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The Complete Spiritually Aware

A guide to those without a racial feat


Forward
This book is for the little guy. The under-shown, under-appreciated members of Ichigo's clique. This is for Keigo
and Mizuro. For those that could see the dead, but do nothing to stop them. If they'd only had this book they
might have done something.

In all seriousness, this book is for those that refuse to have a Racial Feat. Though there are options for such
characters, we wanted to make a lot more, expand on ones that already exist, and make sure that those without
a racial feat never feel under-appreciated again.
List of Current Prestige Paths that Don't require a Race
CORE BOOK
Bounty Hunter, Battlecaster, Heartless Acolyte, Hollow Tamer

DARKNESS AND STARLIGHT


Reiatsu Conservationalist, Hero, Switcher, Hollow Hunter, Demi-Gaian, Demi-Lunar, Demi-Solar, Guardian

IN MEMORIAM
High Cook, The Exquisite Hunter, Grid Warrior, The Master Huntsman, The Ultimate Relation, The Reiatsu
Master

MAKO MEGALADONIS AND RAIKO REZUBIAN


Armored Shark, Harem Leader, God/Goddess of Fertility/Virility, Scientific Defiler, The Ever-Shifting Snake

THE ABSOLUTE DRAGONBALL


Android Apothetic, Planet Conqueror, Immortal, Geneticist, Cultist, Legendary Warrior, Time Warrior, Thought
Shifter, Kikoukenjutsu Swordsmaster, Dragon Sorcerer, Master Monk, Kaioken Warrior, Ki Sensor, Mecha
Engineer, Fighter, Artifact Crafter, The Survivor, Time Breaker, Gang Leader, Fortune Teller, Tournament Fighter,
World Champion, Superhero, Potara Master, Weighted Warrior, Saiyajin Heir, Nameksei-jin Heir, Changeling
Heir, Majin Heir, Shin-Jin Heir, Ki Using Human Heir

THE COMPLETE DRAGONBALL


Martial Arts Master, Student of North Kaio
New Feats
ACE IN THE HOLE [REIATSU, COMBAT]
Prerequisites: Spiritually Aware, Combo/Straight
Benefit: When you begin a battle, you draw 2 cards instead of one for your very first draw.

TRIPS?! [REIATSU, COMBAT]


Prerequisites: Spiritually Aware, Combo/Straight, Ace in the Hole
Benefit: When you begin a battle, you may draw three cards on your very first draw of that combat instead of
just one.

HEART OF THE CARDS [REIATSU, COMBAT]


Prerequisites: Spiritually Aware, Combo/Straight, Ace in the Hole, Trips?!
Benefit: Once per day per point of spellscore modifier, you may shuffle one drawn card back into your deck and
redraw one card. This is a free action that can occur only when you draw a card.

ELEMENTAL BOON [REIATSU, COMBAT]


Prerequisites: Spiritually Aware
Benefit: Choose one element from the following list (Acid, Cold, Fire, Electricity, Sonic, Negative, Psychic,
Force, Water). You gain a +2 bonus +1 per 2 levels to saving throws against attacks from these elemental types
and the abilities in their respective Shikai Types (Earth, Ice, Fire, Electricity, Sonic, Death, Mind, Wind, Water
types)
Special: You may choose this feat multiple times, Each time choose an additional element.

IMPROVED SPELLCASTER [KIDO, REIASTU]


Prerequisites: Spiritually Aware, Knowledge (Kido Lore) 5+ Ranks, Spellcraft 5+ Ranks, Spellcaster
Benefit: You gain a +1d6 bonus on all damaging spells +1d6 per 5 ranks above 1 you have in Spellcraft. You
gain a +1 bonus on all saving throw DC's for your spells +1 per 5 ranks above 1 you have in Spellcraft.

BATTLE AURA [REIATSU, SOUL]


Prerequisites: Spiritually Aware, Concentration 6+ Ranks
Benefit: At the start of combat, multiply your Reiatsu by 1.5x and reduce the cost of all Reiatsu costs by 10%

IMPROVED BATTLE AURA [REIATSU, SOUL]


Prerequisites: Spiritually Aware, Battle Aura, Concentration 11+ Ranks
Benefit: Instead of multiplying your Reiatsu by 1.5x at the start of combat, multiply it by 4 and instead of
reducing all Reiatsu costs by 10%, reduce them by 25%.

DUAL WIELD?![GENERAL, COMBAT]


Prerequisites: Perfect Attunement
Benefit: You gain a second copy of your Attuned Focus weapon to wield in your offhand at no penalty. This
second weapon is built exactly the same as your original attuned weapon.

TRUE DUAL WIELD!![GENERAL, COMBAT]


Prerequisites: Perfect Attunement, Dual Wield?!
Benefit: Instead of gaining a perfect copy of your Attuned weapon, you may choose different enhancement
bonuses for your second weapon. This second weapon is built as a separate Signature weapon of equal power
to your original.

SHADOW OF THE SCHOOL PART II [GENERAL, COMBAT]


Prerequisites: Shadow of the School
Benefit: You gain 2 more uses of Shadow of the School per day (Each facet)
Special: You can take this multiple times, each time add 2 to the number of times you can use Shadow of the
School
EXTRA STIFLING [REIASTU, COMBAT]
Prerequisites: Supreme Stifle
Benefit: You gain 2 more uses of Stifle Opponent per day and 1 more use of Mass Stilfe per day.
Special: You can take this multiple times, each time add 2 more uses of Stifle Opponent and 1 more use of
Mass Stifle per day.

EMPOWERED UNARMED STRIKES [GENERAL, COMBAT]


Prerequisites: Empowered Weapon
Benefit: You may now empower your Unarmed Strike as if it were a wielded weapon for the purposes of
Empowered Weapon

MORE DAMNED CATS! [GENERAL, COMBAT]


Prerequisites: Summon Cats
Benefit: You may summon cats 2 more times per day
Special: You can take this feat multiple times, each time you may summon cats 2 more times per day.

THEME SONG [REIATSU, SOUL]


Prerequisites: Heroic Surge
Benefit: Once per day when an enemy would grossly violates one of your allegiances, you may gain a
temporary extra action dice that lasts till the end of your next turn.

SPIRITUAL ACROBATICS [REIATSU, SOUL]


Prerequisites: Spiritually Aware, Dex 13+, Any Mental Score 15+, Combat Acrobatics
Benefit: You may substitute your highest mental statistic in place of your Strength or Dexterity for Jump, Tumble
and Balance checks. You also gain a +2 bonus on these checks per 4 levels you possess.

BATTLE THEME [REIATSU, SOUL]


Prerequisites: Heroic Surge, Theme Song
Benefit: Once per day, You may expend an action dice that you gained with Theme Song to activate your Battle
Theme. Doing so grants you a bonus to all d20 rolls that combat equal to your Spellscore Modifier.

RUNE TAP [GENERAL, COMBAT]


Prerequisites: Dual Spec, Must have chosen Blood for Main Specialization
Benefit: You may expend 100 Reiatsu to reduce all damage you take by 40% for 3 + Constitution Modifier
rounds. Multiple applications don't stack.

PILLAR OF FROST [GENERAL, COMBAT]


Prerequisites: Dual Spec, Must have chosen Frost for Main Specialization
Benefit: You may expend 100 Reiatsu to increase your Strength Score by your Constitution Modifier and gain
immunity to movement impairing effects for 3 + Constitution Modifier rounds. Multiple applications don't stack.

DARK INFUSION [GENERAL, COMBAT]


Prerequisites: Dual Spec, Must have chosen Unholy for Main Specialization
Benefit: You may expend 100 Reiatsu to empower your Ghoul Companion's damage for 3 + Constitution
Modifier rounds. Multiple applications don't stack.

CARD SLEEVES [GENERAL, COMBAT]


Prerequisites: High Cards
Benefit: All d6's of damage dealt by your cards (Including [BW]) is converted to d8's.

DECK BOX [GENERAL, COMBAT]


Prerequisites: High Cards, Card Sleeves
Benefit: You may hold 2 extra decks than normal.
Special: You may take this feat multiple times. Each time you can hold an additional 2 decks.
DIVINE SPARK [REIATSU, SOUL]
Prerequisites: Spiritually Aware, Spellscore 20+
Benefit: You have the spark of the divine within you. As a free action on your turn, you may choose to activate
this feat. Doing so grants you a divine bonus to your current round's d20 rolls equal to your spellscore modifier.
You may use this feat once per day per 3 levels.

ARCANE SPARK [REIATSU, SOUL]


Prerequisites: Spiritually Aware, Spellcaster, Spellscore 20+
Benefit: You have the spark of the arcane within you. As a free action on your turn, you may choose three spells
you don't know and add them to your repertoire for 3 + Spellscore Modifier rounds. These must be spells you
can cast at your current level +2. Once the timer is up you lose access to those spells. You may use this feat
once per day per 3 levels.

MARTIAL SPARK [REIATSU, SOUL]


Prerequisites: Spiritually Aware, Martial Study, Spellscore 20+
Benefit: You are a martial genius. As a free action on your turn, you may choose three maneuvers you don't
know and add them to your repertoire for 3 + Spellscore Modifier rounds. These must be maneuvers you can
initiate at your current level +2. Once the timer is up you lose access to those maneuvers. You may use this feat
once per day per 3 levels.

TOTEM SPIRIT [REIATSU, SOUL]


Prerequisites: Spiritually Aware, Any 1 Skill 6+ Ranks
Benefit: Choose one category of animal, and an animal from within that category to gain benefits from.
• Amphibians: You can breathe water as well as air. +2 to Tumble Checks
• Birds: You gain a fly speed equal to your land speed in combat or equal to your Swim Ranks x10MPH
when out of combat. +2 to Survival Checks
• Fish: You gain a swim speed equal to twice your land speed and a +2 to Swim checks
• Invertebrates: You gain the ability to squeeze through a space up to 1/10 th your size and a +2 to
Defense checks
• Mammals: You gain the ability to make a free grapple or trip attempt per turn without being counter
grappled or tripped and a +2 to Unarmed Strike checks
• Reptiles: You gain the ability to increase your speed x10 for one minute once per hour and a +2 bonus
on Concentration checks

IMPROVED TOTEM SPIRIT [REIASTU, SOUL]


Prerequisites: Spiritually Aware, Totem Spirit, Requisite Skill 8+ Ranks
Benefit: The bonuses gained from your Totem Spirit to Skills increases to +2 and +1/2 levels.

ANCIENT TOTEM [REIATSU, SOUL]


Prerequisites: Spiritually Aware, Totem Spirit, Improved Totem Spirit, Requisite Skill 13+ Ranks
Benefit: Your totem gains an ancient totem. Choose from the following list and gain benefits:
• Dragon: Resist 25% of all Fire Damage, +2 to Intimidate Checks +1/2 Levels
• Chimera: Resist 25% of all Cold Damage, +2 to Survival Checks +1/2 Levels
• Quetzalcoatl: Resist 25% of all Electricity Damage , +2 to Knowledge Checks +1/2 Levels
• Siren: Resist 25% of all Sonic Damage, +2 to Diplomacy Checks +1/2 Levels
• Sphinx: Resist 25% of all Psychic Damage, +2 to Bluff Checks +1/2 Levels
• Megalodon: Resist 25% of all Water Damage, +2 to Swim Checks +1/2 Levels
• Ooze: Resist 25% of all Acid Damage, +2 to Concentration Checks +1/2 Levels
• Vampire: Resist 25% of all Negative Energy Damage, +2 to Unarmed Strike +1/2 Levels
• Fairy: Resist 25% of all Force Damage, +2 to Ranged Shot +1/2 Levels

IMPROVED ANCIENT TOTEM [REIATSU, SOUL]


Prerequisites: Spiritually Aware, Totem Spirit, Improved Totem Spirit, Ancient Totem Spirit, Requisite Skill 18+
Ranks
Benefit: Double the elemental resistance you gained from Ancient Totem.
Prestige Paths
The following prestige paths supplement the ones listed above.

The Awakener
You've gained the ability to, through your massive Reiatsu, awaken someone to the spirit world.

Prerequisites:
Feats: Spiritually Aware, Skill Focus (Spellcraft)
Skills: Spellcraft 6+ Ranks
Special: 1,000+ Reiatsu

1 – AWAKEN [PRESTIGE]
You gain the ability to make one target within medium range (100ft + 10ft/level) spiritually aware. You can only
target those with the Normal Human flaw that do not also have a race. They must make a Charisma based Will
Save or become Spiritually Aware, losing the Normal Human flaw, but retaining the bonus feat gained from it.
They gain the Spiritually Aware feat as a bonus feat.

2 – Bonus Feat

3 – AWAKENING BOOST [PRESTIGE]


You grant anyone that you make Spiritually Aware 1 extra level. Also, for you and anyone you make Spiritually
Aware, Spiritually Aware becomes 2 Reiatsu Feats.

4 – Bonus Feat

5 – MASS AWAKEN [PRESTIGE]


You may now use your Awaken ability on all legal targets within 10 feet per level of you. Each legal target is
subject to the effect and must make their own will save. Anyone that fails the save becomes Spiritually Aware as
the Awaken feat.
The Attuner
You've gained the ability to attune a weapon to your soul and grant it abilities that normal people's weapons
would never have.

Prerequisites:
Feats: Spiritually Aware, Melee Mastery or Ranged Mastery
Skills: Weapon Attack or Ranged Shot 6+ Ranks
Special: Must choose a weapon as a focus for all the abilities listed below.

1 – ATTUNEMENT [PRESTIGE]
You gain the Hollow Growth Power: Signature Weapon with your Focus Weapon. In addition, as long as you're
using your Focus Weapon, you gain the benefits of Weapon Skill Focus with it.

2 – Bonus Feat

3 – GREATER
ATTUNEMENT
[PRESTIGE]
Your Focus Weapon gains
+1[BW] per 5 ranks in the
relevant attack skill above 1
you have.

