Another Shinigami, Prestige Class [Archive] - Wizards Community

Post/Author/DateTimePost
SephDragoon

10-07-06, 05:53 AM
The following is still being worked on, but I think it is ready for some criticism. I was trying with this class to ecompass alot of different Shinigami types. I'm still trying to, but I don't know what all the different mythos are on Shinigami. My idea is that making it a prestige class will allow all the exceptions to be done through the use of multiclassing, feats, etc, instead of trying to get everything in one big base class.
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Shinigami (The Death God)
Commonly referred to as Grim Reapers, Shinigami have been portrayed in many different ways. The truth is, Shinigami come from many different walks of life. Some become Shinigami at death, some become Shinigami during life. Some are born for this purpose. However one becomes a Shinigami, their purpose is always to lead lost souls to the afterlife. In many ways they are hunters of ghosts.
The most common classes to become Shinigami are Paladins and Clerics. Other classes become Shinigami as well, but those two classes can turn undead, and meat the divine spells requirement.

Requirements:
Though Shinigami come from all walks of life, they all have to have something special to receive their calling as Shinigami.
Base Saving Bonuses: Will +5
Skills: Knowledge (Religion) 8 ranks, Sense Motive 6 ranks
Spells: Ability to cast 1st-level divine spells.

Abilities: The most important ability to the Shinigami is Wisdom. This is used as the key ability for nearly all of the Shinigami’s abilities, and for any levels in Shinigami, wisdom is used for HP instead of constitution.
Hit Dice: d6
Class Skills: Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis).
Skills/Level: 2 + Intelligence Bonus
BAB: Good (as fighter), Saves: Fort: Bad; Reflex: Bad; Will: Good

Level, Benefit, Spells Per Day
1 Zanpaku-to, Separated Body, Konso
2 Spirit Ribbons, +1 level of existing class
3 Reiatsu, Rank Up
4 +1 level of existing class
5 Shikai, Rank Up
6 Turn Undead, +1 level of existing class
7 Rank Up
8 +1 level of existing class
9 Rank Up
10 Bankai, +1 level of existing class

Spells Per Day/Spells Known: Every 2 levels, a Shinigami gains bonus spells per day and spells known as if they had leveled up in their existing divine spellcasting class. If they have multiple divine spellcasting classes, then they must choose one or the other. The Shinigami gains no other benefits from the class, such as bonus feats. The Shinigami does however add half of his/her class level to their caster level, and for determining the effects of Turn Undead.

Zanpaku-to (ex): At first level, the Shinigami forms a weapon from part of their own soul. This weapon can become physical if the Shinigami is in a physical body. This weapon can take on many different forms, which are chosen by the user. A Zanpaku-to can be in the form of: Katana, Wakizatchi, Sai, or Falchion (of the size category appropriate to the creature). This weapon is automatically a ghost touch weapon, though it carries no enchantment bonus for the property. The weapon is considered masterwork, though it has no enchantment bonus of its own. It can be enchanted magically with an enchantment bonus up to half the character’s Shinigami level. It can be destroyed, but will reform exactly as it was (with any enchantments) 1d4 days later. If taken from the Shinigami, the weapon has all enchantment bonuses, but is no longer ghost touch, even if held by another Shinigami. If lost, but not destroyed, the Zanpaku-to with return to the Shinigami when he next sleeps.
Special: Though normally only bludgeoning weapons may have the Disruption enchantment placed upon them, a Zanpaku-to, no matter the shape, can also have Disruption placed upon it.

Separated Body (su): The Shinigami, if it has a body, is no longer attached to it. Destroying its body does not kill the Shinigami. At will, the Shinigami can leave its own body, and become ethereal. The Shinigami is not considered undead, nor a ghost, but is simply ethereal. They can stay ethereal for as long as they wish, but their body will die if not taken care of. While outside of their body, their body appears to be in a coma, and is completely unresponsive. While in ethereal form, the Shinigami’s HP is based not on his constitution (because he is not physical), but wisdom instead. A Shinigami has a completely different set of hitpoints for his soul and his body. However, if his soul’s hitpoints drops below 0, the soul is sent to the afterlife, even if the body is still alive.
If their body is destroyed, or if they became a Shinigami at death, they are capable of possessing a new body, though it must be exactly as their old one had been. A clone spell cast on the soul will create a body for the Shinigami as if the spell had been cast upon a living being.
Even when in their physical body, a Shinigami can see into the ethereal plane. They can view spirits as if they were on the material plane, but they appear gray and slightly distorted, making it easy to notice what is on the material, and what is on the ethereal plane.
Whenever a Shinigami gains levels in the Shinigami class, instead of adding their constitution bonus to the hitdice roll, they add their wisdom bonus. Shinigami levels increase the resilience of their body, but only through the soul.

