You are on page 1of 30

The Dispassionate Watchers

A guide to those who record


Forward
Between good and evil, there are those who record. There are those that sit in the shadows, their motivations
more ambiguous than those on the side of the Kyoto Accord or the Oni Courts. They watch the fray, join in on
whatever side they see necessary and seem to be keeping some sort of balance between them.

These are... The Dispassionate Watchers

This book is dedicated to the memory of Downfa11.


May he always be the fifth man in our quartet.
12/31/1990 – 12/29/2013
Uiba
UIBA [RACIAL, SOUL]
Prerequisites: Exclusive any other Racial Feat. This is a Shinkoukenjin Race
Benefit: You are of the Uiba, children of Iktomi the spider trickster spirit of the Lakota. As such, you were born
with more power than the average being, gaining a +2 bonus to your Strength, Dexterity and Constitution. You
also gain 2 claws and a bite attack. They deal 1d6 damage +1d6 damage per 5 ranks in unarmed strike you
have above 1. Your natural attack damage is considered Negative energy damage instead of normal damage.
This is a Living race.
– Hybrid: While in your Hybrid you gain Evasion if you didn't have it. If you did, you gain Improved
Evasion. Also your natural weapon damage increases by +1[BW] for the length of your Hybrid
– Kanzen: While in your Kanzen, you gain Improved Evasion. If you already have it, you gain the ability to
negate the damage of an attack when you make a successful reflex saving throw instead of taking ¼
damage.
– Perfection of Soul: While in your Adavism state, your bite attack heals you for the damage it deals. You
gain Negative Energy resistance 20.

WALL WALKER [UIBA, SOUL]


Prerequisites: Uiba
Benefit: You gain a climbs speed equal to your land speed and a +8 bonus to climb checks. Also you can climb
purely vertical surfaces at your land speed.
Special: You may take this feat multiple times. Each time it is taken, gain +10 feet to your climb speed and a +2
bonus to climb checks.

WEB SPINNER [UIBA, SOUL]


Prerequisites: Uiba
Benefit: You gain the ability to spin webs. You may spin any size web you wish, and only you can walk on them
without becoming entangled, anyone else provokes a reflex save to avoid becoming entangled. The reflex save
is Constitution Based. In combat, you may attempt to use the webs to immobilize someone by making a ranged
attack versus their reflex saving throw. Should they fail they are immobilized till they can make a Dexterity Based
Escape Artist check or a DC (10 + Dexterity Modifier) Strength Check.

BIGGER MAW [UIBA, SOUL]


Prerequisites: Uiba, 18+ Strength
Benefit: Your bite attack deals d8's of damage instead of d6's.

GREAT MAW [UIBA, SOUL]


Prerequisites: Uiba, 18+ Strength, Bigger Maw
Benefit: Your bite attack deals d10's of damage instead of d8's

POISONOUS BITE [UIBA, SOUL]


Prerequisites: Uiba, Bigger Maw, 18+ Strength
Benefit: As a move action, you may coat your teeth in a virulent poison. This poison is injury based, and deals
1d2 Strength and Dexterity Damage as initial and secondary damage. The DC for the fortitude save to resist this
is Strength Based. The poison lasts for one attack.
Special: This feat may be taken a second time to increase the initial and secondary damage to 1d4 Strength
and Dexterity damage.

SUPER LEAPING [UIBA, SOUL]


Prerequisites: Uiba, Jump 6+ Ranks
Benefit: You are always treated as having taken a running start when you jump, and all jump DC's are halved for
you.

SPIDER'S SENSE [UIBA, SOUL]


Prerequisites: Uiba, 5th+ Level
Benefit: You gain tremorsense out to 30 feet, and the Scent quality.
SUPERIOR SPIDER'S SENSE [UIBA, SOUL]
Prerequisites:Uiba, 5th+ Level, Spider's Sense
Benefit: You gain Darkvision out to 120 feet and low light vision.

SPIDER'S ANTICIPATION [UIBA, SOUL]


Prerequisites: Uiba, Dexterity 15+
Benefit: When you take damage of any kind, reduce that damage by your Dexterity Modifier. This cannot reduce
damage below zero, and does not protect you against secondary effects not based on damage. This is Damage
Mitigation

IMPROVED SPIDER'S ANTICIPATION [UIBA, SOUL]


Prerequsites: Uiba, Dexterity 15+, Spider's Anticipation
Benefits: Your Dexterity is counted as 2 higher than normal when calculating the reduction in damage you
recieve for the Spider's Anticipation Feat.
Special: You may take this feat multiple times, It's effects stack and gain a bonus equal to the number of times
you have taken this feat (IE If you take this feat 6 times, you gain 12 virtual dexterity for the Spider's Anticipation
Effect + 6 extra virtual dexterity for the number of times you took this feat.)

IMPROVED WEB [UIBA, SOUL]


Prerequisites: Uiba, Web Spinner
Benefit: If you manage to immobilize an opponent, you may continue to web them to paralyze them on the next
round if they fail another reflex save. A Paralyzed opponent can make the same checks to escape as an
immobilized opponent, but if they escape the first time, they are still immobilized, no longer paralyzed, and they
may attempt a second check to remove the immobilization.

WEB SWINGER [UIBA, SOUL]


Prerequisites: Uiba, Web Spinner, 18+ Dexterity
Benefit: You gain the ability to web swing. As long as there are structures (Including natural formations), that are
twenty feet or higher, you may move at twice your land speed as a move action, ignoring difficult terrain. You
may use this feat to cross chasms of 100 or less feet across, and may also use this feat to gain an additional +4
bonus to climb checks. You are considered to be climbing while using this feat. Your web is strong enough to
hold you and all your gear, and up to your maximum load.

WEB CATCH [UIBA, SOUL]


Prerequisites: Uiba, Web Spinner, 18+ Dexterity, Web Swinger
Benefit: You may catch others with your webs, reducing their virtual falling damage by 100 feet as an immediate
action.
Special: You may take this feat multiple times, each time it is taken, you may reduce a target's falling damage by
an additional 50 feet. Your webs can hold your maximum lift off ground now before breaking. If your webs break
they do not reduce falling damage.

CAMOUFLAGED HIDE [UIBA, SOUL]


Prerequisites: Uiba
Benefit: You may activate this feat as a standard action. For the next 1 Hour/Level you gain a +10 bonus on
Hide checks.

SILENT STEPS [UIBA, SOUL]


Prerequisites: Uiba, Wall Walker
Benefit: You may move at half speed to gain a +10 bonus on Move Silently checks as long as you're touching a
flat or mostly flat surface.

EXTRA LIMBS [UIBA, SOUL]


Prerequisites: Uiba, Strength 18+
Benefit: You may, as a move action, grow 4 extra limbs. This allows you to wield 2 handed weapons and still
hold other things having a total of 6 hands, and grants you another set of claw attacks. You may only have 4
extra limbs at a time. You have one primary hand and the rest are off hands. You may hide these limbs as a
move action.
SUPERIOR GRAB [UIBA, SOUL]
Prerequisites: Uiba, Strength 22+, Extra Limbs
Benefit: While you have your extra limbs extended, you may initiate a grapple for free after a claw attack without
provoking an attack of opportunity. Should you succeed, you may act as if not grappled without the -20 penalty to
Grapple checks.

