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BANKAI


"Someone like you is a thousand years too early to be killed by my Bankai."--Kuchiki Byakuya, 6th Division Captain

There are two major parts of Bankai, the base and the Bankai abilities. To craft a Bankai base, count the number of shikai abilities you possess. Then, select one additional type (Summoning is the most common choice for this type. This applies even to those who have taken the Specialized Zanpakutou feat). Then, double the amount of shikai abilities you naturally possess (while you still gain the benefit from them in bankai, shikai abilities attained through feats are not doubled) and use them to construct your bankai. This can create a similar, improved version of your shikai or it can manifest completely differently at your prerogative. Also, the ability cap is lessened; you can take the same ability up to . your level, rounded down. The second aspect is the Bankai abilities. Bankai Abilities will provide modifiers and additional abilities beyond the scope of the basic Shikai. Most Bankai abilities are un-typed and represent powerful attacks you can use while unleashing your bankai. In the case of scaling Bankai abilities, you may not take the same bankai ability for the same function more than 1/5 your level, rounded down.
Finally, while in Bankai, your hp total and current hp doubles.



BANKAI ABILITIES

Tempo:
Every time you make an attack with your zanpakutou and miss, you gain +1 to damage, which stacks with itself, to a maximum of +10. This lasts for the duration of your bankai. You may take this ability multiple times, each time increases the maximum by an additional +10.
Furious Blade: Once per encounter, as a full-round action, you may make two full- attack actions. Each full round attack action resolves separately, and all affects bound to one full-round attack action end after that action. You may take this ability multiple times; each time gives you another use of Furious Blade.
Pounce: You may make a full-attack action on a charge.
Violent Whirlwind: As part of a Whirlwind attack action, you may make a full attack against every target within range of the Whirlwind attack. This cannot differentiate between friend and foe, if using this ability you must attack everyone within range.
Vital Pierce: Once per encounter as a standard action, make a single attack against a target and roll 1d20. If the roll is 1-7, the target takes an additional 2d6 dexterity damage and must succeed a fortitude save (DC 10+1/2 character level+constitution modifier+number of Bankai abilities possessed) or have their movement speed reduced to 0 for 1 minute. A result of 8-14 deals 2d6 strength damage and forces the target to succeed a fortitude save or take a -6 penalty on attack rolls and concentration checks for 1 minute. A roll of 15-20 does 2d6 strength and constitution damage, and forces the target to make a fortitude save or take an additional 2d6 points of constitution damage. In addition, you gain an additional 10d6 damage on the attack. You may take this ability multiple times, each time gives you an additional use of the ability per encounter.
Arcing Projectiles: As part of a standard action to use a reflex save-based projectile ability, you may use that ability an extra time, reducing the damage on each attack by 1d6. This ability may be taken multiple times, each time reduces the damage of all attacks made in this manner by an additional 1d6 and gives an additional attack.
Negate Defenses: Any attack made by your bankai negates any ability that allows it to evade more damage than normal on an appropriate saving throw (i.e. Evasion or Mettle). This ability may be taken multiple times, each time allows you to prevent a progressive step (i.e. Improved Evasion or Improved Mettle, Improved Evasion or Improved Mettle and one Steady Defense bankai ability, etc.)
Steady Defense: This ability allows you to treat any one saving throw per round as 10, even after the roll has been made. This ability may be taken multiple times, each time allows you to take 10 one additional time per round. Alternately, this ability can prevent the “Negate Defenses” ability at a 1:1 ratio. You must decide which of these the ability applies to when the ability is taken, it cannot be changed.
Steady Offense: This ability allows you to treat any one attack roll per round as a result of 10, even if the roll has already been made. This ability may be taken multiple times, each time allows you to take 10 one additional time per round.
Spell Resistance: Gain an SR of 10+character level. This ability may be taken multiple times, each time gives you an additional +5 SR.
Mystic Regeneration: Your zanpakutou regenerates 2 spell point a round. You may take this ability multiple times; each time gives you an additional 2 Spell Points a round.
Kidou Enhance: Once per encounter, you may apply any one metamagic feat you possess to a kidou you cast without paying any additional spell points. In the case of Heighten Spell, all spells are immediately Heightened to the highest level you can cast. This ability may be taken multiple times, each time gives you another use per encounter.
Extra Action: This ability allows you to make an extra swift action every turn.
Ranged Maneuver: You can use a special maneuver such as Bull-Rush, Grapple, Trip or Disarm at range, such as with a Projectile or Kidou attack. Attacks that do not linger in the air cannot continue a grapple. Use your modifiers when determining the opposed roll, but you do not suffer any penalty for losing. The damage of the attack is still dealt in addition to making the special attack. When grappling, the Ranged Maneuver will, on a successful pin, do automatic damage each turn it keeps the target pinned.
Bankai Restoration: This bankai ability only applies for bankai that function off elements or other outside sources (such as blood). With an abundant amount of the resource available you may, as a full-round action that provokes an attack of opportunity, restore the amount of rounds you may keep your Bankai active to full. The counter begins again on your next turn. There must be at least twice your mass in whatever material the bankai functions from in order to restore it (thus, a water or ice-based zanpakutou requires twice your weight and mass in water or ice in order to restore itself).
Enhanced Bankai Shape: Gain two Shikai abilities that can be applied only to bankai.
Strengthening Healing: If your healing kidou or zanpakutou effect would increase a target’s hit points beyond their maximum, they gain temporary hit points equal to . the amount the healing exceeds their hit point total by, to a maximum of twice the number of hit points they possess and last for 10 minutes/level.
Enhanced Healing: All cure spells you cast while in bankai have their dice rolls maximized.
Augment Abilities
The Augmenter gains abilities that make them stronger, tougher, and faster, allowing them to perceive and fight hollows. Augments are a collection of abilities that an augmenter may take. There is no type, as with the shinigami’s zanpakutou, any Augmenter may take any ability.

