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Post by falleneco on Dec 31, 2012 12:18:19 GMT -5
I copyed some stuff right before it went down, and have been asked to share.
So I will. Please beware, these will be big wall texts, (no editting until I get all up), and I have no idea who did what. I didn't have time to grab the credits.
I also ask that no-one else post here until I'm done putting stuff up. Which will be awhile. Please
So with apologises and high hopes, here are the rules.
Edits and commentary may show up like this later, when I go back for formatting.
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Post by falleneco on Dec 31, 2012 12:20:13 GMT -5
Chapter 1: Characters Character Creation Whenever you create a character using the Bleach D20 system, there are a few ideas to keep in mind. This section will run through the things that may create issues with those unfamiliar to the system. Feats As with most other d20 systems, you gain a feat at character creation in the Bleach D20 system. If you are playing a human character, you gain an extra feat at first level. These feats may be taken from any D20 source, including the Bleach D20, D20 modern, or 3.5e Player's Handbook. If a feat appears in the Bleach D20 Sourcebook and among other sources, the version of the feat in this Sourcebook takes precedence. If a feat has a Prerequisite, you must meet the prerequisite in order to take it. Any feat with a Prerequisite of "1st level only" can only be taken at character creation as the character's first level feat. Skills Each class has a number of skills that are treated as class skills. These skills may have a maximum number of ranks equal to your current character level +3. Skills that are not class skills have a maximum of half that. Class skills cost one skill point per rank, non-class skills cost one skill point per 1/2 rank, making a single rank in a cross class skill cost two skill points. Skills labeled as "Trained Only" are skills that you must have at least one rank in to use. In the Bleach D20 system, you may choose your class skills. Each class gives a certain number of skills you may pick, with some classes granting an extra skill or restricting which skills may be chosen. In the case of classes that say "...plus Craft...", for example, you pick the other skills you want and get Craft as a class skill for free. Saves Saves are what makes you harder to affect with certain types of attacks. Fortitude represents your ability to resist poison and massive damage. Will is your ability to keep from being influenced by mental attacks. Reflex manifests as being able to dodge techniques and get out of the way. At character creation, you choose one of these saves as your "Good Save" and the other two become your "Bad Save". In this way, you choose whether your character can dodge attacks, resist mental invasions, or fight off the effects of poison and illnesses. Your Good Save uses the value in that column of your chosen class, and the other two use the value in the Bad Save column. Class abilities Each class will have certain abilities that influence how that class grows. The Shinigami classes govern the growth of the Zanpakutou and the Shinigami themselves, the Quincy class helps the Quincy become an expert archer with special bow-related abilities, the Fullbringer class changes the human into a force on par with spiritual entities, the Hollow class focuses the hollow into an unstoppable machine of death, and so on. When each class lists an ability, the description of that ability will be found under the "Class Features" section for that class. If the listed ability is "Bonus Feat", then you instead choose a feat to benefit from. Defense Bonus Each class has a defense bonus, which represents how that character has gotten better and better at avoiding attacks. A character's bonus is drawn from his level in his chosen class- a 6th level expert shinigami, for example, would have a defense bonus of +6 from his class. Each level's defense bonus replaces that of the perceeding level, much like Base Attack Bonus. The defense bonus at each level is applied as an untyped bonus to AC, which is lost if a character is flat-footed. If you would not lose your Dexterity bonus to AC while flat-footed, you do not lose your defense bonus to AC while flat-footed. Reiatsu Atribute All characters in bleach D20 have spiritual power - or Reiatsu - that is used to power their abilities and helps to determine their SEP totals. At character creation, choose Intelligence, Wisdom, or Charisma to be the characters Reiatsu attribute. Once this choice is made, it cannot be changed except with the Alternate Demon Path Feat. The Reiatsu attribute is mostly used to determine save DC of abilities that use Spiritual Power, though it is used for several other purposes as well. Prestige Classes Prestige Classes in the Bleach D20 system function more like templates that grow more powerful in time. When taking a Prestige Class, you continue to progress in the base class every time you gain a level, so a Shinigami character that use his or her 13th level to gain their first Vizard level, for instance, becomes a 13th level Shinigami/1st level Vizard, rather than a 12th level Shinigami/1st level Vizard. Multiclassing There is only one way to multiclass in Bleach D20: into it. Augmented Shinigami and Hollows are those that began as non-Bleach D20 characters that died and joined the system. They retain their old class levels, abilities, and feats, but then begin to progress in either a Shinigami class or a Hollow class. Characters who are not Augmented Shinigami or Augmented Hollows may not multiclass; they are limited to one base class. Alternate Class Features Sometimes, a Shinigami isn't great at using Kido or Shunpo. Alternate Class Features change the way your character progresses. Note that these features aren't classes; instead, they replace the progression of your base class. As such, when you gain a level in your base class, you do not gain a level in the alternate class feature. Spiritual Energy Points Throughout this Sourcebook, you will see references to SEP. This refers to Spiritual Energy Points. SEP are spent to use Kido, Cero, and other abilities. Each character, however, gains SEP differently. At character creation, roll 1d8. The result determines your base SEP for each level. See Chapter 9: Spiritual Energy and Kido System for more information. To restore SEP, a character must have had a full nights rest (8 hours), after which his SEP are fully restored. Races Subtypes In a Bleach D20 game, when a living character dies, it is handled differently than in a regular Dungeons and Dragons game. Their body becomes lifeless and inert, and they become a Spirit, Shinigami or Hollow (see below). Note: Augmented Shinigami and Hollows are not standard Bleach cannon, and are just there if you want your standard D&D characters to become Shinigami. It is up to the DM to decide if they want Augmented Shinigami or Hollows in their game. Spirit A spirit is a character who has recently died, and has not beome a Hollow or Shinigami. A character with previous class levels does not become a spirit, and automatically becomes either an Augmented Shinigami or an Augmented Hollow. A Spirit has no class levels at all. They are powerless, and only have 1 hit point. Spirits killed by a Hollow become a Hollow. When they become a Shinigami or a Hollow, they become a first level character. When on a regular Material Plane, Spirits are treated as Incorporeal and completely undetectable (without the aid of magic) to regular humanoids. To Shinigami, Hollows, Classes that are automatically Spiritually aware (Fullbringers, Modsouls and Quincy) and characters who have taken the Spiritually Aware feat, they are treated as Corporeal and visible. When Spirits spend a standard action to concentrate, they can phase through any objects in the material plane they wish. This applies to anything that is not the ground. Spirits are unaffected by the rules for drowning and natural weather in the Material Plane. When on a spiritual plane, such as Soul Society or Hueco Mundo, Spirits are always considered as Corporeal creatures, and they do not gain any of the benefits they could gain when on a Material Plane. Shinigami (Standard) A Standard Shinigami is a character who, before becoming a Shinigami had no class levels in anything. Most Bleach D20 Shinigami have this subtype. A Standard Shinigami chooses one Shinigami class to progress in (Warrior, Expert or Kido). Every level, they must take a level in their chosen Shinigami class, and can choose one Bleach D20 Prestige Class for each level, provided they can meet the requirements of a prestige class. A Standard Shinigami does not roll for hit points each level, they automatically get maximized hit points each level. Shinigami are hardier than any normal human or spirit. For a Shinigami, they die when they reach -10 hit points or ½ their normal hit point total, whichever is greater. Furthermore, a Shinigami will recover 1 hit point every round until they are at 1 hit point. A Shinigami may continue to act while in negative hit points (making use of feats such as Diehard), but they will instead lose 1 hit point a turn until they are brought into positive hit points or until they die or stop acting. When on a regular Material Plane, Standard Shinigami are treated as Incorporeal and completely undetectable (without the aid of magic) to regular humanoids. To Shinigami, Hollows, Classes that are automatically Spiritually aware (Fullbringers, Modsouls and Quincy) and characters who have taken the Spiritually Aware feat, they are treated as Corporeal and visible. Whilst on a material plane, standard shinigami can walk or jump on air just as easily as they might stand on the ground. Also, if spending a standard action to concentrate, they can phase through any objects in the material plane they wish. This applies to anything that is not the ground. Standard Shinigami are unaffected by the rules for drowning and natural weather in the Material Plane. When on a spiritual plane, such as Soul Society or Hueco Mundo, Standard Shinigami are always considered as Corporeal creatures, and they do not gain any of the benefits they could gain when on a Material Plane. Shinigami (Augmented) An Augmented Shinigami is a character who has class levels in some other class before dying and becoming a Shinigami. These classes can be anything from a normal D&D 3.5 class, a Bleach D20 Human character class, or even some other 3.5 compatible class. Their Pre-Shinigami classes gain some partial Shinigami benefits. A Hollow cannot become an Augmented Shinigami without powerful divine intervention. An Augmented Shinigami is not limited to Bleach D20 Shinigami Classes (A Shinigami still needs to choose only one Shinigami class that they can progress in). Like a Standard Shinigami, when taking a Bleach D20 Class (Including human classes, such as Fullbring or Quincy), they can choose a Bleach D20 Prestige Class that overlaps with their base class. However, when leveling up a class that is not a Bleach D20 class, they do not choose a Bleach D20 Prestige Class. Unlike a regular Spirit turned Shinigami, they do not automatically gain a level in their choice of Shinigami class. They must earn enough experiece points to gain another level, then choose a level in Shinigami. An Augmented Shinigami does not roll for hit points when taking a Shinigami class, like a Standard Shinigami. When taking a normal class level, however, they roll for hit points normally, and choose the result or average, whichever is higher. This is retroactive, any classes taken before becoming an Augmented Shinigami gain this benefit. Augmented Shinigami are hardier than any normal human or spirit. For an Augmented Shinigami, they die when they reach -10 hit points or ½ their normal hit point total, whichever is greater. Furthermore, an Augmented Shinigami will recover 1 hit point every round until they are at 1 hit point. An Augmented Shinigami may continue to act while in negative hit points (making use of feats such as Diehard), but they will instead lose 1 hit point a turn until they are brought into positive hit points or until they die or stop acting. An Augmented Shinigami's non Bleach D20 levels gain SEP that stack with their Shinigami levels. When on a regular Material Plane, Augmented Shinigami are treated as Incorporeal and completely undetectable (without the aid of magic) to regular humanoids. To Shinigami, Hollows, Classes that are automatically Spiritually aware (Fullbringers, Modsouls and Quincy) and characters who have taken the Spiritually Aware feat, they are treated as Corporeal and visible. Whilst on a material plane, Augmented Shinigami can walk or jump on air just as easily as they might stand on the ground. Also, if spending a standard action to concentrate, they can phase through any objects in the material plane they wish. This applies to anything that is not the ground. Augmented Shinigami are unaffected by the rules for drowning and natural weather in the Material Plane. When on a spiritual plane, such as Soul Society or Hueco Mundo, Augmented Shinigami are always considered as Corporeal creatures, and they do not gain any of the benefits they could gain when on a Material Plane. Hollow (Standard) A Standard Hollow is a character who, before becoming a Hollow had no class levels in anything. Most Bleach D20 Hollows have this subtype. A Standard Hollow can only progress in the Paragon Hollow base class, and can choose one Bleach D20 Prestige Class for each level, provided they can meet the requirements of a prestige class. When on a regular Material Plane, Standard Hollows are treated as Incorporeal and completely undetectable (without the aid of magic) to regular humanoids. To Shinigami, Hollows, Classes that are automatically Spiritually aware (Fullbringers, Modsouls and Quincy) and characters who have taken the Spiritually Aware feat, they are treated as Corporeal and visible. Standard Hollows can walk or jump on air just as easily as they might stand on the ground. Also, if spending a standard action to concentrate, they can phase through any objects in the material plane they wish. This applies to anything that is not the ground. Standard Hollows are unaffected by the rules for drowning and natural weather in the Material Plane. When on a spiritual plane, such as Soul Society or Hueco Mundo, Standard Hollows are always considered as Corporeal creatures, and they do not gain any of the benefits they could gain when on a Material Plane. Hollow (Augmented) An Augmented Hollow is a character who has class levels in some other class before dying and beoming a Hollow. These classes can be anything from a normal D&D 3.5 class, a Bleach D20 Human character class, or even some other 3.5 compatible class. Their Pre-Hollow classes gain some partial Hollow benefits. A Shinigami cannot become an Augmented Hollow without powerful divine intervention. An Augmented Hollow is not limited to the Bleach D20's Paragon Hollow class. Like a Standard Hollow, when taking a Bleach D20 Class (Including human classes, such as Fullbring or Quincy), they can choose a Bleach D20 Prestige Class that overlaps with their base class. However, when leveling up a class that is not a Bleach D20 class, they do not choose a Bleach D20 Prestige Class. Unlike a regular Spirit turned Hollow, they do not automatically gain a level in Paragon Hollow. They must earn enough experiece points to gain another level, then choose a level in Paragon Hollow. An Augmented Hollow's non BleachD20 levels gain SEP that stack with their Paragon Hollow levels. When on a regular Material Plane, Augmented Hollows are treated as Incorporeal and completely undetectable (without the aid of magic) to regular humanoids. To Shinigami, Hollows, Classes that are automatically Spiritually aware (Fullbringers, Modsouls and Quincy) and characters who have taken the Spiritually Aware feat, they are treated as Corporeal and visible. Augmented Hollows can walk or jump on air just as easily as they might stand on the ground. Also, if spending a standard action to concentrate, they can phase through any objects in the material plane they wish. This applies to anything that is not the ground. Augmented Hollows are unaffected by the rules for drowning and natural weather in the Material Plane. When on a spiritual plane, such as Soul Society or Hueco Mundo, Augmented Hollows are always considered as Corporeal creatures, and they do not gain any of the benefits they could gain when on a Material Plane. Templates Child Spirits in bleach age at a vastly slower rate. This means that talented children could be trained to be an effective Shinigami at a much younger age. Creating a Child Child is an template that can be added to any Shinigami or other slow-aging characters(referred to hereafter as the base creature). Size and Type The base creature is one size category smaller than it's regular race. Speed Child Shinigami are more agile than regular children, and thus do not receive any speed penalty for being smaller. Special Qualities Candy Aura:* No matter how mature Child Shinigami act, children give off an 60ft. aura that compels non-hostile adults to give them candy, even if not wanted. Some Child Shinigami see this ability as useful, and gladly accept any offerings Abilities -2 Strength: Children are much weaker than a grown adult. +2 Dexterity: Children are much more agile and energetic. Level Adjustment +0 * This is just a joke, and is not a real ability.
Plushie (Not to be confused with Eiji's Eijilund Plushies) In the world of Bleach, Plushies have been found multiple times, usually being the host of a Modsoul, but it is possible for other creatures to be placed inside of a Plushie. Plushies come in all shapes and sizes. Some are anthropomorphic, some look like popular characters from tv shows, games, etc. Their appearance will never change their mechanical abilities. (A plush bird will not fly because it is a Plushie). Plushies can always be seen by humans who are not spiritually aware. Creating a Plushie Plushie is a template that can be added to anybody who gets placed into a Plushie. Size and Type The base creature gains the Construct Type and the Living Construct Subtype. In addition, the base creature lowers its size to Tiny, gaining all the benefits and penalties from being a Tiny creature. If the base creature is smaller than Tiny to begin with, its size is unchanged. Speed If the base creature was originally large-sized or bigger, lower the land speed to 30 ft, and all other forms of movement is similarly lowered (A creatue's swim speed is usually double land speed, and burrowing speed is usually half). Speed is unchanged in any medium-sized creatures or smaller. Special Qualities Reach: Unlike most tiny-sized creatures, Plushies have a 5ft reach. This means they do not have to move into an opponent’s square to hit them, and they threaten all squares around themselves. Plushie Form: When a base creature becomes a Plushie, they can potentially lose some of their abilities. For example, if a creature with an extraordinary ability to fly enters a Plushie who lacks wings, they cannot fly until they exit the Plushie or they find a Plushie with wings. If a creature has four arms and enters a Plushie with two arms, they cannot use two of their arms until they leave the Plushie. The exception to this rule is Modsouls. They can use all Modsoul abilities while in a plushie. The appearance of the plushie changes (if nessary) to make all Modsoul abilities available. If a Shinigami, Vizard or Arrancar enter a Plushie, their Zanpakuto immediately sizes down to their new size while they are a Plushie. The same goes for a Quincy's bow, or a Fullbringers Fullbring. Abilities For each size category the base creature goes down, lower the Strength by 2 and increase the Dexterity by 2. For example, a regular human would have an adjustment of -4 Strength, +4 Dexterity, while a child would have and adjustment of -2 Strength, +2 Dexterity (in addition to their natural racial ability adjustments). Level Adjustment +0
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Post by falleneco on Dec 31, 2012 12:26:48 GMT -5
Chapter 2: Base Classes Warrior Shinigami “Whether you kill or get killed, it’s just a way to kill time.” --Kenpachi Zaraki, 11th Division Captain The warrior Shinigami represents the pinnacle of Shinigami combat training. While often capable of mastering minor Kido attacks, The Warrior Shinigami hones their sword skills to absolute perfection. Moderately skilled with the Shunpo (flash step), Warrior Shinigami focus their Zanpakuto on combat, taking advantage of their high base attack bonus, high Zanpakuto damage progression, and general strength of arms. Table: Warrior Shinigami Hit Die: d12 Level Base Attack Bonus Good Save Poor Saves Special Zanpakuto Damage Def. Bonus Spells Known Max. Spell Level Known 1st +1 +2 +0 Shinigami Subtype, Bonus Feat, Zanpakuto, Alternate Form 1d6 3 - - 2nd +2 +3 +0 Bonus Feat, Masterwork Zanpakuto, Zanpakuto Awakening 1d6 3 - - 3rd +3 +3 +1 Shikai, Zanpakuto Regeneration 1d6 4 - - 4th +4 +4 +1 Zanpakuto +1 1d8 4 1 1 5th +5 +4 +1 Bonus Feat, Shikai Ability 1d8 5 1 1 6th +6/+1 +5 +2 Shunpo 1d8 5 2 1 7th +7/+2 +5 +2 Shikai Ability 1d8 6 2 1 8th +8/+3 +6 +2 Bonus Feat, Zanpakuto +2 1d10 6 3 2 9th +9/+4 +6 +3 Shikai Ability 1d10 7 3 2 10th +10/+5 +7 +3 Zanpakuto Manifestation 1d10 7 4 2 11th +11/+6/+1 +7 +3 Bonus Feat, Final Shikai Ability 1d10 8 4 3 12th +12/+7/+2 +8 +4 Zanpakuto +3, Bankai 2d6 8 5 3 13th +13/+8/+3 +8 +4 Shikai Ability 2d6 9 5 3 14th +14/+9/+4 +9 +4 Bonus Feat, Bankai Ability 2d6 9 6 4 15th +15/+10/+5 +9 +5 Shikai Ability 2d6 10 6 4 16th +16/+11/+6/+1 +10 +5 Zanpakuto +4, Bankai Ability 2d8 10 7 4 17th +17/+12/+7/+2 +10 +5 Bonus Feat, Shikai Ability 2d8 11 7 4 18th +18/+13/+8/+3 +11 +6 Bankai Ability 2d8X 11 8 4 19th +19/+14/+9/+4 +11 +6 Shikai Ability 2d8 12 8 4 20th +20/+15/+10/+5 +12 +6 Bonus Feat, Zanpakuto +5, Final Bankai Ability 2d10 12 9 4 Skills Points: 4 + Int Modifier per level, (*4 at 1st level) Class Skills: Choose any nine skills as class skills, plus craft. Class Features Weapon and Armor Proficiency: Warrior Shinigami are Proficient with their Zanpakuto, Simple weapons, and Martial weapons. They are proficient with all armour and shields, other than tower shields. Spellcasting: A warrior Shinigami casts Kido drawn from the universal Kido spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a Kido, a Warrior Shinigami must have a charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Warrior Shinigami’s spell is 10 + the spell level + the warrior Shinigami’s charisma modifier. Shinigami Subtype: All Shinigami gain either the Standard Shinigami or the Augmented Shinigami Subtype. Bonus Feat: The Warrior Shinigami gains bonus feats at the first and second level, as well as every three levels thereafter. Zanpakuto: A Shinigami is given a basic Zanpakuto upon their graduation from the academy. Known as Asauchi, or “Shallow Hit”, these Zanpakuto do not manifest any abilities and are most commonly seen being carried by the standard rank--and-file soldiers within the Soul Society. All Asauchi appear as a standard bastard sword (katana) that the Shinigami is considered proficient with. The sword is considered to be a one-handed weapon that the Shinigami may wield as if proficient. The Zanpakuto has a critical rate of x2, and its damage progression is determined by the Shinigami’s level. At the 2nd level, the Shinigami’s Zanpakuto functions as if it were a masterwork weapon. At the 4th level, the Zanpakuto becomes a +1 magic weapon. Every 4 levels thereafter (8, 12, 16 and 20) it grows in strength, up to +5 at 20th level. In addition, this bonus is added to the wielder’s AC, but the bonus does not apply to flat-footed or touch AC. Alternate Form: The sealed Zanpakuto’s cross guard and hilt are different in shape for all Shinigami. In some instances, the Zanpakuto’s sealed form may change to an entirely different form. While many Zanpakuto appear as a normal katana, some do not; having a different form that may or may not reflect their abilities. Examples of this are Ichimaru Gin, whose Zanpakuto manifests as a short sword (wakizashi) or Kurosaki Ichigo, who’s Zanpakuto manifested as a greatsword. All of these changes are determined by the player. These changes are purely cosmetic, and grant no additional abilities, nor does this count as a prerequisite for any feat or ability. To change the properties of your sealed Zanpakuto requires the Alternate Sealed Form feat. Zanpakuto Awakening: As the Shinigami’s skill with their Zanpakuto grows, their Zanpakuto begins to awaken, becoming a sentient being in its own right. The Zanpakuto’s personality is close to that of its wielder (as it is indeed a part of its wielder), and begins to increase in strength. At 2nd level, the Zanpakuto functions as a masterwork weapon. Also, the Zanpakuto begins to contact you, speaking to you and communicating with you as you begin to learn more about it. Shikai: At 3rd level, the Shinigami finally learns the name of their Zanpakuto, becoming able to release their Zanpakuto’s first form and summon forth its power. At the cost of 1 SEP, a Shinigami's Shikai can be released as a move action which does not provoke an attack of opportunity. A shikai release lasts one minute per Shinigami Level. At the end of the release, you may spend 2 SEP to extend the duration of Shikai for an additional minute. Shikai begin with two abilities, with one of each type their Zanpakuto has. In the case of Zanpakuto that release and attack before reforming (like Haineko or Senbonzakura) the first release counts for the entire encounter, and the release form’s attack may be used until the encounter ends. All Zanpakuto have two types that effect how they release and the progression of their power (although more types may be acquired with the appropriate feats). At 5th level, and every odd level thereafter, the Zanpakuto gains two extra Shikai abilities. Zanpakuto Regeneration: At 3rd level, when Shikai is attained, the Zanpakuto gains the ability to regenerate itself if broken or destroyed. Zanpakuto regenerate hit points at a rate of the Shinigami’s class level every day, and if shattered, they will mend themselves completely after three days. Until this time, the Zanpakuto cannot be used. Shunpo: All Shinigami learn to utilize the flash step, or Shunpo. Shunpo allows instantaneous movement from one point to the next as if by means of the dimensional door spell. At the cost of 3 SEP, she can travel up to character level * 5 ft. Unlike the dimensional door spell, Shunpo can be used either as a swift action or as part of a move action, which does not provoke an attack of opportunity. You may still take other actions after utilizing the Shunpo. A Shinigami gains the ability to use Shunpo 6th level. Shunpo cannot take you to an area you cannot physically see when using it. Zanpakuto Manifestation: At 10th level, the Zanpakuto gains the ability to manifest itself in the physical world, speaking not only to its wielder but also to others who might witness the manifestation. At this point, a Shinigami is able to begin training for Bankai, their final release state. Zanpakuto can be manifested for up to one hour per day per character level. The Zanpakuto cannot be used while manifested, nor can it fight on its own. Final Shikai Ability: In addition to gaining a standard Shikai ability, at 11th level a Shinigami learns a final, desperate technique that shatters their Zanpakuto in the process. Meant as an absolute last resort, this ability allows a Shinigami to choose one attack their Zanpakuto can use (be it a standard physical attack, a projectile attack, a Kido attack or otherwise) and double the amount of damage dice it does. If the attack allows a save to reduce the damage, increase the save DC by 1/2 your character level, if it requires an attack roll, gain a bonus to your attack roll equal to your character level. Rolling a 1 does not equal an automatic failure on this attack roll. Abilities like Evasion or Mettle do not apply to reduce or negate the amount of damage this attack does (although they can resist secondary effects such as blindness or deafness as normal). Utilizing this attack is a full-round action that does not provoke an attack of opportunity. After using it, the Zanpakuto shatters, and cannot be used again until it restores itself. Bankai: At 12th level, the Shinigami defeats its manifested Zanpakuto and unlocks the secrets of Bankai, the final release. Bankai is an explosion of power far superior to that of a Shikai, granting the Shinigami a powerful boost for a short period of time Bankai may be released by spending 20 SEP. Bankai will last 2 rounds per Shinigami Level. At the end of the release, you may spend 1 SEP for an extra round. Releasing is a full-round action that does not provoke an attack of opportunity. If the character has already released their Shikai, releasing their Bankai is only a move-action. The Bankai gains one ability upon reaching the 12th level. Users of Bankai are fatigued after the effect ends. At 14th level and every even level thereafter, the Bankai gains another ability, culminating with the Final Bankai Ability at 20th level. Bankai are of the same type as Shikai for purposes of power progression. This ability is not effected by the normal SEP limit - it can be used at any time so long as the Shinigami has enough SEP Final Bankai Ability: The Final Bankai ability functions identically to the Final Shikai ability, except that it functions off a Bankai attack.
