PDA

View Full Version : Bleach D20 --Bount Class & International Class Variants (PEACH)



Arkanian
2013-06-20, 12:53 PM
Alright, so I had this idea for a Bleach d20 Campaign. Basically, Soul Society's jurisdiction only covers Japan, China, and the Asian countries east of the Himalayas. Other regions of the world have their own Soul Reaper equivalents, and this campaign would allow you to play as those equivalents.

The problem is that I'm trying to make the Soul Reapers -- and to a lesser extent, the Quincy and Fullbringers -- from different regions be mechanically different from each other, but still balanced. And I'm well aware that my ability to balance things isn't that great.

This is very much a work in progress, so any contributions of any kind are appreciated!

Current Homebrew:

Filler Classes:

~Bount (http://www.giantitp.com/forums/showpost.php?p=15483266&postcount=14)
~Togabito (http://www.giantitp.com/forums/showpost.php?p=15492198&postcount=15) [Powers 2 (http://www.giantitp.com/forums/showpost.php?p=15510148&postcount=16), Powers 3 (http://www.giantitp.com/forums/showpost.php?p=15515856&postcount=17)]

International Variants:

~Ashphodel Knights (Europe, Greenland, Mediterranean) -- This Post
~The Strangers (North America) -- This Post
~The Dreamtime (http://www.giantitp.com/forums/showpost.php?p=15471815&postcount=3) (Australia)
~The Nafsikkin (http://www.giantitp.com/forums/showpost.php?p=15472884&postcount=5) (Middle East, India)
~Cibola and Ferrocidade (http://www.giantitp.com/forums/showpost.php?p=15478013&postcount=12) (South and Central America)
~The Hem Anubis (http://www.giantitp.com/forums/showpost.php?p=15479346&postcount=13) (Africa)
~The Zima Opolcheniye (http://www.giantitp.com/forums/showpost.php?p=15521649&postcount=18) (Russia)


Ashphodel Knights:

Culturally, The Knights' society bares a resemblance to a mish-mash of Roman, Greek, and British Antiquity. Their equivalent to Shinigami are called Ash Knights, and their equivalent to Zanpakuto are Soul Arms. Unlike Zanpakutou, a Soul Arm's default form is a bludgeoning weapon of some kind, though swords are not unheard of. Their uniform is armored, and when they release their Soul Arm, this armor increases. However, Shunpo is only a recent discovery for them.

Their society is named Avalon. It is a massive island, with a castle in the middle and villages surrounding it. The knights are organized into six legions, each headed by a Commander and four Lieutenants of equal rank. Above these six is the King. Unlike Soul Society, Quincy are also members of the knights -- the knights are largely unaware of the effects that Quincy cause.

Mechanical Differences:

~A Soul Arm is, by default, a bludgeoning weapon. Unless you take the Alternate Sealed Form Feat, your Soul Arm deals bludgeoning damage.
~An Ash Knight's defense bonus does not come from Agility, but from armor. As such, this number is added to the Knight's flat-footed AC rather than their Touch AC. Additionally, the strength of their armor means that their defense bonus is one point higher than a Shinigami of the same level.
~ An Ash Knight's Armor becomes more complete when he releases his soul arm. An Ash Knight automatically gains the Armor of the Gods release ability upon gaining their first release. When using their final release, their AC increases by one quarter-- however, their health is multiplied by 1.5 instead of being doubled.
~Shunpo -- called Flash Walk, here -- is relatively new to the Knights, and for good reason -- their armor makes using it more difficult. The maximum distance a Knight can travel in one jump using Shunpo is reduced by five feet.
~An Ash Knight's Armor makes him sturdier in a fight than Shinigami. An Ash Knight gains a +1 bonus to checks made to resist trip attempts, grapples, bull rushes, and being knocked prone. This bonus increases by one every five levels. This bonus doubles while using first release, and triples when using final release.

A Spellcaster Ash Knight may choose to forgo wearing armor, allowing them to use the stats of a Shinigami. Quincy may choose to wear armor as well, with some modifications to the rules (They are treated as having the Armor of the Gods ability starting at fourth level despite lacking a soul arm, and they gain a 25% boost to AC while in their final form without penalties. They do not receive a penalty to Hirenkyaku).

Homebrew Gestalts available to Europeans:

Phalanx Soldier: Generally only available to a member of the Ash Knights' first legion, but can be gained through other methods. If you are Shaken, charmed, or otherwise afflicted by some sort of negative fear or mind-affecting effect, you lose the bonuses of this class.

Level 1: Back to Back: Gain the Back to Back Feat, regardless of whether you meet the prerequisites.
2: Hold Together: When you have at least two adjacent allies, you gain a +1 to Fortitude Saves
3: Formation Defense: When you have at least two adjacent allies, gain a +1 Morale Bonus to your flat-footed AC.
4: Collective Will: As Hold Together, but increases Will Saves
5: Formation Fighting: Gain Formation Fighting, as the Quincy ability. Each time you gain this (Including through Quincy Levels), increase the granted Morale Bonus by one.
6:Formation Shield: When you have at least two adjacent Allies, you gain DR 1/-
7: Formation Defense+2
8: Hold Together +2
9: Formation Fighting+2
10:Collective Will+2
11: Formation Defense +3
12: Hold Together +3
13: Formation Fighting+3
14: Collective Will +3
15: Formation Shield: Becomes DR 3/-


Quincy Dabbler: An Ash Knight who has studied the Quincy arts. While nowhere near as good as an actual Quincy, they can use them to a degree.


Level 1: Quincy Knowledge: You gain a bonus equal to half your level in this gestalt (Minimum 1) to Knowledge Checks made regarding Quincy. You can make these checks regardless of whether or not you have ranks in the required skill.
2: Pseudo Charge: Once per encounter as a Full Round Action, you may gather spirit particles in imitation of a Quincy's Spirit Charge. Doing so causes you to gan spell points equal to the highest level of spell you are capable of casting (i.e., if you can cast up to second level spells you gain two spell points, up to third level and you gain 3, etc.)
3: Quincy Tools: Gain Use Magic Device as a Class Skill.
4: Quincy Tactics: Gain the Formation Fighting ability.
5: Quincy Release: Your Shikai gains the Ranged Form ability. If it already had this ability, select another Projectile Ability. Projectile Type abilities gained through this Gestalt do not count towards your maximum number of types.
6: Practiced Charging: You may use Pseudo Charge a number of times per encounter equal to 1+your dexterity modifier (minimum 1)
7:Favored Enemy: Gain Favored Enemy as a Bonus Feat.
8: Precise Shot: Gain Precise Shot as a Shikai Ability
9: Efficient Pseudo Charge: When using Pseudo Charge, you gain an additional number of spell points equal to your intelligence modifier.
10: Using Pseudo Charge becomes a Standard Action, and you may choose to be considered a Quincy for the purposes of game effects that specify Quincys.


Berserker: Some European Fullbringers feel a lust for battle in their blood -- not a hot feeling, but a feeling that carries the chill of the north.

Prerequisites: Must be a Fullbringer with the Rage Feat.

Special: Fullbringers with this Gestalt have a -1 Penalty to Will Saves, and gain 1 less skill point per level.

1:Extra Rage (Bonus Feat)
2:+1 Fort Save
3:+1 Fort Save
4:+1 Fort Save
5: Choose one feat other than Extend Rage or Extra Rage that has having the Rage ability as its only prerequisite. You gain that feat as a bonus feat.
6: Extend Rage (Bonus Feat)
7: Increase your base land speed by 5.
8: Increase your base land speed by 5.
8: Increase your base land speed by 5.
10:Choose one feat other than Extend Rage or Extra Rage that has having the Rage ability as its only prerequisite. You gain that feat as a bonus feat.
11: Extra Rage (Bonus Feat)
12:+1 Fort Save
13: +1 Fort Save
14: +1 Fort Save
15:Choose one feat other than Extend Rage or Extra Rage that has having the Rage ability as its only prerequisite. You gain that feat as a bonus feat.
16: Improved Toughness (Bonus Feat)
17: +1 DR
18: +1 DR
19: +1 DR
20:Choose two feats other than Extend Rage or Extra Rage that has having the Rage ability as its only prerequisite. You gain those feast as bonus feats.


Paladin: An Ash Knight who has taken the "Knights of the Round" motif to its logical conclusion.

Prerequisites: Must be an Ash Knight or Quincy who uses the armor option.

Special: A Paladin's Shunpo movement is decreased by ten feet instead of five.

1: Smite Evil (Bonus Feat)
2: Paladin's Armor +1: Your defense bonus to AC increases by one.
3: Choose the Barrier, Healing, or Light type for your Soul Arm if you have one, and gain one bonus Shikai ability of this type. Having this type does not count towards the maximum number of types you can have. Quincy gain the Shielding Bow Attribute in addition to the Bow Attribute they select at this level.
4: Paladin's Fortitude: You may add your Charisma Modifier to Fortitude Saves.
5: Constant Guardian (Bonus Feat)
6: Smite Evil
7: Lay on Hands (Bonus Feat)
8: Paladin's Armor +1
9: Paladin's Will: You may add your Charisma Modifier to Will Saves.
10: Smite Evil
11: Dutiful Guardian (Bonus Feat)
12: Paladin's Armor +1
13: Paladin's Fortification: When struck by a critical hit or sneak attack, you have a 50% chance of not taking the extra damage.
14: Paladin's Reflexes: You may add your Charisma Modifier to Reflex saves.
15: Smite Evil


Altered Gestalt selection:

~Ash Knight Quincy may use the Spellcaster Gestalt class that is usually reserved for Fullbringers.
~Ash Knights may not take the Shinobi Gestalt.
~Ash Knights may not take the Vixen Gestalt unless they do not wear armor.
~European Fullbringers may take the Kenpachi Gestalt.



The Strangers:

The Strangers are not an organization, as such. Rather, they are an assortment of spiritually inclined people who discovered the plane of existence known as "The Network." The Network is an untamed amalgam of bizarre environments, with a handful of protected cities and towns. "Stranger" refers to any powerful member of the Network. Their Shinigami-Equivalents are referred to as Drifters.

Mechanical Differences:

Rather than a Zanpakutou, a Drifter possesses a Soulshot, which takes the form of a Gun. A Soulshot is by default a ranged weapon that deals damage one stage lower than an equivalent level Zanpakutou (1d4 decreases to 1d3). Despite what Pathfinder may tell you, these are not touch attacks. Unlike Zanpakutous or soul arms, a Drifter can have a differing default form without taking the alternate sealed form feat. The alternate forms are limited by class, and are as follows:

~~Pistol (All Classes). Begins with a range increment of fifteen feet, which increases by five feet every even numbered level, capping at forty feet. These may be dual-wielded, provided you gain the Alternate Sealed Form feat.
~~Rifle (Expert or Spellcaster). Begins with a range increment of forty feet and increases by five feet every level.
~~Shotgun (Warrior Only). Has a range increment of ten feet that never increases. When targeting an adjacent enemy, the damage dealt is not decreased by one die stage (Enemies further away are still dealt the decreased damage). This is treated as a melee attack.

By default, a pistol or rifle Soulshot's first release is treated as a ranged weapon; if you have one of these, you must take the "Weapon Form" ability (Basically the Ranged Form ability in reverse) in order for it to be a melee weapon.

Other Mechanical Differences:

Drifters differ from Shinigami in the following ways:

~The lack of formal organization means that Drifters are exposed to a broader range of experience than Shinigami. Drifters choose an additional class skill upon character creation.
~Due to lack of formalized training, a Drifter gains their first release at fifth level instead of third.
~At fifth level, a Drifter gains a bonus Shikai ability.

Stranger Gestalts:

Lawman: In the wilds of the network, someone's got to keep the peace. If there's no law... Just make it yourself.

Prerequisites: Must be Lawful or Good Aligned.

{table=head]Level|Special|Description
1|Lawbook|Every Lawman has laws that they uphold. What those laws are differs between each Lawman, but they always know them by heart. The Lawman treats anyone they believe to have broken their Laws as having the <Suspect> subtype. If they find proof that someone has broken their laws, they treat that person as having the <Criminal> subtype. If one of your Lawman abilities causes you to become Fatigued, you may not use this Gestalt's abilities until you are no longer fatigued.
2|Favored Enemy (Criminal)|The Lawman gains the Favored Enemy feat against people designated as <Criminals>
3|Track Perpetrator|When making a Survival Check to track a <Suspect> or <Criminal>, act as though you have the "Track" Feat and use your levels in this Gestalt in place of your Ranks in Survival.
4|Smite Criminal 1/Day|Once per day when using an attack of any kind against someone with the <Criminal> subtype, you may use Smite Criminal. Add your level in this Gestalt to your BAB for that attack, and add your Will Save to the damage dealt. If your use of this ability does not reduce the targeted criminal to 0 hit points or below, you become fatigued.
5|Jurisdiction|Identify an area within which you enforce the law. So long as you are in that area, you gain the diehard Feat and gain a +1 Morale bonus to Fortitude and Will Saves.
6|Authority|You gain a reputation as a man of the law. Others gain a +2 to checks to identify you. You gain a +2 to Intimidate checks against suspects, criminals, and people who are obstructing justice or otherwise standing in your way, so long as they know who you are. If someone doesn't fall into those categories, you gain a +2 to Diplomacy checks instead.
7|Pursuit|When someone with the <Suspect> or <Criminal> subtype attempts to run away from you, you may give yourself "In Pursuit of <Target's Name>" as a status. While you have this status, your base speed increases by ten feet, and you gain a +10 Morale bonus to Jump, Climb, Swim, and Balance checks. If you take an action that does not aid you in pursuing and/or capturing your target (As determined by the DM), you lose the status, become Fatigued, and cannot use this ability again for the rest of the day.
8|Subdue Suspect 1/Day|You may use this ability when you make an attack roll against a <Suspect> or <Criminal> who is either behaving in a hostile manner or is being targeted by your Pursuit ability. You take a -2 penalty on the attack roll, but the attack deals non-lethal damage and your critical threat range is doubled for that attack. If you use Subdue Suspect and your attack misses, you become fatigued.
9|Detective|So long as you are within your Jurisdiction, if you spend more than a minute in a location where a crime has taken place, you automatically know that a crime has occurred there (Though you do not know the nature of the crime). You gain the benefits of the "Investigate" Feat when searching locations identified by this ability.
10|Determination|You are immune to Fatigue and Exhaustion caused by methods other than your own class abilities.
11|Subdue Suspect 2/Day, Improved Subdual|When using Subdue Suspect, you may increase the penalty to hit by 1 to use it as a Swift Action.
12|Unstoppable Pursuit|When using Pursuit, you gain Freedom of Movement. The other bonuses provided by Pursuit are doubled.
13|*In Progress*[/table]


Alternate Gestalt Selection:

~Drifters may not select the Battle Expert Gestalt.
~Drifters may not take the Captain Prestige Class.
~American Quincy may take the Researcher Gestalt despite not being Shinigami.
~Pistol type Drifters may take the Shinobi gestalt without meeting the Prerequisites.


So, thoughts? Advice? Tweaks? Further Homebrew from you guys?

ScrambledBrains
2013-06-20, 03:18 PM
As a lover of both Bleach D20 and Bleach in general, I'd be more than happy to help you with this. :smallsmile:

First Thoughts: I love your concept that other areas have different organizations that watch over their jurisdictions, and I deeply approve of how you've done so, so far with both the American group and the Western Europe one. I'm not an expert on balance, unfortunately, but I think that so far, most of what you have as alternate picks are fair trades.(Do not quote me on that though. :smallbiggrin:)

Secondly: I have some ideas, though only one that I know of where it makes the most sense.


For Australia, you could go with an Aboriginal theme, which I see as Soul Reapers(Renamed, of course) who've adopted some Hollow Elements or something along those lines. Of course, this is just a partial idea, and you're more than free to change that as you wish. :smallsmile:
My other idea is that one of the areas focused more on their Kido than the others, leaving them with higher magic at the expense of not having as good of a Flash Step or as good armor(Whichever you prefer.). I can see this being Russia or India and the Middle East.


That's all for now, but I'll be keeping a very eager eye on this thread. :smallbiggrin:

Arkanian
2013-06-20, 05:05 PM
Well, I spent some time looking at stuff on Aboriginal Culture, and here's what I ended up with:


The Dreamtime:

The Australian equivalent of Soul Society is a plane called the Dreamtime, and it is protected by an organization of Fulbringers who refer to their Fullbrings as Totems. The Shinigami equivalent, Shadowmen, do not perform the duties that Reapers perform in other regions of the world; the Fullbringers have learned to alter their own abilities to do so instead. This is not the only way that their roles are reversed; Australian Fullbringers are capable of leaving their own bodies in the manner of Shinigami, and must do so in order to use the full power of their Fullbring. Shadowmen, on the other hand, do not leave their bodies in order to use their abilities.

Mechanical Differences for Fullbringers:

~Australian Fullbringers gain 8+int Skill points per level, including first level (Their starting skill points are not quadrupled).
~Australian Fullbringers may leave their bodies, losing the "Human Body" ability when this occurs.
~An Australian Fullbringer's Fullbring Damage is reduced by one step when in their own body. They cannot use their Fullbring in their own body until they reach third level. They can only use a Fullbring ability in their real body four levels after they first obtain it -- for example, if they take Burst as a Fullbring Ability at third level, they will only be able to use Burst in their real body at seventh level.
~Australian Fullbringers do not require an item to leave their own body. Doing so is a Full Round Action that provokes an attack of opportunity. If they are attacked while doing so, they must make a Concentration Check or fail to leave their body.
~At first level, an Australian Fullbringer may, instead of a Feat, gain the Spell Power ability of the Spellcaster Gestalt. If they take the Spellcaster Gestalt at a later level, they start at second level.
~At first level, an Australian Fullbringer gains Alternative Demon Path (Wisdom) as a Bonus Feat. They must take Alternative Demon Path a second time if they wish to cast with a stat other than Wisdom.
~An Australian Fullbringer's Totem is sacred; destroying it is against their teachings. As such, they do not gain Fullbring Unleash or Evolution Unleash as part of their level progression.


Mechanical Differences for Shadowmen:

~A Shadowman begins with the "Human" ability, as a Fullbringer or Quincy. They cannot leave their bodies.
~Shadow Men cannot be Spellcasters. Furthermore, Expert Shadowmen use the Warrior's Spell Progression, and Warrior Shadowmen do not gain spell points (Unless they do so through a Gestalt or Prestige Class).
~Expert Shadowmen gain 5+Int Skill Points per level, and gain quadruple that amount at first level. However, they only have eleven class skills plus craft instead of seventeen.
~Warrior Shadowmen gain 2+Int Skill Points per level, and gain quadruple that amount at first level. However, they only have six class skills plus craft instead of nine.
~A Shadowman's weapon is called a Heart Chain. It takes the form of a chain that is pulled out of their skin, and it is invisible to people who cannot see hollows. Pulling on the chain simply causes more chain to emerge, as if there were a spool of it just beneath the skin. Where the chain emerges differs between Shadowmen, but it is generally on the hand or forearm. As a either a move or standard action (Which one it is is selected at first level), a Shadowman can increase or decrease the Chain's reach by five feet, to a maximum of fifteen feet. When initially brought to the surface, the chain may only attack adjacent squares; if its reach is increased, it no longer threatens adjacent squares and cannot attack adjacent enemies. Until they reach fifth level, adjusting the Chain's length provokes an attack of opportunity. At fourteenth level, adjusting the chain's length becomes a Swift Action. A Heart Chain may be used to make trip attempts.
~Due to lack of formal training, a Shadowman gains Shikai at fifth level instead of third, and Bankai at fourteenth level instead of twelfth. at third level, the Shadowman gains a +1d6 Sneak Attack instead. Whenever he gains a Shikai Ability, a Shadowman may choose to add a die to his Sneak Attack instead. This stacks with other sources.


Australian Gestalts:


Soul Walker: Dreamtime Fullbringers are able to leave their bodies through meditation. Some of them have brought this to the logical conclusion.

