Fullbring Abilities
Table of Contents

Fullbring abilities are the abilities available to a Fullbringer. The fullbringer chooses abilities from the following list. There are no types, and any fullbringer can select any ability they meet the prerequisites for.

All abilities that require SEP to activate are Supernatural abilities. All abilities that do not require SEP are Extraordinary abilities.

Saves: When a fullbring ability specifies a save to resist the effects, unless otherwise stated, the save DC is equal to DC 10 + ½ Character level + Reiatsu modifier.
Limitations: A fullbringer cannot select a single ability more than a number of times equal to character level divided by 4, rounding down.
Special: Abilities granted through a fullbring count as prerequisites for abilities at all times. If the fullbringer gains an ability or class feature that relies on an ability of their fullbring, then that ability is active only when the fullbring is active

Abilities

Increased Damage
Prerequisites: Weapon Fullbring Ability
Activation Cost:None
The Fullbringer deals damage with her fullbring as if she were four levels higher than she actually is. The critical threat range of the fullbring increases by 1.
Fullbring Evolution: This ability increases the damage her Fullbring deals as though she where 8 levels higher than she actually is. The weapon's critical threat range is increased by 1, and the critical damage multiplier by +1
Ultimate Evolution: This ability increases the damage her Fullbring does as though she was 16 levels higher. The weapon's critical threat range is increased by +2, the critical damage multiplier by +1, and the weapon has the Vorpal property, even if it normally could not (such as a bludgeoning weapon)

Increased Speed
Prerequisites: None
Activation Cost:None
The fullbringer gains an enhancement bonus to her land speed equal to her base land speed.
So long as her fullbring is active, the fullbringer can balance and jump like a shinigami, regardless of if she is in a spiritual or non-spiritual plane.
Special: This ability can be taken multiple times. Each time increases the enhancement bonus by 10 ft. This is not counted when determining the speed bonus for Evolution or ultimate, but added on afterwards.
Fullbring Evolution: the Fullbring's enhancement bonus is increased to twice her base movement speed. Whilst in Fullbring Evolution, she can act as though she were under the effects of the haste spell.
Ultimate Evolution: The enhancement bonus is increased to three times her base land speed. She can act as if under the effects of a blink spell, except see invisibility offers no benefits against her.

Natural Armor
PrerequisitesNone
Activation CostNone
The fulbringer's Fullbring toughens her skin. Her natural armor bonus increases by +2. At 5th level, and every 5 levels thereafter, this bonus increases by a further +1.
Special: This ability can be taken multiple times. Each time it is taken, it increases the fullbringer's natural armor bonus by an amount 1 less than the number of times this has been taken. (Ex: The second time this ability is taken, the Fullbringer's natural armor bonus increases by 1. The third time, it increases by 2, the fourth, 3, and so on.)
Fullbring Evolution: The Fullbringer increases her natural armor bonus by +3.
Ultimate Evolution: T he Fullbringer increases her natural armor bonus by +3. She gains DR/- equal to 1/2 her natural armor rounded down, which does not stack with existing DR.

Augmented Health
PrerequisitesNone
Activation Cost:None
Her Fullbring increases her hardiness and ability to take damage. All her hit dice are maximized. This applies retroactively.
The Fullbringer does not die at -10 HP. Instead, she dies at a negative hit point total equal to ½ of her maximum HP (before counting any bonuses such as temporary HP or doubled health from Fullbring evolution. She retains consensus when below 0 HP, automatically stabilizes, and regains 1 HP per round until she is at 0. When at 0 HP or less, she can choose to act as normal in any round. If she does so, she looses 1 HP instead of recovering 1. If the Fullbringer is caught denied her dexterity bonus when below 0 hp, she is considered helpless.
Fullbring Evolution: The Fullbringer's hit die are treated as stage one higher. This bonus counts when calculating at what point she dies.
Ultimate Evolution: The Fullbringer's hit die are treated as d20s. This bonus counts when calculating at what point she dies.

