PDA

View Full Version : Shinigami brainstorming



jlousivy
2007-02-19, 09:43 AM
So i have an idea for a way to bring the shinigami to d20.... tell me what you guys think.
Shinigami is from the anime Bleach

The shinigami is broken up into three separate variations. Each variation contains 10 levels conferring different abilities and saves and base attack bonus. The shinigami is able to multiclass freely between the three. For all multiclass purposes, use the total of the three variations for shinigami level.
in addition, the shinigami gains abilities based on total shinigami level.

ie:
Shinigami-Some features such as skills and HD remain constant
skills- (2+int) jump, climb, swim, tumble, profession, spot, hide, move silently, intimidate, knowledge(history), concentration, heal
HD-due to the shinigami being empowered by his 'spirit power'
the shinigami adds both his Con bonus and his Wis bonus to his hp rolls.
HD: D4

sword-art(hit people with pointy stick)
-full bab, good fort save--gains some cool sword stuff like counter... this one will probably be the hardest to make
shunpo(movement)
-3/4 bab, good reflex save---gains +move speed, and a number of shuno uses per day which may be used as a shortened dimension door like ability, to evade aoe's, etc
kidou(magic)
-1/2 bab, good will save---will gain some spell stuff, probably wizard progression, no preparation, all spells known. Since the max level is 10, the highest level spell known would be 5th

---I have no idea how this would work going into epic.

Wraithy
2007-02-19, 01:20 PM
hmmm...
not entirely sure about the skills, or the kidou.

perhaps have a system for choosing skills to represent the different specialities of the 13 squads as opposed to overcomplicating things by using multiple classes (eg: heal-4th squad).

maybe kidou could use knowledge and/or perform checks to balance instantanious casting and knowing all spells, probably charisma based casting.

Mauril Everleaf
2007-02-19, 01:32 PM
I toyed with something like this a while back, although I just made one class and called it a Soul Reaper (English translation of shinigami). I can send you what I have, but it is for 2ed. I also drew up some stats for Zanpaku To and for Quicies.

Penguinizer
2007-02-19, 01:34 PM
Maybe having the different squads act like cleric domain?

Mauril Everleaf
2007-02-19, 01:39 PM
That would work pretty well. Although there are shinigami that cross lines, and use powers that don't fit their squad. Most do however, so I think that would work well. We would then need to make the Zanpaku To, or make mine 3.5 compliant.

Closet_Skeleton
2007-02-19, 02:56 PM
I made Shinigami as a template appliable to Ghosts and let them take normal classes like fighter (for stabbing stuff) and wizard (for the magic). This was so to minimise invention of new mechanics. I also have a Vizard (if you don't know what one is I won't spoil it) and a Shinigami Weaponmaster (based of OA/Sword and Fist Weaponmaster with more Zanpakuto abilities) Prc. Then I made a few feats for improving stuff and a Shikai feat that lets you build a realesed Zanpakuto from a point based system.

Creating a template

“Shinigami” is an acquired template that can be added to any Ghost (referred to afterwards as the base creature).
A Shinigami has all the base creature’s statistics and special abilities except as noted here.
Size and type: The creature’s type changes to Outsider and it loses the incorporeal subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Change monster HD to d8s, class level HD remain unchanged.
Speed: Same as base creature
Armour Class: Shinigami gain a deflection bonus to AC equal to their charisma modifier.
Attacks: Shinigami retain all the natural attacks of the base creature.
Special Attacks: A Shinigami loses all special attacks associated with the base creature and gains those described below.
Soul Burial [Ex]: As a full round action, a Shinigami may perform a soul burial on either a willing or dispersed ghost. The ghost is freed from its bindings and is sent to soul society.
Special Qualities: A Shinigami retains all the base creature’s special qualities and gains those described below.
Damage Reduction [Sp]: A Shinigami gains damage reduction based off their current HD:
1-5: None
6-10: 5/Cold Iron
11-15: 10/Magic
16-20: 20/Adamantine
21+: 25/Epic
Invisibility [Ex]: A Shinigami is completely invisible and inaudible to any humanoid that does not make a DC 20 Wisdom check upon seeing them. Characters with psionic or magical abilities gain a +10 circumstance bonus on this check.
Reiatsu [Ex]: A Shinigami has a certain amount of spiritual pressure represented by a Reiatsu score. A Shinigami’s Reiatsu score is equal to their HD + 5x their base charisma modifier.
Zanpakuto [Ex]: All Shinigami manifest a quasi-independent portion of their soul in the form of a Katana. If broken a Zanpakuto will reform in d8 hours.
Abilities: Same as the base creature, in addition a Shinigami regains its original constitution score. In addition a Shinigami gains a cumulative +1 bonus to Charisma for every four character levels it advances.
Skills: Same as base creature.
Feats: Same as base creature, in addition several feats are available only to Shinigami
Environment: Soul Society
Organization: 20, Squad or 200-500, division.
Challenge Rating: +2
Treasure: Standard
Alignment: Same as base creature.
Advanced: Same as base creature.
Level Adjustment: +2

