Kyle Lee

The Soul Reaper


Interdimensional Traveler
What happens when a D&D player gets stuck in a D&D world? They break the Fourth Wall, of course! Whether or not you choose to use this in front of other characters is up to you, but the important part is you can actually do it! Work with your DM to determine if this is okay for you to play, as many will not allow it.
Skill Proficiencies:
Insight, History
Tool Proficiencies:
One type of gaming set
One of your choice
A small knife or multitool, a partial (or complete) map of a current (or relevant) location, a book (the PHB, perhaps) that you will not allow others to open, a ballpoint pen or pencil, three sheets parchment (character sheets, probably), a folded leather pouch containing the number of bills in your wallet/or bank account, your cell phone, your laptop.
Feature: Otherworldly Knowledge:
To put it simply, you can break the Fourth Wall, or Meta Game. Your character knows the innate qualities of the world, the habits and facts that hold things together. During certain situations, you may say or do things that normal, non-meta-breaking adventurers would not say or do. Situations may include things like recognizing special characters for who they are when a normal character would not recognize them, talking about the world normal characters live in as if it were a game, or even being a monk who yells “C-C-C-Combo!” when using Flurry of Blows. If your allowed, you may consult the DM when you think something is important or curious. Breaking the Fourth Wall is a delicate art, and if practiced too often can lead to rocks falling and everybody dying. You know this, and use your knowledge sparingly (but not too sparingly). Work with your DM to create points that you may use your powers (without pissing them off). In this case you know and understand anime and can make insights as such. You hear the background music/theme music that plays, you watch the intro sequence, you can travel somewhere via montage or by cutting away from one scene to another. However you do not have any control over this whatsoever, you are simply aware of it.

Personality Trait:
I come across as condescending at times, as though I think I’m a god.

Everybody is capable of doing anything. (Any)

I never want to go home! This is AWESOME!

I’m not willing to do anything I wouldn’t do in “real” life

Vizard Shinigami
Vizard Shinigami are Death Gods who have died and came back to life through magical means. When a Shinigami (or Soul Reaper) dies, sometimes he encounters the dark side of himself which he has to deal with. While most Shinigamis fail to do so when something as rare as that happens and their dark side consumes them making them frightful undead themselves, those who are able to control their dark side and come back from the dead gain the ability to tap into their “evil” self gaining certain advantages in battle that in some cases foes might find overwhelming.
Becoming a Vizard Shinigami

Not every Shinigami may qualify as a Vizard Shinigami. A shinigami must go through the process of death, and fight their ‘Hollowed’ self. Even if they do qualify, this may not be a good thing, as many Shinigami that have gone down this path have lost themselves to their darkness and were put down.
Hit Die: d12
Class Skills:
Choose four from
Acrobatics, Athletics, Stealth, Persuasion, Intimidate, Religion, Arcana, Intimidate, Survival, Investigation
Weapon and Armor Proficiency:
A shinigami is proficient with all simple and martial weapons, the bastard sword (katana), and with light armor and no shields.

Class Features
Focus Mind (Ex):
A Vizard Shinigami of 1st level can focus his mind in order to suppress his sinister sides desires and maintain control over himself when using his Vizard Mask ability. A Vizard Shinigami gains 1 sacred bonus to his Wis save at level 1 and this bonus increases every three levels by 1 (2 at 4th, +3 at 7th and +4 at 10th level).

