Vizard Shinigami (DnD Prestige Class)
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 Vizard Shinigami
Vizard Shinigami are Death Gods who have died and came back to life through magical means. When a Shinigami dies, sometimes he encounters the dark side of himself which he has to deal with. While most Shinigamis fail to do so when something as rare as that happens and their dark side consumes them making them frightful undead themselves, those who are able to control their dark side and come back from the dead gain the ability to tap into their "evil" self gaining certain advantages in battle that in some cases foes might find overwhelming.
 Becoming a Vizard Shinigami
Not every Shinigami may qualify as a Vizard Shinigami and even if he does, this doesn't mean that it's always a good thing. Most Vizard Shinigami's alignments tend towards evil because not everyone can control their dark side.
|Base Attack Bonus:||+5.|
|Class:||Previous levels of any Shinigami type.|
|Skills:||Knowledge (the planes) 5 ranks.|
|Feats:||Power Attack and Weapon Focus (Zanpaktou).|
|1st||+1||+2||+0||+2||+2 Weapon, Vizard Mask (least), Focus Mind +1|
|2nd||+2||+2||+1||+2||Cero, +40ft speed bonus|
|3rd||+3||+2||+1||+2||Shikai Special Ability, Vizard Mask (lesser)|
|4th||+4||+3||+2||+3||Focus Mind +2, +60ft speed bonus|
|5th||+5||+3||+2||+3||+3 Weapon, Vizard Mask (normal)|
|6th||+6||+4||+3||+4||+80ft speed bonus|
|7th||+7||+4||+3||+4||Material Essence, Focus Mind +3|
|8th||+8||+5||+4||+5||+100ft speed bonus, Bankai (You receive this at the same level your base Shinigami would)|
|9th||+9||+5||+4||+5||+4 Weapon, Vizard Mask (greater)|
|10th||+10||+6||+5||+6||Vizard Mask Mastery, Focus Mind +4, +150ft speed bonus|
Class Skills (4 + Int modifier per level)
 Class Features
Focus Mind (Ex): A Vizard Shinigami of 1st level can focus his mind in order to suppress his sinister sides desires and maintain control over himself when using his Vizard Mask ability. A Vizard Shinigami gains +1 sacred bonus to his Will save at level 1 and this bonus increases every three levels by 1 (+2 at 4th, +3 at 7th and +4 at 10th level).
Weapon Enchantment Bonus (Su): A Vizard Shinigami continues to enchant his weapon normally like a Shinigami does.
Vizard Mask (Su): A Vizard Shinigami's sign is his mask. All Vizard Shinigami take strength from a mask that is bound to their soul and represents the darkest side of themselves aiding them in combat. As a Vizard Shinigami advances in levels he becomes more dominant over the dark side of himself or vise versa if his alignment is evil. A mask appears on the Vizard Shinigami's face appearing like the front side of a human skull most of the time. The Vizard Shinigami is not able to fully control his dark side thus he has a 25% chance of his dark side gaining control and get him in a state of frenzy (A successful DC 10 + Vizard Shinigami class level Will save negates the frenzy* effect).
Vizard Mask (least) : A Vizard Shinigami of level 1 may draw power from his dark side gaining +6 sacred bonus to his Str & +6 sacred bonus to his Con plus DR 5/positive while the Mask is active. In addition he deals +1d6 negative energy damage to his opponents. Vizard Mask lasts rounds equal to the character's Vizard Shinigami class level. Activating this ability is a swift action and the chance for the Shinigami to enter the frenzy state which his dark side gains control is 25%.
Vizard Mask (lesser) : As least Vizard Mask but the Shinigami gains +8 sacred bonus to his Str & +8 sacred bonus to his Con plus DR 10/positive and deals +2d6 negative energy damage. Activating this ability is a swift action and the chance for the Shinigami to enter the frenzy state which his dark side gains control is now 20%.
Vizard Mask (normal) : As lesser Vizard Mask but the Shinigami gains +12 sacred bonus to his Str & +12 sacred bonus to his Con plus DR 15/positive and deals +3d6 negative energy damage and the Shinigami may get a hold of his Mask allowing him to successfully wear it for rounds equal to his effective character level + Wis modifier. Activating this ability is a swift action and the chance for the Shinigami to enter the frenzy state which his dark side gains control is now 20%.
