Darkness Type

*"No matter how skilled you are, the tinge of fear*
created from suddenly losing all light will prevent you from capturing me.”*--Tousen Kaname, Former 9th Division Captain*

Darkvision: This ability
bestows Darkvision on its wielder whenever the zanpakutou is released. This
ability may be taken multiple times, each time allows your darkvision to pierce
stronger darkness effects, specifically those created by the Darkness Zanpakutou
ability. Each time this is taken, it cancels outone level of Darkness taken by
an opponent.

Bestow Darkvision: This
requires Darkvision to take. This allows you to bestow Darkvision on your
allies. Bestowing Darkvision is a Swift Action that does not provoke an attack
of opportunity, and itlasts until you reseal your zanpakutou. This cancels out
thes ame amount of darkness that your darkvision would cancel out. (IE if you
had Darkvision 3 times, your allies are also considered to have Darkvision 3
times when they receive the darkvision from you.)

Darkness: The zanpakutou
emits an inky darkness that obscures everything within a 20-foot radius as per
the effects of the Darkness spell, except that it does not dispel magical
light. This ability may be taken multiple times, each time allows it to dispel
one step of the Illumination zanpakutou ability and either increases the miss
chance provided by concealment by 10% or increases the radius by 10 feet. You
may activate or suppress this ability as a free action. You may see in your own
darkness. Light effects that cannot completely dispel the darkness can still
reduce the miss chance by 10% for each step.

Darkness of the Mind Requires
Darkness to take. Your Darkness deadens another of the five senses available to
a character. When this is chosen, choose an additional sense besides sight.
While your darkness is manifested, all targets within must make a will saving
throw or lose the chosen sense. You may choose this for
each of the four remaining senses. Targets within your darkness make saves for
each sense that is blocked besides sight.

Darkness of the Soul Requires
Darkness to take. While your Darkness is active, you may deaden the ability of
a character to sense reiatsu. Each time this is taken add +5 to the DC to sense
your Reiatsu. This stacks with feats and abilities that already deaden your
opponent's ability to sense your Reiatsu such as the Shrouded Reiatsu feat.

Bestow Darkness: This
requires Darkness to take. It allows you to bestow your Darkness effect on an
unattended or willing target as a swift action. The target is shrouded in
darkness for 1 round/character level. You may take this ability multiple times,
each time increases the duration by five rounds or allows you to target either
attended objects or unwilling targets. They are allowed a will save (constitution
based) to negate the effect.

Cloud Vision: You create
a black film over a target’s eyes, blinding them. As a standard action, you may
target a creature. They must succeed a reflex save (constitution based) or be
blinded for1 round/character level. You may take this ability multiple times,
each time either increases the effect by 5 feet (effectively making it a burst
effect) or increasing the save DC by 1.

Swift Cloud Vision: This
requires Cloud Vision to take. You may manifest your Cloud Vision ability as a
swift action.

Black Tentacles: This
requires three darkness type abilities to take. This creates a field of black
tentacles that spring up from whatever surface is being stood upon, even the
thin air itself. This creates a 20-foot burst around the user. All targets
within the burst save the user must make a grapple check versus the tentacles
or be grappled. The grapple check of the tentacles is equal to your ranks in Weapon
Attack + 4 for a strength score of 18. You may take this multiple time. Each
time you do, increase the area by 5feet or the strength of the tentacles by +2.
The Black Tentacles last for 1 round/character level before they must be
manifested again.

Sleep: This allows you to
attempt to put a target to sleep as a standard action. It functions identically
to the Sleep spell, except that it effects targets equal to 3/4 your hit die (rounded
down) and the Will save is constitution based. You may take this ability
multiple times, each time increases the hit die it can affect by one or
increases the save DC by one.

Cloak of Shadows:
Requires 2 Darkness abilities to take. As a move action, he can gain a +2
deflection bonus to AC and opponents take a 20% miss chance. The ability lasts
until dismissed or the zanpakutou is sealed or by an illumination effect taken
4 times or more. You can take the ability up to 4 times each time increases the
miss chance by10% and the bonus to AC by 1. It can also be taken multiple times
to counter illumination's ability to counter this by 1 time taken.

Shadow Meld: Requires
Cloak of Shadows to take. So long as you are within any kind of darkness or dimmed light, you may role a stealth check as per Hide in plain sight.

Shadow Bind: Requires 4
other darkness type abilities to take. As a standard action, you may attempt to
attack the target’s shadow making a ranged touch attack so long as they are
within close range. A target's shadow's AC roll against this ability, uses
their ability bonus to AC, insight bonuses and deflection bonuses all other
bonuses are negated when calculating the target shadow's AC. If you make the
ranged touch attack, the target has to make a will save with a DC (Intelligence
Based + 1 per 2 Darkness Type abilities you possess). If they fail the save
they are Stunned for 2 rounds. In addition to the normal condition of stunned,
the target cannot move more than 15 feet from the space the target's shadow was
attacked in for the duration of the stun effect. The ability can be taken
multiple times. The second time it's taken if the target passes it's save it is
dazed for 1 round or if they fail they are stunned for 4rounds. If the ability
is taken a third time, the target who passes their save is stunned for a round
and a target that fails their save is paralyzed for 2 rounds instead, you can
choose to have them be stunned at your option. If you take it the fourth and
final time, a target who passes their save is paralyzed for 1 round and a
target that fails their save is immobilized for 2 rounds or paralyzed for 3
rounds or stunned for 1d8 rounds.

Soul Puppet: It requires
to paralyze targets with Shadow Bind. Against target that is paralyzed or
immobilized, you may attempt a ranged touch attack against their shadow. If you
succeed, the target must make a will save DC (15 + character level
+Intelligence Modifier + 1 per 2 darkness type abilities you possess). If they
fail the character's action are under your control for the next 3 rounds. The
ability can be taken multiple times, each time increases the number of rounds
by 1 and the effect can last longer than the target is paralyzed or immobilized
for. Any character under your control with this effect has access to all their
normal abilities that your character is aware of and can be manipulated regardless
of distance from the user for the duration. If the target enters an area that
the user doesn't gain sensory information from, they use the target's senses
for it.

Shadow Hand: You can make
an attack with your Zanpakutou at a range of close as a standard action with
this ability. Doing so removes your ability modifiers and any other bonuses save
for precision bonuses to damage calculation. You still use your weapon attack
roll to determine hits. This ability maybe taken a second time to allow you to make
this as a full attack action. May be taken a third time to use it against all
targets within 15 feet of the user. You only gain one attack per target with
the 15 foot burst option.

Shadow Step: Requires 6
other darkness type abilities to take. You may enter any shadow you can see
besides your own and teleport any distance to another shadow on the same plane
of existence. You need not be familiar with the shadow you are teleporting to.
You may take this ability a second time to take others with you. When taking
creatures with you, you may take up to your level in medium or smaller creatures.
You may take creatures larger than Medium, but Large creatures count as two
medium creatures, Huge creatures count as four medium creatures, Gargantuan creatures
count as eight medium creatures and Colossal creatures count as sixteen medium
sized creatures.

Nightmare Requires Sleep
and three other darkness type abilities. The Shinigami can stir the minds of
their sleeping victims into vicious dreams, infused with enough spiritual
energy to make every dreamt cut and bruise real enough to kill. Victim of your
deep sleep suffer 1d10 damage at the start of each round, so long as they
remain asleep. This ability may be taken multiple times. Each time increases
the damage by1d10, To a max of 4d10. This damage does not wake the subject of
the ability.