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Behold_the_Void
2007-03-22, 04:14 PM
NEW READERS PLEASE TAKE NOTE:

The up-to-date compilation of the rules can be found here (http://professor.fireandrobot.com/Bleach-D20-Rulebook-Compilation.doc). A list of statted NPCs can be found here (http://professor.fireandrobot.com/bleachcastd20.doc).

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 (http://www.d20srd.org/srd/variant/classes/genericClasses.htm), 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 (http://www.d20srd.org/srd/variant/magic/spellPoints.htm) and the Defense Bonus (http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm) 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.

Behold_the_Void
2007-03-22, 07:30 PM
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.

Holly
2007-03-22, 07:45 PM
I thought you had to have Bankai to be able to release your Zanpaktou without calling its name.

Behold_the_Void
2007-03-23, 01:33 AM
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.

Innis Cabal
2007-03-23, 01:39 AM
so....much....text.....

Closet_Skeleton
2007-03-23, 08:45 AM
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.

serow
2007-03-23, 09:04 AM
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).

UglyPanda
2007-03-23, 09:23 AM
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?

Behold_the_Void
2007-03-23, 01:46 PM
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.


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.

Closet_Skeleton
2007-03-23, 04:04 PM
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?

Behold_the_Void
2007-03-23, 05:42 PM
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.

UglyPanda
2007-03-24, 09:58 AM
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.

Behold_the_Void
2007-03-24, 08:24 PM
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.

anphorus
2007-03-25, 11:25 AM
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?

MeklorIlavator
2007-03-25, 11:47 AM
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.

Closet_Skeleton
2007-03-25, 12:24 PM
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!:smallbiggrin:) 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).

F.H. Zebedee
2007-03-26, 12:47 AM
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)

blackfocker
2007-03-26, 11:30 AM
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.

Closet_Skeleton
2007-03-26, 03:32 PM
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.

Behold_the_Void
2007-03-26, 03:55 PM
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.

MeklorIlavator
2007-03-26, 05:45 PM
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).

blackfocker
2007-03-27, 02:31 AM
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).

Closet_Skeleton
2007-03-27, 12:52 PM
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.

ZebulonCrispi
2007-03-27, 12:53 PM
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:

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.

blackfocker
2007-03-27, 03:20 PM
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

blackfocker
2007-03-27, 03:41 PM
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.

Behold_the_Void
2007-03-27, 09:21 PM
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.

Behold_the_Void
2007-03-28, 04:00 PM
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)

blackfocker
2007-03-28, 10:13 PM
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)

Behold_the_Void
2007-03-29, 12:41 AM
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.

jlousivy
2007-03-29, 11:46 AM
Maybe this can help you out a bit http://boards1.wizards.com/showthread.php?t=538244

blackfocker
2007-03-29, 09:02 PM
Thanks, but I think we have it covered.
Also Void, I just got a new rpg system (to me at least), and I feel that it will work much better for Bleach. I'll still help out with the d20 rules, but I think I'll use Big Eyes, Small Mouth (BESM) for the game that I'll be running. I've already worked out how zanpakutous, shupon, and many other Bleach spacific powers with just having had the game for about 4 hours. Oh and I also feel comfertable enough with the rules to be able both teach and run the system. (Yes, it is "THAT" easy (in a good way))

Behold_the_Void
2007-03-29, 09:13 PM
BESM or BESM D20?

blackfocker
2007-03-30, 10:09 AM
Just BESM 3rd edition. I wanted BESM d20, but I think its out of print. If it was BESM d20 I would have just started to use that for the conversion. But also as I said you can still count on me for help with the conversion.
On a completely different subject. Void have you checked your grades yet? I'm wondering if you have an X (grade missing) for anth also.

UglyPanda
2007-03-30, 10:29 AM
BESM d20 has an SRD.

Behold_the_Void
2007-04-02, 06:31 PM
Sorry it took so long to get another update, I've been otherwise occupied.

Lightning Type: Lightning-type zanpakutou employ fierce bolts of lightning to strike down their foes.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Stunning Strike: This ability can be once per round. It functions identically to the Stunning Fist ability, with the Fortitude Save using your Constitution modifier instead of your Wisdom Modifier.

Behold_the_Void
2007-04-05, 12:33 PM
More zanpakutou abilities, I'm slowly finishing them off. I'll start making the universal shinigami spell list after this.

Wind Type: Wind-type zanpakutou utilize and control the winds to attack their enemies and protect themselves.

Control Wind: This allows you to control the wind around you as a standard action in a 40 ft. by 40 ft. radius cylinder for ten minutes. It may be taken multiple times, each time either gives increases the range by 10 feet in both directions, allows you to increase or decrease the wind by one speed increment (to a maximum increase or decrease of the amount of times this particular ability is taken. For example, if there are currently strong winds and you’ve invested two abilities into that particular ability, you can increase the speed by one increment per standard action, to a maximum of two increments, in this case a windstorm). Taking the ability also allows you to select one of the four wind patterns that you can mould the wind into, downdraft, updraft, rotation and blast. This ability remains active for as long as your zanpakutou is released.

Gust of Wind: As a standard action, you may create a strong gust of wind as per the 2nd level spell. This ability may be taken multiple times, each time either increases the range by 10 feet or increases the size limitations (treat Large creatures as medium for the effects of the wind). If the ability is used in such a way, the smallest increment (creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet) has both die rolls increased by one step. In this case, the increase goes to 1d6 and the step above has the 1d4 effect. Subsequent uses of the ability in this manner continue to increase the damage die steps in the same pattern.

Whispering Wind: As a standard action, this ability duplicates the effects of the 2nd level spell. It can be taken multiple times, each time either doubles the amount of words allowed, increases the radius spread by 5 feet, or increases the range by an extra mile. Base range is determined by your character level (1 mile per character level).

Air Walk: As a standard action, this ability duplicates the effect of the 4th level spell for as long as your zanpakutou is released, targeting yourself. It can be taken multiple times, each time allows you to resist the effects of wind one increment stronger than normal or to grant the ability to one extra person each time the ability is taken in such a manner. If it ends while you are still in the air you begin falling immediately.

Wind Wall: Upon releasing your shikai, this creates a wall of wind around you that can deflect breath, projectile, or otherwise air-based attacks away from you. You may take this ability multiple times, each time gives you a stacking 20% chance to deflect any such attack (this applies to projectiles, arrows, thrown weapons, and breath attacks equally). You may raise the deflection percentage beyond 100%.

Wind Walk: This requires two wind abilities to take. It allows you to assume a cloudlike vapor form as per the Wind Walk spell as a Standard Action. Its effect lasts as long as your shikai is released, and if it ends while you are still in the air you begin falling immediately. You may take this ability multiple times; each time allows you to bestow it upon one extra person.

Gaseous Form: This allows you to assume a Gaseous Form as a standard action for as long as your shikai is released. It otherwise functions identically to the 3rd level spell. You may take this ability multiple times, each time gives you an additional 5 feet of fly speed.

Whirlwind: This requires three wind abilities to take. It allows you to create a Whirlwind as per the 8th level spell as a Standard Action. You may take this multiple times, each time allows it to effect creatures one size category larger or increases the initial damage by 2d6 and the damage taken while suspended by 1d8.

Acid/Earth Type: Acid/Earth-Type zanpakutou can excrete powerful acids and shatter the ground to create different effects.

Acid Blade: This changes the form of the zanpakutou’s blade into condensed and solidified acid, causing it to inflict acid damage. Corrosive Blade may still be used in conjunction with Acid Blade.

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

Corrosive Blade: This allows you to coat your zanpakutou with corrosive acid. As a move-equivalent action, you can coat your zanpakutou with acid, giving it an additional 2d6 acid damage. This effect lasts until you release your hold on your zanpakutou or reseal it.

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

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

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

Lingering Acid: This requires Corrosive Blade. It deals ½ the bonus damage for corrosive blade for at the beginning of the target’s turn. This ability can be taken multiple times, each time makes the acid linger for an additional round.

Acid Wave: This allows you to unleash a burst of acid in a 30 foot line that does 2d6 damage (reflex save DC 10+character level+constitution modifier for half damage) to all targets. Characters that take damage from the Acid Wave must make a second reflex save at -2 to avoid taking ½ the damage taken (2d6 damage means 1d6 additional damage) at the beginning of their next turn. This ability can be taken multiple times, each time either increases the strength of the Acid Wave by 2d6 or increases the duration of the extra damage by 1 round.

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

Shattering Strike: As a standard action, you can shatter an area of ground, making the terrain rough and hard to traverse. This ability shatters the earth in a 20 foot radius burst centered on you each time it is used. Passing through shattered earth requires a DC 10 balance check to avoid falling when moving through it. Shattering Strike may be taken multiple times, each time increases either the radius by 5 feet or the DC by 2. Using Shattering Strike in the same area a successive time has no effect beyond the initial effect. You may pass through shattered earth uninhibited.

Earthen Fortress: This requires Shattering Strike. When standing on earth, stone, rock, or worked surfaces such as cobblestone or flagstone streets, the square or square that you occupy raises up into a 5-foot pillar, causing the squares adjacent to it to buckle and have the same effects as earth effected by your Shattering Strike. You may take this ability multiple times, it either increases the height of the pillar by 5 feet or the radius effected by 5 feet. Every time you move, the pillar you were standing on sinks into the ground and another one rises up in its place. You may activate or suppress this ability as a free action.

Earthen Keep: This requires Shattering Strike and Earthen Fortress to take. The pillars you create with Earthen Fortress do not sink back into the ground after you move away, but instead remain until otherwise changed. You may activate or suppress this ability as a free action.

Manipulate Earth: This ability functions like the 2nd level spell Soften Earth and Stone, except that it also allows you to do the reverse, hardening the target as well. This ability may be taken multiple times, each time allows you to soften or harden a different aspect (stone/clay, wet earth/mud, dry earth/sand). Also, you may instead increase the amount of earth or stone you effect by 4 feet each time it is taken, or allow this ability to effect worked stone. Use your character level to determine caster level for determining range.

Move Earth: This ability requires Manipulate Earth to take. It functions much like the 6th level spell Move Earth, allowing the zanpakutou’s wielder to effect any aspect of the earth that they are allowed with the Manipulate Earth ability as per Move Earth’s spell description. The amount of time it takes to change the terrain remains unchanged. You may take this ability multiple times, each time allows you to effect earth 10 feet deeper than normal. Use your character level to determine caster level for determining range.

Earthquake: This requires Shattering Strike, Manipulate Earth and Move Earth to take. It functions as the 8th level spell earthquake. It can be taken multiple times, each time increases the radius by 5 feet. Use your character level to determine caster level for determining range.

Sonic Type: Sonic-type zanpakutou employ sounds to confuse, deafen, and defeat their foes.

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

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

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

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

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

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

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

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

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

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

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

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

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

Closet_Skeleton
2007-04-05, 05:53 PM
All this thread is doing for me at the moment is making me glad that I released "why make a list of abilities when I can just give them access to spell like abilities and there are so many spells out there that they'll find the right one" intead of writing out pages of abilities.

F.H. Zebedee
2007-04-06, 04:03 PM
Oh, I certainly prefer the written out method. It makes it MUCH easier for those of us with limited resources, and also just flows better in my opinion. This way, if I run a campaign with it, 80% of the resources are right at my fingertips.

Also, will there ever be rules for Quincies? I certainly know that I wouldn't mind playing one, even if they were nowhere near as customizable as Shinigami.

Finally, we'll probably need modified Sundering rules for Zanpakuto if they aren't concealed already somewhere in that colossal text block up there. I mean, like 75% of the battles between Shinigami are ended by that method, if not moreso.

anphorus
2007-04-06, 07:13 PM
Well Zanpakuto are like manifestations of a shinigami's spirit power, when they tire or use up that energy (say, by being in a battle) I think it's reasonable to assume that their weapons weaken.

I'd also love to see a Quincy class. I always found them incredibly interesting. It seems to me like Shinigami's only require knowledge of what they want to achieve and then just will it to happen. But Quincies seem to have to know the entire process step by step in order to create an effect. Shinigami are more like sorcerers, and Quincies are more like wizards in other words.

Closet_Skeleton
2007-04-07, 05:21 AM
I'm sure Shinigami have to learn their spells. Ichigo with his complete lack of Shinigami training has no knowledge of magic. Aizen also talks about research and creating new spells. That's pretty Wizard-like to me. They have to learn about their Zanpakuto as well but those are pretty unrelated to their spells.

Quincy have a bloodline that has a talent for magic. That seems more like a Sorcerer kind of thing. I'm sure that Quincy have to learn their spells as well (for example the stuff that Ishida was using when he lost his powers) though. Trying to put them into the Wizard/Sorcerer analogue doesn't really work.

ZebulonCrispi
2007-04-07, 11:43 PM
My understanding from talking with Behold the Void is that while Quincy are on the to-do list, they're not for a while. The first campaign that it's being created for takes place in between the Soul Society arc and current events (as if the filler arc had never happened), and since there are so few quincy at this time, it's not exactly crucial.

F.H. Zebedee
2007-04-08, 12:09 AM
Maybe something along the rules for the Sundering of Zanpakutou:
Sundering Zanpakutou:When attempting to sunder a Zanpakutou, make the character making the Sunder attempt and the target of the Sunder attempt make opposed checks. If a Shinigami gets the lower result, their Zanpakutou is sundered and must take three days to recover. If a Hollow gets the lower result, then the target of their Sunder attempt may make an attack of opportunity against them for free.

Shinigami Sundering Checks: The check for a Shinigami's Sunder attempt is: 1d20+(Total ammount of Shinigami Levels)+5 if Zanpakutou is in Shikai or +10 if the Zanpakutou is in Bankai

Hollow Sundering Checks: The check for a Hollow's Sunder attempt is:
1d20+2(Hollow's Hit Dice)

Or something like that. Not really sure how it'd turn out, but I think it sounds about right. Opinion on it, BtV? I don't want to jack the thread, but I wouldn't mind pitching in.

Behold_the_Void
2007-04-08, 11:45 PM
Quincies are indeed on the to-do list (Technically so are the Bount. They're just much, much lower priority), they will come up after Shinigami and Hollow rules are entirely complete.

The zanpakutou sundering looks about right as far as what I was going to do with it. Not quite sure what you mean as far as Hollow Sundering, if you mean remove limbs what I'm currently thinking is run all Hollows like Hydras as far as the limbs are concerned, although most without the spontaneous limb regeneration (though some can acquire it through use of Hollow abilities).

Anyway, I just got back from Sakura Con, so more zanpakutou rules will likely be up in the next few days. I'll look into making them in a more easy-to-use format at a later date.

Tack122
2007-04-09, 12:58 PM
Soulbow from complete psionic would work very well as a basis for quincy's.

You should check it out.

Hurlbut
2007-04-09, 01:19 PM
Soulbow from complete psionic would work very well as a basis for quincy's.

You should check it out.
Anything for a crossbow look alike? In the anime series, Bout Arc, I recall a Quincy using an actual crossbow (completely wooden) that had no string and fired energy bolts (well kinda as opposed to "arrows")

F.H. Zebedee
2007-04-09, 03:42 PM
I was thinking for the Hollow sundering deal moreso like when a Hollow attacks a Shinigami's Zanpakutou and attempts to shatter it. That's why they incur an attack of opportunity if they fail their attempt to sunder a Shinigami's weapon, and delimbing does sound best as a Hydra sort of deal.

Tack122
2007-04-09, 06:28 PM
Anything for a crossbow look alike? In the anime series, Bout Arc, I recall a Quincy using an actual crossbow (completely wooden) that had no string and fired energy bolts (well kinda as opposed to "arrows")

Changing the class to fit a crossbow wouldn't be that difficult.

(I haven't seen that part myself, I have olny watched up to the part where they start their assault on Seireitei)

F.H. Zebedee
2007-04-16, 10:42 PM
Y'know, I'm hoping to use this system, so, if you need a hand with anything, let me know. I'd gladly go and pitch in. (Wouldn't mind doing the kidou, or at least the known ones.)

Behold_the_Void
2007-04-17, 11:40 PM
Sorry about the sparseness of updates, I've been busy getting back into the swing of school and getting distracted by trying to get a stronger RO character than my roommate.

As far as the Kidou, I'm not averse to a bit of help with it, basically what I intend to do is go through the normal spell lists and start axing a bunch of spells. Blast evocation spells will likely still be around (Hadou), as well as many spells that do some kind of binding/paralysis/crippling effect (Bakudou). Healing spells, of course, will still be present.

However, many spells will be cut, especially nature-aligned spells that zanpakutou duplicate the effects of and highly overpowered ones (Righteous Might, Polymorph, Divine Might to name a few). Spellcasting I want to still be strong, but not overpowering.

F.H. Zebedee
2007-04-18, 09:45 PM
So, do you want 99 spells (each) in two schools, 9 at each level? Or do you want me just to filter all spells through a balance/Bleach flavor filter?

Behold_the_Void
2007-04-19, 12:56 PM
First things first, let's filter through the spells for those that fit within the Bleach setting and remove the obviously unbalanced ones. We can make more cuts after that as we formalize the kidou schools.

F.H. Zebedee
2007-04-30, 12:52 AM
Well, I'm running through the spells on the D20 SRD site. About 1/10th done weeding out the duds right now.

Behold_the_Void
2007-05-01, 12:38 PM
Sounds good. Sorry about delays in progress, I've been playing entirely too much Pokemon.

Light Type: Light-type Zanpakutou can illuminate and bend light to their wielder’s will, using light either to confuse or overwhelm their targets.

Illumination: The zanpakutou shines with brilliant light, illuminating the area around it as per the effects of the Daylight spell, except that it does not dispel magical darkness. This ability may be taken multiple times, each time allows it to dispel one step of magical darkness (i.e. darkness, deeper darkness, and the Darkness zanpakutou ability) and increases the level of full illumination and dim illumination by 10. You may activate or suppress this ability as a free action.

Blinding Flash: This allows you to create a brilliant flash of light targeting everyone adjacent to you as a standard action. Those within range must succeed a reflex save (DC 10+1/2 character level+constitution modifier) or be blinded for 1 round/character level. You may take this ability multiple times, each time either increasing the save DC by 1 or increasing the range by 5 feet, effectively making it a burst effect centered on you.

Improved Blinding Flash: This requires Blinding Flash to take. It allows you to make a single attack against a target and use the Blinding Flash as part of the attack, in addition to dealing normal damage.

Greater Blinding Flash: This requires Blinding Flash and Improved Blinding Flash to take. It allows you to attack with Blinding Flash as part of a full-round attack action. A blinding flash will only be emitted on one attack, plus one for every time you have taken Greater Blinding Flash (so in order to use it with all four attacks on a full-round attack, Greater Blinding Flash must be taken three times). Time spent blinded by failing multiple saves from this ability overlaps (does not stack).

Superior Blinding Flash: This requires Blinding Flash, Improved Blinding Flash and Greater Blinding Flash to take. It allows you to add the Blinding Flash's normal radius to your blinding flash whenever you use it as part of an attack action.

Bestow Illumination: This requires Illumination to take. It allows you to bestow your Illumination effect on an unattended or willing target as a swift action. The target shines with light for 1 round/character level. You may take this ability multiple times, each time increases the duration by five rounds or allows you to target either attended objects or unwilling targets. They are allowed a will save (DC 10+1/2 character level+constitution modifier) to negate the effect.

Faerie Fire: This functions exactly as the 1st level Druid Spell, except that it can bestow any color you desire upon the target. It can be taken multiple times, each time increases the target burst by 5 feet, the duration by 1 minute, or allows it to dispel higher level darkness effects.

Dancing Lights: This spell functions as the 0-level spell, except that their duration is equivalent to 1 minute/level. Furthermore, the individual light globes may be up to 50 feet apart from each other, as well as move 100 feet per round. You may take this ability multiple times, each time either increases the movement speed by 50 feet and the distance from each other by 25 feet or allows them to damage anybody who enters or begins their turn on the same square as them for 1d6 damage unless the target makes a successful reflex save (DC 10+1/2 character level+constitution modifier) for half damage. Subsequent takings of this ability either increase the DC by 2 or increase the damage by 1d6. The amount of Dancing Lights you may have manifested is equal to your character multiplied by four, and each manifestation creates four globes. The movement of the globes is tied to the group they were manifested in, the groups may move independently of each other without penalty. Up to twenty dancing lights can occupy the same square, each one increases the save DC by 2. Treat the damage from each Dancing Light as one large source of damage (i.e. two 1d6 dancing lights in the same square are considered to be one source of 2d6 damage).

Brilliant Energy: This requires four Light abilities to take, one of which must be Illumination. It gives your zanpakutou the properties of a Brilliant Energy weapon. This ability may be taken several times, each time allows the weapon to affect a creature type it cannot normally affect (undead, constructs and objects).

Light Trail: This requires Illumination and another Light ability to take. It allows your zanpakutou to leave a trail of light (as per the effects of a Light spell) in every square you move through. You may activate or suppress this ability as a free action, as well as dismiss the light trail you have already left. You may take this ability multiple times, each time either increases the illumination and dim illumination of the trail by 10 feet or causes the trail to deal 1d6 damage unless the target makes a successful reflex save (DC 10+1/2 character level+constitution modifier) for half damage. Subsequent takings of this ability either increase the DC by 2 or increase the damage by 1d6. The light trail lingers in the air for 1 round/character level. You may also increase the duration of the trail by 5 rounds by taking the ability additional times.

Bend Light: This allows you to shape illumination that you produce, allowing you to change the areas of dim and bright illumination as well as designating areas within the light effect that receive no light. Light cannot be bent and shaped past the initial parameters, so 60 feet of bright light and 60 feet of dim light cannot produce any more light than that (although less light may be produced if desired). This ability may be taken twice, the second time allows you to bend and shape light not produced by your zanpakutou.

F.H. Zebedee
2007-05-01, 05:14 PM
Hurray! I've been needing the light type for an important NPC in the campaign I've been planning! (I take it that the omission of ranged attacks from most Zanpakutou types is because to cover it, the player should take ranged, no? Also, I just find it slightly odd that the wind line can't enhance with wind based attacks (like Crackling Blade, for example). Just seems a slightly odd omission.)

Behold_the_Void
2007-05-01, 06:31 PM
It can, I didn't think specifying it was necessary. The reason I say that the Blade and the Form abilities can stack is because you're doing pure energy damage and I wanted to make sure people understood that you can still increase that damage output with the energy damage abilities.

And yes, since all Zanpakutou have two inherent abilities you can use the Ranged abilities for ranged zanpakutou of any given element.

F.H. Zebedee
2007-05-06, 03:02 PM
Lessee... As for progress, I'm through the first seven levels of spells in the SRD, and working on 7-9. Right now, I'm filtering out a lot of the stuff that kills flavor/balance, and then I'll go over them with a fine toothed comb. Then, after that, I'll go and give them Japanese names and casting incantations (English).

F.H. Zebedee
2007-05-08, 04:35 PM
Did some feats really quick the other night. Opinions?

Basic Shunko
Prerequisites: Shunpo 20 ft., ability to cast 2nd level Kidou, Base Attack Bonus +3
Benefit: When making an unarmed attack, you may pay 3 Spell Points to add 1d6 force damage to that attack. This is done before making the roll for the attack.

Improved Shunko
Prerequisites: Basic Shunko, Base Attack Bonus +5
Benefit: When making an unarmed attack, you may pay 10 Spell Points to add 3d6 force damage to that attack. This is done before making the roll for the attack. Increase the reach for that unarmed attack by 5 feet.

Greater Shunko
Prerequisites: Improved Shunko, ability to cast 4th level Kidou, Base Attack Bonus +10
Benefit: When making an unarmed attack, you may pay 25 Spell Points to add 3d10 force damage to that attack. This is done before making the roll for the attack. Increase the reach for that unarmed attack by 10 feet. If hit, the targeted enemy must make a reflex save (DC= Damage dealt by the attack), or be knocked back 1d4x5 feet and receive 1d6 additional force damage.

(I don't mean to hijack this at all. I'm just really glad somebody created a system for this, and have been churning out some stuff for a campaign I'm running IRL.)

Behold_the_Void
2007-05-10, 12:11 PM
Those feats are interesting, and I have no problem with you making your own. My only problem with them is that they can be taken relatively early, and Soi Fon is a Captain-class character who had just begun mastering it. I'm thinking possibly ramp up the power and requirements a bit more.

Oh, and here's Darkness type.

Darkness Type: Darkness-type zanpakutou can shroud targets in inky darkness and obscure their senses.

Darkvision: This ability bestows Darkvision on its wielder whenever the zanpakutou is released. This ability may be taken multiple times, each time allows your darkvision to pierce stronger darkness effects (such as Darkness and Deeper Darkness spell effects).

Bestow Darkvision: This allows you to bestow Darkvision on your allies. Bestowing Darkvision is a Standard Action that does not provoke an attack of opportunity, and it lasts until you reseal your zanpakutou.

Swift Bestow Darkvision: This allows you to bestow Darkvision as a swift action.

Darkness: The zanpakutou emits an inky darkness that obscures everything within a 20-foot radius as per the effects of the Darkness spell, except that it does not dispel magical light. This ability may be taken multiple times, each time allows it to dispel one step of magical light (i.e. Light, Daylight, and the Illumination zanpakutou ability) and either increases the miss chance provided by concealment by 10% or increases the radius by 10 feet. You may activate or suppress this ability as a free action. You may see in your own darkness. Light effects that cannot completely dispel the darkness can still reduce the miss chance by 10% for each step.

Bestow Darkness: This requires Darkness to take. It allows you to bestow your Darkness effect on an unattended or willing target as a swift action. The target is shrouded in darkness for 1 round/character level. You may take this ability multiple times, each time increases the duration by five rounds or allows you to target either attended objects or unwilling targets. They are allowed a will save (DC 10+1/2 character level+constitution modifier) to negate the effect.

Cloud Vision: You create a black film over a target’s eyes, blinding them. As a standard action, you may target a creature. They must succeed a reflex save (DC 10+1/2 character level+constitution modifier) or be blinded for 1 round/character level. You may take this ability multiple times, each time either increases the effect by 5 feet (effectively making it a burst effect) or increasing the save DC by 1.

Swift Cloud Vision: This requires Cloud Vision to take. You may manifest your Cloud Vision ability as a free action.

