5th Squad Kidou Master

While the Kido Corps use Kido almost exclusively to
fight their battles, there are some that use kido as a fluid part of a style of
combat. This is exemplified in the teachings of Souske Aizen before his
betrayal of soul society. He taught that while good martial skills are an
asset, they are nothing without good kido skills to back them up. This lesson
was learned most harshly by those that became outcasts in soul society 100
years ago.

**Prerequisites:** Kido Artist, Zanjutsu Master, Spellcraft 5 ranks.

For each level taken in this path, choose one of the
following effects. These count as Prestige Feats and you may only take five
levels of this path. Each ability taken from this path counts as a Reiatsu Feat
and is a supernatural ability.

*Kido Mastery*

Choose a number of Kido equal to your Spellscore
modifier. When fully incanting these kido, your power level is considered 5
higher than normal. Once per day per point of spellscore modifier, you may
multiply all numerical values of these kido by one and a half when fully
incanting these kido. This may be taken multiple times, choose different kido
each time

*Kido Presence*

Choose a number of kido equal to your Spellscore
modifier. When casting these kido within melee range, you do not provoke an
attack of opportunity from opponents. This can be taken multiple times, choose
different kido each time.

*Kido Spring Attack*

Choose a number of kido equal to your intelligence
modifier. When casting these kido, you may move before and after the casting as
long as you do not exceed your maximum land speed for the round. You do not
provoke attacks of opportunity for these kido when moving through threatened
squares. This can be taken multiple times, choose different kido each time.

*Kido Fortitude*

When using a kido for a purpose other than it's
intended purpose, you add +5 to the Spellcraft roll. In addition, should you still
fail the check, you take 1/2 the resulting damage.

*Kido Advancement*

You may take kido from a grade your spellscore
modifier higher than normal. Also for purposes of save DC of your Kido, increase
it by 4.

*Kido Focus*

You add a +2 bonus to all save DC's of your Kidos.
This may be taken multiple times. Each extra time taken adds an additional +1
bonus to all save DC's.

*Kido Tie Off*

With this ability, you can keep a kido that you have
cast with a duration of concentration in effect indefinitely without having to
hold it. The kido simply continues to function until you release it, regardless
of what you do or where you are. To release the kido you must be able to see
it. A tied off kido will eventually unravel and end. The duration of a tied off
kido is a number of rounds equal to your level minus the grade bracket of the
kido.

*Kido Concentration*

While concentrating on a kido you already have cast,
you may cast a second kido. The first kido remains in effect. Attempting to
cast a second kido requires a concentration check against a DC 15. If the check
is failed you cannot cast the second kido without releasing the first. This can
be taken multiple times to cast an additional kido each time.

*Kido Binding Expert*

When an opponent would break free of your bakudo, you
may make a will save as if defending against a kido of that grade binding
spell. If you pass the will save it remains in place. If it fails, they break
free of the effect and you lose reiatsuas if you tried to use the bakudo again.

*Kido Blasting Mastery*

For kido that do not have the volley keyword, you may
pay one third again the Reiatsu to effect multiple targets, up to oneper three
character levels.