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Wissengard Wiki

## **Witamy na Wissengard Wiki**

Oficjalna encyklopedia Republiki Wissengardu!

## Wstęp

Wikia dopiero w budowie...
Zapraszamy tu:http://pl.wissengard.wikia.com/wiki/SZOP
http://pl.wissengard.wikia.com/wiki/Stopnie\_wojskowe\_Si%C5%82\_Powietrznych\_Republiki\_Wissengardu?li\_source=LI&li\_medium=wikia-footer-wiki-rec

http://pl.wissengard.wikia.com/wiki/Stopnie\_wojskowe\_Marynarki\_Wojennej\_Republiki\_Wissengardu

http://pl.wissengard.wikia.com/wiki/Stopnie\_wojskowe\_Republiki\_Wissengardu

http://pl.wissengard.wikia.com/wiki/S%C5%82u%C5%BCba\_Bezpiecze%C5%84stwa\_Wissengardu

http://pl.wissengard.wikia.com/wiki/KW-1

http://pl.wissengard.wikia.com/wiki/IR-13

http://pl.wissengard.wikia.com/wiki/IR-14

http://pl.wissengard.wikia.com/wiki/IR-15

http://pl.wissengard.wikia.com/wiki/IR-16

http://pl.wissengard.wikia.com/wiki/WZS

http://pl.wissengard.wikia.com/wiki/IR-17

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Bleach D20 Classless Wiki

## Welcome to the Bleach D20 Classless Wiki, Please make use of the Table below to navigate

**Character Creation**

* Basic Character creation
* Resolve Points
* Flaws
* New skills

**Feats**

* Generic Feats
* Racial Feats
* Themed Feats

**Power Choices**

* Fullbring Abilities
* Hollow Growth Powers
* Quincy Mächte
* Soulcasting
* Zanpakutou Abilities

**Prestige Paths**

* Fullbringer Paths
* Hollow Paths
* Non Racial Paths
* Quincy Paths
* Shinigami Paths
* Superhuman and Soulcaster Paths

**Kidou**

* Kidou General
* Bakudou
* Hado
* Kaidou
* Barrier Kidou
* Sealing Kidou

## **Character profiles**

**Player characters**

* Zaine Hirako
* Rin Kisaragi
* Taishosei Tsuyosa
* Masao Himura

## NPC's and Bestiary

**Hollows**

* Hollows lvl 1 - 5
* Hollows lvl 6 - 11
* Gillian
* Adjucha
* Vasto Lorde

**Shinigami**

* Shinigami lvl 1 - 5
* Shinigami Lieutenants
Character Creation

**Basic Character creation**

**At First Level**

25 stat
point-buy using Pathfinder basic system.

30 hit
points

Choose 8
class skills, gain 4+int mod skill points. (Max rank = your level)

Choose your
6 starting feats, one of which must be a defining racial feat.

Choose a
Primary ability, gain Resolve points equal to it’s modifier.

Unarmed and
Weaponry damage sources are both at 1d6.

Choose one
good save and two bad save. (Fortitude, Reflex or Will) Good save gains a +2
base.

**Every level, except first.**

Gain one
feat

Gain +6 hit
points

Gain 4+int
mod skill points

**Second level and every second level there after.**

Good save
increases by +1

**Every Third level**

Gain an
additional feat

Bad save
increases by +1

**Every Fourth level**

Gain 2 Ability
points to distribute, they can only go into the same ability if it is below 17.

Choose one
damage source and increase it’s damage source by one step.

**Every Fifth level**

Gain 1
additional Resolve point.

Gain +1
untyped bonus to your AC

**Every Tenth level**

Gain 1 ability
point, in each of your ability scores.

**AC:** Is calculated from a base of
10 + Dex Mod + Wis Mod. The Wisdom modifier is only added, as long as the character is not wearing armor. This also counts should you pick the alternate defense route.

**Base Attack Bonus:** Is equal to two thirds your level. You gain an addition attack at 8th and 15th level. No matter your base attack progression, you never increase your BaB past 20th level.

**CMB:** Bab + Str.

**CMD:** 10 + Bab + Str and Dex

**Spellscore:** Equals
Charisma +1, unless the character has the spellcaster feat.

**Reiatsu Rating(Spiritual Pressure):** A characters Spiritual
Pressure is calculated as follows: [Spellscore +4] x (Level +1 per Reiatsu
feat). This is the number that is sensed using the Sense motive skill, and the
number one attempts to hide with bluff. Reiatsu is often spent of feats, abilities and Kidou spells. Your Reiatsu pool refills at a rate of 12% per hour. Should you ever reach 0 Reiatsu, you go unconscious for an hour, till your pool begins to refill.
2nd Squad Special Op

**Prerequisites**:

Feats: Shinigami, Sneak Attack, Seasoned, Skill
mastery

Skills: Stealth 5 Ranks, Flash Step 5 Ranks

**1**-
IMPROVED SNEAK ATTACK [PRESTIGE]

**Benefit:** Your Sneak attack damage is upgraded to d8.

**2-** Any
one Reiatsu or Flash step feat

**3-** DEATH
ATTACK [PRESTIGE]

**Benefit:** If an Special Ops
studies his victim for 3 rounds and then makes a sneak
attack with a melee weapon that successfully deals
damage, the sneak
attack has the additional effect of possibly either
paralyzing or killing the target (Special Ops’s choice). Studying the victim is
a standard action. The death attack fails if the target detects the Special Ops
or recognizes the Special Ops as an enemy (although the attack might still be
a sneak
attack if the target is denied his Dexterity bonus
to his Armor
Class or is flanked).
If the victim of such a death attack fails a Fortitude save
(DC 10 + the Special Ops’s class level + the Special Ops’s Int modifier)
against the kill effect, she dies. If the saving throw fails against the
paralysis effect, the victim is rendered helpless and
unable to act for 1d6 rounds plus 1 round per level of the Special Ops. If the
victim’s saving throw succeeds, the attack is just a normal sneak
attack. Once the Special Ops has completed the 3 rounds of
study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or
if the Special Ops does not launch the attack within 3 rounds of completing the
study, 3 new rounds of study are required before he can attempt another death
attack.