4 – Bonus Feat

5 – PERFECT
ATTUNEMENT
[PRESTIGE]
You may switch your focus
weapon with one minute of
practice with the new
weapon. You must have the
requisite attack skill trained
in order to make a weapon
your focus weapon. In
addition, you gain the
benefits of Weapon Skill
Specialization with your
Focus Weapon.
The Armorsmith
Prerequisites:
Feats: Spiritually Aware, Skill Focus (Craft (Structural))
Skills: Craft (Structural) 6+ Ranks
Special: Must have crafted at least one piece of armor

1 – CRAFT SUPERIOR ARMOR [PRESTIGE]


Any armor you craft has an enchantment bonus equal to one half your level (Rounded up). As long as you leave
+1 of the Enhancement bonus on the armor, you may give the armor Armor Enhancements from the Core Book.
This bonus does not get better unless you are either constantly in possession and are wearing it, or you spend
one, 8 hour day of work on the armor per +1 added to the armor and a DC (20 + 3 per +1 bonus) Craft
(Structural) check. The maximum bonus you can place on any armor is ½ your level as above.

2 – Bonus Feat

3 – ARMOR AS DAMAGE REDUCTION?! [PRESTIGE]


You can halve the Defense bonus of armor you create to grant the other half as bonus Damage Mitigation or the
full bonus as Damage Reduction. This does not count any Enhancement bonuses you gained from Craft
Superior Armor, and the bonuses granted by that go to both tallies (Defense and DM/DR) equally and fully
(Doubling for Damage Reduction)

4 – Bonus Feat

5 – SUPERIOR ARMORSMITH [PRESTIGE]


When you use the bonuses from “Craft Superior Armor”, your Enhancement Bonus Cap is raised to ¾ of your
level. You still cannot place Epic Enchantments on the armor without being Epic Levels and cannot place
Enhancement bonus of more than +5 without being Epic Levels. Also, when you use your “Armor as Damage
Reduction?!” feature, it no longer halves the armor's bonus to defense.
The True Martial Artist
Prerequisites:
Feats: Spiritually Aware, Combat Martial Arts, Improved Combat Martial Arts, Advanced Combat Martial Arts,
Martial Study
Skills: Martial Lore 11+ Ranks, Unarmed Strike 11+ Ranks
Special: Must have defeated a character at least 1 level higher than yourself in single unarmed combat.

1 – MANEUVER SPECIALIST [PRESTIGE]


Choose up to your Intelligence Modifier in Maneuvers that you know. You may perform these maneuvers 5 levels
higher than you normally are and one stage faster than normal (Full round becomes Standard, Standard
becomes Move, Move becomes Swift, Swift becomes Immediate, and Immediate doesn't change.)

2 – Bonus Feat

3 – ROLLING MANEUVER [PRESTIGE]


You can combine Maneuvers together into more powerful ones. Choose two maneuvers of different types that
are not Stances. Once per day per point of Intelligence Modifier, you may combine the two maneuvers. Doing so
uses the better of all numerical benefits, timing and action economy. Use the better of the two DC's (If they are
different at all) if there is one.

4 – Bonus Feat

5 – SHADOW OF THE SCHOOL [PRESTIGE]


Your mastery over martial arts is complete. You may empower your maneuvers once per day per point of
Intelligence Modifier. All Maneuvers used in the round you activate this part of the feat are empowered if they
can be. Once per day per point of Wisdom Modifier you may also make your Maneuvers Maximized. All
maneuvers used in the round you activate this part of the feat are Maximized. You cannot use both parts of this
feat at the same time.
The Osaemasu (Those that Stifle)
Prerequisites:
Feats: Spiritually Aware, Reiatsu Suppression, Reiatsu Suppression Field
Skills: Concentration 11+ Ranks

1 – STIFLE OPPONENT [PRESTIGE]


You may force a target within medium range (100ft + 10ft/Level) to make a Charisma Based Will save as a
ranged touch attack. If the attack succeeds, and they fail the save, they are stifled for 2d4+1 rounds. You may
use this ability once per day per point of Charisma Modifier you possess. Stifled opponents can use no
Supernatural Abilities, Power-ups, transformations, releases or any of the Rules for Reiatsu. They cannot
recover Reiatsu while they are stifled.

2 – Bonus Feat

3 – MASS STIFLE [PRESTIGE]


You may force all targets within 100 feet of you to fall under the effects of Stifle Opponent as a standard action.
You may use this ability one half as many times per day as Stifle Opponent.

4 – Bonus Feat

5 – SUPREME STIFLE [PRESTIGE]


The DC of your Stifling effects increases by your Wisdom Modifier. In addition, any creature struck by you is
subject to your Stifle Opponent ability if you deal at least 1 point of damage to them. They must make the Will
Save as normal. There is no limit to the number of times this feat can be used. The stifle time decreases when
you use this effect to 1d4 rounds.
Mikomiko
Prerequisites:
Feats: Spiritually Aware, Reiatsu Healing, Combat Martial Arts, Combat Bowmanship, Combat Armsman
Skills: Treat Injury 8+ Ranks, All Attack Skills 8+ Ranks

1 – CEREMONIAL COMBAT [PRESTIGE]


Choose one of the Following feats (Improved Combat Martial Arts, Improved Combat Bowmanship or Improved
Combat Armsman). You gain that feat as a bonus feat. In addition, as a move action, you may focus yourself for
a surprisingly powerful attack, doubling all your Critical Ranges for one attack. If you do not score a critical hit
with that attack, you are staggered for 1 round.

2 – Bonus Feat

3 – CEREMONIAL DANCE KAGURA [PRESTIGE]


You may calm the minds and hearts of raging creatures or free the minds of those effected by fear. As a
Standard action, you may begin to dance the Kagura. While you dance this dance, no creature within 100 feet
can be possessed by any fear, or rage effect. You can dance for a maximum number of rounds per encounter
equal to your Charisma Modifier. All creatures that wish to attack you must make a Charisma Based Will save or
fail to do so while you dance.

4 – Bonus Feat

5 – THE FACE OF AMA NO UZUME [PRESTIGE]


You may show the true face of the Goddess Uzume. You are no longer staggered for 1 round after failing to
critically hit with Ceremonial Combat, and may use Ceremonial Combat on all attacks made in the round you
activate it (Including those from Haste and Haste-like effects). Also, When you dance the Kagura, your maximum
number of rounds to dance doubles and while you dance, you gain Haste.
The Nekomiko
Prerequisites:
Feats: Spiritually Aware, Fangirl
Skills: Perform (Dance) 6+ Ranks
Special: Your Fangirl feat must focus on Cat Girls (Being or Liking)

1 – CAT-LIKE POWERS [PRESTIGE]


You may make all perception based checks without penalty while asleep. In addition, you gain the ability to take
less falling damage. You treat all falls as 20 feet shorter per level as long as your conscious. Once you have 20
Hit Dice (Levels), you take no falling damage at all as long as you're conscious. Lastly, If you act cute (An attack
action), you may force a target within 30 feet of you to do something for you that doesn't put them in immediate
danger if they fail a Charisma Based Will Save.

2 – Bonus Feat

3 – OMG KAWAII DESU!! [PRESTIGE]


If you have made no attack actions in a combat, all who would want to attack you must make a Charisma Based
will save or be unable to from your sheer cuteness. Also, when you do attack someone that has failed the Will
Save, you gain +3d6 Sneak Attack damage.

4 – Bonus Feat

5 – FELINE APOTHESIS [PRESTIGE]


All your perception based checks gain a +4 bonus due to heightened senses. In addition, when you take less
damage than normal from a fall, you may make a 5 foot step as a free action when you land. Also you may act
extra cute for a target, treating your Charisma to be considered 8 higher than normal for the purposes of saving
throw DC's. Lastly, your Sneak Attack damage from OMG KAWAII DESU!! increases to +5d6.

(This prestige path


was inspired by a
misunderstanding
between me and
Jusditz)
The Champion of Light
Prerequisites:
Feats: Spiritually Aware, Melee Mastery (Any Weapon), Defensive Skill Focus (Any 1 Defensive Skill or
Defense), Reiatsu Healing
Skills: Weapon Attack 8+ Ranks, All Saves 8+ Ranks, Treat Injury 8+ Ranks
Special: Exclusive the Evil, Hatred, Self or Power allegiances. Must have at least a Good allegiance.

1 – CHAMPION'S ACUMEN [PRESTIGE]


You gain your Spellscore Modifier to all saving throws. In addition, you may take one additional move or
standard action per turn. This ability stacks with Haste-like effects.

2 – Bonus Feat

3 – CHAMPION'S SPELL [PRESTIGE]


You gain the Spellcaster feat if you didn't have it before. In addition, you count as an additional 2 levels higher for
Spellcasting.

4 – Bonus Feat

5 – CHAMPION'S ARMAMENT [PRESTIGE]


You gain your Spellscore as Damage Mitigation. In addition you gain the Improved Critical feat as a bonus feat
for your Melee Mastery weapon category.

Special: For “Champions of Darkness”, simply reverse


the Allegiance prerequisites and replace the Reiatsu
Healing prerequisite for the Deadly Touch feat.
Combat Master
Not every Warrior can utilize their soul to produce amazing powers and abilities, some have to rely on their own
skill and reiatsu. These Warriors are known as Combat Masters.

Prerequisites:
Feats: Spiritually Aware, Judge Opponent, Combat Expertise, Weapon Skill Focus
Skills: Martial Lore 6+ Ranks, Relevant Attack Skill 6+ Ranks
Special: You only benefit from this Prestige Path while you are not benefiting from any form of Tiered Release
(Examples, Shikai, Resurreccion, 50% Fullbring, etc). Each feat in this tree counts as a Reiatsu Feat

1 - EMPOWERED WEAPON [PRESTIGE]


Any weapon you wield becomes a Signature Weapon for you, as long as you wield it. You may pick from the
following list of abilities for the weapon(s):
• Defending (+1)
• Enduring (+4)
• Keen (+1)
• Penetrating (+5)
• Speed (+3)
• Vorpal (+5)
You must decide on what enhancements the weapons you wield will have at the beginning of each day, changing
the assigned abilities after 8 hours of rest and 1 hour of meditation. Your signature weapons enhancement bonus
scales with your level.

2 - Bonus Feat

3 - INFUSED COMBAT STYLE


[PRESTIGE]
You gain a bonus on all combat d20
rolls equal to your Reiatsu Rating
divided by 500 (Minimum +2,
Maximum +10). Should your Reiatsu
Rating drop to one half normal or
lower, your bonus is halved (Round
up). Should your Reiatsu Rating drop
to one quarter or below, your bonus
is divided by 4 (Round up).

4 - Bonus Feat

5 - JUDGE COMBAT STYLE


[PRESTIGE]
As a Move Action, you may make a
special Sense Motive check with a
DC equal to your opponents level +
15. If you succeed, you gain a bonus
on Attack Rolls, Damage Rolls,
Saving Throws, and Defense checks
equal to +1 per 4 character levels
(rounded up).
The Card Master
Prerequisites:
Feats: Spiritually Aware, Fight with Anything, Ranged Mastery (Cards), Melee Mastery (Cards)
Skills: Ranged Shot 6+ Ranks, Weapon Attack 6+ Ranks
Special: To use any feature in this prestige path, you must have a standard Deck of playing Cards on you.

1 – CARD STOCK [PRESTIGE]


When you use a card as a Melee or Ranged weapon, it's damage, instead of 1[BW] is 1d6[BW]. When a card is drawn, it's attack deals extra
damage equal to it's number in d6's. This effect only works with numbered cards, High Cards don't count towards this effect. Lastly, when
using a Card as a weapon you may make an additional attack at your highest base attack bonus by taking a -2 penalty to all attacks made in
that round. A card only lasts for 1 attack before being destroyed. You may only hold up to 5 decks on you at one time.

2 – Bonus Feat

3 – COMBO/STRAIGHT [PRESTIGE]
You may keep up to 5 randomly drawn cards in your hand before using them as weapons. If you form a Combo
(2 or more cards of the same value) or a Straight (3 or more cards in sequential order in the same suit) you gain
one bonus effect chosen from the list below:
• Heal the target for the total of all cards in the combo/straight in d6's
• Deal the total of all cards in the combo/straight in d6 to one target within 100 feet
• Deal the total of all cards in the combo/straight in d6 to all targets in a 30 foot cone
• Deal the total of all cards in the combo/straight in d6 to all targets in a 100 foot line
• Deal the total of all cards in the combo/straight in d6 to all targets in a 20 foot burst within 100 feet
• Deal the total of all cards in the combo/straight in d6 to all targets in a 20 foot blast
• Heal all allies for the total of all cards in the combo/straight in d4 within a 30 foot burst centered on you
If you would draw a 6th card (You've kept drawing for 5 rounds after drawing your first card), you must discard
down to 5.

4 – Bonus Feat

5 – HIGH CARDS [PRESTIGE]


When you draw a high card, you may use it for an effect based on it's rank and suit.
Jack
• Clubs: Next drawn number card's damage gains 2 extra dice
• Hearts: Creates a Greater Rage effect one one target.
• Diamonds: Next drawn number card's range becomes 250ft instead of normal and skips from one target to a second if that second
target is within 30ft.
• Spades: Next Drawn card becomes a copy of you that lasts for 11 rounds before dissipating. It follows your instructions,and is you
in all respects.
Queen
• Clubs: Next drawn number card's threat range is 2 higher than normal (17-20)
• Hearts: Creates a Charm Monster effect on one target.
• Diamonds: Next drawn number card's damage is dealt in a 30 ft cone instead of normal. Reflex save for half.
• Spades: Heal one target your damage +12d6 hit points, Restore 1d6 Ability Damage or 1d3 Ability drain to that same target.
King
• Clubs: Next drawn number card's critical modifier is 2 higher than normal (x4)
• Hearts: Creates a Calm Emotions Effect on all targets within 100 ft of the Card Master. This effect effects
even those that would not normally be effected by enchantment effects.
• Diamonds: Next drawn number card's damage is moves in an arc, dealing full damage to a secondary
target within 30 feet of the original target for every 4 levels achieved (minimum 1). If any of the secondary
target's attack roll is missed, the chain ends there.
• Spades: Grants a +1d4 bonus per four levels on all d20 rolls made for a number of rounds equal to 6 +
your Wisdom modifier
Ace
• Clubs: Next drawn number card automatically threatens a critical. The target hit is thrown back 5 feet per
10 damage dealt to them taking falling damage normally if it hits any objects along the way.
• Hearts: Creates a Dominate Monster Effect on one target.
• Diamonds: Next drawn number card's damage is dealt in a 40 ft spread instead of normal. Reflex save for
half.
• Spades: Grants you Improved Evasion, Mettle, Iron Will and a +6 bonus on Dexteity, Constitution and
Wisdom for 6 + new constitution modifier in rounds after which you are left exhausted for 1 minute and
cannot use this card again for 24 hours
The Medium
Prerequisites:
Feats: Spiritually Aware
Skills: Diplomacy 6+ Ranks, Sense Motive 6+ Ranks, Bluff 6+ Ranks
Special: Must have had peaceful contact with a dead being.