Vizard Mask (Su):
A Vizard Shinigami’s sign is his mask. All Vizard Shinigami take strength from a mask that is bound to their soul and represents the darkest side of themselves aiding them in combat. As a Vizard Shinigami advances in levels he becomes more dominant over the dark side of himself or vise versa if his alignment is evil. A mask appears on the Vizard Shinigami’s face appearing like the front side of a human skull most of the time. The Vizard Shinigami is not able to fully control his dark side thus he has a 25% chance of his dark side gaining control and get him in a state of frenzy (A successful DC 10 + Vizard Shinigami class level Wis save negates the frenzy* effect).
Vizard Mask (least):
A Vizard Shinigami of level 1 may draw power from his dark side gaining +6 sacred bonus to his Str & +6 sacred bonus to his Con plus DR 5/positive while the Mask is active. In addition he deals +1d6 negative energy damage to his opponents. Vizard Mask lasts rounds equal to the character’s Vizard Shinigami class level. Activating this ability is a swift action and the chance for the Shinigami to enter the frenzy state which his dark side gains control is 25%.
Vizard Mask (lesser):
As least Vizard Mask but the Shinigami gains +8 sacred bonus to his Str & +8 sacred bonus to his Con plus DR 10/positive and deals +2d6 negative energy damage. Activating this ability is a swift action and the chance for the Shinigami to enter the frenzy state which his dark side gains control is now 20%.
Vizard Mask (normal) :
As lesser Vizard Mask but the Shinigami gains +12 sacred bonus to his Str & +12 sacred bonus to his Con plus DR 15/positive and deals +3d6 negative energy damage and the Shinigami may get a hold of his Mask allowing him to successfully wear it for rounds equal to his effective character level + Wis modifier. Activating this ability is a swift action and the chance for the Shinigami to enter the frenzy state which his dark side gains control is now 20%.
Vizard Mask (greater) :
As normal Vizard Mask but at this point the Shinigami has the upper hand against his dark side allowing him to maximize his fighting potential even more. The Shinigami gains +16 sacred bonus to his Str & +16 sacred bonus to his Con plus DR 20/positive and deals +4d6 negative energy damage. Activating this ability is a swift action and the chance for the Shinigami to enter the frenzy state which his dark side gains control is now 15%.
Vizard Mask Mastery (Su):
Upon reaching level 10 a Vizard Shinigami has merged victorious from the continuous fight within him against his dark side and may now use its full potential during battle by sustaining his Vizard Mask for as long as he’s above 20 hit points and the negative damage dealt from his dark side now is equal to 1d6 per Vizard Shinigami class level. Activating Vizard Mask ability becomes an immediate action and the chance for the Shinigami to enter the frenzy state which his dark side gains control is now 10%.
When a Vizard Shinigami takes damage that drops him to less than one-quarter of his normal hit points, he has a chance to enter a state of frenzy. While in frenzy the Vizard Shinigami loses control over his body while his sinister side gains it. The Vizard Shinigami will use his most powerful attacks without regard to his allies. He immediately dons his mask and will maintain it until the shinigami regains control. If no enemies remain he will continue to attack his allies until knocked out or he successfully regains control. While the sinister side has control the ignores the effects of being below 0 hit points (he will still die if reduced below -10 hit points).
In order for the Vizard Shinigami to regain control over himself he must succeed on a Will save DC 10 + Vizard Shinigami Class level. Each round the Vizard Shinigami that has failed his Will save to regain control over his body is entitled a new will save.
Shikai Special Ability (Sp):
