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Epic Levels

Epic Skills
Skills continue to accrue after twentieth level as normal. Favored Skills gain 1 point every level while Non Favored Skills
receive 1/2 a point each level. After twentieth level, you gain access to Epic Skill Usages (See Below) In regards to Attack
skills, you never gain more than 4 attacks unless a feat allows it.
Epic Feats
You still gain one feat every level and one extra feat every level divided by three. At level 21+, you have access to Epic
Level feats
Statistic Bonuses
You gain 2 Attribute Points every level divisible by 4, and +1 to all statistics every level divisible by 10
Action Dice
You gain 1 Action Dice every level divisible by 5
Hit Points
Your hit point gain per level continues to be 5 (modified by feats if applicable)
Reiatsu
Reiatsu accrues as normal.
Damage Reduction
Damage Reduction continues to accrue at 1/- per level
Leveling Up after Twentieth Level
Level Benefits
21 Two Feats, +1 Favored Skills, +1 Non Favored Skills, +1/- DR
22 One Feat, +1 Favored Skills, +1/- DR
23 One Feat, +1 Favored Skills, +1 Non Favored Skills, +1/- DR
24 Two Feats, +1 Favored Skills, +2 Attribute Points, +1/- DR
25 One Feat, +1 Favored Skills, +1 Non Favored Skills, +1 Action Dice, +1/- DR
26 One Feat, +1 Favored Skills, +1/- DR
27 Two Feats, +1 Favored Skills, +1 Non Favored Skills, +1/- DR
28 One Feat, +1 Favored Skills, +2 Attribute Points, +1/- DR
29 One Feat, +1 Favored Skills, +1 Non Favored Skills, +1/- DR
30 Two Feats, +1 Favored Skills, +1 Action Dice, +1 All statistics, +1/- DR
EPIC CHARACTERS ATTACKING MULTIPLE WEAKER OPPONENTS
Any epic-level character can make a regular attack that automatically kills one low-HD opponent per epic Level he or she
has, without needing to make a roll. For this purpose, a low-HD opponent is any creature at least 20 Levels below the
level of his or her attacker.
For example a 25th Level epic shinigami treats all creatures of 5 Levels or below, as low-HD opponents.
The attack used could be kido, melee, sneakiness, pure power or whatever means suits the character. No Reiatsu or
other resources need be expended to make this attack the opponents are very nearly beneath the characters notice,
and are swept aside without a second thought. This can be especially useful when in a mass battle.
Furthermore, the epic character may move at up to 2 x Base Speed while making these attacks, without penalty. Any low-
HD creatures that would, at any time during the round, be close enough for the epic character to attack in melee, may be
targeted. In effect, an epic character only attacking low-HD targets may virtually ignore their soon-to-be-ended existence.
This only applies so long as all the attacks made are against low-HD opponents a character wishing to use one or
more of his or her attacks to strike more experienced targets must abide by the usual rules concerning the use of
standard, move and full actions.
For example: Hoshiko, a 25th Level shinigami, could kill up to five low-HD targets on each of her four attacks each round,
for a total of 20 foes slain per round!
Epic Skills
Despite the near-magical nature of some epic level skill uses, all uses of skills are considered exceptional
abilities (except if noted otherwise), and thus function normally even within areas of antimagic.
Skill Synergy
Many skills are noted as granting a synergy bonus to the use of another skill when a character has 5 or more
ranks in the first skill. This synergy bonus increases by +2 for every additional 20 ranks the character has in the
skill.
Skill Descriptions
This section describes new DCs and new modifiers for skills.
BALANCE (DEX)
The following DC's assume you are in a living body or a gigai, not a spirit body. This also assumes you are
spiritually aware.
Surface DC
1. Includes any other surface that couldnt support
the characters weight, such as a fragile branch.
1-2 inches wide 20
Up to 1 inch wide 40
Hair-thin 60
Liquid
1
90
Cloud 120
Balance on another character's
head without permission
30
Eyes closed, total darkness, or
other situations with no visual cues.
+5
Surface is swaying erratically
(like a tightrope in heavy wind)
+5
BLUFF (CHA)
The character can implant a non-magical suggestion in a target, display a false alignment, or disguise his or her
surface thoughts.
Example Circumstance Sense Motive Modifier
Instill suggestion in target +50
Task DC
Display false allegiance 70
Disguise surface thoughts 100
Instill Suggestion in Target
This is identical to the effect of the suggestion spell, except that it is non-magical and lasts for only 10 minutes. It
can be sensed as if it were an enchantment effect (Sense Motive DC 25).
Display False Allegiance
The character can fool Allegiance-sensing effects by displaying a false alignment of his or her choice. Once set,
a false allegiance remains as long as the character remains conscious and awake. Setting or changing a false
allegiance requires a full-round action.
Disguise Surface Thoughts
The character can fool spells such as detect thoughts (or similar effects) by displaying false surface thoughts.
While the character cant completely mask the presence of his or her thoughts, he or she can change his or her
apparent Intelligence score (and thus the characters apparent mental strength) by as much as 10 points and
can place any thought in his or her surface thoughts to be read by such spells or effects. If a character attempts
to use Sense Motive to detect his or her surface thoughts (see the Sense Motive skill description), this becomes
an opposed check (though any result lower than 100 automatically fails).
CLIMB (STR)
The character can climb otherwise unclimbable surfaces.
DC Surface
70 A perfectly smooth, flat, vertical surface
100 A perfectly smooth, flat, overhang or ceiling
COMPUTER USE (INT)
Computer use does not have an epic usage.
CONCENTRATION (CON)
The character can cast spells with somatic components even while grappled.
Task DC
Cast a kido without incantation while grappled 50 + kido bracket
CRAFT (INT)
The character can craft items more quickly than normal.
Task DC
Quick creation +10 or more to DC
Quick Creation
A character can voluntarily increase the DC of crafting an item by any multiple of 10. This allows the character to
create an item more quickly (since he or she will be multiplying this higher DC by his or her skill check result to
determine progress). The character must decide the increase to the DC before making the check.
DECIPHER SCRIPT (INT)
Decipher Script has no epic usage in this system
DEMOLITIONS (INT)
Quick set detonator. You can reduce the time it takes to set a detonator.
Reduce to DC Modifier
1 round +20
Move-equivalent action +50
Free action +100
DIPLOMACY (CHA)
The character can turn a person into a fanatic follower. Refer to the accompanying table.
Initial
Attitude
New Attitude
Hostile Unfriendly Indifferent Friendly Helpful Fanatic
Hostile Less than 20 20 25 35 50 150
Unfriendly Less than 5 5 15 25 40 120
Indifferent Less than 1 1 15 30 90
Friendly Less than 1 1 20 60
Helpful Less than 1 1 50
Fanatic
The attitude of fanatic is added here. In addition to the obvious effects, any NPC whose attitude is fanatic gains a
+2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a -1 penalty to AC
whenever fighting for the character or his or her cause. This attitude will remain for one day plus one day per
point of the characters Charisma bonus, at which point the NPCs attitude will revert to its original attitude (or
indifferent, if no attitude is specified).
Treat the fanatic attitude as a mind-affecting enchantment effect for purposes of immunity, save bonuses, or
being detected by the Sense Motive skill. Since it is nonmagical, it cant be dispelled; however, any effect that
suppresses or counters mind-affecting effects will affect it normally. A fanatic NPCs attitude cant be further
adjusted by the use of skills.
Attitude Means Possible Actions
Fanatic Will give life to serve you Fight to the death against overwhelming odds, throw self in front of onrushing dragon
DISABLE DEVICE (INT)
The character can rush his or her Disable Device attempt, reducing the amount of time it takes to perform the
attempt.
Reduce to DC Modifier
1 round +20
Move-equivalent action +50
Free action +100
DISGUISE (CHA)
The character can change his or her apparent height and weight much more than normal.
Disguise Modifier
1. Can be negated by any effect that can duplicate a height and/or weight change of this degree.
Change height and/or weight 11% to 25% -25
1
Change height and/or weight 26% to 50% -50
1
DRIVE (DEX)
The driver of the vehicle can jump distances that are heretofore unknown.
Distance DC Distance DC
41-55 feet 55 111-130 feet 95
56-70 feet 65 131-150 feet 105
71-90 feet 75 151-170feet 115
91-110feet 85 Each additional 20 feet Add 10
ESPCAPE ARTIST (DEX)
The character can pass through spaces smaller than his or her head, or even through a wall of force.
DC Task
80 Extremely tight space
120 Pass through wall of force
FORGERY (INT)
The character can forge handwriting he or she havent even seen.
Condition Readers Check Modifier
Forge document without sample +50
Forge Document without Sample
The character can forge a document without having seen a similar document or having a sample of the
handwriting to be copied.
GATHER INFORMATION (CHA)
The character can gather information without eliciting suspicion.
Task Check Modifier
Avoid suspicion -20
Avoid Suspicion
By accepting a -20 penalty on his or her Gather Information check, a character can avoid any suspicions that
might otherwise be aroused by someone pursuing sensitive information.
HANDLE ANIMAL (CHA)
The character can handle creatures other than animals, and can teach or train in much less time than normally
required.
Task Time DC
Rear magical beast 1 year 30 + HD of magical beast
Train magical beast 2 months 40 + HD of magical beast
Rear vermin 6 months 35 + HD of vermin
Train vermin 2 months 50 + HD of vermin
Rear other creature Varies 40 + HD of creature
Train other creature 2 months 60 + HD of creature
Reduce Teaching/Training to DC Modifier
1 month +25
1 day +50
1 hour +75
1 minute +100
Reduce Teaching/Training
Normally, teaching or training a creature requires two months of time. A character can accelerate the process of
teaching or training a creature, reducing the time required to the listed time, by adding the DC modifier to the
base DC for teaching or training the creature. A character cant reduce the required time to less than 1 minute.
HIDE (DEX)
The character can hide others as well as hiding him or herself.
Task Check Modifier
Hide another -30
Hide Another
By accepting a -30 penalty on his or her Hide check, a character can hide another adjacent creature whose size
is no more than one category larger than the characters own. Modifiers to the check for the size of the creature
still apply, as do all other penalties, including those for moving faster than half speed. Likewise, a character can
only hide another creature when it is not under direct observation by a third party. The creature the character
hides remains hidden until it is spotted or it takes some other action that breaks its concealment, as normal.
INTIMIDATE (CHA)
Intimidate does not possess an epic usage.
Special
The DC to intimidate any creature whose attitude is fanatic is increased by +20.
INVESTIGATE (INT)
Investigate does not have an epic usage.
JUMP (STR)
Jump does not have an epic usage.
KNOWLEDGE (INT)
Knowledge does not have an epic usage.
LISTEN (WIS)
The character can pinpoint the location of an invisible creature, or detect an illusion with an auditory component.
DC Task
80 Defeat illusion with auditory component
Defeat Illusion
The character can automatically detect any illusion with an auditory component for what it truly is. No Will save is
required, and the character doesnt have to interact with the illusion (but he or she must be able to hear its
auditory component). Special: A character can use Listen to notice the presence of an invisible creature
(generally opposed by a Move Silently check). If the character beats the DC by 20 or more, he or she can
pinpoint the location of the invisible creature, though it still maintains total concealment from the character (50%
miss chance).
MOVE SILENTLY (DEX)
Move Silently does not have an epic usage.
NAVIGATE (INT)
Navigate does not have an epic usage.
PERFORM (CHA)
The character can sway an audiences attitude with his or her performance.
Initial Attitude
New Attitude
Hostile Unfriendly Indifferent Friendly Helpful Fanatic
Hostile Less than 20 20 25 35 50 150
Unfriendly Less than 5 5 15 25 40 120
Indifferent Less than 1 1 15 30 90
Friendly Less than 1 1 20 60
Helpful Less than 1 1 50
Fanatic
The attitude of fanatic is added here. In addition to the obvious effects, any NPC whose attitude is fanatic gains a
+2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a -1 penalty to AC
whenever fighting for the character or his or her cause. This attitude will remain for one day plus one day per
point of the characters Charisma bonus, at which point the NPCs attitude will revert to its original attitude (or
indifferent, if no attitude is specified).
Treat the fanatic attitude as a mind-affecting enchantment effect for purposes of immunity, save bonuses, or
being detected by the Sense Motive skill. Since it is nonmagical, it cant be dispelled; however, any effect that
suppresses or counters mind-affecting effects will affect it normally. A fanatic NPCs attitude cant be further
adjusted by the use of skills.
Attitude Means Possible Actions
Fanatic Will give life to serve you Fight to the death against overwhelming odds, throw self in front of onrushing dragon
PILOT (DEX)
Pilot does not have an epic usage.
PROFESSION (WIS)
Profession does not have an epic usage.
READ/WRITE LANGUAGE (NONE)
Read/Write Language does not have an epic usage.
REPAIR (INT)
Repair does not have an epic usage.
RESEARCH (INT)
Research does not have an epic usage.
RIDE (DEX)
The character can stand upon his or her mount in combat.
DC Task
40 Stand on mount
50 Unconscious control
60 Attack from cover
Stand on Mount
This allows the character to stand on his or her mounts back even during movement or combat. The character
takes no penalties to actions while doing so.
Unconscious Control
As a free action, the character can attempt to control a light horse, pony, or heavy horse while in combat. If the
character fails, he or she controls the mount as a move-equivalent action. A character does not need to roll for
warhorses or warponies.
Attack from Cover
The character can react instantly to drop down and hang alongside his or her mount, using it as cover. The
character can attack and cast spells while using his or her mount as cover without penalty. If the character fails,
he or she doesnt get the cover benefit.
SEARCH (INT)
The character can sense the presence of magic in an area.
Task DC
Sense kido 60
Sense Kido
The character senses the presence of any active magical effects in the area being searched. The character cant
determine the number, strength, or type of the effects.
SENSE MOTIVE (WIS)
The character can discern a targets alignment and even detect surface thoughts.
Task DC
Discern one allegiance 60
Discern all allegiances 80
Detect surface thoughts 100
Discern one Allegiance
This use of the skill lets a character discern one of the target's allegiances. A character cant retry the check, and
he or she cant use this to discern more than one allegiance (but see below). The target must be visible and
within 30 feet of the character.
Discern All Allegiances
This use of the skill lets a character determine all the target's allegiances. The character cant retry the check.
The target must be visible and within 30 feet of the character.
Detect Surface Thoughts
This lets a character read the surface thoughts of a single target (as the 3rd-round effect of the detect thoughts
spell). There is no saving throw to resist this effect, though the target can use Bluff to disguise his or her surface
thoughts (see the Bluff skill description), in which case this becomes an opposed check (any result lower than
100 automatically fails). The target must be visible and within 30 feet of the character.
SLEIGHT OF HAND (DEX)
The character can lift anothers weapon and perform major feats of legerdemain.
DC Task
50
Lift a sheathed weapon from another creature and hide it on the characters person, if the weapon is no more than one size category
larger than the characters own size.
80
Make an adjacent, willing creature or object of the characters size or smaller disappear while in plain view. In fact, the willing creature
or object is displaced up to 10 feet awaymake a separate Hide check to determine how well the disappeared creature or object is
hidden.
SPEAK LANGUAGE (NONE)
Speak Language has no epic usage.
SPELLCRAFT (INT)
You can identify the basic workings of someone's release without seeing it released. This takes a DC 50 +
Character's Level.
SPOT (WIS)
The character can pinpoint the location of an invisible creature, or detect an illusion with a visual component.
DC Task
20 Notice presence of active invisible creature
30 Notice presence of unmoving, living invisible creature
40 Notice presence of inanimate invisible object
40 Notice presence of unmoving, unliving invisible creature
80 Defeat illusion
A character can use Spot to notice the presence of an invisible creature. The relevant DCs are reprinted here. If
the character beats the DC by 20 or more, he or she can pinpoint the location of the invisible creature, though it
still maintains total concealment from the character (50% miss chance).
Defeat Illusion
The character can automatically detect any illusion with a visual component for what it truly is. No Will save is
required, and the character doesnt have to interact with the illusion (but he or she must be able to see it).
Using Spot to Read Lips
Task DC Modifier
Read lips while moving at up to full speed +20
Pronounce unfamiliar language +20
Pronounce Unfamiliar Language
This use of the skill allows a character to repeat the speech of an observed creature, potentially allowing a
comrade to translate the speech. It doesnt grant the character any ability to understand the language spoken.
SURVIVAL (WIS)
The character can ignore the effects of terrain on movement and withstand even the harshest weather. If the
character is capable of tracking, he or she can identify the races of creatures being tracked.
DC Task
1. Requires the Track feat.
40
Get along in the wild while moving at full speed. The character can provide food and water for one other person for every 2 points by
which the check result exceeds 40.
60
Automatically succeed on all Fortitude saves against severe weather. The character can extend this benefit to one other character for
every 2 points by which the check result exceeds 60.
60
Ignore overland movement penalties of terrain. The character and his or her mount can move at full overland speed regardless of
terrain. The character can extend this benefit to one other character for every 5 points by which the check result exceeds 60.
60 Identify race/kind of creature(s) by tracks.1
Wherever the character is, he or she can determine the direction to a location on the same plane.
DC Familiarity with Location
40 Very familiar
60 Studied carefully
80 Seen casually
100 Viewed once
120 Description only
With a successful check, the character knows the direction to the desired location. This merely points the
character in the direction of the location; it doesnt provide him or her with information on how to get there, nor
does it take into account any obstacles in the path. Very familiar represents a place where the character has
been very often and where he or she feels at home. Studied carefully represents a place the character knows
well, either because he or she has been there often or has used other means to study the place. Seen casually
is a place that the character has viewed more than once, but which he or she has not studied. Viewed once is a
place that the character has seen once, possibly using magic. Description only is a place whose location and
appearance the character knows through someone elses description.
SWIM (STR)
The character can swim up vertical surfaces, or swim much faster than normal.
DC Task
80 Swim up waterfall
Swim up Waterfall
This use of the skill allows a character to swim an angled or vertical surface, as long as he or she remains
completely or mostly immersed in water. Other examples might include swimming up a whirlpool or an incredibly
large wave.
Circumstance DC Modifier
Speed swimming -20
Speed Swimming
By taking a -20 penalty on the check, a character can swim his or her speed as a move-equivalent action, or
double his or her speed as a full-round action.
TREAT INJURY (WIS)
The character can greatly speed a patients recovery of hit points.
Task DC
Quicken recovery 50
Perfect recovery 100
Quicken Recovery
The character can allow a character to regain hit points in a single hour as if he or she had provided long-term
care for a full day (2 or 3 hit points per level, based on activity). The character can quicken the recovery of up to
six patients at a time. No characters recovery can be quickened more than once per day (even by different
healers).
Perfect Recovery
The character can allow a character to regain hit points in a single hour as if he or she had provided long-term
care for a full week (2 or 3 hit points per level per day, based on activity). The character can use perfect recovery
on up to six patients at a time. No characters recovery can be perfected more than once per day, nor can perfect
recovery and quicken recovery both be used on the same patient in the same day (even by different healers).
TUMBLE (DEX)
The character can fall from great heights without taking damage, move greater distances with an adjustment, or
climb vertical surfaces with a series of bounces.
DC Task
30 Treat a fall as if it were 20 feet shorter when determining damage.
35 Free stand.
45 Treat a fall as if it were 30 feet shorter when determining damage.
50 Climb vertical surface.
60 Treat a fall as if it were 40 feet shorter when determining damage.
100 Ignore falling damage.
Free Stand
The character can stand up from prone as a free action (instead of as a move-equivalent action).
Climb Vertical Surface
The character can climb up to 20 feet (as part of normal move-ment) by jumping and bouncing off walls, trees, or
similar vertical surfaces. The character must have at least two vertical surfaces to bounce off, and the two must
be within 10 feet of each other.
Ignore Falling Damage
The character can fall from any height and take no damage.
Special
A character with 25 or more ranks in Tumble gains a +5 dodge bonus when executing the fight defensively
standard or full-round action, instead of a +2 bonus (or the +3 bonus from having 5 or more ranks). Increase this
dodge bonus by +1 for every 10 additional ranks above 25 the character has. A character with 25 or more ranks
in Tumble gains a +10 dodge bonus to AC when executing the total defense standard action, instead of a +4
bonus (or the +6 bonus from having 5 or more ranks). Increase this dodge bonus by +2 for every 10 additional
ranks above 25 the character has.
Epic Feats
Epic feats have the default prerequisite of 21 Levels plus.
ARMOR SKIN [EPIC, COMBAT]
Your skin is like armor, providing great defense against
blows of all kinds.
Benefits: You gain a +4 natural armor bonus to armor
class, or your existing natural armor bonus increases by 4.
Special: You can gain this feat multiple times. Its effects
stack.
BLOOD RAGE [EPIC, BASE]
The more wounded you are the greater your rage.
Prerequisites: Cha 25, Rage 5/day.
Benefit: When reduced to below 50% of your hit points
your Strength, while raging, increases by +4. When reduced
to below 25% of your maximum hit points your Strength
increases by a further +4.
COMBAT ARCHERY [EPIC, COMBAT]
Enemies that previously thought you vulnerable to attack
are always surprised when they see quite the opposite.
Prerequisites: Dodge, Mobility, Point Blank Shot.
Benefit: You do not incur any attacks of opportunity for
firing a bow when threatened, and you gain a +4 bonus to
attack rolls with bows when within 30 feet of a creature.
This bonus stacks with Point Blank Shot.
Normal: Without this feat, you incur an attack of opportunity
from all opponents who threaten you whenever you use a
bow.