Vizard Mask (greater) : As normal Vizard Mask but at this point the Shinigami has the upper hand against his dark side allowing him to maximize his fighting potential even more. The Shinigami gains +16 sacred bonus to his Str & +16 sacred bonus to his Con plus DR 20/positive and deals +4d6 negative energy damage. Activating this ability is a swift action and the chance for the Shinigami to enter the frenzy state which his dark side gains control is now 15%.
Vizard Mask Mastery (Su): Upon reaching level 10 a Vizard Shinigami has merged victorious from the continuous fight within him against his dark side and may now use its full potential during battle by sustaining his Vizard Mask for as long as he's above 20 hit points and the negative damage dealt from his dark side now is equal to 1d6 per Vizard Shinigami class level. Activating Vizard Mask ability becomes an immediate action and the chance for the Shinigami to enter the frenzy state which his dark side gains control is now 10%.
- Frenzy: When a Vizard Shinigami takes damage that drops him to less than one-quarter of his normal hit points, he has a chance to enter a state of frenzy. While in frenzy the Vizard Shinigami loses control over his body while his sinister side gains it. The Vizard Shinigami will use his most powerful attacks without regard to his allies. He immediately dons his mask and will maintain it until the shinigami regains control. If no enemies remain he will continue to attack his allies until knocked out or he successfully regains control. While the sinister side has control the ignores the effects of being below 0 hit points (he will still die if reduced below -10 hit points).
In order for the Vizard Shinigami to regain control over himself he must succeed on a Will save DC 10 + Vizard Shinigami Class level. Each round the Vizard Shinigami that has failed his Will save to regain control over his body is entitled a new will save.
Shikai Special Ability (Sp): At 1st level and every four levels after, a battle shinigami develops a new ability as he unlocks his weapon's true power. When first chosing a special power you specify which type of zanpaktou you have. This choice will alter which special abilities are available and the nature of his bankai later on. The types of zanpaktou are Booster, Toxic, Warding, Brutal, Elemental, Environmental, Healing, Kido, Swift, Summon and Protection types. These powers are only in effect while in shikai or bankai.
- Booster (Su): At 6th level, the battle shinigami recieves a +2 competence bonus to one ability score chosen when taking this ability. At 10th level, the battle shinigami may apply a second +2, stacking either with the same ability score or a new one. At 14th level, the battle shinigami may apply another +2 to one of his scores. At 18th level, he may apply one last +2 bonus to one of his ability scores.
- Toxic (Su): At 6th level, choose an ability score (Dex, Con, Str, Int, Cha, Wis). Your weapon now deals 1d4 damage to that ability on contact. At 10th level, your poison's DC is increased +2. At 14th level, the bonus raises to 1d8. At 18th level, your poison's DC is increased +2 again. Fort DC(10 + Shinigami's levels).
- Protection (Su): At 6th level, you gain a +1 sacred bonus to AC. At 10th level, you gain a +1 sacred bonus to AC. At 14th level, you gain another +1 sacred bonus to AC. At 18th level, gain another +1 sacred bonus to AC.
- Warding (Su): At 6th level, you gane a +1 sacred bonus to saves, At 10th level, you gain another +1 sacred bonus to saves. At 14th level, you gain another +1 sacred bonus to saves. At 18th level, gain another +1 sacred bonus to saves.
- Elemental (Su): At 6th level, choose an element (fire, cold, elec, or acid). Your weapon now deals 1d6 extra damage of that element. At 10th level, the bonus raises to 2d6. At 14th level, the bonus raises to 3d6. At 18th level, the bonus raises to 4d6. The damage stacks with the various elemental enchantments for weapons.
- Environmental (Su): At 6th level, the shinigami is under the effect of a pass without trace spell. At 10th level, the weapon alters the environment via illusion or some manner, granting 20% concealment. At 14th level, the shinigami is under the effects of a nondetection spell. At 18th level, environmental alteration increases the concealment to 50%. True Seeing bypasses the concealment, but methods that rely on munane means such as blindsight do not pierce the concealment. The concealment does not stack with that of Blur, Displacement, or similar spells.
- Healing (Su): At 6th level, all your Cure spells heal 150% damage as if Empowered. At 10th level, you gain fast healing 1. At 14th level, your Cure spells heal 200% instead of 150% damage. At 18th level, you gain fast healing 3.
