Post by blackestofmages on May 8, 2013 17:39:48 GMT -5
probably suck, but meh. here's an attempt to make the hollow abilities scale and improve with the character' level. and an attempt to clarrify a few pieces of wording/make some options more viable (such as extra limb, where bite got you nothing before whilst wings got you flight)
Aquatic
Level:Standard Hollow
Prerequisites:None
Sealed:No.
The Hollow is an aquatic creature, equipped with gills, flippers and other such underwater adaptations. Upon taking this ability, the Hollow gains water breathing as an extraordinary ability, and gains a swim speed equal to their land speed, and all other benefits of having a swim speed.
In addition, the hollow is able to move and attack freely underwater, rather than using the normal rules.
An aquatic Hollow gains the aquatic subtype, with the amphibious special quality.
this ability may be taken multiple times, each time increasing the Hollow's swimming speed by their base land speed.
Bony Protrusions
Level:Standard Hollow
Prerequisites:None
Sealed:Yes (available only as a Hollow or in Resurrección)
The Hollow gains the benefit of having armor spikes, automatically dealing 1d6 points of damage to any creature engaged in a grapple with them every round. At 5th level, and every 5 levels thereafter, the bonus damage is increased by a further 1d6.
This ability can be selected multiple times. Each time it increases the damage by 1d6, and the rate at which it improves by one level (so level 4, 8 etc with one and level 3, 6, 9 with two)
Blindsense
Level:Standard Hollow
Prerequisites:5 HD
Sealed:No. This ability is always available.
The Hollow gains blindsense out to a range of 30 ft. at 8th level, and every 4 levels thereafter, the Hollow's blind-sense is increases by 10ft.
Special: This ability may be selected multiple times. Each time after the first increases the range of the hollow's blindsense by 30ft.
Burrowing
Level:Standard Hollow
Prerequisites:None
Sealed:Yes. Only available in hollow form or Ressuresción
Upon taking this ability, the Hollow gains a burrow speed equal to half of its land speed, and can burrow through any material with a hardness of less than 20.
The hollow also gains tremorsense out to 20ft, which increases by 5 ft at 4th level and every 4 levels thereafter. Whilst burrowing, the Hollow's tremorsense is doubled.
Constrict
Level:Standard Hollow
Prerequisites:Improved grab Hollow ability
Sealed:Functions as long as improved grab is available.
The Hollow gains the Constrict monster ability. Any time it makes a grapple check to deal damage, it inflicts an additional 1d6 points of damage. At 5th level, and every 5 levels thereafter, the hollow's constrict damage is increased by 1d6
This ability can be selected multiple times. Each time it increases the damage by 1d6, and the rate at which it improves by one level (so level 4, 8 etc with one and level 3, 6, 9 with two)
Extra Limb
Level:Standard Hollow
Prerequisites:None
Sealed:Partial. The Arrancar retains any movement mode granted, but loses any extra natural weapons until it enters ressureción.
The hollow gains an extra limb, chosen from the following list:
Extra Legs: The Hollow gains an additional claw attack, and increases his land movement speed by 10 feet.
Extra Arms: The Hollow has an additional claw attack, as well as two extra arms, which can be used for anything the hollow's other arm(s) can be used for
Tail: The Hollow has a tail attack. This can be either bludgeoning or piercing damage. The tail attack can be used to make a trip attack, like a spiked chain. In this case, rather than dropping the weapon if the hollow fails, however, the enemy simply cannot
Strengthened Jaw: The Hollow has a bite attack. The attack has 1 higher critical threat range or critical damage multiplier than normal, chosen when obtained. If the hollow already possessed a bite attack, then the bite instead deals damage as if the hollow was four levels higher, and once more increases the critical threat range by 1 (to a maximum of 17) or the critical damage by 1 (to a maximum of * 3)
Tentacles: The Hollow has a pair of tentacles, which grant him a single whip attack. The tentacles have reach, and can be used to grapple.
Wing: The Hollow has a wing that gives it a wing buffet attack. Two wings gives the hollow a fly speed equal to its land speed, with poor maneuverability, or increases an existing fly speed by the hollow's base land speed. Each subsequent wing beyond the second increases the hollow's speed by ½ base land speed, and his manouvrability by one step.
This ability may be taken multiple times. Its effects stack.
Fast Healing (the fullbringer one is being changed, as this one was a direct copy/paste, we're changing this one as well
Level:Standard Hollow
Prerequisites: None
Sealed:No. This ability is always active.
