Bleach Shinigami: ToB Style[WIP/PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
Kazeofwinds

04-10-07, 07:47 PM
Shinigami
HD: D8
Class skills (2+Int Mod, multiplied by 4 at 1st character level) Balance,Concentration,Craft, Profession,Spot, Jump, Tumble, Knowledge(Religion), Knowledge (history), Knowledge(Local)

BaB Fort/Ref/Will Special Abilities Manuvers Know/Readied Stances
+1 +0 +2 +0 Zanpakuto 3/3 1
+2 +0 +3 +0 AC Bonus 4/3 1
+3 +1 +3 +0 5/3 1
+4 +1 +4 +1 6/3 2
+5 +1 +4 +1 Reiatsu 7/4 2
+6 +2 +5 +2 ShiKai 7/4 2
+7 +2 +5 +2 8/4 2
+8 +2 +6 +2 Shikai Technique 8/4 2
+9 +3 +6 +3 9/5 3
+10 +3 +7 +3 9/5 3
+11 +3 +7 +3 10/5 3
+12 +4 +8 +4 10/5 3
+13 +4 +8 +4 11/6 3
+14 +4 +9 +4 Bankai 11/6 3
+15 +5 +9 +5 12/6 4
+16 +5 +10 +5 12/6 4
+17 +5 +10 +5 13/7 4
+18 +6 +11 +6 13/7 4
+19 +6 +11 +6 14/7 4
+20 +6 +12 +6 14/7 5


Martial Manuvers: A Shinigami Has Access to the Kidoh and Reaper Disciplines, as well as two more of his choosing, once these additional schools are chosen they may not be changed. A Shinigami adds the skills of his chosen disciplines to his list of class skills, in addition, a Shinigami's Zanpaku-to is treated as a favored weapon for all his disciplines. A shinigami refreshes manuvers like a warblade, and may replace a known manuver with another manuver he qualifies for at every even level starting at 4th
Zanpaku-to:A Shinigami begins play with a Zanpaku-to, a masterwork sword. A Zanpaku-to can affect ethereal creatures as if it had the ghost touch property, but is otherwise nonmagical. A Zanpaku-to may be enchanted normally. If a Zanpakuto is destroyed, it regenerates at a rate of 1hp/hour until it is at full health, at which point it reforms.
AC Bonus: This Class feature functions identically to the Swordsage class feature of the same name
Reiatsu:Functions Identically to a dragon's Frightful Presence, Save DC is 10+1/2 Shinigami Level+Cha Mod, Creatures with hitdice greater than the shinigami's level-4 are immune
Shikai:At 6th level a shinigami learns the name of his Zanpaku-to, achieving shikai(First Release). A Soul Reaper's Shikai can be any weapon(Or a pair of light weapons), in addition it gains a +1 Enhancement bonus or its enhancement bonus increases by one (in the case of paired weapons, they both do). Releasing a Zanpakuto takes a standard action. A shikai may be enchanted through crafting feats as normal.
Shikai Technique:At 8th Level a Soul Reaper learns his Shikai's special power, gaining access to any one maneuver up to one level lower than his maximum maneuver level known. This maneuver is readied as long as a soul reaper's Shikai is released(it consumes a slot and is expended/recovered normally, but is not counted as a maneuver known). Once a Shikai maneuver is chosen, it can not be changed. At the DM's option this maneuver may instead be replaced with a combat-oriented spell with a caster level = 1/2 a shinigami's IL.
Bankai:Class Feature Not Completed


Shinkai v.01




Things Needed:
More Refinement on Kidoh School, more maneuvers, levels needed. Some Maneuvers still need effects and/or Incantations.
Ideas for implementation of Shunpo, and Reitsu effects as a martial school, possibly a few other techniques.
Shikai and Bankai implementation


Once This Class is finished, I'll be making a Combat Specialist Shinigami PRC and a Kido Specialist Shinigami PRC

Notes: I'm attempting to capture more of the feel of a bleach shinigami, as opposed to a perfect conversion of the class in the show, hence the lack of Gigais, Konsoh, and Incorporeality.