Increased Ability Score
Prerequisites: None
Activation Cost: None
The fullbringer's physical or mental fitness increases while their fullbring is activated. One ability score gains a +2 enhancement bonus. Once chosen, the affected score cannot be changed.
At 6th level, and every 6 levels thereafter, this bonus increases by +2.
Special: This ability can be taken multiple times. Each time, it affects a different ability score.
Fullbring Evolution: The bonus granted from Increased Ability Score increases by +2.
Ultimate Evolution: The bonus granted from increased ability score increases by +6

Spell Resistance
Prerequisites3 other Fullbring abilities
Activation CostNone
The Fullbringer gains spell resistance equal to her character level + 10.
Special: This ability can be taken multiple times. Each time increases her spell resistance by 5
Fullbring Evolution: The Fullbringer is immune to any Spell, Kido, Power or anything else that allows spell resistance.
Ultimate Evolution: The Fullbringer is immune to every effect Spell, Kido or Power. She is not impeded by magical objects, walk through magical fire, is unaffected by illusions, etc

Protective
Prerequisites: Armor fullbring ability
Activation Cost: None
This fullbringer gains a a +2 untyped bonus to all saving throwa. At 6th level, and every six levels thereafter, this bonus increases by 1.
Fullbring Evolution: The bonus granted by protective increases by +2
Ultimate Evolution: The bonus granted by protective increases by +6. She gains the benefits of the Improved Evasion and Improved Mettle abilities. If she is targeted by any ability that allows her to save for a partial effect, she is entirely unaffected on a successful save, and suffers only the partial effect on a failed save

Skilful
Prerequisites: 4 ranks in a skill
Activation Cost: None
This ability gives the fullbringer a +2 bonus to skill checks for a specific skill, chosen when this ability is onbtained. At 4th level, and every 4 levels thereafter, this bonus increases by 2.
Special: This ability can be taken multiple times. Each time, it applies to a new skill.
Fullbring Evolution: Once per round, the fullbringer can reroll any skill check for the chosen skill. In addition, she can always take 10 on boosted skills, regardless of circumstances.
Ultimate Evolution: When making a check with the chosen skill, the fullbringer may treat any roll of less than 15 as though it were a 15.

Armor
PrerequisitesNone
Activation CostNone
The Fullbring takes on all the properties of one suit of armor of the Fullbringer's choice. The armor is Masterwork, and the design is set by her imagination rather than physics, but otherwise it functions identically to the chosen armor (including armor check penalties, max dex bonus etc). The armor can include spikes/gauntlets, but these deal damage as normal for her size, rather than as a Fullbring weapon.
As the Fullbringer levels up, the Fullbring becomes a more powerful tool. The armor created has the enhancement bonus and enhancement as shown on the Fullbringer class features.
The Fullbringer can choose to activate or deactivate her armor at any time as a free action. If she has it active, she must have all parts of it active at once.
Once the armor is chosen, it cannot be changed.
Fullbring Evolution: the weapon upgrades itself by what would be a total of +5, from any combination of enhancements and enhancement bonuses. As with normal, static bonuses are shared by non-passive abilities must be split between the items. The armor check penalty is reduced by 2 for a shield
Ultimate evolution: The armor upgrades itself by a total of +15, from any combination of enhancements and enhancement bonuses. The armor check penalty is reduced by reiatsu modifier, and the maximum dexterity bonus is incresed by her Reiatsu Modifier.

Soul's Aegis
Prerequisites: Armor Fullbring ability.
Activation Cost: None
Your armor becomes more potent. It gains a +1 enhancement bonus, which may only be spent to grant the armor a special ability. At 6th level and every 6 levels thereafter, the bonus increases.
Once chosen, the fullbringer may change the chosen armor abilities only when this number increases.
Special: This ability can be taken multiple times. Each time it is taken after the first, you increase the enhancement bonus pool by a number equal to one less than the number of times you have taken this ability. (Ex: The second time this ability is taken, the Fullbringer's enhancement bonus pool increases by 1. The third time, it increases by 2, the fourth, 3, and so on.)
Fullbring Evolution: Your fullbring's enhancement bonus pool increases by 2.
Ultimate Evolution: Your fullbring's enhancement bonus pool increases by 4.

