TEXT:  
  D20 Sourcebook 
   
   
   
   
   
   
   
  Version 20080109 
   
   
  
  1 
  INDEX 
  INDEX .........................................................................................................................................................................................2 
  INTRODUCTION .........................................................................................................................................................................3 
  The BLEACH universe ..........................................................................................................................................................3 
  BASICS .......................................................................................................................................................................................5 
  CLASSES ....................................................................................................................................................................................6 
  Shinigami ..............................................................................................................................................................................6 
  Table: The Shinigami ......................................................................................................................................................6 
  Zanpakutō (Soul) ............................................................................................................................................................7 
  Table: Release powers ...................................................................................................................................................7 
  Kidō (Soul) ......................................................................................................................................................................8 
  Hollow .................................................................................................................................................................................10 
  Table: The Hollow .........................................................................................................................................................11 
  Hollow Growth (Soul) ....................................................................................................................................................11 
  SKILLS ......................................................................................................................................................................................14 
  FEATS .......................................................................................................................................................................................15 
  Flash Step Feats .................................................................................................................................................................15 
  Release Feats .....................................................................................................................................................................16 
  Reiatsu Feats ......................................................................................................................................................................17 
  Character Feats ..................................................................................................................................................................18 
  Background Feats ...............................................................................................................................................................20 
  STUFF .......................................................................................................................................................................................23 
  Weapons .......................................................................................................................................................................24 
  PRESTIGE CLASSES ...............................................................................................................................................................25 
  Captain ................................................................................................................................................................................25 
  2nd Division Special Ops ......................................................................................................................................................27 
  Kidō Corps ..........................................................................................................................................................................29 
  12th Division Scientist ..........................................................................................................................................................30 
  11th Division Veteran ...........................................................................................................................................................31 
  Vizard ..................................................................................................................................................................................34 
  Outcast ................................................................................................................................................................................36 
  Adjucha ...............................................................................................................................................................................37 
  Arrancar ..............................................................................................................................................................................38 
  Espada ................................................................................................................................................................................40 
  CHARACTERS ..........................................................................................................................................................................41 
  Heroes .................................................................................................................................................................................41 
  Abarai Renji ..................................................................................................................................................................41 
  Kurosaki Ichigo .............................................................................................................................................................42 
  Ikkaku Madarame .........................................................................................................................................................43 
  Kuchiki Rukia ................................................................................................................................................................44 
  Matsumoto Rangiku ......................................................................................................................................................45 
  Orihime Inoue ...............................................................................................................................................................46 
  Zaraki Kenpachi ............................................................................................................................................................47 
  Hitsugaya Toshiro .........................................................................................................................................................48 
  Kuchiki Byakuya ............................................................................................................................................................49 
  Soifon ............................................................................................................................................................................50 
  Scoundrels ..........................................................................................................................................................................51 
  Urahara Kisuke .............................................................................................................................................................51 
  Shihōin Yoruichi ............................................................................................................................................................52 
  Sado Yasutora ..............................................................................................................................................................53 
  Ishida Uryū ....................................................................................................................................................................54 
  Fiends .................................................................................................................................................................................55 
  Grimmjow Jeagerjaques ...............................................................................................................................................55 
  Sōsuke Aizen ................................................................................................................................................................56 
  Neliel Tu Oderschvank ..................................................................................................................................................57 
  Grand Fisher .................................................................................................................................................................58 
  Menos Grande ..............................................................................................................................................................59 
  CREDITS ...................................................................................................................................................................................61 
   
   
  
  2 
  INTRODUCTION 
   
  The BLEACH universe 
   
   
  Bleach (ブ リ ー チ, Burīchi, romanized as BLEACH in Japan) is an ongoing manga series written and illustrated by manga 
  artist Tite Kubo that has appeared in Weekly Shonen Jump magazine since August 2001. 
  Bleach follows the adventures of Ichigo Kurosaki, a high school student with the ability to see ghosts, and Rukia Kuchiki, a 
  Shinigami (Soul Reaper or, literally, "death god"). The early parts of the story focus mainly on the characters. As events 
  unfold, the story begins to delve deeper into the world of these gods of death. 
   
  The manga series has been adapted into an animated television series, two OVAs, two animated feature films, a rock 
  musical, numerous video games and a TCG (Trading Card Game). Compilation volumes of the manga have sold over 40 
  million copies in Japan, and have reached the top of manga sales charts in the United States. The manga received the 
  Shogakukan Manga Award in 2005, and the anime has been nominated for several American Anime Awards. 
   
  Characters 
  All Bleach characters are "souls". Living humans contain souls within their bodies, while disembodied souls, or spirits, have a 
  form composed of particles of spiritual energy called ectoplasm (霊 子, reishi), which otherwise mimics human anatomy, 
  aside from slowed aging. This form encompasses all of the spirit's being; there is no distinction between spirit and body. 
  There are a variety of different types of spirits in Bleach, each with a different visual theme and approach to combat. 
   
  In addition to being a world of several species with supernatural ability, Bleach also has a great variety of characters, 
  personalities, as well as power. At the beginning, the story focused largely on Ichigo and his beginnings as a soul reaper in 
  his hometown of Karakura. Later on, the story centered around not only on Ichigo and his friends, but also a myriad of 
  Shinigami. Unlike the modern description of a "death god," the Shinigami in Bleach have very eccentric characters with such 
  variety that are only matched on how each of them look. Most of them play significant roles in Ichigo's quest to protect his 
  loved ones as well as providing motives for Ichigo's increasing power to truly be his namesake; "the one who protects." 
   
   
  Setting 
  The planes of existence in the Bleach universe broadly correspond to the life and afterlife of human belief systems. The living 
  humans of Bleach reside in a world resembling present-day Japan; buried souls live in a kind of Heaven called Soul Society; 
  evil souls are sent to Hell. Once in Soul Society, a spirit is able to live longer than humans in the living world, with many 
  aging into the thousands of years. Once a spirit dies in Soul Society, its soul is sent back to the living world and reborn as a 
  new human. This provides the two worlds with balance. 
   
  Human world: The human world of Bleach is modern Japan, specifically, a fictional area of Western Tokyo called Karakura 
  Town. In this world, Ichigo attends school and fights hollows. Places of note are the high school, the Urahara Shop, the river 
  where Ichigo's mother was killed, the cemetery, Karakura Hospital, and Ichigo and Orihime's homes.  
   
  Soul Society: Soul Society consists of an expansive walled city Seireitei (瀞 霊 廷, Court of Pure Souls), in the center and 
  four regions, each with 80 districts, outside of it. The districts outside of the Seireitei are known as the Rukongai (流 魂 街, 
  Town of Wandering Spirits) and are the place where non-Shinigami and commoners live. The district number of the 
  Rukongai (ranging from 1 to 80) also describes its conditions. District 1, the closest to Seireitei, is peaceful and orderly, while 
  the most distant District 80 is filled with criminals and has the poorest living conditions. A king resides in another realm within 
  Soul Society. 
   
  Hueco Mundo: Hueco Mundo is the area between the human world and Soul Society. Literally meaning "hollow world" (the 
  word hueco can also mean "hole"), it is where hollows reside, and are undetectable as long as they remain inside. Entrances 
  to Hueco Mundo are created by ripping the dimensional fabric between the two worlds. Hueco Mundo is divided into three 
  sections. On the surface is a desert-like realm, held in perpetual nighttime and home to the strongest hollows and the Las 
  Noches palace. Directly underneath is the Forest of Menos, home to general menos and almost all the Gillian. A third layer, 
  below the Forest of Menos, is explored in the anime, but is only mentioned in the manga. 
  
  3 
    
  Bleach characters move from world to world by several means. Shinigami open passages between worlds by means of their 
  Zanpakutō. Butterflies created during soul burial, called hell butterflies (地 獄 蝶, jigoku-chō), make these routes safe. 
  Human souls usually cross between planes only through birth into the human world or soul burial by Shinigami. Living 
  humans can also use special portals to move between worlds, but this is dangerous. While hollows are portrayed as able to 
  move between planes at will by opening rifts in space, they usually remain in Hueco Mundo due to the risk of discovery in 
  Soul Society or the human world. Encounters between characters crossing realms are a driving plot force in Bleach. 
   
  Recommended readings 
  the Oriental Adventures d20 supplement offers many interesting rules for expanding on the Bleach universe : from oriental 
  weapons, to thematic spells and prestige classes. Onis also make for great premade Hollows and other Hueco Mundo 
  denizens. 
   
   
  Last warning 
  There is a lot of criss-crossing factors between powers, Kido, feats and players wits, and a DM may sometimes feel likes 
  things are getting out of hands. While Zaraki Kenpachi is always only a wrong turn away, one last rule is that no matter what 
  happens; no character can deal in one action more damage than his own maximum hitpoints. Let's play ! 
   
   
   
  
  4 
  BASICS 
   
   
  The d20 Core Mechanic 
  Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To 
  determine if your character succeeds at a task you do this:  
  Roll a d20.  
  Add any relevant modifiers.  
  Compare the result to a target number.  
  If the result equals or exceeds the target number, your character succeeds. If the result is lower than the 
  target number, you fail. 
  A player can at will reduce any roll by an amount determined before dice are rolled. 
  Dice 
  Dice rolls are described with expressions such as “3d4+3” which means “roll three four-sided dice and add 3” (resulting in a 
  number between 6 and 15). The first number tells you how many dice to roll (adding the results together). The number 
  immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or 
  subtracted from the result.  
  Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One 
  (designated before you roll) is the tens digit. The other is the ones digit. Two 0s represent 100. 
   
  Races 
  Even if non-canon, any fantasy race can be used as a base for a character in Bleach d20. Most of the time, characters will 
  be humans who have the following racial modifiers: +4 skill points and a bonus feat at first level and +1 skill point per level. 
   
  Abilities 
  Each ability, after changes made because of race, has a modifier ranging from -5 to +X. The modifier is the number you 
  apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some 
  numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty. 
  The Bleach characters are heroes, fiends and other extraordinary figures. Therefore the creation points used for determining 
  attributes are geared toward creating some high profile adventurers. 
  You get a 34 points allotment for raising your attributes starting from the standard 10 score.  
  The buy cost of an attribute equals it's corresponding modifier. You can gain more points by choosing to lower a certain 
  attribute, gaining half its modifier as buy points (rounded up). 
  Example: buying a 16 score will cost you 1+1+2+2+3 = 9 points. An abysmal score of 5 will yield 11/2=5 points. 
   
  Table: Abilities 
   
  Table: Character progression 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Action dice 
  Action dice give character the means to improve important rolls. A character starts each game session with 3d6 action dice. 
  These dice can be used on any roll the player makes during the game session, either one at a time are all stacked on one 
  crucial roll. This can be a skill test, an attack roll, damage dices... anything. 
  DM can reward a player for a particularly heroic, daring or creative action or roleplaying performance with an additional 
  action dice. DM and players are encouraged to roleplay the often over-the-top scenes and situations the use of action dice 
  may provoke. 
   
  Score 
  Modifier 
  SPACING 
  Level 
  XP 
  Class skill 
  Cross-class skill 
  Bonus feats 
  Ability raise 
  1 
  -5 
   
  1 
  0 
  4 
  2 
  1st 
   
  2-3 
  -4 
   
  2 
  1000 
  5 
  2 
   
   
  4-5 
  -3 
   
  3 
  3000 
  6 
  3 
  2nd 
   
  6-7 
  -2 
   
  4 
  6000 
  7 
  3 
   
  1st 
  8-9 
  -1 
   
  5 
  10 000 
  8 
  4 
   
   
  10-11 
  0 
   
  6 
  15 000 
  9 
  4 
  3rd 
   
  12-13 
  +1 
   
  7 
  21 000 
  10 
  5 
   
   
  14-15 
  +2 
   
  8 
  28 000 
  11 
  5 
   
  2nd 
  16-17 
  +3 
   
  9 
  36 000 
  12 
  6 
  4th 
   
  18-19 
  +4 
   
  10 
  45 000 
  13 
  6 
   
   
  20-21 
  +5 
   
  11 
  55 000 
  14 
  7 
   
   
  22-23 
  +6 
   
  12 
  66 000 
  15 
  7 
  5th 
  3rd 
  24-25 
  +7 
   
  13 
  78 000 
  16 
  8 
   
   
  26-27 
  +8 
   
  14 
  91 000 
  17 
  8 
   
   
  28-29 
  +9 
   
  15 
  105 000 
  18 
  9 
  6th 
   
  30-31 
  +10 
   
  16 
  120 000 
  19 
  9 
   
  4th 
  32-33 
  +11 
   
  17 
  136 000 
  20 
  10 
   
   
  34-35 
  +12 
   
  18 
  153 000 
  21 
  10 
  7th 
   
  36-37 
  +13 
   
  19 
  171 000 
  22 
  11 
   
   
  38-39 
  +14 
   
  20 
  190 000 
  23 
  11 
   
  5th 
  
  5 
  CLASSES 
   
  Shinigami 
   
  Shinigami (死   神    Shinigami, lit. "death god(s)") are a fictional race of beings in the anime and manga series Bleach created 
  by Tite Kubo. In the English dub of the series, they are known as Soul Reapers. They are enforcers and psychopomps who 
  all share similar supernatural powers. They are based on the Grim Reaper of Japanese belief associated with the same 
  name.  
  Shinigami are departed human souls that have gained supernatural powers. As such, their bodies are composed of 
  ectoplasm and they can only be seen by other spiritually aware entities, which exclude most humans. In the series, 
  Shinigami, as well as most other types of spirits, are quite capable of influencing their environment. Additionally, they can be 
  injured and die like regular humans, though it takes considerably greater injuries for the latter to occur than it would in regular 
  humans.  
  Shinigami operations are based out of Soul Society, which is the afterlife in Bleach. Travel between the human world and 
  Soul Society is extremely limited and monitored, but some Shinigami are stationed in the human world to carry out their 
  duties and therefore must often travel between the two. In addition, it is a crime for a Shinigami to remain in the human world 
  longer than a certain time limit. A Shinigami's duties include leading Pluses (ghosts) to Soul Society in a practice called soul 
  burial (Konsō), and the cleansing of hollows (evil spirits). Later in the series, Shinigami duties are clarified further, and it is 
  revealed that they are also responsible for governing the flow of spirits between the human world and Soul Society. 
   
   
  Hit Die 
  d8.  
   
   
  Class Skills 
  The Shinigami's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen 
  (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and 
  Tumble (Dex). 
   
   
  Skill Points at 1st Level 
  (6 + Int modifier) ×4.  
   
   
  Skill Points at Each Additional Level 
  6 + Int modifier. 
   
   
  Table: The Shinigami 
   Level 
  Base 
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Zanpakutō 
  Damage 
  AC 
  Bonus 
  Kidō 
  Points 
  1st 
  +0 
  +2 
  +2 
  +2 
  Bonus feat, Zanpakutō 
  1d6 
  +0 
  0 
  2nd 
  +1 
  +3 
  +3 
  +3 
   
  1d6 
  +0 
  0 
  3rd 
  +2 
  +3 
  +3 
  +3 
   
  1d6 
  +0 
  1 
  4th 
  +3 
  +4 
  +4 
  +4 
   
  1d6 
  +0 
  3 
  5th 
  +3 
  +4 
  +4 
  +4 
  Bonus Feat 
  2d6 
  +1 
  5 
  6th 
  +4 
  +5 
  +5 
  +5 
   
  2d6 
  +1 
  7 
  7th 
  +5 
  +5 
  +5 
  +5 
   
  2d6 
  +1 
  9 
  8th 
  +6/+1 
  +6 
  +6 
  +6 
   
  2d6 
  +1 
  11 
  9th 
  +6/+1 
  +6 
  +6 
  +6 
  Bonus Feat 
  2d6 
  +1 
  13 
  10th 
  +7/+2 
  +7 
  +7 
  +7 
   
  2d6 
  +2 
  15 
  11th 
  +8/+3 
  +7 
  +7 
  +7 
   
  3d6 
  +2 
  17 
  12th 
  +9/+4 
  +8 
  +8 
  +8 
   
  3d6 
  +2 
  19 
  13th 
  +9/+4 
  +8 
  +8 
  +8 
  Bonus Feat 
  3d6 
  +2 
  21 
  14th 
  +10/+5 
  +9 
  +9 
  +9 
   
  3d6 
  +2 
  23 
  15th 
  +11/+6/+1 
  +9 
  +9 
  +9 
   
  4d6 
  +3 
  25 
  16th 
  +12/+7/+2 
  +10 
  +10 
  +10 
   
  4d6 
  +3 
  27 
  17th 
  +12/+7/+2 
  +10 
  +10 
  +10 
  Bonus Feat 
  4d6 
  +3 
  29 
  18th 
  +13/+8/+3 
  +11 
  +11 
  +11 
   
  4d6 
  +3 
  31 
  19th 
  +14/+9/+4 
  +11 
  +11 
  +11 
   
  4d6 
  +3 
  33 
  20th 
  +15/+10/+5 
  +12 
  +12 
  +12 
   
  5d6 
  +4 
  35 
   
   
   
  
  6 
  Weapon and Armor Proficiency 
  Shinigami are proficient with the Zanpakutō, and all martial weapons.  
  Shinigami are not proficient with any armor or shields  
  When wearing armor, using a shield, or carrying a medium or heavy load, a Shinigami loses her AC bonus, as well as her 
  flash step ability (if available). 
   
