~Stats~


LV. 24
Experience: 1038 / 1250
Hp: [10 + constitution modifier] x level = ( 10 + 2 ) x 24 = 288
Cp: [10 + chakra modifier] x level = ( 10 + 11 ) x 24 = 504
MHp: [10 + wisdom modifier] x level = ( 10 + 2 ) x 24 = 288

Stat cap: [Level + 20] = 44

Attribute: ...... Distribute | Training | Level | Limits and Abilities | Total

User Image
Strength: .........17 | +20% | 20 mod = 5
Dexterity: ........15 | ------- | 15 mod = 2
Constitution: ....14 | ------- | 14 mod = 2
Intelligence: .....18 | -30% | 12 mod = 1
Wisdom: ...........15 | ------- | 15 mod = 2
Charisma: .........14 | -20% | 11 mod = 0
Chakra: ............21 | +60% | 33 mod = 11


Dodge: [level + dex mod + wis mod] = 24 + 2 + 2 = 28

Number of attacks: 5
Base Attack Bonus: [level] = 24/19/14/9/4
Attack Melee: [str mod + bab] = 5 + 24 = 29/24/19/14/9
Attack Ranged: [dex mod + bab] = 2 + 24 = 26/21/16/11/6

Base Save Bonus: [level/2 (down)] = 12
Fort: [con mod + bsb] = 2 + 12 = 14
Rex: [dex mod + bsb] = 2 + 12 = 14
Will: [wis mod + bsb] = 2 + 12 = 14

~Skills~


Skill cap: [Level + 20] = 44

Skill: (Mod) | Distribute | Rewards | Level |Clan bonus | Total

Strength modifier: 4

Athletics: ..................(Str) | 07 | 00 | 07

Dexterity modifier: 2

Acrobatics: ..............(Dex) | 07 | 00 | 07
Escape Artist: ..........(Dex) | 10 | 00 | 10
Stealth: ...................(Dex) | 15 | 00 | 15
Sleight of Hand: .......(Dex) | 00 | 00 | 00

Constitution modifier: 2

Concentration: .........(Con) | 15 | 00 | 15

Intelligence modifier: 1

Alchemy: ...................(Int) | 00 | 00 | 00
Chakra Control: .........(Int) | 44 | 00 | 44
Craft: ........................(Int) | 00 | 00 | 00
Treat Injury: .............(Int) | 05 | 00 | 05

Wisdom modifier: 2

Awareness: ..............(Wis) | 15 | 00 | 15
Read Lips: ................(Wis) | 00 | 00 | 00
Sense Motive: ...........(Wis) | 05 | 00 | 05
Survival: ...................(Wis) | 05 | 00 | 05

Charisma modifier: 0

Diplomacy: ...............(Cha) | 10 | 00 | 10
Handle Animal: .........(Cha) | 00 | 00 | 00
Intimidate: ...............(Cha) | 00 | 00 | 00
Innuendo: ................(Cha) | 05 | 00 | 05
Perform: ...................(Cha) | 00 | 00 | 00
Seduction: ................(Cha) | 00 | 00 | 00

Ninja Skills [Combat] ((No Modifiers)):

Taijutsu: ...................(---) | 00 | 00 | 00
Ninjutsu: ..................(---) | 42 | 00 | 42
Genjutsu: .................(---) | 00 | 00 | 00
Fuuin Jutsu: ..............(---) | 00 | 00 | 00
Sneak Attack: ...........(---) | 20 | 00 | 20
Puppet Play: .............(---) | 00 | 00 | 00
Weapons (Bo Staff): ...(---) | 10 | 00 | 10
Weapons (Samehada): (---) | 40 | 00 | 40



---------------------------------------------------------------------------


~Character Data~


User Image

Name: Kametate (亀楯)
Contract to which it is bound: Cool Springs Tortoises
Element Affinity: Earth
Gender: Male
Rank: High Protector (jounin equivalent for Island Guards)

~Appearance~


Height: 5'7''
Weight: 425 lbs
Physical Description: A sea blue bipedal tortoise of relatively small stature with gold circular makings to his skin and shell.
Clothing: Wears the mandatory shell armor of the sage's guards with the added Konohagakure symbol engraved on its front as a mark of friendship to Hiru. Practically always seen with his turtle shell shield even when off duty. (He has been known to use it a surf board!)
Background: A once promising up and comer in the Sage's personal guard unit, he was initially reluctantly appointed as Hiru's escort in his first contact with the group. Through their adventures, the two kindred spirit have since developed a great friendship and incredible combat chemistry, both never hesitating to summon the other in battle. Recently appointed to the Sage's personal elite close guard, he accepted the position on one condition: that it does not interfere with what he considers as his primary duties as Hiru's combat partner.
Personality: A specialist of defense and an artist with his shield, he will go to the moon and back to protect those he cares about, not afraid to jump right in the line of fire. When off duty, he's still a neverthless laid back guy who likes surfing and lazying around in the sun. He always has his shield with him however!

