Kido Shinigami

“Hinamori is a master with Kidou. It’s no big deal for her to break the barrier. It’s also no big deal for her to place a barrier around herself and completely hide her reiatsu while moving about. Haven’t you noticed? She’s been following behind you the whole time.” —Kira Izuru, 3rd Division Lieutenant

Kido Shinigami represents the paragon of kidou combat. Their Zanpakutou is a vessel through which they augment their already powerful spells, which they use to rain havoc and destruction upon all those that stand against them. In straight combat, their skills are comparatively poor, but when wielding magic they are instruments of destruction.

Table: Kido Shinigami

Hit Die: d4

Level Base Attack Bonus Good Save Poor Saves Special Zanpakuto Damage Def. Bonus Spells Known Max. Spell Level Known
1st +0 +2 +0 Shinigami Subtype, Bonus Feat, Zanpakuto, Alternate Form 1d4 2 3 1
2nd +1 +3 +0 Bonus Feat, Masterwork Zanpakuto, Zanpakuto Awakening 1d4 2 5 1
3rd +1 +3 +1 Zanpakuto +1 1d4 3 7 2
4th +2 +4 +1 Zanpakuto +1 1d4 3 9 2
5th +2 +4 +1 Bonus Feat, Shikai Ability 1d6 4 11 3
6th +3 +5 +2 Shunpo 1d6 4 13 5
7th +3 +5 +2 Shikai Ability 1d6 5 15 4
8th +4 +6 +2 Zanpakuto +2, Bonus Feat 1d6 5 17 4
9th +4 +6 +3 Shikai Ability 1d6 6 19 5
10th +5 +7 +3 Zanpakuto Manifestation 1d8 6 21 5
11th +5 +7 +3 Final Shikai Ability, Bonus Feat 1d8 7 22 6
12th +6/+1 +8 +4 Zanpakuto +3, Bankai 1d8 7 24 6
13th +6/+1 +8 +4 Shikai Ability 1d8 8 25 7
14th +7/+2 +9 +4 Bankai Ability, Bonus Feat 1d8 8 27 7
15th +7/+2 +9 +5 Bonus Feat, Shikai Ability 1d10 9 28 8
16th +8/+3 +10 +5 Zanpakuto +4, Bankai Ability 1d10 9 30 8
17th +8/+3 +10 +5 Shikai Ability, Bonus Feat 1d10 10 31 9
18th +9/+4 +11 +6 Bankai Ability Ability 1d10 10 33 9
19th +9/+4 +11 +6 Shikai Ability 1d10 11 34 9
20th +10/+5 +12 +6 Bonus Feat, Zanpakuto +5, Finak Bankai Ability 2d6 11 36 9

Skill Points at each level: 4 + Int modifier (x4 at 1st level)

Class Skills: Any nine skills, plus craft.

Class Features

Weapon and Armor Proficiency: Kido Shinigami are Proficient with their Zanpakuto and all Simple and Martial weapons. Shinigami are not proficient with any armor.

Weapon and Armor Proficiency: Kido Shinigami are Proficient with their Zanpakuto, Simple weapons, and Martial weapons. Shinigami are not proficient with any armor.

Spellcasting: A Kido Shinigami casts Kido drawn from the universal Kido spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a Kido, a Kido Shinigami must have a charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Kido Shinigami’s spell is 10 + the spell level + the Kido Shinigami’s charisma modifier.
In addition to the spells learnt by leveling up, a Kido shinigami can learn additional spells through study and practice. In order to learn a new spell this way, the Kido Shinigami's level must be at least (Spell level*2 -1), and she must meet all other prerequisites for the spell. Then she must spend one day practicing and revising the spell. During this time, she must not engage in actual combat, but merely practice the spell in an appropriate environment. At the end of the week, she must succeed on a learn check with a DC of 15+ the spell's level. If the character fails this check, she may not try to learn the same spell again for a month.
A learn check is a d20 roll which gains a bonus of one half of a character's Caster level, as well as bonuses based on other factors. If the kido shinigami has 5 or more ranks in Spellcraft, she gains a +2 bonus to learn checks. If she is being taught, she may add half of her teacher's Caster Level to the learn check. She may also add her Intellegence modifier to Learn checks.
A character may also attempt to learn a spell from a scroll. If she does so, she gains a +2 bonus to his learn check, which cannot stack with the bonus from being taught. Regardless of success or failure, the magic in the scroll is depleted, leaving only the instructions for the spell and making it unusable
The Kido Shinigami has is no maximum limit on Kido spells know

Shinigami Subtype: All Shinigami gain either the Standard Shinigami or the Augmented Shinigami Subtype.

Bonus Feat: The Kido Shinigami gains a Bonus Feat at first level, then second level and every three levels thereafter.

Zanpakuto: A Shinigami is given a basic Zanpakuto upon their graduation from the academy. Known as Asauchi, or “Shallow Hit”, these Zanpakuto do not manifest any abilities and are most commonly seen being carried by the standard rank—and-file soldiers within the Soul Society.
The sword is considered to be a one-handed weapon the shinigami is proficient with. The Zanpakuto has a critical rate of x2, deals slashing damage, and its damage progression is determined by the Shinigami’s level (see table).
At 4th level, the Zanpakuto becomes a +1 magic weapon. Every 4 levels thereafter (8, 12, 16 and 20) it grows in strength, up to +5 at 20th level. The zanpakuto also grants an untyped bonus of the same value to the shinigami's AC, so long as they are not flatfooted

Alternate Form: The sealed Zanpakuto’s cross guard and hilt are different in shape for all Shinigami. In some instances, the Zanpakuto’s sealed form may change to an entirely different form. While many Zanpakuto appear as a normal katana, some do not; having a different form that may or may not reflect their abilities. Examples of this are Ichimaru Gin, whose Zanpakuto manifests as a short sword (wakizashi) or Kurosaki Ichigo, who’s Zanpakuto manifested as a greatsword. All of these changes are determined by the player. These changes are purely cosmetic, and grant no additional abilities, nor does this count as a prerequisite for any feat or ability. To change the damage type, critical hit range, modifier or properties (EG: reach, tripping etc) of your sealed Zanpakuto requires the Alternate Sealed Form feat.

