Professional Documents
Culture Documents
Quincy Brawler
Prerequisites:
Feats: Quincy, Martial Study, Quincy
Skills: Unarmed Strike 6+ Ranks
Special: Upon gaining any levels of this class you loose all access to your Quincy Weapon and your unarmed
strike deals an additional base weapon of damage per five ranks of Unarmed Attack you have above 1. These
fists count as a Quincy Weapon for damage prerequisites, and Master Shots. If you already possess an
Unarmed Strike from Alternate Bow, all feats in this prestige paths are considered Reiatsu Feats
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Quincy, Senrai Training, Quincy: Vollstandig, Weapon Focus (Any)
Skills: Any Attack Skill 12+ ranks
Special: Must have 2 or more Master Shots and 3 or more W.A.S. Archive Aspects
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Quincy, [Supersonic Strike or Alternative Bow for a Unarmed Strike weapon]
Skills: Unarmed Strike 6+ Ranks
2 – Bonus Feat
4 – Bonus Feat
2 – Bonus Feat
4 – Bonus Feat
Machtvakuum is the way in which a Quincy can cause his body to begin pulling spirit particles into itself without the Quincy's bidding, this
overflowing the Quincy with power, like the Quincy Final Form, but with less risk. Once the Quincy knows how to perform Machtvakuum, he
can materialize a set of targeting goggles that allow this extra power to be used called a Gesichtsmaske. The Gesichtsmaske can only be
maintained for a short time before it disappears, but it gives the Geist Der Rache several hollowlike abilities.
Prerequisites:
Feats: Hollow Within, Quincy
Skills: Will Save 10+ Ranks
Special: Must have faced and subdued the inner hollow
1 – GESICHTSMASKE [PRESTIGE]
By concentrating a massive amount of spirit particles to one area, one
is able to form a spiritual mask to awaken the other powers of a Geist
der Rache. When donning his Gesichtsmaske, which is a move action,
the Geist der Rache gains phenomenal speed and power. With the
mask on, the Geist gains an enhancement bonus to (Dexterity or
Strength) and Wisdom equal to his character level, and a bonus to the
DC of any attack that requires a reflex saving throw equal to their newly
modified Dexterity. The Geist also gains a bonus to movement at a rate
of 10 feet per 3 character levels. When donning a Gesichtsmaske you
double your Reiatsu Rating.
Donning a Gesichtsmaske lasts for a number of minutes equal to your Character Level + Constitution Modifier, but can be spread over
multiple uses. This is a supernatural ability.
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Rapid Shot, Weapon Skill Focus (Ranged Shot), Weapon Skill Specialization (Ranged Shot)
Skills: Ranged Shot, Reflex, Spot and Search 8+ Ranks
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Quincy, Point Blank Shot, Precise Shot, Sneak Attack
Skills: Ranged Shot 9+ Ranks
Prerequisites:
Feats: Quincy, Alternate Bow (Any Bow), Point Blank Shot, Precise Shot
Skills: Ranged Shot 11+ Ranks
Special: Dexterity 17+, Wisdom 17+, If this prestige path is used in a non-American Genesis setting, remove the
Feat Prerequisite: Alternate Bow (Any Bow).
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Quincy, Resilience
Skills: Ranged Shot 10+ Ranks, Defense 10+ Ranks
Special: Must have a custom cross made for you to store power in. Purchasing one is a DC 25, making one is a
DC 20 Craft (Structural) check with a DC 25 Purchase DC.
2 – Bonus Feat
4 – Bonus Feat
2 – Bonus Feat
4 – Bonus Feat
2 – Bonus Feat or 1 W.A.S. Archive Aspect (To which you can use and invest reishi points)
4 – Bonus Feat or 1 W.A.S. Archive Aspect (To which you can use and invest reishi points)
1 – KLAVIER [PRESTIGE]
You may fire your Quincy Weapon one handed, and may, at your option, dual wield Quincy Bows. Each other
(2nd attack and 4th attack) arrow you fire in a round fires two instead of one.
2 – Bonus Feat
4 – Bonus Feat
2 – Bonus Feat
4 – Bonus Feat
5 – DRITTE [PRESTIGE]
You gain 2 W.A.S. Archive Aspect or 2 Master Shots or 1[BW] Damage to any one attack form. You gain 4 Reishi
Points and when you shift points through your W.A.S. Archive Aspects, you gain temporary hit points equal to 5
times the number of switched points that last for 1 hour or until used. If you cannot use the W.A.S. Archive, you
instead gain a number of Temporary Hit Points at the start of any combat equal to 5x your level.