The Hollow gains Fast Healing 2. At the time the Fast Healing is taken, select two energy types that can prevent the Fast Healing from functioning (defaults are Fire and Acid). The Hollow cannot gain resistance or immunity to either of these energy types, and any existing resistance to the energy type is effectively negated.
At 5th level, and every 5 levels thereafter, the hollow's fast healing increases by 2.
**Special:** This ability may be taken multiple times. The effects stack.
Chameleon
Level: Standard Hollow
Prerequisites: Hide 10+
Sealed: No
The hollow gains the ability to hide in plain sight, as a ranger. When this ability is obtained, choose either natural terrain or urban terrain. The Hollow may hide in the chosen terrain, even when being observed. At 12th level, the hollow gains the ability to hide in all types of terrain whilst being observed.
In addition, the hollow is learns to move faster without revealing himself. At 4th level, and every 4 levels thereafter, the hollow may move an additional 10% and still be able to hide. Furthermore, the penalty to hiding after sniping is reduced by 5 at 4th level, and every 4 levels thereafter.
Flight
Level: Standard Hollow
Prerequisites: None
Sealed: No
The Hollow gains the ability to fly using her spiritual power. She gains a flight speed equal to her land speed with poor manoeuvrability.
Improved Flight
Level:Standard Hollow
Prerequisites: Flight (no matter the source)
Sealed: No
The Hollow becomes a much more able flier. Her manoeuvrability increases by one stage, and her movement speed increases by 10 ft per 5 character levels the hollow possesses.
Special: This ability may be selected multiple times. The effects stack.
Improved Grab
Level:Standard Hollow
Prerequisites:None
Sealed:No, but only applies to an Arrancar’s unarmed attacks (treat their unarmed damage as the chosen natural weapon) or a weapon with the tripping property, or one that can be used to grapple.
Select a natural attack the hollow possesses. At the end of an attack action when the hollow landed a hit with the chosen weapon, they can immediately initiate a grapple against any foe they strike. At 5th level, and every 5 levels thereafter, the hollow may apply this ability to an additional natural weapon. The hollow still only makes one grapple attempt, but it gains a +2 bonus for each hit after the first.
Magic Fang
Level:Standard Hollow
Prerequisites:None
Sealed:Partial. The Arrancar’s zanpakuto has all the enhancement and abilities of its most advanced natural weapon
The Hollow's natural weapons become the equivelant of +1 magic weapons. At 4th level, and every 4 levels thereafter, the enhancement bonus is increased by +1, to a maximum of +5 at level 16.
Magic Fang
Level:Standard Hollow
Prerequisites:None
Sealed:Partial. The Arrancar’s zanpakuto has all the enhancement and abilities of its most advanced natural weapon
The Hollow's natural weapons gain a single weapon enhancement worth +1. This does not need to be the same ability for each weapon. At 8th level, and every 4 levels thereafter, the total enhancement value of the weapon increases by +1. whenever the size of the hollow's enhancement pool increases, she may trade in the abilities on a natural weapon for any other she could afford.
Spikes
Level:Standard Hollow
Prerequisites: none
Sealed:Yes (available only as a Hollow or in Resurrección)
The Hollow gains Spikes she can shoot as a ranged weapon. The spikes deal piercing damage, and inflict damage as a hollow 4 levels lower's natural weapons. The Hollow may have any abilities that effect her natural weapons to also effect the hollow's spikes. The hollow does not need to switch between spikes and natural weapons.
Spell-Like ability
Level:Standard Hollow
Prerequisites:None
Sealed:No
The hollow gains a spell-like ability usable twice/day at first. The maximum spell Level they can acquire when taking this ability is based on their hit dice, and they can gain any spell as a spell-like ability that a Kido Shinigami of an equivalent Level can cast (1st Level spells at 1 HD, 2nd Level spells at 3 HD, and so on). The spell gained can be drawn from either the kido spell list, or a spell-list chosen by the DM
The Hollow can also activate the ability without buning one of their charges by spending SEP equal to the normal cost of the spell + 2.
At 4th level and every 4 levels thereafter, the hollow may exchange her spell-like ability for any other available to her. At 5th level, and every 5 levels thereafter, the hollow gains an additional use of the chosen spell-Like ability.
This ability may be taken multiple times, each time gives them an additional two uses of an existing spell-like ability per day or gives them access to another spell-like ability.
I left a few non-scaling. Evasion/uncanny dodge I chose not to because they can be obtained as feats, and since a hollow ability costs a feat, I felt it might be a dick move to everyone else to give them improved evasion for cheaper without needing the normal prerequisites either.
breath weapon I didn't change because it already scales, and since all hollows havecero I felt having a weaker but free version was fair.
so, thoughts?