Nightmare: This zanpakutou ability allows you to cause horrendous nightmares upon your target. It functions exactly like the 5th level Wizard spell. You may take this ability multiple times, each time adds 1d10 to the damage it deals, allows you to cast it upon an awake person (causing them to have nightmares when next they sleep), decreases the DC modifiers by one step (intimate knowledge gives them -6 on their will saves, knowledge gives -1, second hand gives +4, and no knowledge gives +9, etc.), or causes them to be exhausted instead of fatigued upon waking.

Black Tentacles: This requires three darkness abilities to take. It creates two nightmarish black tendrils that mimic the effects of the Black Tentacles spell as a Standard Action, except that it extends in and can target a 5-foot radius centered on you, has a strength score of 18, and does not deal damage. You may take this ability multiple times, each time either increases the strength of the black tentacles by +2, increases the radius by 5 feet, causes them to do 1d8 extra points of damage a round (tentacle strength modifiers apply, increases the amount of tentacles by 1, or increases the size of the tentacles by one step. All these effects are stackable upon themselves. Your character level is treated as your caster level for purposes of this ability. The Black Tentacles last for 1 round/character level before they must be manifested again.

Sleep: This allows you to attempt to put a target to sleep as a standard action. It functions identically to the Sleep spell, except that it effects targets equal to ½ your hit die (rounded down) and the Will save is 10+1/2 character level+constitution modifier. You may take this ability multiple times, each time increases the hit die it can effect by one or increases the save DC by 1.
And here's the Water Type.

Water Type: Water-Type zanpakutou have several abilities. Some use the power of mirage and deceit to confuse their foes, while others utilize the untamed fury of water to devastate their enemies.

Water Breathing: This functions identically to the 3rd level Wizard spell, but lasts as long as your zanpakutou is released and can affect only you.

Bestow Water Breathing: This allows you to bestow Water Breathing on your allies. Bestowing Water Breathing is a Standard Action that does not provoke an attack of opportunity, and it lasts until you reseal your zanpakutou.

Swift Bestow Water Breathing: This requires Bestow Water Breathing to take. It allows you to use the Bestow Water Breathing ability as a swift action.

Water Walk: This ability functions identically to the 3rd level Cleric spell, except it allows you to choose whether or not you immediately move towards the surface while submerged. If you choose to remain underwater, you may walk through the water as if you were walking on land, and may step through the water as if under the affect of the Air Walk spell and walking through air. This does not allow you to breath underwater if you cannot already do so. This effect is constantly active, and lasts until you reseal your zanpakutou.

Bestow Water Walk: This allows you to bestow Water Walk on your allies. Bestowing Water Walk is a Standard Action that does not provoke an attack of opportunity, and it lasts for 1 round/character level.

Swift Bestow Water Walk: This requires Bestow Water Walk to take. It allows you to Bestow Water Breathing as a swift action.

Create Water: This ability functions identically to the 0-level Cleric spell, but it instead allows you to create 5 cubic feet of water (approximately 24 gallons) as a standard action. You may take this ability multiple times; each time increases the amount of water you can create by 5 cubic feet.

Swift Create Water: This requires Create Water to take. It allows you to use the Create Water ability as a Swift Action.

Control Water: This requires one Water Ability to take. It functions identically to the 4th level Druid spell, except that it affects a 100 ft. by 100 ft. area. You may take this ability multiple times; each time increases the affected area by 50 feet. It takes a standard action to manifest this ability.

Stream: This requires Control Water and two other water abilities to take. It allows you to create a pressurized stream of water from the water around you. If there is sufficient water in the area (at least 24 gallons adjacent to you, even if on the ground), you can coalesce it into a pressurized stream for one round per 24 gallons of water (thus in a water-heavy area this ability can be used indefinitely. The stream is considered to be a bull rush attack against an opponent, but uses ½ your character level in place your strength bonus. You can intensify this ability by using more water to increase the size of the stream, giving it appropriate bonuses to size for the bull rush attempt (24 extra gallons increases the size increment by one).

Whirlpool: This requires Control Water and two other water abilities to take. It allows you to create a Whirlpool in a body of water. If you are in an area of shallow water, the whirlpool rises up to 5 feet per 24 gallons of water on the ground, and lasts for as many rounds as there is enough water to sustain it. If it is used in a place of abundant water, such as a lake or an ocean, the whirlpool is instead created within the body of water. Treat the rising whirlpool as if it were identical to the Wind Zanpakutou Whirlwind ability. The rising whirlpool may be enhanced by taking this ability multiple times; the enhancements available are identical to those of the Whirlwind ability. If this is used in deep water, the targets must make a Swim check (DC 10+character level+constitution modifier) or be swept into the whirlpool. Each round they must make a swim check (Use the same DC but at +2 each round) or be swept under the current and immediately begin drowning. If swept under, they cannot escape until the whirlpool ends. Whirlpools in larger bodies of water can be sustained for 1 round/character level, and subside two levels after the effect has ended (the Swim DC to avoid being swept under becomes ½ the initial DC on the first round and ¼ the initial on the second). By taking this ability multiple times, you may instead enhance the potency of this whirlpool, increasing the duration by two rounds.

Mirage: This ability functions exactly like the 1st level spell Silent Image, except that it can effect up to a 50 foot by 50 foot space. It is manifested as a standard action. You may take this ability multiple times, each time allows you to increase the range by 50 feet or allows you to add the ability to give the illusions sound, smell, thermal illusion, tactile sense, the ability to move the images around, or to gain +2 to the save DC to disbelieve. Targets gain a will save to disbelieve (DC 10+character level+constitution modifier) as they interact with the illusions. Each added sense gives you +3 to the DC.

Blurred Reality: This requires the Mirage ability and two other water abilities to take. It allows the illusions created by Mirage to become partially real, dealing damage to the target who believes. A target that fails to disbelieve takes 1d6 damage from any attack launched by a Mirage, but each attack gives them an additional +2 to their will save to disbelieve the next mirage. You may only attack with one Mirage at a time. You may take this ability multiple times; each time either gives an additional 1d6 to damage or allows you to attack with one other Mirage at a time.

And, last but not least, Generic abilities. Now I can do something else besides the freakin' zanpakutou (I'm taking a brief break to do other stuff on this project before I delve into Bankai). Also, rules for Final Shikai ability are in the initial post.

Generic Abilities: These abilities are available to all zanpakutou, regardless of type.

Ability Increase: Increase one of your ability scores by +2 while your zanpakutou is released. This ability may be taken multiple times, its effects stack if necessary.

Flight: This gives you the ability to fly at twice your normal speed with average maneuverability while your zanpakutou is released. You may take this ability multiple times, each time increases your maneuverability by one step.

Speed: This gives you an additional +10 to base land movement speed while your zanpakutou is released. It may be taken multiple times, its effects stack.

Skillfull: This ability gives you +10 to skill checks for a specific skill. It may be taken multiple times, its effects stack when necessary.

Protective: This ability gives you +2 to any one saving throw. It may be taken multiple times, its effects stack when necessary.

Behold_the_Void
2007-05-11, 03:01 AM
Here are the skill changes in the system.

Skills: Bleach D20 skills have been rebalanced to capture more of a Bleach feel. Any skill not listed here remains more or less unchanged.

Balance: The shinigami form allows them to balance on air with ease if properly trained, and they react differently to small and unstable material.

Skill DCs:
7-12 inches wide: DC 5
2-6 inches wide: DC 10
1-2 inches wide: DC 15
Up to 1 inch wide: DC 20
Hair-thin: DC 25
Liquid: DC 30
Cloud: DC 35
Air: DC 40

Disguise: Disguise can also be used to hide your reiatsu from prying eyes. Whenever you desire, you may attempt to disguise your reiatsu as a standard action. You can keep your reiatsu disguised for as long as you wish, but you must wait five minutes after dropping your reiatsu suppression before you may make another attempt to do so.

While disguising your reiatsu, if someone makes a Sense Motive check to sense you, compare the respective results. If your disguise check is higher, they fail to sense your reiatsu entirely. The amount that they beat your check by is how well they judged your reiatsu. By each one point they exceed your check, they uncover 10% of your apparent ability, so someone who only exceeds your check by 1 will sense you at only one tenth of your true power, whereas someone who exceeds your check by 10 or more will fully discern your level of power.

Diplomacy: This skill is odd in standard D&D. Use the Giant in the Playground variant and remember that most Hollows aren’t willing to talk it out.

Escape Artist: Lower the DC of all checks by 5 that aren’t directly based on another person’s check (such as ropes and grapples), and ignore the entry for the “Snare” spell. Escape Artist may now be used to break out of binding spells. Any binding spell that does not render a target unconscious can be broken out of with a successful Escape Artist check. The DC is 10+5 for every spell level, so a 2nd level spell has a 20 DC to break out of, and a 9th level spell has a 55 DC to break out of.

Intimidate: In addition to its normal function (which should also be treated much like the Giant in the Playground Diplomacy), Intimidate allows you to overwhelm foes with your reiatsu. A reiatsu surge can be initiated at any time as a standard action. Make an intimidate check against your foe, who makes either an opposed Intimidate or Level check (their choice). If you succeed, your opponent takes a -2 penalty on all rolls for as many rounds as you won the check by. Also, for every five points you exceed their roll by, they take another, cumulative -2 penalty. If they defeat your roll, they throw off your surge by pushing back with their own reiatsu, causing you to become dazed for rounds equal to ½ the amount they defeated your surge by rounded down, to a minimum of 1.

Jump: Shinigami jump much higher and farther than normal. Vertical jumps are 2 feet to every 1 on the die roll, horizontal jumps are 1 foot to every 1 on the die roll.

Sense Motive: Sense Motive can also be used to summon reiraku, the spirit cords. Reiraku allows you to locate people with great spiritual energy, and functions much as a detect evil spell, but at greater range. Summoning the reiraku is a standard action.

When sensing for someone’s spirit energy, make a sense motive check. For each number of the result, add 5 feet to the radius that sense extends outward to (so a result of 10 would mean that you were able to sense all spirit energy within 50 feet of you). The results are the same as if you had used a detection spell at that range (refer to the spell description for the exact list of effects).

You may only summon reiraku once every five minutes.

Tumble: Tumble checks to ignore falling damage are much easier for shinigami to make. Treating a fall as if it were 10 feet less is a DC of 10, and each additional 10 feet avoided adds +5 to the standard DC.

I'm putting together a feat table too. Here it is:

FEATS
{table=head]Zanpakutou Feats|Prerequisites|Benefit
Constant Release|Shikai, may only be taken when Shikai is attained.|Zanpakutou is permanently released.
Expanded Bankai|Bankai|Gain an additional Bankai ability.
Expanded Shikai|Shikai|Gain an additional Shikai ability.
Multiple Type|-|Gain an extra type when selecting shikai and bankai abilities.
Quick Release|Bankai|Release your shikai as a free action.
Twin Zanpakutou Mastery|Weapon-type Change Form ability for a double-weapon or twin zanpakutou|Both weapons may be given differing abilities.
Specialized Zanpakutou|1st through 5th level|Zanpakutou has one type and gains extra abilities.[/table]
{table=head]Shunpo Feats|Prerequisites|Benefit
Increased Shunpo|Shunpo 20 ft.|Increase Shunpo by one step
Shunpo Spring Attack|Dex 13, Dodge, Mobility, Spring Attack, Base Attack Bonus +6 |Shunpo may be used to make a Spring Attack[/table]

And zanpakutou types:

ZANPAKUTOU TYPES
{table=head]Type|Description|Examples
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.| Benhime, Urahara Kisuke’s zanpakutou. Fujikajaku, Ayasegawa Yumichika’s zanpakutou.
Darkness| Darkness-based zanpakutou can rob foes of their sight and cloud their senses.| Suzumushi Tsuishiki – Enma Kourogi, Tousen Kaname’s zanpakutou.
Earth|Earth-based zanpakutou can make use of earth-shattering attacks or use acid to scald their foes.|Gegetsuburi, Ōmaeda Marechiyo's zanpakutou.
Fire|These zanpakutou employ the destructive power of flame to devastate their opponents.|Ryujin Jakka, Yamamoto Genryuusai Shigekuni’s zanpakutou
Generic|These are abilities any zanpakutou can use, and give powers that aren't tied to any specific type.|-
Healing|These zanpakutou, favored by the 4th division, specialize in healing others instead of harming them.|Minazuki, Unohana Retsu’s zanpakutou. Hisagomaru, Yamada Hanatarou's zanpakutou.
Ice|These zanpakutou attack with biting cold and frost, freezing their foes.|Hyorinmaru/Dai Guren Hyorinmaru, Hitsugaya Toushiro’s zanpakutou. Sode no Shirayuki, Kuchiki Rukia’s zanpakutou. Itegumo, Kotetsu Isane’s zanpakutou.
Kidou|Kidou-based zanpakutou augment the kidou attacks of their wielder.|Tobiume, Hinamori Momo’s zanpakutou. Fujikajaku, Ayasegawa Yumichika’s zanpakutou.
Light|Light-based zanpakutou can illuminate areas with their brilliance and channel and bend it to the wielder's desire.|Nijigasumi, Ichinose Maki's zanpakutou
Lightning|These zanpakutou employ lightning to strike down their foes.|Sougyo no Kotowari, Ukitake Juushiro’s zanpakutou.
Poison|Zanpakutou of the poison type are insidious and deadly. They use various poisons to debilitate and destroy their targets.|Ashisogi Jizou/Konjiki Ashisogi Jizou, Kurotsuchi Mayuri’s zanpakutou. Suzumebachi, Soi Fon’s zanpakutou
Projectile|Projectile zanpakutou do not make use of the blade, but instead change their shape and utilize airborne attacks.|Haineko, Rangiku Matsumoto’s zanpakutou. Senbonzakura/Senbonzakura Kageyoshi, Kuchiki Byakuya’s zanpakutou. Tsunzaki Garasu, Ikkanzaka Jiroubo’s zanpaktou.
Sonic|Sonic-based zanpakutou use sound to disrupt and defeat their opponents.|Suzumushi/Suzumushi Tsuishiki – Enma Kourogi, Tousen Kaname’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.|Sougyo no Kotowari, Ukitake Juushiro’s zanpakutou. Kyouka Suigetsu, Aizen Sousuke’s zanpakutou. Nejibana, Shiba Kaien’s zanpakutou.
Summoning|Summoning zanpakutou call forth huge beasts that can be manipulated by the zanpakutou wielder's will.|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.
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|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.
Wind|These zanpakutou make use of raging winds to blow their foes away.|Mirokumaru, Senna's zanpakutou. Katen Kyōkotsu, Kyouraku Shunsui's zanpakutou. [/table]

Behold_the_Void
2007-05-15, 01:51 PM
I now have a word file in which I've compiled all of the information for the Bleach D20 system into a coherent and rulebook-like manner, complete with quotes and some flavor text. This will continue to be formalized as I go on, but it is available to anybody who wants it, simply contact me by email or Instant Messenger and I will send it to you (all of that information is accessible through my user profile).

I am reposting my Hollow system since that's what I'm going to be using, as well as posting several hollow abilities (this post will be updated as I go). There will be rules on creating a hollow as a template and making them from scratch, I'm not sure how the hollow template will affect the CR of a base creature so I won't have any rules on that until playtesting. I will also be posting up the rules on severing hollow limbs in this post. Stay tuned!

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)
-A hollow's minimum size is large. Increase the size of any base creature to large, along with the corresponding statistic adjustments (+4 to strength, +2 to constitution, -2 to dexterity for every size increment increase).
-Planeshift 1/day. This ability increases by one per 4 hit dice the hollow possesses, and becomes at-will at 20 hit dice. This ability can only be used to take the hollow between Hueco Mondo and the Human world.

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)

Creating a non-template Hollow

The system for the Hollows is such that they can be created without using a template. If this is the case, the Hollow should have a modified elite array of ability scores (you may prioritize whichever ability scores you desire), be Large in size, and have a set amount of hit dice depending on the appropriate CR. Treat a Hollow as a PC of the same level as the Hollow has hit die for the purposes of CR, the Hollow abilities are designed to scale roughly equally to zanpakutou (although Bankai will general defeat even high level hollows with ease, refer to rules on Arrancar, Adjuchas, and Vasto Lordes for appropriate challenges to Captain-class Shinigami).

Hollows use the standard base that Outsiders possess except for saves, where they have a good fortitude and reflex save but a poor will save, emphasizing their lack of mental power as they become hollows. Adjuchas and Vasto Lordes have good will saves, and Arrancar saves are based upon their levels in the Arrancar class. Hollows gain one feat at 1 HD, and an additional feat every 3 HD starting at 3 HD, as normal.

Severing Hollow Limbs

One of the major ways Shinigami are seen to fight Hollow are by severing their respective limbs. Standard Hollows have two arms and two legs, although they can grow more limbs with the appropriate application of Hollow abilities. Each Hollow limb has the same AC as the hollow and hit points equal to the Hollow's hit points divided by the number of limbs they have rounded down (so a Hollow with 50 hit points and 4 limbs has 12.5 hit points for each limb, or 12 after rounding). Severing a hollows limb means that it can no longer use that limb, and thus loses the attack it gained from that limb (a claw, tail swipe or wing buffet for example) or have their movement speed halved (in the case of a leg, and severing both legs means the hollow cannot move on ground) or negated (severing one wing causes the hollow to lose its ability to fly). Hollow limbs do not grow back unless they possess higher level regenerative Hollow abilities.

Hollow Abilities

Increased Size: Increase the Hollow’s size category by one step. The hollow gains +4 strength, +2 constitution, and -2 dexterity.

Improved Grab: Select a natural attack the hollow possesses. If they hit with that attack, they can immediately initiate a grapple with any opponent up to one size category smaller than them as a free action without provoking an attack of opportunity.

Swallow Whole: This requires the Hollow to have the Improved Grab ability with its bite attack. If it wins its first grapple check, it can establish a hold and attempt to swallow its target on the next round. A successful grapple check allows it to swallow any target at least two size categories smaller than it. Swallowed creatures take 2d8+4 points of bludgeoning damage, plus an additional +4 bludgeoning damage per size category greater than large the Hollow is (huge Hollow do 2d8+8, gargantuan Hollow do 2d8+12, colossal Hollow do 2d8+16). In addition, the target also takes 4 points of acid damage, +4 for each size category greater than large (huge Hollow do 8, gargantuan Hollow do 12, colossal Hollow do 16). A swallowed creature can cut its way out using a slashing or piercing weapon to deal 25 points of damage to the Hollow’s gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The hollow can hold up to 2 creatures two size categories smaller than it, 4 creatures three size categories smaller than it, 8 creatures four size categories smaller than it, 32 creatures five size categories smaller than it, 128 creatures six size categories smaller than it, 512 creatures seven size categories smaller than it, and 1,524 creatures eight size categories smaller than it in its gizzard at one time.

Increased Natural Armor: The Hollow gains +3 natural armor.

Increased Ability Score: The Hollow gains +2 to any ability score.

Magic Fang: The Hollow gains a +1 enhancement bonus to any of their natural attacks. This ability can be taken multiple times, but no one natural attack can have more than a +5 enhancement bonus.

Extra Limb: The hollow gains an extra limb. They can gain another leg, increasing their movement by 5 feet per extra leg, an extra arm, giving them another claw attack, a tail, giving them a tail attack, or a wing. One wing gives the hollow a wing buffet attack. Two wings also grant the hollow the ability to fly at twice their land speed with poor maneuverability.

Damage Reduction: This ability requires 5 hit dice to take. The hollow gains either DR 2/- or DR 5/silver, cold iron, or adamantine. A Hollow cannot have more than one DR, and taking this ability multiple times allows you to stack the DR.

Energy Resistance: This ability requires 3 hit dice to take. The hollow gains 10 resistance to either fire, cold, lightning, acid or sonic. This ability may be taken multiple times. Each time gives either a new resistance or stacks with an existing resistance.

Increased Hit Die: Increase the Hollow’s base hit die by one step, up to a maximum of d12 by taking this ability twice.

Improved Resistance: Increase any of the Hollow’s saving throws by +2.

Evasion: This ability requires 3 hit dice to take. The hollow gains the benefit of the Evasion ability.

Uncanny Dodge: This ability requires 3 hit dice to take. The hollow gains the benefit of the Uncanny Dodge ability.

Mettle: This ability requires 3 hit dice to take. The hollow gains the benefit of the Mettle ability.

Improved Evasion: This ability requires 9 hit dice to take. The hollow gains the benefit of the Improved Evasion ability.

Improved Uncanny Dodge: This ability requires 9 hit dice to take. The hollow gains the benefit of the Improved Uncanny Dodge ability.

Improved Mettle: This ability requires 9 hit dice to take. The hollow gains the benefit of the Improved Mettle ability.

Hide in Plain Sight: This ability requires 12 hit dice to take. The hollow gains the ability to hide in plain sight.

Skilled: The Hollow gains a +10 enhancement bonus to any one skill.

Spell Resistance: This ability requires 3 hit dice to take. The Hollow gains SR 5. This ability may be taken multiple times, its effects stack.

Improved Flight: This requires wings for the hollow to take. Increase the hollow’s base flight speed by 5 feet and its maneuverability by one step. If the hollow has perfect maneuverability, instead increase the flight speed by 10 feet.

Spell-Like ability: The hollow gains a spell-like ability usable once/day. The maximum spell level they can acquire when taking this ability is based on their hit dice, and they can gain any spell as a spell-like ability that a Spellcaster Shinigami of an equivalent level can cast (1st level spells at 1 HD, 2nd level spells at 3 HD, and so on). This ability may be taken multiple times, each time gives them an additional use of an existing spell-like ability per day or gives them access to another spell-like ability.

Fast Healing: This requires 8 hit dice to take. The Hollow gains Fast Healing 5. This ability may be taken multiple times, the benefits stack. At the time the Fast Healing is taken, select two energy types that can prevent the Fast Healing from functioning (defaults are Fire and Acid). The Hollow cannot gain resistance or immunity to either of these energy types, and any existing resistance to the energy type is effectively negated.

Regeneration: This requires 10 hit dice and Fast Healing to take. The hollow can regrow limbs in 3d4 rounds. This ability may be taken three times, successive times reduce the amount of time it takes to re-grow limbs.

Cero: This ability may only be accessed by Menos-class Hollows or Arrancar. It allows the Hollow to unleash a condensed burst of energy in a 60-foot line that deals 1d6 damage per every two hit dice the hollow possesses. Targets may make a reflex save (DC 10+1/2 Hollow hit dice+Hollow constitution modifier) for half damage. After being used, the user must wait 1d4 rounds before being used again. Using a Cero is a standard action that does not provoke an attack of opportunity.

Bala: This requires 5 hit dice to take. The hollow gains the ability to fire a quick blast of spirit energy that deals damage equivalent to their claw attack (Arrancar may use zanpakutou damage if desired). A Bala is a touch attack with a range of 100 feet. Firing it is a standard action.

Behold_the_Void
2007-05-16, 01:27 AM
Bankai

There are two major parts of Bankai, the base and the Bankai abilities. To craft a Bankai base, count the number of shikai abilities you possess. Then, select one additional type (Summoning is the most common choice for this type. This applies even to those who have taken the Specialized Zanpakutou feat) and reconstruct a shikai based off all of the types you possess. After reconstructing your shikai, double all numeric values (damage dice, reach, range, etc. In the case of saving throws, simply double the DC increase variable, if any). This is your Bankai base; the Bankai Abilities will provide modifiers and additional abilities beyond the scope of the basic Shikai.

The second part are Bankai abilities. Most Bankai abilities are untyped and represent powerful attacks you can use while unleashing your bankai.

Bankai Abilities:

Tempo: Every time you make an attack with your zanpakutou, whether or not you hit, gain a progressive +1 to hit and damage. This ability may be taken multiple times, each time gives you an additional +1 to hit and damage after each attack.

Time Stands Still: You may make two full-round attack actions. You must resolve these attack actions separately; you cannot combine the attacks provided by both actions as you wish. You may take this ability multiple times, each time gives you an additional full-round attack action.

Violent Whirlwind: As part of a Whirlwind attack action, you may make a full attack against every target within range of the Whirlwind attack.

Vital Pierce: Make a single attack against a target and roll 1d20. If the roll is 1-7, the target takes an additional 2d6 dexterity damage and must succeed a fortitude save (DC 10+1/2 character level+constitution modifier+number of Bankai abilities possessed) or have their movement speed reduced to 0 for 1 minute. A result of 8-14 deals 2d6 strength damage and forces the target to succeed a fortitude save or take a -6 penalty on attack rolls and concentration checks for 1 minute. A roll of 15-20 does 2d6 strength and constitution damage, and forces the target to make a fortitude save or take an additional 2d6 points of constitution damage.

Arcing Projectiles: You may make an additional projectile attack against all targets when using a projectile attack. This ability may be taken multiple times, each time gives you an additional attack.

Negate Defenses: Any attack made by your Bankai negates any ability that allow it to evade more damage than normal on an appropriate saving throw (i.e. Evasion, Improved Evasion, Mettle and Improved Mettle).

Steady Defense: This ability allows you to take 20 on any one saving throw per round. This ability may be taken multiple times, each time allows you to take 20 one additional time per round. Making use of this ability does not count as a critical success.

Steady Offense: This ability allows you to take 20 on any one attack roll per round. This ability may be taken multiple times, each time allows you to take 20 one additional time per round. Using this ability does not count as a critical success.

Enhanced Abilities: Gain +10 to any ability score. This ability may be taken multiple times, it stacks when applicable.

Spell Resistance: Gain an SR of 10+character level. This ability may be taken multiple times, each time gives you an additional +5 SR.

Mystic Regeneration: Your zanpakutou regenerates 5 Spell Points a round. You may take this ability multiple times, each time gives you an additional 5 Spell Points a round.

Kidou Enhance: Your zanpakutou automatically applies one metamagic feat to all kidou you cast while it is released. You may take this ability multiple times, each time gives you another metamagic feat in which you apply to all your spells. You need not possess the metamagic feat to use it with your zanpakutou. In the case of Heighten Spell, all spells are immediately Heightened to the highest level you can cast. Alternately, this ability may double the damage a kidou spell causes (10d6 becomes 20d6). This ability may only be taken once.

Extra Action: This ability allows you to make an extra swift action every turn. This ability may be taken multiple times, each time gives you either an extra swift action or can upgrade one of your existing swift actions (first to move-action, then to standard action, then to full-round action).

Ranged Maneuver: You can use a special maneuver such as Bull-Rush, Grapple, Trip or Disarm at range, such as with a Projectile or Kidou attack. Attacks that do not linger in the air cannot continue a grapple. Use your modifiers when determining the opposed roll, but you do not suffer any penalty for losing. The damage of the attack is still dealt in addition to making the special attack. When grappling, the Ranged Maneuver will, on a successful pin, do automatic damage each turn it keeps the target pinned.