1 – DEAD DIPLOMACY [PRESTIGE]


You gain the ability to speak with a corpse that doesn't have a Plus and ask it questions. You may ask up to one
question per level, and it will answer you to the best of the former plus' ability. This ability does not allow you to
ask Gigai questions.

2 – Bonus Feat

3 – HOLLOW ADVANCEMENT [PRESTIGE]


When faced with a Hollow, you may make a diplomacy check and expend an action dice to allow them to attempt
to find their heart, and achieve their next level of evolution early. Should you make them helpful with your check,
they advance to their next level of evolution at that point regardless of prerequisites (Hollow --> Gillian -->
Adjuchas --> Vastro Lorde). They would gain the first feat in the requisite prestige path, or Cero (If going to
Gillian). You may do this multiple times to the same hollow, but can only be done once per day. At the start of
each day, the Hollow in question reverts to Indifferent towards you while you continue this process.

4 – Bonus Feat

5 – ULTIMATE MEDIUM [PRESTIGE]


You gain the ability to take possession of a dead race's body with your own spirit. To do this takes a full-round
action and the target must make a Will Save or be Dominated by you. A dominated creature will do anything you
order it to do unless it conflicts with it's allegiances, in which case they gain an additional will save with a +4
bonus. You may give your dominated target purely mental commands which makes ordering them a free action,
and they act on your initiative. This possession lasts for 1 round per level. Save or fail, the same target cannot
be targeted in this fashion again for 24 hours.
Nekomancer
A rare breed of warrior that relies on a relationship with cats and catlike beings, the Nekomancer gains abilities
to summon and control cats and catlike beings.

Prerequisites:
Feats: Spiritually Aware, Animal Form
Skills: Disguise 10+ Ranks, Survival 10+ Ranks
Special: Animal Form must be Feline

1 – SUMMON CATS [PRESTIGE]


You may summon cats with this ability once per day per point of charisma modifier. A cat is treated as a tiny
version of your character, but has a claw attack that deals 1d6[BW] damage that gets better with unarmed strike
ranks at a rate of +1[BW] per 5 ranks above 1 you have in unarmed strike. You summon 1d6 + Spellscore
Modifier cats and they arrive in one round from summoning. The cats serve you loyally for 1 round per level or
until killed whichever comes first. Also, you gain a +2 bonus on Diplomacy checks +1/2 Levels against cats and
catlike beings (For example, Nekomikos) and may speak with feline creatures as if they spoke your language.
This doesn't impart any special knowledge on the cats, it merely allows you to speak with felines.

2 – Bonus Feat

3 – ENHANCED ANIMAL FORM [PRESTIGE]


You gain additional benefits while in Animal form.
Your animal form gains one size category (With
all bonuses given, but none of the penalties) and
you gain a Rake attack while in your animal form
that deals 2d6[BW] that increases by 1[BW] per 5
ranks of unarmed strike you have above 1. Also,
while in your enhanced animal form, you gain
Fast healing equal to your enhanced Strength
Modifier.

4 – Bonus Feat

5 – SWARM OF CATS [PRESTIGE]


You are never without at least a dozen cats
around you at once. This enhances you in two
ways. Firstly they will always attempt to leap in
the way of attacks, granting you a blur effect (20%
miss chance). Secondly, your summoned cats
arrive immediately. Lastly as a full-round action
you may increase the mass of any summoned cat
you are in control of. You may increase their size
by 2 categories for 1 round per level. This
dissipates when the summons ends.

Special: This prestige path can be switched out


for any animal. Merely change the name to the
proper animal and change the requisite abilities to
being those of the new animal. (Hence Summon
Cats might become Summon Dogs and the
prerequisites might change to be “Animal Form
must be a Canine)
The Ringed Champion
Prerequisites:
Feats: Spiritually Aware, Elemental Boon (Any 1 Element), Supersonic Strike
Skills: Concentration 6+ Ranks, Will 6+ Ranks, Unarmed Strike 6+ Ranks
Special: Must buy a Ring with a Wealth Check DC of more than 15.

1 – ELEMENTAL RING [PRESTIGE]


Your ring is now imbued with the element you chose for Elemental Boon the first time you took it. Your ring gains
the Zanpakutou Ability: Elemental Control for your chosen element as a bonus ability. You may choose one
additional Shikai type from your element's list and gain an additional Shikai Pick every 3 levels (including
retroactively). If you choose a damaging power, it enhances your unarmed strikes. You add 1 additional damage
of your elemental type per dice of untyped damage you deal (So if you're punch damage is 5d6 it would change
to 5d6+5 + Elemental)

2 – Bonus Feat

3 – SUMMON ELEMENTAL [PRESTIGE]


You gain the ability to summon an elemental being that strives to save you in the best manner available to it.
This elemental being is made of your elemental choice from Elemental Boon and deals elemental damage with
it's unarmed strikes from your Elemental Boon, and has all the Shikai Picks from your Elemental Ring + 1 pick
per 2 levels you possess. Once chosen this choice cannot be changed. It has hit points equal to yours +30 and
has all your skills +3. It is considered to be your level for feats and abilities. It has no feats of it's own, but gains a
Suite of Bonus feats based on the elemental type. This counts as a Tier 1 Release:
• Acid: Hold the Line, Wall of Steel
• Fire: Combat Reflexes, Improved Combat Reflexes
• Force: Combat Martial arts, Knockdown Shot
• Water: Reiatsu Healing, Superior Reiatsu Healing
• Psychic: Reiatsu Strike, Reiatsu Crash
• Negative: Deadly Touch, Rage
• Sonic: Cacophonous Babble, Whirling Frenzy
• Cold: Improved Sunder, Improved Disarm
• Electricity: Agile Riposte, Improved Agile Riposte
Lastly, it uses your Reiatsu Pool to fuel abilities that require Reiatsu (Your
Reiatsu is doubled for the summoning) And the summons lasts for 1 minute
per level. The elemental is immune to it's element.

4 – Bonus Feat

5 – CONGLOMERATED BEING [PRESTIGE]


If you can get together with other Ringed Champions, you can create a vastly superior being to
the one in Summon Elemental. For each additional Ringed Champion of a different element (Up
to 5 total), your Elemental is considered to be of those elements, and can choose which
element to deal damage as once per round. It can deal multiple types of damage, resistance
and immunities are checked against each type, with only one type needed to overcome the
resistance/immunity. It gains a it's hit points from the highest leveled character in the group +30,
+5 bonus Hit Points per extra Ringed Champion. It gains an additional +3 bonus on skills per
additional Ringed Champion, and is trained in all skills the group possesses using the rank level
of the highest Ringed Champion in the group. It also gains all the types of all the elements it's
made of to choose it's Shikai Picks from and double the normal amount of Shikai Picks. The
elemental's level is considered the highest level of the group +2 per member of the group
participating in the summons. This counts as a Tier 2 Release (Meaning your Elemental's hit
points are doubled after calculations above). Lastly, it uses the largest Reiatsu Pool of the
Ringed Champions to fuel abilities that require Reiatsu (The Reiatsu is x5 for the summoning)
And the summons lasts for 1 minute per level. The elemental is immune to all elements that
comprise it's form.
Twilight Warrior
You are of those poor souls that have been attacked by Hollow. You however were left... changed.

Prerequisites:
Feats: Spiritually Aware, Inner Hollow
Skills: Will Save 10+ Ranks
Special: Must subdue your Inner Hollow

1 – TWILIGHT'S GRASP [PRESTIGE]


You may encase yourself in twilight as a move action. Doing so grants you a bonus to Strength and Dexterity
equal to your Level for one round per Level + Constitution Modifier per day. This may be split among multiple
uses, but each use is at least one round in length.

2 – Bonus Feat

3 – CERO [PRESTIGE]
You gain the Hollow Growth Power: Cero regardless of prerequisites.

4 – Bonus Feat

5 – TWILIGHT'S CRUSH [PRESTIGE]


You have learned to keep yourself encased in Twilight for much longer. Your timer becomes one minute per
Constitution Modifier + Level per
day. This may still be used over
multiple uses, but each use counts
as one minute.
The Soul Hacker
You've gained the ability to hack souls giving them boons and detriments based on your whims

Prerequisites:
Feats: Spiritually Aware, Skill Focus (Computer Use)
Skills: Computer Use 12+ Ranks, Knowledge (Technology) 12+ Ranks, Knowledge (Kido Lore) 12+ Ranks
Special: Must have come close to dying (-1 hit points or less) and survived

1 – SOUL HACKING [PRESTIGE]


You gain the ability to hack someone's soul. Doing this is a Computer Use check opposed by a Will Save
(Minimum DC 25 for Computer Use Checks). Soul hacking is done at a range of up to 30 feet. If you succeed,
you may do one of the following things to them:
• Grant a +4 bonus to one stat
• Grant a +8 bonus to one skill
• Grant a +20 ft bonus to Land Speed
• Grant one Feat that the target meets the prerequisite for
• Grant a -4 penalty to one stat
• Grant a -8 penalty to one skill
• Grant a -20 ft penalty to Land Speed (Minimum speed 5ft)
• Remove one feat from the target's list that you know they have
All bonuses and penalties last for 1 round per level. You may make multiple changes to a soul once you win, and
all changes stack where needed. Once the hacking has expired, the target instantly returns to their basic form.
You may do multiple changes at once, but each change above the first increases the base DC by +3. Feats
granted by this ability count as if they had been taken at the earliest level they could be taken.

2 – Bonus Feat

3 – READ SOUL [PRESTIGE]


You gain the ability to read a soul just by viewing the being that holds it. Doing so requires a Knowledge
(Technology) Check with a DC of (15 + Target's Level + Target's Charisma Modifer). Should you succeed, you
gain the benefits of the Perfect Judge Opponent feat for that target.

4 – Bonus Feat

5 – SUPERIOR SOUL HACKING [PRESTIGE]


Add the following bonuses and penalties to Soul Hacking's List
• Choose one Status Effect. Remove it from the target
• Restore ¼ of the target's hit points. Cannot be more than their
maximum
• Restore ¼ of the target's Reiatsu. Cannot be more than their
maximum
• Grant a +X bonus to all d20 rolls equal to your Intelligence
Modifier
• Choose one Status Effect. Inflict it to the target
• Drain ¼ of the target's hit points. Cannot drop below 0 hit points
• Drain ¼ of the target's Reaitsu. Cannot drop below 1 Reiatsu
• Grant a -X penalty to all d20 rolls equal to your Intelligence
Modifier
The bonuses and penalties now last for one minute per level. You may
make ONE bonus permanent on a target at half strength. This is done
by making a Knowledge (Kido Lore) check with a DC of (15 + Target's
level + Target's Charisma Modifier). Should you succeed, divide the
appropriate bonus by 2, and apply it to the target permanently
(Minimum bonus of 1). In the case of feats, you halve the number of
feats gained (Minimum 1)
The Traveller
You've gained a mastery over the art of opening artificial Senkaimon. Artificial Senkaimon are actually naturally
forming Senakimon that can lead anywhere, anywhen, in any universe that your GM allows.

Prerequisites:
Feats: Spiritually Aware, Skill Focus (Spellcraft)
Skills: Spellcraft 6+ Ranks
Special: Must have opened an artificial Senkaimon at least once, and survived the journey there and back
again. Opening an Artificial Senkaimon is a DC 25 Spellcraft check, Stabilizing an artificial Senkaimon is a DC 25
Spellcraft check. Artificial Senkaimon can close randomly on their travelers, trapping them within the Dangai
(25% chance / hour non-cumulative)

1 – VITALIZE ARTIFICIAL SENKAIMON [PRESTIGE]


You gain the ability to make an artificial Senkaimon safer for travel. You may extend the time that an Artificial
Senkaimon will remain viable, doubling it's original time. You still don't know how long the artificial Senkaimon
will remain viable, but you have doubled it's duration. Doing this is done when you open it, and raises the DC to
open the Senkaimon by +5.

2 – Bonus Feat

3 – PREDICT ARTIFICIAL SENKAIMON [PRESTIGE]


By making a DC 30 Spellcraft check, you can predict exactly where an artificial Senkaimon will go. You have no
control over where they go however, only the knowledge of where. This also reveals how long the Senkaimon
will remain stable.

4 – Bonus Feat

5 – DIRECT ARTIFICIAL SENKAIMON [PRESTIGE]


You gain the extraordinary power (descriptive text folks) to direct an Artificial Senkaimon to a more suitable
target if you don't like where it's going. Choose a legal target destination and make a Spellcraft check with a DC
of 45. If you succeed, the Artificial Senkaimon you open goes to that destination instead of it's intended one. This
however negates the bonus of Stabilize Artificial Senkaimon, halving the duration that it will remain viable.
The Builder
You've gained the magical ability to create something from nothing.

Prerequisites:
Feats: Spiritually Aware, Skill Affinity (Craft (Mechanical) and Craft (Structural))
Skills: Craft (Mechanical) 8+ Ranks, Craft (Structural) 8+ Ranks
Special: Must have built something with either of those skills with a DC of 22 or higher.

1 – QUICK BUILD [PRESTIGE]


You gain the ability to build very quickly. Halve the times for all your build projects that involve Craft (Mechanical)
and Craft (Structural). Also, you may halve the times again by increasing the build DC by +10 and the Wealth DC
by +5.

2 – Bonus Feat

3 – IMPRESSIVE BUILD [PRESTIGE]


When you build something, you can increase the DC by increments of 2 to increase the hardness and hit points
of the item by 1. This can be done with anything made with Craft (Mechanical) and Craft (Structural).

