TEXT: Sourcebook
  
  Version CL. 2009-12-29
  INDEX
  INDEX................................................................................................................................................2
  INTRODUCTION..................................................................................................................................3
  The BLEACH universe....................................................................................................................3
  BASE RULES.......................................................................................................................................5
  SKILLS................................................................................................................................................8
  Base Skills.....................................................................................................................................8
  New Skill Uses...............................................................................................................................9
  FEATS..............................................................................................................................................11
  Base Feats..................................................................................................................................11
  Character Feats..........................................................................................................................15
  Flash Step Feats.........................................................................................................................21
  Reiatsu Feats..............................................................................................................................23
  Fan Service Feats........................................................................................................................28
  PRESTIGE PATHS..............................................................................................................................30
  Captain.......................................................................................................................................30
  2nd Division Special Ops.............................................................................................................31
  Kidō Corps..................................................................................................................................33
  11th Division Veteran.................................................................................................................35
  12th Division Scientist................................................................................................................36
  Reiatsukaï...................................................................................................................................39
  Baishinisan.................................................................................................................................40
  Vizard.........................................................................................................................................42
  Adjucha.......................................................................................................................................44
  Arrancar......................................................................................................................................45
  Espada........................................................................................................................................47
  KIDO................................................................................................................................................49
  STUFF..............................................................................................................................................53
  Weapons................................................................................................................................55
  CHARACTERS...................................................................................................................................56
  Seireitei......................................................................................................................................57
  Kakura Town...............................................................................................................................67
  Hueco Mundo..............................................................................................................................76
  CREDITS...........................................................................................................................................88
  - 2 -
  
  INTRODUCTION
  The BLEACH universe
  Bleach ( ブ リ ー チ , Burīchi, romanized as BLEACH in Japan) is an ongoing manga series written and 
  illustrated by manga artist Tite Kubo that has appeared in Weekly Shonen Jump magazine since 
  August 2001.
  Bleach  follows the adventures of Ichigo Kurosaki, a high school student with the ability to see 
  ghosts, and Rukia Kuchiki, a Shinigami (Soul Reaper or, literally, "death god"). The early parts of the 
  story focus mainly on the characters. As events unfold, the story begins to delve deeper into the 
  world of these gods of death.
  The manga series has been adapted into an animated television series, two OVAs, two animated 
  feature films, a rock musical, numerous video games and a TCG (Trading Card Game). Compilation 
  volumes of the manga have sold over 40 million copies in Japan, and have reached the top of 
  manga sales charts in the United States. The manga received the Shogakukan Manga Award in 
  2005, and the anime has been nominated for several American Anime Awards.
  Characters
  All  Bleach  characters  are  "souls".  Living  humans  contain  souls  within  their  bodies,  while 
  disembodied  souls,  or  spirits,  have  a  form  composed  of  particles  of  spiritual  energy  called 
  ectoplasm (霊子, reishi), which otherwise mimics human anatomy, aside from slowed aging. This form 
  encompasses all of the spirit's being; there is no distinction between spirit and body. There are a 
  variety of different types of spirits in Bleach, each with a different visual theme and approach to 
  combat.
  In addition to being a world of several species with supernatural ability, Bleach also has a great 
  variety of characters, personalities, as well as power. At the beginning, the story focused largely on 
  Ichigo and his beginnings as a soul reaper in his hometown of Karakura. Later on, the story 
  centered around not only on Ichigo and his friends, but also a myriad of Shinigami. Unlike the 
  modern description of a "death god," the Shinigami in Bleach have very eccentric characters with 
  such variety that are only matched on how each of them look. Most of them play significant roles in 
  Ichigo's quest to protect his loved ones as well as providing motives for Ichigo's increasing power to 
  truly be his namesake; "the one who protects."
  Setting
  The planes of existence in the Bleach universe broadly correspond to the life and afterlife of human 
  belief systems. The living humans of Bleach reside in a world resembling present-day Japan; buried 
  souls live in a kind of Heaven called Soul Society; evil souls are sent to Hell. Once in Soul Society, a 
  spirit is able to live longer than humans in the living world, with many aging into the thousands of 
  years. Once a spirit dies in Soul Society, its soul is sent back to the living world and reborn as a new 
  human. This provides the two worlds with balance.
  Human world: The human world of Bleach is modern Japan, specifically; a fictional area of Western 
  Tokyo called Karakura Town. In this world, Ichigo attends school and fights hollows. Places of note 
  are the high school, the Urahara Shop, the river where Ichigo's mother was killed, the cemetery, 
  Karakura Hospital, and Ichigo and Orihime's homes. 
  Soul Society: Soul Society consists of an expansive walled city Seireitei (瀞霊廷, Court of Pure Souls), in 
  the center and four regions, each with 80 districts, outside of it. The districts outside of the Seireitei 
  are known as the Rukongai (流魂街, Town of Wandering Spirits) and are the place where non-Shinigami 
  and commoners live. The district number of the Rukongai (ranging from 1 to 80) also describes its 
  conditions. District 1, the closest to Seireitei, is peaceful and orderly, while the most distant District 
  80 is filled with criminals and has the poorest living conditions. A king resides in another realm 
  within Soul Society.
  - 3 -
  
  Hueco Mundo: Hueco Mundo is the area between the human world and Soul Society. Literally 
  meaning "hollow world" (the word hueco can also mean "hole"), it is where hollows reside, and are 
  undetectable as long as they remain inside. Entrances to Hueco Mundo are created by ripping the 
  dimensional fabric between the two worlds. Hueco Mundo is divided into three sections. On the 
  surface is a desert-like realm, held in perpetual nighttime and home to the strongest hollows and 
  the Las Noches palace. Directly underneath is the Forest of Menos, home to general menos and 
  almost all the Gillian. A third layer, below the Forest of Menos, is explored in the anime, but is only 
  mentioned in the manga.
   
  Bleach characters move from world to world by several means. Shinigami open passages between 
  worlds by means of their Zanpakutō. Butterflies created during soul burial, called hell butterflies (地獄
  蝶 , jigoku-chō), make these routes safe. Human souls usually cross between planes only through 
  birth into the human world or soul burial by Shinigami. Living humans can also use special portals 
  to move between worlds, but this is dangerous. While hollows are portrayed as able to move 
  between planes at will by opening rifts in space, they usually remain in Hueco Mundo due to the 
  risk of discovery in Soul Society or the human world. Encounters between characters crossing 
  realms are a driving plot force in Bleach.
  Recommended readings
  Of course all of Tite Kubo’s work is an obvious place to start. Amongst Shonen; I would also 
  recommend Oh Great! ‘s Tenjo Tenge.
  The Oriental Adventures d20 supplement offers many interesting rules for expanding on the Bleach 
  universe: from oriental weapons, to thematic spell lists and prestige classes. Onis also make for 
  great premade Hollows and other Hueco Mundo denizens.
  - 4 -
  
  BASE RULES
  The d20 Core Mechanic
  Whenever you attempt an action that has some chance of failure, you roll a 
  twenty-sided die (d20). To determine if your character succeeds at a task you do 
  this: 
  Roll a d20. 
  Add any relevant modifiers. 
  Compare the result to a target number. 
  If the result equals or exceeds the target number, your character succeeds. If the 
  result is lower than the target number, you fail.
  A player can at will reduce any roll by an amount determined before dice are 
  rolled.
  Dice
  Dice rolls are described with expressions such as “3d4+3” which means “roll three four-sided dice 
  and add 3” (resulting in a number between 6 and 15). The first number tells you how many dice to 
  roll (adding the results together). The number immediately after the “d” tells you the type of die to 
  use. Any number after that indicates a quantity that is added or subtracted from the result. 
  Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two 
  different ten-sided dice. One (designated before you roll) is the tens digit. The other is the ones 
  digit. Two 0s represent 100.
  Races
  Even if non-canon, any fantasy race can be used as a base for a character in Bleach d20. Most of 
  the time, characters will be humans who have the following racial modifiers: +4 skill points and a 
  bonus feat at first level , then +1 skill point per level.
  Abilities
  Each ability, after changes made because of race, has a modifier ranging from -5 to +X. The 
  modifier is the number you apply to the die roll when your character tries to do something related 
  to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier 
  is called a bonus, and a negative modifier is called a penalty.
  The Bleach characters are heroes, fiends and other extraordinary figures. 
  Therefore the creation points used for determining attributes are geared 
  toward creating some high profile adventurers.
  You get a 30 points allotment for raising your attributes starting from the 
  standard 10 score. 
  The buy cost of an attribute equals it's corresponding modifier. You can 
  gain more points by choosing to lower a certain attribute, gaining half its 
  modifier as buy points (rounded up).
  Example: buying a 16 score will cost you 1+1+2+2+3 = 9 points. An 
  abysmal score of 5 will yield 11/2=5 points.
  Spell Score
  Users of Kido have a statistic that governs their usage of spells based on 
  the type of spell they use. Healers generally rely on Wisdom, while those 
  with more offensive spells generally rely on Intelligence or Charisma (See: 
  Spellcaster Feat). Those who either have not taken the Spellcaster feat, or 
  never do, have a default Spell Score equal to their Constitution, which 
  effects their Shikai and Bankai just the same. 
  Reiatsu Rating
  All spiritually aware beings in Bleach have a Reiatsu Rating. It is simple to 
  figure out. It is [Spell Score + Intimidate Ranks + 20] x Level. This is the 
  number that is sensed using the Sense Motive Skill (See Below) and hidden 
  by the Bluff Skill (See Below).
  - 5 -
  
  Table: Abilities
  Table: Character progression
  Hit points
  All characters gain 6 hit points per level.
  Feats
  At first level, each character can select four 
  feats.  Each  level  thereafter,  a  character 
  gains one feat. The selection of feats may 
  alter above progression, or add particular 
  features  and  powers  to  your  characters. 
  Feats are organised in feat trees and may 
  require  certain  conditions  before  being 
  selected.  Feats  gained in this manner  do 
  not supersede the normal feat progression 
  beyond the increased feats gained at level 
  1. No matter how many feats you gain per 
  level, you may never gain more than one 
  Prestige  Feat  per  level  (unless  noted 
  otherwise)
  Skills
  Each character  chooses  any 3 base skills 
  and 8 standard skills to be main skills. All 
  other skills are secondary skills. Main skills 
  ranks  cost  one  skill  point  to  raise.  A 
  character cannot have more ranks in a main 
  skill than his character level +3.
  Secondary skills ranks cost two skill points to raise. A character cannot have more ranks in a 
  secondary skill than half his character level+3.
  At first level, each character has 20 skill points. Each level thereafter a character gains 5 bonus skill 
  points to raise skill ranks.
  A character cannot carry over levels more unspent skill point than his intelligence bonus.
  Action dice
  Action dice give character the means to improve important rolls. A character starts each game 
  session with 3d6 action dice.
  These dice can be used on any roll the player makes during the game session, either one at a time 
  are all stacked on one crucial roll. This can be a skill test, an attack roll, damage dices... anything.
  DM  can  reward  a  player  for  a  particularly  heroic,  daring  or  creative  action  or  role-playing 
  performance with an additional action dice. DM and players are encouraged to role-play the often 
  over-the-top scenes and situations the use of action dice may provoke.
  - 6 -
  Score
  Modifier
  Cost
  Level
  XP
  1
  -5
  +15  - 
  +12
  1
  0
  2-3
  -4
  +10  - 
  +8
  2
  1000
  4-5
  -3
  +6 - +5
  3
  3000
  6-7
  -2
  +3 - +2
  4
  6000
  8-9
  -1
  +1 - +1
  5
  10 000
  10-11
  0
  0-0
  6
  15 000
  12-13
  +1
  1-2
  7
  21 000
  14-15
  +2
  4-6
  8
  28 000
  16-17
  +3
  9-12
  9
  36 000
  18-19
  +4
  16-20
  10
  45 000
  20-21
  +5
  25-30
  11
  55 000
  22-23
  +6
  12
  66 000
  24-25
  +7
  13
  78 000
  26-27
  +8
  14
  91 000
  28-29
  +9
  15
  105 000
  30-31
  +10
  16
  120 000
  32-33
  +11
  17
  136 000
  34-35
  +12
  18
  153 000
  36-37
  +13
  19
  171 000
  38-39
  +14
  20
  190 000
  
  Last warning
  There are a lot of criss-crossing factors between powers, Kido, feats and players wits, and a DM 
  may sometimes feel likes things are getting out of hands. While Zaraki Kenpachi is always only a 
  wrong turn away, one last rule is that no matter what happens; no character can deal in one action 
  more damage than his own maximum hit points. Let's play!
  - 7 -
  
  SKILLS
  Base Skills
  Base skills are introduced in this system to replace the differentiated classes system. Base skills 
  cover the base attack, save and magic proficiency of the characters.
  COMBAT SKILLS
  UNARMED STRIKE (DEX)
  This is your Base attack bonus when using unarmed strikes.
  Check: Roll a skill check against your target Armor class to hit.
  Special: You gain an additional attack once you reach 6 (+6/+1), 
  11(+11/+6/+1) and 16(+16/+11/+6/+1) ranks in the skill.
  WEAPON ATTACK (STR)
  This is your Base attack bonus when attacking with close quarter 
  weapons (including weapons with reach).
  Check: Roll a skill check against your target Armor class to hit.
  Special: You gain an additional attack once you reach 6 (+6/+1), 
  11(+11/+6/+1) and 16(+16/+11/+6/+1) ranks in the skill.
  RANGED SHOT (WIS)
  This is your Base attack bonus when using ranged weapons.
  Check: Roll a skill check against your target Armor class to hit.
  Special: You gain an additional attack once you reach 6 
  (+6/+1), 11(+11/+6/+1) and 16(+16/+11/+6/+1) ranks in the 
  skill.
  PROTECTION SKILLS
  FORTITUDE SAVE (CON)
  This skill measures your ability to stand up to physical punishment or attacks 
  against your vitality and health.
  Check: Whenever asked for a Fortitude save, roll a skill check against the 
  given DC.
  REFLEX SAVE (DEX)
  This skill tests your ability to dodge area attacks. Your total Reflex save score 
  + 10 is your base armor class
  Check: Whenever asked for a Reflex save, roll a skill check against the given 
  DC.
  WILL SAVE (WIS)
  This skill reflects your resistance to mental influence as well as many magical 
  effects.
  Check: Whenever asked for a Will save, roll a skill check against the given DC.
  - 8 -
  
  New Skill Uses
  Bleach D20 skills have been rebalanced to capture more of a Bleach atmosphere.
  BALANCE (DEX; ARMOR CHECK PENALTY)
  Check: The spirit form allows characters to balance on air with ease if properly trained, and they 
  react differently to small and unstable material. While in the spirit world, lower all DC by 10, and in 
  Spirit form add the possibilities below.
  Surface
  DCs
  Hair-thin
  10
  Liquid
  10
  Cloud
  15
  Air
  20
  BLUFF (CHA)
  Bluff can also be used  to hide your Reiatsu from prying eyes. Whenever you desire, you may 
  attempt to mask your Reiatsu as a standard action. You can keep your Reiatsu hidden for as long as 
  you wish, but you must wait five minutes after dropping your Reiatsu suppression before you may 
  make another attempt to do so.
  Check: While suppressing your Reiatsu, if someone makes a Sense Motive check to sense you, 
  compare the respective results. If your Bluff check is higher, they fail to sense your Reiatsu entirely. 
  The amount that they beat your check by is how well they judged your Reiatsu. By each one point 
  they exceed your check, they uncover 10% of your apparent ability, so someone who only exceeds 
  your check by 1 will sense you at only one tenth of your true power, whereas someone who 
  exceeds your check by 10 or more will fully discern your level of power.
  ESCAPE ARTIST (DEX)
  Spiritual beings like Shinigami and Hollows have the ability to become immaterial to physical beings 
  and obstacles while on the material plane. Some buildings and persons may be spiritually charged 
  and may prove immune to immateriality.
  Check: To bypass a resistance to immateriality, you must pass an Escape Artist skill check with a 
  DC equals to the level of the creature or the hardness of the material you want to go through.
  INTIMIDATE (CHA)
  In addition to its normal function, Intimidate allows you to overwhelm foes with your  Reiatsu. A 
  Reiatsu surge can be initiated at any time as a standard action.
  Check: Make an intimidate check against your foe, who makes either an opposed Intimidate or 
  Level check (their choice). If you succeed, your opponent takes a -2 penalty on all rolls for as many 
  rounds as you won the check by. Also, for every five points you exceed their roll by, they take 
  another cumulative -2 penalty. If they defeat your roll, they throw off your surge by pushing back 
  with their own Reiatsu, causing you to become dazed for rounds equal to ½ the amount they 
  defeated your surge by rounded down, to a minimum of 1.
  JUMP (STR; ARMOR CHECK PENALTY)
  While in spirit world, vertical jumps are 2 feet to every 1 on the die roll, horizontal jumps are 1 yard 
  every 1 on the die roll.
  SENSE MOTIVE (WIS)
  Sense Motive can be used to feel Reiatsu, the spirit cords. Reiatsu allows you to locate souls with 
  great spiritual energy, and functions much as a detect evil spell, but at greater range.
  Check: When sensing for someone’s spirit energy, make a sense motive check. For each number of 
  the result, add 5 feet to the radius that sense extends outward to (so a result of 10 would mean 
  that you were able to sense all spirit energy within 50 feet of you). The results are the same as if 
  you had used a detection spell at that range (refer to the spell description for the exact list of 
  effects).
  You may only summon Reiatsu once every five minutes.
  SPELLCRAFT (INT; TRAINED ONLY)
  Check: Spellcraft can be used to bypass incantation when casting Kido. The skill check DC is 15 + 
  Kido spell level (see Kido chapter). If the check succeeds, you cast the spell as a free action, but 
  your caster level is divided by three for determining spell effects and DC. If the check fails, the spell 
  fizzles and spell points are wasted.
  - 9 -
  
  SWIM (STR; ARMOR CHECK PENALTY)
  The Shinigami form allows them to ride air currents if properly trained.
  Check: While in spirit form, they can actually fly and should make skill checks in case of difficult 
  weather conditions:
  Condition
  DCs
  Calm weather10
  Rough 
  weather
  15
  Stormy 
  weather
  20
  Hurricane
  30
  - 10 -
  