{table=head]Level|Special|Description
1|Dreaming|While in your Human Body, you may meditate for ten minutes to have your spirit move to the Dreamtime, leaving your body behind. You may do the same for thirty minutes while in the Dreamtime to return to your real body.
2|Inner Focus|Add your Wisdom Modifier to Concentration Checks (Your Constitution Modifier is still included in the total)
3|Outer Focus 1/Day|Once per day, you may use this ability to gain a +5 Competence bonus to all Wisdom based skill checks for 10 minutes per Fullbringer Level. If you are hit by an attack or negative effect, or if you attempt a save, you must make a Concentration Check to maintain this ability.
4|Sleeping Awareness|You may make a concentration check while outside your body to look through your body's eyes. This Concentration Check is DC 15 if you are in the Human World, DC 20 if you are in the Dreamtime, and DC 25 anywhere else. If you fail this check, you cannot use this ability again for an hour.
5|Focused Meditation|Leaving your body normally may now be performed as a Standard Action instead of a Full-Round action, and the time required to use the "Dreaming" Gestalt ability is halved.
6|Outer Focus 2/Day, Possession|If you come across an empty body (One that a Dreamer or Soul Reaper has left in spirit form without using Soul Candy to animate it), you may enter it as a Full Round action. While possessing someone else's body, you are limited to the abilities you possess in your normal body, and you take a -2 to all rolls. Every hour, you must make a Concentration check with a DC of 10+ the level of the person the body belongs to. If you fail, you are forced out of the body and cannot use possession on it again for 3 days.
7|Sleeping Defense|While you are not occupying your body, add your Wisdom Modifier to your body's AC. Anyone attempting to possess your body must add your Wisdom modifier to the DC to avoid being forced out.
8|Forced Evacuation|While in Spirit Form, if you make a successful melee attack against a person with a human body who has the ability to leave that body, you may forgo dealing damage to instead force them out of their body.
9|Outer Focus 3/Day, Increased Access|You may use your "Dreaming" Gestalt ability to enter any plane of existence you have previously been to, so long as you are in a location that corresponds to it (For example, you may only use this ability to enter Avalon if you are somewhere in Europe, Greenland, or the Mediterranean). You do not benefit from Focused Meditation while doing so. You may still enter the Dreamtime from any location in the Human World.
10|Passage|By meditating for 30 minutes while in Spirit Form, you may create a passage between your current location and any place that you can reach using Increased Access (If you are not in the Human World, you may choose any spiritual plane that you have spent at least 1 week in, but this takes 1 hour). This passage is a tunnel half a mile in length that anyone who can see it may use, and remains open for 1 minute per level in this Gestalt.
11|Sleeping Retaliation|When leaving your body, you may expend spell points to store a spell in it. If someone attacks your body while it has a spell stored, that spell is cast on the attacker as an Immediate Action. You may store a number of spells in your body equal to your Wisdom Modifier, but only one will be cast per attack. If you are using Sleeping Awareness to look through your body's eyes, you may cast any of the stored spells through your body.
12|Outer Focus 3/Day, Fierce Meditation|You may leave your body as a Swift Action. When you do, you may make a DC 15 Concentration Check to have your Fullbring activate as a Free Action, or a DC 25 Check to activate your Fullbring Evolution as a Free Action.
13|Dream Sight|When in a situation where the True Sight Fullbringer ability would be triggered, you may make a DC 15 Wisdom Check to act as though you took the True Sight ability three additional times. The True Sight ability now allows you to see the true appearance of what is currently occupying a body (For example, if a body is being moved by a Soul Candy, you would see the image of a Soul Candy overlapping with it).
14|Sagacity|Select a number of Charisma, Intelligence, or Dexterity based skills equal to your Wisdom Modifier. Those Skills now use your Wisdom Modifier instead. The bonus provided by Outer Focus becomes +10.
15|Outer Focus 5/Day,Inviolate Slumber|When leaving your body, you may expend 3 uses of Outer Focus to activate Inviolate Slumber. For 1 hour per Fullbringer level, anyone attempting to harm your real body must make a Will Save with a DC of 10+your Concentration Skill or be unable to make any hostile action towards your body for 1 day (This duration applies even if it extends past the ability's expiration, but ends immediately once you return to your body).[/table]

Alternate Gestalt Selection:

~Australian Fullbringers may not take the Athlete, Brawler, or Vixen Gestalts.
~Australian Fullbringers may take the Kidou Corps, Researcher, and Battle Expert Gestalts.
~Shadowmen may not take the Kidou Corps or Researcher Gestalts.
~Shadowmen must be at least twelfth level to take the Vizard Prestige Class.
~Shadowmen may take the Athlete and Brawler Gestalts.
~Shadowmen may take the Shinobi Gestalt without meeting the prerequisites.

ScrambledBrains
2013-06-20, 05:32 PM
Very intriguing, Arkanian. I like how you reversed the positions of Soul Reapers and Fullbringers for them. Now then, that leaves Russia, South and some of Central America, Africa, and India + The Middle East...

Hmm, maybe go with a assassin type thing for the India + Middle East one? ...Food for Thought. :smallbiggrin:

Arkanian
2013-06-20, 08:19 PM
Hm, alright. Let's give that a try.

The Nafsikkin:


Middle Eastern and Indian Shinigami are known as Nafsikkin. Unlike their counterparts, they attempt to cooperate with their inner hollow.


A little more complicated than I'd like -- and I'm not really happy with it over all -- but here are the
Mechanical differences for Nafsikkin:

~All Nafsikkin gain Inner Hollow as a Bonus Feat upon Creation.
~Nafsikkin cannot use Kidou.
~A Nafsikkin only receives one Shikai Ability upon gaining first release instead of two.
~A Nafsikkin's Zanpakutou equivalent is called a Death Edge.

Nafsikkin fall into three different types:

Fida'i:

~A Fida'i uses the progression for a Warrior Shinigami except where otherwise noted.
~A Fida'i's Death Edge usually takes the form of Scimitar. Their Death Edge's damage starts at 1d6, and increases at the same rate as a Spellcaster Shinigami.
~A Fidai's Defense Bonus is 2 less than that of a Warrior Shinigami of the same level.
~A Fida'i has five class skills of their choice, plus Intimidate. They gain 4+int skill points every level.
~When a Fida'i gains Shunpo at sixth level, they gain 10/25 instead of 10/20. Whenever they gain more Shunpo, it is these numbers that are increased and doubled, respectively.
~When a Fida'i gains a Shikai ability, they may choose to gain the Rage feat instead. If they already have the Rage Feat, they may choose to be able to Rage an additional time per day or make their rage last three extra rounds.
~When Raging, a Fida'i does not gain a bonus to will saves, regardless of the ability's source.
~A Fida'i's final release resembles a Resurrecion more than a Bankai. When using Final Release, their Size Category is increased by one. When constructing a final release, they gain two hollow abilities for each time they substituted a rage ability for a Shikai ability. These Hollow abilities replace the Shikai abilities they would otherwise get. They may not select Adjuchas abilities.
~When using final release, the length of a Fida'i's rage is increased by one half.
~When using Final Release, a Fida'i cannot use Shunpo.

Rafiq:

~Except where otherwise noted, a Rafiq's progression is identical to that of an Expert Shinigami.
~Unlike the other two types, Rafiqs do not gain Inner Hollow as a Bonus Feat; they gain Weapon Finesse instead.
~They gain 9+int Skill Points per level, and may choose 13 Class Skills, plus Hide, Move Silently, and Suppress Reiatsu.
~A Rafiq has d6 Hit Dice.
~Their Death Edge's default form is a dagger. Their damage progression follows that of the Expert class, but they threaten criticals on a 19 and 20.
~A Rafiq's Defense Bonus is 3 lower than that of an Expert Shinigami's, but otherwise follows the same progression.
~A Rafiq's BAB Progression is identical to the Expert's.
~ A Rafiq's Shunpo progression differs from that of Shinigami. They have Shunpo 5/15 at first level, which becomes 10/15 at second and 15/30 at third. At every even-numbered level, they gain an additional 5 feet to their maximum jump distance, and at every odd-numbered level they gain an additional 10 feet and the total that they can traverse doubles (So they would have 20/30 at 4th, 30/60 at fifth, 35/60 at sixth, etc.). At twentieth level they gain twenty feet instead of five, and the maximum distance is doubled again.
~At third level, a Rafiq gains Mobility as a Bonus Feat.
~Whenever they gain a release ability, a Rafiq may choose to take the sneak attack Feat instead. When their Death Edge is sealed, they only gain half of the sneak attack dice they obtained through this method, rounded down. Doing so also gains them the Marked For Death death ability for free (Or a +1 to its bonus, if they already have it). This bonus is also halved while their Death Edge is sealed.
~A Rafiq's hit points do not increase while using Final Release.
~When using First Release, the critical threat range of a Rafiq's weapon increases by one.
~Rafiq's have access to a Unique Bankai ability, Greater Sneak Attack. If taken, their Sneak Attacks dice are d8s instead of d6s while using Final Release. This ability may be taken a second time if the Rafiq is level 20 or higher to increase the dice to d10s.
~If a Rafiq takes Enhanced Bankai shape, they may choose to gain the Sneak Attack featand Marked for Death as one of the two Shikai abilities.
~While using Final Release, a Rafiq's Death Edge has its Critical threat range increased by 1. This stacks with the increase from first release.



Lasiq:

~A Lasiq uses the progression for a Expert Shinigami except where otherwise noted.
~A Lasiq has eleven class skills of their choice plus concentration, and gains 6+int skill points per level.
~A Lasiq's Death Edge usually takes the form of a Katar.
~A Lasiq's Defense Bonus is two less than that of an Expert Shinigami of the same level.
~A Lasiq's has Shunpo progression similar to a Fida'i; however, they start with 10/30.
~A Lasiq's first release causes their weapon to fuse with part of their body. When they gain a Shikai ability, they may choose to gain a Hollow ability instead. However, they must always have at least twice as many Shikai Abilities as they do Hollow Abilities.
~A Lasiq may not choose Adjuchas abilities at any point unless they take a Prestige Class that allows them to do so.
~A Lasiq's final release resembles a Ressurecion more than a Bankai. They have access to a Bankai ability that increases their size category by one each time it is taken (Though it may only be taken twice).


Alternate Gestalt Selection:

~Lasiq and Fida'i may not take the Inner Hollow Gestalt or the Vizard Prestige Class.
~Rafiq must be at least level fifteen to take the Shinobi Gestalt.
~None of these classes can take the Researcher Gestalt. You can take the Kidou Corps Gestalt if you want, but don't expect it to do much for you.
~Fida'i cannot take the Battle Expert or Analyzer Gestalts.
~Fida'i may take the Brawler or Athlete Gestalts.
~Lasiq and Rafiq cannot take the Kenpachi Gestalt.
~Lasiq may take the Arrancar Prestige class. They do not gain Sonido, and use their Death Edge for damage instead of Natural Attacks. When gaining a Zanpakutou ability through this class, they cannot use their class features to swap it for a hollow ability.

The-Mage-King
2013-06-20, 11:44 PM
A question for you, before I make with the commentary.


Which Bleach D20 are you using?

Arkanian
2013-06-20, 11:54 PM
A question for you, before I make with the commentary.


Which Bleach D20 are you using?

This one. (https://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&ved=0CC0QFjAA&url=http%3A%2F%2Fwww.rpgcrossing.com%2Fattachment. php%3Fattachmentid%3D48068%26d%3D1314329003&ei=zf66UamDDsmd0QWbiIHgCw&usg=AFQjCNGDnKnFQPOfI7WFq4JeXigRqllodA&sig2=kJ2v9nVawajDxc7X9Q9zow&bvm=bv.47883778,d.d2k)

Thank you very much for helping with this!

The-Mage-King
2013-06-21, 12:10 AM
This one. (https://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&ved=0CC0QFjAA&url=http%3A%2F%2Fwww.rpgcrossing.com%2Fattachment. php%3Fattachmentid%3D48068%26d%3D1314329003&ei=zf66UamDDsmd0QWbiIHgCw&usg=AFQjCNGDnKnFQPOfI7WFq4JeXigRqllodA&sig2=kJ2v9nVawajDxc7X9Q9zow&bvm=bv.47883778,d.d2k)

Thank you very much for helping with this!

...Yeah, seems like someone's hack of the old version of the Classes (http://bleachd20.wikidot.com/) project, 'ported to Pathfinder.

Unfortunately, I'm not that familiar with the version you're 'brewing for, specifically their Gestalt Classes, so...

I won't be that much help.


The variants seem mostly good, though, and this is an excellent idea.

Fleshes out the world more, after all.

Arkanian
2013-06-21, 12:16 AM
...Yeah, seems like someone's hack of the old version of the Classes (http://bleachd20.wikidot.com/) project, 'ported to Pathfinder.

Unfortunately, I'm not that familiar with the version you're 'brewing for, specifically their Gestalt Classes, so...

I won't be that much help.

The variants seem mostly good, though, and this is an excellent idea.

Fleshes out the world more, after all.

It's not really Pathfinder, as far as I can tell. At least, I'm not treating it like it is, anyway.

You say "mostly" good? Is there anything that sticks out to you as needing improvement? I'm somewhat unhappy with the Nafsikkin, myself...

The-Mage-King
2013-06-21, 12:19 AM
It's not really Pathfinder, as far as I can tell. At least, I'm not treating it like it is, anyway.

Eh. I skimmed the pdf, okay? :smalltongue:



You say "mostly" good? Is there anything that sticks out to you as needing improvement? I'm somewhat unhappy with the Nafsikkin, myself...

Again, mostly skimmed.


The stuff for the Strangers should be tweaked a bit, from a set range to range increments.

Unless the bullets magically stop at 40 feet away, of course. :smalltongue:

Arkanian
2013-06-21, 12:51 AM
Eh. I skimmed the pdf, okay? :smalltongue:



Again, mostly skimmed.


The stuff for the Strangers should be tweaked a bit, from a set range to range increments.

Unless the bullets magically stop at 40 feet away, of course. :smalltongue:

Right, forgot there was a difference between the two.:smallredface: I changed it.

Anyway, South America's next, though it'll probably have to wait until tomorrow. Though anyone reading this should remember, I welcome any contributions you might have in the meantime!

Arkanian
2013-06-21, 04:43 PM
Sorry for Double Posting, but here's some new material.


Cibola and Ferrocidade:

South America is home to two separate forces that are constantly in conflict. The already sinister nature of these two groups means that South America is one of the worst places for a spiritually aware person to be.

Each group has their own separate plane of the dead that they take the departed to, and they are constantly fighting one another over the souls of the deceased. The first of these groups is Cibola, a city ruled by an Arrancar named Arroyo Hanzahua. Since Hollows who live in Cibola don't actually need to eat pluses or other hollows to survive, Arroyo believes that the various spiritual groups can co-exist there. Since Hollows are the majority in Cibola, this works about as well as you might expect.

Ferrocidade is ruled by a Fullbringer named Solução. His Fullbring, Dyscalculia Manifold, allowed him to create Ferrocidade from whole cloth, and he is immensely powerful within it. Ferrocidade is a fascist state, and Solução believes that the best way to protect humanity is if all of the separate organizations were united into a single group, something he seeks to do by force. He recruits Fullbringers whenever he finds them, but the majority of his forces are "Fantasma," pluses who have been forcibly given Shinigami powers. This conversion process is crude, and does not grant them a weapon; their release and weapon powers are purely internal, and as such they fight unarmed.

Mechanical differences for Fantasma:

~Fantasma do not have a weapon. Instead, they gain Improved Unarmed Strike and Flurry of Blows as Bonus Feats at first level.
~At third level, a Fantasma gains Power Attack as a Bonus Feat. They also choose an additional Bonus Feat from the following list: Flying Kick, Improved Bull Rush, Combat Reflexes, Resounding Blow, Roundabout Kick, Power Lunge, Reckless Offensive, Stunning Fist, Evasion.
~At twelfth level, a Fantasma picks two more bonus feats from the above list.
~A Fantasma's damage progression is one dice step lower than that of a Shinigami of the same level.
~Fantasma may not take the expert class.
~Due to poor training, a Fantasma gains Shikai at fifth level and Bankai at Fourteenth level.
~A Fantasma's release does not provide them with a weapon. Instead, it empowers them and provides them with a greater range of capabilities. Upon gaining first release, they select one Shikai ability and one Fullbring Ability (Other than shield, armor, ranged abilities, increased mass or reach, or special material). When constructing their Final Release, they gain two.
~Upon obtaining Final Release, they may gain Fullbring abilities as above.


Gestalts:


Survivor of Cibola: A Gestalt available to those who have spent a lengthy amount of time in the city of Cibola despite not being a Hollow.

1: Hollow Knowledge: You gain a bonus equal to half your level in this gestalt to Knowledge Checks made regarding Hollows. You can make these checks regardless of whether or not you have ranks in the required skill.
2: Minus Inurement: Hollows are now a fact of life for you, and you are less afraid of them. Gain a +1 competence bonus to saves against fear effects initiated by a Hollow.
3: Hollow Escape: Your experiences in Cibola have made you more skilled at escaping Hollow attacks. Gain a +1 Competence Bonus to Escape Artist checks made to escape Hollow Abilities.
4: Minus Savvy: You've learned how to tell when a Hollow is trying to trick you. Gain a +1 competence bonus to Sense Motive checks opposing a Hollow.
5: Hollow Diplomacy: Your time in Cibola has made you much better at talking with Hollows as potential allies and fellow beings rather than mindless monsters. Gain a +1 competence bonus to Diplomacy Checks made towards Hollows.
6: Hollow Intimidation: Your time in Cibola has also shown you what Hollows fear. You gain a +1 competence bonus to Intimidate Checks against Hollows.
7: Hollow Detection: Living in Cibola has given you a good sense for when a Hollow will attack. You gain a +1 Competence Bonus to Spot, Listen, and Sense Motive Checks to detect Hollows.
8: Hollow Avoidance: Avoiding detection by Hollows works well too. You gain a +1 Competence Bonus to Hide, Move Silently, and Suppress Reiatsu checks made against Hollows.
9: Hollow Evasion: Your ability to dodge attacks by hollows has become almost unconscious. Gain a +1 competence bonus to reflex saves initiated by Hollows.
10: Hollow Torment: Your skills have grown enough that evading lesser Hollows has become something of a game to you. Once per encounter, you may select a Hollow with Hit Dice equal to or less than half your character level. That Hollow must make a Will Save of 15+your Charisma Modifier. If they fail this save, they may only attack you for the rest of the encounter, and you gain a +20 Competence bonus to AC and Reflex Saves against that specific Hollow for the remainder of the Encounter.

Alternate Gestalt Selection:
~Fantasma may select the Brawler Gestalt.
~Fantasma may not select the Researcher Gestalt.
~Fantasma may not gain the Captain Prestige Class.

Arkanian
2013-06-21, 09:51 PM
The Hem Anubis:

The Hem Anubis are responsible for protecting the mortals of Africa. They consider their status as the dead to be the most important part of their current existence, emphasizing death in their practices to a degree other organizations might consider extreme. Their tradition of spellcasting is far longer than that of other organizations, but they never properly developed shunpo, and unlike the Ash Knights they have yet to pick it up.

Mechanical Differences for the Hem Anubis:

~A Hem Anubis' (Females are called Hemet Anubis) Zanpakutou equivalent is a Khopesh called a Westing-Meter.
~a Hem Anubis cannot use Shunpo.
~ A Hem Anubis may not take the Warrior class.
~ A Spellcaster Hem Anubis gains one more known spell per level than a Spellcaster Shinigami of the same level, and gains two more spell points.
~A Spellcaster Hem Anubis has D4 hit dice instead of d6.
~An Expert Hem Anubis gains an extra spell known every even-numbered level, and gains one extra spell point per level.
~An Expert Hem Anubis has D6 hit dice instead of D8.
~A Hem Anubis may select the following as spells known, in addition to the ordinary list:
1st Level: Bane, bestow wound, cause fear, chill touch, deathwatch, doom, ray of enfeeblement, Painless Death, Parching Touch, Reaving Aura,
2nd:Blindness/deafness, Bloodletting, Curse of Impending Blades, darkness, Death Armor, death knell, decomposition, ghoul glyph, ghoul touch, Mark of Judgement, Shriveling, scare, summon swarm,
3rd: Black Sand, Crushing Despair, Death Ward, Delay Death, Feign Death,Prickling Torment, Ray of Exhaustion, Reveille, Rigor Mortis, Speak With Dead
4th: Bestow Curse, Contagion, Ebon Ray of Doom, Evil Glare, Giant Vermin, Horrid Sickness, Plague Carrier, Phantasmal Killer, Poison, Negative Energy Aura, Pronouncement of Fate, Skull Watch, Touch of Years,
5th: Bleed, Choking Sands, Cryptwarden's Grasp, Grimwald's Greymantle, Insect Plague, Nightmare, Soul Scour, Sepia Snake Sigil
6th: Aura of Terror, Contagious Touch, Eyebite, Imperious Glare, Mass Contagion, Mummify, Pox
7th: Finger of Death, Pestilence, Plague, Pulse of Hate, Ravenous Darkness, Undead Mask
8th: Blackfire, Horrid Wilting, Mass Death Ward, Steal Life, Veil of Undeath
9th: Last Judgement, Epidemic


Hem Anubis Special:

Hem Anubis do not have access to Healing type Release Abilities.

Death Type Release Abilities:

Hem Anubis have a special Release Ability type: Death.

Deathly Soul: You are healed by negative energy and harmed by positive energy. When healed by Negative Energy, you are healed for half again as many hit points.

Improved Power: This increases the potency of the Inflict Wounds spell line. Every time you take this ability, add another 1d8 to all spells of that line.

Increased Potency: This increases the Caster Level limit on all Inflict spells by one increment. Thus, Inflict Light Wounds heals up to +10 extra hit points; Inflict Moderate Wounds heals up to +15 extra hit points, and so on. You are still required to meet the caster level requirement to gain the additional healing. This ability may be taken multiple times, its effects stack.

