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Shinigamis are guardians of the souls who are going through the circle of transmigration. In ancient times, they were known as Balancers. They purify Hollows who do evil in the World of the Living and ensure the safe crossing of souls – the Pluses who have lost their way after death – by giving them a soul burial.

The shingami is an archetype of the samurai class.

Zanpakuto (Ex)

At 1st level, a shinigami is given a basic zanpakuto upon their graduation from the academy. Known as Asauchi, or “Shallow Hit”, all zanpakuto appear as a standard katana that the shinigami is considered proficient with. The sword is considered to be a one-handed weapon that the shinigami may wield as if proficient. At the 2nd level, the shinigami’s zanpakuto functions as if it were a masterwork weapon. At the 4th level, the zanpakuto becomes a +1 magic weapon. Every four levels thereafter (8th, 12th, 16th and 20th), it grows in strength, up to +5 at 20th level. In addition, this bonus is added to the shinigami’s AC as a deflection bonus. In addition, a zanpakuto can be modified further with evolutions (see below).

This ability replaces weaponskills and last stand.

Evolution Pool

At 1st level, a shinigami’s zanpakuto gains an evolution pool with a number of points (see below). Points in this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the zanpakuto. These choices are not set—the shinigami can change them whenever he gains a level. See below for Evolutions.

Level

Evolution Points

1st 3
2nd 4
3rd 5
4th 7
5th 8
6th 9
7th 10
8th 11
9th 13
10th 14
11th 15
12th 16
13th 17
14th 19
15th 20
16th 21
17th 22
18th 23
19th 25
20th 26

This ability replaces kenki pool and resolve.

Shunpo (Su)

At 3rd level, all shinigami learn to utilize the flash step, or Shunpo. Shunpo allows instantaneous movement from one point to the next as if by means of the dimensional door spell. At a cost of 1 bushido point, he can travel up to his samurai level x 5 feet. Unlike the dimensional door spell, Shunpo can be used either as a swift action or as part of a move action, which does not provoke an attack of opportunity. He may still take other actions after utilizing the Shunpo. Shunpo cannot take him to an area he cannot physically see when using it. A shinigami can use this ability a number of times per day equal to 3 + his Charisma modifier.

This ability replaces blazing initiative, dragon defense, and kenki charge.

Bankai (Su)

At 9th level, the shinigami obtains the ultimate form of his zanpakuto. Bankai is an explosion of power, granting the shinigami a powerful boost for a short period of time. Activating Bankai is a full-round action that does not provoke an attack of opportunity and costs 2 bushido points. The zanpakuto’s evolution points are doubled and can immediately assign the points however he likes. When Bankai ends, the shinigami is fatigued.

This ability replaces greater resolve, true kenki charge, and true resolve.

Evolutions

Each shinigami gains a number of evolution points that can be spent to give his zanpakuto new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the shinigami gains a new level, but they are otherwise set. Some evolutions require prerequisites.

Evolutions are grouped by their cost in evolution points. A shinigami cannot select 2-4 point evolutions until he is twice the level of the point evolutions (4th for 2-point, 6th for 3-point, 8th for 4-point). Evolution points cannot be saved. All of the points must be spent whenever the shinigami gains a level. Unless otherwise noted, each evolution can be selected only once.

1-Point Evolutions

The following evolutions cost 1 point from the shinigami’s evolution pool.

  • Alternate Form (Ex): A zanpakuto’s form can change into a different weapon from the light and heavy blades.
  • Basic Magic (Sp): A zanpakuto learns to cast a basic spell as a spell-like ability. Select one spell from the following list: dancing lights, daze, detect magic, elemental orb, ghost sound, grab, ray of frost, stabilize, torchlight, or touch of fatigue. This spell can be cast once per day as a spell-like ability. At 4th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the samurai’s level. The save DC for this spell is 10 + the samurai’s Charisma modifier. Prerequisites: The zanpakuto must have a Charisma score of at least 10 and intelligent zanpakuto evolution to take this evolution. This evolution can be selected more than once. Each time the shinigami selects this evolution, it applies to a new spell.
  • Brace (Ex): A zanpakuto gains the Brace weapon feature, but instead deals three times damage when bracing.
  • Deadly (Ex): A zanpakuto gains the Deadly weapon feature, but instead adds +8 to the DC.
  • Disarm (Ex): A zanpakuto gains the Disarm weapon feature, but instead gains a +4 to disarm attempts.
  • Distracting (Ex): A zanpakuto gains the Distracting weapon feature, but instead gains a +4 bonus on Bluff checks to feint.
  • Finesse (Ex): A zanpakuto gains the Finesse weapon feature, but gains a +1 bonus on attack rolls.
  • Grapple (Ex): A zanpakuto gains the Disarm weapon feature, but gains a +2 on grapple attempts.
  • Improved Damage (Ex): A zanpakuto’s weapon attacks is particularly deadly. This increases the damage die by one step. A shinigami can select improved damage for his zanpakuto multiple times, once for every five samurai after 1st.
  • Reach (Ex): A zanpakuto’s reach is capable of striking foes at a distance. A zanpakuto’s reach increases by 5 feet.
  • Strong (Ex): The zanpakuto’s wielder gains a +4 bonus to his Combat Maneuver Defense to resist sunder combat maneuvers attempted against the weapon.
  • Trip (Ex): A zanpakuto gains the Trip weapon feature, but gains a +2 bonus on trip attempts.
  • Unnatural Aura (Su): A zanpakuto is obviously of unnatural origin. Normal animals do not willingly approach the shinigami wielding this weapon unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check.

