Zanpakuto Weapon Type

Weapon Type
"This is what I meant by 'don't misjudge.' My Houzukimaru ain't just a spear." —Madarame Ikkaku, 11th Division 3rd seat

Unlike other types that focus on granting the zanpakuto estreotic abilities and spiritual gimmicks, the weapon type enhanced its base core; that of the weapon itself. Weapon type abilities are notable for granting a large number of static bonuses, and being a good type for SEP economy. In adition, many weapon type abilities have very few prerequisites, allowing the weapon to be customised quickly without having to sacrifice option in other areas.

Special: a specialized weapon type zanpakuto does not count weapon type abilities against the limit for the Sealed Ability feat

Weapon of Heaven
Prerequisites: None
Activation Cost: None
Benefit: The Zanpakuto gains a single weapon enhancement of your choice, with a bonus of up to +1. At 8th level, and every 8 levels thereafter, the weapon gains an additional weapon ability. In addition, whenever the weapon gains a new ability – through this ability or any other – you may re-assign the abilities it has, so long as the total does not increase.

Improved Weapon of Heaven
Prerequisites: Weapon of Heaven
Activation Cost: None
Benefit: The Zanpakuto gains abilities from Weapon of Heaven at level 4 and every 4 levels thereafter, rather than eight level and every eight levels thereafter.

Greater Weapon of Heaven
Prerequisites: Improved Weapon of Heaven, two other weapon type abilities
Activation Cost: None
Benefit: Your Zanpakuto gains a single weapon enhancement with a bonus of up to +2 of her choice.
Special: This ability may be taken multiple times. Its effects stack.

Superior Weapon of heaven
Prerequisites: Greater Weapon of Heaven, eight other weapon type abilities, Shinigami level 12
Activation Cost: None
Benefit: The Shinigami’s Zanpakuto gains a single weapon ability with a bonus of up to 4+, of her choice.

Heaven’s Edge
Prerequisites: Weapon of Heaven, three other weapon type abilities
Activation Cost: None
Benefit: The Shinigami’s zanpakuto is supernaturally sharp, and unerringly seeks the foe. The zanpakuto’s enhancement bonus is increased by 1. Every four levels thereafter, it increases by 1 once more.

Adaptive Blade
Prerequisites: Weapon of Heaven
Activation Cost: As Shikai/Bankai + 3 SEP per point of enhancement redistributed.
Benefit: Whenever the Shinigami releases her sword, she can spend some spiritual energy to restructure the blades abilities. Whenever she uses Shikai or Bankai (or equivalent) she may spend SEP to change the weapon enhancements. She can change up to ½ the weapons total number of enhancements.
Special: if the Shinigami has the constant release ability, then they may use this ability as a move action at the start of each combat.

Greater Adaptive Blade
Prerequisites: Adaptive Blade, eight other weapon type abilities, Specialized
Activation Cost: as Shikai/Bankai + 2 SEP for point of enhancement redistributed.
Benefit: The Shinigami may redistribute all the enhancements upon her weapon upon using Adaptive Blade. This overrides adaptive blade

Enhanced Reach
Prerequisites: None.
Activation Cost: None
Benefit: The Shinigami’s zanpakuto has a longer reach than normal, perhaps from a lengthened shaft or an extendable blade. The zanpakuto increases its reach by 5 ft.
Special: This ability may be taken multiple times. The effects stack, up to a maximum of 20ft reach

Disarming
Prerequisites: None
Activation Cost: None
Benefit: The Shinigami’s zanpakuto is designed to help her strip a foe of their weapon, leaving them open to attack. The Shinigami gains a +4 bonus on all disarm attempts with her zanpakuto.

Blade-Stealing Strike
Prerequisites: Disarming OR sundering, two other weapon type abilities
Activation Cost: None
Benefit: The Shinigami’s zanpakuto is enhanced to be able to sieze and shatter blades. When making a standard attack action, if their attack hits, the shinigami may make an immediate disarm or sunder attempt upon the foe.
Special: This ability may be taken a second time. If so, then the Shinigami may use this ability as part of a full attack action.

Tripping
Prerequisites: None
Activation Cost: None
Benefit: The Shinigami’s zanpakuto is either fluid enough to catch a foe or includes a hook or other similar implement; the shinigami’s zanpakuto can be used to make trip attacks. If the Shinigami fails the trip attempt, she may drop her weapon rather than be counter-tripped.

Entangling
Prerequisites: None
Activation Cost: None
Benefit: The Shinigami can use her weapon to grapple and pin a foe. This works like normal grappling. If the Shinigami would be pinned by the foe, they are instead disarmed. The Shinigami cannot move whilst maintaining a grapple this way.

Coiling Serpent
Prerequisites: Entangling, two other weapon type abilities
Activation Cost: None
Benefit: The Shinigami benefits from the improved grab ability when attacking with his zanpakuto; this does not apply when the Shinigami makes a full attack action
Special: This ability may be taken a second time. If so taken, then the Shinigami benefits from the improved grab ability on all attacks

Constricting Strike
Prerequisites: Coiling Serpent, four other weapon type abilities
Activation Cost: None
Benefit: The shinigami’s weapon, when used to grapple, has the constrict special ability equal to the weapon’s base damage.