4 – Bonus Feat

5 – INSTANT BUILD [PRESTIGE]


As long as you have the materials on hand, you can increase the DC of a build by 20 to assemble the materials
as a standard action. You can increase the DC by 25 to make it a Swift Action. If you increase the DC by 30 you
can assemble an item in half the normal time with no materials on hand (Meaning no wealth check).
The Shaman
For those who want a more esoteric flavor. The Shaman bends the elements to their whims. Earth, Fire, Air and
Water heeds their call!

Prerequisites:
Feats: Spiritually Aware, Spellcaster, Elemental Boon
Skills: Spellcraft 6+ Ranks, Knowledge (Kido Lore) 6+ Ranks
Special: Must have had peaceful contact with an elemental being (Or a being with an elemental
release/transformation)

1 – ELEMENTAL BLAST [PRESTIGE]


You gain the ability, at the cost of 20 Reiatsu, to create a blast of energy of a chosen type (Chosen when the
blast is made). The Blast can be of one of the following elements (Fire, Cold, Acid, Electricity or Water). The
Blast deals 2d6 per 20 Reiatsu spent to one target within 120 feet, or 1d6 per 20 Reiatsu spent to all targets
within 30 feet of you.

2 – Bonus Feat

3 – ELEMENTAL SPECIALIZATION [PRESTIGE]


You gain a bonus based on the Element you decide to specialize in (Pick one below)
• Air: You may gain a combat fly speed of 60 feet with good maneuverability by expending 20 Reiatsu +20
Reiatsu per 10 minutes. Your overland fly speed is equal to your Swim Modifier x10 miles per hour.
• Earth: You may grant yourself a +10 bonus to any one Defense, Fortitude or Attack roll by expending 30
Reiatsu.
• Fire: You gain Flash Step Evasion and Combat Reflexes as bonus feats. If you already have one or both
of them, gain their improved versions as bonus feats
• Water: You gain a swim speed of 120 feet and a +8 bonus to Swim checks. Also you may breathe water
as well as air.

4 – Bonus Feat

5 – ALIGNED RESTORATION [PRESTIGE]


You may heal all targets within 1 mile of you that share at least one allegiance with you for 10 hit points per level
(Maximum 250hit points.) one per day plus once per day per 4 levels. This also wipes away all status conditions,
ability damage, ability drain and non-permanent level loss in all targets. This costs 500 Reiatsu to use.
Shadow Priest of the Old Order
Sometimes the old ways are the best ways, and no one knows that more than a Priest of the Old Order

Prerequisites:
Feats: Spiritually Aware, Spellcaster, Reiatsu Healing, Deadly Touch
Skills: Spellcraft 8+ Ranks, Knowledge (Kido Lore) 8+ Ranks, Knowledge (Theology and Philosophy) 8+ Ranks,
Treat Injury 8+ Ranks
Special: Must have the allegiance of “The Old Order”

1 – MIND BLAST [PRESTIGE]


You gain the ability to create a blast of shadowy Force in a 60 foot cone that deals 1d6 damage per level and
staggers all targets (Reflex Half (Damage) – Wisdom Based, Fortitude Negates (Stagger) – Wisdom Based) for
1d6+2 Rounds. This ability costs 90 Reiatsu

2 – Bonus Feat

3 – SHADOW WORD: PAIN [PRESTIGE]


You gain the ability to inflict wracking pain on an target. When you use this ability, a standard action, you choose
a target within medium range and force them to make a Wisdom based Will Save or be wracked with pain taking
1d6 damage per 10 Reiatsu spent and take a -1 Penalty to all d20 Rolls per 10 Reiatsu spent (Maximum your
level in d6 and penalties)

4 – Bonus Feat

5 – MIND FLAY [PRESTIGE]


You seethe a target with untold energies damaging their soul. You deal your Shadow Word: Pain damage x10 to
a target's Reiatsu. If used in this way, the target doesn't take any penalties to d20 rolls. Mind Flay works as
Shadow Word: Pain in all other respects.
Death Knight
Prerequisites:
Feats: Spiritually Aware, Martial Study, Grizzled Veteran, Metastudy
Skills: Martial Lore 13+ Ranks
Special: Must have the Bloody Scourge, Dread Blade and Frozen Heart styles as Martial Styles (See Below:
New Martial Styles).

1 - DREAD SPECIALIZATION [PRESTIGE]


You gain abilities based on your chosen specialization
• Blood: When you deal damage to an opponent, you gain 1/2 that damage as a deflection bonus to
Defense for 1d8+3 rounds
• Frost: Whenever you deal cold damage to an enemy they are stricken with Chill Fever if they fail a
constitution based Fortitude Save. Chill Fever makes them susceptible to Cold Damage in the future,
making them take an additional 2d6 Cold damage from all sources of cold damage for 1d8+2 rounds.
• Unholy: You gain a Ghoul Minion. This being is built as a Hollow of two levels lower than you, but they
have Bizarre: Undead as a bonus feat. Summoning your Ghoul Minion is a swift action, and it lasts for
1d8+3 rounds before dissipating. You may summon your Ghoul Minion once per day plus once per 4
levels.

2 - Bonus Feat

3 - IMPROVED DREAD SPECIALIZATION [PRESTIGE]


You gain abilities based on your specialization chose in Dread Specialization
• Blood: Whenever you wear armor, it is considered one size category lighter than normal, it loses it's
Armor Check penalty, and has no Max Dexterity Bonus.
• Frost: All your Cold Damage increases one
size category (d6 becomes d8, d8 becomes
2d6, 2d6 becomes 3d6)
• Unholy: Your Ghoul Minion lasts as long as it
remains "alive", and counts as having the Elite
Modifier.

4 - Bonus Feat

5 - DUAL SPEC [PRESTIGE]


Choose a second specialization from those listed in
Dread Specialization. You may switch between the two
of them as a move action once per round. Also, you
gain bonuses based on your chosen specs.
• Blood: Whenever you deal damage, you gain
that damage as universal damage mitigation
for 1d8+3 rounds. Multiple sources of universal
damage mitigation don't stack for this ability.
• Frost: Whenever you deal Cold damage, you
receive that damage as healing
• Unholy: All your attacks gain a range of 30
feet if that is a longer range than your normal
range. You may choose to make the attacks at
a shorter range (Such as an unarmed strike
can be made at normal range, or up to 30 feet)
Epic Level Content
The following content is available to characters above level 21.

Epic Level Feats


TRUE SHADOW OF THE SCHOOL [EPIC, GENERAL]
Prerequisites: Shadow of the School
Benefit: You may now Empower and Maximize your maneuvers with Shadow of the School. Each use takes up
one charge from both use pools.

DRIVE TO SURVIVE [EPIC, REIATSU]


Prerequisites: Reiatsu 500+, Endurance, Diehard, Deny Death
Benefit: You use one less action dice to cheat death. In addition, you must roll under 15% to stabilize. Also you
do not die till you hit ¾ of your Maximum Hit Points

BADASS THEME SONG [EPIC, REIATSU]


Prerequisites: Heroic Surge, Theme Song
Benefit: Once per game session, when an enemy would grossly violate one of your allegiances, you may gain
two temporary action dice that last till the end of the game session

TRANSCEND THE LIMITATIONS OF THE FEATS [EPIC, REIATSU]


Prerequisites: Transcend the Mortal Coil, Concentration 33+ Ranks
Benefit: Transcend the Limitations of your Body's text changes to read “Twice per day...”
Special: You may take this feat multiple times, each time increase the number of Concentration Ranks needed
as a prerequisite by 5 and the number of times per day Transcend the Limitations of Your Body can be used by
and additional 1.

IMPROVED MOVEMENT CAMOUFLAGE [EPIC, COMBAT]


Prerequisites: Destabilize Form
Benefit: You may use Movement Camouflage once more per encounter.
Special: You may take this feat multiple times. Each time increase the number of times per encounter you can
use Movement Camouflage by 1.

BLINDING BLITZKREIG [EPIC, COMBAT]


Prerequisites: Stabilizing Blow
Benefit: You may use Blinding Blitz once more per encounter.
Special: You may take this feat multiple times. Each time increase the number of times per encounter you can
use Blinding Blitz by 1.

DIVINE ATTUNEMENT [EPIC, COMBAT]


Prerequisites: Perfect Attunement
Benefit: Your Signature Weapon gains points based on your level instead of one half your level.

PERFECT ARMORSMITH [EPIC, ITEM CREATION]


Prerequisites: Superior Armorsmith
Benefit: When you create a piece of armor, it's enhancement bonus cap is equal to your level.

THE TRUE FACE OF AMA NO UZUME [EPIC, COMBAT]


Prerequisites: The Face of Ama no Uzume
Benefit: Ceremonial Combat's doubling of your Critical Range lasts for 1 + Wisdom Modifier rounds, and your
time for dancing the Ceremonial Dance Kagura triples (Instead of doubling)
KITTEH POWA!!! [EPIC, COMBAT]
Prerequisites: Feline Apothesis
Benefit: Your bonus to Perception based checks is raised to +8. You may now make a full move action after
falling any distance, and your Sneak Attack damage from OMG, KAWAII DESU!! increases to +10d6.
Special: You may take this feat multiple times to increase the perception bonus by +2 and the sneak attack
damage by +2d6

EPIC EMPOWERED WEAPON [EPIC, COMBAT]


Prerequisite: Judge Combat Style
Benefit: Your list of possible enhancements improves to include the following Epic enhancements.
• Bashing (+6)
• Belief (+8)
• Critical Blast (+6)
• Dread (+7)
• Everdancing (+7)
• Flaying (+8)
• Souldrinking (+9)
• Unerring Accuracy (+6)

JOKERS [EPIC, REIATSU]


Prerequisites: High Cards
Benefit: By expending 500 Reiatsu, you may turn a High Card into a Joker. A Joker gains the following effects
based on whether it's a High Joker or a Low Joker (50% chance)
• High Joker: Your cards automatically threaten critical if they hit for 3 + Spellscore Modifier rounds
• Low Joker: Your cards automatically heal your targets for it's maximum damage.

SELF POSSESSED MEDIUM [EPIC, GENERAL]


Prerequisites: Ultimate Medium
Benefit: You may invite a spirit to possess you for 3 + Wisdom Modifier rounds. While possessed, you gain a
bonus to all statistics equal to the spirit's level (Minimum +5) and if you fail any Will save while possessed, the
effect doesn't hinder you till after the possession is over. Also while possessed, your tertiary allegiance changes
to match one of the spirit's allegiances shifting your personality as such.

ABSURD SWARM OF CATS [EPIC, GENERAL]


Prerequisites: Swarm of Cats
Benefit: Your cat swarm increases to absurd proportions granting you a displacement effect (50% miss chance.)

SUPERIOR CONGLOMERATED BEING [EPIC, COMBAT]


Prerequisites: Conglomerated Being
Benefit: You may now summon an Conglomerated Elemental using up to all 9 different elements. If you create
this ultimate being, it gains triple the Shikai Picks of a Summoned Elemental instead of Double. It gains an
additional +5 hit points per Ringed Champion involved (Above the 30 + 5/RC gained before) and the Reiatsu that
it uses is multiplied by 7 instead of 5. Additionally, it gains one Bankai ability per 3 levels the highest leveled
Ringed Champion possesses and all Ringed Champions gain a bonus to all stats equal to the number of ringed
champions involved in the summoning. The Superior Conglomerated Being gains Damage Mitigation equal to
the highest level of the Ringed Champions involved in it's summoning. This counts as a Tier 3 Release.

EPIC SOUL HACKING [EPIC, COMBAT]


Prerequisites: Superior Soul Hacking
Benefit: You may, by raising the DC of your Soul Hacking by +20, double the benefit or penalty granted.

CREATE ARTIFICIAL SENKAIMON [EPIC, REIATSU]


Prerequisites: Direct Artificial Senkaimon
Benefit: As a DC 60 Spellcraft check, you may create your own Artificial Senkaimon. It is completely stable and
goes where you will it to go.
SUPREME BUILD [EPIC, ITEM CREATION]
Prerequisite: Instant Build
Benefit: By increasing your build DC by 50, you can increase the time of an build without material components
to a standard action.

SUPERIOR ALIGNED RESTORATION [EPIC, REIATSU]


Prerequisites: Aligned Restoration
Benefit: If a target shares more than one allegiance with you, and are subject to Aligned Restoration, they gain
temporary hit points equal to the amount you healed for 1 minute per level or until used.

SHADOW WORD: DEATH [EPIC, REIATSU]


Prerequisites: Mind Flay
Benefit: When you use Shadow Word: Pain, you may expend four action dice to, instead of dealing damage, kill
the target if they fail a Wisdom Based fortitude save. Even if they survive, they suffer the d20 penalty for 1d6+2
rounds without a save when this feat is activated..

EMPOWERED RUNES [EPIC, REIATSU]


Prerequisites: Dual Spec, Any one Post-PrP feat for a Death Knight
Benefit: All the numerical benefits of your Bloody Scourge, Frozen Heart and Dread Blade boosts are doubled.

52 PICKUP! [EPIC, COMBAT]


Prerequisites: High Cards, Jokers, Ranged Shot 33+ Ranks
Benefit: You may, by expending an entire deck of cards, deal 416 damage to all opponents within a 60 foot
cone. Dexterity Based Reflex save for Half Damage. Regardless of success or failure, you and all opponents
that took damage from this effect are stunned for 1 round. If you choose to be stunned for more than1 round
(1d6+2 rounds), you empower the damage to 624, halved on a successful reflex save. (NOTE: This feat's
damage is based on hitting an opponent with every card in the deck. Reduce the damage by the number on
each card thrown before using this feat. Jacks counts as 11, Queens as 12, Kings as 13 and Aces as 14.)This
maneuver consumes one Deck you have on your person regardless of success.

SUPREME TOTEM [EPIC, REIATSU]


Prerequisites: Improved Ancient Totem, Requisite Skill 23+ Ranks
Benefit: Add an additional 25% to the resistance you gained from Ancient Totem (Making the total resistance
75%)
Epic Prestige Paths
The following prestige paths supplement all other Epic prestige paths

The One
You've transcended mortality, and your fighting style is second to none.

