PDA

View Full Version : Shinigami (3.5 Base Class + Prestige Classes + Feats and Flaws, PEACH)



Drolyt
2010-04-14, 03:52 PM
Note: The following description of the Gotei 13 is only a suggestion of how to use the Shinigami in your campaign. Shinigami can be used in any setting, with whatever justification for their powers.

The Shinigami are Spiritual Warriors dedicated to protecting the Material Plane from outside influence, particularly that of Hollows (Hollows to be described in detail later; a Campaign with significant Shinigami influence should include Hollows as a significant threat) but also other unnatural creatures including Undead, Evil Outsiders, Elementals, and Aberrations. Although there are rogue Shinigami the majority are concentrated in the Gotei 13, an organization dedicated to protecting the Material Plane. There are 13 squads in the Gotei 13 (hence the name), each headed by a Captain and a Lieutenant. The Gotei 13 is supplemented by the Kidōshū or Kido Corps, an organization that focuses on arcane rather than martial power in the defense of the Material Plane and the Onmitsukidō or Special Forces, which uses stealth and guile instead of force and carries out assassinations for the Gotei 13. Like the squads of the Gotei 13 the Kidōshū and Onmitsukidō are each headed by a Captain and a Lieutenant (unlike in Bleach the Onmitsukidō and the 2nd division of the Gotei 13 are not the same). The Captains of the Gotei 13 and the Kidōshū and Onmitsukidō are all high level (between 15 and 20) and are the chief line of defense on the Material Plane against invasions from other planes. The Captains answer only to the Commander General (unlike in Bleach the Captain of the 1st division and the Commander General are not the same; also there is no King of Soul Society (neither is there a Soul Society) nor is there a Central 46), the single most powerful Shinigami on the Material Plane.

The Shinigami use various abilities in their defense of the Material Plane. The most obvious to outsiders is their Zanpakutō, a blade they wield which has considerable spiritual power, usually a Katana. Each Shinigami's Zanpakutō has different powers but all are particularly effective against Hollows. Most Shinigami are also versed in at least a little Kidō, the Shinigami's version of Arcane Magic. All Shinigami also have at least minimal training in Hakuda or Hand to Hand Combat and Hohō or Fast Movement. Finally they have their Reiatsu. Reiatsu, or Spiritual Pressure, is the physical manifestation of the Shinigami's Reiryoku, and provides them with some protection against physical and magical attacks.

Shinigami
Alignment
Any.
Hit Die
d8.
Class Skills
The Shinigami's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha). (Skills not finalized, not sure what they should be).
Skill Points at 1st Level
(4 + Int modifier) 4.
Skill Points at Each Additional Level
4 + Int modifier.
Shinigami
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th

1st|
+0|
+0|
+0|
+0|Favored Enemy (Hollows), Reiatsu (AC and Save Bonus), Zanjutsu (Zanpakutō), Hakuda, Hohō (Fast Movement), Kidō|2|-

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

3rd|
+2|
+1|
+1|
+1|Zanjutsu (Shikai)|3|1|-|-

4th|
+3|
+1|
+1|
+1|Zanjutsu (+1 Enhancement Bonus)|3|2|0|-|-

5th|
+3|
+1|
+1|
+1|Favored Enemy (Undead), Reiatsu (+1 AC)|3|3|1|-|-|-

6th|
+4|
+2|
+2|
+2|Hohō (Shunpo)|3|3|2|-|-|-|-

7th|
+5|
+2|
+2|
+2||3|3|2|0|-|-|-|-

8th|
+6|
+2|
+2|
+2|Zanjutsu (+2 Enhancement Bonus)|3|3|3|1|-|-|-|-|-|-

9th|
+6/+1|
+3|
+3|
+3||3|3|3|2|-|-|-|-|-|-

10th|
+7/+2|
+3|
+3|
+3|Favored Enemy (Evil Outsiders), Reiatsu (+2 AC)|3|3|3|2|0|-|-|-|-|-

11th|
+8/+3|
+3|
+3|
+3|Reiatsu (Frightful Presence)|3|3|3|3|1|-|-|-|-|-

12th|
+9/+4|
+4|
+4|
+4|Zanjutsu (+3 Enhancement Bonus)|3|3|3|3|2|-|-|-|-|-

13th|
+9/+4|
+4|
+4|
+4||3|3|3|3|2|0|-|-|-|-

14th|
+10/+5|
+4|
+4|
+4|Zanjutsu (Bankai)|4|3|3|3|3|1|-|-|-|-

15th|
+11/+6/+1|
+5|
+5|
+5|Favored Enemy (Elementals), Reiatsu (+3 AC)|4|4|3|3|3|2|-|-|-|-

