Shinigami (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
SeijiTataki

04-08-07, 02:17 AM
The following is my first attempt at creating a Prestige class. (Or, for that matter, my first 'serious' attempt at creating a class, at all.) The majority of this class was made on-the-fly, after a binge session of watching the anime where this class concept originates (Bleach). Comments about anime classes, aside, I want to see what works, what doesn't work, and what might work better 'if ...'. So here it is, for you to look at, poke, prod, and break.

Tell me what you dislike, what you like, and what needs going. Note, this class is actual only about 90% complete - the section on creating a zanpakutō, both in it's sealed, shinkai and bankai forms, is incomplete currently. This part is fairly delicate, and the bulk of which is revolving around creating a generic table of abilities and effects to select from to streamline the process. Until the raw class itself is completed, I have reservations about creating a whole new class. It should be noted, however, that the zanpakutō would potentially be able to compensate through force or tricks and abilities what other aspects of this class are lacking.

Shinigami
When one dies, their Spirit is released unto the world, and must find its’ way to a peaceful rest in the afterlife. Those who are charged with maintaining this progression from life to after life are known as the Shinigami, the Gods of Death.
While they were once humans in life, Shinigami stand apart from the normal souls of the afterlife through their possession of heightened spiritual powers and awareness. This awareness can be slight or overwhelming, but it is the very fact of having this potential that allows a spirit to undergo the training to become a Shinigami.
As well as being able to usher passing spirits, the Shinigami are expected to fight off demons and corrupted human spirits, known as Hollows, in order to maintain the flow of the natural death cycle. While training to become Shinigami a soul gains knowledge in using Demonic Magic in addition to physical combat training.
Most prominent of all the abilities granted to a Shinigami is that of their zanpakutō, a special spiritually enhanced sword which allows them to combat and purify lost souls, the Hollows. Each zanpakutō is unique and irreplaceable, and comes with it amazing powers and abilities that are unrivaled by any traditional magic.
Adventures: A Shinigami is a keeper of the peace. They traverse freely through their home in the afterlife, known as Soul Society, but are fiercely forbidden to be allowed to wander in the living world. A Shinigami who ventures out in the real world does so as an outcast or criminal, or is under orders.
Legitimate reasons for a Shinigami to be present in the living world vary, but generally are involved in maintaining spiritual peace. This includes training from the academy, dealing with Hollows or other demonic entities, or overseeing an area of high threat potential.
Characteristics: As in life, so too are the Shinigami vastly varying in characteristics and personalities in their death. Origin of spirits who find themselves in Soul Society come from all walks of the mortal coil, and as result, are wildly different in their mannerisms.
A Shinigami has no unifying personality trait, no unifying origin and no unifying look. Outside of a standardized uniform, a Shinigami can be of any ethnicity, time period, age, gender or type. Though the Shinigami are expected to keep the peace, their actual reasons for doing so are never entirely benevolent. Many Shinigami, including their highest ranking officers and commanders, are cruel and merciless people, while many others are gentle and kind caring souls.
Alignment: A Shinigami must be of any neutral or good alignment. Any Shinigami who drops to an evil alignment may no longer gain levels in Shinigami until they raise their alignment. Self or inflicted banishment from Soul Society does not immediately cause alignment loss, but purposely attacking a human or spirit without justification is an immediate jump to Evil alignment.
Religion: Shinigami tend to no longer be religious in their afterlife. However, it is not uncommon for some spirits to hold some personal significance to religions of their former lives. While Religion is not a barrier to becoming or staying a Shinigami, religions which may conflict with the tenants of the Shinigami life will most certainly prevent a soul from properly training to become a full Shinigami.
Background: The Shinigami as a group is an army, and as such, has strict regimental structure and command. Ruling over the Soul Society from Seireitei, a large castle complex which sits in the dead center of Soul Society, the bulk of Shinigami are part of the Gotei 13, an army divided into 13 divisions, broken up with a commanding Captain supported by a Lieutenant and a seat of 18 other officer positions. A Single Commander-General oversees the 13 divisions, and holds the position of 1st Division Commander.
Additionally, certain Shinigami may also find themselves in the employ of the Special Forces, also known as the Secret Mobile Unit or Covert Ops. The Special Forces have their own unique divisional structure, but it remains shrouded heavily in mystery to outsiders.
The Gotei 13 and the Secret Mobile Unit all follow the orders of the Central 46, a Chamber of Judiciary and Legislative members which oversee the day to day operations of Seireitei. Governing over the entirety of Soul Society is a royal family – however, the Royal family keeps itself free of the affairs of Seireitei, instead living in a separate dimensional space located in the dead center of Soul Society.
Races: Shinigami are mostly human. However, it is not unheard of for non-human humanoid species to become Shinigami.
Other Classes: Shinigami suffer no penalties for cross-classing, and may cross-class freely with any other class provided that they would normally qualify for gaining levels in another class.