   
  AC Bonus (Ex) 
  When unarmored and unencumbered, the Shinigami adds her Wisdom bonus (if any) to her AC. In addition, a Shinigami 
  gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five levels thereafter (+2 at 10th, +3 at 15th, and +4 
  at 20th level).  
  These bonuses to AC apply even against touch attacks or when the Shinigami is flat-footed. She loses these bonuses when 
  she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or 
  heavy load. 
   
  Bonus Feat 
  At first level and every four level thereafter (1, 5, 9, 13...), a Shinigami may select a bonus feat. 
   
   
  Zanpakutō (Soul) 
  The most prominent supernatural power possessed 
  by a Shinigami is their Zanpakutō, a supernatural 
  sword generated from the Shinigami's soul. 
  Shinigami also naturally give off spiritual energy, 
  which varies greatly in magnitude with the strength of 
  a Shinigami. A Zanpakutō is a physical manifestation 
  of this force concentrated into a blade. While its 
  appearance varies amongst Shinigami, its damage 
  rating is only dependant on the Shinigami's spiritual 
  strength. 
   
  Once a Zanpakutō reaches 2d6 base damage, it is 
  capable of Shikai. Once it reaches 3d6 damage, it 
  becomes able to Bankai. 
   
  Release powers stack with base character abilities, 
  but never stack between different releases. 
   
   
  Shikai (Soul) 
  One minute per character level per day, the 
  Shinigami may call upon his Zanpakutō to perform 
  Shikai. The total Shikai time per day may be spread 
  over multiple uses. Shikai is a standard action. 
  To define a Shikai, choose for your character a set of 
  powers from the Release powers table below. 
  You have a base point allotment for choosing equal to your Character level+CHA modifier. 
   
   
   
  Table: Release powers 
  Cost 
  Effect 
  1pt 
  Add an additional d6 of damage 
  1pt 
  Add an additional damage type (elemental, ranged, bludgeoning, piercing…) 
  1pt 
  +1 rated weapon or armor ability or 2000GP cost (see magic items creation in the DMG) 
  2 pts 
  Temporarily gain one fixed feat ( bypass non feat related prerequisites) 
  3 pts 
  Area of effect : ½HD yards cone, line or burst diameter, ¼ HD  emanation or column diameter 
  4 pts 
  Per level of a psionic effect with Caster level equal to character level. No PP cost. 
  Special 
  DM may allow particular powers emulating special class features or original effects. 
   
  Bankai (Soul) 
  One minute per character level per day, the Shinigami may call upon his Bankai. The total Bankai time per day may be 
  spread over multiple uses. Bankai is a standard action. 
  To define a Bankai, choose for your character a set of powers from the Release powers table above. You have a point 
  allotment for choosing equal to twice your Character level+CHA modifier. 
   
  See the Characters Section for examples of Release templates. 
   
  
  7 
   
  Kidō (Soul) 
  Kidō spells are used by Bleach characters of the Shinigami race for various purposes. Spells exist for attacking, binding, and 
  healing. Like conventional magic, most of these spells require an incantation of some sort to activate their effect. They are 
  performed through channeling spirit energy, which the incantation then focuses into a specific effect. As stated by Ganju 
  Shiba, the principle behind Kidō and channeling spirit energy in general is a mental image of throwing oneself within a darkly-
  colored circle. 
   
  Most Kidō spells are sorted into two categories: binding spells (縛 道, bakudō, literally "way of binding") and destructive 
  spells (破 道, hadō, literally "way of destruction"). The former category is somewhat more generalized, referring to basically 
  any technique designed to deter a target, including tracking and communication spells. Some binding spells, however, can 
  be quite harmful to their targets, if not deadly. Destructive spells, on the other hand, are always intended to harm, usually 
  consisting of some sort of directed energy blast. 
   
  With the exception of healing, which requires no incantation or even a name to perform (see Reiatsu Feats section), Kidō 
  spells consist of four distinct steps: reciting the incantation of the spell (which is usually long-winded), its category (binding or 
  destructive), its number, and finally its name. The number of a spell determines the difficultly of casting it correctly and 
  effectively (#1 is simple to cast, #99 is incredibly difficult). With sufficient training, the first step can be bypassed, allowing 
  spells to be used in combat quickly. Doing so, however, lessens the spell's effect, the degree of which is dependent upon the 
  skill of the caster. Bypassing the incantation is also more difficult for higher-numbered spells, as casting them is already fairly 
  difficult even with the full verbal component (see Spellcraft in Skills section). The power of Kidō spells varies on the skill of 
  the user; even a low-level Kidō spell can be utterly devastating when utilized by a sufficiently powerful user. 
   
  Shinigami don’t have to prepare spells. They can cast any Kidō they know by spending the requisite number of spell points. 
  Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs: 
   
  Kidō level 
  Spell points cost 
  1st 
  1 
  2nd 
  3 
  3rd 
  5 
  4th 
  7 
  5th 
  9 
  6th 
  11 
  7th 
  13 
  8th 
  15 
  9th 
  17 
   
  Kidō Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one 
  significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing 
  light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. 
  Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level 
  (such as produce flame or an inflict spell) use the spellcaster’s normal caster level to determine damage. Use the character’s 
  normal caster level for all other effects, including range and duration. 
   
  To use a particular Kidō, a Shinigami must have an intelligence score equal to at 
  least 10 + the spell level. The Difficulty Class for a saving throw against a 
  Shinigami’s spell is 10 + the spell level + Shinigami’s intelligence modifier. 
   
  Casters need not specially prepare metamagic versions of their spells—they can 
  simply choose to apply the metamagic effect at the time of casting. Doing this does 
  not increase the spell’s casting time.  
  There is an additional spell point cost to any spell cast with a metamagic feat. 
  Effectively, the character must pay for the spell as if it were a higher-level spell, 
  based on the adjustment from the metamagic feat. If the metamagic effect(s) would 
  increase the spell’s effective level above what he is capable of casting, he can’t cast 
  the spell in that way. 
   
  Kidō Spellcasters regain lost spell points whenever they can rest or meditate for 6 uninterrupted hours. Without this period of 
  rest and mental preparation, the caster’s mind isn’t ready to regain its power. Spell points are not divorced from the body; 
  they are part of it. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any 
  spell points spent within the last 8 hours count against a character’s daily limit and aren’t regained. 
   
  
  8 
   
  Here is a list of all Kidō seen through the manga: 
   
  Bakudō 
  Description 
  Reference spell Approximate 
  level 
  1. Restrain (塞, sai) 
  Locks a target's arms in place behind their back.  
  Daze 
  2 
  4. Crawling Rope (這    縄   , hainawa) 
  An energy rope entangles a target's arms.  
  Animate rope 
  1 
  9. Strike ( 撃, geki) 
  Engulfs a target in red light, completely paralyzing them. 
  Sepia snake sigil 
  3 
  58. Summoning of the Tracking 
  Sparrows ( 摑 趾 追 雀, 
  kakushitsuijaku) 
  Tracks and locates any spiritual force the user focuses on. To activate 
  it, the user must draw a circle on the ground, cut into four parts with a 
  specific character in each. The incantation animates the circle, causing 
  various numbers to appear within until the specific set is found. The 
  number set seems to be a variation on longitude and latitude. 
  Locate creature 
  4 
  61. Six Rods Prison of Light (六 杖 
  光 牢, rikujōkōrō) 
  Summons six thin, but wide, beams of light that slam into a target's 
  midsection, holding them in place. 
  Hold Person 
  3 
  75. Quintet of 1 kan Iron Pillars (五 
  柱 鉄 貫, gochūtekkan) 
  Summons five incredibly tall and thick pillars to pin a target to the 
  ground. 
  Hold Monster 
  5 
  77. Heavenly Rickshaws in Silken 
  Air (天   挺   空   羅   , tenteikūra) 
  Transmits messages to anyone within Soul Society. In addition to 
  reciting the spell, the user must draw specific markings on their arms, 
  which are animated by the spell to convey the messages.  
  Sending, mass 
  6 
  81. Splitting Void (斷 空, danku) 
  Creates an energy barrier in the form of a rectangular wall. It is capable 
  of stopping destructive spells up to #89. 
  Prismatic wall 
  8 
  99, Part 1. Seal (禁   , kin) 
  Binds the arms of a target with spiritual fabric and iron shafts. 
  Imprisonment 
  9 
  99, Part 2. Great seal (卍   禁   , bankin) This spell covers a target from head to toe with spiritual fabric (first 
  song), stabs them with numerous metal blades (second song), and then 
  smashes them with an immense metal cube (final song). 
  Binding 
  8 
   
   
  Hadō 
  Description 
  Reference spell Approximate 
  level 
  1. Thrust ( 衝 , shō) 
  Pushes the target away from the caster. 
  Gust of Wind 
  2 
  4. White Lightning ( 白 雷, byakurai) Fires a concentrated bolt of lightning from the caster's forefinger. 
  Lightning bolt 
  3 
  31. Shot of Red Fire (赤火砲, 
  shakkahō) 
  Fires a ball of red energy at a target. 
  Fireball 
  3 
  33. Blue Fire, Crash Down ( 蒼   火   
  墜, sōkatsui) 
  Fires a burst of blue spiritual energy at a target in a similar manner to 
  31, but over a wider area and with more power.  
  Fireball (enlarged, 
  Empowered) 
  6 
  54. Abolishing Flames (廃   炎  , haien) 
  Fires a blast of purple spiritual energy that will incinerate a target 
  completely when it makes contact. 
  Disintegrate 
  6 
  63. Thunder Roar Cannon ( 雷 吼 
  炮, raikōhō) 
  Fires a massive wave of yellow energy at a target. 
  Prismatic spray 
  7 
  63. Twin Lotus Blue Fire, Crash 
  Down ( 双 蓮 蒼 火 墜 , sōren 
  sōkatsui) 
  Essentially a doubled version of #33, this spell fires two shots of blue 
  fire with greater potency than the single-shot variety. 
  Meteor swarm  
  9 
  90. Black Coffin ( 黒 棺, kurohitsugi) Forms a box of black energy around a target, which is then pierced by 
  dozens of energy "spears", lacerating the one inside from head to toe. 
  Destruction 
  7 
   
   
  Learning new Kidō can only be done by spending time with a NPC caster, and as such, each DM as the final say as to which 
  spell a player character will learn over the course of the campaign. 
   
  Alternative Kido spells may be chosen from many spell lists, from psionic powers to wizard spells, to more exotic shugenja 
  spells from Oriental Adventure sourcebook. Priest spells should be reserved to very special occasions (ie : Inoue Orihime). 
   
   
   
  
  9 
   
  Hollow 
   
  Hollows are former pluses (deceased human souls) that lose their hearts to despair or remain in the real world for too long. 
  In the anime, nonhuman spirits (specifically, dogs) can also transform into hollows. Any spirit that is not guided to Soul 
  Society by a Shinigami may eventually descend into a hollow. The process by which a soul becomes a hollow usually takes 
  months (if not longer), reflected by the length of the soul's Chain of Destiny (因果の鎖, inga no kusari, Chain of Fate in the 
  English dub), which resides in the center of their chest The Chain of Destiny slowly corrodes over time, reflecting the 
  degradation of the soul's ties to the living world. The process can be accelerated under certain conditions, such as being 
  attacked by another hollow or through the use of certain spiritual powers. When the chain completely decays, the soul is 
  warped into a unique and monstrous form with a vaguely skeletal mask and a large hole where their chain was once 
  connected. 
   
  In Bleach, the majority of ghosts peacefully move on to Soul Society after their deaths. Some, however, stay in the living 
  world to fulfill certain goals, such as looking after a loved one, protecting a particular location, or pursuing a grudge from 
  beyond the grave. However, with only limited abilities to interact with the living, and by definition tied to their goals, many 
  ghosts find they are unable to cope when their loved ones move on or old enemies forget them. At this point, some will 
  become dangerously obsessed with fulfilling those goals, even if the means to fulfil them renders the soul empty: for 
  example, killing anyone who comes near a loved one, in order to keep them from hurting that person. In doing so, the ghost 
  warps into a hollow and, ironically, often makes the focus of their obsession into their first victim, such as Orihime's brother, 
  Sora, does. 
   
  Once a soul becomes a hollow, it is driven to devour other souls, living or dead, to fill the void caused by its descent. While 
  their former obsession often becomes their first target, most hollows will eventually become mindless creatures concerned 
  only with finding the most potent souls to devour. Stronger and more evil hollows are often able to retain some of their 
  intelligence in hollow form, making them more dangerous than the average hollow. While most hollows are evil, or at the very 
  least mindless, at least a few are not. This is the case with Nel Tu and her hollow companions for example. 
   
  The most distinctive feature of a hollow, their mask, is 
  formed to protect the naked instinct that is left in a being 
  after the loss of its heart, and in some ways is the tangible 
  form of the hollow's madness. The masks of different 
  hollows can differ greatly in shape and form, but they are 
  always white and skull-like. The masks also obscure the 
  original identity of the hollows. The mask can be shattered, 
  temporarily allowing the hollow to regain its original identity, 
  but it will regenerate after a short period once the hollow 
  takes over again. 
   
  Hollows have widely varying physical characteristics and 
  powers, and few hollows ever appear the same (the few 
  that do are often clones). In terms of appearance, hollows 
  can range from furry (like mammals) or lizard-like in 
  appearance to outright demonic. A hollow's abilities are 
  often determined by their power. Weaker (and by definition less intelligent) hollows usually only attack in a melee style, 
  whereas stronger hollows have a wide array of abilities with which to kill their quarry. Hollows also vary in size, though it 
  tends to be fairly consistent amongst the various classifications of hollows. In Hueco Mundo, some hollows are no larger than 
  common pets. Most common hollows are about twice the size of an adult human, though it can vary to a degree. Huge 
  hollows, aptly named for their size, are as large as two-story buildings. Finally, gillian-class menos are even larger than the 
  huge hollows, standing as tall as a common skyscraper. 
   
  Hit Die 
  d12.  
   
  Class Skills 
  The Hollow class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), 
  Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).  
   
  Skill Points at 1st Level 
  (2 + Int modifier) ×4.  
   
  Skill Points at Each Additional Level 
  2 + Int modifier. 
  
  10 
   
  Table: The Hollow 
   Level 
  Base 
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Natural weapons 
  Damage 
  AC 
  Bonus 
  1st 
  +1 
  +2 
  +0 
  +0 
  Consumption 
  Hollow Growth 
  1d8 
  +0 
  2nd 
  +2 
  +3 
  +0 
  +0 
   
  1d8 
  +0 
  3rd 
  +3 
  +3 
  +1 
  +1 
   
  1d8 
  +0 
  4th 
  +4 
  +4 
  +1 
  +1 
   
  1d8 
  +0 
  5th 
  +5 
  +4 
  +1 
  +1 
   
  2d8 
  +1 
  6th 
  +6/+1 
  +5 
  +2 
  +2 
   
  2d8 
  +1 
  7th 
  +7/+2 
  +5 
  +2 
  +2 
   
  2d8 
  +1 
  8th 
  +8/+3 
  +6 
  +2 
  +2 
   
  2d8 
  +1 
  9th 
  +9/+4 
  +6 
  +3 
  +3 
   
  2d8 
  +1 
  10th 
  +10/+5 
  +7 
  +3 
  +3 
   
  3d8 
  +2 
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3 
   
  3d8 
  +2 
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4 
   
  3d8 
  +2 
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4 
   
  3d8 
  +2 
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4 
   
  3d8 
  +2 
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5 
   
  4d8 
  +3 
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +5 
   
  4d8 
  +3 
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +5 
   
  4d8 
  +3 
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +6 
   
  4d8 
  +3 
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +6 
   
  4d8 
  +3 
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +6 
   
  5d8 
  +4 
   
  Weapon and Armor Proficiency 
  A Hollow isn't proficient with any weapon or armor. 
   
   
  AC Bonus (Ex) 
  The Hollow adds her Constitution bonus (if any) to her AC as an armor bonus. In addition, a Hollow gains a +1 natural bonus 
  to AC at 5th level. This bonus increases by 1 for every five levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). 
   
   
  Consumption (Soul) 
  Whenever a Hollow performs a coup de grace on an opponent, he can choose to consume the opponent’s soul and gain a 
  10% XP bonus on the encounter. The Hollow is also healed up to its fallen enemy's constitution score in HP. 
   
   
  Hollow Growth (Soul) 
  Each level, The Hollow may choose a special ability from the list below: 
   
  Increased Size: Increase the Hollow’s size category by one step. The hollow gains +5'' reach, +4 strength, +2 constitution, 
  and -2 dexterity. 
   
  Improved Grab: Select a natural attack the hollow possesses. If they hit with that attack, they can immediately initiate a 
  grapple with any opponent up to one size category smaller than them as a free action without provoking an attack of 
  opportunity. 
   
  Swallow Whole: This requires the Hollow to have the Improved Grab ability with its bite attack. If it wins its first grapple 
  check, it can establish a hold and attempt to swallow its target on the next round. A successful grapple check allows it to 
  swallow any target at least two size categories smaller than it. Swallowed creatures take 2d8+4 points of bludgeoning 
  damage, plus an additional +4 bludgeoning damage per size category greater than large the Hollow is (huge Hollow do 
  2d8+8, gargantuan Hollow do 2d8+12, colossal Hollow do 2d8+16). In addition, the target also takes 4 points of acid 
  damage, +4 for each size category greater than large (huge Hollow do 8, gargantuan Hollow do 12, colossal Hollow do 16). 
  A swallowed creature can cut its way out using a slashing or piercing weapon to deal 25 points of damage to the Hollow’s 
  gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way 
  out. The hollow can hold up to 2 creatures two size categories smaller than it, 4 creatures three size categories smaller than 
  it, 8 creatures four size categories smaller than it, 32 creatures five size categories smaller than it, 128 creatures six size 
  categories smaller than it, 512 creatures seven size categories smaller than it, and 1,524 creatures eight size categories 
  smaller than it in its gizzard at one time. 
   
