Post by orphen on Nov 19, 2011 15:47:35 GMT -5
Shinigami/Squad 4/BattleCaster
Level 12
Str: 17 3
Dex: 17 3
Con: 19 4
Int: 30 10
Wis: 25 7
Cha: 21 5
HP: 133
DR: 12/-
Action Dice: 5d6
AB: +22/+17/+12/+7
Damage: 4d6 + 3 Str
Spell Damage: (Spell damage + 4d6)
Spell Points: 323 (115 Spell Points + 76 Bonus modifier + 24 (2 spellcaster) + 24 (2 expanded knowledge) + 84 Enlightened)
Divinity Points: 12
Unfavored:11
Base Skills: 19
Weapon Attack (Str): 22
Will Save (Wis): 26
Defense (Int): 29
Flash Step (Dex): 22
Initiative (Int): 29
Core Skills:29
Concentration ( Con): 33
Craft (Pharmaceutical) (Int): 39
Knowledge (Rukon District) (Int): 39
Knowledge (Kido Lore) (Int): 39
Listen (Wis): 36
Sense Motive (Wis): 36
Spot (Wis): 36
SpellCraft (Int): 39
Tumble (Dex): 32
Use Magic Device (Cha): 34
Feats:
1. Soul Reaper
2. Blooded
3. Seasoned
You add your Int bonus (min 1) to your favored
non-base skills, and one half that (min 1) to your non
favored non-base skills.
4. Talented
5. Combat Casting
6. Improved Counterspell
7. Spellcaster (Cleric)
8. Shikai
9. Specialized Zanpakutou
10. Channel Divinity
You gain a pool of Divine Channeling per day equal to 3+Wisdom Modifier. You may use these points in several ways. Unless noted, a Channel Divinity usage targets one creature or spell (Either the caster or the target or the target spell)
Usage Divine Channeling Point Cost
Empower Healing (as the feat) 2
Maximize Healing (as the feat) 2
Add 1d8 points to a healing spell 1
Imbue liquid with Sleep 1
Imbue liquid with Deep Slumber 2
Gain +4 bonus on Fort Saving Throw for one turn 1
Give +4 bonus on Will Saving Throw for one turn 1
Use a Healing Kido without spending Spell Points 3
Remove Disease/Blindness/Deafness 2
11. Kido Artist
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
Zanpakutô's base damage.
12. Bankai
13. Healing Aura
By using one use of Divine Channeling, you may use a Healing Kido with a range of Touch in a 20 foot burst per Divine Channeling point spent. You may not use more than your Fourth Division Specialist levels in points for this effect.
14. Channel Divinity Points: +2 Divinity points
15. Recombination
If you can get to a being that's been slain (that was alive or not beforehand) within 1d4 rounds per character level of it's death, you can spend a number of Channel Divinity points equal to it's HD to reform it's essence into the body it was before it moves on the path of reincarnation. NOTE: If used on a Hollow, the Hollow must make a Fortitude Save with a DC equal to it's own Hit Dice or revert back to it's original Plus State.
16. Sacred Kido
Half of the damage dealt by a sacred Kido is converted into divine energy, and as such is not prevented by abilities or spells that reduce or prevent damage from a particular type of energy. For example, half the damage from a sacred flaming wrath Kido would not be negated by fire resistance or fire immunity. Only divine spells that deal damage may be made into sacred spells. A sacred Kido uses up 4 additional Kido points.
17. Spellcaster (Sorc/Wiz)
18. Enlightened
You add your Wis bonus to your spell points gained per level (minimum 1/level). This feat applies
retroactively. This feat can be taken multiple times, but then only adds + 2 spell points per level.
19.Warrior Mage
Your ability to cast in combat increases. You gain a +4 deflection bonus to defense rolls to avoid attacks of opportunity. Also, if casting ranged spells at a target within 30 feet of you, you may add your intelligence modifier to damage. Lastly, when you use an unarmed strike to deliver a touch spell, you add your wisdom modifier to damage.
20. Empowered Kido
21. Expanded Knowledge
You gain +2 Spell Points per level. This counts retroactively. Also, choose a spell
list you do not have, you gain one spell of a level you can cast added to your spell list per point of intelligence bonus from that spell list.
