The Divine Codex
This codex is an accumulation of the gathered
knowledge on the Divine beings that are known
as the Yotogi. The watchers as they are known
     seem to fall into two separate groups.
   The ones that watch and record with no
                interference.
  And the ones who have taken the mantle of
  guardian, the ones who seek to change the
                    world,
Over a thousand years ago, there was the Quincy Blood war.
The world of the living nearly collapsed as the balance was
 put in jeopardy by the Quincy. Though they were defeated,
the Quincy still did massive damage to the balance and the
universe responded. The first Yotogi was created by the Spirit
         King's will, and set the task of restoring order.
    Originally diligent in their duties, the Yotogi worked
 feverishly to restore the balance, and once it was restored,
went on to attempt to aid mankind. Unfortunately, this lead
  to disaster and the Yotogi vowed never to truly interfere
 again, leaving the world to its own devices, to only record.
 They gathered to them another race of helpers, the Djinn,
            and began recording the universe's passing.
Few know the sin that the Yotogi committed all that time
ago. The reason for the Yotogi hiding away from the world
 that that their divine nature allowed for their hubris to
grow with their pride to the point of being worshiped as god
by humanity. It wasn’t long before they realized the fault in
their ways and the majority retreated to a life of recording
                          instead of acting.
 There are however a few who instead play an active role as
guardians and protectors of humanity and the mortal realm.
 These Yotogi would be known as Angels for the power they
        would develop granted them such an appearance.
Many of the Angels have taken up alongside the Shinkoukenjin
in their fight against the Oni Courts. Many seek ways to free
 the souls that have become corrupted by Nobunaga and his
    vile powers. There are some who take the fight to the
  frontlines seeking to purge the Oni from the mortal world,
thus leading to a great many battles between the Angels and
    the Oni within the very streets of the Mortal world.
 The Angels are led by a group of five known as the Angiris
Council, the most powerful of the Angels who have reached
the rank of Archangel. Few seraphim make it to this level of
                           power.
SERAPHIM POWER [YOTOGI, SOUL]
Prerequisites: Level 3, Must have rejected the Non-Interference Pact.
Benefit: You gain 2 Shikai abilities active on you. Each second level later you gain an additional
       shikai ability. Your shikai abilities must be drawn from the holy type along with one of
        the following types. (Courage, Fire, Light, Barrier, Justice, Temperance, Saint, Sonic,
       Healing, Weapon). You may shut off any Shikai Ability you do not wish to use.
ANGELIC WEAPON [YOTOGI, SOUL]
Prerequisites: Seraphim Power, Melee mastery or Ranged Mastery.
Benefit: You can now channel the powers gained from Seraphim power into the weapon that you
        have selected for your requisite mastery. This divine energy strengthens the weapon
       making it a +1 weapon.
ANGEL’S RADIANCE [YOTOGI, SOUL]
Prerequisites: Seraphim Power, 8th Level+
Benefit: You gain 1 Bankai ability. During combat multiply your Reiatsu by 3 and increase your
       health as per the bankai feat
Special: You may take this ability multiple times. Each time gain an additional Bankai ability.
       You cannot have more Bankai Abilities than one half the number of Shikai Abilities you
       have.
                                       HOLY TYPE
                                Note: Divine Damage cannot be mitigated
                                       (As reworked by Dionon)
Heaven's Blade
Prerequisites: None
Ability: As a move action, you can cause your blade to glow with divine radiance. Your Zanpakutou now
deals +1d6 Divine Damage
Greater Heaven's Blade
Prerequisites: Heaven's Blade
Ability: Your Divine Damage now increases to +2d6
Superior Heaven's Blade
Prerequisites: Heaven's Blade, Greater Heaven's Blade
Ability: Your Divine Damage now increases to +3d6
Swift Heaven's Blade
Prerequisites: Heaven's Blade
Ability: You may now release your Heaven's Blade as a Swift Action
Holy Blade
Prerequisites: None
Ability: This changes the form of your Zanpakutou's Blade to pure divine energies, changing its damage
to Divine Damage. Holy Blade can still be used in conjunction with Holy Form
Holy Form
Prerequisites: None
Ability: This changes the form of one of your Zanpakutou's Attacks, changing it to divine energy. For
example, Projectile-based Zanpakutou will now do Divine damage, whereas Summon-Based Zanpakutou
will now do Divine Damage with their attacks. Holy Blade may still be used in conjunction with Holy
Form.
Aura of Benevolence
Prerequisites: 3 other Holy Type abilities
Ability: You radiate an Aura of Benevolence. All enemies within 10 feet of you take 1d6 divine damage.
