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The Complete Zanpakutou

Reformatting the Zanpakutou


Forward
When we decided to change the Zanpakutou system from the one presented in the original version of the Bleach
d20 Classless system, which was more akin to the Fullbringer system, we never thought it would get as big as it
has. With 42 current types of Zanpakutou abilities, the system was able to be customized in the extreme from
the get go. The only problem was that some abilities were generally useless, some couldn't be improved and
others were one target only.

Here we intend to rectify some choices we made at the beginning of the system's rewrite. We intend to go,
sometimes from the ground up, back to the drawing board on the Zanpakutou and it's system.

We here at the Bleach d20 Classless project would like to apologize that this took SO long... With a combination
of life, writer's block and missed deadlines, we managed to push a Halloween release to an April one. Please
note that this shouldn't happen too often in the future, as we here at the Bleach d20 Classless project strive to
make this game better every day.

Note: This is meant to replace the old Zanpakutou system in the core book, the basic feats stay the same
(Shikai, Bankai, etc), having already been either rewritten, or passing the mustard test, but the Shikai, Bankai,
Epic Shikai and Epic Bankai Abilities in the books are gone and replaced by these.
Feats
The following feats supplement all others

Combination Feats
A character can possess multiple Combination Feats as long as they meet the prerequisites for all of them.
Beyond their ability to make their damage become both types, a character possessing multiple Combination
feats must choose one to be used when multiple would be triggered.

FAN THE FLAMES [COMBINATION, SOUL]


Prerequisites: A release with the Fire and Wind Types
Benefit: When you use a release ability that deals Fire or Force damage, you may choose the ability to deal half
fire and half force damage. When you use a Fire or Wind Type Ability and you miss with the attack roll or your
opponent makes the saving throw against the ability, that opponent still takes a quarter of the original damage.
Special: You may take this multiple times, each time increase the percentile damage by 25% to a maximum of
75%

FREEZE THE LIFE BLOOD [COMBINATION, SOUL]


Prerequisites: A release with the Water and Ice Types
Benefit: When you use a release ability that deals Cold or Water damage, you may choose the ability to deal
half cold and half water damage. When one of your Water or Ice type abilities deals damage to a target, that
target takes a cumulative -5 feat penalty to all it's movement modes. When their landspeed reaches 0ft from this
effect, the target is frozen as per the Perfect Freezing Blow ability till the end of the encounter.

CAUSTIC VAPORS [COMBINATION, SOUL]


Prerequisites: A release with the Earth and Fire Types
Benefit: When you use a release ability that deals Fire or Acid damage, you may choose the ability to deal half
fire and half acid damage. When of your fire or earth type abilities deals damage to a target they have to make a
Constitution based fortitude save which gains a +1 to the DC per Fire or Earth type ability you have, or become
nauseated for your Spellscore modifier in rounds. On any round in which they lose their turn due to nauseated,
they take your spellscore in 1/2 Fire, 1/2 Acid damage

RIMEFIRE [COMBINATION, SOUL]


Prerequisites: A release with the Fire and Ice types
Benefit: When you use a release ability that deals Fire or Cold damage, you may choose the ability to deal half
fire and half cold damage. When a target takes damage from one of your fire or ice abilities, the target must
make a Constitution based fortitude save, with a +1 to the DC per Fire and Ice type abilities you have, or have
it's damage reduction and energy resistances reduced by 5 cumulatively till the end of the encounter.

BLOODBOIL [COMBINATION, SOUL]


Prerequisites: A release with Fire and Blood Types
Benefit: When you deal fire damage or wounding or bleed damage to a target you may deal your spellscore
modifier in damage to them as ongoing Bleed damage. This does not trigger more bleed damage. The Bleed
Damage lasts for 3 + Constitution Modifier rounds. Any new iterations of this bleed damage renews the duration.
When a target takes ongoing bleed or wounding damage from your Zanpakutou or this feat, enemies adjacent to
them take your spellscore modifier in fire damage.

BASTION OF THE STORM [COMBINATION, SOUL]


Prerequisites: A release with the Lightning and Water types
Benefit: When you use a release ability that deals Lightning or Water damage, you may choose the ability to
deal half electricity and half water damage. For your spellscore modifier in rounds after dealing damage with
your Lightning or Water type abilities, When you would activate an ability that requires targeting another creature
or object, you may use the original target as the origin square of the effect. For that Same duration, whenever
that target moves adjacent to or makes a melee attack against a target, both of them take your Spellscore in
Lightning damage.
WINDS OF CHANGE [COMBINATION, SOUL]
Prerequisites: A release with the Wind and Poison Types
Benefit: When one of your wind type abilities deals damage, you may choose to attempt to deliver one of the
poisons on your Zanpakutou to the target. If you possess the Venom Cloud ability, whenever you use a wind
type ability that hits a target within the Venom Cloud's area of effect, or affects an area within it's area of effect,
for your spellscore modifier in rounds, your venom cloud gains the Spreading quality. At the end of that duration,
your venom cloud dissipates. You may renew this duration by activating another wind type ability in the original
origin square.

AFFLOTOXIN [COMBINATION, SOUL]


Prerequisites: A release with the Poison and Blood Types
Benefit: When one of your bleed damage attacks from the blood type deals damage to a target, they must make
a Constitution based Fortitude save or have their maximum hit point total reduced by an equal amount for 24
hours. This reduction in maximum hit points does not cause the target to die from this effect. If the target's
maximum hit points become 0, the target goes unconscious. Whenever another character would use a beneficial
ability on a target suffering from one of your poisons, they become effected by your poison, suffering the initial
damage with no save. Afflotoxin does not effect you.

ALTERNATE SUMMONS [COMBINATION, SOUL]


Prerequisites: A release with the Technological and Summoning Types
Benefit: When you gain a Golem with the Technology type, they may be of a type available to your Summoning
Type that isn't Construct. Also your Golem gains the benefits of your Summoning Type Abilities. When you create
a new Summons, it may gain Shikai Picks as if your Summon were a Rank 1 Golem. Each time you gain a new
Summon Type ability, your Summon gains a "Rank" of Golem (Max 6 before Epic Levels).

EXPLOSIVE CASCADE [COMBINATION, SOUL]


Prerequisites: A release with the (Sonic or Light) and Explosive Types
Benefit: Whenever a target takes damage from one of your explosive type abilities, they must make a
Constitution based Fortitude save or be Deafened (Sonic) or Blinded (Light) for 1 minute per point of your
Spellscore modifier. If a target would already be blinded or deafened by your explosion regardless of this feat,
the target automatically fails their save. Whenever you use an area effect ability of your Non-Explosive type, all
targets within the area are expelled from the area at high speeds, taking double falling damage upon landing.

TEMPORAL WELL [COMBINATION, SOUL]


Prerequisites: A release with the Time and Space types
Benefit: Whenever a target takes damage from one of your Space type abilities, you gain half the damage dealt
as fast healing for 1d6 rounds (With a maximum fast healing equal to your Spellscore). Whenever a target takes
Bleed damage from one of your Time type abilities, they must make a Constitution based Fortitude save or be
knocked prone with pain and become sickened.

COURAGOUS FEINT [COMBINATION, SOUL]


Prerequisites: A release with the Courage and Justice Types
Benefit: While you have a charge, all enemies within 10ft/level of you are automatically marked by Justice Mark
or it's betters if you have them.

HEALING REVRESAL [COMBINATION, SOUL]


Prerequisites: A release with the Healing and Death Types
Benefit: Your Negative Energy effects can heal others instead of harming them, and your Healing abilities can
effect those with Undead Traits, healing them instead of harming them. These are voluntary effects, you may end
and begin them as free actions.

GRAVITIC OPPRESSION [COMBINATION, SOUL]


Prerequisites: A release with the Gravity and Oppression Types
Benefit: Any enemy hit with one of your hostile non-automatic Gravity abilities is also effected by your
Oppression Aura with no save. This targets them and only them as if they were in your area regardless of where
they are. They may make a save on subsequent rounds to stave off the effects.
ZOMBIE, ZOOMBIE, ZOOOMBIE, E, E, E!! [COMSUMPTION, SOUL]
Prerequisites: A release with the Pestilence and Famine Types
Benefit: Whenever someone dies to one of your diseases, they rise again as a Golem as per Water Extraction,
except you may give them any type you wish to. Also anyone that bites someone with their bite attack gained
from the Dire Hunger tree automatically attempts to spread West Nile Virus to the enemy. They gain all your
improvements for duration and incubation times

NIGHTMARES MADE REAL [CONSUMPTION, SOUL]


Prerequisites: A release with the Mind and Darkness Types
Benefit: Any enemy caught in an area of darkness created by your Zanpakutou must immediately make a save
versus one of your mind effecting Mind Type abilities provided you have one, or become effected by that ability.
Anyone that is damaged by your Psychic Type damage must make a Constitution Based Fortitude Save or be
blinded for 1 round per level.

METAL IN THE SKIN [COMBINATION, SOUL]


Prerequisites: A release with the Metal and Primal Types
Benefit: When you use Shielding Metal to gain Natural Armor, you may instead gain the natural armor bonus as
Damage Mitigation. In addition, when you use Were-Form or Primal Form, your number of Primal Type abilities
gains a bonus equal to your Natural Armor at the time of their activation.

WALL OF SPIDERS [COMBINATION, SOUL]


Prerequisites: A release with the Spider Type and the Wall Abilities
Benefit: When you encase someone within a cage, and the target takes damage, they are subject to your
Superior Spider's Bite Poison. Every time they take damage from your Cage, they must make a save versus the
poison. You may also make a wall of webs. A Wall of webs works like a normal wall, except that whenever
someone you designate interacts with it, they must make a Constitution Based reflex save or become entangled
within the wall.

VEGETATION DRAGON [COMBINATION, SOUL]


Prerequisites: A release with the Dragon and Plant Types
Benefit: Whenever you gain Dragon Traits while in Dragonshape, you gain Plant Traits as well. While in
Dragonshape, and in sunlight, you gain Fast Healing equal to the number of Dragon Type abilities you have.
Also whenever you create a Tree of Might, you gain a Rank 5 Golem that's in the shape of a Dragon to guard it.

SAND IN THE WOUNDS [COMBINATION, SOUL]


Prerequisites: A release with the Sand and Projectile Types
Benefit: Whenever you deal damage with one of your Projectile Abilities, it ignores half the target's Damage
Reduction/Mitigation. Whenever you deal damage with one of your Sand Type abilities that requires a saving
throw, the target takes 1/4 the damage on a successful saving throw.
Special: You may take this multiple times. Each time increase the percentile taken on a successful save by 1/4
to a maximum of 3/4.

WARRIOR WIZARD [COMBINATION, SOUL]


Prerequisites: A release with the Martial and Kidou Types
Benefit: If you have Elemental Blast, you may make your Iaijutsu Strike deal your element's damage instead of
normal. Moon Blast and Moon Power now count for Iaijutsu, and Zantentsuken and Shin-Zantetsuken now count
for your Kidou Blast. You may use Iaijutsu and Kido Blast in the same action, without provoking attacks of
opportunity. Any Martial Type ability you posses that modifies maneuvers may be applied to your spells, and any
of your Kido Type abilities that modify spells can be applied to your maneuvers.

THE FINAL GAME [COMBINATION, SOUL]


Prerequisites: A release with the Games and Distortion Types
Benefit: Whenever you win a game against an opponent, that opponent must make a Spellscore based Will
save or become Confused. Each round they may make a save versus the confusion. The confusion lasts for 3 +
Spellscore Modifier if they don't make any of the saves. Anyone that wants to hit you in melee once they've fallen
victim to your Improved Distortion (Or it's betters), must first win a game against you to attempt it.
WAR'S BENEDICTION [COMBINATION, SOUL]
Prerequisite: A release with the Elemental and War types
Benefit: As long as you are in War Form, Elemental damage from your Zanpakutou is Maximized. As long as
you have a copied Elemental Type, your Zanpakutou cannot be sealed, even by War Form. War Form still ends
when the timer expires however.

PRIMORDIAL DRAGON [COMBINATION, SOUL]


Prerequisites: A release with Primal and Dragon Types
Benefit: Your Breath Weapon deals double damage. Half the damage is the element you chose with Breath
Weapon, the other is the element your Dragonshape is. If your Dragonshape doesn't have an element your
breath weapon deals half Force damage.

Other Feats
FAMILIAL ZANPAKUTOU [ZANPAKUTOU, REIATSU]
Prerequisites: 1st Level Only
Benefit: Instead of having a Zanpakutou of your own, your family has a Family Zanpakutou that they have passed down
through the ages. It is more powerful than a normal Zanpakutou and gains abilities faster. The catch is, you don't know what
it does, and you have no choice about it's abilities. Your GM grants all abilities to your Zanpakutou. You may use the abilities
on your Zanpakutou's released state by following the steps in this feat. In recompense, you gain abilities faster. You gain 2
abilities per type when this feat is taken, choose those types now. You gain three types. You then gain a Zanpakutou ability at
every odd level thereafter and every level divisible by 4. To activate your Zanpakutou you must make an Ego Check against
the spirit to convince it to activate. You must make this check, even if you cannot fail Ego checks against your Zanpakutou. In
this instance you can fail. This takes a full-round action instead of normal. The release still lasts till the end of combat, and
can still be activated once per day per level. A failed ego check does not mean a wasted usage. Instead of multiplying your
Reiatsu by 2 when you activate this Zanpakutou, you multiply it by 3. This feat counts as Shikai for prerequisites.

FAMILIAL BANKAI [ZANPAKUTOU, REIATSU]


Prerequisites: Weapon Attack 11+ Ranks, Familial Zanpakutou
Benefit: This Bankai is only achievable by a Familial Zanpakutou. You build the Bankai as normal except for the
following changes. Your GM assigns all abilities (Shikai and Bankai) to the weapon. You may use this release
even though you have a Sealed Zanpakutou by following the steps in this feat. When you gain Bankai Abilities,
you gain an additional Bankai ability at every level divisible by 5 (Including 5th level) that you achieve. You must
make an Ego check against your Bankai spirit to activate this release which takes a Full-Round action from
Familial Zanpakutou. You must make this check, even if you cannot fail Ego checks against your Zanpakutou. In
this instance you can fail. You cannot release it from an Asauchi. Your timer remains the same as a normal
Bankai, and a failed ego check does not reduce your timer. Instead of multiplying your Reiatsu by 5 in a Familial
Bankai, multiply it by 7. This feat counts as Bankai for prerequisites.

INHERITED ITEM [GENERAL, SOUL]


Prerequisite: Must have been given a racial item or weapon or obtained one.
Benefit: The Item (or weapon) now works for you as if you where the original owner of the item (use their picks
or point chooses but use your level and stats) if they have any release feats you may now use them. If you are
lower in level you lose access to the picks they gained at those levels until you are high enough in level to use
them in which case you gain access to them. If you are higher you may make new pick chooses. You may take
any release feats ignoring race prerequisites but you must meet any others that match the original owners race.
(I.e. If Tosen is given a Zanpakutou from his friend with this feat it would work for him without the need to make
ego checks; he could take shikai or Bankai as feats to push the sword into new releases if they didn't have them)

PREMATURE SHIKAI [ZANPAKUTOU, SOUL]


Prerequisites: Must have a Zanpakutou, Exclusive any other Tier 1 Release
Benefit: Your Zanpakutou gains a Shikai, Prematurely. Build your Premature Shikai by choosing 2 types from
the Shikai Abilities section then gaining one Shikai pick for each type your Zanpakutou has. It then gains one
Shikai Ability for every two levels thereafter and an extra one every four levels thereafter (for a total of 2 extra
Shikai picks every four levels). This Release lasts one minute per Character Level per day, and may be spread
among multiple uses, each use counting as one minute. Multiply your Base Maximum Reiatsu and your Current
Reiatsu by 3 in this release. This is a Tier 1 Release.
DOLL TRAINING SHIKAI [ZANPAKUTOU, SOUL]
Prerequisites: Must have a Zanpakutou, Exclusive any other Tier 1 Release
Benefit: Your Zanpakutou gains a Doll Trained Shikai. Build your Doll Trained Shikai by choosing 2 types from
the Shikai Abilities section then gaining one Shikai pick for each type your Zanpakutou has. It then gains one
Shikai Pick every third level thereafter. This Release lasts as long as you weild your zanpakutou and can be
used at will. Multiply your Base Maximum Reiatsu and your Current Reiatsu by 1.5 in this release. This is a Tier
1 Release.
Special: The Tenshintai Doll gains the following addendum “Tenshintai Dolls may also be used to learn the "Doll
Training Shikai" feat.”

REIATSU MANIPULATION ARTIST [REIATSU, SOUL]


Prerequisites: Spellcaster or Martial Study
Benefit: You've learned to direct the strength of your spirit not only in your sword, but also in your Reiatsu based
abilities. Your damage dealing spells and maneuvers receive a damage bonus equal to your weapon's base
damage if it doesn't already. If it already uses your Base Damage as a measure (As many Strike and Counter
Maneuvers do, add 2[BW] to that total. This is a supernatural ability.
Note: This replaces Kido Artist in all respects and notations, and removes it from the Shinigami Racial Feat List.

SUPERIOR ZANJUTSU TRAINING [REIATSU, SOUL]


Prerequisites: Weapon Attack 6+ Ranks, Concentration 6+ Ranks, Dodge, Agile Riposte
Benefit: You've received specialized Zanjutsu Training, and as such, gain the first level of mastery in the
Zanjutsu Combat Style. When your Weapon Attack Ranks reach 11+ you gain the second Rank of Mastery in the
Zanjutsu Combat Style provided you have the Zantetsuken and Kentate feats by then. If you take them later, you
gain the second level of mastery then. When your Weapon Attack Ranks reach 16+, you gain the third level of
mastery in the Zanjutsu Combat Style provided you have the Spring Attack feat before then. Should you take it
after then, you gain the third level of mastery then. You may take the style's Special Moves as normal (Requiring
the expenditure of a feat slot as normal), as you gain the second and third level of mastery.
New Zanpakutou Releases
The following are new Zanpakutou Releases that epitomize different scenarios that may be confronted by a
Shinigami.

Tenkan: Hollow Atavism in Shinigami Life


A different form of Hollowfication that can only be achieved by Shinigami with Hollow somewhere in their
ancestry. The Tenkan release line represents that DNA empowering the user, but at the cost of their ability to use
their Shinigami Powers a bit. Each feat below has reduced Shinigami powers, but increased physicality as per
the Hollow race.

TENKAN NO SHIKAI [SHINIGAMI, REIATSU]


Prerequisites: Shinigami, Oldblood (Hollow), 2[BW] Zanpakutou damage, Exclusive any other Tier 1
Zanpakutou Release Feat.
Benefit: You gain a special version of Shikai that is both more and less powerful than a standard Shikai as your Hollow
Heritage interferes with, then enhances your powers. For one minute per (Level + Constitution Modifier) per day, you may
release your Tenkan no Shikai, otherwise known as a Tenkan. To define a Tenkan, select two Zanpakutou Types. You gain 1
Shikai Pick per Type you possess when you gain this feat. You then gain an additional Shikai Pick every 3 levels thereafter.
In addition You gain 3 points per 2 levels to your Statistics. Keep track of your Base Stats (With normal Stat Growth) and the
stat growth this feat grants. The enhanced Statistics are only available when you release your Tenkan. While your Tenkan is
released, and you benefit from these enhanced statistics, your physical form alters to match your Hollow Nature. This is a
Tier 1 Release.
Special: While you are in Tenkan no Shikai, multiply your Reiatsu Rating by 2. This feat counts as the feat “Inner
Hollow” for feats and abilities.

TENKAN NO BANKAI [SHINIGAMI, REIATSU]


Prerequisites: Shinigami, Oldblood (Hollow), Tenkan no Shikai, 3[BW] Zanpakutou damage, Exclusive any
other Tier 2 Zanpakutou Release Feat.
Benefit: You gain a special version of Bankai that is both better and worse than a normal Bankai as your Hollow Heritage
interferes with, then enhances your powers. For one minute per level per day, you may release your Tenkan no Bankai. To
define your Tenkan no Bankai, firstly, double the Shikai Picks you gained from the Tenkan no Shikai feat. Once that's
completed, add in any Shikai Picks you gained from other feats.
You then gain 1 Bankai Pick, and then another Bankai Pick every 3 levels therafter.
In addition You gain 2 points per level to your Statistics. Keep track of your Base Stats (With normal Stat Growth), your
Tenkan no Shikai Stats, and the stat growth this feat grants. The enhanced Statistics granted by this feat, are only available
when you release your Tenkan no Bankai. While your Tenkan no Bankai is released, and you benefit from these enhanced
statistics, your physical form alters to match your Hollow Nature. This is a Tier 2 Release.
Special: While you are in Tenkan no Bankai, multiply your Reiatsu Rating by 5.

KANSEI HEN'YO [SHINIGAMI, REIATSU]


Prerequisites: Shinigami, Oldblood (Hollow), 2[BW] Zanpakutou Damage, Tenkan no Shikai
Benefit: Instead of gaining a bonus Shikai Pick every 3 levels after gaining the Tenkan no Shikai feat, you gain
them every 2 levels. In addition, you gain 1 additional Statistic Point evey 4 Levels to apply to your Tenkan
Released Statistics, and 2 additional Statistic Points every 3 Levels to apply to your Tenkan no Bankai Released
Statistics (Should you ever take that feat.)

JIKO NO KYOKA [SHINIGAMI, REIATSU]


Prerequisites: Shinigami, Oldblood (Hollow), 3[BW] Zanpakutou Damage, Tenkan no Shikai, Tenkan no Bankai,
Kansei Hen'Yo.
Benefit: When this feat is gained, select 1 Hollow Growth Power. While your Tenkan no Shikai is released, you
gain the benefit of this hollow growth power. You can select an additional Hollow Growth Power every 6 levels
after gaining this feat.
Select a number of Hollow Growth Powers equal to twice the number of those you would gain with Tenkain no
Shikai (The first half must match ones you've already chosen with this feat). You gain these hollow growth
powers while your Tenkan no Bankai is released.
Special: If you take this feat, Tenkan no Shikai and Tenkan no Bankai become Tier 2 and Tier 3 Transformations
(Respectively)
JUJI KYOHAKU [SHINIGAMI, REIATSU]
Prerequisites: Shinigami, Oldblood (Hollow), 2[BW] Zanpakutou Damage, Tenkan no Shikai
Benefit: While your Tenkan no Shikai or Tenkan is released, you gain a +1 bonus to all Intimidate Checks per 2
levels. This bonus enhances to a +3 bonus per 2 levels when and if you have Tenkan no Bankai released.

SOZOKUJIN [SHINIGAMI, REIATSU]


Prerequisites: Shinigami, Oldblood (Hollow), 16+ Strength, 16+ Dexterity, 1st Level Only
Benefit: The first inklings of your true power shine through. You seem to be the heir to a powerful line of Hollow
and Shinigami, both vying for your blood. Increase your Spellscore by 20 for Reiatsu Calculation. In addition you
count as 2 levels higher for the purposes of your Shinigami/Hollow feats and abilities.
Special: Exclusive Nobleblood, Paragon Shinigami and Paragon Hollow

DAI NI SOSEI-KI [SHINIGAMI, SOUL]


Prerequisites: Shinigami, Oldblood (Hollow), Unarmed Strike 5+ Ranks, Hollow Growth Power (Cero)
Benefit: The residue of your Hollow ancestor has grown enough within you to be classified as a Menos (Gillian).
To that end, you are treated in many ways as if you'd gained one size category. You count as one size category
larger for lifting and carrying and whether or not feats and abilities that depend on size will work on you. In
addition, you receive a +4 bonus on Grapple, Bull Rush and Overrun checks. If you have any Hollow Growth
Powers that rely on your victim's size, you count as one size category larger for prerequisites. Lastly, you are
considered one size category larger for feats that require size or virtual size.

DAI SAN SOSEI-KI [SHINIGAMI, SOUL]


Prerequisites: Shinigami, Oldblood (Hollow), Unarmed Strike 7+ Ranks, Hollow Growth Power (Cero), Hollow
Growth Power (Consumption), Dai ni Sosei-ki
Benefit: The residue of your Hollow ancestor has grown enough within you to be classified as an Ajduchas. As
such, you grow in power along with it. The first time you defeat an opponent per combat, the rush of the victory
grants you 15% bonus experience and a bonus to all Physical Statistics equal to the level of the victim divided by
4 (Minimum +2) that lasts for 1 hour per point of new Charisma Modifier.

DAI SHI SOSEI-KI [SHINIGAMI, SOUL]


Prerequisites: Shinigami, Oldblood (Hollow), Unarmed Strike 10+ Ranks, Hollow Growth Power (Cero), Hollow
Growth Power (Consumption), Hollow Growth Power (Summon Lesser Hollow), Dai ni Sosei-Ki, Dai san Sosei-ki
Benefit: The residue of your Hollow ancestor has grown enough within you to be classified as a Vastro Lorde.
As such you grow in power along with it. Firstly, you gain an inherent bonus to all Statistics equal to the number
of Hollow Growth Powers you currently have when you take this feat (Minimum +2, Maximum +8). Secondly, if
you had any of the following Hollow Growth Powers (Increased Size, Extra Limbs, Any Natural Attacks or
Swallow Whole) They are sealed, though Increased Size stat bonuses remain. For each other Hollow Growth
Power Sealed (Besides Increased Size), you gain a virtual level for Reiatsu Calculation, as if each were
considered a Reiatsu Feat. If they were already considered reiatsu feats through a special Hollow Growth Power,
they count as a second one.

DAITAI KIGEN [SHINIGAMI, SOUL]


Prerequisites: Shinigami, Oldblood (Hollow), Unarmed Strike 13+ Ranks, Hollow Growth Power (Cero), Hollow
Growth Power (Special), Dai ni Sosei-Ki, Dai san Sosei-ki
Benefit: The residue of your Hollow ancestor has grown enough within you to be classified as an Arrancar,
taking a strange turn down the evolutionary path. As such you grow in power along with it. Firstly, you gain
Damage Mitigation equal to your Constitution Modifier. Should you gain the Hierro Feat, this becomes your
Constitution Score instead. Secondly, the activation timer of your releases goes down one step (Full-Round
becomes Standard Action, Standard Action becomes Move Action, Move Action becomes Swift Action and Swift
Action becomes Immediate Action). This feat stacks with Swift Release. Lastly, you immediately gain 3 Shikai
Abilities on your Tenkan no Shikai, and 2 Bankai Abilities for your Tenkan no Bankai. Unlike other feats, these
Shikai and Bankai abilities are multiplied by higher tier releases.
Special: Exclusive Dai go Sosei-Ki
Shujo no Hajimekai: For a Closer Zanpakutou Bond
SHUJO NO HAJIMEKAI [SHINIGAMI, REIATSU]
Prerequisites: Shinigami, 2[BW] Zanpakutou Damage, Soul Companion
Benefit: You gain a Zanpakutou Spirit that is more... involved in your relationship than the normal Zanpakutou.
Alternatively this feat can represent an alien entity taking up residence in your Zanpakutou, destroying it's spirit
and empowering the sword itself. This effects all forms of your Zanpakutou. When you gain this feat, you gain
the equivalent of Shikai, but it follows a different set of rules than normal. When defining your Shujo no
Hajimekai, hereafter known as Hajimekai, choose three types from the Shikai Types section. Then, you gain 1
Shikai Pick per type you possess, and an additional Shikai Pick per 2 levels thereafter. Once selected, it will be
altered by the chart below

TABLE: SHUJO NO HAJIMEKAI


Affection Hajimekai Changes Zanpakutou Reaction
0 Denial of Power Attempts to Leave
1 Seal 2 types and all associated abilities 50% Chance, Once Per day to attempt Takeover via Ego Checks
2 Seal 1 type and all associated abilities (Starting) 25% Chance, Once per day to attempt Takeover via Ego Checks
3 Full Power Normal Relationship
4 Full Power +1 Shikai Pick per 5 Levels Affectionate/Very Friendly
5 Full Power +1 Shikai Pick per 4 Levels Love
6 Full Power +1 Shikai Pick per 3 Levels Soulmates

When you gain this feat, and at the appropriate levels, you define the extra abilities granted from high affection
once. Once chosen, they cannot be changed without reatraining. Whenever you would be granted new abilities
at the specified levels (Once per 2 Levels, Once per 3 Levels, Once per 4 Levels and Once per 5 Levels).
Choose each one and permanently add that to your growing list. You may release Shijo no Hajimekai once per
day per level for an entire encounter. See below for how to raise affection ratings. While you are in Shujo no
Hajimeikai, multiply your Reiatsu by 2. This is a Tier 1 Release.
Special: Should the Possessing Spirit's Affection Level reach 0, each day, there is a 5% chance that the Spirit
will leave the sword, forcing the loss of this feat, and forcing the Shinigami in question to retrain this feat for
another. They cannot take any other Tier 1 Release feat with this retrained feat, and can take any OTHER Tier 1
Release feat you meet the prerequisites for after at least one week of retraining. If you somehow manage to get
your Spirit to return to the Sword, you can reactivate your Hajimekai by raising it's Affection Rating to 1 or higher
before it decides to leave again. Should you do so, your Tier 1 Release is lost and becomes Shujo no Hajimekai
again.

EIN'NITOMONIKAI [SHINIGAMI, REIATSU]


Prerequisites: Shinigami, 3[BW] Zanpakutou Damage, Soul Companion, Shujo no Hajimekai
Benefit: Your Zanpakutou's Hajimekai evolves into a higher form. When defining your Ein'nitomonikai, double all
forms of your Hajimekai's Shikai Picks from the Shujo no Hajimekai feat. Then add in bonus shikai picks from
other feats. Then, increase the power of your Hajimeikai Changes as follows:
• Starting Affection while in Ein'nitomonikai starts at 3 if not higher before it's release
• When you activate Ein'nitomonikai, there is a 50% chance your Spirit gains 1 Affection Rating for you for
the length of the release, returning to it's old state after combat if the combat didn't raise the affection
rating naturally during combat. This cannot permanently make your Spirit's Affection a 7.
• There is a 7th Level of Affection when you have Ein'nitomonikai released. It's effect is “Full Power +1
Shikai Pick per 2 Levels” and it's Reaction is “Truebond” You must define this when you get
Ein'nitomonikai, and increase it as normal, as per the Shujo no Hajimekai feat parameters.
• You cannot reach 0 Affection while in Ein'nitomonikai.
Then add 1 Bankai Pick, then one additional Bankai pick every 2 level thereafter. While you're in Ein'nitomonikai,
multiply your Reiatsu by 5. Ein'nitomonikai lasts for 1 minute per (Level + Constitution Modifier) per day, and can
be spread among multiple uses. This is a Tier 2 Release
Shujo no Hajimekai: Explanations of Terms/Game
Mechanics
Increasing Affection Rating with Shujo no Hajimekai
Increasing the affection rating between yourself and the entity inhabiting your Zanpakutou is rather simple. You
interact with it. The more you do so, the more it's opinion of you changes. Depending on what you do, you can
have a temporary or permanent change in their affection rating.

Definitions:
• Temporary: Temporary Effects last 1d4+1 Days
• Permanent: Permanent Effects are forever. Positive Permanent and Temporary effects can negate
Negative Permanent gains. Temporary effects only negate negative gains so long as they last however.
• Trading one for the Other:You can change Temporary Effects into permanent effects if you garner
enough Temporary Points to move the Affection Rating up 1 stage or down 1 stage. Doing so with
Temporary Points makes half the garnered Temporary Points permanent.
• Truebond: The hallmark of the seventh stage of Affection, only seen in those with the closest bonds with
their others, Truebonds are unique in that they effect the user as well. The Truebond is activated as soon
as it's reached (IE: You activate Ein'nitomonikai and have a 6 Affection Rating already). Once activated,
you gain several effects: You gain a Bonus to All your statistics equal to your Possessing Entity's
Charisma Modifier, Your weapon cannot be sundered while Truebond is activated and lastly, your
Possessing Spirit has a chance to Manifest beside you to fight by your side. Each round you are in
battle, roll a % dice. On a 20 or less, your Spirit asks to Join you in combat. Should you say yes, they do
so. Should you say no, they lose 10 Temporary Affection Points. If this drops them out of Truebond, the
effects of it end immediately.
• Leaving Spiritual Residue: Once you have a Possessing Spirit, you may leave a portion of your
consciousness inside your inner world with your Possessing Spirit to interact with. This is a free action,
done while in your Inner World with your Possessing Spirit. Once per day, you receive the memories of
your Spiritual Residue's activities within your inner world. Also, for each day you leave Spiritual Residue
within your Inner World, you and your other gain 2 Affection Points. Spiritual Residue lasts 1 week + 1
week per 3 Character Levels. It will alert you 24 hours before it fades to allow you to place another
Spiritual Residue within your Inner World. You can only place one Spiritual Residue within your inner
world at a time, and placing a second disperses the first, though the new one has all the memories of the
old.
• Exorcising your Possessing Spirit: You can attempt to restore your old relationship with your
Zanpakutou, or rid your Zanpakutou of a Possessing Spirit by beginning a exorcism. Doing so requires a
Knowledge (Theology and Philosophy) check with a DC equal to your Zanpakutou's Ego Score (Which is
the same, but calculated with the Possessing Entity's Mental Statistics) Passing that, you must make a
series of Ego checks against the Possessing Entity (Whether or not you can fail them has no bearing on
this check. You CAN fail this). If you make 5 Successes before you make 4 Failures, the Possessing
Spirit leaves and your Hajimekai is lost, returning to a normal Shikai. Should you fail this ritual, enact the
penalty below. Should you attempt to recontact the Possessing Spirit, enact the penalty below.
• Spirits Leaving of their own Accord: If your affection rating reaches 0, your Possessing Spirit may
choose to leave of their own accord. Should the Possessing Spirit's Affection Level reach 0, each day,
there is a 5% chance that the Spirit will leave the sword, forcing the loss of this feat, and forcing the
Shinigami in question to retrain this feat for another. They cannot take any other Tier 1 Release feat with
this retrained feat, and can take any OTHER Tier 1 Release feat you meet the prerequisites for after at
least one week of retraining. If you somehow manage to get your Spirit to return to the Sword, you can
reactivate your Hajimekai by raising it's Affection Rating to 1 or higher before it decides to leave again.
Should you do so, your Tier 1 Release is lost and becomes Shujo no Hajimekai again.
TABLE: SHUJO NO HAJIMEKAI AFFECTION GAINS AND LOSSESS
Player Action Affection Change Permanence
Player rude to Possessing Spirit -(5) Temporary
Player constantly rude to Zanpakutou Spirit. (5 or more times in 7 interactions) -(5) Permanent
Player is outright hostile to Possessing Spirit without provocation -(10) Temporary
Player is consistently hostile to Possessing Spirit (5 or more times in 7 interactions) -(10) Permanent
Player is Friendly to Possessing Spirit +(5) Temporary
Player is consistently friendly to Possessing Spirit (5 or more times in 7 interactions) +(10) Permanent
Player makes a successful Diplomacy Check vs Possessing Spirit +1 per Result Temporary
Player makes several successful Diplomacy Checks (5 or more) vs Possessing Spirit +1 per highest Permanent
result
Player takes advantage of Possessing Spirit in a bad way -(20) Temporary
Player takes advantage of Possessing Spirit in a bad way more than once. (5 or more -(20) Permanent
times in 7 interactions)
Player makes inroads to be friendly with a character the Possessing Spirit hates -(10) Temporary
Player becomes romantically involved with character the Possessing Spirit hates -(10) Permanent
Player becomes romantically involved with the Possessing Spirit or professes their +(15) Permanent
love for the spirit.
Player attempts to leave a portion of their spirit behind to accompany the Possessing +(20) Permanent
Spirit regardless of time.
Player outright denies romantic involvement with the Possessing Spirit or professes -(15) Permanent
their hatred/fear of the spirit
Player actively attempts to exorcise the Possessing Spirit from their Zanpakutou -(20) Permanent

TABLE: AFFECTION LEVELS AND POINTS


Affection Levels Affection Points to Reach
0 -100
1 -50
2 (starting) 0
3 100
4 200
5 400
6 800
7 Cannot be reached by Points

Special Note about Twin Zanpakutou and Twin Zanpakutou Mastery


If you have Twin Zanpakutou, you may take Shujo no Hajimekai and it's betters. The Affection applies to both
swords equally. If you have Twin Zanpakutou Mastery, you may choose to have one, or two possessing spirits,
and must gain Affection Levels with each separately. Keep track of their affection levels separately, and gain
benefits per Zanpakutou. The downside is, if one leaves, there is a 33% chance that it will convince the other to
leave as well..
Tamashi no Shugokai: The True Power of the Asauchi
TAMASHI NO SHUGOKAI [ZANPAKUTOU, SOUL]
Prerequisites: Shinigami, 2[BW] Zanpakutou Damage, Soul Companion, Oldblood (Hollow), Exclusive any
other Zanpakutou Release Feat.
Benefit: You gain the ultimate expression of Reiatsu Power, though only an inkling at first. When you gain this
release, it gains 1 type and you gain 2 abilities for it. You then gain one Shikai ability every three levels thereafter.
Tamashi no Shugokai has a Bond Level, whicih is similar to Shujo no Hajimekai's “Affection Level”. You begin at Bond
Level 1, and as you move up Bond levels, you unlock new types and more Shikai Picks. In addition you gain 1 Hollow
Growth Power, and another every 9 levels thereafter. You gain 1 Statistic Point every level to apply while your Tamashi
no Shugokai is relased. Though it can be sealed, it can stay on indefinitely, though you cannot sleep for more than 5
minutes before it decides to sleep itself, becoming sealed. If you take a feat that increases the progression of one of
the granted abilities below, you move up one Affection Level of effect.

TABLE: TAMASHI NO SHUGOKAI AFFECTION CHART


Bond Shikai Ability Changes Stat Points HGP's Zanpakutou Bankai Joki no Subetekai Multipli Tier
Level Reaction Abilities and Murikai er
Abilities
0 Denial of Power, All No Sealed Spirit attempts to kill None None None 0
Abilities Sealed Improvement you and leave
1 Starting 1 Point/Level 1 per 9 Normal Power None None x2 1
Levels
2 +1 Type, +2 Shikai 3 Points/2 1 per 6 Burgeoning Trust None None X2.5 --
Abilities for that type Levels Levels
3 +1 Shikai Pick per 3 2 -- Friendly None None X3.5 --
Levels Points/Level
4 +1 Shikai Pick per 2 5 Points/3 1 per 4 Affectionate 1 + 1 per 3 None x5 2
Levels overlapping 3 Levels Levels levels
thereafter
5 +1 Type, +2 Shikai 3 -- Love No Change None 6 --
Abilities for that Type Points/Level
6 +1 Shikai Pick per level 7 Points/5 1 per 3 Full Confidence No Change None 6.5 --
overlapping 4 Levels Levels
7 +3 Shikai Picks per 2 4 -- Unwavering Loyalty 1 per 2 1 + 1 per 5 levels x7 3
Levels overlapping 6 Points/Level levels thereafter
(Retroactive
too)
8 +1 Type, +2 Shikai 9 points/7 -- Devotion No Murikai Abilities x8 --
Abilities for that type Levels
9 +2 Shikai Picks per level 5 1 per 2 Utter Devotion No Murikai Abilities x9 --
overlapping 7 Points/Level Levels
10 Rewrite, Cannot be See Special See Special True Bonded See Special 1 + 1 per 12 Levels x10 4
Disarmed or Sundered, thereafter
See Special

Special: This feat counts as any release feat of the noted tier (See Above Table) or lower for feats and prerequisites.
As noted in the prerequisites, it is exclusive any other Release Feat. Bond Levels 7 and Above only gain benefits once
you hit Epic Levels. You can still achieve them, but they won't take effect till then. Once you've reached Bond Level 10
(As long as you're above level 21), your Zanpakutou's Reaction becomes “True Bonded” When this happens, you and
your Zanpakutou Spirit merge and are one. You, at this point, may rewrite your Tamashi no Shugokai completely with
the following changes
• Your Zanpakutou becomes “Conceptual” meaning you think of a concept that your Zanpakutou epitomizes.
• You still gain the benefits of Affection Level 9, but may rewrite your Tamashi no Shugokai as if you no longer
were restricted to types. Your Tamashi no Shugokai counts as all types for type prerequisites.
• You gain the Statistic Bonuses and Hollow Growth Power Progression of Affection 9 + 1 Stat Point / 3 Levels
and 1 Hollow Growth Power per 6 Levels.
PRESTIGE PATHS
The following prestige paths supplement all the others.

Seeker of Shukai
Prerequisites:
Feats: Bankai, Shinigami
Special: You and your Bankai spirit are separated from each other and must work together to defeat a creature
forged of your fears; if you fail to work together with your Zanpakutou you can’t beat the creature.

1 – DIVINE GRACE [PRESTIGE]


You gain a bonus equal to her Spellscore bonus (if any) on all saving throws. You no longer fail Ego checks
versus your Zanpakutou.

2 – Bonus Feat

3 – TENKAI [PRESTIGE]
Once per day for the rest of the encounter you may enter Tenkai in this state you may use your highest stat as if
all your stats were that stat. (I.e. If you have a 30 strength as your highest stat you may use it to make skill
checks, defense rolls,)

4 – Bonus Feat

5 – SHUKAI [PRESTIGE]
You have learned how to push your Zanpakutou to a release beyond Bankai. You must release this form from
your Bankai for one round plus spellscore mod per day as a full round action. In this form both you and your
sword change form to reflect your true power. To define this release figure what best defines your Zanpakutou
(i.e. a type or theme) you
then choose an amount of
shikai picks equal to your
shikai from any type that
fit that theme and gain
your spellscore in points
to add abilities from the
50% fullbring chart to
define an attack you may
use in this form that costs
10 Reiatsu per point in
your spellscore. Add your
spellscore as a bonus to
all rolls you make in this
form you also gain
damage mitigation equal
to your spellscore.
Master of Shikai
Prerequisites:
Feats: Shinigami, and any two Variable Release, Alternate Release, or Sacrifice Release
Special: Exclusive any Tier 2 or Higher Release

1 – ALTERNATE VERIABLE [PRESTIGE]


Each of your Variable Releases or Alternate Release mature into full powered shikai allowing you to pick the
abilities independently. Also you may take the Shikai feat more than once gaining a new shikai unlike normal
when taking this feat you only choose one of the types; the other must match one of the types your original
shikai possessed.

2 – Bonus Feat

3 – SWISS ARMY ZANPAKOTOU [PRESTIGE]


Once per day, until the end of the encounter, you may take 5 Shikai abilities from one of your Zanpakutou
releases and move them to another one you possess. The abilities must be legal other than type i.e. you need
flame blade to have greater flame blade. While this ability is in effect, the Shikai that the abilities are moved to
has access to the type of the
abilities moved.

4 – Bonus Feat

5 – TWIN SHIKAI [PRESTIGE]


Once per day you may activate two
of your releases as one action;
granting you the benefits of both
releases if you have one
Zanpakutou it grants you both sets
of abilities if you have two or more
you choose which Zanpakutou
gains the extra release. This ability
lasts till the end of the encounter.
Awakened Shukai
Prerequisites:
Feats: Awakened Zanpakutou Spirit, Awakened Shikai, Awakened Bankai
Special: You and your master are separated from each other and must work together to defeat a creature forged
of your fears; if you fail to work together with your Master you can’t beat the creature.

1 - SACRIFICIAL MASTERY [PRESTIGE]


If you use Sacrificial Release or if your Zanpakutou is sundered, it takes 1d6 days to recover instead of 2d6. Also
the Zanpakutou has improved hardness and hit points equal to 2 and 5 per feats in this tree respectively.

2 - Bonus Feat

3 - AWAKENED ZENKAI [PRESTIGE]


For one minute per (Level + Constitution Modifier) per day, the Awakened Shukai can push their Reiatsu further
than normal. Performing this power up grants the target 100% of their Reiatsu healed and 1/2 their Maximum Hit
Points healed. It then multiplies their Reiatsu by 3 for the duration.

4 - Bonus Feat

5 - AWAKENED SHUKAI [PRESTIGE]


You have learned how to push your Zanpakutou to a release beyond awakened bankai. You must release this
form from your awakened bankai for one round plus spellscore mod per day as a full round action. In this form
both you and your sword change form to reflect your true power. To define this release figure what best defines
your Zanpakutou (i.e. a type or theme) you then choose an amount of shikai picks equal to your shikai from any
type that fit that theme and gain your spellscore in points to add abilities from the 50% fullbring chart to define an
attack you may use in this form that costs 10 Reiatsu per point in your spellscore. Add your spellscore as a
bonus to all rolls you make in this form you also gain damage mitigation equal to your spellscore. Awakened
Shukai cannot be shut off by Sekki Sekki stone.
Familial Zanpakutou Spirit
Prerequisites:
Feats: Awakened Zanpakutou Spirit
Special: 1st Level Only

1 - FAMILIAL AWAKENED SHIKAI [PRESTIGE]


You are a Family Daisho to a family of Shinigami. As such your Awakened Shikai is more powerful than others.
When you gain Awakened Shikai, you gain 3 types, gain 2 abilities per type, and gain an additional Shikai pick at
4th level and every 4 levels thereafter. Other than that, it acts as a normal Awakened Shikai. Your master's death
does not incur a chace of rampaging or insanity. You're not that close to any one of the family.

2 - Bonus Feat

3 - Bonus Feat

4 - ENHANCED ZANPAKUTOU SPIRIT [PRESTIGE]


When you gain this feat, you gain a bonus feat. You can even take a [PRESTIGE] feat with this particular feat. At
8th level and every fourth level thereafter you gain a bonus feat.

5 - FAMILIAL AWAKENED BANKAI [PRESTIGE]


You gain the Awakened Bankai feat. Build it as normal except you make the following changes. At this level, and
every 5 levels thereafter you gain an additional Bankai ability. In all other ways this acts as Awakened Bankai.
Familial Heir
You're the heir to a Familial Zanpakutou, and with practice, can learn it's powers for yourself.

Prerequisites:
Feats: Shinigami, Sealed, Familial Zanpakutou
Skills: Weapon Attack 9+ Ranks
Special: Exclusive Unleashed

1 - FIRST INKLINGS [PRESTIGE]


You gain the knowledge of the types your Zanpakutou possesses. In addition, each time you pass an Ego Check
to activate your Familial Zanpakutou's Shikai, you learn one ability it possesses. These abilities do not have to
be revealed in order to you.

2 - Bonus Feat

3 - ENHANCED SHINIGAMI [PRESTIGE]


At this level, and every four levels hereafter you gain a bonus feat. This feat can even be a [PRESTIGE] feat
(Even if that would put you above your 1 [PRESTIGE] feat per level limit.

4 - Bonus Feat

5 - KNOWLEDGE IS POWER [PRESTIGE]


Special Prerequisite: Familial Bankai
To gain the full benefits of this feat, you must know all the shikai abilities that your Family Zanpakutou's Shikai
form currently has (No future knowledge needed). You now gain the ability to glean knowledge of your Bankai
picks. Every time you pass an Ego check to activate your Familial Bankai, you gain knowledge of one Bankai
ability your Zanpakutou currently possesses, and two of your Bankai's Shikai picks.
Shinigami Savant
Through hard work and training you have pushed your Doll Trained Zanpakutou release/releases to their fully
powered form

Prerequisites:
Feats: Talented, Savant, (Martial Study or Spellcaster), Prodigy, Doll Training Shikai and/or Doll Training Bankai
Skills: Weapon Attack 11+, Unarmed Strike 11+, Knowledge (Kido Lore) 11+, Knowledge (Martial Lore) 11+,
Spellcraft 11+

1 – DOLL TRAINING SHORTCUTS [PRESTIGE]


Your learning through the use of a Tenshintai Doll has increased; from now on you may train with your Tenshintai
Doll following the normal rules (You must use the Tenshintai Doll to call your Zanpakutou Spirit, Fight it
successfully and win the honor of your new release) when you choose a new release feat to transform it in to a
doll trained verson; to do this, take the normal rules of the release, reduce the shikai/bankai etc. picks by one
step (ie triple becomes double, well double becomes no multiplier) and increase the timer by one step. To
determine this, look at the release one tier before the one you are doll training for it's new timer (Maximum "Once
per day per level for an entire encounter")

2 – Bonus Feat

3 – TENSHINTAI SAVY [PRESTIGE]


You have now mastered the art of Tenshintai Doll Training to such an extent that you do not automatically die
after three days... The First Time. Fistly, you may make a number of attempts to gain a Doll Trained release
equal to 1 + The number of Feats you have in this tree before you are killed (Should you fail all of them that is).
Secondly, you may take a number of days extra each time you attempt to gain a Doll Trained Release equal to
the number of feats you have in this tree. Due to summoning your own Zanpakutou Spirit so many times, you
gain the following feats as bonus feats regardless of prerequisites "Awaken Zanpakutou Spirit" and "Awaken
Multiple Zanpakutou Spirits". Should you awaken someone's Zanpakutou Spirit, and they can choose a Release
Feat, they may train with their Awakened Zanpakutou Spirit instead of needing a Tenshintai Doll to facilitate the
gain.

4 – Bonus Feat

5 – PLAYING WITH DOLLS HAS PAYED OFF [PRESTIGE]


You've finally mastered the art of the Tenshintai Doll. Each release you have that is "Doll Trained" now gets it's
full Shikai and/or Bankai pick allotment starting from the level you gained the requisite feat. All Doll Trained
Releases gained retain their enhanced timer. All future Doll Trained Releases you gain also gain the benefit of
this feat.
Akira-sei no Henko
Masters of the Hollows that reside in their ancestry, the Akira-sei are a strange order of Shinigami that, instead of
denying their ancestry seek to form a sort of contract with it. Exchanging their own life force for power, fueling the
Hollow's desire for soul energy.

Prerequisites:
Feats: Shinigami, Oldblood (Hollow), Tenkan no Shikai,
Kansei Hen'yo
Skills: Zanpakutou's Attack Skill 10+ Ranks
Special: 2[BW] Zanpakutou Damage, Charisma 15+

1 - THE TRADE [PRESTIGE]


When you gain this feat, you are approached by the
residual energy of the Hollow DNA in your soul. It offers
you power, but in exchange you must forgo some of your
own energy to foster it's growth. Should you choose to
trade, reduce your effective level for Reiatsu Calculation by
1. This immediately reduces your Reiatsu Accordingly as
the energy is now spent each day feuling the residual
Hollow energy in your soul. In exchange you gain the
following benefits:
• You gain the Statistic Bonuses of your Tenkan no Shikai in
your resting state. These effects are now permanent.
• Your Tenkan no Shikai's Statistic Bonuses now improve to
match Tenkan no Bankai
• If you take Tenkan no Bankai, you gain 1 additional stat
point per level to place and use when you release Tenkan
no Bankai.
• The Hollow DNA within you completely awakens, granting
you the Slippery Mind feat.
Special: All changes above are retroactive as well as into
the future.

2 - Bonus Feat

3 - FURTHER DEALINGS [PRESTIGE]


Once again the residue of your Hollow Ancestor comes to you to make a pact. If you agree, you immediately
reduce your Effective Reiatsu Level by 2. This immediately reduces your Reiatsu accordingly. In addition, you
permanently lose 1 Level's worth of Hit Points. In exchange, you receive the following benefits:
• Fast Healing equal to your Current Constitution Modifier (Increases by Release if applicable)
• The "Ambient Reiryoku Absorption" Special Hollow Growth Power

4 - Bonus Feat

5 - CATHARSIS OF ANCESTRY [PRESTIGE]


One last deal, one last sacrifice, one last surge of power from your ancestry. If you accept the ancestor residue's
offer, you immediately lose 3 Effective Reiatsu Levels. This reduces your Reiatsu accordingly. In addition, from
here on, you take a -1 penalty on all d20 rolls. In exchange you receive the following benefits:
• You gain a controlled version of the Hollow Frenzy ability from the Inner Hollow feat, as the residue of your ancestor's spirit
aids you actively. It is changed as follows: Instead of +6 to Strength, you gain "6 + Charisma Modifier to Strength, 3 +
Wisdom Modifier to Dexterity and 2 + Intelligence Modifier to Constitution", You can still discern Friend from Foe, You may
end the Frenzy at any time, You do not have to make a save when you take damage. You may instead activate your
Hollow Frenzy as a free action, even on someone else's turn if you are damaged instead.
• Fast Healing increases by your Wisdom Modifier
• The "Ambient Reiryoku Absorption" Special Hollow Growth Power's Reiatsu Regeneration increases to include your
Charisma score instead of it's modifier.
• From this point on your ancestor's residue becomes a font of ancient knowledge and advice. You permanently gain a +5
bonus on all Knowledge (History, Hueco Mundo, Kido Lore, Tactics and 'Theology and Philosophy') checks as well as
Academic Knowledge checks pertaining to Hollows and Hueco Mundo History.
Shikai Abilities (Revised)
Zanpakutou Types: Each Zanpakutou usually has two types which governs its abilities. Here are the types that
will be used as themes for creating ability sets for people to use when constructing their Zanpakutou.
Note: The abilities presented here are by no means all that Zanpakutou can (or should) be able to do. These are
merely suggestions and a set formula. If you desire a Zanpakutou to do something besides what is listed here,
feel free to speak with your DM about the ability and how to make it work and under what type they fall, if any.

Roll 2d6+8 for each of the following when creating a Zanpakutou. Intelligence, Wisdom, Charisma. Add the
modifiers together and then add 1 per shikai ability gained by the Zanpakutou + Character Level, that is the
Zanpakutou's Ego score. When a personality conflict occurs, the possessor must make a Will saving throw (DC
= item’s Ego). If the possessor succeeds, she is dominant. If she fails, the item is dominant. Dominance lasts for
one day or until a critical situation occurs (such as a major battle, a serious threat to either the item or the
character, and so on). Should an item gain dominance, it resists the character’s desires and demands
concessions such as any of the following:

• Removal of associates or items whose allegiances or personality is distasteful to the item.


• The character divesting herself of all other items of a certain type.
• Obedience from the character so the item can direct where they go for its own purposes.
• Immediate seeking out and slaying of creatures hateful to the item.
• Mystical protections and devices to protect the item from molestation when it is not in use.
• That the character carry the item with her on all occasions.
• That the character relinquish the item in favor of a more suitable possessor due to alignment differences
or conduct.

In extreme circumstances, the item can resort to even harsher measures, such as the following acts:
• Force its possessor into combat.
• Refuse to strike opponents.
• Strike at its wielder or her associates.
• Force its possessor to surrender to an opponent.
• Cause itself to drop from the character’s grasp.

Sealed Zanpakutou do not incur Ego Checks. Zanpakutou are not Magical Items.

The only release that looks at Shikai Picks that incurs Ego Checks is Zanpakutou. Other releases that gain
Shikai Picks do not incur Ego Checks

You cannot release Shikai while in Bankai. If you release Bankai your Shikai shuts off.

Zanpakutou Abilities: As your Zanpakutou progresses in strength, you may select various abilities for it, starting
with 1 ability per type when you first attain shikai. In addition to this, your Zanpakutou's shape changes to reflect
its release. This shape change may be purely cosmetic, or may actually give it enhanced capabilities (see
Weapon type below). Shape can also change the damage type from Slashing to either Bludgeoning or Piercing,
but this does not require any advancement in the weapon type, it is still functionally more or less the same.
When taking an ability, you may not take the same function of an ability more than 1/3 your effective character
level, rounded up no matter what race you are that takes shikai abilities.

When designing your Zanpakutou, you may specify a flaw in your Zanpakutou. Should you do so, you gain extra
shikai abilities based on the severity of the flaw. Work with your GM to find applicable flaws. A minor flaw nets 1
Shikai Pick, a medium flaw nets 2 Shikai Picks and a Major Flaw nets 3 Shikai Picks.
Examples of flaws include:
• Having to use your Reiatsu to power your abilities.
• Touching the blade makes the toucher immune to it's power.
• The target must see you release your release to be effected at all.
• Your area effect abilities have a minimum range and cannot effect adjacent targets.
• You and your Zanpakutou share HP.
• Your Zanpakutou does less damage than normal.
• Your Zanpakutou cannot tell friend from foe.
• Your not Shielded from your Zanpakutou Abilities.
• Limited Uses per Day (Abilities from it, not the Release itself)
• Reduced Timer (All durations of abilities are reduced)
• Increased Release Action (Releasing your Zanpakutou takes more time than nomral)
• Zanpakutou may turn itself on at will without your consent.

Flaws in your Shikai do not carry over to your Bankai. You may specify a flaw for your Bankai as well, using the
formula presented above.

You can have more than one flaw on your Zanpakutou, each flaw you have above the first grants 1 less Shikai
Ability than the it should (Minimum 0 net gained)

Increases in [BW] damage from shikai abilities for constantly released Zanpakutou don't count towards Feat
Prerequisites.

If you have any ability that summons a creature, the Summons cannot summon any other creature through any
means. (IE Terra Cotta Army, Summon Golem, Summoning Type, Etc.)

If something notates that it is non-lethal damage, it doesn't matter what element you change it to, it is still non-
lethal damage. If something denotes [BW] damage, it means your Zanpakutou's [BW].

If you have two Zanpakutou from different sources (Not Twin Zanpakutou Mastery), Shikai and Bankai apply
equally to each Zanpakutou, but each is built independently from each other and must be released separately.

If something says it cannot be sealed, and something else specifically states that it seals your release, your
release is sealed and becomes your base weapon once again. One example is "War Form". Another is
"Sacrificial Release"

Bankai that are sundered cannot be repaired, and must be reforged.

Shikai Ability Presentation Style:

ABILITY NAME [TYPE]


Prerequisites: What you need to take the ability
Ability: What the power does for you.
Special: Any other information about the power.
Table: Zanpakutou Types
Description AERIAL TYPE
Elemental
Note: the following abilities require a feat and a high Dex to take, and as such, are
Earth
Fire extremely focused/specialized. However, most of them exist to make the feat Leap
Ice Attack, more viable. Your mileage may vary, but I like the spin they give. Also, while
Lightning they need a specific Dex to take, they can still be used if your Dex drops below the
Water
required number. Airborne targets are characters flying, balancing on air, levitating,
Wind
Non-Elemental using High Jump, or affected by Orbital Throw.
Weapon
Projectile HAWK SWOOP [AERIAL]
Barrier
Prerquisites: Leap Attack, Dex 15+
Sand
Primal Ability: The character may make Leap Attacks without having to have a higher
Metal Initiative than their opponent. The penalty to defense for missing with Leap Attack is
Plant reduced to -2, and the damage bonus becomes 4+Jump ranks.
Assassination
Additionally, the user gains a +2 bonus to hit when making Leap Attacks, and may
Oppression
Saint gain any benefits as if charging, except for additonal attacks.
Strange
Blood IMPROVED HAWK SWOOP [AERIAL]
Poison
Prerquisites: Leap Attack, Dex 16+, Hawk Swoop
Summoning
Games Ability: The penalty for missing when using Leap Attack is negated, the damage
Bone bonus becomes 6+Jump ranks, and the bonus to hit becomes +4. The character
Dragon may take 15 on Jump checks at all times, and is considered to always have a
Spider
running start. When making a Leap Attack, the character may halve their damage
Distortion
Magical and hit bonus to Leap Attack from this ability tree to Leap Attack any target within 90'
Kidou and land in the closest empty square to the target, as a full attack action instead.
Healing
Forces
GREATER HAWK SWOOP [AERIAL]
Darkness
Light Prerequisites: Leap Attack, Dex 17+, Improved Hawk Swoop
Sonic Ability: The bonus to hit becomes +6, and the character now adds 6+half their Jump
Mind skill bonus to damage (Minimum their Jump ranks in bonus damage.) They may now
Mega Forces
Leap Attack a target within 90' as a standard action while still taking the penalty to hit
Space
Time and damage, or may use their full bonuses if used as a full-attack action.
Gravity
The Four Horseman SUPERIOR HAWK SWOOP [AERIAL]
War
Prerequisites: Leap Attack, Dex 19+, Greater Hawk Swoop
Famine
Pestilence Ability: The character may now jump as high as they can far jump when making
Death Jump checks, and takes half damage from falls or collision damage. The user adds
The Four Virtues 6+their full Jump bonus to damage with Leap Attacks, increase the range of Leap
Courage
attacks to 180'.
Justice
Temperance
Prudence CONCENTRATION [AERIAL]
Special Prerequisites: Leap Attack, Dex 17+
Explosive
Ability: if you miss while making a Leap Attack, you deal half your Jump ranks in
Elemental
Martial damage to the target, ignoring DR/DM.
Mirror Special: If you have Improved Hawk Swoop, you may take this ability again to make
Radiation them take your full ranks in damage on a miss. If you have Greater Hawk Swoop,
Aerial
you may take it a third time to make them take your full Leap Attack bonus in
damage on a miss.

JUMP [AERIAL]
Prerequisites: Leap Attack, Dex 20+, Concentration
Ability: When using Leap Attack, instead of the normal range, you may make a Jump
Check. Your result equals the distance you may make the attack at. If you use use
Leap Attack on an Airborne target, they take half again as much damage from the
attack.
Special: if you have Improved or Superior Hawk Swoop, you may add their range to
your final distance.
HIGH JUMP [AERIAL]
Prerequisites: Leap Attack, Dex 20+, Jump
Ability: When using Leap Attack, you may choose to stay Airborne for 2 rounds. Doing so instantly ends your
turn, but while Airborne in this manner, you gain a bonus of 3+1 per 2 aerial type abilites you have to defense
and reflex saves. If an ability would knock you prone while under this effect, you instantly fall to the ground,
taking falling damage. (Your height is equal to Jump check result's distance, regardless of how far you actually
Jump.) After the timer is up, you you make an instant Leap Attack on one target within your range, increasing
your damage from the attack one size per 2 rounds spent Airborne. You may not take any actions while Airborne.
Special: you may take this ability multiple times. each time you take it, you may increase the time you can
remain Airborne by 2 rounds, reduce the damage increase to one size per round Airborne, or to enable you to
end your Jump early as an immediate action and attack that round with your current damage.

JUMP BOOST [AERIAL]


Prerequisites: Leap Attack, Dex 21+, High Jump, Superior Hawk Swoop
Ability: You take no damage from falling or collisons, and always land on your feet. When making Jump Checks,
you can carry up to a heavy load with you.
Lastly, once per encounter, when you would be attacked, you may use High Jump as an Immediate action,
before damage occurs.

HIGHWIND [AERIAL]
Prerequisites: Leap Attack, Dex 24+, Jump Boost
Ability: When using a full-attack Action with Leap Attack, you may use your full number of attacks on that target,
or spread the attacks amongst others within your Leap Attack range.

KISS THE MOON [AERIAL]


Prerequisites: Leap Attack, Dex 22+, High Jump
Ability: when using High Jump, you may bring an adjacent target with you into the air. Both of you are Airborne
for your High Jumps duration. if you use your Leap Attack against that same target, they take damage from the
fall back to earth, and are Airborne for your effects.

LUNAR FANG [AERIAL]


Prerequisites: Leap Attack
Ability: You deal an additional 2d6 damage to Airborne targets.
Special: you may take this ability multiple times. it's effects stack.

IMPROVED LUNAR FANG [AERIAL]


Prerequisites: Lunar Fang
Ability: Your attacks against airborne targets deal half again as much damage. this stacks with jump for 2x
damage against an Airborne target.
Special: this can be taken multiple times, each time adding .5 to the damage multiplier.

GREATER LUNAR FANG [AERIAL]


Prerequisites: Improved Lunar Fang
Ability: you gain half the benefits of attacking an Airborne target against non-Airborne targets you beat in
initiative.

PIERCE THE HEAVENS [AERIAL]


Prerequisites: Leap Attack, Dex 24+, Greater Lunar Fang
Ability: Damage you deal to Airborne targets ignores half their DR/DM.

COMETARY COLLISION [AERIAL]


Prerequisites: Kiss the Moon
Ability: when you deal falling damage to a target with Kiss the Moon,
adjacent targets to it's fall take half the falling damage as well.
ASSASSINATION TYPE

ASSASSIN'S STRIKE [ASSASSINATION]


Prerequisites: None
Ability: You may strike your opponent’s spiritual energy, setting up the energy flows to collapse and finally, kill the
target. When first taking this ability it requires 5 strikes before the target will die. It takes 3 rounds of study before
you may begin using Assassin’s Strike, taking only a single move action each round as you study your
opponent’s body and spirit make up. It requires a standard action to perform a “strike”. An enemy struck by
Assassin’s Strike the second time or more may make a saving throw each time to avoid getting struck again in
the precise attack location, they may roll a Reflex save (Dexterity Based). The DC to avoid increases by 1 each
time they make their saving throw as they gain more zones to strike.
Special: You may take this ability up to three additional times, each lowering the number of strikes by 1.

SWIFT ASSASSIN'S STRIKE [ASSASSINATION]


Prerequisites: Assassin's Strike
Ability: You may perform your strikes quicker than normal, reduce the time of study required by Assassin’s Strike
by 1 round.
Special: You may take this up to three times, reducing the time required to none.

ASSASSIN ONSLAUGHT [ASSASSINATION]


Prerequisites: Assassin's Strike taken 2x, Swift Assassin's Strike taken 3x
Ability: You may now make a full attack while using Assassin’s Strike, designating one attack to be the “Strike”.
Special: You may take this multiple times, each time designating an additional attack as your "Strike". The
maximum number of times this can be taken is the number of attacks you have in a round without feat bonuses

ASSASSIN'S BLADE [ASSASSINATION]


Prerequisites: None
Ability: You may use the Sneak Attack feat without requiring an opponent to be flat-footed. Using this ability is a
standard action. This ability does -not- allow you to activate abilities such as Crippling Strike or other Sneak
Attack related feats.
Special: You may take this ability multiple times. Each time it is taken add +1d6 damage to your Sneak Attack
(Maximum 20d6)

IMPROVED ASSASSIN'S BLADE [ASSASSINATION]


Prerequisites: Assassin's Blade
Ability: Choose one Sneak Attack based feat, you may use that feat in conjunction with Assassin's Blade.
Special: You may choose this once per Sneak Attack based feat you have.

SWIFT ASSASSIN'S BLADE [ASSASSINATION]


Prerequisites: Assassin's Blade
Ability: You may now use Assassin’s Blade as part of a full attack action, gaining sneak attack damage on one
attack per round.
Special: You may take this multiple times, up to the number of attacks you possess in a round. You may use one
additional Sneak Attack per round per time this is selected

ASSASSIN'S PIERCING STRIKE [ASSASSINATION]


Prerequisites: Assassin's Onslaught, Improved Assassin's Blade, Sneak Attack 5d6+
Ability: You may as a standard action ignore the opponents Natural Armor, Deflection, Armor, and Shield Bonus
to Armor Class.
Special: Using this ability reduces your sneak attack damage by 4d6 for that Sneak Attack.
OBLIVIOUS STRIKE [ASSASSINATION]
Prerequisites: Assassin’s Blade, Swift Assassin’s Blade, Improved Swift Assassin’s Blade, and Assassin’s
Piercing Strike
Ability: You may as a standard action strike your opponent twice, gaining the benefits of Assassin’s Piercing
Strike and both attacks are considered sneak attacks. Both attacks resulting damage is combined for DR (thus
dealing 32 points of damage and 28 points of damage you deal 60 points of damage against an opponent with
DR 15/-, they would take 45 points of damage rather then 30).
Special: You may take this feat as many times as you've taken Improved Swift Assassin's Blade. Each time it is
taken you may add a new Sneak Attack to the damage calculations before DR is applied

SHADOW CLOAK [ASSASSINATION]


Prerequisites: Sneak Attack, Hide 9 ranks, Assassin’s Strike
Ability: You gain the ability to Hide In Plain Sight when within 10’ of a shadow that isn’t your own.
Special: You may take this multiple times. Each time it is taken, add 5' to the needed space between you and a
shadow to gain the benefits of this ability.

BARRIER TYPE

IRON SKIN [BARRIER]


Prerequisites: 2 Barrier Abilities
Ability: Gain +2/- Damage Reduction
Special: This may be taken multiple times to gain +2/- DR each time

TRUE DEFENSE [BARRIER]


Prerequisites: 2 Barrier Abilities
Ability: You may take an extra immediate action per turn, but only for Barrier type abilities
Special: You may take this multiple times. Each time gain an additional Immediate Action per turn for Barrier
type abilities

PROTECTIVE [BARRIER]
Prerequisites: None
Abilities: Gain a +2 bonus to one Saving Throw
Special: May be taken multiple times. Each time gain a +2 bonus to One Saving Throw

SHIELDING [BARRIER]
Prerequisites: None
Ability: Gain a +2 bonus to Defense
Special: May be taken multiple times. Each time gain a +2 bonus to defense

ARMOR OF THE GODS [BARRIER]


Prerequisites: None
Ability: This causes your Zanpakutou to encase you in a suit of armor equivalent to any of the standard armor
types. The armor is treated like the basic version of its type for all intents and purposes, and you gain the benefit
of all of the bonuses and penalties for wearing the armor. This can additionally cause the materialization of a
shield, but the same rules will apply. You may still fight with your Zanpakutou while using this ability.
Special: You may take this multiple times. Each time you do, gain an additional type of armor you can create
when activating this ability or add +1 to the base Defense Bonus granted by the Armor.

