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Character Creation

Character Creation
Whenever you create a character using the Bleach D20 system, there are a few
ideas to keep in mind. This section will run through the things that may create
issues with those unfamiliar to the system.

Feats
As with most other d20 systems, you gain a feat at character creation in the Bleach
D20 system. If you are playing a human character, you gain an extra feat at first
level. These feats may be taken from any D20 source, including the Bleach D20,
D20 modern, or 3.5e Player's Handbook. If a feat appears in the Bleach D20
Sourcebook and among other sources, the version of the feat in this Sourcebook
takes precedence. If a feat has a Prerequisite, you must meet the prerequisite in
order to take it. Any feat with a Prerequisite of "1st level only" can only be taken at
character creation as the character's first level feat.

Skills
Each class has a number of skills that are treated as class skills. These skills may
have a maximum number of ranks equal to your current character level +3. Skills
that are not class skills have a maximum of half that. Class skills cost one skill point
per rank, non-class skills cost one skill point per 1/2 rank, making a single rank in a
cross class skill cost two skill points. Skills labeled as "Trained Only" are skills that
you must have at least one rank in to use.
In the Bleach D20 system, you may choose your class skills. Each class gives a
certain number of skills you may pick, with some classes granting an extra skill or
restricting which skills may be chosen. In the case of classes that say "…plus
Craft…", for example, you pick the other skills you want and get Craft as a class
skill for free. Also, when choosing skills, keep in mind that Bleach D20 contains new
skills and new uses for existing skills.

Saves
Saves are what makes you harder to affect with certain types of attacks. Fortitude
represents your ability to resist poison and massive damage. Will is your ability to
keep from being influenced by mental attacks. Reflex manifests as being able to
dodge techniques and get out of the way.
At character creation, you choose one of these saves as your "Good Save" and the
other two become your "Bad Save". In this way, you choose whether your
character can dodge attacks, resist mental invasions, or fight off the effects of
poison and illnesses. Your Good Save uses the value in that column of your chosen
class, and the other two use the value in the Bad Save column.

Class abilities
Each class will have certain abilities that influence how that class grows. The
Shinigami classes govern the growth of the Zanpakutou and the Shinigami
themselves, the Quincy class helps the Quincy become an expert archer with
special bow-related abilities, the Fullbringer class changes the human into a force
on par with spiritual entities, the Hollow class focuses the hollow into an
unstoppable machine of death, and so on.
When each class lists an ability, the description of that ability will be found under
the "Class Features" section for that class. If the listed ability is "Bonus Feat", then
you instead choose a feat to benefit from.

Defense Bonus
Each class has a defense bonus, which represents how that character has gotten
better and better at avoiding attacks. A character's bonus is drawn from his level in
his chosen class- a 6th level expert shinigami, for example, would have a defense
bonus of +6 from his class. Each level's defense bonus replaces that of the
perceeding level, much like Base Attack Bonus.
The defense bonus at each level is applied as an untyped bonus to AC, which is lost
if a character is flat-footed. If you would not lose your Dexterity bonus to AC while
flat-footed, you do not lose your defense bonus to AC while flat-footed.

Reiatsu Atribute
All characters in bleach D20 have spiritual power - or Reiatsu - that is used to
power their abilities and helps to determine their SEP totals. At character creation,
choose Intelligence, Wisdom, or Charisma to be the characters Reiatsu attribute.
Once this choice is made, it cannot be changed except with the Alternate Demon
Path Feat.
The Reiatsu attribute is mostly used to determine save DC of abilities that use
Spiritual Power, though it is used for several other purposes as well.

Prestige Classes
Prestige Classes in the Bleach D20 system function more like templates that grow
more powerful in time. When taking a Prestige Class, you continue to progress in
the base class every time you gain a level, so a Shinigami character that use his or
her 13th level to gain their first Vizard level, for instance, becomes a 13th level
Shinigami/1st level Vizard, rather than a 12th level Shinigami/1st level Vizard.

Multiclassing
There is only one way to multiclass in Bleach D20: into it. Augmented Shinigami
and Hollows are those that began as non-Bleach D20 characters that died and
joined the system. They retain their old class levels, abilities, and feats, but then
begin to progress in either a Shinigami class or a Hollow class. Characters who are
not Augmented Shinigami or Augmented Hollows may not multiclass; they are
limited to one base class.

Alternate Class Features


Sometimes, a Shinigami isn't great at using Kido or Shunpo. Alternate Class
Features change the way your character progresses. Note that these features aren't
classes; instead, they replace the progression of your base class. As such, when
you gain a level in your base class, you do not gain a level in the alternate class
feature.

Spiritual Energy Points


Throughout this Sourcebook, you will see references to SEP. This refers to Spiritual
Energy Points. SEP are spent to use Kido, Cero, and other abilities. Each character,
however, gains SEP differently.
At character creation, roll 1d8. The result determines your base SEP for each level.
See Chapter 9: Spiritual Energy and Kido System for more information.
To restore SEP, a character must have had a full nights rest (8 hours), after which
his SEP are fully restored.

Races And Subtypes


Spiritual Subtypes
In a Bleach D20 game, when a living character dies, it is handled differently than in
a regular Dungeons and Dragons game. Their body becomes lifeless and inert, and
they become a Spirit, Shinigami or Hollow (see below).
Note: Augmented Shinigami and Hollows are not standard Bleach cannon, and are
just there if you want your standard D&D characters to become Shinigami. It is up
to the DM to decide if they want Augmented Shinigami or Hollows in their game.

Spirit

A spirit is a character who has recently died, and has not beome a Hollow or
Shinigami. A character with previous class levels does not become a spirit, and
automatically becomes either an Augmented Shinigami or an Augmented Hollow.

 A Spirit has no class levels at all. They are powerless, and only have 1 hit
point. Spirits killed by a Hollow become a Hollow. When they become a
Shinigami or a Hollow, they become a first level character.
 When on a regular Material Plane, Spirits are treated as Incorporeal and
completely undetectable (without the aid of magic) to regular humanoids. To
Shinigami, Hollows, Classes that are automatically Spiritually aware
(Fullbringers, Modsouls and Quincy) and characters who have taken the
Spiritually Aware feat, they are treated as Corporeal and visible.
 When Spirits spend a standard action to concentrate, they can phase
through any objects in the material plane they wish. This applies to anything
that is not the ground.
 Spirits are unaffected by the rules for drowning and natural weather in the
Material Plane.
 When on a spiritual plane, such as Soul Society or Hueco Mundo, Spirits are
always considered as Corporeal creatures, and they do not gain any of the
benefits they could gain when on a Material Plane.

Shinigami (Standard)

A Standard Shinigami is a character who, before becoming a Shinigami had no class


levels in anything. Most Bleach D20 Shinigami have this subtype.
A Standard Shinigami chooses one Shinigami class to progress in upon becoming a
shinigami (Warrior, Expert or Kido). Every level, they must take a level in their
chosen Shinigami class, and can choose one Bleach D20 Prestige Class for each
level, provided they can meet the requirements of a prestige class.

 A Standard Shinigami does not roll for hit points each level, they
automatically get maximized hit points each level.
 Shinigami are hardier than any normal human or spirit. For a Shinigami,
they die when they reach -10 hit points or ½ their normal hit point total,
whichever is greater. Furthermore, a Shinigami will recover 1 hit point every
round until they are at 1 hit point.
 A Shinigami may continue to act while in negative hit points (making use of
feats such as Diehard), but they will instead lose 1 hit point a turn until they
are brought into positive hit points or until they die or stop acting.
 When on a regular Material Plane, Standard Shinigami are treated as
Incorporeal and completely undetectable (without the aid of magic) to
regular humanoids. To Shinigami, Hollows, Classes that are automatically
Spiritually aware (Fullbringers, Modsouls and Quincy) and characters who
have taken the Spiritually Aware feat, they are treated as Corporeal and
visible.
 Whilst on a material plane, standard shinigami can walk or jump on air just
as easily as they might stand on the ground. Also, if spending a standard
action to concentrate, they can phase through any objects in the material
plane they wish. This applies to anything that is not the ground.
 Standard Shinigami are unaffected by the rules for drowning and natural
weather in the Material Plane.
 When on a spiritual plane, such as Soul Society or Hueco Mundo, Standard
Shinigami are always considered as Corporeal creatures, and they do not
gain any of the benefits they could gain when on a Material Plane.

Shinigami (Augmented)

An Augmented Shinigami is a character who has class levels in some other class
before dying and becoming a Shinigami. These classes can be anything from a
normal D&D 3.5 class, a Bleach D20 Human character class, or even some other
3.5 compatible class. Their Pre-Shinigami classes gain some partial Shinigami
benefits. A Hollow cannot become an Augmented Shinigami without powerful divine
intervention.
An Augmented Shinigami is not limited to Bleach D20 Shinigami Classes (A
Shinigami still needs to choose only one Shinigami class that they can progress in).
Like a Standard Shinigami, when taking a Bleach D20 Class (Including human
classes, such as Fullbring or Quincy), they can choose a Bleach D20 Prestige Class
that overlaps with their base class. However, when leveling up a class that is not a
Bleach D20 class, they do not choose a Bleach D20 Prestige Class.
Unlike a regular Spirit turned Shinigami, they do not automatically gain a level in
their choice of Shinigami class. They must earn enough experiece points to gain
another level, then choose a level in Shinigami.

 An Augmented Shinigami does not roll for hit points when taking a
Shinigami class, like a Standard Shinigami. When taking a normal class
level, however, they roll for hit points normally, and choose the result or
average, whichever is higher. This is retroactive, any classes taken before
becoming an Augmented Shinigami gain this benefit.
 Augmented Shinigami are hardier than any normal human or spirit. For an
Augmented Shinigami, they die when they reach -10 hit points or ½ their
normal hit point total, whichever is greater. Furthermore, an Augmented
Shinigami will recover 1 hit point every round until they are at 1 hit point.
 An Augmented Shinigami may continue to act while in negative hit points
(making use of feats such as Diehard), but they will instead lose 1 hit point
a turn until they are brought into positive hit points or until they die or stop
acting.
 An Augmented Shinigami's non Bleach D20 levels gain SEP that stack with
their Shinigami levels.
 When on a regular Material Plane, Augmented Shinigami are treated as
Incorporeal and completely undetectable (without the aid of magic) to
regular humanoids. To Shinigami, Hollows, Classes that are automatically
Spiritually aware (Fullbringers, Modsouls and Quincy) and characters who
have taken the Spiritually Aware feat, they are treated as Corporeal and
visible.
 Whilst on a material plane, Augmented Shinigami can walk or jump on air
just as easily as they might stand on the ground. Also, if spending a
standard action to concentrate, they can phase through any objects in the
material plane they wish. This applies to anything that is not the ground.
 Augmented Shinigami are unaffected by the rules for drowning and natural
weather in the Material Plane.
 When on a spiritual plane, such as Soul Society or Hueco Mundo, Augmented
Shinigami are always considered as Corporeal creatures, and they do not
gain any of the benefits they could gain when on a Material Plane.
Hollow (Standard)

A Standard Hollow is a character who, before becoming a Hollow had no class levels
in anything. Most Bleach D20 Hollows have this subtype.
A Standard Hollow can only progress in one of the Paragon Hollow base classes
(Powerhouse, Stalkeror Negaciónist), chosen when becoming a hollow, and can
choose one Bleach D20 Prestige Class for each level, provided they can meet the
requirements of a prestige class.

 Hollows do not roll for hit dice. instead their hit dice are maxamized.
 If reduced below 0 HP, a hollow is helpless, but does not die until their hit
points become equal to 0 - maximum.
 When on a regular Material Plane, Standard Hollows are treated as
Incorporeal and completely undetectable (without the aid of magic) to
regular humanoids. To Shinigami, Hollows, Classes that are automatically
Spiritually aware (Fullbringers, Modsouls and Quincy) and characters who
have taken the Spiritually Aware feat, they are treated as Corporeal and
visible.
 Standard Hollows can walk or jump on air just as easily as they might stand
on the ground. Also, if spending a standard action to concentrate, they can
phase through any objects in the material plane they wish. This applies to
anything that is not the ground.
 Standard Hollows are unaffected by the rules for drowning and natural
weather in the Material Plane.
 When on a spiritual plane, such as Soul Society or Hueco Mundo, Standard
Hollows are always considered as Corporeal creatures, and they do not gain
any of the benefits they could gain when on a Material Plane.

Hollow (Augmented)

An Augmented Hollow is a character who has class levels in some other class before
dying and beoming a Hollow. These classes can be anything from a normal D&D 3.5
class, a Bleach D20 Human character class, or even some other 3.5 compatible
class. Their Pre-Hollow classes gain some partial Hollow benefits. A Shinigami
cannot become an Augmented Hollow without powerful divine intervention.

 An Augmented Hollow is not limited to the Bleach D20's Paragon Hollow


class. Like a Standard Hollow, when taking a Bleach D20 Class (Including
human classes, such as Fullbring or Quincy), they can choose a Bleach D20
Prestige Class that overlaps with their base class. However, when leveling up
a class that is not a Bleach D20 class, they do not choose a Bleach D20
Prestige Class.
 Unlike a regular Spirit turned Hollow, they do not automatically gain a level
in Paragon Hollow. They must earn enough experiece points to gain another
level, then choose a level in Paragon Hollow.
 An Augmented Hollow's non BleachD20 levels gain SEP that stack with their
Paragon Hollow levels.
 When on a regular Material Plane, Augmented Hollows are treated as
Incorporeal and completely undetectable (without the aid of magic) to
regular humanoids. To Shinigami, Hollows, Classes that are automatically
Spiritually aware (Fullbringers, Modsouls and Quincy) and characters who
have taken the Spiritually Aware feat, they are treated as Corporeal and
visible.
 Augmented Hollows can walk or jump on air just as easily as they might
stand on the ground. Also, if spending a standard action to concentrate, they
can phase through any objects in the material plane they wish. This applies
to anything that is not the ground.
 Augmented Hollows are unaffected by the rules for drowning and natural
weather in the Material Plane.
 When on a spiritual plane, such as Soul Society or Hueco Mundo, Augmented
Hollows are always considered as Corporeal creatures, and they do not gain
any of the benefits they could gain when on a Material Plane.

Templates
Child

Spirits in bleach age at a vastly slower rate. This means that talented children could
be trained to be an effective Shinigami at a much younger age.
Creating a Child
Child is an template that can be added to any Spirit, Shinigami, Hollow or other
slow-aging characters(referred to hereafter as the base creature).
Size and Type
The base creature is one size category smaller than it's regular race.
Speed
Child Spirits are more agile than regular children, and thus do not receive any
speed penalty for being smaller.
Special Qualities
N/A
Abilities
-2 Strength: Children are much weaker than a grown adult.
+2 Dexterity: Children are much more agile and energetic.
Level Adjustment +0

Plushie

In the world of Bleach, Plushies have been found multiple times, usually being the
host of a Modsoul, but it is possible for other creatures to be placed inside of a
Plushie. Plushies come in all shapes and sizes. Some are anthropomorphic, some
look like popular characters from tv shows, games, etc. Their appearance will never
change their mechanical abilities. (A plush bird will not fly because it is a Plushie).
Plushies can always be seen by humans who are not spiritually aware.
Creating a Plushie
Plushie is a template that can be added to anybody who gets placed into a Plushie.
Size and Type
The base creature gains the Construct Type and the Living Construct Subtype. In
addition, the base creature lowers its size to Tiny, gaining all the benefits and
penalties from being a Tiny creature. If the base creature is smaller than Tiny to
begin with, its size is unchanged.
Speed
If the base creature was originally large-sized or bigger, lower the land speed to 30
ft, and all other forms of movement is similarly lowered (A creatue's swim speed is
usually double land speed, and burrowing speed is usually half). Speed is
unchanged in any medium-sized creatures or smaller.
Special Qualities
Reach:
Unlike most tiny-sized creatures, Plushies have a 5ft reach. This means they do not
have to move into an opponent’s square to hit them, and they threaten all squares
around themselves.
Plushie Form:
When a base creature becomes a Plushie, they can potentially lose some of their
abilities. For example, if a creature with an extraordinary ability to fly enters a
Plushie who lacks wings, they cannot fly until they exit the Plushie or they find a
Plushie with wings. If a creature has four arms and enters a Plushie with two arms,
they cannot use two of their arms until they leave the Plushie. The exception to this
rule is Modsouls. They can use all Modsoul abilities while in a plushie. The
appearance of the plushie changes (if nessary) to make all Modsoul abilities
available.
If a Shinigami, Vizard or Arrancar enter a Plushie, their Zanpakuto immediately
sizes down to their new size while they are a Plushie. The same goes for a Quincy's
bow, or a Fullbringers Fullbring.
Abilities
For each size category the base creature goes down, lower the Strength by 2 and
increase the Dexterity by 2. For example, a regular human would have an
adjustment of -4 Strength, +4 Dexterity, while a child would have and adjustment
of -2 Strength, +2 Dexterity (in addition to their natural racial ability adjustments).
Level Adjustment
+0

Warrior Shinigami
Table: Warrior Shinigami
Hit Die: d12

Base Max.
Go Zanpa Def Spell
Atta Poor Spell
Le od kuto . s
ck Save Special Level
vel Sa Damag Bo Kno
Bonu s Know
ve e nus wn
s n

Shinigami
Subtype, Bonus
1st +1 +2 +0 1d6 4 - -
Feat, Zanpakuto,
Alternate Form

Bonus
Feat, Masterwor
2n k
+2 +3 +0 1d6 4 - -
d Zanpakuto, Zanp
akuto
Awakening

Shikai, Zanpakut
3rd +3 +3 +1 1d6 5 - -
o Regeneration

4th +4 +4 +1 Zanpakuto +1 1d8 5 1 1


Shikai
5th +5 +4 +1 Ability, Bonus 1d8 6 1 1
Feat

+6/+
6th +5 +2 Shunpo 1d8 6 2 1
1

+7/+
7th +5 +2 Shikai Ability 1d8 7 2 1
2

Bonus
+8/+
8th +6 +2 Feat, Zanpakuto 1d10 7 3 2
3
+2

+9/+
9th +6 +3 Shikai Ability 1d10 8 3 2
4

10t +10/ Zanpakuto


+7 +3 1d10 8 4 3
h +5 Manifestation

+11/ Final Shikai


11t
+6/+ +7 +3 Ability, Bonus 1d10 9 4 3
h
1 Feat

+12/
12t Zanpakuto
+7/+ +8 +4 2d6 9 5 3
h +3, Bankai
2

+13/
13t
+8/+ +8 +4 Shikai Ability 2d6 10 5 3
h
3

+14/ Bonus
14t
+9/+ +9 +4 Feat, Bankai 2d6 10 6 4
h
4 Ability

+15/
15t
+10/ +9 +5 Shikai Ability 2d6 11 6 4
h
+5

+16/
Zanpakuto
16t +11/ +1
+5 +4, Bankai 2d8 11 7 4
h +6/+ 0
Ability
1
+17/
Shikai
17t +12/ +1
+5 Ability, Bonus 12 7 4
h +7/+ 0
Feat|2d8
2

+18/
18t +13/ +1
+6 Bankai Ability 2d8 12 18 8
h +8/+ 1
3

+19/
19t +14/ +1
+6 Shikai Ability 2d8 13 8 4
h +9/+ 1
4

+20/ Bonus
20t +15/ +1 Feat, Zanpakuto
+6 2d10 13 9 4
h +10/ 2 +5, Final Bankai
+5 Ability

Skill Points at each level: 4 + Int modifier per level (x4 at 1st level)
Class Skills: Any nine, plus craft.

Class Features

Weapon and Armor Proficiency: Warrior Shinigami are Proficient with their
Zanpakuto, Simple weapons, and Martial weapons. Shinigami are not proficient with
any armor.

Spellcasting: A Warrior Shinigami casts Kido drawn from the universal Kido spell
list. He can cast any spell he knows without preparing it ahead of time. To learn or
cast a Kido, a Warrior Shinigami must have a charisma score equal to at least 10 +
the spell level. The Difficulty Class for a saving throw against a Warrior Shinigami’s
spell is 10 + the spell level + the Warrior Shinigami’s charisma modifier.

Shinigami Subtype: All Shinigami gain either the Standard Shinigami or the
Augmented Shinigami Subtype.

Bonus Feat: The Warrior Shinigami gains a Bonus Feat at first level, then second
level and every three levels thereafter.

Zanpakuto: A Shinigami is given a basic Zanpakuto upon their graduation from the
academy. Known as Asauchi, or ―Shallow Hit‖, these Zanpakuto do not manifest
any abilities and are most commonly seen being carried by the standard rank—and-
file soldiers within the Soul Society. All Asauchi appear as a standard bastard sword
(katana) that the Shinigami is considered proficient with. The sword is considered
to be a one-handed weapon that the Shinigami may wield as if proficient. The
Zanpakuto has a critical rate of x2, deals slashing damage, and its damage
progression is determined by the Shinigami’s level. At the 2nd level, the
Shinigami’s Zanpakuto functions as if it were a masterwork weapon. At the 4th
level, the Zanpakuto becomes a +1 magic weapon. Every 4 levels thereafter (8, 12,
16 and 20) it grows in strength, up to +5 at 20th level. In addition, this bonus is
added to the wielder’s AC, but the bonus does not apply to flat-footed or touch AC.

Alternate Form: The sealed Zanpakuto’s cross guard and hilt are different in
shape for all Shinigami. In some instances, the Zanpakuto’s sealed form may
change to an entirely different form. While many Zanpakuto appear as a normal
katana, some do not; having a different form that may or may not reflect their
abilities. Examples of this are Ichimaru Gin, whose Zanpakuto manifests as a short
sword (wakizashi) or Kurosaki Ichigo, who’s Zanpakuto manifested as a
greatsword. All of these changes are determined by the player. These changes are
purely cosmetic, and grant no additional abilities, nor does this count as a
prerequisite for any feat or ability. To change the damage type, critical hit range,
modifier or properties (EG: reach, tripping etc) of your sealed Zanpakuto requires
the Alternate Sealed Form feat.

Zanpakuto Awakening: As the Shinigami’s skill with their Zanpakuto grows, their
Zanpakuto begins to awaken, becoming a sentient being in its own right. The
Zanpakuto’s personality is close to that of its wielder (as it is indeed a part of its
wielder), and begins to increase in strength. At 2nd level, the Zanpakuto functions
as a masterwork weapon. Also, the Zanpakuto begins to contact you, speaking to
you and communicating with you as you begin to learn more about it.

Shikai: At 3rd level, the Shinigami finally learns the name of their Zanpakuto,
becoming able to release their Zanpakuto’s first form and summon forth its power.
At the cost of 1 SEP, a Shinigami's Shikai can be released as a move action which
does not provoke an attack of opportunity. A shikai release lasts one minute per
Shinigami Level. At the end of the release, you may spend 2 SEP to extend the
duration of Shikai for an additional minute.
All Zanpakuto have two types that effect how they release and the progression of
their power (although more types may be acquired with the appropriate feats). A
Shikai begin with two abilities, with one of each of the zanpakuto's two types. In
the case of Zanpakuto that release and attack before reforming (like Haineko or
Senbonzakura) the first release counts for the entire encounter, and the release
form’s attack may be used until the encounter ends. At 5th level, and every odd
level thereafter, the Zanpakuto gains two extra Shikai abilities.

Zanpakuto Regeneration: At 3rd level, when Shikai is attained, the Zanpakuto


gains the ability to regenerate itself if broken or destroyed. Zanpakuto regenerate
hit points at a rate of the Shinigami’s class level every day, and if shattered, they
will mend themselves completely after three days. Until this time, the Zanpakuto
cannot be used other than as an improvised weapon.

Shunpo: All Shinigami learn to utilize the flash step, or Shunpo. Shunpo allows
instantaneous movement from one point to the next as if by means of the
dimensional door spell. At the cost of 3 SEP, she can travel up to character level * 5
ft. Unlike the dimensional door spell, Shunpo can be used either as a swift action or
as part of a move action, which does not provoke an attack of opportunity. You
may still take other actions after utilizing the Shunpo. A Shinigami gains the ability
to use Shunpo 6th level. Shunpo cannot take you to an area you cannot physically
see when using it.

Zanpakuto Manifestation: At 10th level, the Zanpakuto gains the ability to


manifest itself in the physical world, speaking not only to its wielder but also to
others who might witness the manifestation. This functions as astral projection for
the zanpakuto spirit At this point, a Shinigami is able to begin training for Bankai,
their final release state. Zanpakuto can be manifested for up to one hour per day
per character level. The Zanpakuto cannot be used while manifested, nor can it
fight on its own.

Final Shikai Ability: In addition to gaining two standard Shikai abilitys, at 11th
level a Shinigami learns a final, desperate technique that shatters their Zanpakuto
in the process. Meant as an absolute last resort, this ability allows a Shinigami to
choose one attack their Zanpakuto can use (be it a standard physical attack, a
projectile attack, a Kido attack or otherwise) and double the amount of damage
dice it does. If the attack allows a save to reduce the damage, increase the save DC
by 1/2 your character level, if it requires an attack roll, gain a bonus to your attack
roll equal to your character level. Rolling a 1 does not equal an automatic failure on
this attack roll. Abilities like Evasion or Mettle do not apply to reduce or negate the
amount of damage this attack does (although they can resist secondary effects
such as blindness or deafness as normal). Utilizing this attack is a full-round action
that does not provoke an attack of opportunity. After using it, the Zanpakuto
shatters, and cannot be used again until it restores itself.

Bankai: At 12th level, the Shinigami obtains the ultimate form of his blade, the
second release Bankai. Bankai is an explosion of power far superior to that of a
Shikai, granting the Shinigami a powerful boost for a short period of time.
Activating Bankai is a full round action that does not provoke an attack of
opportunity and costs 20 SEP. If the character already had shikai active, then
activating Bankai is a standard action instead. The shinigami's Bankai lasts 2 levels
per character level. Once this time is up, the shinigami may pay 1 SEP per round to
extend the duration of Bankai, up to a maximum duration of twice her normal
Bankai
When Bankai ends, the shinigami is fatigued. If she extended the duration beyond
it's norm, she is instead exhausted.
Whilst in Bankai, the shinigami's current and maximum HP is doubled. When the
Bankai state ends, any HP she has above her normal maximum is lost.
the shinigami gains a number of additional shikai abilities equal to the total number
of shikai abilities she possesses from class features (not feats) that are only active
during Bankai These are chosen when Bankai is obtained, or when the new ability is
obtained for any shikai abilities obtained after Bankai. She also gains one Bankai
ability of her choice. She gains an additional Bankai ability every even numbered
level thereafter. This too is only active during Bankai
This ability is not effected by the normal SEP limit - it can be used at any time so
long as the Shinigami has enough SEP

Final Bankai Ability: The Final Bankai ability functions identically to the Final
Shikai ability, except that it functions off a Bankai attack.

Expert Shinigami
"Do you remember the first time you stood up on your own? The fact that you don’t
remember means you weren’t conscious of it. Then why did you stand up? People
are born with the knowledge of how to stand. Birds all know how to fly. Fish all
know how to swim. That’s instinct.” —Shihouin Yoruichi, Ex-commander of special
forces

The expert Shinigami represents a balance between combat and kidou skills. They
excel in using their many different skills and abilities to make a balanced and
effective fighting style. While not as strong frontline fighters or spellcasters, they
have a good balance of both and a wide variety of skills to choose from.
Table: Expert Shinigami
Hit Die: d8

Max
.
Go Po Zanpa Spel Spel
Base Def.
Le od or kuto ls l
Attack Special Bon
vel Sav Sav Damag Kno Leve
Bonus us
e es e wn l
Kno
wn

Shinigami
Subtype, Bonus
1st +0 +2 +0 1d4 4 1 1
Feat, Zanpakuto,
Alternate Form

Bonus
Feat, Masterwork
2nd +1 +3 +0 1d4 4 2 1
Zanpakuto, Zanp
akuto Awakening

Shikai, Zanpakut
3rd +2 +3 +1 1d4 5 3 1
o Regeneration

Zanpakuto
4th +3 +4 +1 1d6 5 4 2
+1, Bonus Feat

5th +4 +4 +1 Shikai Ability 1d6 6 5 2

Shunpo, Bonus
6th +4 +5 +2 1d6 6 6 2
Feat

7th +5 +5 +2 Shikai Ability 1d6 7 7 3

Bonus
8th +6/+1 +6 +2 Feat, Zanpakuto 1d8 7 8 3
+2

9th +6/+1 +6 +3 Shikai Ability 1d8 8 9 3

Zanpakuto
10t
+7/+2 +7 +3 Manifestation, B 1d8 8 10 4
h
onus Feat
11t Final Shikai
+8/+3 +7 +3 1d8 9 11 4
h Ability

Zanpakuto
12t
+9/+4 +8 +4 +3, Bankai, Bonu 1d10 9 12 4
h
s Feat

13t
+9/+4 +8 +4 Shikai Ability 1d10 10 13 5
h

Bonus
14t
+10/+5 +9 +4 Feat, Bankai 1d10 10 14 5
h
Ability

15t +11/+6
+9 +5 Shikai Ability 1d10 11 15 6
h /+1

Zanpakuto
16t +12/+7 +4, Bankai
+10 +5 2d6 11 16 6
h /+2 Ability, Bonus
Feat

17t +12/+7
+10 +5 Shikai Ability 2d6 12 17 6
h /+2

Bankai
18t +13/+8
+11 +6 Ability, Bonus 2d6 12 18 6
h /+3
Feat

19t +14/+9
+11 +6 Shikai Ability 2d6 13 19 6
h /+4

Bonus
20t +15/+1 Feat, Zanpakuto
+12 +6 2d8 13 20 6
h 0/+5 +5, Final Bankai
Ability

Skill Points at each level: 8 + Int modifier per level (x4 at 1st level)
Class Skills: Any seventeen, plus craft.

Class Features

Weapon and Armor Proficiency: Expert Shinigami are Proficient with their
Zanpakuto, Simple weapons, and Martial weapons. Shinigami are not proficient with
any armor.
Spellcasting: A Expert Shinigami casts Kido drawn from the universal Kido spell
list. He can cast any spell he knows without preparing it ahead of time. To learn or
cast a Kido, a Expert Shinigami must have a charisma score equal to at least 10 +
the spell level. The Difficulty Class for a saving throw against a Expert Shinigami’s
spell is 10 + the spell level + the Expert Shinigami’s charisma modifier.

Shinigami Subtype: All Shinigami gain either the Standard Shinigami or the
Augmented Shinigami Subtype.

Bonus Feat: The Expert Shinigami gains a Bonus Feat at first level, then second
level and every two levels thereafter.

Zanpakuto: A Shinigami is given a basic Zanpakuto upon their graduation from the
academy. Known as Asauchi, or ―Shallow Hit‖, these Zanpakuto do not manifest
any abilities and are most commonly seen being carried by the standard rank—and-
file soldiers within the Soul Society. All Asauchi appear as a standard bastard sword
(katana) that the Shinigami is considered proficient with. The sword is considered
to be a one-handed weapon that the Shinigami may wield as if proficient. The
Zanpakuto has a critical rate of x2, deals slashing damage, and its damage
progression is determined by the Shinigami’s level. At the 2nd level, the
Shinigami’s Zanpakuto functions as if it were a masterwork weapon. At the 4th
level, the Zanpakuto becomes a +1 magic weapon. Every 4 levels thereafter (8, 12,
16 and 20) it grows in strength, up to +5 at 20th level. In addition, this bonus is
added to the wielder’s AC, but the bonus does not apply to flat-footed or touch AC.

Alternate Form: The sealed Zanpakuto’s cross guard and hilt are different in
shape for all Shinigami. In some instances, the Zanpakuto’s sealed form may
change to an entirely different form. While many Zanpakuto appear as a normal
katana, some do not; having a different form that may or may not reflect their
abilities. Examples of this are Ichimaru Gin, whose Zanpakuto manifests as a short
sword (wakizashi) or Kurosaki Ichigo, who’s Zanpakuto manifested as a
greatsword. All of these changes are determined by the player. These changes are
purely cosmetic, and grant no additional abilities, nor does this count as a
prerequisite for any feat or ability. To change the damage type, critical hit range,
modifier or properties (EG: reach, tripping etc) of your sealed Zanpakuto requires
the Alternate Sealed Form feat.

Zanpakuto Awakening: As the Shinigami’s skill with their Zanpakuto grows, their
Zanpakuto begins to awaken, becoming a sentient being in its own right. The
Zanpakuto’s personality is close to that of its wielder (as it is indeed a part of its
wielder), and begins to increase in strength. At 2nd level, the Zanpakuto functions
as a masterwork weapon. Also, the Zanpakuto begins to contact you, speaking to
you and communicating with you as you begin to learn more about it.