Increased Damage: Give one of your Bankai’s attacks an additional +5d6 damage. This damage can be any type of energy damage, so long as you possess the appropriate type to give it that damage. This ability may be taken multiple times, its effects stack when necessary.

Final Bankai Ability: The Final Bankai ability functions identically to the Final Shikai ability, except that it functions off a Bankai attack. Save DCs are further increased by the amount of bankai abilities you possess, and your attack bonus is increased by 1.5 times your character level. Also, your zanpakutou is broken for twice the normal amount of time.

Closet_Skeleton
2007-05-16, 07:39 AM
Bala: This requires 5 hit dice to take. The hollow gains the ability to fire a quick blast of spirit energy that deals damage equivalent to their claw attack (Arrancar may use zanpakutou damage if desired). A Bala is a touch attack with a range of 100 feet. Firing it is a standard action.

I would suggest allowing Hollows to full attack with this ability or at least clarify. Maybe even flurry with it.

aaron_the_cow
2007-05-16, 09:36 AM
Ah, right. Fixed.
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.

But what about that guy that the guy with the bow fights when he first goes to the Death God place, he fights a guy who changes his Zanpakutou form to a bunch of spining shrukin like thingys

ZebulonCrispi
2007-05-16, 10:06 AM
But what about that guy that the guy with the bow fights when he first goes to the Death God place, he fights a guy who changes his Zanpakutou form to a bunch of spining shrukin like thingys
That would be covered by the Projectile type, not the Weapon type.

Behold_the_Void
2007-05-16, 12:26 PM
I would suggest allowing Hollows to full attack with this ability or at least clarify. Maybe even flurry with it.

With no cool-down, why would a Hollow ever not use a Bala attack? A ranged touch attack with a 100-foot range that can be used as a full-attack action is quite powerful. The idea behind the Bala is it is one quick, accurate shot that's not as powerful as if the hollow were to use a full attack.

Also, here are the general feats. They let you pick up on the flavor of various standard D&D classes. I may bring Bardic Music into it, it's a difficult ability to compartmentalize into feats. Feats are out of order with relation to the table, may reorder them later.

{table=head]General Feats|Prerequisites|Benefit
Bardic Knowledge| Knowledge (Local) 4 ranks, Knowledge (History) 4 ranks |May make a Bardic Knowledge check to discover obscure information.
Crippling Strike| Hide 13 ranks, Move Silently 13 ranks, Sneak Attack |Deal strength damage in addition to sneak attack damage.
Damage Reduction|+5 Base Fortitude save |Gain DR/-
Deadly Touch|Charisma 13|Gain the ability to inflict damage with a touch.
Defensive Roll|+7 Base Reflex save |Make a Reflex save to reduce damage from a physical attack.
Divine Grace|Charisma 13|Gain Charisma bonus to saving throws.
Evasion| Base Reflex save +3|Take no damage on a successful reflex save.
Favored Enemy|-|Gain +2 to certain skills and damages against a chosen enemy type.
Greater Rage|+7 Base Fortitude save, Rage|Increase Rage bonuses.
Improved Evasion| Base Reflex save +7, Evasion|Take half damage on a failed reflex save.
Improved Uncanny Dodge|Uncanny Dodge|You can no longer be flanked.
Lay on Hands|Charisma 13|You can heal people with a touch.
Mighty Rage|+12 Base Fortitude save, Rage, Greater Rage|Increase Greater Rage bonuses.
Opportunist|Spot 13 ranks|Make an attack of opportunity against a foe someone else attacks.
Rage|+2 Base Fortitude save|Gain the ability to fly into a rage while in combat.
Skill Mastery|10th level|Gain the ability to take 10 on several skills.
Slippery Mind|+7 Base Reflex save|Attempt to shrug off enchantments.
Smite Evil|Good Alignment|Make a powerful smite attack against evil.
Smite Good|Evil Alignment|Make a powerful smite attack against good.
Sneak Attack| Hide 4 Ranks, Move Silently 4 Ranks|Gain 1d6 damage against flanked or flat-footed opponents.
Tireless Rage|+10 Base Fortitude save, Rage|No longer become fatigued after raging.
Uncanny Dodge|-|Retain dexterity to AC even if flat-footed.[/table]

Evasion [General]

Prerequisite: Base Reflex save +3

Benefit: If you make a successful Reflex save for half damage, you instead take no damage. Evasion cannot be used with the armor zanpakutou ability. A helpless character does not gain the benefit of Evasion.

Improved Evasion [General]

Prerequisite: Base Reflex save +7, Evasion

Benefit: You still take no damage on a succeeded Reflex save, but if you fail the Reflex save you instead only take half damage.

Uncanny Dodge [General]

Benefit: Retain your dexterity bonus (if any) to AC even if caught flat-footed or struck by an invisible opponent. However, the dexterity bonus is still lost if the character is immobilized.

Improved Uncanny Dodge [General]

Prerequisite: Uncanny Dodge

Benefit: You can no longer be flanked. This denies an opponent sneak attack unless that opponent is at least four levels higher than you.

Sneak Attack [General]

Prerequisite: Hide 4 Ranks, Move Silently 4 Ranks

Benefit: You gain the ability to strike at the vitals when catching your opponent unaware. You deal an extra 1d6 damage whenever your opponent is either flanked or is denied their dexterity bonus to AC. Sneak Attack may be used with ranged attacks, but only if the target is within 30 feet.

Special: This feat may be taken multiple times, each time gives an additional 1d6 sneak attack damage on all attacks that meet the requirements (taking the feat one time gives 1d6, two times gives 2d6, and so on).

Favored Enemy [General]

Benefit: Select a type and subtype of creature. You gain +2 bonuses on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against such creatures. Likewise, gain +2 to damage against such creatures.

Special: This feat may be taken multiple times, each time gives another Favored Enemy and grants you an additional +2 against all other Favored Enemies you currently possess.

Smite Evil [General]

Prerequisite: Good alignment

Benefit: Once per day, you may attempt a smite evil with one normal attack. Add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per level. If you accidentally smite a creature that is not evil, there is no additional effect but the attempt is still used up. Smite Evil is considered to be good-aligned for the purposes of overcoming damage reduction.

Special: You may take this feat multiple times a day. It gives you an additional Smite attempt each time you take it.

Smite Good [General]

Prerequisite: Evil alignment

Benefit: Once per day, you may attempt a smite good with one normal attack. Add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per level. If you accidentally smite a creature that is not evil, there is no additional effect but the attempt is still used up. Smite Good is considered to be evil-aligned for the purposes of overcoming damage reduction. This is a Supernatural ability.

Special: You may take this feat multiple times a day. It gives you an additional Smite attempt each time you take it.

Lay on Hands [General]

Prerequisite: Charisma 13

Benefit: Each day, you may heal a total number of hit points equal to your level x your charisma bonus. You may divide the healing up however you choose. Alternately, it can be used to damage undead. Undead may attempt a fortitude save (DC 10+1/2 character level+charisma modifier) for half damage. Using Lay on Hands is a standard action and considered to be a touch attack that does not provoke an attack of opportunity. This is a Supernatural ability.

Deadly Touch [General]

Prerequisite: Charisma 13

Benefit: Each day, you may cause wounds with a successful touch attack as a standard action. You can deal a total number of hit point damage equal to your character level x your charisma bonus. You may divide the damage up however you choose. The target may attempt a fortitude save (DC 10+1/2 character level+charisma modifier) for half damage. Alternately, you may use this ability to heal undead.

Divine Grace [General]

Prerequisite: Charisma 13

Benefit: Add your Charisma modifier to saving throws.

Rage [General]

Prerequisites: +2 Base Fortitude save

Benefit: You can fly into a rage once per day. In a rage, you temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but take a -2 penalty to Armor Class. The increase in Constitution increases your hit points by 2 points per level, but these hit points go away at the end of the rage when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma, Dexterity, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

Special: You may take this feat multiple times. Each time gives you an additional rage per day.

Greater Rage [General]

Prerequisite: +7 Base Fortitude save, Rage

Benefit: Your bonuses to strength and constitution in rage increase to +6, and your bonus to Will saves increases to +3. Your AC penalty remains at -2.

Tireless Rage [General]

Prerequisites: +10 Base Fortitude save, Rage

Benefit: You no longer become fatigued after your rage.

Mighty Rage [General]

Prerequisites: +12 Base Fortitude save, Rage, Greater Rage

Benefit: Your bonuses to strength and constitution in rage increase to +8, and your bonus to Will saves increases to +4. Your AC penalty remains at -2.

Damage Reduction [General]

Prerequisites: +5 Base Fortitude save

Benefit: Gain DR 1/-

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

Bardic Knowledge [General]

Prerequisites: Knowledge (Local) 4 ranks, Knowledge (History) 4 ranks

Benefit: You may make a special Bardic Knowledge check equal to your level+your intelligence modifier to see whether you know some relevant information about local notable people, legendary items or noteworthy places. You cannot take 10 or 20 on this check, the knowledge is essentially random.

{table=head]DC|Type of Knowledge
10| Common, known by at least a substantial minority of the local population.
20| Uncommon but available, known by only a few people legends.
25| Obscure, known by few, hard to come by.
30| Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge. [/table]

Crippling Strike [General]

Prerequisite: Hide 13 ranks, Move Silently 13 ranks, Sneak Attack

Benefit: An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll [General]

Prerequisite: +7 Base Reflex save

Benefit: You roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you takes only half damage from the blow; if it fails, you takes full damage. You must be aware of the attack and able to react to it in order to execute her defensive roll—if you are denied her Dexterity bonus to AC, you can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion ability does not apply to the defensive roll.

Special: You may take this feat multiple times. Each time allows you to make another Defensive Roll.

Opportunist [General]

Prerequisites: Spot 13 ranks

Benefit: Once per round, you can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the your attack of opportunity for that round. Even if you have the Combat Reflexes feat, you can’t use the opportunist ability more than once per round.

Special: You may take this feat multiple times. Each time allows you to make another Opportunist attack. This cannot exceed the amount of attacks of opportunity you are afforded per turn.

Skill Mastery [General]

Prerequisites: 10th level

Benefit: Select a number of skills equal to 3+intelligence modifier. When making a skill check with any of these skills, you may take 10 even if stress or distractions would normally prevent you from doing so.

Special: You may take this ability multiple times, each time gives you additional skills in which this may apply for.

Slippery Mind [General]

Prerequisites: +7 Base Reflex save

Benefit: If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You only get this one extra chance to succeed on your saving throw.

Behold_the_Void
2007-05-22, 02:12 AM
I've determined I don't get much done during the weekends because I'm busy having a life. It happens ^_^

Prestige Classes
All prestige classes retain the base attack bonus, spellcasting progression, save progression, skill progression, hit dice, and zanpakutou damage of the base class from which they were entered. The levels of the prestige class and the base class effectively stack.

Captain
The Captains are the most powerful and respected (or feared) individuals within the Gotei 13. Among the only beings alive with the capability to use bankai, the final release, the level of a Captain is exponentially above even that of a Vice-Captain. There are only 13 Captains at any one time, each Captain heading one of the thirteen squads. This prestige class represents special training that Captains undergo to further master their sword. Its function is two-fold, it allows more flexibility in deciding zanpakutou abilities for its five-level progression and it allows access to the final Bankai ability before the 20th level, representing the prodigious ability and pedigree that Captains inherently possess.

Prerequisites
Special: Must do one of the following:
1. Take the captain proficiency test which requires the ability to perform bankai. At least three existing captains, including the Commander-General (Captain of the 1st Division) must witness the test.
2. Possess a personal recommendation from at least six captains and approval from at least three of the remaining seven.
3. Must defeat an existing captain in one-on-one combat with at least 200 witnesses from the Captain’s division.

{table]Level|Abilities:
1|Zanpakutou Ability
2|Zanpakutou Ability
3|Zanpakutou Ability
4|Zanpakutou Ability
5|Final Bankai Ability[/table]

Zanpakutou Ability

The captain may gain either one shikai or one bankai ability, as if they had gained the appropriate level in a standard shinigami class in their first four levels. There is no limit how many of each ability may be taken with each level, one could take all bankai or all shikai abilities if desired.

Final Bankai Ability

This ability is the same as the 20th level shinigami ability.

Vizard
Vizard (Masked Warriors) are shinigami who have stepped into forbidden territory and become hollows. Containing a hollow deep within their soul, Vizard who learn to control their power have the ability to summon forth a mask and use it to increase their power exponentially. Aside from the Hogyoku, the means to become a Vizard are unclear, it seems some possess a hollow dormant within them or acquire it in some way. It is speculated that the capacity for both shinigami and hollow reside within all souls, and one side is merely dominant.

The Vizard class has no upward limit, after 5th level its progression normalizes and continued levels in Vizard will alternate in granting zanpakutou and hollow abilities.

Prerequisites
Special: Must be a shinigami of at least the 8th level. Must either have had one’s hollow side unlocked via the Hogyoku or through other means, such as stressful and/or near-death situations.

{table]Level|Abilities:
1|Mask, Surpass Limitations, Hollow Ability
2|Hollow Ability
3|Hollow Ability
4|Hollow Ability
5|Hollow Ability
6|Zanpakutou Ability
7|Hollow Ability
8|Zanpakutou Ability
9|Hollow Ability
10|Zanpakutou Ability[/table]

Mask

A Vizard gains the ability to summon their mask 1 round/level in Vizard. When wearing their mask, their Strength, Dexterity and Constitution gain a +10 Vizard bonus. Summoning the mask is a swift action. While wearing the mask, a Vizard has access to all Hollow abilities they gain through the Vizard class. A Mask may be used in addition to shikai or even bankai, assuming the shinigami possesses and wishes to use them.

Surpass Limitations

A Vizard can attain a power far greater than that of any shinigami. They gain the ability to exceed the 20th level, and have no maximum level.

Zanpakutou Ability

A vizard may gain either one shikai or one bankai ability, as if they had gained the appropriate level in a standard shinigami class. Vizard may not gain bankai abilities unless they actually possess bankai.

Hollow Ability

Vizard gain access to Hollow abilities while their mask is manifested. Vizard may select any hollow ability from the list that does not physically alter their body in a noticeable way (i.e. Increased Size, Extra Limb, and Increased Hit Die).

Arrancar
Arrancar are the antithesis of a Vizard, hollow who have attained the power of a shinigami while their hollow side remains dominant. The means hollows use to become Arrancar are unknown, there are a few instances of natural arrancar who managed to remove their mask and become arrancar of their own right but most existing arrancar are created through use of the Hogyoku. Arrancar wield zanpakutou, and can unleash great power when releasing them.

The Arrancar class has no upward limit, after 5th level its progression normalizes and continued levels in Arrancar will alternate in granting hollow and zanpakutou abilities. Arrancar hit dice do not count towards the normal hollow hit dice for purposes of acquiring abilities.

Prerequisites:
Special: Must be a hollow with at least 8 hit dice. Must gain access to shinigami abilities through means such as the Hogyoku or other circumstances, such as consuming shinigami and having the hollow mask partially broken.

{table]Level|Abilities:
1|Release, Surpass Limitations, Zanpakutou Ability
2|Zanpakutou Ability
3|Zanpakutou Ability
4|Zanpakutou Ability
5|Zanpakutou Ability
6|Hollow Ability
7|Zanpakutou Ability
8|Hollow Ability
9|Zanpakutou Ability
10|Hollow Ability[/table]

Release

An Arrancar gains the ability to release their zanpakutou and true hollow form for 1 round/level in Arrancar. When released, their Strength, Dexterity and Constitution gain a +10 Vizard bonus. Releasing is a swift action. While released, an Arrancar has access to all Zanpakutou abilities they gain through the Arrancar class.

Surpass Limitations

An Arrancar can attain a power far greater than that of any shinigami and most normal hollow. They gain the ability to exceed the 20 hit dice, and have no maximum hit dice.

Zanpakutou Ability

An Arrancar may gain shikai abilities as if they were shinigami. These can only be used while in Released form.

Hollow Ability

Arrancar gain hollow abilities as normal starting at 6th level and every two levels thereafter.

F.H. Zebedee
2007-05-22, 07:11 PM
Good idea on the prestige classes. I really couldn't figure out how to make it work quite right with the whole progression thing with my set of stuff. Those should pretty much cover all of our shinigami needs, barring Kidou, which is an unholy beast to do.

I've got a Quincy class about 65% finished, which I think I'll e-mail to you for critiqueing/use. I'm basically designing them to be less flexible than Shinigami, though clearly superior in a ranged matchup. I took a small bit of artistic liscense with them, but nothing too extreme. (Basically, I just simplified the bows a little to prevent any whackyness with the rules.)

the_tick_rules
2007-05-22, 07:38 PM
they'll be an rpg out sooner or later.

aaron_the_cow
2007-05-29, 07:06 PM
this is awsome...
i'm only on the bount story so I don't know half the stuff though.

Clamps
2007-06-15, 08:27 PM
What's to keep the player from selecting "Hollow" as a favored enemy?

Behold_the_Void
2007-06-22, 12:04 AM
What's to keep the player from selecting "Hollow" as a favored enemy?

What happens when they get tasked with hunting down rogue shinigami, or Quincy, or Bount, or spiritually-sensitive humans?

Anyway, finals are finished and I'm out of school. I am beginning my own playtesting of this system next Tuesday, so I should have some concrete balance stuff to play with by then.

I'm also thinking of a few changes to my current rules that I'll be using in my playtest.

1: Primary casting stat is Charisma. Currently there is no reason for any class to not dump Charisma, and it's the only ability score that has absolutely no application on combat performance.

2: The feat "Track" is required to use Sense Motive to sense someone's reiatsu.

3: I may use the approach of Psionic Powers for spells, that will allow for augments which seem to be something that can be done with the kidou (such as when Byakuya used a really powerful Byakurai on Ichigo). This may mean I use standard Wizard/Sorcerer/Cleric spells and have augments available for them, or it may mean I dip into the psionic power list for it. I'll know more as I playtest and mess with that, and it's what I'll be working on before the session most likely.

Xuincherguixe
2007-06-22, 07:22 AM
Been following this thread for awhile :P

I can't help but feel like some of the abilities are just too good. I guess play testing will reveal stuff like that.

Still, I can think that a fair number of people would be up for a bleach game. I mean, the format of the show is basically screaming for fan material.


I can tell you're working hard and I look forward to seeing where this goes.

Behold_the_Void
2007-06-23, 03:51 PM
Been following this thread for awhile :P

I can't help but feel like some of the abilities are just too good. I guess play testing will reveal stuff like that.

Still, I can think that a fair number of people would be up for a bleach game. I mean, the format of the show is basically screaming for fan material.


I can tell you're working hard and I look forward to seeing where this goes.

The system is designed to be high-powered, just because Bleach IS high-powered. The idea is that since everyone is so powerful, it balances out. I'll be able to address the grittier balance issues during the actual playtesting.

geez3r
2007-06-23, 11:23 PM
I would like to say that you have done an absolutely superb job with this and for that, I thank you.

That being said, what do you intend to use for stat generation in this system? It seems to me that the standard 4d6 is no where near close to cutting it. I mean in like the 4th episode or so, Chad (or Sado, I've heard both) had a steel beam fall on him, and got hit by a motorcycle.

And one more thing, is there any mechanic in place for reiatsu? (I hope that was close enough to be recognizable)

Behold_the_Void
2007-06-25, 01:55 AM
I would like to say that you have done an absolutely superb job with this and for that, I thank you.

That being said, what do you intend to use for stat generation in this system? It seems to me that the standard 4d6 is no where near close to cutting it. I mean in like the 4th episode or so, Chad (or Sado, I've heard both) had a steel beam fall on him, and got hit by a motorcycle.

And one more thing, is there any mechanic in place for reiatsu? (I hope that was close enough to be recognizable)

The system I use is 4d6 reroll 1's roll 3 sets and pick the one you like the most, since I have concerns about hollow strength and want to see how they stack up to an above-average party.

As far as strength is concerned, let's say Sado is a 3rd or 4th level character with 18 strength and 16 constitution (I'd say that's reasonable given his portrayal in the series). He's a fighter type of the Spiritually Aware human (Albeit unawakened as of yet, I'll be making that class eventually), so he has a d10 hit die. Averaging his rolls, he has 37 hit points. The steel beam fell from about 10 feet up, which is 1d6 falling damage plus whatever for it's weight. No more than 5-6d6, at any rate. Easily within his hit point total.

Reiatsu I have two mechanics for, overwhelming with reiatsu (like Zaraki does) which employs Intimidate and detecting/disguising reiatsu, which employs Sense Motive/Disguise respectively. Essentially, reiatsu can be roughly measured by level (hence, Sense Motive). Level actually applies in place of an intimidate check for the purposes of overwhelming if desired so that a mook who maxes intimidate can't reiatsu overwhelm someone ten levels higher than them.

Doi
2007-07-01, 03:28 PM
I think it should be considered a prestige class just for Espadas, since the diference of power between than and the other Arrancars. And they have at least two diferent abilities just shown recently on the japanese manga.

Clamps
2007-07-03, 10:21 PM
Thought I'd help out a bit with the kidou list. Most of the kidou we've seen has been evocation and conjuration, and a lot of spells that "bind"; hardly any healing. Keeping that in mind....

Kidou level 0

01: Acid Splash
02: Ray of frost
03: Flare
04: Disrupt Undead
05: Touch of Fatigue
06: Cure Minor Wounds
07: Detect Undead
08: Resistance
09: Endure Elements

Level 1
10: Endure Elements
11: Hold Person
12: Obscuring Mist
13: True Strike
14: Burning Hands
15: Magic Missile
16: Shocking Grasp
17: Ray of Enfeeblement
18: Faerie Fire
19: Produce Flame

Level 2
20: Color Spray
21: Barkskin
22: Flaming Sphere
23: Cure Light Wounds
24: Consecrate
25: Acid Arrow
26: Glitterdust
27: Scorching Ray
28: Pyrotechnics
29: Spider Climb

Level 3
30: Web
31: Fireball
32: Searing Light
33: Call Lightning
34: Sepia Snake Sigil
35: Arcane Sight
36: Lightning Bolt
37: Halt Undead
38: Keen Edge
39: Haste

Level 4
40: Shout
41: Cure Moderate Wounds
42: Air Walk
43: Imbue with Spell Ability (Can be used to transfer Shinigami Powers entirely)
44: Ice Storm
45: Dimensional Anchor
46: Shout
47: Enervation
48: Break Enchantment
49: Hold Monster

Level 5
50: Stone to Flesh
51: Disrupting Weapon
52: Mark of Justice
53: Planar Binding, Lesser
54: Passwall
55: Rainbow Pattern
56: Wall of Fire
57: Wall of Stone
58: Fire Shield
59: Cure Serious Wounds

Level 6
60: Blade Barrier
61: Eyebite
62: Shout, Greater
63: Forbiddance
64: Undeath to Death
65: Antimagic Field
66: Guards and Wards
67: Planar Binding
68: Chain Lightning
69: Disintegrate

Level 7
70: Banishment
71: Plane Shift
72: Forcecage
73: Holy Word
74: Heal
75: Fire Storm
76: Sunbeam
77: Wind Walk
78: Waves of Exhaustion
79: Heal


I'm having trouble picking out good eighth and ninth-level spells.

Behold_the_Void
2007-07-16, 12:21 AM
So, after playtesting the following changes are likely coming into play.

Shikai will be received at level 3 instead of level 5, 5 just feels too late and makes the first levels more tedious. Shunpo will be adjusted accordingly.

Charisma is the primary casting stat for all spellcasters. As such, Divine Grace is going to be axed as an obtainable feature, it becomes Natural Spell for all Spellcaster and a good number of Expert and Warrior shinigami.

The bankai system and general class system is going to be used for Quincy and Spiritually Aware humans (and Bount if I ever get to them), and there is actually a precedence for such a thing so it won't be outside the realm of possibility. This is to keep things balanced more readily.

I'm finding hollows tend to have piss-poor AC. Hollow natural armor will likely increase by 1 for every HD they have instead of every two, or they will receive some kind of defense bonus.

I've been playing it as a no magic item game with no money to speak of. However, I think I will employ the wealth system and make certain items that can help you in combat or in general gameplay (such as hollow bait, the Quincy glove, the hollow tracker cell-phone, gigai and soul candies, etc.) that you can purchase. There may be some wondrous items that give combat-applicable boosts purchaseable.

I'm going to try to codify more class features as feats, such as Flurry of Blows (obtainable with Improved Unarmed Strike feats), and possibly others like Insightful Strike, Arcane Channeling, and the like.

Psionics are going to be used in place of magic, it fits the Bleach feel better with the ability to augment spells (for example, Byakuya's Hadou #4 Byakurai is a lot stronger than Rukia's). Spell progression will be standardized to fit the Psion/Psychic Warrior model, and Warrior Shinigami will have a stunted Psychic Warrior spell progression.

I also want to make a character sheet since the system is so different, if anybody has any suggestions on this that aren't "use Microsoft Excel", I'd love to hear them.

Finally, once I get enough codified I will likely be holding playtest sessions on this board to see how thoroughly the system can be broken. Stay tuned.

CervantesTheDefenestrator
2007-07-17, 02:16 AM
You need to give shinigami and hollows more HP than normal D&D, since they do crazy damage. Also, there should be some way to use reatsu or sword fighting to increase AC, currently all the shinigami have is their Dex bonus plus whatever armor their zanpakuto give them. Battles using the current system will be over fast, against the spirit of Bleach. Yay for multi-episode battles!

Behold_the_Void
2007-07-17, 02:28 AM
Check the defense variant being used in the class descriptions. I'm considering throwing a few magic items and talismans in to further boost that as well.

Xuincherguixe
2007-07-17, 02:46 AM
It's only multi episode since it's all flashbacks, and it randomly goes to other stuff. Most battles are over in a flash.

If however in the spirit of things one managed to make single battles last several sessions, I would tip my hat.

Tengu
2007-07-17, 08:27 AM
Just a nitpick, but I think you should play with the magic system a bit. With current rules, all Shinigami get Shikai before they have the ability to use Red Flame Cannon (#31), which is supposed to be a very basic offensive Kidou.

DiscipleofBob
2007-07-17, 09:36 AM
You've really done a good job on this. Some things I don't agree with, but most of said things have been mentioned already and you seem dead set on keeping them.