IMPROVED ARMOR OF THE GODS [BARRIER]


Prerequisites: Armor of the Gods
Ability: Designate either your Armor or your Shield (If present) and increase it's Enhancement Bonus by +1.
Alternatively, you an grant an armor or shield a +1 or +2 armor ability.
Special: You may take this multiple times. Each time gain an additional +1 Enhancement Bonus to an armor or
shield (Max +5) or an additional +1 or +2 Armor Ability.
GREATER ARMOR OF THE GODS [BARRIER]
Prerequsites: Armor of the Gods, Improved Armor of the Gods x3
Ability: Gain an Armor Ability of +3 or +4 for one of your Armors or your Shield
Special: You may choose this ability multiple times. Each time gain a new +3 or +4 Armor ability. Each time this
is taken requires one additional iteration of Improved Armor of the Gods for Enhancement Bonus.

SUPERIOR ARMOR OF THE GODS [BARRIER]


Prerequisites: Armor of the Gods, Improved Armor of the Gods x5
Ability: Choose a +5 Armor Ability. Apply it to either your Armor or Shield
Special: This may be taken once per armor you have and once for your Shield.

DIVINE GUARD [BARRIER]


Prerequisites: None
Ability: Choose Defense, Will, Reflex, or Fortitude. As an immediate action in response to an attack, you can
gain +4 to the chosen trait against that attack.
Special: You may take this ability multiple times. Each time choose a new trait or upgrade an existing trait's
bonus by +4.

IMPROVED DIVINE GUARD [BARRIER]


Prerequisites: Divine Guard and at least two other Barrier abilities.
Ability: When using Divine Guard, you can instead gain your trait bonus against all attacks made by that
opponent that round.
Special: This may be taken multiple times. Each time grants you the ability to choose an additional opponent to
apply the bonus to.

GREATER DIVINE GUARD [BARRIER]


Prerequisites: Divine Guard, Improved Divine Guard and at least three other Barrier abilities
Ability: As a move action, you can gain your trait bonuses against one attack from each opponent in a round. As
a full-round action, you instead gain them against all attacks in the round. This can be done as part of a Total
Defense action.
Special: You may take this a second time. Lower the action needed to activate this ability by one step (Full-
Round becomes Standard, Move becomes Swift)

EXPANDED DIVINE GUARD [BARRIER]


Prerequisites: Divine Guard and one other Barrier Ability
Ability: You can gain multiple trait bonuses in a round against a single opponent as part of the same immediate
action.

DIVINE FORM [BARRIER]


Prerequisites: None
Ability: Gain +1 Deflection Bonus to Defense, +1 bonus to all saving throws and +1/- DR
Special: You may take this ability multiple times. it's effects stack.

WALL [BARRIER]
Prerequisites: None
Ability: This allows the zanpakutou to create a 40-foot long, 10-foot high, 5-foot thick wall which can be placed
anywhere within 100 feet of the wielder as a standard action, dealing its Zanpakutou damage to all within the
area or who attempt to pass through it. Everyone in the area may make a constitution based reflex save for half
damage. The wall lasts for 3 rounds, and the zanpakutou may not be used during the time the wall lingers,
although it can be dismissed voluntarily as a free action.
Special: This can be taken multiple times; it increases either the length of the wall by 20 feet, the duration by 3
rounds the width of the wall by 5 feet, or the height by 10 feet.

IMPROVED WALL [BARRIER]


Prerequisites: Wall and one other Barrier type Ability
Ability: Instead of being passable, you can choose to create a wall of iron inscribed with magic runes that deal
your Zanpakutou damage to anyone who touches the wall. You can choose not to deal this damage. If someone
you know touches the wall, you know who they are as though you're looking at them even if you're not.
Special: You may take this multiple times. Each time increase the number of rounds your wall lasts by 1.
GREATER WALL [BARRIER]
Prerequisite: Wall, Improved Wall, At least 2 other Barrier Type Abilities
Ability: You can choose to create a wall of invulnerable force that does not deal damage. Creating such a wall
halves its length, height, and thickness, to a minimum of five feet.
Special: You may take this ability multiple times. Each time add 5 feet to all dimensions of the wall to a
maximum of your original size.

SUPERIOR WALL [BARRIER]


Prerequisites: Wall, Improved Wall, Greater Wall, At least 2 other Barrier type Abilities
Ability: You can choose to create a wall of invulnerable force that deals force damage equal to your
Zanpakutou's damage to anyone that touches the wall. You can choose not to deal this damage. If someone you
know touches the wall, you know who they are as though you are looking at them even if you're not.
Special: You may take this multiple times. Each time add +1d6 damage to you wall's damage

CAGE [BARRIER]
Prerequisites: Wall
Ability: Your Zanpakutou can create a cage around the chosen target, instead of a straight wall. this cage has all
the properties of your wall (material, damage, width etc) save it's height and length are as specified below.
the cage forms around the chosen target as a cage that is 10 feet long, 10 feet deep and 10 feet high. if the cage
is used against a creature larger than this, then it fails. the action is still consumed. You may only have one wall
or cage active at one time.
Special: You may take this ability multiple times. Each time increases the length, height and depth by 5 feet.

ETERNAL BASTION [BARRIER]


Prerequisites: Armor of the Gods and 2 other Barrier Type Abilities
Ability: You gain Fast Healing 3 while Armor of the Gods is active
Special: You may take this multiple times. Each time gain +3 Fast Healing

GREATER ETERNAL BASTION [BARRIER]


Prerequisites: Armorof the Gods, Eternal Bastion and 2 other Zanpakutou Abilities of any type.
Ability: Your fast healing is active regardless of whether your Armor of the Gods is active or not.

REFLECTIVE SHIELDING [BARRIER]


Prerequisites: 3 other Barier type abilities
Ability: If you successfully defend against an attack using your barrier abilities, you may choose to deflect the
attack back at it's user. You may do this once per round, and the attack targets the user at the same roll it
targeted you at.
Special: You may take this multiple times, each time you take it you gain another use of this per round. Divine
Form's Damage Reduction bonus and Iron Skin's Damage reduction Bonus do not trigger this ability.

LIGHTER MATERIAL [BARRIER]


Prerequisites: Armor of the Gods
Ability: Your armor is made of lighter stuff than normal. Treat your armor as one size category lighter than
normal. This increases the Max Dex Bonus of your armor by 2 and reduces the Skill Penalty of the armor by 2. It
also increases the speed you can move in your armor by 5ft.
Special: You may take this multiple times it's effects stack. These can never result in a bonus to skills or land
speed.

AEGIS DEFIANCE [BARRIER]


Prerequisites: Any One Barrier Type Ability
Ability: You gain a delayed damage pool equal to your character level multiplied by 5. Upon taking any form of
damage after any sort of Damage Mitigation, damage is first dealt to this pool before being applied to your
hitpoints. Damage in this pool lasts for 3 rounds, or until you dismiss it as a Free Action, at which point it is
applied to your hitpoints as normal. You gain a bonus to all Attack and Damage rolls equal to 1/10th the amount
of damage in your delayed pool, to a maximum equal to half your character level.

VETERAN AEGIS [BARRIER]


Prerequisites: Aegis Defiance, 2 other Barrier Type abilities
Ability: Your delayed damage pool is now equal to your character level multiplied by 10.
POWERFUL AEGIS [BARRIER]
Prerequisites: Aegis Defiance, 4 other Barrier abilities
Ability: Your bonus to Attack and Damage rolls from Aegis Defiance is now equal to 1/5th the amount of damage
in your delayed pool.

AEGIS UNLEASHED [BARRIER]


Prerequisites: Aegis Defiance, Veteran Aegis, Powerful Aegis, 1 other Barrier ability
Ability: You may voluntarily empty your delayed damage pool as a Swift Action to increase the amount of
damage you deal with one attack by an amount equal to half as much damage you take from emptying your
delayed damage pool.
Special: When using this ability, calculate the maximum amount of damage you may deal before taking the
damage from emptying your pool.

IMPROVED AEGIS UNLEASHED [BARRIER]


Prerequisites: Aegis Defiance, Veteran Aegis, Powerful Aegis, Aegis Unleashed, 2 other Barrier ability
Ability: You now deal damage equal to the amount you take with Aegis Unleashed.

ENDURING AEGIS [BARRIER]


Prerequisites: Aegis Defiance, 2 other Barrier abilities
Ability: You may delay damage with your Delayed Damage pool for up to 5 rounds now.

GREATER ENDURING AEGIS [BARRIER]


Prerequisites: Aegis Defiance, Enduring Aegis, 5 other Barrier abilities
Ability: You may delay damage with your Delayed Damage pool for up to 10 rounds now.

BLOOD TYPE

BLOOD ENHANCEMENT [BLOOD]


Prerequisites: None
Ability: This allows you to use your blood-based abilities in conjunction with other zanpakutou type abilities,
such as projectile or summon.
Special: You may take this ability multiple times. Each time add +3 to the damage you deal with Blood Type
abilities and abilities tied to Blood with Blood enhancement.

WOUNDING [BLOOD]
Prerequisites: None
Ability: Your zanpakutou gains the properties of a wounding weapon. Deals 1 point of Constitution damage.
Special: You may choose this multiple times. Each time it is chosen increase the Constitution Damage one step
(1 becomes 1d2, 1d2 becomes 1d3, 1d3 becomes 1d4 etc, Maximum 1d8)

GREATER WOUNDING [BLOOD]


Prerequisites: Wounding
Ability: Double the Constitution Damage you deal with your Wounding Weapon
Special: You may select this multiple times. Each time add 1 to your multiplier for Constitution Damage
(Maximum 5d8)

BLEEDING STRIKE [BLOOD]


Prerequisites: None
Ability: This allows you to make a standard attack action and attempt to open a gaping wound that continues to
deal damage after it's been made. If successful, the attack deals an 1d6 damage on the next round. Any form of
magical healing stops the bleeding entirely, as does any kind of Fast Healing special quality.
Special: This ability can be taken multiple times, each time adds either 1d6 damage or increases the duration by
1.
TENACIOUS WOUND [BLOOD]
Prerequisites: Bleeding Strike
Ability: The bleeding wounds you inflict with Bleeding Strike are particularly difficult to stop. In order to halt the
bleeding, it instead requires some sort of Supernatural Healing (Such as Reiatsu Healing or a Soulcaster's
Shield). In addition, this stops Fast Healing from closing the wounds, although it does not prevent Fast Healing
from taking effect and healing some of the damage. The bleeding damage takes effect before Fast Healing.
Special: You may take this multiple times. Each time it is taken, eliminate one type of supernatural healing that
may close the wounds. There must always be one type of Supernatural Healing that can close the wounds.

IMPROVED BLEEDING STRIKE [BLOOD]


Prerequisites: Bleeding Strike
Ability: It allows you to make a bleeding strike on a full- round attack action, with each hit opening its own
wound. Each attack does 1d6 less damage than a normal bleeding strike, to a minimum of 0, and each wound
lasts for as many rounds as a standard Bleeding Strike does.
Special: You may take this multiple times. Each time you do, increase the bleed damage you deal on
subsequent attacks by 1d6 to a maximum of your first attack's bleed damage.

BLOOD KIDO [BLOOD]


Prerequisites: None
Ability: You may sacrifice your own vitality to cast kido without spending the Reiatsu. This can be done on a 1
Constitution to 30 Reiatsu basis.
Special: You may take this ability multiple times to increase the Reiatsu Eschewed by sacrificing Constitution by
10.

BLADE OF BLOOD [BLOOD]


Prerequisite: None
Ability: Increase your Zanpakutou damage by 1[BW]. As a swift action, you may increase it by an additional
3[BW] for the next attack by sacrificing 1 point of constitution. There is no limit to the amount of extra damage
that can be done in this fashion.
Special: You may take this ability multiple times. Each time you do, increase the number of additional BW you
deal by 1 (Maximum 7[BW] per Constitution Sacrificed)

IMPROVED BLADE OF BLOOD [BLOOD]


Prerequisites: Blade of Blood
Ability: You may sacrifice an additional 2 points of constitution to make the additional damage from your Blade
of Blood attack apply for an entire attack action.
Special: You may take this ability multiple times. Each time you do, increase the number of attack actions that
Blade of Blood lasts by 1.

VAMPIRIC STRIKE [BLOOD]


Prerequisites: None
Ability: As a standard action, you may make a single attack that allows you to regain hit points equal to the
amount of base damage you deal. You do not regain hit points from extra damage from sources such as sneak
attack, elemental abilities, or the Blade of Blood ability. Vampiric Strike cannot be used in conjunction with Blade
of Blood's extra damage from dealing yourself constitution damage.
Special: You may take this ability multiple times. Each time choose a source of extra damage that you gain
healing from when you strike with this ability. (IE: You could choose Sneak Attack, or Flame Blade, or even Blade
of Blood, etc)

GREATER VAMPIRIC STRIKE [BLOOD]


Prerequisites: Vampiric Strike
Ability: You may use Vampiric Strike as a full-round attack action, but you only regain hit points equal to half the
total base damage you deal from each attack, rounded down.
Special: You may take this a second time. If you do you regain three-quarters the base damage you deal as
healing instead of half.
SUPERIOR VAMPIRIC STRIKE [BLOOD]
Prerequisites: Vampiric Strike, Greater Vampiric Strike x2
Ability: You now regain full based damage with your Greater Vampiric Strike.
Special: You may take this multiple times. Each time it is taken, increase the Vampiric Strike healing done to you
by 5% (Maximum of 50% extra healing)

VITAL DEFENSE [BLOOD]


Prerequisites: None
Ability: As an immediate action, you may expend your lifeforce to protect yourself from harm. You may either
increase your Defense or one of your saving throws by +1 for every 3 hit points you spend in this manner. This
can only be used in reaction to an incoming attack. All effects last for the duration of the turn in which they are
activated. This ability is activated as an immediate action. This may be taken multiple times. Each time it is
taken, you may apply the bonus to an additional skill at once.
Special: You may take this ability multiple times. Each time you do increase the bonus you gain by 1. For every
2 times you take this, increase the damage required to gain the bonus by 1.

DRAIN REIATSU [BLOOD]


Prerequisites: None
Ability: You may make a single ranged touch attack with a range of 25 ft.+5 for every 2 levels you possess. If
you hit, drain 50 Reiatsu from the target.
Special: You may take this multiple times. Each time drain 50 more reiatsu from a target.

PAIN RELEASE [BLOOD]


Prerequisites: Vampiric Strike
Ability: It allows you to store up damage healed through using the Vampiric Strike ability and release it in one
attack. You can store up to 25 points of damage in your zanpakutou, as a standard action you may make a
single touch attack that does just the stored damage upon hitting. If you fail to hit, the attack is not wasted. You
do not have to release all of the damage at once, you may release as much as you desire when using the attack.
This ability does not heal you as per vampiric strike.
Special: You may take this ability multiple times, each time increases the limit by 25. Damage is stored for one
day per time this ability is taken.

DRAIN VITALITY [BLOOD]


Prerequisites: None
Ability: You may make a single attack as a full round action that provokes a DC (15 + Level + The Number of
Blood abilities you have) Fortitude Save from the target. If they fail, the take 2 Constitution Damage and your
Constitution Damage is restored by 1.
Special: You may take this multiple times. Each time you do, increae the Constitution Damage by 1, and the
healing by 1 for every second time you take it.

BONE TYPE

CREATE BONE [BONE]


Prerequisites: None
Ability: You may transmute 50lbs of dirt, clay or stone into 25lbs of Bones. This is done as a full round action
that does not provoke an attack of opportunity. 25lbs of Bone takes up one five foot square of space.
Special: You may take this multiple times to increase the function of this by 25lbs per 50lbs converted.

ANIMATE BONE [BONE]


Prerequisites: None
Ability: You may, as a standard action, animate 25lbs of bone. This functions as a medium summoned creature
with hit points equal to 1/5 your own (Rounded up), your skills to attack and defenses. The skeleton uses your
physical statistics, but has an Intelligence, Wisdom and Charisma of 10. An animated skeleton has a natural
armor bonus of +2. It is treated as a being of 1/5 your level for damage reduction. An Animated Skeleton has two
Claw attacks that deal 1d6 base weapon damage modified for unarmed strike ranks.
Special: You may take this multiple times. Each time you do, reduce the amount of bone needed to create a
skeleton by 5lbs (Minimum 0lbs). This also effects the amount of bone needed for Improved Animate Bone and
Greater Skeleton.
IMPROVED ANIMATE BONE [BONE]
Prerequisites: Animate Bone
Ability: You may have more than one skeleton at a time. Each requires 25lbs of Bone to animate. When you
animate bone, you may choose to do so in a radius of 20 feet around you. Each 25lbs of bone becomes a
skeleton.
Special: You may take this multiple times to increase the radius by 20 feet

GREATER SKELETON [BONE]


Prerequisites: Animate Bone
Ability: You may use an additional 25lbs of bone to create a large skeleton incurring all the penalties and
benefits of that size (Including extra hit points if you have the blooded feat). The maximum size of the skeleton
you may create is colossal.
Special: You may take this multiple times to increase the size of the skeleton by one size, but it takes 25lbs
more bone to create the skeleton.

SUPERIOR ANIMATE BONE [BONE]


Prerequisites: Animate Bone
Ability: You may take this to increase the natural armor bonus of your Skeletons by +2, increase it's damage
reduction by 1/5 yours or increase it's hit points by 1/5 yours (rounded up).
Special: You may take this multiple times it's effects stack where necessary. You may not gain more than 100%
of your hit points or damage reduction with this ability.

ARMED SKELETON [BONE]


Prerequisites: Animate Skeleton
Ability: You may arm your skeletons with a copy of your sealed Zanpakutou. It does your base weapon damage
modified for your weapon attack ranks.

IMPROVED ARMED SKELETON [BONE]


Prerequisites: Animate Skeleton, Armed Skeleton
Ability: You may designate a number of Shikai abilities equal to your Spellscore modifier from your zanpautou
that the skeleton may be allowed to use itself. A Skeleton may not animate skeletons or summon anything with
this copy of your Zanpakutou.
Special: You may take this multiple times. Each time increase the number of Shikai Picks your Skeletons has by
2 to a maximum of your own Shikai.

BONE WALL [BONE]


Prerequisites: None
Ability: Using 100lbs of bone, you may make a wall of bone that impedes the movement of your enemies as a
standard action. The wall of bone is 10 feet high, 50 feet wide, and 1 feet thick. Your wall has a hardness of 5
and 120hit points. There are holes in the wall that allow creatures of medium size or smaller to squeeze through,
though those that go through take 4d8 damage for doing so.
Special: You may take this multiple times to increase one diameter of the wall besides thickness by 10 feet,
increase the thickness by 1 foot (adding 120hit points), or to increase the damage by 1d8

BONE SPURS [BONE]


Prerequisites: None
Ability: You may make movement difficult for your opponents by manipulating their bones to produce painful
bone spurs in their legs. As a standard action you force a fortitude save (Constitution based) to a target within
medium (100ft + 10ft per level) range. They must make the save or have their speed halved.
Special: You may take this multiple times, each time it deals 1d6 damage to your opponent when they fail the
save that overcomes damage reduction.

IMPROVED BONE SPURS [BONE]


Prerequisites: Bone Spurs
Ability: An opponent that fails their save against your Bone Spurs has their speed reduced by an additional 5ft
(Minimum 5ft speed) and have wracking pain in their bodies causing them to be able to only take a partial action
each round.
Special: You may take this a second time, reducing the speed of a target that fails their save by an additional 5ft
(Minimum 5ft speed)
BONE LANCE [BONE]
Prerequisites: None
Ability: You may, as an attack action, make 25lbs of bone leap at a target within close range (25ft + 5ft per 2
levels). This is a ranged touch attack that deals 4d8 damage to the target.
Special: You may take this multiple times to increase the damage dealt by 1d8

IMPROVED BONE LANCE [BONE]


Prerequisites: Bone Lance
Ability: Increase your Bone Lance's range to Medium (100ft + 10ft/level)
Special: This may be taken twice more. Once at non epic levels and once at epic levels. The second time it is
taken increase the distance to Long range (400ft + 40ft/level) and the final time increase it to Line of Sight.

BONE STORM [BONE]


Prerequisites: Bone Lance
Ability: You may use 100 lbs of bone to make a Bone Lance attack against all opponents within 20 feet.
Special: You may take this multiple times to increase the radius by 10 feet. Each time this is taken, it requires 25
more lbs of bone.

WEAPON OF BONE [BONE]


Prerequisites: None
Ability: You may use 25lbs of bone to coat your Zanpakutou and create a massive hammer of bone that deals
1d8[BW] and has a +1 enhancement bonus per attack you can make in a round. You are proficient with the use
of this hammer.
Special: This may be taken multiple times. Each time it is taken the hammer gains an additional +1
enhancement bonus, or you may spend their enhancement bonuses on Weapon Special Properties as long as
there is +1 left over at the end, or reduce the amount of bone needed by 5lbs to a minimum of 0lbs.

IMPROVED WEAPON OF BONE [BONE]


Prerequisites: Weapon of Bone
Ability: You may use 50lbs of bone to create an even more massive hammer that deals 2d8[BW] and has a +2
enhancement bonus per attack you can make in a round. You are proficient with the use of this hammer. You
take a -2 penalty to attack rolls when using this hammer unless you have the Monkey Grip feat in which case the
penalty is eliminated.
Special: This may be taken a multiple times to reduce the -2 penalty to attack rolls to a minimum of 0, or reduce
the amount of bone needed by 10lbs to a minimum of 0lbs.

SUPERIOR WEAPON OF BONE [BONE]


Prerequisites: Weapon of Bone, Improved Weapon of Bone
Ability: You may use 100lbs of bone to create an even more massive hammer that deals 3d8 base damage and
has a +3 enhancement bonus per attack you can make in a round. You are proficient with the use of this
hammer. You take a -4 penalty to attack rolls when using this hammer unless you have the Monkey Grip feat in
which case it is reduced to -2.
Special: You may take this feat multiple times. Each time reduce the penalty by 2 to 0, or reduce the amount of
bone needed by 10lbs to a minimum of 0lbs.

MANTLE OF BONE [BONE]


Prerequisites: None
Ability: This creates a suit of armor made out of bone using 25lbs of bone. This suit grants you (4 + 1/2 Level) to
Defense has a max dexterity bonus of +3 and an Armor Check Penalty of -3.
Special: You may take this multiple times to either increase the Max Dexterity Bonus by +1 or reduce the Armor
Check Penalty by 1 to a minimum of 0.

IMPROVED MANTLE OF BONE [BONE]


Prerequisites: Mantle of Bone
Ability: This uses 50lbs of bone and creates a suit of armor exactly as Mantle of Bone but has Moderate
Fortification.
Special: You may take this multiple times to decrease the amount of bone needed by 5lbs to a minimum of 0lbs.
GREATER MANTLE OF BONE [BONE]
Prerequisites: Mantle of Bone, Improved Mantle of Bone
Ability: This uses 75lbs of bone and creates a suit of armor exactly as Mantle of Bone but has Heavy
Fortification.
Special: This may be taken multiple times. Each time increase the Defense Bonus of the suit by +1.

BONE CLAWS [BONE]


Prerequisites: None
Ability: You can cause bone claws to grow from your hands gaining two claw attacks that deal 1d6 damage +
1d6 damage for every five ranks in unarmed strike you have over 1.
Special: You may take this ability twice more. Each time increase the Dice size one category.

BONE SPIKES [BONE]


Prerequisites: Bone Claws
Ability: You can sprout bone spikes from your body. Anyone grappling you or attacking you without a weapon
takes 2d6 damage that ignores damage reduction per turn or per attack depending on what's happening.
Special: You can take this multiple times. Each time adding 1d6 to the damage you deal while being grappled or
per attack.

BONE SPIKE FIRE [BONE]


Prerequisites: Bone Claws, Bone Spikes
Ability: You can fire off the spines you grow from your body in a 20 foot burst dealing 4d6 damage to all
creatures within the area. This causes you 1d6 damage that overcomes damage reduction to you.
Special: This may be taken multiple times to increase the damage by 2d6. Each 4d6 this is increased by deals
you another 1d6 damage.

BONE PUPPET [BONE]


Prerequisites: 5 other Bone type abilities
Ability: With a touch attack, you take control of someone else's bones, making them do and act the way you
want them to physically. Mentally they are still themselves and can use mental abilities to their fullest and can
talk. At the onset of this ability the victim is entitled to a Fortitude save (Constitution Based) to negate the effects.
Should they fail, they are entitled to another Fortitude Save every round to negate the effects of this ability.
Someone that makes the save cannot be effected again for 24 hours. While someone is your Bone Puppet, they
use your modifiers for attacks and defenses except fortitude and will which they retain for themselves.
Special: You may take this ability multiple times. Each time you do, increase he range of this ability one step
(Touch becomes Ranged Touch [Close], Ranged Touch [Close] becomes Ranged Touch [Medium], Ranged
Touch [Medium] becomes Ranged Touch [Long], At Epic Levels Ranged Touch [Long] becomes Ranged Touch
[Line of Sight])

COURAGE TYPE

HARM'S WAY [COURAGE]


Prerequisites: None
Ability: While your Zanpakutou is active, you may designate a target to be your charge. At any time you may
move to intercept attacks that are directed at your target, and are not area effects, as long as you are adjacent to
your charge. This may be done as an immediate action, and the attack automatically hits you dealing damage to
you equal to what your charge would have taken. Your Damage Reduction/Mitigation and Energy Resistances
apply.

IMPROVED HARM'S WAY [COURAGE]


Prerequisites: Harm's Way
Ability: When you intercept an attack for your charge, you may do so from 10 feet away.
Special: You may take this multiple times, each time you may add 5 feet to the distance you may be from your
charge.

ADVANCED HARM'S WAY [COURAGE]


Prerequisites: Harm's Way, Improved Harm's Way
Ability: While you have a charge, you gain Fast Healing 3.
Special: You may take this more than once to increase the fast healing by 3.
GREATER HARM'S WAY [COURAGE]
Prerequisites: Harm's Way, Improved Harm's Way, Advanced Harm's Way
Ability: When you intercept an attack for your charge, you gain Damage Mitigation 5
Special: You may take this multiple times to increase the Damage Mitigation by 2 each time.

SUPERIOR HARM'S WAY [COURAGE]


Prerequisites: Harm's Way, Improved Harm's Way, Advanced Harm's Way, Greater Harm's Way
Ability: You may take the brunt of an area effect attack that your charge is a part of. Your charge acts as if they
have Improved Flash Step Evasion, and you automatically fail the saving throw to avoid damage from the attack.
Special: You may take this ability multiple times. Each time you may include one additional target in your
Superior Harm's Way blocking.

PERFECT HARM'S WAY [COURAGE]


Prerequisites: Harm's Way, Improved Harm's Way, Advanced Harm's Way, Greater Harm's Way, Superior
Harm's Way
Ability: If you take damage from an attack for your charge, you deal an extra 3[BW] untyped damage on
subsequent rounds against the being that harmed you.
Special: This may be taken multiple times. Each time increase the extra damage by 3[BW] (Max 9[BW] before epic levels

THE GREATEST FEAR [COURAGE]


Prerequisites: None
Ability: While your Zanpakutou is released, you gain a +5 bonus to will saves versus fear effects. This also
provides a +5 bonus against soul crushing.
Special: You may take this ability multiple times. Each time it is taken increase the bonus vs Will Saves and Soul
Crushing by +3.

IMPROVED GREATEST FEAR [COURAGE]


Prerequisites: The Greatest Fear
Ability: While your Zanpakutou is released, you grant all allies within 30 feet of you a +4 bonus versus fear
effects.
Special: This may be taken multiple times to increase the bonus granted by 1 or the number of feet they can be
away from you by 10 feet.

METTLE [COURAGE]
Prerequisites: 5 other Courage Type Abilities
Ability: While your Zanpakutou is released, you are more resistant to supernatural effects. If you make a
Fortitude or Will saving throw versus an effect that has a lesser effect on a successful save (such as Fortitude
Half, or Will Partial), you instead negate the effect. If you are unconscious or asleep you do not gain the benefits
of this ability.
Special: You may take this multiple times. Each time it is you gain a +2 bonus on Fortitude and Will Saves

IMPROVED METTLE [COURAGE]


Prerequisites: Mettle
Benefit: When you fail a saving throw, instead of the normal effect, you take the partial effect if there is one. If
there is no partial effect you take the full effect. A passed save still negates the partial effect.

GIFT OF THE MARTYR [COURAGE]


Prerequisites: None
Ability: You may activate or deactivate this effect as a swift action that does not provoke an attack of
opportunity. You take half the hit point damage one chosen ally would take for the duration you have this effect
activated. This overcomes damage reduction/mitigation, but you take damage after the target's DR/DM.
Special: You may take this multiple times to allow yourself to take damage for an additional ally each time.

ZEST FOR LIFE [COURAGE]


Prerequisites: 3 Courage Type Abilities
Ability: You have a 20% chance to stabilize each round if reduced below zero hit points. This functions even if
your Zanpakutou is sealed
Special: You may take this multiple times to increase the bonus to the chance to stabilize by 10%.
TRUE ZEAL [COURAGE]
Prerequisites: Harm's Way
Ability: While you have a charge, you gain a bonus on saving throws versus magical, spell-like and supernatural
abilities equal to your charisma modifier.
Special: You may take this multiple times to increase this bonus by 1 each time.

PERSEVERANCE [COURAGE]
Prerequisites: None
Ability: When you take damage as a result as a physical attack, you gain your spellscore modifier as a bonus to
your damage reduction on the next round of combat. If you are hit by an energy attack, you instead gain your
spellscore modifier x 5 as resistance to that energy type on the next round of combat. These bonuses last till the
end of your next turn. Taking damage once again will reset this timer. If you are damaged by both energy and
physical damage in the same attack, you must choose which bonus to gain. You only gain the bonus if you
actually take damage from an attack. Damage stopped by your Damage Reduction or Energy Resistances do
not count towards this ability.
Special: You may take this multiple times to increase the gained Damage Reduction by 2 or the gained
resistance by 1 multiplier

IMPROVED PERSEVERANCE [COURAGE]


Prerequisites: Perseverance
Ability: Instead of having to choose which type of resistance to gain, you gain both types of resistances. (IE If
you are hit by energy and physical damage in the same attack, you would gain the resistance to both of them at
the same time instead of having to choose which to take.)
Special: You may take this multiple times. Each time it is taken you may lower your DR/DM or Energy
Resistance by 5 (per time taken) to gain more for the next round.

IMPROVED SAVING THROWS [COURAGE]


Prerequisites: None
Ability: You may make a saving throw regardless of condition
Special: You may take this multiple times. Each time it is taken gain +1 to all Saving Throws while your
Zanpakutou is released.

DARKNESS TYPE

DARKVISION [DARKNESS]
Prerequisites: None
Ability: Gain Darkvision 60ft. Darkvision allows you to see in no light conditions and is only black and white. Also
pierce one level of the Darkness ability.
Special: You may take this multiple times. Each time it is taken increase your Darkvision's distance by 30ft, or
increase the level of Darkness you can see through.

BESTOW DARKVISION [DARKNESS]


Prerequisites: Darkvision
Ability: This allows you to bestow Darkvision on one of your allies. Bestowing Darkvision is a Swift Action that
does not provoke an attack of opportunity, and it lasts until you reseal your zanpakutou. This cancels out the
same amount of darkness that your darkvision would cancel out. (IE if you had Darkvision 3 times, your allies are
also considered to have Darkvision 3 times when they receive the darkvision from you.)
Special: You may take this multiple times. Each time increase the number of allies you can effect by 2.

DARKNESS [DARKNESS]
Prerequisites: None
Ability: You create a 20ft area of inky darkness that obscures all vision. Anyone within the darkness that does
not have the Darkvision ability, has a 50% miss chance provided they can even locate their opponent. Using this
ability cancels out one level of the Illumination Zanpakutou Ability.
Special: This ability may be taken multiple times. Each time it is taken either increase the area by 10ft or
increase the level of Illumination countered by this ability.
DARKNESS OF THE MIND [DARKNESS]
Prerequisites: Darkness
Ability: Your Darkness deadens another of the five senses available to a character. When this is chosen, choose
an additional sense besides sight. While your darkness is manifested, all targets within must make a will saving
throw (Constitution Based) or lose the chosen sense.
Special: You may chose this for each of the four remaining senses. Targets within your darkness make saves for
each sense that is blocked besides sight.

DARKNESS OF THE SOUL [DARKNESS]


Prerequisites: Darkness
Ability: While your Darkness is active, you may deaden the ability of a character to sense reiatsu. While this is
active, add +5 to the DC to sense your Reiatsu.
Special: This may be taken multiple times. Each time it is taken increase the DC by an additional +5.

BESTOW DARKNESS [DARKNESS]


Prerequisites: Darkness
Ability: This allows you to bestow your Darkness effect on an unattended or willing target as a swift action. The
target is shrouded in darkness for 1 round/character level.
Special: You may take this ability multiple times, each time increases the duration by five rounds or allows you
to target either attended objects or unwilling targets. They are allowed a will save (constitution based) to negate
the effect.

CLOUD VISION [DARKNESS]


Prerequisites: None
Ability: You create a black film over a target’s eyes, blinding them. As a standard action, you may target a
creature. They must succeed a reflex save (constitution based) or be blinded for 1 round/character level.
Special: You may take this ability multiple times. Each time it is taken, either increase the DC by 1 or the rounds
it lasts by 5.

SWIFT CLOUD VISION [DARKNESS]


Prerequisites: Cloud Vision
Ability: You may use Cloud Vision as a Swift Action

BLACK TENTACLES [DARKNESS]


Prerequisites: 3 Darkness Type Abilities
Ability: This creates a field of black tentacles that spring up from whatever surface is being stood upon, even
the thin air itself. This creates a 20 foot burst around the user. All targets within the burst save the user must
make a grapple check versus the tentacles or be grappled. The grapple check of the tentacles is equal to your
ranks in Weapon Attack + 4 for a strength score of 18. The Black Tentacles last for 1 round/character level
before they must be manifested again.
Special: You may take this multiple times. Each time you do, increase the area by 5 feet or the strength of the
tentacles by +4.

SLEEP [DARKNESS]
Prerequisites: None
Ability: You form a 30 foot cone in front of you. All beings of your level or lower within the cone must make a
Constitution based Fortitude save, or fall asleep, falling where they are, and sleeping till they are awakened.
Special: You may take this multiple times. Each time it is taken either increase the DC by 1, or the level of
opponents you can effect by 1.

NIGHTMARE [DARKNESS]
Prerequisites: Sleep and 3 other Darkness type abilities
Ability: You can stir the minds of their sleeping victims into vicious dreams, infused with enough spiritual energy
to make every dreamt cut and bruise real enough to kill. Victim of your deep sleep suffer 1d10 damage at the
start of each round, so long as they remain asleep. This damage does not wake the subject of the ability.
Special: This ability may be taken multiple times. Each time increases the damage by 1d10, To a max of 4d10.
CLOAK OF SHADOWS [DARKNESS]
Prerequisites: 2 Darkness Abilities
Ability: As a move action as long as your character is within 10 feet of a shadow other than his own he can gain
a +2 deflection bonus to defense rolls and opponents take a 10% miss chance. The ability lasts until dismissed
or the zanpakutou is sealed or by an illumination effect taken 4 times or more.
Special: You can take the ability up to 4 times each time increases the miss chance by 10% and the bonus to
Defense by 1. It can also be taken multiple times to counter illumination's ability to counter this by 1 time taken.

SHADOW MELD [DARKNESS]


Prerequisites: Cloak of Shadows
Ability: So long as you are within 10 feet of a shadow other than your own, you may attempt a hide check as if
you had cover or concealment. The check is made as a move action rather than a standard action.
Special: You may take this multiple times. Each time it is taken increase the distance you can be from a shadow
by 5ft.

SHADOW BIND [DARKNESS]


Prerequisites: 4 other Darkness type abilities
Ability: As a standard action you may attempt to attack the target's shadow making a ranged touch attack so
long as they are within close range. A target's shadow's defense roll against this ability, uses their ability bonus to
defense, insight bonuses and deflection bonuses all other bonuses are negated when calculating the target
shadow's defense. If you make the ranged touch attack, the target has to make a will save with a DC
(Intelligence Based + 1 per 2 Darkness Type abilities you possess). If they fail the save they are Stunned for 2
rounds. In addition to the normal condition of stunned, the target cannot move more than 15 feet from the space
the target's shadow was attacked in for the duration of the stun effect.
Special: The ability can be taken multiple times. The second time it's taken if the target passes it's save it is
dazed for 1 round or if they fail they are stunned for 4 rounds. If the ability is taken a third time, the target who
passes their save is stunned for a round and a target that fails their save is paralyzed for 2 rounds instead, you
can choose to have them be stunned at your option. If you take it the fourth and final time, a target who passes
their save is paralyzed for 1 round and a target that fails their save is immobilized for 2 rounds or paralyzed for 3
rounds or stunned for 1d8 rounds.

SOUL PUPPET [DARKNESS]


Prerequisites: Shadow Bind, 4 other Darkness type abilities
Ability: Against a target that is paralyzed or immobilized, you may attempt a ranged touch attack against their
shadow. If you succeed, the target must make a will save DC (15 + character level + Intelligence Modifier + 1 per
2 darkness type abilities you possess). If they fail the character's action are under your control for the next 3
rounds. Any character under your control with this effect has access to all their normal abilities that your
character is aware of and can be manipulated regardless of distance from the user for the duration. If the target
enters an area that the user doesn't gain sensory information from, they use the target's senses for it.
Special: The ability can be taken multiple times, each time increases the number of rounds by 1 and the effect
can last longer than the target is paralyzed or immobilized for.

SHADOW HAND [DARKNESS]


Prerequisites: None
Ability: You can make an attack with your Zanpakutou at a range of close as a standard action with this ability.
Doing so removes your ability modifiers and any other bonuses save for precision bonuses to damage
calculation. You still use your weapon attack roll to determine hits.
Special: This ability may be taken a second time to allow you to make this as a full attack action. May be taken a
third time to use it against all targets within 15 feet of the user at your option. You only gain one attack per target
with the 15 foot burst option.

SHADOW STEP [DARKNESS]


Prerequisites: 6 other Darkness Type abilities
Ability: You may enter any shadow you can see besides your own and teleport any distance to another shadow
on the same plane of existence. You need not be familiar with the shadow you are teleporting to.
Special: You may take this ability a second time to take others with you. When taking creatures with you, you
may take up to your level in medium or smaller creatures. You may take creatures larger than Medium, but Large
creatures count as two medium creatures, Huge creatures count as four medium creatures, Gargantuan
creatures count as eight medium creatures and Colossal creatures count as sixteen medium sized creatures.
DEATH TYPE

GRAVETOUCHED WEAPON [DEATH]


Prerequisites: None
Ability: As a move action, you may add 1[BW] negative energy damage to your weapon attack.
Special: This may be taken multiple times. Each time it is taken, increase the negative energy damage added by
1[BW] or moving the initiation speed up one step (Move becomes Swift, Swift becomes Immediate). You cannot
have more than 4[BW] total extra damage without being epic levels.

GRAVE WEAPON [DEATH]


Prerequisites: None
Ability: As a move action, you may change your entire Zanpakutou into a shard of Negative Energy. All damage
dealt by your Zanpakutou is Negative Energy (Unless you have an extra source of damage such as Flame Blade
or Crackling Blade, in which those sources of extra damage remains the same). This stacks with Gravetouched
Weapon
Special: This may be taken multiple times. Each time it is taken increase your damage while using this ability by
1[BW]. You cannot take this extra damage more than your Attacks per round.

GRAVE FORM [DEATH]


Prerequisites: An attack form that does damage other than Negative Energy
Ability: Choose an attack. All damage from that attack does Negative Energy Damage
Special: You may take this multiple times. Each time it is taken, you may choose an additional attack to change
to Negative Energy

GHOST EDGE WEAPON [DEATH]


Prerequisites: None
Ability: Your Zanpakutou gains the Ghost Touch quality.
Special: You may take this multiple times. Each time it is taken, reduce any miss chance you take from any
source by 10%

UNDEAD APOTHESIS [DEATH]


Prerequisites: None
Ability: While your Zanpakuou is released, you gain Undead Traits
Special: You may take this multiple times. Each time it is taken, your Undead traits lasts for 1 round after your
Zanpakutou is sealed

WRAITH TOUCH [DEATH]


Prerequisites: None
Ability: Once per round you may resolve one of your attacks as a touch attack.
Special: You may take this more than once up to a maximum of the number of attacks you can make in a round.

WRAITH FORM [DEATH]


Prerequisites: None
Ability: While your Zanpakutou is released, you gain the incorporeal subtype and a fly speed of 60 feet with
perfect maneuverability.
Special: You may take this multiple times. Each time you do increase your fly speed by 10ft.

CORPSE EXPLOSION [DEATH]


Prerequisites: None
Ability: As a standard action, you can target one dead or undead creature within close range. The creature
explodes, requiring everyone within 20 feet to make a reflex save or take negative energy damage equal to your
base zanpakutou damage.
Special: You may take this ability more than once. Each time adds 1d6 to the damage or ten feet to the radius or
+2 to the save DC.
NEGATIVE ENERGY ACCLIMATION [DEATH]
Prerequisites: None
Benefit: You gain resistance to Negative Energy 10.
Special: You may take this multiple times to gain +10 Negative Energy Resistance each time to a maximum of
50 resistance.

NEGATIVE ENERGY HEALING [DEATH]


Prerequisites: None
Ability: As a free action you may choose to be healed by Negative Energy instead of normal healing. While you
choose to be healed by Negative Energy, you are harmed by normal healing, but receive twice as much healing
from negative energy than normal. Once you choose to be healed with Negative Energy, you must remain this
way for 1d4+1 rounds after which time you may switch back to normal.
Special: You may take this multiple times. Each time it is taken increase the multiplier of healing you gain from
Negative Energy by 1.

DARK REGENERATION [DEATH]


Prerequisites: None
Ability: While your Zanpakutou is released, you heal 1 hit point per round. If you damage someone with
negative energy, you instead heal one half that damage that round.
Special: You may take this more than once to increase the normal healing by 1 hit point per round. This does
not increase the healing if you damage someone with negative energy. You cannot heal more than your
maximum hit points in this manner.

IMPROVED DARK REGENERATION [DEATH]


Prerequisites: Dark Regeneration
Ability: You now heal all the negative energy damage you deal in a round. You cannot heal more than your
maximum hit points in this manner.
Special: You may take this multiple times. Each time it is taken, you may heal 10% above your maximum hit
points as temporary hit points with Dark Regeneration

HEART OF DARKNESS [DEATH]


Prerequisites: None
Ability: In a round in which you kill an opponent, you regain 10% of your maximum hit points.
Special: This may be taken multiple times to increase the hit points gained by 10% to a maximum of 30%. You
cannot heal more than your maximum hit points in this manner.

CONSUMPTIVE FIELD [DEATH]


Prerequisites: 3 other Death Type abilities
Ability: Whenever a creature is destroyed within 100 feet of you, you gain 1d8 + Character Level (Max 10)
temporary hit points.
Special: You may take this multiple times to either increase the area by 20 feet or the temporary hit points
gained by 1d8.

GREATER CONSUMPTIVE FIELD [DEATH]


Prerequisites: Consumptive Field
Ability: Instead of when a creature is destroyed, Consumptive Field's effect triggers when you reduce a creature
to negative hit points. If the creature is healed, and is again reduced to negative hit points, you gain this effect
again.
Special: You may take this ability multiple times. Each time it is taken you may increase the maximum level cap
of Consumptive Field by +5.

DEATH THROES [DEATH]


Prerequisites: None
Ability: When you are killed, all enemies within a 30 foot burst of you take 1d8 damage per level you are. This
destroys your body preventing most forms of resurrection.
Special: You may take this ability twice more. Each time increase the damage per level by 1 dice size. On the
final time you take it, your body is no longer destroyed.
DEATH ARMOR [DEATH]
Prerequisites: None
Ability: The black flames originating from this ability injure creatures that contact them. Any creature striking you
with it's body or handheld weapon takes 1d4 points of negative energy damage + 1 per 2 levels. Weapons with
the reach quality do not endanger their wielders.
Special: You may take this multiple times to increase the damage by +1d4

DISTORTION TYPE

DISTORTION [DISTORTION]
Prerequisites: None
Ability: This allows you to gain further abilities from the distortion type Zanpakutou list and gives you a +2 bonus
on Defense and Reflex Saves.
Special: You may take this multiple times. Each time it is, gain an additional +1 bonus to Defense and Reflex
Save

IMPROVED DISTORTION [DISTORTION]


Prerequisites: Distortion
Ability: This allows you as a full round action to choose a target within 25ft. The target must make a will save
(Charisma Based) or have a 50% miss chance on their turn for 3 turns.
Special: You may take this multiple times. Each time it is, your Improved Distortion lasts for 1 more round

GREATER DISTORTION [DISTORTION]


Prerequisites: Distortion, Improved Distortion
Ability: Choose your distortion to gain +2 to the DC or +10ft.
Special: This ability may be taken multiple times, and stacks when necessary

SUPERIOR DISTORTION [DISTORTION]


Prerequisites: Distortion, Improved Distortion
Ability: When you choose an opponent with your Distortion ability you may choose an extra one if one is in you
range.
Special: You may take this multiple times to increase the number of targets by 1 each time.

PERFECT DISTORTION [DISTORTION]


Prerequisites: Distortion, Improved Distortion, Greater Distortion twice, and Superior Distortion
Ability: Instead of a 50% miss chance roll a dice on a 1 the target hits the right space. The die starts at a d4.
Special: This ability may be taken more then once each time the die size is increased (d6, then d8, then d10
max d12)

MICROCOSM [DISTORTION]
Prerequisites: Distortion
Ability: As a standard action, target a single creature within close range they must make a will save. If they fail
the subject sprawls limply, drooling and mewling and eventually dies of thirst and starvation without care. The
subject lives within it's own made up world until the time of it's actual death. The creature is considered helpless
for all effects. An effect that removes Feeblemindedness removes this effect on the target.
Special: You may take this ability multiple times. Each time you may select an additional target for your
Microcosm

IMPROVED MICROCOSM [DISTORTION]


Prerequisites: Distortion, Microcosm
Ability: Add +2 to the DC of your Microcosm
Special: May be taken multiple times. Each time increases the DC by an additional +2

GREATER MICROCOSM [DISTORTION]


Prerequisites: Distortion, Improved Microcosm taken 5x
Ability: Only high level effects can remove the effects of your microcosom (Perfect Reiatsu Healing Feat)
BACK BITER [DISTORTION]
Prerequisites: Distortion
Ability: Using this ability is a standard action. You target one weapon held by an target. That weapon gains a will
save (Charisma based). Should it fail it's save it attacks it's wielder automatically hitting dealing damage.
Special: You may take this multiple times to increase the DC of the will save by +1.

IMPROVED BACK BITER [DISTORTION]


Prerequisites: Distortion, Back Biter
Ability: Your Back Biter affects all enemies within a 30 foot cone.
Special: This can be taken multiple times to increase the cone by 10 feet.

GREATER BACK BITER [DISTORTION]


Prerequisites: Distortion, Back Biter, Improved Back Biter
Ability: Your Back Biter affects all enemies within a 20 foot burst from you.
Special: This can be taken multiple times to increase the burst radius by 10 feet.

SUPERIOR BACK BITER [DISTORTION]


Prerequisites: Distortion, Back Biter, Improved Back Biter, Greater Back Biter
Ability: Your Back Biter effect forces a full attack action against the target instead of just one attack.

DISTORTED STRIKE [DISTORTION]


Prerequisites: Distortion
Ability: If your target is under the efffects of any of your Distortion type abilities, your Zanpakutou deals an extra
2[BW] damage to that target.
Special: You may take this multiple times to increase the damage by 1[BW] each time (Maximum 7 extra [BW]
before Epic Levels)

DISTORTION RESISTANCE [DISTORTION]


Prerequisites: Distortion
Ability: You gain a resistance bonus to any saving throw versus reality being distorted (Any Will saving throw) of
+3.
Special: You may take this multiple times. Each time it is taken increase the resistance bonus by +3

DEATH URGE [DISTORTION]


Prerequisites: Distortion
Ability: As a standard action, you plant a hidden death-urge impulse in the subject’s unconscious. The subject
must be with in medium range (100ft + 10ft per level) of you. On the subject’s next turn, If they fail a Will saving
throw (Wisdom based), it looks for the quickest method to end its life and attempts to do so. The subject takes
no other action on its turn except attempting to harm itself. The subject takes a full round action to attack
themselves once. The attack automatically succeeds and deals damage as a critical hit. A subject close to an
immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking
itself with a weapon.
Special: You may take this multiple times, each time taken increases the DC of the save by 1 or increase the
number of attacks against itself by 1 up to their maximum number of attacks in a round.

CONCEALING AMORPHA [DISTORTION]


Prerequisites: Distortion
Ability: Using concealing amorpha, you weave a quasi-real membrane around yourself. You become invisible to
one target's sight.
Special: You may take this ability more than once to add an additional sense to the list of senses you become
invisible to.

GREATER CONCEALING AMORPHA [DISTORTION]


Prerequisites: Distortion, Concealing Amorpha
Ability: As concealing amorpha, except the quasi-real membrane so distorts your image and actual position that
you can effect an additional target with this ability.
Special: This may be taken multiple times, each time adds an additional target of your Concealing Amorpha
DRAGON TYPE

DRAGONSHAPE [DRAGON]
Prerequisites: None
Ability: You gain the ability to take the form of a dragon. You remain medium sized, and gain a +4 to Strength,
Constitution and Charisma. You gain 2 claws and 1 bite attack that deal 1d6 Damage + 1d6 damage per 5 ranks
you have in Unarmed Strike above 1. Claw attacks are secondary attacks. While you are in Dragonshape your
Zanpakutou is unusable.
Special: You may take this multiple times. Each time it is taken you gain an additional +2 to Strength, Dexterity
and Constitution when transformed or increase your claw damage one size category (Maximum 2d6[BW])

IMPROVED DRAGONSHAPE [DRAGON]


Prerequisites: Dragonshape
Ability: While in Dragonshape, you gain 2 Wing Buffet attacks as secondary attacks that deal 1d6 damage +
1d6 damage per 5 ranks you have in Unarmed strike above 1. This gives you a fly speed equal to twice your
land speed with clumsy maneuverability.
Special: You may take this multiple times. Each time it is taken, increase your maneuverability by one step
(Maximum Perfect)

GREATER DRAGONSHAPE [DRAGON]


Prerequisites: Dragonshape, Improved Dragonshape
Ability: When entering Dragonshape, you grow one size category gaining benefits and penalties as appropriate.
Special: You may take this multiple times to grow an additional size category each time. You cannot become
larger than Colossal using this ability. Moving up a size category does not change the damage you deal with
your natural weapons.

SUPERIOR DRAGONSHAPE [DRAGON]


Prerequisites: Dragonshape, Improved Dragonshape, Greater Dragonshape
Ability: While in Dragonshape, you gain a Tail Slap attack that deals 1d6 damage + 1d6 damage per 5 ranks in
Unarmed Strike you have above 1.
Special: You may take this abilty up to two extra times. Each time increase the damage by one step.

ADVANCED DRAGONSHAPE [DRAGON]


Prerequisites: Dragonshape, Improved Dragonshape, Greater Dragonshape
Ability: While in Dragonshape, you gain a Crush attack that deals 1d6 damage + 1d6 damage per 5 ranks in
unarmed strike you have above 1. Damage Reduction/Mitigation doesn't count versus Crushing damage.
Special: You may take this twice more. Each time you take it increase the damage by one step.

SWEEPING DRAGONSHAPE [DRAGON]


Prerequisites: Dragon Shape, Improved Dragonshape, Greater Dragonshape x3
Ability: While in Dragonshape, you gain a Tail Sweep attack that deals 1d6 damage + 1d6 damage per 5 ranks
in Unarmed Strike you have beyond 1.
Special: You may take this twice more. Each time you take it increase the damage by one step.

DRAGONTYPE [DRAGON]
Prerequisites: None
Ability: While your Zanpakutou is released you gain the Dragon Type
Special: You may take this a second time. If you do, this works even when your Zanpakutou is sealed

BREATH WEAPON [DRAGON]


Prerequisites: Dragonshape
Ability: Choose one element (Fire, Cold, Electricity, Acid, Sonic, Force, Water, Psychic or Negative). You gain a
breath weapon that may be used once every 1d4+1 rounds while in Dragonshape. This deals 4d6 elemental
damage. When you take this ability, choose either a 30 ft Cone or a 60 ft Line. The Breath Weapon takes that
shape. The shape cannot be later changed. The DC of your Breath Weapon is Constitution Based.
Special: This may be taken multiple times to increase the damage by 2d6 damage or the area by 10 feet.
IMPROVED BREATH WEAPON [DRAGON]
Prerequisites: Dragonshape, Breath Weapon
Ability: Your Breath Weapon now deals d8's of damage instead of d6's
Special: You may take this a second time to increase the damage dice to d10's

GREATER BREATH WEAPON [DRAGON]


Prerequisites: Dragonshape, Breath Weapon
Ability: The DC of your Breath Weapon increases by +2
Special: This may be taken multiple times to increase the DC by a further +2.

ELEMENTAL IMMUNITY [DRAGON]


Prerequisites: Dragonshape, Breath Weapon
Ability: You gain Resistance 10 to the element you chose with Breath Weapon.
Special: You may choose this multiple times to increase this resistance by 10 each time.

ELEMENTAL INFUSION [DRAGON]


Prerequisites: Dragontype, Breath Weapon
Ability: You gain a bonus to damage equal to 1[BW] of the element you chose with Breath Weapon to your
natural attacks.
Special: You may choose this multiple times to increase the extra damage by 1[BW] to a maximum of 6[BW]
before epic levels.

STATUS BREATH [DRAGON]


Prerequisites: Dragonshape, Breath Weapon
Ability: You gain a second Breath weapon that inflicts 1 of the following status effects: Slow, Nauseated,
Stunned or Sleep. The DC for this breath weapon, like Breath Weapon is also Constitution Based. You may use
this breath weapon every 1d4+1 rounds.
Special: You may use this ability even when not in Dragonshape if you take this ability a second time.

FRIGHTFUL PRESENCE [DRAGON]


Prerequisites: Dragonshape
Ability: While you are in Dragonshape you have Frightful Presence as the feat as a bonus feat regardless of
prerequisites.
Special: You may take this multiple times. Each time increase the DC of your Frightful Presence by 1.

IMPROVED FRIGHTFUL PRESENCE [DRAGON]


Prerequisites: Dragonshape, Frightful Presence
Ability: Your Dragonshape Frightful Presence now effects any enemy regardless of hit dice.
Special: You may take this a second time. If you do, your Frightful Presence works as long as your Zanpakutou
is released, even if you're not in Dragonshape. If you take it a third time, it works even when your Zanpakutou is
sealed.

BLINDSENSE [DRAGON]
Prerequisites: Dragonshape
Ability: While you are in your Dragonshape you gain Blindsense out to 30 feet.
Special: You may take this multiple times to increase your Blindsense by 10 feet each time

NATURAL ARMOR [DRAGON]


Prerequisites: Dragonshape
Ability: While in your Dragonshape, you gain +2 Natural Armor.
Special: You may take this multiple times to increase the natural armor gained while in dragonshape by +2.

KIDO RESISTANCE [DRAGON]


Prerequisites: Dragonshape
Ability: You gain a +2 bonus to saving throws and defense versus Kido while in Dragonshape.
Special: You may take this multiple times to add +2 each time this is taken.
EARTH TYPE

ACID BLADE [EARTH]


Prerequisites: None
Ability: This changes the form of the Zanpakutou's blade into condensed and solidified acid, causing it to inflict
acid damage. Corrosive Blade may still be used in conjunction with Acid Blade.
Special: This may be taken multiple times. Each time it is taken increase your extra acid damage while using
this ability by 1[BW]. You cannot take this extra damage more than your Attacks per round.

ACID FORM [EARTH]


Prerequisites: None
Ability: This changes the form of the Zanpakutou's attacks, changing them to condensed and solidified acid. For
example, Projectile-based Zanpakutou will now do acid damage, whereas Summon-based Zanpakutou will gain
the Acid subtype and do acid damage. Corrosive Blade may still be used in conjunction with Acid Form.

CORROSIVE BLADE [EARTH]


Prerequisites: None
Ability: As a move action, you may add 1[BW] acid damage to your weapon attack.
Special: This may be taken multiple times. Each time it is taken, increase the acid damage added by 1[BW]. You
cannot have more than 4[BW] total extra damage without being epic levels.

SWIFT CORROSIVE BLADE [EARTH]


Prerequisites: Corrosive Blade
Ability: It allows you to manifest your Corrosive Blade as a Swift Action.
Special: You may take this multiple times. Each time you do, you may add +3 to the damage you deal with
Corrosive Blade when you release it as a swift action.

ONE TON HAMMER [EARTH]


Prerequisites: None
Ability: Your Zanpakutou takes on a much heavier form, the blade comprised of heavy stone. Your zanpakuto
deals bludgeoning damage. It deals 2d6 extra damage.
Special: You may take this multiple times. Each time increases the extra damage by +1d6, but incurs a -1
penalty to your Dexterity per extra time taken. Maximum 6d6 extra damage

TWO TON HAMMER [EARTH]


Prerequisites: One Ton Hammer
Ability: Your One Ton Hammer ignores the first 5 damage reduction/mitigation/hardness it encounters when
attacking.
Special: You may take this multiple times. Each time increase the ignored Damage
Reduction/Mitigation/Hardness by 5.

TEN TON HAMMER [EARTH]


Prerequisites: One Ton Hammer, Two Ton Hammer
Ability: The damage you deal with your One Ton Hammer increases to d8's
Special: This may be taken multiple times. Each time increase the dice size again to a maximum of d12's (d8's
becomes d10's becomes d12's)

LINGERING ACID [EARTH]


Prerequisites: Corrosive Blade
Ability: Your Zanpakutou deals half the damage it dealt in the current round on the next round.
Special: You may take this multiple times to increase the number of rounds the target takes this extra damage
by 1.

VORACIOUS ACID [EARTH]


Prerequisites: Corrosive Blade, Lingering Acid
Ability: When you hit with Acid Damage, the target's Defense is lowered by 2.
Special: This can be taken multiple times. Each time it is taken increase the Defense lowering by 2.
ACID WAVE [EARTH]
Prerequisites: Corrosive Blade
Ability: This allows you to unleash a burst of acid in either a 60 foot line, a 30 ft cone or a 20 ft burst. The Acid
deals damage equal to your corrosive blade (and improvements, if appropriate). Any creature in the area is
entitled to a reflex save for half damage, (Spellscore Modifier Based). Any creature that fails it's reflex save is
also effected with your Lingering Acid ability, if you possess it. Your corrosive blade does not need to be active to
use this ability
Special: This may be taken multiple times. Each time adds 2d6 damage to the Acid Wave.

ACID ADAPTATION [EARTH]


Prerequisites: None
Ability: Gain 10 Acid Resistance
Special: You may take this multiple times to gain +10 Acid Resistance

SHATTERING STRIKE [EARTH]


Prerequisites: None
Ability: As a standard action, you can shatter an area of ground, making the terrain rough and hard to traverse.
This ability shatters the earth in a 20 foot radius burst centered on you each time it is used. Passing through
shattered earth requires a DC 20 balance check to avoid falling when moving through it. Using Shattering Strike
in the same area a successive time has no effect beyond the initial effect. You may pass through shattered earth
uninhibited.
Special: Shattering Strike may be taken multiple times, each time increases either the radius by 5 feet or the DC
by 2.

EARTHEN FORTRESS [EARTH]


Prerequisites: Shattering Strike
Ability: When standing on earth, stone, rock, or worked surfaces such as cobblestone or flagstone streets, the
square or square that you occupy raises up into a 5-foot pillar, causing the squares adjacent to it to buckle and
have the same effects as earth effected by your Shattering Strike.
Special: You may take this ability multiple times, it either increases the height of the pillar by 5 feet or the radius
effected by 5 feet. Every time you move, the pillar you were standing on sinks into the ground and another one
rises up in its place. You may activate or suppress this ability as a free action.

EARTHEN KEEP [EARTH]


Prerequisites: Shattering Strike, Earthen Fortress
Ability: The pillars you create with Earthen Fortress do not sink back into the ground after you move away, but
instead remain until otherwise changed. You may activate or suppress this ability as a free action.
Special: You may take this multiple times. Each time it is taken you can target one Pillar per turn and sink it into
the ground.

EARTHEN SPEARS [EARTH]


Prerequisites: Shattering Strike, 2 other Earth Type abilities
Ability: Anyone in the area of your Shattering Strike upon you using the ability, takes 2d6 points of damage
(Doubled if you trip them).
Special: You may take this ability multiple times to increase the damage by 1d6 each time.

MANIPULATE EARTH [EARTH]


Prerequisites: None
Ability: When you activate this ability, all natural, undressed earth in your area becomes softened or hardened.
Wet Packed Dirt becomes Thick Mud and vice versa, Dry Packed Dirt becomes loose sand or dirt and vice versa
and Stone becomes soft clay and vice versa. You affect a 10 foot square with this ability. Anyone that becomes
caught in Thick Mud must make a Spellscore Based Fortitude Save or not be able to move for 1d4 rounds.
Loose Sand or Dirt restricts running and charging to become non existant. Anyone caught by Thick Mud and
having that mud transmuted back to hard packed dirt must make a reflex save or become paralysed for 1d4
rounds.
Special: You may take this ability multiple times to increase the area by 10 feet. If you take it a second time with
this effect it can effect worked stone.
MOVE EARTH [EARTH]
Prerequisites: Manipulate Earth
Ability: This allows you to move earth telekinetically. You can move up to 100lbs of Dirt, Clat, Sand or Stone per
level with this ability. You may move it at a speed of 30 feet per round, and if you strike a target with Dirt or Sand
they take 3d6 damage as a Ranged Touch Attack. If you strike with Stone, the target takes 3d8 Damage as a
ranged touch attack.
Special: You may take this ability multiple times. Each time either increase the damage of the Ranged Touch
attacks by 1 dice, or the amount of earth you can move by 50lbs/level.

EARTHQUAKE [EARTH]
Prerequisites: Shattering Strike, Manipulate Earth and Move Earth
Ability: When you use earthquake, an intense but highly localized tremor rips the ground in an 80 foot spread.
The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts
for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must
make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake
affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake depends
on the nature of the terrain where it is used.
Cave, Cavern, or Tunnel
The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in
(Reflex DC Constitution based) and pinning that creature beneath the rubble (see below). An earthquake cast on
the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
Cliffs
Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any
creature in the path takes 8d6 points of bludgeoning damage (Reflex DC Constitution Based) and is pinned
beneath the rubble (see below).
Open Ground
Each creature standing in the area must make a Constitution Based Reflex save or fall down. Fissures open in
the earth, and every creature on the ground has a 25% chance to fall into one (Constitution Based Reflex Save
to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
Structure
Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or
masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this
damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing
structure takes 8d6 points of bludgeoning damage (Constitution Based Reflex save) and is pinned beneath the
rubble (see below).
River, Lake, or Marsh
Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy
marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures.
Each creature in the area must make a Constitution Based Reflex save or sink down in the mud and quicksand.
At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning
those caught in the mud.
Pinned beneath Rubble
Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned
character falls unconscious, he or she must make a DC 15 Constitution check each round or take 1d6 points of
lethal damage each minute thereafter until freed or dead.
You are never effected by your own Earthquake
Special: You may take this multiple times to either increase the area of the effect by 20feet or increase the
damage dealt by being pinned by 1d6.

TERRA DRIVER [EARTH]


Prerequisites: None
Ability: You gain a burrow speed equal to your Land Speed in Soft Dirt, Sand or Clay.
Special: You may take this multiple times to increase the Burrow speed by 10ft.
IMPROVED TERRA DRIVER [EARTH]
Prerequisites: Terra Driver
Ability: When making a charge from a point underground, you gain +2 to hit. In additional, you gain tremorsense
out to 5 feet. You can burrow through packed dirt and similar materials.
Special: You may take this multiple times. Each time either increase the bonus to hit by 2 or the tremorsense
distance out by 5 feet.

GREATER TERRA DRIVER [EARTH]


Prerequisites: Terra Driver, Improved Terra Driver
Ability: When making a charge from underground, you no longer take AC penalties You can burrow through
solid rock.
Special: You may take this multiple times. Each time you do, add a +2 bonus to any damage you deal while
charging from underground.

SUPERIOR TERRA DRIVER [EARTH]


Prerequisites: Terra Driver, Improved Terra Driver, Greater Terra Driver
Ability: When making a charge from underground, you gain an additional 5 damage for each Earth ability you
possess.
Special: You may take this multiple times. Each time it is taken increase the extra damage dealt by 1 per Earth
type ability you have.

BLESSING OF THE EARTH [EARTH]


Prerequisites: 9 other Earth Type abilities
Ability: Instead of taking damage from acid, you heal from it on a three to one basis (IE if you were about to
take 30 acid damage, you would instead heal 10 points of hit point damage)
Special: You may take this twice more. Each time increasing the healing by 1 modifier (3:1 becomes 2:1
becomes 1:1)

TERRA COTTA SOLDIER [EARTH]


Prerequisites: Manipulate Earth
Ability: As a standard action that provokes an attack of opportunity, you animate a medium sized chunk of stone
into a Rank 2 Golem. This soldier lasts for a number of rounds equal to your spellscore modifier before
crumbling to dust. Once you summon your soldier for the first time, it's Shikai picks are set in stone for any other
time you summon your soldier. The cannot be changed with another summoning.
Special: You may take this multiple times to extend the golem's duration by 1 round.

TERRA COTTA LION [EARTH]


Prerequisites: Manipulate Earth, Terra Cotta Soldier
Ability: As a standard action that provokes an attack of opportunity, you animate a huge sized chunk of stone
into a Rank 4 Golem. This Terra Cotta Lion lasts for a number of rounds equal to half your Spellscore Modifier
before crumbling to dust. Once you summon your lion for the first time, it's Shikai picks are set in stone for any
other time you summon your lion. They cannot be changed with another summoning.
Special: You may take this multiple times to extend the golem's duration by 1 round.

TERRA COTTA ARMY [EARTH]


Prerequisites: Manipulate Earth, Terra Cotta Soldier, 3 other Earth Type Abiliities
Ability: You may summon multiple Soldiers. You must have at least a large quantity of stone to create the
soldiers out of. You may create as many soldiers as you have stone to sculpt them from. 2 Soldiers come from a
Large quantity of stone, 4 soldiers from a huge quantity, 8 soldiers from a gargantuan quantity and 16 soldiers
from a Colossal quantity of stone. Instead of them being Rank 2 Golems however, they are instead rank 1 and all
have the same Shikai Picks. Once you pick the shikai picks, they are set in stone. These soldiers last a number
of rounds equal to your spellscore modifier before crumbling to dust.
Special: You may take this multiple times to increase the duration of the golems by 1 round.
STONE DOME [EARTH]
Prerequisites: Manipulate Earth
Ability: You create a 10 by 10 foot dome of stone encompassing all within. The dome must be formed
somewhere within medium range (100ft + 10ft/Level). The Dome is 6 inches thick (Meaning it has 90 Hit Points)
and has a hardness of 8. It's burst DC of (15 + Level + Constitution Modifier).
Special: You may take this multiple times to either increase the area of the dome by 10 feet, the width by 2
inches or the DC of the Break DC by +2.

EARTHGRIP [EARTH]
Prerequisites: None
Ability: You bring forth an arm of pure earthen materials from the earth, mud, grass or sand around you. The
arm itself must be within close range (25ft + 10ft/2 levels) and must target a creature. The arm itself is medium
sized when created and automatically makes a grapple check that does not provoke an attack of opportunity
against the target. The arm itself has a strength of 18. If a target is successfully grappled, the arm attempts to pin
the target on the next round. If the target is successfully pinned, they take 1d6 + Strength Modifier damage every
round until released. The arm lasts for as long as your Zanpakutou is released or until you release the victim.
Special: You may take this multiple times to increase the size of the hand by 1 size category to a maximum of
colossal, allow it to be created from stone or increase the damage it deals by 2d6.

DOUBLE EARTHGRIP [EARTH]


Prerequisites: Earthgrip
Ability: Instead of creating one arm to grapple the target, you create two arms. This increases the grapple check
as if the arm were one size category larger than it is. If your arm was already colossal when this is taken, you
gain a further +4 bonus to grapple checks. Also double the damage dealt if the target becomes pinned.
Special: This may be taken multiple times. Each time it is taken add +4 to the arm's grapple checks.