Special: You may take this multiple times. Each time increase the radius by 10 feet or increase the
damage by 1d6
Healing Aura
Prerequisites: Aura of Benevolence, 3 other Holy Type abilities
Ability: All allies within the radius of your Aura of Benevolence now also gain a Fast Healing equal to
the number of Holy Type abilities you have.
Pleasant Mark
Prerequisites: 3 other Holy Type abilities
Ability: You can designate a target, by tapping them with your Zanpakutou. This target will suffer half of
any damage that affects them, while you take the remaining half. Target must remain within a number of
feet equal to 30 x your level to gain this benefit.
Special: You can select this ability multiple times; each time grants you an additional target that you can
apply this too. The targets still only suffer half of the damage, and you receive a forth of that, the
remaining forth is lost.
Improved Pleasant Mark
Prerequisites: Pleasant Mark, 3 other Holy Type abilities
Ability: While you have a target of your Pleasant Mark, you gain Fast Healing equal to the number of
Holy Type abilities you have.
Greater Pleasant Mark
Prerequisites: Pleasant Mark, Improved Pleasant Mark, 3 other Holy Type abilities
Ability: You only take one quarter the damage that the target would have taken, they still take half
damage.
Heavenly Rift
Prerequisites: Holy Form
Ability: You may open a portal to the heavens, and bring forth a Heavenly Host. A Heavenly Host is built
as follows. They are Medium Size, have 16's in all stats, and have your ranks+3 in all skills, having your
attack form. They have hit points equal to 30 + 10 points per Holy Type ability you have. Along with a 60
Fly speed Perfect. They may use your feats in their own daily pools.
Special: You may take this multiple times. Each time you may increase the size of your Heavenly Host by
1 size category (granting them all the bonuses, but none of the penalties.)
Heavenly Power
Prerequisites: Holy Form, Heavenly Rift
Ability: Your heavenly hosts now have access to all the shikai picks you do aside from the Heavenly host
power.
Angelic Host
Prerequisites: Holy Form, Heavenly Rift
Ability: You may now call down 2 Heavenly Host.
Special: You may take this multiple times. Each time you may now call down an additional Heavenly
Host.
Halo
Prerequisites: Aura of Benevolence, 3 other Holy Type abilities
Ability: You may activate this as a Swift Action, and it lasts for one round per Holy Type ability you
have. Whenever you are struck in melee, the being that struck you takes your Zanpakutou's [BW] in
Divine Damage.
Heavenly Smite:
Prerequisite: Holy Blade, Halo, 3 other Holy Type Abilities
Ability: One per day per 4 character levels, you may declare a target to the subject of a smite effect. You
gain a bonus to attack rolls equal to your spell score modifier, a bonus to weapon damage rolls equal to
your character level, and a Deflection bonus to defense equal to your spellscore modifier. These bonuses
last for the rest of the encounter. The bonus damage is Divine.
Prerequisites:
Feats: Yotogi, Melee Mastery (Any Weapon), Defensive Skill Focus (Any 1 Defensive Skill or
Defense), Reiatsu Healing
Skills: Weapon Attack 8+ Ranks, All Saves 8+ Ranks, Treat Injury 8+ Ranks
Special: Exclusive the Evil, Hatred, Self or Power allegiances. Must have at least a Good
allegiance.
1 – EMBRACE THE LIGHT [PRESTIGE]
       If you already have the blooded feat, you gain your Spellscore Modifier per level to your
      hit points in addition to your Constitution Modifier. (If you have something like Ego over
      Body you add your Charisma twice). You may now substitute your Charisma for
      intelligence when it comes to Yotogi racial feats. This is an extraordinary ability.
2 – Bonus Feat
3 – DIVINE APOTHESIS [PRESTIGE]
       The Seraphim Ascendant gains the Light Blessed type traits.
4 – Bonus Feat
5 – CELESTIAL TRANSMOGRIFICATION [PRESTIGE]
The Seraphim Ascendant has reached the pinnacle of his holy rebirth, this grants him
             • Fast healing equal to one half your level (Stacks with other Fast Healing)
             • Your divine nature allows you to add your spellscore modifier into your
                     defense rolls.
             • And a Fly speed equal to twice your base speed at good maneuverability as
                     you gain a pair of wings. When gaining these wings you have the choice
                     between feathered wings or wings made of light. If you choose the
                     feathered you gain two wing buffet attacks dealing 1d6 [BW] increasing
                     with your unarmed strike. If you choose the wings of energy they are
                     unable to be attacked as they are divine light, these wings also increase
                     your fly speed to three times your base speed.
                                 Light Blessed Type Traits
• Acid Resistance 50
• Resistance to Electricity 10 and Fire 10.
• See in Darkness (Su): The Light Blessed can see perfectly in darkness of any kind, even that
         created by a deeper darkness spell.