Prerequisites:
Feats: Spiritually Aware, Shadow of the School, Shadow of the School Part II, True Shadow of the School
Skills: Martial Lore 24+ Ranks, Unarmed Strike 24+ Ranks, Concentration 24+ Ranks
Special: Must have defeated a Level 1 Corrupted in single combat (See Below)

1 – TRANSCEND THE LIMITATIONS OF YOUR BODY [PRESTIGE]


You gain the ability to come back from death once per day. Once per day, when you would normally be killed,
regardless of the form of death, you come back to life at 25% Hit Points and 60% Reiatsu and gain a bonus on
all Combat related d20 rolls equal to your level for your level in rounds. Also, you gain the ability to fly as if you
had 24 Swim Ranks. If you have 24 Swim Ranks, you gain a +20 bonus to Swim Checks.

2 – Bonus Feat

3 – TRANSCEND THE LIMITS OF YOUR SOUL [PRESTIGE]


You gain the ability to fuel your abilities far longer than anyone else. As a Standard action, you can expend 170
Reiatsu to gain back a use of a once per day ability, and can expend a use of any once per day ability, without
it's normal effect, to gain back 170 Reiatsu. Alternatively, you may expend 34 hit points to gain 170 Reiatsu, or
170 Reiatsu to heal 34 hit points. You may spend for this feat in multiples.

4 – Bonus Feat

5 – TRANSCEND THE MORTAL COIL [PRESTIGE]


You have reached the apex of your power.
Should you die in any fashion (After using
the effects of Transcend the Limitations of
your Body), you are instantly reincarnated as
a spiritually aware human. This character is
one half the level you were in life, is
approximately your age but all other facets
of their being may change, including
personality, gender, allegiances,
appearance, etc. This reincarnation is
placed somewhere in the world other than
the battle at hand up to 1 spirit mile away
from your current position.
The Corrupted
You have corrupted your soul, and have turned from the true path spreading chaos across the lands.

Prerequisites:
Feats: Spiritually Aware, Twilight's Crush
Skills: Will Save 24+ Ranks
Special: Must have been brought to near death (-1 HP or below) while you were Embraced by Twilight and
survived.

1 – HARDINESS OF CORRUPTION [PRESTIGE]


Your Twilight's Embrace bonus applies to your Constitution as well as your Strength and Dexterity. In addition,
you may empower your Cero once per day.

2 – Bonus Feat

3 – CORRUPTING INFLUANCE [PRESTIGE]


You gain the ability to take over others as a Full-Round action. Doing this is a melee touch attack that incurs a
Strength Based Fortitude Save. Should the target fail, they're allegiances become You, and two other
allegiances of your choice (Normally you choose your own allegiances for the other 2) and their Plus'
appearance changes to look exactly like you. The gain levels until they gain 1 level of The Corrupted themselves
if they are able. If not, retrain their character sheet till they can take 1 level of Corrupted. Anything that reverses
Level Loss reverses this condition. If the effected character gained levels, they may be retrained as the character
sees fit.

4 – Bonus Feat

5 – THIS IS MY ULTIMATE FORM [PRESTIGE]


You gain the ability to create a transformation for your self as if it were a Tier 5 Transformation. It cannot change
your physical appearance, though if you would normally take 2 wings, you instead gain flight as if you had wings.
The World-Saver
Though there are heroes, most cannot save an entire plane of existance.

Prerequisites:
Feats: Spiritually Aware, Spellcaster, Skill Focus (Spellcraft), Improved Spellcaster, Mass Awaken
Skills: Knowledge (Kido Lore) 33+ Ranks, Spellcraft 33+ Ranks

1 – SPELLSCORE + [PRESTIGE]
Upon gaining this feat, through intense training and dedication your spellscore increases by 1 per 5 levels you
possess or will possess (Maximum +20).

2 – Bonus Feat

3 – ENHANCED SPELLCASTING [PRESTIGE]


You can now cast spells faster than normal. You cast all spells you can cast one step faster than normal (Full-
Round to Standard to Move to Swift to Immediate). Anything above a Full-Round action but less than 1 hour
becomes a full-round action, and anything that is already an immediate action or is longer to cast than 1 hour
has no change.

4 – Bonus Feat

5 – WORLD SAVE [PRESTIGE]


You've gained the ability to save an entire realm of existence from a fate worse than death. This ability is usable
once per day per 4 character levels and takes a Full-Round action to use. Everyone you consider an ally, and all
innocents on the same plane as the World-
Saver has their Hit Points and Reiatsu restored
to full from wherever they were before, even if
the characters were without hit points at all (IE:
'Dead within the last 15 years) Any negative
levels are washed away, and anyone that died
from level loss is restored to life at their old
level. Using this ability makes the user
Fatigued.
Agent of Chaos
You sow chaos on the battlefield, making enemies think twice before attacking

Prerequisites:
Feats: Supersonic Strike or Incredible Natural Attack, Sneak Attack, Advanced Unarmed Strike
Skills: Unarmed Strike 24+ Ranks
Special: Chaos Allegiance, Exclusive Marshal of Law Prestige Path

1 – MOVEMENT CAMOUFLAGE [PRESTIGE]


You sow chaos on the battlefield with your movements. Once per encounter, you may cause an opponent to
become flat-footed for one attack by charging them even if they're immune to becoming flat-footed. This flat-
footed-ness lasts for 1 round per level as they attempt to discern where your true self lies.

2 – Bonus Feat

3 – CHAOS BLAST [PRESTIGE]


When you hit with a natural attack or unarmed strike, you deal an additional 1d6 damage per 2 levels of Chaotic
damage (This overcomes damage reduction). Should an opponent drop to 0 hit points because of this ability,
they are removed from the cycle of reincarnation. This ability can be triggered as a touch attack.

4 – Bonus Feat

5 – DESTABILIZE FORM [PRESTIGE]


If you manage to hit a single opponent with 2 or more attacks in a single round, you begin to destabilize their
form, dealing an extra 4[BW] damage and 2 Constitution Damage. Should the target's Constitution drop to 0
from this feat, the target drops to a puddle of clear ooze that counts as them being disintegrated. Incorporeal
creatures and oozes gain a fortitude save (Strength Based) to reisist this ability.
Marshal of Law
You're a law abiding monster, ready to destroy your foes with the power of law!

Prerequisites:
Feats: Melee Mastery (Any Weapon), Advanced Combat Armsman
Skills: Weapon Attack 24+ Ranks
Special: Law Allegiance, Exclusive Agent of Chaos Prestige Path

1 – BLINDING BLITZ [PRESTIGE]


You gain the ability to blind foes temporarily by charging them. Once per encounter, during a charge you may
activate this feat. The character you charge is blinded for 1 round per level if they fail a Strength based Fortitude
save. They take a -5 penalty on this check. If you manage to hit a Sneak Attack while the target is blinded, you
add 1 round to the blindness per hit.

2 – Bonus Feat

3 – LAWFUL SANCTION [PRESTIGE]


You may sanction a target as a free action when you make a weapon attack. Sanctioning an opponent deals 1d6
damage per 2 levels of Lawful damage (It overcomes damage reduction). Should a target be reduced to 0 hit
points they are judged as if they were konsoed. If a target would normally be removed from the cycle for dying,
they are reinserted within it if they are reduced to 0 HP.

4 – Bonus Feat

5 – STABILIZING BLOW [PRESTIGE]


You've gained the ability to stabilize an opponent's form. Whenever you make an attack against a creature it
takes an additional 4[BW] damage and must succeed a Strength based Fortitude save or revert to it's base form
for 1 + Constitution Modifier rounds. This shuts off all releases, transformations and power-ups for the duration.
They may not engage any release, transformation or power-up while this ability effects them. Multiple hits restart
the duration. Incorporeal creatures become corporeal while they are effected by this ability.
Deity of...
Greater than Gods (Yes this is a bit redundant), there are the Deities, who pride themselves on the power the
possess, and the power of their portfolios.

Prerequisites:
Feats: Spiritually Aware, Spellcaster, Martial Study, Divine Spark
Skills: Knowledge (Kido Lore, Martial Lore) 33+ Ranks, Spellcraft 33+ Ranks
Special: Must be worshiped as a God already by at least 1,000 people or defeat a Deity in combat.

1 - DIVINE POWER [PRESTIGE]


You gain several abilities based on your new Seventh Stat: Divine Rank. Your divine rank is equal to your (Level divided by 5) - 4 (Minimum
0) and grants the following:
• Remote Sensing: If anyone mentions your name, or the name of one of your holy sites, you can sense that area and 100 feet
+100 feet per divine rank around it.
• Block Senses: As a standard action, you can block the senses of anyone with a divine rank lower than yours.
• Minor Immortality: You no longer age. You no longer have to eat, drink, breathe or sleep (You still can if you sho choose).
• Defense Bonuses: You gain a bonus equal to your Divine Rank to all defensive skills and Defense
• Natural Armor: You gain a Natural Armor bonus equal to your Divine Rank
• Hit Points: You gain +5 hit points per level
You also gain a portfolio, defined as one aspect of life or death, that you have power over. You gain 2 abilities within your portfolio. Your
portfolio can be of anything you can imagine, and shouldn't be too broad. Killing another deity in combat grants you one of their portfolios as
your own.
• Portfolio Sense: You can sense anything that has to do with your portfolio as long as it involves more than (1,100 - 100/Divine
Rank) people. Your senses within your portfolion extends only to the present. It can extend into the past once your Divine Rank is
greater than 6 by 1 week per Divine Rank. It can extend into the future if your divine rank is greater than 11 by 1 week per 2 divine
ranks. You only know that something within your portfolio is happening, not exactly what.
• Portfolio Power: As a free action (Once per turn) you may make any effect happen that involves your portfolio. Your GM has the
right to tell you no at any time for any effect you produce. (Example: You could say start a fire if you have the Fire portfolio or bend
a titanium bar in two if you have the Metal portfolio.)

2 - Bonus Feat

3 - DIVINE AURA [PRESTIGE]


The mere presence of a deity of rank 1 or higher can deeply affect mortals and beings of lower divine rank. All divine aura effects are mind-
affecting, extraordinary abilities. Mortals and other deities of lower rank can resist the aura’s effects with successful Will saves; the DC is 15
+ the deity’s rank + the deity's level + the deity’s Charisma modifier. Deities are immune to the auras of deities of equal or lower rank. Any
being who makes a successful saving throw against a deity’s aura power becomes immune to that deity’s aura power for one day. Divine
aura is an emanation that extends around the deity in a radius whose size is a function of
divine rank (100 feet per Divine Rank (Minimum 100 feet)). The deity chooses the size of
the radius and can change it as a free action. If the deity chooses a radius of 0 feet, its
aura power effectively becomes non-functional. When two or more deities’ auras cover the
same area, only the aura that belongs to the deity with the highest rank functions. If divine
ranks are equal, the auras coexist.
The deity can make its own worshipers, beings that share one of it's allegiances, or both
types of individuals immune to the effect as a free action. The immunity lasts one day or
until the deity dismisses it. Once affected by an aura power, creatures remain affected as
long as they remain within the aura’s radius. The deity can choose from the following
effects each round as a free action.
• Daze: Affected beings just stare at the deity in fascination. They can defend
themselves normally but can take no actions.
• Fright: Affected beings become shaken and suffer a -2 morale penalty on
attack rolls, saves, and checks. The merest glance or gesture from the deity
makes them frightened, and they flee as quickly as they can, although they can
choose the path of their flight.
• Resolve: The deity’s allies receive a +4 morale bonus on attack rolls, saves,
and checks, while the deity’s foes receive a -4 morale penalty on attack rolls,
saves, and checks.

4 - Bonus Feat

5 - GRANT SPELLCASTING [PRESTIGE]


Your deific power is complete. As a standard action, you can grant the Spellcaster feat to
a target that worships you, shares and allegiance with you, or beseeches you. You
willingly do this, and can revoke it at any time. They count as the earliest level they could
be for Spellcasting.
New Martial Styles
The Following Styles supplement the ones available to players through the Bo9S and/or the PoW books

Bloody Scourge
1ST LEVEL
Butchery: Stance - Deal extra damage after defeating a foe
Blood Strike: Strike - Victim cannot make a Full Attack next turn
Forceful Deflection: Boost - Gain AC bonus equal to Strength modifier for 1 round
Blood Boil: Strike - Nearby enemies take damage, more if they are infected with Blood Plague

2ND LEVEL
Dark Command: Boost - Victim must attack you or suffer penalty to attacks and damage
Blood-Caked Blade: Strike - Attack another foe twice at +4 bonus to attack and damage
Bladed Armor: Counter - Gain attacks against a successful attacker

3RD LEVEL
Blood Presence: Stance - Gain Fortification 50%, DR equal to IL/Good or Evil
Scarlet Fever: Strike - Victim is infected with Scarlet Fever
Bone Shield: Boost - Gain bonus AC vs. next 6 attacks

4TH LEVEL
Heart Strike: Strike - Attack all foes in front of you, deals bonus damage if they are infected with Scarlet Fever
Pestilence: Boost - Next attack infects all victims with Scarlet Fever
Asphyxiate: Strike - Binds victim's throat, deals 4d6 damage and silences/stuns

5TH LEVEL
Blood Parasite: Strike - Infects victim with a parasite that heals you
Death Strike: Strike - Gores a foe with a horrific attack for +10d6 damage, heal self and gain temporary hit
points

6TH LEVEL
Blood Tap: Boost - You take 3d6+20 damage and recover an expended blood rune as a Death rune
Death's Advance: Stance - Your type is Undead for benefits, gain movement bonus
Crimson Scourge: Strike - Successful strike deals +5d6 damage +1/IL and unleashes a Blood Boil

7TH LEVEL
Abomination's Might: Boost - Defeat foe, gain +10 Strength, Constitution for 5 rounds
Scent of Blood: Strike - Foe you strike takes 3d6 damage from your attacks next turn
Dark Simulacrum: Counter - Copy spell being cast by a spellcaster

8TH LEVEL
Call Blood Beast: Boost - Victim attracts the attention of a Blood Beast
Mark of the Fallen Champion: Boost - Victim takes damage equal to damage you inflict this round; if they die,
you are healed as if by a heal spell

9TH LEVEL
Dancing Rune Weapon: Boost - Summon a copy of your weapon for 5 rounds
BLOODY SCOURGE MANEUVER DESCRIPTIONS
The Bloody Scourge discipline focuses on drawing power from life. It also acts as a defender for its comrades in
arms. The key skill for Bloody Scourge maneuvers is Intimidate. Weapons associated with Bloody Scourge
include the greatsword, maul, bastard sword, greataxe, and greatclub.