  Increased Natural Armor: The Hollow gains +2 natural armor. 
   
  Increased Ability Score: The Hollow gains +2 to any ability score. 
   
  Magic Fang: The Hollow gains a +1 enhancement bonus to any of their natural attacks. This ability can be taken multiple 
  times, but no one natural attack can have more than a +5 enhancement bonus. 
  
  11 
   
  Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of 
  smell.  
  A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, 
  the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected 
  at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three 
  times these ranges.  
  The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move 
  action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.  
  A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a 
  track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the 
  number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise 
  follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.  
  Creatures with the scent ability can identify familiar odors just as humans do familiar sights.  
  Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent 
  ability, however, can use it in the water easily.  
  False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly 
  detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.  
   
  Extra Limb: The hollow gains an extra 
  limb. They can gain another leg, 
  increasing their movement by 5 feet 
  per extra leg, an extra arm, giving 
  them another claw attack, a tail, 
  giving them a tail attack, or a wing. 
  One wing gives the hollow a wing 
  buffet attack. Two wings also grant 
  the hollow the ability to fly at twice 
  their 
  land 
  speed 
  with 
  poor 
  maneuverability. 
   
  Energy Resistance: The hollow gains 
  10 resistance to either fire, cold, 
  lightning, acid or sonic. This ability 
  may be taken multiple times. Each 
  time gives either a new resistance or 
  stacks with an existing resistance. 
   
  Spell Resistance: The Hollow gains 
  SR 5. This ability may be taken 
  multiple times, its effects stack. 
   
  Improved Flight: This requires wings 
  for the hollow to take. Increase the 
  hollow’s base flight speed by 5 feet 
  and its maneuverability by one step. 
  If 
  the 
  hollow 
  has 
  perfect 
  maneuverability, instead increase the 
  flight speed by 10 feet. 
   
  Rend: If the hollow hits with both claw 
  attacks, it latches onto the opponent’s 
  body and tears the flesh. This attack 
  automatically deals an additional 2d6 
  +STR bonus points of damage.  
   
  Monstrous feat: The hollow gains a 
  monstrous feat. See the Monster 
  manual for more information. 
   
  Rake: A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack 
  with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw 
  attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a 
  natural weapon in a grapple. A Hollow with the rake ability must begin its turn grappling to use its rake—it can’t begin a 
  grapple and rake in the same turn.  
   
   
   
  
  12 
   
  Trample: As a full-round action, a creature with this special attack can move up to twice its speed and literally run over any 
  opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any 
  creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s 
  space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If 
  the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the 
  trampling creature at a -4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the 
  last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.  
  A trample attack deals bludgeoning damage (the creature’s slam damage + 1½ times its Str modifier). The creature’s 
  descriptive text gives the exact amount.  
  Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of 
  opportunity, trampled opponents can attempt Reflex saves to take half damage.  
  The save DC against a creature’s trample attack is 10 + ½ creature’s HD + creature’s Str modifier (the exact DC is given in 
  the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no 
  matter how many times its movement takes it over a target creature. 
   
  Regeneration: Creatures with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed 
  body parts. Damage dealt to the creature is treated as nonlethal damage, and the creature automatically cures itself of 
  nonlethal damage at a 1HP/3 levels per round.  
  Certain attack forms, typically fire and acid, deal damage to the creature normally; that sort of damage doesn’t convert to 
  nonlethal damage and so doesn’t go away. The creature’s description includes the details. A regenerating creature that has 
  been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type 
  that automatically converts to nonlethal damage.  
  Creatures with regeneration can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed 
  parts die if they are not reattached.  
  Regeneration does not restore hit points lost from starvation, thirst, or suffocation. Attack forms that don’t deal hit point 
  damage ignore regeneration. An attack that can cause instant death only threatens the creature with death if it is delivered 
  by weapons that deal it lethal damage.  
   
  Pounce: When a creature with this special attack makes a charge, it can follow with a full attack—including rake and rend 
  attacks if the creature has such abilities. 
   
  Spell-like ability: The hollow gains a spell-like ability usable once per day. The spell level must be equal to 1/3 of the 
  character level + INT bonus or lower. This ability can be selected multiple times, adding a use per day, or a new spell-like 
  ability. 
   
  Cero: This breath attack allows the Hollow to unleash a condensed burst of energy in a 60-foot line that deals 1d6 damage 
  per character level. Targets may make a reflex save (DC 10+1/2 Hollow hit dice+Hollow constitution modifier) for half 
  damage. This ability may be used once every 1d4 rounds. This power marks you as a Menos ranked Hollow, and a prey for 
  any Hollow trying to climb the food chain. 
   
  Special: DM may allow particular powers emulating special class features or original effects. 
   
   
   
   
   
  
  13 
  SKILLS 
   
  Bleach D20 skills have been rebalanced to capture more of a Bleach atmosphere. Any skill not listed here remains more or 
  less unchanged. 
   
   
  Balance 
  The Shinigami form allows them to balance on air with ease if properly trained, and they react differently to small and 
  unstable material. While in the spirit world, lower all DC by 10, and in Spirit form, and add the possibilities below. 
   
  Surface 
  DCs 
  Hair-thin 
  10 
  Liquid 
  10 
  Cloud 
  15 
  Air 
  20 
   
  Bluff 
  Bluff can also be used to hide your Reiatsu from prying eyes. Whenever you desire, you may attempt to mask your Reiatsu 
  as a standard action. You can keep your Reiatsu hidden for as long as you wish, but you must wait five minutes after 
  dropping your Reiatsu suppression before you may make another attempt to do so. 
  While suppressing your Reiatsu, if someone makes a Sense Motive check to sense you, compare the respective results. If 
  your Bluff check is higher, they fail to sense your Reiatsu entirely. The amount that they beat your check by is how well they 
  judged your Reiatsu. By each one point they exceed your check, they uncover 10% of your apparent ability, so someone 
  who only exceeds your check by 1 will sense you at only one tenth of your true power, whereas someone who exceeds your 
  check by 10 or more will fully discern your level of power. 
   
  Intimidate 
  In addition to its normal function, Intimidate allows you to overwhelm foes with your Reiatsu. A Reiatsu surge can be initiated 
  at any time as a standard action. Make an intimidate check against your foe, who makes either an opposed Intimidate or 
  Level check (their choice). If you succeed, your opponent takes a -2 penalty on all rolls for as many rounds as you won the 
  check by. Also, for every five points you exceed their roll by, they take another, cumulative -2 penalty. If they defeat your roll, 
  they throw off your surge by pushing back with their own Reiatsu, causing you to become dazed for rounds equal to ½ the 
  amount they defeated your surge by rounded down, to a minimum of 1. 
   
  Jump 
  While in spirit world, vertical jumps are 2 feet to every 1 on the die roll, horizontal jumps are 1 yard every 1 on the die roll. 
   
  Sense Motive 
  Sense Motive can be used to feel Reiraku, the spirit cords. Reiraku allows you to locate souls with great spiritual energy, and 
  functions much as a detect evil spell, but at greater range. 
  When sensing for someone’s spirit energy, make a sense motive check. For each number of the result, add 5 feet to the 
  radius that sense extends outward to (so a result of 10 would mean that you were able to sense all spirit energy within 50 
  feet of you). The results are the same as if you had used a detection spell at that range (refer to the spell description for the 
  exact list of effects). 
  You may only summon Reiraku once every five minutes. 
   
  Spellcraft 
  Spellcraft can be used to bypass incantation when casting Kido. The skill check DC is 15 + Kido spell level (see Kido entry in 
  Shinigami  class for more details). If the check succeeds, you cast the spell as a free action, but your caster level is divided 
  by three for determining spell effects and DC. If the check fails, the spell fizzles and spell points are wasted. 
   
  Swim 
  The Shinigami form allows them to ride air currents if properly trained. While in the spirit world, they can actually fly and 
  should make skill checks in cas of difficult weather conditions: 
   
  Condition 
  DCs 
  Calm weather 
  10 
  Rough weather 15 
  Stormy weather 20 
  Hurricane 
  30 
    
   
   
  
  14 
  FEATS 
  Beyond all feats available through the d20 open gaming content, here are proposed feats illustrating the many wondrous 
  abilities the Bleach characters demonstrate. These feats are not intended to use outside the Bleach setting as many can be 
  unbalanced or overpowered. Feats are at the core of the Bleach d20 customization system. They are presented as feat trees 
  and allow a large number of combinations. No one character is alike in the Bleach universe. 
  Note: A feat marked with a * cannot be selected as a bonus release feat. 
   
  Flash Step Feats 
   
  This feats tree presents abilities related to various applications of the flash step technique. 
   
  Flash Step (Soul) 
  Prerequisites: Tumble 5 ranks 
  Benefit: You gain the ability to perform the flash step move action in combat (also known as Shunpo or Sonido). This action 
  allows you to move faster than the eye can see, but doesn't allow you to bypass physical obstacles. Your flash step distance 
  is determined by a Tumble skill check against a DC on the following chart: 
   
  DC 
  Distance 
  10 
  10yards 
  15 
  15yards 
  20 
  20yards 
  Ect 
  … 
   
  If you fail the test, you can still take a 6'' move on that round. If you beat the DC by 10 or more, your move action is instead 
  considered a free action. 
  Flash Step automatically fails if the character is more than lightly armored or encumbered. 
   
   
  Increased Flash Step (Soul) 
  Benefit: You gain +10 bonus on the Tumble skill check for Flash step. 
   
   
  Flash Step Decoy (Soul) 
  Prerequisites: Tumble 15+, dex 16+ 
  Benefit: Once per day, the character can evoque a Mirror Image (ex) effect as a move action. 
   
   
  Flash Step Evasion (Soul) 
  Prerequisites: Tumble 15+, dex 16+ 
  You gain the Evasion special ability.  
   
   
  Improved Flash Step Evasion [Soul] 
  Prerequisite: Flash step evasion, dex 18+ 
  Benefit: You still take no damage on a succeeded Reflex save, but if you fail the Reflex save you instead only take half 
  damage. 
   
   
  Flash Step Defense (Soul) 
  Prerequisites: Flash step decoy, Tumble 20+ 
  Benefit: The character has become so skilled at using Flash step that he is covered by a Displacement (ex) effect as long as 
  he isn't prone or unconscious. 
   
   
  Flash Step Invisibility (Soul) 
  Prerequisites: Flash step decoy, Hide 10+, Move silently 10+ 
  Benefit: Your mastery of the Flash step technique is now of legendary proportions. You can become invisible for 1 round per 
  level per day, as long as you are able to move. The total time per day may be spread over multiple uses. 
   
   
  Powerful Flash Step (Soul) 
  Prerequisites: Strength 14+, Constitution 14+ 
  Benefit: Your exceptional build allows you to use Flash Step while wearing medium armor or carrying medium load. 
  
  15 
  Release Feats 
   
  This feats tree presents abilities related to the nature, strength and shape of your Zanpakutō’s Release. 
   
   
  Alternate Zanpakutō Form [Soul] 
  Prerequisites1d6 Zanpakutō damagel 
  Benefit: Your Zanpakutō differs from the traditional Katana or Wakisashi. For example, it might take the form of a double-
  weapon, a reach weapon, a lance, a spiked chain, etc. This gives it all of the properties the weapon itself, including changing 
  the damage type appropriately. This does not allow it to take the form of any ranged weapon, although it can gain some 
  range via throwing-type enhancements. See the Stuff Section for some weapon statistics. 
   
   
  Constant Release [Soul] * 
  Prerequisites: 2d6 base Zanpakutō damage 
  Benefit: Your Zanpakutō can never be sealed. Its Shikai form becomes its normal state. You gain only ½ character level+Cha 
  modifer for determining base Release points. 
  Normal: You may only release your Shikai for a number of minutes equal to your character level +CON modifier. 
   
   
  Expanded Release [Soul] * 
  Prerequisite: 2d6 base Zanpakutō damage 
  Benefit: You gain an additional realese base point and, if you have reached it, two Bankai ability points. 
  Special: You may take this feat multiple times. Its effects stack. 
   
   
  Quick Release [Soul] * 
  Prerequisites: 3d6 base Zanpakutō damage 
  Benefit: You may release your Zanpakutō’s Shikai as a swift action. 
   
   
  Alternate Release [Soul] * 
  Prerequisites: 2d6 base Zanpakutō damage 
  Benefit: You can define a secondary release form for your Zanpakutō. You gain a point allotment equal to ½ character level 
  +Cha modifier for determining its power. You can take this feat multiple times 
   
   
   
  Variable Release (soul)* 
  Prerequisites: 2d6 Zanpakutō damage 
  Benefit: You may design a secondary release with your full base points but only 1/4 of affected points may differ from your 
  original power's design. 
   
   
  Renewed Release (Soul)* 
  Prerequisite: 3d6 Zanpakutō damage 
  Benefit: Upon choosing this feat, you may completely redesign one of your releases. You may take this feat multiple times. 
   
   
  Sacrifice Release (Soul) * 
  Prerequisites: 2d6 base Zanpakutō damage 
  Benefit: You can define a secondary release form for your Zanpakutō. You gain a point allotment equal to your character 
  level +Cha modifier for determining its power. When this power is used, your  Zanpakutō's power is exhausted and it 
  shatters. It will reform in 1d4 days during which you cannot use Release special abilities. 
   
  
  16 
  Reiatsu Feats 
  This Feats tree deals with the abilities and special powers pertaining to the manipulation of the spiritual pressure of all souls. 
   
  Overbearing Reiatsu (Soul) 
  Prerequisites: Skill focus: Intimidate 
  Benefit: You gain a +5 bonus on the Intimidate check for overbearing your opponent with your Reiatsu. You can make this 
  check as a free action and cannot be dazed by being pushed back. 
   
   
  Terrifying Reiatsu (Soul) 
  Prerequisites: Overbearing Reiatsu 
  Benefit: You summon an aura so powerful 
  that you provoke abject fear in the soul of 
  your opponents. 
  For each 5 points you beat your opponents 
  roll, he succumbs to an increasing fear 
  effect (from shaken to frightened to 
  panicked or cowed) instead of the normal 
  cumulative -2 modifier. 
   
   
  Shrouded Reiatsu (General) 
  Prerequisites: Bluff 10 ranks 
  Benefit: Your Reiatsu is extremely well hidden and allows you to go unnoticed bay all but the most perceptive souls. You 
  gain a +5 bonus on bluff checks for masking your Reiatsu. 
   
   
  Reiraku Hunter (Soul) 
  You can identify and track souls with an uncanny efficiency. 
  Benefit: To find Reikaku or to follow them for 1 mile requires a successful Sense motive check. You must make another 
  check every time the Reikaku become difficult to follow.  
  You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal 
  speed with a -20 penalty on the check). The basic DC for the tracking Souls is 15. The DM may impose from -10 to +10 
  modifiers based on time since the Soul left,  your surroundings and the prevailing conditions in the area. 
   
   
  Reiatsu Healing (soul) 
  Prerequisites: Skill focus: First aid 
  Benefit: You may concentrate your Reiatsu to perform a Lay on Hands -like action. Each day you can heal a total number of 
  hit points of damage equal to your character level × WIS bonus. You may choose to divide the healing among multiple 
  recipients, and don't have to use it all at once. Reiatsu Healing is a full-round action. 
   
   
  Reiatsu Burst (Soul) 
  Prerequisites: Concentration 10 ranks 
  Benefit:  You may concentrate your Reiatsu as a full round action 1+WIS bonus times per day. Roll a concentration check for 
  one of the following effects: 
  - Summon your inner strength: you immediately regain a number of hit points or spell points equal to the total score you 
  rolled. 
  - Focus your spiritual pressure in your Zanpakutō: If you beat a DC of 10+ opponent’s level, on your next attack (not release 
  special ability), you can suppress your concentration ranks’ worth of the opponent’s Damage reduction. 
  - Compress your Reiatsu in your Zanpakutō as a shield: If you beat a DC of 10+ opponent’s level, you can add your 
  concentration ranks to your AC, DR and MR for the rest of the round. 
   
   
  Extra Reiatsu Burst (Soul) 
  Prerequisites: Reiatsu burst 
  Benefit: You gain 3 more Reiatsu burst uses per day. You can take this feat multiple times. 
   
  Reiatsu Inspiration (Soul) 
  Prerequisites: Charisma 14+ 
  Benefit: You may lend your spiritual strength to another character, which gains a bonus to attack rolls or saving throws equal 
  to half your character level. You may help an additional character every 3 levels. The bonus lasts as long as you stay 
  concentrated. 
  
  17 
  Character Feats 
   
  This feat tree presents enhanced or extraordinary core abilities for your character. 
   
  Hollow Within (Soul) * 
  Prerequisites: Shinigami lv1 
  Benefit: Your soul's awakening not only released your Zanpakutō but 
  also a darker being that lurks behind your eyes. Whenever you are 
  weakened enough, the creature, the Hollow Within, tries to take 
  control of your actions to wreak havoc to your surroundings. 
  Whenever you are disabled, be it by hp loss, poison or magical effect, 
  you must make a will save against a DC equal to your level+CHA 
  bonus. If you miss the check, you are healed to 33% HP (if you were 
  lower than this) and instantly flies into a Berserker Frenzy (See 
  Frenzied berserker PrC for details). 
  Special : if you have level in the Vizard PrC, you no longer check for 
  frenzy, but can choose to enter it or not. 
   
