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Thread: Bleach D20

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    Bugbear in the Playground
     
    Behold_the_Void's Avatar

    Join Date
    Mar 2006
    Location
    Piercing the heavens!
    Gender
    Male

    Default Bleach D20

    NEW READERS PLEASE TAKE NOTE:

    The up-to-date compilation of the rules can be found here. A list of statted NPCs can be found here.

    This is a project a friend and I will be working on over our spring break for a fun campaign in Spring Quarter. It is based on the anime Bleach, and most of what we post up here will deal with the Shinigami and Hollows. It will take place in the interim between the Soul Society and the Arrancar arc (By manga, thus the Bount Arc does not exist), so there will likely be spoilers for the arcs contained within. You were warned.

    So first, the base classes. I’ve modeled them after the Generic Classes, there will be more defined rules on spells, feats, and available zanpakutou abilities forthcoming.

    All Shinigami use generic class rules for things such as skills and feats. All are assumed to have one good save and two poor saves.

    This uses both the Spell Point and the Defense Bonus variants from Unearthed Arcana. Due to the nature of how Shinigami fight, and the use of armor, there is no entry for proficiencies, shinigami use their zanpakutou exclusively and do not wear armor unless it is materialized by their zanpakutou as part of a release form.

    These classes are meant to be more powerful than standard classes, and are subject to change to gain more abilities. For example, the Warrior Shinigami may gain the Weapon Supremacy chain for free, and other shinigami may gain other such abilities fitting to their chosen path that all Shinigami who follow that path might take.

    Notes on Spellcasting: All shinigami can master some kidou, given the appropriate ability score. Kidou are numbered from 0-99, and the 10 column corresponds with the spell level of the kidou (kidou numbered 1-9 are level 0, 10-19 are level 1, and so on and so forth).

    Incanting a Kidou is a full-round action that provokes an attack of opportunity. A Kidou can be cast without the incantation as a standard action at ½ the caster level (rounded down, minimum 0). Your caster level must remain high enough to actually cast the spell in order to use a kidou without an incantation (If you wish to cast a 3rd level kidou without the incantation, your equivalent caster level must remain high enough for you to be able to cast 3rd level kidou after being halved).

    Casting Kidou costs a number of spell points determined by level. 0-level kidou cost no spell points, but instead may be used three times per day + the number of spell points gained by the class at 1st level. 1st level kidou costs 1 spell point, and each successive level costs 2 extra spell points in addition to the cost of the spell level just below it (2nd level kidou cost 3 spell points, 3rd level kidou cost 5 spell points, and so on up to 17 spell points for 9th level kidou).

    There are several different types of kidou that determine the type of spell to be cast. More information on this will be forthcoming.

    All Kidou is cast spontaneously, there is no before-hand preparation, you simply spend the amount of spell points on the kidou you wish to use. All shinigami have a limited number of kidou they can use, and learn new kidou as they increase in level. A shinigami may learn a new kidou spell up to the highest level they are able to cast, which is determined by their class spellcasting progression.

    Warrior Shinigami
    The warrior Shinigami represents the pinnacle of shinigami combat training. While often capable of mastering minor kidou attacks, the Warrior Shinigami hones their sword skills to absolute perfection. Moderately skilled with the shunpo (flash step), Warrior Shinigami focus their zanpakutou on combat, taking advantage of their high base attack bonus, high zanpakutou damage progression, and general strength of arms.

    Alignment
    Any

    Hit Die
    d12

    Class Skills
    Choose any eight skills as class skills, plus craft.

    Skill Points
    4+int modifier

    {table=head]Level|Base Attack Bonus|Good Save|Bad Save |Special|Zanpakutou Damage|Defense Bonus|Spell Points/day|Spells Known|Maximum Spell Level Known

    1st|
    +1
    |
    +2
    |
    +0
    |Bonus Feat, Zanpakutou|1d6|+4|0|2|0

    2nd|
    +2
    |
    +3
    |
    +0
    |Bonus Feat, Masterwork Zanpakutou|1d6|+4|0|3|0

    3rd|
    +3
    |
    +3
    |
    +1
    |Zanpakutou Awakening|1d6|+5|0|3|0

    4th|
    +4
    |
    +4
    |
    +1
    |Zanpakutou +1, Alternate Zanpakutou Form|1d8|+5|0|4*|1st

    5th|
    +5
    |
    +4
    |
    +1
    |Bonus Feat, Shikai, zanpakutou regeneration|1d8|+5|0|4*|1st

    6th|
    +6/+1
    |
    +5
    |
    +2
    |-|1d8|+6|1|5|1st

    7th|
    +7/+2
    |
    +5
    |
    +2
    |Shikai Ability|1d8|+6|1|5|1st

    8th|
    +8/+3
    |
    +6
    |
    +2
    |Bonus Feat, Shunpo 20 ft., Zanpakutou +2|1d10|+6|1|6|2nd

    9th|
    +9/+4
    |
    +6
    |
    +3
    |Shikai Ability|1d10|+7|1|6|2nd

    10th|
    +10/+5
    |
    +7
    |
    +3
    |Shunpo 60 ft., Zanpakutou Manifestation|1d10|+7|4|7|2nd

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |Bonus Feat, Final Shikai Ability|1d10|+7|4|7|3rd

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |Shunpo 120 ft., Zanpakutou +3, Bankai|2d6|+8|9|8|3rd

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |Shikai Ability|2d6|+8|9|8|3rd

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |Bonus Feat, Shunpo 200 ft., Bankai Ability|2d6|+8|10|9|4th

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |Shikai Ability|2d6|+9|17|9|4th

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |Shunpo 300 ft., Zanpakutou +4, Bankai Ability|2d8|+9|20|10|4th

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |Bonus Feat, Shikai Ability|2d8|+9|25|10|4th

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |Shunpo 420 ft., Bankai Ability|2d8|+10|26|11|4th

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |Shikai Ability|2d8|+10|41|11|4th

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |Bonus Feat, Shunpo 560 ft., Zanpakutou +5, Final Bankai Ability|2d10|+10|48|12|4th[/table]
    * - provided the Shinigami has a high enough Intelligence to have bonus Spell Points

    Class Features

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

    Bonus Feats
    The Warrior Shinigami gains bonus feats at the first and second level, as well as every three levels thereafter. Choose Warrior Shinigami bonus feats from the list of Fighter Bonus feats, as well as from the list of Zanpakutou Feats (to be posted later).

    Zanpakutou
    A shinigami is given a basic Zanpakutou upon their graduation from the academy. Known as Asauchi, or “Shallow Hit”, these zanpakutou do not manifest any abilities and are most commonly seen being carried by the standard rank-and-file soldiers within the Soul Society. All Asauchi appear as a standard bastard sword (katana) that the shinigami is considered proficient with. The sword is considered to be a one-handed weapon that the shinigami may wield as if proficient. The zanpakutou has a critical range of x2, and its damage progression is determined by the shinigami’s level.

    As the shinigami’s skill with their zanpakutou grows, their zanpakutou begins to awaken, becoming a sentient being in its own right. The zanpakutou’s personality is close to that of its wielder (as it is indeed a part of its wielder), and begins to increase in strength. At 2nd level, the zanpakutou functions as a masterwork weapon.

    At the 3rd level, the zanpakutou undergoes two changes. The cross guard and hilt begin to change in shape, becoming more personalized to the wielder. This is an entirely cosmetic change that the player may designate as they wish. Secondly, the zanpakutou begins to contact you, speaking to you and communicating with you as you begin to learn more about it.

    At the 4th level, the zanpakutou becomes a +1 magic weapon. Every 4 levels thereafter (8, 12, 16 and 20) it grows in strength, up to +5 at 20th level. Also at 4th level, the sealed form of the zanpakutou may change. While many zanpakutou stay the same, some do not, having a new form that reflects their abilities (even though the abilities have not yet manifested at this level). Examples of this are Ichimaru Gin, whose zanpakutou manifests as a short sword (wakizashi), Kyouraku Shunsui, whose zanpakutou manifests as both a katana and wakizashi, and Kurosaki Ichigo, whose zanpakutou manifested as a greatsword.

    At the 5th level, when shikai is attained, a zanpakutou also gains the ability to regenerate itself if broken or destroyed. Zanpakutou regenerate hit points at a rate of the shinigami’s class level every day, and if shattered, they will mend themselves completely after three days. Until this time, the zanpakutou cannot be used.

    At 10th level, the zanpakutou gains the ability to manifest itself in the physical world, speaking not only to its wielder but also to others who might witness the manifestation. At this point, a shinigami is able to begin training for Bankai, their final release state. Zanpakutou can be manifested for up to one hour per day per character level. The zanpakutou cannot be used while manifested, nor can it fight on its own.

    Shikai
    At 5th level, the shinigami finally learns the name of their zanpakutou, becoming able to release their zanpakutou’s first form and summon forth its power. A shikai can be released as a move action which does not provoke an attack of opportunity. Shikai may be released for 1 minute/character level, and it gains its first ability.

    All zanpakutou have two types that effect how they release and the progression of their power (although more types may be acquired with the appropriate feats). Zanpakutou types and rules will be posted shortly.

    At 7th level, and every odd level thereafter, the Shikai gains another ability, with the final and most powerful ability coming at 19th level. The rules for Shikai progression will be posted shortly.

    Shunpo

    All shinigami learn to utilize the flash step, or Shunpo. Shunpo allows instantaneous movement from one point to the next as if by means of the dimensional door spell. Unlike the dimensional door spell, Shunpo can be used as a move action which does not provoke an attack of opportunity. You may still take an action after utilizing the shunpo. The amount of feet a shinigami can traverse with shunpo need not all be used at once, they can break it up however they desire. A warrior shinigami gains 20 feet of shunpo use at the 8th level. Every two levels thereafter they gain an additional 20 foot increase to their prior gain, so at 10th level they gain 40 feet of shunpo for a total of 60 feet, at 12th level they gain 60 feet of shunpo for a total of 120, and so on up to 560 feet at 20th level. Shunpo cannot take you to an area you cannot physically see when using it.

