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The Complete Quincy

...And the Quincy Rewrite


Forward
While the Quincy have a lot of prestige paths and feats, they weren't exactly done right. They wound up with
more unarmed potential than they did ranged potential. So here we are trying to rectify that situation, and correct
some mistakes that we've made over the years.
Rewritten and New Quincy Feats
The following feats, where applicable, replace or supplement the ones from the Core Book and Darkness and
Starlight.

QUINCY [RACIAL, SOUL]


Prerequisites: Exclusive any other Racial Feat
Benefit: You are a Quincy, the survivor or student of a survivor of a Hollow attack. You gain a Quincy Weapon
that takes the form of a Ranged Weapon that deals 1d6[BW] damage +1d6[BW] damage per 5 ranks in Ranged
Shot you have above 1. It has a range of 90 feet, and critically hits for x3 damage. At level 3 you gain access to
the W.A.S. Archive gaining two Weapon Aspects at that level and another one every 3 levels thereafter. At 8th
level and every 2 levels thereafter you gain a Master Shot from the Master Shot lists. This is a Living Race.

ALTERNATE BOW [QUINCY, SOUL]


Prerequisites: Quincy
Benefit: You gain a pool of 3 points to modify your base Quincy Weapon in any of the following ways:
• Add 1 to the Critical Range: 1 point, Maximum 3 points
• Add 1 to the Critical Multiplier: 1 point, Maximum 3 points
• Add 1 to the dice size of the weapon (d6 becomes d8, d8 becomes d10, d10 becomes d12): 1
point, Maximum 3 points
• Create a Melee Weapon (Your Quincy Weapon permanently becomes a Melee weapon instead of
a Ranged Weapon and relies on Weapon Attack instead of Ranged Shot to gain [BW] of
damage.): 1 point, Maximum 1 point
• Create an Unarmed Weapon (Your Quincy Weapon permanently becomes a form that augments
your unarmed strikes instead of a Ranged Weapon and relies on Unarmed Strike instead of
Ranged Shot to gain [BW] of damage.): 1 points, Maximum 1 points.
• Increase a Weapon's Range (Melee Weapons gain Reach 5', Ranged Weapons increase by 30
feet): 1 point, Maximum 3 points.
• Create twin weapons (Makes you have 2 weapons instead of just one): 1 points, Maximum 2 points
(Can create three weapons, if you really really want to.)
• Combine Weapon Forms (Makes two weapon forms forever become one. Use the better of the
bonuses from both forms.): 1 points, Maximum 2 points.
Special: You may retrain this feat multiple times times. Each time it is retrained chose a different arrangement
for your base weapon. You may choose this feat multiple times to gain other alternate forms than the first one.
Any character that gains a Quincy Weapon can take this feat.

COMPOSITE BOW [QUINCY, SOUL]


Prerequisites: Quincy, 3[BW] Quincy Weapon Damage
Benefit: You gain an additional Master Shot ability.
Special: You may take this multiple times, it's effects stack.

ASPECT MASTER [QUINCY, SOUL]


Prerequisites: Quincy, 2[BW] Quincy Weapon Damage
Benefit: You gain an additional W.A.S. Archive Aspect.
Special: You may take this multiple times, it's effects stack.

IMPROVED REISHI POINTS [QUINCY, SOUL]


Prerequisites: Quincy, Spellcraft 11+ Ranks
Benefit: You gain 2 Reishi Points
Special: You may take this feat multiple times. Each time it is taken gain 2 Reishi Points.

EXPANDED CAPACITY [QUINCY, SOUL]


Prerequisites: Quincy, Spellcraft 14+ Ranks
Benefit: Your maximum amount of Reishi Point's that you may invest in Weapon Aspects expands by 1, this
stacks with similar effects. This doesn't give you higher tier effects any earlier. This may be taken twice.
ENHANCED SPIRITUAL ABSORPTION [QUINCY, REIATSU]
Prerequisites: Quincy, Spellcraft 4+ Ranks
Benefit: When you attack with your Quincy Weapon, add your Dexterity Modifier to the damage you deal. This is
a supernatural ability.
Special: You may take this feat multiple times. Each time add 2 to the damage your Quincy Weapon deals.

HIRENKYAKU [QUINCY, FLASH]


Prerequisites: Quincy, Improved Flash Step
Benefit: You may consider your Flash Steps to be swift actions regardless of your roll. You gain a bonus to flash
steps equal to your intelligence modifier. The Quincy also fly and balance on air as a non-living race. This is a
extraordinary ability.

QUINCY BANGLE [QUINCY, SOUL]


Prerequisites: Spellcraft 4+ Ranks
Benefit: You may use feats with Quincy prerequisites. Each time you do while using a bangle (Including the use
of a Quincy Weapon itself) Roll a 2d20. If the first d20 roll was over 10, add the second d20 roll to your next
ranged attack or other numeric values of the usage. If the first d20 roll was 10 or below, subtract the second d20
roll from your next ranged attack or other numeric values of the usage. No matter what, the Quincy Bangle
breaks after 100 uses, and must be reforged. Forging a Quincy Bangle is a DC 20 Craft (Structural) check and
takes 72 hours. This is an extraordinary ability.

SEELE SCHNEIDER [QUINCY, SOUL]


Prerequisites: Quincy
Benefit: You can wield a Seele Schneider. A Seele Schneider counts as a melee weapon with which you are
proficient which deals 1d6 damage (+1d6 per 5 ranks you have in Weapon Attack above 1), with an
enhancement bonus equal to the number added to the creation DC. Alternatively, the Seele Schneider can be
used as an arrow with the same enhancement bonus. Either way, the Seele Schneider reduces your opponent's
reiatsu by the damage dealt times 10 and keeps the reiatsu for you in the seele schneider. You may freely use
the Reiatsu stored in a Seele Schneider by breaking it. This is an extraordinary ability.

CRAFT SEELE SCHNEIDER [QUINCY, SOUL]


Prerequisites: Quincy, Seele Schneider
Benefit: You can create a Seele Schneider. To craft a Seele Schneider requires a DC 25 + 1 per enhancement
bonus the Seele Schneider receives; Spellcraft Check and 2 hours work. This is an extraordinary ability.

SENRAI TRAINING [QUINCY, SOUL]


Prerequisites: 2[BW] Quincy Weapon Damage
Benefit: Your Quincy Weapon deals +1[BW] damage. In addition, your Quincy Weapon gains an enhancement
bonus equal to your spellscore modifier. Lastly, once, for a number of minutes equal to the Quincy's (Level +
Constitution Modifier), the Quincy may unleash Quincy: Letzt Stil.
Quincy: Letzt Stil: The Quincy gains a Bonus to (Primary Attack Skill Statistic), (Primary Damage Modifying
Statistic) and Constitution equal to their Character Level. The Constitution gain results in a gain of 1 hit point per
2 points of bonus per level. The Quincy gains one additional attack at his highest attack bonus, and moves twice
his speed for all forms of movement. Letzt Stil is a Tier 1 Transformation.
When using the Quincy: Letzt Stil, all Quincy Weapon damage is maximized and empowered. The maximum
number of Reishi Points you can place into a W.A.S. Aspect during Letzt Stil is increased by 1.
Once the Quincy: Letzt Stil ends, the Quincy immediately looses Quincy and all feats with Quincy as a
prerequisite. The lost feats may be either re-chosen (You cannot choose Quincy if you re-choose your feats in
this manner) or the Quincy may opt to undergo training from another Quincy to attempt to revitalize their Quincy
powers.
To regain their Quincy powers the Quincy must undergo harrowing training during which time they drive
themselves to the brink of exhaustion (At the end of the training, which takes 1d6 weeks, they are reduced to 1
non-lethal hit point above their total hit points). Should the training succeed, the Quincy instantly regains the use
of all feats they had with Quincy as a prerequisite and the Quincy feat.
Regardless of whether the Quincy gains their power back or not, they gain a permanent bonus to their Primary
Attack statistic and their Primary Damage statistic equal to one third their level (Round up) and gain bonus hit
points equal to twice their level. The permanent bonus can only be gained once, no matter how many times the
Quincy uses their Quincy: Letzt Stil. This ability is supernatural
WEB BOW [QUINCY, SOUL]
Prerequisites: Quincy, Senrai Training
Benefit: Your Quincy Weapon becomes webbed in appearance. While your Quincy Weapon is active, you gain a
bonus to your Defense Equal to your Charisma modifier. In addition, once you fire an shot from your Quincy
Weapon, you may take an attack action on a subsequent turn, and spend 10 Reiatsu to allow the shot to attack
again with a bonus equal to your Intelligence Modifier. You can keep a number of such shots flying around equal
to your Wisdom Modifier as long as you pay the requisite 10 Reiatsu per shot per turn, up to a maximum of 1
round per character level. This is an extraordinary ability.
Special: You may take this feat a second time. If you do, you also may fire through objects, ignoring all forms of
cover (Including total cover). If you do not have a Ranged Weapon with which to fire shots, you instead ignore
30% of miss chance of opponents, and may take this a second time to ignore up to 50% miss chance.

QUINCY: VOLLSTANDIG [QUINCY, SOUL]


Prerequisites: Quincy, Senrai Training, 4[BW] Quincy Weapon Damage
Benefit: Your Quincy: Letzt Stil becomes Quincy: Vollstandig. Instead of burning out your Quincy Powers, it
becomes a Tier 2 Transformation that can be used once per day per level for an entire encounter. Your attacks
are no longer Maximized when you use Vollstandig, they are still empowered. While Vollstandig is active, you
may fly at your land speed with perfect maneuverability as you gain a pair of wings from your back.
You only gain the permanent bonus of Letzt Stil once.
You may resonate with your fellow Quincy. If you are within 1 mile of a Quincy that uses Quincy: Letzt Stil or
Quincy Vollstandig, you may activate your own as a free action, regardless of the amount of uses you have left
for the day. This is done involuntarily unless you succeed a DC 25 Concentration check to resist the effort.

QUINCY: SKLAVEREI [QUINCY, SOUL]


Prerequisites: Senrai Training, Quincy Vollstandig, 18 CON
Benefit: As a full round action, you can absorb the essence of a creature that you have killed in the past round.
You gain the better of their statistics, attack bonuses, maximum hit points and defenses for one minute per
character level. You gain a halo above your head which has the same hardness and hit points as a Zanpakutou.
If the halo is destroyed you lose the bonuses you gained by absorbing your victim. You may absorb victims equal
to your spellscore modifier and get the best of all victims.

