Kurama - Yu Yu Hakusho

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Kurama - Yu Yu Hakusho

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Post by QueenSelphie »

<> Character Information <>>

<<>Character Description<>>
Name:Kurama/Shuichi Minamino/Yoko Kurama/Yoko
Race:Youkai(Spirit Fox)
Height:5'11" / 7' (Youko Kurama)
Weight:
Appearance:
Kurama is a young adult male and is about 5'11" in height. He has long red hair and green eyes. His clothes change periodically but he usually wears a pink labcoat with a green shirt and a black tie. His dress pants are also pink.
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Yoko Kurama is much taller than his human form at 7'. He has silver hair and amber eyes. He also has a tail, ears, and claws.
-
Image
-
Eye Color:Green/yellow (Youko Kurama)
Hair Color: Red / Silver (Youko Kurama)
Notable Features:Kurama doesn't have any features that stand out. His eyes seem thought prevoking and almost menicing when he means business

<<>Character Personality<>>
Favorite Food: don't know
Likes: Roses
Dislikes: people who are unkind
Favorite Color: Red/Pink
Fears: none known that are irrational

<<>Character Background<>>
History: Kurama is an ancient spirit fox that became a demon many a lifetime ago. He was a renowned thief and a cunning trickster. After one incident Kurama became mortally injured and in order to save himself from dying he used what was left of his remaining spiritual energy to implant himself into and unborn human. He was reborn as Shuichi Minamino. He was cold and unkind to his mother as a child as he was more focused on regaining his strength so he could return to the demon world after enough time had passed for him to heal. He was unprepared for the act of human kindness as his mother protected him from a falling plate from the cupboard. Kurama then became fiercely protective of her. Kurama's mother then became ill and he blamed it on himself as he was so cold to her as she raised him. He would have done anything for her. He went so far as to attempt to barter his own life for that of his mothers. Yusuke who is now a dear friend stopped him from doing this. He told him it would be a dumb thing if Kurama's human mother were to get better only to have her son be dead.

Kurama departed the Dimensional Warriors sometime before the battle with Giygas along with his friend Hiei. Kurama had a chance to go home and make sure his mother was okay and he took it. This is where he as been since then. Since he's been living a relatively normal life, He has had a chance to see his mother get remarried and he now has a little brother of his own. Hiei who has been his best friend and most trusted companion throughout his journeys as also settled into domestic life.

Notable Accomplishments: Kurama is now studying to become a medical doctor. He specializes in medicine as well as an accomplished Botanist.

Training (If any): Kurama has received martial arts training through an old Master named Genkai. He is also currently going through the rigorous and unforgiving land known as medical school.

<<>Weapons/Items<>>

_______________________________________________________________________

<<> Statistics <>>

Yoko Kurama: 100

Health: 250 (+20 Yoko Kurama = 265)
Health Roll: +23 (+25) (+1 Bonus for every 10 Health)
HP: 14700/ 14700 hp (15900) (Health * 60)

Dexterity: 250 (+20 Yoko Kurama = 280)
Flat Foot Dodge: +52 (+2 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: +54 (+2 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: +59 (Martial Arts) +59 (Swords) +59 (Whip) (+2 Bonus for every 10 Dexterity + skill)
Style Points: StP (Dexterity * 4)

Strength: 240
Inventory Slots/Comfortable Carry: +24 (+1 Bonus for every 10 Strength)
Base Damage: 120 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 960 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: (Base Damage * Weapon mod.)

Endurance: 210 (+20 Yoko Kurama = 230)
Defense (Damage Absorb): 1260 (1920) (+1 Bonus for every 10 Endurance *60)
Survival Roll: +21 (+23) (+1 Bonus for every 10 Endurance)

Intelligence: 620
Magic Points: 3100/ 3100 mp (Intelligence * 5)
Skill Points: 2480(Int * 4)

Magic Affinity: 160 (+20 Yoko Kurama = 180)
Spell Points: 640 SpP (Magic Affinity * 4)
Magic Attack Roll: 52 (+2 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: 4
Psionic Level: 0

Spirit: 200
Base Magic Damage: [( 21+ 20 ) * 5) * 4] = 720

Willpower: 170 (+20 Yoko Kurama = 190)
Mental/Magic Defense Roll: +36/36 (+38/+38) (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 680 (760) (+1 Bonus for every 10 Willpower * 40)