Weapon
Prerequisites: None
Activation Cost:
The Fullbring takes on all the properties of either one weapon of the Fullbringer's choice, two single handed or light weapons or one light or single handed weapon and a shield. The weapon(s) are Masterwork, and the design is set by her imagination rather than physics, but otherwise it functions identically to the chosen weapon (including reach, tripping etc). A ranged weapon is assumed to have an unlimited amount of Masterwork ammunition. If a thrown weapon is selected, it returns to the fullbringer's hands as soon as an attack resolves, allowing it to be used again on the same turn. A shield created in this manner deals damage as the Fullbringer's unarmed damage instead of their weapon damage
As the Fullbringer levels up, the Fullbring becomes a more powerful tool. The weapon created has the enhancement bonus and enhancement as shown on the Fullbringer class features. If there is more than one item, both items have the listed enhancement bonus, though enhancements must be split (a the Fullbringer's discretion) between the items.
The Fullbringer can choose to activate or deactivate her weapon at any time as a free action. If she has it active, she must have all parts of it active at once.
Once the weapon(s) are chosen, they cannot be changed.
Fullbring Evolution: the weapon upgrades itself by what would be a total of +5, from any combination of enhancements and enhancement bonuses. As with normal, static bonuses are shared by non-passive abilities must be split between the items. The armor check penalty of any shield (if included) is reduced by 2
Ultimate evolution: The weapon upgrades itself by a total of +15, from any combination of enhancements and enhancement bonuses. As with normal, static bonuses are shared between all items, but enhacnements must be split between the items. The armor check penalty of a shield (if included) is reduced by her reiatsu modifier

Soul's Edge
Prerequisites: Weapon Fullbring ability.
Activation Cost: None
Your weapon becomes more potent. It gains a +1 enhancement bonus, which may only be spent to grant the weapon a special ability. At 6th level and every 6 levels thereafter, the bonus increases.
Once chosen, the fullbringer may change the chosen weapon abilities only when this number increases.
Special: This ability can be taken multiple times. Each time it is taken after the first, you increase the enhancement bonus pool by a number equal to one less than the number of times you have taken this ability. (Ex: The second time this ability is taken, the Fullbringer's enhancement bonus pool increases by 1. The third time, it increases by 2, the fourth, 3, and so on.)
Fullbring Evolution: Your fullbring's enhancement bonus pool increases by 2.
Ultimate Evolution: Your fullbring's enhancement bonus pool increases by 4.

Energy Attack
Prerequisites: None
Activation Cost: Varies
The Fullbringer gains the power to create and launch a blast of energy. Select one of the following options, and one of the following energy types. This determines the cost of the ability, and the effect.

  • A Line with a length equal to (character level + reiatsu modifier) x 10 ft. This deals 1 die of damage per SEP expended to fire it. Victims are allowed a reflex save (DC 10 + ½ character level + reiatsu modifier) for half damage. This requires a standard action to activate, and provokes an attack of opportunity. If the Fullbringer desires, they can have this ability deal damage as their fullbring for free.

*A Cone with a length equal to ½ (character level + reiatsu modifier) ** 10 ft. This deals 1 die of damage per SEP expended to fire it. Victims are allowed a reflex save (DC 10 + ½ character level + reiatsu modifier) for half damage. This requires a standard action to activate, and provokes an attack of opportunity. If the Fullbringer desires, they can have this ability deal damage as their fullbring for free.

