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Old Aug 30th, 2013, 11:57 PM
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House rules

This will be the location for the collection of House Rules for this game.
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Old Sep 15th, 2013, 01:57 AM
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Character Creation I

 

Last edited by Xian; Sep 15th, 2013 at 03:52 AM.
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Old Sep 15th, 2013, 02:08 AM
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Kidou Spells II

Bade and his teammates have done some great research and have invested a lot of Bleach love and toil into creating this list of Bleach spells from the anime. I will allow for the inclusion of these spells for characters to select for the game.

Additional Kidou Spells

What is even better is that this is a work in progress and so there is more good stuff to come!

Cheers, Xian
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Old Sep 15th, 2013, 02:19 AM
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Character Class Adjustments

Note: The Bonus FEAT by type only applies to those granted by the classes listed below. All those granted by the gestalt classes remain unchanged.

Warrior Shinigami:
- Good Save is Fortitude Save
- Bonus FEAT are combat or zanpakutou FEATS

Expert Shinigami:
- Good Save is Reflex Save
- Bonus FEAT can be selected from any available FEATs

Spellcaster Shinigami:
- Good Save is Will Save
- Bonus FEAT are zanpakutou or magic-related FEATs

Quincy:
- Save as per Soulknife Class
- See Adjusted Quincy Class

Fulbringer:
- Good Save is Fortitude Save
- Bonus FEATs are combat or Fulbring FEATs

Other Einherjar: By Class type.

Paragon Hollow: Unchanged.

All BLEACH 3.5e Gestalt Class will not be used.

Last edited by Xian; Sep 15th, 2013 at 03:55 AM.
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Old Sep 15th, 2013, 02:58 AM
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Prestige Classes

No adjustment to Prestige except for the following:

Vizard: The Vizard will be adjusted to according to the adjusted concept of the Inner Hollow. The requisites for this class will require the FEAT Tree Tap Inner Hollow, Cannot Die, and Don Hollow Mask and defeat of your Inner Hollow/Devil in single combat.

Also when the Hollow/Devil abilities are gained by the Vizard they can only be selected from the abilities that are possessed by the shinigami or einherjar's Inner Hollow/Devil.
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Old Sep 15th, 2013, 03:04 AM
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FEATs

This is the placeholder for added, adjusted, or deleted FEATs.
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Old Sep 15th, 2013, 03:08 AM
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General

Maximum HP for all character types.

No Spiritual Body (Phasing or Flight without the appropriate power)... for now.

Slams. All attacks that inflict the maximum potential damage automatically generates a bull rush on the opponent in accordance with the established Slam rules.

TBD: Rules for power struggles.

Duration. The duration for time powers, such as shikai, bankai, fulbring, don mask, or similar abilities will be 10 rounds for a number of times per day equal to the character level of the character.

Last edited by Xian; Sep 15th, 2013 at 03:37 AM.
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Old Sep 15th, 2013, 03:32 AM
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Skills

Skilled Shikai or Fulbring or other class feature no longer confers a +10 bonus, but instead functions as a Skill Focus. The only difference is that Skilled stacks with Skill Focus.

Suppress Reiatsu (Cha) - unchanged from the Bleach Rules. This is automatically a Class Skill for all characters.

Intimidate is the no longer used for Reiatsu Surges. This will be resolved as an opposed power check under special circumstances. The following modifiers apply:

+ Bonus equal to the highest ability score modifier of character

+1 to the opposed Reiatsu roll for every level of difference to the higher level character.

For the effect:
If the winner is higher level than the loser: -1 per every level of difference plus the key ability score modifier for number of rounds equal to the ability score modifier (Minimum of 1 round) for the opponent
If the winner is of equal level: - key ability score modifier (minimum of -1) for 1 round for opponent
If the winner is of lower level: -1 penalty on one check of the winner's choice.