BLUT [QUINCY, SOUL]


Prerequisites: Prerequisites: (Quincy, 2[BW] Damage of any type) or (Oldblood (Quincy), Senrai Training,
Quincy: Vollstandig)
Benefit: You can increase your attack (Arterie) or defense (Vene) dramatically by running spirit particles down
your spirit pathways, but only one at a time. You may gain a bonus to either your attack skills or your defenses
(Fortitude, Reflex, Will, Defense) equal to one half your level + 1. You may switch which bonus you're using as a
standard action that does not provoke an attack of opportunity.
Special: The bonus to Attacks is a circumstance bonus, and the bonus to defenses is a deflection bonus.

VERY TRICKY [QUINCY, SOUL]


Prerequisites: Trick Shot
Benefit: You can use a Trick Shot twice more per day.
Special: This may be taken multiple times. Each time it is taken increase the number of times per day you can
use trick shot by 2.

WELLE DER ALLES [QUINCY, SOUL]


Prerequisites: Welle von Nichts
Benefit: Once per day you may maximize and empower your Welle von Nichts. This costs an additional 90
Reiatsu to power.

ZUSATZLICHEN NICHTS [QUINCY, SOUL]


Prerequisites: Welle der Alles
Benefit: You may use Welle der Alles two more times per day.
Special: You may take this feat multiple times. Each time you do, add 2 to the number of times you can use
Welle der Alles.
IMPROVED IMPALING MANEUVER [QUINCY, SOUL]
Prerequisites: Quincy, Impaling Maneuver
Benefit: Your Impaling Maneuver does +3d6 damage per attack you gave up instead of +2d6

CRAFT SPIRIT TUBE [QUINCY, REIATSU]


Prerequisites: Quincy, Spellcraft 9+ Ranks
Benefit: You gain the ability to craft Spirit Tubes, tubes of spiritually tempered silver that hold Reishi. Each one
can hold one Reishi Point per three levels for later use. Once used, the Reishi Points last in the Aspects they are
placed, for your 3 + Spellscore Modifier in minutes before dissipating. Crafting a Spirit Tube requires a DC 25 +
(1/Number of Reishi Points) invested Spellcraft Check and 8 hours of work. You may hold a number of Spirit
Tubes on your body equal to your Base Permanent Spellscore.

CRAFT GINTO TUBE [QUINCY, REIATSU]


Prerequisites: Quincy, Spellcraft 12+ Ranks
Benefit: You gain the ability to craft Ginto Tubes. Tubes of spiritually tempered silver that hold Reiatsu. Each
tube can hold 500 Reiatsu per three levels for later use. Once used, the Reiatsu is gone; used for the purpose
that it was intended whether that's casting a kido, power a feat for one turn, or powering W.A.S. Archive Aspects
for 3 + Spellscore Modifier Rounds. Crafting a Spirit Tube requires a DC 25 + (1/500 Reiatsu invested) Spellcraft
Check and 12 hours of work. You may hold a number of Ginto Tubes on your body equal to your Base
Permanent Spellscore.

EXQUISITE BOW [QUINCY, SOUL]


Prerequisites: Must be taken at level 3
Benefit: You gain 2 extra weapon aspects, but your maximum for all aspects is reduced by 1 (Minimum 1)
Special: Cannot be taken with Specialized Bow.

SPECIALIZED BOW [QUINCY, SOUL]


Prerequisites: Must be taken at level 3
Benefit: You gain 1 less aspect at 3rd level and gain aspects at every 4th level thereafter, but you may invest 2
extra points into your aspects above your normal maximums.
Special: Cannot be taken with Exquisite Bow

NO BOW [QUINCY, SOUL]


Prerequisites: Quincy
Benefit: You do not have a Quincy Weapon, and cannot use Master Shots and the W.A.S. Archive. You gain 3
stat points every 2 levels instead of normal and a 10% bonus to experience on all violent encounters.

BOW ACHIEVED [QUINCY, SOUL]


Prerequisites: Quincy, No Bow, 5th Level+
Benefit: You gain a Quincy Bow as normal, and may now gain Master Shots at your normal level. Your W.A.S.
Archive acquisition is stunted however, and you begin by gaining 1 aspect when you take this feat, and 1 every 3
levels thereafter.

FLUGEL DER FREIHEIT [QUINCY, SOUL] (By Traumatizer)


Prerequisites: Quincy, Quincy: Vollstandig
Benefit: Flugel der Freiheit allows you to summon your wings from Quincy Vollständig (or it's betters) as a free
action, at will. Doing so grants you a fly speed equal to your Land Speed with perfect maneuverability.

KOCHER VON EINEM [QUINCY, SOUL]


Prerequisites: Quincy, Senrai Training, Web Bow
Benefit: You can fire Quincy Arrows regardless of the form of your weapon, and even from your bare hands.
They still use Ranged Shot regardless, still have a 90 foot base range, and critical on a 20 for x3 damage. They
still deal 1d6[BW] damage.
SPRENGER [QUINCY, SOUL]
Prerequisites: Seele Schneider Proficiency, 3[BW] Quincy Weapon Damage
Benefit: You may create the dreaded Sprenger Cross technique. This is performed by positioning Five Seele
Shcneiders around a subject, with a minimum of five feet of distance between the Seele's and the victim. You
can create a bigger area for the Sprenger to effect, extending the cross out in a further five feet of distance, and
a reduction in damage output. Four of the Seele Schneider's must be placed in a cross or plus formation, with
the fifth Seele between two of the other Seele's, placing a Seele Schneider for Sprenger is a standard action.
Sprenger deals damage equal to your Seele Schneider [BW] damage x 5, plus all the enhancement bonuses of
the Seele Schneiders, maximized. If you extend the Sprenger Cross out an additional five feet, the damage is no
longer maximized. All Seele Schneider's used for Sprenger are destroyed. Using this feat takes 3 full-round
actions, One to place the first four Seele Schneiders, one to stab the last one in, and the last to activate it. You
may only use this feat if you have the necessary component parts (5 Seele Schneiders and 1 Ginto Tube).

QUINCYPORTATION [QUINCY, REIATSU]


Prerequisites: Quincy, Flash Step 9+ Ranks,, Hirenkyaku
Benefit: You may, for 100 Reiatsu, choose to travel miles instead of feet when making a Flash Step check. (So if
you may, for 100 Reiatsu, choose to go 30 miles instead of 30 feet with a 12 Reiatsu DC).
Special: You may take this feat multiple times. Each time you do, increase the distance you can travel by a
factor of 10 (So the second time you take this feet, you travel 300 miles for a 12 DC, the third time you take this
you can travel 3000 miles for a 12 DC, etc). You must still choose what distance you are traveling before you roll.
Increase the cost for choosing to go in multiples by 100 per iteration of this feat. (IE If you choose to use the third
iteration of this feat, it would cost you 300 Reiatsu)

Non Racial, Quincy Related Rewritten and New Feats


QUINCY HERITAGE [BASE, SOUL]
Prerequisites: Oldblood (Quincy), 1st level only
Benefit: You gain a Quincy Weapon that is a bow that deals 1d6 damage + 1d6 damage per 5 ranks in ranged
shot you possess above 1. You gain 1 Weapon Aspect at first level, one Weapon Aspect at fifth level and one
Weapon Aspect at tenth level and 1 Reishi Point per 4 levels. You use the Rules for the W.A.S. Archive other
than these exceptions.

COMBAT BOWMANSHIP [GENERAL, COMBAT]


Prerequisites: Ranged Shot 4+ Ranks
Benefit: You gain a +1 bonus to Ranged Shot +1 per 4 levels. You gain a +1 dodge bonus to Defense +1 per 4
levels against ranged attacks.

IMPROVED COMBAT BOWMANSHIP [GENERAL, COMBAT]


Prerequisites: Ranged Shot 6+ Ranks, Combat Bowmanship
Benefit: Your Ranged Shot attacks critically hit on a 19-20.

ADVANCED COMBAT BOWMANSHIP [GENERAL, COMBAT]


Prerequisites: Ranged Shot 11+ Ranks, Combat Bowmanship, Improved Combat Bowmanship
Benefit: Your Ranged Shot attacks critical multiplier improves by 1.

COMBAT ARMSMAN [GENERAL, COMBAT]


Prerequisites: Weapon Attack 4+ Ranks
Benefit: You gain a +1 bonus to Weapon Attack +1 per 4 levels. You gain a +1 dodge bonus to Defense +1 per 4
levels against weapon attacks.

IMPROVED COMBAT ARMSMAN [GENERAL, COMBAT]


Prerequisites: Weapon Attack 6+ Ranks, Combat Armsman
Benefit: Your Weapon Attacks critically hit on a 19-20.

ADVANCED COMBAT ARMSMAN [GENERAL, COMBAT]


Prerequisites: Weapon Attack11+ Ranks, Combat Armsman, Improved Combat Armsman
Benefit: Your Weapon Attack's critical multiplier improves by 1.
Reishi Feats
Reishi Feats are feats that require Reishi Points to power. When you invest points into a Reishi Feat you gain a
benefit based on the number of Reishi Points invested. Unlike W.A.S. Archive Aspects, the points may be
invested and re-invested once per day only as a Standard Action. You may not invest more than ¼ your level
(Rounded Down, Minimum 1)in Reishi Points into a Reishi Feat.