Konso (ex): The main function of a Shinigami is to lead the souls of the dead to the afterlife. This can be done in so many ways. The most common, the way that people think of a grim reaper as working, is by touch. By making a melee touch attack (which is harmless to those willing), a Shinigami can free the soul before death. This only works on those who are soon to die (who will die within an hour). This leaves the soul in control of the body, but just outside of it. When the person then dies, the soul is not scarred by the trauma of its death, but looks just as they dead when the Shinigami made the touch. This touch can also be made after the death of an individual (usually done when a Shinigami doesn’t know that the person was going to die), while the soul is still in the body. Both of these methods allow a soul to move on peacefully, and is the way that 99.9% of souls move onward.
There are other ways however for a Shinigami to do its job. Lost souls more often than not wish to move on. Some cannot due to their unfinished business, and others simply cannot find their way to the afterlife. For those who have become true wandering spirits, the Shinigami may use the bottom of the hilt of the Zanpaku-to to touch the soul, and send it onward. This method is painless, but can only be used on a willing soul.
The last method is soul slaying. This is for souls not willing to move on, who are hostile. This is what is used for ghosts and the like. With their Zanpaku-to, the Shinigami kills the ghost. The difference is that once the ghost is slain by the weapon, they may never come back. They are sent to the afterlife to whatever fate awaits them. Any living being who is killed by the Shinigami is immediately soul slayed, and sent straight to the afterlife.

Spirit Ribbons (ex): At second level, a Shinigami may use a type of Track. This version is based upon Sense Motive. Using the same rules, a Shinigami searches through the ethereal realm for signs of a creatures passing. Living and non-living creatures can be tracked in this way. Any creature with a body receives a +5 to its DC to track however. Undead, or soul-less creatures can never be tracked in this manner.

Reiatsu (su): A Shinigami is a being of his spirit. While leveling up Shinigami levels, he is strengthening his spirit. This is most evident in the often violent and beautiful display of power. Their aura expands and can even be seen by those in the material realm if there are also in it. Anyone within 5ft per 2 Shinigami levels, takes a –1 moral bonus per 2 Shinigami levels to attack rolls and saving throws. The Shinigami during this time gains a +1 moral bonus per 2 Shinigami levels to attack rolls and saving throws. This ability last a number of rounds equal to his Shinigami levels, plus his wisdom bonus. It can only be used as many times as the Shinigami’s wisdom bonus, minimum 1, per day. A fortitude save of 10 + class level + Wisdom bonus will negate the effects for anyone within the area of effect, and is only made once entering the area of effect, and any time he/she re-enters.

Rank Up: Starting at 3rd level, and every 2 levels afterwards, a Shinigami begins specializing in certain techniques. The Shinigami may choose to specialize in different abilities if he/she wishes, and does not need to continue following the same course. The different focuses are: Power Style, Flash Style, Demon Style, and Note Style.

Shikai (su): The Shinigami now knows the command phrase for his Zanpaku-to. When spoken, the Zanpaku-to transforms into a different weapon. This other form can be anything from a club to a greatsword. Once chosen it cannot be changed what form it takes. When transformed, the weapon gains a +1 enhancement bonus for every 2 Shinigami levels, or the equivalent in weapon enchantments. Each time it goes up in power, the enchantments can be redone from scratch. This is added on top of any the weapon normally has from being enchanted. Also, the weapon deals an extra 1d6 damage of any energy type specified: Fire, Cold, Acid, Electricity, Sonic, Force. Unlike the enchantments, the energy type cannot be changed once chosen.

Turn Undead: If somehow the Shinigami did not have Turn Undead from a previous class, the Shinigami now gains it as a class ability.

Bankai (su): Finally, the peak of a Shinigami’s perfection. The Bankai is the final command word learned by the Shinigami to unlock its Zanpaku-to. When spoken, it unleashes a supernatural ability. This ability requires the Zanpaku-to to change shape yet again, usually turning into the effect it is creating. Bankai is equivalent to any 9th level spell cast by a caster at the Shinigami’s character level. If a spell is chosen that is not 9th level, any combination of meta-magic effects can be used to make it that level. Spells with instantaneous and permanent durations cannot be used as a Bankai. Once a spell is chosen, it cannot be changed. The Shinigami is always immune to his own Bankai, even if he would normally be caught in the area of effect. Bankai can be used a number of times per day equal to the Shinigami’s wisdom bonus, minimum 1.

