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Post by Ava on Sept 14, 2011 15:11:22 GMT -5
Place Holder.
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Post by TheMageKing on Jan 1, 2013 11:46:34 GMT -5
Unformatted. Getting to this in a bit. ______________________
"The essence of Senbonzakura is that its several hundred millions of blades have no angle they cannot reach, creating the perfect attack from all directions." --Kuchiki Byakuya, 6th Division Captain Projectile-type Zanpakuto acquire abilities based around attacking at range and distance and effecting large areas of enemies.
Ranged Form:
This allows the Zanpakuto to attack as a ranged weapon. When releasing, you may release your Zanpakuto into its ranged form if desired. Switching between melee and ranged is a swift action that does not provoke an attack of opportunity. While in ranged form, your weapon no longer threatens any spaces. It can attack with a range increment of 90 feet, and functions off your attack bonus (although it uses dexterity instead of strength as it is a ranged attack). Its damage is lowered by one step (so a 1d6 becomes a 1d4), and it receives no additional benefit to damage beyond the Zanpakuto’s natural weapon enhancement (although other projectile abilities can change this). You may make a full attack with your weapon in ranged form. Improved Ranged Form:
Requires Ranged Form. You use normal Zanpakuto damage on ranged attacks and can apply your Dexterity to damage. Range increases by 30ft. Switching to ranged form does not provoke attacks of opportunity. Greater Ranged Form:
Requires Improved Ranged Form. You still threaten adjacent spaces and your range increases by 30 feet. Switching back to melee form does not provoke attacks of opportunity. Superior Ranged Form:
Requires Improved Ranged Form. You can threaten both adjacent spaces and one five-foot square within your first range increment. Opponents are aware they are threatened. Range increases by 30ft. Switching to ranged form is a swift action. Perfect Ranged Form:
Requires Superior Ranged Form. You can, instead of threatening adjacent spaces, threaten eight five-foot squares within your first range increment. Changing what spaces are threatened is a move action. Opponents are aware they are threatened. Range increases by 30ft. Switching back to melee form is a swift action. Air Swordsman:
This requires at least four Projectile abilities to take. As a full-round action, you can make a single projectile attack as though your opponent was flat-footed. Improved Air Swordsman:
This requires Air Swordsman. You can make a single Air Swordsman attack as a standard action. Greater Air Swordsman:
This requires Improved Air Swordsman. As a full-round action, you can make a full projectile attack as though your opponent was flat-footed. Line:
This allows the Zanpakuto to attack in a 100-foot line as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Intelligence modifier) for half damage. It may be taken multiple times; it increases the range by 50 feet every time it is taken. You do not gain your strength bonus when attacking in this fashion. Cone:
This allows the Zanpakuto to attack in a 60-foot cone as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Intelligence modifier) for half damage. It may be taken multiple times; it increases the range by 30 feet every time it is taken. You do not gain your strength bonus when attacking in this fashion. Burst:
This allows the Zanpakuto to attack in a 20-foot burst centered on the wielder as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Intelligence modifier) for half damage. It may be taken multiple times; it increases the range by 10 feet every time it is taken. You do not gain your strength bonus when attacking in this fashion. Wall:
This allows the Zanpakuto to create a 50-foot long, 5-foot thick wall which can be placed anywhere within a medium range increment of the wielder as a standard action, dealing its normal damage to all in range or who attempt to pass through it. Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Intelligence modifier) for half damage. The wall lasts for 3 rounds, and the Zanpakuto may not be used during the time the wall lingers, although it can be dismissed voluntarily as a free action. It can be taken multiple times; it increases either the length of the wall by 25 feet, the width of the wall by 5 feet, or the duration by 1 round every time it is taken. You do not gain your strength bonus when attacking in this fashion. You still retain the AC bonus from your Zanpakuto while a wall is formed. Emanation:
This requires either the Burst ability or two Projectile abilities. This allows the Zanpakuto to attack in a 20-foot emanation centered on the wielder as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Intelligence modifier) for half damage. The emanation lingers for 3 rounds, and the Zanpakuto may not be used during the time the emanation lingers, although it can be dismissed voluntarily as a free action. It can be taken multiple times; it increases the emanation by 5 feet or the lingering effect by 1 roundevery time it is taken. You do not gain your strength bonus when attacking in this fashion. Cylinder:
This requires either the Burst ability or two Projectile abilities. This allows the Zanpakuto to attack in a 20-foot, 40-foot tall cylinder on any point within a short range increment as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Intelligence modifier) for half damage. It can be taken multiple times; it either increases the range increment to medium and then long or increases the range by 5 feet or the height by 10 feet. You do not gain your strength bonus when attacking in this fashion. Shaping:
This requires at least three Projectile abilities to take. It allows the wielder to alter the area and effects of any of the following abilities: Cone, Burst, Emanation, or Cylinder. The alteration consists of creating spaces within the ability’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, abilities shaped in this way have a minimum dimension of 5 feet. Increased Mass:
This requires at least one Projectile ability that is not change form. When using any of the area-effect Projectile abilities, increase the damage by 2d6. Also, this removes 10% of the chance any wind-based defense has of blowing the projectile aside. Mighty Projectile:
This allows you to add your strength bonus to Projectile attacks. Precise Projectile:
This allows you to add your dexterity bonus to Projectile attacks.
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