Adjusted effects for Tumble and Jump are applied to appropriate Acrobatics Checks. Due to the new laws of physics, the Balance effects are non-applicable and will only apply to all characters in specific circumstances.

Sense Motive is unchanged. Automatically a class skill for all spiritually aware characters (aka any shinigami, fulbringer, and Quincy)

Last edited by Xian; Sep 22nd, 2013 at 12:46 AM.
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Old Sep 15th, 2013, 03:35 AM
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Quincy Class Adjustment

The Quincy Class will be a Archetype of the Soul-Knife Psionic Character Class and will be treated as the Soul Knife class for all mechanical purposes such as skills, saves, and other available archetypes with the exception of the following below:

HD. D8.

BAB. 3/4 BAB.

Spirit Strike. Functionally the same thing in all aspects to the Psychic Strike, except that it can affect mindless creatures as long as they possess spiritual energy.

AC Bonus. Starting at 1st level, Quincy Characters gains a +3 bonus to AC. This bonus increases by 1 at 2nd level and every 3 level thereafter for a maximum of +10 at level 20. These bonuses to AC apply even against touch attacks or when the Quincy is flat-footed, but loses these bonuses when they are immobilized or helpless.

Enhanced Damage. The Quincy's spirit weapon (mind-blade) inflicts damage as weapon of the appropriate shape and size or unarmed damage of a monk equal to in level as the Quincy, whichever is better. The weapon inflicts damage as per the damage type when the weapon is formed by the Quincy.

Spirit Skills (replaces Blade Skills) This is a list of the abilities and skills available to the Quincy class. Spirit skills are composed of the Blade Skills normally available to the Soulknife and additional skills listed below (See Spirit Skills).

Soul destruction. The soul destruction class feature will only come into effect for those that are killed or die from the attack of Quincy. The only additional effect from death being that the target cannot be raised or resurrected short of a wish or similar reality altering ability.

Spirit Energy (Ki) Pool. At 2nd level, the Quincy gains access to a pool of spiritual energy that functions exactly like a ki pool. This ki pool stacks with the ki pool class features from other classes. The Spirit Energy Pool is equal to 1/2 of the character level + Wisdom Bonus. This Spirit Energy or spirit charges are used to power his Spirit Skills (See below) and the following effects by spending 1 spirit charge and a swift action:

Additional Attack. The Quincy can make an additional attack at their highest BAB as part of a Full Attack Action.

Increased Speed. The Quincy increases their base speed by 20 feet for 1 round.

Enhanced Dodge. The Quincy gains a +4 dodge bonus to their AC for 1 round.

Spirit Charge. When the Quincy gains his spirit pool, they can regain a maximum 1 spirit charge in a given round as a full round action that provokes an attack of opportunity. At 5th level, this charge time is reduced to a standard action. At 10th level the charge time is reduced to a move action. At 15th level it is a swift action and 20th level it is a free action.

Hirenkyaku. At 4th level, the Quincy gains the ability to use Hirenkyaku, the ability to use spirit energy to transport themselves almost instantaneously. Mechanically, the ability is identical to shunpo or sonido, except that it requires the use of 1 spirit charge to activate. The Quincy gains the ability to move 10 feet in this manner per use and this distance increases by 10 feet every other level.

Favored Enemy. At 5th level, a Quincy selects a creature type from the ranger favored enemies table. They gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A Quincy may make Knowledge skill checks untrained when attempting to identify these creatures.

At 10th level and every five levels thereafter (15th and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the Quincy chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype. If a specific creature falls into more than one category of favored enemy, the Quincy's bonuses do not stack; they simply uses whichever bonus is higher.

Perfect Soul Destruction. At 20th Level or when the Quincy is in Final Quincy Form, the Quincy can, as a standard action, make a single attack against a favored enemy at full attack bonus. If the attack hits, the target takes damage normally and must make a Will save or die. The DC of this save is equal to 10 + 1/2 the Quincy's level + the Quincy's Wisdom modifier. The Quincy can use this ability once per day against each favored enemy type they possesses, but not against the same creature more than once in a 24-hour period.

