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| * '''Shikai:''' Kazewana takes the form of a long chain with a crescent-shaped blade on one end and a long spike on the other. It is activated by the command "swirl" (''uzu''). | | * '''Shikai:''' Kazewana takes the form of a long chain with a crescent-shaped blade on one end and a long spike on the other. It is activated by the command "swirl" (''uzu''). |
| : '''Shikai Special Ability:''' Kazewana's ''Shikai'' is capable of releasing cutting waves of Wind-elemental energy from the curved blade of the weapon. | | : '''Shikai Special Ability:''' Kazewana's ''Shikai'' is capable of releasing cutting waves of Wind-elemental energy from the curved blade of the weapon. |
| + | :* '''Hokori Kyoufuu''': By spinning the chain of her Shikai, Kari can create a dust cloud to impair the visibility of her foes. This ability can also be used in Bankai. |
| | | |
| * '''Bankai:''' Named '''Kiritori Kazewana''' (''Slicing Wind Snare''). Kazewana takes the form of a long chain of magical energy connecting two identical weapons, each consisting of a circular ring upon which three long, double-edged blades are attached in a triangular pattern. | | * '''Bankai:''' Named '''Kiritori Kazewana''' (''Slicing Wind Snare''). Kazewana takes the form of a long chain of magical energy connecting two identical weapons, each consisting of a circular ring upon which three long, double-edged blades are attached in a triangular pattern. |
Kari Sayuri Inihara Elegant Angel
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Kari in her Ethereal Plane attire.
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Character Profile
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DOB:
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July 19, 1006
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Age:
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1146
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Race:
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Malakh
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Gender:
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Female
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Profession:
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Divine Magus
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Theme:
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Star Ocean The Second Story Ocean of Tears OC Remix
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Artist:
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EgM
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Additional Information
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Birth Realm:
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Eighth Realm
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Rank(s):
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Captain, Fifth Division (ret) Order of Grim Angels
Templar Order of Ethereal Magi
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- "Kari Inihara" redirects here. For other uses, see Kari Inihara (disambiguation).
Kari Inihara is a former Captain of the Order of Grim Angels' Fifth Division, a minor protagonist in the Clouded Horizons series.
Personnel Information
Biography
- "It's strange, not having her here. She held this whole division together...I don't think I can do what she did."
"You'll do it, and do it better. That's what she taught you, right - how to excel?"
- ―Kari Inihara to Chojiro Miyagi, shortly after Chieko Murakami's death
Kari Sayuri Inihara is one of the few remaining Malakh in the Ethereal Plane. Little is known about her early life within the Ethereal Plane, but it is documented that she entered the Order of the Grim Angels, a smaller force within the Gilead Order, at the age of 471. While there, she was assigned to the Fifth Division under the leadership of Chieko Murakami, and soon rose to the rank of the fourth seat of the division. Many years later, at the beginning of the Harrowing, the frequent battles soon took their toll on the Fifth Division - by the end of the 73rd year, the Captain, Vice-Captain, and third seated officer of the Fifth Division had been slain in combat, placing the relatively-inexperienced Kari in acting command of the division.
Amazingly, despite the relative power gap between Kari and many of the other Captains, her squad remained able to hold its own in combat thanks to exceptional use of tactics and planning, many of those plans being attributed to Kari's then-Lieutenant, Chojiro Miyagi. Many more years passed before the war ended, and Kari's trials as the leader of the Fifth Division were in fact just beginning, despite the disbanding of the Gilead Order and, by extension, the Order of Grim Angels. Kari, despite her personal opinions behind her actions, was sentenced to captivity in the Void for 60 years to avoid public outcry and a revival of unrest, a sentence that she bore stoically as a final act of respect and tribute to those who had given their lives in her command.
When she emerged from the Void at the age of 906, she joined the Order of Ethereal Magi in order to continue her mission of protecting the Ethereal Plane, training under the God of Knowledge, Xeios. Kari has continued to serve in the Order to the present time, working to expand her knowledge and skills to better serve the Ethereal Plane.
239 years later, when Fayt attempted a revolt to claim Freya's position as her own and was stripped of her powers, Freya called upon the Malakh once again. Kari was granted the temporary position as the Pillar of Fate, holding these powers until Freya deemed Fayt worthy to return to her status as a Pillar of Reality.
Personality
Kari's personality is somewhat at odds with her otherwise youthful appearance. She acts much older than she appears at first glance, and takes her position as a member of the Ethereal Magi quite seriously. Beyond her serious yet kind demeanor, however, lurks a persona filled with haunted memories of the Ethereal Plane's devastating Harrowing and the loss of her division members, including her former Captain, which she carries with her constantly.