Seele Schneider Craftsman
Prerequisites:
Feats: Seele Schneider Proficiency, Craft Seele Schneider, Sprenger, Skill Focus (Spellcraft)
Skills: Spellcraft 9+
2 - Bonus Feat
4 - Bonus Feat
2 – Bonus Feat
4 – Bonus Feat
5 – GEMEINSCHAFT [PRESTIGE]
You may empower your attacks when you hold donated or stolen Reiatsu in your system. For each extra Reishi
Point you have from Geist Saugen, you deal 1d6 extra damage (Maximum 20d6) as long as they remain un-
invested. Should they be invested in W.A.S. Archive Aspects, you lose that many 1d6 bonus damage. (So if you
had 10 extra Reishi Points
from Donations, you would
gain 10d6 extra damage on
all your attacks for 3+
Spellscore Modifier rounds
as long as you didn't invest
the extra points. For each
extra point you invest, you
lose 1d6 extra damage.)
(Oh, and Uryu PROBABLY
isn't a Geist Saugen, I just
love that picture)
Quincy Jagdarmee (Hunting Corps)
Prerequisites:
Feats: Quincy, Reiraku Hunter, Senrai Training
Skills: Any one Attack Skills 6+ Ranks, Sense Motive 6+ Ranks, (Diplomacy, Intimidate or Perform (Any)) 6+
Ranks
Special: Exclusive No Bow
2 – Bonus Feat
4 – Bonus Feat
2 – Bonus Feat
4 – Bonus Feat
2 – Bonus Feat
3 – BASTELN [PRESTIGE]
You may make Knowledge (Technology) checks to rewrite your Alternate Bow without retraining the Alternate
Bow feat. The DC to make the change is (20 + 1 per Point of Change). You may also add points beyond the
maximums for a Alternate Bow option by making a DC (35 + 5 per point over the maximum) Knowledge
(Technology) check. (For Damage, 1d12 becomes 2d8.) Points over the maximum are free. You can only benefit
from one of these options at a time, and you can only get as many free points as your Strength Modifier.
4 – Bonus Feat
5 - MAXIMALE
REICHWEITE
[PRESTIGE]
You may, once per
day, increase your
bow's range or area of
effect to line of sight
by making a DC (50)
Knowledge
(Technology) check.
This overheats your
bow,and shuts it off for
1d6 rounds. If you use
this to increase the
Area of Effect to Line
of Sight, everything
within line of sight
must make a Wisdom
Based Reflex Save for
half damage.
Quincy Brutmutter
Prerequisites:
Feats: Quincy, Leadership, Improved Leadership
Skills: Knowledge (Earth and Life Sciences) 9+ Ranks, Knowledge (Theology and Philosophy) 9+ Ranks
Special: Female Only
2 – Bonus Feat
4 – Bonus Feat
2 – Bonus Feat
4 – Bonus Feat
1 – MAXIMALKRAFT [PRESTIGE]
Your elemental damage deals the same dice as your [BW]. If your [BW] consists of 2 dice (Such as 2d6), your
elemental damage follows suit (Each former 1d6 = 2 or more dice). In addition, you may maximize your
elemental damage from your Quincy Aspect/Master Shot once per day per point of Spellscore Modifier.
2 – Bonus Feat
4 – Bonus Feat
2 – Bonus Feat
4 – Bonus Feat
5 – ERLOSUNG [PRESTIGE]
You have gained the ultimate ability of a Heiliger Vollmacht. You no longer remove creatures from the cycle of
reincarnation. Instead any creature killed by your Quincy Weapon are judged as if they were killed by a
Zanpakutou moving on the cycle to their final destination.
Master Shots
Master Shots: Quincy are proficient with their weapons to the point where they can make attacks that are
absolutely impossible for a normal character. Once you gain 3[BW] weapon damage, and every 2 levels after,
you may select any one of these Master Shot abilities to use with your Quincy Weapon while it is active. All
Master Shots are supernatural.
Seeker Shot: This Quincy has learned how to lock their shot onto a target’s Reiatsu, or spiritual fingerprint. They
may make a singular attack as a standard action with their bow at their highest base attack bonus. The shot is
fired at a target known to them within range, and the shot travels to the target, even around corners. Only an
unavoidable obstacle or the limit of the shot’s range prevents the shot’s flight. This ability negates cover and
concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and
shooting the shot is part of the action). To use this ability requires the Quincy to pay 50 Reiatsu.
