top of page

Quincy Powers


Quincy are proficient with only their own Quincy Bow and no forms of armor.

Quincy Cross

A point on which the Quincy focuses spirit particles to form their bow, it’s commonly found worn around their wrist on their non-dominant hand. Despite being called a cross, its form varies from Quincy to Quincy, some using Celtic crosses, others pentacles, and still others using even more exotic designs. A Quincy Cross typically is made of silver, possibly silver made through a unique Quincy technique for creating silver using raw spiritual energy. If a Quincy’s Cross is lost or destroyed, they can not form their Bow and can not utilize any other class abilities. A Quincy may form a new cross through 12 hours of continuous uninterrupted meditation. A Quincy may only have one cross at a time.

Quincy Bow
At an early point in their training, Quincy learn how to form a bow from spiritual energy. When a character first takes Quincy levels, they must make two choices about their bow, its construction, and its form. A Quincy Bow can not be sundered, and instantly disappears when it loses contact with its owner. Quincy bows have a critical threat range of 20, and deal doubled damage on a critical hit. They ignore a Hollow’s DR as if they were a Zanpakutou, and deal Force damage. A Quincy bow weighs such a negligible amount that it can be ignored for encumbrance. A Quincy bow applies the DEX modifier to its To Hit, and no ability modifiers to its damage dealt.

Construction
There are two types of bow when it comes to the materials used, Spiritual, and Soul Synthesized. To dismiss their bow, either way, is a free action.

Spiritual: A spiritual bow is formed from raw spiritual energy and commonly appears to be composed of either blue or white light. To summon one’s bow of this construction takes a Move Action, and does not provoke attacks of opportunity. Soul Synthesized: A soul-synthesized bow is produced by using spirit particles to form a solidly constructed weapon. These bows can be made of all manner of materials, including wood, ivory, iron, silver, and other such substances, and often have elaborate markings. To summon one’s bow of this construction takes a Standard Action that does not provoke attacks of opportunity.

Form: There are four types of bow commonly used by Quincy. They are Short Bow, Longbow Crossbow, Web Bow, and Whip Bow.

Short Bow: A small bow that allows its user to maneuver effectively while remaining capable of attacking. When attacking with this bow, simply use the information listed above for range and damage. This character receives an automatic +1 to their attack rolls with this bow.

Longbow: A large bow that makes it harder to maneuver, but gives its user great control over their shots. When attacking with this bow, if this character has multiple attacks in a turn, they may opt to redistribute the Spirit Charge enhancements amongst these attacks in any amount. (e.g., instead of making both at +2 to attack and +2 to damage, they may choose to make one not receive any Spirit Charge enhancements, and the other +4 to the attack roll and +4 to damage.) They may not exceed (their normal Maximum Enhancement for To Hit or Damage) +1 in this method.

Crossbow: A powerful bow that relies on a trigger to fire it. When attacking with this bow, use the information listed above, but decrease the range by 10 ft., and use the damage from one level higher. At level 20, it has a damage of 2d10. This character receives an automatic +1 to their attack rolls with this bow.

Web Bow: A bow with a weblike structure, allowing its user to fire multiple shots at once, with some difficulty. When attacking with this bow, each individual attack becomes two attacks with a –5 to hit after all other calculations. All modifiers that would affect that singular attack are applied to both of the attacks. Decrease the range by 10 ft.

Whip Bow: A bow in function only, it uses a cord to sling arrows at the target. A Quincy using a Whip Bow may make Attacks of Opportunity that threaten within two squares of them, but still only the normal number per turn.

Spirit Charge
A Quincy has the ability to draw in and focus the ambient spirit particles in the air. By taking a Move action that does notprovoke attacks of opportunity, a Quincy may add a number of Spirit Charges equal to their Spirit Charge Output to their Spirit Charges held. A Quincy may not hold more than their Maximum Spirit Charge, all amounts over that are instantly lost.