At 1st level and every four levels after, a shinigami develops a new ability as he unlocks his weapon’s true power. When first chosing a special power you specify which type of zanpaktou you have. This choice will alter which special abilities are available and the nature of his bankai later on. The types of zanpaktou are Booster, Toxic, Warding, Brutal, Elemental, Environmental, Healing, Kido, Swift, Summon and Protection types. These powers are only in effect while in shikai or bankai.
Booster (Su):
At 6th level, the battle shinigami recieves a +2 competence bonus to one ability score chosen when taking this ability. At 10th level, the battle shinigami may apply a second +2, stacking either with the same ability score or a new one. At 14th level, the battle shinigami may apply another +2 to one of his scores. At 18th level, he may apply one last +2 bonus to one of his ability scores.
Toxic (Su):
At 6th level, choose an ability score (Dex, Con, Str, Int, Cha, Wis). Your weapon now deals 1d4 damage to that ability on contact. At 10th level, your poison’s DC is increased +2. At 14th level, the bonus raises to 1d8. At 18th level, your poison’s DC is increased +2 again. Fort DC.
Protection (Su):
At 6th level, you gain a +1 sacred bonus to AC. At 10th level, you gain a +1 sacred bonus to AC. At 14th level, you gain another +1 sacred bonus to AC. At 18th level, gain another +1 sacred bonus to AC.
Warding (Su):
At 6th level, you gane a +1 sacred bonus to saves, At 10th level, you gain another +1 sacred bonus to saves. At 14th level, you gain another +1 sacred bonus to saves. At 18th level, gain another +1 sacred bonus to saves.
Elemental (Su):
At 6th level, choose an element (fire, cold, elec, or acid). Your weapon now deals 1d6 extra damage of that element. At 10th level, the bonus raises to 2d6. At 14th level, the bonus raises to 3d6. At 18th level, the bonus raises to 4d6. The damage stacks with the various elemental enchantments for weapons.
Environmental (Su):
At 6th level, the shinigami is under the effect of a pass without trace spell. At 10th level, the weapon alters the environment via illusion or some manner, granting 20% concealment. At 14th level, the shinigami is under the effects of a nondetection spell. At 18th level, environmental alteration increases the concealment to 50%. True Seeing bypasses the concealment, but methods that rely on munane means such as blindsight do not pierce the concealment. The concealment does not stack with that of Blur, Displacement, or similar spells.
Healing (Su):
At 6th level, all your Cure spells heal 150% damage as if Empowered. At 10th level, you gain fast healing 1. At 14th level, your Cure spells heal 200% instead of 150% damage. At 18th level, you gain fast healing 3.
Kido (Su):
At 6th level, your caster level rises by 1. At 10th level, your spell DCs rise by 1. At 14th level, your caster level rises by 1 again. At 18th level, your spell DCs rise by 1 again. All of these benefits stack with similar feats, such as Spell Focus. The bonuses apply to all shinigami spells.
Swift (Su):
At 6th level, you gain +2 to confirming critical hits. At 10th level, you gain a +1 to your critical threat range. At 14th level, you gain an additional +2 to confirming critical hits. At 18th level, you gain a +1 to your critical multiplier. All of these benefit stack with the Power Critical/Improved Critical type of feats.
Summon (Sp):
At 6th level, your blade gains spell-like abilities it can use on command. You may select any spell off the cleric or sorcerer/wizard lists up to 2nd level, able to be cast 2/day in shikai form. At 10th level, you select a spell-like ability up to 4th level able to be cast 2/day. At 14th level, you select a spell-like ability up to 6th level, able to be cast 1/day. At 18th level, you select a spell-like ability up to 8th level, able to be cast 1/day. If any spell involves any costly material components you may pay 5 times the gold amount in XP.
Brutal (Su):
At 6th level, you gain +2 to your attack rolls. At 10th level, you gain +2 to your weapon damage. At 14th level, you gain +2 to your attack rolls again. At 18th level, you gain +2 to your weapon damage again. All of these benefit stack with the Weapon Focus/Weapon Specialization type of feats.