  • A Spherical Burst with a radius equal to 1/3 (character level + reiatsu modifier) ** 10 ft. This deals 1 die of damage per SEP expended to fire it. Victims are allowed a reflex save (DC 10 + ½ character level + reiatsu modifier) for half damage. This requires a standard action to activate, and provokes an attack of opportunity. If the Fullbringer desires, they can have this ability deal damage as their fullbring for free.
  • A Ranged Touch attack with a range equal to 100ft + (character level ** 10ft) that deals 1 dice of damage per SEP expended to fire it. This requires a standard action to activate, and provokes an attack of opportunity. If the Fullbringer desires, they can have this ability deal damage as their fullbring for free.
  • A bonus on a single melee attack each round. This is always applied to the first attack made per round (or the one with the highest base attack bonus), and if that attack misses the bonus is wasted. This requires a swift action to activate, and deals 1 die of damage per SEP expended.
  • A trail that remains in each square the fullbringer moved through. This requires a standard action to activate, and deals 1 die of damage per SEP expended. The trail is 10ft high. Anyone moving through the trail suffers the damage, though they are entitled to a reflex save to halve it. The trail lasts until the start of the Fullbringer's next turn. Using this ability is a swift action that does not provoke an attack of opportunity.

*An aura of energy surrounding themselves. Activating the field is a swift action, and the field lasts for a number of rounds equal to her Reiatsu modifier. This costs 2 SEP per dice of damage. The field deals damage to everyone who starts or ends their round within the fullbringer's natural (not weapon) reach.

Once the type of the attack is chosen, choose one of the following energy types. This determines the damage of the attack, and some effects.
D6: Fire, Ice, Lightning, Acid, Cold, Untyped, Bludgeoning, Slashing, Piercing
D4: Positive, Negative, Force, Sonic (changes all saves to fortitude)

The fullbringer gains energy resistance to the chosen energy type equal to ½ their class level (min 1)
Special: This ability can be taken multiple times. Each time allows the fullbringer to choose another form of attack, and another type of damage. If the fullbringer can use multiple types of damage, they may choose which one to use when using this ability, and may split the amount of dice of each type of damage as they wish.
Fullbring Evolution: The fullbringer deals +1 damage per die with his energy attacks.
The Line, Cone, Area and Trail attacks have their save DCs increased to 10 + character level + reiatsu modifier.
The ranged touch attack, and the melee attack have their damage dice increased one step.
The Aura attack deals damage at double range
The Attack only benefits from these abilities if both the form and the energy type have evolved.
Ultimate Evolution: The damage dealt is Empowered, and the Fullbringer can choose which of the creatures caught in the area of :the attack are effected.
The Line, Cone, Area and Trail no longer allow saves
The ranged touch attack and melee attack are Maximized as well as Empowered
The trail now lasts a number of rounds equal to the Fullbringer's Reiatsu Modifier
The Aura attack has its range quadrupled.
This is applied to only one of the available attacks, if the fullbringer knows multiple different forms of attack, they must choose one upon gaining or activating Fullbring Evolution.

Emanation
Prerequisites: Energy Attack (Burst)
Activation Cost: As Area + 2 SEP
The Fullbring is capable of making her Area attack into an emanation, which remains in place for a number of rounds equal to her reiatsu modifier, but deals only half damage each round. This is otherwise identical to the Area attack.
Fullbring Evolution: The Emanation grows each round by an amount equal to reiatsu modifier ** 5 ft. Creatures that fail their save are Entangled for a number of rounds equal to the fullbringer's Reiatsu modifier.
Ultimate Evolution: The Emanation grows each round by an amount equal to reiatsu modifier ** 10ft. Creatures that fail their save begin to suffocate.

Increased Mass
Prerequisites: Energy Attack (Burst, Line, Cone, or Trail)
Activation Cost: As Energy Attack
When using either the Burst, Line, Cone or Trail Energy Attack abilities, increase the damage by 2d6, and the length/radius/height (depending) by ¼
Fullbring Evolution: Increase the damage by 4d6, and the Length/Radius/Height by ½. If the victim fails their save, they are pushed 1 square directly away from the fullbringer
Ultimate Evolution: Increased the damage by 8d6, and the length/radius/height (depending) is doubled. The victim is pushed back until they are out of range of the effect. After which they are knocked prone. The mass of the attack leaves the opponent unable to deflect or redirect it.