HEILUNG [REISHI, SOUL]


Prerequisites: Quincy, At Least 1 Reishi Point, Reiatsu Healing
Benefit: Your Spellscore is treated as 4 higher per Reishi Point invested in this feat for the purposes of Reiatsu
Healing.
Special: You gain 1 Reishi Point

NETZUBERNAHME [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Any Aura Feat
Benefit: You are counted as 3 levels higher per Reishi Point invested in this feat for the purposes of calculating
Reiatsu Aura benefits.
Special: You gain 1 Reishi Point

SCHILD DES STROM [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Reiatsu Shield
Benefits: Your Damage Reduction is considered 2 higher for the purpose of doubling for Reiatsu Shield per
Reishi Point invested.
Special: You gain 1 Reishi Point

STREIK DER MACHT [REISHI, SOUL]


Prerequisite: Quincy, At least 1 Reishi Point, Reiatsu Strike
Benefits: Reduce the cost of your Reiatsu Strike or Reiatsu Crash by 5 per Reishi Point invested to a minimum
of 5 Reiatsu per 1d6.
Special: You gain 1 Reishi Point

VERBESSERTE LEISTUNG DER SEELE [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Improved Reiatsu Capacity
Benefit: When calculating your Reiatsu with Improved Reiatsu Capacity, add 40 points per Reishi Point invested
in this feat per iteration of Improved Reiatsu Capacity you have.
Special: You gain 1 Reishi Point

EINGEHULLT [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Shrounded Reiatsu
Benefit: Increase the bonus granted to hiding your Reiatsu by 2 per Reishi Point invested. For each Reishi Point
you have invested, the minimum roll to hide your reiatsu increases by 1 (Minimum 2.)
Special: You gain 1 Reishi Point

GROBE STARKE [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Inner Strength
Benefit: When you use Inner Strength, add 4 to your Concentration Result per Reishi Point invested in this feat.
Special: You gain 1 Reishi Point

GROBSCHLUSSSTROM [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Any Release
Benefit: Select one of your Releases. When you select Shikai Picks for it, select ¼ your level more picks. You
gain access to those picks on a 1:1 basis per Reishi Point invested. If your Release is a preselected one (IE:
Steal Bankai), You may select the extra picks based on the Release's theme.
Special: You gain 1 Reishi Point
ERWEITERTE SCHLUSSSTROM [REISHI, SOUL]
Prerequisites: Quincy, At least 1 Reishi Point, Any Tier 2 Release or Better
Benefit: You gain 1 minute of extra time with your Tier 2 Release (Or Better) per point invested.
Special: You gain 1 Reishi Point

SCHADENSREDUZIERUNG [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Damage Reduction
Benefit: You gain +1 Damage Reduction per Reishi Point invested in this feat
Special: You gain 1 Reishi Point

KRITISCHER TREFFER [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Improved Critical (Any)
Benefit: You gain a +3 bonus on damage rolls made with critical hits per Reishi Point invested. If you use the
Confirming Criticals variant, you gain a +2 bonus on Attack Rolls to confirm a Critical Hit per Reishi Point
Invested as well.
Special: You gain 1 Reishi Point

RESEREI [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Rage
Benefit: You gain a +1 bonus to Strength and Constitution while in a rage per Reishi Point invested. You gain a
+1 bonus to Defense while in a rage per Reishi Point invested. You gain +2 bonus to Damage rolls while in a
rage per Reishi Point invested.
Special: You gain 1 Reishi Point

BESESSENHEIT [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Whirling Frenzy
Benefit: You gain a +1 bonus to Strength and Dexterity while in a Whirling Frenzy per Reishi Point invested. You
gain a +1 bonus to Defense while in a whirling frenzy per Reishi Point invested. You gain +2 bonus to Damage
rolls while in a whirling frenzy per Reishi Point invested.
Special: You gain 1 Reishi Point

ZWEKHAFT DAS LEBEN [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Blooded
Benefit: You gain +2 hit point per level per Reishi Point invested.
Special: You gain 1 Reishi Point

ZWEKHAFT DAS SEELE [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Any 1 Reiatsu Feat
Benefit: This feat counts as 1 Reiatsu Feat per Reishi Point invested.
Special: You gain 1 Reishi Point

HOHLES HERZ [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Inner Hollow
Benefit: You gain +2 strength while in a Berserker Frenzy per Reishi Point invested in this feat. If you have more
than 3 Reishi Feats invested in this feat, you gain a second extra attack per round.
Special: You gain 1 Reishi Point

WITZE MACHEN [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Any Fan-Service Feat
Benefit: You gain a +2 bonus to all benefits of your Fan-Service feat per Reishi Point invested in this feat.
Special:You gain 1 Reishi Point

UNSCHARFE SCHRITT [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Blurring Step
Benefit: When you use Blurring Step, the DC is reduced by 1 and your Miss Chance is increased by 2% per
Reishi Point invested into this feat.
Special: You gain 1 Reishi Point
UNSICHTBARKEIT [REISHI, SOUL]
Prerequisites: Quincy, At least 1 Reishi Point, Flash Step Invisibility
Benefit: Increase the number of rounds you can stay invisible by 3 per Reishi Point invested in this feat.
Special: You gain 1 Reishi Point

STIRB LANGSAM [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Endurance, Diehard
Benefit: Your window of death is increased by 5 points per Reishi Point invested in this feat.
Special: You gain 1 Reishi Point

KAMPF WURF [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Defensive Martial Arts, Combat Throw
Benefit: The bonus granted by the Combat Throw Feat increases by +2 per Reishi Point invested in this feat.
The bonus granted by the Defensive Martial Arts feat increases by +1 per Reishi Point invested in this feat.
Special: You gain 1 Reishi Point

KAMPFREFLEXE [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Combat Reflexes
Benefit: The number of Attacks of Opportunity you can make in a round increase by 1 per Reishi Point invested
in this feat.
Special: You gain 1 Reishi Point

MEISTER KAMPFEN [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Improved Grapple
Benefit: You gain a +2 bonus to resolve the Touch Attack and a +4 bonus to your Grapple Checks per Reishi
Point invested in this feat.
Special: You gain 1 Reishi Point

KAMPF-MANOVER [REISHI, SOUL]


Prerequisite: Quincy, At least 1 Reishi Point, Any “Improved” Combat Maneuver feat
Benefit: You gain a +2 bonus to resolve the combat maneuver you have the Improved version of per Reishi
Point invested in this feat. You gain this bonus to all Improved Combat Maneuver feats you have.
Special: You gain 1 Reishi Point. The feats covered by this feats are (Improved Agile Riposte, Improved Bull
Rush, Improved Disarm, Improved Feint, Improved Overrun, Improved Sunder, Improved Trip)

KERNSCHUSS [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Point Blank Shot
Benefit: Your attack and damage bonus while within 30 feet of an opponent increases by +1 per Reishi Point
invested in this feat
Special: You gain 1 Reishi Point

LEBENSBLUT [REISHI, SOUL]


Prerequisites: Quincy, At least 1 Reishi Point, Reiatsu Healing, Life's Blood, 16+ Constitution
Benefit: You heal an additional 5 hit points when using Life's Blood per Reishi Point invested in this feat.
Special: You gain 1 Reishi Point
Rewritten Prestige Paths
The following Prestige Paths replace the ones from their original sources. All others should be fine.

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

1 – MEISTERSCHAFT VON HANDGEMENGE BEKAMPFEN [PRESTIGE]


You gain +1 Maneuver Known per level of Maneuver you can perform and will be able to perform in the future.

2 – Bonus Feat

3 – TAKTISCH MEISTERSCHAFT [PRESTIGE]


When you use a Strike Maneuver or a Counter Maneuver, add your Wisdom modifier all rolls (including damage)
involving the Strike or Counter.

4 – Bonus Feat

5 – QUINCY GOTT VON KRIEG [PRESTIGE]


You may use a Strike, Counter or Boost in addition to using a Master Shot at the same time by paying one and a
half times the Reiatsu Cost of the Master Shot.
Stern Ritter
Advanced troops of the Quincy army, the Stern Ritter have the terrifying ability to steal an opponent's Bankai.

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

1 – IMPROVED QUINCY [PRESTIGE]


Your Master Shots are reduced in cost by 20 Reiatsu (Minimum 10 Reiatsu) and you gain one additional W.A.S.
Archive Aspect with 1 point permanently invested into it for free. You may invest more points into this aspect as
normal.

2 – Bonus Feat

3 – STERN RITTER LETTER [PRESTIGE]


You receive a letter of the English alphabet upon this level. Choose a word that describes your character starting
with that letter and make up an ability that reflects that word. Approval by the GM is a must for this ability.

4 – Bonus Feat

5 – STEAL BANKAI [PRESTIGE]


Once per day, as a standard action, you may attempt to steal an active Bankai from a Bankai user. Firstly the
Bankai has to be active, and you must be within 30 feet of that user. Secondly you must succeed an opposed
Concentration check. Should you succeed the opposed Concentration check, you steal the Bankai for
3+spellscore modifier rounds after which time it returns to the user. This time spent away counts against their
Bankai timer. If you use your Quincy Cross as a focus, you gain a +4 sacred bonus on the opposed
Concentration check. While you have stolen a Bankai, you may use it at your leisure leaving your opponent with
only his Shikai released and use your modifiers for abilities. While you have a stolen Bankai, you cannot use any
Quincy transformations.
Taker Der Seelen
There are some Quincy that use their hands to form a bow, there are even some that use their hands to fight.
Rare is the Quincy that does neither. Their control over spirit particles is so great that they can siphon the soul of
a victim to empower themselves.

Prerequisites:
Feats: Quincy, [Supersonic Strike or Alternative Bow for a Unarmed Strike weapon]
Skills: Unarmed Strike 6+ Ranks

1 – SEELE BIBEN [PRESTIGE]


Your unarmed strike lowers your opponent's hp rather than deal damage. When you deal damage with an
unarmed strike, you gain the damage as temporary hit points. The target must make a Charisma Based
Fortitude Save or be fatigued after each hit. This is a supernatural ability.

2 – Bonus Feat

3 – STEHLEN DER SEELE [PRESTIGE]


You can steal the soul of a downed opponent. If an opponent dies from a wound you gave them, you may make
a Use Reiatsu check equal to (15 + Their Character Level + Their Constitution). Should you succeed, for the
next 24 hours, you gain a bonus on all d20 rolls equal to one quarter of their character level (rounded up). This is
a supernatural ability. A soul taken this way cannot be reincarnated or resurrected until the being that took the
soul is defeated or the Soul is used for Kanone von der Seele.

4 – Bonus Feat

5 – KANONE VON DER SEELE [PRESTIGE]


You may sacrifice the Temporary hit points and temporary d20 bonuses you've garnered through Seele Biben
and Stehlen der Seele in a Ranged Touch attack. You deal damage with the ranged touch attack as follows. If
you sacrifice temporary hit points, you deal damage on a 1 point per 1 point basis. If you sacrifice temporary d20
bonuses, you deal 1d6 damage per sacrificed bonus point. This ability can be used at a range of 100 feet + 10
feet per character level. This is a supernatural ability. Souls used for Kanone Von Der Seele can be reincarnated
or resurrected normally.
Quincy Swordsman
Prerequisites:
Feats: Quincy, Seele Schneider
Skills: Weapon Attack 7+ Ranks

1 – IMPROVED SEELE SCHNEIDER [PRESTIGE]


Your Seele Schneider deals 1d10 base damage instead of 1d8. In addition, you may use your Master Shots with
your Seele Schneider.