Synopsis
Kari made her first appearance in the series by confronting the Gilead Order's former leader, Arragious Nicholai, shortly after his assassination of Arisa Minami, a Praetor within the Order of Ethereal Magi. She engaged in combat with the former Captain-Commander in an attempt to detain him until Xeios arrived, releasing her Bankai to stay on even footing, but was soon overpowered and defeated by Arragious, to be saved from death by the timely appearance of Etchel Beoulve.
Combat Information
- "Learning to handle yourself in combat is an art form. Holding back just enough to surprise an opponent with is a fine line that you must learn to walk. Always watch for an opening, and don't be afraid to strike from behind. There's no shame in having honor, but there's also no shame in knowing when to place that aside for not just your own sake, but that of others."
- ―Kari Inihara to Benji Powell
Kari is a pragmatist in combat, ever quick to capitalize on any opportunity that presents itself with the option most likely to bring the fight to an end. To this effect, she combines her innate skills with kidou with masterful swordsmanship to trap opponents, in order to finish them off with pinpoint use of offensive kidou or her Diviner's abilities.
- Master Swordsmanship Specialist: Kari is an expert with light blades, capable of fighting evenly with most high-ranking Ethereal and Nether entities.
- Skilled Hand-to-Hand Combatant: Kari, like all Captains, has at least basic training in hand-to-hand combat skills. This is not her primary style of fighting, but she can defend herself if required.
- Enhanced Strength: Kari is capable of using her formidable reiatsu to increase her strength, giving her a level of strength above and beyond even normal Malakh.
- Exceptional Agility: Kari possesses a high degree of skill with Shunpo, which gives her great mobility in combat. Her agility, combined with her skill with her Diviner in both sealed and released forms, gives her excellent battlefield reach and control.
- Immense Spiritual Energy: Kari, like all Captains, possesses a great degree of spiritual power, enough to fight for greatly extended periods of time and generate incredible levels of reiatsu to debilitate enemies.
- Expert Magic User: As a former member of the Fifth Division and a member of the Order of Ethereal Magi, Kari possesses a great degree of skill with magical attacks of all kinds, surpassing even her former Captain.
Combat Attributes
Experience
- Malakh (400)
- Divine Magus (150)
- Secondary Classes
- Illusionist (150), White Mage (50), Alchemist (50), Red Mage (50), Mesmer (50)
- None.
Elemental Preferences
Character Attributes
Stamina
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Mana
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Accuracy
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Evasion
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5,699
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10,155
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6,165
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8,600
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Strength
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Vitality
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Mind
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Spirit
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Agility
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Dexterity
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Luck
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3,990
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3,705
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7,462
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8,136
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4,910
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3,316
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2,954
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|
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Elemental Affinities
Fire
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Wind
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Lightning
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Holy
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10%
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5%
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10%
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25%
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Ice
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Earth
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Water
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Dark
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10%
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15%
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10%
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-8%
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Status Effect Resistances
Disease
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Poison
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20%
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10%
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Wound
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Fear
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5%
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25%
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Talents
Talents
- Proficiency: Katana - Gain proficiency with the Katana.
- Specialization: Katana - Increases Physical Damage by 10% and decreases Delay by 5% while wielding a Katana.
- Mastery: Katana - Increases Physical Damage by 15%, Critical Hit chance by 7%, and Parry chance by 5% while wielding a Katana.
- Proficiency: Naginata - Gain proficiency with the Naginata.
- Specialization: Naginata - Increases Physical Damage by 10% and decreases Delay by 5% while wielding a Naginata.
- Mastery: Naginata - Increases Physical Damage by 15%, Critical Hit chance by 7%, and Parry chance by 5% while wielding a Naginata.
- Proficiency: Staff - Gain proficiency with the Staff.
- Specialization: Staff - Increases Physical Damage by 10% and decreases Delay by 5% while wielding a Staff.
- Implement Proficiency: Light Blade - Allows a Light Blade weapon to be used as an Implement.
- Implement Expertise: Light Blade - Light Blade Implements now increase Mana by 15% and Mana regen by 2 pips.
- Wind+ - Increases Wind Affinity by 10%.
- Recoil - Whenever dealt damage after using a Wind-elemental Ability, the attacker takes 0.35x Wind damage.