FAITH IN THE EARTH [EARTH]


Prerequisites: None
Ability: Whenever the Shinigami deals acid damage, she increases the result of each dice of damage by one.
For example, 5d6 acid damage would become 5d6+5 acid damage if she has this ability.
Special: You may take this ability multiple times. Each time increase the bonus damage by 1.

ELEMENTAL TYPE

Special: You cannot have any Blade, Form, Adaptation, Faith or Blessing ability while you possess this type
other than the ones provided by this type.

ENERGY ABSORB [ELEMENTAL]


Prerequisites: None
Ability: Any time the Shinigami wielding this Zanpakutou is hit with any energy type, they can change the energy
type of the Zanpakutou’s Elemental Type attacks at the beginning of their next turn. If an Elemental ability such
as Elemental Blade is already active, its type changes immediately and the Shinigami does not need to
reactivate the ability again to deal the new type of damage.

ELEMENTAL FLEXABILITY [ELEMENTAL]


Prerequisites: Energy Absorb
Ability: Choose one ability from each of the elemental Zanpakuto types (Earth, Fire, Ice, Lightning, Sonic,
Water, Wind, Death, Mind) that have no requirements, and do not have benefits similar to an Elemental Type
ability. Any time your Elemental type matches with your chosen ability, you can gain the benefit of that ability.
Special: This ability can be taken multiple times, each time you select a different set of abilities to use. They
may have prerequisites and if they require a Blade, Form or Adaptation ability, you may use the Elemental Type
to qualify for them.

ELEMENTAL FORM [ELEMENTAL]


Prerequisites: Energy Absorb
Ability: This changes the form of your Zanpakuto’s attacks, changing it to your Elemental Type. For example,
Projectile-based Zanpakuto will now do Elemental damage, whereas Summon-based Zanpakuto will gain the
appropriate Elemental subtype and do Elemental damage. Elemental Blade may still be used in conjunction with
Elemental Form.
ELEMENTAL BLADE [ELEMENTAL]
Prerequisites: Energy Absorb
Ability: This allows you to charge your Zanpakutou with your current Elemental Type. As a move action, you can
charge your Zanpakutou, giving it an additional 2[BW] elemental damage. If you don't have an elemental type
yet (It's the start of an encounter, You haven't been hit yet, etc), you deal 2[BW] more non-elemental damage.
Special: You can take this ability multiple times. Each time increase the extra elemental damage by 1[BW]. You
cannot have more than 5[BW] extra damage without being epic levels.

ELEMENTAL ADAPTATION [ELEMENTAL]


Prerequisites: Energy Absorb
Ability: You gain 10 Resistance to whatever your Elemental Type is
Special: You can take this multiple times, increasing the elemental resistance you have by 10. This ability shifts
as your Zanpakutou Does. If you have no elemental type, you gain 5 Damage Mitigation per time this is taken.

ELEMENTAL SWATH [ELEMENTAL]


Prerequisites: Energy Absorb
Ability: This changes the form of the zanpakutou’s blade into your current element, causing it to inflict purely
elemental damage. Elemental Blade may still be used in conjunction with Elemental Swath.
Special: This may be taken multiple times. Each time it is taken increase your extra Elemental damage while
using this ability by 1[BW]. You cannot take this extra damage more than your Attacks per round.

SWIFT ELEMENTAL BLADE [ELEMENTAL]


Prerequisites: Energy Absorb, Elemental Blade
Ability: You can release your Elemental Blade as a Swift Action
Special: You can take this multiple times. Each time add +3 to the elemental damage dealt with your elemental
blade.

BLESSING OF THE ELEMENTALS [ELEMENTAL]


Prerequisites: 9 other Elemental Type Abilities
Ability: As a move action you can activate this ability. Instead of taking damage of your elemental type, you
absorb the damage as healing on a three for one basis.
Special: This shifts as your Zanpakutou Does. If you have no elemental type, this ability does nothing

FAITH IN THE ELEMENTS [ELEMENTAL]


Prerequisites: Elemental Blade
Effect: When you deal your elemental type damage, you deal +1 damage per dice of damage you deal.
Example: If you deal 5d6 damage, with this ability you would deal 5d6+5 damage.
Special: This shifts as your Zanpakutou does. If you have no elemental type, it functions off your Zanpakutou's
base damage.

EXPLOSIVE TYPE

BOOM BLADE [EXPLOSIVE]


Prerequisites: None
Ability: This changes the form of the Zanpakutou’s blade into a ballistic form, causing it to inflict Ballistic
damage. Boom Blade may still be used in conjunction with Boom Form. You are immune to any damage from
your Zanpakutou.
Special: You may take this multiple times. Each time increase your Ballistic Damage by 1[BW] to a maximum of
the number of attacks you can make in a round.

BOOM FORM [EXPLOSIVE]


Prerequisites: None
Ability: This changes the form of the Zanpakutou’s attacks, changing them to Ballistic. For example, Projectile-
based Zanpakutou will now do Ballistic damage, whereas Summon-based Zanpakutou will do Ballistic damage.
Boom Blade may still be used in conjunction with Boom Form.
EXPLOSIVE HIT [EXPLOSIVE]
Prerequisites: None
Ability: By activating this as a move action, you deal 2[BW] additional Ballistic damage from the explosion of
your hits.
Special: You may take this multiple times. Each time increase your Ballistic Damage by 1[BW] to a maximum of
5[BW] before epic levels.

SWIFT EXPLOSIVE HIT [EXPLOSIVE]


Prerequisites: Explosive Hit
Ability: It allows you to manifest your Explosive Hit as a Swift Action.
Special: You may take this multiple times. Each time you take it increase the Ballistic damage you deal when
you release your Explosive Hit as a swift action by +3.

FLASH BANG [EXPLOSIVE]


Prerequisites: Boom Blade
Ability: Your attacks now cause sudden intense flashes of light and sound. All within a 10ft radius must make a
Fortitude save DC 15 + level + number of Explosive abilities, or else be disoriented and stunned for a number of
rounds equal to how much the fail was by divided by 3. Target(s) are also blind for 1 round.
Special: You may take this multiple times. Each time increase the blindness effect by 1 round, or increase the
disorientation and stunning by 1 round or increase the radius by 10 feet.

IMPROVED FLASH BANG [EXPLOSIVE]


Prerequisites: Boom Blade, Flash Bang
Ability: Increase the DC of your Flash Bang by +1
Special: You may take this ability multiple times. It's effects stack.

GREATER FLASH BANG [EXPLOSIVE]


Prerequisites: Boom Blade, Flash Bang, Improved Flash Bang
Ability: You may exclude up to your level in allies from your Flash Bang effects.

FRAGMENTATION [EXPLOSIVE]
Prerequisites: Boom Blade
Ability: On a successful hit, a small round ball drops from the point of contact. Half a second later it explodes
dealing 2d6 Ballistic damage, no save, within a 10 foot radius. This damage overcomes damage
reduction/mitigation. This also prompts a DC (15 + Level + The Number of Explosive Abilities you have) Reflex
Save or the target takes 2 Bleed Damage per round for 1d6+1 rounds.
Special: You may take this multiple times. Each time increase the number of balls that drop by 1. Multiple
instances of Bleed Damage from this effect stack and refresh the duration.

IMPROVED FRAGMENTATION [EXPLOSIVE]


Prerequisites: Boom Blade, Fragmentation
Ability: Increase the Bleed Duration by 1d6+1 rounds
Special: You can take this multiple times. It's effects stack.

GREATER FRAGMENTATION [EXPLOSIVE]


Prerequisites: Boom Blade, Fragmentation, Improved Fragmentation
Ability: You may direct the explosive orbs up to Close Range away (25ft + 5ft/2 levels.)
Special: You may take this twice more. The second time increase the range to Medium (100ft + 10ft/Level). The
third time increase the range to Long (400ft + 40ft/Level).
WHITE PHOSPHORUS EXPLOSION [EXPLOSIVE]
Prerequisites: Boom Blade
Ability: Using this ability you create a cloud of white phosphorus in a 10 foot diameter. All within the radius must
make a Fortitude Save with a DC of (15 + Level + The number of Explosive Type abilities you hae) or take 2d6
fire damage. A successful save halves this damage. Anyone that leaves the cloud still takes this damage
(Regardless of save) for a number of rounds equal to the number of explosive abilities you have. Drenching
yourself in water, or rolling around on the ground (A full-round action), reduces the duration by half. The cloud
itself lasts for 1d6+3 rounds before dissipating. If strong wind is present, half the duration of the cloud.
Special: You may take this ability multiple times Each time increase the damage dealt each round by 2d6 or the
Radius by 10 feet or the Fortitude Save by 1.

IMPROVED WHITE PHOSPHORUS EXPLOSION [EXPLOSIVE]


Prerequisites: Boom Blade, White Phosphorus
Ability: Increase the duration that the fire damage lingers after a target leaves the cloud by 2 rounds.
Special: You may take this multiple times. It's effects stack.

GREATER WHITE PHOSPHORUS EXPLOSION [EXPLOSIVE]


Prerequisites: Boom Blade, White Phosphorus, Improved White Phosphorus
Ability: Decrease the reduction of time for drenching yourself in water or rolling on the ground by 10%.
Special: You may take this multiple times. It's effects stack till the number of rounds remains the same
regardless of action.

PRIMER CORD [EXPLOSIVE]


Prerequisites: Boom Blade
Ability: You may, as a move action, draw up to a 30ft line on any horizontal surface. You may delay the
explosion of this line by up to 5 rounds. Once the timer is up (from 0 - 5 rounds later), the line explodes dealing
twice your Zanpakutou's damage (Using your Spellsore Modifier instead of Strength) to both the object and any
creature within 5 feet. A Reflex Save DC (15 + Level + The number of Explosive Type abilities you have) for half
damage. You can end your delay at any time as a free action.
Special: You may take this multiple times. Each time increase the Save DC by 1 or increase the length of the
line by 30ft.

IMPROVED PRIMER CORD [EXPLOSIVE]


Prerequisites: Boom Blade, Primer Cord
Ability: You may now draw on vertical Surfaces with Primer Cord. Increase the radius of the explosion by 5 feet.
Special: You may take this multiple times. Each time increasethe radius of the explosion by 5 feet.

GREATER PRIMER CORD [EXPLOSIVE]


Prerequisites: Boom Blade, Primer Cord, Improved Primer Cord
Ability: You may now draw your cord in mid air, where there is no surface.

SUPERIOR PRIMER CORD [EXPLOSIVE]


Prerequisites: Boom Blade, Primer Cord, Improved Primer Cord, Greater Primer Cord
Ability: You may now direct the blast instead of it being a 360 degree blast.

PERFECT PRIMER CORD [EXPLOSIVE]


Prerequisites: Boom Blade, Primer Cord, Improved Primer Cord, Greater Primer Cord, Superior Primer Cord
Ability: You may now deploy your Primer Cord as part of a Move Action or a Flash Step Check (regardless of it's
action).

DEEP IMPACT [EXPLOSIVE]


Prerequisites: 7 other Explosive Type abilities
Ability: On a successful Critical hit, your Zanpakutou releases explosive energy, doubling the critical damage as
Ballistic Damage.
BUNKER BUSTER [EXPLOSIVE]
Prerequisites: Deep Impact, 7 other Explosive Type abilities
Ability: You may voluntarily activate Deep Impact on an object dealing it's damage to the object ignoring
hardness as part of an attack. Should you do this to a structure larger than a 10 foot cube, it deals damage only
to that 10 foot cube.
Special: You may take this multiple times. Each time it is taken increase the area you effect by a 10ft cube.

FAT MAN [EXPLOSIVE]


Prerequisites: 5 other Explosive Type abilities
Ability: You gain the ability to deal twice your Zanpakutou's [BW] damage (5 becomes 10 etc.) as ballistic
damage to enemies within 20 feet of a point where you designate within long range (400ft + 40ft per level) as a
standard action. Reflex save for half is DC (15 + Level + The Number of Explosion abilities you possess)
Special: You may take this multiple times. Each time increase the [BW] you deal before doubling by 1.

LIL'BOY [EXPLOSIVE]
Prerequisites: Fat Man, 5 other Explosive Type abilities
Ability: Instead of doubling your [BW]'s for Fat Man, triple them.

I.C.B.M. [EXPLOSIVE]
Prerequisites: Fat Man, 9 other Explosive Type abilities
Ability: You gain the ability to fire off your Fat Man explosion at a range of sight. Anywhere you can see, you can
let loose with the Fat Man or Lil'Boy abilities provided you have line of effect to the targeted area. If you fire at an
area that is farther than your normal Fat Man maximum range, it takes full round to explode instead of a
standard action.

SELF-DESTRUCT [EXPLOSIVE]
Prerequisites: None
Ability: You gain the ability to explode in a 30 foot burst centered on you, dealing twice your Zanpakutou's
damage as ballistic damage to all within the burst. This deals one quarter of the damage you dealt back to you.
Reflex save for half is DC (15 + Level + The Number of Explosion abilities you possess)

IMPROVED SELF-DESTRUCT [EXPLOSIVE]


Prerequisites: Self-Destruct
Ability: The radius of the burst is now 20ft + 10ft/4 Levels

SUPERIOR SELF-DESTRUCT [EXPLOSIVE]


Prerequisites: Self-Destruct, Improved Self-Destruct
Ability: Calculate the radius every 2 levels instead of every 4 and you no longer take Recoil damage from
exploding.

CLAYMORE MINE [EXPLOSIVE]


Prerequisites: 2 other Explosive Type abilities
Ability: You gain the ability to lay a trap for your enemies. Placing this is a full round action that provokes an
attack of opportunity. Should any creature pass near your claymore mine within the next X rounds where X is
your level, the claymore explodes in a 40 foot cone in the direction the creature was standing dealing twice your
Zanpakutou's [BW] damage as ballistic damage. Reflex save for half is DC (15 + Level + The Number of
Explosion abilities you possess). You may have as many Claymore Mines in existence as you have Intelligence
Modifier at one time.
Special: You may take this multiple times. Each time you may designate one person that does not trigger the
trap.
FAMINE TYPE

DIRE HUNGER [FAMINE]


Prerequisites: None
Ability: You target one opponent or ally as a standard action. They are allowed a will save (wisdom based) to
resist the effect. If they fail the will save, they are consumed by maddening pangs of hunger and view all other
beings but you as food for 3 + your wisdom modifier in rounds. They gain a bite attack that deals 1d6 damage +
1d6 damage per 5 ranks in Unarmed Strike they have above 1. The subject eschews all other attacks and
focuses on their bite attack. They attack the nearest living creature to them regardless of relationship and will
attack them till that being is dead or another creature moves closer to them. They won't lower their defenses, nor
will they go into obviously deadly situations (such as through a massive fire, or over a pitfall.) to get to their
targets, and will go after the next nearest target instead if they cannot get around the obstacle.
Special: You may take this multiple times. Each time you do, you may designate one being that the target of this
ability doesn't view as food.

IMPROVED DIRE HUNGER [FAMINE]


Prerequisites: Dire Hunger
Ability: This improves the damage dice of the bite attack granted by Dire Hunger by one size category (d6
becomes d8s).
Special: You may take this ability a second time to increase the damage to 2d6[BW]

SUPERIOR DIRE HUNGER [FAMINE]


Prerequisites: Dire Hunger
Ability: The target adds 1 and a half times their Strength Modifier to Damage dealt with their bite attack. In
addition they gain an additional bite attack at their highest base attack bonus during the duration of the
madenning hunger.
Special: You may take this multiple times. Each time either add another .5x to their Strength Modifier to damage,
or increase the number of bite attacks they gain per round by 1 (Max 5)

DEHYDRATE [FAMINE]
Prerequisites: None
Ability: You squeeze the water out of a target. As a standard action, the target, a being withing medium range
(100ft + 10 feet per character level), is subjected to a Fortitude save (Wisdom based) or suffer 1d4 points of
constitution damage.
Special: You may take this multiple times. Each time it is taken increase the DC by 1.

IMPROVED DEHYDRATE [FAMINE]


Prerequisites: Dehydrate
Ability: Your dehydration increases one die size (from d4 to d6).
Special: You may take this multiple times to increase the die size further as follows (d6, d8, d10, 2d6, 2d8, 2d10,
4d6, 4d8)

SUPERIOR DEHYDRATE [FAMINE]


Prerequisites: Dehydrate
Ability: Your dehydration affects all targets within a 30 foot cone from you.
Special: You may take this ability multiple times to increase the length of the cone by 10 feet.

CONSUME ESSENCE [FAMINE]


Prerequisites: None
Ability: You may take constitution damage to make a touch attack. The damage dealt by this touch attack is
negative energy and deals 3d6 damage per point of constitution damaged. You may only make one such touch
attack per round.
Special: You may take this multiple times to increase the damage you deal per constitution damage taken by
1d6.
IMPROVED CONSUME ESSENCE [FAMINE]
Prerequisites: Consume Essence
Ability: You may make an additional Consume Essence attack in a round.
Special: You may take this multiple times to make an additional melee touch attack per round up to your
maximum number of attacks per round.

CONSUMPTION [FAMINE]
Prerequisites: Dehydrate
Ability: You may absorb the constitution damage you deal with Dehydrate to heal your own constitution damage
on a 2 for 1 basis (Therefore if you damage 4 points of constitution of a target, you heal 2 points of constitution)
Special: You may take this ability a second time to increase the healing to a 1:1 basis

GREATER CONSUMPTION [FAMINE]


Prerequisites: Consumption
Ability: You may heal constitution damage above your maximum constitution to a maximum of a +4 bonus. This
bonus grants you bonus hit points if you have the Blooded feat.
Special: You may take this ability multiple times to increase the max cap by +4.

WATER EXTRACTION [FAMINE]


Prerequisites: Dehydrate
Ability: If you kill a target with your Dehydrate ability, the victim explodes in a shower of water which then
animates as a Rank 1 Golem as per the Technology Ability. You may only choose Generic or Water type abilities
for this Golem's Shikai abilities. You may not choose illusion abilities with this golem. You may only control one
water elemental at one time.
Special: You may take this ability multiple times to increase the rank of the summoned Golem by 1. This maxes
out at rank 4.

WEATHER THE STORM [FAMINE]


Prerequisites: None
Ability: You are immune to hunger and thirst as long as you are in possession of your Zanpakutou. This is in
effect even if your Zanpakutou is sealed. This includes the Dire Hunger ability of the Famine Type.

FEAST OF THE WINTER HARVEST [FAMINE]


Prerequisites: None
Ability: You bring forth a great feast, including a magnificent table, chairs, service, and food and drink for one
creature per character level. The feast takes 1 hour to consume, and the beneficial effects do not set in until this
hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes
immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two character levels (maximum
+10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants
each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12
hours. If the feast is interrupted for any reason, the effect is ruined and the bonuses are negated
Special: You may take this multiple times to increase the number of temporary hit points by 1d8 +1 and the
maximum of the Temporary hit points by +10.

ENHANCED CONSUMPTION [FAMINE]


Prerequisite: Dehydrate
Ability: Whenever you deal damage with your dehydrate ability, you gain that damage x 10 in Reiatsu returned
to your pool. You cannot go above your maximum reiatsu in this way.
Special: You may take this multiple times to increase the multiple gained by x5 (IE x10 would become x15)

ADVANCED CONSUMPTION [FAMINE]


Prerequisites: Dehydrate, Enhanced Consumption
Ability: You may now go above your maximum Reiatsu pool with your Enhanced Consumption. The maximum
you can hold is one and a half times your Reiatsu Score. Extra Reiatsu bleeds off at a rate of 10 points per
round.
Special: You may take this again at your own peril. Each time you take it, you can hold another .5x multiplier
more Reiatsu above your pool, but for each .5x above 1.5x you have within you, you take 1d6 damage per round
(So if you had 5x your Reiatsu Score, you would take 7d6 damage per round)
FIRE TYPE

FIRE BLADE [FIRE]


Prerequisites: None
Ability: This changes the form of the zanpakutou’s blade into fire, causing it to inflict fire damage. Flame Blade
may still be used in conjunction with Fire Blade.
Special: This may be taken multiple times. Each time it is taken increase your extra fire damage while using this
ability by 1[BW]. You cannot take this extra damage more than your Attacks per round.

FIRE FORM [FIRE]


Prerequisites: None
Ability: This changes the form of the zanpakutou’s attacks, changing them to fire. For example, Projectile-based
Zanpakutou will now do fire damage, whereas Summon-based Zanpakutou will gain the Fire subtype and do fire
damage. Flame Blade may still be used in conjunction with Fire Form.

FLAME BLADE [FIRE]


Prerequisites: None
Ability: As a move action, you may add 1[BW] fire damage to your weapon attack.
Special: This may be taken multiple times. Each time it is taken, increase the fire damage added by 1[BW]. You
cannot have more than 4[BW] total extra damage without being epic levels.

SWIFT FLAME BLADE [FIRE]


Prerequisites: Flame Blade
Ability: You may manifest your Flame Blade as a swift action
Special: You may take this multiple times. Each time you do, you may add +3 to the damage you deal with
Flame Blade when you release it as a swift action.

FIRE SHIELD [FIRE]


Prerequisites: None
Ability: You gain the ability to wreathe yourself in flames as a standard action. Anyone attacking you in melee
combat, or with an unarmed strke or natural weapon takes 1d6 +1/Level (Maximum +15) damage. Also, while
this is active, you take 50% damage from fire and cold based attacks.
Special: This can be taken multiple times, each expands the fire shield in increments of a 5-foot burst (three
times increases it to a 10-foot burst, four times to a 15-foot burst, and so on). Anybody other than you standing
within the fire shield takes the damage automatically. Alternately, taking this skill multiple times can allow the Fire
Shield to set whatever ground it touches ablaze. Advancing the Fire Shield in this manner functions identically to
the igniting touch ability.

SWIFT FIRE SHIELD [FIRE]


Prerequisites: Fire Shield
Ability: This ability allows you to manifest your Fire Shield as a Move Action.
Special: Taking this ability a second time allows you to manifest your Fire Shield as a Swift Action.

IGNITING TOUCH [FIRE]


Prerequisites: Flame Blade or Fire Blade
Ability: This ability only functions while Flame Blade or Fire Blade are active. It allows your zanpakutou to set
flammable targets ablaze. When it comes in contact with anything flammable (successful attacks count as
contact for such purposes) such as clothing or wood, the target is set ablaze. Attended objects or people are
allowed a Reflex save DC (Constitution Based)to avoid catching fire. The fire lasts for a number of rounds equal
to your constitution modifier+3, with a 1-round minimum. Catching fire deals 2d6 damage per round. You are
immune to the effects of any flame created by the zanpakutou.
Special: This can be taken multiple times, it can have one of several effects. The first effect is to increase the
amount of fire damage taken by 1d6. The second effect is it allows you to ignite nonflammable materials,
although the damage nonflammable materials deal is reduced by 1d6, to a minimum of 1d6 damage. The third
effect is to increase the Reflex save DC by 1 and the duration by 1.
FIRE ADAPTATION [FIRE]
Prerequisites: None
Ability: You gain 10 Fire Resistance or 10 Cold Resistance
Special: You may take this multiple times to increase the resistance gained by 10 or take the other resistance
and increase it by 10.

CAUTERIZE WOUNDS [FIRE]


Prerequisites: Flame Blade or Fire Blade
Ability: This allows you to cauterize your wounds with your fire, preventing you from bleeding. As a standard
action, it allows you to convert 2d6 points of damage into nonlethal damage.
Special: You may take this ability multiple times, each one increases the amount of damage converted by 1d6.

HEAT SHIMMER [FIRE]


Prerequisites: None
Ability: You can grant yourself a 20% miss chance as a standard action that lasts 3 + Spellscore Modifier
rounds before it needs to be activated again.
Special: You may take this three more times to increase the granted miss chance by 10% each time.

HEAT OF THE DESERT [FIRE]


Prerequisites: None
Ability: By exuding massive quantities of heat, you can fatigue your enemies by sheer force of will. This is a full-
round action that does not provoke an attack of opportunity. All living or spirit creatures within 20 feet of you must
make a fortitude save (Constitution Based) or immediately be fatigued.
Special: This may be taken multiple times to increase the area by 10 feet.

IMPROVED HEAT OF THE DESERT [FIRE]


Prerequisites: Heat of the Desert
Ability: Instead of being fatigued from your Heat of the Desert. Anyone that fails the save is exhausted
Special: You may take this ability multiple times. The first time you do, anyone that fails your fortitude save takes
1d6 non-lethal damage in addition to being exhausted. Each other time this is taken increase the non-lethal
damage taken by 1d6.

GREATER HEAT OF THE DESERT [FIRE]


Prerequisites: Heat of the Desert, Improved Heat of the Desert
Ability: Your Heat of the Desert becomes a static bubble around you in a 20ft radius that lasts for 3 + Spellscore
Modifier rounds before dissipating. Each round all within the bubble must make your Heat of the Desert's
Fortitude Save or succumb to the effects of Improved Heat of the Desert.
Special: You may take this ability more than once. each time it is taken, increase the DC of your Heat of the
Desert by +1.

SHARED SPARK [FIRE]


Prerequisites: Flame Blade
Ability: Choose one ally. Their racial weapon deals 1[BW] less Fire damage than yours does (Minimum 1[BW]
Fire damage)
Special: You may take this ability multiple times. Each time you may choose an additional ally to share your
flames with.

BLESSING OF THE SUN [FIRE]


Prerequisites: 9 other Fire type abilities
Ability: Instead of taking damage from Fire, you heal from it on a three to one basis (IE if you were about to take
30 fire damage, you would instead heal 10 points of hit point damage).
Special: You may take this ability twice more. Each time you do, increase the healing by 1 tier (3:1 becomes 2:1
becomes 1:1)
HEATED PLASMA [FIRE]
Prerequisites: None
Ability: You create a miniature sun on the end of your sword and send it out to supernova at your choice. The
supernova deals Half Fire and Half Force damage in a radius of 20 feet within medium range and forces a reflex
save (Constitution Based) or the victims catch fire. The explosion deals 3d6 damage to those within 20 feet of
the explosion, 2d6 damage to those between 21 feet and 30 feet, and 1d6 damage to those 31 feet to 40 feet.
The supernova ignores the hardness of objects up to 8.
Special: You may take this multiple times to increase the initial radius by 10 feet and the secondary radius by 5
feet each or to increase the save DC by 1 or to increase all three damages by 1d6.

IMPROVED HEATED PLASMA [FIRE]


Prerequisites: Heated Plasma
Ability: Your heated Plasma is now a Long Range attack that deals d8's of damage. Also the explosion deals
double damage to objects and ignores hardness up to 15.
Special: You may take this multiple times. Each time it is taken improve the hardness ignored by 2.

FORM OF FIRE [FIRE]


Prerequisites: Igniting Touch and Fire Adaptation 3x
Ability: You become living fire as a standard action that does not provoke an attack of opportunity. Your Fire
Form lasts for 3 + Spellscore Modifier in rounds before it has to be activated again after a 1d4 + 1 round cool
down. While in fire form you can make unarmed strikes as if you had the Supersonic Strike feat. All damage you
deal in Fire Form is fire damage. You unfortunately take double damage from cold attacks while in fire form
though existing resistances to cold still count against the initial damage before it is doubled (IE If you were going
to take 30 points of Cold Damage and you have resistance 20 Cold, you would take 20 cold damage as your
resistance would account for all but 10 points of initial damage). If you have Flame Blade and it's superiors, you
may use the while in this form on your unarmed strikes.
Special: You may take this multiple times. Each time you do your timer increases by 1 round

IMPROVED FORM OF FIRE [FIRE]


Prerequisites: Form of Fire
Ability: You no longer take double damage from Cold attacks while in Fire Form.
Special: You may take this multiple times. Each time it is taken, you gain 10 Reisistance to Fire and Cold
damage as if you had the Fire Adaptation ability.

GREATER FORM OF FIRE [FIRE]


Prerequisites: Form of Fire, Improved Form of Fire
Ability: While in Form of Fire, you take 1/4 damage from fire attacks

SECOND DEGREE BURNS [FIRE]


Prerequisites: 3 Fire type abilities
Ability: Fire damage you deal heals at one half the normal rate. This also means that any healing dealt to the
fire damage you deal is halved.

THIRD DEGREE BURNS [FIRE]


Prerequisites: Second Degree Burns and 4 other Fire type abilities
Ability: Fire damage you deal heals at one third the normal rate. This also means that any healing dealt to the
fire damage you deal is thirded.

BURNED TO ASHES [FIRE]


Prerequisites: Third Degree Burns
Ability: Anyone brought to 0 HP or lower by your fire-based attacks is disintegrated.

BURNED OUT OF EXISTANCE [FIRE]


Prerequisites: Second Degree Burns, Third Degree Burns, Burned to Ashes, 4 other Fire type abilities
Ability: Anyone slain by your fire-based attacks cannot be Resurrected, but can be Recombined.
PHOENIX FIRE [FIRE]
Prerequisites: 4 other fire type abilities
Ability: You may, as a full round action, turn off all Fire Type abilities you have including passive ones. Should
you do so, you heal 4d8 + Character Level (Maximum 20) /round hit points. The fire type abilities turn off for 3
rounds.
Special: You may take this multiple times to increase the healing by 1d8 or the extra healing maximum by 5.

FAITH IN THE FLAMES [FIRE]


Prerequisites: None
Ability: Whenever the user deals fire damage, she increases the result of each dice of damage by one. For
example, 5d6 fire damage would become 5d6+5 fire damage if she has this ability.
Special: You may take this multiple times to increase the extra damage by 1 each time.

GENERIC TYPE

Special: These abilities are available to all Zanpakutou regardless of type. You cannot have a specialized
Generic Type Zanpakutou.

ABILITY INCREASE [GENERIC]


Prerequisites: None
Ability: Increase one of your ability scores by +4 while your Zanpakutou is released. For Constantly released
Zanpakutou, this bonus must be activated as a swift action, and lasts until the end of the current encounter.
Special: This ability may be taken multiple times, its effects stack if necessary.

SPEED [GENERIC]
Prerequisites: None
Ability: You gain +10ft Land Speed while your Zanpakutou is released
Special: You can take this multiple times. It's effect stacks

IMPROVED SPEED [GENERIC]


Prerequisites: Speed
Ability: Your Flash Step Checks gain a +5 bonus while your Zanpakutou is Released.
Special: You can take this multiple times. It's effect stacks.

GREATER SPEED [GENERIC]


Prerequisites: Speed, Improved Speed
Ability: As an immediate action, you may make a DC 10 Flash Step check to gain a +1 bonus to Defense
checks for one full round. This stacks with the Aid Another use of Flash Step. For each 5 points you defeat the
DC by add another +1 to the Defense rolls for that round.
Special: You may take this multiple times to increase the bonus to Defense by +1, +1 per 5 you beat the DC.

SUPERIOR SPEED [GENERIC]


Prerequisites: Speed, Improved Speed, Greater Speed
Ability: As an immediate Action you may make a DC 15 Flash Step check to gain a +1 bonus to attack rolls that
round. For every 5 you beat the DC by add another +1 to the attack rolls for that round.
Special: You may take this multiple times. Each time you do add +1 to the base increase and +1 per 5 you beat
the DC.

PERFECT SPEED [GENERIC]


Prerequisites: Speed, Improved Speed, Greater Speed, Perfect Speed
Ability: As an immediate action, you may make a DC 25 Flash Step check to gain the benefits of both Greater
Speed and Superior Speed.
Special: You may take this multiple times. Each time you do decrease the Flash Step DC by 5 to a minimum of
10
SKILLFUL [GENERIC]
Prerequisites: None
Ability: This ability gives you +10 to skill checks for a specific non base skill. This only takes effect while your
Zanpakutou is released.
Special: This may be taken multiple times, it's effects do not stack, but are applied to a different skill each time.

SKILLFUL REACTIONS [GENERIC]


Prerequisites: Skillful
Ability: Choose one Reaction Skill. You gain a +5 bonus to that skill while your Zanpakutou is released.
Special: You may take this up to three times. Each time for a different Reaction Skill.

SKILLFUL ATTACKS [GENERIC]


Prerequisites: Skillful
Ability: Choose one Attack Skill. You gain a +5 bonus to that skill while your Zanpakutou is released
Special: You may take this up to three times. Each time for a different Attack skill

SKILLFUL DEFENSES [GENERIC]


Prerequisites: Skillful
Ability: Choose one Defense (Fortitude, Reflex or Will). You gain a +5 bonus to that Skill while your Zanpakutou
is released.
Special: You may take this up to three times. Each time for a different Defense skill

CHANGE ATTACK FORM [GENERIC]


Prerequisites: None
Ability: You may change the required saving throw of any one ability to any other saving throw. The ability's
manifestation changes to reflect this.

TRUE SIGHT [GENERIC]


Prerequisites: None
Ability: This allows you to pierce the mirage ability tree and the deflect light abilities of the light type, seeing
what is truly there.
Special: This ability may be taken multiple times, each time makes it stronger (to determine the level of illusion
vs. the level of true sight, compare the amount of times the user of the illusion has taken the Mirage ability or
related abilities against how many times you have taken the True Sight ability. The one who has taken their
respective ability more trumps the other.)

FLIGHT [GENERIC]
Prerequisites: None
Ability: This gives you the ability to fly at your normal speed with average maneuverability while your
zanpakutou is released. While not in combat, you gain an overland fly speed equal to your Swim Ranks x10
Miles Per Hour
Special: You may take this ability multiple times. Each time increases your maneuverability by one step (Max
Perfect) or increases your overland modifier by another x10.

POWER OR SPEED [GENERIC]


Prerequisites: None
Ability: At your option your Zanpakutou can sacrifice power for speed, or speed for power. You may either
reduce your damage by 1[BW] to gain a +5 bonus on attacks, or reduce your attack roll by 5 to gain +1[BW]
damage as a swift action.
Special: You may take this multiple times. Each time you take it, you can shift an additiona 1[BW] or +5 Attack
bonus to the other.

SPIRIT BLAST [GENERIC]


Prerequisites: None
Ability: You can make a ranged touch attack within 50 feet that deals 2d8 damage.
Special: Each time you take this ability, the damage increases by 2d8 or the range increases by 30.
IMPROVED SPIRIT BLAST [GENERIC]
Prerequisites: Spirit Blast
Ability: Your Spirit Blast gains a +1 to hit and +2 to damage
Special: You may take this ability multiple times. It's effects stack.

RAPID SPIRIT BLAST [GENERIC]


Prerequisites: Spirit Blast
Ability: As a full round action, you may make one additional Spirit Blast, up to a maximum of your full attack.
Special: This ability may be taken multiple times; each time allows an additional Spirit Blast up to your maximum
attacks in a round.

GREATER SPIRIT BLAST [GENERIC]


Prerequisites: Spirit Blast, Rapid Spirit Blast x2
Ability: When using rapid spirit blast, you can instead choose to combine all of the blasts into one great burst of
spiritual energy. This blast has +1 to hit for each blast sacrificed, and causes damage equal to the combined
damage of the spirit blasts
Special: You may take this ability multiple times. Each time it is taken increase the bonus to attack rolls by an
additional +1 per Spirit Blast sacrificed.

SPIRIT BLADE [GENERIC]


Prerequisites: Spirit Blast, 4 other Generic Type abilities
Ability: When making an attack with your Zanpakutou, you can channel a spirit blast or greater spirit blast into
the first strike you make in that round. If the attack hits, then the target is also struck by the spirit blast.
Special: You may take this multiple times. Each time it is taken allows you to make another attack with this
ability as part of your full attack action.

SPIRIT WAVE [GENERIC]


Prerequisites: Spirit Blast, 2 other Generic type abilities
Ability: When using spirit blast, you can use the attack as a cone with 1/2 the range. The victim is entitled to a
spellscore based reflex save for half damage.
Special: This can be used with rapid spirit blast or greater spirit blast. You may take this ability multiple times.
Each time increases the cone's range by 10ft.

CHANGE THE SOURCE [GENERIC]


Prerequisites: None
Ability: Your Zanpakutou can be changed from a weapon of brute force to a precise scalpel or a function of
mathematical accuracy. Choose an ability score; your Zanpakutou now functions as though that ability score
were your Strength for the purpose of attack and damage modifiers and Shikai/Bankai abilities.
Special: This ability can be taken three times; once for normal melee attacks, once for Summons, and once for
Projectile attacks.

CHANGE REIATSU SOURCE [GENERIC]


Prerequisites: None
Ability: This allows you to change the statistic used to govern your saving throws from it's normal ability score to
any other of your choice.
Special: This also changes the saving throws used by your Summons.

AWARENESS [GENERIC]
Prerequisites: None
Ability: You gain a +4 bonus to Spot, Listen and Sense Motive. You always know which way is North while your
Zanpakutou is released.
Special: You may take this multiple times. The bonuses stack.

IMPROVED AWARENESS [GENERIC]


Prerequisites: Awareness
Ability: You gain a +4 to Initiative while your Zanpakutou is released.
Special: You may take this multiple times. It's effects stack.
GREATER AWARENESS [GENERIC]
Prerequisites: Awareness, Improved Awareness
Ability: You gain Uncanny Dodge while your Zanpakutou is released.
Special: You may take this a second time to gain Improved Uncanny Dodge while your Zanpakutou is released,
or Uncanny Dodge at all times. You may take it a third time to gain Improved Uncanny Dodge at all times.

SUPERIOR AWARENESS [GENERIC]


Prerequisites: Awareness, Improved Awareness, Greater Awareness
Ability: You may tell if a target is lying to you, and read their surface thoughts by concentrating on the target for
one full-round. They get a spellscore based Will Save against the effect, but do not become aware of the effect.
You gain Blindsight out to 5 feet.
Special: This ability can be taken multiple times; each time either increases the Will save DC by +2 or the range
of your Blindsight by 5 feet.

PERFECT AWARENESS [GENERIC]


Prerequisites: Awareness, Improved Awareness, Greater Awareness, Superior Awareness
Ability: You see all things as they truly are; you can see through normal and supernatural darkness, through
concealment due to supernatural abilities, through illusions and shapechange effects, abilities meant to conceal
something from view (such as invisibility), and similar effects. You cannot see through solid objects or natural
concealment (such as fog or tall grass). For the purpose of other Zanpakutou abilities like Mirage, you make a
Spot or Sense Motive check (whichever is higher) against their Bluff or caster level check (whichever is higher).

ATTACK TYPE SPECIALIST [GENERIC]


Prerequisites: None
Ability: Choose Defense, Will, Reflex, or Fortitude. Attacks made with Shikai/Bankai abilities requiring a save
may be changed to require the defense chosen. This choice is permanent, made for all your abilities when
gaining this ability or for any ability gained when you gain it.
Special: You may take this ability multiple times; each time selecting a new skill. You may freely choose between
the skills chosen.

GROWTH [GENERIC]
Prerequisites: None
Ability: You have the ability to grow one size category gaining all the size penalties and bonuses as normal as a
standard action. It takes a standard action to grow. Your base damage increases as follows (1d6, 1d8, 1d10,
2d6, 2d8, 2d10, 4d6, 4d8). You do not have to grow to your maximum size when using this ability. If there is
insufficient room to grow to the size you wish to grow to, you automatically attempt to burst the structure. Should
you fail, you return to the closest size category to which would fit comfortably in the area you have occupied.
This cannot be used in conjunction with Shrink and if you do shrink (Whether it is to your normal size or with the
Shrink option). You lose all bonuses granted by this ability and improved growth.
Special: This may be taken multiple times to increase the size you can grow to by one size category.

IMPROVED GROWTH [GENERIC]


Prerequisites: Growth
Ability: When you grow, you gain a +2 bonus to Strength, Dexterity and Constitution.
Special: You may take this multiple times. It's effects stack

GREATER GROWTH [GENERIC]


Prerequisites: Growth, Improved Growth x2
Ability: You may choose to grow just a limb instead of your whole body. Should you do that, your damage grows
to it's appropriate size, but you only gain one half the benefits of the growth. This may be done as part of an
attack.

SHRINKING [GENERIC]
Prerequisites: None
Ability: You have the ability to shrink one size category gaining all the size penalties and bonuses as normal as
a standard action. It takes a standard action to shrink. This cannot be used in conjunction with Growth and if you
do grow (Whether it is to your normal size or with the Growth option). You lose all bonuses granted by this ability
and improved shrinking.
Special: This may be taken multiple times to decrease the size you can grow by one size category.
IMPROVED SHRINKING [GENERIC]
Prerequisites: Shrinking
Ability: When you shrink, you gain a +2 bonus to Strength, Dexterity and Constitution.
Special: You may take this multiple times, it's effects stacks

GREATER SHRINKING [GENERIC]


Prerequisites: Shrinking, Improved Shrinking
Ability: When you shrink you gain a +2 dodge bonus to Defense per size category shrunk.
Special: You may choose this ability multiple times. It's effects stack

GREATER GRIP [GENERIC]


Prerequisites: None
Ability: While your Zanpakutou is released, you grow two additional arms. These arms confer a +4 bonus to
Strength when in use, and end in a pair of wicked claws with opposable thumbs. These arms are secondary
limbs and may be used to make 2 claw attacks that deal 1d8 damage + 1d8 damage per 5 ranks in Unarmed
Strike you have above 1. These attacks are made at -5 penalty.
Special: This may be taken multiple times to increase the arm growth by 2 each time and the bonus to strength
by +2.

ALTERNATIVE FORM [GENERIC]


Prerequisites: None
Ability: You may take an alternate form when your Zanpakutou is released. This is done by rearranging your
statistics at will. You may not increase a statistic more than 2x it's normal, and you can't more than half another
statistic.
Special: You may take this multiple times. If you do, gain an additional 10 points to spend on your statistics per
time taken. You still cannot more than double a statistic.

ADAPTATION [GENERIC]
Prerequisites: None
Ability: Choose one naturally occurring environment (such as underwater, in lava, space). You can survive in
that environment while your Zanpakutou is released.
Special: You may take this multiple times to gain a new naturally occurring environment each time.

ELASTICITY [GENERIC]
Prerequisites: None
Ability: You may stretch your limbs out 100feet per time you take this. You take a -2 penalty to strength every 20
feet you stretch your limbs. You actively threaten out to 10 feet.
Special: You may take this multiple times to increase the length you can stretch your limbs by 100 feet and the
area you threaten by 5 feet. Each time you take this you gain a +2 on grapple checks and escape artist checks
to escape being grappled or bound.

HEIGHTENED SENSES [GENERIC]


Prerequisites: None
Ability: Choose a sense, you gain a +4 bonus on checks to detect things with that sense. Alternatively, you may
choose all your senses. You must take this a second time to gain any bonuses if you choose all senses.
Special: You may take this multiple times to gain an additional +4 bonus to the selected checks.

BONUS FEAT [GENERIC]


Prerequisites: None
Ability: Choose two non prestige feats you meet the prerequisites for. While your weapon is released, you
benefit from those feats as if you had them as bonus feats.
Special: This may be taken multiple times, each time choose new feats. You may use feats garnered in this way
to qualify for other feats through this ability. You cannot gain any Zanpakutou feat in this way. Other feats are at
GM discretion. Choose wisely.

SPECIAL ABILITY [GENERIC]


Prerequisites: None
Ability: You gain a special ability as defined by you and your GM.
Special: You may choose this additional times. Each time either improve or gain a new ability.
ELEMENTAL CONTROL [GENERIC]
Prerequisites: An Elemental Type (Or the Light, Darkness, Death, Mind or Sonic types)
Special: You have the ability to control the elemental power of your Zanpakutou with surprising accuracy. You
may control any element that is on your Zanpakutou within close range (25 feet + 5 feet per 2 levels). The
maximum amount of controllable material is one five cubic foot square of material per time you take this ability.
The element does not have to be present when you wish to use this ability if the element in question is able to be
created in the environment you are in (IE If there are combustible materials around you can create and then
control fire. If there is moisture in the air, or on the ground you can create and control water/ice.)
While controlling your element you may also do tricks with these elements that require a concentration check
with a DC set by the GM ranging from 0 for extremely simple tricks to 40 or above for highly complex tricks. An
example of a simple trick would be sparking a fire on a highly combustible object.
Elements you control CAN cause damage if they would normally be able to. For example, setting someone's
shohakusho on fire would cause normal damage for being on fire. Setting someone in a block of ice might
induce suffocation. Creating a flash of light might cause blindness. Side effects of elemental control are at GM
discretion and should be kept within reason.

CHANGE FORM [GENERIC]


Prerequisites: None
Ability: You gain 3 points to alter your Zanpakutou as per the feat "Alternate Zanpakutou Form"

ADAPTIVE ATTACK SPECIALIST [GENERIC]


Prerequisites: Attack Type Specialist for all three saves, 4 other Generic Type abilities
Ability: This is a swift action that does not provoke an attack of opportunity. When using any shikai ability that
allows a save, you may activate this ability. The save for the ability becomes the targets lowest save. You do not
learn what save this is.

PENETRATING [GENERIC]
Prerequisites: Any Shikai ability that requires a save.
Ability: All your DCs are raised by 1 for your Zanpakutou.
Special: You may take this multiple times. It's effects stack.

FUSED STRIKE [GENERIC]


Prerequisites: One ability from another list
Ability: Whenever the Shinigami uses an ability from another Zanpakutou type that targets an enemy, she may
choose to use it as a melee attack through her Zanpakutou rather than its normal type of attack. If used in this
way, it benefits from all advantages of the Zanpakutou.
An area attack used in this manner loses all area effect. An ability that can hit multiple foes can hit as many foes
as the Shinigami can make in a full attack (even if this is more). This does not change the action of the ability.
This cannot be used on an ability that is already a Zanpakutou attack (non-Zanpakutou melee attacks are
acceptable)
This cannot be used with a whirlwind attack.

GREATER FUSED STRIKE [GENERIC]


Prerequisites: Fused Strike and 5 abilities from another list
Ability: When using an ability through Fused Strike, the Shinigami may use the ability a number of times up to
the amount of attacks she could make in a full attack action. This is a full round action, or if the ability was
already a full round action a full round + swift action. Otherwise, this functions identically to fused strike.

IMPROVED FUSED STRIKE [GENERIC]


Prerequisites: Fused Strike
Ability: You may take two different Zanpakutou abilities and combine their effects together. You decide which
ability happens first, and which ability happens second. You decide which area is used if one or both of the
abilities have an area. If only one ability has an area, use that area. You also decide which saving throw is used
if there are two different saving throw types. You use the greater of the two attack numbers if one or both
abilities have multiple attacks. You can't choose an ability that is required for another ability.
Special: You may choose this multiple times. Each time combine two different abilities, or add another to the
combination.
NORMAL FORM [GENERIC]
Prerequisites: None
Ability: Using this ability, you can change an elemental attack into an attack dealing the base damage of your
Zanpakutou (Piercing, Bludgeoning or Slashing). This can be applied to any elemental ability (Example: You
could turn your Flame Shield into a shield of slashing damage)

GAMES TYPE

GAMES [GAMES]
Prerequisites: None
Ability: This enables the usage of the demon skills below. The zanpakutou will announce out loud the game
being played and once announced, the user and their opponent are bound by the game itself. The game effects
the user and one opponent. Each game must be taken separately. While your Zanpakutou is released you gain a
+2 bonus on Weapon Attack and Defense rolls.
Special: You may take this multiple times to add additional +2 bonuses to the Weapon Attack and Defense Rolls

WINNER'S CIRCLE [GAMES]


Prerequisites: Games
Ability: When you win a game, your Zanapkautou deals +2[BW] damage
Special: You may take this multiple times. Each time increase the bonus damage by +2[BW] to a maximum of
8[BW] before epic levels.

SILENT CHAMPION [GAMES]


Prerequisites: Games
Ability: Choose one opponent per point of Spellscore Modifier. They do not hear the choice of game that the
Zanpakutou is going to play.
Special: You may take this ability multiple times, each time choose an additional opponent that cannot hear the
game to be played.

TAKAONI (MOUNTAIN DEMON) [GAMES]


Prerequisites: Games
Ability: This is the simplest game to play. Whomever has the higher ground at the beginning of the round wins
the game.
Special: You may take this multiple times. Each time it is taken, it takes 5 more feet of space for an opponent to
win against you.

KAGEONI (SHADOW DEMON) [GAMES]


Prerequisites: Games
Ability: This is a harder game to play. Whoever steps on the other's shadow wins. Stepping on someone's
shadow allows them to make a reflex save with a DC of 12 + character level + dexterity modifier of the one
stepping to get out of the way. Also, you and your opponent can teleport from one shadow to another once per
round at a distance of 10 feet per character level. Teleporting into your opponent's shadow is legal, but requires
an attack roll versus the space they are occupying opposed by your opponent's Defense roll.
Special: You may take this multiple times. Each time increase the DC of your Kageoni rolls by 2

IROONI (COLORFUL DEMON) [GAMES]


Prerequisites: Games
Ability: This is a color based game. Each player announces a color, and can only strike that color. If you are not
wearing the color in question, you cannot benefit from Winner's Circle or any of it's better forms. If you are
wearing a little of the color you call, you deal normal damage (including Winner's Circle). If more than 50% of
your body is covered by the color you choose, you deal an extra 2[BW] damage on top of all the other damage
you would normally deal.
Special: You may take this multiple times. Each time it is taken, increase the amount of damage you deal if you
are wearing more than 50% of your body with the color by 2[BW]
KAZUTORI (COUNTING GAME) [GAMES]
Prerequisites: Games
Ability: This is a simple number game. The zanpakutou thinks of a number between 1 and 10. At the beginning
of each round, each person in the combat guesses a number. The person who guesses it first wins and can
attack normally that round. After someone wins, the number is reset randomly.
Special: You may take this multiple times. Each time the Zanpakutou picks an additional number that only the
Games type owner can guess to win.

DAMARUONI (SILENT DEMON) [GAMES]


Prerequisites: Games
Ability: This game is a game of silence. Each time a player wants to attack, they must make a move silently
check. If the other person beats that check with their listen check, the player loses, and cannot damage the
opponent that turn.
Special: You may take this multiple times. Each time you gain a +2 bonus on Move Silently and Listen checks
while playing this game.

MEKURAONI (BLIND DEMON) [GAMES]


Prerequisites: Games
Ability: Both players are stricken blind. First person to strike their opponent wins, and has their blindness lifted
for 1d4 rounds.
Special: You may take this multiple times. Each time it is taken, you gain an additional round of sight when you
win, and you are considered to have won for 1 additional round after striking your opponent.

SHOUGI (CHESS) [GAMES]


Prerequisites: Games
Ability: The Zanpakutou announces a set of directions from the following list. (Straight Lines, Diagonal or The
Letter L) If you move any other way on that turn you lose the round. If you get to your opponent moving only in
the directions used, you win the round. If both opponents manage to do so, there is a draw and both can
damage each other. Also, the zanpakutou has a 25% chance of shouting "Joou" When this happens, the game is
suspended, and you can move as you like till it shouts "Daiou" when the game comes back on.
Special: You may take this multiple times. Each time there is a 5% higher chance that the Zanpakutou will
announce Joou (Maximum 75%) each round.

SEIYOUIGO (CHECKERS) [GAMES]


Prerequisites: Games
Ability: This game is a jumping game. You win this game by jumping over your opponent (Jump Check DC 15 +
Character Level + Dexterity Modifier of the one being jumped over). This does not provoke an attack of
opportunity. If someone manages to win 3 consecutive rounds without the other winning one, they are made the
Daiou, and may attack for 3 rounds without restraint. During the three rounds of being Daiou, you gain the
benefits of Winner's Circle and it's improvements.
Special: This may be taken multiple times. Each time you gain a +4 bonus to Jump checks while playing this
games.

TOKUTEIONI (SPECIFIC DEMON) [GAMES]


Prerequisites: Games
Ability: This is a game akin to Simon. To the viewer's eyes colored squares appear upon the opponents, to deal
damage, you must hit all points that appear in order. To do so you must succeed a Perform check with a DC of
15 + the number of rounds Tokuteioni has been played. If you manage to hit all the squares, the opponent rolls
defense versus your perform check to avoid taking damage.
Special: This may be taken multiple times. Each time it is taken you gain a +4 bonus to Perform checks while
playing this game.
GRAVITY TYPE

PULL [GRAVITY]
Prerequisites: None
Ability: This ability targets one individual or item. You pull the object in question towards yourself at a speed of
10 feet per round per level. You may move 100lbs of material. Attended objects and conscious individuals are
entitled to a will save (constitution based) to resist. If you move a target into blocking terrain, they take damage
as if they fell the distance.
Special: You may take this ability multiple times which doubles the weight you can pull each time you take this
ability (2 takings is 200lbs, 3 takings is 400lbs, 4 takings is 800lbs, etc).

PUSH [GRAVITY]
Prerequisites: None
Ability: This ability functions exactly like Pull but instead pushes the target. If your victim hits an object on the
way to the outer edge of your push, they take falling damage as if they fell the distance. If the falling damage is
sufficient to meet the break DC of the barrier, you push the target through it and the target continues on.
Special: You may take this ability multiple times which doubles the weight you can pull each time you take this
ability (2 takings is 200lbs, 3 takings is 400lbs, 4 takings is 800lbs, etc)

CRUSH [GRAVITY]
Prerequisites: None
Ability: This ability allows the user to deal their weapon damage at a range of medium (100ft + 10 feet per
level). The damage is considered blunt, and this damage is non directional so shielding kido, shields, and other
such direction based objects are useless. The first attack the target is considered flat footed. Crush damage
overcomes damage reduction.
Special: This ability may be taken more than once and adds 1d8 to crush damage each time it is taken.

THROW [GRAVITY]
Prerequisites: Push or Pull
Ability: This touch attack will fling the target up to an equal distance as your push/pull distance. Then the
creature falls on the end of the round before their turn begins. Damage is taken according to fall damage unless
the target has some way of halting their fall before their action.
Special: You can take this multiple times. Each time increases the distance by 5ft per round per level.

WEIGHT OF THE WORLD [GRAVITY]


Prerequisites: 3 Gravity Abilities
Ability: This ability is designed to crush the the target to the ground. This ability creates a very visible field of
impossibly dense gravity in a 10 ft radius area from the point of origin. This area lasts 1 round per 2 character
levels. Each round it is active it has an area that accumulates a collective -2 strength field of effect. So if the user
was level 10, then on round 10 the -10 strength would nail any normal person to the ground on round five before
it fails and gravity returns to normal. If someone is able to escape this field then all effects are removed.
Special: You may take this multiple times. Each time increase the time the field lasts by 1 round or the collective
penalty by 1

GRAVITIC MASTER [GRAVITY]


Prerequisites: None
Ability: You choose the effect gravity has on you. With this ability you may add your character level as a
situational bonus to your acrobatic, athletic, and strength checks. Also and DM option, this may be applied to
other modifiers. The user is able to as well have directional gravity. Down is subjective when it applies to
themselves.
Special: You may take this multiple times. Each time you take it, increase the bonus to acrobatic, athletic and
strength checks by +4

CRUSH THE WORLD [GRAVITY]


Prerequisites: None
Ability: When used this creates an area around the user that is considered rough terrain at best in an area of
100ft + 15 feet per character level. This is done by crushing the ground down with the user at its center. No save
is allotted.
Special: This may be taken multiple times. Each time increase the initial area by 10ft.
INCREASE MOVEMENT [GRAVITY]
Prerequisites: Gravitic Master
Ability: Add 20ft to all movement speeds you possess
Special: You may take this ability multiple times. Each time add an additional 20 feet to all movement speeds
you possess.

ALMIGHTY PUSH [GRAVITY]


Prerequisites: Push
Ability: Your push can now be used in an area of 50 feet.
Special: You may take this multiple times. Each time increase the area by 10 feet

IMPROVED ALMIGHTY PUSH [GRAVITY]


Prerequisites: Push, Almighty Push
Ability: Requires Almighty Push to take. When you push targets away from you, those that fail the saving throw
against being pushed must make a fortitude save (Constitution Based) or fall prone at the end of the movement.
Special: You may take this multiple times. Each time increase the DC by 1.

UNIVERSAL PULL [GRAVITY]


Prerequisites: Pull
Ability: Your pull can now be used in an area of 50 feet.
Special: You may take this multiple times. Each time increase the area by 10 feet

IMPROVED UNIVERSAL PULL [GRAVITY]


Prerequisites: Pull, Universal Pull
Ability: Requires Universal Pull to take. When you pull targets towards you, those that fail the saving throw
against being pulled must make a fortitude save (Constitution Based) or fall prone at the end of the movement.
Special: You may take this multiple times. Each time increase the DC by 1

GRANT THE BURDEN [GRAVITY]


Prerequisites: None
Ability: This ability doubles the weight of an effected object. Each time the item is struck the damage doubles
again. To do this, make a touch attack against the item to be effected. If you hit, the weight is doubled.
Special: This can be taken multiple times to increase the doubling effect by 2 multiples (2x becomes 4x
becomes 6x becomes 8x, etc)

IMPROVED GRANT THE BURDEN [GRAVITY]


Prerequisites: Grant the Burden
Ability: This ability allows you to target an opponent's limbs (except the head.) with grant the burden. An arm
weighs 1/10th the weight of the target's total weight. A leg weighs 1/5th the weight of the target. A wing is treated
as an arm, a Tail is treated as a leg.

HEALING TYPE

IMPROVED POWER [HEALING]


Prerequisites: None
Ability: Your Spellscore Modifier is treated as 4 higher while your Zanpakutou is released for Reiatsu Healing
purposes.
Special: This may be taken multiple times. Each time increase your multiplier by an additional +4.

INCREASED POTENCY [HEALING]


Prerequisites: None
Ability: Increase your effective character level for Reiatsu Healing by 2
Special: You may take this multiple times. It's effect stacks

INCREASED PROFICIENCY [HEALING]


Prerequisites: None
Ability: Gain a +2 bonus on Reiatsu Healing based Fortitude Saves
Special: You may take this ability multiple times. It's effect stacks
RESTORATIVE HEALING [HEALING]
Prerequisites: Superior Reiatsu Healing or Perfect Reiatsu Healing Feats
Ability: When using the Superior Reiatsu Healing or Perfect Reiatsu Healing feats, you can choose to heal 1/4
the amount you would normally do instead of completely forgoing the healing for that round.
Special: You may take this multiple times, each time adding 1/4 of the healing back to your Superior Reiatsu
Healing feat to a maximum of 100% of the healing.

RANGED HEALING [HEALING]


Prerequisites: None
Ability: This ability allows you to deliver reiatsu healing at range. This ability allows you to deliver your healing
as a ranged touch from 10 feet away.
Special: It can be taken multiple times, each time increases the range increment by 10 feet.

REGENERATION [HEALING]
Prerequisites: 2 other Healing Type abilities
Ability: You may regenerate lost limbs as a Full-Round action. You may only regenerate one limb pe turn. This
removes the Ability Drain/Damage of the removed limb. This also heals broken limbs in a Standard Action. Only
one broken limb at a time however.
Special: You may take this multiple times. Each time increase the speed the limbs are regenerated by 1, or
increase the number of removed/broken limbs that can be repaired at a time by 1.

HEALING AURA [HEALING]


Prerequisites: 3 other Healing Type abilities
Ability: It creates a soft aura around you that hastens the knitting of wounds. Any ally within a 10-foot burst
centered on you gains Fast Healing 10.
Special: This ability may be taken multiple times, each successive time either increases the distance by 5 feet or
the power of the Fast Healing by 5.

CHAIN HEALING [HEALING]


Prerequisites: Ranged Healing
Ability: It allows you to divide your reiatsu healing among multiple targets. When using reiatsu healing, you can
target someone within your healing range from the first target as well and divide the healing amongst the two
recipients.
Special: This ability may be taken multiple times, each time allows you to target another person with your
healing.

HEALING ATTACK [HEALING]


Prerequisites: None
Ability: When attacking, you may choose to have your Zanpakutou heal the target the same amount of damage
that would have been dealt instead of dealing damage.
Special: You may take this multiple times. Each time increase your Zanpakutou's damage by 1[BW] for healing
only to a maximum of +5[BW] before Epic Levels.

PAIN RELEASE [HEALING]


Prerequisites: Healing Attack
Ability: This ability allows you to store up damage healed through using the Healing Attack ability and release it
in one attack. You can store up to 25 points of damage in your zanpakutou, as a standard action you may make
a single attack that does just the stored damage upon hitting. If you fail to hit, the attack is wasted and more
must be stored up. You do not have to release all of the damage at once, you may release as much as you
desire when using the attack. You cannot choose to have this heal a target, it must attempt to deal damage.
Special: You may take this ability multiple times, each time increases the limit by 25.

HOLD THE LIFE [HEALING]


Prerequisites: None
Ability: While your Zanpakutou is released, all creatures within 30 feet of you automatically stabilize when
reduced to negative hit points. They do not regain consciousness, nor do they heal any damage unless you use
another ability to do so.
Special: This may be taken multiple times to increase the area by 10 feet.
OVERCHARGE [HEALING]
Prerequisites: Healing Attack
Ability: If the target of your healing attack is at full hit points, you may begin granting them bonus temporary hit
points that stack with themselves. You may grant a target no more temporary hit points than their maximum total
hit points. Your Healing Attack now deals damage against targets healed from negative energy when used as
Healing (And gains damage bonuses if you've taken that ability multiple times)
Special: You may take this multiple times. Each time it is taken, you may add an additional 10% of your target's
maximum hit points on top of the maximum held Temporary hit points.

LETHAL OVERCHARGE [HEALING]


Prerequisites: Healing Attack, Overcharge
Ability: You may as a swift action, force the healing energy you've instilled in a target to begin to become painful
and try to overwhelm the victim with a burst of healing energy. The target must make a fortitude save every
round as long as they have temporary hit points equal to their maximum total hit points or more, if they fail this
save they drop unconscious and at -1 hitpoints, stabilized. The DC is Spellscore modifier based.
Special: This may be taken 2 additional times. The second time, the target only needs 75% of their maximum
total hit points in temporary hit points before they must save or fall unconscious The third time, the target needs
only half of their maximum total hit points in temporary hit points before they must save or fall unconscious.

HEALING BURST [HEALING]


Prerequisite: Healing Attack, Overcharge, Lethal Overcharge
Ability: When an opponent is knocked unconscious from Lethal Overcharge, An eruption of healing energy
surges, healing everyone within 20 ft an amount equal to half the temporary hit points of the victim knocked
unconscious from Lethal Overcharge. This damages those healed by Negative Energy.
Special: This may be taken multiple times, each time increases the range by 10 ft.

ICE TYPE

ICE BLADE [ICE]


Prerequisites: None
Ability: This changes the form of the Zanpakutou's blade into Ice, causing it to inflict cold damage. Ice Blade
may still be used in conjunction with Frost Blade.
Special: This may be taken multiple times. Each time it is taken increase your extra cold damage while using
this ability by 1[BW]. You cannot take this extra damage more than your Attacks per round.

ICE FORM [ICE]


Prerequisites: None
Ability: This changes the form of the Zanpakutou's attacks, changing them to cold. For example, Projectile-
based Zanpakutou will now do cold damage, whereas Summon-based Zanpakutou will gain the cold subtype
and do Cold damage. Frost Blade may still be used in conjunction with Ice Form.

FROST BLADE [ICE]


Prerequisites: None
Ability: As a move action, you may add 1[BW] cold damage to your weapon attack.
Special: This may be taken multiple times. Each time it is taken, increase the cold damage added by 1[BW]. You
cannot have more than 4[BW] total extra damage without being epic levels.

SWIFT FROST BLADE [ICE]


Prerequisites: Frost Blade
Ability: You may manifest your Frost Blade as a swift action
Special: You may take this multiple times. Each time you do, you may add +3 to the damage you deal with Frost
Blade when you release it as a swift action.

ICY REGENERATION [ICE]


Prerequisites: None
Ability: You can freeze your broken blade over and repair it as a move-action. This ability is available to use in
your sealed state.
Special: You may take this multiple times. Each time it is taken, your Zanpakutou deals 1 additional [BW] of
damage when reformed with this ability to a maximum of +3[BW]
FREEZING BLOW [ICE]
Prerequisites: Either Ice Blade or Frost Blade
Ability: Your Zanpakutou gains the properties of a wounding weapon, but instead of constitution damage it deals
dexterity or strength damage instead. Choose which damage this ability does. It cannot be changed afterward
unless you take this ability again.
Special: This ability may be taken twice, it allows you to choose which damage type is dealt whenever you
strike.

GREATER FREEZING BLOW [ICE]


Prerequisites: Either Ice Blade or Frost Blade, Freezing Blow
Ability: Ice from your Zanpakutou clings to your opponent; when struck, he must make a Fortitude save or
become fatigued. 2 points of fire damage per Ice ability you possess cures this fatigue.
Special: You may take this ability multiple times. Each time it does, your Zanpakutou deals half it's cold damage
again on the next round to a maximum number of rounds equal to your Spellscore Modifier.

SUPERIOR FREEZING BLOW [ICE]


Prerequisites: Either Ice Blade or Frost Blade, Freezing Blow, Greater Freezing Blow
Ability: Your Fatigue condition from Greater Freezing Blow becomes Exhaustion instead.

PERFECT FREEZING BLOW [ICE]


Prerequisites: Either Ice Blade or Frost Blade, Freezing Blow, Greater Freezing Blow, Superior Freezing Blow,
3 other Ice type abilities
Ability: As a full-round action, you can make a single attack that, if successful, provokes a Fortitude Save. If the
Fortitude save is failed, the opponent is frozen in ice and petrified until they take fire damage equal to 5 per Ice
ability you possess (this damage does not harm the person in the ice.) or the person within the ice spends 20
Reiatsu per ice type ability you have to break the barrier. If the Fortitude save is successful, they must make a
Reflex save or be paralyzed for one round.
Special: This ability may be taken multiple times. Each time increases the DC of both saves by 2.

ICE ARMOR [ICE]


Prerequisites: None
Ability: When releasing your sword you create a layer of ice around yourself that protects you from damage.
This gives you a damage reduction of 5/- and a maximum dexterity modifier to AC of +4.
Special: You may take this multiple times, each time you take this ability your damage reduction increases by 5
and your maximum dexterity modifier is reduced by 1, to a maximum of 25/- and maximum dexterity modifier +0
after taking this ability five times.

ICE ADAPTATION [ICE]


Prerequisites: None
Ability: You gain 10 Cold or Fire resistance
Special: You may take this multiple times. Each time increase the applicable resistance by 10.

SNOW STORM [ICE]


Prerequisites: None
Ability: This creates a whirling snowstorm of varying power. Taken once, it creates a blizzard with strong winds.
Taken twice it creates a blizzard with severe winds. Taken three times it creates a blizzard with winds strong
enough to be called a windstorm. Taken four times it creates a blizzard with hurricane force winds. Finally taken
five time it creates a blizzard with tornado powered winds. The blizzard surrounds the user, who is immune to the
effects of his own blizzard, in a 20 foot burst. In addition to taking stow storm multiple times to increase the
ferocity of the cold, it can be taken a second time to incur a fortitude save (Constitution based) or have the
victims within the burst suffer 2d6 non-lethal cold damage. This save must be made every round. If taken a third
time, the damage becomes lethal damage. After that this ability can be taken multiple times to increase the area
of the blizzard by 10 feet.
Special: See ability for multiple taking options
ICE TRAIL [ICE]
Prerequisites: None
Ability: As you walk, your zanpakutou produces a trail of ice along the squares you move. Anybody besides
yourself is subject to both the standard effects of ice and must make a Constitution based Balance Check or fall.
The ice lasts for 4 rounds.
Special: You may take this ability multiple times. Each time either increase the DC by 1, or the ice lasts for 2
more rounds.

EXPANDED ICE TRAIL [ICE]


Prerequisites: Ice Trail
Ability: allows you to do one of multiple things each time the ability is taken. You may either create an ice trail in
a 5-foot burst which can be expanded by an additional 5 feet each time this is taken, or you may elevate your ice
trail, allowing you to walk into the air at a 45 degree angle.
Special: See ability for multiple taking options

SEAL WOUNDS [ICE]


Prerequisites: None
Ability: This allows you to seal your wounds with your ice, preventing you from bleeding. As a standard action, it
allows you to convert 2d6 points of damage into nonlethal damage.
Special: You may take this ability multiple times, each one increases the amount of damage converted by 1d6.

BLESSING OF THE MOON [ICE]


Prerequisites: 9 Ice type abilities
Ability: Instead of taking damage from cold, you heal from it on a three to one basis (IE if you were about to take
30 cold damage, you would instead heal 10 points of hit point damage).
Special: This may be taken 2 more times. Each time increase the healing one ratio (3:1 becomes 2:1 becomes
1:1)

FROST FORM [ICE]


Prerequisites: Ice Armor and Ice Adaptation 3x
Ability: You become living ice as a standard action that does not provoke an attack of opportunity. Your Frost
Form lasts for 3 + Spellscore Modifier in rounds before it has to be activated again after a 1d4 + 1 round cool
down. While in frost form you can make unarmed strikes as if you had the Supersonic Strike feat. All damage
you deal in Frost Form is cold damage. You unfortunately take double damage from fire attacks while in frost
form though existing resistances to fire still count against the initial damage before it is doubled (IE If you were
going to take 30 points of Fire Damage and you have resistance 20 Fire, you would take 20 fire damage as your
resistance would account for all but 10 points of initial damage). If you have Frost Blade and it's superiors, you
may use the while in this form on your unarmed strikes.
Special: You may take this ability multiple times. Each time increase your timer one round.