16th|
+12/+7/+2|
+5|
+5|
+5|Zanjutsu (+4 Enhancement Bonus)|4|4|4|3|3|2|0|-|-|-

17th|
+12/+7/+2|
+5|
+5|
+5|Hohō (Senka)|4|4|4|4|3|3|1|-|-|-

18th|
+13/+8/+3|
+6|
+6|
+6||4|4|4|4|4|3|2|-|-|-

19th|
+14/+9/+4|
+6|
+6|
+6||4|4|4|4|4|4|3|-|-|-

20th|
+15/+10/+5|
+6|
+6|
+6|Favored Enemy (Aberrations), Reiatsu (+4 AC), Zanjutsu (+5 Enhancement Bonus)|4|4|4|4|4|4|4|-|-|-[/table]
Class Features
All of the following are class features of the Shinigami.
Weapon and Armor Proficiency
Shinigami are proficient with their Zanpakutō and with no other weapons or armor. Armor of any sort interferes with the Shinigami's Reiatsu and Reiryoku, affecting their ability to use Kidō and to defend themselves.
Favored Enemy
Shinigami gain this ability, exactly as the Ranger Class Ability of the same name, at 1st level, gaining a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival skill checks and Weapon Damage Rolls against certain foes. Their Favored Enemies are preselected. At 1st level a Shinigami applies his Favored Enemy bonuses against Hollows. At 5th level he applies these bonuses expand to apply against Undead and the bonuses increase by +2. At 10th level these bonuses expand to apply against Evil Outsiders and the bonuses increase by another +2. At 15th level these bonuses expand to apply against Elementals and the bonuses increase by another +2. Finally at 20th level these bonuses expand to apply against Abberations and the bonuses increase by another +2.
Reiatsu
Reiatsu, or Spiritual Pressure, is the physical manifestation of the Shinigami's Reiryoku, or Spiritual Energy. While unarmored a Shinigami may add his Charisma bonus as a bonus to his Armor Class and on all Saving Throws. These bonuses stack with all other bonuses except for the Monk's AC Bonus, the Paladin's Divine Grace Class Ability, and any similar abilities (such as the Blackguard's Dark Blessing Class Ability). In addition, the Shinigami's AC increases by +1 at 5th level. This bonus increases to +2 at 10th level, +3 at 15th level, and +4 at 20th level. Finally, starting at 11th level the Shinigami gains the Frightful Presence ability. By releasing his Reiatsu as a free action the Shinigami forces all opponents within 30' with less hit dice than the Shinigami to make a Will Save (DC 10 +1/2 Shinigami Level + Shinigami's Charisma Modifier) or become Shaken for 5d6 rounds. An opponent who successfully saves against this ability cannot be affected by it for the next 24 hours.
Zanjutsu
At first level the Shinigami receives an Asauchi, a Katana (treat as Masterwork Bastard Sword) that will serve as their Zanpakutō (a few Shinigami use a different weapon for their Zanpakutō; with DM permission any melee weapon may be used instead). Initially an Asauchi is just a normal Masterwork Katana, but over time the Shinigami's Zanpakutō spirit begins to inhabit the Asauchi and it becomes a Zanpakutō. Starting at 4th level the Shinigami's Zanpakutō gains a +1 Enhancement Bonus. This increases to +2 at 8th level, +3 at 12th level, +4 at 16th level, and finally +5 at 20th level.
More significantly, at 3rd level the Shinigami becomes able to activate his Shikai, a powerful transformation of his Zanpakutō. Each Shinigami's Shikai is different (see below for some examples of different Shikai, but the player is encouraged to work with the DM to come up with a unique Shikai whose power is in line with those listed). A Shikai is activated as a Standard action using an invocation unique to each Shikai and is deactivated as a free action. A Shinigami may use his Shikai for a total of 1 Minute/Shinigami level each day, which need not be consecutive.
Starting at 14th level the Shinigami gains the even more powerful Bankai, an extremely powerful transformation. Like Shikai a character with Bankai must activate the ability as a standard action by saying "Bankai" and the Bankai is also deactivated as a standard action. Like Shikai each Bankai is unique; see below for some example Bankais (Bankai is usually somehow related to Shikai, but not always). Bankai may only be used for 1 Round/Shinigami level each day, which need not be consecutive.
A Shinigami's Zanpakutō is an extension of his Reiryoku. If it is destroyed it simply reforms 24 hours later.
Hakuda
All Shinigami have minimal training in Hand to Hand Fighting. They gain the Improved Unarmed Strike Feat at 1st level and their unarmed strikes deal damage as a Monk of their Class Level.
Hohō
Hoho, or Fast Movement, is the Shinigami art of moving really fast during combat. Starting at 1st level a Shinigami adds 10 ft. to his base movement speed, exactly as the Barbarian's Fast Movement ability.
Starting at 6th level, a Shinigami gains Shunpo, also known as Flash Step. Shunpo can be used at-will as a standard action to move 10 ft. per Shinigami level as if by the Dimension Door spell.
Starting at 17th level the Shinigami can use Senka as a full round action. The Shinigami uses Shunpo to appear directly behind an opponent (the opponent must be within the Shinigami's Shunpo range) and immediately attacks them with a single melee attack. There are two options to this ability. First, the Shinigami may choose to deny his opponent his Dexterity bonus to AC for this attack. Alternatively, the Shinigami may attempt to slay his opponent in one strike with Senka. The opponent keeps his full dexterity bonus to AC even if they would otherwise be flat footed. If the attack hits the target must make a Reflex Save equal to 10 +1/2 the Shinigami's Class level + Shinigami's Dexterity Modifier to avoid the attack hitting his Saketsu, or chain of fate. If the target fails the Reflex Save they must make a Fortitude Save equal to the damage dealt by the attack or die instantly due to the destruction of their Hakusui. Even if the Fortitude save is made the target takes 1d4 points of Constitution Damage from the attack. A target that makes it's Reflex save against Senka cannot be affected by that Shinigami's Senka again until 24 hours have passed.
Kidō
Kidō is the Shinigami version of spellcasting. For the most part a Shinigami casts his Kidō exactly as a Sorcerer or Bard casts spells; that is, they are a spontaneous arcane caster. The Shinigami has a certain number of Kidō spells per day, given on the table above, and and certain number of Kidō spells known, given on the table below. Shinigami use their Charisma modifier to determine Kidō save DC and bonus Kidō spells per day, exactly like a Sorcerer. Their caster level is equal to their Shinigami level. Arcane Spell Failure Chance applies to Kidō. Kidō spells can be taken from any spell list, but are always treated as Arcane Spells. If a spell appears at different levels on multiple list use the following priorities: Sorcerer/Wizard > Cleric > Druid > Bard > Paladin > Ranger > Any Non Core Classes.
Kidō Spells Known
{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th
1st|4
2nd|5|2
3rd|6|3
4th|6|3|2
5th|6|4|3
6th|6|4|3
7th|6|4|4|2
8th|6|4|4|3
9th|6|4|4|3
10th|6|4|4|4|2
11th|6|4|4|4|3
12th|6|4|4|4|3
13th|6|4|4|4|4|2
14th|6|4|4|4|4|3
15th|6|4|4|4|4|3
16th|6|5|4|4|4|4|2
17th|6|5|5|4|4|4|3
18th|6|5|5|5|4|4|3
19th|6|5|5|5|5|4|4
20th|6|5|5|5|5|5|4
[/table]