Shikai: At 3rd level, the Shinigami finally learns the name of their Zanpakuto,
becoming able to release their Zanpakuto’s first form and summon forth its power.
At the cost of 1 SEP, a Shinigami's Shikai can be released as a move action which
does not provoke an attack of opportunity. A shikai release lasts one minute per
Shinigami Level. At the end of the release, you may spend 2 SEP to extend the
duration of Shikai for an additional minute.
All Zanpakuto have two types that effect how they release and the progression of
their power (although more types may be acquired with the appropriate feats). A
Shikai begin with two abilities, with one of each of the zanpakuto's two types. In
the case of Zanpakuto that release and attack before reforming (like Haineko or
Senbonzakura) the first release counts for the entire encounter, and the release
form’s attack may be used until the encounter ends. At 5th level, and every odd
level thereafter, the Zanpakuto gains two extra Shikai abilities.

Zanpakuto Regeneration: At 3rd level, when Shikai is attained, the Zanpakuto


gains the ability to regenerate itself if broken or destroyed. Zanpakuto regenerate
hit points at a rate of the Shinigami’s class level every day, and if shattered, they
will mend themselves completely after three days. Until this time, the Zanpakuto
cannot be used other than as an improvised weapon.

Shunpo: All Shinigami learn to utilize the flash step, or Shunpo. Shunpo allows
instantaneous movement from one point to the next as if by means of the
dimensional door spell. At the cost of 3 SEP, she can travel up to character level * 5
ft. Unlike the dimensional door spell, Shunpo can be used either as a swift action or
as part of a move action, which does not provoke an attack of opportunity. You
may still take other actions after utilizing the Shunpo. A Shinigami gains the ability
to use Shunpo 6th level. Shunpo cannot take you to an area you cannot physically
see when using it.

Zanpakuto Manifestation: At 10th level, the Zanpakuto gains the ability to


manifest itself in the physical world, speaking not only to its wielder but also to
others who might witness the manifestation. This functions as astral projection for
the zanpakuto spirit At this point, a Shinigami is able to begin training for Bankai,
their final release state. Zanpakuto can be manifested for up to one hour per day
per character level. The Zanpakuto cannot be used while manifested, nor can it
fight on its own.

Final Shikai Ability: In addition to gaining two standard Shikai abilitys, at 11th
level a Shinigami learns a final, desperate technique that shatters their Zanpakuto
in the process. Meant as an absolute last resort, this ability allows a Shinigami to
choose one attack their Zanpakuto can use (be it a standard physical attack, a
projectile attack, a Kido attack or otherwise) and double the amount of damage
dice it does. If the attack allows a save to reduce the damage, increase the save DC
by 1/2 your character level, if it requires an attack roll, gain a bonus to your attack
roll equal to your character level. Rolling a 1 does not equal an automatic failure on
this attack roll. Abilities like Evasion or Mettle do not apply to reduce or negate the
amount of damage this attack does (although they can resist secondary effects
such as blindness or deafness as normal). Utilizing this attack is a full-round action
that does not provoke an attack of opportunity. After using it, the Zanpakuto
shatters, and cannot be used again until it restores itself.

Bankai: At 12th level, the Shinigami obtains the ultimate form of his blade, the
second release Bankai. Bankai is an explosion of power far superior to that of a
Shikai, granting the Shinigami a powerful boost for a short period of time.
Activating Bankai is a full round action that does not provoke an attack of
opportunity and costs 20 SEP. If the character already had shikai active, then
activating Bankai is a standard action instead. The shinigami's Bankai lasts 2 levels
per character level. Once this time is up, the shinigami may pay 1 SEP per round to
extend the duration of Bankai, up to a maximum duration of twice her normal
Bankai
When Bankai ends, the shinigami is fatigued. If she extended the duration beyond
it's norm, she is instead exhausted.
Whilst in Bankai, the shinigami's current and maximum HP is doubled. When the
Bankai state ends, any HP she has above her normal maximum is lost.
the shinigami gains a number of additional shikai abilities equal to the total number
of shikai abilities she possesses from class features (not feats) that are only active
during Bankai These are chosen when Bankai is obtained, or when the new ability is
obtained for any shikai abilities obtained after Bankai. She also gains one Bankai
ability of her choice. She gains an additional Bankai ability every even numbered
level thereafter. This too is only active during Bankai
This ability is not effected by the normal SEP limit - it can be used at any time so
long as the Shinigami has enough SEP

Final Bankai Ability: The Final Bankai ability functions identically to the Final
Shikai ability, except that it functions off a Bankai attack.

Kido Shinigami
“Hinamori is a master with Kidou. It’s no big deal for her to break the barrier. It’s
also no big deal for her to place a barrier around herself and completely hide her
reiatsu while moving about. Haven’t you noticed? She’s been following behind you
the whole time.” —Kira Izuru, 3rd Division Lieutenant

Kido Shinigami represents the paragon of kidou combat. Their Zanpakutou is a


vessel through which they augment their already powerful spells, which they use to
rain havoc and destruction upon all those that stand against them. In straight
combat, their skills are comparatively poor, but when wielding magic they are
instruments of destruction.

Table: Kido Shinigami

Hit Die: d4

Max.
Base
Go Poo Zanpak Spell Spell
Atta Def.
Lev od r uto s Leve
ck Special Bon
el Sav Sav Damag Kno l
Bon us
e es e wn Kno
us
wn

Shinigami
Subtype, Bonus
1st +0 +2 +0 1d4 2 3 1
Feat, Zanpakuto,
Alternate Form

Bonus
Feat, Masterwork
2nd +1 +3 +0 1d4 2 5 1
Zanpakuto, Zanpa
kuto Awakening

3rd +1 +3 +1 Zanpakuto +1 1d4 3 7 2

4th +2 +4 +1 Zanpakuto +1 1d4 3 9 2

5th +2 +4 +1 Bonus 1d6 4 11 3


Feat, Shikai
Ability

6th +3 +5 +2 Shunpo 1d6 4 13 5

7th +3 +5 +2 Shikai Ability 1d6 5 15 4

Zanpakuto
8th +4 +6 +2 1d6 5 17 4
+2, Bonus Feat

9th +4 +6 +3 Shikai Ability 1d6 6 19 5

10t Zanpakuto
+5 +7 +3 1d8 6 21 5
h Manifestation

Final Shikai
11t
+5 +7 +3 Ability, Bonus 1d8 7 22 6
h
Feat

12t +6/+ Zanpakuto


+8 +4 1d8 7 24 6
h 1 +3, Bankai

13t +6/+
+8 +4 Shikai Ability 1d8 8 25 7
h 1

Bankai
14t +7/+
+9 +4 Ability, Bonus 1d8 8 27 7
h 2
Feat

Bonus
15t +7/+
+9 +5 Feat, Shikai 1d10 9 28 8
h 2
Ability

16t +8/+ Zanpakuto


+10 +5 1d10 9 30 8
h 3 +4, Bankai Ability

Shikai
17t +8/+
+10 +5 Ability, Bonus 1d10 10 31 9
h 3
Feat

18t +9/+ Bankai


+11 +6 1d10 10 33 9
h 4 AbilityAbility
19t +9/+
+11 +6 Shikai Ability 1d10 11 34 9
h 4

Bonus
20t +10/ Feat, Zanpakuto
+12 +6 2d6 11 36 9
h +5 +5, Finak Bankai
Ability

Skill Points at each level: 4 + Int modifier (x4 at 1st level)

Class Skills: Any nine skills, plus craft.

Class Features

Weapon and Armor Proficiency: Kido Shinigami are Proficient with their
Zanpakuto and all Simple and Martial weapons. Shinigami are not proficient with
any armor.

Weapon and Armor Proficiency: Kido Shinigami are Proficient with their
Zanpakuto, Simple weapons, and Martial weapons. Shinigami are not proficient with
any armor.

Spellcasting: A Kido Shinigami casts Kido drawn from the universal Kido spell list.
He can cast any spell he knows without preparing it ahead of time. To learn or cast
a Kido, a Kido Shinigami must have a charisma score equal to at least 10 + the
spell level. The Difficulty Class for a saving throw against a Kido Shinigami’s spell is
10 + the spell level + the Kido Shinigami’s charisma modifier.
In addition to the spells learnt by leveling up, a Kido shinigami can learn additional
spells through study and practice. In order to learn a new spell this way, the Kido
Shinigami's level must be at least (Spell level*2 -1), and she must meet all other
prerequisites for the spell. Then she must spend one day practicing and revising the
spell. During this time, she must not engage in actual combat, but merely practice
the spell in an appropriate environment. At the end of the week, she must succeed
on a learn check with a DC of 15+ the spell's level. If the character fails this check,
she may not try to learn the same spell again for a month.
A learn check is a d20 roll which gains a bonus of one half of a character's Caster
level, as well as bonuses based on other factors. If the kido shinigami has 5 or
more ranks in Spellcraft, she gains a +2 bonus to learn checks. If she is being
taught, she may add half of her teacher's Caster Level to the learn check. She may
also add her Intellegence modifier to Learn checks.
A character may also attempt to learn a spell from a scroll. If she does so, she
gains a +2 bonus to his learn check, which cannot stack with the bonus from being
taught. Regardless of success or failure, the magic in the scroll is depleted, leaving
only the instructions for the spell and making it unusable
The Kido Shinigami has is no maximum limit on Kido spells know

Shinigami Subtype: All Shinigami gain either the Standard Shinigami or the
Augmented Shinigami Subtype.

Bonus Feat: The Kido Shinigami gains a Bonus Feat at first level, then second level
and every three levels thereafter.
Zanpakuto: A Shinigami is given a basic Zanpakuto upon their graduation from the
academy. Known as Asauchi, or ―Shallow Hit‖, these Zanpakuto do not manifest
any abilities and are most commonly seen being carried by the standard rank—and-
file soldiers within the Soul Society.
The sword is considered to be a one-handed weapon the shinigami is proficient
with. The Zanpakuto has a critical rate of x2, deals slashing damage, and its
damage progression is determined by the Shinigami’s level (see table).
At 4th level, the Zanpakuto becomes a +1 magic weapon. Every 4 levels thereafter
(8, 12, 16 and 20) it grows in strength, up to +5 at 20th level. The zanpakuto also
grants an untyped bonus of the same value to the shinigami's AC, so long as they
are not flatfooted

Alternate Form: The sealed Zanpakuto’s cross guard and hilt are different in
shape for all Shinigami. In some instances, the Zanpakuto’s sealed form may
change to an entirely different form. While many Zanpakuto appear as a normal
katana, some do not; having a different form that may or may not reflect their
abilities. Examples of this are Ichimaru Gin, whose Zanpakuto manifests as a short
sword (wakizashi) or Kurosaki Ichigo, who’s Zanpakuto manifested as a
greatsword. All of these changes are determined by the player. These changes are
purely cosmetic, and grant no additional abilities, nor does this count as a
prerequisite for any feat or ability. To change the damage type, critical hit range,
modifier or properties (EG: reach, tripping etc) of your sealed Zanpakuto requires
the Alternate Sealed Form feat.

Zanpakuto Awakening: As the Shinigami’s skill with their Zanpakuto grows, their
Zanpakuto begins to awaken, becoming a sentient being in its own right. The
Zanpakuto’s personality is close to that of its wielder (as it is indeed a part of its
wielder), and begins to increase in strength. At 2nd level, the Zanpakuto functions
as a masterwork weapon. Also, the Zanpakuto begins to contact you, speaking to
you and communicating with you as you begin to learn more about it.

Shikai: At 3rd level, the Shinigami finally learns the name of their Zanpakuto,
becoming able to release their Zanpakuto’s first form and summon forth its power.
At the cost of 1 SEP, a Shinigami's Shikai can be released as a move action which
does not provoke an attack of opportunity. A shikai release lasts one minute per
Shinigami Level. At the end of the release, you may spend 2 SEP to extend the
duration of Shikai for an additional minute.
All Zanpakuto have two types that effect how they release and the progression of
their power (although more types may be acquired with the appropriate feats). A
Shikai begin with two abilities, with one of each of the zanpakuto's two types. In
the case of Zanpakuto that release and attack before reforming (like Haineko or
Senbonzakura) the first release counts for the entire encounter, and the release
form’s attack may be used until the encounter ends. At 5th level, and every odd
level thereafter, the Zanpakuto gains two extra Shikai abilities.

Zanpakuto Regeneration: At 3rd level, when Shikai is attained, the Zanpakuto


gains the ability to regenerate itself if broken or destroyed. Zanpakuto regenerate
hit points at a rate of the Shinigami’s class level every day, and if shattered, they
will mend themselves completely after three days. Until this time, the Zanpakuto
cannot be used other than as an improvised weapon.

Shunpo: All Shinigami learn to utilize the flash step, or Shunpo. Shunpo allows
instantaneous movement from one point to the next as if by means of the
dimensional door spell. At the cost of 3 SEP, she can travel up to character level * 5
ft. Unlike the dimensional door spell, Shunpo can be used either as a swift action or
as part of a move action, which does not provoke an attack of opportunity. You
may still take other actions after utilizing the Shunpo. A Shinigami gains the ability
to use Shunpo 6th level. Shunpo cannot take you to an area you cannot physically
see when using it.

Zanpakuto Manifestation: At 10th level, the Zanpakuto gains the ability to


manifest itself in the physical world, speaking not only to its wielder but also to
others who might witness the manifestation. This functions as astral projection for
the zanpakuto spirit At this point, a Shinigami is able to begin training for Bankai,
their final release state. Zanpakuto can be manifested for up to one hour per day
per character level. The Zanpakuto cannot be used while manifested, nor can it
fight on its own.

Final Shikai Ability: In addition to gaining two standard Shikai abilitys, at 11th
level a Shinigami learns a final, desperate technique that shatters their Zanpakuto
in the process. Meant as an absolute last resort, this ability allows a Shinigami to
choose one attack their Zanpakuto can use (be it a standard physical attack, a
projectile attack, a Kido attack or otherwise) and double the amount of damage
dice it does. If the attack allows a save to reduce the damage, increase the save DC
by 1/2 your character level, if it requires an attack roll, gain a bonus to your attack
roll equal to your character level. Rolling a 1 does not equal an automatic failure on
this attack roll. Abilities like Evasion or Mettle do not apply to reduce or negate the
amount of damage this attack does (although they can resist secondary effects
such as blindness or deafness as normal). Utilizing this attack is a full-round action
that does not provoke an attack of opportunity. After using it, the Zanpakuto
shatters, and cannot be used again until it restores itself.

Bankai: At 12th level, the Shinigami obtains the ultimate form of his blade, the
second release Bankai. Bankai is an explosion of power far superior to that of a
Shikai, granting the Shinigami a powerful boost for a short period of time.
Activating Bankai is a full round action that does not provoke an attack of
opportunity and costs 20 SEP. If the character already had shikai active, then
activating Bankai is a standard action instead. The shinigami's Bankai lasts 2 levels
per character level. Once this time is up, the shinigami may pay 1 SEP per round to
extend the duration of Bankai, up to a maximum duration of twice her normal
Bankai
When Bankai ends, the shinigami is fatigued. If she extended the duration beyond
it's norm, she is instead exhausted.
Whilst in Bankai, the shinigami's current and maximum HP is doubled. When the
Bankai state ends, any HP she has above her normal maximum is lost.
the shinigami gains a number of additional shikai abilities equal to the total number
of shikai abilities she possesses from class features (not feats) that are only active
during Bankai These are chosen when Bankai is obtained, or when the new ability is
obtained for any shikai abilities obtained after Bankai. She also gains one Bankai
ability of her choice. She gains an additional Bankai ability every even numbered
level thereafter. This too is only active during Bankai
This ability is not effected by the normal SEP limit - it can be used at any time so
long as the Shinigami has enough SEP

Final Bankai Ability: The Final Bankai ability functions identically to the Final
Shikai ability, except that it functions off a Bankai attack.

Spiritual Energy System


Spiritual Energy points, or SEP, are a measure of a character' reiatsu and spiritual
power. They represent the characters ability to manipulate spiritual power, and how
much energy they possess. SEP is used to activate all spiritual powers the character
possesses, from Kido, to a zanpakuto, to a Hollow's Cero and many, many more.

When creating a character, in addition to rolling for abilities (If your DM is rolling
for stats), you also roll 1d8. This determines your Spiritual Energy Rating, which is
used to determine the size of the character's SEP pool, as shown in the table below.

Quincy do not have an SEP pool, but instead use Spirit Charges. These function the
same as SEP but are obtained and stored in a different manner. See
the Quincy page for more details. Quincy still need a Spiritual Energy Rating,
however, so should still roll for one.

DMs may choose instead to do 1d6+2 for the rolls, or, for a slightly more powerful
campaign, could even allow 1d4+4 to be rolled.

The table below determines your total Spiritual Energy Pool at each level. For
example, if you rolled a 5 (High progression), then at level 3 you would have 14
SEP at your disposal.

SEP per day by Level

Lo Hig Insa
Lev Pathet Avera Mediu Extraordin Extre
w h ne
el ic (1) ge (3) m (4) ary (6) me (7)
(2) (5) (8)

1st 0 0 0 2 2 4 4 8

2nd 0 0 1 6 7 9 10 14

3rd 0 1 3 11 14 17 19 28

4th 1 3 5 17 22 25 30 44

5th 3 5 7 25 32 37 44 64

6th 5 7 11 35 46 52 63 92

7th 7 11 15 46 61 69 84 122

8th 11 15 19 58 77 87 106 154

9th 15 19 23 72 95 108 131 190

10th 19 23 27 88 115 132 159 230


11th 23 27 35 106 141 159 194 282

12th 27 35 43 126 169 189 261 338

13th 35 43 51 147 198 220 271 396

14th 43 51 59 170 229 255 314 458

15th 51 59 67 195 262 292 359 524

16th 59 67 79 221 300 331 410 600

17th 67 79 91 250 341 375 466 682

18th 79 91 103 280 383 420 523 766

19th 91 103 115 311 426 466 581 852

20th 103 115 127 343 470 514 641 940

Bonus SEP
In addition to the characters natural SEP pool, characters in BleachD20 can earn
extra SEP through having a high Reiatsu Attribute. To determine bonus SEP,
compare the characters Reiatsu Attribute to the table below

Table: Bonus SEP by Reiatsu Attribute

A
b
il
i
1 1 1 1 1 1 1 1 1 1 2
t 1 2 3 4 5 6 7 8 9
0 1 2 3 4 5 6 7 8 9 0
y s n r t t t t t t
t t t t t t t t t t t
S t d d h h h h h h
h h h h h h h h h h h
c
o
r
e

1
0 1 1 1 1 1 1 1 2 2 2 2 2 2 3
1 3 4 6 7 9
– 0 2 3 5 6 8 9 1 2 4 5 7 8 0
1
1

1
2
1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4
– 2 4 6 8
0 2 4 6 8 0 2 4 6 8 0 2 4 6 8 0
1
3

1
4
1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5
– 2 5 7
0 2 5 7 0 2 5 7 0 2 5 7 0 2 5 7 0
1
5

1
6
1 1 1 2 2 2 3 3 3 3 4 4 4 5 5 5 6
– 3 6 9
2 5 8 1 4 7 0 3 6 9 2 5 8 1 4 7 0
1
7

1
8
1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 7
– 3 7
0 4 7 1 4 8 1 5 8 2 5 9 2 6 9 3 6 0
1
9

2
0
1 1 2 2 2 3 3 4 4 4 5 5 6 6 6 7 7 8
– 4 8
2 6 0 4 8 2 6 0 4 8 2 6 0 4 8 2 6 0
2
1

2
2
1 1 2 2 3 3 4 4 4 5 5 6 6 7 7 8 8 9
– 4 9
3 8 2 7 1 6 0 5 9 4 8 3 7 2 6 1 5 0
2
3

2
4 1
1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9
– 5 0
0 5 0 5 0 5 0 5 0 5 0 5 0 5 0 5 0 5
2 0
5

2 1 1 2 2 3 3 4 4 5 6 6 7 7 8 8 9 9 1 1
5
6 1 6 2 7 3 8 4 9 5 0 6 1 7 2 8 3 9 0 1
– 4 0
2
7

2
8 1 1 1 1
1 1 2 3 3 4 4 5 6 6 7 7 8 9 9
– 6 0 0 1 2
2 8 4 0 6 2 8 4 0 6 2 8 4 0 6
2 2 8 4 0
9

3
0 1 1 1 1 1
1 1 2 3 3 4 5 5 6 7 7 8 9 9
– 6 0 1 1 2 3
3 9 6 2 9 5 2 8 5 1 8 4 1 7
3 4 0 7 3 0
1

3 1 1 1 1 1 1
1 2 2 3 4 4 5 6 7 7 8 9 9
2 7 0 1 1 2 3 4
4 1 8 5 2 9 6 3 0 7 4 1 8
+ 5 2 9 6 3 0

Regaining Lost SEP


A character regains all SEP used after eight hours of peaceful rest and relaxation.
They do not need to sleep during this period, though anyone suffering from fatigue
or starvation will not regain SEP.

SEP Point Buy System


The method for determining a characters SEP pool outlined above is designed for
games where characters roll to determine their attributes, but this does not always
apply to all games. If your game in question uses the Point Buy system to
determine attributes, then it is recomended the characters use the following values.

Table: SEP Points Buy

SEP rating Point Cost

1 -4

2 -2

3 0

4 2

5 4
6 6

7 10

8 16

Due to adding an extra attribute to the system, it is also recommended that GMs
increase the amount of points available by 4-6

SEP LIMINT
Just having the energy is not always enough to put it to use, and character need
skill and control as well. To represent this, the most SEP any character can spend
on a single action is equal to their character level, and no more.

Spiritual Pressure Efficiency


A measure of the how adept at the use of spiritual energy one is, SPE allows one's
SEP to stretch further.
When a character uses SEP, they count each point of SEP expended as though it
were multiplied by the amount of SPE for the purposes of paying costs and
maximum SEP used each round. Any excess SEP from paying a cost that is an odd
number is lost.

SEP as Action Points:


Though Spiritual Energy Points are mainly used for Kido, Cero, and other such
abilities, it can also be used as Action Points (also known in some circles as Plot-
Kai), used to enhance another roll or action. Doing so is a free addition to the
action itself. You can only use one Action Point on each roll.
Depending on your level, for each SEP you expend, you add the following to your
roll. Remember, expending SEP in this way must be done before you find out
whether you succeed or fail on your roll.

Level Dice

1-7 1d6

8-14 2d6

15-20 3d6

21-30 3d8

31+ 3d10

31+ (Boosted) 3d12


Special: You may expend an additional 2 spiritual energy to increase it to the next
step. You may only advance one step.

Shikai:

Shikai is the first release a Shinigami gains access to. When creating their Shikai,
the Shinigami can only select Shikai level abilities for which they meet the
prerequisites, and may select not select a single ability more than 1/3 her character
level times (EG: once at level 3, twice at level 6 etc), rounding down. The Shikai
can have abilities from the generic type, and the two Zanpakuto types chosen at
3rd level.

Activating Shikai is a move action that costs 1 SEP, and lasts for 1 minute per
character level. The Shinigami can dismiss their Shikai at any time as a free action.

Bankai:

Bankai is the ultimate power of the Shinigami's Zanpakuto, a second release of


immense power. Bankai is a rare ability, normally possessed by those of Captain-
level power, and a rare few vice captains (and the antagonist of every filler arc,
regardless of rank).

Bankai greatly empowers the shinigami's Zanpakuto.

Upon obtaining Bankai, a Shinigami chooses an additional Zanpakuto type and can
select abilities from it when crafting their Bankai. They still gain this bonus type if
they have a specialized zanpakuto, though they cannot select specialized abilities
from this new type.
Second, while in Bankai, the Zanpakuto doubles the number of shikai abilities
obtained from the shinigami base class (and only the base class, unless noted
otherwie), plus any extras for feats etc. The Bankai also has a single bankai ability.
Every two levels thereafter, the bankai gains another 4 shikai abilities, and every
even numbered level thereafter, the bakai obtains a new bankai ability. The
shinigami must meet the prerequisites for these abilities. Bankai is a different form
to Shikai, and thus the shinigami does not need to have the same abilities as they
do in Shikai in Bankai.
Once Bankai is created, the Bankai and Shikai abilities chosen for it cannot be
changed, though more can be obtained.

Activating Bankai is a full round action that provokes an attack of opportunity and
costs 20 SEP. If the shinigami was in Shikai before, then releasing her Bankai is a
move equivalent action and does not provoke an attack of opportunity. At level 20,
it becomes a standard action from sealed, and a swift action whilst Shikai is active.
Last, while in Bankai, the shinigami's current health and maximum health are
doubled. When bankai ends, the shinigami's current health is halved.
Bankai lasts 2 rounds per shinigami level, and the shinigami can pay 1 sep per
round to extend the duration afterwards. Once bankai ends, the shinigami is
fatigued.

Zanpakuto Types:

Each Zanpakuto has two types which governs its abilities, chosen at level 1, or
when the character gains a zanpakuto if obtained later, plus the general type. Once
the types have been chosen, they cannot be changed, though the Shinigami can
gain additional types through the Multiple Types feat.

Table: Zanpakuto Types

Type Description

Assassination
A type that relies on stealth and a quick kill
Type

Barrier Type A blade that grants powerful defensive abilities

A blade that allows the wielder to deal intense, focused damage


Blood Type
at the cost of their own vitality

A blade that focuses on manipulating darkness to control the


Darkness Type
battlefield and enhance the wielders mobility.

A balanced blade that grants the wielder the ability to


Earth Type
manipulate the earth

A blade that wields fire to become destruction incarnate, against


Fire Type
foes both few and many

General Type non-focused abilities avaliable to all shinigami

Healing Type A blade designed to heal rather than harm

A blade that manipulates ice for a balance between control and


Ice Type
damage

An odd blade designed not for combat, but to be used like a


Kido Type
wizards staff

A blade that manipulates the light for both offensive and


Light Type
defensive purposes

A blade that combines varied destructive power with excelent


Lightning Type
mobility

Mind Type A blade that excels in battlefield control and manipulation

Oppression A Blade specialized in multi-target control and manipulation,


Type capable of reducing the strongest foe to their knees

A Balanced blade that combines offense, defense and control


Plant Type
with a floral touch.

A blade with a deadly sting and offensive power to compliment


Poison Type
any other.

Projectile Type A blade with a reach beyond the steel

Sonic Type A blade that combines destructive power with support abilities.

Summoning A blade capable of calling forth a warior to fight alongside the


Type wielder.

Technological
Type

A blade capable of manipulating the oceans and creating


Water Type illusions, combining balanced offense and defense with some
battlefield control

Weapon Type a blade sharper than any other

Wind Type A Blade with outstanding mobility and offensive power

How to read and use zanpakuto abilities.

A shinigami does not need to use any zanpakuto abilities they possess. The
shinigami does not have to use any upgraded version of a zanpakuto ability if they
choose to use a lower leveled version of the ability.

A shinigami may use any number of different valid enhancements to an ability at


once so long as they can afford it. (EG: a shinigami that knows assassin's strike
may enhance assassin's strike with assassin's eye and assassin's bite at once).

Unless stated, the effects of a shinigami's zanpakuto abilities stack.

The cost for a zanpakuto ability selected multiple times does not stack, unless
otherwise stated.

How to read a zanpakuto ability


Name: The name of the ability. This should be self-explanatory
Prerequisites: The abilities, skill ranks, or feats the Shinigami needs to posses to
be able to obtain the ability. Any attribute listed takes into account any zanpakuto
abilities or any other abilities so long as it has a permanent duration and does not
need to be activated.
Activation cost: The cost to use the ability. Some abilities list, instead of a flat
cost, the name of another ability with a modification; in this case, it means the
ability is used with the previously listed ability and cannot be used alone.
Description: The description of the ability and its effects.
Special: Any other notes or other unusual effects of the ability.

Assassination Type
Back to zanpakuto types

Activation
Ability Prerequisites Shikai/bankai
Cost

Assassin's Blade None 1 sep Shikai

Improved
Assassin's Blade 3 SEP Shikai
Assassin's Blade

Greater
Improved Assassin's Blade 7 SEP Shikai
Assassin's Blade

Piercing Strike Assassin's Blade, Sneak Attack 5d6 None Shikai

Piercing strike, Improved Assassin's


Oblivious Strike 11 SEP Shikai
Blade, BaB 6+

Improved
Oblivious Strike, BaB 11+, Specialized 16 SEP Shikai
Oblivious Strike

Assassin's Strike None 3 SEP Shikai

Assassin's Bite Assassin's Strike +2 SEP Shikai

Assassin's Eye Assassin's Strike +1 SEP Shikai

Assassin's Strike, Assassin's Eye * 3,


Assassin's As assassins
two other assassination type abilities, Shikai
Onslaught blade
BaB 6+

Improved Assassin's Onslaught, Specialized. Shikai


As Assassins
Assassin's
Onslaught Onslaught

Assassin's Piercing Blade, Shadow


Decapitation Cloak, Zanpakuto +4, Sneak Attack, None Shikai
Specialised

Penetrating
Sneak Attack None Shikai
Strikes

Shadow Cloak Hide 10+, sneak attack None Shiaki

Shikai Abilities

Assassin's Bite
Prerequisites: Assassin's Strike
Activation Cost: as Assassin's Strike + 2 SEP.-
The poison from the shinigami's Assassin's Strike is much more virulent than
average, and ravages the victims systems in a matter of moments. The number of
successful hits (or failed saves, depending on how you look at it) needed for
Assassin's Strike to kill a target is reduced by 1, to a minimum of 2 hits (or one
failed save).
Special: This ability may be taken multiple times. The effects stack. Each time after
the first increases the cost by a further +1 SEP each time (up to 2 hits for 4 SEP).

Assassin's Blade
Prerequisites: None
Activation Cost: 1 SEP
The Shinigami can coat her blade in spiritual shadows, allowing it to slip through
their foes defences before their eyes. As a standard action, she can make a single
attack that catches her foe flat footed. She may only use Assassin's Blade with a
melee weapon.

Assassin's Eye
Prerequisites: Assassin's Strike
Activation Cost: Assassin's Strike + 1 SEP
The Shinigami is capable of probing their intended victim with their own spiritual
energy, allowing them to find weaknesses and vulnerabilities much faster. The
number of rounds of study she needs to use Assassin's Strike is reduced by 1.
Special: This ability may be taken multiple times. The effects stack. The activation
cost remains the same regardless of the number of times assassin's eye has been
chosen.

Assassin's Onslaught:
Prerequisites: Assassin's Strike, Assassin's Eye * 3, two other assassination type
abilities, BaB 6+,
Activation Cost: As Assassin's Strike
The Shinigami may use Assassin's Strike as part of a Full attack action, the first
attack of the action being replaced by an assassin's strike, that otherwise functions
identically to the abiltity (including any extras etc). The rest of the action continues
as normal.
Assassin's Strike
Prerequisites: None
Activation Cost: 3 SEP (paid once the strike is made)
The zanpakuto has the ability to generate and secrete a deadly venom that
collapses the victims spiritual energy flow, eventually killing them.
Before using Assassin's strike, the shinigami must spend 3 consecutive rounds
studying their spiritual make up and constitution, to ensure the effectiveness of the
poison. She can do nothing during these rounds other than make a single move
action. If she makes any other action during these three rounds then the study is
lost. After these three rounds, the zanpakuto is attuned to the victim, and can
begin to attack with Assassin's Strike. The zanpakuto can only be attuned to one
creature at a time, though it remains attuned until it is sealed, or the shinigami
chooses to end it.
After the weapon is attuned, the shinigami may make an Assassin's Strike as a
standard action. She makes a single attack at her highest base attack bonus using
her zanpakuto, and if it hits the poison enters their victims bloodstream. The
second time a victim is hit, they must make a reflex save (DC 10 + ½ character
level + reiatsu modifier) to avoid being hit in the same place. If they are struck in
the same place 5 times (or four failed saves), then the poison takes effect and they
are immediately slain or paralysed, at the Shinigami's digression.
Due to the spreading markers, the reflex DC is increased by 1 each time the victim
succeeds in their reflex save for each subsequent hit.
The effect from Assassin's strike is from an injury poison, and thus gains all the
bonuses and penalties the shinigami gets to poisons, save she never risks poisoning
herself. Because the poison is designed to be effective against only one creature, it
has no effect against anyone else beyond her normal attacks.

Decapitation
Prerequisites: Assassin's Piercing Blade, Shadow Cloak, Zanpakuto +4, Sneak
Attack, Specialised.
Activation Cost: None
The zanpakuto gains the Vorpal weapon enhancement on all sneak attacks

Greater Assassin's Blade


Prerequisites: Improved Assassin's Blade, two other Assassination abilities
Activation cost: 7 sep
The Shinigami wraps her blade in heavy layers of darkness, allowing her to cut
through her opponents defences as though they where not there. Activating this
ability is a free action that lasts until the start of her next turn. She catches her
target flat-footed on any melee attack she makes during this time.

Improved Assassin's Blade


Prerequisites: Assassin's Blade, one other assassination ability
Activation cost: 3 SEP
The shinigami may use this ability whenever she makes a full attack action. the first
attack of the action catches the target flat footed.

Improved Assassin's Onslaught:


Prerequisites: Assassin's Onslaught, Specialized.
Activation Cost: As assassin's strike per each attack enhanced.
The Shinigami may, when using assassin's onslaught, convert any number of
attacks into an assassin's strike.