Game Rule Information
Shinigami have the following game statistics.
Abilities: All spiritual entities have Reiatsu, which is their spiritual aura. The Reiatsu, in turn, is representative of their awareness of the spiritual world, and influences their strength in spiritual abilities and the power of their magical abilities, or Kidō. Reiatsu is tied directly to one’s Wisdom, and therefore having a higher Wisdom will greatly benefit a Shinigami’s abilities.
Zanjutsu, the method of combat using one’s zanpakutō, is a combat technique. This skill is tied directly to one’s strength. A Shinigami who wishes to have a high combat prowess would do well to have a high level of strength.
Alignment: Any Neutral or Good
Hit Die: d8

Entry Requirements
Base Attack Bonus: +2
Weapon Proficiency: Must be proficient with simple weapons.
Special: The candidate must either have died, and been sent to the spirit world, or have a high enough spiritual awareness to become aware of the spirit world (Wisdom of 18 or greater). Shinigami who have not yet died require the aid of a Shinigami (generally illegal and unknown by Soul Society) to begin their training.

Class Skills
The Shinigami’s class skills (and the key abilities for each skill) are Reiatsu (Wis), Kidō (Wis), and Zanjutsu (Str).

Skill Points at 1st Level: (6 + Int. Modifier) x 4
Skill Points at Each Additional Level: 6 + Int. Modifier

Class Features
All the following are class features of the Shinigami.
Weapon and Armor Proficiency: The Shinigami is proficient with simple weapons, but not armor. Because of the spiritual nature of Shinigami, their relative appearance is superficial at best. Their looks and appearances are based on personal preference, and any armor they wear generally has no actual substance. In spirit form, Shinigami are almost always in a standard uniform called a shihakushō, which consists of a white undershirt and a black kimono and hakama pants. Note that while armor check penalties do not apply to a Shinigami while in spirit form, any Shinigami which finds itself in a physical form for whatever reason suffers penalty for armor heavier than leather that applies to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

Reiatsu: Reiatsu is a tangible representation of a living or magical being’s spiritual power. Reiatsu represents the energy available to a Shinigami, and also provides a Shinigami with a passive set of bonuses as a side effect of their spiritual prowess. Each rank of Reiatsu grants the Shinigami 1 AC, but only when in spirit form. A Shinigami may apply his Wisdom bonus directly to damage rolls done by his zanpakutō a number of times per day equivalent to his current Reiatsu level, once per attack.

Kidō: Also known as Demon Magic, Kidō is the Shinigami’s equivalent to spell casting. Rather than summoning primal forces or working traditional magic, Kidō works by focusing a Shinigami’s Reiatsu through use of a verbal incantation. Not all Kidō have verbal components, but all Kidō are cast from the hand as the spell’s point of origin. Casting a Kidō is a full round action that provokes an attack of opportunity. Spells with verbal components can be cast as a move-equivalent action for twice the cost. A Shinigami gets a number of ‘free’ Kidō slots equivalent to their Kidō level per day. A Shinigami may attempt to cast additional Kidō at a cost of one wound point her casting.

Zanjutsu: Zanjutsu represents a Shinigami’s physical combat abilities. Their relative levels in Zanjutsu have an effect on their ability to learn and perform certain techniques, as well as granting an enhancement bonus to his zanpakutō equivalent to half Zanjutsu level (rounded down).

Zanpakutō: Starting from first level, a Shinigami gains access to his zanpakutō. The zanpakutō is considered a simple weapon which may be used either two-handed or one-handed. Both versions of the zanpakutō permanently have the Defending and Ghost Touch traits. A two-handed zanpakutō deals 2d4/x3 slashing damage, while a one-handed zanpakutō deals 1d10/18-20 x2 slashing damage. In rare occurrences, a Shinigami may gain two one-handed zanpakutō. Normal penalties and abilities which affect this off-hand weapon apply. Zanpakutō may not be further enchanted. Additionally, a zanpakutō does not get destroyed under most circumstances. A damaged zanpakutō will regenerate over time, preventing the Shinigami from ever truly losing their weapon. However, a zanpakutō which had had its blade completely destroyed, either vaporized or displaced in another plane of existence, can not regenerate this damage, rendering the blade useless, and the Shinigami defenseless.