~Stats~


LV: 30
Hp: [10 + constitution modifier] x level = 540
Cp: [10 + chakra modifier] x level = 240
MHp: [10 + wisdom modifier] x level = 540

Stat cap: [Level + 30] = 60

Strength:......24 mod = 7
Dexterity:.....20 x 0.6 (Kikkou) : 12 mod = 1
Constitution:..22 x 1.25 (Kikkou) : 27 mod = 8
Intelligence:..20 mod = 5
Wisdom:........26 mod = 8
Charisma:......14 mod = 2
Chakra:........6 mod = -2

Dodge: [Level + dex mod + wis mod] = 38

Base Attack Bonus: [level] = 30 / 25 / 20 / 15 / 10 / 5
Attack Melee: [str mod + bab] = 36
Attack Ranged: [dex mod + bab] = 30 / 25 / 20 / 15 / 10 / 5
Number of attacks: 6

Base Save Bonus: [level/2 (down)] = 15
Fort: [con mod + bsb] = 23
Rex: [dex mod + bsb] = 15
Will: [wis mod + bsb] = 23

~Skills~


Skill cap: [Level + 30] = 60

Strength modifier: 7

Athletics: 20

Dexterity modifier: 1

Acrobatics: 25
Escape Artist: 30
Stealth:
Sleight of Hand:

Constitution modifier: 8

Concentration: 25

Intelligence modifier: 5

Alchemy:
Chakra Control:
Craft:
Treat Injury:

Wisdom modifier: 8

Awareness: 50
Read Lips:
Sense Motive: 30
Survival:

Charisma modifier: 2

Diplomacy:
Handle Animal:
Intimidate: 10
Innuendo:
Perform:
Seduction:

Ninja Skills [Combat] ((No Modifiers)):

Taijutsu:
Ninjutsu:
Genjutsu:
Fuuin Jutsu:
Sneak Attack:
Puppet Play:
Ninja Weapons (Shield): 60
Ninja Weapons (Ranged):

~Size and Abilities~



Creature Type

Kaijuu (Marine Creature)
User Image
Summon is a creature able to walk on land effectively but is nevertheless physiologically made to spend significant periods of time underwater.
Rank: Ability, passive
Special:
*Decrease DCs to hold breath by 75%.
*Decrease Base Attack Bonus, Dodge Rating, Reflex and any check related to movement by 20% when on land.
*Increase Base Attack Bonus, Dodge Rating, Reflex and any check related to movement by 20% when underwater.



Physiological Characteristics

Kikkou (Tortoise Shell)
User Image
Summon has an extremely solid exosquelettal shell covering its back and thorax, greatly increasing its durability but inevitably hindering its agility.
Rank: Ability, passive
Special:
*Increase Constitution by 25%.
*Decrease Dexterity by 40%.
*Natural armor bonus to Dodge and Reflex of [Level / 2].



Size

Small
User Image
The summon is very small and light, allowing it to be carried by a person during combat. It's size, though making it easy to carry, also makes this summon more brittle.
Rank: Ability, passive
Special:
*Can "ride" or be carried by a person.
*While it is carried, replace summon's dodge rating and reflex by the carrier's.
*If target of a physical attack or jutsu, the summon can add its dodge rating to the carrier's for a single attack, but will have to hop off.
*If pushed off or jumped off the carrier, summon must use one attack turn (dice roll) to jump back on.
*Reduce constitution by 30%.
*Reduce strength by 30%.



Abilities

Kikkou Monokage (Shelled Cover)
User Image
The tortoise, if in trouble, can pull back its limbs and head into its shell for protection. It is far from being a perfect defense, but it will significantly reduce the damage it could take in desperate situations.
Rank: Ability
Special: Usable if the turtle's save check fails against a jutsu that requires either a Reflex or Athletics check. If the failed check is within 10 of succeeding (inclusively), the turtle can sacrifice one of its dice rolls from its following attack sequence to retreat into its shell, cutting damage by half.



~Jutsus~


Ninjutsu

E-Rank

Bunshin no Jutsu (Clone Technique)
User Image
This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
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 no Jutsu (Transformation Technique)
User Imagehttp://images4.wikia.nocookie.net/__cb20091020053816/naruto/images/thumb/9/94/Transformation_Technique_part_2.png/300px-Transformation_Technique_part_2.png[/img]
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
User Image
This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilizing your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.

Nawanuke no Jutsu (Rope Escape Technique)
User Image
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practice wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.