CONSTANT BANKAI [EPIC, ZANPAKUTOU]
Prerequisites: Constant Release, Greater Constant
Release
Benefit: You gain one Bankai Ability on your constant
released Zanpakutou per 3 levels over level 8 you possess.
Every three levels after this feat is taken, add an additional
Bankai ability to your list. In addition, You may choose the
same shikai ability once per 2 character levels instead of
once per three. Multiply your Reiatsu by 4 during battle.
DEXTROUS FORTITUDE [EPIC, COMBAT]
Your ability to slip away from danger extends to your
fortitude.
Prerequisites: Dex 21, slippery mind feat.
Benefit: When targeted by an effect that requires a
Fortitude saving throw, you may make a Reflex save
instead to avoid the effect (evasion is not applicable, but
mettle is).
DEXTEROUS WILL [EPIC, COMBAT]
Your ability to slip away from danger extends to your will.
Prerequisites: Dex 21, slippery mind feat.
Benefit: When targeted by an effect that requires a Will
saving throw, you may make a Reflex save instead to avoid
the effect (evasion is not applicable, but mettle is).
DIRE CHARGE [EPIC, COMBAT]
Charging holds dire consequences for your foes.
Prerequisite: Improved Initiative.
Benefit: If you charge a foe, you can make a full attack
against the opponent charged, and you deal an additional
2d6 damage on all attacks. In addition, you are able to
charge at three times your speed, and your critical multiplier
while charging is increased by 1.
Normal: Without this feat, you may only make a single
attack as part of a charge.
ENERGY RESISTANCE [EPIC, SOUL]
You gain a durable resistance to all types of energy.
Benefit: You gain resistance 50 to one type of energy, or
your existing resistance to one type of energy increases by
50. This feat stacks with energy resistance granted by
permanent effects, but does not stack with non-permanent
effects.
EPIC ACTUALIZATION [EPIC, SOUL]
Prerequisites: Full Actualization, Murikai
Benefit: You can activate all your Bankai powers within
yourself without your Zanpakutou. If you have a weapon in
hand, you can have it function as your Full Zanpakutou
including Murikai Powers and damage.
EPIC BLOODED [EPIC, BASE]
Prerequisites: Blooded
Benefit: You gain +5 hit points per level.
EPIC DAMAGE REDUCTION [EPIC, BASE]
Your ability to reduce damage taken improves.
Prerequisite: Con 21.
Benefit: Your existing damage reduction increases by +5/-
EPIC MUTATION [EPIC, BASE]
Prerequisite: Mutation with Statistic Chosen
Benefit: You gain a +10 Bonus to the selected attribute.
EPIC HEROIC SURGE [EPIC, GENERAL]
Prerequisite: Heroic Surge
Benefit: The character may take an extra full round action
in a round, either before or after the characters regular
actions. The character may use Heroic Surge a number of
times per day equal to their level divided by 10 (round up),
but never more than once per round.
EPIC HOLLOW WITHIN [EPIC, CHARACTER]
Prerequisites: Perfect Hollow Within
Benefit: Once per day when you are reduced to negative
one half your hit points, you are revived to one third your
maximum hit points but your Hollow takes over superseding
Calmed Heart. To wrest control back from your Inner Hollow
you must make a will save with a DC (15 + Character Level
+ 1 per hollow growth power your hollow possesses)
EPIC PRESENCE [EPIC, GENERAL]
Prerequisite: Charisma 30+, Reiatsu Rating 2,500+
Benefit: You may choose an ally within 100 feet of you.
That ally receives a bonus equal to your charisma modifier
to attack and damage rolls for 3 + Spell Score modifier
rounds. This effect may be done 3 + Wisdom Modifier times
per day.
EPIC SNEAK ATTACK [EPIC, COMBAT]
Prerequisites: Hide 24 ranks, Move Silently 24 ranks,
Sneak Attack
Benefit: You deal an extra 1d6 damage per 4 character
levels over level 20. Whenever your opponent is either
flanked or is denied their dexterity bonus to AC. Sneak
Attack may be used with ranged attacks, but only if the
target is within 30 feet.
Special: This feat may be taken a second time, raising your
damage to 1d6 per 2 levels over 20 and both stack the
damage with the sneak attack feat.
EPIC FRENZY [BASE, GENERAL]
Prerequisite: Reflex Save 24+ Ranks, Whirling Frenzy,
Frenzy 5/day, Greater Whirling Frenzy, Mighty Frenzy
Benefit: Your bonuses to strength and dexterity in a frenzy
increase to +12 and your bonus to defensive rolls and reflex
saves is increased to +6, your attack penalty is still -2 You
also may make a second extra attack with a the -2 penalty.
EPIC RAGE [EPIC, BASE]
Prerequisites: Fortitude 24+ Ranks, Rage, Rage 5/day,
Greater Rage, Mighty Rage
Benefit: Your bonus to Strength and Constitution increases
to +12 and your bonus to Will Saves increases to +6. Your
penalty to Defense remains -2.
EPIC DODGE [EPIC, COMBAT]
Dodging attacks has become a great strength of yours.
Prerequisites: Dex 25, Dodge, Tumble 30 ranks
Benefit: Twice per round, when you would be struck by an
attack from an opponent you have designated as the object
of your dodge, you may add a +5 dodge bonus to your AC.
In addition, you gain a +1 dodge bonus to armor class at all
times.
EPIC ENDURANCE [EPIC, SOUL]
You are able to endure what no one has endured before
you.
Prerequisites: Con 25, Endurance.
Benefit: Whenever you make a check for performing a
physical action that extends over a period of time, you get a
+20 bonus on the check.
EPIC NATURAL ATTACK [GENERAL, COMBAT]
Prerequisites: Natural weapon, Unarmed Strike 24+Ranks
Improved Natural Weapon
Benefit: Choose one of the creatures natural attack forms.
The damage for this natural weapon increases by one step,
as if the creatures size had increased by one category:
1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
EPIC FORTITUDE [EPIC, COMBAT]
You have become a walking wall of fortitude, boasting the
utmost health.
Benefit: You gain a +6 bonus on all Fortitude saving
throws.
EPIC PROWESS [EPIC, COMBAT]
Your prowess with all forms of attack has extended beyond
the capabilities of even the most powerful masters.
Benefit: Gain a +4 bonus on all attack rolls and can no
longer botch attack rolls.
EPIC REFLEXES [EPIC, COMBAT]
You have become a dancing leaf of reflexes, boasting the
utmost agility.
Benefit: You gain a +6 bonus on all Reflex saving throws.
EPIC REPUTATION [EPIC, SKILL]
Your reputation precedes you no matter where you go, and
that's a good thing in any social circle.
Benefit: You gain a +6 bonus on Bluff, Diplomacy, Gather
Information, Intimidate, and Perform checks. This also
grants you a +10 to Reputation.
EPIC SKILL FOCUS [EPIC, SKILL]
Your focus on a particular skill is so strong that you develop
it to levels unknown.
Prerequisite: 20 ranks in the non-base skill selected.
Benefit: You gain a +15 bonus on all skill checks with that
skill.
Special: You can gain this feat multiple times. Its effects do
not stack. Each time you take the feat, it applies to a
different skill.
EPIC SPEED [EPIC, COMBAT]
Prerequisites: Dex 21, Run.
Benefit: Your speed increases by 40 feet, and when you
run, your speed is instead multiplied by 15. This benefit
stacks with increased speed granted any other effects or
abilities.
Special: This feat only functions when you are wearing
medium armor, light armor, or no armor.
EPIC HEROIC ATTRIBUTE [EPIC, BASE]
Benefit: One of your statistics increases by 4 point, and
your non-basics skills governed by that stat gain a +4
bonus.
Special: You can gain this feat multiple times. Each time it
applies to a different stat.
EPIC UNARMED STRIKE [EPIC, GENERAL]
Prerequisites: Unarmed Strike Skill 24+ Ranks, Advanced
Unarmed Strike
Benefit: Increase the damage you deal with your Unarmed
Strike by one die size (1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6,
12d6.)
Normal: Unarmed Attacks deal 1d8 damage with the
Advanced Unarmed Strike feat
EPIC WILL [EPIC, COMBAT]
Your mind has become as a diamond--pure and hard. Your
willpower is unprecedented.
Benefit: You gain a +6 bonus on all Will saving throws.
FAST HEALING [EPIC, COMBAT]
Your body's ability to mend itself over time has become
uncannily trained. Gaping wounds that would kill a great
warrior leave hardly a scar on you.
Prerequisite: Con 25.
Benefit: You gain fast healing 5, or your existing fast
healing increases by 5. This feat does not stack with fast
healing granted by non-permanent effects.
Special: You can gain this feat multiple times. Its effects
stack. Each Time you take it the Con required is increased
by 5.
GREATER CRITICAL [EPIC, COMBAT]
You are adept at striking at your foes most vulnerable spots.
Prerequisites: Attack Bonus +25, Improved Critical
Benefit: Your critical threat range is tripled. This
supersedes and does not stack with the Improved Critical
feat. A weapon with an initial threat range of 20 becomes
18-20. A weapon with an initial threat range of 19-20
becomes 15-20. A weapon with an initial threat range of 18-
20 becomes 12-20. A weapon with an initial threat range of
17-20 now threatens on a 9-20.
Special: This effect does not stack with keen or similar
weapon special abilities.
GREATER CRITICAL MULTIPLIER [EPIC, COMBAT]
You can increase the power of your critical hits.
Prerequisites: Base Attack Bonus +25, Epic Weapon
Specialization, Greater Weapon Specialization, Improved
Critical Multiplier, Str 25, Weapon Specialization.
Benefit: You can increase the power of your critical hits. If
the weapons critical multiplier was originally x2 it becomes
x3. If the weapons critical multiplier was originally x3 it
becomes x5. If the weapons critical multiplier was originally
x4 it becomes x7.
GREATER POWER ATTACK [EPIC, COMBAT]
Your blows are uncompromisingly brutal.
Prerequisites: Power Attack, Str 25.
Benefit: For every 2 points of base attack bonus you
expend, you gain a +3 bonus to damage.
Normal: Typically power attack allows you to trade 1 point
of base attack bonus to add one point of damage.
Special: If you attack with a two-handed weapon, or a one-
handed weapon wielded in two hands, instead add three
times the number subtracted from your attack rolls.
IMPALING SHOT [EPIC, COMBAT]
Your shots can impale a target to any adjacent terrain.
Prerequisites: Dex 25, Improved Precise Shot, Str 25.
Benefit: Any opponent struck by your shot must make a
Fortitude save (DC 10 + 1/2 your base attack bonus + your
Strength modifier) . Such wounds are deep and must be
pulled from the body. The victim can remove the missile
quickly, as a free action suffering an additional amount of
damage equal to their causing an additional amount of
damage equal to the base damage dice of the missile. e.g.
The arrow dealt 1d8+15 points of damage to the target who
failed their saving throw and was pinned to an adjacent
wall.
Special: The missile must be longer than the target is deep.
A typical arrow can impale a Medium size creature, but not
a Large creature.
IMPROVED COMBAT CASTING [EPIC, COMBAT]
Prerequisites: Combat Casting, Concentration 25 ranks.
Benefit: You dont incur attacks of opportunity for casting
spells when threatened. In addition, you gain a +8 bonus on
Concentration checks.
IMPROVED COMBAT EXPERTISE [EPIC, COMBAT]
You are able to deflect and parry attacks with ease.
Prerequisites: Combat Expertise, Combat Mastery, Dex
25.
Benefit: For every 2 points of base attack bonus you
expend, you gain a +3 bonus to Armor Class.
Normal: Typically combat expertise allows you to trade 1
point of base attack bonus to add 1 point of Armor Class.
IMPROVED COMBAT REFLEXES [EPIC, COMBAT]
Reflexes honed, you're ready to hit anything that leaves an
opening, while defending yourself better than you were able
to before.
Prerequisites: Dex 21, Combat Reflexes.
Benefit: There is no limit to the number of attacks of
opportunity you can make in one round. (you still cant
make more than one attack of opportunity for a given
opportunity.) You also gain a +1 bonus on Reflex saves.
IMPROVED DEATH ATTACK [EPIC, COMBAT]
Prerequisites: Death attack feat, sneak attack +5d6.
Benefit: Add +5 to the DC of your death attack, and reduce
the time you need to use death attack by one round, to a
minimum of one round.
Special: You can gain this feat multiple times. Its effects
stack. To a max of 3 times, However the DC only increases
by 2 each time.
IMPROVED FINESSE [EPIC, COMBAT]
Your strikes rely wholly on precision rather than power.
Prerequisites: Dex 25, Weapon Finesse.
Benefit: Your can use your dexterity bonus as a damage
bonus instead of strength.
Normal: Typically you add your strength bonus to damage.
IMPROVERD MANYSHOT [EPIC, COMBAT]
Prerequisites: Dex 19, base attack bonus +21, Many-shot,
Point Blank Shot, Rapid Shot
Benefits: As Manyshot, but the number of arrows you can
fire is limited only by your base attack bonus (two arrows,
plus one arrow for every 5 points of base attack bonus
above +6), and the penalty to attack rolls is only -2 per
three arrows fired (-0, -0, -2, -2, -2, -4, -4, -4, -6, etc.)
Special: Regardless of the number of arrows you fire, you
only apply precision-based damage (such as sneak attack
damage or the rangers favored enemy bonus) once. If you
score a critical hit, only one of the arrows deals critical
damage (your choice); all others deal normal damage.
Normal: With the Manyshot feat, you are limited to a
maximum of four arrows fired (when your base attack bonus
is +16 or higher).
IMPROVED STUNNING FIST [EPIC, COMBAT]
Prerequisites: Dex 19, Wis 19, Improved Unarmed Strike,
Stunning Fist.
Benefit: Add +5 to the DC of your stunning attack. This also
allows you to stun any creature.

INFINITE DEFLECTION [EPIC, COMBAT]
Prerequisites: Dex 25, Combat Reflexes, Deflect Arrows,
Improved Unarmed Strike.
Benefit: You may perform any number of deflections each
round, as the Deflect Arrows feat, except you can deflect
spell effects with a successful Reflex saving throw, and you
can deflect ranged attacks while flat-footed. You must still
be aware of the attack, however.
LEGENDARY CLIMBER [EPIC, SKILL]
Prerequisites: Dex 21, Balance 12 ranks, Climb 24 ranks.
Benefit: You can ignore any check penalties applied for
accelerated climbing or rapid climbing, and should you ever
fall, the distance of the fall is considered fifty feet less. This
stacks with Tumble's falling damage mitigation factor.
Normal: Without this feat, you take a -5 penalty on Climb
checks when attempting to cover your full speed in climbing
distance in a round, or a -20 penalty when attempting to
cover twice your speed in climbing distance in a round, and
you take normal falling damage.
LEGENDARY LEAPER [EPIC, SKILL]
Prerequisite: Jump 24 ranks.
Benefit: You don't need to move to attempt a running jump,
and you are treated as two sizes larger for the purposes of
Jump checks and jump height. You also gain the ability to
perform special jumping maneuvers--the wall jump and the
midair leap. You may jump up to a vertical surface, leaping
off it as if you had made a running jump (effectively two
jumps). You can continue to do this until there is no vertical
surface to push off of. You may also jump in midair, jumping
once, then jumping again at half the distance.
Normal: Without this feat, you must move at least 20 feet in
a straight line before attempting a running jump, and there
are no jumping maneuvers you can perform.
LEGENDARY RIDER [EPIC, SKILL]
Prerequisite: Ride 24 ranks.
Benefit: You dont take a penalty on Ride checks when
riding a mount without a saddle (bareback). You never need
to make a Ride check to control a mount in combat (and
even controlling a mount not trained for combat doesnt
require an action). You may also ride while standing on a
mount's back by making a Balance check of DC 1 per 5 feet
the mount moves. This allows you to make a leap attack
dealing +4d10 damage and forcing your opponent to be flat-
footed if the attack is successful.
Normal: Without this feat, you take a -5 penalty on Ride
checks without a saddle, and must make a Ride check to
control a mount in combat (and controlling a mount not
trained for combat requires a move action). You are not able
to ride by standing on the mount.
LEGENDARY TRACKER [EPIC, SKILL]
Prerequisites: Wis 23, Track, Knowledge (nature) 24
ranks, Survival 24 ranks.
Benefit: You can track creatures across water, under-water,
or through the air. This adds the surfaces of water,
underwater, and air to the list of surfaces found under the
Track feat. You are also entitled two Spot checks to notice
hidden enemies, invisible enemies, and two Search checks
to notice hidden doors and similar secret things.
Surface DC: Water - 60 Underwater - 80 Air - 120
LEGENDARY WRESTLER [EPIC, COMBAT]
Prerequisite: Str 23, Dex 21, Combat Martial Arts, Escape
Artist 24 ranks.
Benefit: You gain a +15 bonus on all grapple checks, and
you are no longer penalized for grappling against larger
opponents.
LINGERING DAMAGE [EPIC, GENERAL]
Prerequisite: Sneak attack +8d6, crippling strike feat.
Benefit: Any time you deal damage with a sneak attack,
that target takes damage equal to your sneak attack bonus
damage on your next turn as well. Any sneak attack effects
also last an extra round.
MIND OF STEEL [EPIC, GENERAL]
Prerequisite: Intelligence 30+, Spellcaster, Reiatsu Rating
2,500+
Benefit: Once per day per point of spellscore modifier, as a
full round action you may concentrate your reiatsu to
Regain Spell Points equal to your Spell Score.
MOBILE DEFENSE [EPIC, SHINKOUKENJIN]
Prerequisites: Dex 15, Dodge, Mobility, stand tall 3/day.
Benefit: While standing tall, the character may take one 5-
foot adjustment each round without losing the benefits of
the stance. Once per encounter, if an ally is in danger
(being attacked), as an immediate action, you may move up
to your speed to protect them without losing the benefits of
the stance. You come between your ally and the attacker,
forcing the attacker to roll against your defense and saves
instead of your ally's.
Normal: Without this feat, a character cant move while in a
defensive stance.
MONSTEROUS FORTITUDE [EPIC, GENERAL]
Prerequisite: Constitution 30+ Blooded, Endurance,
Reiatsu Rating 2,500+
Benefit: When calculating your hit points, you add double
your constitution modifier instead of normal. You also gain a
+10 bonus on any constitution based checks. This overlaps
the bonus granted by Endurance.
MONSTEROUS REFLEXES [EPIC, GENERAL]
Prerequisites: Dexterity 30+, Reiatsu Rating 2,500+
Benefit: Your movement speed increases by 10ft per 5
levels. You now add both your Intelligence Modifier and
your Dexterity Modifier to Defense and Initiative. If you
already add your Intelligence and Dexterity Modifiers to
defense, add your Constituion modifier to defense in
addition.
MULTIWEAPON REND [EPIC, COMBAT]
Prerequisites: Dex 15, base attack bonus +9, three or
more hands, Multiweapon Fighting.
Benefit: If you hit an opponent with two or more weapons
(wielded in different hands) in the same round, you may
automatically rend the opponent. This rending deals
additional damage equal to twice the base damage of the
smallest weapon that hit plus 2 times your Strength
modifier. You can only rend once per round, regardless of
how many successful attacks you make.
Special: This feat replaces the Two-Weapon Rend feat for
creatures with more than two arms.
OMNICOMPETENT [EPIC, SKILL]
You know all skills.
Prerequisites: Int 30.
Benefit: All skills become Favored Skills for you.
OVERWHELMING CRITICAL [EPIC, COMBAT]
Prerequisites: Str 23, Cleave, Great Cleave, Improved
Critical (chosen weapon), Power Attack, Weapon Focus
(chosen weapon).
Benefit: When using the weapon you have selected, you
deal an extra 4d6 points of bonus damage on a successful
critical hit. If the weapons critical multiplier is 3, add +8d6
points of bonus damage instead, and if the multiplier is 4,
add +12d6 points of bonus damage instead. Creatures
immune to critical hits don't take extra damage from the
critical multiplier itself, but they do take the additional
damage granted by this feat. Enemies also start to bleed
out over time, resulting in 1 Constitution damage every
round for 1 + Str modifier rounds.
Special: You can gain this feat multiple times. Its effects do
not stack. Each time you take this feat, it applies to a
different type of weapon.
PENETRATE DAMAGE REDUCTION [EPIC, COMBAT]
Benefit: Your attacks bypass 5 damage reduction of any
type.
Special: You can gain this feat multiple times. Each time
you gain another 5 damage reduction penetration.
PERFECT CLEAVE [EPIC, COMBAT]
Your blows power through the opposition.
Prerequisites: Cleave, Great Cleave, Str 35, Superior
Cleave.
Benefit: Cleave after scoring a critical hit.
Normal: Typically you must drop an opponent to zero hit
points to gain another attack while cleaving.
PERFECT INITIATIVE [EPIC, COMBAT]
You always act first.
Prerequisites: Improved Initiative, Superior Initiative.
Benefit: You always act first. Two beings with this ability
would roll for initiative normally against each other.
PERFECT COMBAT MARTIAL ARTS [EPIC, GENERAL]
Prerequisites: Advanced Combat Martial Arts.
Benefit: Your unarmed strikes critical hit range is increased
to 18 20
Normal: You critically hit on a 19-20
PIERCING SHOT [EPIC, COMBAT]
You can shoot through opponents.
Prerequisites: Dex 27, Impaling Shot, Improved Precise
Shot, Point Blank Shot, Precise Shot, Str 27.