Zanpakutō (Shikai): As a Shinigami progresses in his training, he becomes much stronger and gradually more spiritually aware. The first step in advancing a Shinigami’s powers to true Death God status is the unlocking of their zanpakutō’s ‘shikai’. While already inherently powerful, a zanpakutō in its original state is nothing more than a mere sword. Advancing to Shikai greatly increases the damage and power of the zanpakutō, as well as unlocking a special power which is generally unique to the user. A Shinigami earns the right to unlock their Shikai zanpakutō when they have learned the true name of their zanpakutō’s spirit. Each zanpakutō has an inhabiting spirit, which represents the will of the weapon itself. Calling out the name of the zanpakutō spirit transforms the weapon from its ‘sealed’ state to its Shikai state. ‘Sealing’ a sword is a move-equivalent action which provokes an attack of opportunity, while calling out a zanpakutō’s name to unleash its’ Shikai is a move-equivalent action which does not.

Zanpakutō (Bankai): Where the Shikai represents a step forward above a standard zanpakutō, the Bankai represents ten steps forward. Bankai vary in looks and abilities as radically as a Shikai does from a sealed zanpakutō. A Shinigami accesses their Bankai zanpakutō form when they have defeated their zanpakutō spirit in trial. Changing between Shikai and Bankai is a full round action that provokes an attack of opportunity.

Table – The Shinigami

Level B.A.B Fort Ref Will Special
1 +1 +0 +0 +2 Zanpakutō, Spirit Form, Combat Art, Spirit Sense
2 +2 +0 +1 +3 Combat Art
3 +3 +1 +1 +3 Combat Art, Bonus Feat
4 +4 +1 +2 +4 Combat Art
5 +5 +1 +2 +4 Zanpakutō (Shikai), Combat Art
6 +6 +2 +3 +5 Combat Art
7 +7 +2 +3 +5 Combat Art, Bonus Feat
8 +8 +2 +4 +6 Combat Art
9 +9 +3 +4 +6 Zanpakutō (Bankai), Combat Art
10 +10 +3 +5 +7 Combat Art


Spirit Form: A Shinigami is always in Spirit Form unless inhabiting a corporeal being. This can either be their living body (in the case of a non-dead Shinigami), a possessed being, or an artificial body (known as a gigai). A Shinigami may enter or exit any corporeal entity as a move-equivalent action, provoking an attack of opportunity. Attempting to possess an intelligent being requires a Will check on the part of the intended target, opposing a DC equivalent to half the Shinigami’s Reiatsu level. An inhabited being may attempt this check again once every other turn in an attempt to oust the controlling Shinigami. While in Spirit form, the Shinigami is treated as though he were ethereal, with the exception that he is unable to pass unhindered through objects.

Spirit Sense: A Shinigami is spiritually attuned, and as such, is able to sense spirits and ethereal beings. A Shinigami will automatically sense any being with a Reiatsu higher than 5, allows him to see and combat any such being regardless of lightning or the Shinigami’s own ability to see. Any being with Reiatsu may purposely suppress their Reiatsu to level 4 or below in order to escape Spirit Sense – but doing so causes any benefits from the Reiatsu skill to apply equivalent to the suppressed level. Spirit Sense allows a Shinigami to see beings that are in the ethereal plane.

Combat Arts
Rather than gaining individual additional skills and abilities as they progress, a Shinigami is able to hone his skills into specific abilities, creating a style of combat completely unique to his individual styles and choices.

Combat Arts that may be chosen are as follows:

Shunpo
Requirements: Zanjutsu 20, Reiatsu 10
Re-trainable: No
Also known as Flash Step, Shunpo is a combat technique which allows the users to move nearly instantaneously from one location to another. While not entirely uncommon among Shinigami, true mastery of Shunpo is something that is incredibly hard to come by. Shunpo is a move-equivalent action that moves a Shinigami to any legal location within his normal movement range. Shunpo may be executed twice in succession, and using Shunpo to enter or exit melee combat does not provoke an attack of opportunity. A Shinigami may use Shunpo a number of times per day equivalent to half his Reiatsu level (rounded down).

Reiatsu Training
Requirements: Reiatsu 4
Re-trainable: Yes
With focus, dedication and training, a Shinigami may increase his Reiatsu, raising his spiritual power and awareness. The first time a Shinigami gains Reiatsu training, he gains a +2 bonus to his Reiatsu skill. Further Reiatsu Training confers only an additional +1 bonus.

Reiatsu Charge
Requirements: Reiatsu 15
Re-trainable: No
As a move-equivalent action (provoking an attack of opportunity) a Shinigami may focus his Reiatsu and gather additional spiritual energy from his surroundings. Reiatsu charge doubles the Shinigami’s effective Reiatsu level, decaying at a rate of 1 point of Reiatsu per round until it stabilizes to his original Reiatsu level. Reiatsu Charge may not be used while under the effect of a Reiatsu Charge, and may only be used a number of times per day equivalent to the Shinigami’s levels in Shinigami. While active, the Shinigami creates a Reiatsu aura which generates light in a 30-foot radius.