Last edited by Xian; Sep 24th, 2013 at 10:23 PM. Reason: Work in Progress!
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Old Sep 22nd, 2013, 03:59 AM
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Spirit Skills

All applicable Soulknife Bladeskills and the following:

Intensify Charge. The Quincy can increase the time for the spirit charge one step and 1d8 damage per step for every 1 additional point gained. (Ex. 5th level Quincy can gain 2 spirit charges with a full round action and 1d8 damage, 10th level can gain 3 points for full round and 2d8 damage (or 2 points as a standard action and 1d8 damage), etc.) The Quincy character must be at least 8th level before selecting this skill.

Spirit Tap. 1 point additionally gained per spirit charge when adjacent to any spiritually "active" character. Usable only once on a character per encounter. The Quincy must be at least 6th level before selecting this skill.

Saavy Spirit Charge. The Spirit Charge action no longer provokes an attack of opportunity. Must be 10th level of higher to select this spirit skill.

Powerful. This increases the damage of the Quincy Spirit Weapon by one step. (Can be taken multiple times)

Increased Critical Multiplier. Identical to blade skill, except that it can be taken multiple times (maximum of x 4)

Powerful Strike. +1d8 to spirit strike. Requires the Spirit Strike class feature. (Identical to Powerful Psychic Strike Blade Skill)

Swift Spirit Strike Charge. Charging the Spirit Strike requires only a swift action. Requires the Spirit Strike Class feature and the character must be 10th level or above.

Augment Spirit Strike. As a part of the action to charge the Spirit Strike, the Quincy may augment the strike with Spirit Charge for an additional die of damage. The Quincy may elect to increase the charging time by a step (Move to Standard Action) and additional spirit charge per additional die of damage. Requires Spirit Strike and Powerful Strike to select.

Seeker Arrow. Available only when utilized in by Quincy Spirit Weapons in a missile form or throwing their weapon. As a standard action and 1 spirit charge, the Quincy can lock onto the Reiatsu of a target known to them and the weapon or missile they attack with will travel to the target, even around obstacles to reach their target, negating all cover and concealment bonuses. The attack is still limited by the range increments of the weapon and the all applicable range penalties do apply. Require 10th level to select this Spirit Skill.

Piercing Attack. As full round action and a spirit charge, attacks all targets within line equal to the maximum range of the weapon.

Anticipatory Shot. Any movement ending within the first range increment of the Quincy's weapon, the Quincy may expend a spirit charge to conduct an attack of opportunity on the target. (Still limited by the number of AoO of the character) Must be at least 8th level to select this Spirit Skill.

Shoot Away/Knock Away. As an attack of opportunity and 1 spirit charge, the Quincy may target the attack against anyone within the range of their weapon. The Quincy does an opposed roll attack roll against the attacking person's roll. If the Quincy's opposed attack roll equals or exceeds the attacker's then the attack is negated or knocked away. This does not function against any attack that does not require an attack roll or area effects. The Quincy may target attack direct against them as a standard action. The spirit charge is spend regardless if the opposed attack was successful or not.

Stepping Attack. For 1 spirit charge, the Quincy may use the equivalent of Shot on the Move/Spring Attack FEAT with hirenyaku. Must be at least 6th level to select this skill.

Knockdown Shot/Attack. As a standard action (part of which is the attack) and 1 spirit charge, the Quincy's attack if successful, inflicts damage and a trip attempt equal to the attack roll.

Pushing Shot. As a standard action (part of which is the attack) and 1 spirit charge, the Quincy's attack if successful, inflicts damage and a bull rush attempt equal to the attack roll and strength equal to the damage inflicted.

Looping Arrow/Lightning Recovery. An immediate action and 1 spirit charge to re-roll missed attack roll with +2 bonus. Increases to +4 bonus at 10th level and +6 bonus at 20th level.