• +10 vs poison, sleep effects, paralysis, and stunning.
• On a critical hit, reduce the critical multiplier by 1 (minimum of x1.5)
• If flanked, an elemental retains their dexterity bonus, but take a -2 penalty to defense rolls.
Prerequisites:
Feats: Celestial Transmogrification, Defensive Skill Focus (Any 2 Defensive Skill and or
Defense), Advanced Reiatsu Healing
Skills: Weapon Attack 12+ Ranks, All Saves 12+ Ranks, Treat Injury 12+ Ranks
Special: Must spend 8 hours a day for one week in contemplation. At the end of each period,
they must make a DC 30 Knowledge (Theology and Philosophy) check. Three failures means
having to start contemplating all over again.
1 – HIDDEN FACE OF THE DIVINE [PRESTIGE]
       Your divine nature has granted you the ability to hide away your true face. This takes the
       form of either a Beautiful metal mask or your face becomes wreathed in featureless
       shadow. This grants you the bonus of a +5 to soul crush attempts and others take a -10
       penalty on sense motive checks against you.
2 – Bonus Feat
3 – DIVINE MOVEMENT [PRESTIGE]
       The Seraphim is always treated as having used the Flash Step skill as a swift action
       regardless of their roll. Also, they add their Charisma modifier to their Flash Step roll
       (Min 1). This is an extraordinary ability. Additionally, you gain Combat Reflexes and
       Powerful Flash Step as bonus feats.
4 – Bonus Feat
5 – DIVINE EXISTANCE [PRESTIGE]
       You gain the benefits of the Signature Reiatsu feat and the Overbearing Reiatsu feat. You
       may use this feat to qualify for feats that require both those feats. Also your Flying
       maneuverability improves to perfect. This counts as 2 Reiatsu Feats.
Prerequisites:
Feats: Divine Presence, Defensive Skill Focus (For all Defensive Skills and Defense), Perfect
Reiatsu Healing, Epic Blooded.
Reiatsu: 3000+ Reiatsu rating.
Skills: Weapon Attack 24+ Ranks, All Saves 24+ Ranks, Treat Injury 24+ Ranks
Special: There can be only 5 Seraphim Archangels at a time. Each represents one of 5 domains.
You must be accepted by the rest of the Angiris Council unless none survive.
1 – ANGELIC POWER [PRESTIGE]
      You gain a special ability based on conversation with your GM. The GM has final say on
      any ability you come up with.
2 – Bonus Feat
3 – DIVINE ASPECT [PRESTIGE]
       Each of the five represent one virtue held in high regard by the way of light. Upon
       reaching this level the Archangel chooses one aspect that is currently without a
       representative, or may have the position passed to them.
Archangel of Valor: You gain the feat Extreme Pain Tolerance regardless of prerequisites. You
      now add your Spellscore to your HP per level (Even if you already do.). Gain your
      Spellscore as Damage Mitigation if you don't have any numerical Damage Mitigation. If
      you do, add your Spellscore Modifier to it. Then choose one: Either Increase your
      Damage 2 steps, or all your attacks bypass Regeneration
Archangel of Justice: Increase the damage base of all your attacks by 4 die steps. Your attacks
      cannot harm those who act with righteous intent nor can you harm the innocent. Gain a
      +10 to defenses against those guilty of crimes and reduce damage to you by your
      spellscore from guilty sources. This reduction cannot be overcome.
Archangel of Hope: You become immune to fear effects and the effects of being soul crushed.
      You do not get fatigued or exhausted for using Reiatsu Healing. Calculate the amount
      you can heal with reiatsu healing with your full level. All allies within 30ft of you gain a
      +10 to saves vs fear and soul crushing
Archangel of Fate: You can no longer be flat footed. Anytime you roll initiative, assume the roll
      resulted in a natural 20. Gain a +15 insight bonus to Flash step Checks. Once per day per
      10 levels you may looking to the fate of the world and get the answer to a yes or no
      question
Archangel of Wisdom: You gain the Feat Wisdom of the Ages and Omnicompetent regardless of
       prerequisites. You may add your wisdom mod to any d20 rolls on top of the normal
      bonuses you add. You automatically pass Sense Motive checks, and gain a +10 to all
      knowledge checks.
4 – Bonus Feat
5 – THE UNDYING RESOLVE OF THE HEAVENS [PRESTIGE]
      The Archangel cannot be killed by hit point damage, constitution damage or negative
      levels. If they would be slain by a death effect they are simply reborn 1d100 miles away
      on their home plane. If they are killed by hit point damage, constitution damage or
      negative levels, they take 1d4+1 days to reform. An Archangel can choose to move on
      into the cycle of reincarnation if they so please.