  FEATS
  Beyond all feats available through the d20 open gaming content (d20 SRD), here are proposed 
  feats illustrating the many wondrous abilities the Bleach characters demonstrate. These feats are 
  not intended to use outside of a classless system as many can be unbalanced or overpowered. 
  Feats are at the core of the Bleach d20 customization system. They are presented as feat Paths and 
  allow a large number of combinations. No one character is alike in the Bleach universe. Note: A feat 
  marked with a * cannot be selected as a bonus release feat.
  Base Feats
  Base feats alter the basic character progression. They are a complement to the base skills system 
  to replace the differentiated classes of the d20 rule-set.
  BLOODED [GENERAL]
  Benefit: You  add  your  1+Con  bonus  to  your  hit  points  gained  per  level.  This  feat  applies 
  retroactively. This feat can be taken multiple times, but then only adds +2 HP per level.
  SEASONED [GENERAL] *
  Benefit: You add your 1+Int bonus to your skill points gained per level. This feat can be taken 
  multiple times, but then only adds +2 skill points per level.
  ENLIGHTENED [GENERAL]
  Benefit: You add your  1+Wis  bonus to your  spell  points  gained per  level.  This  feat applies 
  retroactively. This feat can be taken multiple times, but then only adds +2 spell points per level.
  TALENTED [GENERAL] *
  Benefit: Pick any three skills. These skills become class skills. This feat can be chosen multiple 
  times.
  HEROIC ATTRIBUTE [GENERAL]
  Benefit: You gain +2 to an attribute of your choice. This feat can be chosen multiple times.
  Special: This does not supersede the normal gain of 1 ability point per 4 character levels.
  ACADEMIC KNOWLEDGE [GENERAL] *
  Benefit:  You  may  make  a  special  Academic  Knowledge  check  equal  to  your  level  +  your 
  intelligence modifier to see whether you know some relevant information about local notable 
  people,  legendary  items  or  noteworthy places.  You cannot take  10 or 20 on this  check,  the 
  knowledge is essentially random.
  DC
      
  Type of Knowledge
   
     
  10
  Common, known by at least a substantial minority of the local population.
  20
  Uncommon but available, known by only a few people legends. 
  25
  Obscure, known by few, hard to come by. 
  30
  Extremely obscure, known by very few, possibly forgotten by most who 
  once knew it, possibly known only by those who don’t understand the 
  significance of the knowledge.
  SKILL MASTERY [GENERAL]
  Prerequisites: Talented Student, Seasoned
  Benefit: Select any three skills. When making a check with any of these skills, you may take 10 
  even if stress or distractions would normally prevent you from doing so. You cannot choose base 
  skills as mastered skills.
  Special: You may take this ability multiple times, each time gives you additional skills in which this 
  may apply for.
  SLIPPERY MIND [GENERAL]
  Prerequisites: Will save 10+ ranks
  Benefit: If you are affected by an enchantment spell or effect and fail your saving throw, you can 
  attempt it again 1 round later at the same DC. You only get this one extra chance to succeed on 
  your saving throw.
  - 11 -
  
  DAMAGE REDUCTION [GENERAL]
  Prerequisites: +5 Base Fortitude save
  Benefit: Gain DR 1/- per 5 character levels.
  Special: You may take this feat up to two more times. Choosing this feat a second time grants you 
  DR 1/- per 2 levels, three times grants you DR 1/- per level.
  SPELL RESISTANCE [GENERAL]
  Prerequisites: any two save skills 10 ranks
  Benefit: The character gains spell resistance equal to her current level + 10.
  UNCANNY DODGE [GENERAL]
  Prerequisite: Reflex save 7+ ranks
  Benefit: Retain your dexterity bonus (if any) to AC even if caught flat-footed or struck by an 
  invisible opponent. However, the dexterity bonus is still lost if the character is immobilized.
  IMPROVED UNCANNY DODGE [GENERAL]
  Prerequisite: Uncanny Dodge, Reflex save 10+
  Benefit: You can no longer be flanked. This denies an opponent sneak attack unless that opponent 
  is at least four levels higher than you.
  SNEAK ATTACK [GENERAL]
  Prerequisite: Hide 4 Ranks, Move Silently 4 Ranks
  Benefit: You gain the ability to strike at the vitals when catching your opponent unaware. You deal 
  an extra 1d6 damage per 4 character levels. Whenever your opponent is either flanked or is denied 
  their dexterity bonus to AC. Sneak Attack may be used with ranged attacks, but only if the target is 
  within 30 feet.
  Special: This feat may be taken a second time, raising your damage to 1d6 per 2 levels (maximum 
  10d6 at 20th level
  CRIPPLING STRIKE [GENERAL]
  Prerequisite: Hide 13 ranks, Move Silently 13 ranks, Sneak Attack
  Benefit: An opponent damaged by one of your sneak attacks also takes 2 points of Strength 
  damage. Ability points lost to damage return on their own at the rate of 1 point per day for each 
  damaged ability. This Feat can be taken multiple times.
  RAGE [GENERAL]
  Prerequisites: Power Attack, Fortitude save 5+ ranks
  Benefit: You can fly into a rage once per day. In a rage, you temporarily gain a +4 bonus to 
  Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but take a -2 penalty to 
  Armor Class. The increase in Constitution increases your hit points by 2 points per level, but these 
  hit points go away at the end of the rage when your Constitution score drops back to normal. 
  (These extra hit points are not lost first the way temporary hit points are.) While raging, a character 
  cannot use any Charisma, Dexterity, or Intelligence-based skills (except for Balance, Escape Artist, 
  Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, 
  nor can he cast spells or activate magic items that require a command word, a spell trigger (such 
  as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except 
  Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of 
  rounds equal to 3 + the character’s (newly improved) Constitution modifier. A character may 
  prematurely end his rage. At the end of the rage, the character loses the rage modifiers and 
  restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or 
  run) for the duration of the current encounter.
  GREATER RAGE [GENERAL]
  Prerequisite: Fortitude save 7+ ranks, Rage
  Benefit: Your bonuses to strength and constitution in rage increase to +6, and your bonus to Will 
  saves increases to +3. Your AC penalty remains at -2.
  MIGHTY RAGE [GENERAL]
  Prerequisites: Fortitude save 12+ ranks, Rage, Greater Rage
  Benefit: Your bonuses to strength and constitution in rage increase to +8, and your bonus to Will 
  saves increases to +4. Your AC penalty remains at -2.
  - 12 -
  
  TIRELESS RAGE [GENERAL]
  Prerequisites: Fortitude save 8+ ranks, Rage
  Benefit: You no longer become fatigued after your rage.
  IMPROVED RAGE [GENERAL]
  Prerequisites: Rage, Fortitude Save 8+ Ranks
  Benefit: You may Rage 2 more times per day.
  Special: You may take this feat more than once, it's effects stack. You cannot take this feat again 
  however, If you have not added any ranks to your Fortitude Save for the level you want to take it.
  INSIGHT DEFENSE [GENERAL]
  Prerequisites: Will save 7+ ranks
  Benefit: You may add your WIS bonus to your base AC
  FLURRY OF BLOWS [GENERAL]
  Prerequisites: Unarmed attack bonus 5+
  Benefit: Your character may strike with a flurry of blows at the expense of accuracy. When doing 
  so, she may make one extra attack in a round at her highest base attack bonus, but this attack 
  takes a -3 penalty, as does each other attack made that round. This penalty applies for 1 round, so 
  it also affects attacks of opportunity the character might make before her next action. The player 
  must use a full attack action to strike with a flurry of blows. 
  GREATER FLURRY OF BLOWS [GENERAL]
  Prerequisites: Flurry of blows, unarmed attack bonus 10+
  Benefit: Your flurry of blows ability improves. In addition to the standard single extra attack you 
  get from flurry of blows, you get a second extra attack at your full base attack bonus. All attacks 
  still take a -3 penalty for the round.
  IMPROVED FLURRY OF BLOWS [GENERAL]
  Prerequisites: Flurry of blows, unarmed attack bonus 7+, See Special
  Benefit: Your penalty to all attacks in a round in which you use Flurry of Blows is reduced to -2
  Special: You may take this two more times, once when your unarmed attack bonus reaches +9 
  and again at +11. Reduce the penalty by 1 for each additional application of this feat.
  IMPROVED CHANNEL DIVINITY [GENERAL]
  Prerequisites: Channel Divinity prestige power(see supplement...), Wisdom 13+
  Benefit: You gain 2 additional Channel Divinity points per day
  Special: This feat may be taken multiple times, it's effects stack.
  ANIMAL FORM [SOUL]
  Prerequisites: Disguise 10+ ranks, Survival 5+ ranks
  Benefit: The character gains the ability to turn herself into a chosen Small or Medium animal and 
  back again once per day per three character levels. Her options for new forms include all creatures 
  with the animal type. The effect lasts for 1 hour per level, or until she changes back. Changing form 
  (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The character 
  gains the physical ability scores (Str, Dex, Con), natural weapons, natural armor, movement modes, 
  and extraordinary special attacks of it’s new form. Her hit points total is not modified by the new 
  constitution score. Each time you use wild shape, you regain lost hit points as if you had rested for 
  a night.
  Any gear worn or carried melds into the new form and becomes nonfunctional. When she reverts to 
  her true form, any objects previously melded into the new form reappear in the same location on 
  her body that they previously occupied and are once again functional. Any new items worn in the 
  assumed form fall off and land at the character's feet. The form chosen must be that of an animal 
  the character is familiar with.
  SPELLCASTER [GENERAL]
  Prerequisite: Spellcraft 5 Ranks, Any one knowledge skill 4 Ranks
  Benefit: You gain the ability to cast spells from one spell list as approved by your GM. You gain a 
  spellpoint reserve of 1 point per level. You gain access to a new spell level every even character 
  level (spell level 1 at character level 2, spell level 9 at character level 18) You never have to 
  prepare spells for the day, no matter the spell-casting class you take. 
  - 13 -
  
  - 14 -
  
  Character Feats
  This feat path presents enhanced or extraordinary core abilities for your character.
  SHINIGAMI [SOUL]*
  Shinigami (死神, Shinigami, lit. "death god(s)") are a fictional race of beings in the anime and manga 
  series Bleach created by Tite Kubo. In the English dub of the series, they are known as Soul 
  Reapers. They are enforcers and psychopomps who all share similar supernatural powers. They are 
  based on the Grim Reaper of Japanese belief associated with the same name. 
  Shinigami are departed human souls that have gained supernatural powers. As such, their bodies 
  are composed of ectoplasm and they can only be seen by other spiritually aware entities, which 
  exclude most humans. In the series, Shinigami, as well as most other types of spirits, are quite 
  capable of influencing their environment. Additionally, they can be injured and die like regular 
  humans, though it takes considerably greater injuries for the latter to occur than it would in regular 
  humans. 
  Shinigami operations are based out of Soul Society, which is the afterlife in Bleach. Travel between 
  the human world and Soul Society is extremely limited and monitored, but some Shinigami are 
  stationed in the human world to carry out their duties and therefore must often travel between the 
  two. In addition, it is a crime for a Shinigami to remain in the human world longer than a certain 
  time limit. A Shinigami's duties include leading Pluses (ghosts) to Soul Society in a practice called 
  soul burial (Konsō), and the cleansing of hollows (evil spirits). Later in the series, Shinigami duties 
  are clarified further, and it is revealed that they are also responsible for governing the flow of spirits 
  between the human world and Soul Society.
  The  most  prominent  supernatural  power  possessed  by  a  Shinigami  is  their  Zanpakutō,  a 
  supernatural sword generated from the Shinigami's soul. Shinigami also naturally give off spiritual 
  energy, which varies greatly in magnitude with the strength of a Shinigami. A Zanpakutō is a 
  physical manifestation of this force concentrated into a blade. While its appearance varies amongst 
  Shinigami, its damage rating is only dependant on the Shinigami's spiritual strength.
  Prerequisites: Exclusive of the Hollow, Bounto and Quincy feat.
  Benefit: You possess a katana or wakisashi shaped Zanpakuto that deals 1d6 damage. Your 
  Zanpakutō sharpens as your Reiatsu grows stronger. Each time you gain an additional attack from 
  your Weapon attack skill ranks, your Zanpakutō damage increases by +1d6. You are automatically 
  considered proficient with your Zanpakuto.
  QUINCY [SOUL]*
  Originally a mixture of survivors of hollow attacks and those who'd lost loved ones to hollows, the 
  Quincy developed a variety of supernatural powers to hunt and kill hollows before they attacked 
  humans (and to destroy those who already had), including the ability to control spiritual energy. 
  The Quincy are nearly extinct due to extermination by the shinigami about 200 years before the 
  main Bleach storyline.
  The Quincy's weapon of choice is a bow. It is constructed from spiritual particles drawn from their 
  surroundings. Quincy bows are summoned using an artifact called a Quincy Cross. The only limit to 
  a Quincy's ability to create and fire arrows is their own stamina and ability to absorb ambient spirit 
  particles.
  Prerequisites: Exclusive of the Shinigami, Bounto and Hollow feat.
  Benefit: You possess a Quincy cross that summons a spiritual bow dealing 1d6 damage. Your bow 
  gets more powerful as your Reiatsu grows stronger. Each time you gain an additional attack from 
  your  Ranged  attack  skill  ranks,  your  spiritual  bow  damage  increases  by  +1d6.  You  are 
  automatically considered proficient with your spiritual bow.
  HOLLOW [SOUL]*
  Hollows are former pluses (deceased human souls) that lose their hearts to despair or remain in the 
  real world for too long. In the anime, nonhuman spirits (specifically, dogs) can also transform into 
  hollows. Any spirit that is not guided to Soul Society by a Shinigami may eventually descend into a 
  hollow. The process by which a soul becomes a hollow usually takes months (if not longer), 
  reflected by the length of the soul's Chain of Destiny (因果の鎖, inga no kusari, Chain of Fate in the 
  English dub), which resides in the center of their chest The Chain of Destiny slowly corrodes over 
  time,  reflecting  the  degradation  of  the  soul's  ties  to  the  living  world.  The  process  can  be 
  accelerated under certain conditions, such as being attacked by another hollow or through the use 
  of certain spiritual powers. When the chain completely decays, the soul is warped into a unique and 
  monstrous  form  with a vaguely  skeletal  mask and a  large  hole  where  their  chain  was  once 
  connected.
  - 15 -
  
  In Bleach, the majority of ghosts peacefully move on to Soul Society after their deaths. Some, 
  however, stay in the living world to fulfill certain goals, such as looking after a loved one, protecting 
  a particular location, or pursuing a grudge from beyond the grave. However, with only limited 
  abilities to interact with the living, and by definition tied to their goals, many ghosts find they are 
  unable to cope when their loved ones move on or old enemies forget them. At this point, some will 
  become dangerously obsessed with fulfilling those goals, even if the means to fulfil them renders 
  the soul empty: for example, killing anyone who comes near a loved one, in order to keep them 
  from hurting that person. In doing so, the ghost warps into a hollow and, ironically, often makes the 
  focus of their obsession into their first victim, such as Orihime's brother, Sora, does.
  Once a soul becomes a hollow, it is driven to devour other souls, living or dead, to fill the void 
  caused by its descent. While their former obsession often becomes their 
  first  target,  most  hollows  will  eventually  become  mindless  creatures 
  concerned only with finding the most potent souls to devour. Stronger and 
  more evil hollows are often able to retain some of their intelligence in 
  hollow form, making them more dangerous than the average hollow. While 
  most hollows are evil, or at the very least mindless, at least a few are not. 
  This is the case with Nel Tu and her hollow companions for example.
  The most distinctive feature of a hollow, their mask, is formed to protect 
  the naked instinct that is left in a being after the loss of its heart, and in 
  some ways is the tangible form of the hollow's madness. The masks of 
  different hollows can differ greatly in shape and form, but they are always 
  white and skull-like. The masks also obscure the original identity of the 
  hollows. The mask can be shattered, temporarily allowing the hollow to 
  regain its original identity, but it will regenerate after a short period once 
  the hollow takes over again.
  Hollows have widely varying physical characteristics and powers, and few 
  hollows ever appear the same (the few that do are often clones). In terms 
  of appearance, hollows can range from furry (like mammals) or lizard-like in 
  appearance to outright demonic. A hollow's abilities are often determined 
  by their power. Weaker (and by definition less intelligent) hollows usually 
  only attack in a melee style, whereas stronger hollows have a wide array of 
  abilities with which to kill their quarry. Hollows also vary in size, though it 
  tends to be fairly consistent amongst the various classifications of hollows. In Hueco Mundo, some 
  hollows are no larger than common pets. Most common hollows are about twice the size of an adult 
  human, though it can vary to a degree. Huge hollows, aptly named for their size, are as large as 
  two-story buildings. Finally, gillian-class menos are even larger than the huge hollows, standing as 
  tall as a common skyscraper.
  Prerequisites: Exclusive of the Shinigami, Bounto and Quincy feat.
  Benefit: you may choose one of the following Hollow Growth power. 
  Increased Size: Increase the Hollow’s size category by one step. The hollow gains +5'' reach, +4 
  strength, +2 constitution, and -2 dexterity.
  Improved Grab: Select a natural attack the hollow possesses. If they hit with that attack, they can 
  immediately initiate a grapple with any opponent up to one size category smaller than them as a 
  free action without provoking an attack of opportunity.
  Bite Attack: You gain a bite attack appropriate to your size (Medium: 1d4, Large: 1d6, etc)
  Swallow Whole: This requires the Hollow to have the Improved Grab ability with its bite attack. You 
  must have taken the bite attack physical alteration power before this. If it wins its first grapple 
  check, it can establish a hold and attempt to swallow its target on the next round. A successful 
  grapple check allows it to swallow any target at least two size categories smaller than it. Swallowed 
  creatures take 2d8+4 points of bludgeoning damage, plus an additional +4 bludgeoning damage 
  per size category greater than large the Hollow is (huge Hollow do 2d8+8, gargantuan Hollow do 
  2d8+12, colossal Hollow do 2d8+16). In addition, the target also takes 4 points of acid damage, +4 
  for each size category greater than large (huge Hollow do 8, gargantuan Hollow do 12, colossal 
  Hollow do 16). A swallowed creature can cut its way out using a slashing or piercing weapon to deal 
  25 points of damage to the Hollow’s gizzard (AC 15). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must cut its own way out. The hollow can hold up to 2 
  creatures two size categories smaller than it, 4 creatures three size categories smaller than it, 8 
  creatures four size categories smaller than it, 32 creatures five size categories smaller than it, 128 
  creatures six size categories smaller than it, 512 creatures seven size categories smaller than it, 
  - 16 -
  Hollow Growth 
  powers
  Physical alterations
  Increased size
  Extra limb
  Improved flight
  Scent
  Increased natural armor
  Bite Attack
  Combat maneuvers
  Monstrous feat
  Ground and Pound
  Improved Grab
  Swallow Whole
  Crunch
  Pounce
  Trample
  Supernatural abilities
  Magic fang
  Consumption
  Supersonic Strike
  Energy resistance
  Spell resistance
  Spell-like ability
  Regeneration
  
  and 1,524 creatures eight size categories smaller than it in its gizzard at one time.
  Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell. 
  A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If 
  the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, 
  such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering 
  scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. 
  The creature detects another creature’s presence but not its specific location. Noting the direction 
  of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can 
  pinpoint that source. 
  A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom 
  check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases 
  depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For 
  each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the 
  Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. 
  Creatures with the scent ability can identify familiar odors just as humans do familiar sights. 
  Water,  particularly  running  water,  ruins  a  trail  for  air-breathing  creatures.  Water-breathing 
  creatures that have the scent ability, however, can use it in the water easily. 
  False, powerful odors can easily mask other scents. The presence of such an odor completely spoils 
  the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 
  rather than 10. 
  Consumption: Whenever a Hollow performs a  coup de  grace on an opponent, he can choose to 
  consume the opponent’s soul and gain a 10% XP bonus on the encounter. The Hollow is also healed 
  up to its fallen enemy's constitution score in HP.
  Supersonic  strike:  As  the  feat,  Supersonic  Strike.  This  ability  counts  as  the  feat  for  feat 
  prerequisites.
  Ground and Pound: A creature with this special attack gains extra natural attacks when it grapples 
  its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a 
  monster with the Ground and Pound ability usually gains two additional unarmed attacks that it can 
  use only against a grappled foe. Ground and Pound attacks are not subject to the usual -4 penalty 
  for attacking with a natural weapon in a grapple. A Hollow with the ground and pound ability must 
  begin its turn grappling to use its ground and pound—it can’t begin a grapple and ground and 
  pound in the same turn. 
  Increased Natural Armor: The Hollow gains +2 natural armor.
  Magic Fang: The Hollow gains a +1 enhancement bonus to any of their natural attacks. This ability 
  can be taken multiple times, but no one natural attack can have more than a +5 enhancement 
  bonus.
  Energy Resistance: The hollow gains 10 resistance to either fire, cold, lightning, acid or sonic. This 
  ability may be taken multiple times. Each time gives either a new resistance or stacks with an 
  existing resistance.
  Extra Limb: The hollow gains an extra limb. They can gain another leg, increasing their movement 
  by 5 feet per extra leg, an extra arm, giving them another unarmed attack, a tail, giving them a tail 
  attack, or a wing. One wing gives the hollow a wing buffet attack. Two wings also grant the hollow 
  the ability to fly at twice their land speed with poor maneuverability.
  Improved Flight: This requires wings for the hollow to take. Increase the hollow’s base flight speed 
  by 5 feet and its maneuverability by one step. If the hollow has perfect maneuverability, instead 
  increase the flight speed by 10 feet.
  Crunch: If the hollow hits with two or more unarmed attacks, the hollow may deal extra damage. 
  This attack automatically deals an additional 2d6 +STR bonus points of damage. 
  Monstrous feat: The hollow gains a monstrous feat. See the Monster manual for more information.
  Pounce: When a creature with this special attack makes a charge, it can follow with a full attack—
  including crunch and 'ground and pound' attacks if the creature has such abilities.
  - 17 -
  