CONSTRICT [UIBA, SOUL]


Prerequisites: Uiba, 22+ Strength, Extra Limbs, Superior Grab
Benefit: You may, once per round, deal your claw damage to a foe you have grappled.

HYPER-LEAPING [UIBA, SOUL]


Prerequisites: Uiba, Jump 9+ Ranks, Super Leaping
Benefits: You gain a +10 bonus to Jump and Tumble checks.
Special: You can take this feat multiple times. Each time it is taken add +5 to your Jump and Tumble checks.

ARACHNID ATAVISM [UIBA, SOUL]


Prerequisites: Uiba, Wall Walker, Web Spinner, Super Leaping, Spider's Sense, Unarmed Strike 12+ Ranks
Benefit: You gain a +2 bonus to Strength and Dexterity. You also gain a +4 bonus on all Dexterity based and
Strength Based Core Skill Checks. Once per day, you may enter a Hyper Aware state. While in Hyper Aware
state you gain a +8 bonus to Dexterity and a +4 bonus to Strength. While in your Hyper Aware state, you gain all
around vision, gaining the Uncanny Dodge and Improved Uncanny dodge feats if you didn't already have them.
This state lasts for 3 + Newly modified Dexterity modifier in rounds, and you are winded after it's use.
Special: You may choose this multiple times. Each time it is taken add one to the number of times per day you
can use Hyper Aware.
Djinn
DJINN [RACIAL, SOUL]
Prerequisites: Exclusive any other racial feats
Benefit: You are a Djinn, creations of fire and smoke. Djinn wield scimitars made of the elements. These
scimitars have one of the base Elemental Damage Enhancers (Such as Flame Blade or Crackling Blade) and
one of the Elemental Blades (Such as Fire Blade and Ice Blade)(This includes Negative Energy and Psychic
Energy). Its base weapon damage is 1d6 damage + 1d6 damage per 5 ranks of Weapon Attack you have above
1. This is not a living race.

WHISPERING WINDS [DJINN, SOUL]


Prerequisites: Djinn
Benefit: You gain the ability to whisper to a target up to 100 miles a way from you as a standard action. You
must know who the target is to benefit from this ability, and the message can only be of 25 words or less. They
can return a message of their own using the same restrictions. This ability can be used at will.

CONSUMPTION [DJINN, SOUL]


Prerequisite: Djinn
Benefit: You gain the Hollow Growth Power: Consumption. You do not count as a hollow after taking this feat.

IMPROVED CONSUMPTION [DJINN, SOUL]


Prerequisites: Djinn, Consumption
Benefit: When you consume a downed target using Consumption you gain a 20% experience boon instead of a
10% experience boon. Also, you heal a number of hit points equal to twice their constitution score.

EXPANDED SCIMITAR [DJINN, SOUL]


Prerequisites: Djinn, Weapon Attack 6+ Ranks
Benefit: Your Scimitar becomes more powerful. You may apply Greater [Enter Elemental Here] Blade to your
Scimitar.

PERFECTED SCIMITAR [DJINN, SOUL]


Prerequisites: Djinn, Weapon Attack 9+ Ranks, Expanded Scimitar
Benefit: Your Scimitar becomes even more powerful. You may apply Superior [Enter Elemental Here] Blade to
your Scimitar

WINGS [DJINN, SOUL]


Prerequisite: Djinn, Swim 6+ Ranks
Benefit: You may, as a move action, produce a set of wings that allows you to fly at your land speed with perfect
maneuverability. You may also use the overland fly speed of the Swim Skill without making a Swim check while
your wings are extended. Retracting your wings is a move action.

ELEMENTAL CONTROL [DJINN, SOUL]


Prerequisites: Djinn, Expanded Scimitar, Perfected Scimitar, Weapon Attack 12+ Ranks
Benefit: You gain the ability to control the element that your sword is made from. This counts as the generic
Zanpakutou Ability, Elemental Control
Special: You may take this feat multiple times to gain extra iterations of the Elemental Control zanpakutou
ability. You may not have this feat more times than 1/3 your level.

ELEMENTAL VORTEX [DJINN, SOUL]


Prerequisites: Djinn, Expanded Scimitar, Perfected Scimitar, Elemental Control, Weapon Attack 15+ Ranks
Benefit: You may become a vortex of energy in a column 20 feet wide by 40 feet high once per day per four
levels for 3 + Spellscore Modifier rounds as a standard action. The energy of your vortex is the same energy as
your scimitar. It takes a standard action each round to maintain Elemental Vortex. If there isn't enough room to
form your Elemental Vortex, you still can create it, it just doesn't reach it's full diameter and/or height. While in
this form, you deal your Scimitar's damage each round to all within the Vortex.
Special: You may take this feat multiple times. Each time it is taken increase the column's diameter by 10 feet
and it's height by 20 feet.
ELEMENTAL BARRICADE [DJINN, SOUL]
Prerequisites: Djinn, Expanded Scimitar
Benefit: You gain resistance to your Scimitar's Element equal to 10+ Level.

TRICKSTER [DJINN, SOUL]


Prerequisites: Djinn
Benefit: 3/day you may become Invisible. This invisibility lasts until you attack someone or are successfully
attacked or One minute per your level, whichever comes first.
Special: You may take this feat two more times. The second time it is taken add 3 more times per day this can
be used. The third time it is taken, Invisibility may be used at will.

SHAYTAN'S DARK WHISPERS [DJINN, SOUL]


Prerequisites: Djinn, Wisdom 18+, Whispering Winds
Benefit: You may, up to three times per day, whisper dark secrets into the ears anyone within range of your
Whispering Winds ability. This has three functions. You must choose which one you are going to use, and all
effects grant the target a Charisma based Will Save to resist them. The effects are:
• The Target is confused, losing their actions for the next 1d4+1 turns. They can still defend normally.
• The Target is emboldened, gaining a +5 bonus to Attack, Defense, Fortitude, Reflex and Will for 1d4+1
turns.
• The Target is deafened for 1d4+1 rounds
Special: This feat may be taken twice more. Each time add 3 times to the number of times you can use this feat

ELEMENTAL BURN [DJINN, SOUL]


Prerequisites: Djinn, Expanded Scimitar, Perfected Scimitar
Benefit: You gain the ability to overcome the first 10 points of elemental resistance you encounter versus your
element.
Special: You may take this up to 3 times, each time ignoring an additional 10 points of elemental resistance
versus your element.

DUEL SCIMITAR [DJINN, SOUL]


Prerequisites: Djinn, Two-Weapon Fighting
Benefit: You gain 2 Scimitars instead of 1. They do not need to be of the same element. If you gain the feats
Expanded Scimitar and Perfected Scimitar, the feats apply to both Scimitars. If you have two different elemental
scimitars and you gain the Elemental Vortex feat, you deal one half your damage of one scimitar, and one half
the other.

THOUGHT STEALER [DJINN, SOUL]


Prerequisites: Djinn, Shaytan's Dark Whispers
Benefit: When you use Shaytan's Dark Whispers to confuse a target, you may read their surface thoughts as a
free action. They are afforded a Charisma Based Will save to resist this effect. If you successfully read their
surface thoughts, you may steal one as a free action. Stealing a thought removes it from the target's head as if it
were never there. This may ONLY be done with surface thoughts, not memories or deep thoughts. Also, the
confusion lasts for 1d6+2 rounds instead of 1d4+1 rounds.