Cascade of Shots: The Quincy has learned how to generate a multitude of shots on their bow, and fire them all
at various targets at once. As a full round action, a Quincy may fire a shot at each and every target within range,
to a maximum of one target for every level they have. Each attack uses the Quincy’s highest attack bonus, and
each enemy may only be targeted by a single shot. If the Quincy is using a Web Bow, each foe in range is
targeted by two attacks at the primary attack bonus –5. Using Cascade of shots costs 100 Reiatsu
Piercing Shot: The Quincy can fire their shot straight through an opponent and into the creatures behind it.
They select a line of effect equal in length to their range, and then make a single attack at their highest base
attack bonus. This is compared to the Defense of all individuals within range, and all that it would hit take
damage equal to the Quincy’s normal weapon damage plus any relevant modifiers. If an individual takes up
multiple squares within the Line of Effect, then they are rolled as only one individual, and if they are hit, are hit by
a number of attacks equal to the number of squares they occupy within the Line of Effect. Using Piercing shot
costs 100 Reiatsu. This may be used with any Quincy Weapon regardless of attack type. If used with a Melee or
Unarmed attack, the range of the line is 60ft.
Anticipatory Shot: The Quincy follows the spiritual signatures of others, catching them off guard after they
come out of a teleportation-like maneuver. Whenever an opponent uses Flash Step, Hirenkyaku, or any similar
ability, if it ends their move within this character’s bow’s range, this character may make an attack of opportunity
on them by paying 50 Reiatsu. You my not exceed your normal number of attacks of opportunity in this way.
Soul Shot: The Quincy targets the source of the target’s power, instead of wounding their body directly. By
paying 50 Reiatsu, they may have their attack deal damage multiplied by 10 to the target’s Reiatsu instead of
their HP. This may be used with any Quincy Weapon regardless of attack type.
Shoot Away: The Quincy can knock away attacks targeting their teammates using their weapon. When an ally
of theirs takes damage from an attack within their weapon's range, the Quincy may choose to pay a number
reaitsu equal to the 10 times the damage dealt to negate that damage. This ability may be used to protect
themselves. Doing such is treated as making an attack of opportunity, although it is not attacking a foe, and may
only be done a number of times per encounter up to the number of times that the Quincy may normally make
attacks of opportunity per round. This may be used with any Quincy Weapon regardless of attack type.
Stepping Shot: The Quincy uses Flash Step after an attack to evade retaliation. As a standard action, by
paying 10 Reiatsu, they may make a single attack at their highest base attack bonus and then use Flash Step as
normal, even if they had already used Flash Step during that turn. This may be used with any Quincy Weapon
regardless of attack type
Knockdown Shot: The Quincy can take a foe off their feet using their shots. As a full round action, by paying, 50
Reiatsu, the Quincy may make single attack at their highest base attack bonus. If the attack hits, the target is
knocked Prone. If the target is smaller than Medium, decrease the cost in Reiatsu by 10 per size cateogry
different. (Small would cost 40, etc.) If the target is larger than medium, increase the cost by 30 per category
different (80 for Large, etc). This may be used with any Quincy Weapon regardless of attack type
Pushing Shot: The Quincy may use their shot to shove a foe away instead of harming them. As a full round
action, by paying 50 Reiatsu, they may make a single attack at their highest base attack bonus. If the attack hits,
it deals no damage, but damage is still rolled. Move the target away from the Quincy until the reach the limit of
the Quincy’s range. This does incur attacks of opportunity, and an attack of opportunity that hits ends this
movement. Every 10 ft., they are entitled to make a strength check (DC=10+the damage the attack would have
dealt) to stop moving. This may be used with any Quincy Weapon regardless of attack type
Disintegrating Shot: This Quincy may loose some spirit particles from a target with this attack. By reducing the
damage on all attacks made during a turn to 0, declared at the start of their turn, they add the damage that would
have been caused multiplied by 10 to their Reiatsu even if it's above their maximum. They may hold 1.5x their
maximum Reiatsu in this fashion, any extra bleeds off. Temporary Reiatsu above and beyond the maximum lasts
for one minute per level then also bleeds off. This may be used only once per encounter. This may be used with
any Quincy Weapon regardless of attack type
Burst Shot: The Quincy causes a small explosion in an area far from him. Choose a square within range of your
Quincy Weapon. You may make an attack roll (DC 10) versus the square in question. If you hit, you cause an
explosion of Force energy to everything within five feet per 3 character levels of the Quincy. This explosion of
Force energy deals damage as your normal for your Quincy Weapon and costs 50 Reiatsu to activate. This may
be used with any Quincy Weapon regardless of attack type and never injures the Quincy that used it.