2 – Bonus Feat

3 – IMPALING MANEUVER [PRESTIGE]


As a standard action, you may give up all your attacks in a round to make one attack at your highest base attack
bonus. Should you hit, your attack deals an extra 2d6 damage per attack given up.

4 – Bonus Feat

5 – CROSSED SWORDS [PRESTIGE]


You may wield a second Seele Schneider. Should you choose to do this, you gain a bonus on Defense and
Reflex saves equal to your offhand Seele Schneider's enhancement bonus. Reduce all penalties for Dual
Wielding by 4 to a minimum of 0. A Seele Schneider is considered a light one handed weapon for Two Weapon
Fighting and this ability.
Geist Der Rache
There have been times, in the history of the Quincy, where people have experimented with learning the ways of the enemy to better defeat
them. This research was quickly and effectively reduced to ashes any time it was found out, but sometimes, the texts that detailed out the
process known as Machtvakuum survived the generations.

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.

This is a What-If Prestige Path that is not Canonical as normally a


Hollow's Reishi is poisonous to a Quincy. The only way to canonically
mix Hollow and Quincy is to use Quincy: Sklaverei

Prerequisites:
Feats: Hollow Within, Quincy
Skills: Will Save 10+ Ranks
Special: Must have faced and subdued the inner hollow

Subduing an Inner Hollow


To subdue an inner hollow, you must be in a Hollow Frenzy as
described under the Hollow Within feat. The GM may then allow you to
fight your Hollow Within if you so choose. Fighting your Hollow Within is
exactly the same as fighting yourself. They have all the feats and
abilities, stats and secondary stats as you. Should you win the fight, you
now qualify for this prestige path. Should you lose the fight, you are
taken over by your hollow till someone can knock you unconscious. You
may retry to fight your inner hollow at a later date, once you are fully
healed.

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

3 – GEIST SCHRITT [PRESTIGE]


Through their mask, the Geist can increase the power of his shots, and his defensive capabilities. With their mask down, the Geist gains a
bonus on Ranged Shot damage equal to 1d6 per five character levels (+1d6 for first level), and a bonus to all Dexterity and Wisdom based
d20 rolls equal to 1 + 1 per five character levels as long as they move 10 or more feet per round. Each 20 feet beyond the first 10 that the
Geist moves in the round garners an additional 1d6 to Damage and +1 to all Dexterity and Wisdom Based d20 Rolls. If the Geist moves
more than 90 feet in a round, they garner a 20% miss chance. This is a supernatural ability.

4 – Bonus Feat

5 – WELLE VON NICTS [PRESTIGE]


The Geist gains the ability to charge an arrow with power and fire it in a line. The attack is a 60 foot line, and
deals 1d6 damage per character level. Targets must make a Constitution Based Reflex Save to take half
damage. A Quincy may fire this attack once every 1d4 rounds and it costs 90 reiatsu. This is supernatural.
Kyuujutsu Master
There are archers, and then there are master ranged specialists. A Kyuujutsu Master is such a being. They have
taken the art of ranged combat to a level that most people don't even think exists, being able to ignore walls, and
sometimes even the density of the material they are firing at.
To be a Kyuujutsu master means that you have studied angles, and precision to an extreme. You have
knowledge of geometry that would make people wonder what you do with your time. You have an intrinsic
mastery of balance and knowledge of weak points that even helps you in unarmed combat at times.

Prerequisites:
Feats: Rapid Shot, Weapon Skill Focus (Ranged Shot), Weapon Skill Specialization (Ranged Shot)
Skills: Ranged Shot, Reflex, Spot and Search 8+ Ranks

1 – DOUBLE SHOT [PRESTIGE]


By sacrificing accuracy for power, a Kyuujutsu Master can severely effect target. A Kyuujutsu Master can
sacrifice her remaining attacks in a round to fire off two arrows at once, each striking the same part for increased
damage. The double attack takes a -2 penalty, but if it hits, it threatens critical and does double damage (If the
critical is confirmed, the attack does triple damage). This is an extraordinary ability.

2 – Bonus Feat

3 – TRICK SHOT [PRESTIGE]


Once per day per point of wisdom bonus (minimum 1), the kyuujutsu master is able to gain one of the Eight
following benefits. All trick shots are extraordinary abilities.
• +10 insight bonus to Ranged attack rolls for 1 round, or
• +5 insight bonus to ranged attack damage rolls for 1 round, or
• Ignore all cover and concealment penalties with ranged attacks (save for total concealment and full
cover) for 1 round, or
• Strike at two targets with one attack, or
• Knock the target prone if the attack hits, or
• Halve the target's land speed if the attack hits, or
• Ignore your character level in Damage Reduction, or
• Remove the ability modifier from your target's next round of attacks

4 – Bonus Feat

5 – IMPROVED TRICK SHOT [PRESTIGE]


When you use Trick Shot, double the numerical benefits of the trick shots as follows:
• +20 insight bonus to Ranged attack rolls for 1 round, or
• +10 insight bonus to ranged attack damage rolls for 1 round, or
• Ignore all cover and concealment penalties with ranged attacks (save for total concealment and full
cover) for 2 rounds, or
• Strike at four targets with one attack, or
• Knock the target prone if the attack hits, or
• Quarter the target's land speed if the attack hits,
or
• Ignore double your character level in Damage
Reduction, or
• Remove the ability modifier from your target's
next round of attacks
Sniper
The extremists of the Archer set, Snipers are guerrilla and tactical archery experts. Instead of working with teams
of other archers and longbowmen, Snipers often set up independently and shoot for particular targets, usually
officers, spellcasters and unit leaders. Often they will set-up positions before a battle high in trees or in other
camouflage locations in preparation for an upcoming battle. They are generally serious people, considered to be
dry of wit and they often seem to have little interest in anything besides their single-minded focus on the perfect
shot.

Prerequisites:
Feats: Quincy, Point Blank Shot, Precise Shot, Sneak Attack
Skills: Ranged Shot 9+ Ranks

1 - PRIMARY WEAPON [PRESTIGE]


You gain a +5 Competence bonus with the Ranged Shot Skill for your Quincy Weapon +1 per feat from this path.
This is an extraordinary ability.

2 - EXTENDED RANGE [PRESTIGE]


The range of your Quincy Weapon doubles. This is an extraordinary ability.

3 - EXTENDED SNEAK ATTACK [PRESTIGE]


With your Quincy Weapon, you can make your sneak attack from up to your weapon's range. This is an
extraordinary ability.

4 - FURTHER RANGE [PRESTIGE]


Your range with your Quincy weapon extends to line of sight, except with the ability Cascade of Shots, who's
range maxes out at 10 feet per character level of the Sniper. This is an extraordinary ability.

5 - ONE SHOT, ONE KILL [PRESTIGE]


By spending a full round action studying a target that does not know you are there, you gain a +4 competence
bonus to the attack roll, and deal x5 damage on a hit. If you critically hit, your critical multiplier is increased by x5
damage. These totals can be above your Maximum Hit Points. This is an extraordinary ability.
Traditional Quincy Master
You have harked back to the days when Quincy in this part of the world used Bows instead of Guns. You have
attained a mastery over the Bow that most only dream of.

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).

1 – SUPERIOR BOW [PRESTIGE]


Your bow does damage one size category higher than normal (1d8[BW] becomes 2d6[BW]) and your critical
range improves by 1 that stacks with other similar benefits. Lastly, your critical modifier increases by 1.

2 – Bonus Feat

3 – ORDER OF THE BOW [PRESTIGE]


You can attempt to deal extra damage with a single attack. To use this feat, you must make a single attack in a
round. If the attack is successful, it deals an additional +1[BW] per 2 levels you possess (Maximum +5[BW]). If
you are within 10 feet of an enemy and you perform this feat, add an additional 2[BW] damage at the end of this
calculation.

4 – Bonus Feat

5 – BOW MASTERY [PRESTIGE]


You may now make melee strikes with your bow at one size category less damage than your shot. You may use
W.A.S. Archive Aspects and Master Shots with your bow as normal while using it in melee. You may attempt to
disarm your foe without provoking an attack of opportunity, using the melee option of your bow, with a +4 bonus
to the attempt. You can also attempt to disarm someone within 30 feet of you with the ranged option.
Quincy Power Monger
You know the secrets of storing power in your weapons. Whether they be guns, seele schnieder or a bow, you
can store power within them to unleash on your foes at a later time.

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.

1 – POWER IN RESERVE [PRESTIGE]


When you deal damage to any opponent, keep track of this number. For every 10 damage you deal, you deal +1
damage in combat thereafter. These bonuses last for the encounter, and the counter is set to zero after an
encounter is over. In addition, when you take damage, keep track of this number. For ever 5 damage you
receive, your Defense and Damage Reduction increase by 1 for the remainder of combat and the counter is set
to zero after an encounter is over.

2 – Bonus Feat

3 – UNLEASH THE BEAST [PRESTIGE]


You can, once per encounter, release the stored up energy in your special Quincy Cross. To do this you must
make a touch attack with your cross, if you succeed, you deal half as much damage to your target as you have
dealt already this combat. This resets your counter damage counter to 0.

4 – Bonus Feat

5 – POWER IN EXCESS [PRESTIGE]


From now on, you gain +1 damage per 5 damage you deal, and you deal full damage to your opponent when
you Unleash the Beast. In addition, you gain +1 to attack rolls per 10 damage you deal (Maximum +10). This
bonus also only lasts till the end of combat.
Prestige Paths
The following Prestige Paths supplement the ones here, in the core book and Darkness and Starlight

Quincy Meistershutze (Master Marksman)


Prerequisites:
Feats: Quincy, Rapid Shot, Far Shot, Point Blank Shot
Skills: Ranged Shot 6+ Ranks
Special: Exclusive any other weapon type but ranged or thrown

1 – IMPORTANT RANGE [PRESTIGE]


The range at which you gain the benefits of Point Blank Shot doubles. Your range increase from Far Shot
doubles (to a x3 range). You can double the range again if you volley an arrow. The arrow takes 2 rounds to hit
one square within range, but if it strikes a target, that target takes three times normal damage.