Expert Shinigami “Do you remember the first time you stood up on your own? The fact that you don’t remember means you weren’t conscious of it. Then why did you stand up? People are born with the knowledge of how to stand. Birds all know how to fly. Fish all know how to swim. That’s instinct.” --Shihouin Yoruichi, Ex-commander of special forces The expert Shinigami represents a balance between combat and kidou skills. They excel in using their many different skills and abilities to make a balanced and effective fighting style. While not as strong frontline fighters or spellcasters, they have a good balance of both and a wide variety of skills to choose from. Table: Expert Shinigami Hit Die: d8 Level Base Attack Bonus Good Save Poor Saves Special Zanpakuto Damage Def. Bonus Spells Known Max. Spell Level Known 1st +0 +2 +0 Shinigami Subtype, Bonus Feat, Zanpakuto, Alternate Form 1d4 4 1 1 2nd +1 +3 +0 Bonus Feat, Masterwork Zanpakuto, Zanpakuto Awakening 1d4 4 2 1 3rd +2 +3 +1 Shikai, Zanpakuto Regeneration 1d4 5 3 1 4th +3 +4 +1 Zanpakuto +1, Bonus Feat 1d6 5 4 2 5th +4 +4 +1 Shikai Ability 1d6 6 5 2 6th +4 +5 +2 Shunpo, Bonus Feat 1d6 6 6 2 7th +5 +5 +2 Shikai Ability 1d6 7 7 3 8th +6/+1 +6 +2 Bonus Feat, Zanpakuto +2 1d8 7 8 3 9th +6/+1 +6 +3 Shikai Ability 1d8 8 9 3 10th +7/+2 +7 +3 Zanpakuto Manifestation, Bonus Feat 1d8 8 10 4 11th +8/+3 +7 +3 Final Shikai Ability 1d8 9 11 4 12th +9/+4 +8 +4 Zanpakuto +3, Bankai, Bonus Feat 1d10 9 12 4 13th +9/+4 +8 +4 Shikai Ability 1d10 10 13 5 14th +10/+5 +9 +4 Bonus Feat, Bankai Ability 1d10 10 14 5 15th +11/+6/+1 +9 +5 Shikai Ability 1d10 11 15 6 16th +12/+7/+2 +10 +5 Zanpakuto +4, Bankai Ability, Bonus Feat 2d6 11 16 6 17th +12/+7/+2 +10 +5 Shikai Ability 2d6 12 17 6 18th +13/+8/+3 +11 +6 Bankai Ability, Bonus Feat 2d6 12 18 6 19th +14/+9/+4 +11 +6 Shikai Ability 2d6 13 19 6 20th +15/+10/+5 +12 +6 Bonus Feat, Zanpakuto +5, Final Bankai Ability 2d8 13 20 6 Skill Points per level: 8 + Int modifier per level (x4 at 1st level) Class Skills: Choose any seventeen skills as class skills, plus craft. Class Features Weapon and Armor Proficiency: Expert Shinigami are Proficient with their Zanpakuto, Simple weapons, and Martial weapons. Shinigami are not proficient with any armor. Spellcasting: A Expert Shinigami casts Kido drawn from the universal Kido spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a Kido, a Expert Shinigami must have a charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Expert Shinigami’s spell is 10 + the spell level + the Expert Shinigami’s charisma modifier. Shinigami Subtype: All Shinigami gain either the Standard Shinigami or the Augmented Shinigami Subtype. Bonus Feat: The Expert Shinigami gains bonus feats at the first and second level, as well as every two levels thereafter. Zanpakuto: A Shinigami is given a basic Zanpakuto upon their graduation from the academy. Known as Asauchi, or “Shallow Hit”, these Zanpakuto do not manifest any abilities and are most commonly seen being carried by the standard rank--and-file soldiers within the Soul Society. All Asauchi appear as a standard bastard sword (katana) that the Shinigami is considered proficient with. The sword is considered to be a one-handed weapon that the Shinigami may wield as if proficient. The Zanpakuto has a critical rate of x2, and its damage progression is determined by the Shinigami’s level. At the 2nd level, the Shinigami’s Zanpakuto functions as if it were a masterwork weapon. At the 4th level, the Zanpakuto becomes a +1 magic weapon. Every 4 levels thereafter (8, 12, 16 and 20) it grows in strength, up to +5 at 20th level. In addition, this bonus is added to the wielder’s AC, but the bonus does not apply to flat-footed or touch AC. Alternate Form: The sealed Zanpakuto’s cross guard and hilt are different in shape for all Shinigami. In some instances, the Zanpakuto’s sealed form may change to an entirely different form. While many Zanpakuto appear as a normal katana, some do not; having a different form that may or may not reflect their abilities. Examples of this are Ichimaru Gin, whose Zanpakuto manifests as a short sword (wakizashi) or Kurosaki Ichigo, who’s Zanpakuto manifested as a greatsword. All of these changes are determined by the player. These changes are purely cosmetic, and grant no additional abilities, nor does this count as a prerequisite for any feat or ability. To change the properties of your sealed Zanpakuto requires the Alternate Sealed Form feat. Zanpakuto Awakening: As the Shinigami’s skill with their Zanpakuto grows, their Zanpakuto begins to awaken, becoming a sentient being in its own right. The Zanpakuto’s personality is close to that of its wielder (as it is indeed a part of its wielder), and begins to increase in strength. At 2nd level, the Zanpakuto functions as a masterwork weapon. Also, the Zanpakuto begins to contact you, speaking to you and communicating with you as you begin to learn more about it. Shikai: At 3rd level, the Shinigami finally learns the name of their Zanpakuto, becoming able to release their Zanpakuto’s first form and summon forth its power. At the cost of 1 SEP, a Shinigami's Shikai can be released as a move action which does not provoke an attack of opportunity. A shikai release lasts one minute per Shinigami Level. At the end of the release, you may spend 2 SEP to extend the duration of Shikai for an additional minute. Shikai begin with two abilities, with one of each type their Zanpakuto has. In the case of Zanpakuto that release and attack before reforming (like Haineko or Senbonzakura) the first release counts for the entire encounter, and the release form’s attack may be used until the encounter ends. All Zanpakuto have two types that effect how they release and the progression of their power (although more types may be acquired with the appropriate feats). At 5th level, and every odd level thereafter, the Zanpakuto gains two extra Shikai abilities. Zanpakuto Regeneration: At 3rd level, when Shikai is attained, the Zanpakuto gains the ability to regenerate itself if broken or destroyed. Zanpakuto regenerate hit points at a rate of the Shinigami’s class level every day, and if shattered, they will mend themselves completely after three days. Until this time, the Zanpakuto cannot be used. Shunpo: All Shinigami learn to utilize the flash step, or Shunpo. Shunpo allows instantaneous movement from one point to the next as if by means of the dimensional door spell. At the cost of 3 SEP, she can travel up to character level * 5 ft. Unlike the dimensional door spell, Shunpo can be used either as a swift action or as part of a move action, which does not provoke an attack of opportunity. You may still take other actions after utilizing the Shunpo. A Shinigami gains the ability to use Shunpo 6th level. Shunpo cannot take you to an area you cannot physically see when using it. Zanpakuto Manifestation: At 10th level, the Zanpakuto gains the ability to manifest itself in the physical world, speaking not only to its wielder but also to others who might witness the manifestation. At this point, a Shinigami is able to begin training for Bankai, their final release state. Zanpakuto can be manifested for up to one hour per day per character level. The Zanpakuto cannot be used while manifested, nor can it fight on its own. Final Shikai Ability: In addition to gaining a standard Shikai ability, at 11th level a Shinigami learns a final, desperate technique that shatters their Zanpakuto in the process. Meant as an absolute last resort, this ability allows a Shinigami to choose one attack their Zanpakuto can use (be it a standard physical attack, a projectile attack, a Kido attack or otherwise) and double the amount of damage dice it does. If the attack allows a save to reduce the damage, increase the save DC by 1/2 your character level, if it requires an attack roll, gain a bonus to your attack roll equal to your character level. Rolling a 1 does not equal an automatic failure on this attack roll. Abilities like Evasion or Mettle do not apply to reduce or negate the amount of damage this attack does (although they can resist secondary effects such as blindness or deafness as normal). Utilizing this attack is a full-round action that does not provoke an attack of opportunity. After using it, the Zanpakuto shatters, and cannot be used again until it restores itself. Bankai: At 12th level, the Shinigami defeats its manifested Zanpakuto and unlocks the secrets of Bankai, the final release. Bankai is an explosion of power far superior to that of a Shikai, granting the Shinigami a powerful boost for a short period of time Bankai may be released by spending 20 SEP. Bankai will last 2 rounds per Shinigami Level. At the end of the release, you may spend 1 SEP for an extra round. Releasing is a full-round action that does not provoke an attack of opportunity. If the character has already released their Shikai, releasing their Bankai is only a move-action. The Bankai gains one ability upon reaching the 12th level. Users of Bankai are fatigued after the effect ends. At 14th level and every even level thereafter, the Bankai gains another ability, culminating with the Final Bankai Ability at 20th level. Bankai are of the same type as Shikai for purposes of power progression. This ability is not effected by the normal SEP limit - it can be used at any time so long as the Shinigami has enough SEP Final Bankai Ability: The Final Bankai ability functions identically to the Final Shikai ability, except that it functions off a Bankai attack.
Kido Shinigam
“Hinamori is a master with Kidou. It’s no big deal for her to break the barrier. It’s also no big deal for her to place a barrier around herself and completely hide her reiatsu while moving about. Haven’t you noticed? She’s been following behind you the whole time.” --Kira Izuru, 3rd Division Lieutenant Kido Shinigami represents the paragon of kidou combat. Their Zanpakutou is a vessel through which they augment their already powerful spells, which they use to rain havoc and destruction upon all those that stand against them. In straight combat, their skills are comparatively poor, but when wielding magic they are instruments of destruction. Table: Kido Shinigami Hit Die: d4 Level Base Attack Bonus Good Save Poor Saves Special Zanpakuto Damage Def. Bonus Spells Known Max. Spell Level Known 1st +0 +2 +0 Shinigami Subtype, Bonus Feat, Zanpakuto, Alternate Form 1d4 2 3 1 2nd +1 +3 +0 Masterwork Zanpakuto, Zanpakuto Awakening, Bonus Feat 1d4 2 5 1 3rd +1 +3 +1 Shikai, Zanpakuto Regeneration 1d4 3 7 2 4th +2 +4 +1 Zanpakuto +1 1d4 3 9 2 5th +2 +4 +1 Bonus Feat, Shikai Ability 1d6 4 11 3 6th +3 +5 +2 Shunpo 1d6 4 13 5 7th +3 +5 +2 Shikai Ability 1d6 5 15 4 8th +4 +6 +2 Zanpakuto +2, Bonus Feat 1d6 5 17 4 9th +4 +6 +3 Shikai Ability 1d6 6 19 5 10th +5 +7 +3 Zanpakuto Manifestation 1d8 6 21 5 11th +5 +7 +3 Final Shikai Ability, Bonus Feat 1d8 7 22 6 12th +6/+1 +8 +4 Zanpakuto +3, Bankai 1d8 7 24 6 13th +6/+1 +8 +4 Shikai Ability 1d8 8 25 7 14th +7/+2 +9 +4 Bankai Ability, Bonus Feat 1d8 8 27 7 15th +7/+2 +9 +5 Bonus Feat, Shikai Ability 1d10 9 28 8 16th +8/+3 +10 +5 Zanpakuto +4, Bankai Ability 1d10 9 30 8 17th +8/+3 +10 +5 Shikai Ability, Bonus Feat 1d10 10 31 9 18th +9/+4 +11 +6 Bankai Ability 1d10 10 33 9 19th +9/+4 +11 +6 Shikai Ability 1d10 11 34 9 20th +10/+5 +12 +6 Bonus Feat, Zanpakuto +5, Final Bankai Ability 2d6 11 36 9 Skill Points per level: 4 + Int modifier (x4 at 1st level) Class Skills: Choose any nine skills as class skills, plus craft. Class Features Weapon and Armor Proficiency: Kido Shinigami are Proficient with their Zanpakuto and all Simple and Martial weapons. Shinigami are not proficient with any armor. Spellcasting: A Kido Shinigami casts Kido drawn from the universal Kido spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a Kido, a Kido Shinigami must have a charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Kido Shinigami’s spell is 10 + the spell level + the Kido Shinigami’s charisma modifier. Shinigami Subtype: All Shinigami gain either the Standard Shinigami or the Augmented Shinigami Subtype. Bonus Feat: The Kido Shinigami gains bonus feats at 1st and 2nd level, and every three levels thereafter. Zanpakuto: A Shinigami is given a basic Zanpakuto upon their graduation from the academy. Known as Asauchi, or “Shallow Hit”, these Zanpakuto do not manifest any abilities and are most commonly seen being carried by the standard rank--and-file soldiers within the Soul Society. All Asauchi appear as a standard bastard sword (katana) that the Shinigami is considered proficient with. The sword is considered to be a one-handed weapon that the Shinigami may wield as if proficient. The Zanpakuto has a critical rate of x2, and its damage progression is determined by the Shinigami’s level. At the 2nd level, the Shinigami’s Zanpakuto functions as if it were a masterwork weapon. At the 4th level, the Zanpakuto becomes a +1 magic weapon. Every 4 levels thereafter (8, 12, 16 and 20) it grows in strength, up to +5 at 20th level. In addition, this bonus is added to the wielder’s AC, but the bonus does not apply to flat-footed or touch AC. Alternate Form: The sealed Zanpakuto’s cross guard and hilt are different in shape for all Shinigami. In some instances, the Zanpakuto’s sealed form may change to an entirely different form. While many Zanpakuto appear as a normal katana, some do not; having a different form that may or may not reflect their abilities. Examples of this are Ichimaru Gin, whose Zanpakuto manifests as a short sword (wakizashi) or Kurosaki Ichigo, who’s Zanpakuto manifested as a greatsword. All of these changes are determined by the player. These changes are purely cosmetic, and grant no additional abilities, nor does this count as a prerequisite for any feat or ability. This can change the damage type from slashing to piercing or bludgeoning, however. To change the properties of your sealed Zanpakuto requires the Alternate Sealed Form feat. Zanpakuto Awakening: As the Shinigami’s skill with their Zanpakuto grows, their Zanpakuto begins to awaken, becoming a sentient being in its own right. The Zanpakuto’s personality is close to that of its wielder (as it is indeed a part of its wielder), and begins to increase in strength. At 2nd level, the Zanpakuto functions as a masterwork weapon. Also, the Zanpakuto begins to contact you, speaking to you and communicating with you as you begin to learn more about it. Shikai: At 3rd level, the Shinigami finally learns the name of their Zanpakuto, becoming able to release their Zanpakuto’s first form and summon forth its power. At the cost of 1 SEP, a Shinigami's Shikai can be released as a move action which does not provoke an attack of opportunity. A shikai release lasts one minute per Shinigami Level. At the end of the release, you may spend 2 SEP to extend the duration of Shikai for an additional minute. Shikai begin with two abilities, with one of each type their Zanpakuto has. In the case of Zanpakuto that release and attack before reforming (like Haineko or Senbonzakura) the first release counts for the entire encounter, and the release form’s attack may be used until the encounter ends. All Zanpakuto have two types that effect how they release and the progression of their power (although more types may be acquired with the appropriate feats). At 5th level, and every odd level thereafter, the Zanpakuto gains two extra Shikai abilities. Zanpakuto Regeneration: At 3rd level, when Shikai is attained, the Zanpakuto gains the ability to regenerate itself if broken or destroyed. Zanpakuto regenerate hit points at a rate of the Shinigami’s class level every day, and if shattered, they will mend themselves completely after three days. Until this time, the Zanpakuto cannot be used. Shunpo: All Shinigami learn to utilize the flash step, or Shunpo. Shunpo allows instantaneous movement from one point to the next as if by means of the dimensional door spell. At the cost of 3 SEP, she can travel up to character level * 5 ft. Unlike the dimensional door spell, Shunpo can be used either as a swift action or as part of a move action, which does not provoke an attack of opportunity. You may still take other actions after utilizing the Shunpo. A Shinigami gains the ability to use Shunpo 6th level. Shunpo cannot take you to an area you cannot physically see when using it. Zanpakuto Manifestation: At 10th level, the Zanpakuto gains the ability to manifest itself in the physical world, speaking not only to its wielder but also to others who might witness the manifestation. At this point, a Shinigami is able to begin training for Bankai, their final release state. Zanpakuto can be manifested for up to one hour per day per character level. The Zanpakuto cannot be used while manifested, nor can it fight on its own. Final Shikai Ability: In addition to gaining a standard Shikai ability, at 11th level a Shinigami learns a final, desperate technique that shatters their Zanpakuto in the process. Meant as an absolute last resort, this ability allows a Shinigami to choose one attack their Zanpakuto can use (be it a standard physical attack, a projectile attack, a Kido attack or otherwise) and double the amount of damage dice it does. If the attack allows a save to reduce the damage, increase the save DC by 1/2 your character level, if it requires an attack roll, gain a bonus to your attack roll equal to your character level. Rolling a 1 does not equal an automatic failure on this attack roll. Abilities like Evasion or Mettle do not apply to reduce or negate the amount of damage this attack does (although they can resist secondary effects such as blindness or deafness as normal). Utilizing this attack is a full-round action that does not provoke an attack of opportunity. After using it, the Zanpakuto shatters, and cannot be used again until it restores itself. Bankai: At 12th level, the Shinigami defeats its manifested Zanpakuto and unlocks the secrets of Bankai, the final release. Bankai is an explosion of power far superior to that of a Shikai, granting the Shinigami a powerful boost for a short period of time Bankai may be released by spending 20 SEP. Bankai will last 2 rounds per Shinigami Level. At the end of the release, you may spend 1 SEP for an extra round. Releasing is a full-round action that does not provoke an attack of opportunity. If the character has already released their Shikai, releasing their Bankai is only a move-action. The Bankai gains one ability upon reaching the 12th level. Users of Bankai are fatigued after the effect ends. At 14th level and every even level thereafter, the Bankai gains another ability, culminating with the Final Bankai Ability at 20th level. Bankai are of the same type as Shikai for purposes of power progression. More details on the Zanpakuto Page This ability is not effected by the normal SEP limit - it can be used at any time so long as the Shinigami has enough SEP Final Bankai Ability: The Final Bankai ability functions identically to the Final Shikai ability, except that it functions off a Bankai attack.
Quincy “Is being merciful to wounded females, even if they’re enemies, part of that ‘Quincy Pride’ you people are so fond of? I mean, you all keep saying that line until the moment you die... ‘On the pride of the Quincy, I cannot do that.’ ‘On the pride of the Quincy, I will not let you do such a thing.’ IT’S DAMN ANNOYING!” --Mayuri Kurotsuchi, 12th Division Captain Quincy are a nearly extinct race of humans that possess high levels of reiatsu. They have the ability to manifest their power in the form of bows, and can fire arrows that have the power to utterly destroy hollows. Unlike Shinigami, who purify the souls of the hollows and send them to the afterlife, they instead obliterate the soul’s existence, which the Shinigami claim will cause a dramatic, possibly apocalyptic imbalance in the influx of souls between Soul Society and the Human world. To that end, they were hunted to extinction, and few remain today. Table: Quincy Hit Die: d8 Level Base Attack Bonus Good Save Poor Saves Special Bow Damage Def. Bonus Spirit Charge Output Max. Spirit Charge Bow Range A B 1st +1 +2 +0 Spirit Charge, Quincy Cross, Quincy Bow, Human Body, Ginto, First Favored Enemy, Bonus Feat 1d4 3 1 2 40 ft. 1 2 2nd +2 +3 +0 Formation Fighting, Bonus Feat 1d4 3 1 3 45 ft. 1 4 3rd +3 +3 +1 Bow Attribute 1d4 4 2 8 150 ft. 1 6 4th +4 +4 +1 Master Shot 1d6 4 4 10 155 ft. 2 8 5th +5 +4 +1 2nd Favored Enemy, Bow Attribute, Hirenkyaku 1d6 5 4 12 160 ft. 2 10 6th +6/+1 +5 +2 Full Charge, Bonus Feat 1d6 5 4 14 165 ft. 2 12 7th +7/+2 +5 +2 Intensity Charge, Bow Attribute 1d6 6 6 16 170 ft. 2 14 8th +8/+3 +6 +2 Spirit Tap 1d8 6 6 18 175 ft. 2 16 9th +9/+4 +6 +3 2nd Master Shot, Bow Attribute 1d8 7 6 20 180 ft. 3 18 10th +10/+5 +7 +3 Upwelling Power, 3rd Favored Enemy, Bonus Feat 1d8 7 8 24 190 ft. 3 20 11th +11/+6/+1 +7 +3 Bow Attribute 1d8 8 8 28 195 ft. 3 22 12th +12/+7/+2 +8 +4 Inner Bow 1d10 8 8 32 250 ft. 3 24 13th +13/+8/+3 +8 +4 Spirit Burst, Bow Attribute 1d10 8 10 36 255 ft. 4 26 14th +14/+9/+4 +9 +4 3rd Master Shot, Bonus Feat 1d10 9 10 40 260 ft. 4 28 15th +15/+10/+5 +9 +5 4th Favored Enemy, Bow Attribute 1d10 9 12 48 265 ft. 4 30 16th +16/+11/+6/+1 +10 +5 4th Master Shot 2d6 9 12 56 270 ft. 4 32 17th +17/+12/+7/+2 +10 +5 Bow Attribute 2d6 9 14 64 280 ft. 4 34 18th +18/+13/+8/+3 +11 +6 5th Master Shot, Bonus Feat 2d6 10 16 68 290 ft. 5 36 19th +19/+14/+9/+4 +11 +6 6th Master Shot, Bow Attribute 2d6 10 18 74 295 ft. 5 38 20th +20/+15/+10/+5 +12 +6 5th Favored Enemy 2d8 10 20 80 300 ft. 5 40 Skill Points: 6 + Int modifier (times 4 at 1st level) Class Skills: Choose any eleven skills as class skills, plus Use Magic Device. Weapon and Armor Proficeincy Quincy are proficient with only their own Quincy Bow and no forms of Armor. Class Features Quincy Cross: A point on which the Quincy focuses spirit particles to form their bow, it's commonly found worn around their wrist on their non-dominant hand. Despite being called a cross, it's form varies from Quincy to Quincy, some using Celtic crosses, others pentacles, and still others using even more exotic designs. A Quincy Cross typically is made of silver, possibly silver made through a unique Quincy technique for creating silver and using raw spiritual energy. If a Quincy's Cross is lost or destroyed, they can not form their Bow and can not utilize any other class abilities. A Quincy may form a new cross through 12 hours of continuous uninterrupted meditation. A Quincy may only have one cross at a time.