   
  Hollow Rage (Soul) * 
  Prerequisites: Hollow Within, Rage 
  Benefit: You have come more in touch with the darker part of your 
  soul, and can now command its destructive power. Your Rage 
  ability can be turned in a Berserker Frenzy, with all the risks to your 
  surroundings it implies. 
   
   
  Alive (General) * 
  Benefit: You are one of the few Shinigami to still have a living, 
  breathing body. You gain a great measure of energy and motivation from this. Your action dices are d10 instead of d6. 
  Special : Your physical body lays dormant while you are in spirit form, which can attract unwanted attention. This is also a 
  very dangerous weakness as your physical death will be your end as surely as your spiritual death. 
   
   
  Diehard [General] 
  Prerequisite: Constitution 12+ 
  Benefit:  When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if 
  you lose 1 hit point each round.  
  When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this 
  decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you 
  were disabled, you immediately fall unconscious.  
  When using this feat, you can take either a single move or standard action each round, but not both, and you cannot take a 
  full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any 
  other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a 
  quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.  
  Normal 
  A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying. 
   
   
  Soul Companion (General) * 
  Prerequisites: Shinigami lv1 
  Benefit: You are extremely well attuned to your Zanpakutō and benefit from this friendship in time of direst needs. Once per 
  game session when all your standard action dices have been expended, your Zanpakutō's spirit might come forward offering 
  support and tactical acumen. You gain a bonus action dice, which doesn't carry over game sessions. 
   
   
  Sealed (Soul) * 
  Prerequisites: Shinigami lv1, only selectable at 1st level 
  Benefit: Your Zanpakutō is sealed, mute and inert. In your eyes it is nothing more than a tool of war. Your Zanpakutō 
  damage is appropriate for a weapon of its category and doesn't progress in level. You can't access either Shikai or Bankai 
  special 
  abilities. 
  Relying on your own inner strength in battle, you earn a 10% XP bonus on all violent encounters. You gain an attribute 
  increase every two levels instead of every four. 
   
  
  18 
   
   
  Unleashed (Soul) * 
  Prerequisites: Sealed, 5th level + 
  Benefit: You have finally come to terms with what was sealing your Zanpakutō's power. You immediately gain the full use of 
  Zanpakutō damage, Shikai and eventually Bankai abilities for a character of your level. 
  You no longer gain an XP bonus. 
   
   
  Hero's Comeback (General) * 
  Prerequisites: Diehard 
  Benefit: You never back down, and never give up. Once per game session when all your standard action dices have been 
  expended, You can summon your Reiatsu for some desperate last move. You immediately gain a bonus action dice, which 
  doesn't carry over game sessions. 
   
   
  Buxom (General) 
  Prerequisites: Female character, Cha 14+ 
  Benefit: You are endowed with an extremely generous physique, which offer you several advantages when confronting men. 
  Your distracting arguments bestow a -2 Ecchi modifier on male characters that have you in their line of sight. 
  Furthermore you gain a +2 Ecchi bonus on all bluff rolls, including feinting in combat. 
  As illustrated below, this feat can be taken multiple times, its effects stack. 
   
   
   
  
  19 
  Background Feats 
   
  This tree presents abilities you learned from experience and that set you apart from the rank and file. Most of these feats are 
  inspired from basic D20 classes defining powers, and are only to be used in the Bleach setting. 
   
  Blooded (general) 
  Benefit: You are battle hardy. You gain +2 hit points per level. This feat applies retroactively. This feat can be taken multiple 
  times. 
   
   
  Seasoned (general) * 
  Benefit: You are a quick learner. You gain +2 skill points per level. This feat applies retroactively. This feat can be taken 
  multiple times. 
   
   
  Enlightened (general) 
  Benefit: Your mind is tuned to Kidō. You gain +2 spell points per level. This feat applies retroactively. This feat can be taken 
  multiple times. 
   
   
  Hakudo adept (General) 
  Prerequisites: attack bonus 4+, improved hand-to-hand fighting 
  Benefit: You've learned to direct the strength of your spirit not only in your sword, but also in your body. Your unarmed strikes 
  deal Zanpakutō damage. 
   
   
  Zanjutsu Master (General) 
  Prerequisites: Weapon specialization: Zanpakutō 
  Benefit: Your skill with the soul cutter has become truly extraordinary. You add the damage appropriate for your weapon type 
  to your Zanpakutō damage. 
  For example a 10th level Shinigami using a wakisashi-like Zanpakutō deals 3d6 damage. This doesn't count as basic 
  Zanpakutō damage for determining Shikai and Bankai access. 
   
   
  Kidō artist (General) 
  Prerequisites: spell penetration, Spellcraft 10+ 
  Benefit: You've learned to direct the strength of your spirit not only in your sword, but also in 
  your spells. Your damage dealing spells get a damage bonus equal to your Zanpakutō 
  damage. 
   
   
  Academic Knowledge [General] * 
  Benefit: You may make a special Academic Knowledge check equal to your level + your 
  intelligence modifier to see whether you know some relevant information about local notable 
  people, legendary items or noteworthy places. You cannot take 10 or 20 on this check, the 
  knowledge is essentially random. 
  DC  
  Type of Knowledge  
  10 
  Common, known by at least a substantial minority of the local population. 
  20 
  Uncommon but available, known by only a few people legends.  
  25 
  Obscure, known by few, hard to come by.  
  30 
  Extremely obscure, known by very few, possibly forgotten by most who once knew it, 
  possibly known only by those who don’t understand the significance of the knowledge. 
   
   
  Skill Mastery [General] 
  Prerequisites: 10th level 
  Benefit: Select any three skills. When making a check with any of these skills, you may take 10 even if stress or distractions 
  would normally prevent you from doing so.  
  Special: You may take this ability multiple times, each time gives you additional skills in which this may apply for. 
   
   
   
   
  
  20 
  Crippling Strike [General] 
  Prerequisite: Hide 13 ranks, Move Silently 13 ranks, Sneak Attack 
  Benefit: An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage. Ability points lost to 
  damage return on their own at the rate of 1 point per day for each damaged ability. This Feat can be taken multiple times. 
   
   
  Sneak Attack [General] 
  Prerequisite: Hide 4 Ranks, Move Silently 4 Ranks 
  Benefit: You gain the ability to strike at the vitals when catching your opponent unaware. You deal an extra 1d6 damage per  
  4 character levels. Whenever your opponent is either flanked or is denied their dexterity bonus to AC. Sneak Attack may be 
  used with ranged attacks, but only if the target is within 30 feet. 
  Special: This feat may be taken a second time, raising your damage to 1d6 per 2 levels (maximum 10d6 at 20th level).  
   
   
  Rage [General] 
  Prerequisites: Power Attack, Diehard 
  Benefit: You can fly into a rage once per day. In a rage, you temporarily gain a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but take a -2 penalty to Armor Class. The increase in Constitution 
  increases your hit points by 2 points per level, but these hit points go away at the end of the rage when your Constitution 
  score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a 
  barbarian cannot use any Charisma, Dexterity, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and 
  Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic 
  items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He 
  can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number 
  of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At 
  the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 
  penalty to Dexterity, can’t charge or run) for the duration of the current encounter. 
  Special: You may take this feat multiple times. Each time gives you an additional rage per day. 
   
   
  Greater Rage [General] 
  Prerequisite: +7 Base Fortitude save, Rage 
  Benefit: Your bonuses to strength and constitution in rage 
  increase to +6, and your bonus to Will saves increases to 
  +3. Your AC penalty remains at -2. 
   
   
  Mighty Rage [General] 
  Prerequisites: +12 Base Fortitude save, Rage, Greater 
  Rage 
  Benefit: Your bonuses to strength and constitution in rage 
  increase to +8, and your bonus to Will saves increases to 
  +4. Your AC penalty remains at -2. 
   
   
  Tireless Rage [General] 
  Prerequisites: +10 Base Fortitude save, Rage 
  Benefit: You no longer become fatigued after your rage. 
   
   
  Flurry of Blows (General) 
  Prerequisites: attack bonus 5+ 
  Benefit: Your character may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one 
  extra attack in a round at her highest base attack bonus, but this attack takes a -3 penalty, as does each other attack made 
  that round. This penalty applies for 1 round, so it also affects attacks of opportunity the character might make before her next 
  action. The player must use a full attack action to strike with a flurry of blows.  
   
   
  Greater Flurry of Blows (General) 
  Prerequisites: Flurry of blows, attack bonus 10+ 
  Benefit: Your flurry of blows ability improves. In addition to the standard single extra attack you get from flurry of blows, you 
  get a second extra attack at your full base attack bonus. All attacks still take a -3 penalty for the round. 
   
   
   
  
  21 
  Damage Reduction [General] 
  Prerequisites: +5 Base Fortitude save 
  Benefit: Gain DR 1/- per 5 character levels. 
  Special: You may take this feat up to two more times. Choosing this feat a second time grants you DR 1/- per 2 levels, three 
  times grants you DR 1/- per level. 
   
   
  Dedicated Warrior [General] * 
  Prerequisite: only selectable at 1st Shinigami level 
  Benefit: You do not gain any spell points or spell progression. Instead, you gain a feat at every even level thereafter. This 
  overrides the existing bonus feat progression for your class. 
   
   
  Slippery Mind [General] 
  Prerequisites: +7 Base Reflex save 
  Benefit: If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round 
  later at the same DC. You only get this one extra chance to succeed on your saving throw. 
   
   
  Uncanny Dodge [General] 
  Benefit: Retain your dexterity bonus (if any) to AC even if caught flat-footed or struck by an invisible opponent. However, the 
  dexterity bonus is still lost if the character is immobilized. 
   
   
  Improved Uncanny Dodge [General] 
  Prerequisite: Uncanny Dodge 
  Benefit: You can no longer be flanked. This denies an opponent sneak attack unless that opponent is at least four levels 
  higher than you. 
   
   
   
   
   
   
   
  
  22 
  STUFF 
   
  To aid in their missions, particularly when said missions involve more than simply dispatching a hollow, Shinigami have a 
  number of unique items to assist them in their duties. In addition, it should be noted that all Shinigami captains and 
  lieutenants have their spiritual energy reduced by about 80% when they enter the human world by use of a spiritual limit, 
  represented by a seal resembling the symbol unique to their division, in order not to cause unnecessary influence while 
  there. In extreme cases where their full power is needed, they can request a limit release. 
   
  Gigai  
  In certain circumstances, a Shinigami will need a way to stay in the human world for long periods of time, interact with the 
  living, and/or recover their powers when the need arises, all of which they can't do in spirit form. Thus, the gigai was 
  developed.  
  A gigai (義    骸    lit. faux body) is an artificial body that allows Shinigami to remain in the human world for an extended period, 
  either due to temporary loss of powers or extended missions. While the body is synthetic, it functions and operates exactly 
  like a natural one, including but not limited to blood flow and the like. Unlike the normal Shinigami body, a gigai is detectable 
  by humans who are not spiritually aware. 
    
  Artificial souls  
  Artificial souls (義   魂   丸   gikongan ), as the name suggests, are souls designed by Shinigami scientists to separate a 
  Shinigami's spirit from a gigai, should they be inhabiting one, or to evict stubborn spirits from their corpses if necessary. 
  When ingested, it forces the soul out of the body and takes control of it, operating in a pre-programmed manner until 
  removed by the Shinigami. It is commonly called Soul Candy, as the Shinigami Women Organization complained that the 
  name gikongan wasn't cute and had it changed. To fit with the more informal name, Soul Candy is contained in PEZ-like 
  dispensers with cartoon characters on top. The souls themselves apparently have personalities to match the cartoon 
  character in question; for example, Rukia's favorite version, Chappy the Rabbit, is a hyperactive character that tries to 
  restrain Ichigo when given control of Rukia's gigai and even speaks in a cutesy baby talk manner. 
   
  Modified souls  
  Because there are far more hollows than Shinigami, the modified soul (mod soul) project was born in an attempt to even the 
  gap. Modified souls (改    造    魂    魄    kaizō konpaku ) are artificial souls designed to enhance regular human physiology, making 
  them capable of battling hollows equally. For example, one modsoul may be able to run many times faster than a regular 
  human while another may be many times stronger than normal. Kon, a recurring modsoul, has enhanced leg-strength. The 
  modsouls are condensed into tiny, candy-like orbs and placed into corpses to achieve their function as soldiers to combat 
  hollows. They are also more independent to fit with their purpose.  
  The modsouls were exterminated after the experiment was halted due to ethical reasons, since they were intended to be 
  used to reanimate human corpses to use as weapons against the hollows. Kon was somehow mixed into a batch of regular 
  artificial souls (Soul Candy) and shipped to Kisuke Urahara's shop, where Rukia and Ichigo obtained him and unknowingly 
  let him loose. Despite a standing order to dispose of all modified souls, they kept Kon and placed him into the body of a lion 
  plushy. Rukia and Ichigo use Kon to possess Ichigo's body when his soul is expelled from his body to fight as a Shinigami. 
   
  
  23 
  Memory replacement  
  In some cases, a human witnesses a Shinigami purify a hollow or affect his surroundings in a significant way. To keep the 
  incident a secret, Shinigami perform memory replacement with an item called kikanshinki. In function, it operates almost 
  exactly like the neuralizer in the Men in Black films. When used, a bird's head pops from the top of the device and produces 
  a puff of smoke. The human it is used on is knocked unconscious and wakes up a while later with a new memory. However, 
  the new memory that the human acquires is random and often based on the limits of what they themselves will believe. For 
  example, Ichigo's family merely believed they slept through a truck crashing into their house when it was used on them. 
  Conversely, Orihime Inoue, who has a much more active imagination, believed that her house was attacked by a gun-toting 
  sumo wrestler (a Yakuza gunman in the manga). 
   
   
  Mobile phone  
  A vital tool for any Shinigami stationed in the real world, this variation on a mobile phone functions both as a regular phone 
  and as a communication line with Soul Society. It receives information about the time and exact location of a hollow's 
  emergence via Global Positioning System (GPS). A Shinigami's kills are also recorded in the phone and can be used as 
  currency (according to the bounty placed on each hollow).  
   
   
   
   
  Weapons 
  Here is a collection of oriental or exotic weapons that lends themselves quite well for Zanpakutō alternate forms. 
   
  Name 
  Damage Critical 
  Type Special 
   Name 
  Damage Critical 
  Type Special 
  Katana (sword) 
  1d10 
  19-20 x2 S 
  1 ½ handed 
   Sai (forked dagger) 
  1d4 
  x2 
  P 
  +4 to disarm 
  Wakisashi (shortsword) 
  1d6 
  19-20 x2 S 
   
   Chakram (thrown disc) 1d4 
  x3 
  S 
  Range 10m 
  Tessen (war fan) 
  1d6 
  x3 
  S 
   
   Nekode (bladed glove) 1d4 
  x2 
  P 
  Disarm  immunity 
  Nagamaki (greatsword) 
  2d4 
  x3 
  S 
  2 handed 
   Naginata (lance) 
  1d10 
  x3 
  S 
  Reach 3m, 2 handed 
  Scythe 
  2d4 
  X4 
  S 
  2 handed 
   Spiked chain 
  2d4 
  x2 
  P 
  +2 to disarm, reach 3m 
  Great Sword 
  2d6 
  x2 
  S 
  2 handed 
    
   
   
   
  2 handed, trip attack 
  War Hammer 
  1d8 
  X3 
  B 
   
   Two-bladed sword 
  1d8/1d8 19-20 x2 S 
  Double weapon 
  Scimitar 
  1d6 
  18-20 x2 S 
   
   Quaterstaff 
  1d6/1d6 x2 
  B 
  Double weapon 
  Trident 
  1d8 
  x2 
  P 
   
   Heavy Flail 
  1d10 
  19-20 x2 B 
  2 handed 
  Whip 
  1d4 
  X2 
  B 
  Non-lethal 
   Three-sections staff 
  1d8 
  X3 
  B 
  Double weapon 
   
   
   
  
  24 
  PRESTIGE CLASSES 
   
   
  Captain 
   
   
  A Taichō (隊    長   , Taichō lit. Unit Commander), commonly referred to as Captain, are the leaders of the thirteen divisions (with 
  the special case of the Commander-General). While "captain" is not an accurate translation of the rank, it's appropriate 
  considering the size of the unit they lead. A single Gotei 13 'unit' (隊   ) is estimated at about 200-500 troops. Viz renders the 
  units as 'companies' rather than 'divisions' because captains lead companies in real life. However, given that each Captain in 
  Bleach leads a major part of a military wing or corps, they could be division commanders or Generals. Most literally, the 
  name simply means 'unit commander', which could be practically any officer rank. 
   
  Captains are generally the most respected Shinigami in Soul Society, with the Central 46 Chambers, Demon Art Corps, and 
  special forces leaders possibly being on equal status. With one exception (Kenpachi Zaraki), all captains are able to perform 
  the Bankai of their Zanpakutō and are generally much more powerful than even their lieutenants. Knowing the Bankai gives 
  captains an average of five to ten times the strength of Shinigami who are unable to perform it. They have also extensively 
  trained, if not mastered, their Bankai, allowing them to actually use the enormous power effectively in battle. Most captains 
  are also skilled in the use of Shunpō, Kidō, and generally have excellent knowledge of Shinigami history and battle tactics. 
  All of these factors create a huge power-gap between captains and lower-ranked officers. 
   