**4-** Any
one Reiatsu or Flash step feat

**5-** SHUNKŌ
[PRESTIGE]

**Benefit:** The greatest refinement of offensively used kido, Shunko covers the user
in crackling aura of lightning that gives them a +4 bonus to Strength and
Dexterity allows them to add 2d6 lightning damage to their unarmed attacks.
This also allows them to use Hankai as if they were a member of the Kido Corps.
Activating this ability costs 70 reiatsu and can last up to 1 minute per
character level. After using this ability you become fatigued until you receive
8 hours of rest. If you are already fatigued, you become exhausted, if you are
already exhausted you go unconscious after using this technique. This is a
supernatural ability.
Superhuman Evolutionary

The epitome of superhumans, the superhuman
evolutionary gains abilities above and beyond the normal superhuman.

**Prerequisites:**

Feats: Superhuman, Blooded, Superhuman Evolution

Unarmed damage source 1d8

1 – IMPROVED EVOLUTION [PRESTIGE]

Gain two Evolution abilities or a bonus feat. Your
timer for your evolutions double. This is an extraordinary ability.

2 – Either a bonus feat or a bonus Evolution ability.

3 – ADVANCED EVOLUTION [PRESTIGE]

Gain two Evolution abilities or a bonus feat. You gain
your constitution score as a onetime bonus to hit points and your charisma
modifier as a bonus to AC. This is an extraordinary ability.

4 – Either a bonus feat or a bonus Evolution ability.

5 – Gain two Evolution abilities or a bonus feat. Your
unarmed strikes now increases an additional step and you add one half you
character level to damage dealt with any attack you make. This is an extraordinary
ability.
Hollows lvl 1 - 5

**Minion**
Hollow (Level 1)

HP: 15

AC: 13 DR: 1/-

Fort: +3 Ref: +1 Will: -2

Atk: Slam +3 1d6+2

Reiatsu: 13

Powers:

Str: 15 Dex: 12 Con: 12  Int: 7 Wis: 7
Cha: 8

Bab: +1 CMB: +3 CMD: 14

Feats: Hollow

Skills: Sense Motive +2, Survival +2, Stealth +5

**Minion**
Hollow (Level 2)

HP: 30

AC: 15 DR: 2/-

Fort: +4 Ref: +1 Will: +0

Atk: Slam +3 1d6+2, Bite +3 1d6+2

Reiatsu: 22

Powers: Bite Attack

Str: 15 Dex: 12 Con: 12  Int: 7 Wis: 10
Cha: 10

Bab: +2 CMB: +4 CMD: 15

Feats: Hollow, Rage

Skills: Sense Motive +6, Survival +6, Stealth +6

**Minion**
Hollow (Level 3)

HP: 38

AC: 15 DR: 3/-

Fort: +4 Ref: +2 Will: +1

Atk: Slam +6 1d8+3, Bite +6 1d8+3

Reiatsu: 42

Powers: Bite Attack

Str: 16 Dex: 12 Con: 12  Int: 7 Wis: 10
Cha: 10

Bab: +3 CMB: +5 CMD: 16

Feats: Hollow, Rage

Skills: Sense Motive +7, Survival +7, Stealth +7

**Minion Hollow (Level 4)**
HP: 42

AC: 15 DR: 4/-

Fort: +5 Ref: +2 Will: +1

Atk: Slam +8 1d8+4, Bite +8 1d8+4

Reiatsu:

Powers: Bite Attack

Str: 18 Dex: 12 Con: 12  Int: 7 Wis: 10
Cha: 10

Bab: +4 CMB: +8 CMD: 19

Feats: Hollow, Rage

Skills: Sense Motive +8, Survival +8, Stealth +8

**Minion**
Hollow (Level 5)

HP: 48

AC: 15 DR: 5/-

Fort: +5 Ref: +2 Will: +1

Atk: Slam +9 1d8+5, Bite +9 1d8+5

Reiatsu: 70

Powers: Bite Attack, Magic Fang

Str: 18 Dex: 12 Con: 12  Int: 7 Wis: 10
Cha: 10

Bab: +5 CMB: +9 CMD: 20

Feats: Hollow, Rage

Skills: Sense Motive +9, Survival +9, Stealth +9
Battlecaster

Some casters can take their powers to the extreme.
These casters are a force of nature when in battle, doing things with spells
others can't imagine.

Prerequisites: Adept Spellcaster, Spellcraft 5+ ranks

1 – WARRIOR MAGE [PRESTIGE]

Your ability to cast in combat increases. You gain a
+4 deflection bonus to concentration to avoid attacks of opportunity. Also,
when casting kido, you may add your Spellscore modifier to damage. This is an
extraordinary ability.

2 – Bonus Feat

3 – EXPANDED KNOWLEDGE [PRESTIGE]

Your spellscore is considered 4 higher than normal
when calculating reiatsu. Also gain the knowledge of 2 new Kido per grade you
can access including grades in the future that they gain. This is an extraordinary
ability.

4 – Bonus Feat

5 – MAGICAL AVENGER [PRESTIGE]

Once per day per point of spellscore modifier you may
use any Kidou you know under 6th grade, casting it as a quick action
and empowering or extending its effects.
Hollow Brood Mother

Prerequisites:

Summon Lesser Hollow Hollow Growth Power, Telepathy
Hollow Growth Power

1 – HIVEMIND [PRESTIGE]

All hollow within 30 yards of the Brood Mother are in
constant communication. If one is aware of a particular danger, they all are.
If one in a group is not flat-footed, none of them are. No hollow in a group is
considered flanked unless all of them are. This is an extraordinary ability.

2 – Bonus Feat

3 – SUMMON MORE HOLLOW [PRESTIGE]

You may now summon 2d4 lesser hollows +2d4 per 4
character levels instead of the normal 1d4. This is a supernatural ability.

4 – Bonus Feat

5 – SUMMON BIGGER HOLLOW [PRESTIGE]

Your summoned hollows have 20 hit points each per 4
levels, deal 10 damage each per 4 levels with their bite and can explode as a
standard action for 10 damage per 5 levels which ignores damage reduction in a
radius of 10 feet per 5 character levels and kills the bigger hollow. If
another bigger hollow is caught in the blast of a bigger hollow it will itself detonate.
This is a supernatural ability.
Kaidou

**Kaidou #6 Chiyu no bōru**

**Casting Time:** Standard action

**Range:** Touch

**Target:** One

**Duration:** Instantaneous **Saving Throw:** None

**Effect:** This Kidou forms a small ball of healing energy, the caster can then throw this at a target. The caster must succeed at a ranged touch attack, if he hits, his target is healed of 5 health +1 per two levels, up to a maximum of +10.

