Zanpakuto Barrier

Armor of the Gods
Prerequisites: None
Activation Cost: None
When released, your Zanpakuto encases you in a suit of armor, selected at the time when this ability is taken. This suit is masterwork, but has no other enhancements or special materials. You can also chose to manifest a shield with your armor (or in place of it), with all of the normal penalties. This too is masterwork. Both the shield and armor are spiked (or equivalent).
At Level 4, when you activate your armor, you may choose one material. Your armor functions as if it was made of that armor. You may choose a different material each time you release this ability.
At 4th level, your armor becomes the equivalent of +1 magic armor. this increases by +1 every 4 levels thereafter.

Improved Armor of the Gods
Prerequisites: Armor of the Gods
Activation Cost: None
Benefit: The armor granted by Armor of the Gods gains a single armor enhancement of your choice, with a bonus of up to +1. At 8th level, and every 8 levels thereafter, the armor gains an additional armor ability. In addition, whenever the armor gains a new ability – through this ability or any other – you may re-assign all abilities previously taken, so long as the total does not increase.
Special: This ability may be taken multiple times. Its effects stack.

Greater Armor of the Gods
Prerequisites: Armor of the Gods, Improved Armor of the Gods, two other barrier abilities.
Activation Cost: None
Benefit: The armor granted by Armor of the Gods gains abilities from Improved Armor of the Gods at level 4 and every 4 levels thereafter, rather than eight level and every eight levels thereafter.

Aegis of the Gods
Perquisites: Armor of the Gods, six other barrier type abilities, Shinigami level 12
Activation Cost: None
You gain a single armor ability with an enhancement bonus not exceeding 5.

Defensive Surge
Prerequisites: Armor of the Gods
Activation Cost: 3 SEP
As an immediate action in response to a single attack, you may gain +4 to your AC against that attack. This ability may be taken multiple times, each time adding an addition +4 to your AC bonus against one attack.

Greater Defensive Surge
Prerequisites: Defensive Surge
Activation Cost: 5 SEP
Instead of lasting for one attack, Defensive Surge lasts until the start of your next turn. The maximum lasting bonus is +8, and any more applies only to the first attack.

Iron Body
Prerequisites: Armor of the Gods
Activation Cost: 2 SEP upon release
Benefit: You gain DR 2/-, which stacks with any other DR.
Special: This ability may be taken multiple times. Its effects stack. The cost does not increase with additional instances of this ability.

True Defense:
Prerequisites: Armor of the Gods, two other Barrier abilities
Activation Cost: None
Benefit: You may take an extra swift or immediate action each turn, but only if the immediate action is used for a barrier ability.

Spell Resistance
Prerequisites: Armor of the Gods, three other armor abilities
Activation Cost: 2 SEP upon release
Benefit: You gain SR equal to your character level +5.
Special: This ability can be taken multiple times, each time increasing the granted SR by 5.

Protective
Prerequisites: Armor of the Gods
Activation Cost: None.
Benefit: While wearing the armor granted by Armor of the Gods, you gain a +2 bonus to any one saving throw, chosen upon obtaining this ability.
Special: This ability may be taken multiple times. Its effects stack.

[[#Shielding]] Shielding
Prerequisites: Armor of the Gods
Activation Cost: None. Only functions whilst Armor of the Gods is active.
Benefit: You gain a +2 deflection bonus to AC.
Special: This ability may be taken multiple times. Its effects stack.

Divine Guard
Prerequisites: Armor of the Gods, two other barrier abilities
Activation Cost: 5 SEP. Only functions whilst Armor of the Gods is active.
Benefit: Upon taking this ability, choose one saving throw bonus. As an immediate action in response to an ability that targets that save, you gain a +4 untyped bonus to the chosen save against that ability.
Special:This ability may be taken multiple times; each time you can choose a new save or increase an existing bonus by +2. Each trait must be activated individually.

Improved Divine Guard
Prerequisites: Divine Guard
Activation Cost: 7 SEP. Only functions whilst Armor of the Gods is active
Benefit: When using Divine Guard, you can instead gain the bonus against all attacks made by that opponent until the start of her next turn

Greater Divine Guard
Prerequisites: Improved Divine Guard, three other Barrier abilities
Activation Cost: 9 SEP
Benefit: As a move action while wearing the armor granted by Armor of the Gods, you can the bonuses granted by Divine Guard against all abilities for one round. If you choose to execute a total defense action, you can activate this ability as a swift action instead

Expanded Divine Guard
Prerequisites: divine guard,
Activation Cost: None
You can gain multiple trait bonuses in a round against a single opponent as part of the same immediate action.