  Spell-like ability: The hollow gains a spell-like ability usable once per day. The spell level must be 
  equal to 1/3 of the character level + INT bonus or lower. This ability can be selected multiple times, 
  adding a use per day, or a new spell-like ability.
  Trample: As a full-round action, a creature with this special attack can move up to twice its speed 
  and literally run over any opponents at least one size category smaller than itself. The creature 
  merely has to move over the opponents in its path; any creature whose space is completely 
  covered by the trampling creature’s space is subject to the trample attack. If a target’s space is 
  larger than 5 feet, it is only considered trampled if the trampling creature moves over all the 
  squares it occupies. If the trampling creature moves over only some of a target’s space, the target 
  can make an attack of opportunity against the trampling creature at a -4 penalty. A trampling 
  creature that accidentally ends its movement in an illegal space returns to the last legal position it 
  occupied, or the closest legal position, if there’s a legal position that’s closer. 
  A trample attack deals bludgeoning damage (the creature’s slam damage + 1½ times its Str 
  modifier). The creature’s descriptive text gives the exact amount. 
  Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not 
  make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. 
  The save DC against a creature’s trample attack is 10 + ½ creature’s HD + creature’s Str modifier 
  (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal 
  trampling damage to each target once per round, no matter how many times its movement takes it 
  over a target creature.
  Regeneration: Creatures with this extraordinary ability recover from wounds quickly and can even 
  regrow or reattach severed body parts. Damage dealt to the creature is treated as nonlethal 
  damage, and the creature automatically cures itself of nonlethal damage at a 1HP/3 levels per 
  round. 
  Certain attack forms, typically fire and acid, deal damage to the creature normally; that sort of 
  damage doesn’t convert to nonlethal damage and so doesn’t go away. The creature’s description 
  includes the details. A regenerating creature that has been rendered unconscious through nonlethal 
  damage can be killed with a coup de grace. The attack cannot be of a type that automatically 
  converts to nonlethal damage. 
  Creatures with regeneration can regrow lost portions of their bodies and can reattach severed limbs 
  or body parts. Severed parts die if they are not reattached. 
  Regeneration does not restore hit points lost from starvation, thirst, or suffocation. Attack forms 
  that don’t deal hit point damage ignore regeneration. An attack that can cause instant death only 
  threatens the creature with death if it is delivered by weapons that deal it lethal damage. 
  Cero: This breath attack allows the Hollow to unleash a condensed burst of energy in a 60-foot line 
  that deals 1d6 damage per character level. Targets may make a reflex save (DC 10+1/2 Hollow hit 
  dice+Hollow constitution modifier) for half damage. This ability may be used once every 1d4 
  rounds. This power marks you as a Menos ranked Hollow, and a prey for any Hollow trying to climb 
  the food chain.
  Bizarre: The form of a Hollow with this power has become utterly bizarre and alien. Choose one of 
  the following monster type to replace the basic humanoid type: Abberation, Construct, Elemental, 
  Ooze, Plant, Undead, Vermin. Only type traits apply (ignore features).
  Telepathy: A creature with this ability can communicate telepathically with any other Hollow within 
  a 30 yards range. It is possible to address multiple creatures at once telepathically, although 
  maintaining a telepathic conversation with more than one creature at a time is just as difficult as 
  simultaneously speaking and listening to multiple people at the same time. 
  Special: DM may allow particular powers emulating original effects.
  Special:This feat can be taken multiple times. Each time, you may choose an additional Hollow 
  Growth power.
  ALIVE [GENERAL] *
  Prerequisite: Only selectable at first level.
  Benefit: You are one of the few Spiritually Aware beings to still have a living, breathing body. You 
  gain a great measure of energy and motivation from this. Your action dices are d10 instead of d6.
  Special: Your physical body lays dormant while you are in spirit form, which can attract unwanted 
  attention. This is also a very dangerous weakness as your physical death will be your end as surely 
  as your spiritual death. If you do not have the Alive feat, you are not alive, and are a spirit. If you 
  - 18 -
  
  are of a race that states in their description that they are alive, you gain this as a bonus feat until 
  such time as you are dead.
  HOLLOW WITHIN [SOUL] *
  Prerequisites: Constitution 13+, Must have been attacked by a Hollow, injured and survived.
  Benefit: Your soul's awakening not only released your inner power but also a darker being that 
  lurks behind your eyes. Whenever you are weakened enough, the creature, the Hollow Within, tries 
  to take control of your actions to wreak havoc to your surroundings.
  Whenever you are disabled, be it by hp loss, poison or magical effect, you must make a will save 
  against a DC equal to your level+CHA bonus. If you miss the check, you are healed to 33% HP (if 
  you were lower than this) and instantly flies into a Berserker Frenzy :
  You gain +6 Str & an extra attack each round at highest bonus when making a Full Round Attack 
  (which doesn’t stack with Haste) for 3 +Constitution modifier rounds. During this time, you have a –
  4 penalty to AC. While Frenzying, you must attack if at all possible (including allies if there are no 
  enemies left).
  To end a Frenzy early requires a Will save vs. DC 20.If you take damage from an attack, trap, spell, 
  etc.,you must make a Will save vs. DC (10 + damage taken since your last round) to avoid entering 
  Frenzy if you have any left on your next round. Frenzying isa Free Action & its bonuses can stack 
  with those from Raging.
  At the end of the Frenzy, you are Fatigued for the rest of the encounter. If you also Raged, then 
  when both are over, you are Exhausted.
  Special : Once in the Vizard PrC, you no longer check for frenzy, but can choose to enter it or not.
  HOLLOW RAGE [SOUL] *
  Prerequisites: Hollow Within, Rage, Constitution 13+
  Benefit: You have come more in touch with the darker part of your soul, and can now summon its 
  destructive power. You can augment your Rage ability with a Berserker frenzy, all bonuses stack, as 
  well as the risks to your surroundings. You are fatigued at the end of the combined rage instead of 
  exhausted.
  SOUL COMPANION [GENERAL] *
  Prerequisites: Shinigami
  Benefit: You are extremely well attuned to your Zanpakutō and benefit from this friendship in time 
  of direst needs. Once per game session when all your standard action dices have been expended, 
  your Zanpakutō's spirit might come forward offering support and tactical acumen. You gain a bonus 
  action dice, which doesn't carry over game sessions.
  ALTERNATE ZANPAKUTŌ FORM [SOUL]
  Prerequisites: 1d6 Zanpakutō damage
  Benefit: Your Zanpakutō differs from the traditional Katana or Wakisashi. For example, it might 
  take the form of a double-weapon, a reach weapon, a lance, a spiked chain, etc. This gives it all of 
  the properties the weapon itself, including changing the damage type appropriately.
  This does not allow it to take the form of any ranged weapon, although it can gain some range via 
  throwing-type enhancements. See the Stuff Section for some weapon statistics.
  HERO'S COMEBACK [GENERAL] *
  Prerequisites: Will save 8+, Fortitude save 8+
  Benefit: You never back down, and never give up. Once per game session when all your standard 
  action dices have been expended, You can summon your Reiatsu for some desperate last move. 
  You immediately gain a bonus action dice, which doesn't carry over game sessions.
  HAKUDO ADEPT [SOUL]
  Prerequisites: Unarmed attack bonus 6+, Superior Unarmed Strike
  Benefit: You’ve fused the pathes of Hakudo and Kido in one deadly technique. You may spend a 
  spell point to gain +1d6 damage on your next unarmed strike. You cannot spend more spell points 
  this way than 1+Str bonus.
  ZANJUTSU MASTER [SOUL]
  Prerequisites: Spellcaster, Weapon specialization: Zanpakutō
  Benefit: You’ve fused the paths of zanjutsu and Kido in one deadly technique. You may spend 2 
  spell points to gain +1d6 damage on your next Zanpakuto strike. You cannot spend more spell 
  points this way than 1+Str bonus.
  KIDŌ ARTIST [SOUL]
  Prerequisites: Shinigami, Spellcaster
  - 19 -
  
  Benefit: You've learned to direct the strength of your spirit not only in your sword, but also in your 
  spells. Your damage dealing spells get a damage bonus equal to your Zanpakutō damage.
  - 20 -
  
  Flash Step Feats
  This feats path presents abilities related to various applications of the flash step technique.
  FLASH STEP [SOUL]
  Prerequisites: Tumble 5 ranks
  Benefit: You gain the ability to perform the flash step move action in combat (also known as 
  Shunpo or Sonido) once per day per point of Dexterity Modifier. This action allows you to move 
  faster than the eye can see in any direction, but doesn't allow you to bypass physical obstacles. 
  Your flash step distance is determined by a Tumble skill check against a DC on the following chart:
  DC
  Distance
  10
  10yards
  15
  15yards
  20
  20yards
  Ect
  …
  If you fail the test, you can still take a 6'' move on that round. If you beat the DC by 10 or more, 
  your move action is instead considered a free action.
  Flash Step automatically fails if the character is more than lightly armored or encumbered.
  IMPROVED FLASH STEP [SOUL]
  Prerequisites: Flash Step
  Benefit: You may Flash Step twice more each day.
  Special: You may take this feat more than once, the effects stack.
  INCREASED FLASH STEP [SOUL]
  Prerequisites: Flash Step, Tumble 6+ Ranks
  Benefit: You gain +10 bonus on the Tumble skill check for 
  Flash step.
  FAR STEP [SOUL]
  Prerequisites: Flash Step, Increased Flash Step, Dex 18+
  Benefit: Your Flash Steps are faster than most, You gain a 
  +20 bonus on the Tumble skill check for Flash Step (This 
  supersedes Increased Flash Step's bonus. 
  INCREDIBLE STEP [SOUL]
  Prerequisites: Flash Step, Improved Flash Step, Dex 18+, 
  Far Step
  Benefit: You gain an additional use of Flash Step per Flash 
  Step feat, including this one. Also, lower the DC of all Flash 
  Steps by 5.
  FLASH STEP DECOY [SOUL]
  Prerequisites: Tumble 15+, dex 16+
  Benefit:  The character  can evoke  a  Mirror  Image (ex) 
  effect as a move action. This uses one of your Flash step moves per day.
  FLASH STEP EVASION [SOUL]
  Prerequisites: Tumble 15+, Dex 16+
  Benefit: You gain the Evasion special ability. 
  IMPROVED FLASH STEP EVASION [SOUL]
  Prerequisites: Flash step evasion, Dex 18+
  Benefit: You still take no damage on a succeeded Reflex save, but if you fail the Reflex save you 
  instead only take half damage.
  FLASH STEP DEFENSE [SOUL]
  Prerequisites: Flash step decoy, Blurring Step, Dex 18+
  Benefit:  The  character  has  become  so  skilled  at  using  Flash  step  that  he  is  covered  by  a 
  - 21 -
  
  Displacement (ex) effect as long as he isn't prone or unconscious.
  FLASH STEP INVISIBILITY [SOUL]
  Prerequisites: Flash step decoy, Hide 10+, Move silently 10+
  Benefit: Your mastery of the Flash step technique is now of legendary proportions. You can 
  become invisible for 1 round per level per day, as long as you are able to move. This uses one of 
  your Flash step moves per day.
  POWERFUL FLASH STEP [SOUL]
  Prerequisites: Strength 14+, Constitution 14+
  Benefit: Your exceptional build allows you to use Flash Step while wearing medium armor or 
  carrying medium load.
  SUPERSONIC STRIKE [SOUL]
  You’ve learned to meld Hakudo and Shunpo into deadly martial arts.
  Prerequisites: Improved unarmed strike, flash step
  Benefit: As your strikes get faster, your impact damage grows. Each time you gain an additional 
  attack from your unarmed attack skill ranks, your unarmed damage increases by +1d6.
  FLASH STEP SPRING ATTACK [SOUL]
  Prerequisites: Increased Flash Step, Flash Step Decoy, Dodge, Mobility, Spring Attack
  Benefit: You may use one of your uses of Flash Step to make a Spring Attack. This Spring Attack 
  leaves your opponent flatfooted against the attack made with Flash Step Spring Attack. You must 
  still successfully roll your Flash Step check, and if you fail to cover at least the distance to your 
  target, this attack fails, and the use of Flash Step is wasted.
  BLURRING STEP [SOUL]
  Prerequisites: Reflex 12+ Ranks, Increased Flash Step, Combat Expertise.
  Benefit: You've mastered the art of blending the Flash Step with normal movement. For one round 
  per level per day, you may act as if you had the effects of the Blur spell cast upon you. Your miss 
  chance for this effect is 15+Level% (IE: a Level 20 character with this feat would have a 35% miss 
  chance). Using this feat uses one of your flash steps for the day.
  Special: You may take this more than once, up to 4 total times, each time adding 5% miss chance 
  to your maximum.
  SENKA [SOUL]
  Your mastery of Flash Step is of awesome proportions. You're so fast, people never see you coming.
  Prerequisites: Flash Step, Flash Step Decoy, Blurring Step
  Benefit:  Using one use of Flash Step, you may make an opposed Tumble check against one 
  opponent. Should you win, your next attack catches them flatfooted, even if they have Uncanny 
  Dodge or the improved version.
  FLASH STEP ANTICIPATION [SOUL]
  Prerequisites: Flash Step, Senka
  Benefit: If an opponent moves through a threatened square while they are using Flash Step, you 
  may attempt an attack of opportunity. Unless you have Combat Reflexes, you can only make one 
  such attack per turn, regardless of how many attacks of opportunity they incur.
  TWIN FLASH STEP [SOUL]
  You're so good, you can take people with you
  Prerequisite: Flash Step, Improved Flash Step
  Benefit: By spending a use of Flash Step, and adding 10 to the DC of your Flash Step, you may 
  take someone with you, provided they do not exceed your maximum push/pull weight.
  - 22 -
  