Aquatic
Level:Standard Hollow
Prerequisites:None
Sealed:No.
The Hollow is an aquatic creature, equipped with gills, flippers and other such underwater adaptations. Upon taking this ability, the Hollow gains water breathing as an extraordinary ability, and gains a swim speed equal to their land speed, and all other benefits of having a swim speed.
In addition, the hollow is able to move and attack freely underwater, rather than using the normal rules.
An aquatic Hollow gains the aquatic subtype, with the amphibious special quality.
this ability may be taken multiple times, each time increasing the Hollow's swimming speed by their base land speed.
Bony Protrusions
Level:Standard Hollow
Prerequisites:None
Sealed:Yes (available only as a Hollow or in Resurrección)
The Hollow gains the benefit of having armor spikes, automatically dealing 1d6 points of damage to any creature engaged in a grapple with them every round. At 5th level, and every 5 levels thereafter, the bonus damage is increased by a further 1d6.
This ability can be selected multiple times. Each time it increases the damage by 1d6, and the rate at which it improves by one level (so level 4, 8 etc with one and level 3, 6, 9 with two)
Blindsense
Level:Standard Hollow
Prerequisites:5 HD
Sealed:No. This ability is always available.
The Hollow gains blindsense out to a range of 30 ft. at 8th level, and every 4 levels thereafter, the Hollow's blind-sense is increases by 10ft.
Special: This ability may be selected multiple times. Each time after the first increases the range of the hollow's blindsense by 30ft.
Burrowing
Level:Standard Hollow
Prerequisites:None
Sealed:Yes. Only available in hollow form or Ressuresción
Upon taking this ability, the Hollow gains a burrow speed equal to half of its land speed, and can burrow through any material with a hardness of less than 20.
The hollow also gains tremorsense out to 20ft, which increases by 5 ft at 4th level and every 4 levels thereafter. Whilst burrowing, the Hollow's tremorsense is doubled.
Constrict
Level:Standard Hollow
Prerequisites:Improved grab Hollow ability
Sealed:Functions as long as improved grab is available.
The Hollow gains the Constrict monster ability. Any time it makes a grapple check to deal damage, it inflicts an additional 1d6 points of damage. At 5th level, and every 5 levels thereafter, the hollow's constrict damage is increased by 1d6
This ability can be selected multiple times. Each time it increases the damage by 1d6, and the rate at which it improves by one level (so level 4, 8 etc with one and level 3, 6, 9 with two)
Extra Limb
Level:Standard Hollow
Prerequisites:None
Sealed:Partial. The Arrancar retains any movement mode granted, but loses any extra natural weapons until it enters ressureción.
The hollow gains an extra limb, chosen from the following list:
Extra Legs: The Hollow gains an additional claw attack, and increases his land movement speed by 10 feet.
Extra Arms: The Hollow has an additional claw attack, as well as two extra arms, which can be used for anything the hollow's other arm(s) can be used for
Tail: The Hollow has a tail attack. This can be either bludgeoning or piercing damage. The tail attack can be used to make a trip attack, like a spiked chain. In this case, rather than dropping the weapon if the hollow fails, however, the enemy simply cannot
Strengthened Jaw: The Hollow has a bite attack. The attack has 1 higher critical threat range or critical damage multiplier than normal, chosen when obtained. If the hollow already possessed a bite attack, then the bite instead deals damage as if the hollow was four levels higher, and once more increases the critical threat range by 1 (to a maximum of 17) or the critical damage by 1 (to a maximum of * 3)
Tentacles: The Hollow has a pair of tentacles, which grant him a single whip attack. The tentacles have reach, and can be used to grapple.
Wing: The Hollow has a wing that gives it a wing buffet attack. Two wings gives the hollow a fly speed equal to its land speed, with poor maneuverability, or increases an existing fly speed by the hollow's base land speed. Each subsequent wing beyond the second increases the hollow's speed by ½ base land speed, and his manouvrability by one step.
This ability may be taken multiple times. Its effects stack.
Fast Healing (the fullbringer one is being changed, as this one was a direct copy/paste, we're changing this one as well
Level:Standard Hollow
Prerequisites: None
Sealed:No. This ability is always active.
The Hollow gains Fast Healing 2. At the time the Fast Healing is taken, select two energy types that can prevent the Fast Healing from functioning (defaults are Fire and Acid). The Hollow cannot gain resistance or immunity to either of these energy types, and any existing resistance to the energy type is effectively negated.