 

2-Point Evolutions

The following evolutions cost 2 points from the shinigami’s evolution pool and the shinigami must be at least 4th level.

  • Alignment Smite (Su): Once per day as a swift action, the shinigami chooses one target within sight. If this target’s alignment matches that chosen for this ability, the zanpakuto deals an additional +1d6 points of damage. This attack is treated as good-aligned for the purposes of overcoming damage reduction. The alignment smite persists until the target is dead0. At 10th level, the shinigami may spend 1 additional evolution point to allow the zanpakuto a second daily use of this ability. Prerequisite: The shinigami must be at least 5th level before selecting this evolution.
  • Elemental Attacks (Su): A zanpakuto’s attacks become charged with elemental energy. Pick one elemental type: dark, earth, fire, ice, light, lightning, water, or wind. A zanpakuto’s attacks deal 1d6 points of elemental damage of the chosen type on a successful hit. Prerequisite: The Shinigami must be at least 5th level before selecting this evolution.
  • Empathy (Su): A zanpakuto can communicate via emotions and urges with its shinigami. Prerequisite: The shinigami must have the intelligent zanpakuto evolution before selecting this evolution.
  • Hiding (Su): A zanpakuto can make itself invisible as per the vanish spell once per day. Although it cannot be actively used while hidden in this way, any constant powers or bonuses it grants or possesses remain active.
  • Intelligent Zanpakuto (Ex): A zanpakuto has become sentient. It possesses an INT 10, WIS 10, and CHA 10. These ability scores increase by 1 for every two evolution spent on other evolutions.
  • Leaping (Su): A zanpakuto can leap to its shinigami’s hand. As long as the shinigami has the zanpakuto on his person, as a free action he can call out to the item, causing it to jump into his hand. The shinigami must have a free hand slot free for this ability to function.
  • Maneuvering (Ex): Whenever a zanpakuto is used to perform one specific type of combat maneuver, usually disarm or sunder, the shinigami receives a +2 bonus on the check and does not provoke attacks of opportunity when attempting the combat maneuver. This does not stack with the bonus gained from the feat that grants the same bonus, such as Improved Disarm.
  • Minor Magic (Sp): A zanpakuto learns to cast a minor spell as a spell-like ability. Select one spell from the following list: burning hands, comprehend languages, cure, detect chaos/evil/good/law, obscuring mist, ruin, silent image, or ventriloquism. This spell can be cast once per day as a spell-like ability. At 7th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the samurai’s level – 2. The save DC for this spell is 10 + half the samurai’s level + his Charisma modifier. Prerequisites: The zanpakuto must have a Charisma score of at least 11 and must possess the basic magic and intelligent zanpakuto evolutions to take this evolution. The shinigami must be at least 5th level before selecting this evolution. This evolution can be selected more than once. Each time the shinigami selects this evolution, it applies to a new spell from the above list.
  • Minor Magical Weapon Enhancement (Su): A zanpakuto gains a +1 magical weapon enhancement. This evolution can be taken more than once. 4 evolution points for the second one, 6 evolution points for the third one, and 8 evolution points for the fourth one. To a maximum of +10 enhancements.
  • Poison (Ex): A zanpakuto secretes toxic venom. Whenever the zanpakuto hits, the target is poisoned. Poison—type poison (injury); save Fort negates (DC 10 + half the samurai’s level + his Charisma modifier); frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save. For 2 additional evolution points, this poison deals Constitution damage instead. This poison can be used no more than once per round. Prerequisite: The shinigami must be at least 7th level before selecting this evolution.
  • See in Darkness (Su): A zanpakuto can see perfectly in darkness of any kind and grants this ability to its wielder. Prerequisite: The shinigami must be at least 9th level before buying this evolution.
  • Sickening (Ex): The zanpakuto’s smell or appearance is so offensive it sickens nearby creatures. Any living creature except its shinigami that approaches within 20 feet or begins its turn in that area is sickened for 1 round unless it succeeds at a Fortitude save (DC = 10 + half the samurai’s level + his Constitional modifier). Creatures that successfully save cannot be affected by the same zanpakuto’s sickening effect for 24 hours.
  • Spring-Loaded (Ex): A zanpakuto’s wielder can activate or suspend its reach as a swift action. Prerequisite: This evolution can be added only to one-handed or two-handed melee weapons with the reach special feature or reach evolution.