While holding any amount of Spirit Charge, a Quincy must make all necessary Concentration checks. Failure to do so instantly causes the loss of their held Spirit Charges.
By paying Spirit Charges when making an attack with their Bow, a Quincy may enhance their To Hit and Damage with enhancement bonuses on a one to one basis for each enhancement. (e.g. it would take 1 Spirit Charge to provide a +1 enhancement bonus to that attack’s To Hit, but it would take 2 to increase the To Hit and Damage by one each). A

Quincy may only enhance each up to the maximum Spirit Charge enhancement for their level. The maximum Spirit
Charge enhancement to To Hit is in column A, and the maximum Spirit Charge enhancement to Damage is in Column B.
These enhancements apply to all attacks in a Full Attack Action.
Outside of combat, Quincy may gain an amount of Spirit Charges equal to their Spirit Charge Output by half an hour of meditation. This is lost if they are disturbed during this time.

Formation Fighting
Quincy tactics naturally work better in a set formation. When they have at least two adjacent allies, they receive a +1 Morale bonus to all attack rolls.

Favored Enemy At 5th level, a Quincy may select a type of enemy from the following list: Human, Plus, Shinigami, Hollow, Quincy, Arrancar, Bount, or Vizard. The Quincy gets a +2 bonus on weapon damage rolls against such creatures. At 15th level and 20th level, the Quincy may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. They also may choose to reselect one of their earlier chosen Favored Enemies instead of gaining a new one. If they do so, they may increase that bonus by a further 2 points.

Full Charge
At 6th level, a Quincy gains the ability to intensify drawing in spirit particles. They gain the ability opt to take a full round action charging Spirit Particles. If they do so, then they may add double their Spirit Charge Output in Spirit Charges to their Spirit Charges held. This style of Spirit Charge provokes attacks of opportunity.

Intensify Charge
At 7th level, a Quincy gains the ability to strengthen their draw on spirit particles by pushing their bodies. When using a Move Action Spirit Charge, they may choose to take up to their normal Spirit Charge Output in damage. Then, for that Charge, they gain an additional amount of Spirit Charges equal to the damage taken. When taking a Full Charge action, they may choose to fill their Held Spirit Charges to the Maximum Spirit Charge amount by taking 1d6 damage and being treated as Flatfooted while defending until the next move action they take.

Spirit Tap
At 8th level, a Quincy gains the ability to harvest some of their allies’ ambient spiritual energy. Whenever they use Spirit Charge, increase the amount of Charges gained by the level of each adjacent ally divided by four and rounded down to the nearest whole number.

Upwelling Power
At 10th level, a Quincy gains the ability to reflexively collect a small amount of Spirit Charge at the beginning of their turn. At the beginning of every round of combat, they instantly gain Spirit Charges as if they had actively used a Spirit Charge as a Quincy four levels lower.

Hirenkyaku
At 11th level, a Quincy learns how to use the ambient spiritual energy to transport themselves almost instantaneously. Once per turn, as a free action, they may pay however much of their stored Spirit Charges they want. Then, they may move a number of feet equal to that number times 5. This movement ignores all enemies and obstacles en route, and does not provoke Attacks of Opportunity.

Spirit Burst
At 13th level, a Quincy learns how to emit spare energy destructively. When their number of Spirit Charges exceeds their maximum or is lost by way of failing a Concentration check, they may attempt to deal damage equal to the amount of spirit charges lost at that moment to all characters on all adjacent squares. All characters must make a Reflex save (DC (Quincy’s Level+Quincy’s WIS modifier) or receive Force damage equal to the number of Spirit Charges lost. If a character with Quincy levels is a target of this ability, they may choose to gain an amount of Spirit Charges equal to the force damage the attack would have dealt if they make the Reflex Save.

Bow Attributes: Quincy’s bows, though generally much less varied than Zanpakutou, still can manifest in many different forms. Every time that the table above lists a “Bow Attribute”, you may choose one from the list below.
Shielding: The Quincy’s bow can be used to better deflect and block attacks. They receive a +1 Deflection bonus to AC while wielding their bow. This attribute may be taken multiple times, and its effects stack.
Crackling: The Quincy’s bow can launch arrows charged with electric energy. They may add 1d2 Electric damage to all attacks made with their bow. This ability may be taken multiple times, and each time past the first, increases the damage (1d2, 1d4, 1d8, 2d6).

