Mizuki

## Vessel

 Critical
 Type
 Style

* Unholy - This weapon is evil-aligned and this bypasses the corresponding damage reduction. When a weapon of unholy power strikes a good target, this power erupts forth and deals +3d6 points of bonus unholy (evil) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of unholy (evil) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any good creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded.

* Vorpal - This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm thecritical hit), the weapon severs the opponent’s head (if it has one) from its body. A vorpal weapon must be a slashing weapon.

* Ghost Touch - A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with ghost touch weapons).

## Base Stage

Requirements - Exotic Weapon Proficiency(Katana).

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities
 Special Qualities

#### Fiery Anguish

The user’s fire related abilities becomes imbued with the demon’s energy, giving it a dark purple colouration. The user’s fire related abilities deal an additional 3d2 points of Wis Damage. This damage cannot be reduced with a successful save. In addition to this, each 10 HD the user possess adds +1 to their damage die for these abilities, up to a maximum of +10.

#### Lingering Genjutsu

When the user’s mental abilities or jutsu that affects the mind, including those of magical and non-magical means are resisted, instead of being negated it is suppressed for that turn. On the following turn, it target’s the same creature again, incurring no further cost for its use.

## First Stage

Requirements - Otherworldly Welcoming Feat.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities
 Special Qualities

#### Manifestation

The user is able to create a physical form for Mizuki to inhabit, allowing the demon to be present outside of their subconscious. This is a standard action and for each round Mizuki remains manifested, the demon consumes 6 points of chakra.

##### Torment

Mizuki forces herself into a creature’s mind, shifting through their subconscious for anything she can use against them. Once the demon has found it, she traps her target in a mental landscape, during which the target’s body goes limp and they’re unable to act, except within this mental landscape. This can be resisted with a successful will save (DC 11 + Character Level + Cha Modifier + Highest Level of Jutsu). Once per turn a creature can attempt another save to free themself from Mizuki’s grasp. Each turn spent within this mental landscape, does 4 points of ability damage to the user’s mental stats.

##### Pacifist

Instead of inducing mental suffering onto her target, Mizuki can lull them into a state of unusual calmness, where the creature refuses to harm another. The affected creature is unable to commit violent acts under no circumstances. The affected creature can defend themselves, only if doing so does not result in another creature becoming harmed. This applies if the creature is aware their actions will harm another. Should the affected creature realize it has harmed another because of its actions, it loses its will to fight and will no longer defend itself when attacked. This is a standard action, lasting for a number of turns equal to the user’s Int Modifier. On a successful Will Save (DC 11 + Character Level + Cha Modifier + Highest Level of Jutsu) the target is unaffected.

## Second Stage

Requirements - Demonic Embrace Feat.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities
 Special Qualities

#### Manifestation

##### Demon’s Smite

An orbs of flames, blazing brightly, forms above the demon’s extended finger. Within the span of seconds it expands outwards, warping into a wheel with a serrated edge. This construct is intangible, it ignores all physical objects and forces. While it is visible it acts much like an ethereal creature, unable to interact with the material world. Ignoring all in its path, this construct cuts into a creature’s soul, irreparable tearing it from their body. This is a death attack. On a successful Fortitude Save (DC 12 + Character Level + Wis Modifier + Highest Level of Jutsu), the target instead loses 3d8 points of Con. This damage is permanent.

##### Inflict Terror

A pulse of energy erupts outward affecting all creatures within 30ft. It causes them to experience crippling terror, rendering them unable to act for 2d6 turns. This can be resisted with a successful will save (DC 12 + Character Level + Cha Modifier + Highest Level of Jutsu)

## Third Stage

Requirements - Intermediate Mastery Feat.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities
 Special Qualities

#### A World Tainted With Despair

Warping the space around her, Mizuki pulls both her wielder and their opponents into a different plane of existence, isolated from the normal world. This is a full-round action, where all creatures within the user’s line of sight are transported into the demon’s dimension. Up to 1 creature per HD can be transported where Large creatures count as 2 medium creatures, Huge counts as 8, Colossal counts as 32.

Within this dimension techniques which cause some sort of physical damage fizzle away when casted. This user is also subjected to this, but abilities granted through their Demon Arms function as normal. Costing a standard action the user can manipulate this plane as desired. If doing so would deal damage, the damage dealt is twice their Wisdom. The user determines the save in such an event.

This dimension can manifest the fears of those within it, creating indestructible replicas of a person’s greatest fear. An initial will save is made to determine if it manifests (DC 13 + Character Level + Cha Modifier + Highest Level of Jutsu), where each turn after, the affected creature can make another save to negate this. While their fear is manifested, the creature’s mental state worsens to such an extent where it affects their health, dealing 2d6 points of Con Damage per turn.

## Fourth Stage

Requirements - Demonic Mastery Feat.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilties
 Saves
 Space/Reach
 Special Abilities
 Special Qualities

#### Supernova

The user creates a small orb around the size of a marble. Moments after creation its size increases and with this expansion comes a noticeable increase in the surrounding temperature. Rising upward as it expands, the temperature continues to increase, bringing on intense waves of heat. Organisms crippled with pain as the water within their cells boil and evaporates away along with any moisture in the area. Bodies of water vanish into pillars of mist within seconds, funa under assault from barrages of scorching heat shrivels up and then erupts into ashes. The ground feels as though one were stepping on blazing coals, with it becoming molten soon after. The air becomes superheated, causing breathing to be a painful endeavour. In a matter of moments the surrounding environment is lit ablaze, evaporated, turning to ash or has become molten. The marble-sized orb is now a massive molten sphere, its surface riddled with exploding bubbles that coat the area in scorching liquids when it bursts. Within 200ft + 20ft per HD all creatures die. This bypasses fire resistance, but not immunity. On the user’s following turn it explodes, the blast reaching 400ft + 40ft per HD and dealing 5d10 per HD points of fire damage.