Drolyt
2010-04-14, 03:55 PM
Example Shikai:

Zangetsu (Slaying Moon)
Release Command: Retreat and you will age, be afraid and you will die.
When released Zangetsu takes the form of a giant cleaver (treat as an Adamantine Greatsword). It's special attack is Getsuga Tenshō (Moon Fang Heaven-Piercer). Getsuga Tenshō is usable once per round as a Standard Action and deals 1d6/Level Force Damage. It can be used in three ways. 1.) As a Ranged Touch Attack (range 100 ft.) against a single target. 2) As an area attack that affects an area with a 20 ft. radius up to 100 ft. away, allowing a Reflex Save (10 + 1/2 Shinigami's Level + Charisma Modifier) for half damage. 3) As part of a melee touch attack that deals the weapons full normal damage plus Getsuga Tenshō's damage.

Kyōka Suigetsu (Mirror Flower, Water Moon)
Release Command: Shatter.
Kyōka Suigetsu remains a Katana after transformed. Anyone who sees the release of Kyōka Suigetsu must make a Will Save (DC 10 + 1/2 Shinigami's Level + Charisma Modifier) or fall under the effect of Kyōka Suigetsu's power, Complete Hypnosis. Once the target has fallen under Complete Hypnoses the user can force any one of the following illusions (depending on the users level) on the target with no save to disbelieve as a standard action (only the target perceives the illusion, regardless of how the spell normally works, and if the spell requires concentration it must be provided; your effective caster level is your Shinigami level):
Shinigami Level- Effect
3rd- A Silent Image spell.
4th- A Minor Image spell.
5th- A Major Image spell.
6th- Make any creature or object Invisible to the target, as the spell (ends if an invisible creature attacks, as normal).
7th- An Illusory Wall spell.
8th- A Hallucinatory Terrain spell.
9th- A Persistent Image spell.
10th- A Mirage Arcana spell.
11th- A Permanent Image spell.
12th- A Programmed Image spell.
13th- A Project Image spell. (Only the target can see the illusion and only the target can be affected by spells cast through the illusion, even though the spells are perfectly real).
14th- A Mislead spell. (Only the target sees the double and you are only invisible to the target).
15th- A Mirror Image spell (as if cast on yourself, but only the target sees the copies).
16th- The targets vision becomes blurry, so that every creature the target attacks is protected as if by the Blur spell.
17th- A Displacement spell (as if cast on yourself, but only the target sees the illusion).
18th- Cause the target to see any number of creatures differently, as if they were affected by the Veil spell.
19th- A Shades spell that can only affect the target. Unlike other effects, this one allows a save (DC 19 + Charisma Modifier). Unlike normal for this spell a successful save means no effect at all.
20th- A Greater Shadow Evocation spell that can only affect the target. Unlike other effects, this one allows a save (DC 18 + Charisma Modifier). Unlike normal for this spell a successful save means no effect at all.

The effect of Complete Hypnosis is permanent, only the user dying or purposefully releasing the effect will free the target. The effect is not broken when Kyōka Suigetsu is released, but the illusions are only effective while Kyōka Suigetsu is in its release state. The user can use Complete Hypnosis on the target at any distance so long as the user and the target are on the same plane with the exception of the Shades and Greater Shadow Evocation options. If the target has reason to believe that something he is experiencing is an illusion he may make a Will Save (DC 10 + Spell Level of the effect + Charisma Modifier) once per round to disbelieve that specific effect, but that does not end the Hypnosis. Because the ritual for Hypnosis requires the target to see Kyōka Suigetsu's release a blind creature or any creature devoid of normal sight cannot be affected. True Seeing, See Invisibility, and similar spells are of no use against Complete Hypnosis. Complete Hypnosis is a Mind Affecting Effect and can thus be blocked by abilities such as the Mind Blank spell, but such effects neither remove the Complete Hypnosis nor prevent the user from initiating the Hypnosis, merely blocking the effect temporarily. Complete Hypnosis is nevertheless useless against mindless creatures such as Constructs and Undead. Kyōka Suigetsu can maintain no more than 5 illusions at any given time; if a new illusion is created after the limit is reached the oldest illusion is lost. Putting multiple targets under the same illusion only counts as one illusion.

Senbonzakura (Thousand Cherry Blossoms)
Release Command: Scatter

Example Bankai:

Tensa Zangetsu
The Bankai form of Zangetsu, this Bankai is unusual in that it actually makes the Zanpakutō smaller, turning it into a daitō (Japanese Longsword). Nevertheless the blade still damages as a Greatsword. Tensa Zangetsu Hastes the user, as the spell, and also allows the user to make an extra Standard Action each turn. The user of Tensa Zengetsu could for example make a Full Round Action and a Standard Action in the same turn, or two Standard Actions and one Move Action in the same turn. Tensa Zengetsu also sports an enhanced version of Zangetsu's Getsuga Tenshō, known as Kuroi Getsuga (Black Moon Fang), that deals 3d6 damage/two levels of Shinigami instead of 1d6 damage/level of Shinigami.

Drolyt
2010-04-14, 04:02 PM
Note: Shinigami Prestige Classes count as Shinigami levels for purposes of feats and flaws.
No Kidō [Flaw]
You never learned to use Kidō
Prerequisites: Shinigami level 1
Benefits: When you take your first level of Shinigami you have the option of taking this flaw. You do not gain the Kidō class ability and cannot cast Shinigami spells, but you gain a bonus feat that can be any feat for which you later meet the prerequisites.. You can later spend a feat to learn to use Kidō.
No Shikai [Flaw]
You do not know your Zanpakutō's name.
Prerequisites: Shinigami level 3
Benefits: When you take your third level of Shinigami you have the option of taking this flaw. You do not gain the Shikai class ability, but you gain a bonus feat that can be any feat for which you meet the prerequisites. You can later spend a feat to learn to use Shikai. If you do not have Shikai when you would normally learn Bankai then you must take the No Bankai Flaw.
No Bankai [Flaw]
You have not mastered the art of Bankai.
Prerequisites: Shinigami Level 14
Benefits: When you would normally gain Bankai you have the option of taking this flaw. You do not gain the Bankai class ability, but you gain a bonus feat that can be any feat for which you meet the prerequisites. You can later spend a feat to learn to use Bankai.