Improved Oblivious Strike


Prerequisites: Oblivious Strike, BaB 11+, Specialized.
Activation Cost: 16 SEP
When making a full attack, the shinigami may choose to use this ability. she may
make an additional attack at her highest BaB. This does not stack with any other
bonuses attacks from things such as haste or a speed weapon enhancement etc. All
attacks made in this fashion benefit from Assassin's Blade and Piercing Strike, and
the damage from all attacks is totalled before applying damage reduction and/or
energy resistance, or other such abilities.

Oblivious Strike
Prerequisites: Improved Assassin's Blade, Piercing Strike, six other assassination
type abilities., BaB 6+
Activation Cost: 11 SEP
As a standard action, the shinigami may make two attacks at her highest base
attack bonus against a single foe, using both Assassin's Blade Piercing Strike. The
damage of both attacks is added together before applying damage reduction and
energy resistance (so an attack that deals 28 and an attack that deals 32 would be
totalled to 60, before damage reduction)

Penetrating Strikes
Prerequisites: Sneak Attack, Two Assassination type abilities
Activation Cost: None
The Shinigami is capable of striking the perfect part of her foes anatomy, exploiting
any weaknesses that most people would overlook to ensure their strike deals
damage. She may deal sneak attack damage to creatures that are immune to
precision damage, though the damage per dice is reduced to d4.
Special: This ability may be taken a second time. It allows her to deal full sneak
attack damage to creatures immune to precision damage

Piercing Strike
Prerequisites: Assassin's Blade, Sneak Attack 5d6, three other Assassination type
abilities.
Activation Cost: None
The Shinigami's zanpakuto tells her just where to strike, to ensure that the blade
strikes true. When using Assassin's Blade (not improved/greater assassin's blade),
or when making a standard attack against an enemy denied their dexterity bonus
to AC, the Shinigami can sacrifice 3d6 sneak attack damage to ignore her target's
Armour Bonus, Deflection Bonus, Defence Bonus and Shield Bonus to AC.

Shadow Cloak
Prerequisites: Hide 9 ranks, two other assassination type abilities, Sneak Attack
Activation Cost: None
The Shinigami is capable of twisting shadows to obscure themselves The shinigami
can hide in any shadow other than her own within 10ft, even if she is being
observed, as Hide in Plain Sight.

Bankai abilities

Zanpakuto Barrier
Armor of the Gods
Prerequisites: None
Activation Cost: None
When released, your Zanpakuto encases you in a suit of armor, selected at the time
when this ability is taken. This suit is masterwork, but has no other enhancements
or special materials. You can also chose to manifest a shield with your armor (or in
place of it), with all of the normal penalties. This too is masterwork. Both the shield
and armor are spiked (or equivalent).
At Level 4, when you activate your armor, you may choose one material. Your
armor functions as if it was made of that armor. You may choose a different
material each time you release this ability.
At 4th level, your armor becomes the equivalent of +1 magic armor. this increases
by +1 every 4 levels thereafter.

Improved Armor of the Gods


Prerequisites: Armor of the Gods
Activation Cost: None
Benefit: The armor granted by Armor of the Gods gains a single armor
enhancement of your choice, with a bonus of up to +1. At 8th level, and every 8
levels thereafter, the armor gains an additional armor ability. In addition, whenever
the armor gains a new ability – through this ability or any other – you may re-
assign all abilities previously taken, so long as the total does not increase.
Special: This ability may be taken multiple times. Its effects stack.

Greater Armor of the Gods


Prerequisites: Armor of the Gods, Improved Armor of the Gods, two other barrier
abilities.
Activation Cost: None
Benefit: The armor granted by Armor of the Gods gains abilities from Improved
Armor of the Gods at level 4 and every 4 levels thereafter, rather than eight level
and every eight levels thereafter.

Aegis of the Gods


Perquisites: Armor of the Gods, six other barrier type abilities, Shinigami level 12
Activation Cost: None
You gain a single armor ability with an enhancement bonus not exceeding 5.

Defensive Surge
Prerequisites: Armor of the Gods
Activation Cost: 3 SEP
As an immediate action in response to a single attack, you may gain +4 to your AC
against that attack. This ability may be taken multiple times, each time adding an
addition +4 to your AC bonus against one attack.

Greater Defensive Surge


Prerequisites: Defensive Surge
Activation Cost: 5 SEP
Instead of lasting for one attack, Defensive Surge lasts until the start of your next
turn. The maximum lasting bonus is +8, and any more applies only to the first
attack.

Iron Body
Prerequisites: Armor of the Gods
Activation Cost: 2 SEP upon release
Benefit: You gain DR 2/-, which stacks with any other DR.
Special: This ability may be taken multiple times. Its effects stack. The cost does
not increase with additional instances of this ability.

True Defense:
Prerequisites: Armor of the Gods, two other Barrier abilities
Activation Cost: None
Benefit: You may take an extra swift or immediate action each turn, but only if the
immediate action is used for a barrier ability.
Spell Resistance
Prerequisites: Armor of the Gods, three other armor abilities
Activation Cost: 2 SEP upon release
Benefit: You gain SR equal to your character level +5.
Special: This ability can be taken multiple times, each time increasing the granted
SR by 5.

Protective
Prerequisites: Armor of the Gods
Activation Cost: None.
Benefit: While wearing the armor granted by Armor of the Gods, you gain a +2
bonus to any one saving throw, chosen upon obtaining this ability.
Special: This ability may be taken multiple times. Its effects stack.

[[#Shielding]] Shielding
Prerequisites: Armor of the Gods
Activation Cost: None. Only functions whilst Armor of the Gods is active.
Benefit: You gain a +2 deflection bonus to AC.
Special: This ability may be taken multiple times. Its effects stack.

Divine Guard
Prerequisites: Armor of the Gods, two other barrier abilities
Activation Cost: 5 SEP. Only functions whilst Armor of the Gods is active.
Benefit: Upon taking this ability, choose one saving throw bonus. As an immediate
action in response to an ability that targets that save, you gain a +4 untyped bonus
to the chosen save against that ability.
Special:This ability may be taken multiple times; each time you can choose a new
save or increase an existing bonus by +2. Each trait must be activated individually.

Improved Divine Guard


Prerequisites: Divine Guard
Activation Cost: 7 SEP. Only functions whilst Armor of the Gods is active
Benefit: When using Divine Guard, you can instead gain the bonus against all
attacks made by that opponent until the start of her next turn

Greater Divine Guard


Prerequisites: Improved Divine Guard, three other Barrier abilities
Activation Cost: 9 SEP
Benefit: As a move action while wearing the armor granted by Armor of the Gods,
you can the bonuses granted by Divine Guard against all abilities for one round. If
you choose to execute a total defense action, you can activate this ability as a swift
action instead

Expanded Divine Guard


Prerequisites: divine guard,
Activation Cost: None
You can gain multiple trait bonuses in a round against a single opponent as part of
the same immediate action.

Divine Form
Prerequisites: Improved Armor of the Gods, Protective applied to all 3 saves,
Deflecting, Spell resistance and Iron Body
Activation Cost: 5 SEP
As a swift action, you may gain a +2 bonus to AC, DR 2/-, SR 5, and a +2 bonus to
all saving throws. This lasts until your zanpakuto is sealed, or the end of the
encounter. All bonuses are untyped. Divine form does not stack with itself, but does
with other abilities.
Special: This ability may be taken multiple times. Each time increases the AC, DR,
and save bonuses by 1, and the spell resistance by 5

[[#GreaterDivineForm]] Greater Divine Form


Prerequisites: Divine form, Greater Armor of the Gods
Activation Cost: 3 SEP. Can only be used during Divine Form
Benefit: As an immediate action while Divine Form is active, you may increase
your DR, AC and save bonuses by +2, and your spell resistance by +5. This lasts
until the start of your next turn. you can choose to activate this ability multiple
times. Each time, the cost is increased by +1 (so twice is +7, 3 times is +12 etc)

Lofty Challenge
Prerequisites: Armor of the Gods
Actviation cost: 3 SEP
Benefit: Select one enemy within hearing range. That enemy must make a Will
save (DC 10 + ½ character level + reiatsu stat modifier). If they fail this save, they
must target you with their attacks and abilities. The enemy is entitled to a new Will
save each round, with the DC decreasing by one for each round after the first that
they have been targeting you.
Special: This ability can be taken multiple times. Each time this is taken after the
first, the saving throw DC is increased by 2.

[[#Thicketofblades]] Thicket of Blades


Prerequisites: Lofty Challenge. Two other barrier abilities
Activation Cost: 6 SEP
Benefit: As a swift action, you may gain the benefits of this ability. Whenever a
creature you threaten takes any form of movement, including a 5-foot step, but not
Shunpo, they provoke an attack of opportunity from you. This is resolved before
they leave the threatened area. Creatures threatened by you cannot use the
withdraw action to treat their starting square as no longer threatened by you.
This lasts until your Shikai is dismissed.

Defensive Rebuke
Prerequisites: Lofty Challenge. Two other barrier abilities
Activation Cost: 3 SEP
Benefit: As a swift action, you may gain the benefit of this ability for one round.
Each enemy you successfully targeted with an attack becomes vulnerable to
additional attacks of yours. If an enemy you hit since activating this ability makes a
melee attack against you within the next round, that attack provokes an attack of
opportunity. Each separate attack made against you provokes its own attack of
opportunity. Enemies affected by this are aware of the consequences of attacking
you.

Eternal Bastion
Prerequisites: Armor of the Gods, two other barrier abilities
Activation Cost: None.
Benefit: You gain fast healing 3 while wearing the armor granted by Armor of the
Gods.
Special: This ability can be taken multiple times. Its effects stack

Ardent Defender
Prerequisites: Armor of the Gods, two other barrier abilities
Activation Cost: 5 SEP
Benefit: Whenever an adjacent ally suffers damage, you may use this ability as an
immediate action. You shift half of the damage they suffer (before DR/resistances)
to yourself. This damage ignores your damage reduction and energy resistance (if
any) and always causes lethal damage.

Steely Resolve
Prerequisites: Armor of the Gods, two other barrier abilities
Activation Cost: None
Benefit: You gain a delayed damage pool, which allows you to put off dying. This
pool begins each encounter at 0. When you take hit point damage, it is added to
your delayed damage pool. At the end of your next turn, you take damage equal to
the amount in your delayed damage pool. Any healing may be used to heal as
normal or to reduce the amount of your delayed damage pool.
Non-damage effects of abilities, such as poison, still affect you normally.
Your delayed damage pool can hold up to 5 points of damage.
Special: This ability can be taken multiple times. Each time after the first increases
your Delayed Damage pool by 5

Furious Counterstroke
Prerequisites: Armor of the Gods, Steely Resolve, two other barrier abilities
Activation Cost: None
Benefit: During your turn, you gain a bonus to attack and damage rolls equal to
one fifth of the current value of your delayed damage pool.

Blade Wall
Prerequisites: Two barrier abilities
Activation Cost: 3 SEP.
Benefit: As a standard action, your Zanpakuto can create a large barrier to
surround or block off an area. This wall is 20-feet long, 10-feet high, and 5-feet
thick, and can be placed anywhere within 100 feet of you. All creatures who touch
or attempt to pass through this wall take damage equal to your normal zanpakuto
damage. The wall does not hamper movement. Everyone within the area you place
the wall may make a Reflex save (DC 10+1/2 HD+Con) to take half damage. The
wall last for a number of minutes equal to your shinigami level, or until it is
destroyed.
You can only have one wall active at any one time, and can dismiss your wall as a
free action.
The wall does not need to be made in a straight line, but must be placed in 10-foot
increments .
Special: This ability can be taken multiple times. Each time increases the height by
10 ft, the width by 5 ft and the length by 10 ft

Improved Blade Wall


Prerequisites: Blade Wall, three other barrier abilities
Activation Cost: 5 SEP
Instead of being passable, you can choose to create a wall of iron inscribed with
magic runes that deal your Zanpakuto damage to anyone who touches the wall.
This wall can be destroyed as normal for an iron wall, in which case it reverts to
functioning as a normal zanpakuto wall (see wall ability)
You can choose not to deal this damage. If someone you know touches the wall,
you know who they are as though you're looking at them even if you're not.

Greater Blade Blade Wall


Prerequisite: Improved Blade Wall, four other barrier abilities
Activation Cost: 5 SEP
You can choose to create a wall of invulnerable force that does not deal damage
when using Wall.
Superior Wall
Prerequisites: Greater Blade Wall, six other barrier abilities
Activation Cost: 7 SEP
Your Force Wall now deals Zanpakuto damage to any creature that touches the
wall.

Shape Wall
Prerequisites: Blade Wall, 3 other barrier abilities
Activation Cost: None
Benefit: As a full round action, you can reshape your wall. As long as the total area
does not change. this can be used to make the wall any shape, such as a cube or
cylinder.

Blade Cage
Prerequisites: Blade Wall
Activation Cost: wall cost + 2
Benefit: Your zanpakuto can create a cage around the chosen target, instead of a
straight wall. This cage has all the properties of your wall (material, damage, width
etc) save its height and length are as specified below.
The chosen target is enveloped in a cage that is 10 feet long, 10 feet deep and 10
feet high. if the cage is used against a creature larger than this, then it fails. The
action is still consumed, but no SEP is expended.
You may only have one wall or cage active at one time.
Special: this ability can be taken multiple times. Each time increases the lenght,
height and depth of the cage by 5 feet.

SPECIALIZED ABILITIES

Armor of the Death god


Prerquisites: Perfect Armor of the Gods, Specialized Type (Barrier)
Activation Cost: None
Benefit: Your armor's static bonus is doubled. you no longer suffer the armor
check penalty or dexterity bonus from your armor. You may select Perfect Armor of
the Gods one more time.

Mirror of the Ages


Prerquisites: Divine Guard, Specialized Type (Barrier), 6 other barrier abilities
Activation Cost: Varies
Benefit: As a standard action, you can duplicate any one attack or special ability
that targeted you last turn. The cost of this is equal to the original cost of the
ability, excluding discounts from class features.
The save DC, damage, reach etc are all calculated using your own weapon, stats
etc
You cannot duplicate abilites of Bankai level, or their equivalents (such as Vasto
Lorde/joyas de el Disablos abilities, fullbringer-unleashed abilites) or spells of 8th
level or above. You also do not duplicate any enhancements to the attack, though
you do not pay the SEP for them either (eg: emulating a maximized hádo 31 would
cost you 5 SEP, but that attack would not be maximized)

BANKAI ABILITIES

Eternal Guardian
Prerequisites: None
Activation Cost: None
You gain regeneration equal to your fast healing +5. If you did not already possess
fast healing, then you gain regenration 5. Choose two energy types. These types
negate your Regeneration. You lose any resistance or protection from these two
energy types. Your fast healing is negated while this ability is active

Bulwark of the Ages


Prerequisites: Armor of the Gods
Activation Cost: Increase Bankai cost by 10 SEP
Your Bankai forms into a shining suit of armor, greater even than the Armor of the
Gods, that reacts and shifts in accordance to the enemies actions. This bestows the
following benefits:
The AC bonus granted by the armor gained from Armor of the Gods is applied to
your touch AC as well as your normal AC.
Each round you remain in Bankai, your armor bonus to AC increases by +1
You become immune to critical hits and precision damage

Divine Challenge
Prerequisites: Lofty Challenge
Activation Cost: 5 SEP
As a swift action, you can activate this ability. Either one enemy in your line of sight
must direct their attacks against you for 1d4 rounds, or each enemy within hearing
range is affected as if by your Lofty Challenge ability. this is a mind-effecting
ability. your opponent does not need to be able to understand you to be effected.

Zanpakuto Blood
Blood type

the blood type is a deadly zanpakuto type that uses the life force of the wielder to
power itself. The type allows you to attack your foe with never-healing wounds,
magnifying their pain as well as to sacrifice your own life force to unleash
devastating attacks

Special: Blood type abilities that cause personal constitution damage can only be
used if you are susceptible to constitution damage; a character with no constitution
score, cannot use these abilities, regardless of other circumstances. Creatures that
would normally be immune to Constitution damage still suffer the effects of any
costs to use blood type abilities. Abilities that sacrifice HP can still be used, so long
as the user has HP to spend. A creature can willingly reduce their HP below 0 (and
even enough to kill themselves, if they so choose) using blood-type abilities. if they
do so, then they are rendered helpless/dead after the attack ends.

Wounding
Prerequisites: None
Activation Cost: 1 SEP
As a swift action, the Shinigami can activate their blade's blood-lust, causing each
of their zanpakuto attacks to inflict 1 point of constitution damage. The Victim is
entitled to a fortitude save (DC 10 + ½ character level + Reiatsu modifier) to resist
the constitution damage. This ability lasts until the blade is sealed, or the shinigami
chooses to end it.
Special: This ability may be taken multiple times. Each time increases the save DC
by 2.

Greater Wounding
Prerequisites: Wounding, two other blood type abilities
Activation Cost: As wounding + 1 SEP
The constitution damage from the shinigami's wounding ability is increased to 1d3

Bloodfeeding
Prerequisites: Wounding
Activation Cost: as wounding + 2
This ability is an enhancement to the Wounding ability, and is activated at the same
time. For each point of constitution damage dealt by her Wounding ability, the
shinigami heals herself 1d6 points of HP.

Improved Bloodfeeding
Prerequisites: Bloodfeeding, four other blood type abilities
Activation Cost: none
The Health gained from bloodfeeding can be either healing, or Temporary HP that
lasts until it is lost or she seals her sword, at the shinigami's discretion.

Bleeding Strike
Prerequisites: Wounding
Activation Cost: 3 SEP
As a Standard action, the Shinigami makes a single melee attack. If this attack hits,
it deals an extra 1d6 points of damage and, so long as it inflicted any amount of
damage, causes the victim to bleed viciously, suffering 1d6 points of bleeding
damage each subsequent round. The bleeding persists until the victim passes a DC
(10 + ½ character level + Reitsu modifier) fortitude save – which is made at the
start of each of the victim's rounds – is healed by Fast Healing or Regeneration, or
receives any form of magical healing.
The bleeding damage takes effect before Fast Healing/Regeneration.
Creatures that do not bleed are, of course, unaffected by this ability.
Special: This ability may be taken multiple times. Each time increases the save DC
by 2.

Vicious Wounds
Prerequisites: Bloody Strikes
Activation Cost: Bloody Strikes + 2
When using Bloody Strikes, you may increase the initial bonus damage, and the
first round of bleed damage by 1d6.
Special: You may select this ability multiple times. Each time increases the
damage by an additional 1d6, or the duration it persists by 1 round.

[[#EternalWounds]] Eternal Wounds


Prerequisites: Bleeding Strikes, specialised
Activation Cost: as Bleeding Strikes
The Bleeding Wounds the shinigami inflict particularly difficult to heal. In order to
halt the bleeding, it instead requires a Restoration Kido to heal. In addition, this
stops Fast Healing from closing the wounds, although it does not prevent Fast
Healing from taking effect and healing some of the damage.

Bloody Onslaught
Prerequisites: Bleeding Strike, four other blood type abilities, BaB 6+
Activation Cost: As Bleeding Strike each attack replaced
You may use Bleeding Strike as part of a full attack action, replacing any number of
attacks with Bloody Strikes. The bleed damage caused is combined into one effect,
that causes the total bleed damage, rather than being multiple individual cuts.

Vampiric Strike
Prerequisites: None
Activation Cost: 3 SEP
The Shinigami's blade drinks in the blood that coats it, transferring this vitality to
her. As a standard action, the shinigami can make a single standard attack. If this
attack hits, she regains HP equal to her base zanpakuto damage.

[[#ImprovedVampricStrike]] Improved Vampiric Strike


Prerequisites: Vampiric Strike, two other blood type abilities
Activation Cost: As Vampiric strike + 2 SEP/per creature hit
When using Vampiric strike, the shinigami can choose to recover health equal to ½
the total damage, rather than her base zanpakuto damage. If she uses this ability
in a situation where she drains health from multiple creatures, the ½ total damage
healing only effects the first creature.

Vampiric Blade
Prerequisites: Vampiric Strike, one other blood type ability
Activation Cost: as attack + 3 SEP
Once per turn, the Shinigami can have any single attack she makes with her
zanpakuto – be it an ability or a basic attack as part of a full attack – benefit from
Vampiric Strike.

Ravenous Thirst
Prerequisites: Vampiric Strike, Vampiric Blade, four other blood type abilities, BaB
6+
Activation Cost: As Action +6 SEP
The Shinigami's sword is ever thirsty for more blood, to such an extent that her
blade could be bathed in a crimson ocean and come out spotless. As part of any
action, the Shinigami can have any attack made by the zanpakuto be enhanced by
her Vamparic Strike ability, up to a maximum of the number she could make as
part of a full attack action. If used as part of an area attack, each creature she
drains health from counts as an attack.
Due to the focus on variety rather than completeness, she only receives ½ the
healing per hit.

Insatiable Thirst
Prerequisites: Ravenous Thirst, six other blood type abilities
Activation Cost: N/A
When using Ravenous Thirst, the shinigami recovers 100% of the healing from each
strike, rather than 50%

Bottomless Well of Bloodthirst


Prerequisites: Ravenous Thirst, eight other blood type abilities, specialised.
Activation Cost: N/A
The Shinigami can drain health from an additional 2 victims when using Ravenous
Thirst.
Special: This ablity may be taken multiple times. the effects stack.

Blade of Blood
Prerequisites: None
Activation Cost: 1 SEP
As a move equivalent action, the shinigami coats her blade in a sheath of whirling,
frenzied blood. The Shinigami's attacks deal an extra 1d6 points of damage. She
may choose to suffer 1 point of constitution damage to increase the damage of her
next melee attack by 3d6. If she misses, then this is wasted.
Blade of Blood lasts until the shinigami seals her sword or chooses to end it.
Bloody Reaper
Prerequisites: Blade of blood, two other blood type abilities
Activation Cost: 1 CON
When spending Con with Blade of Blood, the Shinigami can have the bonus damage
apply to all attacks made until she seals the blade

Blood Price
Prerequisites: None
Activation Cost: None
The Shinigami can spend their blood in place of their spiritual energy. whenever the
shinigami uses a zanpakuto ability, they can choose to take constitution damage, at
a rate of 5 sep to 1 point of constitution damage, to pay for the ability. This does
not allow him to go beyond his normal limit for abilities, and any extra SEP
generated in this way is lost if not used that turn.

Improved Blood Price


Prerequisites: Blood Price, two other Blood Type abilities
Activation Cost: None
So long as Improved Blood Price is active, the shinigami can spend their HP as SEP,
at a rate of 2 sep for each hit point, if they so desire, however, they cannot recover
HP or ability damage, or receive anything else that could be classified as ―healing‖
so long as it is active. Activating and deactivating Blood Price is a free action that
can only be done during their turn.

Blood Boost
Prerequisites: Blood Price
Activation Cost: as ability + 1 Con
When using any instant duration Zanpakuto ability with a random numeric value of
at least 2d6, the shinigami can suffer 1 point of constitution damage to increase the
effect by 2d6.
Special: this ability may be taken up to three times. Each time increases the bonus
by a further 2d6. The con damage does not increase.

Zanpakuto Darkness Type


Eyes of Darkness
Prerequisites: None
Activation Cost: None
The Shinigami gains darkvision, and can see as well in mundane darkness as she
could in full daylight, including colour, detail etc. The shinigami is immune to
blindness.
Special: This ability may be taken multiple times. Each time allows you to see
through another layer of darkness (Darkness Spell < Deeper Darkness etc). If this
ability is taken three times, then the shinigami can see through any form of
darkness.

Bestow Eyes of Darkness


Prerequisites: Eyes of Darkness
Activation Cost: 2 SEP
As a swift action, the Shinigami can share her her Eyes of Darkness with all her
allies within 100ft. This lasts until she chooses to end it, or she seals her
Zanpakuto.

Darkness
Prerequisites: None
Activation Cost: 1 SEP
The Zanpakuto emits an inky darkness that obscures everything within a 20-foot
radius as per the effects of the Darkness spell, except it does not suppress magical
illumination. When used against the Illumination Zanpakuto ability, the ability with
more ranks takes precedence.
The Shinigami may activate or suppress this ability as a free action. It lasts until
she seals her zanpakuto.
The Shinigami can see in her own darkness, as if it was full illumination.
Special: You may select this ability multiple times. Each time increases the level of
illumination you can overcome (such as magical light) by one stage, and either the
radius by 10ft, or the miss chance granted by 10%.

Shroud of Darkness
Prerequisites: Darkness
Activation Cost: 3 SEP
As a standard action, the Shinigami may coat one creature or object within 100 +
character level * 10 ft in darkness, exactly as her Darkness ability. If the shinigami
chooses, the target may see in the darkness as if it was full illumination. The victim
is entitled to a will save (DC 10 + ½ character level + Reiatsu modifier) to resist
the effect. This lasts 1 round per character level.
This is a swift action when used against willing targets.

Darkness Boutique
Prerequisites: Shroud of Darkness, Specialized.
Activation Cost: as Shroud of Darkness per target.
The shinigami may, as a full round action, target a number of valid targets with
Shroud of Darkness, up to a maximum number equal to her Reiatsu Modifier.

Total Blackout
Prerequisites: Darkness, two other darkness abilities
Activation Cost: Darkness + 2 SEP
The Shinigami's Darkness ability also obscures one other sense, other than touch,
chosen when the ability is taken. Once again, the shinigami/target retains the use
of the chosen sense if the shinigami so desires.
Special: This ability may be taken multiple times. Each time obscures another
sense. This does not increase the cost.

Shape Darkness
Prerequisites: Darkness
Activation Cost: 1 SEP
As a Swift Action, the Shinigami can shape any darkness effect she has created
(through her zanpakuto or any other means) into any other shape or form, so long
as it's total area does not change. The darkness does not need to remain
connected, though each part may not be more than 10ft apart.
When creating darkness through any means, she can use this ability as a free
action on that patch of darkness.

Solid Darkness
Prerequisites: Darkness, Shape Darkness two other Darkness Type Abilities.
Activation Cost: 7 SEP
The Shinigami can create solid, tangible objects of darkness. As a standard action,
she creates as much Solid Darkness as the total area of her Darkness ability. Only
one object is created, though it can be of any shape. The Object is created
anywhere within 100ft, though it cannot be placed on a creature.
Darkness created in this way weighs nothing and hovers in place. It requires a DC
15 strength test to move, increased by 2 for every 5 foot above 20ft
The Darkness lasts 1 minute per character level. The Shinigami can dispel any
objects created in this way as a free action
Darkness created in this way has hardness equal to 5 + ½ character level, and 5 hp
per 2 character levels. It is automatically dispelled by any light effects that would
dispel the Shinigami's Darkness ability, and immune to any light effects that the
Shinigami's Darkness Ability. It can support about as much weight as wood of the
same thickness.
Special: This ability may be taken multiple times. Each time increases the
hardness by 2, the dc to move it by 2 and the HP by 10

Move Darkness
Prerequisites: Shape Darkness
Activation Cost: None
As a move-equivalent action, the Shinigami can move any patch of darkness, or
object created through Solid Darkness, within 100 ft up to 30ft in any direction.

Touch of Darkness
Prerequisites: Darkness, four other darkness type abilities, specialized
Activation Cost: 5 SEP
The shinigami may treat any creature in or adjacent to any darkness they create as
if they creature was within their reach. They must pay for every action they use
with this power (for example it would cost 5 SEP to make either a standard of full
attack using this ability, as well as to make an attack of opportunity). They do not
need to pay if a creature is within range normally.

Cloud Vision
Prerequisites: Darkness
Activation Cost: 2 SEP
The Shinigami creates a black film over her target’s eyes, blinding them. As a
standard action, you may target a creature within 100ft. They must succeed a
reflex save (DC 10+1/2 character level+constitution modifier) or be blinded for 1
round/character level + reiatsu modifier.
Special: This ability may be selected multiple times. Each time increases either the
area effected by 5 feet (effectively making it a burst effect), increasing the save DC
by 2, or the duration by 1/2 character level.

Sleep
Prerequisites: None
Activation Cost: 3 SEP
The Shinigami lulls one or more creature within 100ft into a deep, magical slumber.
The victim is entitled to a will save (DC 10 + ½ character level + Reiatsu modifier)
to resist the effect. The Shinigami can effect a total number of hit dice equal to her
own hit dice.
Special: This ability can be taken multiple times. Each time increases the save DC
by 2, or the number of hit dice by 2

Nightmare
Prerequisites: Sleep, three other zanpakuto abilities
Activation Cost: 7 SEP
This Zanpakuto ability allows you to cause horrendous nightmares upon your
target. It functions exactly like the 5th level Wizard spell.
Special: This ability may be taken multiple times, each time either:

 Adds 1d10 to the damage dealt.


 Allows Nightmare to be cast upon an awake person (causing them to have
nightmares when next they sleep)
 Decreases the DC modifiers by one step (intimate knowledge gives them -6
on their will saves, knowledge gives -1, second hand gives +4, and no
knowledge gives +9, etc.)
 Causes the victim to be exhausted instead of fatigued upon waking.

Black Tentacles
Prerequisites: Three other darkness abilities
Activation Cost: 5 SEP
The shinigami gains the ability to use Evard's Black Tentacles as a spell-like ability,
with a caster level equal to character level.
Special: You may take this ability multiple times, each time either:

 increases the strength of the black tentacles by +2


 increases the radius by 5 feet
 causes them to do 1d8 extra points of damage a round

These effects stack.

[Bad dreams] Bad Dreams


Prerequisites: Deep Sleep, three other darkness type abilities
Activation Cost: 3 SEP
The Shinigami can stir the minds of their sleeping victims into vicious dreams,
infused with enough spiritual energy to make every dream cut and bruise real
enough to kill. As a standard action, all victim of your deep sleep suffer 1d10
damage at the start of each round, so long as they remain asleep. The effects of
the ability do not stack.
This ability may be used as part of Deep Sleep if the shinigami so desires.
Special: This ability may be taken multiple times. Each time increases the damage
by a further 1d10.

Shadow's Grasp
Prerequisites: none
Activation Cost: 1 SEP
The shinigami can animate her foes shadows, bringing them to life and using them
as her weapon. As a standard action, she can attempt to either Grapple, Disarm or
Trip a foe within 100 + character level * 10 ft using their own shadow. She can use
either her strength or her Reiatsu modifier for this attempt. If she pins her foe, she
must use this ability each round she wishes to maintain the pin. The Shadow has
the exact same AC as the target at all times.
Special: This ability may be taken multiple times. Each time increases her effective
size category whilst using this ability by one.

Shadow's Chains
Prerequisites: Shadow's Grasp, Specialised
Activation Cost: Shadow's Grasp + 2 SEP
The Shinigami can control the shadows of multiple creatures at once. Her shadow's
Grasp becomes a 5ft burst per character level.
Special: This ability may be taken multiple times. Each time increases the size of
the burst by 5ft

Darkness' Grasp
Prerequisites: Shadow's Grasp, Darkness, two other darkness type ability.
Activation Cost: 2 SEP per target
The Shinigami's shroud of darkness can be brought to life, reaching out to strike
and seize those nearby. As a full round action, she can use shadow's grasp against
any number of creatures within her Darkness bubble. She cannot use this ability
against creatures in darkness created by Shroud of Darkness.

Improved Darkness' Grasp


Prerequisites: Darknesses Grasp
Activation Cost: As Darknesses Grasp
The Shinigami can use Darknesses Grasp against any single patch of darkness
within 100ft, rather than just her personal bubble.

Shadow's Strike
Prerequisites: Shadow's Grasp, one other Darkness ability
Activation Cost: Shadow's Grasp + 2 SEP
When using Shadow's Grasp, the shinigami may also make a single attack that
deals base Zanpakuto damage against her target, using her reiatsu modifier in
place of her strength modifier. This attack cannot be an additional trip, grapple or
disarm.

Improved Shadow's Strike


Prerequisites: Shadow's Grasp, Shadow's Strike, four other darkness type
abilities, BaB 6+
Activation Cost: Shadow's Grasp + 2 SEP per attack
As a Full round action, the shinigami can use Shadow's Grasp against a valid target
and make a number of attacks up to the amount she could make on a full attack,
using the base attack bonus for the relevant attack, against the target using
shadow's strike.

Shadow Noose
Prerequisites: Shadow's Grasp, Specialised, four other darkness type abilities
Activation Cost: As Shadow's Grasp + 3 SEP
Whenever the Shinigami successfully Grapples an opponent using shadow's
grasp she can use this ability as a free action. So long as she maintains the
grapple, the victim begins to suffocate.