Verbrennung: The Quincy’s bow can launch arrows imbued with flame. They may add 1d2 Fire damage to all attacks made with their bow. This ability may be taken multiple times, and each time past the first, increases the damage (1d2, 1d4, 1d8, 2d6).
Anzünden: The Quincy’s arrows can ignite a foe, causing them additional harm. In order to take this attribute for their bow, a Quincy must have taken the Verbrennung arrow Attribute at least once. When an attack of theirs hits a target, they must make a Reflex save (10+ Half the Quincy’s level) or be ignited. While ignited, they take 1d6 Fire damage at the start of their turn, and then may attempt another Reflex save. If they make that save, they are no longer ignited. If not, then they remain ignited. This ability may be taken multiple times, and may either increase the damage (1d6, 1d8, 2d6) or the save DC by 2 each time it’s taken.

Blitz: The Quincy’s bow can launch arrows imbued with lightning. They may add 1d2 Lightning damage to all attacks made with their bow. This ability may be taken multiple times, and each time past the first, increases the damage (1d2, 1d4, 1d8, 2d6).
Kruste: The Quincy’s arrows can burn a foe with crackling lightnning, causing them additional harm. In order to take this attribute for their bow, a Quincy must have taken the Blitz arrow Attribute at least once. When an attack of theirs hits a target, they must make a Reflex save (10+ Half the Quincy’s level) or be burned. While burned, they take 1d6 Lightning damage at the start of their turn, and then may attempt another Reflex save. If they make that save, they are no longer burned. If not, then they remain burned. This ability may be taken multiple times, and may either increase the damage (1d6, 1d8, 2d6) or the save DC by 2 each time it’s taken.

Wasser: The Quincy’s bow can launch arrows imbued with water. They may add 1d2 Water damage to all attacks made with their bow. This ability may be taken multiple times, and each time past the first, increases the damage (1d2, 1d4, 1d8, 2d6).
Ertrinken: The Quincy’s arrows can drown a foe with water , causing them additional harm. In order to take this attribute for their bow, a Quincy must have taken the Wasswe arrow Attribute at least once. When an attack of theirs hits a target, they must make a Reflex save (10+ Half the Quincy’s level) or be drowining. While drowining, they take 1d6 Water damage at the start of their turn, and then may attempt another Reflex save. If they make that save, they are no longer drowining. If not, then they remain drowining. This ability may be taken multiple times, and may either increase the damage (1d6, 1d8, 2d6) or the save DC by 2 each time it’s taken.


Säure: The Quincy’s bow can launch arrows imbued with acid. They may add 1d2 Acid damage to all attacks made with their bow. This ability may be taken multiple times, and each time past the first, increases the damage (1d2, 1d4, 1d8, 2d6).
Schmelzen: The Quincy’s arrows can melt a foe with acid, causing them additional harm. In order to take this attribute for their bow, a Quincy must have taken the Sâure arrow Attribute at least once. When an attack of theirs hits a target, they must make a Reflex save (10+ Half the Quincy’s level) or be burned. While melting, they take 1d6 Acid damage at the start of their turn, and then may attempt another Reflex save. If they make that save, they are no longer Melting. If not, then they remain burned. This ability may be taken multiple times, and may either increase the damage (1d6, 1d8, 2d6) or the save DC by 2 each time it’s taken.

Kalt: The Quincy’s bow can launch arrows imbued with cold. They may add 1d2 Cold damage to all attacks made with their bow. This ability may be taken multiple times, and each time past the first, increases the damage (1d2, 1d4, 1d8, 2d6).
Gefroren: The Quincy’s arrows can freeze a foe with ice, causing them additional harm. In order to take this attribute for their bow, a Quincy must have taken the Kalt arrow Attribute at least once. When an attack of theirs hits a target, they must make a Reflex save (10+ Half the Quincy’s level) or be frozen. While frozen, they take 1d6 Ice damage at the start of their turn, and then may attempt another Reflex save. If they make that save, they are no longer burned. If not, then they remain burned. This ability may be taken multiple times, and may either increase the damage (1d6, 1d8, 2d6) or the save DC by 2 each time it’s taken.



