Sonic Type

**SONIC**
TYPE

"Cry out, Suzumushi." --Tousen Kaname,
Former 9th Division Captain

Sonic-type zanpakutou employ sounds to
confuse, deafen, and defeat their foes.

Sonic Blade: This causes the form of the
zanpakutou’s to vibrate with sonic energy, causing it to inflict sonic damage.
Sound Blade may still be used in conjunction with Sonic Blade.

Sonic Form: This changes the form of the
zanpakutou’s attacks, causing it to vibrate with sonic energy. For example,
Projectilebased Zanpakutou will now do sonic damage, whereas Summon-based
Zanpakutou will gain the Sonic subtype and do sonic damage. Sound Blade may
still be used in conjunction with Sonic Form.

Sound Blade: This causes your zanpakutou to
emanate deafening sonic force. As a move-equivalent action, you begin the
emanation, giving it an additional 2d6 sonic damage. This effect lasts until
you release your hold on your zanpakutou or reseal it.

Greater Sound Blade: This requires Sound Blade
to take. It grants an additional 2d6 sonic damage when manifesting Sound Blade,
for a total of 4d6.

Superior Sound Blade: This requires Sound
Blade and Greater Sound Blade to take. It grants an additional 2d6 sonic damage
when manifesting Greater Sound Blade, for a total of 6d6.

Swift Sound Blade: This requires Sound Blade
to take. It allows you to manifest your Sound Blade as a Swift Action.

Sonic Adaptation: Every time you take this
ability, you gain 10 resistance to sonic, to a maximum of 50 for each after
taking this ability five times.

Deafening Strike: This requires either Sonic
Blade or Sound Blade. When you deal sonic damage with your attack, your target
must make a fortitude save (Constitution Based) or become deafened for 1 round/character
level. You may take this ability multiple times; each time increases the DC by

Sound Burst: This ability is a 10 foot burst
that does 2d6 damage and allows a reflex save for half damage. All effected
must make a fortitude save or be stunned for 1 round. The fortitude save is
calculated the same way as the reflex save. You may take this ability multiple
times, each time either increases the damage by 2d6, increases the radius by 5
feet, or increases the save DC by 1.

Modify Sound Burst: This requires Sound Burst
to take. It allows you to change your Sound Burst into a 30 ft. cone or a 60
foot line each time you take the ability. You decide which shape you wish to
use when utilizing the Sound Burst. Every 5-foot increase you have with Sound Burst
counts as a 10-foot increase for a cone and 15- foot increase for a line.

Sculpt Sound: You change the sounds that
creatures or objects make. You can create sounds where none exist, deaden
sounds, or transform sounds into other sounds. All affected creatures or
objects must be transmuted in the same way. Once the transmutation is made, you
cannot change it. You can change the qualities of sounds but cannot create
words with which you are unfamiliar yourself. A kido practitioner who's voice
is dramatically changed cannot use kido that require an incantation. People are
allowed a will save to resist this ability (Wisdom Based). You may only effect
one target per taking of this ability.

Overwhelming Sound: This requires a sonic
ability that does damage. It allows you to exchange lethal damage for twice the
amount of d6's in nonlethal damage. Once converted to non-leathal damage you
cannot use any other conversions on that round. This ability shuts off at the
end of the round it's activated and must be activated again as a swift action.

Create Sound: This ability requires 3 other
sonic abilities to take. You can manipulate sound from 10 decibles (barely
audible) to 140+ decibles (Threshold of Pain) Using create sound to create a
140 decible noise inflicts 1d6 sonic damage to all that hear it. Those within
20 feet of you when you create a sound over 140 decibles must make a fortitude
save (Constitution Based) or be deafened for 1d6 + 1 rounds. You may take this
ability more than once, each time increasing the damage by 1d6.

Blessing of the Thunder: This requires nine
other Sonic Type abilities to take. Instead of taking damage from sound, you
heal from it on a three to one basis (IE if you were about to take 30 sonic
damage, you would instead heal 10 points of hit point damage).

White Noise: Requires Create Sound to take.
This effects the equilibrium of all that hear it. When this ability is
activated as a standard action that provokes an attack of opportunity, all
those within hearing distance must make a fortitude save (Constitution Based)
or become dazed for 1d6 + 1 rounds. You are not effected by your own white
noise.

Improved White Noise: Requires White Noise to
take. Instead of becoming Dazed for 1d6 + 1 rounds, your victims become stunned
for 1d4 + 2 rounds. You may choose which effect is activated when activating
White Noise.

Mimicry: You can mimic any sounds you have
heard, including voices. This does not enable you to speak a language you are
unfamiliar with. To duplicate a specific person's voice, a user makes a Bluff
check. A listener familiar with the voice being imitated must succeed an
opposed Sense Motive check to discern that the voice isn't genuine. You may
take this multiple times to gain a +2 on the opposed Bluff check each time.

Greater White Noise: Requires White Noise to
take. You may choose up to your level's worth of 5 foot spaces to be unaffected
by your White Noise.