Increased Reach
Prerequisites: Weapon Fullbring ability
Activation Cost: None/3 SEP per 5 ft
The fullbringer's weapon is suprisingly long. The reach of her Fullbring by 5 feet. She still threatens the area adjacent to her. As a swift action, the fullbringer can spend SEP to increase her reach to up to twice her normal reach, including the bonus from this ability. until the start of her next round. This is a swift action
Fullbring Evolution: The fullbringer's reach increases by a further 5 feet. She gains the Stand Still feat as a bonus feat.
Ultimate Evolution: The fullbringer's reach increases by a further 10 feet. She gains the Stand Still feat as a bonus feat, and may deal damage in addition to halting her opponents movement while using the feat.

Fast Healing
Prerequisites: Armor Fullbring ability, two other Fullbring abilities
Activation Cost: None
The Fullbringer gains fast healing 1which can be ignored by either of two energy types, chosen upon gaining this ability. She loses any resistance or immunities to the selected energy types she may have, and cannot gain resistances to them.
At 4th level, and every four levels thereafter, her fast healing increases by 1.
Special: This ability can be taken multiple times. The each time it is taken, it increases the fullbringer's fast healing by 1 or 2, alternating starting at the 2nd time. (Ex: the second time this ability is taken, the fullbringer's fast healing increases by 1. The third, it increases by 2, but the fourth, it increases by only 1.)
Fullbring Evolution: The Fullbringer's fast healing is doubled.
Ultimate Evolution: The Fullbringer's fast healing becomes regeneration.

Damage Reduction
Prerequisites: Armor Fullbring ability, one other Fullbring ability
Activation Cost: None
The Fullbringer gains DR 3/-, which stacks with any feats or other sources of Damage Reduction she may have.
Special: This ability can be taken multiple times. Its effects stack.
Fullbring Evolution: The Fullbringer's DR (from all sources) is doubled.
Ultimate Evolution: The fullbringer can reflect a portion of the damage she suffers onto the original attacker. Anyone who attacks her suffers damage equal to her damage reduction. This deals damage of the same type as what is stopped, with all enhancements/properties (such as ability damage), save it ignores all resistances, immunities or damage reduction

Change the Form
Activation CostNone
Prerequisites: None
The Fullbringer's attacks change in nature, shifting the type of aptitude needed to resist them. The fullbringer can edit each of her fullbring abilities, changing the damage type and/or save to any other valid one. If the ability deals ability damage, or causes an ability check, she can change it to target any other ability score of her choice. This change is permanent.
Whenever she gains a new ability, she can choose to alter the save of that ability
Fullbring Evolution: Whenever the fullbringer uses any ability, she can choose to modify it (as above) to any of the options available.
Ultimate Evolution: All attacks the fullbringer make automatically target the victim's weakest save, and automatically change their damage type to the one (or more) their target is most vulnerable to.

Power or Speed
Prerequisites: Weapon Fullbring ability
Activation Cost: None
Whenever she attacks, the fullbringer can take a penalty to either to hit, damage, or AC, to a maximum of her base attack bonus to gain a bonus to the one of the other attributes equal to the amount sacrificed. She can take a penalty to multiple attributes at once if she so desires, as well as split the bonus between multiple attributes. This lasts until the start of her next turn.
Fullbring Evolution: The bonuses becomes double the penalty
Ultimate Evolution: The bonuses become +5/-2. If she increase purely to hit, then she can make one extra attack at her highest attack bonus that round. If she increase purely attack damage, then she may ignore DR or hardness for one attack each round. If she increase purely defence, then she gain DR/- equal to the bonus to defence.

Change the Source
Prerequisites: None
Activation Cost: None
The fullbringer's fullbring can be changed from a weapon of brute force to a precise scalpel, or a function of mathematical accuracy. Choose an ability score other than constitution; so long as her Fullbring is released, she may treat that ability score as though it were her Strength score for all intents and purposes (such as to hit bonus, combat maneuvers, Str-based skillls, etc), as well as for determining rolls to hit for ranged attacks in place of Dexterity.
Fullbring Evolution: The fullbringer selects a second ability score, other than constitution. She may add the modifiers from both to everything that Change the Source effects
Ultimate Evolution: The original stat modifier she picked is treated as double for the purposes of using Change the Source. This is in addition to all other effects.