  Reiatsu Feats
  This feats path presents abilities related to the spiritual pressure that is the most defining attribute 
  of Bleach characters. It is roughly measured through the Reiatsu base skill, which powers many of 
  the applied uses of Reiatsu.
  Reiatsu also define the nature, strength and shape of Shinigami’s Zanpakutō’s Release. Release 
  powers stack with base character abilities, but never stack between different releases. See the 
  Characters Section for examples of Release templates.
  SHIKAI [SOUL]*
  Prerequisites: 2d6 Zanpakutō damage or Quincy Cross damage
  Benefit: One minute / character  level  + Con bonus / day, the Shinigami may call upon his 
  Zanpakutō to perform Shikai. The total Shikai time per day may be spread over multiple uses. 
  Shikai is a standard action.
  To define a Shikai, choose for your character a set of powers from the Release powers table below.
  You have a base point allotment for choosing equal to your base total spell score. Natural increases 
  to your spell score (Including Permanent Feat Bonuses) increase your point allotment by that 
  amount.
  Table: Release powers costs
  Effect
  Cost
  + 1 enhancement bonus
  1 pt
  Add an additional d6 of damage
  1pt
  Add an additional damage type (elemental, ranged, bludgeoning, piercing…) 1pt
  Temporarily gain one fixed feat ( bypass non feat related prerequisites)
  2 pts
  Area of effect : ½HD yards cone, line or burst diameter, ¼ HD  emanation or 
  column diameter
  3 pts
  Per level of a psionic effect with Caster level equal to character level. No PP 
  cost.
  4 pts
  DM may allow particular powers emulating original effects.
  Special
  Moreover, any of the following weapon special ability can be added to the release definition
  Brilliant  Energy:  A  brilliant  energy  weapon  has  its  significant 
  portion transformed into light, although this does not modify the 
  item’s weight. It always gives off light as a torch (20-foot radius). 
  A brilliant energy weapon ignores nonliving matter. Armor and 
  shield bonuses to AC (including any enhancement bonuses to that 
  armor)  do  not  count  against  it  because  the  weapon  passes 
  through armor. (Dexterity, deflection, dodge, natural armor, and 
  other such bonuses still apply.) A brilliant energy weapon cannot 
  harm undead, constructs, and objects. This property can only be 
  applied to melee weapons, thrown weapons, and ammunition.
  Dancing: As a standard action, a dancing weapon can be loosed to 
  attack on its own. It fights for 4 rounds using the base attack 
  bonus of the one who loosed it and then drops. While dancing, it 
  cannot make attacks of opportunity, and the person who activated 
  it is not considered armed with the weapon. In all other respects, 
  it is considered wielded or attended by the creature for all maneuvers and effects that target items. 
  While dancing, it takes up the same space as the activating character and can attack adjacent foes 
  (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies 
  the person who activated it everywhere, whether she moves by physical or magical means. If the 
  wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a 
  free action; when so retrieved the weapon can’t dance (attack on its own) again for 4 rounds.
  Defending: A  defending  weapon  allows  the  wielder  to  transfer  some  or  all  of  the  sword’s 
  enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder 
  chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the 
  weapon, and the effect to AC lasts until his next turn.
  Critical Burst: A critical burst weapon explodes with elemental energy upon striking a successful 
  critical hit. The energy does not harm the wielder. A critical burst weapon deals an extra 1d10 
  points of elemental damage on a successful critical hit. If the weapon’s critical multiplier is x3, add 
  - 23 -
  Table: Special Abilities costs
  Special Ability
  Cost
  Defending
  1
  Ghost touch
  1
  Keen
  1
  Merciful
  1
  Mighty cleaving
  1
  Spell storing
  1
  Throwing
  1
  Thundering
  1
  Vicious
  1
  Critical burst
  1
  Poisoning
  2
  Speed
  3
  Brilliant energy
  4
  Dancing
  4
  Vorpal2
  5
  
  an extra 2d10 points of damage instead, and if the multiplier is x4, add an extra 3d10 points of 
  damage. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.
  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.) The weapon can be picked up and moved by an incorporeal 
  creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, 
  a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is 
  more beneficial to the wielder.
  Keen: This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be 
  keen. (If you roll this property randomly for an inappropriate weapon, reroll.) This benefit doesn’t 
  stack with any other effect that expands the threat range of a weapon (such as the keen edge spell 
  or the Improved Critical feat).
  Merciful: The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal 
  damage. On command, the weapon suppresses this ability until commanded to resume it. Bows, 
  crossbows, and slings so crafted bestow the merciful effect upon their ammunition.
  Mighty Cleaving: A mighty cleaving weapon allows a wielder with the Cleave feat to make one 
  additional cleave attempt in a round.
  Speed:  When making a full attack action, the wielder of a speed weapon may make one extra 
  attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate 
  to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
  Spell Storing: A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd 
  level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the 
  weapon strikes a creature and the creature takes damage from it, the weapon can immediately 
  cast the spell on that creature as a free action if the wielder desires. (This special ability is an 
  exception to the general rule that casting a spell from an item takes at least as long as casting that 
  spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other 
  targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of 
  the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to 
  have a spell stored in it already.
  Thundering: A  thundering  weapon  creates  a  cacophonous  roar  like  thunder  upon  striking  a 
  successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an 
  extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, 
  add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 
  points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their 
  ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save 
  or be deafened permanently.
  Throwing: This ability can only be placed on a melee weapon. A melee weapon crafted with this 
  ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal 
  use.
  Vicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that 
  resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage 
  to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.
  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 the critical hit), the weapon severs the 
  opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all 
  oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not 
  affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. 
  A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate 
  weapon, reroll.)
  Poisoning: A poisoning weapon deals 1 point of attribute damage when it hits a creature. A critical 
  hit does not multiply the attribute damage. Creatures immune to critical hits (such as plants and 
  constructs) are immune to the attribute damage dealt by this weapon. Damaged attribute must be 
  chosen when this power is selected.
  - 24 -
  
  BANKAI [SOUL]*
  Prerequisites: Shikai, 3d6 Zanpakutō damage or Quincy Cross damage
  Benefit: One minute per character level per day, the Shinigami may call upon his Bankai. The total 
  Bankai time per day may be spread over multiple uses. Bankai is a standard action.
  To define a Bankai, choose for your character a set of powers from the Release powers table above. 
  You have a point allotment for choosing equal to twice your total spell score.
  CONSTANT RELEASE [SOUL] *
  Prerequisites: 2d6 base Zanpakutō damage, exclusive from shikai
  Benefit: Your Zanpakutō can never be sealed. Its Shikai form becomes its normal state. You gain 
  only half your total spell score for determining base Release points.
  Normal: You may only release your Shikai for a number of minutes equal to your character level.
  GREATER CONSTANT RELEASE [SOUL] *
  Prerequisites: Constant Release, 3d6 Zanpakutō damage, exclusive from bankai
  Benefit: Your spiritual pressure knowns no bounds and cannot be sealed. You gain your total 
  Reiatsu score for determining base Release points.
  Normal: You may only release your Bankai for a number of minutes equal to your character level.
  EXPANDED RELEASE [SOUL] *
  Prerequisite: 2d6 base Zanpakutō or Quincy Cross damage
  Your physical might is visible in the power of your released Zanpakuto.
  Benefit: You gain your Str bonus as additional release base points. This bonus modifies all your 
  releases.
  Special: You may take this feat multiple times. Its effects stack.
  QUICK RELEASE [SOUL] *
  Prerequisites: 3d6 base Zanpakutō or Quincy Cross damage
  Benefit: You may release your Zanpakutō’s Shikai as a swift action.
  ALTERNATE RELEASE [SOUL] *
  Prerequisites: 2d6 base Zanpakutō or Quincy Cross damage
  Benefit: You can define a secondary release form for your Zanpakutō. You gain a point allotment 
  equal to half your total spell score for determining its power.
  Special: You can take this feat multiple times, each time you can design a new release.
  VARIABLE RELEASE [SOUL]*
  Prerequisites: 2d6 Zanpakutō or Quincy Cross damage
  Benefit: You may design a secondary release with your full total spell score but only 1/4 of affected 
  points may differ from your original power's design.
  Special: You can take this feat multiple times, each time you can design a new release.
  RENEWED RELEASE [SOUL]*
  Prerequisites: 3d6 Zanpakutō or Quincy Cross damage
  Benefit: Upon choosing this feat, you may completely redesign one of your releases. You may take 
  this feat multiple times.
  SACRIFICE RELEASE [SOUL] *
  Prerequisites: 2d6 base Zanpakutō or Quincy Cross damage
  Benefit: You can define a secondary release form for your Zanpakutō. You gain a point allotment 
  equal  to  your  total  spell  score  for  determining  its  power.  When  this  power  is  used,  your 
  Zanpakutō's power is exhausted and it shatters. It will reform in 1d4 days during which you cannot 
  use Release special abilities.
  - 25 -
  
  OVERBEARING REIATSU [SOUL]
  Prerequisites: Skill focus: Intimidate
  Benefit: You gain a +5 bonus on the Intimidate check for overbearing your opponent with your 
  Reiatsu. You can make this check as a free action and cannot be dazed by being pushed back.
  REIATSU BURST
  Prerequisites: Skill focus: Intimidate, Concentration 8 ranks
  Benefit: Your Reiatsu is so powerful that it can affect all persons in a 3 yard radius centered on you 
  whenever  you  use  it  to  overwhelm  your  foes.  This  ability  doesn’t  discriminate  allies  from 
  opponents.
  IMPROVED REIATSU BURST
  Prerequisites: Reiatsu burst, Concentration 13 ranks
  Benefit: You have a greater control on your Reiatsu. You can choose which targets are affected 
  when using Reiatsu Burst.
  REIATSU BULLRUSH
  Prerequisites: Reiatsu burst, Intimidation 13 ranks
  Benefit: You can manifest your Reiatsu as a physical force that rebuke all those standing close to 
  you. As a full round action, you can force every creature in a 3 yard radius to pass a reflex save 
  test. If the test fails, the creature is pushed back to the 3 yard radius limit and is knocked prone. If 
  the creature succeeds, it is pushed back to the radius limit. All targets gain a +4 bonus by size 
  category and additional pair of legs on their reflex save.
  Special: You can add 1 yard of range to this power by spending 3 spell points. You cannot add 
  more than 1+Wis bonus yards.
  SHROUDED REIATSU [GENERAL]
  Prerequisites: Bluff 10 ranks
  Benefit:  Your  Reiatsu  is  extremely  well 
  hidden and allows you to go unnoticed bay 
  all but the most perceptive souls. You gain a 
  +5 bonus on bluff checks for masking your 
  Reiatsu.
  - 26 -
  
  REIATSU HEALING [SOUL]
  Prerequisites: Heal 8 ranks
  Benefit: You may concentrate your Reiatsu to perform a Lay on Hands -like action. Each day you 
  can heal a total number of hit points of damage equal to your character level × spell score modifier. 
  You may choose to divide the healing among multiple recipients, and don't have to use it all at 
  once. Reiatsu Healing is a full-round action.
  Special: You can add 1d6 hit points healed to this power by spending 3 spell points. You cannot 
  add more than 1+Wis bonus dice.
  ZANTEZUKEN [SOUL]
  You’ve learned to focus your spiritual pressure in your Zanpakutō to give it an incredible sharpness.
  Prerequisites: Shinigami, +2d6 Zanpakuto damage, Concentration 10 ranks
  Benefit:  You may concentrate your Reiatsu as a full round action 1+Cha bonus times per day. Roll 
  a concentration check. If you beat a DC of 10+ opponent’s level, on your next attack (not release 
  special  ability), you can suppress your concentration ranks’ worth of the opponent’s Damage 
  reduction.
  Special: You can suppress 2 more points of DR by spending 3 spell points. You cannot suppres 
  more than 1+Wis bonus DR points.
  KENTATE [SOUL]
  You’ve learned to compress your Reiatsu in your Zanpakutō as a shield:
  Prerequisites: Shinigami, +2d6 Zanpakuto damage, Concentration 10 ranks
  Benefit:  When using the total defense action, roll a concentration check. If you beat a DC of 10+ 
  opponent’s level, you add your constitution modifier as a natural armor bonus to your AC, and gains 
  equal damage reduction which stacks with any other from other sources.
  Special: You can add 2 more bonus points to your AC and Damage reduction by spending 3 spell 
  points. You cannot add more than 1+Wis bonus AC and DR bonus points.
  REIRAKU HUNTER [SOUL]
  You can identify and track souls with an uncanny efficiency.
  Benefit: To find Reikaku or to follow them for 1 mile requires a successful Sense motive check. You 
  must make another check every time the Reikaku become difficult to follow. 
  You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at 
  up to twice your normal speed with a -20 penalty on the check). The basic DC for the tracking Souls 
  is 15. The DM may impose from -10 to +10 modifiers based on time since the Soul left,  your 
  surroundings and the prevailing conditions in the area.
  - 27 -
  
  Fan Service Feats
  Fan service feats are ways to add flavor and humor to your character through the reference to one 
  of the many archetypes  of comic relief manga characters.  As those feats have balanced out 
  modifiers, you can take one for free at character creation. 
  FOUR EYES [GENERAL]
  You have glasses. While nobody strikes someone with glasses, you are considered a weakling and 
  have a hard time getting your point heard.
  Benefit: You gain a +2 imitative bonus, but suffer -2 to intimidate and detection rolls.
  SIMPLETON [GENERAL]
  You tend to see things in black and white, and take most everything at face value. You are 
  straightforward and single-minded.
  Benefit: You suffer a -2 to bluff, sense motive and gather information checks, but gain a +2 bonus 
  to will saves.
  WOMANIZER [GENERAL]
  You are unable to resist the charms of the feminine genre. You style yourself a gallant man and a 
  knight protector, while the appreciation for your efforts is far from universal.
  Benefit: You have -2 to all charisma based skill checks with women, but gain a +2 bonus to armor 
  class against them.
  COWARD [GENERAL]
  Your instinct of preservation is truly formidable.
  Benefit: You have a -2 modifier on your check to resist intimidation Will saves and +2 bonus to 
  reflex saves and Hide checks.
  LOUDMOUTH [GENERAL]
  You talk loud, you laugh loud, you walk tall, and you live large.
  Benefit: You are big-mouthed and ill mannered. You have -2 to all diplomacy, Hide and move 
  silently checks. You gain +2 bonus on intimidation and fortitude checks.
  DARK HERO [GENERAL]
  You are the grim, no-nonsense type of hero. You mean serious business and never seem to relax.
  Benefit: You gain +2 bonus to initiative and suffer a -2 penalty to diplomacy, perform and sense 
  motive checks.
  PIRATE LOOK [GENERAL]
  You have an eyepatch, and quite a few scars. You look badass but have poor depth perception.
  Benefit: You have +2 bonus on intimidation and gather information checks. You suffer -2 to all 
  ranged attack rolls.
  SLACKER [GENERAL]
  You are easygoing, lazy or just detached. You don’t seem to take anything very seriously.
  Benefit: All social skill rolls against you suffer a -2 penalty. You have a -2 modifier to initiative.
  SENTAI [GENERAL]
  You believe in friendship and teamwork. Some colorful uniform, rallying shout and combat pose 
  might be in order.
  Benefit: You have +2 bonus on 
  all  teamwork  related  rolls 
  (flanking attacks, helping others, 
  etc…).  For  each  character 
  amongst your allies that possess 
  this feat, your bonus increases by 
  +2.
  WELL ENDOWED [GENERAL]
  You  are  endowed  with  an 
  extremely  generous  physique, 
  which  offers  you  several 
  advantages when confronting the 
  - 28 -
  
  gender of your choice
  Prerequisites: Not a Eunuch.... or an Amazon
  Benefit: Your distracting accouterments give you a +2 to charisma based checks against those 
  that would find your appearance attractive
  You suffer a -2 to charisma based checks against those that do not find your gender attractive.
  As illustrated, this feat can be taken multiple times, its effects stack.
  - 29 -
  
  PRESTIGE PATHS
  Prestige  character  progression  introduces  feat  trees  that  allow  players  to  customize  their 
  progression in a specialized path. These prestige paths often have steeper prerequisites than 
  standard feats, but offer great power. They present special feats that must be taken in order of 
  their  listing  in  each  path  entry.  Prestige  feats  cannot  be  taken  outside  the  prestige  path 
  progression.
  Captain
  A Taichō (隊長, Taichō lit. Unit Commander), commonly referred to as Captain, are the leaders of the 
  thirteen divisions (with the special case of the Commander-General). While "captain" is not an 
  accurate translation of the rank, it's appropriate considering the size of the unit they lead. A single 
  Gotei 13 'unit' (隊) is estimated at about 200-500 troops. Viz renders the units as 'companies' rather 
  than 'divisions' because captains lead companies in real life. However, given that each Captain in 
  Bleach leads a major part of a military wing or corps, they could be division commanders or 
  Generals. Most literally, the name simply means 'unit commander', which could be practically any 
  officer rank.
  Captains are generally the most respected Shinigami in Soul Society, with the Central 46 Chambers, 
  Demon Art Corps, and Special Forces leaders possibly being on equal status. With one exception 
  (Kenpachi Zaraki), all captains are able to perform the Bankai of their Zanpakutō and are generally 
  much more powerful than even their lieutenants. Knowing the Bankai gives captains an average of 
  five to ten times the strength of Shinigami who are unable to perform it. They have also extensively 
  trained, if not mastered, their Bankai, allowing them to actually use the enormous power effectively 
  in battle. Most captains are also skilled in the use of Shunpō, Kidō, and generally have excellent 
  knowledge of Shinigami history and battle tactics. All of these factors create a huge power-gap 
  between captains and lower-ranked officers.
  Prerequisites:
  Feats: Leadership, Blooded, Talented student
  Special: Completion of one of the following conditions:
  - To take the captain proficiency test (隊首, taishu), which requires the ability to perform the Bankai. 
  Presumably, most Shinigami become captains using this method. At least three existing captains, 
  including the Commander-General, have to witness the test. 
  - To have personal recommendations from at least six captains and approval from at least three of 
  the remaining seven. 
  - To defeat a captain one-on-one with at least 200 witnesses from the captain's division. Kenpachi 
  Zaraki is the only known captain to have achieved his rank using this method. 
  1- PERFECT SHIKAI [PRESTIGE]
  Benefit: Under the training of Sōtaichō Shigekuni Yamamoto-Genryūsai, you have perfected your 
  Shikai. You now gain your character level as extra points for determining Shikai. This also augments 
  your alternate, constant or final release, if any.
  2- Any one Release or Reiatsu feat
  3- ENDURING RELEASE [PRESTIGE]
  Benefit: Your Shikai and your Bankai durations expands to two minutes per level per day.
  4- Any one Release or Reiatsu feat
  5- PERFECT BANKAI [PRESTIGE]
  Benefit: You’ve reached the apex of Shinigami 
  power and perfection. You now gain 2 times 
  your  character  level  in  extra  points  for 
  determining Bankai.
  - 30 -
  
  2nd Division Special Ops
  Also called the Secret Mobile Unit/Corps or Covert Ops, the onmitsukidō ( 隠 密 機 動 , onmitsukidō lit. 
  secret tactics, called the Stealth Force in the English dubbed version) has five divisions. The top 
  rank is the Executive Militia (刑軍, keigun), the second is the Patrol Corps (警邏隊, keiratai), and the fifth 
  division is called the Reversal Counter Force or Correctional Force ( 裏 挺 隊 ,  riteitai). The other two 
  division names or functions are unknown. There is little information about the operations of the 
  Special Forces.
  The  Special  Forces  are  currently  run  by  Captain  Soifon  of  the  Gotei  13's  2nd  Division.  She 
  succeeded Yoruichi Shihouin, who departed Soul Society 100 years before the start of the Bleach 
  storyline.
  Ranks
  The head of the special forces is called commander-in-chief (総司令官, sōshireikan). The leaders of each 
  on the five divisions are ranked as corps commander (軍団長, gundanchō), the real-life equivalent being 
  Lieutenant General. Although it is unknown how other ranks work in the Special Forces, like in Gotei 
  13, the leader of the forces generally also commands its top division, which is the Executive Militia, 
  but unlike in the Gotei 13, the force commander has several bodyguards.
  Uniforms
  The Executive Militia uniform, as seen in the manga and anime respectively. Although the general 
  Special Forces uniform appears to be the standard Shinigami uniform, the Executive Militia uniform 
  is  different  from  the Gotei  13.  Overall,  it resembles  a ninja uniform.  It has  no visible  white 
  undergarments and the sash is dark as opposed to white. A headpiece covers the bottom part of 
  the face and sometimes the top, but not the eyes; they wear no sandals, but long tabi boots, and 
  tight bands are on the legs and arms to keep the clothes from moving too much, which both are 
  presumably for silence of movement. In the anime, members of the Executive Militia also wear their 
  head covering on the top, not just the bottom and wear a black sash instead of a white one.
  The leader of the militia wears the same uniform, except that the shoulders and back are exposed. 
  The reason for the empty space is the Shunkō (瞬閧, Shunkō lit. flash cry) technique, an advanced 
  technique that combines hand to hand combat and Kidō and causes high spiritual pressure to 
  accumulate at the shoulders and back, blasting away 
  the fabric at the shoulders and back.
  The Correctional  Force  uniform  is radically  different. 
  The  soldiers  wear  a white  uniform,  a long  piece  of 
  headgear, and a backpack.
  Prerequisites:
  Feats: Shinigami, Flash step, Sneak Attack, Seasoned, 
  Skill mastery
  Skills: Hide 10 ranks
  Special Feats :
  1- IMPROVED SNEAK ATTACK [PRESTIGE]
  Benefit: Your Sneak attack damage is upgraded to d8.
  2- Any one Reiatsu or Flash step feat
  3- DEATH ATTACK [PRESTIGE]
  Benefit:  If the Special  ops  studies  his victim  for  3 
  rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly either paralyzing or killing the target (player's 
  choice). While studying the victim, the character can undertake only movement actions and free 
  actions as his attention stays focused on the target. If the victim of such an attack fails a Fortitude 
  save (DC 10 + the character’s level) against the kill effect, she dies. If the saving throw fails against 
  the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round 
  per level of the attacker. If the victim’s saving throw succeeds, the attack is just a normal sneak 
  attack. Once the attacker has completed the 3 rounds of study, he must make the death attack 
  within the next 3 rounds. 
  - 31 -
  
