Some other Prcs:
Shinigami Weaponmaster
Shinigami Weaponmasters are Shinigami who ignore the Demon Arts in the hope of attaining Bankai.
Hit Dice: d8
Requirements
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Race: Shinigami
Base Attack Bonus: +5
Skills: Intimidate 4 ranks
Feats: Shikai, Dodge, Mobility, Combat Reflexes, Combat Expertise, Zanpakuto Focus.
Class Skills
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The Shinigami Weaponmaster’s class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis) and Spot (Wis)
Skill Points at Each Level: 2 + Int Modifier
Class Features
All of the following are class features of the Shinigami Weaponmaster prestige class.
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Weapon and Armour Proficiency: A Shinigami Weapon Master gains no additional weapon or armour proficiencies.
Strengthen Zanpakuto: A Shinigami Weaponmaster adds his class level to his Zanpakuto’s hp. In addition he may reform a broken Zanpakuto in 2d20 minutes instead of 1d8 hours.
Zanpakuto: A Shinigami Weaponmaster’s class levels stack with fighter levels for determining whether or not he may take certain feats but only as long as he applies those feats to his Zanpakuto.
Bonus Feat: At second level and every three levels thereafter, a Shinigami Weapon Master gains a bonus feat from the list of fighter bonus feats.
Superior Zanpakuto Focus: Stacking with any similar bonuses, a Shinigami Weaponmaster of third level or higher gains a +1 bonus on all attack rolls with his Zanpakuto.
Quicken Release: A Shinigami of 4th level may activate Shikai as a free action.
Improved Damage Reduction: At 6th level, Shinigami damage reduction increases by 5.
Ki Critical: When a Shinigami Weaponmaster reaches seventh level, he adds +2 to the threat range for his weapon of choice. This +2 bonus is applied after any multipliers such as the Improved Critical Feat or a Keen weapon.
Improved Zanpakuto Damage: At 9th level, the Shinigami Weaponmaster’s Zankapakuto damage increases one die type.
Manifest Spirit: At 10th level, you may manifest the spirit of your Zanpakuto as a full round action. The spirit has half your HP and the incorporeal subtype. Otherwise it takes the form of an animal of your choice. Your Zanpakuto becomes a sentient weapon and you may roll 3d6 to determine each of the weapon’s mental ability scores. A Zanpakuto has an ego equal to a quarter of your Reiatsu score. This ability allows you to qualify for the Bankai feat.
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Shinigami Weaponmaster
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special
1st|
+1
|
+2
|
+0
|
+0
|Strengthen Zanpakuto, Zanpakuto Aptitude
2nd|
+2
|
+3
|
+0
|
+0
|Bonus Feat
3rd|
+3
|
+3
|
+1
|
+1
|Superior Zanpakuto Focus
4th|
+4
|
+4
|
+1
|
+1
|Quicken Release
5th|
+5
|
+4
|
+1
|
+1
|Bonus Feat
6th|
+6
|
+5
|
+2
|
+2
|Improved Damage Reduction
7th|
+7
|
+5
|
+2
|
+2
|Ki Critical
8th|
+8
|
+6
|
+2
|
+2
|Bonus Feat
9th|
+9
|
+6
|
+3
|
+3
|Improved Zanpakuto Damage
10th|
+10
|
+7
|
+3
|
+3
|Manifest Spirit[/table]
Shunpo Master
Among the Shinigami there are those who have an abnormal focus on speed above all else.
Hit Dice: d6
Requirements
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Race: Shinigami
Skills: Balance 12 ranks, Jump 6 ranks, Tumble 12 ranks.
Feats: Dodge, Endurance, Mobility, Shunpo, Great Shunpo
Class Skills
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The Shunpo Master’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Escape Artist (Dex), Jump (Str), Move Silently (Dex), Sleight of Hand (Dex), Tumble (Dex).
Skill Points at Each Level: 4 + Int Modifier
Class Features
All of the following are class features of the Shunpo Master prestige class.
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Weapon and Armour Proficiency: A Shunpo Master is proficient with all simple weapons.
Improved Shunpo: A Shunpo Master adds his class level to the number of times per day he can use Shunpo.
Fast Movement: A Shunpo Master gains a +5 ft. increase to his base speed every level. This ability does not work in armours heavier than light.
Spring Attack: At second level, A Shunpo Master gains the Spring Attack feat for free. He may use this feat to make a full attack in between a use of Shunpo.
Skirmish: At second and a Shunpo Master gains the Skirmish ability as per the Scout in Complete Adventurer. If he already has the Skirmish ability it instead improves by one. At fourth level this ability improves one step.
Lightning Speed: At fourth level, the Shunpo Master gains the ability to act as though under the effects of a Haste spell for a number of rounds per day equal to his class level. These rounds need not be sequential.
Long Shunpo: At 3rd level the Shunpo Master gains the Long Shunpo feat for free regardless of whether or not he meets the prerequisites. His caster level for this ability is equal to 10 + his class level instead of half his character level.
Shunpo Charge: At 5th level the Shunpo Master gains the ability to make a devastating charge attack. When making a charge he may choose to deal additional 1d6 damage for every 10 ft. he moves in that round (including movement that was not part of the charge action). However he deals 5d6 backlash damage to himself and any equipment he is wearing.
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Shunpo Master
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Spells
1st|
+0
|
+0
|
+2
|
+0
|Improved Shunpo. Fast Movement|-
2nd|
+1
|
+0
|
+3
|
+0
|Spring Attack, Skirmish (+1d6)|+1 level of existing spellcasting class
3rd|
+2
|
+1
|
+3
|
+1
|Long Shunpo|-
4th|
+3
|
+1
|
+4
|
+1
|Lightning Speed, Skirmish (+1d6, +1 AC)|+1 level of existing spellcasting class
5th|
+3
|
+1
|
+4
|
+1
|Shunpo Charge|-[/table]