War Type

'''WAR TYPE'''

 Kill Zone: As a move action you may release your Zanpakutou to a state of constant battle. This state deals +3d6 untyped damage to your opponents with your Zanpakutou.

Greater Kill Zone: Requires Kill Zone. Your damage increases by +2d6 for a total of +5d6 damage

Superior Kill Zone: Requires Improved Kill Zone. Your Damage increases by +2d6 for a total of +7d6 damage

Swift Kill Zone: This allows you to release Kill Zone as a swift action.

Rage: You may rage as the feat while your zanpakutou is released, and may rage a number of times per day equal to your spellscore modifier regardless of how many times your release your Zanpakutou. This does not use up a use of the Rage feat.

Improved Rage: Requires Rage to take.You gain the Greater Rage feat as a bonus feat while your Zanpakutou is released.

Greater Rage: Requires Improved Rage to take. You gain the Tireless Rage feat as a bonus feat while your Zanpakutou is released

Incite Rage: You may incite rage in others. You may target up to your Spellscore modifier in targets. Each target is entitled to a will saving throw to avoid going into a rage, as the feat. This does not use up a use of the rage feat for the creature effected.

Improved Incite Rage: Requires Incite Rage to take. Those that succumb to your rage effect act as if they had the greater rage feat.

War Form: Requires Superior Kill Zone to take. As a standard action you transform into a creature of war. You gain the following benefits while in your war form. – You gain a bonus to Strength, Dexterity and Constitution equal to your Spellscore Modifier – You gain a bonus to attack and damage rolls equal to the number of War Type abilities you have – You gain Regeneration equal to one half of your level that is overcome by Fire and Acid damage These bonuses last for a number of rounds equal to 3 + your new constitution modifier. Once this timer is over your Zanpakutou seals itself and you are fatigued. You cannot re-release your Zanpakutou for 2d6+1 rounds. This occurs even if the Zanpakutou is Constantly Released.

Greater War Form: Requires War Form to take. You are no longer fatigued after your War Form ends. Also your timer to re-release your Zanpakutou changes from 2d6+1 to 2d4+1 rounds.

Superior War Form: Requires Greater War Form to take. When you enter your War Form, your bonus to Strength Dexterity and Constitution increases by +2 or your Regeneration increases by +2. You may take this multiple times to increase either the stat bonus by +2 or the Regeneration Bonus by +2.

Blitzkrieg: Requires Superior War Form to take. You may enter your War Form as a move action, and while in your War Form, you gain the ability to fly at twice your base land speed with good maneuverability. If your War Form ends and you are still in the air, you descend at a rate of 60 feet per round for your spell score modifier in rounds before you begin to fall uncontrollably.

Improved Blitzkrieg: Requires Blitzkrieg to take. While flying in your War Form, you may make Zanpakutou attacks at medium range (100 feet + 10 feet per level). You can only make one such attack per round. These attacks must be made against targets on the ground or who are below you in the air. They cannot be made against anyone above you. They can be made against those at the same level as you.

Superior Blitzkrieg: Requires Improved Blitzkrieg to take. You may make your Improved Blitzkrieg attacks against any opponent within range. You are still limited to one attack per round.

Extended Blitzkrieg: Requires Improved Blitzkrieg to take. Your Improved Blitzkrieg attacks may be done at long range (400 feet + 40 feet per level) instead of medium range.

Perfect Blitzkrieg: Requires Extended Blitzkrieg to take. You may make an additional Blitzkrieg attack in a turn. You may take this multiple times to make additional attacks up to your maximum attacks per round.

Aura of Battle: While your Zanpakutou is released, you grant all allies within 30 feet of you a bonus on all bull rush, disarm, sunder and trip attempts equal to your spellscore modifier. You may take this multiple times to increase the area by 30 feet. You are not counted as an ally for this effect.

Aura of Fortitude: While your Zanpakutou is released, you grant all allies within 30 feet of you a bonus on fortitude saves equal to your spellscore modifier. You may take this multiple times to increase the area by 30 feet. You are not counted as an ally for this effect.

Reflexive Aura: While your Zanpakutou is released, you grant all allies within 30 feet of you a bonus on reflex saves equal to your spellscore modifier. You may take this multiple times to increase the area by 30 feet. You are not counted as an ally for this effect.

Bastion of Will: While your Zanpakutou is released you grant all allies within 30 feet of you a bonus on will saves equal to your spellscore modifier. You may take this multiple times to increase the area by 30 feet. You are not counted as an ally for this effect.

Motivation: Choose one statistic. While your Zanpakutou is active, you grant all allies within 30 feet of you a bonus on all checks involving that statistic or core skills involving that statistic equal to your spellscore modifier. You may take this multiple times to increase the area of this effect by 30 feet or to add another statistic to your bonus. You are not treated as an ally for this effect.

Move the Army: While your Zanpakutou is released, you grant all allies within 100 feet of you a bonus to movement speed equal to five times your spellscore modifier in feet. You may take this multiple times to increase the area by 100 feet. You are not treated as an ally for this effect.

Rally the Troops: Once per day per point of spellscore modifier, you may grant all allies within 50 feet of you temporary hit points equal to five times your spellscore modifier. You are not treated as an ally for this effect. Multiple releases of your Zanpakutou do not reset the number of uses you have of this ability and temporary hit points granted with this ability do not stack with each other, use the highest temporary hit point total.

Steady the Hands: Choose one Base Combat Skill. While your Zanpakutou is released, all allies within 30 feet of you gain a bonus to that skill equal to your spellscore modifier. You do not count as an ally for this effect. You may take this multiple times to increase the area by 30 feet or to add another Base Combat Skill to your list.

Steady the Nerves: Choose one Base Reaction Skill. While your Zanpakutou is released, all allies within 30 feet of you gain a bonus to that skill equal to your spellscore modifier. You do not count as an ally for this effect. You may take this multiple times to increase the area by 30 feet or to add another Base Reaction skill to your list.

Aura of Resistance: Choose one Energy Type (Fire, Acid, Cold, Electricity, Sonic, Water or Force). While your Zanpakutou is released, all allies within 30 feet of you gain resistance to that energy type equal to five times your spellscore modifier. You do not count as an ally for this efffect. You may take this multiple times to increase the area by 30 feet or to add another element to your list.