  If a death attack is attempted and fails (the victim makes her save) or if the attacker does not 
  launch the attack within 3 rounds of completing the study, 3 new rounds of study are required 
  before he can attempt another death attack.
  4- Any one Reiatsu or Flash step feat
  5- SHUNKŌ [PRESTIGE]
  Benefit: Greatest refinement of the Death Attack of the Special ops, Shunkō has only been used by 
  its last two captains. At the Cost of 20 Kido points, you can cover yourself in a crackling aura that 
  can be used to make a ranged death attack that bypass the 3 rounds study of the victim. Either 
  paralysis or death can be chosen as the attack effect.
  After using Shunkō, the character becomes fatigued for 5 rounds.
  - 32 -
  
  Kidō Corps
  There is currently little information on the Kidō Corps (鬼道衆, kidōshū), except that it takes students 
  from the Shinigami Academy that excel in demon arts and that its operations are executed in 
  absolute secrecy.
  The main mission of the Kidō Corps is marshalling the borders of the  known spiritual realms, 
  making sure no being or other extraordinary phenomenons enter or leave the dimension of the Soul 
  society  uncontrolled.  They  are  also often sent  on scouting  missions  to  the new  or  unknown 
  demiplanes that often pops up in the spiritual void between the realms. 
  The Kidō Corps is also responsible for opening the senkaimon (穿界門, senkaimon lit. world penetration 
  gate) between the human world and Soul Society.
  Prerequisites:
  Feat: Shinigami, Kidō artist, Kentate
  Skills: Knowledge (Kido) 10 ranks, Spellcraft 10 ranks, Concentration 10 ranks
  Special Feats:
  1- HANKI [PRESTIGE]
  Benefit:  This  technique  nullifies  an  opponent's  supernatural  (Kidō,  Cero,  Elemental  Release 
  damage...) attack by hitting them with a perfectly opposite surge of energy. The Kidō Corp must 
  spends 1 spellpoint per d6 of damage or opponent spell points spent he wants to fend off. He must 
  guess the correct amount, or can make a Spellcraft check (DC 10+necessary spell points). If his bid 
  is superior to the attacker's damage dices or spent points, he has successfully nullified the attack.
  2- Any one Metamagic feat
  3- SENKAIMON [PRESTIGE]
  Benefit: Once per day you can open the Senkaimon, The Senkaimon acts as the Gate Spell that 
  can only travel to the World of the Living and back to the Seireitei again and vice versa. If the area 
  you are attempting to open a Senkaimon to is unknown to you, you have a small chance of having 
  it be redirected to an area you do know.
  Familiarity
  On Target
  Off Target
  Similar Area
  Mishap
  Very Familier
  1 through 97 98 through 99
  100
  -
  Studied Carefully
  1 through 94 95 through 97
  98 through 99
  100
  Seen Casually
  1 through 88 89 through 96
  95 through 98
  99 through 100
  Viewed Once
  1 through 76 77 through 88
  89 through 96
  97 through 100
  False Destination (1d20+80)
  -
  -
  81 through 92
  93 through 100
  4- Any one Metamagic feat
  5- GATE OF JIGOKU [PRESTIGE]
  Benefit: This is one of the most well kept secret from the Kidō Corps. Their long study of the spirit 
  realms have given them power over Hell itself. Once per day, A Kidō Corp can summon the gates of 
  hell (giant doors held by skeletons) which appears and begin to open. A giant, laughing spiritual 
  being with a blade spears the Victim and drags it down into hell. This ability functions as the 
  Imprisonment spell.
  - 33 -
  
  - 34 -
  
  11th Division Veteran
  Amongst the Gotei 13, the 11th Division is the most violent. Its Taisho is one of the most terrifying 
  fighters of the spirit world and his training is merciless. He sometimes singles out a warrior whose 
  spirit, far from being tamed by pain and showing no fear of death, revels in bloodshed and the 
  intoxication of putting one's existence on the line. For those few, Zaraki Kenpachi becomes a 
  model, an inspiration, and its way of fighting, a way of living and dying.
  Prerequisites: 
  +7 base attack bonus
  Feat: Shinigami, Zantetzuken, Rage, Blooded
  Special: Lost but survived a duel with current 11th division Captain, Zaraki Kenpachi.
  1- VETERAN WARRIOR [PRESTIGE]
  Benefit: Surviving the training of Taisho Zaraki Kenpachi was an epiphany, and has forged you in 
  one of the most terrifying force of war in the Shinigami divisions. Once per day you can lose 
  yourself in the fury of battle raising your Reiatsu to nearly uncontrollable levels. This Frenzy adds a 
  +2 bonus to Strength, imposes a fixed -4 penalty to AC, and gives the Veteran a single extra attack 
  at its highest Base Attack Bonus. The effects last 3 + Constitution modifier rounds, after which your 
  character is fatigued for 5 rounds.
  2- Any one Release or Reiatsu feat
  3- GREAT WARRIOR [PRESTIGE]
  Benefit:  Your Frenzy bonus improves. It now adds a +6 bonus to Strength, imposes a fixed -4 
  penalty to AC, and gives the Veteran a single extra attack at its highest Base Attack Bonus. The 
  effects last 3 + Constitution modifier rounds, after which your character is fatigued for 5 rounds.
  4- Any one Release or Reiatsu feat
  5- LEGENDARY WARRIOR [PRESTIGE]
  Benefit: Your Frenzy bonus reaches its maximum. It now adds a +10 bonus to Strength, imposes a 
  fixed -4 penalty to AC, and gives the Veteran two extra attacks at their highest Base Attack Bonus. 
  The effects last 3 + Constitution modifier rounds, after which your character is fatigued for 5 
  rounds.
  - 35 -
  
  12th Division Scientist
  If you ask one of  its  members,  The Shinigami Research institute only calls  to the brightest, 
  unfettered minds. If you ask any other shinigami with half his mind, she’ll tell you it’s a den of 
  Madlove, Frankenstein and Q -like scientist. Strangely, the two presentations aren't opposed. It's 
  just that a bit too often, the later has to deal with the consequences of the former's failed (or 
  successful) experiments.
  Prerequisites:
  Feat: Academic Knowledge, Seasoned
  Skills: any 3 knowledges at 10 ranks
  Special Feats:
  1- FAMILIAR [PRESTIGE]
  Benefit: The scientist has become adept at creating artificial and modified souls. As a result of his 
  experiments, he gains a familiar.
  A familiar is a normal animal that gains new powers and becomes a magical beast when infused 
  with a specially created modsoul. It retains the appearance, Hit Dice, base attack bonus, base save 
  bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast 
  instead of an animal for the purpose of any effect that depends on its type. Only a normal, 
  unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
  A familiar also grants special abilities to its master, as given on the table below. These special 
  abilities apply only when the master and familiar are within 1 mile of each other.
  Familiar
  Special
  Bat 
  Master gains a +3 bonus on Listen checks
  Cat 
  Master gains a +3 bonus on Move Silently 
  checks
  Hawk 
  Master gains a +3 bonus on Spot checks in 
  bright light
  Lizard 
  Master gains a +3 bonus on Climb checks
  Owl 
  Master gains a +3 bonus on Spot checks in 
  shadows
  Rat 
  Master gains a +2 bonus on Fortitude saves
  Raven1 
  Master gains a +3 bonus on Appraise checks
  Snake2 
  Master gains a +3 bonus on Bluff checks
  Toad 
  Master gains +3 hit points
  Weasel 
  Master gains a +2 bonus on Reflex saves
  1 A raven familiar can speak one language of its master’s 
  choice as a supernatural ability.
  2 Tiny viper.
  Familiar Basics:  Use the basic statistics  for a creature of the familiar’s kind, but make the 
  following
  changes:
  Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level 
  or the familiar’s normal HD total, whichever is higher.
  Hit Points:  The familiar has one-half the master’s total hit points (not including temporary hit 
  points), rounded down, regardless of its actual Hit Dice.
  Attacks:  Use the master’s base attack bonus. Use the familiar’s Dexterity or Strength modifier, 
  whichever is greater, to get the familiar’s melee attack bonus with natural weapons.
  Damage equals that of a normal creature of the familiar’s kind.
  Saving Throws:  For each saving throw, use either the familiar’s base save bonus (Fortitude +2, 
  Reflex +2, Will +0) or the master’s, whichever is better. The familiar uses its own ability modifiers 
  to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
  Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill 
  ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the 
  familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills 
  may remain beyond the familiar’s ability to use.
  - 36 -
  
  Familiar Ability Descriptions:  All familiars have special abilities (or impart abilities to their 
  masters) depending on the master’s, as shown on the table below. The abilities given on the table 
  are cumulative. 
  Natural Armor Adj.:  The number noted here is an improvement to the familiar’s existing natural 
  armor bonus.
  Int: The familiar’s Intelligence score.
  Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
  Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for 
  half damage, a familiar takes no damage if it makes a successful saving throw and half damage 
  even if the saving throw fails.
  Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts 
  on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to 
  receive the benefit.
  If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it 
  moves farther than 5 feet away and will not affect the familiar again even if it returns to the master 
  before the duration expires. Additionally, the 
  master may cast a spell with a target of “You” 
  on his familiar (as a touch range spell) instead 
  of on himself.
  A master and his familiar can share spells even 
  if the spells normally do not affect creatures of 
  the familiar’s type (magical beast).
  Empathic  Link  (Su):  The  master  has  an 
  empathic  link  with  his  familiar  out  to  a 
  distance of up to 1 mile. The master cannot 
  see through the familiar’s eyes, but they can 
  communicate  empathically.  Because  of  the 
  limited  nature  of  the  link,  only  general 
  emotional content can be communicated.
  Because of this empathic link, the master has 
  the same connection to an item or place that 
  his familiar does.
  Deliver Touch Spells (Su): If the master is 3rd 
  level  or higher, a familiar can deliver  touch 
  spells for him. If the master and the familiar 
  are in contact at the time the master casts a 
  touch spell, he can designate his familiar as 
  the “toucher.” The familiar can then deliver 
  the touch spell just as the master could. As 
  usual, if the master casts another spell before 
  the  touch  is  delivered,  the  touch  spell 
  dissipates.
  Speak with Master (Ex):  If the master is 5th 
  level or higher, a familiar and the master can 
  communicate verbally as if they were using a 
  common  language.  Other  creatures  do  not 
  understand the communication without magical help.
  Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate 
  with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats 
  with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with 
  reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, 
  skunks,  wolverines,  and  badgers).  Such  communication  is  limited  by  the  intelligence  of  the 
  conversing creatures.
  Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to 
  the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a 
  caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
  Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting 
  the scrying spell) once per day.
  2- INVENTION [PRESTIGE]
  Benefit: The GP and XP cost for creating magical items is halved for a particular class of items. For 
  all others, it's lowered to ¾ of costs indicated in the DMG.
  - 37 -
  
  3- FORBIDDEN EXPERIMENTS [PRESTIGE]
  Benefit: You have used your knowledge of Shinigami metabolism to step beyond the boundaries of 
  traditional science. You may pick one hollow growth power per INT bonus point.
  4- IMPROVED FAMILIAR [PRESTIGE]
  Benefit:  As  a  result  of  his  scientific  progress  the  Scientist  familiar  undergoes  a  fascinating 
  transformation and emerges as a more powerful creature. You gain the improved familiar feat.
  5- BRILLIANT ANALYSIS [PRESTIGE]
  Benefit:  When  confronted  to  an  unusual  phenomenon  or  enemy,  the  Scientist  can  use  her 
  knowledge to protect herself from potential harm. After studying its target for 3 rounds, the 
  scientist can ignore all its direct damage and harmful effects for 1d4+ Int modifiers rounds. While 
  studying the attacker, the Scientist can undertake only movement actions and free actions as his 
  attention stays focused on the target. 
  Once the immunity ends, the Scientist gains a permanent bonus AC and saving throws against this 
  particular phenomenon or individual enemy. Equal to his Intelligence bonus
  - 38 -
  
  Reiatsukaï
  Reiatsukaï are sublte manipulators and fine adepts of the mysterious ways in which Reiatsu can 
  influence hearts and souls. They use their power in very different ways, either for personal gain, 
  tactical advantages for their allies or sometime even simple mischief. There is no formal teaching or 
  codified techniques to become a reiatsukaï. All one must demonstrate is a great talent to bend and 
  weave Reiatsu in himself and others.
  Prerequisites
  Feats: Overbearing Reiatsu
  Skills: Sense motive 10+, Bluff 10+, Intimidate 10+
  1- REIATSU TERROR [SOUL]
  Benefit: When you succeed in overwhelming your opponent with your Reiatsu, he is affected as 
  per the Fear spell. The character can resist this effect as per the spell description.
  2- REIATSU INSPIRATION [SOUL]
  Benefit: You may lend your spiritual strength to another character. To be affected, an ally must in 
  you rline of sight. The effect lasts for 5+Cha bonus rounds thereafter. An affected ally receives a +1 
  morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack 
  and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 
  1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire 
  courage is a mind-affecting ability. 
  3- REIATSU ENRAGE [PRESTIGE]
  Benefit: When  you succeed  in overwhelming your 
  opponent with your Reiatsu, You can provoke him into 
  attacking you recklessly without concern for personal 
  safety or tactical options. The effect lasts for 5+Cha 
  bonus rounds during which  the character  affected 
  must move towards you or use the full attack action 
  against you.
  4- REIATSU INFLUENCE [PRESTIGE]
  Benefit: When  you succeed  in overwhelming your 
  opponent with your Reiatsu, He is affected as per the 
  Charm  person  spell.  The  character  can  resist  this 
  effect as per the spell description.
  5- REIATSU HYPNOSIS [PRESTIGE]
  Benefit: When  you succeed  in overwhelming your 
  opponent with your Reiatsu, he is affected as per the 
  Suggestion spell. The character can resist this effect 
  as per the spell description.
  - 39 -
  
  Baishinisan
  Since the tragedy that led Baishin and its lieutenants to their untimely death, some took over the 
  notes he left behind and somewhat perfected its method of training. Referring to themselves as the 
  Baishinisan (lit. Baishin’s legacy) their school hasn’t gained a formal sanction from the gotei13, but 
  even the most traditional minded Captains and 46 central chamber members are willing to turn a 
  blind eye on some of the embarrassment the Baishinisan create, as all grudgingly acknowledge the 
  power that could come as their teachings perfect.
  Prerequisites
  Feat: Constant release, Soul companion, Fortitude save 10+ ranks
  Special: 3d6 zanpakuto damage
  1- SWORD FRENZY [PRESTIGE]
  Benefit: In the First step on the path of Baishin, a Baishinisan learn to enter a state of unstable 
  fusion with his zanpakuto. She gains a considerable boost in speed and stamina, but her mind is 
  consumed by the power of her own blade. If the Baishinisan cannot get out of this state, she turns 
  into a dangerous force that will need to be taken down by force.
  Entering sword frenzy is a move action. Once in sword frenzy the Baishinisan gains his constition 
  modifier as a bonus to attack, damage, and natural armor class. The aspect of the Baishinisan often 
  change to a somewhat metallic, armored look.
  Each round, the  Baishinisan receive 1d4 WIS temporary damage. To end the Sword Frenzy the 
  character must succeed a Will save against a DC of his own character level. If the character fails to 
  end the frenzy, she becomes confused until reduced to zero hit points or made unconscious. Once 
  the character is healed, she recovers all lost WIS points.
  In this state of fusion between spirit and blade, the character gains the Construct type (see below)
  2 - NATURAL ARMOR [PRESTIGE]
  Benefit: On his path to become one with the blade, the Baishinisan learns to become steel-like. At 
  second level, he gains a +2 natural armor bonus. This bonus stacks with the bonus from the Sword 
  Frenzy. The Ketsugo’s skin often takes a slightly metallic sheen, 
  with tints varying from one person to another.
  3 - REIATSU DRAIN [PRESTIGE]
  Benefit:  The  ability  to fuel  their  frenzy  at  the  expense  of 
  other’s Reiatsu is one of the most ill perceived power of the 
  Baishinisan. Upon reaching the third level, the character gains a 
  special ability damage effect that allows them to fuel a power 
  pool  that  will  feed  their  frenzy  for  some  time.  The  ability 
  damage is a touch attack that will transfer 1d6 WIS points from 
  the victim to a special point pool the Baishinisan can use to fuel 
  her frenzy instead of receiving ability damage. Once this pool is 
  exhausted, the Baishinisan loose WIS points as per basic Sword 
  frenzy rule. Points in this pool cannot exceed the Ketsugo’s 
  character level, and cannot be stocked for more than one day.
  4 – GREATER NATURAL ARMOR [PRESTIGE]
  Benefit:  At  fourth  level  the  natural  armor  bonus  of  a 
  Baishinisan increase to +4. This bonus stacks with the bonus 
  from the Sword Frenzy. At this stage some develop strange 
  engravings or plates on their bodies.
  5- PERFECT SWORD FUSION [PRESTIGE]
  Benefit:  The Baishinisan reach a state of harmonious fusion 
  with his blade, and as his spirit is united, he is granted a special Constant release at full base 
  points. If the character previously had a constant release, this power supersedes it. In this state of 
  balance between spirit and blade, the character permanently gains the Construct type which lends 
  the following benefits:
  - Darkvision out to 60 feet. 
  -  Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale 
  effects). 
  - 40 -
  
  -  Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy 
  effects. 
  - Not subject to critical hits, nonlethal damage, ability damage (excluding the Sword Frenzy WIS 
  damage), ability drain, fatigue, exhaustion, or energy drain. 
  - Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is 
  harmless). 
  - Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or 
  less.
  - 41 -
  