Deadly Reiatsu
Requirements: Reiatsu 25
Re-trainable: No
A focusing of a Shinigami’s Reiatsu within a 50-foot radius, with the intent to disable or kill enemies, Deadly Reiatsu may be attempted any number of times per day, but the Shinigami is unable to attack or use abilities while maintaining the effect. Enemies caught inside the area of effect must make a Will save opposing the Shinigami’s level of Reiatsu. A natural 20 will negate the effect of Deadly Reiatsu. Depending on the degree of failure, Deadly Reiatsu has the following effects:
• 5 or less: Effected character loses 10 speed.
• 6-10: Effected character loses half their speed.
• 11-15: Effected character flees in terror at half speed.
• 16-20: Effected character is disabled and may not act.
• 21+: Effected character is disabled, taking d4 damage for each they remain under the effect of Deadly Reiatsu.
Deadly Reiatsu is canceled when the Shinigami willing chooses so, does any action other than moving, talking or simple interaction, or is dealt damage. Any character under the effect of Deadly Reiatsu may make another attempt to break free from Deadly Reiatsu once per turn.

Unarmed Combat
Requirements: Zanjutsu 1, Reiatsu 5
Re-trainable: Yes
The Secret Mobile Unit has the unique distinction in that it is a group of Shinigami who excel at unarmed and melee combat as opposed to their zanpakutō. Training in the Unarmed Combat art grants the Shinigami the Weapon Proficiency (Unarmed) feat, and allows the Shinigami to use their zanpakutō’s ghost touch ability while fighting unarmed. Additional ranks in Unarmed Combat grant a +1 bonus to all attack rolls made while fighting unarmed.

Unarmed Expert
Requirements: Unarmed Combat 3
Re-trainable: No
Unarmed Expert grants the Shinigami a +2 bonus to all attack rolls made while fighting unarmed. Additionally, the Shinigami gains his zanpakutō’s Defender trait Zanjutsu bonus while fighting unarmed.

Shunko
Requirements: Unarmed Expert, Reiatsu 20
Re-trainable: No
Shunko, also known as the Flash Release, is a combination Reiatsu and melee attack, which involves focusing one’s spiritual energy in such a way that it greatly enhances one’s fighting ability. Shunko can be maintained indefinitely, and is activated/deactivated as a move-equivalent action that does not provoke an attack of opportunity. While under the effects of Shunko, the Shinigami’s unarmed attack is upgraded to doing 2d8 damage, and gains bonus damage equivalent to his Wisdom bonus. A Shinigami using Shunko may not use his zanpakutō or Kidō abilities.

Zanjutsu Training
Requirements: Zanjutsu 4
Re-trainable: Yes
A Shinigami can choose to dedicate himself to training his sword arts, and as a result, gains unparalleled skill in using his zanpakutō. Zanjutsu Training grants a +2 bonus to a Shinigami’s Zanjutsu skill and each subsequent Zanjutsu Training learned increases this bonus by an additional +1.

Zanjutsu Mastery
Requirements: Zanjutsu Training 5
Re-Trainable: No
Zanjutsu Mastery grants the Shinigami +2 to all attack rolls made while using their zanpakutō, in any form.

Reiatsu Empowered
Requirements: Zanjutsu Mastery, Reiatsu 25
Re-Trainable: No
Masters of Zanjutsu have unparalleled ability to the point that specialization in their Reiatsu or Kidō skills are unlikely if not impossible. Rather than letting their tremendous spiritual power go to waste, a Shinigami may instead learn to give their weapons the Reiatsu Empowered feat. Reiatsu Empowered permanently grants the Shinigami’s zanpakutō a damage bonus equivalent to their Wisdom bonus. Additional, once per day the Shinigami may attempt to make an Empowered Strike. If the strike is successful, the Shinigami deals damage equivalent to their zanpakutō’s damage plus their Reiatsu level minus the target’s AC or Reiatsu level, whichever is highest.

Kidō Training
Requirements: Kidō 3
Re-trainable: Yes
Kidō is a delicate art, and careful training can turn these spells into ones of unparalleled power. Kidō Training grants a +2 bonus to a Shinigami’s Kidō skill. Additional Kidō Training confers a +1 bonus.

Kidō Specialist
Requirements: Kidō Training 4, Reiatsu 15
Re-Trainable: No
A Kidō specialist gets an additional number of Kidō slots equivalent to half their Reiatsu level (rounded down).