Like other people have mentioned, I don't think bankai should be a 12th level class feature, based on the fact that it's been stated in the anime that only very few shinigami can ever master it. I'd see bankai as a prestige class similar to Heir of Syberis from the Eberron books (a 3 level prestige class that basically gives you a 8-9th level spell-like ability, and can't be started until 12th level anyway) and use the Bankai class feature as a prerequisite for the captain class.

But that's really beating the dead horse, and you seem to have your mind set on that, so nvm.

What I'm really interested in is this factor: When Ichigo and Zaraki first fight, and Ichigo tries to cut Zaraki, Ichigo gets wounded instead and Zaraki doesn't have a scratch even though he stood still and gave Ichigo the hit. Also, whenever a captain or someone of similar power stands even close to someone of substantially less power, the overflowing reiatsu causes an uncontrollable nausea or something of the sort. How will you work in this factor?

Behold_the_Void
2007-07-17, 01:22 PM
You've really done a good job on this. Some things I don't agree with, but most of said things have been mentioned already and you seem dead set on keeping them.

Like other people have mentioned, I don't think bankai should be a 12th level class feature, based on the fact that it's been stated in the anime that only very few shinigami can ever master it. I'd see bankai as a prestige class similar to Heir of Syberis from the Eberron books (a 3 level prestige class that basically gives you a 8-9th level spell-like ability, and can't be started until 12th level anyway) and use the Bankai class feature as a prerequisite for the captain class.

But that's really beating the dead horse, and you seem to have your mind set on that, so nvm.

What I'm really interested in is this factor: When Ichigo and Zaraki first fight, and Ichigo tries to cut Zaraki, Ichigo gets wounded instead and Zaraki doesn't have a scratch even though he stood still and gave Ichigo the hit. Also, whenever a captain or someone of similar power stands even close to someone of substantially less power, the overflowing reiatsu causes an uncontrollable nausea or something of the sort. How will you work in this factor?

The magic system is going to be off the Psionics system, so the rest could be considered flavor. For example, #31 might be simply considered energy ray (fire).

We'll see about bankai when I get there playtest-wise. Remember, with the changes I'm making to the system most shinigami are between levels 2 and 3.

I don't consider the wound Ichigo received as anything more than flavor, really. His hands were bleeding but it didn't seem like he was at all impaired. In Zaraki's case, he's taken the damage reduction feat several times over, and Ichigo was suffering a circumstance penalty to damage due to the fact that he was holding back (oh, and in the case of Zaraki he has what I'm considering a "soft-bankai", it's there but he's never learned how to use it so he can't use it in combat. His shikai is mainly a passive weapon-type with monstrous damage, so he can use it well enough as-is, although if it has any special abilities he cannot make use of it. He's a fairly suboptimal build for flavor, essentially)

Remember, Captains can supress their reiatsu. People are able to stand around Yamamoto just fine without dropping to their knees. It's only when they release it that people start having problems, I'm using the intimidate mechanic for that.

DragonTounge
2007-07-18, 01:45 PM
Is there anything people wont make a d20 version of?

Xuincherguixe
2007-07-18, 04:34 PM
Azumanga Daioh?

("Make a random skill check!" "30!" "You produce a cat.")

ZebulonCrispi
2007-07-28, 12:42 PM
Presenting:

Abarai Renji (SPOILERS up to episode 52)


Abarai Renji
Level 12 [12(Warrior Shinigami)]
Chaotic Good

Value Bonus
STR 18 +4 [18]
DEX 16 +3 [16]
CON 16 +3 [16]
INT 10 -0 [10]
WIS 8 -1 [8]
CHA 12 +1 [12]


Value
HP 132 [89 (d12s) + 36(Con)]
AC 21 F18 T21 [10 + 8(Defense Bonus) + 3(Dex)]
ATB +19/+14/+9 [12 + 4(Str) + 3(Weapon)]
Fortitude 11 [8 + 3(Con)]
Reflex 7 [4 + 3(Dex)]
Will 3 [4 - 1(Wis)]
Initiative +3 [3(Dex)]
Move 30’
Shunpō 120’

Zanpakutō
+3 Katana
Damage 2d6 Crit 20/x2
Zanpakutō
+3 Katana
Damage 2d6 Crit 20/x2
Shikai: Zabimaru
Type: Weapon
+3 Bladed Whip
Damage 2d10+7 Crit 19-20/x2 Reach 25’ [2d10(Weapon) + 3(Weapon) + 4(Str)]
Form Change (Bladed Whip*: Reach 15’)
Increased Reach x2
Increased Damage x2
Increased Critical
Advanced Combat Maneuver: Bull-rush
Final ability: Higa Zekkō
Bankai: Hihiō Zabimaru
Type: Weapon/Projectile
+6 Bladed Whip
Damage 4d10+10 Crit 20/x2 Reach 50’ [4d10(Weapon) + 6(Weapon) + 4(Str)]
Form Change (Bladed Whip*: Reach 15’)
Increased Reach x2
Increased Damage x2
Advanced Combat Maneuver: Bull-rush
Line Attack (Range 200’ DC 22)
Steady Offense
*Bladed Whip behaves as a whip, but does lethal damage instead of nonlethal damage.

Skills Max 15/7, 4 per level [4 + 0(Int)]
Jump 19 [15 + 4(Str)]
Balance 18 [15 + 3(Dex)]
Tumble 18 [15 + 3(Dex)]
Spot 14 [15 - 1(Wis)]
Listen 14 [15 - 1(Wis)]

Feats
Power Attack
Quick Release
Combat Reflexes
Great Fortitude
Improved Bull Rush
Stand Still
Specialized Zanpakutō
Endurance
Diehard

Aizen
2007-07-31, 03:56 PM
shouldnt quincy and bount be a race?

Behold_the_Void
2007-08-01, 01:51 PM
I've been using human as the base for everything because I see no reason why they should all be different, Quincy and Bount are just humans with powers and Shinigami used to be human.

ZebulonCrispi
2007-08-01, 06:19 PM
Renji edited to clear up a misconception regarding the "Ranged combat maneuver" bankai ability.

Also, two more character sheets:

Hitsugaya Toushiro: (SPOILERS up to episode 60)


Hitsugaya Toushiro
Level 13 [12(Expert Shinigami) + 1(Captain)]
Neutral Good

STR 16 +3 [16]
DEX 18 +4 [18]
CON 15 +2 [15]
INT 12 +1 [12]
WIS 12 +1 [12]
CHA 10 -0 [10]

Value
HP 122 [96 (d12s) + 26(Con)]
AC 22 F18 T22 [10 + 8(Defense Bonus) + 4(Dex)]
ATB +20/+15/+10 [13 + 4(Str) + 3(Weapon)]
Fort 6 [4 + 2(Con)]
Reflex 12 [8 + 4(Dex)]
Will 5 [4 + 1(Wis)]
Init +4 [4(Dex)]
Move 30’
Shunpō 120’

Zanpakutō
+3 Katana
Damage 2d6 Crit 20/x2
Shikai: Hyōrinmaru
Type: Ice/Summoning
Ice Dragon
Damage 4d6+8 Crit 20/x2 [2d6(Weapon) + 2d6(Cold) + 3(Weapon) + 5(Str)]
Fly 60’
Summoning
Flight
Share Abilities
Ice Form
Frost Blade
Freezing Touch (Dexterity)
Snow Storm
Blade Retention
Final Shikai Ability
Bankai: Daiguren Hyōrinmaru
Type: Ice/Projectile
+6 Katana
Damage 16d6+9 Crit 20/x2 [4d6(Weapon) + 12d6(Cold) + 6(Weapon) + 3(Str)]
DR 10/Bludgeoning
Ice Form
Frost Blade
Greater Frost Blade
Freezing Touch (Dexterity)
Line Attack (Range 200’ DC 25)
Ice Armor
Negate Defenses
Bankai Renewal

Skills Max 16/8, 5 per level [4 + 1(Int)]
Jump 19 [16 + 3(Str)]
Balance 20 [16 + 4(Dex)]
Tumble 20 [16 + 4(Dex)]
Sense Motive 17 [16 + 1(Wis)]
Kn: Arcana 17 [16 + 1(Wis)]
Intimidate 16 [16 + 0(Cha)]

Feats
Power Attack
Expanded Shikai x2
Expanded Bankai
Combat Expertise
Dodge
Mobility
Spring Attack
Improved Disarm



Kuchiki Byakua: (SPOILERS up to episode 52)



Kuchiki Byakuya
Level 17 [12(Expert Shinigami) + 5(Captain)]
Lawful Neutral

STR 16 +3 [16]
DEX 20 +5 [20]
CON 14 +2 [14]
INT 12 +1 [12]
WIS 10 +0 [12]
CHA 14 +2 [8]

Value
HP 122 [88 (d8s) + 34(Con)]
AC 23 F18 T23 [10 + 8(Defense Bonus) + 5(Dex)]
ATB +22/+17/+12 [12 + 5(Dex) + 4(Weapon) + 1(Weapon Focus)]
Fort 7 [5 + 2(Con)]
Reflex 15 [10 + 4(Dex)]
Will 5 [5 + 0(Wis)]
Init +9 [5(Dex) + 4(Improved Initiative)]
Move 30’
Shunpō 560’

Zanpakutō
+4 Katana
Damage 2d6+7 Crit 20/x2
Shikai: Senbonzakura
Type: Projectile
Damage 6d6+9 [2d6(Weapon) + 4d6(Increased Mass) + 5(Dex) + 4(Weapon)]
Dodge DC 21 [10 + 9(HD) + 2(Int)]
Burst 20’
Cone 60’
Emanation 20’
Shaping
Increased Mass x2
Precise Projectile
Final Shikai Ability
Bankai: Senbonzakura Kageyoshi
Type: Projectile
Damage 18d6+18 [4d6(Weapon) + 4d6(Increased Mass) + 10d6(Increased Damage) + 10(Dex)+8(Weapon)]
Dodge DC 29 [10 + 17(HD) + 2(Int)]
Burst 40’
Wall 100’x10’
Emanation 40’
Shaping
Increased Mass
Increased Damage
Precise Projectile
Arcing Projectiles x3
Vital Pierce
Steady Defense
Final Bankai Ability: Shūkei: Hakuteiken

Skills Max 20/10, 9 per level [8 + 1(Int)]
Spot 20 [20 + 0(Wis)]
Listen 20 [20 + 0(Wis)]
Jump 23 [20 + 3(Str)]
Balance 25 [20 + 5(Dex)]
Tumble 25 [20 + 5(Dex)]
Intimidate 22 [20 + 2(Cha)]
Kn: Nobility 21 [20 + 1(Int)]
Kn: History 21 [20 + 1(Int)]
Sense Motive 10 [10 + 0(Wis)]

Feats
Weapon Finesse
Specialized Zanpakutō
Dodge
Mobility
Spring Attack
Shunpō Spring Attack
Increased Shunpō
Combat Expertise
Bounding Assault
Improved Initiative
Weapon Focus: Katana

ZebulonCrispi
2007-08-02, 02:33 AM
Kurosaki Ichigo: (SPOILERS up to episode 112)



Kurosaki Ichigo
Level 15 [13(Warrior Shinigami) + 2(Vizard)]
Chaotic Good

STR 20 +5 [20]
DEX 16 +3 [16]
CON 16 +3 [16]
INT 13 +1 [12]
WIS 8 -1 [8]
CHA 14 +2 [14]

Value
HP 155 [110 (d12s) + 45(Con)]
AC 22 F19 T22 [10 + 9(Defense Bonus) + 3(Dex)]
ATB +21/+16/+11 [15 + 3(Str) + 3(Weapon)]
Fort 12 [9 + 3(Con)]
Reflex 15 [9 + 3(Dex)]
Will 4 [5 - 1(Wis)]
Init +3 [3(Dex)]
Move 30’
Shunpō 200’

Zanpakutō
+4 Greatsword
Damage 2d6+9 Crit 20/x2
Shikai: Zangetsu
Type: Weapon/Projectile
Damage 2d10+9 Crit 19-20/x2 Ranged damage 2d10+2d6 DC 16
Increased Damage x2
Increased Critical
Enhancement: Parrying
Line Attack (Range 100’ DC 16)
Increased Mass
Final Shikai Ability
Bankai: Tensa Zangetsu
Type: Weapon/Projectile
+8 Katana
Damage 4d10+18 Crit 18-20/x2 Ranged damage 4d10+4d6 DC 22
Increased Damage x2
Increased Critical
Enhancement: Parrying
Line Attack (Range 200’ DC 23)
Increased Mass
Tempo
Time Stands Still

Vizard/Hollow Abilities
Mask (2 turns)
Surpass Limitations
Evasion
Improved Evasion

Skills Max 17/8, 5 per level [4 + 1(Int)]
Jump 22 [17 + 5(Str)]
Balance 20 [17 + 3(Dex)]
Tumble 20 [17 + 3(Dex)]
Intimidate 19 [17 + 2(Cha)]
Sense Motive 4 [5 - 1(Wis)]
Kn: Real World 13 [12 + 1(Int)]

Feats
Power Attack
Cleave
Great Cleave
Constant Release
Expanded Bankai
Endurance
Die Hard
Dodge
Track
Combat Expertise
Increased Saves

Behold_the_Void
2007-08-02, 02:15 PM
We're going to start doing this a bit differently. Instead of haphazardly posting all of the rules I'm changing and updating, I'm going to post a link to the download of the word document and note the changes that were made.

Bleach Rulebook Compilation (http://professor.fireandrobot.com/Bleach-D20-Rulebook-Compilation.doc)

Changes:

Added bullrushing through objects mechanic
Added rules regarding base race.
Lowered shikai to level 3
Revised Shunpo rules
Rearranged early-level zanpakutou ability rules to reflect new shikai rule
Changed primary spellcasting stat to Charisma
Increased Spellcaster Shinigami skill points
Added Track feat requirement to use Sense Motive to track someone's reiatsu
Removed Divine Grace feat for balance issues.
Added Increased Saves feat
Revised several shikai abilities for clarity and balance
Revised Increased Damage bankai ability
Added Bankai Restoration ability


What you can expect to see next:
Addition of the "Barrier" zanpakutou type.
Spell list and new available kidou (based off the Psionic powers list in the SRD).
New Bankai abilities.
Wealth and Equipment guidelines
NPC stats

Aizen
2007-08-04, 10:05 PM
zebuloncrispi nice character sheets if you dont mind could you make a few of
the following characters vizard tousen,vizard aizen,urahara,vizard Gin,kyouraku,juushirro,komamura and kira i know its a lot to ask but if your making them in a random order try to do some of these first,thanks

ZebulonCrispi
2007-08-05, 02:41 AM
zebuloncrispi nice character sheets if you dont mind could you make a few of
the following characters vizard tousen,vizard aizen,urahara,vizard Gin,kyouraku,juushirro,komamura and kira i know its a lot to ask but if your making them in a random order try to do some of these first,thanks
Normal Tousen is on my list. As for Vizard Tousen, Vizard Aizen, Vizard Gin, Urahara, Ukitake, and Kyoraku, we just don't know nearly enough about them to make character sheets for them.

Kira I guess I could do, but I'm not sure how I'd stat is Zanpakutou.

Behold_the_Void
2007-08-05, 02:43 AM
Mechanics for a Kira zanpakutou shall be made forthwith.

Kira's kind of pathetic though. He's a lower-end Vice Captain to be sure.

Dokuga Kazu
2007-08-12, 05:30 PM
I dunno. I have been playing Naruto D20, and D20 Modern seems a better fit for Bleach really. Making Shinigami a Template rather then Class would allow for more customization of a players. And then making Advanced Classes such as Shinigami Weapons Specialist, or Shinigami Kidou Specialist could be used.
And with this system, it makes producing regular, everyday characters possible as well.
So the processes of producing Quincy, Shinigami, and everyday mediums is the equal, yet the different templates and abilities allow for diversity.

But i actually had a question, if you wouldn't mind me adapting this to D20 modern using my ideas and running them by you.

Don't get me wrong, these are excellent ideas, and you did a far better job designing the shinigami then I could have.
I thank you for taking your own time to make the Anime conversion, for Bleach, it is the best I have seen..

Behold_the_Void
2007-08-13, 01:27 AM
Check your PM for more info, Dokuga, but to answer the post shortly I'm perfectly happy with what I've done with the system as of now and it suits my purposes just fine (although D20 Modern elements have been included, albeit not currently codified into the system. More on that later). Also, D20 Modern really isn't suited for the scale of power high-end Bleach gets to. At all.

F.H. Zebedee
2007-08-14, 12:19 AM
I've tried the system out as well, and I've found that level 5 Shikai isn't that bad. It depends on your playgroup, though. I got a good initial mix of playstyles and combatants (1 that used theirs as a Wakizashi and did a sort of TWF thing, one that went with a two handed power attacker, and one that went for a one-handed attacker) Somewhat suboptimal, but it worked out nicely. Granted, 3 is also something I could see. Makes the players feel the returns of their work a bit faster.

Changes:
-I used parts of D20 modern, namely the skill system. Jumping was handled by giving Shinigami a hefty (Read: Obscene) racial bonus to their Jump. Balance I didn't really toy with, but your fix seems practical. Loved your Intimidate/Surge mechanics.
-Stats were handled by giving players arrays that hung around average human stats, with a few 12s or 14s in there, which served as the stats for their Human/Gigai bodies, which had 1d4 HP. Then, their Shinigami forms got +4 to all physical stats. In addition I decided to give each player some bonus skill points and feats, (My feats, instead of recreating class features, were mostly just standard D20 Modern stuff with your Zanpakutou feats thrown in.)
-Hollows were just monsters of appropriate CR with the Plus eating ability and DR tacked on. (A CR 2 Hollow based on a Dog may seem off, but we can't forget the Karakura Rangers housing on some of the lower level ones. Instead of believing that Karin can do 30 lethal damage with a soccer ball, I simply assumed that some Hollows suck. Besides, it made the first couple levels much easier for the PCs.

I have not gotten to the point yet, but I plan on making Bankai, instead of automatically obtained, simply become initially obtainable at level 12. To gain Bankai, one then needs to defeat a manifestation of their Zanpakutou, a CR 11-15 monster, on their own. Basically, its power is based on the power of their Zanpakutou. My wakizashi user player is aiming for a lower power Bankai that'll basically just be a version of his Shikai that irons out its problems and gives a slight boost, so he needs to beat a CR 12 monster I homebrewed up. On the other hand, another player wants an Ichigo/Kuchiki level one, and he needs to beat a CR 14 monster to do that.

BTW, I've got the Quincy almost done if you want them. Check PMs, Void.

Fedor
2007-08-14, 09:21 AM
zaraki prob is like a 12thth lvl barb 6th lvl shingami imo also another side note i think i saw a bleach d20 system at origins but dont quite me on that i may be mistaken =)

Xuincherguixe
2007-08-14, 09:57 AM
Barbarians don't exist in this :P

Zaraki would be a high level Warrior Shinigami.

With some weirdness.

Tengu
2007-08-14, 10:33 AM
I must say, this is so awesome. Unlike most stuff people convert to d20 (including, arguably, also the high fantasy world of vanilla DND), these rules actually represent Bleach very well.

Behold_the_Void
2007-08-14, 03:21 PM
Funny you should mention the low-level hollows, Zebedee, I've been toying with the idea. I'm going to revise the hollow rules at some point, and using appropriate CR monsters was actually one of the major intents of the system.

The bankai manifestation is a pretty cool idea, one that I'd also considered. I'd bump the CR down though, remember it's a 1v1 fight so you don't have the benefit of a full party for it. That'd also help explain Zaraki not having his as he didn't bother to obtain it. I may have to codify that into the rules.

Interested in seeing what you've come up with, I need all the help I can get.

Also, bumping Shikai down to 3rd level serves another purpose besides letting them get some return faster.

In Bleach, there are a large amount of seated officers, all of whom have some form of release. This makes it so that most Bleach shinigami are still around levels 1 and 2, with the seated officers (who many shinigami never become) sitting at around 3. Higher seats are less numerous and those of captain/vice-captain power are even rarer. It gives a nice curve of power, with most people still being fairly squishy and non-epic.

Dokuga Kazu
2007-08-14, 04:22 PM
I've already started incorporating this into a D20 Modern setting, and I ran into a fellow on one of the boards I frequent who made a Quincy (granted it was a spell) that I am going to play around with.

F.H. Zebedee
2007-08-14, 07:04 PM
About Zaraki, I got around a lot of his issues by putting into his stat block a permanencied Tenser's Transformation spell. That blocks off his spells, and makes him a much more vicious combatant. Granted, I'd also like a feat in here that denied Shunpo and increased your normal movement rate. Maybe something like:

Neglect The Flash Step
Prerequisites: Shunpo 20 Ft.
This character does not know how to use Shunpo, or Flash Steps. In exchange, however, they use the spiritual power that they've saved to enhance their natural speed.
This character loses their Shunpo class feature. In exchange for it, however, they gain 5 feet of running speed. When their Shunpo movement is over 200 feet, this increase grows to a 10 foot enhancement. When their Shunpo movement is over 500 feet, the increase further grows to a 15 foot enhancement.

That might work pretty well for covering the people who never use their Shunpo.

I like to jack up the CRs a little. Call me a sadistic DM, but I like the idea of forcing people to bleed a little to get their best ability. Though significantly harder on the player, I think it better emulates the countless hours of struggle Ichigo and Renji went through to achieve their Bankai states. Ideally, by beating their Zanpakutou, they'd also gain a level, though sometimes that's too much to ask for.

My Quincy are basically a cross between Arcane Archer and the Expert Shinigami. They aren't quite as customizable, per se, but they do give a few choices along the line. (Favored Enemies, Bow construction and type) IIRC, there's eight total choices for bows, and then several (watered down) favored enemies they can pick up. You'll see the whole of it soon.

Cubey
2007-08-14, 07:37 PM
Shouldn't Hitsugaya be Lawful Good?

Behold_the_Void
2007-08-14, 08:57 PM
The Dedicated Warrior feat does well for blocking off the spells, I think, especially since the feats in this can grant some nice class features that help a lot.

I'm liking what I see of the Quincy, Zebedee, but I'll have to look at it more in-depth. I'd give it some bonus feats for added customization.

ZebulonCrispi
2007-08-14, 09:58 PM
Hitsugaya doesn't really hold the rules in any particularly high regard - he just wants to do what he feels is right. The alignment that most closely represents this point of view is Neutral Good.

And on the subject of Zaraki Kenpachi (SPOILERS up to episode 39):


Zaraki Kenpachi
Level 16 [12(Warrior Shinigami) + 4(Captain)]
Chaotic Evil

STR 24 +7 [20]
DEX 14 +2 [16]
CON 20 +5 [16]
INT 12 +1 [12]
WIS 7 -2 [8]
CHA 15 +2 [14]

Value
HP 197 [117 (d12s) + 80(Con)]
AC 21 F19 T21 [10 + 9(Defense Bonus) + 2(Dex)]
ATB +31/+26/+21/+16 [16 + 7(Str) + 5(Weapon) + 1(Focus) + 2(Mastery)]
Fort 15 [10 + 5(Con)]
Reflex 7 [5 + 2(Dex)]
Will 3 [5 - 2(Wis)]
Init +2 [2(Dex)]
Move 30’
Shunpō 60’/640’
DR 8/-

Zanpakutō
+5 Katana
Damage 2d8+16 Crit 20/x2 [2d8(Weapon) + 5(Weapon) + 7(Str) + 2(Specialization) + 2(Mastery)]
Shikai: ???
Type: Weapon
Damage 5d10+16 Crit 17-20/x2 [5d12(Weapon) + 5(Weapon) + 8(Str) + 2(Specialization) + 2(Mastery)]
Increased Zanpakutō Damage x5
Increased Critical x3
Advanced Combat Maneuver: Improved Sunder
Bankai: Special*
Type: Weapon
Damage 10d10+20d6+52 Crit 14-20/x2 [10d10(Weapon) + 20d6(Increased Damage) + 10(Weapon) + 34(Str) + 4(Specialization) + 4(Mastery)]
Increased Zanpakutō Damage x5
Increased Critical x3
Advanced Combat Maneuver: Improved Sunder
Increased Damage x2
Enhanced Attributes (Strength) x2
Steady Offense
*Kenpachi doesn’t have a Bankai, so these stats represent the ‘soft’ bankai achieved by him removing his eyepatch and fighting at full power.

Skills Max 19/9, 6 per level [4 + 1(Int) + 1(Race)]
Tumble 21 [19 + 2(Dex)]
Jump 26 [19 + 7(Str)]
Balance 21 [19 + 2(Dex)]
Spot 17 [19 - 2(Wis)]
Listen 17 [19 - 2(Wis)]
Intimidate 21 [19 + 2(Cha)]

Feats
Dedicated Warrior
Constant Release
Specialized Zanpakutō
Power Attack
Damage Reduction x8
Weapon Focus(Katana)
Weapon Specialization(Katana)
Melee Weapon Mastery(Slashing)



And Tousen Kaname (Pre-Vizard): (SPOILERS up to episode 52)


Tousen Kaname
Level 15 [12(Warrior Shinigami) + 3(Captain)]
Lawful Evil

STR 14 +2 [14]
DEX 17 +3 [17]
CON 15 +2 [15]
INT 11 +0 [12]
WIS 9 -1 [9]
CHA 12 +1 [12]

Value
HP 140 [110 (d12s) + 30(Con)]
AC 22 F19 T22 [10 + 9(Defense Bonus) + 3(Dex)]
ATB +24/+19/+14 [15 + 2(Str) + 3(Weapon) + 2(Focus) + 2(Mastery)]
Fort 7 [5 + 2(Con)]
Reflex 8 [5 + 3(Dex)]
Will 8 [9 - 1(Wis)]
Init +3 [3(Dex)]
Move 30’
Shunpō 50’/320’

Zanpakutō
+3 Katana
Damage 2d6+11 Crit 20/x2 [2d6(Weapon) + 3(Weapon) + 2(Str) + 4(Specialization) + 2(Mastery)]
Shikai: Suzumushi
Type: Sonic/Projectile
Damage 2d6+11 Crit 20/x2
Sound attack damage 8d6 nonlethal, range 60’ Line, save DC 19
Projectile attack damage 4d6, range 60’ Cone, save DC 17
Sound Burst
Sound Burst (Damage)
Modify Sound Burst (Line)
Overwhelming Sound
Cone Attack
Increased Mass
Bankai: Enma Kōrogi
Type: Sonic/Darkness
Damage 4d6+22 Crit 20/x2
Cloud Vision save DC 29 Will
Sculpt Sound
Darkness x4 (100% Concealment)
Bestow Darkness
Cloud Vision
Cloud Vision (DC) x5
Change Attack Form (Will)
Swift Cloud Vision
Enhanced Bankai x4

Skills Max 18/9, 5 per level [4 + 1(Race)]
Jump 20 [18 + 2(Str)]
Balance 21 [18 + 3(Dex)]
Tumble 21 [18 + 3(Dex)]
Diplomacy 19 [18 + 1(Cha)]
Listen 17 [18 - 1(Wis)]

Feats
Power Attack
Combat Reflexes
Blind-Fight
Acrobatic Strike
Dodge
Mobility
Spring Attack
Weapon Focus(Katana)
Weapon Specialization(Katana)
Melee Weapon Mastery(Slashing)
Greater Weapon Focus(Katana)
Greater Weapon Specialization(Katana)

F.H. Zebedee
2007-08-14, 10:26 PM
Shouldn't Tousen be Lawful Neutral? I mean, trying to minimize the death caused by others is an extremely rigid personal code he uses, and it certainly doesn't seem evil. To me, he seems more to be Lawful Neutral whose Lawful side got caught up having to work with some Evil to achieve its goals.