At 5th level, 1/day while in Shikai form the weapon can employ a spell-like ability. The imbued spell can be any from the cleric or sorcerer/wizard list, no greater than 7th level. At 8th level the amount of times increases to 2/day and 3/day at level 10. Effectively, it adds one spell you do not know to be cast 1/day.
At 15th level you can use your ability 4/day At 20th level you can use your ability 5/day.
At 1st level a Shinigami receives a masterwork weapon to bond with, typically a katana. This weapon will become the physical base for all Shinigami powers beyond spellcasting. Each Zanpaktou has a special name, and as the Shinigami levels, he will eventually become aware of it and bring it to a sort of sentience.
In addition, if a zanpaktou is ever broken, the weapon loses its power and zanpaktou related powers cannot be used, and you may not level in the class. In addition you must make a Fortitude save DC 15 or lose 200 XP per class level (a successful save halves this amount). You must repair the weapon yourself, effectively crafting a masterwork weapon from your weapon’s remains. You may receive help and use magic and items to help you achieve this. After 24 hours to attune yourself to the newly forged zanpaktou your powers come back in full.
Spiritual Form (Su):
When facing incorporeal opponents, the shinigami may willingly leave their body and enter the ethereal or shadow planes to combat them. While this levels the playing field against incorporeal opponents it comes with a major disadvantage: your physical body remains in the material plane helpless. Therefore it is a good idea to hide your body to have friends who can watch over it. You may exist away from your body for 50 ft. every shinigami level. You may stay out of body as long as you like, but your body continues to age, get hungry, and require maintenance while you are out.
A shinigami is vaguely aware of the condition of their body, as if by a Status spell. When their body is in danger, a shinigami typically rushes back to join with their corporeal form. Leaving or returning the body is a move action which does not provoke attacks of opportunity. If the body dies before the shinigami can return to it, the shinigami also dies.
Aura (Ex):
A shinigami of a chaotic, good, or lawful alignment has a particularly powerful aura corresponding to the shinigami’s alignment (see the detect evil spell for details).
Detect Alignment (Sp):
At will, a shinigami can use detect alignment, as the spell.
Planar Senses (Ex):
Able to sense the world beyond, the shinigami may now use Spot, Listen, and other sensory skills on ethereal and incorporeal creatures, as if they were on his plane, with a 10 DC modifier. Spotting an incorporeal creature does not mean you see them, but rather have pinpointed what square they are in. You still incur normal miss chance.
Determination (Ex):
A shinigami gains a +1 competence bonus on Wis saves at 2nd level. This bonus increases to +2 at 11th level and +3 at 20th level.
Cero (Sp):
At level 2 the Vizard Shinigami gains the ability to use a devastating attack that deals 1d12 + Wis modifier in a line shaped beam of negative energy. This attack is considered a ranged touch attack (range equals 10 ft. per effective character level). This attack improves along with the Shinigami Masks and gains +1d12 per Mask. (Lesser +2d12, Normal +3d12, Greater +4d12)
Upon reaching level 10 a Vizard Shinigami may now use the Cero ability at its maximum potential. Activating this ability is causing a line beam of negative energy to emerge out of the Shinigami’s blade as a frightful ranged touch attack (range equals 10 ft. per effective character level) of negative energy that deals 10d12 + Wis modifier to anyone it hits. A Vizard Shinigami may use this ability times per day equal to his Vizard Shinigami class level.
A Cero is capable of critically hit opponents and the multiplier in case of a critical strike is the Vizard Shinigami’s Wis modifier – 1. (example: If a Vizard Shinigami with a wisdom score of 14 scores a critical hit with Cero the critical multiplier would be 10d12 x 1 = 10d12). Cero can be used by a Vizard Shinigami once every 5 rounds.
Material Form (Ex):