**Kaidou #9 Ōkyū shochi**

**Casting Time:** Swift Action

**Range:** Touch

**Target:** One

**Duration:** Instantaneous **Saving Throw:** None

**Effect:** This Spell allows the user to quickly place his hands upon his comrades and staunch their bleeding, this spell immediately stabilizes a dying person and stops any bleeding effect.

**Kaidou #11 Hikari no kizu o naosu**

**Range:** Touch

**Target:** One

**Duration:** Instantaneous **Saving Throw:** None

**Effect:** This Kidou heals the target touched for 10+1(per level to a maximum of +10) points of healing.

**Kaidou #16 Iyashino kiri**

**Range:** 20ft burst, centered on self.

**Target:** One

**Duration:** 1 round/level **Saving Throw:** None

**Effect:** As you complete this Kidou a thick greenish mist raises from your position, it envelops an area of 20 ft around you. This functions as Obscuring mist, but with the added bonus of healing anyone within for 1 hit point per round.

**Kaidou #21 koraizu**

**Range:** Touch

**Target:** One

**Duration:** Instantaneous **Saving Throw:** None

**Effect:** This Kidou dispels ongoing conditions on a target, by assaulting them with a strong burst of restorative Kidou. #21 removes one of the following conditions per casting: Shaken, Frightened, Staggered, Bleeding, Diseased, 1d4 points of ability damage.

**Kaidou #23 Mainā saisei**

**Range:** Touch

**Target:** One

**Duration:** 1 round/level **Saving Throw:** None

**Effect:** This Kidou plunges the recipient in an aura of greenish glow, giving them a fast healing of 5 +1 for every 4 levels of the caster. This fast healing cannot be suppressed before the spells duration has run it's course.

**Kaidou #39 Naka-teido no kizu o naosu**

**Range:** Touch

**Target:** One

**Duration:** Instantaneous **Saving Throw:** None

**Effect:** This Kidou heals the target touched for 25+1(per level to a maximum of +15) points of healing.

**Kaidou #46 Yori ōkina shūfuku**

**Range:** Touch

**Target:** One

**Duration:** Instantaneous **Saving Throw:** None

**Effect:** This Kidou dispels ongoing conditions on a target, by assaulting them with a strong burst of restorative Kidou. #46 removes twoof the following conditions per casting: Shaken, Frightened, Panicked, Staggered, Bleeding, Diseased, Sickened, Nauseated, Cursed, 2d4 points of ability damage or 1d4 points of ability drain.

**Kaidou #51 Jūshō o naosu**

**Range:** Touch

**Target:** One

**Duration:** Instantaneous **Saving Throw:** None

**Effect:** This Kidou heals the target touched for 35+1(per level to a maximum of +20) points of healing.
The Kenpachi

**Prerequisites:**

**Feat:** Signature Reiatsu, Character 10th level.

**Special:** Must defeat the previous Kenpachi unless there is none at the time, or
must be chosen by the 11th squad

1- ZENKAI [PRESTIGE, REIATSU]

For a number of rounds equal to his character level
plus his constitution modifier, the Kenpachi can enter a state of supreme
power. These rounds do not need to be used consecutive. He gains a +4 bonus to
strength, Natural amour and doubles his Reiatsu. These bonuses stack with Rage
or Whirling Frenzy. While in this state, he cannot make use of any Kidou
spells, feats or abilities.

2 – KENTATE

You gain Kentate as a bonus feat ignoring prerequisites
and one other reiatsu feat that the player chooses

3 – ZENKAI BOOST [PRESTIGE, REIATSU]

Your Zenkai bonuses to Strength and natural armour by
+2.

4 – ZANTEZUKEN

You gain Zantetzuken as a bonus feat ignoring prerequisites
and one other reiatsu feat that the player chooses

5- FULL POWER ZENKAI [PRESTIGE, REIATSU]

While in Zenkai you gain a movement speed bonus of +30
ft to all movement modes and you Reiatsu bursts out to shield you giving you an
additional bonus to your damage reduction equal to your Zenaki bonus to Natural
armour.
Nacho Momma

**Next:** | "No Pain, No Gain"

**Nacho Momma** is the second episode of *SurvivorSims: Marquesas*.

Each tribe member would bob for fafaru (raw fish fillet marinated in fermented seawater). If any tribe member cannot keep it down or doesn't eat it, they will lose the challenge for their tribe.

**Winner:** Rotu

## Tribal Council

### Day 6

* Vote
* Tiebreaker
Fullblood

Prerequisites:

Fullbringer feat

Weaponry damage source 1d8, Oldblood (Specified Race)

1 – IMPROVED OLDBLOOD [PRESTIGE]

The race that you qualify for feat prerequisites for, you
now gain their racial attack as well.

2 – Bonus Feat

3 – ADAVISM [PRESTIGE]

While using a feat you gained via Oldblood, you gain a
+2 bonus on all rolls involving that feat (If you have a static bonus you get a
+2 to that static bonus instead.)

4 – Bonus Feat

5 – GREATER OLDBLOOD [PRESTIGE]

If you take a feat that gives you Abilities (Shikai Picks,
Hollow Growth Powers, etc), you count as

if you were the earliest level you could qualify for that
feat (So if you had Oldblood (Shinigami), you

would be able to pick Shikai Picks from the Shikai feat
from third level, which is the earliest you

could qualify for Shikai.). This applies Retroactively
to any feats you might have.
Phone of Sauceda

**Telephone of the neighbor** (English / *English* *Telephone of the Neighbor* ) is an object in the game Hello Neighbor.

## Phone of Sauceda

### Label

FunctionCall the player

The player calls / can call him, distracting Sauceda in this way Sauda

## Description

With / From this phone as well as with / from our can call.

From this phone, you can call the player on the phone .

It will be a call if you call through the phone of the main character . In this way, you can move a neighbor to his home phone.

It looks like a green home phone of the old type. It will be a call, if you use the phone of the main character . In this way, you can reassess Sauceda to his home phone.

Similarly, from this phone on the contrary, you can call the player's phone / phone of the main character.

## History

For the first time in the game appears in Alpha 1. It first appears in Alpha 1. It is always in the same place, regardless of what version it is talking about. The phone can be found on the nearest commode to the main entrance.

The item exists in all future versions.

### Alpha 2

Exactly the same phone.

