Zanpakuto Summoning Type

Summoning Type

Note: If an ability of this type grants a summon a natural attack, and the summon increases in size/is not medium, the damage listed should scale with the summon's size. Ex: Mahoumaru is the summon of a shinigami, and is medium sized. He has a primary Slam attack, which deals 1d8 points of damage. He later increases in size to Large, causing his slam attack to deal 2d6 points of damage from now on.

Summon
Prerequisites: None
Activation Cost: None
Effects: Your Zanpakuto is more able to manifest outside of your soul than most. When you gain this ability, your Zanpakuto is able to transform into a Summon that you can command in battle. In order for it to take this form, you must manifest it as a Full-Round action which provokes Attacks of Opportunity.
The summon's basic stats (hit dice, BAB, Saves) are determined by your character level, as shown on the below table.
A summon's hit dice are D10s unless changed by an ability, and the Skills, Feats, and Ability Scores increased by it having additional Hit Dice are chosen by you, after which they may not be changed. For ease of reference, the below table contains the number of feats obtained at each given HD, as well as the levels which increase an ability score. A summon is treated as a creature of the same type and subtypes as its user for the purposes of spells and effects, unless altered in some manner.

A summon has 6+Int modifier skill points per hit die, X4 at first HD, and its class skills are Bluff, Craft, Hide, Know. (Soul Society), Listen, Move Silently, Sense Motive, and Spot.

Table: Summon Statistics

Summoner Level HD BaB Good Save Bad Save Feats Armour Bonus Str/Dex Bonus Ability score increase
1st 1 +0 +2 +0 1 +0 +0 -
2nd 2 +1 +3 +0 1 +2 +1 -
3rd 3 +2 +3 +1 2 +2 +1 -
4th 3 +3 +3 +1 2 +2 +1 +1
5th 4 +3 +4 +1 2 +4 +2 -
6th 5 +4 +4 +1 3 +4 +2 -
7th 6 +5 +5 +2 3 +6 +3 -
8th 6 +6/+1 +5 +2 3 +6 +3 +1
9th 7 +6/+1 +5 +2 4 +6 +3 -
10th 8 +7/+2 +6 +2 4 +8 +4 -
11th 9 +8/+3 +6 +3 5 +8 +4 -
12th 10 +9/+4 +6 +3 5 +10 +5 +1
13th 10 +9/+4 +7 +3 5 +10 +5 -
14th 11 +10/+5 +7 +3 6 +10 +5 -
15th 12 +11/+6/+1 +8 +4 6 +12 +6 -
16th 12 +12/+7/+2 +8 +4 6 +12 +6 +1
17th 13 +12/+7/+2 +8 +4 7 +14 +7 -
18th 14 +13/+8/+3 +9 +4 7 +14 +7 -
19th 15 +14/+9/+4 +9 +5 8 +14 +7 —-
20th 15 +15/+10/+5 +9 +5 6 +16 +8 +1

In addition, a summon must be of one of three types- Biped, Quadruped, or Serpentine. Once chosen, this cannot be changed. Each type of summon grants different physical ability scores, movement modes, saving throws, and attack forms. A summon's Intelligence, Wisdom, and Charisma are the same as your base scores for those abilities, though they may be arranged in a different manner. The types are as follows:

  • Biped: 30 ft base land speed, Good Fort and Will saves, and 2 claw attacks that deal 1d4 points of damage each. Its base Ability Scores are: Str 16, Dex 12, Con 13. A Biped has a vaguely humanoid body, allowing it to wield weapons and use tools.
  • Quadruped: 40 ft base land speed, Good Fort and Ref saves, and a bite that deals 1d6 points of damage. Its base ability scores are: Str 14, Dex 14, Con 13.
  • Serpentine: 20 ft base land speed, 20 ft climb speed, Good Ref and Will saves, a bite attack that deals 1d6 damage, and a tail slap that deals 1d6 damage. Its base ability scores are: Str 12, Dex 16, Con 13.

Furthermore, a summon's Strength and Dexterity scores automatically increase at the levels noted on the above table, as well as the bonus to its Armor Bonus, which may be split between a dodge bonus and Natural Armor bonus.

If a shinigami's summon is killed, it reverts to its Zanpakuto form, shattered, and cannot be manifested until her Zanpakuto has finished regenerating and is at full HP. The shinigami's Zanpakuto's hit points are treated as the higher of the summon's total HP or the base Zanpakuto HP, and the Zanpakuto's hardness is increased by the summon's Con modifier. A summon shares an SEP pool with its summoner, and the total amount spent each round is equal to the summoner's level. A summon can be returned to its weapon form as a move action.
The shinigami loses access to her Zanpakuto for the duration her summon is manifested. If her Zanpakuto has an enhancement bonus to attack and damage, the Summon's natural attacks are granted that.

Improved Natural Armor
Prerequisites: Summon
Effects: Your summon is more hardy than normal. It gains +2 Natural Armor.
Special: This ability may be taken multiple times. Its effects stack.