Ranged Harm: This ability allows you to deliver Inflict spells at range. This ability allows you to deliver your Inflicting spell as a ranged touch from 10 feet away. It can be taken multiple times, each time increases the range increment by 10 feet.

Chained Harm: This requires ranged harm to take. It allows you to divide your Inflict spell among multiple targets. When casting an Inflict spell, you can target someone within your range from the first target as well and divide the damage amongst the two recipients. Roll first to determine the amount of negative energy damage before dividing it amongst the targets. This ability may be taken multiple times, each time allows you to target another person with your healing.

Deathly Blade: This converts damage done by your Westing-Meter into Negative Energy damage, causing your attacks to heal people with the appropriate abilities.

Dead Flesh: Requires Deathly Soul and at least one other Death ability. Your body becomes that of a zombie, and you are no longer subject to critical hits, sneak attacks, ability drain, or energy drain, and you cannot take damage to your physical stats.

Ordained Demise: This Ability requires 3 other Death abilities to take. When you gain this ability, select a "condition of death" approved by your DM. When you strike an opponent, you may declare them your death target. When the marked enemy fulfills the "Condition of Death," they must make a Will Save with a DC of 10+your spell casting stat's modifier+twice your character level. If they fail, they die. If they pass by 5 or less, they retain their status as your Death Target and are Sickened for a number of rounds equal to the modifier for your spellcasting stat. If they pass by more than 5, they lose their death target status and are immune to this ability for the next 24 hours. You may take this multiple times, each time allowing you to have two more enemies marked as Death Targets at one time. An example of this type of release is Soi Fon's Shikai, with its "Condition of Death" being "I hit a specific point on my target's body that I previously hit and marked."

Bankai Abilities:

Call Legion: You must have at least 14 levels in the Master of the Fallen gestalt -- or DM permission -- to take this Bankai Ability. As a full round action that provokes an attack of opportunity, you may call forth a legion of the dead. Upon gaining this ability, select one type of monster from the Summon Undead table. When you activate this ability, immediately summon a number of that creature equal to twice your character level. These creatures automatically vanish when your Bankai's duration ends.
This ability was inspired by Yamamoto ressurecting an army of fallen Shinigami to fight Yhwach.


Hem Anubis Gestalts:

Master of the Fallen:

These Hem Anubis have learned to call upon the bodies of deceased residents of their afterlife to assist them in battle. To do so, they have immersed themselves even more deeply in the darkness of death than their comrades.

1: Tomb-Tainted Soul (Bonus Feat)
2: Add Summon Undead I to your list of spells known.
3: Reaving Aura
4: Add Summon Undead II to your list of spells known.
5: Soul Zombie x1, Otherworldly Dead
6: Add Summon Undead III to your list of spells known.
7: Gain Corpsecrafter as a Bonus Feat.
8:Add Summon Undead IV to your list of spells known.
9: Otherworldly Dead
10: Add Summon Undead V to your list of spells known.
11: The Master of the Fallen gains a Fear Aura as per the Dread Necromancer ability.
12: Soul Zombie x2, Otherworldly Dead
13: The Master of the Fallen gains the benefits of the Augment Summoning Feat when using the Summon Undead spell. This stacks with the Augment Summoning Feat.
14: Call Legion
15: Soul Zombie x3
16: Otherworldly Dead
17: Destruction Retribution (Bonus Feat)
18: Efficient Animation
19:Otherworldly Dead
20: Soul Zombie x5

Reaving Aura:The Master of the Fallen gains Reaving Aura as a SLA. There is no limit to the times per day it may be used.

Otherworldly Dead: Upon gaining this ability at fifth level, select cold, fire, electric, or negative energy. Undead that you call forth add 1d6 of that energy to their attacks, gaining an additional d6 each time this ability is listed. You may not select multiple damage types.

Soul Zombie: A Soul Zombie is the Hem Anubis' version of a Modsoul, used for its original intended purpose: Animating a Corpse to fight. A Soul Zombie is a Modsoul with hit dice equal to a quarter of the Master's hit dice, rounded up. Animating a corpse as a Soul Zombie is a full-round action. The number listed to the right of "Soul Zombie" on the above level chart is the number of Soul Zombies you can have active at once at that level.

Call Legion: Starting at 14th level, if you have at least 3 Death type Release abilities, you may select Call Legion as a Bankai ability.

Efficient Animation: You may cast Summon Undead spells as a Swift Action.

Alternate Gestalt Selection:
~Hem Anubis may not select the Battle Expert, Kenpachi, Shinobi, or Elite Shinigami Gestalts.


Again, feedback of any sort is greatly appreciated!

Arkanian
2013-06-22, 04:12 PM
Note: This is very much a work in progress!

I also haven't actually watched the arc these guys are from, so I probably got some stuff wrong...

The Bount:

You all know these guys I'm sure.

Hit Dice: D4
Skills: 4+int (Quadruple at first level)
Class Skills: Any six, plus craft

{table=head]Level|BAB|Good Save|Bad Save|Special|Seal Learned|Seals/Day|Defense Bonus|Plus Slots
1st|+0|+0|+0|Human, Doll, Weapon Use, Seal Usage, Doll Release,Plus Absorbtion|Flame Burst/Flash|2|+2|1
2nd|+0|+1|+0|Doll Defense||3|+2|2
3rd|+1|+1|+0|Doll Ability|Ghoul Glyph/Smokescreen|3|+3|2
4th|+1|+2|+1|Bonus Feat||4|+3|3
5th|+2|+2|+1|Doll Ability|Fireball/Flashburst|4|+4|3
6th|+2|+3|+2|Bonus Feat, Improved Doll Defense||5|+4|4
7th|+3|+3|+2|Doll Ability|Radiant/Confusing|5|+5|4
8th|+3|+4|+3|Bonus Feat||6|+5|5
9th|+4|+4|+3|Doll Ability|Pain/Dispelling|6|+6|5
10th|+4|+5|+4|Bonus Feat||7|+6|6
11th|+5|+5|+4|Doll Ability|Fear/Razing|7|+7|7
12th|+5|+6|+5|Doll Fusion, Bonus Feat||8|+7|8
13th|+6/+1|+6|+5|Doll Ability|Weakness/Stunning|8|+8|9
14th|+6/+1|+7|+6|Bonus Feat||9|+8|10
15th|+7/+2|+7|+6|Doll Ability, Seal Transcription|Sound/Prevention|9|+9|11
16th|+7/+2|+8|+7|Bonus Feat||10|+9|12
17th|+8/+3|+8|+7|Doll Ability|Death/Destruction|10|+10|14
18th|+8/+3|+9|+8|Bonus Feat||11|+10|16
19th|+9/+4|+9|+8|Doll Ability||11|+11|18
20th|+9/+4|+10|+9|Doll Ability, Bonus Feat|Ice/Binding|12|+11|21[/table]


Doll: A Doll is a Bount's weapon. When not in use, it is stored inside an object on their person. Releasing the Doll is a Full Round Action that provokes an Attack of Opportunity. The Doll is limited in the distance it can willingly travel from its master; that distance is 25 ft.+10 ft. per level. A Doll may be released a number of times per day equal to half your level, minimum 1. Upon releasing your Doll, you must make a Will Save with a DC equal to 5+1/2 your level+your Doll's highest ability modifier. If you fail this save, your Doll goes Berserk and will attack at random, under the DM's direction. You may expend an additional release of your doll before making this save to automatically succeed. Once released, a Doll remains released for the remainder of the encounter.

Doll Release: This ability allows a Bount to use up one of his Seals/Day to release their Doll as a Standard or Move Action, without provoking an attack of opportunity. If you release your Doll in this Fashion, you automatically pass your Will Save to keep it from Going Berserk.

Weapon Use: A Bount's attack ability lies entirely with their doll. As a result, their own ability to attack is limited to what weapons they get their hands on. Bount wield weapons using the statistics from D&D, adding their strength or Dex Modifier where appropriate.

Human: As the Fullbringer Ability

Seal Usage: Bount are capable of creating seals that have a variety of effects. Seals can be used a limited number of times per day. Using a Seal is a full round action that provokes an attack of opportunity. The Save DC for Seals is Constitution based, but this may be changed to a different physical stat with the Alternative Demon Path Feat. When you gain a level that gains you a new seal learned, you must select one and only one of the seals listed on the table. A seal is placed in the air on the same square as the Bount, and its activation may be delayed for a number of rounds equal to the Bount's Caster Level+their casting stat modifier. The spell's radius of effect begins from the square upon which it was placed. The seal effects are listed below:

{table=head]Seal|Effect|---|Seal| Effect
Flame Burst|Deals 1d4 per Bount level (Max 5d4) fire damage within 15 ft radius; Reflex saves for half| |Flash|All Creatures within 15 ft radius must make a Fortitude Save or be Dazzled for 1 minute
Ghoul Glyph|Functions as the spell of the same name||Smokescreen|As the spell Fog Cloud
Fireball|As the spell of the same name||Flashburst|As the spell of the same name
Radiant|As the spell Blistering Radiance||Confusing|As the spell Confusion
Pain|As the spell Symbol of Pain||Dispelling|As the spell Greater Dispel Magic, but may only be done in a twenty foot burst
Fear|As the spell Symbol of Fear||Razing|As the spell Lingering Flames
Weakness|As the spell Symbol of Weakness||Stunning|As the spell Symbol of Stunning
Sound|As the spell Great Shout.||Prevention|As the spell Antimagic Field
Death|As the spell Symbol of Death||Destruction|As the spell Mass Inflict Critical Wounds
Ice| As the spell Iceberg||Binding|As the spell Mass Hold Monster[/table]

Plus Absorption: Bount may devour the souls of pluses to grant bonuses to their stats for 1 Hour/per level (Devouring a plus is a full-round action). Devouring a plus grants a Plus Bonus, with the number of plus bonuses a Bount can have at once limited by their number of plus slots. Certain types of Bonus use up more than one slot, as shown on the table below.

{table=head]Bonus|Slots|---|Bonus|Slots
+2 to weapon damage|1| |+5 feet to movement|2
+1 to hit|1| |+1 hit die|3
+1 to AC|2| |+3 to a chosen skill|1
+1 to Good Save|1| |+10 to a chosen skill|3
+1 to bad save|2| |+1 Seal Use|3
+2 to an Abilty Score|3| |+1 to Seal Save DC|1[/table]

Doll Defense: So long as your Doll is within ten feet, Your AC is increased by 1 plus one fifth of your Bount level, rounded down.

Improved Doll Defense: This ability may be used once per encounter when you have been hit by an attack and your Doll is within twenty feet. As an immediate action, your doll is moved to your current square and the attacks damage is dealt to it instead of you.

Doll Fusion: Merge with your doll to gain power. Doing so is a Full Round Action that requires you to be within ten feet of the Doll. You may use this ability even if your Doll is broken. While fused, you gain all abilities your Doll possessed, plus one Bankai ability of your choice. For the duration, you gain Construct Traits, and your hit dice are maximized and increased until they are the same step as your Doll's. You may flawlessly maintain this fusion for 2 rounds for every hit die you possess over 11. Once these rounds have elapsed, at the end of every round you must make a Will Save with a DC of 12+half your character level or take 1d6 damage. Once the Encounter is over or you choose to release your fusion, your Doll Crumbles and you may not use your Doll again until you reconstruct it.

Seal Transcription: You gain Transcribe Symbol as an at-will SLA.


Bount Feats:

Bounts have equivalent feats for things like Expanded Shikai. In addition, they have these Feats Available:

Conscientious Objector: Must be taken at creation. As the Dedicated Warrior Feat, but you lose Plus slots instead of spell progression, and the Feats may be selected from anywhere.
Improved Plus Absorption: Upon reducing a Plus to 0 hit points or lower, you may immediately devour it as a swift action.
Improved Capacity: This feat gives you an "Extra" Plus Slot. Upon filling this slot, You must make a Concentration Check with a DC of 10+1/2 your level+the number of Extra Slots you are using. If you fail, you lose the Plus and the associated bonus. You must also perform this check at the start of every round during combat, except the DC is only 10 + the number of Extra Slots in use. If you do not have the "Plus Eater" Gestalt, you may only take this Feat once for every 8 ranks you have in Concentration.


Bount Gestalts


Plus Eater: A Bount who has given in to his basest instincts, gorging himself on Pluses.
{table=head]Level|Benefit|Description
1st|Improved Capacity|Gain Improved Capacity as a Bonus Feat.
2nd|Plus Predator|Gain Pluses as a Favored Enemy.
3rd|Improved Capacity|Gain Improved Capacity as a Bonus Feat.
4th|Improved Control|Gain a +2 to Concentration Checks made to retain Extra Plus Slots.
5th|Improved Capacity|Gain Improved Capacity as a Bonus Feat.
6th|Plus Burst|A number of times per day equal to your Constitution Modifier, you may "use up" a Plus Slot that has at least 1 hour left in its duration to use Plus Burst. A Plus Burst can add a bonus equal to 1/2 your level plus your constitution modifier to one of the following: The Damage dealt by a damaging Seal, an attack roll made by you (not your doll), a damage roll made by you (not your doll), or any strength check.
7th|Improved Capacity|Gain Improved Capacity as a Bonus Feat.
8th|Improved Control|Gain a +2 to Concentration Checks made to retain Extra Plus Slots.
9th|Improved Capacity|Gain Improved Capacity as a Bonus Feat.
10th|Mass Plus Absorption|When one or more Pluses within range are reduced to 0 or lower hit points, you may immediately devour all of them as a swift action. This ability has a range of 10 feet/level.
11th|Improved Capacity|Gain Improved Capacity as a Bonus Feat.
12th|Improved Control|Gain a +2 to Concentration Checks made to retain Extra Plus Slots.
13th|Improved Capacity|Gain Improved Capacity as a Bonus Feat.
14th|Improved Mass Plus Absorption|As a Full Round Action, you may make an Intimidate Check against all Pluses within 100 feet/Level. All Pluses who fail this check are immediately reduced to 0 hp.
15th|Greater Capacity|If you Devour a Plus while you have no available Plus Slots, you may store it in your body without using it, making a check as if storing it in an extra slot (Except you add 1/8th the number of Stored Pluses, as opposed to 1 for every Extra Slot). If you have an unused Plus Slot, as a Standard Action you may move one of your stored Pluses into that Plus Slot.
16th|Improved Control|Gain a +2 to Concentration Checks made to retain Extra Plus Slots.
17th|Improved Capacity|Gain Improved Capacity as a Bonus Feat.
18th|Improved Plus Burst|You may use Plus Burst to add the bonus to Will and Fortitude Saves, and you may consume a use of Plus Burst in place of a usage of a Seal. You may also use Stored Pluses instead of in-use Pluses to fuel Plus Burst.
19th|Improved Capacity|Gain Improved Capacity as a Bonus Feat.
20th|Plus Fusion|When using Doll Fusion, so long as you have Pluses stored, you gain the Diehard Feat and apply the effects of Plus Burst to all applicable actions you take. However, if you fail the Concentration Check to retain your Extra Pluses, your Doll Fusion immediately ends. Regardless of whether it does, when your Doll Fusion ends you lose your ability to use Plus Slots until your Doll is once again functional.[/table]

Plus Harvester: A Bount who has taken their ability to devour Pluses to its logical conclusion, developing techniques to render their use of plus slots more efficient. You must have the Improved Plus Absorption Feat to take this Gestalt.
{table=head]Level|Benefit|Description
1st|Mass Plus Absorption|When one or more Pluses within range are reduced to 0 or lower hit points, you may immediately devour all of them as a swift action. This ability has a range of 10 feet/level.
2nd|Distillation|Upon absorbing it, you may convert a Plus into a liquid that may be stored in a sealed vial. You may only do this to a single plus at a time. Drinking a vial of this liquid has effects identical to devouring a Plus. This liquid remains usable for 1 day/Level.
3rd|Plus Hunter|Gain a +2 Bonus to Sense Motive Checks made to detect Pluses.
4th|Practiced Consumption|You may drink a vial of distilled Plus as a Swift Action.
5th|Plus Hunter|Gain a +2 Bonus to Sense Motive Checks made to detect Pluses.
6th|Bitto Familiar| Gain a Bitto as a Familiar (See below). You may not have your Bitto and your Doll active at the same time.
7th|Plus Hunter|Gain a +2 Bonus to Sense Motive Checks made to detect Pluses.
8th|Plus Preservation|Doses of distilled Plus remain usable for a number of weeks equal to your level minus 7.
9th|Plus Hunter|Gain a +2 Bonus to Sense Motive Checks made to detect Pluses.
10th|Expanded Command|You may have and control up to three Bitto at once.
11th|Plus Hunter|Gain a +2 Bonus to Sense Motive Checks made to detect Pluses.
12th|Drain Fusion|When utilizing Doll Fusion, you may fuse with three Bitto in addition to your doll. If you do, you gain two Sting attacks one step lower than your doll's damage progression. Upon a successful hit with one of these sting attacks, you may immediately make a grapple attempt. If you succeed, the target takes 1d6 Constitution damage, and you gain a dose of distilled plus. Consuming a dose obtained this way is a free action. When the Fusion ends, the Bitto are all destroyed.
13th|Plus Hunter|Gain a +2 Bonus to Sense Motive Checks made to detect Pluses.
14th|Concentrated Distillation|You may combine any number of doses of distilled plus into a single vial through a craft check with a DC of 10+twice the number of Pluses being combined, destroying the doses on a failure. Drinking a vial created this way is the same as drinking all of the doses used to make it.
15th|Plus Hunter, Expanded Command|Gain a +2 Bonus to Sense Motive Checks made to detect Pluses. You may also now control 5 Bitto at once.
16th|Mystic Fueling|When using a seal, you may cast it as a Full Round action to consume a dose of distilled Plus along with the seal. This increases the Seal's DC by 1 for every Plus present in the dose, to a maximum increase of half your level.
17th|Plus Hunter|Gain a +2 Bonus to Sense Motive Checks made to detect Pluses.
18th|Bitto Master|There is no longer a limit to the number of Bitto you can control at once, and you may control Bitto and a Doll at the same time.
19th|Plus Hunter|Gain a +2 Bonus to Sense Motive Checks made to detect Pluses.
20th|Swarm Fusion|When using Bitto Fusion, you may fuse with any number Bitto instead of 3. If you do, you gain 10 feet of average flight movement for every Bitto you fuse with (To a maximum of twice your base land speed), gain a +1 to Dexterity for every Bitto you are fused with, and gain Weapon Finesse as a Bonus Feat.
[/table]

Bitto: A Bitto is a tiny Construct with a perfect flying speed of 40 feet, D4 Hit Dice, +2 to AC from Natural Armor, and statistics of Str 3, Dex 15, Con --, Int 2, Wis 6, Cha 2. The Bitto has a Sting Natural Attack which deals 1d2 damage. If successfully stings a living human, it may begin draining that human, dealing 1d4 Constitution damage per round. Upon being stung, the human makes a Fortitude Save of DC 10+1/2 your level+the modifier for your spellcasting stat. If they fail, they are paralyzed until they are drained. If they pass, they may attempt a grapple check each round to remove it. If the human being stung has no supernatural powers or awareness, they get a -5 penalty to the Fortitude save, and take 1d8 Constitution Damage instead of 1d4. When a living human is killed by being drained by a Bitto, it creates a single dose of distilled Plus stored in its body that its master may extract. Bitto may initially store 1 dose of distilled Plus for every four levels its master possesses. Creating a Bitto takes a DC 15 Craft Check.


Dolls:


{table=head]Level|BAB|Good Save|Bad Save|Special|Damage|Natural Armor| Movement|
1st|+0|+2|+0|Persisting Existence|1d4|+4|20 Feet|
2nd|+1|+3|+0|Doll Durability|1d4|+4|20 Feet|
3rd|+2|+3|+1||1d4|+5|25 Feet|
4th|+3|+4|+1||1d6|+5|25 Feet|
5th|+3|+4|+2||1d6|+6|25 Feet|
6th|+4|+5|+2||1d6|+6|30 Feet|
7th|+5|+5|+3||1d6|+7|30 Feet|
8th|+6/+1|+6|+3||1d8|+7|30 Feet|
9th|+6/+1|+6|+4||1d8|+8|35 Feet|
10th|+7/+2|+7|+4||1d8|+8|35 Feet|
11th|+8/+3|+7|+5||1d8|+9|35 Feet|
12th|+9/+4|+8|+5||1d10|+9|40 Feet|
13th|+9/+4|+8|+6||1d10|+10|40 Feet|
14th|+10/+5|+9|+6||1d10|+10|40 Feet|
15th|+11/+6/+4|+9|+7||1d10|+11|45 Feet|
16th|+12/+7/+2|+10|+7||2d6|+11|45 Feet|
17th|+12/+7/+2|+10|+8||2d6|+12|45 Feet|
18th|+13/+8/+3|+11|+8||2d6|+12|50 Feet|
19th|+14/+9/+4|+11|+9||2d6|+13|50 Feet|
20th|+15/+10/+5|+12|+9||2d8|+13|50 Feet|[/table]



Persisting Existence: When a Doll is reduced to 0 hit points, it becomes dormant. As a 3 round action that provokes attacks of opportunity, the Doll's Master may make a DC 30 Repair Check or a DC 40 Craft Check to restore the Doll to 1 hit point. For every ten minutes that passes after the Doll is reduced to 0 hit points, the DC of this check is reduced by 5.