- Epidemic - Whenever a Wind-elemental Ability with one target would inflict Poison, Sap, or Blind status, a random adjacent target is also subject to that status effect.
- Updraft - Grants a +12% Agility bonus while affected by a Wind-elemental Enchantment.
- Holy+ - Increases Holy Affinity by 10%.
- Divine Aid - Whenever using a Holy-elemental Spell that restores Stamina, it also restores +2% Mana.
- Turn Undead - Whenever using a Holy-elemental Spell against an Undead target, treat the target's Holy Affinity as though it were 50% lower.
- Divine Sanction - After making a Holy-elemental attack against one target, the next time that target makes an attack, it takes 1.35x Holy Damage if an ally was the only target of that attack.
Racial Traits
Malakh
Active
- Mana Burn - Deals 15% Mana damage. Chroma: For each point of Mana lost, deals 2 magic damage.
- Spirit of Failure - Causes a 25% chance to miss with attacks. Chroma: Whenever hexed target misses, restores the user's Mana by 3%.
- Resurrection Chant - Revives an ally with up to the user's current Stamina and Mana.
Passive
- Angelic Aura - +7.5% Agility, +10% Holy Affinity.
- Second Wind - +3 pips Stamina regen whenever Stamina falls below 50%.
- Spiritual Resonance - +0.25...100% to all attributes while wielding a Diviner.
Equipment
Ability Information
Skills
Ethereal Magic
Active
- Rainbow Seal - The next Spell inflicts Slow and Silence status upon all targets.
Spells
- Binding - Deals 1.3x Holy damage. Inflicts Stop status.
- Heaven's Whisper - Deals 1.4x Holy damage. Inflicts Silence status.
- Celestial Arrow - Deals 1.35x Holy damage. Chroma: If the target is under Shell or Protect status, has 10% Magic Defense penetration.
- Holy Shield - Negates the next Dark elemental ability.
- Heaven's Wrath - Deals 1.6x Holy damage.
- Judgment's Light - Deals 1.45x Holy damage. Inflicts Dispel status.
- Blessing of Life - Restores 50% Stamina. Bestows Reraise status.
- Elysian Star - Deals 1.3x Holy damage. Inflicts Dispel status.
- Grand Cross - Deals 1.9x Holy damage.
- Tale of Fellis - Deals 1.2x Omni damage. Inflicts all status effects.
Passive
- Divine Favor - Increases the potency of Holy-elemental Spells by 0%.
- Majesty - Increases Holy Affinity by 0%.
- Resonance - Increases Mana regen by 0%.
- Mind+ - Increases Mind by 40%.
- Spirit+ - Increases Spirit by 40%.
- Mana+ - Increases Mana by 21%.
- Agility+ - Increases Agility by 21%.
- Evasion+ - Increases Evasion by 21%.
- Vitality+ - Increases Vitality by 10%.
- Block+ - Increases Block chance by 10%.
- Holy+ - Increases Holy Affinity by 10%.
- Disease Resist+ - Increases Disease (effect) Resistance by 10%.
- Fear Resist+ - Increases Fear (effect) Resistance by 10%.
White Magic
Active
- Divine Seal - Doubles the potency of the next Holy spell.
Spells
- Cure I - Restores Stamina equal to 1.2x magic damage.
- Banish I - Deals 1.2x Holy damage.
- Protectra - Bestows Protect status.
- Aquaveil - Prevents spells from being interrupted.
- Cure II - Restores Stamina equal to 1.45x magic damage.
- Banish II - Deals 1.45x Holy damage.
- Cura - Restores Stamina equal to 1.35x magic damage.
- Shellra - Bestows Shell status.
- Cure III - Restores Stamina equal to 1.7x magic damage.
- Regen - Bestows Regen status.
- Raise - Revives with 25% Stamina.
- Curaga - Restores Stamina equal to 1.6x magic damage.
- Arise - Revives with 100% Stamina.
- Esuna - Removes all negative status effects.
- Banish III - Deals 1.7x Holy damage.
- Regenra - Bestows Regen status.
- Holy - Deals 2.0x Holy damage.
Passive
- Resistance - Increases Magic Defense by 0%.
- Soul Shield - Bestows Shell status while in Critical status.
- Centered - Bestows Refresh status.
- Mana+ - Increases Mana by 40%.
- Spirit+ - Increases Spirit by 40%.
- Vitality+ - Increases Vitality by 14%.
- Mind+ - Increases Mind by 14%.
- Evasion+ - Increases Evasion by 14%.
- Holy+ - Increases Holy Affinity by 5%.