Consuming Darkness
Prerequisites: None
Activation Cost: 2 SEP
As a move action, the shinigami coats his blade in a shroud of darkness that
leeches life out of his victims. Whilst this ability is active, the shinigami's zanpakuto
deals an additional 2d6 Negative Energy

Improved Consuming Darkness


Prerequisites: Consuming Darkness, one other darkness type ability.
Activation Cost: As consuming darkness + 2 sep
the Bonus damage from consuming darkness is increased to 4d6

Greater Consuming Darkness


Prerequisites: consuimg darkness, four other darkness type abilities, specialized
activation cost: As consuming darkness + 4 SEP
The Bonus damage from consuming darkness is increased to 6d6

Swift Consuming Darkness


Prerequisites: Consuming Darkness
activation cost: As consuming darkness + 2 sep.
The shinigami can use consuming darkness as a swift action
Darkward
Prerequisites: None
Activation Cost: N/A
The shinigami has energy resistance 10 against negative enrgy damage
special: this ability can be taken multiple times. the effects stack.

Dark feeder
Prerequisites: Negative energy resistance 30+
Activation Cost: N/A
The shinigami is immune to negative energy damage

Improved Dark feeder


Prerequisites: Darkfeeder, specialized.
Activation Cost: N/A
The shinigami is healed by neagitve energy damage as well as positive energy
damage.

Zanpakuto Earth Type


Earth-Type Zanpakuto can excrete powerful acids to debilitate their foes, strike
them with the weight of the mountains or even turn the very ground against their
foes

Shikai abilities

Acid Blade
prerequisites: None
Activation Cost: None
The shinigami's zanpakuto deals acid damage instead of it's normal damage type.
She can choose to have any of her zanpakuto abilities deal acid damage instead of
their normal damage. She can choose to have any creature the shinigami summon
gain the acid subtype and deal acid damage with their attacks and abilities.

One Ton Hammer


prerequisites: None
Activation Cost: None
The shinigami's zanpakuto takes on a much heavier form, the blade comprised of
heavy stone. Her zanpakuto deals bludgeoning damage. If she is a Kido/expert
shinigami, it now deals damage equal to a warrior shinigami of the same level. If
she is a warrior shinigami/arrancar, it now deals damage equal to a character 4
levels higher (or 2d12 at level 20).

Two Ton Hammer


prerequisites: One-ton hammer, one other earth ability
activation cost: 1 sep
As a move-equivalent action, the shinigami gathers more earth around her blade,
increasing the weight and destructive force. Her melee attacks deal an extra 1d6
damage, and ignore 5 points of damage reduction, but her base land speed is
reduced by 5 feet, and she suffers a -2 penalty to her dexterity, and any climb and
swim tests.

Ten Ton Hammer


prerequisites: Two-ton hammer, one other earth ability
Activation cost: 2 sep
The bonus from the shinigami's two ton hammer increases to 2d6 damage, and
ignores 10 points of damage reduction, but the penalties increase to -10 feet of
movement speed, and -4 dexterity, climb and swim tests.

Corrosive Blade
Prerequisites: None
Activation Cost: 1 sep
As a move equivalent action, the shinigami can coat her zanpakuto in a highly
corrosive acid that deals an additional 2d6 points of acid damage. This lasts until
the end of the current battle, or until it is resealed.

Improved Corrosive Blade


Prerequisites: None
Activation Cost: 2 sep
The bonus damage from corrosive blade becomes 4d6 acid damage, instead of 2d6.

[[#greatercorrosiveblade]] Greater Corrosive Blade


Prerequisites: None
Activation Cost: 3 sep
The bonus damage from corrosive blade becomes 6d6 acid damage, instead of 4d6.

Swift corrosive blade


Prerequisites: Corrosive Blade
Activation Cost: as corrosive blade
The shinigami can coat her zanpakuto in acid (see corrosive blade) as a swift or
immediate action instead of a move-equivalent action.

Lingering Acid
Prerequisites: Corrosive Blade
Activation Cost: None
whenever the shinigami strikes someone whilst corrosive blade is active, some of
the acid remains on the victim. At the start of their next turn, they suffer ½ the
damage from the shinigami's corrosive blade again.
Special: This ability can be taken multiple times; each time increases the duration
of which the acid stays on the target by one round.

Voracious Acid
Prerequisites: Corrosive Blade, Lingering Acid, two other earth type abilities
Activation cost: None
each turn an enemy is damaged by the shinigami's Lingering Acid, their AC is
reduced by 2 until the end of the battle.
Special: This ability can be taken multiple times. It's effects stack

Acid Wave
Prerequisites: Corrosive Blade
Activation cost: Corrosive Blade + 2 sep
The shinigami may, as a standard action, unleash a burst of acid in either a 60 foot
line, a 30 ft cone or a 20 ft burst. The Acid deals damage equal to her corrosive
blade (and improvements, if appropriate). Any creature in the area is entitled to a
reflex save for half damage, with a dc of (10 + ½ character level + reistu stat
modifier). Any creature that fails it's reflex save is also effected with the shinigami's
Lingering Acid ability, if she possesses it. The shinigami does not need to have
corrosive blade active to use this ability.

Acid Adaptation
prerequisites: None
Activation Cost: None
The shinigami gains acid resistance 10.
Special: This ability may be taken multiple times. Each time increases her acid
resistance by 10

Acid Absorption
Prerequisites: Acid resistance 30
Activation Cost: None
The shinigami become immune to acid damage of all kinds.

Megaton Hammer
Prerequisites: one ton hammer, one other Earth-Type ability
Activation Cost: 1/5/9 sep
The shinigami gains the ability to use the mountain hammer manoeuvre, and all
advanced versions, for the costs listed above (each price matching the level of the
manouvre). She does not need to ready these manoeuvres, only pay the SEP cost.
Special: These do not count towards the prerequisites for any other manoeuvres.

Scion of the Mountain


perquisites: two other earth type abilites:
activation cost: 2 sep
The shinigami can activate this ability as a free action. It lasts until the start of her
next turn. For that turn, she gains the following benefits:

 Any Stone Dragon stance that requires her to not move more than 5 feet in
a round instead requires her to not move more than half her base land
speed in a round.
 Giant's Stance, if she possesses the stance, has a size cap of Huge.
 The shinigami may multiply the amount of any forced movement caused by
a Stone Dragon strike by 2.

King under the Mountain


Prerequisites: scion of the mountain, specalised, six other Earth-Type abilities
Activation cost: 3 sep
The benefits from her scion of the mountain ability are changed to the following:

 Any Stone Dragon stance that requires her to not move more than 5 feet in
a round instead requires the shinigami to not move more than her base land
speed in a round.
 Earthstrike Quake's area, if she possesses the manoeuvre, is a burst equal
to character level * 10 in feet. When using Earthstrike, she may also use
Shattering strike as a swift action
 Giant's Stance, if she possesses the stance, has a size cap of Gargantuan
 She may multiply the amount of any forced movement caused by a Stone
Dragon strike by 3.

Stoneform
Prerequisites: four other earth-Type abilites
activation cost: 7 sep
The shinigami's form becomes made of heavy, resistant stone slabs, vastly
increasing her strength but linking her to the earth. Activating this is a move
equivalent action that lasts until she decides to cancel it, or she falls
unconcious/reseal her zanpakuto
The shinigami gain a +4 enhancement bonus to Strength and Constitution and a +5
competence bonus on Fortitude saves. She also become immune to poisons,
stunning, blinding and all fear and nausea effects. She no longer need to breath.
Due to her rocky skin, the shinigami gain dr 5/adamntine. She gain the earth
subtype
However, this comes at a cost: The shinigami's dexterity is reduced by 4 points,
and her movement speed is reduced by 5 feet and her weight increases by a factor
of 5. She can no longer swim, only sink, and many things will be unable to support
her weight.

Iron Form
prerequisite: Stoneform, 6 other earth type abilities
activation cost: 11 sep
the strength and constitution bonuses from her stone form are increased to +6, and
the DR is increased to 10/adamantine. The dexterity penalty is also increased to -6
She now weighs 10 times as much as she did before.

Adamantine Form
prerequisites: Iron form, specalised, 8 other earth type abilites
activation cost: 15 sep
the strength and constitution bonuses from the shinigami's stoneform are increased
to +8, as is the dexterity penalty. The damage reduction becomes 10/-. the
movement penalty becomes 10 feet.
Whilst in adamantine form, the shinigami's size become large. If it was already
large she gains no benefits. It she where already larger than that, then her size is
unchanged
all of her attacks are treated as adamantine for all purposes.
A shinigami cannot use both Mythril form and Adamantine form at the same time.

Mythril Form
Prerequisites: Iron form, specalised, 8 other earth type abilites
activation cost: 15 sep
The shinigami suffers no dexterity or movement penalty whilst in stone form. She
retains her ability to swim, and her weight is unchanged. Whilst in Mythril form, the
shinigami may act as if she was hastedfor all purposes.
all of her attacks are treated as mythril for all purposes.
A shinigami cannot use both Mythril form and Adamantine form at the same time

stoneskin
prerequisites: Stoneform
activation cost: 9 sep
The shinigami can cast stoneskin, as the spell, with a caster level equal to her
character level.

Shattering Strike
Prerequisites: None
Activation Cost: 3 sep
As a standard action, the shinigami can shatter an area of ground, making the
terrain rough and hard to traverse. This ability shatters the earth in a 20 foot radius
burst centered on the shinigami each time it is used.
Every enemy touching the ground must pass a DC 10 + ½ character level + reistsu
stat balance test or fall prone. If they pass, they are instead shaken for one round
The ground becomes rough terrain (requiring 2 squares of movement to traverse),
and every creature moving upon it must pass a DC 10 + ½ character level +
reistsu stat balance test or fall prone.
the shinigami can choose to have the ground become sand or mud after using this
ability, if she so wishes, so long as the ground could become such (so not wood
etc)
Earthen Spears
prerequisites: shattering strike, two other earth type abilities
activation cost: none
her zanpakuto can manipulate the broken earth into deadly blades. Any enemy in
the area of her shattering strike suffers 1d6 damage per four levels (to a minimum
of 1d6), which is doubled if they fall over. In addition, any difficult terrain the
shinigami create causes the same damage to anyone that falls onto it.
Special: This ability can be taken multiple times. Each time increases the damage
by 1d6 (2d6 on a trip)

Earthen Surge
prerequisites: Shattering strikes
Activation cost: as shattering strikes.
This ability allows the shinigami to shape her shattering strikes burst into either a
cone, with a range of 1.5 times that of the burst, or a line with a range equal to
twice the burst, and a width equal to ¼. All other factors of the ability remain the
same.

Earthen Fortress
prerequisites: shattering strike
Activation cost: 3 sep
As a free action, when standing on earth, stone, rock, or worked surfaces such as
cobblestone or flagstone streets, the square or square that the shinigami occupy
raises up into a 5-foot pillar, causing the squares adjacent to it to buckle and have
the same effects as earth effected by her Shattering Strike.
Every time the shinigami moves, the pillar the shinigami was standing on sinks into
the ground and another one rises up in its place.
the shinigami may suppress this ability as a free action.
Special:t he shinigami may take this ability multiple times, it either increases the
height of the pillar by 5 feet or the radius affected by 5 feet.

Earthen Keep
prerequisites: Earthen fortress, three other earth type abilities
activation cost: None
The pillars the shinigami create with Earthen Fortress do not sink back into the
ground after the shinigami moves away, but instead remain until otherwise
changed. the shinigami may activate or suppress this ability as a free action.

Pillar of Gaia
prerequisites: Earthen Fortress
Activation Cost: 3 sep
Striking the ground, the shinigami summon a rising pillar of earth underneath a foe.
Select one square within (30ft + 10 per character level). A pillar of earth rises from
the ground, launching whomever is underneath it into the sky. Any target entierly
on the targeted area is entitled to a reflex save (dc 10 + ½ character level +
reistsu stat modifier) or be launched 10 feet into the air before falling down prone.
This is, for all intents and purposes, a trip attack.
The square targeted is treated as being under the effects of her shattering stike
ability.
If the shinigami have Earthen Keep, the shinigami can instead choose to keep the
targeted area raised. The victims are still tripped, but do not suffer any falling
damage. Using this option halves the height
Special: This ability can be taken multiple times. Each time either allows the user
to target another square in range, increases the reflex dc by 2, or increases the
height the target is launched by 10 ft on a failed save.
Teraform
prerequisites: none
activation cost: 3 sep
This ability functions like the 2nd level spell Soften Earth and Stone, with an
assumed caster level equal to her character level, except that it also allows the
shinigami to do the reverse, hardening the target as well. the shinigami can also
use this ability to transform one form of metal to another. Doing so doubles the
cost when targeting most special materials, and triples it when targeting
adamantine
Special: This ability may be taken multiple times. Each time either increases the
effective caster level by 2, or the depth by 1 ft

[[#Terrashift]] Terrashift
prerequisites: Terraform
activation cost: 7 sep
This ability functions much like the 6th level spell Move Earth, allowing the
Zanpakuto’s wielder to affect any aspect of the earth that they are allowed with the
Manipulate Earth ability as per Move Earth’s spell description. The amount of time it
takes to change the terrain remains unchanged. The shinigami uses her character
level to determine caster level for determining range.
Special: The shinigami may take this ability multiple times, each time allows the
shinigami to effect earth 10 feet deeper than normal, or reduces the casting time
by 1 minute per 150 feet.

Stone Cannon
prerequisites: Terrashift
activation cost: 3 sep
the shinigami raise a chunk of rock from the ground and launches it at high
velocities towards a chosen target. Using this ability is a standard action. This is a
ranged touch attack with a range of 100 ft + 10ft per character level. the shinigami
must have a strait line towards the target.
If the touch attack hits, it explodes into a shower of sharp spikes. This is a burst
attack that deals 2d6 bludgeoning damage to the initial target, and then half this as
piercing damage in a 20ft burst. The victims of the piercing damage are entitled to
a reflex save (dc 10+ 1/2 character level + reiatsu modifier) for 1/2 damage
Anyone that fails their reflex save must pass a dc (10+ ½ character level + reitsu
modifier) fortitude save or be slowed for one round, as the shards of stone dig in
painfully and prevent their movement.
Special: This ability can be taken multiple times, each time either increases the
initial damage by 2d6, the range by 20 ft, the burst radius by 5 ft or the save dc
(both of them) by 2.

Stone Lance:
prerequisites: Terrashift
activation cost: 3 sep
the shinigami stamps her foot into the ground, which forms into a speeding lance of
of stone. This is a line attack that deals 2d6 piercing damage. Victims are entitled
to a reflex save (dc 10 + ½ character level + reitsu modifier) for half damage. The
line has a width of 5 feet and a length of 60ft.
The line ignores the hardness of objects in it's way, so long as this is less than 20
This ability can be taken multiple times. Each time increases either the length by
20ft, the width by 5 ft, the damage by 2d6, or the save dc by 2.
Using this ability is a standard action.

Stonebender's fury
prerequisites: specalised, Stone lance or Stone cannon, four other Earth-Type
abilities.
activation cost: 3 per lance/cannon
whenever the shinigami use her stone lance/cannon abilities, the shinigami can fire
a number of shots equal to the number of attacks the shinigami can make in a
round. These can be at separate targets. Using this ability is a full round action.

Earthquake
prerequisites: Shattering strikes, terrashift, 8 other earth type abilities
activation cost: 13 sep
This ability allows the shinigami to use earthquake as a spell-like ability.
Special: This ability can be taken multiple times. Each time increases her effective
caster level by 2.

Law of Gaia
prerequisites: 2 other Earth-Type abilities
activation cost: 7 sep
As a move-equivalent, the shinigami can invoke the law of Gia. This creates an
area, with a radius of 100ft + 10 ft per character level where everything is pulled
inexorably towards the ground. This lasts a number of rounds equal to her
character level. Anything in or, more importantly, above this area suffers a -10
penalty to jump rolls, and to any attempt to balance off the ground. Any flight
speed they have is halved, and their manoeuvrability is reduced by one step.
Falling damage in this radius is doubled.
Special: This ability can be taken multiple times. Each Time either increases the
radius by 20ft or the duration by 2 rounds

Judgement of Gia
prerequisites: specialised, Law of Gia, 4 other Earth-Type abilites
activation cost: Law of Gia + 3
No flight is possible in her Law of Gia area. Any flyer that enters the radius will find
themselves plummeting instead. Shinigami and the like cannot balance on the air.
Falling damage within the radius of judgement of gaia is trippled.

Landwalker
prerequisites: None
activation cost: none
As the shinigami moves, the earth itself reforms at her feet. the shinigami can
move freely through all natural terrain where there is at least some earth within
10ft (so not the ocean). this does not apply to manipulated ground.

Terra Diver
prerequisites: none
activation cost: none
the shinigami gain a burrow speed equal to her base land speed.

Improved Terra Diver


prerequisites: Terra Diver
activation cost: none
the shinigami's burrow speed is increased to twice her base land speed

Greater Terra Diver


prerequisites: Improved Terra Diver, two other Earth-Type abilities
activation cost: none
When making a charge from a point underground, the shinigami gain +2 to hit. In
additional, the shinigami gain tremorsense out to 5 feet.
Superior Terra Diver
prerequisites: Greater Terra Diver, four other Earth-type abilities
activation cost: none
When making a charge from underground, the shinigami no longer take AC
penalties. Her tremorsense improves to 15ft.

Perfect Terra Diver


perquisites: specialised, Superior terra diver, six other Earth-Type abilities
activation cost: 5 sep to charge
When making a charge from underground, the shinigami gain an additional 5
damage for each Earth ability the shinigami possess. her tremorsense increases to
30ft, and her burrow speed improves to three times her land speed.

BANKAI ABILITIES

Terracotta Army
Prerequisites: eight earth type abilities, Stone Form
Activtion Cost: Character Level
The shinigami raises their blade in a salute, and from the earth rises a legion of
soldiers to return the gesture.
The shinigami summons d3+1 earth warriors somewhere within 30ft of themselves.
The warriors remain until they are destroyed, the shinigami dismisses them, or
Bankai ends.
Each earth soldier is a construct with the earth subtype. They have the same
profile, skills and feats as the shinigami, save their int is 0. The earth soldiers have
access to all of the earth-type zanpakuto abilities the shinigami possesses, though
any ability they activate comes from the shinigami's SEP pool. Each earth soldier is
summoned with Stone Form or an improved version active for free.
The soldiers are mindless, though they will follow any order from the shinigami. The
soldiers cannot be influenced or controlled by anyone other than the summoning
shinigmi. The shinigami can communicate telepathically with their soldiers at any
range.
Whilst this ability is active, the shinigami cannot use any of their Earth Type
zanpakuto abilities.
Special: This ability can be taken multiple times. Each time increases the ammount
of soldiers summoned by 1.

Embrace of the Earth


Prerequisites: Stone Form, Law of Gia, 5 other earth-type abilities
Activation Cost: 15 SEP
The shinigami discharges a wave of spiritual energy through the earth, cursing
those caught in it's wake with a stone like form.
This is a 30 ft burst that can only be performed in the area of her Law of Gia.
Choose one of the following effects:
All allies in this radius gain the benefit of Stone Form. If the shinigami possesses a
stronger form of stoneform and has it active, she may instead choose to have all
allies bolstered by that effect.
All enemies within the radius must pass a fortitude save (dc 10 + ½ character level
+ reitsu modifier) or be turned into a mindless, inert statue. If the statue resulting
from this spell is broken or damaged, the subject (if ever returned to its original
state) has similar damage or deformities. The creature is not dead, but it does not
seem to be alive either when viewed with spells such as deathwatch.
These effects last until her bankai ends.

Zanpakuto Fire
Burning Air Two + fire abilities Intensify the heat of the air

Greater Burning Improves the effectiveness of


Burning Air, 3+ fire abilities
Air burning air

burning air, specialized, 5+ The aurea of intense heat the


Walking Inferno
fire abilities shinigami creates moves with her

Cauterize Use the power of fire to seal one's


3+ fire abilities
Wounds wounds

specialized, cauterize, 4+ fire


Phoenix Flames Restore life through the flames
type abilities

Swift Phoenix use phoenix flames in a shorter


Phoenix Flames
Flames time frame

Faith in the Increase the potency of one's


specialized
Flames flames

Firebolt None Create a lance of fire

Enhanced
Firebolt, 3+ fire abilities empowers firebolt
Firebolt

Flame Mine Firebolt Create time delayed firebolts

Firebrand None create a blade of fire

Firebrand attacks set enemies on


Igniting Touch Firebrand, 3+ fire abilities
fire

Let the World Igniting Touch, 5+ fire


Burn everything.
Burn abilities

Coat ones blade in flames for


flame blade None
more damage

greater flame Flameblade, 1+ fire type


improves flame blade
blade abilites

Superior Flame Greater flame blade, 3+ fire further improves flame blade
Blade abilities

Superior Flame Blade,


Inferno Edge specialized, 5+ fire type The ultimate form of flame blade
abilities

Swift Flame Flameblade, 2+ fire type use flame blade in a shorter span
Blade abilities of time

Greater Flameblade, Enhance allies weapons with


Shared Spark
specialized flameblade.

Fire Shield 1+ fire abilities Coat oneself in a shield of fire

Improved Fire
Fire shield, 3+ fire abilities enhances fire shield
Shield

Swift Fire
fire sheild, 3+ fire abilities use fire shield in less time
Shield

Heat resistance None gain either fire or cold resistance

Heat Absorption Fire or cold resistance 30+ gain immunity to heat

Fire scorching rays from your


Scorching Ray None
blade

Scorching Scorching ray, 2+ fire type


Fire more scorching rays at once
Onslaught abilities

Second Degree Wounds the shinigami cause are


3+ fire type abilities
Burns resilient to healing.

Third Degree Second Degree Burns, Wounds the shinigami causes are
Burns Specialized all but impossible to heal

Create a sight impairing


Smokescreen 3+ fire abilities
smokescreen

The shinigami's smokescreen


Heavy
Smokescreen, 5+ fire abilities impairs movement and chokes
Smokescreen
those within
Smokescreen, 7+ fire type Create a smokescreen that burns
Scalding Smoke
abilities those within

Heavy Smokescreen,
Create a heavy smokescreen that
Inferno Cloud Scalding Smoke, 9+ fire type
burns anyone within to cinders
abilities

Wall Of Fire 4+ fire type abilities Create a wall of flames

Improved Wall Improves the damage of the


wall of fire
of Fire shinigami's wall of fire

Intense wall of Burns those stood near the


Wall of fire
fire shinigami's wall of fire

Lasting Wall of The shinigami's wall of fire lasts


Wall of Fire
Fire longer

Burning Air
Prerequisites: Two other fire type abilities
activation cost 3 SEP
The shinigami’s blade lets off intense enough heat to begin heating the air around
them, turning it from a comfortable temperature into a roaring inferno. As a
standard action that provokes an attack of opportunity, the Shinigami can increase
the temperature in an sphere with a radius 100ft per character level by 1 stage
(EG: From extreme cold to severe cold, severe cold to cold, cold to normal, normal
to very hot, very hot to severe heat, severe heat to extreme heat) This lasts for 10
minutes per character level.

Cauterize Wounds
Prerequisites: Three other fire type abilities
Activation Cost: Varies
The Shinigami can use their flames to cauterize her wounds with your fire,
preventing herself from bleeding. As a standard action that provokes an attack of
opportunity, she can convert any lethal damage into nonlethal damage, at a rate of
1d6 points of damage to each SEP spent.
Special: This ability can be taken multiple times. Each time increases the amount
of lethal damage converted by 2D6, before SEP is spent.

Enhanced Firebolt
Prerequisites: Firebolt, three other fire type abilities.
Activation Cost: As Fire Bolt.
When using Firebolt, every creature that fails their reflex save is dazed for 1 round
as well as suffering damage.
Special: This ability may be taken an additional time. This improves the daze effect
to a stun effect instead.

Faith in the flames


Prerequisites: Specialized
Activation Cost: N/A
Whenever the Shinigami deals fire damage, she increases the result of each dice of
damage by one. For example, 5d6 fire damage would become 5d6+5 fire damage if
she has this ability.

Firebolt
Prerequisites: None
Activation Cost: 1 SEP per D6
The Shinigami creates and launches a vicious ball of fire and launches it at their
target, watching them set ablaze.
This is a ranged burst attack, with a range of 100ft + 10ft per character level, and
a radius of 20ft + 5ft per 5 character levels. The burst deals 1d6 fire damage per
SEP spent to fire it, and all creatures caught within the area of the blast are entitled
to a reflex save (DC 10 + ½ character level + Reiatsu modifier) for half damage.
Special: This ability may be taken multiple times. Each time either increases the
save DC by 2, or the radius by 5ft

Firebrand
Prerequisites:: None
Activation Cost: None
The shinigami’s zanpakuto is warm to touch, with faint licks of fire dancing across
the edge of the blade. The damage the zanpakuto deals is both fire damage and its
normal damage type. In addition, the Shinigami can change any zanpakuto ability
she uses to deal fire damage in addition to any other damage type. If the Shinigami
possesses a zanpakuto summon, then the summon has the firesubtype and deals
fire damage. This ability can be activated and deactivated as a free action

Fire Shield
Prerequisites:: one other fire type ability
Activation Cost: 5 SEP
The Shinigami can summon a barrier of flames to surround themselves, protecting
them from the heat of battle whilst burning those foolish enough to try and strike
them. They may use Fire shield as a spell-like ability, with a caster level equal to
their character level. They can only create a warm fire shield, not a cold one

Flame Blade
Prerequisites:: None
Activation Cost: 2 SEP
The Shinigami can coat the blade of their zanpakuto in a corona of intense flames
that burn anything they touch. This is a move-equivalent action which provokes an
attack of opportunity, which causes the zanpakuto to deal 2d6 fire damage in
addition to any other damage. This lasts until she chooses to end it (a free action),
releases her grip on her blade, or reseals the blade.

Flare Mine
Prerequisites: Firebolt
Activation Cost: As Firebolt + 10 SEP (counts for total damage)
The Shinigami creates a sphere of fire set to explode within a few minutes, or when
someone triggers it. This functions as the shinigami’s firebolt ability, except the
fireball can instead be rendered temporarily inert. When this ability is used, it
creates a sphere of fire (as delayed blast fireball), except the orb remains active so
long as the Shinigami remains in Shikai.

Greater Burning Air


Prerequisites: Burning Air, Three other fire type abilities
activation cost As Burning Air +1 SEP
When using Burning air, the Shinigami can activate this ability at the same time to
increase the amount the temperature increases by 1 stage.
Special: This ability may be taken multiple times. Each time increases the cost by
1 SEP and the amount the temperature is increased by 1 stage

Greater Flame Blade


Prerequisites:: Flame Blade, one other fire type ability
Activation Cost: 4 SEP
The shinigami’s flame blade burns hotter than before. The damage from flame
blade is increases to 4d6.

Heat Absorption
Prerequisites: Fire or Cold Resistance 30+
Activation Cost: N/A
Choose either Fire or Cold. So long as the shinigami’s resistance to the chosen
energy type is 30 or more, they are immune to the chosen energy type
Special: This ability can be taken multiple times. The effects stack.

Heat Resistance
Prerequisites: None
Activation Cost: N/A
Every time you take this ability, you gain 10 Energy Resistance to either fire or
cold, to a maximum of 30 for each.
Special: This ability can be taken multiple times. The effects stack

Heavy Smokescreen
Prerequisites: Smokescreen, five other fire type abilities
Activation Cost: 9 SEP
This ability functions like smokescreen, but in addition to obscuring sight, the
Heavy Smokescreen is so thick that any creature attempting to move through it
progresses at a speed of 5 feet, regardless of its normal speed, and it takes a –2
penalty on all melee attack and melee damage rolls. The heavy smoke prevent
effective ranged weapon attacks (except for magic rays and the like). A creature or
object that falls into a Heavy Smokescreen is slowed, so that each 10 feet of smoke
that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot
step while inside a heavy smokescreen.
However, unlike normal smoke, only a severe wind (31+ mph) disperses these
vapors, and it does so in 1 round.

Igniting Touch
Prerequisites: Firebrand, three other fire type abilities
Activation Cost: N/A
The flames born of your zanpakuto ignite any flammable object they touch, turning
the world around you into a blackened ruin. Whenever a fire attack you make
comes into contact with something flammable, such as clothing or wood, the target
is set ablaze. Attended objects or people are allowed a Reflex save (DC 10+1/2
character level+ Reiatsu modifier) to avoid catching fire. Objects set on fire suffer
1d6 points of fire damage per round, and burns for a number of round equal to the
shinigami’s reiatsu modifier (min 1). The save DC to put the fire out is increased to
10+1/2 character level+ Reiatsu modifier, rather than the base 15. Any other
creature coming into contact with these flames treats them as normal, natural fire
instead.
Special: this ability can be taken multiples times. Each time either increases both
save DCs by 2 and the duration of the burning by 1 round, or increases the burning
damage by 1d6.
Improved Fire Shield
Prerequisites: Fire Shield, two other fire type abilities
Activation Cost: as fire shield
The veil of flames the Shinigami summons occupies a greater area than normal,
extending from her body to scour the area around her. The radius of the
shinigami’s fire shield is increased to a 5 ft. burst centred on her. Any creature
entering this area, or ending their turn in it if they did not move, suffers damage as
her fire shield, with a reflex save (DC 10 + ½ character level + reiatsu modifier) for
half damage.

Improved Wall of Fire


Prerequisites: Wall of Flames
activation cost As wall of fire + 1 SEP
When using Wall of fire, the Shinigami can use this ability as well. The wall of fire
created is 5ft longer and 5ft higher than normal
Special: this ability may be selected multiple times. The effects stack. The cost
does not increase with each application of this ability.

Inferno cloud
Prerequisites: Scalding Smoke, Heavy Smokescreen, Specialized, thirteen other
fire type abilities
Activation Cost: 18 SEP
This ability functions like a Heavy smokescreen, however every creature that
spends part of its turn within the smoke, other than the shinigami herself, suffers
6d6 points of fire damage.

Inferno Edge
Prerequisites:: Superior Flame Blade, six other fire type ability, specialized
Activation Cost: As Supeiror Flame Blade (to activate)/ 2 sep per round
The Shinigami’s blade glows with the heat of the sun. The damage from flame blade
is increased to 8d6.

Intense wall of fire


Prerequisites: Wall of fire
activation cost Varies.(see below)
When using wall of fire, the Shinigami can choose to pay SEP to increase the
damage of the wall of fire. For each additional 3 SEP spent to activate the wall, the
damage for being within 10 ft is increased by 1d4, and the damage for passing
through the wall is increased by 1d6. The damage for being within 20ft of the wall
is not effected.

Lasting Wall of fire


Prerequisites: Wall of fire
activation cost As wall of fire +2 SEP
The duration of the Shinigami’s Wall of Fire remains whilst she is not concentrating
on it is increased by 2
Special: this ability may be selected multiple times. The effects stack. The cost
does not increase with each application of this ability.

Let the World Burn


Prerequisites: Igniting Touch, five other fire type abilities
Activation Cost: N/A
The shinigami’s flames are powered purely by her spiritual energy, caring not for
minor trifles like the laws of physics or other such nonsense. The Shinigami can use
fire type abilities everywhere (even fully underwater or in a vacuum). In addition,
the Shinigami considers everything flammable when using her Igniting touch
ability, though objects that would normally be non-flammable get a +2 bonus on
the save, suffer 1d6 less fire damage (minimum 1d6) and only burn for ½ the time.

Phoenix Fire:
Prerequisites: Specialized, cauterize, four other fire type abilities
Activation Cost: 1 SEP per level
As a full round action the Shinigami may turn off all of her Fire-type for one turn to
restore 4 hitpoints per character level. This includes passive abilities. For all intents
and purposes the Shinigami does not possess any Fire type shikai abilities until the
start of her next turn
Special:This ability may be taken multiple times, each time increasing the hitpoints
restored by 2 additional hitpoints per level.

Scorching Onslaught
Prerequisites: Scorching Ray, two other fire type abilities
Activation Cost: As scorching ray + 3 SEP per extra ray.
The Shinigami can summon a blistering barrage of Scorching Rays, turning their
target into a burnt out husk. The Shinigami fires an additional Ray when using
Scorching Ray.
Special: This ability may be selected multiple times. Each time increases the
number of rays fired by 1

Scalding Smoke
Prerequisites: Smokescreen, seven other fire type abilities
Activation Cost: 14 SEP
This ability functions as Smokescreen, except the smoke itself is filled with burning
embers that sear flesh on contact, causing 4d6 fire damage to any creature that is
in the fog cloud at any point during their turn, other than the shinigami herself.

Scorching Ray
Prerequisites: None
Activation Cost: 3 SEP
The Shinigami can use Scorching Ray as a spell-like ability, using her Shinigami
level as her caster level.

Second Degree Burns


Prerequisites: Three fire type abillities
Activation Cost: N/A
The shinigami’s flames cause intense burns that resist any attempt to heal them.
Any fire damage the shinigami causes heals at ½ the normal rate. This includes
abilities such as fast healing, or magic.

Shared Spark
Prerequisites:: Greater flame blade, specialized, three other fire type ability
Activation Cost: as flame blade * 1.5
When using flame blade, the Shinigami can share the flames with their allies. The
weapons of all friendly characters within 30ft are coated with flames that deal ½
the damage of the shinigami’s flame blade. This lasts for 1 round per character
level.