  Vizard
  The vizard are the antithesis to the arrancar; they are Shinigami who have obtained hollow powers 
  and whose Shinigami powers remain dominant (although they do have to undergo a process and 
  maintain their dominance over their hollow), while the arrancar are hollows that have obtained 
  Shinigami powers and whose hollow powers remain dominant. Having begun as Shinigami, the 
  vizard  appear  entirely  human.  Unlike the  arrancar,  they  do not have  holes  or  partial  masks 
  (common traits of transformed hollows) anywhere on their body, though they can produce masks 
  on demand, and they carry zanpakutō like normal Shinigami. When using their hollow powers, a 
  vizard's appearance does not change except for the mask on their face and the color of their eyes, 
  with the whites of their eyes turning black and the irises gold. This process of donning one's hollow 
  mask is referred to as "Hollowification" (虚化, horō-ka).
  The existence of Shinigami/hollow hybrids was first hinted fairly early in the manga. When Ichigo 
  Kurosaki was training with Kisuke Urahara, Urahara severed Ichigo's Chain of Fate in order to force 
  him to regain his lost Shinigami power. Ichigo was able to recover his Shinigami powers when his 
  body began the process of turning into a hollow. Ichigo's transformation happened out of sequence, 
  his mask forming first instead of his body breaking apart and reforming, a sign of his resistance. 
  When he emerged as a Shinigami, he was also wearing a hollow's mask, which he broke off. After 
  he arrived in Soul Society, the hollow mask reappeared on him on several occasions, even though 
  he repeatedly discarded it. In the fight against Byakuya Kuchiki, Ichigo's hollow form reformed and 
  his mask started to reform around his face. However, before he completely transformed, Ichigo was 
  able to regain control and tear off the mask once again. Whether this process is uniform for all 
  vizard or merely unique to Ichigo is unclear, though the later symptoms are hinted at being 
  common.
  Ichigo later discovers that there are other Shinigami who have acquired hollow powers besides 
  himself. Shinji Hirako, a boy carrying a zanpakutō and a hollow mask, reveals that these renegade 
  Shinigami call themselves the vizard. Shinji tries to convince Ichigo to join their group, saying that 
  only he can teach Ichigo how to control his "hollow within" and keep it from taking over and 
  destroying everything Ichigo cares about. Ichigo initially refuses Shinji's offer, but relents after 
  realizing he can't control his inner hollow on his own. Ichigo insists that he's merely using them to 
  learn how to control his inner hollow.
  It is unclear what the motives of the vizard are. It is known, however, that vizard are considered 
  criminals by Soul Society for committing the ultimate taboo of acquiring hollow powers. Hollows 
  would also never accept a vizard, due to their former status as Shinigami. It is because of this that 
  it can be presumed that the only side the vizard are on is their own. Regardless, they seem to be 
  valuable allies-to-be in the battle against Sōsuke Aizen's army of arrancar, as Kisuke Urahara 
  mentioned.
  Unlike in Soul Society, where the rank is given accordingly to Shinigami within a division, or in 
  Hueco  Mundo,  where  a  number  is  assigned  to  each 
  arrancar reflecting their strength, the vizard have not 
  yet revealed a structure based on hierarchy. However, 
  Shinji  Hirako  does  appear  to  be  in  some  sort  of 
  leadership role.
  Prerequisites:
  Feat: Hollow Within, Will save 10+ ranks
  Special: Must have faced and subdued the inner hollow.
  1- MASKED WARRIOR [PRESTIGE]
  When downing his hollow mask (a  move action), the 
  Vizards  summon  the  Hollow  Inside  to  use  its  power, 
  much like when a Shinigami releasing his Zanpakutō.
  While masked, the Vizard benefits from a enhancement 
  bonus to  strength and dexterity equal to his character 
  level.
  The Mask can be maintained for Character level+Con 
  bonus/ rounds per day, and may be spread over multiple 
  uses.
  2- Any one Character or Reiatsu feat
  - 42 -
  
  3- CERO [PRESTIGE]
  The Vizard can unleash a condensed burst of energy in a 60-foot line that deals 1d6 damage per 
  character  level.  Targets  may  make  a  reflex  save  (DC  10+1/2  character  level  +  constitution 
  modifier) for half damage. This ability may be used once every 1d4 rounds.
  4- Any one Release of Flash step feat
  5- ETERNAL MASK [PRESTIGE]
  The Vizard learns to  keep his mask downed for much longer. The Mask can be maintained for 
  Character level+Con bonus/ minutes per day, and may be spread over multiple uses.
  - 43 -
  
  Adjucha
  Adjuchas (アジューカス, ajūkasu, Spanish for "stone demon") are the medium class of menos in terms of 
  power, and the second stage in the menos evolution. Adjuchas can vary radically in appearance, 
  from bulky humanoids to the jaguar-like form of Grimmjow Jeagerjaques. Unlike the gillians, they 
  are roughly human-sized. They are also much smarter than the gillians and have the power to 
  match. It is likely they could fight evenly with at least a Shinigami lieutenant. They watch over the 
  many gillian-class menos, and in the anime are also capable of controlling them, or at the least 
  those put in charge by Aizen can.
  Adjuchas-class menos are much smaller in population compared to the gillian class, due to the 
  rarity of any one hollow being capable of overwhelming the many other hollows that comprise the 
  body of a gillian. Furthermore, the adjuchas must continue to devour hollows, or its mind will be 
  absorbed by the hollows comprising its form and it will revert back into a gillian. The subsequent 
  lack of an individual will also preclude the reverted gillian from becoming an adjuchas again.
  Prerequisites: 
  Attack bonus 12+, Cero and Consumption Hollow Growth powers
  Special: must have eaten the flesh of another Adjucha
  1- DEVOUR [PRESTIGE]
  When you consume a fallen opponent, you gain a greater part of its strength. You gain temporary 
  hitpoints equal to its constitution score, and attribute bonus points equal to its character level to 
  dispatch across your own attributes. These bonuses persist for one hour per level of the devoured 
  character.
  2- Any one Flash step or Reiatsu feat
  3- SUMMON HOLLOW [PRESTIGE]
  Once per day, you may summon a Hollow with no more than half your character level. The Hollow is 
  summoned for one hour per Cha bonus points of the Adjucha. The DM has the final say as to the 
  abilities and shape of the summoned creature. The Hollow obeys your every command for the 
  duration of the summon. You cannot gain sustenance from Summoned Hollows.
  4- Any one Flash step or Reiatsu feat
  5- HOLLOW SWARM [PRESTIGE]
  This ability acts as the Elemental Swarm spell, but summons Hollows instead of elementals.
  - 44 -
  
  Arrancar
  An  Arrancar is a hollow that has removed its mask and gained Shinigami powers. The name 
  Arrancar is a Spanish verb meaning "to remove" or "to rip off," a reference to an arrancar's removal 
  of its hollow mask. In the manga, Arrancar is written using a kanji spelling meaning torn mask (破面, 
  yamen), but is pronounced as the Spanish Arrancar (アランカル, arankaru).
  Few hollows have the potential to remove their masks normally, and even if they manage it the 
  change is not significant. Sōsuke Aizen is able to artificially create  Arrancar  with the Orb of 
  Distortion, which also unlocks much more of their potential than a natural transformation would. 
  The process of turning a hollow into an Arrancar is called Shinigamification (死神化, Shinigami-ka).
  Arrancar and ordinary hollows differ in two ways: the location of their holes and the near-total 
  disappearance of their masks. When hollows become Arrancar, the chances of them retaining a 
  humanoid  form  increase  with  their  intelligence;  only  vasto  lorde-class  Arrancar  will  definitely 
  assume a humanoid form. If powerful enough, an Arrancar can seal his or her excess power into the 
  form of a Zanpakutō. Unlike with Shinigami, this Zanpakutō is simply the hollow's true form sealed 
  into a sword. Therefore, an arrancar's release of their Zanpakutō is merely a temporary restoration 
  of their former selves. An Arrancar release is called Resurrección ( 帰 刃 （ レ ス レ ク シ オ ン ） , resurekushion, 
  Japanese for "returning blade," Spanish for "resurrection"). Arrancar do not have a known second 
  release.
  Those  Arrancar  under  Aizen's command also have a standard theme for their  clothing.  Their 
  uniforms consist of a white jacket, black sash, white hakama, and black socks with white sandals; in 
  essence, the uniforms are basically inverted Shinigami uniforms.
  The Números (数字持ち（ヌメロス）, Numerosu, Japanese for "number holders," and Spanish for "numbers") are 
  the combat specialists. They are assigned a two digit number at birth from 11 to 99 to indicate their 
  age (Número 11 is the oldest, Número 99 is the youngest). The basic Número uniform consists of a 
  white-collared jacket and robes held with a black sash. However, the uniform is customizable, 
  giving each Número a sense of individuality. The fighting ability of Números is thought to be 
  superior to all other Arrancar, except for the Espada (current and former).
  The Privaron Espada (十刃落ち（プリバロン・エスパーダ）, Puribaron Esupāda, Japanese for "ten fallen blades," Spanish 
  for "deprived") are former Espada who have officially lost their rank and are assigned a three-digit 
  number. Being former Espada, they are far stronger than the normal Números. They reside in Tres 
  Cifras, which translates literally from Spanish as "three digits". As mentioned by Dordonii, these 
  former "naturally created" Espada were rendered obsolete after Aizen began artificially creating 
  Arrancar to meet his own standards.
  The Exequias (葬討部隊（エクセキアス）, Ekusekiasu, Japanese for "funerary attacking force," Spanish for "funeral") 
  are  Arrancar  that  are  part  of  the  execution  division,  apparently  charged  with termination  of 
  intruders and rebels. They are the equivalent of the Soul Society's Onmitsukidō.
  Prerequisites:
  Unarmed attack bonus 12+, Cero and Supersonic Strike Hollow Growth powers
  Special : Must have had his mask removed either by exposition to the Orb of Distortion, or by his 
  own free will after having feasted on the flesh of an Adjucha of maximum potential (Level 5, Hollow 
  Level 18+ or Arrancar Level 1+)
  1- SEALED FORM [PRESTIGE]
  The Hollow powers acquired via the Hollow Growth ability are sealed in an arrancar's Zanpakutō. 
  His natural  weapons damage  is now considered  Zanpakuto damage for  the purpose of feats 
  prerequisites.
  2- RESURRECCIÓN [PRESTIGE]
  When Releasing his true Hollow form (a standard action), an Arrancar gains an immense boost to its 
  Hollow powers. During Resurrección, the Arrancar benefits from an enhancement bonus to strength, 
  dexterity and constitution equal to twice his number of Hollow Growth feats.
  An Arrancar's Resurrección lasts for one minute per constitution bonus points per day. Its total time 
  may be spread amongst as many uses as needed.
  3- HIERRO [PRESTIGE]
  The Arrancar adds her Constitution bonus (if any) to her AC as a natural armor bonus.
  4- BALA [PRESTIGE]
  An Arrancar can release a rapid volley of energy blasts. In game terms he can convert his natural 
  weapons attacks to ranged attacks up to one time per Arrancar level per day. The maximum range 
  - 45 -
  
  is character level in yards.
  5- GARGANTA [PRESTIGE]
  Once per day you may create a  Gate as per the spell, with a spellcaster level equal to your 
  character level, and the following restrictions. One of the Gate exits must be the Hueco Mundo, and 
  the creature you can call through the Gate must be one of its denizens.
  - 46 -
  
  Espada
  The Espada (十刃（エスパーダ）, Esupāda, Japanese for "ten blades," Spanish for "sword") are the top-ranked 
  arrancar in Aizen's army. The Espada at the time of the group's introduction consists of nine males 
  and one female. Each Espada member is chosen for their superior combat ability and then assigned 
  a number from 1 to 10 that indicates  their rank and relative power  level,  which is tattooed 
  somewhere on their body (Grimmjow's is on his lower back, for instance). The Espada are given 
  control over the Números and are regarded as the strongest arrancar in existence. Similar to the 
  power gap between captains and lieutenants in the Gotei 13, the strength of the Espada far 
  surpasses that of the average Número. As Aaroniero Arruruerie notes, all of the Espada except him 
  were at least adjuchas-class menos before becoming arrancar.
  Prerequisites:
  Resurrección special ability
  Special: must have defeated another Espada or have been chosen at the destruction of one.
  1- GRAN REY CERO [PRESTIGE]
  Once per day, an Espada may summon a devastating cero blast, both empowered and maximized, 
  as a full round action.
  2-BONUS FEAT: LEADERSHIP
  The Fracción (従属官（フラシオン）, Furashion, Japanese for "subordinate officers," Spanish for "fraction") are a 
  subsection of the Números that directly serve a specific Espada. The number of Fracción for any 
  given Espada varies: Stark and Nnoitra Jiruga would seem to have just one, while Szayel Aporro 
  Granz has at least a dozen.
  3-Bonus Feat
  4-Bonus Feat
  5-Bonus Feat
   
  - 47 -
  
  - 48 -
  
  KIDO
  Kidō spells are used by Bleach characters of the Shinigami race for various purposes. Spells exist 
  for attacking,  binding,  and healing.  Like conventional  magic, most of these  spells require an 
  incantation of some sort to activate their effect. They are performed through channeling spirit 
  energy, which the incantation then focuses into a specific effect. As stated by Ganju Shiba, the 
  principle behind Kidō and channeling spirit energy in general is a mental image of throwing oneself 
  within a darkly-colored circle.
  Most Kidō spells are sorted into two categories: binding spells (縛道, bakudō, literally "way of binding") 
  and destructive spells (破道, hadō, literally "way of destruction"). The former category is somewhat 
  more generalized, referring to basically any technique designed to deter a target, including tracking 
  and communication spells. Some binding spells, however, can be quite harmful to their targets, if 
  not deadly. Destructive spells, on the other hand, are always intended to harm, usually consisting 
  of some sort of directed energy blast.
  With the exception of healing, which requires no incantation or even a name to perform (see 
  Reiatsu Feats section), Kidō spells consist of four distinct steps: reciting the incantation of the spell 
  (which is usually long-winded), its category (binding or destructive), its number, and finally its 
  name. The number of a spell determines the difficultly of casting it correctly and effectively (#1 is 
  simple to cast, #99 is incredibly difficult). With sufficient training, the first step can be bypassed, 
  allowing spells to be used in combat quickly. Doing so, however, lessens the spell's effect, the 
  degree of which is dependent upon the skill of the caster. Bypassing the incantation is also more 
  difficult for higher-numbered spells, as casting them is already fairly difficult even with the full 
  verbal component (see Spellcraft in Skills section). The power of Kidō spells varies on the skill of the 
  user; even a low-level Kidō spell can be utterly devastating when utilized by a sufficiently powerful 
  user.
  Shinigami don’t have to prepare spells. They can cast any Kidō they know by spending the requisite 
  number of spell points. Each spell costs a certain number of spell points to cast. The higher the 
  level of the spell, the more points it costs:
  Kidō 
  level
  Spell points 
  cost
  1st
  1
  2nd
  3
  3rd
  5
  4th
  7
  5th
  9
  6th
  11
  7th
  13
  8th
  15
  9th
  17
  Casters need not specially prepare metamagic versions of their spells—they can simply choose to 
  apply the metamagic effect at the time of casting. Doing this does not increase the spell’s casting 
  time. 
  There is an additional spell point cost to any spell cast with a metamagic feat. Effectively, the 
  character must pay for the spell as if it were a higher-level spell, based on the adjustment from the 
  metamagic feat. If the metamagic effect(s) would increase the spell’s effective level above what he 
  is capable of casting, he can’t cast the spell in that way.
  Kidō Spellcasters regain lost spell points whenever they can rest or meditate for 6 uninterrupted 
  hours. Without this period of rest and mental preparation, the caster’s mind isn’t ready to regain its 
  power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally 
  tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within 
  the last 8 hours count against a character’s daily limit and aren’t regained. 
  - 49 -
  
  - 50 -
  
  Here are two lists with all Kidō seen through the manga. These are not actual spell lists, but lists of 
  the Kido seen through the manga. Choosing a Spell List with the Spellcaster feat is different than 
  this, as noted by the “Reference Spell” column.
  Bakudō
  Description
  Reference 
  spell
  Approxim
  ate level
  1. Restrain (塞, sai)
  Locks a target's arms in place behind their back. 
  Daze
  2
  4. Crawling Rope (這縄, 
  hainawa)
  An energy rope entangles a target's arms. 
  Animate rope
  1
  9. Strike (撃, geki)
  Engulfs a target in red light, completely paralyzing them.
  Sepia snake sigil
  3
  58. Summoning of the 
  Tracking Sparrows (摑趾追雀, 
  kakushitsuijaku)
  Tracks and locates any spiritual force the user focuses 
  on. To activate it, the user must draw a circle on the 
  ground, cut into four parts with a specific character in 
  each.  The  incantation  animates  the  circle,  causing 
  various numbers to appear within until the specific set is 
  found.  The  number  set  seems  to  be  a  variation  on 
  longitude and latitude.
  Locate creature
  4
  61. Six Rods Prison of Light (六
  杖光牢, rikujōkōrō)
  Summons six thin, but wide, beams of light that slam into 
  a target's midsection, holding them in place.
  Hold Person
  3
  75. Quintet of 1 kan Iron 
  Pillars (五柱鉄貫, gochūtekkan)
  Summons five incredibly  tall and thick pillars to pin a 
  target to the ground.
  Hold Monster
  5
  77. Heavenly Rickshaws in 
  Silken Air (天挺空羅, tenteikūra)
  Transmits messages to anyone within Soul Society. In 
  addition to reciting the spell, the user must draw specific 
  markings on their arms, which are animated by the spell 
  to convey the messages. 
  Sending, mass
  6
  81. Splitting Void (斷空, danku)
  Creates an energy barrier in the form of a rectangular 
  wall. It is capable of stopping destructive spells up to 
  #89.
  Prismatic wall
  8
  99, Part 1. Seal (禁, kin)
  Binds the arms of a target with spiritual fabric and iron 
  shafts.
  Imprisonment
  9
  99, Part 2. Great seal (卍禁, 
  bankin)
  This spell covers a target from head to toe with spiritual 
  fabric  (first  song),  stabs  them  with  numerous  metal 
  blades (second song), and then smashes them with an 
  immense metal cube (final song).
  Binding
  8
  Hadō
  Description
  Reference 
  spell
  Approxim
  ate level
  1. Thrust (衝 , shō)
  Pushes the target away from the caster.
  Gust of Wind
  2
  4. White Lightning (白雷, 
  byakurai)
  Fires a concentrated bolt of lightning from the caster's 
  forefinger.
  Lightning bolt
  3
  31. Shot of Red Fire (赤火砲, 
  shakkahō)
  Fires a ball of red energy at a target.
  Fireball
  3
  33. Blue Fire, Crash Down (蒼火
  墜, sōkatsui)
  Fires a burst of blue spiritual energy at a target in a 
  similar manner to 31, but over a wider area and with 
  more power. 
  Fireball 
  (enlarged, 
  Empowered)
  6
  54. Abolishing Flames (廃炎, 
  haien)
  Fires a blast of purple spiritual energy that will incinerate 
  a target completely when it makes contact.
  Disintegrate
  6
  63. Thunder Roar Cannon (雷吼
  炮, raikōhō)
  Fires a massive wave of yellow energy at a target.
  Prismatic spray
  7
  63. Twin Lotus Blue Fire, 
  Crash Down (双蓮蒼火墜, sōren 
  sōkatsui)
  Essentially a doubled version of #33, this spell fires two 
  shots of blue fire with greater potency than the single-
  shot variety.
  Meteor swarm 
  9
  90. Black Coffin (黒棺, 
  kurohitsugi)
  Forms a box of black energy around a target, which is 
  then pierced by dozens of energy "spears", lacerating the 
  one inside from head to toe.
  Destruction
  7
  Learning new Kidō can only be done by spending time with a NPC caster, and as such, each DM as 
  the final say as to which spell a player character will learn over the course of the campaign.
  Alternative Kido spells may be chosen from many spell lists, from psionic powers to wizard spells, to 
  more exotic shugenja spells from Oriental Adventure sourcebook. Priest spells should be reserved 
  - 51 -
  