Luck: 100
Luck Roll: 6 (+1 Bonus for every 10 Luck)
Luck Points: 6 (+1 for every 10 Luck)
Crit Modifier: 0.6 (Luck/10)
_______________________________________________________________________

<<> Skills <>>


0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master


Movement Skills:
Dex/Str-
<skill> <level> <points>
Athletics - 5
Acrobatics - 10
---Advanced Skill: Feline Grace +10
Roll - 10
Reaction - 15

Health
Perception - 10

Minor Skills
<skill> <level> <points>
Half-Int-
Search - 10
Gather Info - 10

Combat Skills
Martial Arts - Level 15
---Advanced Skill: Chi Art Effect: Drain 20 spirit points to increase attack damage on a melee weapon by *1.
A maximum of 60 spirit can be spent in this way.

-
Weapons Proficiency: Whip/Rope - Level 15
---Advanced Skill:Whip Coil - Effect: Make a single strike. If successful, the enemy is grappled and suffers a -10 to dodging or acting other than to untangle themselves.
---Advanced Skill: Cleave - Effect: Allows for a cleaving strike which strikes three enemies grouped together.

-
Weapons Proficiency: Short Sword - Level 15
---Advanced Skill: Dual Strike - Effect: Allows a 1d2 hit combo



Magic Skills:
-
Druidic Arcana / Environmental Control - Level 20
---Advanced Skill: Arcane Intuition - Effect: Gives the ability to recognize the discipline of a spell (Alchemy, Divine, Druid, Environmental, Enchantment, Monster, Necromancy, Technomancy, Weapon Arcana, Shadowmancy)
---Advanced Skill:Arcane Defense - Effect: Enables you to defend against magic by adding your skill bonus to your will roll.
---Advanced Skill:Natural Bonus - Effect: A caster receives support from nature in areas well imbued with life. Forests, and marshes grant +10 to any spell of the druidic discipline cast


Spirit/Half-Int
Artisan Skills:
Artisin: Botany - Level 30
---Advanced Skill: Flora Identification - Effect: This character is able to use his/her Botany roll in lieu of Monster Lore to identify plant- and plant-based monsters or creatures.

---Advanced Skill: Garden Variety - Effect: Allows a character to easily identify plant species, blooming or otherwise, in the wild that would net profits. When exploring, these plants can be harvested and brought back for study without the plant dying outside of extensive circumstances.
---Advanced Skill: Herbology - Effect: An improved understanding of basic agricultural methods. Increases quantity of developed herbs/plants by 10%.

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Artisan:Medicine -20
---Advanced Skill: Biochemistry - Effect: Understanding the chemical reactions of a medicine's ingredients and how they interact with the body, one can improve the formula upon which most conventional medicines are based. 10% bonus to a created medicine's recovery (HP or MP).


Int
Knowledge
Chemistry - 10
Biology - 10
Physics - 5
Monster Lore - 10
*feat Youkai Lore - Youkai - 10 (Free)
*feat Mythos - Demons 10 (Free)


Vehicle Skills

Survival Skills
<skill> <level> <points>

First Aid - Level 20
---Advanced Skill: Herb Lore
---Advanced Skill: C.P.R.
---Advanced Skill: Field Medic[/skill
---Advanced Skill:Pharmacist - Effect: Doubles the effect of Potions and Ethers.

Statistic: Spirit
-= Advanced Skills =-


_______________________________________________________________________

<<> Abilities <>>

-= Physical (Style Points) =-
880/850 Style Points (Current/Maximum)

Wheel of thorns:
30 Style points
Skill Level: 15
Level 3: 3 targets
Level 1 (2 Attribute Points): "Mild" Knockdown
Description: The rose whip is spun in a circle striking opponents with in the area around Kurama.
5 Attribute Points available, Max Attribute Level 4
Max Damage Level 6, 270 MP to use




-= Magical/Psionic (Spell Points) =-
640/565 Spell Points (Current/Maximum)

Level 2
Illuminating Fungi: 15 Spell Points
Description: These are mushrooms that glow in the dark. They have no use in battle. Kurama can use these in dark caves or places where there is no sunlight in order to light the path. Illuminate for (Mage Level) rounds 120 MP