Shikai Abilities:
Healing:
Improved Power
Healing Attack
Ranged Healing
Pain Release
Chain Healing
Healing Aura
Regeneration
Bankai:
Strengthening Healing
Enhanced Healing
Mystic Regeneration
Bankai Abilities:
Healing/Water
Improved Power
Healing Attack
Ranged Healing
Pain Release
Chain Healing
Healing Aura
Regeneration
Mirage
Improved Mirage
Greater Mirage
Superior Mirage
Perfect Mirage
Enhanced Mirage
Deadly Mirage
Spells:
All Cleric Spells
All Sorc/Wiz Spells
Psychic Warrior
Breath of the Black Dragon (6): Breathe Acid for 11d6 damamge
Form of Doom (6): You transform into a frightening tentacled beast
Adopt Body (5): Your body automatically adapts to hostile environments
Kido Vampire (Psychic Vampire)(4): Touch attack takes 2 spell points/level from foe
Steadfast Perception (4): Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
Inertial Barrier (4): Gain DR 5/-
Empathic Feedback (3): When you are hit in melee, your attacker takes damage
Empathic Transfer (2): Transfer another's wounds to yourself
Burst (1): Gain +10ft. to speed this round
Inertial Armor (1): Tangible field of force provides you with +4 armor bonus
Level 12
Str: 17 3
Dex: 17 3
Con: 19 4
Int: 30 10
Wis: 25 7
Cha: 21 5
HP: 133
DR: 12/-
Action Dice: 5d6
AB: +22/+17/+12/+7
Damage: 4d6 + 3 Str
Spell Damage: (Spell damage + 4d6)
Spell Points: 323 (115 Spell Points + 76 Bonus modifier + 24 (2 spellcaster) + 24 (2 expanded knowledge) + 84 Enlightened)
Divinity Points: 12
Unfavored:11
Base Skills: 19
Weapon Attack (Str): 22
Will Save (Wis): 26
Defense (Int): 29
Flash Step (Dex): 22
Initiative (Int): 29
Core Skills:29
Concentration ( Con): 33
Craft (Pharmaceutical) (Int): 39
Knowledge (Rukon District) (Int): 39
Knowledge (Kido Lore) (Int): 39
Listen (Wis): 36
Sense Motive (Wis): 36
Spot (Wis): 36
SpellCraft (Int): 39
Tumble (Dex): 32
Use Magic Device (Cha): 34
Feats:
1. Soul Reaper
2. Blooded
3. Seasoned
You add your Int bonus (min 1) to your favored
non-base skills, and one half that (min 1) to your non
favored non-base skills.
4. Talented
5. Combat Casting
6. Improved Counterspell
7. Spellcaster (Cleric)
8. Shikai
9. Specialized Zanpakutou
10. Channel Divinity
You gain a pool of Divine Channeling per day equal to 3+Wisdom Modifier. You may use these points in several ways. Unless noted, a Channel Divinity usage targets one creature or spell (Either the caster or the target or the target spell)
Usage Divine Channeling Point Cost
Empower Healing (as the feat) 2
Maximize Healing (as the feat) 2
Add 1d8 points to a healing spell 1
Imbue liquid with Sleep 1
Imbue liquid with Deep Slumber 2
Gain +4 bonus on Fort Saving Throw for one turn 1
Give +4 bonus on Will Saving Throw for one turn 1
Use a Healing Kido without spending Spell Points 3
Remove Disease/Blindness/Deafness 2
11. Kido Artist
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
Zanpakutô's base damage.
12. Bankai
13. Healing Aura
By using one use of Divine Channeling, you may use a Healing Kido with a range of Touch in a 20 foot burst per Divine Channeling point spent. You may not use more than your Fourth Division Specialist levels in points for this effect.
14. Channel Divinity Points: +2 Divinity points
15. Recombination
If you can get to a being that's been slain (that was alive or not beforehand) within 1d4 rounds per character level of it's death, you can spend a number of Channel Divinity points equal to it's HD to reform it's essence into the body it was before it moves on the path of reincarnation. NOTE: If used on a Hollow, the Hollow must make a Fortitude Save with a DC equal to it's own Hit Dice or revert back to it's original Plus State.
16. Sacred Kido
Half of the damage dealt by a sacred Kido is converted into divine energy, and as such is not prevented by abilities or spells that reduce or prevent damage from a particular type of energy. For example, half the damage from a sacred flaming wrath Kido would not be negated by fire resistance or fire immunity. Only divine spells that deal damage may be made into sacred spells. A sacred Kido uses up 4 additional Kido points.
17. Spellcaster (Sorc/Wiz)
18. Enlightened
You add your Wis bonus to your spell points gained per level (minimum 1/level). This feat applies
retroactively. This feat can be taken multiple times, but then only adds + 2 spell points per level.
19.Warrior Mage
Your ability to cast in combat increases. You gain a +4 deflection bonus to defense rolls to avoid attacks of opportunity. Also, if casting ranged spells at a target within 30 feet of you, you may add your intelligence modifier to damage. Lastly, when you use an unarmed strike to deliver a touch spell, you add your wisdom modifier to damage.
20. Empowered Kido
21. Expanded Knowledge
You gain +2 Spell Points per level. This counts retroactively. Also, choose a spell
list you do not have, you gain one spell of a level you can cast added to your spell list per point of intelligence bonus from that spell list.
Shikai Abilities:
Healing:
Improved Power
Healing Attack
Ranged Healing
Pain Release
Chain Healing
Healing Aura
Regeneration
Bankai:
Strengthening Healing
Enhanced Healing
Mystic Regeneration
Bankai Abilities:
Healing/Water
Improved Power
Healing Attack
Ranged Healing
Pain Release
Chain Healing
Healing Aura
Regeneration
Mirage
Improved Mirage
Greater Mirage
Superior Mirage
Perfect Mirage
Enhanced Mirage
Deadly Mirage
Spells:
All Cleric Spells
All Sorc/Wiz Spells
Psychic Warrior
Breath of the Black Dragon (6): Breathe Acid for 11d6 damamge
Form of Doom (6): You transform into a frightening tentacled beast
Adopt Body (5): Your body automatically adapts to hostile environments
Kido Vampire (Psychic Vampire)(4): Touch attack takes 2 spell points/level from foe
Steadfast Perception (4): Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
Inertial Barrier (4): Gain DR 5/-
Empathic Feedback (3): When you are hit in melee, your attacker takes damage
Empathic Transfer (2): Transfer another's wounds to yourself
Burst (1): Gain +10ft. to speed this round
Inertial Armor (1): Tangible field of force provides you with +4 armor bonus