Smokescreen
Prerequisites: Three other fire type abilities
activation cost 4 SEP
The Shinigami is capable of creating thick clouds of heavy smoke to conceal herself,
as well as to choke her pursuers.
As a standard action that provokes an attack of opportunity, a thick cloud of smoke
erupts from a single point within 100ft + 10ft per level. The smoke encompasses a
sphere with a radius of 20ft The smoke obscures all sight, including darkvision,
beyond 5 feet. A creature within 5 feet has 20% miss chance due to the smoke.
Creatures farther away have total concealment. This smoke is thick enough to
choke anyone who enters (see fire dangers). The smoke remains for 1 minute per
character level
The Shinigami herself is not choked by the smokescreen, though her vision is
obscured as normal.
A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+
mph) disperses the smoke in 1 round.

Superior Flame Blade


Prerequisites:: Greater Flame Blade, three other fire type ability
Activation Cost: 6 SEP
The shinigami’s sword blazes like a wildfire. The damage from flame blade is
increased to 6d6.

Swift Fire Shield


Prerequisites: Fire Shield, two other fire type abilities
Activation Cost: as fire shield + 2.
The Shinigami can call forth their fire shield with a much shorter incantation than
usual. They can use their fire shield ability as a swift action, as opposed to a
standard action.
Special: This ability can be taken twice. If taken a second time, the Shinigami can
instead pay an extra 4 SEP to use their fire shield as a swift action.

Swift Flame Blade


Prerequisites:: Greater Flame Blade, three other fire type ability
Activation Cost: As flame blade (or upgrade) + 1 SEP
The Shinigami can coat their sword in flames in a heartbeat. They can use flame
blade or any upgraded version as a swift action rather than a move action. This
does not provoke an attack of opportunity.

Swift Phoenix Fire


Prerequisites: Phoenix Fire
Activation Cost: 2 SEP per level
The Shinigami can call upon their fiery rebirth in a much briefer time period,
restoring their wounds with greater haste. The Shinigami can use Phoenix Fire as a
standard action rather than a full round action. When using phoenix fire in this way,
the Shinigami counts as being ½ her level to determine the amount of health
restored.
special: This ability may be taken a second time. It allows her you to use Swift
Phoenix Fire as a move action instead of a standard action.

Third Degree Burns:


Prerequisites: Second Degree Burns, Specialized, five other fire type abilities
Activation Cost: N/A
Any fire damage the shinigami causes heals at 1/3 the normal rate. This includes
abilities such as fast healing, or magical healing. This overrides Second Degree
Burns.

Wall of Fire
Prerequisites: four other fire type abilities
activation cost 5 SEP
The Shinigami can use wall of fire as a spell like ability, treating their caster level as
equal to their character level.
Walking Inferno
Prerequisites: Burning Air, Specialized, five other fire type abilities
Activation Cost: N/A
So long as the shinigami’s sword is released, at the start of her turn, the
temperature around her increases by 1 stage, as Burning Air (before
improvements)

Zanpakuto General Type


Improved Ability Score
Activation Cost: None
Prerequisites: None
The shinigami gain +2 to one ability score, chosen when this ability is taken, whilst
her shikia is active.
Special: This ability may be taken multiple times. It's effects stack

Change Form
Activation Cost: None
Prerequisites: None
Your zanpakuto takes the form of a weapon other than a katana when it is
released. For example, it might take the form of a double-weapon, a reach weapon,
a lance, a spiked chain, etc. This gives it all of the properties of the weapon itself,
including critical hit range and critical hit multiplier, as well as changing the damage
type appropriately. This does not allow it to take the form of any ranged weapon.
Special This ability can be taken multiple times. Each time she selects a new form.
The shinigami chooses which of these forms her sword takes when using shikai.
She can also switch between forms as a swift action.

Skilful
Activation Cost: None
Prerequisites: 4 ranks in selected skill
The Shikai spirit is well versed in one skill, and willing to aid the shinigami. The
Shinigami selects one skill that she has at least four ranks in. Whilst her Shikai is
active, she has a +10 competence bonus to that skill.
If the shinigami has the spirit companion feat, this ability is active whilst her Shikai
is sealed at ½ effectiveness.
Special: This ability can be selected multiple times. It's effects do not stack. Each
time the shinigami must select a different skill.

Speed
Activation Cost: None
Prerequisites: None
The Shinigami has an enhancement bonus to her base land speed equal to 10 ft, so
long as her shikai is released, and she not wearing any armour heavier than Light,
or carrying more than a light load.
Special: You may take this ability multiple times. The effects stack

Improved Speed
Activation Cost: None
Prerequisites: Speed, Shunpo (or equivalent)
Whenever the Shinigami uses Shunpo, she can choose to sacrifice shunpo distance
to gain a dodge bonus to AC and reflex saves until the start of her next round, at a
rate of +1 for each 10ft sacrificed.
Special: This ability can be taken multiple times. Each time increases the AC/reflex
bonus by 1 per 10 ft sacrificed.
Greater Speed
Activation Cost: None
Prerequisites: Improved Speed
Whenever the shinigami uses the Improved Speed ability, she gains a speed bonus
to hit and damage rolls with her zanpakuto equal to the dodge bonus gained from
Improved Speed.

Flight
Activation Cost: 1 SEP per round used.
Prerequisites: Speed, level 5+
The Shinigami gains the ability to fly at her base land speed, with poor
manoeuvrability, so long as her zanpakuto is active.
Special: This ability can be taken multiple times. Each time increases her
manoeuvrability by one step.

Change The Source


Activation Cost: None
Prerequisites: Int, Wis, Cha or Dex 13+
The Shingami's Zanpakuto can be changed from a weapon of brute force to a
precise scalpel or a function of mathematical accuracy. Choose an ability score
other than Constitution; The shinigami's Zanpakuto now functions as though that
ability score were her Strength for the purpose of attack and damage modifiers,
and any Shikai/Bankai abilities dependent on Strength.

Spirit Blast
Activation Cost: 3 sep
Prerequisites: None
The Shinigami's zanpakuto can condense her spiritual energy and fire it at a foe.
This is a ranged touch attack, with a range of 20 ft + 5ft per character level, that
deals 2d8 untyped energy damage. Firing a spirit blast is a standard action that
provokes an attack of opportunity.
Special: This ability may be taken multiple times. Each time increases the damage
by 1d8.

Rapid Spirit Blast


Activation Cost: 3 sep per blast
Prerequisites: Spirit Blast, BaB 6+
As a full round action that provokes an attack of opportunity, the shinigami can
launch a number of spirit blasts up to the number of attacks she could make in a
full-attack action, including any bonuses such as haste, using the relevant hit
modifiers. She can choose to fire less blasts, if she so desires.

Greater Spirit Blast


Activation Cost: 3 SEP per blast multiplier
Prerequisites: Spirit Blast, Rapid spirit blast, four other generic abilities.
The Shinigami can fire a blast of spiritual energy strong enough to fell even the
greatest foe. As a full round action that provokes an attack of oportunity, the
shinigami can launch a greater spirit blast. This blast is a single ranged touch
attack, that and causes damage equal to her spirit blast multipied by up to the
number of attacks she could make in a full-attack action. She can choose to fire a
weaker blast if she so desires.

Spirit Blade
Activation Cost: As Spirit Blast
Prerequisites: Spirit Blast, four other generic abilities
When making an attack with her Zanpakuto, the shinigami can channel a spirit
blast into the first strike she makes in that round. If the attack hits, then the target
is also struck by the spirit blast.
When making a full attack action with your zanpakuto, if she possesses the rapid
spirit blast ability the shinigami can channel a spirit blast into each attack (this
costs as much as using rapid spirit blast). If the shinigami possesses the greater
spirit blast ability, she can choose to channel a single greater spirit blast into the
first attack she makes (this costs as much as using greater spirit blast). She cannot
use both greater and rapid spirit blast together in this action.
Using Rapid or Greater spirit blast with this ability also uses a swift action

Spirit Wave
Activation Cost: As Spirit Blast + 2
Prerequisites: Spirit Blast, two other generic abilites.
When using spirit blast, the shinigami can use the attack as a cone with ½ the
range of the touch attack. The victim is entitled to a reflex save (DC 10 + ½
character level + reiatsu modifier) for half damage.
Special: This can be used with rapid spirit blast or greater spirit blast. It increases
the cost of each shot by 2 sep.

Attack Type Specialist


Activation Cost None
Prerequisites: None
The Zanpakuto's attacks change in form, shifting the focus needed to resist them.
Choose a type of save. For each zanpakuto ability the shinigami possesses that has
a save of any kind, the shinigami can choose to change that save to the chosen
type. She does not need to modify each ability. If an ability has two or more saves,
then only one is modified.
Hereafter, when she gain any zanpakuto ability, she can choose to change the
save(s) of abilities to this save.
This choice is permanent. Once the choice has been made, it cannot be changed
without gaining this ability a second time.
**Special: ** This ability can be selected multiple times. If she possesses multiple
versions of this ability, then she can modify one save of each ability up to the
number of times her zanpakuto has this ability.

Adaptive Attacks
Activation Cost: 2 sep
Prerequisites: Attack Type Specialist, two other generic shikai abilities
When using any zanpakuto that has not been modified by Attack Type Specialist,
the shinigami may choose to have it treated as if it was modified by Attack Type
Specialist for that use only.
When using any ability modified by Attack Type Specialist, the shinigami may
choose to have it use it's standard save in place of the modified save for that use
only.

Adaptive Attack Specialist


Activation Cost: 6 sep
Prerequisites: Attack type specialist for all three saves, Adaptive attacks, six other
generic type shikai abilities
Activating this ability is a swift action that does not provoke an attack of
opportunity, and lasts until the start of the shinigami's next turn. When the
shinigami uses any zanpakuto ability that allows a save, all saves for the ability
becomes the targets lowest save. She does not learn what save this is.

Penetrating
Activation Cost: none
Prerequisites: any shikai ability that allows a save.
The save DC of all the shinigami's zanpakuto abilities is increased by 1.
Special: This ability can be taken multiple times. It's effects stack.

Power or Speed
Activation Cost: none
Prerequisites: None
Whenever the shinigami makes an attack with her zanpakuto, she can take a
penalty to either to hit, damage or AC, up to a maximum of your base attack bonis
to gain a bonus to the one of the other attributes equal to ½ of the amount
sacrificed. She can take a penalty to multiple attributes at once if she so desires, as
well as split the bonus between multiple attributes. All bonuses and penalties lasts
until the start of her next turn
Special: The shinigami can take this ability a second time. It changes the exchange
rate to 1:1

Awareness
Activation Cost: None
Prerequisites: None
The shinigami gains +4 to Spot, Listen, and Sense Motive so long as her zanpakuto
is unsealed. If The shinigami has the soul companion feat, this ability is active at ½
effectiveness even when her zanpakuto is sealed.
Special: This ability may be taken multiple times. It's effects stack

Improved Awareness
Activation Cost: None
Prerequisites: Awareness
The shinigami gains +4 to Initiative checks. If The shinigami has the soul
companion feat, this ability is active at ½ effectiveness even when her zanpakuto is
sealed.
Special: This ability may be taken multiple times. It's effects stack

Greater Awareness
Activation Cost: None
Prerequisites: Improved Awareness, four other generic type abilities
The shinigami's zanpakuto keeps watch around her, warning the warrior to danger
and when to react. The shinigami gain the benefits of Uncanny Dodge and
Improved Uncanny Dodge so long as her zanpakuto is unsealed. Due to the abilities
coming from your swords warning and not superhuman senses, you retain these
abilities whilst wearing armour or carrying more than a whatever-load uncanny
dodge caps at. If The shinigami has the soul companion feat, then she has Uncanny
dodge at all times.
This does not count as uncanny dodge or improved uncanny dodge for the purpose
of prerequisites

Superior Awareness
Activation Cost: 5 sep
Prerequisites: Greater Awareness, six other generic type abilities
The shinigami's Zanpakuto spirit can sense the thoughts and feelings of those
around her. she gains the ability to use Discern Lies and Detect Thoughts, as a
spell-like ability, at the same time by concentrating on a subject; they are entitled
to a Will save to resist, but do not become aware of this effect unless they have
some means to detect scrying or simmilar effects.
She also gain Blindsight out to 5 feet as a passive ability, with no cost.
Special: This ability can be taken multiple times; each time either increases the
Will save DC by +2 or the range of her Blindsight by 5 feet.
True Seeing
Activation Cost: 7 sep
Prerequisites: Awareness
The shinigami's zanpakuto allows her to use true seeing as a spell-like ability, at a
caster level equal to her shinigami level.

Zanpakuto Healing Type


Healing Power
Prerequisites: access to a healing kido spell
Activation Cost: None
Whenever the shinigami casts a Kido spell that restores hit points, she increases
the amount she heals by one dice.
Special: This ability may be taken multiple times. The effects stack

Increased Potency
Prerequisites: access to a healing kido spell
Activation Cost: None
Whenever the shinigami casts a healing Kido spell, the maximum level for any
effect based upon caster level is increased by 1. Thus, if she cast a spell that's
effect stacked up to caster level * 5, it would instead stack up to caster level * 6.
This does not increase her caster level
Special: This ability may be taken multiple times. The effects stack

Increased Proficiency
Prerequisites: Access to a healing Kido spell
Activation Cost: None
The shinigami counts her caster level as 1 higher whenever she casts a healing kido
spell.
Special: This ability may be taken multiple times. The effects stack.

Infused Healing
Prerequisites: access to at least one healing kido spell, three other healing
abilities.
Activation Cost: None
Whenever the shinigami casts a healing Kido spell, they may, as a swift action, cast
another healing spell with a casting time of a standard action or less. The shinigami
must pay for both spells

Healing Efficiency
Prerequisites: None
Activation Cost: None
The shinigami reduces the SEP cost of all level 3 or lower healing kido spells by 2.
Special: This ability may be taken multiple times. The effects stack

Improved Healing efficiency


Prerequisites: Healing Efficiency
Activation cost: None
The level of kido spells that have their cost reduced by Healing Efficiency is
increased by one
Special: This ability may be taken multiple times. The effects stack

Healing Bolt
Prerequisites: None
Activation Cost: 3 SEP
The shinigami unleashes a wave of healing energy at a single ally, restoring their
vitality. As a standard action she selects a single creature within 100 + character
level ft, and restores 1d8 hp to that target per each shinigami level she posses, up
to a maximum of 5d8. This healing is untyped.
Alternativly, the shinigami may use this ability as a swift action, in which case the
healing is reduced to 1d4+1, and the maximum number of dice to 3.

Improved Healing Bolt


Prerequisites: Healing Bolt, one other healing type ability
Activation Cost: as healing bolt + 2 SEP
Whenever the shinigami uses Healing bolt, she may choose pay the cost of this
ability. If she does so, then the healing from healing bolt is increased by 1 per dice,
and the maximum number of dice is doubled.

Greater Healing Bolt


Prerequisites: Improved Healing Bolt, 6 other healing type abilities.
Activation Cost: As healing bolt + 4 SEP
Whenever the shinigami uses healing bolt, she may pat this ability activation cost.
If she does so, then the amount each dice heals is increased by +2, and the
maximum number of dice is tripled. these bonuses replace any from improved
healing bolt.

Perfect Healing Bolt


Prerequisites: Greater Healing Bolt, 8 other healing type abilities, Specialized.
Activation Cost: As healing bolt + 6 SEP
Whenever the shinigami uses healing bolt, she may pay this ability's activation
cost. If she does so, then the amount each dice heals is increased by +4, and there
is no maximum number of dice she can heal. these bonuses replace any from
improved healing bolt.

Swift Healing Bolt


Prerequisites: Healing Bolt, 1 other healing ability
Activation Cost: as healing bolt + 4 SEP
The shinigami may use healing bolt as a swift action without reducing the healing
per dice or maximum number of dice.

Reactive Healing Bolt


Prerequisites: Swift Healing Bolt, Specialized, six other healing abilities
Activation Cost: N/A
The shinigami may use swift healing bolt as an immediate action. Doing so reduces
the effect of healing bolt as if the shinigami did not possess the swift healing bolt
ability when determining how much was healed only

Restorative Wave
Prerequisites: None
Activation Cost: 4 SEP
The shinigami's blade gains the ability to purge dark effects from their allies bodies.
As a standard action that provokes an AoO, the shinigami may target one character
within 100ft + character level ft. any of the following conditions the target is
currently suffering from are dispelled.
Shaken, stunned, dazed, blinded, silenced, sickened, fatigued, confused, charmed.
If the target was nausiated, then they are instead sickened, panicked to shaken
and exhausted to fatigued.

Improved Restorative Wave


Prerequisites: Restorative Wave, 4 other healing abilities
Activation Cost: as restorative wave + 4 sep
when using restorative wave, the shinigami may pay this abilities activation cost to
increase the effect of restorative wave to also heal up to 1d6 total ability damage,
and any exhaustion, nausia, panic or paralysis, in addition to its normal effects

Greater Restorative Wave


Prerequisites: improved restorative wave, Specialized
activation cost: as restorative wave + 12.
when using restorative wave, the shinigami may pay this abilities activation cost to
increase the effect of restorative wave to dispell any and all negative status effects
on the target, as well as any ability damage.

Booster Shot:
Prerequisites: Restorative Wave
Activation Cost: None
If the shinigami heals a status effect using her restorative wave, then the target is
immune to the healed status effect for a number of rounds equal to the shinigami's
reiatsu modifier. If the shinigami instead targets a creature with no negative status
effects, then it gains a bonus on saves against any effect the shinigami could have
cured equal to the shinigami's reiatsu modifier

Intertwined Healing Surge


Prerequisites: Healing bolt, restorative wave
Activation cost healing bolt + ½ restorative surge
as a full round action that provokes an AoO, the shinigami may use both restorative
wave and healing bolt as a single action, including any upgrades, though improved
or greater restorative wave cannot be used with this ability unless at minimum the
relevant healing bolt upgrade is applied. If used with healing wave, then the cost
for healing wave is only paid once.

Healing Wave
Prerequisites: Healing Bolt and/or Restorative Wave
Activation Cost: As healing bolt + 4
Whenever the shinigami uses healing bolt or resotrative wave, she may pay this
abilities activation cost. If she does so, then her healing blast is changed to a burst
with a radius half the healing blast/restorative wave's maximum range.

Ranged Healing:
prerequisites: None
Activation cost: None
The range of all the shinigami's healing zanpakuto abilities and healing kido spells is
increased by 10%. The shinigami may use a touch or personal range healing type
zanpakuto ability/spell as a ranged ability with a range of 10ft

Healing Aura
prerequisites: four other healing type abilities
Activation cost: 5 sep + 1 sep per round.
as a standard action, she shinigami can activate a healing aura. This creates a soft
aura around the shinigami that hastens the knitting of wounds. Any ally within a
10-foot burst centered on her gains Fast Healing 10 so long as they remain within
the aura. maintaining the healing aura costs a swift action each round.
Special: This ability may be taken multiple times. each time increases either the
distance by 5 feet or the power of the Fast Healing by 5.

Bolstered Soul:
Prerequisites: Healing Aura
Activation cost: as healing aura + 1 sep per turn
any creature that gains fast healing from the shinigami's healing aura also
increases all their saves by 1 per each 5 points of healing received.

Chain Healing:
Prerequisites: None
Whenever the shinigami casts a single target healing spell, she may instead choose
to distribute the healing between two creature in range. Roll first to determine the
amount of healing before dividing it amongst the targets. The damage is divided as
she sees fit.
Special: This ability may be taken multiple times, each time allows you to target
another person with your healing.

Healing Attack:
Prerequsites: BaB 1+
Activation cost: None
The shinigami is able to channel positive energy directly through her Zanpakuto.
When making an attack with her zanpakuto attack, if she wishes, she may instead
heal her target for the amount of damage she would have dealt from the zanpakuto
attack.

Pain Release:
Prerequisites:Healing Attack
Activation Cost: None
The shinigami is able to store damage healed through using healing attack, and ½
of any other healing type zanpakuto ability and release it in one attack. Sme may
store up to 25 points of damage, plus 5 per shinigami level. Whenever the
shinigami makes an attack with her zanpakuto, she may release any amount of the
damage she has stored. This is used before the attack roll/save is made, and is
subtracted from the shinigami's total regardless of the outcome of the attack.
Special: This ability may be taken multiple times. Each time increases the
maximum amount storable by 25.

Pain infusion
Prerequisistes: Pain release, four other healing type abilities.
Activation Cost: as ability + 2 SEP
The shinigami may infuse damage from her pain release ability into any attack that
targets an enemy, rather than just a zanpakuto attack. In the case of an attack
that hits multiple foes, the damage is split evenly between all targets.

Full release
Prerequisites: Pain Release
activation cost: None
If the shinigami uses pain release when her reserve is full, and empties it, then the
damage from pain release on that action is empowered.

Blight
Prerequisites: Pain release, Restorative Wave
Activation Cost: None
The shinigami is capable of using pain release to store status effects healed by her
healing wave ability. An ability dispelled by restorative wave alone costs 10, one
dispelled by improved restorative wave is 20, and one by greater is 30. if she
chooses to infuse these status effects into an attack, the victim is entitled to a save
(same type as the initial save for the dispelled ability) at dc 10 + ½ character level
+ reiatsu modifier to resist the effect.
Duality
Prerequisites: pain Release
Activation Cost: None
the shinigami gains a second reserve, similar to that of pain release, except this
one is filled by inflicting damage, at ½ the rate, and can be used to empower any
ability with an amount of healing by subtracting from the reserve.

Soul Syphon
Prerequisites: 2 healing type abilities.
activation cost: as ability + 4 sep
Whenever the shinigami deals damage to a foe, she may activate this ability as a
free action. Select one creature in range of the attack that dealt damage for each
creature hit. ½ the damage dealt is restored to the second target(s). in the case of
multiple creatures, then each creature healed is healed ½ of a different foes,
chosen by the shinigami.

from the edge


Prerequisites: 4 healing type abilities
activation cost: 10 SEP
as a full round action that provokes an AoO, the shinigami may target one creature
that died within the last round within 25 + 5ft per character level and resotre that
target to live, concious and at 1 HP. The shinigami may only target any one
creature once per 24 with this effect.

Zanpakuto Ice Type


Ice Blade: This changes the form of the Zanpakuto’s blade into ice, causing it to
inflict cold damage. Frost Blade may still be used in conjunction with Ice Blade.

Ice Form: This changes the form of one of the Zanpakuto’s attacks, changing it to
cold. For example, Projectile-based Zanpakuto will now do cold damage, whereas
Summon-based Zanpakuto will gain the Cold subtype and do cold damage. Frost
Blade may still be used in conjunction with Ice Form.

Frost Blade:This allows you to charge your Zanpakuto with bitter frost, creating a
chill aura around it that freezes your foes. As a move-equivalent action, you can
charge your Zanpakuto with cold, giving it an additional 2d6 cold damage. This
effect lasts until you release your hold on your Zanpakuto or reseal it.

Greater Frost Blade: This requires Frost Blade to take. It grants an additional 2d6
cold damage when manifesting Frost Blade, for a total of 4d6.

Superior Frost Blade: This requires Frost Blade and Greater Frost Blade to take.
It grants an additional 2d6 cold damage when manifesting Greater Frost Blade, for
a total of 6d6.

Swift Frost Blade: This requires Frost Blade to take. It allows you to manifest
your Frost Blade as a Swift Action.

Icy Regeneration: You can freeze your broken blade over and repair it as a move-
action.

Freezing Blow: Requires either Ice Blade or Frost Blade. Your Zanpakuto gains the
properties of a wounding weapon, but instead of constitution damage it deals
dexterity or strength damage instead. This ability may be taken twice, it allows you
to choose which damage type is dealt whenever you strike.

Greater Freezing Blow: Requires Freezing Blow. Ice from your Zanpakuto clings
to your opponent; when struck, he must make a Fortitude save or become fatigued.
2 points of fire damage per Ice ability you possess cures this fatigue.

Superior Freezing Blow: Upgrades the fatigue to exhaustion.

Perfect Freezing Blow: This requires Freezing Blow, Improved Freezing Blow,
Greater Freezing Blow and four other Ice abilities. As a full-round action, you can
make a single attack that, if successful, provokes a Fortitude Save. If the Fortitude
save is failed, the opponent is frozen in ice and petrified until they take fire damage
equal to 5 per Ice ability you possess or the effect is dispelled or healed as normal.
If the Fortitude save is successful, they must make a Reflex save or be paralyzed
for one round. This ability may be taken multiple times. Each time increases the DC
of both saves by 2.

Ice Armor: When releasing your sword you create a layer of ice around yourself
that protects you from damage. This gives you a damage reduction of
5/bludgeoning or fire and a maximum dexterity modifier to AC of +4. You may take
this multiple times, each time you take this ability your damage reduction increases
by 5 and your maximum dexterity modifier is reduced by 1, to a maximum of
25/bludgeoning or fire and maximum dexterity modifier +0 after taking this ability
five times.

Ice Adaptation: Every time you take this ability, you gain 10 resistance to either
cold or fire, to a maximum of 30 for each after taking this ability six times. This
ability cannot be used with the Twin Zanpakuto Mastery feat, and it overlaps (does
not stack) with resistances from the Fire Adaptation Zanpakuto ability, but not with
other magic items.

Snow Storm: This creates a constant effect of Snow in a 10-foot burst centered on
you while your Zanpakuto is released. Taking this ability an additional time allows
you to increase the ferocity of the snow, upgrading Snow to Heavy Snow, Heavy
Snow to a Snowstorm and Snowstorm to a Blizzard. Snow begins to build on the
ground after 2 rounds for regular snow, but only takes 1 round with heavy snow or
higher. The snow lasts on the ground for 2 rounds after you’ve moved out of the
area, plus an additional 1 round per level of Snow Storm (Heavy Snow lasts for 3,
Snowstorm lasts for 4, and Blizzard lasts for 5), although the counter resets
whenever you move back into the area. Instead of adding a new weather effect,
you may increase the burst by 10 feet each time you take this ability or you may
increase the amount of rounds the snow effect lingers by 2.

Ice Trail: As you walk, your Zanpakuto produces a trail of ice along the squares
you move. Anybody besides yourself is subject to both the standard effects of ice
and the effects of a Grease spell with the caster level equal to your character level.
The save DC is constitution-based to avoid slipping. The ice lasts for 4 rounds.

Expanded Ice Trail: This requires Ice Trail to use. It allows you to do one of
multiple things each time the ability is taken. You may either create an ice trail in a
5-foot burst which can be expanded by an additional 5 feet each time this is taken,
or you may elevate your ice trail, allowing you to walk into the air at a 45 degree
angle. Alternately, you can increase the duration by two rounds and the save DC to
avoid slipping by 1.
Seal Wounds: This allows you to seal your wounds with your ice, preventing you
from bleeding. As a standard action, it allows you to convert 2d6 points of damage
into nonlethal damage. You may take this ability multiple times, each one increases
the amount of damage converted by 1d6, to a maximum of 10d6.

Zanpakuto Kido Type


Kido type

The moment these flowers bloom will be your last, Charlotte Coolhorn - Yumichika
Ayasegawa, 11th division seat 5

The kido type enhances the spellcasting of the wielder, both its effectiveness and
breadth of options. Additionally, certain abilities can manipulate and affect an
opponent’s spiritual energy.
special: an Arrancar to gains access to this type replaces all mention of Kido with
Negación – even if they possess Kido by any means (eg: the Kido Adept PrC)

Kido Booster
Prerequisites: None
Activation Cost: None
Benefit: The shinigami’s zanpakuto lends her extra power to amplify her Kido
spells. The Shinigami counts her caster level as 1 higher when casting Kido. This
does not benefit spell-like abilities or spells other than Kido.
Special: This ability may be selected multiple times. The effects stack, though the
Shinigami cannot increase her caster level by more than ¼ through this ability

Kido Extender
Prerequisites: None
Activation Cost: None
Benefit: The Shinigmai can use her Kido at a greater distance. She increases the
range of all Kido spells she casts with a range of medium or higher by 25%. This
does not affect touch or close range spells.
Special: This ability may be selected multiple times. Each time increases the base
range by a further 25%, up to a maximum +100%

Improved Kido Extender


Prerequisites: Kido Extender, one other Kido type ability
Activation Cost: As Kido spell + 4
Benefit: This ability functions as a Metakido, and can be applied to any spell the
Shinigami casts, following the normal rules for enhancing Kido. The spell increases
its range by one stage (touch to short, short to medium etc). This is applied before
any bonuses from Kido extender.

Greater Kido Extender


Prerequisites: Improved Kido extender, three other Kido type abilities
Activation Cost: as Kido spell + 8
Benefit: This ability functions as a Metakido, and can be applied to any spell the
Shinigami casts, following the normal rules for enhancing Kido. The Range of the
spell is increased by two stages (eg: touch to medium, close to long).

Kido Penetrator
Prerequisites: None
Activation Cost: None
Benefit: The save DC from the shinigami’s Kido spells are increased by 1.
Special: This ability may be selected multiple times. The effects stack.

Kido hyper-penetrator
Prerequisites: Kido penetrator, three other Kido abilities
Activation Cost: as Kido spell + 2X
Benefit: The shinigmai is capable of loading any spell she casts with increased
spiritual energy allowing it to breach any barrier. This ability is a metakido the
Shinigami can apply to any spell she casts with a save DC/that is effected by spell
resistance. The Shinigami increases the save DC of any spell enhanced by this
ability by X, and gains a bonus on all rolls to o0vercome spell resistance equal to X.

Shieldbreaker
Prerequisites: Kido Hyper penetrator, Specialized.
Activation Cost: As Kido + 10.
Benefit: The Shinigami can channel her spiritual energy in a way to break through
any barrier, even overcoming a victims supposed immunity. This is a metakido the
Shinigami can apply to any spell she casts that allows spell resistance. The
shinigami’s spell is unaffected by the targets spell resistance.

Kido Enhancer
Prerequisites: None
Activation cost: None
Benefit: This ability increases the radius of any burst or emanation the Shinigami
uses by 5ft, the length of any line by 10ft, and the lneght of any width by 5ft. it has
no effect on other spells.
Special: This ability may be selected multiple times. The effects stack

Kido Manipulator
Prerequisites: Kido enhancer, two other Kido abilities
Activation Cost: as Kido spell + 2
Benefit: This is a metakido that can be applied to any spell the Shinigami casts
with a line, cone or burst effect.
A line enhanced in this way can be changed to a cone with a length equal to ½ the
lines base length or a burst with a radius equal to 1/4 the lines base length
A Cone enhanced in this way can be changed to either a line with a length equal to
twice the cones base length, or a burst with ½ the cones base length
A burst enhanced this way can be changed to either a Line with a length equal to
radius * 4, or a cone with a length of radius * 2
The changes are applied before any benefits from Kido Enhancer

Kido Timer
Prerequisites: None
Activation cost: None
Benefit: This ability increases the duration of any Kido spell the Shinigami casts by
25%. Note than 125% of instant is still instant
Special: This ability may be selected multiple times. The effects stack.

Kido Timewarp
Prerequisites: Kido Timer, three other Kido type abilities.
Activation cost: as Kido spell + 2 SEP
Benefit: The Shinigami can manipulate the ebb and flow of a Kido spell she casts.
This is a Metakido the Shinigami can apply to any spell she casts with a duration
greater than instant. The Shinigami can reduce the duration of the spell to increase
the effectiveness, at a rate of 20% of duration for 10% of effectiveness (or 20%
effectiveness for +10% duration when extending the duration.)
Incanting
Prerequisites: None
Activation Cost: None
Benefit: The Shinigmai’s zanpakuto aids her in the incanting of her kido spells,
allowing her to use them at a faster rate without sacrificing effectiveness. The
Shinigami does not halve her caster level when casting a spell incantationless,
though all other effects of skipping the incantation apply.

Greater Incanting
Prerequisites: Incanting, Specialized
Activation Cost: None
Benefit: The Shinigami can choose to use a spell incantationless as a swift action
by halving her caster level. This overrides the normal effect of incanting if used.

Metakido Master
Prerequisites: Specilized, 1+ metakido known
Activation cost: N/A
Benefit: The Shinigami selects one Metakido she knows. When using that Metakido
during shikai, the SEP cost is reduced by 1. This cannot bring the cost below 0
Special: This ability may be selected multiple times. The effects stack, or can be
applied to a different Metakido.

Bonus Metakido
Prerequisites: None
Activation cost: N/A
Benefit: The Shinigami selects one metakido she meets the prerequisites for; so
long as she remains in Shikai/Bankai she can use this metakido.
Special: This ability may be selected multiple times. Each time the Shinigami must
select a different metakido.

Expanded Kido Knowledge


Prerequisites: Kido level 1+
Activation cost: N/A
Benefit: The Shinigami knows an additional Kido spell of any level she can cast.
Special: This ability may be selected multiple times. The effects stack.