Benefit: Your missile attacks are so powerful that they can
pierce an opponent and carry on through, dealing damage
to other foes directly behind them. The missile loses range
equal to ten times each pierced targets space. You have a
chance to hit those directly behind the initial target, using
the same attack roll. But each time you pierce a target
reduce the attack roll and damage by 5 . Treat large
opponents as two targets, huge opponents as four,
gargantuan opponents as eight targets and so on.
POLYGLOT [EPIC, SKILL]
Prerequisites: Int 21, Speak Language (five languages).
Benefit: You can speak all languages. If you are literate,
you can also read and write all languages (not including
magical script). In addition, any kido you cast that involve
text, symbols, or the like gain a +1 bonus on DC's and
caster level, and a +6d6 damage bonus (if it already deals
damage). This damage only applies to hit point damage.
When using the Decipher Script and Forgery skills, you take
half the normal time required, and you gain a +2 bonus on
both skills.
POWER ATTACK MASTERY [EPIC, COMBAT]
You have truly mastered the art of sacrificing accuracy to
generate more power with your attacks.
Prerequisites: Power Attack, Str 25.
Benefit: You can determine how much base attack bonus
you want to sacrifice for every individual attack.
Normal: Normally you must decide on how much base
attack bonus you will sacrifice at the beginning of the round
and that applies universally to each attack you make that
round.
REFLECT ARROWS [EPIC, COMBAT]
Prerequisites: Dex 25, Deflect Arrows, Improved Unarmed
Strike.
Benefit: When you deflect an arrow or other ranged attack,
the attack is reflected back upon the attacker at your base
ranged attack bonus, and the attacker is considered flat-
footed.
RUINOUS RAGE [EPIC, COMBAT]
Prerequisites: Str 25, Improved Sunder, Power Attack,
rage 5/day.
Benefit: While in a rage, you ignore the hardness of any
object you strike. Also, double your Strength bonus for the
purposes of any Strength check made to break an object
with sudden force rather than by dealing normal damage
(including bursting bindings, such as ropes or manacles).
Additionally, you may make a Strength check in a grapple
while an opponent is pinned to crush them with a DC of 10
+ creature's natural armor bonus. Creatures crushed in this
way take 10d6 damage
SECOND STRIKE [EPIC, COMBAT]
You gain a second chance at dealing damage.
Prerequisites: Dex 25, Int 25.
Benefit: Your misses have a chance of hitting an adjacent
opponent within reach. Use the same attack roll but give an
adjacent opponent a +10 circumstance bonus to their
Defensive Roll for the purpose of whether they are struck by
the blow.
SHATTERING STRIKE [EPIC, COMBAT]
Prerequisites: Epic Unarmed Strike, Concentration 25
ranks.
Benefit: When using an unarmed strike to attempt to break
an object with sudden force (rather than by dealing normal
damage), make a Concentration check rather than a
Strength check, also adding your Wisdom modifier to the
check (stacking with Eagle Claw Attack). The break DC
remains the same. Using Shattering Strike is a standard
action. You cant use Shattering Strike to escape bonds
(unless you are so bound as to allow you to make an
unarmed strike against your bindings). You may also
perform special attacks against creatures with spell
resistance and armor. Against foes with spell resistance,
you may use a full-round action to strike a creature's very
soul, reducing their spell resistance by 20. This requires a
melee touch attack. Against foes with armor or natural
armor, you may use a full-round action to strike a creature's
outer shell, reducing armor or natural armor bonuses by 8.
This requires a successful melee attack. Magical
manufactured armor is allowed a Fortitude save of DC 25 to
avoid the effect.
SPECTRAL STRIKE [EPIC, COMBAT]
Prerequisite: Wis 23.
Benefit: Your attacks deal damage normally against
incorporeal creatures. You are also able to make a touch
attack five times per day.
Normal: Without this feat, even attacks that can damage an
incorporeal creature have a 50% chance to deal no damage
KIDO KNOWLEDGE [EPIC, KIDO]
Prerequisite: Ability to cast spells of the maximum normal
spell level of an arcane spellcasting class.
Benefit: You learn up to three new kido of a grade bracket
you can use.
Special: You can gain this feat multiple times.
SPELL OPPORTUNITY [EPIC, KIDO]
Prerequisites: Combat Casting, Combat Reflexes, Quicken
Spell, Spellcraft 25 ranks.
Benefit: Whenever you are allowed an attack of
opportunity, you may cast (and attack with) a touch spell as
your attack of opportunity in addition to a melee attack.
Normal: Without this feat, you can only make a melee
attack as an attack of opportunity.
SPELLCASTING HARRIER [EPIC, COMBAT]
Prerequisite: Combat Reflexes.
Benefit: Any spellcaster you threaten in melee provokes an
attack of opportunity if he or she tries to cast defensively.
You get a +8 bonus on this attack roll and the damage you
deal with this attack is treated as 8 higher for the purposes
of Concentration checks.
STORM OF THROWS [EPIC, COMBAT]
Prerequisite: Dex 23, Point Blank Shot, Quick Draw, Rapid
Shot.
Benefit: As a full-round action, you may throw a light
weapon at your full base attack bonus at each opponent
within 60 feet at a +4 attack bonus. All light weapons thrown
need not be the same type.
SUPREME CLEAVE [EPIC, GENERAL]
Prerequisite: Cleave, Great Cleave, Str 25+
Benefit: You may take a five foot step between cleaves.
You may not take more than one five foot step in any given
round.
Normal: You may not move while using cleave.
SUPER FAR STEP [EPIC, FLASH STEP]
Prerequisites: Increased Far Step, Far Step, Flash Step
24+ Ranks
Benefit: Add +30 to your flash step checks (This overrides
Far Step)
SUPERIOR FLURRY [EPIC, COMBAT]
In battle you are a blur of kicks and punches.
Prerequisites: Base Attack Bonus +24, Greater Flurry feat.
Benefit: You gain a third extra attack at your highest base
attack bonus.
SUPERIOR INITIATIVE [EPIC, COMBAT]
Prerequisite: Improved Initiative.
Benefit: You get a +12 bonus on initiative checks. This
bonus stacks with Improved Initiative. In addition, you are
now allowed to take 10 on initiative checks, and if you are
the first to attack in an encounter, you gain a +10 foot bonus
to speed and +2 to attack and damage.
SUPREME DODGE [EPIC, COMBAT]
You have eyes on the back of your head.
Prerequisites: Dex 30, Dodge, Mobility,
Spring Attack, Uncanny Dodge .
Benefit: You gain your Dodge bonus against all opponents.
Normal: Typically you only gain your Dodge bonus against
a single opponent that you have designated.
SWARM OF ARROWS [EPIC, COMBAT]
Prerequisites: Dex 23, Point Blank Shot, Rapid Shot,
Weapon Focus (type of bow used).
Benefit: As a full-round action, you may fire an arrow at
your full base attack bonus at each opponent within 60 feet
at a +4 attack bonus.
TERRIFYING RAGE [EPIC, BASE]
Prerequisites: Intimidate 25 ranks, rage 5/day
Benefit: While you are raging, any enemy that views you
must make a Will save opposed by your Intimidate check or
become panicked (if it has HD less than your character
level) or shaken (if it has HD equal to or up to twice your
character level) for 4d6 rounds. These effects stack with a
creature already shaken or panicked, to increase the "level"
of fear by two (if the creature would normally be panicked)
or one (if the creature would normally be shaken). An
enemy with Hit Dice greater than twice your character level
is not affected by this feat.
TIMELY DODGE [EPIC, COMBAT]
You can time your dodges to place opponents in harms
way.
Prerequisites: Dex 25, Dodge, Mobility, Spring
Attack.
Benefit: Any opponent who misses you has a chance of
hitting an adjacent opponent of your choice. Use the same
attack roll, but give the adjacent foe a +10 circumstance
bonus to its Armor Class.
TWO-WEAPON RIP [EPIC, COMBAT]
Prerequisites: Dex 15, base attack bonus +9, Improved
Two-Weapon Fighting, Two-Weapon Fighting.
Benefit: If you hit an opponent with a weapon in each hand
in the same round, you may automatically rip the opponent.
For every attack that hits after those two attacks, you are
allowed another rip. This deals additional damage equal to
the base damage of the smaller weapon plus two times
your Strength modifier. Base weapon damage includes an
enhancement bonus on damage, if any.
UNCANNY ACCURACY [EPIC, COMBAT]
Prerequisites: Dex 21, base attack bonus +11, Point Blank
Shot, Precise Shot, Improved Precise Shot, Spot 20 ranks.
Benefit: Your ranged attacks ignore the miss chance
granted to targets by concealment, total concealment, and
cover. Your ranged attacks also gain a +1 bonus to hit.
UNCANNY POWER ATTACK [EPIC, COMBAT]
You have the uncanny knack of balancing skill with power.
Prerequisites: Power Attack, Power Attack Mastery, Str 25.
Benefit: You automatically power attack for the amount of
damage exceeding your attack roll. Your power attack
bonus cannot exceed your attack ranks.
WISDOM OF THE AGES [EPIC, GENERAL]
Prerequisite: Wisdom 30+, Reiatsu Rating 2,500+
Benefit: Add your Wisdom Bonus to all core skill checks. In
addition, you can no longer critically fail any skill check.
Epic Shikai Abilities
- Must be level 21+ to take these abilities
- Must have the requisite amount of abilities to take.
- Can only take an Epic Shikai ability once per 5 levels
Assassination
Epic Oblivious Strike: Requires Oblivious Strike and 8
other Assassination Type abilities to take. You may as a
standard action make one attack that ignores the
damage reduction of your target. You may use any
damaging attacks you have in this way, but only if they
would take a standard action or less.
Improved Epic Oblivious Strike: Requires Epic
Oblivious Strike to take. You may make an epic
oblivious strike as part of a full attack action. You may
make an additional Epic Oblivious Strike for each time
you take this to a maximum of the maximum number of
attacks you can make in a round.
Shadow Assassination: Requires 9 Assassination
abilities to take. You may attack from a shadow within
10 feet of you while using your Shadow Cloak ability. If
you do, you benefit from +2d6 Sneak Attack damage
and the target is caught flatfooted. If you make a full
attack action from hiding, you only gain this benefit on
the first attack in the round.
Improved Shadow Assassination: Requires Shadow
Assassination to take. If you make a full attack action
while making a Shadow Assassination Strike, you may
gain it's benefits to an additional attack in that round.
This may be taken multiple times to gain additional
attacks that gain this benefit to a maximum of your
maximum attacks for the round.
Barrier
Perfect Armor of the Gods: This requires Superior
Armor of the Gods. You gain a single armor ability that
requires a +6 bonus. You may take this ability multiple
times, each time increasing the bonus you may take by
1 (IE 2x you gain a +7 Bonus)
Shield of the Divine: This requires 9 Barrier abilities to
take. You gain a bonus to all defensive d20 rolls equal
to your spellscore modifier. You may take this multiple
times, each time you gain a +1 to all defensive rolls.
Improved Reflective Shielding:This requires Shield of
the Divine, Reflective Shielding and 8 other Barrier
abilities to take. If you successfully defend against an
attack using your barrier abilities, you may choose to
deflect the attack back at another legal target. You may
do this once per round, and the attack targets the user
at the same roll it targeted you at. You may take this
multiple times, each time you take it you gain another
use of this per round.
Armor of Hades: Requires Perfect Armor of the Gods to
take. If you are grappled by an opponent who attacks
you in the grapple, that opponent takes damage as if
you had successfully attacked them with your
Zanpakutou. Each time the opponent attacks you, hit or
miss, they take this damage. This does not ignore
damage reduction but does not cause you damage if
you fail to overcome their damage reduction.
Blood
Epic Wounding: This requires Greater Wounding to
take. Your weapon deals 4 points of constitution
damage.
Bleed Fortification: If you critically hit on your opponent,
and that opponent has Fortification or any higher ability
on their armor, you may ignore one level of that
fortification to a minimum of 0% chance of reducing a
critical hit. This can be taken multiple times, each time
ignores an additional level of fortification. This can
never result in an augmentation of your critical hit.
Bloody Holes: This requires Wounding to take. If you
deal constitution damage with an attack, you also deal
an equal amount of strength damage.
Greater Blade of Blood: Requires Improved Blade of
Blood to take. You may sacrifice 5 points of constitution
to use your enhanced blades of blood damage for the
rest of the encounter. Should you choose to do this,
you may only apply the Blades of Blood enhancement
once in that encounter.
Bone
Superior Mantle of Bone: This requires 6 Bone Abilities,
Mantle of Bone, Improved Mantle of Bone and Greater
Mantle of Bone to take. You use 100lbs of bone to
create a suit of armor as Greater Mantle of Bone, but
this suit also stops the first 10 + 1/2 Level damage of
any type to be directed at you unless an ability states
that it overcomes this reduction.
Epic Weapon of Bone: Requires Superior Weapon of
Bone and 6 other Bone Type abilities to take. You may
use 125lbs of bone to create an even more massive
hammer that deals 4d8 base damage and has a +4
enhancement bonus per attack you can make in a
round. You are proficient with the use of this hammer.
You take a -6 penalty to attack rolls when using this
hammer unless you have the Monkey Grip* feat in
which case it is reduced to -3. If you have the feat
Titan's Grip*, it is reduced to Zero (*See Darkness and
Starlight)
Greater Armed Skeleton: Your skeletons are armed
with an exact replica of your released Zanpakutou. This
only emulates your Shikai. You still cannot summon
anything with this ability.
Epic Armed Skeleton: Your Skeletons are armed with
an exact replica of your released Bankai Zanpakutou.
You still cannot summon anything with this ability.
Epic Animate Bone: Your Skeletons can become
Colossal + in size by animating Bone. This uses 125lbs
of Bone.
Courage
Advanced Harm's Way: This requires Perfect Harm's
Way to take. The extra untyped damage you deal to an
opponent you have taken damage from for your charge
increases to 6d6.
Epic Harm's Way: This requires Advanced Harm's Way
to take. The extra untyped damage you deal to an
opponent you have taken damage from for your charge
increases to 9d6.
Greater Greatest Fear: This requires Greatest Fear to
take. Your bonus versus Fear Effects increases to +20,
and the bonus you grant others within your aura
increases to +8
Harm Schizm: This requires 9 Courage Type abilities to
take. You may have more than one charge. The
number of charges you can have is equal to your
Spellscore Modifier. If an attack would target more than
one of your charges, you may momentarily split
yourself to protect all of them providing they meet the
conditions of your Harm's Way abilities. You still take
damage from all attacks you block for your charges.
Darkness
Eclipse: Requires 9 darkness type abilities to take. You
create a limited eclipse as if a heavenly body moved
between the sun and the earth. The radius of this
eclipse is 1 mile, which is plunged into complete
darkness. The eclipse lasts for 1 hour or until the sun
sets whichever is shorter. You may take this multiple
times to increase the radius by another mile, or to
increase the time for another hour.
Shredding Darkness: Requires 9 Darkness type
abilities to take. You may attack anyone within your
darkness as if you were in melee with them. The attack
does any damage your zanpakutou would deal
including enhancements and zanpakutou abilities. You
may take this ability more than once to increase the
number of targets you may attack at once by 1.
Darksense: You can see in darkness as if it were light
at all times whether your zanpakutou is released or not.
Worst Nightmare: Requires 12 Darkness type abilities
to take. When you use this ability you literally become
the worst nightmare of the being that views you. All
creatures viewing you are subject to this effect, though
you may exclude allies from the effect by sacrificing 2
points of charisma. All who view this must make a will
save (DC 15 + Character Level + Charisma modifier) or
fall to -1 hit points and stable out of sheer fright. If you
make the save you are immune to this ability for 24
hours. Those effected are immune to this ability being
used on them again for 24 hours.
Nightwalker: Requires 9 darkness abilities to take. You
may use this ability once per day to summon a
Nightwalker (MM 196). You may take this ability
multiple times to summon again once per time taken
per day. This ability lasts as long as your zanpakutou is
released or the creature dies.
Death
Advanced Gravetouched Weapon: Requires Superior
Gravetouched Weapon to take. Your negative energy
damage increases by an additional 2d6 for a total of
8d6 damage
Epic Gravetouched Weapon: Requires Advanced
Gravetouched Weapon to take. Your negative energy
damage increases by an additional 2d6 for a total of
10d6 damage.
Energy Drain: Requires 12 Death Type abilities to take.
Whenever you strike with your Zanpakutou, the
opponent struck must make a fortitude save
(Constitution Based) or take 1 negative level. This
negative level lasts for 24 hours and never results in
actual level loss. Each strike deals one negative level,
two on a critical hit. If you have more negative levels
than you have levels by this effect, you fall into a coma
for 24 hours or until such time as the negative levels
are removed by a healing effect.
Gravestrike: Requires 9 Death type abilities to take.
Once per round, you may resolve a Melee or Unarmed
attack as a Touch attack. This attack deals an
additional 1d6 negative energy damage per attack you
have left to make that round.
Distortion
Epic Distortion: Requires Perfect Distortion taken five
times to take. Your distortion dice becomes a d20
Epic Backbiter: This requires Superior Back Biter to
take. If the will saving throw fails, the user attacks
themselves for a number of rounds equal to the user's
charisma modifier.
Epic Microcosm: Requires 9 Distortion type abilities to
take including Microcosm. Your Microcosm affects
enemies within a 20 foot burst around you instead of
single targets. This may be taken multiple times each
time add 10 feet to the area of the burst. Using the
burst is a standard action.
Macrocosm: Requires 12 Distortion type abilities to
take. You treat a 30 foot area around you as divinely
morphic in nature. This means that you control
everything within that area that has no intelligence
score. Beings with an intelligence score are not under
your control. You may take this multiple times to
increase the area by 10 feet.
Dragon
Epic Dragonshape: Requires Greater Dragonshape
taken to Colossal to take. Your Dragonshape is now
Titanic and gains +10 Strength, +4 Con and +1 Natural
Armor for the size increase.
Blindsight: Requires Blindsense to take. While your
Zanpakutou is released and you are in Dragonshape,
you gain Blindsight out to a range of 30 feet. This
replaces your Blindsense ability. This may be taken
multiple times to gain +10 to the area your Blindsight
works in.
Greater Frightful Presence: Requires Frightful
Presence to take. If your opponent fails their save
against your Frightful Presence ability, they are
Panicked instead of shaken.
Greater Elemental Immunity: Requires Elemental
Immunity taken the maximum amount of times. Once
per day per point of Spellscore Modifier, you can make
yourself immune to the element you are resistant to
with Elemental Immunity. This lasts one round per level
and cannot be activated more than once per 2d6+3
Rounds.
Earth
Potent Acid: This requires 9 Earth type abilities to take.
Your acid damage ignores the first 10 points of acid
resistance it comes across. You may take this up to 5
times to ignore 50 points of acid resistance.
Adamantine Strike: This requires 9 Earth type abilities
to take. You may make a melee attack as part of a full
round action. If the attack hits, you gain an additional
20 damage reduction and 20 resistance to all elements
for one round. You may take this ability multiple times.
Each time it's taken you can your resistances and
damage reduction increases by 10, or the duration
increases by 1 round.
Fortifying Stance: You may adopt a fortifying stance as
a standard action. While in this stance critical hits
against you have a +25% chance to be negated. This
stacks with the Fortification Armor ability. You may take
this multiple times each time it is taken increase the
resistance to critical hits by 25%. You lose the benefits
of this stance if you move more than 5 feet for any
reason (Such as a bull rush or telekinesis) or if you are
disarmed of your Zanpakutou.
Earthen Grip: While your zanpakutou is released you
are immune to the effects of forced movement of any
kind regardless of source. You may suppress and
reinstate this resistance as a free action. If your
zanpakutou is constantly released, you must activate
this ability as a standard action and the immunity lasts
for 3 + Constitution Modifier rounds before having to be
reactivated 1d4+1 rounds later.
Terra Cotta Dragon: Requires Terra Cotta Soldier, Terra
Cotta Lion and Manipulate Earth to take. As a standard
action that provokes an attack of opportunity, you
animate a colossal sized chunk of stone into a Rank 6
Golem. This Dragon lasts for a number of rounds equal
to half your Spellscore Modifier before crumbling to
dust. Once you summon your dragon for the first time,
it's Shikai picks are set in stone for any other time you
summon your dragon. They cannot be changed with
another summoning. You may take this multiple times
to extend the golem's duration by 1 round.
Superior Terra Cotta Army: Requires Terra Cotta Army
to take. Your soldiers are now level 3 golems instead of
level 1 golems.
Famine
Advanced Dire Hunger: Requires Superior Dire Hunger
to take. Add twice the victim's strength modifier to their
damage with their bite attack. In addition, the damage
of the bite attack increases another size (to 3d6).
Advanced Water Extraction: Requires Water Extraction
taken 4 times to take. You may take Water Extraction
four more times to a maximum of a rank 8 golem.
Greater Dehydrate: Requires Superior Dehydrate to
take. Your dehydrate ability now works against all
targets within 20 feet of you. You may take this multiple
times to increase the area by 10 feet.
Advanced Dehydrate: Requires Greater Dehydrate to
take. You may now exclude allies from your Dehydrate
effects.
Fire
Potent Fire: This requires 9 Fire type abilities to take.
Your Fire damage ignores the first 10 points of fire
resistance it comes across. You may take this up to 5
times to ignore 50 points of fire resistance.