2 – Bonus Feat

3 – WAY OF THE BOW [PRESTIGE]


When using a ranged weapon, you threaten squares around you equal to one quarter the range of the ranged
weapon (Rounded to the nearest 5 foot increment.) All creatures that you threaten realize they are threatened.

4 – Bonus Feat

5 – SUPREME BOW [PRESTIGE]


Special Prerequisite: 1st Degree Mastery – Schutze
Calculate your Auto-Fire hits per 3 you beat the target's Defense instead of 5. The damage bonus Reiatsu cost is
reduced by 5 per 1d6. Lastly, you threaten all squares within one half your range instead of one quarter.
Quincy Waffenmeister (Weapon Master)
Prerequisites:
Feats: Quincy, No Bow, Weapon Skill Focus (Weapon Attack), Melee Mastery (Any Melee Weapon)
Skills: Weapon Attack 6+ Ranks
Special: Exclusive Bow Achieved

1 – SUPREME WEAPON [PRESTIGE]


Select one weapon for which you have the Melee Mastery feat for. The bonuses from Melee Mastery double for
that weapon only. When you spend Reiatsu to increase damage with your selected weapon, you gain double the
benefits for one and a half times the cost.

2 – Bonus Feat or 1 W.A.S. Archive Aspect (To which you can use and invest reishi points)

3 – SUPREME SPECIALIZATION [PRESTIGE]


You gain Weapon Skill Specialization (Weapon Attack) as a Bonus Feat, but instead of granting 2 damage + 2
damage per 4 levels, it grants 3 damage + 3 damage per 4 levels. Weapon Skill Focus (Weapon Attack)'s
benefits double.

4 – Bonus Feat or 1 W.A.S. Archive Aspect (To which you can use and invest reishi points)

5 – ULTIMATE WEAPON [PRESTIGE]


Your Supreme Weapon feat is used with every weapon you have Melee Mastery for, and your Supreme
Specialization is calculated every 3 levels. If you already calculate it every 3 levels or if you gain a feat that
grants that ability, calculate it every 2 levels instead.
Master of Schutze
Prerequisites:
Feats: Quincy
Special: 1st Degree Mastery – Schutze

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

3 – LICHT REGEN [PRESTIGE]


Special Prerequisite: Bonze
You may now fire your Quincy Weapon in a 40 foot wide, 80 foot high column or a 60 foot cone. All opponents
within the area gain a Reflex Save for half damage.

4 – Bonus Feat

5 – KIRCHENLIED: SANKT ZWINGER [PRESTIGE]


Special Prerequisite: Gefahren
You can set up a field of energy using the Reishi Points you possess. You may invest any number of Reishi
Points into this feat. For each one invested, Sankt Zwinger deals 4[BW] damage to all opponents within a 40 foot
burst centered on you. You take no damage from your own Sankt Zwinger. Invested points uninvest themselves
upon dealing it's damage.
You can use this feat once
per day per W.A.S. Aspect
you have. You may not
invest more than ¼ your
Level in Reishi Points into
this feat.
Quincy Multi-Form Master
Prerequisites:
Feats: Quincy, Supersonic Strike, Melee Mastery, Ranged Mastery, (Spellcaster or Martial Study)
Skills: All Attack Skills 8+ Ranks, Flash Step 8+ Ranks
Special: 500+ Reiatsu

1 – MIXED MARTIAL ARTIST [PRESTIGE]


You gain the ability to mix your martial arts up a bit. Once per day per point of Spellscore Modifier, you may
substitute feats you have for one style of combat for another (IE: If you had Weapon Skill Focus (Weapon
Attack), you could substitute it for Weapon Skill Focus (Ranged Shot)). You must do this as a swift action, and
once changed cannot be changed for the rest of the day. All feats you have in the changed combat style are
switched to their alternate equivalents.

2 – Bonus Feat

3 – GREATER COMBAT MAVEN [PRESTIGE]


Special Prerequisites: Improved Combat Bowmanship or Improved Combat Martial Arts or Improved Combat
Armsman
When you switch styles to Ranged, you gain a +30 foot bonus on your ranges. When you switch your styles to
Unarmed, your Unarmed Strikes have their Critical Range and Multiplier increased by an additional 1. When you
switch your styles to Weapon Attacks, your Weapon Attack grants you a +1 bonus to Defense + 1 per 4 levels
and you gain a +1 bonus to Weapon Attacks +1 per 4 levels.

4 – Bonus Feat

5 – COMBINING STYLES [PRESTIGE]


Once per day, when you switch styles, you keep your bonuses to your other styles. You gain all style bonuses
from Greater Combat Maven that you qualify for, and if you use two uses of Mixed Martial Arts you can gain all
three bonuses.
Quincy Kriegsmeister (Battle Leader)
Prerequisites:
Feats: Quincy, Senrai Training, Quincy: Vollstandig, Blooded, Leadership
Skills: Any Attack Skill 12+ Ranks
Special: 500+ Reiatsu

1 – ALS ERSTES [PRESTIGE]


You gain 1 W.A.S. Archive Aspect or 1 Master Shot or 1[BW] Damage to any one attack form. You gain 2 Reishi
Points, and your Wisdom Modifier to Hit Points per Level. You must have access to a Quincy Weapon to gain a
W.A.S. Archive Aspect or Master Shot.

2 – Bonus Feat or 1 W.A.S. Archive Aspect or 1 Master Shot

3 – ZUM ZWEITEN [PRESTIGE]


You may now reallocate your W.A.S. Archive Aspects as a free action once per round on any character's turn.
Your Master Shots and possible future Legendary Shots cost 10 less Reiatsu to use (Minimum 10 Reiatsu or 0 if
they cost nothing). You may choose not to gain the above benefits and instead gain 1[BW] damage to any on
attack form.

4 – Bonus Feat or 1 W.A.S. Archive Aspect or 1 Master Shot

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+

1 – SEELE EXPERTISE [PRESTIGE]


The Seele Schneider craftsman is well versed in the crafting of Seele Schneider's and lowers the DC by 5.

2 - Bonus Feat

3 – MASTER CRAFTSMAN [PRESTIGE]


The Seele Schneider Craftsman has grown so skilled in the creation of Seele Schneider's, they may now
increase the DC to craft them by 5, to apply Weapon Enhancements to a Seele Schneider in place of
Enhancement bonuses to hit and damage. You must place at least a +1 Enhancement Bonus to place any
Weapon Enhancements.

4 - Bonus Feat

5 – SPRENGER MASTERY [PRESTIGE]


The Seele Schneider Craftsman has mastered the use of the Sprenger technique. They may now place Seele
Schneider's as a Move action. In addition, when using Sprenger, its damage is Intensified when used at the
smallest formation. It can be expanded by an additional five feet in each direction, but is only Maximized and
Empowered, by expanding it by 10 feet in each direction its damage is Empowered instead.
Note: Intensified damage is double the maximum amount of damage. (Example if Sprenger deals 300 damage
normally, it would instead deal 600.)
Quincy Geist Saugen
Prerequisites:
Feats: Quincy, Enhanced Spiritual Absorption
Skills: Any Attack Skill 8+ Ranks, Spellcraft 8+ Ranks
Special: 250+ Reiatsu

1 – REISHI HOLSTER [PRESTIGE]


You lose your Reiatsu Rating as if you had the Normal Human flaw as you begin pulling in Reishi instead of
exuding Reiatsu. You can still see the spirits of the dead, but you rely almost exclusively on the W.A.S. Archive
and your Reiatsu, obviously, cannot be sensed. In exchange for losing your Reiatsu Rating, you gain your old
Reiatsu Rating divided by 250 in Reishi Points and your Maximum Reishi Point distribution is increased by 2.
Keep track of your old Reiatsu Rating, as it goes up, you gain more Reishi Points as described above. You do no
lose access to this Prestige Path for losing your Reiatsu Rating, and you may use your Old Reiatsu Rating to
qualify for Prestige Paths and feats.

2 – Bonus Feat

3 – GEIST SAUGEN [PRESTIGE]


You gain the ability to absorb Reiatsu from creatures that exude it to power your own abilities. Any being that has
Reiatsu (or it's equivalent), may donate it to you granting you 1 Reishi Point per 250 Reiatsu donated (Maximum
20 extra Reishi Points). You may attempt to forcefully take this Reiatsu from a helpless target by making
opposed Concentration checks. Should you roll higher, you suck out 250 Reiatsu per point of Spellscore Modifier
and turn them into Reishi Points on a 1:250 ratio (1 Reishi Point per 250 Reiatsu Points taken). Stolen or
donated Reishi Points last for 3 + Spellscore Modifier rounds before dispersing. (NOTE: Despite the picture, you
don't have to tie a Zanpakutou to your head to gain the extra Reishi Points...

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

1 – ENHANCED SPIRITUAL TRACKING [PRESTIGE]


When sensing Reiatsu with Sense Motive, your range doubles. When tracking with Reiraku Hunter, your range
doubles (2 miles base, and 2 extra miles per -2 taken to your roll).

2 – Bonus Feat

3 – ENHANCED COMBAT PRACTICES [PRESTIGE]


Choose one Racial Feat per feat in this tree. You gain a +X bonus to Bluff, Listen, Sense Motive, Spot, and
Survival checks related to those races where X = Your Intelligence Modifier. You also gain twice this bonus to
Damage Rolls against targets of these races.