Kraft: The Quincy’s bow can launch arrows imbued with force. They may add 1d2 Force damage to all attacks made with their bow. This ability may be taken multiple times, and each time past the first, increases the damage (1d2, 1d4, 1d8, 2d6).
Elan: The Quincy’s arrows can damage a foe with force, causing them additional harm. In order to take this attribute for their bow, a Quincy must have taken the Kraft arrow Attribute at least once. When an attack of theirs hits a target, they must make a Reflex save (10+ Half the Quincy’s level) or be damaged. While damaged, they take 1d6 Force damage at the start of their turn, and then may attempt another Reflex save. If they make that save, they are no longer damaged. If not, then they remain damaged. This ability may be taken multiple times, and may either increase the damage (1d6, 1d8, 2d6) or the save DC by 2 each time it’s taken.





Powerful: The Quincy’s arrows deal an increased amount of damage. Increase the Quincy’s arrow damage by one level (1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, 1d10 to 2d6, 2d6 to 2d8, 2d8 to 2d10, 2d10 to 3d8, 3d8 to 3d10, 3d10 to 4d8, 4d8 to 6d6.)

Explosive: The Quincy’s arrow can be made to explode, causing damage to all around the target. When the Quincy attacks, they may use this ability by paying 2 Spirit Charges. If they do so, all characters on squares adjacent to the target take Force damage (Reflex Save for half, DC (10+1/4 Quincy’s Level) equal to the bow damage of the Quincy, without any additional damage or effects that their normal attack has.

Distant: The Quincy’s bow has greater reach than most. Increase its range by 5. This Attribute may be taken multiple times and its effects stack.

Master Shots: Quincy are proficient with their bows to the point where they can make shots that are absolutely impossible for a normal archer. Every time that “Master Shot” is listed in the table above, select any one of these Master Shot abilities, and the Quincy gains it.

Seeker Arrow: This Quincy has learned how to lock their shot onto a target’s reiatsu, or spiritual fingerprint. They may make a singular attack as a full round action with their bow at their highest base attack bonus. If using the Web Bow, they fire two arrows at a –5 penalty.The arrow is fired at a target known to them within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight.

This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). To use this ability requires the Quincy to pay 5 Spirit Charges. This singular attack may still be enhanced by paying Spirit Charges like normal.

Cascade of Arrows: The Quincy has learned how to generate a multitude of arrows on their bow, and fire them all at various targets at once. As a full round action, a Quincy may fire an arrow at each and every target within range, to a maximum of one target for every Quincy level they have. Each attack uses the Quincy’s primary attack bonus, and each enemy may only be targeted by a single arrow. If the Quincy is using a Web Bow, each foe in range is targeted by two attacks at the primary attack bonus –5. Using Cascade of Arrows costs 30 Spirit Charges and may not be enhanced by paying further Spirit Charges.

Piercing Arrow: The Quincy can fire their arrow straight through an opponent and into the creatures behind it. They select a line of effect equal in length to their range, and then make a single attack at their highest base attack bonus. This is compared to the Acs of all individuals within range, and all that it would hit take damage equal to the Quincy’s normal bow damage plus any relevant modifiers. If an individual takes up multiple squares within the Line of Effect, then they are rolled as only one individual, and if they are hit, are hit by a number of attacks equal to the number of squares they occupy within the Line of Effect. Using Piercing Arrow costs 30 Spirit Charges and may be enhanced by paying further Spirit Charges. If using a Web Bow, this ability has two separate lines of effect that may be overlapped, each attacking at –5.

Anticipatory Shot: The Quincy follows the spiritual signatures of others, catching them off guard after they come out of a teleportation-like maneuver. Whenever an opponent uses Shunpo, Hirenkyaku, or any similar ability, if it ends their move within this character’s bow’s range, this character may make an attack of opportunity on them by paying 5 Spirit Charges. This attack may be enhanced by paying Spirit Charges as normal. You my not exceed your normal number of attacks of opportunity in this way.