Quincy Bow: At an early point in their training, Quincy learn how to form a bow from spiritual energy. When a character first takes Quincy levels, they gain a Quincy Bow, with a single Bow Construction that effects how it functions. A Quincy Bow cannot be sundered, and instantly disappears when it loses contact with its owner. Quincy bows have a critical threat range of 20, and deal doubled damage on a critical hit. The Bow ignore a Hollow's DR as if they were a Zanpakutou, and deal Force damage. A Quincy Bow weighs such a negligible amount that it can be ignored for encumbrance. A Quincy Bow applies either their DEX or WIS Modifier to hit, and damage dealt. Summoning their bow is a move equivelanr action that does not provoke an attack of oportunity. This is improved to a free action with the quick draw feat.
Spirit Charge: A Quincy has the ability to draw in and focus the ambient spirit particles in the air. By takin a Move Action that does not provoke attacks of opportunity, a Quincy may add a number of Spirit Charges equal to their Spirit Charge Output to their Spirit Charges held. A Quincy may not hold more than their Maximum Spirit Charge; any amount over that limit are instantly lost. The Quincy use Spirit Charges for anything another class would use SEP for, at the same cost. Due to this, Quincy do not possess an SEP pool but instead use their Spirit Charge reserves. In addition, by paying Spirit Charges when making an attack with their Bow, a Quincy may enhance their To Hit and Damage with enhancement bonuses on a one to one basis for each +1 to hit and damage. A Quincy may only enhance each up to the maximum Spirit Charge enhancement for their level. The maximum Spirit Charge enhancement to To Hit and Damage is in Column A. These enhancements apply to all attacks in a Full Attack Action. Outside of combat, Quincy may gain an amount of Spirit Charges equal to their Spirit Charge Output by half an hour of meditation. This is lost if they are disturbed during this time.
Ginto: At 1st level, a Quincy gains the ability to prepare special silver tubes, called Ginto to assist them in their duties. See the Ginto Page for details. Each Ginto prepared takes a number of Ginto points equal to its level.You may add your wisdom modifier to the number of Ginto prepared. The number of Ginto points you have per level is listed in Column B. For more details, see the Ginto page
Formation Fighting: Quincy tactics naturally work better in a set formation. When they have at least two adjacent allies, they receive a +1 Morale bonus to all attack roles.
Favored Enemy: At 1st level, a Quincy may select a type of enemy from the following list: Human, Plus, Shinigami, Hollow, Quincy, Arrancar, Bount, or Vizard. The Quincy gets a +2 bonus on attack and weapon damage rolls against such creatures. At 5th level and every five levels thereafter, the Quincy may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. They also may choose to reselect one of their earlier chosen Favored Enemies instead of gaining a new one. If they do so, they may increase that bonus by a further 2 points. Bonus Feat: At 1st, 2nd, and every four levels thereafter a Quincy gains a bonus feat. They must meet the prerequisites normally. Hirenkyaku: At 5th level, a Quincy learns how to use the ambient spiritual energy to transport themselves almost instantaneously. Once per turn, as a free action, they may pay however much of their stored Spirit Charges they want. Then, they may move a number of feet equal to that number times 10. This movement ignores all enemies and obstacles en route, and does not provoke Attacks of Opportunity.
Full Charge: At 6th level, a Quincy gains the ability to intensify drawing in spirit particles. They gain the ability to opt to take a full round action charging Spirit Particles. If they do so, they may then add double their Spirit Charge Output in Spirit Charges to their held Spirit Charges. This style of Spirit Charge provokes attacks of opportunity.
Intensify Charge: At 7th level, a Quincy gains the ability to strengthen their draw on spirit particles by pushing their bodies. When using a Move Action Spirit Charge, they may choose to take up to their normal Spirit Charge Output in damage. Then, for that Charge, they gain an additional amount of Spirit Charges equal to the damage taken. When taking an Intensified Charge Action, they may choose to fill their Held Spirit Charges to the Maximum Spirit Charge amount by taking 1d6 damage and being treated as Flatfooted while defending until the next move action they take.
Spirit Tap: At 8th level, a Quincy gains the ability to harvest some of their allies' ambient spiritual energy. Whenever they use Spirit Charge, increase the amount of Charges gained by the level of each adjacent ally divided by four and rounded down to the nearest whole number.
Upwelling Power: At 10th level, a Quincy gains the ability to reflexively collect a small amount of Spirit Charge at the beginning of their turn. At the beginning of every round of combat, they instantly gain Spirit Charges as if they had actively used a Spirit Charge as a Quincy four levels lower.
Inner Bow: ..To come..
Spirit Burst: At level 13, a Quincy learns how to emit spare energy destructively. When their number of Spirit Charges exceeds their maximum or is lost by way of failing a Concentration check, they may attempt to deal damage equal to the amount of spirit charges lost at that moment to all characters on all adjacent squares. All characters must make a Reflex save (DC= Quincy's level + Quincy's WIS modifier) or receive Force damage equal to the number of Spirit Charges lost. If a character with Quincy levels is the target of this ability, they may choose to gain an amount of Spirit Charges equal to the force damage the attack would have dealt if they make the Reflex Save.
Bow Attribute: Quincy's bows, though generally much less varied than Zanpakutou, still can manifest in many different forms. Every time that the table above lists a Bow Attribute, they select one Bow attribute they meet the prerequisites for, from the Quincy Bow Attribues list
Master Shot: Quincy are proficient with their bows to the point where they can make shots that are absolutely impossible for a normal archer. Everytime that "Master Shot" is listed in the table above, they learn a single Master Shot. The quincy can use their Master shot at any time so long as they have enough spirit charges.
Fullbringer A human with Fullbring abilities is a human that gained spiritual powers from a near-tragic encounter with a hollow. Their power manifests in the ability to manipulate the souls of objects and every day items, rather than any superhuman power themselves. This manifests in their Fullbring, a close personal tool that is charged with power as strong as a shinigami's Zanpakuto Table:Fullbringer Hit Die: d8 Level Base Attack Bonus Good Save Poor Saves Special Base Damage Def. Bonus 1st +1 +2 +0 Fullbring, Fullbringing, Improved Unarmed Strike, Bonus Feat 1d6 4 2nd +2 +3 +0 Bonus Feat 1d6 4 3rd +3 +3 +1 Fullbring Ability, 1d6 5 4th +4 +4 +1 Fullbring +1, Bonus Feat 1d8 5 5th +5 +4 +1 Fullbring Ability 1d8 6 6th +6/+1 +5 +2 Fullbring Enchantment +1, Bonus Feat 1d8 6 7th +7/+2 +5 +2 Fullbring Ability 1d8 7 8th +8/+3 +6 +2 Fullbring +2, Bonus Feat 1d10 7 9th +9/+4 +6 +3 Fullbring Ability 1d10 8 10th +10/+5 +7 +3 Bonus Feat, Fullbring Enchantment +2 1d10 8 11th +11/+6/+1 +7 +3 Fullbring Ability, Fullbring Unleash 1d10 9 12th +12/+7/+2 +8 +4 Fullbring +3, Fullbring Evolution, Bonus Feat 2d6 9 13th +13/+8/+3 +8 +4 Fullbring Ability 2d6 10 14th +14/+9/+4 +9 +4 Fullbring Enchantement +3, Bonus Feat 2d6 10 15th +15/+10/+5 +9 +5 Fullbring Ability 2d6 11 16th +16/+11/+6/+1 +10 +5 Fullbring +4, Bonus Feat 2d8 11 17th +17/+12/+7/+2 +10 +5 Fullbring Ability 2d8 12 18th +18/+13/+8/+3 +11 +6 Fullbring Enchantment +4, Bonus Feat, 2d8 12 19th +19/+14/+9/+4 +11 +6 Fullbring Ability 2d8 13 20th +20/+15/+10/+5 +12 +6 Fullbring +5, Evolution Unleash, Bonus Feat 2d10 13 Skill Points: 6 + Int modifier (times 4 at 1st level) Class Skills: Choose any 12 skills as class skills, plus Use Magic device and Craft Weapon and Armor Proficiency: A Fullbringer is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). Class Features Fullbring(Ex): The identifying feature of a Fullbringer is their ability to transform a personal object into a useful weapon or tool and use it in combat. A Fullbring may be activated for one encounter a day per class level. Activating a Fullbring is a swift action that does not provoke an attack of opportunity. The Fullbring begins with either the Weapon or Armour fullbring abilities, and one other ability of the fullbringer's choice. At 3rd level, and every odd-numbered level thereafter, the Fullbringer may select a Fullbring Ability to make their Fullbring stronger. Fullbring abilities are selected from the Fullbring Abilities list, and any Fullbringer may take any Fullbring ability they meet the prerequisites for. At 4th level, the Fullbring becomes the equivelant a +1 magic item. Every 4 levels thereafter (8, 12, 16 and 20) it grows in strength, up to +5 at 20th level. At 6th level, and every four levels thereafter (10, 14, 18), it gains one or more enchantments of the players choice, up tothe value shown in table 1.1: The Fullbringer. The enchantment can be changed whenever a new enchantment is gained. If the fullbring takes the form of more than one item, then the enhancement bonus is split freely between the items as the player chooses. A fullbring cannot be dispelled or disjunctioned. If it is destroyed, the fullbringer needs only to form it again. The fullbring is unaffected when entering an Anti-spiritual zone, though abilities that cost SEP cannot be activated in such areas.
Fullbringing(Su): fullbringers are humans that can reach out and manipulate the souls of objects and creatures around them, to produce effects unlike that of quincy, shinigami or even hollows. This takes the form of both his personal fullbring, a manifestation of himself channelled through a specific object, and the power to manipulate the world around them in minor ways. From 1st level onwards, The fullbringer can use any of the abilities below at will, so long as they are able to pay the associated costs. All of these abilities are heralded by "Bringer Light", and are recognisable by anyone spiritually aware. Use Prestidigitation, Mending, Ghost Sound, Dancing Lights or Mage Hand as spell-like abilities for free, with a caster level equal to his fullbringer level. Gain an untyped bonus to one skill check at a rate of 1 SEP to 1 bonus point. The skills that can be effected are: balance, climb, craft, decipher script, disable device, escape artist, forgery, jump, move silently, open lock, perform, search, sleight of hand, survival, use magic device or use rope. Increase or reduce the hardness of a non-spiritual object on a 1 sep to 1 point basis. Objects such as metal rust as their hardness is reduced, whereas objects like stone will break down into sand. This is a standard action Create or Stifle light. Creating light like a torch is a free action with no cost, as is putting out a torch. Creating light, like a sunlight effect, or nullifying as much light, is s standard action that costs 3 sep. This cannot effect the sun. All light or darkness created through this ability is mundane, and lasts 1 minute per character level. Reduce falling damage to 0. this is a free action that provokes an attack of opportunity and costs 1 sep. this ability cannot be used in the same jump/fall as the ability to gain a second jump Make a jump off of thin air. This is a free action that costs 1 SEP, + 1 for each jump made in the round. Due to the dificulty of *jumping off air, this jump is made as if the fullbringer was standing still. This ability cannot be used in the same jump/fall as the ability to negate falling damage Gain information from an Object. This functions like Speak with Dead but instead effects only non-spiritual objects that have never been alive. Gain a bonus to movement speed, at a rate of 10 ft per 1 sep expended. They can increase their speed up to twice their base land speed in this manner. Lastly, a Fullbringer is able to shape enhancements using Fullbringing
Bonus Feat: The Fullbringer gains a bonus feat at second level, Then every other level thereafter. They can select any feat they meet the prerequisites for.
Fullbring Unleash(Ex): As their grasp on their abilities imroves, the Fullbringer is capable of drawing out the true power of their fullbring. Select one Fullbring ability; That ability is in it's Evolution State (see fullbring abilities) regardless of whether Fullbring Evolution is active or not. If the fullbringer has one ability multiple times, each time the ability has been taken counts as a seperate ability. For example, if they had Improved ability (dex) twice, then only one of them could be taken to evolution level. The other would remain at it's basic level unless the fullbringer is using Fullbring evoltion.
Fullbring Evolution(Ex): At 12th level, the Fullbring attains the power to evolve, drawing in more power from the Fullbringer to become a much more advanced tool. Activating Fullbring Evolution is a move-equivelant action that does not provoke an attack of oportunity, that is reduced to a swift action if the fullbring is released. Activating Fullbring Evoltion costs 20 SEP. Fullbring Evolution can be activated once per encounter. Whilst Fullbring Evolution is active, all of the Fullbring's abilities gained through the Fullbring ability class feature become their Evolution Variant (see Fullbringer Abilities). Abilities gained through feats do NOT evolve. Fullbring Evolution lasts a number of rounds equal to character level * 2, and can be expanded after that by paying 2 SEP per round. Once Fullbring Evolution ends, the Fullbringer is Fatigued until the end of the encounter This ability is not effected by the normal SEP limit - it can be used at any time so long as the Fullbringer has enough SEP Evolution Unleash(Ex): The Fullbring is capable of achieving the pinacle of it's powers. Select one ability the fullbring possesses; so long as Fullbring Evolution is active, that ability is in it's Ultimate state (see fullbring abilities). This can be a different ability to the one selected by Fullbring Unleash. If the fullbringer has one ability multiple times, each time the ability has been taken counts as a seperate ability. For example, if they had Improved ability (dex) twice, then only one of them could be taken to ultimate level and the other would remain at the evolution level
Modsoul
First created as part of Project Spearhead, to help even the numbers between Shinigami and Hollows, the Modsouls where artificial souls placed into human bodies. Project Spearhead was abandoned before it ever saw use, because of the ethical concerns of using the dead as a weapon. More Modsouls have been created since then, however. Mostly, these souls are placed into specifically designed Gigai’s, though the most famous prefers a stuffed lion as a host. Table: The Modsoul Hit Die: d10 Level Base Attack Bonus Good Save Poor Saves Special Unarmed Damage Def. Bonus 1st +0 +2 +0 Combat Point, Modsoul Design, Modification, Bonus Feat 1d6 3 2nd +1 +3 +0 Bonus Feat 1d6 3 3rd +2 +3 +1 Modification 1d6 4 4th +3 +4 +1 Improved Modsoul Design, Bonus Feat 1d8 4 5th +3 +4 +1 Self-Repair 2 1d8 5 6th +4 +5 +2 Modification, Bonus Feat 1d8 5 7th +5 +5 +2 Greater Modsoul Design 1d8 6 8th +6/+1 +6 +2 Bonus Feat 1d10 6 9th +6/+1 +6 +3 Modification 1d10 7 10th +7/+2 +7 +3 Self-Repair 4, Perfect Modsoul Design, Bonus Feat 1d10 7 11th +8/+3 +7 +3 Repurpose, Emergency Detonation 1d10 8 12th +9/+4 +8 +4 Annihilation Mode, Modification, Bonus Feat 2d6 8 13th +9/+4 +8 +4 Second Modsoul Design 2d6 9 14th +10/+5 +9 +4 Bonus Feat 2d6 9 15th +11/+6/+1 +9 +5 Self-Repair 6, Modification 2d6 10 16th +12/+7/+2 +10 +5 Bonus Feat 2d8 10 17th +12/+7/+2 +10 +5 Improved Second Modsoul Design 2d8 11 18th +13/+8/+3 +11 +6 Bonus Feat, Modification 2d8 11 19th +14/+9/+4 +11 +6 Redesign, Contingency Detonation 2d8 12 20th +15/+10/+5 +12 +6 Perfect Modification, Self-Repair 8, Bonus Feat 2d10 12 Skill Points: 6 + Int modifier (times 4 at 1st level) Class Skills: Choose any nine skills as class skills, plus craft. Additional skills are gained based on the chosen Combat Point. Weapon and armor proficiencies: Modsouls are proficient with all simple and martial weapons, light armour and shields. They are not proficient with heavy armor or heavy shields. Class Features Combat Gigai: At creation each Modsoul is issued with a Combat Gigai, an artificial body developed for use in combat. Modsoul's have the They have the Living Construct subtype in addition to their normal type. Modsoul's receive the Improved Unarmed Strike feat so long as they are using a Combat Gigai. Their unarmed damage increases depending on their class level, as shown on table 1.1: The Modsoul. Though it provides no other benefits, a Combat Gigai can be enchanted like both a single piece of armour, and a weapon. These enchantments are suppressed if the Modsoul is using equipment of the relevant body type. Bonus Feat: A Modsoul gains bonus feats at the first and second level, as well as every even level thereafter. Combat Point: All Modsoul's have a Combat Point, a specific part of their host's anatomy they enhance whilst using the body. They choose one combat point. This Combat Point Increases at 4th, 7th, 13th and 17th level. The list of Combat Points can be found here. Modification: A Modsoul’s artificial body is constantly being adapted and modified to further improve their effectiveness. At 1st level, 3rd level and every three levels thereafter, the Modsoul receives a Modification from the Modsoul abilities list. They immediately gain one Modsoul Ability they meet the prerequisites for, as well as the benefit from their Modsoul Design. If they have more than one Modsoul Design, then they must choose one benefit each time they gain a Modification. Modsoul Design: Each Modsoul is designed to fit a certain niche in the battlefield, and their abilities are designed to compliment that role. At 1st level, choose one of the following builds. At 13th level, select a second build. They must then choose which benefit to apply whenever they gain a modification. The list of Modsoul Designs can be found here. Repurpose: As a Modsoul is artificial, if they have time they can redesign their body for a better purpose. A Modsoul with this ability can spend a day to exchange their Modsoul abilities for any others available. They cannot exchange an ability that is a prerequisite for another ability they know, unless they exchange that ability as well Self-repair: To sustain themselves in the field of battle, sufficiently advanced Modsouls are fitted with self-repair units, working constantly to keep them in fighting condition. At 5th level, the Modsoul gains fast healing 2. at 10th level, and every 5 levels thereafter, the Modsoul’s fast healing increases by another 2. Emergency Detonator: At 11th level, the Modsoul is fitted with a fail-safe detonator, should they find themselves in a situation where it would be better served for them to be destroyed rather than captured, or to as one last attack. Activating the detonator is a full round action that provokes an attack of opportunity. If the Modsoul suffers damage they must pass a concentration test with a dc equal to that damage or fail to detonate. Once the detonator is activated, the Modsoul’s Gigai is immediately destroyed, and its soul candy is ejected by the blast, landing at the end of the explosive radius. Everything adjacent to the Gigai when it explodes suffers force damage equal to the Modsoul's hit dice + 1d6 per modification, and everything within a 20ft burst, +5 ft per modification, suffers ½ that. Anyone caught in the blast is entitled to a reflex save (dc 10 + ½ character level + con modifier) for half damage. A Modsoul can never be compelled into exploding, and any attempts to make them do so automatically fail, and allows the Modsoul another attempt to resist the control. Annihilation Mode: At 12th level, the Modsoul is capable of tapping into its inner destructive potential, turning into a force of devastation for a short while. Activating Annihilation mode is a move-equivalent action that does not provoke an attack of opportunity, that costs 20 SEP. Annihilation Mode lasts for 2 rounds per character level, and can be extended by paying 2 SEP per round. Whilst in Annihilation Mode, the Modsoul gains an untyped bonus to strength and stamina equal to 1/2 their class level. Bonus HP from this ability is not temporary HP, and thus it is not lost first, and vanishes when Annihilation mode ends. They gain an untyped bonus to AC, and all saves, equal to 1 + class level /4. The Modsoul may make an extra attack per round at their highest base attack bonus, which stacks with those granted by abilities such as Haste. Lastly, the Modsoul is immune to all fear or mind-effecting abilities in annihilation mode. The Modsoul gains additional abilities based on the Modsoul Design they received at 1st level. The Modsoul can use annihilation mode once per day per 10 class levels they posses. This ability is not effected by the normal SEP limit - it can be used at any time so long as the Modoul has enough SEP Redesign: From 19th level onwards, when using Rebuild, the Modsoul can change their Modsoul Design(s) as well as their Modsoul Abilities. They must recalculate the bonuses receives from the Modification Class Feature if they do so to match their new design. They cannot change to the Soulcaster Modsoul Design. After obtaining this ability, using rebuild to just change existing abilities only takes 1 hour, instead of 24. Contingency Detonation: From 19th level onwards, the Modsoul is able to set conditions for their internal detonator to activate. They can set one condition, as the spell Contingency, that triggers the detonator. The Modsoul need not be in the Gigai for this to activate. Perfect Modification: The Modsoul has been upgraded to the limit of what is technologically possible. She immediately gains either 3 Modsoul abilities, or 1 Experimental Modsoul Ability. This does not grant the Modsoul their benefit from her Modsoul Design
Bount The Bounts (バウント, Baunto) are a group of Humans that live by consuming Human souls (Pluses), as well as Shinigami and Quincy souls which potentially increases their abilities. Table: Bount Hit Die: d8 Level Base Attack Bonus Good Save Poor Saves Special Def. Bonus Doll Damage 1 +0 +2 +0 Bount Subtype, Bonus Feat, Doll 2 1d6 2 +1 +3 +0 Bolster the Attack 3 1d6 3 +2 +3 +1 Doll Form, Bonus Feat 3 1d6 4 +3 +4 +1 Battle Sense 4 1d8 5 +4 +4 +1 Doll Form, Bount Defense 4 1d8 6 +4 +5 +2 Bonus Feat 5 1d8 7 +5 +5 +2 Doll Form 5 1d8 8 +6/+1 +6 +2 Improved Battle Sense 6 1d10 9 +6/+1 +6 +3 Bonus Feat, Doll Form 6 1d10 10 +7/+2 +7 +3 Improved Bount Defense 7 1d10 11 +8/+3 +7 +3 Doll Form 7 1d10 12 +9/+4 +8 +4 Bonus Feat, Doll Evolution 8 2d6 13 +9/+4 +8 +4 Doll Form 8 2d6 14 +10/+5 +9 +4 Greater Battle Sense 9 2d6 15 +11/+6/+1 +9 +5 Bonus Feat, Doll Form 9 2d6 16 +12/+7/+2 +10 +5
10 2d8 17 +12/+7/+2 +10 +5 Doll Form 10 2d8 18 +13/+8/+3 +11 +6 Superior Battle Sense, Bonus Feat 11 2d8 19 +14/+9/+4 +11 +6 Doll Form 11 2d8 20 +15/+10/+5 +12 +6
12 2d10 Class Skills (Skill Points:5 + Int modifier +1 (if human race) per level, ×4 at 1st level Choose any eight skills as class skills. Class Features Weapon and Armor Proficiency: Bounts are not proficient with weapons or any type of armor. Bount Subtype: Bounts are creatures that, for whatever reason, have the potential to be immortal. However, such ability is rarely without drawbacks. Bounts have a physical body. They gain maximum HP every level, but suffer the other drawbacks of having a human body. A Bount's Sp is tied directly to their health. The more HP they have, the more they can use their abilities. The drawback, however, is that when a Bount uses SP, they draw directly from their HP. In addition, a Bount cannot use any method to regain SP except to deliver the killing blow against an opponent (but regaining HP through rest or healing also increases their SP). Furthermore, the Bount is affected by the amount of SP they have left in the following ways: Full: The Bount is unaffected by the penalties of their current age category, but retains all the bonuses. Half: The Bount's power begins to wane. They suffer from one-half the penalties of their age category, rounded down (minimum one). Quarter: Age begins to show on the Bount. They suffer from all the penalties of their age category. Empty: Time has no friends among the Bounts. When the Bount has 10 or less HP remaining, they suffer twice the penalties of their age category. Bonus Feat: A Bount gains bonus feats at the first and third level, as well as every third level thereafter. Doll: Bounts have access to great powers, rivaling that of Shinigami. This power manifests in the form of a Doll, a type of summoning that bonds itself to the human. At first level, the Bount makes a contract with a Doll, which is linked from that point on to the Bount. When the Doll manifests, it does so with the same HD as the Bount. Manifesting the Doll is a Standard action that does not provoke attacks of opportunity. A Bount has the option to dismiss their Doll, returning it to wherever it may come from. If they choose to, it is a swift action that does not provoke an attack of opportunity. A Doll is a Medium-sized humanoid Outsider creature. When creating a Bount, pick one ability score. The Doll has a 16 in that ability score, and has 14 in the other five ability scores.