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

    Bankai
    At 12th level, the shinigami defeats its manifested zanpakutou and unlocks the secrets of Bankai, the final release. Bankai is an explosion of power far superior to that of a shikai, granting the shinigami a powerful boost for a short period of time. Bankai may be maintained for 1 round per character level, and is released as a full-round action that does not provoke an attack of opportunity. If the character has already released their shikai, releasing their Bankai is only a move-action. The bankai gains one ability upon reaching the 12th level.

    At 14th level and every even level thereafter, the Bankai gains another ability, culminating with the Final Bankai Ability at 20th level.

    Bankai are of the same type as shikai for purposes of power progression. More information on this will be posted shortly.

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

    Alignment
    Any

    Hit Die
    D8

    Class Skills
    Choose any sixteen skills as class skills, plus craft.

    Skill Points
    8+int modifier

    {table=head]Level|Base Attack Bonus|Good Save|Bad Save |Special|Zanpakutou Damage|Defense Bonus|Spell Points/day|Spells Known|Maximum Spell Level Known

    1st|
    +0
    |
    +2
    |
    +0
    |Bonus Feat, Zanpakutou|1d4|+3|0|4|0

    2nd|
    +1
    |
    +3
    |
    +0
    |Masterwork Zanpakutou|1d4|+3|0|5*|1st

    3rd|
    +2
    |
    +3
    |
    +1
    |Zanpakutou Awakening|1d4|+4|1|6|1st

    4th|
    +3
    |
    +4
    |
    +1
    |Zanpakutou +1, Alternate Zanpakutou Form|1d6|+4|5|7|2nd

    5th|
    +3
    |
    +4
    |
    +1
    |Bonus Feat, Shikai, zanpakutou regeneration|1d6|+4|6|8|2nd

    6th|
    +4
    |
    +5
    |
    +2
    |Shunpo 20|1d6|+5|9|9|2nd

    7th|
    +5
    |
    +5
    |
    +2
    |Shikai Ability|1d6|+5|14|10|3rd

    8th|
    +6/+1
    |
    +6
    |
    +2
    | Shunpo 60 ft., Zanpakutou +2|1d8|+5|17|11|3rd

    9th|
    +6/+1
    |
    +6
    |
    +3
    |Bonus Feat, Shikai Ability|1d8|+6|22|12|3rd

    10th|
    +7/+2
    |
    +7
    |
    +3
    |Shunpo 120 ft., Zanpakutou Manifestation|1d8|+6|29|13|4th

    11th|
    +8/+3
    |
    +7
    |
    +3
    |Final Shikai Ability|1d8|+6|34|14|4th

    12th|
    +9/+4
    |
    +8
    |
    +4
    |Shunpo 200 ft., Zanpakutou +3, Bankai|1d10|+7|41|14|4th

    13th|
    +9/+4
    |
    +8
    |
    +4
    |Bonus Feat, Shikai Ability|1d10|+7|50|15|5th

    14th|
    +10/+5
    |
    +9
    |
    +4
    |Shunpo 300 ft., Bankai Ability|1d10|+7|57|16|5th

    15th|
    +11/+6/+4
    |
    +9
    |
    +5
    |Shikai Ability|1d10|+8|67|17|5th

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |Shunpo 420 ft., Zanpakutou +4, Bankai Ability|2d6|+8|81|18|6th

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |Bonus Feat, Shikai Ability|2d6|+8|95|19|6th

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |Shunpo 560 ft., Bankai Ability|2d6|+9|113|20|6th

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |Shikai Ability|2d6|+9|133|21|6th

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |Shunpo 720 ft., Zanpakutou +5, Final Bankai Ability|2d8|+9|144|22|6th[/table]
    * - provided the Shinigami has a high enough Intelligence to have bonus spell points.

    Class Features

    Spellcasting
    An expert shinigami casts kidou drawn from the universal kidou spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a kidou, an expert shinigami must have an intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an expert shinigami’s spell is 10 + the spell level + the expert shinigami’s Intelligence modifier.

    Bonus Feats
    The Expert Shinigami gains bonus feats at the first level, as well as every four levels thereafter. Choose Expert Shinigami bonus feats from the list (to be posted later).

    Zanpakutou
    A shinigami is given a basic Zanpakutou upon their graduation from the academy. Known as Asauchi, or “Shallow Hit”, these zanpakutou do not manifest any abilities and are most commonly seen being carried by the standard rank-and-file soldiers within the Soul Society. All Asauchi appear as a standard bastard sword (katana) that the shinigami is considered proficient with. The sword is considered to be a one-handed weapon that the shinigami may wield as if proficient. The zanpakutou has a critical range of x2, and its damage progression is determined by the shinigami’s level.

    As the shinigami’s skill with their zanpakutou grows, their zanpakutou begins to awaken, becoming a sentient being in its own right. The zanpakutou’s personality is close to that of its wielder (as it is indeed a part of its wielder), and begins to increase in strength. At 2nd level, the zanpakutou functions as a masterwork weapon.

    At the 3rd level, the zanpakutou undergoes two changes. The cross guard and hilt begin to change in shape, becoming more personalized to the wielder. This is an entirely cosmetic change that the player may designate as they wish. Secondly, the zanpakutou begins to contact you, speaking to you and communicating with you as you begin to learn more about it.

    At the 4th level, the zanpakutou becomes a +1 magic weapon. Every 4 levels thereafter (8, 12, 16 and 20) it grows in strength, up to +5 at 20th level. Also at 4th level, the sealed form of the zanpakutou may change. While many zanpakutou stay the same, some do not, having a new form that reflects their abilities (even though the abilities have not yet manifested at this level). Examples of this are Ichimaru Gin, whose zanpakutou manifests as a short sword (wakizashi), Kyouraku Shunsui, whose zanpakutou manifests as both a katana and wakizashi, and Kurosaki Ichigo, whose zanpakutou manifested as a greatsword.

    At the 5th level, when shikai is attained, a zanpakutou also gains the ability to regenerate itself if broken or destroyed. Zanpakutou regenerate hit points at a rate of the shinigami’s class level every day, and if shattered, they will mend themselves completely after three days. Until this time, the zanpakutou cannot be used.

    At 10th level, the zanpakutou gains the ability to manifest itself in the physical world, speaking not only to its wielder but also to others who might witness the manifestation. At this point, a shinigami is able to begin training for Bankai, their final release state. Zanpakutou can be manifested for up to one hour per day per character level. The zanpakutou cannot be used while manifested, nor can it fight on its own.

    Shikai
    At 5th level, the shinigami finally learns the name of their zanpakutou, becoming able to release their zanpakutou’s first form and summon forth its power. A shikai can be released as a move action which does not provoke an attack of opportunity. Shikai may be released for 1 minute/character level, and it gains its first ability.

    All zanpakutou have two types that effect how they release and the progression of their power (although more types may be acquired with the appropriate feats). Zanpakutou types and rules will be posted shortly.

    At 7th level, and every odd level thereafter, the Shikai gains another ability, with the final and most powerful ability coming at 19th level. The rules for Shikai progression will be posted shortly.

    Shunpo


    All shinigami learn to utilize the flash step, or Shunpo. Shunpo allows instantaneous movement from one point to the next as if by means of the dimensional door spell. Unlike the dimensional door spell, Shunpo can be used as a move action which does not provoke an attack of opportunity. You may still take an action after utilizing the shunpo. The amount of feet a shinigami can traverse with shunpo need not all be used at once, they can break it up however they desire. A warrior shinigami gains 20 feet of shunpo use at the 6th level. Every two levels thereafter they gain an additional 20 foot increase to their prior gain, so at 8th level they gain 40 feet of shunpo for a total of 60 feet, at 10th level they gain 60 feet of shunpo for a total of 120, and so on up to 720 feet at 20th level. Shunpo cannot take you to an area you cannot physically see when using it.

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

    Bankai
    At 12th level, the shinigami defeats its manifested zanpakutou and unlocks the secrets of Bankai, the final release. Bankai is an explosion of power far superior to that of a shikai, granting the shinigami a powerful boost for a short period of time. Bankai may be maintained for 1 round per character level, and is released as a full-round action that does not provoke an attack of opportunity. If the character has already released their shikai, releasing their Bankai is only a move-action. The bankai gains one ability upon reaching the 12th level.

    At 14th level and every even levels thereafter, the Bankai gains another ability, culminating with the Final Bankai Ability at 20th level.

    Bankai are of the same type as shikai for purposes of power progression. More information on this will be posted shortly.

    Spellcaster Shinigami
    The Spellcaster Shinigami represents the paragon of kidou combat. Their zanpakutou is a vessel through which they augment their already powerful spells, which they use to rain havoc and destruction upon all those that stand against them. In straight combat, their skills are comparatively poor, but when wielding magic they are instruments of destruction.

    Alignment
    Any

    Hit Die
    d6

    Class Skills
    Choose any six as class skills, plus craft.