Change Form
Prerequisites: None
Activation Cost: None
Benefit: The shinigami’s zanpakuto takes on the properties and abilities of one single weapon, two light or one handed weapons, a weapon and a shield or two shields (if your weird) of the shinigami’s choice, chosen when this ability is obtained. From then on, the weapon is treated as the chosen type when determining weapon type, properties, damage type, critical threat range and multiplier.
If a double weapon, a weapon and shield or two weapons are chosen then the static enhancement bonus of both is equal to the full amount of a single weapon, though any enhancements must be split between the items to a total amount equal to what a single item would have. The distribution is at the discretion of the Shinigami.
This ability cannot be used to take the form of a ranged weapon, though it can become a thrown weapon. Any thrown weapon obtained through this ability automatically benefits from the Returning special property (or maybe telekinetic boomerang? Just worried about thrown becoming worthless because, well, you can’t stock up on zanpakutos)
Any shield obtained this way provides its normal AC bonus, and deals damage on a shield bash as a normal shield of its size and type (not as a zanpakuto). The exception to this is a single shield, where it provides its normal AC bonus AND shield bashes for as much damage as the zanpakuto’s base damage multiplier.
In the case of two weapons, a double weapon or a weapon and shield, then both weapon’s share a single set of zanpakuto abilities; any enhancement to the zanpakuto itself is applied to both blades (though, if activated, must be activated individually for each weapon), but any ability that applies to the Shinigami (EG: increased ability score) is only applied once.
Special: This ability may be taken multiples times. Each time adds either an additional form, which the Shinigami can switch between as a swift action, or adds an additional item to an existing forms.

Adaptive Form
Prerequisites: Change Form, specialized
Activation Cost: 5 SEP
Benefit: As a standard action, the Shinigami can alter his weapon – as change form – to any form he desires. This new form must follow the rules laid out in change form, but is otherwise free to perform.

Change Material
Prerequisites: None
Activation Cost: None
Benefit: Select a material, such as mithril, cold iron, or adamantine. The shinigami’s zanpakutou is treated as being made of the chosen material for all intents and purposes.
In addition, as a swift action, the Shinigami may change the material his zanpakuto is treated.

Martial Wisdom
Prerequisites: Initiator level 3, knowledge of at least one 2nd level maneuver
Activation Cost: None
Benefit: The Shinigami’s zanpakuto imparts upon its wielder knowledge of a single additional maneuver he meets the prerequisites for from any discipline he has access to, up to the highest level he could currently learn. This maneuver may be prepared whilst the zanpakuto is sealed, but cannot be initiated unless the zanpakuto is in shikai or bankai form (or this was chosen by sealed ability).
At four levels after this ability is obtained, and every four levels thereafter, the Shinigami may exchange the maneuver gained from this for another he for which meets the prerequisites of.
Special: This ability may be taken multiples times. Each time a new maneuver must be chosen

Martial Grace
Prerequisites: Initiator Level 3, knowledge of at least one 2nd level maneuver
Activation Cost: None
Benefit: The Shinigami’s zanpakuto imparts upon its wielder a single additional slot for a readied maneuver. This maneuver is not chosen when preparing maneuvers, but when the shinigami uses shikai or bankai (or, in the case of a constant release zanpakuto, at the start of the battle).
Special: This ability may be taken multiples times. The effects stack

Martial Excellence
Prerequisites: initiator level 3+, knowledge of at least one 2nd level maneuver
Activation Cost: None
Benefit: The Shinigami’s zanpakuto imparts upon its wielder knowledge of the perfect form and flow of the martial schools. The Shinigami counts his initiator level as 1 higher when executing any martial maneuver. Note his initiator level has not increased, and so this does not allow him to access abilities reliant on IL.
Special: This ability may be taken multiples times. The effects stack

Bloodthirsty Edge
Prerequisites: None
Activation Cost: None
Benefit: The shinigami’s zanpakuto is dreadfully sharp, capable of scything down any who come into their sight. The Shinigami increases either her critical threat range with her zanpakuto by 1, to a maximum of 15, or the critical damage multiplier by 1, to a maximum of x4. This stacks with other critical threat increases abilities, but cannot be used to exceed the limits set here even when combined with other abilities – instead, if this ability would take the relevant attribute above the limit, it merely does not apply (EG: applying keen and this ability four times would still leave the critical threat range at 15, not 13)

Wicked edge
Prerequisites: Bloodthirsty edge, eight other weapon type abilities
Activation Cost: None
Benefit: The Shinigami’s blade cuts through not the flesh but the soul – he can score critical hits and deal precision damage, to creature normally immune to such effect. In the case of critical hits, then the victim counts has having medium fortification (50%) and the critical multiplier is reduced by 1, to a minimum of X2. In the case of precision damage, then the precision damage that would be dealt is halved, but otherwise unaffected.
Against creatures with fortification but not immunity, then the fortification is halved (rounding down).

Fogscythe
Prerequisites: None
Activation Cost: None
Benefit: The Shinigami’s blade is capable of slicing those normally immune to such a thing, cutting through those formed of mist and fog as easily as flesh and blood. The shinigami’s zanpakuto deals damage to incorporeal foes and creatures otherwise immune to melee attacks normally.

Fused Strike
Prerequisites: Any non-weapon ability
Activation Cost: as ability
Benefit: Whenever the Shinigami uses an ability that targets an enemy from a non-Weapon zanpakuto type, she may choose to use it as a melee attack through her zanpakuto rather than its normal type of attack. If used in this way, it benefits from all advantages of the zanpakuto.
An area attack used in this manner loses all area effect. An ability that can hit multiple foes can hit as many foes as the Shinigami can make in a full attack (even if this is more). This does not change the action of the ability.
This cannot be used on an ability that is already a zanpakuto attack (non-zanpakuto melee attacks are acceptable)
This cannot be used with a whirlwind attack.

Greater Fused Strike
Prerequisites: Fused Strike, five weapon type abilities, 5 non-weapon type abilities, BaB 11+
Activation Cost: As ability + 2 per attack
Benefit: When using an ability through Fused Strike, the Shinigami may use the ability a number of times up to the amount of attacks she could make in a full attack action. This is a full round action, or if the ability was already a full round action a full round + swift action. Otherwise, this functions identically to fused strike.

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