High Arcing Projectile: To deal more damage a Quincy can choose to release an shot and delay it's descent.
You fire an shot into the air, choosing between 1 and 4 rounds to which the shot stays aloft. For each round it
stays aloft, the shot's damage moves up one dice size (d6 becomes d8, d8 becomes d10, d10 becomes d12,
d12 becomes d20) and gains a +2 bonus to hit.
Running Shot: The Quincy can gain a bonus to defense while gaining a bonus to hit and damage on their shot.
For every 10 feet the Quincy moves during a round, they gain a +2 bonus to defense rolls, attack rolls and
damage rolls. Flash Stepping doesn't count for this effect, but the run action does. While using this master shot
you may use the run action and fire off one shot.
Distracting Shot: A mind affecting effect, the Quincy can attempt to distract a kido wielder and make them lose
their kido. If the attack hits, the kido user must make a fortitude saving throw or lose the kido they were casting
and the reiatsu they were using to power said kido. This may be used with any Quincy Weapon regardless of
attack type
Kido Shot: The quincy can charge his shot with the power of a kido they know with the range of touch, and
deliver it with a ranged attack. This shot requires the Reiatsu to cast + 50 to be spent. This may be used with any
Quincy Weapon regardless of attack type
Cone Shot: The Quincy fires attacks in rapid succession in a cone shaped pattern. This deals their weapon's
damage in a 30 foot cone instead of their normal attack and costs 50 reiatsu to activate. This may be used with
any Quincy Weapon regardless of attack type
Tumble Shot: Make a Tumble check to gain bonuses on your next attack roll. Make a Tumble Check as if you
were attempting to move through an occupied space without provoking an attack of opportunity. The DC for this
is raised by 5. If you succeed, you gain a +1 on your next attack roll for every 5 points by which you succeeded
(minimum +1). If you fail, you fall prone. Using this master shot costs 40 Reiatsu, and is part of a move action.
This may be used with a any Quincy Weapon regardless of attack type.
Blinding Shot: You attempt to blind a target by strafing an attack across the eyes. Make an attack roll vs the
defense of the target. You take a -5 penalty to this attack, and if you succeed, the target is blinded for one round
per point of damage dealt. Initiating this Master Shot costs 50 Reiatsu and is part of an attack action. This may
be used with any Quincy Weapon regardless of attack type.
Wounding Attack: You cause a shot that won't stop bleeding. When you use this shot and damage the target,
you cause one quarter the dealt damage once again for the next 1d4+1 rounds. A DC 15 Treatment or any
supernatural healing stops this bleeding early. This requires you having 2 Quincy Master Shots already to take
this Master Shot. This costs 40 Reiatsu to use and can be used with any Quincy Weapon regardless of type.
Greater Wounding Attack: This functions as Wounding Shot except the damage lasts 1d6+2 rounds and
cannot be stopped by a Treatment check. This adds 30 Reiatsu to the cost of Wounding Shot (Total 70 Reiatsu
spent)
Elemental Attack: You cause your weapon to ignite with elemental power. Choose one element from the
following list (Fire, Cold, Acid, Electricity, Sonic, Water, Negative Energy, Psychic). Your weapon's damage
becomes this element and deals an additional 2d6 elemental damage. Igniting your weapon with energy costs
30 Reiatsu, and costs 10 reiatsu per round to maintain. This may be used with any Quincy Weapon regardless of
attack type.
Greater Elemental Attack: As Elemental Attack, but you deal 4d6 extra elemental dice of damage Increase the
cost of Elemental Attack by 20 Reiatsu and 10 Reiatsu respectively when you activate this Master Shot.
Superior Elemental Attack: As Elemental Attack, but you deal 6d6 extra elemental dice of damage. Increase
the cost of Elemental Attack by 20 Reiatsu and 10 Reiatsu respectively when you activate this Master Shot
Advanced Elemental Attack: As Elemental Attack, but you deal 8d6 extra elemental dice of damage. Increase
the cost of Elemental Attack by 20 Reiatsu and 10 Reiatsu respectively when you activate this Master Shot.
Find the Gap: As a standard action, you can make an attack versus one opponent. This attack ignores Damage
Reduction/Mitigation. Using this Master Shot costs 90 Reiatsu to use. This may be used with any Quincy
Weapon regardless of attack type.