    Skill Points
    2+int modifier

    {table=head]Level|Base Attack Bonus|Good Save|Bad Save |Special|Zanpakutou Damage|Defense Bonus|Spell Points/day|Spells Known|Maximum Spell Level Known

    1st|
    +0
    |
    +2
    |
    +0
    |Zanpakutou|1d4|+2|2|2|1st

    2nd|
    +1
    |
    +3
    |
    +0
    |Masterwork Zanpakutou|1d4|+2|4|4|1st

    3rd|
    +1
    |
    +3
    |
    +1
    |Zanpakutou Awakening|1d4|+3|7|6|1st

    4th|
    +2
    |
    +4
    |
    +1
    |Zanpakutou +1, Alternate Zanpakutou Form|1d4|+3|11|8|2nd

    5th|
    +2
    |
    +4
    |
    +1
    |Bonus Feat, Shikai, zanpakutou regeneration|1d6|+3|16|10|2nd

    6th|
    +3
    |
    +4
    |
    +2
    |-|1d6|+5|24|12|3rd

    7th|
    +3
    |
    +4
    |
    +2
    |Shikai Ability|1d6|+5|33|14|3rd

    8th|
    +4
    |
    +6
    |
    +2
    |Zanpakutou +2|1d6|+4|44|16|4th

    9th|
    +4
    |
    +6
    |
    +3
    | Shikai Ability|1d6|+5|56|18|4th

    10th|
    +5
    |
    +7
    |
    +3
    |Bonus Feat, Shunpo 20 ft., Zanpakutou Manifestation|1d8|+5|72|20|5th

    11th|
    +5
    |
    +7
    |
    +3
    |Final Shikai Ability|1d8|+5|88|22|5th

    12th|
    +6/+1
    |
    +8
    |
    +4
    |Shunpo 60 ft., Zanpakutou +3, Bankai|1d8|+6|104|23|6th

    13th|
    +6/+1
    |
    +8
    |
    +4
    | Shikai Ability|1d8|+6|120|25|6th

    14th|
    +7/+2
    |
    +9
    |
    +4
    |Shunpo 120 ft., Bankai Ability|1d8|+6|136|26|7th

    15th|
    +7/+2
    |
    +9
    |
    +5
    |Bonus Feat, Shikai Ability|1d10|+7|152|28|7th

    16th|
    +8/+3
    |
    +10
    |
    +5
    |Shunpo 200 ft., Zanpakutou +4, Bankai Ability|1d10|+7|168|29|8th

    17th|
    +8/+3
    |
    +10
    |
    +5
    |Shikai Ability|1d10|+7|184|31|8th

    18th|
    +9/+4
    |
    +11
    |
    +6
    |Shunpo 300 ft., Bankai Ability|1d10|+8|200|32|9th

    19th|
    +9/+4
    |
    +11
    |
    +6
    |Shikai Ability|1d10|+8|216|34|9th

    20th|
    +10/+5
    |
    +12
    |
    +6
    |Bonus Feat, Shunpo 420 ft., Zanpakutou +5, Final Bankai Ability|2d6|+8|232|35|9th[/table]

    Class Features

    Spellcasting
    A spellcaster shinigami casts kidou drawn from the universal kidou spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a kidou, a spellcaster Shinigami must have an intelligence or wisdom (chosen at character creation as the key spellcasting stat) score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an expert shinigami’s spell is 10 + the spell level + the expert shinigami’s Intelligence or Wisdom modifier (whichever was chosen on character creation).

    In addition to the normal spells known, the spellcasting shinigami automatically gains access to 7 0-level kidou.

    Bonus Feats
    The Spellcaster Shinigami gains bonus feats at the fifth level, as well as every five levels thereafter. Choose Spellcaster Shinigami bonus feats from the Wizard bonus feat list as well as from the list of Zanpakutou feats (to be posted later).

    Zanpakutou
    A shinigami is given a basic Zanpakutou upon their graduation from the academy. Known as Asauchi, or “Shallow Hit”, these zanpakutou do not manifest any abilities and are most commonly seen being carried by the standard rank-and-file soldiers within the Soul Society. All Asauchi appear as a standard bastard sword (katana) that the shinigami is considered proficient with. The sword is considered to be a one-handed weapon that the shinigami may wield as if proficient. The zanpakutou has a critical range of x2, and its damage progression is determined by the shinigami’s level.

    As the shinigami’s skill with their zanpakutou grows, their zanpakutou begins to awaken, becoming a sentient being in its own right. The zanpakutou’s personality is close to that of its wielder (as it is indeed a part of its wielder), and begins to increase in strength. At 2nd level, the zanpakutou functions as a masterwork weapon.

    At the 3rd level, the zanpakutou undergoes two changes. The cross guard and hilt begin to change in shape, becoming more personalized to the wielder. This is an entirely cosmetic change that the player may designate as they wish. Secondly, the zanpakutou begins to contact you, speaking to you and communicating with you as you begin to learn more about it.

    At the 4th level, the zanpakutou becomes a +1 magic weapon. Every 4 levels thereafter (8, 12, 16 and 20) it grows in strength, up to +5 at 20th level. Also at 4th level, the sealed form of the zanpakutou may change. While many zanpakutou stay the same, some do not, having a new form that reflects their abilities (even though the abilities have not yet manifested at this level). Examples of this are Ichimaru Gin, whose zanpakutou manifests as a short sword (wakizashi), Kyouraku Shunsui, whose zanpakutou manifests as both a katana and wakizashi, and Kurosaki Ichigo, whose zanpakutou manifested as a greatsword.

    At the 5th level, when shikai is attained, a zanpakutou also gains the ability to regenerate itself if broken or destroyed. Zanpakutou regenerate hit points at a rate of the shinigami’s class level every day, and if shattered, they will mend themselves completely after three days. Until this time, the zanpakutou cannot be used.

    At 10th level, the zanpakutou gains the ability to manifest itself in the physical world, speaking not only to its wielder but also to others who might witness the manifestation. At this point, a shinigami is able to begin training for Bankai, their final release state. Zanpakutou can be manifested for up to one hour per day per character level. The zanpakutou cannot be used while manifested, nor can it fight on its own.

    Shikai
    At 5th level, the shinigami finally learns the name of their zanpakutou, becoming able to release their zanpakutou’s first form and summon forth its power. A shikai can be released as a move action which does not provoke an attack of opportunity. Shikai may be released for 1 minute/character level, and it gains its first ability.

    All zanpakutou have two types that effect how they release and the progression of their power (although more types may be acquired with the appropriate feats). Zanpakutou types and rules will be posted shortly.

    At 7th level, and every odd level thereafter, the Shikai gains another ability, with the final and most powerful ability coming at 19th level. The rules for Shikai progression will be posted shortly.

    Shunpo

    All shinigami learn to utilize the flash step, or Shunpo. Shunpo allows instantaneous movement from one point to the next as if by means of the dimensional door spell. Unlike the dimensional door spell, Shunpo can be used as a move action which does not provoke an attack of opportunity. You may still take an action after utilizing the shunpo. The amount of feet a shinigami can traverse with shunpo need not all be used at once, they can break it up however they desire. A spellcaster shinigami gains 20 feet of shunpo use at the 10th level. Every two levels thereafter they gain an additional 20 foot increase to their prior gain, so at 12th level they gain 40 feet of shunpo for a total of 60 feet, at 14th level they gain 60 feet of shunpo for a total of 120, and so on up to 420 feet at 20th level. Shunpo cannot take you to an area you cannot physically see when using it.

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

    Bankai
    At 12th level, the shinigami defeats its manifested zanpakutou and unlocks the secrets of Bankai, the final release. Bankai is an explosion of power far superior to that of a shikai, granting the shinigami a powerful boost for a short period of time. Bankai may be maintained for 1 round per character level, and is released as a full-round action that does not provoke an attack of opportunity. If the character has already released their shikai, releasing their Bankai is only a move-action. The bankai gains one ability upon reaching the 12th level.

    At 14th level and every even level thereafter, the Bankai gains another ability, culminating with the Final Bankai Ability at 20th level.

    Bankai are of the same type as shikai for purposes of power progression. More information on this will be posted shortly.
    Last edited by Behold_the_Void; 2008-02-06 at 11:40 AM.


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    Default Re: Bleach D20

    Zanpakutou Types: Each zanpakutou has two types which governs its abilities. Here are the types that will be used as themes for creating ability sets for people to use when constructing their zanpakutou.

    Poison: Zanpakutou of the poison type are insidious and deadly. They use various poisons to debilitate and destroy their targets. List Complete
    Examples: Ashisogi Jizou/Konjiki Ashisogi Jizou, Kurotsuchi Mayuri’s zanpakutou. Suzumebachi, Soi Fon’s zanpakutou
    Blood: Blood-based Zanpakutou use the vitality of their wielder to unleash devastating attacks, or drains the vitality of others to restore the wielder or her allies. List Complete
    Examples: Benhime, Urahara Kisuke’s zanpakutou. Fujikajaku, Ayasegawa Yumichika’s zanpakutou.
    Weapon: Favored amongst the 11th Squad, Weapon-based zanpakutou are zanpakutou whose shikai are directly related to an improved combat function. They tend not to use many extraordinary skills, being based instead around pure combat. List Complete
    Examples: Zangetsu/Tensa Zangetsu, Kurosaki Ichigo’s zanpakutou. Zabimaru/Hihou Zabimaru, Abarai Renji’s zanpakutou. Hōzukimaru/Ryūmon Hōzukimaru, Madarame Ikkaku’s zanpakutou. Shinsou, Ichimaru Gin’s zanpakutou. Wabisuke, Kira Izuru’s zanpakutou. Gonryōmaru, Sasakibe Chōjirō zanpakutou. List Complete.
    Projectile: Projectile zanpakutou do not make use of the blade, but instead change their shape and utilize airborne attacks. List Complete
    Examples: Haineko, Rangiku Matsumoto’s zanpakutou. Senbonzakura/Senbonzakura Kageyoshi, Kuchiki Byakuya’s zanpakutou. Tsunzaki Garasu, Ikkanzaka Jiroubo’s zanpaktou.
    Ice: These zanpakutou attack with biting cold and frost, freezing their foes. List Complete
    Examples: Hyorinmaru/Dai Guren Hyorinmaru, Hitsugaya Toushiro’s zanpakutou. Sode no Shirayuki, Kuchiki Rukia’s zanpakutou. Itegumo, Kotetsu Isane’s zanpakutou.
    Water: These zanpakutou make use of cunning illusions and mirages to confuse their opponents, or unleash the wrath of the untamed waves in battle. List Complete.
    Examples: Sougyo no Kotowari, Ukitake Juushiro’s zanpakutou. Kyouka Suigetsu, Aizen Sousuke’s zanpakutou. Nejibana, Shiba Kaien’s zanpakutou.
    Healing: These zanpakutou, favored by the 4th division, specialize in healing others instead of harming them. List Complete
    Examples: Minazuki, Unohana Retsu’s zanpakutou. Hisagomaru, Yamada Hanatarou's zanpakutou.
    Fire: These zanpakutou employ the destructive power of flame to devastate their opponents. List Complete
    Examples: Ryujin Jakka, Yamamoto Genryuusai Shigekuni’s zanpakutou
    Lightning: These zanpakutou employ lightning to strike down their foes. List Complete
    Examples: Sougyo no Kotowari, Ukitake Juushiro’s zanpakutou.
    Wind: These zanpakutou make use of raging winds to blow their foes away. List Complete
    Examples: Mirokumaru, Senna's zanpakutou. Katen Kyōkotsu, Kyouraku Shunsui's zanpakutou.
    Kidou: Kidou-based zanpakutou augment the kidou attacks of their wielder. List Complete
    Examples: Tobiume, Hinamori Momo’s zanpakutou. Fujikajaku, Ayasegawa Yumichika’s zanpakutou.
    Earth/Acid: Earth-based zanpakutou can make use of earth-shattering attacks or use acid to scald their foes. List Complete
    Examples: Gegetsuburi, Ōmaeda Marechiyo's zanpakutou.
    Sonic: Sonic-based zanpakutou use sound to disrupt and defeat their opponents. List Complete
    Examples: Suzumushi/Suzumushi Tsuishiki – Enma Kourogi, Tousen Kaname’s zanpakutou.
    Light: Light-based zanpakutou can illuminate areas with their brilliance and channel and bend it to the wielder's desire. List Complete
    Examples: Nijigasumi, Ichinose Maki's zanpakutou
    Darkness: Darkness-based zanpakutou can rob foes of their sight and cloud their senses. List Complete
    Examples: Suzumushi Tsuishiki – Enma Kourogi, Tousen Kaname’s zanpakutou.
    Summoning: Summoning zanpakutou call forth huge beasts that can be manipulated by the zanpakutou wielder's will. List Complete
    Examples: Minazuki, Unohana Retsu’s zanpakutou. Hyorinmaru, Hitsugaya Toushiro’s zanpakutou. Tengen/Kokujou Tengen Myou-oh, Komamura Saijin’s zanpakutou. Konjiki Ashisogi Jizou, Kurotsuchi Mayuri’s zanpakutou.