Doll Durability: For every 12 hit points a Doll is missing from its maximum, it gains DR 1/-.

Dolls in Combat: If a Doll has an Intelligence of 2 or lower, it will not act in Combat without instruction. Dolls with higher Intelligence scores will be controlled by the DM if not given instructions, and may behave strangely depending on their Intelligence Trait (See Doll Traits below). Giving your Doll an Instruction is a Standard Action. When you give a Doll an instruction, it moves and acts during your turn immediately after you give the instruction, allowing you to complete your actions after it has finished moving. If you do not give it an instruction, it acts immediately after you complete your Actions for the turn.

Hit Points: By Default, a Doll has D12 Hit Dice, maximized.

Ability Score: Dolls are Constructs and have Construct Traits. As such, they do not have a Constitution Score. Barring the influence of Feats and Doll Abilities, a Doll's collective Ability Score Modifier is identical to that of their Master's. Once their statistics are selected, the Doll Gains a Doll Trait for each statistic (See the Section "Doll Traits" below). A Doll cannot have more than 2 Ability Scores of 0, and if it has two, they must either both be physical or both be mental abilities. A Doll may only have 1 Ability Score that is 18 or higher. These Ability scores may be increased later, but traits received from Ability Scores of 10 or higher do not change when these scores are increased. Dolls that are created with a 0 in an ability cannot increase that Ability by any means.

Size: When creating a Doll, you may select a size for it that is between Diiminutive and Large. Size category is selected after determining traits, and bonuses and penalties are determined afterward as well.

Feats: A Doll may only gain Feats through Traits and Doll Abilities.



Doll Traits:


Every Doll has six Doll Traits upon creation. What traits they receive is determined by their score in each stat, as shown below:

Strength:

{table=head]Strength Score|Trait|Size Restriction|Description
0|Ephemeral|N/A|Your Doll is Incorporeal. It lacks a natural attack, and Doll Defense will not protect you from attacks that have a miss chance against incorporeal creatures. If you have this trait, you cannot have the Organic Doll Feat.
1-3|Feeble|Small or below|The Doll's Natural Attack starts progression at 1d1, increasing one step every 4th level as normal.
4-7|Weak|Medium or Below|The Doll's Natural Attack starts progression at 1d2, increasing one step every 4th level as normal.
8-9|Low Strength|Medium or Below|The Doll's Natural Attack starts progression at 1d3, increasing one step every 4th level as normal.
10-11|Normal Strength|N/A|No Change
12-15|Good Strength|N/A|The Doll, gains a +1/Level Racial Bonus to Jump and Climb Checks, and gains Power Attack as a Bonus Feat.
16-17|Strong|Medium or above|Damage Dealt by the Doll's Natural Attack increases by 1 step.
18+|Powerful|N/A|You add double your strength modifier to attacks that use that modifier, and Damage Dealt by the Doll's Natural Attack increases by 1 step. It gains Power Attack as a Bonus Feat.
18+|STRONG|Medium|The Doll Gains a +4/Level Bonus to Jump Checks, and Damage Dealt by the Doll's Natural Attack increases by 1 step.The Doll gains Power Attack as a Bonus Feat, and Gains Leap Attack as a Bonus Feat at Level 6.
18+|Titan|Large or Huge| Damage Dealt by the Doll's Natural Attack increases by 2 steps, and it gains Power Attack as a Bonus Feat. You may select Huge as a Size Category.
18+|Pint-Sized Powerhouse|Tiny or Diminutive|The Doll threatens a critical hit on a roll of 19-20, and has a critical modifier of x4.[/table]

Dexterity:

{table=head]Dexterity Score|Trait|Size Restriction|Description
0|Idol|Medium or above|Your Doll has no limbs, and thus no natural attacks. It levitates a foot off of the ground, and its base speed is Average Flying instead of ground locomotion.
1-3|Clumsy|N/A|The Doll's Natural Attack must be a slam. It receives a -20 penalty to Balance Checks, and must use its dexterity modifier to resist trip attempts. When damaged by a melee Attack of Opportunity during a move action, it must make a dexterity check as if the attacker had also made a trip attempt.
4-7|Klutzy|N/A|The Doll Receives a -10 Racial Penalty to Balance Checks. When running as a Full-Round action, it must make a DC 0 Balance Check or fall prone.
8-11|Normal Balance|N/A|No Change.
12-13|Off-Hand|N/A|The Doll gains a secondary Natural Weapon, which deals damage one step lower than its primary.
14-17|Double-Hand|N/A|The Doll gains a secondary Natural Weapon, which deals damage one step lower than its primary. It gains Two-Weapon Fighting as a Bonus Feat.
13-17|Shooter|N/A|The Doll's Natural Weapon becomes a ranged attack with a range increment of 5 feet times its Dexterity Modifier.
18+|Multi-Armed and Dangerous|Medium or above|The Doll gains 3 additional natural attacks, two of which deal damage 1 step lower than its primary. It gains Multi-Weapon Fighting as a Bonus Feat.
18+|Sniper|N/A|The Doll's Natural Weapon becomes a ranged attack with a range increment of 5 feet times its Dexterity Modifier. The Doll may use a Standard Action to give its weapon the "Loaded" status. While it has this status, it may expend this status to make a Full-Round attack with its Natural Weapon with a range increment ten times its standard, and the critical multiplier increased by 1 step.
18+|Nimble|Medium or below|The Doll Gains Shunpo as an Expert Shinigami of the same level.[/table]

{table=head]Intelligence Score|Trait|Size Restriction|Description
0|Inert|N/A|The Doll is immune to Mind-Affecting effects. It will never act without instructions. Unlike other Dolls, its Reiatsu cannot be detected, and it cannot go berserk. Instructing it to perform both a move and a standard action is a Full Round Action.
1-2|Mindless|N/A|The DC for the will save upon releasing this Doll is increased by 2. Without instruction, it will attack the nearest target. When it acts without instruction, it gains a +2 to strength.
3-5|Soft in the Head|N/A|When acting without instruction, this doll acts as if under the "Confusion" Spell.
5-9|Baffled|N/A|Without instruction, it is unable to identify anyone other than its master as a friend or foe.
10-11|Sole Talent|N/A|The Doll selects 1 Skill other than Craft or Profession as a Class Skill, and gains 1 Rank in that skill each level. The selected skill may not be associated with an Ability Score for which the Doll has a negative modifier.
12-14|Master of None|N/A|The Doll has no Class Skills, but gains 7+Int Modifier Skill Points per level.
15-17|Skilled|N/A|The Doll selects 3 Skills other than Craft or Profession as Class Skills, and gains 4+Int Modifier Skill Points per level.
18+|Crafter|N/A|The Doll may Craft items using its Masters Skill Modifiers.
18+|Thinks Ahead|N/A| When giving instructions to your Doll, you may give it a situational instruction to perform when without instruction (For example, giving the situational instruction "Attack that guy" will result in it attacking that person on rounds where it is without instruction).
20+|Lost Record|N/A|The Doll has all Knowledge Skills as Class Skills, and gains 1 point in each every time it levels up, gaining 3 instead of 1 at first level.
[/table]

{table=head]Wisdom Score|Trait|Size Restriction|Description
0|Insensate|N/A|The Doll has no method of detecting its surroundings. It is immune to Sonic Damage and any effects that require the ability to see, hear, feel pain, etc. However, it automatically gets a critical failure on all attack rolls, and a -10 on all other rolls.
1-3|Dullard|N/A|When acting without instruction, roll 1d4. On a 1 or a 2, it does not act. When it is berserk, roll a 1d8 instead.
4-7|Slow-Witted|N/A|This Doll will not attack enemies who are provoking attacks of opportunity.
8-11|Passable Perception|N/A|No Change
12-15|Keen|N/A| The Doll has Low-Light Vision 60 feet.
16-17|Perceptive| The Doll has Darkvision 60 feet and Blindsight 5 feet.
18+|Intuitive Understanding|N/A|Instructing this Doll can be performed as a Swift Action.
18+|Detector|N/A| The Doll gains one of the following every three levels, in the order listed: Darkvision 90 feet, Tremorsense 60 feet, Blindsight 30 feet, and See Invisible.
20+|Sensor|N/A|While immobile, the Doll may utilize the summon Reiraku function of the Sense Motive skill; however, their base detection radius is 100 feet, adding ten feet for each number on the roll. For every minute it remains immobile and undisturbed, its detection radius increases by 5 feet, to a maximum of 1000 per level.
[/table]

{table=head]Charisma Score|Trait|Size Restriction|Description
0|No Identity|N/A|The Doll has no concept of self. It is immune to Divination and Fear effects (Including Intimidate and Sense Motive). If it is not currently taking an action, it cannot be detected by Spot checks. An individual looking for it specifically may make a spot Check using their Search Modifier in order to locate it. It has Pass Without Trace as a permanent effect, and has a -4 penalty to Will Saves.
1-3|Malfunction|N/A|The Doll is in a poor state. When released, roll 1d10 and do the following on appropriate results: 1: Movement Speed is decreased by 5 feet for the encounter. 2: -4 penalty to Dex for the encounter. 3: It begins the encounter missing 1d8 hit points. 4: When you make the Will Save to prevent it from going Berserk, do so at a -3 Penalty (If you release it in a way that would exclude the need to make this check, make the check anyway, with a +1 bonus instead of the penalty). 5: The Doll begins the Encounter paralyzed. As a Full Round Action, it may make a DC 12 Strength Check to end the paralysis. 6: The Doll has a -2 penalty to hit for the Encounter. 7: DM's Choice. 8: If you have the Overclock Feat, the Doll spends the entire encounter over clocked, but takes 1d4 points of fire damage every round. If you do not have this feat, whenever it hits with its natural attack it takes half the damage it inflicts. 9: When you instruct the Doll, roll 1d4. On a 1, it ignores you. 10: Roll 1d20 and subtract 11 from the roll. The resulting number replaces the Doll's BAB for this Encounter.
1-5|Repulsive|N/A|If the doll inflicts the sickened or nauseated effect, increase the Duration by 1 round. When taking a five foot step out of one of the Doll's threatened squares, a 10 foot step may be taken instead.
6-9|Unceasingly Annoying|N/A|The doll cannot make Hide or Move Silently checks, and provides a -3 penalty to Concentration Checks made within 5 feet of it. This penalty applies to its master regardless of their relative positions.
10-11|Unremarkable|N/A|No Change.
12-15||N/A|Select 1 Charisma based skill. The Doll gains that as a class skill, and puts one point in it per level.
16-17||N/A|Select 2 Charisma based skills. The Doll gains them as class skills, and puts one point in each per level.
18+|Independent|N/A|For ten minutes a day per level, the Doll may move freely at any distance from its Master. The DC to prevent your Doll from going berserk is increased by 3.
18+|Mimic|Medium|As a Full Round Action, the Doll may take on the appearance of a Human. It gains disguise as a Class Skill, and gains maximum ranks in it. While in Human form, the Doll cannot use any combat-oriented abilities (DM's discretion). While in human form, it may travel an additional 250 feet from its master; however, if it drops its human disguise while outside of the travel range for its base form, it automatically returns to its sealed state.
[/table]



Doll Abilities:


General:

Doll Gestalt: You may take this Ability when you take a new Gestalt class. When you do, your Doll benefits from the Gestalt class instead of you. Each Gestalt that you may select with this ability has a prerequisite that must be met by the Doll, as shown on the Table below. Regardless of prerequisites, a Doll with a negative Intelligence Modifier may not gain this ability. After gaining 5 levels in the selected Gestalt, the Doll loses this ability; you may choose to not gain a new Doll Ability the next time you would gain one in order to allow your Doll to take the Gestalt for 5 more levels.
{table=head]Gestalt|Requirements|Notes
Battle Expert|Dexterity 18+; Strength 16+; Intelligence 14+; Wisdom 11+; Constitution 11+; Combatant Doll Ability
Brawler|Medium or smaller; "Punch" or "Kick" as a Natural Weapon; Strength 13+
Kenpachi|Strength 18+; 1d10 for Natural Attack
Kidou Corps|Charisma 16+; ability to cast 3rd level spells
Shinobi|Medium or smaller; Dexterity 16+; Intelligence 14+; ability to use Flash Step|Having 2 dice of Sneak Attack damage may be substituted for the ability to use Flash Step. Instead of Improved Unarmed Strike, the Doll gains 5 ranks in hide and move silently at the Gestalt's first level.
Spellcaster|Charisma 13+
[/table]
Incredible Pride: So long as it is at Full Health, your Doll's positive ability Modifiers are doubled, it gains DR 5/-, it gains a bonus to AC, saves and save DCs equal to half your character level, its movement speed is increased by half, and the damage dealt by its Natural Attack increases by 1 step. When it has taken any amount of damage or is hit by a negative effect, it immediately loses these benefits, loses half of its maximum health, gains a -2 penalty to all rolls for the remainder of the Encounter, and you must make a Will Save to prevent it from going Berserk. The benefits count as Morale Bonuses. If it is restored to full health after losing the benefits of this Ability, it no longer has the -2 penalty to rolls, but does not regain this ability's benefits unless it is sealed and then released again.
Overclock: Once per day, the doll may Overclock itself for a number of rounds equal to 3 + its Strength Modifier. While overclocked, it gains a +4 to strength, a -4 to Dexterity, +15 feet to base movement speed, and a +2 bonus to Bull Rushes, trip attempts, and attacks made at the end of a charge. When the Overclock ends, it re-seals itself and must be released again.
Plus Adaptor: When the Doll is within 15 feet of its master, as a Full Round Action its master may remove 1 benefit they have gained from plus slots and grant that benefit to their Doll for the Encounter. The Master may not use those slots until the Encounter is over, and does not regain the loaned ability at the encounter's end.
Under Pressure: Select 3 Doll Abilities that your Doll Qualifies for. So long as the Doll has less than a quarter of its health, it gains the benefits of those abilities.

Enhancement:

Ability: Increase 1 Ability score by +2. This may not change a Doll's Trait to one with a Positive Ability Modifier as a requirement, and may not increase an Ability score of 0.
Armor: The Doll's Natural Armor is increased by 3.
Damage Reduction: The Doll gains DR 2/-, stacking with other sources. It must have at least 2 other Doll Abilities to gain this one.
Fast Healing: The Doll gains Fast Healing 5, increasing by 3 each time this Ability is taken.
Flight: Your Doll may Fly with Average Maneuverability. If the Doll already has flight -- from this Ability or elsewhere -- taking this ability merely increases the maneuverability by 1 step.
Protective: The Doll gains +2 to either its Reflex or Fortitude save, or gains +1 to its Will Save.
Special Material: The Doll's Natural Attack counts as a special material of your choice at will.
Spell Resistance: The Doll gains Spell Resistance equal to its Master's Character Level +2. You may take this Ability multiple times, increasing SR by 2 more each time.

Feat Gain:

Combatant: The Doll gains 3 Feats selected from the Fighter Bonus Feats list. It must meet the prerequisites for the selected Feats.
Mobile: The Doll gains 3 Feats selected from the Scout Bonus Feats list. It must meet the prerequisites for the selected Feats.
Sneak Attack: The Doll gains 1 Die of Sneak Attack damage. You may retake this ability to grant an extra die of sneak attack damage, but the number of dice the Doll has from this ability may not exceed its Dexterity Modifier.

Focused Abilities:

Fire:

Blinding Flames: When you use an ability that creates flame, your doll may choose to activate this ability to make everyone within twenty feet of the flames make a Fortitude Save or be blinded for a number of Rounds equal to the number of Fire Doll Abilities it possesses.
Concussive Blast: Identical to the Zanpakutou Ability.
Endangering Intensity: Upon taking this ability, select Empower, Heighten, Enlarge or Maximize. As a swift action, your Doll may take 12 damage to apply the selected meta-ability to all Fire Damage it inflicts that Round. You may take this a second time to select another meta-ability.
Fiery: Your Doll's Natural Weapon deals an extra 1d6 Fire Damage. This ability may be taken multiple times to increase the added damage by 1 step each time, to a maximum of 2d6.
Fiery Burst: This requires Fiery to take. When scoring a critical hit, any fire damage your Doll inflicts is multiplied by 1.5 (After applying the Critical Modifier).
Fire Adaptation: Identical to the Zanpakutou Ability.
Fireball: Identical to the Zanpakutou Ability.
Fire Breath: As a Full Round Action, your Doll May create a cone of fire that deals 2d6 damage to all caught inside of it (Reflex saves for half). The size of the cone is 5 feet less than your Doll's Base Movement Speed.
Burning Body: Identical to the Fire Shield Zanpakutou Ability, except that it is always active.
Igniting Touch: Identical to the Zanpakutou Ability. If you have Fireball, it automatically bestows the Igniferous Fireball Ability.
Inferno Boost: This requires Fiery to take. As a move action, your Doll may stoke the flames on its natural weapons, causing the next attack it makes with its Natural Weapon to deal an additional 2d6 Fire Damage. You may take this Ability multiple times, increasing the damage by 2d6 each time. After taking this 3 times, each additional time adds 1d4 instead of 2d6.
Invert Furnace: You must have at least 4 Fire Doll Abilities to take this one. Select a number of Frost Doll Abilities equal to the number of Fire Abilities you possess excluding this one. As a Full Round action, you may lose access to all of your Fire abilities save this one to gain access to all of the selected Cold Abilities. if one of the abilities you are replacing has a direct equivalent in the Cold Ability section, you must have it as one of your selections.
Overheat: Requires the Overclock ability to take. Select 3 Fire Doll abilities. Your Doll gains the benefits of these abilities while using Overclock.
Red Hot: Anyone who successfully grapples your Doll takes Fire Damage equal to its Natural Attack.

Frost:

Arctic Haze: As a Full Round Action, your Doll may cast the spell Arctic Haze as an SLA, centered on itself.
Blizzard Boost: As the Inferno Boost Doll Ability, but with Cold Damage.
Chill Aura: As the spell Lesser Aura of Cold, except with Permanent Duration. You may take this ability a second time to increase it to the Greater version. You must have 2 other Cold Abilities to take this 1 the first time, and 5 to take it a second.
Chilled Shell: Anyone who makes a Grapple attempt against your Doll takes 1d6 Cold Damage. This Ability is Equivalent to Red Hot.
Chill Wreath: As the Burning Body Doll Ability, but uses the Chill Shield variant.
Ice Adaptation: Identical to the Zanpakutou Ability. Is equivalent to Fire Adaptation.
Ice Make: Your Doll may gain one of the spells Column of Ice, Wall of Ice, and Blockade as an at-will SLA (When using Blockade, it creates a block of Ice rather than wood). You must have a least 2 Ice Abilities to select Column or Wall.
Ice Trail: As the Zanpakutou Ability.
Icy: As the Fiery Doll Ability, but with Cold Damage.
Icy Burst: As the Fiery Burst Doll Ability, but with Cold Damage.
Frost Break: Your Doll may use the spell Ice Flowers as an at-will SLA. You must have at least 1 Ice Ability to use this one.
Snow Storm: As the Zanpakutou Ability.

Arkanian
2013-06-24, 10:45 AM
I'll be finishing up the Bount later, but in the meantime, here's the Togabito, as mentioned:


Togabito:

Hit Dice: d10
Skills: 5+int modifier
Choose 5 Class Skills, +Suppress Reiatsu and Craft (Clothing)

{table=head]Level|BAB|Good Save|Bad Saves|Special|DR Bonus|Shroud Limit
1st|+1|+3|+1|Shroud, Hell Aura, Hell Focus, Hell Regeneration, Tainted Soul|4|1
2nd|+2|+4|+1|Least Hell Power|4|2
3rd|+3|+4|+2|Least Hell Power|5|2
4th|+4|+5|+2|Least Hell Power|5|3
5th|+5|+5|+3|Lesser Hell Power|6|3
6th|+6/+1|+6|+3|Favored Enemy|6|4
7th|+7/+2|+6|+4|Lesser Hell Power|7|4
8th|+8/+3|+7|+4|Least Hell Power|7|5
9th|+9/+4|+7|+5|Lesser Hell Power|8|5
10th|+10/+5|+8|+5|Least Hell Power, Escape Attempt|8|6
11th|+11/+6/+1|+8|+6|Lesser Hell Power, Favored Enemy|9|6
12th|+12/+7/+2|+9|+6|Greater Hell Power, Escape Attempt|9|7
13th|+13/+8/+3|+9|+7|Lesser Hell Power|10|7
14th|+14/+9/+4|+10|+7|Greater Hell Power, Escape Attempt|10|8
15th|+15/+10/+5|+10|+8|Lesser Hell Power|11|8
16th|+16/+11/+6/+1|+11|+8|Greater Hell Power, Escape Attempt, Favored Enemy|11|9
17th|+17/+12/+7/+2|+11|+9|Lesser Hell Power|12|9
18th|+18/+13/+8/+3|+12|+9|Greater Hell Power, Escape Attempt|12|10
19th|+19/+14/+9/+4|+12|+10|Lesser Hell Power|13|10
20th|+20/+15/+10/+5|+13|+10|Greater Hell Power, Escape Attempt|13|11[/table]

DR Bonus: Instead of a Defense Bonus to AC, a Togabito gains DR/Kushanada.