   
  Prerequisites: 
  Feat: Leadership 
  Completion of one of the following conditions: 
  - To take the captain proficiency test (隊   首   , taishu), which requires the ability 
  to perform the Bankai. Presumably, most Shinigami become captains using 
  this method. At least three existing captains, including the Commander-
  General, have to witness the test.  
  - To have personal recommendations from at least six captains and approval 
  from at least three of the remaining seven.  
  - To defeat a captain one-on-one with at least 200 witnesses from the 
  captain's division. Kenpachi Zaraki is the only known captain to have 
  achieved his rank using this method.  
   
   
  Hit Die 
  d8.  
   
  Class Skills 
  The Captain's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Jump (Str), 
  Knowledge (arcana) (Int),Intimidation (Cha), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), 
  and Tumble (Dex). 
   
  Skill Points at Each Additional Level 
  4 + Int modifier. 
   
   
  Table: The Captain 
   Level 
  Base 
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Zanpakutō 
  Damage 
  AC 
  Bonus 
  Kidō 
  Points 
  1st 
  +1 
  +1 
  +1 
  +1 
  Perfect Shikai 
  +1d6 
  +0 
  +2 
  2nd 
  +2 
  +2 
  +2 
  +2 
  Bonus feat 
  +1d6 
  +0 
  +4 
  3rd 
  +3 
  +3 
  +3 
  +3 
  Enduring Release 
  +1d6 
  +1 
  +6 
  4th 
  +4 
  +4 
  +4 
  +4 
  Bonus feat 
  +2d6 
  +1 
  +8 
  5th 
  +5 
  +5 
  +5 
  +5 
  Perfect Bankai 
  +2d6 
  +2 
  +10 
   
  Weapon and Armor Proficiency 
  Captains are proficient with their own Zanpakutō, and all martial weapons.  
  Captains are not proficient with any armor or shields  
  When wearing armor, using a shield, or carrying a medium or heavy load, a Captain loses her AC bonus, as well as her flash 
  step ability (if available). 
   
  
  25 
   
   
  Zanpakutō Damage 
  Damage modifier listed is added to base Zanpakutō damage. 
   
   
  Perfect Shikai 
  Under the training of Sōtaichō Shigekuni Yamamoto-Genryūsai, you have perfected your Shikai. You now have 1.5 times 
  your character level base points for determining Shikai. This also augments your alternate, constant or final release, if any. 
   
  Bonus Feat 
  At second and fourth level, a Captain may select a bonus feat. 
   
   
  Enduring Release 
  Your Shikai and your Bankai durations expands to two minutes per level per day. 
   
   
  Perfect Bankai 
  You've reached the apex of Shinigami power and perfection. You now have 3 times your character level base points for 
  determining Bankai. 
   
   
   
   
   
  
  26 
  2nd Division Special Ops 
   
   
  Also called the Secret Mobile Unit/Corps or Covert Ops, the onmitsukidō (隠    密    機    動,    onmitsukidō lit. secret tactics, called 
  the Stealth Force in the English dubbed version) has five divisions. The top rank is the Executive Militia (刑    軍   , keigun), the 
  second is the Patrol Corps (警   邏    隊   , keiratai), and the fifth division is called the Reversal Counter Force or Correctional 
  Force (裏   挺    隊   , riteitai).[9] The other two division names or functions are unknown. There is little information about the 
  operations of the Special Forces. 
  The Special Forces are currently run by Captain Soifon of the Gotei 13's 2nd Division. She succeeded Yoruichi Shihouin, 
  who departed Soul Society 100 years before the start of the Bleach storyline. 
   
  Ranks 
  The head of the special forces is called commander-in-chief (総    司    令   官   , sōshireikan). The leaders of each on the five 
  divisions are ranked as corps commander (軍    団    長   , gundanchō), the real-life equivalent being Lieutenant General. Although 
  it is unknown how other ranks work in the Special Forces, like in Gotei 13, the leader of the forces generally also commands 
  its top division, which is the Executive Militia, but unlike in the Gotei 13, the force commander has several bodyguards. 
   
  Uniforms 
  The Executive Militia uniform, as seen in the manga and anime respectively. 
  Although the general Special Forces uniform appears to be the standard Shinigami 
  uniform, the Executive Militia uniform is different from the Gotei 13. Overall, it 
  resembles a ninja uniform. It has no visible white undergarments and the sash is 
  dark as opposed to white. A headpiece covers the bottom part of the face and 
  sometimes the top, but not the eyes; they wear no sandals, but long tabi boots, and 
  tight bands are on the legs and arms to keep the clothes from moving too much, 
  which both are presumably for silence of movement. In the anime, members of the 
  Executive Militia also wear their head covering on the top, not just the bottom and 
  wear a black sash instead of a white one. 
  The leader of the militia wears the same uniform, except that the shoulders and 
  back are exposed. The reason for the empty space is the Shunkō (瞬    閧   , Shunkō lit. 
  flash cry) technique, an advanced technique that combines hand to hand combat 
  and Kidō and causes high spiritual pressure to accumulate at the shoulders and 
  back, blasting away the fabric at the shoulders and back. 
  The Correctional Force uniform is radically different. The soldiers wear a white 
  uniform, a long piece of headgear, and a backpack. 
   
  Prerequisites: 
  Feats: Flash step, Sneak Attack 
  Skills: Hide 10 ranks 
   
  Hit Die 
  d6.  
   
  Class Skills 
  The Special Op's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Bluff (Cha),Decypher script 
  (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Jump (Str), Hide 
  (Dex) (Int), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Search (Wis), 
  Swim (Str), and Tumble (Dex). 
   
   
  Skill Points at Each Additional Level 
  8 + Int modifier. 
   
   
  Table: The Special Ops 
   Level 
  Base 
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  AC 
  Bonus 
  Kidō 
  Points 
  1st 
  +1 
  +0 
  +1 
  +0 
  Death Attack 
  +0 
  +2 
  2nd 
  +1 
  +0 
  +2 
  +0 
  Increased Flash Step 
  +0 
  +4 
  3rd 
  +2 
  +1 
  +3 
  +1 
  Improved Sneak Attack 
  +1 
  +6 
  4th 
  +2 
  +1 
  +4 
  +1 
  Increased Flash Step 
  +1 
  +8 
  5th 
  +3 
  +2 
  +5 
  +2 
  Shunkō 
  +2 
  +10 
   
   
   
  
  27 
  Weapon and Armor Proficiency 
  Special Ops are proficient with their own Zanpakutō, and all martial weapons.  
  Special Ops are not proficient with any armor or shields  
  When wearing armor, using a shield, or carrying a medium or heavy load, a special ops loses her AC bonus, as well as her 
  flash step ability (if available). 
   
   
  Improved Sneak Attack 
  Your Sneak attack damage is upgraded to d8. 
   
   
  Death Attack (General) 
  If the Special ops studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals 
  damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (player's choice). While 
  studying the victim, the character can undertake only movement actions and free actions as his attention stays focused on 
  the target. If the victim of such an attack fails a Fortitude save (DC 10 + the character’s class level) against the kill effect, she 
  dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds 
  plus 1 round per level of the attacker. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once 
  the attacker has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.  
  If a death attack is attempted and fails (the victim makes her save) or if the attacker does not launch the attack within 3 
  rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. 
   
   
  Shunkō 
  Greatest Refinement of the Death Attack of the Special ops, Shunkō has only been used by its last two captains. At the Cost 
  of 20 Kido points, you can cover yourself in a crackling aura that can be used to make a ranged death attack that bypass the 
  3 rounds study of the victim. Either paralysis or death can be chosen as the attack effect. 
  After using Shunkō, the character becomes fatigued. 
   
   
   
   
  
  28 
  Kidō Corps 
   
  There is currently little information on the Kidō Corps (鬼    道    衆    , kidōshū), except that it takes students from the Shinigami 
  Academy that excel in demon arts and that its operations are executed in absolute secrecy. 
  The main mission of the Kidō Corps is marshalling the borders of the known spiritual realms, making sure no being or other 
  extraordinary phenomenons enter or leave the dimension of the Soul society uncontrolled. They are also often sent on 
  scouting missions to the new or unknown demiplanes that often pops up in the spiritual void between the realms.  
  The Kidō Corps is also responsible for opening the senkaimon (穿    界   門   , senkaimon lit. world penetration gate) between the 
  human world and Soul Society. 
   
  Prerequisites: 
  Feat: Kidō artist, Enlightened 
  Skills: Spellcraft 12 ranks 
   
  Hit Die 
  d4  
   
  Class Skills 
  The Kido Corp's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration 
  (Con), Decypher script(Int), Jump (Str), ,Knowledge (Arcana) (Int), Knowledge (Planes), Intimidation (Cha), Lore (all) (Int), 
  Spot (Wis), Swim (Str), Spellcraft (Int), Tumble (Dex), Survival(Wis), and Use magic items (Cha). 
   
   
  Skill Points at Each Additional Level 
  6 + Int modifier. 
   
  Table: The Kidō Corp 
   Level 
  Base 
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Zanpakutō 
  Damage 
  AC 
  Bonus 
  Kidō 
  Points 
  1st 
  +0 
  +0 
  +0 
  +1 
  Hanki 
  - 
  +0 
  +5 
  2nd 
  +1 
  +1 
  +1 
  +2 
  Bonus Metamagic feat 
  - 
  +0 
  +10 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Senkaimon 
  +1d6 
  +0 
  +15 
  4th 
  +2 
  +2 
  +2 
  +4 
  Bonus Metamagic feat 
  +1d6 
  +0 
  +20 
  5th 
  +2 
  +2 
  +2 
  +5 
  Gate of Jigoku 
  +2d6 
  +1 
  +25 
   
  Weapon and Armor Proficiency 
  Kidō Corps don’t gain any weapon or armor proficiency. 
  When wearing armor, using a shield, or carrying a medium or heavy load, a Captain loses her AC bonus, as well as her flash 
  step ability (if available). 
   
  Zanpakutō Damage 
  Damage modifier listed is added to base Zanpakutō damage only for calculating Kidō artist bonus damage. 
   
  Hanki 
  This technique nullifies an opponent's supernatural (Kidō, Cero, 
  Elemental Release damage...) attack by hitting them with a perfectly 
  opposite surge of energy. The Kidō Corp must spends 1 spellpoint per d6 
  of damage or opponent spell points spent he wants to fend off. He must 
  guess the correct amount, or can make a Spellcraft check (DC 
  10+necessary spell points).  If his bid is superior to the attacker's 
  damage dices or spent points, he has successfully nullified the attack. 
   
  Senkaimon 
  Once per day you may create a Gate as per the spell, with a spellcaster 
  level equal to your character level, and the following restrictions. One of 
  the Gate exits must be Soul Society, and the creature you can call 
  through the Gate must be one of its denizens. 
   
  Gate of Jigoku 
  This is one of the most well kept secret from the Kidō Corps. Their long 
  study of the spirit realms have given them power over Hell itself. Once 
  per day, A Kidō Corp can summon the gates of hell (giant doors held by 
  skeletons) which appears and begin to open. A giant, laughing spiritual 
  being with a blade spears the Victim and drags it down into hell. This 
  ability functions as the Imprisonment spell. 
   
   
  
  29 
  12th Division Scientist 
   
  If you ask one of its members, The Shinigami Research institute only calls to the brightest, unfettered minds. If you ask any 
  other shinigami with half his mind, she’ll tell you it’s a den of Madlove, Frankenstein and Q -like scientist. Strangely, the two 
  presentations aren't opposed. It's just that a bit too often, the later has to deal with the consequences of the former's failed 
  (or successful) experiments. 
   
   
  Prerequisites: 
  Feat: Academic Knowledge, Seasoned 
  Skills: any 3 knowledges at 10 ranks 
   
  Hit Die 
  d4.  
   
  Class Skills 
  The Scientist's class skills (and the key ability for each skill) are Appraise(Int), Decipher script (Int), Bluff (Cha), Sense Motive 
  (Wis), Diplomacy (Cha), Lore (all), Craft (all), Profession(any), Detection, Search, Spellcraft (Int), and Use magic item (Cha) 
   
   
  Skill Points at Each Additional Level 
  8 + Int modifier. 
   
  Table: The Scientist 
   Level 
  Base 
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  AC 
  Bonus 
  1st 
  +0 
  +0 
  +0 
  +1 
  Invention 
  +0 
  2nd 
  +1 
  +1 
  +1 
  +2 
  Bonus feat 
  +0 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Forbidden experiments 
  +0 
  4th 
  +2 
  +2 
  +2 
  +4 
  Bonus feat 
  +1 
  5th 
  +2 
  +2 
  +2 
  +5 
  Brilliant Analysis 
  +1 
   
   
  Weapon and Armor Proficiency 
  Scientists don't gain any weapon or armor proficiency  
  When wearing armor, using a shield, or carrying a medium or heavy load, a scientist loses her AC bonus, as well as her flash 
  step ability (if available). 
   
   
  Invention 
  The GP and XP cost for creating magical items is halved for a particular class of items. For all others, it's lowered to ¾ of 
  costs indicated in the DMG. 
   
   
  Bonus Feat 
  At second and fourth levels, a Scientist may select a bonus feat. 
   
   
  Forbidden Experiments 
  You have used your knowledge of Shinigami metabolism to step beyond the 
  boundaries of traditional science. You may pick one hollow growth ability per INT 
  bonus point. 
   
   
  Brilliant Analysis 
  When confronted to an unusual phenomenon or enemy, the Scientist can use her 
  knowledge to protect herself from potential harm. After studying its target for 3 
  rounds, the scientist can ignore all its direct damage and harmful effects for 1d4+ 
  Int modifiers rounds. While studying the attacker, the Scientist can undertake only 
  movement actions and free actions as his attention stays focused on the target.  
  Once the immunity ends, the Scientist gains a permanent bonus AC and saving 
  throws against this particular phenomenon or individual enemy. Equal to his 
  Scientist level 
   
   
  
  30 
  11th Division Veteran 
   
   
  Amongst the Gotei 13, the 11th Division is the most violent. Its Taisho is one of the most terrifying fighters of the spirit world 
  and his training is merciless. He sometimes singles out a warrior whose spirit, far from being tamed by pain and showing no 
  fear of death, revels in bloodshed and the intoxication of putting one's existence on the line. For those few, Zaraki Kenpachi 
  becomes a model, an inspiration, and its way of fighting, a way of living and dying. 
   
   
  Prerequisites: 
  +7 base attack bonus 
  Feat: Dedicated Warrior, Rage 
  Special: Lost but survived a duel with current 11th division Captain, Zaraki Kenpachi. 
   
  Hit Die 
  d12.  
   
  Class Skills 
  The Veteran's class skills (and the key ability for each skill are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), 
  Jump (Str), Heal (Wis), Intimidation (Cha), Perform (Cha), Spot (Wis), Swim (Str), and Tumble (Dex). 
   
   
  Skill Points at Each Additional Level 
  4 + Int modifier. 
   
  Table: The Veteran 
   Level 
  Base 
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Zanpakutō 
  Damage 
  AC 
  Bonus 
  1st 
  +1 
  +1 
  +0 
  +0 
  Legendary Warrior 1/day 
  +1d6 
  +0 
  2nd 
  +2 
  +2 
  +0 
  +0 
  Bonus feat 
  +1d6 
  +1 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Legendary Warrior 2/day 
  +2d6 
  +1 
  4th 
  +4 
  +4 
  +1 
  +1 
  Bonus feat 
  +2d6 
  +2 
  5th 
  +5 
  +5 
  +2 
  +2 
  Legendary Warrior 3/day 
  +3d6 
  +2 
   
  Weapon and Armor Proficiency 
  Veterans are proficient with their own Zanpakutō, and all martial weapons.  
  Veterans are not proficient with any armor or shields  
  When wearing armor, using a shield, or carrying a medium or heavy load, a Captain loses her AC bonus, as well as her flash 
  step ability (if available). 
   
   
  Zanpakutō Damage 
  Damage modifier listed is added to base Zanpakutō damage. 
   
   
  Legendary Warrior 
  Surviving the training of Taisho Zaraki Kenpachi was an 
  epiphany, and has forged you in one of the most terrifying 
  force of war in the Shinigami divisions. Once per day you 
  can lose yourself in the fury of battle raising your Reiatsu to 
  nearly uncontrollable levels. This Frenzy adds a +2 bonus 
  to Strength per Veteran Level, imposes a fixed -4 penalty to 
  AC, and gives the Veteran a single extra attack at their 
  highest Base Attack Bonus. The effects last 3 + 
  Constitution modifier rounds, after which the frenzied 
  berserker is fatigued for 5 rounds. 
   
   
  Bonus Feat 
  At second and fourth level, a Veteran may select a bonus 
  feat. 
   
   
  
  31 
  Ketsugo 
   
   
  Since the tragedy that led Baishin and its lieutenants to their untimely death, some took over the notes he left behind and 
  somewhat perfected its method of training. Referring to themselves as the Ketsugo (lit. United) their school hasn’t gained a 
  formal sanction from the gotei13, but even the most traditional minded Captains and 46 central chamber members are willing 
  to turn a blind eye on some of the embarrassment the Ketsugo create, as all grudgingly acknowledge the power that could 
  come as their teachings perfect. 
   
   
  Prerequisites 
  Feat: Enduring release, Soul companion 
  Special: 3d6 zanpakuto damage 
   
  Hit Die 
  d12.  
   
  Class Skills 
  The Veteran's class skills (and the key ability for each skill are Appraise (Int), Balance (Dex), Craft (Weapons), Climb (Str), 
  Concentration (Con), Jump (Str), Knowledge (Arcana), Intimidation (Cha), Spot (Wis), Swim (Str), and Tumble (Dex). 
   
  Skill Points at Each Additional Level 
  2+ Int modifier. 
   
