Projectile Type

**PROJECTILE**
TYPE

"The essence of Senbonzakura is that its several
hundred millions of blades have no angle they cannot reach, creating the
perfect attack from all directions." --Kuchiki Byakuya, 6th Division
Captain

Projectile-type zanpakutou acquire abilities
based around attacking at range and distance and effecting large areas of
enemies.

Improved Ranged Form: Requires Ranged Form. You
use normal zanpakutou damage on ranged attacks and can apply your Dexterity to
damage. Range increases by 30ft. Switching to ranged form does not provoke
attacks of opportunity.

Greater Ranged Form: Requires Improved Ranged
Form. You still threaten adjacent spaces and your range increases by 30 feet.

Superior Ranged Form: Requires Improved Ranged
Form. You can threaten both adjacent spaces and one five-foot square within
your first range increment. Opponents are aware they are threatened. Range
increases by 30ft. Switching to ranged form is a swift action.

Perfect Ranged Form: Requires Superior Ranged
Form. You can, instead of threatening adjacent spaces, threaten eight five-foot
squares within your first range increment. Changing what spaces are threatened
is a move action. Opponents are aware they are threatened. Range increases by
30ft. Switching back to melee form is a swift action.

Air Swordsman: This requires at least four
Projectile abilities to take. As a full-round action, you can make a single
projectile attack as though your opponent was flatfooted.

Improved Air Swordsman: This requires Air
Swordsman. You can make a single Air Swordsman attack as a standard action.

Greater Air Swordsman: This requires Improved
Air Swordsman. As a full-round action, you can make a full projectile attack as
though your opponent was flat-footed.

Line: This allows the zanpakutou to attack in
a 100-foot line as a standard action, dealing its normal damage to all in
range. Everyone in range may make a reflex save (Intelligence Based) for half
damage. It may be taken multiple times; it increases the range by 50 feet every
time it is taken. You do not gain your strength bonus when attacking in this
fashion.

Cone: This allows the zanpakutou to attack in
a 60-foot cone as a standard action, dealing its normal damage to all in range.
Everyone in range may make a reflex save (Intelligence Based) for half damage.
It may be taken multiple times; it increases the range by 30 feet every time it
is taken. You do not gain your strength bonus when attacking in this fashion.

Burst: This allows the zanpakutou to attack in
a 20-foot burst centered on the wielder as a standard action, dealing its
normal damage to all in range. Everyone in range may make a reflex save
(Intelligence Based) for half damage. It may be taken multiple times; it
increases the range by 10 feet every time it is taken. You do not gain your
strength bonus when attacking in this fashion.

Wall: This allows the zanpakutou to create a
50-foot long, 5-foot thick wall which can be placed anywhere within a medium
range increment of the wielder as a standard action, dealing its normal damage
to all in range or who attempt to pass through it. Everyone in range may make a
reflex save (Intelligence Based) for half damage. The wall lasts for 3 rounds,
and the zanpakutou may not be used during the time the wall lingers, although
it can be dismissed voluntarily as a free action. It can be taken multiple
times; it increases either the length of the wall by 25 feet, the width of the
wall by 5 feet, or the duration by 1 round every time it is taken. You do not
gain your strength bonus when attacking in this fashion. You still retain the
AC bonus from your zanpakutou while a wall is formed.

Emanation: This requires either the Burst
ability or two Projectile abilities. This allows the zanpakutou to attack in a
20-foot emanation centered on the wielder as a standard action, dealing its
normal damage to all in range. Everyone in range may make a reflex save
(Intelligence Based) for half damage. The emanation lingers for 3 rounds, and
the zanpakutou may not be used during the time the emanation lingers, although
it can be dismissed voluntarily as a free action. It can be taken multiple
times; it increases the emanation by 5 feet or the lingering effect by 1 round
every time it is taken. You do not gain your strength bonus when attacking in
this fashion.

Cylinder: This requires either the Burst
ability or two Projectile abilities. This allows the zanpakutou to attack in a
20-foot, 40-foot tall cylinder on any point within a short range increment as a
standard action, dealing its normal damage to all in range. Everyone in range
may make a reflex save (Intelligence based) for half damage. It can be taken
multiple times; it either increases the range increment to medium and then long
or increases the range by 5 feet or the height by 10 feet. You do not gain your
strength bonus when attacking in this fashion.

Shaping: This requires at least three
Projectile abilities to take. It allows the wielder to alter the area and
effects of any of the following abilities: Cone, Burst, Emanation, or Cylinder.
The alteration consists of creating spaces within the ability’s area or effect
that are not subject to the spell. The minimum dimension for these spaces is a
5-foot cube. Furthermore, abilities shaped in this way have a minimum dimension
of 5 feet.

Increased Mass: This requires at least one
Projectile ability that is not change form. When using any of the area-effect
Projectile abilities, increase the damage by 2d6. Also, this removes 10% of the
chance any wind based AC has of blowing the projectile aside. You may take this
ability more than once, it's effects stack.

Mighty Projectile: This allows you to add your
strength bonus to Projectile attacks and damage

Precise Projectile: This allows you to add
your dexterity bonus to Projectile attacks and damage.

Calculated Projectile: This allows you to add
your Intelligence bonus to Projectile attacks and damage.