    Zanpakutou Feats:

    Constant Release [Zanpakutou]

    Your zanpakutou cannot or will not be sealed, keeping it in a state of constant release.

    Prerequisites: Shikai, can only be taken immediately when Shikai is achieved.

    Benefit: Your zanpakutou can never be sealed. Its Shikai form becomes its normal state.

    Normal: You may only release your shikai for a number of minutes equal to your character level.

    Quick Release [Zanpakutou]

    You may release your shikai swiftly, without calling out its name.

    Prerequisites: Bankai

    Benefit: You may release your Zanpakutou's shikai as a swift action.

    Normal: It requires a move action to release your zanpakutou's shikai.

    Multiple Type [Zanpakutou]

    Your zanpakutou has an additional weapon type, and its abilities can be drawn from either of the available types.

    Prerequisites: None

    Benefit: You gain one extra type when selecting Shikai and Bankai abilities for your zanpakutou. If you take this feat, you cannot take the Specialized Zanpakutou feat.

    Normal: Zanpakutou two inherent types in which you may select abilities from.

    Special: You may take this feat multiple times. Its effects stack.

    Expanded Shikai [Zanpakutou]

    Your zanpakutou’s abilities increase.

    Prerequisite: Shikai

    Benefit: Gain an additional Shikai ability.

    Special: You may take this feat multiple times. Its effects stack.

    Expanded Bankai [Zanpakutou]

    Your zanpakutou’s abilities increase.

    Prerequisite: Bankai

    Benefit: Gain an additional Bankai ability.

    Special: You may take this feat multiple times. Its effects stack.

    Twin Zanpakutou Mastery [Zanpakutou]

    Your zanpakutou has independent blades, and you make use of them independently.

    Prerequisite: Weapon-type Change form ability for a double-weapon zanpakutou or twin zanpakutou.

    Benefit: When gaining enhancements for zanpakutou with a zanpakutou ability, you may gain two abilities, one that applies to each seperate blade. This does not apply to abilities that give effects such as range or reach, armor, or any other such effects (for example, you can give one weapon the ice and one weapon the fire attribute, or give one weapon collision and one weapon keen, but you couldn't give one reach and the other the armor quality).

    Normal: Your zanpakutou abilities apply for both weapons without any variance between the two.

    Specialized Zanpakutou [Zanpakutou]

    Your zanpakutou has but one type, but that focused type has far more potency.

    Prerequisite: Must be taken no later than 5th level, when Shikai is attained.

    Benefit: Your zanpakutou has only one type, but you gain three extra zanpakutou abilities upon attaining Shikai. If you take this feat, you cannot take the Multiple Type feat.

    Normal: Your zanpakutou has two types and gains one ability when Shikai is attained.

    Shunpo Spring Attack [Shunpo]

    You may employ Shunpo when making a Spring Attack.

    Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, Base Attack Bonus +6

    Benefit: When making a Spring Attack, you may use Shunpo instead of your regular movement speed while making it. Spring Attacks made in this manner do not provoke an attack of opportunity.

    Normal: You may only Spring Attack with your normal movement speed, and moving away provokes an attack of opportunity.

    Increased Shunpo [Shunpo]

    Your Shunpo range increases.

    Prerequisites: Shunpo 20 feet

    Benefit: Increase your Shunpo by one step (if you have 20 Shunpo, increase it to 60, if you have 60, increase it to 120, and so on). This feat is treated as a level increase for purposes of further shunpo progression (Taking this feat is equivalent to gaining two extra levels for purposes of Shunpo). This feat can be taken multiple times, its effects stack.
    Last edited by Behold_the_Void; 2007-12-03 at 03:00 AM.


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    Default Re: Bleach D20

    I thought you had to have Bankai to be able to release your Zanpaktou without calling its name.
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    Default Re: Bleach D20

    Quote Originally Posted by Holly View Post
    I thought you had to have Bankai to be able to release your Zanpaktou without calling its name.
    Ah, right. Fixed.

    And now, for the shikai abilities. There will be many, many more forthcoming.

    Zanpakutou Abilities: As your zanpakutou progresses in strength, you may select various abilities for it, starting with 1 ability at the 5th level when you first attain shikai. In addition to this, your zanpakutou’s shape changes to reflect its release. This shape change may be purely cosmetic, or may actually give it enhanced capabilities (see Weapon type below). Shape can also change the damage type from Slashing to either Bludgeoning or Piercing, but this does not require any advancement in the weapon type, it is still functionally more or less the same.

    Weapon Type: Weapon-type zanpakutou acquire abilities based around combat and combat prowess. They include changing a weapon’s type, making the weapon’s range greater, making critical blows more devastating or more frequent, and so on and so forth.

    Change Form: The most common of weapon abilities, this physically changes a weapon into another form with special abilities. For example, it might take the form of a double-weapon, a reach weapon, a lance, a spiked chain, etc. This gives it all of the properties the weapon itself, including changing the damage type appropriately. This does not allow it to take the form of any ranged weapon, although it can gain some range via throwing-type enhancements. This ability may be taken multiple times, each time gives it the form of a different weapon. Switching between forms (or back to a standard zanpakutou form) is a swift action that does not provoke an attack of opportunity.

    Increased Reach: This improves the reach of a weapon by 5 feet. You still threaten the area adjacent to you when you take this ability.

    Increased Critical: This either increases the critical hit threat range by one (to a maximum of 18-20) or increases the critical hit multiplier by one (to a maximum of x4).

    Combat Maneuver: This grants the weapon the ability to either Trip or Disarm a target.

    Advanced Combat Maneuver: This requires either Combat Maneuver or two other weapon abilities to take. It allows you to either gain 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).

    Enhancement: This grants the weapon the abilities of any of the following enhancements: Keen, Defending, Throwing, Returning, Distance, Seeking, Mighty Cleaving, Merciful, Vicious, Collision, Lucky, Parrying, Sundering, Dancing, and Vorpal. Dancing and Vorpal both require either two prior Enhancements or three other weapon abilities to take.

    Armor: This causes your weapon to encase you in a suit of armor equivalent to any of the standard armor types. The armor is treated like the basic version of its type for all intents and purposes, and you gain the benefit of all of the bonuses and penalties for wearing the armor. This can also cause the materialization of a shield, but the same rules will apply. You may still fight with your zanpakutou while using this ability.

    Enhanced Armor: This requires the Armor weapon ability. It lets you designate either your armor or a shield (if present) and increase its enhancement bonus by +1 for every time this ability is taken. Alternately, you can grant it an ability available in the standard list of Armor enhancements in the Dungeon Master's Guide. Any armor effect noted is available for the armor, but scaling abilities such as Fortification, Silent Moves, Spell Resistance, and Energy Resistance must be taken multiple times, each time granting the next step of protection.

    Special Material: This allows you to have your weapon count as a special material you desire at will. This ability may be taken multiple times, and it gives you the ability to change your weapon’s type to any special material listed, such as Adamantine, Cold Iron, or Silver. Changing the weapon’s type is an immediate action, and you can switch between any of the available special materials you have access to, or back to the standard material. This can also be used to effect Armor if you have the Armor ability.

    Increased Damage: This increases the damage of your zanpakutou by one step (1d6 to 1d8, 1d8 to 1d10, 1d10 to 2d6, and so on).

    Projectile Type: Projectile-type zanpakutou acquire abilities based around attacking at range and distance and effecting large areas of enemies.

    Change Form: The most common of projectile abilities, this physically changes the weapon’s form. Popular form changes are breaking down the blade into small but dangerous particles (such as Haineko or Senbonzakura), or changing the blade into other such projectiles as a swarm of shuriken. Weapons that take the form of a bow, crossbow, or other ranged weapon use the standard rules for the ranged weapon they take. Those that break into several smaller pieces do their damage to everyone adjacent to the wielder when used. You do not gain your strength bonus when attacking in such a fashion. Bows may use any projectile attacks that do not function in a radius centered on the zanpakutou's wielder (Line, Cone, Wall and Cylinder). In the case of the wall ability, it can only set a wall in the space the arrow travels. This ability may be taken multiple times, each time gives it the form of a different weapon. Switching between forms (or back to a standard zanpakutou form) is a swift action that does not provoke an attack of opportunity.

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

    Cone: This allows the zanpakutou to attack in a 15-foot cone as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Intelligence modifier) for half damage. It may be taken multiple times; it increases the range by 15 feet every time it is taken. You do not gain your strength bonus when attacking in this fashion.

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

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

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

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

    Shaping: This requires at least three Projectile abilities to take. It allows the wielder to alter the area and effects of any of the following abilities: Cone, Burst, Emanation, or Cylinder. The alteration consists of creating spaces within the ability’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, abilities shaped in this way have a minimum dimension of 5 feet.