Butchery
Bloody Scourge (Stance)
Level: Death Knight 1
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance
Hewing your foe apart, you revel in its slaughter and find yourself empowered.

Whenever you kill an enemy that grants you experience for its death and threatens you in melee, you gain a +1
bonus to damage with all attacks and strikes for 5 rounds.

Blood Strike
Bloody Scourge (Strike)
Level: Death Knight 1
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Your blow strikes a sensitive area, dampening your foe's ability to go all-out.

As part of initiating this strike, you must make a melee attack against an enemy. If you hits, the victim cannot
make a full attack next round.

Forceful Deflection
Bloody Scourge (Boost)
Level: Death Knight 1
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: 1 round
Steeling yourself, you swing your weapon in quick, wide arcs, pushing aside enemies' blows with ease.

For 1 round after using this boost, you gain a bonus to AC equal to your Strength bonus (if positive).

Blood Boil
Bloody Scourge (Strike)
Level: Death Knight 1
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Area: 15-ft.-radius burst
You call upon ancient power to roil the blood of nearby foes, injuring the infected among them grievously.

As part of initiating this strike, you must make a melee attack against an enemy. If you hit, all creatures within a
15-ft.-radius burst of the victim (including the victim) take 1d6 damage plus 1d6 if they are infected with Blood
Plague. This maneuver is a supernatural ability.
Dark Command
Bloody Scourge (Boost)
Level: Death Knight 2
Initiation Action: 1 Swift action
Range: 60 ft.
Target: One creature
Duration: 5 rounds
You shout a word of power at your foe, imbuing it with negative energy. It refocuses its attacks on you, for fear of
punishment should it ignore your command.

The victim of Dark Command must attack you for 5 rounds. In any round in which it does not attack you, it
suffers a -5 penalty to hit and damage with all attacks. This maneuver is a supernatural ability and a mind-
affecting ability.

Blood-caked Blade
Bloody Scourge (Strike)
Level: Death Knight 2
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature; see text
Seeing blood on your blade sends you into a frenzy, lashing out at another foe with great fervor.

As part of initiating this strike, you must make a melee attack against an enemy. If you hit, you may make an
extra attack against another enemy within reach.

Bladed Armor
Bloody Scourge (Counter)
Level: Death Knight 2
Initiation Action: 1 Immediate action
Range: Personal
Target: You
You deflect and simultaneously injure an attacker with your weapon, a whirl of blades and blood.

When an opponent successfully strikes you and is within your reach, you can lash at him. Each time the
attacking creature strikes you this turn, you may make an attack against that foe following his attack.

Blood Presence
Bloody Scourge (Stance)
Level: Death Knight 3
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance
You assume the presence of empowered blood, gaining fortitude and protection against your foes.

You gain Fortification 50%, and DR equal to half of your initiator level/Good if you are Evil, or /Evil if you are
Good. If you are neither Good nor Evil, you may choose which damage reduction to gain upon entering the
stance.
Scarlet Fever
Bloody Scourge (Strike)
Level: Death Knight 3
Initiation Action: 1 Swift action
Range: 60 ft.
Target: One creature
Duration: 1 round/2 initiator levels you have
Saving Throw: Fortitude negates
You send a short-lived, disastrous disease upon the wind to infect a single creature. Within moments, the victim
becomes weakened and sluggish.

You send forth wind which carries the Scarlet Fever. Victims that fail their fortitude save (DC = 15 + your
Strength modifier) become infected. Victims take a -4 penalty to Strength and Dexterity.

Bone Shield
Bloody Scourge (Boost)
Level: Death Knight 3
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: 5 rounds
A shroud of loosely animated bones whirl around you, seeking out incoming attacks and helping to deflect them.

For 5 rounds, you gain a +5 Deflection bonus to AC. If you take damage from a melee attack during those 5
rounds, this boost is immediately removed.

Heart Strike
Bloody Scourge (Strike)
Level: Death Knight 4
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature plus adjacent creatures; see text
You cleave through your foe, shattering bone and rending flesh; with such power was your strike that your
weapon continues through one foe into its allies.

As part of initiating this maneuver, you must make a melee attack against an enemy. If you hit, all creatures
adjacent to the enemy take the same damage as the first. Creatures struck by Heart Strike take an additional
+4d6 damage if they are infected with one of your diseases (Scarlet Fever, Frost Fever, Blood Plague or Ebon
Plague).

Pestilence
Bloody Scourge (Boost)
Level: Death Knight 4
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: 1 round
You gorge your weapon with diseased blood, causing your next blow to infect victims with the dread malady,
Scarlet Fever.

The next attack or strike you make after initiating this maneuver automatically infects the victim with Scarlet
Fever if it successfully deals damage. This maneuver is a supernatural ability.
Asphyxiate
Bloody Scourge (Strike)
Level: Death Knight 4
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Standard action
Range: 60 ft.
Target: One creature
Duration: 5 rounds; see text
Saving Throw: Fortitude partial
You bind the victim's throat with dark power and wrench them off the ground, leaving them stunned, injured and
silent for a time.

As part of initiating this maneuver, you must make a ranged touch attack. If you hit, the victim takes 4d6 damage,
cannot speak and is lifted 20 feet into the air for 5 rounds. The victim must make a Fortitude save (DC = 14 +
your Strength modifier) or be stunned for 1 round. This maneuver is a supernatural ability.

Blood Parasite
Bloody Scourge (Strike)
Level: Death Knight 5
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds; see text
Saving Throw: Fortitude partial
Your touch causes a parasite to worm its way into the victim. After a short moment, the parasite bursts forth from
the host and explodes in a shower of gore, leeching life to you from the unfortunate victim.

As part of initiating this maneuver, you must make a melee touch attack. If you hit, you implant a blood parasite
in the victim. 3 rounds afterwards, the parasite erupts from the victim's skin and explodes, dealing 6d6+12
damage to the victim and healing all allies within 15 yards of the victim for half the amount.

Death Strike
Bloody Scourge (Strike)
Level: Death Knight 5
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 5 rounds; see text
You swing your blade in a wicked curve, drawing blood and maiming your foe. At the same time, your weapon
feasts upon their injury, drawing life from them into you.

As part of initiating this maneuver, you must make a melee attack against an enemy. If you hit, you inflict +10d6
damage, are healed for half the damage inflicted and also gain temporary hit points equal to half the damage
inflicted. These temporary hit points do not stack with each other.

Blood Tap
Bloody Scourge (Boost)
Level: Death Knight 6
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Enacting a blood rite, you sacrifice your health to gain greater martial prowess.

As you initiate this maneuver, you take damage equal to 10% of your maximum hit points. This damage cannot
be reduced or prevented in any way and bypasses temporary hit points. You recover a single expended blood
rune. For 3 rounds afterwards, this blood rune becomes a Death rune. This maneuver is a supernatural ability.
Death's Advance
Bloody Scourge (Stance)
Level: Death Knight 6
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: Stance
You take on the aspects of death itself, your body unassailable and your march intrepid and undaunted in the
face of opposition.

While in this stance, you are considered to have all the traits of the Undead type, but are still considered your
previous type (usually humanoid). In addition, your movement speed cannot be reduced below its maximum
amount.

Crimson Scourge
Bloody Scourge (Strike)
Level: Death Knight 6
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature; see text
You charge your weapon with power, causing your victim's wound to erupt in a shower of gore and bone, pelting
his allies with such force that they also suffer damage.

As part of initiating this maneuver, you must make a melee attack against an enemy. If you hit, you inflict +5d6
damage +1 per initiator level, and all creatures within a 15-ft.-radius burst of the victim (excluding the victim) take
1d6 damage, plus 1d6 more if they are infected with Blood Plague.

Abomination's Might
Bloody Scourge (Boost)
Level: Death Knight 7
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: 5 rounds
You draw power from the mangled corpse of your foe into your body, granting yourself unimaginable power and
fortitude.

As you defeat a foe, you can use this boost as a swift action to gain a +10 Profane bonus to Strength and
Constitution for 5 rounds. This maneuver is a supernatural ability.

Scent of Blood
Bloody Scourge (Strike)
Level: Death Knight 7
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Awash with blood, your blade leaves the powerful scent of gore and death upon its victim. Moments later, your
weapon stirs with power as you crash down upon the foe again.

As part of initiating this maneuver, you must make a melee attack against an enemy. If you hit, in the next round,
that creature takes an additional 3d6 damage from all attacks you make against it.
Dark Simulacrum
Bloody Scourge (Counter)
Level: Death Knight 7
Prerequisite: Two Bloody Scourge maneuvers
Initiation Action: 1 Immediate action
Range: Personal
Target: Self
Duration: 1 round; see text
You form a temporary link with the target, siphoning magical power from them as they attempt to assault you with
a spell. Moments later, you unleash your own spell, much to the surprise of your victim.

Whenever an enemy begins casting a spell that targets you, you can use Dark Simulacrum. If the spell affects
you in any way (e.g. you succeed on your save vs. a Dominate Monster spell, or are struck by a Scorching Ray
but not if you are immune to mind-affecting effects or the enemy misses your touch AC), you are able to cast
your own version of the spell as a Swift action once for 5 rounds. If you don't cast the spell before 5 rounds
elapse, you lose the spell. You use your Initiator Level and your Strength modifier to determine your caster level
and save modifier for that spell. This maneuver is a supernatural ability.

Call Blood Beast


Bloody Scourge (Boost)
Level: Death Knight 8
Prerequisite: Three Bloody Scourge maneuvers
Initiation Action: 1 full-round action
Range: 60 ft.
Target: One creature
Duration: 5 rounds
You scribe a rune of blood into the air, and from some abhorrent plane, an amalgamation of terror and blood
emerges to attack your foes for a short time.

When you initiate this maneuver, you must designate a target for the Blood Beast to attack. At the end of the
current round, your Blood Beast appears within 60 feet of you. At the end of its duration or when the designated
target dies, the Blood Beast disappears. You can only have one Blood Beast summoned at a time. This
maneuver is a supernatural ability.

The Blood Beast


Size/Type|Large Aberration
Hit Dice|16d8+64 (136 hp)
Initiative|+9
Speed|50 ft. (10 squares), fly 50 ft. (perfect) (10 squares)
Armor Class|33 (+5 Dex, +15 natural, -1 size, +4 Constitution), touch 14, flat-footed 28
Base Attack/Grapple|+12/+23
Attack|Claw +18 melee (3d8+7) or Bite +16 melee (4d6+14)
Full Attack|2 Claws +18 melee (3d8+7) or Bite +16 melee (4d6+14)
Space/Reach|10 ft./15 ft. (with claws only)
Special Attacks|Leeching Bite, Blood Resistance
Special Qualities|Darkvision 60 ft., tremorsense 30 ft.
Saves|Fort +13, Ref +14, Will +18
Abilities|Str 24, Dex 20, Con 18, Int 1, Wis 19, Cha 1
Skills|Listen +20
Feats|Alertness, Power Attack, Blind-Fight, Multiattack, Improved Initiative, Flyby Attack[/table]

Leeching Bite: Whenever the Blood Beast successfully deals damage with its bite attack, it is healed for an
amount equal to half the damage dealt.

Blood Resistance: The Blood Beast gains a bonus to all saves and AC equal to its Constitution modifier.
Mark of the Fallen Champion
Bloody Scourge (Boost)
Level: Death Knight 8
Prerequisite: Three Bloody Scourge maneuvers
Initiation Action: 1 Swift action
Range: 100 ft.; see text
Target: One creature
Duration: 5 rounds
Saving Throw: Fortitude partial
You bind a creature's life force to your weapon, causing the victim to take damage each time you injure one of its
allies.

For 5 rounds after initiating this maneuver, the victim takes all damage you deal to any of its allies within 100 feet
of itself. Each round, it may attempt a Fortitude save (DC = 18 + your Strength modifier) to halve the damage it
takes that round.

Dancing Rune Weapon


Bloody Scourge (Boost)
Level: Death Knight 9
Prerequisite: Five Bloody Scourge maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: 4 rounds
Tracing an abominable blood rune into the air, your weapon shimmers for a moment before spawning a copy of
itself that follows you. The second reaches in to harass opponents and copies your combat style.

For 1 minute, you create a weapon-shaped force, identical to your weapon, that floats in your square (or
squares). It attempts to parry enemy strikes, causing opponents to suffer a 20% miss chance against you. Any
time you initiate a strike from the Bloody Scourge discipline, the second weapon copies the maneuver and uses
it at the same time. It deals the same damage as your weapon and gains the same strength bonus as you. If
your strike or attack of opportunity hits, the Dancing Rune Weapon's does as well - likewise if you miss. If you
are wielding more than one weapon, only one weapon is copied.
Frozen Heart
1ST LEVEL
Nerves of Cold Steel: Stance - Gain bonuses to hit and vs. fear
Icy Touch: Strike - Deal cold damage, infect foe with Frost Fever
Rune of Razorice: Boost - Victim of cold damage takes additional damage next round

2ND LEVEL
Icy Reach: Boost - Extend your reach with attacks for 1 round
Chains of Ice: Strike - Victim becomes wrapped in icy chains, becomes slowed and takes 3d6 damage
Mind Freeze: Counter - Spellcaster's spell is interrupted if they fail a Concentration check

3RD LEVEL
Frost Presence: Stance - Increases cold damage dealt, grants Cold Resistance
Frost Strike: Strike - Inflict physical and cold damage as a touch attack
Chilblains: Boost - Cold damage causes a movement penalty for 1 round

4TH LEVEL
Annihilate: Strike - Attempt to finish a diseased foe off
Horn of Winter: Boost - Grant allies bonus to hit and damage for 5 rounds
Icy Talons: Strike - Tear into foe ferociously, gain an additional attack

5TH LEVEL
Brittle Bones: Strike - Ignore foe's DR, victim loses DR for 1 round
Icebound Fortitude: Boost - Gain defensive boosts for 3 rounds

6TH LEVEL
Merciless Combat: Stance - You and allies gain extra bonuses vs. flanked foes
Killing Machine: Boost - Recover frost rune as a Death rune after slaying a foe
Obliterate: Strike - Brutally strike a foe for +5d6, may be a critical hit more often

7TH LEVEL
Festering Strike: Strike - Lengthen disease time on victim, inflict +6d6 damage
Hungering Cold: Strike - Victim and all nearby foes become encased in ice
Rune Strike: Counter - Initiate a strike in response to a missed Attack of Opportunity

8TH LEVEL
Might of the Frozen Wastes: Stance - Gain bonus to damage and hit when using two-handed weapons with a
strike
Threat of Thassarian: Stance - Copy certain strikes when wielding two weapons at once
Rune of Cinderglacier: Boost - You inflict Fire damage instead of Cold damage for 1 round

9TH LEVEL
Howling Blast: Strike - Burst of cold deals 100 points of damage
FROZEN HEART MANEUVER DESCRIPTIONS
The Frozen Heart discipline focuses on unleashing the remorseless power of winter. It encompasses its cruelty
and power through manipulating temperature, blasting and freezing foes and sapping their strength. The key skill
for Frozen Heart maneuvers is Balance. Weapons associated with the Frozen Heart include the Scimitar,
Longsword, Handaxe, Heavy Mace, and Battleaxe.