Divine Form
Prerequisites: Improved Armor of the Gods, Protective applied to all 3 saves, Deflecting, Spell resistance and Iron Body
Activation Cost: 5 SEP
As a swift action, you may gain a +2 bonus to AC, DR 2/-, SR 5, and a +2 bonus to all saving throws. This lasts until your zanpakuto is sealed, or the end of the encounter. All bonuses are untyped. Divine form does not stack with itself, but does with other abilities.
Special: This ability may be taken multiple times. Each time increases the AC, DR, and save bonuses by 1, and the spell resistance by 5

[[#GreaterDivineForm]] Greater Divine Form
Prerequisites: Divine form, Greater Armor of the Gods
Activation Cost: 3 SEP. Can only be used during Divine Form
Benefit: As an immediate action while Divine Form is active, you may increase your DR, AC and save bonuses by +2, and your spell resistance by +5. This lasts until the start of your next turn. you can choose to activate this ability multiple times. Each time, the cost is increased by +1 (so twice is +7, 3 times is +12 etc)

Lofty Challenge
Prerequisites: Armor of the Gods
Actviation cost: 3 SEP
Benefit: Select one enemy within hearing range. That enemy must make a Will save (DC 10 + ½ character level + reiatsu stat modifier). If they fail this save, they must target you with their attacks and abilities. The enemy is entitled to a new Will save each round, with the DC decreasing by one for each round after the first that they have been targeting you.
Special: This ability can be taken multiple times. Each time this is taken after the first, the saving throw DC is increased by 2.

[[#Thicketofblades]] Thicket of Blades
Prerequisites: Lofty Challenge. Two other barrier abilities
Activation Cost: 6 SEP
Benefit: As a swift action, you may gain the benefits of this ability. Whenever a creature you threaten takes any form of movement, including a 5-foot step, but not Shunpo, they provoke an attack of opportunity from you. This is resolved before they leave the threatened area. Creatures threatened by you cannot use the withdraw action to treat their starting square as no longer threatened by you.
This lasts until your Shikai is dismissed.

Defensive Rebuke
Prerequisites: Lofty Challenge. Two other barrier abilities
Activation Cost: 3 SEP
Benefit: As a swift action, you may gain the benefit of this ability for one round. Each enemy you successfully targeted with an attack becomes vulnerable to additional attacks of yours. If an enemy you hit since activating this ability makes a melee attack against you within the next round, that attack provokes an attack of opportunity. Each separate attack made against you provokes its own attack of opportunity. Enemies affected by this are aware of the consequences of attacking you.

Eternal Bastion
Prerequisites: Armor of the Gods, two other barrier abilities
Activation Cost: None.
Benefit: You gain fast healing 3 while wearing the armor granted by Armor of the Gods.
Special: This ability can be taken multiple times. Its effects stack

Ardent Defender
Prerequisites: Armor of the Gods, two other barrier abilities
Activation Cost: 5 SEP
Benefit: Whenever an adjacent ally suffers damage, you may use this ability as an immediate action. You shift half of the damage they suffer (before DR/resistances) to yourself. This damage ignores your damage reduction and energy resistance (if any) and always causes lethal damage.

Steely Resolve
Prerequisites: Armor of the Gods, two other barrier abilities
Activation Cost: None
Benefit: You gain a delayed damage pool, which allows you to put off dying. This pool begins each encounter at 0. When you take hit point damage, it is added to your delayed damage pool. At the end of your next turn, you take damage equal to the amount in your delayed damage pool. Any healing may be used to heal as normal or to reduce the amount of your delayed damage pool.
Non-damage effects of abilities, such as poison, still affect you normally.
Your delayed damage pool can hold up to 5 points of damage.
Special: This ability can be taken multiple times. Each time after the first increases your Delayed Damage pool by 5

Furious Counterstroke
Prerequisites: Armor of the Gods, Steely Resolve, two other barrier abilities
Activation Cost: None
Benefit: During your turn, you gain a bonus to attack and damage rolls equal to one fifth of the current value of your delayed damage pool.