Taijutsu

E-Rank

Uke (Blocking)
User Image
Blocking is the most basic defensive maneuver a shinobi can learn. Aimed at preventing an attack from reaching its target, a block is basically a blow against a blow, applying the basic principle that two equal forces going in opposite directions will offset each other. Unless very specific skills have been learned, hands will not prove very helpful in blocking weapon attacks.
Attack Turns: 1 (Reaction)
Cp Cost: n/a
Damage: n/a
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Weapon or Taijutsu DC 10, Deflect attacks with your own to prevent them from hitting you.
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 succesfully blocked and causes no damage. If failed, blocker takes full attack damage.
*Bare hands can only be used to deflect taijutsu attacks.

Kabaiitate (Cover)
User Image
The action of covering someone is made to protect more vulnerable targets in order to prevent that harm be done to them. Any person wishing to attack the protected target will have to “go through” the person covering them, something that can be quite a challenge depending on who they have to deal with.
Attack Turns: 1 per action (reaction)
Cp Cost: n/a
Damage: n/a
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Weapon or Taijutsu DC 10, Prevent attackers from damaging a target placed behind you.
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 provde cover for a single individual.

Kanshou (Intervention)
User Image
If an attack is launched against a target that a shinobi wishes to protect, they can try to wedge themselves between the attacker and its target either to attempt to block the attack, take damage for them or to push them clear out of its way.
Attack Turns: 1 per action (reaction)
Cp Cost: n/a
Damage: n/a
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Dexterity DC 10, Wait for the signal and push a training dummy out of the way of a swinging log before it takes any damage.
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)
User Image
Grabbing an opponent in combat is a basic taijutsu technique aimed at holding an opponent in place rather than causing to damage to them directly. Getting close to an opponent, the person intending to restrain the other must find a way to get his hands on them and lock them in place to prevent any movement. This allows the victim to be used as a human shield or facilitates any partner's attempts at attacking them. In order for the victim to break free, they must either find a way to wiggle free from the user's hold or overpower them to break it.
Attack Turns: 1
Cp Cost: n/a
Damage: n/a
Escape Artist DC: d20 + Strength Modifier + 2 per 10 in Taijutsu
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Taijutsu DC 10, Hold a struggling target in place while they are greased up, it can be quite a challenge!
Special:
*Grapple is initiated like any other melee attack but does not cause damage.
*Immediately following a succesful 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)
User Image
Using rope to immobilize and restrain an opponent is a basic maneuver often used by shinobi for various purposes.
Attack Turns: 1
Cp Cost: n/a
Damage: n/a
Escape Artist DC: d20 + Sleight of Hand + Str Mod
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Sleight of Hand DC 10, Tie up one of your buddies as tightly as possible and see how long it takes for them to break free (often trained in conjunction with the Rope Escape Technique).
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 succesfully rope up an opponent.

Youdou (Feint)
User Image
A combat application of masking your true intention, a shinobi can perform a feint in combat intended to mislead an opponent. The user fakes an attack in one direction to force a reaction from the opponent by telegraphing false information through body language and then uses the confusion to strike from another direction. If done successfully, this technique can leave an opponent wide open for an attack, greatly reducing chances of dodging. One of the weaknesses of this technique comes form its dependance on the opponent's ability to read the user's movements, making it less effective against targets that have different body types or limited intelligence.
Attack Turns: 1
Cp Cost: n/a
Damage: n/a
Sense Motive DC: d20 + Innuendo + Charisma Modifier
Requirements: Learn in the academy
Training: 1 stage
Stage I: Taijutsu DC 10, Spar with an opponent and bait him to move in the wrong direction in an attempt to dodge a false attack.
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 enemie'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.



~Possessions~


Weapons:

2x Bekkoutate

Bekkoutate (Turtle Shell Shield)
User Image
Made from the shells of turtles who, like some crustaceans, will discard their shells when they grow too large for them so that a new one may be generated, this shield is the trademark weapon of the Sameruizumi Kame. Made of biological material, it is unusually light for its combination of density and size and therefore is unique in significantly minimizing the impairment it could have on the shinobi's mobility making it possible to dual wield the shield as a weapon effectively. Because of its size, the shield passively provides the user with cover from attacks making it very practical from a defensive perspective. The downside of this focus on size is that it makes this tool somewhat cumbersome to carry around and can make complex combat maneuvers more difficult.
Type: Shield
Cp cost to summon: 50 cp
Damage: (1-5) + str mod + (1-2) per 4 levels in Shield
Range: Arms length.
Requirements: To wield: Strength 15. To summon: Sameruizumi Kame, Chakra Control 15, Ninjutsu 10.
Acquisition: Sameruizumi Kame
Special:
*Add armor bonus of [6 + 1 per 10 in Shield] to Dodge and Reflex when wielding this weapon (multiply if dual wielded).
*Reduce Dexterity Modifier by 3 when wielding this weapon (multiply if dual wielded).
*Multiply blocking checks using the shield by 25%.
Dual Wield: Yes, -4 to Attack Roll.
Owner: Sameruizumi Kame