Speed Your Reactions: Make a Concentration check with a DC of 25. If you succeed, you gain a bonus on
Attack and Defense equal to your Spellscore Modifier for 3 + Constitution Modifier rounds. You are fatigued after
till the end of combat. Using this Master Shot costs 70 Reiatsu and can be used by any Quincy Weapon
regardless of attack type.
Leg Breaker: Make an attack roll vs Defense. Should you succeed, you deal no damage, but the target's speed
is reduced to half for 1d4+1 rounds and they cannot Flash Step for that duration. This costs 20 Reiatsu to use as
part of an attack action. This may be used with any Quincy Weapon regardless of attack type.
Gather Aim: You may gather Reiatsu for the express purpose of using Master Shots or Legendary Shots. For
each action per turn you spend Aiming, you gain 20 Reiatsu back. You gain 3 Actions per turn (Swift, Move and
Standard) normally.
Weapon Aspect System (W.A.S.) Archive
Rules
Gaining Reishi Points
You gain Reishi Points equal to 1/3 your Character Level (Round Down) + Spellscore Modifier. Permanent
increases in Spellscore Modifier increase the number of Reishi Points granted. Temporary Increases in
Spellscore Modifier increase the number of Reishi Points you gain by that amount for the duration of the
Temporary Increase. You may pay 500 Reiatsu to gain 1 temporary Reishi Point that lasts for 3 + Spellscore
Modifier in Rounds before dissipating. This may be done in multiples of 500 for more Reishi Points.
You are limited to how you spend your Reishi Points in the W.A.S. Archive based on Level. Once you spend the
requisite points, you may gain the higher tier effects if you wish. You do not have to gain higher level effects.
Points spent into gaining the tier's effects count towards that tier's effects for bonus acquisition.
Tier 1 Effects are available at level 3 and it takes 1 point to gain that tier's effects
Tier 2 Effects are available at level 9 and it takes 3 points to gain that tier's effects
Tier 3 Effects are available at level 15 and it takes 5 points to gain that tier's effects
Tier 4 Effects are available at level 21 and it takes 7 points to gain that tier's effects
Tier 5 Effects are available at level 27 and it takes 9 points to gain that tier's effects
The maximum number of points that can ever be spent into any Aspect is 15 (Unless a feat or ability change
that to higher or lower.)
Weapon Aspects
Resistance Aspect:
Tier 1 Effect: Choose 1 Defense (Defense, Fortitude, Reflex or Will). Gain a +1 Racial Bonus to that skill per
point invested
Tier 2 Effect: As Tier 1 but two defenses are chosen
Tier 3 Effect: As Tier 2 but three defenses are chosen
Tier 4 Effect: As Tier 3 but all four Defenses are chosen
Tier 5 Effect: As Tier 4, but the bonus becomes +2 per point invested.
Resilliance Aspect:
Tier 1 Effect: You gain 1 point of universal damage mitigation per point invested
Tier 2 Effect: You gain 1.5 points of universal damage mitigation per point invested (Round down)
Tier 3 Effect: You gain 2 points of universal damage mitigation per point invested
Tier 4 Effect: You gain 2.5 points of universal damage mitigaiton per point invested (Round down)
Tier 5 Effect: You gain 3 points of universal damage mitigtion per point invested
Precision Aspect:
Tier 1 Effect: Choose one Attack Skill and gain a +1 precision bonus on attack rolls with that skill per point
invested
Tier 2 Effect: As Tier 1 but two attack skills are chosen
Tier 3 Effect: As Tier 2 but all three attack skills are chosen.
Tier 4 Effect: As Tier 3 but gain a +2 precision bonus on attack rolls with the skills per point invested
Tier 5 Effect: As Tier 4 but gain a +3 precision bonus on attack rolls with the skills per point invested.
Quickening Aspect:
Tier 1 Effect: Your land speed increases by 5ft per point invested in this aspect.