Shunpo [General]
Prerequisite: Dex 13+, Reiatsu 20+
Benefit: You may make a single move action as a free action. You may do this a number of times per day equal to your constitution modifier +3. If you have endurance increase this value by 4, if you have the Evasive Shunpo feat increase it by 2.

Evasive Shunpo [General]
Prerequisites: Base Reflex Saves +5, Shunpo
Benifit: You may take a move action as an immediate action. Using this ability comes from the same pool as your Shunpo ability.

Shikai [General]
Prerequisite: Reiatsu 15+, Zanpakuto.
Benefit: You may release your Zanpakuto as a standard action that does not provoke an attack of opportunity. In it’s Shikai form, your Zanpakuto takes the form of a single weapon with which you are proficient with a +1 enchantment bonus. This form is set at the time you take this feat and may not be changed. You may build a Shikai from the list of release abilities noted below until the number of points of abilities is equal to either your Reiatsu score or 25, whichever is lower. If you’re Reiatsu score increases you may improve your Shikai up to 25 points worth of abilities. You may not rest while your Shikai remains released but may seal it as a standard action.

Release Abilities


Ability


+1 Enhancement Bonus five points
The Zanpakuto’s Enhancement bonus increases by 1, up to a maximum of +5. If you’re Zanpakuto is a double weapon, this ability costs an extra 2 points but effects both sides.




Elemental Aligned 2 points
The Zanpakuto gains an elemental type. It deals an additional 1d6 points of damage of an elemental type associated with that element.

Increased Size 2 points
The Zanpakuto is larger than a normal weapon of its type. Its size and damage increase by one category for every time you take this ability up to colossal. However you still need to be a certain size to use such a Zanpakuto.

Increased Threat Range 3 points
The Zanpakuto’s threat range increases by 1. You may take this ability a number of times until the weapon’s original threat range is doubled. This does not stack with other abilities that increase threat range.




Spell-like ability (level of spell +1)x2 points
When wielding the Zanpakuto, you may activate a spell-like ability following the usual rules for activating items a number of times per day equal to your charisma modifier. The caster level for the spell is equal to half your HD and you cannot choose a spell that it would not be possible for a sorcerer of your HD to cast. You may not choose a spell with an elemental subtype unless your Zanpakuto is aligned with that element. If you choose a spell with a duration other than instantaneous, you Zanpakuto disappears for the duration of the ability.

Ability Bonus 6 points
When wielding the Zanpakuto, you gain a +2 enhancement bonus to a single ability score. This ability stacks with itself but may not be taken more than three times.

Speed Increase 1 point
When wielding the Zanpakuto, your land speed increases by 5 ft. You may take this ability a number of times until your base land speed is doubled.

Increased Reach 5 points
The Zanpakuto’s reach increases by 5 feet. You may take this ability a second time if you also take the Increased Size ability.

Increased Damage 5 points
The Zanpakuto deals damage as though it were one size category higher. You may take this ability up to three times. If you also have the Elemental Aligned ability any extra dice of damage count as elemental damage. If you’re Zanpakuto is a double weapon, this effect both sides.

Guarding 5 points
You gain a +2 armour bonus to armour class when wielding the Zanpakuto. You may take this ability up to three times increasing the armour bonus by 2 each time.

Skill Bonus 1 point
You gain a +1 bonus to a certain skill of your choice when wielding the Zanpakuto. You may take this ability up to eight times per skill.

Massive Critical 2 points
If you successfully confirm a critical hit, your attack deals an additional 1d6 damage. You may take this ability a number of times equal to your Zanpakuto's crit modifier -1.