At 5th level, and every 5 levels thereafter, the hollow's fast healing increases by 2.
**Special:** This ability may be taken multiple times. The effects stack.
Chameleon
Level: Standard Hollow
Prerequisites: Hide 10+
Sealed: No
The hollow gains the ability to hide in plain sight, as a ranger. When this ability is obtained, choose either natural terrain or urban terrain. The Hollow may hide in the chosen terrain, even when being observed. At 12th level, the hollow gains the ability to hide in all types of terrain whilst being observed.
In addition, the hollow is learns to move faster without revealing himself. At 4th level, and every 4 levels thereafter, the hollow may move an additional 10% and still be able to hide. Furthermore, the penalty to hiding after sniping is reduced by 5 at 4th level, and every 4 levels thereafter.
Flight
Level: Standard Hollow
Prerequisites: None
Sealed: No
The Hollow gains the ability to fly using her spiritual power. She gains a flight speed equal to her land speed with poor manoeuvrability.
Improved Flight
Level:Standard Hollow
Prerequisites: Flight (no matter the source)
Sealed: No
The Hollow becomes a much more able flier. Her manoeuvrability increases by one stage, and her movement speed increases by 10 ft per 5 character levels the hollow possesses.
Special: This ability may be selected multiple times. The effects stack.
Improved Grab
Level:Standard Hollow
Prerequisites:None
Sealed:No, but only applies to an Arrancar’s unarmed attacks (treat their unarmed damage as the chosen natural weapon) or a weapon with the tripping property, or one that can be used to grapple.
Select a natural attack the hollow possesses. At the end of an attack action when the hollow landed a hit with the chosen weapon, they can immediately initiate a grapple against any foe they strike. At 5th level, and every 5 levels thereafter, the hollow may apply this ability to an additional natural weapon. The hollow still only makes one grapple attempt, but it gains a +2 bonus for each hit after the first.
Magic Fang
Level:Standard Hollow
Prerequisites:None
Sealed:Partial. The Arrancar’s zanpakuto has all the enhancement and abilities of its most advanced natural weapon
The Hollow's natural weapons become the equivelant of +1 magic weapons. At 4th level, and every 4 levels thereafter, the enhancement bonus is increased by +1, to a maximum of +5 at level 16.
Magic Fang
Level:Standard Hollow
Prerequisites:None
Sealed:Partial. The Arrancar’s zanpakuto has all the enhancement and abilities of its most advanced natural weapon
The Hollow's natural weapons gain a single weapon enhancement worth +1. This does not need to be the same ability for each weapon. At 8th level, and every 4 levels thereafter, the total enhancement value of the weapon increases by +1. whenever the size of the hollow's enhancement pool increases, she may trade in the abilities on a natural weapon for any other she could afford.
Spikes
Level:Standard Hollow
Prerequisites: none
Sealed:Yes (available only as a Hollow or in Resurrección)
The Hollow gains Spikes she can shoot as a ranged weapon. The spikes deal piercing damage, and inflict damage as a hollow 4 levels lower's natural weapons. The Hollow may have any abilities that effect her natural weapons to also effect the hollow's spikes. The hollow does not need to switch between spikes and natural weapons.
Spell-Like ability
Level:Standard Hollow
Prerequisites:None
Sealed:No
The hollow gains a spell-like ability usable twice/day at first. The maximum spell Level they can acquire when taking this ability is based on their hit dice, and they can gain any spell as a spell-like ability that a Kido Shinigami of an equivalent Level can cast (1st Level spells at 1 HD, 2nd Level spells at 3 HD, and so on). The spell gained can be drawn from either the kido spell list, or a spell-list chosen by the DM
The Hollow can also activate the ability without buning one of their charges by spending SEP equal to the normal cost of the spell + 2.
At 4th level and every 4 levels thereafter, the hollow may exchange her spell-like ability for any other available to her. At 5th level, and every 5 levels thereafter, the hollow gains an additional use of the chosen spell-Like ability.
This ability may be taken multiple times, each time gives them an additional two uses of an existing spell-like ability per day or gives them access to another spell-like ability.
I left a few non-scaling. Evasion/uncanny dodge I chose not to because they can be obtained as feats, and since a hollow ability costs a feat, I felt it might be a dick move to everyone else to give them improved evasion for cheaper without needing the normal prerequisites either.
breath weapon I didn't change because it already scales, and since all hollows havecero I felt having a weaker but free version was fair.
so, thoughts?