Shroud: While in the human world, Togabito must take care to keep their hell powers concealed, lest they be detected by the Kushanada and hunted down. They wear a cloak and mask -- called a shroud -- to conceal themselves. Whenever they use a Hell Power, they strain their Shroud's ability to conceal them. When they use a Hell Power, their Hell Aura increases by a number of points determined by the power. If their Hell Aura's strength exceeds their Shroud Limit, they are detected by the Kushanada and receive rersults according to the following table:

{table=head]Amount Shroud Limit is exceeded by|Result
1|The Togabito is detected. A Kushanada will arrive in 4d6 Rounds.
2|It becomes more difficult for the Togabitop to suppress their aura. Making a Suppress Reiatsu check to lower your Hell Aura becomes a full round action.
3|The Togabito's Chains become immensely heavier. The Togabito is treated as if he is carrying a Medium Load.
4|The Togabito's aura begins to run wild. If you fail your check to suppress your Aura, your Hell Aura increases by 1. If you fail through a natural 1, it increases by 2.
5|The weight of the chains increases; the Togabito is penalized as if he was carrying a heavy load.
6|The Togabito's aura becomes more difficult to control. The DC to suppress their Aura increases by 5.
7|The Togabito's threat level is reassessed. A second Kushanada is sent, and will arrive in 3d6 rounds.
8|The Togabito's aura becomes more difficult to control. The DC to suppress their Aura increases by 5.
9|The Togabito's Reiatsu is bound by the chains, and their powers become more difficult to use. The time required to use a Hell Power increases by one step (Swift Action->Standard Action->Full Round Action).
10|The Togabito's aura becomes more difficult to control. The DC to suppress their Aura increases by 5.
11|The Togabito is bound further and becomes disabled.
12|The Togabito's aura becomes more difficult to control. The DC to suppress their Aura increases by 5.
13| Another Kushanada is sent, arriving in 2d6 rounds.
14|The Togabito's aura becomes more difficult to control. The DC to suppress their Aura increases by 5.
15| Their shroud is destroyed. Another Kushanada is sent (Arriving in 1d6 rounds) and they must reduce their Hell Aura to zero in order to remove all effects.
20|The Togabito is paralyzed and may take no actions other than Suppress Reiatsu checks. If they have not reduced their hell aura within 1d4 rounds, they are dragged back to hell with no save.[/table]

A Togabito may make a DC 15 Suppress Reiatsu check to reduce their Hell Aura by 1. If they roll a natural 1 on this check, their Hell Aura increases by 1 regardless of modifiers. This check may be made as either a Standard Action or a Move Action.

Hell Power: Togabito have access to Hell Powers. Hell Powers may be used an unlimited number of times, but increase Hell Aura as detailed above and below. Hell Powers fall under Least, Lesser, and Greater Hell Powers. You gain 1 of the indicated powers at the levels indicated in the above table. A Lesser Hell Power may be exchanged for 2 Least Powers, and a Greater Power may be exchanged for 2 Lesser Powers or 3 Least Powers.

Hell Aura: Your Hell Aura increases as you use Hell Powers, as noted above. For every two points that your Hell Aura is over your Shroud Limit, you gain a +1 bonus to Intimidate Checks, and others gain a +1 bonus to Sense Motive Checks made to discern your location.

Hell Focus: At first level, you select a Hell Focus. This determines what powers you can take, and grants you a Focus Ability. The Focuses and abilities are listed below:

{table=head]Hell Focus|Focus Ability|---|Hell Focus|Focus Ability
Weapon|Gain a weapon of your choice that deals damage using the Warrior Shinigami's Zanpakuto progression.||Body|Gain a 1d4 natural attack. This attack's damage increases by 1d4 every three levels
Fire|Gain Burning Hands as an at-will SLA||Blood|As a standard action, you may create a sword of blood that lasts 4 rounds/level and uses the Expert Shinigami's damage progression.
Aura|Gain a +1 deflection bonus to AC. This bonus increases by 1 every other level starting at third||Gluttony|You have a bite attack that follows the Spellcaster Shinigami's damage progression.
Rot|As a standard action, you may create and throw a Hell Maggot.||Decay|Gain Inflict Light Wounds as an at-will SLA. Unlike the spell, there is no limit to how much damage is added per Caster Level.
Misfortune|You may create a blade-shaped rift of darkness that uses the Spellcaster Shinigami's Damage Progression||Oppression|As an at will SLA, you may knock a target prone. Fortitude Saves, but creatures of equal or lower level to you do not get a save.
Hate|Gain Babau Slime as an at-will SLA||Deception|Gain Disguise Self and Alter Self as at-will SLAs.
Greed|Once per day, you may select a target who possesses a weapon. If they fail a Reflex Save, they lose their weapon, and you gain an identical weapon that has the base damage their weapon had at your current level.||Madness|Gain Mind Thrust as an at-will SLA. Instead of the normal damage, it deals damage following the Warrior Shinigami's Damage Progression.
[/table]

Hell Regeneration: When you die, you regenerate in the pits of hell. The amount of time i8t takes you to regenerate is fifteen days minus your character level. At sixteenth level it becomes twelve hours, and is halved every level thereafter. At twentieth level it is instantaneous. If you regenerate there and do not have any Escape Attempts, you may choose to roll a new character.

Tainted Soul: A Togabito is harmed by positive energy and healed by negative energy.

Escape Attempt: At tenth level and every other level thereafter, you gain a single use of an Escape Attempt. If you die and return to hell, you may use one Escape Attempt to return to the world of the living. When you use an Escape Attempt, roll an Intelligence Check with a DC of 30 minus your level. Each time you fail the check, reroll until you succeed. The amount of time it takes for you to escape and return to the world of the living is equal to 1 day for every time you failed the roll. At sixteenth level this becomes 12 hours, and at twentieth level this becomes 1 hour.

If you have remaining Escape Attempts, you may use one to break out another Togabito. When doing so, roll a DC 15 Intelligence Check. If you fail, you spend two days breaking out the Togabito, and lose one Escape Attempt. If you pass, you spend one day doing so, and do not use up an escape attempt. The amount of time spent is cut in half at sixteenth level, and you automatically pass the check if you are twentieth level or higher and do not lose an Escape Attempt.

Final Spite: As an Immediate action, you may kill yourself to inflict negative energy damage to everyone within sixty feet equal to how many hit points you are missing. Doing this kills you.

Hell Powers:


Weapon:

Your weapon is one that you carried with you from hell. In life, you used it for the sins that put you in that place. Now, it has changed its form into something sinister. Except where otherwise noted, saves against your abilities are DC 10+half your level+your Dexterity Modifier.

Least:

Disarm: Your weapon may be used to disarm targets.
Fast Movement: Gain Shunpo as an Expert Shinigami. If you are lower than 4th level, your Shunpo is 5/10.
Heavy Weapon: When wielding your weapon in both hands, apply double your strength modifier.
Increased Reach: As the Shikai and Fullbring ability.If your weapon is a Reach Weapon, it now threatens adjacent squares.
Maneuver:This gains you the benefit of the Improved Trip, Improved Disarm, Improved Sunder, Improved Feint, or Whirlwind Attack feat, or it allows you to initiate a grapple or Bullrush an opponent with the weapon itself (the weapon’s reach is used to determine the range to initiate this action). This ability may be taken multiple times, each time either gives you the benefit of a different feat or gives you +2 to all checks to a given ability (Trip, Disarm, Sunder, or Feint).
Offhand: Gain a light weapon to use in your offhand. It deals damage one step lower than your main weapon. You may apply powers to this weapon in place of your main one.
Power: Gain +1 to Strength.
Reflexes: Gain +1 to Reflex saves. This Power may only be taken once every five levels.
Returning: Your weapon gains the returning enhancement.
Skill: Gain +1 to Dexterity.
Speed: Gain +5 to your base movement.
Throwing: Your weapon gains the Throwing Enhancement.
Trip: Your weapon may be used to trip targets.
Twin Weapons: Gain the benefits of the Two-Weapon Fighting Feat.
Weapon of Hell: Your Weapon gains either +1 to hit or +1 to damage dealt. This may only be taken 5 times.

Lesser:

Battle Eager: Prior to rolling initiative, you may increase your Hell Aura by one to add an additional +4 bonus to your roll. Retaking this Power increases the Bonus by 2 each time, to a maximum of 8.
Bloodthirsty Weapon: Once per day, you may increase your Hell Aura by 1 to grant your weapon the Vicious enhancement for 1 Encounter. Retaking this enhancement allows you to use the ability two more times per day.
Bursting Strike: Before rolling to hit with your weapon, you may increase your Hell Aura by 1 to add 1d6 fire damage to your attack should it hit. You may retake this enhancement multiple times to increase the die's damage by one step to a maximum of d12.
Deflective Insight:Once per day, you may increase your Hell Aura by 1 to grant your weapon the Parrying enhancement for 1 Encounter. Retaking this enhancement allows you to use the ability two more times per day.
Deft Action: Once per three rounds, you may increase your Hell Aura by 1 to take an extra swift action. Taking this Enhancement twice allows you to use it once per two rounds, and three times allows you to do so once per round.
Faithful Weapon: You may increase your Hell Aura by 1 to draw or sheathe your weapon as a free action.
Furious Attack: Once per three rounds, you may increase your Hell Aura by 1 to attack an extra time when attacking as a full round option. Taking this Enhancement twice allows you to use it once per two rounds, and three times allows you to do so once per round.
Harden Edge: Once per day, you may increase your Hell Aura by 1 to increase your weapon's damage by 1 step for 1 Encounter. Retaking this enhancement allows you to use the ability two more times per day. This ability does not stack with itself.
Heavy Burst: Once per day, you may increase your Hell Aura by 1 to grant your weapon the Collision enhancement for 1 Encounter. Retaking this enhancement allows you to use the ability two more times per day.
Keen: Once per day, you may increase your Hell Aura by 1 to grant your weapon the Keen enhancement for 1 Encounter. Retaking this enhancement allows you to use the ability two more times per day.
Martial Stance: When you take this power, select a stance. At will, you may increase your Hell Aura by 1 to enter that stance.
Pressure Wave: You may increase your Hell Aura by 1 to grant your weapon a range increment of 40 feet for a single attack. No Hell Powers other than least Hell Powers may be applied to this attack.
Precise Aim: You may increase your Hell Aura by 1 to treat an attack roll as if you rolled a ten.
Quick Draw: You may increase your Hell Aura by 1 as a swift action to gain Iaijutsu Focus as a Class Skill with maximum ranks for one round.
Wounding Weapon: Once per day, you may increase your Hell Aura by 1 to grant your weapon the Wounding enhancement for 1 Encounter. Retaking this enhancement allows you to use the ability two more times per day.


Greater:

Crush Resistance: Once per encounter before launching an attack, you may increase your hell aura by two to ignore all Damage Resistance should your attack hit. If your attack misses, your aura only increases by 1.
First to Fight: Before rolling initiative, you may increase your Hell Aura by 2 to automatically get a 20 on your initiative roll before modifiers.
Furious Blade: You may increase your Hell Aura by 2 to use Furious Blade as per the Bankai Ability.
Headhunter: Once per day, you may increase your Hell Aura by 2 to grant your weapon the Vorpal enhancement for 1 Encounter. Retaking this enhancement allows you to use the ability two more times per day. This requires at least two other Greater Hell Powers to take.
Independent Weapon: Once per day, you may increase your Hell Aura by 2 to grant your weapon the Dancing enhancement for 1 Encounter. Retaking this enhancement allows you to use the ability two more times per day. This requires at least two other Greater Hell Powers to take.
Soul Sunder: Once per day, you may increase your Hell Aura by 2 to grant your weapon the Soulbreaker enhancement for 1 Encounter. Retaking this enhancement allows you to use the ability two more times per day.
Smite Good: May use Smite Good at will. Doing so increases your Hell Aura by 2.
Tempo:Once per day, you may increase your Hell Aura by 2 to gain the Bankai Ability Tempo for 1 Encounter. Retaking this enhancement allows you to use the ability two more times per day.
True Strike: You may increase your Hell Aura by two to cast True Strike as a SLA and as a Swift Action.
Vital Pierce: You may increase your Hell Aura by 1 to use Vital Pierce as the Bankai Ability of the same name.


Body:

In hell, your form was changed to reflect your inner self, turning it into something monstrous. Except where otherwise noted, saves against your abilities are DC 10+half your level+your Constitution Modifier.

Least:

Bite: Gain a bite attack. This attack deals damage two steps lower than your natural attack.
Constitution: Gain +1 to Constitution.
Darkvision: You gain Low-Light vision out to 60 feet. Each time you take this, you increase the level of Darkness that you can see in.
Fortitude: Gain +1 to Fortitude Saves.
Monstrous Appearance: Gain a +1 to Intimidate Checks and a -1 to Diplomacy Checks.
Other Hand: Both of your hands become natural weapons, instead of one.
Scent: You gain the Scent ability.
Speed: Increase your Base Movement Speed by five feet.
Strength: Gain +1 to Strength.


Lesser:

Acerbic Secretion: You may increase your Hell Aura by 1 to spit a glob of acid. This is a touch attack with a range increment of fifteen feet that deals 1d10 Acid Damage. You may take this multiple times to increase the damage dealt by one step. You must have Blinding Spittle to take this Power.
Bestial Fang: You may increase your Hell Aura by 1 to gain a +1 enhancement to your natural attacks for ten rounds. You may take this multiple times to increase the enhancement by 1, to a maximum of +4.
Blinding Spittle: You may increase your Hell Aura by 1 to use Blinding Spittle as a SLA.
Body Growth: You may increase your Hell Aura by 1 to increase your size category by 1. This Power may only be taken once.
Bolster Body: You may increase your Hell Aura by one to gain a +4 Constitution Bonus and a -2 Dexterity Penalty for 10 Rounds. Taking this multiple times increases the Constitution Bonus by 2 and the Dexterity Penalty by 1.
Bolster Muscles: You may increase your Hell Aura by one to gain a +4 Strength Bonus and a -2 Dexterity Penalty for 10 Rounds. Taking this multiple times increases the Strength Bonus by 2 and the Dexterity Penalty by 1.
Enhanced Flesh: You may increase your Hell Aura by 1 to increase your DR by 1 for 10 rounds. Taking this Power multiple times increases the bonus by 1, to a maximum of 3.
Fling: Upon successfully grappling an enemy, you may increase your Hell Aura by 1 to throw them as a Standard action. The distance they are thrown is ten feet, plus a number of feet equal to your strength modifier times five. If they hit a wall, they break through it as if they were Bull-Rushed. If they hit a person, that person must make a Reflex save with a DC of 10+half your level+your strength modifier or be knocked Prone. The person thrown is knocked prone regardless of the results.
Improved Grab: You may increase your Hell Aura by 1 to gain Improved Grab as per the Hollow Ability for a single encounter.
Monstrous Mettle: When you make a Fortitude save for partial effect, you may increase your Hell Aura by 1 to avoid all effects.
Rake: When you hit with two or more natural attacks, you may increase your Hell Aura by 1 to gain an additional Rake attack as per the Hollow Ability. Taking this ability multiple times increases the number of Rake Attacks you can make, but you must increase your Hell Aura by 1 for each additional attack.
Regenerate Flesh: You may increase your Hell Aura by 1 to gain the Fast Healing Hollow ability for ten rounds. This healing is halted by fire, attacks by Kushanada, and one energy type selected when you gain this ability. This ability may be taken multiple times, and the benefits stack.
Resist Energy: You may increase your Hell Aura by 1 to gain Energy Resistance 5 to that Energy for ten rounds. You select the energy type upon gaining this power. Each additional time you select this power, you may either increase the resistance to the selected energy by 2, or select a new type of energy. Increasing your Hell Aura to use this ability only gives you resistance to one type of energy even if you have multiple types available; you must use it a second time to gain resistance to another selected type.
Sudden Mutation: Once per day, you may increase your Hell Aura by 1 to gain the Extra Arm Hollow Ability for one encounter. Taking this ability a second time allows you to use it two more times per day, or allows you to select a different type of limb that it can allow you to grow. You must select a specific type of extra limb when you gain this power, and you may not have more than two of a single type of limb. You may not select wing as your extra limb.
Tentacular Reach: At will, you may increase your Hell Aura by 1 to increase the reach of your natural weapon by 15 feet. Once you have attacked past your normal reach 3 times, you must increase your Hell Aura again to use it again. Taking this Power multiple times increases the reach by 10 feet each time.
Vitality: You may increase your Hell Aura by 1 to gain ten temporary hit points. The number of temporary hit points you can gain from this ability is ten, plus five for each time you take it. Taking it multiple times does not increase the amount of temporary hit points you gain, just the maximum that you can have at once.

Greater:

Bestial Leap: When making a charge, you may increase your Hell Aura by 2 to both increase your charge's distance by ten feet and allow you to make a Full Attack action at the end of the charge.
Great Vitality: Once per day, you may increase your Hell Aura by 2 to increase your hit dice by one step. Retaking this enhancement allows you to use the ability two more times per day.
Flight: You may increase your Hell Aura by 2 to grow two wings as per the Extra Limb Hollow ability. These wings last for one encounter.
Immense Fortitude: When making a Fortitude Save, you may increase your Hell Aura by 2 before rolling to automatically pass the save. You must have taken the Fortitude Least Hell Power at least twice to gain this power.
Massive Body Growth: You may increase your Hell Aura by 2 to increase your size category by 2. If you have Body Growth, this power increases your size category by three. This ability lasts for a number of rounds equal to 3 plus your constitution modifier.
Mastered Body: If you are using one or more Lesser Hell Powers with a duration measured in rounds, you may increase your Hell Aura by 2 to add 5 rounds to their duration. You may take this Power multiple times, increasing the added rounds by 5 each time.
Toxic Secretion: You may increase your Hell Aura by 2 to give one natural weapon of your choice a poisonous attack for five rounds. On a successful attack with the poisoned weapon, your target must make a successful Fortitude Save or take 1d6 Constitution damage every five rounds. The target gets another save each time the poison takes effect, but gets a -2 penalty with each successive save. Taking this ability multiple times allows you to apply the poison to an additional limb each time. The poison's effect does not stack with itself.


Fire:

You have been in hell for so long, that its flames have infused your being and are at your command. Except where otherwise noted, saves against your abilities are DC 10+half your level+your Charisma Modifier.

Least:

Charisma: Gain a +1 to Charisma.
Burning Spite: Your Final Spite Ability deals Fire Damage.
Fire Resistance: Gain Fire Resistance 3. You may take this Power multiple times to gain an additional 2 resistance each time.
Intelligence: Gain a +1 to Intelligence.
Will: Gain a +1 Bonus to your Will Save. You may only take this Power once every 5 levels.


Lesser:

Backdraft: When struck by a melee attack performed by an enemy in an adjacent square, the attacker must make a reflex save or take 1d4 Fire Damage. You may take this Power multiple times, increasing the damage by 1 dice step each time.
Blinding Flames: When you use an ability that creates flame, you may increase your Hell Aura by 1 to make everyone within twenty feet of the flames make a Fortitude Save or be blinded for a number of Rounds equal to your Charisma Modifier.
Burst: You may increase your Hell Aura by 1 to use Pyrotechnics as a SLA.
Cauterization: You may increase your Hell Aura by 1 to Cauterize your injuries as per the Cauterize Wounds Zanpakutou Ability.
Fast Movement: You may increase your Hell Aura by 1 to gain Shunpo equal to that of a Spellcaster Shinigami of the same level for the duration of 1 Encounter.
Fireball: You may increase your Hell Aura by 1 to use Fireball as a SLA.
Firebrand: Twice per encounter, you may increase your Hell Aura by 1 to use the Spell Firebrand as a SLA. You may select this Power additional times to gain two more uses per encounter. You must be at least level to select this Power.
Fireburst: You may increase your Hell Aura by 1 to use the spell Fireburst as a SLA.
Fire Path: You may increase your Hell Aura by 1 to use Body Blaze as a SLA.
Fire Shield: You may increase your Hell Aura by 1 to use Fire Shield as per the Zanpakutou Ability.
Igniting Touch: You may increase your Hell Aura by 1 to use Igniting Touch as per the Zanpakuto ability of the same name. You may apply this to any action you take that involves you or something you hold coming into contact with something flammable.
Improved Fireball: You may increase your Hell Aura by 1 to use Lingering Flames as a SLA. You must have the Fireball Power and be at least level 10 to take this power.
Scorching Barrage: You may increase your Hell Aura by 1 to use the spell Scorching Ray as an SLA.
Shape Flames: You may increase your Hell Aura by 1 to add the effects of the Shape Spell Metamagic to any flame-based ability you use.
Spherical Assault: You may increase your Hell Aura by 1 to use the spell Fire Orb as a SLA.