- Fear Resist+ - Increases Fear (effect) Resistance by 5%.
- Poison Resist+ - Increases Poison (effect) Resistance by 5%.
- Wound Resist+ - Increases Wound (effect) Resistance by 5%.
- Disease Resist+ - Increases Disease (effect) Resistance by 5%.
Transmutation
Active
- Alchemy Seal - Doubles the potency of the next Alchemy spell.
- Therapy - The next curative item affects its target as though they had Reverse status.
Spells
- Create: Potion - Creates and uses a Potion. Restores 15% Stamina.
- Create: Ether - Creates and uses an Ether. Restores 33% Mana.
- Create: Phoenix Down - Creates and uses a Phoenix Down. Revives the target with 25% Stamina.
- Create: Hi-Potion - Creates and uses a Hi-Potion. Restores 30% Stamina.
- Create: Dispel Tonic - Creates and uses a Dispel Tonic. Removes all positive status effects.
- Create: Remedy - Creates and uses a Remedy. Removes all negative status effects.
- Create: Mega-Potion - Creates and uses a Mega-Potion. Restores 50% stamina.
- Create: X-Potion - Creates and uses an X-Potion. Restores full Stamina.
Passive
- Analysis - Grants Libra status whenever an enemy has a positive status effect or Enchantment active.
- Deconstruction - Transmuted curative items used on non-undead, non-spirit enemies are 33% as potent and act as though those targets had Reverse status.
- Creation - Non-transmuted restorative items are 1…33% more effective.
- Mind+ - Increases Mind by 40%.
- Spirit+ - Increases Spirit by 40%.
- Mana+ - Increases Mana by 14%.
- Dexterity+ - Increases Dexterity by 14%.
- Accuracy+ - Increases Accuracy by 14%.
- Stamina+ - Increases Stamina by 5%.
- Vitality+ - Increases Vitality by 5%.
- Critical+ - Increases Critical Hit chance by 5%.
- Poison Resist+ - Increases Poison (effect) Resistance by 5%.
- Disease Resist+ - Increases Disease (effect) Resistance by 5%.
Phantasm Magic
Active
- Overwhelming Instinct - Imprint 1.2x Mind. Chroma: If this ability hits, inflicts Berserk status.
- Traumatic Visions - Imprint 0.8x Mind. Deals 0.3x psychic damage each second. Chroma: If this ability hits, inflicts Disable, Paralyze, and Immobilize status.
- Sum of all Fears - Imprint 0.65x Mind. Chroma: If this ability hits, Hexed target moves, attacks, and activates abilities 20% slower.
- Images of Remorse - Imprint 1.0x Mind. Chroma: If this ability hits, inflicts Stop status.
- Phantom Chasm - Imprint 0.9x Mind. Chroma: If this ability hits, inflicts Immobilize status.
- Grasping Shadows - Imprint 0.65x Mind. Inflicts Slow status. Chroma: If this ability hits, at the start of Hexed target's turn, deals 1.2x psychic damage.
- Distracting Whispers - Imprint 0.9x Mind. Chroma: If this ability hits, reduces Accuracy and Mind by 33%.
- Maze of Mirrors - Imprint 1.3x Mind. Chroma: If this ability hits, Hexed target treats the user's allies as though they had Vanish status.
- Taunting Phantoms - Imprint 0.5x Mind. Inflicts Berserk status. Chroma: If this ability hits, Hexed target physical attacks have a 50% chance to hit one of its allies. Chroma: If this ability fails to hit, inflicts Provoke status.
- Visions of Avarice - Imprint 1.1x Mind. Chroma: If this ability hits, Hexed targets skips their next 2 turns.
- Sheer Cold - Imprint 0.7x Mind. Deals 1.3x Ice damage. Chroma: If this ability hits, inflicts Freeze status.
- Overheat - Imprint 0.7x Mind. Deals 1.3x Fire damage. Chroma: If this ability hits, inflicts Heat status.
- Mirror Image - Imprint 0.8x Mind. Chroma: If this ability hits, deals 1.5x psychic damage and has "Chroma: For each ally, bestows Blink status."
- Repose - Imprint 1.3x Mind. Chroma: If this ability hits, inflicts Sleep status.
Spells
- Prominence - Deals 1.7x Fire damage.
- Tempest - Deals 1.7x Lightning damage.
- Freezeblink - Deals 1.7x Ice damage.
- Deluge - Deals 1.7x Water damage.
- Soil Evidence - Deals 1.7x Earth damage.