Tengu
2007-08-14, 11:01 PM
Tousen's view on the world is along the lines "the world is unjust, so it needs justice - and I am justice, therefore everything I do is just". That sounds strongly LE to me. Granted, I haven't read the manga where he probably appears further.

Quincy, for me, are psions/soulbows.

I think I might look at the kidou list and progress for different classes. Call me nitpicky, but I really think all shinigami should be able use it at level 1, even if only once a day.

How does multiclassing work in these rules?

ZebulonCrispi
2007-08-14, 11:01 PM
Shouldn't Tousen be Lawful Neutral? I mean, trying to minimize the death caused by others is an extremely rigid personal code he uses, and it certainly doesn't seem evil. To me, he seems more to be Lawful Neutral whose Lawful side got caught up having to work with some Evil to achieve its goals.

The difference between Lawful Neutral and Lawful Evil is subtle, and generally hinges on what one is willing to sacrifice in the name of their code. Tousen is willing to sacrifice an entire city of innocent people.

Madarame Ikkaku: (SPOILERS up to episdoe 118)


Ikkaku Madarame
Level 13 [13(Warrior Shinigami)]
Chaotic Neutral

STR 18 +4 [18]
DEX 17 +3 [17]
CON 16 +3 [16]
INT 14 +2 [14]
WIS 8 -1 [8]
CHA 10 -0 [10]

Value
HP 135 [96 (d12s) + 39(Con)]
AC 21 F18 T21 [10 + 8(Defense Bonus) + 3(Dex)]
ATB +18/+13/+8 [13 + 4(Str) + 3(Weapon) - 2(Two Weapon Fightning)]
Offhand +11/+6 [13 + 4(Str) - 6(Two Weapon Fighting)]
Fort 11 [8 + 3(Con)]
Reflex 7 [4 + 3(Dex)]
Will 3 [4 - 1(Wis)]
Init +3 [3(Dex)]
Move 30’
Shunpō 40’/160’

Zanpakutō
+3 Katana and Sheath
Katana Damage 2d6+7 Crit 20/x2 [2d6(Weapon) + 3(Weapon) + 4(Str)]
Sheath Damage 1d10+4 non-lethal Crit 20/x2 [1d10(Weapon) + 4(Str)]
Shikai: Hōzukimaru
Type: Weapon
Damage 2d8+7 Crit 18-20/x2 [2d8(Weapon) + 3(Weapon) + 4(Str)]
Change Form: Glaive
Advanced Combat Maneuver: Bullrush
Advanced Combat Maneuver: Improved Feint
Advanced Combat Maneuver: Improved Trip
Advanced Combat Maneuver: Improved Disarm
Advanced Combat Maneuver: Whirlwind Attack
Increased Damage
Increased Critical x2
Bankai: Ryūmon Hōzukimaru
Type: Weapon
Damage 4d10+14 Crit 20/x6 [4d10(Weapon) + 6(Weapon) + 8(Str)]
Double weapon
Change Form: Double Axe
Advanced Combat Maneuver: Bullrush
Advanced Combat Maneuver: Whirlwind Attack
Increased Damage x2
Increased Critical x2
Ability Increase (Strength) x2
Tempo

Skills Max 16/8, 7 per level [5 + 2(Int)]
Jump 20 [16 + 4(Str)]
Balance 19 [16 + 3(Dex)]
Tumble 19 [16 + 3(Dex)]
Bluff 16 [16 - 0(Cha)]
Sense Motive 15 [16 - 1(Wis)]
Intimidate 16 [16 - 0(Cha)]
Listen 15 [16 - 1(Wis)]

Feats
Dedicated Warrior
Specialized Zanpakutō
Weapon Focus (Zanpakutō)
Power Attack
Short Haft
Two-weapon Fighting
Improved Two-weapon Fighting
Combat Expertise
Combat Reflexes
Leap Attack
Shock Trooper
Improved Bullrush
Stand Still

Behold_the_Void
2007-08-14, 11:04 PM
The only multiclassing in this system is prestige classes, and they're essentially just variant extensions of your main class.

Tengu
2007-08-14, 11:34 PM
Madarame Ikkaku:


Ikkaku Madarame
Level 13 [13(Warrior Shinigami)]
Chaotic Neutral

STR 18 +4 [18]
DEX 17 +3 [17]
CON 16 +3 [16]
INT 14 +2 [14]
WIS 8 -1 [8]
CHA 10 -0 [10]

Value
HP 135 [96 (d12s) + 39(Con)]
AC 21 F18 T21 [10 + 8(Defense Bonus) + 3(Dex)]
ATB +18/+13/+8 [13 + 4(Str) + 3(Weapon) - 2(Two Weapon Fightning)]
Offhand +11/+6 [13 + 4(Str) - 6(Two Weapon Fighting)]
Fort 11 [8 + 3(Con)]
Reflex 7 [4 + 3(Dex)]
Will 3 [4 - 1(Wis)]
Init +3 [3(Dex)]
Move 30’
Shunpō 40’/160’

Zanpakutō
+3 Katana and Sheath
Katana Damage 2d6+7 Crit 20/x2 [2d6(Weapon) + 3(Weapon) + 4(Str)]
Sheath Damage 1d10+4 non-lethal Crit 20/x2 [1d10(Weapon) + 4(Str)]
Shikai: Hōzukimaru
Type: Weapon
Damage 2d8+7 Crit 18-20/x2 [2d8(Weapon) + 3(Weapon) + 4(Str)]
Change Form: Glaive
Advanced Combat Maneuver: Bullrush
Advanced Combat Maneuver: Improved Feint
Advanced Combat Maneuver: Improved Trip
Advanced Combat Maneuver: Improved Disarm
Advanced Combat Maneuver: Whirlwind Attack
Increased Damage
Increased Critical x2
Bankai: Ryūmon Hōzukimaru
Type: Weapon
Damage 4d10+14 Crit 20/x6 [4d10(Weapon) + 6(Weapon) + 8(Str)]
Double weapon
Change Form: Double Axe
Advanced Combat Maneuver: Bullrush
Advanced Combat Maneuver: Whirlwind Attack
Increased Damage x2
Increased Critical x2
Ability Increase (Strength) x2
Tempo

Skills Max 16/8, 7 per level [5 + 2(Int)]
Jump 20 [16 + 4(Str)]
Balance 19 [16 + 3(Dex)]
Tumble 19 [16 + 3(Dex)]
Bluff 16 [16 - 0(Cha)]
Sense Motive 15 [16 - 1(Wis)]
Intimidate 16 [16 - 0(Cha)]
Listen 15 [16 - 1(Wis)]

Feats
Dedicated Warrior
Specialized Zanpakutō
Weapon Focus (Zanpakutō)
Power Attack
Short Haft
Two-weapon Fighting
Improved Two-weapon Fighting
Combat Expertise
Combat Reflexes
Leap Attack
Shock Trooper
Improved Bullrush
Stand Still


Is it sad that the first time I've seen Ikkaku in combat, I almost immediately thought "hey, this guy's a trip monkey!" ?

Aizen
2007-08-15, 11:23 AM
shouldnt ikkaku be lower level? hes only a 3rd seat and i dont think he has bankai

ZebulonCrispi
2007-08-15, 11:38 AM
shouldnt ikkaku be lower level? hes only a 3rd seat and i dont think he has bankai

I guess I should mention that all of these contain spoilers up to about episode 60-110, huh.

AkumaWolf
2007-08-15, 11:50 AM
Are you eventually going to make a PDF of this?


I'm a big bleach fan and has always seen it to be very promising when combines with the d20 system. So I eventually will HAVE get this in some way (when it's complete)

So far you guys are doing a GREAT job... couldn't have done it better.

I dunno, there just something about fighting with a living sword at your side that gets stronger as you do and can take various shaped that makes this idea so cool.

Not to mention coming up with your own shikai and bankai for your zanpaku-to
(I love the consept of Kira's one... would work GREAT in a D&D setting :smalltongue: )

ZebulonCrispi
2007-08-15, 03:53 PM
Kuchiku Rukia: (SPOILERS up to Episode 117, with very minor Manga spoilers)


Kuchiki Rukia
Level 9 [9(Expert Shinigami)]
Neutral Good

STR 12 +1 [12]
DEX 16 +3 [16]
CON 13 +1 [13]
INT 15 +2 [15]
WIS 16 +3 [16]
CHA 16 +3 [16]

Value
HP 57 [48(d8s) + 9(Con)]
AC 19 F16 T19 [10 + 6(Defense Bonus) + 3(Dex)]
ATB +9/+4 [6 + 3(Dex)]
Fort 4 [3 +1(Con)]
Reflex 9 [6 + 3(Dex)]
Will 6 [3 + 3(Wis)]
Init +3 [3(Dex)]
Move 30’

Zanpakutō
+2 Katana
Damage 1d8+3 Crit 20/x2 [1d8(Weapon) + 2(Weapon) + 1(Str)]
Shikai: Sode no Shirayuki
Type: Ice/Projectile
Damage 1d8+3 Crit 20/x2 [1d8(Weapon) + 2(Weapon) + 1(Str)]
Cylinder 20’x50’ Damage 1d8+4d6+2 DC 16 Ref [1d8(Weapon) + 2d6(Increased Mass) + 2(Weapon)]
Cone 60’ Damage 1d8+4d6+2 DC 16 Ref [1d8(Weapon) + 2d6(Increased Mass) + 2(Weapon)]
Ice Form
Cylinder Attack
Cylinder Attack (Increase Height)
Cone Attack
Increased Mass x2
Icy Regeneration

Skills Max 12, 11 per level [9 + 2(Int)]
Jump 13 [12 + 1(Str)]
Tumble 15 [12 + 3(Dex)]
Balance 15 [12 + 3(Dex)]
Spot 15 [12 + 3(Wis)]
Listen 15 [12 + 3(Wis)]
Sense Motive 15 [12 + 3(Wis)]
Kn: Nobility 14 [12 + 2(Int)]
Kn: Seireitei 14 [12 + 2(Int)]
Kn: Kidou 14 [12 + 2(Int)]
Kn: Hollows 12 [10 + 2(Int)]
Kn: Real World 4 [2 + 2(Int)]

Feats
Weapon Finesse
Expanded Shikai x3
Empower Kidou
Quicken Kidou
Maximize Kidou
Combat Expertise

AkumaWolf
2007-08-15, 04:28 PM
Just read the word file...

Really cool!

But why is bankai so short lived?

Let's say for interest sake, Ichigo and Bayuka are both lv.20... I'm pretty sure their fight didn't last 2 minutes... (what I read was 1rd/lv)

Or is there something I'm reading wrong.



Anyway... I like it so much already, I'm willing to draw some custom Bleach art for it if you guys are interested (I'm an amateur manga artist).

Thanx for all the hard work again. :smallbiggrin:

Mattarias, King.
2007-08-15, 04:31 PM
:smallbiggrin: Rukia's 2 ranks in know: Real World makes me giggle. Excellent job, the lot of you! I'd love to be in a campaign using these rules. :smallsmile:

I espescially like how well you all broke down zanpakuto abilities. very nice. Keep up the good work!

(also, Ichigo's sheet is a spoiler of u to episode 100-something, non? we didn't know of the Vaizard until he was approached by them- and it was even later until he actually was able to manifest his mask.)

Behold_the_Void
2007-08-15, 04:58 PM
Just read the word file...

Really cool!

But why is bankai so short lived?

Let's say for interest sake, Ichigo and Bayuka are both lv.20... I'm pretty sure their fight didn't last 2 minutes... (what I read was 1rd/lv)

Or is there something I'm reading wrong.



Anyway... I like it so much already, I'm willing to draw some custom Bleach art for it if you guys are interested (I'm an amateur manga artist).

Thanx for all the hard work again. :smallbiggrin:

Bankai's short duration is a limiting factor, a huge explosion of power that only lasts for so long.

With the manga fight, you can see that their battle actually didn't last all that long. The fight was over pretty quickly, and both probably still had a few rounds of use left.

I'm all for original artwork, I want to eventually package this into a nice, finished and semi-professional PDF (I'm going to actually attempt to contact the mangaka, Tite Kubo, about the project when it's completely finished) so artwork is much appreciated, though I may end up using several artist friends of mine. If you want to submit something though, I am not going to object.

ZebulonCrispi
2007-08-15, 05:24 PM
Remember that all Bleach battles take place in Shonen Time, in which five minutes of actual physical time can take almost an ENTIRE SEASON.

Also, good point, Mattarias! I'll fix that ASAP.

ZebulonCrispi
2007-08-15, 05:25 PM
Damn double posts.

Mattarias, King.
2007-08-15, 09:47 PM
:biggrin: I love Shonen Time. Makes battles so much more epic.

Also, no problem. :smallsmile: Glad I could help, even a little. You guys need any extra hands here?

It's pretty awesome that you're trying to contact Mr. Kubo, Beyond_the_Void. I think he'll take it well. :smallsmile:

Behold_the_Void
2007-08-15, 10:44 PM
:biggrin: I love Shonen Time. Makes battles so much more epic.

Also, no problem. :smallsmile: Glad I could help, even a little. You guys need any extra hands here?

It's pretty awesome that you're trying to contact Mr. Kubo, Beyond_the_Void. I think he'll take it well. :smallsmile:

Well, I will. I want to have a product I can be proud to present to him first, which means a LOT more work.

And he generally seems to be the kind of person who'd go "hey, that's cool. Go ahead."

Just the impression I get.

Mattarias, King.
2007-08-16, 12:38 AM
Well, I will. I want to have a product I can be proud to present to him first, which means a LOT more work.

And he generally seems to be the kind of person who'd go "hey, that's cool. Go ahead."

Just the impression I get.

Ah, I see. Well, good luck, then. :smallsmile:

And I agree with that impression. He seems like a cool guy.

Lord Xaedien
2007-08-16, 01:27 AM
I just wanted to say this is really fantastic! As a fan of player created content and a reader of the bleach manga, I think you have done a fantastic job of capturing the experience.

My best friend is our typical DM, and his girlfriend plays with us and is a HUUUGE bleach nut. I can see us playtesting this... anything in particular you want people to try out?

Tengu
2007-08-16, 03:52 AM
Kuchiku Rukia: (SPOILERS up to Episode 117, with very minor Manga spoilers)


Kuchiki Rukia
Level 9 [9(Expert Shinigami)]
Neutral Good

STR 12 +1 [12]
DEX 16 +3 [16]
CON 13 +1 [13]
INT 15 +2 [15]
WIS 16 +3 [16]
CHA 16 +3 [16]

Value
HP 57 [48(d8s) + 9(Con)]
AC 19 F16 T19 [10 + 6(Defense Bonus) + 3(Dex)]
ATB +9/+4 [6 + 3(Dex)]
Fort 4 [3 +1(Con)]
Reflex 9 [6 + 3(Dex)]
Will 6 [3 + 3(Wis)]
Init +3 [3(Dex)]
Move 30’

Zanpakutō
+2 Katana
Damage 1d8+3 Crit 20/x2 [1d8(Weapon) + 2(Weapon) + 1(Str)]
Shikai: Sode no Shirayuki
Type: Ice/Projectile
Damage 1d8+3 Crit 20/x2 [1d8(Weapon) + 2(Weapon) + 1(Str)]
Cylinder 20’x50’ Damage 1d8+4d6+2 DC 16 Ref [1d8(Weapon) + 2d6(Increased Mass) + 2(Weapon)]
Cone 60’ Damage 1d8+4d6+2 DC 16 Ref [1d8(Weapon) + 2d6(Increased Mass) + 2(Weapon)]
Ice Form
Cylinder Attack
Cylinder Attack (Increase Height)
Cone Attack
Increased Mass x2
Icy Regeneration

Skills Max 12, 11 per level [9 + 2(Int)]
Jump 13 [12 + 1(Str)]
Tumble 15 [12 + 3(Dex)]
Balance 15 [12 + 3(Dex)]
Spot 15 [12 + 3(Wis)]
Listen 15 [12 + 3(Wis)]
Sense Motive 15 [12 + 3(Wis)]
Kn: Nobility 14 [12 + 2(Int)]
Kn: Seireitei 14 [12 + 2(Int)]
Kn: Kidou 14 [12 + 2(Int)]
Kn: Hollows 12 [10 + 2(Int)]
Kn: Real World 4 [2 + 2(Int)]

Feats
Weapon Finesse
Expanded Shikai x3
Empower Kidou
Quicken Kidou
Maximize Kidou
Combat Expertise


I personally thought Rukia would be a spellcaster shinigami... she seems to use kidou a lot. Correct me if I'm mistaken, but aren't spellcaster shinigami the rarest ones under this setting? I have trouble naming any, apart from Hinamori and Aizen, maybe Kurotsuchi.

ZebulonCrispi
2007-08-16, 10:15 AM
I personally thought Rukia would be a spellcaster shinigami... she seems to use kidou a lot. Correct me if I'm mistaken, but aren't spellcaster shinigami the rarest ones under this setting? I have trouble naming any, apart from Hinamori and Aizen, maybe Kurotsuchi.

Spellcaster is another possibility for Rukia, but I'm shying away from using it at all until we have a functional Kidou list.

I'd also put Hanatarou and Unohana as spellcaster shinigami.

AkumaWolf
2007-08-16, 11:41 AM
Bankai's short duration is a limiting factor, a huge explosion of power that only lasts for so long.

With the manga fight, you can see that their battle actually didn't last all that long. The fight was over pretty quickly, and both probably still had a few rounds of use left.

I'm all for original artwork, I want to eventually package this into a nice, finished and semi-professional PDF (I'm going to actually attempt to contact the mangaka, Tite Kubo, about the project when it's completely finished) so artwork is much appreciated, though I may end up using several artist friends of mine. If you want to submit something though, I am not going to object.

Cool...

I'd love to hear what mr. Kubo says :smalltongue:

If your interested in seeing what I can do... check here ---> http://akumawolf.deviantart.com/gallery/

Just know that those pics are *old*! :smalleek: haven't updated in a WHILE... :smallfrown:

ZebulonCrispi
2007-08-16, 12:39 PM
Cool...

I'd love to hear what mr. Kubo says :smalltongue:

If your interested in seeing what I can do... check here ---> http://akumawolf.deviantart.com/gallery/

Just know that those pics are *old*! :smalleek: haven't updated in a WHILE... :smallfrown:

Some of those pictures look great, actually! A good step or three above the usual DeviantArt nonsense.

Behold_the_Void
2007-08-17, 12:18 AM
I peg Rukia as an expert mostly because of her swordplay. She's not the best, but she's a hell of a lot better than a pure caster. She's still good at casting though, which means she's the expert, which also qualifies as the gish.

Your art is quite good, AkumaWolf. I'm definitely impressed.

Aizen
2007-08-17, 06:26 PM
is there any way to sort of fuse with your zanpaku-toh? like hitsugayas
bankai.

ZebulonCrispi
2007-08-17, 06:31 PM
is there any way to sort of fuse with your zanpaku-toh? like hitsugayas
bankai.

Such abilities are part flavor, and part scattered across the various types. Hitsugaya's Bankai, for example, combines the Freezing Touch and Ice Armor abilities to emulate fusing with his Zanpakuto.

Behold_the_Void
2007-08-17, 07:51 PM
To expand on what ZebulonCrispi was saying, a lot of these abilities are crunch. The system is intentionally designed for a lot of visual leeway, and the idea is to create a reasonable spread of abilities that you can do what you want with a zanpakutou. Just remember when making a character that the visuals you have in mind can be represented any number of ways, and visuals aren't cut-and-dried as far as zanpakutou form is controlled.

For example, Renji's bankai is, essentially a giant fanged tapeworm. We represent this with a massively long whip. How it looks is up to him.

AkumaWolf
2007-08-18, 04:13 AM
For example, Renji's bankai is, essentially a giant fanged tapeworm.

Haha! That's just gross man :smalltongue:

The reason I actually asked about the bankai time limit earlier, is because of the drama I'd probably have to put into a Bleach campaign.

1rnd/level is fine for fighting (bankai's are strong, you wouldn't need more than a couple of rounds)

But what about all the dramatic ego battles in-between?
Should I just assume these fall in some time/space rift that doesn't apply to combat rounds?

I mean... what's bleach without characters dissing each others power for rounds and rounds on end. :smalltongue:

Tengu
2007-08-18, 04:15 AM
Talking is a free action.

Xuincherguixe
2007-08-18, 04:20 AM
Naturally, one assumes that it is possible to quote the entirety of war and peace in a single round.

As other posters have pointed out, Shonen Time! (Yay! I learned a new term)

Behold_the_Void
2007-08-18, 03:34 PM
In combat trash-talking is indeed a free action.

AkumaWolf
2007-08-18, 04:37 PM
As other posters have pointed out, Shonen Time! (Yay! I learned a new term)

I actually love this logic...

Even if talking in D&D is a free action, it's not close to anime 'combat talking'... where two opponents could literally talk for minutes on end.
But yeah, the Shonen Time logic I like!

If I ever tried anime style combat talking in a D&D campain, my other players would beat me to death with a nerf bat...

ME: "I spend my next 10 combat actions dissing the guy"

PARTY: *wack!*

F.H. Zebedee
2007-08-18, 08:40 PM
I believe that Kurotsuchi is an Expert, myself, with his primary combat strategy being using Shunpo for evasion (expert's got the best shunpo) and using his Zanpakutou effects and ambushes to defeat the foe. (Expert has better BAB for hitting with effects, and better skills for him to up his hide ranks and such.)

Nemu would either be Warrior or even maybe Spirit Warrior or whatever we're calling the Orihime/Chad types, seeing as how she rarely/never uses a Zanpakutou or Kidou. Maybe an unarmed combat fighter, all feated out? I'm assuming high ranks in tumble and a good grapple score.

BTV, are you going to do a spiritual warrior (as mentioned earlier) class of some sort, or is that something that's up for doing? I'd be glad to handle it, and make it extremely customizable (Down to the HD and saves, I'm almost inclined to think, since it would be overkill to make seperate classes for all the different types we've seen.)

I'm working on making a list of unique bonus feats and normal bonus feats for the Quincy to take. I'm thinking that a lot of feats that have a limit of uses per day will instead cost spirit charges to perform. And I'm thinking I'll give them d4 HP instead of d6, since Quincy have shown to be able to match firepower, but not stamina, with Shinigami at high levels. After that's all set up, they should be ready for posting.

ZebulonCrispi
2007-08-19, 02:47 AM
I believe that Kurotsuchi is an Expert, myself, with his primary combat strategy being using Shunpo for evasion (expert's got the best shunpo) and using his Zanpakutou effects and ambushes to defeat the foe. (Expert has better BAB for hitting with effects, and better skills for him to up his hide ranks and such.)

Nemu would either be Warrior or even maybe Spirit Warrior or whatever we're calling the Orihime/Chad types, seeing as how she rarely/never uses a Zanpakutou or Kidou. Maybe an unarmed combat fighter, all feated out? I'm assuming high ranks in tumble and a good grapple score.

BTV, are you going to do a spiritual warrior (as mentioned earlier) class of some sort, or is that something that's up for doing? I'd be glad to handle it, and make it extremely customizable (Down to the HD and saves, I'm almost inclined to think, since it would be overkill to make seperate classes for all the different types we've seen.)

I'm working on making a list of unique bonus feats and normal bonus feats for the Quincy to take. I'm thinking that a lot of feats that have a limit of uses per day will instead cost spirit charges to perform. And I'm thinking I'll give them d4 HP instead of d6, since Quincy have shown to be able to match firepower, but not stamina, with Shinigami at high levels. After that's all set up, they should be ready for posting.

Nemu is difficult to stat on account of just how little we know about her. One of the artbooks shows her with a Zanpakuto, though, so we at least know she *has* one.

And yes, I have it on good word that a Spiritually Awakened Human class is in the works.

AkumaWolf
2007-08-19, 05:13 AM
Nemu would either be Warrior or even maybe Spirit Warrior or whatever we're calling the Orihime/Chad types, seeing as how she rarely/never uses a Zanpakutou or Kidou.
I'm working on making a list of unique bonus feats and normal bonus feats for the Quincy to take. I'm thinking that a lot of feats that have a limit of uses per day will instead cost spirit charges to perform. And I'm thinking I'll give them d4 HP instead of d6, since Quincy have shown to be able to match firepower, but not stamina, with Shinigami at high levels. After that's all set up, they should be ready for posting.


And yes, I have it on good word that a Spiritually Awakened Human class is in the works.


Ooooh... I like the spirit warrior idea...


Maybe break it up into various spirit warrior classes?

Like 'Melee Spirit Warrior' (Chad), Ranged Spirit Warrior (Orihime), Healing Spirit Warrior (Orihimi), Shield Spirit Warrior (Orihime) and 'Magic Spirit Warrior' (The Mod Souls form Epi 65+)

Actually... I think Orihime is more of a multiclass of Ranged Spirit Warrior (2), Healing Spirit Warrior (3) and Shield Spirit Warrior (4)


But I hope the Quincy stays a core class and don't become a flavoured spirit warrior class.
I haven't actually seen them fight with anything other than their bows...

Tengu
2007-08-19, 05:55 AM
Actually... I think Orihime is more of a multiclass of Ranged Spirit Warrior (2), Healing Spirit Warrior (3) and Shield Spirit Warrior (4)


Behold_the_Void has stated that there's no multiclassing here, apart from prestige classes, so I don't know how will it work.

Also, who bother making a class for each of her abilities? It's like giving Chad three classes too - one representing the defensive powers of his arm, the second one his strength with it, and the third one the ability to shoot some sort of force missiles from it.