Bankai [General]
Prerequisite: Reiatsu 50+, your Zanpakuto’s spirit must be manifest, Shikai.
Benefit: As a standard action that does not provoke an attack of opportunity, you may release your Zanpakuto into its Bankai form. You may maintain your Bankai for a number of rounds equal to your HD + your charisma modifier each day. When this time runs out you may not release your Bankai until you have rested for eight hours. You may voluntarily re-seal your Bankai as a standard action in order to conserve your Bankai. You build your Bankai form exactly as you would your Shikai except you may spend more than 25 points on abilities up to your total Reiatsu score and there is no limit on the number of times you may take an ability. Your Bankai does not replace your Shikai and does not need to share any abilities with your Shikai and need not be the same kind of weapon.

Improved Reiatsu [General]
Prerequisite: Concentration 4 ranks
Benefit: Your Reiatsu score increases by 5
Special: You may take this feat multiple times, it’s effects stack

Weak Reiatsu [Flaw]
Prerequisite: Charisma 15+
Benefit: Your Reiatsu score is 5 less than it would normally be.

Irrepressible Reiatsu [Trait]
Prerequisite: Shikai, Reiatsu score 20+
Benefit: You may not seal your Shikai; you need only release it the first time you obtain it and you may rest with your Shikai unsealed. However characters gain a +4 bonus to caster level checks to use divination spells against you.

Offensive Release [Trait]
Prerequisite: Shikai, Spell-like ability release ability
Benefit: Your Zanpakuto’s spell like ability is only activated when you release your Shikai, as part of the release action.

Uncommon Zanpakuto [Trait]
Prerequisite: Zanpakuto
Benefit: Your Zanpakuto takes an unusual form in its sealed state. Instead of the standard Katana you may choose a non-exotic weapon as long as it deals no more than 1d6 base damage.

Twin Zanpakuto [General]
Prerequisite: Zanpakuto, Uncommon Zanpakuto, Reiatsu 20+
Benefit: Your Zanpakuto takes the form of two weapons rather than the standard Katana. You must be able to wield each of the weapons in one hand.
Special: When you activate Shikai, both weapons take Shikai form and have identical abilities. You may only take this feat at first level.

Maintain Zanpakuto [General]
Prerequisite: Concentration 4 ranks, Shikai, Spell-like ability release ability
Benefit: When you activate a spell-like ability with duration other than instantaneous, you retain use of your Zanpakuto. You may not activate your spell-like ability again until the duration expires.
Normal: Your Zanpakuto disperses for the duration of the spell-like ability.

Furious Zanpakuto [Trait]
Prerequisite: Shikai, ability to rage
Benefit: Whenever you enter your rage ability, your Shikai activates immediately as a free action and re-seals automatically when your rage ability ceases. You may not activate Shikai outside of rage.
Special: At the DM’s discretion you may apply this trait to other abilities

Zanpakuto Focus [General]
Prerequisite: Shinigami, Base Attack Bonus +1
Benefit: You gain a +1 bonus on all attack rolls made with your Zanpakuto no mater it’s form or state of release.
Special: This feat otherwise counts as Weapon Focus in all respects.


Zanpakuto Specialisation [General]
Prerequisite: Shinigami, Fighter level fourth
Benefit: You gain a +2 bonus on all damage rolls made with your Zanpakuto no mater it’s form or state of release.
Special: This feat otherwise counts as Weapon Specialisation in all respects.

Mauril Everleaf
2007-02-19, 03:05 PM
CS, that looks awesome, although I don't see point values attached to the Zanpaku To abilities. This may be my lack of knowledge of 3.5 weapon creation, but what would the values of each trait be?

Closet_Skeleton
2007-02-19, 03:10 PM
CS, that looks awesome, although I don't see point values attached to the Zanpaku To abilities. This may be my lack of knowledge of 3.5 weapon creation, but what would the values of each trait be?

I just added them in, the're not playtested mind. I tried to use common sense, for example making increased damage more expensive than increased size because one if the other with a drawback, but the spell-like ability cost may be overpowered. I made it so high because I didn't want people running around with Time Stop Zanpakuto at level 8.

Mauril Everleaf
2007-02-19, 03:19 PM
I think it looks good, you may want to go back and look at the previous issues to see what sort of powers some of those Zanpaku To have (especially at Bankai). Also, the Zanpaku To is treated as a katana in all respects, except as noted, right? If so, you may want to mention that.