Level 4
Petals and Thorns:
30 Spell points
Effect Level 1: "Mild" Bleed (25% chance of replacing damage with 2% target's Max HP in unsoakable physical damage.) 2 (Turn Duration 1d3)
Damage: *2 - 2
Level 2: 2 targets -2
Description: A flurry of razor sharp rose petals which can cut a person's flesh.
Duration: 1d3
6 Attribute Points available, Max Attribute Level 4
Mp Cost - 480

Level 4
Death Plant:
30 Spell points,
Description: This is a seed that Kurama may implant into an a persons body if they are openly wounded. Once it takes effect it will slowly drain a persons life force.
Targets: 1 -1
Level 1: +3 - 1
Level 2: "Moderate" Infested -4
6 Attribute Points available, Max Attribute Level 4

_______________________________________________________________________

<<> Traits and Feats <>>

-= Race Traits =-

Race:
-=Youkai=-
Beings of the earthbound realm and beyond, these entities most often embody an elemental force, animal spirit of nature, or both. They are often praised on one world or another for their mystical powers and their abilities to control nature. Often seen as gods or beings of great praise......or of great hatred.

Free Feat: Elemental Affinity Earth (Plant) (Level 1)
Level 1: 75% damage (Earth Vs Air)
Level 1: 150% damage (Earth Vs Air)
Plant Abilities
I
Entangle - Tall grass, vines, tree branches, or other such medium or dense vegetation snares up to (Affinity Level * 2) targets and binds them, slowing their movements. Inflicts Mild to Terminal "Slow" status, +1 severity per element level (Level 2 = Moderate, Level 4 = Chronic, etc.)

Free Feat: Regeneration I
Regeneration
Associated Statistic: Health
Description: By various means, whether biological or external, the character's body gradually and passively repairs itself over time, but only up to a certain amount. If the character is knocked unconscious, this will fight "bleed" at the normal rate, but will not wake it up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours.
Effect: Every round in combat, restore 5% maximum HP to a total of 25%. Outside of combat, the body gradually repairs itself to 25% HP and sutures small or superficial wounds.

Free Feat: Improved Spirit (See Statistic Enhancement Feat Thread)
Enhanced Spirit I
Associated Statistic: Spirit
Description: Remember that hamster-powered pair of scissors with nail clippers for blades and seemingly pointless streamers? Maybe not, but a taker of this feat bears a vivid imagination made to come up with crazy ideas like this. Of course...not all ideas are crazy, and it helps hone a craftsman's mental image and communicate it to his/her finished product.
Effect: For every 10 points in Spirit, the character gains +2 to roll for Spirit-based skills including Craft. THIS DOES NOT AFFECT MAGIC DAMAGE!
Example: A character has 60 Spirit. Normally the character would gain a bonus of +6, but with this feat, the bonus is +12.

Alternate Form: Demonic
Pre-Requisite: Demon or Youkai
Description: A specialized Alternate Form designed to make the character harder to detect for their true nature. On taking this form, a full round action, their Racial Traits can be 'turned off', each loss granting a +10 to their Will check to avoid detection. Reawakening requires a full round of concentration.
Activating this without loss of power simply makes it impossible to recognize them on sight alone.

Free Skill: Youkai Lore of your Choice (Level 10)
Free Skill: Mythos (Level 10)
Feature: Spirit Vision (Ability to see spiritual things not normally notable by the naked eye)

Negative Traits
Hunted: Youkai like half demons are often mistaken for demons or malicious spirits are often targeted for this by someone, somewhere, for something.
Beware of getting pulled over for 'Driving while Youkai'

Mysterious Appeal: There is just something about you that people find 'different' especially when taking guise of your Masquerade form. Those attuned to such are able to sense there is something more there.
Beings with astral sight of some kind can attempt to see you for what you really are. If such an attempt is made you take -20 to your will save vs there own. This does not force you to transform merely gives that character the knowledge you are not at all what you appear to be. If they have no such ability a challenge is simply base will vs. will. This does not reveal what you are to everyone. That person can just see you are far more than what you mask yourself as.

Outsider (Youkai)
Pre-Requisite: Racial
Description: Answering to their own sorts of gods and holy powers, Youkai cannot benefit from Clerical magic or magic opposite their elemental alignment.