4 – Bonus Feat

5 – SUBVERT THE ENEMY [PRESTIGE]


You gain the ability to subvert the enemy,
turning anyone with one of your chosen
racial feats to your side. If you can make a
character Helpful through use of
Diplomacy, Intimidate or Perform, that has
one of the racial feats you got through
Enhanced Combat Practices, you may
instead make them Fanatical for 1 day per
your character level if they also fail a
Charisma Based Will Save. They join you
in whatever capacity you wish (Within their
means and desires), and serve you
faithfully for that time. Forcing a target to
act against their allegiances instantly ends
the Fanatical effect. Once made fanatical,
a target cannot be returned to that state by
you again without you being Epic Level.
Quincy Soldat
Prerequisites:
Feats: Quincy, Alternate Bow (Any Style)
Skills: Any Attack Skill 6+ Ranks
Special: Exclusive No Bow

1 – SOLDAT TRAINING [PRESTIGE]


Choose one of the following styles and gain a bonus based on that style:
• Archery or Gun: Add your Spellscore Modifier to your Bow/Gun damage.
• Two-Weapon Combat: Lower the penalty for two weapon combat by -4 (Minimum 0)
• Crossbow: Your Crossbow's range increases to 180 feet
• Thrown Weapon: Your thrown Weapon's Range increase to 30 feet
• Unarmed Combat: Your unarmed strikes deal damage one size category higher than normal.
• Two Handed Weapon: Whenever one of your Quincy Weapon damage dice comes up 1, reroll it.
• Sword and Board: Whenever you roll a 1 on a Defense Roll, Reroll it. Should you roll a 1 a second time
you still botch.
• One Handed Weapon: You may subtract up to your BaB from damage to add that to Attack.

2 – Bonus Feat

3 – IMPROVED SOLDAT TRAINING [PRESTIGE]


Your Combat Style improves as follows:
• Archery or Gun: Add your Spellscore Modifier to your Bow/Gun's Attack Rolls
• Two-Weapon Combat: Lower the penalty for two weapon combat by -6 (Instead of 4, Minimum 0)
• Crossbow: Your Crossbow's range increases to 360 feet
• Thrown Weapon: Your thrown Weapon's Range increase to 60 feet
• Unarmed Combat: Your Unarmed Strike Critical Range increases by 2
• Two Handed Weapon: Whenever one of your Quincy Weapon damage dice comes up 1 or 2, reroll it.
• Sword and Board: Whenever you roll a 1 on an Attack Roll, Reroll it, If you roll a second 1, you still
botch.
• One Handed Weapon: You may make an attack of opportunity against someone that moves into your
threatened square.

4 – Bonus Feat

5 – FINAL SOLDAT TRAINING [PRESTIGE]


Your Style improves one last time:
• Archery or Gun: Add your Spellscore Modifier to your Reflex
Saves and (Defense against Attacks of Opportunity).
• Two-Weapon Combat: Lower the penalty for two weapon
combat by -8 (Minimum 0)
• Crossbow: Your Crossbow's Critical multiplier increases by 1
• Thrown Weapon: Your thrown Weapon gains the Returning
Property
• Unarmed Combat: Your Unarmed Strikes ignore 20% Miss
Chance
• Two Handed Weapon: Your Quincy Weapon deals damage
one size category larger than normal
• Sword and Board: Whenever you roll a 1 on a Saving Throw,
Reroll it. Should you roll a 1 a second time, you still botch.
• One Handed Weapon: When you critically hit (Whether or not
it's been confirmed), you gain an additional attack at your
highest Attack Bonus. This can only trigger once per round.
Quincy Atommull
Prerequisites:
Feats: Quincy, Skill Focus (Knowledge (Technology)), Alternate Bow
Skills: Knowledge (Technology) 8+ Ranks
Special: Must have assembled a piece of technology with the Craft (Electronic Skill) with a DC over 20.

1 – DIE ENTLADUNG [PRESTIGE]


You gain 3 more points to alter your bow. Add the following options to Alternate Bow's list.
• Make your Weapon into a 10ft Burst Centered on you: 1 Point, Maximum 1 Point
• Make your Weapon into a 10ft Blast within (400 Feet + 40ft Per Level): 1 Point, Maximum 1 Point
• Increase the Area of Effect by 20 feet: 1 Point, Maximum 3 Points
Your bow becomes technological in nature, and it's appearance changes to reflect this. You may still call it and
dismiss it at will, and it still requires no ammunition for a ranged weapon, the change is merely cosmetic.

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

1 – MILLIONS OF QUINCY, QUINCY FOR ME! [PRESTIGE]


Add a 0 to the number of followers of each level you possess. You may possess one half as many 7 th level
followers as you do 6th level followers if your Leadership Score is above a 27. Do not add the 0 to the end of the
7th level followers.

2 – QUINCY LARVAL FORM [PRESTIGE]


You are continuously in communication with all of your cohorts and followers granting them and yourself a
hivemind effect. If one of you notices something you all do. If all of them aren't flanked none of you are. If all of
you are not surprised none of you are. This only functions if you are within 30 feet of one of your Followers or
Cohorts, and only works for them if they are within 30 feet of either you or another follower or cohort.

3 – QUINCY PUPAE FORM [PRESTIGE]


You now have your Constitution Modifier worth of Cohorts instead of just 1 (Minimum 2 Cohorts). Only
permanent changes to your Constitution Modifier grants you extra cohorts. You never lose Cohorts for taking
Constitution Drain.

4 – QUINCY PRINCESS FORM [PRESTIGE]


Once per day per point of Intelligence Modifier, you may borrow 1 feat or skill from a Quincy Cohort you are the
leader of. If you borrow a Skill you use your level to determine the Ranks and your Stats for bonuses. If you
borrow a feat you use your Stats and abilities to determine
things. You must meet the prerequisites of any feat you take
from a Cohort. The cohort doesn't lose any taken
feats/skills. You may borrow more than one feat or skill at a
time, and may use borrowed Feats and Skills for
prerequisites.

5 – QUINCY QUEEN FORM [PRESTIGE]


Special: There is only one Queen per “hive” a hive is
defined as you and your followers. Should any of your
followers takes this prestige path to this level of power, they
leave you, being replaced immediately, to form their own
hive.
Choose one of your cohorts. By spending action dice, you
may call upon a copy of it to aid you in battle. For 0 Action
Dice, the copied cohort has the Minion template. For 2
Action Dice the copied cohort comes out as normal. For 4
Action dice the copied cohort comes in with the elite
template. For 6 Action Dice the copied cohort comes out as
with the Boss Template. For 8 Action Dice the copied cohort
comes out with the End Boss template, and finally if you
spend 10 Action dice, the copied cohort comes out with the
Solo template.

(Note: This PrP is kind of a joke PrP brought on by Jusditz)


Quincy Drohne
Prerequisites:
Feats: Quincy, Combat Martial Arts, Combat Bowmanship, Combat Armsman
Skills: All Attack Skills 7+ Ranks
Special: Male Only

1 – DROHNE AUF [PRESTIGE]


You gain the ability to fly at your land speed with perfect maneuverability. You also gain the ability to make a
Droning. A Droning effects all creatures within the sound of your voice. All allies receive a +X morale bonus on all
Combat related d20 rolls and all enemies receive a -X morale penalty on all combat related d20 rolls if they fail a
Wisdom based Will Save. X = your Charisma Modifier. Enemies must make this save once when you begin
droning (a move action), and once each round thereafter.

2 – Bonus Feat

3 – ERHITZEN SIE DIE FLUGEL [PRESTIGE]


Whenever more than 2 Quincy Drohnes use Drohne Auf at the same time, it creates an area of extreme heat
that gets exponentially larger and more powerful the more Quincy Drohnes involved. For each Dhrohe involved
this feat effects a five foot radius around the Quincy. The DC to resist this effect is (15 + The Level of the Highest
Level Quincy Drohne involved + 1 per Quincy Drohne Involed + The Constitution Modifier of the highest level
Quicny Drohne involved.) Anyone caught in the area of this effect becomes fatigued, the first time they fail,
exhausted the second time they fail, and unconscious the third time they fail. Saves are made every round,and
starting this feat is an attack action.

4 – Bonus Feat

5 – SAVE THE QUEEN [PRESTIGE]


The Quincy Drohne may designate a target within 30 feet of them to be their charge. While the have a charge,
they gain fast healing 5 + Constitution Modifier and +5/- Damage Reduction. At any time, as an immediate
action, the Quincy Drohne may switch places with the charge as
long as they remain within 30 feet, including when the charge is
the target of an attack or area effect. If done in response to an
attack or area effect, the Quincy Drohne takes the
consequences of the attack or area effect.

(Note: This PrP is kind of a joke PrP brought on by Jusditz)


Quincy Reishi Meister
Prerequisites:
Feats: Quincy, Any 3 Reishi Feats
Skills: Spellcraft 9+ Ranks

1 – POWER REISHI [PRESTIGE]


Each Reishi Point you invest in an Aspect or Reishi Feat counts as 2 Reishi Points. If this would place your total
invested Reishi Points above your maximum, you hit your cap instead. You gain a Bonus Reishi Feat that you
meet the prerequisites for. If there are none, gain a Bonus Feat

2 – Bonus Feat

3 – REISHI CHANGE-UP [PRESTIGE]


You may now, as a full round action, change the Reishi Point investment in your Reishi Feats once per day per
point of Spellscore Modifier. You gain a Bonus Reishi Feat that you meet the prerequisites for. If there are none,
gain a Bonus Feat

4 – Bonus Feat

5 – SKILLED TRANSFER [PRESTIGE]


You may, once per day per point of spellscore modifier, retrain one Reishi Feat you
have for a different Reishi Feat you meet the prerequisites for. Any invested Reishi
Points are re-invested into the new Reishi Feat. This retraining is permanent. You
cannot retrain a feat that is the prerequisite of another feat without trading away the
later feat first.. You gain a Bonus Reishi Feat that you meet the prerequisites for. If
there are none, gain a Bonus Feat
Quincy Kraftpaket (Powerhouse)
Prerequisites:
Feats: Quincy, Senrai Training
Skills: Any Attack Skill 8+ Ranks, Knowledge (Kido Lore) 8+ Ranks
Special: Either the [Elemental] Damage Aspect or the Elemental Attack Master Shot.

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

3 – WUT DER ELEMENTE [PRESTIGE]


Your elemental damage overcomes your level's worth of Elemental Resistance. In addition, your Quincy Weapon
overcomes your level's worth of Damage Mitigation/Reduction.

4 – Bonus Feat

5 – LETZTEN GLANZ [PRESTIGE]


Once per day per point of Charisma Modifier you may empower your elemental damage or cause your damage
to an area of your choice that holds no more area than your level x 10 squares. The second option prompts a
Wisdom based Reflex save for half damage.
Heiliger Vollmacht
Prerequisites:
Feats: Quincy, Weapon Skill Focus (Ranged Shot)
Skills: Ranged Shot 10+ Ranks
Special: Must be an Ect Quincy (No Oldbloods)

1 – SACRED DUTY [PRESTIGE]


It is your sacred duty to hunt those that would threaten the balance regardless of your threat to it. You gain a +X
bonus to all combat related d20 rolls where X = your Intelligence modifier to rolls against any creature with the
allegiances of Evil, Chaos, Hatred, Hueco Mundo, The Oni Courts, Hell, Self or Power.

