Death Type

Grave-touched Weapon: As a move action you add 2d6 negative
energy damage to your weapon attack.

Greater Grave-touched Weapon: Requires Grave-touched Weapon
to take. Your negative energy damage increases by +2d6

Superior Grave-touched Weapon: Requires Greater Grave-touched
Weapon to take. Your negative energy damage increases by +2d6

Swift Grave-touched Weapon: Requires Grave-touched Weapon
to take. You may release your grave-touched weapon as a swift action

Grave Weapon: As a Move action you may change your entire
Zanpakutou to a shard of Negative Energy. All damage dealt by your Zanpakutou
is negative energy (Unless you have extra damage from another source, in which
that damage remains the same.) This stacks with Grave-touched Weapon.

Grave Form: Choose an attack, all of the damage from
that attack does negative energy damage.

Ghost Edge Weapon: Your Zanpakutou gains the ghost touch
quality.

Undead Apotheosis: While your Zanpakutou is released, you
gain undead traits.

Wraith Touch: Once per round you may resolve one of
your attacks as a touch attack. You may take this more than once up to a
maximum of the number of attacks you can make in a round.

Wraith Form: While your Zanpakutou is released, you
gain the incorporeal subtype and a fly speed of 60 feet with perfect
manoeuvrability.

Corpse Explosion: As a standard action, you can target
one dead or undead creature within close range. The creature explodes,
requiring everyone within 20 feet to make a reflex save or take negative energy
damage equal to your base zanpakutou damage. You may take this ability more
than

once. Each time adds 1d6 to the damage or ten feet to
the radius or +2 to the save DC.

Negative Energy Acclimation: You gain resistance to Negative
Energy 10. You may take this multiple times to gain +10 Negative Energy
Resistance each time to a maximum of 50 resistance. Note that resistance to
negative energy reduces healing gained from negative energy by the same amount.

Negative Energy Healing: As a free action you may
choose to be healed by Negative Energy instead of Positive Energy. While you
choose to be healed by Negative Energy, you are harmed by Positive Energy, but
receive twice as much healing from negative energy as normal. Once you choose to
be healed with Negative Energy, you must remain this way for 1d4+1 rounds after
which time you may switch back to normal.

Dark Regeneration: While your Zanpakutou is released,
you heal 1 hit point per round. If you damage someone with negative energy, you
instead heal one half that damage that round. You may take this more than once
to increase the normal healing by 1 hit point per round. This does not increase
the healing if you damage someone with negative energy. You cannot heal more
than your maximum hit points in this manner.

Improved Dark Regeneration: You now heal all the
negative energy damage you deal in a round. You cannot heal more than your
maximum hit points in this manner.

Heart of Darkness: In a round in which you kill an
opponent, you regain 10% of your maximum hit points. This may be taken multiple
times to increase the hit points gained by 10% to a maximum of 30%. You cannot
heal more than your maximum hit points in this manner.

Consumptive Field: This requires 3 other Death Type abilities
to take. Whenever a creature is destroyed within 100 feet of you, you gain 1d8
+ Character Level (Max 10) temporary hit points. You may take this multiple
times to either increase the area by 20 feet or the temporary hit points gained
by 1d8.

Greater Consumptive Field: This requires Consumptive Field
to take. Instead of when a creature is destroyed, Consumptive Field's effect
triggers when you reduce a creature to negative hit points. If the creature is
healed, and is again reduced to negative hit points, you gain this effect again.

Death Throes: When you are killed, all enemies within
a 30 foot burst of you take 1d8 damage per level you are. This destroys your
body preventing most forms of resurrection. Improved Death Throes: Your Death
Throes deals d10s of damage, and does not destroy your body.

Death Armor: The black flames originating from this
ability injure creatures that contact them. Any creature striking you with it's
body or handheld weapon takes 1d4 points of negative energy damage + 1 per 2
levels. Weapons with the reach quality do not endanger their wielders. You may take
this multiple times to increase the damage by 1d4.

Positive Energy Acclimation: You gain resistance to
positive energy 10. You may take this multiple times to increase the resistance
by 10 each time to a maximum of 50 resistance. Note that resistance to positive
energy reduces any healing gained by the same amount unless you can be healed
by

negative
energy.