Quincy

“Is being merciful to wounded females, even if they’re enemies, part of that ‘Quincy Pride’ you people are so fond of? I mean, you all keep saying that line until the moment you die… ‘On the pride of the Quincy, I cannot do that.’ ‘On the pride of the Quincy, I will not let you do such a thing.’ IT’S DAMN ANNOYING!” —Mayuri Kurotsuchi, 12th Division Captain

The Quincy are a nearly extinct group of humans that possess high levels of reiatsu. They have the ability to manifest their power in the form of bows, and can fire arrows that have the power to utterly destroy hollows. Unlike Shinigami, who purify the souls of the hollows and send them to the afterlife, they instead obliterate the soul’s existence, which the Shinigami claim will cause a dramatic, possibly apocalyptic imbalance in the influx of souls between Soul Society and the Human world. To that end, they were hunted to extinction, and few remain today.

Table: Quincy
Hit Die: d8

Level Base Attack Bonus Good Save Poor Saves Special Bow Damage Def. Bonus Charge Output Max. Spirit Charge
1st +1 +2 +0 Spirit Charge, Quincy Cross, Quincy Bow, First Favored Enemy, Bonus Feat, Blut 1d4 +3 1 2
2nd +2 +3 +0 Formation Fighting, Bonus Feat 1d4 +3 1 3
3rd +3 +3 +1 Bow Attribute 1d4 +4 2 8
4th +4 +4 +1 Master Shot 1d6 +4 4 10
5th +5 +4 +1 2nd Favored Enemy, Bow Attribute, Hirenkyaku 1d6 +5 4 12
6th +6/+1 +5 +2 Full Charge, Bonus Feat 1d6 +5 4 14
7th +7/+2 +5 +2 Intensity Charge, Bow Attribute 1d6 +6 6 16
8th +8/+3 +6 +2 Spirit Tap 1d8 +6 6 18
9th +9/+4 +6 +3 2nd Master Shot, Bow Attribute 1d8 +7 6 20
10th +10/+5 +7 +3 Upwelling Power, 3rd Favored Enemy, Bonus Feat 1d8 +7 8 24
11th +11/+6/+1 +7 +3 Bow Attribute 1d8 +8 8 28
12th +12/+7/+2 +8 +4 Complete Holy Form 1d10 +8 8 32
13th +13/+8/+3 +8 +4 Spirit Burst, Bow Attribute 1d10 +8 10 36
14th +14/+9/+4 +9 +4 3rd Master Shot, Bonus Feat 1d10 +9 10 40
15th +15/+10/+5 +9 +5 4th Favored Enemy, Bow Attribute 1d10 +9 12 48
16th +16/+11/+6/+1 +10 +5 4th Master Shot 2d6 +9 12 56
17th +17/+12/+7/+2 +10 +5 Bow Attribute 2d6 +9 14 64
18th +18/+13/+8/+3 +11 +6 5th Master Shot, Bonus Feat 2d6 +10 16 68
19th +19/+14/+9/+4 +11 +6 6th Master Shot, Bow Attribute 2d6 +10 18 74
20th +20/+15/+10/+5 +12 +6 5th Favored Enemy 2d8 +10 20 80

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

Class Skills: Choose any eleven skills as class skills, plus Use Magic Device.

Weapon and Armor Proficiency: Quincy are proficient with only their own Quincy Bow and no forms of Armor.

Class Features

Quincy Cross: A point on which the Quincy focuses spirit particles to form their bow, it's commonly found worn around their wrist on their non-dominant hand. Despite being called a cross, it's form varies from Quincy to Quincy, some using Celtic crosses, others pentacles, and still others using even more exotic designs. A Quincy Cross typically is made of silver, possibly silver made through a unique Quincy technique for creating silver and using raw spiritual energy. If a Quincy's Cross is lost or destroyed, they can not form their Bow and can not utilize any other class abilities. A Quincy may form a new cross through 12 hours of continuous uninterrupted meditation. A Quincy may only have one cross at a time.

Quincy Bow: At an early point in their training, Quincy learn how to form a bow from spiritual energy. When a character first takes Quincy levels, they gain a Quincy Bow, with a single Bow Construction that effects how it functions. A Quincy bow deals force damage per shot equal to the amount shown on the Quincy table, plus either the Quincy's wisdom or dexterity modifier, with a critical threat range of 20/3. The Bow has a range increment of 100ft + 5ft per character level.
Whilst active, the bow sheds light as a daylight spell.

Spirit Charge: A Quincy has the ability to draw in and focus the ambient spirit particles in the air. By takin a Move Action that does not provoke attacks of opportunity, a Quincy may add a number of Spirit Charges equal to their Spirit Charge Output to their Spirit Charges held. A Quincy may not hold more than their Maximum Spirit Charge; any amount over that limit are instantly lost.
There is no limit to the amount of spirit charges the quincy can use at once - so long as the quincy has enough spirit charges, they may spend them.
The Quincy can use Spirit Charges for anything another class would use SEP for, at the same cost. Due to this, Quincy do not possess an SEP pool but instead use their Spirit Charge reserves. When used in this way, the quincy must follow the SEP action limit.
Outside of combat, Quincy may gain an amount of Spirit Charges equal to their Spirit Charge Output by half an hour of meditation. This is lost if they are disturbed during this time.