Drolyt
2010-04-14, 04:09 PM
Zaraki Corps Fighter
The Zaraki Corps is a nickname for the 11th Division, the most combat focused division of the Gotei 13. That said this PRC is used by any Shinigami that focuses on melee combat to the exclusion of other Shinigami disciplines. Example members of this PRC from Bleach are Kenpachi Zaraki, Ikkaku Madarame, and Ichigo Kurosaki.
Hit Die
d12.
Requirements
To qualify to become a Zaraki Corps Fighter a character must fulfill all the following criteria.
Skills
Intimidate 8 Ranks.
Feats
Cleave, Great Cleave, Improved Sunder, Power Attack.
Special
The Character must either have the Shikai class ability or the No Shikai Flaw.
Class Skills
The Zaraki Corps Fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points at Each Level
2 + Int modifier.
Zaraki Corps Fighter
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Reiatsu, Zanjutsu, Iron Skin, Rage 1/day

2nd|
+2|
+3|
+0|
+0|Weapon Focus (Zanpakutō)

3rd|
+3|
+3|
+1|
+1|Rage 2/day

4th|
+4|
+4|
+1|
+1|Weapon Specialization (Zanpakutō)

5th|
+5|
+4|
+1|
+1|Rage 3/Day, Greater Rage

6th|
+6|
+5|
+2|
+2|Greater Weapon Focus (Zanpakutō)

7th|
+7|
+5|
+2|
+2|Rage 4/Day

8th|
+8|
+6|
+2|
+2|Greater Weapon Specialization (Zanpakutō)

9th|
+9|
+6|
+3|
+3|Rage 5/day

10th|
+10|
+7|
+3|
+3|Mighty Rage, Improved Critical (Zanpakutō)[/table]
Class Features
All of the following are class features of the Zaraki Corps Fighter Prestige Class.
Reiatsu
Levels of Zaraki Corps Fighter stack with levels of Shinigami for the purposes of determining Reiatsu abilities.
Zanjutsu
Levels of Zaraki Corps Fighter stack with levels of Shinigami for the purposes of determining Zanjutsu abilities.
Iron Skin
The Zaraki Corps Fighters Reiatsu hardens around them to protect them during combat. Zaraki Corps Fighters have Damage Reduction x/-, where x is equal to their number of levels in Zaraki Corps Fighter.
Rage
A Zaraki Corps Fighter loves combat so much that 1/day he can enter a blind Rage, as the Barbarian class ability, during which he devotes himself entirely to combat and bloodshed. At 3rd level and every 2 levels thereafter he can Rage an additional time per day. At 5th level the Rage improves to Greater Rage (as the Barbarian class ability) and at 10th level it becomes Mighty Rage (as the Barbarian class ability). (In the case of Ichigo the Rage isn't getting lost in combat but becoming angry over some injustice).
Weapon Focus (Zanpakutō)
A Zaraki Corps Fighter gains this feat as a bonus feat at 2nd level.
Weapon Specialization (Zanpakutō)
A Zaraki Corps Fighter gains this feat as a bonus feat at 4th level.
Greater Weapon Focus (Zanpakutō)
A Zaraki Corps Fighter gains this feat as a bonus feat at 6th level.
Greater Weapon Specialization (Zanpakutō)
A Zaraki Corps Fighter gains this feat as a bonus feat at 8th level.
Improved Critical (Zanpakutō)
A Zaraki Corps Fighter gains this feat as a bonus feat at 10th level.

Deathdarken
2010-04-14, 04:21 PM
not sure you know this but this was done before have you seen the d20 system for bleach yet?

Mystic Muse
2010-04-14, 04:24 PM
The main problem I see with the class is that there are ten dead levels. I also feel that Bankai comes a little bit too late.

There is also a lack of ability to become a vizard but I'm sure you have reasons for that.

Drolyt
2010-04-14, 04:25 PM
not sure you know this but this was done before have you seen the d20 system for bleach yet?

Right perhaps I should make this clear, this Shinigami class is meant to be played using the normal D&D 3.5 rules. The Bleach D20 system on this website is good, but 1) it hasn't received support in a while and 2) is incompatible with the normal D&D classes. Using my Shinigami rules you can have Shinigami fighting alongside Fighters, Barbarians, Clerics, Sorcerers, Wizards, what have you. I have seen a couple decent Shinigami homebrews (there is one at the D&D Wiki) but this is my attempt at making one that is a) fun to play and b) balanced to tier 3.

Drolyt
2010-04-14, 04:28 PM
The main problem I see with the class is that there are ten dead levels. I also feel that Bankai comes a little bit too late.

There is also a lack of ability to become a vizard but I'm sure you have reasons for that.

Vizard will be a prestige class. As for Bankai, how about I shift Shikai down to 3rd (eliminating one dead level) and Bankai down to 14th or maybe 13th level, eliminating another dead level? Most of the Dead levels aren't that dead because spellcasting advances.
Edit: I've shifted Senka to 17th level as well, hopefully helping with that dead level. I'm not sure what other abilities I could give them.
Edit 2: Because 2nd, 7th and 13th levels introduce new spell levels, only 11, 18, and 19 really feel dead right now. I'm not sure what to do with them.