SIZE CHANGER [DJINN, SOUL]


Prerequisites: Djinn
Benefit: You, or anyone you touch, may benefit from the Growth or Shrinking Zanpakutou Ability. Unwilling
targets gain a charisma based will save to resist being grown or shrunk.
Special: You may take this multiple times. Each time you do, add another iteration of Growth and another
iteration of Shrinking to this feat.

BLOOD SOAKED CARNAGE [DJINN, SOUL]


Prerequisites: Djinn, Whispering Wind, Shaytan's Dark Whispers, Sleep Talker (Prestige Feat)
Benefit: You may expend the Temporary Hit points you gain from Sleep Talker or Blood Soaked Walker to grant
yourself a +1 bonus to Attack, Damage, Fortitude, Reflex or Will saves for 1d4 full rounds at a cost of 5
temporary hit points per point of bonus.
ENHANCED SCIMITAR [DJINN, SOUL]
Prerequisites: Djinn, Level 3+
Benefit: You may take other Shikai Picks from your Element's type. You gain 1 additional Shikai Pick upon
attaining this feat, and one more every 2 levels from now on from your element's type. If you have two Scimitars,
you receive picks to both of them from their respective elements. This counts as a Tier 1 Constant Release.

SCIMITAR RELEASE [DJINN, SOUL]


Prerequisites: Djinn, Level 8+
Benefit: You gain a release for your Scimitar/s similar to a Shinigami's bankai. This grants your Scimitar/s
intelligence, wisdom and charisma like a Shinigami's Zanpakutou and follows all the rules for their Bankai except
the following: You cannot have a second elemental type on your Scimitar/s. This feat applies to both your
Scimitars if you have multiple. This is a Tier 2 Release.

ELEMENTAL MANEUVER [DJINN, REIATSU]


Prerequisites: Djinn, 200+ Reiatsu
Benefit: You gain a Special Attack as the feat with the following restriction: It must have your element as its
damage type. If you have more than one scimitar, it can be of either element.
Special: This feat may be taken multiple times. Each time it is taken gain a new Elemental Maneuver.
Gijin
GIJIN [RACIAL, SOUL]
Prerequisites: Exclusive any other racial feat
Benefit: You are of the Gijin, the anthropomorphic monstrosities created by Ketai Monoguza that have escaped
his lab and have begun breeding true. As such, choose a natural attack. You gain that natural attack as a natural
weapon that deals 1d6 damage + 1d6 damage per 5 ranks of unarmed strike you have above 1. In addition,
choose one species of Shinkoukenjin. You may access that race's hybrid and kanzen special abilities (minus
Shikai Picks) when you meet the prerequisites for the feats in question minus needing the two feats. You may
access those abilities as the feats themselves. This is a living race.

SHINKOUKENJIN EMULATION [GIJIN, SOUL]


Prerequisite: Gijin
Benefit: Choose one Shinkoukenjin race that you have the ability to copy the Hybrid and Kanzen for. You gain
the natural attacks of that Shinkoukenjin race if you didn't already have them.
Special: This may be taken multiple times. Each time it is taken choose one Shinkoukenjin race that you can
copy the Hybrid and Kanzen for and gain the natural attacks of that race if you didn't already have them.

CHIMERA [GIJIN, SOUL]


Prerequisites: Gijin
Benefit: Choose an additional Shinkoukenjin race to emulate the Hybrid and Kanzen of. You do not gain all the
benefits at once, you must take a standard action to switch between benefits that you have accrued.
Special: This may be taken multiple times. Each time it's taken, add another race.

SHINKOUKENJIN EMERGANCE [GIJIN, SOUL]


Prerequisites: Gijin, Chimera
Benefit: You can pass as any of the races you have emulated. You gain a +10 bonus to disguise checks to pass
as a race you have emulated through Gijin or Chimera.

NINE FOLD BREATH [GIJIN, SOUL]


Prerequisites: Gijin, Chimera (Kirenketsu) or Gijin (Kirenketsu)
Benefit: You gain a breath weapon that deals 2d6 damage in either a 30 foot cone or a 100 foot line (Chosen
when you take this feat) + 2d6 damage per 5 ranks in your highest attack skill you have above 1. It deals any
one element you choose when you use the breath weapon (Chosen when you use the breath weapon, can
change afterwards.) Once used, you cannot use the breath weapon again for 1d4+1 rounds.

INCREASED ATTACK [GIJIN, SOUL]


Prerequisites: Gijin, Unarmed Strike 6+ Ranks
Benefit: Choose one of your natural attacks. It deals d8's of damage instead of d6's
Special: This may be chosen once per natural attack you possess.

GREAT ATTACK [GIJIN, SOUL]


Prerequisites: Gijin, Increased Attack, Unarmed Strike 9+ Ranks
Benefit: Choose one of your natural attacks that you chose with Increased Attack. It deals d10's of damage
instead of d8's.
Special: This feat may be chosen as many times as you have chosen Increased Attacks.

SHINKOUKENJIN PERFECTION [GIJIN, SOUL]


Prerequisites: Gijin, Shinkoukenjin Emulation, Shinkoukenjin Emergance
Benefit: You now count as a Shinkoukenjin race and may take prestige paths that state “Any Shinkoukenjin
Race” as a prerequisite. Also, choose one of your emulated races. You count as that race for feats and
prerequisites.
Special: This feat may be taken multiple times. Each time it is taken choose another emulated race to count as
for feats and prerequisites.
SHARK'S NOSE [GIJIN, SOUL]
Prerequisites: Gijin
Benefit: You gain the Scent Quality, but you may smell blood at a range of one mile. Two miles if downwind. In
addition to the +8 bonus to survival checks to track a person by scent, you gain +4 if they are bleeding. These
bonuses stack. (In honor of Downfa11)

ABYSMAL ATAVISM [GIJIN, SOUL]


Prerequisites: Gijin, Shinkoukenjin Emulation, Shinkoukenjin Emergance, Shinkoukenjin Perfection, Unarmed
Strike 12+ Ranks
Benefit: Choose 2 statistics. They gain a +2 bonus and you also gain a +4 bonus to core skill checks with the
chosen statistics. Also, once per day you may enter an Abysmal Frenzy. During this Abysmal Frenzy, you gain a
+6 bonus to your two chosen statistics and gain the ability to shrug off damage, ignoring 50% of the damage
inflicted to you after Damage Reduction for 3 + Constitution Modifier rounds. You are winded at the end of the
Abysmal Frenzy. During the Abysmal Frenzy, you can still tell friend from foe.
Special: This feat may be taken multiple times. Each time it is taken you may enter Abysmal Frenzy once more
time per day.
Yotogi
YOTOGI [RACIAL, SOUL]
Prerequisites: Exclusive any other racial feat
Benefit: You are of the Yotogi, those that watch. You are of the race that brought together the dispassionate
watchers, and who strives to maintain a balance between the universe as part of the universe trying to correct
itself from the depredations of other races. They are neither living nor dead, always in a state between. As such,
when you roll Action dice, you roll d8's instead of d6's. You gain the ability to use skills as a Dead race, including
Escape Artist. Your racial attack is a ranged blast of pure divine power that deals 1d6 damage + 1d6 damage per
5 ranks of ranged shot you have above 1. It's range is 90 feet and criticals on a 20 for x2 damage. They all have
the innate ability to bring balance to the universe as was their original purpose. Anyone unfortunately killed by a
Yotogi are judged as if they were struck by a Zanpakutou or Konso'ed. A Yotogi never needs to roll to stabilize a
Senkaimon or make a pathway through a Garuganta. All Senkaimon within 30 feet of a Yotogi are automatically
stabilized. They have the ability to restore a soul removed from the cycle to the cycle as a standard action within
spellscore mod years of the target's removal. This doesn't bring them back to life, but does allow them to move
along the cycle of reincarnation. Yotogi can Konso a target that is brought back into the cycle as if they killed
them. Yotogi don't age past maturity and don't need to sleep or breath.