Epic Fire Adaptation: Requires Fire or Cold resistance
30. You may gain additional fire or cold resistance. Add
+10 to your existing resistance of either type (must
choose one when this is taken). May be taken four
time, twice for each element. This overlaps (Does not
stack with) the bonus from Epic Cold Adaptation
Burn: Requires 9 fire type abilities to take. Your attacks
deal 2 points of strength damage if they successfully
deal fire damage to the target.
Advanced Flame Blade: Requires Superior Flame
Blade to take. Your zanpakutou deals an additional 2d6
fire damage for a grand total of 8d6.
Epic Flame Blade: Requires Advanced Flame Blade to
take. Your zanpakutou deals an additional 2d6 fire
damage for a grand total of 10d6 damage.
Generic
Energy Resistance: Choose one type of energy (fire,
cold, electricity, acid, sonic or force). You gain
Resistance 10 against that energy type. This may be
taken multiple times to either increase an already
established resistance or gain resistance to another
type of energy. You cannot gain more than 50
resistance to any energy type using this ability. This
ability overlaps (Does not stack) with the various
adaptation abilities.
Empower Ability: Once per day per point of Wisdom
modifier, you may empower one ability possessed by
your Zanpakutou. This empowerment lasts one attack
or activation of the ability in question. You cannot
maximize and empower an ability.
Maximize Ability: Once per day per point of Wisdom
modifier, you may maximize one ability possessed by
your Zanpakutou. This maximization lasts one attack or
activation of the ability in question. You cannot
empower and maximize an ability.

Heighten Ability: Once per day per point of Wisdom
modifier, you can push your zanpakutou to it's next
level. Treat one ability on your zanpakutou as if you
had taken it an additional time for that attack. You
choose which variable is heightened when you activate
this ability.
Quicken Ability: Once per day per point of Wisdom
modifier, you can push your zanpakutou to it's limits by
forcing your reiatsu through it activating one ability that
would normally be a Move, Standard or Full-Round
action as a swift action.
Gravity
Reverse Gravity:This requires 9 Gravity type abilities to
take. This ability reverses gravity in a 10 foot cube area
within medium range (100 feet + 10 feet per level),
causing all unattached objects and creatures within that
area to fall upward and reach the top of the area in 1
round. If some solid object (such as a ceiling) is
encountered in this fall, falling objects and creatures
strike it in the same manner as they would during a
normal downward fall. If an object or creature reaches
the top of the area without striking anything, it remains
there, oscillating slightly, until the effect ends. At the
end of the effect's duration, affected objects and
creatures fall downward. Provided it has something to
hold onto, a creature caught in the area can attempt a
Reflex save to secure itself when the effect strikes.
Creatures who can fly or levitate can keep themselves
from falling. This may be taken multiple times. Each
time it is taken add one additional 10 foot cube to the
area of effect to be placed by the user.
Improved Weight of the World: Requires Weight of the
World and 8 other Gravity type abilities to take. The
strength reduction created by Weight of the World
increases to -4 per round and lasts one round per
character level. Strength cannot go below zero, but a
Strength of zero makes the target prone.
Orbital Throw: This requires 12 Gravity type abilities to
take. Orbital Throw actually thrusts the target so far
from the surface of the world and at such a speed that
it keeps missing the surface as it falls back, so it enters
an eternal orbit. Fortitude save to take 10d6 damage
instead (Constitution based). Unless the target can fly
or has some other form of non-physical propulsion
available, the target is stuck until someone else
rescues it. The surface is 2 to 4 hours away given a 30
foot fly speed. The target may not survive that long. In
the world of the living, conditions so far from its surface
are deadly. Deleterious effects include scorching heat,
cold, and vacuum. Targets subject to these conditions
take 2d6 points of damage each from heat or cold and
1d4 points of damage from the vacuum each five
minute increment. Damage Reduction applies versus
damage from Vacuum and energy resistances apply
versus the heat or cold damage.
Warp Gravity: Requires 9 Gravity type abilities to take.
This ability creates a sphere of warped gravity around
the user at a range of 20 feet. Any within the sphere,
including the user, gains a +5 deflection bonus to
defense rolls and reflex saves. This may be taken
multiple times each time increase the deflection bonus
by +1.
Games
Deity's Circle: Requires Legend's Circle to take. When
you win a game, your zanpakutou deals an additional
+3d6 damage (total 12d6)
Overdeity's Circle: Requires Deity's Circle to take.
When you win a game, your zanpakutou deals an
additional +3d6 damage (total 15d6)
Cheat to Win: Requires 9 Games type abilities to take.
Once per day per point of spell score modifier you may
declare that you are cheating (You do not have to claim
this in game). When you cheat, you gain a bonus on
any d20 rolls associated with your game equal to your
spell score modifier + 1.
Winning Hand: This requires 12 Games type abilities to
take. Once per day you may declare that you have won
the game. You win the game that round. You may take
this multiple times. Each time it is taken, you may use
Winning Hand an additional time per day.
Healing
Epic Potency: This requires 9 Healing Type abilities to
take. Any extra healing done by spending reiatsu on
your reiatsu healing is intesified (Maximized then
Doubled) while your zanpakutou is released.
Epic Restoration: You may return life to a target by
expending 500 reiatsu. This works as the spell
Resurrection.
Epic Chain Healing: Requires 9 healing type abilities to
take. You may heal all targets within 30 feet of you with
your Reiatsu healing. All receive the full healing of your
attempt at Reiatsu Healing and it only uses up one use
of your reiatsu healing. You may do this a number of
times per day equal to 1 + Your spellscore modifier.
Restore the Form: This requires 15 healing type
abilities and Epic Restoration to take. You may bring
back the dead with your Zanpakutou by spending 1,000
reiatsu. This works as the spell True Resurrection.
Ice
Potent Cold: This requires 9 Ice type abilities to take.
Your cold damage ignores the first 10 points of cold
resistance it comes across. You may take this up to 5
times to ignore 50 points of cold resistance.
Epic Cold Adaptation: Requires Fire or Cold resistance
30. You may gain additional fire or cold resistance. Add
+10 to your existing resistance of either type (must
choose one when this is taken). May be taken four
time, twice for each element. This overlaps (Does not
stack with) the bonus from Epic Fire Adaptation
Blizzard: Requires 9 Ice type abilities to take. You
create a 1 mile circle of extreme cold. Everything within
the 1 mile radius must make a fortitude save
(Constitution based) or take 2d6 cold damage each
round. You may take this ability multiple times. Each
time it is taken either extend the radius 1 mile, add 2d6
cold damage or up the DC by 1. The blizzard lasts one
round per spellscore modifier.
Ice Block: Requires 12 Ice Type abilities to take. You
may, once per day, encase someone in ice. This
requires a melee touch attack, and the victim must
make a DC (15 + Character Level + constitution
modifier) or be subject to a temporal stasis effect. This
can be reversed by any effect that would reverse
temporal stasis or the ice casing takes 50+ points of
fire damage whichever comes first or they themselves
spend 50 points of Reiatsu per Ice type ability you
possess.
Justice
An Eye for an Eye: This requires 12 Justice abilities to
take. Once per day per point of Spellscore modifier,
you may make a touch attack with your Zanpakutou.
Before doing so you must declare a crime you are
railing against. Should the victim be guilty of that crime,
the are immediately hit with the spell Harm (Dealing
150 points of damage to them. This is negative energy
and will heal those with undead traits.) They are
entitled to a fortitude save (Constitution Based) for half
damage. If the target is innocent of the crime you are
railing against, they receive the benefits of a Heal spell
(Healing 150 points of damage. This is positive energy
and will deal damage to those with undead traits.)
Epic Strike the Guilty: Requires Improved Strike the
Guilty to take. Your weapon now increases a total of 4
size categories against targets you know to be guilty of
the crime you are railing against. It still does no
damage to the innocent.
Epic Guilt Defense: Requires Guilt Defense to take.
Against those you know to be guilty of the crime you
are railing against, you gain a +5/- Bonus to Damage
Reduction. This may be taken multiple times, each time
increasing the bonus to Damage Reduction by +5/- to a
maximum of +25/-
Epic Justice Mark: Requires Superior Justice Mark to
take. When you deal damage to your marked targets
with an attack of opportunity, you deal +2d6 damage. In
addition, the penalty suffered by those marked by you
becomes -8. You may take this multiple times to
increase the bonus damage by +2d6 to a maximum of
+6d6.
Divine Justice Mark: Requires Epic Justice Mark to
take. Whenever you mark a target, you deal damage to
them equal to your spellscore modifier. This damage
overcomes their Damage Reduction.
Kidou
Epic Augmentation: This requires 9 Kidou Type abilities
to take. While your Zanpakutou is released, once per
day per point of spellscore modifier, you can cast any
kido you know without it's incantation at full power. This
supersedes the bonus granted by Incanting.
Epic Spell Blast: Requires Spell Blast to take. This
increases the damage you deal with your Spell Blast to
2d6 per caster level to a maximum of the grade of the
kido multiplied by 3.
Epic Shaping: Requires any Spell shape to take. You
may exclude a five foot area from the effect of your
spell shape effect. Taking this multiple times to gain an
additional five foot area to exclude from the area of
effect of your spell effects.
Spell Emanation: Requires any two spell shape abilities
and Spell blast to take. You may produce an emanation
effect instead of your normal spell blast. The emanation
extends 20 feet from you and deals your full spell blast
damage for three rounds to anyone inside or entering
the spell emanation. You may take this multiple times to
extend the emanation by 10 feet.
Light
Blurring Light: Requires 9 Light type abilities to take.
You bend light around yourself so sufficiently that you
are always considered to be under the effects of Blur
(20% Miss Chance) while your Zanpakutou is released.
Displaced Form: Requires Blurring Light to take. You
bend light around yourself to the point of gaining a
displacement effect (50% Miss Chance) while your
Zanpakutou is released. This overlaps Blurring Light.
Invisibility: Requires Displaced Form. Your light
bending skills have become perfected as you are
constantly protected by a Greater Invisibility effect. Any
creature that can see invisibility or see through illusions
can see you, though they still must deal with your
Displaced Form. Unless you can be seen, this overlaps
Displaced Form.
Daybreak: Requires 9 Light Type abilities to take. You
generate light so bright it hurts to look at. All creatures
within 80 feet of you take 20d6 force damage if they
are looking at you when you unleash this attack.
Closing your eyes halves the damage. Anyone that
looks at you while you unleash this attack is also
blinded (no save) for 1d6+4 rounds. You may take this
multiple times. Each time you take it either increase the
area 20 feet or the damage by 2d6.
Lightning
Potent Electricity: This requires 9 Lightning type
abilities to take. Your electricity damage ignores the
first 10 points of electricity resistance it comes across.
You may take this up to 5 times to ignore 50 points of
electricity resistance.
Crown of Lightning: This requires 12 Lightning type
abilities to take. You may activate this as a free action
on your turn. When you activate Crown of Lightning
you let loose an emanation of crackling electricity that
revolves around your body and act as guardians for
you. There are 500 points of electricity damage around
you, anyone within the emanation (which is 10 feet
around you) takes an equal share of the damage until
either all the damage has been dealt or the targets die
whichever comes first. Those in the emanation are
allowed a reflex save (Constitution based), to avoid the
damage completely moving them out of the aura. You
may take this multiple times, each time adds 100 more
damage to the aura, or extends the aura 10 feet.
Pain Aura: Requires Crown of Lightning to take.
Regardless of whether they make their save or not,
anyone caught in your aura is staggered till the end of
your next turn. Each round they remain in the aura,
they remain staggered until the end of your next turn.
Absorb Bolt: Requires 9 Lightning abilities to take.
Requires Reflect Bolt. Instead of reflecting a line or ray
effect, you may instead choose to absorb the damage
as healing on a point per point basis. (Meaning if you
would have taken 50 points of damage, you instead
heal 50 points of damage). You may not heal beyond
your normal maximum hit points in this manner, and
may only absorb a bolt as many times per round as you
can reflect them. This takes up one reflection use.
Advanced Crackling Blade: Requires Superior
Crackling Blade to take. Your zanpakutou does an
additional 2d6 electricity damage for a total of 8d6
damage
Metal
Epic Iron in the Blood: Requires Improved Iron in the
Blood to take. Allows you to target a second target with
Iron in the Blood per round. May be taken multiple
times to target an additional person per time taken.
Eat Metal: Requires 9 Metal Type abilities to take. You
may eat a quantity of metal equal to one half your
weight. This metal heals you 4d6 hit points for eating it.
You may take this multiple times to increase the
healing by 2d6 damage.
Metal Juggernaut: Requires 5 Shielding Metal picks to
take. While you are using your Shielding Metal ability,
you gain extra damage reduction equal to your
spellscore modifier, and your attacks ignore your
spellscore modifier in hardness when attacking objects.
Intelligent objects are immune to this ability.
Adamantine Shell: Requires 12 Metal abilities to take.
This allows you to put yourself into a protective shell of
the hardest metal to protect you from attacks. The shell
has a hardness of 20 and 40hp per inch of thickness
and is 6 inches thick. The shell is a sphere and weighs
1 ton per size category you are (Real not virtual). This
shell is also airtight, with enough breathable air to allow
you to survive for 1 hour within the shell before starting
to suffocate (Or hold your breath.) You may take
yourself out of this bubble as a move action.
Epic Repel Metal: Requires Repel Metal to take. When
you repel metal, the target must make a fortitude save
(Constitution Based), or be knocked prone. They also
take damage if knocked prone as if they fell the
distance repelled. May be taken multiple times to
increase the save DC by 1.
Mind
Improved Mind Strike: Requires Mind Strike to take.
Your attacks now deal both Intelligence and Wisdom
Damage.
Mind the Gap: Requires 9 Mind type abilities to take.
You can form schisms in the minds of your victims.
Choose one target within close range (25ft + 10 ft/2
levels.) That target temporarily gains a second
personality that is the antithesis of his normal
personality. The two fight a mental battle, with the
winner becoming dominant. The battle is decided with
a Will save (Intelligence Based). At any time, the
original personality may expend 10 reiatsu per level of
the user to attempt this save again. The effect lasts for
3d6+3 rounds.
Epic Dominate: Requires Greater Dominate and 6
other Mind type abilities to take. You may now
dominate one victim per 3 levels.
Distortion World: Requires 12 Mind type abilities to
take. You create a seperate world inside the victim
within close range's mind (25ft + 10ft/2 levels), forcing it
to make a Will Save (Intelligence Based) or fall into this
world, acting as you command for 1d4+1 rounds
unable to recognize friend and foe only it's master.
Oppression
Drain Power: This requires 9 Oppression Type abilities
to take. You drain a person of their vital force. This
imposes a -2 level drain on the target. Like all auras,
this ability never results in permanent level loss, and
when the aura ends the user gains back all lost levels
instantaneously. This may be taken multiple times.
Each time it is taken increase the level drain by 2.
Drain Mind: This requires 9 Oppression Type abilities to
take. This aura subjects the subject to the spell effect
confusion for as long as they don't make their saving
throw and are in the oppression aura.
Drain Health: This requires 12 Oppression Type
abilities to take. This aura drains the hit points of the
target by 2d6 damage per round that they do not make
a fortitude saving throw (DC 15 + Character Level +
Constitution modifier.) The health is transferred to the
aura user as healing. You cannot gain more hit points
than your maximum total hit points in this manner.
Drain Body: This requires 9 Oppression type abilities to
take. This aura drains the body of it's victim leaving it
unable to defend itself. The user takes a -2 penalty to
all saving throws until they leave the aura or the aura is
shut off. This may be taken multiple times. Each time
increase the penalty by -2.
Pestilence
Epic Contagion: Requires Superior Contagion to take.
You may release your diseases as a cloud of vapor that
makes your diseases inhalation based. The cloud
covers 5 feet. This may be taken multiple times to
increase the area by 5 feet.
Epic Enfeebling Strike: Requires 9 Pestilence type
abilities to take. Your ability damage dice becomes 2d6.
Divine Contagion: Increase the dice size of your
Disease ability damage by one size category.
Remove Ability Damage: You can remove the ability
damage caused by your diseases or your enfeebling
strike at will. You remove 1d4 + 2 Ability damage from
each damaged ability score. You may take this multiple
times to increase the healing by 1d4 + 2.
Plant
Ent Qualities: Requires 9 Plant Type abilities to take.
This allows you the following abilities while your
Zanpakutou is released. You deal triple damage to
objects you strike and for 3+ Constitution Modifier
rounds per day, you only take half damage from all
effects after damage reduction and resistances. You
may activate the second quality as a standard action
and may spread the time over multiple uses. You may
take this multiple times to increase the time you can
take half damage by 1 round each time.
Verdant Forest: Requires 12 Plant Type Abilities to
take. As a standard action you can create a verdant
forest in a 1 mile radius of you. If this is done in an area
containing structures, those structures take 10d6
damage overcoming hardness. You may take this
multiple times to increase the radius of the forest by 1
mile or the damage to structures by 5d6.
Animate Wood: Requires Verdant Forest and 12 other
Plant type abilities to take. This allows you to animate
all vegetation within 90 feet of you to human-like
sentience. They become animated objects of their size
who's physical stats are equal to yours +2 modified for
size and whose mental stats are 3d6 each. They
remain this way until you either reseal your
Zanpakutou, die or go unconscious. Animated
vegetation speak the languages you speak, and have
human-like senses. They can use skills like a spiritually
aware creature can, and have 4 trained Base Skills and
8 Trained Core Skills and are your level -2. This may
be taken multiple times to increase the area by 30 feet.
They are subject to your commands.
Superior Magical Vines: Requires Improved Magical
Vines to take. You may apply a third Zanpakutou effect
to your Magical Vines
Advanced Brambles:
Requires Superior Brambles to take. Brambles now
deals +8d6 bludgeoning and piercing damage.
Epic Brambles:
Requires Advanced Brambles to take. Brambles now
deals +10d6 bludgeoning and piercing damage.
Seed the World:
This Requires Improved Seed the Earth, 8 other Plant
abilities to take. You may plant a seed within the earth,
as a standard action. After 3 rounds have passed, a
Rank 7 Plant Golem creature, instead of having
construct traits it has plant traits and has Fast Healing
equal to the number of Plant abilities you have. The
first time it is summoned, the shikai abilities must be
picked, and are locked in place.
Tree of Might:
This requires Seed the World and Verdant Forest to
take. You may as a full-round action plant a seed in the
earth, and in 3 turns a Titanic sized tree grows from it.
The Tree of Might grows fruit that are said to empower
anyone whom devours it. The Tree of Might grows one
fruit every 3 rounds. The fruit has the following
properties;
The subject is healed a number of hit points
equal to their Spellscore times 5
The subject is healed of any ability damage
The subject gains a sacred bonus to their
physical ability scores equal to the user's
Spellscore Modifier for 5 rounds
This may be taken multiple times, you can either
increase the number of fruit grown per 3 turns by 1, or
increase the number of hit points healed multiplier by 2.
Eating a fruit is a move action.
Poison
Poison of the Mind's Eye: This excretes a poison that
numbs the mind making it harder to cast kido. This
drains 4d6 x 10 Reiatsu from the victim, and 4d6 x 10
Reiatsu from them one minute later. This may be taken
multiple times. Each time it is taken, increase the
Reiatsu drain by 1d6 x 10.
Mental Breakdown Toxin: This takes 12 Poison type
abilities to take. Victims affected by this toxin suffer
from the Insanity spell. This may be taken multiple
times. Each time it is taken increase the DC of the
poison by 1
Body Toxin: This takes 9 Poison type abilities to take.
Victims of this toxin are affected by the spell temporal
stasis, but they can still feel and sense their
surroundings as if they were not in temporal stasis,
they just cannot move and do not age. They are
however, vulnerable to outside damage and actions,
but are not considered helpless.
Mind Blank Toxin: This requires 16 Poison Type
abilities to take. This toxin breaks down the subject's
mind, making them forget their lives. They suffer 1d3
negative levels when this toxin takes effect, and 1d4
negative levels one minute later.
Primal
Form of the Dragon: This requires 12 Primal Type
abilities to take. You gain the form of a dragon, chosen
at the time of the change. The dragon must be within a
size category you can change into with your animal
form. You gain all the spell-like, supernatural and
extraordinary abilities of the dragon in question for as
long as this change takes place. You gain their physical
statistics of as well, you retain your own mental scores,
reiatsu and hit points (possibly adjusted by the new
constitution score). This change only lasts 1d6 rounds.
This may be taken multiple times. Each time it is taken
extend the duration by 1 round.
Carapace of the End: This requires 9 Primal Type
abilities to take. While in your animal or were-form, you
gain a carapace that has a 10% chance to reflect any
line or ray back at it's caster. You may take this multiple
times. Each time it is taken, increase the chance by
5%, to a maximum of 35%.
Bite of the Heavens: This requires 9 Primal Type
abilities to take. While in your animal or were-form,
your bite critically hits on a 17-20 and deals x3
damage. It also causes 1 bleed damage to the target.
Savage Bite: If you manage to trip an opponent during
combat, you automatically latch on and begin savaging
the body dealing 4d6 extra damage. You may take this
multiple times, each time increase the damage of the
savaging by 1d6.
Projectile
Ranged Parry: This requires Perfect Ranged Form to
take. You may parry one attack per round by using a
ranged attack. That attack must be targeting you.
Improved Ranged Parry: This requires Ranged Parry to
take. You may parry more than one attack per round by
using a ranged attack. That attack must be targeting
you.