IMPROVED FROST FORM [ICE]


Prerequisites: Ice Armor, Ice Adaptation 3x, Frost Form
Ability: You no longer take double damage from Fire attacks while in Frost Form.
Special: You may take this multiple times. Each time it is taken, you gain 10 Reisistance to Fire and Cold
damage as if you had the Ice Adaptation ability.

GREATER FROST FORM [ICE]


Prerequisites: Ice Armor, Ice Adaptation 3x, Frost Form, Improved Frost Form
Ability: You take one quarter damage from Cold attacks while in Frost Form.

FAITH IN THE ICE [ICE]


Prerequisites: None
Ability: Whenever the Shinigami deals cold damage, she increases the result of each dice of damage by one.
For example, 5d6 cold damage would become 5d6+5 cold damage if she has this ability.
Special: You may take this ability multiple times. Each time increases the extra damage per dice by 1.
JUSTICE TYPE

REAP WHAT YOU SOW [JUSTICE]


Prerequisites: None
Ability: If someone damages you, you gain +2[BW] untyped damage against that target for the remainder of the
encounter. This functions only once per encounter per enemy.
Special: You may take this multiple times. Each time add +2[BW] to the extra damage you will deal if damaged.
This cannot be more than +6[BW]

JUSTICE'S MARK [JUSTICE]


Prerequisites: None
Ability: As a move action, you may mark a target within medium range (100ft + 10ft per level). That target gains
a -2 penalty to attack and defense rolls against anyone but you. If that target attacks someone other than you
while you are within adjacent range to them you gain an attack of opportunity on that target. You may only have
one such target at one time. The mark lasts till the end of the encounter or till the target goes unconscious or
dies, whichever comes first. You may choose to end a mark early and choose another target as a move action.
Special: You may take this multiple times. Each time increase the penalty granted by 1 or increase the number
of targets you can effect at one time by 1.

IMPROVED JUSTICE'S MARK [JUSTICE]


Prerequisites: Justice's Mark
Ability: You may make more than one attack of opportunity per round against an individual target you have
marked. This does not grant extra attacks of opportunity.
Special: You may take this ability multiple times. Each time increase your number of attacks of opportunity by 1.

GREATER JUSTICE'S MARK [JUSTICE]


Prerequisites: Justice's Mark, Improved Justice's Mark
Ability: Instead of one target, you may mark all enemies within 30 feet of you.
Special: You may take this multiple times to increase the distance by 10 feet.

INVIGORATING MARK [JUSTICE]


Prerequisites: Justice's Mark
Ability: When you make an attack of opportunity against one of your marks, you heal your Constitution Modifier
in hit points. You cannot heal more hit points than your maximum hit points.
Special: You may take this multiple times. Each time you do you may gain healing above your maximum hit
points. You may gain temporary hit points equal to 10% of your maximum hit points per time this is taken.

IMPROVED INVIGORATING MARK [JUSTICE]


Prerequisites: Justice's Mark, Invigorating Mark
Ability: You gain your Invigorating Mark healing on any attack made against someone you have marked with
Invigorating Mark.
Special: You may take this multiple times. Each time you do, gain an additional +5 healing when you invigorate.

JUSTICE BRAND [JUSTICE]


Prerequisites: 4 Justice Type abilities
Ability: You may brand a target as an immediate action within melee range with your Zanpakutou. If that target
does an action that is defined by you at the time of branding, that target takes a -6 penalty to that action if it rolls
any d20s to make that action. This effect lasts until the end of the encounter or until the target perishes,
whichever comes first. You may only have one Justice Brand active at one time.
Special: You may take this multiple times to increase the number of justice brands you may have active by one.

IMPROVED JUSTICE BRAND [JUSTICE]


Prerequisites: Justice Brand
Ability: At each activation of your brand on a target, that target takes damage equal to your constitution modifier
that bypasses damage reduction and elemental resistances.
Special: You may take this multiple times. Each time treat your Constitution Modifier as 2 higher for this effect.
STRIKE THE GUILTY [JUSTICE]
Prerequisites: None
Ability: You may increase your Zanpakutou's damage by 2 steps, but it does no damage to those you know to
be innocent. You must specifyu the crime that you are railing against when you use this ability (A free action).
Crimes available are up to your Zanpakutou to define
Special: You may take this multiple times. Each time increase your Damage 1 more step to a maximum of 6
steps.

GUILT DEFENSE [JUSTICE]


Prerequisites: None
Ability: Against those that you know are guilty, you gain a +2 bonus to all defensive skill rolls (Defense,
Fortitude, Reflex, Willpower). Crimes available are up to your Zanpakutou to define.
Special: You may take this multiple times to increase the bonus by +1.

FAITH IN JUSTICE [JUSTICE]


Prerequisites: None
Ability: When you deal damage with your Justice Type abilities expressed in dice, add +1 per dice of damage of
your entire attack.
Special: You may take this ability multiple times. Each time you take it, increase the bonus damage by +1/dice.

KIDOU TYPE

KIDO BLAST [KIDOU]


Prerequisites: None
Ability: As a standard action you may fire a blast of Kido at your opponent in close range (25 feet + 5 feet/2
levels) To do this you pay 10 Reiatsu for every 1d6 damage your Kido Blast would deal to a maximum of 1d6 per
character level. Moon Blast effects the total Reiatsu spent to fire the blast, not each 1d6 of damage.
Special: You may take this ability multiple times. Each time you do increase the level cap by 2.

KIDO RANGE [KIDOU]


Prerequisites: Kido Blast
Ability: Increase the Range of Kido Blast to Medium
Special: You may take this a second time to increase the range to Long.

KIDO EXPLOSION [KIDOU]


Prerequisites: Kido Blast
Ability: It allows you to turn your kido Blast into an explosive burst that targets a 20-foot radius spread within
range. Instead of making a ranged touch attack, all those within the blast radius must make a Spellscore Based
reflex save for half damage.
Special: This can be taken multiple times, each time either increases the save DC by 1 or the radius by 5ft.

KIDO LINE [KIDOU]


Prerequisites: Kido Blast
Ability: This lets you unleash your kido Blast in a line starting from you of up to 120 feet. Instead of making a
ranged touch attack, all those within the blast radius must make a spellscore based reflex save for half damage.
Special: You can take this multiple times. Each time adds 30 feet to the range of the line, or increases the Save
DC by 1.

KIDO CYLINDER [KIDOU]


Prerequisites: Kido Blast
Ability: This allows you to turn your kido Blast into a magical cylinder that targets a 20-foot radius spread within
range and extends upward for 40 feet. Instead of making a ranged touch attack, all those within the blast radius
must make a Spellscore based reflex save for half damage.
Special: This can be taken multiple times, each time either increases the save DC by 1 or the radius by 5 or the
height by 10 feet.
KIDO CONE [KIDOU]
Prerequisites: Kido Blast
Ability: This lets you unleash your kido Blast as a 60-foot cone. Instead of making a ranged touch attack, all
those within the blast radius must make a Spellscore Based reflex save for half damage.
Special: This can be taken multiple times, each time adds 10 feet to the range of the cone or increases the save
DC by 1.

ELEMENTAL BLAST [KIDOU]


Prerequisites: Kido Blast
Ability: This allows you to choose one energy type from the following list (Acid, Cold, Electricity, Fire, Force,
Negative Energy, Psychic, Sonic or Water). Your Kido blast is of that element instead of normal.
Special: You may take this multiple times to choose another element each time. You may shift between
elements as a swift action

KIDO STORING [KIDOU]


Prerequisites: None
Ability: This allows the Zanpakutou wielder to store one kido they know into their Zanpakutou and deliver that
kido during an attack. Storing a Kido takes a full round action. If the later attack hits, the kido goes off effecting
the target as normal. Any prerequisites of the kido must be met, such as sacrifice. You may use this ability once
per encounter
Special: You may take this ability multiple times to increase the number of times per encounter that you can use
this ability by 1.

COUNTERKIDOING [KIDOU]
Prerequisites: Kido Storing
Ability: When you store the kido from Kido Storing into your Zanpakutou, you may, instead of making an attack,
take an immediate action to counter any one kido cast at you of a level lower than the kido stored in your
zanpakutou regardless of the type of kido (Bakudo or Hado). This uses up the kido as if you had used it. You
may only use this as many times as you can use Kido Storing.
Special: You may take this multiple times. Each time increase the number of Kido that can be stored in the
Zanpakutou by 1.

INCANTING [KIDOU]
Prerequisites: None
Ability: This ability lets you cast a number of Kido up to your Spellscore Modifier (Chosen when this ability is
taken) one step faster than the printed attack speed. Times over 1 minute are not effected. 1 minute becomes 1
Full-Round which becomes a Standard action which becomes a Move action which becomes a Swift Action
which becomes an Immediate Action.
Special: You may take this multiple times. Each time select another set of Kido equal to your Spellscore
Modifier.

MOON BLAST [KIDOU]


Prerequisites: Kido Blast
Ability: Reduce the amount of Reiatsu used to fire a Kido Blast by 20 to a minimum of 10.
Special: This may be taken multiple times. Each time it's taken increase the reduction by 20.

MOON POWER [KIDOU]


Prerequisites: Kido Blast
Ability: Increase the damage of any Kido Blast you fire by 2d6 for free.
Special: You may take this ability multiple times. Each time it is taken increase the damage of any Kido Blast
you fire by 2d6 for free.

DRAIN REIATSU [KIDOU]


Prerequisites: None
Ability: You may make a single ranged touch attack with a range of 25 ft.+5 for every 2 levels you possess. If
you hit, drain 50 Reiatsu from the target.
Special: This ability may be taken multiple times. Each time it is taken increae the drained Reiatsu by 50 or
increase the range one step (Max Long).
UNHINDERED KIDO BLAST [KIDOU]
Prerequisites: Kido Blast
Ability: You may fire an additional Kido Blast in a round.
Special: You may take this multiple times. Each time increase the number of Kido Blasts in round you can make
by 1.

KIDO ENHANCER [KIDOU]


Prerequisites: None
Ability: Increase the DC of all your Kido by 2
Special: This may be taken multiple times. Each time increase the DC of your Kido by 2.

KIDO MANIPULATOR [KIDOU]


Prerequisites: Kido Enhancer, 2 other Kido Abilities.
Ability: This ability allows the user to change one of the following for an extra 30 Reiatsu to the base cost of the
Kido:
A line enhanced in this way can be changed to a cone with a length equal to ½ the lines base length or a burst
with a radius equal to 1/4 the lines base length
A Cone enhanced in this way can be changed to either a line with a length equal to twice the cones base length,
or a burst with ½ the cones base length
A burst enhanced this way can be changed to either a Line with a length equal to radius * 4, or a cone with a
length of radius * 2

KIDO TIMEWARP [KIDOU]


Prerequisites: 3 other Kido Type abilities
Ability: The user can manipulate the ebb and flow of a kido's duration. She can apply this to any kido she casts
with a duration greater than instant. The Shinigami can reduce the duration of the spell to increase the
effectiveness, at a rate of 20% of duration for 10% of effectiveness (or 20% effectiveness for +10% duration
when extending the duration.)

EXPANDED KIDO PRACTICE [KIDOU]


Prerequisites: Must be able to cast 3rd level Kido
Ability: The Shinigami increases the highest level of Kido spell available to her by 1. She may learn spells of this
new level with any spell she learns, though she may only use them whilst in Shikai
Special: This may be taken multiple times to increase your Kido level by an additional 1.

EXPANDED KIDO KNOWLEDGE [KIDOU]


Prerequisites: Spellcaster Feat
Ability: The Shinigami knows an additional Kido of any level she can cast while her Zanpakutou is released.
Special: This ability may be selected multiple times. The effects stack.

KIDO MINE [KIDOU]


Prerequisites: Kido Blast, Kido Explosion
Ability: You may as a full-round action, charge a 5 ft square with the power of your Kido Blast, expending any
Reiatsu Rating as required by Kido Blast at the time you activate this ability, as well as making any decisions for
the Kido Blast at this time (What Spell shapes or Elemental energy types for example). Any character that enters
the Square of the Kido Mine triggers the Kido Blast, and it functions as normal, originating from the Kido Mine's
square. Kido Mines persist for 1 hour or until triggered.

GREATER KIDO MINE [KIDOU]


Prerequisites: Kido Blast, Kido Explosion, Kido Mine
Ability: Your Kido Mines now persist for 1 hour per character level.

KIDO WEB [KIDOU]


Prerequisites: Kido Blast, Kido Explosion, Kido Mine
Ability: You may as a full-round action, form a Kido Web over an area, forming a trigger for a advanced form of
Kido Mine. Upon activating this ability, choose a 5 ft square, originating in this 5 ft square is a 20 ft radius, and at
the edges of this radius are the triggers. Any being that comes into contact with these invisible web strands
activates the Kido Mine, creating a 20 ft burst radius from the edges of the web, those within the original Kido
Web are unharmed.
LIGHT TYPE

ILLUMINATION [LIGHT]
Prerequisites: None
Ability: The Zanpakutou can shine with a brilliant light, illuminating the area around it in a 20 foot area with 20
feet of dim light as a move action. Shutting this off is a Free action.
Special: This ability may be taken multiple times, each time allows it to dispel one step of the Darkness
Zanpakutou ability and increases the level of full illumination and dim illumination by 10. You may activate or
suppress this ability as a free action.

BLINDING FLASH [LIGHT]


Prerequisites: Illumination
Ability: This allows you to create a brilliant flash of light targeting all squares you threaten as a standard action.
Those within range must succeed a reflex save (Dexterity Based) or be blinded for 1 round/character level.
Special: You may take this ability multiple times, each time either increasing the save DC by 1 or increasing the
range by 5 feet, effectively making it a burst effect centered on you.

IMPROVED BLINDING FLASH [LIGHT]


Prerequisites: Illumination, Blinding Flash
Ability: It allows you to make a single attack against a target and use the Blinding Flash as part of the attack, in
addition to dealing normal damage.
Special: You may take this multiple times. Each time increase your attack roll when using this ability by 1.

GREATER BLINDING FLASH [LIGHT]


Prerequisites: Illumination, Blinding Flash, Improved Blinding Flash
Ability: It allows you to attack with Blinding Flash as part of a full-round attack action. A blinding flash will only be
emitted on one attack.
Special: You may take this multiple times. Each time increase the number of Blinding Flashes that go off by 1
(so in order to use it with all four attacks on a full-round attack, Greater Blinding Flash must be taken four times)
Time spent blinded by failing multiple saves from this ability overlaps.

SUPERIOR BLINDING FLASH [LIGHT]


Prerequisites: Illumination, Blinding Flash, Improved Blinding Flash, Greater Blinding Flash
Ability: It allows you to add the Blinding Flash's maximum radius achieved through the blinding flash ability
whenever you use Blinding Flash as part of an attack action.

BESTOW ILLUMINATION [LIGHT]


Prerequisites: Illumination
Ability: It allows you to bestow your Illumination effect on an unattended or willing target as a swift action. The
target shines with light for 1 round/character level.
Special: You may take this ability multiple times, each time increases the duration by five rounds or allows you
to target either attended objects or unwilling targets. They are allowed a Wisdom Based will save to negate the
effect.

FAERIE FIRE [LIGHT]


Prerequisites: None
Ability: You may outline everyone you can see within 30 feet of you in a fine light, making it impossible for them
to hide, use concealment (Other than total), or invisibility. They gain a Wisdom based Will save to resist this
effect
Special: It can be taken multiple times, each time increases the target burst by 5 feet, the duration by 1 minute,
or increases the DC by 1.
DANCING LIGHTS [LIGHT]
Prerequisites: None
Ability: This ability requires a Standard Action and summons your level in small light orbs that last for 1
minute/level. Furthermore, the individual light globes may be up to 50 feet apart from each other, as well as
move 100 feet per round.
In addition, the super-charged lights can damage anybody who enters or begins their turn on the same square
as them for 1d6 force damage unless the target makes a successful reflex save (Dexterity based) for half
damage. Up to 20 lights can occupy one square at a time. You can create up to your level in lights. Moving lights
is a move action that does not provoke an attack of opportunity.
Special: You may take this multiple times to increase the distance between the lights by 50 feet, the movement
speed of each light by 25 feet per round, increase the Reflex DC of the lights by 2, or increase the individual orb
base damage by +2

BRILLIANT ENERGY [LIGHT]


Prerequisites: None
Ability: This requires a Light abilities to take, one of which must be Illumination. It gives your Zanpakutou the
properties of a Brilliant Energy weapon.
Special: This ability may be taken several times, each time allows the weapon to affect a creature type it cannot
normally affect (undead, constructs and objects).

LIGHT TRAIL [LIGHT]


Prerequisites: Illumination and 1 other Light Type ability
Ability: It allows your Zanpakutou to leave a trail of light (as per the effects of a Light spell) in every square you
move through. You may activate or suppress this ability as a free action, as well as dismiss the light trail you
have already left.
Special: You may take this ability multiple times, each time either increases the illumination and dim illumination
of the trail by 10 feet or causes the trail to deal 1d6 damage unless the target makes a successful reflex save
(Dexterity Based) for half damage. Subsequent takings of this ability either increase the DC by 2 or increase the
damage by 1d6. The light trail lingers in the air for 1 round/character level. You may also increase the duration of
the trail by 5 rounds by taking the ability additional times.

BEND LIGHT [LIGHT]


Prerequisites: Illumination
Ability: This allows you to shape illumination that you produce, allowing you to change the areas of dim and
bright illumination as well as designating areas within the light effect that receive no light. Light cannot be bent
and shaped past the initial parameters, so 60 feet of bright light and 60 feet of dim light cannot produce any
more light than that (although less light may be produced if desired).
Special: This ability may be taken twice, the second time allows you to bend and shape light not produced by
your Zanpakutou.

IMPROVED BEND LIGHT [LIGHT]


Prerequisites: Illumination, Bend Light
Ability: This allows you to shape your Zanpakutou's light (or any light if you've taken Bend Light twice) into an
image with no sound, smell or tactile sensation.
Special: You may take this multiple times. Each time the image effects an additional sense.

RAPID BEND LIGHT [LIGHT]


Prerequisites: Illumination, Bend Light
Ability: You may bend light as a swift action
Special: You may take this multiple times. If you take it a second time, you can use Improved Bend Light as a
swift action if you have it.

SHINING LASER [LIGHT]


Prerequisites: Illumination, Bend Light, Improved Bend Light
Ability: As a standard action, you may focus any bright light you could Bend into a ranged touch attack dealing
4d8 damage.
Special: You may take this multiple times. Each time increase the area effected at the end of the laser by 5ft or
increase the damage by 2d8.
IMPROVED SHINING LASER [LIGHT]
Prerequisites: Illumination, Bend Light, Improved Bend Light, Shining Laser
Ability: You may make an additional Shining Laser attack in a round.
Special: You may take this additional times up to your maximum attacks in a round. Each time you may make an
additional Shining Laser attack.

SUNSWORD [LIGHT]
Prerequisites: Illumination, Bend Light, Improved Bend Light, Shining Laser, Brilliant Energy
Ability: Add your Shining Laser base damage to your Zanpakutou as bonus damage. This overcomes Damage
Reduction/Mitigation.

LIGHT DOME [LIGHT]


Prerequisites: Illumination, Dancing Lights
Ability: This, as a standard action that provokes an attack of opportunity, creates a dome of light around a
target 20 feet in area. The target of the dome is in the very center. Everyone within the dome must make a
grapple check against the dome or be grappled by the dome's effect. The grapple check is made with your
weapon skill ranks plus + 4 for a strength of 18 for the dome. Each round that a target is inside the dome, they
take 1d8 damage. This damage increases by 1d8 each round as the dome shrinks 5 feet towards the center.
Once it is in it's final five foot square, IE the target of the Dome itself, it deals an additional 3d8 damage to the
target at the center of the dome, who is the initial target. The target of this Light Dome may make an opposed
Soul Crush check to break free of the dome entirely. The Dome's Soul Crush DC is equal to your Intimidate
Ranks + your Charisma modifier.
Special: You may take this multiple times to increase the area by 10 feet, or the strength of the dome by +2.

IMPROVED LIGHT DOME [LIGHT]


Prerequisites: Illumination, Dancing Lights, Light Dome
Ability: Your Light Dome deals d10's of damage instead of d8's and increases the DC of the Crush DC by 2.
Special: This may be taken multiple times to increase the Crush DC by an additional 2

DEFLECT LIGHT [LIGHT]


Prerequisites: None
Ability: This ability allows you to become invisible for one round per level by bending the light around you away
from you. If you make an attack action while invisible you immediately become visible. Becoming invisible is a
move action that does not provoke an attack of opportunity.
Special: This may be taken multiple times. Each time increases your invisibility duration by 1 round

IMPROVED DEFLECT LIGHT [LIGHT]


Prerequisites: Deflect Light, 2 other Light Type abilities
Ability: This functions as Deflect Light except that you do not become visible for taking an attack action.

LIGHTNING TYPE

LIGHTNING BLADE [LIGHTNING]


Prerequisites: None
Ability: This changes the form of the Zanpakutou's blade into electricity, causing it to inflict electricity damage.
Lightning Blade may still be used in conjunction with Crackling Blade.
Special: This may be taken multiple times. Each time it is taken increase your extra electricity damage while
using this ability by 1[BW]. You cannot take this extra damage more than your Attacks per round.

LIGHTNING FORM [LIGHTNING]


Prerequisites: None
Ability: This changes the form of the Zanpakutou's attacks, changing them to electricity. For example, Projectile-
based Zanpakutou will now do electricty damage, whereas Summon-based Zanpakutou will gain the electricity
subtype and do electricity damage. Crackling Blade may still be used in conjunction with Lightning Form.
CRACKLING BLADE [LIGHTNING]
Prerequisites: None
Ability: As a move action, you may add 1[BW] Electricity damage to your weapon attack.
Special: This may be taken multiple times. Each time it is taken, increase the electricity damage added by
1[BW]. You cannot have more than 4[BW] total extra damage without being epic levels.

SWIFT CRACKLING BLADE [LIGHTNING]


Prerequisites: Crackling Blade
Ability: You may manifest your Crackling Blade as a swift action
Special: You may take this multiple times. Each time you do, you may add +3 to the damage you deal with
Crackling Blade when you release it as a swift action.

LIGHTNING BOLT [LIGHTNING]


Prerequisites: None
Ability: This allows you to launch a Lightning Bolt from your zanpakutou at will as a Full-Round Action. It does
your zanpakutou’s damage, but otherwise functions identically to the Lightning Bolt spell. The reflex save DC for
half damage is (Constitution Based). This does not gain the benefits of your strength modifier to damage, but it
does gain the benefits of Crackling Blade.
Special: You may take this multiple times. Each time add 1d6 damage to your Lightning Bolt.

ARCING BOLT [LIGHTNING]


Prerequisites: Lightning Bolt
Ability: You may chose to make your lightning bolts arc from the initial targets within the initial line to any targets
within 30 feet of them. They must make the same save for half damage as Lightning Bolt
Special: You may take this multiple times. Each time increases the range of the arc by 10 feet or increases the
number of arcs by 1.

THUNDERSTORM [LIGHTNING]
Prerequisites: None
Ability: You may summon a thunderstorm above you in a five foot radius. It fires one of your lightning bolts every
round, but targets one creature within the burst randomly. The lightningstorm lasts for 1 round per lefvel.
Special: You may take this ability multiple times, each time gives either an extra lightning bolt every round or
extends the radius by 5 feet.

LIGHTNING ADAPTATION [LIGHTNING]


Prerequisites: None
Ability: You gain 10 electricity resistance
Special: You may take this multiple times to increase the electricity resistance by 10.

DEFLECT BOLT [LIGHTNING]


Prerequisites: None
Ability: Your zanpakutou gains the ability to deflect ray or line effects as per the Deflect Arrow feat.
Special: You can take this ability multiple times; it allows an extra deflection each round.

REFLECT BOLT [LIGHTNING]


Prerequisites: Deflect Bolt
Ability: This allows you to reflect a ray or line effects back at its caster. It can be used once per encounter.
Special: You may take this multiple times. Each time you do, you can use this ability once more per encounter.

REDIRECT BOLT [LIGHTNING]


Prerequisites: Deflect Bolt, Reflect Bolt
Ability: This allows you to reflect a Lightning Bolt away from you and towards a target of your choice. This may
be used once per encounter
Special: You may take this multiple times. Each time you do, you can use this ability once more per encounter.

EMPOWER BOLT [LIGHTNING]


Prerequisites: Deflect Bolt, Reflect Bolt
Ability: When you reflect an attack back at a target, it deals 1d6 more damage than the original attack did.
Special: You may take this multiple times. It's effect stacks.
STUNNING STRIKE [LIGHTNING]
Prerequisites: None
Ability: This ability can be used once per round. It functions identically to the Stunning Fist ability, with the
Fortitude Save using your Constitution modifier instead of your Wisdom Modifier.
Special: You may take this ability multiple times. You may use this ability once more per round each time it's
taken, but not more than your attacks per round.

SUPERCHARGE [LIGHTNING]
Prerequisites: Lightning Adaptation, 3 other Lightning Type Abilities
Ability: As a full-round action, you can summon lightning bolts to energize yourself; for each time you've taken
Lightning Adaptation, you gain a +10 bonus to speed, Fast Healing +1, and +1d6 electrical damage to your
zanpakutou attacks. This state lasts for one round per Lightning Adaptation ability. In addition, you are cured of
fatigue and exhaustion. Multiple Supercharges do not stack.
Special: You may take this multiple times. Each time incrase the bonus granted by 10, 1 and 1d6 respectively.

BLACK CLOUD DUELIST [LIGHTNING]


Prerequisites: Thunderstorm, Lightning Bolt and Lightning Adaptation
Ability: As long as Thunderstorm is active, or you are in the area of a natural thunderstorm, you may choose for
lightning to strike you instead of striking randomly. If you do so, you may make a Lightning Bolt attack as a free
action for each time you are struck (a natural thunderstorm can only strike once per turn).
Special: You may take this multiple times. each time you may make an additional lightning bolt attack when you
are struck (Maximum 4 bolts at a time)

LEGEND OF THE STORM [LIGHTING]


Prerequisites: Thunderstorm, Lightning Bolt, Lightning Adaptation, Black Cloud Duelist
Ability: Whenever you are struck by lightning from Thunderstorm or a natural thunderstorm, you may forfeit
Black Cloud Duelist's benefits to instead teleport to any square within the storm's radius and your line of sight
and your line of effect, and immediately make a zanpakutou attack. This attack gains the benefits of abilities
such as Crackling Blade, and can gain the damage bonus from Empower Bolt.

BLACK CLOUD MASTERY [LIGHTNING]


Prerequisites: Thunderstorm, Lightning Bolt, Lightning Adaptation, Black Cloud Duelist
Ability: This grants an extra 1d6 damage to Lightning Bolts used through Black Cloud Duelist.
Special: You may take this multiple times. It's effects stack

IMPROVED REFLECT BOLT [LIGHTNING]


Prerequisites: Deflect Bolt, Reflect Bolt
Ability: Instead of reflecting the bolt right away, you may hold the charge for up to one minute before firing it
back at the target of your choice.
Special: This may be taken multiple times to increase the time that the charge can be held by one minute.

SUPERIOR REFLECTION [LIGHTNING]


Prerequisites: Deflect Bolt, Reflect Bolt
Ability: You may ready an action to deflect or reflect any attack that targets you or includes you as a target that
deals direct hit point damage. Should others be in the same area as an attack that includes you as a target, you
absorb the attack negating the damage to the others in the same area.

INFINITE REFLECTION [LIGHTNING]


Prerequisites: Deflect Bolt, Reflect Bolt, Improved Reflect Bolt
Ability: You may absorb multiple attacks within your zanpakutou before firing them back as long as the
cumulative damage does not exceed your maximum total hit points. You may take this multiple times. Each time
this is taken increase the damage you can absorb by 25 points above your maximum hit points. You do not have
to fire back all your damage at once, and may split the damage among multiple uses.
DEFIBRILLATION [LIGHTNING]
Prerequisites: Lightning Bolt or Thunderstorm and Black Cloud Duelist
Ability: You may use this ability to bring someone back from the brink of death. When you are faced with an ally
that is dying (Between -1 and -1/2 their Maximum hit points) that has failed a stabilization roll, you may target
them with a lightning bolt and allow them to make another stabilization roll with a 10% better chance of
stabilizing. Your lightning bolt does not deal damage if you use this ability.
Special: You may take this ability multiple times. Each time increase the chance of stabilization by 10%

BLESSING OF THE STORM [LIGHTNING]


Prerequisites: 9 other Lightning type abilities
Ability: Instead of taking damage from electricity, you heal from it on a three to one basis (IE if you were about
to take 30 electricity damage, you would instead heal 10 points of hit point damage).
Special: You may take this multiple times. Each time increase the healing one step (3:1 becomes 2:1 becomes
1:1)

FAITH IN THE STORM [LIGHTNING]


Prerequisites: None
Ability: Whenever the Shinigami deals electricity damage, she increases the result of each dice of damage by
one. For example, 5d6 electricity damage would become 5d6+5 electricity damage if she has this ability.
Special: You may take this multiple times. Each time increase the bonus damage per dice by 1.

MARTIAL TYPE

PRACTICE MAKES PERFECT [MARTIAL]


Prerequisites: None
Ability: When initiating any maneuver you know, you may increase it's save DC by 1, your Attack Bonus by 1, or
the maneuver's duration by 1 round if its duration is measured in rounds, or 1 minute if it's duration is measured
in minutes.
Special: This ability may be taken multiple times. Each time it is taken, you may add an additional +1 to the
same choice, or a +1 to a second choice.

WAY OF THE SWORD [MARTIAL]


Prerequisites: None
Ability: Increase you initiator level by 1.
Special: This ability may be taken multiple times. Its effects stack.

EXPANDED SWORD LORE [MARTIAL]


Prerequisites: 3rd Level Maneuvers
Ability: Increase the level of maneuvers you can learn by 1.
Special: This ability may be taken multiple times. Its effects stack.

EXPANDED MANEUVER LORE [MARTIAL]


Prerequisites: Careful Study Feat
Ability: Increase the number of maneuvers known per level by 1. You may learn the new level's maneuvers
even while this ability is inactive, but may not perform them until you activate the release that possess this ability.
Special: This ability may be taken multiple times. Its effects stack.

EXPANDED SWORDPLAY [MARTIAL]


Prerequisites: Careful Study Feat
Ability: Choose one Discipline you don't have access to. You may now learn maneuvers from the chosen
discipline as well as your normal choices when you gain new maneuvers. You may learn the new discipline's
maneuvers even while this ability is inactive, but may not perform them until you activate the release that
possess this ability.
Special: This ability may be taken multiple times. Each time it is taken, choose a new discipline.
DOUBLE STRIKE [MARTIAL]
Prerequisites: None
Ability: When intiating a Strike Manuever, you may activate a second Strike manuever with an activation time
equal to or less than the first Strike manuever's activation time as a free action by paying 1+1/2 times the second
Strike's reiatsu cost.

IAIJUTSU [MARTIAL]
Prerequisites: None
Ability: As a standard action you may imbue your Zanpakutou with Reiatsu and strike as part of the same
action. To do this you pay 10 Reiatsu for every 1d6 damage your Iaijutsu would deal to a maximum of 1d6 per
character level. In addition, you may draw and sheath your Zanpakutou as a free action. Shin-Zantetsuken
effects the total Reiatsu spent, not each 1d6 of damage.

ZANTETSUKEN [MARTIAL]
Prerequisites: Iaijutsu
Ability: Your effective character level for Iaijutsu increase by 1, and the damage you deal increases by 2d6.
Special: You may take this ability multiple times. It's effects stack.

SHIN-ZANTETSUKEN [MARTIAL]
Prerequisites: Iaijutsu
Ability: Reduce the total cost of your Iaijutsu attack by 20
Special: You can take this ability multiple times. It's effects stack to a minimum of 10 Reiatsu Spent

A THOUSAND CUTS [MARTIAL]


Prerequisites: Iaijutsu
Ability: When using Iaijutsu, you may instead perform it as a Full-round action to use it an additional time this
round.
Special: You may take this multiple times to use Iaijutsu once more each round each time you take it.

DON'T THINK, JUST ACT [MARTIAL]


Prerequisites: None
Ability: Reduce the activation time of maneuvers by one step, to a minimum of 1 swift action, or its normal
activation time, whichever is faster.
Special: This may be taken multiple times. It's effects stack.

SWIFT STRIKE [MARTIAL]


Prerequisites: None
Ability: You gain one additional swift action per round, but only for initiating maneuvers.
Special: This ability may be taken multiple times. Its effects stack.

METAL TYPE

CONTROL METAL [METAL]


Prerequisites: None
Ability: You may move metal and things made mostly of metal telekinetically. You may lift 25lbs per level. Metal
being controlled can be thrust at an opponent and deals 1d6 damage per 25lbs of weight being directed. As long
as your Zanpakutou is active, you may concentrate on this effect as a swift action. If you thrust a piece of metal
at an opponent you may reassert control of it as a move action. The maximum damage that can be dealt with a
raw metal object is 15d6.
Special: May be taken multiple times to either double the weight of metal being carried each time (In this case, a
doubling of a doubling is not a tripling as normal. It is a true doubling (IE x2 becomes x4, x4 becomes x8 etc)) or
to add 1d6 damage to the damage cap.
IRON WALL [METAL]
Prerequisites: Control Metal
Ability: This allows the zanpakutou to create up to a 40-foot long, 10-foot high, 5-foot thick iron wall which can
be placed anywhere within 100 feet of the wielder as a standard action. This wall is inscribed with magic runes
that deal your Zanpakutou damage to anyone who touches the wall. You can choose not to deal this damage.
The wall lasts for 3 rounds, and the zanpakutou may not be used during the time the wall lingers, although it can
be dismissed voluntarily as a free action.
Special: It can be taken multiple times; it increases either the possible length of the wall by 20 feet, the duration
by 3 rounds the possible width of the wall by 5 feet, or the possible height by 10 feet.

IRON CAGE [METAL]


Prerequisites: Control Metal, Iron Wall
Ability: This allows your Zanpakutou to create a 10 foot tall by 10 foot wide by 10 foot high iron cage anywhere
within medium (100ft + 10ft/level) Range. If something is larger than the dimensions of the cage created the
ability fails but the action is still used. The cage lasts as long as your wall normally would and your Zanpakutou is
not available to you to use while the cage is in effect.
Special: This may be taken multiple times to increase the dimensions of this cage by 5 feet.

IMPROVED IRON CAGE [METAL]


Prerequisites: Control Metal, Iron Wall, Iron Cage
Ability: Your cage now deals your Zanpakutou's damage to anyone inside that touches one of the sides. Those
standing on air are not effected. You can choose not to deal your Zanpakutou's damage.
Special: You can take this multiple times. Each time it is taken increase your Zanpakutou's damage by 1[BW] for
this effect only.

IRON IN THE BLOOD [METAL]


Prerequisites: 3 Metal type abilities
Ability: This allows you to make a ranged touch attack versus a target to deal 2d6 damage to that target that
ignores damage reduction as you literally rip the iron from their blood out of them.
Special: May be taken multiple times to increase the damage by 1d6.

IMPROVED IRON IN THE BLOOD [METAL]


Prerequisites: Iron in the Blood, 3 Metal Type Abilities
Ability: This allows you to apply your Control Metal to the body of any being that has blood (this includes
Shinigami and Hollows). Must make a fortitude save to resist (constitution based). If this ability is used with the
Shape Metal ability, it deals 2d6 damage to the target that cannot be overcome with Damage Reduction and
deals 1 Con damage (Fortitude save negates the con damage)
Special: You may take this multiple times. Each time increases the damage by 1d6 and the constitution damage
by 1.

SHAPE METAL [METAL]


Prerequisites: Control Metal
Ability: You may shape the metal you have under your control into any shape you can imagine. This can include
weapons that are made of metal, which deal their normal damage, and objects. Objects and weapons created by
this power are permanent unless reshaped. Objects and Weapons created with this ability are normal everyday
objects without any magical or Zanpakutou properties. You cannot create anything that isn't fully made of metal
with this ability. Attended objects and intelligent objects gain a fortitude save to resist this effect (Constitution
Based). Zanpakutou affected by this power reform as normal.
Special: You may take this ability multiple times to increase the DC by 1.

CREATE METAL [METAL]


Prerequisites: Control Metal
Ability: This allows you to convert 50lbs of dirt, clay or stone into 25lbs of metal. Converting in this manner is a
full round action.
Special: This may be taken multiple times to allow the creation of 25lbs more metal by converting it from 50
more lbs of earth.
SENSE METAL [METAL]
Prerequisites: None
Ability: You sense all metal within the maximum distance you can normally sense reiatsu. You must make a
Sense Motive check to sense any metal. The DC of this check is (10 + The distance from you the metal is in
feet)
Special: May be taken multiple times. Each time it's taken double the distance you can sense metal.

SHEILDING METAL [METAL]


Prerequisites: Control Metal
Ability: This allows you to create a skin tight suit of metal that grants you +3 natural armor that lasts until your
Zanpakutou is sealed or you are unconscious or die.
Special: This may be taken multiple times to increase the natural armor by an additional +3. Activating this is a
move action.

FIELD OF BLADES [METAL]


Prerequisites: Control Metal and Create Metal
Ability: Using 50lbs of metal you set up a field of blades around you in a 10 foot area. Anyone entering the field
has their speed halved and takes 4d6 damage. This damage is only dealt once per entrance into the field of
blades. Should they exit and then enter again, they take the damage once again. Anyone already within 10 feet
of you when you use this ability gains a reflex saving throw for half damage. This field lasts for 3 rounds.
Special: This ability can be taken multiple times. Each time it is taken either increase the area of the burst by 10
feet, the rounds it lasts by 3 rounds or the damage it deals by 2d6.

IRON BODY [METAL]


Prerequisites: 5 Metal Type abilities
Ability: This ability transforms your body into living iron for a number of rounds equal to 3 + Spellscore modifier.
This transformation grants you several powerful resistances and abilities. Activating this ability is a standard
action that does not cause an attack of opportunity. You gain damage reduction +1/- per Metal type ability you
possess. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning,
electricity, poison, stunning, and all kido or attacks that affect your physiology or respiration, because you have
no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds.
You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a
minimum Dexterity score of 1), and your speed is reduced to half normal. You have a -8 armor check penalty,
just as if you were clad in full plate armor. You cannot drink or play wind instruments. While this ability is active,
all your attacks are considered one size category larger than normal (1d6 becomes 1d8, 1d8 becomes 2d6).
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive
the crushing pressure and lack of air at the bottom of the ocean—at least until the ability duration expires.
Special: This may be taken multiple times. Each time add +1 to the number of rounds your Iron Body lasts.

BESTOW IRON BODY [METAL]


Prerequisites: Iron Body, 5 Metal type abilities
Ability: This works exactly like Iron Body, except you may bestow the benefits on another being you touch with
your Zanpakutou instead of yourself.
Special: This may be taken multiple times to increase the number of recipients by one.

REPEL METAL [METAL]


Prerequisites: 3 Metal Type abilities
Ability: This ability creates waves of invisible and intangible energy that roll forth from you in a 60 foot line. All
metal objects in the path of the ability are pushed away from you to the limit of the range. Fixed metal objects
larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything
else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3
inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by
the spell are repelled at the rate of 40 feet per round. Objects such as metal armor, swords, and the like are
pushed back, dragging their bearers with them. The waves of energy continue to sweep down the set path for
the ability’s duration of one round per character level. After you've used the ability, the path is set, and you can
then do other things or go elsewhere without affecting the ability’s power. This ability takes a standard action to
use and does not provoke an attack of opportunity.
Special: This may be taken multiple times to increase the line length by 20 feet.
ATTRACT METAL [METAL]
Prerequisites: 3 Metal Type abilities
Ability: This is the opposite power of Repel Metal in all ways except that the duration of the ability is
instantaneous and it still emminates in a 60 foot line. The metal does not harm the user of this ability if it is
attracted in this fashion. Targets get a fortitude save (Constitution based) to resist the effects, if they fail the save,
they are flatfooted the turn after they are attracted.
Special: Can be taken multiple times to increase the line length by 20 feet.

REPEL CONE [METAL]


Prerequisites: Repel Metal, 3 Metal Type abilities
Ability: This is identical to Repel Metal except it effects a 30 foot cone instead of a 60 foot line. You may still use
the line effect if you so choose.
Special: This may be taken multiple times to increase the cone length by 10 feet.

ATTRACT CONE [METAL]


Prerequisites: Attract Metal, 3 Metal Type abilities
Ability: This is identical to Attract Metal except it effects a 30 foot cone instead of a 60 foot line. You may still use
the line effect if you so choose.
Special: This may be taken multiple times to increase the cone length by 10 feet.

METALLIC SHIELD [METAL]


Prerequisites: Repel Metal, 3 Metal Type abilities
Ability: Your repel metal becomes a 20 foot burst centered on you instead of a 60 foot line. This effect last 3 +
Constitution Modifier in rounds before expiring and having to be reset. Using this option is a standard action that
does not provoke an attack of opportunity. You may still use the effect as a line if you so choose.
Special: You may take this multiple times to increase the area by 10 feet.

MIND TYPE

PSYCHIC BLADE [MIND]


Prerequisites: None
Ability: This changes the form of the Zanpakutou's blade into psychic energy, causing it to inflict psychic
damage. Pychic Blade may still be used in conjunction with Mind Blade.
Special: This may be taken multiple times. Each time it is taken increase your extra psychic damage while using
this ability by 1[BW]. You cannot take this extra damage more than your Attacks per round.

PSYCHIC FORM [MIND]


Prerequisites: None
Ability: This changes the form of the Zanpakutou's attacks, changing them to psychic energy. For example,
Projectile-based Zanpakutou will now do psychic damage, whereas Summon-based Zanpakutou will gain the
psychic subtype and do psychic damage. Mind Blade may still be used in conjunction with Psychic Form.

MIND BLADE [MIND]


Prerequisites: None
Ability: As a move action, you may add 1[BW] Psychic damage to your weapon attack.
Special: This may be taken multiple times. Each time it is taken, increase the Psychic damage added by 1[BW].
You cannot have more than 4[BW] total extra damage without being epic levels.

SWIFT MIND BLADE [MIND]


Prerequisites: Mind Blade
Ability: You may manifest your Mind Blade as a swift action
Special: You may take this multiple times. Each time you do, you may add +3 to the damage you deal with Mind
Blade when you release it as a swift action.
MIND STRIKE [MIND]
Prerequisites: Mind Blade
Ability: Your Zanpakutou gains the properties of a wounding weapon. However instead of constitution damage it
deals intelligence or wisdom damage instead, , the target gets a Will save to negate this damage (Intelligence
Based).
Special: This ability may be taken twice, it allows you to choose which damage type is dealt whenever you
strike.

SLEEP [MIND]
Prerequisites: None
Ability: You form a 30 foot cone in front of you. All beings of your level or lower within the cone must make a
Constitution based Fortitude save, or fall asleep, falling where they are, and sleeping till they are awakened.
Special: You may take this multiple times. Each time it is taken either increase the DC by 1, or the level of
opponents you can effect by 1.

ENDLESS SLUMBER [MIND]


Prerequisites: Sleep 4x
Ability: You may put your target to sleep for an indefinite amount of time and they are not easily woken. Normal
stimuli, such as shouting or prodding, are insufficient to wake the subject, but any damage will immediately
awaken the target. May roll a new save each day, does not require sustenance while sleeping in this manner.
Special: You may take this multiple times. Each time increase the damage they can take before waking by 5.

HISS OF SLEEP [MIND]


Prerequisites: Sleep 4x, Endless Slumber
Ability: Your sleep effect may affect 1 target per level in a 20 foot burst instead of a 30 foot cone.
Special: You may take this multiple times. Each time increase your effective level by 1.

ULTIMATE SLUMBER [MIND]


Prerequisites: Sleep 4x, Endless Slumber
Ability: Your sleeping targets don't wake up unless someone uses a high level Healing ability on them.

BAD DREAMS [MIND]


Prerequisites: Sleep, 3 other Mind Type abilities.
Ability: The Shinigami can stir the minds of their sleeping victims into vicious dreams, infused with enough
spiritual energy to make every dreamt cut and bruise real enough to kill. Victim of your deep sleep suffer 1d10
damage at the start of each round, so long as they remain asleep. This damage does not wake the subject of the
ability.
Special: This ability may be taken multiple times. Each time increases the damage by 1d10, To a max of 4d10.

CHARM [MIND]
Prerequisites: None
Ability: As a standard action, you may force a target humanoid within close range (25ft +5ft/2 levels) to make a
will save. Those with the Bizzare Hollow Growth power, or any other type but the base is immune to this ability. If
they fail, they view everything you say and do in the best possible light.
Special: You may take this multiple times. Each time increase your effective level for range by 2.

IMPROVED CHARM [MIND]


Prerequisites: Charm
Ability: Add +2 to your Charm's DC
Special: This may be taken multiple times. It's effects stack

GREATER CHARM [MIND]


Prerequisites: Charm
Ability: You may now target beings with a different creature type than normal with your Charm ability
DOMINATE [MIND]
Prerequisites: Charm, Greater Charm
Ability: You may dominate one humanoid target as a ranged touch attack that requires a Intelligence Based Will
save. Those with the Bizzare Hollow Growth power, or any other type but the base is immune to this ability.
Dominated targets do whatever you wish them to do, but if you violate their alliences, they gain an additional Will
Save with a +4 bonus. The target may expend 10 Reiatsu per level of the userto attempt to break free of the
control, rolling an additional save
Special: You may take this multiple times. Each time raise your virtual level by 1 for the opponent's ability to
break control.

IMPROVED DOMINATE [MIND]


Prerequsites: Charm, Greater Charm, Dominate
Ability: Your Dominate's DC raises by 2
Special: You may take this multiple times. Each time increase the DC by an additional 2.

GREATER DOMINATE [MIND]


Prerequisites: Charm, Greater Charm, Dominate, Improved Dominate
Ability: You may now target beings with a different creature type than normal with your charm ability.

INTUITIVE INSIGHT [MIND]


Prerequisites: None
Ability: You may add your Intelligence Modifier to your Defense and Reflex Saves in addition to your Dexterity
Special: You can take this multiple times. Each time your intelligence is considered 2 higher for this effect.

LESSER INSANITY [MIND]


Prerequisites: None
Ability: You may cause a target within long range (400ft + 40ft/level) to make an Intelligence Based Will Save or
become Confused for one round. A Confused target rolls a d100 to determine the effects. On a 1-10 the target
attacks the user as best they can. On a 11-20 they act normally. On a 21-50 they do nothing. On a 51-70 they
Flee to the best of their ability and on a 71-100 they attack the nearest target.
Special: You may take this multiple times. Each time increase the Will save DC by 1.

INSANITY [MIND]
Prerequisites: Lesser Insanity
Ability: Your Lesser Insanity now lasts for 1 round per level.
Special: You may take this multiple times. Each time increase the length of time by 1 round.

SUPERIOR INSANITY [MIND]


Prerequisites: Lesser Insanity, Insanity
Ability: By spending 500 Reiatsu when using Insanity your Insanity effect becomes permanent, but can be
saved against once each day.

SUPREME INSANITY [MIND]


Prerequisites: Lesser Insanity, Insanity, Superior Insanity
Ability: If you make your Insanity effect permanent, no save is allowed after the first one (Unless another ability
allows a second save, such as the Slippery Mind feat). High level healing effects may be used to remove the
insanity (Such as Superier Reiatsu Healing)

INSANITY STRIKE [MIND]


Prerequisites: Lesser Insanity
Ability: You may make your Insanity a Melee attack dealing your normal damage with the attempt at Insanity.
Special: You may take this multiple times. Each time you can make an additional Insanity Strike per turn

CONTROLLED MADNESS [MIND]


Prerequisites: Lesser Insanity
Ability: When your opponent rolls for their Insanity, you may move the dice up to 20% in either direction
Special: You may take this multiple times. Each time increase your control 10%. If this would result in a 100%
shift, you can control exactly what the target does each round within the confines of Lesser Insanity's wording.
WAVES OF INSANITY [MIND]
Prerequisites: Lesser Insanity, Controlled Madness
Ability: You may release your Insanity as a 10ft burst centered on you.
Special: You may take this ability multiple times. each time increase the burst by 5ft.

AURA OF INSANITY [MIND]


Prerequisites: Lesser Insanity, Controlled Madness, Waves of Insanity x3
Ability: Your Insanity now radiates from you to a distance of a 5ft burst as long as your Zanpakutou is released.
Special: You may take this multiple times. Each time increase the burst by 5ft.

PSYCHIC POWER [MIND]


Prerequisites: None
Ability: You gain Resist 10 Psychic
Special: You may take this multiple times. It's effects stack

MIND SYPHON [MIND]


Prerequisites: 9 Mind type abilities
Ability: When you take damage from Psychic damage, you instead heal one third the psychic damage you
would have taken.
Special: You may take this multiple times. Each time increase the healing one step (3:1 becomes 2:1 becomes
1:1)

MIRROR TYPE

ASSIMILATION [MIRROR]
Prerequisites: None
Ability: From now on, when gaining a Shikai Ability at the end of an encounter from leveling, or by storing shikai
picks for later for level up, When subjected to an ability for the stored ones, or at the end of an encounter from
leveling, you can spend said shikai pick to gain a shikai ability that was used on you in the last encounter. You
need to meet all prerequisites for it except for type (For example, A Death Type ability that requires 6 other Death
Type ability now requires 6 other Shikai Picks). You cannot store more than 1/3 of your level in Shikai Picks in
this method.

IMPROVED ASSIMILATION [MIRROR]


Prerequisites: Assimilation
Ability: When you store a Shikai Pick for later use, you gain 2 instead. Also you may have a number stored
equal to your level.

COPY HOLLOW GROWTH POWER [MIRROR]


Prerequisites: Assimilation
Ability: You may now trade in a Shikai Pick from your stores to copy a Hollow Growth Power used on you.

COPY KI ABILITY [MIRROR]


Prerequisites: Assimilation
Ability: You may now trade in a Shikai Pick from your stores to copy a Ki Ability used on you.

COPY SPECIAL ATTACK [MIRROR]


Prerequisites: Assimilation
Ability: You may now trade in a Shikai Pick from your stores to copy a Special Attack used on you.

COPY KAMI TRIO ABILITY [MIRROR]


Prerequisites: Assimilation
Ability: You may now trade in a Shikai Pick from your stores to copy a Solar, Lunar or Gaian ability used on you.

COPY WAS ARCHIVE ASPECT [MIRROR]


Prerequisites: Assimilation
Ability: You may now trade in a Shikai Pick from your stores to copy a W.A.S. Archive Aspect used on you.
COPY MASTER SHOT [MIRROR]
Prerequisites: Assimilation
Ability: You may now trade in a Shikai Pick from your stores to copy a Master Shot used on you.

COPY SAIBAMEN ABILITY [MIRROR]


Prerequisites: Assimilation
Ability: You may now trade in a Shikai Pick from your stores to copy a Saibamen Ability used on you.

MIRROR'S REFLECTION [MIRROR]


Prerequisite: Assimilation, Improved Assimilation
Ability: After making a successful save or taking no damage from an ability used against you, you can expend
one of your saved up shikai picks to use that ability against it's original user adding the difference between your
levels and ability scores to the DC and other numerical benefits of the ability. Said Reflection ignores Damage
Reduction/Mitigation/Energy Resistance.

OPPRESSION TYPE

OPPRESSION AURA [OPPRESSION]


Prerequisites: None
Ability: This ability is needed to take any of the other abilities in the Oppression Type. You may activate your
Oppression Aura as a swift action that does not provoke an attack of opportunity. You can end an Oppression
Aura as a free action. Oppression saves are Constitution Based Fortitude Saves. Your aura size is 20 feet
around you, and all your auras are always on. Aura effects are never lethal, even negative constitution. You are
never effected by your own aura unless an ability states you are. Your effects end if your opponent leaves the
area.
Special: You may take this multiple times. Each time increase your aura by 10 feet.

SOFTEN ARMOR [OPPRESSION]


Prerequisites: Oppression Aura
Ability: -2 Defense to all targets within the area.
Special: You may take this multiple times. Each time subtract 2 from all target's defense.

SUPPRESS ABILITY [OPPRESSION]


Prerequisites: Oppression Aura
Ability: Choose one statistic. All within your Aura take a -4 penalty to that statistic.
Special: You may take this multiple times. Each time choose a Statistic and increase the penalty to that statistic
by 4.

SUPPRESS MAGIC [OPPRESSION]


Prerequisites: Oppression Aura, 1 other Oppression Ability
Ability: Each caster within the aura has a 10% Spell Failure chance. Each time the character casts a spell, roll a
d100. If the result is above a 90, the spell fails to cast, though you still spend the Reiatsu.
Special: You may take this multiple times. Each time increase the Spell Failure chance by 10% to a maximum of
80%

SUPPRESS MOVEMENT [OPPRESSION]


Prerequisites: Oppression Aura, 2 other Oppression Abilities
Ability: All targets take a 10ft penalty to all their speeds.
Special: You may be take this multiple times. Each time suppress 10 more feet of movement. This can never
result in a 0ft speed. You may always move 5ft.

OPPRESSIVE AURA PERFECTION [OPPRESSION]


Prerequisites: Oppression Aura, 4 other Oppression Abilities
Ability: All within the aura begin to suffocate, including the user. Suffocation halts when the target becomes
unconscious.
SELECTIVE OPPRESSION AURA [OPPRESSION]
Prerequisites: Oppression Aura
Ability: You may select one target per level to leave out of your aura's effects.
Special: You may take this multiple times. Each time the number of targets you may effect by 1.

GREATER OPPRESSIVE AURA PERFECTION [OPPRESSION]


Prerequisites: Oppression Aura, Oppressive Aura Perfection, 4 other Oppression Abilities
Ability: You may select one target within your aura to be effected by Oppressive Aura Perfection instead of
normal. Should you do so, increase the DC by your Intelligence Modifier
Special: You may take this multiple times. Each time increase the number of targets you can effect with this
ability by 1.

ATTACK SUPPRESSIVE AURA [OPPRESSION]


Prerequisites: Oppression Aura
Ability: Within your aura, all creatures remove their ability bonuses to damage rolls.
Special: You may take this multiple times. Each time remove 1[BW] damage from the oppressed target's
damage to a minimum 0[BW]

SUPPRESS REFLEXES [OPPRESSION]


Prerequisites: Oppression Aura
Ability: All within your aura suffer a -2 penalty to Reflex Saves
Special: May be taken multiple times. Each time increase the penalty by 2

SUPPRESS FORTITUDE [OPPRESSION]


Prerequisites: Oppression Aura
Ability: All within your aura suffer a -2 penalty to Fortitude Saves
Special: May be taken multiple times. Each time increase the penalty by 2

SUPPRESS WILL [OPPRESSION]


Prerequisites: Oppression Aura
Ability: All within your aura suffer a -2 penalty to Will Saves
Special: May be taken multiple times. Each time increase the penalty by 2

BESTOW CURSE [OPPRESSION]


Prerequisites: One other Oppression ability that applies a penalty
Ability: You may as a standard action make a melee touch attack against a creature, and it must make a
Spellscore based Will Save or be effected by one of your Oppression abilities for 1 round per character level.
The effects of your Oppression abilities do not stack with each other if they are the same penalty.

QUICKENED CURSE [OPPRESSION]


Prerequisites: Bestow Curse, 2 other Oppression abilities
Ability: You may now deliver Bestow Curse as part of an attack action, though you still must perform it as a
melee touch attack.
Special: This may be taken up to 4 times, each time after the first you may make an additional Bestow Curse
attack.

CHANNEL THE CURSE [OPPRESSION]


Prerequisites: Quickened Curse
Ability: You may now deliver your Bestow Curse as part of a melee attack.

GREATER BESTOW CURSE [OPPRESSION]


Prerequisites: Bestow Curse, 4 other Oppression abilities
Ability: You may now effect a creature with up to two of your Oppression abilities with each use of Bestow
Curse.
PESTILENCE TYPE

CONTAGION [PESTILENCE]
Prerequisites: None
Ability: You may target one creature within melee range as a standard action. If Injured by your attack, they are
subject to a fortitude save (constitution based) or contract one of the following diseases:
Disease Type Incubation Period Initial Damage Secondary Damage
Anthrax See Text 1d2 days 1 Con 1d4 Con
Small pox See Text 2d4 days 1 Str and 1 Con 1d2 Str and 1d2 Con
Pneumonia See Text 1d4 days 1 Str 1d3 Str and 1d3 Con
Hantavirus See Text 1 day 1d2 Str 1d2 Str and 1d2 Con
Necrotizing faciitis See Text 1d6 days 1 Con 1d3 Con
West Nile virus See Text 1d4 days 1 Dex and 1 Con 1d2 Dex and 1d2 Con
Salmonellosis See Text 1 day 1 Str and 1 Dex 1 Str and 1d3 Dex

Roll 1d8 to determine what disease is contracted. If an 8 is rolled 2 diseases are contracted, ignore future rolls of
8. the DC of the diseases in question are equal to 15 + Character Level + Constitution Modifier to resist and is
always contracted on Injury.

IMPROVED CONTAGION [PESTILENCE]


Prerequisites: Contagion
Ability: Diseases do not have an incubation period for those that are effected by your Contagion ability. They
take effect immediately.

ADVANCED CONTAGION [PESTILENCE]


Prerequisites: Contagion, Improved Contagion
Ability: You now deliver your contagion at close range (25 ft + 10 ft / 2 Levels). It can now be contact based
instead of injury based.
Special: You may take this two more times. Each time increase the range by one step. Close Range (25ft
+10ft/2 Levels) becomes Medium (100ft +10ft/Level) becomes Long (400ft +40ft/Level)

MASS CONTAGION [PESTILENCE]


Prerequisites: Contagion, Improved Contagion, Advanced Contagion
Ability: Your Contagion can now effect everyone within a 20ft burst centered on you.
Special: You may take this multiple times. Each time increase the radius by 10ft.

GREATER CONTAGION [PESTILENCE]


Prerequisites: Contagion
Ability: Your Contagion's initial DC is increased by 2.
Special: You may take that multiple times. Each time increase the DC by 1.

SUPERIOR CONTAGION [PESTILENCE]


Prerequisites: Contagion, Improved Contagion
Ability: The secondary damage of your Contagions happen every hour instead of every day.
Special: You may take this multiple times. Each time increase the speed of your diseases by 1 step. 1 hour
becomes 1 minute becomes every 5 rounds becomes every 2 rounds becomes every round.

SELECTIVE CONTAGION [PESTILENCE]


Prerequisites: Contagion, Improved Contagion
Ability: You may select which disease to bestow on your targets.

DISEASE CARRIER [PESTILENCE]


Prerequisites: Contagion
Ability: Your diseases are in your blood and those that attack you in melee risk contracting them just from being
around you. Each time you are dealt damage by a melee or unarmed attack, the attacker must roll a fortitude
saving throw (constitution based) or contract a random disease from the chart above.
MASS DISEASE CARRIER [PESTILENCE]
Prerequisites: Contagion, Disease Carrier
Ability: Instead of just the attacker being effected by your diseases, all opponents within 5 feet are effected and
subjected to the fortitude save to resist contracting a disease.
Special: You may take this ability multiple times to increase the area by 5 feet.

ENFEEBLING STRIKE [PESTILENCE]


Prerequisites: None
Ability: Your attack forces a fortitude save (Constitution Based) or deals 1 strength or dexterity damage
(Chosen when this ability is taken). You may only make one Enfeebling Strike per round, and making one is a
Standard action.
Special: You may take this multiple times. Each time choose one option and apply it to this ability:
• Increase your Enfeebling Strike by 1 step (Max 1d6)
• Add an additional Enfeebling Strike that you can make per round
• Make your Enfeebling Strike effect Strength and Dexterity

SICKENING STRIKE [PESTILENCE]


Prerequisites: None
Ability: Upon being hit they must make a constitution based fortitude save or become sickened for one round.
You may use either Nauseating Strike or Sickening Strike at will but only once per round.
Special: You may take this multiple times to increase the time by one round or the DC of the check by 1.

NAUSEATING STRIKE [PESTILENCE]


Prerequisites: Sickening Strike
Ability: Your attacks have a chance to nauseate your opponent. Upon being hit, they must make a constitution
based fortitude save or become nauseated for one round. You may use either Nauseating Strike or Sickening
Strike at will but only once per round.
Special: You may take this multiple times to increase the time by one round, or the DC of the check by 1.

REMOVE CONDITION [PESTILENCE]


Prerequisites: Sickening Strike
Ability: Your Zanpakutou can remove the conditions Nauseated and Sickened from a target at will as long as
your Zanpakutou is released.

PLANT TYPE

CREATE VEGETATION [PLANT]


Prerequisites: None
Ability: As a standard action, you may stab the ground, sending new vegetation throughout the area in a 5’
radius per level. This effect must be active to use certain Plant type abilities such as Entangle and Tree of Might
Special: You may take this multiple times. Each time increase your radius in which you create vegetation by
5ft/level.

SWIFT CREATE VEGETATION [PLANT]


Prerequisites: Create Vegetation
Ability: You may create Vegetation as a Swift Action

ENTANGLE [PLANT]
Prerequisites: Create Vegetation
Ability: You may activate this while you have creatures standing within your Vegetation. All creatures must make
a Wisdom based Reflex save or become immobilized. This never effects you. Targets may attempt a Escape
Artist or Strength Check to get out of this effect on subsequent rounds. These checks are Strength Based.
Special: You may take this multiple times. Each time increase the DC of this ability by 1.
VICIOUS VINES [PLANT]
Prerequisites: Create Vegetation, Entangle
Ability: This creates a field of vines that spring up from your vegetation. This creates a 20 foot burst around the
user. All targets within the burst save the user must make a grapple check versus the vines or be grappled. The
grapple check of the vines is equal to your ranks in Weapon Attack + 4 for a strength score of 18. The vines last
for 1 round/character level before they must be manifested again.
Special: You may take this multiple times. Each time you do, increase the area by 5 feet or the strength of the
vines by +4.

MAGICAL VINES [PLANT]


Prerequisites: Create Vegetation, Entangle, Vicious Vines
Ability: You may apply the effect from another Shikai type to your vines. The effects only include effects that are
used in a melee attack such as Greater Wounding, Drain Reiatsu, Flame Blade, et cetera.
Special: You may take this multiple times. Each time increase the number of shikai abilities that are tied to your
Magical Vines by 1.

WALL OF THORNS [PLANT]


Prerequisites: Create Vegetation, Entangle, Vicious Vines
Ability: You may make a wall of thorns that impedes the movement of your enemies as a standard action. The
wall of thorns is 10 feet high, 50 feet wide, and 1 feet thick. Your wall has a hardness of 5 and 120 hit points.
There are holes in the wall that allow creatures of medium size or smaller to squeeze through, though those that
go through take 4d8 damage for doing so.
Special: You may take this multiple times to increase one diameter of the wall besides thickness by 10 feet,
increase the thickness by 1 foot (adding 120 hit points), or to increase the damage by 1d8.

BARKSKIN [PLANT]
Prerequisites: None
Ability: You gain a +2 bonus to your Natural Armor and Damage Reduction while this effect is activated.
Activating this ability is a swift action.
Special: This may be taken multiple times. Each time increase the bonus by 2.

THORN BODY [PLANT]


Prerequisites: Barkskin
Ability: The users Barkskin also sprouts lethal thorns all over their body, harming those who physically attack
the user with melee, unarmed or natural attacks. These thorns deal [BW]+Spellscore modifier in piercing
damage. These thorns ignore damage reduction/mitigation.
Special: You may take this multiple times. Each time increase the damage your thorns deal by 1[BW]

TREE SHAPE [PLANT]


Prerequisites: Barkskin
Ability: By means of this ability, you are able to assume the form of a Large living tree or shrub or a Large dead
tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually
a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell
reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just
as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10
natural armor bonus to defense but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune
to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss tree
shape as a free action (instead of as a standard action).
Special: This may be taken multiple times. Each time increase the size of the tree by one size category. This
also increases the natuarl armor bonus to Defense by +5.

WOOD SHAPE [PLANT]


Prerequisites: Barkskin
Ability: Wood shape enables you to form one existing piece of wood 10cu feet + 1cu Feet per level into any
shape that suits your purpose as a standard action. While it is possible to make crude coffers, doors, and so
forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t
work.
REPEL WOOD [PLANT]
Prerequisites: Barkskin, Wood Shape
Ability: Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden
objects in the path of the spell to be pushed away from you to the limit of the range (60 foof Line). Wooden
objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are. Objects 3
inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of
energy. Objects affected by the spell are repelled at the rate of 40 feet per round. Objects such as wooden
shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those
carrying them along. (A creature being dragged by an item it is carrying can let go. A creature being dragged by
a shield can loose it as a move action and drop it as a free action.) If a spear is planted (set) to prevent this
forced movement, it splinters. This effect lasts as long as you will it to last, and can be begun and ended as a
standard action.
Special: This may be taken multiple times. Each time increase the line by 10feet.

WOODEN SWORD [PLANT]


Prerequisites: None
Ability: Your weapon takes on the appearance of wood, and for the purposes of effects is wood. It's damage is
changed to Bludgeoning and it deals an additional damage per damage dice you deal.
Special: You may take this multiple times. Each time increase the bonus damage per dice by 1.

BRAMBLES [PLANT]
Prerequisites: Wooden Sword
Ability: Your weapon sprouts deadly thorns all over as a move action, changing it's damage type from
Bludgeoning to Bludgeoning and Piercing and deals +1[BW] damage
Special: You may take this multiple times. Each time increase the bonus damage by 1[BW] to a maximum of
4[BW] at non-epic levels.

SWIFT BRAMBLES [PLANT]


Prerequisites: Wooden Sword, Brambles
Ability: You may release your Brambles as a Swift Action.

SPLINTER BOLT [PLANT]


Prerequisites: Barkskin, Wood Shape, Repel Wood, Wooden Sword, Brambles
Ability: You may fire 1 Splinter Bolt. It deals damage equal to your full Zanpakutou Damage (Including your
Spellscore Modifier instead of Strength) and imposes a -2 to defense, attack rolls, and reflex saves, penalties
that stacks. A successful reflex save negates the penalty. DC (Wisdom Based).
Special: You may take this multiple times. Each time increase the number of bolts that can be fired by 1.

ENTANGLING WEAPON [PLANT]


Prerequisites: Wooden Sword, Create Vegetation, Vicious Vines
Ability: You may attempt to grapple a target with your weapon instead of normal. You are not considered
grappled while grappling with your weapon, and if you are counter grappled you may drop your weapon instead.
You do not have to be in an area of vegetation to use this ability, but if you are, you gain a +5 bonus on the
grapple check. If you attempt and succeed to grapple a second target, you are considered grappled.
Special: You may take this multiple times. Each time increase your grapple check by +2.

IMPROVED ENTANGLING WEAPON [PLANT]


Prerequisites: Wooden Sword, Create Vegetation, Vicious Vines, Magical Vines, Entgangling Weapon
Ability: When using your Entangling Weapon, the target is effected as if they were attacked with Magical Vines.

PHOTOSYNTHESIS [PLANT]
Prerequisites: Create Vegetation
Ability: While in an area of vegetation (Including those created by Create Vegetation), you gain Fast Healing 3
Specialty: You may take this multiple times. Each time increase the Fast Healing by 3.
QUILL BLAST [PLANT]
Prerequisites: Wooden Sword, Brambles
Ability: As a standard action, all creatures in a 20 foot burst are hit by a number of quills based on their size. (4
if Medium or small +4 per size category above medium. 2 of Tiny, 1 if Diminutive, 0 if Fine). Creatures being
effected by this ability may make a Dexterity based Reflex save to halve the number of quills they are hit with
(Minimum 0). Each quill deals 2[BW] that ignores Damage Reduction/Mitigation and imposes a -1 penalty to all
d20 rolls. You may use this ability multiple times to impose larger penalties. The maximum penalty that can be
imposed is -10.
Special: You may take this multiple times. Each time increase the damage of each quill by 1[BW] or the max
penalty cap by -5.

SEED THE EARTH [PLANT]


Prerequisites: Create Vegetation, Entangle, Vicious Vines, Wall of Thorns
Ability: You may as a standard action plant a seed in the ground, and 3 rounds later the seed grows into a plant
creature equivalent to a Rank 1 golem. The first time this ability is used, you must pick the golem's shikai abilities
which are then set permanently, instead of having construct traits it has plant traits and has Fast Healing equal to
the number of Plant abilities you have. If the area is in a water dominant area, it grows in 1 round.