Nerves of Cold Steel


Frozen Heart (Stance)
Level: Death Knight 1
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
Drawing on the chill of the grave, you sharpen your wits and steel yourself to face even the mightiest of foes.

While in the Nerves of Cold Steel stance, you gain a +2 bonus to hit and a +4 Morale bonus to Will saves vs.
fear effects. In addition, if you are wielding two weapons when you initiate a strike from the Frozen Heart
discipline that requires a single melee attack, you may make two attacks, one with each weapon. This maneuver
is a supernatural ability.

Icy Touch
Frozen Heart (Strike)
Level: Death Knight 1
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Duration: 5 rounds; see text
Saving Throw: Fortitude negates; see text
You arc your blade in a sweeping strike, the gathering frost on the blade seeping into the victim's wound and
infecting them with the Frost Fever.

As part of initiating this maneuver, you must make a melee attack against an enemy. If you hit, you deal weapon
damage as Cold damage and the victim must make a DC (11 + your Strength modifier) or become infected with
the Frost Fever disease. Creatures infected with Frost Fever are frail and easily suggestible from delusions,
taking a -2 penalty to Fortitude and Will saves for 5 rounds. This maneuver is a supernatural ability.

Rune of Razorice
Frozen Heart (Boost)
Level: Death Knight 1
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: 1 round
Drawing a frigid rune in the air, your weapon resonates with the foul magic. Your icy touch becomes like a curse,
persisting on unfortunate victims.

After initiating this maneuver, any creature that suffers Cold damage from you in this round suffers 1/2 that
damage in the next round at the beginning of their turn. This maneuver is a supernatural ability.
Icy Reach
Frozen Heart (Boost)
Level: Death Knight 2
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: 1 round
Your weapon unleashes bursts of frost as it whistles through the air, striking creatures seeking refuge in
distance.

For 1 round after initiating this maneuver, you gain an extra 20 ft. reach with all melee attacks and strikes. In
addition, the range of all non-melee strikes is doubled for that round. This maneuver is a supernatural ability.

Chains of Ice
Frozen Heart (Strike)
Level: Death Knight 2
Initiation Action: 1 Standard action
Range: 60 ft.
Target: One creature
Duration: 3 rounds; see text
You fling your weapon at the foe, a flurry of icy chains flying with it. Upon striking, your weapon returns to your
hand, but it leaves the enemy entangled in painfully cold steel.

As part of initiating this maneuver, you must make a ranged touch attack. If you hit, you deal weapon damage to
your target as Cold damage and entangle them for 3 rounds. For the first round, the icy chains anchor to the
ground, preventing movement of any kind. If the victim is airborne, they fall to the ground as if under a feather fall
effect. This maneuver is a supernatural ability.

Mind Freeze
Frozen Heart (Counter)
Level: Death Knight 2
Initiation Action: 1 Immediate action
Range: 60 ft.
Target: One creature
Duration: 1 round
Saving Throw: Fortitude negates; see text
You shock the victim's mind with freezing cold, interrupting their carefully planned spell and forcing them to
gather their wits.

You may initiate this maneuver any time you notice a spellcaster casting a spell within 60 feet of you. The victim
must make a Concentration check (DC 15 + spell level) or lose the spell. This maneuver is a supernatural ability.

Frost Presence
Frozen Heart (Stance)
Level: Death Knight 1
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
You seethe with the power of endless winter: cold, ruthless and unstoppable.

Whenever you inflict cold damage while in the Frost Presence stance, you deal an additional 1 cold damage per
damage die. In addition, you gain Cold Resistance equal to your initiator level. This maneuver is a supernatural
ability.
Frost Strike
Frozen Heart (Strike)
Level: Death Knight 3
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
For an instant, your weapons cover themselves in permafrost, wracking your foes with cold and steel at once.

As part of initiating this maneuver, you must make a melee attack against an enemy. If you hit, you inflict bonus
damage equal to your weapon damage plus Strength bonus as Cold damage. This maneuver is a supernatural
ability.

Chilblains
Frozen Heart (Boost)
Level: Death Knight 3
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round
Your icy attacks take their toll on victims unaccustomed to freezing temperatures: blood retreats, extremities
become painful and blistered.

For 1 round, victims of your attacks that inflict Cold damage are slowed. This effect lasts for 1 round. Victims that
are also infected with Frost Fever are instead slowed until their Frost Fever subsides or is cured. This maneuver
is a supernatural ability.

Annihilate
Frozen Heart (Strike)
Level: Death Knight 4
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
You charge your weapon with foul magic, causing a diseased foe to buckle under your might and succumb to
their sickness.

As part of initiating this maneuver, you must make a melee attack against an enemy that is infected with one of
your diseases (Scarlet Fever, Frost Fever, Blood Plague or Ebon Plague). If you hit, you inflict weapon damage,
instantly remove all of your diseases on the foe, and inflict an additional 4d6 damage per disease removed in
this way.

Horn of Winter
Frozen Heart (Boost)
Level: Death Knight 4
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Swift action
Range: 60 ft.
Target: You and all allied creatures within 60 ft.
Duration: 5 rounds
You send forth a series of notes on the chill wind that follows you, rousing your spirits and inspiring ferocity in
your allies.

You and all allies within range gain a +4 Morale bonus to hit and damage for 5 rounds.
Icy Talons
Frozen Heart (Strike)
Level: Death Knight 4
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 full round action
Range: Melee attack
Target: One creature
You unleash a series of strikes, each faster than the last, until your foe is nothing but a bloody, mangled heap.

As part of initiating this maneuver, you make a full attack against a creature you threaten with all weapons you
are wielding. Each attack that hits deals cold damage instead of its normal damage type. You gain an additional
attack when initiating this maneuver at a -2 penalty. This maneuver is a supernatural ability.

Brittle Bones
Frozen Heart (Strike)
Level: Death Knight 5
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Duration: 2 rounds
Your attack chills the foe to the bone, weakening their defenses and making them more susceptible to attacks it
might otherwise shrug off.

As part of initiating this maneuver, you must make a melee attack against an enemy. If you hit, your attack
ignores all forms of Damage Reduction, and for 2 rounds, all of your attacks ignore the victim's damage
reduction. This maneuver is a supernatural ability.

Icebound Fortitude
Frozen Heart (Boost)
Level: Death Knight 5
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: 3 rounds
You freeze your blood, preventing the most grievous injuries and weathering even the strongest of attacks
against you.

You gain DR 10/-, immunity to critical hits and immunity to effects that require a fortitude save that cannot also
target objects for 3 rounds. This maneuver is a supernatural ability.

Merciless Combat
Frozen Heart (Stance)
Level: Death Knight 6
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: Stance
You urge your allies to fight with ruthless ferocity, giving no quarter and slaying all foes without conscience.
Those foes that fall prey to your tactics find themselves at a large disadvantage.

While in this stance, you and all allied creatures flanking the same creature (or creatures) deal +4 damage with
all attacks and gain a +4 flanking bonus to hit instead of a +2 bonus. All creatures you flank also suffer a -2
Morale penalty to hit, AC, and all saves. The Morale penalty of this stance is a Mind-affecting effect. This
maneuver is a supernatural ability.
Killing Machine
Frozen Heart (Boost)
Level: Death Knight 6
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
You stand over your defeated foe, the exhilaration of combat and death filling you with power.

As a swift action, you initiate this boost after you have reduced an opponent to 0 or fewer hit points. You recover
an expended frost rune. For 3 rounds afterwards, this frost rune becomes a Death rune. This maneuver is a
supernatural ability.

Obliterate
Frozen Heart (Strike)
Level: Death Knight 6
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
You make a single powerful attack against your foe, crushing it utterly.

As part of initiating this maneuver, you must make a melee attack against a creature. For this attack, the critical
threat range of your weapon is increased by one step (stacking with all other critical threat range increases). If
you hit, you deal an additional 5d6 damage.

Festering Strike
Frozen Heart (Strike)
Level: Death Knight 7
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Duration: See text
You rip open already diseased wounds, causing your sicknesses to wrack your victim further.

As part of initiating this maneuver, you must make a melee attack against a creature. If you hit, you deal an
additional 6d6 damage and cause all of your diseases (Scarlet Fever, Frost Fever, Blood Plague and Ebon
Plague) the victim is suffering from to last 5 rounds longer.

Hungering Cold
Frozen Heart (Strike)
Level: Death Knight 7
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Standard action
Range: 15-ft. burst
Target: All enemy creatures within 15 ft.
Duration: 5 rounds; see text
Saving Throw: Reflex negates
You leech heat from the area surrounding you and expel a wave of freezing air, encasing unfortunate victims in
ice.

Enemy creatures within 15 ft. of you become frozen in ice. They cannot move or act, as if paralyzed. Creatures
that are encased in ice thaw after 5 rounds or when they take any damage; while frozen, creatures can still take
purely mental actions, but if these actions include manifesting a power or casting a spell, the creature must make
a DC (15 + spell or power level) concentration check or fail. This maneuver is a supernatural ability.
Rune Strike
Frozen Heart (Counter)
Level: Death Knight 7
Prerequisites: Two Frozen Heart maneuvers
Initiation Action: 1 Immediate action
Range: Personal
Target: Self
Duration: 1 round
You easily dodge your opponent's clumsy attempt at taking advantage of you and respond with a powerful, icy
strike.

As an immediate action, you initiate this counter after an enemy's attack of opportunity fails to hit you. Following
the attack of opportunity, you can initiate any one strike with an initiation action of 1 standard action or less as a
free action.

Might of the Frozen Wastes


Frozen Heart (Stance)
Level: Death Knight 8
Prerequisites: Three Frozen Heart maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: Stance
You channel the power of endless tundras and the frigidity of the grave into your weapon, wielding not just a
piece of wood or metal, but the combined force of unending winter itself.

Whenever you initiate a strike that inflicts Cold damage while wielding a two-handed weapon, you deal half-and-
again as much damage.

Threat of Thassarian
Frozen Heart (Stance)
Level: Death Knight 8
Prerequisites: Three Frozen Heart maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: Stance
You become a storm of steel and ice, casting a bloody blizzard upon your foes and emerging unscathed.

Whenever you initiate a Blood Strike, Heart Strike, Icy Touch, Frost Strike, Obliterate, Festering Strike, Plague
Strike or Scourge Strike maneuver while wielding two weapons, you resolve the maneuver once for each
weapon, as if you had used it twice. You still only deplete one rune.

Rune of Cinderglacier
Frozen Heart (Boost)
Level: Death Knight 8
Prerequisites: Three Frozen Heart maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: 1 round
You draw a horrid symbol into the air, corrupting the nature of winter to do your bidding. Freezing wind burns and
ice catches flame, snaring unprepared foes in an inferno that defies nature.

For 1 round after initiating this boost, all Cold damage you deal becomes Fire damage. This maneuver is a
supernatural ability.
Howling Blast
Frozen Heart (Strike)
Level: Death Knight 9
Prerequisites: Four Frozen Heart maneuvers
Initiation Action: 1 Standard action
Range: 60 ft.
Target: One creature and all enemy creatures in a 30-ft. area
Saving Throw: Reflex half
You blast your victims with an absolutely frigid wind, inflicting massive injury to them as heat quickly escapes
their bodies and renders them near-dead.

You blast one creature with frigid wind that expands to encompass creatures up to 30 feet away from the victim.
Creatures caught in the wind take 100 Cold damage. This maneuver is a supernatural ability.
Dread Blade
1ST LEVEL
Reaping: Stance - Recover expended maneuver when using specific strikes
Plague Strike: Strike - Victim becomes infected with Blood Plague
Desecration: Boost - Cause desecrated ground to slow enemies caught in it

2ND LEVEL
Death Coil: Strike - Damage living creature or heal undead
Death Grip: Boost - Draw creature closer to yourself
Unholy Blight: Strike - Victim takes damage continually, cannot be cured of diseases

3RD LEVEL
Contagion: Counter - Creature striking you becomes infected with virulent Blood Plague
Unholy Frenzy: Boost - Become empowered, take damage over time
Unholy Presence: Stance - Move faster and as a swift action

4TH LEVEL
Scourge Strike: Strike - Deal weapon damage plus 2d6 negative energy damage per disease
Anti-magic Shell: Boost - Gain immunity to magic for 1 round
Death Siphon: Strike - Remove victim's diseases, deal damage and heal self

5TH LEVEL
Shadow Infusion: Boost - You or ally become Undead for 1 round
Death and Decay: Strike - Corrupts an area, causing damage over time
Corpse Explosion: Strike - Causes corpse to quickly decay and explode, causing damage based on corpse's
HD

6TH LEVEL
Ebon Plaguebringer: Stance - Blood Plague mutates into Ebon Plague, cause extra negative energy damage
with strikes
Sudden Doom: Boost - Recover an unholy rune as a Death rune after scoring a critical hit

7TH LEVEL
Outbreak: Strike - Victim becomes infected with Scarlet Fever, Frost Fever and Blood Plague
Rune of Spellshattering: Boost - Disjoin a spell that is in effect

8TH LEVEL
Pain and Suffering: Strike - Creatures in a cone take damage over time
Necrotic Strike: Strike - Deal +5d6 damage, inhibit healing equal to damage
Deathless: Stance - Death by hit point damage is delayed

9TH LEVEL
Defile: Strike - Defiled ground injures enemies, expands rapidly
DREAD BLADE MANEUVER DESCRIPTIONS
The Dread Blade discipline focuses on the power of death and decay. They mix powerful shadow magic with
their martial prowess to bring pain and suffering to their enemies. The key skill for Dread Blade is Bluff. Weapons
associated with Dread Blade include the greatsword, falchion, flail, heavy pick, warhammer, greataxe, and
halberd.