   
  Table: The Ketsugo 
   Level 
  Base 
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Zanpakutō 
  Damage 
  1st 
  +1 
  +1 
  +1 
  +0 
  Sword Frenzy 
  +1d6 
  2nd 
  +2 
  +2 
  +2 
  +0 
  Natural armor +2 
  +1d6 
  3rd 
  +3 
  +3 
  +3 
  +1 
  Reiatsu Drain 
  +2d6 
  4th 
  +4 
  +4 
  +4 
  +1 
  Natural armor +4 
  +2d6 
  5th 
  +5 
  +5 
  +5 
  +2 
  Perfect sword Fusion 
  +3d6 
   
  Weapon and Armor Proficiency 
  Ketsugo are proficient with their own Zanpakutō, and all martial weapons.  
  Ketsugo are not proficient with any armor or shields  
  When wearing armor, using a shield, or carrying a medium or heavy load, a Ketsugo loses her AC bonus, as well as her 
  flash step ability (if available). 
   
   
  Zanpakutō Damage 
  Damage modifier listed is added to base Zanpakutō damage. 
   
   
  Sword Frenzy 
  In the First step on the path of Baishin, a Ketsugo learn to enter a state of unstable fusion with his zanpakuto. She gains a 
  considerable boost in speed and stamina, but her mind is consumed by the power of her own blade. If the Ketsugo cannot 
  get out of this state, she turns into a dangerous force that will need to be taken down by force. 
  Entering sword frenzy is a move action. Once in sword frenzy the Ketsugo gains +1 strength, +1 constitution and +1 natural 
  armor bonus per class level. The aspect of the Ketsugo often change to asomewhat metallic, armored look. 
  Each round, the Ketsugo receive 1d4 WIS temporary damage. To end the Sword Frenzy the character must succeed a Will 
  save against a DC of his own character level. If the character fails to end the frenzy, she becomes confused until reduced to 
  zero hit points or made unconscious. Once the character is healed, she recovers all lost WIS points. 
  In this state of fusion between spirit and blade, the character gains the Construct type (see below) 
    
   
  Natural Armor 
  On his path to become one with the blade, the Ketsugo learns to become steel-like. At second level, he gains a +2 natural 
  armor bonus. At fourth level this bonus increase to +4. This bonus stacks with the bonus from the Sword Frenzy. The 
  Ketsugo’s skin often takes a slightly metallic sheen, with tints varying from one person to another. Some even develop 
  strange engravings or plates on their bodies. 
   
    
  Reiatsu Drain 
  
  32 
  The ability to fuel their frenzy at the expense of other”s Reiatsu is one of the most ill perceived power of the Ketsugo. Upon 
  reaching the third level, the character gains a special ability damage effect that allows them to fuel a power pool that will feed 
  their frenzy for some time. The ability damage is a touch attack that will transfer 1d6 WIS points from the victim to a special 
  point pool the Ketsugo can use to fuel her frenzy instead of receiving ability damage. Once this pool is exhausted, the 
  Ketsugo loose WIS points as per basic Sword frenzy rule. Points in this pool cannot exceed the Ketsugo’s character level, 
  and cannot be stocked for more than one day. 
    
    
  Perfect Sword Fusion 
  The Ketsugo reach a state of harmonious fusion with his blade, and as his spirit is united, he is granted a special Constant 
  release at full base points. If the character previously had a constant release, this power supersedes it. In this state of 
  balance between spirit and blade, the character permanently gains the Construct type (see below). 
   
   
  Construct Type 
  Darkvision out to 60 feet.  
  Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).  
  Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.  
  Not subject to critical hits, nonlethal damage, ability damage (excluding the Sword Frenzy WIS damage), ability drain, 
  fatigue, exhaustion, or energy drain.  
  Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).  
  Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. 
   
   
   
   
   
  
  33 
   
  Vizard 
   
   
  The vizard are the antithesis to the arrancar; they are Shinigami who have obtained hollow powers and whose Shinigami 
  powers remain dominant (although they do have to undergo a process and maintain their dominance over their hollow), while 
  the arrancar are hollows that have obtained Shinigami powers and whose hollow powers remain dominant. Having begun as 
  Shinigami, the vizard appear entirely human. Unlike the arrancar, they do not have holes or partial masks (common traits of 
  transformed hollows) anywhere on their body, though they can produce masks on demand, and they carry zanpakutō like 
  normal Shinigami. When using their hollow powers, a vizard's appearance does not change except for the mask on their face 
  and the color of their eyes, with the whites of their eyes turning black and the irises gold. This process of donning one's 
  hollow mask is referred to as "Hollowification" ( 虚    化   , horō-ka). 
   
  The existence of Shinigami/hollow hybrids was first hinted fairly early in the manga. When Ichigo Kurosaki was training with 
  Kisuke Urahara, Urahara severed Ichigo's Chain of Fate in order to force him to regain his lost Shinigami power. Ichigo was 
  able to recover his Shinigami powers when his body began the process of turning into a hollow. Ichigo's transformation 
  happened out of sequence, his mask forming first instead of his body breaking apart and reforming, a sign of his resistance. 
  When he emerged as a Shinigami, he was also wearing a hollow's mask, which he broke off. After he arrived in Soul Society, 
  the hollow mask reappeared on him on several occasions, even though he repeatedly discarded it. In the fight against 
  Byakuya Kuchiki, Ichigo's hollow form reformed and his mask started to reform around his face. However, before he 
  completely transformed, Ichigo was able to regain control and tear off the mask once again. Whether this process is uniform 
  for all vizard or merely unique to Ichigo is unclear, though the later symptoms are hinted at being common. 
  Ichigo later discovers that there are other Shinigami who have acquired hollow powers besides himself. Shinji Hirako, a boy 
  carrying a zanpakutō and a hollow mask, reveals that these renegade Shinigami call themselves the vizard. Shinji tries to 
  convince Ichigo to join their group, saying that only he can teach Ichigo how to control his "hollow within" and keep it from 
  taking over and destroying everything Ichigo cares about. Ichigo initially refuses Shinji's offer, but relents after realizing he 
  can't control his inner hollow on his own. Ichigo insists that he's merely using them to learn how to control his inner hollow. 
   
  It is unclear what the motives of the vizard are. It is known, however, that vizard are considered criminals by Soul Society for 
  committing the ultimate taboo of acquiring hollow powers. Hollows would also never accept a vizard, due to their former 
  status as Shinigami. It is because of this that it can be presumed that the only side the vizard are on is their own. 
  Regardless, they seem to be valuable allies-to-be in the battle against Sōsuke Aizen's army of arrancar, as Kisuke Urahara 
  mentioned. 
  Unlike in Soul Society, where the rank is given accordingly to Shinigami within a division, or in Hueco Mundo, where a 
  number is assigned to each arrancar reflecting their strength, the vizard have not yet revealed a structure based on 
  hierarchy. However, Shinji Hirako does appear to be in some sort of 
  leadership role. 
   
  Prerequisites: 
  Feat: Hollow Inside. 
  Special: Zanpakutō special ability. 
  Special: Must have faced and subdued the inner hollow while monitored 
  and instructed by other Vizard. 
   
   
  Hit Die 
  d12  
   
  Class Skills 
  The Vizard's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con),  Jump (Str), 
  Knowledge (arcana) (Int), Move Silently (Dex),  Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). 
   
   
  Skill Points at Each Additional Level 
  4 + Int modifier. 
   
   
  Table: The Vizard 
   Level 
  Base 
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Zanpakutō 
  Damage 
  1st 
  +0 
  +0 
  +0 
  +0 
  Masked Warrior 
  - 
  2nd 
  +1 
  +1 
  +1 
  +1 
   
  +1d6 
  3rd 
  +2 
  +2 
  +2 
  +2 
  Bonus feat 
  +1d6 
  4th 
  +3 
  +3 
  +3 
  +3 
   
  +1d6 
  5th 
  +4 
  +4 
  +4 
  +4 
  Cero 
  +2d6 
  
  34 
   
  Weapon and Armor Proficiency 
  Vizards are proficient with their own Zanpakutō, and all martial weapons.  
  Vizards are not proficient with any armor or shields  
  When wearing armor, using a shield, or carrying a medium or heavy load, a Vizard loses her AC bonus, as well as her flash 
  step ability (if available). 
   
  Zanpakutō Damage 
  Damage modifier listed is added to base Zanpakutō damage. 
   
  Masked Warrior 
  When downing his hollow mask (a standard action), the Vizards summon the Hollow Inside to use its power, much like when 
  a Shinigami releasing his Zanpakutō. 
  While masked, the Vizard benefits from a enhancement bonus to strength, dexterity and constitution equal to twice his class 
  level. The Vizard also gains Fast Healing with a rating equal to his class level. 
  The Mask can be maintained for one minute per class level per day, and may be spread over multiple uses. 
   
   
  Cero 
  The Vizard can unleash a condensed burst of energy in a 60-foot line that deals 1d6 damage per character level. Targets 
  may make a reflex save (DC 10+1/2 character level + constitution modifier) for half damage. This ability may be used once 
  every 1d4 rounds. 
   
   
   
   
  
  35 
  Outcast 
   
  Even the Dead has laws. Some, either too free-spirited, too curious, or too passionate, crossed one too many and found 
  themselves under sentence from higher authorities. Exiled from the spirit realms, they have found refuge or exile in the 
  human world. While not officially branded as a traitor or a deserter, they are considered as scoundrel and embarrassments to 
  their former allies. Many of them are still serving their former cause from their hidden dwellings, be it by gathering 
  information, subduing the occasional lone enemy, or acting as unofficial diplomats toward other supernatural groups.  
   
   
  Prerequisites: 
  Shikai special ability 
  Special: Must have been cast out of Soul society for some reason. 
   
  Hit Die 
  d8.  
   
  Class Skills 
  The Outcast's class skills (and the key ability for each skill) are  Appraise, 
  Decipher script, Bluff , Sense Motive, Diplomacy, Lore (any), Craft (any), 
  Profession(any), Detection, Spot, Search, Hide, Move silently, Escape 
  artist, Forgery, Open Lock, Sleight of Hand, Use magic item 
   
  Skill Points at Each Additional Level 
  8 + Int modifier. 
   
   
  Table: The Outcast 
   Level 
  Base 
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Zanpakutō 
  Damage 
  AC 
  Bonus 
  Kidō 
  Points 
  1st 
  +0 
  +1 
  +0 
  +1 
  Reiatsu Master 
  - 
  +0 
  - 
  2nd 
  +1 
  +2 
  +1 
  +2 
  Bonus feat 
  - 
  +0 
  0 
  3rd 
  +1 
  +3 
  +1 
  +3 
  Reconnection 
  - 
  +0 
  1 
  4th 
  +2 
  +4 
  +2 
  +4 
  Bonus feat 
  +1d6 
  +0 
  3 
  5th 
  +3 
  +5 
  +3 
  +5 
  Secret Power 
  +1d6 
  +1 
  5 
   
  Weapon and Armor Proficiency 
  Outcasts are proficient with their own Zanpakutō, and all martial weapons.  
  Outcasts are not proficient with any armor or shields  
  When wearing armor, using a shield, or carrying a medium or heavy load, an Outcast loses her AC bonus, as well as her 
  flash step ability (if available). 
   
  Zanpakutō Damage 
  Damage modifier listed is added to base Zanpakutō damage. 
   
  Reiatsu Mastery 
  Trying to find peace, or even simply forgetfulness, from the eyes of the Soul Society is hard. The Outcast's practice has 
  made is ability to sense and hide Reiatsu almost perfect. She gains a +10 competence bonus on all sense motive, Bluff and 
  intimidate Reiatsu checks. 
   
  Bonus Feat 
  At the second and fourth level, an Outcast may select a bonus feat. 
   
  Reconnection 
  Your time among the living and breathing has renewed your resolve and clarified your purpose. You gain the benefit of the 
  Alive feat. 
   
  Secret Power 
  Delving on the fringe of Shinigami society allowed you to discover forbidden or forgotten lore. One of the Kido spell you 
  know, but no higher than 5th level becomes a supernatural ability usable 3 times per day. 
   
   
  
  36 
  Adjucha 
   
  Adjuchas (アジ   ュー カ   ス  , ajūkasu, Spanish for "stone demon") are the medium class of menos in terms of power, and the second 
  stage in the menos evolution. Adjuchas can vary radically in appearance, from bulky humanoids to the jaguar-like form of 
  Grimmjow Jeagerjaques. Unlike the gillians, they are roughly human-sized. They are also much smarter than the gillians and 
  have the power to match. It is likely they could fight evenly with at least a Shinigami lieutenant. They watch over the many 
  gillian-class menos, and in the anime are also capable of controlling them, or at the least those put in charge by Aizen can. 
  Adjuchas-class menos are much smaller in population compared to the gillian class, due to the rarity of any one hollow being 
  capable of overwhelming the many other hollows that comprise the body of a gillian. Furthermore, the adjuchas must 
  continue to devour hollows, or its mind will be absorbed by the hollows comprising its form and it will revert back into a gillian. 
  The subsequent lack of an individual will also preclude the reverted gillian from becoming an adjuchas again. 
   
  Prerequisites:  
  Attack bonus 12+, Cero ability 
  Special: must have eaten the flesh of an Adjucha Level 1+ or a Hollow level 15+ 
   
  Hit Die 
  d12.  
   
  Class Skills 
  The Adjucha's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Intimidation 
  (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), Survival 
  (Wis)Swim (Str), and Tumble (Dex). 
   
  Skill Points at Each Additional Level 
  2 + Int modifier. 
   
  Table: The Adjucha 
   Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Natural weapons 
  Damage 
  AC 
  Bonus 
  1st 
  +1 
  +1 
  +1 
  +1 
  Devour, Hollow Growh 
  +1d8 
  +1 
  2nd 
  +2 
  +2 
  +2 
  +2 
  Bonus Feat 
  +1d8 
  +1 
  3rd 
  +3 
  +3 
  +3 
  +3 
  Summon Hollow 
  +2d8 
  +2 
  4th 
  +4 
  +4 
  +4 
  +4 
  Bonus Feat 
  +2d8 
  +2 
  5th 
  +5 
  +5 
  +5 
  +5 
  Hollow swarm 
  +3d8 
  +3 
   
  Weapon and Armor Proficiency 
  An Adjucha isn't proficient with any weapon or armor. 
   
   
  AC Bonus (Ex) 
  The Adjucha adds her Constitution bonus (if any) to her AC as an 
  armor bonus. In addition, an Adjucha  gains a +1 natural bonus to AC 
  at 1st level. This bonus increases by 1 for every three levels thereafter 
  (+2 at 3rd, +3 at 5th level). 
   
  Devour 
  When you consume a fallen opponent, you gain a greater part of its 
  strength. You gain temporary hitpoints equal to its constitution score, 
  and attribute bonus points equal to its character level to dispatch 
  across your own attributes. These bonus persist for one hour per level 
  of the devoured character. 
   
  Summon Hollow 
  Once per day, you may summon a Hollow with no more than half your 
  character level. The Hollow is summoned for one hour per Adjucha class level. The DM has the final say as to the abilities 
  and shape of the summoned creature. The Hollow obeys your every command for the duration of the summon. You cannot 
  gain sustenance from Summoned Hollows. 
   
  Hollow Growth 
  Each level the Adjucha may choose a special ability from the Hollow Growth list (see Hollow class for more information). 
   
  Hollow Swarm 
  This ability acts as the Elemental Swarm spell, but summons Hollows instead of elementals. 
   
   
  
  37 
  Arrancar 
   
  An Arrancar is a hollow that has removed its mask and gained Shinigami powers. The name Arrancar is a Spanish verb 
  meaning "to remove" or "to rip off," a reference to an arrancar's removal of its hollow mask. In the manga, Arrancar is written 
  using a kanji spelling meaning torn mask (破     面    , yamen), but is pronounced as the Spanish Arrancar (ア  ラ  ン  カ  ル   , arankaru). 
  Few hollows have the potential to remove their masks normally, and even if they manage it the change is not significant. 
  Sōsuke Aizen is able to artificially create Arrancar with the Orb of Distortion, which also unlocks much more of their potential 
  than a natural transformation would. The process of turning a hollow into an Arrancar is called Shinigamification (死   神   化   , 
  Shinigami-ka). 
  Arrancar and ordinary hollows differ in two ways: the location of their holes and the near-total disappearance of their masks. 
  When hollows become Arrancar, the chances of them retaining a humanoid form increase with their intelligence; only vasto 
  lorde-class Arrancar will definitely assume a humanoid form. If powerful enough, an Arrancar can seal his or her excess 
  power into the form of a Zanpakutō. Unlike with Shinigami, this Zanpakutō is simply the hollow's true form sealed into a 
  sword. Therefore, an arrancar's release of their Zanpakutō is merely a temporary restoration of their former selves. An 
  Arrancar release is called Resurrección (帰   刃   （ レ ス   レ ク シ   オ ン ）, resurekushion, Japanese for "returning blade," Spanish for 
  "resurrection"). Arrancar do not have a known second release. 
  Those Arrancar under Aizen's command also have a standard theme for their clothing. Their uniforms consist of a white 
  jacket, black sash, white hakama, and black socks with white sandals; in essence, the uniforms are basically inverted 
  Shinigami uniforms. 
   