- Kido (Su): At 6th level, your caster level rises by 1. At 10th level, your spell DCs rise by 1. At 14th level, your caster level rises by 1 again. At 18th level, your spell DCs rise by 1 again. All of these benefits stack with similar feats, such as Spell Focus. The bonuses apply to all shinigami spells.
- Swift (Su): At 6th level, you gain +2 to confirming critical hits. At 10th level, you gain a +1 to your critical threat range. At 14th level, you gain an additional +2 to confirming critical hits. At 18th level, you gain a +1 to your critical multiplier. All of these benefit stack with the Power Critical/Improved Critical type of feats.
- Summon (Sp): At 6th level, your blade gains spell-like abilities it can use on command. You may select any spell off the cleric or sorcerer/wizard lists up to 2nd level, able to be cast 2/day in shikai form. At 10th level, you select a spell-like ability up to 4th level able to be cast 2/day. At 14th level, you select a spell-like ability up to 6th level, able to be cast 1/day. At 18th level, you select a spell-like ability up to 8th level, able to be cast 1/day. If any spell involves any costly material components you may pay 5 times the gold amount in XP.
- Brutal (Su): At 6th level, you gain +2 to your attack rolls. At 10th level, you gain +2 to your weapon damage. At 14th level, you gain +2 to your attack rolls again. At 18th level, you gain +2 to your weapon damage again. All of these benefit stack with the Weapon Focus/Weapon Specialization type of feats.
Cero (Sp): At level 2 the Vizard Shinigami gains the ability to use a devastating attack that deals 1d12 + Wis modifier in a cone shaped beam of negative energy. This attack is considered a ranged touch attack (range equals 10 ft. per effective character level). This attack improves along with the Shinigami Masks and gains +1d12 per Mask. (Lesser +2d12, Normal +3d12, Greater +4d12)
Upon reaching level 10 a Vizard Shinigami may now use the Cero ability at its maximum potential. Activating this ability is causing a cone beam of negative energy to emerge out of the Shinigami's blade as a frightful ranged touch attack (range equals 10 ft. per effective character level) of negative energy that deals 10d12 + Wis modifier to anyone it hits. A Vizard Shinigami may use this ability times per day equal to his Vizard Shinigami class level.
A Cero is capable of critically hit opponents and the multiplier in case of a critical strike is the Vizard Shinigami's Wis modifier - 1. (example: If a Vizard Shinigami with a wisdom score of 14 scores a critical hit with Cero the critical multiplier would be 10d12 x 1 = 10d12). Cero can be used by a Vizard Shinigami once every 5 rounds.
Material Essence (Ex): The shinigami has come so far in his training, he can now jump from the Material Plane to being incorporeal as a move or part of a move action. His entire body becomes incorporeal so there is no body left helpless on the Material Plane. When in this form, he has the ability to float and air walk at his normal speed as if he was on the ground. He can effect both the Material and Incorporeal Plane when in this form. A Shinigami can only maintain this form for a total hours per day equal to his Shinigami class levels.
Bankai (Su): The final transformation of the Zanpaktou is a strenuous process. After a week long ritual of meditation and fasting, you must face the manifestation of your weapon's spirit in mental combat, making a DC 20 Will save. Failure means you take 5d6 points of nonlethal damage and you are exhausted. Success means you have unlocked Bankai.
You may unleash your Bankai as a full-round action. It lasts for 2 round per class level and can be performed a number of times equal to the Shinigami's class levels, at 20th level it can be performed a number of times equal to the Shinigami's class levels x2. Bankai vary greatly. (See below for details on Zanpaktou and Bankai). While in Bankai the Shinigami gains a +10ft sacred bonus on his movement speed and +2 sacred bonus on his Armor Class.
While in Bankai sometimes a Shinigami's appearance changes (clothes, weapon and armor). This has no effect on the Shinigami's combat skills though its only a visual effect. The change can be a minor one (change on clothes) or a major one (a great sword showing like a huge weapon rather than medium). The Shinigami is under the effects of an Alter Self spell for the purposes of this effect.