IMPROVED SEED THE EARTH [PLANT]


Prerequisites: Create Vegetation, Entangle, Vicious Vines, Wall of Thorns, Seed The Earth
Ability: Your Plant Golems increase one rank when created.
Special: You may take this multiple times. Each time increase the Plant Golem one rank (Maximum Rank 4).

SEED THE BODY [PLANT]


Prerequisites: Create Vegetation, Entangle, Vicious Vines, Wall of Thorns, Seed the Earth, Wooden Sword,
Brambles
Ability: As a standard action, you may make a melee attack against an opponent, dealing damage as normal. In
addition, the thorns that pierce the victim, release a single seed within the target, and begins to use their body for
the nutrition required to grow into full bloom. The target must make a fortitude save, if successful the seed is
expelled. The seed begins to drain 100 reiatsu per round, once the target reaches 0 reiatsu or dies, flowers
bloom over the targets body, bearing fruit. The fruit when eaten restores the consumer's hit points and reiatsu,
equal to half the amount of reiatsu the seed consumed.
Special: This may be taken multiple times, each time after the first increases the reiatsu drained per round by
100.

IMPROVED SEED THE BODY [PLANT]


Prerequisites: Create Vegetation, Entangle, Vicious Vines, Wall of Thorns, Seed the Earth, Wooden Sword,
Brambles, Seed the Body
Ability: When a target reaches 0 reiatsu, one of the flowers, instead of bearing fruit, bears a rank 4 golem as per
Seed the Earth. You also gain the fruit that restores Reiatsu as per Seed the Body.
Special: You may take this multiple times. Each time increase the number of golems created by 1. You may
control all golems you create with this ability as a Standard action. They all use the same Shikai Pick Selection.

COCOON [PLANT]
Prerequisites: Create Vegetation, Photosynthesis, Entangle, Vicious Vines, Wall of Thorns, Seed The Earth,
Improved Seed the Earth
Ability: The user activates this as a full round action, and it surrounded by a cocoon for 5 rounds. During this
time, the users damage mitigation of all sorts is doubled against everything besides fire. Once the five rounds is
over, the user exits the cocoon fully healed. This may only be used once per battle. In a forest area or an area
water dominant, it takes only 3 rounds.
Special: This may be taken multiple times, each time after the first allows you to use Cocoon one more time per
battle.

REFLEXIVE COCOON [PLANT]


Prerequisites: Create Vegetation, Photosynthesis, Entangle, Vicious Vines, Wall of Thorns, Seed The Earth,
Improved Seed the Earth, Cocoon
Ability: The user may activate Cocoon as an Immediate Action in response to an effect that would slay or
disable the user. If you would have died, you are brought back to life by using this immediate action.
METAMORPHOSIS [PLANT]
Prerequisites: Create Vegetation, Photosynthesis, Entangle, Vicious Vines, Wall of Thorns, Seed The Earth,
Improved Seed the Earth, Cocoon
Ability: Once you emerge from your Cocoon, you gain the following benefits for 3 + Spellscore Modifier rounds
• An enhancement bonus to their physical stats equal to their spellscore modifier.
• Damage Mitigation versus all forms of damage equal to their spellscore modifier. Half of this applies
versus ability score damage. Does not mitigate drain, or fire damage.
• Fast Healing is increased by their spellscore modifier.
• Gain a fly speed with good maneuverability with a speed equal to their spellscore modifier x 10.
• Take double damage from fire effects.

EXPANSIVE SEED COLLECTION [PLANT]


Prerequisites: Create Vegetation, Entangle, Vicious Vines, Wall of Thorns, Seed the Earth, Wooden Sword,
Brambles, Seed the Body, Improved Seed the Body
Ability: You may have an additional Plant Golem selection of abilities to use, when using Seed the Earth or
Seed the Body. You may choose which template to use with each created Golem. Once created they are set in
stone.
Special: This may be taken multiple times, each time gives another Golem template.

TREE OF LIFE [PLANT]


Prerequisites: 9 Plant Type Abilities
Ability: You gain Regeneration equal to the number of Plant Type abilities you have. This is bypassed by Fire
and Negative Energy
Special: You may take this multiple times. Each time increase the regeneration gained by 2.

TREE OF MIGHT [PLANT]


Prerequisites: Seed the Earth, Vicious Vines, Brambles and Wooden Sword, Create Vegetation, Entangle
Ability: You summon a Tree of Might as per the Essential Dragonball book. You can create a fruit or designate
anyone you choose to create fruit taking action points to create. You cannot create the 0 Action Dice variant.
Special: You may take this multiple times. Each time it is taken reduce the Action Point cost of creating a fruit by
1 to a minimum of 1, 1, and 5 respectively for levels.

POISON TYPE

EXCRETE POISON [POISON]


Prerequisites: None
Ability: As a move-action, the Zanpakutou excretes a poison that coats the blade. The poison is injury based,
and is expended after the first hit. The poison does one point of ability damage as initial damage and 1d2 points
of ability damage as secondary damage. The type of ability damage is specified at the time this Zanpakutou
ability is taken. The wielder of the Zanpakutou cannot be poisoned accidentally, the poison is derived from their
body and they are completely immune to its effect. The Fortitude Save DC for the poison is constitution based.
Special: This ability may be taken multiple times, each time it gives the Zanpakutou the ability to excrete a
different poison that damages a different ability score. You may not excrete the same poison again until the
poison has been completely used up, whether or not the poison was successful.

SWIFT COAT [POISON]


Prerequisites: Excrete Poison
Ability: You may coat your Zanpakutou with poison as a swift action. This applies to any poisons you can use.

LINGERING POISON [POISON]


Prerequisites: Excrete Poison
Ability: The coats of poison your Zanpakutou excretes last longer than normal. The poison coat lasts for an
additional successful attack.
Special: This ability may be taken multiple times; each time it is taken it increases the amount of successful
attacks the poison coat lasts for by one. This ability only applies to one type of poison, if the Excrete Poison
ability has been taken more than once you must choose which poison it applies to.
CHANGE POISON DERIVATION [POISON]
Prerequisites: Excrete Poison
Ability: It changes the ability score the DC of your poison is set to. This functions for only one poison.
Special: This may be taken multple times. Each time for a different statistic's poison you can excrete.

CHANGE POISON FUNCTION [POISON]


Prerequisites: Excrete Poison
Ability: It allows you to change the type of saving throw required by a poison to either Reflex or Will (Reflex-
based poisons use excessive coats of potent poison where trying to turn aside as much of the blade as possible
is far more effective than trying to resist it, and Will-based poisons attack the mind itself, and thus can be thrown
off through sheer force of will).
Special: This may be taken multple times. Each time for a different statistic's poison you can excrete.

VERSATILE POISON [POISON]


Prerequisites: Excrete Poison
Ability: This allows you to excrete poison that is contracted by another method, either ingestion or contact. This
applies to one of your poisons and may be taken multiple times to add this ability to another of your poisons.
Also, you may remove the poison from your blade and apply it to another object, if so desired.
Special: Each time you take this ability, you may choose another method of contraction. Each time you
materialize your poison, you may select the contraction method it will use. You may alternatively add this ability
to an additional poison you can excrete.

INHALED POISON [POISON]


Prerequisites: Excrete Poison, Versatile Poison.
Ability: Your poison becomes an inhaled poison that lingers for 1 round before dissipating in a five foot burst.
Special: You may take this multiple times. Each time it is taken your poison lingers for an additional round.

POISON CLOUD [POISON]


Prerequisites: Excrete Poison, Versatile Poison, Inhaled Poison
Ability: The burst of your Inhaled Poison increases by 5feet.
Special: You may take this multiple times. Each time increase the cloud by 5ft.

IMPROVED VIRULENCE [POISON]


Prerequisites: Excrete Poison
Ability: This increases the potency of one kind of poison the Zanpakutou can create. Either the save DC
increases by 1, or the die goes up by one size (Max 3d6).
Special: This may be taken multiple times. Each time either increase the DC by 1 or increase the dice size by 1
(Max 3d6)

GREATER VIRULENCE [POISON]


Prerequisites: Excrete Poison 2x, Improved Virulence
Ability: You may combine two types of ability damage you can use with Excrete Poison into one poison. All
poisons combined use the lowest die type and the lowest save of any poison combined; the die type (Max 3d6),
however, is improved by one size for each poison combined, and the save is increased by +1 per combined
poison. You may choose not to combine poisons when poisoning your blade.
Special: You may take this multiple times. Each time this ability is taken, you may combine one additional type
of poison.

SUPERIOR VIRULENCE [POISON]


Prerequisites: Excrete Poison 2x, Improved Virulence, Greater Virulence
Ability: Combined Poisons can now also combine effects from the Strange Toxin tree.

RAPID POISON CLOUD [POISON]


Prerequisites: Excrete Poison, Versitile Poison, Inhaled Poison
Ability: Reduce the time needed to use Inhaled Poison to a Swift action
Special: You may take this multiple times. Each time reduce the time to use Inhaled Poison by one step to a
minimum time of a Swift Action.
GREATER POISON CLOUD [POISON]
Prerequisites: Excrete Poison, Versitile Poison, Inhaled Poison, Rapid Poison x3
Ability: Your Poison Cloud is an emanation that lasts 3 rounds before needing to be activated again.
Special: You may take this multiple times to increase the duration of the emanation by 1 round.

SUPERIOR POISON CLOUD [POISON]


Prerequisites: Excrete Poison x2, Versitile Poison, Inhaled Poison, Improved Virulence.
Ability: Your Inhaled Poison may now use any combined poison you have access to, and Superior Virulence
applies.

STRANGE TOXIN [POISON]


Prerequisites: Excrete Poison
Ability: You may add a status effect from the following list to one of your poisons: Fatigued, Dazed, Sickened or
Shaken. Such an effect requires an additional Fortitude Save to resist. These effects do not stack with
themselves or each other on the same poison type (so your Dex poison could sicken and your Strength poison
could fatigue, but you couldn't have an Int poison that dazes and fatigues). The status conditions last for one
round.
Special: You may take this multiple times. Each time adding a status condition to a different poison, or
increasing the duration by one round.

IMPROVED STRANGE TOXIN [POISON]


Prerequisites: Excrete Poison, Strange Toxin
Ability: Increase the potency of one of your poison's status effects. Fatigue becomes exhaustion, dazed
becomes stunned, shaken becomes frightened, and sickened becomes nauseated.
Special: This may be taken multiple times. Each time increase a different poison's effect.

VIRULENT STRANGE TOXIN [POISON]


Prerequisites: Excrete Poison, Strange Toxin
Ability: Remove the second saving throw from Strange Toxin's description. One save determines all effects.

GREATER STRANGE TOXIN [POISON]


Prerequisites: Excrete Poison, Change Poison Function x2, Strange Toxin
Ability: Whenever an opponent is struck by your poisoned Zanpakutou, he must immediately make a Fortitude
save or suffer its effects (as standard). In the next round, he must make a Reflex save or suffer its effects again.
In the next round, he must make a Will save or suffer its effects again.
Special: This may be taken multiple times. Each time the cycle begins again by one step (So the second time
this is taken, add a Fortitude Save after the Will save. The third time add a Reflex Save after the second
Fortitude Save, etc)

EVIL POISON [POISON]


Prerequisites: Excrete Poison for all statistics, Change Poison Function x2, Strange Toxin
Ability: As a full-round action, you may make a single poisoned attack that deals 1d6 points of damage to every
ability score and paralyzes an enemy for one round. This effect requires a Fort, Ref, and Will Save to avoid.
Special: This ability can be taken multiple times. Each time taken either increases the DC of all saves by 1, the
damage by 1d6 (Maximum 2d6), or the paralysis duration by one round.

MURDEROUS FLOWER OF EDEN [POISON]


Prerequisites: Excrete Poison for all statistics, Change Poison Function x2, Strange Toxin, Versatile Poison,
Inhaled Poison, Improved Virulence, Superior Poison Cloud.
Ability: Evil Poison may be used with Inhaled Poison.

BODY POISON [POISON]


Prerequisites: Excrete Poison
Ability: You may excrete a poison that damages the body. Your Poison, instead of dealing Ability Damage, deals
Hit Point Damage equal to five times the Ability damage.
Special: This may be taken multiple times. Each time increase the damage multiplier cap by 1.
SPIRIT TOXIN [POISON]
Prerequisites: Excrete Poison
Ability: You may excrete a poison that damages the spirit. Your Poison, instead of dealing Ability Damage, deals
Hit Point Damage equal to fifty times the Ability damage.
Special: This may be taken multiple times. Each time increase the damage multiplier cap by 10.

IMPROVED BODY POISON [POISON]


Prerequisites: Excrete Poison, Body Poison
Ability: You may increase the duration of your Body Poison by one minute prompting a third save.
Special: This may be taken multiple times. Each time increase the length of time (In minutes), and the number
of saves by 1.

IMPROVED SPIRIT TOXIN [POISON]


Prerequisites: Excrete Poison, Spirit Toxin
Ability: You may increase the duration of your Spirit Toxin by one minute prompting a third save.
Special: This may be taken multiple times. Each time increase the length of time (In minutes), and the number
of saves by 1.

HYPER POISONS [POISON]


Prerequisites: Excrete Poison, 3 other Poison Type Abilities
Ability: The time between saves for your poisons becomes once every 5 rounds instead of once per minute.
Special: You may take this ability multiple times. Each time reduce the interval by 1 round to a minimum of once
per 1 round for a save.

DEEP TOXINS [POISON]


Prerequisites: Excrete Poison, 2 other Poison Type Abilities
Ability: Your poisons duration increases by one iteration (minute, rounds, etc).
Special: You may take this multiple times to increase them an additional iteration of time. This ability combines
with the Improved Body Poison and Improved Spirit Toxin abilities of the same type if you take this ability along
with them.

ANTIDOTE [POISON]
Prerequisites: Excrete Poison, Any one other Poison Ability
Ability: You may eliminate from someone's system by touch, as a swift action, any Poison you can create, even
multiple different poisons at once. This can be done at any time during the poison's duration, but once done, the
poison cannot return unless another dose is administered. Once removed all effects of that poison, status
effects, ability damage and level loss are reversed and cured.
Special: You may pick this ability multiple times. Each time you do, the target gains a +2 bonus on all saves vs
disease and poisons. This bonus lasts for 1 round per poison type ability you possess.

REMEDY [POISON]
Prerequisites: Excrete Poison, Antidote, Any one other Poison Ability
Ability: You may now attempt to remove poisons caused by others, including other Poison Type users. To
remove a Poison from someone's system that is not from the Poison Type, including your own system, you must
prick the target's skin (Causing 1 HP of damage, ignoring all forms of damage reduction/mitigation) as a swift
action. Once done, you may make the Fortitude save for the poison in the person's stead with a bonus to the
save equal to the number of Poison Abilities you have. Should you succeed, the poison is removed as if you had
used the Antidote ability. To remove a Poison from another Poison Type user, you prick the target's skin as
above, and make an Ego Check versus the offending Zanpakutou. Effects that force passing Ego checks do not
work on this check. If you succeed, the poison is neutralized.

PRIMAL TYPE

ANIMAL FORM [PRIMAL]


Prerequisites: None
Ability: You gain Animal Form as a feat whether you meet the prerequisites or not while your Zanpakutou is
released. You can go back and forth at will between your animal form and your human form.
Special: This may be taken multiple times, each time you take this you may choose another animal form.
IMPROVED ANIMAL FORM [PRIMAL]
Prerequisites: Animal Form
Ability: You can become a large or tiny creature with your Animal Form.
Special: You may take this multiple times. Each time you may become one size category larger or smaller. You
cannot become greater than Colossal or smaller than Fine with this ability.

IMPROVED ANIMALISTIC STRENGTH [PRIMAL]


Prerequisites: Animal Form
Ability: While you are in your animal or were-form, your Strength increases by 6.
Special: You may take this multiple times, each time add 4 to the bonus.

IMPROVED ANIMALISTIC DEXTERITY [PRIMAL]


Prerequisites: Animal Form
Ability: While you are in your animal or were-form, your Dexterity increases by 6.
Special: You may take this multiple times, each time add 4 to the bonus.

IMPROVED ANIMALISTIC CONSTITUTION [PRIMAL]


Prerequisites: Animal Form
Ability: While you are in your animal or were-form, your Constitution increases by 6.
Special: You may take this multiple times, each time add 4 to the bonus.

WERE-FORM [PRIMAL]
Prerequisites: Animal Form, One other Primal Type ability.
Ability: You may assume a hybrid form with one of your animal forms as a move action. You are either small,
medium or large when in this form (if the animal in question is tiny or smaller you are small, if they are medium or
large you are medium, if they are huge, gargantuan or colossal you are large while in were form. Do not adjust
statistics for size.)While in that form you gain a bonus to all physical statistics equal to the number of Primal Type
abilities you have. You also gain two claw attacks dealing 1d6 damage + 1d6 damage per 5 ranks of unarmed
attack you have, as well as a bite attack that deals 1d8 damage + 1d8 damage per 5 ranks of unarmed attack
you have. The claw attacks are your secondary attack. While in your were-form, you lose your Zanpakutou as it
melds into your new form. At the end of your form it appears in your hand.

WERE-FORM EFFICIENCY [PRIMAL]


Prerequisites: Animal Form, Were-Form, One other Primal type ability
Ability: While in your were-form, you may make a full attack action with all your natural weapons at a -2 penalty
instead of a -5.
Special: You may take this a second time. If you do, your penalty becomes 0

BITE OF THE SERPENT [PRIMAL]


Prerequisites: Animal Form
Ability: Your bite attack in animal and were-form your bite has a chance to poison the target. The taget must
make a Fortitude save (Constitution based) or take 1 constitution damage. One minute later they must make
another fortitude save (Constitution based) or take 1d4 constitution damage.
Special: You may take this multiple times to increase the DC of the Poison by 1.

BITE OF THE RAT [PRIMAL]


Prerequisites: Animal Form, Were-Form, One other Priaml Type ability
Ability: Your bite attack in animal and were-form now has a chance to cause disease in your target. The target is
allowed a Fortitude save to resist after 1d3 days. If they fail the save they take 1d3 Constitution damage and 1d3
dexterity damage. The DC is constitution based.
Special: You may take this multiple times. Each time increase the DC by 1.

SERPENT'S TAIL [PRIMAL]


Prerequisites: Animal Form, Were-Form, One other Priaml Type ability
Ability: While in your animal or were-form, you gain a secondary tail attack that deals 1d8 damage + 1d8
damage per 5 ranks of unarmed strike you have.
WINGS OF THE EAGLE [PRIMAL]
Prerequisites: Animal Form, Were-Form, Primal Form, Three other Priaml Type abilities
Ability: You gain a pair of wings in your were-form that allow you to fly at twice your land speed with a
maneuverability of good.
Special: You may take this a second time to increase the Flight maneuverability to perfect.

IMPROVED WINGS OF THE EAGLE [PRIMAL]


Prerequisites: Animal Form, Were-Form, Primal Form, Wings of the Eagle, Three other Priaml Type abilities
Ability: You gain a pair of Wing Buffet attacks that deal 1d6 damage + 1d6 damage per 5 ranks of unarmed
strike you have.

HORNS OF THE RAM [PRIMAL]


Prerequisites: Animal Form, Were-Form, One other Priaml Type ability
Ability: You gain a gore attack that deals 1d8 damage + 1d8 damage per 5 ranks of unarmed strike you have.

HOOVES OF THE GAZELLE [PRIMAL]


Prerequisites: Animal Form
Ability: You gain a bonus to your land speed equal to 10 feet.
Special: You may take this multiple times. Add 10 feet to the bonus each time.

SERPENT'S GRIP [PRIMAL]


Prerequisites: Animal Form, Were-Form, Serpent's Tail, One other Primal Type ability
Ability: While in animal or were-form, you have the improved grab special ability. If a creature with this special
attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a
grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.

GRIP OF THE PYTHON [PRIMAL]


Prerequisites: Animal Form, Were-Form, Serpent's Tail, One other Priaml Type ability
Ability: You may constrict any grappled opponent while you're in your animal or were-form. A creature with this
special attack can crush an opponent, dealing bludgeoning damage, after making a successful grapple check.
The amount of damage is equal to your tail attack damage. If the creature also has the improved grab ability it
deals constriction damage in addition to damage dealt by the weapon used to grab.

PRIMAL FORM [PRIMAL]


Prerequisites: Animal Form, Were-Form, Three other Primal Type abilities
Ability: While in your Were-form, your physical statistic bonuses from were-form are doubled and your natural
attack damage is increased by one size category.
Special: You may take this multiple times to increase your number of Primal Type abilities by 2 each time this is
taken

PRIMAL REGENERATION [PRIMAL]


Prerequisites: Animal Form, Were-Form, Primal Form, Three other Primal Type abilities
Ability: Gain Fast Healing 3 while in Were-Form
Special: May be taken multiple times. It's effects stack

PRIMAL SKIN [PRIMAL]


Prerequisites: Animal Form, Were-Form, Primal Form, Three other Primal Type abilities
Ability: Gain +5/- DR while in Were-Form
Special: You may take this multiple times. Each time add +1/- DR

PRIMAL ARMOR [PRIMAL]


Prerequisites: Animal Form, Were-Form, Primal Form, Three other Primal Type abilities
Ability: Gain +1 Natural Armor per Primal Type ability you have.
RHINO RUSH [PRIMAL]
Prerequisites: Animal Form, Improved Animal Form
Ability: You gain the Trample special ability while in animal or were-form. As a full-round action, a creature with
this special attack can move up to twice its speed and literally run over any opponents at least one size category
smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is
completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger
than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the
trampling creature moves over only some of a target’s space, the target can make an attack of opportunity
against the trampling creature at a –4 penalty. A trampling creature that accidentally ends its movement in an
illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position
that’s closer.
A trample attack deals bludgeoning damage (the creature’s zanpakutou damage + 1-1/2 times its Str modifier).
The creature’s descriptive text gives the exact amount.
Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks
of opportunity, trampled opponents can attempt Reflex saves to take half damage.
The save DC against a creature’s trample attack is Strength based. A trampling creature can only deal trampling
damage to each target once per round, no matter how many times its movement takes it over a target creature.

BREATH OF THE DRAGON [PRIMAL]


Prerequisites: 3 other Primal Type abilities
Ability: You gain a breath weapon that deals 2d6 elemental (Choose Fire, Cold, Electricity, Acid, Sonic, Force,
Water, Psychic or Negative Energy )damage and allows a reflex save (constitution based) for half damage. The
reflex save is constitution based. This breath weapon is either a 60 foot line or a 30 foot cone. This must be
decided upon taking this ability the first time, it cannot be changed afterward. You must wait 1d4 rounds before
using it again. This may only be used in your animal or were-forms.
Special: You may take this ability multiple times to up the DC of the Reflex save by 2 or to add 2d6 more
damage to the attack.

SKIN OF THE DRAGON [PRIMAL]


Prerequisites: 2 other Priaml Type abilities
Ability: Choose one element and gain Resistance 10 to that element.
Special: May be taken multiple times. Stacks when needed.

PROJECTILE TYPE

IMPROVED RANGED FORM [PROJECTILE]


Prerequisites: Change Form for a Ranged Weapon
Ability: You may add your Dexterity Modifier to your ranged shot damage and your range increases by 30ft.
Special: You may take this multiple times. Each time your Dexterity is considered 4 higher for this effect.
Switching to ranged form does not provoke attacks of opportunity.

GREATER RANGED FORM [PROJECTILE]


Prerequisites: Change Form for a Ranged Weapon, Improved Ranged Form
Ability: You still threaten adjacent spaces and your range increases by 30ft.
Special: You may take this 2 more times. Each time increase your threatened area by 5 ft.

SUPERIOR RANGED FORM [PROJECTILE]


Prerequisites: Change Form for a Ranged Weapon, Improved Ranged Form, Greater Ranged Form
Ability: You can threaten both adjacent spaces and one five-foot square within your first range increment.
Opponents are aware they are threatened. Range increases by 30ft. Switching to ranged form is a swift action.
Special: You may take this multiple times. Each time increase the number of squares you threaten within your
first range increment by 1.
PERFECT RANGED FORM [PROJECTILE]
Prerequisites: Change Form for a Ranged Weapon, Improved Ranged Form, Greater Ranged Form, Superior
Ranged Form
Ability: You can, instead of threatening adjacent spaces, threaten eight five-foot squares within your first range
increment. Changing what spaces are threatened is a move action. Opponents are aware they are threatened.
Range increases by 30ft. Switching back to melee form is a swift action.
Special: You can take this multiple times. Each time increase the number of squares you can threaten by 4.

AIR SWORDSMAN [PROJECTILE]


Prerequisites: Change Form for a Ranged Weapon, At least 4 Projectile Type abilties
Ability: As a full-round action, you can make a single projectile attack as though your opponent was flat-footed.

IMPROVED AIR SWORDSMAN [PROJECTILE]


Prerequisites: Change Form for a Ranged Weapon, At least 4 Projectile Type abilties, Air Swordsman
Ability: Using Air Swordsman is now a Standard Action

GREATER AIR SWORDSMAN [PROJECTILE]


Prerequisites: Change Form for a Ranged Weapon, At least 4 Projectile Type abilties, Air Swordsman,
Improved Air Swordsman
Ability: You may now make an Air Swordsman attack with every attack in a full-attack action.

LINE [PROJECTILE]
Prerequisites: None
Ability: This allows the zanpakutou to attack in a 100-foot line as a standard action, dealing its normal damage
to all in range. Everyone in range may make a reflex save (Intelligence Based) for half damage.
Special: This may be taken multiple times; it increases the length of the line by 50 feet every time it is taken.

CONE [PROJECTILE]
Prerequisites: None
Ability: This allows the zanpakutou to attack in a 60-foot cone as a standard action, dealing its normal damage
to all in range. Everyone in range may make a reflex save (Intelligence Based) for half damage.
Special: This may be taken multiple times; it increases the length of the Cone by 30 feet every time it is taken.

BURST [PROJECTILE]
Prerequisites: None
Ability: This allows the zanpakutou to attack in a 20-foot burst centered on the wielder as a standard action,
dealing its normal damage to all in range. Everyone in range may make a reflex save (Intelligence Based) for
half damage.
Special: This may be taken multiple times. Each time it is taken it increases the size of the burst by 10 feet.

WALL [PROJECTILE]
Prerequisites: None
Ability: This allows the zanpakutou to create a 50-foot long, 5-foot thick wall which can be placed anywhere
within a medium range increment of the wielder as a standard action, dealing its normal damage to all in range
or who attempt to pass through it. Everyone in range may make a reflex save (Intelligence Based) for half
damage. The wall lasts for 3 rounds, and the zanpakutou may not be used during the time the wall lingers,
although it can be dismissed voluntarily as a free action.
Special: This may be taken multiple times; it increases either the length of the wall by 25 feet, the width of the
wall by 5 feet, or the duration by 1 round every time it is taken. You do not gain your strength bonus when
attacking in this fashion.

EMANATION [PROJECTILE]
Prerequisites: Burst or Two other Projectile Type abilities
Ability: This allows the zanpakutou to attack in a 20-foot emanation centered on the wielder as a standard
action, dealing its normal damage to all in range. Everyone in range may make a reflex save (Intelligence Based)
for half damage. The emanation lingers for 3 rounds, and the zanpakutou may not be used during the time the
emanation lingers, although it can be dismissed voluntarily as a free action.
Special: This can be taken multiple times. Each time it increases the emanation by 5 feet or the lingering effect
by 1 round.
CYLINDER [PROJECTILE]
Prerequisites: Burst or Two other Projectile Type abilities
Ability: This allows the zanpakutou to attack in a 20-foot, 40-foot tall cylinder on any point within a short range
increment as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex
save (Intelligence based) for half damage.
Special: This may be taken multiple times; it either increases the range increment to medium and then long or
increases the range by 5 feet or the height by 10 feet.

SHAPING [PROJECTILE]
Prerequisites: Three other Projectile Type abilities
Ability: This allows the wielder to alter the area and effects of any of the following abilities: Cone, Burst,
Emanation, or Cylinder. The alteration consists of creating spaces within the ability’s area or effect that are not
subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, abilities shaped in
this way have a minimum dimension of 5 feet.

INCREASED MASS [PROJECTILE]


Prerequisites: One other Projectile Type ability
Ability: When using any of the area-effect Projectile abilities, increase the damage by 2d6. Also, this removes
10% of the chance any wind based defense has of blowing the projectile aside.
Special: You may take this ability more than once, it's effects stack.

MIGHTY PROJECTILE [PROJECTILE]


Prerequisites: None
Ability: Add your Strength Modifier to your ranged attacks and damage, including Area Effects
Special: You may take this multiple times. Each time your Strength modifier is considered 2 higher for this effect.

PRECISE PROJECTILE [PROJECTILE]


Prerequisites: None
Ability: Add your Dexterity Modifier to your ranged attacks and damage, including Area Effects
Special: You may take this multiple times. Each time your Dexterity modifier is considered 2 higher for this
effect.

CALCULATED PROJECTILE [PROJECTILE]


Prerequisites: None
Ability: Add your Intelligence Modifier to your ranged attacks and damage, including Area Effects
Special: You may take this multiple times. Each time your Intelligence modifier is considered 2 higher for this
effect.

PRUDENCE TYPE

PRUDENCE [PRUDENCE]
Prerequisites: None
Ability: As long as you are not outnumbered, you gain +1[BW] untyped damage to all attacks and a +2 to
Defense, Fortitude, Reflex and Will. You cannot have Prudence and Bravery at the same time
Special: You may take this ability multiple times. Each time incrase the [BW] by 1 and the bonus on d20 rolls by
+2 to a maximum of +4[BW] and +8 before Epic Levels.

GREATER PRUDENCE [PRUDENCE]


Prerequisites: Prudence
Ability: Whenever you gain [BW] from not being outnumbered you gain an additional +3 to damage of any one
energy type of your choice when you activate this effect as a free action.
Special: You may take this ability multiple times. Each time increase the bonus damage by +3.

SUPERIOR PRUDENCE [PRUDENCE]


Prerequisites: Prudence, Greater Prudence
Ability: Whenever you gain [BW] from not being outnumbered, you gain 5 Temporary hit points. Multiple
applications stack. These last for one hour per level or until used.
Special: You may take this multiple times. Each time add 5 to the number of Temporary hit points you gain.
RESPECTFUL DISSONANCE [PRUDENCE]
Prerequisites: None
Ability: You may give up an attack of opportunity to gain 5 temporary hit points. Temporary Hit points stack, but
cannot go above your maximum hit points (IE if you have 150 maximum hit points, you cannot have more than
150 temporary hit points).
Special: You may take this multiple times to increase the number of temporary hit points gain by 5.

PRUDENT ENDEAVOR [PRUDENCE]


Prerequisites: None
Ability: You may give up attacks per round to deal extra damage on one attack. Give up any number of attacks
per round. Per attack given up you deal 1[BW] extra untyped damage and gain a +2 bonus to hit.
Special: You may take this multiple times. Each time increase the bonus to hit by +2 and the damage per attack
given up by 1[BW] to a maximum of 4[BW] and +8 before epic levels.

BRAVERY [PRUDENCE]
Prerequisites: None
Ability: As long as you are outnumbered, you gain +1[BW] untyped damage to all attacks and a +2 to Defense,
Fortitude, Reflex and Will. You cannot have Prudence and Bravery at the same time
Special: You may take this ability multiple times. Each time incrase the [BW] by 1 and the bonus on d20 rolls by
+2 to a maximum of +4[BW] and +8 before Epic Levels.

GREATER BRAVERY [PRUDENCE]


Prerequisites: Bravery
Ability: Whenever you gain [BW] from being outnumbered you gain an additional +3 to damage of any one
energy type of your choice when you activate this effect as a free action.
Special: You may take this ability multiple times. Each time increase the bonus damage by +3.

SUPERIOR PRUDENCE [PRUDENCE]


Prerequisites: Bravery, Greater Bravery
Ability: Whenever you gain [BW] from being outnumbered, you gain 5 Temporary hit points. Multiple
applications stack. These last for one hour per level or until used.
Special: You may take this multiple times. Each time add 5 to the number of Temporary hit points you gain.

VIRTUE [PRUDENCE]
Prerequisites: None
Ability: You may surrender your damage reduction for a time to heal your allies. For every 2 damage reduction
sacrificed, you may heal a target 1d6 damage. The damage reduction sacrifice lasts for 1d4+1 rounds.
Special: You may take this multiple times. Each time increase the healing by +1d6 per 2 damage reduction
sacrificed.

IMPROVED VIRTUE [PRUDENCE]


Prerequisites: Virtue
Ability: Your healing is now per damage reduction sacrificed instead of 2 damage reduction sacrificed.

GREATER VIRTUE [PRUDENCE]


Prerequisites: Virtue, Improved Virtue
Ability: Your sacrificed damage reduction returns in 1d3+1 rounds instead of 1d4+1 rounds
Special: You may take this multiple times. Each time decrease the timer by 1 dice size to a minimum of 1 round

PRUDENT PHALANX [PRUDENCE]


Prerequisites: None
Ability: When you are outnumbered and adjacent to more than one ally, you and those allies gain a +2 bonus to
Defense, Fortitude, Reflex and Will.
Special: This may be taken multiple times to increase the bonus by 2.
IMPROVED PRUDENT PHALANX [PRUDENCE]
Prerequisites: Prudent Phalanx
Ability: When you are outnumbered and adjacent to more than one ally, you and those allies gain Fast Healing
5
Special: You may take this multiple times to increase the fast healing gained by 2.

GREATER PRUDENT PHALANX [PRUDENCE]


Prerequisites: Prudent Phalanx, Improved Prudent Phalanx
Ability: When you are outnumbered and adjacent to more than one ally, you and those allies gain +2/- to your
existing damage reduction.
Special: You may take this multiple times to increase the gained damage reduction by 1/-

GAINED BRAVERY [PRUDENCE]


Prerequisites: None
Ability: While you are fatigued or exhausted you gain a bonus to attack rolls and damage rolls equal to your
spellscore modifier.
Special: You may take this multiple times. Each time increase your Spellscore Modifier by 2 for this effect.

IMPROVED GAINED BRAVERY [PRUDENCE]


Prerequisites: Gained Bravery
Ability: While you are fatigued or exhausted, you gain a bonus to Fortitude and Reflex saves equal to your
spellscore modifier.
Special: You may take this multiple times. Each time increase your Spellscore Modifier by 2 for this effect.

GREATER GAINED BRAVERY [PRUDENCE]


Prerequisites: Gained Bravery, Improved Gained Bravery
Ability: While you are fatigued or exhausted, you gain fast healing 3.
Special: You may take this more than once to increase the fast healing by 2.

PRUDENT FORMATION [PRUDENCE]


Prerequisites: None
Ability: While you are flatfooted or flanked, you gain a bonus to your defense equal to your spellscore modifier.
Special: You may take this multiple times. Each time increase your Spellscore Modifier by 2 for this effect.

IMPROVED PRUDENT FORMATION [PRUDENE]


Prerequisites: Prudent Formation
Ability: While you are flatfooted or flanked, you are not subject to sneak attack unless the attacker is four or
more levels above you.
Special: This may be taken more than once to increase the level required to sneak attack you by one.

GREATER PRUDENT FORMATION [PRUDENCE]


Prerequisites: Prudent Formation, Improved Prudent Formation
Ability: While you are flatfooted or flanked, you gain a bonus to attack rolls equal to your spellscore modifier.
Special: You may take this multiple times. Each time increase your Spellscore Modifier by 2 for this effect.

RADIATION TYPE

IRRADIATED STRIKE [RADIATION]


Prerequisites: None
Ability: As a move action, you may activate this ability. When you do your release deals an additional 2[BW]
desiccation damage. When a target takes desiccation damage, they must immediately make a Constitution
based Fortitude Save, or become fatigued.
Special: You may take this multiple times, each time it is taken add +1[BW] disiccation damage. You may take
this a maximum of 4 times before epic levels.
SWIFT IRRADIATED STRIKE [RADIATION]
Prerequisites: Irradiated Strike
Ability: You may activated Irradiated Strike as a swift action.
Special: You may take this multiple times. Each time you do, you may add +3 to the damage you deal with
Irradiated Strike when you release it as a swift action.

DESICCATION BLADE [RADIATION]


Prerequisites: None
Ability: This changes the form of the Zanpakutou's blade into radioactive materials, causing it to inflict
desiccation damage. Irradiated Strike may still be used in conjunction with Desiccation Blade.
Special: This may be taken multiple times. Each time it is taken increase your extra desiccation damage while
using this ability by 1[BW]. You cannot take this extra damage more than your Attacks per round.

DESICCATION FORM [RADIATION]


Prerequisites: None
Ability: This changes the form of the Zanpakutou's attacks, changing them to radioactive forms. For example,
Projectile-based Zanpakutou will now do desiccation damage, whereas Summon-based Zanpakutou will gain
deal desiccation damage. Desiccation Blade may still be used in conjunction with Desiccation Form.

IRRADIATED BLADE [RADIATION]


Prerequisites: None
Ability: You may activate this as a move action. While active, those that touch your blade, or are struck by it
contract mild radiation sickness. The Fortitude save to stave off damage is Wisdom based. The incubation period
is 1 day, and the Initial and Secondary damage is 1d4-2 Constitution damage.
Special: You may take this ability multiple times. Each time add 2 to the DC of the Radiation Sickness.

GREATER IRRADIATED BLADE [RADIATION]


Prerequisites: Irradiated Blade
Ability: While you have irradiated blade active, those within 5 feet of you contract low radiation sickness instead
of those that touch or are touched by the blade contracting mild radiation sickness. Allies can be made immune
to this power as a standard action. The Fortitude save to stave off damage is Wisdom based. The incubation
period is 4d6 hours, and the Initial and Secondary damage is 1d6-2 Constitution damage.

ADVANCED IRRADIATED BLADE [RADIATION]


Prerequisites: Irradiated Blade, Greater Irradiated Blade
Ability: While you have irradiated blade active, those within 10 feet of you contract moderate radiation sickness
instead of the ability of Greater Irradiated Blade. Allies can be made immune to this power as a standard action.
The Fortitude save to stave off damage is Wisdom based. The incubation period is 3d6 hours, and the Initial and
Secondary damage is 1d6-1 Constitution damage.

SUPERIOR IRRADIATED BLADE [RADIATION]


Prerequisites: Irradiated Blade, Greater Irradiated Blade, Advanced Irradiated Blade
Ability: While your irradiated blade is active, those within 15 feet of you contract high radiation sickness instead
of the ability of Advanced Irradiated Blade. Allies can be made immune to this power as a standard action. The
Fortitude save to stave off damage is Wisdom based. The incubation period is 2d6 hours, and the Initial and
Secondary damage is 1d6 Constitution damage.

PERFECT IRRADIATED BLADE [RADIATION]


Prerequisites: Irradiated Blade, Greater Irradiated Blade, Advanced Irradiated Blade, Superior Irradiated Blade
Ability: While your irradiated blade is active, those within 20 feet of you contract Severe radiation sickness
instead of the ability of Superior Irradiated Blade. Allies can be made immune to this power as a standard action.
The Fortitude save to stave off damage is Wisdom based. The incubation period is 1d6 hours, and the Initial and
Secondary damage is 2d6 Constitution damage.
SWIFT IRRADIATED BLADE [RADIATION]
Prerequisites: Irradiated Blade
Ability: You may activate Irradiated Blade and it's betters as a swift action. Allies can be made immune to your
Irradiated Blade powers if you activate them as a move action if that is an option.
Special: You may take this multiple times. Each time add +1 to the ability damage taken by those that contract
the radiation sickness.

EXPEDITIOUS RADIATION [RADIATION]


Prerequisites: None
Ability: You gain an additional Swift Action per round, but only for Radiation Abilities.
Special: You may take this ability multiple times. It's effects stack.

DESICCATION PROTECTION [RADIATION]


Prerequisites: None
Ability: While your Zanpakutou is released you gain Resistance to Desiccation Damage 10 and a +2 to Saves
against the Fortitude to resist the fatigue caused by desiccation damage.
Special: You may take this multiple times. It's effect stacks.

NUCLEAR WEAPON [RADIATION]


Prerequisites: 4 other Radiation Type abilities
Ability: You can cause your Zanpakutou to explode in a very large area as a standard action. Everything within
25 feet of you takes your Zanpakutou's damage as force damage, and your Zanpakutou damage as fire
damage. Everything from 26 to 50 feet of you takes half that, and everything between 51 and 100 feet takes half
that much. The reflex save for half damage is Wisdom Based. This ability destroys your Zanpakutou's blade
though you are left unharmed by your own explosion.
Special: You may take this ability multiple times. Each time increase the initial area by 5 feet, the secondary
area by 5 feet and the tertiary area by 10 feet.

DIRTY BOMB [RADTIATION]


Prerequisites: Nuclear Weapon, Irradiated Blade, 4 other Radiation Type abilities
Ability: All within the explosion radius of your Nuclear Weapon contract your lowest level of radiation sickness.
Special: You can take this up to five times, increasing the level of radiation sickness transmitted, but each taking
of this requires the next level of Irradiated Blade to take. You are immune to all effects of your Dirty Bomb.

BUNKER BUSTER [RADIATION]


Prerequisites: Nuclear Weapon, 4 other Radiation Type abilities
Ability: Your Nuclear Weapon ignores Damage Reduction and Damage Mitigation

NUCLEAR MISSILE [RADIATION]


Prerequisites: Nuclear Weapon, 4 other Radiation Type abilities
Ability: You may throw your Zanpakutou to a spot within long range before triggering it's explosion. The hilt
appears in your hand at the end of the round.

HARDY ZANPAKUTOU [RADIATION]


Prerequisites: Nuclear Weapon, 4 other Radiation Type abilities
Ability: Your Zanpakutou no longer shatters when you activate Nuclear Weapon. You gain a timer between uses
on your Nuclear Weapon of 1d6+2 rounds.
Special: You may take this ability multiple times. Each time reduce the timer between Nuclear Weapon uses by
1 round to a minimum timer of 1d6-3 rounds

MINI-BOMBS [RADIATION]
Prerequisites: None
Ability: You may launch a miniature nuclear bomb from the tip of your Zanpakutou as a standard action. This
bomb deals your Zanpakutou's full damage to a single target within medium range.
Special: You may take this multiple times to gain the ability to launch an additional bomb during your standard
action or to make the bombs go to long range. You cannot create more mini bombs than you could make attacks
in a round.
GREATER MINI-BOMBS [RADIATION]
Prerequisites: Mini-Bombs 2x
Ability: You may target all enemies within 30 feet of you with your Mini Bombs as a Full-Round action. Roll
attack once and apply it versus all defense rolls.
Special: You may take this multiple times to increase the area by 10 feet each time.

X-RAY VISION [RADIATION]


Prerequisites: None
Ability: You can see through solid objects as if they weren't even there by activating this power as a swift action.
An inch of lead stops this power, but no other solid material will. Liquids also do not impede this power. While
this power is active, you can view through skin and to the bone of creatures.
Special: You may take this multiple times. Each time increase the amount of lead that is required to stop this
ability by 1 inch.

CHEMOTHERAPY [RADIATION]
Prerequisites: None
Ability: You can cure ability damage caused by disease, including damage done by Radiation Sickness as a
standard action as a touch. By dropping someone's current hit points by their 25% of their maximum, you
instantly eradicate any disease in them and restore ability damage and drain caused by disease.
Special: This may be taken up to 5 extra times. Each time it is taken reduce the damage dealt to the target by
5%

NUCLEAR FISSION [RADIATION]


Prerequisites: 5 other Radiation Type abilities
Ability: Using this ability as a standard action causes the creature or object targeted to seemingly burst apart,
exploding in a shower of shrapnel or gore taking 1d8 damage per Radiation Type ability you possess +
Spellscore Modifier damage. If the object that this ability affects is destroyed, and was made up of a hard
material (stone, wood, metal, etc.) when it bursts apart it does 1d6 damage per Radiation Type ability you have
in a 5 ft. radius due to flying debris. At GM's Digression, creatures made of harder materials act like objects
when they explode. There is a reflex save (Intelligence Based) for half damage, but only for the damage if the
object/creature is destroyed. A successful Fortitude halves the damage dealt by the main ability.
Special: You may take this ability multiple times. Each time it is taken, increase the area by 5 feet that the object
explodes in, or increase the DC of both saves by 1

NUCLEAR FUSION [RADIATION]


Prerequisites: Nuclear Fission 2x, 5 other Radiation Type abilities
Ability: twice. You cause two things to crash together at such speeds that they cause an explosion of energy.
This ability, which targets two objects, creatures or any combination therein, is activated as a standard action,
and requires a ranged touch attack versus both targets within medium range. Should both succeed, the objects
fly at each other at incredible speeds, and collide on the molecular level at the most opportune point. The
creatures/objects take 2d6 damage per radiation type ability you have. Everything else within 10 feet takes 1d8
damage per radiation type ability you have. The reflex save for half damage of the explosion effect is Intelligence
Based.
Special: You may take this multiple times. each time increase the area of the explosion by 10 feet or your attack
roll to target the two targets by +1 or the DC of the Reflex Save by +1

INTERNAL SOLAR FORTITUDE [RADIATION]


Prerequisites: 3 other Radiation Type abilities
Ability: If you are in the sunlight for more than one hour per day, you gain a +2 bonus to all your physical
statistics, and do not need to eat or sleep for 24 hours.
Special: You may take this multiple times. Each time you do, increase the bonus to physical statistics by +2, and
the amount of time you don't need to eat or sleep by 24 hours. This works even if your Zanpakutou is
sealed/sheathed.
DEHYDRATION STRIKE [RADIATION]
Prerequisites: Irradiated Strike
Ability: When you strike an opponent with Desiccation damage, you cause them to make a fortitude save
(Wisdom based) or become dehydrated. When you become dehydrated you become one step more fatigued. In
addition, if the dehydrated character would take nonlethal damage from natural sources, the damage becomes
lethal. Any condition that removes fatigue removes dehydration.
Special: You may take this multiple times to increase the DC of the fortitude save by 1 each time.

SAINT TYPE

JUDGEMENT BLADE [SAINT]


Prerequisites: None
Ability: As a full round action, make a Weapon Attack roll with a blast radius of 10 feet within short range
(25ft+5ft/2levels), if you hit you deal 1[BW] Cold Damage to the target and then the target must make a
Constitution based Foritude Save or be Paralyzed for 1d4+1 rounds
Special: You may take this multiple times. Each time increase the Fortitude Save's DC by 1.

CRUSH PUNCH [SAINT]


Prerequisites: Judgement Blade
Ability: As a full round action, make a Weapon Attack Roll versus one target within Short Range
(25ft+5ft/2levels). Deals 1[BW] Force Damage and the target must make a constitution based Fortitude save or
be dazed for 1d4+1 rounds.
Special: You may take this multiple times to increase the Fortitude Save DC by 1.

NORTHSWAIN STRIKE [SAINT]


Prerequisites: Judgement Blade, Crush Punch
Ability: As a full round action, make a weapon attack roll versus one target within short range (25ft+5ft/2levels).
If the attack hits, the target must make a Constitution Based fortitude save or fall unconscious for 1d4+1 rounds
and take 2[BW] force damage.
Special: You may take this multiple times. Each time increase the Fortitude Save's DC by 1.

LIGHTNING STAB [SAINT]


Prerequisites: Judgement Blade, Crush Punch, Northswain Strike
Ability: As a full round action, make a Weapon Attack Roll versus all within a 10ft Blast within Medium Range
(100ft+10ft/level). If you hit any of the targets, they take 3[BW] electricity damage and must make a fortitude
save or be Stifled for 1d4+1 rounds
Special: You may take this ability multiple times. Each time increase the Fortitude Save's DC by 1.

DIVINE ERUPTION [SAINT]


Prerequisites: Judgement Blade, Crush Punch, Norhtswain Strike, Lightning Stab and 2 other Saint Type
abilities
Ability: As a full round action, make a Weapon Attack roll versus all targets within a 100ft line. Any target you hit
takes your full Zanpakutou's damage and must make a Constitution Based Will save or be panicked for 1d4+1
rounds.
Special: You may take this multiple times. Each time increase the Will Save's DC by 1.

SANGUINE SWORD [SAINT]


Prerequisites: None
Ability: As a full round action, make a Weapon Attack roll versus one target within Medium Range
(100ft+10ft/level). If the attack hits deal 2[BW] negative energy damage and heals the user that amount. Unlike a
vampiric attack, you gain back all the damage you dealt.

DUSKBLADE [SAINT]
Prerequisites: Sanguine Sword, One other Saint Type ability
Ability: As a full round action, make a Weapon Attack roll against a single target within short range
(25ft+5ft/2levels). If you hit you deal 2[BW] negative energy damage and deals the same damage x50 to their
Reiatsu Rating, restoring your Reiastu Rating by that much.
Special: You may take this multiple times. Each time increase the multiplier by 10
CRUSHING BLOW [SAINT]
Prerequisites: Sanguine Sword, Duskblade, One other Saint Type ability
Ability: As a full round action, make a Weapon Attack roll versus one target within medium range
(100ft+10ft/level). If you hit, the target must make a constitution based fortitude save, or be immobilized for
1d4+1 rounds.
Special: You may take this multiple times. Each time increase the DC of the Fortitude Save by 1.

ABYSSAL BLOW [SAINT]


Prerequisites: Sanguine Sword, Crushing Blow, Duskblade, One other Saint Type Ability
Ability: Make a Weapon Attack Roll against all targets within a 30 foot cone. Should you hit any target within the
cone, it deals your full Zanpakutou Damage. The user loses 15% of their maximum hit points for using the ability.

UNHOLY SACRIFICE [SAINT]


Prerequisites: Judgement Blade, Crush Punch, Northswain Strike, Lightning Stab, Divine Eruption, Sanguine
Sword, Crushing Blow, Duskblade, Abyssal Blow, 2 other Saint Type abilities
Ability: As a full round action, make a Weapon Attack Roll against a single target within Long Range
(400ft+40ft/level). If you hit deal twice your Zanpakutou's full damage ignoring any form of damage mitigation.
After performing the attack, reduce your current and maximum hit points by 25% for the rest of the day.
Special: You may take this multiple times. Each time decrease the Maximum and Current hit point loss by 5% to
a minimum of 10% lost.

HELLCRY BITE [SAINT]


Prerequisites: None
Ability: As a full round action, make a weapon Attack Roll versus a target within short range (25ft+5ft/2levels). If
you hit, you deal 2[BW] damage and make a sunder attempt versus the target's armor. If the target is wearing no
armor, deal an additional 2[BW] instead.
Special: You may take this ability multiple times. Each time gain a +1 bonus on your Sunder check.

SHELLBURST STAB [SAINT]


Prerequisites: Hellcry Bite
Ability: As a full round action, make a weapon Attack Roll versus a target within short range (25ft+5ft/2levels). If
you hit, you deal 2[BW] damage and make a sunder attempt versus the target's weapon. If the target does not
possess a weapon, deal an additional 2[BW] damage instead.
Special: You may take this ability multiple times. Each time gain a +1 bonus on your Sunder check.

ICE WOLF BITE [SAINT]


Prerequisites: Hellcry Bite, Shellburst Stab
Ability: As a full round action, make a weapon Attack Roll versus a target within short range (25ft+5ft/2levels). If
you hit, you deal 2[BW] damage and make a sunder attempt against something the target is wearing that is not
armor or a weapon. If the target is carrying nothing, deal an addition 2[BW] damage instead.
Special: You may take this ability multiple times. Each time gain a +1 bonus on your Sunder check.

BLASTAR PUNCH [SAINT]


Prerequisites: Hellcry Bite, Shellburst Stab, Icewolf Bite
Ability: As a full round action, make a weapon Attack Roll versus a target within short range (25ft+5ft/2levels). If
you hit, you deal 3[BW] damage and attempts to sunder everything the target is carrying or wearing. If the target
is carrying nothing, they take an extra 3[BW] damage instead.
Special: You may take this ability multiple times. Each time gain a +1 bonus on your Sunder checks.

MAGIC BARRIER [SAINT]


Prerequisites: 7 other Saint Type abilities
Ability: You must activate this ability as a full-round action. You gain the following: Fast Healing equal to twice
the number of Saint Type abilities on your Zanpakutou; An increase in Damage Reduction equal to the number
of Saint Type Zanpakutou abilities you possess; An increase to all Energy Resistances equal to the number of
Saint Type Zanpakutou Abilities you possess x5; A bonus to all saving throws equal to the number of Saint Type
Zanpakutou abilities you possess; Haste for a number of rounds equal to the number of Saint Type abilities you
possess and once per day, when an attack would knock you unconscious, you are returned to consciousness at
1d4 hit points per Saint Type ability you possess. This cannot heal you beyond your maximum hit points.
SHORT CHARGE [SAINT]
Prerequisites: 1 other Saint Type ability
Ability: Your Saint Type attack abilities attack times are reduced to a Standard action except for Magic Barrier.

NON-CHARGE [SAINT]
Prerequisites: Short Charge, 3 other Saint Type abilities
Ability: Your Saint Type attack abilities attack times are reduced to attack actions except for Magic Barrier

FIRST STRIKE [SAINT]


Prerequisites: None
Ability: You may make an attack of opportunity against an opponent that attacks you before they attack you and
if your attack of opportunity is successful, negate the attack.

MEDIGUARD [SAINT]
Prerequisites: None
Ability: You may activate this ability by taking a Total Defense action. You heal 1/20th your maximum hit points.
Special: You may take this ability a second time to make the healing 1/10th.

ENTRENCH [SAINT]
Prerequisites: None
Ability: You may activate this ability by taking a Total Defense action. You gain a bonus to Defense and Damage
Reduction equal to the number of Saint Type abilities you possess.

FRINGE WARD [SAINT]


Prerequisites: Mediguard or Entrench
Ability: You may extend your Mediguard and Entrench abilities to all allies adjacent to you.

VENDETTA [SAINT]
Prerequisites: None
Ability: You may activate this ability by taking a Total Defense action. You may make a counter attack against an
opponent that attacks you in combat after their attack has resolved.

REPRIEVE [SAINT]
Prerequisites: None
Ability: If your hit points are above 50%, you cannot be dropped below 1 hit point in one shot.

SWORD SAINT [SAINT]


Prerequisites: 5 Saint Type abilities
Ability: When you make an attack of opportunity or a counter attack, you may use one of your Sword Saint
attack abilities in it's place except for Magic Barrier.

BLADE OF RUIN [SAINT]


Prerequisites: None
Ability: You may make an attack against an adjacent target. Should you succeed in the attack, the target is soul
crushed as if they had failed a soul crush check. You cannot be dazed for failing to soul crush the target.

IMPROVED BLADE OF RUIN [SAINT]


Prerequisites: Blade of Ruin
Ability: You may add one half your feat bonuses for soul crushing to Blade of Ruin (Round Up)

GREATER BLADE OF RUIN [SAINT]


Prerequisites: Blade of Ruin, Improved Blade of Ruin
Ability: You may add your feat bonuses for Soul Crushing to Blade of Ruin.

SUPERIOR BLADE OF RUIN [SAINT]


Prerequisites: Blade of Ruin, Improved Blade of Ruin, Greater Blade of Ruin
Ability: You may add your Intimidate Ranks to your Blade of Ruin check.
GROWING THREAT [SAINT]
Prerequisites: None
Ability: As a standard action, you may increase your Zanpakutou's damage by 2[BW]
Special: You may take this multiple times. Each time increase the bonus damage by 1[BW] to a maxiumum of
5[BW] before epic levels.

SWIFT GROWING THREAT


Prerequisites: Growing Threat
Ability: You may release your Growing Threat as a Swift Action.

LUMINOUS STRIKE [SAINT]


Prerequisites: None
Ability: You may add your Constitution Modifier to attacks and damage with your Saint Type attack abilities.
Special: You may take this multiple times. Each time increase your Constitution Modifier by 2 for this effect.

NIHIL [SAINT]
Prerequisites: None
Ability: At the start of an Initiative round, as an immediate action, you can activate this ability. All present
combatants in the initiative order including the user, cannot activate new abilities, change releases or forms, or
benefit from non passive abilities until the start of the next round.
SOL [SAINT]
Prerequisites: 2 other Saint Type abilities
Ability: As a Standard action, you may make a single melee attack against one enemy. If it hits, it does an
additional 1[BW] and you heal half the amount of damage dealt.

LUNA [SAINT]
Prerequisites: 2 other Saint Type abilities
Ability: As a Standard action, you may make a single melee attack against one enemy. If it hits, it does an
additional 1[BW] and ignores one half of their Damage Reduction/Mitigation.

ASTRA [SAINT]
Prerequisites: 6 other Saint Type abilities
Ability: As part of a full attack action, you may double the number of attacks you can make that round. If you do,
you attacks deal 2 less [BW] damage.

AETHER [SAINT]
Prerequisites: Luna, Sol, 7 other Saint Type abilities
Ability: As part of a full attack action, instead of making a normal number of attacks, you may make 2 attacks.
Both attacks deal an additional 3[BW], ignores half Damage Reduction/Mitigation, and heals you for half the
amount dealt.

SAND TYPE

SAND MANIPULATION [SAND]


Prerequisites: None
Ability: This ability allows the character to create a mass of sand equal to 5 times his body weight as part of
releasing his zanpakutou. The character's Zanpakutou disappers upon release. The sand floats harmlessly
around the character when first released. Using the sand around him, the character is able to form shapes of
sand to attack his enemies. The character can use a mass of sand equal to his body weight to deliver an attack
within 30 feet. The character still threatens only the squares adjacent to him despite the range of this attack. The
attack deals damage equal to your zanpakutou's damage. The character can only manipulate an amount of sand
equal to the sand created by the character's Sand Manipulation ability a turn. The sand also gains a +4 bonus to
grapple checks.
Special: This ability may be taken multiple times, each time the attack increases in size by 1[bw] and the range
by 10 feet.
IMPROVED SAND MANIPULATION [SAND]
Prerequisites: Sand Manipulation
Ability: The amount of sand the character can manipulate increases by 1x body weight.
Special: This ability can be taken multiple times. It's effects stack.

SAND'S EMBRACE [SAND]


Prerequisites: Sand Manipulation
Ability: So long as the character remains within 30 feet of any sand, including his own, but not including sand
used for other effects, the character gains a +4 deflection bonus to defense against all attacks targeting him. In
addition, the character can move up to 5 times his body weight of sand with him for all forms of movement
except Flash Step, unless he possess the Powerful Flash Step feat.
Special: This ability can be taken multiple times, each time adds +2 to the deflection bonus gained.

SAND ARMOR [SAND]


Prerequisites: Sand Maipulation, Sand's Embrace
Ability: The character may protect himself with a layer of sand as a move action. Doing so increases his DR by
5/- and increases his fire and electricity resistance by 5. This ability lasts until dismissed or until knocked
unconscious. This ability uses up the character's weight in sand for as long as the ability lasts.
Special: This ability can be taken multiple times. Each time increase the bonus DR and Resistances by 3.

SANDSTORM [SAND]
Prerequisites: Sand Manipulation
Ability: As a standard action, the character can cause sand to pelt all creatures in a 20' wide, 40' tall cylinder in
medium range, causing 3d6 damage and halving all land and flight speeds for 3 rounds. This ability uses twice
the characters weight in sand to use. Any character with the Sand's Embrace ability is immune to the effects of
this ability.
Special: This ability can be taken multiple times, either to increase the damage by 1d6, the duration by 1 round,
or the area by 5'x10'. It's effects stack.

SAND COCOON [SAND]


Prerequisites: Sand Manipulation, Sand's Embrace, Sand Armor
Ability: As an Immediate action, the character can create a dome of sand to protect himself or another creature
from damage for 1 round. The target gains total cover for as long as the dome lasts. The dome has 10 hardness
and 20 hp. Using Sand Cocoon uses an amount of sand equal to the user's body weight until the ability ends.
Special: This ability can be taken multiple times, either to increase the duration by one round, the dome's
hardness by 5, or the dome's hp by 10. It's effects stack.

SAND COFFIN [SAND]


Prerequisites: Sand Manipulation
Ability: This ability uses sand as its main focus to trap a creature (or one of its limb) in sand as a standard
action in order to crush it at a later time. If the target fails its saving throw, two things may happen: either the user
targeted one of its limb with the sand and the target will be Entangled as per condition of the same name, or the
victim is completely covered with sand and held completely immobile and helpless. An immobilized creature
cannot move or perform any actions requiring freedom of movement. The creature can attempt to break through
the hold each round by spending a full-round action making a Break check (DC 15+character level+strength
mod). This ability lasts as long as the user concentrates on it or until the target breaks free. This ability uses
twice the target's body weight in sand to immobilize, or one quarter it's weight to entangle.
Special: You may take this ability multiple times. Each time increase the Break Check by 1.

DESERT FUNERAL [SAND]


Prerequisites: Sand Manipulation, Sand Coffin
Ability: This ability can only be used on a creature that is held immobilized by Sand Coffin, trapped by Desert
Prison, or buried by Desert Avalanche as a standard action. The target takes 2d6 points of damage, ignoring DR.
Special: This ability can be taken multiple times, each time adds 1d6 to the damage dealt
DESERT AVALANCHE [SAND]
Prerequisites: Sand Manipulation x2, Improved Sand Manipulation
Ability: The user creates a gigantic wall of sand to crush his enemies as a full-round action. From the user's
current location, a 40 feet wide and 10 feet tall wave of sand will rush onward at the speed of 45 feet per round
the user concentrates. Any creature of Large or smaller caught in the avalanche must succeed a Reflex save or
be pushed backward 1d6x5 feet. Creatures of Medium-size or smaller will be pushed backward 2d6x5 feet and
must succeed a Fortitude save to avoid being sufficiently buried to be subject for Desert Funeral or Desert
Requiem instead. Flying creatures are not affected unless the wave reaches up to them, and Huge or larger
creature simply shrug it off. The wave stops once the user stops concentrating. Buried creatures can escape by
burrowing as a type of movement or making two Escape Artist checks as a full round action. This ability requires
5 times the user's body weight of sand to use.
Special: This ability can be taken multiple times, each time increases the size of creature that can be affected by
one step.

DESERT PRISON [SAND]


Prerequisites: Sand Manipulation, Sand Cocoon
Ability: This ability allows the user to trap the target in a sphere of sand as a standard action for the duration of
the ability. The sphere can be moved by the Sand Manipulation ability providing it is light enough. It requires a
mass of sand equal to the weight of the target. If the subject fails a reflex save, it is trapped in a compact sphere
of sand. It can breathe and move freely around the tight area, but it does not have line of sight or effect to
anything other than what's trapped in the sphere. The sphere can be attacked from within at a -4 penalty
(defense +12), has a hardness of 10 and 20 hit points. The target can be affected by Desert Funeral or Desert
Requiem.
Special: This ability can me taken multiple times, either to increase the save dc by 2, the sphere's hardness by
5, the sphere's hp by 10, or make it affect an additional target. Each additional target requires one additional
body weight's worth of sand.

DESERT REQUIEM [SAND]


Prerequisites: Sand Manipulation, Sand Coffin, Desert Funeral
Ability: This ability can only be used on a creature that is buried by Desert Avalanche or trapped by Desert
prison as a standard action. This ability inflicts 4d8 points of damage, ignoring DR, to all creatures affected by
those abilities.
Special: This ability may be taken multiple times, each time increases the damage by 1d8.

EROSION [SAND]
Prerequisites: Sand Manipulation, One other Sand Type ability
Ability: This ability allows the character to turn a 5' square of dirt or mud into one body weight's worth of sand.
Special: This ability can be taken multiple times to increase the types of ground affected, adding clay and then
stone.

SONIC TYPE

SONIC BLADE [SONIC]


Prerequisites: None
Ability: This changes the form of the Zanpakutou's blade into sonic energy, causing it to inflict psychic damage.
Sonic Blade may still be used in conjunction with Sound Blade.
Special: This may be taken multiple times. Each time it is taken increase your extra psychic damage while using
this ability by 1[BW]. You cannot take this extra damage more than your Attacks per round.

SONIC FORM [SONIC]


Prerequisites: None
Ability: This changes the form of the Zanpakutou's attacks, changing them to sonic energy. For example,
Projectile-based Zanpakutou will now do sonic damage, whereas Summon-based Zanpakutou will gain the sonic
subtype and do sonic damage. Sound Blade may still be used in conjunction with Sonic Form.
SOUND BLADE [SONIC]
Prerequisites: None
Ability: As a move action, you may add 1[BW] Sonic damage to your weapon attack.
Special: This may be taken multiple times. Each time it is taken, increase the Sonic damage added by 1[BW].
You cannot have more than 4[BW] total extra damage without being epic levels.

SWIFT MIND BLADE [SONIC]


Prerequisites: Sound Blade
Ability: You may manifest your Sound Blade as a swift action
Special: You may take this multiple times. Each time you do, you may add +3 to the damage you deal with
Sound Blade when you release it as a swift action.

SONIC ADAPTATION [SONIC]


Prerequisites: None
Ability: Gain 10 Sonic Resistance
Special: This may be taken multiple times. It's effects stack

DEAFENING STRIKE [SONIC]


Prerequisites: Sonic Blade or Sound Blade
Ability: When you deal sonic damage with your attack, your target must make a fortitude save (Constitution
Based) or become deafened for 1 round/character level
Special: You may take this ability multiple times; each time increases the DC by 1.

SOUND BURST [SONIC]


Prerequisites: None
Ability: This ability is a 10 foot burst that does 2d6 damage and allows a reflex save for half damage. All
effected must make a fortitude save or be stunned for 1 round. The fortitude save is calculated the same way as
the reflex save.
Special: You may take this ability multiple times, each time either increases the damage by 2d6, increases the
radius by 5 feet, or increases the save DC by 1.

MODIFY SOUND BURST [SONIC]


Prerequisites: Sound Burst
Ability: You may change your Sound Burst to a 30 foot or a 60 foot line. You decide which shape you wish to
use when utilizing the sound burst
Special: This may be taken multiple times. Each time increase the Cone by 10 feet and the Line by 15ft.

SCULPT SOUND [SONIC]


Prerequisites: None
Ability: You change the sounds that creatures or objects make. You can create sounds where none exist,
deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in
the same way. Once the transmutation is made, you cannot change it. You can change the qualities of sounds
but cannot create words with which you are unfamiliar yourself. A kido practitioner who's voice is dramatically
changed cannot use kido that require an incantation. People are allowed a will save to resist this ability (Wisdom
Based).
Special: You may take this ability multiple times. Each time increase the DC by 1.

OVERWHELMING SOUND [SONIC]


Prerequisites: One Sonic Ability that does damage
Ability: This allows you to exchange the lethal damage of your Sound Abilities with twice that amount of non-
lethal damage. Once converted to non-lethal damage you cannot use any other conversions on that round. This
ability shuts off at the end of the round it's activated and must be activated again as a swift action.
Special: This ability may be taken multiple times. Each time increase the multiplier of the damage when
converted by .5x.
CREATE SOUND [SONIC]
Prerequisites: Three other Sonic Type abilities
Ability: You can manipulate sound from 10 decibles (barely audible) to 140+ decibles (Threshold of Pain) Using
create sound to create a 140 decible noise inflicts 1d6 sonic damage to all that hear it. Those within 20 feet of
you when you create a sound over 140 decibles must make a fortitude save (Constitution Based) or be deafened
for 1d6 + 1 rounds.
Special: You may take this ability more than once, each time increasing the damage by 1d6.

BLESSING OF THUNDER [SONIC]


Prerequisites: 9 other Sonic Type abilities
Ability: Instead of taking damage from sound, you heal from it on a three to one basis (IE if you were about to
take 30 sonic damage, you would instead heal 10 points of hit point damage).
Special: You may take this multiple times. Each time increase the level of healing one step. (3:1 becomes 2:1
becomes 1:1)

WHITE NOISE [SONIC]


Prerequisites: Create Sound, Three other Sonic Type abilities
Ability: This effects the equilibrium of all that hear it. When this ability is activated as a standard action that
provokes an attack of opportunity, all those within hearing distance must make a fortitude save (Constitution
Based) or become dazed for 1d6 + 1 rounds. You are not effected by your own white noise.
Special: This may be taken multiple times. Each time increase the saving throw by 1.
IMPROVED WHITE NOISE [SONIC]
Prerequisites: Create Sound, White Noise, Three other Sonic Type abilities
Ability: Instead of becoming Dazed for 1d6 + 1 rounds, your victims become stunned for 1d4 + 2 rounds. You
may choose which effect is activated when activating White Noise.

GREATER WHITE NOISE [SONIC]


Prerequisites: Create Sound, White Noise, Three other Sonic Type abilities
Ability: You may choose up to your level's worth of 5 foot spaces to be unaffected by your White Noise.

MIMICRY [SONIC]
Prerequisites: None
Ability: You can mimic any sounds you have heard, including voices. This does not enable you to speak a
language you are unfamiliar with. To duplicate a specific person's voice, a user makes a Bluff check. A listener
familiar with the voice being imitated must succeed an opposed Sense Motive check to discern that the voice
isn't genuine.
Special: You may take this multiple times to gain a +2 on the Opposed Bluff Check each time.