Deathdarken
2010-04-14, 04:31 PM
Right perhaps I should make this clear, this Shinigami class is meant to be played using the normal D&D 3.5 rules. The Bleach D20 system on this website is good, but 1) it hasn't received support in a while and 2) is incompatible with the normal D&D classes. Using my Shinigami rules you can have Shinigami fighting alongside Fighters, Barbarians, Clerics, Sorcerers, Wizards, what have you. I have seen a couple decent Shinigami homebrews (there is one at the D&D Wiki) but this is my attempt at making one that is a) fun to play and b) balanced to tier 3.
alright understood

Mystic Muse
2010-04-14, 04:33 PM
maybe make it so that The Bankai advances in strength? It seems like if you train long enough your Bankai would get stronger. IIRC Byakuya used a stronger than normal version of his Bankai against Ichigo.

Drolyt
2010-04-14, 04:35 PM
maybe make it so that The Bankai advances in strength? It seems like if you train long enough your Bankai would get stronger. IIRC Byakuya used a stronger than normal version of his Bankai against Ichigo.

Right that will be part of it, Shikai and Bankai will generally get stronger as you level. Also I just realized that I forgot to put an ability on the table that is gained at 11th level so that level isn't that dead after all. I guess making Bankai advance at 17th and 18th levels would help.

Mystic Muse
2010-04-14, 04:42 PM
There should also be a PRC or variant that allows you to be more like Kenpachi. you can sacrifice your ability to cast Kidou in exchange for better BAB and hit dice.

It wouldn't be a great PRC/variant but some people like playing characters like that.

Drolyt
2010-04-14, 04:45 PM
There should also be a PRC or variant that allows you to be more like Kenpachi. you can sacrifice your ability to cast Kidou in exchange for better BAB and hit dice.

It wouldn't be a great PRC/variant but some people like playing characters like that.

Yeah, there will be a PRC with full BAB and some other abilities and... you know, I just realized I forgot about hit dice and skills! Also there will be flaws that allow you to give up things like Kido and Bankai for more feats.
Edit: There will also be a Special Forces PRC (give some Monk and Rogue abilities), a Kido Corps PRC (better spellcasting), and maybe a PRC for 4th division (good at healing and support).
Let's see, that's what, 5 PRCs?

Deathdarken
2010-04-14, 04:48 PM
Yeah, there will be a PRC with full BAB and some other abilities and... you know, I just realized I forgot about hit dice and skills! Also there will be flaws that allow you to give up things like Kido and Bankai for more feats.a work in progress but its looking good

Drolyt
2010-04-14, 04:49 PM
a work in progress but its looking good

Thank you. There will also be Shinigami feats once I get around to it.

Mystic Muse
2010-04-14, 04:50 PM
I'm starting to really like this.

you want me to make that Ring blade Drolyt?

Drolyt
2010-04-14, 04:51 PM
I'm starting to really like this.

you want me to make that Ring blade Drolyt?

Sure. It's obviously an Exotic Slashing weapon, but I wonder what other advantages it would give?

Mystic Muse
2010-04-14, 04:54 PM
Sure. It's obviously an Exotic Slashing weapon, but I wonder what other advantages it would give?

It seems to require more dexterity than strength so would it possibly be one of the few weapons that deal extra damage based on dexterity? it would make weapon finesse a better feat to take then.

Drolyt
2010-04-14, 04:55 PM
It seems to require more dexterity than strength so would it possibly be one of the few weapons that deal extra damage based on dexterity? it would make weapon finesse a better feat to take then.

A weapon that deals extra damage based on Dexterity? Unprecedented (at least I don't recall any such weapon), but it would make taking a feat to use the weapon a reasonable choice.

Mystic Muse
2010-04-14, 05:02 PM
well, the way the girl uses it in soul caliber four, it's pretty much like a hula hoop which requires more dexterity to use than it does strength. it would either be that or you'd get an extra attack with it since it's such a quick weapon. However, that wouldn't be very fair.

Drolyt
2010-04-14, 05:07 PM
well, the way the girl uses it in soul caliber four, it's pretty much like a hula hoop which requires more dexterity to use than it does strength. it would either be that or you'd get an extra attack with it since it's such a quick weapon. However, that wouldn't be very fair.

If you allow it to add dex, make it a two handed weapon. Otherwise Rogue's would try to dual-wield it for massive damage.

Mystic Muse
2010-04-14, 05:11 PM
If you allow it to add dex, make it a two handed weapon. Otherwise Rogue's would try to dual-wield it for massive damage.

oh, it will be. I can't think of any way to dual wield those effectively.

EDIT: thread is up in homebrew

Drolyt
2010-04-14, 06:03 PM
oh, it will be. I can't think of any way to dual wield those effectively.

EDIT: thread is up in homebrew

I'll check it out.

Edit: I've added a couple Shikai.

Drolyt
2010-04-14, 07:24 PM
Added a Bankai.

Mystic Muse
2010-04-14, 07:27 PM
I humbly request Byakuya's bankai.

Drolyt
2010-04-14, 07:30 PM
I humbly request Byakuya's bankai.

I'm planning on doing Senbonzakura and Senbonzakura Kageyoshi next, so that should work out.

Mystic Muse
2010-04-15, 08:04 PM
I'm liking the Zaraki Corps PRC.

Drolyt
2010-04-18, 06:46 PM
Made some changes, particularly to how Kidō works, and will add a few more PRCs and feats later, but exams are coming up and will occupy me for the next two weeks. Edit: Any feedback would be most welcome.

Lix Lorn
2010-04-19, 03:31 AM
I have no clue why i'm commenting here, considering I don't know D&D that well, and i'm only on episode 22... ohwell. This is awesome. XD

Primal Fury
2010-04-19, 04:32 PM
Hm... I think this might turn out better than the other Bleach d20 ideas I've seen.

A few questions though: How are you going to handle Vizards becoming Arrancar? Will the former be able to take the latter later on? What about the Second Ressureccion of the Arrancars? Will they be able to build their forms the same way Shinigami build their Zanpakuto? Or will those just be flat stat bonuses?

Drolyt
2010-04-19, 05:17 PM
Hm... I think this might turn out better than the other Bleach d20 ideas I've seen.

