Summoning Type

**SUMMONING**
TYPE

"If I can't hold my sword and run, then I just
won't hold it." --Matsumoto Rangiku, 10th Division Lieutenant

Summoning-type zanpakutou change form into a
powerful monster that attacks your foes at your command.

Summon: Your zanpakutou takes the form of a
large, medium or small-sized animal that you specify at the time this ability
is taken. It gains all of the attacks and abilities of the animal whose form it
takes. It's damage is equal to the base damage of the creature adjusted for the
unarmed strike skill. It uses your skills for attack and AC, but it uses it's
own statistic modifiers. It has 1/5 of your level's hit points rounded up, and
uses it's own constitution modifier for hp if you have the Blooded feat. Its
physical ability scores are equal to the creature’s normal ability scores. If
the summon is destroyed, it can be summoned again as a standard action. A
Summon may be dismissed as a free action. While your summon is active, your
Zanpakutou is unavailable for use.

Summon Swarm: This ability counts as the
Summon ability for purposes of taking other Summon-based abilities. It allows
your zanpakutou to take on the form of a swarm instead of a singular creature.

Greater Summon: Your zanpakutou may take on
the form of a creature either 1 size larger or smaller than normal, gaining all
benefits and penalties as normal. Alternately, it can become a magical beast,
aberration, dragon, humanoid, construct, fey, outsider, giant, ooze, plant,
undead or vermin. The form it takes is simply the base; it gains none of the
special abilities or attacks. This ability may be taken multiple times; it
allows larger sizes or smaller sizes or different subtypes. The largest a
summon can become is Colossal, the smallest is Fine.

Extra Attack: This requires the Summon ability
to take. Your summon gains another attack. This attack is considered to be a
secondary attack, its damage is one step below the summon’s primary attack (if
the primary attack does 2d8 damage, it does 2d6 damage). This ability may be
taken multiple times, each time it is taken it gives another attack. Every two
extra attacks decrease the damage by another increment, so if the second and
third attacks do 2d6 damage, the forth and fifth will do 1d10 damage, the sixth
and seventh will do 1d8 damage, and so on. The second and third attacks gain
the full strength bonus to damage, all attacks thereafter gain ½ strength bonus
to damage. These attacks may be specified as any kind. Each time this is taken,
the summon's Strength or Dexterity is increased by +2.

Increased Mobility: This requires the Summon
ability to take. It increases the summon’s base land speed by 10 feet and base
flight speed by 20 (if applicable).

Burrowing: This requires the Summon ability to
take. It gives the summon the ability to burrow at ½ its base land speed.

Perfect Burrowing: This requires the Summon
and Burrowing ability to take. It allows the summon to burrow at its base land
speed.

Flight: This requires the Summon ability to
take. Your summon gains the ability to take to the air gaining a fly speed of
60 feet with average maneuverability. You may take this ability multiple times,
each time gives it an extra 10 feet of movement speed and increases its
maneuverability by one step.

Retain Blade: This requires the Summon ability
to take. This allows you to retain a sealed version of your zanpakutou while
your summon is manifest. You may attack with it as normal. If you have the
Constant Release feat, you gain all of the benefits of the basic form of the
zanpakutou but no others.

Improved Retain Blade: This requires the
Summon ability and the Retain Blade ability to take. It allows you to use all
of your shikai abilities not directly related to your Summon while using the
Retain Blade ability.

Empowered Summon: This requires the Summon
ability to take. This ability allows you to increase any of the ability scores
of your summon by +4 or it's natural armor by +2. This ability may be taken
multiple times, its effects stack whenever necessary.

Magic Fang: This requires the Summon ability
to take. It allows you to increase the enchantment level of any one of the
summon’s attacks by +1. This can be taken multiple times, its abilities stack
whenever necessary.

Share Abilities: This requires the Summon
ability to take. It allows a summon to make use of any zanpakutou abilities you
have that might be applicable, such as most Projectile-type abilities and most
element-type abilities. If you have taken Improved Retain Blade, you must
decide when the summon manifests which shikai abilities it is using. Those
abilities you may not use on your retained zanpakutou so long as the summon
remains manifested.

Improved Toughness: Your summon's health
improves by 1/5. It gains +1 natural armor. Its Constitution improves by +2.
This ability may be taken multiple times, each time increasing all effects. You
cannot take this more times than it takes to make your summon's health more
than 100% of yours.

Improved Mobility: This gives your summon a +1
dodge bonus to AC per 30 feet of land speed it possesses. Strength of Arms:
Requires 6 Summon Type abilities to take. Your summon uses their Strength
modifier instead of their Dexterity Modifier for natural weapon attacks