At 3rd level, the shinigami has come so far in his training, he can now jump from the Material Plane to being incorporeal as a move or part of a move action. His entire body becomes incorporeal so there is no body left helpless on the Material Plane. When in this form, he has the ability to float and air walk at his normal speed as if he was on the ground. He can effect both the Material and Incorporeal Plane when in this form. A Shinigami can only maintain this form for a total hours per day equal to his Shinigami class levels.
Ghost Hunter (Ex):
The focus on defeating incorporeal dangers has given the shinigami an edge in fighting. They receive a +1 competence bonus to attack and damage against incorporeal creatures.
Detect Magic (Sp):
At will, a shinigami can use detect magic, as the spell.
Uncanny Dodge (Ex):
Starting at 3rd level, the shinigami can react to danger before her senses allow her to do so. he retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a shinigami already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Sense Spirit (Su):
At 3rd, 6th, and 9th level the shinigami can attune themselves to 1, 2, and 3 person per point of Wis bonus. A level 3 shinigami with a Wisdom of 17, for example, can be attuned to 3 people. Attuning takes 24 hours and either requires a personal item of the creature or their presence, but once attuned the shinigami can recognize when they are within 100 ft of them. This ability does not tell them where the creature is located, simply that they are within 100 ft. It only operates if the person is on the same plane.
LVl 4
Evasion (Ex):
At 4th level and higher, a shinigami can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the shinigami is wearing light armor or no armor. A helpless shinigami does not gain the benefit of evasion.
Weapon Enchantment Bonus (Su):
At 4th level the zanpaktou of he shinigami becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the shinigami need not spend experience points or gold pieces to accomplish this task. However, an shinigami’s magic bonus only function for him. For every four levels the character advances past 4th level, the zanpaktou gains +1 greater potency (
1 at 4th level, +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
The weapon may be enchanted as normal, though the shinigami must first spend the 2000 gold needed for a +1 weapon before applying any additional enchantments, regardless of the class-granted enchantment bonus.
Shikai (Su):
At 5th level, after a ritual which takes 24 hours of meditation, the name of the zanpaktou becomes known to the shinigami, and he can unlock its true form. With a move action the weapon transforms, sometimes into an entirely different weapon. It retains any still valid enchantments placed upon the original, as well as any feats such as Weapon Focus still operating, even if the weapon type changed. A zanpaktou can stay in Shikai form for 1 minute per class level and can be activated as many times per day as 2 + Wis modifier + Shinigami Class level (minimum 3).
In shikai form the weapon deals damage as if one size category higher. At level 10 his Shikai may be used permanently.
A shinigami is allowed to use his Shikai ability more times per day but at a cost. Using the Shikai ability more times per day than normally allowed, after the effect of Shikai is over the shinigami’s hit points are reduced to -1 and he suffers 1 Con damage and remains unconcius for at least 8 hours unless magically treated by any healing spell.
Flash Step (Su):
At 5th level the Shinigami gains the ability to move at blinding fast speeds. At 5th level the Shinigami gains the ability to Dimension Door three times per day as a swift action. Every two levels after the Shinigami can Flash step once more per day. (4/day at level 7, 5/day at 9, 6/day at 11, 7/day at 13, 8/day at 15, 9/day at 17, 10/day at 19)
Ghost Strike (Su):
When using the zanpaktou, the miss chance granted by incorporeal creatures is negated, much like Ghost Touch. Unlike Ghost Touch, you cannot be ethereal and attack the physical realm with your weapon, it can only strike ethereal creatures.
Soul Burial (Su):