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Post by falleneco on Dec 31, 2012 12:28:35 GMT -5
In addition, choose a save to be the Doll's "Good" save, and treat its saves as though it were a Bount of an equal level to its owner. The Doll also has the same Base Attack Bonus as its owner. A Doll dies whenever its HP reaches 0. Should the Bount die, so does the Doll. If the Doll dies, however, it is simply dismissed, and cannot be manifested again for three days. Bolster the Attack: At second level, the Bount gains the ability to augment their attacks. As a move action, a Bount may expend a number of SP to increase either their attack roll or their damage roll by 1 for one round. (Increasing both by +1 requires 2 SP.) Doing so also increases their Doll's attack and damage rolls by an equal amount. At every third level after 2nd, the bonus the Bount gains when expending SP in this way increases by +1. (+2 at fifth, +3 at 8th,etc.) Doll Form: At third level, a Bount's Doll begins to take on a unique appearance. Its true powers begin to appear. At this point, and every 2nd level thereafter, the Bount may choose a Doll ability. Whenever they summon their Doll, this ability is active, and remains active until the Doll is dismissed. Battle Sense: Bount have extremely long lifespans, but that doesn't always mean they survive long enough to enjoy them. At fourth level, choose Fast, Wise, or Stout. Fast: The Bount gains a +1 enhancement bonus to Reflex saves and Initiative rolls. Wise: The Bount gains a +1 enhancement bonus to Will saves and to Sense Motive checks. Stout: The Bount gains a +1 enhancement bonus to Fortitude saves and Damage Reduction 1/-, which stacks with other sources of Damage Reduction. Bount Defense: As the Doll and Bount grow together, the two learn how the other works. After fifth level, as a swift action, at any time when a Bount would take damage, their Doll may make a Reflex check vs. the attack roll. If the Doll succeeds this check, it successfully places itself between its owner and the attacker, taking the damage for the Bount. Improved Battle Sense: Upon reaching 8th level, a Bount's innate prowess for battle deepens. Depending on what was chosen at fourth level, the Bount gains the following bonuses: Fast: The enhancement bonus to Reflex saves increases to +2. In addition, the Bount gains the benefit of the Improved Initiative. Wise: The enhancement bonus to Will saves and Sense Motive checks increases to +2. Stout: The enhancement bonus to Fortitude saves increases to +2, and the Bount's Damage Reduction increases to 2/-. Improved Bount Defense: At tenth level, the Bount's Doll becomes more adept at protecting him from harm. When the Doll beats the attack roll against the Bount, he may choose to be pushed back five feet for every five points the Doll's check exceeds the attack roll. If he does so, he does not provoke an attack of opportunity for this movement, and lands prone unless he succeeds on a DC 15 Balance check, +1 for every five feet past the first. Doll Evolution: At twelfth level, a Bount's Doll unlocks its true potential. The Doll immediately gains two Doll abilities, and every time it would gain a new ability, it gains three instead. Greater Battle Sense: The Bount's Battle Sense has further deepened, making him quite the force amongst the Bounts. His Battle Sense bonuses increase as follows: Fast: The Reflex save bonus increases to +3. In addition, the Bount may add his Dexerity modifier to attack rolls. Wise: The Will Save bonus increases to +3. In addition, the Bount may add his Wisdom modifier to attack rolls. Stout: The enhancement bonus to Fortitude saves increases to +3, and the Bount's Damage Reduction increases to 3/-. Superior Battle Sense: The Bount's Battle Sense has become as an innate sixth sense. The bonuses increase to the following: Fast: The Reflex save bonus increases to +4. In addition, double the Bount's base speed. Wise: The Will Save bonus increases to +4. In addition, add the Bount's Wisdom modifier to your AC. He loses this bonus when caught flat-footed. Stout: The bonus to Fortitude saves increases to +4, and the Bount's Damage reduction increases to 4/-.
Hollow Negacionist Table: Hollow Negaciónist Hit Dice: D8 Level Base Attack Bonus Good Save Poor Saves Special Natural Weapon Damage Defence Bonus Negacións Known 1 0 2 0 Hollow Subtype, Hollow Evolution, Bonus Feat, Cero 1d6 5 2 2 1 3 0 Bonus Feat 1d6 6 3 3 2 3 1 Hollow Evolution 1d6 6 4 4 3 4 1 Spell Resistance, Heiro 1d8 7 5 5 3 4 1 Gillian, Hollow Evolution 1d8 7 6 6 4 5 2 Bonus Feat 1d8 8 7 7 5 5 2 Hollow Evolution 1d8 8 8 8 6/1 6 2 Devour 1d10 9 9 9 6/1 6 3 Hollow Evolution 1d10 9 10 10 7/2 7 3 Adjuchas, Bonus Feat 1d10 10 11 11 8/3 7 3 Hollow Evolution 1d10 10 12 12 9/4 8 4 Bala 2d6 11 13 13 9/4 8 4 Hollow Evolution 2d6 11 14 14 10/5 9 4 Bonus Feat 2d6 12 15 15 11/6/1 9 5 Hollow Evolution, Vasto Lorde 2d6 12 16 16 12/7/2 10 5 Predatory Instincts 2d8 13 17 17 12/7/2 10 5 Hollow Evolution 2d8 13 18 18 13/8/3 11 6 Bonus Feat 2d8 14 19 19 14/9/4 11 6 Hollow Evolution 2d8 14 20 20 15/10/5 12 6 Bonus Feat, Mantle of Dark Majesty 2d10 15 21 Class Skills: any 17 plus Knowledge (Heuco Mundo) Skill Points per level: 8 + int modifier. X 4 at first level Class Features Weapon and Armour Proficiencies: before becoming an Adjuchas, the hollow is not proficient with any weapons or armour. After becoming an Adjuchas, the Hollow is proficient with all simple and martial weapons, as well as all armour and shields (excluding tower shields). If they wield a weapon they cannot make any attacks with their natural weapons. Hollow Subtype: The Hollow Paragon is, of course, a Hollow and gains the basic traits of one, though she retains her personality and mind, unlike most hollows. Note that she does not gain the hollow template, or any of the abilities inherent to that. This replaces all characteristics of her race other than attribute modifiers, movement speed and methods, and size modifiers. She is an outsider, with the Humanoid and either the Standard Hollow or Augmented Hollow subtypes. She has the Scent special ability. This is based of spiritual pressure rather than scent itself. She has blindsense out to 60 ft. This is based on her sense of smell. Her defence bonus is equal 5 + ½ her class level, as shown on table 1.1: The Hollow Negaciónist. She has damage reduction 10/spiritual. A spiritual attack is one made by someone Spiritually Aware, or any effect that consumes SEP to activate. Hollows are highly resistant. She dies only when her hit points are equal to 0 – ½ maximum hit points. When Below 0 hit points, she retains consciousness and regains 1 hit point per round. She is still considered Helpless unless she has feats that allow her to act when below 0 hit points. Whilst on a material plane, she always counts as having a running start and the run feat for the purpose of jumping, and she can attempt to balance on anything, even air (see modified [[Skills#Changed_Skills|skills section) Whilst on a material plane, she is immune to the effects of drowning, weather etc. This does not apply in spiritual planes such as soul society, or against weather created or controlled by spiritual energy. Whilst on a material plane, she can spend a standard action that provokes an attack of opportunity to move as though she where incorporeal. Cero(Su): Also known as Hollow Flash, a Cero is a beam of condensed spiritual energy of incredible destructive force. From 1st level onwards, the Hollow is able to fire a Cero as a standard action that provokes an attack of oportunity. A cero is a Line shaped burst, with a width of 5 ft, and a length equal to the Hollow's class level * 10. A cero deals 1d6 damage per SEP expended to fire it. The victims are entitled to a reflex save for half damage (DC 10 + 1/2 HD + Reiatsu Score Modifier or Constitution, whichever is higher). All damage dealt by Cero is pure spiritual energy, and thus is uneffected by energy resistance or simmilar. Cero can be modified by Cero Esscance and Cero Form Negacións Natural Weapons: The hollow begins the game with one natural weapon of her choice, be it a bite, claw, gouge etc. This is a primary weapon that adds 1+1/2 of her strength bonus on all attacks and has a critical threat range of 19-20 and 2 * critical hit damage. Whenever she would gain another attack through Base Attack progression, she gains a secondary natural weapon of her choice. This weapon is identical to a standard natural weapon of the appropriate type (see SRD). The Hollow deals damage with their natural weapon as shown in table 1.1: Hollow Negaciónist Paragon. Her Natural weapon damage is unaffected by size. Negacións (Su): A Hollow gains the instinctive ability to manipulate the natural chaos of Heuco Mundo, and to bring some of that influence with them to the other worlds. The Hollow begins the game with 2 Negacións, chosen from the Standard Hollow Negación list. At each level thereafter they gain one Negación of their choice from any Negacións they have available to them. At 5th level, the Hollow gains access to the Gillian Hollow Negacións. At 10th level, the Hollow gains access to the Adjuchas Hollow Negacións. At 15th level, the Hollow gains access to the Vasto Lorde Hollow Negacións. At 4th level, and every 4 levels thereafter, the hollow may exchange one Negación they know for another available to them. This does not need to be the same level as the Negación exchanged, though they must meet any prerequisites for the new Negación as standard. They cannot exchange a Negación that is a prerequisite for another they possess. Cero Morph and Cero Eccence: Negacións with the Cero Morph descriptor effect the Hollow's Cero/Bala and modify how it functions, rather than being abilities in and of themselves. You may only apply one of each to a single Cero Hollow Evolution(Ex): The Hollow's body is constantly evolving and adapting as she grows in power, striving to become the ultimate being. At 1st level, and every 2 levels thereafter, as indicated on table 1.1: Hollow Negaciónist Paragon, the Hollow gains one Hollow Ability. Once a Hollow Ability has been chosen, it cannot be changed. Bonus Feat: At 2nd level and every four levels thereafter, the Hollow gains a Bonus feat. This can be any feat she meets the prerequisites for. Spell resistance(Ex): A hollow lives in a world bathed in rampant spiritual energy. Those that don't learn to resist this power soon end up overcome by it, left as easy prey for the other inhabitants of Heuco Mundo. From 4th level onwards, the Hollow Negácionist gains spell resistance equal to 10 + her class level. This increases by + 1 every 4 levels thereafter. Heiro(Ex): As a hollow becomes more powerful, her skin hardens to resist incoming blades and strikes. At 4th level, she gains dr 2/-. this is increased by 2 every 4 levels thereafter, to a maximum of DR 10/- at level 20 Gillian(Ex): Unlike a normal Hollow, the Hollow Paragon does not need to be subsumed into a mass of hollows and sacrifice their individuality to become more powerful. Instead, they gain the power of a Gillian whilst retaining their identity. From 5th level onwards, the Hollow is a Gillian. She gains a +1 racial bonus on all saving throws, her dark vision increases by 60 ft and her DR spiritual increases by 10. A Gillian can open a Garganta (Su) as a standard action that provokes an attack of oportunity. A garganta is a rip in the fabric of realms between Heuco Mundo and another world. Traveling through a Garganta takes 10 minutes. Any spiritually aware creature can see a garganta, and can see what is happening on the other side perfectly. Anyone can use a Garganta if it is not closed. The Hollow is also able to select Gillian Level negacións from this level onwards. She gain no change to her size, unlike NPC hollows. Devour(Ex): A Gillian grows in power by devouring the corpses of other hollows, to gain their powers and to offset the flow of devolution, as well as to sate the eternal hunger. The Paragon may be free of her need to feed, but that does not mean the urge is gone. From 8th level onwards, the Hollow is able to eat and digest practically anything without the risk of injury or disease, though poisons still take effect as normal. If she eats a creature with spiritual power, she gains a number of temporary hit points and SEP equal to it's ECL, and a morale bonus to all attack rolls equal to it's ECL/5 + 1. These last one hour. How creatures react to the hollow eating something else varies from creature to creature. Adjuchas(Ex):An Adjuchas is the next step in evolution for a hollow, considered capable of challenging a captain and are far more intelligent than their predecessors. They have a much more refined, human like form, and many of the traits lost when they became a hollow are beginning to return. At 10th level, the Hollow becomes an Adjuchas. She gains a +2 bonus to one physical attribute of her choice, and to each mental attribute. Due to their natural ability to command lesser hollows, Adjuchas gain Charm Hollow as a spell-like ability 3 times a day, which functions as charm person but instead works on any creature with the Hollow subtype, but only creatures with the hollow subtype. An Adjuchas has access to a much more potent suite of powers than the standard hollow. From now on, she can select Adjuchas level powers when gaining Hollow powers, and she immediately gains 4 hollow abilities of her choice. Lastly, an adjuchas is often of a far smaller and more refined form than another hollow. Her physical appearance becomes much sleeker, and closer resembles her lost humanoid form. She can choose to return to medium size and trade in any size-changing abilities she possessed for other standard hollow abilities. She removes all the status penalties gained from the abilities traded in, but retains the bonuses. She can remove as many size-changing abilities as she desires. Bala(Ex): An Adjuchas has the power to condense her spiritual energy into solid matter and launch it at a target with frightening speed and accuracy. From 12th level onwards, the hollow can fire a number of Bala as a full round action. Each Bala is a ranged attack that deals 1d6 damage per 2 SEP expended to fire, and the hollow fires a number of shots equal to the number of attacks she could make in a full attack action. The Bala has a range equal to 10 ft per character level. The Hollow can choose to expend 3 SEP per 1d6 damage to make the Bala a ranged touch attack instead. As Bala is a variation of Cero, it can have Cero Esscence Negacións applied to it. It cannot have Cero Form Negacións applied, as it is at it's base a highly complex Cero Form Negación Vasto Lorde(Ex): A Vasto Lorde is the ultimate form of a Hollow and the pinnacle of her evolution. Her power is almost beyond compare, and it is believed that even half a dozen of them entering soul society would be the end. From 15th level onwards, the Hollow is a Vasto Lorde. She increases her Darkvision to Blindsight, and increases her racial save bonus to +2. She gains a +2 bonus to all her mental attributes, and a +2 bonus to one physical attribute of her choice. Her ability to command hollows becomes complete. She can now Dominate them rather than Charming them. The Vasto Lorde immediately selects two Vasto lorde level hollow powers. She does not gain the option to select further powers from this list, though she does gain the option to choose Vasto Lorde level Negacións. Her size returns to medium, as it did when she became an Adjuchas, save that all size changes are automatically traded in. Her appearance, save for the mask and the aura of dark power, is the same as it was when she was alive, and she has regain all of her memories and personality. She can freely manifest any aspect of her hollow-appearance when it is convenient, such as wings or natural weapons. Predatory Instincts(Ex): The mind of a hollow is a mass of instinct and bloodlust that threatens to overwhelm the senses of those that delve into it. It takes an indomitable will to suppress the Hollow's natural bloodlust, it's a wonder that she can maintain her sense of self at all. At 16th level, the hollow paragon gains a + 4 untyped bonus to saves against anything Mind effecting, all attempts to track a creature, and to initiative rolls. Creatures trying to connect with the Hollow's mind without her consent must also brush up against this all-consuming hunger, and must pass a will save (dc 10 + ½ character level + reitsu modifier) or be shaken for d3+1 rounds. If the hollow is effected with a mind-effecting ability, she is entitled to make a save again at the start of their next round at the same DC to resist the effect. They get no further saves if they fail again. Mantle of Dark Majesty(Su): A Vasto lorde in all her might is an imposing sight that can quell even the stoutest of hearts, and her spiritual pressure alone is enough to leave many creatures gasping for air. From 20th level onwards, whenver she successfully soul crushes someone, if she wins the opposed intimidation roll by 5 or more, they are stunned and begin suffocating until they can pass a DC 20 fortitude save. As a standard action that costs 20 SEP, she can intensify her aura. All creatures within 10 * Character level ft that the she does not consider an ally must pass a DC (10 + ½ character level + reitsu modifier) will save or be stunned for one round, and panicked for 3d6 rounds if they have less than 5 hd or shaken otherwise. A creature can only be effected with this ability once every 24 hours.