Greater Ranged Parry: This requires Improved Ranged
Parry to take. You may parry attacks meant for other
characters with your ranged attack. The attacker must
be within a square you threaten
Perfect Ranged Parry: This requires Greater Ranged
Parry to take. You may parry attacks meant for other
characters with your ranged attack within all squares
you can target.
Prudence
Advanced Prudence: Requires Superior Prudence to
take. Your bonus to damage increases to +4d6. Your
bonus to Defense, Fortitude, Reflex and Will becomes
+8. This may be taken multiple times to increase the
Bonus Damage by +1d6 and the bonus to Defense,
Fortitude, Reflex and Will by +2.
Advanced Bravery: Requires Superior Bravery to take.
Your bonus to damage increases to +4d6. Your bonus
to Defense, Fortitude, Reflex and Will becomes +8.
This may be taken multiple times to increase the Bonus
Damage by +1d6 and the bonus to Defense, Fortitude,
Reflex and Will by +2.
Advanced Prudent Endeavor: Requires Greater
Prudent Endeavor to take. Your extra damage
increases to 4d6 per attack given up and your bonus to
hit increases to +8. This may be taken multiple times to
increase the bonus damage by 1d6 and the bonus to
hit by +2.
Advanced Prudent Formation. Requires Greater
Prudent Formation to take. While you are Flat-footed or
Flanked, you gain a bonus to damage rolls equal to
twice your spellscore modifier. This may be taken
multiple times to increase the bonus damage by 2.
Sand
Form of Sand: This allows you to ambulate your sand
around you and attack as if you were a larger creature.
To use this you must use at least twice your body
weight in sand. You gain one size category (with all the
benefits and penalties associated with gaining a size
category). All your attacks deal damage one size
category larger than normal. Your sand form has
regeneration equal to the number of sand abilities you
have that is overcome by Fire and Water.
Improved Form of Sand: This allows you a greater form
of sand. This uses up four times your weight in sand.
You gain two size categories (with all the benefits and
penalties associated with gaining two size categories).
All your attacks deal damage two size categories larger
than normal.
Greater Form of Sand: This allows you an even greater
form of sand. This uses up eight times your weight in
sand. You gain three size categories (With all the
benefits and penalties associated with gaining three
size categories). All your attacks deal damage three
size categories larger than normal.
Perfect Form of Sand: This allows you ultimate power
of sand. This uses up sixteen times your weight in
sand. You gain four size categories (with all the
benefits and penalties associated with gaining four size
categories). All your attacks deal damage four size
categories larger than normal. Your regeneration
increases to twice the number of sand type abilities you
have as the sand literally coats and covers over any
injuries to your form of sand.
Sonic
Potent Sound: This requires 9 Sonic type abilities to
take. Your sonic damage ignores the first 10 points of
sonic resistance it comes across. You may take this up
to 5 times to ignore 50 points of sonic resistance.
Thunderclap: This requires 9 Sonic type abilities to
take. You may, as an attack action, slam your hands
together unleashing a massive thunderclap in an 80
foot cone. All within the cone take your zanpakutou's
full damage (including zanpakutou abilities) as sonic
damage and must make a fortitude save (Constitution
Based) or be deafened for 2d6+4 rounds. You may
take this multiple times to add 10 feet to the cone or the
dc of the save by 1.
White Noise: This requires 12 Sonic type abilities to
take. You may as an attack action filter out all noise in
an area creating a zone of white noise. Any within the
area (20 feet), must make a fortitude save (Constitution
Based) or be confused as the spell for 2d6+4 rounds.
This may be taken multiple times. Each time it is taken
increase the area by 10 feet or the DC by 1
Epic Overwhelming Sound: This requires
Overwhelming Sound and 7 other sound abilities to
take. Your overwhelming sound now does three times
the d6's of damage instead of two times. This is still
non-leathal damage.
Space
Freedom: Requires 9 Space type abilities to take. You
can cast the ninth level spell Freedom at will.
Advanced Centrifugal Force: Requires Superior
Centrifugal Force to take. Your zanpakutou deals an
extra 2d6 untyped damage for a total of 8d6 damage
Spacial Relocation: Requires 12 Space Type abilities to
take. You may move instantaneously between one
location and another as per the Greater Teleport spell
once per day per spellscore modifier.
Summon Ally: Requires Spacial Relocation to take. You
warp space so a rift occurs between you and a creature
of your choice. This works as the ninth level spell Gate
except that you may only make a gate between
yourself and an ally. You may move through the gate to
your ally instead of them coming to you. The gate stays
open for 2 rounds. This may be taken multiple times,
each time taken it will extend the duration of the gate
by 2 rounds.
Spider
Epic Spider Sense: You gain Improved Flash Step
Evasion while your Zanpakutou is released. If you
already had Improved Evasion, you instead take 1/8
th

damage on a successful saving throw instead of 1/4.
Epic Spider Bite: Requires Greater Spider Bite to take.
Your Bite attack moves up another size category (to
3d6.)
Spider Immunity: Requires 9 Spider type abilities to
take. Once per day per point of spellscore modifier you
possess, you may make yourself immune to all Mind
affecting effects. This immunity lasts for 1d4+2 rounds.
You may take this multiple times to increase the
immunity by 1 round each time.
Caress of the Spider Queen: Requires 12 Spider Type
abilities to take. Once per day per point of spellscore
modifier, you may make a touch attack against a target.
In 1d4 rounds, a spider swarm eats its way out of the
victim on a failed Fortitude save (Constitution Based)
dealing 1/2 the victim's total hit point total to them that
ignores damage reduction. On a passed fortitude save
(Constitution Based), The victim only loses 1/8 their
total hit points. You may take this multiple times to
decrease the timer by one die size to a minimum of 1
round.
Summoning
Epic Toughness: Requires Improved Toughness taken
4 times. Your summoned creature has one and one
quarter your hit dice (IE if you're level 24, your
summoned creature has 30 levels of hit points). This
may be taken three additional times adding 25% each
time, maxing out your summon at 200% of your hit
dice.
Augmented Critical: Requires 9 Summoning type
abilities to take. Your summon's attacks critically hit on
a roll of 18-20 and deals 3x damage.
Spell Effect: Requires 9 Summoning Type abilities to
take. Your summon gains three spell-like abilities of a
level equal to 1/3 your level + Your Zanpakutou's
Intelligence modifier that it can use your wisdom
modifier times per day (no matter how many times you
summon it). Each spell like ability must be of a level
lower than the one chosen before it. This may be taken
multiple times for an additional spell-like ability each
time.
Increased Damage: Requires 9 Summoning Type
abilities to take. Your summon's attack damage
increases by one step. This may be taken multiple
times.
Technological
Epic Level Golem: Requires Golem taken 6 times. You
may take this to increase the rank of your Golem as
follows. Epic Golems can take 1 Epic Shikai ability per
rank above 6.
Rank 7: The character summons a truly powerful
golem with 525 hit points, 35 damage reduction, Land
speed of 90 feet, 14d6 unarmed damage and 14 shikai
picks.
Rank 8: The character summons an immensely
powerful golem with 600 hit points, 40 damage
reduction, land speed of 100 feet, 16d6 unarmed
damage and 16 shikai picks.
Rank 9: The character summons an unearthly powerful
golem with 675 hit points, 45 damage reduction, land
speed 110 feet, 18d6 unarmed damage and 18 shikai
picks.
Rank 10: The character summons a colossally
powerful golem with 750 hit points, 50 damage
reduction, land speed 120 feet, 20d6 unarmed damage
and 20 shikai picks.
Rank 11: The character summons an massively
powerful golem with 825 hit points, 55 damage
reduction, land speed 130 feet, 22d6 unarmed damage
and 22 shikai picks.
Rank 12: The character summons a supremely
powerful golem with 900 hit points, 60 damage
reduction, land speed 140 feet, 24d6 unarmed damage
and 24 shikai picks.
Epic Affect Technology: This requires Affect Technology
to take. When you roll your dice to affect technology,
add three times your level instead of twice your level.
You cannot roll a natural one when rolling using this
ability.
Epic Animate Objects: This requires Animate Objects to
take. You may have a second animated object
animated at one time. You may take this multiple times
to gain another animated construct.
Technology Destroyer: This requires 12 Technological
Type abilities to take. If you attack a construct or object
you ignore all damage reduction/hardness and negate
any fast healing/regeneration that it has for 2d6 + 4
rounds.
Temperance
Advanced Temperance: Requires Superior
Temperance to take. The bonus damage you grant to
your allies is increased by 2d6 for a total of 8d6
damage.
Excessive Measures: This requires 9 Temperance type
abilities to take. While you abstain from damaging
opponents, you gain all the things you take away from
them. You cannot have more temporary hit points than
your maximum hit points (IE If you have 150 hit points,
you cannot have more than 150 temporary hit points.)
Epic End to Excess: This requires Superior End to
Excess to take. While within 30 feet of you, and you are
abstaining from damaging opponents, all opponents
take a -2 penalty to defense. You may take this multiple
times to increase the penalty by -2.
Epic Piety: Requires Improved Piety to take. While you
refrain from damaging opponents, you gain immunity to
being flanked or being caught flat-footed in any way
unless the being that does it is 4 or more levels higher
than you. You may take this multiple times to increase
the level required to flank or catch you flat-footed by 1.
Time
Null Time Field: Requires 12 Time type abilities to take.
While your Zanpakutou is active, all enemies within 20
feet of you must make a will saving throw (wisdom
based) to be able to take any action. On a failed save
the character is stuck in a static time stream till their
next set of actions when they must make another save.
The character is otherwise immune to all damage while
in static time as temporal stasis. This can be taken
multiple times each time increasing the aura by 10 feet
or the DC of the save by 1.
Advanced Temporal Blade: This requires Superior
Temporal Blade to take. The maximum fast healing
gained by your Temporal Blade increases to 20. This
also effects the bleed damage suffered by your
opponent.
Epic Temporal Blade: This requires Advanced Temporal
Blade to take. The maximum fast healing gained by
your Temporal Blade increases to 25. This also effects
the bleed damage suffered by your opponent.
Epic Precognition: The bonuses gained by Precognition
becomes +8. This requires Superior Precognition to
take.
War
Advanced Kill Zone: Requires Superior Kill Zone to
take. Your damage increases by 2d6 to a total of 9d6
Epic Kill Zone: Requires Advanced Kill Zone to take.
Your damage increases by 2d6 to a total of 11d6.
Brutality of War: Requires 9 War type abilities to take.
When you roll damage with your Zanpakutou swings,
re-roll any dice that shows a 1 on it.
Improved Brutality of War: Requires 9 War Type
abilities and Brutality of War to take. When you roll
damage with your Zanpakutou, re-roll any dice that
shows a 1 or a 2 on it.
Improved War Form: Requires War Form to take.
Reduce the timer that your Zanpakutou shuts off from
War Form to 2d4 rounds. You may take this again to
make it 1d6 rounds, and once more to make it 1d4
rounds. Also, Choose a second mental statistic. You
gain this as an additional bonus to Strength, Dexterity
and Constitution while in War Form.
Blessing of War: Requires 16 War Type abilities to
take. When you are in Melee combat, instead of being
damaged by melee and unarmed strikes, you are
healed by them on a 3 for 1 basis (IE if you were going
to take 30 damage from a sword swing, you would
instead heal 10 damage.) You cannot heal more than
your maximum hit points in this manner, and you still
take damage from elemental sources and ranged
attacks.
Perfect Aura: Requires at least 3 Aura War abilities to
take. You are now considered an ally when calculating
who is effected by your auras.
Water
Potent Water: This requires 9 Water type abilities to
take. Your water damage ignores the first 10 points of
water resistance it comes across. You may take this up
to 5 times to ignore 50 points of water resistance.
Tsunami: This requires 9 Water type abilities to take.
You generate a massive wall of water that bullrushes
targets dealing damage as it goes. The wall is fifty feet
long by twenty feet high when first created and moves
at a rate of 30 feet per round. If it comes in contact with
any being it makes a bullrush check against them with
a +40 bonus to the roll (1d20 + 40). Every 10 feet that a
creature is pushed deals 2d8 damage to that creature.
This may be taken multiple times each time increase
one of the following: The height of the wall by 10 feet,
the length of the wall by 20 feet, the bonus to the
bullrush roll by 5 or the damage by 1d8.
Epic Vortex: This requires Constricting Vortex to take.
You may grapple one creature per level with your
vortex. The damage to them while in the constricting
vortex increases by 1[bw].
Drain Water: This requires 12 Water Type abilities to
take. By making a melee touch attack you drain the
water from a target dealing 1/2 their maximum hit
points. This cannot put a target below 0, but can be
used as part of a full attack action. You may use the
water that you drain to power your other abilities that
require water such as Tsunami or Vortex.
Weapon
Epic Godslayer's Edge: This requires a +5 or better
enhancement bonus to your weapon. You may take an
epic ability on your weapon with an ability bonus of +6
or better. You may take this multiple times, each time
confers an additional ability to your weapon.
Advanced Sharpen Metal: Requires Superior Sharpen
Metal to take. Your zanpakutou deals an additional 2d6
damage (8d6 total)
Epic Sharpen Metal: Requires Advanced Sharpen
Metal to take. Your zanpakutou deals an additional 2d6
damage (10d6 total)
The Razor's Edge: Requires 9 Weapon Type abilities to
take. Choose one saving throw. You gain a +5 bonus to
that saving throw while your zanpakutou is released.
You may take this once for each saving throw.
Soul of the Forge: Requires 12 Weapon Type abilities
to take. Choose one special attack type (such as
energy drain or ability drain.) for 3 + Constitution
Modifier rounds, you are immune to that attack type.
This may be taken multiple times; once for each special
attack type. This takes a standard action to activate
and once the duration has expired, you cannot use it
again for 1d4 + 1 rounds.
Wind
Potent Force: This requires 9 Wind type abilities to
take. Your force damage ignores the first 10 points of
force resistance it comes across. You may take this up
to 5 times to ignore 50 points of force resistance.
Winds of Change: This ability allows you to turn back a
person's attack by using air pressure. You gain a 20%
miss chance when your Zanpakutou is released due to
high winds surrounding your character. You may take
this multiple times to increase the miss chance by 10%
up to a maximum of 50% Miss chance.
Wind Ball: You may gather the wind in an area to
release it in a large burst of sudden force. All creatures
within 80 feet of you takes damage equal to your
zanpakutou's damage (including zanpakutou abilities)
and must make a fortitude save (Constitution based) or
be thrown to the outer edge of the burst taking falling
damage as if they fell the distance covered. This may
be taken multiple times, each time increase the size of
the area by 10 feet.
Wings of Despair: This requires 9 Wind type abilities to
take. You may deny a creature the very air in which
they breathe. A creature so effected must make a
fortitude save (constitution based) or begin suffocating.
This may effect one creature per level. This may be
taken multiple times, each time increase the DC of the
save by 1.
Wave of Entropy: This requires 12 Wind type abilities to
take. You may as a swift action send out waves of wind
from your zanpakutou in an 80 foot area. Any creature
caught in this area must make a fortitude saving throw
(constitution based) or become exhausted. A creature
already exhausted takes 20d6 non-leathal damage if it
fails the saving throw, half on a successful saving
throw. This may be taken multiple times. Each time it is
taken it increases the area by 10 feet.
Epic Bankai Abilities
All Epic Bankai abilities have the prerequisite of 21
st

level or greater.
Epic Bankai Abilities can be taken once per 10 levels.
Banish: While your Bankai is active, you can attempt to
banish one creature back to it's plane of origin as a
standard action (Example Hueco Mundo, The World of
the Living or Soul Society). If they are already on that
plane of existence this ability does nothing. To banish
the creature, you must make an opposed Will saving
throw. Should you win the opposed will saving throw,
the creature is banished and cannot return to the plane
they were banished from for 24 hours.
Animus Burst: While your Bankai is active, those that
die around you in a 90 foot burst are not fully killed and
are animated under your control. You can control your
level times your spellscore modifier in Levels of these
creatures, and they follow your direction exactly. Once
you reseal your Zanpakutou they move on the cycle of
reincarnation. If you have any feat that grants a
constant state of release, the animated dead last for
one hour per character level before moving on. The
animated dead have all the abilities they had when they
were under their own control. This may be taken
multiple times to increase the burst by 30 feet.
Automatic Kido: At the beginning of the day you
designate one Kido you know that costs 1,000 or less
reiatsu as your Automatic Kido. While you have your
Bankai active, you can activate that Kido as a free
action at full power without spending Reiatsu. This
occurs once per day per point of spellscore modifier.
Reflection: Once per round you can rebound a ranged
attack back on it's user. This only occurs while your
Bankai is active. This does not rebound Lines, Cones
or Bursts. It only rebounds Ranged Shot attacks.
Weapon Refraction: When activated, your weapon
splits itself into six copies of itself. These weapons
move around at your behest and attack at your whim.
Each can make one attack per round at your full base
attack bonus using your Weapon Attack ranks. They do
not gain your Strength bonus to damage, but gain your
Intelligence bonus instead. Each has all Shikai Abilities
that your Bankai release has, but none of the Bankai
abilities.
Retribution: While your Bankai is active, when you are
struck in melee combat, you may make an attack of
opportunity against the target that struck you. This
does not grant extra attacks of opportunity, but you
may make more than one attack of opportunity against
one victim at a time.
Resurgence: While your Bankai is active; once per day,
when you would be killed, you are returned to life at
one half your maximum hit points. You may take this
multiple times to increase the number of times per day
this occurs by one.
Refreshing Wind: Once per day per point of Spellscore,
but only once per encounter, while your Bankai is
active, you may regain one quarter of your maximum
hit point value as a standard action. When you perform
this standard action, you also gain +2 to all defensive
rolls (Defense, Fortitude, Reflex and Will) till the end of
your next turn.
One with the World: Choose one ability you have with a
daily limit on it's usage that is not Resurgence. While
your Bankai is active, you may use that ability a
number of times equal to your Spellscore Modifier
(Minimum 1, Maximum 5) or the amount of times you
could already use it, whichever is more. Once your
Bankai ends, you lose access to that ability till you gain
8 hours of rest if you used if your usages or more. You
may take this multiple times, each time applies to a
different ability.
Augmentation: Choose one ability that has daily uses
that also has numerical values (Such as Rage). While
your Bankai is active, you gain double the numerical
benefit from the abilities, and they last twice as long. If
your Bankai ends before the ability does, the ability
also ends. This may be taken multiple times, each time
applies to an additional ability.
Chain Ability: Once per encounter, with a single target
ability, you may target up to one quarter of your level in
targets no two of which can be more than 30 feet apart.
You may take this multiple times to gain an additional
use per encounter.
Epic Hollow Growth Powers
- Must be 21
st
level or higher to take.
- Can only take an Epic Hollow Ability every 4 levels.
CERO ABSOLUTE [HOLLOW GROWTH POWER,
CEROSHAPE]
Prerequisite: Cero
Benefit: Your cero uses d8's
Special: add 1 to the change time of your cero. You
can only have one ceroshape per cero use.
CERO SUPREAMA [HOLLOW GROWTH POWER,
CEROSHAPE]
Prerequisite: Cero Bocanda
Benefit: Your Cero deals 1d6 per 100 Reiatsu in your
maximum pool character levels to everyone within
50'.
Special: add 2 to the charge time of your cero. You
may only have one ceroshape on a cero at one time.
AUGMENT CRITICAL [HOLLOW GROWTH
POWER]
Prerequisite: Improved Critical Feat (Natural attack)
Benefit: Your natural attack critically hits on a 17-20
and for x3 damage.
CERO MAGNA ABSOLUTE [HOLLOW GROWTH
POWER, CEROSHAPE]
Prerequisite: Cero, Cero Absolute, 31
st
+ Level
Benefit: Your cero uses d10's
Special: Add 2 to the charge time of your cero. You
can only have one ceroshape per cero use.
QUIMERA PARCA SUPREMA [HOLLOW GROWTH
POWER]
Prerequisite: Quimera Parca
Benefit: Your combined summon grows in power
once then one rank per 6 levels.
Rank 7: The characters summon a truly powerful
creature with 525 hit points, 35damage reduction, a
land speed of 90 feet, and 14d6 damage in unarmed
combat. It has 14 hollow growth powers.
Rank 8: The characters summon an immensely
powerful creature with 600 hit points, 40 damage
reduction, a land speed of 100 feet and 16d6 damage
in unarmed combat. It has 16 hollow growth powers.
Rank 9: The characters summon an unearthly
powerful creature with 675 hit points, 45 damage
reduction, a land speed of 110 feet and 18d6 damage
in unarmed combat. It has 18 hollow growth powers.
Rank 10: The characters summon a colossally
powerful creature with 750 hit points, 50 damage
reduction, a land speed of 120 feet and 20d6 damage
in unarmed combat. It has 20 Hollow growth powers.
Rank 11: The characters summon a massively
powerful creature with 825 hit points, 55 damage
reduction, a land speed of 130 feet and 22d6 damage
in unarmed combat. It has 22 hollow growth powers.
Rank 12: The characters summon a supremely
powerful creature with 900 hit points, 60 damage
reduction, a land speed of 140 feet and 24d6 damage
in unarmed combat. It has 24 hollow growth powers.
EPIC CHIBI FORM [HOLLOW GROWTH POWER]
Prerequisite: Chibi Form
Benefit: When you gain your adult form. Instead of
gaining +9 to all your statistics, you gain +2 per
hollow growth power you possess if more than +9.
Use whichever is higher. Count Epic Hollow Growth
Powers as Hollow Growth Powers for this ability.