YOTOGI SIGHT [YOTOGI, SOUL]


Prerequisite: Yotogi, Search or Spot 4+ Ranks
Benefit: You gain a +10 bonus on Search and Spot checks, and you can see farther than normal people, taking
a -1 penalty per 100 feet rather than per 10 feet.

GREATER YOTOGI SIGHT [YOTOGI, SOUL]


Prerequisites: Yotogi, Search or Spot 6+ Ranks, Yotogi Sight
Benefit: You are partially immune to illusions based on sight. With such illusions you gain a +10 bonus to the will
save to disbelieve, and should you disbelieve, they are 10% less real than they should be.
Special: You may take this multiple times to decrease the effectiveness of illusions that you disbelieve by an
additional 10% (Max 80%)

IMPROVED CASTING [YOTOGI, SOUL]


Prerequisites: Yotogi, Spellcaster, Spellscore 22+
Benefit: Choose a number of kido you know equal to your Spellscore Modifier. When you cast those kido, they
automatically count as if they were 2 kido levels higher than normal unless you choose to not use this feat. If you
cannot cast a kido of that level, you must make the Concentration check to Overchannel the kido in question.
Special: You may take this feat multiple times. Each time you do choose new kido equal to your spellscore
modifier to apply this feat to.

TRANSCRIPTION [YOTOGI, SOUL]


Prerequisites: Yotogi, Spellcraft 10+ Ranks, Concentration 10+ Ranks, Knowledge (Kido Lore) 10+ Ranks
Benefit: You can transcribe anything you watch into a book. Doing so locks the event in time so you may replay
it over and over again for those with whom you wish to share this information with. It does nothing to those
involved in those events, but Yotogi books are perfect replicas of events that transpire. A normal Yotogi book has
100 pages, and one event takes up one page per minute of the event's length. There can be larger books at the
GM's leisure. Additionally, while you are in possession of a Yotogi Book, whether you wrote it yourself or got it
from your race, you receive a +5 bonus on all Intelligence based ability checks and core skill checks.

GREATER BLAST [YOTOGI, SOUL]


Prerequisite: Yotogi
Benefit: Your blast deals d8's of damage instead of d6's

SUPERIOR BLAST [YOTOGI, SOUL]


Prerequisites: Yotogi, Greater Blast
Benefit: Your blast deals d10's of damage instead of d8's
METACREATIVITY [YOTOGI, SOUL]
Prerequisites: Yotogi, Spellscore 20+
Benefit: You gain the ability to make short lived items. These items can be anything you dream up, but you must
make the appropriate craft check if you create a device of more than base complexity. These items last for one
hour per level, and if it's something that requires fuel normally, does not require fuel for this effect. You can only
create items up to your light load in weight, and only with a Wealth check of Level + 10.

GREAT TELEPATHY [YOTOGI, SOUL]


Prerequisites: Yotogi, Intelligence 20+
Benefit: You gain telepathy with any creature within 100 feet of you. This is not language dependent.

TELEPATHIC LINK [YOTOGI, SOUL]


Prerequisites: Yotogi, Intelligence 20+, Great Telepathy
Benefit: You can connect the minds of those within 100 feet of each other, provided they are within 100 feet of
you. They can communicate telepathically regardless of language for one hour per your level. You may use this
ability once per day per point of spellscore modifier you possess.

GREATER TELEPATHIC LINK [YOTOGI, SOUL]


Prerequisites: Yotogi, Intelligence 24+, Great Telepathy, Telepathic Link
Benefit: As long as the being you wish to talk to is on the same plane as you, you may communicate with them
telepathically. Also, your Telepathic Link ability no longer has a distance requirement, as long as both parties are
on the same plane of existence.

SUPERIOR TELEPATHIC LINK [YOTOGI, SOUL]


Prerequisites: Yotogi, Intelligence 24+, Great Telepathy, Telepathic Link, Greater Telepathic Link
Benefit: While within 200 feet of you, all creatures, regardless of species, speak the same language if they are
capable of intelligent speech. This field is suppressed if you are unconscious or dead.

CLAIRSENTIENCE [YOTOGI, SOUL]


Prerequisites: Yotogi, Greater Yotogi Sight, Search or Spot 12+ Ranks
Benefit: You may, by concentrating as a standard action, extend your senses to anywhere on the current planet
and orbiting bodies you are on. You must choose a spot to watch, and your senses are there, as if you were
there in person. You see exactly what you would see if you were there personally, hear what you would hear,
smell what you would smell, feel what you would feel, taste what you would taste. This never results in actual
damage to you unless you are attacked at the source (Meaning where you actually are.) You still feel the pain
from the events however (IE: If you put your senses into a fire, you would feel the heat and burning of the fire,
but would not be burned.) You may end this effect at any time as a free action.

IMPROVED CLAIRSENTIENCE [YOTOGI, SOUL]


Prerequisites: Yotogi, Clairsentience
Benefit: You may now view the world through another person's senses. If the person in question is unaware of
you they receive no saving throw. If they are aware and willing they receive no saving throw. If they are aware,
and unwilling, they must make an intelligence based Will saving throw against the effect to throw you off. Should
you succeed in moving your senses to another, you see, feel, taste, hear and smell what they do, as they do. If
they take damage, you take an equal amount of damage. Should they die, you must make a will save based off
the killer's charisma or die yourself. If they died in another manner other than a killer, the DC is (20 + Thier
Level). Damage to you does not end this link, you may end this at any time as a free action.

UNLUCKY NUMBER [YOTOGI, SOUL]


Prerequisites: Yotogi, Charisma 20+, Superior Telepathic Link
Benefit: Up to 12 times, when you are killed in any way, you are reincarnated immediately, as a full round action,
into a Yotogi of the same level you were before you died. Should you be damaged during this process, the
reincarnation fails and you die, moving along the cycle of reincarnation. You are exhausted for 8 hours after
reincarnating. Keep a tally somewhere on your character sheet. Should you die your 13 th and final time, you
move along the cycle of reincarnation as normal unless something else brings you back to life (Like a
Soulcaster). You may choose which part of the cycle you move on to. You may become a living race or a dead
race as your choice.
SANCTUARY OF THE YOTOGI [YOTOGI, SOUL]
Prerequisites: Yotogi, Clairsentience
Benefit: While you do not attack, all opponents must make a Intelligence based will save to attack you each
round. Should they fail, they cannot attack you. If they succeed, they still take a -2 penalty to attack rolls for that
round.