Greater:

Blasting Fireball: You may increase your Hell Aura by 2 to use Delayed Blast Fireball as a SLA. You must have taken the Fireball Lesser Hell Power to take this power.
Brimstone: You may increase your Hell Aura by 2 to use the spell Fire and Brimstone as a SLA.
Burning Metamagic: Select a Metamagic Effect from the following list: Enlarge, Empower, Heighten, Maximize, Quicken. You may increase your Hell Aura by 2 to apply the selected Metamagic to a single flame-based ability you or an ally you are touching uses. You may take this Power multiple times to gain a new Metamagic.
Dragonbreath: You may increase your Hell Aura by 2 to use this ability, which is identical to the "Breath of the Black Dragon" Kidou, except it deals Fire Damage.
Entangling Flame: When using a damaging fire-based ability with an area of effect, you may increase your Hell Aura by two to make it Entangling. The damage dealt is cut in half, but all within the area of effect must make a reflex save or become entangled. The flames persist for a number of rounds equal to your Charisma modifier, and all who are inside the area of effect after the first round take 1d6 fire damage. You may take this Power multiple times, to increase the lingering damage by 1 step and add 2 rounds to the effect's duration.
Flame Conversion: You may increase your Hell Aura by 2 to use Energy Conversion as per the 7th level Kidou; however, only fire energy may be used/targeted.
Infernal Ultrablast: Three times per encounter, you may increase your Hell Aura by 2 to use the Hadou spell Ultrablast, dealing fire damage. You may select this Power additional times to gain two more uses per encounter. You must be at least level 14 to select this Power.
Inferno Wave: Twice per encounter, you may increase your Hell Aura by 2 to use the Hadou spell Energy Wave, dealing fire damage. You may select this Power additional times to gain two more uses per encounter. You must be at least level 16 to select this Power.
Meteor Swarm: Twice per encounter, you may increase your Hell Aura by 2 to use the spell Meteor Swarm as a SLA. You may select this Power additional times to gain two more uses per encounter. You must be at least level 18 to select this Power.
Shriveling Heat: You may increase your Hell Aura by 2 to use the Spell Horrible Wilting as a SLA. You must be at least level 18 to gain this power.
Volcanic Desolation: You may increase your Hell Aura by 2 to use the Spell Erupt as a SLA. You must be at least level 18 to gain this power.


Blood:

You shed much blood in life, and now you shed your own in death -- but it answers your call. Except where otherwise noted, saves against your abilities are DC 10+half your level+your Constitution Modifier.


Least:

Constitution: Gain +1 to Constitution.
Fortitude: Gain +1 to your Fortitude Save.
Halt Bleeding: You become immune to bleeding effects, and may increase your Hell Aura by 1 to remove a bleeding effect from someone within 60 feet.
Stabilize: You may increase your Hell Aura by 1 to Stabilize yourself or an ally you touch. You may use this Power on yourself while unconscious.
Wisdom: Gain +1 to Wisdom.

Lesser:

Bind Blood: When you take Constitution Damage, you may increase your Hell Aura by 1 to negate the Constitution Damage before it occurs.
Bleeding Strike: Once per encounter, you may increase your Hell Aura by 1 to grant a damaging attack you make the benefits of the Bleeding Strike Zanpakutou Ability. Retaking this Power allows you to use the ability two more times per encounter.
Command Blood: You may increase your Hell Aura by 1 to use Command as a SLA.
Drain Dead: When you Coup De Grace someone, you may increase your Hell Aura by 1 to heal 1d10 hit points. You may take this ability multiple times to increase the amount healed by an additional d10 each time, for a maximum of 10d10.
Draining Kill: When you reduce someone to 0 hit points or lower, you may raise your Hell Aura by 1 to gain 1d8 temporary Hit Points. If another effect triggers at the same time that also gains you temporary hit points, the effects stack and you still only need to raise your Hell Aura by 1. This Power may not increase your temporary hit points to above half of your normal hit point total.
Sadistic Onslaught: When you inflict damage, you may raise your Hell Aura by 1 to gain 1d4 temporary Hit Points. If another effect triggers at the same time that also gains you temporary hit points, the effects stack and you still only need to raise your Hell Aura by 1. This Power may not increase your temporary hit points to above half of your normal hit point total.
Sudden Drain: Whenever you hit an enemy under circumstances that would grant a Sneak Attack (Regardless of whether you can use sneak attacks), you may increase your Hell Aura by 1 to gain 2 Temporary hit points for every separate die rolled for damage. If another effect triggers at the same time that also gains you temporary hit points, the effects stack and you still only need to raise your Hell Aura by 1. This Power may not increase your temporary hit points to above half of your normal hit point total.
Tenacious Wound: Functions as the Zanpakutou Ability of the same name.
Vampiric Critical: When you score a Critical hit, you may raise your Hell Aura by 1 to gain 1d8 temporary Hit Points. If another effect triggers at the same time that also gains you temporary hit points, the effects stack and you still only need to raise your Hell Aura by 1. This Power may not increase your temporary hit points to above half of your normal hit point total.
Vampiric Wounding: Whenever you inflict constitution damage, you may increase your Hell Aura by 1 to either restore one point of constitution damage you have taken yourself, or to give yourself 1d6 temporary hit points. If another effect triggers at the same time that also gains you temporary hit points, the effects stack and you still only need to raise your Hell Aura by 1. This Power may not increase your temporary hit points to above half of your normal hit point total.
Vital Defense: You may increase your Hell Aura by 1 to use Vital Defense as per the Zanpakutou ability.
Wounding Blood: Once per day, you may increase your Hell Aura by 1 to grant your weapon the Wounding enhancement for 1 Encounter. Retaking this Power allows you to use the ability two more times per day.

Greater:

Blood Power: Once per encounter, you may take 8 damage instead of increasing your Hell Aura by 1. Retaking this Power allows you to use the ability two more times per day.
Boil Blood: You may increase your Hell Aura by 2 to use Burning Blood as a SLA.
Burst Blade: As a Swift Action, you may increase your Hell Aura by 2 to take 1 point of Constitution Damage and increase the damage dealt by a single attack with your blood blade by 5d4.
Exsanguinate: You may raise your Hell Aura by 2 to use Avasculate as a SLA.
Fast Movement: You may increase your Hell Aura by 2 to gain Shunpo equal to that of a Expert Shinigami of the same level for the duration of 1 Encounter.
Flood Veins: You may increase your Hell Aura by 2 to remove all limitations placed on your maximum number of temporary hit points for one encounter. For the remainder of the encounter after this Power is used, if a healing ability would heal you past your maximum hit points, you gain the remainder as temporary hit points.
Mimic Blood: Upon drinking a pint of blood taken from someone with levels in a class, you may "store" 1 feat that the donor possessed, selected by the DM. You may increase your Hell Aura by 2 to gain access to the stored feat for 1 Encounter. You may retake this Power to be able to store 1 extra Feat each time.
Petrify Blood: You may increase your Hell Aura by 2 to use Hold Monster as a SLA.
Vampiric Strike: While making an attack, you may increase your Hell Aura by 2 to gain Temporary Hit Points equal to the damage dealt. If another effect triggers at the same time that also gains you temporary hit points, the effects stack and you still only need to raise your Hell Aura by 2. This Power may not increase your temporary hit points to above half of your normal hit point total.

Aura:

The power of Hell bursts forth from your very skin. You have become one with it, and it protects you. Except where otherwise noted, saves against your abilities are DC 10+half your level+your Wisdom Modifier.

Least:

Charisma: Gain +1 to Charisma.
Intelligence: Gain +1 to Intelligence.
Resistance: Gain Resistance 2 to an energy type of your choice.
Will: Gain a +1 to your Will Save.
Wisdom: Gain +1 to Wisdom.

Lesser:

Bursting Defense: You may increase your Hell Aura by 1 to make everyone in an adjacent square make a reflex save or be forced to move five feet back as if bull-rushed and fall prone. Those that pass their save do not fall prone but are still forced back. You may take this multiple times to increase the distance they are thrown by ten feet.
Hazy Defense: You may increase your Hell Aura by 1 to use the spell Blur on yourself as a SLA.
Lesser Cushioning Defense: You may increase your Hell Aura by 1 as an Immediate action to increase your DR by 5 against a single attack. You may take this multiple times, increasing the gained DR by 1 each time to a maximum of 10.
Lucky Defense: You may increase your Hell Aura by 1 to use the spell Entropic Shield on yourself as a SLA.
Mage Armor: You may increase your Hell Aura by 1 to use the spell Mage Armor on yourself as a SLA.
Projectile Defense: You may increase your Hell Aura by 1 to use the spell Protection From Arrows on yourself as a SLA.
Protection from Law: You may increase your Hell Aura by 1 to use Protection from Law on yourself as a SLA.
Raise Limit: You may increase your Hell Aura by 1 to raise your Shroud Limit by 1 for the remainder of the Encounter. This Power may be used a number of times per encounter equal to the number of times you have taken this power.
Regeneration: You may increase your Hell Aura by 1 to gain the Fast Healing Hollow ability for ten rounds. This healing is halted by sonic, attacks by Kushanada, and one energy type selected when you gain this ability. This ability may be taken multiple times, and the benefits stack.
Shield: You may increase your Hell Aura by 1 to use the spell Shield on yourself as a SLA.
Shield Surge: You may increase your Hell Aura by 1 to use the Zanpakutou ability Defensive Surge.

Greater:

Cushioning Defense: You may increase your Hell Aura by 2 to increase your DR by 20 against a single attack. This stacks with Lesser Cushioning Defense.
Greater Protection: You may increase your Hell Aura by 2 to use the spell Circle of Protection Against Law as a SLA.
Greater Shield Surge: You may increase your Hell Aura by 2 to use the Zanpakutou ability Greater Defensive Surge.
Invalidate Kushanada: You may increase your Hell Aura by 2 to change your DR/Kushanada to DR/- for ten rounds. If you have regeneration, your Fast Healing is no longer halted by Kushanada attacks.
Kidou Turning: You may increase your Hell Aura by 2 to use the spell Spell Turning on yourself as a SLA.
Mindblank: You may increase your Hell Aura by 2 to use Mindblank on yourself as a SLA. If you exceed your Shroud Limit, you may increase your Hell Aura by 2 to make all en-route Kushanada take 1d6 additional Rounds to arrive.
Perfect Defense: You may increase your Hell Aura by 4 to become immune to all negative effects (Including Damage) for one round.
Reflexive Defense: You may use any Lesser Hell Power as an Immediate action by increasing your Hell Aura by 1 point in addition to the amount you would usually increase it by. Taking this power a second time allows you to apply it to Greater Powers as well.
Spell Resistance: You may increase your Hell Aura by 2 to gain Spell Resistance equal to your character level+2 for one encounter. You may take this multiple times to gain an additional +2 to Spell Resistance when used.
Wall Defense: You may increase your Hell Aura by 2 to use the spell Wall of Force as a SLA.


Gluttony:

In life, you took and took from others, simply in the name of consumption. Now in Hell, it is the only thing you can do. Except where otherwise noted, saves against your abilities are DC 10+half your level+your Constitution Modifier.

Least:

Big: Your Default size is Large.
Constitution: Gain +1 Constitution.
Fat: Increase your DR by 1. You may only take this once per five levels.
Health: Gain the Toughness Feat.

Lesser:

Consume Dead: You may increase your Hell Aura by 1 to use Consumptive Field as a SLA. You must have at least 2 other Lesser Hell Powers to take this one.
Corrosive Saliva: You may increase your Hell Aura by 1 to add 1d4 acid damage to your bite attack for 3 rounds. Taking this power multiple times increases the duration by 2 rounds each time.
Devour: You may increase your Hell Aura by 1 while eating a Plus to gain 1d8 hit points. You may take this multiple times to increase the amount healed by 1 step, to a maximum of 1d12.
Eat Weapon: If you successfully disarm someone, you may increase your Hell Aura by 1 eat their weapon, sundering it.
Elongated Maw: You may increase your Hell Aura by 1 to increase your bite attack's reach by 5 feet. You may take this multiple times, increasing the amount of reach gained by 5 feet each time.
Expansive Stomach: You may store items as per the Hoard Gullet spell. For every 100 pounds you have stored, increase your Hell Aura by 1; these increases may not be reduced by Suppress Reiatsu checks, but expelling the contents of your stomach automatically removes the increase.
Handfang: You may increase your Hell Aura by 1 to use Handfang as a SLA. The damage dealt increases by 1d8 every five levels.
Improved Grab: You may increase your Hell Aura by 1 to use Improved Grab as per the Hollow Ability.
Pustulent Flesh: You may increase your Hell Aura by 1 to use Horrible Taste as a SLA.
Ravenous Tendrils: You may increase your Hell Aura by 1 to use the spell Toothed Tentacle as a SLA -- However, the tentacle only has 1 mouth instead of 3. You may choose to increase your Hell Aura by 2 instead of 1 to make the SLA's duration become 1 Round/Level instead Concentration. You may take this multiple times to increase the number of mouths by 1 each time, to a maximum of 3. Taking it a fourth time allows you to maintain a second casting of the spell, starting with one mouth and increasing as you take this Power multiple times. WHile maintaining this SLA, using any standard or move action other than using the SLA increases your Hell Aura by 1 (This stacks with other increases).
Ripping Bite: When you successfully hit with your Bite Attack, you may increase your Hell Aura by 1 to deal 1 point of Constitution Damage. This power may not be taken multiple times.
Snatch: You may increase your Hell Aura by 1 to apply the Snatch Feat to a Bite Attack. You may take this Power a second time to make it apply the benefits of Improved Snatch instead.
Swallow Whole: You may increase your Hell Aura by 1 to use Swallow Whole as per the Hollow Ability. This requires Improved Grab to take.

Greater:

Consume Souls: You may increase your Hell Aura by 2 to use Greater Consumptive Field as a SLA. This SLA also effects all mortals and spirits within 500 feet that do not have levels in a class, allowing you to consume their souls to heal yourself. You may take this Power multiple times, increasing the range of the secondary effect by 500 feet each time you take it. This Power requires Consume Dead to take.
Devour Reishi: Choose an energy type. When you are struck by a damaging attack that uses that type, you may raise your Hell Aura by 2 to make a Fortitude Save. If you pass this save, you take no damage and absorb the attack. If you fail, you take half damage, and the remainder of the attack is negated and absorbed. In addition to an energy type, you may select "Quincy Arrows" or "Cero" as an Absorption target. You may take this multiple times and select an additional energy type each time.
Disgorge Reishi: You may increase your Hell Aura by 2 to unleash a ranged damaging SLA with a Range of 120 feet that deals 1d6 damage for every die of damage you have absorbed (Reflex Negates). Using this ability depletes the stored attack. You may choose to only use some of your stored energy. This ability only targets a single enemy, but it may be taken a second time to make it a 5-foot Radius Burst. The radius increases by 5 feat each time you take it, to a maximum of 20 feet.
Shredding Bite: When you hit with your Bite Attack, you may increase your Hell Aura by 2 to inflict 3 Constitution Damage. This Power may not be taken multiple times, but stacks with Ripping Bite.
Slavering Maw: You may increase your Hell Aura by 2 to add 1d12 acid damage to your bite attack for 3 rounds. Taking this power multiple times increases the duration by 2 rounds each time. This Power stacks with Corrosive Saliva.
Swollen Corpulence: As a move action you may increase your size category. You may choose to increase your size category a number off steps equal to the number of times you have taken this Power, to a maximum size of colossal. Your Hell Aura increases by 1 for the first step increased, and increases by 2 for every step thereafter. The effects of this Power last until the end of the encounter.

Arkanian
2013-06-27, 01:59 AM
Rot:

When you were tortured in hell, your body became as rotten as your soul. The insects of hell crawl within your flesh, but you have learned to use them to your advantage. Except where otherwise noted, saves against your abilities are DC 10+half your level+your Constitution Modifier.

Removing a Hell Maggot from your flesh can be either a move action or a standard action, at your discretion. Throwing one is a Standard action, and by default has a range increment of ten feet. Throwing one is a ranged attack, and if it connects, the maggot latches on to the target and begins gnawing on them, dealing 1d1 damage per round for a number of rounds equal to your Constitution Modifier+1 (Minimum 1). Removing them requires a strength check.

Least:

Acid Resistance: Gain Acid Resistance 3. You may take this Power multiple times to gain an additional 2 resistance each time.
Constitution: Gain +1 Constitution.
Dried Up: Permanently gain the effects of the Endure Elements spell as an Extraordinary ability.
Fortitude: Gain a +1 to Fortitude Saves.
Maggot Damage: Increase the base damage of your Hell Maggots by one step. You may only take this Power once every four levels.
Range: Increase your thrown Range Increment by five feet.
Repose: The amount of negative hit points you must take before dying for good increases by 1.
Resilient Constitution: Whenever you take Constitution Damage, reduce the amount you take by 1. This ability may be taken multiple times.


Lesser:

Barbed Suction: You may increase your Hell Aura by 1 to increase the DC to remove any of your maggots created in the next ten rounds by 5. This Power may only be taken once, and you must have at least 1 other power containing the phrase "all your maggots created in the next ten rounds" in order to take it.
Crawling Maggot: If you miss with a thrown Maggot, you may increase your hell Aura by 1 to allow it to remain on the square where it landed. It can move five feet per round, and may use a standard action while occupying someone's square to crawl onto them and attach themselves. They will still die the same number of rounds after creation as they would have had they actually hit. Dissolving Juices will still trigger during the first round that the maggot attaches itself. You may take this power multiple times, increasing the Maggot's movement speed by five feet each time, to a maximum of 15 feet.
Deny Meal: As a Standard Action, you may increase your Hell Aura by 1 to cause all of the Hell Maggots attached to a selected target to die. This triggers Immolative Decay if the targeted Maggots have it.
Dissolving Juices: You may increase your Hell Aura by 1 to cause all your maggots created in the next ten rounds to deal an additional 1d3 acid damage during the first round they are attached. You may take this multiple times, increasing the damage dealt by 1 step each time, to a maximum of 1d6.
Enduring Maggot: You may increase your Hell Aura by 1 to make all your maggots created in the next ten rounds last for 1 additional round. You may take this multiple times, each time increasing the number of rounds ythat they persist, to a maximum of one fourth of your level.
Engorged Maggot: As a full round action that provokes an attack of opportunity, you may increase your Hell Aura by 1 and take 1d4 damage to create an Engorged Maggot. An Engorged Maggot is treated like a potion, and may be eaten to either heal 1d8 hit points, heal 1d4 Ability damage, restore 1d10 Spell Points to a Shinigami, increase the eater's Hell Aura by 1d4 (If the eater is not a Togabito, they gain a Hell Aura until such time that they can suppress it to 0, and Kushanad will mistake them for Togabito), or deal 1d8 Acid damage. Which effect the Engorged Maggot does is determined when it is created. You may take this Power multiple times, each time adding an additional die to one specific effect on the list (For example, you may select healing to make your Healing Engorged Maggots heal 2d8 hit points, but the other abilities will not have increased effects).
Ethereal Worm: When throwing a Hell Maggot, you may increase your Hell Aura by 1 to make it a ranged Touch Attack instead of a normal ranged attack.
Flesh Hive: As a full Round Action, you may call forth 1d3 Fiendish Giant Bombardier Beetles, which remain for 1 Round/Level. You may take this power multiple times, each time increasing the number of beetles summoned by 1 die step.
Hold Maggot: After creating a Hell Maggot, you may increase your Hell Aura by 1 hold the maggot in reserve. The next time you throw a Hell Maggot, you may choose to throw the reserved Maggot as well, using one attack roll to determine if both hit. You may take this multiple times, each time increasing the number of maggots that you can hold in reserve, to a maximum of 4. You may only take this power once every five levels.
Immolative Decay: You may increase your Hell Aura by 1 to cause all your maggots created in the next ten rounds to deal an additional 1d4 fire damage on the turn when they expire. You may take this multiple times, increasing the damage dealt by 1 step each time, to a maximum of 1d10.
Leaping Trap: You may increase your Hell Aura by 1 to leave a Hell Maggot hidden on an adjacent square. Any enemy that passes within five feet of this square is leapt upon by the Maggot, acting as a ranged attack to their flat-footed AC. The hidden maggot remains on the field for 2 rounds ber level before dying. Once it latches onto someone, it behaves as if you had thrown it this turn.