SPACE TYPE

CENTRIFUGAL FORCE [SPACE]


Prerequisites: None
Ability: As a move action, you can increase the weight of your Zanpakutou to deal an additional 2[BW] damage
Special: You may take this multiple times. Each time increase the extra damage by 1[BW] to a maximum of
5[BW] before epic levels.

SWIFT CENTRIFUGAL FORCE [SPACE]


Prerequisites: Centrifugal Force
Ability: You may release Centrifugal Force as a Swift Action
Special: You may take this multiple times. Each time increase the damage you deal when you release
Centrifugal Force as a swift action by +3.

INCREASE GRAVITY [SPACE]


Prerequisites: None
Ability: Your character is treated in many ways as if they just gained one size category, gaining a +8 to Strength,
a +4 to Constitution a Natural Armor equal to 1 + The number of times this is taken. For each time you take this
ability, your weight becomes the norm for your new virtual size category. You may not take Increase and
Decrease Gravity at the same time.
Special: You may take this more than once, the effects stack.
DECREASE GRAVITY [SPACE]
Prerequisites: None
Ability: Your character is treated in many ways as if they just lost one size category, gaining a +4 to Dexterity,
+2 to Attack and Armor Class. For each time you take this ability, your weight is multiplied by 75%. You may not
take Decrease and Increase Gravity at the same time.
Special: You may take this more than once, the effects stack.

GRAVITIC PULSE [SPACE]


Prerequisites: None
Ability: You force a pulse of pure gravity to move away from you in all directions. This causes a wave of pure
force to knock anything within 20 feet from you away from you. The Target moves to the edge of the effect + 10
feet, then an additional 10 feet per size category they are lower than you. Having Increase Gravity counts for this
effect. The wave of force hits with such power that it deals 2d6 damage that ignores damage
reduction/mitigation. If those flung hit anything on their way, they are treated as if they fell the distance. If a target
makes a successful Reflex Save (Constitution Based) they take half damage, and are treated as falling 20 feet
less if they hit anything (to a minimum of 10 feet or 0 damage). Using Gravitic Pulse is a Standard Action.
Special: You may take this multiple times. Each time either increase the damage by 2d6 or the DC by 1.

PLANETARY ATTRACTION [SPACE]


Prerequisites: None
Ability: As a Move action, you cause a gravity flux to form around you pulling anything within 20 feet of you that
is of your size category or smaller towards yourself. The target can make a Fortitude Save with a DC of
(Constitution Based) to resist the effect, but if they resist the effect, they cannot move at all on their turn or be
sucked in anyway. Attacks made by the user of Planetary Attraction to beings that are flung towards them deal
an extra 2d6 damage that ignores damage reduction/mitigation. Increase Gravity effects your size for this power.
Special: You may take this multiple times. Each time either increase the damage by 2d6 or the DC by 1.

FARSIGHT [SPACE]
Prerequisites: None
Ability: As a standard action, you may gain the effects of Clairaudience/Clairvoyance spell.
Special: Each time you take this ability beyond the first, you may move the sensor 10ft per round per extra time
taken.

FOLD SPACE [SPACE]


Prerequisites: None
Ability: You gain a +10 bonus to Flash Step checks, and are always considered to have used a swift action
when performing Flash Step.
Special: You may take this multiple times. Each time increase the Flash Step check by +5

BLACK HOLE [SPACE]


Prerequisites: None
Ability: As a move action, you can cause a 20 foot burst area around you to become a black hole emanating
from you until turned off. A Black Hole crushes it's victims for 2d6 damage that ignores damage
reduction/mitigation, with a Fortitude Saving throw (10 + one half character level + Constitution Bonus) for half
damage. Beings that fail their save may only take a partial action on their turn as long as they are in the field.
You may end the effect as as swift action.
Special: You may take this multiple times. Each time either increase the damage by 2d6 or the DC by 1.

METEOR STRIKE [SPACE]


Prerequisites: None
Ability: As a standard action, you warp space so that a metor crashes into your target. It deals 3d6
bludgeoning/fire damage that ignores Damage Reduction/Mitigation. The meteor hits in a 20 foot burst which
allows a constitution based reflex save for half damage.
Special: This may be taken multiple times. Each time increase the damage by 3d6 or the DC by 1.
METEOR SHOWER [SPACE]
Prerequisites: Meteor Strike
Special: As a Standard action you may call down your Spellscore Modifier in Meteors. You can place these 20
foot areas wherever you like within long range (400ft + 40ft/level), even stacking them on themselves. This
allows a Constitution Based reflex save for half damage. The DC is set by Meteor Strike (Including taking it
additional times to increase the DC)
Special: You can take this multiple times. Each time you call down an additional meteor.

COMET KIMORI [SPACE]


Prerequisites: Meteor Strike
Ability: This allows you to increase the radius of your Meteors by 10 feet.
Special: This may be taken multiple times. It's effects stack.

GRAVITY DRAIN [SPACE]


Prerequisites: 5 other Space Type abilities
Ability: Reduce an opponent with 100 feet of you to half their current hit points. This ability cannot kill. They may
make a Constitution based Fortitude Save to negate this ability.
Special: This may be taken multiple times. Each time increase the DC by 1.

ZERO SHIFT [SPACE]


Prerequisites: None
Ability: This gives an extra swift action to use flash step and negates the weight change of increased or
decreased gravity by one step.
Special: You may take this multiple times. It's effects stack.

SPIDER TYPE

SPIDER CLIMB [SPIDER]


Prerequisites: None
Ability: The user of this zanpakutou ability can travel on vertical surfaces and even cealings as well as a spider
can. They need at least one hand free to climb like this. Your climb speed is equal to 2/3rds of your Land speed.
Special: This may be taken multiple times. Each time increase the Climb Speed by 1/3 your Land Speed.

SPIDER'S BITE [SPIDER]


Prerequisites: None
Ability: You gain a bite attack that deals your Zanpakutou's damage. If used as part of a full attack action, the
user can make a bite attack with a -5 penalty to the roll.
Special: This may be taken multiple times. Each time decrease the penalty if used as a secondary attack by 1.

GREATER SPIDER'S BITE [SPIDER]


Prerequistes: Spider's Bite
Ability: Your damage with your Bite attack moves up one die size (d6 becomes d8, d8 becomes 2d6 etc)
Special: This may be taken a second time. It's effects stack.

SUPERIOR SPIDER'S BITE [SPIDER]


Prerequisites: Spider's Bite, Greater Spider's Bite
Ability: Your Bite attack now has a potent poison. A target hit with your Bite attack must make a Fortitude save
(constitution based) or take 1d4 Strength Damage / 1d4 Strength Damage
Special: This may be taken multiple times. Each time increase the DC of the poison by 1.

SPIDER'S AGILITY [SPIDER]


Prerequisites: None
Ability: You gain a bonus of +10 to Jump and Tumble checks while your Zanpakutou is released.
Special: You may take this multiple times to increase the bonus to Jump and Tumble checks by +5
SPIDER'S STRIKE [SPIDER]
Prerequisites: None
Ability: You may make a leaping attack against a foe while your Zanpakutou is released. To make this leaping
attack, you must make a charge attack against the foe, but make a Jump check instead of normal. If you cover
the distance to your foe, you deal one half of your total Jump bonus as bonus damage on the attack.
Special: You may take this multiple times. Each time increase the effective Jump Modifier by 3.

GREATER SPIDER'S STRIKE [SPIDER]


Prerequisites: Spider's Strike
Ability: Your damage increases to your full total Jump bonus, and adds one half your Strength Modifier as a
bonus.
Special: You may take this multiple times. Each time increase the virtual Strength Modifier by 2

SPIDER SENSE [SPIDER]


Prerequisites: None
Ability: You gain Tremorsense 20 feet
Special: You may take this multiple times. Each time increase your Tremorsense by 20 feet.

GREATER SPIDER SENSE [SPIDER]


Prerequisites: Spider Sense
Ability: You gain the Uncanny Dodge feat as a bonus feat while your Zanpakutou is released. If you already
have the Uncanny dodge feat you gain Improved Uncanny Dodge as the bonus feat instead while your
Zanpakutou is released.

SUPERIOR SPIDER SENSE [SPIDER]


Prerequisites: Spider Sense, Greater Spider Sense
Ability: You gain the Improved Uncanny Dodge feat as a bonus feat while your Zanpakutou is released. If you
already have the Improved Uncanny Dodge feat either normally or as a bonus feat, you gain Flash Step Evasion
as a bonus feat while your Zanpakutou is released.

ADVANCED SPIDER SENSE [SPIDER]


Prerequisites: Spider Sense, Greater Spider Sense, Superior Spider Sense
Ability: You gain Flash Step Evasion as a Bonus feat while your Zanpakutou is released. If you already have
Flash Step Evasion as a feat or bonus feat, you gain Improved Flash Step Evasion instead as a bonus feat while
your Zanpakutou is released.

SPIDERMIND [SPIDER]
Prerequisites: None
Ability: You gain Vermin Traits while your Zanpakutou is released
Special: You may take this a second time. If you do, this ability works even when your Zanpakutou is sealed

SPIDER'S WEB [SPIDER]


Prerequisites: None
Ability: You gain the ability to fire a web, as the spell. The area of the web is a 20 foot spread within Medium
Range (100 + 10 feet per level). The DC to resist this entangling is Constitution Based and anyone that fails the
check is entangled in the web until they can make an Escape Artist check to escape. The web strands are
flammable, and a flaming weapon clears a 5 foot area per turn and sets the web on fire. Anyone caught in a
flaming web take 2d4 points of fire damage per round unless freed from the web.
Special; You may take this multiple times. Each time increase the size by 10 feet, or the DC by 1.

SPIDER'S STRENGTH [SPIDER]


Prerequisites: None
Ability: While your Zanpakutou is released, double your lift and carry capacity.
Special: You may take this multiple times. Each time increase the multiplier by 2.
LEAPING SPIDER'S STRIKE [SPIDER]
Prerequisites: None
Ability: You may make several Spider's Strikes in one round. You may target up to 2 opponents neither of which
can be more than 20 feet apart. You make each Spider's Strike as normal, and must make 2 jump checks. Each
is resolved separately. If you have the ability to target more than 2 targets with this ability, you may target an
opponent you have targeted before.
Special: You may take this multiple times to increase the number of opponents you can target by 1 each time.

SUMMONING TYPE

SUMMON [SUMMONING]
Prerequisites: None
Ability: Your Zanpakutou takes the form of a small, medium or large creature of your choice. The creature has
30 hit points + 10 hit points per your level. It's stats are 16's in all physical statistics modified for size and has the
following three scores for mental statistics split among your mental statistics 12, 11, 10. The summoned creature
deals your Zanpakutou damage with it's natural attacks, and it begins with one natural attack of your choice. It is
trained in 4 + Intelligence Modifier skills of your choice, is additionally always trained in Unarmed Strike, Defense
and Fortitude. Once you set it's skills they are set in stone. It has DR equal to yours.
Special: You may take this multiple times. Each time you may summon an additional creature, but to take this a
second time you must have the Retain Blade ability. Your Summon is considered a creature of your level for
feats/abilities/effects/etc.

SUMMON SWARM [SUMMONING]


Prerequisites: Summon
Ability: One of your Summons, instead of normal, takes on the form of a Swarm. Swarms take 1/2 damage from
all Weapon and single target abilities (Regardless of how many targets they hit), but take double damage from
Area Effects. They are large sized, but can overlap creatures that are smaller than it. It deals your Zanpakutou's
damage whenever a creature begins it's turn within your Swarm ignoring Damage Reduction and the targets
must make a Will Save or be stunned for the round.
Special: You may take this multiple times. Each time increase your Swarm by one size category, or the DC of
your will save by +1.

GREATER SUMMON [SUMMONING]


Prerequisites: Summon
Ability: Choose one of your summons that isn't a swarm. It's size increases or decreases by one category
gaining all bonuses or penalties as normal. Alternately, it can become a magical beast, aberration, dragon,
humanoid, construct, fey, outsider, giant, ooze, plant, undead or vermin.
Special: This ability may be taken multiple times; it allows larger sizes or smaller sizes or different subtypes. The
largest a summon can become is Colossal, the smallest is Fine.

EXTRA ATTACK [SUMMONING]


Prerequisites: Summoning
Ability: Choose one of your Summons. It gains an additional natural attack that counts as a secondary natural
attack. Claws grant 2 Attacks, Slams deal 2x your Strength Modifier instead of normal, Bites deal 1 dice size
higher damage.
Special: You may take this multiple times. Each time gaining an additional Natural Attack.

INCREASED MOBILITY [SUMMONING]


Prerequisites: Summon
Ability: Choose one of your summons. It increases it's base land speed by 10 feet, and it's base flight speeed by
20 feet.
Special: This may be taken multiple times. It's effects stack.

BURROWING [SUMMONING]
Prerequisites: Summon
Ability: Choose one of your summons. It gains a burrow speed equal to half it's land speed.
Special: You may take this a second time to increase the burrow speed to equal it's land speed.
FLIGHT [SUMMONING]
Prerequisites: Summon
Ability: Choose one of your Summons. It gains a Flight Speed equal to it's land speed with Average
Maneuverability. in combat, and equal to it's Swim Modifier x10 MPH out of combat. If it's large enough to cover
multiple spaces, characters can ride the summons as long as you will the summon to remain out.
Special: You may take take this multiple times. Each time it increases the Maneuverability of your summon's
flight by 1 step (Max perfect)

RETAIN BLADE [SUMMONING]


Prerequisites: Summon
Ability: When you summon one of your summons, you can retain a sealed version of your Zanpakutou. If you
have the constant release feat, you still gain a Sealed version of your Zanpakutou.

IMPROVED RETAIN BLADE [SUMMONING]


Prerequisites: Summon, Retain Blade
Ability: Your retained blade has all your Shikai picks that aren't related to Summoning. (Such as Flame Blade, or
Crackling Blade, etc)

SHARE ABILITIES [SUMMONING]


Prerequisites: Summon
Ability: Your Summons may use any of your non-Summon Type abilities as their own. If you've taken Improved
Retain Blade, both of you use the Zanpakutou abilities.

EMPOWERED SUMMON [SUMMONING]


Prerequisites: Summon
Ability: Choose one of your summons. It gain a +4 bonus to one statistic, and a +2 bonus to another one and it's
natural armor increases by 1.
Special: You may take this multiple times. It's effects stack where needed.

MAGIC FANG [SUMMONING]


Prerequisites: Summon
Ability: Choose one of your Summons. It's natural attacks gain a +1 Enhancement Bonus per 3 levels you have.
Special: You may take this multiple times. Each time you may place a +1 Weapon Enchantment on one of your
summon's natural weapons that equals or is lower than it's total Enhancement Bonus.

IMPROVED TOUGHNESS [SUMMONING]


Prerequisites: Summon
Ability: Choose one of your summons. It gains +3 hit points per level
Special: You may take this ability multiple times. It's effects stack where needed

STRENGTH OF ARMS [SUMMONING]


Prerequisites: Summon, 3 other Summoning Type abilities
Ability: Choose one of your Summons. It uses it's Highest Physical Statistic modifier in place of it's Dexterity for
Natural Attacks.
Special: This may be taken multiple times.

THICK SKIN [SUMMONING]


Prerequisites: Summon, Improved Toughness
Ability: Choose one of your Summons. That Summon gains +3 Damage Reduction.
Special: This may be taken multiple times. It's effects stack up to twice your level's worth of Damage Reduction.

STEEL SKIN [SUMMONING]


Prerequisites: Summon, Improved Toughness, Thick Skin
Ability: Choose one of your Summons. Halve it's Damage Reduction and turn that total into Damage Mitigation
instead.
Special: This ability may be taken multiple times. Each time it is, add 1 to the total Damage Mitigation gained by
the selected Summon.
VESTIGE [SUMMONING]
Prerequisites: None
Ability: When defeating an enemy, if it is not higher in level than you, and it does not have the Elite Template or
better, you may have it's body and soul be absorbed into your Zanpakutou. You may store one creature in this
manner at a time. Doing so removes it from the cycle of reincarnation, but allows you to summon a copy of it
under your control at any time. Summoning it is a full-round action that requires 5 hp per level of the summoned
creature. An opponent can spend 50 reiatsu per level of the summoned creature, as an immediate action, while it
is being summoned to negate it's summoning and prevent it from being summonable for the rest of the
encounter. If a creature summoned by this ability is defeated, it's summoner can take 1 Constitution Damage to
resummon it at the beginning of the next round. Otherwise, it is unsommonable for the rest of the encounter.
While your Vestige is summoned, you do not have access to your Zanpakutou, though you may still summon
other Vestiges if you possess more than one. You may only have one Vestige summoned at a time. A Vestige is
an exact copy of the creature at it's prime, except it doesn't improve in level, and it's only alleigence is to you.
Traces of it personality still exist, but it serves you completely.
A Vestige lingers until dissmissed as a free action, or it is slain in combat.
Special: This ability counts as the Summon ability for prerequisites.

I AM MERELY A COLLECTOR [SUMMONING]


Prerequisites: Vestige
Ability: Your Zanpakutou can store an additional Vestige.
Special: This ability may be taken more than once. Each time, you may store an additional Vestige.

FELL THE GREATEST FOE [SUMMONING]


Prerequisites: Vestige, I am Merely a Collector
Ability: You may now convert Elite creatures into Vestiges, though they lose the templates benefits.
Special: This ability may be taken more than once. Each time, it can convert another rank of enemy, up to Solo,
though they still lose that templates benefits.

ECHOES OF THE FALLEN [SUMMONING]


Prerequisites: Fell the Greatest Foe
Ability: Your collected Vestiges may now recieve the benefits of the Elite Template, if they possessed it before
their collection, and you may now store Elite enemies normally.
Special: This ability may be taken more than once. Each time, it can affect another rank of enemy, up to Solo.

RESTLESS DEAD [SUMMONING]


Prerequisites: Vestige, 2 other Summoning type abilities
Ability: Instead of paying one Con to resummon a defeated Vestige, you may instead lower the Vestige's Con
by one when it is resummoned, but only once per encounter. Alternatively, you may have another Vestige you
have summoned lose one Con, instead.
Special: You may take this ability multiple times. Each time allows an additional use per encounter.

ADEPT COLLECTOR [SUMMONING]


Prerequisites: Vestige, I am Merely a Collector
Ability: Your effective level for Storing Vestiges increases by one.
Special: this ability may be taken multiple times. it's effects stack.

ARMY OF THE DEAD [SUMMONING]


Prerequisites: Vestige, I am Merely a Collector
Ability: You may now summon an additional Vestige, but it takes another action to do so.
Special: This ability may be taken multiple times. Each time, it allows you to summon one more Vestige as
another action.

DARK HARVEST [SUMMONING]


Prerequisites: Vestige, one other Summoning ability
Ability: You may now collect and store creatures killed by others, an immediate action, when they're killed,
including environmental hazards, so long as it isn't already removed from the cycle of reincarnation.
Special: You may take this ability more than once to effect an additional, targetable, creature per usage.
THIS DOESN'T DESERVE A SPOT IN MY COLLECTION! [SUMMONING]
Prerequisites: Vestige, I am Merely a Collector
Ability: You may now, as a free action, delete a stored Vestige from your collection, making room for new
Vestiges. Doing so forces the Vestige into the next step in the cycle of reincarnation, even if it would normally
have been removed from it.
Special: You may take this ability a second time. Doing so allows you to delete stored Vestiges even when your
Zanpakutou is sealed or destroyed.

BUT IT MIGHT MAKE A GOOD COASTER FOR MY DRINK! [SUMMONING]


Prerequisites: Vestige, I am Merely a Collector, This Doesn't Deserve a Spot in my Collection!
Ability: When deleting a Vestige, you may use it's power to increase the abilities of another stored Vestige
instead of returning it to the cycle. Doing so increases the Stored Vestige's level by 1/4 the deleted one's level.
It's new level may not exceed your Effective Summoning level, and You and the GM decide what new feats and
abilities the improved Vestige acquires.
Special: This ability may be taken multiple times. each time, it allows you to increase the target's level by an
additional 1/4, to a max of 1.5 times the delete Vestige's level. A soul used in this manner returns to the cycle if
the improved Vestige is deleted normally.

WITH MORE CONVICTION! [SUMMONING]


Prerequisites: Vestige, I am Merely a Collector, This Doesn't Deserve a Spot in my Collection!, But it Might
Make a Good Coaster for my Drink!, Fell the Greatest Foe, Echoes of the Fallen
Ability: When deleting a stored Vestige to increase another one's power, you may improve the target's rank by
one step at the cost of three levels of improvement, to a max of Solo.

TECHNOLOGICAL TYPE

ANIMATE OBJECTS [TECHNOLOGICAL]


Prerequisites: None
Ability: You may cause an object of tiny or small size to come alive. It is treated as you for Stats and Skills but is
modified to it's size. It has no feats of it's own and has as many hit points as you do, possibly modified for size if
you have the Blooded feat.
Special: You may take this ability multiple times. Each time increases the size of the creature you can summon
by 1 category (Maximum Colossal)

REPAIRING ATTACK [TECHNOLOGICAL]


Prerequisites: None
Ability: This ability causes the strikes from your Zanpakutou to fix instead of break. When you strike an
object/construct with your Zanpakutou, you may choose to heal the target the damage before Hardness/DR. This
healing acts like Fast Healing to constructs, but only lasts for the attack.
Special: You may take this multiple times. Each time it is taken you may increase the repairing you do by 1[BW]

HAMPER TECHNOLOGY [TECHNOLOGICAL]


Prerequisites: None
Ability: You must target a technological device to use this ability. Roll 1d100, then add twice your level. If you
get a roll of 80 or higher, the technological object is somehow negatively affected (The DM will choose what
happens.) If you roll a natural 100, the object explodes, destroying it completely. If an object is too large (Of
Large size or larger), defended or complicated, instead of exploding, it just will be noticeably damaged.
Special: You may take this multiple times. Each time add +1 to your virtual level or increase the size that you
can make explode by one size category.

AFFECT TECHNOLOGY [TECHNOLOGICAL]


Prerequisites: Hamper Technology
Ability: You can try to affect a Technological object to do something you want (Something as simple as recharging a battery,
opening an electronically sealed door or something as complicated as bypassing a password on a terminal) You tell the DM
what you want to do, and he will assign a number that you must pass for it to work based on the complexity of the task. Roll
1d100 then add twice your level. If you roll a natural 1, the object horribly malfunctions, doing usually the exact opposite of
what the character wanted. For example. the battery loses it's capacity, a locked door fuses to the wall, or a computer
crashes and needs to be sent back to the company (provided that it's still covered by warranty).
Special: You may take this multiple times. Each time increase your virtual level by 1 for this effect.
IMPROVED AFFECT TECHNOLOGY [TECHNOLOGICAL]
Prerequisites: Hamper Technology, Affect Technology
Ability: A roll of 1 does not destroy the device, instead the device does nothing.

MASS PRODUCTION [TECHNOLOGICAL]


Prerequisites: Animate Objects, Summon Golem, Retain Blade
Ability: You may add an additional golem to your repertoire at one rank below your highest level golem.
Special: You may take this ability multiple times to increase the number of Golems you have in your repertoire
by one. Every 2nd golem reduces the level of the golems by 1 (IE The second golem is one reduced, the fourth
golem is one reduced and the sixth golem is one reduced etc)

ASSEMBLY LINE [TECHNOLOGICAL]


Prerequisites: Animate Objects, Summon Golem, Retain Blade, Mass Production
Ability: You may have an additional golem on the field of battle. You may command all your Summons with the
same Standard Action.
Special: You may take this multiple times to increase the number of golems you may have on the field at one
time by one.

SUMMON GOLEM [TECHNOLOGICAL]


Prerequisites: Animate Objects
Ability: You create a Golem from the ether that does your bidding (Anything from doing laundry to attacking
foes). You summon a construct of incredible power. The creature uses the physical stats, attack ranks, and
defenses of the user of this ability +2. It has mental stats equal to one half the user's. The first time this ability is
taken you gain a rank one construct. Each taking of this ability increases the rank by 1 culminating at Rank 6.
This construct automatically starts with Construct Traits detailed in “Friends and Enemies”. Ordering your Golem
is a standard action. You may, at your whim, enter your Golem, as a move action, protecting yourself from
damage while the golem is active. If the Golem is destroyed, you take any damage over the golem's hit points,
and are thrust out of the golem to the ground. If your Golem is destroyed, you may not summon it again for
1d6+1 rounds. When you use this ability you lose your Zanpakutou for the duration of the summoning, which is
at the will of the user as long as the zanpakutou is released. Your Golem begins at Small size and gains one size
category per rank. Modify it's stats accordingly. This cannot make your Golem beyond Colossal size. You cannot
take the Summon type for the shikai abilities gained by your Golem nor can you take Summon Golem.
RANK 1 The character summons a weak construct with: 75 Hit Points, 5 damage reduction, land speed of 30
feet, 2d6 damage in unarmed melee combat, and 2 Shikai Powers.
RANK 2 The character summons a average construct with: 150 Hit Points, 10 damage reduction, land speed of
40 feet, 4d6 damage in unarmed melee combat, and 4 Shikai Powers.
RANK 3 The character summons a strong construct with: 225 Hit Points, 15 damage reduction, land speed of 50
feet, 6d6 damage in unarmed melee combat, and 6 Shikai Powers.
RANK 4 The character summons a powerful construct with: 300 Hit Points, 20 damage reduction, land speed of
60 feet, 8d6 damage in unarmed melee combat, and 8 Shikai Powers.
RANK 5 The character summons a very powerful construct with: 375 Hit Points, 25 damage reduction, land
speed of 70 feet, 10d6 damage in unarmed melee combat, and 10 Shikai Powers.
RANK 6 The character summons a extraordinarily powerful construct with: 450 Hit Points, 30 damage reduction,
land speed of 80 feet, 12d6 damage in unarmed melee combat, and 12 Shikai Powers.
Special: All Shikai Powers must be chosen the same per rank adding new ones as new ranks are achieved.
Once chosen, the abilities cannot be changed. Choose this ability multiple times to increase the Golem's rank.

IMPROVED SUMMON GOLEM [TECHNOLOGICAL]


Prerequisites: Animate Objects, Summon Golem
Ability: One of your Summoned Golems gains +2 Shikai Abilities.
Special: You may take this multiple times. It's effects stacks when needed.

RETAIN BLADE [TECHNOLOGICAL]


Prerequisites: Animate Objects, Summon Golem
Ability: When you summon one of your summons, you can retain a sealed version of your Zanpakutou. If you
have the constant release feat, you still gain a Sealed version of your Zanpakutou.
IMPROVED RETAIN BLADE [TECHNOLOGICAL]
Prerequisites: Animate Objects, Summon Golem, Retain Blade
Ability: Your retained blade has all your Shikai picks that aren't related to Summoning. (Such as Flame Blade, or
Crackling Blade, etc)

MAKE WHOLE [TECHNOLOGICAL]


Prerequisites: 9 Technological Type abilities
Ability: You may, once per encounter, repair an object/construct back to full hit points by touching your
Zanpakutou to it.
Special: You may take this multiple times. Each time gain another use of this per encounter.

TEMPERANCE TYPE

TEMPERANCE [TEMPERANCE]
Prerequisites: None
Ability: If you abstain from damaging any opponents for 1 round, you may grant an ally +2[BW] damage on
attacks for one round as an immediate action. Abstaining from damage means causing hit point damage or
lowering hit points in any way.
Special: This may be taken multiple times. Each time increase the damage granted by +1[BW] to a maximum of
5[BW] before epic levels.
IMPROVED TEMPERANCE [TEMPERANCE]
Prerequisites: Temperance
Ability: You may effect a second ally with Temperance.
Special: You may take this multiple times to grant this bonus to more allies on a one for one basis.

CHASTITY [TEMPERANCE]
Prerequisites: None
Ability: While you refrain from damaging foes, you may grant an ally +2 to Attack and Defense for one round as
an immediate action.
Special: You may take this multiple times to increase the bonus to attack and Defense rolls by +2.

IMPROVED CHASTITY [TEMPERANCE]


Prerequisites: Chastity
Ability: You may effect a second target with Chastity.
Special: You may take this multiple times. Each time increase the number of allies you can effect by 1.

PIETY [TEMPERANCE]
Prerequisites: Temperance
Ability: While you abstain from damaging opponents, you gain a +4 bonus do Defense and +4/- Damage
reduction.
Special: You may take this multiple times to add +2 to the Defense bonus or +1 to the Damage Reduction.

IMPROVED PIETY [TEMPERANCE]


Prerequisites: Temperence, Piety
Ability: While you abstain from damaging opponents, you gain 10 energy resistance to all energy types.
Special: You may take this multiple times to increase the energy resistance by 5.

ELEMENTAL PIETY [TEMPERANCE]


Prerequisites: Temperance, Piety
Ability: While you abstain from damaging opponents, you deal elemental damage to opponents attacking you.
Choose an element (Fire, Cold, Electricity, Acid, Sonic, Force, Psychic, Negative Energy or Water). You deal 2d6
+ Level damage to any opponent attacking you in melee as long as you abstain from damaging opponents. This
is an exception to the rule of abstaining from damaging opponents, as you are not causing the damage yourself.
Special: You may take this multiple times. Each time increase the damage by 2d6.
END TO EXCESS [TEMPERANCE]
Prerequisites: None
Ability: While within 30 feet of you, as long as you abstain from damaging them, opponents lose any temporary
hit points they may have gained, or gain in the future while within 30 feet of you.
Special: You may take this multiple times to increase the area by 10 feet.

IMPOROVED END TO EXCESS [TEMPERANCE]


Prerequisites: End to Excess
Ability: While within 30 feet of you, opponents lower any resistance to elements they may have by 10 as long as
you abstain from damaging opponents yourself.
Special: You may take this multiple times to lower the resistances by an additional 10 or increase the area by 10
feet.

GREATER END TO EXCESS [TEMPERANCE]


Prerequisites: End to Excess, Improved End to Excess
Ability: While within 30 feet of you, as long as you refrain from damaging opponents, they take a -2 penalty to all
saving throws.
Special: You may take this multiple times to increase the penalty by an additional -2.

SUPERIOR END TO EXCESS [TEMPERANCE]


Prerequisites: End to Excess, Improved End to Excess, Greater End to Excess
Ability: While within 30 feet of you, as long as you abstain from damaging them, opponents lower their attack
and damage rolls by 2.
Special: You may take this multiple times, each time reduce the attack and damage rolls by an additional 2 or
increase the area by 10 feet.

TEMPERANCE ENHANCED [TEMPERANCE]


Prerequisites: None
Ability: As long as you abstain from damaging opponents, you gain an additional immediate action per round.
Special: You may take this multiple times, it's effects stack.

TIME TYPE

TEMPORAL BLADE [TIME]


Prerequisites: None
Ability: Your Zanpakutou drains the time away from people it injures and gives that time to you to continue your
fight. Whenever you strike an opponent with your Zanpakutou, you cause them to bleed 1d4 Hit Points per
round. In response, you gain one half the bleed (Minimum 1) per round as fast healing. Fast Healing gained in
this manner reduces at a rate of 1d4 every round. Multiple applications of bleed damage stack as does the
healing gained from it. The maximum fast healing gained from this ability is 5. This is also the maximum bleed
damage.
Special: You may take this multiple times. Each time it increases the bleed damage/fast healing by 1d4 or the
maximum bleed damage/fast healing by 5. You cannot have more than 4d4 bleed/fast healing and 15 maximum
before epic levels.

GREATER TEMPORAL BLADE [TIME]


Prerequisites: Temporal Blade
Ability: You now gain the entire Bleed damage as fast healing instead of one half.

SUPERIOR TEMPORAL BLADE [TIME]


Prerequisites: Temporal Blade, Greater Temporal Blade
Ability: The Bleed Damage/Fast Healing reduces by 1d4/2 rounds instead of per round.
Special: You may take this ability to make it last one round longer before reducing each time (So the second
time this is taken it becomes 1d4/3 rounds, etc)
QUICKEN TIME [TIME]
Prerequsites: 3 other Time Type abilities
Ability: You're Zanpakutou speeds up your personal time, allowing you to move and react much faster than
normal. As long as you are wielding, or are in possession of your Zanpakutou, You can take an extra partial
action per round, and gain a +2 bonus on Defense and Reflex saves.
Special: You may take this ability multiple times. Each time increase the bonus to Defense and Reflex saves by
+2.

TEMPORAL JUMP [TIME]


Prerequisites: None
Ability: You disappear from the time stream and may reappear at will up to your character level in rounds later,
and you may move up to 10ft per character level. This removes you from combat for that time, and you reappear
on your initiative at the time you wish.

CRACK IN TIME [TIME]


Prerequisites: 3 other Time Type abilities
Ability: Once per day, you may rewind time a number of rounds equal to your character level. You retain all
information gained in those rounds and may do things differently the second time.
Special: You may take this multiple times to gain additional uses per day.

PRECOGNITION [TIME]
Prerequisites: None
Ability: The future is your open book, as such, you gain a small amount of insight to your opponent's next move.
You may add a +2 bonus to your Attacks, Damage, Saves or Skill Checks each round. You must choose each
round at the beginning of your turn.
Special: You may take this ability multiple times, gaining a +2 bonus to another ability.

GREATER PRECOGNITION [TIME]


Prerequisites: Precognition
Ability: Increase the bonuses you can gain to +4 Each.
Special: You may take this multiple times. Each time increase the bonus by an additional +2 to a maximum of +8
before epic levels.

SUPERIOR PRECOGNITION [TIME]


Prerequisites: Precognition, Greater Precognition
Ability: You gain the ability to look a small amount of time into a possible future. You may look one round per
point of bonus you gain to your checks (Maximum 8 rounds before Epic Levels). These are only possible futures,
and may not come to pass. The GM is the final arbitor of what you see. You can choose to look sooner than your
maximum.
Special: You may take this multiple times. Each time increase the window by one step. Rounds becomes
Minutes becomes Hours becomes Days becomes Weeks becomes years becomes Decades becomes centuries
becomes millenium.

TIME SCHISM [TIME]


Prerequisites: 2 Time Type abilities
Ability: Once per round as a move action, you may assign a target within Close (25 ft. + 5 ft./2 levels) range.
The target must make a will save with a DC (15 + Character Level + Constitution modifier) or be only able to take
a partial action per round for 1d6+2 rounds.

TIME REAPER [TIME]


Prerequisites: Time Schism, 2 Time Type abilities
Ability: As Time Schism, but effects a 30 foot cone in front of you.
Special: Take this ability multiple times to extend the cone 10ft or raise the DC by 2.

TIME DEVOUR [TIME]


Prerequisites: Time Schism, 2 other Time Type abilities
Ability: As Time Schism, but effects all enemies in a 20 foot radius.
Special: You may choose this again to either add 2 to the DC or increase the area by 10ft.
TEMPORAL RECONCILIATION [TIME]
Prerequisites: None
Ability: As a Free action you may cause your Zanpakutou to begin reversing the injuries on your body gaining
Fast Healing 3. This ability last one round per level. You cannot use this ability again for 1d6 rounds.
Special: Each time you take this ability add 3 to your Fast Healing.

TIME'S SHADOW [TIME]


Prerequisites: None
Ability: As a move action you may summon a duplicate from an alternate past to aid you in combat. To do this,
you take a -1 on all level dependent numerical values per 1.5 level of the duplicate. (IE If you took a -6 to all level
dependent numerical values, your duplicate would have 9 levels). Your Duplicate can never exceed your current
virtual level (Character level - Penalties taken). The duplicate lasts till the end of the encounter and cannot
create a duplicate of it's own.
Special: You may take this ability multiple times to add a cumulative .5 to the multiplier (IE Taken twice, this
would give you 2x penalty to level ratio, taken 3 it would be 2.5x penalty to level ratio, 4 times it would be 3 times
penalty to level ratio).

TEMPORAL SHIFT [TIME]


Prerequisites: Quicken Time, Temporal Jump, Temporal Jump
Ability: Reduces the timer of negative status effects used on the user by 1/6 (IE: If you would be nauseated for
6 rounds, this would reduce it to 5 rounds)
Special: You may take this ability multiple times, each time it does, reduce the number after the slash by 1 to a
minimum of 2 (So taking this ability 5 times total, makes it so that all negative status effects are halved on the
user.)

WAR TYPE

KILL ZONE [WAR]


Prerequisites: None
Ability: As a move action, you may release your Zanpakutou into a state of constant battle. This state deals
+2[BW] damage to your opponents with your Zanpakutou
Special: You may take this multiple times. Each time increase the damage by 2[BW] to a maximum of +8[BW]
before epic levels.

SWIFT KILL ZONE [WAR]


Prerequisites: Kill Zone
Ability: This allows you to release Kill Zone as a swift action

RAGE [WAR]
Prerequisites: None
Ability: You may rage as the feat while your zanpakutou is released, and may rage a number of times per day
equal to your spellscore modifier regardless of how many times your release your Zanpakutou. This does not
use up a use of the Rage feat.
Special: This ability may be taken multiple times. Each time increase the number of times per day you may rage
by 1.

IMPROVED RAGE [WAR]


Prerequisites: Rage
Ability: You rage as if you were five levels higher than normal.
Special: You may take this multiple times. Each time increase your virtual level by 2

GREATER RAGE [WAR]


Prerequisites: Rage, Improved Rage
Ability: You gain the Tireless Rage feat as a bonus feat while your Zanpakutou is Released.
INCITE RAGE [WAR]
Prerequisites: Rage
Ability: You may incite rage in others. You may target up to your Spellscore modifier in targets. Each target is
entitled to a will saving throw to avoid going into a rage, as the feat. This does not use up a use of the rage feat
for the creature effected.
Special: This may be taken multiple times. Each time increase the number of targets by 1 or the will saving
throw DC by 1.

IMPROVED INCITE RAGE [WAR]


Prerequisites: Rage, Incite Rage
Ability: Those that you incite to rage now rage as per the Greater Rage feat.
Special: This may be taken multiple times. Increase the number of rage rounds by 1 each time.

WAR FORM [WAR]


Prerequisites: Kill Zone 3x
Ability: As a standard action you transform into a creature of war. You gain the following benefits while in your
war form.
• You gain a bonus to Strength, Dexterity and Constitution equal to your Spellscore Modifier + The number
of War type abilities you have.
• You gain a bonus to attack and damage rolls equal to the number of War Type abilities you have
• You gain Regeneration equal to one half of your level that is overcome by Fire and Acid damage
These bonuses last for a number of rounds equal to 3 + your new constitution modifier. Once this timer is over
your Zanpakutou seals itself and you are fatigued. You cannot re-release your Zanpakutou for 2d6+1 rounds.
This occurs even if the Zanpakutou is Constantly Released.
Special: You may take this multiple times. Each time increase your transformation timer by one round

GREATER WAR FORM [WAR]


Prerequisites: Kill Zone 3x, War Form
Ability: Lower your sealed state timer by one step (2d6 becomes 1d8)
Special: This may be taken a second time to decrease it another step (1d8 becomes 1d6).

SUPERIOR WAR FORM [WAR]


Prerequisites: Kill Zone 3x, War Form, Greater War Form
Ability: When you enter your War Form, your bonus to Strength Dexterity and Constitution increases by +2 or
your Regeneration increases by +2.
Special: You may take this multiple times to increase either the stat bonus by +2 or the Regeneration Bonus by
+2.

BLITZKRIEG [WAR]
Prerequisites: Kill Zone 3x, War Form, Greater War Form, Superior War Form
Ability: You may enter your War Form as a move action, and while in your War Form, you gain the ability to fly
at twice your base land speed with good maneuverability. If your War Form ends and you are still in the air, you
descend at a rate of 60 feet per round for your spell score modifier in rounds before you begin to fall
uncontrollably.
Special: This may be taken multiple times. Each time increase the time you descend slowly by 1 round.

IMPROVED BLITZKRIEG [WAR]


Prerequisites: Kill Zone 3x, War Form, Greater War Form, Superior War Form, Blitzkrieg
Ability: While flying in your War Form, you may make Zanpakutou attacks at medium range (100 feet + 10 feet
per level). You can only make one such attack per round. These attacks must be made against targets on the
ground or who are below you in the air. They cannot be made against anyone above you. They can be made
against those at the same level as you.
Special: You may take this multiple times. Each time increase the number of attacks you may launch at medium
range by 1 to a maximum of your maximum attacks per round.
SUPERIOR BLITZKRIEG [WAR]
Prerequisites: Kill Zone 3x, War Form, Greater War Form, Superior War Form, Blitzkrieg, Improved Blitzkrieg
Ability: You may make your Improved Blitzkrieg attacks against any opponent within range regardless of their
position relative to you.
Special: You may take this multiple times. Each time increase your attack roll with your Blitzkrieg attacks by 1.

EXTEND BLITZKRIEG [WAR]


Prerequisites: Kill Zone 3x, War Form, Greater War Form, Superior War Form, Blitzkrieg, Improved Blitzkrieg
Ability: Your Blitzkrieg ability becomes long range (400ft + 40ft/level)
Special: You may take this ability a second time at epic levels to increase the range to Line of Sight.

AURA OF BATTLE [WAR]


Prerequisites: None
Ability: While your Zanpakutou is released, you grant all allies within 30 feet of you a bonus on all bull rush,
disarm, sunder and trip attempts equal to your spellscore modifier. You are not counted as an Ally for this effect.
Special: You may take this multiple times to increase the area by 30 feet.
AURA OF FORTITUDE [WAR]
Prerequisites: None
Ability: While your Zanpakutou is released, you grant all allies within 30 feet of you a bonus on fortitude saves
equal to your spellscore modifier. You are not counted as an ally for this effect.
Special: You may take this multiple times to increase the area by 30 feet.

REFLEXIVE AURA [WAR]


Prerequisites: None
Ability: While your Zanpakutou is released, you grant all allies within 30 feet of you a bonus on reflex saves
equal to your spellscore modifier. You are not counted as an ally for this effect.
Special: You may take this multiple times to increase the area by 30 feet.

BASTION OF WILL [WAR]


Prerequisites: None
Ability: While your Zanpakutou is released, you grant all allies within 30 feet of you a bonus on Will saves equal
to your spellscore modifier. You are not counted as an ally for this effect.
Special: You may take this multiple times to increase the area by 30 feet.

MOTIVATION [WAR]
Prerequisites: None
Ability: While your Zanpakutou is active, you grant all allies within 30 feet of you a bonus on all checks involving
that statistic or core skills involving that statistic equal to your spellscore modifier. You are not treated as an ally
for this effect.
Special: You may take this multiple times to increase the area of this effect by 30 feet or to add another statistic
to your bonus.

MOVE THE ARMY [WAR]


Prerequisites: None
Ability: While your Zanpakutou is released, you grant all allies within 100 feet of you a bonus to movement
speed equal to five times your spellscore modifier in feet. You are not treated as an ally for this effect.
Special: You may take this multiple times to increase the area by 100 feet.

RALLY THE TROOPS [WAR]


Prerequisites: None
Ability: Once per day per point of spellscore modifier, you may grant all allies within 50 feet of you temporary hit
points equal to five times your spellscore modifier. You are not treated as an ally for this effect. Multiple releases
of your Zanpakutou do not reset the number of uses you have of this ability and temporary hit points granted with
this ability do not stack with each other, use the highest temporary hit point total.
Special: You may take this multiple times. Each time increase the multiplier of your Spellscore modifier by 1.
STEADY THE HANDS [WAR]
Prerequisites: None
Ability: While your Zanpakutou is released, all allies within 30 feet of you gain a bonus to that skill equal to your
spellscore modifier. You do not count as an ally for this effect.
Special: You may take this multiple times to increase the area by 30 feet or to add another Base Combat Skill to
your list.

STEADY THE NERVES [WAR]


Prerequisites: None
Ability: While your Zanpakutou is released, all allies within 30 feet of you gain a bonus to that skill equal to your
spellscore modifier. You do not count as an ally for this effect.
Special: You may take this multiple times to increase the area by 30 feet or to add another Base Reaction skill to
your list.

AURA OF RESISTANCE [WAR]


Prerequisites: None
Ability: Choose one Energy Type (Fire, Acid, Cold, Electricity, Sonic, Water or Force). While your Zanpakutou is
released, all allies within 30 feet of you gain resistance to that energy type equal to five times your spellscore
modifier.
Special: You may take this multiple times to increase the area by 30 feet or to add another element to your list.

WATER TYPE

WATER WALK [WATER]


Prerequisites: None
Ability: While your Zanpakutou is released, you may walk on water as well as you could on land (Equal to your
Land Speed). You may walk over waves as if they were rough terrain as long as they are under 4 feet high. As
you walk however, all water within 20 feet of you becomes calm, though it still flows.
Special: You may take this multiple times. Each time it is taken increase the radius of calm water by 20 feet.

BESTOW WATER WALK [WATER]


Prerequisites: Water Walk
Ability: You may make all allies within your calm zone able to walk on water along with you as a standard action.

SWIFT BESTOW WATER WALK [WATER]


Prerequisites: Water Walk, Bestow Water Walk
Ability: You can grant Water Walking as a Swift Action.

CREATE WATER [WATER]


Prerequisites: None
Ability: You may create a 5ft cube (Approx 24 Gallons) of potable, drinkable water as a standard action.
Special: You may take this multiple times. Each time you can create an additional 5ft cube of water.

SWIFT CREATE WATER [WATER]


Prerequisites: Create Water
Ability: You may create your water as a swift action.

CONTROL WATER [WATER]


Prerequisites: Create Water
Ability: You may telekinetically control all water within a 100ft radius of you. This does not allow you to take
control of opponents who are made up of mostly water. It is a standard action to manifest and concentrate on
this ability. If you use the water to attack an opponent it deals your Zanpakutou's full damage except for any fire
damage that might be on your Zanpakutou.
Special; You may take this multiple times. Each time increase the radius of water you can control by 50ft.
ANIMATE WATER [WATER]
Prerequisites: Create Water, Control Water
Ability: You may grant artificial sentience to water you are in telekinetic control of. The water acts as if you were
telekinetically controlling it, including attacking any target besides you and/or 1 target per level you designate
within range. This lasts one round per level.
Special: You may take this multiple times to increase the number of targets you can make safe from this ability
by 1 or increase the timer by 1 round.

STREAM [WATER]
Prerequisites: Create Water, Control Water
Ability: allows you to create a pressurized stream that stems from your zanpakutou. The stream is considered to
be a bull rush attack against an opponent, but uses ½ your character level in place your strength bonus. Also,
you do not have to move, the Stream attacks in a 90 ft. line and bulrushes anybody in its path. This can be used
to bullrush through walls.
Special: You may take this ability multiple times, each time gives you 15 extra feet or +2 to the bull rush check.

WHIRLPOOL [WATER]
Prerequisites: Create Water, Control Water, Animate Water
Ability: You can cause your telekinetically controlled water to make a grapple attempt against any opponent that
you are attacking. This is done using 1/2 your level as a bonus to the grapple check instead of your Strength
Modifier. You are not considered grappled when using this ability, but you must take a standard action each
round to concentrate and maintain the effect.
Special: You may take this multiple times. Each time either reduce the concentration time by 1 step (Minimum
Swift), or increase the Grapple check by +2.

WATER BLADE [WATER]


Prerequisites: None
Ability: This changes the form of the Zanpakutou's blade into water, causing it to inflict water damage. Crushing
Waves may still be used in conjunction with Water Blade.
Special: This may be taken multiple times. Each time it is taken increase your extra water damage while using
this ability by 1[BW]. You cannot take this extra damage more than your Attacks per round.

WATER FORM [WATER]


Prerequisites: None
Ability: This changes the form of the Zanpakutou's attacks, changing them to water. For example, Projectile-
based Zanpakutou will now do water damage, whereas Summon-based Zanpakutou will gain the water subtype
and do water damage. Water Blade may still be used in conjunction with Water Form.

CRUSHING WAVES [WATER]


Prerequisites: None
Ability: As a move action, you may add 1[BW] Water damage to your weapon attack.
Special: This may be taken multiple times. Each time it is taken, increase the Water damage added by 1[BW].
You cannot have more than 4[BW] total extra damage without being epic levels.

SWIFT CRUSHING WAVES [WATER]


Prerequisites: Mind Blade
Ability: You may manifest your Water Blade as a swift action
Special: You may take this multiple times. Each time you do, you may add +3 to the damage you deal with
Water Blade when you release it as a swift action.

WATER ADAPTATION [WATER]


Prerequisites: None
Ability: You gain 10 Water Resistance
Special: You may take this multiple times. Each time gain 10 more Water Resistance
MIRAGE [WATER]
Prerequisites: None
Ability: You can create images that have no other sensation than Sight within Medium Rage (100ft + 10ft/Level)
as a Standard action. This is merely an illusion, and the target is allowed a Wisdom based Will Save to see
through it. Direct contact with the Mirage grants a +4 bonus on the save. You must concentrate on your Mirages
as a Standard Action each turn.
Special: This may be taken multiple times. Each time gain a +2 bonus on the will save.

IMPROVED MIRAGE [WATER]


Prerequisites: Mirage
Ability: This ability adds minor sounds but not recognizable speech to your images.

GREATER MIRAGE [WATER]


Prerequisites: Mirage, Improved Mirage
Ability: This ability adds sound, smell and heat details to your images.

PERFECT MIRAGE [WATER]


Prerequisites: Mirage, Improved Mirage, Greater Mirage
Ability: This allows you to set up 5 rounds worth of programmed scripts for your illusions per point of intelligence
modifier.
Special: You may take this multiple times. Each time increase your Intelligence Modifier for this effect by 2.

ENHANCED MIRAGE [WATER]


Prerequisites: Mirage
Ability: allows you to direct an additional image while concentrating.
Special: You may take this ability multiple times, each time allows you to direct an additional image.

DEADLY MIRAGE [WATER]


Prerequisites: Mirage, 2 other water type abilities
Ability: This allows you to make your Illusions partially real. If you have your Illusion attack, and your opponent
believes, or has believed your illusion, they take 20% of the damage the attack would have dealt ignoring
Damage Reduction/Mitigation.
If the target disbelieves your illusion, or has already disbelieved your illusion, you still deal 10% of the damage
that the attack would have dealt.
Special: You may take this multiple times. Each time it increases the damage taken by 20% for Believed, and
10% for Disbelieved. You can never have more than 100% Believed/50% Disbelieved damage

BLENDED WAVES [WATER]


Prerequisites: Mirage
Ability: This allows you to conceal yourself in illusions, making yourself appear invisible as a standard action
and you may also hide your reiatsu at the same time you use this ability. This invisibility is canceled the moment
you attack, or after a number of rounds equal to your level, whichever happens first.
Special: This ability may be taken multiple times. Each time increases the amount of times you may attack
before your invisibility is broken by 1, and increases the level of invisibility, making it harder for things like the
True Sight ability to penetrate.

UNDERSEA KNIGHT [WATER]


Prerequisites: None
Ability: While your Zanpakutou is released, you can breath water as well as air. You also gain a Swim Speed of
60ft
Special: You may take this multiple times. Each time increase the swim speed by 30ft.

IMPROVED UNDERSEA KNIGHT [WATER]


Prerequisites: Undersea Knight
Ability: You may choose to walk through water as though walking on land, including over its surface. You may
also move through water up and down as though on a solid ramp of any degree you wish; Balance checks may
be necessary if you need to move steeply without swimming.
BESTOW UNDERSEA KNIGHTHOOD [WATER]
Prerequisites: Undersea Knight
Ability: While your Zanpakutou is released, you can activate this ability as a standard action. All allies within
100ft may now use your Undersea Knight abilities as if they had them.
Special: You may take this multiple times. Each time it is taken increase the radius by 100ft.

SWIFT BESTOW UNDERSEA KNIGHTHOOD [WATER]


Prerequisites: Undersea Knight, Bestow Undersea Knighthood
Ability: You may use Bestow Undersea Knighthood as a swift action.

VORTEX [WATER]
Prerequisites: Create Water, Control Water
Ability: You may use a 5ft cube of water per size category of a creature to attempt to grapple it as a standard
action. The target must be within 60 feet of you. Use your Intelligence Modifier in place of your Strength Modifier.
You are not considered grappled while using this ability, but must take a move action to maintain the grapple.
Special: You may take this multiple times to add +2 to your Grapple Checks with this ability.

CONSTRICTING VORTEX [WATER]


Prerequisites: Create Water, Control Water, Vortex
Ability: Anyone grappled by your vortex takes 1[BW] crushing damage per round.
Special: You may take this ability multiple times. Each time increase the damage by 1[BW]

BLESSING OF THE DEEP [WATER]


Prerequisites: 9 other Water Type abilities
Ability: Instead of taking damage from water, you heal from it on a three to one basis (IE if you were about to
take 30 water damage, you would instead heal 10 points of hit point damage).
Special: You may take this multiple times to increase the healing one step each time. (3:1 becomes 2:1
becomes 1:1)

TIDAL SURGE [WATER]


Prerequisites: Create Water, Control Water, Stream
Ability: You may create a cone of water that is half the length of Stream's line. It bull rushes as Stream does, but
deals your Zanpakutou damage to those it Bull rushes successfully.

RIPTIDE [WATER]
Prerequisites: Create Water, Control Water, Stream
Ability: This functions as Tidal Surge, but is a 20foot radius burst centered on you.
Special: You may take this multiple times. Each time increase the burst by 20 feet.

WATER CLONE [WATER]


Prerequisites: Create Water, Control Water, Animate Water
Ability: You create an clone made of water of you, which shares your ability scores, personality, character
levels, skills, feats, and memories, as a full-round action.
It carries the same gear as you do (but only has sealed versions of your weapons), and they cannot use any
zanpakutou ability that requires an action to use.
It will follow any directions you give it and the clone persists for 1 minute.
If a clone is slain, it disappears, returns to being a cube of water, and you take 10 points of damage.
At the end of the duration, the clone disappears without dealing damage to you. When a clone disappears you
regain any unspent Reiatsu it had.
The clone has 10hp and takes damage as normal in combat. When you create the clone you invest your Reiatsu
into it (you choose how much it gets). The clones have the water subtype and gains Fast Healing 2 when at least
waist deep in water.
Creating the clone uses up a 5ft cube of water
Special: May be taken multiple times, each time the clone gains 10hp and lasts an additional minute.

MULTICLONE [WATER]
Prerequisites: Create Water, Control Water, Animate Water, Water Clone, 2 other Water Type abilities
Ability: You may create one more clone when using water clone.
Special: You may be taken multiple times each time you may create an additional clone.
SKILLED CLONE [WATER]
Prerequisites: Create Water, Control Water, Animate Water, Water Clone, 3 other Water Type abilities
Ability: Your clones may use any Zanpakutou ability you posses, with all the same restrictions. A clone's DCs
are 4 less than yours. Clones may not use Water Clone.

FAITH IN THE WAVES [WATER]


Prerequisites: None
Ability: Whenever the Shinigami deals water damage, she increases the result of each dice of damage by one.
For example, 5d6 water damage would become 5d6+5 water damage if she has this ability.
Special: You may take this multiple times. Each time increase the bonus water damage by +1 per dice.

WEAPON TYPE

SHARPEN WEAPON [WEAPON]


Prerequisites: None
Ability: As a move action you can sharpen your weapon making it deal an additional 2[BW] damage.
Special: This may be taken multiple times. Each time increase the extra damage by 1[BW] to a maximum of
5[BW] before epic levels.

SWIFT SHARPEN WEAPON [WEAPON]


Prerequisites: Sharpen Weapon
Ability: You may sharpen your weapon as a swift action

INCREASED REACH [WEAPON]


Prerequisites: None
Ability: Your weapon gains a 10ft reach.
Special: You may take this up to twice more, adding 5ft each time.

KEEN WEAPON [WEAPON]


Prerequisites: None
Ability: You may increase the critical range of your Zanpakutou by 1.
Special: You may take this multiple times. Each time increase the critical range of your Zanpakutou by 1 to a
maximum of 15-20.

WEIGHTED WEAPON [WEAPON]


Prerequisites: None
Ability: You may increase the critical multiplier of your Zanpakutou by 1.
Special: You may take this multiple times. Each time increase the critical Multiplier of your Zanpakutou by 1 to a
maximum of x5

PIERCE METAL [WEAPON]


Prerequisites: Sharpen Weapon
Ability: While you have your weapon sharpened, you ignore the first 5 hardness or damage reduction/mitigation
that the Zanpakutou encounters.
Special: This may be taken multiple times. Each time increase the Hardness, Damage Reduction and Damage
Mitigation ignored by 5.

COMBAT MANEUVER [WEAPON]


Prerequisites: None
Ability: Choose one Combat Maneuver from the following list (Trip, Disarm, Feint or Sunder.) Your Zanpakutou
may perform this Combat Maneuver as a free action on your turn.
Special: You may take this multiple times. Each time choose a different maneuver that the Zanpakutou can
perform. You can never perform more than one maneuver per turn.
ADVANCED COMBAT MANEUVER [WEAPON]
Prerequisites: Combat Maneuver or 2 other Weapon Type abilities
Ability: This allows you to either gain the benefit of the Improved Trip, Improved Disarm, Improved Sunder,
Improved Feint, or Whirlwind Attack feat, or it allows you to initiate a grapple or bullrush an opponent with the
weapon itself (the weapon’s reach is used to determine the range to initiate this action).
Special: This ability may be taken multiple times, each time either gives you the benefit of a different feat or
gives you +2 to all checks to a given ability (Trip, Disarm, Sunder, or Feint).

WEAPON OF HEAVEN [WEAPON]


Prerequisites: None
Ability: Your Zanpakutou's Enhancement Bonus increases by +1 while it's released.
Special: You may take this multiple times. It's effects stack up to a maximum of +5

IMPROVED WEAPON OF HEAVEN [WEAPON]


Prerequisites: Weapon of Heaven x2
Ability: Your Zanpakutou gains a +1 or +2 Weapon Enhancement.
Special: You may take this multiple times. Each time gain a new Weapon Enhancement.

GREATER WEAPON OF HEAVEN [WEAPON]


Prerequisites: Weapon of Heaven x3
Ability: Your Zanpakutou gains a +3 or +4 Weapon Enhancement.
Special: You may take this multiple times. Each time gain a new Weapon Enhancement.

SUPERIOR WEAPON OF HEAVEN [WEAPON]


Prerequisites: Weapon of Heaven x5
Ability: Your Zanpakutou gains a +5 Weapon Enhancement

GODSLAYER'S EDGE [WEAPON]


Prerequisites: Weapon of Heaven x5, 4 other Weapon Type abilities
Ability: With this ability, you may take Weapon of Heaven as many times as you can for your level instead of to
a maximum of +5. This automatically grants you a bonus taking of Weapon of Heaven for free (Making your
Weapon a +6.)

ARMOR OF THE GODS [WEAPON]


Prerequisites: None
Ability: This causes your Zanpakutou to encase you in a suit of armor equivalent to any of the standard armor
types. The armor is treated like the basic version of its type for all intents and purposes, and you gain the benefit
of all of the bonuses and penalties for wearing the armor. This can additionally cause the materialization of a
shield, but the same rules will apply. You may still fight with your Zanpakutou while using this ability.
Special: You may take this multiple times. Each time you do, gain an additional type of armor you can create
when activating this ability or add +1 to the base Defense Bonus granted by the Armor.

IMPROVED ARMOR OF THE GODS [WEAPON]


Prerequisites: Armor of the Gods
Ability: Designate either your Armor or your Shield (If present) and increase it's Enhancement Bonus by +1.
Alternatively, you an grant an armor or shield a +1 or +2 armor ability.
Special: You may take this multiple times. Each time gain an additional +1 Enhancement Bonus to an armor or
shield (Max +5) or an additional +1 or +2 Armor Ability.

ADAPTIVE BLADE [WEAPON]


Prerequisites: Weapon of Heaven x2, Improved Weapon of Heaven
Ability: You may, at the cost of 30 Reiatsu per point changed, change your Weapon Enhancements around on
your Weapon Type Zanpakutou as a Standard action.
Special: If the shinigami has the Constant Release ability. They may use this as a move action at the start of
combat if they desire.
GREATER ADAPTIVE BLADE [WEAPON]
Prerequisites: Weapon of Heaven x3, Improved Weapon of Heaven, Greater Weapon of Heaven
Ability: Your adaptaive blade now costs 25 Reiatsu per point respent
Special: You may take this multiple times. Each time reduce the cost by 5 to a minimum of 10.

ADAPTIVE FORM [WEAPON]


Prerequisites: Change Form Feat, 5 Weapon Type Abilities
Ability: You may use Change Form at will on your Released Zanpakutou for 50 Reiatsu. You should have a
number of forms already worked out with your GM.

ADAMANTINE STRIKE [WEAPON]


Prerequisites: Weapon of Heaven
Ability: Your Zanpakutou ignores 8 hardness from objects.
Special: You may take this multiple times to increase the Hardness ignored by 3.

LIGHTER MATERIAL [WEAPON]


Prerequisites: Armor of the Gods
Ability: Your armor is made of lighter stuff than normal. Treat your armor as one size category lighter than
normal. This increases the Max Dex Bonus of your armor by 2 and reduces the Skill Penalty of the armor by 2. It
also increases the speed you can move in your armor by 5ft.
Special: You may take this multiple times it's effects stack. These can never result in a bonus to skills or land
speed.

WIND TYPE

WIND BLADE [WIND]


Prerequisites: None
Ability: This changes the form of the Zanpakutou's blade into pure force, causing it to inflict force damage. Wind
blade may still be used in conjunction with Hurricane Blade
Special: This may be taken multiple times. Each time it is taken increase your extra force damage while using
this ability by 1[BW]. You cannot take this extra damage more than your Attacks per round.

WIND FORM [WIND]


Prerequisites: None
Ability: This changes the form of the Zanpakutou's attacks, changing them to force. For example, Projectile-
based Zanpakutou will now do force damage, whereas Summon-based Zanpakutou will gain the Force subtype
and do force damage. Hurricane Blade may still be used in conjunction with Wind Form.

HURRICANE BLADE [WIND]


Prerequisites: None
Ability: As a move action, you may add 1[BW] Force damage to your weapon attack.
Special: This may be taken multiple times. Each time it is taken, increase the Force damage added by 1[BW].
You cannot have more than 4[BW] total extra damage without being epic levels.

SWIFT HURRICANE BLADE [WIND]


Prerequisites: Mind Blade
Ability: You may manifest your Hurricane Blade as a swift action
Special: You may take this multiple times. Each time you do, you may add +3 to the damage you deal with
Hurricane Blade when you release it as a swift action.

FORCE ADAPTATION [WIND]


Prerequisites: None
Ability: You gain 10 Force Resistance
Special: You may take this multiple times. Each time gain 10 more Force Resistance

GUST OF WIND [WIND]


Prerequisites: Control Wind
Ability: When you blast an opponent with air, they take your Zanpakutou Damage as Force Damage if they are
knocked back by the blast.
WHISPERING WIND [WIND]
Prerequisites: None
Ability: You may send a message to anyone within 100 miles of you with a maximum word count of 25 words.
Special: This can be taken multiple times, each time either doubles the amount of words allowed, increases the
radius spread by 5 feet, or increases the range by an extra mile

AIR WALK [WIND]


Prerequisites: None
Ability: While your Zanpakutou is released, you can walk on air without a Balance Check, even to the vertical.
You resist one level of wind.
Special: You may take this multiple times. Each time you may resist an additional level of wind.

WIND WALL [WIND]


Prerequisites: None
Ability: Upon releasing your zanpakutou, this creates a wall of wind around you that can deflect breath,
projectile, or otherwise air-based attacks away from you with a 20% chance.
Special: You may take this ability multiple times, each time gives you a stacking 20% chance to deflect any such
attack (this applies to projectiles, arrows, thrown weapons, and breath attacks equally). You may raise the
deflection percentage beyond 100%.

WIND WALK [WIND]


Prerequisites: 2 Wind Type abilities
Ability: You can assume the form of a gaseous cloud as a standard action. While in this form you have a 60 foot
fly speed with perfect maneuverability. This lasts for one minute per level.
Special: You may take this multiple times. Each time either increase the fly speed by 30 feet or the time by 2
minutes.

CONTROL WIND [WIND]


Prerequisites: None
Ability: This allows you to control the wind around you as a standard action in a 40 ft. by 40 ft. radius cylinder for
ten minutes.
Taking the ability also allows you to select one of the four wind patterns that you can mold the wind into,
downdraft, updraft, rotation and blast. This ability remains active for as long as your Zanpakutou is released.
• A downdraft blows from the center outward in equal strength in all directions.
• An updraft blows from the outer edges in toward the center in equal strength from all directions, veering
upward before impinging on the eye in the center.
• A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
• A blast simply causes the winds to blow in one direction across the entire area from one side to the
other.
Wind Strength:
• Strong winds (21+ mph) make sailing difficult.
• A severe wind (31+ mph) causes minor ship and building damage.
• A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down
light wooden structures, tears off roofs, and endangers ships.
• Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and
cause most ships to founder.
• A tornado (175+ mph) destroys all non-fortified buildings and often uproots large trees.
Special: When first taken, you may make Strong or Severe Winds, or you may calm up to that severity of wind.
It may be taken multiple times, each time either increases the range by 10 feet in both directions, allows you to
increase or decrease the wind by one speed increment (to a maximum increase or decrease of the amount of
times this particular ability is taken. For example, if there are currently strong winds and you’ve invested two
abilities into that particular ability, you can increase the speed by one increment per standard action, to a
maximum of two increments, in this case a windstorm).

BESTOW WIND WALK [WIND]


Prerequisites: Wind Walk, 2 Wind Type abilities
Ability: You can allow another target to use Wind Walk.
Special: You may take this multiple times. Each time allows another target to use Wind Walk.
WHIRLWIND [WIND]
Prerequisites: Control Wind, 2 other Wind Type abilities
Ability: Anyone knocked over while you are using the Rotation option of Control Wind, is caught in the wind itself
and takes your Zanpakutou's damage every round as Force Damage. A target can attempt to fly out of a
Whirlwind, but takes a -5 penalty per category of the wind to their Swim Checks.

BLESSING OF WIND [WIND]


Prerequisites: 9 other Wind Type Abilities
Ability: Instead of taking damage from Force, you heal from it on a three to one basis (IE if you were about to
take 30 force damage, you would instead heal 10 points of hit point damage).
Special: You may take this multiple times. Each time increase the healing one step (3:1 becomes 2:1 becomes 1:1)

CRISIS OF BREATH [WIND]


Prerequisites: 6 other Wind Type abilities
Ability: This ability literally denies someone the air they breath. As a standard action that provokes an attack of
opportunity, you may target someone within close range (25ft + 10ft / 2 Levels). That person must immediately
make a fortitude save (Constitution Based), or begin suffocating. This ability does not kill and stops at
unconsciousness.
Special: Taking this ability a second time increases the range to medium (100 ft + 10ft/ Level) and taking it a
third time increases the range to long (400ft + 40ft/Level).

BLADES OF WIND [WIND]


Prerequisites: None
Ability: This creates blades of pure wind that deal your Zanpakutou's damage at range. This includes added
damage from Zanpakutou Abilities and other such abilities. They begin at close range (25ft + 10ft per 2 levels).
Special: Taking this ability a second time increases the range to medium (100 ft + 10ft/ Level) and taking it a
third time increases the range to long (400ft + 40ft/Level).

IMPROVED BLADES OF WIND [WIND]


Prerequisites: Blades of Wind
Ability: As Blades of Wind, but you can choose to effect a 20 foot burst or 30 foot cone instead of a single
target.

GREATER BLADES OF WIND [WIND]


Prerequisites: Blades of Wind
Ability: You may make an additional Blade of Wind attack per round
Special: This may be taken multiple times. It's effects stack up to your maximum number of attacks per round.

BLADES OF WHIRLWIND [WIND]


Prerequisites: Control Wind, Blades of Wind, Improved Blades of Wind, 2 other Wind Type abilities
Ability: When a target is hit with your blades of wind, it is automatically forced to make a fortitude save
(Constitution Based), or be knocked prone. If it is knocked prone, it immediately becomes entangled in
Whirlwind.

FAITH IN THE GALE [WIND]


Prerequisites: None
Ability: Whenever the Shinigami deals force damage, she increases the result of each dice of damage by one.
For example, 5d6 force damage would become 5d6+5 force damage if she has this ability.
Special: You may take this multiple times. Each time increase the bonus force damage by +1 per dice of
damage.
Bankai
The first aspect of Bankai is your Shikai Abilities. The ability cap is lessened; you can take the same ability up to
½ your level, rounded down. The second aspect is the Bankai abilities. Bankai Abilities will provide modifiers and
additional abilities beyond the scope of the basic Shikai. Most Bankai abilities are un-typed and represent
powerful attacks you can use while unleashing your bankai. In the case of scaling Bankai abilities, you may not
take the same bankai ability for the same function more than 1/5 your level, rounded down no matter your race.

Finally, while in Bankai, your hp total and current hp doubles. The doubling results in temporary hit points and is
lost first but count towards your damage cap.

Unless it states otherwise a bankai ability gained through any means can only be applied to your bankai.