Tier 2 Effect: As Tier 1 but the increase is 10ft per point invested
Tier 3 Effect: As Tier 2 but the increase is 15ft per point invested
Tier 4 Effect: As Tier 3 but the increase is 20ft per point invested
Tier 5 Effect: As Tier 4 but the increase is 25ft per point invested
Master Aspect:
Tier 1 Effect: Reduce the cost of your Master Shots by 1% per point invested
Tier 2 Effect: Reduce the cost of your Master Shots by 2% per point invested
Tier 3 Effect: Reduce the cost of your Master Shots by 3% per point invested
Tier 4 Effect: Reduce the cost of your Master Shots by 4% per point invested
Tier 5 Effect: Reduce the cost of your Master Shots by 5% per point invested
Flash Aspect:
Tier 1 Effect: Increase your Flash Step Modifier and Initiative Modifier by 1 per point invested in this aspect
Tier 2 Effect: Increase your Flash Step Modifier and Initiative Modifier by 2 per point invested in this aspect
Tier 3 Effect: Increase your Flash Step Modifier and Initiative Modifier by 3 per point invested in this aspect
Tier 4 Effect: Increase your Flash Step Modifier and Initiative Modifier by 4 per point invested in this aspect
Tier 5 Effect: Increase your Flash Step Modifier and Initiative Modifier by 5 per point invested in this aspect
Fumble Aspect:
Tier 1 Effect: Choose one attack (Weapon Attack, Unarmed Strike or Ranged Shot). All opponents within 5ft per
level take a -1 penalty to that attack per point invested in this aspect
Tier 2 Effect: As Tier 1 but choose 2 attacks
Tier 3 Effect: As Tier 2 but all Attacks
Tier 4 Effect: As Tier 3 but the penalty increases to -2 per point invested in this aspect
Tier 5 Effect: As Tier 4 but the penalty also applies to the DC of all area effects the target controls.
War Aspect:
Tier 1 Effect: Choose 1 Statistic and gain a +1 bonus to that statistic per point invested in this aspect.
Tier 2 Effect: Choose 2 Statistics and gain a +1 bonus to that statistic per point invested in this aspect.
Tier 3 Effect: Choose 3 Statistics and gain a +1 bonus to that statistic per point invested in this aspect.
Tier 4 Effect: Choose 4 Statistics and gain a +1 bonus to that statistic per point invested in this aspect.
Tier 5 Effect: As Tier 4, but the bonus increases to +2 per point invested in this aspect.
Skilled Aspect:
Tier 1 Effect: Choose your Intelligence Modifier in Core Skills. Gain a +2 bonus to those skills per point invested
in this aspect.
Tier 2 Effect: As Tier 1 but choose your Intelligence Modifier x2 in Core Skills
Tier 3 Effect: As Tier 2 but the bonus becomes +3 per point invested in this aspect
Tier 4 Effect: As Tier 3 but choose your Intelligence Modifier x3 in Core Skills
Tier 5 Effect: As Tier 4 but the bonus becomes +4 per point invested in this aspect.
Savage Aspect:
Tier 1 Effect: Gain fast healing 1 per point invested in this aspect
Tier 2 Effect: Gain fast healing 1.5 per point invested in this aspect (Round down)
Tier 3 Effect: Gain fast healing 2 per point invested in this aspect
Tier 4 Effect: Gain fast healing 2.5 per point invested in this aspect (Round Down)
Tier 5 Effect: Gain fast healing 3 per point invested in this aspect
Area Aspect:
Tier 1 Effect: The DCs of your Area Effects increase by +1 per point invested in this aspect
Tier 2 Effect: The DCs of your Area Effects increase by +1.5 per point invested in this aspect (Round Down)
Tier 3 Effect: The DCs of your Area Effects increase by +2 per point invested in this aspect
Tier 4 Effect: The DCs of your Area Effects increase by +2.5 per point invested in this aspect (Round Down)
Tier 5 Effect: The DCs of your Area Effects increase by +3 per point invested in this aspect
Willful Aspect:
Tier 1 Effect: The DCs of your Will effects increases by +1 per point invested in this aspect
Tier 2 Effect: The DCs of your Will effects increases by +1.5 per point invested in this aspect (Round Down)
Tier 3 Effect: The DCs of your Will effects increases by +2 per point invested in this aspect
Tier 4 Effect: The DCs of your Will effects increases by +2.5 per point invested in this aspect (Round Down)
Tier 5 Effect: The DCs of your Will effects increases by +3 per point invested in this aspect
Jade Aspect:
Tier 1 Effect: Your Bow deals Positive Energy instead of normal, healing for the damage that would have been
dealt, but damaging those with Undead Traits.
Tier 2 Effect: As Tier 1, but add +1d6 damage per point spent.
Tier 3 Effect: As Tier 2, but add +1d8 damage per point spent.
Tier 4 Effect: As Tier 3 but add +1d10 damage per point spent.
Tier 5 Effect: As Tier 4 but add +1d12 damage per point spent.