Blade Wall
Prerequisites: Two barrier abilities
Activation Cost: 3 SEP.
Benefit: As a standard action, your Zanpakuto can create a large barrier to surround or block off an area. This wall is 20-feet long, 10-feet high, and 5-feet thick, and can be placed anywhere within 100 feet of you. All creatures who touch or attempt to pass through this wall take damage equal to your normal zanpakuto damage. The wall does not hamper movement. Everyone within the area you place the wall may make a Reflex save (DC 10+1/2 HD+Con) to take half damage. The wall last for a number of minutes equal to your shinigami level, or until it is destroyed.
You can only have one wall active at any one time, and can dismiss your wall as a free action.
The wall does not need to be made in a straight line, but must be placed in 10-foot increments .
Special: This ability can be taken multiple times. Each time increases the height by 10 ft, the width by 5 ft and the length by 10 ft

Improved Blade Wall
Prerequisites: Blade Wall, three other barrier abilities
Activation Cost: 5 SEP
Instead of being passable, you can choose to create a wall of iron inscribed with magic runes that deal your Zanpakuto damage to anyone who touches the wall. This wall can be destroyed as normal for an iron wall, in which case it reverts to functioning as a normal zanpakuto wall (see wall ability)
You can choose not to deal this damage. If someone you know touches the wall, you know who they are as though you're looking at them even if you're not.

Greater Blade Blade Wall
Prerequisite: Improved Blade Wall, four other barrier abilities
Activation Cost: 5 SEP
You can choose to create a wall of invulnerable force that does not deal damage when using Wall.

Superior Wall
Prerequisites: Greater Blade Wall, six other barrier abilities
Activation Cost: 7 SEP
Your Force Wall now deals Zanpakuto damage to any creature that touches the wall.

Shape Wall
Prerequisites: Blade Wall, 3 other barrier abilities
Activation Cost: None
Benefit: As a full round action, you can reshape your wall. As long as the total area does not change. this can be used to make the wall any shape, such as a cube or cylinder.

Blade Cage
Prerequisites: Blade Wall
Activation Cost: wall cost + 2
Benefit: Your zanpakuto can create a cage around the chosen target, instead of a straight wall. This cage has all the properties of your wall (material, damage, width etc) save its height and length are as specified below.
The chosen target is enveloped in a cage that is 10 feet long, 10 feet deep and 10 feet high. if the cage is used against a creature larger than this, then it fails. The action is still consumed, but no SEP is expended.
You may only have one wall or cage active at one time.
Special: this ability can be taken multiple times. Each time increases the lenght, height and depth of the cage by 5 feet.

SPECIALIZED ABILITIES

Armor of the Death god
Prerquisites: Perfect Armor of the Gods, Specialized Type (Barrier)
Activation Cost: None
Benefit: Your armor's static bonus is doubled. you no longer suffer the armor check penalty or dexterity bonus from your armor. You may select Perfect Armor of the Gods one more time.

Mirror of the Ages
Prerquisites: Divine Guard, Specialized Type (Barrier), 6 other barrier abilities
Activation Cost: Varies
Benefit: As a standard action, you can duplicate any one attack or special ability that targeted you last turn. The cost of this is equal to the original cost of the ability, excluding discounts from class features.
The save DC, damage, reach etc are all calculated using your own weapon, stats etc
You cannot duplicate abilites of Bankai level, or their equivalents (such as Vasto Lorde/joyas de el Disablos abilities, fullbringer-unleashed abilites) or spells of 8th level or above. You also do not duplicate any enhancements to the attack, though you do not pay the SEP for them either (eg: emulating a maximized hádo 31 would cost you 5 SEP, but that attack would not be maximized)

BANKAI ABILITIES

Eternal Guardian
Prerequisites: None
Activation Cost: None
You gain regeneration equal to your fast healing +5. If you did not already possess fast healing, then you gain regenration 5. Choose two energy types. These types negate your Regeneration. You lose any resistance or protection from these two energy types. Your fast healing is negated while this ability is active

Bulwark of the Ages
Prerequisites: Armor of the Gods
Activation Cost: Increase Bankai cost by 10 SEP
Your Bankai forms into a shining suit of armor, greater even than the Armor of the Gods, that reacts and shifts in accordance to the enemies actions. This bestows the following benefits:
The AC bonus granted by the armor gained from Armor of the Gods is applied to your touch AC as well as your normal AC.
Each round you remain in Bankai, your armor bonus to AC increases by +1
You become immune to critical hits and precision damage

Divine Challenge
Prerequisites: Lofty Challenge
Activation Cost: 5 SEP
As a swift action, you can activate this ability. Either one enemy in your line of sight must direct their attacks against you for 1d4 rounds, or each enemy within hearing range is affected as if by your Lofty Challenge ability. this is a mind-effecting ability. your opponent does not need to be able to understand you to be effected.

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