Update Log:
Apr 15: Fixed spelling error.
Apr 11: Shunpo Manuvers Added, Kidou Descriptions Added, Statted a few more Kidous. Zanpakuto description altered, Shinkai added. More Soul Reaper Techniques added.
Apr 10: Class Created
Kazeofwinds

04-10-07, 07:48 PM
Manuvers by Level, Preliminary.(Manuvers Not listed Here have not been assigned levels or are incomplete, DC is 10+Manuver Level+Wis Mod for Kidou)

Level 1
Shunpo 1
Hadou #31 - Shakkahou

Level 2
Shunpo 2
Bakudou #99 - Kin

Level 3
Shunpo 3
Bakudou #1 - Sai
Bakudou #58 - Kakushituijaku
Hadou #33 - Soukatsui

Level 4
Shunpo 4
Bakudou #9 - Geki
Hadou #63 - Raikouhou

Level 5
Shunpo 5
Hadou #63 - Sōren Sōkatsui

Level 6
Shunpo 6
Bakudou #77 - Tenteikuura

Level 7
Shunpo 7

Level 8
Shunpo 8

Level 9
Shunpo 9


Kidou Discipline.
Key Ability: Concentration
Kidou Manuvers are Spell-Like Abilities unless otherwise specified.


Bakudou #1 - Sai
Action: Full-round
Description: Locks a target's arms in place behind their back.
Effect: Target is held as Hold Person, CL equals IL, will negates

Bakudou #4 - Hainawa
Description: An energy rope entangles a target's arms.

Bakudou #9 - Geki
Disintegrate, black dog of Rondaniini. Look upon your burning soul and sever your throat.
Description: Engulfs a target in red light, completely paralyzing them.
Action: Full-Round
Effect:Target is Effected as by Slow, CL equals IL, will negates


Bakudou #58 - Kakushituijaku
Heart of the south, eye of the north, fingertip of the west, heel of the east, gather by wind, and scatter by rain.
Action: Full-Round
Effect:
User immediately becomes aware of the direction to the targeted person

Bakudou #61 - Rikujoukourou
Carriage of thunder. Bridge of a spinning wheel. With light, divide this into six.
Description: Summons six thin, but wide, beams of light that slam into a target's midsection, holding them in place.

Bakudou #75 - Gochuutekkan
Wall of iron sand, pagoda of priestly form, shimmering fireflies of iron, fill until the silent end.
Description: Forms a cage made of five incredibly high and thick pillars around a target.

Bakudou #77 - Tenteikuura
Net of black and white, 22 bridges, 66 peerless domains, footprints, distant thunder, crest of the mountains, volatile earth, enshroud by night, sea of clouds, blue formations, rise into the towering circle and charge across the heavens.
Action: Full-Round
Effect: Sends message as Sending to 1 person/IL Does not cross planes.


Bakudou #99 - Kin
Action:Full-Round+Concentration
Description: Binds the arms of a target with spiritual fabric and iron shafts.
Effect: Target's arms are bound behind its back as long as the initiator continues to concentrate, no save. Anything larger than a light weapon is dropped.

Bakudou #99 Second Style - Bankin
This spell covers a target from head to toe with spiritual fabric (first song), stabs them with numerous metal blades (second song), and then smashes them with an immense metal cube (final song).
Action: Swift Action per song.

Bakudou #??? - hakufuku

Bakudou #??? - kyōmon
Effect: Creates a glassy barrier similar to a wall of force, but on one side it is easily broken, and can be sundered or dispelled like a wall or spell.

Hadou #4 - Byakurai
Description: Fires a concentrated bolt of lighting from the caster's forefinger.