I second Quincy being a separate class than Spirit Warriors, though.

ZebulonCrispi
2007-08-19, 01:12 PM
Quincy will be separate, too! My understanding is that the following is in the works, in roughly this order:

-Quincy Class
-Spiritually Awakened Humans
-Bount

Beyond that, I honestly don't know. Maybe the bad guys from the movie, once it gets subbed.

F.H. Zebedee
2007-08-19, 01:46 PM
Do not worry about the Quincy. They're their own base class, and about a good hour's work from being made posteable. ;) And there may be a little bit of extrapolation with some stuff (Bow types and structure), but nothing that breaks flavor. Expect a ranged class with more finesse required to use them right and a little less customization. I'm fairly sure that BHV's letting me do most of the stuff with them, and then he'll go and fix it up and make it fit better.

I'm not doing Spirit Warriors, as far as I know, but I had done some brainstorming at work. I was looking at the following as examples:
Orihime, Chad, Tatsuki (First level, I'd say), Kon (Yeah, I'm thinking modsouls would go here too.), Ginta (Jinta? I never can remember.), Ururu, The three Modsouls from the Bount Arc, Karin (Also first or second level), and Don Kanonji (Likely high level with a VERY suboptimal build. I'd think that he put all of his feats into Skill Focus: Bluff and such.)

I'm not sure how much of the spirit warrior class is done, but my method was breaking down into packages. Something like:
Enhanced Strength (STR) Self explanatory. Several bruiser style abilities.
Enhanced Speed (DEX) Mainly evasion and physical skill enhancing abilities, some higher level ones allowing for speedster style stuff.
Enhanced Skill (INT) These would cover techniques and such that characters can use. This would cover the tactics angle of fighting as well as martial arts style skills and enhancing some actual skills.
Ranged Attacks (CHA) (Would explain why Kanonji's usually whiffing attack can decimate whatever it hits.) The ability to make attacks at a distance.
Healing (WIS) The ability to heal and repair.
Defensive (CON) Various. Can be barriers, defensive techniques, or just plain toughness.

And then work like Zanpakutou, almost, but with Stat boosts and such also involved.

At character creation, you pick two types (Naturally, there'd be Expanded and Specialization feats and such.) And would gain ability increases from both, but at different times. The two types probably would also determine Hit Dice and saves with my system I was working on (Strength and Defense would be good HD packages, and Healing and Skill would be medium HD packages, and Ranged and Skill would be low HD packages.) You'd determine your HD by going with:
Both Good: D10
Both Medium/1 Good + 1 Low: D8
Both Low: D4

Saves, as well would be connected. You'd get two good saves, connected to your packages. Strength and Defense would be Fort, Skill and Speed would be Ref, and Healing and Ranged attack would be Will.

Tertiary (Feat) packages would not affect initial character creation.
Afterwards, the character would gain alternatingly stats in the attributes of their package (Ignoring the tertiary package, again, since +10 to a stat for a feat is broken as hell.), and abilities from their packages.

At least, that's how I was thinking of doing the class. Since somebody else probably has it though, this is just tossing my idea out there to see if there's any aspect that can be used.

Also, my vision of the overall project is:
*Shinigami: Decent in their own right, and become extremely powerful with their Zanpakutou. Very versatile.
*Quincy: Less versatile, more fragile. More of a surgical type of character, making pinpoint strikes while using various tricks to catch targets off guard.
*Spiritual Warrior: A class with all of their power built in. Doesn't rely on equipment or anything except their natural powers. About as eclectic as the Shinigami, but with significantly different capabilities.
*Bount: Incredibly reliant on their dolls for combat. The most versatile class, designwise, though also incapable of holding their own without the help of their doll.

Of course, the final deal is all BTV's perogative. I'm just throwing ideas out there and seeing if he likes any of them.

Xuincherguixe
2007-08-19, 03:54 PM
I'd be tempted to say that Mod Souls should be their own class, but there haven't been too many of them, so one would have to make a lot of stuff up.

As far as Chad goes (this actually *is* a spoiler, they need to have more names than just spoiler since half the time these things are used they aren't)
Isn't he part Hollow? I haven't read the Manga, but it's came up a bit a few episodes ago in the Fansubs. Maybe a class that grants Hollow abilities?

Of course, that leaves Orihime kind of sad and alone, but she's in her own strange little world anyways so she's probably used to that by now. Not that I'm one to talk *sniffs and wishes he could talk to weird sarcastic fairy things that don't like being called fairies*

F.H. Zebedee
2007-08-19, 04:19 PM
I think that we can cover modsouls and Hollow powers by allowing for feats or variants for Spirit Warriors. Maybe Chad would be covered by a feat that allowed one to exchange some abilities gained for Hollow abilities. (Maybe have each time the feat is taken exchange one ability for a Hollow ability, since IIRC, Hollow abilities are generally a little stronger than Shikai abilities, so one feat enabling a bunch of changes would be a bit broken.)

Mod souls might be covered by a first level feat that'd give them their ability to take over Gigais, or maybe even just be a race. Actually, Race covering that sounds just about perfect. Lose a feat in exchange for a few tricks (Small sized doll body, replacing souls in willing bodies.)

Behold_the_Void
2007-08-20, 01:37 PM
I'm dropping Quincy lower on my priority because I like Zebedee's version a lot.

Which reminds me, Quincy also should have something that lets them keep up with bankai. I don't know how you want to do that but it would be a good thing to try to give them.

Anyway, for spiritually aware humans I'm going to do it a bit like this.

I'm using the Warrior/Expert/Spellcaster system that I use with Shinigami.

Each spiritually aware human will, upon inception, choose a discipline: Hollow or Shinigami.

They will gain an initial power manifestation (Sado's arm or Orihime's hairpin) and progress it much in the way that shikai is progressed.

They will have an advanced form. See Sado's Left Arm of the Devil This will kick in at the same level Bankai does.

They will have the opportunity to move into a Vizard/Arrancar discipline through prestige classing.

Mod-Souls may be a variant race, I've not yet decided yet.

psychoticbarber
2007-08-20, 02:42 PM
This is some excellent work, and I'm quite impressed by it. Is there a recently updated version of the rulebook available?

Behold_the_Void
2007-08-20, 02:49 PM
This is some excellent work, and I'm quite impressed by it. Is there a recently updated version of the rulebook available?

The most recent one is the downloadable file in the first post. I've not updated it yet, but I'll try to get more stuff up tonight.

psychoticbarber
2007-08-20, 03:05 PM
The most recent one is the downloadable file in the first post. I've not updated it yet, but I'll try to get more stuff up tonight.

I'll probably download it tomorrow then :smallwink:.

F.H. Zebedee
2007-08-20, 08:50 PM
Hmmm... The two times that we've seen Quincy fighting at the same level as a Bankai user (Uryu vs. Kurotsuchi and Uryu in Hueco Mundo with the others, and keeping up) were both after removing the Sanrei glove, which had given him excellent control over Reishi (Spirit Particles). I'm powering them up a little bit more (Special bow attributes at like three levels, and some bonus feats.)

As for matching the Bankai explosion... Hmmm... I'm thinking maybe something like "Expert Quincy" or something like that, where manipulating Reishi has become second nature to them. They'd probably get some nice bonuses. Right now I'm thinking it'd be paying half spirit charge for arrow enhancements (To make plugging away with +5s that much easier at higher levels) and letting them use ANY of the "Pay spirit charges for Arrow Tricks" feats by paying double cost for the ones that they don't know. Not like the Bankai explosion really, but prettymuch in flavor with them. (Yes, Seeker Arrow and Cascade are being removed, and replaced with the bonus feats, basically, though tweaked for Quincy. You'll see.)

As for the Spiritual Warrior thing, I think Urahara directly stated that there's only three styles of Spiritual Powers that one can manifest. Hollow, Shinigami, and Quincy. So, presumably a Quincy track would be in order, although it'd be mostly extrapolation, I'm guessing.

And as always, modsouls remain a difficult question.

Mattarias, King.
2007-08-20, 10:07 PM
Mind if I chime in my suggestions?

Maybe make the 'Expert Quincy' a prestige class whos prerequisites involve mastering all quincy techniques (which Kurotsuchi implies he did), removing the Sanrei glove, and then having a higher-level quincy restore that quincy's power?

And modsouls were used originally to remove ghosts unwilling to leave their bodies, non? I'd say let them take over any body or gigai if it has a mouth, and is willing, or pinned/helpless.
Also, different abilities/feat sets for each type off modsoul? Rukia explained all types once, non? :smallconfused:

Behold_the_Void
2007-08-21, 12:14 AM
Modsouls are combat experiments. They are false souls created to be placed into dead human bodies. They have enhanced attributes above a normal human.

With the bount, if you consider it to be canon, that adds a fourth discipline for the humans. I'll mess with it a bit, but I don't want to have a Quincy discipline. If a humans power manifests as a Quincy's, they would be *drumroll* a Quincy.

Lord Xaedien
2007-08-21, 12:24 AM
Where is the kidou system currently at? It seems to be the only thing preventing an honest play testing of the base classes. I know you were talking about psionics (which is a good plan me thinks)... do you want any help with that? If so, could you elaborate a little more on what you are thinking?

Behold_the_Void
2007-08-21, 01:10 AM
Where is the kidou system currently at? It seems to be the only thing preventing an honest play testing of the base classes. I know you were talking about psionics (which is a good plan me thinks)... do you want any help with that? If so, could you elaborate a little more on what you are thinking?

The kidou list is actually a lot harder than I thought in the actual typing. If you want to try to test now, use Psionic Powers found in the Expanded Psionics Handbook and take out those that aren't really all that Bleach-y (most Psychometabolism, and various other things). The ones that remain are buffs, debuffs, some mental powers (telepathy, dominates, hold powers) and direct damage powers. A lot of Save-or-Lose/Save-or-Dies aren't allowed, but you can usually figure out which powers are and aren't allowed by looking at them.

Also, add to the 1st level list "Cure Wounds", 1 sp to heal 1d8+caster level. Augment 2 for an extra 1d8, to the 6th level list "Heal", 11 sp to heal 110 damage, augment 1 for an extra 10 damage, and the Restoration power at its lowest level (augments to the appropriate spell level for the better versions).

F.H. Zebedee
2007-08-21, 01:17 AM
True about the Quincy combat track thing. Most likely anybody who started to manifest Quincy style spiritual powers would just be a low level Quincy.

I'll think about the prestige Quincy thing. I'm thinking that it'd be availlable either by "Falling" and getting one's powers back, or by getting above a certain level in their normal Quincy class. It'd probably trade in some of their tricks (Favored Enemy, arrow tricks, some of their raw charging ability) for some flat out raw power (Better BAB and Arrow damage) and maybe a spiritual sword-arrow thing they can also use, dual wielding sort of style. Or something like that.

Bount, IIRC, have powers mimicking Shinigami, since they're derrived from them. We might be able to get away with just a small edit to do them. Granted, they're dead last in priority, since they're virtually useless as PCs, and are pretty much a 1 arc villains.

Spirit Arrow
2007-08-21, 11:05 PM
Hey Zebedee, do you have the Quincy written up. If you could send me that it would be really cool, as I may be able to help.

13_CBS
2007-08-21, 11:27 PM
So you guys have decided that Orihime is a shinigami for now? That seems to be what you were implying when you were talking about spiritually-aware humans gaining power.

ZebulonCrispi
2007-08-22, 12:32 AM
So you guys have decided that Orihime is a shinigami for now? That seems to be what you were implying when you were talking about spiritually-aware humans gaining power.

Spiritually Aware humans can follow a shinigami-related progression of powers, or a holow-related progression of powers. This does not make them a shinigami or a hollow.

Volug
2007-09-14, 09:30 PM
This looks COOL.

hope you dont mind, but i might make a campaign based on this stuff:smallbiggrin:

F.H. Zebedee
2007-09-15, 08:28 PM
Assuming BhtV's doing so as well, that'd make three of us, at least, running campaigns and playtesting. Granted, mine's heavily houseruled from even his version, since I hybridized mine with D20 Modern.

My game runs a lot more heavy of emphasis on the modern setting clashing with the primal nature of the battle between Hollow and Soul Reaper (Including fights inside a cargo plane and one on a freeway, where the players needed to avoid oncoming cars that couldn't see them), so modern was a better fit for skills. However, on the other hand, I'm positive that BhtV's unmodified system works better for stuff like the Soul Society and Hueco Mundo arcs, and certainly works wel for stuff in the living world.

I also used a different kido system, homebrewing up some spells, and modifying existing spells into more bleachy forms. I think I also upped the Spell Points each class got, while bumping up the costs of the higher up spells, to encourage more blasting with weaker spells, unless the higher ones were essential.

Quincy should be done by Sunday night. Then I'll send it to BhtV for his final assessment.

Lord Xaedien
2007-09-27, 03:37 PM
Just to ask... how are things going?

Dante & Vergil
2007-09-28, 05:53 PM
This is the first time saying anything here on this thread. The stuff you guys got here is really neat. I can't wait to see what's coming next.:smallcool: :smallcool:

Xenoti
2007-09-28, 11:57 PM
O Kay i have a question, i downloaded the full thing of yours, it rules, but what is The Zangetuse and Benihime's energy attack called? And how do you figure it into the system? I looked under types but i didnt see it >.> If i missed it please let me know

Are they Bounto or Bount as you keep reffering? >.>
And a Question:

For Cero it says only Hollow Class or Arrancer, but They have Show Vizards are able to use it, can they pick it as a hollow choice?


And another Question:

Captains Like Byakuya, and most likely Aizen seem to be able to use their Bankai for a undefinable amount of time, unlike lower level captains. Maybe it's an epic feat? I dont know just wondering your take on it

ZebulonCrispi
2007-09-29, 11:43 AM
O Kay i have a question, i downloaded the full thing of yours, it rules, but what is The Zangetuse and Benihime's energy attack called? And how do you figure it into the system? I looked under types but i didnt see it >.> If i missed it please let me know
Projectile type: Line attack.


Are they Bounto or Bount as you keep reffering? >.>
Since there's no official translation on the filler yet, either is acceptable.


And a Question:

For Cero it says only Hollow Class or Arrancer, but They have Show Vizards are able to use it, can they pick it as a hollow choice?
If you look at the Vizard specifications, they get hollow abilities at levels 1, 2, 3, 4, 5, 7, and 9. Any one of those could be Cero.


And another Question:

Captains Like Byakuya, and most likely Aizen seem to be able to use their Bankai for a undefinable amount of time, unlike lower level captains. Maybe it's an epic feat? I dont know just wondering your take on it
Keep in mind that Bleach is a shonen anime, and is prone to overdramaticness and illogical time dilation. The fight between Byakuya and Ichigo probably didn't last more than 15 rounds.

Xenoti
2007-09-29, 03:42 PM
On the Cero, just making sure, since I know my players, and they'd probably not take it if they wanted it XD And i was reading it all after 9+hours of halo 3 brain not function :P

What type of element should be used for the Line attack? or does it depend on character?

ZebulonCrispi
2007-09-29, 05:20 PM
What type of element should be used for the Line attack? or does it depend on character?

Projectile attacks defailt to Force damage, unless the player takes one of the relevant abilities in the elemental types, such as Ice Form.

Xenoti
2007-09-29, 06:00 PM
Just Checken :3 SO then why isn't ichigo under the examples for it ? And how is Quincy Coming? I'm interested to see it.

And the game i'm going to run, character generation starts tomorrow! so expect for more questions as my players try and break my spirit, though I might break them XD

Last question most likely for a while:

In the show and manga, Shinigami and Hollows both "walk on air" as if they were on the ethereal plane, Meaning they move up and down as if they were walking. Though only in the real world, any ideas?

ZebulonCrispi
2007-09-29, 08:27 PM
Just Checken :3 SO then why isn't ichigo under the examples for it ? And how is Quincy Coming? I'm interested to see it.

And the game i'm going to run, character generation starts tomorrow! so expect for more questions as my players try and break my spirit, though I might break them XD

Last question most likely for a while:

In the show and manga, Shinigami and Hollows both "walk on air" as if they were on the ethereal plane, Meaning they move up and down as if they were walking. Though only in the real world, any ideas?
The example lists aren't comprehensive. Ichigo uses it, yes, but he's chiefly a melee fighter.

The Quincy are underway, but not released yet. I hear it's going well?

As for the Walk on Air thing, I understand that the DCs for the epic uses of Balance are being greatly reduced, allowing a Shinigami to balance on thin air fairly easily.

Behold_the_Void
2007-09-29, 08:34 PM
The DC for balancing on air is still a bit high, I'll likely allow shinigami to treat air as ground in the human world without difficulty.

Zerkai
2007-09-29, 09:06 PM
Edit: Thing ._.

ZebulonCrispi
2007-09-29, 11:34 PM
I just read the first page, and I'm very suprised that noone seems to actually know a thing about Zaraki. Since his sword is in it's sealed state, not his released state. It's been revealed that recently he has found his Zanpakuto's name and it's Shikai. He does NOT use Flash steps, nor knows how. He uses pure speed. And his sword looks mauled because he does that to his sword purposely before he fights, to give his enemies another advantage.

Uh. Source? I'm up to date on the translated Japanese manga, and have not seen any of these supposed revelations.

Xenoti
2007-09-30, 12:26 AM
The DC for balancing on air is still a bit high, I'll likely allow shinigami to treat air as ground in the human world without difficulty.

awesome :P Let me know when ya figure em out, cause that's what makes some battles amazing XD

And as For th Zaraki thing, up untill i think After heuco Mundo he doesn't have a Shikai as he evens states he cant hear his sword. But i'm not far in the manga >.> just the show

Xuincherguixe
2007-09-30, 04:09 AM
Well, somewhere in this thread it's suggested that his sword has been in a permanantly released state somehow without him knowing it's name. It is an odd looking zanpkato.

I think it's probably just an odd, severely beaten up sword.

ZebulonCrispi
2007-09-30, 02:07 PM
I built Kenpachi that way because:
1. It's not unreasonable to guess that he has an Ichigo-style constant release, even if there's no concrete evidence either way.
2. It's the best way with how the d20 Bleach works to portray how obscenely powerful his sword is.

I'm probably going to rebuild him, though - he's too powerful right now. I'll probably just drop his Bankai and give him an artifact (the eyepatch) that gives -10 STR, and raise his base STR considerably.

F.H. Zebedee
2007-09-30, 04:56 PM
Zaraki is pretty dang hefty, I'd say, taking on two decently levelled Bankai users (Komamura was around level 12-14, and Tousen was probably 13-15.)

BTW, my Quincy are finished, and I'm mailing them off to BtV right now.

Xenoti
2007-09-30, 07:11 PM
Ichigo's None released sword was different that the normal shinigami, it's not so hard to think that the more reiatsu a Person has the different there base zanpakuto could look.

ZebulonCrispi
2007-10-01, 10:37 AM
Zaraki is pretty dang hefty, I'd say, taking on two decently levelled Bankai users (Komamura was around level 12-14, and Tousen was probably 13-15.)

BTW, my Quincy are finished, and I'm mailing them off to BtV right now.
This is definitely true (I put him at Level 16 myself - 1 level above Tousen), but if you look at how I statted his Bankai, then it allows him to take out just about anyone, even people 5-10 levels above his strength, in 1-2 hits. It's just too much.


Ichigo's None released sword was different that the normal shinigami, it's not so hard to think that the more reiatsu a Person has the different there base zanpakuto could look.
Alternate Form
At 3rd level, when Shikai is attained, the sealed zanpakutou’s cross guard and hilt begin to change in shape, becoming more personalized to the wielder. In some instances, the zanpakutou’s sealed form may change to an entirely different form. While many zanpakutou stay the same, some do not, having a new form that reflects their abilities. 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. All of these changes are determined by the player.

Xenoti
2007-10-01, 10:47 AM
Alternate Form
At 3rd level, when Shikai is attained, the sealed zanpakutou’s cross guard and hilt begin to change in shape, becoming more personalized to the wielder. In some instances, the zanpakutou’s sealed form may change to an entirely different form. While many zanpakutou stay the same, some do not, having a new form that reflects their abilities. 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. All of these changes are determined by the player.

But I wasn't talking about Shikai, at the point ichigo got his changed was level 1, when he first become a Shinigami, His sword was massive, though not near as powerful as say A shikai. I'd assume Zaraki's was the same way, where because he had so much spiritual power that it warped his zanpakuto into a shape different from other, or maybe it has something to do with his personality where when he gained his weapon at level 1, It warped to his fighting style as it really has no guard on it, just a small section.


Not that I dont like how you did him, I love it. It makes him a true BMF

ZebulonCrispi
2007-10-01, 11:14 AM
That isn't talking about Shikai, either. Ichimaru's sealed form is a Wakizashi, and so on. That specifically pertains to the aesthetic modification of a weapon's non-released form.

Canonically, though, we might want to knock it down to level 1 or 2.

Xenoti
2007-10-01, 11:43 AM
That isn't talking about Shikai, either. Ichimaru's sealed form is a Wakizashi, and so on. That specifically pertains to the aesthetic modification of a weapon's non-released form.

Canonically, though, we might want to knock it down to level 1 or 2.

ah I see, and yeah Level 1 or 2 would probably be better, since it seems to happen when they gain the zanpakuto.

And i Have one last question, as playing will start this weekend with my group.


Bala: This requires 5 hit dice to take. The hollow gains the ability to fire a quick blast of spirit energy that deals damage equivalent to their claw attack (Arrancar may use zanpakutou damage if desired). A Bala is a touch attack with a range of 100 feet. Firing it is a standard action.

Is that the technique the arrancar use with their hands, instead of Cero? The one Yami Explains to Kisuke? If so, shouldn't it be a Arrancar only type thing, as no regular hollows have shown the ability to do that. If it's something else, My apologies :3

F.H. Zebedee
2007-10-01, 11:48 AM
I knocked it down to first level for my play group, for anything that still resulted in a traditional Japanese blade at least somewhat similar in shape to the Katana (Katana, Wakizashi, Nodachi, etc.)

Then, if they wanted to make their sword do something ELSE (Yamamoto/Kisuke's canes, suposedly Nanao's book) in their sealed state, they could do that at level 4 (Since I'm playing slow shikai). Granted, I didn't get any direct demands for those, so it's kinda pointless. If somebody HAD asked, I probably would have let them at first. I mean, Whoopee, you get to better conceal your weapon (maybe even well enough to take a +1/+2 on Disguise checks against being reckognized as a Shinigami, which'd explain some of Urahara's ability to slip by Ichigo so easily until he literally told him he was one.) That probably wouldn't be unbalanced at all, especially with the odds of it doing something unfriendly to the rest of your character (Longer action to draw/penalty on initiative/lowered damage/etc. Something in there.)

EDIT: Bala is basically just a faster Cero. I think Vizard, Arrancar, and high level hollows have been seen using it, though almost all of them prefer straight Cero to the faster, weaker attack.)

I think you can see it stateside in the flashback episode that showed the training of Momo, Kira, and Renji, when the Hollow that first attacks them pretty much just pelts Shuhei Hisagi with them.

Xenoti
2007-10-01, 03:14 PM
EDIT: Bala is basically just a faster Cero. I think Vizard, Arrancar, and high level hollows have been seen using it, though almost all of them prefer straight Cero to the faster, weaker attack.)

I think you can see it stateside in the flashback episode that showed the training of Momo, Kira, and Renji, when the Hollow that first attacks them pretty much just pelts Shuhei Hisagi with them.

The first time i've seen bala is on arrancars, and as far as i have seen in the show (as i said, not to far in manga) is Yami, Wonderrice and Uliqirra or how ever you spell it. Though i might have missed it already from hollows, who knows XD but thanks for the clear up.


What was the ability yami used to suck the souls out of people?

F.H. Zebedee
2007-10-01, 04:02 PM
I'm pretty sure that the soul sucking ability (forgot its name) was his own exclusive talent, and a major reason for him being an Espada. In game effect, I'd rule it as instantly eating all 1 HD creatures within 5(HD) Feet, or something like that.

Xenoti
2007-10-01, 06:24 PM
I'm pretty sure that the soul sucking ability (forgot its name) was his own exclusive talent, and a major reason for him being an Espada. In game effect, I'd rule it as instantly eating all 1 HD creatures within 5(HD) Feet, or something like that.

Awesome thats what i was wondering :3 Oh could some one write up GrimmJow? He just rules as an Espada XD if not not big deal

Xenoti
2007-10-02, 07:43 PM
Okay! One question whats a good creature to use as a base for a hollow for a part of about 4 at lvl 3?

F.H. Zebedee
2007-10-03, 07:35 AM
At that point, I just go and find animals with enough CR in the SRD, tack on DR 5/Zanpakutou/Quincy/Magic, and the consume ability. Usually works pretty well if you stay on flavor.

Xenoti
2007-10-03, 01:33 PM
At that point, I just go and find animals with enough CR in the SRD, tack on DR 5/Zanpakutou/Quincy/Magic, and the consume ability. Usually works pretty well if you stay on flavor.


ah ok, thanks

Behold_the_Void
2007-10-03, 02:03 PM
A feat may be reasonable at 1st level for zanpakutou that have a specific special form that actually helps them (such as Kyouraku's daisho), but I'll probably move the alternate form down to level 1 since, as was pointed out, Ichigo had his greatsword sealed zanpakutou right off the bat (although due to Shounen magic he likely didn't come in at level 1).

Xenoti
2007-10-03, 02:12 PM
A feat may be reasonable at 1st level for zanpakutou that have a specific special form that actually helps them (such as Kyouraku's daisho), but I'll probably move the alternate form down to level 1 since, as was pointed out, Ichigo had his greatsword sealed zanpakutou right off the bat (although due to Shounen magic he likely didn't come in at level 1).

I assume he came in at level one, but because of who his father is, he has higher than The average Shinigami's stats, which is what made him seems so powerful with his massive sword O Doom

Dante & Vergil
2007-10-03, 05:07 PM
Hey ZebulonCrispi, could you post up the characters you've made so far into one post/file?

I built Kenpachi that way because:
1. It's not unreasonable to guess that he has an Ichigo-style constant release, even if there's no concrete evidence either way.
2. It's the best way with how the d20 Bleach works to portray how obscenely powerful his sword is.

I'm probably going to rebuild him, though - he's too powerful right now. I'll probably just drop his Bankai and give him an artifact (the eyepatch) that gives -10 STR, and raise his base STR considerably.

1. Yeah, I agree with you there.
2. His sword is powerful but I don't think it's as powerful as you had it stated at.

When you restat him, put it in the post/file when do that.