KINETISISM [YOTOGI, SOUL]


Prerequisites: Yotogi, Any 2 other Yotogi feats
Benefits: You gain the ability to turn your Divine Blast into a shape effect chosen from the following list: 30 foot
Cone, 100 foot Line, 20 foot Burst, 20 foot Blast within Medium Range. All Reflex Saves for these abilities are
Intelligence Based, and you only get one choice from the list, and once chosen that choice cannot be changed.
Special: You may choose this feat multiple times. Each time it is chosen choose another shape.

PSYCHOPORTATION [YOTOGI, SOUL]


Prerequisites: Yotogi, God-Like Senses
Benefit: You may appear anywhere you are sensing as a free action. You physically go to the location and can
be damaged or killed there because you are really there. You may return to a predetermined location (which is
designated as a free action) at any time.

GREATER PSYCHOPORTATION [YOTOGI, SOUL]


Prerequisites: Yotogi, God-Like Senses, Psychoportation
Benefit: Not only may you appear anywhere you are sensing, you may bring all beings within 100 feet of you
with you when you go. Unwilling targets gain a intelligence based will save to resist the effect.

TRANSDIMENSIONAL TECHNOLOGY [YOTOGI, SOUL]


Prerequisites: Yotogi, Craft (Structural) 10+ Ranks
Benefits: You can create structures with Craft (Structural) that are larger on the inside than they are on the
outside. For every 2 you increase the DC of the Craft Structural check, you can create a structure that is twice as
large inside as it is outside. (IE: for a DC 42, you could create an entire building that fit into a five foot square).
This isn't magical, so you may bring in magical creations that have similar properties. (In honor of Downfa11)
History of the Dispassionate Watchers
Over a thousand years ago, there was the Quincy Blood war. The world of the living nearly collapsed as the
balance was put in jeopardy by the Quincy. Though they were defeated, the Quincy still did massive damage to
the balance and the universe responded. The first Yotogi was created by the Spirit King's will, and set the task of
restoring order.

Originally diligent in their duties, the Yotogi worked feverishly to restore the balance, and once it was restored,
went on to attempt to aid mankind. Unfortunately, this lead to disaster and the Yotogi vowed never to truly
interfere again, leaving the world to it's own devices, to only record. They gathered to them another race of
helpers, the Djinn, and began recording the universe's passing, using the Djinn as intermediaries.

Eventually the Djinn grew tired of this service and rebelled against the Yotogi. Physically frail, the Yotogi stood no
real chance against the Djinn, who's power and might were high comparatively. They imposed new order, and
slowly gained equality to their former masters the Yotogi. No longer used as intermediaries, they were now the
physical arm of a force that would only grow as the world turned.

When the gods and great spirits of the world began to intermingle in the lives of mortals, they left behind their
children. Most of them fought the good fight, opposed those evils in the world. But there was one that didn't. The
Uiba didn't want anything to do with the good fight, they wanted to be left alone.

The Yotogi, seeing the Uiba as possible kindred spirits, approached them, and brought them into the fold. They
would serve the Yotogi as spies moving into and out of human society seemlessly, reporting information back to
the Yotogi so that they didn't have to be constantly in a weakened state. Sometimes Uiba were outed as Spider
Demons to the uninitiated, but they kept to the shadows enough to keep themselves out of public
consciousness.

The final peg in this group of watchers, were those that were refugees. Those that were created by the mad
science of the Sasori. They wanted nothing more than to be left alone, and the Uiba felt for them, feeling much
the same way. They were offered succor, and a place to be. In return they act as protectors for the Yotogi.

Now, a Yotogi is never without their Gijin companion. The Djinn watch over the wars of the world, interfering
when the balance or power is threatened and the Uiba help the Yotogi record history bringing them information
that they could never have gotten themselves.
Prestige Paths
Below are prestige paths for the races presented here.

Trap Door Spider


The trap door spider tends to strike from the shadows, dealing maximum damage and moving on. They tend to
attack from self created ambush.

Prerequisites:
Feats: Uiba, Sneak Attack, Dodge, Mobility, Spring Attack, Wall Crawler
Skills: Unarmed Strike 8+ Ranks

1 – IMPROVED SNEAK ATTACK [PRESTIGE]


When you deliver sneak attack damage, use d8's instead of d6's.

2 – Bonus Feat

3 – AMBUSH BUG [PRESTIGE]


Attacking from ambush is always your friend. When you are the cause of a surprise round, you get a +4 bonus to
all combat related rolls for that combat.

4 – Bonus Feat

5 – DEATH FROM ABOVE [PRESTIGE]


If you can catch an opponent flatfooted you can make a special move silently check with a -10 penalty. Should
no one detect you, your attack goes unnoticed except by the person you made it against. In addition, if you have
the higher ground when you make this attack, your penalty is -5 instead of -10.
The Weaver
Those at the head of the Uiba know that to maintain the balance, information must be gathered. To do so, they
must go through any means necessary to get said information, even if it's a bit distasteful. The weaver plays a
vital role in this as they lay out webs upon webs of information gathering, pulling information from all over the
world at once.

Prerequisites:
Feats: Uiba, Skill Focus (Gather Information), Skill Focus (Investigate)
Skills: Gather Information and Investigate 6+ Ranks

1 – INFORMATION NETWORK [PRESTIGE]


You gain a low level contact. You gain an additional contact every feat you take of this prestige path, at the third
feat in this tree you may have a mid level contact, at the fifth feat in this tree, you may have a high level contact.
All contacts are generally helpful towards you barring gross mistreatment on your part.

2 – Bonus Feat

3 – SWIFT GATHER [PRESTIGE]


When using Gather Information it takes only one half the time as normal, and you may avert attention from
yourself without being epic levels by taking a -10 on your
roll.

4 – Bonus Feat

5 – INFORMATION BROKER [PRESTIGE]


Ya know, for the right price, anyone can use the
information that you gather. You may sell information to the
anyone you wish, and increase your wealth as if you sold
something of a Purchase DC equal to the Knowledge
check it would have taken to remember such information.
You do not lose the information for selling it, and can still
give it to the Yotogi later.
The Djinn Elemental
While some Djinn revel in physical combat, the Djinn Elemental revels in destroying his foes with elemental
chaos.

Prerequisites:
Feats: Djinn, Expanded Scimitar, Perfected Scimitar, Elemental Control, Elemental Vortex
Skills: Weapon Attack 15+ Ranks

1 – IMPROVED ELEMENTAL VORTEX [PRESTIGE]


You may now select to effect only enemies with your vortex. Allies within your vortex gain a +1 bonus to attack,
damage, defense, fortitude, reflex and will saves per 4 levels you have while within your vortex.

2 – Bonus Feat

3 – EMPOWERED VORTEX [PRESTIGE]


By lowering your Vortex timer by 2 rounds, you may empower the remaining rounds of damage you deal with
your vortex. Empowering multiplies the damage by 1.5.

4 – Bonus Feat

5 – VORTEX SHAPING [PRESTIGE]


Instead of becoming a 20 foot diameter, 40 foot high column, you have 32 five foot cubes to place wherever you
wish while you are in Elemental Vortex form. You may still empower the damage dealt by this and include allies
in the Improved Elemental Vortex. You cannot overlap the cubes for more damage.
The Efreeti
These are hardened warriors of the Djinn. Only the mightiest of Djinn become Efreeti. And the mightiest of
Efreeti have the abilities to give mortals all they desire... and more.