    Increased Mass: This requires at least one Projectile ability that is not change form. When using any of the area-effect Projectile abilities, increase the damage by 2d6. Also, this removes 10% of the chance any wind-based defense has of blowing the projectile aside.

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

    Precise Projectile: This allows you to add your dexterity bonus to Projectile attacks.
    Last edited by Behold_the_Void; 2007-05-16 at 01:37 AM.


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    Default Re: Bleach D20

    so....much....text.....

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    Default Re: Bleach D20

    12th level seems waaaay too low for Bankai. Only captains are supposed to do that and if you deciede against going epic then captains should be at least level 20.
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    Default Re: Bleach D20

    Quote Originally Posted by Closet_Skeleton View Post
    12th level seems waaaay too low for Bankai. Only captains are supposed to do that and if you deciede against going epic then captains should be at least level 20.
    4th is a good level to achieve Bankai if they're playing 1-6.

    12 seems like a decent level for Bankai in terms of thinking as a game, leaves a little more room for the players to play around with their Bankai+ (or whatever it is that normal Shinigami use to fight the Arrancar) or any potential Vaizard abilities (for protaganist types like Ichigo).

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    Default Re: Bleach D20

    It's hard to get a good reading on the overall power level until you make classes for the other types of warriors within the manga (Quincys, Vizards, Hollows, Arrancar, etc.) Also, increasing weapon damage at the rate of a monk's fist doesn't seem right since no size adjustments are capable yet.

    Another problem is that within the manga, there are many characters that only use a third of your listed class abilities, and don't get enough of some of the abilities they want. The most egregious offender is Zaraki who only really knows how to use a sword, is incapable of Shikai, barely uses shunpo or spells, but can destroy buildings effortlessly.

    The projectile abilities aren't overpowered, they just don't seem right. Why would someone do melee combat against someone when they can do the same amount of damage from 30 feet away?
    Last edited by UglyPanda; 2007-03-23 at 09:35 AM.

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    Default Re: Bleach D20

    Quote Originally Posted by Closet_Skeleton View Post
    12th level seems waaaay too low for Bankai. Only captains are supposed to do that and if you deciede against going epic then captains should be at least level 20.
    20th level is the limit that Shinigami cannot surpass. That's Yamamoto and Aizen.

    I believe my friend will be posting up a Captain Prestige class soon-ish, putting most of the advanced captains around level 17, which seems about right.

    12 also works in terms of Hitsugaya, who is level 12 or 13, and he has a visible 12-petal marker that limits his Bankai. Effectively 12 rounds plus the round he releases it.

    Quote Originally Posted by UglyPanda View Post
    It's hard to get a good reading on the overall power level until you make classes for the other types of warriors within the manga (Quincys, Vizards, Hollows, Arrancar, etc.) Also, increasing weapon damage at the rate of a monk's fist doesn't seem right since no size adjustments are capable yet.

    Another problem is that within the manga, there are many characters that only use a third of your listed class abilities, and don't get enough of some of the abilities they want. The most egregious offender is Zaraki who only really knows how to use a sword, is incapable of Shikai, barely uses shunpo or spells, but can destroy buildings effortlessly.

    The projectile abilities aren't overpowered, they just don't seem right. Why would someone do melee combat against someone when they can do the same amount of damage from 30 feet away?
    Zaraki is a nightmare to stat, just in general. These rules are more for the norm than anything else. Shunpo may go feat-based, but Zaraki's used Shunpo before so I'm pretty sure he CAN do it.

    As far as the projectiles, remember, it's as a standard action. I'll bet I could get a more powerful attack off on a full attack with the appropriate feat and ability selections. I do need to amend it slightly and will do so now, but you don't get your strength bonus to damage while using the projectiles. Compare that to a full-attack two-handing a weapon and power attacking. Especially if you're trying to projectile bomb someone who has evasion (obtainable by a feat under generic character rules) and a good reflex save. I think it balances out.
    Last edited by Behold_the_Void; 2007-03-23 at 01:50 PM.


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    Default Re: Bleach D20

    I always compared Zaraki to a level 40 Oriental Adventures Samurai who hadn't spent a peny on his Daisho. He's bloody powerful but the guys with +5 keen swords can go even with him. Zaraki wouldn't have this class.

    I think Zaraki does have Shikai... somehow. All the other sealed forms look like really boring normal Katana while he has more of a No-Daisho blade sticking out of a flanged mace. He does mention that his sword is always released and he can't seal his power (like Ichigo). He's enough of an exception already that it's possible he had another way. If Shinigami is a class Zaraki probably doesn't have it.

    Zanpakuto damage seems a bit low at first level. Why does a first level Shinigami wielding his Katana-like Zanpakuto do less damage than a first level fighter with his Katana?
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    Default Re: Bleach D20

    Quote Originally Posted by Closet_Skeleton View Post
    I always compared Zaraki to a level 40 Oriental Adventures Samurai who hadn't spent a peny on his Daisho. He's bloody powerful but the guys with +5 keen swords can go even with him. Zaraki wouldn't have this class.

    I think Zaraki does have Shikai... somehow. All the other sealed forms look like really boring normal Katana while he has more of a No-Daisho blade sticking out of a flanged mace. He does mention that his sword is always released and he can't seal his power (like Ichigo). He's enough of an exception already that it's possible he had another way. If Shinigami is a class Zaraki probably doesn't have it.

    Zanpakuto damage seems a bit low at first level. Why does a first level Shinigami wielding his Katana-like Zanpakuto do less damage than a first level fighter with his Katana?
    Remember, this system is meant to completely replace standard D&D classes and shouldn't be compared to them. In many ways the shinigami classes are far more powerful than standard classes.

    The reason the monk damage progression is there is because its a very solid way to represent the spiritual growth of their zanpakutou. Remember also, zanpakutou size has no bearing on the strength of the wielder unless you're like Ichigo and can't control it. Captains seal their zanpakutou, but you can be sure as hell that their swords do way more damage than that of a 1st level mook. It represents zanpakutou appearance vs. true power. Look at Ichigo's Tensa Zangetsu. It's tiny yet extraordinarily powerful.

    Also, said first level fighter with a katana couldn't harm hollows, which a shinigami could.


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    Default Re: Bleach D20

    Zaraki doesn't know how to use shikai, but according to the guidebooks he is constantly using it unconsciously, which is why is sword looks beat up when it shouldn't be possible. I think that nobody under Zaraki's command uses any amount of magic.

    Using the Change Form ability, would it be possible to turn the Zanpakuto into weapons you're not proficient in (i.e. spiked chain)? That might be problematic.

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    Default Re: Bleach D20

    Remember, even if you can use Kidou you still need the intelligence to cast it.

    Also, shinigami are considered to be proficient with their zanpakutou, no matter the form it takes. So if you change its shape to a spiked chain, you're still proficient with it.

    More zanpakutou abilities:

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

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

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

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

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

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

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

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

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

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



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    Default Re: Bleach D20

    From what you've said about level 20 being the limit that a shingami cannot pass, would a Shinigami/Hollow hybrid be capable of surpasing level 20? I haven't been keeping up with the manga since Ichigo went to the Vizard's so I'm not an expert. Maybe only a perfect hybrid can surpass Lv 20, while Vasto Lorde's and Vizords are still resricted?

    Are you going to do that SS Ninja class? Like Soi Fong and Yoruichi?
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    Default Re: Bleach D20

    Quote Originally Posted by anphorus View Post
    From what you've said about level 20 being the limit that a shingami cannot pass, would a Shinigami/Hollow hybrid be capable of surpasing level 20? I haven't been keeping up with the manga since Ichigo went to the Vizard's so I'm not an expert. Maybe only a perfect hybrid can surpass Lv 20, while Vasto Lorde's and Vizords are still resricted?
    I don't know about annacar, but vizards and Vasto Lorde's(the highest type of menos grandes, correct?) are both described as being better than captians, but true vizards are the example of perfect Shinigami/Hollow hybrids on the shinigami side. I think there are still restrictions, but merely being a hybrid allows one to exceed normal limits to some extent.

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    Default Re: Bleach D20

    Using the term "Perfect Shinigami/Hollow hybrid" seems wrong. We know there are incomplete Arrancar and complete Arrancar created by that black pearl thing (it's the literal translation, honest!) and we know there are Vizards. If there were perfect hybrids you'd expect all hybrids to be the same regardless of whether they started as a Shinigami as a Hollow but this isn't the case.

    Vaste Lords are better than the average Captain. Putting them as CR if not level 20 would be acceptable especially if you're using a system where anyone between 12 and 20 could be a Captain. The idea of being Captain material for just under half of the maximum level still seems off to me. That's part of why I made Bankai and Shikai non-level dependent in my system which I posted ages ago on this forum. So naturally talented people like Hitsuga Toshiro and Ichigo could reach it with less experiance. Note that those two use Bankai a lot more than other Captains, probably because they need to use their Bankai to be on that level. Anyway. If your Captains are in the 12-20s and there's 13 then could 13 level 16 characters be beaten by 10 CR 20 enemies (it already being stated that 10 Vaste Lords could wipe out Soul Society).
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    Default Re: Bleach D20

    So far I'm liking this system. I might try it out with some pals of mine some time if I can get a group going. (lots of scheduling difficulties here)
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    Default Re: Bleach D20

    I'm the friend that Behold was talking about.
    I haven't post anything yet because I've been busy. I'm handling Hallows, and all of the prestige classes. I've been debating as to have hallow be a template or another class, but either way they need to be gross by DnD terms to be a match for the shinigami. Any impute would be more then welcom.

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    Default Re: Bleach D20

    I created a Hollow family of Monsters and then an Arrancar Template. I started with a template but I decieded that Hollows didn't have enough of the abilities of humans for them to be based off them.
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    Default Re: Bleach D20

    Alright, comment response time.

    Vizards are a character class, they allow advancement beyond the 20th level as one of their first level abilities, and can be taken at 21st level.

    Arrancar, I'm thinking, might be a template since Hollows are monster-based, that allows them to pick up shinigami class levels and advance beyond 20 HD.

