Quincy Mächte

A Quincy Macht is an
ability or modification that Quincies can learn during the course of their
lives. They enhance their spirit weapons and other feats, allowing them a bit
more versatility where there previously were very little.

ALTERNATE SPIRIT WEAPON:The Quincy has learned to manifest
another type of weapon, than that of his Quincy Bow. The Quincy can chose any
kind of weapon, once chosen this choice can’t be changed. This weapon is
uniquely shaped and formed from the Quincies own need and determination, as
such he is always considered proficient with it. His new Spirit weapon takes on
all the qualities of the chosen weapon. It still gains the bonus from weaponry
damage source. The Quincy still needs a Cross to manifest this new weapon. The
Quincy can chose unarmed, in which case his Reishi forms around his arms and
legs to empower them, dealing 1d6 points of damage on a successful hit but
gaining a bonus from unarmed Damage source.

HEILIG SPIRIT WEAPON: A
Quincy with this ability can, as a standard action, fire 1 Heilig Pfeil with
his Melee weapon. This attack deals damage equal to what his Quincy bow would,
but benefits from feats and abilities specifically modifying Ranged attacks.

DUAL SPIRIT WEAPON: The Quincy can now manifest
multiple Spirit weapons, as long as they’re one-handed or smaller. This is
often done by Dual wielding Quincy, to enhance their offensive capabilities.
Their use still requires the Two-weapon fighting feat line. Requires ALTERNATE
SPIRIT WEAPON.

REISHI SHIELD: The Quincy
can now manifest a shield in their off-hand, this shield grants a shielding
bonus equal to a heavy shield. This bonus increases by +1 at level 10 and every
five levels thereafter. This Requires ALTERNATE SPIRIT WEAPON to take, and
should the Quincy want to attack using the REISHI SHIELD he is required to pick
up the DUAL SPIRIT WEAPON, in which case it is considered as a spiked shield.

SOLID SPIRIT WEAPON: You
can now compress Reishi to such a degree that you make it solid, as such your
weapons produced are much stronger. Your spirit weapons deal a bonus damage
equal to your intelligence modifier. This requires character level 8th.

HIRENKYAKU ADEPT: Once per
day, per Wisdom modifier, the quincy can chose roll a Flash step check against
an incoming attack. Success means he manages to step out of the way, using his
incredible speed. He can then move to any other square possible with his check,
as long as it’s adjacent to the attacking character. This requires HIRENKYAKU
feat to take.

REISHI BODY: By spending 50
Reiatsu, the quincy can flush his system with Reishi to burn out any poison
lingering within. This doesn’t cure the damage already caused, but cures the
poison itself. This functions as Neutralize poison.

REISHI MIND: By spending 50
Reiatsu, the quincy can bolster his psychological defences. Any fear effect
currently affecting the Quincy is targeted as per Remove Fear.

REISHI RESILIENCE: By
spending 50 Reiatsu, the quincy can strengthen his bodies immune system
affecting him as per Remove disease.

ENHANCED SPIRITUAL
ABSORPTION: Your absorption of Reishi has been honed to such a degree, that
your spirit weapons deals more damage. You can add your SpellScore modifier to
your damage with your spirit weapon. This ability can be taken more than once,
each time you add +2 to the damage after the first.

FEATHER BALANCE: By
Spending 30 Reiatsu, the Quincy can achieve perfect balance. Any roll made to
maintain balance for the next few rounds, equal to half the quincies level, are
considered to automatically be a 20. This requires Character level 10.

HEILIGER VOLLEY: The Quincy
can launch a volley of Heiliger Pfeile using his spirit weapon, no matter the
form it takes, this Volley deals 1d6 points of damage per 100 Reiatsu the
Quincy possess in his maximum pool and covers a 30ft cone area. This ability
costs 50 Reiatsu to use, the quincy can add 1d6 extra damage for each 50
Reiatsu they spend, a Relfex save halves this damage(10+half level +SpellScore).
This Macht requires 100 Reiatsu to take, if used with as Melee Spirit Weapon
this feat requires HEILIG SPIRIT WEAPON first.

MASTER SHOT: The Quincy can
chose one of the following Master Shots, which can only be used as long as the
Quincy is using some form of ranged Spirit weapon, save if the Quincy has the
HEILIG SPIRIT WEAPON Macht.

Seeker Arrow: This Quincy has learned
how to lock their shot onto a target’s reiatsu, or spiritual fingerprint. They
may make a singular attack with their bow at their highest base attack bonus.
The arrow is fired at a target known to them within range, and the arrow
travels to the target, even around corners. Only an unavoidable obstacle or the
limit of the arrow’s range prevents the arrow’s flight. This ability negates
cover and concealment modifiers, but otherwise the attack is rolled normally.
Using this ability is a standard action (and shooting the arrow is part of the
action). To use this ability requires the Quincy to pay 50 Reiatsu. *Empowered: The attack may pass through*
unavoidable obstacles. Treat unavoidable obstacles as one half concealment
instead.