Power Style: Those who choose to fight hostile lost souls as their job focus usually take this style. It emphasizes only strength, overpowering the enemy.
1st rank: Smite (su); As a paladin’s smite evil, except that it works on any alignment. For one attack, a Shinigami adds his charisma modifier to his attack roll, and his Shinigami levels to his damage. This can be used a number of times per day equal to the ranks in power style plus wisdom bonus.
2nd rank: Overpowering Reiatsu (ex); Anyone caught within the Shinigami’s Reiatsu who does not make the fortitude save, falls under an effect the Shinigami chooses upon reaching this rank. It cannot be changed after it has been chosen. The effects are: slowed, fascinated, fatigued, defeaned, or checked.
3rd rank: Reiatsu Defense (ex); The Shinigami gains a +1 bonus per power style rank to deflection AC in the form of a force that surrounds the Shinigami. He also gains a Damage Reduction equal to his Shinigami levels with a DR Bypass of ghost touch or force. The effect lasts for 1 minute per Shinigami level, and can be used a number of times per day equal to the ranks in power style plus wisdom bonus.
4th rank: Sever Connection (ex); On any critical hit the Shinigami makes (if the critical threat actually connects to do critical damage, even if the creature is immune to critical hits, if the strike would normally cause critical damage, this is effective), the Shinigami also threatens to remove the creature from its body, or if it is a ghost, bar it from the material plane (causing it to be unable to manifest). Any creature who is hit with a critical hit, must make a DC 10 + ½ class level + wisdom bonus Will save. If the save fails, the creature is either torn from its body (not killed), or unable to manifest anymore (if it is a ghost), for 1d4 rounds. A creature that is shunted from his body if ethereal, but holds none of the equipment he had in life, including weapons and armor, though it wears clothing that it had on, or a ghostly image of the armor it was wearing (though it adds no AC bonus). While removed from the body, the body lays prone. At the end of the 1d4 rounds, the creature is pulled back into its body at the beginning of its turn, without any action required. This does not work on anything without a soul. Constructs and corporeal undead cannot be effected by it.

Flash Style: The flash style is another style commonly used by the fighters of the Shinigami. Though it has found an extra special place as the ability of choice for the scouts and messengers.
1st rank: Speed Up (ex); The Shinigami gains a +10 bonus to their base land speed. This ability cannot be used if wearing any armor heavier than light.
2nd rank: Flash Step (ex); This is the favored ability of the flash style. It gives two basic improvements. The first is, when making a 5ft step, the Shinigami can now move 10ft during the ‘step’. The second ability is the ability of the Shinigami to take their enemies by surprise. Whenever the Shinigami so chooses, during a move action or 5ft step, the Shinigami is able to flank their enemy. The enemy may react fast enough to avoid the flank. To avoid the flanking, the enemy must make a DC 10 + flash style rank + dexterity bonus + wisdom bonus Reflex save or be flanked. This ability can be used at will as a swift action right before any move action, or 5ft step.
3rd rank: Blurring Speed (su); The Shinigami becomes nearly impossible to pinpoint as he moves quickly from one place to another. The Shinigami may pick a number of positions equal to his dexterity bonus + flash style rank that he appears in, as if using the Mirror Image spell. All positions must be within the maximum moving distance of the Shinigami apart. The duplicates are in reality the Shinigami, but the Shinigami is moving quickly between all of these places. When trying to target the images, treat them as Mirror Images, except that they do not disappear even if they were not real. For every round the Shinigami is using this ability, he must continue to make a move action to keep the images going, leaving only a single standard action in which to make any other actions in. Every round, he may place his images in a new position. If two images are flanking an enemy, then that enemy is flanked by the Shinigami. This ability can be used a number of times a day equal to the Shinigami’s flash style ranks plus wisdom bonus, and last for as many rounds as the Shinigami’s class level (the Shinigami does not have to continue the move actions through the entire duration, and may continue the move actions at any time during the duration). A DC 10 + class level + wisdom bonus spot check can determine where the real Shinigami is, but must be made once for every action made by the Shinigami or enemy, since the Shinigami’s true position is continually moving.
4th rank: Shunkou; In a blast of devastating energy, the Shinigami releases its spirit power to deal a massive amount of damage. This is the ultimate use of the Shinigami’s flash style. When used, the attack is a 60ft line in any direction the Shinigami chooses. The attack deals 15d6 damage to anyone caught within the line, giving a reflex save of 10 + class level + wisdom bonus for half damage. This attack can be used a number of times per day equal to the Shinigami’s wisdom bonus, minimum 1. It is considered a spell-like ability that provokes an attack of opportunity unless used with defensive casting.