Traits:
Trait - Favored Weapon(Shifter)
Description: Kurama's rose is capable of shifting into the form of a whip, a shortsword, or a standard-sized sword. It can take any of these three forms to suit the wielder's need. Upon shifting, it must assume the statistics of the same material as the other weapons it can shift to. For example, if the current material is Emerald, then it must assume the stats of an emerald whip or sword depending on its current form. Whatever form this weapon assumes, it must be used with its matching weapon proficiency skill. These weapons have no augmentation slots while shifted. When upgrading this weapon to a higher material, Kurama must pay the amount equal to a sword of that material (Upgrading to, say, a sapphire version of each weapon costs the same as a sapphire sword).

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) -
Medic - Effect: +10 First Aid, Artisan: Medicine, Biology

*Feat 2 (100 XP) -
Red Mage - Effect: +5 to any 1 Weapon Proficiency (Whip), +5 to any 1 magic (Druid), +5 to any three skills (Botany, Youkai Lore, First Aid)

*Feat 3 (200 XP) -
Enhanced Dodge
Associated Statistic: Dexterity
Description: This character has quicker reflexes and a keener sense of direction, allowing him/her to avoid or deflect blows away from his/her body, whether it's flipping, blocking, or jumping.
Effect: This improves the Flat Foot, regular Dodge, and Block rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.

*Feat 4 (300 XP) -
Scholar - Effect: +10 to any two Knowledges and Gather Information

*Feat 5 (400 XP) -
Life Giver
Associated Class: Medic
Prerequisite:
Description: This character's affinity for the living makes them a natural healer and rejuvenator, allowing him/her to ward death away from those around him/her.
Effect: If one Medic in a party has "Life Giver," the party benefits from +1000 HP to each character's Death Threshold (if a character has a DT of -2000, then it is lowered to -3000 HP). However, for each additional Medic (without life giver), an additional +500 HP is granted. For each Medic with Life Giver, +1000 HP.

*Feat 6 (500 XP) -
Enhanced Magic Affinity I
Associated Statistic: Magic Affinity
Description: A character with this feat bears a natural intuition of how magic works, able to hone their spellcasting to nigh-surgical precision.
Effect: For every 10 points in Magic Affinity, the character gains +2 to roll to cast Magic, using the Magic Attack Roll.
Example: The character has an 80 Magic. The character normally would roll +8. However, the character with this Feat would roll +16 instead.


*Feat 7 (600 XP) -
Brainy
Associated Statistic: Intelligence
Description: Represents a natural brainyness and enhanced logical reasoning skills.
Effect: +50 Intelligence (put in temporary). This does not affect Magic Points or Skill Points.


*Feat 8 (700 XP) -
Green Thumb
Associated Statistic: Spirit
Description: When it comes to cultivating plants either for food or for aesthetics you have a natural knack for it either by chance or by rearing; be this in the form of the best blossoms or a larger harvest yield.
Effect: You have a +10 to farming, gardening, and other plant raising checks; and should you roll 50% or more of your maximum possible roll you will have a ¼ increase in harvest from what you have grown.

*Feat 9 (800 XP) -
Enhanced Attack Maneuver
Associated Statistic: Dexterity
Description: This character is able to predict the movements of others and respond appropriately. Dodging, blocking, and taking cover are all taken into consideration, whatever it takes to land the hit.
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.
Example: A character with 60 Dexterity typically has an attack Dexterity bonus of +6. With this feat, that becomes +12.

*Feat 10 (900XP) -
Heightened Senses (Listen)
Associated Statistic: Health
Description: The character exhibits a natural advantage in one of the five senses. If multiple senses deserve this, a feat must be bought for each sense.
Effect: +10 to sight, listen, touch, taste, or smell (Choose one). The character can use this with the Skills under Honed Perception Skills.


*Feat 11(1000XP) -
Alternate Form
Associated Statistic: None
Description: Transform into an alternate form, which by default has the same amount of experience points you do. Alternate forms can not have effects (such as flunkies) last beyond their time length. When the form ends, so does any ability/projection/etc it was creating.
Effect: Every time you select this feat, elect any two of the following. There is a base time limit on Alternate Forms. 5 minutes out of combat, and 5 rounds in combat.

- +100 Stat Points
- Improved Weapon (weapon damage is improved to 150%.)

Feat 12(1200XP) -
Improved Hit Points I
Associated Statistic: Health
Description: This character is hardy and full of vitality. S/he can go longer, harder, faster, and take more harm than other characters.
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).

