top of page

Awakened

 

 

Class: Awakened
Origin: Fullbring: (+2 Spirit Energy,+2 in any stats,+ 2 additional starting feat, 4  trained skills)
            Human: (+4 Spirit Energy , +2 in any stats, 3 skill rank,  4  trained skills)

 
Awakened limits
 

Fullbring-AWAKENED HUMANS

Spiritually-awakened humans represent the exceedingly small percentage of humans who, for some reason or another,

begin to gain the ability to tap into their reiatsu and summon it forth to protect them and strike down their foes.

AUGMENT SPIRITUALLY-AWAKENED HUMAN

Augment Spiritually-awakened humans (Augmenter for short) use their spiritual power to enhance their own body and

any weapons they may carry. In some cases, they materialize armor or weapons themselves, in other cases they might

grant power to the weapons that they normally hold and use. Augmenters are tough and hardy, and their spiritual power is

focused around making them stronger still.

Augment

The identifying feature of an Augmenter is their ability to transform part of their body into a living weapon and use it in

combat. An Augment may be activated for one encounter a day per level. It must take a form that either transforms a body

part of the Augmenter himself, or it must be an organic weapon that extends outward from the Augmenter. Mechanically,

it can have the functions as any one weapon listed in the Player’s Handbook, but with adjusted damage depending on the

Augmenter’s level. An Augment can be formed as a Swift Action.

At 3rd level, and every odd-numbered level thereafter, the Augmenter may select an Augment Ability to make their

Augment stronger. Augment abilities may be selected from the Augment list, any Augmenter may take any

Augment ability they choose.

At the 4th level, the Augment becomes a +1 magic weapon. Every 4 levels thereafter (8, 12, 16 and 20) it grows in

strength, up to +5 at 20th level. In addition, this bonus is added to the wielder’s AC.

Bonus Feat

At the 1st and 2nd level, as well as every even level thereafter, the Augmenter may select a bonus feat.

Human Body

Because Augmenters are normal humans, they are not as tough as a shinigami. They cannot ignore the effects of solid

structures and buildings, nor may they walk on air as if it were ground. Furthermore, they do not receive maximum hit

points from their hit die beyond 1st level, they must roll for hit points instead.

Augment Defense

At the 3rd level, and every 3 levels thereafter (6, 9, 12, 15 and 18) the Augmenter gains a cumulative +1 Augment bonus to

AC while their Augment is active. This applies to both touch and flat-footed AC.

Augment Unleash

This ability functions identically to the Shinigami’s Final Shikai, except that it simply bars the Augmenter from forming

their Augment for three days. As with a Shinigami, an Augmenter still gains an Augment ability when they attain

Augment Unleash.

Augment Evolution

At 12th level, the Augment attains its most potent ability, gaining the power to evolve into a more potent form. This is

functionally identical to a shinigami’s bankai, but the Augmenter picks Augment Evolution abilities instead of bankai

abilities.

Evolution Unleash

This ability functions identically to the shinigami’s Final Bankai, except that it simply bars the Augmenter from forming

their Augment for six days. As with a Shinigami, an Augmenter still gains an Evolution ability when they attain Evolution

Unleash.

 

M AT E R I A L I Z AT I ON SPI R I TU A L LY-AWA K E N E D HU M A N

The Materialization Spiritually-Awakened Humans (Materializer for short) have the power to call on their power to

perform different functions. Utilizing a focus, usually an item that the Materializer is especially attached to, they can

unleash different abilities.

M aterialization

The identifying feature of a Materializer is their ability to call forth their power and use it to perform various tasks.

Materialization may be entered for one encounter a day per level, and for the duration of the encounter the Materializer

may use their abilities at will. The default Materialization, which all Materializers have access to, is a simple ranged

attack with a range increment of 10 feet. This is known as an Attack Materialization. It takes the form of whatever the

Materializer wishes; its form does not change its function. Materialization may be initiated as a Swift Action.

There are four types of Materializations: Attack, Defense, Counter, and Healing. Attack Materializations can be used by

any Materializer, regardless of level or abilities. It functions as part of an attack action. Defense Materializations are

shields and barriers that protect the Materializer and their allies. They can be manifested as a move action. Counter

Materializations come into play in reaction to an attack or other occurrence; they are manifested as Immediate Actions.

Finally, Healing Materializations are used to keep the Materializer and her allies alive during combat. They can be

manifested as a standard action, and can be manifested outside of combat for 3+Materializer level+Materializer Charisma

Modifier (if positive) times per day.

At 3rd level, and every odd-numbered level thereafter, the Materializer may select a Materialization Ability to make their

Materialization stronger. Materialization abilities may be selected from the Materialization list, any Materializer may take

any Materialization ability they choose.

At the 4th level, the Materialization becomes a +1 magic weapon. Every 4 levels thereafter (8, 12, 16 and 20) it grows in

strength, up to +5 at 20th level. In addition, this bonus is added to the wielder’s AC.

Bonus Feat

At the 1st and 2nd level, as well as every even level thereafter, the Materializer may select a bonus feat.

Human Body

Because Materializers are normal humans, they are not as tough as a shinigami. They cannot ignore the effects of solid

structures and buildings, nor may they walk on air as if it were ground. Furthermore, they do not receive maximum hit

points from their hit die beyond 1st level, they must roll for hit points instead.

M aterialization Unleash

This ability functions identically to the Shinigami’s Final Shikai, except that it simply bars the Augmenter from

manifesting their Materialization for three days. As with a Shinigami, a Materializer still gains a Materialization ability

when they attain Materialization Unleash.

M aterialization Evolution

At 12th level, the Materialization attains its most potent ability, gaining the power to evolve into a more potent form. This

is functionally identical to a shinigami’s bankai, but the Materializer picks Materialization Evolution abilities instead of

bankai abilities.

Evolution Unleash

This ability functions identically to the shinigami’s Final Bankai, except that it simply bars the Materializer from

manifesting their Materialization for six days. As with a Shinigami, an Materializer still gains an Evolution ability when

they attain Evolution Unleash.

 

 

© 2016

bottom of page