  The Números (数   字   持   ち （ ヌ メ ロ ス ）, Numerosu, Japanese for "number holders," and Spanish for "numbers") are the combat 
  specialists. They are assigned a two digit number at birth from 11 to 99 to indicate their age (Número 11 is the oldest, 
  Número 99 is the youngest). The basic Número uniform consists of a white-collared jacket and robes held with a black sash. 
  However, the uniform is customizable, giving each Número a sense of individuality. The fighting ability of Números is thought 
  to be superior to all other Arrancar, except for the Espada (current and former). 
  The Fracción (従   属   官   （ フ ラ シ   オ ン ）, Furashion, Japanese for "subordinate officers," Spanish for "fraction") are a subsection of 
  the Números that directly serve a specific Espada. The number of Fracción for any given Espada varies: Stark and Nnoitra 
  Jiruga would seem to have just one, while Szayel Aporro Granz has at least a dozen. 
  The Privaron Espada (十  刃    落   ち  （ プ  リ バ   ロ ン ・ エ  ス   パ   ー   ダ  ）, Puribaron Esupāda, Japanese for "ten fallen blades," Spanish for 
  "deprived") are former Espada who have officially lost their rank and are assigned a three-digit number. Being former 
  Espada, they are far stronger than the normal Números. They reside in Tres Cifras, which translates literally from Spanish as 
  "three digits". As mentioned by Dordonii, these former "naturally created" Espada were rendered obsolete after Aizen began 
  artificially creating Arrancar to meet his own standards. 
  The Exequias (葬    討   部    隊    （ エ ク セ キ ア ス ）, Ekusekiasu, Japanese for "funerary attacking force," Spanish for "funeral") are 
  Arrancar that are part of the execution division, apparently charged with termination of intruders and rebels. They are the 
  equivalent of the Soul Society's Onmitsukidō. 
   
  Prerequisites: 
  Attack bonus 12+, Cero ability 
  Special : Must have had his mask removed either by exposition to the Orb of Distortion, or by his own free will after having 
  feasted on the flesh of a Vasto Lorde (Adjucha Level 5, Hollow Level 18+ or Arrancar Level 1+) 
   
  Hit Die 
  d10.  
   
  Class Skills 
  The Arrancar class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Intimidation 
  (Cha), Jump (Str), Knowledge (Hueco Mundo) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble 
  (Dex). 
   
   
  Skill Points at Each Additional Level 
  4 + Int modifier. 
   
  Table: The Arrancar 
   Level 
  Base 
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Zanpakutō 
  Damage 
  1st 
  +1 
  +1 
  +1 
  +0 
  Resurrección 
  +1d8 
  2nd 
  +2 
  +2 
  +2 
  +0 
   
  +1d8 
  3rd 
  +3 
  +3 
  +3 
  +1 
  Bala 
  +1d8 
  4th 
  +4 
  +4 
  +4 
  +1 
   
  +1d8 
  5th 
  +5 
  +5 
  +5 
  +2 
  Garganta 
  +2d8 
   
  Weapon and Armor Proficiency 
  Arrancar are proficient with their own Zanpakutō, and all simple weapons.  
  Arrancar are not proficient with any armor or shields. 
  
  38 
   
  Zanpakutō Damage 
  Damage modifier listed is added to Hollow natural weapons damage for determining total Zanpakutō damage. 
   
   
  Resurrección 
  The Hollow powers acquired via the Hollow Growth ability are sealed in an arrancar's Zanpakutō. As such, when gaining its 
  first Arrancar level, the player may choose to review and transform the Hollow Growth progression of the character 
  completely. 
  When Releasing his true Hollow form (a standard action), an Arrancar gains an immense boost to its Hollow powers. During 
  Resurrección, the Arrancar benefits from an enhancement bonus to strength, dexterity and constitution equal to twice his 
  class level. An Arrancar also determine an Alternate or a Final release (without having to select the corresponding feat). 
  Release points are equal to the character’s total levels, and the powers are determined as per a Shinigami. 
  An Arrancar's Resurrección lasts for one minute per class level per day. Its total time may be spread amongst as many uses 
  as needed. 
   
   
  Bala 
  An Arrancar can release a rapid volley of energy blasts. In game terms he can convert his natural weapons attacks to ranged 
  attacks up to one time per Arrancar level per day. The maximum range is character level in yards. 
   
   
   
  Garganta 
  Once per day you may create a Gate as per the spell, with a spellcaster level equal to your character level, and the following 
  restrictions. One of the Gate exits must be the Hueco Mundo, and the creature you can call through the Gate must be one of 
  its denizens. 
   
   
   
  
  39 
  Espada 
   
   
  The Espada (十刃（   エス  パー   ダ）, Esupāda, Japanese for "ten blades," Spanish for "sword") are the top-ranked arrancar in Aizen's 
  army. The Espada at the time of the group's introduction consists of nine males and one female. Each Espada member is 
  chosen for their superior combat ability and then assigned a number from 1 to 10 that indicates their rank and relative power 
  level, which is tattooed somewhere on their body (Grimmjow's is on his lower back, for instance). The Espada are given 
  control over the Números and are regarded as the strongest arrancar in existence. Similar to the power gap between 
  captains and lieutenants in the Gotei 13, the strength of the Espada far surpasses that of the average Número. As Aaroniero 
  Arruruerie notes, all of the Espada except him were at least adjuchas-class menos before becoming arrancar. 
   
   
  Prerequisites: 
  Resurrección special ability 
  Special: must have defeated another Espada or have been 
  chosen at the destruction of one. 
   
   
  Hit Die 
  d10.  
   
  Class Skills 
  The Espada's class skills (and the key ability for each skill) 
  are Balance (Dex), Climb (Str), Concentration (Con), Craft 
  (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), 
  Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) 
  (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim 
  (Str), and Tumble (Dex). 
   
   
  Skill Points at Each Additional Level 
  6 + Int modifier. 
   
   
  Table: The Espada 
   Level 
  Base 
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +1 
  +1 
  +1 
  Gran rey Cero 
  2nd 
  +2 
  +2 
  +2 
  +2 
  Bonus feat 
  3rd 
  +3 
  +3 
  +3 
  +3 
  undisclosed 
  4th 
  +4 
  +4 
  +4 
  +4 
  Bonus feat 
  5th 
  +5 
  +5 
  +5 
  +5 
  undisclosed 
   
  Weapon and Armor Proficiency 
  Espada are proficient with their own Zanpakutō, and all martial weapons.  
  Espada are not proficient with any armor or shields. 
   
   
  Gran Rey Cero 
  Once per day, an Espada may summon a devastating cero blast, both empowered and maximized, as a full round action. 
   
   
  Bonus Feat 
  At second and fourth level, an Espada may select a bonus feat. 
   
   
  Undisclosed 
  The ultimate powers of the top-ranking Espada are unknown at this time. 
   
   
   
  
  40 
  CHARACTERS 
   
   
  Heroes 
   
  Abarai Renji 
  Level 12 Shinigami 
   
   
   
  Value Bonus 
  STR 
  18 
  +4 
  DEX 
  14 
  +2 
  CON 
  18 
  +4 
  INT 
  12 
  +1 
  WIS 
  11 
  0 
  CHA 
  14 
  +2 
   
   
   
  Value 
  HP 
  192 
  AC 
  14 
  DR 
  4/- 
  Fortitude 
  12 
  Reflex 
  10 
  Will 
  8 
  Initiative 
  +2 
  Attack Bonus 
  +13 
  +8 
  Damage 
  3d6+4 
   
   
   
   
   
  Shikai 
  Zabimaru 14pts 
   
  Alternate Zanpakutō form (Spiked chain), Improved initiative, Defending, Dancing, +5 enhancement bonus 
  Bankai 
  Hihiō Zabimaru 28 pts 
   
  7th level astral construct ( 160HP, AC 27, Attack 2 slam +20/ 1d8°12, DR 10, Improved bull rush, fly, Trample) 
   Sacrifice 
  Higa Zekkō 14pts 
   
  +10d6+4 ranged piercing damage, 6 yards diameter burst 
   
  Skills 
  Score  
  Feats 
   
  Jump 
   
   
  Flash step 
  Endurance 
  Balance 
   
   
  Quick Release 
  Diehard 
  Tumble 
   
   
  Soul Companion 
  Damage reduction x2 
  Spot 
   
   
  Sacrifice Release 
  Blooded 
  Listen 
   
   
   
   
   
  Kido: 31. Shot of Red Fire ( shakkahō) 
   
  Quote:  
   
  Comments:  
   
   
  
  41 
   
  Kurosaki Ichigo 
  Level 12 Shinigami, Level 2 Vizard 
   
   
  Value Bonus 
  STR 
  19 
  +4 
  DEX 
  14 
  +2 
  CON 
  16 
  +3 
  INT 
  12 
  +1 
  WIS 
  10 
  0 
  CHA 
  14 
  +2 
   
   
   
  Value 
  HP 
  186 
  AC 
  16 
  DR 
  7/- 
  Fortitude 
  12 
  Reflex 
  11 
  Will 
  9 
  Initiative 
  +2 
  Attack Bonus 
  +14 
  +9 
  Damage 
  6d6 
  +6 
   
   
   
  Constant Zangetsu 8 pts 
   
  Bonus feats: Alternate Zanpakutō form (Greatsword), Blooded, Damage reduction, +2 enhancement bonus 
  Greatsword 
  Bankai 
  Tensa Zangetsu 32 pts 
   
  Blooded x2, Damage reduction x2, Flurry of blows, Greater flurry of Blows, Flash step decoy, Flash step 
  Evasion, Improved Flash step Evasion, +6 Defending Speed katana. 
  Alternate Getsuga Tensho 8 pts 
   
  +6d6 ranged Force damage 
  Masked Warrior +4 STR,DEX and CON, Fast Healing 2 
   
  Skills (115) 
  Score  
  Feats 
   
  Jump 
   
   
  Dedicated Warrior 
  Flash Step 
  Balance 
   
   
  Constant Release 
  Soul companion 
  Tumble 
  12 
   
  Hollow Within 
  Damage Reduction 
  Intimidate 
   
   
  Endurance 
  Hero's Comeback 
  Sense Motive 
   
   
  Die Hard 
  Alive 
  Kn: Real World 
   
   
  Alternate Release 
  Reiatsu Burst 
  Detection 
   
   
  Zanjutsu Master 
  - 
   
   
  Kido: 
   
  Quote: 
   
  Comments:  
   
   
  
  42 
   
  Ikkaku Madarame 
  Level 12 Shinigami, Level 1 Veteran 
   
   
  Value Bonus 
  STR 
  16 
  +3(+5) 
  DEX 
  16 
  +3(+2) 
  CON 
  16 
  +3(+5) 
  INT 
  14 
  +2 
  WIS 
  12 
  +1 
  CHA 
  10 
  0 
   
   
   
  Value 
  HP 
  173 (186) 
  AC 
  17 
  DR 
  - 
  Fortitude 
  13 
  Reflex 
  13 
  Will 
  11 (13) 
  Initiative 
  +3 
  Attack Bonus 
  +10 
  +5 
  Damage 
  4d6 
  +3 
   
   
   
  Shikai 
  Hōzukimaru 13 pts 
   
  Alternate Zanpakutō form (Naginata), Alternate Zanpakutō form (Three section staff), +5 Speed  
  Bankai 
  Ryūmon Hōzukimaru 26pts 
   
  Alternate Zanpakutō form (Double Axe), +9 Keen Wounding Speed Double Axe, Greater Rage, Mighty rage, 
  Blooded x2, Damage reduction x2 
  Legendary warrior 
  +2 STR, -4 AC, bonus attack 
   
  Skills 
  Score  
  Feats 
   
  Jump 
   
   
  Dedicated Warrior 
  Rage 
  Balance 
   
   
  Weapon Focus (Zanpakutō) 
  Two weapons defense 
  Tumble 
   
   
  Weapon specialization (Zanpakutō) 
  Endurance 
  Sense Motive 
   
   
  Two-weapon Fighting 
  Diehard 
  Listen 
   
   
  Improved Two-weapon Fighting 
  Blooded 
  Bluff 
   
   
  Power Attack 
  - 
   
   
  Kido: none 
   
  Quote: 
   
  Comments:  
   
   
   
  
  43 
   
  Kuchiki Rukia 
  Level 9 Shinigami 
   
   
  Value Bonus 
  STR 
  12 
  +2 
  DEX 
  18 
  +4 
  CON 
  14 
  +2 
  INT 
  16 
  +3 
  WIS 
  16 
  +3 
  CHA 
  15 
  +2 
   
   
   
  Value 
  HP 
  90 
  AC 
  18 
  DR 
  - 
  Fortitude 
  8 
  Reflex 
  10 
  Will 
  9 
  Initiative 
  +8 
  Attack Bonus 
  +8 
  +3 
  Damage 
  2d6 
  +2 
   
   
   
  Shikai 
  Sode no Shirayuki : some no mai, tsukishiro 12 pts 
   
  +9d6 cold 2m diameter cylinder 
  Variable Sode no Shirayuki : tsugi no mai, hakuren 9+3pts 
   
  +11d6 ranged cold damage 
  Variable Sode no Shirayuki : san no mai, shirafune 9+3pts 
   
  +9d6 cold 2m diameter emanation 
   
  Skills 
  Score  
  Feats 
   
  Jump 
   
   
  Bardic knowledge 
  Improved initiative 
  Balance 
   
   
  Weapon Finesse 
  Expanded release 
  Tumble 
  14 
   
  Flash step 
  Variable Release release x2 
  Spot 
   
   
   
   
  Listen 
   
   
   
   
   
   
  Kido: 
   
   
   
  Quote: 
   
   
   
  Comments: 
   
   
   
   
  
  44 
   
  Matsumoto Rangiku 
  Level 10 Shinigami 
   
   
  Value Bonus 
  STR 
  10 
  +2 
  DEX 
  18 
  +4 
  CON 
  16 
  +3 
  INT 
  14 
  +2 
  WIS 
  12 
  +1 
  CHA 
  16 
  +3 
   
   
   
  Value 
  HP 
  110 
  AC 
  17 
  DR 
  - 
  Fortitude 
  10 
  Reflex 
  11 
  Will 
  8 
  Initiative 
  +4 
  Attack Bonus 
  +7 
  +2 
  Damage 
  3d6 
   
   
   
   
   
  Shikai 
  Haineko 13pts 
   
  +7d6 Brilliant energy ranged fire damage 
  Bankai 
   
   
   
   
  Skills 
  Score  
  Feats 
   
  Diplomacy 
   
   
  Buxom x2 
   
  Balance 
   
   
  Seasoned 
   
  Tumble 
   
   
  Weapon Finesse 
   
  Sense Motive 
   
   
  Flash step 
   
  Listen 
   
   
  Improved Feint 
   
   
   
  Kido: 
   
   
  Quote: 
   
   
  Comments:  
   
   
   
  
  45 
   
  Orihime Inoue 
  Cleric Lv 12 
   
   
   
  Value Bonus 
  STR 
  10 
  0 
  DEX 
  16 
  +3 
  CON 
  12 
  +1 
  INT 
  14 
  +2 
  WIS 
  16 
  +3 
  CHA 
  16 
  +3 
   
   
   
  Value 
  HP 
  108 
  AC 
  13 
  DR 
  - 
  Fortitude 
   
  Reflex 
   
  Will 
   
  Initiative 
  +3 
  Attack Bonus 
   
  Damage 
  1d3 
   
   
   
   
   
  Skills 
  Score  
  Feats 
  Other 
  Tumble 
   
   
  Alive 
   
  Balance 
   
   
  Buxom 
   
  Jump 
   
   
  Enlightened 
   
  Spellcraft 
   
   
  Eschew Material 
   
  Move silently 
   
   
   
   
  Bluff 
   
   
   
   
   
   
  Kido: see priest spell list. Most notable spell used: 
  Santen Kesshun (三    天    結    盾     , lit. Three Sacred Links Shield): Spells from the Protection Domain 
   
  Sōten Kisshun (双     天    帰    盾    , lit. Twin Sacred Return Shield): Spells from the Healing Domain 
   
  Koten Zanshun (孤    天    斬    盾    , lit. Solitary Sacred Cutting Shield)[: Spells from the War Domain 
   
  Quote:  
   
  Comments: Quick and dirty but fully functional adaptation. Only special rule : Cleric's Turn undead ability is replaced by  
  Kido corps Hanki technique. Shun Shun Rikka is considered as Orihime's divine focus. 
   
   
   
  
  46 
   
  Zaraki Kenpachi 
  Level 12 Shinigami Level 5 Veteran Level 1 Captain 
   
   
  Value Bonus 
  STR 
  20 
  +5 (+14) 
  DEX 
  12 
  +1 (0) 
  CON 
  18 
  +4 (+8) 
  INT 
  12 
  +1 
  WIS 
  10 
  0 
  CHA 
  14 
  +3 
   
   
   
  Value 
  HP 
  308 (380) 
  AC 
  14 (17) 
  DR 
  9/- (18/-) 
  Fortitude 
  17 
  Reflex 
  11 
  Will 
  10 (14) 
  Initiative 
  +1 (0) 
  Attack Bonus 
  +20 (29) 
  +15 (24) 
  +10 (19) 
  Damage 
  6d6 
  +7 (+21) 
   
   
  Constant 
  15 pts 
   
  +5 Keen katana. +7 armor bonus to AC., Damage Reduction 
  Legendary Warrior +10 STR, -4 AC, bonus attack 
   
  Skills 
  Score  
  Feats 
   
  Jump 
   
   
  Dedicated Warrior 
  Blooded x2 
  Balance 
   
   
  Leadership 
  Damage reduction x2 
  Tumble 
   
   
  Diehard 
  Rage 
  Intimidate 
   
   
  Weapon Focus(Zanpakutō) 
  Greater Rage 
  Spot 
   
   
  Weapon Specialization(Zanpakutō) 
  Mighty Rage 
  Listen 
   
   
  Power attack 
   
  Survival 
   
   
   
   
   
  Special: Kenpachi's Eye patch suppresses all the benefits from it's constant release and suppresses his rage ability. 
   