 The Zanpaktou and Bankai
Bankai Powers : As a Zanpaktou levels its Bankai grows stronger and stronger. At 15th and every three levels after, it obtains additional powers taken from the list below. In many respects, it's identical to an intelligent weapon, including gaining an Ego score. Instead of the usual intelligent weapon benefits, they gain a series of spiritual abilities as detailed below. The weapon may also be enchanted with one of the normal intelligent item benefits in place of one or more of its spiritual abilities, but you must pay the appropriate cost. A Lesser Power is worth one spirit power, and a Greater Power or Special Purpose is worth two spiritual abilities.
Each spiritual ability may be taken up to three times, with increasing benefits.
|15th||Three Spiritual Abilities, 60ft Darkvision and Hearing, 180ft speed bonus, Two Ability Scores at 16, One at 10|
|18th||+2 Additional Spiritual Ability, 90ft Darkvision and Hearing, Two Ability Scores at 18, One at 10|
|21st||+2 Additional Spiritual Ability|
|24th||+2 Additional Spiritual Ability, 120ft Darkvision and Hearing, Two Ability Scores at 20, One at 10|
|27th and beyond||+3 Additional Spiritual Ability|
 Spiritual Abilities
Brutal: You weapon is a monster in combat, its spirit believing that brute strength wins the day. Your weapon deals damage one size larger than it actually is.
Taken a second and third time increases the effective damage size up again. For a medium creature swinging a medium weapon, after all three they deal the damage of a Gargantuan weapon (does not include the effective size increase from the Shikai). This does stack with feats that increase the effectiveness of your chosen weapon.
Elemental: Your weapon's spirit is mixed in with the natural forces in this world. Fire, lightning, acid, and cold, these are its manifestations. Unlike other spiritual abilities this can be taken beyond three times, but only with a new element. Choose an element from fire, electric, cold, and acid. Your weapon deals 2d6 additional elemental damage.
Taken a second and third time increases the elemental damage, up to 6d6 damage at its third level. You may take the path again for a different element.
Environmental: A field of energy surrounds you, changing the environment. Everybody within 60 ft of you falls under a deep magical suppression of light, sound, and smell, granting you total concealment up to the 60 ft. and negating most blindsense, blindsight, and scent. No save. As long as you hold your weapon, you may ignore the supression effects. The field does not move when the wielder moves. It is a standard action to release the field and when it is, everybody but the weilder that is within the field is effected by dazzle and soundburst for 1d4 rounds, reflex DC (10 + shinigami's level + Wis modifier). This is a mind affecting effect.
Taken a second time, anybody (other than the wielder) within the 60ft is always under the effects of Shaken. Taken a third time and anybody (other than the wielder) within the 60ft is feared for 1d4 rounds and the surrounding 60ft is now a reversed Antilife Shell. It allows living creatures in but not out, even the wielder. This is no longer a mind affecting effect.
Toxic: Your weapon's spirit is hazardous to life around it. On contact it deals its deadly poison which damages the body. Taken once, your weapon now deals a single point of ability damage to an ability score you specify on choosing this power. It is similar to Wounding, and stacks with Wounding if you happen to pick Con damage.
Taken a second time allows you to increases the effect of your poisons to 2 points of ability damage. Taken a third time, you may pick a second ability score to effect and your poisons will also effect those normally immune to poisons.
Kido: Your weapon is magical and assists in your spellcraft. Your energy flows out through your blade naturally. The weapon becomes a Spell Storing weapon. In addition the caster level of any spells you cast rise by 1.
Taken a second time allows you to store two spells in your weapon. You still may only discharge one spell a round, however. You caster level for your spells rises by 1 again. Taken a third time allows you to store up to three spells at a time, with the same limitations, and your caster level rises by 1 again. As this is not a true enchantment, this ability can stack with the actual Spell Storing enchantment, but the same caveat of one spell per round applies.
Summon: The spiritual form of your weapon is monstrous, proud, and strong. It manifests directly to fight the enemy. You gain no benefits to your weapon itself, but you are able to summon a monster that represents your sword's spirit. With DM's permission, choose a creature whose HD your character level -2. You may summon this creature and it exists for 1 round/level. As you level up, it too levels up, gaining additional HD appropriate for its species and additional feats, but it is always -2 your HD. If the summon dies in battle, you may not re-summon it until 24 hours have past.