  to very special occasions (ie: Inoue Orihime).
  - 52 -
  
  STUFF
  To aid in their missions, particularly when said missions involve more than simply dispatching a 
  hollow, Shinigami have a number of unique items to assist them in their duties. In addition, it 
  should be noted that all Shinigami captains and lieutenants have their spiritual energy reduced by 
  about 80% when they enter the human world by use of a spiritual limit, represented by a seal 
  resembling the symbol unique to their division, in order not to cause unnecessary influence while 
  there. In extreme cases where their full power is needed, they can request a limit release.
  Gigai 
  In certain circumstances, a Shinigami will need a way to stay in the human world for long periods of 
  time, interact with the living, and/or recover their powers when the need arises, all of which they 
  can't do in spirit form. Thus, the gigai was developed. 
  A gigai (義骸 lit. faux body) is an artificial body that allows Shinigami to remain in the human world for 
  an extended period, either due to temporary loss of powers or extended missions. While the body is 
  synthetic, it functions and operates exactly like a natural one, including but not limited to blood 
  flow and the like. Unlike the normal Shinigami body, a gigai is detectable by humans who are not 
  spiritually aware.
  Artificial souls 
  Artificial souls (義魂丸 gikongan), as the name suggests, are souls designed by Shinigami scientists to 
  separate a Shinigami's spirit from a gigai, should they be inhabiting one, or to evict stubborn spirits 
  from their corpses if necessary. When ingested, it forces the soul out of the body and takes control 
  of it, operating in a pre-programmed manner until removed by the Shinigami. It is commonly called 
  Soul Candy, as the Shinigami Women Organization complained that the name gikongan wasn't cute 
  and had it changed. To fit with the more informal name, Soul Candy is contained in PEZ-like 
  dispensers with cartoon characters on top. The souls themselves apparently have personalities to 
  match the cartoon character in question; for example, Rukia's favorite version, Chappy the Rabbit, 
  is a hyperactive character that tries to restrain Ichigo when given control of Rukia's gigai and even 
  speaks in a cutesy baby talk manner.
  Modified souls 
  Because there are far more hollows than Shinigami, the modified soul (mod soul) project was born 
  in an attempt to even the gap. Modified souls (改造魂魄,kaizō konpaku ) are artificial souls designed to 
  enhance regular human physiology, making them capable of battling hollows equally. For example, 
  one modsoul may be able to run many times faster than a regular human while another may be 
  many times stronger than normal. Kon, a recurring modsoul, has enhanced leg-strength. The 
  modsouls are condensed into tiny, candy-like orbs and placed into corpses to achieve their function 
  as soldiers to combat hollows. They are also more independent to fit with their purpose. 
  The modsouls were exterminated after the experiment was halted due to ethical reasons, since 
  they were intended to be used to reanimate human corpses to use as weapons against the hollows. 
  Kon was somehow mixed into a batch of regular artificial souls (Soul Candy) and shipped to Kisuke 
  Urahara's shop, where Rukia and Ichigo obtained him and unknowingly let him loose. Despite a 
  standing order to dispose of all modified souls, they kept Kon and placed him into the body of a lion 
  plushy. Rukia and Ichigo use Kon to possess Ichigo's body when his soul is expelled from his body to 
  fight as a Shinigami.
  Memory replacement 
  In some cases, a human witnesses a Shinigami purify a hollow or affect his surroundings in a 
  significant way. To keep the incident a secret, Shinigami perform memory replacement with an 
  item called kikanshinki. In function, it operates almost exactly like the neuralizer in the Men in Black 
  films. When used, a bird's head pops from the top of the device and produces a puff of smoke. The 
  human it is used on is knocked unconscious and wakes up a while later with a new memory. 
  However, the new memory that the human acquires is random and often based on the limits of 
  what they themselves will believe. For example, Ichigo's family merely believed they slept through 
  a truck crashing into their house when it was used on them. Conversely, Orihime Inoue, who has a 
  much more active imagination, believed that her house was attacked by a gun-toting sumo wrestler 
  (a Yakuza gunman in the manga).
  Mobile phone 
  A vital tool for any Shinigami stationed in the real world, this variation on a mobile phone functions 
  - 53 -
  
  both as a regular phone and as a communication line with Soul Society. It receives information 
  about the time and exact location of a hollow's emergence via Global Positioning System (GPS). A 
  Shinigami's kills are also recorded in the phone and can be used as currency (according to the 
  bounty placed on each hollow). 
  - 54 -
  
  Weapons
  Here is a collection of oriental or exotic weapons that lends themselves quite well for Zanpakutō 
  alternate forms.
  Name
  Damag
  e
  Critical Typ
  e
  Special
  Name
  Damag
  e
  Critical Typ
  e
  Special
  Katana (sword)
  1d10
  19-20 
  x2
  S
  1 ½ handed
  Sai (forked dagger)1d4
  x2
  P
  +4 to disarm
  Wakisashi (shortsword) 1d6
  19-20 
  x2
  S
  Chakram  (thrown 
  disc)
  1d4
  x3
  S
  Range 10m
  Tessen (war fan)
  1d6
  x3
  S
  Nekode
   
  (bladed 
  glove)
  1d4
  x2
  P
  Disarm  immunity
  Nagamaki (greatsword)2d4
  x3
  S
  2 handed
  Naginata (lance)
  1d10
  x3
  S
  Reach 3m, 2 handed
  Scythe
  2d4
  X4
  S
  2 handed
  Spiked chain
  2d4
  x2
  P
  +2  to  disarm,  reach 
  3m
  Great Sword
  2d6
  x2
  S
  2 handed
  2 handed, trip attack
  War Hammer
  1d8
  X3
  B
  Two-bladed sword 1d8/1d
  8
  19-20 x2S
  Double weapon
  Scimitar
  1d6
  18-20 
  x2
  S
  Quaterstaff
  1d6/1d
  6
  x2
  B
  Double weapon
  Trident
  1d8
  x2
  P
  Heavy Flail
  1d10
  19-20 x2B
  2 handed
  Whip
  1d4
  X2
  B
  Non-lethal
  Three-sections 
  staff
  1d8
  X3
  B
  Double weapon
  - 55 -
  
  CHARACTERS
  - 56 -
  
  Seireitei
  Abarai Renji
  Level 12
  Value
  Hit Points
  Armor Class
  Damage 
  Reduc.
  Initiative
  Saves
  Score
  Fortitude
  Reflex
  Will
  Magic
  Score
  Spell list
  Spell level
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  Unarmed 
  strike
  Ranged shot
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Balance (Dex, A)
  Listen (Sag)
  Bluff (Cha)
  Move silently (Dex,A)
  Climb (For, A)
  Perform (Cha) :
  Concentration (Con)
  Pick locks (Dex)
  Craft (Int) : 
  Profession (Sag) : 
  Decipher script (Int)
  Ride (Dex)
  Diplomaty (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  First aid (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  Jump (For, A)
  Use magic items (Cha)
  Shikai
  Zabimaru 14pts
  Alternate  Zanpakutō form (Spiked chain), Improved initiative, Defending, Dancing, +5 
  enhancement bonus
  Bankai Hihiō Zabimaru 28 pts
  7th level astral construct ( 160HP, AC 27, Attack 2 slam +20/ 1d8°12, DR 10, Improved 
  bull rush, fly, Trample)
   Sacrifice Higa Zekkō 14pts
  - 57 -
  Value Bonus
  STR
  DEX
  CON
  INT
  WIS
  CHA
  
  +10d6+4 ranged piercing damage, 6 yards diameter burst
  - 58 -
  
  Ikkaku Madarame
  Level 13
  Value
  Hit Points
  Armor Class
  Damage 
  Reduc.
  Initiative
  Saves
  Score
  Fortitude
  Reflex
  Will
  Magic
  Score
  Spell list
  Spell level
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  Unarmed 
  strike
  Ranged shot
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Balance (Dex, A)
  Listen (Sag)
  Bluff (Cha)
  Move silently (Dex,A)
  Climb (For, A)
  Perform (Cha) :
  Concentration (Con)
  Pick locks (Dex)
  Craft (Int) : 
  Profession (Sag) : 
  Decipher script (Int)
  Ride (Dex)
  Diplomaty (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  First aid (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  Jump (For, A)
  Use magic items (Cha)
  Shikai
  Hōzukimaru 13 pts
  Alternate Zanpakutō form (Naginata), Alternate Zanpakutō form (Three section staff), 
  +5 Speed
  Bankai
  Ryūmon Hōzukimaru 26pts
  Alternate Zanpakutō form (Double Axe), +9 Keen Wounding Speed Double Axe, Great-
  er Rage, Mighty rage,
  Blooded x2, Damage reduction x2
  - 59 -
  Value Bonus
  STR
  14
  DEX
  18
  CON
  16
  INT
  12
  WIS
  12
  CHA
  11
  
  Kuchiki Rukia
  Level 9
  Value Bonus
  STR
  12
  +1
  DEX
  14
  +2
  CON
  13
  +1
  INT
  18
  +4
  WIS
  16
  +3
  CHA
  14
  +2
  Value
  Hit Points
  72
  Armor Class
  Damage 
  Reduc.
  Initiative
  Saves
  Score
  Fortitude
  Reflex
  X
  Will
  X
  Magic
  Score
  Spell list
  Kido
  Spell level
  4
  Spell points
  X
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  X
  Unarmed 
  strike
  Ranged shot
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) : 
  Shinigami
  x
  Shinigami
  Academic knowledge
  Balance (Dex, A)
  X
  Listen (Sag)
  Talented
  Flash step
  Bluff (Cha)
  X
  Move silently (Dex,A)
  Seasoned
  Shikai
  Climb (For, A)
  Perform (Cha) :
  Enlightened
  Variable release
  Concentration (Con)
  Pick locks (Dex)
  Spellcaster
  Varaible release
  Craft (Int) : 
  Profession (Sag) : 
  Heroic attribute (cha)
  Kido artist
  Decipher script (Int)
  Ride (Dex)
  Heroic attribute (con)
  Blooded
  Diplomaty (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  x
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  Heal (Sag)
  X
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  X
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  X
  Jump (For, A)
  x
  Use magic items (Cha)
  Shikai
  Sode no Shirayuki : some no mai, tsukishiro 9 pts
  +5d6 cold 2m diameter cylinder
  Variable
  Sode no Shirayuki : tsugi no mai, hakuren 6+3pts
  +7d6 ranged cold damage
  Variable
  Sode no Shirayuki : san no mai, shirafune 6+3pts
  +5d6 cold 2m diameter emanation
  - 60 -
  
  Matsumoto Rangiku
  Level 10
  Value Bonus
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Value
  Hit Points
  Armor Class
  Damage 
  Reduc.
  Initiative
  Saves
  Score
  Fortitude
  Reflex
  Will
  Magic
  Score
  Spell list
  Spell level
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  Unarmed 
  strike
  Ranged shot
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Balance (Dex, A)
  Listen (Sag)
  Bluff (Cha)
  Move silently (Dex,A)
  Climb (For, A)
  Perform (Cha) :
  Concentration (Con)
  Pick locks (Dex)
  Craft (Int) : 
  Profession (Sag) : 
  Decipher script (Int)
  Ride (Dex)
  Diplomaty (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  First aid (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  Jump (For, A)
  Use magic items (Cha)
  Shikai
  Haineko 13pts
  +7d6 Brilliant energy ranged fire damage
  - 61 -
  
  Zaraki Kenpachi
  Level 18
  Value Bonus
  STR
  ?
  DEX
  14
  +2
  CON
  ?
  INT
  11
  0
  WIS
  12
  +1
  CHA
  12
  +1
  Value
  Hit Points
  234
  Armor Class
  Damage 
  Reduc.
  18/-
  Initiative
  +2
  Saves
  Score
  Fortitude
  X
  Reflex
  X
  Will
  X
  Magic
  Score
  Spell list
  Spell level
  Spell points
  X
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  25
  4
  4d6+4
  Unarmed 
  strike
  X 
  Ranged shot
  Skills
  Skills
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Shinigami
  Blooded
  Balance (Dex, A)
  Listen (Sag)
  X
  Weapon focus
  Blooded
  Bluff (Cha)
  Move silently (Dex,A)
  X
  Weapon specialization
  Zantezutken
  Climb (For, A)
  Perform (Cha) :
  Zanjutsu master
  Talented
  Concentration (Con)
  X
  Pick locks (Dex)
  Power attack
  Damage reduction
  Craft (Int) : 
  Profession (Sag) : 
  Rage
  Damage reduction
  Decipher script (Int)
  Ride (Dex)
  Constant Release
  Damage reduction
  Diplomacy (Cha)
  Rope use (Dex)
  Veteran warrior
  Flash step
  Disable device (Int)
  Search (Int)
  Great warriror
  Leadership
  Disguise (Cha)
  Sense motive (Sag)
  X
  Legendary warrior
  Heroic Attribute (con)
  Escape artist (Dex, A)
  Sleight of hand (Dex, A)
  Perfect Shikai
  Kentate
  Heal (Sag)
  Speak language (-)
  Greater constant release
  Pirate look
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  X
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  X
  Tumble (Dex, A)
  X
  Jump (For, A)
  X
  Use magic items (Cha)
  Constant
  XX pts
  Keen katana, Greater Rage, Mighty Rage, Long Rage, Tireless Rage, Heroic 
  Attribute (str) x6, Heroic Attribute (con) x6.
  Special: Kenpachi's Eye patch suppresses all the benefits from his greater constant release. Once 
  removed and all-out raging, kenpachi’s Str is 42 (+16 to hit and damage), Con 32 ( 360 HP) and he 
  attacks 6 times per round while his AC drops by 6.
  - 62 -
  
  Hitsugaya Toshiro
  Level 15
  Value Bonus
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saves
  Score
  Fortitude
  Reflex
  Will
  Magic
  Score
  Spell list
  Kido
  Spell level
  7
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  Unarmed 
  strike
  Ranged shot
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Balance (Dex, A)
  Listen (Sag)
  Bluff (Cha)
  Move silently (Dex,A)
  Climb (For, A)
  Perform (Cha) :
  Concentration (Con)
  Pick locks (Dex)
  Craft (Int) : 
  Profession (Sag) : 
  Decipher script (Int)
  Ride (Dex)
  Diplomaty (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  First aid (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  Jump (For, A)
  Use magic items (Cha)
  Shikai
  Shikai Hyōrinmaru 30 pts
  +16d6, 24 yards cone of cold, Spell penetration
  Bankai
  Daiguren Hyōrinmaru : Sennen hyōrō 40 pts
  Mass Hold Monster, Damage reduction x2
  Alternat
  e
  Daiguren Hyōrinmaru : Ryūsenka 15 pts
  +7 Vorpal Defending Icy burst Katana
  - 63 -
  Value
  Hit Points
  Armor Class
  Damage 
  Reduc.
  Initiative
  
  Kuchiki Byakuya
  Level 16
  Value Bonus
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saves
  Score
  Fortitude
  Reflex
  Will
  Magic
  Score
  Spell list
  Kido
  Spell level
  8
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  Unarmed 
  strike
  Ranged shot
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Balance (Dex, A)
  Listen (Sag)
  Bluff (Cha)
  Move silently (Dex,A)
  Climb (For, A)
  Perform (Cha) :
  Concentration (Con)
  Pick locks (Dex)
  Craft (Int) : 
  Profession (Sag) : 
  Decipher script (Int)
  Ride (Dex)
  Diplomaty (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  First aid (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  Jump (For, A)
  Use magic items (Cha)
  Shikai
  Senbonzakura 24 pts
  +15d6 Brilliant energy, Ranged slashing damage, +10 deflection bonus to AC
  Bankai
  Senbonzakura Kageyoshi 34 pts
  +20d6 12 yards Diameter Burst Positive energy damage, +4 deflection bonus 
  to AC
  Sacrifice
  Shūkei: Hakuteiken 24 pts
  Zanjutsu Master, Reiatsu Focus, +20 Holy katana
  - 64 -
  Value
  Hit Points
  Armor Class
  Damage 
  Reduc.
  Initiative
  
  Soifon
  Level 14
  Value Bonus
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Value
  Hit Points
  Armor Class
  Damage 
  Reduc.
  Initiative
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Balance (Dex, A)
  Listen (Sag)
  Bluff (Cha)
  Move silently (Dex,A)
  Climb (For, A)
  Perform (Cha) :
  Concentration (Con)
  Pick locks (Dex)
  Craft (Int) : 
  Profession (Sag) : 
  Decipher script (Int)
  Ride (Dex)
  Diplomaty (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  First aid (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  Jump (For, A)
  Use magic items (Cha)
  Special
  Suzumebachi 13pts
  Punching dagger +6 enhancement bonus, Lesser Vorpal (50% chance to kill 
  on a natural 20)
  - 65 -
  Saves
  Score
  Fortitude
  Reflex
  Will
  Magic
  Score
  Spell list
  Kido
  Spell level
  7
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  Unarmed 
  strike
  Ranged shot
  
  Kurotsuchi Mayuri
  Level 16
  Value Bonus
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Value
  Hit Points
  Armor Class
  Damage 
  Reduc.
  Initiative
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Balance (Dex, A)
  Listen (Sag)
  Bluff (Cha)
  Move silently (Dex,A)
  Climb (For, A)
  Perform (Cha) :
  Concentration (Con)
  Pick locks (Dex)
  Craft (Int) : 
  Profession (Sag) : 
  Decipher script (Int)
  Ride (Dex)
  Diplomaty (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  First aid (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  Jump (For, A)
  Use magic items (Cha)
  Shikai
  Bankai
  - 66 -
  Saves
  Score
  Fortitude
  Reflex
  Will
  Magic
  Score
  Spell list
  Kido
  Spell level
  8
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  Unarmed 
  strike
  Ranged shot
  