Xenoti
2007-10-03, 05:21 PM
Okay I must ask, For captain, Vizard. Whats the Bab Fort,Reflex, Will progression? or is it the same as the base class they were?

Dante & Vergil
2007-10-03, 05:32 PM
Okay I must ask, For captain, Vizard. Whats the Bab Fort,Reflex, Will progression? or is it the same as the base class they were?

Look here.

All prestige classes retain the base attack bonus, spellcasting progression, save progression, skill progression, hit dice, and zanpakutou damage of the base class from which they were entered. The levels of the prestige class and the base class effectively stack.

Xenoti
2007-10-03, 05:43 PM
Look here.

Ah thanks, didnt see that :3

ZebulonCrispi
2007-10-03, 06:28 PM
Bleach Cast character sheets Word doc! (http://professor.fireandrobot.com/bleachcastd20.doc)

Current List:
Abarai Renji
Hitsugaya Toushiro
Kuchiki Byakuya
Kurosaki Ichigo
Zaraki Kenpachi
Tousen Kaname
Ikkaku Madarame
Kuchiki Rukia
Ichinose Maki (new!)

Contains spoilers up through about episode 115. Once Grimmjaw is added, it will contain spoilers up through the current manga arc.

Changes since last releases:
-Kenpachi updated to have no Bankai and the Eyepatch artifact instead.
-All characters have been given maximized Hit Dice - given the obscene power of Zanpakuto attacks, this didn't seem like an unreasonable decision.

Next characters on the list: Matsumoto, Grimmjaw

Ichinose (he's the whiny guy with short hair from the filler arc, if you don't remember him) is built slightly differently than the other characters, using a system that I worked out with Void earlier to solve the problem of Shinigami having far too low AC values. The changes are:
-Warrior Shinigami Defense Bonus progression changed to every 2 levels instead of every 3. Probably similar increases for the other two.
-Zanpakuto now gives an AC bonus equal to its enhancement bonus.

Feedback appreciated.

As an aside, I've seen the new Quincy class, and it's smoking hot.

Xenoti
2007-10-03, 07:27 PM
Bleach Cast character sheets Word doc! (http://professor.fireandrobot.com/bleachcastd20.doc)

Current List:
Abarai Renji
Hitsugaya Toushiro
Kuchiki Byakuya
Kurosaki Ichigo
Zaraki Kenpachi
Tousen Kaname
Ikkaku Madarame
Kuchiki Rukia
Ichinose Maki (new!)

Contains spoilers up through about episode 115. Once Grimmjaw is added, it will contain spoilers up through the current manga arc.

Changes since last releases:
-Kenpachi updated to have no Bankai and the Eyepatch artifact instead.
-All characters have been given maximized Hit Dice - given the obscene power of Zanpakuto attacks, this didn't seem like an unreasonable decision.

Next characters on the list: Matsumoto, Grimmjaw

Ichinose (he's the whiny guy with short hair from the filler arc, if you don't remember him) is built slightly differently than the other characters, using a system that I worked out with Void earlier to solve the problem of Shinigami having far too low AC values. The changes are:
-Warrior Shinigami Defense Bonus progression changed to every 2 levels instead of every 3. Probably similar increases for the other two.
-Zanpakuto now gives an AC bonus equal to its enhancement bonus.

Feedback appreciated.

As an aside, I've seen the new Quincy class, and it's smoking hot.


Such a tease! and that's awesome yay npcs!

Behold_the_Void
2007-10-04, 11:30 AM
I sent Zebulon an updated file, it should be posted up in place of the old one shortly. It includes some rule revisions, the beginning of the spell list, and the Barrier zanpakutou ability.

Dante & Vergil
2007-10-04, 04:49 PM
Bleach Cast character sheets Word doc! (http://professor.fireandrobot.com/bleachcastd20.doc)

Current List:
Abarai Renji
Hitsugaya Toushiro
Kuchiki Byakuya
Kurosaki Ichigo
Zaraki Kenpachi
Tousen Kaname
Ikkaku Madarame
Kuchiki Rukia
Ichinose Maki (new!)

Contains spoilers up through about episode 115. Once Grimmjaw is added, it will contain spoilers up through the current manga arc.
Can't wait to see the Quincy class!!!!

Changes since last releases:
-Kenpachi updated to have no Bankai and the Eyepatch artifact instead.
-All characters have been given maximized Hit Dice - given the obscene power of Zanpakuto attacks, this didn't seem like an unreasonable decision.

Next characters on the list: Matsumoto, Grimmjaw

Ichinose (he's the whiny guy with short hair from the filler arc, if you don't remember him) is built slightly differently than the other characters, using a system that I worked out with Void earlier to solve the problem of Shinigami having far too low AC values. The changes are:
-Warrior Shinigami Defense Bonus progression changed to every 2 levels instead of every 3. Probably similar increases for the other two.
-Zanpakuto now gives an AC bonus equal to its enhancement bonus.

Feedback appreciated.

As an aside, I've seen the new Quincy class, and it's smoking hot.

Thanks dude!!!!:smallcool: I just saw Ichinose and liked what I saw. He's the only cool villain to me from the Bounto Arc.
I can't wait to see the Quincy class!!!!!! Same with the Spiritually Awakened Humans when they come out!!!!


I sent Zebulon an updated file, it should be posted up in place of the old one shortly. It includes some rule revisions, the beginning of the spell list, and the Barrier zanpakutou ability.

Woo!!!:smallbiggrin:
I noticed something weird, the Cero attack and the Bala attack use the same amount of time. I saw that the damage was different but I thought that Bala was faster that Cero.
I also wanted to know if you could charge Cero up depending how many rounds you put into charging it. I know you don't have it down to do that now but I was hoping you could put that down eventually for Cero. To me, it seems to make sense that way.

Another thing one Cero.(Spoiler up to episode 140.)
In episode 140, Shinji Hirako (the first Vizard that Ichigo meets) uses Cero on Grimmjow. Seeing that I think Vizards can use Cero.

Xenoti
2007-10-04, 07:26 PM
Thanks dude!!!!:smallcool: I just saw Ichinose and liked what I saw. He's the only cool villain to me from the Bounto Arc.
I can't wait to see the Quincy class!!!!!! Same with the Spiritually Awakened Humans when they come out!!!!



Woo!!!:smallbiggrin:
I noticed something weird, the Cero attack and the Bala attack use the same amount of time. I saw that the damage was different but I thought that Bala was faster that Cero.
I also wanted to know if you could charge Cero up depending how many rounds you put into charging it. I know you don't have it down to do that now but I was hoping you could put that down eventually for Cero. To me, it seems to make sense that way.

Another thing one Cero.(Spoiler up to episode 140.)
In episode 140, Shinji Hirako (the first Vizard that Ichigo meets) uses Cero on Grimmjow. Seeing that I think Vizards can use Cero.


it kinda seems like they charge cero, but when the Vizard did it (cant remember his name) against GrimJow, his was much more powerful, with the same casting speed as grimjow's

ZebulonCrispi
2007-10-04, 09:02 PM
I noticed something weird, the Cero attack and the Bala attack use the same amount of time. I saw that the damage was different but I thought that Bala was faster that Cero.
I also wanted to know if you could charge Cero up depending how many rounds you put into charging it. I know you don't have it down to do that now but I was hoping you could put that down eventually for Cero. To me, it seems to make sense that way.

Another thing one Cero.(Spoiler up to episode 140.)
In episode 140, Shinji Hirako (the first Vizard that Ichigo meets) uses Cero on Grimmjow. Seeing that I think Vizards can use Cero.

Fixing the Cero timing is in the works - either Cero will be made a Full Round Action, or Bala will be changed to fire twice.

As for your spoiler comment: Vizard get Hollow abilities at levels 1-5, 7, and 9. Any one of those could be it.

Dante & Vergil
2007-10-04, 09:37 PM
Fixing the Cero timing is in the works - either Cero will be made a Full Round Action, or Bala will be changed to fire twice.

As for your spoiler comment: Vizard get Hollow abilities at levels 1-5, 7, and 9. Any one of those could be it.

Well, ok if Cero's timing is going to be changed then that will take care of that question.

The only reason I put that spoiler comment up was because it wasn't listed that Vizard are able to get Cero when I looked at the ability.

And there were two things I wanted to ask but didn't put up earlier.

1. What are Vasto Lordes going to be like? I ask because I haven't seen anything on them yet.

2. Are there going to be ways to achieve Bankai or Vizard power earlier than listed? I only ask because of the way Ichigo achieved both of these. It doesn't necessarily mean he got it earlier but it seems he could have
like when Urahara was helping him get his Soul Reaper powers back by severing his chain of fate, which almost forced Ichigo into a hollow. After he appeared with his Soul Reaper powers back but he is also wearing a hollow mask. (I know that he later trains with the other Vizard to keep his inner hollow in check.)
And on the subject of Bankai, those dolls that Yoruichi had Ichigo use when she was helping him train for his Bankai looked like they could be used by Soul Reapers of any level... but not without some risk. (Like the assumed chance of dying if Bankai isn't achieved within three days)


Those are my thoughts.

ZebulonCrispi
2007-10-04, 10:23 PM
Not all spoilers, but a response to Dante & Virgil's spoilers, so semi-spoilery:

Cero is a Hollow ability, therefore Vizard can learn it, just like anything else on that list. Vizard count as Menos class for purposes of acquiring Hollow abilities - that's a rule that isn't mentioned in the current version of the rulebook, but will be.

1. Vasto Lorde have not appeared anywhere in the anime or manga yet, and will not be codified intot he rules until they have.

2. Ichigo is seen wearing the hollow mask, yes, but he isn't seen actually exhibiting any Vizard abilities. It's just an aesthetic thing.
As for the Bankai doll, my interpretation is that any Shinigami might be able to use it, but only a lv12+ Shinigami would be able to survive the process. Also, that's one of Urahara's toys, and thus is a bit removed from proper rules.

Stuff like that is generally being left alone, for the sake of prioritizing game balance over accuracy.

Dante & Vergil
2007-10-04, 11:08 PM
That sucks that they don't anything on Vasto Lordes yet. I understand that you guys were going for playability, but I still think it would be cool and funny to see a Human Shinigami 1/ Vizard 1/ Captain 1 running around with Bankai, laying waste to almost anything he comes across.

F.H. Zebedee
2007-10-05, 07:39 AM
Nice idea on adding the Zanpakutou to defense and such. The other part of the AC boosting I doubt I'd be able to use in my game, seeing as how I've already statted out like 10 NPCs for my game (original characters and such).
Since my game's very low power level that gradually ramps up until the players are on the cusp of Bankai, and then sets them into sandbox mode, it's gonna be a long time until I need the NPC stats.


I've been doing some Bleachonomics recently. Apparently, the currency of Soul Society is Kan, and the only flat stated value for anything was that there was a 5000 kan bounty on Shrieker's head (considering that he killed several Shinigami, this may be a bolstered ammount compared to what he'd actually be worth.

In the way of items, I've skimmed the following:
Healing Ointment: See Ikkaku's battle with Ichigo. Right now I have it as a fairly inexpensive item that heals 1d4+1 damage and heals all Bleed (though not the damage it already inflicted) Cost: Around 30 for 5 treatments is what I'm going with.
Cellphone: As a full round action, the character may discern the general location of a hollow that is currently hiding. (North, South, etc.) Cost: N/A, I gave all my players one as part of their starting out.
Healing Injection: See Mayuri's battle with Uryu. Full healing, but there's a Fort save, or the character is nauseated for one round per every point that they failed by. Thinking it'll have a nasty save DC (25? 30?) Cost: Around 100ish, maybe a bit higher.
Energy Pill: See Hanataro. Probably would heal a decent ammount of damage, and also a considerable ammount of SP. Maybe give some bonus to saves. Cost: 80 for one.

Other items included were Soul Candy and Gigai and such, though they have pretty complex rules and I haven't fully figured them out. As for finding and buying the items, well, I went with that they could only be bought in Soul Society by rolling Vs. a specific Gather Information DC (Common items like healing ointment are DC 10, while military items, like energy pills and such, are DC 15-20.) The cost in Kan is then changed depending on the roll.
Success: For every point it was passed by, the cost is reduced by 5%, down to a minimum of 30%.
Failure: For every point it was failed by, the cost increased by 20%, and if failed by more than 10, it fails totally.

Urahara's Shop: Has all items, but sells them for maximum price. Because Urahara's an ass like that sometimes. I'm thinking he'll start slipping in discounts for a party that he likes, and anybody he doesn't like will start pulling disfunctional items from him and such.

Finally, moneywise, I worked out the rough skeleton of a system for Hollow bounties.

Kan Payout: Divided amongst party (everybody who took action towards fighting the Hollow in battle).
5x(Hollow's HD)+5
+100 for every level of Shinigami killed. (Not including +'s, since munchkins could just go "HEY! Let's herd up a bunch o' those people with teh chains in their chests, and then feed them to this hollow that's way below our CR so we can hike up its payout!")
x2 If the Hollow is named (Grand Fisher, Acidwire, etc. You know, Hollows with episodes/significant play sessions based on them.)
x1.5 if urgent. This is a bit of a DM fiat thing that allows them to jack up the payout for an unfair hollow (Say, That Damn Crab Hollow or such.)

That's my system for it. I'd like to see what you guys are doing to fill that area in your systems, or if we're just going with Wealth bonus for the core system.

Dante & Vergil
2007-10-05, 02:05 PM
Could these rules be incorperated into regular D&D with little amount of trouble? Being based off of an anime, probably not, but I had to ask.

F.H. Zebedee
2007-10-05, 05:20 PM
Well, depends on what rules you want to import. The Shinigami are already head-and-shoulders above the typical classes in core, even at least with a well played cleric or wizard. So, unless your party was 00ber optimizers, you'd probably tend to outstrip them at a considerable ammount of things.

Hollows, on the other hand, wouldn't be too bad as monsters, since they couldn't be worse than the crab of the damned.

Xuincherguixe
2007-10-06, 12:10 AM
I fear for the poor Shinigami who is unfortunate enough to face that damn crab.

Xenoti
2007-10-06, 12:10 AM
Barrier is not listed in the TOC and Listed three times in the Zanpakuto ability table, once before blood, and then after Earth, and before water.

Dante & Vergil
2007-10-07, 10:43 PM
Barrier is not listed in the TOC and Listed three times in the Zanpakuto ability table, once before blood, and then after Earth, and before water.

That's because that's the way it was been formatted. Try editing the second or third, it can't be done because the collumn titles are replicated on all the pages it's on and I guess that the same thing happened to the barrier listing.

I was also wondering if their could be abilities that could increase the amount of time a Vizard could have their mask manifested for because...
Mashiro was able to maintain her hollow mask for fifteen hours on her first attempt to control her hollow, which means she did not need to train like the other vizard.

And take a look at this.

In battle, the vizard use their hollow powers to augment their shinigami abilities, granting them massive increases in speed, stamina, and strength. They also gain access to some of the common hollow abilities, such as cero blasts. Bodily harm can seemingly be ignored while wearing their masks, as demonstrated by Ichigo's hollow during his unwilling transformations.

Vizard zanpakutō seem to function in the same manner as those of standard shinigami; however, none of them have explicitly used their releases in combat yet, excluding Ichigo and Kensei. The vizard seem to prefer their mask-given powers to their shinigami abilities. The vizard remain in complete control while wearing their masks, unlike Ichigo's early unstable transformations.

See a detailed description of hollow abilities here (http://en.wikipedia.org/wiki/Hollow_%28Bleach%29#Powers).

And here is a detailed disacription on Ichigo's zanpakuto power.
Zangetsu's special ability (in either form) is the getsuga tenshō (月牙天衝, lit. moon fang heaven stab, Viz: Moon-Fang Piercer of the Heavens), which fires concentrated energy blasts from the tip of the blade in the shape of a crescent moon. Ichigo uses this ability without knowing its name several times, but masters the technique later on when he discovers its name. As stated by Zangetsu, knowing and not knowing the name of an attack makes a difference in the amount of power that it releases. When used with Zangetsu's bankai, these blasts are black with a red outline and their path can be controlled. During Byakuya Kuchiki's fight with Ichigo, he refers to this attack as kuroi getsuga (lit. black moon fang). This term simply refers to the darkened color of the attack, not its actual name. When used with his bankai and hollow mask in combination, Ichigo's extreme speed allows him to move faster than the getsuga tensho itself, allowing him to fire multiple blasts from different directions. The move was first displayed by Ichigo's inner hollow, and initially carried the risk of causing his inner hollow to surface if used too much. With Ichigo's later control over his inner hollow, this is no longer a problem.

ZebulonCrispi
2007-10-07, 11:59 PM
That's because that's the way it was been formatted. Try editing the second or third, it can't be done because the collumn titles are replicated on all the pages it's on and I guess that the same thing happened to the barrier listing.

I was also wondering if their could be abilities that could increase the amount of time a Vizard could have their mask manifested for because...
Mashiro was able to maintain her hollow mask for fifteen hours on her first attempt to control her hollow, which means she did not need to train like the other vizard.

And take a look at this.


See a detailed description of hollow abilities here (http://en.wikipedia.org/wiki/Hollow_%28Bleach%29#Powers).
Mashiro was a bit of a conundrum in terms of codifying the Vizard mak ability. Our general viewpoint is to consider Mashiro a statistical outlier, and pretend that she doesn't exist. We might make an "Extended Vizard Mask" feat or something, but nothing on that kind of scale. For balance reasons, see.

Dante & Vergil
2007-10-08, 12:27 AM
If you see my post again, it's been stated that Ichigo's Mask manifestation is unbalanced compared to the other's, making it effectively shorter than others, but I understand reguardless.

I wish I saw that you posted so I didn't keep editing that post before.

Xenoti
2007-10-08, 05:43 PM
That's because that's the way it was been formatted. Try editing the second or third, it can't be done because the collumn titles are replicated on all the pages it's on and I guess that the same thing happened to the barrier listing.





You dingbat, I was informing them so they can correct it for the next version. And since you ARENT the makers, you should have ignored my post since it was A. Not a Question
B. Not ment for anyone but Void and Zeb


Extended Mask Duration:

Prerequisites: Vizard level 5, Bab +12

You are able to retain your mask longer than normal.
Benifet: You are able to keep your mask for 3 plus your Wisdom Modifer rounds extra, after which you become Fatigued as the stress of willing your mask longer is draining.

Dante & Vergil
2007-10-08, 06:08 PM
You dingbat, I was informing them so they can correct it for the next version. And since you ARENT the makers, you should have ignored my post since it was A. Not a Question
B. Not ment for anyone but Void and Zeb

Geez, didn't know. Sorry.


Extended Mask Duration:

Prerequisites: Vizard level 5, Bab +12

You are able to retain your mask longer than normal.
Benifet: You are able to keep your mask for 3 plus your Wisdom Modifer rounds extra, after which you become Fatigued as the stress of willing your mask longer is draining.

That's really cool!

Spirit Arrow
2007-10-09, 07:32 PM
Is the quincy going to be added to the book? Has it been OKed yet? Where are my pants?(Rhetorical but feel free to answer if funny ;])

ZebulonCrispi
2007-10-09, 10:30 PM
Is the quincy going to be added to the book? Has it been OKed yet? Where are my pants?(Rhetorical but feel free to answer if funny ;])

It's almost ready to add, Void is discussing some final changes with its creator before releasing it.

Dante & Vergil
2007-10-10, 04:57 PM
Can't wait for the quincy class.

Spirit Arrow
2007-10-12, 04:26 PM
Good to know, since knowing is half the battle. Quincy UNITE!
*The More You Know* (Bad joke I know but I could not resist)

Xenoti
2007-10-13, 01:28 PM
Geez, didn't know. Sorry.



That's really cool!

heh sorry didnt mean to snap, had a bad day! :3

Hey Zeb,Void what do ya thing about that mask feat? Any Ideas complaints?

ZebulonCrispi
2007-10-13, 02:00 PM
heh sorry didnt mean to snap, had a bad day! :3

Hey Zeb,Void what do ya thing about that mask feat? Any Ideas complaints?

Void was thinking of having a similar feat that increases your Mask time by your Vizard level, which could be taken multiple times.

Yours works, too, but I'd shy away from making anything run on Wisdom in Bleach. Bleach characters are usually very low Wisdom.

Xenoti
2007-10-13, 02:15 PM
Void was thinking of having a similar feat that increases your Mask time by your Vizard level, which could be taken multiple times.

Yours works, too, but I'd shy away from making anything run on Wisdom in Bleach. Bleach characters are usually very low Wisdom.

Yeah thats why I put it with that stat, Since it wouldn't give them a Massive amount, and make them work on something other than being a ground pounder, artillery, and a mix. Though I'm curoius to see Void's

Have you guys came up with magical Items/Artifacts like the flight thing ichigo had? Or the cloak of Sky walking or whatever that was.

F.H. Zebedee
2007-10-14, 06:59 PM
The Quincy are almost done. I'm tweaking a few things about final form/ repowered Quincy, as well as possible various attribute tied bow functions. (As in a Quincy can choose between Wis, Str, or Dex to damage, and then get special bow tricks based on it.)

And also, I'll probably make them a wee bit more sturdy/harder to hit, though not much.

Finally, I'll be setting up Craft: Ginto as a feat so that they can do casting by way of expending charges.

So all in all, expect my Quincy to be in their final version by Wednesday, and Ginto within November.

EDIT: And I just realized two of us designers can be called Zeb. That's awesome. ;)

Spirit Arrow
2007-10-14, 07:49 PM
Can't wait for Wednesday. This may be a stupid question but have you stated the Seele Schneider yet, as it is a quincy artifact, I would assume it would be an item.

Behold_the_Void
2007-10-14, 08:11 PM
Can't wait for Wednesday. This may be a stupid question but have you stated the Seele Schneider yet, as it is a quincy artifact, I would assume it would be an item.

Seele Schneider is indeed there, and it's pretty awesome, as it should be.

Behold_the_Void
2007-10-14, 08:13 PM
Mine is fairly straightforward, a feat that increases the rounds you can sustain your mask by your level and can be taken multiple times. I was going to make a similar feat for Bankai with the same basic effect.

Xenoti
2007-10-15, 05:37 PM
Mine is fairly straightforward, a feat that increases the rounds you can sustain your mask by your level and can be taken multiple times. I was going to make a similar feat for Bankai with the same basic effect.

cool. Well ya could have taken mine multiple times, but it doesnt give you a massive boost to the turns it's worn, and has a penalty for pushing yourself so hard.

And i really want to see yours :3

:3 So there will be an update Wednesday? Cant wait

Spirit Arrow
2007-10-15, 07:05 PM
:) Yay for the game builders, thank you for your diligence and can't wait for this homebrew to be done.

Dante & Vergil
2007-10-17, 05:48 PM
Sounds like it's coming along quite nicely so keep up the good work!!!:smallbiggrin:

Deathreaper2425
2007-10-18, 07:15 PM
Any news on when the Quincy's will be up? My youngest and eldest players are jonesing for the Quiny goodness. any info would be apprecated, thanks

Behold_the_Void
2007-10-18, 08:23 PM
If Zebedee doesn't get it up by Saturday, I'll at least post his latest incarnation.

F.H. Zebedee
2007-10-19, 07:40 AM
BtV, mind if I just E-mail you the text for the updates instead of putting them all into a document? Really, all there is is errata for the Post-final form Quincy, the damage paths (INT, DEX, STR) and changing Spirit Burst to instead an HP boosting ability. Oh, and giving them full AC (equal to Warrior Shinigami). That last one you can just pop in, and I'll write up the rest, and a few feats, and send them to you today if I can get any spare time. Otherwise, tomorrow night will be when I send them out, guaranteed.

Behold_the_Void
2007-10-19, 01:35 PM
Sounds good. Go for it.

Deathreaper2425
2007-10-19, 02:04 PM
Yay I can start my Bleach campaign soon! Happy days are here for me! Bless you all with everlasting wisdom. And my eternal thanks for all the work you have done. Also my group says thank you as well. Also will it be today or tommrow that this occurs, I only ask because I need to know when to tell my group to get together. I apprecate the info once again

Spirit Arrow
2007-10-19, 02:55 PM
Does that mean we all get a wisdom bonus? I don't have my Character Sheet with me right now.
Same Question though, Today or tomorrow? Thank you for your due diligence.

Deathreaper2425
2007-10-19, 03:12 PM
Everyone gets a +25 to wisdom, only if they have their character sheet with them:smallsmile:

Xenoti
2007-10-19, 03:35 PM
is the updated version up?

Behold_the_Void
2007-10-20, 12:28 PM
Zebedee hasn't emailed me yet, so here's what I've got thus far. Sorry, not really in the mood to mess with tables. Also, some spoilers regarding equipment.

Quincy
A race of Hollow exterminators who use ambient spiritual energy to create their weapons.

Alignment
Any

Hit Die
D4

Class Skills
Choose any eleven skills as class skills, plus Use Magic Device.

Skill Points
1st Level: (4+Int Modifier)*4
Additional: 4+(Int Modifier)
Level Base Attack Bonus Good Save Bad Save Special Bow Damage Defense Bonus Spirit Charge Output Maximum Spirit Charge Bow Range A B
1st +0 +2 +0 Spirit Charge, Quincy Cross, Quincy Bow, Human Body 1d4 +3 1 2 40 ft. 1 1
2nd +1 +3 +0 Formation Fighting 1d4 +3 1 3 45 ft. 1 1
3rd +2 +3 +1 Bow Attribute 1d4 +4 1 4 50 ft. 1 1
4th +3 +4 +1 Master Shot 1d6 +4 2 5 55 ft. 2 1
5th +3 +4 +1 1st Favored Enemy 1d6 +4 2 6 60 ft. 2 2
6th +4 +5 +2 Full Charge 1d6 +5 2 7 65 ft. 2 2
7th +5 +5 +2 Intensify Charge 1d6 +5 3 8 70 ft. 2 2
8th +6/+1 +6 +2 Spirit Tap 1d8 +5 3 9 75 ft. 2 2
9th +6/+1 +6 +3 2nd Master Shot 1d8 +6 3 10 80 ft. 3 2
10th +7/+2 +7 +3 Upwelling Power 1d8 +6 4 12 90 ft. 3 3
11th +8/+3 +7 +3 Hirenkyaku 1d8 +6 4 14 95 ft. 3 3
12th +9/+4 +8 +4 2nd Bow Attribute 1d10 +7 4 16 100 ft. 3 3
13th +9/+4 +8 +4 Spirit Burst 1d10 +7 5 18 105 ft. 4 3
14th +10/+5 +9 +4 3rd Master Shot 1d10 +7 5 20 110 ft. 4 4
15th +11/+6/+4 +9 +5 2nd Favored Enemy 1d10 +8 6 24 115 ft. 4 4
16th +12/+7/+2 +10 +5 4th Master Shot 2d6 +8 6 28 120 ft. 4 4
17th +12/+7/+2 +10 +5 3rd Bow Attribute 2d6 +8 7 32 130 ft. 4 4
18th +13/+8/+3 +11 +6 5th Master Shot 2d6 +9 8 34 140 ft. 5 4
19th +14/+9/+4 +11 +6 6th Master Shot 2d6 +9 9 37 145 ft. 5 5
20th +15/+10/+5 +12 +6 3rd Favored Enemy, 4th Bow Attribute 2d8 +9 10 40 150 ft. 5 5
Quincy are proficient with only their own Quincy Bow and no forms of armor.