Kidō Mastery
Requirements: Kidō Specialist, Kidō 30
Re-Trainable: No
Kidō Mastery removes the penalty of wound damage associated with casting additional Kidō spells, effectively giving a Shinigami an unlimited number of Kidō casts.

Spirit Training
Requirements: Wisdom 15
Re-Trainable: Yes
Each rank of Spirit Training increases the Shinigami’s wisdom by 1.

Combat Training
Requirements: Strength 15
Re-Trainable: Yes
Each rank of Combat Training increases the Shinigami’s strength by 1.


Kidō – Demonic Magic
Shinigami work their ‘magic’ by chanting an incantation or focusing their Reiatsu, and channeling it to produce an intended effect. Kidō with verbal components are always more powerful when the full incantation is spoken, but casting a verbal Kidō is a full round action that provokes an attack of opportunity. As a result, many Shinigami use the non-verbal alternative to their Kidō. A non-verbal Kidō costs twice the number of ‘spell’ slots of their verbal counterparts, but gain the advantage of being a move-equivalentaction which does not provoke an attack of opportunity. The spell level of a Shinigami’s Kidō is equivalent to their Kidō skill level.

Binding Spells
Restrain
Kidō level: 1
Verbal: None
Restrain forces the target’s arms behind their back, binding them in place and preventing them from using their hands/arms. A successful Will saving throw against the spell’s level negates the effect.

Crawling Rope
Kidō level: 3
Verbal: None
A magical energy rope which attempts to bind the target’s arms, preventing the use of their arms and hands. The effect is similar to Restrain except it can be resisted with a Reflex Save against the spell’s level. While under the effects of Crawling Rope, the effected can attempt a Strength Check against the spell’s level to break the effect.

Geiki
Kidō level: 10
Verbal: Disintegrate, you black dog of Rondanini! Look upon yourself with horror and then claw out your own throat!
The Shinigami unleashes a blast of red energy which engulfs the target, paralyzing them for d6 turns, preventing any action.

Summoning of the Tracking Sparrows
Kidō level: 8
Verbal: Heart of the south, eye of the north, finger of the west, foot of the east, arrive with the wind and depart with the rain.
This is a tracking Kidō which allows a Shinigami to track any spirit, ethereal or being with a Reiatsu level of 1 or higher. The range is effectively unlimited, but limited to only one plane of existence at a time.

Six Rods Prison of Light
Kidō level: 15
Verbal: Carriage of thunder. Bridge of a spinning wheel. With light, divide this into six
Target is retrained by six rods of holy energy which encase the target’s midsection. This holds the target in place, preventing any physical movement, but does not prevent spell casting or attacking or defending.

Quintet of 1 Kan Iron Pillars
Kidō level: 15
Verbal: Walls of ironsand, a priestly pagoda, glowing ironclad fireflies. Standing upright, silent to the end.
This spells surrounds the target in a cage composing of five thick pillars, preventing them from escaping. The pillars can be destroyed, having 20 hit points each, or escaped by magical means. One can not pass between the bars, and it is impossible to escape by moving vertically through most traditional means.

Heavenly Rickshaws in Silken Air
Kidō level: 20
Verbal: Black and white net. Twenty-two bridges, sixty-six crowns and belts. Footprints, distant thunder, sharp peak, engulfing land, hidden in the night, sea of clouds, blue line. Form a circle and fly through the heavens.
Special: Additionally, the Shinigami must have some method of marking their arms with symbols, one symbol for each person. These markings are animated by the spell and used to transmit the message.
This spell allows the Shinigami to transmit messages to anyone located within Soul Society.

Seal
Kidō level: 20
Verbal: None
This spells binds the arms of a target with spiritual fabric and iron shafts. The effect is similar to Restrain except it can be resisted with a Reflex Save against the spell’s level. While under the effects of Seal, the effected can attempt a Strength Check against the spell’s level to break the effect.

Greater Seal
Kidō level: 30
Verbal:
(1st) Halting fabric
(2nd) Hundred linked bolts
(3rd ) Great seal of 10,000 forbidding
Special: This spell is broken up into three verbal components, each activating a different spell effect. The three spells are not autonomous, and for second and third incantations to have effect, the first incantation must be in effect.
1st: This spell covers a target from head to toe with spiritual fabric, paralyzing them. The effect is similar to Geiki except it can be resisted with a Reflex Save against the spell’s level. While under the effects of Greater Seal, the effected can attempt a Strength Check against the spell’s level to break the effect.
2nd: If affected by the first stage of Greater Seal, the second incantation thrusts a number of metal blades into the target’s body, dealing 2d6 piercing damage.
3rd: If the third incantation for Greater Seal is spoken, the spell ends with the target being smashed by a massive metallic cube, dealing 2d10 crushing damage.