Hollow Stalker Table: Hollow Stalker Hit Dice: D6 Level Base Attack Bonus Good Save Poor Saves Special Natural Weapon Damage Defence Bonus Negacións Known Movement Bonus 1 0 2 0 Hollow Subtype, Hollow Evolution, Bonus Feat, Cero, Skirmish 1d6/0 1d8 4 2 20 ft 2 1 3 0 Bonus Feat, Skirmish 1d6/+1, Evasion 1d8 5 3 20 ft 3 2 3 1 Hollow Evolution 1d8 5 3 20 ft 4 3 4 1 Heiro, Skirmish 2d6/+1, Uncanny Dodge 1d10 6 4 30 ft 5 3 4 1 Gillian, Hollow Evolution 1d10 6 5 30 ft 6 4 5 2 Bonus Feat, Skirmish 2d6/+2 1d10 7 5 30 ft 7 5 5 2 Hollow Evolution 1d10 7 6 30 ft 8 6/1 6 2 Devour , Skirmish 3d6/+2, Improved Uncanny Dodge 1d10 10 8 40 ft 9 6/1 6 3 Hollow Evolution 2d6 8 7 40 ft 10 7/2 7 3 Adjuchas, Bonus Feat, Skirmish 3d6/+3, Improved Evasion 2d6 9 8 40 ft 11 8/3 7 3 Hollow Evolution 2d6 10 9 40 ft 12 9/4 8 4 Bala, Skirmish 4d6/+3 2d8 10 9 50 ft 13 9/4 8 4 Hollow Evolution 2d8 11 10 50 ft 14 10/5 9 4 Bonus Feat, Skirmish 4d6/+4 2d8 11 11 50 ft 15 11/6/1 9 5 Hollow Evolution, Vasto Lorde 2d8 12 12 50 ft 16 12/7/2 10 5 Predatory Instincts, Skirmish 5d6/+4 2d10 12 13 60 ft 17 12/7/2 10 5 Hollow Evolution 2d10 13 14 60 ft 18 13/8/3 11 6 Bonus Feat, Skirmish 5d6/+5 2d10 13 14 60 ft 19 14/9/4 11 6 Hollow Evolution 2d10 14 15 60 ft 20 15/10/5 12 6 Bonus Feat, Skirmish 6d6/+5, Ultimate Predator 2d12 14 16 70 ft Class Skills: any 11 plus Knowledge (Heuco Mundo) Skill Points per level: 7 + int modifier. X 4 at first level Class Features Weapon and Armour Proficiencies: before becoming a Vasto Lorde, the hollow is not proficient with any weapons or armour. After becoming a Vasto Lorde, the Hollow is proficient with all simple and martial weapons, as well as all armour and shields (excluding tower shields). If they wield a weapon they cannot make any attacks with their natural weapons. Hollow Subtype: The Hollow Paragon is, of course, a Hollow and gains the basic traits of one, though she retains her personality and mind, unlike most hollows. Note that she does not gain the hollow template, or any of the abilities inherent to that. This replaces all characteristics of her race other than attribute modifiers, movement speed and methods, and size modifiers. She is an outsider, with the Humanoid and either the Standard Hollow or Augmented Hollow subtypes. She has the Scent special ability. This is based of spiritual pressure rather than scent itself. She has blindsense out to 60 ft. Her defence bonus is equal 4 + ½ their class level, as shown on table 1.1: The Hollow Stalker. She has damage reduction 10/spiritual. A spiritual attack is one made by someone Spiritually Aware, or any effect that consumes some SEP to activate. Hollows are highly resistant. She has all of her hit dice maximised rather than rolled, and she dies only when her hit points are equal to 0 – ½ maximum hit points. When Below 0 hit points, she retains consciousness and regains 1 hit point per round. She is still considered Helpless unless she has feats that allow her to act when below 0 hit points. Whilst on a material plane, she always counts as having a running start and the run feat for the purpose of jumping, and she can attempt to balance on anything, even air (see modified skills section) Whilst on a material plane, she is immune to the effects of drowning, weather etc. this does not apply in spiritual planes such as soul society, or against weather created or controlled by spiritual energy. Whilst on a material plane, she can spend a standard action that provokes an attack of opportunity to move as though she where incorporeal. Natural Weapons: The hollow begins the game with one natural weapon of her choice, be it a bite, claw, gouge etc. This is a primary weapon that adds 1+1/2 of her strength bonus on all attacks and has a critical threat range of 19-20 and 2 * critical hit damage. Whenever she would gain another attack through Base Attack progression, she gains a secondary natural weapon of her choice. This weapon is identical to a standard natural weapon of the appropriate type (see SRD). The Hollow deals damage with their natural weapon as shown in table 1.1: Hollow Stalker Paragon. Her Natural weapon damage is unaffected by size. Speed Bonus: The Hollow stalker is swifter and more agile than others of her kind. She gains a racial bonus to her base land speed so long as she is not carrying more than a light load, equal to the value shown on table 1.1: Hollow Stalker Negacións (Su): A Hollow gains the instinctive ability to manipulate the natural chaos of Heuco Mundo, and to bring some of that influence with them to the other worlds. The Hollow begins the game with 2 Negacións of her choice from the Standard Hollow Negación list. At each level thereafter, that is not a multiple of 3 save for level 15, they gain one Negación of their choice from any Negacións they have available to them. At 5th level, the Hollow gains access to the Gillian Hollow Negacións. At 10th level, the Hollow gains access to the Adjuchas Hollow Negacións. At 15th level, the Hollow gains access to the Vasto Lorde Hollow Negacións. At 4th level, and every 4 levels thereafter, the hollow may exchange one Negación they know for another available to them. This does not need to be the same level as the Negación exchanged, though they must meet any prerequisites for the new Negación as standard. They cannot exchange a Negación that is a prerequisite for another they possess. Cero Morph and Cero Eccence: Negacións with the Cero Morph descriptor effect the Hollow's Cero/Bala and modify how it functions, rather than being abilities in and of themselves. You may only apply one of each to a single Cero
Cero(Su): Also known as Hollow Flash, a Cero is a beam of condensed spiritual energy of incredible destructive force. From 1st level onwards, the Hollow is able to fire a Cero as a standard action that provokes an attack of oportunity. A cero is a Line shaped burst, with a width of 5 ft, and a length equal to the Hollow's class level * 10. A cero deals 1d6 damage per SEP expended to fire it. The victims are entitled to a reflex save for half damage. All damage dealt by Cero is pure spiritual energy, and thus is uneffected by energy resistance or simmilar. Cero can be modified by Cero Esscence and Cero Form Negacións Hollow Evolution(Ex): The Hollow's body is constantly evolving and adapting as she grows in power, striving to become the ultimate being. At 1st level, and every 2 levels thereafter, as indicated on table 1.1: Hollow Stalker Paragon, the Hollow gains one Hollow Ability. Once a Hollow Ability has been chosen, it cannot be changed. Bonus Feat: At 2nd level and every four levels thereafter, the Hollow gains a Bonus feat. This can be any feat she meets the prerequisites for. Skirmish: A Quadruped Hollow relies on hit and run strikes to bring down her prey, rather than attrition or magic. She deals an extra 1d6 damage on any round where she moves more than 30ft, so long as the attack is made from within 30ft of the target. This damage increases, as shown on table 1.1: Quadruped Hollow Paragon. From 2nd level onwards, she also gains an additional +1 untyped bonus to AC in any round where she moves more than 30ft. This increases as shown on table 1.1: Quadruped Hollow Paragon. This is precision damage, and thus against creatures without a discernible anatomy such as an ooze or construct, it is ineffective. This stacks with precision damage from other sources Evasion: A quadruped hollow's speed and reactions are such that she can avoid many strikes without a pause. She gains Evasion as a bonus feat. This increases to Improved Evasion at 10th level Uncanny Dodge: at 4th level, a quadruped hollow gains Uncanny dodge as a bonus feat. This increases to improved uncanny dodge at 8th level. Heiro(Ex): As a hollow becomes more powerful, her skin hardens to resist incoming blades and strikes. At 4th level, she gains dr 2/-. this is increased by 2 every 4 levels thereafter, to a maximum of DR 10/- at level 20 Gillian(Ex): Unlike a normal Hollow, the Hollow Paragon does not need to be subsumed into a mass of hollows and sacrifice their individuality to become more powerful. Instead, they gain the power of a Gillian whilst retaining their identity. From 5th level onwards, the Hollow is a Gillian. She gains a +1 racial bonus on all saving throws, and her dark vision increases by 60 ft. Her DR/spiritual increases by 10. Gillian can open a Garganta (su) as a standard action that provokes an attack of oportunity. A garganta is a rip in the fabric of realms between Heuco Mundo and another world. Traveling through a Garganta takes 10 minutes. Any spiritually aware creature can see a garganta, and can see what is happening on the other side perfectly. Anyone can use a Garganta if it is not closed. Due to her increasing awareness and skill, she gains either the Spring Attack or Shot on the Run feat, even if she does not meet the prerequisites Devour(Ex): A Gillian grows in power by devouring the corpses of other hollows, to gain their powers and to offset the flow of devolution, as well as to sate the eternal hunger. The Paragon may be free of her need to feed, but that does not mean the urge is gone. From 8th level onwards, the Hollow is able to eat the corpses of other creatures to become more powerful and to restore her wounds. From 8th level onwards, the Hollow is able to eat and digest practically anything without the risk of injury or disease, though poisons still take effect as normal. If she eats a creature with spiritual power, she gains a number of temporary hit points and SEP equal to it's ECL, and a morale bonus to all attack rolls equal to it's ECL/5 + 1. These last one hour. How creatures react to the hollow eating something else varies from creature to creature. Adjuchas(Ex):An Adjuchas is the next step in evolution for a hollow, considered capable of challenging a captain and are far more intelligent than their predecessors. They have a much more refined, human like form, and many of the traits lost when they became a hollow are beginning to return. At 10th level, the Hollow becomes an Adjuchas. She gains a +4 bonus to dexterity, and a +2 bonus to constitution. Her hide gains the ability to bend light around herself, to shroud her presence from sight. She gains the ability to use Greater Invisibility as spell-like ability 3 times a day. An Adjuchas has access to a much more potent suite of powers than the standard hollow. From now on, she can select Adjuchas level powers when gaining Hollow powers, and she immediately gains 4 hollow abilities. Lastly, an adjuchas is often of a far smaller and more refined form than another hollow. Her physical appearance becomes much sleeker, and closer resembles her lost humanoid form, or a memory of the natural world. She can choose to return to medium size and trade in any size-changing abilities she possessed for other standard hollow abilities. She removes all the status penalties gained from the abilities traded in, but retains the bonuses. She can remove as many size-changing abilities as she desires. Bala(Ex): An Adjuchas has the power to condense her spiritual energy into solid matter and launch it at a target with frightening speed and accuracy. From 12th level onwards, the hollow can fire a number of Bala as a full round action. Each Bala is a ranged attack that deals 1d6 damage per 2 SEP expended to fire, and the hollow fires a number of shots equal to the number of attacks she could make in a full attack action. The Bala has a range equal to 10 ft per character level. The Hollow can choose to expend 3 SEP per 1d6 damage to make the Bala a ranged touch attack. As Bala is a variation of Cero, it can have Cero Esscence Negacións applied to it. It cannot have Cero Form Negacións applied, as it is at it's base a highly complex Cero Form Negación Vasto Lorde(Ex): A Vasto Lorde is the ultimate form of a Hollow and the pinnacle of her evolution. Her power is almost beyond compare, and it is believed that even half a dozen of them entering soul society would be the end. From 15th level onwards, the Hollow is a Vasto Lorde. She improves her Darkvision to Blindsight, and increases her racial save bonus to +2. She gains a further + 4 bonus to dexterity, and a + 2 bonus to all mental attributes. She gains the power to make entire swaths of the terrain vanish at will, to aid in the hunt. She can use Mass Invisibility as a spell-like ability 3 times a day The Vasto Lorde immediately selects two Vasto lorde level hollow powers. She does not gain the option to select further powers from this list, though she does gain the option to choose Vasto Lorde level Negacións. Her size returns to medium, as it did when she became an Adjuchas, save that all size changes are automatically traded in. Her appearance, save for the mask and the aura of dark power, is the same as it was when she was alive, and she has regain all of her memories and personality. She can freely manifest any aspect of her hollow-appearance when it is convenient, such as wings or natural weapons. She does not loose any bonuses from her previous appearance, such as the speed increase. Predatory Instincts(Ex): The mind of a hollow is a mass of instinct and bloodlust that threatens to overwhelm the senses of those that delve into it. It takes an indomitable will to suppress the Hollow's natural bloodlust, it's a wonder that she can maintain her sense of self at all. At 16th level, the hollow paragon gains a + 8 untyped bonus to saves against anything Mind effecting, all attempts to track a creature, and to initiative rolls. Creatures trying to connect with the Hollow's mind without her consent must also brush up against this all-consuming hunger, and must pass a will save (dc 10 + ½ character level + reitsu modifier) or be shaken for d3+1 rounds. If the hollow is effected with a mind-effecting ability, they are entitled to make a save again at the start of their next round at the same DC to resist the effect. They get no further saves if they fail again. Ultimate Predator(Su): In the circle of life, every creature is both predator or prey, save for one eternally cursed, and one blessed. Finishing her evolution, the hollow is most certainly the blessed one. At 20th level, the hollow eludes an aura of primal terror, that grips any creature nearby whenever she attacks or charges. Creatures within a radius of 10 feet * character level are subject to the effect. The effected creature must pass a will save or be panicked for 3d4 rounds if it has less than ½ the Hollow's hit dice, or frightened for 3d4 rounds so long as it has less hit dice than the hollow. Against creatures with more hit dice than the hollow, they are shaken for one round. A creature that passes it's will save cannot be effected by the Hollow again for 24 hours In addition, when using her skirmish ability, she can pay 20 SEP to double the benefits until the start of her next round.
Hollow Powerhouse Table: Hollow Powerhouse Hit Dice: D8 Level Base Attack Bonus Good Save Poor Saves Special Natural Weapon Damage Defence Bonus Negacións Known! 1 1 2 0 Hollow Subtype, Hollow Evolution, Bonus Feat, Cero 1d8 6 2 2 2 3 0 Bonus Feat 1d8 7 2 3 3 3 1 Hollow Evolution 1d8 7 3 4 4 1 1 Mettle, Heiro 1d10 8 3 5 5 2 1 Gillian, Hollow Evolution 1d10 8 4 6 6/1 5 2 Bonus Feat 1d10 9 4 7 7/2 2 2 Hollow Evolution 1d10 9 5 8 8/3 6 2 Devour 2d6 10 5 9 9/4 6 3 Hollow Evolution 2d6 10 6 10 10/5 7 3 Adjuchas, Bonus Feat 2d6 11 6 11 11/6/1 7 3 Hollow Evolution 2d6 11 7 12 12/7/2 8 4 Bala 2d8 12 7 13 13/8/3 8 4 Hollow Evolution 2d8 12 8 14 14/9/4 9 4 Bonus Feat 2d8 13 8 15 15/10/5 9 5 Hollow Evolution, Vasto Lorde 2d8 13 9 16 16/11/6/1 10 5 Predatory Instincts 2d10 14 9 17 17/12/7/2 10 5 Hollow Evolution 2d10 14 10 18 18/13/8/3 11 6 Bonus Feat 2d10 15 10 19 19/14/9/4 11 6 Hollow Evolution 2d10 15 11 20 20/15/10/5 12 6 Bonus Feat, Living Siege Engine 2d12 16 11
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Post by falleneco on Dec 31, 2012 12:29:15 GMT -5
Class Skills: any 9 plus Knowledge (Heuco Mundo) Skill Points per level: 4 + int modifier. X 4 at first level Class Features Weapon and Armour Proficiencies: before becoming an Adjuchas, the hollow is not proficient with any weapons or armour. After becoming an Adjuchas, the Hollow is proficient with all simple and martial weapons, as well as all armour and shields (excluding tower shields). If they wield a weapon they cannot make any attacks with their natural weapons. Hollow Subtype: The Hollow Paragon is, of course, a Hollow and gains the basic traits of one, though she retains her personality and mind, unlike most hollows. Note that she does not gain the hollow template, or any of the abilities inherent to that. This replaces all characteristics of her race other than attribute modifiers, movement speed and methods, and size modifiers. She is an outsider, with the [Humanoid],[Spirit] and [Hollow] subtypes. She has the Scent special ability. This is based of spiritual pressure rather than scent itself. She has blindsense out to 60 ft Her defence bonus is equal 5 + ½ their class level. She has damage reduction 10/spiritual. A spiritual attack is one made by a zanpakuto/fullbring/hollow etc, Kido, or any effect that consumes some SEP to activate. Hollows are highly resistant. She has all of her hit dice maximised rather than rolled, and she dies only when her hit points are equal to 0 – ½ maximum hit points. When Below 0 hit points, she retains consciousness and regains 1 hit point per round. She is still considered Helpless unless she has feats that allow her to act when below 0 hit points. Whilst on a material plane, she always counts as having a running start and the run feat for the purpose of jumping, and she can attempt to balance on anything, even air (see modified skills section) Whilst on a material plane, she is immune to the effects of drowning, weather etc. this does not apply in spiritual planes such as soul society, or against weather created or controlled by spiritual energy. Whilst on a material plane, she can spend a standard action that provokes an attack of opportunity to move as though she where incorporeal. Cero(Su): Also known as Hollow Flash, a Cero is a beam of condensed spiritual energy of incredible destructive force. From 1st level onwards, the Hollow is able to fire a Cero as a full-round action that provokes an attack of oportunity. A cero is a Line shaped burst, with a width of 5 ft, and a length equal to the Hollow's class level * 10. A cero deals 1d6 damage per SEP expended to fire it. The victims are entitled to a reflex save for half damage. All damage dealt by Cero is spiritual energy. Cero can be modified by Cero Esscance and Cero Form Negacións Natural Weapons: The hollow begins the game with one natural weapon of her choice, be it a bite, claw, gouge etc. This is a primary weapon that adds 1+1/2 of her strength bonus on all attacks and has a critical threat range of 19-20 and 2 * critical hit damage. Whenever she would gain another attack through Base Attack progression, she gains a secondary natural weapon of her choice. This weapon is identical to a standard natural weapon of the appropriate type (see SRD). The Hollow deals damage with their natural weapon as shown in table 1.1: Hollow Powerhouse Paragon. Her Natural weapon damage is unaffected by size. Negacións (Su): A Hollow gains the instinctive ability to manipulate the natural chaos of Heuco Mundo, and to bring some of that influence with them to the other worlds. The Hollow begins the game with 2 Negacións from the Standard Hollow Negación list. At odd numbered level thereafter they gain one Negación of their choice from any Negacións they have available to them. At 5th level, the Hollow gains access to the Gillian Hollow Negacións. At 10th level, the Hollow gains access to the Adjuchas Hollow Negacións. At 15th level, the Hollow gains access to the Vasto Lorde Hollow Negacións. At 4th level, and every 4 levels thereafter, the hollow may exchange one Negación they know for another available to them. This does not need to be the same level as the Negación exchanged, though they must meet any prerequisites for the new Negación as standard. They cannot exchange a Negación that is a prerequisite for another they possess. Cero Morph and Cero Eccence: Negacións with the Cero Morph descriptor effect the Hollow's Cero/Bala and modify how it functions, rather than being abilities in and of themselves. You may only apply one of each to a single Cero Hollow Evolution(Ex): The Hollow's body is constantly evolving and adapting as she grows in power, striving to become the ultimate being. At 1st level, and every 2 levels thereafter, as indicated on table 1.1: Hollow Powerhouse, the Hollow gains one Hollow Ability. Once a Hollow Ability has been chosen, it cannot be changed. Bonus Feat: At 2nd level and every four levels thereafter, the Hollow gains a Bonus feat. This can be any feat she meets the prerequisites for. Mettle(ex): A powerhouse hollow is capable of shrugging off most strikes without pause. At 4th level he gains Mettle as a bonus feat, even if he dosen't meet the prerequisites. This increases to improved mettle at 10th level Heiro(Ex): As a hollow becomes more powerful, her skin hardens to resist incoming blades and strikes. At 4th level, she gains dr 4/-. this is increased by 2 every 2 levels thereafter, to a maximum of DR 20/- at level 20 Gillian(Ex): Unlike a normal Hollow, the Hollow Paragon does not need to be subsumed into a mass of hollows and sacrifice their individuality to become more powerful. Instead, they gain the power of a Gillian whilst retaining their identity. From 5th level onwards, the Hollow is a Gillian. he gains a +1 racial bonus on all saving throws, their dark vision increases by 60 ft and their defence bonus by + 4. his DR/spiritual increases by 10. If the Hollow so desires, they can immediately gain the Change Size hollow power. Gillian can open a Garganta (su) as a standard action that provokes an attack of opportunity. A garganta is a rip in the fabric of realms between Heuco Mundo and another world. Travelling through a Garganta takes 10 minutes. Any spiritually aware creature can see a garganta, and can see what is happening on the other side perfectly. Anyone can use a Garganta if it is not closed. She gain no change to her size, unlike NPC hollows. Devour(Ex): A Gillian grows in power by devouring the corpses of other hollows, to gain their powers and to offset the flow of devolution, as well as to sate the eternal hunger. The Paragon may be free of her need to feed, but that does not mean the urge is gone. From 8th level onwards, the Hollow is able to eat the corpses of other creatures to become more powerful and to restore her wounds. From 8th level onwards, the Hollow is able to eat and digest practically anything without the risk of injury or disease, though poisons still take effect as normal. If she eats a creature with spiritual power, she gains a number of temporary hit points and SEP equal to it's ECL, and a morale bonus to all attack rolls equal to it's ECL/5 + 1. These last one hour. Bonuses from Devour do not stack. How creatures react to the hollow eating something else varies from creature to creature. Adjuchas(Ex): An Adjuchas is the next step in evolution for a hollow, considered capable of challenging a captain and are far more intelligent than their predecessors. They have a much more refined, human like form, and many of the traits lost when they became a hollow are beginning to return. At 10th level, the Hollow becomes an Adjuchas. he gains a +4 bonus to strength and constitution. An Adjuchas has access to a much more potent suite of powers than the standard hollow. From now on, he can select Adjuchas level powers when gaining Hollow powers, and he immediately gains 4 hollow abilities. he can also select Adjuchas level Negacións now. When the hollow becomes an Adjuchas, he gains a much greater grasp of his Cero. he can now use the area effect Cero as a standard action instead of a full-round action. Lastly, unlike most hollows that become smaller when becoming an Adjuchas, the hollow can choose to either change their size to their racial norm, trading in all instances of the change size hollow power for any other standard hollow power they qualify for, or choosing to gain another application of the change size hollow power. A hollow that reduces it's size looses any attributes penalties from their Change Size ability, but retains their attributes bonuses. A Hollow that has traded in it's Change size ability cannot take Change Size again Bala(Ex): An Adjuchas has the power to condense her spiritual energy into solid matter and launch it at a target with frightening speed and accuracy. From 12th level onwards, the hollow can fire a number of Bala as a full round action. Each Bala is a ranged attack that deals 1d6 damage per 2 SEP expended to fire, and the hollow fires a number of shots equal to the number of attacks she could make in a full attack action. The Bala has a range equal to 10 ft per character level. The Hollow can choose to expend 3 SEP per 1d6 damage to make the Bala a ranged touch attack. As Bala is a variation of Cero, it can have Cero Esscence Negacións applied to it. It cannot have Cero Form Negacións applied, as it is at it's base a highly complex Cero Form Negación Vasto Lorde(Ex): A Vasto Lorde is the ultimate form of a Hollow and the pinnacle of his evolution. his power is almost beyond compare, and it is believed that even half a dozen of them entering soul society would be the end. From 15th level onwards, the Hollow is a Vasto Lorde. he improves his Darkvision to Blindsight, and increases his racial save bonus to +2. he gains a furthis + 4 bonus to dexterity, and a + 2 bonus to all mental attributes. The Vasto Lorde immediately selects two Vasto lorde level hollow powers. he does not gain the option to select further powers from this list, though he does gain the option to choose Vasto Lorde level Negacións. his size returns to medium, as it did when he became an Adjuchas, save that all size changes are automatically traded in. his appearance, save for the mask and the aura of dark power, is the same as it was when he was alive, and he has regain all of his memories and personality. he can freely manifest any aspect of his hollow-appearance when it is convenient, such as wings or natural weapons. he does not loose any bonuses from his previous appearance, such as the speed increase. Lastly, the hollow gains access to the Shift Form hollow power, even if they do not meet the prerequisites. Living Siege Engine(Su): The hollow is a living force of destruction, capable of literally walking through most obstacles without slowing down. The Hollow ignores hardness of any object he strikes. The Hollow can ignore any penalties to his actions from size category (such as trying to trip a larger creature). As a swift action that costs 20 SEP, the Hollow can become any size of their choice, for a number of rounds equal to 1/2 their character level. The hollow gains an enhancement bonus to it's constitution and one other attribute equal to it's hit dice. If the Hollow's size increases, it's strength increases, otherwise it's dexterity increases The Hollow's reach cannot drop below 5 feet, regardless of the size he assumes. It increases as normal for increasing size catagories.
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Post by falleneco on Dec 31, 2012 12:31:53 GMT -5
Chapter 3: Mechanics, Skills & Feats Spiritual Energy System Spiritual Energy points, or SEP, are a measure of a character' reiatsu and spiritual power. They represent the characters ability to manipulate spiritual power, and how much energy they possess. SEP is used to activate all spiritual powers the character possesses, from Kido, to a zanpakuto, to a Hollow's Cero and many, many more. When creating a character, in addition to rolling for abilities (If your DM is rolling for stats), you also roll 1d8. This determines your Spiritual Energy Rating, which is used to determine the size of the character's SEP pool, as shown in the table below. Quincy do not have an SEP pool, but instead use Spirit Charges. These function the same as SEP but are obtained and stored in a different manner. See the Quincy page for more detail. Quincy still need a Spiritual Energy Rating, however, so should still roll for one. DMs may choose instead to do 1d6+2 for the rolls, or, for a slightly more powerful campaign, could even allow 1d4+4 to be rolled. The table below determines your total Spiritual Energy Pool at each level. For example, if you rolled a 5 (High progression), then at level 3 you would have 14 SEP at your disposal. SEP per Level Level Pathetic (1) Low (2) Average (3) Medium (4) High (5) Extraordinary (6) Extreme (7) Insane (8) 1st 0 0 0 2 2 4 4 8 2nd 0 0 1 6 7 9 10 14 3rd 0 1 3 11 14 17 19 28 4th 1 3 5 17 22 25 30 44 5th 3 5 7 25 32 37 44 64 6th 5 7 11 35 46 52 63 92 7th 7 11 15 46 61 69 84 122 8th 11 15 19 58 77 87 106 154 9th 15 19 23 72 95 108 131 190 10th 19 23 27 88 115 132 159 230 11th 23 27 35 106 141 159 194 282 12th 27 35 43 126 169 189 261 338 13th 35 43 51 147 198 220 271 396 14th 43 51 59 170 229 255 314 458 15th 51 59 67 195 262 292 359 524 16th 59 67 79 221 300 331 410 600 17th 67 79 91 250 341 375 466 682 18th 79 91 103 280 383 420 523 766 19th 91 103 115 311 426 466 581 852 20th 103 115 127 343 470 514 641 940 Bonus SEP In addition to the characters natural SEP pool, characters in BleachD20 can earn extra SEP through having a high Reiatsu Attribute. To determine bonus SEP, compare the characters Reiatsu Attribute to the table below Table: Bonus SEP by Reiatsu Modifier Ability Score Bonus SEP by level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 10–11 1 3 4 6 7 9 10 12 13 15 16 18 19 21 22 24 25 27 28 30 12–13 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 14–15 2 5 7 10 12 15 17 20 22 25 27 30 32 35 37 40 42 45 47 50 16–17 3 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48 51 54 57 60 18–19 3 7 10 14 17 21 24 28 31 35 38 42 45 49 52 56 59 63 66 70 20–21 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 22–23 4 9 13 18 22 27 31 36 40 45 49 54 58 63 67 72 76 81 85 90 24–25 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 26–27 5 11 16 22 27 33 38 44 49 55 60 66 71 77 82 88 93 99 104 110 28–29 6 12 18 24 30 36 42 48 54 60 66 72 78 84 90 96 102 108 114 120 30–31 6 13 19 26 32 39 45 52 58 65 71 78 84 91 97 104 110 117 123 130 32+ 7 14 21 28 35 42 49 56 63 70 77 84 91 98 105 112 119 126 133 140 Regaining Lost SEP A character regains all SEP used after eight hours of peaceful rest and relaxation. They do not need to sleep during this period, though anyone suffering from fatigue or starvation will not regain SEP. SEP Point Buy System The method for determining a characters SEP pool outlined above is designed for games where characters roll to determine their attributes, but this does not always apply to all games. If your game in question uses the Point Buy system to determine attributes, then it is recomended the characters use the following values. Table: SEP Points Buy SEP rating Point Cost 1 -4 2 -2 3 0 4 2 5 4 6 6 7 10 8 16 Due to adding an extra attribute to the system, it is also recomended DMs increase the amount of points avaliable by 4-6 SEP limit Just having the energy is not always enough to put it to use, and character need skill and control as well. To represent this, the most SEP any character can spend on a single action is equal to their character level, and no more. Spiritual Pressure Efficiency A measure of the how adept at the use of spiritual energy one is, SPE allows one's SEP to stretch further. When a character uses SEP, they count each point of SEP expended as though it were multiplied by the amount of SPE for the purposes of paying costs and maximum SEP used each round. Any excess SEP from paying a cost that is an odd number is lost. SEP as Action Points: Though Spiritual Energy Points are mainly used for Kido, Cero, and other such abilities, it can also be used as Action Points (also known in some circles as Plot-Kai), used to enhance another roll or action. Doing so is a free addition to the action itself. You can only use one Action Point on each roll. Depending on your level, for each SEP you expend, you add the following to your roll. Remember, expending SEP in this way must be done before you find out whether you succeed or fail on your roll. Level Dice 1-7 1d6 8-14 2d6 15-20 3d6 21-30 3d8 31+ 3d10 Boosted 31+ 3d12 Special: You may expend an additional 2 spiritual energy to increase it to the next step. You may only advance one step.