Closet_Skeleton
2007-02-19, 03:53 PM
I think it looks good, you may want to go back and look at the previous issues to see what sort of powers some of those Zanpaku To have (especially at Bankai). Also, the Zanpaku To is treated as a katana in all respects, except as noted, right? If so, you may want to mention that.

It's already mentioned in the template entry. Shikai doesn't have to be Katana, I'd argue that while Ichigo starts with what is merely an oversized Katana, his Shikai is more like DnD's falchion and Ikaku definately has a three-section staff. I added a trait so you could have a Wakizashi Zanpakuto like Ichimaru Gin or a cane like the First Division Captain.

I imagined you'd probably be able to find spells that were close aproximations of most of the odd Zanpakuto abilities.

Mauril Everleaf
2007-02-19, 04:01 PM
Alright, yeah, but all of the base forms of Zanpaku To are katanas (at least as far as I can remember, I've only read through vol17 and watched through the beginning of the Bounto arc.)

Also, this (http://www.vgcats.com/comics/?strip_id=225) amused me.

Closet_Skeleton
2007-02-19, 04:16 PM
Alright, yeah, but all of the base forms of Zanpaku To are katanas (at least as far as I can remember, I've only read through vol17 and watched through the beginning of the Bounto arc.)

Also, this (http://www.vgcats.com/comics/?strip_id=225) amused me.

Ichimaru Gin's is a Wakizashi, the Pink-coat wearing Captain's second has a Zanpakuto small enough to fit inside her robe while he himself has a Katana and a Wakizashi, Sandal-Hat's is a sword cane and the First Division Captain's is disguised as a club like walking stick. In the First Division Captain's case that may be because he is so skilled he can disguise it since he changes it into a sword without verbally releasing it so it may be a kind of illusion.

Mauril Everleaf
2007-02-19, 04:26 PM
I assumed Urahara's was in his Shikai form, like Kenpachi. And I had forgotten about Kyoraku and his lieutenant. Okay, so other weapons are game too, since Jindanbo had spirit axes. Hmm, I don't like the "has to be a 1d6 damage weapon" restriction then. Wakizashi are d8 (IIRC) and so are axes. As long as it can be wielded one handed without extra feats, then I think it could be game for being a Zanpaku To form.

fleet
2007-02-19, 05:25 PM
Can the improved threat range power be combined with keen as a spell-like on the blade? if so you have people running around with swords that can do up to 6d6 on a crit and do a crit on a 10-20

Mauril Everleaf
2007-02-19, 05:43 PM
Oooooh, good call. And does it stack with improved crit?

I would say, personally, that you can't add keen to it, since it is technically an ability that manifests as a weapon, rather than an actual weapon. Same goes for Improved Crit(Zanpaku To).

Fawsto
2007-02-19, 11:43 PM
I've been working in something like the zampakutou's hability to "polymorph" or something like that... It is a PrC that can create a "true form" to his weapon Increasing or Decreasing the Size, Reach, Damage, modifying the tipe of damage and even the tipe of the weapon; he would do this by alterating mysticaly the weapon in question. Also he can "seal" it back in the form of any weapon he wants.

I dunno... But it woul help mostly with the Shinkai form... Bankai is more epic lvl stuff... Or psionic stuff...

jlousivy
2007-02-20, 12:10 AM
Yeah, with Shikai--- it should either
a. modifiy weapon and give it a special property
b. give it a spell-like ability. the spell like ability should be something that scales with level

some shikai can have another special ability- 3/day sounds good
like take ichigo's zampacto shikai
permanately change the weapon to
1d12 18-20/x2
Moon Fang 1d10 per level force damage reflex save for half DC 10+1/2 shinigami level+cha modifier 3/day

Wraithy
2007-03-11, 02:33 PM
good luck trying to make vaisard/arrancar classes:smallbiggrin:

Closet_Skeleton
2007-03-12, 01:09 PM
good luck trying to make vaisard/arrancar classes:smallbiggrin:

I made one a while ago but I didn't know anyone was interested.

Vizard

Vizard are Shinigami who have undergone the forbidden route of obtaining both Hollow and Shinigami powers. Soul Society exiles any who would even attempt to enter this state, forcing the Vizard to live as outcasts on the material or Astral plane.
Hit Dice: d8

Requirements

]Race: Shinigami
Skills: Concentration 4 ranks
Feats: Shikai
Special: Must have somehow attained Hollow powers.

