Fullbringer

A human with Fullbring abilities is a human that gained spiritual powers from a near-tragic encounter with a hollow. Their power manifests in the ability to manipulate the souls of objects and everyday items, rather than any superhuman power themselves. This manifests in their Fullbring, a close personal tool that is charged with power as strong as a shinigami's Zanpakuto

Table: Fullbringer
Hit Die: d8

Level Base Attack Bonus Good Save Poor Saves Special Base Damage Def. Bonus
1st +1 +2 +0 Fullbring, Fullbringing, Improved Unarmed Strike, Bonus Feat 1d6 4
2nd +2 +3 +0 Bonus Feat 1d6 4
3rd +3 +3 +1 Fullbring Ability 1d6 5
4th +4 +4 +1 Fullbring +1, Bonus Feat 1d8 5
5th +5 +4 +1 Fullbring Ability 1d8 6
6th +6/+1 +5 +2 Fullbring Enchantment +1, Bonus Feat 1d8 6
7th +7/+2 +5 +2 Fullbring Ability 1d8 7
8th +8/+3 +6 +2 Fullbring +2, Bonus Feat 1d10 7
9th +9/+4 +6 +3 Fullbring Ability 1d10 8
10th +10/+5 +7 +3 Bonus Feat, Fullbring Enchantment +2 1d10 8
11th +11/+6/+1 +7 +3 Fullbring Ability, Fullbring Unleash 1d10 9
12th +12/+7/+2 +8 +4 Fullbring +3, Fullbring Evolution, Bonus Feat 2d6 9
13th +13/+8/+3 +8 +4 Fullbring Ability 2d6 10
14th +14/+9/+4 +9 +4 Fullbring Enchantement +3, Bonus Feat 2d6 10
15th +15/+10/+5 +9 +5 Fullbring Ability 2d6 11
16th +16/+11/+6/+1 +10 +5 Fullbring +4, Bonus Feat 2d8 11
17th +17/+12/+7/+2 +10 +5 Fullbring Ability 2d8 12
18th +18/+13/+8/+3 +11 +6 Fullbring Enchantment +4, Bonus Feat 2d8 12
19th +19/+14/+9/+4 +11 +6 Fullbring Ability 2d8 13
20th +20/+15/+10/+5 +12 +6 Fullbring +5, Evolution Unleash, Bonus Feat 2d10 13

Skill Points: 6 + Int modifier (times 4 at 1st level)

Class Skills: Any 12, plus Use Magic device and Craft

Class Features

Weapon and Armor Proficiency: A Fullbringer is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Fullbring(Ex): The identifying feature of a Fullbringer is their ability to transform a personal object into a useful weapon or tool and use it in combat. A Fullbring may be activated for one encounter per day per class level. Activating a Fullbring is a swift action that does not provoke attacks of opportunity.

The Fullbring begins with either the Weapon or Armor fullbring ability, and one other ability of their choice. At 3rd level, and every odd-numbered level thereafter, the Fullbringer may select a Fullbring Ability to add to their Fullbring, increasing its power and versatility. Fullbring abilities are selected from the Fullbring Ability list, and any Fullbringer may take any Fullbring ability they meet the prerequisites for.

At 4th level, the Fullbring gains a +1 enhancement bonus. Every 4 levels thereafter (8, 12, 16 and 20) it grows in strength, up to +5 at 20th level. At 6th level, and every four levels thereafter (10, 14, 18), it gains a point of enhancement bonus that can only be spent on abilities appropriate to its type (weapon abilities for a Weapon Fullbring, armor abilities for an Armor Fullbring) of the players choice, up to the value shown in table 1.1: The Fullbringer. The abilities chosen can be changed whenever a new point of bonus is gained. If the fullbring takes the form of more than one item, then the enhancement bonus is split between the items as the player chooses. These bonuses only apply to the initial form of the fullbring- if the Fullbringer chooses Armor as his fullbring's type, and later obtains the Weapon ability, only the armor gains these benefits.
A fullbring cannot be dispelled or disjunctioned. If it is destroyed, the fullbringer needs only to form it again. The fullbring is unaffected when entering an Anti-spiritual zone, though abilities that cost SEP cannot be activated in such areas.