A few questions though: How are you going to handle Vizards becoming Arrancar? Will the former be able to take the latter later on? What about the Second Ressureccion of the Arrancars? Will they be able to build their forms the same way Shinigami build their Zanpakuto? Or will those just be flat stat bonuses?

Spoiler for those who haven't seen the recent manga:
Good questions. The Vizard/Arrancar thing I think I'm just going to have the capstone of the Vizard class be a Ressurecion. Although the only instance we have of that is Tousen, I think it is a fair bet that that would be the natural progression of all Shinigami/Hollow Hybrids, it's just that the Hirako's Vizard aren't that advanced yet (aka they only have a few levels in the class). In my mind Ichigo's Hollow forms support this theory. I'll change it if that turns out to be wrong. As for how Ressurecions will work (I need to figure out how to spell that), yeah they will be like Zanpakutos, I'll have some examples but it will be freeform. As for Ressurecion Segunda Etapa, I'm not sure. If we assume that Arrancar will be a PRC for Hollows then it can just be like a capstone ability and maybe Ulquihowthehellyouspellit is the only one to reach level ten in the Arrancar PRC. Or maybe it will be a feat or something. Another option is for Arrancar to be a Template and in that case Ressurecion Segunda Etapa would just be a second Template. I'm not too sure yet. I'm not quite sure how to build Hollows yet either, I want it to be very versatile so you can have lots of different Hollows, so I think there will be two options, a Hollow Template you can add to any existing monster to have instant unique Hollow, or a Hollow "Class" you can use to build new ones.

Alright, that was a lot of info. Any suggestions would be welcome. There will be some major updates after exams (my last exam is next week Thursday the 29th).

Frozen_Feet
2010-04-19, 05:33 PM
My two cents: when you make the Vizard class, make it only five levels long if you want to keep bankai at lvl 14. I'd be nice to get both Bankai and Resurreccion pre-epic. In the same vein, make Arrancar a ten-level PrC, granting resurreccion half-way through and getting extra goodies after that.

Hollow should probably be a sub-type applicable to Undead and Evil Outsiders.

Primal Fury
2010-04-19, 05:42 PM
Hollow should probably be a sub-type applicable to Undead and Evil Outsiders.

Eh. There's the whole possibility of Sado being a "living hollow". Even though that hasn't really been explained yet, there's still that possibility.

EDIT: Also Drolyt, I like how you left Zanpakuto construction up to the player and the DM. That seems to be the mistake many others have made. You can't really take something that varied and turn it into a list of abilities. By the by, when are you going to post the stats for Byakuya's bankai?

Drolyt
2010-04-19, 07:31 PM
My two cents: when you make the Vizard class, make it only five levels long if you want to keep bankai at lvl 14. I'd be nice to get both Bankai and Resurreccion pre-epic. In the same vein, make Arrancar a ten-level PrC, granting resurreccion half-way through and getting extra goodies after that.

Hollow should probably be a sub-type applicable to Undead and Evil Outsiders.
Uh, Vizard would be problematic as a 10 level PRC, which is what I intended. Not an issue if I just make Vizard advance Zanjutsu though. As for Arrancar, I was thinking either doing what you said or making it a Template, not quite sure.

I was thinking Hollow would be it's own new type. It is similar to both Undead and Outsiders, but not quite the same.


EDIT: Also Drolyt, I like how you left Zanpakuto construction up to the player and the DM. That seems to be the mistake many others have made. You can't really take something that varied and turn it into a list of abilities. By the by, when are you going to post the stats for Byakuya's bankai?
Yeah, I thought trying to make a fixed ruleset was a bad idea. As for Byakuya's Bankai, maybe this weekend, if not then definitely next weekend.

demidracolich
2010-04-22, 07:31 PM
By the way, I am currently using this in a PvP tag team 15th level gestalt tournment with my friends so I'll let you know how it plays out. 5th level shinigami, 10th zaraki corps fighter, no kido flaw.

Drolyt
2010-04-22, 07:35 PM
By the way, I am currently using this in a PvP tag team 15th level gestalt tournment with my friends so I'll let you know how it plays out. 5th level shinigami, 10th zaraki corps fighter, no kido flaw.

Sweet, tell me how it works.

As a side note, we now have new information about how Vizards/Arrancars work and about how Chad and Orihime's powers work. I don't want to spoil anything, but anyone who has read the latest chapter (401, Deicide 3) will know what I am talking about. This could potentially effect how I choose to make the Vizard PRC.

Clexis
2010-06-05, 10:46 AM
Any progress made on the vizard prestige class?

demidracolich
2010-06-05, 10:50 AM
Hmm, since someone posted, I might as well post my playtest data. So, I tried out the character last week in the 2v2 fight. I managed to take out one of them easily but we lost by default. The other guy had ethereal jaunt and an ethereal reaver. My team member was a ghost but could not beat him. Ironic that me, a guardian of the spirit world, could do nothing about a guy going ethereal.

Frog Dragon
2010-06-05, 11:17 AM
I'm not versed in bleach at all, not having watched the anime nor read the manga, however, I can look into the balance a bit.
It seems mostly fine except for one little thing. Kido.
Any spell/power between levels 0-6 is immensely abusable. Spell to Power Erudite is ridiculously powerful for this exact reason. In addition, you haven't described how to turn a power in to spell for Kido. You really need to limit that.
Also, I'm not sure if I like the all weak saves.

demidracolich
2010-06-05, 11:33 AM
The weak saves are probably to balance out the monk ac bonus and divine grace rolled into one except better class feature.

jiriku
2010-06-05, 01:38 PM
Class Skills: Include Knowledge (the planes), Knowledge (dungeoneering)

Zanjutsu: Does the sword count as a magic weapon after 4th level? What if it's wielded by others? How are costs figured if the shinigami has the weapon enchanted separately? If the weapon is enchanted, then destroyed, does it retain all its enchantments when it reforms?