Class Skills

The Vizard’s class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str) and Swim (Str).
Skill Points at Each Level: 2 + Int Modifier

Class Features

All of the following are class features of the Vizard prestige class.

Weapon and Armour Proficiency: A Vizard gains no additional weapon or armour proficiencies.
Hollow Transformation: From first level, a Vizard gains the ability to transform once per day. This transformation lasts for one round per class level. While transformed, a Vizard gains a +4 bonus to Strength, Dexterity and Charisma and the ability to make an extra standard action per round. Every three levels, he gains an additional use of this ability. The ability bonuses increase to +6 at fifth level and +8 at tenth level.
Inner Battle: At every odd level a character takes in this class, he must first prove himself in an inner struggle. He may choose when to enter this battle but he does not gain any new class features for the level he has just taken until he completes it. Once he chooses to undertake this battle, his consciousness retreats into the darkest parts of his soul. He must then battle an exact copy of himself except that his copy has the benefits of Hollow Transformation (with indefinite duration) while he is unable to gain them. If he manages to reduce this copy to below 0 hp he awakes in the real world and gains the class features associated with the level he just took. If he loses he becomes an NPC with the Hollow Template.
Inner Strength: At third level and every three levels thereafter; a Vizard gains a permanent +1 increase to Charisma.



Vizard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0
|
+2
|
+0
|
+2
|Hollow Transformation 1/day, Inner Battle|-

2nd|
+1
|
+3
|
+0
|
+3
|-|+1 level of existing spellcasting class

3rd|
+2
|
+3
|
+1
|
+3
|Inner Strength|+1 level of existing spellcasting class

4th|
+3
|
+4
|
+1
|
+4
|Hollow Transformation 2/day|-

5th|
+3
|
+4
|
+1
|
+4
|Greater Hollow Transformation|+1 level of existing spellcasting class

6th|
+4
|
+5
|
+2
|
+5
|Inner Strength|-

7th|
+5
|
+5
|
+2
|
+5
|Greater Hollow Transformation 3/day|+1 level of existing spellcasting class

8th|
+6
|
+6
|
+2
|
+6
|-|+1 level of existing spellcasting class

9th|
+6
|
+6
|
+3
|
+6
|Inner Strength|-

10th|
+7
|
+7
|
+3
|
+7
|Supreme Hollow Transformation 4/day|+1 level of existing spellcasting class [/table]

EvilElitest
2007-03-12, 02:21 PM
I toyed with something like this a while back, although I just made one class and called it a Soul Reaper (English translation of shinigami). I can send you what I have, but it is for 2ed. I also drew up some stats for Zanpaku To and for Quicies.

Acording to DeathNote, enough manga with Shinigami, the english translation is Death God.
from,
EE

Closet_Skeleton
2007-03-12, 04:29 PM
Acording to DeathNote, enough manga with Shinigami, the english translation is Death God.
from,
EE

Death God is the literal translation. The word is meant to equate to something similar to The Grim Reaper or The Angle of Death or various other Pschopomps (a daft sounding word but Wikipedia seems to think it's a real ancient greek term). The word "Shinigami" only exists in Japanese as a translation of foreign personification of death. The traditional Japanese concept of kami is slightly differant to that of god despite the fact that it is used by Japanese Christians to refer to Yaweh. It could just as much be Spirit of death as it could be god of death. Therefore any word denoting a spirit involved in death as a natural process is a perfectly legitamate translation of Shinigami.

EvilElitest
2007-03-12, 07:52 PM
Death God is the literal translation. The word is meant to equate to something similar to The Grim Reaper or The Angle of Death or various other Pschopomps (a daft sounding word but Wikipedia seems to think it's a real ancient greek term). The word "Shinigami" only exists in Japanese as a translation of foreign personification of death. The traditional Japanese concept of kami is slightly differant to that of god despite the fact that it is used by Japanese Christians to refer to Yaweh. It could just as much be Spirit of death as it could be god of death. Therefore any word denoting a spirit involved in death as a natural process is a perfectly legitamate translation of Shinigami.

Ah ok thanks.
from,
EE

That Lanky Bugger
2007-03-14, 09:15 AM
Closet Skeleton, that looks fantastic.