Hadou #31 - Shakkahou
Oh ruler, mask of flesh and blood, all creations of the universe, fluttering of the wings, ye who bears the name of man! Scorching heat and disorder, evolve the transposition of the southern sea barrier.
Fires a small fireball at the target from caster's palm.
Action: Standard
Effect: 1d6 fire damage/2 IL , ranged touch

Hadou #33 - Soukatsui
Oh ruler, mask of flesh and blood, all creations of the universe, fluttering of the wings, ye who bears the name of man! Truth and temperance, strike but slightly your claw upon this wall which feigns ignorance of sin!
Description: Fires a large burst of blue fire in a similar manner to that of Hadou #31 - Shakkahou.
Action: Standard
Effect: 1d6 fire damage/IL, half damage is holy damage, ranged touch

Hadou #54 - Haien
Description: Incinerates a target completely, either an object or weak individual.

Hadou #63 - Raikouhou
Bone of a straggling beast, spire, crimson crystal, disc of steel, when the wind shifts, and the emptiness ceases, let the clash of lances resonate through the relinquished castle.
Description: Fires a massive wave of yellow energy at a target.
Effect: Functions as a Lightning Bolt spell, CL=IL

Hadou #63 - Sōren Sōkatsui
Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! On the wall of blue flame, inscribe a twin lotus. In the abyss of conflagration, wait at the far heavens.
Description: Looks like a pair of shots of Hadou #33
Action: Standard
Effect: As Hadou #33 - Soukatsu, but fires two shots instead of one.

Hadou #90 - Kurohitsugi
Description:Forms a box of black energy around a target, which is then pierced by dozens of energy "spears", lacerating the one inside from head to toe.

Soul Reaper Discipline
Shunpo 1
Action: Swift
The user moves 10 feet as a swift action as though he/she had a 10 foot fly speed with perfect maneuverability. This movement is in reality a nearly instantaneous burst of speed and does not provoke attacks of opportunity. A character that ends shunpo movement in midair or on a surface he can not stand on, falls immediately.

Shunpo 2
As Shunpo 1 except the user moves 20 feet.

Shunpo 3
As Shunpo 1 except the user moves 30 feet.

Shunpo 4
As Shunpo 1 except the user moves 40 feet.

Shunpo 5
As Shunpo 1 except the user moves 50 feet.

Shunpo 6
As Shunpo 1 except the user moves 60 feet.

Shunpo 7
As Shunpo 1 except the user moves 70 feet.

Shunpo 8
As Shunpo 1 except the user moves 80 feet.

Shunpo 9
As Shunpo 1 except the user moves 100 feet.

Stand on Nothing
Stance
Effect: The shinigami treats the plane directly under him as though it were the ground, and can move normally as though he were standing on the ground. The Shinigami can not gain altitude except by the use of Shunpo or a similar effect that allows him to alter elevation.

Feel the Air
Stance
Effect: The shinigami uses the vibrations in the air and faint gusts of wind against his clothing to sense the attacks of his enemies. This stance grants the Benefits of Blindsight out to 5', as well as the blind-fight feat. If the user moves more than 5 feet while in this stance, it Immediately ends.

Armor of Reiatsu
Stance
Effect: You have DR 5/- Against any enemy that fails its save against your Reiatsu.

Strike in the Blink of an Eye
The shinigami walks past you slowly, as he passes you feel a slight tingling sensation. A few seconds later you realize that he stabbed you with such speed your eye could not even percieve it.
Action: Full Round
Effect: The shinigami may move up to his land speed, making a single attack against an enemy at any point during this motion. The enemy is treated as flat-footed against the attack. This movement does not provoke attacks of opportunity.


Two strikes in an instant
The shinigami walks past you slowly, as he passes you feel a slight tingling sensation. A few seconds later you realize that he stabbed you with such speed your eye could not even percieve it. Not once, but twice.
Action: Full Round
Effect: The shinigami may move up to his land speed, making two attacks against an enemy at his full base attack bonus at any point during this motion. The enemy is treated as flat-footed against these attacks. This movement does not provoke attacks of opportunity.
*Most Incantations taken from wikipedia.
Kazeofwinds

04-10-07, 07:49 PM
Feats:

Superior Reiatsu:
Prerequisites: Reiatsu Class feature.
Effect: Your Reiatsu is more powerful than normal, giving you an effective +2 levels for purposes related to Reiatsu Abilities.