    Vasto Lords are just epic-HD hollows, possibly with their own template as well and some nasty abilities, although we have no idea what those abilities would be yet.

    There's no need for a Ninja class, the Expert Shinigami works just fine for it.

    The Hougyoku is an artifact that allows people to pick up levels in Vizard, more than likely.

    Anyway, more zanpakutou abilities. I'm getting through them as fast as my sanity allows, honest! Feedback is always appreciated, especially highly technical feedback on game balance (which will already be a bit wonky).

    Ice Type: Ice-type zanpakutou utilize bitter frost to freeze their targets, lowering their defenses and allowing them to shatter their foes.

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

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

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

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

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

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

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

    Freezing Touch: Your zanpakutou gains the properties of a wounding weapon, but instead of constitution damage it deals dexterity or strength damage instead. This ability may be taken twice, it allows you to switch between the damage types as a free action.

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

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

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

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

    Expanded Ice Trail: This requires Ice Trail to use. It allows you to do one of multiple things each time the ability is taken. You may either create an ice trail in a 5-foot burst which can be expanded by an additional 5 feet each time this is taken, or you may elevate your ice trail, allowing you to walk into the air at a 45 degree angle. Alternately, you can increase the duration by two rounds and the save DC to avoid slipping by 1 round.

    Seal Wounds: This allows you to seal your wounds with your ice, preventing you from bleeding. As a standard action, it allows you to convert 2d6 points of damage into nonlethal damage. You may take this ability multiple times, each one increases the amount of damage converted by 1d6, to a maximum of 10d6.

    Fire Type: Fire-type zanpakutou employ blazing heat and scorching flame to devastate their targets.

    Fire Blade: This changes the form of the zanpakutou’s blade into fire, causing it to inflict fire damage. Flame Blade may still be used in conjunction with Fire Blade.

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

    Flame Blade: This allows you to charge your zanpakutou with roaring flame, creating an aura of fire around it that burns your foes. As a move-equivalent action, you can charge your zanpakutou with flame, giving it an additional 2d6 fire damage. This effect lasts until you release your hold on your zanpakutou or reseal it.

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

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

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

    Fire Shield: This ability functions identically to the 4th level spell of the same name, and can manifest as a Standard Action. The effects of this shield are always as the Warm Fire Shield. Character level is equivalent to caster level for purposes of extra damage. This can be taken multiple times, each expands the fire shield in increments of a 5-foot burst (three times increases it to a 10-foot burst, four times to a 15-foot burst, and so on). Anybody standing within the fire shield takes the damage automatically. Alternately, taking this skill multiple times can allow the Fire Shield to set whatever ground it touches ablaze. Advancing the Fire Shield in this manner functions identically to the igniting touch ability.

    Swift Fire Shield: This requires Fire Shield to take. It allows you to manifest your Fire Shield as a Move Action. Taking it again allows you to manifest your Fire Shield as a Swift Action.

    Igniting Touch: This requires either Flame Blade or Fire Blade to use and only functions when one of those abilities is currently active. It allows your zanpakutou to set flammable targets ablaze. When it comes in contact with anything flammable (successful attacks count as contact for such purposes) such as clothing or wood, the target is set ablaze. Attended objects or people are allowed a Reflex save DC 10+1/2 character level+Constitution modifier to avoid catching fire. The fire lasts for a number of rounds equal to your constitution modifier+3, with a 1-round minimum. This can be taken multiple times, it can have one of several effects. The first effect is to increase the amount of fire damage taken by 1d6. The second effect is it allows you to ignite nonflammable materials, although the damage nonflammable materials deal is reduced by 1d6, to a minimum of 1d6 damage. The third effect is to increase the Reflex save DC by 1 and the duration by 1. You are immune to the effects of any flame created by the zanpakutou.

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

    Cauterize Wounds: This allows you to cauterize your wounds with your fire, preventing you from bleeding. As a standard action, it allows you to convert 2d6 points of damage into nonlethal damage. You may take this ability multiple times, each one increases the amount of damage converted by 1d6, to a maximum of 10d6.
    Last edited by Behold_the_Void; 2007-04-02 at 06:45 PM.


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    Default Re: Bleach D20

    Quote Originally Posted by Behold_the_Void View Post


    Vizards are a character class, they allow advancement beyond the 20th level as one of their first level abilities, and can be taken at 21st level.

    Arrancar, I'm thinking, might be a template since Hollows are monster-based, that allows them to pick up shinigami class levels and advance beyond 20 HD.

    So what level would that make Ichigo?

    And does the template bring one over 20HD, or only allow one to go above 20 HD eventually(ignoring the other abilities, like having a sword, etc).

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    Default Re: Bleach D20

    We do not even want to stat Ichigo. To many brocken rules.
    On a side note, I think I'm actually leaning to the class based Hallows as that way they can grow in strength and develop like how it is implied in the show. I have some basic stats for the class worked out, and I'll try to have them posted soon. But whether hallows are a class, a template, or just monsters what I need is ideas on a list of availible powers. I say this because no two hallows appear the same (well almost).

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    Default Re: Bleach D20

    Heh. In my system I posted a while ago I was able to stat Ichigo as an 11th level Barbarian/1st Vizard. Since my system isn't level based there where a few abuses to make an inexperianced character have Bankai.
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    Default Re: Bleach D20

    Class-based Hallows? They wouldn't happen to be deathly, would they?

    (As a brief introduction, I'm a friend of Behold the Void and will be a player in his and blackfocker's bleach campaign. Hello.)

    Anyways, I was talking to Void the other day, and we came up with some estimated levels for most of the Bleach cast:

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    Orihime: 5-6 (Hey, at least she can heal)
    Hanatarou: 7 (Not strong, but he has a nice Shikai at least)
    Sado: 8-10 (Not sure how manga events might modify this value)
    D-Gray: 9 (Lousy, lousy arrancar - Chad could probably take this guy)
    Rukia: 10 (With a beefy shikai to go with it, but definitely no Bankai)
    Ishida: 11 (Jumped up to about 15 when he broke the gauntlet, now he's probably an NPC class)
    Renji: 12 (Right at the cusp of Bankaihood)
    Hitsugaya: 13 (Can maintain bankai for the round he releases it plus one round for each petal - 13 rounds)
    Mayuri: 14 (Better at Bankai than Hitsugaya, but weaker then Ishida at his prime)
    Shinigami Tousen: 14 (Got schooled by Kenpachi)
    Komamura: 14 (Came in about the same time Tousen did)
    Ikkaku: 14 (Bankai, and he's pretty beefy in general)
    Ichigo: 15 (With a couple levels in Vizard, too - level-wise, he's a hair below Byakuya, but his Vizard levels can carry the day most of the time) (Also, he took the Main Character feat at level 1, giving him a 900% experience bonus)
    Unohana:15-16? (Although it's hard to say, really, because she never fights)
    Byakuya: 16 (A hair stronger than Ichigo)
    Kenpachi: 16 (These two are probably about equally beefy)
    Kyoraku: 17 (He and Ukitake are the oldest captains aside from Yamamoto, after all)
    Ukitake: 17 (Although he's probably a bit level drained by his arch-nemesis, Tuberculosis)
    Yamamoto: 19 (Seriously, he's a beefy guy)
    Shinigami Aizen: 20 (Clearly at the limit of Shinigami power at the end of that arc)
    Urahara: 20-25? (Lord knows, but he almost certainly has levels in Vizard)
    Grimmjaw: 25 (We know he can kick Ichigo's ass, and can surpass lv20 because he's an arrancar)
    Ulquiorra: 28 (Almost certainly stronger than Grimmjaw)
    Tousen: 28 (Apparently he is known to be stronger than Grimmjaw)
    Gin: 30 (Probably stronger than Tousen)
    Vizard Aizen: 35 (Rough estimate - really, who knows)


    It's an incomplete list, but it gives a pretty good idea of the scale we're working with, level-wise. Also, since Bleach is so exponential, assume that in most cases being 2 levels higher is an indication of being able to annihilate the other guy.
    Last edited by ZebulonCrispi; 2007-03-27 at 09:24 PM.

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    Default Re: Bleach D20

    Class-based Hallows? They wouldn't happen to be deathly, would they?
    (Whistle)
    And yes I feel that class based hallows would work quite well. It explains how both the ceareal killer and Grand Fisher both became more powerful. How ever I would not be apposed to other options. Closet Skeleton if you feel it would easy enough I would like to see the manster based hallows that you used.
    On a side note, I feel that it is normally a bad idea for games like this to have stats main characters, because we all know gamer rule number 37.4 "If it has stats it can be killed." I will have to stat certian people, but only one or two. Some things are just unavoidable.
    Also Void I am fully okay with there being double zanpakutous, but could we please try to avoid matched twin weapons. If we have to have them have it be its own special feet that can only be taken at 1st level, and it also gives the zanpakutou two personalities.

    sorry if this is doubled. The computer I'm using is being a pain

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    Default Re: Bleach D20

    Okay, as promised here is the first draft of the class based hallow. I'm not sure how to put a table in so bare with me.

