| Post/Author/DateTime | Post |
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| eiyu10-02-07, 10:50 PM | I've seen way too many people trying to make this class and doing all sorts of weird stuff (even a couple creature templates). So I have decided to make my own version of the class and in the until I get it done I'm giving all of you guidelines to make your own. 1. Base Class or Prestige Class? It's a base class. The shinigami main powers (namely the zanpaku-to) has enough restrictions without adding more as to who may take levels in this class. 2. Magic, Psionic, or neither (yes some people did suggest neither)? It is a psionic class. It is much more efficient to make this class a psionic one in order to best emulate the abilities of the characters in the show. 3. Main ability? The soul reaper's main ability is Charisma. This reasoning is kinda hard to explain but oh well, just go with me on it. 4. Zanpaku-to This one is giving me the most trouble (mostly shikai and bankai stuff). The zanpaku-to is an intelligent item. It's stats are equivalent to its owner (it is more an extension of the wielder's will than anything else). The player may choose its intelligent item abilities (4 lesser, 3 greater, and a dedicated power) this gives the zanpaku-to their diversity. The weilder may not use any of his zanpaku-to's abilities until he knows his weapon's name. This requires opposing Charisma checks. If the shinigami wins he learns the swords name and can use its lesser powers. If the sword wins then the shinigami doesn't learn the sword's name and can't try again until he gains another level of soul reaper class or gains another point of Charisma (no extra tries if gaining multiple points (e.g. Tome of Leadership and Influence +3 he still only gets one more try).The greater abilities are only available when the zanpaku-to is in shikai, while the dedicated power is only available in bankai. A zanpaku-to also has an enhancement bonus equal to the shinigami's class level in soul reaper/shinigami (depending on which you wanna call it). Upon reaching a new level you may train any amount of enhancement bonus (up to one less than you have shinigami levels) for a weapon ability. You can't trade an ability the zanpaku-to has for enhancement bonus or for another ability. 5. Shikai and Bankai Okay. This one I'll have to update later. 'Til then: Shikai: is only atainable if you know the sword's name and once you've reached a certain level (probably 4th or 5th). In shikai the sword transforms into some other weapon (this is one big roadblock in production: how to not make players choose scythe or guisarme or the like every single time... any suggestions?). Shikai can be sustained for a number of rounds equal to 5 (maybe 10) + double your Charisma mod. Bankai: Even less sure about this one... Probably summon an astral construct or something... I know that to attain it you would need to go through a series of Charisma checks (like first is DC 15, second DC 20, third DC 25, etc.) other than that I need some help... The dedicated power is also available only in bankai. Bankai can be sustained for a number of rounds equal to 3 + half your Charisma mod. (round up). Well hope that helps settle some arguments. Some suggested books if you're going to use this class would definitely be Expanded Psionics Handbook and probably Oriental Adventures... if you wanna be real serious about this class and/or a campaign around soul reapers and hollows the Rokugan Campaign Setting helps a lot to (including some great feats like Void Use). P.S. No I'm not a guy who works for advertising Dnd or anything I'm just suggesting... |
| Mindolin10-05-07, 05:55 PM | How about following the example of the Soulknife and give the Shinigami Weapon Focus in Zanpaku-to, and make it to where it is random what weapon it turns into in its other forms. Of course, the base form would be a normal katana. Allow players to make new abilities for Intelligent items, such as instead of, say, Blindness/Deafness, you can use Scorching Ray. |
| eiyu10-08-07, 06:56 PM | thanks. I've really been on it a lot and I'm almost done... Maybe next I'll do a Quincy... at least all of their weapons are the same... *nervous laugh* |