A shinigami’s job is to pacify and defeat ghosts. At 5th level, within 1 minute of defeating a ghost you may perform a full round action on the spirit’s energies to purge it of its evil essence and guide it to the afterlife. The DC check for a Shinigami attempting to pacify a ghost’s spiritbecomes equal to (15 + ghost’s HD). Shinigami caster level equals Shinigami class level + his Wis modifier. Performing this act in a Consecrated or Hallow area adds +4 to his caster level check. A shinigami may also attempt this on objects which contain souls, such as a Trap the Soul crystal (using the Wis save of the caster of the Trap the Soul spell) or a phylactery, if the lich has been defeated but has yet to respawn (using the lich’s Wis save).
Spiritual Armor (Ex):
When not on their home plane the shinigami has a deflective aura of energy protecting them. They may use their Wis modifier as a deflection bonus to AC (minimum +1).
Manifest Spiritual Pressure (Su):
A shinigami may release his spiritual pressure forcefully in a 30 ft radius as a full round action. Foes within the radius are treated as if they had cast the appropriate Detect Alignment or Detect Power Level spell, including the stunning effect if the aura is overwhelming. This is typically used for intimidation and is impractical in combat with high level foes.
Material Essence:
At 7th level, and later at 14th, the shinigami can make a DC 20 Craft check to permanently alter their weapon’s material properties as if he forged it from that base material originally. The process requires enough material to forge such an item, and 1 day of work. They pay the costs of the material property (such as adamantine) as usual to bond it to their zanpaktou.
At 14th level you may add a second property. For example an adamantine/mithral weapon would be 50% lighter, hardness 20 and other adamantine bonuses, and count as adamantine and mithral for bypassing DR.
Locate Spirit (Su):
At 7th level, if you detect a presence with your Sense Spirit ability, you may now locate which direction they are in. This does not tell how far away they are or reveal them if they are invisible. It is useful for keeping track of allies, or if you managed to obtain the personal belongings of someone you are stalking, allows you to find them easier.
Bankai (Su):
The final transformation of the Zanpaktou is a strenuous process. After a week long ritual of meditation and fasting, you must face the manifestation of your weapon’s spirit in mental combat, making a DC 20 Will save. Failure means you take 5d6 points of nonlethal damage and you are exhausted. Success means you have unlocked Bankai.
You may unleash your Bankai as a full-round action. It lasts for 2 round per class level and can be performed a number of times equal to the Shinigami’s class levels, at 20th level it can be performed a number of times equal to the Shinigami’s class levels x2. Bankai vary greatly. (See below for details on Zanpaktou and Bankai). While in Bankai the Shinigami gains a +10ft sacred bonus on his movement speed and +2 sacred bonus on his Armor Class.
While in Bankai sometimes a Shinigami’s appearance changes (clothes, weapon and armor). This has no effect on the Shinigami’s combat skills though its only a visual effect. The change can be a minor one (change on clothes) or a major one (a great sword showing like a huge weapon rather than medium). The Shinigami is under the effects of an Alter Self spell for the purposes of this effect.
Fly (Sp):
At will, a shinigami can use Fly, as the spell. The Shinigami has good maneuverability and flight speed equal to his land speed.
Timeless Body (Ex):
Upon attaining 17th level, a shinigami no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the shinigami still dies of old age when her time is up.
Ghostly Presence (Ex):
When slain, the shinigami retains a thin link to the material world. When others, such as his team members, are concentrating they may receive messages from the shinigami as if he still walked among them. In truth he does, as if constantly scrying on one of his party members. Concentrating on the shinigami’s ghostly presence is a full round action.
True Sight (Su):
Attuned to seeing things clearly in spite of magic and planar effects, the shinigami becomes under the effects of a permanent True Sight spell.
Death God Apotheosis:
At 20th level, a shinigami becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the shinigami’s creature type was) for the purpose of spells and magical effects. Additionally, the shinigami gains damage resistance magic. Unlike other outsiders, the shinigami can still be brought back from the dead as if she were a member of her previous creature type.