Greater:

Accustomed Flesh: When struck by an attack that deals acid damage, you may increase your Hell Aura by 1 to ignore all of the damage dealt. This requires Dissolving Juices to take.
Bursting Maggot: As a full round action, you may increase your Hell Aura by 2 and take 1d6 damage to create a Bursting Maggot. When thrown, a bursting maggot explodes, dealing 2d8 acid damage, 3d4 fire damage, or poisons and blinds everyone within range of the detonation. Which effect occurs must be determined when it is created. The explosion covers a five foot radius. You may take this Power multiple times to either add one die to a specific type of damage, or increase the DC for either the Reflex or Fortitude save for blinding and poisoning (Respectively) by 2. You may also choose to increase the detonation range to a ten foot radius instead of increasing saves or damage.
Crawling Spite: When you use final spite, it deals acid damage equal to half the amount of hit points you are missing from your total. In addition, everything within sixty feet is hit as if by the Flesh Burst Power, and every unoccupied square within sixty feet has a hell maggot placed on it, capable of crawling as per the Crawling Maggot Power. This requires the Flesh Burst and Crawling Maggot Powers to take.
Detonation: As a Standard action, you may increase your Hell Aura by 2 to make a number of your Hell Maggots explode, dealing 1d8 damage to the person they are attached to. You may take this Power multiple times, increasing the damage by 1d8 each time. If the number that you detonate is higher than half your class level, you must increase your Hell Aura by 3 instead of 2.
Enduring Modification: Whenever you use a Hell Power that effects "all your maggots created in the next ten rounds," you may increase your Hell Aura by 1 (In addition to the increase to activate the power) to add five rounds to the duration. You may take this power a second time to gain the option of increasing your Hell Aura by 2 for an increase of 10 additional rounds.
Flesh Burst: As a Full Round Action, you may increase your Hell Aura by 2 to make a ranged touch attack on every being -- ally or enemy -- within five feet, attaching a maggot to them if successful. You may take this Power multiple times to increase the range by five feet each time, to a maximum of thirty feet.
Release Hive: You may increase your Hell Aura by 2 to use Creeping Doom as a SLA.
Toxic Secretions: You may increase your Hell Aura by 2 to make all your maggots created in the next ten rounds deal 1d1 Constitution damage per round instead of their base damage. You may take this multiple times to increase the amount of Constitution damage dealt by one dice step each time, to a maximum of 1d4.


Decay:

Your soul is decayed, and thanks to your time in hell, you can spread that decay to others. Except where otherwise noted, saves against your abilities are DC 10+half your level+your Wisdom Modifier.

Least:

Intelligence: Gain +1 Intelligence.
Will: Gain +1 to your Will Save. This Power may only be taken once every 5 levels.
Wisdom: Gain +1 Wisdom.

Lesser:

Decay Enthusiasm: You may increase your Hell Aura by 1 to use Waves of Fatigue as a SLA.
Decay Metal: You may increase your Hell Aura by 1 to use Rusting Grasp as a SLA.
Decay Vigor: You may increase your Hell Aura by 1 to use the spell Ray of Exhaustion as a SLA.
Decay Vitality: You may increase your Hell Aura by 1 to use the spell Escalating Enfeeblement as a SLA.
Decaying Intent: If you succeed on an Intimidate check against someone, you may increase your Hell Aura by 1 to immediately cast Curse of the Putrid Husk on them as an extraordinary ability. The penalties from being intimidated are applied before the target attempts their save.
Improved Infliction: When using Inflict Light Wounds as an SLA, you may increase your Hell Aura by 1 to use the Spell Inflict Moderate Wounds instead. You may take this multiple times, to upgrade the spell to moderate, serious, and critical. This Power may only be taken once per five levels you possess.
Mass Infliction: When using Inflict Light Wounds as an SLA, you may increase your Hell Aura by 1 to use the Mass Inflict Light Wounds instead. This may not be used in conjunction with Improved or Greater Infliction, but may be used with other powers.
Miasma: You may increase your Hell Aura by 1 to use Bleakness as a SLA.
Quickened Passing: You may increase your Hell Aura by 1 to cause all enemy creatures within 100 feet with 0 or lower hit points to take 1 damage per round for a number of rounds equal to your Wisdom Modifier.
Reaching Rot: You may increase your Hell Aura by 1 to turn one of your touch attacks that uses negative energy in some way into ranged Touch Attack with a range of 25 feet. You may take this Power multiple times to increase its range each time, to a maximum of 40 feet.
Torrent of Rot: You may increase your Hell Aura by 1 to use Rot of Ages as a SLA.
Withering: You may increase your Hell Aura by 1 to use Wither Limb as a SLA.


Greater:

Cloak of Decay: You may increase your Hell Aura by 3 to wrap yourself in an aura that decays all that touches it. Any attack that strikes you while you are using the Cloak loses damage dice equal to half your level (For example, if you are level 14 and are hit by an attack that would deal 9d6 damage, it would lose 7 dice and deal 2d6 damage instead. For every round after you activate this Power, you must increase your Hell Aura by 1 or allow it to expire. This Power requires at least 1 other Greater Hell Power to take. You may take this Power multiple times; each additional time you take it, the cloak grants you +5 to Spell Resistance and +5% concealment miss chance. This Power may not be taken more than six times.
Degrade Power: You may increase your Hell Aura by 2 to use the Spell Enervation as a SLA.
Eradicate Flesh: You may increase your Hell Aura by 2 to use the Spell Flensing as a SLA. You must be at least level 16 to gain this power.
Eradicate Vigor: You may increase your Hell Aura by 2 to use Waves of Exhaustion as a SLA.
No Items: When you hit a target with a touch attack, you may increase your Hell Aura by 2 to reduce the duration of all ongoing effects they are under by 5 rounds for them only. You also roll 1d4 for all items in their possession other than their weapon, such as Hell Maggots, cell phones, or Seele Schneider. On a 4, that item is destroyed.
Dust Only: You may increase your Hell Aura by 2 to use the spell Mummify as a SLA.
Final Desiccation: You may increase your Hell Aura by 2 to make a touch attack that inflicts Mummy Rot.
Greater Infliction: When using Inflict Light Wounds as an SLA, you may increase your Hell Aura by 2 to use the Spell Harm instead.
Inflict Atrophy: When using Inflict Light Wounds as an SLA, you may increase your Hell Aura by 2 to make it inflict 1d8+2 Constitution damage instead.
Ravaging Darkness: You may increase your Hell Aura by 2 to use the Spell Ravage as a SLA. Instead of only being healable in a hallowed or consecrated area, the damage simply may not be healed until 1 hour per level has passed.
Refined Spite: When you use Final Spite, roll 1d100. If the result is 15 or lower, you increase your Hell Aura by 3 instead of dying, and cannot use Final Spite again that encounter. If the result is above 15, the damage dealt by Final Spite is equal to your maximum hit points instead of the amount you are missing.

Misfortune:

When you died, you swore that a curse would follow the ones responsible to their graves. Now that you've escaped hell, you're going to make good on that oath. Except where otherwise noted, saves against your abilities are DC 10+half your level+your Charisma Modifier.

Least:

Bad Footing: You may increase your Hell Aura by 1 to cast Impeding Stones as a SLA.
Charisma: Gain +1 to Charisma.
Dexterity: Gain +1 to Dexterity.
Intelligence: Gain +1 to Intelligence.

Lesser:

Aura of Unluck: You may increase your Hell Aura by 1 to use the Hexblade ability of the same name.
Bad Luck: You may increase your Hell Aura by 1 to cast Alter Fortune as a SLA.
Dark Curse: You may increase your Hell Aura by 1 to inflict a curse on someone as a free action as per the Hexblade ability. You may take this Power multiple times to increase the inflicted penalty by an additional -2. This Power may only be taken once per five levels that you possess.
Basic Curse: You may increase your Hell Aura by 1 to cast Curse of Ill Fortune as a SLA. This Power stacks with Dark Curse.
Bullet Magnet: You may increase your Hell Aura by 1 to cast Curse of Arrow Attraction as a SLA. This Power stacks with Dark Curse.
Broken Glass: You may increase your Hell Aura by 1 to use Shatter as a SLA.
Curse of Clumsy Casting: Increase your Hell Aura by 1 and target someone within sixty feet. They must make a Will Save or gain 10% Spell Failure for a number of rounds equal to 3+your Charisma modifier. You may take this Power Multiple times; each time increases the failure chance by 5% and the duration by 1 round, to a maximum of 25%.
Curse of Failure: You may increase your Hell Aura by 1 to cast Curse of Petty Failing as a SLA. If you take this Power a second time, you may cast the "Legion's" version instead. This Power stacks with Dark Curse.
Impending Curse: You may increase your Hell Aura by 1 to cast Curse of Impending Blades as a SLA. If you take this Power a second time, you may cast the "Legion's" version instead. This Power stacks with Dark Curse.
Sudden Collapse: You may increase your Hell Aura by 1 to cast Create Pit as a SLA.
Unfortunate Hit: When you roll a 1 on a non-magical attack, you may increase your Hell Aura by 1 to treat the roll as being 10+half your level instead. When confirming a critical, you may increase your Hell Aura by 1 to make a rolled 1 count as a Confirmation.
Unlucky Defense: You may increase your Hell Aura by 1 to target an enemy with this Power. The target must make a Will Save; if they fail, anyone who attacks them treats their own critical threat range as being 1 larger, and does not need to roll confirmation. The target loses immunity to critical hits if they have it.


Greater:

Bad Karma: When you ar targeted by a ranged attack or spell, you may increase your Hell Aura by 2 to make it target an Ally within 30 feet of you instead.
Curse of Inverse: You may increase your Hell Aura by 2 to use Necrotic Curse as a SLA.
Degrade Power: You may increase your Hell Aura by 2 to use the Spell Enervation as a SLA.
Disastrous Blade: You may increase your Hell Aura by 2 to make your blade gain the properties of the "Black Blade of Disaster" spell. You must have at least two other Greater Hell Powers to take this Power.
Fatal Luck: You may increase your Hell Aura by 2 to target an enemy with this Power. The target must make a Will Save or gain a -2 penalty to defending against fear, death, mind-affecting effects, and lose their immunity to these effects if they have them. They also take a -2 penalty to all Ability scores. This requires the Dark Curse Power to take, and stacks in the same way.
Feel my Misery: You may increase your Hell Aura by 2 to cast Imprison Soul as a SLA. You must be at least level 18 to take this power.
Inevitable Misfortune: When using a Curse Power, you may increase your Hell Aura by an additional 1 in order to force a single target to fail their saving throw against the curse.
Mighty Curse: You may increase your Hell Aura by 3 to cast Bestow Greater Curse as a SLA. You must have at least 2 Greater Hell Powers to take this one.


Oppression:

In life, you were a tyrant of the worst sort. In death, your very presence carries the touch of that tyranny.Except where otherwise noted, saves against your abilities are DC 10+half your level+your Charisma Modifier.

Least:

Charisma: Gain +1 to Charisma.
Command: You may increase your Hell Aura by 1 to use Command as a SLA.
Intelligence: Gain +1 to Intelligence.
Will: Gain +1 to Will Saves.


Lesser:

Expanded Oppression: You may increase your Hell Aura by 1 to increase the area of effect for all of your oppression abilities by ten feet for the remainder of the encounter. You may take this Power multiple times to cause it to add an additional ten feet for each time it is taken.
Hold Person: You may increase your Hell Aura by 1 to use Hold Person as a SLA.
Oppression: Select one Oppression type Zanpakutou ability. You may increase your Hell Aura by 1 to activate the ability for ten rounds. The area of effect is a 15 foot radius from you.

Greater:

Aura of Terror: You may increase your Hell Aura by 2 to use Aura of Terror as a SLA.
Crushing Storm: You may increase your Hell Aura by 2 to use Storm Tower as a SLA. You must have at least 1 other Greater Hell Power to take this Power.
Crush Upstart: You may increase your Hell Aura by 2 to use Crushing Sphere as a SLA.
Deny Power: You may increase your Hell Aura by 2 to use Anti-Magic Field as a SLA.
Greater Command: You may increase your Hell Aura by 2 to use Greater Command as an SLA. You must have Command and be at least level 16 to take this power.
Hold Crowd: You may increase your Hell Aura by 2 to use Mass Hold Person as a SLA. You must have Hold Person and be at least level 16 to take this power.
Lock-Up: You may increase your Hell Aura by 2 to use Binding as an SLA. and be at least level 16 to take this Power.
Oppressing Hatred: You may increase your Hell Aura by 2 to use Pulse of Hate as a SLA.

Arkanian
2013-06-27, 11:42 PM
Hate:

You. Hate. Everyone. You took that hate out on those around you, and you were sent to hell for it. But your time their has only refined your Hatred. Except where otherwise noted, saves against your abilities are DC 10+half your level+your Charisma Modifier.


Least:

Charisma: Gain +1 to Charisma.
Mark of Demise:You may cast Death Grimace as a SLA.
Strength: Gain +1 to Strength.
Will: Gain +1 to Will Saves.

Lesser:

Blinding Hate: You may increase your Hell Aura by 1 to use Seething Eyebane as a SLA. You do not take ability damage. You must have at least 1 other Lesser Hell Power to take this power.
Bottomless Hate: You may increase your Hell Aura by 1 to use the spell Bottomless Hate as a SLA. Unlike the spell, you may only increase bonuses against a single type of Favored Enemy per use.
Declaration of Transgression: You may increase your Hell Aura by 1 to use Pronouncement of Fate as a SLA. You must have at least one other Lesser Power to take this one.
Delight: You may increase your Hell Aura by 1 to use Sadism as a SLA.
Expanded Hatred: Gain Favored Enemy as a Bonus Feat.
Feel My Pain: You may increase your Hell Aura by 1 to use Bestow Wound as a SLA.
Identify Transgressor: You may increase your Hell Aura by 2 to cast Identify Transgressor as a SLA. You must be asking for the identity of someone who has done something to you personally.
Hate Driven Continuance: If you are reduced to 0 or lower hit points while fighting a favored enemy, you may increase your Hell Aura by 1 to gain the benefits of the Diehard Feat. If you are reduced to the amount of negative hit points required to kill you, you may increase your Hell Aura by 1 to regain 1 hit point as an Immediate action.
Hateful Gaze: You may increase your Hell Aura by 1 to use Evil Glare as an Extraordinary Ability.
Manifest Hatred: You may increase your Hell Aura by 1 to cast Bestow Slime Wave as a SLA. You must have at least 2 Lesser Hell Powers to take this one.
Pervasive Hate: You may increase your Hell Aura by 1 to use Caustic Mire as a SLA. You must have at least 2 other Lesser Hell Powers to take this power.
Renewed Hate: When making an Intimidate check against someone who is immune, you may increase your Hell Aura by 1 to remove that immunity.
Transmit Hatred: You may increase your Hell Aura by 2 to cast Nightmare as a SLA.

Greater:

Cast into Torment: You may increase your Hell Aura by 2 to cast Eternity of Torture as a SLA. The spell may be broken from the outside either by yourself at-will, or upon your demise. A Spellcraft Check with a DC of 20+ your level may break someone free of the spell.
Feel my Misery: You may increase your Hell Aura by 2 to cast Imprison Soul as a SLA. You must be at least level 16 to take this power.
Go Die: You may increase your Hell Aura by 2 to make an Intimidate Check against all enemies within thirty feet. Those that are not Favored Enemies react normally. Favored Enemies who pass the opposed check are Shaken as if they had failed an ordinary Intimidate Attempt. Favored Enemies who fail the check are immediately reduced to -4 hit points. You must be at least level 18 to take this Power.
Hate-Born Curse: Once per day, you may increase your Hell Aura by 4 to cast Bestow Greater Curse as a SLA. You may take this Power multiple times to increase the number of times per day by 2.
Mirror Transgression: You may increase your Hell Aura by 2 to activate this ability for a 10 rounds. Any Favored Enemy who inflicts damage on you must make a Will Save or take an equal amount of damage. This includes damage that is cancelled by your Damage Resistance. If they pass their save, they take 1d6 damage instead. When you are damaged by a Favored Enemy who is not killed by mirrored damage, you may increase your Hell Aura by 1 as an immediate action to extend the duration of this Power by a number of Rounds equal to your Charisma Modifier. You must have at least 2 other Greater Hell Powers to take this one.
Palpable Hatred: You may increase your Hell Aura by 2 to use Pulse of Hate as a SLA.
Piercing Hatred: Before launching an attack against a Favored Enemy, you may increase your hell aura by two to ignore all Damage Resistance should your attack hit.
Purest Hatred: You may increase your Hell Aura by 2 to use Mantle of Pure Spite as a SLA.
Return Twofold: When you are damaged by a Favored Enemy, you may increase your Hell Aura by 2 to "store" the damage you take. The next time you launch an attack against the specific enemy who inflicted that damage, you may declare your use of this ability and increase your Hell Aura by 1 add the stored damage to the damage result in place of the usual modifier. The use of this ability must be declared before rolling to hit. If the attack misses, or you do not declare the use of this ability the next time you damage that opponent, the stored damage is spent without being used. You must have at least 2 other Greater Hell Powers to take this one.
Smite Foe: You may increase your Hell Aura by 2 to use an extraordinary ability that is similar to Smite Good, but functions against any Favored Enemy.
Ultimate Spite: Upon taking this power, you immediately gain the Final Spite ability if you do not already have it. The damage dealt by Final Spite is doubled.

Deception:

Lie, lie, lie. Your lies damned you to hell, and now that you're out, you're back to your old tricks. Except where otherwise noted, the DC for saves against your abilities is equal to 8+your bluff skill. You may use the Alternative Demon Path Feat to substitute your Sleight of Hand Skill for Bluff. Unless otherwise noted, the target must use Sense Motive in place of their usual save.

Least:

Bluff: Gain 2 ranks in Bluff. This cannot give you more ranks than the maximum for your level.
Charisma: Gain +1 to Charisma.
Deceptive Sneak Attack: When you attack someone by surprise-- that is, when they are aware of your presence but do not expect you to attack -- You may add 1d10 damage to the result. This ability stacks with itself and Sneak Attack Damage from other sources.
Dexterity: Gain +1 to Dexterity.
Disguise: Gain 2 ranks in Disguise. This cannot give you more ranks than the maximum for your level.
Forgery: Gain 2 ranks in Forgery. This cannot give you more ranks than the maximum for your level.
Figment: You may increase your Hell Aura by 1 to use either Ghost Sound or Silent Image as a SLA.
Misdirection: You may increase your Hell Aura by 1 to use Misdirection as a SLA.
Ranged Legerdemain: You may increase your Hell Aura by 1 to use Ranged Legerdemain as per the Arcane Trickster Class Feature.
Sleight of Hand: Gain 2 ranks in Sleight of Hand. This cannot give you more ranks than the maximum for your level.
Stay the Hand: You may increase your Hell Aura by 1 to use Stay the Hand as a SLA.


Lesser:

Bluffed Talent: Outside of Combat, you may increase your Hell Aura by 1 to substitute any Strength, Dexterity, Constitution, or Intelligence based skill check for a Bluff Check.
Charm Person: You may increase your Hell Aura by 1 to use Charm Person as a SLA.
Deceptive Power: When using a Hell Power, you may increase your Hell Aura by 1 to apply the Deceptive Spell metamagic to it if applicable.
Detect Thoughts: You may increase your Hell Aura by 1 to use Detect Thoughts as a SLA.
Disguise Other: You may increase your Hell Aura by 1 to use Seeming as a SLA.
False Self: You may increase your Hell Aura by 1 to use Displacement as a SLA. If you take this Power a second time, you may increase your Hell Aura by 2 to use Mislead instead. If you are at least level 12, you may take this power a third time to use Project Image instead.
Falsify Class: Select a Character Class and increase your Hell Aura by 2. For 1 hour per rank you have in Bluff, your appearance becomes that of the standard for that class, and your own physical appearance changes as per the Alter Self Spell. Your DR is removed and replaced by the Defense and base attack Bonuses that the selected Class has at that level, and you gain a generic version of that class's weapon with the same damage progression. If you increase your Hell Aura by more than 1 in the space of a single round, the effect ends. If someone sees through it, they see your real self and ignore the changes to your stats. If you attack someone with your falsified weapon and they are aware of your nature, they may roll to disbelieve in order to take no damage.
Friend to Foe: You may increase your Hell Aura by 1 to use Friend to Foe as a SLA. You must have at least 2 Lesser Hell Powers to take this one. If you take this Power a second time, you may choose to use Incite Riot instead.
Improved Falsification: When using Falsify Class, you may increase your Hell Aura by 3 instead of 2 to gain all of the basic abilities of that class -- that is, the abilities that they receive automatically rather than selecting from a list of options. For example, you would gain a Quincy's Spirit Charge ability, but you would not gain their Favored Enemy Feat because it requires you to select a Monster Type (You also cannot use Shikai, Fullbring, a Bount Doll, or other similar abilities). When using Improved Falsification, increasing your Hell Aura by 1 more than once per hour will break the illusion. Also, foes may roll to disbelieve any abilities you gain through this power. This power requires Falsify Class and 2 other Lesser Hell Powers to take. For every encounter where you use an ability unique to another class, decrease this Power's Duration by 1 hour.
Major Image: You may increase your Hell Aura by 1 to use Major Image as a SLA. You must have the Figment Least Power to take this one.
Mirror Image: You may increase your Hell Aura by 1 to use Mirror Image as a SLA.
Suggestion: You may increase your Hell Aura by 1 to use Suggestion as a SLA.
Veil: You may increase your Hell Aura by 1 to use Veil as a SLA. You must have at least 3 other Lesser Hell Powers to take this one.