Bankai Presentation Method

BANKAI ABILITY NAME [BANKAI]


Prerequisites: What might be needed to take the ability. Not many Bankai Abilities have prerequisites
Ability: This is what the Bankai ability does
Special: This is any other information about the Bankai ability.

Bankai Abilities
TEMPO [BANKAI]
Prerequisites: None
Ability: Every turn, in combat, you gain +2 to damage, which stacks with itself, to a maximum of +20. This lasts
for the duration of your bankai.
Special: You may take this ability multiple times, each time increases the maximum by an additional +20.

EXPERT STRIKE [BANKAI]


Prerequisites: None
Ability: Each round you fight an opponent you better study their style and learn to defeat it. Each round after the
first you gain a cumulative +1 bonus to attack rolls up to a maximum of +10
Special: This ability can be taken multiple times. Each time increases the bonus gained by +1 and the maximum
by +10.

FIRE BAPTISM [BANKAI]


Prerequisites: None
Ability: Each round you fight an opponent you better study their style and learn to defeat it. Each round after the
first you gain a cumulative +1 bonus to your defense rolls up to a maximum of +10
Special: This ability can be taken multiple times. Each time increases the bonus gained by +1 and the maximum
by +10.

FURIOUS BLADE [BANKAI]


Prerequisites: None
Ability: Once per encounter, as a full-round action, you may make two full- attack actions. Each full round attack
action resolves separately, and all affects bound to one full-round attack action end after that action.
Special: You may take this ability multiple times; each time gives you another use of Furious Blade.

POUNCE [BANKAI]
Prerequisites: None
Ability: You may make a full attack action on a charge.
VIOLENT WHIRLWIND [BANKAI]
Prerequisites: None
Ability: As part of a Whirlwind attack action, you may make a full attack against every target within range of the
Whirlwind attack. This cannot differentiate between friend and foe, if using this ability you must attack everyone
within range.
Special: You may take this multiple times. Each time increase the reach of your Whirlwind Attack by 5ft to a
maximum radius of 20ft.

VITAL PIERCE [BANKAI]


Prerequisites: None
Ability: Once per encounter as a standard action, make a single attack against a target and roll 1d20. If the roll
is 1-7, the target takes an additional 2d6 dexterity damage and must succeed a fortitude save (DC 10+1/2
character level+constitution modifier+number of Bankai abilities possessed) or have their movement speed
reduced to 0 for 1 minute. A result of 8-14 deals 2d6 strength damage and forces the target to succeed a
fortitude save or take a -6 penalty on attack rolls and concentration checks for 1 minute. A roll of 15-20 does 2d6
strength and constitution damage, and forces the target to make a fortitude save or take an additional 2d6 points
of constitution damage. In addition, you gain an additional 10d6 damage on the attack.
Special: You may take this ability multiple times, each time gives you an additional use of the ability per
encounter.

ARCING PROJECTILES [BANKAI]


Prerequisites: None
Ability: As part of a Standard action to use a Ranged ability, you may use that ability an additional time by
reducing it's damage by 1d6.
Special: You may take this multiple times. Each time grants an additional attack. Every other attack reduces the
damage by 1d6.

NEGATE DEFENSES [BANKAI]


Prerequisites: None
Ability: Any attack made by your bankai negates any ability that allows it to evade more damage than normal on
an appropriate saving throw (i.e. Evasion or Mettle).
Special: This ability may be taken multiple times, each time allows you to prevent a progressive step (i.e.
Evasion or Mettle, Improved Evasion or Improved Mettle and one Steady Defense bankai ability, etc.)

STEADY DEFENSE [BANKAI]


Prerequisites: None
Ability: This ability allows you to treat any one saving throw per round as 10, even after the roll has been made.
Alternately, this ability can prevent the “Negate Defenses” ability at a 1:1 ratio. You must decide which of these
the ability applies to when the ability is taken, it cannot be changed.
Special: This ability may be taken multiple times, each time allows you to take 10 one additional time per round
or prevent an additional level of Negate Defenses.

STEADY OFFENSE [BANKAI]


Prerequisites: None
Ability: This ability allows you to treat any one attack roll per round as a result of 10, even if the roll has already
been made.
Special: This ability may be taken multiple times, each time allows you to take 10 one additional time per round.

MYSTIC REGENERATION [BANKAI]


Prerequisites: None
Ability: While your Bankai is active, you restore 50 Reiatsu per round.
Special: You may take this ability multiple times. It's effects stack.

KIDO ENHANCE [BANKAI]


Prerequisites: Spellcaster Feat
Ability: Once per encounter, you may cast a kido one step faster than normal.
Special: This ability may be taken multiple times, each time gives you another use per encounter.
EXTRA ACTION [BANKAI]
Prerequisites: None
Ability: You gain an additional Swift or Immediate Action per round.
Special: You may take this multiple times. Each time you gain an additional Swift or Immediate Action per round.

RANGED MANEUVER [BANKAI]


Prerequisites: None
Ability: You can use a special maneuver such as Bull-Rush, Grapple, Trip or Disarm at range, such as with a
Projectile or Kidou attack. Attacks that do not linger in the air cannot continue a grapple. Use your modifiers
when determining the opposed roll, but you do not suffer any penalty for losing. The damage of the attack is still
dealt in addition to making the special attack. When grappling, the Ranged Maneuver will, on a successful pin,
do automatic damage each turn it keeps the target pinned.

BANKAI RESTORATION [BANKAI]


Prerequisites: An Energy based Zanpakutou (Acid, Cold, Electricity, Fire, Force, Negative Energy, Psychic,
Sonic or Water) or a Blood Type Zanpakutou
Ability: This bankai ability only applies for bankai that function off elements or other outside sources (such as
blood). With an abundant amount of the resource available you may, as a full-round action that provokes an
attack of opportunity, restore the amount of time you may keep your Bankai active to full. The counter begins
again on your next turn. There must be at least twice your mass in whatever material the bankai functions from
in order to restore it (thus, a water or ice-based Zanpakutou requires twice your weight and mass in water or ice
in order to restore itself).

ENHANCED BANKAI SHAPE [BANKAI]


Prerequisites: None
Ability: You gain 2 additional Shikai Picks for your Bankai
Special: You may select this multiple times. Each time gain 2 additional Shikai Picks.

STRENGTHENED HEALING [BANKAI]


Prerequisites: Any method of supernatural Healing
Ability: If your healing effect would increase a target’s hit points beyond their maximum, they gain temporary hit
points equal to ½ the amount the healing exceeds their hit point total by, to a maximum of twice the number of hit
points they possess. This boost lasts for 10 minutes/level.

ENHANCED HEALING [BANKAI]


Prerequisites: Reiatsu Healing Feat
Ability: While your Bankai is active, you do not get Fatigued or Exhausted for using Reiatsu Healing, and your
healing per round is doubled.

DASH AND SLASH [BANKAI]


Prerequisites: None
Ability: Once per encounter when your within your movement range of your opponent you may as a full-round
action make a bluff check against your opponent; if you succeed you move behind them and make a melee
attack against them catching them flatfooted (regardless of weather they normally can be flatfooted) dealing
+4d6 damage and the amount your bluff beat their sense motive.
Special: This may be taken multiple times. Each time it is taken you may use this once more per encounter.

ETERNAL GUARDIAN [BANKAI]


Prerequisites: None
Ability: While your Bankai is active, you gain regeneration equal to your fast healing +5 while your Bankai is
active. If you did not already possess fast healing, then you gain regeneration 5. Choose two energy types.
These are the types that negate your regeneration. you lose any resistance or protection from these two energy
types. Your fast healing is negated whilst this ability is active. If you already have Regeneration, increase it by
the amount you would gain from this ability instead.
Special: You may take this multiple times to increase the regeneration by +5.
DUAL TECHNIQUE [BANKAI]
Prerequisites: Any one ability that targets a set number of targets
Ability: When you gain this ability, choose one ability you possess with one target. Once per encounter you may
target a second target up to 5 feet away per character level.
Special: You may take this multiple times to gain another use per encounter each time.

SHELL OF THE BLACK TURTLE [BANKAI]


Prerequisites: None
Ability: After the Shinigami activates this effect, as a move action, he immediately gains an extra amount of DR/-
equal to his level. When someone misses the user with a melee weapon by a margin of 5 or more, his weapon
must make a Fortitude saving throw (Con Based) or suffer damage equal to the extra DR.
Special: This may be taken multiple times. Each time increase the gained DR by +2/-

QUICK STARTER [BANKAI]


Prerequisites: None
Ability: Your Bankai starts out strong but weakens as a battle progresses. When you release your Bankai, it
begins it's release with 3 extra Shikai Picks (Chosen by you beforehand, and once chosen they cannot be
changed until you gain a level). Ever 2 Rounds after you release your Bankai, one of your Shikai Abilities seals
(The order and exact abilities are up to you, but cannot be changed till you level once chose.
Special: Exclusive “Slow Starter”

SLOW STARTER [BANKAI]


Prerequisites: None
Ability: Your Bankai takes time to fully manifest. Every 2 rounds after releasing it, your Bankai gains 1 Shikai
Ability (Maximum 5, They are chosen by you when you take this, and can be changed once per level). The
Shikai Picks re-seal themselves after combat is over.
Special: Exclusive “Quick Starter”
Random Release Chart
Using this chart will generate Zanpakutou and other releases that require Shikai Picks for you by simple dice
rolls.

Step 1: Number of Zanpakutou


Using this is strictly for Zanpakutou. Roll 1d10 and look at the result.
Die Result Description
1-6 One Zanpakutou: The user has one fully functioning Zanpakutou
7-8 Two Zanpakutou: The user has the Twin Zanpakutou Mastery feat or the Alternate
Zanpakutou Form feat
9 Nonfunctional Zanpakutou: The user has the Sealed feat
10 Re-roll till you do not get a result of 10

Step 2: Style of Release


Using this chart reveals how many types you are dealing with.
Die Result Description
1 One Type: The user has the Specialized Zanpakutou feat (Or racial equivalent)
2-5 Two Types: The user has a normal style release
6 +1 type: The user has the Multiple Type feat. Reroll and add another iteration of the
Multiple Type feat if this is rolled again. Once you have a result other than 6, stop
rolling. (IE if you rolled 3 sixes in a row, your release would have the Multiple type feat
3 times, for 5 different types.)
Step 3: Type
Use this chart to determine, randomly, which chart below to roll on.
Die Result Description
1 Elemental (Earth, Fire, Ice, Lightning, Water, Wind)
2 Non-Elemental (Weapon, Projectile, Barrier, Sand, Primal, Metal, Plant, Assassination,
Oppression)
3 Strange (Blood, Poison, Summoning, Games, Bone, Dragon, Spider, Distortion)
4 Magical (Healing, Kidou)
5 Forces (Darkness, Light, Sonic, Mind)
6 Mega Forces (Space, Time, Gravity)
7 Four Horsemen (War, Famine, Pestilence, Death)
8 Four Virtues (Courage, Justice, Temperance, Prudence)
9 Special (Explosive, Elemental, Martial, Mirror, Radiation, Aerial)
10 Re-roll till you do not get a result of 10
Step 4: Special Abilities
Use this chart to determine if the Release you are generating has any special abilities
Die Result Description
1 No Special Abilities
2 Alternate Release: The wielder has an alternate release
3 One Restriction: The wielder has a minor restriction on their release and receives one
additional ability
4 Variable release: The wielder has a variable release
5 Two Restrictions: The wielder has two minor or one moderate restriction on their
release and receives two additional abilities
6 Zanpakutou Domain Feat
7 The user has the Tenkan feat (Or better) instead of normal
8 Three Restrictions: The user has three minor or two moderate or one major restriction
n their release and receives three additional abilities
9 The user has the Shujo no Hajimekai feat (Or better) instead of normal.
10 The user has the Tamashi no Shugokai feat instead of normal
Step 5: Level of the Zanpakutou's Wielder
Use this chart to determine a randomly determined Zanpakutou wielder's level and as such the power of the
Zanpakutou.
Die Result Level of user
1 Level 3
2 Level 5
3 Level 7
4 Level 9
5 Level 11
6 Level 13
7 Level 15
8 Level 17
9 Level 19
10 Level 21 plus
Step 6: Prestige Paths
There are some prestige paths that grant bonus Shikai/Bankai Picks.
Die Result Prestige Path
1-2 None
3-4 1d6-1 Reiatsukai Levels (Minimum 1)
5-6 1d6-1 Captain Levels (Minimum 1)
7-8 Roll again for a second result. Reroll if this is rolled again. Ignore rolls of 1-2

Step 7: Roll for Exact Type


Use these charts to determine exactly what types your release has .
Die Result Description
ELEMENTAL
Please make note of the character's flaws. As per the newly revised Release
1 Earth
2 Fire Flaw system, they may receive more than one additional ability as a reward for
3 Ice a more stringent flaw (As noted on the chart above)
4 Lightning
5 Water
When designing a Release for an individual, please note the general theme of
6 Wind
NON-ELEMENTAL the release. No one in Bleach has that magical “Swiss Army Zanpakutou” that
1 Weapon can do everything for no reason. From the proverbial Jack Frost that Toshiro
2 Projectile Hitsugaya is to the master of Cherry Blossoms himself, Byakkuya Kuchiki,
3 Oppression
every Release has a theme, and should have types, abilities and flaws that
4 Barrier
5 Sand emulate that theme.
6 Primal
7 Metal Certain release feats have that theme refined a bit more, such as Shukai, but in
8 Plant
general, every Release has a theme to follow.
9 Assassination
10 Roll Again
STRANGE Lastly, when designing an NPC's release, please remember that, unless you
1 Blood have a reason, the NPC's release shouldn't be the perfect answer to your
2 Poison
party's abilities. While yes, there have been some convenient pairings in the
3 Summoning
4 Games Bleach universe, battle wise, the majority of the time, no NPC should be the
5 Bone perfect foil to your PC's.
6 Dragon
7 Spider
Let the enemies be beatable, if not incredibly difficult to overcome.
8 Distortion
MAGICAL
1-2 Kidou
3-4 Healing
FORCES
1 Darkness
2 Light
3 Sonic
4 Mind
MEGA FORCES
1-2 Space
3-4 Time
5-6 Gravity
FOUR HORSEMEN
1 War
2 Famine
3 Pestilence
4 Death
FOUR VIRTUES
1 Courage
2 Justice
3 Temperance
4 Prudence
SPECIAL
1 Explosive
2 Elemental
3 Martial
4 Mirror
5 Radiation
6 Aerial
Epic Shikai Abilities
Epic Shikai Ability Rules
You cannot take an Epic Shikai ability until you are of Epic Levels. You cannot have more Epic Shikai abilities
than 1/5th your level.

Epic Shikai Ability Presentation

ABILITY NAME [TYPE]


Prerequisites: These are what you need to take the ability
Ability: This is what the Epic Shikai ability does
Special: Any other information on the Epic Shikai ability.

AERIAL TYPE

IMPROVED PIERCE THE HEAVENS [AERIAL, EPIC]


Prerequisites: Leap Attack, Dex 24+, Greater Lunar Fang, Pierce the Heavens
Ability: Damage you deal to Airborne targets ignores DR/DM.

METEOR IMPACT [AERIAL, EPIC]


Prerequisites: Meteor impact
Ability: you deal full falling damage to all enemies within 60' of the fall, and those hit must make fortitude saves
or be pushed to the edge of the impact, taking 6d6 collision damage if they can't travel the full distance.

AIR SUPERIORITY [AERIAL, EPIC]


Prerequisites: 10 other abilities from this type
Ability: while you are Airborne, you gain all your benefits for attacking Airborne enemies against any opponent.
This doesn't stack with the Lunar Fang tree.

GUNGNIR [AEIRAL, EPIC]


Prerequisites: 12 other abilities from this type
Ability: your Leap Attacks cause knockback and can cause collision damage. Falling damage you deal has no
cap. you may spend an action dice when dealing falling damage to maximize it

ASSASSINATION TYPE

EPIC OBLIVIOUS STRIKE [ASSASSINATION]


Prerequisites: Oblivious Strike, 8 other Assassination Type abilities
Ability: You may as a standard action make one attack that ignores the damage reduction/mitigation of your
target. You may use any damaging attacks you have in this way, but only if they would take a standard action or
less.
Special: You may take this multiple times. Each time you may make another such attack per round up to your
maximum number of attacks per round.

SHADOW ASSASSINATION [ASSASSINATION]


Prerequisites: 9 other Assassination Type abilities
Ability: You may attack from a shadow within 10 feet of you while using your Shadow Cloak ability. If you do,
you benefit from +2d6 Sneak Attack damage and the target is caught flatfooted. If you make a full attack action
from hiding, you only gain this benefit on the first attack in the round.
Special: You may take this muiltiple times. Each time increase the bonus Sneak Attack damage by +2d6.

IMPROVED SHADOW ASSASSINATION [ASSASSINATION]


Prerequisites: Shadow Assassination, 9 other Assassination Type abilities
Ability: If you make a full attack action while making a Shadow Assassination Strike, you may gain it's benefits
to an additional attack in that round.
Special: This may be taken multiple times to gain additional attacks that gain this benefit to a maximum of your
maximum attacks for the round.
BARRIER TYPE

PERFECT ARMOR OF THE GODS [BARRIER]


Prerequisites: Armor of the Gods, Improved Armor of the Gods x6
Ability: Your Armor or Shield gains an ability of +5 or higher
Special: This may be taken multiple times. Each time gain a new ability of any bonus.

SHIELD OF THE DIVINE [BARRIER]


Prerequisites: 9 other Barrier Type abilities
Ability: You gain a bonus to all defensive d20 rolls equal to your spellscore modifier.
Special: You may take this multiple times, each time you gain a +1 to all defensive rolls.

IMPROVED REFLECTIVE SHIELDING [BARRIER]


Prerequisites: Shield of the Divine, Reflective Shielding, 3 other Barrier Type abilities
Ability: If you successfully defend against an attack using your barrier abilities, you may choose to deflect the
attack back at another legal target. You may do this once per round, and the attack targets the new target at the
same roll it targeted you at.
Special: You may take this multiple times, each time you take it you gain another use of this per round.

ARMOR OF HADES [BARRIER]


Prerequisites: Armor of the Gods, Improved Armor of the Gods x7, Perfect Armor of the Gods.
Ability: If you are grappled by an opponent who attacks you in the grapple, that opponent takes damage as if
you had successfully attacked them with your Zanpakutou. Each time the opponent attacks you, hit or miss, they
take this damage. This does not ignore damage reduction but does not cause you damage if you fail to
overcome their damage reduction.
Special: You may take this multiple times. Each time increase the bonus damage by 1[BW].

SOUL OF THE FORGE [WEAPON]


Prerequisites: 12 Barrier Type abilities
Ability: Choose one special attack type (such as energy drain or ability drain.) for 3 + Constitution Modifier
rounds, you are immune to that attack type. This takes a standard action to activate and once the duration has
expired, you cannot use it again for 1d4 + 1 rounds.
Special: This may be taken multiple times; once for each special attack type.

AEGIS GENERAL [BARRIER]


Prerequisites: Aegis Defiance, Veteran Aegis, 3 other Barrier Abilities
Ability: Your delayed damage pool is now equal to your character level multiplied by 15.

MIGHTY AEGIS [BARRIER]


Prerequisites: Aegis Defiance, Powerful Aegis, 6 other Barrier abilities
Ability: Your bonus to Attack and Damage rolls from Aegis Defiance is now equal to 1/4th the amount of damage
in your delayed pool.

SUPREME AEGIS DEFIANCE [BARRIER]


Prerequisites: Aegis Defiance, 8 other Barrier abilities
Ability: The maximum bonus to Attack and Damage rolls gained from your Delayed Damage Pool is now equal
to your character level.

BLOOD TYPE

BLEED FORTIFICATION [BLOOD]


Prerequisites: None
Ability: If you critically hit on your opponent, and that opponent has Fortification or any higher ability on their
armor, you may ignore one level of that fortification to a minimum of 0% chance of reducing a critical hit.
Special: This can be taken multiple times, each time ignores an additional level of fortification. This can never
result in an augmentation of your critical hit.
BLOODY HOLES [BLOOD]
Prerequisites: Wounding
Special: Whenever you deal Constitution Damage with your Wounding Zanpakutou, you deal an equal amount
of Strength Damage.

GREATER BLADE OF BLOOD [BLOOD]


Prerequisites: Blade of Blood, Improved Blade of Blood.
Ability: You may sacrifice 5 points of constitution to use your enhanced blades of blood damage for the rest of
the encounter. Should you choose to do this, you may only apply the Blades of Blood enhancement once in that
encounter.

BONE TYPE

SUPERIOR MANTLE OF BONE [BONE]


Prerequisites: Mantle of Bone, Improved Mantle of Bone, Greater Mantle of Bone, 6 other Bone Type abilities
Ability: You use 100lbs of bone to create a suit of armor as Greater Mantle of Bone, but this suit also stops the
first 10 + 1/2 Level damage of any type to be directed at you unless an ability states that it overcomes this
reduction.

EPIC WEAPON OF BONE [BONE]


Prerequisites: Weapon of Bone, Improved Weapon of Bone, Superior Weapon of Bone, 6 other Bone Type
abilities
Ability: You may use 125lbs of bone to create an even more massive hammer that deals 4d8 base damage and
has a +4 enhancement bonus per attack you can make in a round. You are proficient with the use of this
hammer. You take a -6 penalty to attack rolls when using this hammer unless you have the Monkey Grip* feat in
which case it is reduced to -3. If you have the feat Titan's Grip*, it is reduced to Zero (*See Darkness and
Starlight)
Special: You may take this multiple times. Each time reduce the needed Bone amount by 10lbs to a minimum of
0lbs or reduce the penalty by -3.

EPIC ARMED SKELETON [BONE]


Prerequisites: Animate Bone, Armed Skeleton, Improved Armed Skeleton x3
Ability: Your skeletons have exact replicas of your Bankai. They still cannot summon anything with this ability.

DIVINE ARMED SKELETON [BONE]


Prerequisites: Animate Bone, Armed Skeleton, Improved Armed Skeleton x3, Epic Armed Skeleton
Ability: Your Skeletons have exact replicas of your Reikai or Murikai. They still cannot summon anything with
this ability.

SUPERNAL ARMED SKELETON [BONE]


Prerequisites: Animate Bone, Armed Skeleton, Improved Armed Skeleton x3
Ability: You have the ability to rewrite any of your skeleton's already possessed Zanpakutou. You may do this to
any skeleton you have in your possession at the time you use this ability, which is a Full-Round action that
provokes an attack of opportunity. You may only use this once per skeleton. You should have a suite of these
built up between you and your GM before hand.

EPIC ANIMATE BONE [BONE]


Prerequisites: Animate Bone, Improved Animate Bone, Greater Skeleton x4
Ability: You may create a Skeleton that is beyond Colossal (Titanic only at first). There is no maximum limit to
the size of your Skeletons, but each size category above colossal requires +25lbs of bone to create.
Special: You may take this multiple times. Each time increase the size that you can create your skeletons at by
1. If you reduce the need you have on Bone through other abilities they count towards this ability.
COURAGE TYPE

HARM SCHISM [COURAGE]


Prerequisites: 9 other Courage Type abilities
Ability: You may have more than one charge. The number of charges you can have is equal to your Spellscore
Modifier. If an attack would target more than one of your charges, you may momentarily split yourself to protect
all of them providing they meet the conditions of your Harm's Way abilities. You still take damage from all attacks
you block for your charges.

EPIC THE GREATEST FEAR [COURAGE]


Prerequisites: The Greatest Fear
Ability: Any time you are the subject of a fear effect or you are soul crushed, any morale penalties you incur
instead become morale bonuses.

BESTOW COURAGE [COURAGE]


Prerequisites: 9 other Courage Type abilities
Ability: You may bestow on others one half of your Courage Abilities as a standard action. You must still go
down the ability trees while granting your abilities. Any target may be bestowed with Courage abilities, and if they
do not have a Zanpaktou, their racial weapon is bestowed with the abilities.

EPIC GIFT OF THE MARTYR [COURAGE]


Prerequisites: Gift of the Martyr, 8 other Courage Type abilities
Ability: You gain Damage Mitigation 5 versus the damage you take for your allies using Gift of the Martyr. This is
an exception to the rule that that damage overcomes DR/DM.
Special: You may take this multiple times. Each time it increases the Damage Mitigation by 5.

DARKNESS TYPE

SOLAR ECLIPSE [DARKNESS]


Prerequisites: 9 other Darkness Type abilities
Ability: You create a limited eclipse as if a heavenly body moved between the sun and the earth. The radius of
this eclipse is 1 mile, which is plunged into complete darkness. The eclipse lasts for 1 hour or until the sun sets
whichever is shorter.
Special: You may take this multiple times to increase the radius by another mile, or to increase the time for
another hour.

SHREDDING DARKNESS [DARKNESS]


Prerequisites: 9 other Darkness Type abilities
Ability: You may attack anyone within your darkness as if you were in melee with them. The attack does any
damage your zanpakutou would deal including enhancements and zanpakutou abilities.
Special: You may take this ability more than once to increase the number of targets you may attack at once by
1.
DARKSENSE [DARKNESS]
Prerequisites: None
Ability: You may see in darkness as if it were normal light at all times. This ability functions even if your
Zanpakutou is sealed.

WORST NIGHTMARE [DARKNESS]


Prerequisites: 12 other Darkness Type abilities
Ability: When you use this ability you literally become the worst nightmare of the being that views you. All
creatures viewing you are subject to this effect, though you may exclude allies from the effect by sacrificing 2
points of charisma. All who view this must make a will save (DC 15 + Character Level + Charisma modifier) or
fall to -1 hit points and stable out of sheer fright. If you make the save you are immune to this ability for 24 hours.
Those effected are immune to this ability being used on them again for 24 hours.
Special: You may take this ability mutliple times. Each time increase the DC of this effect by 1.
NIGHTWALKER [DARKNESS]
Prerequisites: Worste Nightmare, 9 other Darkness Type abilities
Ability: You gain the ability to summon the target's worst fear into reality. The target must succeed on a
Charisma Based will save or be forced to live their greatest fear for one round + one round per level. Every
round they are forced to live their greatest fear they take 4d10 damage that cannot be mitigated.
Special: You may take this multiple times. Each time increase the DC by 1, or the number of rounds they remain
in their worst fear by 1.

DEATH TYPE

ENERGY DRAIN [DEATH]


Prerequisites: 12 other Death Type abilities
Ability: Whenever you strike with your Zanpakutou, the opponent struck must make a fortitude save
(Constitution Based) or take 1 negative level. This negative level lasts for 24 hours and never results in actual
level loss. Each strike deals one negative level, two on a critical hit. If you have more negative levels than you
have levels by this effect, you fall into a coma for 24 hours or until such time as the negative levels are removed
by a healing effect.

GRAVESTRIKE [DEATH]
Prerequisites: Wraith Touch, 9 other Death Type abilities
Ability: When you resolve an attack as a Touch Attack, you deal 3d6 extra Negative Energy damage per attack
you have left in that round (minimum 3d6)
EPIC CONSUMPTIVE FIELD [DEATH]
Prerequisites: Consumptive Field, Greater Consumptive Field, 6 other Death Type abilities
Ability: Your Consumptive Field triggers any time an being within 30 feet is reduced below 50% hit points.

EPIC HEART OF DARKNESS [DEATH]


Prerequisites: Heart of Darkness, 6 other Death Type abilities
Ability: Your Heart of Darkness triggers whenever you reduce an opponent to negative hit points. If they are
healed and drop to negative hit points again by you, you receive the healing again.

DISTORTION TYPE

EPIC DISTORTION [DISTORTION]


Prerequisites: Distortion, Improved Distortion, Greater Distortion twice, and Superior Distortion, Perfect
Distortion taken to d12.
Ability: Your distortion dice becomes a d20
EPIC BACKBITER [DISTORTION]
Prerequisites: Distortion, Back Biter, Improved Back Biter, Greater Back Biter, Superior Backbiter
Ability: If the will saving throw fails, the user attacks themselves for a number of rounds equal to the user's
charisma modifier.
Special: This may be taken multiple times. Each time increase the number of rounds by 1.

EPIC MICROCOSM [DISTORTION]


Prerequisites: Distortion, Microcosm, 9 other Distortion Type abilities
Ability: Your Microcosm affects enemies within a 20 foot burst around you instead of single targets. Using this is
a standard action
Ability: This may be taken multiple times each time add 10 feet to the area of the burst.

MACROCOSM [DISTORTION]
Prerequisites: 12 other Distortion Type abilities
Ability: You treat a 30 foot area around you as divinely morphic in nature. This means that you control
everything within that area that has no intelligence score. Beings with an intelligence score are not under your
control.
Special: You may take this multiple times to increase the area by 10 feet.
DRAGON TYPE

EPIC DRAGONSHAPE [DRAGON]


Prerequisites: Dragonshape, Improved Dragonshape, Greater Dragonshape x4
Ability: Your Dragonshape is now Titanic and gains +10 Strength, +4 Con and +1 Natural Armor for the size
increase.
Special: You may take this multiple times. Each time increase your size in Dragonshape by 1 gaining this
ability's bonuses again each time.

BLINDSIGHT [DRAGON]
Prerequisites: Dragonshape, Blindsense
Ability: While your Zanpakutou is released and you are in Dragonshape, you gain Blindsight out to a range of 30
feet. This replaces your Blindsense ability.
Special: This may be taken multiple times to gain +10 to the area your Blindsight works in.

GREATER FRIGHTFUL PRESENCE [DRAGON]


Prerequisites: Dragonshape, Frightful Presence
Ability: If your opponent fails their save against your Frightful Presence ability, they are Panicked instead of
shaken.

GREATER ELEMENTAL IMMUNITY [DRAGON]


Prerequisites: Dragonshape, Breath Weapon, Elemental Immunity x3
Ability: Once per day per point of Spellscore Modifier, you can make yourself immune to the element you are
resistant to with Elemental Immunity. This lasts one round per level and cannot be activated more than once per
2d6+3 Rounds.
Special: You may take this multiple times. Each time increase the number of rounds you can hold this immunity
by 1, increase the number of times per day you can use it by 1, or decrease the number of rounds between uses
by 3.

EARTH TYPE

POTENT ACID [EARTH]


Prerequisites: 9 other Earth Type abilities
Ability: Your acid damage ignores the first 10 points of acid resistance it comes across.
Special: You may take this multiple times to increase the ignored acid resistance by 10 each time.

ADAMANTINE STRIKE [EARTH]


Prerequisites: 9 other Earth Type abilities
Ability: You may make a melee attack as part of a full round action. If the attack hits, you gain an additional 20
damage reduction and 20 resistance to all elements for one round.
Special: You may take this ability multiple times. Each time it's taken you can your resistances and damage
reduction increases by 10, or the duration increases by 1 round.

FORTIFYING STANCE [EARTH]


Prerequisites: 9 other Earth Type abilities
Ability: You may adopt a fortifying stance as a standard action. While in this stance critical hits against you have
a +25% chance to be negated. This stacks with the Fortification Armor ability. You lose the benefits of this stance
if you move more than 5 feet for any reason (Such as a bull rush or telekinesis) or if you are disarmed of your
Zanpakutou.
Special: You may take this multiple times each time it is taken increase the resistance to critical hits by 25% or
increase the number of feet you can move in a round by 5ft
EARTHEN GRIP [EARTH]
Prerequisites: 9 other Earth Type abilities
Ability: While your zanpakutou is released you are immune to the effects of forced movement of any kind
regardless of source. You may suppress and reinstate this resistance as a free action. If your zanpakutou is
constantly released, you must activate this ability as a standard action and the immunity lasts for 3 + Constitution
Modifier rounds before having to be reactivated 1d4+1 rounds later.
Special: You may take this multiple times. Each time increase the number of rounds you may have this active by
1 round (For Constant Releases only)

TERRA COTTA DRAGON [EARTH]


Prerequisites: Manipulate Earth, Terra Cotta Soldier, Terra Cotta Lion, 3 other Earth Type abilities
Ability: As a standard action that provokes an attack of opportunity, you animate a colossal sized chunk of stone
into a Rank 6 Golem. This Dragon lasts for a number of rounds equal to half your Spellscore Modifier before
crumbling to dust. Once you summon your dragon for the first time, it's Shikai picks are set in stone for any other
time you summon your dragon. They cannot be changed with another summoning.
Special: You may take this multiple times to extend the golem's duration by 1 round or it's rank by 1 to a
maxumum rank of 9.

SUPERIOR TERRA COTTA ARMY [EARTH]


Prerequisites: Manipulate Earth, Terra Cotta Soldier, Terra Cotta Army
Ability: Increase the Rank of your Golems summoned with Terra Cotta Army by 1.
Special: You may take this ability more than once. Each time increase the rank of your Terra Cotta Army and
Terra Cotta Soldier Golems by 1 to a maximum of 4.

ELEMENTAL TYPE

ELEMENTAL POWER [ELEMENTAL]


Prerequisites: Energy Absorb, Elemental Blade
Ability: Your elements overcome the first 10 elemental resistance or damage mitigation they come across.
Special: You may take this multiple times. Each time increase the resistance or damage mitigation overcome by
5.

EPIC ELEMENTAL FLEXIBILITY [ELEMENTAL]


Prerequisites: Energy Absorb, Elemental Flexability x3
Ability: You gain 1 Epic ability from each elemental type that is usable when you shift to that element.
Special: You may take this multiple times. Each time gain an addition 1 Epic ability from each elemental type.

EXPLOSIVE TYPE

HUGE BADA-BOOM [EXPLOSIVE]


Prerequisites: Bada-Boom, Big Bada-Boom, 9 other Explosive Type abilities.
Ability: Your Ballistic damage is Intensified instead of Maximized and Empowered.. Intensification maximizes
then doubles the requisite damage.

LOS ALAMOS TEST [EXPLOSIVE]


Prerequisites: Fat Man, Lil'Boy, 7 other Explosive Type abilities
Ability: Instead of tripling your [BW] of damage with Lil'Boy, multiply them by 4.
Special: You may take this multiple times. Each time increase the multiplier by 1.

FAMINE TYPE

ADVANCED DIRE HUNGER [FAMINE]


Prerequisites: Dire Hunger, Improved Dire Hunger, Superior Dire Hunger
Ability: Add twice the victim's strength modifier to their damage with their bite attack. In addition, the damage of
the bite attack increases another size (to 3d6).
Special: You may take this multiple times. Each time add +1 to the damage you deal per dice of damage you
deal.
ADVANCED WATER EXTRACTION [FAMINE]
Prerequisites: Dehydrate, Water Extraction x4
Ability: Your Water Golem increases in rank by 1.
Special: You may take this multiple times. It's effects stack (Maximum Rank 8)

GREATER DEHYDRATE [FAMINE]


Prerequisites: Dehydrate, Improved Dehydrate, Superior Dehydrate
Ability: Your dehydrate ability now works against all targets within 20 feet of you.
Special: You may take this multiple times to increase the area by 10 feet.

ADVANCED DEHYDRATE [FAMINE]


Prerequites: Dehydrate, Improved Dehydrate, Superior Dehytrate, Greater Dehydrate
Ability: You may now exclude allies from your Dehydrate effects.

FIRE TYPE

POTENT FIRE [FIRE]


Prerequisites: 9 other Fire Type abilities
Ability: Your fire damage ignores the first 10 points of fire resistance it comes across.
Special: You may take this multiple times to increase the ignored fire resistance by 10 each time.

BURN [FIRE]
Prerequisites: 9 other Fire Type abilities
Ability: Your attacks deal 2 points of strength damage if they successfully deal fire damage to the target.
Special: You may take this multiple times. Each time increase the Strength Damage by 1.
PHOENIX REBIRTH [FIRE]
Prerequisites: Phoenix Fire, 4 other Fire Type abilities
Ability: While your Phoenix Fire is activated, and you die, you come back to life one round later with half your hit
points and Reiatsu. Your Phoenix Fire continues, but you can only use this once per activation of Phoenix Fire.

GENERIC TYPE

ENERGY RESISTANCE [GENERIC]


Prerequisites: None
Ability: Choose one type of energy (fire, cold, electricity, acid, sonic, force, negative energy or psychic energy).
You gain Resistance 10 against that energy type.
Special: You may take this multiple times. Each time it increases your existing resistance, or one other
resistance you possess through this ability by 10. This overlaps the various Adaptation abilities where applicable.

EMPOWER ABILITY [GENERIC]


Prerequisites: An ability that deals damage of some sort
Ability: Once per day per point of Wisdom modifier, you may empower one ability possessed by your
Zanpakutou. This empowerment lasts one attack or activation of the ability in question. You cannot maximize
and empower an ability.
Special: You may take this multiple times increasing the number of times you can use this ability by 1 each time.

MAXIMIZE ABILITY [GENERIC]


Prerequisites: An ability that deals damage of some sort
Ability: Once per day per point of Wisdom modifier, you may maximize one ability possessed by your
Zanpakutou. This maximizing lasts one attack or activation of the ability in question. You cannot maximize and
empower an ability.
Special: You may take this multiple times increasing the number of times you can use this ability by 1 each time.
HEIGHTEN ABILITY [GENERIC]
Prerequisites: Any other Zanpakutou Ability...
Ability: Once per day per point of Wisdom modifier, you can push your zanpakutou to it's next level. Treat one
ability on your zanpakutou as if you had taken it an additional time for that attack. You choose which variable is
heightened when you activate this ability.
Special: You may take this multiple times increasing the numeber of times you can use this ability by 1 each
time or increasing the heightening effect by 1 time taken.

QUICKEN ABILITY [GENERIC]


Prerequisites: One Zanpakutou ability that requires activation
Ability: Once per day per point of Wisdom modifier, you can push your zanpakutou to it's limits by forcing your
reiatsu through it activating one ability that would normally be a Move, Standard or Full-Round action as a swift
action.
Special: You may take this multiple times. Each time increase the number of times you can use this ability by 1.

GRAVITY TYPE

REVERSE GRAVITY [GRAVITY]


Prerequisites: 9 other Gravity Type abilities
Ability: This ability reverses gravity in a 10 foot cube area within medium range (100 feet + 10 feet per level),
causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1
round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in
the same manner as they would during a normal downward fall. If an object or creature reaches the top of the
area without striking anything, it remains there, oscillating slightly, until the effect ends. At the end of the effect's
duration, affected objects and creatures fall downward. Provided it has something to hold onto, a creature caught
in the area can attempt a Reflex save to secure itself when the effect strikes. Creatures who can fly or levitate
can keep themselves from falling.
Special: This may be taken multiple times. Each time it is taken add one additional 10 foot cube to the area of
effect to be placed by the user.

IMPROVED WEIGHT OF THE WORLD [GRAVITY]


Prerequisites: Weight of the World, 8 other Gravity Type abilities
Ability: The strength reduction created by Weight of the World increases to -4 per round and lasts one round per
character level. Strength cannot go below zero, but a Strength of zero makes the target prone.
Special: You may take this multiple times to increase the penalty to strength by -2 or the number of rounds that
this lasts by 1.

ORBITAL THROW [GRAVITY]


Prerequisites: 12 other Gravity Type abilities
Ability: Orbital Throw actually thrusts the target so far from the surface of the world and at such a speed that it
keeps missing the surface as it falls back, so it enters an eternal orbit. Fortitude save to take 10d6 damage
instead (Constitution based). Unless the target can fly or has some other form of non-physical propulsion
available, the target is stuck until someone else rescues it. The surface is at least one hour away given a
200mph fly speed (Which is a modifier of 20 outside of combat) The target may not survive that long. In the
world of the living, conditions so far from its surface are deadly. Deleterious effects include scorching heat, cold,
and vacuum. Targets subject to these conditions take 2d6 points of damage each from heat or cold and 1d4
points of damage from the vacuum each five minute increment. Damage Reduction applies versus damage from
Vacuum and energy resistances apply versus the heat or cold damage.
Special: You may take this multiple times. Each time the ground is an additional 1 hour away given a 200mph
flight speed.

WARP GRAVITY [GRAVITY]


Prerequisites: 9 other Gravity Type abilities
Ability: This ability creates a sphere of warped gravity around the user at a range of 20 feet. Any allies within the
sphere, including the user, gains a +5 deflection bonus to defense rolls and reflex saves.
Special: This may be taken multiple times each time increase the deflection bonus by +3.
GAMES TYPE

CHEAT TO WIN [GAMES]


Prerequisites: Games, 9 other Games Type abilities
Ability: Once per day per point of spell score modifier you may declare that you are cheating (You do not have
to claim this in game). When you cheat, you gain a bonus on any d20 rolls associated with your game equal to
your spell score modifier + 1.
Special: You may take this multiple times. Each time increase the number of times you can use this per day by
1, or the bonus on d20 rolls by 1.

WINNING HAND [GAMES]


Prerequisites: 12 other Games Type abilities
Ability: Once per day you may declare that you have won the game. You win the game that round.
Special: You may take this multiple times. Each time it is taken, you may use Winning Hand an additional time
per day.

DEITY'S CIRCLE [GAMES]


Prerequisites: Winner's Circle 4x
Ability: Your attacks when you gain Winner's Circle ignore the first 10 points of Damage Reduction/Mitigation
they come across each attack.
Special: You may take this multiple times to increase the ignored damage reduction/mitigation by 10.

HEALING TYPE

EPIC POTENCY [HEALING]


Prerequisites: 9 other Healing Type abilities
Ability: Any extra healing done by spending reiatsu on your Reiatsu healing is intensified (Maximized then
Doubled) while your Zanpakutou is released.
Special: You may take this multiple times. Each time increase the healing granted to the target by +1 per dice.

EPIC RESTORATION [HEALING]


Prerequisites: 9 other Healing Type abilities
Ability: You may return a target to live that died within your level in years ago. The target comes back to life with
full hit points and Reiatsu. This ability takes two full-round actions to use, and the target must wish to come back.
This ability costs 500 Reiatsu to use.

EPIC CHAIN HEALING [HEALING]


Prerequisites: 9 other Healing Type abilities
Ability: You may heal all targets within 30 feet of you with your Reiatsu healing. All receive the full healing of
your attempt at Reiatsu Healing and it only uses up one use of your reiatsu healing. You may do this a number of
times per day equal to 1 + Your spellscore modifier.
Special: You may take this multiple times to increase the number of times you can use this by 1.

RESTORE THE FORM [HEALING]


Prerequisites: Epic Restoration, 12 other Healing Type abilities
Ability: Your Epic Restoration now effects targets that were dead for 10 years per level.

ICE TYPE

POTENT COLD [ICE]


Prerequisites: 9 other Ice Type abilities
Ability: Your cold damage ignores the first 10 points of cold resistance it comes across.
Special: You may take this multiple times to increase the ignored cold resistance by 10 each time.
BLIZZARD [ICE]
Prerequisites: 9 other Ice Type abilities
Ability: You create a 1 mile circle of extreme cold. Everything within the 1 mile radius must make a fortitude
save (Constitution based) or take 2d6 cold damage each round. After 3 rounds all within the zone that are
ground based must make an Escape Artist check (Constitution Based) each round or be immobilized for that
round. The blizzard lasts one round per point of spellscore modifier.
Special: You may take this ability multiple times. Each time it is taken either extend the radius 1 mile, add 2d6
cold damage or up the DC by 1.

ICE BLOCK [ICE]


Prerequisites: 12 other Ice Type abilities
Ability: You may, once per day, encase someone in ice. This requires a melee touch attack, and the victim must
make a DC (15 + Character Level + constitution modifier) or be subject to being locked in ice, unable to effect or
be effected by the world. This is permanent until the ice casing takes 50+ points of fire damage or they
themselves spend 50 points of Reiatsu per Ice type ability you possess.
Special: This may be taken multiple times. Each time increase the required Fire damage or Reiatsu per ice type
ability by 10.

JUSTICE TYPE

AN EYE FOR AN EYE [JUSTICE]


Prerequisites: 12 other Justice Type abilities
Ability: Once per day per point of Spellscore Modifier you possess, you may make a Melee Touch attack against
a target and name a crime. If the target is guilty of that crime, they take 10 points of negative energy damage per
your level. If they are innocent they heal that same amount.
Special: You may take this ability multiple times. Each time increase the number of times per day you can use
this ability by 1 or the damage/healing per level by 5.

EPIC STRIKE THE GUILTY [JUSTICE]


Prerequisites: Strike the Guilty x5
Ability: Your Strike the Guilty attacks ignore the first 10 points of damage reduction/mitigation the come across.
Special: This may be taken multiple times. Each time increasing the ignored damage reduction/mitigation by 10.

EPIC GUILT DEFENSE [JUSTICE]


Prerequisites: Guilt Defense
Ability: Against those you know to be guilty of the crime you are railing against, you gain a +5/- Bonus to
Damage Reduction.
Special: This may be taken multiple times, each time increasing the bonus to Damage Reduction by +5/-.

EPIC JUSTICE MARK [JUSTICE]


Prerequisites: Justice Mark, Improved Justice Mark x4
Ability: When you deal damage to your marked targets with an attack of opportunity, you deal +2[BW] damage.
Special: You may take this multiple times to increase the damage dealt by 2[BW].

DIVINE JUSTICE MARK [JUSTICE]


Prerequisites: Justice Mark, Improved Justice Mark x4, Epic Justice Mark
Ability: When you mark a target they take unmitigatable damage equal to your Spellscore.

KIDOU TYPE

EPIC AUGMENTATION [KIDOU]


Prerequisites: 9 Kidou Type abilities
Ability: You may cast any kido you know two steps faster than normal. This overlaps Incanting.

EPIC SPELL BLAST [KIDOU]


Prerequisites: Kido Blast
Ability: Your Kido Blast's damage is empowered by spending an additional 100 Reiatsu.
Special: You may take this multiple times. each time decrease the additional Reiatsu expenditure by 10 to a
minimum of 10.
EPIC SHAPING [KIDOU]
Prerequisites: Any Kido Shape
Ability: You may exclude a five foot area from the effect of your spell shape effect.
Special: You may take this multiple times to gain an additional five foot area to exclude from the area of effect of
your spell effects.

KIDO EMANATION [KIDOU]


Prerequisites: Any 2 Kido Shapes, Kido Blast
Ability: You may produce an emanation effect instead of your normal spell blast. The emanation extends 20 feet
from you and deals your full spell blast damage for three rounds to anyone inside or entering the spell
emanation.
Special: You may take this multiple times to extend the emanation by 10 feet or the length of time the Emanation
lasts by 1 round

LIGHT TYPE

BLURRING LIGHT [LIGHT]


Prerequisites: 9 other Light Type abilities
Ability: While your Zanpakutou is released, opponents have a 20% miss chance against you.
Special: You may take this up to 4 times total. Each time beyond the first, increase the miss chance by 10%
(Max 50%.)

DAYBREAK [LIGHT]
Prerequisites: 9 other Light Type abilities
Ability: You generate light so bright it hurts to look at. All creatures within 80 feet of you take 20d6 force damage
if they are looking at you when you unleash this attack. Closing their eyes halves the damage. Anyone that looks
at you while you unleash this attack is also blinded (no save) for 1d6+4 rounds.
Special: You may take this multiple times. Each time you take it either increase the area 20 feet or the damage
by 2d6.

LIGHTNING TYPE

POTENT ELECTRICITY [LIGHTNING]


Prerequisites: 9 other Lightning Type abilities
Ability: Your electricity damage ignores the first 10 points of electricity resistance it comes across.
Special: You may take this multiple times to increase the ignored electricity resistance by 10.

CROWN OF LIGHTNING [LIGHTNING]


Prerequisites: 12 other Lightning Type abilities
Ability: You may activate this as a free action on your turn. When you activate Crown of Lightning you let loose
an emanation of crackling electricity that revolves around your body and act as guardians for you. There are 500
points of electricity damage around you, anyone within the emanation (which is 10 feet around you) takes an
equal share of the damage until either all the damage has been dealt or the targets die whichever comes first.
Those in the emanation are allowed a reflex save (Constitution based), to avoid the damage completely moving
them out of the aura.
Special: You may take this multiple times, each time adds 100 more damage to the aura, or extends the aura
10 feet.

PAIN AURA [LIGHTNING]


Prerequisites: Crown of Lightning, 12 other Lightning Type abilities
Ability: Regardless of whether they make their save or not, anyone caught in your aura is staggered till the end
of your next turn. Each round they remain in the aura, they remain staggered until the end of your next turn.

ABSORB BOLT [LIGHTNING]


Prerequisites: Deflect Bolt, Reflect Bolt, 9 other Lightning Type abilities
Ability: Instead of reflecting a line or ray effect, you may instead choose to absorb the damage as healing on a
point per point basis. (Meaning if you would have taken 50 points of damage, you instead heal 50 points of
damage). You may not heal beyond your normal maximum hit points in this manner, and may only absorb a bolt
as many times per round as you can reflect them. This takes up one reflection use.
MARTIAL TYPE

EPIC IAIJUTSU [MARTIAL]


Prerequisites: Iaijutsu
Ability: Your Iaijutsu's damage is empowered by spending an additional 100 Reiatsu.
Special: You may take this multiple times. each time decrease the additional Reiatsu expenditure by 10 to a
minimum of 10.

TWIN BOOST [MARTIAL]


Prerequisites: 9 other Martial Type abilities
Ability: You may activate two boosts you know at once by increasing their combined initiation time to a Standard
Action.
Special: You may take this a second time to use the longer initiation timer instead of using a Standard action.

METAL TYPE

EPIC IRON IN THE BLOOD [METAL]


Prerequisites: Iron in the Blood, Improved Iron in the Blood, 3 other Metal Type abilities
Ability: You may effect a second target with your Iron in the Blood ability
Special: You may take this multiple times. Each time effects an additional target.

EAT METAL [METAL]


Prerequisites: 9 other Metal Type abilities
Ability: You may eat a quantity of metal equal to one half your weight. This metal heals you 4d6 hit points for
eating it.
Special: You may take this multiple times to increase the healing by 4d6.

METAL JUGGERNAUT [METAL]


Prerequisites: Control Metal, Shielding Metal x5
Ability: While you are using your Shielding Metal ability, you gain extra damage reduction equal to your
spellscore modifier, and your attacks ignore your spellscore modifier in hardness when attacking objects.
Intelligent objects are immune to this ability.

ADAMANTINE SHELL [METAL]


Prerequisites: 12 other Metal Abilities
Ability: This allows you to put yourself into a protective shell of the hardest metal to protect you from attacks.
The shell has a hardness of 20 and 40hp per inch of thickness and is 6 inches thick. The shell is a sphere and
weighs 1 ton per size category you are (Real not virtual). This shell is also airtight, with enough breathable air to
allow you to survive for 1 hour within the shell before starting to suffocate (Or hold your breath.) You may take
yourself out of this bubble as a move action.
Special: You may take this multiple times. Each time increase the number of hours you can survive in this
bubble by 1 or the Hardness of the shell by 5.

EPIC REPEL METAL [METAL]


Prerequisites: Repel Metal, 3 other Metal Type abilities
Ability: When you repel metal, the target must make a fortitude save (Constitution Based), or be knocked prone.
They also take damage if knocked prone as if they fell the distance repelled.
Special: May be taken multiple times to increase the save DC by 1.

MIND TYPE

IMPROVED MIND STRIKE [MIND]


Prerequisites: Mind Blade, Mind Strike
Ability: Your Mind Strike deals both Intelligence and Wisdom Damage
Special: If you take this ability a second time, it also does Charisma Damage
MIND THE GAP [MIND]
Prerequisites: 9 other Mind Type abilities
Ability: You can form schisms in the minds of your victims. Choose one target within close range (25ft + 10 ft/2
levels.) That target temporarily gains a second personality that is the antithesis of his normal personality. The two
fight a mental battle, with the winner becoming dominant. The battle is decided with a Will save (Intelligence
Based). At any time, the original personality may expend 10 reiatsu per level of the user to attempt this save
again. The effect lasts for 3d6+3 rounds.

EPIC DOMINATE [MIND]


Prerequisites: Charm, Greater Charm, Dominate, Greater Dominate
Ability: You may now dominate one victim per 3 levels.

DISTORTION WORLD [MIND]


Prerequisites: 12 Mind Type abilities
Ability: You create a seperate world inside the victim within close range's mind (25ft + 10ft/2 levels), forcing it to
make a Will Save (Intelligence Based) or fall into this world, acting as you command for 1d4+1 rounds unable to
recognize friend and foe only it's master.

MIRROR TYPE

EXPANDED ASSIMILATION [MIRROR]


Prerequisite: Assimilation, Improved Assimilation, 2 other Mirror Type Abilities
Ability: You may now expend 3 Shikai Picks to copy a Bankai ability used on you.
Special: You may take this multiple times. Each time increases the tier you can learn from by 1.

OPPRESSION TYPE

DRAIN POWER [OPPRESSION]


Prerequisites: Oppression Aura, 8 other Oppression Type abilities
Ability: You drain a person of their vital force. This imposes a -2 level drain on the target. Like all auras, this
ability never results in permanent level loss, and when the aura ends the user gains back all lost levels
instantaneously.
Special: This may be taken multiple times. Each time it is taken increase the level drain by 2.

DRAIN MIND [OPPRESSION]


Prerequisites: Oppression Aura, 8 other Oppression Type abilities
Ability: This aura subjects the subject to the mind type's Lesser Insanity for as long as they don't make their
saving throw and are in the oppression aura.

DRAIN HEALTH [OPPRESSION]


Prerequisites: Oppression Aura, 11 other Oppression Type abilities
Ability: This aura drains the hit points of the target by 2d6 damage per round that they do not make a fortitude
saving throw (DC 15 + Character Level + Constitution modifier.) The health is transferred to the aura user as
healing. You cannot gain more hit points than your maximum total hit points in this manner.

FINAL DRAIN [OPPRESSION]


Prerequisites: Oppression Aura, 14 other Oppression Type abilities
Ability: Your oppression abilities that are capable of killing normally without the restriction of this type, may now
kill targets within your aura.

PESTILENCE TYPE

EPIC CONTAGION [PESTILENCE]


Prerequisites: Contagion, Improved Contagion, Superior Contagion
Ability: You may release your diseases as a cloud of vapor that makes your diseases inhalation based. The
cloud covers 5 feet.
Special: This may be taken multiple times to increase the area by 5 feet.
EPIC ENFEEBLING STRIKE [PESTILENCE]
Prerequisites: Enfeebling Strike, 8 other Pestilence Type abilities
Ability: Your ability damage becomes 2d6 and now effects both Strength and Dexterity.

DIVINE CONTAGION [PESTILENCE]


Prerequisites: Contagion
Ability: Increase your Contagion's disease's damage dice by 1 size
Special: You may take this multiple times. It's effects stack to a maximum of 1d6 ability damage.

REMOVE ABILITY DAMAGE [PESTILENCE]


Prerequisites: Contagion, 6 other Pestilence Type abilities
Ability: You can remove the ability damage caused by your diseases or your enfeebling strike at will. You
remove 1d4 + 2 Ability damage from each damaged ability score.
Special: You may take this multiple times to increase the healing by 1d4 + 2.

PLANT TYPE

ENT QUALITIES [PLANT]


Prerequisites: 9 other Plant Type abilities
Ability: This allows you the following abilities while your Zanpakutou is released. You deal triple damage to
objects you strike and for 3+ Constitution Modifier rounds per day, you only take half damage from all effects
after damage reduction and resistances. You may activate the second quality as a standard action and may
spread the time over multiple uses.
Special: You may take this multiple times to increase the time you can take half damage by 1 round each time.

VERDANT FOREST [PLANT]


Prerequisites: 12 other Plant Type abilities
Ability: As a standard action you can create a verdant forest in a 1 mile radius of you. If this is done in an area
containing structures, those structures take 10d6 damage overcoming hardness. This counts as Vegetation for
abilities that require it.
Special: You may take this multiple times to increase the radius of the forest by 1 mile or the damage to
structures by 5d6.

ANIMATE WOOD [PLANT]


Prerequisites: Verdant Forest, 12 other Plant Type abilities
Ability: This allows you to animate all vegetation within 90 feet of you to human-like sentience. They become
animated objects, with the plant type, of their size who's physical stats are equal to yours +2 modified for size
and whose mental stats are 3d6 each. They remain this way until you either reseal your Zanpakutou, die or go
unconscious. Animated vegetation speak the languages you speak, and have human-like senses. They can use
skills like a spiritually aware creature can, and have 4 trained Base Skills and 8 Trained Core Skills and are your
level -2. The creatures created with this ability are subject to your commands.
Special: This may be taken multiple times to increase the area by 30 feet.

SEED THE WORLD [PLANT]


Prerequisites: Create Vegetation, Entangle, Vicious Vines, Wall of Thorns, Seed The Earth, Improved Seed the
Earth
Ability: You may plant a seed within the earth, as a standard action. After 3 rounds have passed, a Rank 7 Plant
Golem creature, instead of having construct traits it has plant traits and has Fast Healing equal to the number of
Plant abilities you have. The first time it is summoned, the shikai abilities must be picked, and are locked in
place.
Special: You may take this multiple times. Each time increase the golem's rank by 1 to a maximum of 10.

POISON TYPE

MENTAL BREAKDOWN TOXIN [POISON]


Prerequisites: 12 other Poison Type abilities
Ability: Victims of this toxin are effected with the Lesser Insanity Shikai power permanently. Anything that can
remove poison removes this effect from the target.
BODY TOXIN [POISON]
Prerequisites: 9 other Poison Type abilities
Ability: Victims of this toxin are unable to effect the world around them in any way, but can still be effected by
the world around them. They are considered helpless.

MIND BLANK TOXIN [POISON]


Prerequisites: 16 other Poison Type abilities
Ability: Victims of this toxin take 1d3 negative levels and 1d4 negative levels one minute later.

PRIMAL TYPE

CARAPACE OF THE END [PRIMAL]


Prerequisites: 9 other Priamal Type abilities
Ability: While in your animal or were-form, you gain a carapace that has a 10% chance to reflect any line or ray
back at it's caster.
Special: You may take this multiple times. Each time it is taken, increase the chance by 5%, to a maximum of
35%.

BITE OF THE HEAVENS [PRIAMAL]


Prerequisites: 9 other Primal Type abilities
Ability: While in your animal or were-form, your bite critically hits on a 17-20 and deals x3 damage. It also
causes 1 bleed damage to the target per round until healed. If you don't have a bite attack in your animal form,
you instead gain one with these benefits.
Special: You may take this multiple times. Each time increase the Bleed damage by one step.

SAVAGE BITE [PRIMAL]


Prerequisites: None
Ability: If you manage to trip an opponent during combat, you automatically latch on and begin savaging the
body dealing 4d6 extra damage.
Special: You may take this multiple times, each time increase the damage of the savaging by 1d6.

PROJECTILE TYPE

RANGED PARRY [PROJECTILE]


Prerequisites: Change Form for a Ranged Weapon, Improved Ranged Form, Greater Ranged Form, Superior
Ranged Form, Perfect Ranged Form
Ability: You may parry one attack per round by using a ranged attack. That attack must be targeting you.
Special: You may take this ability multiple times to increase the number of ranged parries you can make by 1 to
a maximum number equal to the number of attacks you can make in a round.

IMPROVED RANGED PARRY [PROJECTILE]


Prerequisites: Change Form for a Ranged Weapon, Improved Ranged Form, Greater Ranged Form, Superior
Ranged Form, Perfect Ranged Form, Ranged Parry
Ability: You may parry an attack for an ally within 10 feet of you.
Special: You may take this multiple times. Each time increase the range of your Ranged parry by 10 feet.

PRUDENCE TYPE

EPIC PRUDENCE [PRUDENCE]


Prerequisites: Prudence, Greater Prudence, Superior Prudence
Ability: While you are not outnumbered you gain Fast Healing 10
Special: You may take this multiple times. Each time increase the Fast Healing by 5.

EPIC BRAVERY [PRUDENCE]


Prerequisites: Bravery, Greater Bravery, Superior Bravery
Ability: While you are outnumbered you gain Fast Healing 10
Special: You may take this multiple times. Each time increase the Fast Healing by 5.
RADIATION TYPE

WEIGHT OF THE SUN [RADIATION]


Prerequisites: Nuclear Fusion 3x, 4 other Radiation Type abilities
Ability: You can cause an object to fall in upon itself and become a small stellar object within long range (400
feet + 40 feet per level) as a standard action. A stellar object is a star. This requires a fortitude save (Intelligence)
from attended objects and objects with intelligence scores. Unattended objects without intelligence scores are
not granted a save.
Should the target fail the save or if they're not granted one, they are instantly destroyed and turned into a stellar
object of equivalent size. This ability can target creatures, if they fail their fortitude save, they take 2d6 damage
for each radiation type ability you possess per round for 1d6 rounds. If they fall to 0 or lower hit points from this
effect, they instantly also become a stellar object of equivalent size. This cannot target the planet/plane of
existence you are on.
A stellar object emits radiation, heat and light based on the size of the object/creature in question. If the
object/creature was medium or smaller, the stellar object's emission range is 100 feet. For each size category
larger than this, add 100 feet to the radiation range. Light and Warmth spread much farther, and can be seen
and felt for miles equal to 100 times the size category of the object (IE if you turned a Colossal Object into a
stellar object, light and comfortable warmth would be felt for 1,000 miles, but the emission range is only 500
feet).
All within half the emission range are effected with Severe radiation sickness without a save. All within the outer
half of the emission range suffer from high radiation sickness without a save. All within the emission range take
4d6 fire damage and 4d6 force damage every round they remain in the emission range. You are not protected
from the damage of your own stellar objects. You may only have one stellar object at a time.
All creatures/attended objects within the effect must also make a fortitude save every round or move 10 feet
closer to the stellar object. Loose objects automatically fail this save and move towards the stellar object
regardless. Should they come in contact with the stellar object, treat that round of damage as if they were fully
immersed in lava (20d6 fire damage).
The stellar object's life isn't long, and you must concentrate to keep it going up to 1 round/level. Should you
cease concentrating, the object lasts one round per three levels before collapsing in on itself and exploding in a
radius of 50 feet per size category, dealing 10d6 force damage and 10d6 fire damage to everything within range
(Reflex Save, Wisdom Based for Half). This cannot be taken with Tier 1 releases and must be taken at Tier 2 or
higher.
Special: You may take this ability multiple times, each time adding 10 feet to the radius or 4d6 to the fire and
force damages of the emmissions, +2d6 damage to the fire and force damages of the ending explosion or +1 to
all the save DC's.

WEIGHT OF THE BINARY STAR [RADIATION]


Prerequisites: Nuclear Fusion 3x, 4 other Radiation Type abilities, Weight of the Sun
Ability: You can concentrate on multiple stellar objects at once.
Special: Each time this is taken, you can concentrate on an additional stellar object (In addition to those you
could already concentrate on).

SWIFT STELLAR CREATION [RADIATION]


Prerequisites: Nuclear Fusion 3x, 4 other Radiation Type abilities, Weight of the Sun, Weight of the Binary Star
Ability: You can create more than one stellar objects in a round. Weight of the Sun becomes a Move action for
you.
Special: You may take this a second time to turn the creation of a stellar object into a swift action.

INTENSE SOLAR FORTITUDE [RADIATION]


Prerequisites: Internal Solar Fortitde 5x, 3 other Radiation Type abilities.
Ability: While you are under the positive effects of Solar Fortitude, you gain a +4 bonus to all core skills
involving physical statistics. You also, while under the effects of Solar Fortitude, gain a bonus to damage
reduction and fast healing equal to your constitution modifier.
Special: You may take this multiple times, each time increase the bonus by +4.
SAINT TYPE

ECLIPSE [SAINT]
Prerequisites: 12 other Saint Type abilities
Ability: At the start of your turn, once per encounter, you may designate three different non-epic Saint Type
attack abilities you possess on this release. Until the start of your next turn, when you perform a Saint Type
attack ability that ability gains the benefit of the three you designated.
Special: You may take this multiple times to gain multiple uses per encounter.

GREAT AETHER [SAINT]


Prerequisites: Luna, Sol, Aether, 12 other Saint Type abilities
Ability: Once per encounter, instead of forgoing your normal number of attacks when performing Aether, you
can apply it's benefits to each of the attacks you make in that round.
Special: You may take this multiple times to gain multiple uses per encounter.

PARITY [SAINT]
Prerequisites: Nihil, 10 other Saint Type abilities
Ability: Once per encounter, when activating Nihil, you may choose for it's effects to either extend to passive
benefits other than from Racial Feats, or to exempt up to your Constitution Modifier in targets from the effects of
Nihil for that turn.
Special: You may take this multiple times to gain multiple uses per encounter.

BANISHING BLADE [SAINT]


Prerequisites: 14 other Saint Type abilities
Ability: When performing a Saint Type attack ability that inflicts a status condition, you can forgo the normal
status condition it inflicts to instead select one beneficial effect on the target and end it.

SAND TYPE

FORM OF SAND [SAND]


Prerequisites: 9 other Sand Type abilities
Ability: This allows you to ambulate your sand around you and attack as if you were a larger creature. To use
this you must use at least twice your body weight in sand. You gain one size category (with all the benefits and
penalties associated with gaining a size category). All your attacks deal damage one size category larger than
normal. Your sand form has regeneration equal to the number of sand abilities you have that is overcome by Fire
and Water.
Special: You may take this ability multiple times to gain additional size categories at the cost of additional units
of sand. Double the needed sand for each time this ability is taken. You do not have to grow to your full stature.

SONIC TYPE

POTENT SOUND [SONIC]


Prerequisites: 9 other Sonic Type abilities
Ability: Your sonic damage ignores the first 10 points of sonic resistance it comes across.
Special: You may take this multiple times to increase the ignored sonic resistance by 10.

THUNDERCLAP [SONIC]
Prerequisites: 9 other Sonic Type abilities
Ability: You may, as an attack action, slam your hands together unleashing a massive thunderclap in an 80 foot
cone. All within the cone take your zanpakutou's full damage (including zanpakutou abilities) as sonic damage
and must make a fortitude save (Constitution Based) or be deafened for 2d6+4 rounds.
Special: You may take this multiple times to add 10 feet to the cone or the dc of the save by 1.
WHITE NOISE [SONIC]
Prerequisites: 12 other Sonic Type abilities
Ability: You may as an attack action filter out all noise in an area creating a zone of white noise. Any within the
area (20 feet), must make a fortitude save (Constitution Based) or be under Lesser Insanity's effects for 2d6+4
rounds.
Special: This may be taken multiple times. Each time it is taken increase the area by 10 feet or the DC by 1.

SPACE TYPE

FREEDOM [SPACE]
Prerequisites: 9 other Space Type abilities
Ability: You may act unhindered by terrain effects or any effect that immobilizes, restrains or hinders your
movement in any way while your Zanpakutou is released.

SPACIAL RELOCATION [SPACE]


Prerequisites: 12 other Space Type abilities
Ability: You may teleport up to 100 miles per level away from your current location as a move action.

SUMMON ALLY [SPACE]


Prerequisites: Spacial Relocation, 12 other Space Type abilities
Ability: You warp space between yourself and an ally on the same plane as you. You create a gateway between
yourself and that ally. Once one of you has moved through the gateway, your Zanpakutou seals or you go
unconscious or die, the gateway seals.

SPIDER TYPE

EPIC SPIDER SENSE [SPIDER]


Prerequisites: Spider Sense, Greater Spider Sense, Superior Spider Sense, Advanced Spider Sense
Ability: You gain Improved Flash Step Evasion while your Zanpakutou is released. If you already had Improved
Evasion, you instead take 1/8th damage on a successful saving throw instead of 1/4.

SPIDER IMMUNITY [SPIDER]


Prerequisites: 9 other Spider Type abilities
Ability: Once per day per point of spellscore modifier you possess, you may make yourself immune to all Mind
affecting effects. This immunity lasts for 1d4+2 rounds.
Special: You may take this multiple times to increase the immunity by 1 round each time.

CARESS OF THE SPIDER QUEEN [SPIDER]


Prerequisites: 12 other Spider Type abilities
Ability: Once per day per point of spellscore modifier, you may make a touch attack against a target. In 1d4
rounds, a spider swarm eats its way out of the victim on a failed Fortitude save (Constitution Based) dealing 1/2
the victim's total hit point total to them that ignores damage reduction. On a passed fortitude save (Constitution
Based), The victim only loses 1/8 their total hit points.
Special: You may take this multiple times to decrease the timer by one die size to a minimum of 1 round.

SUMMONING TYPE

EPIC TOUGHNESS [SUMMONING]


Prerequisites: Summon, Improved Summon x4
Ability: Your Summon now gains your Constitution Modifier as a bonus to it's hit points per level. It's Strength
and Constitution increase by 10 and it gains Damage Mitigation equal to it's Damage Reduction instead of it
being divided by 2.
Special: You may take this multiple times. Each time either increase the hit point gain by +2, the
Strength/Constitution gain by +4 or the Damage Mitigation by +2.
AUGMENTED CRITICAL [SUMMONING]
Prerequisites: Summon, 9 other Summoning Type abilities
Ability: Your summon's attacks critically hit on a roll of 18-20 and deals 3x damage.
Special: You may take this onbce more. The critical range increases to 16-20.

