Onimaru
::Agility:: 150/175
::Stamina:: 100/175
::Taijutsu:: 175/175
::Ninjutsu:: 50/175
::Genjutsu:: 175/175
::Chakra Control:: 175/175
:
ower Level:: 825
Soul Slayer
HP: (35+lvl) x stamina = 3900
CP: (45+lvl) x chakra control = 8575
Class Bonus: Kinjutsu
High: Melee Acc, Genjutsu DC
Average: Evasion, Ninjutsu Acc, Genjutsu Save, puppet dodge
Low: Puppet Accuracy, Ranged Acc
AP: 4
Melee Accuracy = [(Taijutsu x .7) + (Agility x .3)] 7 +2 +2*= 11
Ranged Accuracy = [(Taijutsu x .6) + (Agility x .4)] 7 +1 = 8
Ninjutsu Accuracy = [(Ninjutsu x .7) + (CC x .3)] 4 +2 = 7
Melee Dodge = [(Taijutsu x .3) + (Agility x .7)] 7 +2 +1= 10
Ranged Dodge = [(Taijutsu x .2) + (Agility x .8 )] 7 +2 +1= 10
Ninjutsu Dodge = [(Ninjutsu x .3) + (Agility x .7)] 6 +2 +1= 9
Genjutsu Difficulty = [(CC x .3) + (Genjutsu x .7)] 7 +2 -2 = 7
Genjutsu Save = [(CC x .6) + (Genjutsu x .4)] 6 +4 +3 = 13
Abilities:
0)Anbu Branch Skill Sentinel
0)Shinobi 101
1)Sixth Sense= ESP
2)Defensive Technique = Mind Guard
Effect:
- When in defensive mode, the player receives -1 to accuracy per +1 to dodge instead of the normal +2 dodge -4 Accuracy defense penalty.
-The maximum amount of dodge for accuracy they may swap is 4.
- -10% Damage Taken while in Defensive Mode**
Note:
-This is not a style/stance, and may be used simultaneously with another style.
3)Duelist
- +2 Accuracy/DC and +10% damage towards a single target. User must choose a target at beginning of battle. Should the target be KO’d, or no longer in the battle, the user may choose another target.
Targeting any other opponent (excluding clones) from the initial target will nullify this ability for the remainder of the battle.
- (+10% chance to auto-dodge the targets attacks
- (-2 Dodge/Save to any other opponents targeting the user
Notes:
- When choosing a target, the user must declare what type of Accuracy or DC buff they wish to receive. Either Melee, Ranged, Ninjutsu, Genjutsu, or Puppet. The type of buff remains constant as long as this ability is active.
- Clones are considered an extension of their owner and all above effects will still apply.
4)Combat Instinct - you get stronger as you beat your opponent
5)Hidden Power - you get stronger as your opponent injures you
6)Called Shot - you can aim for specific limbs
7)Calm Mind - you can maintain barriers & genjutsu while resting
8)Healing Factor - you regenerate
9)Quickdraw
10)Fearless
- +10% Damage Reduction to all Damage types (includes Illusionary)**
- -1 to Evasion and Gen Save*.
11) Initiative
55% physical dmg reduction/ 40% all dmg reduction
(Vanguard = 10% dmg red x 2* (def. stance + tsuku dbl augment)
Fearless = 10% dmg red
Mind Guard = 10% dmg red
Ethereal = 10% physical dmg red)
*With the steady augment his defensive technique allows he has +4 dodge at -2 accuracy
or in his case with Mind Guard +4 Gen Save for -2 gen dif
Natural accuracy to HIT is untouched but dodge (Gen Save) is now +4
Melee Accuracy = [(Taijutsu x .7) + (Agility x .3)] 7 +2 +2*= 11
Ranged Accuracy = [(Taijutsu x .6) + (Agility x .4)] 7 +1 = 8
Ninjutsu Accuracy = [(Ninjutsu x .7) + (CC x .3)] 4 +2 = 6
Melee Dodge = [(Taijutsu x .3) + (Agility x .7)] 7 +2 +1= 10
Ranged Dodge = [(Taijutsu x .2) + (Agility x .8 )] 7 +2 +1= 10
Ninjutsu Dodge = [(Ninjutsu x .3) + (Agility x .7)] 6 +2 +1= 9
Genjutsu Difficulty = [(CC x .3) + (Genjutsu x .7)] 7 +2 -2 = 7
Genjutsu Save = [(CC x .6) + (Genjutsu x .4)] 6 +4 +3 = 13
screw puppet stats