Special: If combined with the [Element] Damage Aspect or the [Physical] Damage Aspect, all damage is
converted to Positive Energy. Cannot be combined with the [Element] Change Aspect.
Faltering Aspect:
Tier 1 Effect: Any target that is struck by your Quincy Weapon must make a Constitution Based Fortitude Save
or be Winded (-2 to Strength and Dexterity) for 2d6+1 rounds
Tier 2 Effect: As Tier 1 but Fatigued
Tier 3 Effect: As Tier 2 but Exhausted
Tier 4 Effect: As Tier 3 but for 3d6+3 rounds
Tier 5 Effect: As Tier 4 but for 4d6+4 rounds
Special: This isn't activated if you're healing with your Quincy Weapon.
Sunder Aspect:
Tier 1 Effect: Any target that is struck by your Quincy Weapon must make a Strength Based Fortitude Save or
have a sunder attempt made against their weapon as a free action that does not provoke an attack of
opportunity.
Tier 2 Effect: As Tier 1 but against Weapon and Armor (Including clothing)
Tier 3 Effect: As Tier 2 but gain a +2 bonus on your Sunder Attempt.
Tier 4 Effect: As Tier 3 but gain a +4 bonus on your Sunder Attempt.
Tier 5 Effect: As Tier 4 but gain a +X bonus on your Sunder Attempt where X= Spellscore Modifier. And against
all items held by the target.
Special: This isn't activated if you're healing with your Quincy Weapon.
Epic Content
The following both supplements and replaces the feats from the Epic Book and Darkness and Starlight
EPIC FEATS
QUINCY: MAKELLOS [EPIC, QUINCY]
Prerequisites: Quincy: Vollstandig, 6[BW] Quincy Weapon Damage, Requisite Attack Skill 24+ Ranks
Benefit: For one minute per character level per day, you may release your Makellos. You may not release
Makellos from base form. You may activate it from Letzt Stil as a full-round action, and from Vollstandig as a
Move Action. While Makellos is active, you gain the following benefits:
You gain a bonus to Dexterity, Constitution, and Wisdom equal to your character level. You gain two additional
attacks at your highest bonus, and move at twice your land speed for all forms of movement. The maximum
amount of Reishi Points you may invest in W.A.S. Archive aspects is increased by 2, and you gain a number of
additional Reishi Points equal to 1/3 your character level. You gain a flight speed equal to double your land
speed with perfect maneuverability, as you gain 4 wings instead of 2, this flight speed is calculated after doubling
your base land speed. You gain Damage Mitigation equal to one and a half times your Spellscore Modifier. All of
your basic attacks are Empowered and Maximized. This is a Tier 3 Transformation.
Quincy Elite
Beyond the more paltry Quincy there are the elites that gain access to Legendary Shots. Master Shots of such
power they needed their own section.
Prerequisites:
Feats: Quincy, Point Blank Shot, Rapid Shot, Manyshot, Senrai Training, Quincy: Vollstandig
Epic Feats: Quincy: Makellos
Skills: Ranged Shot 24+ Ranks
2 – Bonus Feat
4 – Bonus Feat
2 – Bonus Feat
3 – MEISTER SCHRIFT
Your Stern Ritter Letter improves in a way approved by your GM.
4 – Bonus Feat
5 – STEAL REIKAI/MURIKAI
You gain the ability to steal a Reikai or Murikai from a target that has one. Once per day you may force an
opposed Concentration Check. Should you win, you steal the target's Reikai or Murkai (Your choice) for 3 +
Spellscore Modifier rounds before it returns to the owner. You may use the stolen release until either your timer
wears out, or it's timer wears out whichever comes first. You cannot use any Quincy Transformation while you
have a stolen Release and prevents you from Stealing Bankai.
Seele Schneider Grandmaster
There are those who simply wield the Seele Schneider, there are those who take it a step further and perfect the
crafting of Seele Schneider's, and then there is the Seele Schneider Grandmaster, capable of wielding Seele
Schneider's in ways that lesser user's could only dream of.