Disintegrating Strike. By expending 1 spirit charge when charging the Quincy's spirit strike, the attack causes bleed damage equal to 1 point per die of spirit strike. This "bleed" damage is caused by minute disintegration and affects monster normally immune to bleed damage. This damage is stopped when the target is healed, regardless of the means. This Spirit Skill requires 6th level or above to select.

Soul Strike. The Quincy may choose to attack the source of a target's power, instead of wounding their body directly with their spirit strike. By expending a 1 spirit charge when charging their spirit strike, the spirit strike damages the target's source of power (ex. spell levels, ki pool, arcane pool, spirit charges, usage of spell like ability etc.) equal to 1 per die of spirit strike used or full spirit strike damage to those with spell points. Will Save equal to the 10+ 1/2 Quincy level + Wisdom Modifier reduces the damage by 1/2. This spirit skill requires the Knife to the Soul Spirit Skill to select.

Spirit Drain. The Quincy when using Knife to the Soul converts and absorbs the ability damage as spirit charges. Requires the Knife to Soul and the Absorbing Blade/Weapon Spirit Skill to select.

Spirit Healing. The Quincy can heal another creature’s wounds with a touch. As a full-round action that provokes an attack or opportunity, the Quincy can spend 2 spirit charges to heal a number of hit points equal to the Quincy’s level. He needs at least one hand free to use this ability, and cannot heal himself. If the action is interrupted, the subject heals no hit points, and the spirit charges are lost. This spirit skill must be taken at 6th level and above.

Spirit Restore. The Quincy can sacrifice his entire spirit pool to bring a person back to life. It takes 1 hour to perform this ritual. At the end of the ritual, the Quincy sacrifices all of their spirit charges in order to cast raise dead (as the spell) with a caster level equal to the Quincy's character level. The ritual uses all of the spirit charges and the Quincy must have at least 6 spirit charges in their spirit pool to use this ability. At 15th level, the effect is equivalent to a resurrection spell. The Quincy must have at least 8 spirit charges in their spirit pool to use this ability. These rituals do not require material components. When this ability is used, the Quincy's spirit pool will not replenish until 24 hours have passed. The Quincy must have Spirit Healing Spirit Skill and be at least 10th level to select this Spirit Skill.

Last edited by Xian; Sep 24th, 2013 at 10:29 PM.
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Old Oct 17th, 2013, 08:38 PM
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Shunpo, Sonido, Hirenyaku, etc.
For Shunpo, Sonido, and similar abilities that operate on the same mechanic, the following adjustments. For the sake of simplicity, all use of abilities of this nature, with the exception of Hirenyaku, will be referred to as shunpo.

The first number in the shunpo value XX/YYY is amount of maximum amount of shunpo that can be used in a single round. This includes for both movement and FEATS. The second number value in the value is the maximum amount of shunpo that may be expended in a given encounter, regardless if it is used for movement or FEATs.

Example: If Taki has shunpo 20/40, he can use up to 20 points of shunpo for movement or divide up the amount between movement (see below) and FEATs. So Taki could use 10 points of shunpo to travel 10 feet and use another 10 points for FEATs, etc..

For Movement. Movement with shunpo is modified as follows:

- Swift Action. If used as a swift action, the character may move up to the maximum number allowed by the first value in their shunpo statistics.

- Move Action. If used as a move action (same as above) except that the amount allowed to be traveled is shunpo value used + the character's base movement adjusted for encumbrance and armor.

Example. As a Move Action, Taki can use shunpo to move 20 feet plus his base movement rate of 30 = 50 feet travel via shunpo if he uses it as a Move Action and a cost of 20 shunpo.

Hirenyaku follows virtually the same mechanic. Swift Actions use of Hirenyaku is there maximum distance they could move with the expenditure of the spirit charge and a Move Action version is that value plus the base movement rate.
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