Destruction Spells
White Lightning
Kidō level: 6
Verbal: None
This spell fires a bolt of lightning from the caster’s fingertips, dealing 2d6 damage.

Shot of Red Fire
Kidō level: 7
Verbal: Ye Lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, The sea barrier surges, March on to the south!
This spell fires off a ball of red energy, dealing 1d6 damage to the target. Every 10 levels of Kidō skill adds another d6 to the damage, doing up to 3d6 damage.

Blue Fire, Crash Down
Kidō level: 10
Verbal: Ye Lord! Mask of flesh and bone, all creation, flutter of wings, ye who bears the name of Man! Truth and temperance, Upon this sinless wall of dreams unleash but slightly the wrath of your claws!
A surge of spiritual energy which strikes everything within 5-feet of its flight path to the intended target, dealing 2d4 damage. Every 10 levels of Kidō skill adds an addition d4 to the damage, doing up to 4d4 per target.

Waste Flame
Kidō level: 10
Verbal: None
Ignites the target in magical flames, dealing 1d4 damage every round for 2d6 rounds.

Thunder Roar Cannon
Kidō level: 25
Verbal: Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle!
A surge of yellow energy which deals damage equivalent to the Shinigami’s Kidō level minus their target’s Reiatsu level or Armor class (whichever is higher).

Twin Lotus Blue Fire, Crash Down
Kidō level: 30
Verbal: 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.
This spell mimics Blue Fire, Crash Down, except that now deals 2d8 damage base, and only upgrades to 3d8 damage.

Black Coffin
Kidō level: 35
Verbal: None
An extremely deadly high level spell, which entombs the target in a coffin made of black energy. The target is allowed an attempt to escape by making a Strength check against the Spell level, before they are impaled by spears of energy, dealing 3d10 piercing damage.

Unspecified Spells
White Crawl
Kidō level: 10
Verbal: None
This spell disperses spiritual energy within a 20 foot radius around the Shinigami. This causes living and spiritual beings to pass out (resisted by a Will save against the spell’s level), and destroy objects made of soul energy (such as the buildings in Soul Society). Additionally, energy beings, ghosts and Shinigami in Spirit Form suffer 1d4 damage as a result of the effect. The Shinigami casting this ability is immune to these effects.

Mirror Door
Kidō level: 10
Verbal: None
Seals the doorways of a room with a glass-like barrier. The barrier has only 15 hit points and 0 AC, but all damage dealt to the barrier is reduced to 1damage from damage sources located outside of the protected room. The barrier makes the walls, floor and ceiling of the room impassable under any circumstance, and ignores damage less than 8. However, attacks done to the barrier from the inside of the room do double damage.
Karzach

04-08-07, 02:34 AM
I haven't finished reading this through, but off hand there really isn't any such thing as a "half-round" action. You have your choice of swift, free, immediate, standard, or move-equivalent, the last one probably being close to what you were looking for. More comments as I finish reading.

You might want to consider dumping Reiatsu as a skill, and make it an ability that increases with your Hit Dice. That way you can convert it over to other ethereal creatures and spirit type creatures at your DMs discretion, which will add some more versatility to the ability.

For the Kido spells, you might want to try and dig through the already available spells in the PHB. Some of them are similar enough to be worth considering, though a direct port isn't always available.

When it comes to BAB and Saving throws, its best to simply stick with the standards in the PHB. In this case, as fighter, and Good/Poor. If you really DO want a "Mediocre" saving throw though, you can steal from the Swashbuckler, who gains a class feature called Grace, that adds a bonus on his reflex saving throws. That caps at +3, but you can figure out whatever number would be appropriate.

Little hint on making a tables, if you have access to it, open up Microsoft Word (or some equivalent that allows you to make Tables), create 5 columns and 12 rows (for a 10 level PrC). Merge the cells of the top row into one, and use that as the Label, then next row should be used as Labels (Level, BAB, Fort, Ref, Will, Special) then fill in the blanks as appropriate. Keep the columns as small as possible (with the exception of the Special Column). Once your done filling the table, create code tags, then copy&paste the table into it. For me at least it keeps the spacing format and makes it nice and easy to read.
SeijiTataki

04-08-07, 03:29 AM
The whole 'half-round' phrase is a sort of bad habit of mine as a result of the DM with whom I had learned to use D20. The phrase was coined as a more convenient way to explain it, and was up there with common things like "It's not a D2, it's a *COIN*." But, I digress.... rules edited to adjust for that accordingly.