Nothing changed after Alpha 1.
Attic (Alpha 3)

**Attic (Alpha 3)** is the room in the game Hello Neighbor Alpha 3.

## Description

The attic is above the bathroom on the second floor in Alfa 3. From the room there is a bright blue light, it is created by a neon lamp . The room has a wooden floor, painted in blue, and walls tapering to the top / that taper to the top, having the same color. The room has a very

many boxes and a neon lamp . In the middle of the attic there is a support, on the back of which weighs scrap . You can get into the room only through a hole in the roof, you can go out either by breaking a window , or by trying to get out through a hole in the roof with the help of boxes. The room has a lot of boxes and a neon lamp .

The attic is at the level of the third floor.

The attic is at the level of the third floor on the right.

Scrap on the side of the prop, wrapped to the window

Scrap on the support
Taishosei Tsuyosa

## Taishohei Tsuyuosa

Taishohei Tsuyosa

To be added

## Character Sheet

**Taishosei Tsuyosa (Level 1)**

**HP:** 30

**AC:** 17, **Touch:** 11, **Flat-foot:** 13, **DR:** 1/-

**Fort:** 2 **Ref:** 3 **Will:** 1

**Atk:** Zanpakutou +3 (1d6+2 18x2)

**Reiatsu:** 62 **Resolve Points:** 3

**Powers:**

**Str:** 14/+2 **Dex:** 13/+1 **Con:** 14/+2 **Int:** 16/+3 **Wis:** 12/+1 **Cha:** 10/+0

**Spellscore:** 17/+3

**Bab:** +1 **CMB:** +3 **CMD:** 14

**Weaponry Damage Source:** 1d6, **Unarmed Damage source:** 1d6

**Feats:** Shinigami, Womanizer, Spellcaster, Alternate Defense, Blooded, Endurance, Seasoned

**Skills:** Acrobatics +1, Appraise +3, Bluff +4, Climb +2, Diplomacy +4, Escape Artist +1, Fly +1, Heal +1, Intimidate +4, Knowledge: Art +7, Knowledge: Kido Lore +7, Perception +5, Ride +1, Sense Motive +1, Spellcraft +7, Stealth +1, Survival +1, Swim +2

**Flaws:**

**Kidou Known:** Bakudou #4 Hainawa, Bakudou #8 Seki, Bakudou #17 Inemuri
11th Squad Veteran

Amongst the Gotei 13, the 11th Division
is the most violent. Its Taisho is one of the most terrifying fighters of the
spirit world and his training is merciless. He sometimes singles out a warrior
whose spirit, far from being tamed by pain and showing no fear of death, revels
in bloodshed and the intoxication of putting one's existence on the line. For
those few, Zaraki Kenpachi becomes a model, an inspiration, and its way of
fighting, a way of living and dying.,

**Prerequisites**:

Bab +7

Feat: Shinigami, Zantetzuken, Rage, Blooded

Special:
Lost but survived a duel with current 11th division Captain

**1-**
**VETERAN WARRIOR [PRESTIGE]**

**Benefit:** Surviving the training of Taisho Zaraki Kenpachi was an epiphany, and
has forged you in one of the most terrifying force of war in the Shinigami
divisions. Once per day you can lose yourself in the fury of battle raising
your Reiatsu to nearly uncontrollable levels. This Frenzy adds a +2 bonus to
Strength, imposes a fixed -4 penalty to AC, and gives the Veteran a single
extra attack at its highest Base Attack Bonus. The effects last 3 +
Constitution modifier rounds, after which your character is fatigued for double
the rounds it was in the Frenzy. This is an extraordinary ability.

**2-** Any
one Release or Reiatsu feat

**3-** GREAT
WARRIOR [PRESTIGE]

**Benefit:** Your Frenzy bonus improves. It now adds a +6 bonus to Strength, imposes
a fixed -4 penalty to AC, and gives the Veteran a single extra attack at its
highest Base Attack Bonus. The effects last 3 + Constitution modifier rounds,
after which your character is fatigued like Veteran warrior. This is an
extraordinary ability.

**4-** Any
one Release or Reiatsu feat

**5-** LEGENDARY
WARRIOR [PRESTIGE]

**Benefit:** Your Frenzy bonus reaches its maximum. It now adds a +10 bonus to
Strength, imposes a fixed -4 penalty to AC, and gives the Veteran two extra
attacks at their highest Base Attack Bonus. The effects last 3 + Constitution
modifier rounds, after which your character is fatigued like Veteran warrior.
This is an extraordinary ability.
Adjucha

Adjuchas are the medium class of menos in terms of
power, and the second stage in the menos evolution. Adjuchas can vary radically
in appearance, from bulky humanoids to the jaguar-like

form of Grimmjow Jeagerjaques. Unlike the gillians,
they are roughly human-sized. They are also much smarter than the gillians and
have the power to match. It is likely they could fight evenly with at least a
Shinigami lieutenant. They watch over the many gillian-class menos, and in the
anime are also capable of controlling them, or at the least those put in charge
by Aizen can. Adjuchas-class menos are much smaller in population compared to
the gillian class, due to the rarity of any one hollow

being capable of overwhelming the many other hollows
that comprise the body of a gillian. Furthermore, the adjuchas must continue to
devour hollows, or its mind will be absorbed by the hollows comprising its form
and it will revert back into a gillian. The subsequent lack of an individual
will also preclude the reverted gillian from becoming an adjuchas again.

**Prerequisites**:

Bab +6 Cero and Consumption Hollow Growth powers

**1-** DEVOUR
[PRESTIGE]

When you consume a fallen opponent, you gain a greater
part of its strength. You gain temporary hit points equal to its constitution
score, and attribute bonus points equal to its character level to dispatch
across your own attributes. These bonuses persist for one hour per level of the
devoured character. This is a supernatural ability.

**2-** Any
one Flash step or Reiatsu feat

**3-** SUMMON
HOLLOW [PRESTIGE]

Once per day, you may summon a Hollow with no more
than half your character level. The Hollow is summoned for one hour per Cha
modifier of the Adjucha. The DM has the final say as to the abilities and shape
of the summoned creature. The Hollow obeys your every command for the duration
of the summon. You cannot gain sustenance from Summoned Hollows. This is a
supernatural ability.

**4-** Any
one Flash step or Reiatsu feat

**5-** HOLLOW
SWARM [PRESTIGE]

This
ability acts as the *Elemental Swarm* spell, but summons Hollows instead
of elementals. This is a supernatural ability.
Hollow Feats

HOLLOW
[RACIAL, SOUL]\*

**Prerequisites:**
**Exclusive of any other racial feat.**

**Benefit:**
You may chose either Slam or Claw, gaining two of the following attacks dealing 1d6 points of damage. From third level onward, you add your unarmed damage source to the damage of your natural attacks. You may choose one of the following
Hollow Growth power [*See Hollow Growth Powers*]. You gain an additional
Hollow Growth Power every 3 levels after you gain this feat.