Soul Shot: The Quincy targets the source of the target’s power, instead of wounding their body directly. By paying 5 Spirit Charges, they may have their attack deal damage to the target’s Spell Points or Spirit Charges instead of their HP. This attack may be enhanced by paying Spirit Charges as normal.

Shoot Away: The Quincy can knock away attacks targeting their teammates using their bow. When an ally of theirs takes damage from an attack within their bow range, the Quincy may choose to pay a number of Spirit Charges equal to the damage dealt to negate that damage. This ability may be used to protect themselves. Doing such is treated as making an attack of opportunity, although it is not attacking a foe, and may only be done a number of times up to the number of times that the Quincy may normally make attacks of opportunity.

Stepping Shot: The Quincy uses Hirenkyaku after an attack to evade retaliation. Taking this ability requires having the Hirenkyaku class feature. As a standard action, by paying 10 Spirit Charges, they may make a single attack at their highest base attack bonus and then use Hirenkyaku as normal, even if they had already used Hirenkyaku during that turn. If they haven’t used Hirenkyaku before using this Master Shot, they pay 5 Spirit Charges to use it, but may not use Hirenkyaku after this Master Shot resolves. This attack may be enhanced by paying Spirit Charges as normal.

Knockdown Shot: The Quincy can take a foe off their feet using their arrows. As a full round action, by paying, 5 Spirit Charges, the Quincy may make single attack at their highest base attack bonus. If the attack hits, the target is knocked Prone. If the target is smaller than Medium, decrease the cost in Spirit Charges by 1 per level. (Small would cost 4, etc.) If the target is larger than medium, increase the cost by 3 per level (8 for Large, etc.) This attack may be enhanced by paying Spirit Charges as normal.

Pushing Shot: The Quincy may use their shot to shove a foe away instead of harming them. As a full round action, by paying 5 Spirit Charges, they may make a single attack at their highest base attack bonus. If the attack hits, it deals no damage, but damage is still rolled. Move the target away from the Quincy until the reach the limit of the Quincy’s range. This does incur attacks of opportunity, and an attack of opportunity that hits ends this movement. Every 10 ft., they are entitled to make a strength check (DC=10+the damage the attack would have dealt) to stop moving. This attack may be enhanced by paying Spirit Charges as normal.

Disintegrating Shot: This Quincy may loose some spirit particles from a target with this attack. By reducing the damage on all attacks made during a turn by 1d6, to a minimum of 0, declared at the start of their turn, they add the result of that d6 once per each hitting attack to the next Spirit Charge made by a Quincy. This Master Shot may be enhanced by paying Spirit Charges as normal.

Looping Arrow: The Quincy may make missing shots attempt to curve back at their target. When an attack made by this Quincy misses, they may pay an amount of Spirit Charges equal to the amount the attack missed by+4 to attempt the attack again, with the same enhancements and modifiers in place.

Quincy Final Form
In Quincy Final Form, a character draws in obscene amounts of Spirit Particles due to no longer repelling them with the Sanrei Glove. A character in Quincy Final Form is treated as always having Maximum Spirit Charges held, and has the damage for their arrows increased by two stages (See the Arrow Attributes section.) They are treated as having a Maximum Enhancement To Hit and Damage of +10/+10. They have a +5 Racial Bonus to all saves, a +3 Insight Bonus to all attacks, and a +3 Racial bonus to AC.

Fallen Quincy: If a Quincy utilizes their final form, then they sear their body’s connection to the spiritual realm, rendering them unable to gather spirit particles.
A fallen Quincy may not summon their bow and are treated as having a Spirit Charge output of 0 at all levels.
A fallen Quincy may regain their powers through a day long ritual that requires a Quincy of at least 10th level to carry out.
At the end of the ritual, the fallen Quincy is no longer fallen, but is also at 0 HP. They may then heal naturally or be
healed in other methods. As an unfallen Quincy, they still retain the bonuses they received from the Sanrei glove (SpiritCharge +3, Maximum Charges held +10).

© 2016

bottom of page