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Post by falleneco on Dec 31, 2012 12:32:55 GMT -5
New Skills Bleach D20 employs several new skills to capture the feel of Bleach. These skills kostly revolve around the manipulation of spiritual energy, or Reiatsu Suppress Reiatsu (Reiatsu) Suppress Reiatsu is a skill that can be used to hide your Reiatsu from prying eyes. Whenever you desire, you may attempt to disguise your Reiatsu as a standard action. You can keep your Reiatsu disguised for as long as you wish, but you must wait five minutes after dropping your Reiatsu suppression before. If you use any ability that consumes SEP, your Reiatsu Suppression is imediatly dropped, and people can sense your Reiatsu once more. you may make another attempt to do so. While disguising your Reiatsu, if someone makes a Sense Motive check to sense you, compare the respective results. If your Suppress Reiatsu check is higher, they fail to sense your Reiatsu entirely. The amount that they beat your check by is how well they judged your Reiatsu. By each two points they exceed your check, they uncover 10% of your apparent ability, so someone who only exceeds your check by 2 will sense you at only one tenth of your true power, whereas someone who exceeds your check by 20 or more will fully discern your level of power. As Surpress Reiatsu is a skill that uses your Reiatsu attribute to determine the effectiveness, the attribute used to determine the effectiveness is the same as the once chosen at character creation Special: If you have the constant release feat, you may suppress your Shikai with a successful DC 15 check. Changed Skills Bleach D20 skills have been rebalanced to capture more of a Bleach feel. Any skill not listed here remains more or less unchanged. Balance: The Shinigami form allows them to balance on air with ease if properly trained, and they react differently to small and unstable material. A character stated to be able to balance like a shinigami uses the following balance table whilst on a physical plane. Skill DCs: 7-12 inches wide DC automatic 2-6 inches wide DC 5 less than 2 inches wide DC 10 Liquid DC 15 Air DC 20 Concentration: In addition to its other uses, Concentration gains the following syngergy: Synergy: As long as you have 5 or more ranks in Concentration, you gain +2 for every five ranks to checks to break the effects of Bakudo that target Intelligence, Wisdom, and Charisma. Craft: There are many items that can only be created by utilizing Reiatsu in Bleach D20. These items are: Shinigami Item Check Dc Gigai DC 35 Gikongan DC 30 Kikanshinki DC 30 Soul Phone DC 20 Soul Separation Glove DC 20 Tenshintai DC 40 Crafting a Shinigami Item works just like crafting a standard item, in that you must pay for raw materials equalling 1/3 of the total cost of the final product, except for the following: Crafting Shinigami items requires the 12th Division Tinker feat. Each Shinigami item has spell effects similar to a caster of a certain level. In order to replicate the spell effects, you must expend SP equal to twice the item's CL to create the effect. You may expend SP to cover some of the cost of the raw materials. If you do, each SP spent in this way counts as 2 g.p. of the raw materials cost. Multiple characters may work on the same product, given that they have the same craft skill. Each character past the first that works on the project adds a cumulative +1 bonus to the craft result. In addition, the characters aiding the one who initiated the craft check may expend SP for raw materials cost. If they do, each SP spent in this way amount to 2 g.p. of raw materials. Furthermore, upon taking the Craft Skill, the character may choose to specialize in making a particular Shinigami item. If they do, they choose which item to specialize in, and gain a +3 bonus on crafting items of that type. Specializing in Craft (Gigai), then, would comprise of the Int. mod, all ranks, and a +3 misc. bonus. A character may not specialize in a single Shinigami item more than once, but they may specialize in multiple Shinigami items, or have a specialized Craft and the basic Craft (Shinigami) skills. Intimidate In addition to its normal function, Intimidate allows you to overwhelm foes with your Reiatsu, known as a Reiatsu Surge. A Reiatsu surge is a standard action that provokes an attack of oportunity. Make an intimidate check against one foe within 100ft, who makes either an opposed Intimidate, Sense Motive or Level check (their choice). If you win, your opponent takes a -1 penalty on all attack and damae rolls, and all saves, for 1 round, + 1 round per every 5 points you beat your opponent by (max 5). For every five points you exceed their roll by, they take another, cumulative -1 penalty, to a maximum of -5. If they defeat your roll, they throw off your surge by pushing back with their own Reiatsu, causing you to become dazed for rounds equal to ½ the amount they defeated your surge by rounded down, to a minimum of 1. Synergy: As long as you have 5 or more ranks in Intimidate, you gain +2 for every five ranks to checks to break the effects of Bakudo that target Strength, Dexterity, and Constitution. Jump Shinigami jump much higher and farther than normal. If a charcater is a Shinigami/Hollow, or has the ability to jump like one, then all Jump DC's are halved, and they always count as having a running start and the Run feat to determine jump distance Knowledge (Art): You are very familiar with art from both the Soul Society and the physical world, as well as the different Artistic periods of both worlds. If you succeed a DC 15 check, you know the person responsible for the creation of the art. On a DC 25, you can tell when, what year, and why the art was created. If you succeed a DC 50 check, you can tell whether or not a piece of art has a hidden message. If it does, then a successful Intelligence check (DC 45) reveals the purpose of the message. Synergy: As long as you have 5 or more ranks in Knowledge (Art), you gain a +2 bonus to Appraise checks in relation to pieces of art. Knowledge (Behavioral Sciences) The actions that people and the thoughts behind them are a mysterious thing. Some people, however, make a living reading the way people think and act. Whenever someone tries to intimidate, bluff, or attempt to use diplomacy on you, you may make a Knowledge (Behavioral Sciences) with a DC equal to the opponent's role. If you succeed, you gain a +1 bonus on your next Sense Motive (in the case of Intimidate or Bluff) or Diplomacy check, which increases by an additional +1 for every five points you exceed the check. If you fail the check by 4 or less, you gain no bonus, and upon a failure by 5 points or more, you gain a -1 penalty to your check. Knowledge (Business): You are well versed in the ins and outs of business, and know the ethics as well as the back of your hand. When you succeed a DC 25 check, you may attempt to increase the price for your services or goods, or decrease the price on goods or services you purchase. For every 5 points you beat the DC, the price changes up or down by 5%. Knowledge (Current Events): Time never slows down, and new things are happening all the time. Not everybody can keep up with everything that happens, but you can: Check DC Result 10 Common knowledge 20 Known by a few, said to be a rumor 25 Mysterious whisperings, thought to be a lie to gather attention 35 Secret knowledge, recent transgressions by noble families 45 Top secret, classified only to Captains 55 Knowledge reserved only for the Soutaichou This Check can only be made to discover something that has recently happened. For instance, if your campaign takes place just before Aizen betrayed the Soul Society, you cannot make a check to "hear" about the events that exiled certain captains over one hundred years ago. A failed check by 4 or less points indicates that you either don't know what is going on, or can't find anything out. Failure by 5 or more imparts false knowledge. Knowledge (Kido Lore): You know the origins of Kido, including who created the kido, when they created, and what particular uses it may have. Furthermore, you know the composition of the Kido. Whenever you are the target of a Kido, you may make a Knowledge (Kido Lore) check vs. the Kido's Save DC, if it has one, or their caster level + their Cha. If you succeed, you know what Kidou they are casting. If you succeed the check by 5 or more, you can also tell whether the Kidou has been modified. Synergy: As long as you have 5 or more ranks in Knowledge (Kido Lore), your Hado gain +1d6 for every five ranks to damage and +2 for every five ranks to the Break DC for Bakudo you cast. Knowledge (Negacion): Not all Hollows are created equally. Some have innate knowledge of what makes them what they are. They are exceedingly adept at adjusting themselves to whatever situation may arise. For Shinigami, this knowledge manifests as the ability to battle Hollows effectively. Characters with this skill may make a Knowledge (Negacion) check opposed to the attacking Hollow's character level. If the check is successful, you gain a +1 bonus to your Reflex save for every five points to dodge that Hollow's next Cero. Synergy: As long as you have 5 or more ranks in Knowledge (Negacion), if you can use Cero, you deal an additional +1d6 per 5 ranks when using your Cero. Knowledge (Popular Culture): Nothing really beats knowing what is trending right now. With a successful DC 10 check, you are able to distinguish why some people dress in a particular way, or what well-known symbols mean. Beating a DC 15 allows you tell differing cliques apart when in a large group of people. Whenever you beat a DC 25, you can begin to understand how people feel based upon the style they choose, and beating a DC 35 tells you if a particular person is part of a gang or other organization, based entirely off the descriptive clothing they wear. Synergy: As long as you have 5 or more ranks in Knowledge (Popular Culture), you gain +2 to Appraise checks when trying to discern which group may have made an item, and +2 to Craft checks with masterwork (trendy) components (i.e., a family crest that beefs up the shield). Sense Motive Sense Motive can also be used to summon Reiraku, the spirit cords. Reiraku allows you to locate people with great spiritual energy, and functions much as a detect evil spell, but at greater range. Summoning the Reiraku is an alternate feature of the track function, and uses the following mechanics. When sensing for someone’s spirit energy, make a sense motive check. For each number of the result, add 5 feet to the radius that sense extends outward to (so a result of 10 would mean that you were able to sense all spirit energy within 50 feet of you). The results are the same as if you had used a detection spell at that range (refer to the spell description for the exact list of effects). You may only summon Reiraku once every five minutes. Tumble Tumble checks to ignore falling damage are much easier for Shinigami to make. Any character that can Jump or Balance like a shinigami Treat a fall as if it were 10 feet less, and each additional 10ft only adds +5 to the tumble DC
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Post by falleneco on Dec 31, 2012 12:33:56 GMT -5
Feats General Feats General feats are feats avaliable to all characters, so long as they meet the prerequisites. They represent abilities that can be gained through birth or training that are not limited to speciic classes. Feat Prerequisites Description Academic Knowledge None Determine random information about an event or occurance Alternate Demon Path None Change your Reiatsu attribute Bloodied Con 13 +2 hit points per level Buxom Cha 13+, Female Your generous "assets" help you influence the opposite gender Damage Reduction Base Fortitude Save +5 +3 DR/- Deadly Touch Reiatsu Attribute 13 Deal damage with a touch Defensive Roll Base Reflex Save +7 Roll to avoid a killing blow Die Hard Con 13 Spit in the face of death Hero's Comeback Die Hard Gain an extra action dice from heroic resolve Educated Int 13 Gain a bonus on knowledge skills equal to your rank Accumulated Knowledge Int 13, Educated, Two Knowledge Skills 6 ranks Share your highest knowledge skill between a number of fields. Enhanced Touch Reiatsu Attribute 15, Deadly Touch or Healing Hands Improve the effectiveness of deadly touch or healing hands feats. Enlightened Reiatsu Attribute 13 +2 SEP per level. Evasion Base Reflex Save +3 Avoid all damage on a successful Reflex save Improved Evasion Base Reflex Save +7 Suffer less damage on a failed reflex save Favoured Enemy None Gain bonuses against certain creature types. Flurry of Blows Base Attack Bonus +1 Make an extra attack at the expense of accuracy Greater Flurry of Blows Base Attack Bonus +10, Flurry of Blows Make an additional attack when flurrying Improved Saving Throw None Improve a single save Hakudo Adept Base Attack Bonus +4, Improved Unarmed Strike Unarmed damage is increased to match weapon damage. Hollow Within None A dark presence sleeps in your soul Hollow Rage Hollow Within or Hollow Subtype, Rage Your Rage becomes a bezerker frenzy. Mettle Base Fortitude or Will Save +3 Suffer no damage on a successful Will or Fortitude Save Mettle Base Fortitude or Will Save +7, Mettle Suffer less damage on a failed Will or Fortitude save. Opportunist Spot 13 Ranks Gain more chances for attacks of opportunity Rage Base Fortitude Save +3 Rage, lowering defence to gain more strength and constitution Greater Rage Base Fortitude Save +7, Rage The bonus from rage increase further Mighty Rage Base Fortitude Save +12 Rage grants incredible strength Tireless Rage Base Fortitude Save +10 Rage no longer leaves the character fatigued Seasoned None +2 skill points per level Skill Focus Chosen skill 4 ranks Improve effectiveness with one skill Skill Mastery Level 10 Become able to use some skills under pressure. Slippery Mind Base Reflex Save +7 Gain a second attempt to resist compulsion Sneak Attack Dex 13 Deal extra damage against unaware or unguarded opponents Improved Sneak Attack Sneak Attack Sneak attack becomes far more damaging Crippling Strike Hide 13 Ranks, Move Silently 13 Ranks, Improved Sneak Attack Sneak attacks deal strength damage as well as normal damage Spiritually Aware Non-Bleach D20 class Can see and interact with Shinigami/Hollows Uncanny Dodge Base Reflex Save +3 Avoid being caught flat-footed Improved Uncanny Dodge Base Reflex Save +7, Uncanny Dodge Enemies gain no flanking bonus Weapon Focus Base Attack Bonus +1 Become more accurate with the chosen weapon Weapon Specialization Base Attack Bonus +1 Become more damaging with the chosen weapon Shunpo Feats Shunpo feats are feats that are useable by any character with acces to either Shunpo, Sonido or Hirenkyaku, and enhance a characters abilities to use Shunpo, or ofer extra options using Shunpo. Any reference to Shunpo also applies to Sonido and Hirenkyaku as well. Feat Prerequisites Description Improved Shunpo Shunpo Shunpo distance +10ft Shunpo Blur Shunpo 50ft Gain blur effect when using Shunpo Shunpo Displacement Shunpo 60ft, Shunpo Blur Gain blink effect when using Shunpo Shunpo Blink Shunpo 80ft, Shunpo Displacement Gain blink effect when using Shunpo Shunpo Dodge Shunpo Trail or Shunpo Blur Use shunpo to help evade attacks Shunpo Adjustment Shunpo Dodge, Shunpo 60ft Change location after using Shunpo Dodge Shunpo Counter Shunpo Dodge, BaB +6 Counter against enemies you evade through Shunpo Dodge. Instant Counter Shunpo Counter, BaB +8 Counter before the enemy attacks. Shunpo Mobility Shunpo Gain dodge bonus when using Shunpo Improved Shunpo Mobility Shunpo Mobility Retain armour bonus from Shunpo Mobility for a longer time period Shunpo Spring Attack Dodge, BaB +6 Charge using Shunpo. Shunpo Juggernaut Improved Bullrush, Shunpo Pounce Knock an enemy back using Shunpo. Shunpo Pounce Shunpo Spring Attack, Dex 17 Make multiple charges against differing creatures using Shunpo Spring Attack Shunpo Rend Shunpo Pounce, BaB +11 Deal bonus damage against a foe you hit multiple times using Shunpo Pounce. Shunpo Throw Improved Trip, Shunpo Spring Attack Trip and throw enemies during a Shunpo Spring attack Shunpo Trail Shunpo 40ft Gain a mirror Image effect when using Shunpo Reiatsu Feats Reiatsu feats are feats that improve your abilities with SEP, as well as grant you new abilities, such as healing yourself by spending SEP, increasing your damage, and so on. Feat Prerequisites Description Enduring Spirit None Heal yourself by spending SEP Improved Spiritual Energy None Improve your SEP rating Greater Spiritual Energy Improved Spiritual Energy, Level 12, SEP rating 7 Further improve your SEP rating Overbearing Reiatsu Skill Focus (Intimidate) Soul Crush someone more efficiently. Terrifying Reiatsu Overbearing Reiatsu, Intimidate 10+ Cause fear effects through soul crushing, rather than morale penalties Reiatsu Burst Concentration 10 Ranks Focus your Reiatsu to enhance your performance Extra Reiatsu Bursts Reiatsu Burst Use Reiatsu Burst extra times per day. Reiatsu Inspiration Cha 14 Inspire an ally to greater feats of heroism. Improved Reiatsu Inspiration Reiatsu Inspiration, Cha 17 Extend the benefits of Reiatsu inspiration to all allies. Reiraku Hunter Sense Motive 4 Ranks Track a creature through their spiritual presence rather than their physical traces. Spiritual Feet Level 5 Walk on air as easily as water Spiritual Energy Augmented Attacks SEP rating 4 or level 12 Spend SEP to increase the damage of a basic attack. Shrouded Reiatsu Bluff 9 Ranks Hide your Reiatsu much more effectively. Suppression Mastery Suppress Reiatsu 9 Ranks Using spiritual power does not disrupt your spiritual energy suppression. Technology Feats These feats are geared towards members of the 12th Division, but they are not exclusive to them. They allow the character better access to crafting skills and techniques, as well as the ability to make unusual but potent technical devices Feat Prerequisites Description Tinker int 18+ OR 12th Division Scientist Able to create and use technilogical devices Master Tinker Int 20 or 12th division scientist 3+ Able to create technological devices much more quickly and efficiently Magical Specialization able to craft chosen type of magic item, Tinker More efficient magical item crsfting, focused in one category of crafting. Spirit Powered Device Tinker, SEP pool above 0 able to create devices that run off SEP rather than fuel. Zanpakuto Feats Zanpakuto Feats are feats avaliable to any character with a Zanpakuto; This will mostly be shinigami, but also anyone with Shinigami like powers. Feat Prerequisites Description Alternate Release Shikai Gain a second, weaker Shikai Alternate Sealed Form None Change the form of your Shikai to a different weapon Constant Release Shikai Your Zanpakuto's Shikai becomes it's sealed form Expanded Shikai None Gain an additional Shikai ability Multiple Type None Gain an additional Zanpakuto type Quick Release Bankai Release you Shikai as a swift action Renewed Release None Redesign an existing release you possess Sacrificial Release Zanpakuto Manifestation Gain an additional release with extra power, but damages your zanpakuto. Sealed None Your zanpakuto has no powers, but you yourself grow in power much faster Unleashed Sealed Awaken your Zanpakuto's abilities Sealed Ability None Your Zanpakuto can access some of it's powers in its sealed state Soul Companion None You are much closer to your Zanpakuto than normal, this link granting an extra action dice. Twin Zanpakuto mastery Two weapon fighting, Change form (two weapons or double weapon) Your off-hand blade becomes a full zanpakuto in all respects, though the growth of both blades slows. Variable Release None Gain a second release that shares many abilities with the main release Zanjutsu mastery Weapon Focus (Zanpakuto), Weapon Specialization (Zanpakuto) Your zanpakuto has no powers, but you yourself grow in power much faster Kido feats Kido feats are feats that enhance Kido spellcasting, or simmilar styles of magic. These range from increasing the basic effectiveness, to merging spells with other actions, to adding new effects to spells Feat Prerequisite Description Kido Artist Spellcraft 10+ Increased damage from Kido Spells Bount Feats Feat Name Prerequisites Description Extra Doll Ability 1 Doll ability The Bounto's doll has an additional doll ability Extra Doll type 1 Doll ability The Bounto's doll has an additional doll type Fullbringer Feats Fullbring feats are feats limited to the Fullbringer class. They enhance the effectiveness of their fullbring, or the fullbringer's Spul Melds. Feat Name Prerequisites Description Expanded Fullbring Fullbring Gain an additional fullbring ability Quickened Fullbring Fullbring, Quick Draw The Fullbringer can activate and deactivate their fullbring in a heartbeat Fullbring Edge Weapon Ability, Weapon Focus (Fullbring), Weapon Specialization (Fullbring) The Fullbringers weapon deals a greater amount of damage that normal Hollow Feats Hollow Feats are feats that represent the way a Hollow's body changes. They are mainly avaliable to Hollows, but anyone with the Hollow subtype (or temporary access) can also access them. If a character does not have the Hollow subtype at all times (such as a Vizard or Hellbringer) then any hollow feats they possess are only active whilst said subtype is. Feat Name Prerequisites Description Expanded Hollow Abillities Hollow Subtype Gain an additional Hollow abbility up to the highest level avaliable Extra Negación Hollow Subtype, Access to Negacións The Hollow knows an additional Negación beyond what they would normally know. Modsoul Feats Feat name Prerequisites Description Extensive Modifications None The Modsoul is further modified, gaining an additional modsoul ability. Quincy Feats Quincy Feats are feats availiable only to character with the Quincy class, or who have quincy like powers. These feats are mostly focused on enhancing the effectiveness of a Quincies bow, or the number of spirit charges they can manipulate. Feat Prerequisite Description Distinctive Bow Quincy Bow Increase the number of quincy bow attributes Expanded Capacity Quincy Bow, Dex or Wis 13+ Increase the maximum amount of spirit charges that can be stored Extra Master Shot 1+ Master Shots The quincy learns an additional Master Shot Versetile Bow Quincy Bow The quincy's bow can switch between two forms Precocious Archer Dex or Wis 13+ The quincy can use any master shot they meet the prerequisites for at an increased cost Ransotengai level 10+, int or wis 13+ The quincy is capable of ignoring the restraints of age or injury to keep moving. Seele Schneider BaB 4+, Use Magic Device 5+ The Quincy can use a Seele Schneider as a melee weapon as well as an arrow Shinigami Feats Feat name Prerequisites Description Alive None The shinigami is still alive, giving them a greater measure of energy but also the risk of their body dying Living Shinigami Alive The shinigami retains much greater use of their Shinigami powers whilst in their human body Specialized Vizard Vizard The vizard's mask enhances attributes other than strength and stamina.