As for the Reiatsu changes, that could be a possibility, though, to be honest, I personally am not entirely sure how to go about doing something like that in the direction I was going to try to bring it. In the sense that I was aiming to make the class customize-able to an extent that it could almost give way to a set of sub-classes within a class, to allow for player preference. Trying to remain somewhat faithful to the inspiring source, Shinigami varied greatly in individual personality which in turn had a tremendous impact on their power, progression of power, and abilities. I suppose attempting to mimic that might be a bit too lofty?

This attempt to stay close to canon was the intent of the Kidō spells and abilities - though, I might have to investigate some other spells and perhaps remodel them. I can think of a couple off hand that might work, and with some retooling might end up working vastly better than what already is available.

As for BAB and Saving Throws.. that's entirely a possibility. But I'm a bit curious as to, at least on a 'on paper' sense, whether or not the Saves and BAB as they are set up work, or seem under or overly powered. Creating off a base might work, but at the same time, I think it loses some of the sense of individual flavor to a whole other class.

The input is appreciated, and I'm hopefully looking for more advice from others on further refining the concept.
Karzach

04-08-07, 03:41 AM
The Reiatsu change I suggested doesn't really change much, beyond the fact that the cap at 20 is no longer 23, but 20. What I meant is that your Reiatsu is = to your Character level. That doesn't change a whole lot (though requirements on your abilities might need to be adjusted up or down appropriately).

Thanks on the table, that's easier to read. For the BAB, however, you don't need to add the additional attacks on there, not for prestige classes. You would actually gain your second attack, assuming you took this PrC at the minimum level, 3rd level, not 6th (3rd Shinigami that is, not character level).

The other problem with a BAB of +11 at 10th level, if your base class was, say Fighter, your BAB at 20th level would be 21...meaning your attacks would look like +21/+16/+11/+6/+1, for a total of 5 attacks, rather than the usual 4.

In a general sense, the BAB doesn't matter how it advances I suppose, but its easier simply to follow the patterns provided in the PHB. Helps make things look uniform and tidy.
Flay Crimsonwind

04-08-07, 03:51 AM
Very well done; this is the most balanced and accurate representation of any Bleach Class I've seen thus far. And I've seen every damned one of them. Whilst I'm not sure a Shinigami is a Prestige class at first thought, the rate at which they gain powers indicates either this or a gish build, so I commend you on that thought; I like it.

I've been told, as I only really watch the show, that the television series differs greatly from the manga; if so, which are you going by for the demon arts? Just a point of interest. And I like the three additional skills to determine the special abilities one can obtain; mind if I borrow the idea for a project of mine? I'll credit you for it, if allowed. Though I have one question, which I may have overread; in the list of combat skills, it says some are re-trainable or not re-trainable, and I cannot figure out what this means.....

And lol, that's one crazy BaB there. Not a bad thing, but Iono how overpowering it might be to a combat heavy class; definetly find some trusted opinion on this.
SeijiTataki

04-08-07, 04:03 AM
Upon further retrospect, I did adjust the Base-attack-bonus slightly. I had completely overlooked the fact that at maximum potential use a base class, that it would push the bonus over 20. That was totally unintended, and was mostly a slip-up on my part for poor math. Adjusted - but the intent is still the represent a very physical combat heavy class.

As for the question of Demon Arts - I was leaning heavier toward a Manga influence, but as I have only read part-way through, myself, versus watching the full progression of the Anime thus far, I can't say that my influences on them aren't entirely unbiased to lean toward the anime. So, at best, one could say that I was trying to reach a safe compromise between the two.

The progress of three skills to determine the progression of gained abilities - not at all a problem. Feel free to take it, as I wouldn't entirely call it a new concept (but perhaps new to the concept of creating classes? I can't say i've researched much in the matter.)

As for trainable versus re-trainable, it's just a convenient way of cataloging skills which can be picked up multiple times. Shunpo/Flash Step is a single ability. You learn it once, and learning it again is impossible (as it provides no additional benefit). Reiatsu training can be picked up multiple times, so it is marked as Re-trainable. It is noted in the art itself that the first time you pick it up, you gain a +2 Reiatsu bonus, followed by a +1 bonus each time you use one of your Combat Arts to learn it again. This is used as a tiered system to open up other skills, such as Zanjutsu Mastery, which requires you to pick up the Zanjutsu Training art 5 times.

Basically, it's a convenient way for you to skim over abilities to see what can be picked up once or multiple times.
Karzach

04-08-07, 04:28 AM
In the case of the skill based abilities then, you might want to consider having the character treat them as a class skill regardless of what class he's taking at the time. As it stands, those are cross-class skills for any other class and require twice as many skill points to cap. Unless you figured that into your requirements and such already.
SeijiTataki

04-08-07, 04:47 AM
The cross-class skill 'penalty' in that case is 'as intended' - at least from a first draft perspective. From a character perspective, the associated logic with training a level in another class would indicate deviation away from the mystical and exceedingly supernatural art of the Shinigami. Making it difficult to gain further skill in the three while training in another class seems like a fairly valid progression hinderance.