  Kakura Town
  Kurosaki Ichigo
  Level 14
  Value Bonus
  STR
  18
  +4
  DEX
  14
  +2
  CON
  16
  +3
  INT
  12
  +1
  WIS
  11
  0
  CHA
  12
  +1
  Value
  Hit Points
  168
  Armor Class
  20
  Damage 
  Reduc.
  7/-
  Initiative
  +2
  Saves
  Score
  Fortitude
  13
  Reflex
  10
  Will
  11
  Magic
  Score
  Spell list
  Spell level
  Spell points
  Combat
  Score
  Numbe
  r
  Damag
  e
  Weapon attack 22
  4
  4d6+6
  Unarmed strike 12
  2
  1d3+4
  Ranged shot
  17
  7
  -
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) : 
  Hollows
  5
  Alive
  Soul companion
  Balance (Dex, A)
  10
  Listen (Sag)
  Shinigami
  Hollow Within
  Bluff (Cha)
  Move silently (Dex, A)
  5
  Power Attack
  Talented
  Climb (For, A)
  Perform (Cha) :
  Blooded
  Masked Warrior
  Concentration (Con)
  10
  Pick locks (Dex)
  Constant release
  Flash step
  Craft (Int) : 
  Profession (Sag) : 
  Alternate release
  Hero’s comeback
  Decipher script (Int)
  Ride (Dex)
  Bankaï
  Rage
  Diplomacy (Cha)
  Rope use (Dex)
  Seasoned
  Zantezuken
  Disable device (Int)
  Search (Int)
  Expanded Release
  Kentate
  Disguise (Cha)
  Sense motive (Sag)
  10
  Reiraku Hunter
  Loudmouth
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  Forgery (Int)
  Speak language (-)
  Gather information 
  (Cha)
  Spellcraft (Int)
  1
  Handle animal (Cha)
  Spot (Sag)
  5
  Heal (Sag)
  Survival (Sag)
  Hide (Dex, A)
  5
  Swim (For, A)
  Intimidation (Cha)
  10
  Tumble (Dex, A)
  10
  Jump (For, A)
  Use magic items (Cha)
  1
  Consta
  nt
  Zangetsu 9 pts
  Bonus  feats:  Alternate  Zanpakuto  form,  Blooded,  Damage  reduction,  +1  keen 
  enhancement bonus Greatsword
  Bankai Tensa Zangetsu 36 pts
  - 67 -
  
  Heroic Attribute (dex)x3, Blooded x2, Damage reduction x2, Increased flesh step, Flash 
  step  decoy,  Flash  step  evasion,  Improved  flash  step  evasion,  +6  Defending  Speed 
  katana.
  Altern
  ate
  Getsuga Tensho 9 pts
  +7d6 ranged Force damage
  - 68 -
  
  Orihime Inoue
  Level 12
  Value Bonus
  STR
  11
  0
  DEX
  12
  +1
  CON
  12
  +1
  INT
  16
  +3
  WIS
  18
  +4
  CHA
  14
  +2
  Value
  Hit Points
  72
  Armor Class
  Damage 
  Reduc.
  -
  Initiative
  +5
  Saves
  Score
  Fortitude
  7
  Reflex
  15
  Will
  15
  Magic
  Score
  Spell list
  Cleric
  Spell level
  6
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  0
  1
  -
  Unarmed 
  strike
  0
  1
  1d3
  Ranged shot 11
  2
  -
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Alive
  Seasoned
  Balance (Dex, A)
  Listen (Sag)
  5
  Talented
  Seasoned
  Bluff (Cha)
  5
  Move silently (Dex,A)
  Talented
  Enlightened
  Climb (For, A)
  Perform (Cha) :
  Spellcaster
  Academic Knowledge
  Concentration (Con)
  15
  Pick locks (Dex)
  Empower spell
  Improved initiative
  Craft (Int) : 
  Profession (Sag) : 
  Quiken spell
  Slippery mind
  Decipher script (Int)
  Ride (Dex)
  Spell penetration
  Insight defense
  Diplomacy (Cha)
  10
  Rope use (Dex)
  Maximize spell
  Hero’s comeback
  Disable device (Int)
  Search (Int)
  Combat casting
  Buxom
  Disguise (Cha)
  Sense motive (Sag)
  15
  Escape artist (Dex, A)
  5
  Sleight of hand (Dex, 
  A)
  Heal (Sag)
  10
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  15
  Gather information 
  (Cha)
  Spot (Sag)
  5
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  5
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  5
  Jump (For, A)
  Use magic items (Cha)
  Special
  Spellscience (Shun Shun Rikka)
  Santen  Kesshun ( 三 天 結 盾 ,  lit.  Three Sacred  Links  Shield):  Spells  from  the 
  Protection Domain
  Sōten Kisshun (双天帰盾, lit. Twin Sacred Return Shield): Spells from the Healing 
  Domain
  - 69 -
  
  Koten Zanshun (孤天斬盾, lit. Solitary Sacred Cutting Shield)[: Spells from the War 
  Domain
  Spellscience  (Shun  Shun  Rikka)  also  give  access  to  spells  of  the  Force 
  Domain.
  - 70 -
  
  Yasutora “Chad” Sado
  Level 13
  Value Bonus
  STR
  16
  +3
  DEX
  14
  +2
  CON
  22
  +6
  INT
  11
  0
  WIS
  12
  +1
  CHA
  12
  +1
  Value
  Hit Points
  169
  Armor Class 28
  Damage 
  Reduc.
  6/-
  Initiative
  +2
  36
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Alive
  Hollow
  Balance (Dex, A)
  Listen (Sag)
  x
  Blooded
  Sealed form
  Bluff (Cha)
  Move silently (Dex,A)
  Improved unarmed strike
  Resurreccion
  Climb (For, A)
  x
  Perform (Cha) :
  Flurry of blows
  Alternate release
  Concentration (Con)
  x
  Pick locks (Dex)
  Improved flurry of blows
  Expanded release
  Craft (Int) : 
  Profession (Sag) : 
  Hakudo adept
  Hierro
  Decipher script (Int)
  Ride (Dex)
  Hero’s comeback
  Damage reduction
  Diplomacy (Cha)
  Rope use (Dex)
  Heroic attribute (con)
  Damage reduction
  Disable device (Int)
  Search (Int)
  Heroic attribute (con)
  Dark hero
  Disguise (Cha)
  Sense motive (Sag)
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  Heal (Sag)
  Speak language (-)
  x
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  x
  Handle animal (Cha)
  Survival (Sag)
  x
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  x
  Tumble (Dex, A)
  Jump (For, A)
  x
  Use magic items (Cha)
  Hollow Growth
  Spirit claws, improved natural armor x2, Cero, Pounce, Increased size ?
  Resurreccion
  Brazo derecho del Gigante y Brazo izquierdo del diablo
  Alternate
  La Muerte 8pts
  +6d6 thundering ghost touch damage
  - 71 -
  Saves
  Score
  Fortitude
  16
  Reflex
  8
  Will
  8
  Magic
  Score
  Spell list
  Spell level
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  3
  1
  -
  Unarmed 
  strike
  18
  4
  4d6
  Ranged shot 1
  1
  -
  
  Uryū Ishida
  Level 13
  Value Bonus
  STR
  11
  0
  DEX
  14
  +2
  CON
  12
  +1
  INT
  18
  +4
  WIS
  16
  +3
  CHA
  12
  +1
  Value
  Hit Points
  91
  Armor Class
  Damage 
  Reduc.
  Initiative
  +6
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Alive
  Quincy
  Balance (Dex, A)
  Listen (Sag)
  Seasoned
  Point blank shot
  Bluff (Cha)
  Move silently (Dex,A)
  Talented
  Precise shot
  Climb (For, A)
  Perform (Cha) :
  Improved initiative
  Shot on the run
  Concentration (Con)
  x
  Pick locks (Dex)
  Flash step
  Far shot
  Craft (Int) : Sewing
  x
  Profession (Sag) : 
  Flash step evasion
  Rapid shot
  Decipher script (Int)
  Ride (Dex)
  Shikai
  Manyshot
  Diplomaty (Cha)
  Rope use (Dex)
  Bankai
  Academic knowledge
  Disable device (Int)
  Search (Int)
  Sacrifice release
  Four eyes
  Disguise (Cha)
  Sense motive (Sag)
  x
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  First aid (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  x
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  x
  Jump (For, A)
  Use magic items (Cha)
  Shikai
  Seele Schneider 12 points
  Alternate Zanpakutō form (Longsword), +5 Brillant energy Longsword
  Bankai
  Sprenger 24 pts
  +15d6 6yards Burst Force damage
  Sacrifice
  Letz Stile (Quincy Final Form) 12 points
  Quincy spells: Eizein, Gritz, Volcore, Ransōtengai
  - 72 -
  Saves
  Score
  Fortitude
  Reflex
  x
  Will
  x
  Magic
  Score
  Spell list
  Quincy
  Spell level
  6
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  x
  Unarmed 
  strike
  Ranged shot 19
  4
  4d6
  
  Urahara Kisuke
  Level 17
  Value Bonus
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Value
  Hit Points
  Armor Class
  Damage 
  Reduc.
  Initiative
  Saves
  Score
  Fortitude
  Reflex
  Will
  Magic
  Score
  Spell list
  Kido
  Spell level
  8
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  Unarmed 
  strike
  Ranged shot
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Balance (Dex, A)
  Listen (Sag)
  Bluff (Cha)
  Move silently (Dex,A)
  Climb (For, A)
  Perform (Cha) :
  Concentration (Con)
  Pick locks (Dex)
  Craft (Int) : 
  Profession (Sag) : 
  Decipher script (Int)
  Ride (Dex)
  Diplomaty (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  First aid (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  Jump (For, A)
  Use magic items (Cha)
  Special
  - 73 -
  
  - 74 -
  
  Shihōin Yoruichi
  Level 17
  Value Bonus
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Value
  Hit Points
  Armor Class
  Damage 
  Reduc.
  Initiative
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Balance (Dex, A)
  Listen (Sag)
  Bluff (Cha)
  Move silently (Dex,A)
  Climb (For, A)
  Perform (Cha) :
  Concentration (Con)
  Pick locks (Dex)
  Craft (Int) : 
  Profession (Sag) : 
  Decipher script (Int)
  Ride (Dex)
  Diplomaty (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  First aid (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  Jump (For, A)
  Use magic items (Cha)
  Special
  - 75 -
  Saves
  Score
  Fortitude
  Reflex
  Will
  Magic
  Score
  Spell list
  Kido
  Spell level
  8
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  Unarmed 
  strike
  Ranged shot
  
  Hueco Mundo
  Grimmjow Jeagerjaques
  Level 18
  Value Bonus
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Value
  Hit Points
  Armor Class
  Damage 
  Reduc.
  Initiative
  Saves
  Score
  Fortitude
  Reflex
  Will
  Magic
  Score
  Spell list
  Spell level
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  Unarmed 
  strike
  Ranged shot
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Balance (Dex, A)
  Listen (Sag)
  Bluff (Cha)
  Move silently (Dex,A)
  Climb (For, A)
  Perform (Cha) :
  Concentration (Con)
  Pick locks (Dex)
  Craft (Int) : 
  Profession (Sag) : 
  Decipher script (Int)
  Ride (Dex)
  Diplomaty (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  First aid (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  Jump (For, A)
  Use magic items (Cha)
  Hollow Growth
  - 76 -
  
  Resurreccion
  Pantera
  Alternate
  Desgarrón
  - 77 -
  
  Neliel Tu Oderschvank
  Level 16
  Value Bonus
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Value
  Hit Points
  Armor Class
  Damage 
  Reduc.
  Initiative
  Saves
  Score
  Fortitude
  Reflex
  Will
  Magic
  Score
  Spell list
  Spell level
  Spell points
  Combat
  Score NumberDamage
  Weapon 
  attack
  Unarmed 
  strike
  Ranged shot
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Balance (Dex, A)
  Listen (Sag)
  Bluff (Cha)
  Move silently (Dex,A)
  Climb (For, A)
  Perform (Cha) :
  Concentration (Con)
  Pick locks (Dex)
  Craft (Int) : 
  Profession (Sag) : 
  Decipher script (Int)
  Ride (Dex)
  Diplomaty (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  First aid (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  Jump (For, A)
  Use magic items (Cha)
  Hollow Growth
  - 78 -
  
  Resurreccion
  Gamuza
  Alternate
  Lanzador Verde
  - 79 -
  
  Sōsuke Aizen
  Level  ??
  Value Bonus
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saves
  Score
  Fortitude
  Reflex
  Will
  Magic
  Score
  Spell list
  Kido
  Spell level
  9
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  Unarmed 
  strike
  Ranged shot
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Balance (Dex, A)
  Listen (Sag)
  Bluff (Cha)
  Move silently (Dex,A)
  Climb (For, A)
  Perform (Cha) :
  Concentration (Con)
  Pick locks (Dex)
  Craft (Int) : 
  Profession (Sag) : 
  Decipher script (Int)
  Ride (Dex)
  Diplomaty (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  First aid (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  Jump (For, A)
  Use magic items (Cha)
  Shikai
   kyōka suigetsu : kudakero 32 pts
  Greater Shadow Evocation
  - 80 -
  Value
  Hit Points
  Armor Class
  Damage 
  Reduc.
  Initiative
  
  Ichimaru Gin
  Level  ??
  Value Bonus
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Value
  Hit Points
  Armor Class
  Damage 
  Reduc.
  Initiative
  Saves
  Score
  Fortitude
  Reflex
  Will
  Magic
  Score
  Spell list
  Spell level
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  Unarmed 
  strike
  Ranged shot
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Balance (Dex, A)
  Listen (Sag)
  Bluff (Cha)
  Move silently (Dex,A)
  Climb (For, A)
  Perform (Cha) :
  Concentration (Con)
  Pick locks (Dex)
  Craft (Int) : 
  Profession (Sag) : 
  Decipher script (Int)
  Ride (Dex)
  Diplomaty (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  First aid (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  Jump (For, A)
  Use magic items (Cha)
  Shikai
  Ikorose, Shinsō
  + Xd6Ranged damage
  - 81 -
  
  - 82 -
  
  Grand Fisher
  Level 11
  Value Bonus
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Value
  Hit Points
  Armor Class
  Damage 
  Reduc.
  Initiative
  Saves
  Score
  Fortitude
  Reflex
  Will
  Magic
  Score
  Spell list
  Spell level
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  Unarmed 
  strike
  Ranged shot
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Balance (Dex, A)
  Listen (Sag)
  Bluff (Cha)
  Move silently (Dex,A)
  Climb (For, A)
  Perform (Cha) :
  Concentration (Con)
  Pick locks (Dex)
  Craft (Int) : 
  Profession (Sag) : 
  Decipher script (Int)
  Ride (Dex)
  Diplomaty (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  First aid (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  Jump (For, A)
  Use magic items (Cha)
  Hollow Growth
  - 83 -
  
  Resurreccion
  - 84 -
  
  1Menos Grande
  Level 10
  Value Bonus
  STR
  24
  +7
  DEX
  10
  0
  CON
  26
  +8
  INT
  12
  +1
  WIS
  12
  +1
  CHA
  11
  0
  Value
  Hit Points
  150
  Armor Class
  Damage 
  Reduc.
  5/-
  Initiative
  Saves
  Score
  Fortitude
  X
  Reflex
  Will
  Magic
  Score
  Spell list
  Spell level
  Spell points
  Combat
  Score Numb
  er
  Dama
  ge
  Weapon 
  attack
  Unarmed 
  strike
  X
  Ranged shot X
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Blooded
  Damage reduction
  Balance (Dex, A)
  Listen (Sag)
  X
  Hollow growth
  Damage reduction
  Bluff (Cha)
  Move silently (Dex,A)
  Hollow growth
  Skill focus : intimidation
  Climb (For, A)
  Perform (Cha) :
  Hollow growth
  Reiatsu burst
  Concentration (Con)
  X
  Pick locks (Dex)
  Hollow growth
  Reiatsu bullrush
  Craft (Int) : 
  Profession (Sag) : 
  -
  Reiraku Hunter
  Decipher script (Int)
  Ride (Dex)
  -
  -
  Diplomacy (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  X
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  Heal (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  X
  Handle animal (Cha)
  Survival (Sag)
  X
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  X
  Tumble (Dex, A)
  Jump (For, A)
  Use magic items (Cha)
  Hollow Growth
  5 + 4 powers
  Increased  size  x2,  Spirit  claws,  Increased  natura  armor  x2,  Trample, 
  Consumption, Cero, Telepathy
  - 85 -
  
  NPC TEMPLATE
  NAME
  Level
  Value Bonus
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Value
  Hit Points
  Armor Class
  Damage 
  Reduc.
  Initiative
  Base skills
  Score
  Weapon attack
  Unarmed 
  strike
  Ranged shot
  Spell list
  Spell level
  Spell points
  Spellscience
  Spellmight
  Reiatsu
  Skill
  s
  Skill
  s
  Feats
  Appraise (Int)
  Knowledge (Int) :
  Balance (Dex, A)
  Listen (Sag)
  Bluff (Cha)
  Move silently (Dex,A)
  Climb (For, A)
  Perform (Cha) :
  Concentration (Con)
  Pick locks (Dex)
  Craft (Int) : 
  Profession (Sag) : 
  Decipher script (Int)
  Ride (Dex)
  Diplomaty (Cha)
  Rope use (Dex)
  Disable device (Int)
  Search (Int)
  Disguise (Cha)
  Sense motive (Sag)
  Escape artist (Dex, A)
  Sleight of hand (Dex, 
  A)
  First aid (Sag)
  Speak language (-)
  Forgery (Int)
  Spellcraft (Int)
  Gather information 
  (Cha)
  Spot (Sag)
  Handle animal (Cha)
  Survival (Sag)
  Hide (Dex, A)
  Swim (For,A)
  Intimidation (Cha)
  Tumble (Dex, A)
  Jump (For, A)
  Use magic items (Cha)
  Special
  - 86 -
  
  - 87 -
  
  CREDITS
  Tite Kubo
  Behold the Void 
  Giants in the Playground and Gleemax community
  La Guilde des Brumes et les joueurs-testeurs
  Wikipedia contributors (GNU Free documentation licence)
  The Hypertext D20 SRD (Open Gaming Licence)
  Peter Kisner for the classless d20 inspiration
  Edited by Dionon...
  - 88 -
  
  - 89 -
  
SOURCE: textdata/thevault/Collections/Anime & Cartoon RPGs/1) Related to Specific Anime or Cartoon/Bleach/Bleach-d20-Classless.pdf