Prerequisites:
Feats: Djinn, Whispering Winds, Perfected Scimitar
Skills: Weapon Attack 19+ Ranks
Special: 2,000+ Reiatsu

1 – EFREETI GEAR [PRESTIGE]


When you take this feat, your scimitar gains one size category for damage. You also gain +3 Half-Plate armor
that cannot be sundered. Lastly your armor grants you Elemental Resistance 20 where the elemental nature is
equal to the element of your scimitar.

2 – Bonus Feat

3 – EFREETI HIDE [PRESTIGE]


You gain your Strength score as universal damage mitigation

4 – Bonus Feat

5 – WISHGRANTER [PRESTIGE]
Once per day, you may grant up to 3 wishes to a
non Djinn. When you grant these wishes, you
may grant any effect that is already in this
system. If it doesn't have a set duration (this
includes instantaneous), it has a duration of one
minute per your character level. You can never
use these wishes to kill someone, and you
cannot grant wishes for love. You are not
obligated to use this feat in any way.
Gijin Guardian
Many of the Gijin were so greatful to the Yotogi and their ilk that they took up the duties of guarding the weaker
species against predators. It's only a recent thing, but they're getting it down.

Prerequisites:
Feats: Gijin, Chimera, Increased Attack
Skills: Unarmed Strike 6+ Ranks, Concentration 6+ Ranks

1 – HARM'S WAY [PRESTIGE]


Once per round, if the Gijin Guardian is adjacent to an ally who is targeted by a direct melee or ranged attack
(but not an area effect), the Gijin Guardian can subject him or herself to the attack in the ally's stead. If the attack
hits the Gijin Guardian, he or her takes damage normally. If it misses, it also misses the ally.
The Gijin Guardian must declare his or her intention to place him or herself in harm's way before the attack roll is
made. The Gijin Guardian selects his or her ally either prior to combat or immediately after the Gijin Guardian
makes his or her initiative check. The Gijin Guardian can't change his or her ally for the duration of the combat.

2 – Bonus Feat

3 – DOUBTLESS [PRESTIGE]
You gain a +10 bonus to saving throws against all
Will saving throws. In addition, all allies within 30
feet of you gain a +4 bonus to Will Saving Throws.

4 – Bonus Feat

5 – AREA SWEEP [PRESTIGE]


When you use Harm's way, you may now use it to
shield the charge from Area effects granting them a
+10 bonus to their requisite saving throws. You do
not get a saving throw against the effect, and take
full damage from it.
Gijin Hybrid Master
Some Gijin masters learn to tap into the power of the Shinkoukenjin DNA that's been implanted within them by
their creator. They learn to tap into the power of the guardian deities that they are indirectly descended from.

Prerequisites:
Feats: Gijin, Chimera, Shinkoukenjin Emulation, Shinkoukenjin Emergance, Shinkoukenjin Perfection
Skills: Unarmed Strike 10+ Ranks, Defense 10+ Ranks

1 – HYBRID MASTER [PRESTIGE]


You have had an atavism. You now gain one-half your level to make special attacks as the Hybrid Feat. When
you enter one of your emulated hybrid states you gain access to these special attacks.

2 – Bonus Feat

3 – COMBINED MASTER [PRESTIGE]


You may spend an hour in meditation. At the end of this meditation, you may combine the secondary benefits of
two of your emulated hybrids into one hybrid. For each extra hour you spend in meditation, you may combine
together a further emulated hybrid into the one hybrid. This can be used once per day per 5 levels.

4 – Bonus Feat

5 – KANZEN MASTER [PRESTIGE]


You have had a further atavism. You now gain your full level to create special attacks as the Kanzen Feat. When
you enter one of your emulated Kanzen states,
you gain access to these special attacks.
The Yotogi Contemplative
There are those Yotogi that live in the past. Always consulting their books and scrolls always recording and living
in their recordings.

Prerequisites:
Feats: Yotogi, Transcription
Skills: Knowledge (History) 10+ Ranks

1 – IMPROVED TRANSCRIPTION [PRESTIGE]


Instead of transcribing one minute per page, you transcribe one hour per page, and can put multiple events on
one page if they take less time than one hour. If you have multiple events on one page, you always are able to
choose the one you wish to view when you turn to that page in your book.

2 – Bonus Feat

3 – NOSE IN A BOOK [PRESTIGE]


Whenever you use your book to show history, you gain a +10 bonus to all Knowledge (History) Checks. Also,
when you make a Knowledge (History) check asked for by the GM, you regain hit points as if you had spent a
day in full bedrest.

4 – Bonus Feat

5 – CONTEMPLATION [PRESTIGE]
You gain the ability, once per day, you may ask the GM
up to 5 yes or no questions. The GM must answer
truthfully each time. If a simple yes or no answer is not
sufficient, the GM may answer in up to 25 words. The
answer of “I don't know” is an acceptable answer to
these questions.
The Yotogi Martial Artist
Strange is the Yotogi that takes up the martial tradition. Those that do however, have a way of mixing their near
omnipresent senses with a martial tradition given to the Yotogi by the Djinn.

Prerequisites:
Feats: Yotogi, Greater Blast, Great Telepathy, Greater Yotogi Sight, Clairsentience
Skills: Search or Spot 13+ Ranks, Unarmed Strike 13+ Ranks

1 – YOTOGI MARTIAL STANCE [PRESTIGE]


You gain an unarmed strike progression that deals 1d6 damage + 1d6 damage per 5 ranks of unarmed strike
you have above 1. In addition, you may assume the Yotogi Martial Stance as a swift action. When you assume
this stance, you may add a +2 bonus to Attack Rolls, Damage Rolls, Defense Rolls or Reflex Rolls once per turn,
chosen at the beginning of your turn. The Yotogi Martial Stance lasts until combat ends, or you shift out of it as a
free action.

2 – Bonus Feat

3 – GREATER MARTIAL STANCE [PRESTIGE]


When you assume the Yotogi Martial Stance, the bonus you grant to your Attack Rolls, Damage Rolls, Defense
Rolls or Reflex Rolls increases to be equal to your Intelligence Modifier (Minimum +2). In addition, you may add
the bonus to 2 of the rolls instead of just one.

4 – Bonus Feat

5 – SUPERIOR MARTIAL STANCE [PRESTIGE]


Your Yotogi Martial Stance bonus applies to each, Attack Rolls, Damage Rolls, Defense Rolls, and Reflex Rolls.
In addition, when you assume the Yotogi Martial Stance, you may deal your Intelligence Modifier in non-
mitigatable damage to all creatures within a 5 foot burst centered on you.
Djinn Ghul
There are some disturbing beings among the Djinn. Some become efreeti, others, become Ghul. Those that eat
the flesh of their fallen foes to gain power. Like Hollows, the Djinn Ghul gains power by consuming the fallen.
Unlike Hollows they don't interrupt the cycle of reincarnation, eating the flesh and not the soul.