| Mindolin10-09-07, 10:27 AM | From what I've seen, the Quincy would pretty much be made using the Soulknife/Soulbow class and prestige class. |
| eiyu10-09-07, 07:53 PM | yeah... i suppose... but we can always put our own unique bleach twist on it, right? btb... theres a soulbow class? *cocks eyebrow* |
| Mindolin10-10-07, 09:03 AM | Complete Psionic, I believe. A lot of people say it sucked, but I somewhat disagree with them, mostly because I looked past the errata, and haven't read it in a while. |
| eiyu10-15-07, 04:22 PM | hello everyone, just letting you all know that i nearly hav version 1 of the soul reaper class nearly finished. should be posted by the end of the week, maybe couple days later if any. |
| Prime3211-07-07, 01:40 PM | Someone needs to make a Quincy variant for the ranger class. |
| eiyu11-12-07, 05:04 PM | Finally! The first version of the Bleach Soul Reaper/Shinigami D&D class is posted! Hope you like it. If you see any problems, or have any other comments, feel free to voice your opinion. This is as I said the first version because I expect (though don't hope) to have to make some changes. Soul Reaper (Shinigami) Game Rule Information Abilities: Charisma is highly important to the soul reaper’s abilities. Soul Reaper’s bonus power points are calculated via Charisma and many abilities related to zanpaku-to require Charisma as well. Strength and Dexterity help as well just as it would any other combat oriented class. Alignment: Any non-evil. Hit Dice: d8 Class Skills The soul reaper’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Knowledge (spirits) (Int), Knowledge (the planes) (Int), Listen (Wis), Psicraft (Int), and Sense Motive (Wis). Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int modifier Level Base Atk Bonus Fort Save Ref Save Will Save Special Power Points Powers Known Maximum Power Level 1 +0 +2 +0 +2 Spirit sight, zanpaku-to 0 1 1st 2 +1 +3 +0 +3 Bonus feat, evasion 1 2 1st 3 +2 +3 +1 +3 Sense reiatsu 2 3 1st 4 +3 +4 +1 +4 Uncanny dodge 3 4 1st 5 +3 +4 +1 +4 4 5 2nd 6 +4 +5 +2 +5 Armor of will, bonus feat, shikai 5 6 2nd 7 +5 +5 +2 +5 Spiritual health 6 7 2nd 8 +6/+1 +6 +2 +6 8 8 3rd 9 +6/+1 +6 +3 +6 Improved evasion 10 9 3rd 10 +7/+2 +7 +3 +7 Bonus feat 12 10 3rd 11 +8/+3 +7 +3 +7 15 11 3rd 12 +9/+4 +8 +4 +8 19 12 4th 13 +9/+4 +8 +4 +8 Flash step 24 13 4th 14 +10/+5 +9 +4 +9 Bankai, bonus feat 30 14 4th 15 +11/+6/+1 +9 +5 +9 37 15 5th 16 +12/+7/+2 +10 +5 +10 47 16 5th 17 +12/+7/+2 +10 +5 +10 58 17 5th 18 +13/+8/+3 +11 +6 +11 Bonus feat 73 18 5th 19 +14/+9/+4 +11 +6 +11 91 19 6th 20 +15/+10/+5 +12 +6 +12 114 20 6th Class Features Power Points/Day: A soul reaper’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Soul Reaper. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level soul reaper gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points. Powers Known: A soul reaper begins play knowing one soul reaper power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power. Choose the powers known from the soul reaper power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a soul reaper to learn powers from the lists of other classes.) A soul reaper can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a soul reaper can manifest in a day is limited only by his daily power points. A soul reaper simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against psychic warrior powers is 10 + the power’s level + the soul reaper’s Charisma modifier. Maximum Power Level Known: A soul reaper begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers. To learn or manifest a power, a soul reaper must have a Charisma score of at least 10 + the power’s level. Weapon and Armor Proficiencies: Soul Reapers are proficient with all simple weapons and the katana. They are not proficient with any form of armor or with shields. Spirit Sight (Su): A soul reaper of 1st level and above can see ethereal creatures (including spirits) as easily as he sees material creatures and objects. The soul reaper can easily distinguish between ethereal creatures and material ones, because ethereal creatures appear transparent and indistinct. Zanpaku-to (Su): Every soul reaper beginning at 1st level has the ability to manifest a zanpaku-to. The zanpaku-to is a blade formed from the