Reaping
Dread Blade (Stance)
Level: Death Knight 1
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance
You weave a careful balance between your strikes, using the weight shift of one strike to quickly recover your
runic power.

Whenever you successfully initiate and deal damage with a Bloody Scourge or Frozen Heart maneuver, the
expended rune refreshes as a Death rune instead of a blood rune (Bloody Scourge) or frost rune (Frozen Heart).
The Death rune lasts for 3 rounds.

Plague Strike
Dread Blade (Strike)
Level: Death Knight 1
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Duration: 5 rounds; see text
You hack at your foe, driving the edge of your disease-ridden blade into his veins. As you draw back, a hideous
plague overcomes your victim.

As part of initiating this maneuver, you must make a melee attack against an enemy. If you hit, you deal weapon
damage and the victim must make a DC (11 + your Strength modifier) or become infected with the Blood Plague
disease. Creatures infected with Blood Plague are weakened; for 5 rounds, they take an additional 2 points of
damage from all weapon attacks. This maneuver is a supernatural ability.

Desecration
Dread Blade (Boost)
Level: Death Knight 1
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: 1 round; see text
Invocations of shadow magic seldom leave nature as it was; your reckless use of it causes the ground under you
to spoil and writhe with the grasping arms of the dead.

After using this boost, your next Plague Strike, Scourge Strike, Necrotic Strike or Defile causes the ground within
a 20-ft.-radius of you to erupt with the arms of the dead, entangling all foes within it. A character caught in the
Desecration is entangled. This maneuver is a supernatural ability.
Death Coil
Dread Blade (Strike)
Level: Death Knight 2
Initiation Action: 1 Standard action
Range: 60 ft.
Target: One creature
You launch a bolt of negative energy at the creature, mending fetid flesh and putrefying living flesh.

As part of initiating this maneuver, you must make a ranged touch attack. If you hit a living creature, that creature
takes damage equal to your weapon damage plus 3d6 negative energy damage; if you hit an undead creature,
that creature is healed for 3d6.

Death Grip
Dread Blade (Boost)
Level: Death Knight 2
Initiation Action: 1 Swift action
Range: 60 ft.
Target: One creature
You harness the dark energy that binds all matter to draw an unfortunate victim closer to you.

As part of initiating this maneuver, you must make a ranged touch attack against a creature within 60 feet of
yourself. If you hit, the victim is pulled directly to you and lands in a spot adjacent to you that is closest to their
original position. If this ability would cause the creature to land on a spot that is obstructed (such as a wall, a
space where another creature already is, or a cliff face), the creature lands in the closest available spot adjacent
to you. This maneuver is a supernatural ability.

Unholy Blight
Dread Blade (Strike)
Level: Death Knight 2
Initiation Action: 1 Standard action
Range: 60 ft.
Target: One creature
Duration: 5 rounds
You throw a shadowy copy of your weapon at the foe, and just before striking it dissolves to reveal a hideous
swarm of plague insects. Moments later your victims lay dead, devoured or overcome by their illnesses.

Designate a single creature within 60 ft. of you that is infected with one of your diseases (Scarlet Fever, Frost
Fever, Blood Plague or Ebon Plague). A swarm of insects instantly descends upon them for 5 rounds. While a
creature is under the effects of Unholy Blight, its diseases cannot be removed by magical means. Each round,
the victim also takes 1d6 damage from the biting and stinging. This maneuver is a supernatural ability.

Contagion
Dread Blade (Counter)
Level: Death Knight 3
Initiation Action: 1 Immediate action
Range: Melee
Target: One creature
Duration: 1 round; see text
Saving Throw: Fortitude negates
Your opponent grins as their attack strikes home, only to be greeted with a drop of corrupt, diseased blood. In no
time at all, your blood plague has spread like wildfire.

As an immediate action, you can use this counter whenever you take damage from an enemy's melee attack.
The attacker must make a DC (14 + your Strength modifier) Fortitude save or become infected with a special,
virulent strain of Blood Plague. For 5 rounds, the Blood Plague acts as a normal Blood Plague would; however,
at the end of each round, all uninfected creatures adjacent to the infected creature must also make Fortitude
saves or become infected. This maneuver is a supernatural ability.
Unholy Frenzy
Dread Blade (Boost)
Level: Death Knight 3
Initiation Action: 1 Swift action
Range: Touch
Target: You or one ally
Duration: 5 rounds
Drawing on negative emotions such as anger and envy, you empower yourself or an ally, sending one of you into
a frothing rage.

With a touch, you can well up immense negative emotions in you or your ally. The affected ally goes into a
Frenzy similar to a Frenzied Berserker's ability of the same name. Each round, the affected ally takes 1d6+1
points of damage as the dark process wears at their body. This maneuver is a supernatural ability.

Unholy Presence
Dread Blade (Stance)
Level: Death Knight 3
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: Stance
You draw on the power of pain, suffering, and death, entering the presence of Unholy power.

While in the Unholy Presence stance, you gain a +15 ft. bonus to movement speed and, once per round, can
move at your full movement speed as a swift action.

Scourge Strike
Dread Blade (Strike)
Level: Death Knight 4
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
A sickening sound erupts from your foe as your blade sinks into their disease-ridden flesh, causing your
diseases to roil within them.

As part of initiating this maneuver, you must make a melee attack against a creature. If you hit, you deal normal
weapon damage plus 2d6+1 negative energy damage for each of your diseases that are currently afflicting the
victim (Scarlet Fever, Frost Fever, Blood Plague and Ebon Plague).

Anti-magic Shell
Dread Blade (Boost)
Level: Death Knight 4
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: You
Duration: 1 round
You scribe a rune into the air and surround yourself in a shroud of reversed magical power, causing most spells
to wither against you.

For 1 round after using this boost, you gain immunity to any spell or spell-like ability that allows spell resistance.
Death Siphon
Dread Blade (Strike)
Level: Death Knight 4
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Standard action
Range: 60 ft.
Target: One creature
Saving Throw: Fortitude half; see text
You siphon your diseases from a victim, drawing life with it and further causing harm those unlucky enough to
stand against you.

You instantly purge all diseases from the target creature; this inflicts 2d8 + your Strength score per disease
removed. The victim can make a DC (14 + your Strength modifier) Fortitude save to halve the damage taken.
You are healed for an amount equal to the damage the victim suffers. This maneuver is a supernatural ability.

Shadow Infusion
Dread Blade (Boost)
Level: Death Knight 5
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Swift action
Range: 60 ft.
Target: You or a willing allied creature within 60 ft.
Duration: 1 round
You press your unholy blade against the skin of a supplicant ally, the dark blade magic infusing their body with
the fortitude and power of undeath.

You or a willing allied creature is considered Undead for the purposes of spells, abilities, and other instances in
which a character's type determines effects. This maneuver is a supernatural ability.

Death and Decay


Dread Blade (Strike)
Level: Death Knight 5
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Standard action
Range: 60 ft.
Effect: Cloud spreads in 10-ft. radius, 10 ft. high
Saving Throw: Fortitude negates; see text
You force the tip of your weapon into the ground, causing a cloud of corruption to spring forth in a distant
location. Creatures caught in the cloud rot and have the life sapped from their bodies.

Enemies that stand within the cloud take 3d6 negative energy damage per turn until they move beyond the
cloud. This maneuver is a supernatural ability.

Corpse Explosion
Dread Blade (Strike)
Level: Death Knight 5
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Standard action
Range: 60 ft.
Target: One corpse
Area: 10-ft. burst
Saving Throw: Reflex half
You let slip a dark word and make a precise motion with your blade, causing your opponents' dead friend to
suddenly explode; shards of bone and burning, diseased gore pummel everything nearby.

You cause the corpse of a creature to erupt; enemies within 10 feet of the corpse take 1d6 damage per hit die
the creature had in life. This maneuver is a supernatural ability.
Ebon Plaguebringer
Dread Blade (Stance)
Level: Death Knight 6
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: You
As dark magic writhes around you, your disease - the feared Blood Plague - mutates into a much deadlier strain:
the Ebon Plague.

While you are in the stance of the Ebon Plaguebringer, you are able to infect your foes with a new disease. Any
attacks you make that would normally infect the foe with Blood Plague infect them with Ebon Plague. The DC to
resist Ebon Plague is 16 + your Strength modifier. Creatures afflicted with Ebon Plague take 2 extra damage per
die of magical damage it suffers. The damage dealt by Ebon Plague is untyped.

Sudden Doom
Dread Blade (Boost)
Level: Death Knight 6
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: You
Seeing the opportunity arise, you unleash a mighty strike and draw power from your foe's suffering, granting you
the power to make the finishing blow.

As a swift action, you can use this boost after scoring a critical hit. You recover a single expended Unholy rune.
For 3 rounds afterwards this unholy rune becomes a Death rune.

Outbreak
Dread Blade (Strike)
Level: Death Knight 7
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Standard action
Range: 60 ft.
Target: One creature
Saving Throw: Fortitude negates
A twist of your blade is all it takes to infect your foe, the very air becoming your servant to deliver sickness.

The target creature must make a DC (17 + your Strength modifier) Fortitude save or become infected with
Scarlet Fever, Frost Fever and Blood Plague. This maneuver is a supernatural ability.

Rune of Spellshattering
Dread Blade (Boost)
Level: Death Knight 7
Requirements: Two Dread Blade maneuvers
Initiation Action: 1 Swift action
Range: 60 ft.
Target: One continuous spell effect
You draw a rune in the air, which quickly becomes a solid object, though fragile. Your blade slices cleanly
through the rune, after which it, and the spell it was attuned to, vanishes.

The continuous spell effect targeted is disjoined. This ability can only target continuous spell effects, not magical
items or artifacts. As with Disjunction, antimagic fields have only a 1% chance per initiator level of being
disjoined. This maneuver is a supernatural ability.
Pain and Suffering
Dread Blade (Strike)
Level: Death Knight 8
Requirements: Three Dread Blade maneuvers
Initiation Action: 1 Standard action
Range: 30 ft.
Area: 30 ft. cone
Saving Throw: Reflex half; see text
Duration: 5 rounds; see text
You slice through the air in front of you and a shockwave of corruption pulses forwards, causing creatures in its
wake to suffer immense agony as their flesh wilts before their eyes.

Creatures in a 30-ft. cone in front of you take 4d6 damage plus 1 per initiator level you have. Any creature that
successfully saves (DC 18 + your Strength modifier) takes only half damage. Any creature that fails its save also
suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks for the duration.
This maneuver is a supernatural ability.

Necrotic Strike
Dread Blade (Strike)
Level: Death Knight 8
Requirements: Three Dread Blade maneuvers
Initiation Action: 1 Standard action
Range: Melee attack
Target: One creature
Duration: 5 rounds; see text
A wicked gash is left where your blackened blade sliced through your foe's flesh. His wounds refuse to close and
blood continues to spill; soon he is nothing but a lifeless husk.

As part of initiating this maneuver, you must make a melee attack against a creature. If you hit, you deal normal
melee weapon damage plus 5d6 bonus damage. In addition, the wound absorbs an amount of healing equal to
the damage dealt. This effect is removed once the full amount of healing is absorbed or after 5 rounds. This
maneuver is a supernatural ability.

Deathless
Dread Blade (Stance)
Level: Death Knight 8
Requirements: Three Dread Blade maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: Self
Duration: Stance
Standing at the precipice of oblivion, you take blow after blow, and yet each time you stare death in the face and
come back to fight.

So long as you remain in this stance, you have a delayed damage pool that allows you to forestall fatal injuries. If
you take damage that would reduce you to 0 or fewer hit points, the damage dealt is instead added to your
delayed damage pool. After 3 rounds at the beginning of your turn, you take all damage in your delayed damage
pool. If you are still alive after your delayed damage pool empties, this stance automatically ends, even if you are
unconscious. Any healing you receive can either increase your current hit point total as normal or reduce the
total damage in your delayed damage pool.
Defile
Dread Blade (Strike)
Level: Death Knight 9
Requirements: Five Dread Blade maneuvers
Initiation Action: 1 Standard action
Range: 30 ft., up to 200 ft.
Area: 30 ft. spread centered on you
Duration: 5 rounds
A ring of blackness spreads outwards from your weapon, stirring ancient corruptions in the ground.

When you initiate this maneuver, an expanding bank of black fog covers the ground. Enemy creatures in the
initial 30-foot radius take 5d6 damage. The black fog lasts for 5 rounds; each round all enemies still within the
fog take another 3d6 points of damage, and they suffer a negative level (no save). For each negative level
bestowed, the radius of the fog expands by 10 feet, up to 200 feet. Creatures flying less than 60 feet above the
fog are grabbed by unholy tendrils and dragged down, taking 8d6 damage and suffering two negative levels on
the first round.
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 or created by
someone else. Feel free to use it as you see fit, as long as I get credit for it.

Jusditz: For this entire idea, editing, asking the tough questions and for the Nekomiko and several feats

A_Shadow_of_Life: For the Combat Master

Derjuin (GiTP forum): For the Bloody Scourge, Frozen Heart and Dread Blade Martial Styles

Google: For having wonderful images to borrow.

The Hypertext D20 SRD (Open Gaming Licence)

Peter Kisner for the classless d20 inspiration


The Complete Spiritually Aware
A guide to those without a racial feat

The Complete Spiritually Aware broadens the horizons of those that refuse to take a Racial Feat. It's
influences are many, and it's possibilities are endless. In the end, this is really about beings that
shouldn't be that powerful, but could be if they played their cards right.

• 29 New Feats
• 20 New Prestige Paths
• 23 New Epic Feats
• 6 New Epic Prestige Paths
• 3 New Martial Styles

The Complete Spiritually Aware is meant for use with 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.

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