BALA STORM [HOLLOW GROWTH POWER]
Prerequisites: Bala taken maximum times
Benefits: Your Bala can now attack every creature
within 50 feet of you. You may take this multiple times
to increase the radius by 10 feet. This is done as a
full round action that provokes an attack of
opportunity.
SIZE CHANGE [HOLLOW GROWTH POWER]
Benefit: You can shift your size by one category
either up or down gaining the benefits and penalties
for doing so as a full round action that does not
provoke an attack of opportunity. You may take this
multiple times to increase the number of categories
you can shift in one round by 1 to a maximum of 4.
This CAN put you above Colossal.
SUPERIOR REND [HOLLOW GROWTH POWER]
Prerequisite: Rend
Benefit: Your Rend damage increases by 1d6 per 6
levels you possess. Also add twice your Strength
Modifier to damage instead of your strength modifier.
SUPERIOR RAKE [HOLLOW GROWTH POWER]
Prerequisite: Rake
Benefit: You gain an additional Rake attack. You may
take this multiple times to gain additional rake attacks
to a maximum of 4 total rake attacks.
CRUSHING GRIP [HOLLOW GROWTH POWER]
Prerequisite: Improved Grab
Benefit: When you maintain a pin, you deal 1d12
damage to the target per five levels you possess.
WOUNDING CLAWS [HOLLOW GROWTH POWER]
Prerequisites: Rake or Rend, Superior Rake or
Superior Rend
Benefit: Should you hit with a Rake or Rend attack,
you cause a wound that won't stop bleeding. The
target takes one quarter of your strength modifier
(minimum 1) damage each turn for 1d6+2 turns. This
overcomes regeneration and damage reduction but
may be staunched by a DC (15+ Character level +
Strength Modifier) Treat Injury check or any sort of
supernatural healing You may take this multiple times
to increase the duration by 1d6 turns.
BRUTAL STRIKE [HOLLOW GROWTH POWER]
Benefit: You re-roll any damage dice that shows a 1.
You may take this a second time to re-roll any
damage dice that show a 1 or a 2.
EPIC REACH [HOLLOW GROWTH POWER]
Prerequisite: Extra Limb (Tail or Tentacle)
Benefit: Your Tail or Tentacle gains a 10 foot reach
and can also attack adjacent targets. You may take
this multiple times to increase the reach by 5 feet
each time to a maximum of a 20 foot reach.
REFRESHING WIND [HOLLOW GROWTH POWER]
Prerequisite: High Speed Regeneration
Benefit: Once per day per point of spellscore
modifier, but only once per encounter, you may spend
a standard action to heal one quarter of your
maximum hit points and gain a +2 bonus on all
defensive rolls till the end of your next turn.
RESURGENCE [HOLLOW GROWTH POWER]
Prerequisites: Resurreccion, High Speed
Regeneration, Refreshing Wind
Benefit: Once per day, while in any form of
resurrection, when you would be killed, you are
instead healed to one half your maximum hit points.
You may take this multiple times to gain multiple uses
of this per day.
RETRIBUTION [HOLLOW GROWTH POWER]
Prerequisites: Resurreccion, Segunda Etapa
Benefit: While Segunda Etapaed, when you are
struck in melee combat, you may make an attack of
opportunity against the target that struck you. This
does not grant extra attacks of opportunity, but you
may make more than one attack of opportunity
against one victim at a time.
SUMMON EPIC HOLLOW [HOLLOW GROWTH
POWER]
Prerequisites: Telepathy, Summon Lesser Hollow,
Summon Bigger Hollow
Benefit: You summon even more powerful hollows to
your side. Your summoned hollows have 30 hit points
each per 4 levels, deal 15 damage each per 4 levels
with their bite and can explode as a standard action
for 15 damage per 5 levels which ignores damage
reduction in a radius of 10 feet per 5 character levels
and kills the epic hollow. If another epic hollow is
caught in the blast of an epic hollow it will itself
detonate.
EPIC MERGING [HOLLOW GROWTH POWER]
Prerequisite: Merging
Benefit: You may merge with a second being. You
may take this multiple times to add an additional
being to your merging up to the initiator's constitution
modifier times.
GONZUI [HOLLOW GROWTH POWER]
Prerequisites: Consumption
Benefit: You may, as an immediate reaction,
consume the souls of every enemy that dies within 20
feet of you, You gain +5% xp on the encounter per
soul consumed in this fashion and regain hit points
equal to the average constitution score of the victims.
FISSION [HOLLOW GROWTH POWER]
Benefit: As a move action you may summon a
duplicate of yourself to aid you in combat. To do this,
you take a -1 on all level dependent numerical values
per 1.5 level of the duplicate. (IE If you took a -6 to all
level dependent numerical values, your duplicate
would have 9 levels). Your Duplicate can never
exceed your current virtual level (Character level -
Penalties taken). You may take this ability multiple
times to add a cumulative .5 to the multiplier (IE
Taken twice, this would give you 2x penalty to level
ratio, taken 3 it would be 2.5x penalty to level ratio, 4
times it would be 3 times penalty to level ratio). The
duplicate lasts till the end of the encounter. You may
not merge with a Fissioned duplicate.
BLOODY HANDS [HOLLOW GROWTH POWER]
Prerequisite: Rend or Rake
Benefit: If you critically hit on your opponent, and
that opponent has Fortification or any higher ability
on their armor, you may ignore one level of that
fortification to a minimum of 0% chance of reducing a
critical hit. This can be taken multiple times, each
time ignores an additional level of fortification. This
can never result in an augmentation of your critical
hit.
POTENT ELEMENTAL STRIKE [HOLLOW
GROWTH POWER]
Prerequisites: Elemental Hands
Benefit: You ignore the first 10 points of resistance of
your elemental type (IE If you had this for Electricity,
you would ignore the first 10 points of electricity
resistance you encountered.) You may take this
multiple times to increase the ignored resistance by
10 each time to a maximum of 50.
VAMPIRIC BITE [HOLLOW GROWTH POWER]
Prerequisite: Bite Attack
Benefit: When you successfully deal damage with
your bite attack, you heal one half the damage you
dealt after damage reduction.
HOLLOW BOOST [HOLLOW GROWTH POWER]
Benefit: You may, as a standard action that doesn't
provoke an attack of opportunity, for one round per
point of spellscore, boost one statistic that isn't your
spellscore by your spellscore (Chosen when this is
taken). You may do this once per day per spellscore
modifier. Multiple applications of this do not stack,
and only reset the duration.
SUPERIOR GROUND AND POUND [HOLLOW
GROWTH POWER]
Prerequisite: Ground and Pound
Benefit: You gain an additional Ground and Pound
attack. You may take this multiple times to gain
additional rake attacks to a maximum of 4 total
ground and pound attacks.
SUPERIOR CRUNCH [HOLLOW GROWTH
POWER]
Prerequisite: Crunch
Benefit: Your Crunch damage increases by 1d6 per
6 levels you possess. Also add twice your Strength
Modifier to damage instead of your strength modifier.
EPIC TRAMPLE [HOLLOW GROWTH POWER]
Prerequisite: Trample
Benefit: You may now trample those of your own
size category or lower and add 3 times your Strength
Modifier to damage.
SERPENT'S GAPE [HOLLOW GROWTH POWER]
Prerequisites: Improved Grab, Bite Attack, Swallow
Whole
Benefit: You may swallow any creature of your own
size category or smaller and your damage increases
by 1d8 + 4 damage per 6 levels you have.
CAPTAIN CLASS ZANPAKUTOU [HOLLOW
GROWTH POWER]
Prerequisites: Espada 5 Levels or Full Power
Zanpakutou Vastro Lorde Power, Level 25+
Benefits: Your Zanpakutou gains an additional 4
Shikai Abilities and 2 Additional Bankai abilities. This
may be taken once every 8 levels (IE if you took this
at 25
th
level, you wouldn't be able to take it again till
33
rd
).
EPIC SPIRIT LANCE [HOLLOW GROWTH POWER]
Prerequisite: Spirit Lance Vastro Lorde Ability
Benefit: Your Spirit Lance may be used once every 3
levels and does 5d6 damage per ranged attack you
have ignoring any damage mitigation.
EPIC SUPER SPEED [HOLLOW GROWTH
POWER]
Prerequisites: Run, Super Speed
Benefit: If you hit with an attack while charging, you
deal double damage. On a critical hit your multiplier
increases by 1 to a maximum of 8.
EPIC ELEMENTAL HANDS [HOLLOW GROWTH
POWER]
Prerequisite: Elemental Hands taken the maximum
times available.
Benefit: You may take Elemental hands 2 more
times.
CERO SECCION SUPREMA [HOLLOW GROWTH
POWER, CEROSHAPE]
Prerequisite: Cero Seccion, Cero
Benefit: Your Cero's maximum range becomes line
of sight. You may only have one ceroshape on your
cero at a time.
Special: Add 2 to your Cero timer.
EPIC CEROSHAPE [HOLLOW GROWTH POWER]
Prerequisites: Any 2 Ceroshapes, 31
st
level +
Benefit: You may now put 2 Ceroshapes on your
Cero at once that logically make sense.
Special: Add an additional 6 to your Cero timer.
ALACRITY [HOLLOW GROWTH POWER]
Prerequisite: Spell-Like Ability (Haste)
Benefit: Once per round, the hollow may take an
extra partial action either before or after it's actions
for the round.
STICKY [HOLLOW GROWTH POWER]
Prerequisite: Improved Grab, Extra Limb (Tail or
Tendril)
Benefit: Any creature that successfully touches or
attacks the hollow with a Melee weapon is subject to
a free improved grab check by the hollow as if the
hollow had successfully attacked the creature with it's
tail/tendril. A creature wielding a weapon must
immediately relinquish it's grip on it's weapon or
proceed with the grapple check. If the creature
relinquishes it's weapon it is taken by the hollow, and
must be recovered normally. If the hollow has the
swallow whole hollow growth power, the weapon is
instead swallowed by the hollow. Creatures that
attack the hollow in melee without a weapon (Such
as an unarmed attack or natural weapon) do not have
the option to relinquish their grip and must proceed
with the grapple check.
INFINITE DEFLECTION [HOLLOW GROWTH
POWER]
Prerequisites: Deflection taken 5+ times, Reflection
Benefit: You may deflect a line or ray attack once per
round instead of five times per encounter. Each time
you deflect an attack, roll 1d6. If you roll a 6, roll 1d4.
You cannot use your Infinite Deflection for that many
rounds. Regardless of how many times you have
Deflection, you can only deflect once per round ever.
EPIC POUNCE [HOLLOW GROWTH POWER]
Prerequisite: Pounce
Benefit: When you make a pounce attack, you may
make an extra attack at your highest attack bonus. All
Attacks you make in that round take a -3 penalty.
EPIC GRAB [HOLLOW GROWTH POWER]
Prerequisite: Improved Grab
Benefit: You may now use Improved Grab on
subjects that are your size category or smaller.
IMPROVED TELEPATHY [HOLLOW GROWTH
POWER]
Prerequisite: Telepathy, 25+ Intelligence
Benefit: Your telepathy now extends to any creature.
HORRIFIC VISAGE [HOLLOW GROWTH POWER]
Prerequisite: Frightful Presence, 25+ Charisma
Benefit: When you use this ability you literally
become the worst nightmare of the being that views
you. All creatures viewing you are subject to this
effect, though you may exclude allies from the effect
by taking 2 charisma damage. All who view this must
make a will save (DC 15 + Character Level +
Charisma modifier) or fall to -1 hit points and stable
out of sheer fright. Pass or fail, subjects are immune
to this ability for 24 hours after the first saving throw.
CERO SECCION MAS [HOLLOW GROWTH
POWER, CEROSHAPE]
Prerequisites: Cero, Cero Seccion
Benefit: Your Cero Seccion can target one additional
target per 4 levels. The maximum targets that can be
targeted is equal to your Intelligence Modifier.
Special: Add 2 to your Cero Timer. This Ceroshape
modifies Cero Seccion, and therefore must have
Cero Seccion already applied to the Cero to be used.
This is in exception to the rule that you can have only
one ceroshape on a cero.
ENHANCED NATURAL WEAPON [HOLLOW
GROWTH POWER]
Prerequisite: 25+ Strength or Dexterity
Benefit: Choose one natural attack you possess
(This includes unarmed strikes). This attack does one
extra base weapon damage.
REFLECT RANGED SHOT [HOLLOW GROWTH
POWER]
Prerequisite: Resurreccion
Benefit: While resurrected, you can reflect ranged
shot attacks back on their attacker once per round.
This uses the same attack roll as was targeted
towards you and the shooter must roll their own
defense against their own attack roll. This does not
rebound Lines, Cones or Bursts. It only rebounds
Ranged Shot attacks.
DUPLICATION [HOLLOW GROWTH POWER]
Prerequisite: Constitution 18+, Great Fortitude
Benefit: You may create lesser duplicates of
yourself. These duplicates are of the same type and
size as you. They have the same hollow growth
powers up to your first 6. They gain any Bizarre
hollow growth power you have for free and this does
not count towards their hollow growth powers. They
have one tenth of your own hit points, and use your
Attacks, Defenses and skills with a -4 penalty. There
is no limit to the number of duplicates you can have
at once, but you can create only your Constitution
modifier's worth in a round. Should you die, all your
Duplicates die with you. Duplicates only last 24 hours
UNHOLY TOUGHNESS [HOLLOW GROWTH
POWER]
Prerequisites: Any two of the following skills 24+
Ranks (Fortitude, Reflex, Will)
Benefit: Add your charisma modifier to your Saving
Throws. This is a profane bonus. Also, add your
Spellscore modifier to your hit points at every other
level (IE If you had a spellscore modifier of 10, and
30 character levels, you would add 150 hit points to
your total)
OVERPOWERING AURA [HOLLOW GROWTH
POWER]
Prerequisites: 2,500+ Reiatsu
Benefit: All beings within 30 feet of you that fail your
passive soul crushing check take your spellscore
modifier in damage per round they fail your passive
soul crush check ignoring damage mitigation.
CERO METRALLETA SUPREMA [HOLLOW
GROWTH POWER, CEROSHAPE]
Prerequisites: Cero Metralleta, Point Blank Shot
Benefit: You can now fire a number of Ceros equal to
twice your character level. Each Cero fired only deals
1d6+3 damage instead of 2d6.
Special: Add 4 to your Cero Timer. This Ceroshape
modifies Cero Metralleta, and therefore must have
Cero Metralleta already applied to the Cero to be
used. This is in exception to the rule that you can
have only one ceroshape on a cero.
CERO EMANACION [HOLLOW GROWTH POWER,
CEROSHAPE]
Prerequisites: Cero Absolute, Cero Bocanda, Cero
Suprema
Benefit: Your Cero becomes an Emanation center on
you, extending out 30 feet. It lasts for 3 rounds. You
can only have one Ceroshape on a Cero.
Special: Add 5 to your Cero Timer.
MAD BARRAGE [HOLLOW GROWTH POWER]
Prerequisites: Unarmed Strike 24+ Ranks
Benefit: When calculating how many unarmed
attacks you gain per round, you gain one attack per 4
above 1 your Unarmed Strike skill is, maxing out at 5
attacks per round (Thus at level 20, if Unarmed Strike
were a trained skill for you, you would have the
following attacks, 23/19/15/11/7)
CROSS SPECIES MERGING [HOLLOW GROWTH
POWER]
Prerequisite: Merging
Benefit: You may merge with a willing creature
instead of just with a hollow. All the rules of Merging
still apply. You are never the Initiator of the merging if
you merge in this fashion. You may choose to end the
fusion.
ELEMENTAL STORM [HOLLOW GROWTH
POWER]
Prerequisites: Energy Resistance for the energy you
want, Elemental Hands
Benefit: You are surrounded at all times by a aura of
your element. This aura extends from you 20 feet per
level and deals 2d6 damage per round to all within
the aura that aren't somehow protected from your
damage type. You may shut off and resume your
aura as a standard action that doesn't provoke an
attack of opportunity. Once up however, the only way
for an outside force to end your aura is to knock you
unconscious or kill you. You may take this multiple
times to increase the damage by 2d6 damage.
IMPROVED MULTIATTACK [HOLLOW GROWTH
POWER]
Prerequisite: Mutliattack
Benefit: The hollow's attacks with secondary natural
weapons are made at no penalty.
FURIOUS RESOLVE [HOLLOW GROWTH POWER]
Prerequisite: Constitution 25+
Benefit: You have a delayed damage pool that
allows you to forestall the effects of many injuries.
This pool begins at 0 at the beginning of each
encounter. If you are struck by an opponent, any
damage dealt goes to your delayed damage pool. At
the end of your next turn, you take damage equal to
the total stored in your delayed damage pool, which
then resets to 0. Any healing you receive can either
heal your wounds, or lower your delay damage pool
or split between. Any effects such as energy drain,
stun or the like still effect you normally. Your Delay
damage pool is equal to your constitution modifier
times one third your level (IE If you had a Constitution
Modifier of 7, and 30 levels, you would have a delay
damage pool of 70 points). Damage in excess of your
delay damage pool effects you normally.
Damage in your delay damage pool gives you a
bonus on attack and damage rolls equal to one sixth
the amount of damage within (Minimum 1). (IE If you
had 24 points of damage in your pool, you would
have a +4 bonus to attack and damage rolls).
ECSTATIC KISS [HOLLOW GROWTH POWER]
Prerequisite: Bite Attack
Benefit: If you manage to deal bite damage to your
opponent with your bite attack, at your option, your
opponent must make a will saving throw with a DC of
(15 + Character Level + Charisma Modifier) or be
dominated by you for 1d4+1 rounds. A dominated
opponent attempts to follow your direction explicitly.
Making the creature do something against their own
code of conduct (such as killing a family member or
close friend) immediately allows a new saving throw
with a +4 bonus. You may only have one dominated
being at once, and you cannot use this power again
for 1d4+1 rounds after it's effects end on your last
victim.
CERO ADHERIRSE [HOLLOW GROWTH POWER,
CEROSHAPE]
Prerequisites: Cero, Any Ceroshape
Benefit: Your Cero has it's normal effect, but also
clings to anything caught in it's area. A Cero
Adherirse lasts for 1 round. In the round after you fire
your Cero Adherirse, it deals half the damage it dealt
in the previous round.
A foe can take a full-round action to attempt to
remove the clinging of the Cero Adherirse. It takes a
successful Reflex saving throw (same DC as your
normal Cero) to remove the effect. Rolling on the
ground grants a +2 bonus to the check, but leaves
the foe prone.
Special: Add 1 to your Cero Timer. You can only
have one Ceroshape on a Cero at a time.
CERO GEMELO [HOLLOW GROWTH POWER,
CEROSHAPE]
Prerequisite: Cero, Any Ceroshape
Benefit: Your Cero retains it's size and shape, but it
splits into two areas that you aim separately. Each
portion deals only half the damage of your normal
Cero. You may overlap areas to deal normal damage.
Special: Add 2 to your Cero Timer. You can only
have one Ceroshape on a Cero at a time.
IMPROVED CAUSTIC BLOOD [HOLLOW GROWTH
POWER]
Prerequisites: Energy Resistance 30 with the
element chosen, Caustic Blood
Benefit: As Caustic Blood, but effects all creatures
adjacent to you instead of just your melee attacker.
EPIC SUMMON HOLLOW [HOLLOW GROWTH
POWER]
Prerequisite: Devour, Summon Hollow
Benefit: Your summoned hollow is three quarters
your level instead of one half.
EPIC HIVEMIND [HOLLOW GROWTH POWER]
Prerequisite: Hivemind
Benefit: Your hivemind expands to 60 feet.
CONTINGENCY [HOLLOW GROWTH POWER]
Prerequisite: Spell-Like Ability
Benefit: Choose one spell-like ability you possess.
Once per day, you may have that spell-like ability
trigger in a situation chosen when you choose this
ability. The situation can be anything from simply
being attacked, to as complicated as "If a Shinigami
walks through my trapped area and draws their
sword." This triggering is a free action and can be
done any character's turn should the conditions be
met and happens immediately after the condition is
met. (IE if you had Ressurection as your contingeny,
and you had the condition be "I die" the spell-like
ability wouldn't trigger till after you were dead, but
would still trigger once you died, automatically as a
free action.) You may spend 8 hours in meditation to
change the Spell-like ability this is tied to, and 8
further hours in meditation to change the condition.
KIDO SUCK [HOLLOW GROWTH POWER]
Prerequisite: Bite attack
Benefit: When the hollow hits with a bite attack, the
victim loses the damage taken times ten in reiatsu,
and the user of this ability gains one half that in
reiatsu. This cannot put them above their one and a
half times their maximum reiatsu.
GREATER VAMPIRIC BITE [HOLLOW GROWTH
POWER]
Prerequisite: Bite Attack, Vampiric Bite
Benefit: You now heal all the damage you deal with
your bite attack.
GREATER KIDO SUCK [HOLLOW GROWTH
POWER]
Prerequisite: Bite Attack, Kido Suck
Benefit: You now gain the full amount of Reiatsu
instead of just half.
LIMITED KIDO IMMUNITY [HOLLOW GROWTH
POWER]
Prerequisite: Spell-Like Ability
Benefit: When you are struck by a kido, after the
effect resolves, you are immune to additional
castings of the same kido by that same caster for
1d6+2 rounds. Multiple castings by that same caster
does not reset the duration, and after the 1d6+2
rounds is over, you will be effected again.