2 – Bonus Feat

3 – PURIFICATION WAVE [PRESTIGE]


You may purify creatures instead of dealing damage. When you strike a creature with your Ranged Shot, you
may choose to do no damage, but instead force the target to make a Charisma based Will Save or replace any
of the following allegiances (Evil,Chaos, Hatred, Self or Power) with a more good aligned allegiance (GM
Approval). Should the target make their will save, they are immune to your Purification Wave for 24 hours.

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.

Gaining Weapon Aspects


You gain a number of Weapon Aspects equal to 1/3 your level +1 (Rounded down) beginning at 3rd level.

Investing Reishi Points


The maximum number of Reishi Points you may invest into a given Weapon Aspect is equal to 1/4 your
character level (Rounded Up)
Once a Reishi Point is invested, it is not available to be invested in another Weapon Aspect unless it is un-
invested and re-invested.
You may invest and remove your Reishi Points once per round, on your turn, as a free action.

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

[Element] Damage Aspect:


Choose one element from he following list (Fire, Cold, Acid, Electricity, Sonic, Force, Water, Psychic or Negative
Energy). You gain the following bonus based on the tier you bought.
Tier 1 Effect: Your Spiritual Weapon deals +1d4 damage of your element's type per point spent in this weapon
aspect.
Tier 2 Effect: As Tier 1, but +1d6 damage of your element's type per point spent in this weapon aspect.
Tier 3 Effect: As Tier 2, but +1d8 damage of your element's type per point spent in this weapon aspect.
Tier 4 Effect: As Tier 3, but +1d10 damage of your element's type per point spent in this weapon aspect.
Tier 5 Effect: As Tier 4 but +1d12 damage of your element's type per point spent in this weapon aspect.
Special: You may select this Aspect multiple times. Each time you do, select a new element. You may have up
to 2 Elements active at one time. Each element you have active counts as a different aspect for Reishi Point
allocation.

[Element] Charge Aspect:


Choose one element from the following list (Fire, Cold, Acid, Electricity, Sonic, Force, Water, Psychic or Negative
Energy). You gain the following bonus based on the tier you bought
Tier 1 Effect: Ingore 2% of the elemental resistance to the chosen elemental type per point spent in this aspect.
Maximum 100%.
Tier 2 Effect: As Tier 1 but 4% per point invested in this aspect. Maximum 100%.
Tier 3 Effect: As Tier 2 but 6% per point invested in this aspect. Maximum 100%.
Tier 4 Effect: As Tier 3 but 8% per point invested in this aspect. Maximum 100%.
Tier 5 Effect: As Tier 4 but 10% per point invested in this aspect. Maximum 100%.
Special: You may take this aspect multiple times. Each time selecting a different element.
[Physical] Damage Aspect:
Choose one form of Physical Damage from the following list (Bludgeoning, Piercing, Slashing or Ballistic). You
gainthe following benefit based on the tier you bought.
Tier 1 Effect: Your Spiritual Weapon deals +1d6 damage of your damage's type per point spent in this weapon
aspect.
Tier 2 Effect: As Tier 1, but +1d8 damage of your damage's type per point spent in this weapon aspect.
Tier 3 Effect: As Tier 2, but +1d10 damage of your damage's type per point spent in this weapon aspect.
Tier 4 Effect: As Tier 3, but +1d12 damage of your damage's type per point spent in this weapon aspect.
Tier 5 Effect: As Tier 4 but +2d8 damage of your damage's type per point spent in this weapon aspect.
Special: You may select this Aspect multiple times. Each time you do, select a new damage type. You may have
up to 2 damage types active at one time. Each damage type you have active counts as a different aspect for
Reishi Point allocation.

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.

Power Shot Aspect:


Tier 1 Effect: You may take a penalty up to your Base Attack Bonus to add that much as damage to your Quincy
Weapon damage.
Tier 2 Effect: As Tier 1, but add 1.5 points of damage per point of penalty taken (Round Down)
Tier 3 Effect: As Tier 2, but add 2 points of damage per point of penalty taken
Tier 4 Effect: As Tier 3, but add 2.5 points of damage per point of penalty taken (Round Down)
Tier 5 Effect: As Tier 4, but add 3 points of damage per point of penalty taken

Soul Infusion Aspect:


Tier 1 Effect: You may now use your Spellscore modifier in place of your normal attack statistic for attack rolls
Tier 2 Effect: As Tier 1, but use your highest statistic modifier in place of your Spellscore.
Tier 3 Effect: You may now add your Spellscore Modifier to your damage rolls
Tier 4 Effect: As Tier 3, but use your highest modifier in place of your Spellscore Modifier.
Tier 5 Effect: Gain double the bonuses of Tiers 2 and 4

Vampiric Weapon Aspect:


Tier 1 Effect: Every time you deal damage to a target, you heal a number of hitpoints equal to 2% per point of
Reishi invested, of the damage dealt
Tier 2 Effect: As Tier 1 but the healing is increased to 5% per Reishi Point invested
Tier 3 Effect: As Tier 2 but the healing is increased to 10% per Reishi Point invested
Tier 4 Effect: As Tier 3 but the healing is increased to 15% per Reishi Point invested
Tier 5 Effect: As Tier 4 but the healing is increased to 20% per Reishi Point invested
Reflecting Aspect:
Tier 1 Effect: When struck by an area effect or a ray, there is a 2% chance that the attack is reflected back at
the user per point invested. This can never be above 75%
Tier 2 Effect: As Tier 1, but the percentage is 3% per point invested. This can never be above 80%
Tier 3 Effect: As Tier 2, but the percentage is 4% per point invested. This can never be above 85%
Tier 4 Effect: As Tier 3, but the percentage is 5% per point invested. This can never be above 90%
Tier 5 Effect: As Tier 4, but the percentage is 6% per point invested. This can never be above 95%

Shatter Shot Aspect:


Tier 1 Effect: You ignore 1 point of damage reduction/mitigation per point invested in this aspect
Tier 2 Effect: As Tier 1 but you ignore 1.5 points per point invested (Round Down)
Tier 3 Effect: As Tier 2 but you ignore 2 points per point invested
Tier 4 Effect: As Tier 3 but you ignore 2.5 points per point invested (Round Down)
Tier 5 Effect: As Tier 4 but you ignore 3 points 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

Far Shot Aspect:


Tier 1 Effect: Increase the range of your Quincy Weapon by 5ft per point invested in this aspect.
Tier 2 Effect: Increase the range of your Quincy Weapon by 10ft per point invested in this aspect.
Tier 3 Effect: Increase the range of your Quincy Weapon by 15ft per point invested in this aspect.
Tier 4 Effect: Increase the range of your Quincy Weapon by 20ft per point invested in this aspect.
Tier 5 Effect: Increase the range of your Quincy Weapon by 25ft per point invested in this aspect.

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

Reverse Defense Aspect:


Tier 1 Effect: Choose one defense (Fortitude, Reflex, Will or Defense). All opponents within 5ft per level take a
-1 penalty to that defense per point invested in this aspect
Tier 2 Effect: As Tier 1 but choose 2 defenses
Tier 3 Effect: As Tier 3 but choose 3 defenses
Tier 4 Effect: As Tier 4 but all defenses
Tier 5 Effect: As Tier 4 but the penalty increases to -2 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.

First Strike Aspect:


Tier 1 Effect: When attacked, you gain a 2% chance per point invested to gain an attack of opportunity against
the attacker that negates the attack if it hits. If your chance is over 100%, you gain the points above 100 as a
chance for a second attack.
Tier 2 Effect: As Tier 1 but the chance is 4% per point invested.
Tier 3 Effect: As Tier 2 but the chance is 6% per point invested.
Tier 4 Effect: As Tier 3 but the chance is 8% per point invested.
Tier 5 Effect: As Tier 4 but the chance is 10% per point invested.
Terror Aspect:
Tier 1 Effect: Any target that is struck by your Quincy Weapon must make a Charisma Based will save or be
Shaken for 2d6+1 Rounds
Tier 2 Effect: As Tier 1 but Frightened
Tier 3 Effect: As Tier 2 but Panicked
Tier 4 Effect: As Tier 3 but Cowering
Tier 5 Effect: As Tier 4 but for 4d6+2 rounds instead of normal.
Special: This isn't activated if you're healing with your Quincy Weapon.

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.

ENDURING MAKELLOS [EPIC, QUINCY]


Prerequisites: Quincy: Makellos, 30+ Wisdom
Benefit: Double your Makellos timer.

SWIFT MAKELLOS [EPIC, QUINCY]


Prerequisites: Quincy: Makellos
Benefit: Move the required time to release Makellos down one step (From Vollstandig it is now a Swift Action.
From Letzt Stil it is now a Standard Action)

QUINCY: VOLLKOMMENHEIT [EPIC, QUINCY]


Prerequisites: Quincy: Makellos, 7[BW] Quincy Weapon Damage, Requisite Attack Skill 29+ Ranks
Benefit: For one round per (Character Level + Constitution Score) per day, you may release your
Vollkommenheit. You may not release Vollkommenheit from base form or Letzt Stil. You may activate it from
Vollstandig as a full-round action, and from Makellos as a Swift Action. While Vollkommenheit 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 aspect is increased by 3, and you gain a number of
additional Reishi Points equal to 2/3 of your character's level. You gain a flight speed equal to double your land
speed with perfect maneuverability as you gain 6 wings instead of 4, this flight speed is calculated after doubling
your base land speed. You gain Damage Mitigation equal to double your Spellscore Modifier. All of your basic
attacks are Intensified. This is a Tier 4 Transformation

EPIC SEELE SCHNEIDER [EPIC, QUINCY]


Prerequisites: Improved Seele Schneider
Benefit: Your Seele Schneider's base Damage becomes 2d6.