HOLLOW
GROWTH POWER [HOLLOW, SOUL]

**Prerequisites:**
**Hollow**

**Benefits:**
**You gain an additional hollow growth power**

**Special:** You may take this feat multiple times, each time gain
an additional hollow growth power.
Rin Kisaragi

**Rin Kisaragi (level 3)**

**HP** 42

**AC**: 18 (19 Melee) **Touch**: 18 (19 Melee) **Flat-foot**: 11 **DR**:0

**Fort**: 0 **Ref**: 4 **Will**: 1

**Atk:**  Katana +6 (1d6+2 18x2)

**Reiatsu**: 84 **Resolve Points**:4/4

**Powers:**

**Str**: 14(2) **Dex**: 18(4) **Con**: 11(0) **Int**: 12 (1) **Wis**: 8 (-1) **Cha**: 16(3) **SpellScore**: 17

**Bab**: 2 **CMB**: 3 **CMD**: 18

**Weaponry Damage Source**: 1d6+2 + (1d8) **Unarmed Damage Source**: 1d6+2

**Feats(7)**:Child, Shinigami, Defensive Martial Artist, Deflect arrows, Spellcaster, Weapon Finesse, Alternate Defense: Charisma, Heroic Attribute (Dex)

**Skills**:Acrobatics +8, Athletics +2, Bluff +3, Diplomacy +1, Disguise +3, Escape Artist +4, Flash Step +9, Fly +6, Intimidate +6 , Knw (Kidou Lore) +5, Perception +3, Perform +3, Ride +4, Sense motive -1, Spellcraft +5, Stealth +12, Survival -1

**Flaws**: Flawless bby

**Kidou Known**: Bakudo #4. Hainawa, Hado #12 Fushibi, #39. Enkōsen.
Outcast

Sometimes you just have to leave the Soul Society,
Hueco Mundo, The Shinkoukenjin or the Oni Courts and run. Even if it's to help
them. Once branded an outcast by your collective, you won't be welcome there
except in times of great strife, and will probably be killed on sight (If they
can that is). Some will still deal with you unless you are seen as a blight on
that society, or an outcast from a violent uprising.

**Prerequisites:** Any 1 Racial Feat, Character level 6th., Have been
banned from your respective race or entered self-imposed exile.

1 - LIVING [PRESTIGE]

You gain the benefits of the alive feat even if you
are not so. If you already have the alive feat, your Resolve Dice are now d10's
instead of d8's. This is an extraordinary ability.

2 - FORBIDDEN KNOWLEGE [PRESTIGE]

Pick a kido no higher than kido grade bracket 5. This
becomes a supernatural ability usable 3/day

3 - FORBIDDEN TECHNIQUES [PRESTIGE]

Choose one race, other than your own or Shinigami, you
gain one power or feat associated with that race. You cannot chose a power or
feat that has a prerequisite that includes another power or feat associated
with the race.

4 - FORBIDDEN MASTERY [PRESTIGE]

You gain another power or feat associated with the
same race as chosen with Forbidden Techniques. This time you can pick a power
or feat with a prerequisite if that power or ability should already be one you
have access to.

5 - OUTCAST

You now qualify for prestige paths and feats as if you
were a member of the race chosen with Forbidden Techniques, and gain the feat
of that race ignoring exclusivity. This is an extraordinary ability.
Flash Dancer

Using
flash step as a deadly dance of death, the flash dancer is a force to be
reckoned with in combat and can almost go unseen until the first of the enemies
dies.

 Flash Step 5 Ranks, Stealth 5 Ranks, Perform (dance) 5 ranks.

Feats:
Combat Reflexes, Dodge, Mobility.

1
– HIDE IN PLAIN SIGHT [PRESTIGE]

A
flash dancer can use the Stealth skill even while being observed. As long as
she is within 10 feet of some sort of concealment. This is an extraordinary
ability.

2
– SHADOW ILLUSION [PRESTIGE]

The
flash dancer gains the feat Flash Step Decoy and the Feat Flash Step
Invisibility regardless of eligibility.

3
– FLASH LEAP [PRESTIGE]

Whenever
a flash dancer rolls a flash step check, any roll of a 1-9 is considered a 10.
Also, the Flash Dancer gains the feat Flash Step Spring Attack regardless of whether
or not she meets the prerequisites. This is an extraordinary ability.

4
– SHADOW SOUL [PRESTIGE]

Whenever
a Flash Dancer is near a shadow, they can cause that shadow to envelop them and
transport them to another shadow within flash step distance. This is done by
making a Flash step check. Should it succeed to cover the distance, you move
the distance and, if you moved adjacent to an opponent, they must make a will
save or be caught flat footed. This is a supernatural ability.

5
– IMPROVED FLASH LEAP [PRESTIGE]

Whenever
a flash dancer rolls a flash step check, any roll of 1-14 is considered a 15.
Also, the flash dancer may make an additional attack while using Flash Step
Spring Attack per point of Dexterity modifier they possess. This is an extraordinary
ability.
Soulcasting Prodigy

**Prerequisites:**

Feats: Soulcaster

Special: Ability to deal 3d6 damage, heal 30 damage
and block 30 damage (or give a +4 Bonus to AC, Fortitude and Reflex saves)

1 – CUTTING MASTER [PRESTIGE]

Your Solitary Sacred Cutting Shield does d8's of
damage instead of d6's. In addition, once per encounter when you roll an attack,
you may re-roll the attack and take the better of the two rolls. This ability
may be declared even after knowing the outcome of the attack roll but before
damage is dealt. This is an extraordinary ability.

2 – PRODIGY [PRESTIGE]

Choose one effect. Your Solitary Sacred Cutting Shield
does d10's of damage, Your Three Sacred Links Shield does damage to foes
touching your shield at a rate of 1d6 per 10 points the shield can block or
your Twin Sacred Return Shield may return to life someone that's been
disintegrated or blown to bits. You gain that effect to the appropriate shield.
These are supernatural abilities.

3 – SHIELDING MASTER [PRESTIGE]

Your Three Sacred Links Shield now protects against an
additional 2 points per rank you possess. In addition, when you use your shield
to protect allies, you may temporarily reduce the ranks you possess by 1 to
give the allies within your shield Fast Healing 3 + 2 per rank of the shield
while the shield is up. If the shield is broken by an attack, the Fast Healing immediately
ends even if the allies have not received their healing from it for the round.
You are also affected by this ability (You gain the same fast healing as your
allies). These are supernatural abilities.