Prerequisites:
Feats: Djinn, Consumption, Improved Consumption
Skills: Unarmed Strike 9+ Ranks, Weapon Attack 9+ Ranks

1 – FOOD OF THE FALLEN [PRESTIGE]


You may eat the carcass of a dead enemy gaining power for it. The soul must already be along the cycle of
reincarnation, or be unhinged from their body and soul chain (Meaning they must be dead, and not
unconscious). It takes one minute per level of the fallen to eat them, but you gain several benefits for doing so.
• Firstly, you gain temporary hit points equal to the creature's former level for one hour per level
• Secondly, you heal a number of hit points equal to their constitution score.
Bonuses granted through multiple applications of this feat do not stack, they merely reset durations with the new
information for levels or grant extra healing.

2 – Bonus Feat

3 – FEAST OF THE FALLEN [PRESTIGE]


In addition to two additions to the Food of the Fallen list, you also gain the ability to preserve some of the fallen
corpse for later in the form of Blood Lozenges. These lozenges, 4 of which can be made from the carcass of a
dead medium sized creature, act as Food of the Fallen when eaten later. They last indefinitely until consumed.
Also add the following two things to Food of the Fallen
• Thirdly, you gain a number of temporary statistic points equal to the fallen creature's former level that
last one hour per level
• Fourthly, you gain the memories of the fallen victim. You must make a Concentration Check to discern
any useful information from them however.
Bonuses granted by this feat do not stack and multiple applications merely resets the duration with new
information for levels.

4 – Bonus Feat

5 – GORGING OF THE FALLEN [PRESTIGE]


You may gorge yourself on the flesh of the
fallen. Firstly, it takes you one half the time to
devour a body. Secondly, double the bonuses
granted by Food of the Fallen and Feast of the
Fallen in all respects (Meaning that bonuses
that last last for twice as long, you gain double
the benefit of the bonuses, etc). Thirdly, you
receive a +5 bonus to your Concentration
checks to discern information from a body
you've consumed.
The Dispassionate Watcher
Among the Yotogi, there are those that are grim in their tasks. They watch, and record, almost always in the
worst parts of the world. Eventually, these beings gain almost godlike power in their own right, becoming one
with the act of watching.

Prerequisites:
Feats: Yotogi, Yotogi Sight, Greater Yotogi Sight, Clairsentience
Skills: Search, Spot and Listen 10+ Ranks, Concentration 10+ Ranks
Special: Must not have Good, Evil, Law or Chaos as allegiances.

1 – NON-INTERFERENCE PACT [PRESTIGE]


You have made a pact of non-interference, beholding you to always watch, but never interfere. While watching
you gain a further +10 bonus to Search, Spot and Listen as long as you do nothing but watch and/or defend
yourself. Should you interfere with events, you lose the benefits of this path until you gain a level.

2 – Bonus Feat

3 – PIERCE THE VEIL [PRESTIGE]


You have gained the ability to view worlds beyond your own. As long as it's within your cosmology, you can view
that world using Clairsentience. (IE: If you were in the core Bleach universe, and were in the world of the living,
you could use Clairsentience to view the Seireitei's goings on.)

4 – Bonus Feat

5 – GOD-LIKE SENSES [PRESTIGE]


If someone speaks your name, or the name of your people, you automatically know and can use Clairsentience
to view that area in response. Your senses now cover one mile per level instead of just normal line of sight when
using Clairsentience.
Uiba Web Warrior
There are those that are set in making traps with their webs. Then there are the web warriors, those that have
learned to fashion objects with their webs and use them in combat.

Prerequisites:
Feats: Uiba, Web Spinner, Web Swinger, Web Catch
Skills: Concentration 6+ Ranks, Weapon Attack 6+ Ranks

1 – WEB HARDEN [PRESTIGE]


You can cause your webs to harden shortly after it leaves your spinnerets. This has two effects. The first is that
you can make a ranged shot with your webbing to hit someone with a web projectile that deals 1d6 damage
+1d6 damage per 5 ranks in Ranged Shot you have above 1. The second is that the DC of your immobilization
effect from Web Spinner is increased by +5 as is your paralyzation DC.

2 – Bonus Feat

3 – WEB FORGE [PRESTIGE]


You can forge simple objects out of your Webbing using Web Harden. You may now make a concentration check
with a DC equal to the Craft DC of an simple object to create said object out of your webbing. Your webbing has
hardness of 8 and 10 HP per inch of thickness. You can create any object up to large size that is in the simple
category. It takes one full-round action to create anything up to small sized. Medium sized objects take 2 full
round actions, and large sized items take 3 full-round actions. An example of a small object would be a steel
shield sized web shield. A Medium object would be a web-Tower shield, a large object would be a web girder.
You can only create objects that could be created with Craft (Mechanical) and Craft (Structural). Weapons
created deal 1d6 damage + 1d6 damage per 5 ranks of Weapon Attack you have above 1.

4 – Bonus Feat

5 – IMPROVED WEB FORGE [PRESTIGE]


You can now forge Moderate complexity objects with your webbing of up to gargantuan size. Also your webbing's
hardness improves to 10 and it's HP per inch of thickness increases to 15. Huge objects take 4 full-round actions
to create and Gargantuan objects take 5 full-round actions to create. An example of a huge object would be a
web bridge covering a 10 foot chasm. A gargantuan object would be something like a web bridge covering a 20
foot chasm. An example of a moderate complexity item would be a catapult.
Djinn Blood Soaked Walker
There are those Djinn that steal thoughts. There are also Djinn that don't stop with stealing thoughts, but steal
vitality as well while their target sleeps.

Prerequisites:
Feats: Djinn, Whispering Winds, Shaytan's Dark Whispers, Thought Stealer
Skills: Concentration 10+ Ranks

1 – SLEEP WALKER [PRESTIGE]


You may lull a target into a false sense of security, causing them to fall asleep. This cannot effect a being above
your level, and they are afforded a charisma based will save to resist. If they do not resist, they are asleep until
something wakes them up or 8 hours have passed. They can be awoken normally. While a being is asleep from
this ability, you gain the ability to view their dreams as a standard action. Anyone that saves against this effect is
immune to the effect from that Djinn for 24 hours.

2 – Bonus Feat

3 – SLEEP TALKER [PRESTIGE]


You may implant the thought of a
target's fondest desire into their heads
while they sleep. This effect can be
used whether you used Sleep Walker
first or not. While the target dreams of
their fondest desire, they take 1d10 +
Spellscore Modifier non-mitagatable
damage per minute they dream, and
you gain that as healing. This damage
does not wake them. Any healing above
your maximum hit points is Temporary
hit points that last till they are expended
to a maximum of your maximum hit
points..

4 – Bonus Feat

5 – BLOOD SOAKED WALKER


[PRESTIGE]
While you are using Sleep Talker, the
target now takes 2d10+ Spellscore
Modifier non-mitigatable damage per
minute and you gain that as healing.
This still doesn't wake them. Any healing
above your maximum hit points is
Temporary hit points that last till their
expended. Also, you gain the ability to
walk in the target's skin while they are
sleeping under the effects of Sleep
Walker or Sleep Talker. While walking in
their skin, you gain their appearance.
They are allowed a charisma based will
save to resist this effect, but if you
succeed, you gain a +10 bonus to
disguise checks to act and look as
them.
Life Amongst the Dispassionate Watchers
The different member races of the Dispassionate watchers live very different life styles.