Quincy Cross: A point on which the Quincy focuses spirit particles to form their bow, it’s commonly found worn around their wrist on their non-dominant hand. Despite being called a cross, its form varies from Quincy to Quincy, some using Celtic crosses, others pentacles, and still others using even more exotic designs. A Quincy Cross typically is made of silver, possibly silver made through a unique Quincy technique for creating silver using raw spiritual energy. If a Quincy’s Cross is lost or destroyed, they can not form their Bow and can not utilize any other class abilities. A Quincy may form a new cross through 12 hours of continuous uninterupted meditation. A Quincy may only have one cross at a time.

Quincy Bow: At an early point in their training, Quincy learn how to form a bow from spiritual energy. When a character first takes Quincy levels, they must make two choices about their bow, its construction, and its form. A Quincy Bow can not be sundered, and instantly disappears when it loses contact with its owner. Quincy bows have a critical threat range of 20, and deal doubled damage on a critical hit. They ignore a Hollow’s DR as if they were a Zanpakutou, and deal Force damage. A Quincy bow weighs such a negligible amount that it can be ignored for encumbrance. A Quincy bow applies the DEX modifier to its To Hit, and no ability modifiers to its damage dealt.
Construction: There are two types of bow when it comes to the materials used, Spiritual, and Soul Synthesized. To dismiss their bow, either way, is a free action.
*Spiritual: A spiritual bow is formed from raw spiritual energy and commonly appears to be composed of either blue or white light. To summon one’s bow of this construction takes a Move Action, and does not provoke attacks of opportunity.
*Soul Synthesized: A soul-synthesized bow is produced by using spirit particles to form a solidly constructed weapon. These bows can be made of all manner of materials, including wood, ivory, iron, silver, and other such substances, and often have elaborate markings. To summon one’s bow of this construction takes a Standard Action that does not provoke attacks of opportunity.
Form: There are four types of bow commonly used by Quincy. They are Short Bow, Longbow Crossbow, Web Bow, and Whip Bow.
*Short Bow: A small bow that allows its user to maneuver effectively while remaining capable of attacking. When attacking with this bow, simply use the information listed above for range and damage. This character receives an automatic +1 to their attack rolls with this bow.
*Longbow: A large bow that makes it harder to maneuver, but gives its user great control over their shots. When attacking with this bow, if this character has multiple attacks in a turn, they may opt to redistribute the Spirit Charge enhancements amongst these attacks in any ammount. (E.g., instead of making both at +2 to attack and +2 to damage, they may choose to make one not receive any Spirit Charge enhancements, and the other +4 to the attack roll and +4 to damage.) They may not exceed (their normal Maximum Enhancement for To Hit or Damage )+1 in this method.
*Crossbow: A powerful bow that relies on a trigger to fire it. When attacking with this bow, use the information listed above, but decrease the range by 10 ft., and use the damage from one level higher. At level 20, it has a damage of 2d10. This character receives an automatic +1 to their attack rolls with this bow.
*Web Bow: A bow with a weblike structure, allowing its user to fire multiple shots at once, with some difficulty. When attacking with this bow, each individual attack becomes two attacks with a –5 to hit after all other calculations. All modifiers that would affect that singular attack are applied to both of the attacks. Decrease the range by 10 ft.
*Whip Bow: A bow in function only, it uses a cord to sling arrows at the target. A Quincy using a Whip Bow may make Attacks of Opportunity that threaten within two squares of them, but still only the normal number per turn.

Spirit Charge: A Quincy has the ability to draw in and focus the ambient spirit particles in the air. By taking a Move action that does not provoke attacks of opportunity, a Quincy may add a number of Spirit Charges equal to their Spirit Charge Output to their Spirit Charges held. A Quincy may not hold more than their Maximum Spirit Charge, all amounts over that are instantly lost.
While holding any amount of Spirit Charge, a Quincy must make all necessary Concentration checks. Failure to do so instantly causes the loss of their held Spirit Charges.
By paying Spirit Charges when making an attack with their Bow, a Quincy may enhance their To Hit and Damage with enhancement bonuses on a one to one basis for each enhancement. (e.g. it would take 1 Spirit Charge to provide a +1 enhancement bonus to that attack’s To Hit, but it would take 2 to increase the To Hit and Damage by one each). A Quincy may only enhance each up to the maximum Spirit Charge enhancement for their level. The maximum Spirit Charge enhancement to To Hit is in column A, and the maximum Spirit Charge enhancement to Damage is in Column B. These enhancements apply to all attacks in a Full Attack Action.
Outside of combat, Quincy may gain an amount of Spirit Charges equal to their Spirit Charge Output by half an hour of meditation. This is lost if they are disturbed during this time.

Human Body: A Quincy is limited by their human body’s comparative frailty. They roll for HP even at 1st level, and receive only half of their positive CON modifier to HP every level.

Formation Fighting: Quincy tactics naturally work better in a set formation. When they have at least two adjacent allies, they receive a +1 Morale bonus to all attack rolls.
Favored Enemy: At 5th level, a Quincy may select a type of enemy from the following list: Human, Plus, Shinigami, Hollow, Quincy, Arrancar, Bount, or Vizard. The Quincy gets a +2 bonus on weapon damage rolls against such creatures. At 15th level and 20th level, the Quincy may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. They also may choose to reselect one of their earlier chosen Favored Enemies instead of gaining a new one. If they do so, they may increase that bonus by a further 2 points.
Full Charge: At 6th level, a Quincy gains the ability to intensify drawing in spirit particles. They gain the ability opt to take a full round action charging Spirit Particles. If they do so, then they may add double their Spirit Charge Output in Spirit Charges to their Spirit Charges held. This style of Spirit Charge provokes attacks of opportunity.
Intensify Charge: At 7th level, a Quincy gains the ability to strengthen their draw on spirit particles by pushing their bodies. When using a Move Action Spirit Charge, they may choose to take up to their normal Spirit Charge Output in damage. Then, for that Charge, they gain an additional amount of Spirit Charges equal to the damage taken.
When taking a Full Charge action, they may choose to fill their Held Spirit Charges to the Maximum Spirit Charge amount by taking 1d6 damage and being treated as Flatfooted while defending until the next move action they take.
Spirit Tap: At 8th level, a Quincy gains the ability to harvest some of their allies’ ambient spiritual energy. Whenever they use Spirit Charge, increase the amount of Charges gained by the level of each adjacent ally divided by four and rounded down to the nearest whole number.
Upwelling Power: At 10th level, a Quincy gains the ability to reflexively collect a small amount of Spirit Charge at the beginning of their turn. At the beginning of every round of combat, they instantly gain Spirit Charges as if they had actively used a Spirit Charge as a Quincy four levels lower.

Hirenkyaku: At 11th level, a Quincy learns how to use the ambient spiritual energy to transport themselves almost instantaneously. Once per turn, as a free action, they may pay however much of their stored Spirit Charges they want in increments of 2. Then, they may move a number of feet equal to that number divided by 2, times 5. This movement ignores all enemies and obstacles en route, and does not provoke Attacks of Opportunity.

Spirit Burst: At 13th level, a Quincy learns how to emit spare energy destructively. When their number of Spirit Charges exceeds their maximum or is lost by way of failing a Concentration check, they may attempt to deal damage equal to the amount of spirit charges lost at that moment to all characters on all adjacent squares. All characters must make a Reflex save (DC (Quincy’s Level+Quincy’s WIS modifier) or receive Force damage equal to the number of Spirit Charges lost. If a character with Quincy levels is a target of this ability, they may choose to gain an amount of Spirit Charges equal to the force damage the attack would have dealt if they make the Reflex Save.
Bow Attributes: Quincy’s bows, though generally much less varied than Zanpakutou, still can manifest in many different forms. Every time that the table above lists a “Bow Attribute”, you may choose one from the list below.
*Shielding: The Quincy’s bow can be used to better deflect and block attacks. They receive a +1 Deflection bonus to AC while wielding their bow. This attribute may be taken multiple times, and its effects stack.
*Crackling: The Quincy’s bow can launch arrows charged with electric energy. They may add 1d2 Electric damage to all attacks made with their bow. This ability may be taken multiple times, and each time past the first, increases the damage (1d2, 1d4, 1d8, 2d6).
*Flaming: The Quincy’s bow can launch arrows imbued with flame. They may add 1d2 Fire damage to all attacks made with their bow. This ability may be taken multiple times, and each time past the first, increases the damage (1d2, 1d4, 1d8, 2d6).
*Igniting: The Quincy’s arrows can ignite a foe, causing them additional harm. In order to take this attribute for their bow, a Quincy must have taken the Flaming Bow Attribute at least once. When an attack of theirs hits a target, they must make a Reflex save (10+Half the Quincy’s level) or be ignited. While ignited, they take 1d6 Fire damage at the start of their turn, and then may attempt another Reflex save. If they make that save, they are no longer ignited. If not, then they remain ignited. This ability may be taken multiple times, and may either increase the damage (1d6, 1d8, 2d6) or the save DC by 2 each time it’s taken.
*Powerful: The Quincy’s arrows deal an increased amount of damage. Increase the Quincy’s arrow damage by one level (1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, 1d10 to 2d6, 2d6 to 2d8, 2d8 to 2d10, 2d10 to 3d8, 3d8 to 3d10, 3d10 to 4d8, 4d8 to 6d6.)
*Explosive: The Quincy’s arrow can be made to explode, causing damage to all around the target. When the Quincy attacks, they may use this ability by paying 2 Spirit Charges. If they do so, all characters on squares adjacent to the target take Force damage (Reflex Save for half, DC (10+1/4 Quincy’s Level) equal to the bow damage of the Quincy, without any additional damage or effects that their normal attack has.
*Distant: The Quincy’s bow has greater reach than most. Increase its range by 5. This Attribute may be taken multiple times and its effects stack.
Master Shots: Quincy are proficient with their bows to the point where they can make shots that are absolutely impossible for a normal archer. Every time that “Master Shot” is listed in the table above, select any one of these Master Shot abilities, and the Quincy gains it.
*Seeker Arrow: This Quincy has learned how to lock their shot onto a target’s reiatsu, or spiritual fingerprint. They may make a singular attack as a full round action with their bow at their highest base attack bonus. If using the Web Bow, they fire two arrows at a –5 penalty.The arrow is fired at a target known to them within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). To use this ability requires the Quincy to pay 5 Spirit Charges. This singular attack may still be enhanced by paying Spirit Charges like normal.
*Cascade of Arrows: The Quincy has learned how to generate a multitude of arrows on their bow, and fire them all at various targets at once. As a full round action, a Quincy may fire an arrow at each and every target within range, to a maximum of one target for every Quincy level they have. Each attack uses the Quincy’s primary attack bonus, and each enemy may only be targeted by a single arrow. If the Quincy is using a Web Bow, each foe in range is targeted by two attacks at the primary attack bonus –5. Using Cascade of Arrows costs 30 Spirit Charges and may not be enhanced by paying further Spirit Charges.
*Piercing Arrow: The Quincy can fire their arrow straight through an opponent and into the creatures behind it. They select a line of effect equal in length to their range, and then make a single attack at their highest base attack bonus. This is compared to the ACs of all individuals within range, and all that it would hit take damage equal to the Quincy’s normal bow damage plus any relevant modifiers. If an individual takes up multiple squares within the Line of Effect, then they are rolled as only one individual, and if they are hit, are hit by a number of attacks equal to the number of squares they occupy within the Line of Effect. Using Piercing Arrow costs 30 Spirit Charges and may be enhanced by paying further Spirit Charges. If using a Web Bow, this ability has two separate lines of effect that may be overlapped, each attacking at –5.
*Anticipatory Shot: The Quincy follows the spiritual signatures of others, catching them off guard after they come out of a teleportation-like maneuver. Whenever an opponent uses Shunpo, Hirenkyaku, or any similar ability, if it ends their move within this character’s bow’s range, this character may make an attack of opportunity on them by paying 5 Spirit Charges. This attack may be enhanced by paying Spirit Charges as normal. You my not exceed your normal number of attacks of opportunity in this way.
*Soul Shot: The Quincy targets the source of the target’s power, instead of wounding their body directly. By paying 5 Spirit Charges, they may have their attack deal damage to the target’s Spell Points or Spirit Charges instead of their HP. This attack may be enhanced by paying Spirit Charges as normal.
*Shoot Away: The Quincy can knock away attacks targeting their teammates using their bow. When an ally of theirs takes damage from an attack within their bow range, the Quincy may choose to pay a number of Spirit Charges equal to the damage dealt to negate that damage. This ability may be used to protect themselves. Doing such is treated as making an attack of opportunity, although it is not attacking a foe, and may only be done a number of times up to the number of times that the Quincy may normally make attacks of opportunity.
*Stepping Shot: The Quincy uses Hirenkyaku after an attack to evade retaliation. Taking this ability requires having the Hirenkyaku class feature. As a standard action, by paying 10 Spirit Charges, they may make a single attack at their highest base attack bonus and then use Hirenkyaku as normal, even if they had already used Hirenkyaku during that turn. If they haven’t used Hirenkyaku before using this Master Shot, they pay 5 Spirit Charges to use it, but may not use Hirenkyaku after this Master Shot resolves. This attack may be enhanced by paying Spirit Charges as normal.
*Knockdown Shot: The Quincy can take a foe off their feet using their arrows. As a full round action, by paying, 5 Spirit Charges, the Quincy may make single attack at their highest base attack bonus. If the attack hits, the target is knocked Prone. If the target is smaller than Medium, decrease the cost in Spirit Charges by 1 per level. (Small would cost 4, etc.) If the target is larger than medium, increase the cost by 3 per level (8 for Large, etc.) This attack may be enhanced by paying Spirit Charges as normal.
*Pushing Shot: The Quincy may use their shot to shove a foe away instead of harming them. As a full round action, by paying 5 Spirit Charges, they may make a single attack at their highest base attack bonus. If the attack hits, it deals no damage, but damage is still rolled. Move the target away from the Quincy until the reach the limit of the Quincy’s range. This does incur attacks of opportunity, and an attack of opportunity that hits ends this movement. Every 10 ft., they are entitled to make a strength check (DC=10+the damage the attack would have dealt) to stop moving. This attack may be enhanced by paying Spirit Charges as normal.
*Disintegrating Shot: This Quincy may loose some spirit particles from a target with this attack. By reducing the damage on all attacks made during a turn by 1d6, to a minimum of 0, declared at the start of their turn, they add the result of that d6 once per each hitting attack to the next Spirit Charge made by a Quincy. This Master Shot may be enhanced by paying Spirit Charges as normal.
*Looping Arrow: The Quincy may make missing shots attempt to curve back at their target. When an attack made by this Quincy misses, they may pay an amount of Spirit Charges equal to the amount the attack missed by+4 to attempt the attack again, with the same enhancements and modifiers in place.
*Vital Shot: The Quincy attempts to hit a vital spot in their target. As a full round action, by paying 5 Spirit Charges, they may make a single attack at their highest base attack bonus –15. If it hits, then the attack is automatically a confirmed critical hit. This attack may be enhanced as normal by paying Spirit Charges.
Quincy Feats:
*Versatile Bow: This Quincy can change the shape of their bow.
Prereqs: Quincy Bow
Upon choosing this feat, select a Form of Quincy Bow. Upon summoning their bow, this character may either choose their normal type of bow, or the form selected using this feat. This feat may be taken multiple times, each time gaining another form.
*Distinctive Bow: This character’s bow is especially distinctive.
Prereqs: Quincy Bow, CHA 11+
This character may take an additional Bow Attribute. They take a –2 on all Disguise checks opposed by other Quincy while they are using their bow. This ability may be taken multiple times, and each time they gain another by attribute and and –1 on Disguise checks.
*Precocious Archer: This Quincy pushes themselves as an archer, performing techniques that they have little practice in.
Prereqs: Quincy Bow, INT or WIS 13+
This character may use any Master Shot feat they are eligible for using by paying twice the normal Spirit Charge cost for it and taking 1d4 points of damage. They use all Master Shots they know as normal.
*Expanded Capacity: This Quincy is especially adept at holding onto energy.
Prereqs: Quincy Bow, STR or CHA 13+
Increase the maximum amount of Spirit Charges this character can hold be either their Strength Modifier or their CHA modifier. This ability may be taken multiple times, and its effects stack.
*Ransotengai: This Quincy can use strings made of spirit particles to move themselves.
Prereqs: Quincy level 10+, WIS or INT 13+
This character may ignore paralysis from their STR or DEX being reduced to 0 for one round by paying 3 Spirit Charges. If this character’s DEX or STR has been reduced by anything (even advancing age categories), they may treat their STR or DEX as ignoring those penalties for one round by paying 5 Spirit Charges.
*Seele Schneider Proficiency: This character has learned how to use special Quincy arrows as a melee weapon.
Prereqs: Quincy level 10+, Use Magic Device 5 Ranks
This character may use Seele Schneiders as a melee weapon, using their DEX modifier for the To Hit, and their STR modifier for the damage dealt.
Normal: A character may only use Seele Schneiders as arrows in their Quincy bow.
Sanrei Glove
A device used by the Quincy to push themselves beyond their normal limit.
A Quincy may begin training with a Sanrei glove by putting it on. After doing so, they must summon their bow by making a Will Save, DC 20. Once they do so, they must train for one week straight, making a Will Save (DC 10+the number of the day) and a Fort Save (DC 10+the number of the day) every day. If at any point they fail to make their save, the training is a failure, and they must start over again.
If the training is successful, the Quincy has the amount of Spirit Charges they gather every time they use Spirit Charge increased by 3, and their Maximum Spirit Charge Capacity is increased by 10.
If this character ever removes their Sanrei glove, they enter Quincy Final Form for three hours, and then fall.
Quincy Final Form: In Quincy Final Form, a character draws in obscene amounts of Spirit Particles due to no longer repelling them with the Sanrei Glove.
A character in Quincy Final Form is treated as always having Maximum Spirit Charges held, and has the damage for their arrows increased by two stages (See the Arrow Attributes section.) They are treated as having a Maximum Enhancement To Hit and Damage of +10/+10. They have a +5 Racial Bonus to all saves, a +3 Insight Bonus to all attacks, and a +3 Racial bonus to AC.
Fallen Quincy: If a Quincy utilizes their final form, then they sear their body’s connection to the spiritual realm, rendering them unable to gather spirit particles.
A fallen Quincy may not summon their bow and are treated as having a Spirit Charge output of 0 at all levels.
A fallen Quincy may regain their powers through a day long ritual that requires a Quincy of at least 10th level to carry out. At the end of the ritual, the fallen Quincy is no longer fallen, but is also at 0 HP. They may then heal naturally or be healed in other methods. As an unfallen Quincy, they still retain the bonuses they received from the Sanrei glove (Spirit Charge +3, Maximum Charges held +10).
Seele Schneider: A specially forged Quincy arrow, it tears the spirit particles out of a target by vibrating through them.
When used, it deals 2d8+4 damage, and may not have its To Hit or Damage enhanced by paying Spirit Charges. If used as an arrow, the Seele Schneider is destroyed if it hits the target. If not, it falls in their square. If it hits, the next Quincy to use Spirit Charge gains an additional amount of Spirit Charges equal to the damage Seele Schneider dealt.

Spirit Arrow
2007-10-20, 02:33 PM
OK, I really like the Quincy! that said here are the problems:
1. The Hit die is too low, Uryu for example doesn't die after getting hit with a few of Kurotsuchi's attacks, and for being a combat class it seems low. 2. the fact that you only get half CON is a problem for the same reason as #1. 3. The bow becomes solid when using the Senrai Glove and Quincy Final Form, and doesn't Uryu's bow change when he gets his bow back?
I really like the write up and love what you guys have done, but I can't wait to see the modifications that Zebedee has done. Again I am just stating what I noticed, I am in no way saying it is wrong.

Xenoti
2007-10-20, 04:28 PM
OK, I really like the Quincy! that said here are the problems:
1. The Hit die is too low, Uryu for example doesn't die after getting hit with a few of Kurotsuchi's attacks, and for being a combat class it seems low. 2. the fact that you only get half CON is a problem for the same reason as #1. 3. The bow becomes solid when using the Senrai Glove and Quincy Final Form, and doesn't Uryu's bow change when he gets his bow back?
I really like the write up and love what you guys have done, but I can't wait to see the modifications that Zebedee has done. Again I am just stating what I noticed, I am in no way saying it is wrong.

yes his bow changes when he gets it back to the multi shot type, which changed, as his cross did, but uryu has higher than average con, plus Humans are physically weaker than shinigami's spirit form, which is why they get less hp. It's a pretty good take on the Quincy, but they have the ability to RAPE someone in one hit if they have alot of charges, cause they can add to hit, and damage

Spirit Arrow
2007-10-20, 05:06 PM
I personally think the hit die should be higher and a note be but in on the bow changing for Senrai and final. I am just stating my mind is all. The rest is great though bow damage at level 1 is wicked low. It equals their hit die, but I agree it is made up for by the charge trade. I really want to see the finalized quincy, when it is sent.

(Edit: I just looked at the Expert Shinigami which should be roughly equal to a Quincy considering all the abilities and so on. Evan the weakest Shinigami [Spellcasting] has a d6 hit die, Quincy only have a d4, hence my point.)

Deathreaper2425
2007-10-20, 07:46 PM
We had our first session tonight and the rules ran like a dream, smooth and without bumps. Thank you my friends for it all. I offer a write up for the bounts if anyone would like to have it. It is just an offer, so please no one be mad. I am very through when I use a game. I thank you all for your time and effort.

Behold_the_Void
2007-10-20, 08:06 PM
I'm interested in seeing other people's takes on a class set. My basic rule of thumb is as follows: unless someone has a good idea for a mechanic, I will use my own write-up and make everything much like the standard shinigami classes with regards to ability progression (Bount would focus on summoning-type abilities, spiritually aware humans get various disciplines much like shinigami, etc.)

F.H. Zebedee
2007-10-20, 09:05 PM
Okay, now the list of changes, after complaints have been considered:
-Archery paths, allowing for STR, DEX, or INT to damage. (Based on using Power, Precision, or Technique and knowledge of anatomy.)

-Human body won't be SOOO nerferific. I'll give them full con mod and just leave their pitiful D4 alone. We must remember, Uryu, who was a level 11+ Quincy (possibly even around 14 or 15) got manhandled by Kurotsuchi, who was using a grafted natural weapon. Considering that those usually do d6ish damage or so, and he only took a 1d0+3 and STR/DEX poison weapon once, his HP couldn't be that good. (IIRC, he took like three slashes and the stab. Assuming none were crits, that's like 31 damage. Allowing for miscellany, it could've gotten around 35 or 40. But still, I assume that means that 35 or 40 putting a level 10+ character on the ropes means d4 or d6 at best.) I do think that it will mean that I'll have Quincy now use the standard Balance and Jump DCs, since they aren't 00ber like Shinigami.

-I'll add clauses to the Sanrei glove that it automatically makes their bow soul synthesized, and that the ritual allowing fallen Quincy to regain powers also lets them rebuild their bows, though all other traits remain the same.

-Spirit Burst will be removed, and replaced with the ability to add spirit charge overages as temporary HP or pass them to other Quincy.

-Full AC, to make them harder to swat like so many flies.

-Oh, and a few other feats for Quincy, and maybe one or two for Shinigami/Quincy (Namely one that lets anybody take one Master Shot, so Ranged Shinigami get some love. And yes, they'd use Spell Points instead of Charges.)

Spirit Arrow
2007-10-20, 09:18 PM
Thank you for the love Zeb and thank you for thinking outside of the box with the Archery Paths. Also I was not complaining per say, I was just pointing out what I noticed. Are we still cool?:smalleek:

F.H. Zebedee
2007-10-21, 12:53 AM
I'm not perturbed at all by the critiques (not complaints, I chose my words poorly). To be honest with you, I always prefer heavy and elaborate critiques since they tend to give me a better idea what to work with.

I tried my best to do six paths, each tied to an attribute, but some just couldn't make sense. So I took the best three, and used them. (CON to damage? I am really really glad that I didn't use the three that missed the cut.)

The only complaint/critique I can't stand is "Use another system". To me, using another system just feels wrong. Making one of my own, or helping somebody make one, or modifying one I know well into a good system? That's okay. I've done that a few times. Using another that I'd have to buy and learn? That's a waste of time and money for me. (Or should I say money and pleasure, since buying other systems saves me time, but I generally enjoy building systems.)

Xenoti
2007-10-21, 10:10 AM
Spirit enhanced humans should use a same general rule as SHinigami's but they're powers dont seem to have time limits, maybe they can get there human "bankai" earlier than shinigami's. In the show they didn't because ichigo had already gained a few levels on them.

What will their flash step be? I mean chad can keep up with Shinigami till a point, but captains were to fast for him.

Bount: I agree with the summoning, but what about the females that can merge with their dolls and become all half and half? It seemed like she got more powerful when she did.


Hmmm if i run acrost any other ideas, i'll ask here! Just trying to keep your creative juices going :3

Spirit Arrow
2007-10-21, 10:53 AM
Has the core doc. been updated yet? If so then with which quincy version?:smallbiggrin:

Behold_the_Void
2007-10-21, 01:36 PM
When Zebedee emails me the fullly updated Quincy I'm going to put it in the core document with the appropriate attribution.

Spirit Arrow
2007-10-21, 02:57 PM
OK, and this may be a stupid question but is your (BtV) avatar of Ichigo's father, Isshin?

ZebulonCrispi
2007-10-21, 06:23 PM
OK, and this may be a stupid question but is your (BtV) avatar of Ichigo's father, Isshin?

Yes, it is.