Flaw (No kido): This flaw is an extremely bad trade for the player, because spells are much better than feats. You could grant an additional bonus feat upon reaching every level at which a new level of spells is normally gained, and it would still be poor, although better balanced.

IMHO, what you're trying to do with flaws here (replace class features with bonus feats) could be better expressed with alternate class features, but I'm not familiar with Bleach, so perhaps this is meant to mimic something specific from the source material.

Kido: My first impression was that the ability to cherry-pick every spell list in the game is highly abusable, but given the level at which the spells are gained, I think it is merely quite strong. A weakness of the cherry-pick method is that nothing ensures that the spells a player chooses will have any coherent theme; one of the benefits of a limited spell list is that the spell selection can serve to establish the feel of the class (as with the assassin, bard, or ranger).

My instinct says that most of the balance issues with the class will come from here. I'd recommend capping spells known per level at 3 or 4, rather than 5. Or possibly requiring the character to learn his new spells from his unit commander, thus inserting DM approval into the spell selection process.

Drolyt
2010-06-05, 08:26 PM
I'm not versed in bleach at all, not having watched the anime nor read the manga, however, I can look into the balance a bit.
It seems mostly fine except for one little thing. Kido.
Any spell/power between levels 0-6 is immensely abusable. Spell to Power Erudite is ridiculously powerful for this exact reason. In addition, you haven't described how to turn a power in to spell for Kido. You really need to limit that.
Also, I'm not sure if I like the all weak saves.

I removed the power thing, not sure what I was thinking. As for the spell list, how is having access to all spell lists from 0-6 that much more broken than having a limited spell list when you have limited spells known anyways? The Kido in Bleach is rather varied, and although I could pick out spells to form a list representative of what the characters could do I thought it would be easier to just let everyone make their own list representing the style of Shinigami combat they want. As for the saves, I wanted a way to represent their supernatural defenses and therefore gave them a flat bonus based on Charisma to all AC and Saves. Given how important Charisma is to this class they should have it high enough that they essentially have better than all good saves anyways. It was either that or give them all good saves, because Shinigami are so varied that giving only one or two good saves limits the class.

Class Skills: Include Knowledge (the planes), Knowledge (dungeoneering)
Okay.

Zanjutsu: Does the sword count as a magic weapon after 4th level? What if it's wielded by others? How are costs figured if the shinigami has the weapon enchanted separately? If the weapon is enchanted, then destroyed, does it retain all its enchantments when it reforms?
I need to make this more clear. For reference until I update the op, it counts as a magic weapon after 4th level. The weapon is supposed to be an extension of the wielder's soul, it cannot be enchanted separately and no one else can wield it. (as a side note, some parts of the anime indicate that Shinigami are given blank swords which then become their Zanpakuto, but when the main character becomes a Shinigami he just has a sword for no reason).

Flaw (No kido): This flaw is an extremely bad trade for the player, because spells are much better than feats. You could grant an additional bonus feat upon reaching every level at which a new level of spells is normally gained, and it would still be poor, although better balanced.

IMHO, what you're trying to do with flaws here (replace class features with bonus feats) could be better expressed with alternate class features, but I'm not familiar with Bleach, so perhaps this is meant to mimic something specific from the source material.
A handful of characters from Bleach cannot use Kido (this is rare). I figured they should be given something in exchange. I'm not sure what, so I just made it a flaw.

Kido: My first impression was that the ability to cherry-pick every spell list in the game is highly abusable, but given the level at which the spells are gained, I think it is merely quite strong. A weakness of the cherry-pick method is that nothing ensures that the spells a player chooses will have any coherent theme; one of the benefits of a limited spell list is that the spell selection can serve to establish the feel of the class (as with the assassin, bard, or ranger).
The problem is that Kido in bleach is quite varied. Although most Kido used in combat falls into one of three categories (Healing, Nuking, and Binding/Disabling your opponent) there are also a wide variety of utility Kido. More than that it is somewhat common for different characters to have unique abilities not available in general. I did try to come up with a coherent spell list, but given what little info we have from the show that is difficult, not to mention the wide variety of DnD sourcebooks.

My instinct says that most of the balance issues with the class will come from here. I'd recommend capping spells known per level at 3 or 4, rather than 5. Or possibly requiring the character to learn his new spells from his unit commander, thus inserting DM approval into the spell selection process.
I'll think about it.



As to why I haven't updated in so long: College ended a little more than a month ago, then I came home and immediately moved into a new house (I have to do all the work myself because my mother is ill and we didn't hire anyone). All kinds of crap has been going on, and my desktop just freaking fried. All I have right now is my little netbook I'm typing on right now. At least I've finally got internet, so this project should kick back into gear soon. :smallsmile:

Mystic Muse
2010-06-05, 08:39 PM
Psst. Triple posting is frowned upon.

Can't wait until you get Arrancar/Vizard done.

Drolyt
2010-06-05, 11:20 PM
Psst. Triple posting is frowned upon.
True. I do double post rarely (usually in order to respond to multiple posts) and no one has ever complained. I'll go ahead and combo them anyways.

Can't wait until you get Arrancar/Vizard done.
Guess I'll get on it then. Of everything Bleach though that's the hardest part to translate to DnD.

Eloi
2010-06-05, 11:29 PM
Before trying to make it, is there a crunch for D&D 3.5 Shinigamis in Death Note as opposed to Bleach? And if so, links please.

Krazddndfreek
2010-06-05, 11:39 PM
You should probably use psionic powers instead of spells for the kido. From what I hear, most of the effects of kido actually more closely resemble psionics.

@^: Probably not. Although I wouldn't go about trying to stat them, as their only abilities are being ghosts and their death notes.

EDIT: Also, I remember seeing some ToB stuff for shinigami-esque PrCs and for similarly themed vizard PrCs. I think Krimm Blackleaf did them, maybe I could dig them up for you.