4 – OFFENSIVE SHIELDING [PRESTIGE]

You may temporarily reduce your rank of this shield by
1 to have the shield deliver a powerful shock against any enemies touching the
shield. This damage is equal to 1d8 per rank of the shield (minus the rank
sacrificed to activate this ability). This is a supernatural ability.

5 – HEALING MASTER [PRESTIGE]

Your Twin Sacred Return Shield's healing increases to
15 points per rank instead of 10 points. In addition, when you restore a limb
to a target, it counts as 10 points of healing instead of 20. Also, when you
return a target to life it counts as 40 points of healing instead of 50 and may
be done ten rounds per level of the target after their deaths instead of your charisma
modifier in rounds. This is as supernatural ability.
4th Squad Specialist

One of the least respected squads of all the Gotei 13,
yet possibly the most important, the 4th division is
responsible for the lives of Shinigami everywhere. They are the battlefield
medics, surgeons, doctors and generally healers. Also, they service the
Seireitei itself , cleaning streets, gutters and regulating sewage.

The 4th
Division Specialist is a
master of healing, someone that might even be able to recombine a soul before
it passes onto it's next incarnation. To those that don't know them, they seem
weak, effeminate and foolish. Never willing to fight, always
healing everyone on a battlefield that is still alive. The worst offenders of the prejudice is Squad 11, who
value strength

over everything else.

**Prerequisites**

Feat: Reiatsu Healing

Skills:
Heal: 5 Ranks

**1** –
CHANNEL DIVINITY

You gain a pool of Divine Channeling per day equal to
3+Wisdom Modifier. You may use these points in several ways. Unless noted, a
Channel Divinity usage targets one creature or spell (Either the caster or the
target or the target spell). Using Channel Divinity is a supernatural ability.

For 1 point: Add 2d8 healing to one Reiatsu Healing,
Imbue Liquid with sleep, Gain +4 alchemical bonus to fortitude or will save for
one turn.

For 2 points: Use Reiatsu Healing at a range of 30
feet, Double your Reiatsu Healing for the round, Imbue liquid with Deep
slumber, Remove Diseased/Blind/Deaf condition.

For 3 points: Use Reiatsu Healing as an immediate
action

**2** –
Bonus Base Feat or +2 Channel Divinity Points

**3** –
HEALING AURA [PRESTIGE]

By using one use of Divine Channeling, you may use
Reiatsu Healing in a 20 foot burst per Divine Channeling point spent. You may
not use more than your Fourth Division Specialist levels in points for this
effect. This is a supernatural ability.

**4** –
Bonus Base Feat or +2 Channel Divinity Points

**5** –
RECOMBINATION [PRESTIGE]

If you can get to a being that's been slain (that was
alive or not beforehand) within 1d4 rounds per character level of it's death,
you can spend a number of Channel Divinity points equal to it's HD to reform
it's essence into the body it was before it moves on the path of reincarnation.
This is a supernatural ability.
Vasto Lorde NPC

**Destripador Corazón (Level 14)**
HP: **206**

Size: **Medium**

AC: **21** Touch: **17** Flat-foot: **16** DR: **14/-** Regeneration: **8**

Fort: **+11** Ref: **+12** Will: **+4**

Atk: **2 Slams +26 (1d6 + 2d8+12 x2)**

Reiatsu: **556** Resolve Points: **6/6**

Powers: **Cero, Consumption, Increased Size x2, Telepathy, Regeneration,**
Spirit Lance, High speed Regeneration, Ungodly Healing.
Str: **35** Dex: **18** Con: **24** Int: **11** Wis: **11** Cha: **19** SpellScore: **20**

Bab: **+14** CMB: **+26** CMD: **31**

Weaponry Damage Source: **1d6** Unarmed
Damage Source: **2d8**

Feats: **Hollow, Skill Focus (Intimidate), Overbearing Reiatsu, Reiatsu**
Bullrush, Reiatsu Burst, Heroic attribute (Cha) x2, Improved Reiatsu Capacity,
Powerful Reiatsu, Increased Flash Step, Heroic Attribute (Dex), Blooded, Flash
Step Decoy, Far step, Flash Step After Image
**Path Feats:** Devour, Summon Hollow, Hollow
Perfection,
Skills: **Acrobatics +3, Athletics +12, Bluff +19, Diplomacy +2, Intimidate**
+25(30 Reiatsu), Flash Step +40, Sense Motive +17, Stealth +2
Sniper

The extremists of the Archer set, Snipers are
guerrilla and tactical archery experts. Instead of working with teams of other archers
and longbowmen, Snipers often set up independently and shoot for particular
targets, usually officers, spellcasters and unit leaders. Often they will
set-up positions before a battle high in trees or in other camouflage locations
in preparation for an upcoming battle. They are generally serious people,
considered to be dry of wit and they often seem to have little interest in
anything besides their single-minded focus on the perfect shot.

**Prerequisites:** Feats: Point Blank Shot , Precise Shot, Sneak Attack
+3d6

1 - PRIMARY WEAPON [PRESTIGE]

You gain a +2 Compitence bonus on ranged attacks with
the Quincy bow, +1 per 2 prestige feat from this path. This is an extraordinary
ability.

2 - EXTENDED RANGE [PRESTIGE]

The range of your selected ranged weapon doubles. This
is an extraordinary ability.

3 - EXTENDED SNEAK ATTACK [PRESTIGE]

You can now sneak attack within your bows full range.

4 - FURTHER RANGE [PRESTIGE]

Your range with your ranged weapon extends to line of
sight, except with the ability Rain of Arrows, who's range maxes out at 10 feet
per 2 character levels of the archer. This is an extraordinary ability.

5 - ONE SHOT, ONE KILL [PRESTIGE]

By spending a full round action studying a target that
does not know you are there, you gain a +4 competance bonus to the attack roll,
and deal triple damage on a hit. If you critically hit, your critical
multiplyer is increased to x5 damage. This is an extraordinary ability.
Shinigami Lieutenants

**Basic Lieutenant Shinigami (Level 7)**

**HP:** 73

**AC:** 14 **Touch:** 14 **Flat-foot:** 12

**Fort:** +5 **Ref:** +4 **Will:** +3

**Atk:** Zanpakutou +11 (1d8 + 1d10+6 18x2)

**Reiatsu:** 271 **Resolve Points:** 5/5

**Shikai:** Bake-Kujira (Water/Bone) – Crushing Wave, Greater Crushing wave,
Swift Crushing wave/Mantle of Bone, Bone Spikes, Adaption(Underwater). Release
command (Capsize Bake-Kujira). Upon release a whale-like skeleton envelops the
Lieutenant which constantly seeps with water, the weapon becomes a Bone Harpoon
which constantly swirls with water from the crashing waves.