Bypass Incantation:
Prerequisites: Int 14, 4 known Kidou spells
Effect: You are capable of skipping Kidou incantations, shortening the time required to cast them, though this weakens the spell power.The initiation action for Full-Round spells is reduced to a Standard Action. As a result of bypassing incantation, your initiator level is reduced to 1/3 of your IL, and the save DC(if any) is reduced by 2.
*original version of feat by SilverMotel
Chimaera2000

04-10-07, 07:57 PM
There's not too much that I can say initially until more is posted. I'd bump up their skills to 4 + Int mod, as per the standard set by the other Tome of Battle classes. In fact, I think it makes a lot of sense for full spellcasters to be the only ones to get 2 + Int mod skills.
shadowstk

04-10-07, 09:13 PM
Greetings :)

I cant wait to see this class when you get all the info posted up. I love the ToB and especially like getting new Martial Disciplines. Ill try to comment more when you get the rest of the info up.
Kazeofwinds

04-10-07, 09:59 PM
The more work I do on this, the more it looks like I'm going to have to compress Kidou techniques and Soul Reaper Techniques (Things like Shumpo, Kempachi's Reitsu Tricks, and the other oddball stuff they do) into one school. Though I suppose it doesnt matter a whole lot, since no other classes will have access to either of them aside from shinigami.
Kazeofwinds

04-11-07, 05:37 PM
Figured the addition of shinkai and a bunch of manuvers updates warranted a notification/bumping post.

Also, requesting input on the way I implemented shinkai...I'd like to add a diesize bump in the shinkai abilities as well, is that too much?
Stado

04-11-07, 07:42 PM
Shinkai Technique:At 8th Level a Soul Reaper learns his Shinkai's special power, gaining access to any one maneuver up to one level lower than his maximum maneuver level known. This maneuver is readied as long as a soul reaper's Shinkai is released(it consumes a slot and is expended/recovered normally, but is not counted as a maneuver known). Once a Shinkai maneuver is chosen, it can not be changed. At the DM's option this maneuver may instead be replaced with a combat-oriented spell with a caster level = 1/2 a shinigami's IL.
I rather like it. A lot, in fact. Having looked through many of the Shinigami-style classes on these boards, I find that people generally have a hard time putting stats to the abilities of Shinkai and Bankai, but this does an excellent job of representing the variability of each Zanpaku-to.
sigma999

04-11-07, 09:09 PM
hakufuku.. somehow looks vulgar, don't know why.

And I really only watch a few episodes of Bleach for the blonde chick and to laugh at the deathrock-look of those evil spirit things, that's all, so I can't comment on anything here (reasonably). Otherwise, good job, looks OK and balanced.
Maybe a little too much Japanese to learn. Try translating those moves into English?
Kazeofwinds

04-11-07, 10:22 PM
Those are the japanese names of the techniques in the show, I just used them out of personal preference. I suppose I'll edit in the english names somewhere for those who dont want to start trying to pronounce random japanese. (I'm leaving Shinkai, Bankai, and Reiatsu in Japanese though.)
PrinceCurtis

04-12-07, 01:14 PM
WTL does WIP mean?
Kazeofwinds

04-12-07, 03:59 PM
WTL does WIP mean?

WIP=work in progress
PrinceCurtis

04-13-07, 04:14 PM
OK thanks that's been bugging me..... Wow the surge of Bleach classes is starting to border on the naruto ones but kinda harder to do... well good luck.
SilverMotel

04-15-07, 03:00 AM
You need to change the Kidou levels on your Manuever list. Bakudou and Hadou spells are given a #1-99 based off of difficulty to perform, #1 being the easiest and #99 being the hardest. So it doesn't really make sense when you have Bakudou #99 as a level 2 manuever while Bakudou #77 is level 6.

A feat...

Bypass Incantation
Prerequisites: Int 14, 4 known Kidou spells
Effect: You are capable of skipping Kidou incantations, shortening the time required to cast them, though this weakens the spell power. Full-Round spells are reduce to Standard Action and Standard Action spells are given priority over other SAs. As a result of bypassing incantation, the spell damage/duration is reduced to 1/3+caster level.