power of its owner’s soul. This is similar to that of a soulknife except that a soul reaper’s blade is a material object as opposed to energy-based, this gives the zanpaku-to mass (and therefore weighs 6 lbs). The zanpaku-to is statistically identical to a katana (or a masterwork bastard sword) with the following additional abilities. A zanpaku-to is an intelligent item that shares alignment and senses, and has ability scores equal to its owner. It also has four lesser, three greater, and one dedicated power. These powers are not instantly available to the wielder and are “unlocked” only once certain conditions are met (see below). These abilities are rolled randomly from the tables on page 269 and 270 of the Dungeon Master’s Guide or selected by the DM. These abilities should not be revealed to the player until after they have been unlocked. Its special purpose is always to defeat/slay ghosts and undead. They can speak to their owner but may not communicate in any way to anyone else. The zanpaku-to begins play with a +1 enhancement bonus which increase every other level after 1st (+2 at 3rd, +3 at 5th, +4 at 7th, etc.). At each level a player may choose to “trade in” a certain number of points of enhancement bonus for an special ability from Table 8-13 in Oriental Adventures (or Table 7-14 in the Dungeon Master’s Guide). Once chosen this ability may not be changed. A player may not trade one ability for another or for points of enhancement bonus. A zanpaku-to may gain an ability or enhancement bonus through any other source (including enchantments and even a wish or miracle spell).Upon gaining any level after 1st a soul reaper may attempt to learn his weapon’s name. This requires an Charisma check with a DC of 15. If the check succeeds then the soul reaper learns his sword’s name and can use its lesser intelligent item abilities, otherwise he doesn’t learn the sword’s name and may not try again until he gains another level of this class. A zanpaku-to may not be wielded by anyone other than its owner, even another soul reaper. A zanpaku-to may not be sold, traded, stolen, or be removed in any way from within the owner’s line of sight. Any attempts to do so cause the sword to reappear in its owner’s sheath. If a zanpaku-to is destroyed (via sunder or a rust monster’s touch attack) it will reappear in its owner’s sheath within 1d3 hours. A soul reaper may attempt to summon his sword immediately in this instance by making a Concentration check equal to 20 + the zanpaku-to’s current enhancement bonus (including special ability equivalents). To dispel a zanpaku-to requires a Charisma check with a DC equal to 25 + the zanpaku-to’s owner’s class level. Evasion (Ex): A soul reaper of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can only be used if a soul reaper is wearing light armor or no armor. A helpless soul reaper (such as one who is unconscious or paralyzed) does not gain the benefits of evasion. Bonus Feat: At 2nd level, a soul reaper gets a bonus. This feat must be one of any psionic, metapsionic, or fighter feat. At every four levels after 2nd (6th, 10th, 14th, etc.) the soul reaper gains another bonus feat. The soul reaper must still meet all prerequisites of bonus feats. Sense Reiatsu (Sp): At 3rd level a soul reaper gains the ability to sense reiatsu, or spirit energy. This ability works like the detect undead spell except that it also detects spirits and psionic creatures as well. It has a radius of 90 ft. emanation. A soul reaper may also detect reiatsu that it has sensed before and recognizes (Intellegence check DC 20 – HD of creature detected) within a radius of ½ a mile. Uncanny Dodge (Ex): At 4th level, a soul reaper gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still looses his Dexterity bonus to AC if immobilized. Shikai (Su): If a soul reaper attains 6th level and has not yet learned his zanpaku-to’s name then at this level he automatically learns it, and gains this ability at 7th level instead. Shikai may be used a number of time per day equal to 3 + the soul reaper’s Charisma modifier. Shikai may be sustained for a number of minutes equal to 2 + soul reaper’s Charisma modifier. In shikai the zanpaku-to changes form into some other weapon randomly determined