CERO ULTIMA [HOLLOW GROWTH POWER,
CEROSHAPE]
Prerequisite: Cero, Cero Absolute, Cero Magna
Absolute
Benefit: Half the damage done by your Cero results
directly from profane power and cannot be reduced
by any damage mitigation.
Special: Add 3 to your Cero Timer. You can only
have one ceroshape on a cero at a time.
FERAL FORM [HOLLOW GROWTH POWER]
Prerequisite: Resurreccion
Benefit: While Resurrected, you may push your body
into a feral state that is less powerful than Segunda
Etapa, but more powerful than Resurreccion. You
gain your Spellscore modifier as a bonus to your
Strength, Dexterity and Constitution for 3 +
Constitution Modifier rounds. Also your Natural
attacks move up one size category. After the Feral
Form wears off, you un-resurrecct for 1d4+1 rounds.
CERO RECUPERAR [HOLLOW GROWTH POWER,
CEROSHAPE]
Prerequisite: Cero
Benefit: When you roll for your cero timer, subtract 1
from the roll (Minimum 1 round).
Special: You can only have one ceroshape on a cero
at a time.
MAGIA FRASCO [HOLLOW GROWTH POWER]
Prerequisite: Intelligence 25+
Benefit: Once per day, you can create a burst of
energy around yourself that lasts 3+Intelligence
Modifier in rounds. The field is 5 feet per character
level in diameter. While this field is up, no character
can cast kido, use kido-like or spell-like abilities or
supernatural abilities. Extraordinary abilities and
physical hollow growth powers still function within the
area.
CENTRAL NERVOUS SYSTEM [HOLLOW
GROWTH POWER]
Prerequisite: Bizarre
Benefit: For 3+ Constitution modifier rounds per day,
you may make yourself immune to critical hits, death
from massive damage, energy drain, ability damage,
ability drain, polymorphing and petrification.
CERO NATURALEZA [HOLLOW GROWTH POWER,
CEROSHAPE]
Prerequisite: Elemental Resistance with element
chosen.
Benefit: At the cost of 20 hit points, you may infuse
your Cero with the power of an element you're
resistant to (Chosen when taking this). Your entire
Cero becomes this element as does all damage
resulting from it, negating damage reduction.
Special: Add 5 to your cero timer. You can only have
one ceroshape on your cero at one time. If you have
multiple elemental resistances, you may choose this
multiple times to gain additional elements you can
add to your Cero. You can still only add one element
at a time to your Cero.
GREATER MAGIC FANG [HOLLOW GROWTH
POWER]
Prerequisite: Magic Fang taken 5 times for one
natural weapon.
Benefit: The maximum bonus you can have on one
natural weapon is increased by +10. You can take
this multiple times to increase the cap again by +5.
Arch-Arrancar
An Arch-Arrancar is a Hollow of unimaginable power. Their power eclipses the best of Captains, and can only
be held at bay by Squad Zero. It has been speculated that the Espada themselves were all Arch Arrancar,, this is
untrue for even within the Espada, there was room for advancement, and growth, which shows that the Arch-
Arrancar are even more powerful than they.
Cuatro Espada, Ulquiorra Cifer
showed the first inkling of what
a Arch-Arrancar's power might
be by activating his
Resurreccin: Segunda Etapa,
but that is by far not the limits
of Hollow Powers. Truly
powerful Arch-Arrancars have
become Abominations of the
night. Truly vile creatures that
border on godhood.
Encountering a Arch-Arrancar
is surely a testament to your
own power, for they are
harbingers of apocalypse and
doom, and do not enter fray for
merely anyone that comes
along. Truly it takes a massive
concentration of spiritual pressure to make a Arch-Arrancar even begin to contemplate moving from his position
of power. Only for the most powerful, most succulent treats will a Arch-Arrancar risk injury.
Prerequisites
Feats: Hollow Feat, Swift Resurreccion Release
Skills: Unarmed Strike 24+ Ranks
Special: Reiatsu 2,000+
1 - RESURRECCION: SEGUNDA ETAPA [PRESTIGE]
As a full round action from Ressurrecion, the Arch Arrancar can assume Segunda Etapa. The second stage of
Arrancar release abilities, the Ressurreccion: Segunda Etapa, or Second Step of Ressurrection, gives the Arch-
Arrancar an incredible power boost, multiplying the original Ressureccion boost by one and a half, and adding
the Arch-Arrancar's Constitution Modifier to his Damage Reduction and Natural Armor. An Arch-Arrancar may
hold this form for one round per (Character Level + Constitution Modifier) per day. While your in Segunda Etapa,
multiply your Reiatsu Rating by 5.
2 One Hollow Growth Power (May also look at the Arch-Arrancar Abilities Section) or Feat
3 CERO OSCURAS [PRESTIGE]
Immense in power, the Cero Oscuras functions as a basic Cero that has been intensified. The cero oscuras can
be used Once per day per 10 character levels of the Arch-Arrancar. Once per Week, the Arch-Arrancar may
twice Widen the line created by the Cero, but this leaves him fatigued after use. This counts as a Ceroshape.
4 One Hollow Growth Power (May also look at the Arch-Arrancar Abilities Section) or Feat
5 HYPER-EVOLUTION [PRESTIGE]
Creatures of chaos, and change, Arch-Arrancars have the unique ability to instantly evolve and adapt to attack
forms used on them. Whenever an attack form is used on a Arch-Arrancar, with the exception of Slashing,
Piercing or Bludgeoning damage, the Arch-Arrancar can make a Fortitude Save DC (Enemy Hit Dice + Enemy
Constitution Modifier + 20). If they succeed, they become immune to that attack form for one round per point of
Constitution Modifier. This ability may be used 3+Intelligence Modifier times per day.
6 One Hollow Growth Power (May also look at the Arch-Arrancar Abilities Section and Epic Hollow Growth
Powers Section) or Feat
7 OVERWHELMING MALEVOLENT AURA [PRESTIGE]
Anywhere an Arch-Arrancar goes, living energy seems to wither. In a radius of 100 feet around the Arch-
Arrancar, all creatures must make a Fortitude Save DC (20 + One Half the Arch-Arrancar's HD + The Arch-
Arrancar's Charisma Modifier) or take 1 negative level per 10 hit dice of the Arch-Arrancar. This never results in
actual level loss, but persists as long as the creatures are in the aura. Whether or not the save is successful, a
target cannot be effected by the same aura for 24 hours. In addition to the normal effects of level loss, you lose
any feats gained at the lost levels till such time as the negative levels are restored (Leaving the aura). Unlike
Level Loss, you retain all memory. If this level loss would make a creature's level hit 0, the creature must save vs
Massive Damage or be instantly slain, and his soul absorbed into the Arch-Arrancar giving the Arch-Arrancar 5
temporary hit points per hit dice of the victim.
8 One Hollow Growth Power (May also look at the Arch-Arrancar Abilities Section and Epic Hollow Growth
Powers Section) or Feat
9 UNDYING MALEVOLENCE [PRESTIGE]
Nearly a god unto itself, the Arch-Arrancar has perfected it's ability to use it's second release. Double the amount
of time the Arch-Arrancar may use it's second release form.
10 One Hollow Growth Power (May also look at the Arch-Arrancar Abilities Section and Epic Hollow Growth
Powers Section) or Feat
Special: You may take more than 10 levels in this class. Each even level grants you another Hollow Growth
power (Chosen from the normal list, the epic list or the Arch-Arrancar abilities list). Each odd level grants you a
bonus feat.
Arch-Arrancar Abilities
Elemental Immunity: The Arch-Arrancar gains
Reisistance 50 to a natural element (Fire, Ice,
Electricity, Acid, Force, Water or Sonic) If the Arch-
Arrancar already has resistance to the element chosen,
it heals one hit point for every three hit points of
damage from that element that failed to over come the
resitance. If chosen again, this becomes one hit point
per two damage, and if chosen a third (or fourth) time,
it becomes direct healing
Increased Vitality: Choose one of the following effects.
You gain that effect for your character. You may take
this hollow growth power multiple times, if you choose
the same bonus more than once, the effects stack.
Increased Health: If you do not have the
Blooded feat, you gain it's effects. If you do,
add 4 to the hit points you gain per level.
Increased Skill: If you do not have the the
Seasoned feat, you gain it's effects. If you do,
add 4 to the skill bonus you gain.
Increased Power: If you do not have the
Enlightened feat, you gain it's effects. If you do,
add 4 to the ability modifier you gain.
Increased Reactions: Gain a +4 to your Reflex
Skill
Increased Heartiness: Gain a +4 to your
Fortitude Skill
Increased Mind: Gain a +4 to your Willpower
Skill
Increased Flurry: Gain a +4 to your Unarmed
Attack Skill
Increased Attack: Gain a +4 to your Weapon
Attack Skill
Increased Aim: Gain a +4 to your Ranged
Attack Skill
Empower Spell-Like Ability: An Arch-Arrancar can apply
the Empower Spell feat to one of its spell-like abilities
that it can use twice per day. If the Arch-Arrancar has
limited use of the spell-like ability, the empowered
ability uses up two uses of the ability. If the Arch-
Arrancar can use the ability at will, there is no cost for
empowering the ability. The Arch-Arrancar does not
need to specify a spell-like ability when it chooses this
feat; it can apply the feat to any spell-like ability it
possesses.
Maximize Spell-Like Ability: The Arch-Arrancar can
apply the Maximize Spell feat to one of its spell-like
abilities that it can use three times per day. If the Arch-
Arrancar has limited use of the spell-like ability, the
maximized ability uses up three uses of the ability. If
the Arch-Arrancar can use the ability at will, there is no
cost for maximizing the ability. The Arch-Arrancar does
not need to specify a spell-like ability when it chooses
this feat; it can apply the feat to any spell-like ability it
possesses.
Supernatural Transmogrification: Choose one Spell-
Like ability you possess. This ability becomes a
Supernatural ability and is usable at will every 1d4+1
rounds. You may no longer effect this ability with the
Hollow Growth Powers Maximize Spell-Like Ability or
Empower Spell-Like Ability
Ability Enhancement: Choose one of your Statistics. It
gains a bonus equal to one half the number of Hollow
Growth Powers you have. This ability can only be
chosen once per Statistic (IE only once for Strength,
once for Dexterity, etc) and once chosen, the bonus
increases by 1 per 2 Hollow Growth Powers.
Kaiju Class Hollow
Some hollows are forced to manifest evolutionary
stages. When a high level normal hollow eats a being
of Captain-like reiatsu, they are forced through
evolutionary stages to reach what some consider one
of the pinnacles of hollow power.
Prerequisites: 21st+ level. Size increased to colossal
Feats: Hallow growth ability: cero, Consumption,
Devour, Regeneration, High Speed Regeneration
Special: Exclusive of the Arrancar and/or the Cazador
Feat trees
1- CERO DORAI[PRESTIGE]
Benefit: You gain a mini-cero that begins dealing 2d6
damage. Your mini-cero gets more powerful as
your Reiatsu grows stronger. Each time you gain an
additional attack from your Ranged attack skill ranks,
your mini-cero damage increases by +2d6. Cero Dorai
has a range of 200' and uses your Ranged Attack skill,
however you may use your Str mod instead of your
Wis mod.
2- HIERRO [PRESTIGE]
Benefit: The Kaiju adds her Constitution bonus (if any)
to her AC as a natural armor bonus.
3- TRUE HIGH SPEED REGENERATION
Benefit: Your regeneration becomes equal to your
character level.
4- One Hollow Growth Power
5- CERO LLUVIA [PRESTIGE]
Benefit: Once plus your dex modifier times per day you may as a full round action use Cero Dorai against all
enemies within 60' Instead of scoring one hit if the attack is successful, the attacker scores hits (minimum of one,
maximum of five) equal to the difference between his or her final to hit roll (including all modifiers) and the
targets defense roll/or AC (including all modifiers) divided by five, rounded down. For example, if a character
(with a final hit roll result of 27) attempts to hit a target who rolls a final defense value of 16, he or she would
score 2 hits (27 - 16 = 11; 11 5 = 2.2; round down to 2). Each hit delivers separate damage (Damage
Reduction applies to each hit). Bonuses from critical hit multipliers sneak attacks and the like are only applied to
the first hit all others only inflict the normal damage of the Cero Dorai.
The Hidecarved
Prerequisites:
Natural Armor 20+
Will save +12
Iron Will
Hollow Growth Power [Energy Resistance]
Hollow Growth Power [Regeneration]
Hollow Growth Power [High Speed Regeneration]
1 IMPROVED RESISTANCES [PRESTIGE]
Add the number of feats you have from this tree to your Natural Armor and your Damage Reduction.
2 IMPROVED IMMUNITIES [PRESTIGE]
You gain a bonus to your existing energy resistance of +5 per feat in this tree. You also gain a second set of
resistances equal to 5 per feat in this tree as long as it does not overcome your regeneration. If you have all five
feats in this tree, you gain a third resistance at 5 per feat in this tree as long as it does not overcome your
regeneration.
3 IMPROVED REGENERATION
Choose one of the energy types that overcomes your regeneration. That type no longer overcomes your
regeneration. You do not gain regeneration for having this feat. Also add the number of feats you have in this
tree to the number you regenerate each turn.
4 ENERGY IMMUNITY
Choose one element you currently have a resistance to. This resistance increases to 50 if it is not already higher
than this. If it is equal to or higher than this, increase it by an additional 10.
5 SUPRESS WEAKNESS [PRESTIGE]
You only take three-quarters the damage from the energy type that overcomes your regeneration. In addition you
do not die at -1/2 your hit points. You die at negative your maximum hit points.
Squad Zero Member
The Royal Guard is a special organization that
performs services for the Royal family. It has a
considerable amount of fighting, organizational,
and executive power compared to other
organizations.
They are also charged with slaying Menos Grande,
though the circumstances under which they do so
are unknown.
Serving the royal family being the primary purpose
of the Royal Guard, they don't interfere in Gotei
13's affairs and defense of Soul Society, as seen
with major threats like Aizen and his Arrancar. They
are known to do whatever is required by order of
the Spirit King.
The Royal Guards authority supersedes the authority of all within Soul Society.
Outwardly they appear in all instances to be a Shinigami, but all wear captains jackets with the standard symbol
for their squad on the back. Each has reached the pinnacle of power for their Zanpakutou, and some rumor that
there is even a further stage beyond Bankai that is practiced by the Squad Zero members. Only those that are
truly of epic proportions are even brought into this squad however, and as such, nearly nothing is known about
them, and even saying that someone was promoted TO the squad is a crime. No one is publicly promoted to the
Zero Squad, they just retire from Shinigami life.
Prerequisites
Perfect Bankai
Weapon Attack 24+ Ranks
Reiatsu 2,000+
Special: By entering this class you become an Ouken, a Spirit Key that can enter or will the entrance to the
Spirit Palace.
1 MURIKAI (IMPOSSIBLE RELEASE) [PRESTIGE]
Your Bankai has been reformed and enhanced to incredible levels by just being in the presence of the Spirit
King. For one round per (Character Level + Constitution Score) per day, you may push your already released
Bankai into this ultimate Murikai. You cannot release Murikai from base form or Shikai. Releasing Murikai is a full
round action. To create a Murikai, you gain choices equal to three times your original shikai's and double your
bankai choices. You then gain one Murikai choice and one additional Murikai choice per 10 character levels.
While you have Murikai active, multiply your Reiatsu Rating by 7.
2 SUMMON DIVINITY [PRESTIGE]
You summon a sliver of the Spirit King's divine power. Once Per day per ten character levels, you may place
yourself into a state of divine rapture. You gain a +6 bonus to all physical statistics, a +5 Divine Bonus to your
Defense and Defense Skills (This does not give the bonus twice through the Reflex Save Skill), Damage
Reduction +10/-. While in this state you are immune to binding kido, and kido that induces starvation or
dehydration. You are also immune to damage that is not dealt in dice (IE if a kido says it deals a certain
percentage of your HP, you are immune) and the Auto-Reincarnating special ability. This lasts for 3 + Wisdom
Modifier in rounds.
3 GREATER MURIKAI [PRESTIGE]
You're power over the nearly incomprehensible power of the Murikai grows stronger. Double the length of time
you can release this form. Also, your own power has grown as well. Gain up to one additional attack if your ranks
in Weapon Attack are greater than 20.
4 SUMMON GREATER DIVINITY [PRESTIGE]
You are more used to channeling the divinity of the Spirit King through your body. Reduce by one step the level
of tiredness you feel after using the Summon Divinity feature (Exhausted becomes Fatigued, Unconscious
becomes Exhausted and if you have used all three, you are unconscious.)
5 PERFECT MURIKAI [PRESTIGE]
You have mastered the power granted to you by the Spirit King. Triple the length of time you can release your
Murikai form, and gain up to one additional attack when your ranks in Weapon Attack are greater than 25, or up
to two additional attacks when your ranks in Weapon Attack are greater than 30.
Murikai Abilities
Auto-Reincarnating: Any creature struck in combat by
this weapon must succeed at a Fortitude save (DC 12
+ User's Level) or be destroyed as if by the disintegrate
spell. On a failed save, the target takes 1d6 damage
per the user's character level, if this results in death,
the creature is disintegrated. Hollows killed in this way
are brought to the Soul Society or Jigoku as normal
and the Reincarnation cycle is not interrupted by any
means. Spells that return life to a target cannot be used
short of an effect resembling True Resurrection or
Wish. If he wills it, the Spirit King may return a creature
that was the victim of this power to life.
Bashing: A Bashing weapon automatically attempts to
bull rush a target on each successful attack. When Bull
rushing in this manner you make the opposed strength
check using your Weapon Attack Skill Ranks as the
strength bonus. If you win the opposed strength bonus,
you push the target back 2 feet per point by which you
won the challenge (IE if you won by 15 points, you
would push the target 30 feet.) IF the target strikes
anything on the way, they take damage as if they fell
the distance.
Belief: This weapon is aligned to one part of your moral
compass (Choose one of the following per placement
of this enchantment: Good, Evil, Lawful, Chaotic) and
thus bypasses the corresponding damage reduction.
When a weapon of belief strikes an opposed alignment
target (Lawful opposes Chaotic, Good opposes Evil),
this power deals +3d6 points of bonus aligned damage
to the target, and the target gains one negative level
(Fortitude DC 23 to remove 24 hours later). On a
successful critical hit it instead deals +6d6 points of
aligned damage and bestows two negative levels (or
+9d6 and three negative levels if the critical multiplier is
3, or +12d6 and four negative levels if the critical
multiplier is 4). The weapon bestows three negative
levels on any opposed aligned creature attempting to
wield it. These negative levels remain as long as the
weapon is in hand and disappear when the weapon is
no longer wielded. These negative levels never result
in actual level loss, but they cannot be overcome in any
way (including restoration spells) while the weapon is
wielded. Bows, crossbows, and slings with this special
ability bestow the power upon their ammunition.
Critical Blast: On command, an critical blast weapon is
sheathed in elemental power (choose from the
following each time this is placed, Fire, Ice, Acid,
Electricity, Sonic, Force, Water) (though this deals no
damage to the wielder). On any hit, this power washes
over the creature struck, dealing +3d6 points of bonus
elemental damage. On a successful critical hit it
instead deals +6d6 points of elemental damage (or
+9d6 if the critical multiplier is 3, or +12d6 if the
critical multiplier is 4). Bows, crossbows, and slings
with this special ability bestow the bonus elemental
damage upon their ammunition.
Distant Shot: A distant shot weapon can be used
against any target within line of sight at no penalty for
range.
Dread: A dread weapon excels at attacking one type of
creature. Against its designated foe, its effective
enhancement bonus is +4 better than its normal
enhancement bonus. Further, it deals +4d6 points of
bonus damage against the foe, and if it scores a
successful critical hit against the foe, that creature must
make a Fortitude save (DC 27) or be destroyed
instantly and turned to dust. (This even affects
creatures immune to critical hits or death magic.). You
must choose your Dread Target from the following List
(Shinigami, Human, Hollow, Quincy, Bounto) You may
instead choose an origination or type of character (for
example, you may choose The Kido Corp, or The
Punishment Force as a Dread Target, but not all Kido
Wielders as this is too broad)
Everdancing: An everdancing weapon is much like a
dancing weapon, though it can be loosed with a free
action and will fight as long as desired. It can move up
to 60 feet away from its owner. Its owner can instruct it
to move to a different target as a move-equivalent
action. If its owner is rendered unconscious or
otherwise unable to direct it, it will fight the same
opponent as long as that opponent is conscious and
within range. The owner of an everdancing weapon can
grasp it again as a free action (assuming it is within
reach).
Flaying: A Flaying weapon has it's Critical Range
doubled. This stacks with Keen (IE if had a Weapon
with a 20 crit, with Keen, that would make it 19-20, a
Flaying weapon would make it 17-20.) and it's critical
modifier increases by 1. (x2 becomes x3, x3 becomes
x4 etc)
Souldrinking: A souldrinking weapon is a terror to
behold. Each successful attack forces a Fortitude Save
(DC 21) or it steals a level from it's target. This type of
level loss can result in permanent level loss. Once per
day, a Souldrinking weapon can confer onto it's wielder
a number of levels up to a maximum of it's
enchantment bonus. These are not actual levels, but
grant a bonus equal to the granted levels to all d20
rolls, and temporary hit points equal to your (Level x
Constitution Modifier). Temporary hit points are lost
first. The bonuses granted by this enhancement last for
one minute per point of enchantment bonus on the
weapon and you cannot grant yourself levels if you
have not drained the same amount of levels before this
point. Levels stored within the sword last for one week
before they are lost if they are not used.