**Str:** 18 **Dex:** 14 **Con:** 12 **Int:** 12 **Wis:** 13 **Cha:** 14 **SpellScore:** 15

**Bab:** +7 **CMB:** +11 **CMD:** 23

**Weaponry Damage Source:** 1d10 **Unarmed Damage Source:** 1d6

**Feats:** Shinigami, Seasoned , Heroic Attribute (Con), Blooded, Improved Initiative, Soul Companion, Spellcaster (Cha), Improved Reiatsu Capacity, Increased
Flash Step, Flash Step Evasion, Shikai, Expanded Release x2, Zantezuken

**Skills**: Acrobatics +12, Athletics +14, Diplomacy +8, Flash Step +12,
Intimidate +12, Knw: (Kidou Lore) +7, Knw (Seireitei) +5, Knw (Civics) +5, Knw
(Hueco Mundo) +5, Knw (Rukon District) +5, Spellcraft +7.

**Kidou Known:** Bakudo #9 Geki, Bakudo #21 Sekienton

**Shikai Stats**

**AC:** 21 **Touch:** 14 **Flat-foot:** 19
**Reach:** 10ft

**Atk:** Bake-Kujira +11 (1d8 + 1d10+6 20x3 +4d6 water)

**Reiatsu:** 545
Kidou General

Kidou is a form of combat utilized by the Shinigami, through the manipulation of their spirit energy to produce powerful or useful spells. These spells fall into two categories Hado (Way of destruction) which is used as direct attacks, or Bakudo (Way of Binding) which is seen used as Battle support and control. Kidou is part of Zankensoki, basic Shinigami combat skills. Hado and Bakudou Kidou are all numbered between 1 and 99, where 1 to the late thirties are considered generally accessible to most Shinigami and 80 or above is extremely advanced and rarely mastered.

Beyond the usual two ways there are a few subgroups of Kidou, these Kidou do not enter into the usual numbering system of ordinary Kidou. First there is Barriers, a sub group of Bakudo, these are powerful spells meant to and used to establish perimeters during combat to contain a situation or protect a particular place or person. Also under Bakudo we find the seals, this is a unique subgroup with considerably less utility, these are spells are focused on sealing items and individuals for the safety of others or themselves.

## Rules

The rules governing Kidou is quite simple. At character creation, each character calculates their spellscore as you find under the character creation rules. This statistic works just like any other ability score, save it governs the use of spells particularly how difficult they are to resist.

To gain access to Kidou, a character has to pick up the Spellcaster feat which gives him access to all Kidou spells between grade 1 to 39, after which subsequent feats grants access to a higher grade. All Kidou, save grade 1 to 9, are considered a full-round action to cast as they generally include a lengthy incantation one has to speak. A Kidou can be prepared ahead of time, by speaking the incantation and holding the charge, this is a concentration action and can be held for 1 round per spellscore modifier. This penalty can be alleviated by picking up a few feats found under Themed feats then Kidou, each Kidou spell has a basic cost of 10 Reiatsu plus 20 for every 10th grade past 10. As such a grade 1 to 9 costs 10, a grade 4 costs 70 Reiatsu (10+60).

The rules for Kaidou differ slightly, in that a base Kaidou spell costs 20 and the increase per grade is 25 instead of 20, as forcing an opponents body to heal that quickly requires a lot on the part of the healer.
Fullbringer Weapon Breaker

Prerequisites: Fullbringer, Improved Sunder

Special must have sundered a racial weapon.

1 – ADVANCED SUNDER [PRESTIGE]

When a weapon breaker successfully sunders an item he
may imitatively make a melee attack against the target using the same attack
bonus that the sunder attack used.

2 – Bonus Feat

3 – EXPLOSIVE SUNDER [PRESTIGE]

When you sunder a racial weapon the person wielding
the weapon takes 1d4 damage per 2 character levels they have.

4 – Bonus Feat

5 – DRAW OUT WEAKNESS [PRESTIGE]

If a creature strikes you with a manufactured weapon,
the weapon must immediately make a successful Fortitude save (DC 15 + your
character level + your Con modifier) or shatter against your skin, leaving you
unharmed.
7th Squad First Responder

Disasters happen, and when they do, the Gotei 13's
first people in, are those of 7th
squad. Though not a lofty
position, they act as firemen, medics and a steady supply of information to
make sure that the rest of the Gotei knows exactly what's going on.

**Prerequisites:** Skill Focus (Initiative), Lightning Reflexes, Combat
Reflexes, Skill Focus (Heal)

1 – FIRST IN [PRESTIGE]

You gain a +3 bonus to your initiative rolls. In
addition, if you are the first person to act on initiative, you gain that same bonus
to any action you take on that round, and may take an extra standard action
during that same round. This is an extraordinary ability.

2 – INFORMATION CHAIN [PRESTIGE]

You gain the ability to use the spell *Whispering*
Wind *up to spell score modifier per day. The only difference is that range is*
increased to 1 SPIRIT mile per caster level. Your caster level and character
level are the same. This is a supernatural ability.

3 – Bonus Feat

4 – HELP EVERYONE [PRESTIGE]

Once per round, per character level, the First
Responder can as a quick action activate a 30ft aura that grants all his allies
within +2 insight bonus to Atk, Damage, AC, Saves, Skill checks and ability
checks until the start of his next turn.

5 – KEEP GOING [PRESTIGE]

Sometimes you have to push yourself beyond the limits
of even a shinigami. You can force your healing system to speed up
tremendously. Once per day per point of spell score modifier, you gain Fast
healing equal to your spell score for a number of rounds equal to your spell
score. This is a supernatural ability.
Living Hollow

Some Superhumans aren't human at all. They have
somehow grow hollow powers, and by way of this prestige path benefit from that
relationship.

**Prerequisites:** Superhuman feat, Oldblood (Hollow) feat, Alive,
Evolution, Bab +8.

1 - AWAKENING [PRESTIGE]

You gain 2 Hollow growth powers. You do not qualify
for hollow growth powers that require claw attacks. These powers are hidden
within you, only available when you are using your Hollow Evolution power. This
is an extraordinary ability.