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Post by falleneco on Dec 31, 2012 12:34:39 GMT -5
The Big List Accumulated Knowledge Prerequisites: Intelligence 13+, at least 6 ranks in two knowledge skills, Educated Benefit: Choose a number of knowledge skills you do not have ranks in equal to your Intelligence Modifier (Minimum 1). You are treated as having as many ranks in each of those skills equal to the number of ranks you have in the highest Knowledge Skill available to you. You do not receive the bonus from Educated to skills improved by this feat Bloodied Prerequisites: Con 13 Benefit: You are battle hardy. You gain +2 hit points per level. This feat applies retroactively. Special: This feat can be taken multiple times, its effects stack. Buxom Prerequisite: Female character, Cha 14 Benefit: You are endowed with an extremely generous physique, which offer you several advantages when confronting men. Your distracting arguments bestow a -2 Ecchi modifier on male characters that have you in their line of sight. Furthermore you gain a +2 Ecchi bonus on all bluff rolls, including feinting in combat. Special: Children cannot take this feat. This feat can be taken multiple times, its effects stack. Alternative Demon Path Prerequisite: None Benefit: Choose Wisdom or Intelligence. The chosen stat becomes your Reiatsu stat, replacing Charisma for all purposes (Save DCs, ect.). Normal: Charisma is the default Reiatsu ability. Crippling Strike Prerequisite: Hide 13 ranks, Move Silently 13 ranks, Sneak Attack Benefit: Whenever an opponent is injured by your sneak attack, it must pass a DC (10 + character level + number of hits) fortitude save or suffer 2 points of strength damage Damage Reduction Prerequisite: Base Fortitude Save +5 Benefit: You gain DR 3/- Special: You may take this feat multiple times. Its effects stack. Deadly Touch Prerequisite: Reiatsu Attribute 13 Benefit: As a standard action, you may cause wounds with a successful touch attack. You can deal a total number of hit point damage equal to your character level x your Reiatsu Attribute. You may divide the damage up however you choose. The target may attempt a Fortitude save (DC 10+1/2 character level+ charisma modifier) for half damage. Alternately, you may use this ability to heal undead. Defensive Roll Prerequisite: Base Reflex Save +7 Benefit: You roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points through an attack made with a weapon or unarmed strike, you may attempt to roll with the damage. Make a Reflex saving throw with a DC equal to the amount of damage you would take. If this save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute her defensive roll—if you are denied your Dexterity bonus to AC, you can’t use this ability. The evasion ability does not apply to the defensive roll, due to attack rolls not normally allowing saves for half damage. Special: You may take this feat multiple times. Each time allows you to make another Defensive Roll each day. Diehard Prerequisite: Constitution 12 Benefit: When reduced to negative hit points (but not dead), you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. While using this feat, you may take either a single move or standard action each round, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die. Normal: A character without this feat who is reduced to negative hit points (but not dead) is unconscious and dying. Educated Prerequisites: Int 13 Benefit: When making a knoweldge check, the character gains an untyped bonus on the roll equal to the ammount of ranks she has in the relevant knowledge skill. Enhanced Touch Prerequisites: Reiatsu Attribute 15, Healing Hands or Deadly Touch Benefit: Your Charisma modifier is treated as 1 higher when calculating the healing or damage per day of their Deadly Touch or Healing Hands ability. Enlightened Prerequisites: Reiatsu Attribute 13 Benefit: Through training, you have increased your spiritual reserves. You gain +2 SEP per level. This feat applies retroactively. Special: This feat can be taken multiple times, its effects stack. Evasion Prerequisite: Base Reflex Save +3 Benefit: If you make a successful Reflex save for half damage, you instead take no damage. See the Rogue class feature for more details Favored Enemy Prerequisites: None Benefit: Select a type and subtype of creature. You gain +2 bonuses on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against such creatures. Likewise, gain +2 to damage against such creatures. See the Ranger class feature for more details. Special: This feat may be taken multiple times. Each time this feat is taken gives another Favored Enemy and increases your bonus by +2 against all other Favored Enemies you currently possess. Flurry of Blows Prerequisite: Base Attack Bonus +1 Benefit: Your character may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the character might make before her next action. The player must use a full attack action to strike with a flurry of blows. Greater Flurry of Blows Prerequisite: Flurry of Blows, Base Attack Bonus +10 Benefit: Your flurry of blows ability improves. In addition to the standard single extra attack you get from flurry of blows, you get a second extra attack at your full base attack bonus. All attacks still take a -2 penalty until your next turn. Greater Rage Prerequisite: Base Fortitude Save +7, Rage Benefit: Your bonuses to strength and constitution in rage increase to +6, and your bonus to Will saves increases to +3. Your AC penalty is unchanged. Improved Evasion Prerequisite: Base Reflex Save +7, Evasion Benefit: Whenever you fail the reflex save from your evasion ability, you suffer half damage from the attack, as opposed to full damage. See the Rogue class feature for more details Improved Mettle Prerequisites: Base Will Save +7, Mettle Benefit: Whenever the character fails a saving throw their Mettle ability applied to, they take half damage instead of full damage, or the partial effect instead of the full effect. Improved Saving Throw Prerequisites: None Benefit: One of your poor saving throw progressions is changed to the good progression. Your base save immediately increases to the approrpiate bonus for your class and level. Improved Sneak Attack Prerequisites: Sneak Attack Benefit: Your Sneak Attack progression increases to +1d6/2 levels. This overrides the Sneak Attack feat's progression. Improved Uncanny Dodge Prerequisites: Uncanny Dodge Benefit: You can no longer be flanked. This defense denies an attacker the ability to sneak attack you via flanking, unless the attacker is at least 4 levels higher than you. Hakudo Adept Prerequisites: Base Attack Bonus +4, Improved Unarmed Strike Benefit: The character is skilled in dealing extreme damage with their fists. Th character's unarmd strikes deal damage equal to either their Zanpakuto, Fullbring, Bounto Doll or Quincy Bow (depending on class). They do not gain any abilities of the weapon, nor any enhancements - only the damage is increased. Healing Hands Prerequisite: Reiatsu Attribute 13 Benefit: Each day, you may heal a touch. You can heal a total number of hit points each day equal to your character level multiplied by your Reiatsu modifier. This can be split amongst multiple uses. Alternatively, this can be used as a touch attack to damage the undead. The target may attempt a Fortitude save (DC 10 + 1/2 level + Charisma modifier) for half damage. Hero's Comeback Prerequisite: Diehard Benefit: You never back down, and never give up. Once per game session when all your standard action dice have been expended, you can summon your Reiatsu for some desperate last move. You immediately gain a bonus action dice, which doesn't carry over game sessions. Hollow Rage Prerequisite: Hollow Within or Hollow subtype, Rage 'Benefit: You have come more in touch with the darker part of your soul, and can now command its destructive power. Your Rage ability can be turned in a Berserker Frenzy, with all the risks to your surroundings it implies. See frenzied Bezerker (Complete Warrior) for more information. Hollow Within Prerequisite: One level in a Bleach D20 class Benefit: Your soul's awakening not only released your Zanpakutou but also a darker being that lurks behind your eyes. Whenever you are weakened enough, the creature, the Hollow Within, tries to take control of your actions to wreak havoc to your surroundings. Whenever you are disabled, be it by hp loss, poison, or magical effect, you must make a will save against a DC equal to 10+ your level plus your Charisma modifier. If you fail the check, you are healed to 1/3rd of your maximum hit points (if you were lower than this) and instantly fly into a Berserker Frenzy (See Frenzied berserker PrC for details). This does not heal ability damage. Special: if you have level in the Vizard or Hellbringer PrC, you no longer check for frenzy, but can choose to enter it or not. Mettle Prerequisites: Base Will Save +3 Benefit: Whenever you make a successful Will or Fortitude saving throw against an attack that normally deals half damage or has a partial effect on a successful save, you instead take no damage or ignore the partial effect. Mighty Rage Prerequisites: Base Fortitude Save +12, Greater Rage Benefit: Your bonuses to strength and constitution while in a Rage increase to +8, and your bonus to Will saves increases to +4. Your AC penalty is unchanged. Opportunist Prerequisites: Spot 13 Ranks Benefit: Once per round, you can make an Attack of Opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as your Attack of Opportunity for that round. This feat may only be used once per round. Special: You may take this feat multiple times. Each time allows you to make another Opportunist attack. This cannot exceed the amount of attacks of opportunity you are allowed each turn. Rage Prerequisites: Base Fortitude Save +3 Benefit: The Character can fly into a rage a certain number of times per day, as per the Barbarian class feature. The character can rage once per day. At 4th level, and every 4 levels thereafter, the character can rage an additional time each day. Seasoned Prerequisites: None Benefit: You are a quick learner. You gain +2 skill points per level. This feat applies retroactively. This feat can be taken multiple times. Its effects stack. Skill Focus Prerequisites: Chosen Skill 4 Ranks Benefit: Choose a skill. You gain +4 on all checks made for that skill. If you have 13 or more ranks in that skill, this bonus increases to +6. Special: This feat may be taken multiple times. Its effects do not stack. Each time you take the feat, it applies to a different skill. Skill Mastery Prerequisites: 10th level Benefit: Select a number of skills equal to 3+ your Intelligence modifier. When making a skill check with any of these skills, you may take 10 even if stress or distractions would normally prevent you from doing so. Special: You may take this feat multiple times. Its effects stack. Slippery Mind Prerequisites: Base Reflex Save +7 Benefit: If you are affected by an enchantment spell or effect and fail your saving throw, you may retry the save 1 round later at the same DC. You may only have one extra chance to succeed on your saving throw. Sneak Attack Prerequisites: Dex 13 Benefit: You gain Sneak Attack +1d6. At 5th level and every four levels thereafter, your Sneak Attack increases by +1d6. Special: If this feat was taken after 1st level, then count the level it was taken as lvel 1 when determining damage Spiritually Aware Prerequisite: Non-Bleach D20 Class Benefit: You can see Shinigami and Hollows. In addition, Hollows and Shinigami are treated as Coporeal to Spiritually Aware characters. Normal: A character cannot see or hear Hollows or Shinigami, and treats them as incorporial Spiritual Tradition Prerequisites: None Benefit: Somewhere in your ancestry, there is a spiritual being or a number of spiritual beings with enough strength that some of that comes through your blood. Shinigami: You are naturally competent is spiritual power, and can access it more readily than most of your race: You gain an extra 2 SEP per level, or your maximum number of spirit charges increases by 2 per level. Hollow: You are slightly more bestial, maybe from having hollowified ancestors, or perhaps an Arrancar in the family tree... You gain the scent special quality. Quincy: You have the power to draw in energy from the air around you. Once per day per five character levels (minimum 1), you may make a DC 10 concentration test to recover SEP, or generate a number of spirit charges, equal to ½ of your character level Fullbringer: You have minor abilities to manipulate the souls of the world around you. You can use either Ghost Sounds, Prestidigitation, Silent Image, Mage Hand and Mending as spell-like abilities a number of times a day equal to your character level Special: This feat may only be taken at first level.
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Post by falleneco on Dec 31, 2012 12:35:10 GMT -5
Tireless Rage Prerequisites: Base Fortitude Save +7, Rage Benefit: Whenever you rage, you are no longer fatigued when it ends. Uncanny Dodge Prerequisites: Base Reflex Save +3 Benefit: You retain your Dexterity bonus to AC (if any) at all times, even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. Weapon Focus Prerequisites: BAB +1 Benefit: Choose a weapon you are proficient with. You gain +1 on all attack rolls with that weapon. At 5th level and every five levels therafter, this bonus increases by 1. Special: You may take this feat multiple times. The effects do not stack. Each time, you must select a new weapon. Weapon Specialization Prerequisites: BAB +1 Benefit: Choose a weapon you are proficient with. You gain +2 on all damage rolls with that weapon. At 5th level and every five levels thereafter, this bonus increases by 2. Special: You may take this feat multiple times. The effects do not stack. Each time, you must select a new weapon.
Improved Shunpo Prerequisites: Shunpo Benefit:when using Shunpo (or equivalent) actions, she can move an additional 10ft for no extra cost. Special: this ability can be taken multiple times. The effects stack Improved Shunpo Mobility Prerequisites: Shunpo mobility, Shunpo 50+ Benefit: the AC bonus from Shunpo mobility applies to every attack until the start of her next round. Instant Counter Prerequisites: Shunpo Counter, base attack 8+ Benefit: The shinigami can pay 5 SEP instead of 2 to have her counter attack hit as soon as the enemy comes into range. She may not use the stand-still feat as part of this counter. Senka Prerequisite: Shunpo 40 feet, Dex 15, Sneak Attack, Shunpo Spring Attack Benefit: When using Shunpo spring attack, the shinigmi my mke an opposed hide test against her targets spot. If she wins, she may make the charge as though her target was flat footed. This costs either 3 SEP in addition to the cost of Shunpo and Shunpo Spring Atttack. If she uses htis ability on Shunpo punce she must pay for each use individually Shunpo Adjustment Prerequisites: Shunpo dodge, Shunpo 60+ Benefit: After using Shunpo dodge, and after the attack is resolved (and Shunpo counter etc), the shinigami may move a distance of to ½ her Shunpo distance, using Shunpo. Shunpo Blink Prerequisites: Shunpo 80ft, Shunpo displacement Benefit: When using Shunpo, she may pay 7 SEP to benefit from the effects of a Blink spell at the end of her Shunpo movement, so long as she moved more than 60ft using Shunpo. The blink effect persist for up to a minute so long as she keeps moving at least 60ft of Shunpo a turn. If in any round she did not move far enough, the blink fade at the start of her next round. Because this abillity comes from speed, it is not effected by true seeing or see invisibility. Shunpo Blur Prerequisites: Shunpo 50ft Benefit: When using Shunpo, she may pay 3 SEP to benefit from the effects of a Blur spell at the end of her Shunpo movement, so long as she moved more than 30ft. until the start of her next turn. The blur persist for up to a minute so long as she keeps moving at least 30ft of Shunpo a turn. If in any round she did not move far enough, the blur fade at the start of her next round. Because this comes from speed, it is not effected by true seeing or see invisibility. Shunpo Counter Prerequisites: Shunpo dodge, base attack bonus 6+ Benefit:When using Shunpo dodge, the shinigami may pay an extra 2 sep to make an attack of opportunity against her assailant, after their attack is resolved, so long as they are within her reach/1st range increment. The enemy counts as flat footed for this attack. She may only use Shunpo Counter once per round, regardless of the number of attacks of opportunities she could make Shunpo Displacement Prerequisites: Shunpo 60ft, Shunpo blur Benefit: When using Shunpo, she may pay 5 SEP to benefit from the effects of a Displacement spell at the end of her Shunpo movement, so long as she moved more than 40ft using Shunpo. The displacement persist for up to a minute so long as she keeps moving at least 40ft of Shunpo a turn. If in any round she did not move far enough, the displacement fade at the start of her next round. Because this comes from speed, it is not effected by true seeing or see invisibility. Shunpo Distraction Prerequisites: Shunpo 60+, Shunpo Trail, able to cast 3rd level kido spell, Gillian level Negacións or Ginto spells When moving using Shunpo (but not making a Shunpo pounce or spring attack), the shinigami can pay an extra 7 SEP to become invisible, and leave a Major Image in her place, moving in the opposite direction. This persists for every round she moves at least 60ft using Shunpo, up to a maximum of a minute. If she makes any form of attack, both the invisibility and image vanish she can use both this and Shunpo Trail at one time. If she does so, she creates a number of major images equal to the number of mirror images she would of made. Shunpo Dodge Prerequisites: Shunpo 40ft, Shunpo trail or blur Benefit: whenever the shinigami comes under attack, she may use Shunpo dodge as an immediate by paying 5 SEP. The attacker must make two attack rolls, and take the lowest as their result. Against abilities that allow reflex saves, the shinigami may instead roll two saves, taking the highest. This has no effect against abilities that inflict will or fortitude saves. This consumes her use of Shunpo for the next round. She counts as having moved 40ft with Shunpo for abilities that rely one movement. Special: the shinigami may instead use Shunpo blur or trail as an immediate action, instead of forcing the enemy to reroll. They must pay ½ the cost of the second ability as well as Shunpo dodge, and must be able to move 60ft to use this option. Shunpo Juggernaut Prerequisites: Shunpo spring attack, Improved Bull rush Benefit when using her Shunpo spring attack or Shunpo pounce, and making a bullrush, the shinigami can bullrush creatures of any size, and she gains +1 on the opposed strength test for each 10ft she moved using Shunpo. If she spends 3 SEP when Shunpo Juggernaut, and she slams her victim into a wall or any other object that would resist being destroyed by having the creature pushed into it, the creature and the object suffer 2d6 bludgeoning damage, ignoring hardness. If she pays 10 sep, this is increased to 6d6. She can choose whether to use this ability individually on each attack of a Shunpo pounce. She may also make a bullrush attempt against any barrier that is within her Shunpo distance. She recieves a +1 bonus for every 10 feet moved beforehand and a +1 bonus for every 5 feet left to move on this bull-rush. If she succeed the bullrush check, she instantly destroys a 10' x 10' section of the interposing barrier. Shunpo Mobility Prerequisites: Shunpo Benefit:In any round where the shinigami uses Shunpo, they may pay an extra 2 SEP to gain a bonus to AC equal to the distance moved/10ft against the first attack made against them next round Special: This feat counts as mobility for the purpose of prerequisites. Shunpo Pounce Prerequisites: Shunpo spring attack, dex 17+ Benefit: when making a Shunpo spring attack, the shinigami may pay an extra 2 sep per attack to make a second charge against any other creature in her Shunpo range, up to a maximum of the amount of attacks she could make in a full attack. She can return to creatures she has hit before if she so desires, so long as she charged one other creature in the intervening time frame. If she uses Senka, or other enhancements, on this ability, then she must pay for each on each attack, though she need not use them on each attack. Shunpo Rend Prerequisites: Shunpo pounce, BaB 9+ Benefit: when using Shunpo pounce, if she hits a creature more than once, she can rend for zanpakuto damage + 1½ dex modifier Shunpo Spring Attack Prerequisites: base attack bonus 6+, Mobility, Shunpo 30 ft Benefit: As a full round action, she may use Shunpo to make a charge action, then overrun past the foe in the speed of light. They make a standard charge action, using Shunpo instead of her normal movement. She does not need to be able to draw a strait line to the target. After she makes her attack, she can continue to move using Shunpo up to her Shunpo distance per turn. Special: This counts as spring attack for the purpose of feats Shunpo Throw Prerequisites: Shunpo spring attack, improved trip Benefit: When using her Shunpo spring attack or Shunpo pounce, the shinigami may replace her attack with a trip action against the foe. If she succeeds, then not only is the foe tripped, but they're also thrown up to ¼ shinigami's remaining Shunpo distance in a direction of her choice. The distance she can throw them is halved for every size category they are above her, and doubled for every size category smaller Shunpo Trail Prerequisites: Shunpo 40ft Benefit: When using Shunpo, she may pay 3 SEP to benefit from the effects of a Mirror Image spell at the end of her Shunpo movement, so long as she moved more than 20ft. turn. The images persist for up to a minute so long as she keeps moving at least 20ft of Shunpo a turn. If in any round she did not move far enough, the mirror images fade at the start of her next round. Because this comes from speed, it is not effected by true seeing or see invisibility. Enduring Spirit Prerequisites: None Benefit: As a swift action that provokes attacks of opportunity, you can expend SEP to heal yourself at a rate of 2 SEP to 1d6. Extra Reiatsu Bursts Prerequisites: Reiatsu Burst Benefit: You gain 3 more Reiatsu Burst uses per day. You can take this feat multiple times, its effects stack. Greater Spiritual Energy Prerequisite Level 12, Improved Spiritual Energy, Base SEP 7 or less. Benefit: Your Spiritual Energy pool is treated as though it was increased by 1 progression step. If your progression step is 8 before taking this feat, then you gain an additional 25% of your points, rounding down. Special: This feat stacks with Improved Spiritual Energy. Improved Reiatsu Inspiration Prerequisites: Charisma 17+, Reiatsu Inspiration Benefit: When using your Reiatsu Inspiration, you can choose to increase the cost each round to 3 SEP you maintain it to extend the effect to all allies within 60ft (yourself included), rather than just one. Improved Spiritual Energy Prerequisites: None Benefit: Your Spiritual Energy pool is treated as though it was increased by 1 progression step. If your progression step is 8 before taking this feat, then you gain an additional 25% of your points, rounding down. Overbearing Reiatsu Prerequisite Skill Focus: Intimidate Benefit: You gain a +5 bonus on the Intimidate check for overbearing your opponent when using a Reiatsu Surge, and can make a Reatsu Surge as a swift action. You are no longer dazed if you loose the opposed roll Reiatsu Burst Prerequisites: Concentration 10 Ranks Benefit: You may concentrate your Reiatsu as a full round action 1+WIS bonus times per day. Roll a concentration check for one of the following effects: - Summon your inner strength You immediately regain a number of hit points or SEP equal to the total score you rolled. - Focus your spiritual pressure in your Zanpakutō If you beat a DC of 10+ opponent’s level, on your next attack, you can suppress your concentration ranks’ worth of the opponent’s Damage reduction. - Compress your Reiatsu in your Zanpakutō as a shield If you beat a DC of 10+ opponent’s level, you can add your concentration ranks to your AC, DR and MR for the rest of the round. Reiatsu Healing Prerequisites: Skill Focus: First Aid Benefit: You may concentrate your Reiatsu to perform a Lay on Hands -like action. Each day you can heal a total number of hit points of damage equal to your character level × WIS bonus. You may choose to divide the healing among multiple recipients, and don't have to use it all at once. Reiatsu Healing is a full-round action. Reiatsu Inspiration Prerequisites: Charisma 14+ Benefit: As a standard action, you may lend your spiritual strength to another character within 60ft, who gains a bonus to attack and damage roll, and to morale saves against feat, equal to ¼ of your character level. This costs 1 SEP per round you choose to maintain it. Reiraku Hunter Prerequisites: Sense Motive 4+ Benefit: To find Reikaku or to follow them for 1 mile requires a successful Sense motive check. You must make another check every time the Reikaku become difficult to follow. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The basic DC for the tracking Souls is 15. The DM may impose from -10 to +10 modifiers based on time since the Soul left, your surroundings and the prevailing conditions in the area. Spiritual Feet Requirements: Level 5. Benefit: The character with this feat no longer has to take balance checks to stand on air. This only applies to the “Real World,” and any other plane that has real world physics. On a plane with high amounts of spiritual energy (such as Soul Society or Hueco Mundo) the balance check’s DC is halved. Spiritual Energy-Augmented Attacks Prerequisites: Medium Spiritual Progression or level 12 Benefit: You may spend spiritual energy to augment the damage of your attacks. Expended Damage Added 2 +1d6 5 +2d6 9 +3d6 13 +4d6 17 +5d6 50 +(level)d6 Shrouded Reiatsu Prerequisites: Bluff 9 Ranks Benefit: Your Reiatsu is extremely well hidden and allows you to go unnoticed bay all but the most perceptive souls. You gain a +5 bonus on bluff checks for masking your Reiatsu. Suppression Mastery Prerequisites: Suppress Reiatsu 9 ranks. Benefit: When using the Suppress Reiatsu skill, utilizing Kido, Shikai, or any other ability (with the exception of Bankai) does not drop your Suppress Reiatsu.
Tinker Prerequisite: 1 level in the 12th Division Scientist Prestige Class or 18 Int. Benefit: The 12th Division Scientist can create technological devices (using the World of Warcraft Role-Playing Game rules, found here), as a tinker equal to half his character level. He gains Craft (Technological Device) and Use Technological Device as class skills, if he did not already. Master Tinker Prerequisite: Tinker, 3 levels in 12th Division Scientist or 20 Int. Benefit: Your effective Tinker level is now equal to your character level. Normal: Your effective Tinker level is equal to half your Scharacter level. Magical Specialization Prerequisites: Craft magical item abillity for relevent section, Tinker. Benefit: Choose a class of magic item. When creating this class of item, the XP and gold cost is reduced by 1/3. For all others, the XP and gold cost is reduced to 3/4. Spirit-Powered Device Prerequisite: Ability to create technological devices, a SEP score. Benefit: When making a device, you can choose for it to be spiritually powered. It no longer uses fuel to work. Any person with a SEP score can spend 1 SEP to power a technological device, as if it was 1 vial of fuel.