on Tables 8-9, 8-10, and 8-11 in Oriental Adventures (or Tables 7-10, 7-11, and 7-12 in the Dungeon Master’s Guide). A shikai weapon cannot be a ranged weapon unless it is thrown (except shuriken, darts, or the like). In shikai the zanpaku-to gains all statistics of the new weapon (except weight and damage). The soul reaper is treated as being proficient with his shikai weapon (but not with other weapons of the same kind) and as though he has Weapon Focus with that weapon if he has the feat for a katana (he does not gain it as a bonus feat though). In shikai a zanpaku-to’s greater intelligent item powers are unlocked and can now be used only when the weapon is in shikai. Armor of Will (Su): At 6th level, a soul reaper’s resolve begins to create a barrier of force between him and his opponent. A soul reaper gains a deflection bonus to his AC equal to his Charisma modifier + half his zanpaku-to’s enhancement bonus (round up). Spiritual Health (Su): At 7th level, a soul reaper’s body and the spirit realm begin to mix. The soul reaper gains immunity to all mundane diseases and a +5 inherent bonus on Fortitude saves against supernatural and magical ones (such as mummy rot and lycanthropy). Improved Evasion (Su): At 9th level, a soul reaper’s evasion ability improves. He still takes no damage on a successful Reflex saving throws against attacks such as a dragon’s breath or a fireball, but henceforth he takes only half damage on a failed save. A helpless soul reaper (such as one who is unconscious or paralyzed) does not gain the benefits of evasion. Flash Step (Su): At 13th level or higher, a soul reaper can slip into the astral plane and back and the blink of an eye. Three times per day a soul reaper may move as a free action and double his current speed. This effect lasts for five rounds. Bankai (Su): At 14th level a soul reaper may attempt to achieve bankai. This requires a series of four consecutive Charisma checks. The first checkhas a DC of 15, the second’s DC is 20, the third’s 25, and the fourth has a DC of 30. If the character makes all four checks then he has mastered his zanpaku-to and can use bankai, he does not need to make the check ever again. In bankai the zanpaku-to gains an insight bonus equal to its Charisma modifier. In bankai a soul reaper may use his swords dedicated power. He also summons an astral construct with a level equal to the soul reaper’s Charisma modifier (max 9th-level). The player chooses the abilities the construct has. Once chosen these abilities never change, even after being dismissed and summoned again. The construct is the physical embodiment of the zanpaku-to’s consciousness and tends to vaguely resemble an anthropomorphic animal that represents the soul reapers personality (such as a fox for a sly person, or a bull for a stubborn or hardy character). Bankai may be used twice per day and sustained for a number of rounds equal to 4 + the soul reaper’s Charisma modifier. Soul Reaper Power List 1st-Level: astral traveler,bite of the wolf, burst, call to mind, catfall, claws of the beast, compression, conceal thoughts, crystal shard, daze, psionic daze,elfsight, empty mind, float, force screen, grip of iron, hammer, inertial armor, know direction and location, metaphysical claw, mind thrust, defensive precognition, offensive precognition, prevenom, stomp, thicken skin, vigor 2nd-Level: bestow power, body adjustment, body purification, concussion blast, psionic darkvision, detect hostile intent, ego whip, specified energy adaptation, energy push, energy missile, feat leech, inflict pain, psionic levitate, painful strike, prowess, strength of my enemy, swarm of crystals, thought shield, wallwalker 3rd-Level: claws of the vampire, danger sense, psionic darkvision, dimension slide, dismiss ectoplasm, duodimensional claw, energy bolt, energy retort, eradicate invisibility, evade burst, psionic keen edge, psionic blast, touchsight, vampiric blade 4th-Level: claw of energy, correspond, death urge, immovability, inertial barrier, power leech, psychic vampire, wall of ectoplasm, weapon of energy 5th-Level: adapt body, power resistance, psychic crush, oak body, tower of iron will 6th-Level: psionic banishment, dispelling buffer, form of doom, suspend life |