2 - HOLLOW EVOLUTION [PRESTIGE]

You gain 2 more hollow growth powers and You can
unleash your hollow growth powers and also gain a bonus to your Strength,
Dexterity and Constitution equal to the number of hollow growth powers you
gained. This form lasts one minute per [Constitution Modifier + Character
Level] and includes only the hollow growth powers from Awakening and this prestige
feat. Gaining the hollow growth powers is extraordinary. Using Hollow Evolution
is supernatural.

3 - SECONDARY AWAKENING [PRESTIGE]

You gain 2 more hollow growth powers. These powers are
hidden within you, only available when you are using your Hollow
Hyper-Evolution. This is an extraordinary ability.

4 - HOLLOW HYPER-EVOLUTION [PRESTIGE]

You gain 2 more hollow growth powers and You can
unleash your hollow growth powers and also gain a bonus to your Strength,
Dexterity and Constitution equal to the number of hollow growth powers you
gained. This second group includes the new hollow growth powers from Secondary
Awakening, Awakening and this prestige feat and lasts one minute per character
level. Gaining the hollow

growth powers is extraordinary. Using Hollow Hyper- Evolution
is supernatural.

5 – HOLLOWFICATION [PRESTIGE]

You gain 2 more Hollow Growth Powers that are sealed
and cannot be accessed without your hollow

hyper-evolution active. In addition, choose 3 from all
your hollow growth powers. They are always active without evolving. This is an extraordinary
ability.
Masao Himura

**Masao Himura (Level 3)**
**HP:** 48

**AC:** 16, **Touch:** 16, **Flat-foot:** 10

**Fort**: +3 **Ref:** +3 **Will:** +6

**Atk:** Zanpakutou +3 (1d10+1d8+2 18x2)

**Reiatsu:** 231 **Resolve Points:** 3/3

**Powers:**

**Str:** 14/+2 **Dex:** 15/+2 **Con:** 15/+2 **Int:** 11 **Wis:** 16/+3 **Cha:** 8 **SpellScore:** 17/+3

**Bab:** +1 **CMB:** +4 **CMD:** 16

**Weaponry Damage Source:** 1d8, **Unarmed**
**Damage Source:** 1d6
**Feats:** Dark Hero (Free), Shinigami, Spellcaster (Wis), Reiatsu Heightened Sense Aura, Reiatsu Shielding Aura, Blooded, Reiraku Hunter, Double Reiatsu Aura, Heroic Attribute 2x (STR)

**Skills:** Acrobatics +7/1, Diplomacy -3, Escape Artist +2, Flash Step +7/2, Fly +2, Heal +7/1, Intimidate -1, Kn (Hueco Mundo) +4/1, Kn (Kido Lore) +4/1, Kn (Rukon District) +4/1, Sense Motive +5/1, Perception +9/3, Perform -3, Ride +2, Sense Motive +5/1, Spellcraft +4/1, Stealth +2, Survival +3

**Kidou known:** Bakudou #8 - Seki / Bakudou #17 - Inemuri / Bakudou #39 - Enkōsen
Shinigami 1 - 5

**Shinigami (Level 1)**
HP: **15**

AC: **13** DR: **1/-**

Fort: **+1** Ref: **+4** Will: **+1**

Atk: **Asauchi +3 (1d6+2 18x2)**

Reiatsu: **24**

Powers:

Str: **14** Dex: **14** Con: **12** Int: **10** Wis: **12** Cha: **8**

Bab: +**1** CMB: **+3** CMD: **15**

Feats: **Shinigami, Improved Initiative**

Skills: **Acrobatics +6, Athletics +6, Flash step +6, Sense Motive +5**

**Shinigami (Level 2)**
HP: **22**

AC: **13** DR: **2/-**

Fort: **+1** Ref: **+5** Will: **+1**

Atk: **Asauchi +4 (1d6+2 18x2), Power attack +3 (1d6+4 18x2)**

Reiatsu: **36**

Powers:

Str: **14** Dex: **14** Con: **12** Int: **10** Wis: **12** Cha: **8**

Bab: +**2** CMB: **+4** CMD: **16**

Feats: **Shinigami, Improved Initiative, Power Attack**

Skills: **Acrobatics +7, Athletics +7, Flash step +7, Sense Motive +6**

**Shinigami (Level 3)**
HP: **29**

AC: **13** DR: **3/-**

Fort: **+2** Ref: **+5** Will: **+2**

Atk: **Asauchi +5 (1d6+2 18x2), Power attack +4 (1d6+4 18x2)**

Reiatsu: **48**

Powers:

Str: **14** Dex: **14** Con: **12** Int: **10** Wis: **12** Cha: **8**

Bab: **+3** CMB: **+5** CMD: **17**

Feats: **Shinigami, Improved Initiative, Power Attack**

Skills: **Acrobatics +8, Athletics +8, Flash step +8, Sense Motive +7**

**Shinigami (Level 4)**
HP: **36**

AC: **14** DR: **4/-**

Fort: **+2** Ref: **+3** Will: **+5**

Atk: **Asauchi +5 (1d6+2 18x2)**

Reiatsu: **105**

Powers:

Str: **10** Dex: **14** Con: **12** Int: **10** Wis: **14** Cha: **12** Spellscore: 15

Bab: **+4** CMB: **+4** CMD: **15**

Feats: **Shinigami, Improved Initiative, Spellcaster (Wis)**

Skills: **Acrobatics +8, Knw (Kidou Lore) +7, Sense Motive +7, Spellcraft +7**
**Kidou Known:** Hado #4 Byakurai,
Bakudo #1 Sai

**7th Seat Shinigami (Level 5)**
HP: **43**

AC: **13** DR: 5**/-**

Fort: **+5** Ref: **+3** Will: **+3**

Atk: **Asauchi +7 (1d6+3 18x2), Power attack +5 (1d6+7 18x2)**

Reiatsu: **120** Resolve Points: **1/1**

Powers:

Str: **17** Dex: **14** Con: **12** Int: **12** Wis: **14** Cha: **12** Spellscore: 15

Bab: **+4** CMB: **+7** CMD: **19**

Feats: **Shinigami, Improved Initiative, Spellcaster (Wis), Talented, Seasoned,**
Heroic Attribute
Skills: **Acrobatics +9, Athletics +10, Flash Step +9, Knw (Kidou Lore) +8,**
Sense Motive +8, Spellcraft +8,
**Kidou Known:** Hado #4 Byakurai,
Bakudo #1 Sai