Demon Style: Many Shinigami prefer to stick to their spells which they have been using since even becoming Shinigami. For those, the demon style tends to be the way they go.
1st rank: Domain; The Shinigami picks an extra domain from the cleric domains list. Even if the Shinigami was not a cleric, he gets access to the spells from that domain as if he was. When he gains access to a level of spells, he gains access to those from his domain as well. He may also cast any of the spells from the domain once per day as if he was a cleric equal to his divine caster level plus ½ his Shinigami level in addition to any memorizations of those spells. So, a level 10 Paladin / 6 Shinigami may cast any spell from the domain he chose up to level 7th spells once per day each, even though a level 13 paladin only has access to 3rd level paladin spells normally.
2nd rank: Demon Arts (ex); The Shinigami has been working long and hard with their spells. They get the practiced spellcaster feat for free, even if they do not qualify for it. This can only be applied to their divine spellcaster class, and gives a +4 caster level.
3rd rank: Transdimensional Spell; All spells cast by the Shinigami are treated as transdimensional, as with the Transdimensional Spell Metamagic feat. This does not increase their spell level.
4th rank: Domain Focus; The Shinigami is now able to cast the spells of the domain he chose at 1st rank more times per day. Instead of being able to cast them 1 time per day extra, the Shinigami can cast them a number of times equal to his wisdom bonus (minimum 1) per day each.

Note Style: A Shinigami does not always have to be a warrior to do its work. The note style is mostly used by those who handle the appointments of the living with their death.
1st rank: Appointment Keeper (ex); The job of a note style Shinigami is to know when someone is going to die. This isn’t an exact science however. The best a Shinigami can do unless he/she can see into the future is detect the presence of death. A Shinigami may at will sense if a creature is diseased, poisoned, dieing, or if it has any status effects on them, and tell what they are. Also, the Shinigami may at a glance tell if a creature has a soul or not. He can tell if something is undead, a construct, or even an outsider, by sensing if the creature has the duality of a mortal, or the body and soul in one of an outsider.
2nd rank: Symbols of the Reaper; The Shinigami gains at will, the following spell-like abilities: Symbol of Pain, Symbol of Sleep, Symbol of Fear, Symbol of Stunning. They are cast as if by a cleric equal to the Shinigami’s character level. The spells never require material components for a Note style Shinigami.
3rd rank: Soul Calling (su); Any soul that the Shinigami has sent on to the afterlife can be called back by the Shinigami at will. This works as a summon monster spell, except the soul is still simply an ethereal being. Each soul can only be called upon once per day, and it stays out for an amount of time equal to 1 round per Shinigami level if it takes hostile action such as fighting, or casting spells, or participating in any way in a battle. Otherwise, the soul can stay out for 1 hour per Shinigami level. If the soul participates in a battle at any time during its stay, the amount of hours it has been out counts against the amount of rounds it can stay for. A soul can pop in and out of the battle, provided it is not being attacked or attacking back. A Shinigami may only have 1 soul summoned at a time.
4th rank: Death Note (su); The Shinigami is capable of writing a person’s name down on a note, and when that specific person reads it, the note activates, killing the person. It may not kill them immediately, but it ensures the person’s death within an hour (at the Shinigami’s discretion). This ability is an at will supernatural ability functioning as Symbol of Death. The trigger however is only for that single person to read his name. The Shinigami never needs material components, only a piece of paper of some kind to write on.
Yosho

10-07-06, 12:19 PM
Its prety powerful to give a 13th level character a 19th level spell, just to let you know. Mabe you should up the requrements abit since how it is a 3rd level character could take this class.
SephDragoon

10-07-06, 07:52 PM
Its prety powerful to give a 13th level character a 19th level spell, just to let you know. Mabe you should up the requrements abit since how it is a 3rd level character could take this class.
I think you may be right. I was thinking that perhaps bankai would be given at the level of 15 or more at least... but yeah, maybe a bit overpowered. So... only equivalent to character level may work better.
Misato001

10-07-06, 08:45 PM
its nicce to see another shinigami class on here but putting the "Death Note" ability in there ..... thats power is no were in bleach its from the anime/manga "Death Note" if u change that ability l think it could work alot beta

:evillaugh
SephDragoon

10-07-06, 08:47 PM
its nicce to see another shinigami class on here but putting the "Death Note" ability in there ..... thats power is no were in bleach its from the anime/manga "Death Note" if u change that ability l think it could work alot beta

:evillaugh
Who said that this was 100% meant as the bleach style? I was trying to be a bit more broad... I've only heard of a few different shinigami types though. I know there are others though, and I was hoping people on the forums could explain these others so perhaps I could tweak the class a bit, and perhaps add new styles.