Taken a second time and the penalty is reduced to -1 HD. Taken a third time, and the summon matches your HD exactly. As this is the same creature summoned every time, one should keep their creature's information on hand as if it were a cohort. In addition the creature, like the sword itself, has its own free will. If the sword is disobeying its master, its summon likewise will be no more willing.
Skillful: Clever and intelligent, the skillful Bankai assists its user in feats of daring and genius. Take one skill which the Shinigami possesses at least 1 rank in. This skill receives a +10 bonus while in Bankai, and the Shinigami receives Skill Mastery in this skill, allowing the Shinigami to take 10 in combat. Once chosen, your selection is fixed.
Taken a second time, and the Shinigami may select another skill. They receive a +10 bonus, and his previous skill rise to +20. Taken a third time, and you may select one more skill, which receives a +10 bonus. The previous skill rises to +20, and the original skill becomes +30. In all cases, each skill with a bonus receives Skill Mastery.
Booster: Without its user, the weapon is nothing. Therefore it goes out of its way to increase the users abilities to its fullest, boosting the Shinigami with a surge of confidence. The Shinigami receives a +4 sacred bonus to two of their abilities scores of their choosing. Once the choice is made, the decision is fixed.
Taken a second time, and the bonuses rise to +6. Taken a third time, and the bonuses rise to +8. This effect lasts as long as the Shinigami wields his weapon.
Swift: Mobility is king. Riding the winds, the Shinigami becomes fast as a thunderbolt. He receives a +10 foot sacred bonus to his land speed, and a +1 dodge bonus to AC when moving at least 5 feet.
Taken a second time increases the speed of his travel to a +20 bonus. He may also employ his Flash Step as an immediate action. Taken a third time, and the speed increases to +30 feet. His Flash Step now grants the benefits of a blur and haste spell when used for a number of rounds equal to the Shinigami's class level.
Protection: The weapon's spirit protects its user from harm. Calling on its Bankai, the Shinigami receives a +3 sacred bonus to his armor class.
Taken a second time, and the bonus rises by +3. Taken a third time and the bonus rises by +3 again and the Shinigami gains 50% less damage from all attacks and spells directed towards him.
Warding: You soul is bound tightly to your sword's soul, and you can endure the worst spells. You gain a +2 sacred bonus to all saving throws.
Taken a second and third time net you an additional +2 to saving throws and grants immunity to mind-affecting spells.
Healing: Your weapon's soul is a kind, gentle one. The Shinigami gains a pool of healing identical to the paladin's Lay On Hands, equal to 2x his Shinigami class level. While it can quickly be spent, the Shinigami can re-charge his pool of healing by dealing damage with his weapon in Bankai. This positive energy can harm undead as well.
Taken a second time, and the amount of the Shinigami's healing pool increases to x3 his class level. Taken a third time, and the weapons healing pool increases to x4 his class level and his pool is full when he taps into Bankai power. In addition the healing pool may be used offensively, releasing a surge of negative energy in a single melee touch attack against an enemy as a standard action. Threat this ability as a smite attack, which is wasted if the attack misses.
 Playing a Vizard Shinigami
Combat: The Vizard Shinigami is an all out offensive character which would definitely attack and vanquish anyone who would oppose a threat to him. Much like a barbarian, a Vizard Shinigami is based on his brute Strength to overcome and defeat his opponents.
Advancement: As described above, Shinigami may become Vizard Shinigami after an encounter with their dark side during their death. A Vizard Shinigami prestige class would perfectly work with a multiclass Shinigami/Barbarian or Shinigami/Fighter to maximize its potential.
Resources: Shinigami are a secretive lot indeed thus only a few people know about them. When a Shinigami becomes a Vizard Shinigami he often becomes an outcast from Gotei 13 (the Shinigami 13 Protection Squads based in Sigil) and is more like a freelancer that continues the fight with the undead on his own and aids Gotei 13 whenever possible even if he is an outcast. Shinigami are people with high sense of duty and they know that they must continue their fight to protect the material plane no matter the cost.