Uiba, against the Shinkoukenjin norm, do not live in packs, but live in communities that emulate a commune.
Generally, when a Uiba unit moves into a town, they will buy a large building for themselves, and move in their
entire unit. Other than working together however, they lead very solitary lives, even married couples generally
sleep in separate beds.

The Gijin however, have to gather together to protect themselves or at least that's what they believe. Living and
loving mostly freely, the Gijin live in packs that huddle together around their Yotogi companions and generally
protect them from harm to the exclusion of all other concnerns.

The Yotogi tend to live affluent lifestyles. They are the rich that no one can explain where they get their money.
They generally live alone with at least one Gijin. Some live with others of their kind, but only when the two are
married or there is some need like a war-torn area that needs more recording than normal.

Djinn wander the earth, generally having no homes of note, but having several squats that they call their own.
They have their own plane, like Soul Society or the Oni Courts, but other than a skeleton crew of maintenance
workers, most don't stay there long. They do have a military hierarchy and they do take orders from their
superiors, but generally you have to find a Djinn to order them around.

The leaders of the various races in the dispassionate watchers come in many forms. For some, it's military, for
others it's social leaders. Below are the names of the leaders of the various groups of the dispassionate
watcher's races.

Uiba: Director
Gijin: Alpha
Djinn: General
Yotogi: Lead

Each race looks a little different than a normal human, having exotic features.

Uiba: Generally darker skin and dark hair. Generally they are tall and lanky as well.
Gijin: Looks change based on what animal they are based on. This doesn't mean it's based off their
Shinkoukenjin race, it's based off the animal they came from. Still looks human
Djinn: Generally bronze skin and dark hair. Some, especially Efreeti, are more red than bronze.
Yotogi: Looks completely human except that males tend to be bald.

To the spiritually aware, the look a bit different based on race. Some look the same however.

Uiba: These creatures look like they do to the non-spiritually aware creatures
Gijin: Looks like an anthropomorphic version of the animal they were descended from.
Djinn: Genereally they have small horns on their heads. Some look like they're on fire others exude a thin
smoke.
Yotogi: Generally Yotogi look like they do to the non-spiritually aware, but their eyes are pupil-less; being pure
white.
Questions and Answers
Q: Why did the Uiba not participate in the sealing of Oda Nobunaga?
A: While they cared about the world, they cared little for who ran it. Oda Nobunaga seemed to be just like the
ruling class that existed before, greedy and selfish so they refused.

Q: Why did the Spirit King create the Yotogi instead of just having Shinigami clean up the Quincy's mess?
A: That is because the Spirit King commanded that the Shinigami continue gathering souls and continue their
old duties. The Yotogi were given the task to clean up the mess made by the Quincy, and they did so admirably.

Q: What crime did the Yotogi commit to condemn themselves to a lifetime of recording instead of acting?
A: They attempted to be worshiped as gods due to extreme hubris due to their divine nature. In the end, they
realized their folly and submitted themselves to a life of recording and living on the fringes of society. They still
interfere occasionally, but never again are they allowed to fully engage with the world around them.

Q: Where do the Djinn come from exactly?


A: They were creatures created at the beginning of time by God along with Humans and Angels. At least that's
their creation myth and they're sticking to it.

Q: Where do the Djinn live when not wondering the world?


A: They live in The City of Brass, the city where all Djinn originated from. It is a nearly total military style
compound where each Djinn is afforded a bed, a table and basic amenities. Anything else can be purchased with
their currency, Shinchu.

Q: How much is a Shinchu worth?


A: A single Shinchu is a coin made purely of brass, and is worth approximately 1 dime American.

Q: Where DO the Yotogi get their wealth?


A: Most use their clairvoyant senses to get information that most think impossible to get, and then they sell this
information to the highest bidders.

Q: Why did the Gijin run away and are they all out of danger?
A: They ran from Ketai Monoguza because he treated them like less than dirt, like pack mules and slaves.
Maiyuri is known to treat his specimens better than Ketai treated the Gijin. They are not all out of danger
however, as many more than what's escaped remain back in Ketai's laboratories.

Q: Why are the Gijin so fiercely loyal to the Yotogi?


A: When the Uiba found the Gijin wandering aimlessly in the World of the Living, they took them to the Yotogi,
who greeted them like brothers and gave them a home free from persecution. From then on, because of the way
the Yotogi greeted them and treated them like family, the Gijin dedicated themselves to protecting the Yotogi
from harm as they realized that the Yotogi were, mostly, physically frail.

Q: What are the traits of the various races?


A: Yotogi are physically frail, but mental powerhouses always watching and recording. Gijin are just the opposite,
though some are more intelligent than others, all are fiercely loyal beings, especially to the Dispassionate
Watchers. Uiba tend towards mentality but are physically powerful as well valuing information above just about
anything. The Djinn care little for mental prowess, favoring strength of arms and military precision above all.

Q: Why do the Gijin get the ability to copy multiple Shinkoukenjin races?
A: Because their creator used the DNA of captured Shinkoukenjin to prime the beasts he used for
anthropomorphism. The DNA is within them from almost every species of Shinkoukenjin.

Q: Where do the Uiba hail from?


A: They hail from North America, as they are descended from the Spider trickster spirit of the Lakota Native
Americans.
Credits
Tite Kubo: Writer and Illustrator of the Bleach Manga

Draxredd: This is the guy that created the Classless Bleach d20 system

Dionon: This is Me, I created all the content within this booklet that is not copyrighted already. Feel free to use it
as you see fit, as long as I get credit for it.

Jusditz and Jeroitz: Two people that have a great talent for roleplaying and offered suggestions for balancing
this book out and editing it.

A_Shadow_Of_Life: For offering me ideas and parusing this book before it's release.

Giants in the Playground and Gleemax community: For inspiring me to create d20 stuff.

Wikipedia contributors (GNU Free documentation licence)

The Hypertext D20 SRD (Open Gaming Licence)

Peter Kisner for the classless d20 inspiration

Deviantart and Google: For having such a great selection of pictures to use.
The Dispassionate Watchers
For a more Neutral feeling for your game
The Dispassionate Watchers introduces a new faction to your games. The neutral information gathering
Uiba, the ever watching Yotogi, their Guardians the Gijin and the militaristic Djinn. They watch, they
record, they interfere only when balancing the cosmos. They are... The Dispassionate Watchers.

Features
• 4 New Races
• 12 new Prestige Paths
• An expanded history of the universe with regards to The Dispassionate Watchers.

The Dispassionate Watchers is made to be used with The Shinkoukenjin, The Expanded Shinkoukenjin,
The Further Expanded Shinkoukenjin, Nobunaga and the Oni Courts, Nobunaga and the Oni Courts:
Sasori Objects and Nobunaga and the Oni Courts: The Henpuku and The Expanded Oni books. Those
books and this one were made for the Bleach d20 Classless System.

LEAGALISE
All content within is the intellectual property of Brian Korot, AKA Dionon. It may be used by anyone that
wishes, and may be changed to fit your campaign. If you are going to publish this in any format, or add
to it, please be kind and give me credit, as I am going to be giving credit to those that inspired me to
create this supplement for the d20 classless system. All mentions of the Bleach anime and Manga
including mentions of the Soul Society, Shinigami and Soul Reapers, are used with fair use from Tite
Kubo, Shoen Jump Comics and anyone else I am forgetting to give credit to.

You might also like