The Zanpaktou and Bankai
Bankai Powers :
As a Zanpaktou levels its Bankai grows stronger and stronger. At 15th and every three levels after, it obtains additional powers taken from the list below. In many respects, it’s identical to an intelligent weapon, including gaining an Ego score. Instead of the usual intelligent weapon benefits, they gain a series of spiritual abilities as detailed below. The weapon may also be enchanted with one of the normal intelligent item benefits in place of one or more of its spiritual abilities, but you must pay the appropriate cost. A Lesser Power is worth one spirit power, and a Greater Power or Special Purpose is worth two spiritual abilities.
Each spiritual ability may be taken up to three times, with increasing benefits.

Spiritual Abilities
You weapon is a monster in combat, its spirit believing that brute strength wins the day. Your weapon deals damage one size larger than it actually is.
Taken a second and third time increases the effective damage size up again. For a medium creature swinging a medium weapon, after all three they deal the damage of a Gargantuan weapon (does not include the effective size increase from the Shikai). This does stack with feats that increase the effectiveness of your chosen weapon.
Your weapon’s spirit is mixed in with the natural forces in this world. Fire, lightning, acid, and cold, these are its manifestations. Unlike other spiritual abilities this can be taken beyond three times, but only with a new element. Choose an element from fire, electric, cold, and acid. Your weapon deals 2d6 additional elemental damage.
Taken a second and third time increases the elemental damage, up to 6d6 damage at its third level. You may take the path again for a different element.
Environmental: A field of energy surrounds you, changing the environment. Everybody within 60 ft of you falls under a deep magical suppression of light, sound, and smell, granting you total concealment up to the 60 ft. and negating most blindsense, blindsight, and scent. No save. As long as you hold your weapon, you may ignore the supression effects. The field does not move when the wielder moves. It is a standard action to release the field and when it is, everybody but the weilder that is within the field is effected by dazzle and soundburst for 1d4 rounds, reflex DC (10 + shinigami’s level + Wis modifier). This is a mind affecting effect.
Taken a second time, anybody (other than the wielder) within the 60ft is always under the effects of Shaken. Taken a third time and anybody (other than the wielder) within the 60ft is feared for 1d4 rounds and the surrounding 60ft is now a reversed Antilife Shell. It allows living creatures in but not out, even the wielder. This is no longer a mind affecting effect.
Your weapon’s spirit is hazardous to life around it. On contact it deals its deadly poison which damages the body. Taken once, your weapon now deals a single point of ability damage to an ability score you specify on choosing this power. It is similar to Wounding, and stacks with Wounding if you happen to pick Con damage.
Taken a second time allows you to increases the effect of your poisons to 2 points of ability damage. Taken a third time, you may pick a second ability score to effect and your poisons will also effect those normally immune to poisons.
Your weapon is magical and assists in your spellcraft. Your energy flows out through your blade naturally. The weapon becomes a Spell Storing weapon. In addition the caster level of any spells you cast rise by 1.
Taken a second time allows you to store two spells in your weapon. You still may only discharge one spell a round, however. You caster level for your spells rises by 1 again. Taken a third time allows you to store up to three spells at a time, with the same limitations, and your caster level rises by 1 again. As this is not a true enchantment, this ability can stack with the actual Spell Storing enchantment, but the same caveat of one spell per round applies.
Summon: The spiritual form of your weapon is monstrous, proud, and strong. It manifests directly to fight the enemy. You gain no benefits to your weapon itself, but you are able to summon a monster that represents your sword’s spirit. With DM’s permission, choose a creature whose HD your character level -2. You may summon this creature and it exists for 1 round/level. As you level up, it too levels up, gaining additional HD appropriate for its species and additional feats, but it is always -2 your HD. If the summon dies in battle, you may not re-summon it until 24 hours have past.
Taken a second time and the penalty is reduced to -1 HD. Taken a third time, and the summon matches your HD exactly. As this is the same creature summoned every time, one should keep their creature’s information on hand as if it were a cohort. In addition the creature, like the sword itself, has its own free will. If the sword is disobeying its master, its summon likewise will be no more willing.
Clever and intelligent, the skillful Bankai assists its user in feats of daring and genius. Take one skill which the Shinigami possesses at least 1 rank in. This skill receives a +10 bonus while in Bankai, and the Shinigami receives Skill Mastery in this skill, allowing the Shinigami to take 10 in combat. Once chosen, your selection is fixed.
Taken a second time, and the Shinigami may select another skill. They receive a +10 bonus, and his previous skill rise to +20. Taken a third time, and you may select one more skill, which receives a +10 bonus. The previous skill rises to +20, and the original skill becomes +30. In all cases, each skill with a bonus receives Skill Mastery.
Booster: Without its user, the weapon is nothing. Therefore it goes out of its way to increase the users abilities to its fullest, boosting the Shinigami with a surge of confidence. The Shinigami receives a +4 sacred bonus to two of their abilities scores of their choosing. Once the choice is made, the decision is fixed.
Taken a second time, and the bonuses rise to +6. Taken a third time, and the bonuses rise to +8. This effect lasts as long as the Shinigami wields his weapon.
Mobility is king. Riding the winds, the Shinigami becomes fast as a thunderbolt. He receives a +10 foot sacred bonus to his land speed, and a +1 dodge bonus to AC when moving at least 5 feet.
Taken a second time increases the speed of his travel to a +20 bonus. He may also employ his Flash Step as an immediate action. Taken a third time, and the speed increases to +30 feet. His Flash Step now grants the benefits of a blur and haste spell when used for a number of rounds equal to the Shinigami’s class level.
Protection: The weapon’s spirit protects its user from harm. Calling on its Bankai, the Shinigami receives a +3 sacred bonus to his armor class.
Taken a second time, and the bonus rises by +3. Taken a third time and the bonus rises by +3 again and the Shinigami gains 50% less damage from all attacks and spells directed towards him.
Warding: You soul is bound tightly to your sword’s soul, and you can endure the worst spells. You gain a +2 sacred bonus to all saving throws.
Taken a second and third time net you an additional +2 to saving throws and grants immunity to mind-affecting spells.
Your weapon’s soul is a kind, gentle one. The Shinigami gains a pool of healing identical to the paladin’s Lay On Hands, equal to 2x his Shinigami class level. While it can quickly be spent, the Shinigami can re-charge his pool of healing by dealing damage with his weapon in Bankai. This positive energy can harm undead as well.
Taken a second time, and the amount of the Shinigami’s healing pool increases to x3 his class level. Taken a third time, and the weapons healing pool increases to x4 his class level and his pool is full when he taps into Bankai power. In addition the healing pool may be used offensively, releasing a surge of negative energy in a single melee touch attack against an enemy as a standard action. Threat this ability as a smite attack, which is wasted if the attack misses.