Prerequisites:
Feats: Sprenger Mastery, Epic Seele Schneider
Skills: Ranged Shot 24+ Ranks, Weapon Attack 24+ Ranks, Spellcraft 24+ Ranks
Reiatsu: 2,000+
2 - Bonus Feat
4 - Bonus Feat
2 – Bonus Feat
3 – AUSWAHLEN [PRESTIGE]
You gain the ability to kill off your own followers to return others that follow you to life. At will you may kill off any number of your Followers,
and bring back to life any dead Quincy with equal or lower levels than the combined total level of the Followers killed. There is no range to
this ability's death effect, but those that you bring back to life must be within 1000 feet of you. (IE: If you kill off 20 followers of level 1, you
would gain the ability to bring back a single being of 20th level or lower, or several beings who's combined levels equaled or was less than
20.) Should you kill your Cohort/s, double the level you can bring back. The Quincy you bring back come back at full health and Reiatsu. You
cannot bring back the same quincy as you kill, and you do not gain the Stern Ritter letters of those you kill in this manner. You may spend
action dice to cheat this death.
4 – Bonus Feat
2 – Bonus Feat
4 – Bonus Feat
Unerring Shot: All your attacks for the remainder of the turn hit as long as you have line of sight to your target.
Do not roll to resolve attack rolls. You must pay 200 Reiatsu to use this effect as a free action. This cannot be
used with Ultra Shot.
Ultra Shot: Any shot that hits automatically critically hit. To use this shot you must pay 200 Reiatsu as a free
action and the effect lasts till the end of your turn. This cannot be used with Unerring Shot
Ricochet Rocket Shot: You may take a single shot at an opponent who is out
of your line of sight by banking and ricocheting shots. You suffer a –4 penalty to all your attacks, and your
opponent must have been in your line of sight on your previous action. This attack assumes that a clear, physical
path exists between you and your target. Each shot that uses this ability makes you pay 30 Reiatsu as a free
action.
Incredibly Far Shot: You may attack your targets up at up to twice your range. If it hits, it forces the target to
make a Strength Based fortitude save or fall prone.
Death Shot: You put an arrow into a foe’s eye, skewer his throat, or pierce his heart. Using this ability requires
an initial expenditure of 80 Reiatsu. Then you must spend additional Reiatsu to establish this attack’s Fortitude
save Difficulty Class (DC 15 + Your Level + 1/20 Reiatsu Spent (Maximum 400 Reiatsu)).
Make a single ranged attack as a full-round action. If you hit and inflict damage, your target must succeed at the
Fortitude save described above or immediately fall to –1 hit points. You cannot use this ability more than once on
a given attack.
Flanked Shot: When your target is flanked or denied his active bonus to defense, you can inflict extra damage if
you are within 30 feet of it. For every 20 Reiatsu you spend, your attack causes +1d6 points of damage. Do not
multiply this damage on a critical hit.
Unearthly Shot: You can pay in increments of 20 Reiatsu to use this shot. When you do, ignore up to the
Reiatsu Spent/20 Damage Mitigation from the target. This shot automatically ignores Damage Reduction of twice
the number of Mitigation it overcomes.
Double Master Shot: You may pay twice the Reiatsu Cost of 2 different Master Shots to use them at the same
time. They must have combine-able effects to be used in this manner.
Anything Goes Long: You may use any thrown or ranged object or weapon as a Quincy Weapon for the
purposes of Master Shots, or Legendary Shots. This ability must be activated as a move action for 400 Reiatsu.
Suppressing Fire: You may use your weapon to keep people from attacking, or moving. Make a ranged attack
versus an area (DC 10) within range of your bow, all enemies within 30 feet of that spot must make a Wisdom
based Will save to attack or move. The aura lasts for 1 full-round.
Prime Initiative: You go first, regardless of your actual initiative, in combat. To use this Legendary Shot, you
must spend 100 Reiatsu, and announce this at the beginning of any combat round. You go first from then on till
the end of the current combat.
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 Quincy Brutmutter and the Quincy
Drohne
A_Shadow_of_Life: For the Seele Schneider Craftsman, the Seele Schneider Grandmaster and the idea for the
W.A.S. Archive
The Complete Quincy attempts to stop making Quincy rely on Shikai picks for power and gives them
their own system of power called the W.A.S. Archive. It improves Master Shots, introduces Legendary
Shots and Reishi Feats and reworks many of their feats and abilities including many Prestige Paths.
• 19 Rewritten Feats
• 10 New Feats
• 1 Rewritten Non Racial Quincy Related Feat
• 6 New Non Racial Quincy Related Feats
• 27 Reishi Feats
• 9 Rewritten Prestige Paths
• 15 New Prestige Paths
• 12 New Master Shots
• The W.A.S. Archive System
• 2 Rewritten Epic Feats
• 11 New Epic Feats
• 5 New Epic Prestige Paths
• 11 Legendary Shots
The Complete Quincy 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.