- Wild Tornado - Deals 1.7x Wind damage.
- Blackout - Deals 1.7x Dark damage.
- Star Cross - Deals 1.7x Holy damage.
Passive
- Mental Clarity - Increases the effectiveness of and defense against Spells that deal psychic damage by 0%.
- Absorb Mana - Whenever dealt damage by 0%.
- Conserve Energy - Reduces the cost of Spells by 0%.
- Mind+ - Increases Mind by 40%.
- Spirit+ - Increases Spirit by 40%.
- Mana+ - Increases Mana by 21%.
- Agility+ - Increases Agility by 21%.
- Evasion+ - Increases Evasion by 21%.
- Fire+ - Increases Fire Affinity by 10%.
- Ice+ - Increases Ice Affinity by 10%.
- Lightning+ - Increases Lightning Affinity by 10%.
- Water+ - Increases Water Affinity by 10%.
- Earth+ - Increases Earth Affinity by 10%.
Red Magic
Active
- Swordmage - Imbues your next 1…3 physical attacks with the effect(s) of your next spell.
- Doublecast - Casts two spells simultaneously.
- Convert - Switches current Stamina and Mana.
Spells
- Cure I - Restores Stamina equal to 1.2x magic damage.
- Quake I - Deals 1.2x Earth damage.
- Poison - Inflicts Poison status.
- Paralyze - Inflicts Paralyze status.
- Protect - Bestows Protect status.
- Blind - Inflicts Blind status.
- Water I - Deals 1.2x Water damage.
- Bio - Deals 1.2x magic damage. Inflicts Sap status.
- Slow - Inflicts Slow status.
- Aero I - Deals 1.2x Wind damage.
- Shell - Bestows Shell status.
- Silence - Inflicts Silence status.
- Oil - Inflicts Oil status.
- Regen - Bestows Regen status.
- Sleep - Inflicts Sleep status.
- Cure II - Restores Stamina equal to 1.45x magic damage.
- Dispel - Removes all positive status effects.
- Quake II - Deals 1.45x Earth damage.
- Raise - Revives with 25% Stamina.
- Water II - Deals 1.45x Water damage.
- Refresh - Bestows Refresh status.
- Aero II - Deals 1.45x Wind damage.
- Esuna - Removes all negative status effects.
- Haste - Bestows Haste status.
Passive
- Fast Cast - Decreases spell activation and reactivation time by 0%.
- Spellblade - Combo the successful casting of a Spell targeting a single enemy with a basic attack.
- Replenish - Gain 1…20% magic damage taken as Mana.
- Strength+ - Increases Strength by 40%.
- Spirit+ - Increases Spirit by 40%.
- Vitality+ - Increases Vitality by 14%.
- Mind+ - Increases Mind by 14%.
- Luck+ - Increases Luck by 14%.
- Evasion+ - Increases Evasion by 5%.
- Accuracy+ - Increases Accuracy by 5%.
- Earth+ - Increases Earth Affinity by 5%.
- Wind+ - Increases Wind Affinity by 5%.
- Fear Resist+ - Increases Fear (effect)Resistance by 5%.
Sleight
Active
- Overload - Imprint 0.75x Mind. Chroma: If this ability hits, deals 1.8 psychic damage.
- Phantom Pain - Imprint 0.8 Mind. Chroma: If this ability hits, reduces Stamina regen by 5…10 pips.
- Imagined Burden - Imprint 1.2x Mind. Chroma: If this ability hits, Inflicts Slow status.
- Mantra of Psychosis - Gain +0.25…0.75x bonus to Imprint Mind checks.
- Accumulated Pain - Imprint 0.8x Mind. Chroma: If this ability hits and if the target has at least two Hexes, deals 2.25x psychic damage.
- Sensory Deprivation - Imprint 1.75x Mind. Chroma: If this ability hits, inflicts Sleep, Poison, and Sap status.
Spells
- Arcane Larceny - Disables a random Spell. Arcane Larceny becomes that Spell.
- Power Leak - Interrupts an Ability. Chroma: If a Spell is interrupted, deals 1.8x Mana damage.
- Power Spike - Interrupts an Ability. Chroma: If a Skill is interrupted, deals 1.8x psychic damage.
- Enervate - Chroma: Whenever Hexed target activates an Ability, drains Mana equal to the cost of that ability.
- Illusionary Weaponry - Adds +0.1...0.5x magic damage. This damage has 20% Magic Defense penetration.
Passive
- Clairvoyance - When using an Ability with Imprint, displays the success rate.