Also something you could add onto your manuever list, Shinigami have the ability to use their spirit energy to speed up their healing rate.

Finally, it's Shikai not Shinkai. :P
Aryxbez

04-15-07, 12:17 PM
Notice most of their manuever like powers nearly do the same thing by holding people down in some way. Just wondering why it is like that. Then again I am only watching the show on TV when it comes on Saturdays.
Kazeofwinds

04-15-07, 01:07 PM
1. Fixed the spelling of Shikai, My accent when I pronounce japanese is horrible, and I was spelling it from memory, so thanks.

2. On Hadou/Bakudo: I'm aware of the organization in the anime, but for the most part, the spell effects (I've been assigning their effects first, then looking around for a rough idea of what level they should be) in the show and the equivalent in dnd don't add up with the way spell level effects work. Still, I'll mess with it more and see what I can do. And yeah, most of the Bakudos do much of the same thing(namely, some variant in hold person), I'm trying to diversify the effects a little to make them more interesting gamewise, but still keep the feel of the ones in the show.

3. Forgot about the Reiatsu healing thing, thanks, I've been looking for more things in the technique school.

4. Also, The feat looks like It'll work great for now.
Apostle Of Pain

04-16-07, 12:01 AM
Just thought I would pitch in here for a sec. In my game we are using the soulborn from magic of incarnum to simulate the shinigami. We let them use the incarnate weapon soulmeld.
To simulate the upgrades to the Zanpaku-to's we are using the rules from weapons of legacy. This lets the character craft the special abilities of the zanpaku-to they wield like the various shinigami.

hope this gives you some idea's.
SilverMotel

04-16-07, 10:20 PM
Well about the Bakudou, for the ones that are very similar in effect, you could just increase the say... Will save required to overcome it.

Also there are some slight differences between the binding spells.

#1 - Sai: This one only locks a person's arms behind their back and only locks their arms. They can still move the other parts of their body so this shouldn't function as a Hold Person spell. Moving would require a balance check or the person would fall down.

#4 - Hainawa: Ropes that tie up a person's arms, they would probably have to... roll a strength check to break free, but they can otherwise move around freely.

#9 - Geki: Paralyzes someone completely in red light. Now this would function as the Hold Person spell as well as Faerie Fire I think...

#61 - Rikujoukourou: Another 'Hold person' spell, only this one holds the person in place by their mid-section, so you can still uh... dangle your arms and legs.

#75 - Gochuutekkan: Functions like a Forcecage spell except with 5 thick pillars instead of an actual cage...

#99 - Kin: Once again, an extremely powerful Hold Person spell... Need a really, really high strength check to break free.

#99 - Bankin: Stabbed with a bunch of screw-like blades then crushed by a giant cube, pretty easy, just add damage rolls for 'em...
InsanePsychoRabbit

05-08-07, 11:13 AM
Out of all the Shinigami classes I've seen on these boards, I think this one will work the best, since it's based upon an existing, tested system that already works well...so it's pretty much my favorite.
Kaze, are you going to finish this, and if so, how much longer do you think it will take?
Alpha_Moose

06-24-07, 05:13 PM
For the Zanpaku-to I'd suggest looking into Item Familiars (http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedItems.html#item-familiar) for ideas. Also Item Bonding from DMGII is good to look at if you have it. If you don't Item Bonding is basically a variant that allows any character to use Item Creation feats to upgrade or make items, but then the item only works for them (at least the part they upgraded). It also includes some other ritual things but that is the important part. I'd almost just suggest giving them the Item Familiar feat for free, only on their Zanpaku-to, but give them bonuses on their level for its effects.
Also, for the class, you should probably increase their skills to 4/level like the other Martial Adept classes.
Blades_of_Fury

06-29-07, 05:04 AM
First of all ths class looks excellent, i watch the show, and would enjoy playing it when finished

For changes/ideas:

4 skill points per level

Add Martial Lore, Intimidate, Diplomacy, Listen, and possibly survival to class skills

a list of Proficiencies (Simple, martial, and zanpaku-to weapons or simple and zanpaku-to weapons (and light armor if it doesn't interfere with your idea of shinigami))