    Hallow

    Level BAB Good save Poor save AC Special
    1st +1 +2 +0 +3 Hallow Traits, Dr 10/magic, 2 Hallow powers
    2nd +2 +3 +0 +3
    3rd +3 +3 +1 +4
    4th +4 +4 +1 +4 Hallow power
    5th +5 +4 +1 +4
    6th +6/+1 +5 +2 +5
    7th +7/+2 +5 +2 +5
    8th +8/+3 +6 +2 +5 Hallow power
    9th +9/+4 +6 +3 +6
    10th +10/+5 +7 +3 +6
    11th +11/+6/+1 +7 +3 +6
    12th +12/+7/+2 +8 +4 +7 Hallow power
    13th +13/+8/+3 +8 +4 +7
    14th +14/+9/+4 +9 +4 +7
    15th +15/+10/+5 +9 +5 +8
    16th +16/+11/+6/+1 +10 +5 +8 Hallow power
    17th +17/+12/+7/+2 +10 +5 +8
    18th +18/+13/+8/+3 +11 +6 +9
    19th +19/+14/+9/+4 +11 +6 +9
    20th +20/+15/+10/+5 +12 +6 +9 Hallow power


    Hit Die
    d10
    Class Skills
    Choose any six skills as class skills
    Skill Points
    2 + Int modifier (or four times this number at 1st level)
    Weapon and Armor Proficiency
    Proficient in only natural weapons, not proficient in any armor

    Hallow Traits
    As undead traits for DnD, except that they have a con, and are vulnerable to critical hits and sneak attacks
    Dr
    Hallows are very tough, the only weapons that really seem to hurt them are Zanpakutous and other special weapons, like Quincy arrows. The Dr should cover that. Just remember that Zanpakutous are always magical, even before they are master worked.
    Hallow Powers
    As hallows grow in strength the abilities that they have to combat the Shinigami also seem to grow. At first level a new Hallow selects two of these powers and gains a new one at 4th, 8th, 12th, 16th, and 20th.
    Power List:
    Increase Size: the hallow goes from a medium creator to a large. It can be selected a second time to increase the size again to huge.
    Increase Speed: Each time this power is selected the speed of the hallow increases by 10ft. It can be selected no more than three times.
    Hit die increase: The hallows Hit die is increased in size from a d10 to a d12. This power can only be selected once.
    Flight: The hallow gains the ability to fly. Its flight speed is equal to its current land speed when the [power is selected and has a base of poor maneuverability. Each additional selection of this power can either increase the flight speed or improve the maneuverability. The speed can only be increased by a max of 30ft and the maneuverability can only be improved to a max level of good.
    Special attacks: These can be anything that seems reasonable for the level.

    Improved AC: gives a +1 to AC. Can only be taken twice.

    I hope you can under stand that. As I said I'm not sure how to put a table in, this is the first time I've needed to.

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    Default Re: Bleach D20

    I'd make the Hollow a template still, and give them added Hollow Abilities based around the base monster's HD. Also, the Hollow Abilities should probably be stronger, I've made the zanpakutou abilities quite powerful so Hollows should be able to keep up.

    As far as the double-zanpakutou, basically what I'm doing with that one feat is allowing them to take two different flavor abilities as they progress it, to make builds like Ukitake, who has a Lightning-and-Water Zanpakutou, more viable. It lets them make slight variations in their sword. I can make it a level 1-only feat though, and have them start with a pair of sealed swords.

    Summoning Type: Summoning-type zanpakutou change form into a powerful monster that attacks your foes at your command.

    Summon: Your zanpakutou takes the form of a medium-sized creature that you specify at the time this ability is taken. It has one attack that it makes at your base attack bonus, but it gains no iterative attacks. This attack is considered the summon’s primary attack, and can be anything from a bite to a claw. The amount of damage it does is equal to the amount of damage your zanpakutou does, and gains 1 ½ strength bonus to damage. It has a movement of 30 feet and its total hit points are 1/5 of your current hit points at the time of the manifestation. Its ability scores, saving throws and AC are the same as your own, and it acts on your initiative count. Manifesting a Summon is a full-round action that does not provoke an attack of opportunity. If the Summon is destroyed, it can simply be summoned again during your next action. A Summon may be dismissed as a free action.

    Extra Attack: This requires the Summon ability to take. Your zanpakutou gains another attack. This attack is considered to be a secondary attack, its damage is one step below the summon’s primary attack (if the primary attack does 2d8 damage, it does 2d6 damage). This ability may be taken multiple times, each time it is taken it gives another attack. Every two extra attacks decrease the damage by another increment, so if the second and third attacks do 2d6 damage, the forth and fifth will do 1d10 damage, the sixth and seventh will do 1d8 damage, and so on. The second and third attacks gain the full strength bonus to damage, all attacks thereafter gain ½ strength bonus to damage. These attacks may be specified as any kind

    Flight: This requires the Summon ability to take. Your summon gains the ability to take to the air gaining a fly speed of 60 feet with average maneuverability. You may take this ability multiple times, each time gives it an extra 10 feet of movement speed and increases its maneuverability by one step.

    Increase Size: This requires the Summon ability to take. The size of your summon increases by one step. It gains a +2 size bonus to strength, -2 size penalty to dexterity (minimum 1), and a -1 penalty to AC and attack rolls due to its size. It naturally gains a 10-foot reach for its increased size. The damage a summon does with its attack(s) is increased for its new size category. This ability may be taken multiple times, each time increases the zanpakutou another size category and gives it the same benefits and penalties each time (reach increases in increments comparable to the standard reach for appropriately-sized creatures). The largest a summon may become is Colossal.

    Decrease Size: This requires the Summon ability to take. The size of your summon decreases by one step. It gains a -2 size bonus to strength (minimum 1), +2 size bonus to dexterity, and a +1 penalty to AC and attack rolls due to its size. The damage a summon does with its attack(s) is decreased for its new size category. This ability may be taken multiple times, each time decreases the zanpakutou another size category and gives it the same benefits and penalties each time. The smallest a summon may become is Fine.

    Retain Blade: This requires the Summon ability to take. This allows you to retain a sealed version of your zanpakutou while your summon is manifest. You may attack with it as normal. If you have the Constant Release feat, you gain all of the benefits of the basic form of the zanpakutou but no others.

    Improved Retain Blade: This requires the Summon ability and the Retain Blade ability to take. It allows you to use all of your shikai abilities not directly related to your Summon while using the Retain Blade ability.

    Empowered Summon: This requires the Summon ability to take. This ability allows you to increase any of the ability scores of your summon by +2. This ability may be taken multiple times, its effects stack whenever necessary.

    Magic Fang: This requires the Summon ability to take. It allows you to increase the enchantment level of any one of the summon’s attacks by +1. This can be taken multiple times, its abilities stack whenever necessary. The enhancement bonus of any of the summon’s attacks cannot exceed the enhancement bonus of your zanpakutou.

    Share Abilities: This requires the Summon ability to take. It allows a summon to make use of any zanpakutou abilities you have that might be applicable, such as most Projectile-type abilities and most element-type abilities. If you have taken Improved Retain Blade, you must decide when the summon manifests which shikai abilities it is using. Those abilities you may not use on your retained zanpakutou so long as the summon remains manifested.

    Last edited by Behold_the_Void; 2007-03-28 at 01:20 PM.


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    Default Re: Bleach D20

    Blood Type: Blood-type zanpakutou drain and make use of the wielder and/or the target’s vitality to unleash devastating attacks.

    Wounding: Your zanpakutou gains the properties of a wounding weapon.

    Greater Wounding: This requires the wounding ability to take. Every time your zanpakutou inflicts constitution damage, you may either restore one point of constitution damage you have taken yourself, or you can give yourself 1d6 temporary hit points.

    Bleeding Strike: This allows you to make a standard attack action and attempt to open a gaping wound that continues to deal damage after it's been made. If successful, the attack deals and extra 1d6 damage for the next 3 rounds. This ability can be taken multiple times, each time adds either 1d6 damage or increases the duration by 1. Any form Magical healing stops the bleeding entirely, as does any kind of Fast Healing special quality.

    Tenacious Wound: This requires Bleeding Strike to take. It makes the bleeding wounds you inflict particularly difficult to stop. In order to halt the bleeding, it instead requires a Lesser Restoration spell to heal. This ability may be taken three, the second time increases the requirement to Restoration and the third time increases the requirement to Greater Restoration. In addition, this stops Fast Healing from closing the wounds, although it does not prevent Fast Healing from taking effect and healing some of the damage. The bleeding damage takes effect before Fast Healing.

    Improved Bleeding Strike: This requires Bleeding Strike to take. It allows you to make a bleeding strike on a full-round attack action, with each hit opening their own wound. Each attack does 1d6 less damage than a normal bleeding strike, to a minimum of 0, and each wound lasts for as many rounds as a standard Bleeding Strike does.

    Blood Component: You can sacrifice your own blood in the place of a material spell component. Components with a 50 gp or less gold cost can be paid by taking 5 damage, 51-300 gp by 11 damage, 301-750 by 17 damage, and 751+ gp by 23 damage.

    Blood Metamagic: You can sacrifice your vitality to enhance your spells with metamagic. By sacrificing an equivalent amount of constitution, you can cast a spell as a metamagic spell without raising its spell level (for example, empowering a spell would require you to drain your constitution by 2, because Empower Spell requires a spell slot two levels higher).

    Blade of Blood: Increase your zanpakutou damage by 1d6. As a swift action, you may increase it by an additional 2d6 for the next attack by sacrificing 5 hit points. There is no limit to the amount of extra damage that can be done in this fashion. Blade of Blood cannot be used in conjunction with Vampiric Strike.

    Improved Blade of Blood: This requires Blade of Blood to take. You may sacrifice an additional 10 hit points to make the additional damage from your Blade of Blood attack apply for an entire attack action.

    Vampiric Strike: As a standard action, you may make a single attack that allows you to regain hit points equal to the amount of base damage you deal. You do not regain hit points from extra damage from sources such as sneak attack, elemental abilities, or the Blade of Blood ability. Vampiric Strike cannot be used in conjunction with Blade of Blood.

    Greater Vampiric Strike: This requires Vampiric Strike to take. You may use Vampiric Strike as a full-round attack action, but you only regain hit points equal to half the total damage you deal from each attack, rounded down.

    Superior Vampiric Strike: This requires Vampiric Strike and Greater Vampiric Strike to take. You may regain as many hit points as you deal in damage when using Greater Vampiric Strike.

    Blood Enhancement: This allows you to use your blood-based abilities in conjunction with other zanpakutou-type abilities, such as projectile or summon.

    Vital Defense: As an immediate action, you may expend your lifeforce to protect yourself from harm. You may either increase your AC or one of your saving throws by +1 for every 3 hit points you spend in this manner. This can only be used in reaction to an incoming attack, if you raise your Reflex saving through and are targeted by an effect that targets your Will saving throw, the effect is wasted but the hit point loss still applies. All effects last for the duration of the turn in which they are activated.

    Oh, blackfocker, I took a stab at making the Hollow template. If you like it, feel free to use it. If you need it, I can make a whole slew of Hollow abilities like I'm doing with the zanpakutou. I've a good feel for the kind of abilities Hollows will need to keep up with the shinigami, so this template should hopefully keep Hollows matching shinigami of appropriate levels. Tell me what you think.