 Vizard Shinigami in the World
Outcasts, hybrids that an eternal war rages within them and even if they do manage to tame their sinister side they cannot rest cause extraplanar horrors roam free threatening the material plane.
|“||I'll show you the real way to use a Bankai!||”|
Vizard Shinigami are a secretive lot, exiled from their kin cause of their sinister side, Vizard Shinigami form groups between themselves and as the Gotei 13 they try to keep the material plane safe from harm. Most normal people have never heard, or seen a Vizard Shinigami. But without them and the Gotei 13 extraplanar horrors would surely reach out and consume them all.
Sidestory of the Vizard Exile: The Gotei 13 thinks the Vizard Shinigami as bombs ready to explode anytime, meaning that their sinister side might come out victorious anytime from the eternal struggle within them and thus they exiled the Vizard Shinigami from Sigil. Good Vizard Shinigami still work with the Gotei 13 tho in several cases and help in every way they can while neutral Vizard Shinigami are lonely characters mostly. Evil Vizard Shinigami seek revenge upon Gotei 13 cause they think themselves as superior than normal Shinigami and they believe that the reason they got exiled was their superiority.
Daily Life: The Vizard Shinigami can never rest, in a continuous battle with his sinister side and always on the look out for demons who threaten the world from beyond this dimension. Like an outcast vigilante, even if they are outcasts from their kin they still have a duty, and must always be on alert.
Notable NPC's: Ichigo is a Vizard Shinigami, who is completely freelance. He is said to have a sinister side which seems unfitting of the otherwise good-minded hero.
Organizations: On the neutral and good outer planes, and specifically within the Outlands and the city of Sigil, the Shinigami are organized travelers who look out for dangerous demonic invasion attempts and terrible haunting of souls who refuse to pass on. Here the counsel of Seireitei is ruled over by 13 captains in control of 13 squads, each specialized by their Bankai and fighting style.
NPC Reactions: Like Shinigami, Vizard Shinigami look more like fighters in the eyes of a commoner and its highly unlikely that someone would ever imagine what they are. Most people think of them as fighters, clerics or sometimes even paladins.
 Vizard Shinigami Lore
Characters with ranks in Knowledge (the planes) or Knowledge Religion can research about Vizard Shinigami to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. A character may be allowed a knowledge check about Vizard Shinigami only if he meets the following requirements: Have met a Vizard Shinigami during his lifespan knowing that the man/woman he met was a Vizard Shinigami. Been in Sigil and heard about the Vizard Shinigami there. Research about Shinigami and roll a knowledge check of 30 or higher.
|30||A Vizard Shinigami hunts ghosts and other incorporeal and extraplanar beings with their powerful weapon often using strange Masks.|
|35||A Vizard Shinigami Mask is the source of his power and the reflection of his sinister side manifested.|
|40||All Vizard Shinigami are outcasts of Gotei 13 and live lonely lives, sometimes found in groups of 3 or more trying to help each other and defeat extra planar foes. A Vizard Shinigami prefer brute force to defeat any opponent with the help of their sinister side through their Mask to achieve victory.|
|45||All Vizard Shinigami use a Mask that is the reflection of their Sinister side but if they do not manage to control it they get consumed by it. A character that has achieved a knowledge check of 45 or higher may know specific information about Vizard Shinigami across the planes and even about deceased Vizard Shinigami.|
 Vizard Shinigami in the Game
Vizard Shinigami's are outcasts, and thus are neutral. Those which fall until evil lose their self to their sinister side which gains control over their body and might even become demons themselves. They are best in campaigns against incoporeal enemies, but do just fine in the material plane since they rely on brute force to vanquish any foe.
Adaptation: A Vizard Shinigami may take the position of any melee character like fighter, paladin or barbarian since they got a good Hit Die and they do moderate damage.
Sample Encounter: The adventurers enter a haunted forest which residents are evil spirits seemed to be controlled by someone. Anyone would suspect its the work of an evil necromancer but they soon find out that an evil Vizard Shinigami is behind the undead creature army and they discover that his plan is to take revenge on the Gotei 13 for sending him in exile thus he's gathering an army. The location where the group finds the Vizard Shinigami is a huge oak tree somewhere in the middle of the forest that instead of leaves it has slain Shinigami all over it as trophies of the evil Vizard.
EL whatever: Normally characters around level 20 would be an equal match for a Vizard Shinigami. Characters such as Warblades, Crusaders, Swordsages, Spellthiefs and Casters are great against a Vizard Shinigami while Fighters, Rogues and Barbarians have a serious disadvantage.