Healing Attack
Prerequisites: Weapon Fullbring ability
Activation Cost2 SEP/As ability + 2
The Fullbringer gains the ability to channel positive energy through their Fullbring. They can choose to have any ability they know heal instead of cause damage, chosen when the ability is used.
Fullbring Evolution: The fullbringer regains hit points equal to ½ the amount that her target gains.
Ultimate Evolution: The fullbringer heals double the normal amount of hitpoints when she uses this ability. She may refrain from healing herself in order to maximize the healing.

Pain Release
Prerequisites: Healing Attack Fullbring ability
Activation Cost: 2 SEP/As ability + 2
The fullbringer can store damage healed through her healing attack ability. She can store up to 25 points of damage in her Fullbring. As part of any attack, she can unleash the stored damage, increasing the damage dealt by an attack by an amount of up to her Damage Pool.
This may not be used at the same time as Healing Attack.
If she fails to hit, the attack is not wasted. She do not have to release all of the damage at once, and may release as much as she desire when using the attack.
Fullbring Evolution: The fullbringer may deal two additional damage per point of her Damage Pool expended..
Ultimate Evolution: If she release all the pain in one strike her target must make a fortitude save equal to the damage taken or be stunned for 1d4 rounds by the intense pain.

Energy Blade
Prerequisites: Weapon Fullbring ability ability
Activation Cost: 2 SEP
The fullbringer gains the ability to engulf her Fullbring in pure energy. While activated, the weapon's damage changes to an energy type of her choice, chosen when the ability is obtained, and her attacks deal an extra 2d6 points of damage. The bonus damage is not increased by critical hits.
Additionally, whenever she successfully confirms a critical hit, she can choose to turn the attack into a 15-foot burst that damages all creatures other than herself for the same damage she would normally deal, instead of multiplying damage.
Activating Energy Blade is a swift action, and it lasts until the Fullbring is sealed. The Fullbringer can deactivate this ability at any time as a free action.
Evolution: The damage increases to +4d6. While the energy is activated, the all attacks made with the weapon(s) are touch attacks.
Ultimate: The bonus damage increases to +6d6. The burst increases to 30 feet on a critical hit.

Entrapment
Prerequisites: Two other Fullbring abilities
Activation Cost: 5 SEP /10 SEP/15 SEP (normal/evolution/ultimate)
The fullbringer is capable of paralyzing her opponents. She may make a ranged touch attack that deals no damage, with a range increment of 30 feet. If the attack hits, the target is entitled to a Will save (DC 10 + 1/2 character level + reiatsu modifier), or be paralyzed for a number of rounds equal to her reiatsu modifier. Alternatively, she can use the spell Hold Monster with a range of Medium (100+10ft/level) but the target is entitled to a Will Save. Each round thereafter, the target gets a saving throw, at the same DC, to end the effect, even if they weren't given one initially.
Fullbring Evolution: As a standard action, the Fullbringer may declare a non-spiritual, destructible object on her person and make a single normal attack that deals normal damage. The target of the attack must succeed on a Will save or find itself trapped in an extradimensional maze inside the object. The target may spend a full-round action to attempt another will save, at the same DC, OR may make an Intelligence check (DC 20 + reiatsu modifier) to 'find the exit'. They may not attempt both in the same round. If the target has not found the way out within 10 minutes, they are unable to escape on their own (see destroying the object below). Creatures trapped in the storage space do not age, nor do they need to eat or drink.
Upon escaping the target reappears at the same space it was in when it was first trapped. If this space is currently occupied or solid, it moves to the closest space possible.
If the object is destroyed by any means, all creatures trapped are immediately freed, regardless of time passed since they were captured..

Ultimate Evolution: In place of a normal attack, the fullbringer can forgo dealing damage to force the victim to make a Will save or be affected by a trap the soul effect, save they can be trapped in any destructible object the fullbringer possesses. If the fullbringer traps their victim in an that could conceivably move and has a general anatomy (such as a stuffed toy, or a suit of armor), then at the Fullbringer's discretion they can move and control the object. They are still unable to do anything with this body beyond its normal, mundane characteristics.