3-Point Evolutions

The following evolutions cost 3 points from the shinigami’s evolution pool and the shinigami must be at least 6th level.

  • Frightful Presence (Ex): A zanpakuto becomes unsettling to its foes, gaining the frightful presence ability. The shinigami can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the zanpakuto must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + half of the samurai’s level + his Charisma modifier. If the shinigami has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the shinigami are immune to this effect. Prerequisite: The shinigami must be at least 11th level before buying this evolution.
  • Improved Critical Multiplier (Ex): A zanpakuto increases its critical multiplier by 1. This quality can be selected twice. It costs 3 evolution points the first time it is selected, and 6 evolution points the second time. It can be selected only once if the zanpakuto has the improved critical threat range quality, in which case the Evolution Point cost is doubled.
  • Improved Critical Threat Range (Ex): A zanpakuto increases its critical threat range by 1. This quality can be selected twice. It costs 3 evolution points the first time it is selected and 7 evolution points the second time.
  • Large (Ex): A zanpakuto grows in size, becoming Large. This increases the damage die by 1 size but inflicts a -2 penalty on attack rolls. Prerequisites: The shinigami must be at least 10th level before buying this evolution.
  • Major Magic (Sp): A zanpakto learns to cast a major spell as a spell-like ability. Select one spell from the following list: cure II, darkness, daze monster, vanish (self only), levitate, minor image, restore, scorching ray, see invisibility, or spider climb. This spell can be cast once per day as a spell-like ability. At 10th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the samurai’s level – 2. The save DC for this spell is 10 + half the samurai’s level + his Charisma modifier. Prerequisites: The zanpakuto must have a Charisma score of at least 12 and must possess the minor magic and intelligent zanpakuto evolutions to take this evolution. The shinigami must be at least 7th level before selecting this evolution. This evolution can be selected more than once. Each time the shinigami selects this evolution, it applies to a new spell from the above list.
  • Major Magical Weapon Enhancement (Su): A zanpakuto gains a +2 or +3 magical weapon enhancement. This evolution can be taken more than once. 6 evolution points for the second one and 9 evolution points for the third one. To a maximum of +10 enhancements.
  • Telepathy (Su): A zanpakuto can communicate with telepathy to its shinigami at will. Prerequisite: The shinigami must have the intelligent zanpakuto evolution before selecting this evolution.

4-Point Evolutions

The following evolutions cost 4 points from the shinigami’s evolution pool and the shinigami must be at least 8th level.

  • Anti-Disarm (Ex): A zanpakuto is immune to disarm attempts or any class features that would disarm it from the shinigami.
  • Anti-Sunder (Ex): A zanpakuto is immune to sunder attempts or any class features that would cause it to be broken.
  • Dimension Door (Sp): A zanpakuto learns to cast dimension door as a spell-like ability once per day. The caster level for this evolution is equal to the samurai’s level. The save DC for this spell is 10 + half the samurai’s level + his Charisma modifier. Prerequisites: The zanpakuto must have a Charisma score of at least 14 to take this evolution. The shinigami must be at least 13th level and have the intelligent zanpakuto evolution before selecting this evolution.
  • Speech (Su): A zanpakuto can communicate with speech to its shinigami and to anyone who can hear it at will. It knows all the shinigami’s languages. Prerequisite: The shinigami must have the intelligent zanpakuto evolution before selecting this evolution.
  • Superior Magical Weapon Enhancement (Su): A zanpakuto gains a +4 or +5 magical weapon enhancement.
  • Ultimate Magic (Sp): A zanpakuto learns to cast a powerful spell as a spell-like ability. Select one spell from the following list: create food and water, cura, cure III, daylight, fira, fly, gaseous form, lightning bolt, major image, stinking cloud, tongues, or water breathing. This spell can be cast once per day as a spell-like ability. The caster level for this evolution is equal to the samurai’s level – 2. The save DC for this spell is 10 + half the samurai’s level + his Charisma modifier. Prerequisites: The zanpakuto must have a Charisma score of at least 13 and must possess the major magic and intelligent zanpakuto evolutions to take this evolution. The shinigami must be at least 11th level before selecting this evolution. This evolution can be selected more than once. Each time the shinigami selects this evolution, it applies to a new spell from the above list.