The only thing I can think to add would have been a few feats to let you do more with Shunpo. Yuroichi, for example, can move a lot more than just her movement with Shunpo and if the fight with Soifon is any indication, she can make attacks during Shunpo as well.

Perhaps the following would work?

Shunpo Adept
Prerequisite: Shunpo, Dex 17+, Reiatsu 25+
Benefit: During Shunpo, the distance you may move is increased by 20 feet.
Special: You may take this feat multiple times, and each time the effects stack. The Reiatsu prerequisite increases by 5 each time.

Shunpo Warrior
Prerequisite: Shunpu Adept, Reiatsu 30+, BAB +11
Benefit: As a full attack action, you may make a melee attacks during Shunpo so long as you pass within 5 feet of a foe. The number of attacks you can make is equal to the number of melee attacks you would be allowed to make during a full attack action.

jlousivy
2007-03-14, 09:42 AM
probably need to make shunpo warrior require dodge and mobility just like spring attack and flyby, but reduce it to: 1 attack or full-attack-1

Closet_Skeleton
2007-03-14, 11:41 AM
Closet Skeleton, that looks fantastic.

The only thing I can think to add would have been a few feats to let you do more with Shunpo. Yuroichi, for example, can move a lot more than just her movement with Shunpo and if the fight with Soifon is any indication, she can make attacks during Shunpo as well.

Hmm... Instead of that Shunpo Warrior Feat I would add a clause to the already existing Spring Attack feat that would let you attack during the Shunpo move just like Spring Attack normally lets you attack during a normal move action. My suggestions would be:

Greater Shunpo
Prerequisite: Shunpo, Dex 17+, Con 13+ Reiatsu 25+
Benefit: You may make a run action as a standard action rather than a full round action. Using this feat takes up 2 uses of Shunpo and the normal rules for keeping up running apply.
Special: Taking this feat adds +2 to the number of times you can use Shunpo.

Long Shunpo
Prerequisite: Shunpo, Greater Shunpo Dex 17+, + Reiatsu 30+
Benefit: You may cast Dimension Door (as a caster of your HD) as a standard action by spending a use of Shunpo. Unlike the normal use of this spell you may not teleport through walls.
Special: Taking this feat adds +2 to the number of times you can use Shunpo.

SPRING ATTACK [GENERAL] (adapted from SRD)


Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
Special: A fighter may select Spring Attack as one of his fighter bonus feats. A character with the Shunpo feat may move as a free action both before, during and after a full attack as long as he spends a use of Shunpo.

Wraithy
2007-03-17, 05:07 AM
I made one a while ago but I didn't know anyone was interested.



that shut me up

Closet_Skeleton
2007-03-17, 07:26 AM
Some other Prcs:
Shinigami Weaponmaster

Shinigami Weaponmasters are Shinigami who ignore the Demon Arts in the hope of attaining Bankai.

Hit Dice: d8

Requirements


Race: Shinigami
Base Attack Bonus: +5
Skills: Intimidate 4 ranks
Feats: Shikai, Dodge, Mobility, Combat Reflexes, Combat Expertise, Zanpakuto Focus.



Class Skills

The Shinigami Weaponmaster’s class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis) and Spot (Wis)
Skill Points at Each Level: 2 + Int Modifier


Class Features

All of the following are class features of the Shinigami Weaponmaster prestige class.


Weapon and Armour Proficiency: A Shinigami Weapon Master gains no additional weapon or armour proficiencies.
Strengthen Zanpakuto: A Shinigami Weaponmaster adds his class level to his Zanpakuto’s hp. In addition he may reform a broken Zanpakuto in 2d20 minutes instead of 1d8 hours.
Zanpakuto: A Shinigami Weaponmaster’s class levels stack with fighter levels for determining whether or not he may take certain feats but only as long as he applies those feats to his Zanpakuto.
Bonus Feat: At second level and every three levels thereafter, a Shinigami Weapon Master gains a bonus feat from the list of fighter bonus feats.
Superior Zanpakuto Focus: Stacking with any similar bonuses, a Shinigami Weaponmaster of third level or higher gains a +1 bonus on all attack rolls with his Zanpakuto.
Quicken Release: A Shinigami of 4th level may activate Shikai as a free action.
Improved Damage Reduction: At 6th level, Shinigami damage reduction increases by 5.
Ki Critical: When a Shinigami Weaponmaster reaches seventh level, he adds +2 to the threat range for his weapon of choice. This +2 bonus is applied after any multipliers such as the Improved Critical Feat or a Keen weapon.
Improved Zanpakuto Damage: At 9th level, the Shinigami Weaponmaster’s Zankapakuto damage increases one die type.
Manifest Spirit: At 10th level, you may manifest the spirit of your Zanpakuto as a full round action. The spirit has half your HP and the incorporeal subtype. Otherwise it takes the form of an animal of your choice. Your Zanpakuto becomes a sentient weapon and you may roll 3d6 to determine each of the weapon’s mental ability scores. A Zanpakuto has an ego equal to a quarter of your Reiatsu score. This ability allows you to qualify for the Bankai feat.