Transforming Strike
Prerequisites: None
Activation Cost: 2 SEP/ 5 SEP/ 10 SEP (Normal/Evolution/Ultimate)
The Fullbringer's Fullbring allows her to change the size of a target she hits. She may make a single attack as a standard action, but instead of dealing damage she can choose to change the size of a person or object she hits as if she had cast either the Reduce Person or Enlarge Person spell (chosen before she attempt the attack). The victim is entitled to a Will save (DC 10 + character level + reiatsu modifier), to negate the effect.
Alternately, she can use Reduce or Enlarge Person at a range of 100ft + reiatsu modifier ** 10 ft. The victim is allowed a (normal) will save to resist the effect
Fullbring Evolution: Make a single attack as a standard action, instead of dealing damage the target makes a Will Save or be treated as if under the effect of Baleful Polymorph. In addition, Reduce Person/Enlarge Person increases so that it can change a target two size categories instead of one. she can only use one of these abilities for each attack.
Ultimate Evolution: A save is no longer required for Baleful Polymorph and her attack deals damage as normal. If she hit the target they are automatically transformed into the creature of her choosing. Additionally her reduce person/enlarge person can change the target up to three size categories.

Charming Strike
Prerequisites: Weapon Fullbring ability, charisma 13+
Activation Cost: 2 SEP/4 SEP/8 SEP (normal/evolution/ultimate)
When making a attack as a standard action, the fullbringer can forgo dealing damage and instead attempt to charm her opponent into believing she is an ally. The creature hit is entitled to a will save of DC 10 + character level + reiatsu modifier, or be affected as though the target of a charm monster spell. This is a mind-effecting effect.
Alternately, she could use charm person on a creature within close range, though the target is entitled to a (normal) will save to resist.
This lasts for a number of rounds equal to the Fullbringer's reiatsu modifier, or until the Fullbringer attacks the target or does anything else to break their trust.
Fullbring Evolution: The fullbringer can use dominate monster in addition to charm monster on her melee attacks. If the target makes the will save against Dominate, they still have to make a will save against Charm Monster. This lasts for a number of rounds equal to her character level.
Ultimate Evolution: She can use Geas/Quest upon her melee attacks, in addition to dominate and charm person. She must still hit the foe, but if she hit they are entitled no will save and all the effects stack. In addition they will obey any order she give them, even if it would end in their death. This effect last for 24 hours.

Rapid Strikes
Prerequisites: Weapon Fullbring ability, four other fullbring abilities base attack bonus 6+
Activation Cost: Varies (see below)
The Fullbringer can weave her Fullbring's powers into a full flurry of attacks, maintaining the ability to muddle the mind and retain her martial excellence. When making a full attack, she may activate any fullbring ability that resolves as either a melee attack or ranged attack (such as charming strike) in place of one of her attacks, paying an additional 2 SEP to do so. She can choose which of the attacks delivers the fullbring ability's effects, and which are normal attacks. If the attack misses, then the effect is wasted. She can choose to have the added ability take place immediately, or at the end of the attack action. She can only use a single ability in this manner at a time, and only for one attack.
When using any other fullbring ability that requires a standard action, such as a Line Energy Attack, she can choose to add one of her abilities that activates on a melee attack (such as charming blade) to the effect of the ability. If the area ability allows a save, then passing this negates the attached ability entirely. If the victim fails their save or is not allowed one, then the attached ability takes place. This costs both a standard action and a swift action, and costs as much as both abilities together, + 2 SEP. Any damage from the attached ability is negated. The added ability effects the first creature hit in the round, and only that creature
Evolution: When weaving an ability into a full attack, she can choose to replace up to 2 attacks with abilities. This costs an extra 2 SEP, in addition to the cost of the abilities per attack replaced.
When using an ability as part of another attack, then it effects the first 2 creatures that fail their saves, rather than the first creature hit.
Ultimate: When making a full attack action, she can replace any number of attacks with melee-activated abilities. She must pay for each ability she uses, but there is no extra cost for using multiple abilities in a single attack.
When using a melee-activated ability as part of another ability, the melee-activated ability effects everyone hit by the ability.