EPIC IMPALING MANEUVER [EPIC, QUINCY]


Prerequisites: Impaling Maneuver. Improved Impaling Maneuver
Benefit: Your Impaling Maneuver does +4d6 damage per attack you gave up instead of +3d6.
BLUT VENE ANHABEN [EPIC, QUINCY]
Prerequisites: Quincy, Blut, 6[BW] Quincy Weapon Damage
Benefit: You can create a spherical shield of energy that tries to consume anything that comes into contact with
it. You use this feat by first using Blut (Vene). Then as a standard action you can extend this shield out to up to
30 feet. The Shield acts as a damage buffer equal to your Spellscore. Anything that comes into contact with this
shield loses your Spellscore Modifier in hit points per round of exposure and must make a Wisdom Based
Fortitude Save to be able to move past the Barrier, but if you are touched by any creature while this shield is
active, it falters, falling and you must wait 1d6+1 rounds to re-establish it.

LEGENDARY ARCHER [EPIC, QUINCY]


Prerequisites: At least 1 Legendary Shot
Benefit: You gain an additional Legendary Shot
Special: This may be taken multiple times, Gain an additional Legendary Shot each time.

BONUS ELITE TRAINING [EPIC, QUINCY]


Prerequisites: Elite Training
Benefit: Choose a second Legendary Shot to alter.
Special: This may be taken multiple times. Gain an additional alteration each time.

EPIC BOW [EPIC, QUINCY]


Prerequisites: 7 W.A.S. Archive Aspects
Benefit: You immediately gain 3 Weapon Aspects, and from now on you gain them every 2 levels instead of
every 3 (Or 4 if you have Quincy Heritage).

SANKT ALTAR [EPIC, QUINCY]


Prerequisites: Quincy, 999 Years
Benefit: You gain the ability to steal any release, transformation or other powerup from a target. This functions
as Steal Bankai in all respects, but targets any release, transformation or power-up feat held by the victim. You
do not have to meet the prerequisites of the feat to gain the benefits. If the target's feat has choices that have to
be made with the feat, you must abide by the choices made by the target (Such as Shikai Picks, Hollow Growth
Powers, Fullbring Point Allocation, etc).

999 DAYS [EPIC, QUINCY]


Prerequisites: Quincy, 999 Years, Sankt Altar, All Base Skills 43+ Ranks
Benefit: Instead of coming back in 999 Years, you come back in 999 days (2.7 Years) in the same order.
Special: You may take this feat a second time to come back in 999 hours (41.625 days). The prerequisites for
taking this a second time are increased by +10 Ranks.

QUINCYPORTATION: THE KEY [EPIC, QUINCY]


Prerequisites: Quincy, Flash Step 24+ Ranks, Quincyportation, Hirenkyaku
Benefits: Once per day per point of Intelligence Modifier, you may break the planar boundaries with your
Quincyportation. You may use your Quincyportation as the plane shift spell. You can bring along one person per
level and can arrive accurately
with a successful Sense Motive check with a DC of 30.
Special: You may take this feat multiple times. Each time you do add one to the number of times you can use
this feat per day.
Epic Prestige Paths
The following Epic Prestige Paths are available to characters of 21 st level or higher and supplement the one in
Darkness and Starlight.

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

1 – LEGENDARY SHOTS [PRESTIGE]


You gain access to Legendary Shots (See Below). You gain 1 Legendary Shot when you gain this feat, and an
additional one at the 3rd and 5th level of this prestige path.

2 – Bonus Feat

3 – ARROWS OF ICE AND FLAME [PRESTIGE]


You may add enhancement bonuses to your Arrows fired from your Quincy Weapon by paying Reiatsu. For each
10 Reiatsu you spend you may add a +1 Enhancement Bonus to your Quincy Weapon. As long as you have
granted your Quincy Weapon a +1 or better Enhancement bonus, you may add Weapon Enchantments on a 10
for +1 bonus. The total bonus lasts for 1 minute per level and once this time is up, you may spend three quarters
the cost to restart the counter. You may do this till your Rounded Down Reiatsu equals 0.

4 – Bonus Feat

5 – ELITE TRAINING [PRESTIGE]


Choose one of your Legendary Shots, it improves as follows:
• Unerring Shot: When your Unerring Shot hits, roll to see if you
critically hit.
• Ultra Shot: Your critical multiplier, while using this shot is 1
higher.
• Ricochet Rocket Shot: You take a -2 penalty to attack rolls
while using this shot instead of -4.
• Incredibly Far Shot: Your range triples instead of doubles
• Death Shot: You now spend 10 Reiatsu per point you wish to
increase the fortitude DC.
• Flanked Shot: Add +2d6 damage instead of +1d6 damage
• Unearthly Shot: Your shot ignores damage mitigation double
of what you paid for.
• Double Master Shot: You may use a third master shot in your
combination by paying double for it. They still must make
sense together.
• Anything Goes Long: The Reiatsu Cost is halved
• Suppressing Fire: The radius of the effect is 60ft instead of
30ft.
• Prime Initiative: The cost is reduced to 50 Reiatsu.
Stern Ritter Schutzstaffel
Prerequisites:
Feats: Quincy, Senrai Training, Quincy: Vollstandig, Weapon Focus (Any), Steal Bankai, Quincy: Makellos
Skills: Any Attack Skill 24+ ranks
Special: Must have 6 or more Master Shots and 7 or more W.A.S. Archive Aspects

1 – GREATER QUINCY [PRESTIGE]


You gain a second chosen W.A.S. Archive Aspect that gains 1 permanent Reishi Point invested in it. You may
still invest normally in those W.A.S. Archive Aspects. You cannot select the same W.A.S. Archive Aspect as
before.

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+

1 - MULTI-SHOT SEELE [EPIC, PRESTIGE, QUINCY]


When firing multiple Seele Schneider you may forgo absorbing the Reiatsu into the tube when the Seele
Schneider is fired, and instead fire the Seele Schneider without releasing the tube. This allows the Quincy to use
a single Seele Schneider multiple times in a round without losing the Seele Schneider up to the maximum
number of attacks you can make in one round. Once the Seele Schneider is used for this, it is expended as
normal.

2 - Bonus Feat

3 - EXPLOSIVE SEELE [EPIC, PRESTIGE, QUINCY]


As a full-attack action, you may fire a single Seele Schneider at a target, if the Seele Schneider hits, it deals
damage in a 5 ft / 2 level radius burst, centered on the target. Those caught in the blast may make a Spellscore-
based Reflex Save for half damage. The Seele Schneider absorbs Reiatsu from all damaged by the attack.

4 - Bonus Feat

5 - STERBEN SPRENGER [EPIC, PRESTIGE, QUINCY]


As part of a full-attack action, you may fire multiple Seele Schneider into an opponent, lining them up in such a
way as to perform the dreaded Sprenger technique without the normal amount of time required. When using this
attack, you take a -5 penalty on all attack rolls, and once the number of Seele Schneider's that have successfully
hit the target reaches 5, the Sprenger activates dealing damage as per Sprenger Mastery.
Quincy Emperor/Empress
Prerequisites:
Feats: Quincy, Kocher Von Einem, Elite Training, Steal Reikai/Murikai, Dritte
Skills: All Base Skills 33+ Ranks, Concentration 33+ Ranks
Special: 3,000+ Reiatsu

1 – A: THE ALMIGHTY [PRESTIGE]


You gain the ability to see all possible futures. You gain a bonus equal to your Level to Defense Rolls, Attack
Rolls and Reflex Saves. You gain the ability to name new Quincy. You do this by allowing them to deal 1
Constitution Damage to you and drink a cup of your blood. The character then retrains their character as a
Quincy of their old level or gains Oldblood Quincy and Quincy Heritage as bonus feats. If they are high enough
in level, they immediately become a Stern Ritter taking all prerequisite feats and skills needed to gain the
prestige path. Should the target die, you gain the power of their Stern Ritter Letter for 1 day per their level.

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

5 – 999 YEARS [PRESTIGE]


Should you ever be killed, you do not die, you instead fall into a deep torpor and are hidden from the universe at large. In 900
Years, you come back to life, but without sentience, in a coma-like state. 90 years after that you return to sentience, but you
have no access to the A: The Almighty feat's bonus to Defense Rolls, Attack Rolls and Reflex Saves for another 9 years. After
those 9 years have passed, you gain access to all your feats again. The only way to truly kill you is to kill all Stern Ritter and
Stern Ritter Shutzstaffel first and then kill you.
Quincyportationist
Prerequisites:
Feats: Quincy, Hirenkyaku, Quincyportation, Quincyportation: The Key
Skills: Flash Step 24+ Ranks
Special: 2,000+ Reiatsu

1 – QUINCY... TO THE MOON! [PRESTIGE]


You may now choose to travel Light Years instead of miles with your Quincyportation. This does not allow you to
survive in a vacuum by itself, but you are moving so fast, most times a vacuum won't have time to affect you.
You may, at any time, choose to travel less than a light year (Such as to the next planet over) for a DC 10 Flash
Step check.

2 – Bonus Feat

3 – QUINCY... ADVANCED [PRESTIGE]


When you roll to flash step miles or light years, you may always take a 10 regardless of distraction. Also, you can
survive indefinitely in a vacuum. Lastly, You gain the ability to survive with little food or water or sleep. You need
to eat and drink 1/10th the normal for your race, and you only need to sleep for 2 hours to gain the benefits of 8
hours of rest.

4 – Bonus Feat

5 – QUINCY.... TO THE FUTURE! [PRESTIGE]


You may now choose to travel minutes instead of miles with your Quincyportation. This travels you in time a
number of minutes equal to your Flash Step check result. You may alter the flow of time from the point you re-
enter the timestream using your future knowledge, or if you travel to the future, you disappear from your starting
point and effectively skip the ensuing minutes. Meaning if you don't go back in time to meet your disappearance,
you will have missed the entire time as if you didn't exist. If you choose to, you may travel years instead of light
years, but this may have dire consequences, and GM's are encouraged to make it as bad as possible.
Legendary Shots
Legendary Shots are shots of such power only the elite of the Quincy are able to access them. You can only
use one Legendary Shot at a time unless noted otherwise.

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

Jeroitz: For correcting a bit of stupidity

A_Shadow_of_Life: For the Seele Schneider Craftsman, the Seele Schneider Grandmaster and the idea for the
W.A.S. Archive

Traumatizer: For the feat Flugel der Freiheit

Google: For having wonderful images to borrow.

The Hypertext D20 SRD (Open Gaming Licence)

Peter Kisner for the classless d20 inspiration


The Complete Quincy
...And the Quincy Rewrite

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.

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