Zanpakuto Awakening: As the Shinigami’s skill with their Zanpakuto grows, their Zanpakuto begins to awaken, becoming a sentient being in its own right. The Zanpakuto’s personality is close to that of its wielder (as it is indeed a part of its wielder), and begins to increase in strength. At 2nd level, the Zanpakuto functions as a masterwork weapon. Also, the Zanpakuto begins to contact you, speaking to you and communicating with you as you begin to learn more about it.

Shikai: At 3rd level, the Shinigami finally learns the name of their Zanpakuto, becoming able to release their Zanpakuto’s first form and summon forth its power. At the cost of 1 SEP, a Shinigami's Shikai can be released as a move action which does not provoke an attack of opportunity. A shikai release lasts one minute per Shinigami Level. At the end of the release, you may spend 2 SEP to extend the duration of Shikai for an additional minute.
All Zanpakuto have two types that effect how they release and the progression of their power (although more types may be acquired with the appropriate feats). A Shikai begin with two abilities, with one of each of the zanpakuto's two types. In the case of Zanpakuto that release and attack before reforming (like Haineko or Senbonzakura) the first release counts for the entire encounter, and the release form’s attack may be used until the encounter ends. At 5th level, and every odd level thereafter, the Zanpakuto gains two extra Shikai abilities.

Zanpakuto Regeneration: At 3rd level, when Shikai is attained, the Zanpakuto gains the ability to regenerate itself if broken or destroyed. Zanpakuto regenerate hit points at a rate of the Shinigami’s class level every day, and if shattered, they will mend themselves completely after three days. Until this time, the Zanpakuto cannot be used other than as an improvised weapon.

Shunpo: All Shinigami learn to utilize the flash step, or Shunpo. Shunpo allows instantaneous movement from one point to the next as if by means of the dimensional door spell. At the cost of 3 SEP, she can travel up to character level * 5 ft. Unlike the dimensional door spell, Shunpo can be used either as a swift action or as part of a move action, which does not provoke an attack of opportunity. You may still take other actions after utilizing the Shunpo. A Shinigami gains the ability to use Shunpo 6th level. Shunpo cannot take you to an area you cannot physically see when using it.

Zanpakuto Manifestation: At 10th level, the Zanpakuto gains the ability to manifest itself in the physical world, speaking not only to its wielder but also to others who might witness the manifestation. This functions as astral projection for the zanpakuto spirit At this point, a Shinigami is able to begin training for Bankai, their final release state. Zanpakuto can be manifested for up to one hour per day per character level. The Zanpakuto cannot be used while manifested, nor can it fight on its own.

Final Shikai Ability: In addition to gaining two standard Shikai abilitys, at 11th level a Shinigami learns a final, desperate technique that shatters their Zanpakuto in the process. Meant as an absolute last resort, this ability allows a Shinigami to choose one attack their Zanpakuto can use (be it a standard physical attack, a projectile attack, a Kido attack or otherwise) and double the amount of damage dice it does. If the attack allows a save to reduce the damage, increase the save DC by 1/2 your character level, if it requires an attack roll, gain a bonus to your attack roll equal to your character level. Rolling a 1 does not equal an automatic failure on this attack roll. Abilities like Evasion or Mettle do not apply to reduce or negate the amount of damage this attack does (although they can resist secondary effects such as blindness or deafness as normal). Utilizing this attack is a full-round action that does not provoke an attack of opportunity. After using it, the Zanpakuto shatters, and cannot be used again until it restores itself.

Bankai: At 12th level, the Shinigami obtains the ultimate form of his blade, the second release Bankai. Bankai is an explosion of power far superior to that of a Shikai, granting the Shinigami a powerful boost for a short period of time.
Activating Bankai is a full round action that does not provoke an attack of opportunity and costs 20 SEP. If the character already had shikai active, then activating Bankai is a standard action instead. The shinigami's Bankai lasts 2 levels per character level. Once this time is up, the shinigami may pay 1 SEP per round to extend the duration of Bankai, up to a maximum duration of twice her normal Bankai
When Bankai ends, the shinigami is fatigued. If she extended the duration beyond it's norm, she is instead exhausted.
Whilst in Bankai, the shinigami's current and maximum HP is doubled. When the Bankai state ends, any HP she has above her normal maximum is lost.
the shinigami gains a number of additional shikai abilities equal to the total number of shikai abilities she possesses from class features (not feats) that are only active during Bankai These are chosen when Bankai is obtained, or when the new ability is obtained for any shikai abilities obtained after Bankai. She also gains one Bankai ability of her choice. She gains an additional Bankai ability every even numbered level thereafter. This too is only active during Bankai
This ability is not effected by the normal SEP limit - it can be used at any time so long as the Shinigami has enough SEP

Final Bankai Ability: The Final Bankai ability functions identically to the Final Shikai ability, except that it functions off a Bankai attack.

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