Change reiatsu and kidou so that both use the same ability, ether wis or cha

For Bankai you could try something where the shinigami can choose ether to get a Large monster sort of thing with a list of abilities you can chose from or to have your sword get magical abilities/boost the wielder possibly also with a list to choose from, and have these abilities improve at levels say 17 and 20

also something about how anyone other than the owner of the zanpaku-to finds it heavy/difficult to wield
Alpha_Moose

06-29-07, 10:28 PM
Actually both the Shikai and Bankai could be stances, considering ToB is already being used. For the Bankai abilities you could use Astral Constructs (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#astral-construct) for help.
turalisj

07-02-07, 11:04 AM
Except very few bankai actually summon things. Ikkaku's bankai, for example gives him a gargantuan triple staff that deals slashing damage
Alpha_Moose

07-02-07, 03:28 PM
Except very few bankai actually summon things. Ikkaku's bankai, for example gives him a gargantuan triple staff that deals slashing damage
I thought that was only his Shikai. I remember that Byakuya mentioned something about most Bankai being big, most actually summoning things.I think that he mentions this about Ichigo's Bankai, saying that it was too small to be one.
ishpu

07-02-07, 04:50 PM
you might want to use the old damage reduction thing for this... you know the dr 10/+1 because sometimes they couldn't even damage eachother because ones spiritual energy was too high. if you were going to do that maybe incorperate the ninjas weapon enchantment table from the oriental adventures into the campaign?
turalisj

07-02-07, 11:10 PM
Nope, that was his bankai. Remember that his friend had told him he could become captain if he just let the other captains know he had achieved it. It's in the Arracanar arc when they are first fighting them off. However, there aren't many bankai's seen in the series. Tosen's bankai is effecitvly a deeper darkness spell. And Hitsugaya gains armor and a long range weapon.
Blades_of_Fury

07-04-07, 02:15 PM
Ikkaku's shikai is a one-bladed 3 section staff and his bankai is three giant weapons connected by a giant chain. I have seen up to episode ninety-something and the bankai I have seen are as follows, Ichigo and Hitsugaya - self effect bankai, Kurotsuchi, Tosen, Komamura, and Renji - summon creature/effect(Tosen's bankai creates a dome that deprives anyone inside of all of their senses exept for touch, unless if they are in contact with the hilt of Tosen's sword), Byakuya Kuchiki's bankai is mainly a swarm of blades but can be condensed into a single sword so he technicaly belongs to both groups. Turalisj you said yourself that there are few bankai shown in the series so is it possible the very few bankai that summon things are most of the bankai? Also, as Alpha_Moose pointed out, Byakuya said that most bankai are expansions of power and as a result create something big and that small bankai are the exeption rather than the rule.
Alpha_Moose

07-09-07, 04:37 PM
Ok, I think I've found a way to do the Bankai thing. I was thinking though the whole Astral Construct thing for them, then I had an idea. Just bear with me.

The character gets so many power points or spell points (http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedSpellPoints.html) that he can use to buy spells that he can then use as his Bankai. Buffs or summons are activated when he activates Bankai (lasting as long as Bankai lasts), and attacks or other spells can be used at will as long as his Bankai is activated (all at a CL based on the character's level). For example, Byakuya can use Blade Barrier at will while Ichigo has Haste or another speed buff activated on him and Aizen has Permanent Image or another illusion at will. This allows extreme customization and, if you reflavor some spells, can make every Bankai that exists. You should be able to buy multiple powers/spells or be able to pump all of your points into one ability. You could also include a conversion that includes martial maneuvers so they can spend points on that too.

Bankai and Shikai can activate once per encounter and last for some time based on the character's level (and maybe Wis or Cha).

This would need to be refined and I'm not sure how much points to give the character (probably based on level or something), but what do you think?
turalisj

07-09-07, 05:03 PM
You could just give a character the ability to see spirits and a masterwork katana. Then have them do a mission to get their zanpakuto's name, and later on give them a mission to get their bankai...

Oh, wait, that's what I'm doing with my group! Duh....:P