Expanded Kido Practice


Prerequisites: Kido level 3+
Activation Cost: N/A
Benefit: The Shinigami increases the highest level of Kido spell available to her by
1, up to a maximum of 9. She must be able to cast spells of this level (eg: can use
enough SEP per action and has a high enough Reiatsu attribute) to take this ability.
She may learn spells of this new level with any spell she learns, though she may
only use them whilst in Shikai

Spell Storing
Prerequisites: Two other Kido type abilities
Activation Cost: N/A
Benefit: The shinigami’s zanpakuto gaisn the spell-storing property, except as
noted below
She may store any single 1st, 2nd or 3rd level spell in her weapon so long as the
casting time of the spell may be no more than one full-round action. The spell
stored within the Zanpakuto may be cast on you as a free action as well as on a
target as a free action when the target is hit by the Zanpakuto.
Special: This ability may be this ability multiple times, each time allows it to
increase the level of spell capable of being stored, or the number of spells stored at
once.

Counterspelling
Prerequisites: Kido level 3+, Spell Storing
Activation Cost: 4SEP
Benefit: The Shinigami can store kido-negating energy within her blade, ready to
disrupt any enemy spell thrown against her. She can fill one slot of her Spell-
Storing with a Dispel Magic as a free action once per round, even if she does not
know the spell or could not store it normally. This can then be used on any spell
she has identified, or used whenever she hits a foe with her zanpakuto.

Greater Counterspelling
Prerequisites: Kido 6+, Counterspelling, two other Kido abilities
Activation Cost: 10 SEP
Benefit: as Counterpselling, but with greater dispel magic

Burning Counterspell
Prerequisites: Kido 8+, Greater Counterspelling, Specialized
Activation Cost: 14 SEP
Benefit: As Counterspelling, but with Reaving Dispell

Thieving Counterspell
Prerequisites: Kido 8+, Greater Counterspelling, Specialized
Activation Cost: 16 SEP
Benefit: As Greater counterspelling, but in addition any spell effect dispelled can
be applied to yourself or stored in a free spell-storing slot on your zanpakuto (even
if it normally would not fit) at your discretion

Zanpakuto Light Type


Illumination
Prerequisites: None
Activation Cost: none

The Zanpakuto shines with brilliant light, illuminating the area around it as per the
effects of the Daylight spell. This ability may be taken multiple times, each time
allows it to dispel one step of magical darkness (i.e. darkness, deeper darkness,and
the Darkness Zanpakuto ability) and increases the level of full illumination and dim
illumination by 10. You may activate or suppress this ability as a free action.

Blinding Illumination
Prerequisites: Illumination, Blinding Flash, two other light type abilities.
Activation Cost: 3 SEP.

The shinigami coats one object they touch in impossibly bright light, causing all
those who look upon it to avert their eyes or be temporarily blinded. As a standard
action, the object touched emits light as Illumination except that any creature
within the full illumination projected by the object must pass a reflex save, as the
same DC as the shinigami's blinding flash, or be blinded for that round. Creatures
within the dim illumination must pass a reflex save or be Dazzled for one round.

Blinding Flash
Prerequisites: None
Activation Cost: 2 SEP
Your sword gains the ability to create a brilliant flash of light targeting all squares
you naturally threaten as a standard action. Those within range must succeed a
reflex save (DC 10+1/2 character level+dexterity modifier) or be blinded for 1
round/character level. You may take this ability multiple times, each time either
increasing the save DC by 2 or increasing the range by 5 feet, effectively making it
a burst effect centred on you. Creatures without sight are unaffected

Improved Blinding Flash


Prerequisites: Blinding Flash
Activation Cost: As Blinding Flash + 3 SEP.
The user may use their Blinding Flash ability as part of a standard attack action.
They cannot use this ability during a full attack, though it can be used as part of a
charge.

Greater Blinding Flash


Prerequisites: BaB 6+ or Flurry of blows, Blinding Flash, Improved Blinding Flash
Activation Cost: No Change
You may use your Blinding Flash as part of a full attack action or a Flurry of Blows,
or any other action where you strike an enemy with your zanpakuto. You may only
unleash a single flash this way.

Superior Blinding Flash


Prerequisites: Blinding Flash
Activation Cost: Flash cost + 2
Whenever you use your Blinding Flash ability, you may use this ability as well. In
addition to being blinded, the victim of your Blinding Flash is also stunned for 1
round if they fail their reflex save.

Intense Flash
Prerequisites: Blinding Flash
Activation Cost: Flash Cost + 1
Whenever you use Blinding Flash or Blinding Illumination, you may increase the
cost to add a Dazzle effect. Any creature that passes their save is dazzled for 1
round, and any creature that fails is dazzled for 1d3 rounds after the blindness
fades.

Reactive Flash
Prerequisites: Blinding Flash
Activation Cost: 3 SEP
Whenever you are struck by a melee attack, You may use your blinding flash as an
imidiate action. This is done after the attack is resolved

Faerie Fire:
Prerequisites: Illumination
Activation Cost: None
This functions exactly as the 1st level Druid Spell, except that it can bestow any
colour you desire upon the target. It can be taken multiple times, each time
increases the target burst by 5 feet, the duration by 1 minute, or allows it to dispel
higher level darkness effects.

Dancing Lights:
Prerequisites: Illumination
Activation Cost: 1 per light created
This ability requires a Standard Action and functions as the 0-level spell, except
that their duration is equivalent to 1 minute/level. Furthermore, the individual light
globes may be up to 50 feet apart from each other, as well as move 100 feet per
round.
In addition, the super-charged lights can damage anybody who enters or begins
their turn on the same square as them for 1d6 damage unless the target makes a
successful reflex save (DC 10+1/2 character level+dexterity modifier) for half
damage. Up to 20 lights can occupy one square at a time. You can create 4 lights
per use
You may take this ability multiple times, each time allows you to:

 Increase the movement speed of each light by 25 feet


 Increase the maximum distance between the lights by 50 ft
 Increase the reflex DC by 2
 create another light per use

Brilliant Energy
Prerequisites: Illumination, one other light ability.
Activation Cost: 2 SEP
As a swift action, you can either give your zanpakuto the Brilliant Energy weapon
enhancement, or to remove this ability. This does not count against your weapon's
maximum number of enhancements.
You can take this ability multiple times. Each time allows your weapon to effect a
type of enemy or item it normally could not (undead, constructs etc)

Sunsword
Prerequisites: Shining Laser, Brilliant Energy
Activation Cost: As shining laser per attack
As long as your brilliant energy ability is active, you can choose to add your Shining
Laser damage as bonus damage on your first Zanpakuto attack each round. If you
have Improved Shining laser, you can enhance any number of attacks (see
Improved Shining laser).
This lasts until you deactivate Brilliant Energy, or seal your Zanpakuto.

Prismatic Blade
Prerequisites: Sunsword, Prismatic Blast
Activation Cost: 7 sep per round.
As long as your brilliant energy ability is active, you can choose to active this ability
as a free action. Until the start of your next turn, The first creature struck by one of
your Melee attacks is also hit by a Prismatic Ray, save only 1d6 is rolled to
determine the effect.

Light Trail
Prerequisites: Illumination, one other light ability
Activation Cost: None
your Zanpakuto gains the ability to leave a trail of light (as per the effects of a Light
spell) in every square you move through. You may activate or suppress this ability
as a free action, as well as dismiss the light trail you have already left. The light
trail lingers in the air for 1 round/character level. You may take this ability multiple
times, each time either increases the illumination and dim illumination of the trail
by 10 feet, or increase the duration of the trail by 5 rounds by taking the ability
additional times.

Improved Light Trail


Prerequisites: Illumination, Light Trail
Activation Cost: Varies (see below)
Your light trail changes from harmless light to a searing blanket of shining agony.
Any creature that moves through, or starts their turn in, one of your light trails
suffers 1d6 untyped energy damage per 2 SEP spent. The victim can make a dc (10
+ ½ level + Reiatsu attribute) reflex save to halve the damage they suffer. They
only suffer this damage once per turn regardless of how many times they move
through the trial.
The trail only deals damage for the first round. After that, it functions as a normal
light trail.
Special:This ability can be taken a second time. It increases the damage to 1d6
per SEP.

Bend Light **
Prerequisites:** Illumination
Activation Cost: None
This allows you to shape illumination that you produce, allowing you to change the
areas of dim and bright illumination as well as designating areas within the light
effect that receive no light. Light cannot be bent and shaped past the initial
parameters, so 60 feet of bright light and 60 feet of dim light cannot produce any
more light than that (although less light may be produced if desired). This ability
may be taken twice, the second time allows you to bend and shape light not
produced by your Zanpakuto.

Improved Bend Light


Prerequisites: Bend light, Illumination
Activation Cost: 3 SEP
This ability requires you to have taken Bend Light. It allows you to shape your
Zanpakuto’s light (or any light if you've taken Bend Light twice) into a Minor Image.
This ability can be taken a second type; it instead creates a Major Image. The
caster level for these effects is assumed to be ½ caster level.

Greater Bend Light


Prerequisites: Bend light, Illumination, Improved Bend Light
Activation Cost: 3 per image
When you use your bend light ability, you can create an additional image. This
ability may be taken multiple times. Each time allows you to create another image.

Blinding Ray
Prerequisites: Bend Light, Blinding Flash, two other light type abilities.
Activation Cost: 3 SEP.

The Shinigami focuses a beam of super bright light directly into their targets eyes.
This is a ranged touch attack with a range of 100ft + 10ft per character level. If the
attack hits, the target must pass a reflex save or be blinded, as Blinding Flash. Any
ability that enhances blinding flash can be used to enhance this ability.

Blinding Burst
Prerequisites: Blinding Ray, five other light type abilities.
Activation Cost: 5 SEP.

The Shinigami focuses a beam of super bright light directly into their targets eyes.
This is a ranged burst with a range of 100ft + 10ft per character level, and a radius
equal to that of the shinigami's blinding flash. Every enemy caught in the burst is
effected by the shinigami's Binding Flash abillity.

Rapid Bend Light


Prerequisites: Bend Light
Activation Cost: same as bend light + 1
You can Bend Light as a move action instead of a Standard Action. You cannot use
this ability at the same time as Greater Bend Light.
Veil of Light
Prerequisites: Bend Light, two other light type abilities.
Activation Cost: 3 SEP

The shinigami's zanpakuto can be used to twist light around themselves, creating a
reflective veil that renders them invisible to the naked eye. This functions as
an invisibility spell, using your character level as the caster level.

Greater Veil of Light


Prerequisites: Veil of Light, three other light type abilities
Activation Cost: 7 SEP

The shinigami can create a much more effective veil. This functions as Greater
Invisibility, using her character level as her caster level.

Curtain of Light
Prerequisites: Veil of Light, three other light type abilities
Activation Cost: 12 SEP

As Mass Invisibility. Caster level equal to shinigami level.

Shining Laser
Prerequisites: Bend Light, Improved Bend Light
Activation Cost: 3 SEP.
As a standard action, you may focus any bright light you could Bend into a ranged
touch attack (30 ft + 5ft per character level) dealing 3d8 untyped energy damage.
This ability may not be used against a target in dim illumination or darkness
Special: This ability may be taken multiple times. Each time increases the save DC
by 1.

Piercing Laser
Prerequisites: Shining Laser
Activation Cost: Shining Laser + 2 SEP
The shinigami's shining laser deals an extra 2d8 points of damage.

Penetrating Laser
Prerequisites: Shining Laser
Activation Cost: None

The shinigami's shining laser pierces through most substances without slowing. It
ignores miss chance granted by cover/objects in the way. Miss chance from
concealment etc still applies

Laser Flash
Prerequisites: Shining Laser
Activation Cost: As Shining Laser + 8

Once per turn, the shinigami may fire a shining laser as a free action.

Blinding Laser
Prerequisites: Shining Laser, blinding flash
Activation Cost: As Shining Laser + 1

When using shining laser, the shinigami may cause any target that could see the
laser to also be effected by her blinding flash ability.
Improved Shining Laser
Prerequisites: BaB 6+ or Flurry of Blows, Shining Laser, three other light type
abilities.
Activation Cost: As shining laser + 3 per attack made
As a full round action, you may fire a number of shining lasers equal to your
number of attacks, or the number of attacks in your flurry of blows ability. Each of
these lasers uses the same to hit modifiers as the respective attack.

Color Spray
Prerequisites: Dancing Lights
Activation Cost: 1 sep
The shinigami may use color spray as a spell like ability, with a save dc of 10 + ½
Level + Reiatsu modifier.

Improved Color Spray


Prerequisites: Color Spray.
Activation Cost: As Color Spray
When using your sword's color spray, the HD lists change too:
*5 HD lower then user: unconscious, blinded, and stunned for 2d4 rounds, then
blinded and stunned for 1d4 rounds, then stunned for 1 round.
*4 HD lower of equal to HD: Blinded and Stunned for 1d4 rounds, then stunned for
1 round.
*Higher then HD: Stunned for 1 round.

Prismatic Blast
prerequisites: None
Activation cost: 9 SEP
Your Zanpakuto gains the ability to use Prismatic ray, as the spell of the same
name. The save DC is equal to (10 + ½ character level + reitsu modifier)

Prismatic Spray:
Prerequisites: Prismatic Blast
Activation Cost: 13 sep
Your Zanpakuto gains the ability to use Prismatic Spray, as the spell of the same
name. The save DC is equal to (10 + ½ character level + reitsu modifier)

Prismatic Wall:
Prerequisites: Prismatic spray, 3 other light type abilities
Activation Cost: 15 sep
Your Zanpakuto gains the ability to use Prismatic Wall, as the spell of the same
name. The save DC is equal to (10 + ½ character level + reitsu modifier) You may
only have one Prismatic wall or sphere activate at a time

Prismatic Sphere
Prerequisites: Prismatic wall, 5 other light type abilities, specialized
Activation Cost: 17 SEP
Your Zanpakuto gains the ability to use Prismatic sphere, as the spell of the same
name. The save DC is equal to (10 + ½ character level + reitsu modifier). You may
only have one Prismatic wall or sphere activate at a time

Prismatic Burst
Prerequisites: Prismatic Wall, specialized
Activation Cost: 15 SEP
Your Prismatic Sphere ruptures and bursts, the fragments striking everyone nearby
with chaotic concequences. You can only use this ability if you have a Prismatic
Sphere or wall. This is a standard action that provokes an attack of opportunity. If
you control a prismatic wall, this attack is a line of the same width, If you control a
Prismatic Sphere, this is a burst attack originating from the walls.
Prismatic Burst's range is equal to (½ caster level + the number of walls remaining)
* 5 ft. each creature struck suffers the effect of a Prismatic Spray
Your prismatic sphere/wall is destroyed as a result of this ability

Improved Rainbow
Prerequisites: Colour spray
activation cost: none
Increase the save DC of your colour spray and prismatic spray (and subsequent)
Zankaputo abilities by 2. this ability can be taken multiple times. It's effects stack

Lighteater
Prerequisites: specialised
activation cost: none

When using any light type zanpakuto ability, the shinigami can choose to consume
20ft of full illumination to pay for 1 SEP of the ability. Doing so changes the
effected area to darkness.

Color Burst
Prerequisites: Colour spray, Specialized
activation cost: 13 SEP

The shinigami gains the ability to use Scintillating Pattern as the spell. the save DC
is changed to 10 + 1/2 character level + reiatsu modifier.

Zanpakuto Lightning Type


"All of the waves, become my shield! All of the lightning, become my sword!
Sougyo no Kotowari!" — Ukitake Juushirou, 13 Division Captain

Lightning-type Zanpakuto employ fierce bolts of lightning to strike down their foes.

Lightning Blade:
This changes the form of the Zanpakuto’s blade into lightning, causing it to
inflict lightning damage. Crackling Blade may still be used in conjunction with
Lightning Blade.

Lightning Form:
This changes the form of one of the Zanpakuto’s attacks, changing it to
lightning. For example, Projectile-based Zanpakuto will now do lightning damage,
whereas Summon-based Zanpakuto will gain the Lightning subtype and do lightning
damage. Crackling Blade may still be used in conjunction with Lightning Form.

Crackling Blade:
This allows you to charge your Zanpakuto with crackling lightning, creating
lightning bolts that electrocute your foes. As a move-equivalent action, you can
charge your Zanpakuto with lightning, giving it an additional 2d6 lightning damage.
This effect lasts until you release your hold on your Zanpakuto or reseal it.

Greater Crackling Blade:


This requires Crackling Blade to take. It grants an additional 2d6 lightning damage
when manifesting Crackling Blade, for a total of 4d6.
Superior Crackling Blade:
This requires Crackling Blade and Greater Crackling Blade to take. It grants an
additional 2d6 lightning damage when manifesting Greater Crackling Blade, for a
total of 6d6.

Swift Crackling Blade:


This requires Crackling Blade to take. It allows you to manifest your Crackling Blade
as a Swift Action.

Lightning Bolt:
This allows you to launch a Lightning Bolt from your Zanpakuto at will as a Full-
Round Action. It does your Zanpakuto’s damage, but otherwise functions
identically to the Lightning Bolt spell. The reflex save DC for half damage is 10+1/2
character level+constitution modifier. This does not gain the benefits of your
strength modifier to damage, but it does gain the benefits of Crackling Blade.

Arcing Bolt:
This requires Lightning Bolt to take. It allows your Lightning Bolt ability to function
as if it were the Chain Lightning spell, jumping from target to target. Its damage
remains the same.

Thunderstorm:
This ability summons a ferocious thunderstorm around you. It grants the effects of
a Thunderstorm centered on you that extends in outwards a five-foot burst. Unlike
with a standard Thunderstorm, a lightning bolt strikes every round on a randomly
chosen square within the radius. You may take this ability multiple times, each time
gives either an extra lightning bolt every round or extends the radius by 5 feet.

Lightning Adaptation:
Every time you take this ability, you gain 10 resistance to lightning, to a maximum
of 50 for each after taking this ability five times.

Deflect Bolt:
Your Zanpakuto gains the ability to deflect Lightning Bolts as per the Deflect Arrow
feat. You can take this ability multiple times; it allows an extra deflection each
round.

Reflect Bolt:
This requires Deflect Bolt. It allows you to reflect a Lightning Bolt back at its caster.
It can be used as many times as you can use the Deflect Bolt.

Redirect Bolt:
This requires Deflect and Reflect Bolt. It allows you to reflect a Lightning Bolt, Cero,
or other Line attacks away from you and towards a target of your choice. It can be
used as many times as you can use Deflect Bolt.

Empower Bolt:
This requires Deflect Bolt and Reflect Bolt or Lightning Bolt. It grants an extra 1d6
damage when either of the abilities is used. This can be taken multiple times, its
effects stack.

Stunning Strike:
This ability can be once per round. It functions identically to the Stunning Fist
ability, with the Fortitude Save using your Constitution modifier instead of your
Wisdom Modifier.
Supercharge:
This requires Lightning Adaptation and three other Lightning abilities. As a full-
round action, you can summon lightning bolts to energize yourself; for each time
you've taken Lightning Adaptation, you gain a +10 bonus to speed, Fast Healing
+1, and +1d6 electrical damage to your Zanpakuto attacks. This state lasts for one
round per Lightning Adaptation ability. In addition, you are cured of fatigue and
exhaustion. Multiple Supercharges do not stack.

Black Cloud Duelist:


Requires Thunderstorm, Lightning Bolt, and Lightning Adaptation. As long as
Thunderstorm is active, or you are in the area of a natural thunderstorm, you may
choose for lightning to strike you instead of striking randomly. If you do so, you
may make a Lightning Bolt attack as a free action for each time you are struck (a
natural thunderstorm can only strike once per turn). You can only gain the benefits
of this ability once per round, per time taken. (This if you take thunderstorm 3
times, and Black Cloud Duelist twice you only get 2 aimed bolts at yourself.)

Legend of the Storm:


Requires Black Cloud Duelist. Whenever you are struck by lightning from
Thunderstorm or a natural thunderstorm, you may forfeit Black Cloud Duelist's
benefits to instead teleport to any square within the storm's radius and your line of
sight and your line of effect, and immediately make a Zanpakuto attack. This attack
gains the benefits of abilities such as Crackling Blade, and gains the damage bonus
from Empower Bolt, if any.

Empower Bolt:
This requires Black Cloud Duelist. It grants an extra 1d6 damage to Lightning Bolts
used through Black Cloud Duelist.

Mind Type
"Can you fight when up and down, left and right, front and back, and the direction
you take damage from are all mixed up inside your head? No, you can't. Nobody
can. The stronger you are the more used you are to combat, the more likely your
body is to react only to what you see!!" — Hirako Shinji, 5th Division Captain

Mind Blade:
Your blade is charged with the power of your mind, destructively harming your
opponent's body with sheer willpower. Gives +2d4 psychic damage to your melee
attacks with your Zanpakuto. This requires a move action to activate.

Greater Mind Blade:


Requires Mind Blade. Your Mind Blade now deals an additional +2d4 damage, for a
total of +4d4 psychic damage.

Superior Mind Blade:


Requires Greater Mind Blade. Your Mind Blade now deals an additional +2d4
damage, for a total of +6d4 psychic damage.

Swift Mind Blade:


This requires Mind Blade to take. It allows you to manifest your Mind Blade as a
Swift Action.

Mind Strike:
Requires Mind Blade. Your Zanpakuto gains the properties of a wounding weapon.
However instead of constitution damage it deals intelligence or wisdom damage
instead, , the target gets a Will save to negate this damage (DC 10 + 1/2 character
level + Int modifier). This ability may be taken twice, it allows you to choose which
damage type is dealt whenever you strike.

Charm:
You may attempt to charm a creature as per Charm Person. DC 10 + ½ Level +
Intelligence.

Improved Charm:
Adds +2 DC. You may take this power multiple times, it stacks. Requires Charm.

Greater Charm:
Your Charm effect becomes as per Charm Monster. Requires Charm.

Mass Charm:
Your charm may affect 1 target per level. Requires Improved Charm.

Dominate:
As per Dominate Person, DC 10 + ½ Level + Intelligence. Requires Greater
Charm. May only effect one target at a time. The target may expend 1 SE per level
of the user to attempt to break free of the control, rolling another save.

Improved Dominate:
Increase the DC of your Dominate effect by +2. May be taken multiple times,
stacks.

Greater Dominate:
Improves your Dominate to as per Dominate Monster. Requires Dominate and
Improved Dominate.

Intuitive Insight:
You may use your Intelligence modifier in place of your Dexterity for Armor Class
and Reflex Saves.

Lesser Insanity:
By sending flashes of random images at your target, you may temporarily make
them go insane. As a standard action you may cause a target to suffer the effects
of Lesser Confusion for 1 round, they may avoid this by making a Will save with a
DC of 10+1/2 level+Int mod.

Insanity:
Requires Lesser Insanity. Your Lesser Insanity power is improved to a Confusion
effect, lasting a number of rounds equal to your character level.

Superior Insanity:
Requires Insanity. Your Insanity powers increase, allowing you to cause the effects
of the Insanity spell. This effect may be saved against each day, until the target
succeeds.

Supreme Insanity:
Requires Superior Insanity. Your powers of insanity have been mastered, and now
the target is permanently insane unless cured by some other effect, if they fail the
first save.
Insanity Strike:
Requires Lesser Insanity. You have learned to channel insanity into your
Zanpakuto, allowing you to inflict it upon your victims with a sword strike. As a
standard action you may make one melee attack on your opponent, rolling damage
normally. They are also effected by your Lesser Insanity power.

Swift Insanity Strike:


Requires Insanity Strike and Insanity. Your insanity channeling has improved to
such an extent as allowing you to strike multiple times with your blade. You may
now make a full attack action and effect your victim with your Lesser Insanity
power.

Controlled Madness:
Requires Insanity. You have learned to control your power over Insanity, allowing
you to subtlety shift how the target acts. You may change the result of the % roll
up or down by up to 20%.

Improved Control:
Requires Controlled Madness. You have mastered your control to the next level,
allowing greater control over the insanity your Zanpakuto inflicts. You may change
the result of the % roll up or down by up to 30%.

Supreme Control:
Requires Improved Control. Your control over insanity is now at a master's level,
you may now change the result of the % roll up or down by up to 40%.

Waves of Insanity:
Requires Supreme Control. You may as a standard action release a wave of insanity
across your victims minds in a radius around you of 10 feet. They make saving
throws normally. You may take this ability multiple times, and each time you may
extend the range by 10 feet.

Aura of Insanity:
Requires Waves of Insanity taken three times. You now have a constant aura of
insanity around you, out to a range of 15 feet.

Oppression Type
It increases the weight of whatever it hits, until my opponent can no longer bear
the weight and falls to the ground. And then they bow their head as if in apology.
That's why it's called, Wabisuke" — Izuru Kira, 3rd Division Lieutenant

Oppression-type Zanpakuto make use of a Shinigami’s Reiatsu aura to


manipulate other Shinigami in a number of different ways, from lowering a
Shinigami’s stats to choking a Shinigami with pure Reiatsu.

Special: requires intimidate 6 (total of at least)

Target:

A target is anyone within the area of effect whom must make an opposed Reiatsu
check or level check (whichever is higher) vs. the Reiatsu skill check of the user.
The oppressive Reiatsu aura has an area of effect equal to a 5ft. radius per level of
the Shinigami. Should someone in the area of effect beat the Reiatsu check vs.
oppressive Reiatsu he may not be affected again from the same type of attack until
either the battle is over or the target leaves the affected area and re-enters (IE. if
you target a stat and their AC. they make one save but not the other. Then only
one is suppressed by the given value. If the target leaves the affected area and
then returns a new check must be made.) Under NO circumstances may a
suppression effect EVER remain if the target leaves the affected area or the
oppression is shut down. If the user is stunned, knocked unconscious, brought
below 0 hp or level drained, the suppress effect ends. The user may choose to not
be affected by his own aura. However this does not protect him from an oppression
aura of another Shinigami. No effect from oppression aura may be lethal. Even if a
target is reduced to negative con the target is just incapacitated, and will regain
their con or other stat once the oppression has passed.

Soften armor:
-2 AC to any target within the area of affect. This penalty is a flat AC penalty. This
ability may be taken a total of 5 times to a total of -10 to their Armor Class.

Suppress ability:
-2 to a chosen stat. You must choose this once for each stat you wish to effect. You
may choose from strength, dexterity, constitution, intelligence, wisdom, charisma.
If you wish to suppress: -4str -8dex -10con you must take this ability 11 times.
This ability may be taken any number of times, its effects stack.

Suppress Attack Speed:


This ability requires two other Oppression abilities. This ability gives the target a -1
penalty to their attack rolls. This ability can be taken multiple times, each time
increasing the penalty by 1.

Suppress Defense:
This ability requires four other Oppression abilities. This ability gives the target a -1
penalty to all saves. This ability can be taken multiple times, each time increasing
the penalty by 1.

Suppress magic:
Must have 1 suppression ability to take, this ability will render 5 pts of spell points
unusable. the points are not spent but are simply unable to be used without a
concentration check of character level + con score. this ability may be taken twice.
Its effects stack.

Suppress movement:
takes 2 suppression ability to take, this ability will suppress 10 ft of movement.
This will also affect Shunpo. However this will not fully stop anyone. No matter the
conditions, even if the user suppress 100 ft of movement. a target is always able to
make a 5 ft step. This ability may be taken multiple times and the effects stack.

Oppressive aura perfection:


Must have 4 suppression abilities to take, this ability suppresses the air in the area.
All targets in area instantly begin to suffocate. This ability will also affect the user of
this ability; the user has no choice to resist his own ability. Suffocation will halt at
the point of sleep. This ability is still under the limitation that no suppress ability
may be lethal.

Selective Oppression aura:


This requires Oppression aura to take. The user can select to leave one target per
level out of the oppression, thus leaving them to act normally in the aura.
Greater oppressive aura perfection:
Must have oppressive aura perfection to take, as above save that the user may now
target only a single person per five HD within his area of affect. At level 5, he can
target 1 person, at level 10 he can target 2 people, 15 lets him hit 3 and 20 gets 4.
This includes non-Shinigami levels, as long as Intimidate stays a class skill.

Zanpakuto Poison
"To strip movement from the four limbs of whatever it cuts… that is the power of
my Ashisogi Jizou."—Kurotsuchi Mayuri, 12th Division Captain

Poison-type Zanpakuto excrete and make use of poisons based around the
Shinigami’s own body and constitution. They use the poisons to cripple or even
kill their targets.

Excrete Poison:
As a move-action, the Zanpakuto excretes a poison that coats the blade. The
poison is injury based, and is expended after the first hit. The poison does one
point of ability damage as initial damage and 1d2 points of ability damage as
secondary damage. The type of ability damage is specified at the time this
Zanpakuto ability is taken. The wielder of the Zanpakuto cannot be poisoned
accidentally, the poison is derived from their body and they are completely immune
to its effect. The Fortitude Save DC for the poison is 10+1/2 wielder’s
HD+Constitution modifier. This ability may be taken multiple times, each time it
gives the Zanpakuto the ability to excrete a different poison that damages a
different ability score. You may not excrete the same poison again until the poison
has been completely used up, whether or not the poison was successful.

Increased Potency:
This requires the Excrete Poison ability to take. It increases the potency of the
poison excreted by the Zanpakuto. It can either increase the Fortitude Save DC by
2, or it can increase the damage type of both initial and secondary damage by one
step (1 to 1d2, 1d2 to 1d3, 1d3 to 1d4, 1d4 to 1d6, and so on). This only applies to
one type of poison, if the Excrete Poison ability has been taken more than once you
must choose which poison it applies to.

Swift Coat:
This requires the Excrete Poison ability to take. It allows you to excrete a coat of
poison on your Zanpakuto faster. You may coat your Zanpakuto with poison as a
swift action. This applies to any poisons you can use.

Lingering Poison:
This requires the Excrete Poison ability to take. The coats of poison your Zanpakuto
excretes last longer than normal. The poison coat lasts for an additional successful
attack. This ability may be taken multiple times; each time it is taken it increases
the amount of successful attacks the poison coat lasts for by one. This ability only
applies to one type of poison, if the Excrete Poison ability has been taken more
than once you must choose which poison it applies to.

Change Poison Derivation:


This requires the Excrete Poison ability to take. It changes the ability score the DC
of your poison is set to. This functions for all poisons you can excrete.

Change Poison Function:


This requires the Excrete Poison ability to take. It allows you to change the type
ofsaving throw required by a poison to either Reflex or Will (Reflex-based poisons
use excessive coats of potent poison where trying to turn aside as much of the
blade as possible is far more effective than trying to resist it, and Will-based
poisons attack the mind itself, and thus can be thrown off through sheer force of
will). This ability only applies to one type of poison, if the Excrete Poison ability has
been taken more than once you must choose which poison it applies to.

Versatile Poison:
This requires the Excrete Poison ability to take. It allows you toexcrete poison that
is contracted by another method, either ingestion or contact. Each time you take
this ability, you may choose another method of contraction. Each time you
materialize your poison, you may select the contraction method it will use, and it
applies to all of your poisons. Also, you may remove the poison from your blade
and apply it to another object, if so desired.

Inhaled Poison:
This requires the Excrete Poison and Versatile Poison ability. It allows the poison
you materialize to instead linger in the air for one round, affecting anyone adjacent
to you.

Poison Cloud:
This requires Excrete Poison, Versatile Poison and Inhaled Poison. It allows you to
either extend the cloud of poison by 5 feet when using the Inhaled Poison ability or
to extend the duration for one round each time it is taken.

Improved Virulence:
This requires the Excrete Poison ability to take. It increases the potency of one kind
of poison the Zanpakuto can create. Either the save DC increases by 2, or the die
goes up by one size. This ability can be taken multiple times.

Greater Virulence:
This requires Improved Virulence. You may combine two types of ability damage
you can use with Excrete Poison into one poison. Each time this ability is taken, you
may combine one additional type of poison. All poisons combined use the lowest die
type and the lowest save of any poison combined; the die type, however, is
improved by one size for each poison combined, and the save is increased by +2
per combined poison. You may choose not to combine poisons when poisoning your
blade.

Superior Virulence:
Combined poisons can now also combine effects from the Strange Toxin tree.

Venom Cloud:
This requires Excrete Poison to take. As a full-round action, you may exude a cloud
of one of your available poisons that affects all adjacent opponents. This may be
taken multiple times, each time increasing the radius by five feet.

Rapid Venom Cloud:


Each time taken, this reduces the time needed to use Venom Cloud, first to
standard, then move, then swift action.

Improved Venom Cloud:


Your venom cloud lingers for one round after being exuded. Each time this ability is
taken lets it linger for another round.
Greater Venom Cloud:
This requires Improved Venom Cloud and Rapid Venom Cloud to have been taken
three times. Your Venom Cloud is permanent and may be dismissed or exuded as a
free action.

Superior Venom Cloud:


This requires Venom Cloud and Greater Virulence. Your Venom Cloud may now use
any combined poison you have access to, and Superior Virulence applies.

Swift Coat:
This requires the Excrete Poison ability to take. It allows you to excrete a coat of
poison on your Zanpakuto faster. You may coat your Zanpakuto with poison as a
swift action. This applies to any poisons you can use.