Drolyt
2010-06-06, 01:23 AM
You should probably use psionic powers instead of spells for the kido. From what I hear, most of the effects of kido actually more closely resemble psionics.
That was the conclusion that the guy doing Bleach D20 came to, but I'm not seeing it. For one thing Kido healing is just as effective as Cleric healing, at least for those who specialize in it, and Psionics don't do that. Beyond that I think spells just represent Kido better. If someone could give me their reasoning for using Psionics I am of course open to having my mind changed.

EDIT: Also, I remember seeing some ToB stuff for shinigami-esque PrCs and for similarly themed vizard PrCs. I think Krimm Blackleaf did them, maybe I could dig them up for you.

If I know what you are talking about (and I think I do), those weren't really all that much like Bleach. They were supposedly "inspired" by Bleach, and I can see how that would be the case, but they had different goals then I do.

Frog Dragon
2010-06-06, 06:51 AM
The main problem with the super-list these people have is that there are too many comboes. Then you have some spells which were never meant to be used in conjunction with other class list spells, like some paladin spells. While admittedly, spells are broken to hell anyways, the problem is enlarged by being able to get any spell between 0-6, ever. This opens up too many broken comboes.
My proposed solution is not the easiest to make, but here's what I'd try.
Make several lists or "paths" and have each Shinigami pick one or two. That would limit the abuses while still allowing variety.
About the saves, how about "medium" saves?
Like this
Level|Bonus
1.|+1
2.|+2
3.|+2
4.|+2
5.|+3
6.|+3
7.|+4
8.|+4
9.|+4
10.|+5
11.|+5
12.|+6
13.|+6
14.|+6
15.|+7
16.|+7
17.|+8
18.|+8
19.|+8
20.|+9
I know it's not in the rules, but I think it's a rather sensible addition. And this is homebrew anyway.

Mystic Muse
2010-06-06, 12:29 PM
Going with what the frog dragon said above, How about you restrict it to lists? You get a lot of variation with one list and it's not as easy to abuse as every list ever. This would also could allow for Psionic, Warlock and Truenamer(God forbid) Shinigami.

Drolyt
2010-06-06, 08:22 PM
Going with what the frog dragon said above, How about you restrict it to lists? You get a lot of variation with one list and it's not as easy to abuse as every list ever. This would also could allow for Psionic, Warlock and Truenamer(God forbid) Shinigami.

I might just do this. Alternatively, maybe only allowing Wizard and Cleric lists (really, I'm not sure why I thought any of the other lists fit thematically anyways) minus certain spells (such as perhaps divine power).

demidracolich
2010-06-06, 08:35 PM
Yeah, my dm would not let me use the take spells from any list thing so I pretty much had to take No Kido. He did let me bypass the feat requirements for the PrC though. Though I do wish I had spells because then I wouldn't have lost for the reason I said above.

Drolyt
2010-06-07, 12:58 AM
Yeah, my dm would not let me use the take spells from any list thing so I pretty much had to take No Kido. He did let me bypass the feat requirements for the PrC though. Though I do wish I had spells because then I wouldn't have lost for the reason I said above.

Really the hard to meet pre-reqs are there for a reason, the PRC is like combining Barbarian and Fighter but better. Still without the spells I imagine it's like a weak tier 3. Tomorrow (well, later today I guess, it's 2 in the morning) I'll make a spell list for them, since everyone except me seems to be in agreement that an unlimited spell list is a bad idea. After that I'll start adding other stuff.

McTurbo
2010-06-09, 05:21 AM
I got tired of waiting for the spell list, so I made one myself. The 4th, 5th and 6th spell levels are short, because I used only the Players Handbook. I will propably add spells from other books, but you can give suggestions.

Shinigami spells:
0-Level:
Cure Minor Wounds
Daze
Detect Magic
Disrupt Undead
Flare
Inflict Minor Wounds
Know Direction
Light
Mending
Message
1st-Level:
Animal Messenger
Burning Hands
Color Spray
Cure Light Wounds
Detect Undead
Entropic Shield
Feather Fall
Hide from Undead
Hold Portal
Inflict Light Wounds
Magic Missile
Obscuring Mist
Pass without Trace
Sleep
Tenser's Floating Disk
True Strike
2nd-Level:
Cure Moderate Wounds
Daze Monster
Flaming Sphere
Fog Cloud
Hold Person
Inflict Moderate Wounds
Invisibility
Levitate
Locate Object
Make Whole
Obscure Object
Remove Paralysis
Restoration, Lesser
Scorching Ray
See Invisibility
Water Walk
Whispering Wind
3rd-Level:
Cure Serious Wounds
Fireball
Flame Arrow
Fly
Halt Undead
Inflict Serious Wounds
Invisibility Purge
Invisibility Sphere
Lightning Bolt
Locate Creature
Nondetection
Remove Curse
4th-Level:
Air Walk
Break Enchancement
Cure Critical Wounds
Flame Strike
Freedom of Movement
Inflict Critical Wounds
Minor Creation
Restoration
Sending
5th-Level:
Cure Light Wounds, Mass
Inflict Light Wounds, Mass
Major Creation
Plane Shift
Telekinesis
Teleport
6th-Level:
Antimagic Field
Cure Moderate Wounds, Mass
Find the Path
Harm
Heal
Inflict Moderate Wounds, Mass
True Seeing
Undeath to Death

I also have a few other suggestions:

A class feature:
Reishi Control
Starting at 13th level the Shinigami gains the ability to control Reishi, or Spirit Particles. The Shinigami has infinite uses of the Water Walk spell, activated at will. The Shinigami also has 1/day use of the Air Walk spell (activated at will, caster level 1). The Shinigami gains another use of the spell on level 16 and third use on level 19.

A feat:
4th Division Healer
You are a part of the 4th Division, specialized in healing
Prerequisites: Shinigami level 2, the ability to cast Cure Light Wounds, not a member of the Zaraki Corps Fighter prestige class
Benefit: A Shinigami with the 4th Division Healer feat can use the Paladin's Lay on Hands ability. Each day she can heal a total number of hit points of damage equal to her shinigami level x her Charisma bonus. A shinigami may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using Lay on Hands is a standard action.