Feat 13(1400XP) -
Living Anatomy
Associated Class: Medic
Prerequisite:
Description: This character is able to easily distinguish the important portions of enemy targets and to discern its condition. Just as much as the medic is able to heal, he is able to take.
Effect: When the feat is taken, select 4 of the following Status Effects: Blind, Disease, Poison, Silence, Sleep, Slow, Feeble, Sadness, Sprain, Bleeding, Fatigue, Weak, Heat, Pain. When the medic lands a Critical Hit, one of those 4 effects can be inflicted up to Acute severity.
Feat 14(1500XP) -
Heightened Senses (Smell)
Associated Statistic: Health
Description: The character exhibits a natural advantage in one of the five senses. If multiple senses deserve this, a feat must be bought for each sense.
Effect: +10 to sight, listen, touch, taste, or smell (Choose one). The character can use this with the Skills under Honed Perception Skills.

Feat 15(1600XP) -
Improved Defense I
Associated Statistic: Endurance
Description: They say sometimes all you really need is stronger skin. Though it may work for everyone as far as words go, sometimes you'd like the sticks and stones to be staved off all the same. Takers of this feat have stronger bodies, able to bear a greater brunt of punishment.
Effect: Increases Defense Absorb Modifier alters from *40 to *50.
Example: The character has a 40 Endurance. The Defense Absorb equation is: +1 point per 10 Endurance *40. The equation would normally be 4*40=160. However, with this Feat the equation becomes 4*50=200. The character could then soak 200 points of damage before losing HP.


Feat 16(1800XP) -
Swift Learner
Associated Class: Scholar
Prerequisite:
Description: This character has an innate ability to learn, simply because of the way their minds work like steel traps. They're generally able to learn by repetition much easier than others.
Effect: When learning Knowledge skills only, this character's "skill learning" requirements are removed until Level 40.

Feat 17(2000XP) -
Heightened Senses (Smell)
Associated Statistic: Health
Description: The character exhibits a natural advantage in one of the five senses. If multiple senses deserve this, a feat must be bought for each sense.
Effect: +10 to sight, listen, touch, taste, or smell (Choose one). The character can use this with the Skills under Honed Perception Skills.

Feat 18(2200XP) -
Enhanced Spirit II
Associated Statistic: Spirit
Description: A character with this feat doesn't have great difficulty letting an idea take shape, easily able to channel their idea into a wonderful creation.
Effect: For every 10 points in Spirit, thecharacter gains +3 to roll for Spirit-based skills including Craft. THIS DOES NOT AFFECT MAGIC DAMAGE!
Example: A character has 60 Spirit. Normally the character would gain a bonus of +6, but with this feat, the bonus is +18.


Feat 19(2400XP) -
Feat 20(2500XP) -
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -
_______________________________________________________________________

<<> Equipment Slots <>>

Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon: Rose
CB-OSP:
Side Arm:
Armor: Emerald Lined-Robe
Pendant:
Ring 1:
Ring 2:

-= Item Slots =-
Slot 1: Rose
Slot 2: Seeds
Slot 3: Emerald-Lined Robe
Slot 4: Phoenix Down
Slot 5: Phoenix Down
Slot 6: Phoenix Down
Slot 7:
Slot 8:
Slot 9:
Slot 10:
Slot 11:
Slot 12:
Slot 13:
Slot 14:
Slot 15:
Slot 16:
Slot 17:
Slot 18:
Slot 19:
Slot 20:
Slot 21:

Credits: 500,000 (+1,000,000 after 3 months)
_______________________________________________________________________

<<> Inventory <>>
Items-
3 Pheonix Downs

A Single Red Rose
Description: A common garden variety rose with soft red petals and a thorny stem.
Price: N/A
Single Slot Item

Seed Packets:
Description: Kurama carries a variety of different seeds. They are usually common garden plants but there can be a few with other worldly origins.
Price: N/A

Rose Whip: (Quartz Whip)
Price: N/A
Augmentation Slots:
Roll Bonus: +41
Damage Mod: 11.6
DC To Make: N/A
Skill Level To Use: 15

Rose Sword: (Quartz Sword)
DC To Make: N/A
Skill Level To Use: 15
Price: N/A
Augmentation Slots: 3
Roll Bonus: +21
Damage Mod: 21