Increased Size
Prerequisites: Summon ability, two other Summoning type abilities.
Effects: Your summon's size increases by one step, conferring all of the benefits and penalties for increasing in size.
Special: This ability may be taken a number of times equal to 1/4th your level. Its effects stack.

Flight
Prerequisites: Summon ability, two other Summoning type abilities.
Effects: Your summon gains a fly speed equal to its base land speed with Poor maneuverability.

Improved Flight
Prerequisites: Summon ability, Flight ability
Effects: Your summon's flight speed increases by 10 feet, and its maneuverability by one step. This ability may be taken multiple times. Its effects stack.

Retain Blade
Prerequisites: Summon ability, 6 other Summoning type abilities, character level 8
Effects: You may retain a basic form of your Zanpakuto when you manifest your summon. This blade is treated as though it were your normal Zanpakuto, outside of Shikai or Bankai form. If your summon is slain, your Zanpakuto is at one quarter hit points instead of being broken, and reverts to its sealed form. The restriction on manifesting your summon until your Zanpakuto is at full health remains.

Improved Retain Blade
Prerequisites: Retain Blade, Reiatsu Use, character level 14
Effects: You may choose to have the Zanpakuto retained by Retain Blade contain your non-Summoning type Shikai abilities, removing them from your summon's use. If your summon is slain, your Zanpakuto is at half hit points instead of one quarter, and reverts to its Shikai form instead of the sealed form. Furthermore, if you have the Reiatsu Use ability, you may let your summon keep use of some or all of your non-Summoning type Shikai abilities

Magic Fang
Prerequisites: Summon ability
Effect: Your summon's natural attacks enhancement bonus increases by 1.
Special: This may be taken multiple times. Its effects stack.

Improved Magic Fang
Prerequisites: Summon ability, Magic Fang ability, any other Summoning type ability
Effects: Your summon's natural attacks gain one of the following abilities: Keen, Defending, Mighty Cleaving, Merciful, Vicious, Collision, Lucky, Parrying, Sundering, and Vorpal. Vorpal requires two prior instances of Improved Magic Fang to take.
Special: You may take this ability multiple times. Its effects stack.

Durable Summon
Prerequisites: Summon ability, one other Summoning type ability
Effect: Your summon is more difficult to put down. It gains +2 Con and DR 1/-.
Special: You may take this ability multiple times. Its effects stack.

Improved Durable Summon
Prerequisites: Summon ability, Durable Summon taken at least three times
Effect: Your summon gains +4 Con, and the DR gained from Durable Summon increases by 5/-.

Reiatsu Use
Prerequisites: Summon ability, three other Summoning type abilities
Effect: Your summon gains the use of your non-Summoning type Shikai abilities, treating its primary natural attack as though it were the Zanpakutou for the purposes of ability use and damage.

Change Type
Prerequisites: Summon ability, three other Summoning type abilities
Effect: Your summons type permanently changes to the selected creature type, in addition to any it already possessed. You must be at least level 11+ to select the construct, ooze, plant, or undead type.
Special: You may take this ability multiple times. Its effects stack.

Extra Legs
Prerequisites: Summon ability.
Effect: Your summon gains another pair of legs, increasing its base land speed increases by 10 feet.
Special: This ability may be taken multiple times. Its effects stack.

Extra Arms
Prerequisites: Summon ability
Effect: Your summon gains a pair of arms, including pair of hands which it can use weapons and tools.
Special: This ability may be taken multiple times. Its effects stack.

Natural Attack
Prerequisites: Summon ability,
Effects: Your summon gains a natural attack from the following list, dealing the damage listed in parenthesis: Hooves (1d4, Secondary)[requires legs], Pincer (1d6, Secondary), Slam (1d8, Primary), Sting (1d4, Primary) [requires tail], Tentacle (1d4, Secondary),
Special: This ability may be taken multiple times. its effects stack. Each natural weapon counts as a seperate ability when determining maximum amount available.

Tail
Prerequisites: Summon ability
Effects: Your summon gains a tail, granting it +2 on (EAUHDI) Checks. It may also gain a primary sting attack, which deals 1d4 damage.

Combat Training
Prerequisites: Summon ability, one other Summoning type ability
Effects: Your summon gains proficiency with all simple and martial weapons. If it also of the quadruped or serpentine form, and is at least one size category larger than you, it also is able to serve as a combat trained mount.
Special: If your Zanpakuto is specialized in the Summoning type, your summon's Base Attack Bonus increases to equal your number of hit dice.

Ability Boost
Prerequisites: Summon ability, two other Summoning type abilities
Effects: Your summon is stronger, quicker, tougher, or otherwise improved in its abilities. It gains +2 to an ability score of your choice. This ability may be taken multiple times. Its effects stack.

Immunity
Prerequisites: Summon Ability, four other Summoning type abilities.
Effects: Your summon gains immunity to one of the following energy types; acid, cold, electricity, fire, sonic.
Special: This ability may be taken multiple times. Its effects do not stack. Each time this is taken, it applies to a different energy type.

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