Adaptable Armament
Prerequisites: Weapon Fullbring ability, Armor Fullbring ability
Activation Cost: varies
The fullbring is capable of shifting it's form to suit the needs of the fullbringer, becoming the world's greatest Swiss army knife; a true tool for all occasions.
For free, the fullbringer can transform her weapon into a tool needed to perform a skill or task, such as a rope or lute. She could not transform it into ingredients. If she pays an extra 1 SEP, she can have it count as a skill tool for the chosen task as well.
The fullbringer can pay 2 SEP to change the form of their weapon or armor to any other valid option. For example, she could change a pair of short swords to a greatsword, or a suit of platemail to chainmail. If she changes it to a form where its enhancements would not function, then those enhancements are negated until it assumes a form where it could use those abilities.
She can pay 2 SEP to have her weapon obtain the tripping, disarming or grappling properties. If she ever needs to drop the weapon, she can instead choose to disable the ability (such as losing an opposed check to trip).
She can pay 4 SEP to change the material or enhancements of her weapon and armor. She can edit both (and all parts of both) at once, in the same payment and action.
All of these options are swift actions, and do not provoke attacks of opportunity. Lastly, the fullbring can act as extradimensional storage space, allowing it to carry (reiatsu modifier * 20) lbs of equipment or items. There is no air inside the fullbring, and it cannot carry any individual item larger than what would fit in a backpack. Receiving an item is a swift action if the fullbring is sealed, or a move equivalent action if the fullbring is active, as it is prioritizing being a weapon rather than organizing her possessions.

Supersonic Speed
Prerequisites: Increased Speed fullbring ability
Activation Cost: None/3 SEP
The Fullbringer 's fullbring allows her to move faster than the human eye can track, and is capable of defying the laws of physics when moving. In any round where the fullbringer moves ½ her movement speed or more, she is capable of running up walls and buildings like they were flat ground. If she ends her turn on such a surface, she can continue to run in this way in the next round so long as she moves at least a number of feet equal to half of her move speed.
She suffers no movement penalties for moving over difficult terrain, though she still suffers other risks such as tripping on ice, or for moving or running when balancing so long as she clears the full obstacle/terrain in a single turn.
When charging, as long as she moves more than ½ her movement speed, she receives a +1 bonus to hit and damage per 10ft she moved on her first attack, to a maximum of ½ her class level. This costs 3 SEP.
Fullbring Evolution: In any round the fullbringer moves over ½ her movement speed in a straight line, she can run across thin air so long as she begins and ends her movement on solid ground.
Whenever she charges, she can choose to move beyond their first victim and continue the charge to one more target within her starting movement speed, making a single turn of up to 90 degrees before ending the charge. She does not provoke an attack of opportunity from the creature she charged, but she does from every other creature. This costs 3 SEP.
Ultimate Evolution: In any round where the fullbringer moves more than ½ her base movement value (including as part of a charge etc), she may choose to pay 10 SEP to be able to move as if she was ethereal for the round. Whilst moving in this way, she does not provoke attacks of opportunity.
When making a charge, the Fullbringer gains the bonus from her movement to each attack made. She can make as many extra charges (as the evolution ability) as she could make attacks in the round, though each one costs 5 SEP. the first charge is free.

Flight:
Prerequisites: None
Activation Cost: None
The fullbringer gains a fly speed equal to her base land speed, with average maneuverability. Any speed increases she receives to her land speed from her fullbring apply to her fly speed as well.
Special: This ability can be selected multiple times. Each time increases her maneuverability by one stage (average to good, good to perfect, perfect to still perfect and a wasted ability)
Fullbring Evolution: When making a flying charge, she benefits from the Pounce ability. She is capable of flying with no penalty in medium armor or with a heavy shield.
Ultimate Evolution: When making a flying charge, the fullbringer can swoop with any weapon. She is capable of flying with no penalty in any armor, or with any shield.

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