SPECIAL EFFECT [SUMMONING]


Prerequisites: Summon, 8 other Summoning Type abilities
Ability: Your summon gains an effect that you and your GM agree on.
Special: You may take this multiple times. Each time it gains an additional ability.

INCREASED DAMAGE [SUMMONING]


Prerequisites: Summon, 8 other Summoning Type abilities
Ability: Your summmon's attacks increase by 1 size category.
Special: You can take this multiple times. It's effects stack to 3d6[BW]

WALK THE WORLD AGAIN [SUMMONING]


Prerequisites: Vestige, This Doesn't Deserve a Spot in my Collection!, 10 other Summoning abilities
Ability: When deleting a Vestige, you may instead revive it, returning it as a creature unto itself, with the
exception that it is still utterly loyal to you, and such loyalty cannot be swayed through any means. It no longer
counts as one of your vestiges, but keeps any Ability it gained as one.

EDO TENSEI [SUMMONING]


Prerequisites: Vestige, 12 other Summoning abilities
Ability: When summoning a Vestige, you may spend one Con. If you do, that Vestige automatically resummons
itself when slain on your next turn, unless it's body is disintegrated.

LET US CELEBRATE YOUR DEMISE [SUMMONING]


Prerequisites: Vestige, 12 other Summoning abilities
Ability: Whenever you or one of your Vestiges slays an enemy, or you store a defeated enemy as a Vestige, you
and your Vestiges regain 2d4 Con, and heal your effective summoner level in HP and ten times that in Reiatsu.
Additionally, You may delete a stored Vestige under the above conditions to permenantly enhance an ally as if
they were a stored Vestige, instead, though each ally can only benefit from this ability once, and you can't use it
on yourself or a summoned Vestige.

TECHNOLOGICAL TYPE

EPIC GOLEM [TECHNOLOGICAL]


Prerequisites: At least one Rank 6 Golem.
Ability: Your Golem gains one rank (to Rank 7) Gaining the following
• 75 Hit Points
• 5 Damage Reduction
• 10ft Land Speed
• 2 Shikai Abilities (Including Epic ones if you can get them)
• +2d6 damage
• +1 Size Category (If you so choose, you may reject this)
Special: You may take this multiple times. Each time increase your Golem's rank by +1 gaining the above
benefits again. There is now no limit to your Golem's Rank.

EPIC ANIMATE OBJECTS [TECHNOLOGICAL]


Prerequisites: Animate Objects
Ability: You may have one additional animated object at once.
Special: You may take this multiple times. It's effects stack.

TECHNOLOGY DESTROYER [TECHNOLOGICAL]


Prerequisites: 12 other Technological Type abilities
Ability: If you attack a construct or object you ignore all damage reduction/hardness and negate any fast
healing/regeneration that it has for 2d6 +4 rounds.
Special: You may take this multiple times. Each time increase the suppression effect by an additional 2 rounds
TEMPERANCE TYPE

EXCESSIVE MEASURES [TEMPERANCE]


Prerequisites: End to Excess, 9 other Temperance type abilities
Ability: You gain anything you take away from an opponent using the End to Excess Ability tree.
Special: You cannot have more than your maximum hit points in temporary hit points.

EPIC END TO EXCESS [TEMPERANCE]


Prerequisites: End to Excess, Improved End to Excess, Greater End to Excess, Superior End to Excess
Ability: While within 30 feet of you, and you are abstaining from damaging opponents, all opponents take a -2
penalty to defense.
Special: You may take this multiple times to increase the penalty by -2.

EPIC PIETY [TEMPERANCE]


Prerequisites: Temperance, Piety, Improved Piety
Ability: While you refrain from damaging opponents, you gain immunity to being flanked or being caught flat-
footed in any way unless the being that does it is 4 or more levels higher than you.
Special: You may take this multiple times to increase the level required to flank or catch you flat-footed by 1.

TIME TYPE

NULL TIME FIELD [TIME]


Prerequisites: 12 other Time Type abilities
Ability: While your Zanpakutou is active, all enemies within 20 feet of you must make a will saving throw
(wisdom based) to be able to take any action. On a failed save the character is stuck in a static time stream till
their next set of actions when they must make another save. You do not have line of sight or effect to anyone
within a static time stream, and neither do those within the static time stream have line of sight or effect to
anyone else.
Special: This can be taken multiple times each time increasing the aura by 10 feet or the DC of the save by 1.

TEMPORAL CONVERGENCE [TIME]


Prerequisites: 18 other Time Type abilities
Ability: You may, as a full round action, temporarily compress all of time into a single point. While doing so, you
may pluck at the timeline to effect your whims. You may do any of the following, each once per Temporal
Convergence.
• Heal yourself to full Hit Points
• Heal up to one ally per two points of wisdom modifier to full Hit Points
• Restore your Reiatsu to full
• Restore up to one ally per two points of wisdom modifier's Reiatsu to full
• Revive a dead character
• Duplicate any one character that you know in a more than passing capacity (Lasts till the end of the
convergence)
• Place a bookmark at a point along the timestream for later use. You may have up to your Intelligence
Modifier in Bookmarks set at once.
• Remove a bookmark you've already set
• Rewind a series of events up to a number of rounds equal to your Spellscore Modifier.
• Pull forth a target's future or past injuries, halving their current hit points.
Note that setting a bookmark allows you to take yourself and up to one-half your level in allies (And their on
person equipment) to that time and back to your own once. A bookmark lasts until used. A Convergence lasts for
3 + Spellscore Modifier rounds before you become exhausted for the remainder of combat.

WAR TYPE

BRUTALITY OF WAR [WAR]


Prerequisites: Kill Zone x4
Ability: When you roll damage on your Zanpakutou Swings, re-roll any dice that shows a 1 on it till it no longer
shows a 1.
IMPROVED BRUTALITY OF WAR [WAR]
Prerequisites: Kill Zone x4, Brutality of War
Ability: When you roll damage on your Zanpakutou Swings, re-roll any dice that shows a 1 or a 2 on it till it no
longer shows a 1 or a 2.

GREATER BRUTALITY OF WAR [WAR]


Prerequisites: Kill Zone x4, Brutality of War, Improved Brutality of War
Ability: You may now roll any damage dice you roll that shows a 1 or a 2 till it no longer shows a 1 or a 2.

IMPROVED WAR FORM [WAR]


Prerequisites: Kill Zone x4, War Form
Ability: Reduce the timer that your Zanpakutou shuts off from War Form to 2d4 rounds. Also, Choose a second
mental statistic. You gain this as an additional bonus to Strength, Dexterity and Constitution while in War Form.
Special: You may take this again to make it 1d6 rounds, and once more to make it 1d4 rounds.

BLESSING OF WAR [WAR]


Prerequisites: 16 other War type abilities
Ability: When you are in Melee combat, instead of being damaged by melee and unarmed strikes, you are
healed by them on a 3 for 1 basis (IE if you were going to take 30 damage from a sword swing, you would
instead heal 10 damage.) You cannot heal more than your maximum hit points in this manner, and you still take
damage from elemental sources and ranged attacks.
Special: You may take this multiple times. Each time increase the healing one step (3:1 becomes 2:1 becomes
1:1)

PERFECT AURA [WAR]


Prerequisites: 3 Aura War Type abilities
Ability: You are now considered an ally for your Aura type War abilities

WATER TYPE

POTENT WATER [WATER]


Prerequisites: 9 other Water Type abilities
Ability: Your water damage ignores the first 10 points of water resistance it comes across.
Special: You may take this multiple times to increase the ignored water resistance by 10.

TSUNAMI [WATER]
Prerequisites: 9 other Water Type abilities
Ability: You generate a massive wall of water that bullrushes targets dealing damage as it goes. The wall is fifty
feet long by twenty feet high when first created and moves at a rate of 30 feet per round. If it comes in contact
with any being it makes a bullrush check against them with a +40 bonus to the roll (1d20 + 40). Every 10 feet
that a creature is pushed deals 2d8 damage to that creature
Special: This may be taken multiple times each time increase one of the following: The height of the wall by 10
feet, the length of the wall by 20 feet, the bonus to the bullrush roll by 5 or the damage by 1d8.

DRAIN WATER [WATER]


Prerequisites: 12 Water Type abilities
Ability: By making a melee touch attack you drain the water from a target dealing 1/2 their maximum hit points.
This cannot put a target below 0, but can be used as part of a full attack action. You may use the water that you
drain to power your other abilities that require water such as Tsunami or Vortex. Every 20 hit points you drain
becomes a 5ft cube of water.

WEAPON TYPE

EPIC GODSLAYER'S EDGE [WEAPON]


Prerequisites: Weapon of Heaven x5, Godslayer's Edge
Ability: You may take an ability on your weapon with an ability bonus of +5 or better.
Special: You may take this multiple times, each time confers an additional ability to your weapon.
THE RAZOR'S EDGE [WEAPON]
Prerequisites: 9 other Weapon Type abilities
Ability: Choose one saving throw. You gain a +5 bonus to that saving throw while your zanpakutou is released.
Special: You may take this multiple times. Each time either apply this bonus to an additional save, or increase
the bonus to an already selected save by +2.

SOUL OF THE FORGE [WEAPON]


Prerequisites: 12 Weapon Type abilities
Ability: Choose one special attack type (such as energy drain or ability drain.) for 3 + Constitution Modifier
rounds, you are immune to that attack type. This takes a standard action to activate and once the duration has
expired, you cannot use it again for 1d4 + 1 rounds.
Special: This may be taken multiple times; once for each special attack type.

WIND TYPE

POTENT FORCE [WIND]


Prerequisites: 9 other Wind Type abilities
Ability: Your force damage ignores the first 10 points of force resistance it comes across
Special: You may take this multiple times to increase the ignored force resistance by 10.

WINDS OF CHANGE [WIND]


Prerequisites: Wind Wall
Ability: The miss chance your opponents suffer with Wind Wall is applied to their Melee attacks as well.

WIND BALL [WIND]


Prerequisites: None
Ability: You may gather the wind in an area to release it in a large burst of sudden force. All creatures within 80
feet of you takes damage equal to your zanpakutou's damage (including zanpakutou abilities) and must make a
fortitude save (Constitution based) or be thrown to the outer edge of the burst taking falling damage as if they fell
the distance covered.
Special: This may be taken multiple times, each time increase the size of the area by 10 feet.

WAVE OF ENTROPY [WIND]


Prerequisites: 12 other Wind Type abilities
Ability: You may as a swift action send out waves of wind from your zanpakutou in an 80 foot area. Any creature
caught in this area must make a fortitude saving throw (constitution based) or become stifled. A creature already
stifled takes 20d6 non-leathal damage if it fails the saving throw, half on a successful saving throw. They remain
so for 2d6+8 rounds
Special: This may be taken multiple times. Each time it is taken it increases the area by 10 feet.
Epic Bankai Abilities
All Epic Bankai abilities have the prerequisite of 21st level or greater. Epic Bankai Abilities can be taken once per
10 levels.

BANISH [BANKAI]
Prerequisites: None
Ability: While your Bankai is active, you can attempt to banish one creature back to it's plane of origin as a
standard action (Example Hueco Mundo, The World of the Living or Soul Society). If they are already on that
plane of existence this ability does nothing. To banish the creature, you must make an opposed Will saving
throw. Should you win the opposed will saving throw, the creature is banished and cannot return to the plane
they were banished from for 24 hours.

ANIMUS BURST [BANKAI]


Prerequisites: None
Ability: While your Bankai is active, those that die around you in a 90 foot burst are not fully killed and are
animated under your control. You can control your level times your spellscore modifier in Levels of these
creatures, and they follow your direction exactly. Once you reseal your Zanpakutou they move on the cycle of
reincarnation. If you have any feat that grants a constant state of release, the animated dead last for one hour
per character level before moving on. The animated dead have all the abilities they had when they were under
their own control.
Special: This may be taken multiple times to increase the burst by 30 feet.

AUTOMATIC KIDO [BANKAI]


Prerequisites: None
Ability: At the beginning of the day you designate one Kido you know as your Automatic Kido. While you have
your Bankai active, you can activate that Kido as a free action at full power without spending Reiatsu. This
occurs once per day per point of spellscore modifier.
Special: You may take this multiple times. Each time increase the number of times you may cast your Automatic
Kido by 1.

REFLECTION [BANKAI]
Prerequisites: None
Ability: Once per round you can rebound a ranged attack back on it's user. This only occurs while your Bankai is
active. This does not rebound Lines, Cones or Bursts. It only rebounds Ranged Shot attacks.
Special: You may take this multiple times. Each time gains another use per round

WEAPON REFRACTION [BANKAI]


Prerequisites: None
Ability: When activated as a swift action, your weapon splits itself into six copies of itself. These weapons move
around at your behest and attack at your whim. Each can make one attack per round at your full base attack
bonus using your Weapon Attack ranks. They do not gain your Strength bonus to damage, but gain your
Intelligence bonus instead. Each has all Shikai Abilities that your Bankai release has, but none of the Bankai
abilities.

RETRIBUTION [BANKAI]
Prerequisites: None
Ability: While your Bankai is active, when you are struck in melee combat, you may make an attack of
opportunity against the target that struck you. This does not grant extra attacks of opportunity, but you may make
more than one attack of opportunity against one victim at a time.
Special: You may take this multiple times. Each time increases the number of Attacks of Opportunity you can
make in a round by 2

RESURGENCE [BANKAI]
Prerequisites: None
Ability: While your Bankai is active; once per day, when you would be killed, you are returned to life at one half
your maximum hit points.
Special: You may take this multiple times to increase the number of times per day this occurs by one.
REFRESHING WIND [BANKAI]
Prerequisites: None
Ability: Once per day per point of Spellscore, but only once per encounter, while your Bankai is active, you may
regain one quarter of your maximum hit point value as a standard action. When you perform this standard action,
you also gain +2 to all defensive rolls (Defense, Fortitude, Reflex and Will) till the end of your next turn.

ONE WITH THE WORLD [BANKAI]


Prerequisites: None
Ability: Choose one ability you have with a daily limit on it's usage that is not Resurgence. While your Bankai is
active, you may use that ability a number of times equal to your Spellscore Modifier (Minimum 1, Maximum 5) or
the amount of times you could already use it, whichever is more. Once your Bankai ends, you lose access to that
ability till you gain 8 hours of rest if you used if your usages or more.
Special: You may take this multiple times, each time applies to a different ability.

AUGMENTATION [BANKAI]
Prerequisites: None
Ability: Choose one ability that has daily uses that also has numerical values (Such as Rage). While your
Bankai is active, you gain double the numerical benefit from the abilities, and they last twice as long. If your
Bankai ends before the ability does, the ability also ends.
Special: This may be taken multiple times, each time applies to an additional ability.

CHAIN ABILITY [BANKAI]


Prerequisites: None
Ability: Once per encounter, with a single target ability, you may target up to one quarter of your level in targets
no two of which can be more than 30 feet apart.
Special: You may take this multiple times to gain an additional use per encounter.
Epic Content
The following content is available to characters of 21 st or higher level.

Epic Feats
AWAKENED REIKAI [EPIC, AWAKENED ZANPAKUTOU SPIRIT]
Prerequisites: Perfect Awakened Bankai
Benefit: This is a lesser release than Murikai, but it lasts longer. For one minute per character level per day, you
may engage Reikai. Reikai is created by multiplying your original Shikai picks by two and a half and your original
bankai choices by one and a half You also can gain Shikai Abilities on a 2/3 Level basis and you can gain Bankai
Abilities on a 1 for 4 level basis. It takes a move action to activate Reikai from Bankai, and a full-round action to
activate it from Shikai. It takes a swift action to activate Murikai from Reikai. While using your Reikai, you also
gain bonuses to your Strength, Dexterity and Constitution equal to one half your original Shikai Picks including
those from feats. When you enter Reikai, multiply your Reiatsu Rating by 7 and double your hit points.
Awakened Reikai cannot be shut off by Sekki Sekki Stone.

ENDURING AWAKENED REIKAI [EPIC, ZANPAKUTOU]


Prerequisites: Awakened Reikai
Benefit: Double your Awakened Reikai Timer.

SWIFT AWAKENED REIKAI [EPIC, ZANPAKUTOU]


Prerequisites: Awakened Reikai
Benefit: Move the required time to release Awakened Reikai down one step (From Bankai it is now a Swift
Action. From Shikai it is now a Standard Action)

AWAKENED IJOREIKAI [EPIC, ZANPAKUTOU]


Prerequisites: Awakened Reikai, Enduring Awakened Reikai
Benefits: The first time you release your Awakened Reikai during a day, you may choose to half the time you
may remain in Awakened Reikai. Should you do so, each time you release Awakened Reikai that day, you
double the statistic bonuses.

TRUE AWAKENED IJOREIKAI [EPIC, ZANPAKUTOU]


Prerequisites: Awakened Ijoreikai
Benefit: You no longer have to halve the time you remain in Awakened Reikai to gain the benefits of Awakened
Ijoreikai. You still must state you are using Awakened Ijoreikai in order to gain the benefits.

FAMILIAL REIKAI [ZANPAKUTOU, REIATSU]


Prerequisites: Sealed, Perfect Bankai, Familial Zanpakutou, Familial Bankai, Exclusive Unleashed
Benefit: This Reikai is built as normal with the following changes. Your GM assigns all abilities to the weapon
(Shikai and Bankai). The Stat Bonuses from your Reikai activating is equal to your original Shikai Picks instead
of half. You must make an Ego check against your Zanpakutou's spirit to activate this release which takes a Full-
Round action from Bankai. You must make this check, even if you cannot fail Ego checks against your
Zanpakutou. In this instance you can fail. You cannot release it from an Asauchi. Your timer remains the same as
a normal Reikai, and a failed ego check does not reduce your timer. Instead of multiplying your Reiatsu by 5 in a
Familial Reikai, multiply it by 9. This feat counts as Reikai for prerequisites.
HOGYOKUKAI [EPIC, ZANPAKUTOU]
Prerequisites: Must have a Zanpakutou, Weapon Attack 29+ Ranks, Exclusive any other Tier 3 Release
Benefit: The Hogyoku desires one thing and one thing alone. Strength. With that in mind, it only makes sense that it would
force a Zanpakutou it deemed too weak to evolve again. Your Zanpakutou gains a Hogyokukai. To build your Hogyokukai,
multiply your Tier 2 Release picks (Both Shikai and Bankai) by 1.5x. Releasing your Hogyokukai from a Tier 2 Release takes
a move action. Releasing your Hogyokukai from a Tier 1 Release takes a full-round action. This Release lasts one minute per
Character Level per day, and may be spread among multiple uses, each use counting as one minute. Multiply your Base
Maximum Reiatsu and your Current Reiatsu by 7 in this release. This is a Tier 3 Release.

SHINKEN RIRISU [EPIC, ZANPAKUTOU]


Prerequisites: Must have a Zanpakutou, Weapon Attack 33+ Ranks, Exclusive any other Tier 4 Release.
Benefit: Tapping into a Zanpakutou's true power is incredibly difficult, and requires a masterful hand. Your Zanpakutou
gains a Shinken Ririsu (A True Sword Release). To build your Shinken Ririsu, multiply your Tier 3 Release picks (Both Shikai
and Bankai) by 1.5x. Releasing your Shinken Ririsu from a Tier 3 Release takes a move action. Releasing your Shinken
Ririsu from a Tier 2 Release takes a full-round action. It cannot be released from a Tier 1 Release. This Release lasts one
round per Character Level per day, and may be spread among multiple uses, each use counting as one round. Multiply your
Base Maximum Reiatsu and your Current Reiatsu by 10 in this release. This is a Tier 4 Release.

JOKI NO SUBETEKAI [EPIC, SHINIGAMI]


Prerequisites: Shinigami, 5[BW] Zanpakutou Damage, Soul Companion, Shujo no Hajimekai, Ein'nitomonikai
Benefit: You and your spirit, above all, are one, together forever, bonded on a level beyond friendship, beyond family,
beyond lover. Where one goes the other does, and what one feels the other does. You may now define a Joki no Subetekai.
To do this, multiply your Base Shujo no Hajimekai lists by 2.5 and your Bankai picks from Ein'nitomonikai by 1.5x. Then you
add in additional Shikai Picks from other feats. Remember to make a list for all possible iterations of Affection Rating
(Including rating 7 from Ein'nitomonikai) using the above formula. You then gain the Perpetual Manifestation Joki no
Subetekai Ability and one Joki no Subetekai Ability when you gain this feat, then another Joki no Subetekai Ability every 4
levels thereafter. You also gain the secondary benefits of Ein'nitomonikai (The increase in Affection Level, the minimum
Affection Level and the inability to reach 0 while this is active.) This release lasts for one round per (Level + Constitution
Modifier) per day that can be split among multiple uses. While this release is active, multiply your Reiatsu by 7. This is a Tier
3 Release.
Special: This feat counts as a Reiatsu Feat

FUSHI O IZO [EPIC, SHINIGAMI]


Prerequisites: Shinigami, 5[BW] Zanpakutou Damage, Soul Companion, Shujo no Hajimekai, Ein'nitomonikai,
Joki no Subetekai, 2,500+ Reiatsu
Benefit: Your Joki no Subetekai timer doubles
Special: This feat counts as a Reiatsu Feat

FUSHI NO SAIGO [EPIC, SHINIGAMI]


Prerequisites: Shinigami, 5[BW] Zanpakutou Damage, Soul Companion, Shujo no Hajimekai, Ein'nitomonikai,
Joki no Subetekai, Fushi o Izo, 3,000+ Reiatsu
Benefit: Your Joki no Subetekai timer becomes Minutes instead of Rounds
Special: This feat counts as a Reiatsu Feat

SHINJITSU KETSUGO [EPIC, SHINIGAMI]


Prerequisites: Shinigami, 5[BW] Zanpakutou Damage, Soul Companion, Shujo no Hajimekai, Ein'nitomonikai,
Joki no Subetekai, 2,500+ Reiatsu
Benefit: You gain one additional Joki no Subetekai ability
Special: This feat counts as a Reiatsu Feat, and cannot be taken more than once per level, and no more than
once per 3 levels. This feat counts as a Reiatsu Feat.

HENKO NO UNMEI [EPIC, SHINIGAMI]


Prerequisites: Shinigami, 5[BW] Zanpakutou Damage, Soul Companion, Shujo no Hajimekai, Ein'nitomonikai,
Joki no Subetekai, 2,500+ Reiatsu, Gemini Paradox Joki no Subetekai Ability.
Benefit: When you take this feat, you gain the ability to rearrange your chosen abilities and feats within Affection
Levels above 7. If you lose and then regain Affection Levels, this feat allows you to rechoose options you'd taken
that were previously un-retrainable. This counts for all levels of your Hajimekai (Shujo no Hajimekai,
Ein'nitomonikai and Joki no Subetekai).
Special: This feat counts as a Reiatsu Feat
NIJU NO SHINKAI [EPIC, SHINIGAMI]
Prerequisites: Shinigami, Oldblood (Hollow), Tenkan no Shikai, Tenkan no Bankai, 5[BW] Zanpakutou damage,
Exclusive any other Tier 3 Zanpakutou Release Feat.
Benefit: You gain a special Tier 3 release that is both better and worse than a Reikai as your Hollow Heritage
interferes with, then enhances your powers. For one round per (Character Level + Constitution Score) per day,
you may release your Niju no Shinkai. To define your Niju no Shinkai, firstly, multiply the Shikai Picks you gained
from the Tenkan no Shikai feat by 2.5. Once that's completed, add in any Shikai Picks you gained from other
feats.
You then multiply your Bankai Picks from Tenkan no Bankai by 1.5x and then add in any you gained from other
feats.
In addition You gain 3 points per level to your Statistics. Keep track of your Base Stats (With normal Stat
Growth), your Tenkan no Shikai Stats, your Tenkan no Bankai stats, and the stat growth this feat grants. The
enhanced Statistics granted by this feat, are only available when you release your Niju no Shinkai. While your
Niju no Shinkai is released, and you benefit from these enhanced statistics, your physical form alters to match
your Hollow Nature. This is a Tier 3 Release.
Special: While you are in Niju no Shinkai, multiply your Reiatsu Rating by 7. If you have all the feats from the
Akira-Sei no Henko Prestige Path, you receive 1 additional point per level to put towards your Niju no Shinkai
Statistics. If you have the Jiko no Kyoka feat, this Release is also a Tier 4 Transformation. This feat counts as a
Reiatsu Feat

SOSEN JITSUGENKAI [EPIC, SHINIGAMI]


Prerequisites: Shinigami, Oldblood (Hollow), Tenkan no Shikai, Tenkan no Bankai, Niju no Shinkai, 5[BW]
Zanpakutou damage, 2,000+ Reiatsu, Exclusive any other Tier 4 Zanpakutou Release Feat.
Benefit: You gain a special Tier 4 release that is both better and worse than a Murikai as your Hollow Heritage
interferes with, then enhances your powers. For one round per (Character Level + Constitution Modifier) per day,
you may release your Sosen Jitsugenkai. To define your Sosen Jitsugenkai, firstly, multiply the Shikai Picks you
gained from the Tenkan no Shikai feat by 3. Once that's completed, add in any Shikai Picks you gained from
other feats.
You then multiply your Bankai Picks from Tenkan no Bankai by 2x and then add in any you gained from other
feats.
In addition You gain 4 points per level to your Statistics. Keep track of your Base Stats (With normal Stat
Growth), your Tenkan no Shikai Stats, your Tenkan no Bankai stats, your Niju no Shinkai stats, and the stat
growth this feat grants. The enhanced Statistics granted by this feat, are only available when you release your
Sosen Jitsugenkai. While your Sosen Jitsugenkai is released, and you benefit from these enhanced statistics,
your physical form alters to match your Hollow Nature. This is a Tier 4 Release.
Special: While you are in Sosen Jitsugenkai, multiply your Reiatsu Rating by 10. If you have all the feats from
the Akira-Sei no Henko Prestige Path, you receive 1 additional point per level to put towards your Sosen
Jitsugenkai Statistics. If you have the Jiko no Kyoka feat, this Release is also a Tier 5 Transformation. This feat
counts as a Reiatsu Feat

KAIZEN SA RETA SOSEN [EPIC, SHINIGAMI]


Prerequisites: Tenkan no Shikai, 2,500+ Reiatsu, Charisma 24+
Benefits: The timers for all your Tenkan no Shikai derived releases moves up one step. For the timer of your
Releases, refer to the Release 1 Tier lower. For Tenkan no Shikai, your timer becomes "Once per day per level
for an entire encounter."
Special: This feat counts as a Reiatsu Feat

KAKUCHO SOSEN [EPIC, SHINIGAMI]


Prerequisites: Shinigami, Oldblood (Hollow), Tenkan no Shikai, Tenkan no Bankai, Niju no Shinkai, 5[BW]
Zanpakutou damage
Benefit: Your Niju no Shinkai timer doubles

BATSUUN SAIBAI [EPIC, SHINIGMAI]


Prerequisites: Shinigami, Oldblood (Hollow), Tenkan no Shikai, Tenkan no Bankai, Niju no Shinkai, Sosen
Jitsugenkai, 5[BW] Zanpakutou damage, 2,500 Reiatsu
Benefit: Your Sosen Jitsugenkai timer doubles
DAI GO SOSEI-KI [EPIC, SHINIGAMI]
Prerequisites: Shinigami, Oldblood (Hollow), Unarmed Strike 24+ Ranks, Hollow Growth Power (Cero), Hollow
Growth Power (Consumption), Hollow Growth Power (Summon Lesser Hollow), Hollow Growth Power
(Regeneration), Hollow Growth Power (High Speed Regeneration) Dai ni Sosei-Ki, Dai san Sosei-ki, Dai shi
Sosei-Ki
Benefit: The residue of your Hollow ancestor has grown enough within you to be classified as a Kaiju. As such
you grow along with it. From now on, your Cero's damage gains a bonus of +2d6 per 5 ranks of Ranged Attacks
you have above 1, and adds your Strength Modifier in damage after all other calculations. In addition, you are
treated in many ways as if you were two size categories larger than you are. You count as two size categories
larger for lifting and carrying and whether or not feats and abilities that depend on size will work on you. In
addition, you recieve a +8 bonus on Grapple, Bull Rush and Overrun checks. If you have any Hollow Growth
Powers that rely on your victim's size, you count as two size categories larger for prerequisites. Lastly, you are
considered two size categories larger for feats that require size or virtual size. This bonus stacks with the feat
Dai ni Sosei-Ki.
Special: Exclusive Daitai Kigen

TANE NO DAITAI KIGEN [EPIC, SHINIGAMI]


Prerequisites: Shinigami, Oldblood (Hollow), Unarmed Strike 24+ Ranks, Hollow Growth Power (Cero), Hollow
Growth Power (Special), Dai ni Sosei-Ki, Dai san Sosei-ki, Daitai Kigen
Benefit: The residue of your Hollow ancestor has grown enough within you to be classified as an Anrch-
Arrancar. As such you grow along with it. Firstly, double the Damage Mitigation gained with Daitai Kigen. This
bonus is overlapped by a Arrancar's Hierro if the feat is gained. In addition you gain a Malevolent Aura. This aura
can be activated or deactivated as a free action and extends out 30 feet from the Shinigami. Activation must be
done on the Shinigami's turn, but deactivation may be done any time. This aura deals 1d6 Negative Energy
Damage to all enemies within the aura per point of Charisma Modifier you possess per round (Charisma Based
Reflex Save for Half). Any creature that dies while within the Malevolent Aura grant the Shinigami an additional
2% Experience at the end of the encounter. Lastly, choose one statistic that is not Charisma, that statistic gains a
bonus equal to one half the number of Hollow Growth Powers the Shinigami possesses.
Special: Exclusive Dai go Sosei-Ki

SOSEN NO KEISHO [EPIC, SHINIGAMI]


Prerequisites: Shinigami, Oldblood (Hollow), 5[BW] Zanpakutou Damage, Tenkan no Shikai, Tenkan no Bankai,
Niju no Shinkai, Kansei Hen'yo
Benefit: You gain 2 points per four levels to place in your Niju no Shinkai stat growths, and 2 points per five
levels to apply to your Sosen Jitsugenkai stat growths when and if you gain that feat. These bonuses are
retroactive and into the future.
Joki no Subetekai Abilities
The following abilities are available once you gain the Joki no Subetekai feat. You gain Perpetual Manifestation
and one other ability when you gain the release and one every 4 levels thereafter. Joki no Subetekai Abilities can
be taken only once each, though there is an ability to allow higher returns with other abilities.

• Perpetual Manifestation: This ability is gained as soon as you achieve Joki no Subetekai, and is free,
not requiring a pick. It is listed here because it is a Joki no Subetekai ability. Your Possessing Spirit may
manifest any time it wishes. It is built as a character of your level using your choice of races from the
following: Awakened Zanpakutou Spirit, Hollow or Spiritually Aware. They gain experience as you do.
Whenever your Spirit Manifests in combat, you and your Spirit gain a Morale Bonus to all d20 rolls equal
to one fifth of your Spirit's Ego Score. This bonus lasts for 1 round per Shikai Pick on your full power
Hajimekai (Not a 6 Affection one, a 3 Affection one). Once gained, Perpetual Manifestation works
regardless of Release Condition and even works if your Zanpakutou is Sealed, whether by you, or by
some forced event.
• Exceeded Returns: Requires one ability with a numerical benefit to take. Choose one other Joki no
Subetekai ability you have. All numerical abilities are multiplied by 1.5x. (Hive Mind for example would
work at a range of 75 miles instead of 50. Shared Feats would grant 1 feat every 4 levels, and then 1
feat every 8, etc.).
• Hive Mind: As long as you and your Possessing Spirit are within 50 miles of each other you are in
constant communication. If one is aware of a particular danger, both are. If one is not flat-footed, neither
of them are. Neither you nor your spirit is considered flanked unless both of them are.
• Shared Feats: As long as you and your Spirit are fighting along side each other, you gain 1 feat from
your Spirit per 4 Levels they possess that you qualify for, and they gain the same number of feats from
you that they qualify for.
• Shared Skills: As long as you and your Spirit are fighting along side each other, you have training in any
skill that your Spirit has trained and you do not and vice versa.
• Shared Life: As long as you and your Spirit are fighting along side each other, total your current and
maximum hit points together and use that as your total hit point current and maximum. When this pool
runs out however, you and your Spirit drop to -1 and stable (Or less depending on the damage, but it's
always the same amount below 0)
• Share Abilities: As long as you and your Spirit are fighting along side each other, you and/or your Spirit
may increase their effective Spellcasting/Manifesting/Initiator level by 1 by making a successful
Charisma Based Concentration Check. For every 5 you pass the DC by, increase the bonus effective
level by 1. This effective level does a few things. First, each effective level gained counts as a Reiatsu
feat. Secondly, you gain knowledge of any Spells/Powers/Maneuvers/Stances that your Spirit knows and
can use them. Your spirit gains the same from you.
• Lover's Domination: As long as you and your Spirit are fighting along side each other, both you and
your Spirit use the higher of your Attack Rolls, Defense Rolls and Saves. In addition, you gain a bonus
on all saves equal to your Spirit's Charisma Modifier, and your Spirit gains a bonus on all saves based
on yours.
• Beyond Friends: You know what direction your Spirit is in, and they know the direction you are in as
long as each of you is on the same plane of existance. Should one of you be on another plane, you may
make a Sense Motive Check with a DC equal to your Spirit' Ego Score, to determine exactly what plane
they're on. Your Spirit can do the same for you. By making a DC 50 Flash Step check you may travel to
your other, or your other may make the roll to travel to you, no matter the distance as long as they are on
the same plane. Add 20 to the DC to move between planes.
• Beyond Family: You know the exact condition of your other, and your other knows your exact condition
at all times. The information revealed is: Current HP, Current Reiatsu, Any Status Effects (Positive or
Negative) effecting the targeted, Their general mental state, what activity they are currently engaging in,
and if they are suffering from starvation, dehydration, disease (and what the disease is), poison (and
what the poison is) or charm. You nor your Spirit can be charmed in any fashion to act against the other.
• Beyond Lovers: You or your Spirit may sacrifice their own hit points to heal the other. For each Hit Point
of damage dealt to the giver, the healed receives 5 hit points. Neither you nor your Spirit can drive
yourselves below 0 hit points in this manner. When dealing damage to you or your spirit to activate this
healing, it overcome all forms of damage reduction, mitigation and resistance. Even if the ability says
otherwise.
• Pilfer Substance: While your other is manifested, you and your other's attacks deal 1 point of ability
damage per 10 points of damage done. The ability damaged is chosen at the beginning of combat and
cannot be changed. If you choose Constitution, increase the window to 1 point of ability damage per 20
damage dealt. For every 3 points of Ability damage dealt to one statistic, the dealer gains a +1 bonus to
that statistic for 1 round per level.
• Pilfer Heart: While your other is manifested, you and your other's attacks are considered to have the
Blood Type Shikai Pick “Vampiric Strike”
• Pilfer Soul: While your other is manifested, you and your other's attacks' damage x10 is returned to you
as Reiatsu Gain.
• Two Souls, One Heart: Requires all “Shared” abilities to take. During your Joki no Subetekai, you and
your Spirit may become one as an immediate action. While so joined, your name changes to reflect the
fusion. Also use the better of yours or your Spirit's statistics and then add a bonus to each statistic equal
to the modifier of the lower one. The fused being can use any feat, skill or ability either had, and has Hit
Points and Reiatsu equal to the combined totals of the two. This form lasts till the end of the Joki no
Subetekai, or for 1 round per (Level + New Constitution Modifier), whichever comes first. You may split
this over multiple uses.
• Beyond Death: Requires all “Beyond” abilities to take. As long as both you and your spirit are not dead,
neither truly is. At any time after one of you is killed, but the other still lives, but only outside of combat,
the living part of the pair may restore the dead member to life at full health, reiatsu and in perfect health
without any Status Effects occurring. This does not act as if they slept for 6 or more hours (Meaning daily
abilities and timers do not reset)
• The Perfect Team: Requires “Hivemind” and “Lover's Domination” to take. As long as your Spirit is
manifested, neither one of you can botch any roll, and once per turn, one of you may take a 20 on one
roll, regardless of whether it can be done or not, without increasing time taken. The second part of that
ability can only be used by one of the pair per round, not both. Taking a 20 in this fashion does not
trigger a critical hit or critical defense or critical save. Lastly, once per day each of you may maximize
one damage dealing ability or increase the DC of a non damaging offensive ability by the other's relevant
Statistic Modifier.
• Pilfer the Fourth Wall: Requires all other “Pilfer” abilities to take. Each attack you or your spirit makes
that deals damage (Must break Damage Reduction or Mitigation/Resistance to count) or causes a
successful secondary effect (The target fails the required save against the ability) grants both you and
your Spirit 10 experience points. You cannot gain more experience in a single 24 hour period than 100 x
(Level + Intelligence Modifier). Any excess experience beyond this total is lost.
• Gemini Paradox: Requires any 2 of the following Joki no Subetekai Abilities “Two Souls, One Heart”,
“Beyond Death”, “The Perfect Team” or “Pilfer the Fourth Wall” to take. This ability is active regardless of
your Zanpakutou's state (Sealed, in a lower release, etc). There is now no limit to the affection levels
that can be gained, but each new level costs 2x as much experience as the one before it. For each
Affection Level beyond 7 you gain you gain 2 Shikai Abilities, 1 Bankai Ability and a Bonus Feat. You still
gain Truebond for Level 7, though if you gain it through experience, it only activates when your
appropriate release is activated, and lasts for 1 minute after it's sealed. Should you start sliding down
Affection Levels, you lose benefits of those levels as they go down. You must make choices of abilities
and feats when you first attain the new levels, and they cannot be changed later even if you drop and re-
up the Affection Levels.
Epic Prestige Paths
The following Prestige Paths are available to those of 21 st level and above.

Kansei Iden-Gaku
The Iden-Gaku, like the Akira-Sei, have taken their genetics to the extreme. But instead of forging a contract for
power with the residual spirit of their hollow ancestor, they literally begin to fuse with the spirit and eventually
become something akin to a Shinigami version of an Arrancar.

Prerequisites:
Feats: Shinigami, Oldblood (Hollow), Tenkan no Shikai, Tenkan
no Bankai, Niju no Shinkai, Sosen Jitsugenkai, Kaizen Sa Reta
Sosen, Catharsis of Ancestry
Skills: Zanpakutou's Attack Skill 24+ Ranks
Special: 5[BW] Zanpakutou damage, 2,500+ Reiatsu, Charisma
24+

Class Specialty: Each feat in this tree counts as a Reiatsu Feat. When you
achieve the first feat in this tree, you no longer physically change for using your
“Tenkan no” line of release feats. You gain at least 1 minor or cosmetic feature
however that marks you as different from normal based on your Zanpakutou
Spirit or Hollow Ancestor.

1 – OWARI TO HAJIMARI [PRESTIGE]


When you reach this level, your character technically ceases to be. In it's place
stands the combined being of you and your Hollow Ancestor. While the
combination isn't complete, you gain many benefits right away. Firstly, you take
no penalties for Two Weapon Fighting be it attack rolls or damage rolls. If you
have the ability to fight with more than two weapons, this bonus applies to that as
well. You also gain training in 2 additional Base Skills and 4 additional Core Skills
as the merger begins. In addition you gain a +4 bonus to all Physical Statistics,
and a +2 Bonus to all Mental Stats.

2 – Bonus Feat

3 – KEIZOKU SEICHO [PRESTIGE]


The combining of you and your Hollow Ancestor continues to increase. Your
unarmed strikes now gain a +1[BW] increase per 5 Unarmed Strike ranks you
have above 1. This bonus counts as a racial bonus and can stack with feats like
Supersonic Strike. In addition, you gain the ability, for up to 1 minute per point of
Constitution Score, usable over multiple occasions, access your Ancestor's
power. During this transformation, you gain the statistic bonuses from your
highest tier release feat multiplied by 1.5x. In addition, you gain the ability to tap
your own Reiatsu to further enhance your power. For every 25 Reiatsu you pay,
as a free action, at the beginning of this transformation, you gain a +1[BW] bonus
to damage, a +1 to Attack, Defense and Saving Throw Rolls, and +2 Temporary Hit Points per level that lasts till the end of the
transformation. The maximum investment you can make in that part of the feat is equal to 1 point per point of your base (Non-Transformed,
Non-Released) Charisma Modifier. If you do not use the enhanced option of this transformation, you are fatigued at the end of the
transformation. If you did, you are exhausted instead till the end of combat. The transformation gained through this feat is a Tier 6
Transformation. While in this transformation, your appearance changes to become closer to your Hollow/Zanpakutou Spirit's nature.

4 – Bonus Feat

5 – KAWARU TOKI [PRESTIGE]


At last your metamorphosis between you and the residue of your Hollow ancestor is complete. You are forever as one, and count as one
being forever more. Firstly, multiply your current, maximum and future Reiatsu by 1.5x. Secondly, Once per day plus once per day per 5
levels, when you would be disabled by a hit point damage, ability damage/drain, kido or other ability/feat effect, you may expend 1 Action
Dice to immediately negate the effect and any secondary effects from it, but you also expend a certain amount of the timer of the release you
are in. (1 Daily Use of Tenkan no Shikai, 2 Minutes of Tenkan no Bankai, 1 Minute of Niju no Shinkai or 5 rounds of Sosen Jitsukenkai).
Should the expenditure result in a negative timer, the release you are in immediately ends at the end of your next round. Lastly, the first time
each day that you fail a Saving Throw against a non-harmless effect, you instead pass.
Pre-Generated Zanpakutou
The following are Pre-Generated Zanpakutou to use for NPCs, or if you want to make a False Release. Each is
presented with a moderate background of the Shinigami that wields it and a description of the Zanpakutou and
it's release form. Each one is generated from the Random Release Generator above.

1: Captain Yoshi Takinawa


The captain of the Seventh Squad, Captain Yoshi Takinawa prides himself on setting up the battlefield to his
liking, even if presented with multiple opponents. Coming from humble beginnings, he also prides himself on
pulling himself up by his bootstraps to become a Captain of unparalleled power.
Step One: Number of Zanpakutou: One Functioning Zanpakutou
Step Two: Style of Release: Three Types (Multiple Type Once)
Step Three: Types: Four Virtues, Special, Magical
Step Four: One Alternate Release
Step Five: Level 17
Step Six: Captain, Five Levels
Step Seven: Courage, Elemental, Kidou, Bankai: Games

Shikai: Come Out, Kishu Kogeki (Surprise Attack)


1. Harm's Way
2. Improved Harm's Way
3. Advanced Harm's Way
4. Greater Harm's Way
5. Superior Harm's Way
6. Perfect Harm's Way
7. Energy Absorb
8. Elemental Blade
9. Elemental Blade (+1[BW])
10.Elemental Blade (+1[BW])
11.Elemental Blade (+1[BW])
12.Faith in the Elements
13.Kido Blast
14.Kido Explosion
15.Kido Mine
16.Greater Kido Mine
17. Kido Web

Bankai: Guhatsu Senryaku (Contingent Strategy)


1. Harm's Way
2. Improved Harm's Way
3. Advanced Harm's Way
4. Greater Harm's Way
5. Superior Harm's Way
6. Perfect Harm's Way
7. Energy Absorb
8. Elemental Blade
9. Elemental Blade (+1[BW])
10.Elemental Blade (+1[BW])
11.Elemental Blade (+1[BW])
12.Faith in the Elements
13.Kido Blast
14.Kido Explosion
15.Kido Mine
16.Greater Kido Mine
17.Kido Web
18.Kido Range
19.Kido Range
20.Elemental Flexibility
21.Elemental Flexibility
22.Elemental Flexibility
23.Elemental Flexibility
24.Elemental Flexibility
25.Elemental Flexibility
26.Elemental Flexibility
B1: Tempo
B2: Expert Strike
B3: Fire Baptism
B4: Furious Blade
B5: Pounce

Elemental Flexibility List


• Earth: One Ton Hammer, Two Ton Hammer, Ten Ton Hammer, Earth Grip, Double Earthgrip, Manipulate
Earth
• Fire: Fire Shield, Swift Fire Shield, Igniting Touch, Second Degree Burns, Third Degree Burns, Burned to
Ashes
• Ice: Freezing Blow, Greater Freezing Blow, Superior Freezing Blow, Perfect Freezing Blow, Ice Armor,
Ice Armor
• Lightning: Lightning Bolt, Arcing Bolt, Thunderstorm, Thunderstorm, Thunderstorm, Thunderstorm
• Sonic: Sound Burst, Modify Sound Burst, Sculpt Sound, Create Sound, White Noise, Improved White
Noise
• Water: Create Water, Control Water, Animate Water, Water Clone, Multiclone, Skilled Clone
• Wind: Control Wind, Gust of Wind, Wind Wall, Whirlwind, Wind Wall, Wind Wall
• Death: Ghost Edge Weapon, Ghost Edge Weapon, Ghost Edge Weapon, Undead Apothesis, Wraith
Touch, Wraith Form
• Mind: Sleep, Sleep, Sleep, Sleep, Bad Dreams, Bad Dreams

2: Fifth Seat, Hashiro Minatabi


The fifth seat of squad 3, Hashiro doesn't understand the premise of peaceful negotiations and generally
engages in aggressive if not outright brutal ones. When he has his sights set on a target, nothing short of death
can keep him from achieving the death of said target.
Step One: One Functioning Zanpakutou
Step Two: One Type (Specialized Zanpakutou)
Step Three: Four Horsemen
Step Four: One Restriction
Step Five: Level 7
Step Six: Four Levels of Reiatsukai
Step Seven: Death Type

Shikai: Harm All that Live, Teki no Shi (Death of Enemies)


Restriction: Once released, This Zanpakutou must draw blood before it can be resealed.
1. Dark Regeneration
2. Improved Dark Regeneration
3. Heart of Darkness
4. Consumptive Field
5. Greater Consumptive Field
6. Gravetouched Weapon
7. Gravetouched Weapon (+1[BW])
8. Gravetouched Weapon (+1[BW])
3: Captain Tina Kanitawa
The Captain of the fifth squad prides herself on her mastery of kido. Named in a strange manner, she's had to
put up with all sorts of bullying from those around her, and prides herself for overcoming that bullying to become
captain.
Step One: One Functioning Zanpakutou
Step Two: Three Types
Step Three: Non-Elemental, Magical, Forces, Bankai: Strange
Step Four: Wielder has an Alternate Release
Step Five: Level 15
Step Six: 5 Levels of Captain
Step Seven: Metal, Kidou, Light, Bankai: Distortion

Shikai: Slice, Meiyo no Ken! (Sword of Honor)


1. Kido Storing
2. Counterkidoing
3. Incanting
4. Incanting
5. Incanting
6. Incanting
7. Incanting
8. Dancing Lights
9. Illumination
10. Shining Laser
11. Shining Laser (+2d8)
12. Shining Laser (+2d8)
13. Control Metal
14. Shape Metal
15. Create Metal
16. Iron in the Blood

Bankai: Meiyo Satsujin no Ken! (Sword of Honor Killing)


1. Kido Blast
2. Kido Range
3. Kido Range
4. Kido Explosion
5. Kido Line
6. Kido Cylinder
7. Kido Cone
8. Dancing Lights
9. Dancing Lights (+2 Damage)
10. Dancing Lights (+2 DC)
11. Dancing Lights (+2 Damage)
12. Dancing Lights (+2 DC)
13. Distortion
14. Improved Distortion
15. Greater Distortion
16. Greater Distortion
17. Superior Distortion
18. Perfect Distortion
19. Perfect Distortion
20. Perfect Distortion
21. Perfect Distortion
22. Perfect Distortion
23. Micorcosm
24. Microcosm
B1. Expanded Bankai Shape (Control Metal, Iron Wall)
B2. Expanded Bankai Shape (Iron Cage, Improved Iron Cage)
B3. Expanded Bankai Shape (Shape Metal, Create Metal)
B4. Furious Blade
4: Captain Hiro Sanitaka
Captain of the 8th division, Hiro Sanitawa is nobleborn, and has wanted for nothing in his entire life. His only
desire since becoming of age was to become a captain, and even that became easy for him once his
Zanpakutou released.
Step One: One Functional Zanpakutou
Step Two: Two Types
Step Three: Forces, Elemental, Bankai: Four Virtues
Step Four: Zanpakutou Domain Feat (Bankai)
Step Five: Level 17
Step Six: 5 Levels of Reiatsukai, 4 Levels of Captain
Step Seven: Earth, Darkness, Bankai: Temperance

Shikai: March, Yami no Gun (Army of Darkness)


1. One Ton Hammer
2. Two Ton Hammer
3. Ten Ton Hammer
4. Manipulate Earth
5. Terra Cotta Soldier
6. Terra Cotta Lion
7. Terra Cotta Army
8. Shattering Strike
9. Move Earth
10. Earthquake
11. Darkness
12. Darkness (+10FT radius)
13. Darkness (+10FT radius)
14. Darkness (+10FT radius)
15. Darkness (+10FT radius)
16. Darkvision
17. Bestow Darkvision
18. Bestow Darkvision (+1 Ally)
19. Bestow Darkvision (+1 Ally)
20. Bestow Darkvision (+1 Ally)
21. Bestow Darkvision (+1 Ally)

Bankai: Warui Yume no Nenryo (Nightmare Fuel)


1. Sleep
2. Sleep (+1 Level)
3. Sleep (+1 Level)
4. Sleep (+1 Level)
5. Nightmare
6. Nightmare (+1d10)
7. Nightmare (+1d10)
8. Nightmare (+1d10)
9. Cloak of Shadows
10. Shadow Meld
11. Shadow Bind
12. Soul Puppet
13. Shadow Hand
14. Shadow Step
15. Terra Driver
16. Improved Terra Driver
17. Greater Terra Driver
18. Superior Terra Driver
19. Corrosive Blade
20. Corrosive Blade
21. Corrosive Blade
22. Corrosive Blade
23. Temperance
24. Temperance
25. Temperance
26. Temperance
27. Improved Temperance
28. Improved Temperance
29. Chastity
30. Chastity
B1. Expanded Bankai Shape (Improved Chastity, Improved Chastity)
B2. Expanded Bankai Shape (Piety, Piety)
B3. Expanded Bankai Shape (Improved Piety, Improved Piety)
B4. Expanded Bankai Shape (Elemental Piety, Elemental Piety)
B5. Vital Pierce

5: Third Seat, Tobira Noshi


Releshing in the art of the surprise attack, the ambush, The third seat of Squad 3, Tobira Noshi, takes to the
shadows to wait till his opponent is at it's weakest before pouncing them with his were-tiger form.
Step One: Two Functioning Zanpakutou
Step Two: Two Types; One Type
Step Three: Four Virtues, Non Elemental; Forces
Step Four: Variable Release, One Restriction
Step Five: Level 17
Step Six: None
Step Seven: Temperance, Primal; Darkness

Shikai: Left: Slowly Now, Shi o matteimasu (Waiting for Death)


1. Animal Form (Tiger)
2. Improved Animal Form (Large Creature)
3. Were-Form
4. Were-Form Efficiency
5. Primal Form
6. End to Excess
7. Improved End to Excess
8. Greater End to Excess
9. Superior End to Excess

Shikai: Right: Writhe, Momoku no tora (Blind Tiger)


1. Cloud Vision
2. Cloud Vision
3. Swift Cloud Vision
4. Cloud Vision (+1 DC)
5. Cloud Vision (+1 DC)
6. Cloud Vision (+1 DC)
7. Cloud Vision (+1 DC)
8. Cloud Vision (+5 Rounds)
9. Cloud Vision (+5 Rounds)
10. Cloud Vision (+5 Rounds)

Bankai: Not Achieved Yet


6: Seventh Seat, Yoso Sengoku
Yoso Sengoku, The Seventh Seat of Squad 4, always wished to have a Zanpakutou of crackling flame... or was
it frozen ice... No... voracious acid.... or... or... Well Sengoku always had a decision problem, and his Zanpakutou
compensated, granting him the ability to have all of the above!
Step One: One Full Functional Zanpakutou
Step Two: One Type
Step Three: Special
Step Four: Alternate Release
Step Five: Level 7
Step Six: 3 Levels of Reiatsukai
Step Seven: Specialized Elemental

Shikai: Burst, Genso Kyodo (Elemental Power)


1. Energy Absorb
2. Elemental Flexability
3. Elemental Flexability
4. Elemental Flexability
5. Elemental Blade
6. Swift Elemental Blade
7. Elemental Blade (+1[BW]

Elemental Flexibility List


• Earth: Faith in the Earth, Lingering Acid, Lingering Acid
• Fire: Faith in the Flames, Igniting Touch, Igniting Touch (Set Inflammables on Fire)
• Ice: Faith in the Ice, Ice Armor, Ice Armor
• Lightning: Deflect Bolt, Reflect Bolt, Empower Bolt
• Sonic: Deafening Strike, Sound Burst, Sound Burst (+2d6 damage)
• Water: Create Water, Control Water, Animate Water
• Wind: Control Wind, Blades of Wind, Greater Blades of Wind
• Death: Ghost Edge Weapon, Undead Apotheosis, Wraith Form
• Mind: Lesser Insanity, Controlled Madness, Waves of Insanity

7: Third Seat, Seigyo Setoshi


The third seat of squad 2, Seigyo Setoshi wished to save his ailing grandmother, but failed. When his
Zanpakutou released, he realized that he now controlled life and death in one set of swords, which amazed him.
Step One: Twin Zanpakutou
Step Two: Three Types, Three Types
Step Three: Strange, Non-Elemental, Non-Elemental; Elemental, Magical, Mega Forces
Step Four: Variable Release; Alternate Release
Step Five: Level 7
Step Six: 1 Level of Reiatsukai
Step Seven: Blood, Assassination, Barrier; Wind, Healing, Time

Shikai: Left: Impale, Shi no Kami no Katachi (Divine Form of Death)


1. Assassin's Strike
2. Cloak of Shadows
3. Divine Form
4. Divine Form
5. Blood Enhancement
6. Vampiric Strike

Shikai: Right: Breath, Seimei no kami no katachi (Divine Form of Life)


1. Healing Attack
2. Healing Attack (+1[BW] Healing)
3. Temporal Blade
4. Greater Temporal Blade
5. Blades of Wind
6. Greater Blades of Wind
8: Fifth Seat, Kokoro Gafuki
The fifth seat of squad 7, Korkoro Gafuki is rather young for a Shinigami. Being a child, his Zanpakutou
compensated by grantuing him the power to kill his opponents with a single strike.
Step One: One Zanpakutou
Step Two: Three Types
Step Three: Strange, Special, Mega Forces
Step Four: Zanpakutou Domain
Step Five: Level 13
Step Six: None
Step Seven: Poison, Martial, Time; Bankai: Explosive

Shikai: Slice, Yukkuri shinguru katto de shinimasu (Slowly Dying of a Single Cut)
1. Excrete Poison (Dexterity)
2. Swift Coat
3. Improved Virulence (Dexterity, 1d3)
4. Iaijutsu
5. Zantetsuken
6. Shin-Zantetsuken
7. Temporal Blade
8. Greater Temporal Blade

Bankai: Bakuhatsu ni yoru shibo (Death by Explosive)


1. Way of the Sword
2. Way of the Sword
3. Expanded Sword Lore
4. Expanded Sword Lore
5. Double Strike
6. Excrete Poison (Con)
7. Excrete Poison (Dex)
8. Swift Coat
9. Temporal Blade
10. Temporal Blade
11. Greater Temporal Blade
12. Quicken Time
13. Boom Blade
14. Primer Cord
15. Improved Primer Cord
16. Greater Primer Cord
B1. Expanded Bankai Shape (Superior Primer Cord, Perfect Primer Cord)
B2. Pounce
B3. Vital Strike
9: Captain Commander Arashi “Odinson” Ryoshu
The third Captain Commander of Soul Society, Arashi Ryoshu always idolized Viking culture, even calling
himself the Odinson. He proved his power when his Zanpakutou released and named itself Mjolnier. His second
Zanpakutou takes the form of Chainmail that enhances everything about him and is constantly released
Step One: Twin Zanpakutou
Step Two: Three Types; One Type
Step Three: Elemental, Four Horseman, Four Virtues; Non-Elemental
Step Four: One Restriction; None
Step Five: 21+ (26)
Step Six: 5 levels of Captain
Step Seven: Lightning, War, Courage; Barrier

Shikai: Right: Call the Storm, Mjolnier


Restriction: Only the worthy may lift Mjolnier (User must make an Ego Check each day to lift the Zanpakutou)
1. Lightning Bolt
2. Thunderstorm
3. Thunderstorm (+5 ft)
4. Thunderstorm (+5ft)
5. Crackling Blade
6. Crackling Blade
7. Crackling Blade
8. Kill Zone
9. Kill Zone
10. Kill Zone
11. War Form
12. Greater War Form
13. Superior War Form
14. Superior War Form
15. Harm's Way
16. Improved Harm's Way
17. Advanced Harm's Way
18. Greater Harm's Way
19. Superior Harm's Way
20. Perfect Harm's Way
21. Mettle
22. True Zeal

Shikai: Left: Megingjoro (Constantly Released)


1. Ability Increase (Strength)
2. Ability Increase (Strength)
3. Ability Increase (Strength)
4. Ability Increase (Strength)
5. Ability Increase (Strength)
6. Ability Increase (Constitution)
7. Ability Increase (Constitution)
8. Ability Increase (Constitution)
9. Ability Increase (Constitution)
10. Ability Increase (Constitution)
11. Armor of the Gods (Chainmail)
12. Improved Armor of the Gods
13. Improved Armor of the Gods
14. Improved Armor of the Gods
15. Improved Armor of the Gods
16. Improved Armor of the Gods
17. Superior Armor of the Gods (Heavy Fortification)
18. Divine Form
19. Divine Form
20. Divine Form
21. Divine Form
Bankai: Right: Mjolnier Stor
Restriction: Only the worthy may lift Mjolnier (User must make an Ego Check each day to lift the Zanpakutou)
1. Lightning Bolt
2. Thunderstorm
3. Thunderstorm (+5 ft)
4. Thunderstorm (+5 ft)
5. Crackling Blade
6. Crackling Blade
7. Crackling Blade
8. Kill Zone
9. Kill Zone
10. Kill Zone
11. War Form
12. Greater War Form
13. Superior War Form
14. Superior War Form
15. Harm's Way
16. Improved Harm's Way
17. Advanced Harm's Way
18. Greater Harm's Way
19. Superior Harm's Way
20. Perfect Harm's Way
21. Mettle
22. True Zeal
23. Thunderstorm (+5 ft)
24. Thunderstorm (+5 ft)
25. Thunderstorm (+5 ft)
26. Thunderstorm (+5 ft)
27. Thunderstorm (+5 ft)
28. Thunderstorm (+5 ft)
29. Thunderstorm (+5 ft)
30. Thunderstorm (+5 ft)
31. Lightning Adaptation
32. Black Cloud Duelist
33. Deflect Bolt
34. Reflect Bolt
35. Empower Bolt
B1. Enhanced Bankai Shape (Empower Bolt, Empower Bolt)
B2. Enhanced Bankai Shape (Legend of the Storm, Crackling Blade)
B3. Enhanced Bankai Shape (Black Cloud Mastery, Black Cloud Mastery)
B4. Enhanced Bankai Shape (Reflect Bolt, Improved Reflect Bolt)
B5. Enhanced Bankai Shape (Blessing of the Storm, Faith in the Storm)
B6. Dash and Slash
B7. Expert Strike
B8. Tempo
B9. Fire Baptism
B10. Bankai Restoration

Bankai: Left: Megingjoro Stor


1. Ability Increase (Strength)
2. Ability Increase (Strength)
3. Ability Increase (Strength)
4. Ability Increase (Strength)
5. Ability Increase (Strength)
6. Ability Increase (Constitution)
7. Ability Increase (Constitution)
8. Ability Increase (Constitution)
9. Ability Increase (Constitution)
10. Ability Increase (Constitution)
11. Armor of the Gods (Fullplate)
12. Improved Armor of the Gods
13. Improved Armor of the Gods
14. Improved Armor of the Gods
15. Improved Armor of the Gods
16. Improved Armor of the Gods
17. Superior Armor of the Gods (Heavy Fortification)
18. Divine Form
19. Divine Form
20. Divine Form
21. Divine Form
22. Flight
23. Flight
24. Flight
25. Divine Form
26. Divine Form
27. Divine Form
28. Divine Form
29. Spirit Blast
30. Spirit Blast (+2d8 Damage)
31. Spirit Blast (+2d8 Damage)
32. Spirit Blast (+2d8 Damage)
33. Spirit Blast (+2d8 Damage)
34. Spirit Blast (+2d8 Damage)
B1. Expanded Bankai Shape (Eternal Bastion, Eternal Bastion)
B2. Expanded Bankai Shape (Eternal Bastion, Eternal Bastion)
B3. Expanded Bankai Shape (Eternal Bastion, Eternal Bastion)
B4. Expanded Bankai Shape (Eternal Bastion, Eternal Bastion)
B5. Eternal Guardian
B6. Pounce
B7. Violent Whirlwind
B8. Furious Blade
B9. Furious Blade
B10. Shell of the Black Turtle

10: Fourth Seat, Tetsuo Nagitagi


A brave defender of Soul Society, Tetsuo Nagitagi has a cowardly Zanpakutou, something he's ashamed of. His
other Zanpakutou seems to be brave, but it's made of too much metal for his electricity powers...
Step One: Two Zanpakutou
Step Two: One Type; Two Types
Step Three: Four Virtues, Bankai: Magical; Special, Elemental, Bankai: Strange
Step Four: One Restriction; One Restriction
Step Five: Level 11
Step Six: 4 Levels of Reiatsukai
Step Seven: Prudence, Bankai: Healing; Explosive, Lightning, Bankai: Blood

Shikai: Right: Run, Okubayo Ken! (Cowardly Sword)


Restriction One: Not very Brave (In Combat, user must make an Ego Check to engage any new target)
1. Bravery
2. Bravery
3. Bravery
4. Bravery
5. Virtue
6. Virtue
7. Virtue
8. Improved Virtue
9.Greater Virtue
10. Prudent Phalanx
11. Improved Prudent Phalanx
Shikai: Left: Explode, Doden-Sei no Te! (Exploding Fist)
Restriction One: Conductive (In Combat, roll 1d8 when arcing a bolt. When you roll a 1, you are the next target
if you are a legal target)
1. Boom Blade
2. Primer Cord
3. Improved Primer Cord
4. Greater Primer Cord
5. Superior Primer Cord
6. Perfect Primer Cord
7. Lightning Bolt
8. Arcing Bolt
9. Arcing Bolt
10. Lightning Bolt

Bankai: Right: Yukan'na Ken! (Brave Sword)


1. Bravery
2. Bravery
3. Bravery
4. Bravery
5. Virtue
6. Virtue
7. Virtue
8. Improved Virtue
9.Greater Virtue
10. Prudent Phalanx
11. Improved Prudent Phalanx
12. Healing Attack
13. Healing Attack
14. Healing Attack
15. Healing Attack
16. Improved Potency
B1. Tempo
B2. Expert Strike

Bankai: Left: Kyuketsuki Kaminari (Vampiric Lightning)


1. Boom Blade
2. Primer Cord
3. Improved Primer Cord
4. Greater Primer Cord
5. Superior Primer Cord
6. Perfect Primer Cord
7. Lightning Bolt
8. Arcing Bolt
9. Arcing Bolt
10. Lightning Bolt
11. Blood Enhancement
12. Vampiric Blade
13. Greater Vampiric Blade
14. Superior Vampiric Strike
15. Blades of Blood
16. Improved Blades of Blood
B1. Dash and Slash
B2. Vital Pierce
11: Hiro Durakai
The lowest member of Squad Zero, Hiro prides himself on grinding his enemies into paste with his grinder
cages.
Step One: One Zanpakutou
Step Two: Two Types
Step Three: Non-Elemental, Mega Forces, Bankai: Elemental
Step Four: No Special Abilities
Step Five: Level 28
Step Six: 4 Levels Reiatsukai, 4 Levels Captain
Step Seven: Barrier, Gravity, Bankai: Ice

Note: This character has a Doll Training Bankai


Shikai: Crush, Hasai Uzu (Crushing Vortex)
1. Wall
2. Improved Wall
3. Greater Wall
4. Superior Wall
5. Cage
6. Cage
7. Cage
8. Cage
9. Cage
10. Cage
11. Cage
12. Grant the Burden
13. Grant the Burden (Additional x2)
14. Grant the Burden (Additional x2)
15. Grant the Burden (Additional x2)
16. Grant the Burden (Additional x2)
17. Improved Grant the Burden
18. Crush
19. Crush(+1d8 Damage)
20. Crush(+1d8 Damage)
21. Crush(+1d8 Damage)
22. Crush (+1d8 Damage)

Doll Training Bankai: Shippai no gisei-sha (Victim of Failure)


1. Wall
2. Improved Wall
3. Greater Wall
4. Superior Wall
5. Cage
6. Cage (+5ft Dimensions)
7. Cage (+5ft Dimensions)
8. Cage (+5ft Dimensions)
9. Cage (+5ft Dimensions)
10. Cage (+5ft Dimensions)
11. Cage (+5ft Dimensions)
12. Grant the Burden
13. Grant the Burden (Additional x2)
14. Grant the Burden (Additional x2)
15. Grant the Burden (Additional x2)
16. Grant the Burden (Additional x2)
17. Improved Grant the Burden
18. Crush
19. Crush(+1d8 Damage)
20. Crush(+1d8 Damage)
21. Crush(+1d8 Damage)
22. Crush (+1d8 Damage)
B1. Vital Pierce
B2. Dash and Slash
B3. Tempo
B4. Expert Strike
B5. Furious Blade
B6. Furious Blade
B7. Furious Blade
B8. Vital Pierce
B9. Pounce
B10. Negate Defenses
B11. Negate Defenses

12: Captain Niro Ketezuki


The newest Captain of Squad 3, Niro takes everything from his opponent, including their lives
Step One: One Zanpakutou
Step Two: One Type
Step Three: Mega Forces, Bankai: Strange
Step Four: Alternate Release
Step Five: Level 19
Step Six: 2 Levels of Reiatsukai, 1 Level of Captain
Step Seven: Time, Bankai: Poison

Note: This character has a Premature Bankai


Shikai: Smile, Jikan-teki Bomei (Temporal Exile)
1. Temporal Blade
2. Temporal Blade
3. Temporal Blade
4. Temporal Blade
5. Greater Temporal Blade
6. Superior Temporal Blade
7. Superior Temporal Blade
8. Superior Temporal Blade
9. Superior Temporal Blade
10. Quicken Time
11. Crack in Time
12. Crack in Time
13. Crack in Time
14. Crack in Time

Premature Bankai: Subete o Torimasu (To take everything)


1. Temporal Blade
2. Temporal Blade
3. Temporal Blade
4. Temporal Blade
5. Greater Temporal Blade
6. Superior Temporal Blade
7. Superior Temporal Blade
8. Superior Temporal Blade
9. Superior Temporal Blade
10. Quicken Time
11. Excrete Poison (STR)
12. Excrete Poison (DEX)
13. Excrete Poison (CON)
14. Swift Coat
15. Improved Virulence (CON)
16. Greater Virulence (Str and Dex)
17. Greater Virulence (Str, Dex and Con)
18. Body Poison
19. Improved Body Poison
20. Improved Virulence (STR)
21. Improved Virulence (DEX)
22. Improved Virulence (CON)
23. Improved Virulence (STR)
24. Improved Virulence (DEX)
25. Improved Virulence (CON)
26.Greater Virulence (Body Poison, Str, Dex and Con)
B1. Vital Pierce
B2. Vital Pierce
B3. Vital Pierce
B4. Expanded Bankai Shape (Improved Virulence (STR), Improved Virulence (DEX)
B5. Expanded Bankai Shape (Improved Virulence (CON), Versitile Poison (Contact))
B6. Expanded Bankai Shape (Poison Cloud, Poison Cloud (+5ft))
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 Editing this monster

Jeroitz: For the Aerial, Martial and Mirror Types

Dagorheru: For the Explosive Type

Google: For having wonderful images to borrow.

The Hypertext D20 SRD (Open Gaming Licence)

Peter Kisner for the classless d20 inspiration


The Complete Zanpakutou
Reformatting the Zanpakutou

• A Total reformatting of the Zanpakutou System, including new abilities for many types, pruning
of abilities and a new method of acquiring power (dice have been mainly traded for [BW])
• 23 Feats of a new type: Combination
• 4 New Non-Epic Shinigami Release Styles
• Reikai for Awakened Zanpakutou
• 4 New Tier 3 Releases
• 2 New Tier 4 Releases
• A Tier 3 Release that gets actual abilities
• 6 New Zanpakutou Types (Explosive, Elemental, Martial, Mirror, Radiation, Aerial)
• 7 New Prestige Paths
• 21 New Epic Feats
• 1 New Epic Prestige Path
• 12 Pre-Generated Zanpakutou with Shinigami Histories to match

The Complete Zanpakutou is 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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