Increased Damage: Increases the damage your augment does as though you were 1 size category larger.
Increased Speed: Your augment increases your base speed by 10 feet (and your base flying speed by 20 feet, if applicable).
Armor: Your Augment expands to take on the form and protective quality of a suit of armor. It gains the qualities of a standard version of any suit of armor listed in the Player’s Handbook.
Enhanced Armor: This requires the Armor ability to take. It lets you increase the enhancement bonus of your armor to equal that of your Augment’s enhancement bonus. Alternately, you can grant it an ability available in the standard list of Armor enhancements in the Dungeon Master's Guide. Any armor effect noted is available for the armor, but scaling abilities such as Fortification, Silent Moves, Spell Resistance, and Energy Resistance must be taken multiple times, each time granting the next step of protection.
Shield: Your Augment expands to take on the form and protective quality of a shield. It gains the qualities of a standard version of any shield listed in the Player’s Handbook.
Enhanced Shield: This requires the Shield ability to take. It lets you increase the enhancement bonus of your shield to equal that of your Augment’s enhancement bonus. Alternately, you can grant it an ability available in the standard list of Armor enhancements in the Dungeon Master's Guide. Any armor effect noted is available for the armor, but scaling abilities such as Fortification, Silent Moves, Spell Resistance, and Energy Resistance must be taken multiple times, each time granting the next step of protection.
Natural Armor: Your Augment toughens your skin, giving you +3 natural armor. This ability can be taken multiple times, its effects stack.
Augmented Health: Your Augment increases your hardiness and ability to take damage. All your hit dice are maximized. In addition, you may treat acrobatic skills as if you were a shinigami for the purpose of making the appropriate checks.
Increased Ability Score: Your Augment increases one of your ability scores by +2. This ability can be taken multiple times, its effects stack when applicable.
Spell Resistance: This requires at least three augment abilities to take. It gives you an SR of your character level +2. This can be taken multiple times, each time gives you an additional +2 to your SR.
Protective: This ability gives you +2 to any one saving throw. It may be taken multiple times, its effects stack when necessary.
Skillfull: This ability gives you +10 to skill checks for a specific skill. It may be taken multiple times, its effects stack when necessary.
True Sight: This allows you to pierce veil and illusion-type abilities, seeing what is truly there. This ability may be taken multiple times, each time makes it stronger (to determine the level of illusion vs. the level of true sight, compare the amount of times the user of the illusion has taken the Mirage ability or related abilities against how many times you have taken the True Sight ability. The one who has taken their respective ability more trumps the other.)
Line: This allows the Augment to attack in a 100-foot line as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex save (DC 10+1/2 Augment’s HD+Intelligence modifier) for half damage. It may be taken multiple times; it increases the range by 50 feet every time it is taken. You do not gain your strength bonus when attacking in this fashion.
Cone: This allows the Augment to attack in a 60-foot cone as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex save (DC 10+1/2 Augment’s HD+Intelligence modifier) for half damage. It may be taken multiple times; it increases the range by 30 feet every time it is taken. You do not gain your strength bonus when attacking in this fashion.
Burst: This allows the Augment to attack in a 20-foot burst centered on the wielder as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex save (DC 10+1/2 Augment’s HD+Intelligence modifier) for half damage. It may be taken multiple times; it increases the range by 10 feet every time it is taken. You do not gain your strength bonus when attacking in this fashion.
Emanation: This requires the Burst ability. This allows the Augment to attack in a 20-foot emanation centered on the wielder as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex save (DC 10+1/2 Augment’s HD+Intelligence modifier) for half damage. The emanation lingers for 3 rounds, and the zanpakutou may not be used during the time the emanation lingers, although it can be dismissed voluntarily as a free
action. It can be taken multiple times; it increases the emanation by 5 feet or the lingering effect by 1 round every time it is taken. You do not gain your strength bonus when attacking in this fashion.
Cylinder: This requires the Burst ability to take. This allows the Augment to attack in a 20-foot, 40-foot tall cylinder on any point within a short range increment as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex save (DC 10+1/2 Augment’s HD+Intelligence modifier) for half damage. It can be taken multiple times; it either increases the range increment to medium and then long or increases the range by 5 feet or the height by 10 feet. You do not gain your strength bonus when attacking in this fashion.
Increased Mass: This requires either the Line, Cone or Burst ability to take. When using any of the areaeffect abilities, increase the damage by 2d6. Also, this removes 10% of the chance any wind-based defense has of blowing the projectile aside.
Increased Reach: This improves the reach of your Augment by 5 feet. You still threaten the area adjacent to you when you take this ability.
Increased Critical: This either increases the critical hit threat range of your Augment by one (to a maximum of 18-20) or increases the critical hit multiplier of your Augment by one (to a maximum of x4). You cannot increase both range and multiplier, only one may be increased for each weapon.
Special Material: This allows you to have your Augment count as a special material you desire at will. This ability may be taken multiple times, and it gives you the ability to change your weapon’s type to any special material listed, such as Adamantine, Cold Iron, or Silver. Changing the weapon’s type is an immediate action, and you can switch between any of the available special materials you have access to, or back to the standard material. This can also be used to affect Armor if you have the Armor ability.
 

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