Greater:

Baffle Kushanada: If a Hell Aura exceeding the limit of its shroud (Not necessarily your own) has caused Kushanada to be en-route, as a full round action you may increase your Hell Aura by 2 to add an additional 1d6 to the time it will take them to arrive. You may take this Power multiple times, increasing the added die by 1 step each time to a maximum of 1d100.
Fool Divination: You may increase your Hell Aura by 2 to use Screen as a SLA.
Greater Falsification: When using Improved Falsification, you may increase your Hell Aura by 4 instead of 3 to imitate a specific person. You gain the abilities of that person's class as per Improved Falsification. If you touched the person in question less than a day before using this power, you also gain their Feats, spells known, and the benefits of their Gestalt classes. If you increase your Hell Aura by more than 1 in the space of twelve hours, this Power expires. If you are imitating another Togabito, increasing your Hell Aura by using one of their Hell Powers does not cause this power to expire, nor does usage of Bluffed Talent.
Impeccable Lies: You may increase your Hell Aura by 2 to use Glibness as a SLA.
Implant Signature: Increase your Hell Aura by 2 and make a melee touch attack an adjacent target. If you hit, for the next 12 hours/Level, all Kushanada will be convinced that that person is you. You may increase your Hell Aura by 3 to instead implant the signature of a willing Togabito in an adjacent square. If you possess Baffle Kushanada, you cannot be dragged to hell by Hell Aura effects while the Power persists (Though you may still be paralyzed).
Mind Blank: You may increase your Hell Aura by 2 to use Mind Blank as a SLA.
Moment of Preparation: You may increase your Hell Aura by 2 to halt time for 5 rounds. During this time you may move freely, but you may not harm any object or person, nor can you travel more than 40 feet from the position where you started. You may take this Power multiple times to increase the duration by 3 rounds each time, to a maximum of your Bluff Modifier.

Greed:

You wanted. You needed. So you took and took and took. In Hell, you only got better. Except where otherwise noted, the DC for saves against your abilities is equal to 8+your Sleight of Hand skill.

Least:

Detect Loot: You may increase your Hell Aura by 1 to detect the presence of objects or abilities that you are capable of stealing.
Dexterity: Gain +1 to Dexterity.
Fast Movement: Gain Shunpo as a Warrior Shinigami. If you are lower than 6th level, your Shunpo is 5/10.
Grab and Snatch: In place of a melee attack, you may increase your Hell Aura by 1 to steal an object on the target's person. The target gets a reflex save to avoid it.
Prolific Theft: Once per day, you may increase your Hell Aura by 1 to gain additional use of your Hell Focus Ability. You may take this Power Multiple times to gain an additional use per day each time.
Ranged Legerdemain: You may increase your Hell Aura by 1 to use Ranged Legerdemain as per the Arcane Trickster Class Feature.
Sleight of Hand: Gain 2 ranks in Sleight of Hand. This cannot give you more ranks than the maximum for your level.
Snatch and Grab: You may increase your Hell Aura by 1 to split your move action. You may take this power a second time to split your Shunpo movement.

Lesser:

Entice Gift: You may increase your Hell Aura by 1 to use Entice Gift as a SLA.
Stash: You may increase your Hell Aura by 1 to use Leomund's Secret Chest as a SLA.
Steal Charge: When using your Hell Focus ability on a Quincy who is maintaining a Spirit Charge, you may increase your Hell Aura by 1 to instead steal their charge.
Steal Talent: When using your Hell Focus ability on a Hollow, you may increase your Hell Aura by 1 to instead steal one of their Hollow Abilities, which you may use for 1 minute/level. You may not steal abilities that would noticeably alter your body (As per the Vizard class).
Steal Spell: You may increase your Hell Aura by 1 to use Steal Spell as per the Spellthief Class Feature. You do not need sneak attack dice to use this Power, instead increasing your Hell Aura by 1 for each spell stolen, to a maximum of 3. When stealing a spell from a Shinigami, you steal a casting of a spell they know, and they lose the amount of spell points they would need to cast that spell (If the amount they have is insufficient, this Power fails to work). When stealing a Seal use from a Bount, they lose 1 use per day. The level of spell stealable is determined by your full class level, rather than half as per the spellthief. Any text for Spellthief abilities that mentions using your Charisma Modifier uses your Dexterity Modifier instead.
Steal Energy Resistance: You may increase your Hell Aura to use Steal Energy Resistance as per the Spellthief ability, with the modifications listed above.
Steal Spell Effect: You may increase your Hell Aura to use Steal Spell Effect as per the Spellthief ability, with the modifications listed above.
Steal Plus: As Steal Spell, but you instead steal the benefits of a Bount's Plus Slots.
Steal Spell Resistance: You may increase your Hell Aura to use Steal Spell Resistance as per the Spellthief ability, with the modifications listed above. You must have at least 3 other Lesser Hell Powers to take this one.
Steal Vitality: When using your Hell Focus ability on someone, you may increase your Hell Aura by 1 to instead steal 4 hit points/level, which you gain as temporary hit points. Temporary Hit Points gained this way do not stack. You must have at least 2 other Lesser Hell Powers to take this Power.

Greater:

Borrow Power: Select 1 Lesser Hell Power or 2 Least Hell Powers from a different Power list that require increasing your Hell Aura to use. You add the Power(s) to your list of Powers Known, but when using them you must increase your Hell Aura by 1 more than the amount listed.
Phantasmal Thief: You may increase your Hell Aura by 2 to use Phantasmal Thief as a SLA. You must have the Grab and Snatch Least Hell Power to take this power.
Steal Bow: When you use your Hell Focus Power to steal a Quincy's Bow, you may increase your Hell Aura by 2 to use the Bow's Unique Abilities instead of just its attack stats.
Steal Capability: When you gain this power, select an Ability Score. When using your Hell Focus ability, you may increase your Hell Aura by 2 to instead steal 1d6 points from that stat. This power does not stack with itself.
Steal Release: When using your Hell Focus ability on a Shinigami who is using Shikai, you may increase your Hell Aura by 2 to utilize their Shikai's abilities for the remainder of the Encounter (Normally, it would automatically revert to its sealed form). If you take this power a second time, you may steal a Bankai, retaining the abilities until the point it would expire, at whic point it reverts to Shikai until the end of the encounter. This Power may not be used on Summon Type releases (Though any non-summon Shikai Abilities are still stolen; the target merely retains control of any Summon Abilities).
Steal Feat: When using your Hell Focus ability, you may increase your Hell Aura by 2 to instead steal one of the targets feats. You gain the benefits of the stolen feat for 1 day.
Steal Fullbring: When you use your Hell Focus Power to steal a Fullbring, you may increase your Hell Aura by 2 to use the Fullbring's Abilities instead of just its attack stats. You may take this Power a second time to also steal Fullbring Evolutions as per the rules above.
Steal Doll: You may increase your Hell Aura by 2 to use your Hell Focus ability on a Bount Doll to steal control of it. The Doll's owner regains control at the end of the encounter. You may take this Power a second time to be able to steal the benefits of Doll Fusion, but this also expires at the end of the encounter.

Madness:

The rules by which you were judged say that your actions were evil, but you know that's wrong. They see things that way because they are insane. And now that you're free, you can share your sanity with them... Except where otherwise noted, saves against your abilities are DC 10+half your level+your Charisma Modifier.

Least:

Ability: Gain a +1 to any Ability Score other than Wisdom.
Deja Vu: You may increase your Hell Aura by 1 to use the Psionic Power Deja Vu as a SLA.
Disable: You may increase your Hell Aura by 1 to use the Psionic Power Disable as a SLA. Unlike the Psionic Power, this Power effects creatures of up to 1 HD per Level.
Improved Mind Thrust: When using Mind Thrust, you may increase your Hell Aura by 1 to Increase the DC by 1. You may take this power multiple times, increasing it by 1 each time. When using this power, you must increase your Hell Aura by an amount equal to half the amount you are increasing the DC.
Will: Gain +1 to Will Saves.

Lesser:

Damage Paradigm: You may increase your Hell Aura by 1 to use Ego Whip as a SLA.
Deny Location: You may increase your Hell Aura by 1 to use Dimension Door as a SLA.
Deny Presence: You may increase your Hell Aura by 1 to use Time Hop as a SLA.
Hallucinatory Damage: You may increase your Hell Aura by 1 to use Recall Agony as a SLA. You may take this power multiple times, each time gaining the option to increase the damage by 1d6 and the save DC by 1. When using this power, you must increase your Hell Aura by an amount equal to half the amount you are increasing the DC.
Induce Absence: You may increase your Hell Aura by 1 to use Cloud Mind as a SLA. You may take this Power a second time to instead use Mass Cloud Mind.
Induce Confusion: You may increase your Hell Aura by 1 to use Confusion as a SLA.
Induce Fugue: You may increase your Hell Aura by 1 to use Touch of Madness as a SLA. If you take this Power a second time, you may choose to use Bolts of Bedevilment instead.
Manifest Vision: You may increase your Hell Aura by 1 to use Ectoplasmic Shambler as a SLA. You must have at least 1 other Lesser Hell Power to take this one.
Terrible Thought: You may increase your Hell Aura by 1 to use Psionic Blast as a SLA.
Reshape Self: You may increase your Hell Aura by 1 to use Psychic Reformation on yourself as a SLA. You must have at least 4 other Lesser Hell Powers to take this Power.
See Through my Eyes: You may increase your Hell Aura by 1 to use Death Urge as a SLA. If you take this Power a second time, you may use it as an immediate action on anyone who uses a telepathic ability on you.
Splinter Mind: You may increase your Hell Aura by 1 to use Personality Parasite as a SLA.

Greater:

Conform Existence: You may increase your Hell Aura by 2 to use Bend Reality as a SLA. You must have at least 3 other Greater Hell Powers to take this one.
Crush Paradigm: You may increase your Hell Aura by 2 to use Psychic Crush as a SLA.
Deny Tangibility: You may increase your Hell Aura by 2 to use Ethereal Jaunt as a SLA.
Deny Vulnerability: You may increase your Hell Aura by 2 to use Timeless Body as a SLA.
Encourage Instrumentality: You may increase your Hell Aura by 2 to use Assimilate as a SLA. You must have at least 3 other Greater Hell Powers to take this one.
Hallucinatory Demise: You may increase your Hell Aura by 2 to use Recall Death as a SLA. You must have Hallucinatory Damage and Induce Death as Hell Powers to take this one.
Induce Death: You may increase your Hell Aura by 2 to use Weird as a SLA.
Induce Gibbering: You may increase your Hell Aura by 2 to use Maddening Scream as a SLA.
Induce Insanity: You may increase your Hell Aura by 2 to use Insanity as a SLA. If you take this Power a second time, you may choose to use Symbol of Insanity instead. Unlike the spells, this effect is not permanent but instead lasts 1 hour per level.
Mental Static: You may increase your Hell Aura by 2 to use the Shinigami Spell Inhibition as an SLA. This Power may also effect Bount Seals and Togabito Hell Powers if you choose.
Shatter Meditation: You may increase your Hell Aura by 2 to use Shatter Mind Blank as a SLA. When someone performs a non-move action that provokes an attack of Opportunity from you, you may instead increase your Hell Aura by 2 to make them perform a Will Save, canceling the action if they fail.
Welcome to My World: You may increase your Hell Aura by 2 to use Microcosm as a SLA. Unlike the spell, this effect is not permanent but instead lasts 1 hour per level. You must have at least 3 other Greater Hell Powers to take this one.

Arkanian
2013-06-28, 09:00 PM
The Zima Opolcheniye:

The Zima Opolcheniyae guards Russia in every way possible. They consider themselves the embodiment of the Russian Winter itself, defending Russia's people but meting out cruelty to all who would threaten them. Their society, Nav, treats the Soldat -- their equivalent to Shinigami -- as being equal to all others. Their officers are only superior to anyone whilst on-duty.

Mechanical Differences:

~A Soldat's Zanpakutou equivalent is called a Nadeyushchiysya'Shchit, often shortened to "Nadehzda" for the sake of convenience. A Nadehzda, even in its sealed form, can shift between 3 separate forms: A shield, a scythe, and a hiltless blade of wind filled with blowing snow. Turning it into a shield is difficult enough that most are unable to transform their Nadezhda from a scythe until they already have their first release. The last form, however, is difficult enough that most don't achieve it at all -- in gameplay terms, it requires a Gestalt class.
~In Scythe Form, a Nadehzda is a two-handed weapon that can be used to make trip attempts. In Shield Form, it is a one-handed weapon that deals bludgeoning damage two steps lower than the normal progression. It grants a +2 Armor Bonus to AC, and access to the "Winter Shield" Stance as an Extraordinary ability.
~You may enter the Winter Shield stance as a Standard Action. While in the Winter Shield Stance, you gain a bonus to AC equal to half your level rounded down, and enemies may not attack anyone in your square other than you (If your square is hit by an AoE, you are the only one to take damage). Taking any standard, move, or full round actions ends the stance, as does successfully passing a Reflex save.
~During character creation, Soldat have 3 less skill points and 1 less class skill than normal for their class (Except for Expert Soldat, who have 2 less Skill Points and 2 less Class Skills). They gain 1 less skill point per level.
~Any spell cast by a Soldat automatically has the "Cold" descriptor, and any spell that deals energy damage deals Cold Damage instead of the energy type listed. If you take the Alternative Demon Path Feat, you may select an energy type other than Cold in addition to the Feat's other benefits.
~Soldat may not take Fire Zanpakutou abilities. If they use Alternative Demon Path to change their energy type, they are barred from taking Ice Abilities instead.
~Soldat have Energy Resistance/ Cold 1. This increases by 1 when using First Release, and increases by 1 again when using Full Release. If they use Alternative Demon Path to change their energy type, they gain resistance to the selected type instead.
~Soldat take an extra 50% damage from fire energy, as if they had the cold subtype. If they use Alternative Demon Path to change their energy type, they take extra damage from Cold energy instead.


Gestalts available to Soldat:

Winter Soldier: Only available to a Soldat who has not used Alternative Demon Path to change their Energy type, and you lose all benefits of this Gestalt if you ever do so.

{table=head]Level|Benefit|Description
1st|One with the Blizzard| You are immune to any negative effects caused by cold weather, and gain a +1 bonus per 2 levels to spot, listen, hide, move silently, and Suppress Reiatsu checks in snow, as well as to Sense Motive checks made to detect Reiatsu.
2nd|Increased Resistance|Increase your Cold Resistance by 1.
3rd|Blizzard Blade|You gain a third form for your Nadehzda, a hiltless blade containing the essence of a snowstorm. attacks made by this weapon are touch attacks that deal cold damage, and the weapon's damage is one step higher than that of your scythe. You may only use the Blizzard Blade for 1 Encounter/Day, increasing the number per day by 1 every 3 levels. When selecting your third level Release abilities, you must choose ice as one of your types. When using First Release, your Cold Resistance increases by half, rounded down.
4th|Increased Resistance|Increase your Cold Resistance by 1.
5th|Healing Embrace| While in cold environments, you regain 10 hit points every 2 hours, and heal 1 point of damage to your physical stats every 1 hour. When Resting while in a significantly cold environment (Such as buried in snow), you gain 5 temporary hit points when done resting.
6th|Increased Resistance|Increase your Cold Resistance by 1.
7th|Frigid Power|When choosing a Shikai ability at this level, gain an additional Shikai ability selected from the Ice abilities list.
8th|Increased Resistance|Increase your Cold Resistance by 1.
9th|Chilling Release|When releasing your weapon into first or final release,you may choose to inflict 1d12 Cold Damage to all susceptible targets within 15 feet, with Fortitude saving for half.
10th|Increased Resistance|Increase your Cold Resistance by 1.
11th|Freezing Blow|The critical range of your Blizzard Blade increases by 1. When you score a critical with your Blizzard Blade, you encase one of the targets limbs in ice, with effects identical to the Wither Limb spell.
12th|Freezing Power|When choosing abilities for your Final Release, gain 3 additional Shikai abilities selected from the Ice abilities list. When using Final Release, your Cold Resistance is doubled.
13th|Increased Resistance|Increase your Cold Resistance by 2.
14th|Freezing Release|When releasing your Final Release, you may choose to inflict 3d10 Cold damage on every target within 25 feet, with reflex saving for half. Those that fail their save by more than 5 have a limb frozen as if effected by the Freezing Blow ability.
15th|Increased Resistance|Increase your Cold Resistance by 2.
16th|Frigid Rejuvenation|When receiving Cold Damage, regain hit points equal to the amount healed by your Cold Resistance
17th|Increased Resistance|Increase your Cold Resistance by 2.
18th|Biting Cold|When you are about to roll an attack with your Blizzard Blade, you may expend spell points to make the attack ignore 1 point of DR for every 5 Spell Points spent.
19th|Increased Resistance|Increase your Cold Resistance by 3.
20th|Call Winter|Once per week, you may use the spell Fimbulwinter as an Extraordinary ability. However, the casting time is a Full-Round Action, and the duration is 4d12 hours instead of weeks. 8d6 minutes after using this ability, you become fatigued and take 1d4 points of Wisdom Damage.[/table]


Alternate Gestalt Selection:

~Soldat may not take the Shinobi Gestalt, but they may take the Athlete Gestalt despite not being Fullbringers.

Allnightmask
2013-07-01, 01:26 AM
You wrote some really fun things here. I'm loving the sound of these classes and the flavors you got out there. Russian Snow Swords? Sign me up. Disgorging Hell's maggots everywhere on death? I found high level minions. Real great Knights of the Round and I kinda really want to play a Stranger something bad. I want to see more.

I need to get more information on the gestalt aspect as it sounds different from what I remember and I need to find a DM from around here willing to skim this.

I hope you get more inspiration for this sometime soon.

Arkanian
2013-07-02, 12:26 PM
Well, I'm constantly working on it in my free time. While it may be a while before it goes up, I'm currently working on polishing up the Bount and making some American Gestalts (I'm also considering adding an additional faction based in the oceans who are basically pirates. They wouldn't have their own class variants, but they would have some unique feats and Gestalts).

I'm really glad you like it, though. While it will be some time before I'm truly finished, I intend to use this for a campaign when I am -- though given the intended scale, I would be attempting to recruit co-DMs at that time.

Anyway, as stated above, I'm always open to any suggestions anyone might have. If there's anything you'd like to see, let me know!

Edit: As for information on Gestalts and such, apparently the rulebook I'm using is a more recent creation than the "standard" Bleach d20 Rulebook. I linked to it higher up on the page.

Demidos
2013-07-03, 01:44 PM
Hey there! Just popping in to say everything on this project looks really neat. One thing I would say is that Bounts' dolls are generally (by canon) incredibly difficult to kill, if you can kill them at all. This may sound extreme, but I would go ahead and give them d20 HD. Also, you should put in a mechanism by which they go inert for an hour or so if they get "killed". Becuase lets face it, if 50% of your class features is a squishy d4 class, that can be KILLED, its not really that great. Plus that makes the game more strategic -- kill the super-warrior, or its summoner in the back?

Arkanian
2013-07-03, 08:27 PM
Hey there! Just popping in to say everything on this project looks really neat. One thing I would say is that Bounts' dolls are generally (by canon) incredibly difficult to kill, if you can kill them at all. This may sound extreme, but I would go ahead and give them d20 HD. Also, you should put in a mechanism by which they go inert for an hour or so if they get "killed". Becuase lets face it, if 50% of your class features is a squishy d4 class, that can be KILLED, its not really that great. Plus that makes the game more strategic -- kill the super-warrior, or its summoner in the back?

You have a good point. You're right that D20 is a bit extreme though - maybe it would be better simulated with Damage Resistance instead?

I actually don't recall why I gave them D4 hit dice though. Looking at it, it makes no sense. Maybe D12, and they get DR as they level... Diehard as a bonus feat is a possibility, but potentially overkill.

Edit: I made some preliminary changes. I didn't spend much time on them, so they're far from perfect, but I think they're a good place to start. Though do you think I should reduce the hit dice of the Bount itself by a step?

Thanks for the advice -- this is exactly the sort of thing I needed. I'll be making those changes. In the meantime, any additional advice you have (Or even content of your own, if you're up to it) would be immensely appreciated!