Strange Toxin:
This requires the Excrete Poison ability to take. The poisons your bladesecretes
have unusual effects; each time you take this ability, you can either change the
save required to Reflex or Will or add an additional effect to your poison. This effect
can be fatigue, dazing, the shaken condition, or the sickened condition. Such an
effect requires an additional Fortitude save to resist. These effects do not stack with
themselves or each other on the same poison type (so your Dex poison could
sicken and your Strength poison could fatigue, but you couldn't have an Int poison
that dazes and fatigues). They last for one round each.

Improved Strange Toxin:


This requires Excrete Poison and Strange Toxin. Each time you take this ability, you
upgrade one of the effects of Strange Toxin. Fatigue becomes exhaustion, dazed
becomes stunned, shaken becomes frightened, and sickened becomes nauseated.
You could also choose to remove the second save (so one save determines all) or
improve its DC by 2.

Greater Strange Toxin:


This requires Strange Toxin to be taken for both Reflex and Will save options.
Whenever an opponent is struck by your poisoned Zanpakuto, he must immediately
make a Fortitude save or suffer its effects (as standard). In the next round, he
must make a Reflex save or suffer its effects again. In the next round, he must
make a Will save or suffer its effects again.

Evil Poison:
This requires Strange Toxin to be taken for both Reflex and Will save options and
Excrete Poison for all six ability scores. As a full-round action, you may make a
single poisoned attack that deals 1d6 points of damage to every ability score and
paralyzes an enemy for one round. This effect requires a Fort, Ref, and Will Save to
avoid. This ability can be taken multiple times. Each time taken either increases the
DC of all saves by 2, the damage by 1d6, or the paralysis duration by one round.

Murderous Flower of Eden:


This requires Evil Poison and Superior Venom Cloud. Evil Poison may be used with
Venom Cloud.

Projectile Type
"The essence of Senbonzakura is that its several hundred millions of blades have no
angle they cannot reach, creating the perfect attack from all directions." —Kuchiki
Byakuya, 6th Division Captain
Projectile-type Zanpakuto acquire abilities based around attacking at range and
distance and effecting large areas of enemies.

Ranged Form:
This allows the Zanpakuto to attack as a ranged weapon. When releasing, you may
release your Zanpakuto into its ranged form if desired. Switching between melee
and ranged is a swift action that does not provoke an attack of opportunity. While
in ranged form, your weapon no longer threatens any spaces. It can attack with a
range increment of 90 feet, and functions off your attack bonus (although it uses
dexterity instead of strength as it is a ranged attack). Its damage is lowered by one
step (so a 1d6 becomes a 1d4), and it receives no additional benefit to damage
beyond the Zanpakuto’s natural weapon enhancement (although other
projectile abilities can change this). You may make a full attack with your weapon
in ranged form.

Improved Ranged Form:


Requires Ranged Form. You use normal Zanpakuto damage on ranged attacks and
can apply your Dexterity to damage. Range increases by 30ft. Switching to ranged
form does not provoke attacks of opportunity.

Greater Ranged Form:


Requires Improved Ranged Form. You still threaten adjacent spaces and your range
increases by 30 feet. Switching back to melee form does not provoke attacks of
opportunity.

Superior Ranged Form:


Requires Improved Ranged Form. You can threaten both adjacent spaces and one
five-foot square within your first range increment. Opponents are aware they are
threatened. Range increases by 30ft. Switching to ranged form is a swift action.

Perfect Ranged Form:


Requires Superior Ranged Form. You can, instead of threatening adjacent spaces,
threaten eight five-foot squares within your first range increment. Changing what
spaces are threatened is a move action. Opponents are aware they are threatened.
Range increases by 30ft. Switching back to melee form is a swift action.

Air Swordsman:
This requires at least four Projectile abilities to take. As a full-round action, you can
make a single projectile attack as though your opponent was flat-footed.

Improved Air Swordsman:


This requires Air Swordsman. You can make a single Air Swordsman attack as a
standard action.

Greater Air Swordsman:


This requires Improved Air Swordsman. As a full-round action, you can make a full
projectile attack as though your opponent was flat-footed.

Line:
This allows the Zanpakuto to attack in a 100-foot line as a standard action, dealing
its normal damage to all in range. Everyone in range may make a reflex save (DC
10+1/2 wielder's HD+Intelligence modifier) for half damage. It may be taken
multiple times; it increases the range by 50 feet every time it is taken. You do not
gain your strength bonus when attacking in this fashion.
Cone:
This allows the Zanpakuto to attack in a 60-foot cone as a standard action, dealing
its normal damage to all in range. Everyone in range may make a reflex save (DC
10+1/2 wielder's HD+Intelligence modifier) for half damage. It may be taken
multiple times; it increases the range by 30 feet every time it is taken. You do not
gain your strength bonus when attacking in this fashion.

Burst:
This allows the Zanpakuto to attack in a 20-foot burst centered on the wielder as a
standard action, dealing its normal damage to all in range. Everyone in range may
make a reflex save (DC 10+1/2 wielder's HD+Intelligence modifier) for half
damage. It may be taken multiple times; it increases the range by 10 feet every
time it is taken. You do not gain your strength bonus when attacking in this
fashion.

Wall:
This allows the Zanpakuto to create a 50-foot long, 5-foot thick wall which can be
placed anywhere within a medium range increment of the wielder as a standard
action, dealing its normal damage to all in range or who attempt to pass through it.
Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Intelligence
modifier) for half damage. The wall lasts for 3 rounds, and the Zanpakuto may not
be used during the time the wall lingers, although it can be dismissed voluntarily as
a free action. It can be taken multiple times; it increases either the length of the
wall by 25 feet, the width of the wall by 5 feet, or the duration by 1 round every
time it is taken. You do not gain your strength bonus when attacking in this
fashion. You still retain the AC bonus from your Zanpakuto while a wall is formed.

Emanation:
This requires either the Burst ability or two Projectile abilities. This allows the
Zanpakuto to attack in a 20-foot emanation centered on the wielder as a standard
action, dealing its normal damage to all in range. Everyone in range may make a
reflex save (DC 10+1/2 wielder's HD+Intelligence modifier) for half damage. The
emanation lingers for 3 rounds, and the Zanpakuto may not be used during the
time the emanation lingers, although it can be dismissed voluntarily as a free
action. It can be taken multiple times; it increases the emanation by 5 feet or the
lingering effect by 1 roundevery time it is taken. You do not gain your strength
bonus when attacking in this fashion.

Cylinder:
This requires either the Burst ability or two Projectile abilities. This allows the
Zanpakuto to attack in a 20-foot, 40-foot tall cylinder on any point within a short
range increment as a standard action, dealing its normal damage to all in range.
Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Intelligence
modifier) for half damage. It can be taken multiple times; it either increases the
range increment to medium and then long or increases the range by 5 feet or the
height by 10 feet. You do not gain your strength bonus when attacking in this
fashion.

Shaping:
This requires at least three Projectile abilities to take. It allows the wielder to alter
the area and effects of any of the following abilities: Cone, Burst, Emanation, or
Cylinder. The alteration consists of creating spaces within the ability’s area or
effect that are not subject to the spell. The minimum dimension for these spaces is
a 5-foot cube. Furthermore, abilities shaped in this way have a minimum dimension
of 5 feet.
Increased Mass:
This requires at least one Projectile ability that is not change form. When using any
of the area-effect Projectile abilities, increase the damage by 2d6. Also, this
removes 10% of the chance any wind-based defense has of blowing the projectile
aside.

Mighty Projectile:
This allows you to add your strength bonus to Projectile attacks.

Precise Projectile:
This allows you to add your dexterity bonus to Projectile attacks.

Sonic Type
"Cry out, Suzumushi." —Tousen Kaname, Former 9th Division Captain

Sonic-type Zanpakuto employ sounds to confuse, deafen, and defeat their foes.

Sonic Blade:
This causes the form of the Zanpakuto’s to vibrate with sonic energy, causing it
to inflict sonic damage. Sound Blade may still be used in conjunction with Sonic
Blade.

Sonic Form:
This changes the form of one of the Zanpakuto’s attacks, causing it to vibrate
with sonic energy. For example, Projectile-based Zanpakuto will now do sonic
damage, whereas Summon-based Zanpakuto will gain the Sonic subtype and do
sonic damage. Sound Blade may still be used in conjunction with Sonic Form.

Sound Blade:
This causes your Zanpakuto to emanate deafening sonic force. As a move-
equivalent action, you begin the emanation, giving it an additional 2d6 sonic
damage. This effect lasts until you release your hold on your Zanpakuto or reseal it.

Greater Sound Blade:


This requires Sound Blade to take. It grants an additional 2d6 sonic damage when
manifesting Sound Blade, for a total of 4d6.

Superior Sound Blade:


This requires Sound Blade and Greater Sound Blade to take. It grants an additional
2d6 sonic damage when manifesting Greater Sound Blade, for a total of 6d6.

Swift Sound Blade:


This requires Sound Blade to take. It allows you to manifest your Sound Blade as a
Swift Action.

Sonic Adaptation:
Every time you take this ability, you gain 10 resistance to sonic, to a maximum of
50 for each after taking this ability five times.

Deafening Strike:
This requires either Sonic Blade or Sound Blade. When you deal sonic damage with
your attack, your target must make a fortitude save DC 10+1/2 character
level+constitution modifier or become deafened for 1 round/character level. You
may take this ability multiple times; each time increases the DC by 1.

Sound Burst:
This spell functions identically to the 2nd level spell, except that it instead does 2d6
damage and allows a reflex save (DC 10+1/2 character level+constitution modifier)
for half damage. The fortitude save is calculated the same way as the reflex save.
You may take this ability multiple times, each time either increases the damage by
2d6, increases the radius by 5 feet, or increases the save DC by 1.

Modify Sound Burst:


This requires Sound Burst to take. It allows you to change your Sound Burst into a
30 ft. cone or a 60 foot line each time you take the ability. You decide which shape
you wish to use when utilizing the Sound Burst. Every 5-foot increase you have
with Sound Burst counts as a 10-foot increase for a cone and 15- foot increase for a
line.

Sculpt Sound:
This spell functions identically to the 3rd level spell, except that you may only
target one object or person. You may take this ability multiple times, each time
allows another target.

Create Sound:
You can create sound where there is none, creating sound from any source to the
approximate volume of 80 decibels (roughly equivalent of a busy street). You may
take this ability every time, each time either increases the amount of sounds you
can make by one (the decibel level must be split amongst all sounds made) or
allows you to increase the decibel level you can produce by 10 (90 decibels roughly
equivalent to a motorcycle 25 feet away or a stereo system, 100 decibels an
industrial noise, 110 decibels a rock band, 120 decibels a plane at take-off 200 feet
away, 130 a military jet at take-off 50 feet away, 140 decibels the threshold of
pain). Should the noise level reach 140 decibels, it does 1d6 damage to all within
hearing range besides yourself. Each additional 10 decibels increases this damage
by 1d6. In cases of splitting the decibels between different sounds, it is possible to
produce fainter sounds (70 roughly equivalent to the interior of a department store,
60 a standard conversation, 50 a quiet automobile at low speed, 40 inside a city
dwelling, 30 inside a country dwelling, 20 rustle of leaves or whispering, 10 barely
audible).

Overwhelming Sound:
This requires a sonic ability that does damage. It allows you to exchange lethal
damage for twice the amount of d6's in nonlethal damage.

Zanpakuto Summoning Type


Summoning Type

Note: If an ability of this type grants a summon a natural attack, and the summon
increases in size/is not medium, the damage listed should scale with the summon's
size. Ex: Mahoumaru is the summon of a shinigami, and is medium sized. He has a
primary Slam attack, which deals 1d8 points of damage. He later increases in size
to Large, causing his slam attack to deal 2d6 points of damage from now on.
Summon
Prerequisites: None
Activation Cost: None
Effects: Your Zanpakuto is more able to manifest outside of your soul than most.
When you gain this ability, your Zanpakuto is able to transform into a Summon that
you can command in battle. In order for it to take this form, you must manifest it
as a Full-Round action which provokes Attacks of Opportunity.
The summon's basic stats (hit dice, BAB, Saves) are determined by your character
level, as shown on the below table.
A summon's hit dice are D10s unless changed by an ability, and the Skills, Feats,
and Ability Scores increased by it having additional Hit Dice are chosen by you,
after which they may not be changed. For ease of reference, the below table
contains the number of feats obtained at each given HD, as well as the levels which
increase an ability score. A summon is treated as a creature of the same type and
subtypes as its user for the purposes of spells and effects, unless altered in some
manner.

A summon has 6+Int modifier skill points per hit die, X4 at first HD, and its class
skills are Bluff, Craft, Hide, Know. (Soul Society), Listen, Move Silently, Sense
Motive, and Spot.

Table: Summon Statistics

Ability
Goo Bad Str/De
Summone H Feat Armou score
BaB d Sav x
r Level D s r Bonus increas
Save e Bonus
e

1st 1 +0 +2 +0 1 +0 +0 -

2nd 2 +1 +3 +0 1 +2 +1 -

3rd 3 +2 +3 +1 2 +2 +1 -

4th 3 +3 +3 +1 2 +2 +1 +1

5th 4 +3 +4 +1 2 +4 +2 -

6th 5 +4 +4 +1 3 +4 +2 -

7th 6 +5 +5 +2 3 +6 +3 -

8th 6 +6/+1 +5 +2 3 +6 +3 +1

9th 7 +6/+1 +5 +2 4 +6 +3 -
10th 8 +7/+2 +6 +2 4 +8 +4 -

11th 9 +8/+3 +6 +3 5 +8 +4 -

12th 10 +9/+4 +6 +3 5 +10 +5 +1

13th 10 +9/+4 +7 +3 5 +10 +5 -

14th 11 +10/+5 +7 +3 6 +10 +5 -

15th 12 +11/+6/+1 +8 +4 6 +12 +6 -

16th 12 +12/+7/+2 +8 +4 6 +12 +6 +1

17th 13 +12/+7/+2 +8 +4 7 +14 +7 -

18th 14 +13/+8/+3 +9 +4 7 +14 +7 -

19th 15 +14/+9/+4 +9 +5 8 +14 +7 —-

+15/+10/+
20th 15 +9 +5 6 +16 +8 +1
5

In addition, a summon must be of one of three types- Biped, Quadruped, or


Serpentine. Once chosen, this cannot be changed. Each type of summon grants
different physical ability scores, movement modes, saving throws, and attack
forms. A summon's Intelligence, Wisdom, and Charisma are the same as your base
scores for those abilities, though they may be arranged in a different manner. The
types are as follows:

 Biped: 30 ft base land speed, Good Fort and Will saves, and 2 claw attacks
that deal 1d4 points of damage each. Its base Ability Scores are: Str 16,
Dex 12, Con 13. A Biped has a vaguely humanoid body, allowing it to wield
weapons and use tools.
 Quadruped: 40 ft base land speed, Good Fort and Ref saves, and a bite
that deals 1d6 points of damage. Its base ability scores are: Str 14, Dex 14,
Con 13.
 Serpentine: 20 ft base land speed, 20 ft climb speed, Good Ref and Will
saves, a bite attack that deals 1d6 damage, and a tail slap that deals 1d6
damage. Its base ability scores are: Str 12, Dex 16, Con 13.

Furthermore, a summon's Strength and Dexterity scores automatically increase at


the levels noted on the above table, as well as the bonus to its Armor Bonus, which
may be split between a dodge bonus and Natural Armor bonus.
If a shinigami's summon is killed, it reverts to its Zanpakuto form, shattered, and
cannot be manifested until her Zanpakuto has finished regenerating and is at full
HP. The shinigami's Zanpakuto's hit points are treated as the higher of the
summon's total HP or the base Zanpakuto HP, and the Zanpakuto's hardness is
increased by the summon's Con modifier. A summon shares an SEP pool with its
summoner, and the total amount spent each round is equal to the summoner's
level. A summon can be returned to its weapon form as a move action.
The shinigami loses access to her Zanpakuto for the duration her summon is
manifested. If her Zanpakuto has an enhancement bonus to attack and damage,
the Summon's natural attacks are granted that.

Improved Natural Armor


Prerequisites: Summon
Effects: Your summon is more hardy than normal. It gains +2 Natural Armor.
Special: This ability may be taken multiple times. Its effects stack.

Increased Size
Prerequisites: Summon ability, two other Summoning type abilities.
Effects: Your summon's size increases by one step, conferring all of the benefits
and penalties for increasing in size.
Special: This ability may be taken a number of times equal to 1/4th your level. Its
effects stack.

Flight
Prerequisites: Summon ability, two other Summoning type abilities.
Effects: Your summon gains a fly speed equal to its base land speed with Poor
maneuverability.

Improved Flight
Prerequisites: Summon ability, Flight ability
Effects: Your summon's flight speed increases by 10 feet, and its maneuverability
by one step. This ability may be taken multiple times. Its effects stack.

Retain Blade
Prerequisites: Summon ability, 6 other Summoning type abilities, character level
8
Effects: You may retain a basic form of your Zanpakuto when you manifest your
summon. This blade is treated as though it were your normal Zanpakuto, outside of
Shikai or Bankai form. If your summon is slain, your Zanpakuto is at one quarter
hit points instead of being broken, and reverts to its sealed form. The restriction on
manifesting your summon until your Zanpakuto is at full health remains.

Improved Retain Blade


Prerequisites: Retain Blade, Reiatsu Use, character level 14
Effects: You may choose to have the Zanpakuto retained by Retain Blade contain
your non-Summoning type Shikai abilities, removing them from your summon's
use. If your summon is slain, your Zanpakuto is at half hit points instead of one
quarter, and reverts to its Shikai form instead of the sealed form. Furthermore, if
you have the Reiatsu Use ability, you may let your summon keep use of some or all
of your non-Summoning type Shikai abilities

Magic Fang
Prerequisites: Summon ability
Effect: Your summon's natural attacks enhancement bonus increases by 1.
Special: This may be taken multiple times. Its effects stack.
Improved Magic Fang
Prerequisites: Summon ability, Magic Fang ability, any other Summoning type
ability
Effects: Your summon's natural attacks gain one of the following abilities: Keen,
Defending, Mighty Cleaving, Merciful, Vicious, Collision, Lucky, Parrying, Sundering,
and Vorpal. Vorpal requires two prior instances of Improved Magic Fang to take.
Special: You may take this ability multiple times. Its effects stack.

Durable Summon
Prerequisites: Summon ability, one other Summoning type ability
Effect: Your summon is more difficult to put down. It gains +2 Con and DR 1/-.
Special: You may take this ability multiple times. Its effects stack.

Improved Durable Summon


Prerequisites: Summon ability, Durable Summon taken at least three times
Effect: Your summon gains +4 Con, and the DR gained from Durable Summon
increases by 5/-.

Reiatsu Use
Prerequisites: Summon ability, three other Summoning type abilities
Effect: Your summon gains the use of your non-Summoning type Shikai abilities,
treating its primary natural attack as though it were the Zanpakutou for the
purposes of ability use and damage.

Change Type
Prerequisites: Summon ability, three other Summoning type abilities
Effect: Your summons type permanently changes to the selected creature type, in
addition to any it already possessed. You must be at least level 11+ to select the
construct, ooze, plant, or undead type.
Special: You may take this ability multiple times. Its effects stack.

Extra Legs
Prerequisites: Summon ability.
Effect: Your summon gains another pair of legs, increasing its base land speed
increases by 10 feet.
Special: This ability may be taken multiple times. Its effects stack.

Extra Arms
Prerequisites: Summon ability
Effect: Your summon gains a pair of arms, including pair of hands which it can use
weapons and tools.
Special: This ability may be taken multiple times. Its effects stack.

Natural Attack
Prerequisites: Summon ability,
Effects: Your summon gains a natural attack from the following list, dealing the
damage listed in parenthesis: Hooves (1d4, Secondary)[requires legs], Pincer (1d6,
Secondary), Slam (1d8, Primary), Sting (1d4, Primary) [requires tail], Tentacle
(1d4, Secondary),
Special: This ability may be taken multiple times. its effects stack. Each natural
weapon counts as a seperate ability when determining maximum amount available.

Tail
Prerequisites: Summon ability
Effects: Your summon gains a tail, granting it +2 on (EAUHDI) Checks. It may also
gain a primary sting attack, which deals 1d4 damage.
Combat Training
Prerequisites: Summon ability, one other Summoning type ability
Effects: Your summon gains proficiency with all simple and martial weapons. If it
also of the quadruped or serpentine form, and is at least one size category larger
than you, it also is able to serve as a combat trained mount.
Special: If your Zanpakuto is specialized in the Summoning type, your summon's
Base Attack Bonus increases to equal your number of hit dice.

Ability Boost
Prerequisites: Summon ability, two other Summoning type abilities
Effects: Your summon is stronger, quicker, tougher, or otherwise improved in its
abilities. It gains +2 to an ability score of your choice. This ability may be taken
multiple times. Its effects stack.

Immunity
Prerequisites: Summon Ability, four other Summoning type abilities.
Effects: Your summon gains immunity to one of the following energy types; acid,
cold, electricity, fire, sonic.
Special: This ability may be taken multiple times. Its effects do not stack. Each
time this is taken, it applies to a different energy type.

Zanpakuto Water Type


When a water ability specifies an amount of water necessary for its use, it requires
that amount of water to be within long range (400 ft + 40ft per character level) and
not be being manipulated or controlled for a different purpose. EG: bob the
shinigami attempts to use water prison warder when he has 10ft of water to work
with. Because of this he can use 5ft to target one medium or smaller creature, the
other 5ft for another target Even if he has the SEP, he cannot target another
creature as he has run out of water.

When cubes are mentioned, it means a 5ft cube of water. The water does not need
to be in a cube shape, that's just the amount it needs…

Unless an ability specified it creates water, it does not. Even though stream
mentions a jet of water, thewater used for it vanishes immediately, other than
leaving the target humorously soaked.

Water Generation
Prerequisite: None
Activation Cost: 1 SEP per 5ft cube
As a standard action that provokes an attack of opportunity, you may use your
spiritual power to generate water in 5 ft cubes. This water forms anywhere within
400ft + 40ft per character level, and may be generated at several points in range,
split as you so desire. The water generated is fresh, clean water suitable to drink.
Special: This ability may be taken multiple times, each time increase the number
of 5ft cubes per SEP by one

Improved Water Generation


Prerequisites: None
Activation Cost: N/A
Your water generation generates an additional 5ft cube of water per SEP spent
Special: This ability may be taken multiple times. The effects stack.
Deity's Deluge
Prerequisites: Water Generation, Control Water, Specialized
Activation Cost: 10 SEP.
When using Water Generation, the shinigami may choose to use this ability variant
instead. Using Deity's Deluge is a full round action that provokes an attack of
opportunity. The shinigami generates a sphere of water, centered on themselves,
with a diamiter equal to 100ft + character level *10ft. The sphere created does not
follow the laws of gravity, and remains perfectly in place and in the same shape,
unless modified by some outside force.
The water is otherwise identical to that created through Water Generation

Instantaneous Water Generation


Prerequisite: Water Generation
Activation Cost: Water Generation +2
You may use Water Generation as a Swift Action.

Control Water
Prerequisite: None
Activation Cost: 3 SEP
As a standard action you may use Control Water or Control Current as spell-like
abilities, using your character level as the caster level.

Efficient Water use


Prerequisite: Control Water
Activation Cost: N/A
Your Water abilities that require a certain amount of water to use require 1/2 as
many 5ft cubes as normal, rounded up.
Special: This ability may be taken multiple times, each time dreceases the cost by
a further ½.

Vortex
Prerequisite: Control Water
Activation Cost: 4 SEP.
You may grapple a creature within 60ft of either yourself, or a body of water at
least 10ft squared total, with whirling water. This functions as a normal grapple
(including pinning etc), except you use your Reiatsu Modifier in place of your
strength, your effective size is based on the amount of water used (see below), and
your opponent cannot attempt to grapple/pin you back unlesss you are within their
normal grapple range.
Your size for the purpose of vortex depends on how much water is available to use
within range of the target. No water and the vortex counts as a grapple from a
medium character, 40ft (8 5ft cubes) and the grapple counts as Large, 27 cubes
and the grapple counts as Huge, 64 cubes and the grapple counts as Gargantuan,
and 216 and the grapple counts as Colossal.
Maintaining Vortex requires you to concentrate on it. There is no cost to maintain a
Vortex
Special: This ability may be taken multiple times, each time you get either +3 on
all grapple rolls made with Vortex, or increase the +15ft range

Mass Vortex
Prerequisites: Vortex, 5 other water abilities
Activation Cost: As vortex per target/ 1 SEP per target per round
You may, as a full round action, use your Vortex ability against any number of valid
targets in range. When used in this manner, you roll a single grapple check, which
is applied to each victim. Maintaining a Mass Vortex requires a full round action.
Vortex Fangs
Prerequisites: Vortex or Water Prison, 3 other water abilities
Activation Cost As ability enhanced + 1 SEP/1 SEP per round
When you use Vortex or Water Prison, , if the victim fails their reflex save or looses
the grapple test they suffer force damage equal to your base zanpakuto damage +
zanpakuto enhancement bonus + reiatsu modifier. Each round they remain
grappled/trapped in the water prison, they suffer the damage again.

Water Prison
Prerequisite: Vortex, Create Water
Activation Cost: 5 SEP
As a standard action you may target a creature within close range. The target must
pass a Reflex save (DC 10+1/2 character level + Reiatsu Modifier) or be engulfed in
a sphere of water. Treat this as the Resilient Sphere spell except it has a diameter
equal to the target's space. The victim is able to breath within the sphere.
The prison remains so long as you successfully concentrate on it. Maintaining the
prison is a full round action each turn. The sphere can only be maintained so long
as the water in use remains.
Requires 1 cube for Medium or smaller, 8 cubes for Large creatures, 27 cubes for
Huge, 64 cubes for Gargantuan, and 216 cubes for Collosal

Water Prison Warden


Prerequisite: Water Prison, Specialized
Activation Cost: As Water Prison per target / 3 SEP per target per turn.
As a full round action, you may target as many creatures as you wish with water
prison, however you must have enough water cubes and must pay for each prison
seperetely. No Water prison may be more than 30ft away from any other water
prison.

Stream
Prerequisite: Control Water
Activation Cost: 2 SEP
You may create a pressurized stream of water that stems from your Zanpakuto.
The stream is considered to be a bull rush attack against an opponent, but uses
your reiatsu modifier in place your strength bonus. Also, you do not have to move,
the Stream attacks in a 60 ft. line and bulrushes anybody in its path.
Special: May be taken multiple times, each time either increases the range by 15
ft, gives +2 to the bull rush check, or allows you to deal your base zanpakuto
damage + bonus enhancement + Reiatsu Modifier bonus to everyone in the line,
with a reflex save for half damage.

Aqua Shell
Prerequisite: Water Prison
Activation Cost: 4 SEP
You may surround yourself or a willing target in a bubble of water that perfectly
encompases them, as a move action. This Allows the target to use their swim speed
as a fly speed with perfect manueverability. The bubble moves with the target and
lasts until you dismiss it or you seal your zanpakuto. The target, and anyone you
see as an ally, can breathe within the bubble – any other creature cannot.
Special: This ability may be taken multiple times, each time you may increase the
radius of the bubble by 5ft.

Water Clone
Prerequisite: Water Generation, Superior Animate Water
Activation Cost: 9 SEP
You create an clone made of water, which shares your ability scores, personality,
class levels, skills, feats, and memories, as a full-round action.
It carry the same as you do (but only have mundane versions of any magic gear),
and they cannot cast kido or use any zanpakuto ability that requires an action to
use.
It will follow any directions you give it and the clone persists for 1 minute.
If a clone is slain, it disappears and you take 10 points of damage.
At the end of the duration, the clone disappears without dealing damage to you.
When a clone disappears you regain any unspent SEP it had.
The clone has 10hp and take damage as normal in combat. The clones use your
SEP pool. The clones have the water subtype and gain Fast Healing 2 when at least
waist deep in water.
Requires 1 cube for Medium or smaller, 8 cubes for Large creatures, 27 cubes for
Huge, 64 cubes for Gargantuan, and 216 cubes for Collosal
Special: This ability may be taken multiple times, each time the clone gains 10hp
and lasts an additional minute.

MultiClone
Prerequisite: Water Clone, Specialized
Activation Cost: Water Clone +3 SEP per additional clone
When using water clone, you may create any number of water clones

Tidal Surge
Prerequisite: Stream
Activation Cost: 2 SEP
As a standard action you may create a cone of water with length equal to 1/2 the
length of your Stream's line. Those within the cone are overrun, and may not
attempt to avoid you. This is done as a standard overrun except there is no size
limit and you use your Reiatsu modifier in place of your strength.

Improved Tidal Surge


Prerequisites: Tidal Surge, 2 other water abilities
Activation Cost: As Tidal Surge/Stream
When using Tidal Surge, you may choose to bullrush the targets instead of
overruning them. When using Stream, you may choose to overrun the targets,
rather than bullrush them.

Riptide
Prerequisite: Improved Tidal Surge
Activation Cost: Tidal Surge/Stream+2 SEP
When you use Tidal Surge or Stream, all targets hit are subject to both a bullrush
and an overrun. The order is up to you.

Bloody Stream
Prerequisites: Stream, 2 other water abilities
Activation Cost: As Stream/Tidal Surge + 3 SEP
Whenever you use Riptide or Tidal Surge, you may choose to have all targets in
range suffer 3d6 force damage. Victims are entitled to a reflex save (DC 10 +
character level + reiatsu modifier) for half damage. Any victim that was overran or
bullrushed automatically fails the reflex save
Special: You may take this ability multiple times. Each time increases the damage
by 2D6 or the save DC by 2

Undersea Knight
Prerequisite: None
Activation Cost: N/A
You gain the the ability to breath water as well as air and gain a swim speed equal
to your land speed.
Special: May be taken multiple times, each time increase the swim speed
multiplier by one.

King Under the Sea


Prerequisite: Order of Atlantis
Activation Cost:N/A
While submerged in water, You gain the full benefits of Freedom of Movement. In
addition you may speak with creatures of the aquatic or water subtypes as if you
shared a language.

Order of Atlantis
Prerequisite: Undersea Knight
Activation Cost: N/A
You gain the benefits of a freedom of movement spell as it pertains to aquatic
combat. Also any cover a creature would for being in water is not applied against
your attacks/actions/etc.

Animate Water
Prerequisite: None
Activation Cost: 3 SEP
As a full round action that provokes an attack of opportunity, you may animate the
water around you as a weapon. Target a number of 5ft squares of water within
100ft + 10ft per character level, up to twice the maximum number of attacks you
could make in a full attack action. Each square deals 2d6 force damage to a
creature within or adjacent to the square. Victims are entitled to a reflex save (DC
10 + ½ character level + reiatsu modifier) for half damage, unless they are fully
submersed in water, in which case they fail automatically. If a victim suffers
numerous hits, you may choose to have them make a single save against the
combined damage, or save against each hit separately.
Special: May be taken multiple times, each time increase the maximum number of
5ft squares you can animate by 1, or the range by 20ft.

Superior Animate Water


Prerequisite: Animate Water
Activation Cost: As Animate Water + 2
The Damage of your Animate water is increased by 2d6 per square.
Special: This ability may be taken multiiple times. The effects stack

Lance of the Ocean's Depths


Prerequisites: Animate Water, Specialized
Activation Cost: 16 SEP
As a full round action, you may each square of water within range of your Animate
Water ability. This is identical to your animate water ability, save the animated
water can only damage a creature in its own square.

Sea Step
Prerequisite: None
Activation Cost: None
This ability functions identically to the 3rd level Cleric spell, except it allows you to
choose whether or not you immediately move towards the surface while
submerged. If you choose to remain underwater, you may walk through the water
as if you were walking on land, and may step through the water as if under the
affect of the Air Walk spell and walking through air. This does not allow you to
breath underwater if you cannot already do so. This effect is constantly active, and
lasts until you reseal your Zanpakuto.
Deepsea Pressure
Prerequisite: Control Water
Activation Cost: Control Water
You may use Control Water to cause water within 80ft to treat its depth as 100ft
deeper until your zanpakuto is sealed.
Special: May be taken multiple times, each time allows you to increase the
effective depth by 100ft.

Explosive Water Wave


Prerequisite: Riptide, Aqua Shell
Activation Cost: As Riptide + 2
You may use Riptide as a burst with a radius equal to that of the cone.

Bestow Knighthood
Prerequisite: Undersea Knight
Activation Cost: 3 SEP
As a swift action, the Shinigami can share her Undersea Knight ability with all her
allies within 100ft. This lasts until she chooses to end it, or she seals her
Zanpakuto.

Crushing Wave
Prerequisites: None
Activation Cost: 1 sep
As a move equivalent action, you can coat your zanpakuto in rapidy moving water
that deals an additional 2d4 points of force damage. This lasts until you let go of
your zanpakuto, or reseal it, or until the end of the battle.

Improved Crushing Wave


Prerequisites: None
Activation Cost: 2 sep
The bonus damage from Crushing Wave becomes 4d4 force damage, instead of
2d4.