Fullbringing (Su): Fullbringers are humans that can reach out and manipulate the souls of objects and creatures around them, to produce effects unlike that of quincy, shinigami or even hollows. This takes the form of both his personal fullbring, a manifestation of himself channelled through a specific object, and the power to manipulate the world around them in minor ways.
From 1st level onwards, The fullbringer can use any of the abilities below at will, so long as they are able to pay the associated costs. All of these abilities are heralded by "Bringer Light", and are recognizable by anyone spiritually aware.

  • Use any of Prestidigitation, Mending, Ghost Sound, Dancing Lights, or Mage Hand, with a caster level equal to his fullbringer level. This has no cost.
  • Gain an untyped bonus to one skill check. The skills that can be effected are: balance, climb, craft, decipher script, disable device, escape artist, forgery, jump, move silently, open lock, perform, search, sleight of hand, survival, use magic device or use rope. This costs 1 SEP for each point of bonus granted.
  • Increase or reduce the hardness of a non-spiritual object on a 1 sep to 1 point basis. Objects such as metal rust as their hardness is reduced, whereas objects like stone will break down into sand. This is a standard action.
  • Create or Stifle light. Creating light like a torch is a free action with no cost, as is suppressing an equivalent amount of light. Creating larger amounts of light, such as a sunlight effect, or nullifying as much light, is a standard action that costs 3 SEP. This cannot affect the sun. All light or darkness created through this ability is mundane, and lasts for one minute per character level.
  • Reduce falling damage to 0. this is a free action that provokes an attack of opportunity and costs 1 sep. this ability cannot be used in the same jump/fall as the ability to gain a second jump
  • Make a jump off of thin air. This is a free action that costs 1 SEP, +2 for each jump previously made in that round. Due to the difficulty of *jumping off air, this jump is made as if the fullbringer was standing still. This ability cannot be used in the same jump/fall as the ability to negate falling damage.
  • Gain information from an object. This functions as the spell Speak with Dead but instead affects only non-spiritual objects that have never been alive. This costs 3 SEP.
  • Gain a bonus to movement speed, at a rate of 10 ft per 1 sep expended. They can increase their speed up to twice their base land speed in this manner.

Improved Unarmed Strike: The Fullbringer is able to fight effectively, even with their fullbring inactive. They gain Improved Unarmed Strike as a bonus feat. While they have their Fullbring active, their unarmed strikes are treated as though they were fullbring weapons for the purposes of damage, dealing the amount listed on the above table.

Bonus Feat: The Fullbringer gains a bonus feat at first level, second level and then every even numbered level thereafter. They can select any feat they meet the prerequisites for.

Fullbring Unleashed (Ex): As their grasp on their abilities improves, the Fullbringer is capable of drawing out the true power of their fullbring. Select one Fullbring ability that the Fullbringer possesses. That ability is in its Evolution State (see fullbring abilities) even if Fullbring Evolution is inactive.
If the fullbringer has a given ability multiple times, each time the ability has been taken counts as a separate ability. For example, if they had taken Improved Ability (Dexterity) twice, then only one of them could be taken to evolution level. The other would remain at its basic level unless the fullbringer is using Fullbring evolution.

Fullbring Evolution (Ex): At 12th level, the Fullbring attains the power to evolve, drawing in more power from the Fullbringer to become a much more advanced tool. Activating Fullbring Evolution is a move-equivalent action that does not provoke attacks of opportunity, reduced to a swift action if the fullbring is released. Activating Fullbring Evoltion costs 20 SEP. Fullbring Evolution can be activated once per encounter.
Whilst Fullbring Evolution is active, all of the Fullbring's abilities gained through the Fullbring ability class feature become their Evolution Variant (see Fullbringer Abilities). Abilities gained through feats do NOT evolve. Fullbring Evolution lasts a number of rounds equal to character level x2, and can be expanded after that by paying 2 SEP per round. Once Fullbring Evolution ends, the Fullbringer is Fatigued until the end of the encounter
This ability is not affected by the normal SEP limit - it can be used at any time so long as the Fullbringer has enough SEP

Evolution Unleashed (Ex): The Fullbring is capable of achieving the pinacle of its powers. Select one ability the fullbring possesses; so long as Fullbring Evolution is active, that ability is in its Ultimate state (see fullbring abilities). This can be a different ability to the one selected by Fullbring Unleash.
If the fullbringer has taken a given ability multiple times, each time the ability has been taken counts as a separate ability. For example, if they had taken Improved Ability (Dexterity) twice, then only one instance of the ability could be taken to ultimate level, while the other would remain at the evolution level

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