~
LV. 25 Experience: XX / XX Hp: [10 + constitution modifier] x level = ( 10 + 1 ) x 25 = 275 Cp: [10 + chakra modifier] x level = ( 10 + 14 ) x 25 = 600 MHp: [10 + wisdom modifier] x level = ( 10 + 4 ) x 25 = 350
Stat cap: [Level + 20] = 45
Attribute: ...... Distribute | Bonuses | Total
Strength: ......... 19 | +20% | 22 mod = 6 Dexterity: ........ 12 | ------- | 12 mod = 1 Constitution: .... 12 | ------- | 12 mod = 1 Intelligence: ..... 18 | -30% | 14 mod = 2 Wisdom: ........... 18 | ------- | 18 mod = 4 Charisma: ......... 14 | -20% | 11 mod = 0 Chakra: ............ 24 | +60% | 38 mod = 14
Dodge: [level + dex mod + wis mod] = 25 + 1 + 4 = 30
Number of attacks: 5 Base Attack Bonus: [level] = 25/20/15/10/05 Attack Melee: [str mod + bab] = 6 + 25 = 31/26/21/16/11 Attack Ranged: [dex mod + bab] = 1 + 25 = 26/21/16/11/06
Base Save Bonus: [level/2 (down)] = 12 Fort: [con mod + bsb] = 1 + 12 = 13 Rex: [dex mod + bsb] = 1 + 12 = 13 Will: [wis mod + bsb] = 4 + 12 = 16
~Skills~
Skill cap: [Level + 20] = 45
Skill: (Mod) | Distribute | Bonuses | Total
Strength modifier: 6
Athletics: ..................(Str) | 10 | | ------- | 10
Dexterity modifier: 1
Acrobatics: ..............(Dex) | 00 | | ------- | 00 Escape Artist: ..........(Dex) | 10 | | ------- | 10 Stealth: ...................(Dex) | 20 | | ------- | 20 Sleight of Hand: .......(Dex) | 00 | | ------- | 00
Constitution modifier: 1
Concentration: .........(Con) | 10 | | ------- | 10
Intelligence modifier: 2
Alchemy: ...................(Int) | 00 | | ------- | 00 Chakra Control: .........(Int) | 45 | | ------- | 45 Craft: ........................(Int) | 00 | | ------- | 00 Treat Injury: .............(Int) | 00 | | ------- | 00
Wisdom modifier: 4
Awareness: ..............(Wis) | 20 | | ------- | 20 Read Lips: ................(Wis) | 00 | | ------- | 00 Sense Motive: ...........(Wis) | 10 | | ------- | 10 Survival: ...................(Wis) | 10 | | ------- | 10
Charisma modifier: 0 Diplomacy: ...............(Cha) | 10 | | ------- | 10 Handle Animal: .........(Cha) | 00 | | ------- | 00 Intimidate: ...............(Cha) | 00 | | ------- | 00 Innuendo: ................(Cha) | 00 | | ------- | 00 Perform: ...................(Cha) | 00 | | ------- | 00 Seduction: ................(Cha) | 00 | | ------- | 00
Ninja Skills [Combat] ((No Modifiers)):
Taijutsu: ...................(---) | 00 | | ------- | 00 Ninjutsu: ..................(---) | 45 | | ------- | 45 Genjutsu: .................(---) | 00 | | ------- | 00 Fuuin Jutsu: ..............(---) | 00 | | ------- | 00 Sneak Attack: ...........(---) | 20 | | ------- | 20 Puppet Play: .............(---) | 00 | | ------- | 00 Weapons (Bo Staff): ..(---) | 20 | | ------- | 20 Weapons (????): .......(---) | 30 | | ------- | 30
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Posted: Sat Oct 11, 2014 3:07 pm
Isac approaches the administrative desk dropping off a folder. "It is done. Damn guy almost got away... Almost" Isac laughed to himself quietly all the way out of the building.
~Character Data~
Name:Isac Newton Village: Iwagakure Clan/Bloodline: N/A Element Affinity: Earth Age: 22 Gender: Male Rank: Jounin
~Appearance~
~Stats~ LV. 30 Experience: -- Hp: [10+con]x30 Cp: [10+Cha]x30 MHp: [10+wis]x30
>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<
Strength:16 Mod:+3 Dexterity: 16 Mod: +3 Constitution: 26 Mod: +8 Intelligence:20 Mod:+5 Wisdom:22 Mod: +6 Charisma:16 Mod: +3 Chakra: 16 Mod:+3 Dodge Bonus:
Base Attack Bonus: Attack Melee: Attack Ranged:
Base Save Bonus: Fort: Rex: Will:
~Skills~
Ninja Skills [Mundane] ((Modified By)):
Acrobatics (Dex): 20+3=23 Alchemy (Int): 0+5=5 Awareness (Wis): 40+6=46 Athletics (Str):5 +3=8 Chakra Control (Int):10+3=13 Concentration (Con):5 +8=13 Craft (Int): 0+5=5 Diplomacy (Cha): 30+3=33 Escape Artist (Dex): 10+3=13 Handle Animal (Cha): 0+3=3 Innuendo (Cha): 40+3=43 Intimidate (Cha): 0+3=3 Perform (Cha): 0+3=3 Read Lips (Wis): 50+6=56 Seduction (Cha): 0+3=3 Sense Motive (Wis): 20+6=26 Sleight of Hand (Dex): 30+3=33 Stealth (Dex): 30+3=33 Survival (Wis): 10+6=16 Treat Injury (Int): 10+5=15
Ninja Skills [Passive] ((No Modifiers)):
Ninja Weapons: Taijutsu: Ninjutsu: Medical Ninjutsu: Genjutsu:
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