Emerald-Lined Robe (Street Clothes)
Price: 200000
Physical Soak Bonus: 1060
Magical Soak Bonus: 2700
Crafting DC: 1269
Name: Cloth Blends
Manufacturer: V.R. al-Busiri Designs
Price: +10% of base armor cost
DC to Make: 10% of armor crafting DC
Restrictions: Light Armor only; occupy 0 Support Augmentation Slots
Description: The studios of "visionary" designer V.R. al-Busiri -- the son of a front-line soldier and an officer -- have put into mainstream production and spotlight their newest lines of armored clothing -- or rather, clothing that functions as armor. Ranging from formalwear to everyday clothing, cloth weaves are able to provide protection while at the same time looking stunning for any occasion. They're also extremely useful for disguises...

Name: Seasonal Formalwear
Manufacturer: V.R. al-Busiri Designs
Price: +20% of base armor cost
DC to Make: 20% of armor crafting DC
Restrictions: Light Armor only.
Description: Fashion mogul Valentino al-Busiri's fashions have stolen the spotlight at shows across the galaxy, from Quintus to Prague to Mobius. Regardless of shape, size, species, gender, disposition, or favorite colors, al-Busiri clothes can cater to any request. The finest tuxedos, gowns, suits, and dresses impress even the most skeptical of people, giving an important edge when dealing with others. When worn, grants a +10 bonus to Diplomacy.
_______________________________________________________________________

<<> Roll Log <>>

-= Basic =-

Init die: 1d220
HP: 12000 hp (13200)
MP: 2525
Regen:
Physical Soak: 2000 (2120)
Magical Soak: 3300 (3380)
Luck Roll: 1d1000+10

Health: +21 (+23) (+1 Bonus for every 10 Health)

Kurama:
Flat Foot Dodge: +44 (Enhanced Dodge) +8 (reaction skill/2) +52
Dodge: +44 (Enhanced Dodge) +10 (Roll Skill) +54
Block: _____ (+1 Bonus for every 10 Dexterity + Weapons Proficiency + block advanced skills + weapon bonus

Physical Attack:
Whip:
+44 (Enhanced Attack Maneuver) +15 (Weapon Proficiency: Whip) +41 (Weapon) +100
Sword:
+44 (Enhanced Attack Maneuver) +15 (Weapon Proficiency: Sword) +21 (Weapon) +80
Martial Arts:
+44 (Enhanced Attack Maneuver) +15 (Martial Arts) +59

YokoKurama:
Flat Foot Dodge: +48 (Enhanced Dodge) +8 (reaction skill/2) +56
Dodge: +48 (Enhanced Dodge) +10 (Roll Skill) +58
Block: _____ (+1 Bonus for every 10 Dexterity + Weapons Proficiency + block advanced skills + weapon bonus

Whip:
+48 (Enhanced Attack Maneuver) +15 (Weapon Proficiency: Whip) +41 (Weapon) +104
Sword:
+48 (Enhanced Attack Maneuver) +15 (Weapon Proficiency: Sword) +21 (Weapon) +84
Martial Arts:
+48 (Enhanced Attack Maneuver) +15 (Martial Arts) +63

Survival: +16 (+18) (+1 Bonus for every 10 Endurance)

Kurama:
Magic/Psionic Attack: +32 (Enhanced Magic Affinity I) +20 (Druidic Magic) +10 (Druid: Class Feat) Situational: +10 (Natural Bonus: Advanced Skill) = +62 (+72)

Magic/Psionic Defense Roll: ______ (+1 Bonus for every 10 Willpower + Arcane Arts/Psionic Mastery Skill)

Yoko Kurama:
Magic/Psionic Attack: +36 (Enhanced Magic Affinity I) +20 (Druidic Magic) +10 (Druid: Class Feat) Situational: +10 (Natural Bonus: Advanced Skill) = +66 (+76)

Magic/Psionic Defense Roll: ______ (+1 Bonus for every 10 Willpower + Arcane Arts/Psionic Mastery Skill)

Luck : +10 d1000+(1 point to 10 points in Luck)

-= Skills =-



-= Abilities =-



-= Feats =-

_______________________________________________________________________


_______________________________________________________________________

<<> Special Notes <>>
Last edited by QueenSelphie on May 22nd, 2020, 10:23 pm, edited 23 times in total.
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QueenSelphie
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