War Type

**WAR**
TYPE

Kill Zone: As a move action you may release your
Zanpakutou to a state of constant battle. This state deals +3d6 untyped damage
to your opponents with your Zanpakutou.

Greater Kill Zone: Requires Kill Zone. Your
damage increases by +2d6 for a total of +5d6 damage

Superior Kill Zone: Requires Improved Kill
Zone. Your Damage increases by +2d6 for a total of +7d6 damage

Swift Kill Zone: This allows you to release
Kill Zone as a swift action.

Rage: You may rage as the feat while your
zanpakutou is released, and may rage a number of times per day equal to your
spellscore modifier regardless of how many times your release your Zanpakutou.
This does not use up a use of the Rage feat.

Improved Rage: Requires Rage to take.You gain
the Greater Rage feat as a bonus feat while your Zanpakutou is released.

Greater Rage: Requires Improved Rage to take.
You gain the Tireless Rage feat as a bonus feat while your Zanpakutou is
released

Incite Rage: You may incite rage in others.
You may target up to your Spellscore modifier in targets. Each target is
entitled to a will saving throw to avoid going into a rage, as the feat. This
does not use up a use of the rage feat for the creature effected.

Improved Incite Rage: Requires Incite Rage to
take. Those that succumb to your rage effect act as if they had the greater
rage feat.

War Form: Requires Superior Kill Zone to take.
As a standard action you transform into a creature of war. You gain the
following benefits while in your war form. – You gain a bonus to Strength,
Dexterity and Constitution equal to your Spellscore Modifier – You gain a bonus
to attack and damage rolls equal to the number of War Type abilities you have –
You gain Regeneration equal to one half of your level that is overcome by Fire
and Acid damage These bonuses last for a number of rounds equal to 3 + your new
constitution modifier. Once this timer is over your Zanpakutou seals itself and
you are fatigued. You cannot re-release your Zanpakutou for 2d6+1 rounds. This
occurs even if the Zanpakutou is Constantly Released.

Greater War Form:
Requires War Form to take. You are no longer fatigued after your War Form ends.
Also your timer to re-release your Zanpakutou changes from 2d6+1 to 2d4+1
rounds.

Superior War Form: Requires Greater War Form
to take. When you enter your War Form, your bonus to Strength Dexterity and
Constitution increases by +2 or your Regeneration increases by +2. You may take
this multiple times to increase either the stat bonus by +2 or the Regeneration
Bonus by +2.

Blitzkrieg: Requires Superior War Form to take. You may enter your
War Form as a move action, and while in your War Form, you gain the ability to
fly at twice your base land speed with good maneuverability. If your War Form
ends and you are still in the air, you descend at a rate of 60 feet per round
for your spell score modifier in rounds before you begin to fall
uncontrollably.

Improved Blitzkrieg: Requires Blitzkrieg to
take. While flying in your War Form, you may make Zanpakutou attacks at medium
range (100 feet + 10 feet per level). You can only make one such attack per
round. These attacks must be made against targets on the ground or who are
below you in the air. They cannot be made against anyone above you. They can be
made against those at the same level as you.

Superior Blitzkrieg: Requires
Improved Blitzkrieg to take. You may make your Improved Blitzkrieg attacks
against any opponent within range. You are still limited to one attack per
round.

Extended Blitzkrieg: Requires Improved
Blitzkrieg to take. Your Improved Blitzkrieg attacks may be done at long range
(400 feet + 40 feet per level) instead of medium range.

Perfect Blitzkrieg:
Requires Extended Blitzkrieg to take. You may make an additional Blitzkrieg
attack in a turn. You may take this multiple times to make additional attacks
up to your maximum attacks per round.

Aura of Battle: While your Zanpakutou is
released, you grant all allies within 30 feet of you a bonus on all bull rush,
disarm, sunder and trip attempts equal to your spellscore modifier. You may
take this multiple times to increase the area by 30 feet. You are not counted
as an ally for this effect.

Aura of Fortitude: While your Zanpakutou is
released, you grant all allies within 30 feet of you a bonus on fortitude saves
equal to your spellscore modifier. You may take this multiple times to increase
the area by 30 feet. You are not counted as an ally for this effect.

Reflexive Aura: While your Zanpakutou is
released, you grant all allies within 30 feet of you a bonus on reflex saves
equal to your spellscore modifier. You may take this multiple times to increase
the area by 30 feet. You are not counted as an ally for this effect.

Bastion of Will: While your Zanpakutou is
released you grant all allies within 30 feet of you a bonus on will saves equal
to your spellscore modifier. You may take this multiple times to increase the
area by 30 feet. You are not counted as an ally for this effect.

Motivation: Choose one statistic. While your
Zanpakutou is active, you grant all allies within 30 feet of you a bonus on all
checks involving that statistic or core skills involving that statistic equal
to your spellscore modifier. You may take this multiple times to increase the
area of this effect by 30 feet or to add another statistic to your bonus. You
are not treated as an ally for this effect.

Move the Army: While your Zanpakutou is
released, you grant all allies within 100 feet of you a bonus to movement speed
equal to five times your spellscore modifier in feet. You may take this
multiple times to increase the area by 100 feet. You are not treated as an ally
for this effect.

Rally the Troops: Once per day per point of spellscore
modifier, you may grant all allies within 50 feet of you temporary hit points
equal to five times your spellscore modifier. You are not treated as an ally
for this effect. Multiple releases of your Zanpakutou do not reset the number
of uses you have of this ability and temporary hit points granted with this
ability do not stack with each other, use the highest temporary hit point
total.

Steady the Hands: Choose one Base Combat
Skill. While your Zanpakutou is released, all allies within 30 feet of you gain
a bonus to that skill equal to your spellscore modifier. You do not count as an
ally for this effect. You may take this multiple times to increase the area by
30 feet or to add another Base Combat Skill to your list.

Steady the Nerves: Choose one Base Reaction
Skill. While your Zanpakutou is released, all allies within 30 feet of you gain
a bonus to that skill equal to your spellscore modifier. You do not count as an
ally for this effect. You may take this multiple times to increase the area by
30 feet or to add another Base Reaction skill to your list.

Aura of Resistance: Choose one Energy Type
(Fire, Acid, Cold, Electricity, Sonic, Water or Force). While your Zanpakutou
is released, all allies within 30 feet of you gain resistance to that energy
type equal to five times your spellscore modifier. You do not count as an ally
for this efffect. You may take this multiple times to increase the area by 30
feet or to add another element to your list.