Unerring Accuracy: Ranged attacks made with this
weapon negate the AC bonus granted by any cover
short of total cover. The weapons ranged attacks also
ignore any miss chance from concealment (including
total concealment, but the wielder must still aim his or
her attacks at the correct square).
Master of the Four Ways
Your understanding of the four styles of shimigami combat has been taken to new levels through trail and error
and most of all years of practice but you have started to realize that each style of combat is incomplete sure
some maybe better in one area then you but you don't rely on only one trick you have many up your sleeve,
unfortunately your biggest problem you usually dont get to use even half you know before you opponent falls
Prerequisites
Spellcaster, Hakudo Adept, Kido Artist, Zanjutsu Master, Supersonic Strike, Zantetsuken, Bankai
Flash Step 24+ ranks
Jikojitsugen 5+ levels
Character Level 21+
1 YAIBA-TE (Sword Hand) [PRESTIGE]
For one round per (Character Level + Constitution Score) per day, you may push your self to the Yaiba-te state.
While in Yaiba-te you may treat any feats that effect your zanpakutou or unarmed strike as effecting both and
use which ever attack roll is higher.
i.e. SUPERSONIC STRIKE would read as
Prerequisites: Unarmed Strike 4+ Ranks, Flash Step 6+ Ranks
Benefit: As your strikes get faster, your impact damage grows. Each time you gain an additional attack from your
unarmed attack skill ranks, your unarmed AND ZANPAKUTOU damage increases by +1d6.
2 Bonus Feat
3 KIDO SHIELD - [PRESTIGE]
When using Flash-steps you may spend up to 10 x Str mod Reiatsu; each incriment gives you a +2 deflection
bonus to AC and anyone who hits you before your next turn takes 2d6 damage per 10 reiatsu spent.
4 Bonus Feat
5 GREATER YAIBA-TE [PRESTIGE]
You're power over the nearly incomprehensible power of the Yaiba-te grows stronger. You may now enter Yaiba-
te twice per day. Each use lasts (Character Level + Constitution Score) rounds
6 Bonus Feat
7 HANKI [PRESTIGE]
Benefit: This technique nullifies an opponent's supernatural (Kido, Cero, Elemental Release damage...) attack
by hitting them with a perfectly opposite surge of energy. The Master of the Four Ways must spend 10 Reiatsu
per d6 of damage or per 10 reiatsu spent he wants to fend off. He must guess the correct amount, or can make a
Spellcraft check (DC 10+ 1 per 10 needed Reiatsu). If his bid is superior to the attacker's damage dice or spent
reiatsu, he has successfully nullified the attack. This is a supernatural ability.
Special: If the Character already has this feat they instead may pay 10 Reiatsu per 2d6 damage or 20 Reiatsu
instead of the normal.
8 Bonus Feat
9 PERFECT YAIBA-TE [PRESTIGE]
Youre power over the nearly incomprehensible power of the Yaiba-te grows stronger. You may now enter Yaiba-
te three times per day. Each use lasts (Character Level + Constitution Score) rounds
10 Bonus Feat.
Shinagami Acendent
Prerequisites
Feats: Sword Frenzy, Sacrifice Release
1 JINZEN PREPERATION [PRESTIGE]
Benefit: You no longer have a reiatsu score and loose access to any ability you have that requires a reiatsu
score however you are now immune to being detected by your reiatsu and all your stats gain a plus 10 luck
bonus. You also gain a +5 luck bonus to all base skills and damage rolls.
2 Bonus Feat
3 SECRET TECNIQUE [PRESTIGE]
Benefit: Your Sacrifice release Zanpakutou also gains your bankai releases abilities (that it can have if both
your shikai and bankai have the same ability that can not be taken more then once this release only gets it once
and stack-able abilities are still restricted to once per two levels even if the original was once per three levels).
4 Bonus Feat
5- JINZEN TRAINING [PRESTIGE]
Benefits: Your Zanpakutou deals 1[BW] additional damage. And you may use the final attack ability
Final Attack: The Shinigami enters his sword frenzy and during this turn you must use your Sacrifice Release
usually meant as an absolute last resort, this ability allows a shinigami to choose one attack their Zanpakutou
can use (be it a standard physical attack, a projectile attack, a kidou 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
(regardless of the normal activation time of the ability used). After using it the Shinigami immediately begins
losing levels. The first is lost when using Final Attack. After that they are lost at a rate of one level per three days.
Once you reach a number
of negative levels equal to
your old level, retrain
yourself as a level one
character (You cannot
choose Shinigami or
Spiritually Aware). The
Shinigami may revitalize
their powers by training
with a Fullbringer, thus
gaining the Fullbringer feat
and then retraining the
Fullbringer Feat for the
Shinigami feat at a later
time. From then on they
may choose feats as
normal.
Kaiser Human
Prerequisites: Superhuman, Unarmed Strike 24+ Ranks, Evolution,
Hyper-Evolution, Superhuman Threshold taken four times.
1 KAISER EVOULTION [PRESTIGE]
Take one of your evolutions. Add 1 Shikai Choice per 3 levels you have
attained and add one Bankai choice. You gain Shikai choices normally,
and gain Bankai choices every 3 levels after you gain a Kaiser
Evolution. While your Kaiser Evolution is active, multiply your Reiatsu
by 5.
2 KAISER BODY PERFECTION
You gain the ability to use your skills as a Shinigami or Hollow would.
You may phase through objects, stand on air, and fly at your land speed
with a poor maneuverability.
3 EVOLUTIONARY POWER I [PRESTIGE]
Once per day per point of spell score modifier, you may empower
someone else's attack or your own by making a ranged touch attack on
that person. The attack's damage is immediately multiplied by 1.5. Also,
Once per day per point of spell score modifier, you may maximize
someone else's attack or your own by making a ranged touch attack on
that person. You may not use both of these together at any time.
4 EVOLUTIONARY POWER II [PRESTIGE]
Once per day per point of spell score modifier, you may quicken
someone's metabolism or your own by touch. You grant the target Fast
Healing equal to your level for one round per character level. Also,
Once per day per point of spell score, you may remove a disease,
condition or single ability's damage. You can use both of these abilities at the same time.
5 EVOLUTIONARY PERFECTION
Your flight speed becomes three times your land speed, your manuverability becomes perfect, and you can
make one of your Kaiser Evolutions into a Perfect Kaiser Evolution. This doubles your Bankai Choices up till this
point. While your Perfect Kaiser Evolution is active, multiply your Reiatsu by 7.
Everyman's Hero
Prerequisites:
50% Fullbring, 100% Fullbring, Swift Fullbring, Powerful Fullbring at least once
Relevant Attack Skill 24+
1 110% FULLBRING [PRESTIGE]
You gain an even more powerful Fullbring and may release it for one minute per character level per day. You may not take
any ability more times than your level. Creating your fullbring is just like creating any other with the following additions to
the list. You have three times your spellscore to create this fullbring. You cannot take any option more times than your
level.
Additional Abilities
Epic Ability Point Cost
2 EVERYMAN'S ARMOR [PRESTIGE]
You gain a +10 Bonus versus polymorphing and petrification. You gain a +10 bonus to
saves versus ability drain, ability damage, energy drain, and death from massive damage.
If they do not offer a saving throw you get a fortitude save anyway at a DC of (15 +
Character Level + Constitution Modifier) to which you apply your +10 bonus. You gain a
+10 bonus versus mind affecting effects.
3 125% FULLBRING [PRESTIGE]
Your 110% Fullbring lasts two minutes per level per day instead of one minute per level
per day.
Bashing 6 points
Belief 8 points
Critical Blast 6 points
Distant Shot 6 points
Dread 7 points
Everdancing 7 points
Flaying 8 points
Souldrinking 9 points
Unerring Accuracy 6 points
4 EVERYMAN'S CLOAK [PRESTIGE]
You gain fire and cold resistance 20 and gain true seeing at will, along with Blind sight out to 25ft per level. You also gain
the ability to telepathically communicate with any creature that has a language within 50 feet per level of you.
5 150% FULLBRING [PRESTIGE]
You gain more points for your 110% Fullbring. You gain points towards this fullbring equal to your level. You still cannot
take abilities more times than your level.
6 EVERYMAN'S HALO [PRESTIGE]
You gain Fast Healing equal to your level, and a halo above your head to signify this. This Halo can be sundered by
others, or removed by you. If removed you gain no fast healing as long as it is removed. If sundered or stolen, the Fast
Healing is negated for 1 minute after which the Halo returns.
7 175% FULLBRING [PRESTIGE]
Your power of your Fullbring has grown. You can release your 110% Fullbring for three minutes per level per day.
8 EVERYMAN'S BOOTS [PRESTIGE]
You gain a divine bonus to your landspeed equal to ten times one quarter of your level.
9 200% FULLBRING [PRESTIGE]
Your 110% Fullbring has reached it's maximum potential. You may add abilities to your Fullbring equal to 1.20x Level (IE If
you are level 30, you can have an ability taken 36 times on your 110% Fullbring.)
10 EVERYMAN'S PERFECTION [PRESTIGE]
You gain a +10 bonus on all Fortitude, Reflex and Will saves. This overlaps and does not stack with the bonuses granted
by Everyman's Armor. You gain Fast Healing equal to one and a half times your level which is attached to your
Everyman's Halo and overlaps, does not stack, with your existing fast healing. Your Land speed increases by ten times
one fifth your level which overlaps Everyman's Boots. Lastly, your ability to telepathically communicate knows no
boundaries and you can telepathically communicate with any being you can perceive in any way (Including sensing via
the sense motive skill).
Epic Fullbring Abilities
Bashing: A Bashing weapon automatically attempts to bull rush a target on each successful attack. When Bull
rushing in this manner you make the opposed strength check using your Weapon Attack Skill Ranks as the
strength bonus. If you win the opposed strength bonus, you push the target back 2 feet per point by which you
won the challenge (IE if you won by 15 points, you would push the target 30 feet.) IF the target strikes anything
on the way, they take damage as if they fell the distance.
Belief: This weapon is aligned to one part of your moral compass (Choose one of the following per placement of
this enchantment: Good, Evil, Lawful, Chaotic). When a weapon of belief strikes an opposed allied target (Lawful
opposes Chaotic, Good opposes Evil), this power deals +3d6 points of bonus aligned damage to the target, and
the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it
instead deals +6d6 points of aligned damage and bestows two negative levels (or +9d6 and three negative
levels if the critical multiplier is 3, or +12d6 and four negative levels if the critical multiplier is 4). The weapon
bestows three negative levels on any opposed aligned creature attempting to wield it. These negative levels
remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative
levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells)
while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the power upon their
ammunition.
Critical Blast: On command, an critical blast weapon is sheathed in elemental power (choose from the following
each time this is placed, Fire, Ice, Acid, Electricity, Sonic) (though this deals no damage to the wielder). On any
hit, this power washes over the creature struck, dealing +3d6 points of bonus elemental damage. On a
successful critical hit it instead deals +6d6 points of elemental damage (or +9d6 if the critical multiplier is 3, or
+12d6 if the critical multiplier is 4). Bows, crossbows, and slings with this special ability bestow the bonus
elemental damage upon their ammunition.
Distant Shot: A distant shot weapon can be used against any target within line of sight at no penalty for range.
Dread: A dread weapon excels at attacking one type of creature. Against its designated foe, its effective
enhancement bonus is +4 better than its normal enhancement bonus. Further, it deals +4d6 points of bonus
damage against the foe, and if it scores a successful critical hit against the foe, that creature must make a
Fortitude save (DC 27) or be destroyed instantly and turned to dust. (This even affects creatures immune to
critical hits or death magic.). You must choose your Dread Target from the following List (Shinigami, Human,
Hollow, Quincy, Bounto) You may instead choose an origination or type of character (for example, you may
choose The Kido Corp, or Divine Casters as a Dread Target, but not all Kido Wielders as this is too broad)
Everdancing: An everdancing weapon is much like a dancing weapon, though it can be loosed with a free action
and will fight as long as desired. It can move up to 60 feet away from its owner. Its owner can instruct it to move
to a different target as a move-equivalent action. If its owner is rendered unconscious or otherwise unable to
direct it, it will fight the same opponent as long as that opponent is conscious and within range. The owner of an
everdancing weapon can grasp it again as a free action (assuming it is within reach).
Flaying: A Flaying weapon has it's Critical Range doubled once again beyond Keen (IE if had a Weapon with a
20 crit, with Keen, that would make it 19-20, a Flaying weapon would make it 17-20.) and it's critical modifier
increases by 1. (x2 becomes x3, x3 becomes x4 etc)
Souldrinking: A souldrinking weapon is a terror to behold. Each successful attack forces a Fortitude Save (DC
21) or it steals a level from it's target. This type of level loss can result in permanent level loss. Once per day, a
Souldrinking weapon can confer onto it's wielder a number of levels up to a maximum of it's enchantment bonus.
These are not actual levels, but grant a bonus equal to the granted levels to all d20 rolls, and temporary hit
points equal to your (Level x Constitution Modifier). Temporary hit points are lost first. The bonuses granted by
this enhancement last for one minute per point of enchantment bonus on the weapon and you cannot grant
yourself levels if you have not drained the same amount of levels before this point. Levels stored within the
sword last for one week before they are lost if they are not used.
Unerring Accuracy: Ranged attacks made with this weapon negate the AC bonus granted by any cover short of
total cover. The weapons ranged attacks also ignore any miss chance from concealment (including total
concealment, but the wielder must still aim his or her attacks at the correct square).
Epic Size
SIZE MATTERS
At Epic levels, there are larger creatures than colossal. The following few pages expand upon the existing rules
for size and strength, accommodating creatures of any size.
Beyond Colossal
Epic characters and immortals can face threats from adversaries of incredible size, far in excess of colossal
parameters, such as epic macrobes and super-celestials, among others. Therefore a method was needed to
allow for creatures of any potential size. Since merely continuing the core progression indefinitely would
eventually mean running out of adjectives, a scale was determined which loops the sizes continually back on
themselves every thousandfold size increase (every +10 size categories). In addition the size category formerly
known as Colossal+ has been changed to Titanic.
Therefore, after the standard scale encompassing the first ten size categories (Fine to Titanic), we have the
macro scale adding another ten size categories (Macro-Fine to Macro-Titanic), after that the mega scale and so
on and so forth.
Table: Expanded Scale lists ten potential scaling systems for the sake of completeness, even though its highly
unlikely most will see actual use, better to have it and not need it, than need it and not have it.
Table: Expanded Scale
Scale Example Scale Example
Standard Humanoid Peta Nebula
Macro Mountain Exa Quasar
Mega Planet Zeta Galaxy
Giga Star Yotta Supercluster
Tera Solar System Xona Universe
MICRO SCALE?
While the above scaling system could theoretically be used in reverse to create a micro scale, such a thing
would require a more serious revision of physical ability scores within the rules.
Table: Increased Sizes
Size
Category
Size
1
Modifier
Grapple
2
Modifier
Hide
3
Modifier
Height or
Length
4
Weight
5
Space
6
Natural
Reach
6
(Tall)
Natural
Reach
6
(Long)
Titanic -16 +20 -20 128ft 256ft 1-8 KT 40ft 40ft 30ft
Macro-Fine -32 +24 -24 256ft 512ft 8-64 KT 50ft 50ft 40ft
+1 Size
-double
previous
+4 -4 Double previous Multiply by 8
+20ft +10ft
per three
size
categories
+20ft +10ft
per three
size
categories
+20ft +10ft
per three
size
categories
1. A creature's size modifier is applied to it's attack bonus and Armor Class.
2. See the Grapple special attack.
3. See the Hide skill.
4. Biped's height, quadruped's body length (nose to base of tail)
5. Assumes that the creature is roughly as dense as a regular animal. A creature made of stone will weigh considerably more. A
gaseous creature will weigh much less.
6. These values are typical for creatures of the indicated size. Some exceptions exist.
EXPANDED SIZE
Approx. Weight: A creatures weight increases eightfold for each additional size category.
KT. refers to short kilotons (1 short kiloton = 1,000 short tons).
MT. refers to short megatons (1 short megaton = 1,000 short kilotons).
GT. refers to short gigatons (1 short gigaton = 1,000 short megatons).
TT. refers to short teratons (1 short teraton = 1,000 short gigatons).
Table: Size Category Changes
Old Size
1
New Size Str Dex Con Natural Armor AC/Attack
Colossal Titanic +10 Same +4 +6 -8
Titanic Macro-Fine +10 Same +4 +7 -16
Macro-Fine
+1 Size
Category
+10 Same +4
Add an additional +1
per size category
increase
-Double
Previous
1. Repeat the adjustment if the creature moves up more than one size.
VIRTUAL SIZE CATEGORIES
Each permanent increase of +15 strength mimics the next largest size category. Therefore for every 15 points of
strength beyond the average score for that size, the creature gains a Virtual Size Category.
The mechanical benefits of Virtual Size Categories are that damage bonuses will not totally eclipse the base
damage that threaten to make the rolling the dice almost obsolete.
GAINED
Dexterity (Cannot be lowered below 10) and Constitution Modifiers (see Table: Size Category Changes).
Natural Armor Bonus (see Table: Size Category Changes).
Carrying Capacity Modifier (x2 for +1 Size Category, x4 for +2 Size Categories, x8 for +3 size Categories, etc)
Increased Proficiency with Improvised Weapons.
eg. A Medium-sized creature with an inherent Strength of 40 would gain +2 Virtual Size Categories and would
count as 8 strength higher for lifting heavy improvised weapons.
NOT GAINED
AC/Attack Modifier (see Table: Increased Sizes)
Grapple Modifier (see Table: Increased Sizes)
Hide Modifier (see Table: Increased Sizes)
eg. A Medium-sized creature with an inherent Strength of 40 would gain +2 Virtual Size Categories, bestowing a
Dexterity penalty of -4, a Constitution Bonus of +8, and a Natural Armor Bonus of +5 and x4 Carrying Capacity.
Its natural attacks would deal base damage equivalent to a Huge-sized creature. It can also wield manufactured
weaponry made of materials fully 64 as dense as it could otherwise use.
Table: Virtual Size Categories shows at what strength score Virtual Size Categories are gained for each size.
eg. A Mega-Fine-sized creature with Strength 347 would gain +11 Virtual Size Categories.
Table: Virtual Size Categories
Size Average
Strength
Virtual Size Categories by Strength
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12
Fine 1 16 31 46 61 76 91 106 121 136 151 166 181
Diminutive 1 16 31 46 61 76 91 106 121 136 151 166 181
Tiny 2 17 32 47 62 77 92 107 122 137 152 167 182
Small 6 21 36 51 66 81 96 111 126 141 156 171 186
Medium 10 25 40 55 70 85 100 115 130 145 160 175 190
Large 20 35 50 65 80 95 110 125 140 155 170 185 200
Huge 30 45 60 75 90 105 120 135 150 165 180 195 210
Gargantuan 40 55 70 85 100 115 130 145 160 175 190 205 220
Colossal 50 65 80 95 110 125 140 155 170 185 200 215 230
Titanic 60 75 90 105 120 135 150 165 180 195 210 225 240
Macro-Fine 70 85 100 115 130 145 160 175 190 205 220 235 250
Macro-Diminutive 80 95 110 125 140 155 170 185 200 215 230 245 260
Macro-Tiny 90 105 120 135 150 165 180 195 210 225 240 255 270
Macro-Small 100 115 130 145 160 175 190 205 220 235 250 265 280
+1 Size Category +10 +10 +10 +10 +10 +10 +10 +10 +10 +10 +10 +10 +10
Virtual Size Categories and Temporary Strength Changes
If you have a temporary strength change (Such as from Rage or Ressurrecion), You gain virtual size categories if
the strength gain would place you in the next virtual size category. The only difference with this is that you do not
gain any Dexterity or Constitution modifiers from such a change.
eg. An Arrancar with an inherent 40 strength resurrects and gains 16 strength, granting it a 56 strength. It would
gain +1 Virtual Size Category. It would gain +1 Natural Armor, an additional multiplier for carrying capacity, and
the strength needed to lift heavy improvised weapons would be reduced by 4.
Table: Increased Damage By Size
Old Damage (Each)
1
New Damage
4d6 4d8
4d8 8d6
8d6 8d8
8d8 10d10*
10d10 15d10
15d10 20d10
20d10 30d10
30d10 40d10
40d10 60d10
60d10 80d10
80d10 120d10
120d10 160d10
160d10 240d10
240d10 320d10
*Above 8d8 damage switches to d10s for simplicity in calculating really high numbers.
1. Repeat the adjustment if the creature moves up more than one size category.
Credits
Tite Kubo: Writer and Illustrator of the Bleach Manga
Dire Reverend: Creator of Bleach d20 Classed system 2.0. We borrowed some elements from him as well.
Draxredd: This is the guy that created the original Classless Bleach d20 system
Dionon: This is Me, I created all the content within this booklet that is not copyrighted already or wasn't created
by someone else. Feel free to use it as you see fit, as long as I get credit for it.
Jusditz and Jeroitz: Two people who have a talent for finding the loopholes in systems and have been
invaluable in helping me root out the ones in this game system that even my discerning eye missed. They have
also been invaluable in editing this project and correcting the many mistakes I made along the way.
Giants in the Playground and Gleemax community: For constantly inspiring me to create d20 stuff.
Wikipedia contributors (GNU Free documentation license)
The Hypertext D20 SRD (Open Gaming License)
Peter Kisner for the classless d20 inspiration
Deviantart: For having such a great selection of pictures to use.

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