A shinigami casts divine spells which are drawn from the shinigami spell list. He can cast any spell he knows without preparing it ahead of time, the way a sorcerer must (see below).
To learn or cast a spell, a shinigami must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shinigami’s spell is 10 + the spell level + the shinigami’s Wisdom modifier.
Like other spellcasters, a shinigami can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Shinigami. In addition, he receives bonus spells per day if he has a high Wisdom score.
These new spells can be common spells chosen from the shinigami spell list, or they can be unusual spells that the shinigami has gained some understanding of by study. The shinigami can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 6th level, and at every even-numbered shinigami level after that (6th, 8th, and so on), a shinigami can choose to learn a new spell in place of one he already knows. In effect, the shinigami “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level shinigami spell the shinigami can cast. A shinigami may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a shinigami need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Shinigami choose their spells from the following list:
0—Chill Touch, Detect Magic, Detect Power Level (Magic basically except for power level), Spare The Dying, True Strike
1st—Augury, Bane, Bless, Calm Emotions Gentle Repose, Healing Word, Prayer of Healing Protection from Evil, Shield of Faith, Sanctuary, False Life, Feather Fall, Detect Thoughts
2nd—Animate Dead, Bestow Curse, Feign Death, Mass Healing Word, Remove Curse, Speak with Dead, Gust of Wind, Lightning Bolt, Fireball, Spiritual Weapon, Warding Bond, Phantasmal Killer, Modify Memory
3rd— Banishment, Commune, Dispel Magic, Dispel Evil, Divination , Death Ward, Geas, Guardian of Faith, Haste, Mass Cure Wounds Mirror Image, Planar Binding, Spirit Guardians, Revivify, Water Walk, Scrying, True Seeing, Finger of Death
4th—Plane Shift, Freedom of Movement, Regenerate, Anti-magic Field, Heal, Forbiddance, Find the Path, Gate, Foresight, Weird



Kyle Lee

Lucid Spirit Dream Game kbl3en