Shinigami Weaponmaster
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1
|
+2
|
+0
|
+0
|Strengthen Zanpakuto, Zanpakuto Aptitude

2nd|
+2
|
+3
|
+0
|
+0
|Bonus Feat

3rd|
+3
|
+3
|
+1
|
+1
|Superior Zanpakuto Focus

4th|
+4
|
+4
|
+1
|
+1
|Quicken Release

5th|
+5
|
+4
|
+1
|
+1
|Bonus Feat

6th|
+6
|
+5
|
+2
|
+2
|Improved Damage Reduction

7th|
+7
|
+5
|
+2
|
+2
|Ki Critical

8th|
+8
|
+6
|
+2
|
+2
|Bonus Feat

9th|
+9
|
+6
|
+3
|
+3
|Improved Zanpakuto Damage

10th|
+10
|
+7
|
+3
|
+3
|Manifest Spirit[/table]



Shunpo Master

Among the Shinigami there are those who have an abnormal focus on speed above all else.
Hit Dice: d6

Requirements

Race: Shinigami
Skills: Balance 12 ranks, Jump 6 ranks, Tumble 12 ranks.
Feats: Dodge, Endurance, Mobility, Shunpo, Great Shunpo


Class Skills

The Shunpo Master’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Escape Artist (Dex), Jump (Str), Move Silently (Dex), Sleight of Hand (Dex), Tumble (Dex).
Skill Points at Each Level: 4 + Int Modifier

Class Features

All of the following are class features of the Shunpo Master prestige class.


Weapon and Armour Proficiency: A Shunpo Master is proficient with all simple weapons.
Improved Shunpo: A Shunpo Master adds his class level to the number of times per day he can use Shunpo.
Fast Movement: A Shunpo Master gains a +5 ft. increase to his base speed every level. This ability does not work in armours heavier than light.
Spring Attack: At second level, A Shunpo Master gains the Spring Attack feat for free. He may use this feat to make a full attack in between a use of Shunpo.
Skirmish: At second and a Shunpo Master gains the Skirmish ability as per the Scout in Complete Adventurer. If he already has the Skirmish ability it instead improves by one. At fourth level this ability improves one step.
Lightning Speed: At fourth level, the Shunpo Master gains the ability to act as though under the effects of a Haste spell for a number of rounds per day equal to his class level. These rounds need not be sequential.
Long Shunpo: At 3rd level the Shunpo Master gains the Long Shunpo feat for free regardless of whether or not he meets the prerequisites. His caster level for this ability is equal to 10 + his class level instead of half his character level.
Shunpo Charge: At 5th level the Shunpo Master gains the ability to make a devastating charge attack. When making a charge he may choose to deal additional 1d6 damage for every 10 ft. he moves in that round (including movement that was not part of the charge action). However he deals 5d6 backlash damage to himself and any equipment he is wearing.

Shunpo Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0
|
+0
|
+2
|
+0
|Improved Shunpo. Fast Movement|-

2nd|
+1
|
+0
|
+3
|
+0
|Spring Attack, Skirmish (+1d6)|+1 level of existing spellcasting class

3rd|
+2
|
+1
|
+3
|
+1
|Long Shunpo|-

4th|
+3
|
+1
|
+4
|
+1
|Lightning Speed, Skirmish (+1d6, +1 AC)|+1 level of existing spellcasting class

5th|
+3
|
+1
|
+4
|
+1
|Shunpo Charge|-[/table]

jlousivy
2007-03-17, 01:19 PM
very nice. very nice. I was wanting to know how to do make that blasted cat :-)