Cascade of Arrows: The Quincy has
learned how to generate a multitude of arrows on their bow, and fire them all
at various targets at once. As a full round action, a Quincy may fire an arrow
at each and every target within range, to a maximum of one target for every
Quincy level they have. Each attack uses the Quincy’s primary attack bonus, and
each enemy may only be targeted by a single arrow. If the Quincy is using a Web
Bow, each foe in range is targeted by two attacks at the primary attack bonus
–5. Using Cascade of Arrows costs 100 Reiatsu. *Empowered: You may add twice your quincy level in targets instead.*

Piercing Arrow: The Quincy can
fire their arrow straight through an opponent and into the creatures behind it.
They select a line of effect equal in length to their range, and then make a
single attack at their highest base attack bonus. This is compared to the AC of
all individuals within range, and all that it would hit take damage equal to
the Quincy’s normal bow damage plus any relevant modifiers. If an individual takes
up multiple squares within the Line of Effect, then they are rolled as only one
individual, and if they are hit, are hit by a number of attacks equal to the
number of squares they occupy within the Line of Effect. Using Piercing Arrow
costs 100 Reiatsu. *Empowered: The Line*
length is double the bow’s range.

Anticipatory Shot: The Quincy follows
the spiritual signatures of others, catching them off guard after they come out
of a Flash step-like maneuver. Whenever an opponent uses Shunpo, Hirenkyaku, or
any similar ability, if it ends their move within this character’s bow’s range,
this character may make an attack of opportunity on them by paying 50 Reiatsu. *Empowered: Attack the target twice, though*
the second attack deals only half damage. This still only counts as one attack
of opportunity.

Soul Shot: The Quincy targets the source
of the target’s power, instead of wounding their body directly. By paying 50
Reiatsu, they may have their attack deal damage multiplied by 5 to the target’s
Reiatsu instead of their HP. *Empowered:*
This attack still deals normal damage.

Shoot Away: The Quincy can knock away
attacks targeting their teammates using their bow. When an ally of theirs takes
damage from an attack within their bow range, the Quincy may choose to pay a
number reaitsu equal to the damage dealt to negate that damage. Doing such is
treated as making an attack of opportunity, although it is not attacking a foe,
and may only be done a number of times up to the number of times that the
Quincy may normally make attacks of opportunity. *Empowered: This ability may now be used to protect oneself.*

Stepping Shot: The Quincy uses
Flash Step after an attack to evade retaliation. As a standard action, by
paying 10 Reiatsu, they may make a single attack at their highest base attack
bonus and then use Flash Step as normal, even if they had already used Flash
Step during that turn. *Empowered: You may*
attack twice, before Flash stepping.

Knockdown Shot: The Quincy can
take a foe off their feet using their arrows. As a full round action, by
paying, 50 Reiatsu, the Quincy may make single attack at their highest base
attack bonus. If the attack hits, the target is knocked Prone. If the target is
smaller than Medium, decrease the cost in Reiatsu by 10 per size cateogry
different. (Small would cost 40, etc.) If the target is larger than medium,
increase the cost by 30 per category different (80 for Large, etc.) *Empowered: The Target is pinned, requiring a*
Strength check to free itself equal to half your level + 10 + Intelligence
modifier.

Pushing Shot: The Quincy may use
their shot to shove a foe away instead of harming them. As a full round action,
by paying 50 Reiatsu, they may make a single attack at their highest base
attack bonus. If the attack hits, it deals no damage, but damage is still
rolled. Move the target away from the Quincy until the reach the limit of the
Quincy’s range. This does incur attacks of opportunity, and an attack of
opportunity that hits ends this movement. Every 10 ft., they are entitled to make
a strength check (DC=10+the damage the attack would have dealt) to stop moving.
*Empowered: Attack of Opportunity does not*
end this movement.

Disintegrating Shot: This Quincy may
loose some spirit particles from a target with this attack. By reducing the
damage on all attacks made during a turn to 0, declared at the start of their
turn, they add the damage that would have been caused multiplied by 10 to their
Reiatsu even if it's above their maximum. They may hold 1.5x their maximum
Reiatsu in this fashion, any extra bleeds off. Temporary Reiatsu above and
beyond the maximum lasts for one minute per level then also bleeds off. This
may be used only once per encounter per target. *Empowered: You can now use this attack twice per encounter per target.*

Burst Shot: The Quincy causes a small
explosion in an area far from him. Choose a square within range of your bow.
You may fire an arrow to that square making an attack roll (DC 10) versus the
square in question. If you hit, you cause an explosion of Force energy to
everything within five feet per 3 character levels of the quincy. This
explosion of Force energy deals damage as your normal for your Quincy Bow and
costs 50 Reiatsu to activate. *Empowered:*
The damage is doubled.