Greater Crushing Wave


Prerequisites: None
Activation Cost: 3 sep
The bonus damage from Crushing Wave becomes 6d4 force damage, instead of
4d4.

Swift Crushing Wave


Prerequisites: Crushing Wave
Activation Cost: as corrosive blade
You can coat your zanpakuto in water (see Crushing Wave) as a swift or immediate
action instead of a move-equivalent action.

Create Mist
Prerequisite: None
Activation Cost: As Water Generation
As Water Generation except you may instead create a 10ft cube of mist in place of
each 5ft cube of water.
The mist obscures all sight, beyond 5 feet. A creature 5 feet away has concealment
(attacks have a 20% miss chance). Creatures farther away have total concealment
(50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind disperses the fog in 4 rounds. A strong wind disperses the fog in 1
round. An area fire effect burns away the fog in the explosive or fiery spell’s area. A
wall of fire burns away the fog in the area into which it deals damage.
The mist can be used in water as an ink cloud.
You may dismiss the cloud at any time.
The mist lasts until you seal your shikai or until it is dispersed.

Airy Water
Prerequisite: Create Mist
Activation Cost: None
You may use 10ft cubes of mist in place 5ft cubes of water for water abilities.
You may convert water to mist, and mist to water as a standard action with a 5ft
cube of water equaling a 10ft cube of mist.

Dense Fog
Prerequisites: Water Generation or Create Mist
Activation Cost: F SEP
Your water and mist functions as if it were a more solid than liquid or gaseous..
Any Movement within water or mist created by you is reduced by 10ft to a
minimum of 5ft ft per round, and all creatures take a –2 penalty on all melee attack
and melee damage rolls. The vapors prevent effective ranged weapon attacks
(except for magic rays and the like). A creature or object that falls into Dense Fog
is slowed, so that each 10 feet of vapor that it passes through reduces falling
damage by 1d6. A creature can’t take a 5-foot step while in Dense Fog.
Dense Fog is only dispersed by severe winds and fire.
Dense Fog affects all water and mist within a 20ft radius centered within close
range of you.
Special: You may take this ability multiple times, each time the movement penalty
increases by 10 or the attack roll penalty increases by 1.

Mirage
Prerequisite: None
Activation Cost: 1 SEP
This Ability functions as the Silent Image spell except the area and size of the
image is a maximum of 50ft x 50ft x 50ft and the DC to disbelieve is 10 + 1/2
character level + Reiatsu modifier.
Special: You may take this ability multiple times, each time you increase one of
the dimensions by 50.

Additional Image
Prerequisite: Mirage
Activation Cost: +1 SEP
You may create and control up to three images with Mirage.
Special: You may take this ability multiple times, each time you gain an additional
image.

Greater Mirage
Prerequisite: Mirage
Activation Cost: 3 SEP
Your Mirage can duplicate the effect of Minor Image instead of Silent Image.
Special: You may take this ability three times. The second time your Mirage can
duplicate Major Image and Activation Costs 2 SEP more than Mirage. The third time
it gains olfactory and thermal components and include intelligible speech.

Water Clone
Prerequisite: Water Generation, Superior Animate Water
Activation Cost: 9 SEP
This ability functions as Project Image, however it uses water instead of shadow
stuff and shunpo does not break line of effect.
Also any of your abilities may originate from the clone, not just kido.

MultiClone
Prerequisite: Water Clone, Specialized
Activation Cost: Water Clone +2 SEP/ additional clone
You may create one more clone when using water clone. You may direct all such
clones with a single move action.
Special: You may be taken multiple times each time you may create an additional
clone.

Deadly Mirage
Prerequisites: Mirage, 2 other water abilities.
Activation Cost: n/a
It allows the illusions created by Mirage to become partially real, dealing damage to
targets that believe. A target that fails to disbelieve takes 2d6 damage from any
attack launched by a Mirage. Mirages disbelieved only do a percentage of damage
equal to how real they are, starting at 10%.
Special: This ability may be taken multiple times; each time either increases the
damage by 2d6 or allows you to attack with an additional Mirage at a time. Each
time this ability is taken, the Mirage becomes more real, gaining an additional 10%
whenever the ability is taken again. The Mirages cannot become more than 80%
real.

Scalding Waters
Prerequisites: Specialized (water) or 2 water abilities and Flame Blade
Activation Cost: 1 SEP
Your Water abilities deal your Flame Blade damage.
Special: Any ability that enhances flame blade also applies to your water abilities.

Glacial Waters
Prerequisites: Specialized (water) or 2 water abilities and Frost Blade
Activation Cost: 1 SEP
Your Water abilities deal your Frost Blade damage.
Special: Any ability that enhances frost blade also applies to your water abilities.

Conductive Current
Prerequisite: Specialized (water) or 2 water abilities and Crackling Blade
Activation Cost: 1 SEP
Your Water abilities deal your Crackling Blade damage.
Special: Any ability that enhances Crackling blade also applies to your water
abilities.

Good Conductor
Prerequisite: Conductive Current, 2 lightning abilities
Activation Cost: +2 SEP
As a free action you may cause any target of your lightning abilities, or electrical
effect take a -4 to AC and Saves if they were subject to one of your water abilities
in the last 3 rounds.

BANKAI

Skilled Clone
Prerequisite: Water Clone, Specialized
Activation Cost: Water Clone +1 SEP/ skilled clone
Your clones may use any zanpakuto ability you posses, with all the same Activation
Costs and restrictions. A clone's DCs are 4 less than yours.
Special: Clones may not use Water Clone or any ability with a duration other than
instantaneous.

Zanpakuto Weapon Type


Weapon Type
"This is what I meant by 'don't misjudge.' My Houzukimaru ain't just a spear." —
Madarame Ikkaku, 11th Division 3rd seat

Unlike other types that focus on granting the zanpakuto estreotic abilities and
spiritual gimmicks, the weapon type enhanced its base core; that of the weapon
itself. Weapon type abilities are notable for granting a large number of static
bonuses, and being a good type for SEP economy. In adition, many weapon type
abilities have very few prerequisites, allowing the weapon to be customised quickly
without having to sacrifice option in other areas.

Special: a specialized weapon type zanpakuto does not count weapon type abilities
against the limit for the Sealed Ability feat

Weapon of Heaven
Prerequisites: None
Activation Cost: None
Benefit: The Zanpakuto gains a single weapon enhancement of your choice, with a
bonus of up to +1. At 8th level, and every 8 levels thereafter, the weapon gains an
additional weapon ability. In addition, whenever the weapon gains a new ability –
through this ability or any other – you may re-assign the abilities it has, so long as
the total does not increase.

Improved Weapon of Heaven


Prerequisites: Weapon of Heaven
Activation Cost: None
Benefit: The Zanpakuto gains abilities from Weapon of Heaven at level 4 and every
4 levels thereafter, rather than eight level and every eight levels thereafter.

Greater Weapon of Heaven


Prerequisites: Improved Weapon of Heaven, two other weapon type abilities
Activation Cost: None
Benefit: Your Zanpakuto gains a single weapon enhancement with a bonus of up to
+2 of her choice.
Special: This ability may be taken multiple times. Its effects stack.

Superior Weapon of heaven


Prerequisites: Greater Weapon of Heaven, eight other weapon type abilities,
Shinigami level 12
Activation Cost: None
Benefit: The Shinigami’s Zanpakuto gains a single weapon ability with a bonus of
up to 4+, of her choice.

Heaven’s Edge
Prerequisites: Weapon of Heaven, three other weapon type abilities
Activation Cost: None
Benefit: The Shinigami’s zanpakuto is supernaturally sharp, and unerringly seeks
the foe. The zanpakuto’s enhancement bonus is increased by 1. Every four levels
thereafter, it increases by 1 once more.
Adaptive Blade
Prerequisites: Weapon of Heaven
Activation Cost: As Shikai/Bankai + 3 SEP per point of enhancement
redistributed.
Benefit: Whenever the Shinigami releases her sword, she can spend some spiritual
energy to restructure the blades abilities. Whenever she uses Shikai or Bankai (or
equivalent) she may spend SEP to change the weapon enhancements. She can
change up to ½ the weapons total number of enhancements.
Special: if the Shinigami has the constant release ability, then they may use this
ability as a move action at the start of each combat.

Greater Adaptive Blade


Prerequisites: Adaptive Blade, eight other weapon type abilities, Specialized
Activation Cost: as Shikai/Bankai + 2 SEP for point of enhancement redistributed.
Benefit: The Shinigami may redistribute all the enhancements upon her weapon
upon using Adaptive Blade. This overrides adaptive blade

Enhanced Reach
Prerequisites: None.
Activation Cost: None
Benefit: The Shinigami’s zanpakuto has a longer reach than normal, perhaps from
a lengthened shaft or an extendable blade. The zanpakuto increases its reach by 5
ft.
Special: This ability may be taken multiple times. The effects stack, up to a
maximum of 20ft reach

Disarming
Prerequisites: None
Activation Cost: None
Benefit: The Shinigami’s zanpakuto is designed to help her strip a foe of their
weapon, leaving them open to attack. The Shinigami gains a +4 bonus on all
disarm attempts with her zanpakuto.

Blade-Stealing Strike
Prerequisites: Disarming OR sundering, two other weapon type abilities
Activation Cost: None
Benefit: The Shinigami’s zanpakuto is enhanced to be able to sieze and shatter
blades. When making a standard attack action, if their attack hits, the shinigami
may make an immediate disarm or sunder attempt upon the foe.
Special: This ability may be taken a second time. If so, then the Shinigami may
use this ability as part of a full attack action.

Tripping
Prerequisites: None
Activation Cost: None
Benefit: The Shinigami’s zanpakuto is either fluid enough to catch a foe or includes
a hook or other similar implement; the shinigami’s zanpakuto can be used to make
trip attacks. If the Shinigami fails the trip attempt, she may drop her weapon rather
than be counter-tripped.

Entangling
Prerequisites: None
Activation Cost: None
Benefit: The Shinigami can use her weapon to grapple and pin a foe. This works
like normal grappling. If the Shinigami would be pinned by the foe, they are instead
disarmed. The Shinigami cannot move whilst maintaining a grapple this way.
Coiling Serpent
Prerequisites: Entangling, two other weapon type abilities
Activation Cost: None
Benefit: The Shinigami benefits from the improved grab ability when attacking
with his zanpakuto; this does not apply when the Shinigami makes a full attack
action
Special: This ability may be taken a second time. If so taken, then the Shinigami
benefits from the improved grab ability on all attacks

Constricting Strike
Prerequisites: Coiling Serpent, four other weapon type abilities
Activation Cost: None
Benefit: The shinigami’s weapon, when used to grapple, has the constrict special
ability equal to the weapon’s base damage.

Change Form
Prerequisites: None
Activation Cost: None
Benefit: The shinigami’s zanpakuto takes on the properties and abilities of one
single weapon, two light or one handed weapons, a weapon and a shield or two
shields (if your weird) of the shinigami’s choice, chosen when this ability is
obtained. From then on, the weapon is treated as the chosen type when
determining weapon type, properties, damage type, critical threat range and
multiplier.
If a double weapon, a weapon and shield or two weapons are chosen then the static
enhancement bonus of both is equal to the full amount of a single weapon, though
any enhancements must be split between the items to a total amount equal to what
a single item would have. The distribution is at the discretion of the Shinigami.
This ability cannot be used to take the form of a ranged weapon, though it can
become a thrown weapon. Any thrown weapon obtained through this ability
automatically benefits from the Returning special property (or maybe telekinetic
boomerang? Just worried about thrown becoming worthless because, well, you
can’t stock up on zanpakutos)
Any shield obtained this way provides its normal AC bonus, and deals damage on a
shield bash as a normal shield of its size and type (not as a zanpakuto). The
exception to this is a single shield, where it provides its normal AC bonus AND
shield bashes for as much damage as the zanpakuto’s base damage multiplier.
In the case of two weapons, a double weapon or a weapon and shield, then both
weapon’s share a single set of zanpakuto abilities; any enhancement to the
zanpakuto itself is applied to both blades (though, if activated, must be activated
individually for each weapon), but any ability that applies to the Shinigami (EG:
increased ability score) is only applied once.
Special: This ability may be taken multiples times. Each time adds either an
additional form, which the Shinigami can switch between as a swift action, or adds
an additional item to an existing forms.

Adaptive Form
Prerequisites: Change Form, specialized
Activation Cost: 5 SEP
Benefit: As a standard action, the Shinigami can alter his weapon – as change
form – to any form he desires. This new form must follow the rules laid out in
change form, but is otherwise free to perform.

Change Material
Prerequisites: None
Activation Cost: None
Benefit: Select a material, such as mithril, cold iron, or adamantine. The
shinigami’s zanpakutou is treated as being made of the chosen material for all
intents and purposes.
In addition, as a swift action, the Shinigami may change the material his zanpakuto
is treated.

Martial Wisdom
Prerequisites: Initiator level 3, knowledge of at least one 2nd level maneuver
Activation Cost: None
Benefit: The Shinigami’s zanpakuto imparts upon its wielder knowledge of a single
additional maneuver he meets the prerequisites for from any discipline he has
access to, up to the highest level he could currently learn. This maneuver may be
prepared whilst the zanpakuto is sealed, but cannot be initiated unless the
zanpakuto is in shikai or bankai form (or this was chosen by sealed ability).
At four levels after this ability is obtained, and every four levels thereafter, the
Shinigami may exchange the maneuver gained from this for another he for which
meets the prerequisites of.
Special: This ability may be taken multiples times. Each time a new maneuver
must be chosen

Martial Grace
Prerequisites: Initiator Level 3, knowledge of at least one 2nd level maneuver
Activation Cost: None
Benefit: The Shinigami’s zanpakuto imparts upon its wielder a single additional slot
for a readied maneuver. This maneuver is not chosen when preparing maneuvers,
but when the shinigami uses shikai or bankai (or, in the case of a constant release
zanpakuto, at the start of the battle).
Special: This ability may be taken multiples times. The effects stack

Martial Excellence
Prerequisites: initiator level 3+, knowledge of at least one 2nd level maneuver
Activation Cost: None
Benefit: The Shinigami’s zanpakuto imparts upon its wielder knowledge of the
perfect form and flow of the martial schools. The Shinigami counts his initiator level
as 1 higher when executing any martial maneuver. Note his initiator level has not
increased, and so this does not allow him to access abilities reliant on IL.
Special: This ability may be taken multiples times. The effects stack

Bloodthirsty Edge
Prerequisites: None
Activation Cost: None
Benefit: The shinigami’s zanpakuto is dreadfully sharp, capable of scything down
any who come into their sight. The Shinigami increases either her critical threat
range with her zanpakuto by 1, to a maximum of 15, or the critical damage
multiplier by 1, to a maximum of x4. This stacks with other critical threat increases
abilities, but cannot be used to exceed the limits set here even when combined with
other abilities – instead, if this ability would take the relevant attribute above the
limit, it merely does not apply (EG: applying keen and this ability four times would
still leave the critical threat range at 15, not 13)

Wicked edge
Prerequisites: Bloodthirsty edge, eight other weapon type abilities
Activation Cost: None
Benefit: The Shinigami’s blade cuts through not the flesh but the soul – he can
score critical hits and deal precision damage, to creature normally immune to such
effect. In the case of critical hits, then the victim counts has having medium
fortification (50%) and the critical multiplier is reduced by 1, to a minimum of X2.
In the case of precision damage, then the precision damage that would be dealt is
halved, but otherwise unaffected.
Against creatures with fortification but not immunity, then the fortification is halved
(rounding down).

Fogscythe
Prerequisites: None
Activation Cost: None
Benefit: The Shinigami’s blade is capable of slicing those normally immune to such
a thing, cutting through those formed of mist and fog as easily as flesh and blood.
The shinigami’s zanpakuto deals damage to incorporeal foes and creatures
otherwise immune to melee attacks normally.

Fused Strike
Prerequisites: Any non-weapon ability
Activation Cost: as ability
Benefit: Whenever the Shinigami uses an ability that targets an enemy from a
non-Weapon zanpakuto type, she may choose to use it as a melee attack through
her zanpakuto rather than its normal type of attack. If used in this way, it benefits
from all advantages of the zanpakuto.
An area attack used in this manner loses all area effect. An ability that can hit
multiple foes can hit as many foes as the Shinigami can make in a full attack (even
if this is more). This does not change the action of the ability.
This cannot be used on an ability that is already a zanpakuto attack (non-
zanpakuto melee attacks are acceptable)
This cannot be used with a whirlwind attack.

Greater Fused Strike


Prerequisites: Fused Strike, five weapon type abilities, 5 non-weapon type
abilities, BaB 11+
Activation Cost: As ability + 2 per attack
Benefit: When using an ability through Fused Strike, the Shinigami may use the
ability a number of times up to the amount of attacks she could make in a full
attack action. This is a full round action, or if the ability was already a full round
action a full round + swift action. Otherwise, this functions identically to fused
strike.

Zanpakuto Wind Type


"The Flower God's cries, disheveled in the wind of flowers. Disheveled in Heaven's
Winds, the Heavenly Demon laughs. Katen Kyoukotsu!" —Kyouraku Shunsui, 8th
Division Captain

Wind Blade
This changes the form of your Zanpakutou into a blade of pure force. Your
Zanpakuto now deals Force damage, but its damage is reduced by one step (eg: a
Zanpakutou that deals 1d6 damage now deals 1d4). This may still be used in
conjunction with Hurricane Blade.

Wind Form
This changes the form of one of the Zanpakutou's attacks to pure force. The effects
vary depending on the type of ability chosen- for instance, Projectile-based
Zanpakutou will now do force damage, whereas Summon-based Zanpakutou will
gain the Force subtype and do force damage. Hurricane Blade may be used in
conjunction with Wind Form. Your Zanpakutou's damage decreases by one step
when using this ability.

Hurricane Blade
This allows you to charge your Zanpakutou with rippling force. As a move-
equivalent action, you can charge your Zanpakutou with force, letting it deal an
additional 2d4 points of force damage on a successful attack. This effect lasts until
you release your hold on your Zanpakutou or reseal it.

Greater Hurricane Blade


This requires Hurricane Blade to take. It grants an additional 2d4 points of force
damage when using Hurricane Blade, for a total of 4d4.

Superior Hurricane Blade


This requires Hurricane Blade and Greater Hurricane Blade to take. It grants an
additional 2d4 points of force damage when using Greater Hurricane Blade, for a
total of 6d4.

Swift Hurricane Blade


This requires Hurricane Blade to take. It allows you to activate your Hurricane Blade
as a Swift Action.

Control Wind
This ability requires one other wind ability to take. As a standard action, you may
increase or decrease the wind speed by one increment in a 40 ft. by 40 ft. radius
cylinder for ten minutes. This ability may be taken multiple times, each allowing
you to increase or decrease the wind by another increment.

Gust of Wind
As a standard action, you may create a strong gust of wind as per the 2nd level
spell, with a caster level equal to your Shinigami level. This ability may be taken
multiple times, each time increasing the range of this ability by 10 feet, or
increasing the size limitations by one step (eg. Allowing Large creatures to be
treated as medium for the effects of this).

Whispering Wind
As a standard action, you may duplicate the effects of the 2nd level spell, with a
caster level equal to your character. This ability may be taken multiple times, each
time doubling the amount of words allowed, increasing the spread radius by 5 feet,
or increasing the range by an extra mile.

Air Walk
This ability requires three other Wind abilities to take. As a standard action, you
may duplicate the effect of the 4th level spell of the same name on yourself for as
long as your Zanpakutou is released. This ability may be taken multiple times, each
time allowing you to resist the effects of wind one increment stronger than normal
or to grant the ability to one extra person. If the effects of this ability end while you
are still in the air, you begin falling immediately.

Wind Wall
This ability requires one other Wind ability to take. As a standard action, you may
duplicate the effects of the 2nd level spell of the same name, with a caster level
equal to your Shinigami level.

Gaseous Form
This ability requires one other Wind ability to take. As a standard action, you may
duplicate the effects of the 3rd level spell of the same name upon yourself, with a
caster level equal to your Shinigami level. You may take this ability multiple times,
each time increasing your fly speed while in this form by 5 feet.

Whirlwind
This ability requires four wind abilities to take. As a standard action, you may
create Whirlwind as per the 8th level spell, with a caster level equal to your
character level. You may take this multiple times, each time allowing the whirlwind
to affect creatures one size category larger or increasing the initial damage by 2d6
and the damage taken while suspended by 1d8.

BLEACH ANIMA
____________________________________ZANPAKUTO__________________________________

Prerequisite: First of all, to become a Shinigami (and gain access to a Zanpakuto) one must
have a strong Reiatsu, which in rules terms means you have to get an advantage named
"Strong Reiatsu" worth 2 CP. This advantage gives you limited spellcasting ability (to be
detailed in another post, a bit less powerful than the standard Gift) and the option of getting
a Zanpakuto.

Introductory information: The Zanpakuto is the weapon of choice for all Shinigami. Forged in
the heart of the Soul King’s Palace and imbued with a part of the wielders soul the true
abilities of a Zanpakuto can only be realized by its true master. Even if broken, a Zanpakuto
will slowly return to its original form, unless it was broken in its Bankai state in which case it
will be permanently destroyed. It should also be noted that as long as the hilt remains intact
in all of the Zanpakuto’s forms, then the other unbroken forms may still be used (A Zanpakuto
with a broken sealed form may still have a perfectly fine Shikai for example). The Zanpakuto
is given to the Shinigami at the graduation from the Shinigami academy (with the exception of
Ichigo) and possess different stages of power: Sealed form (a fancy katana with minor
abilities), Shikai (Released form with mystical abilities) and Bankai (True Release, a form of
extreme power) although most normal Shinigami never learn to release their Zanpakuto at
all. All Zanpakuto have the capability of affecting the immaterial. A lost Zanpakuto will
teleport to its wielders side after 8 hours of unbroken meditation.

SEALED FORM:
Upon being granted a true Zanpakuto the player will have to sacrifice a point of Strength,
Constitution, or Power, and may choose to sacrifice up to 2 points extra. Each point sacrificed
this way (including the mandatory one) will grant 50 lvl 2 PP that the player can buy the
blade’s sealed form powers for. These points may be spent on passive bonuses and buffs, but
special active or supernatural abilities may be taken with GM permission if they have a
mundane appearance. Hitsugaya for example has a chain attachment to his hilt allowing him
to make Trapping special attacks, while Ikkaku’s blade has a salve inside its hilt that can be
described as a Regeneration spell. The shape of the sealed form will be a +5 Quality Katana,
Tanto, Wakizashi or No-Dachi and may not change while in sealed form (ergo the variable
weapon effect may not be chosen). Note that once these statistics have been set they may
never change; this is now the permanent sealed form of the Zanpakuto.

SHIKAI:
The more skilled of the Shinigami will often go on to understanding the true nature of the
fragment of their soul that is the Zanpakuto and learn to release its power. The releasing of
the Zanpakuto is referred to as Shikai and is performed by speaking its true name. Rules wise
the Shikai can be seen as a special Ars Magnus. The DP cost of this special Ars Magnus will be
paid with Combat DP if the character is from the Fighter or Domine archetypes or
Supernatural DP if the character is from the Mystic archetype. A character from a mixed
Fighter or Domine / Mystic class may pay the DP from either of these of her choice.

Prerequisite: Strong reiatsu advantage, owning a Zanpakuto, Attack and Defence 120+ OR
Magic Projection 120+
DP Cost: 10-100 (players choice)
MK Cost: 10-50 (players choice)
By acquiring this Ars Magnus the wielder of the Zanpakuto will realize its true name and will
henceforth be able to release it as a passive action. The form and abilities of the Shikai will
be decided at the time of purchase and may then never be changed. Additionally the quality
of all of the Zanpakuto’s forms will raise by +5 to +10.

Building your Shikai:


 Add the amount of DP and MK you spent on the Ars Magnus together. This number will
be referred to as you "Point Reserve".
 Decide the physical form of your Shikai: It may be any weapon imaginable and will
have the same quality-bonus as the sealed form.
o Choosing a different form than the sealed form costs 5 points from your point
reserve, although you will automatically be proficient with it. You may
choose for the form to be one not meant for combat-purposes, like a sceptre,
without paying these 5 points.
o If you would like for the form of your Shikai to be that of an impossible
weapon you must spend an amount of points from your Point Reserve equal to
the greater of the DP and MK costs of learning that weapon’s Ars
Magnus. Example: BÅT would like for his Shikai to be a monofilament weapon. The
DP Cost for this Ars Magnus is 40 and the MK cost 20 so BÅT will have to pay 40
points (the greater of the two) from his Point Reserve for the form of his Shikai.
Additionally, since the monofilament form is different from the Zanpakuto’s sealed form
he will have to pay an extra 5 points.
o You can choose to pay 15 points from your point reserve to have your
Zanpakuto grow into two linked weapons during Shikai. These weapons would
then be identical and physically linked in some fashion, by chains for
example. Both weapons would count as one Zanpakuto and would therefore
have the same quality bonuses and powers. If the Zanpakuto has an activated
ability, such as the capability of performing a special attack, both weapons
would have to be used in the manoeuvre, they cannot for example launch one
attack each. The weapons of a dual Shikai will always share the same fate, if
one transforms though Libra for example then both would always have the
same properties.
 Decide the mystical abilities of your Shikai: You may convert any number of points
from your Point Reserve to lvl4 Power Points to be used on powers from Prometheum
Exxet. These power points may be freely converted downwards to lower levels at a
ratio of 1:2 per step.
 Establish the cost of your Shikai: Activating and maintaining a Shikai costs a number
of generic ki points each turn the Zanpakuto remains in its released form. The cost is
equals to: The number of points from your Point Reserve spent on powers and form divided by
30 and rounded up. This cost may be permanently lowered using the rest of your Point Reserve;
15 points from your Point Reserve decreases this cost by 1. (This means that it is entirely
possible, although expensive, to have a Shikai with a cost of 0.)
Using a Shikai: Releasing and re-sealing a Zanpakuto is a passive action, although this can
only be done once per turn. Once the Zanpakuto is released it will gain all the abilities
purchased above in addition to those of its sealed form. Releasing your Zanpakuto has a ki
cost in generic ki points as established earlier that will then need to be paid every turn the
Zanpakuto remains in its Shikai.

BANKAI:
Bankai is the pinnacle of a Zanpakuto’s powers. When a Shinigami has truly become one with
the essence of their Zanpakuto they will have access to the incredible powers of Bankai.
Bankai can be seen as an Ars Magnus:
Prerequisite: Shikai, Mastery in Attack and Defence OR Mastery in Magic Projection.
DP Cost: 50
MK Cost: Variable
By acquiring this Ars Magnus the wielder of the Zanpakuto will be able to release the
extraordinary true powers of her Zanpakuto at will. The first time this Ars Magnus is
purchased the quality of the Zanpakuto increases by +5 to +15. Before purchasing this Ars
Magnus, the purchaser must decide the function of its power and its cost, by one of the three
following methods:

Ki Technique as Bankai: This is how most Bankai funcion. A Ki Technique Bankai is built in the
following manner:
 The Bankai is built just as a Ki Technique of up to lvl3. This technique will not be a
part of any tree and cannot have disadvantages requiring you to maintain other
techniques nor disadvantages requiring you to use specific weapons, or the
Predetermination disadvantage.
 An amount of MK equal to the amount spent on the Bankai Ars Magnus will be
available for the building of this technique. Additionally, 20 MK extra is awarded that
may be used to either:
o Make the technique maintained.
o Lower the technique's ki activation cost.
o Make the technique sustained.
 The Ki cost for the technique will be converted to generic ki points at no additional
cost.
Magic as Bankai: Some Shinigami have a Bankai of more mystical nature. If you want such a
Bankai you could use an alternate method for determining its effects:
 The Bankai can be chosen as any High Magic spell of the Spiritual, Effect or Automatic
categories (no Attack- or Defence-spells) cast at any degree.
 The MK cost for this Ars Magnus would then be: (Zeon cost)×(Int.Req./10)×0.3
rounded to the nearest 5.
 The Ki cost: Activation cost: The Bankai would cost 1 Ki per 10 Zeon the spell costs. If
the spell costs more than 200 Zeon the Bankai would then cost 1 more Ki per each 20
Zeon the spell costs above 200. (Meaning 100 Zeon => 10 Ki, 200 Zeon => 20 Ki, 300
Zeon => 35 Ki, 400 Zeon => 50 Ki etc.) Maintenance cost: The Maintenance cost in Ki
would be the spells maintenance cost multiplied by 0.3. Daily spells would be "hourly"
Bankai, meaning their cost would be paid each hour.
Mystic Item as Bankai: Some Shinigami have a Bankai of a more tangible nature. If you want
such a Bankai you could use an alternate method for determining its effects. Create your
Bankai just as you would a Shikai but with the following differences:
 The Point Reserve is based on the amount of MK spent on the Bankai + 50.
 The Bankai may not gain the capacity to cast spells, use Ki techniques, or have the
Mystic Effect or Special Attack powers.
 Points from the Point Reserve may be used as lvl5 power points, but at a 2 to 1 ratio.
 All effects from this Bankai are added to those of the Shikai.
Using your Bankai: There is no need to accumulate the Ki necessary for you Bankai, it is the
ace up your sleeve. At the moment of activation the technique’s cost is automatically drained
from your ki pool. Using Bankai is incredibly physically straining however, and can only be
used once per day without additional penalties. If you want to use your Bankai again before
24 hours has passed performing it will drain 5 fatigue in addition to the ki cost. You must have
your Shikai active to be able to release Bankai (You could release them at the same time).

Several Songs: Some Bankai has different stages of release, manifesting as different powers.
Most Shinigami refer to these stages as songs or dances where one song follows the next in a
grand performance. A Shinigami may purchase the Bankai power several times, choosing
different powers each time as they represent different “songs” of the same Bankai. Using a
Bankai with different songs imposes one limit however; they must always be performed in the
right order. This means a Shinigami wishing to use her “second Bankai” or “second song of her
Bankai” must have already activated her “first Bankai” or “first song of her Bankai” in the
last minute. Several songs of a Bankai may be active at once.
ADDITIONAL RULES:
Zanpakuto may never be attuned to more than one element of nature, therefore one cannot
have effects that produce both heat and cold damage, nor contain a multitude of spells from
different elemental paths. If a Zanpakuto is to be attuned to one element both its Shikai and
Bankai must have at least one effect pertaining to that element.

Resources stored in powers awarded by a Zanpakuto’s Shikai or Bankai state (Zeon container,
Ki reserve) will remain between activations of the state.

Twin Blades: Some people, such as Ukitake, have a split or fragmented power, and therefore
display a set of two twin Zanpakuto. By paying 50 lvl 2 PP from the Zanpakuto’s sealed form
power points it will split into two identical blades, which both benefit from quality bonuses or
other powers the sealed form possesses. Developing a Shikai or Artefact Bankai for Twin
Blades is a bit different from normal. Any flat or constant bonuses will apply to both blades.
When choosing active powers however, like spells, special attacks, etc. you must choose
which of the blades possess which of these abilities, as they will be divided between the two.
This means that it might be rather expensive to purchase special attacks or the like, but if
both the blades possess different special attacks they can use them during the same attack
action, as per the normal rules for attacking with an off-hand weapon. If the blades possess
any kind of transformational or stat-changing ability they will change individually, meaning if
the blades have Libra they can benefit from different sets of stats at the same time.

Example Zanpakuto: SHINSO, Ichimaru Gin's blade


 Sealed Form:
o +15 Quality Wakizashi (Ichimaru Gin has accomplished both Shikai and Bankai:
awarding him a +10 Quality bonus to the standard +5 Quality)
o Powers (equivalent to 100 lvl 2 PP)
 Precise (50 lvl 2 PP)
 Increased Initiative +10 (20 lvl 2 PP)
 Stealth Increase, Conditional (only applies to concealing Shinso) +25 (20 lvl 2
PP)
 Increased Damage +10 (20 lvl 1 PP)
 Shikai: "Shoot to Death, Shinso!"
o +15 Quality Wakizashi
o Powers (equivalent to 80 lvl 4 PP):
 Special Attack, usable once per turn:
 1 kilometre (40 lvl 4 PP)
 150 damage (20 lvl 4 PP)
 Armour Penetration -8 (20 lvl 4 PP)
 Strikes at Thrust AT (no cost)
o Ki Cost: 3 per turn
o MK/DP Cost: 80 total
 Bankai: "You fool, my Bankai is actually..!"
o Technique Bankai (note that this technique is meant to be used at the same time as
Shinso's Shikai special attack)
o Effects:
 Critical Enhancement (Single): +100 (14 Ki, 30 MK)
 Indirect Attack (12 Ki, 30 MK)
 Camouflage Attack: Zen (13 Ki, 25 MK)
 Reduced Ki Cost × 2 (20 MK) - The free MK from building a Technique
Bankai
o Disadvantages:
 Condition: Target must have previously been stabbed by Shinso's Shikai
special attack (-10 MK)
 Advance Preparation: 1 hour (-15 MK)
o Ki Cost: 37
o DP Cost: 50
o MK Cost: 60

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