- Domination - Whenever a Hex is successfully applied, it deals 0.2…0.8x Mana damage.
- Perception - Increases Mind by 0%.
- Mind+ - Increases Mind by 40%.
- Agility+ - Increases Agility by 40%.
- Strength+ - Increases Strength by 14%.
- Spirit+ - Increases Spirit by 14%.
- Dexterity+ - Increases Dexterity by 14%.
- Stamina+ - Increases Stamina by 5%.
- Evasion+ - Increases Evasion by 5%.
- Magic Damage+ - Increases Magic Damage by 5%.
- Magic Defense+ - Increases Magic Defense by 5%.
- Fear Resist+ - Increases Fear (effect) Resistance by 5%.
Spells
Personal Abilities
Kari possesses a number of specialized abilities owing to her status as a Malakh. Among these are Shunpo, or "flash steps," a rapid-movement ability used predominantly by Malakh, as well as special spells, Binding Arts and Destructive Arts, which can be used with or without an incantation. Using them with the incantation takes longer, but increases the power or effectiveness of the spell.
Personal Abilities
- Shunpo - Allows the user to move rapidly by enhancing their movements with magical energy.
Binding Arts
- Binding Art 4: Crawling Rope - Chroma: If the target's Spirit is less than 200, inflicts Disable status. Incantation: Unknown.
- Binding Art 26: Curved Light - Sets the user's Threat to 0 and bestows Vanish status. Incantation: Unknown.
- Binding Art 61: Six Rods Prison of Light - Chroma: If the target's level is higher than the caster, deals 1.3x magic damage and inflicts Stun status. If the target's level is lower than the caster, deals 1.7x magic damage and inflicts Disable and Immobilize status. Incantation: "Carriage of thunder, bridge of a spinning wheel. With light, divide this into six!"
Destructive Arts
- Destructive Art 31: Shot of Red Fire - Deals 1.3x Fire damage. Incantation: "Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of man! Inferno and pandemonium, the sea barrier surges, march on to the south!"
- Destructive Art 58: Orchid Sky - Deals 1.6x Wind damage. Incantation: Unknown.
- Destructive Art 63: Thunder Roar Cannon - Deals 1.65x Lightning damage. Incantation: "Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle!"
- Destructive Art 73: Twin Lotus Blue Fire, Crash Down - Deals 1.7x Fire damage. 15% chance to inflict Heat status. Incantation: "Ye lord! Mask of blood and flesh, all creation, flutter of wings, he who bears the name of man! On the wall of blue flame, inscribe a twin lotus! In the abyss of conflagration, wait at the far heavens!"
- Destructive Art 90: Black Coffin - Deals 2x magic damage. Incantation: "Ye Lord! Mask of blood and flesh, endless train, raising soul, demolishing spirit! Fall and become the end! Rise and encompass the creation! The sound of all creation begets the fall!"
Diviner
Kari, as a former Grim Angel Captain, has a Diviner created during her time in the Order. Her Diviner is named Kazewana (Wind Snare), and Kari is capable of manifesting her Diviner in both a Shikai and Bankai form.
- Shikai: Kazewana takes the form of a long chain with a crescent-shaped blade on one end and a long spike on the other. It is activated by the command "swirl" (uzu).
- Shikai Special Ability: Kazewana's Shikai is capable of releasing cutting waves of Wind-elemental energy from the curved blade of the weapon.
- Hokori Kyoufuu: By spinning the chain of her Shikai, Kari can create a dust cloud to impair the visibility of her foes. This ability can also be used in Bankai.
- Bankai: Named Kiritori Kazewana (Slicing Wind Snare). Kazewana takes the form of a long chain of magical energy connecting two identical weapons, each consisting of a circular ring upon which three long, double-edged blades are attached in a triangular pattern.
- Bankai Special Ability: In its Bankai form, Kazewana retains its Shikai ability to launch blades of wind and is capable of doing so from either weapon. Kazewana's chain can also extend up to 25 meters in order to attack distant foes. When thrown, slicing wind surrounds the spinning blades to enhance the cutting ability. Kari's Bankai also enables the use of an additional technique.
- Kami Oroshi: By spinning the blades of her Bankai to build up reiatsu, Kari summons a localized hurricane at a desired location to slice and buffet her target with extremely powerful winds. She can maintain this technique for any length of time that she desires, as long as she has the reiatsu to sustain it.
Soulstrike
Soulstrike
- Strike of the Seven Stars: Deals 2.3x Holy damage and inflicts Blind status.
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