High Arcing Projectile: To deal more
damage a Quincy can choose to release an arrow and delay it's descent. You fire
an arrow into the air, choosing between 1 and 4 rounds to which the arrow stays
aloft. For each round it stays aloft, the arrow's damage moves up one dice size
(d6 becomes d8, d8 becomes d10, d10 becomes 2d6, 2d6 becomes 2d8) and gains a
+2 bonus to hit. *Empowered: The arrow can*
stay aloft for one more round, increasing the damage to 4d8.

Running Shot: The Quincy can
gain a bonus to defense while gaining a bonus to hit and damage on their shot.
For every 10 feet the Quincy moves during a round, they gain a +2 bonus to AC,
attack rolls and damage rolls. Flash Stepping doesn't count for this effect,
but the run action does. While using this master shot you may use the run
action and fire off one shot. *Empowered:*
You gain +4 bonus on attack and AC per 10ft instead of +2.

Disarming Shot:
The Quincy can fire a single arrow, aiming it at a targets hands, this deals
normal damage. If the attack rolls beat the targets CMB by 5, they are also
disarmed of their weapon. *Empowered: You*
now only need to beat their CMB and their weapon is flung away a distance equal
to 5ft per 10 damage dealt. This always pushes the weapon away from you.

SHADOW: The Quincy can use a shadow to step through
between two different dimensions, this ability functions as the spell Shadow
Walk if used to travel to a different destination on the same world.
Alternatively it can be used by a Quincy to step from one Spiritual dimension
to another, such as from the real world to Hueco Mundo. Requires Character
level 12th.

ONE TOUCH: The Quincy can spend 30 Reiatsu to resolve
a single attack as a touch attack, as a standard action. This attack adds half
his character level as damage. Requires character level 8th.

ENHANCED BLUT VENE: The Quincy can spend 100 Reiatsu,
as an immediate action, while Blut vene is active, to further increase his
defense for 1 round. This grants him 1/- damage reduction equal to his level.
Requires Blut feat.

ENHANCED BLUT ARTERIE: The Quincy can as a swift
action spend 100 Reiatsu, While Blut arterie is active, to further increase his
offensive capabilities for a single round. This adds his character level to
damage. Requires Blut Feat.

REISHI HEALING: The Quincy can absorb ambient spirit
particles to rebuild his body, this grants him a fast healing equal to his
wisdom modifier. Minimum of 1.

**VOLLSTÄNDIG MÄCHTE**

MASSIVE ARROWS: Your Arrows
are loaded with incredible levels of Reishi, allowing you to add double your
weaponry source as a damage to shots made with your Quincy Bow.

REISHI SLAVER: While in you
Vollständig form, you can forcefully pull Reishi from your surroundings or even
people. If you are in a spiritually dense area such as Soul society or Hueco
Mundo, you can draw an extra ordinary amount of Reishi from your surroundings
to infuse you. This ability disintegrates any ordinary matter in a 15ft area,
dissolving it into reishi before adding it to your own Spiritual power. This
ability increases your Reiatsu by 1d6 points per level. Instead of adding these
points to your Reiatsu pool, you chose to add it to any form of attack which
can be resolved as a Standard action, dealing an additional amount of damage
equal to the amount of Reiatsu you’d have gained. When used on another
spiritually aware creature, this ability saps them of their Reiatsu by an equal
amount instead.

MASTER REISHI SLAVER:
Requires REISHI SLAVER. When using your REISHI SLAVER ability on a Spiritually
aware being, he can copy any one of their abilities for 1 round for every 15
points of Reiatsu he absorbs. This cannot be a Bankai ability, but otherwise
any other ability.

REISHI DOMINANCE: Due to
the Quincies increased Reishi absorption rate, he can reduce the Reiatsu cost
of any ability by 20 while in his Vollständig form. This ability can be taken
multiple times.

GROWING WRATH: Each turn
spent in Vollständig increases the Quincies reserves of Reishi, increasing
their damage by +2 for each turn, to a maximum of +30.

POUNCE: The Quincy may
full-attack during a Charge.

SWIFT AS THE WIND: The
Quincy can use Flash Step once per turn as a free action. Requires HIRENKYAKU.

RANGED MANOEUVRE: The
Quincy can now use Grapple or Trip using a ranged attack.

REISHI ARMOUR: The Quincy
is encased in armour made of pure, solidified Reishi. This armour increases
their AC by 5, +1 for every 5 character levels. This armour does not hinder the
Quincies movement at all.

ENHANED REISHI ARMOUR: The
Quincies armour now protects his vital spots, granting it the medium
modification ability.

PERFECT SPIRIT WEAPON: If
the Quincy has the ALTERNATE SPIRIT WEAPON mach, it can now also be employed as
a quincy bow without having it change shape. He can simply fire arrows from the
tip of his new weapon as he pleases.

REISHI REGENERATION: The
Quincy is now capable of absorbing the surrounding Reishi in order to heal his
own qounds, this grants him regeneration of 20 while in this form, with no way
of lowering it. Requires character level 18 and REISHI HEALING.