If anything, it's an attempt to prevent overpowering certain abilities that are tied directly to certain skills. There's a potential gray zone of after hitting that 10th level Shinigami and hitting level 20 that could potentially break some of the skills into simply becoming too powerful.

But, this is just on a paper perspective. Testing this out once I fleshed it out and refined it down some more might prove me wrong, and call further evaluation.
Karzach

04-08-07, 01:20 PM
Ok, but what about the time he's forced to NOT train as a shinigami? as a PrC, it only has 10 levels before epic, which means as soon as that 10th level is hit...well now he can't advance as a shinigami until he picks up a combined total of 10 levels elsewhere.
ninja_bob

04-08-07, 03:02 PM
At the risk of sounding noob why are you treating spirit form as ethereal form and adding wis to ac not cha? Most things like this get to add cha as a deflection bonus to ac (or is that just incorporeal)

I’m vaguely aware of the bleach anime and I’ve said this before: if you want to RP an anime show why not use the anime RPG that’s what it was made for. As opposed to forcing together two concepts that don’t mesh all that well:

Royal feasts – dungeon delves – running through trees for dear life on account of the ****** fat *** dragon that’s flying overhead flaming up the forest behind you.

With playing around in heaven stabbing or punching (:confused:) ghosts?

I don’t think you should mix and match them. I’f you doing this then that should mean that every player is a shinigami (not rogues ninjas warlocks warmages ect) and the prerquisites are far to low for what you get +OMG to your AC for just BAB +2? That’s just plain broken.
Flay Crimsonwind

04-14-07, 05:34 PM
At the risk of sounding noob why are you treating spirit form as ethereal form and adding wis to ac not cha? Most things like this get to add cha as a deflection bonus to ac (or is that just incorporeal)

I’m vaguely aware of the bleach anime and I’ve said this before: if you want to RP an anime show why not use the anime RPG that’s what it was made for. As opposed to forcing together two concepts that don’t mesh all that well:

Royal feasts – dungeon delves – running through trees for dear life on account of the ****** fat *** dragon that’s flying overhead flaming up the forest behind you.

With playing around in heaven stabbing or punching (:confused:) ghosts?

I don’t think you should mix and match them. I’f you doing this then that should mean that every player is a shinigami (not rogues ninjas warlocks warmages ect) and the prerquisites are far to low for what you get +OMG to your AC for just BAB +2? That’s just plain broken.Um, running around heaven or hell stabbing with ghost-touched weapons seems pretty standard, especially once my group hits epic and is trying to find a way to either gain godlike powers for themselves or die epicly in the process. As far as a class is concerned, the flaor can work; it's just an ethereal ghost hunter. And there already IS a ghist hunter, so not so much out of context. Just the process differs, and a bit of flavor.

Though as far as balancing for normal games, definetly raise the BaB requirement maybe, as +2 does seem really low for any PrC.....
Xavon

04-15-07, 01:17 AM
No matter how much fluff you couch it in, an ability score prerequisite is an ability score prerequisite, and is a no-no for PrC.

Besides, how much of Bleach have you seen/read? I wouldn't say one Shinigami in ten has a Wisdom of 18. Many seem to have a Wisdom penalty.
dualweldingalltheway

07-18-07, 01:28 PM
question youve got as a required 20 Zanjutsu for shunpo and zanjutsu is related to strength but does it increase with lvlin or what?
goddessrose

07-18-07, 01:48 PM
not to be rude but i have used your layout for the shinigami in a D&D game and it is flawed just some advice this lay out plus your kido and battle art's might go well together
http://boards1.wizards.com/showthread.php?t=818702&highlight=soul+reaper
Mr_GRAVE

08-08-07, 04:50 PM
So did you edit this into the complete version or is it still the one were it wasnt complte or tweaked? if nto could you post that one... hihgly appreciate it if you could
Athaal

08-08-07, 07:10 PM
I think that all this is a nice idea however i dont feel that you have given good enough guidelines on shikai and bankai transformations. It cant just be one of those 'subject to DM's decision' ambiguous ideas. Although it is hard to classify and give guidelines on the death god's soul slayers, consider going on http://en.wikipedia.org/wiki/Zanpakut%C5%8D for further information.

good luck
Mr_GRAVE

08-08-07, 10:30 PM
May I suggest somthing in detail about actualy becoming a souldreaper. Liek how ichigo had to do all the training after he lost his first set of powers. and the negative consiquence of becomming a hollow...now that would be nice