Alternate Release Prerequisite: Zanpakutou Manifestation Benefit: You can define a secondary release form for your Zanpakutō. You gain a number of Shikai abilities equal to one-half that of your original Shikai release. If you have an odd number of Shikai abilities, round down. Special: This feat may be selected multiple times. Each time allows you to craft an additional Shikai. Alternate Sealed Form Prerequisite: 1st Level Benefit: Your sealed Zanpakutou gains the benefits of having the Change Form Weapon-type ability. This ability is applied to the Shikai when it is attained, if desired (although the form should be different from that of the sealed form). Constant Release Prerequisite: Shikai, can only be taken immediately when Shikai is achieved. Benefit: Your Zanpakutou can never be sealed. Its Shikai form becomes its normal state. Normal: You may only release your Shikai for a number of minutes equal to your character level. Expanded Shikai Prerequisite: Shikai Benefit: Gain an additional Shikai ability. This ability is not doubled during Bankai Special: You may take this feat multiple times. Its effects stack. The abilities gained from this feat are not doubled when crafting a Bankai. Multiple Type Prerequisite: None Benefit: You gain one extra type when selecting Shikai and Bankai abilities for your Zanpakutou. If you take this feat, you cannot take the Specialized Zanpakutou feat. Normal: Zanpakutou two inherent types in which you may select abilities from. Special: You may take this feat multiple times. Its effects stack. Quick Release Prerequisite: Bankai Benefit: You may release your Zanpakutou's Shikai as a swift action. Normal: It requires a move action to release your Zanpakutou's Shikai. Renewed Release Prerequisite: Zanpakutou Manifestation Benefit: Upon choosing this feat, you may completely redesign one of your releases, though you must keep the Zanpakuto Types Special: You may take this feat multiple times. Each time allows you to redesign a release Sacrifice Release Prerequisite: Zanpakuto Manifestation Benefit: You can define a secondary release form for your Zanpakutō. You gain abilities in number equal to your character level +Charisma modifier for determining its power. When this power is used, your Zanpakutō's power is exhausted and it shatters. Sealed Prerequisite: Shinigami level 1 Benefit: Your Zanpakutou is sealed, mute and inert. In your eyes it is nothing more than a tool of war. You can't access either Shikai or Bankai special abilities when they would be avaliable, nor take Zanpakuto feats other than sealed ability and twin weapon mastery. Relying on your own inner strength in battle, you earn a 10% XP bonus on all violent encounters. You gain an attribute increase every two levels instead of every four and you gain two opposed to one point. If this feat is obtained after the shikai or bankai ability, then you should explain why you lost those abilities. you do not loose any zanpakuto feats you possess. Special: This feat cannot be retrained except for by taking Unleashed. Sealed Ability Benefit: Choose one Shikai ability you can take. You benefit from that Shikai ability while you do not have your Shikai on, as well as while in Shikai. You cannot choose a Shikai ability that has a requirement of a Shikai ability with this feat, but you may use the abilities gained with this feat towards requirements for your actual Shikai abilities. These abilities are not doubled when crafting a Bankai. Special: This feat can be taken by someone with the Sealed feat, or someone who has not attained Shikai yet. This feat can be taken a maximum of three times, each time choosing a different Shikai ability.
Specialized Zanpakutou Prerequisite: Must be taken no later than 3rd level, when Shikai is attained. Benefit: Your zanpakutou has only one type, but you gain two extra zanpakutou abilities upon attaining Shikai. If you take this feat, you cannot take the Multiple Type feat. You gain an additional shikai ability at level 7 and level 11, as well as +2 save DC's where applicable, this bonus increases by +1 at level 10. In addition, you gain access to Specialist Shikai powers. Normal: Your zanpakutou has two types and gains one ability when Shikai is attained. Special: Unlike zanpakutou abilities gained from the Expanded Shikai feat, the amount of shikai abilities gained from this feat are doubled when crafting bankai. Soul Companion Prerequisite: Shinigami Level 1 Benefit: You are extremely well attuned to your Zanpakutou and benefit from this friendship in time of direst needs. Once per game session when all your standard action dices have been expended, your Zanpakutou's spirit might come forward offering support and tactical acumen. You gain a bonus action dice, which doesn't carry over game sessions. Special: If you are playing in a format where there are not sessions (such as an online play-by-post campaign), it is up to the DM to determine where is appropriate for you to refresh this ability. Twin Zanpakutou Mastery Prerequisite: Change Form [Weapon_Type|Shikai] Ability for either a double-weapon Zanpakutou and/or two Zanpakutous, Two Weapon Fighting Benefit: When you take this feat, choose two Zanpakutou types, one of which must be one of the same types chosen when you obtained your Shikai. These types (and any additional ones gained via the Multiple Type feat) are available for your second Zanpakutou. If your Shikai is specalized, then you only obtain one zanpakuto type, which must be the same as your main weapon. Your second zanpakuto imediatly gains 2 shikai abillities, and a further 2 every three levels thereafter. From now on, your main blade gains abillities at every multiple of three (3, 6, 9, 12, 15), rather than the normal progression. Any extra zanpakuto abillities gained from feats and/or prestige classes apply only to one of the blades, chosen when the feat is gained. Abilities are not shared between the two blades. Normal: Your Zanpakutou abilities apply for both weapons without any variance between the two. Unleashed Prerequisite: Sealed Benefit: You have finally come to terms with what was sealing your Zanpakutou's power. You immediately gain the full use of Zanpakutou damage, Shikai and eventually Bankai abilities for a character of your level. You no longer gain the bonus EXP from sealed, and you obtain attribute boosts at the normal rate of 1 every 4 levels, rather than 2 every 2 Special when this feat is obtained, if retraining is in effect, then Sealed is imediatly retrained to another zanpakuto feat she meets the prerequisies for. She retains all the bonuses to abilities scores from sealed. If she ever retrains Unleashed, she looses the ability score boosts from Sealed. Developer's Note: It is highly advised DMs do not let players start the game with unleashed, as the balance point to the powerful combo is that it leaves you behind on power early on. skipping this raises it effectively from 2 feats to around 5-10 depending on what level unleased is obtained Variable Release Prerequisite: Zanpakutou Manifestation Benefit: You may design a secondary Shikai release with the total amount of Shikai abilities that you have acquired to the point in which you gain this feat, but only 1/4 of affected abilities may differ from your original power's design. Special: This abbility may be taken multiple times. Each time allows the shinigami to craft an additional Shikai release. Zanjutsu Mastery Prerequisites: Weapon Focus (Zanpakuto), Weapon Specilization (Zanpakuto) Benefit: Your Zanpakuto damage is increased by the amount of damage a normal weapon of its type would deal. For example, a shinigami with a Bastard Sword zanpakuto would deal an additional 1d10 damage. Kido Artist Prerequisite: Spellcraft 10 ranks Benefit: You've learned to direct the strength of your spirit not only in your sword, but also in your spells. All damage dealing spells you cast increase the damage by your base zanpakuto damage. If you do not possess a Zanpakuto, then the damage increases by your nearest analogue's damage instead (EG: Fullbring, or natural weapons) Extra Doll Ability Prerequisites: 1 Doll Ability Benefit: Your Doll gains an extra Doll Ability Special You may take this feat multiple times. It's effects stack. Extra Doll Type Prerequisites: 1 Doll ability Benefit: Your Doll gains an extra doll type of your choice, allowing it to select abilities from a wider selection Special You may take this feat multiple times. It's effects stack.
Expanded Fullbring Prerequisite: Fullbring Benefit: Gain an additional fullbring ability that you meet the prerequisites for. This ability does not evolve when using Fullbring Evolution Special: You may take this feat multiple times. Its effects stack. Quickened Fullbring Prerequisite: Fullbring, Quick Drawn Benefit: You can activate or deactivate your fullbring as a free action. Normal: Activating a fullbring is a standard action. Fullbring Edge Prerequisite: Weapon focus (fullbring), Weapon Specilization (fullbring), Weapon Fullbring ability Benefit: Your fullbrings damage is increased by an amount equal to a what a mundane equivelant of the same weapon would deal. for example, a Fullbringer with a fullbring greatsword would deal an extra 1d10 damage. Expanded Hollow Abilities Prerequisites: Hollow Subtype Effect: The Hollow has an additional Hollow abillity, up to the highest level they could normally access Special: This abillity may be taken multiple times. Extra Negación Prerequisites: Hollow Subtype, access to Negacións Effect: The Hollow knows an additional Negación, up to the highest level they could normally access Special: This abillity may be taken multiple times. Extensive Modifications Prerequisites: Modification class feature Benefit: You gain an extra Modsoul Ability. You do not gain the benefit from your Modsoul Design from this Modification. Special You may take this feat multiple times. It's effects stack. Distinctive Bow Prerequisite: Quincy Bow Benefit: You gain an additional Bow Attribute. Other Quincy gain a +2 bonus on Spot checks to notice your disguise while you are using your bow. This feat may be taken multiple times. Each this feat is taken, you gain another Bow Attribute and other Quincy gain a +1 cumulative bonus on Spot checks to notice your disguise while using you are using your bow. Special: This ability may be taken multiple times Expanded Capacity Prerequisite: Quincy Bow, Dexterity or Wisdom 13+ Benefit: The maximum amount of Spirit Charges you can hold increases by either your Dexterity Modifier or your Wisdom modifier. Special: This feat may be taken multiple times. Its effects stack. Versatile Bow Prerequisite: Quincy Bow Benefit: You gain another Quincy bow form and may switch forms with an action equivalent to making a bow of the same construction. Precocious Archer Prerequisite:' Quincy Bow, DEX or WIS 13+ Benefit: This character may use any Master Shot feat they are eligible for using by paying twice the normal Spirit Charge cost for it and taking 1d4 points of damage. They use all Master Shots they know as normal. Ransotengai Perequisite: Quincy level 10+, WIS or INT 13+ Benefit: This character may ignore paralysis from their STR or DEX being reduced to 0 for one round by paying 3 Spirit Charges. If this character’s DEX or STR has been reduced by anything (even advancing age categories), they may treat their STR or DEX as ignoring those penalties for one round by paying 5 Spirit Charges. Seele Schneider Proficiency Prerequisite: Base Attack Bonus +4, Use Magic Device 5 Ranks Benefit: You may use Seele Schneiders as a melee weapon, using your Dexterity or Strength modifier for the purposes of attack rolls, and your Strength modifier for the purposes of damage rolls. Normal: You may only use Seele Schneider as arrows in their Quincy bow. Alive Prerequisites: None Benefit: You are one of the few Shinigami to still have a living, breathing body. You gain a great measure of energy and motivation from this. Your action dice are d10 instead of d6. Special: While in human form, an alive Shinigami gains the Human Body (Alive Shinigami) ability and cannot access any of their Shinigami abilities, with the exception of their proficiency with martial and simple weapons, and the ability to sense and interact with spirits. They keep their hit dice however, but do not keep the same amount of hit points (see ability). Your physical body lays dormant while you are in spirit form, which can attract unwanted attention. This is also a very dangerous weakness as your physical death will be your end as surely as your spiritual death. Human Body (Alive Shinigami): Because Shinigami with the Alive feat are still humans, they are not as tough as a Shinigami while in human form. They cannot use any special abilities gained from any class, ignore the effects of solid structures and buildings, nor may they walk on air as if it were ground. Furthermore, they do not receive maximum hit points from their hit die beyond 1st level, they must roll for hit points instead while in their human form. While in spirit form, they have maximized hit points as a Shinigami. Living Shinigami Prerequisite: Alive Feat Benefit: When in human form, you can gain part of your Shinigami abilities. Special: If you are in human form, you can use your Shinigami powers, but your effective level for determining Zanpakutou damage, Shunpo range (but not maximum per day), and any other ability that their saves and damage are dependent on level, are halved. rounding down on uneven level. You still have the Human Body (Alive Shinigami) ability. You Zanpakutou is not with you at all times, and in order to use your Zanpakutou (and it's abilities), you must spend a move action that provokes an attack of opportunity to summon it from your soul. It materializes in your hand. Specialized Vizard Prerequisite: Vizard Benefit: When you take this feat, you select two of your abilities. First, you choose Strength, Dexterity or Constitution. You no longer get a bonus to the ability you chose when you activate your mask. Second, you choose Intelligence, Wisdom or Charisma. While you have your mask active, you get a bonus equal to twice your Vizard class level in the ability you chose.
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Post by falleneco on Dec 31, 2012 12:36:30 GMT -5
Chapter 4: Character Abilities Zanpakuto “ I knew it. You can't even ask your own Zanpakuto its name. ” —Abarai Renji, 6th Division Vice-Captain Zanpakuto Types: Each Zanpakuto has two types which governs its abilities, chosen when the Zanpakuto is first obtained. Once the types have been chosen, they cannot be changed, though the Shinigami can gain additional types through the Multiple Types feat. Shikai: Shikai is the first release a Shinigami learns. When creating their Shikai, the Shinigami can only select Shikai level powers, and may select not select a single ability more than 1/3 her character level times (EG: once at level 3, twice at level 6 etc). The Shikai can have abilities from the generic type, and the two Zanpakuto types. Activating Shikai is a move equivalent action that costs 1 SEP, and lasts 1 minute per character level. The Shinigami can dismiss their Shikai at any time as a free action. Bankai: Bankai is the ultimate power of the Shinigami's Zanpakuto, a second release of immense power. Bankai is a rare ability, possesed normally by those of Captain-level power, and a rare few vice captains (and the antagonist of every filler arc regardless of rank). Activating Bankai is a full round action that provokes an attack of opportunity and costs 20 SEP. If the shinigami was in Shikai before, then releasing her Bankai is a move equivalent action and does not provoke an attack of opportunity. At level 20, it becomes a standard action from sealed, and a swift action whilst Shikai is active. Bankai greatly empowers the shinigami's Zanpakuto. First, a Shinigami chooses an additional Zanpakuto type and can select abilities for that. They still gain this bonus type if they have a specialized zanpakuto, though they cannot select specialized abilities from this new type. Second, while in Bankai, the Zanpakuto doubles the number of shikai abilities obtained from the shinigami base class (and only the base class, unless noted otherwie), plus any extras for feats etc. The Bankai also has a single bankai ability. Every two levels thereafter, the bankai gains another 4 shikai abilities, and every even numbered level thereafter, the bakai obtains a new bankai ability. The shinigami must meet the prerequisites for these abilities. Bankai is a different form to Shikai, and thus the shinigami does not need to have the same abilities as they do in Shikai in Bankai. Last, while in Bankai, the shinigami's current health and maximum health are doubled. When bankai ends, the shinigami's current health is halved. Once Bankai is created, the Bankai and Shikai abilities cannot be changed, though more can be obtained. Bankai lasts 2 rounds per shinigami level, and the shinigami can pay 1 sep per round to extend the duration afterwards. Once bankai ends, the shinigami is fatigued. Generic Type
“ Is your speed the only thing that Bankai increases? ” —Grimmjaw Jaggerjack, Espada #6 These abilities are available to all Zanpakuto, regardless of type, even if you chose to have a specialized Zanpakuto. Ability Increase Increase one of your ability scores by +2 while your Zanpakuto is released. This ability may be taken multiple times, its effects stack if necessary. Speed This gives you an additional +10 to base land movement speed while your Zanpakuto is released. It may be taken multiple times, its effects stack. Skillful This ability gives you +10 to skill checks for a specific skill. It may be taken multiple times, its effects stack when necessary. Change Attack Form Change the required saving throw of any one ability. The ability’s manifestation changes to reflect this. True Sight This allows you to pierce veil and illusion-type abilities, seeing what is truly there. This ability may be taken multiple times, each time makes it stronger (to determine the level of illusion vs. the level of true sight, compare the amount of times the user of the illusion has taken the Mirage ability or related abilities against how many times you have taken the True Sight ability. The one who has taken their respective ability more trumps the other.) Flight This gives you the ability to fly at your normal speed with average maneuverability while your Zanpakuto is released. You may take this ability multiple times, each time increases your maneuverability by one step. Improved Speed Prerequisites: Speed Each time you take this ability, your Flash Step distance increases by 10 feet and your maximum distance per day increases by 100 feet. Greater Speed Prerequisites: Improved Speed As an immediate action, you may expend 10 feet of Flash Step movement to gain a +1 dodge bonus to AC. You may expend more then 10 feet if desired, up to your maximum per Flash Step. This ability may be taken multiple times; each time increases the dodge bonus per 10 feet by +1. Superior Speed Prerequisites: Greater Speed As an immediate action, you may spend 20 speed of Flash Step movement to gain a +1 bonus to a single attack. You may spend more then 20 feet if desired, up your maximum. This ability may be taken more than once; each time increases the bonus per 20 feet by +1. Perfect Speed Prerequisites: Superior Speed As an immediate action, you may spend 30 feet of Flash Step movement to gain the benefits of both Greater Speed and Superior Speed in a round. You may spend more than 30 feet of Flash Step movement if desired. Skillful This ability gives you +10 to skill checks for a specific skill. It may be taken multiple times, its effects stack when necessary. Power or Speed At your option, your Zanpakuto attacks have either +1 to hit and -2 to damage or +1 to damage and -2 to hit. When making multiple attacks, you can apply one or the other to all your attacks; you may not pick and choose. This ability may be taken multiple times; each time increases your ability to trade by +1/-2. Spirit Blast You can make a ranged touch attack within 20 feet that deals 2d8 damage. Each time you take this ability, the damage increases by 2d8 or the range increases by 20. Improved Spirit Blast Prerequisites: Spirit Blast Each time you take this ability, your Spirit Blast gains +1 to hit. Rapid Spirit Blast Prerequisites: Spirit Blast As a full round action, you may make one additional Spirit Blast, up to a maximum of your full attack. This ability may be taken multiple times; each time allows an additional Spirit Blast. Spirit Bomb Prerequisites: Rapid Spirit Blast taken five times As a full round action, you may make a single Spirit Blast attack. This attack gains +1 to hit and +2d8 to damage for every Spirit Blast you would normally be able tomake as a full round action. Refined Technique Each time you take this ability, you may exchange one previously gained ability for another. You must meet the prerequisites for the new ability, and any abilities which currently require the old ability as a prerequisite are lost without refund. Change the Source Your Zanpakuto can be changed from a weapon of brute force to a precise scalpel or a function of mathematical accuracy. Choose an ability score other than Constitution; your Zanpakuto now functions as though that ability score were your Strength for the purpose of attack and damage modifiers and Shikai/Bankai abilities dependent on Strength. This ability can be taken three times; once for normal melee attacks, once for Summons, and once for Projectile attacks. Change the source can also be taken to add the chosen ability to str-checks such as grapple, trip, disarm, etc. Taking this ability also means you add the chosen score to checks the normally require other stats. (Such as the Water ability Vortex. Can also be taken to change the abilities for Summon besides for Str related things, such as taking it for (Int [Dex]), using your Int instead of your dex to determine your max stats for the summon. Change Reiatsu Source This ability allows you change the statistic used to determine saving throws of your abilities from Constitution to any of your choice. It similarly changes the statistic used for a Summons’s abilities. Awareness You gain +4 to Spot, Listen, and Sense Motive. You always know which way is North. You may take this ability multiple times; its effects stack. Improved Awareness Prerequisites: Awareness You gain +4 to Initiative checks. You may take this ability multiple times; its effects stack. Greater Awareness Prerequisites: Improved Awareness You gain the benefits of Uncanny Dodge and Improved Uncanny Dodge. Superior Awareness Prerequisites: Greater Awareness You gain the ability to use Discern Lies and Detect Thoughts at the same time by concentrating on a subject; they gain a Will save to resist, but do not become aware of this effect. You gain Blindsight out to 5 feet. This ability can be taken multiple times; each time either increases the Will save DC by +2 or the range of your Blindsight by 5 feet. Perfect Awareness This requires Superior Awareness. You see all things as they truly are; you can see through normal and magic darkness, through concealment due to magic, through illusions and Shapechange effects, magic meant to conceal something from view (such as invisibility magic), and similar effects. You cannot see through solid objects or natural concealment (such as fog or tall grass). For the purpose of other Zanpakuto abilities like Mirage, you make a Spot or Sense Motive check (whichever is higher) against their Bluff or caster level check (whichever is higher). Attack Type Specialist Choose Will, Reflex, or Fortitude. Attacks made with Shikai/Bankai abilities requiring a save may be changed to require the save chosen. This choice is permanent, made for all your abilities when gaining this ability or for any ability gained when you gain it. You may take this ability multiple times; each time selecting a new save option. Assassination Type
"I'll show you a real assassination. No... Maybe you won't even be able to see it" - Soi Fon, 2nd Division Captain. Assassination type Zanpakutos are efficient at killing. Assassin’s Strike: You may strike your opponent’s spiritual energy, injecting poison, to set up the energy flows to collapse and finally, kill the target. When first taking this ability it requires 5 strikes before the target will die. It takes 3 rounds of study before you may begin using Assassin’s Strike, taking only a single move action each round as you study your opponent’s body and spirit make up. You may take this ability up to three additional times, each lowering the number of strikes by 1. It requires a standard action to perform a “strike”. An enemy struck by Assassin’s Strike the second time or more may make a saving throw each time to avoid getting struck again in the precise attack location, they may roll a Reflex save (DC 10 + ½ Character Level + Dexterity Modifier). The DC to avoid increases by 1 each time they make their saving throw as they gain more zones to strike. Note, this is a poison effect. Swift Assassin’s Strike: You may perform your strikes quicker than normal, reduce the time of study required by Assassin’s Strike by 1 round. You may take this up to three times, reducing the time required to none. Assassin Onslaught: Requires Assassin’s Strike taken 2 times and Swift Assassin’s Strike taken 3 times. You may now make a full attack while using Assassin’s Strike, designating one attack to be the “Strike”. You may take this up to three additional times, adding an additional attack that may be designated as a “Strike”. Assassin’s Blade: You may use the Sneak Attack feat without requiring an opponent to be flat-footed. Using this ability is a standard action. This ability does -not- allow you to activate abilities such as Crippling Strike or other Sneak Attack related feats. Improved Assassin’s Blade: Requires Assassin’s Blade. You may now activate Sneak Attack related feats with Assassin’s Blade. Swift Assassin’s Blade: Requires Assassin’s Blade. You may now use Assassin’s Blade as part of a full attack action, gaining sneak attack damage on one attack per round. Improved Swift Assassin’s Blade: Requires Swift Assassin’s Blade. You may sneak attack an opponent once more per round per time you take this ability. May be taken a maximum of three times. Assassin’s Piercing Strike: Requires Assassin’s Onslaught, and Improved Assassin’s Blade, Sneak Attack (+5d6). You may as a standard action ignore the opponents Natural Armor, Deflection, Armor, and Shield Bonus to Armor Class. Using this ability reduces your sneak attack damage by 4d6. Oblivious Strike: Requires Assassin’s Blade, Swift Assassin’s Blade, Improved Swift Assassin’s Blade, and Assassin’s Piercing Strike. You may as a standard action strike your opponent twice, gaining the benefits of Assassin’s Piercing Strike and both attacks are considered sneak attacks. Both attacks resulting damage is combined for DR (thus dealing 32 points of damage and 28 points of damage you deal 60 points of damage against an opponent with DR 15/-, they would take 45 points of damage rather then 30). Improved Oblivious Strike: Requires Oblivious Strike. You may attack your opponent once more when using Oblivious Strike. You may take this ability twice, each time granting one additional attack. Shadow Cloak: Requires Sneak Attack, Hide 9 ranks, Assassin’s Strike. You gain the ability to Hide In Plain Sight when within 10’ of a shadow that isn’t your own.
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Post by falleneco on Dec 31, 2012 12:37:48 GMT -5
It's 4:30 am here, I'm going to go to bed now. Will pick up at Barrier Type in Chapter 4 tomorrow.
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Post by TheMageKing on Dec 31, 2012 15:54:21 GMT -5
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bade
Unseated
Posts: 2
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Post by bade on Jan 22, 2013 13:41:53 GMT -5
Hi guys, I've been a long-time lurker here without posting, but I saw you were having difficulty. I co-DM a Bleach d20 game on DnDOG, and we made a PDF of the rules a long time ago. Now, it's not entirely what you're looking for because some of the rules are things we homebrewed in, or edited if we didn't like their balance, but still, it might help so I figured I'd offer it up to you guys. But it does contain a lot of stuff. It's missing the SEP system though (we didn't like it, no offense). www.dndonlinegames.com/showthread.php?t=124749 this is the link to the forum post that contains the download. Not sure if you need to make an account or not to get it, sorry. Anyway, if it helps I'm glad, if it's too heavily edited for your tastes, sorry. Just wanted to lend a hand!
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