Blut: The quincy is able to harness the flow of reishi around themselves, making it flow directly into their blood vessles to supercharge either there offense or defence. The quincy has two forms of Blut, Blut Venne and Blut Arterie. A quincy cannot use both abilities on the same turn - if they use one, they cannot activate the other until the start of their next turn.

  • Blut Venne: The Quincy's defensive form, which hardens their skin like armour. Once per turn, as a swift action, the quincy may pay a number of spirit charges up to her quincy level to reduce any HP damage she suffers until the start of her next turn by the same amount.
  • Blut Arterie: The offensive form, which adds immense destructive power to the quincy's attack. Whenever the quincy makes an attack action, they may pay a number of spirit charges up to their quincy level to increase the damage of the attack by an amount equal to the number of spirit charges spent. If the quincy makes multiple attacks during the action, then each attack is enhanced.

Formation Fighting: Quincy tactics naturally work better in a set formation. When they have at least two adjacent allies, they receive a +1 Morale bonus to all attack roles.

Favored Enemy: At 1st level, a Quincy may select a type of enemy from the following list: Human, Plus, Shinigami, Hollow, Quincy, Arrancar, Bount, or Vizard. The Quincy gets a +2 bonus on attack and weapon damage rolls against such creatures. At 5th level and every five levels thereafter, the Quincy may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. They also may choose to reselect one of their earlier chosen Favored Enemies instead of gaining a new one. If they do so, they may increase that bonus by a further 2 points.

Bonus Feat: At 1st, 2nd, and every four levels thereafter a Quincy gains a bonus feat. They must meet the prerequisites normally.

Hirenkyaku: At 5th level, a Quincy learns how to use the ambient spiritual energy to transport themselves almost instantaneously. Once per turn, as a free action, they may pay however much of their stored Spirit Charges they want. Then, they may move a number of feet equal to that number times 10. This movement ignores all enemies and obstacles en route, and does not provoke Attacks of Opportunity.

Full Charge: At 6th level, a Quincy gains the ability to intensify drawing in spirit particles. They gain the ability to opt to take a full round action charging Spirit Particles. If they do so, they may then add double their Spirit Charge Output in Spirit Charges to their held Spirit Charges. This style of Spirit Charge provokes attacks of opportunity.

Intensify Charge: At 7th level, a Quincy gains the ability to strengthen their draw on spirit particles by pushing their bodies. When using a Move Action Spirit Charge, they may choose to take up to their normal Spirit Charge Output in damage. Then, for that Charge, they gain an additional amount of Spirit Charges equal to the damage taken. When taking an Intensified Charge Action, they may choose to fill their Held Spirit Charges to the Maximum Spirit Charge amount by taking 1d6 damage and being treated as Flatfooted while defending until the next move action they take.

Spirit Tap: At 8th level, a Quincy gains the ability to harvest some of their allies' ambient spiritual energy. Whenever they use Spirit Charge, increase the amount of Charges gained by the level of each adjacent ally divided by four and rounded down to the nearest whole number.

Upwelling Power: At 10th level, a Quincy gains the ability to reflexively collect a small amount of Spirit Charge at the beginning of their turn. At the beginning of every round of combat, they instantly gain Spirit Charges as if they had actively used a Spirit Charge as a Quincy four levels lower.

Complete Holy Form: Activating the complete holy form requires a standard action that provokes an attack of opportunity. Activating Complete Holy Form costs 20 spirit charges, and the quincy must pay 2 spirit charges each round to maintain the form.
Each turn complete holy form continues, the quincy's attacks benefit from the full enhancement available (see Blut) without paying any spirit charges.
During complete holy form, the Quincy's Upwelling power class feature is disabled.
In addition, in complete holy form the Quincy draws upon further power unavailable to her before. When she obtains complete holy form, she chooses one of the inner bow types she meets the prerequisites for.
When the Quincy gains complete holy form, she gains four extra bow attributes, and one greater bow attribute of the same type as her inner bow type. Every two levels thereafter, she gains an additional bow attribute and greater bow attribute. These abilities are only available whilst Complete Holy Form is active.
If the Quincy falls unconscious, Complete Holy Form ends
Once complete holy form ends, the Quincy is fatigued.

Spirit Burst: At level 13, a Quincy learns how to emit spare energy destructively. When their number of Spirit Charges exceeds their maximum or is lost by way of failing a Concentration check, they may attempt to deal damage equal to the amount of spirit charges lost at that moment to all characters on all adjacent squares. All characters must make a Reflex save (DC= Quincy's level + Quincy's WIS modifier) or receive Force damage equal to the number of Spirit Charges lost. If a character with Quincy levels is the target of this ability, they may choose to gain an amount of Spirit Charges equal to the force damage the attack would have dealt if they make the Reflex Save.

Bow Attribute: Quincy's bows, though generally much less varied than Zanpakutou, still can manifest in many different forms. Every time that the table above lists a Bow Attribute, they select one Bow attribute they meet the prerequisites for, from the Quincy Bow Attribues list

Master Shot: Quincy are proficient with their bows to the point where they can make shots that are absolutely impossible for a normal archer. The quincy selects a single master shot

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