  Kido: none 
   
  Quote: 
   
  Comments: 
   
   
   
  
  47 
  Hitsugaya Toshiro 
  Level 12 Shinigami, Level 1 Captain 
   
   
   
  Value Bonus 
  STR 
  16 
  +3 
  DEX 
  16 
  +3 
  CON 
  16 
  +3 
  INT 
  14 
  +2 
  WIS 
  14 
  +2 
  CHA 
  15 
  +2 
   
   
   
  Value 
  HP 
  143 
  AC 
  17 
  DR 
  - 
  Fortitude 
  12 
  Reflex 
  12 
  Will 
  11 
  Initiative 
  +7 
  Attack Bonus 
  +13 
  +8 
  Damage 
  4d6+3 
   
   
   
   
   
  Shikai 
  Hyōrinmaru 30 pts 
   
  +16d6, 24 yards cone of cold, Spell penetration 
  Bankai 
  Daiguren Hyōrinmaru : Sennen hyōrō 40 pts 
   
   Mass Hold Monster, Damage reduction x2 
  Alternate Daiguren Hyōrinmaru : Ryūsenka 15 pts 
   
   +7 Vorpal Defending Icy burst Katana 
   
  Skills 
  Score  
  Feats 
   
  Jump 
   
   
  Soul companion 
  Improved initiative 
  Balance 
   
   
  Dodge 
  Expanded release x5 
  Tumble 
   
   
  Mobility 
  Flash step 
  Sense Motive 
   
   
  Spring Attack 
  Leadership 
  Intimidate 
   
   
  Alternate release 
  - 
  Kn: Arcana 
   
   
   
   
  Spot 
   
   
   
   
   
   
  Kido: 
   
   
   
  Quote: 
   
   
   
  Comments: 
   
   
   
  
  48 
   
  Kuchiki Byakuya 
  Level 12 Shinigami, Level 4 Captain 
   
   
  Value Bonus 
  STR 
  14 
  +2 
  DEX 
  20 
  +5 
  CON 
  12 
  +1 
  INT 
  16 
  +3 
  WIS 
  14 
  +2 
  CHA 
  12 
  +1 
   
   
   
  Value 
  HP 
  176 
  AC 
  19 
  DR 
  - 
  Fortitude 
  13 
  Reflex 
  18 
  Will 
  15 
  Initiative 
  +5 
  Attack Bonus 
  +20 
  +15 
  +10 
  Damage 
  4d6 
  +2 
   
   
   
  Shikai 
  Senbonzakura 24 pts 
   
  +15d6 Brilliant energy, Ranged slashing damage, +10 deflection bonus to AC 
  Bankai 
  Senbonzakura Kageyoshi  34 pts 
   
  +20d6 12 yards Diameter Burst Positive energy damage, +4 deflection bonus to AC 
  Sacrifice 
  Shūkei: Hakuteiken 24 pts 
   
  Zanjutsu Master, Reiatsu Focus, +20 Holy katana 
   
  Skills 
  Score  
  Feats 
   
  Spot 
   
   
  Weapon Finesse 
  Leadership 
  Listen 
   
   
  Dodge 
  Sacrifice Release 
  Jump 
   
   
  Mobility 
  Flash step 
  Balance 
   
   
  Spring Attack 
  Flash step decoy 
  Tumble 
   
   
  Academic Knowledge 
  Flash step Defense 
  Intimidate 
   
   
  Weapon focus (Zanpakutō) 
  Flash step evasion 
  Sense Motive 
   
   
   
   
   
  Kido:  
   
  Quote: 
   
  Comments: 
   
   
   
  
  49 
   
  Soifon 
  Shinigami Level 8, Special Corp level 5 
   
   
  Value Bonus 
  STR 
  12 
  +1 
  DEX 
  20 
  +5 
  CON 
  16 
  +3 
  INT 
  15 
  +2 
  WIS 
  10 
  0 
  CHA 
  14 
  +2 
   
   
   
  Value 
  HP 
  133 
  AC 
  18 
  DR 
  - 
  Fortitude 
  11 
  Reflex 
  16 
  Will 
  8 
  Initiative 
  +11 
  Attack Bonus 
  +14 
  +9 
  Damage 
  2d6+1 
   
   
   
  Shikai 
  Suzumebachi 13pts 
   
  Punching dagger +6 enhancement bonus, Vorpal (sort of), Flurry of blows 
  Bankai 
  unknown 
   
   
   
   
  Skills 
  Score  
  Feats 
  Other 
  Tumble 
   
   
  Flash step 
  Increased Flash Step 
  Balance 
   
   
  Flash step Evasion 
   
  Jump 
   
   
  Flash step Decoy 
   
  Hide 
   
   
  Weapon finesse 
   
  Move silently 
   
   
  Improved initiative 
   
  Bluff 
   
   
  Sneak attack x2 
   
   
   
  Kido: 
   
  Quote: 
   
  Comments: 
   
   
   
   
  
  50 
   
  Scoundrels 
   
   
  Urahara Kisuke 
  Shinigami Level 8, Scientist level 5, Kido Corp level 1 
   
   
  Value Bonus 
  STR 
   
   
  DEX 
   
   
  CON 
   
   
  INT 
   
   
  WIS 
   
   
  CHA 
   
   
   
   
   
  Value 
  HP 
   
  AC 
   
  DR 
   
  Fortitude 
   
  Reflex 
   
  Will 
   
  Initiative 
   
  Attack Bonus 
   
  Damage 
   
   
   
   
  Shikai 
  Nake ,Benehime 
   
   
  Alternate Okiro, Benehime 
   
   
  Bankai 
  unknown 
   
   
   
  Skills 
  Score  
  Feats 
  Other 
  Tumble 
   
   
  Flash step 
  Bardic Knowledge 
  Balance 
   
   
  Skill mastery 
   
  Jump 
   
   
  Alternate release 
   
  Spellcraft 
   
   
  Kido artist 
   
  Move silently 
   
   
  Enlightened 
   
  Bluff 
   
   
  Seasoned 
   
   
   
  Kido: 
   
  Quote: Yare yare 
   
  Comments: 
   
   
   
  
  51 
   
  Shihōin Yoruichi 
  Shinigami Level 12, Kido Corp level 1 Special Op level 5 
   
   
  Value Bonus 
  STR 
   
   
  DEX 
   
   
  CON 
   
   
  INT 
   
   
  WIS 
   
   
  CHA 
   
   
   
   
   
  Value 
  HP 
   
  AC 
   
  DR 
   
  Fortitude 
   
  Reflex 
   
  Will 
   
  Initiative 
   
  Attack Bonus 
   
  Damage 
   
   
   
   
  Shikai 
  unknown 
   
   
  Bankai 
  unknown 
   
   
   
   
  Skills 
  Score  
  Feats 
  Other 
  Tumble 
   
   
  Flash step 
  Improved Flash step evasion 
  Balance 
   
   
  Increased flash step 
  Sneak attack 
  Jump 
   
   
  Flash step decoy 
  Kido Artist 
  Spellcraft 
   
   
  Flash step defense 
  Skill mastery 
  Move silently 
   
   
  Flash step invisibility 
   
  Bluff 
   
   
  Flash step evasion 
   
   
   
  Kido: 
   
  Quote:  
   
  Comments: 
   
   
   
  
  52 
   
  Sado Yasutora 
  Hollow Level 12, Level 1 Arrancar 
   
   
  Value Bonus 
  STR 
  23 
  +6 (+8) 
  DEX 
  12 
  +1 
  CON 
  20 
  +5 
  INT 
  12 
  +1 
  WIS 
  12 
  +1 
  CHA 
  12 
  +1 
   
   
   
  Value 
  HP 
  245 
  AC 
  16 (19) 
  DR 
  6/- 
  Fortitude 
  10 
  Reflex 
  10 
  Will 
  6 
  Initiative 
  +1 
  Attack Bonus 
  +19 (+21) 
  +14 (+16) 
  +9 (+11) 
  Damage 
  5d8 
   
   
   
  Hollow growth  
   
  Increased Natural Armorx3, Increased Strenghx2, Increased Constitutionx2, Spell resistance x2 
  Resurrección 
  Brazo derecho del Gigante y Brazo izquierdo del diablo 
   
  +2STR, DEX and CON 
   
   
  Skills 
  Score  
  Feats 
  Other 
  Tumble 
   
   
  Sealed 
   
  Balance 
   
   
  Damage resistance x2 
   
  Jump 
   
   
  Blooded 
   
  Spellcraft 
   
   
  Unleashed 
   
  Move silently 
   
   
  Alive 
   
  Bluff 
   
   
   
   
   
   
  Kido: 
   
  Quote:  
   
  Comments: Quick and dirty, but functional adaptation. Only special rule: Cero ability is called « Muerte » and adds to hand-
  to-hand damage for 18d8 total. 
   
   
   
  
  53 
   
  Ishida Uryū 
  Quincy Level 12 
   
   
  Value Bonus 
  STR 
  10 
  0 
  DEX 
  22 
  +5 
  CON 
  14 
  +2 
  INT 
  17 
  +3 
  WIS 
  14 
  +2 
  CHA 
  12 
  +1 
   
   
   
  Value 
  HP 
  120 
  AC 
  19 
  DR 
  - 
  Fortitude 
  10 
  Reflex 
  13 
  Will 
  10 
  Initiative 
  +5 
  Attack Bonus 
   
  Damage 
  3d6 
   
   
   
  Shikai 
  Seele Schneider 12 points 
   
  Alternate Zanpakutō form (Longsword), +5 Brillant energy Longsword 
  Bankai 
  Sprenger 24 pts 
   
  +15d6  6yards Burst Force damage 
   
   
  Skills 
  Score  
  Feats 
  Other 
  Tumble 
   
   
  Alive 
  Bardic Knwoledge 
  Balance 
   
   
  Alternate Zanpakutō form (special : bow) 
  Reiatsu focus 
  Jump 
   
   
  Point blank shot 
  Improved initiative 
  Spellcraft 
   
   
  Rapid shot 
   
  Move silently 
   
   
  Many shot 
   
  Craft : Tailoring 
   
   
  Flash step 
   
   
   
  Kido: Eizein, Gritz, Volcore, Ransōtengai 
   
  Quote:  
   
  Comments: quick and dirty, but functional adaptation. Only special rule is the Quincy class use a bow as alternate 
  Zanpakutō form and default damage type is ranged. 
   
   
   
   
   
  
  54 
   
  Fiends 
   
  Grimmjow Jeagerjaques 
  Level 12 Hollow, Level 2 Adjucha, Level 4 Arrancar, Level 1 Espada 
   
   
  Value Bonus 
  STR 
   
   
  DEX 
   
   
  CON 
   
   
  INT 
   
   
  WIS 
   
   
  CHA 
   
   
   
   
   
  Value 
  HP 
   
  AC 
   
  DR 
   
  Fortitude 
   
  Reflex 
   
  Will 
   
  Initiative 
   
  Attack Bonus 
   
  Damage 
  5d8 
   
   
   
   
   
  Hollow Growth  
   
   
  Resurrección 
  Pantera 
   
  +8 STR, DEX and CON 
  Alternate 
  Desgarrón 9 pts 
   
  +8d6 ranged damage 
   
  Skills 
  Score  
  Feats 
   
  Jump 
   
   
  Rage 
  Power attack 
  Balance 
   
   
  Flash step 
  Diehard 
  Tumble 
   
   
  Flash step Evasion 
  Damage reduction 
  Spot 
   
   
   
   
  Listen 
   
   
   
   
  Intimidate 
   
   
   
   
   
  Quote: 
   
   
   
   
   
  
  55 
   
  Sōsuke Aizen 
  Shinigami Level 12 Captain Level 5, Outcast level 5 
   
   
  Value Bonus 
  STR 
  18 
  +4 
  DEX 
  18 
  +4 
  CON 
  18 
  +4 
  INT 
  20 
  +5 
  WIS 
  18 
  +4 
  CHA 
  18 
  +4 
   
   
   
  Value 
  HP 
  264 
  AC 
  23 
  DR 
  22/- 
  Fortitude 
  22 
  Reflex 
  20 
  Will 
  22 
  Initiative 
  +8 
  Attack Bonus 
  +23 
  +18 
  +13 
  +8 
  Damage 
  6d6 
   
   
   
  Shikai 
  kyōka suigetsu : kudakero 39 pts 
   
  Greater Shadow Evocation, Quickened 
  Bankai 
  Unknown78 pts 
   
   
   
   
  Skills 
  Score  
  Feats 
  Other 
  Tumble 
   
   
  Leadership 
  Bardic Knowledge 
  Balance 
   
   
  Enlightened 
  Improved initiative 
  Jump 
   
   
  Seasoned 
  Epic spellcasting 
  Hide 
   
   
  Shrouded Reiatsu 
  Improved Metamagic 
  Move silently 
   
   
  Damage Reduction x3 
   
  Bluff 
   
   
  Flash step 
   
   
   
  Kido:  all known, plus a few others. 
   
  Quote: 
   
  Comments: 
   
   
   
  
  56 
   
  Neliel Tu Oderschvank 
  Level 12 Hollow, Level 3 Arrancar, Level 3 Espada, Level 1 Outcast 
   
   
  Value Bonus 
  STR 
   
   
  DEX 
   
   
  CON 
   
   
  INT 
   
   
  WIS 
   
   
  CHA 
   
   
   
   
   
  Value 
  HP 
   
  AC 
   
  DR 
   
  Fortitude 
   
  Reflex 
   
  Will 
   
  Initiative 
   
  Attack Bonus 
   
  Damage 
   
   
   
   
   
   
   
  Hollow Growth  
   
  Extra limbs x2 (legs), Cero, Spell-like : Spell turning, Spell like: Cure serious wounds 
  Resurrección 
  Gamuza 
   
  +6 STR, DEX and CON 
  Alternate 
  Lanzador Verde 
   
  Alternate Zanpakutō form (Heavy Lance) +8d6 Damage (doubled if mounted… or 
  has four legs) 
   
  Skills 
  Score  
  Feats 
   
  Jump 
   
   
  Buxom 
   
  Balance 
   
   
  Shrouded Reiatsu 
   
  Tumble 
   
   
   
   
  Spot 
   
   
   
   
  Listen 
   
   
   
   
  Bluff 
   
   
   
   
   
  Quote: 
   
  Comments :  
   
   
   
  
  57 
   
  Grand Fisher 
  Level 10 Hollow, Level 1 Arrancar 
   
   
  Value Bonus 
  STR 
   
   
  DEX 
   
   
  CON 
   
   
  INT 
   
   
  WIS 
   
   
  CHA 
   
   
   
   
   
  Value 
  HP 
   
  AC 
   
  Fortitude 
   
  Reflex 
   
  Will 
   
  Initiative 
   
  Attack Bonus 
   
  Damage 
   
   
   
  Hollow Growth  
   
  Spell-like ability : Metamorphosis 
  Resurrección 
  (name unknown) +2 STR, DEX and CON 
   
  Skills 
  Score  
  Feats 
   
  Jump 
   
   
   
   
  Balance 
   
   
   
   
  Tumble 
   
   
   
   
  Spot 
   
   
   
   
  Listen 
   
   
   
   
  Intimidate 
   
   
   
   
   
  Quote: 
   
   
   
  
  58 
   
  Menos Grande 
  Level 10 Hollow 
   
   
   
   
   
  Value 
  HP 
  230 
  AC 
  18 
  DR 
  10/- 
  Fortitude 
   
  Reflex 
   
  Will 
   
  Initiative 
  0 
  Attack Bonus 
  +19 
  +14 
  Damage 
  3d8+9 
   
   
  Hollow Growth  
   
  Huge size x3, Cero (10d6), Increased natural armorx3, Trample 
   
  Skills 
  Score  
  Feats 
   
  Jump 
   
   
  Leadership 
   
  Balance 
   
   
  Damage Reduction x3 
   
  Tumble 
   
   
  Blooded x2 
   
  Spot 
   
   
   
   
  Listen 
   
   
   
   
  Intimidate 
   
   
   
   
   
  Quote: 
   
   
   
   
  Value Bonus 
  STR 
  28 
  +9 
  DEX 
  10 
  0 
  CON 
  24 
  +7 
  INT 
  10 
  0 
  WIS 
  12 
  +1 
  CHA 
  12 
  +1 
  
  59 
   
  NPC TEMPLATE 
   
  NAME 
  Class and Level 
   
   
  Value Bonus 
  STR 
   
   
  DEX 
   
   
  CON 
   
   
  INT 
   
   
  WIS 
   
   
  CHA 
   
   
   
   
   
  Value 
  HP 
   
  AC 
   
  Fortitude 
   
  Reflex 
   
  Will 
   
  Initiative 
   
  Attack Bonus 
   
  Damage 
   
   
   
   
  Special  
   
   
   
   
   
   
   
   
  Skills 
  Score  
  Feats 
  Other 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Quote: 
   
   
   
   
   
   
  
  60 
  CREDITS 
   
   
   
   
   
   
   
   
   
  Tite Kubo 
   
  Into the Void and the Giants in the Playground Homebrew forum posters 
   
  La Guilde des Brumes et les joueurs-testeurs 
   
  Wikipedians (GNU Free documentation licence) 
   
  The Hypertext D20 SRD (Open Gaming Licence) 
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Bleach (d20)/Bleach-revised d20 sourcebook.pdf