    Hollows: Hollows are souls that have not been sent to the soul society. As they continue to wander the human world, their Chain of Fate erodes and they lose their humanity, becoming hollows. Hollows feast upon innocent souls (called “Pluses”). Hollows dwell in Hueco Mondo, and stronger Hollows have the power to shift between Hueco Mondo and the present world at will (this is usually done when they are wounded or when ambushing their prey). While in Hueco Mondo they cannot attack, but they can lick their wounds and plan an appropriate strategy against those attacking them. Most weak hollow roam the present world until defeated by shinigami, but stronger ones are smarter and hide in Hueco Mondo, using greater strategy and often evading destruction for centuries.

    Hollow Traits: A Hollow possesses the following traits unless (unless otherwise noted in the creature’s entry)
    -Darkvision out to 60 feet and low-light vision
    -Scent ability (this ability also allows Hollows to differentiate the level of spirit energy a soul has. Beings with higher spirit energy attract more hollows)
    -DR 10/zanpakutou or magic
    -Devour ability (see below)

    Creating a Hollow:
    “Hollow” is an acquired template that can be added to any creature (referred to hereafter as the base creature).
    A Hollow uses all the base creature’s statistics and special abilities except where noted here.
    Size and Type: The creature’s type changes to outsider (Hollow type). Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.
    Armor Class: Natural Armor improves by 1 for every 3 hit dice the hollow has.
    Attack: A Hollow has two claws and a bite attack, and the claws are the primary natural weapon.
    Full Attack: A Hollow uses both claws and its bite when making a full attack.
    Damage: Hollows have bite and claw attacks. If the base creature does not have these attack forms, use the damage values for claws and bite as found in the half-fiend entry to determine damage. Otherwise, use the given values or the base creature’s damage values, whichever is greater.
    Special Attacks: A Hollow retains all of the special attacks of the base creature and gains the following special attacks:
    Devour: A hollow can devour a plus to make itself stronger. As a full-round action that provokes an attack of opportunity, the hollow may feed upon a helpless plus. Devouring consumes the victim’s soul and prevents them from any form of reincarnation. A Hollow advances in Hit Dice by consuming pluses in this fashion. After devouring enough plusses equal to twice its current Hit Die, it gains 1 Hit Die and its Strength, Constitution, and Natural Armor increase by +1 (this Natural Armor bonus is treated as the regular Natural Armor progression, all hit dice gained in this fashion give +1 to Natural Armor only once). Hollows cannot pass beyond 20 Hit Dice in this fashion. If a Hollow devours a shinigami, the shinigami counts as one plus for each Hit Die the shinigami possesses (thus a Hollow that devours a 4th level Shinigami counts as having devoured 4 plusses for the purposes of advancing another Hit Die).
    Special Qualities: A hollow has all of the special qualities of the base creature, plus the following:
    -Darkvision out to 60 feet and low-light vision
    -Scent ability (this ability also allows Hollows to differentiate the level of spirit energy a soul has. Beings with higher spirit energy attract more hollows)
    -DR 10/zanpakutou or magic

    In addition to these abilities, the Hollow gains a Hollow Ability every 2 HD, starting at 1 HD. This includes the Hit Die of the base creature, as well as any Hit Dice gained from devouring.
    Abilities: Increase from the base creature as follows: Str +6, Dex +2, Con +4, Int -4, Wis -2, Cha +2.
    Skills: A Hollow gains skill points as an outsider and has skill points equal to (8 + Int Modifier) x (HD+3). Do not include Hit Dice from class levels in this calculation – the Hollow gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
    Alignment: Always evil (any)
    Last edited by Behold_the_Void; 2007-05-15 at 01:48 PM.


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    Default Re: Bleach D20

    I guess it's just me not liking to go off cannon.
    Also As I said those are very early stats for the hollow, and I think that I'm still going to do them that way (at least for the turely gross ones). I'll just have to make the progesion of powers a lot faster, maybe one every three levels. But none of that matters what I still need is more ideas for powers. (I may end up using some of the zanpakutou powers)
    Also I'm sorry for taking so long to reply. I hate my parents internet conction (too unrelyable)

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    No problem, just post when you can.

    Some abilities you might want to consider making available for hollows to take are things like giving them a Pounce and Rend attack, giving them extra appendages to attack with, giving them some kind of spellcasting, giving them Fast Healing, giving them damage reduction that applies to other things such as various elements or special materials, things like that.

    Also, I had a thought regarding hollows. Maybe make an innate mechanic in hollows that allows people to attack their various limbs (treat them the same as you do Hydra heads). Attacking a limb with a slashing weapon allows you to sever it, removing one of their means of attack. This could only apply to certain lower-level hollows or even all of them, but it would be a good way to represent the fact that hollows tend to get various appendages hacked off in short order.

    Anyway, for more zanpakutou types:

    Healing Type: Healing-type zanpakutou enhance the properties of your healing kidou. Favored by the 4th division, they allow for greater recovery of injuries at a faster rate.

    Improved Power: This ability increases the amount of healing your spells give. Every time you take this ability, add another 1d8 to all cure spells.

    Increased Potency: This increases the Caster Level limit on all Cure spells by one increment. Thus, Cure Light Wounds heals up to +10 extra hit points; Cure 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.

    Increased Proficiency: This ability increases your proficiency with healing spells. Your caster level is considered 2 higher for all healing spells. You may take this ability multiple times, its effects stack.

    Restorative Healing: This ability allows you to cast a restoration spell as you cast a healing spell, granting the benefits of both spells. The first time you take this ability, you may cast Lesser Restoration with any healing spell you cast in the same action. The second time you take this ability you may cast Restoration with any healing spell, and the third time you take this ability you may cast Greater Restoration with any healing spell. This does not increase the casting time of the spell, but it still expends the spell slot.

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

    Regeneration: This ability requires two other healing abilities to take. It functions identically to the 7th level Cleric spell. Treat your character level as caster level for purposes of the healing bonuses.

    Healing Aura: This requires three other healing abilities to take. It creates a soft aura around you that hastens the knitting of wounds. Any ally within a 10-foot burst centered on you gains Fast Healing 10. This ability may be taken multiple times, each successive time either increases the distance by 5 feet or the power of the Fast Healing by 5.

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

    Healing Attack: This ability channels positive energy directly through your zanpakutou. When attacking, you instead heal your target for the amount of damage you would instead deal.

    Pain Release: This requires the Healing Attack ability to take. It allows you to store up damage healed through using the Healing Attack ability and release it in one attack. You can store up to 25 points of damage in your zanpakutou, as a standard action you may make a single attack that does just the stored damage upon hitting. If you fail to hit, the attack is wasted and more must be stored up. You do not have to release all of the damage at once, you may release as much as you desire when using the attack. You may take this ability multiple times, each time increases the limit by 25.

    Kidou Type: Kidou-type zanpakutou allow you to channel your kidou through your zanpakutou to devastating effects.

    Spell Blast: This allows you to convert a spell into a blast of spiritual energy as a full-round action that does 1d6 force damage per caster level, to a maximum of the spell level multiplied by 3. This can be executed as a ranged touch attack with a range of close.

    Spell Explosion: This requires Spell Blast to take. It allows you to turn your Spell Blast into an explosive burst that targets a 20-foot radius spread within range. Instead of making a ranged touch attack, all those within the blast radius must make a reflex save DC 10+spell level of converted spell+primary casting stat modifier for half damage. This can be taken multiple times, each time either increases the save DC by 1 or the radius by 5.

    Spell Range: This requires Spell Blast to take. It increases the range increment of your spell blast from Close to Medium the first time it is taken, and Medium to Long the second time it is taken.

    Spell Line: This requires Spell Blast to take. It lets you unleash your Spell Blast in a line starting from you of up to 120 feet that cannot exceed your Spell Blast’s range. Instead of making a ranged touch attack, all those within the blast radius must make a reflex save DC 10+spell level of converted spell+primary casting stat modifier for half damage. This can be taken multiple times, each time adds 30 feet to the total range of the line or increases the save DC by 1.

    Spell Cylinder: This requires Spell Blast and Spell Explosion to take. It allows you to turn your Spell Blast into a magical cylinder that targets a 20-foot radius spread within range and extends upward for 40 feet. Instead of making a ranged touch attack, all those within the blast radius must make a reflex save DC 10+spell level of converted spell+primary casting stat modifier for half damage. This can be taken multiple times, each time either increases the save DC by 1 or the radius by 5 or the height by 10 feet.

    Spell Cone: This requires Spell Blast to take. It lets you unleash your Spell Blast as a 60-foot cone. Instead of making a ranged touch attack, all those within the blast radius must make a reflex save DC 10+spell level of converted spell+primary casting stat modifier for half damage. This can be taken multiple times, each time adds 10 feet to the range of the cone or increases the save DC by 1.

    Elemental Blast: This allows you to choose an energy type, either fire, cold, acid, electricity, or sonic, and change the damage type to that. You may take this ability multiple times, each time allows you to choose a different energy type.

    Spell Storing: This functions exactly like the spell-storing weapon ability, aside from the following exceptions. It allows you to store any 1 2nd or 1st level spell in your weapon, and the casting time of the spell may be no more than one full-round action. Also, the spell stored within the zanpakutou may be cast on you as a free action as well as on a target as a free action when the target is hit by the zanpakutou. You may take this ability multiple times, each time allows it to store either spells 1 level higher or 1 extra spell.

    Counterspelling: This requires Spell Storing to take. It allows you to store one Dispel Magic or Greater Dispel Magic spell in your zanpakutou. As an immediate action, you may use the charge to attempt to counterspell any spell you have successfully identified with a spellcraft check. You may take this ability multiple times, each time allows you to store an extra Dispel Magic or Greater Dispel Magic spell.

    Incanting: This ability allows you to use your zanpakutou to aid in your incanting. It reduces the casting time of a spell from a full-round action to a standard action without causing you to halve your level. You may take this ability twice, the second time allows you to cast a spell as a swift action in this manner by halving your caster level, as you would normally do to cast a spell as a standard action instead of a full-round action.

    Last edited by Behold_the_Void; 2007-05-10 at 02:28 PM.


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